Techno-Wizard M24 “Super Chaffee” Light Tank:

Mean as a replacement for the Stuart light tank, the Chaffee tank was designed during the Second World War. While it did not serve in any large number during World War II, it did serve in Korea and even into the Twenty-First Century serving in other militaries. In comparison to the Stuart light tank, the Chaffee was designed to be armed with a 75 mm cannon.

As with the original Stuart light tank, there have been issues with the techno-wizard model with many potential customers considering it to be too lightly armed. As a result, it was decided to develop a better armed light tank design with the idea to use another World War II light tank design as a basis for it. As with the Stuart, it is most likely that the techno-wizards found a Chaffee light tank in a war museum.

With its far more powerful gun, the Chaffee light tank is better able to engage armored targets and has far better range for its main gun as well. Many of the people who have purchased the techno-wizard Chaffee tank also operate the “Thunder” Sherman which is armed with an electro-thermal weapon as well. Unlike the techno-wizard Sherman tank design, the engineers decided to maintain the original dimensions as much as possible.

Various weapon systems were considered when designing the light tank. Eventually it was decided to take the design of a Pre-Rifts 80 mm electro-thermal cannon and while retaining the same charge, having a much smaller projectile. Instead of an 80 mm projectile, the cannon fires a 60 mm projectile at much greater velocities. A second advantage is an outstanding payload of eighty rounds. This is both due to the smaller rounds and not requiring conventional powder charges. In order to allow for a greater rate of fire and to reduce the crew, the Chaffee has a special auto-loader. Compared to the techno-wizard Stuart, the Chaffee light tank also has a much better fire control system.

While some purchasers would prefer different options with regards to secondary weapons, it was decided to mount the same flame cannons as is mounted on the techno-wizard Sherman tank. There is a flame cannon mounted coaxial to the main gun and a second mounted in the hull controlled by a second gunner. In the commander position, there is a mount which can be used for a variety of different weapons. This can include a third flame cannon but can also mount a telekinetic machine gun or an automatic grenade launcher.

The light tank is designed to mount four short range missile launchers on the sides of the turret. Designed to look like fuel tanks, the missile launchers are considered disposable and can be ejected either when damaged or when empty. They are able to be reloaded however so most operators will retain them unless badly damaged. Each launcher has a capacity for four short range missiles, giving a maximum payload of sixteen short range missiles. Often “SAM” style missiles are carried to engage air targets. These missiles carry smaller warheads but have more powerful missile boosters than standard short range missiles. As a final defense against incoming missiles, the light tank carries an enchanted Chaff and Flare system known as fireworks.

As a light tank, the Chaffee is far lighter armored than the Sherman although is better armored than the Stuart. Much of this is not from carrying additional armor but due to the location of the armor. Even though a techno-wizard design, the tank’s armor is modern advanced composites and alloys. For addition protection, in common with many techno-wizard designs, the Chaffee has an “Armor of Ithan” force field. The force field can be activated up to three times each day.

With regard to the automotive components, it was decided to retain the systems from the Stuart light tank to reduce development costs. Fully loaded, the Chaffee is slightly heavier than the Stuart design although it has no real effect on the tank’s speed. Can travel up to sixty-five miles per hour while operating on roads and up to fifty-five miles per hour when operating off road. Powered by an advanced modern fusion reactor, the light tank has virtually unlimited range. Unlike the Stuart, the Chaffee in not amphibious.

With regards to secondary systems, they are generally modern. This includes full life support for a standard four person crew. It should be noted that in many cases, the tank will operate with a crew of three. Many crews will leave the bow mounted flame cannon unmanned or have it controlled by the driver. In addition the tank has a full suite of modern sensor systems including light amplification, thermal imaging, and telescopes to see over most terrain.

Finally, there are a number of additional techno-wizard enchantments. On the optics, there are enchantments to enable the crew to see invisible targets. These optics do not require additional mystical energy and all always active. Other enchantments include the spells of “Impervious to Energy”, “Chameleon”, and “Invisibility Superior.” Unlike the optics, these enchantments require mystical energy from the crew of the light tank.

Model Type: T.W. M24A2 Chaffee Light Tank.

Vehicle Type: Light Tank / Armored Scout Vehicle.

Crew: Four (Driver, 2 Gunner, and Commander). Can be operated by a crew of three.

M.D.C. by Location:


[1] Tractor Treads (2):

60 each


Weapons Turret:



60 mm Electro Thermal Cannon:



[2] Coaxial Heavy Flame Cannon:



[2] Hull Heavy Flame Cannon:



[2] Commander Modular Weapon Mount (Top of Turret):



[3] Ejectable SRM Box Launchers (4, Sides of Turret):

30 each


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

20 each


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



[5] Main Body:



[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 (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.

[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 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 65 mph (104.6 kph) on roads and 55 mph (88.5 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: Buttoned up, it can travel under water at 20 mph (32 km).

Maximum Range: Effectively Unlimited (Nuclear Fusion power supply with 5 year duration). Armored Vehicle carries about two weeks worth of emergency supplies onboard.

Statistical Data:

Height:  9 feet 1 inches (2.77 meters).

Width:   9 feet 10 inches (3.0 meters).

Length:  Main Body: 16 feet 6 inches (5.03 meters) and With Gun Forward: 18 feet 3 inches (5.56 meters).

Weight: 20.5 tons (18.6 metric tons).

Power Source: Nuclear fusion reactor; 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: 20 Million Credits.

Weapon Systems:

  1. One (1) 60 mm Hyper Velocity Electro Thermal Cannon: Weapon is a modified version of the 80 mm electro thermal cannon mounted on the Pre-Rifts Maverick infantry fighting vehicle. Uses the same charge level but a heavier barrel and smaller projectile for greater penetration. While the cannon is primarily designed to fire solid projectiles, can also fire a variety of explosive projectiles. When a projectile is fired, 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.

    Maximum Effective Range: 2.49 miles (4.0 km) direct fire and 3.73 miles (6.0 km) indirect fire.

    Mega Damage: A single solid anti armor projectile 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 inflicts 6D6 with a blast radius of 12 feet (3.7 meters) and High Explosive Anti Tank rounds inflict 1D4x10+10 with a blast radius of 6 feet (1.8 meters).

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

    Payload: Eighty (80) rounds total. Normally 50 rounds are of standard anti-armor projectiles.

    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. Two (2) Heavy Flame Cannons: One is mounted in the turret beside the main cannon and is controlled by the same gunner who controls the 60 mm electro-thermal cannon and the other is mounted in the hull and is controlled by the secondary gunner. The hull mounted gun has auxiliary controls so that it can be controlled by the driver. The cannon is designed to be used against targets which do no warrant the use of the main cannon. The weapon is a converted heavy plasma weapon. The flame cannon has a slightly better range and have an unlimited payload compared to hand held flame cannons. The weapon must be recharged once a month using the spells “Fire Bolt”, “Energy Bolt”, and 100 P.P.E.

    Maximum Effective Range: 3,000 feet (914 meters).

    Mega Damage: 1D6x10 per flame cannon blast.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunners (usually 4 or 5).

    Payload: 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 destroyer’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 third flame cannon, a telekinetic machine-gun, or a conventional automatic grenade launcher. Even though the grenade launcher has a limited payload, it is extremely popular with crews due to its incredible firepower.

    1. Automatic Grenade Launcher: Weapon is simply the Wellington WI-GL21 Automatic Grenade Launcher mounted on a spindle mount.

      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 Flame Cannon: The weapon is a converted heavy plasma weapon. The flame cannon has a slightly better range and have an unlimited payload compared to hand held flame cannons. The weapon must be recharged once a month using the spells “Fire Bolt”, “Energy Bolt”, and 100 P.P.E.

      Maximum Effective Range: 3,000 feet (914 meters).

      Mega Damage: 1D6x10 per flame cannon blast.

      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.

    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. Four (4) Disposable Short Range Missile Launchers: Mounted on sides of the turret and almost appear to be gas cans, these launchers give the tank 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. When empty they act as additional armor but may still be ejected so that they can be reloaded. In many 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 short range missiles one at a time, or in volleys of two (2), four (4), or eight (8) short range missiles.

    Payload: Four (4) short range missiles per launcher for sixteen (16) total.

  5. Two (2) Magical “Fireworks” Anti-Missile Chaff/Flare Dispensers: 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.


      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 Chaffee 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:

      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 tank carries all standard equipment of a robot vehicle plus this special equipment:

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2015, Kitsune. All rights reserved.