Techno-Wizard “War Wagon” Wooden Tank:
This tank is one of the more interesting techno-wizard designs. Instead of being constructed from conventional alloys and composites, the tank is made from enchanted wood. It is believed to have has gotten the name of “War Wagon” from an ancient Pre-Rifts Old West movie which had an actor named “John Wayne” in it.
With the spell of “Ironwood,” wood can be made as strong as some of the strongest alloys. This is in spite of the fact that wood is far lighter than steel. Other advantages of using wood is that it is readily available and easier to shape than high strength composites before it is enchanted. Wood can also be created by both earth elemental masters and wizards.
The actual layout of the tank seems to be largely based on conventional Pre-Rifts tank design with a low silhouette. In appearance, the wooden tank appears to be a cross between an M-1 Abrams and a Leopard II tank. As such, it is not believed that the tank is a direct copy of any actual tank. While the tank’s armor is made from wood, the tracks and weapon systems are more conventional, made from advanced composites and alloys.
It was decided to arm the tank with a conventional 120 mm cannon instead of a more advanced electro-thermal cannon or an actual rail gun. Built by Wellington Industries, the gun is a smooth bore weapon virtually identical to the cannon mounted on the M-1 Abrams and Leopard II tank. A total of forty-eight rounds are normally carried with most being armor piercing discarding sabot. The War Wagon is fitted with an auto-loader enabling it to operate with a crew of three. It is possible that future upgrades might include replacing the 120 mm conventional cannon with a 90 mm electro-thermal weapon.
Beside the main gun and in a commander’s cupola are telekinetic machine guns. Each has to be recharged once a month but otherwise has an unlimited. While the coaxial weapon points wherever the main gun points, the commander mount is more flexible and can even engage airborne targets. The commander’s mount is designed to be able to be controlled from inside the turret. Some crews have substituted a Wellington automatic grenade launcher for the commander’s machine gun. Unlike the telekinetic machine guns, the Wellington grenade launcher has a limited payload and is not useful against aircraft. The main advantage however is that the grenade launcher is far more powerful.
One obvious difference between this tank and the tanks which it seems to be based on is that it has a pair of missiles launchers mounted with one on either side of the rear of turret. Each launcher is a high capacity mini-missile launcher with sixteen mini-missiles each for a total of thirty-two mini-missiles. Common mini-missile types include plasma and armor piercing warheads.
For defense against missiles for the tank itself, the “War Wagon” has an enchanted chaff and flare system. Each time it is activated, it requires magical energy. In addition, the wooden tank is protected by an “Armor of Ithan” force field which can be activated up to three times per day. The enchanted tank has a number of other techno-wizard enchantments including impervious to energy, chameleon, and breath without air. A final enchanted system are “See the Invisible” magical optics.
Even though the tank is primarily magical in its design, there are a number of modern systems beyond the weapon systems. Especially important are modern sensor and fire control systems. An advanced fire control computer allows for rapid targeting while the tank is moving. Thermal optics and night vision systems enable the tank crew to see in darkness. Periscopes are fitted to enable the crew to see over various terrains. It does however lack any radar systems due to radar systems being easily detected.
The enchanted tank is powered by techno-wizard converted electrical engine. The engine gives the tank a range of one thousand miles between needing to be recharged. In order to recharge the tank, the spell of “Call Lightning” is required. The tank is built as an almost seventy ton tank might otherwise be built but actually weights more only a little under forty tons. As a result, the tank is quite fast and is able to reach speeds of up to eighty miles per hour. The advanced suspension enables the tank to operate over extremely rough terrain as well.
Model Type: Techno-Wizard “War Wagon” Tank.
Vehicle Type: Magical Main Battle Tank.
Crew: Three (Driver, Gunner, and Commander).
M.D.C. by Location:
|
[1] Tractor Treads (2): |
100 each. |
|
Weapons Turret: |
280. |
|
120 mm L55 WI-256 Wellington Smooth-Bore Gun: |
120. |
|
[2] Coaxial Telekinetic Machine-Gun: |
40. |
|
[2] Optional - Commander Telekinetic Machine-Gun: |
40. |
|
[2] Optional - Commander WI-GL21 Grenade Launcher: |
40 |
|
High Capacity Mini-Missile Launchers (2, 1 each side of turret): |
80 each. |
|
[2] “Fireworks” Magic Chaff and Flare Dispensers (2): |
20 each. |
|
[3] Magical “Armor of Ithan” Force Field (3 times per day): |
200. |
|
[4] Main Body: |
580. |
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] 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 80 mph (128.7 kph) on roads and 75 mph (120.7 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: 9.6 feet (2.93 meters).
Width: 11.50 feet (3.51 meters).
Length: Main Body: 25.4 feet (7.74 meters) and with Gun Forward: 33.1 feet (10.09 meters).
Weight: 38 tons (34.47 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: 25 million credits.
Weapon Systems
One (1) 120 mm L55 Wellington Industries WI-256 Smooth-Bore Gun: Copy of a Pre-Rifts weapon design and very similar to the Iron Fist and several other tank designs. Cannon uses an automatic reloading system for faster loading although the tank has a limited payload. The gun can fire a wide variety of loads, including high-explosive (HE), high-explosive anti-tank (HEAT), armor-piercing explosive (AP),and armor piercing sabot-discarding solids (APSD). The turret can rotate 360 degrees and the gun can elevate 20 degrees and depress 10 degrees. Fired by the main gunner.
Maximum Effective Range: 11,500 feet (3,500 meters) for direct fire with discarding sabot round, 6,000 feet (1828 meters) for direct fire with all other rounds, and indirect fire range of 26,250 feet (8,000 meters).
Mega-Damage: High Explosive: 1D6x10 with a blast radius of 20 feet (6.1 meters). High Explosive Anti-Tank: 2D6x10, blast radius of 10 feet (3.05 meters). Armor Piercing: 2D4x10. Armor Piercing Discarding Sabot: 3D4x10 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.)
Rate of Fire: A maximum of three (3) attacks per melee.
Payload: 48 rounds.
Bonuses: Has a special fire control computer that helps to aim the cannon. Gives +2 to strike with cannon and vehicle does not have minuses to fire when tank is moving.
One (1) Coaxial Telekinetic Machine-Gun: Mounted beside the 120 mm smooth bore 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.
One (1) Commander Cupola: 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.
Telekinetic Machine-Gun: It is enchanted by a series of spells so the cannon acts as a more powerful version of the standard 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.
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.
Two (2) Turret Mounted Mini-Missile Launchers: Mounted on the sides of the tank’s turret are a pair of mini-missile launchers. The launchers are relativelely large “Box Launcher” style and are relatively large capacity launchers. These launchers are designed for rapid fire use to engage heavy tanks and giant robots with plasma and armor piecing warheads being common. Smoke warheads are often carried for special purpose uses. Weapon is mainly controlled by the tank’s gunner but the pilot and commander also have controls to operate the weapon system.
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.
Payload: Each launcher carries sixteen (16) mini-missiles for a total of thirty-two (32) mini-missiles.
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.
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.).
Techno-Wizard Modifications: The “War Wagon” Tank 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:
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).
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