Techno-Wizard M8 Greyhound Light Armored Vehicle:


The M8 Greyhound light armored vehicle was a six wheeled vehicle used extensively by the Allies during World War II. Over eighty-five hundred were produced. Simple and reliable, it was quite fast for its time and was long ranged compared to most tanks. It was only lightly armed and armed with only a 37 mm cannon. As such, it was not effective in the tank destroyer role but was useful in the scouting role. In addition to World War II, it served with the United States army in Korea. Some other militaries, especially third world nations, operated these wheeled vehicles for decades after retired from the United States arsenal. In fact, they served into the Twenty-First Century.


Techno-Wizards have copied a number of World War II armored vehicle designs and modernized them. One of the best known is the Sherman tank but other designs, including the M8 Greyhound, were also copied. In some cases, the designs come from old military museums while in other cases based on plans found in historic archives. Many Greyhounds found their way into military museums around the world. The techno-wizard designers wanted a vehicle that is lighter and faster than most tanks.


The design that was develop is slightly larger and heavier than the original Greyhound although still far smaller than the Sherman. In comparison, it is only lightly armored although far more able to take abuse than original versions could. It incorporates both new high strength alloys / composites and much heavier armor. High strength alloys and composites are far cheaper to repair than enchanted materials. For additional protection, there is also a magical “Armor of Ithan” force field which can be activated up to three times per day. Of course, even with the force field, it is better for the M8 Greyhound not to tangle with a true tank.


The drive train of the Greyhound is modernized to improve performance. There are two basic versions as far as power plants. One is electric and is powered by a techno-wizard power plant. It is able to go one thousand miles between needing to be recharged. To recharge, all that is required is the casting of "Call Lightning." A second version is fusion powered. This version can go years without needing recharging although is far more expensive. The wheels are slightly wider for more traction and turning radius of the wheels is also improved for better maneuverability. Top speed is increased to ninety miles per hour on roads and seventy offroad.


The vehicle is also modified for amphibious operation. In most places on Rifts Earth there simply are no bridges to cross rivers. There are a pair of small propellers in retractable housings. On the water, the techno-wizard M8 Greyhound has a top speed of around twelve knots.


Similar to the techno-wizard Hellcat tank destroyer, the Greyhound has a special speed boosting system. With a top speed of one hundred and twenty miles per hour, it is of limited duration, only able to be used for ten minutes at a time. Able to be activated three times per day, duration and top speed is further increased on ley lines and ley line nexus points. On a ley line, top speed is up to one hundred and fifty miles per hour. The enchantment provides far better traction and handling than would otherwise be possible at such high speeds.


Original crew of the M8 Greyhound was four. This is cut to three in the techno-wizard version with no need for a dedicated radio operator. As with most other advanced techno-wizard designs, the crew compartment is designed to be fully environmental. Communication and sensor systems are modern systems equal with that of most designs operated on Rifts Earth. In addition, the crew are outfitted with “See the Invisible” enchanted optics for dealing with unseen opponents. A variety of other techno-wizard enchantments are part of the design including chameleon, invisibility, and impervious to energy.


The original 37 mm cannon is considered completely ineffectual on Rifts Earth. It is slow firing, only around twenty-five rounds per minute and not able to penetrate heavy armor. Just like the M5 Stuart design, a 30 mm Bushmaster Chain Gun takes the place of the original cannon. Firing burst of Ramjet ammunition, heavy bursts are able to penetrate just as well a powerful rail gun. Ammunition is increased from eighty rounds to four hundred rounds, enough for around twenty bursts. Unlike the Stuart, no reloads are carried. The turret is modified so that it can engage air targets as well as ground targets with faster rotation and higher elevation. Originally, the M8 Greyhound had an open top turret but it is fully protected in the techno-wizard version.


Coaxial to the 37 mm Chain Gun was a .30 caliber Browning machine gun. This is replaced by a Lightning Blaster. Giving some measure of effectively unlimited firepower, the weapon needs to be recharged once each month with the use of the spells "Call Lightning," "Energy Bolt," and additional magical energies. Original models of the M8 Greyhound did not mount a weapon mount above the turret but was added in later models. This originally carried a heavier .50 caliber Browning machine gun. Most commonly mounted in this place is a second Lightning Blaster but a telekinetic machine gun or an automatic grenade launcher can also be carried. Similar to the Lightning Blaster, the telekinetic machine gun needs to be recharged one a month. A total of four hundred rounds are carried for the grenade launcher.


In addition to the guns carried on the armored vehicle, it can carry several different disposable missile launchers. These launchers can just be ejected once all the missiles are fired although can also be retained and reloaded. First is a pair of “short” medium range missile launchers. While they only have a range of around ten miles, that is still far further than short range missiles and far more powerful on an individual basis. A total of four per side can be carried for a total of eight of these missiles. Conventional short range missiles can also be carried with sixteen per side. Finally, a much larger “Calliope” mini-missile launcher can be mounted above the turret. It has a total of sixty mini-missiles and is extremely useful for short range bombardment.


Model Type: T.W. M8E2 Stuart Light Tank
Vehicle Type: Armored Scout Vehicle.
Crew: Three (Driver, Gunner, and Commander).


M.D.C. by Location:

[1] Wheels (6):30 each
[2] Retractable Propellers (2)10 each
Weapons Turret:100
Wellington Bushmaster II 30 mm Chain Gun (Turret):50
[3] Coaxial Heavy Lightning Blaster Cannon:40
[3] Commander Modular Weapon Mount (Top of Turret):60
[4] Ejectable “Short” MRM Box Launchers (2, Sides of Turret):35 each
[4] Ejectable SRM Box Launchers (2, Sides of Turret):30 each
[4] Ejectable Mini-Missile Launcher (Above Turret)120
[3] “Fireworks” Magic Chaff and Flare Dispensers (2):20 each
[5] Magical “Armor of Ithan” Force Field (3 times per day):100
[6] Main Body:220


Notes:
[1] If one tire on a side is destroyed, the vehicle is reduced in top speed by 20% and has a -25% to piloting rolls when being operated off-road. If two tires on a side are destroyed, the vehicle will be immobilized.
[2] The retractable propeller are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike. In addition, they are concealed when not in use. Loss of one proepller will reduce top speed on the water by half and have -25% to all piloting rolls.
[3] 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.
[4] Once the missiles have been expended, or in an emergency, before they have been fully expended, the launcher can be ejected from the tank. Though disposable, they do not have to be disposed, and can be re-used indefinitely.
[5] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 10 minutes (40 melee rounds.)
[6] 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 compartments.


Speed:
Ground: Cruising speed on land is 90 mph (144.8 kph) on roads and 70 mph (112.7 kph) off road maximum under conventional propulsion.
Magical "super speed" propulsion increases top speed to 120 mph (193.1 kph) on roads and 100 mph (160.9 kph) off road with a duration of 10 minutes. When on a ley line or nexus, top speed is increased to 150 mph (241.4 kph) on roads and 130 mph (209.2 kph) off roads and has a duration of 20 minutes. Super Speed can be activated up to three times per day.
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 retractable 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 T.W. Greyhound can travel on the surface of water at 13.8 mph (22.2 kph/12 knots).
Range: T.W. Electric: 1,000 miles (1,609.3 km) for each "recharge" (requires a single "Call Lightning - 15 P.P.E..) Nuclear: Effectively unlimited (Nuclear Fusion power supply with 5 year duration)
Armored Vehicle carries about two weeks worth of emergency supplies onboard.


Statistical Data:
Height: 7 feet 6 inches (2.29 meters) not including missile launchers
Width: 8 feet 4.5 inches (2.55 meters)
Length: 16 feet 6 inches (5.03 meters)
Weight: 20,392.8 pounds (9,250 kilograms) fully loaded
Power Source: Techno-Wizard Electrical Engine (Powered by "Call Lightning" spell every 100 miles /1609.3 km) or Nuclear fusion reactor(Fusion must be refueled every five years, otherwise effectively unlimited.)
Cargo Capacity: Minimal storage space in pilot’s compartment; about three feet (0.9 m) in side dimensions for extra clothing, weapons, and personal items. Three carbines and two hand-held missile launcher with four loads each.
Black Market Cost: T.W. Electric: 2.5 Million Credits. Nuclear: 10 Million Credits.


Weapon Systems:

  1. One (1) Wellington Bushmaster II 30 mm Chain Gun: Replace the 37 mm cannon in the original M8 Greyhound Light Armored Vehicle. The 30 mm cannon fires heavy ramjet rounds with armor piercing warheads which inflict as much damage as most heavy rail guns. 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. The vehicle 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 it moving. Both the gunner and the vehicle commander are housed within the turret.
    Maximum Effective Range: 6,000 feet (1,830 meters).
    Mega-Damage: A burst is 20 rounds and inflicts 2D6x10. A single round does 3D6 M.D.
    Rate of Fire: Equal to the gunner's hand to hand attacks; each burst counts as one melee action.
    Payload: 400 round magazine (20 bursts) each mount. No reloads are carried.
  2. One (1) Coaxial Heavy Lightning Blaster: Mounted in the turret beside the Bushmaster chain gun is a heavy Lightning Blaster and is designed to be used against targets which do no warrant the use of the Bushmaster. The weapon must be recharged once a month using the spells “Call Lightning”, "Energy Bolt", and 50 P.P.E.
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 1D4x10+10 per electrical blaster.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
  3. One (1) Commander Modular Weapon Mount (Top of Turret): Above the turret in an open mount is a position for the tank’s commander and a weapon. The commander is not fully protected by armor but is protected by the tank’s magical force field when active. A variety of different weapons can be carried including a second lightning blaster, a telekinetic machine-gun, or a conventional automatic grenade launcher. Even though the grenade launcher has a limited payload, it is popular with crews due to its incredible firepower.
    1. Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade Launcher mounted on a spindle mount. Mostly designed for anti-personnel, the weapon is extremely powerful and can damage other armored vehicles as well. As a result, many crews use the armor piercing round even with a smaller blast radius.
      Maximum Effective Range: 3,000 feet (914 meters)
      Mega-Damage: 4D6 for Fragmentation with a blast area of 12 feet (3.6 meters) and 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9 meter), burst of 10 rounds does 2D6x10 for Fragmentation with a blast area of 40 feet (12 meters) and 3D6x10 for Armor Piercing with a blast area of 8 feet (2.4 meters.)
      Rate of Fire: Equal to combined hand to hand attacks of gunner / commander (usually 4 or 5.)
      Payload: 400 Rounds.
    2. Heavy Lightning Blaster: Weapon is identical to the coaxial Lightning Blaster. The weapon must be recharged once a month using the spells “Call Lightning”, "Energy Bolt", and 50 P.P.E.
      Maximum Effective Range: 4,000 feet (1,220 meters).
      Mega Damage: 1D4x10+10 per electrical blaster.
      Rate of Fire: Equal to the combined hand to hand attacks of the gunner / commander (usually 4 or 5.)
      Payload: Effectively Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
    3. Telekinetic Machine-Gun (1): It is enchanted by a series of spells so the cannon acts as a more powerful version of the T.K. Machine-gun. This increases the weapon's damage and instead of being reloaded, the cannon must be recharged by the spell Telekinesis and 50 P.P.E. each once per month. The cannon does full damage to targets that are impervious to energy.
      Maximum Effective Range: 4,000 feet (1,220 meters).
      Mega Damage: 6D6 per shot
      Rate of Fire: Equal to combined hand to hand attacks of gunner / commander (usually 4 or 5.)
      Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
  4. One (1) / Two (2) Missile Launcher Hard Points: Mounted on either side of the turret is an attachment to carry two “short” medium range missile launchers, short range missile launchers or a single large mini-missile launcher. The mini-missile launcher fits above the turret and restricts the visibility and arc of fire of the commander of the tank. The launchers are designed to be able to be quickly ejected. The missile launchers can be controlled by either the gunner or the commander of the tank.
    1. Two (2) Disposable “Short” Medium Range Missile Launchers: These launchers are mounted on each side of the turret. While not as long ranged as standard medium range missiles, they are still longer ranged than standard short range missiles and use standard medium range missile warheads. The launchers can be ejected when no longer needed or if they are in danger of exploding.
      Maximum Effective Range: “Short” Medium Range Missile range is 10 miles (16 km)
      Mega Damage: Varies with medium range missile warhead type (Go to Revised bomb and missile table.)
      Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) “short” medium range missiles.
      Payload: Four (4) “short” medium range missiles per launcher for eight (8) total.
    2. Two (2) Disposable Short Range Missile Launchers: As with the “short” medium range missile launchers, these are mounted side of the turret. They give a reasonable missile payload while keeping the external appearance mostly unchanged. The launchers can be ejected when no longer needed or if they are in danger of exploding. In some cases, the light tank will carry SAM type missiles.
      Maximum Effective Range: Varies with short range missile type; Usually High Explosive or Armor Piercing are carried (See revised bomb and missile tables for details.)
      Mega Damage: Varies with short range missile type; Usually High Explosive or Armor Piercing are carried (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) short range missiles.
      Payload: Eight (8) short range missiles per launcher for sixteen (16) total.
    3. One (1) Disposable “Calliope” Mini Missile Launcher: Mounted on the sides of the turret but actual launchers are above the turret. The launcher has 2 sets if 12 tubes on bottom and a single row of 36 tubes on the top. The launchers can be ejected when no longer needed or if they are in danger of exploding.
      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: One at a time or in volleys of two (2), five (5), ten (10), or twenty (20) mini-missiles.
      Payload: Launcher carries a total of sixty (60) mini-missiles.
  5. “Fireworks” Anti-Missile Chaff/Flare Dispensers (2): The system is mounted on either side of the armored vehicle behind the main cannon. In many ways this system is similar to technological versions of the Chaff/Flare system. When the system fires, it looks like fireworks firing. The anti-missile system works by combining three spells. The three spells are Fire Bolt, Apparition, and Telekinesis. The physical effects of the system are similar to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged by spells.
    Effect:
    01-35 - Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
    36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
    61-00 - No effect, enemy missile or missile volley is still on target.
    Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half.
    Duration: 1D4 melee rounds.
    Payload: 10 Uses before being recharged. Each launcher is recharged by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis (8 P.P.E.).
  6. Techno-Wizard Modifications: The Greyhound has the following Techno-Wizard Modifications built into the armored vehicle. These require P.P.E. or I.S.P. from the pilot or crew
    Special Features:
      Chameleon (6th Level) - 6 P.P.E. or 12 I.S.P.
      Impervious to Energy (6th Level) - 20 P.P.E. or 40 I.S.P.
      Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P.


Sensory Equipment:
The armored vehicle carries all standard equipment of a robot vehicle plus this special equipment:


Combat Bonuses:




[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2012, Kitsune. All rights reserved.



Return