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Vehicles

In order to move around the spacious maps of Tribes 2, you will be able to crew 3 air vehicles and 3 ground vehicles. These consist of a ground scout, assault vehicle, and mobile field base on the ground side, with a scout/fighter, bomber, and transport providing cover. The ground and air vehicles will be purchased at the same stations.

Wildcat-Class Grav Cycle

A favorite of snipers and flag runners, the Wildcat is a unarmed, ground-hugging "Terragrav" built for blazing speed. Skilled Wildcat pilots build formidable reputations as fearless daredevils... or absolute psychopaths. A Wildcat with an experienced pilot can take advantage of slopes and ridges to reach tremendous speeds, sliding down slopes and ricocheting off walls and steep landscapes. For even greater bursts of speed, the pilot can engage the turbo interlocks, shunting power directly from the shields into the engine.

Crew: 1 (pilot), Scout-class armor only!

Speed: High

Protection: Low

Armament: None

Beowulf-Class Grav Tank

Heavily armed and shileded, the Beowulf Terragrav is a fearsome mobile assault fire platform that crosses terrain and water with equal ease. The crew of two can mow down warriors with its chainguns and take out enemy objectives using the fusion mortar (which instantly explodes upon impact).

Crew: 2 (driver, gunner)

Speed: Moderate

Protection: High

Armament: Turret-mounted chainguns and fusion mortar.

Jericho-Class Forward Base

Slow but heavily shilded, the Jericho carries an inventory station and lets a team establish a forward base virtually anywhere on the map. At the desired forward location, the base plants itself and deploys its equiptment. The missile turret adds to aerial defence while the inv station lets warriors in battle change equipment at a fast pace.

Crew: 1 (driver)

Speed: Low

Protection: High

Armament: Missile Turret

Equipment: Inventory Pad, Sensor Jammer (always activated)

Shrike-Classl Fighter

The Shrike is often typecast as an anti-Turbograv vehicle. However, its agility and heavy blasters make it quite effective in a ground support role. It also carries an advance sensor suite that links into the Command Circuit and provices detailed intelligence on enemy movement.

Excelling at shooting down other turbogravs, the Shrike Fighter provides a key defense against air-based threats to tribal ground pounders. The Shrike also includes an advanced AWACs sensor system for added tactical advantage. The Shrike has advanced afterburners which allow it to outrun incoming missiles at the temporary expense of its shield strength.

Crew: 1 (pilot)

Speed: High

Protection: Moderate

Armament: Twin heavy blasters

Thundersword-Class Bomber

The Thundersword delivers massive firepower to the battlefield and is particularly effective against shielded targets. It is much tougher than the Shrike, but slower. The bombardier has a rack of energy bombs on hand for carpet-bombing ground targets. The Thundersword's belly turret is also equipped a heavy cannon for fighting off enemy Shrikes and a targeting laser for guiding bombs and friendly missiles and mortars onto enemy targets. Deadly in the hands of an experienced crew!

Crew: 3 (pilot, bombardier, tailgunner)

Speed: Moderate

Protection: High

Armament: Coherent-plasma bombs, ventral turret

with dual-mount blaster cannons.

Havoc Heavy Transport

The Havoc allows aerial transport of personnel across any terrain. Slow but tough, the Havoc features no guns or special abilities other than rugged construction and enormous carrying capacity. It carries a pilot and a tailgunner, plus four seated passengers who are free to fire their weapons in virtually any direction as the Havoc flies over a contested area. When carrying a full load of Juggernaut armors and their enormous firepower, the Havoc truly brings terror to the battlefield, thus sometimes earning the nickname "gunship."

Crew: 2 (pilot, tailgunner)

Speed: Low

Protection: High

Armament: None

Capacity: Four passenger slots as well as crew positions.



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