French Lemonnier Infantry Fighting Vehicle:


Because the French government had not upgraded much of its military during the first half of the Twenty-First century, the state of their forces dropped to deplorable levels. The majority of their equipment was old, worn-out, and outdated. The resurgence of colonial Britain in 2055 "woke up" the French government and made them realize that they had lost their status as a world power. To make up on lost ground, the French government funded and enormous military build-up program to re-equip its military in all areas. The army, navy, and air force all received funding for projects, especially those dedicated to colonial expansion and enhancing global presence.


In 2058 the French army put out a requirement for an infantry fighting vehicle capable to being transported by air and deliverable by parachute to support armored and infantry units. The Lemonnier IFV was named after Brigadier -General Emile-René Lemonnier, commander of the Commanding Officer 2nd Brigade Indochine in Indochina before being killed by the Japanese in 1945.


To make production easier and to reduce costs, it was decided that a standard chassis would be used. The hull of the Giat Industries Chevillon Light Tank was chosen for its light weight, multi-armor capability, and relatively inexpensive price. The hull was extended and the overall length increased to provide room for a squad of soldiers in body armor. Like the Chevillon light tank, the Lemonnier can be fitted with three levels of protection. In combination with the new series of super-strength armor materials, the design was capable of being configured for the type of combat expected. An added bonus was that the armor was easily replaceable when damaged in combat.:

In its base or Level I armor configuration, the Lemonnier could be low-velocity airdropped from a transport aircraft. Utilizing the Low Altitude Parachute Extraction System (LAPES) developed by the Americans, a Level II armor configured vehicle could be delivered to the battlefield by aircraft. Level III vehicles were delivered by landing ship or actually landing the transport aircraft.


The profile of the vehicle was very low with the entire front end sloped with the turret mounted low on the hull. The driver and commander were seated side by side in the hull with the infantry squad behind them. A small but powerful nuclear reactor was located in the rear of the vehicle between the crew and squad and powered all the systems and propulsion.


Beginning in the design phase, the Lemonnier was designed with two different turret designs. The first housed a single barrel 30mm railgun, with an AA-86 automatic pulse laser and an automatic grenade launcher the fired short bursts of anti-personnel grenades mounted co-axially. The second mounted both short and medium-range missile launchers. Like the American Maverick, both were used in conjunction to overwhelm enemy forces wit h a vicious one-two punch. During the 2080s, a third turret was designed that replaced the 30mm railgun with the same heavy laser used in the AMBT-12x amphibious tank. All of the energy based weapons were tied directly to the vehicle's reactor for unlimited fire. Behind the turret on either side of the hull was a raised section that housed a mini-missile launcher. Each of these flush mounted launchers carried eight missiles. The capacity was lower than other vehicles utilizing this hull to allow greater room for troops. Intended primarily for anti-missile defense, the crews usually changed at least a third of the missiles to armor-piercing for added anti-armor punch. The vehicles also had two firing ports on either side and two in the rear. Also, during the 2080s, an anti-personnel system similar to the British Claymore mine system was installed after several Chevillon light tanks were lost to mass infantry attacks. Lastly, a pair of smoke dispensers were mounted on the turret to help confuse laser-guided missiles and to conceal the IFV.


The new Inter-Vehicular Information System allowed targeting data from one vehicle to be transmitted to every other vehicle fitted with the system within a 6 mile radius. This allowed incredible force multiplication for the French armored, power armored and airborne forces. One very common tactic was to have one or two vehicles keep their sensors active and transmit targets to other vehicles who's sensors were off. Once enemy fire began targeting those vehicles, they would shut down their sensors and exit the target area. Other vehicles would activate their own sensors and take the place of the first vehicles. The ability to track and fire on enemy targets without exposing themselves to active sensor detection kept many of the French forces from enemy detection. Only when open combat came about would every vehicle within a unit have their sensors on.


The Lemonnier was a great success as an infantry fighting vehicle. It was air-transportable, and was able to be quickly moved where it was needed. Its variable armor system provided the adequate armor protection for the given situation. The speed of the IFV allowed it to dismount its infantry to engage targets and then quickly vacate the area. Working in conjunction with other armored units and supporting infantry, the Lemonnier proved to be worth its while. The Lemonnier was supplemented, but not replaced, during the 2090s by the new Noiret Amphibious Infantry Fighting Vehicle based off of the Merovingian Amphibious Tank.


Model Type: Giat Industries Lemonnier Infantry Fighting Vehicle
Vehicle Type: Infantry Fighting Vehicle
Crew: Two (Driver and Commander)
Troop Carrying Capacity: 8 soldiers in full gear or 4 Lafayette Power Armor (w/o propulsion packs)


M.D.C. By Location:Level I:Level II:Level III:
[1] Tractor Treads (2):80 each80 each80 each
Tread Skirts (2):----80 each120 each
Turret:150200250
Short Range Missile Launcher (2):50 each50 each50 each
Medium Range Missile Launcher:757575
30 mm Rail Gun / Heavy Laser:808080
[2] Co-axial Pulse Laser:404040
[2] Co-axial Grenade Launcher:606060
Mini Missile Launchers (2):50 each75 each100 each
[2] Smoke/Gas Dispensers (2):20 each20 each20 each
[3] Main Body:325425525


Notes:
[1] Depleting the M.D.C. of a tread will immobilize the IFV until it is replaced. Replacing a tread will take 1D6x10 minutes by a trained crew (2 replacements are carried on board) or three times as long by the inexperienced. Changing the tread is only advisable when the vehicle is not under attack.
[2] 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.
[3] If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and unsalvageable, but crew and troops may survive in their reinforced compartments.


Speed:
Ground: 99.4 mph (160 kph) maximum road speed; 80.8 mph (130 kph) maximum off-road speed. 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: On the surface at 40.4 mph (65 kph) or underwater (Buttoned up) at 19.9 mph (32 kph)
Maximum Range: Unlimited (Nuclear Fusion power supply with 10 year duration)


Statistical Data:
Height: 12.9 feet (4.0 meters)
Width: 10 feet (3.0 meters)
Length: Main Body: 27.5 feet (8.5 meters)
Weight: Level I: 30 tons (27.2 metric tons), Level II: 32 tons (29.0 metric tons), Level III: 35 tons (31.7 metric tons).
Power Source: Nuclear (Should have an average lifespan of 10 years).
Cargo Capacity: Minimal storage space in crew compartment; about three feet (0.9 m) in side dimensions for extra clothing, weapons, and personal items. Two laser rifles are stored in a compartment behind the driver's seat. Without troops, can carry up to 6 tons (5.4 metric tons) in rear troop bay
Black Market Cost: Not available, should go for about 30 to 40 million credits when in good condition.


Weapon Systems:

  1. Turret Weapon System: Depending on the mission this emplacement could hold either a railgun and two co-axial weapons or a combined short & medium-range missile launcher. A third turret design replacing the railgun with a medium pulse laser was also designed shortly before the coming of the Rifts. The turret can rotate 360-degrees and can aim upwards 45 degrees - allowing it to engage low-flying aircraft and creatures. It is controlled by remotely by the commander who sits in the hull of the IFV. The IFV has a special fire control computer that helps to aim the turret. Gives +2 to strike with the railgun/pulse laser and vehicle does not have minuses to fire when it is moving.
    1. Infantry Support I: In this configuration, the turret is streamlined and housed a 30mm railgun with a co-axial pulse laser and automatic grenade launcher. It was designed to give heavy weapon support to the dismounted infantry squad. Before the development of the Infantry Support II version, this was the most common turret. About 80% of the deployed turrets were of this design.
      1. 30mm Rail Gun: The weapon could be used on surface targets as well as against missiles and aircraft. The system has a 360 degree rotation and can elevate up to 90 degrees to fire at targets directly overhead. These railgun normally fired a solid dart of ultra dense high strength materials that does massive damage to targets that it hits but can also use explosive warheads for softer targets and against aircraft.
        Maximum Effective Range: 1.9 miles (3.0 km)
        Mega Damage: 2D4x10 MD per burst of 10 rounds (Can only fire burst).
        Rate of Fire:6 attacks per melee (automatic), 4 per melee (manual).
        Payload: 1000 rounds
        Bonuses: Has a special fire control computer that helps to aim all the turret weapons. Gives +1 to strike with railgun, and it does not have minuses to fire when the IFV is moving.
      2. Coaxial Automatic Grenade Launcher: The weapon is mounted together with the main gun and aims wherever the main cannon does and shares the same fire control and bonuses (+2 to strike and can be fired while moving). Normally only fragmentation grenades were fired from the launcher.
        Maximum Effective Range: 3,000 ft (914 m)
        Mega-Damage: 3D6 for single shot of Fragmentation with a blast area of 12 ft, and 2D4x10 for a burst of ten rounds of Fragmentation with a blast area of 40 ft.
        Rate of Fire: Equal to combined hand to hand attacks of gunner
        Payload: 200 Rounds
        Bonuses: Has a special fire control computer that helps to aim all the turret weapons. Gives +1 to strike with launcher and launcher does not have minuses to fire when the IFV is moving.
      3. Coaxial Automatic Pulse Laser: Basically an AA-86 automatic pulse laser mounted next to the cannon barrel and linked directly to the tank’s power pack. Its special cooling system allowed for extended bursts which, in combination with an unlimited payload, made up for the somewhat low range of this weapon.
        Maximum Effective Range: 2,000 ft (610 m)
        Mega-Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting (See Machine Gun burst rules).
        Rate of Fire: Equal to combined hand to hand attacks of gunner
        Payload: Effectively unlimited.
        Bonuses: Has a special fire control computer that helps to aim all the turret weapons. Gives +1 to strike with pulse laser, and it does not have minuses to fire when the IFV is moving.
    2. Anti-Tank/Anti-Aircraft: This boxy turret mounted a four round medium-range missile launcher with an eight round short-range missile launcher on each side. It was intended for anti-tank and limited anti-aircraft support of mechanized infantry units before the inclusion of the Weygand Missile Vehicle and Hering Anti-Aircraft Tank. About 20% of all Lemonnier IFVs carried this turret.
      1. Medium-Range Missile Launcher: This launcher is mounted in the center of the turret mount. It is usually controlled by the commander, but can be fired by the driver if the commander is injured. It is usually outfitted with High-Explosive, Fragmentary or Plasma missiles. The launcher can engage air and ground targets. There is no reloading system, nor any reloads.
        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), or four (4) missiles.
        Payload: 4 missiles in launcher.
      2. Short-Range Missile Launcher: On either side of the medium-range missile launcher is a eight round SRM launcher. The weapons had a limited payload but were useful against other armored vehicles, reinforced bunkers, and as a defensive weapon against incoming missiles and slow moving aircraft. Short Range Missiles are usually a mixture of 50% Armor Piercing and 50% Plasma.
        Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
        Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
        Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) missiles and can be used up to twice per melee.
        Payload: 16 short range missiles total.
    3. Infantry Support II: This turret design came out in the 2090s and replaced the 30mm railgun with the same heavy laser used in the AMBT-12x amphibious tank. The co-axial weapons remained the same. It was designed to give heavy weapon support to the dismounted infantry squad. By the time of the Great Cataclysm, it had replaced 80% of the Infantry Support I version.
      1. Heavy Laser Cannon: This cannon was short-ranged but very powerful and since an energy weapon, it has a virtually unlimited payload. Mainly designed to be used against tanks and heavy vehicles but is also capable against aircraft and missiles. The turret can rotate 360 degrees and has the ability to angle up to 60 degrees and both barrels move as one unit.
        Maximum Effective Range: 6,000 feet (1,830 m)
        Mega Damage: 2D6x10+10 per blast
        Rate of Fire:Twice per melee round.
        Payload: Effectively Unlimited
        Bonuses: Has a special fire control computer that helps to aim all the turret weapons. Gives +1 to strike with heavy laser, and it does not have minuses to fire when the IFV is moving.
      2. Coaxial Automatic Grenade Launcher: The weapon is mounted together with the main gun and aims wherever the main cannon does and shares the same fire control and bonuses (+2 to strike and can be fired while moving). Normally only fragmentation grenades were fired from the launcher.
        Maximum Effective Range: 3,000 ft (914 m)
        Mega-Damage: 3D6 for single shot of Fragmentation with a blast area of 12 ft, and 2D4x10 for a burst of ten rounds of Fragmentation with a blast area of 40 ft.
        Rate of Fire: Equal to combined hand to hand attacks of gunner
        Payload: 200 Rounds
        Bonuses: Has a special fire control computer that helps to aim all the turret weapons. Gives +1 to strike with launcher, and it does not have minuses to fire when the IFV is moving.
      3. Coaxial Automatic Pulse Laser: Basically an AA-86 automatic pulse laser mounted next to the cannon barrel and linked directly to the tank’s power pack. Its special cooling system allowed for extended bursts which, in combination with an unlimited payload, made up for the somewhat low range of this weapon.
        Maximum Effective Range: 2,000 ft (610 m)
        Mega-Damage: 2D6 per single shot, 6D6 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting (See Machine Gun burst rules).
        Rate of Fire: Equal to combined hand to hand attacks of gunner
        Payload: Effectively unlimited.
        Bonuses: Has a special fire control computer that helps to aim all the turret weapons. Gives +1 to strike with pulse laser, and it does not have minuses to fire when the IFV is moving.
  2. Mini Missile Launchers (2): Mounted in the hull of the IFV on either side of the turret. They are recessed to the surface armor. When launched, armored panels slide out of the way, exposing the launchers and missiles arranged at a 45 degree angel. These missiles are supposed to be used to protect the tank from enemy missiles, and as such fragmentation warheads are standard issue. Usually crews will switch one quarter or all of the fragmentation rounds for AP or Plasma rounds, giving the tank a considerably enhanced anti armor punch at the expense of defensive capability.
    Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)
    Mega-Damage: Varies with missile types, mini 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 eight (8) missiles.
    Payload: Each launcher carries 8 mini-missiles for a total of 16 Mini-missiles.
  3. Claymore Mines (16): Five mines are mounted on the sides of the IFV, and three more on the front and the back. Unlike the British system, these launchers are manually controlled and do not rely on quirky computers that can be easily confused by such mundane things as mud or dust on uniforms.
    Maximum Effective Range: a cone 50 feet (15 meters) long and 30 feet (9 meters) wide.
    Mega-Damage: 6D6 for targets 30 feet and further away, 1D4x10 for targets closer than that.
    Rate of Fire: Can activate one (1) mine at a time.
    Payload: 16.
  4. Smoke/Gas Dispensers (2): A smoke/gas dispensing unit is attached to each side of the IFV. The dispenser releases a dense cloud of smoke that covers a 40 foot (12.2 m) area in front of the vehicle, It can also release tear gas. The dispenser can dispense prismatic aerosol for dispersing laser beams. This has the same effect as prismatic aerosol grenades. The effects of the prismatic aerosol is combined with the laser resistant materials that compose the armor if the later tanks when they are used together.
    Payload: 20 total; 10 charges each; typically 10 smoke, 5 prismatic aerosol, and 5 tear gas.


Sensory Equipment:




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Writeup by Kamikazi (co366thaw@hotmail.com).


Copyright © 2006, Kamikazi. All rights reserved.



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