Triax XM-358 "Savior" Medical Support Vehicle:

The size and expense of the XM-250 field hospital made it unsuitable for deployment into high risk areas. Patrols working espionage or reconnaissance in remote areas or behind enemy lines were therefore without such medical support. The Castle family, with members working for both Triax and the NGR military, proposed a vehicle that was small enough to hide effectively, armored enough to take a hit, mobile enough to quickly reach endangered soldiers, and carrying the firepower to fight into and out of a war zone. It was essentially a stretched and militarized version of the MZ-10 Wilderness Crusader.

For all intents and purposes, the savior acts as a miniature version of the XM-250. Even so, it is designed to act more like an ambulance while the XM-250 is designed to operate more like a MASH unit. Each side of the patient bay can accommodate two litter or four ambulatory casualties. The compartment has a hood that can be pulled over one of the medical litters as a quarantine chamber as well as having an oxygen production system, automated bio-monitors, a small laboratory unit with refrigeration units, and an x-ray machine. Should it be necessary, fifteen minutes will convert it into a surgical suite, though no other patients can be carried. In addition, a bay carries two XM-50 medical hover pods.

The hover vehicle is an exceptional all-terrain vehicle with all the standard features of the MZ-10 Crusader. The Savior is more than twice the size, however, while upgrades make it faster and more maneuverable. While it has no greater armor, the force field gives additional protection. In addition, the medical support hovercraft is equipped with the latest in weapons and sensors. Unlike the larger XM-250, standard operating procedures with the "Savior" is to use its weapons to get to its patients as well as defensive uses. In truth, many supernatural creatures do not respect medical vehicles.

German Name: Retter
Designation: XM-358
Vehicle Type: High Mobility Medical Support Vehicle
Crew: One driver; a gunner is optional. The medical bay accommodates eight ambulatory or four litter patients and two combat medics.

M.D.C. by Location:

Forward Bank of Headlights20
Retractable Landing Gear (4)25
[1] Lower Hover Jets (3; large)80 each
[1] Rear Rocket Jets (2)160 each
High Impact windshield (1, slot)40
High-Impact Bumper125
Forward Rail Gun:80
Main Weapon Turret200
[2] Main Body420
Force Field100

[1] Destruction of the hover unit will cause the vehicle to be no longer under the pilots control.
[2] Destruction of the main body will cause the vehicle to crash. All systems, including emergency parachute, will not function.

Maximum Ground Speed: 180 mph (288 km). It hovers one to fifteen feet (0.3 to 4.5 m) above the ground and is also amphibious!
Maximum Water Speed: 40 mph (64 km). The hover system is not as efficient over water as it is over land.
Flying: Flight is not possible (Low Altitude only)
Maximum Effective Range: Effectively Unlimited by propulsion system, system does not overheat

Statistical Data:
Height: 6.5 feet (1.98 meters)
Length: 25.0 feet (7.62 meters)
Length: 8.6 feet (2.62 meters)
Weight: 12.5 tons (11.34 metric tons) fully loaded
Power System: Nuclear, with a 15 year life under even the most strenuous battlefield conditions.
Cargo: A pair of inner storage bays large enough to stow about a six backpacks each. This doesn't include the medical supplies stored ready to use in the patient area. There is also a special storage bay for a pair of XM-50 medical pods or T-44 "Medic" Power Armor. When not carrying medical supplies or patients, has the ability to carry 2.5 tons (2.27 metric tons)
Special Features: All the usual systems found on NGR robots and power armor. Also has two winches (3 tons on the front and 2 tons on the rear, each is 100 feet/30.5 m long), voice activated locks and ignition, laser targeting, and combat computer (can identify 32,000 targets).
Market Cost: Prototype; unavailable currently. Should Triax decide to manufacture and sell them, a gas or electric would run about 5 million credit and nuclear around 8.5 million.

Weapon Systems:

  1. Forward Rail Gun Mount: Mounted above the crew compartment is a modified TX-250 Maxi-Rail Gun mounted in a small turret that covers the frontal arc of the vehicle. It has a 120 degree arc of fire forward with the gun able to elevate up to 45 degrees and depress down five degrees. It is useful against aircraft as well as ground targets.
    Maximum Effective Range: 6000 feet (1828 m)
    Mega Damage: A long burst of 30 rounds does 6D6 MD, a short burst of 15 rounds does 3D6 MD, and a single round does 1D4 MD.
    Rate of Fire:Equal to number of combined hand to hand attacks.
    Payload: The 2,000 round drum is capable of firing 50 long bursts. There are two more in line and feed automatically when one runs out. Drums can be physically changed by a character with a PS of 26 or higher or clad in power armor. Reloading a drum takes about 5 minutes for someone untrained, but only a minute for someone trained in the use of power armor.
    Special Features: The rail gun has its own laser targeting, thermo-imagery, and radar tracking systems built into the turret. This can be especially useful if the primary sensors (in the main turret) are destroyed. Range: 6000 feet (1828 m). Bonuses: +1 to strike and +1 to dodge.
  2. Weapon Turret: Turret combines a powerful Ion cannon and mini-missile launchers. Useful against both ground and flying targets. The main turret includes sensors laser targeting and can turn 360 degrees. It is completely remote so it doesn't preclude into the patient area. The cannon barrel can be raised up to 45 degree and depressed down five degrees. The weapons are typically controlled by the driver or a designated gunner. It holds a heavy ion cannon. There are twelve plates on the lower rear portion of the turret (four on each side), each of which conceals 2 mini-missiles each.
    Maximum Effective Range: Ion Cannon: 4000 feet (1220 m). Mini-Missiles Launcher: About one mile (1.6 km) (See revised bomb and missile tables for details.)
    Mega Damage: Ion Cannon: Each shot inflicts 1D6x10 MD. Mini-Missiles Launcher: Varies with missile type (Usually fragmentation [5D6 MD] or plasma [1D6x10 MD] missiles are used - Go to revised bomb and missile tables for details.)
    Rate of Fire: Ion Cannon: Equal to number of combined hand to hand attacks. Mini-Missiles Launcher: Mini-Missiles can be fired singly or in volleys of 2, 4, 6, 12, or all (24).
    Payload: Ion Cannon: Effectively unlimited (connected to nuclear power supply). Mini-Missiles Launcher: 24 missiles total are carried.
    Special Features: +2 to strike with Ion Cannon.
  3. Litter/patient beds (4): Each patient bed is equipped with an IROU "Breather", a set of IRVT "Seekers", two sets of RAU "Cleaners", two sets of RMK "Knitters", an RSU "Sleeper" system, and three sets of special IRMSS units. The IRMSS operate for 8 hours, and then return to their charge pack for 16 hours of recharging. They can be programmed to operate in shifts or all at once. There is also an oxygen hookup, a bio-scan, an IV unit, the equivalent of two full stocked first aid kits, and a compu-drug dispenser. Each bed is monitored by a computer program that takes commands from one of the on-board medics, but is also equivalent to 90% paramedic skills. It should be noted that most operations are only started after on board medics are given a chance to countermand it, usually about a 2 minute warning.
  4. Other medical equipment: A portable laboratory, but with double the number of incubation, isolation, and refrigeration chambers, which are also double the normal size. There are also two dozen throw away surgical gowns, a fully stocked surgical kit with double the number of disposables, and a full complement of various anesthetics, antibiotics, and such.
  5. Rechargeable Force Field: A small rechargeable force field generator is part of the features. However, the use of the field drops the max speed by 50% and prevents any access to the patient bay. Once depleted, it takes a full 24 hours for the field to recharge.
  6. Bonuses: +2 to dodge. NGR trained personnel get +10% to piloting rolls.

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By James Laursen (

Revised by Kitsune (E-Mail Kitsune).

Copyright © 2008, James Laursen & Kitsune. All rights reserved.