Techno-Wizard TD-1000 “Stinger” Tank Destroyer:


While there are quite a number of different options with regard to techno-wizard armored vehicle designs, there are some issues with many of them. As such, it might leave one interested in such designs without a design that appears to suit their purposes.


There are Techno-Wizard M4 Sherman tank and M18 Hellcat tank destroyer. While design to look like ancient tank designs, they are modern designs and highly effective. The issue with them is that they are extremely expensive.


On the other hand, there are the old converted pre-rifts designs such as the M-48 and M-60 tanks. There are also a number M-1 Abrams that have been converted to techno-wizard designs. While they are far more affordable, they tend to be fragile compared to modern designs and also require far more maintenance.


The designers of the TD-1000 figured that they had a niche which they could develop an armored vehicle to fill. They could use some of the concepts developed for the converted pre-rifts designs while using modern materials instead of converting an old armored vehicle. A special effort was made when developing the design to keep costs down.


One of the cost saving measures is that instead of mounting a turret, it was decided to mount a fixed forward firing gun mount. It also simplified development involved in the design as well as making it easier to armor effectively and giving it a lower profile. Historically, there have been a number of tank destroyer designs which were armed with fixed forward firing guns. In appearance, the tank destroyer is strongly reminiscent of the German Kanonenjagdpanzer design.


Much lighter than the converted M48 and M60 designs, the TD-1000 is extremely well armored for its size. It is slightly better protected than the converted M60 while weighing only around half as much. Much of this is due to the fact that the underlying structure of the tank destroyer is from modern composites and alloys while the converted tanks are build on a normal steel chassis. For additional protection, the TD-1000 has a similar “Armor of Ithan” force field to the converted tanks.


While the techno-wizard M4 and M18 designs mount a fusion reactor, in order to further keep costs down it was decided to use an electrical engine converted to techno-wizardry on the TD-1000. This gives the tank destroyer a range of one thousand miles and needs a single “lightning bolt” spell to recharge. Top speed is improved compared to the converted designs with a top speed of sixty miles per hour on roads and forty-five miles per hour off road.


For its main gun, the tank destroyer mounts a 90 mm electro-thermal cannon, identical to those mounted in the converted M48 and M60 tanks. The gun has limited traverse and can traverse to either side fifteen degrees, elevate upward fifteen degrees, and downward eight degrees. Power for the electro-thermal cannon is provided by a mystical batter charged by the spell “lightning bolt” in a similar manner to the engines. While the payload of the tank is sixty rounds, the enchantment has to be recharged every fifty rounds. Unlike the converted versions, the electro-thermal cannon on the TD-1000 has an auto loader.


For secondary weaponry, there is an enchanted telekinetic machine gun mounted coaxial to the main gun along with one mounted in the commander’s position. While not as powerful as the main gun, these weapons have an effectively unlimited payload although they need to be recharged each month. The commander’s mount is designed to be able to be controlled from inside the turret. Some operators replace the commander’s machine with an automatic grenade launcher.


On each side of the hull are four mini-missile launchers for a total of eight mini-missiles. These mounts appear much as pre-rifts smoke grenade launchers might. In some cases they might have smoke or even prismatic aerosol mini-missiles but plasma and armor piercing mini-missiles are also popular.


To give the tank destroyer a measure of self defense itself against missiles, the armed vehicle is fitted with a mystical “Fireworks” chaff and flare system. The system is enchanted with three different spells and is considered more effective than conventional chaff and flare systems at decoying incoming missiles.


Otherwise, the tank destroyer is fitted with modern optic sensor systems although it is not fitted with the full sensor suite of a robot vehicle in order to keep costs down. This includes light amplification gear as well as periscopes to see over various terrain. Modern fire control systems allows the tank destroyer to remain competitive on the battlefield. In order to deal with targets using the invisibility enchantment, the optics are enchanted with the spell “See the Invisible.”


The TD-1000 is not fully environmental but is fitted with an advanced filtration system capable of dealing with most gasses and radiation. In addition, the tank destroyer is fitted with the enchantment of “Breath Without Air” although it requires mystic energy from the crew each time it is activated. Still, most crews prefer to operate inside of light environmental body armor.


In addition to the techno-wizard enchantment of “Breath Without Air,” the TD-1000 has the enchantments of “Impervious to Energy” and “Chameleon.” Using the enchantment of “Chameleon,” the tank destroyer is extremely effective at ambushing other vehicles especially conventional designs. Otherwise, these enchantments require mystical energy from the operators whenever they are activated.


Model Type: TD-1000 “Stinger” Techno-Wizard Tank Destroyer.

Vehicle Type: Magical Tank Destroyer.

Crew: Three (3) [Driver, Commander, and Gunner].


M.D.C. by Location:

 

[1] Tractor Treads (2):

80 each

 

90 mm Electro Thermal Cannon (Casemate):

120.

 

[2] Coaxial Telekinetic Machine-Gun:

40.

 

[2] Optional - Commander Telekinetic Machine-Gun:

40.

 

[2] Optional - Commander WI-GL21 Grenade Launcher:

40.

 

[2] Mini-Missile Tubes (8, 4 each side of casemate):

10 each.

 

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

20 each.

 

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

200.

 

[4] Main Body:

425.

  

Notes:

[1] Depleting the M.D.C. of a tread will immobilize the tank destroyer 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] 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.)

[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 60 mph (96.5 kph) on roads and 45 mph (72.4 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:  6.9 feet (2.10 meters).

Width:   9.8 feet (2.98 meters).

Length:  Total: 29.5 feet (8.99 meters). Hull / Main Body Only: 20.8 feet (6.33 meters).

Weight: 31.75 tons (28.8 metric tons).

Power Source: Techno-Wizard Electrical Engine Conversion (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: 20 million credits.


Weapon Systems:

  1. One (1) 90 mm Electro Thermal Cannon: Mounted forward in the tank destroyer’s casemate, the cannon can traverse side to side fifteen degrees, can elevate fifteen degrees, and can target downward eight degrees. It is the same cannon as is mounted on the Lightning Fist including the 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. 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 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 inflicts 2D4x10 M.D. with a blast radius of 20 feet (6.1 meters). High Explosive Anti Tank inflicts 2D6x10 M.D. with a blast radius of 10 feet (3.0 meters).

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

    Payload: 60 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. One (1) Coaxial Telekinetic Machine-Gun: 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 standard telekinetic 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. One (1) Commander Cupola: Mounted above the main body in a protected mount is an independent gun mount. This mount is manned by the tank destroyer’s commander. The commander is not fully protected by armor but is protected by the tank destroyer’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. Telekinetic Machine-Gun: It is enchanted by a series of spells so the cannon acts as a more powerful version of the standard telekinetic 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.

    2. Wellington WI-GL21Automatic Grenade Launcher: Weapon is a standard Wellington WI-GL21 Automatic Grenade Launcher mounted on a cupola mount. While not standard issue, some crews prefer the automatic grenade launcher over a telekinetic machine gun.

      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.

    Eight (8) Turret Mounted Mini-Missile Launchers: Mounted on the sides of the tank destroyer’s casemate 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 tank destroyer’s 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 (1D4x10 Armor Piercing / 1D6x10 Plasma - See revised bomb and missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time, or in volleys of two (2), four (4), or eight (8) mini-missiles - all.

    Payload: Each launcher carries a single mini-missile for a total of eight (8) mini-missiles.

  4. Two (2) Magical “Fireworks” Anti-Missile Chaff/Flare Dispensers: The system is mounted on either side of the tank destroyer 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.)

  5. Techno-Wizard Modifications: The TD-1000 Tank Destroyer 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 © 2016, Kitsune. All rights reserved.



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