Apex Defense Manufacturing “Razorback” Grav Missile Vehicle:


Many companies have gotten their star manufacturing components for military designs produced by other companies. Apex Defense Manufacturing is no exception. The company, located on the planet Allison, began by manufacturing components for various hovercraft designs.


As time went on, the company expanded their facilities although continuing to specialize in hover designs . They first began by offering various repair services followed by various upgrades to a number of older military designs including the Kramer heavy hover tank operated by the Human Alliance and later the Consortium. Large numbers of the Kramer have ended up in the hands of smaller government as well as mercenary groups.


The company decided to further expand their production and build their own armored vehicle designs, continuing to specialize in hover designs. The first of these was the “Saber Tiger,” heavily based on the Human Alliance Kramer design. Unfortunately, the design never sold as well as they would have liked. It was offered as a replacement for the present tanks operated by the Human Alliance but unfortunately was beat out by a Phoenix Armory design.


Eventually they developed a more advanced version known as the “Kodiak Tiger” with a number of significant upgrades and is far more dangerous. It appears as if the “Kodiak Tiger” is going to be far more successful with several significant orders already underway.


It was decided to further expand production into other roles. These include a light tank design known as the “Saber Cougar”, an infantry fighting vehicle known as the “Ratel”, and even a missile vehicle. Each of them is based on the light tank chassis to reduce development costs as well as reducing logistics.


The planet Allison is known for a number of extremely dangerous creatures. The names selected for many of them were inspired by animals of Old Earth. There is an animal known as the Razorback. It actually is little like the Earth Razorback and in fact has razor sharp spines to protect it from the various deadly predators which roam the planet. This incredibly tough creature was chosen as the namesake for the missile vehicle design.


Presently the “Razorback” design is only in prototype stage with production slated to begin soon. It is expected that the “Razorback” will be more affordable than the “Mastiff” design produced by Phoenix Armory. Several groups have already showed some interest in the “Razorback” as a replacement for older vehicles. Many forces operate large number of wheeled designs.


Where possible, the “Razorback” shares component with the “Sabre Cougar” light tank design as well as the “Ratel” infantry fighting vehicle. The power plant and propulsion systems are virtually unchanged between the three light armored designs. It gives similar speeds to other armored hover designs built by Apex Defense although speed is restricted by a limiter not by the propulsion system.


While the same laser resistant alloys and composites are used, the Razorback is lighter armored than the light tank. It does however share the variable force field as the other two designs to give additional protection to the vehicle. This force field generator is from a starfighter and gives protection in all directions unlike the force field generators in many older designs.


Most of the weaponry mounted on the light tank are stripped to mount the missile battery. Retained is the high intensity pulse laser, two short range missile batteries, and six micro missile batteries. Each of the weapon systems is quire effective against missile strikes against the armored hover vehicle. The micro missiles are also extremely effective against attacking infantry.


It is planned that there will be two different versions of the “Razorback” with one design armed with sixteen long range missiles and a second armed with thirty-two medium range missiles. The box launcher in either case hangs over the chassis slightly. Normally missiles will have either smart or brilliant guidance systems. A common tactic with these vehicles is to mix long range and medium range missile vehicles to offer support to each other.


These vehicle are often expected to engage targets in space and as a result have powerful sensor arrays. More advanced than the systems carried on the Human Alliance “Sentry” design, the sensor system includes both radar and gravity sensors. The Phoenix Armory design also mounted a Tadar system but it was decided to forgo that system to reduce costs. Standard crew for the missile vehicle is three with a driver, commander, and a missile operator.


This missile vehicle uses modified starship rules for its weaponry and engines. 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-MV-35-MM

Medium Range Missile Version.

 

ADM-MV-35-LM

Long Range Missile Version.

Vehicle Type: Armored Missile Vehicle (Grav).

Crew: Three (3), one driver, one commander, one gunner.

Troops: None.


M.D.C. By Location:

 

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

120.

 

[1] Short Range Missile Launchers (2):

80 each.

 

[1] NE-500R Micro-Missile Box Launchers (6):

30 each.

 

[2] Missile Turret:

220.

 

[3] Sensor Array:

100.

 

[4] Main Body:

480.

 

[5] 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 missile 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] Loss of sensor array destroys all long range tracking and targeting capabilities.

[4] 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.

[5] 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 “Razorback” 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 one week.


Statistical Data:

Length:                21.32 feet (6.50 meters).

Height:                10.01 feet (3.05 meters).

Width:                 11.48 feet (3.50 meters) for the chassis and 12.63 feet (3.85 meters) with missile launcher.

Mass/Weight:      20.39 tons (18.5 metric tons) empty and 39.13 tons (35.5 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: Expected to cost approximately 50 million credits when available. 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) 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.

  2. One (1) Box Missile Launcher: Mounted on the rear of the vehicle where the troop compartment is in the Ratel infantry fighting vehicle and is raised to be fired. The box launcher contains either sixteen long range missiles or thirty two medium range missiles. Box launcher can rotate 360 degrees and can angle up to sixty. Even so, the missiles can target against targets ninety degrees above the vehicle.

    1. Long Range Missiles: The box launcher is fitted to fire long range missiles. Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead is at -25% to detect.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are all considered smart missiles.

      Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.

      Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)

      Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), three (3), four (4) missiles, or eight (8) long range missiles.

      Payload: Sixteen (16) long range missiles total.

    2. Medium Range Missiles: Instead of being fitted for long range missiles, the box launcher is fitted for firing medium range missiles. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. 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), four (4), eight (8) missiles, or sixteen (16) medium range missiles.

      Payload: Thirty-Two (32) medium range missiles total.

  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. Six (6) NE-500R Naruni Claymore Box Micro-Missile Launchers: Two launchers are mounted on the port and starboard sides of the fighting vehicle and one are mounted on the front and back of the fighting 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 144 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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