Metalworks Incorporated HH-02 “Red Robin” Light Hover Hauler:


Metalworks Incorporated is most famous for two main type of products, those are various aircraft and hovercraft designs. While most people picture their combat hover designs, their various cargo hauling hover designs are sold in much larger numbers and are in many ways the products which help to keep the company as profitable as it is presently.


Hovercraft are popular because they can travel almost anywhere and long as not too mountainous or thickly forested. As well, most models can travel over water at high speeds. Some of the first hover designs were designed primarily for use over water. In many places, not bridges exist and even roads are scarce. Even eight wheeled vehicles and tracked vehicles have problems is some places where a hovercraft can travel over with very little problems.


The World after the coming of the Rifts can also be an extremely lawless place. Bandits are quite common and many are surprisingly heavily armed. Most hovercraft designs are extremely fast which often makes it impossible for bandits to set up ambushes. As well, their high speed often allows them to escape from ambushes when a slower vehicle would be trapped.


Smaller than either the “Redball” or "Red Ryder," the Red Robin is a bit larger than most Twenty-First Century Jeeps. The vehicle has the ability to haul approximately the same cargo load, around two and a half metric tons of cargo. It is the single most popular line of hover vehicles produced by Metalworks Incorporated, outselling both the larger designed combined. Many adventures love this vehicle but it is also purchased by merchants and military companies.


Originally, the vehicle was available with only three propulsion options. One was fusion powered with effectively unlimited range and requires refueling approximately every five years. The power plant is adapted from a rector system of a power armor. The second replaces the fusion reactor with a high capacity battery. This can be recharged from most fusion plants and is far cheaper. The third was a gas turbine power plant. Designed to run on diesel, including bio-diesel, it can run on a variety of other fuels including kerosene, gasoline, and even alcohol.


It was only after the vehicle had been in production for some time that a fourth propulsion option was added. This was a fuel cell system. Before the coming of the Rifts, the propulsion system was extremely common but was virtually lost after the coming of the Rifts. Metalworks purchased the technology from Archangel Heavy Industries who got the designs of fuel cells from pre-rifts records. The fuel cells operate by pulling the electrons off of an H2 molecule, splitting it into 2H+molecules and 2 electrons. 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.


Top speed is slightly faster than the larger hover design with a maximum speed of around two hundred and twenty-five kilometers per hour. Maximum altitude is also slightly higher with a maximum height of around five meters. Gas an electric models have a maximum range of around twelve hundred kilometers and fuel cell versions have a maximum range of around fifteen hundred kilometers.


There is no tanker variant of the Red Robin which leaves two basic variants of the vehicle. One is an open bed while the other has the main cargo bed enclosed. Some adventurers have converted this over to living quarters. While the quarters are a bit cramped, there is enough space for around four to sleep. The space is too small to make a good command and control vehicle although some groups have tried. In most models, there is no cargo crane provided and loading the vehicle is mostly done by hand although some places do have the equipment for loading.


The vehicle is only relatively lightly armored but has the option of additional armor. The crew compartment is usually not fully environmental but is air conditioned. There is the option of full life support but it is more expensive. Full life support is more common on vehicles in military service. There is space for a crew of four in the passenger compartment. Sensors on the standard model are fairly basic but the sensor and communication suite can be upgraded to a system similar to those carried on most power armors.


Unlike the larger hover cargo vehicles, this vehicle does have some options for weaponry beyond self defense. All the standard self defense weapon mounts are available. These include a weapon mount can be carried above the main cab similar to what is carried in the larger models. These options include a heavier pulse laser copied from the JA-12 Laser rifle, the Northern Gun NG-202 Rail Gun, and the Wellington WI-GL21 Automatic Grenade Launcher as the most popular choices. As might be expected, the pulse laser is the most popular weapon mount. Once it reaches full production, Metalworks plans to replace the rail gun with their own model of rail gun on new vehicles. In addition, the vehicle can mount a pair of mini-missile launchers on the sides of cab. Each launcher has a capacity for twelve mini-missiles.


For greater firepower, the vehicle can have a medium range missile launcher with six medium range missiles in the cargo bed. There is no ability to carry reloads. The weapon is considered quite useful for battlefield support with a missile range of fifty to one hundred and twenty kilometers. There weapons can also be useful for air defense for convoys. In addition, the company offers the vehicle with a light or medium mortar. The light mortar is the 60 mm electromagnetic mortar. The medium mortar is the electromagnetic 81 mm mortar.. The light mortar has 160 rounds provided with 60 rounds provided for the medium mortar. The weapon does not tie in with the vehicle's crew and requires a crew of two, in addition to the driver, to operate. Metalworks is considering dropping the weapon as an option when the "Thunder Rain" enters production. They are already trying to get customers to purchase the new hover mortar vehicle to fill the same role. Their reasons is that the vehicle carries far better armor, is faster, and carries a heavier payload. It also has a full integration of sensors with the weapon system and an automatic loader for the main weapon system.

Model Type:M.I. HH-02AOpen Bed Cargo Design
M.I. HH-02BEnclosed Bed Cargo Design
Vehicle Type: Light Hover Transport
Crew: Two (Can carry two additional passengers in the crew compartment) - Can be operated by one.


M.D.C. By Location:

[1] Headlights (4):10 each
[1] JA-12 Pulse Laser Rifle Mount (Optional):40
[1] NG-202 Rail Gun Mount (Optional):75
[1] MI-RG-40-X Rail Gun Mount (Optional):75
[1] WI-GL21 Automatic Grenade Launcher (Optional):70
[1] Mini-Missile Launchers (2, Optional):30 each
Medium Range Missile Box Launcher (Optional - Cargo Bed):80
81 mm Electromagnetic Mortar (Optional):80
60 mm Electromagnetic Mortar (Optional):60
[2] Hover Thruster Units:60
Crew Compartment80
Cargo Compartment / Bed / Tank:80
[3] Main Body:140 (240)


Notes:
[1] These are small and difficult targets to strike, requiring the attacker to make “Called Shot;” but even then the attacker is -4 to strike.
[2] Destruction of the hover unit will cause the vehicle to be no longer under the pilots control.
[3] Destruction of the main body will cause the vehicle to crash. All systems, including emergency parachute, will not function. Standard armor is 140 M.D.C. but can be upgraded in increments of 20 M.D.C. up to an addition 100 M.D.C.


Speed:
Hover Speed: Can hover at ground level at from a hover to up to 139.8 mph (225 kph) over both land and water. Minimum hover height is 2 feet (0.6 meters) and maximum altitude is 16.4 feet (5.0 meters).
Maximum Range: With gas or electric, 745.6 miles (1,200 km), with fuel cells, 932.1 (1,500 km), and with fusion, effectively unlimited.


Statistical Data:
Height: 6.89 feet (2.1 meters) for cab (does not include weapon mounts)
Width: 9.19 feet (2.8 meters)
Length: 21.33 feet (6.5 meters)
Weight: 10,582.19 pounds (4,800 kilograms) empty and 16,644.90 pounds (7,550 kilograms) fully loaded.
Power Source: Four versions. Nuclear with 5 year fusion reactor, Electric, Conventional liquid fuel that uses aviation gas / diesel, and Fuel cell version that uses Hydrogen as a fuel to produce electricity.
Cargo Capacity: 5,511.6 lbs (2,500 kg) in cargo compartment for all models except for expanding van model. Crew can also carry basic equipment including weaponry in crew compartment.
Market / Black Market Cost: 150,000 credits with Internal Combustion engine, 225,000 with Electrical engine or fuel cell power system, and 800,000 credits for fusion with a 5 year life.
Upgrades: Sensory / Communication upgrade (equal to a standard power armor) costs 12,000 credits. Fully contained life support system costs 50,000 credits. Mini-Missile launchers costs 400,000 credits for a pair. Pulse Laser Mount costs 60,000 Credits. Wellington Automatic Grenade Launcher costs 150,000 credits. Northern Gun Rail Gun costs 70,000 credits. MI-RG-40-X Rail Gun costs 150,000 credits. Medium range missile launchers cost 300,000 credits. 60 mm Mortar costs 75,000 credits and 81 mm Mortar costs 150,000 Credits. Additional armor costs 50,000 credits per 20 M.D.C.


Weapons 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.

  1. 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 rail guns, pulse laser mounts, or automatic grenade launchers.
    1. Pulse Laser Cannon: The mounts's laser cannons use the barrels and inner working of the JA-12 Assault Rifle. The laser cannons pull power directly from the fusion reactor of the vehicle on fusion powered models. On electric and conventionally powered models, there is a high capacity battery. On fuel cell models, the weapon has its own fuel cell.
      Weight: 13 lbs (5.85 kg)
      Maximum Effective Range: 4,000 feet (1,200 meters).
      Mega Damage: 4D6 for single shot and 1D6x10+10 for three round burst from cannon.
      Rate of Fire:Equal to the gunner's combined hand to hand (usually 5 or 6).
      Payload: Nuclear Reactor: Effectively Unlimited (Draws Power off the main engines). Electric or Conventional Fuel: Battery is good for 1200 shots (400 three shot bursts.) Fuel Cell Version: 600 shots (200 three shot bursts.) 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.
    2. NG-202 Rail Gun: These guns are set up like the NG-202 on the Samson power armor with a greater rate of fire. The vehicles used by Metalworks Incorporated uses APFSDS (Armor Piercing Fin Stabilized Discarding Sabot) ammo that increases damage
      Weight: Rail Gun: 210 lbs (94.5 kg), One Ammo-Drum: 150 lbs (68.05 kg).
      Maximum Effective Range: 4,000 feet (1200 meter)
      Mega Damage: Normal Ammo; 1D6x10 M.D.C. per burst of 60 rounds (Does not fire single shot.) APFSDS Ammo; 2D4x10 M.D.C. per burst of 60 rounds (Does not fire single shot.)
      Rate of Fire: Equal to the gunner's combined hand to hand (usually 5 or 6).
      Payload: 3000 rounds (50 bursts)
    3. MI-RG-40-X Rail Gun: Rail Gun is a modified version of the Coalition C-40R Rail Gun. While the weapon is widely duplicated, Metalworks has managed to improve the rail gun with the ability to fire either 40 round or 60 round bursts. While the 60 round burst uses ammunition far faster, it inflicts greater damage and is only slightly heavier. When not hooked up to a power armor or vehicle , the rail gun need a special power pack Previously, Metalworks Industries purchased NG-202 Rail Guns but plans to replace Northern Gun rail guns with their own model although it is twice the cost.
      Weight: 104 lbs (47.2 kg), One Ammo-Drum: 190 lbs (85.5 kg).
      Maximum Effective Range: 4,000 feet (1,200 meters)
      Maximum Effective Range: Normal Ammo; Can fire a burst of 40 rounds which inflicts 1D4x10 M.D. or can fire a burst of 60 rounds which inflicts 1D6x10 M.D. A single round inflicts 1D4 M.D. APFSDS Ammo;Can fire a burst of 40 rounds which inflicts 1D6x10 M.D. or can fire a burst of 60 rounds which inflicts 2D4x10 M.D. A single round inflicts 1D6 M.D.
      Rate of Fire: Equal to the gunner's combined hand to hand (usually 5 or 6).
      Payload: 2000 round drum, that's 50 bursts of 40 rounds or 33 bursts of 60 rounds.
    4. 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.
      Weight: 130 lbs (58.5 kg) not including ammo belts. Ammo belt weighs 40 lbs (18.15 kg)
      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.
  2. Rear Weapon Mounts (Optional): These weapon mounts replace all cargo in the cargo bed. The Medium Range Missile Launcher is mounted on a flat bed back with the mortar mounts use an enclosed cargo compartment. Missile launchers are tied into sensor systems while mortars are not. The top hatch of the compartment open up when the weapon is ready to fire. All mounts have a 360 degree rotation.
    1. Medium Range Missile Launcher: Designed for both anti-aircraft roles and for various bombardment roles. For anti-air roles, fast anti-air SAM missiles are most often carried. In addition to having a 360 degree rotation, mount can angle up to eighty-five degrees. No reloads for missile launchers are carried compared to most larger vehicle.
      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.
    2. MI-EMM-60 60 mm Electromagnetic Mortar: Unlike conventional mortars, the weapon uses a special system where the range is programmed in instead of propelling charging being used. While the weapon is far more expensive than a conventional mortar, it has an increased range over conventional models. An obvious advantage is that the individual projectiles are lighter but the weapon also is lighter. The weapon is hand loaded and requires a crew of two to operate effectively. Guided rounds and standard rounds can be used. Power is pulled directly from the reactor on fusion powered models and a high efficiency capacitor is used for non-fusion powered models. See Battlefield Mortars for Rifts for more details.
      Maximum Effective Range: 14,000 feet (4,267.2 meters) [Minimum range of 250 feet (76.2 meters)]
      Mega Damage: 1D4x10 for Fragmentation with a blast area of 20 feet (6.1 meters), 1D4x10 for High Explosive with a blast area of 5 feet (1.5 meters), 1D6x10 for Armor Piercing with a blast area of 3 feet (0.9 meters), and 2D4x10 for plasma rounds with a blast area of 15 feet (4.6 meters). The launcher can also fire smoke, illumination, and chemical rounds.
      Rate of Fire: Equal to combined hand to hand attacks of gunner
      Payload: 160 rounds. Fusion powered models do not need a capacitor to power weapon system but non fusion powered models have a capacitor with enough charges for 300 firings.
    3. MI-EMM-80 81 mm Electromagnetic Mortar: Unlike conventional mortars, the weapon uses a special system where the range is programmed in instead of propelling charging being used. While the weapon is far more expensive than a conventional mortar, it has an increased range over conventional models. An obvious advantage is that the individual projectiles are lighter but the weapon also is lighter. The weapon is hand loaded and requires a crew of two to operate effectively. Guided rounds and standard rounds can be used. Power is pulled directly from the reactor on fusion powered models and a high efficiency capacitor is used for non-fusion powered models. See Battlefield Mortars for Rifts for more details.
      Maximum Effective Range: 20,000 feet (7620 meters) [Minimum range of 250 feet (76.2 meters)]
      Mega Damage: 1D6x10 for Fragmentation with a blast area of 25 feet (7.6 meters), 2D4x10 for High Explosive with a blast area of 15 feet (4.6 meters), 2D6x10 for Armor Piercing with a blast area of 5 feet (1.5 meters), and 2D6x10 for plasma rounds with a blast area of 25 feet (7.6 meters). The launcher can also fire smoke, illumination, and chemical rounds.
      Rate of Fire: Equal to combined hand to hand attacks of gunner
      Payload: 60 rounds. Fusion powered models do not need a capacitor to power weapon system but non fusion powered models have a capacitor with enough charges for 240 firings.
  3. Mini-Missile Launchers (2 - Optional): The missile launcher systems are on either side of the cab / cockpit. Both launchers hold twelve mini-missiles for twenty-four total.
    Maximum Effective Range: Varies with mini missile types (See revised bomb and missile tables for details.)
    Mega-Damage: Varies with mini missile types (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. Can be fired equal to the pilots combined hand to hand (usually 5 or 6).
    Payload: 12 Mini-Missiles each launcher for a total of 24 mini-missiles.




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2009, Kitsune. All rights reserved.



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