Juggernaut Mk II Heavy Hover Tank (Naruni Industries):

The Juggernaut is an incredibly heavily armed heavy tank which usually overawes races with relatively low technology such as the races on Rifts Earth. When compared to the designs being built by the greater powers in the Three Galaxies, it is considered inferior to such designs as the Wolfen "Phalanx" main battle tank and the old Human Alliance "Kramer" hover tank. Some nations and mercenary companies still purchase Juggernauts due to them only costing around half of a "Phalanx"hover tank. In addition to older designs, several new designs have entered service and have lured away potential customers for the Juggernaut including the Phoenix Armory "Slammer" and "Sniper" hover tanks.

The owners at Naruni Industries decided to develop an updated version of their heavy hover tank and target the vehicle on high end customers. Production of the standard Juggernaut is planned to continue which will sold to lower tech nations. The "Mk II" version of the Juggernaut is designed with improved propulsion, better sensors, and upgraded weapons. While only marginally more lethal than the standard Juggernaut, the design is better balanced and efficient. It also shares far more components with the standard Juggernaut compared with the upgraded Mecha Knight.

Probably the single most important improvement is the fitting of a more powerful fusion reactor. This allows both the main gun to recharge while the force field is also recharging. Crews have the ability to control the regeneration of both systems and can increase the regeneration of either the shields or the particle beam. A common tactic is to divert all power to regenerate the particle beam while in combat because the shield takes too long to regenerate to be effective in combat environments. In addition to the more powerful reactor, the hover tank is fitted with a low power gravity hover system in addition to the conventional fan system. Similar to the combination flight system on the Consortium "Maniple" APC, the two system allow for the tank to hover over open water and reduces the power required by the fans. This generally smooths the ride of the hover tank and reduces the noise created by the huge vehicle. The system does not significantly increase the top speed of the 200 ton war machine and completely replacing the fan type hover system would have increase the cost of the hover tank greatly. Due to the system partially relying on hover fans, the Juggernaut is not effective in airless environments. One of the weaknesses of the upgraded Juggernaut is that it retains the same force field generator as the standard Juggernaut and the recharge rate is slow compared to shields on most starfighters. The problem was that new shields would have greatly increased the cost of the hover tank. The armor is just a little less resistant to damage than the armor carried on the Human Alliance Phalanx hover tank and was not upgraded in the "Mk II" although armor is slightly redistributed. The Juggernaut Mk II retains a crew of four although the additional space for a passenger has been claimed by equipment which was moved to give enough space for the larger reactor and the gravity hover system. There was some consideration given to mounting a Naruni stealth system but it was decided that the system would be too costly. A gravity wave sensor is mounted with an improved sensor system for much better detection ability.

The particle beam cannon is one of the most powerful weapons mounted on a ground based vehicles and is not modified from a standard Juggernaut. Many sources give the 115 mm particle beam cannon a range of around 3.2 kilometers. This is due to the fact that the engineers usually set the targeting range of the fire control system for that as the maximum range on models sold on low tech planets such as Rifts Earth. Actual range is about four times greater than that and the fire control system on most models sold in the Three Galaxies are programmed to lock onto targets. Even though the weapon is shorter ranged than many heavy guns carried on tanks in the Three Galaxies such as those carried on the Kodiak Tiger but spokes-people for Naruni claim that few tank engagements occur at ranges beyond fifteen kilometers. The particle beam cannon also has three times as many shots as the Human Alliance and fifty percent greater shots than the Kodiak Tiger although the recharge rate is still inferior to the non Naruni designs. It is claimed by Naruni that this recharge rate will not be an important factor due to the fact that most battles will be finished before the particle beam cannon runs out of charges.

Mounted coaxial to the main cannon is a powerful gravity rail gun which replaces the standard rail gun carried on original Juggernaut. The gravity rail gun has a greater range and damage than the standard rail gun and is more ammo efficient. Both cannons can be fired together although their range differences precluded them being effective except at relatively close range. There was some consideration given to replacing it with a machine-gun firing plasma cartridge rounds but a rail gun was retained for use against targets which are impervious to energy weapons. The mount in the cupola can either have a pulse laser or a plasma cartridge machine gun fitted. The mounting of a heavy plasma cartridge machine gun is being considered when it enters the market. Even though the pulse laser inflicts less damage, the weapon is preferred by most crews due to the weapon having an unlimited payload. It is a modified version of the standard mount with the ability to fire bursts and a variable frequency focusing system to deal with laser resistant armors. While normally controlled by the hover tanks commander, the cupola mount has been upgraded with a fully automatic targeting system which is very effective at tracking incoming missiles. The bow mounted 'flechette' launcher is retained and is considered a very effective weapon system against incoming missile attacks from the front. Solid slug projectiles can also be fired and designers are considering special purpose warheads as well including a mine clearing charge. Missile launchers are identical to that of a standard Juggernaut although missile used in the launchers are much longer ranged than those produced on most low tech planets. A major addition is eight micro-missile box launchers with two on each side of the hover tank. Each launcher has forty-eight micro-missiles for a total of almost four hundred missiles and the system is incredibly useful against incoming missiles and attacking infantry. Like the turret above the hover tank, the system can be manually controlled or be set on automatic. The same system is carried on the "Kodiak Tiger" although the Apex Defense design mounts four more launchers.

Model Type: J-2B
Class: Heavy Assault Hover Tank.
Crew: Four: one pilot, two gunners and a commander; can accommodate one passenger.

M.D.C. by Location:

Main Turret:550
115 mm Particle Beam Cannon (Turret):250
7.5 mm Coaxial Rail Gun (Turret):100
[1] Mini-missile Launchers (8, four each side of turret):50 each
[1] Cupola Weapon Mount (Turret):100
Medium Range Missile Launchers (8, four each side):75 each
50 mm Rail Gun Cannon (Bow):150
[1] NE-500R Micro-Missile Box Launchers (8):40 each
[2] Fan Skirts:350
[3] Main Body:950
Reinforced Crew Compartment:200
[4] Force Field400

[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] Destroying the Fan Skirts will destroy the hovercraft system, grounding the vehicle and rendering it immobile.
Gravity propulsion system allows the hovercraft to descend slowly compared to a completely conventional fan driven hovercraft. Field repairs will take at least 1D6 hours (and there is a 01-50% that the tank will need major repairs). Hitting the fan skirts requires a called shot (no penalty).
[3] Depleting the M.D.C. of the main body destroys the vehicle.
[4] The force field regenerates at the rate of 16 M.D.C. every hours or a full 24 hours to completely regenerate. The force field can regenerate at the rate of 32 M.D.C. per hour when the recharging system for the particle beam cannon is disengaged. Depleting the 400 M.D.C. of the force field will automatically shut the field generating system down and all subsequent damage is subtracted from the body of the Juggernaut.

Driving over ground: 200 mph (320 km). Can travel over ground and water, and can lift up to 10 feet (3.0 meters) off the surface before losing performance. For every 5 feet (1.5 meters) greater than 10 feet (3.0 meters), reduce speed by 50 mph (80 kph)
Space: Cannot operate outside of an atmosphere.
Maximum Range: Effectively Unlimited by drive system but only has supplies for crew for four weeks.

Statistical Data:
Height: 20 feet (6.1 meters) including cupola mount.
Width: 26 feet (7.9 meters)
Length: 35 feet (10.7 meters)
Weight: 220.5 tons (200 metric tons)
Cargo: Minimal storage space: about four feet (1.2 meters) for extra clothing, weapons and personal items. Four NE-15 rifles (or other rifles) and four NE-60 rocket rifles, with 10 magazines/E-clips each weapon, are normally stored in locked overhead compartments.
Power System: Nuclear Fusion; average energy life is 15 years.
Market Cost: 100 million credits

Weapon Systems:
Space ranges are not given for weapon systems due to the fact that the Juggernaut cannot operate effectively in space.

  1. Naruni 115 mm Heavy Particle Beam Cannon: This cannon requires a bank of special capacitors which are charged by the fusion reactor at a slow rate. The weapon is controlled by a gunner on the turret, although the commander or the secondary gunner can also take over in an emergency. The turret can rotate 360 degrees and the barrel can elevate up to sixty degrees. Both the particle beam and the gravity rail gun can be fired simultaneously if they are within range. Cannon is useful against both ground targets and air targets due to high speed tracking.
    Maximum Effective Range: 9.3 miles (15 km) in an atmosphere.
    Mega-Damage: 5D6 x 10 M.D. per blast.
    Rate of Fire: Equal to number of combined hand to hand attacks of the gunner.
    Payload: 60 shots in capacitors, recharges at the rate of one shot per minute (one shot every four melees.) If the recharge system for the force field is disengaged, recharge rate of particle beam can recharge at the rate of two shots per min (one shot every two melees)
  2. Coaxial 7.5 mm Rail Gun: The Gravity rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth. The weapon is also effective against targets which are impervious to energy weapons. Gravity rail gun targets wherever the main particle beam targets. The gravity rail-gun shares the same fire control system with the particle beam and is normally controlled by the gunner turret, although the commander or the secondary gunner can also take over in an emergency. Both the particle beam and the gravity rail gun can be fired simultaneously if they are within range.
    Maximum Effective Range: 12,000 feet (3,660 meters) in an atmosphere.
    Mega Damage: 20 round burst inflicts 2D6x10 M.D.C. , one round does 2D6 M.D.
    Rate of Fire: Equal to the Gunner's combined hand to hand (usually 4 or 5).
    Payload: 20,000 rounds, that's 1,000 bursts. Reloading the gun requires special equipment and takes about an hour.
  3. Cupola Weapon Mount: In the cupola, the hover tank has a mount which is designed to be able to mount either a pulse laser or a plasma cartridge machine gun. When it becomes available, the designers are considering making a heavy plasma cartridge machine gun as well. The mount can rotate 360 degrees and has a 90 degree arc of fire to be able to track air targets including missiles. The mount can be controlled by the Tank's commander or can be set on automatic. When set on independent fire setting, the mount has +3 to strike and has 5 attacks per melee. Most crews prefer the pulse laser due to having an effectively unlimited payload.
    1. 6 mm Variable Frequency Pulse Laser: This weapon is designed for spraying down larger number of targets and can be used at all times. This is a laser weapon that can be adjusted to vary the light frequency of the laser to blast through reflective and laser resistant armor. The first two (2) blasts do half damage, but the weapon's computer automatically adjusts the light frequency to compensate for the laser resistant surface, so all subsequent attacks do full damage, even to a Glitter Boy.
      Maximum Effective Range: 4000 feet (1220 meters) in an atmosphere.
      Mega-Damage: 5D6 per single shot, 1D6x10+20 for a rapid fire three shot burst, or use burst rules for higher burst setting.
      Rate of Fire: Equal the Commander's number of hand to hand attacks or by computer (+4 to strike and has 5 attacks) - Single Shot, Three Round Burst, and Extended Bursts (Use automatic weapon burst rules).
      Payload: Effectively unlimited.
    2. NE-200-B Plasma Cartridge Machine Gun: Belt fed version of Naruni's standard plasma cartridge rifle. Fire a huge which is about 50 mm wide which the weapon converts to a plasma discharge. Weapon is heavy and is fed by an extended belt. Range is reduced compared to the Variable Frequency Pulse laser but inflicts greater damage. Weapon can fire three round bursts to reduce ammunition consumption.
      Maximum Effective Range: 4000 feet (1220 meters) in an atmosphere.
      Mega Damage: 1D4x10 per single shot, 2D4x10 for a rapid fire three shot burst, and 2D6x10 for a ten shot burst.
      Rate of Fire: Equal the Commander's number of hand to hand attacks or by computer (+4 to strike and has 5 attacks) - Single Shot, Three Round Burst, and Ten Round Bursts.
      Payload: 400 shot belt.
  4. Bow-Mounted 50 mm Rail Gun Cannon: This secondary gun is a powerful Rail gun that was designed fires flechette rounds similar to the Glitter Boy's "Boom Gun Rounds" although it can fire solid slugs and under consideration are a wide variety of rounds. The cannon can also be used to shoot down incoming missiles from the front (+2 to shoot down missiles) when firing flechette rounds. The mount is controlled by the secondary gunner or the driver. The gun has a limited arc of fire (30 degrees side to side), but the tank's hover system lets it rotate at will, so it is almost as effective as a turret-mounted cannon.
    Maximum Effective Range: Flechette: 4 miles (6.4 km) in an atmosphere. Solid Slug: 8 miles (12.8 km) in an atmosphere.
    Mega-Damage: Flechette: One flechette round holds 200 slugs that inflict 3D4x10 (+2 to shoot down missiles). Solid Slug: 3D6x10
    Rate of Fire: Equal to number of combined hand to hand attacks of the gunner.
    Payload: 200 rounds.
  5. Side-mounted Medium Range Missile Launchers (8): Four medium missile tubes are mounted on each side of the hover tank's main hull. The medium range missiles can be fired by either the secondary gunner or the driver. 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 atmopshere. Launchers can launch on multiple targets at the same time.
    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere.
    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 (2), four (4), or eight (8) missiles.
    Payload: 48 missiles (six missiles per tube).
  6. Mini-missile Launchers in Turret (8): Four of these launchers are mounted on each side of the turret, and are controlled by the turret gunner. Often, the gunner fires one volley of eight as one of his melee actions, and then uses the particle beam cannon and/or the rail gun. Missile has a top speed of Mach 10 in an atmosphere and in space and Mini-Missile in the "Three Galaxies" are normally guided.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere.
    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 volleys of two (2), four (4), or eight (8) missiles.
    Payload: Six mini-missiles in each launcher for 48 mini-missiles total.
  7. NE-500R Naruni Claymore Box Micro-Missile Launchers (8): Two launchers are mounted each side of the hover tank. If damaged, the launchers are designed to blow out from the tank instead of inwards if a warhead detonates. Each box launcher has a series of six cells wide by eight cells tall. The launchers are normally controlled by the tank's computer but can be overridden by the crew as well. When set on independent control, the launcher can fire up to twice times per melee per launcher in different sized volleys and the launcher can target multiple targets as well. The computer has +3 to strike if firing unguided micro-missiles and the bonuses of the missile (+4) if firing guided micro-missiles. Computer will normally guide two micro-missiles after each incoming mini-missile, short range missile, or medium range missile. Computer will normally guide four micro-missiles after each long range missile or cruise missiles. Against other targets, the launcher will normally guide four micro-missiles after a human sized soldier or sixteen micro-missiles after a target in power armor.
    Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles).
    Mega Damage: 6D6 per micro-missile
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), twelve (12), twenty-four (24), or forty-eight (48) missiles per launcher.
    Payload: 48 micro-missiles per launcher for 384 micro-missiles.

Sensors & Equipment:
Has all the normal sensors and equipment of power armors and armored vehicles in the Three Galaxies plus the following special features.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2004, Kitsune. All rights reserved.