Iron Armory Modified M1 Abrams Main Battle Tank:
One of the first armored vehicles produced by Iron Armory. The modified Bradley Fighting Vehicle is actually the first of their line. Iron Army likes to take the designs of pre-rifts combat vehicles and modify them with new weapon systems and new armor to build highly capable combat vehicles. They do not use existing vehicles and just add additions to the outside but instead construct new vehicles based on old designs. The designers consider tanks to be as effective as any Robot vehicle while being less vulnerable and less expensive.
Initially, Iron Armory found an old M1A2 Abrams in what was believed to be a war museum and decided to modify the old tank design. They looked at ways of improving the design. This design became the M1A12 design. The main way they modified the design was to replace the 120 mm Rheinmetall smooth-bore gun with a High Velocity 80 mm Rail gun. In addition, secondary weapons were upgraded with a Wellington Automatic Grenade Launcher replacing the Browning .50 heavy machine-gun and a machine-gun style laser replacing both the coaxial mounted and the mount controlled by the loader. While the loader no longer is needed due to the tank having an automatic loading system, the position is retained as an additional machine gunner. Because missiles are considered essential to most designs, missile launchers have been added and they mount on either side of the tank's turret. The type of missile launcher is chosen by the purchaser and medium range, short range, and mini-missile launchers are available. The vehicle also carries smoke grenade launcher for protection of the tank. The vehicle is far better protected than the M1A2 Abrams and sensor systems have been heavily upgraded. The vehicle also has a periscope that allows the vehicle to look up to 25 feet (7.6 m) up to look over obstacles without becoming visible. Due to the high power requirements of the high velocity 80 mm main rail gun, the tank was only designed with a fusion reactor. Sales of the main battle tank were disappointing when manufacturing was first began but after Iron Heart Industries was captured by the Coalition, sales of the Iron Armory version of the Abrams increased three fold. Northern Gun has begun manufacturing modified versions of the Iron Heart tank designs but sales of the Iron Armory Abrams continue to be high.
Iron Armory has recently been able to get a copy of the M1A5 version of the Abrams. Produced much later than the tank that the engineers initially studied and had many important advantages. Iron Armory has decided to switch production to an improved version of their Abrams design using the M1A5 as the basis for many key systems. The design has been designated the M1A15 and like the M1A5, is slightly larger than the Earlier Iron Armory tank. Only a small number of these tanks have been produced with the first twelve being purchased by Vixen's Pride mercenary company to replace their M1A12 tanks. One of the most interesting features of the M1A5 was the engine being a fuel cell system. This system has been retained for the M1A15 for a much reduced manufacturing cost although a fusion powered version is also available. All tanks being purchased by Vixen's Pride are of the fusion powered version. The fuel cell version operates by pulling the electrons off of an H2 molecule, splitting it into 2H+ molecules and 2 electrons. The electrons pass through the "load" (engines, weapons, avionics, etc.) creating current and powering the systems. Meanwhile, the 2H+ molecules pass from the anode to the cathode through the electrolyte. At the other "end", the electrons then recombine with the 2H+ molecules and Oxygen (from the air) and are released as water from the rear of the vehicle. The M1A5 carries a 140 mm cannon. This cannon is available for the M1A15 and the 80 mm high velocity rail gun is available as well. The 80 mm rail gun is available in the fuel cell version as well and is powered by its own fuel cell. The 140 mm cannon has the advantage of being able to fire more effective projectiles in artillery roles. Weapons are similar to those carried on the M1A12 but the crew is reduced to three with the secondary gunner / loader being removed. The machine-gun style laser that was controlled by the second gunner is moved to the main body of the tank and is controlled by the driver. The machine-gun style lasers are considered more effective that the rail guns carried on the M1A5 Abrams and were retained. The Wellington automatic grenade launcher was considered very effective as well and was retained. All mounted are designed to be able to be controlled from within the tank. One advantage of the removing of the secondary gunner is that there is more space for ammunition in the turret. The missile launchers are retained. One item that has improved since the designing of the M1A5 is armor and the M1A15 has improved armor over the American tank it is based on. Its armor is actually slightly heavier than what is carried on the M1A12. Sensor systems are identical to those carried on the M1A12.
|Model Type:||I.A. M1A12||Original Version|
|I.A. M1A15||Upgraded Version|
|Crew:||I.A. M1A12||Four (Driver, 2 Gunners, and Commander).|
|I.A. M1A15||Three (Driver, Gunner, and Commander).|
|M.D.C. By Location:||M1A12:||M1A15:|
| Coaxial Rapid Fire Laser Cannon||50||60|
|Variable Missile Launchers (2, Turret):||50 each||50 each|
|Automatic Grenade Launcher(Turret):||70||70|
| Rapid Fire Laser Cannon Mount||40||40|
| Smoke / Gas Dispensers (2):||20 each||20 each|
| Main Body:||650||680|
| Track Treads (2):||120 each||120 each|
 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.
 If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and is unsalvageable.
 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 (two 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.
M1A12: Cruising speed on land is 65 mph (104 kph) on roads and 60 mph ( 96.6 kph) off road maximum.
M1A15: Cruising speed on land is 70 mph (112.6 kph) on roads and 60 mph ( 96.6 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: Can be equipped with snorkel to run underwater down to 15 feet (4.6 meters)
Maximum Range: Fuel cell versions have a maximum range of 600 miles (1126.5 km). Fusion powered versions are effectively unlimited in range. (The M1A12 is only available with a fusion reactor)
Height: Both Versions: 9.5 feet (2.9 meters)
Width: M1A12: 10.5 feet (3.2 meters), M1A15: 10.8 feet (3.3 meters)
Length: M1A12: Main Body: 26 feet (7.9 meters) and with Gun Forward: 32.2 feet (9.8 meters), M1A15: Main Body: 27.2 feet (8.3 meters) and with Gun Forward: 34.5 feet (10.5 meters).
Weight: M1A12: 68 tons (61.7 metric tons), M1A15: 72.5 tons (65.8 metric tons)
Power Source: M1A12: Nuclear (Should have an average lifespan of 10 years), M1A15: Fuel Cell System or Nuclear (Should have an average lifespan of 10 years)
Cargo Capacity: Minimal, enough for equipment with crew.
Black Market Cost: M1A12: Fusion with 10 year life sells for 36 million credits, M1A15: Fuel Cell System version sells for 7.5 million credits and fusion with 10 year life sells for 38.5 million credits.
- Main Gun: The turret can rotate 360 degrees and the barrel can angle up to 45 degrees. The weapon system is gyro-stablised and has an advanced fire control computer. The special fire control computer gives a bonus of +2 to strike. The Weapon mount is useful for direct fire and artillery style fire.
- High Velocity 80 mm Heavy Rail Gun (1): This rail gun normally fires a solid dart of MDC materials that does massive damage to targets that it hits but can also use explosive warheads. Loading system of the gun is completely automated.
- 140 mm Smooth Bore Cannon (Main Gun): While mostly designed for use against other armor, it can be fired at low flying aircraft within its arc of elevation. The loading system for the turret is fully automated. This cannon can only carried on the M1A15 version.
- Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade Launcher mounted on a spindle mount. It is located on top of the tank and is controlled by the person considered to be the tanks commander. In the the M1A12 version, the gunner must be partially outside of the tank to control the mount but the control system from the M1A5 was copied for the M1A15 and can be controlled from within the turret.
- Rapid Fire Machine gun Style Laser Cannons (2): The weapons are light lasers designed mainly for anti-infantry use that allows for all the bursts available to a machine gun except full melee. Is useful for other targets as well including against aircraft. On both versions, one mount is coaxial and is aimed where the main cannon is aimed. As might be expected, it is controlled by the same gunner who controls the main gun. On the M1A12 version, the second gun is on top of the turret where the loader was positioned on the original Abrams. The gunner must be partially out of the turret and exposed to use the weapon. On the M1A15 version of the tank, the weapon has been moved to the main body of the tank and is controlled by the driver. It also has the advantage of being able to be controlled from within the tank.
M1A12: Available with only a 80 mm high velocity rail gun which is mounted in the same fashion as the 120 mm Rheinmetall smooth-bore gun in the M1A2.
M1A15: The Tank is available with two different main gun designs including a 140 mm smooth bore conventional cannon and a 80 mm high velocity rail gun. The rail gun requires a fusion reactor. Due to the elimination of the second gunner, the 80 mm rail gun has much more ammunition than the original version.
Maximum Effective Range: 3 miles (4.83 km) for direct fire and 7.5 miles (12 km) for indirect fire.
Mega Damage: A single round 4D6x10+20 (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 do 1D4x10 with a blast radius of 20 ft. High Explosive Anti Tank does 1D6x10 with a blast radius of 10 ft.
Rate of Fire: Maximum of four per melee.
Payload: M1A12: 80 rounds (smaller and require no propellent unlike the 120 mm round) M1A15: 100 rounds.
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.
Maximum Effective Range: Direct fire range is 8202 feet (2,500 meters) for HEAT or Plasma, but 14763.7 feet (4,500 meters) for APFSDS. Indirect fire for all rounds is 36089.2 feet (6.8 miles / 11,000 meters).
Mega-Damage: HEAT: 3D4x10, blast radius of 10 feet, APFSDS: 3D6x10+20 (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Plasma: 3D6x10, blast radius of 30 ft. Fragmentation: 6D6, blast radius of 40 feet.
Rate of Fire: Three times per melee.
Payload: 32 gun rounds. Normally 8 HEAT, 16 APFSDS, and 6 Plasma, but this can be varied according to need. An additional round can be stored, ready to fire, in the main gun. If they are available, this is usually a plasma round so that the tank can deal with a surprise attack of any type. Also note that plasma only became available just before the Rifts, and before that the tank carried Fragmentation rounds.
Bonuses: +2 to strike at all times with cannon shells from the laser sight and fire control computer, including when on the move. For indirect long-range fire has a +1 to strike, but only when standing still.
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
Payload: 400 Rounds
Maximum Effective Range: 3,000 feet (914 meters)
- 2D6 for single shot (Costs 1 attack)
4D6 for ten round burst at one target (Costs 1 attack)
2D6 for ten round burst at 1D4 targets (Costs 1 attack)
1D6x10 for thirty round burst at one target (Costs 1 attack)
Rate of Fire: Equal to combined hand to hand attacks of gunner
Payload: For Fuel cell versions: 600 shots. With the Fuel Cell version, It takes approximately two minutes for a trained crew to change the hydrogen tank that powers the weapon, assuming that a spare tank is available. Untrained crews will take about six minutes to accomplish this task. For fusion: unlimited shots.
- Medium Range Missile Launchers: Longer ranged than the other launchers but less missiles are carried. Usually used for long range bombardment or anti-aircraft roles.
- Short Range Missile Launchers: More commonly carried for use against incoming missiles and aircraft with a shorter range than medium range missiles but more can be carried.
- Mini Missile Launchers: Mostly used for short range bunker busting and against other armored vehicles. Much shorter range and not independently guided although more mini-missiles are carried than short range missiles.
Maximum Effective Range: Varies with missile types, medium range missiles only (Go to Revised bomb and missile table).
Mega-Damage: Varies with missile types, medium range missiles only (Go to Revised bomb and missile table).
Rate of Fire: One at a time or in volleys of 2, 4, or 6.
Payload: each launcher carries 3 medium range missiles for a total of 6 medium range missiles. Carries 6 medium range missiles as reloads inside vehicle
Maximum Effective Range: Varies with missile types, short range missiles only (Go to Revised bomb and missile table).
Mega-Damage: Varies with missile types, short range missiles only (Go to Revised bomb and missile table).
Rate of Fire: One at a time or in volleys of 2, 4, 6, or 12.
Payload: each launcher carries 6 short range missiles for a total of 12 short range missiles. Carries 12 short range missiles as reloads inside vehicle
Maximum Effective Range: Varies with missile types, mini-missiles only (Go to Revised bomb and missile table).
Mega-Damage: Varies with missile types, mini missiles only (Go to Revised bomb and missile table).
Rate of Fire: One at a time or in volleys of 2, 5, 10, or 20.
Payload: each launcher carries 10 mini-missiles for a total of 20 Mini-missiles. Carries 20 mini-missiles as reloads inside vehicle.
Effect: Creates a cloud of smoke 40 ft (12 m) in diameter. Other special effects per grenade type
Rate of Fire: Two per melee
Range: 1,200 feet (365 m)
Payload: Carries 12 smoke grenades per launcher.
- Radio/ Video Communications: Long range, directional, has a range of 500 miles with short range directional radio of 5 miles.
- Laser Targeting System: Range is 2 miles and gives +1 to strike with long range weapons. Not applicable to hand to hand
- Combat Computer/ Targeting Computer: Assist in the tracking of targets.
- Radar: 50 miles, can identify 96 targets and track 48 as low as 500 ft. Same as robots Maxi-Radar.
- Full Life Support: Protects pilot and tank from heat and radiation and gives a breathable atmosphere inside the Tank.
- Spotlight: Range: 600 feet (182.9 meters)
- Thermo-Imager: Range: 2,000 ft (609 m). 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 ft (609 m). 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.
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Writeup by Kitsune (E-Mail Kitsune).
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