The Tribes Strike Back
Prolog *note: This is very long*
From the Star Siege Tribes 2 universe.
Ok I’m writing a Fan-Fic on Tribes 2. This is the Prolog; it will give you info. On how this war (between the Tribes and BioDerm) started and what the weapons and vehicles are. This is going to be 3 part story so dont rate until I finish.
Information taken from the Tribes 2 Manual
It is the 40th Century. On the Frontier of Human space, hardy neo-barbarian tribes compete for possession of new worlds. Tribal warriors enter combat in powered armor, depending on skill and bravery to win glory.
But now the BioDerm Hordes are invading tribal space. Though the tribe’s boast of being the finest warrior’s humanity has ever produced, they face a genetically modified race that has literally bred itself for battle.
I’m adding in “Floating bases” as well. Most floating bases are half a mile wide and 1 mile high. The “StormHammer” in the story is the biggest for the Tribes. It’s a mile and a half wide and two miles high.
Armor-Classes
Scout-Class Armor
Protection-Low
Mobility-High
Weapon capacity: 3 Primary weapons
Special Capabilities: Only class capable of carrying Laser Rifle can pilot all vehicles
Limitations: Cannot carry fusion mortar, missile launcher, Inventory pack, landspike or spider clamp turret packs.
Assault-Class Armor
Protection-Moderate
Mobility-Moderate
Weapon capacity: 4 Primary weapons
Special Capabilities: Can pilot all vehicles except the Grav-Cycle.
Limitations: Cannot carry Fusion Mortar or Laser rifle.
Juggernaut-Class Armor
Protection-High
Mobility-low
Weapon capacity: 5 Primary weapons
Special Capabilities: Only armor that can use fusion mortar.
Limitations: Cannot carry laser rifle or pilot vehicles.
Adv. = advantage. Dis. = Disadvantage
Primary Weapons
Blaster- Standard tribal sidearm
Ammo: Unlimited – Draws from armor energy
Adv.: High rate of fire, long range, ignores shield packs, ricochets
at close range.
Dis.: Low damage. Energy use can interfere with mobility
Chaingun – Chaingun need I say more?
Ammo: Limited
Adv.: High rate of fire, substantial damage at close range, conical “spread” to
target.
Dis.: Ineffective at long range, short delay between trigger press and firing.
Electron Flux Projector (ELF)- Short range energy weapon
Ammo: Unlimited- draws from armor energy
Adv.: Drains targets energy supply, drains shields thus hampers targets mobility
Dis.: Deals little damage, drains users energy supply.
Fusion Mortar- Most Destructive weapon
Ammo: Limited
Adv.: Explosive damage, indirect fire – direct fire if used with a teammates targeting laser.
Dis.: Slow rate of fire
Grenade Launcher- Lobs Grenades
Ammo: Limited
Adv.: Explosive damage, grenades can bounce once.
Dis.: Difficult to aim
Laser Rifle- Sniper Weapon
Ammo: Unlimited-draws off armor energy
Adv.: Substantial damage (esp. Headshots) Instant projectile speed (instant hit) almost unlimited range.
Dis.: Slow rate of fire, Uses all of users energy. Need an energy pack.
Missile Launcher- used vs. Vehicles or People (hehe)
Ammo: Limited
Adv.: Explosive, long range, follows target
Dis.: Long delay before locking on, slow rate of fire.
Plasma Rifle – Superheated balls that explode
Ammo: Limited
Adv.: Explosive damage, decent rate of fire, ignores shields
Dis.: Slow Projectile movement
Shocklance – close combat weapon
Ammo: Unlimited- draws from armor energy
Adv.: Substantial damage if it hits target from behind. (Can kill any armor in 1 hit from behind)
Dis.: Less effective in frontal or side attacks
Spinfusor - High explosive disk
Ammo: Limited
Adv.: Explosive long range
Dis.: Med. Rate of fire
Targeting Laser – Helps mortar, Grenade launcher, and Missile launcher to lock on.
Ammo: Unlimited – draws from armor energy.
Secondary weapons
Basic Grenade – explosive Charge
Concussion Grenade – little damage, strips victims of weapons and packs.
Flare Grenade – Used to throw off missile locks
Whiteout Grenade – Blinds friends or foes nearby
Mines – Burrows and arms itself.
Packs – Used with Jetpacks
*Jetpack (part of armor never taken off)
Ammunition pack- gives more ammo
*Cloaking Pack – Inactive – jams sensors (Radar only) Active – Invisible to visual detection (but uses energy)
*Energy pack – gives more energy for suits – must have to use Laser Rifle
*Repair Pack – Repairs anything
*Sensor Jammer – Activated – jams all sensors but nme can still you
*Shield pack – Protects you from everything but blaster and elf guns.
*Uses Energy
Deployable packs
Remote inventory station – only carryable by assault and juggernauts – gives you everything but armor and another one of these.
Pulse sensor - Radar
Motion Sensor- Detects movement
Spider Clamp Turret – Indoor turret uses pulse sensor
LandSpike Turret – Outdoor turret – uses pulse sensor
Satchel Charge – makes thing go (big) boom
Vehicles
WildCat – Grav cycle
Crew- 1 (scout armor only)
Speed – High
Protection – low
Armament – none
BeoWulf – Grav Tank
Crew – 2 (driver, gunner)
Speed Moderate
Protection – high
Armament – Turret mounted chaingun and mortar.
Jericho – Mobile Forward Base
Crew – 1
Speed – Low
Protection – high
Armament – Missile turret when deployed
Equipment – Inventory pad and a sensor jammer
Shrike – Fighter
Crew – 1
Speed – high
Protection – Moderate
Armament – Twin Heavy Blasters
Thunder Sword – Bomber
Crew – 3 (Pilot, Bombardier, Tailgunner)
Speed – Moderate
Protection- High
Armament – (Bombardier) Plasma Bombs, ventral Turret with dual- mounted blaster cannons.
Havoc – Transport / Gunship
Crew – 2 (pilot , Tailgunner)
Speed – low
Protection – High
Armament – none
Capacity – 4 passenger slots (Passengers can shoot out thus the name Gunship)
Turrets
Anti- Air Blasters
ELF
Mortar
Guided Missile
Plasma
Sentry (Indoor)