Size (Bounding Box, assembled): 70.30mm x 29.2mm x 24.9mm
The Spakkoomer, at 65 tons, may not be what fits a typical idea of a “light tank;” indeed, by many standards, the Spakkoomer would be classified as a main battle tank. But for the orcs, it is considerably smaller and lighter than their traditional main battle tanks.
The Spakkoomer’s name is an onomatopoeia of the distinctive spak-koooooom of the discharge of the torpedo launcher that is its main weapon.
The Spakkoomer is the most modern of it generation of Fearcrushy AFVs, entering service is 2341.
The Spakkoomer is unusual in that very few AFVs are fitted with full-on torpedo tubes. Replacing what would be the main gun, the Spakkoomer represents the most recent application of the torpedo technology that is so heavily utilised in the Fearcrushy starships.
The Spakkoomer carries three types of antimatter torpedoes.
The first is an antimatter shaped charge. This can be fired like a conventional gun, with a range of up to four kilometres. But as a torpedo launcher, it means that the munitions have limited guidance, making it possible to make indirect fire attacks using a sensor lock, though this, just as with shipboard torpedoes, requires the torpedo to slow down enough it is then susceptible to active defences. This shaped charge is rated at Tier 20 as is the workhorse armament.
The second is a more convention antimatter torpedo, a smaller version of the one used by the Arm Arder. The larger size of the torpedo means that the Spakkoomer only typical can carry six of these rounds. The torpedoes have an effective range of two kilometres, but a higher rating of Tier 22.
Finally, the Spakkoomer carries four antimatter burst torpedoes. The se torpedoes carry a lighter payload, but rather than a single warhead, they scatter a series of what is effectively antimatter grenades. They are thus effective against lighter targets, but also can be used as light artillery in their own right.
For operating these weapons, the Spakkoomer requires the cutting edge of orcish sensor technology. This perforce, requires a lot of bulk, as orcish sensors are comparatively simple.
However, mounting the primary sensors and the commander’s observation point created a problem. The positioning meant that a single point-defence turret like the standard 30mm twin autocannons would have to be placed on a higher turret to be able to cover the full 360°. This was not practical as it would have made the vehicle too tall and too heavy.
Instead, the Spakkoomer mounts two uncrewed blasterbeam turrets. Their placement is staggered; one at the front left, and the other at the rear right. This means that between them, they can be mounted lower and cover what would otherwise be the blind spot on the front left created by the sensors and command’s observation point.
As energy weapons, the blasterbeam turret are much lighter than the autocannons, but their performance is likewise not as substantial. Rated at Tier 12, the blasterbeams have an effective range of 1500m. If concentrating on a single target, the combined output reaches Tier 18, but this can be somewhat difficult to align, if an enemy is not directly in front of behind the Spakkoomer.
The power requirements mean that the Spakkoomer needed an engine almost as big as the Arm Arder. After some early testing failures, the Arm Arders BFE-1190 was found to be simply too big. Knokky-Farr went back to the drawing board and produced the BFE-1195, which is a slightly cut down and rearranged version of the BFE-1190.
The draw from its energy-hungry weapons reduce the Spakkoomer’s top speed to below that of the Arm Arder and it is noticeably slightly slower to accelerate and decelerate when entering hull-down positions. However, it still sports excellent armour, the fore turret armour rated to Tier 22 verse kinetic attacks and 21 against energy weapons.
The Spakkoomer’s coaxial gun had to be projectile weapon, since the tank did not have the energy budget for energy weapons like the Arm Arder’s rotary blasters. Happily for the orcs, the lighter blasterbeams left plenty of weight, and the sheer size of the torpedo launcher allows sufficient space to mount a single 30mm autocannon, unconventionally slung under the torpedo launcher. This is the same Krag-Nark autocannon as used in the twin autocannon turrets. Alone, it is rated to only Tier 10, but as its main function is as an ultra-heavy machinegun, it more than suffices.
The Spakkoomer has had something of a more troubled service history. Its reliance on more advanced technology means it requires more and more careful maintenance, which underlines the problems with the typical orc’s somewhat slip-shod approach to life. There has thus to some extent been something of a winnowing of Spakkoomer crews, such that by time of writing in 2351, only the more intelligent and competent remain. This is not always just a matter of reassignment. In 2344, there was a major incident in an orc army base on Knobbler’s Rib. Fault maintenance directly lead to a breach of the antimatter containment systems, causing the Spakkoomer to explode in the vehicle maintenance bay, causing the deaths of 53 personnel and the loss of seven AFVs.
Product Information:
Range: Orc Fearcrushy
Race / Species: Orc
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