Mercenary “Mongoose” Armored Scout Vehicle (Grav):

While in many cases the role of armored scout has been taken over by power armors, there are a number of different hover scout vehicle designs. They are considered easier to maintain while the larger crew makes them more effective in certain situations. When compared to infantry fighting vehicles, they are smaller and don’t embark any troops. They also tend to be faster. One of these designs is known as the Mongoose. The vehicle was originally manufactured by weapon company known as “Iron Forges.”

Originally located on a fringe world, “Iron Forges” is long defunct. The facilities were destroyed by a war between the star system and its neighbors. A number of engineers escaped however and decided to start their own companies, manufacturing designs originally produced by “Iron Forges.” In addition, the designs have been widely copied by other companies and can be found being manufactured throughout the Three Galaxies.

These designs are quite popular throughout the Three Galaxies with large numbers being sold on Phase World itself. As far as operators, there are a wide number of different groups using these vehicles. This includes mercenary companies, planetary self defense forces, and small military forces. While there are plenty of surplus Human Alliance Kramer hover tanks reducing sales of the Lion hover tank, there is no similar competing retired armored hover scout design.

The Mongoose is considered by most to be an extremely effective design. It is also based on relatively low technology compared to more modern designs and is comparatively inexpensive to manufacture. Where possible, the design uses civilian components and sub systems to further reduce manufacturing costs. As with other “Iron Forges” designs, there is no legal enforcement against copying the design.

Standard crew compliment is three with a driver, gunner, and commander. It can be reasonably effectively operated by a crew of two however. The crew compartment does have full life support and the Mongoose can be operated in both toxic atmospheres and bodies without any atmosphere. Combat on barren moons is considered a relatively common role for the scout vehicle.

Weaponry is similar to the Jaguar Infantry Fighting Vehicle. In fact, the turret on the Mongoose is a modified version of the turret mounted on the Jaguar. This of course greatly reduces logistics for the two design although not many organizations operate both designs. It is more common for the Mongoose to operate with the Lion tank design however. The Mongoose is designed to have a lower profile than the Jaguar.

As far as weaponry in the turret, there is a single 20 mm electromagnetic automatic cannon as the main gun with a coaxial 6 mm pulse laser. Both are mounted in a turret with the rail gun itself having a payload of 4,500 rounds, about three quarters of the payload of the Jaguar. Compared to a gravity rail gun, the electromagnetic rail gun is far easier to maintain. The coaxial pulse laser is designed to engage targets not consider worth the main rail gun.

On top of the turret is a second 6 mm pulse laser in its own cupola. Like the coaxial mount, the top mounted pulse laser pulls its power directly from the fusion reactor powering the scout vehicle. The second pulse laser is normally remote controlled from inside the vehicle and designed to engage both attacking troops and incoming missiles.

As with the Jaguar, there is a pair of medium range missile launchers on the turret with one on each side. Each one has two ready to fire missiles with each launcher having two reloads, reduced from three on the Jaguar, for eight medium range missiles per launcher. When engaging heavily armored vehicles, the Mongoose usually leads with firing medium range missiles.

There are a pair of mini-missile launchers mounted in the hull of the Mongoose. The launchers have ten mini-missiles ready to fire with two reloads for a total of sixty mini-missiles including those in the launchers. As with most mini-missiles in the Three Galaxies, the mini-missiles carried on the Mongoose are usually smart missiles. They are often used to engage incoming missiles although are quite effective when fired in large numbers against other armored vehicles.

The Mongoose is a fair amount lighter than the Jaguar, massing 14.5 metric tons empty and 20.5 metric tons when it is fully loaded. It is only slight less armored than the Infantry Fighting Vehicle, taking advantage of a better configuration in order to give superior protection. The original Mongoose was fitted with a forward force field but many have been upgraded with variable force fields similar to those mounted on space fighters.

Power is provided by a fusion reactor design which is a modified civilian model. A number of control systems and power regulation systems are changed from the standard design. The fusion reactor is designed to operate up to twelve years before needing to be refueled.

In general contra-gravity based flight systems are more effective than air cushion designs and are able to operate on airless moons and the like. The contra-grav system also allows the Mongoose to be dropped from orbit onto a planet or moon although are considered extremely vulnerable before they reach the surface. On low level flight, nap of the earth, the Mongoose is considered to be able to reach speeds of up to two hundred and fifty kilometers per hour. Higher up, although more exposed to fire, the scout vehicle is designed to reach up to around three hundred and twenty kilometers per hour.

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 MBT can be changed to anti-matter.)

Model Type: MGS-15.

Vehicle Type: Armored Scout Vehicle (Grav).

Crew: Three, one driver, one commander, one gunner.

Troops: None.

M.D.C. By Location:


[1] 20 mm Electromagnetic Rail Gun (Turret):



[1] 6 mm Coaxial Pulse Laser (Turret):



6 mm Pulse Laser Cupola / Mini-Turret (Turret):



Medium Range Missile Launchers (2, Turret)

120 each.


[1] Mini-Missile Launchers (2):

100 each.


[2] Turret:



[3] Main Body:



[4] Non-Variable Force Field (Protects front 1/3 of vehicle only):



Reinforced Driver Compartment:



Reinforced Gunner / Commander Compartment



[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 weapons 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 compartment.

[4] Shields is non variable and only protects the forward aspect of the hover vehicle. Shield regenerates at the rate of 5% (10 M.D.C.) per melee round.


Driving on the Ground: 155.3 mph (250 kph) maximum. The scout 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 198.9 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 vehicle can be dropped from orbit.

Underwater: The Mongoose can use its thrusters to travel up to a maximum speed of 37.3 mph (60 kph).

Maximum Ocean Depth: 1 mile (1.6 km)

Maximum Range: Effectively Unlimited by drive system but only has supplies for crew for two weeks.

Statistical Data:

Length:                19.02 feet (5.80 meters) not including gun barrel and 23.79 feet (7.25 meters) with barrel forward.

Height:                10.00 feet (3.05 meters) including top pulse laser.

Width:                 11.65 feet (3.55 meters).

Mass/Weight:      15.98 tons (14.5 metric tons) empty and 22.60 (20.5 metric tons) fully loaded.

Power System: Advanced Fusion with 12 year life span.

Cargo: Minimal storage space in pilot’s compartment; about three feet (0.9 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: 28.5 million credits. Often costs double that on the Black Market. Various upgrade packages are also available.

Weapon Systems:

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

  1. One (1) 20 mm Electromagnetic Rail Gun: Unlike most rail-guns mounted on most Phase World / Three Galaxies tanks and armored vehicle designs, the rail guns work through the use of electromagnets instead of gravity. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth. Mounted with the cannon is a powerful fire control system. Main gun is usually controlled by the gunner although both the commander have emergency controls.

    Maximum Effective Range: 26,300 feet (8,000 meters) in an atmosphere and 497.1 miles (800 km) in space.

    Mega Damage: 30 round burst inflicts 3D6x10 M.D.C., one round inflicts 3D6 M.D.

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

    Payload: 4,500 Rounds (150 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 vehicle is moving.

  2. One (1) Coaxial 6 mm Pulse Laser: Mounted beside the main 20 mm electromagnetic rail gun. Basically weapon is a squad support weapon and is controlled by the gunner. Like the rail gun mounts, the driver and commander have auxiliary controls. Designed to deal with targets which do not require the man gun or 20 mm rail gun.

    Maximum Effective Range: 4,921.2 feet (1,500 meters) in an atmosphere and 93.21 miles (150 km) in space.

    Mega Damage: 4D6+2 per single shot, 1D6x10+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 gunner (usually 4 or 5) - Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).

    Payload: Effectively Unlimited.

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

  3. One (1) Mini-Turret 6 mm Pulse Laser: Basically weapon is a squad support weapon mounted in the turret which is remotely controlled by the vehicle’s commander. 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: 4,921.2 feet (1,500 meters) in an atmosphere and 93.21 miles (150 km) in space.

    Mega Damage: 4D6+2 per single shot, 1D6x10+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). - Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).

    Payload: Effectively Unlimited.

  4. Two (2) Medium Range Missile Launchers: Mounted on the sides of the turret. Each of these launchers can fire of up to two missiles and the launcher has two reloads for each launchers for a total of twelve medium 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 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used on multiple targets simultaneously.

    Maximum Effective Range: Medium range missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium range missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

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

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

  5. Two (2) Mini-Missile Launchers: One of these are mounted on the left and the other on the right side of the scout vehicle’s body, and are fitted flush with the armor. These are standard mini missile launchers, usually used for close in defense purposes. The reloads are fed to the launchers from a magazine in the main body. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    Maximum Effective Range: Mini Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

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

    Rate of Fire: Can fire mini- missiles one at a time or in volleys of two (2), four (4), five (5), ten (10), or twenty (20) mini-missiles.

    Payload: 10 mini-missile per launcher, with 2 reloads per launcher, for a total of 60 mini-missiles.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2017, Kitsune. All rights reserved.