Caramelles Kingdom MV.6 Tempesta Missile Vehicle (Wheeled):


Due to trade restriction, Caramelles Kingdom has trouble with the importing of advanced military designs from the Human Alliance. Any advanced designs would need to smuggled into the star kingdom though secret channels which would add greatly to the cost.


As a result of this situation, the star kingdom needed to develop their own military industry. In addition, the kingdom could export various military designs in order to reduce trade imbalances. Many nations, especially those less advance, have little care about the political situation with regards to the Caramelles Kingdom. Ground vehicles were considered less important than starships and starfighter development but still was important.


The main armored ground vehicles operated by Caramelles Kingdom are the Centauro tank and Freccia armored personnel carrier. Ten wheeled, both share many of the same features and component. While starfighter designs lag behind most of the other major powers in the Three Galaxies, their armor vehicles are considered far better. They are far from cutting edge but are simple and quite effective combat designs.


In addition to the pervious designs, there are a number of special purpose vehicles based on the same basic chassis as the tank and armored personnel carrier. One of these is the Tempesta missile vehicle. It is produced in relatively small numbers. In addition to being exported, it is mostly designed for planetary defense backing up fixed defenses. Mobile defenses give an extra layer of defenses backing the heavier fixed defenses. They are also useful before such defenses can be properly set up. In most cases, these vehicles are operated on airless moon so that an atmosphere does not restrict missile range. Theoretically, the vehicles could be used for long range bombardment as well but not really built for that role.


Previously, the star kingdom operated a number of Human Alliance Sentry missile vehicles. It was decided to retire them and replace them with the Tempesta. This allows for greatly reduced logistics with the large amount of shared components. The only ground vehicle operated in any reasonable number by Caramelles Kingdom which is not of native manufacture is the Kramer hover tank. Retired Sentry missile vehicles which were still in good condition were sold off with those in poor condition mostly scrapped.


Even though it shares the same power plant, drive train, and basic chassis as the Centauro and Freccia, the missile vehicle is closer to the Freccia generally although it is slightly heavier fully loaded. It carries the same amount of armor as the armored personnel carrier and its fusion plant is also rated for twelve years not eight years. Of course, it did need to be modified greatly to mount the large missile battery.


The only original weapon system retained in its original position is the mini-missile batteries. Using smart missiles, these were seen as a useful backup to the long range missile launchers and give the vehicle reasonable self defense ability against missile strikes against the vehicle itself. A total of thirty-two mini-missiles are carried. The particle beam is moved to the front of the vehicle to give it some ability of close in defense against troops. All other weapon systems including the twin rail guns and grenade launcher are deleted. Because there is no ability to carry troops, the firing port were also not required.


Instead, a large box launcher with the ability to carry twelve long range missiles is mounted in place of the original turret. With the slightly smaller capacity compared to the Human Alliance Sentry, the missile do not hang over the sides of the vehicle. In space, these missile launchers can engage targets at almost three million kilometers. Normal warheads carried are fusion multi-warhead. There are no versions which are armed with medium range missiles instead of long range missiles.


As with most missile vehicles, it is equipped with a long range tracking system similar to what is mounted in most starfighters with both radar and gravity sensors. In addition, it has a sophisticated communication suite. It should be noted that the tracking and communication systems, they are not as advanced as later systems and do not have the range. Still the system are quite adequate and are about as capable as those mounted in the older Human Alliance Sentinel missile vehicle design.


(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 craft can be changed to anti-matter.)


Model Type: MV.6
Vehicle Type: Armored Missile Vehicle (Wheeled)
Crew: Three (3), one driver, one commander, one gunne / sensor operator
Troops: None


M.D.C. by Location:

[1] Light Particle Beam (Front):60
Twin 10 mm Electromagnetic Rail Gun Cupola / Mini-Turret (Turret):120
Mini-Missile Launchers (2, Hull):80 each
Missile Box Launcher:200
[2] Sensor Array:80
Driver Compartment:125
Gunner / Commander Compartment100
[3] Main Body:575
[4] Giant Wheels (10):100 each


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] Loss of sensor array destroys all long range tracking and targeting capabilities.
[3] If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and is unsalvageable.
[4] Up to one tire can be destroyed on each side of the vehicle without any appreciable loss in mobility but top speeds with be reduced by 10%. If two tires on a side are destroyed, the vehicle is reduced in top speed by 20% and has a -25% to piloting rolls when being operated off-road. If three tires on one side are destroyed, the vehicle is reduced in to speed by 30% and has a -45% penalty to all piloting rolls when operated off road and -10% when operated on the road. If more than three tires on a side are destroyed, the vehicle will be immobilized.


Speed:
Ground: Maximum speed on land is 93.2 mph (150 kph) on roads and 77.7 mph (125 kph) off road maximum. The vehicle is designed to traverse virtually all terrain and can climb at up to a 60% grade although at a much slower speed (About 10% of maximum road speed). It can also climb barriers and ford trenches. The vehicle can also handle side slopes of up to 30%.
Water Capabilities: Buttoned up, it can travel under water at 20 mph (32 kph).
Range: Effectively Unlimited by drive system but only has supplies for crew for two weeks.


Statistical Data:
Height: 10.17 feet (3.1 meters) including top 10 mm rail gun mini-turret.
Width: 13.12 feet (4.0 meters)
Length: 31.17 feet (9.5 meters)
Weight: 27.01 tons (24.5 metric tons) empty and 43.21 (39.2 metric tons) fully loaded
Power Source: Advanced Fusion with 12 year life span.
Cargo Capacity: Minimal storage space in pilots 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
Market Cost: 36 million credits.


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

  1. One (1) Front Particle Beam Cannon: Mounted in the front of the vehicle, designed for self defense against troops. Weapon is virtually identical to the particle beam carried on the Caramelles Kingdom version of the Steel Grunt. The driver primarily controlls the weapon but the commander also has auxiliary controls.
    Maximum Effective Range: 4,000 feet (1,219.2 meters) in an atmosphere. Range is eight times normal when used in space.
    Mega-Damage: 1D6x10+10 per blast
    Rate of Fire: Equal to number of combined hand to hand attacks of gunner (usually 4-6).
    Payload: Effectively unlimited.
  2. One (1) Long Range Box Missile Launcher (12 Long Range Missiles): The box launcher contains twelve and is designed to rotate 360 degrees and can angle up to forty-five degrees. Even so, the missiles can target against targets ninety degrees above the vehicle. Long range missiles have 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 unpowered, is at -25% to be detected.) 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 for further 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), or four (4) missiles.
    Payload: Twelve (12) long range missiles total.
  3. Two (2) Mini-Missile Launchers: One of these are mounted on the left and the other on the right side of the vehicle's body. These are standard mini missile launchers, usually used for close in defense purposes. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Mini-Missile in the Phase World setting are normally guided.
    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 types (See revised Phase World / Three Galaxies Missile for further details.)
    Rate of Fire: Each pod can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or Sixteen (16.) Counts as one attack no matter how many missiles in a volley.
    Payload: Thirty-two (32) mini-missiles total Each launcher carries sixteen (16) mini-missiles.


Sensory Equipment:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2012, Kitsune. All rights reserved.



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