Iron Armory M1A15AD “Bulldog” Abrams Main Battle Tank:
Iron Armory is known for producing updated versions of pre-rifts armor designs including both treaded and wheeled vehicles. Their reworked designs are considered top of the line and many mercenary companies prefer the designs over robot vehicle designs especially since they are often cheaper than the robot type designs. The engineers also claim that the armored vehicle designs are less prone to breakdown and are easier to maintain that any robot vehicle designs. Two of their best known products are updated versions of the M1 Abrams Main Battle Tank and M2 Bradley Infantry Fighting Vehicle.
The “Bulldog” version was a development on the Abrams design after a number of complaints were raised about the standard model being vulnerable to air attacks. Some solution suggested were to have the tanks be escorted by air defense models of the Mountain Lion but the wheeled vehicle carries far less armor and is much more vulnerable to attack. The engineers decided to develop a main battle tank which could survive in the heat of battle while able to defend itself against air attacks as well.
At first engineers planned on a whole new design but eventually it was decided to simply use the Abrams chassis to reduce production time and development costs. The engineers looked at a design produced by Iron Heart Industries before the company was destroyed by the Coalition States. That design was the Iron Gauntlet which was itself based on a pre-rifts tank design based on the Czechoslovakian T-72 tank design.
So far only a small number of the “Bulldog” model of the Abrams have been produced but production is planned to increase massively. Due to them sharing most components with the standard M1A15 design, logistics and maintenance is easy for a unit already operating the Abrams. Most operators of the tank operate a single Bulldog in a platoon of four tanks to act as air defense for the platoon when needed.
The Bulldog shares the same hull as the M1A15 and there is no M1A12 version of the Bulldog due to the design being of relatively recent development. The Bulldog weighs only slightly more and has the same top speed as the standard model. There is both a fuel cell version and a fusion powered version of the air defense tank. The fuel cell version is much cheaper. The fuel cell version operates 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 released as water from the rear of the vehicle. Still, the fusion powered version has sold far better with virtually all being of this version.
The biggest difference in the design is in the turret. The turret has been virtually completely redesigned to make space for the new equipment. One of the few complaints about the new design is that the turret carries slightly less armor than in the original Iron Armory M1A15 Abrams design. Otherwise, the tank’s armor is unchanged from the standard M1A15 Model.
The tank retains the main gun and is available with a 80 mm rail gun or a 140 mm conventional cannon as the main gun. Because of this, the tank can fight it out with other tanks at long range. As with the original model, the 80 mm rail gun requires the tank to be fusion powered due to the huge power draw. The design does have slightly less ammunition for the main gun compared to the original M1A15 models. The 140 mm cannon armed model is limited to 26 rounds.
The turret has a heavy Vulcan laser cannon added to either side for close in defense against aircraft. While in the fusion powered version, the weapons draw from the main reactor, the fuel cell version requires separate fuel cells to power the Vulcan laser cannons. Crews have found that there cannons are extremely useful at close range against even heavily armored due to the Vulcan lasers ability to chew through armor.
In addition, the standard variable missile launchers are replaced by larger launchers designed for medium range missiles only. These are a fixed part of the turret unlike those carried on the standard Iron Armory Abrams. There is a special blow-out system so that the missiles detonating will not destroy the tank. They are also better armored than the standard variable missile launchers.
Secondary weapon systems are retained and the vehicle carries a pair of pulse lasers and an automatic grenade launcher. The targeting system has been upgrades so that it can track airborne better than the original but are still basically the same systems as well. This includes the periscope that allows the vehicle to look up to 25 feet (7.6 m) up to look over obstacles without becoming visible.
Model Type: M1A15 “Bulldog” Abrams
Vehicle Type: Main Battle Tank /Air Defense Tank
Crew: Three (Driver, Gunner, and Commander).
M.D.C. by Location:
Main Cannon: | 200 | |
Vulcan Laser Mounts (2): | 120 each | |
[1] Coaxial Rapid Fire Laser Cannon | 60 | |
Medium Range Missile Launchers (2, Turret): | 100 each | |
Automatic Grenade Launcher(Turret): | 70 | |
Weapon Turret: | 280 | |
[1] Rapid Fire Laser Cannon Mount | 40 | |
[1] Smoke / Gas Dispensers (2): | 20 each | |
[2] Main Body: | 680 | |
[3] Track Treads (2): | 120 each |
Notes:
[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] If all the M.D.C. of the main body is depleted, the vehicle is
completely shut down and is unsalvageable.
[3] 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 (two 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.
Speed:
Ground: Cruising speed on land is 70 mph (112.6 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%.
Underwater: Can be equipped with snorkel to run underwater down
to 15 feet (4.6 meters)
Maximum Range: Fuel cell versions have a maximum range of 600
miles (1126.5 km). Fusion powered versions are effectively unlimited in
range. (The M1A12 is only available with a fusion reactor)
Statistical Data:
Height: 9.5 feet (2.9 meters)
Width: 10.8 feet (3.3 meters)
Length: Main Body: 27.2 feet (8.3 meters) and with Gun Forward:
34.5 feet (10.5 meters).
Weight: 76.2 tons (69.1 metric tons)
Power Source: Fuel Cell System or Nuclear (Should have an average
lifespan of 10 years)
Cargo Capacity: Minimal, enough for equipment with crew.
Black Market Cost: Fuel Cell System version sells for 9.5 million
credits and fusion with 10 year life sells for 44 million credits.
Weapon Systems:
- Main Gun: The turret can rotate 360 degrees and the barrel
can angle up to 45 degrees. The weapon system is gyro-stabilized and has
an advanced fire control computer. The special fire control computer gives
a bonus of +2 to strike. The Weapon mount is useful for direct fire and
artillery style fire. Tank is available with two different main gun designs
including a 140 mm smooth bore conventional cannon and a 80 mm high velocity
rail gun. The rail gun requires a fusion reactor. Due to the elimination
of the second gunner, the 80 mm rail gun has much more ammunition than
the original version.
- . High Velocity 80 mm Heavy Rail Gun (1): This rail gun normally
fires a solid dart of ultra dense high strength materials that does massive damage to targets
that it hits but can also use explosive warheads. Loading system of the
gun is completely automated.
Maximum Effective Range: 3 miles (4.83 km) for direct fire and 7.5 miles (12 km) for indirect fire.
Mega Damage: A single round inflicts 4D6x10+20 (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 do 1D4x10 with a blast radius of 20 ft. High Explosive Anti Tank does 1D6x10 with a blast radius of 10 ft.
Rate of Fire:Maximum of four per melee.
Payload: 80 rounds.
Bonuses: Has a special fire control computer that helps to aim the cannon. Gives +2 to strike with rail gun and vehicle does not have minuses to fire when tank is moving. - 140 mm Smooth Bore Cannon (Main Gun): While mostly designed
for use against other armor, it can be fired at low flying aircraft within
its arc of elevation. The loading system for the turret is fully automated.
Maximum Effective Range: Direct fire range is 8202 feet (2,500 meters) for HEAT or Plasma, but 14763.7 feet (4,500 meters) for APFSDS. Indirect fire for all rounds is 36089.2 feet (6.8 miles / 11,000 meters).
Mega-Damage: HEAT: 3D4x10, blast radius of 10 feet, APFSDS: 3D6x10+20 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Plasma: 3D6x10, blast radius of 30 ft. Fragmentation: 6D6, blast radius of 40 feet.
Rate of Fire: Three times per melee.
Payload: 26 gun rounds. Normally 6 HEAT, 12 APFSDS, and 8Plasma, but this can be varied according to need. An additional round can be stored, ready to fire, in the main gun. If they are available, this is usually a plasma round so that the tank can deal with a surprise attack of any type. Also note that plasma only became available just before the Rifts, and before that the tank carried Fragmentation rounds.
Bonuses: +2 to strike at all times with cannon shells from the laser sight and fire control computer, including when on the move. For indirect long-range fire has a +1 to strike, but only when standing still.
- . High Velocity 80 mm Heavy Rail Gun (1): This rail gun normally
fires a solid dart of ultra dense high strength materials that does massive damage to targets
that it hits but can also use explosive warheads. Loading system of the
gun is completely automated.
- Vulcan Laser Cannons (2): These cannons are a copy of the
IH-44L Vulcan Laser on the Iron Hammer Tank that was manufactured by Ironheart
Industries. These were a secondary weapon but make an incredible air defense
weapon. On the nuclear powered version, the laser cannons pull power
directly from the fusion reactor of the fighter. On the fuel cell version,
the laser cannons are powered by a fuel cell.
Maximum Effective Range: 4,000 feet (1,200 meters).
Mega Damage: 3D4x10 for an instantaneous burst from cannon (Both cannons firing together inflict 6D4x10)
Rate of Fire:Each cannon can shoot up to six times per melee (Normally combined) but is restricted to the gunners number of hand to hand attacks.
Payload: Nuclear Reactor: Effectively Unlimited (Draws Power off the main engines). Fuel Cell Version: 200 bursts total. 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. - Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade
Launcher mounted on a spindle mount. It is located on top of the tank and
is controlled by the person considered to be the tanks commander. In the
the M1A12 version, the gunner must be partially outside of the tank to
control the mount but the control system from the M1A5 was copied for the
M1A15 and can be controlled from within the turret.
Maximum Effective Range: 3,000 ft (914 m)
Mega-Damage: 4D6 for single shot of Fragmentation with a blast area of 12 ft, 1D4x10 for a single shot of Armor Piercing with a blast area of 3 ft, 2D6x10 for a burst of ten rounds of Fragmentation with a blast area of 40 ft, and 3D6x10 for a burst of ten rounds of Armor Piercing with a blast area of 8 ft.
Rate of Fire: Equal to combined hand to hand attacks of gunner
Payload: 400 Rounds - Rapid Fire Machine gun Style Laser Cannons (2): The weapons
are light lasers designed mainly for anti-infantry use that allows for
all the bursts available to a machine gun except full melee. Is useful
for other targets as well including against aircraft. On both versions,
one mount is coaxial and is aimed where the main cannon is aimed. As might
be expected, it is controlled by the same gunner who controls the main
gun. On the M1A12 version, the second gun is on top of the turret where
the loader was positioned on the original Abrams. The gunner must be partially
out of the turret and exposed to use the weapon. On the M1A15 version of
the tank, the weapon has been moved to the main body of the tank and is
controlled by the driver. It also has the advantage of being able to be
controlled from within the tank.
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)
Payload: For 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. - Medium Range Missile Launchers (2): Replace the variable
missile launchers with fixed missile launchers but of higher capacity.
Mounted on either side of turret. Mostly used against airborne targets
but can be used against ground targets as well.
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), six (6), or eight (8) missiles.
Payload: each launcher carries 8 medium range missiles for a total of 16 medium range missiles. - 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:
- Radio/ Video Communications: Long range, directional, has a range of 500 miles with short range directional radio of 5 miles.
- Laser Targeting System: Range is 2 miles and gives +1 to strike with long range weapons. Not applicable to hand to hand
- Combat Computer/ Targeting Computer: Assist in the tracking of targets.
- Radar: 50 miles, can identify 96 targets and track 48 as low as 500 ft. Same as robots Maxi-Radar.
- Full Life Support: Protects pilot and tank from heat and radiation and gives a breathable atmosphere inside the tank.
- Spotlight: Range: 600 feet (182.9 meters)
- Thermo-Imager: Range: 2,000 ft (609 m). Finds the infra-red radiations of things that are warm. Also enables pilot to see in smoke, shadows and darkness.
- Nightvision Optics: Range: 2,000 ft (609 m). Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled by sudden bright lights but does not physically blind the pilot.
[ 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 © 2006, 2008, & 2009, Kitsune. All rights reserved.