Techno-Wizard Panther Medium Tank:


"Many people think that the Panther is inferior to the King Tiger, but I disagree. The tank carries the same powerful force field, the same number of missiles, and the main gun is just as effective as the main gun as the main gun on the King Tiger in normal battlefield ranges. The Panther is also quite a bit faster than the King Tiger. We were able to charge into a village and rescue them from a major Brodkil attack. If we had been in a King Tiger, we would have gotten there too late."


- Erwin Fuchs, Prussian Liberation Force


"For some unknown reason, the new tank fielded by the 'Prussian Liberation Force' seems to be especially terrifying to our Brodkil allies. The new tank will appear and they will simply run in fear. A single tank was able to disrupt the attack which was planned against village 822. Those that did not run in fear were mowed down by missiles and the main gun."

- report from anonymous advisor to the 'Angel of Darkness'


Techno-Wizards are famous for copying the designs of vehicles from Pre-Rifts time especially military designs. Generally, fighters attract most of the attention but there are also techno-wizards who prefer to copy armor and naval vessels. Being one the best known times in World History, many techno-wizard designers are inspired by designs from World War Two. In North America, such designs as the Sherman tank and Hellcat tank destroyer were used for the basis for armor designs but most designers in mainland Europe prefer German designs. One of the most famous of these is the King Tiger which is extremely well armed and armored.


Probably even better known than the King Tiger is the Panther which a total of almost six thousand were produced. The Panther was armed with a long barrel 75 mm cannon and was extremely well armored with almost five inches of armor on the turret. The Panther design was developed to fighter the Russian T-34 tanks. While a very fine tank in many ways, the Panther had many teething problems when first introduced. As well, the Germans simply could not outproduce the Allied nations. The King Tiger is often criticized as simply being too large and expensive and it was decided that a smaller tank would be developed. The Panther was chosen as a basis for the new design. Due to the similar appearance of the Panther and King Tiger, some people observing the new tank have gone to calling it "Tiger Lite"


When the New German Republic sent personnel to Coalition Territories, they also sent personnel to other places around North America. One of those as an engineer named Roland Mohkenhoff. He learned the occupation of techno-wizard while in North America and resigned from Triax soon after coming back to Europe. While the American Techno-Wizard tanks intrigued him, he considered the to be horribly underpowered and decided to develop his own designs. The first design he developed was the King Tiger. It carries incredible firepower and is extremely well armed. The Techno-Wizard King Tiger has been known to defeat two Russian T-255 tanks in battle. The problem was that many fights are not against advanced tanks and many have been against Brodkil and other supernatural creatures. Most of these are armed with relatively short ranged energy rifles and/or are armed with simply hand to hand weapons. As long as the main cannon of the tank outranged the energy rifles carried by the monsters, the tank could fight them with near impunity. Because of this, a smaller tank could be developed. The medium tank is just beginning to enter service with the "Prussian Liberation Force," a mercenary company which works to get rid of Brodkil and other supernatural creatures in what was Northern Poland. The Techno-Wizard Panther has already had some notable successes against the monster hordes and has done well against old Soviet equipment as well. One of the Panthers even was able to bag a total of eight old T-80 tanks during an extended engagement although they were not all at the same time. There is a Pre-Rifts German tank which is still operated by the New German Republic which is also known as the Panther. The two designs should not be confused and the two tanks look completely different. The Techno-Wizard Panther outwardly appears to be virtually a direct copy of the World War Two Tank.


The 85 mm cannon on the Techno-Wizard King Tiger was considered to be the heaviest cannon which could acquired and be mounted on the King Tiger. Even before development was started, the Glitter Boy boom cannon was selected for the lighter Panther tank. The original Panther carried a 75 mm cannon but the 60 mm cannon from the Glitter Boy had far more energy than any weapon designer could have imagined in World War Two. The mass of the Panther compared to a Glitter Boy would also mean that the tank would not have to anchor itself before firing. While many pilots of Glitter Boys prefer the flechette round, the solid slug round would be considered more effective in the Panther. The tank has a longer barrel than a standard boom gun but the barrel is mostly for show. The flechette round would still be very useful if the tank was used against aircraft. The cannon was modified with a special automatic loading system to allow the gunner to chose between different rounds instead of being fed from a single drum like the standard Glitter Boy. One improvement in the Panther compared to the King Tiger is the addition of unlimited duration dimensional pockets to store ammunition for the main cannon and secondary weapons. This vastly increases the amount of ammunition carried by the tank. These were considered so effective that it is copied in later models versions of the King Tiger. Roland Mohkenhoff is considering offering the design to the American techno-wizards as a replacement for their 120 mm standard cannons. Even without the dimensional pockets, It would greatly increase potential payload and damage although indirect fire range would be reduced. The TX-43 Triax Light Assault Laser Rifle worked out quite well coaxial to the main gun on the King Tiger and was again selected for the Panther. The weapon is slightly modified with an extended range and to be able to fire controlled three round bursts or be fired in fully automatic mode like a machine gun. The combination laser and pump rifle cartridge weapon was selected for the commander weapon as well. The Commander mount is shorter ranged than the coaxial mount but is still very capable and both the laser and the pump pistol cartridges can be fired in fully automatic mode. The pump pistol cartridges are very effective against targets which are impervious to energy weapons but are too small a target for the main gun to engage. Like the ammunition for the main cannon, the ammunition is partially stored in a dimensional pocket. The medium tank had enough space that the missile launchers could be retained as well. On either side of the rear of the turret is a mini-missile launcher which retracts into the turret and only extends when fired. Each launcher can fire four missiles at a time and the tank has an automatic reload system with a total missile payload of forty-eight mini-missiles stored in a dimensional pocket. In the main body of the tank are two retractable medium range missile launchers. They are mounted near the rear and like the mini-missile launchers are almost concealed when fully retracted. Each launcher can fire two missiles simultaneously and the weapon has eight additional missiles as reloads inside a dimensional pocket with the tank for each launcher. The weapon's layout, except for carry a lighter cannon, is virtually identical to the Techno-Wizard King Tiger. For defense against incoming missiles, the tank carried a Techno-Wizard “Fireworks” anti-missile chaff/flare dispenser on either side of the turret. This is believed to be a direct copy of the magical system carried on North American designs. Enchantments also protect the tank against energy weapons and can make the tank effectively invisible. During World War Two, the Panther was greatly feared by Allied soldiers. The designer of the techno-wizard version decided to replicate this and the tank has an enchanted fear aura. This feature was duplicated in later versions of the King Tiger along with the dimensional pockets.


While the armor on the Panther is substantially reduced compared to the King Tiger, it is still almost twice as strong as the armor carried on converted T-80 tanks as well as being stronger than the armor carried on the American Techno-Wizard Super Sherman. The Panther also is protected by an “Armor of Ithan” force field which greatly increases the Techno-Wizard tank’s ability to withstand damage. Since the armor is made from advanced composites, the Techno-Wizard tank is actually lighter than the original Panther even though it is virtually exactly the same size. The same fusion reactor mounted in the King Tiger is also mounted in the back of the Panther. The original Panther and King Tiger also shared the same engine. The transmission is greatly improved compared to the original and speeds of up to 90 kph can be reached on roads and off road speeds of up to 75 kph can also be reached. The Panther can also operate underwater and has full life support to allow it to traverse rivers and lakes. Electronics are fully up to Triax standards and are purchased directly from the company. Additionally, the tank carries magical "See the invisible optics." Like the King Tiger, instead of a crew of five like the original, the Techno-Wizard Panther only has a crew of three. The tank has a driver, commander, and gunner. The tank does not have space for additional passengers and crew space is slightly reduced compared to the Techno-Wizard King Tiger but is fairly roomy and comfortable. The reduction in crew as well as the smaller engine and transmission frees space for the missile launchers carried on the Techno-Wizard Panther.


Model Type: "Panther" Techno-Wizard Tank
Vehicle Type: Magical Medium Tank
Crew: 3 (Driver, Commander, and Gunner)


M.D.C. by Location:

[1] Tractor Treads (2):120 each
Weapons Turret:325
Main 60-mm Heavy Rail Gun (Turret):100
[2] Coaxial Automatic Laser Cannon (Turret):60
[2] Commander Combination Weapon Mount (Top of Turret):80
[2] Retractable Mini-Missile Launchers (2, Side of Turret):65 each
[2] “Fireworks” Magic Chaff and Flare Dispensers (2):20 each
Retractable Medium Range Missile Launchers (2, Side of Hull):120 each
Magical “Armor of Ithan” Force Field (3 times per day):200
Reinforced Crew Compartment:150
[4] Main Body:550


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] 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] 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 55.9 mph (90 kph) on roads and 46.6 mph (75 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 18.6 mph (30 kph).
Maximum Range: Effectively Unlimited (Nuclear Fusion power supply with 20 year duration) Armored Vehicle carries about three weeks worth of emergency supplies onboard.


Statistical Data:
Height: 9.68 feet (2.95 meters)
Width: 10.72 feet (3.27 meters)
Length: Main Body: 22.57 feet (6.88 meters) and With Gun Forward: 28.41 feet (8.66 meters).
Weight: 40.5 tons (36.7 metric tons)
Power Source: Nuclear fusion reactor; Must be refueled every twenty years, otherwise effectively unlimited.
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: 38 Million Credits.


Weapon Systems:

  1. High Velocity 60-mm Heavy Rail Gun (1): This is the famous RG-14 “Boom Gun” designed for the USA-G10 Glitter Boy. It is mounted on the right side of the pulse laser cannon mount on the main turret. It is useful against heavy armor, aircraft, and supernatural creatures. The weapon is also useful in the role of short ranged artillery. Common rounds include flechette rounds and solid slug rounds and high explosive and other rounds are also available. Extended range rounds are also available. Has an autoloader system which allows the gun to chose between a variety of rounds. The barrel can angle 60 degrees up and 10 degrees down and the turret has a 360 degree rotation. The weapon system is also gyro-stabilized and has an advanced fire control computer. Ammunition is carried in an enchanted dimensional pocket and payload is incredible.
    Maximum Effective Range: By Boom Gun Round Type (See Revised Boom Gun Rounds). Flechette Rounds have a direct fire range of 11,000 feet (3,352.8 meters). Solid Projectiles have a direct fire range of 12,500 feet (3,810 meters) and indirect fire range of 22,000 feet (6,705.6 meters).
    Mega Damage: Flechette Rounds: 3D6x10 (Has +2 to strike fast moving targets) Solid Slug: 3D6x10+30 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.) Several other types of rounds are also available (See Revised Boom Gun Rounds).
    Rate of Fire:Equal to combined hand to hand attacks of primary gunner or commander.
    Payload: 800 rounds (Ammunition carried in a dimensional pocket)
    Bonuses: Has a special fire control computer that helps to aim the cannon. Gives +2 to strike with rail gun and vehicle does not have minuses to fire when tank is moving.
  2. Co-axial Automatic Laser Weapon: Mounted beside the 60 mm hyper velocity rail gun and used against targets which the main gun is considered to heavy to engage. Modified version of the TX-43 laser rifle sometimes used by troops as a combat weapon except modified for a greater rate of fire, extended range, and the ability to fire three round bursts. Unlike the troop carried version of the weapon, the laser weapon plugs directly into the Tank's fusion power system and has virtually unlimited shots. While the pulse laser can be fired with the main gun, it rarely is due to the difference in range and the slightly angled trajectory of the 60 mm round compared to the straight beam of the laser.
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 4D6 per single shot, 1D6x10+10 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting.
    Rate of Fire: Equal the gunner's number of hand to hand attacks - Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).
    Payload: Effectively Unlimited.
  3. Commander Combination Weapon Mount: Combines an automatic laser mount with a weapon which is fully automatic and fires the same rounds as the Triax pump pistol and pump rifle. The secondary weapon acts in much the same fashion as an automatic grenade launcher. The mount was designed so that it can be controlled from within the turret so the commander would not be exposed to hostile fire.
    Automatic Laser Mount:
      Modified version of the TX-43 laser rifle sometimes used by troops as a combat weapon except modified for a greater rate of fire and the ability to fire three round bursts. Unlike the troop carried version of the weapon, the laser weapon plugs directly into the Tank's fusion power system and has virtually unlimited shots.
      Maximum Effective Range: 2000 feet (610 meters)
      Mega Damage: 4D6 per single shot, 1D6x10+10 for a rapid fire three shot burst, or use machine gun burst rules for higher burst setting.
      Rate of Fire: Equal the commander's number of hand to hand attacks - Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun burst rules).
      Payload: Effectively Unlimited.
    Triax TX-160-T Pump Pistol Cartridge Automatic Rifle:
      This weapon uses the same cartridge as the TX-5 and TX-16 but has the added feature that it can various bursts including a three round burst. Ammunition is stored in a dimensional pocket.
      Maximum Effective Range: 1600 feet (488 meters)
      Mega-Damage: 4D6 per single shot and 1D6x10 for three round burst, or use automatic weapon burst rules for higher burst setting.
      Rate of Fire: Equal the commander's number of hand to hand attacks - Single Shot, Three Round Burst, and Extended Bursts (Use automatic weapon burst rules).
      Payload: Has a special belt with 4000 rounds (Ammunition carried in a dimensional pocket)
  4. Medium Range Missile Launchers (2): Mounted in retractable launchers on either side of the tank. The launchers only extend when about to be fired and are virtually concealed when not in firing mode. Each launcher has two ready to fire missiles. The launchers are reloaded from a magazine by an automatic reload system within the tanks body.
    Maximum Effective Range: Varies with medium range missile type; Usually plasma or armor piercing are carried (See revised bomb and missile tables for details.)
    Mega Damage: Varies with medium range missile type; Usually plasma or armor piercing 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) or four (4) missiles.
    Payload: eight missiles in magazine for each launcher plus two in each of the launchers (Missiles carried in a dimensional pocket)
  5. Turret Mounted Mini-missile Launcher (2): Mounted on the sides of the tank’s turret are retractable mini missile launchers. The launchers only extend when about to be fired and are virtually concealed when not in firing mode. Each launcher has four ready to fire missiles. 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. Missiles are carried in a dimensional pocket within the turret.
    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 fragmentation 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) missiles (4 per launcher).
    Payload: Each launcher carries twenty-four (24) mini-missiles for a total of 48 Mini-missiles (Missiles carried in a dimensional pocket)
  6. “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.
    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.).
  7. Aura of Horror: This enchanted is similar to the spell of fear (Horror Factor 16) but surrounds the tank and can be activated at will. A failed roll against horror factor will mean that observers will run in fear from the tank, usually screaming in terror. The crew is not effected by the spell.
    Maximum Effective Range: 500 feet (152.4 meter) globe around tank.
    Mega-Damage: None but aura cause anyone within the area of effect (does not affect the crew) who fails their horror factor roll (HF 16) will run in fear. Does not effect the crew of the tank.
    Rate of Fire: Can be activated at will
    Payload: Effectively unlimited
  8. Techno-Wizard Modifications: The Panther 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.


Special Equipment:
The Tank has all the standard features of a standard robot (including long range communication, radar, and radar tracking) plus these special features listed.





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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2004, Kitsune. All rights reserved.



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