Human Alliance Forces "Lynx" Armored Personnel Carrier (Wheeled):
While the Wolfen developed a hover design to perform the role of personnel transport in combat environment, the Human Alliance developed a wheeled transport to fill the same role. The Human Alliance design had several advantages over the Wolfen vehicle. The Wolfen vehicle combines both contra-grav systems and air cushion systems. Because of it relying partially on an air cushion system, the Wolfen Maniple cannot operate in vacuum conditions such as an airless moon. The eight wheeled "Lynx", which was the primary Human Alliance armored personnel carrier until they joined the Consortium, was not as fast as the Wolfen design but could operate in airless environments as well.
The Consortium adopted the Wolfen design for planetary use but still uses the Human Alliance "Lynx" against objectives on surfaces without an atmosphere or with only a thin atmosphere. It is also used as a backup for the Maniple against planets. The Human Alliance also operated the Wolfen Maniple for planetary although with the recent adoption of the Phoenix Armory "Boxer", it appears that the Human Alliance finally has a design to replace both the Maniple and Lynx. The Boxer uses a pure contra-grav flight system and can operate in any environment. The Consortium also appears to be developing a pure contra-grav armored personnel carrier design to replace both their Maniple and Lynx combat vehicles. As a result, it is expected that large numbers of Lynxes will likely find their way onto other markets. A large number of Lynx class APCs are already operated outside of the Human Alliance and Consortium. These are operated by Independent Defense Forces within the Consortium, militaries outside of Consortium space, and a wide variety of mercenary companies. Some of these have been new purchases while others have come from military surplus. A few companies make upgrades to the Lynx although most are still standard.
Contra-Grav was not chosen for the Lynx due to the cost involved although it was considered worth the cost in the Kramer hover tank. Instead, the Armored Personnel Carrier relies on eight large tires. The Lynx has an independent suspension system for each wheel and can climb incredibly rough terrain. Top speed over level ground is around 160 kilometers per hour on roads and around 140 kilometers per hour off road. Because the vehicle is designed to be able to operate on Earth like planets as well and might be expected to cross water, it is fully amphibious with speeds of up to 50 kilometers per hour. Because of the lack on contra-grav flight systems, the Lynx must be dropped by an assault shuttle or other type of transport. Power is provided by a fusion power plant which provides power to the main energy weapon as well as being used to charge troop weapons. Unlike the Maniple, the Lynx is not protected by a defensive force field. Some upgrades include a force field generator to give the Lynx additional protection. The Boxer is fitted with a starfighter type force field and it is likely that any replacement design for the Consortium will also include a powerful force field. Crew of the Lynx is only two with only a driver and a commander who also acts as a gunner. Crew controls are holographic and give a 360 degree view as if the pilot and commander are not even in the tank. The Lynx also has the ability to carry up to twenty-four troops in its troop compartment. The Troop compartment has both a rear hatch and top hatch. In addition, the Lynx has three firing ports on each side of the troop compartment and two firing ports on the rear patch. Both the crew compartment and the troop compartment have full life support although the troop compartment is open to vacuum when the firing ports are used in space. The same problem exists in toxic environments. The troop compartment and crew compartment have separate life systems.
The Lynx is mainly designed to fight against other troop transports and against other light ground forces. Because of this, the main weapon is a light pulse laser. This is mounted in a small automated turret and fires long bursts. The weapon is virtually identical to the pulse laser carried on the Kramer and the 5 millimeter pulse laser is an adaption of a troop carried squad support weapon. The weapon is also very effective against incoming missiles. Some upgrades include a automatic tracking system for the pulse laser. One weakness with the Lynx is that ti does not mount any direct fire weapons which are effective against targets which are impervious to energy. To deal with heavier targets and to act in the long range bombardment role, the Lynx mounts two medium range missile launchers with four medium range missiles per launcher. To back up the medium range missile launchers, the Lynx mounts two mini-missile launchers. These launchers are identical to the launchers carried on the Kramer hover tank. Not as long ranged as the medium range missile launchers, the mini-missile launchers are still very effective and are mostly used for close range defense and against incoming missiles. While the troops have eight firing ports, the troops are not tied to the vehicle's main fire control system and accuracy is limited.
This vehicle uses modified starship rules for its weaponry. See Revised Starship Rules for Phase World 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 craft can be changed to anti-matter.)
Model Type: HAFA-APC113
Vehicle Type: Armored Personnel Carrier (Wheeled)
Crew: Two, one driver and one commander / gunner.
Troops: 24 soldiers in full gear / 16 light power armors
M.D.C. by Location:
|5 mm Pulse Laser Cupola / Mini-Turret (Turret):||100|
|Medium Range Missile Launchers (2)||100 each|
| Mini-Missile Launchers (2):||80 each|
|Reinforced Pilots Compartment:||120|
|Reinforced Troop Compartment:||120|
|Top Hatches (2):||80 each|
|Rear Hatches (2):||60 each|
| Main Body:||525|
| Giant Wheels (8):||100 each|
 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.
 If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and is unsalvageable.
 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.
Ground: Maximum speed on land is 99.4 mph (160 kph) on roads and 87.0 mph (140 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: Has two propellers that allows the vehicle to travel on the surface on the water like a boat. It is not designed for deep water use. Using the propellers, the Lynx can travel on the surface of water at 31.1 mph (50 kph / 27 knots).
Maximum Effective Range: Effectively Unlimited by drive system but only has supplies for crew for two weeks.
Height: 8.5 feet (2.6 meters).
Width: 12.5 feet (3.8 meters)
Length: 31.5 feet (9.6 meters)
Weight: 20.4 tons (18.5 metric tons) empty and 32.0 (29.0 metric tons) fully loaded
Power Source: Advanced Fusion with 10 year life span.
Cargo Capacity: Without troops, can carry up to 11.6 tons (10.5 metric tons). Minimal storage space in pilots compartment; about three feet (0.9 m) in side dimensions for extra clothing, weapons, and personal items. Two carbines and one hand-held missile launcher with two loads each are stored in a compartment in the crew compartment.
Market Cost: 30 million credits. Often costs double that on the Black Market. Various knock-offs are also available with upgraded versions costing up to 40 million credits. Various upgrade packages are also available.
Note: Space ranges are given for when the tank is used on airless moons and other similar locations.
- 5 mm Mini-Turret Pulse Laser: Basically a squad support weapon mounted in the turret which is remotely controlled by the Tank'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.
- Medium Range Missile Launchers (2): Mounted on the sides of the vehicle behind the mini-missile launchers. Each of these launchers can fire of up to two missiles and the launcher has one reloads for each launchers for a total of eight medium range missiles. Weapon system is used for hitting enemy robots, fighters, and missiles. Weapon system is also used for anti-cruise missile defense. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Launchers can launch on multiple targets at the same time.
- Mini-missile Launchers (2): One of these are mounted on the left and the other on the right side of the vehicle body and are fitted flush with the armor. These are standard mini missile launchers, usually used for close in defense purposes. The reloads are fed to the launchers from a small magazine in the main body. 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 phase world are normally guided.
Maximum Effective Range: 4000 feet (1220 meters) in an atmosphere and 75 miles (120 km) in space.
Mega Damage: 4D6 per single shot, 1D6x10+10 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting.
Rate of Fire: Equal the Commander's number of hand to hand attacks - Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).
Payload: Effectively Unlimited.
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 (See revised Phase World missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two or four medium ranges missiles between both launchers.
Payload: four medium range missiles per launcher for eight medium range missiles total
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 missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in a volley of 2, 4, 5, or 10.
Payload: 5 mini-missile per launcher, with 3 reloads per launcher, for a total of 40 mini-missiles.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2004, Kitsune. All rights reserved.