Apex Defense Manufacturers “Renard” Grav Scout:


Originally a subcontractor for components of military hovercraft, Apex Defense Manufacturers has been around since before the formation of the Consortium of Civilized Worlds. It was an easy decision to expand their services into repairs and upgrades to these designs. Large numbers of older designs, such as the Human Alliance “Kramer” grav tank, have ended up in the hands of smaller governments and mercenary companies. Many lack in logistic support which Apex Defense could offer.


Eventually it was decided to further expand into the production of new armored vehicles starting with a heavy grav tank known as the “Saber Tiger” largely based on the Kramer design. Sales were modest but the company decided on a further upgraded design known as the “Kodiak Tiger.” This was then joined by a lighter hover tank design and later an infantry fighting vehicle design. Also in the development pipeline is a missile vehicle based on the infantry fighting vehicle.


Soon after deciding to produce a light hover tank and infantry fighting vehicle, it was decided to also develop a hover scout design. Some military forces like to operate such vehicles which fill a similar role as the Twenty-First Century scout car design. Not carrying troops, they tend to be smaller than infantry fighting vehicles and less expensive even when similarly armed.  


It was decided that the design would be as conservative as possible, using as many of the same systems as previous designs as possible. In fact, the turret used in the prototype of the Renard came from the prototype for the Ratel infantry fighting vehicle. Using already existing systems wherever possible would reduce development costs and as a secondary advantage reduce logistics for operators.


Interestingly, there have already been several orders for the vehicle which has caused the company to prioritize production over several other designs they are currently developing. While so far the company has only produced a handful of prototypes, plan is to soon begin full scale production of the scout vehicle design.


The scout vehicle gets its name from a species of fox which has somehow adapted to the planet Allison. Few old Earth species have otherwise been able to adapt and thrive on the planet. Both extremely rugged and hostile, the native wildlife of the planet tends to be more than glad to try to eat humans let alone other Earth species. Only the incredibly tough or crafty have a chance of survival.


The propulsion system and power plant are based on those on the Saber Cougar light tank. Even though the propulsion system could theocratically propel the hover scout at a much greater velocity, it was decided to retain the same limiters as the larger designs. As a result, speeds are limited to around two hundred and fifty kilometers per hour while terrain following and just over three hundred kilometers an hour when at higher altitudes. Of course, the vehicle is incredibly vulnerable while not concealed behind terrain.


As one might expect, the scout vehicle s comparatively lightly armored although still can withstand a fair amount of abuse. The design uses a combination of advanced lightweight alloys and composites which are also laser resistant. For additional protection, the Renard carries a variable force field similar to the design carried on most space fighters.


As previously described, the Renard uses the same turret as the Ratel infantry fighting vehicle. Mounted is an 8 mm gravity rail gun and a pulse laser mount. The pulse laser is designed to be able to be operated completely autonomously in order to engage incoming missiles fired at the scout vehicle. The gravity rail gun more commonly engaged heavier armored targets.


The hull of the vehicle mounts a pair of short range missiles launchers and four micro missile box launchers. While the short range missile payload is identical to the infantry fighting vehicle, the micro missile launchers is reduced from six launchers. It still carries almost one hundred micro missiles ready to fire. Otherwise, the micro-missile launchers generally also engage incoming attacks such as missiles.


The vehicle is designed to be operated by a crew of three. Still, it is expected that in service the vehicle will often be operated by a crew of only two. In such cases, the laser and micro missile launchers will be under computer control. In some cases, the computer might have issues properly identifying targets and a crew of three is preferred in most cases. The vehicle cockpit has full life support for the crew and an extremely advanced control system. In many ways, the scout vehicle can be said to be flown more than actually driven.


This armored scout vehicle uses modified starship rules for its weaponry. See Revised Starship Rules for Phase World / Three Galaxies for more details.


(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a craft powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all vehicles or this vehicle can be changed to anti-matter.)


Model Type: ADM-ASV-40.

Vehicle Type: Armored Scout Vehicle (Grav).

Crew: Three (3), one driver, one commander, one gunner. Can be operated by a crew of two.


M.D.C. By Location:

 

[1] 8 mm Gravity Rail Gun (Turret):

90.

 

5 mm Pulse H.I. Laser Cupola / Mini-Turret (Turret):

120.

 

[1] Short Range Missile Launchers (2):

80 each.

 

[1] NE-500R Micro-Missile Box Launchers (4):

30 each.

 

[2] Turret:

220.

 

[3] Main Body:

420.

 

[4] Variable Force Field:

200 per side (1,200 total).

 

Driver Compartment:

80.

 

Gunner / Commander Compartment:

80.


Notes:

[1] 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.

[2] The weapon turret is unmanned by the crew, and contains the main weapons; Destroying it will knock the weapons out action but the crew will survive.

[3] If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and is unsalvageable; The crew can survive unharmed in the reinforced crew compartments.

[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (60 M.D.C.) per melee.

Note: All hit location on the armored vehicle itself take half damage from laser weaponry. This does NOT included the variable force field.


Speed:

Driving on the Ground: 155.3 mph (250 kph) maximum. The armored vehicle can make sharp turns and float over any obstacle. Note: The maximum top speed can be actually higher than this, but that is under ideal conditions, like straight roads and flat terrain. The low level terrain avoidance systems cannot operate properly at speeds faster than this.

Atmospheric Propulsion: Maximum cruise speed is 198.8 mph (320 kph), due to being a low powered Contra-Grav system, altitude is limited to 2,625 feet (800 meters.) Contra-Grav system can also control descent speed so that the tank can be dropped from orbit.

Underwater: The “Renard” can use its thrusters to travel up to a maximum speed of 27.3 mph (44 kph).

Maximum Ocean Depth: 1 mile (1.6 km).

Maximum Range: Effectively Unlimited by drive system but only has supplies for crew for four days.


Statistical Data:

Length:                16.73 feet (5.10 meters).

Height:                7.55 feet (2.30 meters) including top pulse laser.

Width:                 10.17 feet (3.10 meters).

Mass/Weight:      7.50 tons (6.8 metric tons) fully loaded.

Power System: Advanced Fusion reactors with 30 year life span.

Cargo: Minimal storage space in pilots compartment; about three feet (0.9 m) by two feet (0.6 m) by two feet (0.6 m) in side dimensions for extra clothing, weapons, and personal items. Three carbines and one hand-held missile launcher with four loads each are stored in a compartment in the crew compartment.

Market Cost: 32.5 million credits. Double that on the Black Market. There are no knock-offs at present.


Weapon Systems:

Note: Space ranges are given for when the armored vehicle is used on airless moons and other similar locations.

  1. One (1) 8 mm Gravity Rail Gun: Mounted as the main gun of the fighting vehicle, the gravity rail gun is mounted as the main weapon in the turret. It is the same weapon as is mounted in the “Kodiak Tiger” heavy grav tank. The gravity rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth. Usually controlled by the gunner, the weapon has an advanced fire control computer. In addition, the driver and commander have auxiliary controls.

    Maximum Effective Range: 12,000 feet (3,660 meters) in an atmosphere and 228 miles (366 km) in space.

    Mega Damage: 20 round burst inflicts 3D4x10+20 M.D.C., one round inflicts 3D6+6 M.D.

    Rate of Fire: Equal to the number of combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 4,000 Rounds (200 Bursts).

    Bonuses: Has a special fire control computer that helps to aim the cannon. Gives +4 to strike with rail gun and vehicle does not have minuses to fire when armored vehicle is moving.

  2. One (1) 5 mm Mini-Turret HI Pulse Laser: Basically an HI-300 squad support weapon mounted in the turret which is remotely controlled by the armored vehicle’s commander or can be set on automatic. When set on independent fire setting, the laser has +4 to strike and has five attacks per melee. Weapon is very effective for shooting down missiles and is useful against ground targets as well. Turret can rotate 360 degrees in less than a second and can elevate up to 90 degrees vertical.

    Maximum Effective Range: 4,000 feet (1,220 meters) in an atmosphere and 75 miles (120 km) in space.

    Mega Damage: 6D6+6 per single shot, 2D6x10+20 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting.

    Rate of Fire: Equal to the combined hand to hand attacks of the commander (usually 4 or 5). or by computer (+4 to strike and has 5 attacks) - Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).

    Payload: Effectively Unlimited.

  3. Two (2) Short Range Missile Launchers: Mounted on the sides the vehicle are two short missile launchers. Each of these launchers can fire of up to two missiles and the launcher has one reload for each launcher for a total of eight short range missiles. Weapon system is used for hitting enemy robots, fighters, and missiles. Weapon system is also used for anti-cruise missile defense. Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is exceeding it maximum safe acceleration). Missiles can be launched on multiple targets simultaneously. Smart Missiles are normally used in launchers.

    Maximum Effective Range: Short range missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    Mega-Damage: Varies with short range missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) short ranges missiles between both launchers.

    Payload: Four (4) short range missiles per launcher for eight (8) short range missiles total.

  4. Four (4) NE-500R Naruni Claymore Box Micro-Missile Launchers: Two launchers are mounted on the port and starboard sides of the armored vehicle. If damaged, the launchers are designed to blow out from the tank instead of inwards if a warhead detonates. Each box launcher has a series of six cells wide by eight cells tall. The launchers are normally controlled by the artificial intelligence of the tank but can be overridden by the crew as well. When set on independent control, the launcher can fire up to twice times per melee per launcher in different sized volleys and the launcher can target multiple targets as well. The computer has +2 to strike if firing unguided micro-missiles and the bonuses of the missile (+4) if firing guided micro-missiles. Computer will normally guide two micro-missiles after each incoming mini-missile, short range missile, or medium range missile. Computer will normally guide four micro-missiles after each long range missile or cruise missiles. Against other targets, the launcher will normally guide four micro-missiles after a human sized soldier or sixteen micro-missiles after a target in power armor.

    Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles). Using modified rules, multiply micro-missile ranges by 8 times in space.

    Mega Damage: 6D6 per K-Hex micro-missile.

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), twelve (12), or twenty-four (24) micro-missiles per launcher.

    Payload: 24 micro-missiles per launcher for 96 micro-missiles.

Sensors & Equipment:

Has all the normal sensors and equipment of power armors and armored vehicles in the Three Galaxies plus the following special features.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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