Techno-Wizard Jagdpanzer 38(t) “Hetzer” Tank Destroyer:

Both in Germany and Russia, there are a number of techno-wizard groups. Both groups built a number of armored vehicle designs. The German designs, such as StuG III, Panther, and King Tiger, are extremely advanced modern designs. Problem is that they tend to be quite expensive. On the other hand, the Russian techno-wizards prefer to refit old Pre-Rifts designs such as the T-34, T-55, and the Su-100. While far cheaper, they tend to be under armored.

A smaller group of techno-wizards, many having escaped from the lands that were once the Czech Republic, decided to develop a number of cheaper techno-wizard designs but still more effective and better armored than most converted Russian designs. They also wanted a relatively simple design which could be produced in large numbers. It is believed that the techno-wizards took over a badly damaged automobile factory in which to built their armored vehicles.

One of the best designs they build is based on the Jagdpanzer 38(t), also known as the “Hetzer” or Chaser in English. The original World War II German design was built on a modified Czechoslovakian Panzer 38(t) chassis. As far as late-war German tank destroyers, the Jagdpanzer 38(t) was one of the most common. It was available in relatively large numbers and was considered generally mechanically reliable. It continued to be produced post war in Czechoslovakia and was exported to Switzerland.

Wherever possible, measures were made to reduce the cost of the techno-wizard tank destroyer. It is slightly larger than the original Jagdpanzer 38(t) in order to incorporate improvements in the design compared to the original World War II tank destroyer. Even so, it is far smaller than most modern tank destroyer design. It uses modern alloys and composites because they are both far less expensive and easier to repair than enchanted materials. To give additional protection, the techno-wizard design mounts an “Armor of Ithan” force field which can be activated up to three times per day.

As with most armored vehicles, weaponry is the most important aspect of the techno-wizard design. The original Jagdpanzer 38(t) mounted the 7.5 cm PaK 39 L/48 gun on the left hand side. While the better known German techno-wizard designs carry powerful rail guns, an 85 mm electro-thermal cannon is mounted as a less expensive alternative. The techno-wizards use the gun originally developed for the techno-wizard converted Russian T-34 design. Part of the reason why the modern Jagdpanzer 38(t) is slightly larger than the original is to mount this weapon. Unlike the converted T-34, the techno-wizard Jagdpanzer 38(t) does have an autoloader for a greater rate of fire. Payload is also increased from 41 to 48 rounds mainly due to not requiring propellant and better layout. There is an advanced modern fire control computer for targeting and the electro-thermal cannon uses a magical battery to power the weapon. While battery requires recharging every fifty shots, usually the battery is recharged whenever the ammunition for the main gun is replenished.

Otherwise, the tank destroyer mounts a single telekinetic machine gun in the commander’s position where the original Jagdpanzer 38(t) mounted an MG 34 7.92 mm machine gun. Remote controlled, the weapon is effective at engaging targets without the crew being exposed and has an effectively unlimited payload although has to be recharged each month. Special optics allow for the engaging of air attacks including missiles. There is consideration of replacing this weapon with an automatic grenade launcher to engage heavily protected ground targets. On the sides of the casemate, optionally the tank destroyer can mount a pair of mini-missile launchers. Each launcher has a capacity for sixteen mini-missiles for a maximum of thirty-two mini-missiles.

Most of the better known German techno-wizard designs mount a powerful fusion reactor. Instead, the techno-wizard Jagdpanzer 38(t) uses an electrical engine powered by magical energy replacing the gasoline engine in the original World War II tank destroyer. Has the advantage of being far cheaper than a fusion plant while giving far better range than the gasoline engine of the original range. It has a range of around sixteen hundred kilometer before needing to be recharged and requires on the spell of “Call Lightning” to recharge. Speed is improved compared to the original World War II tank destroyer with a top speed of around sixty kilometers per hour on roads and forty-five kilometers per hour off road. Still, the tank destroyer is comparatively slow compared to most modern armored vehicle designs.

To give additional protection against incoming missiles, the techno-wizard Jagdpanzer 38(t) has a magical chaff and flare system. A number of conventional techno-wizard are fitted including the enchantments of “Chameleon,” “Impervious to Energy,” and “Breath Without Air.” Unlike the “Armor of Ithan” force field, each of these enchantments requires mystical energy from the tank destroyer’s crew. While the tank destroyer is fitted with an advanced filtration system, it is not fully environment for its crew of three without the enchantment. In addition to normal optic systems, including advanced thermal optics and a commander’s periscope, the techno-wizard Jagdpanzer 38(t) has magical “See the Invisible” optics.

Model Type: “Jagdpanzer 38(t)” Techno-Wizard Tank Destroyer

Vehicle Type: Magical Tank Destroyer

Crew: Three (3) [Driver, Commander, and Gunner]

M.D.C. by Location:


[1] Tractor Treads (2):

75 each


85 mm Electro-Thermal Cannon (Left side of Casemate):



[2] Commander Telekinetic Machine-Gun (Top of Casemate):



[3] Ejectable Mini-Missile Launchers (Sides of Casemate):



[2] “Fireworks” Magic Chaff and Flare Dispensers (2):

20 each


[4] Magical “Armor of Ithan” Force Field (3 times per day):



Reinforced Crew Compartment:



[5] Main Body:



[1] Depleting the M.D.C. of a tread will immobilize the assault gun 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.

[3] Once the mini-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.


Ground: Cruising speed on land is 37.3 mph (60 kph) on roads and 28.0 mph (45 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:  7.21 feet (2.2 meters).

Width:   9.02 feet (2.75 meters).

Length:  Main Body: 16.24 feet (4.95 meters) and With Main Gun: 21.49 feet (6.55 meters).

Weight: 20.4 tons (18.5 metric tons)

Power Source: Techno-Wizard Electrical Engine Conversion (Powered by “Call Lightning” spell)

Cargo Capacity: Minimal storage space in pilot’s compartment; about three feet (0.9 meter) in side dimensions for extra clothing, weapons, and personal items. Four carbines and two hand-held missile launcher with four loads each.

Black Market Cost: 10.5 Million Credits.

Weapon Systems:

  1. One (1) 85 mm Electro Thermal Cannon: Mounted in the tank destroyer’s casemate in place of the original 7.5 cm cannon of the original Jagdpanzer 38(t). The replacement cannon has a special recoil system to reduce felt recoil. 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 18 degrees - allowing it to engage low-flying aircraft and creatures in some cases. The cannon is controlled by a gunner inside the turret compartment. Has a special auto-loader to increase rate of fire and reduce crew.

    Maximum Effective Range: 6,562 feet (2,000 meters) for direct fire, and 19,685 feet (6,000 meters) for indirect fire.

    Mega Damage: A single round inflicts 2D6x10+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 does 1D6x10+10 M.D. with a blast radius of 15 ft (4.6 m). High Explosive Anti Tank does 2D4x10 M.D. with a blast radius of 8 ft (2.4 m). Mega-Damage for missiles is as per short missile type; almost always Armor Piercing.

    Rate of Fire: Maximum of four (4) per melee.

    Payload: Forty-Eight (48) rounds maximum - Normal payload is 30 to 40 Anti-Tank Rounds and a mixture of other rounds. Techno-wizard battery contains enough charges for fifty (50) shots before needing to recharge. Recharging requires the casting of “Call Lightning” and costs 15 P.P.E.

    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.

  2. One (1) Top Mounted Telekinetic Machine-Gun: Mounted in a special mount above the casemate is a powerful telekinetic machine gun. Some considering being given to replace with a powerful automatic grenade launcher mount. The weapon is designed for use against troops assaulting the tank and against aircraft and can be controlled from within inside the tank destroyer. 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 observer / gunner (usually 4 or 5).

    Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.

  3. Two (2) Disposable Casemate Mounted Mini Missile Launchers: Mounted on the tank destroyer on either side of the casemate. Each launcher has sixteen mini-missiles for a total of thirty-two missiles total. Weapon mount is controlled by the tank destroyer’s commander or gunner.. 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), four (4), eight (8), or sixteen (16) mini-missiles.

    Payload: Each launcher carries a total of sixteen (16) Mini-missiles for thirty-two (32) Mini-Missiles total.

  4. Two (2) Magical “Fireworks” Anti-Missile Chaff/Flare Dispensers: The system is mounted on either side of the destroyer tank on the sides. 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.


      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.).

  5. Techno-Wizard Modifications: The techno-wizard Jagdpanzer 38(t) has the following Techno-Wizard Modifications built into the Tank Destroyer. 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:

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2014, Kitsune. All rights reserved.