===== 1. About the Vehicle =====
Though an older design, the T-51 serves the Drathonian military like a faithful dog with plenty of energy despite it's years. It's most prominent feature is not the dual canons or loud roar of it's engines, nor the screech of the crude tracks, but the circular saws mounted at Terran neck level. The blades tend to decapitate anyone unlucky enough to stand before it and have them roll about atop the hull of the tank. Often, these skulls adorn it's sides after being 'taken' from their owners. Note that the turret only has rein over the front 180 degrees and cannot rotate further back due to the missile launchers and mortars installed.
===== 2. History and Background =====
The Drathonians needed a decent tank, good all around which could be made cheaply and in vast numbers. Though a vastly inferior unit was slated to be constructed in the place of the Headhunter due to a slight monetary difference, the lead engineer managed to get his unit produced instead. He became so infuriated, he used backroom politics, bribery, extortion and outright murder to have his superior tank, the Headhunter, produced instead. This is and was to much success for the Drathonian ground forces and general Terran dismay.
===== 3. Statistics and Performance =====
**Organizations Using This Vehicle: Drathonian Empire**
**Type: Main Battle Tank**
**Class: Type-51 Main Battle Tank**
**Designer: Unknown**
**Manufacturer: Drathonian Empire**
**Production: 300,000**
**Crew: 3**
**Drivers: 1**
**Maximum Capacity: 4**
**Appearance:**

==== Dimensions ====
**Length: 32 Feet (Hull Only)**
**Width: 18 Feet**
**Height: 12 Feet**
**Decks: 1**
**Weight: 91 Tons**
==== Performance ====
**Top Performing Speed (MPH): 31**
**Range: 1200 Miles**
**Lifespan: 50 Years**
**Refit Cycle: 32 Days**
===== 4. Roleplay Stats and Cost =====
==== Sections and Armor Rating ====
**Very Heavy - 380 Vehicle Integrity Points (VIP)**
**Front: Heavy**
**Sides: Medium**
**Rear: Light**
**Top/Bottom: Light**
Vehicle Shield Points - 310
Threshold - 72
===== 5. Inside the Vehicle =====
The interior is cramped and filled with jutting instruments. The Driver Sits in the front of the hull and to the right. The gunner and commander sit in the main hold of the tank at the turret, with the commander having the most room of them all.
===== 6. Vehicle Systems =====
==== Armored Hull and Hull Integrated Systems ====
The Hull consists mainly of a solid rolled homogeneous alloy of Drathonian manufacture. The red alloy ubiquitously used in all Drathonian works is easily repaired, as it has minor self sealing abilities; crude wields made during a repair is quickly sealed up by the metal's own properties. However, in return for easy maintenance, becomes slightly radioactive when sealing. The Drathonians do not seem to mind at all.
==== Computers and Electronics ====
Basic targeting computers, optics and laser range finders exist on the tank, allowing it to fire somewhat accurately on the move. The computers themselves are robust enough to only be knocked out temporarily by EMP, and reboot shortly afterwords.
==== Emergency Systems ====
Halon fire suppressant and extinguisher system. In the event of a catastrophic failure of the hull and breach by enemy fire, the ammunition will cook off within a few seconds and grant the crew a mercy death.
==== Life Support Systems ====
Nuclear, Biological and Chemical filtration and overpressure system. Air is taken in from outside, run through a simple filter and used to overpressure the cabin, keeping contaminants from seeping in. The filter cartridge must be replaced every 5 hours; the NBC Protection may be bypassed and used as air conditioning.
==== Propulsion ====
Two heavy tracks propel the MBT at 31 miles per hour max while two sub tracks allow it to climb obstacles more easily.
==== Engines ====
The engines of the Headhunter consist of a pair of fusion reactors. Though simple in construction, the loose tolerances causes low fuel economy and a noticeable heat signature; food is regularly cooked on the armored plates covering the reactors. Fuel consists of a tritium-deuterium mix, and is used up rapidly. The monthly refit cycle is not due to wear and tear, but the need to refill the fuel guzzling reactor.
==== Shield Systems ====
A basic, sturdy and easy to repair shield system is installed. When activated, it guzzles energy. And 'easy to repair' means a box requiring being fit into a slot, a pair off connections and 6 Drakoni to fix overall.
==== Weapons Systems ====
=== Primary Weapons ===
Heavy Plasma Cannon (2): The turret has two high caliber plasma cannons that propel lances of superheated atmosphere to and into the target downrange. Each time the cannon is readying up for the next shot, air is sucked in from a 5 inch wide grated intake pipe.
Range: 6,000 Meters
Damage: 88 (Vehicle Damage, Very Heavy)
Rate of Fire: 24 Rounds a Minute, 1 round every 2.2 seconds
Munitions Capacity: Unlimited, so long as power is provided.
Anti-Armor/Anti-Air Wire-Guided/Radar-Heat-Seeking Missiles: Located behind the turret, the wire guided missiles are generally used to hit heavily armored targets that lay out of sight. They may also be controlled to utilize a top-down attack pattern and strike ground targets from above where armor is generally thinner, or have the thin metal wire disconnected after a target lock is acquired to seek out targets such as low flying craft or other ground units. For lock on operation, the missile is generally fired up into the air where the operator picks out a target for it to seek, at which the wire is severed and control is lost as the missile pursues it's target.
Range: 5,221 Meters (Wire), 8,901 Meters (Seeking)
Damage: 92 (Vehicle Damage, Very Heavy)
Rate of Fire: 1 Missile Airborne at any Time
Munitions Capacity: 12 Missiles
=== Secondary Weapons ===
Incendiary Anti-Infantry/Material Mortar (4): Intended for anti-personnel and anti-material duties, the Incendiary Mortar fires the highly flammable creatures known as 'Bouncers' with compressed air. Since the launchers are fixed, the tank must aim them by aligning the hull with the target, and adjust distance by changing air pressure. The gas mask on the bouncer is automatically set to detach at a certain time interval according to the pneumatic pressure the mortar is set to.
Range: 281 Meters
Damage: Look at Bouncer Article
Rate of Fire: 1 Per Second
Munitions Capacity: 48 Bouncers, 2 for each tube.
Rotary Blaster Array (2): Two rotary blasters are mounted into the tank for anti-infantry use. One, at the hull for the driver's use, and the other as a coaxial between the two main guns.
Range: 1213 Meters
Damage: 61 (Infantry Damage, Medium)
Rate of Fire: 15 Rounds per Second
Munitions Capacity: Unlimited so long as power is provided. 93 Rounds continuously fired before overheat of 5 seconds.
Heavy Blaster Array (1): Mounted atop the tank for the commander's personal use, it may be remote controlled from the inside during NBC scenarios. However, most commanders prefer to manually operate them. It too serves in an Anti Infantry role.
Range: 1341 Meters
Damage: 87 (Infantry Damage, Heavy)
Rate of Fire: 6-7 Rounds per Second
Munitions Capacity: Unlimited so long as power is provided. 49 rounds continuously fired before overheat of 5 seconds.