Iron Armory GP-02 Longhorn Heavy Tactical Truck:
There is an ancient saying among military circles than a army marches on their stomachs. Logistics are just important after the coming of the Rifts with its high tech robots and power armors as it was thousands of years ago with horses and oxen transporting the supplies needed for the army. Trucks or some other form of heavy transport are required to keep any army in the field.
When people think of Iron Armory, most thinking about the various tanks which they produce. The simple fact is that between their Jeep and Truck lines, they produced far more wheeled vehicles than they have any of their combat vehicles. The Longhorn was actually the second design which they produced after the Desert Wolf Jeep and was one of the keys to the company’s early success. This allowed the company to expand to the various tank and other combat designs they are famous for.
Iron Armory rarely seems to develop designs completely from scratch, with most of their designs based on late Twentieth Century designs and early Twenty-First Century designs, and the Longhorn is no different. In many ways the design appears similar to the Heavy Expanded Mobility Tactical Truck or "HEMTT" series of transport trucks. It is an eight wheel design which can carry up to around fourteen tons of cargo or tow up to thirty tons of cargo. The truck has excellent traction and can operate on most terrain that the LAV-800 Can operate on. A wide variety of different cargo modules are available including both an enclosed and not enclosed cargo bay, the mounting of a crane for various operations, a tanker design, and a generator truck. A small number have been converted into travel vehicles by adventurers or into mobile workshops by operators.
The vehicle is not a conversion of a pre-rifts vehicle like most Golden Age Weaponsmith designs but instead is a modern design. It has a fully enclosed compartment with room for four in the compartment in addition to a crew of two in comparative comfort. Top speed is around one hundred miles per hour on roadways and around seventy miles per hour off road. The vehicle was initially available with a diesel engine, a pure electric system, or a fusion reactor. The fusion reactor gives the vehicle virtually unlimited range but is extremely expensive. As well, diesel fuel often is of questionable quality.
When Iron Armory made a deal with Archangel “Heavy” Industries, they introduced a fuel cell system. Since the coming of the Rifts, the technology was virtually lost. Because it uses hydrogen cracked from water usually using a fusion reactor, fuel is cheap and plentiful. The electrons pass through the “load” (engines, weapons, avionics, etc.) creating current and powering the systems. Meanwhile, the 2H+ molecules pass from the anode to the cathode through the electrolyte. At the other “End,” the electrons then recombine with the 2H+ molecules and Oxygen (from the air) and are release as water from the rear of the vehicle.
Most versions of the vehicle are outfitted with a crane for loading and unloading lighter cargos. The crane is technically optional but most owners chose to add it to the vehicle. There are few places where there is the proper equipment for loading and unloading otherwise. The crane has the ability to lift cargo loads of up to 1,250 kilograms (2755.8 lbs) at full boom extension of 20 feet (6.1 meters.) At a 10 foot (3.1 meter) extension, can lift 2,500 kilograms (5511.6 lbs). As well, an option which most purchasers have added to their vehicle is a tow winch mounted on the front and in some cases in the rear. This has a 10,000 kg (22046.2 lb) capacity and is useful for a wide variety roles including self recovery. There is also a tanker variant of the vehicle which is fitted with a 10,000 liter (2641.7 gallon) fuel tank. This version can carry diesel, gasoline, hydrogen, or water although must be extremely carefully cleaned out if switching from diesel or gasoline to drinkable water so not to pollute the water.
While not a combat vehicle, the world after the coming of the Rifts is an extremely dangerous place. As such, the vehicle is often put in danger. As such, it is design to be able to carry a weapon system above the cab. Available weapon systems include a pulse laser and an automatic grenade launcher. The pulse laser has the advantage of being effective against incoming targets such as missiles while the grenade launcher is extremely devastating. As well, a number of different missile systems from mini-missiles to medium range missiles can be fitted on either side. It is also lightly armored to deal with attacks. Optional is increasing the armor although still not the equal of true combat designs. Still, there is the idea of creating a "Battle Truck." That is truck which acts a weapon platform. Iron Armory does not produce one although some purchasers have added heavy weaponry to their trucks for just that purpose.
There is an extended version of the Longhorn available, designated the GP-02-B which has ten wheels instead of eight. It is designed with a special flat bed which can tilt down to pick up either a container or disabled vehicle. The standard 20 foot cargo container survived the coming of the Rifts although generally now made from high strength composites. Such containers can be used for a wide variety of purposes. The cargo bed can carry a single container and the vehicle can actually pick up a container without the driver ever leaving the heavy truck. Weight limit is twenty tons. The truck can also tow a single forty foot container or a pair of twenty foot containers. Towed weight limit is forty tons.
|Model Type:||I.A. GP-02||Eight Wheel “Standard” Version|
|I.A. GP-02-TA||Eight Wheel “Tanker” Version|
|I.A. GP-02-EX||Ten Wheel “Extended” Version|
Crew: Two (Can carry four passengers in the crew compartment) - Can be operated by one.
|M.D.C. By Location:||“Standard” Version:||“Extended” Version:|
| Rapid Fire Laser Cannon (Optional)::||50||50|
| Automatic Grenade Launcher (Optional):||70||70|
|Variable Missile Launchers (2 - Optional):||50 each||50 each|
| Tow Winch (Optional - Front / Rear):||10 each||10 each|
| Headlight (2)||5 each||5 each|
| Wheels / Tires (8 or 10):||50 each (8)||50 each (10)|
|Cargo Compartment / Bed / Tank:||125||150|
| Main Body:||250 (350)||300 (400)|
 These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.
 Up to one tire can be destroyed on each side of the vehicle without any appreciable loss in mobility but top speeds with be reduced by 10%. If two tires on a side are destroyed, the vehicle is reduced in top speed by 20% and has a -25% to piloting rolls when being operated off-road. The truck normally carries a pair of spare tires with one on either side of the crew compartment (replaced by variable missile launchers in some models)
 Depleting the M.D.C. of the main body will shut the unit down completely, making it useless. Standard armor is 250 / 300 M.D.C. (Depending on Model) but can be upgraded in increments of 20 M.D.C. up to an addition 100 M.D.C.
Ground: Cruising speed on land is 100 mph (160.9 kph) on roads and 75 mph (102.7 kph) off road maximum. The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
Water Capabilities: Not Amphibious but can ford water up to 5.5 feet (1.68 meters) deep.
Maximum Range: With gas or electric, 400 miles (643.7 km), with fuel cells, 450 (724.2 km), and with fusion, effectively unlimited.
Height: Both Versions: 8.2 feet (2.5 meters) for cab (does not include weapon mounts)
Width: Both Versions: 8.6 feet (2.62 meters)
Length: Standard Version: 33.5 feet (10.21 meters). Extended Version: 36.5 feet (11.13 meters)
Weight: Standard Version: 36 tons (32.65 metric tons) empty and 50 tons (45.36 metric tons) fully loaded. Extended Version: 42 tons (31.10 metric tons) empty and 62 tons (56.25 metric tons) fully loaded.
Power Source: Four versions. Nuclear with 5 year fusion reactor, Electric, Conventional liquid fuel that uses aviation gas, and Fuel cell version that uses Hydrogen as a fuel to produce electricity.
Cargo Capacity: Standard Version: 14 tons (12.7 metric tons) in cargo compartment and can tow up to 30 tons (27.2 metric tons). Crew can also carry basic equipment including weaponry in crew compartment. Extended Version: 20 tons (18.1 metric tons) in cargo compartment and can tow up to 40 tons (36.3 metric tons). Crew can also carry basic equipment including weaponry in crew compartment.
Black Market Cost: Basic vehicle costs 180,000 credits with Internal Combustion engine, 250,000 with Electrical engine or fuel cell power system, and 1,000,000 for fusion with a 5 year life. (Ten wheel variant costs 200,000 credits with Internal Combustion engine, 280,000 with Electrical engine or fuel cell power system, and 1,100,000 for fusion with a 5 year life.) Sensory / Communication upgrade (equal to a standard power armor) costs 12,000 credits. Fully contained life support system costs 50,000 credits. Cargo Crane costs 5,000 credits. Tow Winches costs 2,000 credits each. Missile launchers costs 400,000 credits for a pair, Grenade Launchers costs 150,000 credits, and rapid fire laser cannon costs 35,000 credits. Additional armor costs 25,000 credits per 20 M.D.C.
Optional Weapon Systems: The vehicle can mount the following above the rear section of the crew compartment. Direct fire weapons are controlled by a gunner who sits behind the weapon mount. Missiles are controlled by a remote control system.
- Top Mounted Weapon Position (1): Mounted above the cab of
the vehicle, a single weapon can be mounted for defense of the vehicle.
Most common weapon mounts are an automatic grenade launcher and a rapid
fire pulse laser.
- Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade
Launcher mounted on a spindle mount. Extremely dangerous at close range
although not as effective against airborne targets as the pulse laser.
Maximum Effective Range: 3,000 feet (914 meters)
Mega-Damage: 4D6 for Fragmentation with a blast area of 12 feet (3.7 meters) and 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9 meters), burst of 10 rounds does 2D6x10 for Fragmentation with a blast area of 40 feet (12.2 meters) and 3D6x10 for Armor Piercing with a blast area of 8 feet (2.4 meters).
Rate of Fire: Equal to combined hand to hand attacks of gunner
Payload: 400 Rounds
- Rapid Fire Machine gun Style Laser Cannons (2): A light laser
designed for anti-infantry use that allows for all the bursts available
to a machine gun except full melee.
Maximum Effective Range: 3,000 feet (914 meters)
- 2D6 for single shot (Costs 1 attack)
4D6 for ten round burst at one target (Costs 1 attack)
2D6 for ten round burst at 1D4 targets (Costs 1 attack)
1D6x10 for thirty round burst at one target (Costs 1 attack)
2D6 for thirty round burst at 1D8 targets (Costs 1 attack)
Payload: For Combustion, Electrical, or Fuel cell versions: 600 shots. With the Fuel Cell version, It takes approximately two minutes for a trained crew to change the hydrogen tank that powers the weapon, assuming that a spare tank is available. Untrained crews will take about six minutes to accomplish this task. For fusion: unlimited shots.
- Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade Launcher mounted on a spindle mount. Extremely dangerous at close range although not as effective against airborne targets as the pulse laser.
- Variable Missile Launchers (2): Mounted on either side of
vehicles cab and the vehicle can be constructed with one of three different
type of missile launchers. The type of launcher is normally built onto
the vehicle at the factory and would take a mechanic about 8 hours to switch
from one launcher to another.
- Medium Range Missile Launchers: Longer ranged than the other
launchers but less missiles are carried. Usually used for long range bombardment
or anti-aircraft roles.
Maximum Effective Range: Varies with missile types, medium range missiles only (See revised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, medium range missiles only (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or six (6) missiles.
Payload: each launcher carries 3 medium range missiles for a total of 6 medium range missiles. Carries 6 medium range missiles as reloads inside vehicle
- Short Range Missile Launchers: More commonly carried for
use against incoming missiles and aircraft with a shorter range than medium
range missiles but more can be carried.
Maximum Effective Range: Varies with missile types, short range missiles only (See revised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, short range missiles only (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), or twelve (12) missiles.
Payload: each launcher carries 6 short range missiles for a total of 12 short range missiles. Carries 12 short range missiles as reloads inside vehicle
- Mini Missile Launchers: Mostly used for short range bunker
busting and against other armored vehicles. Much shorter range and not
independently guided although more mini-missiles are carried than short
Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, mini missiles only (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), five (5), ten (10), or twenty (20) missiles.
Payload: each launcher carries 10 mini-missiles for a total of 20 Mini-missiles. Carries 20 mini-missiles as reloads inside vehicle.
- Medium Range Missile Launchers: Longer ranged than the other launchers but less missiles are carried. Usually used for long range bombardment or anti-aircraft roles.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2008 Kitsune. All rights reserved.