Mercenary LMMV II Hover Missile Vehicle (Grav):


While the standard LMMV is based on the Tragun Corporation T-550 contra-grav transport chassis, the LMMV II is based on the larger T-850 chassis. Similar eight tonne transport chassis may also be converted in a similar manner by a variety of companies within the Three Galaxies. As with the standard LMMV, the LMMV II is considered affordable yet surprisingly capable missile vehicle design.


As with the smaller design, the LMMV II, or as it is often called “Limvee Two,” is operated by a variety of forces within the Three Galaxies. Many are mercenary forces but a surprising number of system militaries also operate these vehicles. Even military forces which do not normally operate converted civilian vehicles will operate these missile vehicles.


Even though the LMMV II is a fair amount larger than the standard LMMV, it is still considered a light missile vehicle by most operators. Both vehicles perform a similar role, that of mobile long range missile defense and are armed similarly with either four long range missiles or eight medium range missiles. The LMMV II simply adds a long range sensor array.


The two designs appear similar as well with a missile battery fitted into the cargo compartment. When the vehicle is moving, generally it is looked in place to increase streamlining and is only extended when ready to fire. The ability of these vehicles to move from one position to another makes them harder to kill than they might otherwise be.


In comparison, fixed batteries, while they might be extremely well protected and massively armored, are always vulnerable to being taken out from beyond effective defensive fire range. Of course, if an attacker manages to target these converted vehicle, they are potentially extremely vulnerable. Argument have been made however that armored missile vehicles are similarly vulnerable even if protected by a force field.


While the main missile battery are these vehicle’s primary weaponry, some do have secondary weaponry for vehicle defense. One of the most common weapons is a point defense laser battery. This weaponry is generally considered effective both against attacking infantry as well as against incoming missiles. Also common is a light mini-missile battery. Usually limited to two six missile batteries for a total of twelve mini-missiles, this battery can also be effective in the role of point defense when using smart missiles. In addition, the mini-missile battery can be useful when ripple fired against a heavier armored target.


As previously described, the “Limvee Two” does mount a long range sensor array unlike its smaller cousin. The sensor array is a modified version of the system carried on most space fighters and is similar to what is carried on most purpose built missile vehicles. Most also have a relatively modern communication suite to enable these vehicles to operate as command hubs for their smaller cousins. Often operators will have one of the LMMV II operate with two to four standard LMMV and act as fire control. Depending on tactical disposition, missile vehicles armed with long range and medium range missiles may operate together.


Both conventional electrical models of the T-850 and fusion powered models are often converted depending on the needs of the operators. While conventional electrical powered models have a maximum range of around twenty-five hundred kilometers, fusion powered models have virtually unlimited range with the fusion reactor only needing to be refueled every five years.


Otherwise, performance is basically identical with a maximum speed of around one hundred and sixty kilometers while operating at a ground hugging altitude. It can move at up to two hundred kilometers per hour at higher altitudes however and has an operating altitude of two hundred meters. Operators need to be careful however because at higher altitudes, the vehicles are considered far more vulnerable. As a result, they are normally operated at a low level terrain following altitude.


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


Model Type: LMMV II (Converted T.C. T-850).

Vehicle Type: Light Mobile Missile Vehicle.

Crew: Three (3) or four (4) - Usually commander, driver, gunner, and communication specialist.


M.D.C. By Location:

 

[1] Optional - Light Pulse Laser Cupola / Mini-Turret (Front):

40.

 

[1] Optional - Mini-Missile Launchers (2):

100 each.

 

[2] Missile Turret:

120.

 

[3] Sensor Array:

50

 

[4] Hover Unit:

125.

 

[5] Main Body:

400.

 

Cockpit:

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] Destruction of the hover unit will cause the vehicle to be no longer under the pilot’s control.

[5] Destruction of the main body will cause the vehicle to crash.


Speed:

Driving on the Ground: 99.4 mph (160 kph) maximum. The hover craft 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 124.3 mph (200 kph), due to being a low powered Contra-Grav system, altitude is limited to 656.2 feet (200 meters.)

Maximum Range: With electric power system has a 1,553.4 miles (2,500 km) range and with fusion (after market upgrade) has effectively unlimited range.


Statistical Data:

Length:                31.49 feet (9.6 meters).

Height:                9.51 feet (2.90 meters).

Width:                 8.37 feet (2.55 meters).

Mass/Weight:      29,321.48 lbs (13,300 kilograms) empty and 39,242.3 lbs (17,800 kilograms) fully loaded.

Power System: Electrical with High Capacity Battery (Advanced Fusion Conversion with a 5 year micro-fusion reactor available.)

Cargo: Crew can carry basic equipment including weaponry in crew compartment. Otherwise, missile launcher replaces cargo bed.

Market Cost: Conventional Electrical Model: 4.5 million credits. Micro Fusion Model: 5.5 million credits.

Mini-Laser turret costs an additional 250,000 and Mini-missile launchers costs an additional 200,000 credits for the pair.


Weapon Systems:

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

  1. One (1) Box Missile Launcher: Mounted on the rear of the vehicle in the place of a cargo compartment is a box missile launcher. The missile launcher is raised when ready to be fired but is generally stowed when the vehicle is moving. The box launcher contains either four long range missiles or eight 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 or receives a destruct code 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 minuses 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), or four (4) long range missiles.

      Payload: Four (4) 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), three (3), or four (4) medium range missiles.

      Payload: Eight (8) medium range missiles total.

  2. One (1) Mini-Turret 6 mm Pulse Laser - Optional: 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. On conventional electrical models, the weapon has its own battery while on fusion models, the weapon pulls directly from the vehicle’s reactor.

    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: Conventional Electrical Model: Battery is good for 1,500 blasts (500 three shot bursts.) Micro Fusion Model: Effectively Unlimited.

  3. Two (2) Mini-Missile Launchers - Optional: One of these are mounted on the left and the other on the right side of the vehicle’s front chassis. These are standard mini missile launchers, usually used for close in defense purposes. Unlike missile launchers with most larger vehicles, the launcher does not have any reloads. 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 / 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), three (4), four (4), or six (6) mini-missiles.

    Payload: Six (6) mini-missile per launcher for a total of twelve (12) mini-missiles.

Sensory Equipment:



[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



Return