| Overview and History |
| Vehicle Specifications | General Stats | |||
| Name: | Jager, Flammjager Bunker Buster | Threat Value: | 519 | |
| Vehicle Type: | Walker | Offensive Value: | 625 | |
| Production Type: | Mass Produced | Defensive Value: | 298 | |
| Cost: | 346,000.00 dinars | Miscellaneous Value: | 632 | |
| Manufacturer: | Territorial Arms | Size: | 6 | |
| Use: | Assualt | Original Default Size: | 8 | |
| Height: | 4.3 meters | Indv. Lemon Dice: | 3 | |
| Length: | 2.9 meters | Crew: | 1 | |
| Width: | 3.0 meters | Bonus Actions: | 0 | |
| Avg. Armor Thickness: | 45mm | |||
| Armor Material: | Armoplast | Armor | ||
| Standard Op. Weight: | 6750 kg | Light Damage: | 15 | |
| Primary Move Mode: | Walker (41 kph) | Heavy Damage: | 30 | |
| Secondary Move Mode: | Ground (74 kph) | Overkill: | 45 | |
| Deployment Range: | 500 km | |||
| Sensor Range: | 2 km | Vehicle Availability | ||
| Communication Range: | 10 km | Availability Threshhold: | 6 | |
| Powerplant: | V-Engine | Max Number on Field: | 5 | |
| Engine Output: | 455hp | |||
| Movement | ||||
| Electronics | Primary Move Mode: | Walker | ||
| Sensors: | 0 | Combat Speed: | 4 | |
| Communications: | 0 | Top Speed: | 7 | |
| Fire Control: | 0 | Secondary Move Mode: | Ground | |
| Combat Speed: | 6 | |||
| Top Speed: | 12 | |||
| Maneuver: | 0 | |||
| Quantity | Name | Code | Arc | ACC | Damage | Range | ROF | Ammo | Special |
|---|---|---|---|---|---|---|---|---|---|
| Medium Flamer | Inc, IF, SlowBurn | ||||||||
| Incendiary Rocket Pack/20 | Inc, IF, SlowBurn | ||||||||
| Anti-Personnel Grenade Launcher | AE0, AI, IF | ||||||||
| Heavy Panzerfaust | Dis | ||||||||
| Heavy Grenade | Dis | ||||||||
| Vibroblade |
| Name | Rating | Game Effects | AUX |
|---|---|---|---|
| Easy to Modify | +2 to Repair and Modify rolls | ||
| Fire Resistant | Half the intensity from Flame attacks | ||
| HEP: Desert | - | ||
| HEP: Extreme Heat | - | ||
| Manipulator Arm x2 | Can punch |
| Name | Rating | Game Effects |
|---|---|---|
| Sensor Dependent | Must rely on sensors in combat |
| Name | Rating | Game Effects |
|---|
| Variants |
| There are no variants. |
| Designer Notes |
| The standard Flammjager was developed principally for use in mop-up operations during the War of the Alliance. As Terranovan troops would retake ground previously lost to the Colonial Expeditionary Force, Flammjagers were used to clear out GREL and human infantry trapped by the allied advance. Southern commanders, however, discovered that an incendiary weapons platform like the Flamm was a useful asset in the initial assault as well. GREL infantry were not only more skilled and stronger than regular troops, but significantly more tenacious. Units of Mordred shocktroopers would regularly face armored assaults without fear and -- in the hands of a skilled Jan leader -- fall back to a fortified position to halt further enemy advances. The CEF produced generic modular field bunkers just for this purpose. Incendiary weapons were one good way to "bust" these bunkers, but the anti-armor weapons wielded by GRELs in these prepared positions often made short work of the standard Flamm before it could reach the effective range of its weapons. Hittite light battle tanks could deal with this situation, but were not always available; a field modification of the Flamm became necessary. |