Techno-Wizard M1A2-SL “Slammer” Abrams Main Battle Tank:
The original M1 Abrams served the United States Army and Marines for five decades as their front line main battle tank. The Tank first entered service in the Nineteen-Eighties and was not retired from the front line until the Twenty-Thirties. It was then replaced by a larger and heavier armed version which was based on the same basic design. A number of the older Abrams were upgraded with the New armor materials being introduced and were operated as test bed designs. Still, the tank was retired in secondary roles after only a few more years.
Golden Age Weaponsmith has found a number of these old tanks and have refitted them. As well, the company Iron Armory produced a modified version of the basic M1 tank design until they developed a larger version based on the M1A5 version of the Abrams. There has been interest by several companies to produce an all new version of the Abrams with a heavier / more powerful main gun.
With their love of Pre-Rifts designs, Techno-Wizards in North America have modified the M48, M60, and several other tank designs. It is almost to be expected that they would modify the M1 Abrams as well. The Abrams is in any ways much easier to adapt. As well, the tank’s combat performance closer approaches that of more modern designs. The “Slammer” is among the most powerful Techno-Wizard Abrams designs but there are quite a number of different versions of Techno-Wizard modified Abrams tanks. Some of them will be discussed in passing.
The tanks which were used as the basis for the Slammer were bought from Golden Age Weaponsmiths and the tanks are stripped down completely before being rebuilt. Most have been purchased already mostly stripped. Virtually all that remains of the tank is the basic chassis. The tanks are brought almost to zero hour condition. Very few other techno-wizard upgraded Abrams are stripped out to this level.
The armor for the standard Golden Age M1 is rather light. The “Slammer” does not use the same armor materials and uses stronger alloys and composites. This allows it to withstand quite a bit more damage. Many other techno-wizard versions do not go to this length. As well, the “Slammer” mounts an "Armor of Ithan" force field so that it can withstand even more damage. This force field can be activated up to three times per day. A good percentage of techno-wizard Abrams mount a similar force field.
Internally, the electronics are upgraded with new systems which further enhance the tank’s firepower. As well, the tank is fitted with magical “See the Invisible” Optics. The Abram design was developed with protection against chemical, radiological, and biological warfare. Still, most techno-wizard versions, including the “Slammer” add a “Breath Without Air” enchantment. This enchantment has to be powered by the magical energy of the crew with the tank lacking a magic energy battery. The tank has two other enchantments which are powered by the magical energies of the crew. These are “Chameleon” and “Impervious to Energy.” many fo these enchantments are common on other techno-wizard modified versions of the Abrams.
The Abram, without its speed governor, is surprisingly fast. Top speed is around sixty-five miles per hour. Speed for the techno-wizard version is unchanged. The original power plant is a gas turbine. The advantage of a gas turbine is that while it is less fuel efficient than a diesel engine, it can use a wider variety of fuels. As well, low quality fuels are less of a problem for the engine. Still, most techno-wizard versions of the Abrams replace this with a electrical motor which is powered by lightning bolts. The “Slammer” is no exception to this. Range between lightning bolts is about a thousand miles, over three times greater than with the original gas turbine.
The main gun is what really sets the “Slammer” apart from most other techno-wizard Abrams. Most retain the original 120 mm conventional cannon. The Slammer replaces it with a 125 mm electro-thermal mount. These cannons come from destroyed Chinese tanks in South America or Central American. It is ironic, like the Techno-Wuzard M103, the “Slammer” mounts a weapon system originally developed for the Soviet Union and which the Abrams ws originally developed to fight. Being that the tank does not have a fusion power system, a pair of magical batteries are used to fire the electro-thermal weapon. These are charge by lightning bolts just like the main engine. With the lack of a large powder casing, payload is increased to sixty-five rounds. Special guided rounds can also be fired from the main gun but their take the place of two regular rounds. Even though the Chinese design which the main gun was taken off of carries an auto-loader, the Slammer still requires a "human" loader.
For secondary weapons, most weapon systems are converted over to telekinetic machine guns. There is a co-axial mount and one which is controlled by the loader of the main gun when he is not loading the heavy weapon. This weapon can effect targets which are impervious to energy weapons and have virtually an unlimited payload. It does have to be recharged once a month however. The tank also originally mounted a .50 Browning Machine Gun. About half of upgrade models replace this with a third telekinetic machine gun while the other half generally replace it with an automatic grenade launcher. The grenade launcher has a payload of about six hundred rounds but inflicts much greater damage than the telekinetic weaponry. Similar weaponry is carried on many techno-wizard versions of the Abrams.
The tank mounts four short range missile launchers on each side of the turret for a total of eight launchers. These look almost like large smoke grenade launchers and can be mistaken for them at a distance. Many techno-wizard versions of the Abrams mount mini-missile launchers but short range missiles, normally being self guided, are far more effective against incoming missiles. Often, special anti-aircraft versions of the missiles are carried. For additional protection against missiles, the tank carries a magical chaff and flare system.
Model Type: M1A2-SL Techno-Wizard “Slammer” Main Battle Tank
Vehicle Type: Magical Main Battle Tank
Crew: 4 (Driver, Commander, Gunner, and Loader)
M.D.C. by Location:
[1] Tractor Treads (2): | 100 each | |
Weapons Turret: | 220 | |
125-mm electro-thermal cannon: | 125 | |
[2] Coaxial Telekinetic Machine-Gun (1): | 40 | |
[2] Commander Telekinetic Machine-Gun: | 40 | |
[2] Short Range Missile Tubes (8, 4 each side of turret) | 20 each | |
[2] “Fireworks” Magic Chaff / Flare Dispensers (2): | 20 each | |
Magical “Armor of Ithan” Force Field (3 x day): | 200 | |
[3] Main Body: | 440 |
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.
[3] 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 65 mph (104 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%.
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: 9.5 feet (2.9 meters)
Width: 10 feet 6 inches (3.2 meters)
Length: Main Body: 26 feet (7.9 meters) and With Gun Forward:
32.2 feet (9.8 meters).
Weight: 63 tons (57.2 metric tons)
Power Source: Techno-Wizard Electrical Engine Conversion - Replaces
Original Engine (Powered by “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: 16.5 million credits for fully upgraded model.
Weapon Systems:
- 125 mm Electro-Thermal Cannon: Recovered from destroyed Chinese
built tanks, these replace the original 120 mm cannon. It is useful as
a direct fire anti-tank weapons and as a light howitzer. The rounds were
fired by vaporizing a dot of light metal at the base of the projectile,
by means of a strong electromagnetic field. It can fire a variety of loads,
including special discarding sabot anti-armor rounds, high-explosive (HE),
high-explosive anti-tank (HEAT), and fragmentation. The cannon could also
be used to launch specially modified Short Range Missiles. Unlike with
the Chinese tank, the Techno-Wizard M1 lacks an auto loader and is loaded
manually. The turret can rotate 360 degrees and the gun can elevate 20
degrees and depress 10 degrees. Fired by the main gunner.
Maximum Effective Range: Direct fire range is 8,200 feet (2,500 meters) and can fire indirectly out to 32,800 feet (10,000 meters). Range for short range missiles varies by missile type (See revised bomb and missile tables for details.)
Mega-Damage: Special anti-tank rounds inflict 3D6x10+30 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration), High Explosive Rounds inflict 2D4x10+10 with a blast radius of 25 ft, High Explosive Anti Tank inflicts 2D6x10+20 with a blast radius of 8 ft. (Fragmentation): 1D6x10, blast radius of 45 ft. Damage varies for short range missile by missile type (See revised bomb and missile tables for details.)
Rate of Fire: A Maximum of 3 attacks per melee.
Payload: 65 rounds maximum (Each short range missile takes the space of two rounds.) Techno-wizard batteries contains enough charges for 50 shots each for 100 total before needing to recharge. Recharging requires the casting of “Call Lightning” and costs 15 P.P.E. each for 30 P.P.E. for both. - Coaxial T.K. Machine-Gun (1): Mounted beside the 90 mm electro-thermal
cannon and used against targets which the main gun is considered to heavy
to engage. 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 the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not. - Loader T.K. Machine-Gun (1): Weapon fired by the tank’s loader
when not loading for the gunner. The weapon mount is exposed although the
gunner (loader) is protected by the tank’s force field when it is active.
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 the combined hand to hand attacks of the gunner [Loader] (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not. - Commander Cupola (1): Mounted above the main turret in a
protected mount is an independent gun mount. This mount is manned by the
tank’s commander. The mount is designed to be operated from inside the
tank so taht the commander is not exposed. About half of models mount the
telekinetic machine guns while the other half mount the automatic grenade
launcher. Even though the grenade launcher has a limited payload, it is
popular with crews due to its incredible firepower.
- T.K. 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.
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not. - Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade
Launcher mounted on a spindle mount.
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 / commander.
Payload: 600 Rounds.
- T.K. 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.
- Turret Mounted Short Range Missile Launcher (8): Mounted
on the sides of the tank’s turret are eight short range missile launchers.
Four are on each side and appear to be large smoke grenade launchers. These
missile can be used against otehr ground targets but are usually used for
missile defense for the tank. As such, SAM missiles are commonly carried.
Weapon is mainly controlled by the tanks gunner but the pilot and commander
also have controls.
Maximum Effective Range: Varies by short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)
Mega Damage: Varies by short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8 - all) missiles.
Payload: Each launcher carries one short range missiles for a total of eight short range missiles - “Fireworks” Anti-Missile Chaff/Flare Dispensers (2): The system
is mounted on either side of the tank 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.
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.). - Techno-Wizard Modifications: The M1 Abrams has the following
Techno-Wizard Modifications built into the tank. These require P.P.E. or
I.S.P. from the pilot or crew
Special Features:- Breath Without Air (6th Level) - 5 P.P.E. or 10 I.S.P.
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.
Sensory Equipment:
- Magical “See the Invisible” Optics: The tank 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 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.
- Visual Magnification: Gives magnification of up to 12 times normal
- Periscopes: Enables the crew to see over most terrain
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2010, Kitsune. All rights reserved.