Click to see full-sized picture.

Northern Gun NG-LTR-12 Land Train:

In the times after the coming of the Rifts, there are few concrete or asphalt roads for tractor-trailers to operate on and virtually no railroads for trains to use. Some cargo is carried on all terrain trucks and converted armored personnel carriers but most large scale ground traffic is carried on land trains. These include much of the large quantity of grain produced by the Coalition in the heartland and metal scrap for manufacturing. Without land trains, many people would go hungry. The Coalition also carries grain on barges on the Mississippi and its tributaries but they still depend on Land Trains. The Land Trains are popular targets for bandits and many Land Trains have been modified to be able to protect themselves. Even so, the huge land trains are simply too large a vehicle to make an affective combat unit for militaries or mercenary companies. Land trains will also often operate in convoys for better protection.

Land trains are manufactured by many companies and are similar in design. Groups that manufacture the trains include Northern Gun, Iron Armory, and the Coalition. Most are similar in design to the Northern Gun design although are slightly larger or smaller in most cases. A large majority of present operational land trains are manufactured by Northern Gun. Due to military production, the Coalition has been unable to keep up with manufacture of Land Trains and has purchased some from Northern Gun.

Land trains are designed as a large vehicle that uses tank style treads instead of wheels and can go over most terrain. They are about twice as wide as most trains that traveled on rails. Deep mud and steep terrain is the only terrain the vehicles have trouble going over. The main vehicle propels extra treaded cars which carry additional cargo. The main land train provides electrical power to each of the cars through connecting link that carries the power as well. Each car has electrical motors which drive the treads. If the cable is damaged, emergency cables can be run to transfer power. Land trains are limited to four cars in addition to the main engine. Any more cars will simply cause too much drag and drain on the power system. Power on land trains is provided by a powerful fusion reactor. Even so, a Land Train with four cars is limited to 70 kilometers per hour at maximum and a regular cruise speed of 50 kilometers per hour. If a single car breaks down, the train can still operate but will be slowed down by 20 kph. Traveling at maximum speed for long periods of time will cause more frequent breakdowns.

There are several different car designs that are common. These include flat bed style cars, partially and fully enclosed cars, passenger cars, tanker cars, hopper style cars, and even weapon platforms. The main engine also has the ability to carry cargo or passengers. In addition, the main engine has a small crew quarters for twelve which includes a sleeping area, a small kitchen, and sanitary facilities including a folding shower. The land train can be operated by one but requires at least two crew to operate continuously. Often, as well, the vehicle will require more crew to man additional weapons.

The land train is designed with no weapon systems standard although most owners arm their vehicles. Some will simply put a pair of rail gun or heavy grenade launcher mounts on the main vehicle but Northern Gun also provided more comprehensive modifications which replace much of the cargo carrying capability of the main vehicle. The modification has been recently been updated using weapons used on the latest tank designs. The modification can be added to older designs and can be fitted onto versions that are not armed. The present weapon modification includes a heavy rail gun howitzer, two lighter support weapons, and four missile launchers. The light support weapons can include light rail guns, pulse lasers, and flamethrowers. The flame thrower is very effective against the Xiticix which has become more of a threat as time has gone on. For missile launchers, both medium range and mini-missile launchers are available. There are many owners who have modified their vehicles on their own and use different weapons. While trying to list all of the different modifications is beyond the scope of a listing of the vehicle, the Vulcan laser from the Iron Hammer tank is becoming a popular weapon system and large numbers of mini-missile launchers have always been very popular. Weapon systems on weapon platform cars are similar to those mounted on the main vehicle. Northern Gun manufactures a weapon platform car that carries the same weapons as their standard modifications for the main vehicle with a reduce cargo load as well.

The standard Land Train is only lightly armored but the armor can be increased at the owners option. Unless the land train car is a weapons' platform, it is usually relatively lightly armored although the armor on the cars can be increased as well.

In addition to the crew, many land tanks will carry four flying power armors to act in defense of the vehicle and for patrolling. Flying Titans and SAMAS power armors are most popular in this role. Because the Northern Gun Samson power armor is not flight capable, it is not considered as affected as the other designs.

Model Type: NG-LTR-12
Class: Heavy Cargo Transport (Land Train)
Crew: Eight although can be operated for short runs by one and can be operated by two for long distances. Has space for twelve crew.
Passengers: If the main vehicle is set up to carry passengers, the vehicle can carry up to 150 comfortably or up to 600 in cramped conditions. Passenger cars have the same capacity.

Robots, Power Armors, and Vehicles:

4Light or Medium Power Armors

M.D.C. by Location:

Main Vehicle:
Weapon Turret (Optional):180
Howitzer Rail Gun Barrel (Optional, in Turret):80
Modular Weapon mounts on Sides (2, Optional):75 each
Variable Missile Launchers (4, Optional):100 each
Reinforced Crew Compartment:180
Rear Cargo Door:120
Headlights (2):10 each
[1] Main Body:600
[2] Track Treads (6):100 each
[3] Power Transfer Interlink (1)40
Cargo Doors (If any):80 each
[1] Main Body (Passenger or Cargo):300
[1] Main Body (Weapon Platform):500
[2] Track Treads (4):100 each
[3] Power Transfer Interlinks (2)40 each

[1] Depleting the M.D.C. from the main body of the land train will shut the vehicle down completely, rendering it useless. Depleting the M.D.C. from the main body of a train car will immobilize the component. The main vehicle can be disengaged from the car though. Note: M.D.C. can be increased up to 1000 M.D.C. on the main vehicle and up to 500 on the cars.
[2] Depleting the M.D.C. of two or more tread on one side of a land train will immobilize the land train until they are replaced. If only one tread on a side is destroyed, reduce speed by 6.2 mph (10 kph) destruction of one tread on a car will immobilize it. Replacing a tread will take 1D6x 10 minutes by a trained crew (six replacements are carried on board) or three times as long by the inexperienced. Changing the tread is only possible when the vehicle is not under attack.
[3] Power Transfer Interlink connects the land train components together. If M.D.C. is depleted, power can no longer be transferred to the car. severed. Emergency cables can be jury rigged in most cases. If the interlink takes twice its M.D.C. value, it is completely

Ground: 55.9 mph (90 kph) maximum and 43.5 mph (70 kph) normal cruise with no train cars behind it on relatively smooth terrain. Reduce speed by 3.1 mph (5 kph) for each car being used (Maximum of four cars with a cruise of 31.1 mph / 50 kph and maximum of 43.5 mph / 70 kph)
Maximum Effective Range: Effectively unlimited.

Statistical Data:
Height: Main Vehicle & Cars: 25.6 feet (7.8 meters).
Width: Main Vehicle & Cars: 19.7 feet (6.0 meters).
Length: Main Vehicle: 114.8 feet (36 meters). Cars: 82 feet (25 meters).
Weight: Main Vehicle: 661.4 tons (600 metric tons) empty. Cars: 165.3 tons (150 metric tons) empty
Cargo: Main Vehicle: 220.5 tons (200 metric tons) in cargo bay. Full weapon conversion reduces cargo payload to 110.2 tons (100 metric tons) which cargo often being additional ammunition. In addition, crew has a small amount of storage space, about 6.5 feet (2 meters) by 3.2 feet (1 meter) by 6.5 feet (2 meters) for extra clothing, weapons, and personal items.
Cars: 220.5 tons (200 metric tons). Weapon platform has reduced cargo capacity, approximately 110.2 tons (100 metric tons) which cargo often being additional ammunition.
Power System: Nuclear Fusion (10 year lifespan)
Black Market Cost: Main Vehicle: 30 million for unarmed version, 45 million for fully armed version. Cars: 5 million for standard cars. Weapon Platform cars cost 22 million each.
Additional armors cost 50,000 for every 10 M.D.C. (Maximum 1000 on main vehicle and 500 on cars)

Weapon Systems: This is the standard weapons modification for Northern Gun Land Trains. Many different modifications are possible.

  1. Rapid Fire Howitzer Rail Gun (1): Although an anti-aircraft design is also a very effective combat weapon against an armored vehicle. The cannon is controlled by the gunner. It is identical to the NG-H155, with the exception of a slightly different turret and external barrel, from the NG-V7 Hunter Mobile Gun. The turret can angle 90 degrees up and 30 degrees down and has 360 degree rotation.
    Maximum Effective Range: 6,000 feet (1,828 meters).
    Mega Damage: Short Burst of 40 rounds: 1D6x10. Long Burst of 80 rounds: 2D6x10.
    Rate of Fire:Equal to the pilots combined hand to hand of gunner (usually 5 or 6).
    Payload: Carries 8000 (200 short burst or 100 long bursts) rounds in a drum magazine. The vehicle normal carries eight additional drums although more can be carried in cargo area. Reloading is done inside the vehicle and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure.
  2. Support Weaponry Turrets (2): Originally the vehicle carried the NG-202 light rail gun but has been modified to carry the pulse laser cannon or a plasma flamethrower. The flamethrower is design for dealing with Xiticix and other monsters than need to be dealt with in large numbers. The weapons are located on the sides of the vehicle and the laser cannon and rail gun can engage aerial targets (The Plasma Flamethrower does not have the range). Each weapon mount is controlled by a separate gunner.
    1. Pulse Laser Mount: The weapons primary purpose is use against infantry but is effective against missiles and to a lesser extent both aircraft and other armored vehicles.
      Maximum Effective Range: 4,000 feet (1,200 meters)
      Mega-Damage: 3D6 for single shot and 1D6x10 for three round burst.
      Rate of Fire: Equal to gunners hand to hand
      Payload: Effectively Unlimited.
    2. NG-202 Rail Gun: Like the cannon on the Samson Power Armor, this cannon has been modified for a higher rate of fire. The main advantage of the Rail gun is against targets which are impervious to energy weapons.
      Maximum Effective Range: 4,000 feet (1,200 meters)
      Mega-Damage: A burst is 60 rounds and inflicts 1D6x10 M.D. One round does 1D4 M.D.
      Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6) of the gunner.
      Payload: 12,000 round drum, that's 200 bursts each. The vehicle normally carries twelve extra drums. Reloading the drum takes 15 minutes if done by hand, 5 minutes if done with robots and special equipment.
    3. WI-NFT-1 Napalm P Plasma Flamethrower: While Northern Gun and Wellington Industries are not on the best terms, the need for this weapon system has forced Northern Gun to purchase them to place on the vehicle. While not effective against aircraft, the wide area the weapon covers is very effective. This weapon fires a stream of liquid which when activated "burns" for a short period of time (1D4 minutes) and inflicts damage during that duration. This is not a conventional plasma weapon that heats materials to the point beyond gas and has some interesting properties. Because the canisters for the plasma cannon are well inside of the vehicle, the damage from explosion are minimal unless the storage tank is destroyed.
      Maximum Effective Range: 500 feet (152.4 meters)
      Mega-Damage: A short plasma burst inflicts 3D6 M.D. A concentrated plasma burst (counts as two attacks; 7 seconds) inflicts 1D4x10 M.D. As an additional option, the plasma weapon can be used to cover a wide area. Up to an area of 10 ft radius can be effected per melee attack. All targets within the area of effect will take 2D6 M.D. and will continue to receive 2D6 M.D. of damage per melee for a period of 1D4 minutes. The plasma fire cannot be extinguished with water, instead sand or special chemicals designed to fight metal fires must be used.
      Rate of Fire: Equal to number of combined hand to hand attacks (usually 4-6) of the gunner.
      Payload: The armored vehicle has 8 Napalm-P tanks per mount which gives the weapon 800 “shots” each.
  3. Variable Missile Launchers (4): Two are mounted on either side of the vehicle. Quite popular is to carry two medium range missile launchers and two mini-missile launchers. Vehicle can be constructed with one of two different type of missile launchers. The type of launcher is normally built onto the vehicle at the factory and would take a mechanic about twenty four hours to switch from one launcher to another.
    1. Medium Range Missile Launchers: Used for longer range targets than mini-missile launchers and are very effective against attacking aircraft.
      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 eight (8) missiles per launcher (Medium Range Launchers may be combined together).
      Payload: each launcher carries 8 medium range missiles in ready launcher. Launcher has automatic reload system with a total of 32 medium range missiles per launcher. Launcher is automatically reloaded every time a missile is fired.
    2. Mini Missile Launchers: These launchers can each carry a massive payload of mini-missiles capable of devastating most targets although range is limited.
      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 mini-missiles one at a time or in volleys of two (2), five (5), ten (10), twenty (20), or forty (40) mini-missiles per launcher. Mini-Missile Launchers may be combined together.
      Payload: Each launcher carries 40 mini-missiles in ready launcher. Launcher has automatic reload system with a total of 120 mini-missile per launcher. Launcher is automatically reloaded every time a missile is fired.

[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2001, Kitsune. All rights reserved.