Techno-Wizard T-55 Main Battle Tank:
No other tank was produced in as large a numbers as the T-54 / T-55 Main Battle Tank. There are only relatively minor differences between the two designs with a new turret being the main modification to the T-55. Various sources give numbers between eighty-six thousands and one hundred thousand T-55 tanks produced. The T-54 entered production in 1947 and the T-55 was produced in Russia until 1981. In addition, production continued in allied controls for several more years in other Eastern Bloc nations. The tank served in various militaries until the second half of the Twenty-First Century. Many were also left forgotten in soviet vehicle storage. There were some plans to outfit these with the new alloys and composites as a last ditch defense but in the end this was never realized. Some also found their way into various museums, most in Russia, but around the world on almost every continent as well.
A fairly surprising number of these T-55 tanks survived the coming of the Rifts although they were considered long obsolete by most. It was left to techno-wizards to see what they could do to make them combat capable once again. While best known from North America, there are techno-wizards all over Rifts Earth. They often base their ideas off of older pre-rifts designs. In some cases, they build all new designs based on them while in others they will refit already existing vehicles. Techno-Wizards in Russia also have found a fairly large number of T-34 tanks and have refitted them in a similar manner. The Techno-Wizard T-55 is a much more dangerous design in most respects though. Often, the enchanted T-34 tanks act as support for the larger T-55 design. They have defeated Warlords and monsters alike.
The way that the T-55 is enchanted and reconstructed is similar to the manner that the T-34 is made effective once again. This is also almost completely unlike how most American techno-wizard tanks are built. The M-4 Sherman is actually a completely new design which is designed to look like the original M-4 tank but is in fact a completely modern design that is slightly larger than the original tank. The reconstruction of the M-48 and M-60 Patton tanks are much closer to the manner which the T-55 is rebuilt but new alloys and composites are used instead of using magic to enhance the armor. While not quite as strong as a new built tank would be, the enchantment makes the armor far tougher than simply reinforcing it with new alloys and composites would make the tank. To allow the tank to withstand even greater damage, there is a magical force field giving additional protection.
Unlike the T-34, the T-55 is designed for chemical, biological, and radiological warfare. Still, it does not contain the full life support systems of modern tank designs and does not even actually have much in the way of climate control systems. This is remedied in the techno-wizard version with a spell of "Breath Without Air."The vehicle also has the enchantments of “Impervious to Energy” to protect against energy weapons and “Chameleon” to camouflage the tank. The camouflage enchantment is considered more effective than an invisibility enchantment in many cases. There is no techno-wizard battery and the level of enchantment on most tanks is relatively low. Optics are mostly technological but include a magical “See the Invisible” enchantment. As well, the tank has the addition of a small fire control computer.
The original diesel engine is replaced by an electrical engine of similar output. This engine is converted to techno-wizardry and gives the tank a maximum range of about one thousand miles before needing to be recharged. Recharging the battery is usually done by casting a lightning bolt on it. After which, the tank is good for another thousand miles. Even with external fuel tanks, the original range is less than four hundred miles. Speed is around thirty-five miles per hour on roads and about twenty-two miles per hour off road, unchanged from the original vehicle.
The original main gun was a rifled 100 mm cannon. Replacing this weapon was less difficult than with the T-34 and it is simply replaced by the 100 mm electro-thermal cannon carried on a number of New Soviet designs. This weapon is quite a bit more powerful than the 85 mm cannon on the techno-wizard T-34 tank although not as powerful as the main gun on many heavier combat designs. The cannon can also fire a variety of guided ordnance. Ammunition is increased to fifty-five rounds although each missile takes the place of two rounds. Because the tank does not carry an auto-loader, rate of fire is slightly lower than it would be otherwise.
One each side of the turret is added a mini-missile box launcher. Relatively small, each one has a capacity for six mini-missiles for a total of twelve mini-missiles. In addition, the tank can mount a mini-missile launcher behind the turret with a capacity of forty-eight mini-missiles. On the position, the tank originally could carry fuel tanks to extend range. The rear mounted launcher blocks the turret from rotating directly to the rear. The rear mini-missile rack can be ejected if needed usually when they are damaged or exhausted.
As well, the tank has a pair of jamming devices. They are a similar "fire work" system of many other techno-wizard designs. Beside the main cannon is a telekinetic machine gun. This needs to be recharged with magic once a month but gives a virtually unlimited payload during this time. Above the turret there is a weapon mount controlled by the loader of the tank which can either carry a second and more powerful telekinetic machine gun or a grenade launcher. The grenade launcher is identical to those carried on many older soviet designs. It is limited in range and only has a payload of around four hundred rounds but can be extremely devastating and effective. Many crews prefer this weapon.
Model Type: T-55 Techno-Wizard 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): | 60 each | |
Weapons Turret: | 180 | |
100 mm Electro-Thermal Cannon (Turret): | 100 | |
[2] Coaxial Telekinetic Machine-Gun (Beside 100 mm Cannon): | 40 | |
[2] Loader Telekinetic Machine-Gun (Loader Position): | 60 | |
[2] Loader Automatic Grenade Launcher (Loader Position): | 40 | |
Mini-Missile Launchers (2, Sides of Turret): | 50 each | |
[3] Ejectable Mini-Missile Launcher (Behind Turret) | 80 | |
[2] “Fireworks” Magic Chaff and Flare Dispensers (2): | 20 each | |
Magical “Armor of Ithan” Force Field (3 times per day): | 100 | |
[4] Main Body: | 320 |
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.
Grenade Launcher replaces Telekinetic Machine-Gun.
[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 34.1 mph (55 kph) on roads
and 21.8 mph (35 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: 7.61 feet (2.32 meters)
Width: 11.81 feet (3.6 meters)
Length: Main Body: 20.34 feet (6.2 meters) and With
Gun Forward: 29.53 feet (9.0 meters).
Weight: 44.64 tons (40.5 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: 12.5 million credits.
Weapon Systems:
- 100-mm Electro Thermal Cannon (1): Mounted in the tank’s
main turret in place of the original 100 mm cannon and is quite a bit more
powerful. Cannon has a special recoil system to reduce felt recoil but
has no 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 18 degrees - allowing
it to engage low-flying aircraft and creatures. The cannon is controlled
by a gunner inside the turret compartment. The cannon could also be used
to launch Short Range Missiles, of which 8 were normally carried.
Maximum Effective Range: 8,202 feet (2,500 meters) for direct fire, and 24,606 feet (7,500 meters) for indirect fire. Range for short range missiles varies by missile type (See revised bomb and missile tables for details.)
Mega Damage: A single round inflicts 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). Mega-Damage for missiles is as per short missile type; almost always Armor Piercing (See revised bomb and missile tables for details.)
Rate of Fire:Maximum of three per melee.
Payload: 55 rounds maximum (Each short range missile takes the space of two rounds) - Normal payload is 20 Anti-Tank Rounds and 19 other rounds (In addition to 8 short range missiles) 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. - Coaxial Mounted Telekinetic Machine-Gun (1): Mounted beside
the 100 mm Electro-Thermal Cannon. 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 observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not. - Top Weapon Mount (1): The tank has a spindle to mount a weapon
on the top of the turret which is normally controlled by the loader of
the tank. When firing weapon mount, cannot load the main gun. The weapon
is designed for use against troops assaulting the tank and against aircraft.
Originally the weapon carried was the 12.7 millimeter DShKM Machine-gun
but the weapon was replaced by a variety of different weapons. The grenade
launcher is the favorite replacement weapon by many vehicle crews.
- Heavy Telekinetic Machine-Gun (1): More powerful version
of the machine gun mounted beside the 100 mm main gun. 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: 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. - ATR-50 Automatic Grenade Launcher: Weapon is very similar
to the WI-GL21 Automatic Grenade Launcher produced by Wellington Industries
and the American Automatic Grenade Launcher operated around the same time
but uses a larger grenade and is heavier in design. Weapon was used in
vehicles as well as being used in tripod mounts and used by power armors.
Weapon can fire single shot or bursts of ten rounds and can inflict heavy
damage when burst fired. Unlike the American design, the Soviet automatic
grenade launcher only used belts. The tank normally mounted two belts together
to increase number of rounds to 400 rounds.
Maximum Effective Range: 3,000 feet (914 meters)
Mega-Damage: 3D6 for Fragmentation with a blast area of 12 ft and 5D6 for Armor Piercing with a blast area of 3 ft, burst of 10 rounds does 2D4x10 for Fragmentation with a blast area of 40 ft and 2D6x10 for Armor Piercing with a blast area of 8 ft. Other special rounds are available.
Rate of Fire: Equal to combined hand to hand attacks of gunner (commander) - Single Shot or Ten round bursts.
Payload: 400 Round Double Belt.
- Heavy Telekinetic Machine-Gun (1): More powerful version
of the machine gun mounted beside the 100 mm main gun. 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 Mini Missile Launchers (2): Mounted on the
tank on either side of the turret. Each launcher has six mini-missiles
for a total of twelve missiles total. Weapon mount is controlled by the
tank’s commander or gunner. Unlike the disposable launcher, this launcher
is not designed to be ejected.
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: Can fire missiles one at a time or in volleys of two (2), four (4), or six (6) missiles.
Payload: Each launcher carries a total of 6 Mini-missiles for 12 Mini-Missiles total. - Disposable Mini Missile Launcher (1): Mounted on the hull
of the tank behind the main turret and prevents the turret from rotating
directly to the rear while mounted. The launcher has 3 sets of 16 tubes
on launcher. The launchers can be ejected when no longer needed or if they
are in danger of exploding. Replaces external fuel tanks.
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: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles.
Payload: Launcher carries a total of 48 Mini-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 techno-wizard T-55 has the
following techno-wizard modifications built into the tank. 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:
- NBC Protection: While not full life support, the Armored vehicle is equipped with protection for the crew from most gas, radiation, and biological attacks. If fitted with firing slits, the slips have plates which can be closed and sealed.
- 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 feet (609 meters). 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 © 2009, Kitsune. All rights reserved.