Northern Gun Lightning Fist Light Scout Tank:
The Lightning Fist is a product of Northern Gun and like the Sledgehammer
Main Battle Tank, the Lightning Fist Tank is derived from an Iron Heart
Industries tank design. The Lightning Fist is based off the Iron Fist class
tank but is improved in many ways. Along with requests for heavy battle
tanks similar to the Iron Hammer, there had been many requests for lighter
tanks and Northern Gun had already been producing parts for the Iron First
so it was a good place to start. The development of the Lightning Fist
was not as quick as the designing of the Sledgehammer because of the need
to develop a drive train and power system that could drive the tank at
a higher rate of speed. Still, the tank design went to prototype within
150 days. The tank did pass its prototype stage with fewer bugs than the
Sledgehammer due to its longer development time. The Lightning Fist is
called a light tank by Northern Gun where the Iron Fist was considered
a medium tank by Iron Heart Industries. The tank has now entered full production
and sales of the tank are above expectations. While the main gun is not
as powerful as the cannon on the Sledgehammer, many crews consider the
Lightning Fist to be more flexible and effective than its bigger companion.
Northern Gun has publicly stated that a missile carrying version of the
Lightning Fist. Northern Gun still produces repair parts for the Iron Fist
but at a reduced quantity.
Unlike the Iron Fist, the Lightning Fist is only available with a nuclear
power plant. This is because of the high powered engines require more power
than was available with more conventional power sources. An interesting
feature of the engines is that they can run up to 200% of normal power
for a short period of time. The engines will overheat quickly and then
will need a cool down period or the engines will be damaged.
The armor of the Iron Fist was retained but weapon systems were greatly
modified. The engineers at Northern Gun consider that Electro-Thermal cannons
are just as effective as Rail Guns when used as large cannons. Because
of this, the 120 mm main gun of the tank was replaced by an 90 mm Electro-Thermal
cannon. The cannon is both more powerful and has a much longer range. Most
of the light weaponry of the tank was replaced by weapon systems that were
considered more effective. In the front of the tank, there is a modular
weapon mount that is designed for an NG-202 rail gun, plasma flamethrower
mount, or a pulse laser cannon. The pulse laser cannon is very popular
due too not needing any ammunition. The light gun mount on the turret was
replaced by missile launchers giving both a long range punch and the ability
to ripple fire mini-missiles at targets. The medium range missile launchers
are mounted below the medium range missile launchers and are mounted on
the sides of the turret. Launchers are resistant to being exploded as well
as being designed to explode outwards so not to damage the turret.
Like all tanks produced by Northern Gun, the Lightning Fist carries
all standard sensors of robot vehicles. These systems are more advanced
than those carried in the original Iron Fist class medium tank.
Authors Note: Reduced height of tank from the height of original
Iron Heart Industries design to make them closer to that of modern tanks.
Author recommends reducing the height of Iron Heart Industry's tank designs
as well.
Model Type: NG-205A
Class: Light Scout Tank (Considered a fast medium tank by many)
Crew: Three: one driver, a gunner, and a commander. Can accommodate
two passengers in a snug area behind the crew.
M.D.C. by Location:
| Main Turret: | 200 |
| 90 mm Electro Thermal Cannon: | 120 |
| Turret Medium Range Missile Launchers (2, Sides of Turret): | 80 each |
| Turret Mini-Missile Launchers (2, Sides of Turret): | 40 each |
| Reinforced Crew Compartment in the Turret: | 50 |
| Modular weapon mount on Front: | 75 |
| Smoke / Gas Dispensers (2): | 15 each |
| [1] Main Body: | 450 |
| Reinforced Crew Compartment (main body): | 100 |
| [2] Track Treads (2): | 90 each |
Notes:
[1] Depleting the M.D.C. from the main body will shut the tank down
completely, rendering it useless.
[2] 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 possible when the vehicle is
not under attack.
Speed:
Ground: Maximum cruise is 75 mph (120.7 kph) which can be sustained
indefinitely and can travel at a maximum of 110 mph (177 kph) for 2 hours
before the engine overheats. Buttoned up, it can travel under water at
30 mph (48.3 km).
Maximum Effective Range: Effectively unlimited (10 year lifespan)
Statistical Data:
Height: 10.5 feet (3.2 meters)
Width: 10 feet (3.0 meters)
Length: 32 feet (9.8 meters)
Weight: 33 tons (29.9 metric tons) fully loaded
Cargo: Minimal storage space; about four feet (1.2 m) for extra
clothing, weapons, and personal items. Four Laser Rifles and three hand
held Missile Launchers with 5 loads each are stored in a compartment behind
the driver's seat.
Power System: Nuclear Only (10 year lifespan)
Black Market Cost: 28 million credits
Weapon Systems:
- 90 mm Electro Thermal Cannon (1):
Mounted in the tanks main
turret in place of the 200 mm cannon on the Iron Hammer and is quite a
bit more powerful. The projectile is loaded into the barrel, behind which
there is a "propellant", which is a dot of light metal. A powerful electromagnetic
force is applied to the metal, which causes its atoms to "switch" directions.
This happens so violently that the metal turns to plasma, and this expanding
gas then drives the projectile forward. Since the cannon is built into
a turret, it can rotate 360-degrees and can aim upwards 60 degrees - allowing
it to engage low-flying aircraft and creatures. The cannon is controlled
by a gunner inside the turret compartment.
Range: 3.5 miles (5.6 km).
Mega Damage: A single round 3D6x10 (optional rule is that cannon
gets a critical on a natural 18, 19, or 20 due to its high penetration).
Can use High Explosive rounds that does 2D4x10 M.D. with a blast radius
of 20 ft (6.1 m). High Explosive Anti Tank does 2D6x10 M.D. with a blast
radius of 10 ft (3.0 m).
Rate of Fire: Maximum of four per melee.
Payload: 80 rounds (smaller and require less propellent). Normally
40 rounds are of standard anti-tank slugs. The payload of the original
Iron Fist was actually 50 rounds not 80 rounds.
Bonuses: Has a special fire control computer that helps to aim
the cannon. Gives +2 to strike with the cannon and vehicle does not have
minuses to fire when tank is moving.
- Support Weaponry Turret:
Originally planned to only carry
the NG-202 light rail gun and the pulse laser cannon, the mount was modified
so that it could carry a plasma flamethrower to deal with Xiticix and other
monsters than need to be dealt with in large numbers. The weapon is located
in the front of the tank and the laser cannon and rail gun can engage aerial
targets (The Plasma Flamethrower does not have the range).
- Pulse Laser Mount:
This weapon is mounted on the front of
the tank and can is fired by the driver or the commander. The weapons primary
purpose is use against infantry but is effective against missiles and to
a lesser extent both aircraft and other armored vehicles.
Effective Range: 4,000 feet (1,200 meters)
Mega-Damage: 3D6 for single shot and 1D6x10 for three round
burst.
Rate of Fire: Equal to gunners hand to hand
Payload: Effectively Unlimited.
- NG-202 Rail Gun (1):
Like the cannon on the Samson Power
Armor, this cannon has been modified for a higher rate of fire. The tank
commander the gunner, or the driver can access and use the rail gun. The
main advantage of the Rail gun is against targets which are impervious
to energy weapons.
Effective Range: 4,000 feet ( 1,200 m)
Mega-Damage: A burst is 60 rounds and inflicts 1D6x10 M.D. One
round does 1D4 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6) of the gunner.
Payload: 12,000 round drum, that's 200 bursts! Up to five drums
can be carried by the tank. Reloading the drum takes 15 minutes if done
by hand, 5 minutes if done with robots and special equipment.
- WI-NFT-1 Napalm P Plasma Flamethrower:
While Northern Gun
and Wellington Industries are not on the best terms, the need for this
weapon system has forced Northern Gun to purchase them to place on the
tank. While not effective against aircraft, the wide area the weapon covers
is very effective. This weapon fires a stream of liquid which when activated
"burns" for a short period of time (1D4 minutes) and inflicts damage during
that duration. This is not a convention plasma weapon that heats materials
to the point beyond gas and has some interesting properties. Because the
canisters for the plasma cannon are well inside of the tank, the damage
from explosion are minimal unless the tank is destroyed.
Effective Range: 500 feet
Mega-Damage: A short plasma burst inflicts 3D6 M.D. A concentrated
plasma burst (counts as two attacks; 7 seconds) inflicts 1D4x10 M.D. As
an additional option, the plasma weapon can be used to cover a wide area.
Up to an area of 10 ft radius can be effected per melee attack. All targets
within the area of effect will take 2D6 M.D. and will continue to receive
2D6 M.D. of damage per melee for a period of 1D4 minutes. The plasma fire
cannot be extinguishes by water but must use sand or special chemical designed
to fight metal fires.
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6) of the gunner.
Payload: The tank has 4 Napalm-P tanks which gives the weapon
400 "shots".
- Turret Mounted Medium Range Missile Launchers (2):
Mounted
on the sides of the turret, these launchers holds three Medium Range Missiles
ready to fire with three per side. Mini-Missile launchers are mounted above
the medium range missile launchers. All missiles are considered to be Smart
missiles.
Maximum Effective Range: Varies with medium range missile type;
Usually armor piercing or plasma are carried (Go to
Revised
bomb and missile table).
Mega Damage: Varies with medium range missile type; Usually
armor piercing or plasma are carried (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time, or in volleys of 2 or 3.
Payload: 6 medium range missiles, 3 in each launcher.
- Turret Mounted Mini-missile Launcher (2):
Mounted on the
sides of the turret above the long range missile launchers. These launchers
are designed for rapid fire use to engage heavy tanks and giant robots.
These weapons are designed to be able to destroy enemy vehicles quickly.
Maximum Effective Range: Varies with mini-missile type; Usually
armor piercing or fragmentation are carried (Go to
Revised
bomb and missile table).
Mega Damage: Varies with mini-missile type; Usually armor piercing
or fragmentation are carried (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time, or in volleys of 2, 4, or 6.
Payload: Each launcher carries 12 mini-missiles for a total
of 24 Mini-missiles.
- Smoke/Gas Dispensers (2):
A smoke/gas dispensing unit is
attached to each side of the Tank. 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.
Payload: 20 total; 10 charges each; typically all smoke.
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By Kitsune (E-Mail Kitsune ).
Copyright © 2000, Kitsune. All rights reserved.