Iron Armory M270-D Multiple Launched Rocket System:


Iron Armory is a company that specializes in taking United States Pre-Rifts combat vehicles and weapons and rebuilding them for use. For a while, the company of Iron Armory has been very quiet. Producing excellent tank designs that are selling quite well, the managers saw no need to increase their product line. This all changed when they saw a role that was not well covered by any other company. This was the role of mobile artillery specifically missile artillery. Missile artillery is easier to plant and fire than cannon style artillery which makes it more useful to many mercenary companies. The rumor is that Iron Armory does plan to produce a large gun tracked artillery as well.


The M270 MLRS is a pre rifts platform designed to carry twelve artillery rockets (the size of long range missiles) or two very large missiles (the size of cruise missiles). It was constructed of an M-2 Bradley frame and was quite useful for a long service. Rumor being spread by some competing companies is that Iron Armory purchased a M270 from Golden Age Weaponsmiths and simply used that. This could be true or they might have gotten one from salvage but the design is becoming popular because it is inexpensive and very helpful in a battlefield. The Iron Armory factory already produced a modification on the M-2 Bradley so manufacture of the missile launching system was very simple. It is more expensive than the Golden Age


The design is very close to the original design and carries twelve long range missiles. Cruise missile versions were considered but have been supported due to them being of questionable use when it reduces the payload from twelve to two. The vehicle does have some defensive weapon systems added to the design. On the sides of the driver cab are two modular missile pods similar to the designs on may of their vehicles. If mini missile pods are used, Mini-Missiles give the vehicle a powerful close punch and short or medium range missile hep support the long range missile launcher. The vehicle also has a laser machinegun added to it. The vehicle is available with four different power system style. These are powered by a fusion reactor, by a electrical system, by conventional liquid fuel, and finally by fuel cells. The fuel cell systems are purchased from Metalworks Inc and some believe that Iron Armory is a subsidiary of them. There has been no proof, so at the moment it is just speculation by some. The technology for the fuel cell design was purchased by Metalworks Incorporated 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.


Model Type: I.A. M270-D MLRS
Vehicle Type: Missile Launching Platform
Crew: Three (Driver, Gunner, and Commander).


M.D.C. by Location:

[1] Tractor Treads (2):75 each
Long Range Missile Launchers (2, 6 cells each):150
Rapid Fire Laser Cannon:50
Variable Missile Launchers (2):50 each
Smoke Dispenser:20
Headlights (2):10 each
Reinforced Crew Compartment:100
[2] Main Body:350


Notes:
[1] Depleting the M.D.C. of a tread will immobilize the tank 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] If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and unsalvageable, but crew may survive in their reinforced compartment.


Speed:
Ground: Cruising speed on land is 65 mph (104 kph) on roads and 60 mph ( 96.6 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%.
Maximum Range: With gas or electric, 300 miles (483 km), with fuel cells, 400 miles (643.7 km), and with fusion, effectively unlimited.


Statistical Data:
Height: 9 feet 9 inches (3.0 meters)
Width: 11 feet 4 inches (3.5 meters)
Length: 22 feet 6 inches (6.9 meters)
Weight: 30 tons (27.2 metric tons)
Power Source: Four versions. Nuclear with 10 year fusion reactor, Electric, Conventional liquid fuel that uses aviation gas, and Fuel cell version that uses Hydrogen as a fuel to produce electricity.
Cargo Capacity: Minimal, enough for equipment with crew
Black Market Cost: Internal Combustion powered sells for 800,000, Electrical engine and fuel cell versions sells for 950,000 million credits, and fusion with 10 year life sells for 8 million credits.


Weapon Systems:

  1. Rapid Fire Machine gun Style Laser Cannon: A light laser designed for anti-infantry use that allows for all the bursts available to a machine gun except full melee. On the nuclear powered version, the laser cannon pulls power directly from the fusion reactor of the vehicle. On the fuel cell version, the laser cannon is powered by a fuel cell. On the Convention or Electrical versions, the laser cannon is powered by a battery
    Maximum Effective Range: 3,000 feet (914 meters)
    Mega-Damage:
      2D6 for single shot (Costs 1 attack)
      4D6 for ten round burst at one target (Costs 1 attack)
      2D6 for ten round burst at 1D4 targets (Costs 1 attack)
      1D6x10 for thirty round burst at one target (Costs 1 attack)
      2D6 for thirty round burst at 1D8 targets (Costs 1 attack)
    Rate of Fire: Equal to combined hand to hand attacks of gunner
    Payload: For Combustion, Electrical, or Fuel cell versions: 600 shots. With the Fuel Cell version, 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. For fusion: unlimited shots.
  2. Missile / Rocket Launchers (2): Has two launchers that can fire missiles that are mounted on the sides of a rotating stand. Each launcher can carry a total of six long range missiles for a total of twelve long range missiles. While normally guided missiles are used, the launchers will sometime launch unguided versions to reduce the cost of ordinance used. The launchers can rotate 360 degrees.
    Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)
    Mega Damage: Varies with 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), four (4), or six (6) missiles.
    Payload: Twelve (12) Long Range Missiles.
  3. Variable Missile Launchers (2): Mounted on either side of vehicles cab and the vehicle can be constructed with one of three different type of missile launchers. The type of launcher is normally built onto the vehicle at the factory and would take a mechanic about 8 hours to switch from one launcher to another.
    1. Medium Range Missile Launchers: Longer ranged than the other launchers but less missiles are carried. Usually used for long range bombardment or anti-aircraft roles.
      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. Carries 6 medium range missiles as reloads inside vehicle
    2. Short Range Missile Launchers: More commonly carried for use against incoming missiles and aircraft with a shorter range than medium range missiles but more can be carried (See revised bomb and missile tables for details.)
      Maximum Effective Range: Varies with missile types, short range missiles only.
      Mega-Damage: Varies with missile types, short 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), six (6), or twelve (12) missiles.
      Payload: each launcher carries 6 short range missiles for a total of 12 short range missiles. Carries 12 short range missiles as reloads inside vehicle
    3. Mini Missile Launchers: Mostly used for short range bunker busting and against other armored vehicles. Much shorter range and not independently guided although more mini-missiles are carried than short range missiles.
      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), five (5), ten (10), or twenty (20) missiles.
      Payload: each launcher carries 10 mini-missiles for a total of 20 Mini-missiles. Carries 20 mini-missiles as reloads inside vehicle.
  4. Smoke Dispenser (2): Mounted on either side of the tank and launches smoke grenades. While other types of grenades can be used, they have been rarely carried. Recently, there has been consideration for the use of prismatic aerosol and decoy grenades to help protect the vehicle against lasers.
    Effect: Creates a cloud of smoke 40 ft (12 m) in diameter. Other special effects per grenade type.
    Rate of Fire: Two per melee
    Range: 1,200 feet (365 m)
    Payload: Carries 12 smoke grenades per launcher.


Sensory Equipment:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999 & 2008, Kitsune. All rights reserved.



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