Techno-Wizard M48 Patton Tank:

Unlike the techno-wizard versions of the M4 Sherman tank, these tanks are conversion of Pre-Rifts relics instead of being new built tanks. There was a scattering of these tanks in various pre-rifts armor museums and even though not constructed of the high strength alloys and composites which tanks were constructed from in the later part of the Twenty-First Century, there were still extremely well built and a surprising number survived. The ones recovered by Golden Age Weaponsmiths were not actually in an armory but were in a special storage depot which tanks from closed museums were stored. Many of these were purchased by techno-wizards to be upgraded along with the ones which the techno-wizards managed to recover themselves. The spell of “Mend the Broken” allows extremely damaged tanks to be restored to a new condition.

A variety of different M48 Patton tanks have been recovered including the original M48, the M48A1, M48A2, M48A3, and M48A5 although because of the large number of M48A3 bought from Golden Age Weaponsmiths, they are the most common model which have been upgraded. The way these tanks are upgraded is quite different than how the new built techno-wizard M4 Super Sherman are built. As much effort as possible is given towards coming up with less expensive solutions to problems to make a less expensive tank design without compromising the tank’s capabilities. While only a relatively small number of these converted tanks have been completed, they are extremely popular with their crews and their comparatively lower cost makes them popular with those with a tight budget as well. Some builders are considering some of the upgrades for the M4 including the main gun. As well, a number of M60 tanks have been recovered and received similar upgrades.

Of course the armor of the tank is refitted with new armor to improve the models ability to withstand damage. The ones initially refitted by Golden Age Weaponsmiths retain that armor although those refitted by techno-wizard from museum models have about fifty percent better armor. Still, the tanks are not up to more modern standards. To partially make this up, the tanks are fitted with a magical force field which can be activated up to three times per day. As well, the tanks have the enchantment of impervious to energy to protect the tank from energy weapons. The tank also has the enchantment of chameleon so that the tank can disappear. The tank does not have full life support systems and instead is enchanted with the ability of "Breath Without Air"

The power plant of the tank is upgraded from the diesel or gasoline engine to an enchanted electrical engine. This is far cheaper than a fusion reactor and gives a maximum range of around a thousand miles before needing to be recharged again. The engine is recharged by casting the spell "Lightning Bolt" into the engine. The transmission of the tank is improved and upgraded although still slower than most newer tanks. Top speed is around forty-five miles per hour on roads and around forty miles per hour off roads.

As might be expected, the main upgrade in these tanks are in the weaponry. The 90 mm cannon (or 105 mm cannon in the M48A5 model) is replaced by a 90 mm electro-thermal cannon. These cannons are purchased from Northern Gun Lightning Fist light tank. The Northern Gun uses power from the fusion reactor to power the cannon but in the Techno-Wizard M48, a special battery charged by the spell of lighting bolt is used to provide power. The spell "Lightning Bolt" must be cast into the battery every fifty shots to keep the weapon charged. The payload for the cannon is also sixty-four rounds but the tank crew will often reload the gun at the same time as they recharge the battery. The tank retains a human loader and rate of fire is slightly less than the Northern Gun tank, which mounts an auto-loader, as a result. While the tank does not carry the full electronics of a modern tank, fire control has been upgraded so that the tank can fire the cannon effectively on the move. This includes an advanced fire control computer, new sensors, and laser targeting systems.

The coaxial machine-gun is replaced by a techno-wizard machine-gun and the heavier machine-gun which is in the tank commander's position is also replaced by a techno-wizard machine-gun. A few crews have replaced the commander's mount with an automatic grenade launcher. While the weapon has a limited payload compared to the enchanted machine-gun, it inflicts far more damage, especially when fired in bursts. On each side of the tank are four mini-missile launchers. These are designed to look like smoke grenade launchers. While only a total of eight mini-missiles are carried, they still give the tank a heavy punch and often plasma warheads are carried. Finally, a magical fireworks decoy system is carried to give the tank additional protection against missiles.

Model Type: M48 "Patton" Techno-Wizard Tank
Vehicle Type: Magical Battle Tank
Crew: 4 (Driver, Commander, Gunner, and Loader)

M.D.C. By Location:Converted Golden AgeFully Rebuilt Model
[1] Tractor Treads (2):40 each60 each
Weapons Turret:100160
90 mm Electro Thermal Cannon:120120
[2] Coaxial Telekinetic Machine-Gun:4040
[2] Commander Telekinetic Machine-Gun:4040
[2] Mini-Missile Tubes (8, 4 each side of turret)10 each10 each
[2] “Fireworks” Magic Chaff / Flare Dispensers (2):20 each20 each
Magical “Armor of Ithan” Force Field (3 x day):200200
[3] Main Body:240360

[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.

Ground: Cruising speed on land is 45 mph (72.4 kph) on roads and 40 mph (64.4 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: 10 feet 1 inch (3.07 meters)
Width: 11 feet 11 inches (3.63 meters)
Length: Main Body: 21.0 feet (6.40 meters) and With Gun Forward: 30 feet 6 inches (9.30 meters).
Weight: 54.0 tons (48.99 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: 10 million credits for upgraded Golden Age Model, 10.5 million credits for fully upgraded model.

Weapon Systems:

  1. 90 mm Electro Thermal Cannon (1): Mounted in the tanks main turret in place of the original 90 or 105 mm cannon on the M48 and is quite a bit more powerful. It is the same cannon as is mounted on the Lightning Fist although lacks an auto-loader. 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 60 degrees - allowing it to engage low-flying aircraft and creatures. The cannon is controlled by a gunner inside the turret compartment. Power is provided by a techno-wizard battery which has to be recharged every 50 shots.
    Maximum Effective Range: 3.5 miles (5.6 km) for direct fire and 8 miles (12.9 km) for indirect fire.
    Mega Damage: A single round 3D6x10 (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 2D4x10 M.D. with a blast radius of 20 ft (6.1 m). High Explosive Anti Tank does 2D6x10 M.D. with a blast radius of 10 ft (3.0 m).
    Rate of Fire:Maximum of three per melee.
    Payload: 64 rounds. Normally 30 to 40 rounds are of standard anti-tank slugs. Techno-wizard battery contains enough charges for 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. 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.
  3. 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 commander is not fully protected by armor but is protected by the tank’s magical force field when active. Most commonly carried is the telekinetic machine-gun but an automatic grenade launcher is sometimes carried instead of the enchanted weapon. Even though the grenade launcher has a limited payload, it is popular with crews due to its incredible firepower.
    1. 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.
    2. 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: 400 Rounds.
  4. Turret Mounted Mini-missile Launcher (8): Mounted on the sides of the tank’s turret are eight mini-missile launchers. Four are on each side and appear to be smoke grenade launchers. These launchers are designed for rapid fire use to engage heavy tanks and giant robots. These weapons are designed to be able to destroy enemy vehicles quickly. Smoke warheads are often carried for special purpose uses. Weapon is mainly controlled by the tanks gunner but the pilot and commander also have controls.
    Maximum Effective Range: Varies with mini-missile type; Usually armor piercing or fragmentation are carried (See revised bomb and missile tables for details.)
    Mega Damage: Varies with mini-missile type; Usually armor piercing or plasma are carried (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), or eight (8 - all) missiles.
    Payload: Each launcher carries one mini-missiles for a total of eight Mini-missiles
  5. “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.
      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 M48 Patton 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:

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2007, Kitsune. All rights reserved.