Techno Wizard IS-2/JS-2 Heavy Tank:
The IS family of heavy tanks is named after Joseph Stalin. Developed during World War II, they are the decedent of / successor to the KV series of heavy tanks. They were slower than the better known T-34 tank but heavy armed and armored. In part, the IS designs of tanks were designed to be able to fight the German Panther and Tiger tanks.
Produced in limited number, the IS-1 was armed with an 85 mm cannon. It can be considered almost a stopgap design. The 85 mm gun was mounted in the T-34 in a new turret. Around the same time period, a more heavily armed IS design was developed. Prototypes armed with a 100 mm and 122 mm cannons were developed for the IS-2 design. While the 100 mm had better anti-armor performance, the 122 mm fired a more useful high explosive round. Still, in the anti-tank role, the 122 mm could penetrate the turret armor of the German Panther tank at ranges up to 1,500 meters. The 122 mm cannon did have the weakness of a slow rate of fire and limited payload.
Approximately 6,500 IS series tanks were produced during World War II and immediately after, mostly the IS-2 and IS-3 designs. In most ways, the IS-3 is similar to the IS-2. The heavy tanks had a long service life with a number being exported to various nations with the last battle fighting in the Six Day War. Actually, the last of the heavy tanks were not retired until almost the dawn of the Twenty-First Century. A number were preserved as war memorials. In addition, as with the SU-100 tank destroyers, a number of these armored vehicles survived forgotten in Russian Army storage yards.
A number of these heavy tanks survived the apocalypse which engulfed the world. A number of these have been recovered with Russian techno-wizards deciding to refit the armored for further service. Unlike many North American and German techno-wizards, Russian techno-wizards generally prefer to refit old vehicles. While most of the IS tanks refitted have been IS-2 models, a number have been IS-3 designs. Even so, the basic combat performance is virtually identical.
While it is generally less expensive than building new tanks, refitted old tanks tend to be less well protected. Instead of using modern alloys, the Russian techno-wizard tanks tend to use enchanted materials with techno-wizard IS-2 being no exception. The techno-wizard IS-2 is one of the best armored Russian techno-wizard designs, slightly better armored than the T-55 design. In common with several other Russian techno-wizard designs, the heavy tank is also protected by an “Armor of Ithan” force field.
Replacing the original 122 mm cannon, the techno-wizard IS-2 mounts a conventional smoothbore 125 mm cannon. This same basic gun is mounted in a number of old Soviet designs including the T-72 and T-80 designs. It was decided to also adapt the auto-loader mounted on the T-72 to the techno-wizard IS-2. While the 125 mm gun does not have the anti-tank penetration of the 100 mm electro-thermal gun mounted on the techno-wizard T-55 and SU-100 designs. However, it has the advantage of already existing and fires a more powerful high explosive round. The original IS-2 had a payload of 28 rounds. Due to some modifications, especially the autoloader, payload is increased to 38 rounds but still considered limited compared to most modern tanks. While short range missiles can be fired from the gun, they are rarely carried.
The original IS-2 had three 7.62 mm machine gun mounts, one coaxial to the main gun, one bow mounted, and one mounted in a ball turret in the rear of the main turret. In addition, a heavy 12.7 mm machine gun could be mounted above the turret in the commander’s position. While the rear mount is removed, the other machine gun mounts are retained. The two 7.62 mm machine guns are modified into techno-wizard telekinetic machine guns. Usually, the 12.7 mm machine gun is modified into a heavy telekinetic mount but in some cases are replaced by an automatic grenade launcher. The telekinetic mounts have the advantage compared to the grenade launcher of having an effectively unlimited payload, only needing to be recharged one a month.
In addition, the heavy tank mounts a total of four mini-missile launchers replacing fuel tanks mounted on the sides of the tank. Each one has a total of twelve mini-missiles for a total of forty-eight mini-missiles. In addition, in the rear of the hull two heavier mini-launchers can be mounted each able to hold an additional twenty-four mini-missiles for an additional forty-eight mini-missiles. The maximum payload of almost one hundred mini-missiles is quite respectable. With both the side mounted and rear mounted mini-missiles launchers, the launchers can be ejected if damaged.
As with most Russian techno-wizard tanks, the original V-2 diesel engine of the IS-2 is replaced with an electrical engine. The same basic engine design was used in the T-34 tank as well as a great many other Soviet World War II designs. The transmission is also upgraded to improve performance. Still, the IS-2 is far heavier than the T-34 and has a top speed of only around forty kilometers per hour. The electrical energy is powered by magical energy and has a range of around sixteen hundred kilometers before needing to be recharged by the spell of “Lightning Bolt.” The original IS-2 had a range of only around four hundred kilometers.
The original optics and fire control systems are replaced by modern systems, allowing the techno-wizard IS-2 to engage targets while moving. In addition, a modern communication suite replaces the original radio systems in the heavy tank. Both the sensor and communication systems are from relatively common New Soviet tank designs, generally from scrapped vehicles. Compared to the original IS-2 design, the techno-wizard version of the heavy tank is operated by a crew of three.
In addition to the “Armor of Ithan” force field, a number of techno-wizard enchantments are added to the tank. The optical systems have the enchantment of “See the Invisible” placed on them. While the optics do not require magical energy from the crew, the other enchantments do. The techno-wizard heavy tank does not have a mystic energy battery to power these enchantments. These enchantments include “Impervious to Energy”, “Breath Without Air,” and “Chameleon.”
Model Type: IS-2 Techno-Wizard Heavy Tank.
Vehicle Type: Magical Heavy Tank.
Crew: 4 (Driver, Commander, and Gunner).
M.D.C. by Location:
|
[1] Tractor Treads (2): |
75 each |
|
Weapons Turret: |
200 |
|
125 mm Smooth-Bore Gun: |
75 |
|
[2] Coaxial Telekinetic Machine-Gun (Beside 125 mm Cannon): |
40 |
|
[2] Commander Telekinetic Machine-Gun (Commander Position): |
60 |
|
[2] Commander Automatic Grenade Launcher (Commander Position): |
40 |
|
[2] Bow Telekinetic Machine-Gun (Front of Tank): |
40 |
|
[3] Side Ejectable Mini-Missile Launchers (4, Sides of Tank): |
50 each |
|
[3] Rear Ejectable Mini-Missile Launchers (2, Rear of Tank): |
60 each |
|
[4] Magical “Armor of Ithan” Force Field (3 times per day): |
100 |
|
[5] Main Body: |
360 |
Notes:
[1] 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 advisable when the vehicle is not under attack.
[2] 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. Grenade Launcher replaces Telekinetic Machine-Gun.
[3] 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.
[4] 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.)
[5] 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 24.9 mph (40 kph) on roads and 18.6 mph (30 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%.
Maximum Range: 1,000 miles (1,610 km) before needing to be recharged. Can be recharged with a”Call Lightning” spell (15 P.P.E.) which gives another 1,000 miles (1,610 km) range.
Statistical Data:
Height: 8.99 feet (2.74 meters).
Width: 10.07 feet (3.07 meters).
Length: Main Body: 21.83 feet (6.65 meters) and With Gun Forward: 32.25 feet (9.83 meters).
Weight: 51.03 tons (46.3 metric tons).
Power Source: Techno-Wizard Electrical Engine Conversion - Replaces Original Engine (Powered by the “Call Lightning” spell).
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: 10.5 million credits.
Weapon Systems:
One (1) 125 mm Smooth Bore Cannon/Missile Launcher: Replaces the original 122 gun carried on the IS-2. Dues to an advanced laser fire control, the upgraded IS-2 has +2 to strike for the main gun when firing conventional rounds although not missiles. While not normally carried, the gun can fire the AT-20 ATGW through the 125 mm gun. Plasma rounds are a late pre-Rifts innovation and are rare and expensive. They were almost never available for export. Turret can rotate 360 degrees and barrel can elevate up to 14 degrees.
Maximum Effective Range: Direct fire range is 6,561 feet (2,000 meters). Has a quadrant site that allows the Sabot (APSD) rounds to be fired indirectly out to 30,839 feet (9,400 meters). Range for missiles varies with short range missile type; Usually Armor Piercing are carried.
Mega-Damage: High Explosive: 1D6x10 with a blast radius of 20 feet (6.1 meters). High Explosive Anti-Tank: 2D6x10, blast radius of 10 feet (3.05 meters). Armor Piercing: 2D4x10+10. Armor Piercing Discarding Sabot: 3D4x10 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Plasma: 4D4x10+5, blast radius of 20 feet (6.1 meters.) Mega-Damage for missiles is as per short missile type; almost always Armor Piercing (See revised bomb and missile tables for details on missiles.)
Rate of Fire: Twice (2) per melee round.
Payload: 38 gun rounds; common load out is 10 High Explosive, 12 High Explosive Anti-Tank, and 16 Armor Piercing Discarding Sabot. Usually, 6 High Explosive, 8 High Explosive Anti-Tank, and 9 Armor Piercing Discarding Sabot are carried on the auto-loader carrousel. Plasma rounds are extremely rare but are extremely popular. The remaining sixteen rounds require two minutes (Eight melee rounds) by an untrained crew to load into the carrousel, and only one minute (Four melee rounds) by a trained crew. An additional round can be stored, ready to fire, in the main gun. If a round is carried in the barrel, it will probably be either High Explosive Anti-Tank or Armor Piercing Discarding Sabot. Missiles can also be carried but are rarely carried.
Bonuses: +2 to strike at all times with cannon shells from the laser sight; No penalties to fire when vehicle is moving. APSD shells have a +4 bonus for long range fire from the Quadrant sight, but only when the vehicle is not moving. No Bonuses for firing the AT-20s.
One (1) Coaxial Mounted Telekinetic Machine-Gun: Mounted beside the 125 smoothbore cannon. It is enchanted by a series of spells so the cannon acts as a more powerful version of the telekinetic 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 the combined hand to hand attacks of the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
One (1) Bow Mounted Telekinetic Machine-Gun: Mounted in bow of tank and controlled by the heavy tank’s driver. It is enchanted by a series of spells so the cannon acts as a more powerful version of the telekinetic 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 the combined hand to hand attacks of the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
One (1) Top Weapon Mount: The heavy tank has a spindle to mount a weapon on the top of the turret which is normally controlled by the commander of the tank. When firing weapon mount, cannot load the main gun. The weapon is designed for use against troops assaulting the tank and against aircraft. Originally the weapon carried was the 12.7 millimeter DShKM Machine-gun but the weapon was replaced by a variety of different weapons. The grenade launcher is the favorite replacement weapon by many vehicle crews.
Heavy Telekinetic Machine-Gun: More powerful version of the machine gun mounted beside the 125 mm main gun. It is enchanted by a series of spells so the cannon acts as a more powerful version of the telekinetic 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: 12D6 per shot.
Rate of Fire: Equal to the combined hand to hand attacks of the commander (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
ATR-50 Automatic Grenade Launcher: Weapon is very similar to the WI-GL21 Automatic Grenade Launcher produced by Wellington Industries and the American Automatic Grenade Launcher operated around the same time but uses a larger grenade and is heavier in design. Weapon was used in vehicles as well as being used in tripod mounts and used by power armors. Weapon can fire single shot or bursts of ten rounds and can inflict heavy damage when burst fired. Unlike the American design, the Soviet automatic grenade launcher only used belts. The tank normally mounted two belts together to increase number of rounds to 400 rounds.
Maximum Effective Range: 3,000 feet (914 meters).
Mega-Damage: 3D6 for Fragmentation with a blast area of 12 ft and 5D6 for Armor Piercing with a blast area of 3 ft, burst of 10 rounds does 2D4x10 for Fragmentation with a blast area of 40 ft and 2D6x10 for Armor Piercing with a blast area of 8 ft. Other special rounds are available.
Rate of Fire: Equal to combined hand to hand attacks of gunner (commander) - Single Shot or Ten round bursts.
Payload: 400 Round Double Belt.
Four (4) Side Mounted Disposable Mini Missile Launchers: Replacing four side mounted fuel tanks, the mini-missile launchers each have three sets of four mini missiles each. Each can fire together for a heaver volley. The launchers can be ejected when no longer needed or if they are in danger of exploding. Replaces side external fuel tanks.
Maximum Effective Range: Varies with missile types, mini-missiles only (SeeRevised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, mini missiles only (See revised bomb and missile tables for details on missiles.)
Rate of Fire: Each launcher can fire one at a time or in volleys of two (2) or four (4) mini-missiles. The launchers can be combined to fire volleys of eight (8) or sixteen (16) mini-missiles.
Payload: Each side launcher carries a total of sixteen (16) mini-missiles for a total of forty-eight (48) mini-missiles.
Two (2) Rear Mounted Disposable Mini Missile Launchers: Replacing the two rear mounted fuel tanks, the mini-missile launchers each have four sets of six mini missiles each. Each can fire together for a heaver volley. The launchers can be ejected when no longer needed or if they are in danger of exploding. Replaces rear external fuel tanks. Unlike on some designs, these mini-missile launchers do not impair firing to the rear.
Maximum Effective Range: Varies with missile types, mini-missiles only (SeeRevised bomb and missile tables for details.)
Mega-Damage: Varies with missile types, mini missiles only (See revised bomb and missile tables for details on missiles.)
Rate of Fire: Each launcher can fire one at a time or in volleys of two (2), four (4) , or six (6) mini-missiles. The launchers can be combined to fire volleys of twelve (12) mini-missiles.
Payload: Each rear launcher carries a total of twenty-four (24) mini-missiles for a total of forty-eight (48) mini-missiles.
Techno-Wizard Modifications: The techno-wizard IS-2 has the following techno-wizard modifications built into the heavy tank. These require P.P.E. or I.S.P. from the pilot.
Special Features:
Breath without Air (5th Level) - 5 P.P.E. or 10 I.S.P.
Chameleon (5th Level) - 6 P.P.E. or 12 I.S.P.
Impervious to Energy (5th Level) - 20 P.P.E. or 40 I.S.P.
Sensory Equipment:
Magical “See the Invisible” Optics: The tank destroyer has special optical systems with see the invisible on them. Same as spell and used at will. 2,000 feet (610 meters) range. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
Combat Computer: Gives +2 bonus when targeting with main gun
Thermo-Imager: Range: 2,000 feet (609 meters). 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 feet (609 meters). 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.
Visual Magnification: Gives magnification of up to 12 times normal
Periscopes: Enables the crew to see over most terrain
[ 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 © 2015, Kitsune. All rights reserved.