Techno-Wizard M4A8 "Firefly" Super Sherman Tank:


The "Firefly" version of the Techno-Wizard is the brainchild of a British Techno-Wizard in the same fashion as the "Firefly" version of the original World War Two Sherman Tank is a brainchild of the British. The original British "Firefly" Sherman tank replaced the main gun with the "Firefly" 76 mm cannon which was far better at penetrating German armor than the original cannon on the Sherman tank. It is believed that there only four "Firefly" Techno-Wizard Sherman tanks at present. These four are believe to have been brought to the British Isles through a Rift in their original configuration several years ago with their crews and were only developed when the operators were able to work with a British techno-wizard to develop the modifications on the tank's design. The modifications to convert a standard Super Sherman techno-wizard tank to the "Firefly" configuration is quite expensive but is still much cheaper than purchasing a techno-wizard Panther tank and is generally comparable in combat capabilities. While it is believed that no North American Techno-Wizard know anything about the modifications to the "Firefly" T.W. Sherman tank yet, it is likely that the design will eventually cross back to North America. It is believed that the developer of the "Firefly" T.W. Sherman worked on the German Techno-Wizard Tanks before beginning work on the Sherman and the designs have many similarities. It is believed by most who have seen the upgraded Sherman tanks in battle that the "Firefly" version will completely replace the standard Techno-Wizard version of the Sherman when it reaches back across the water and many owners of already existing Super Sherman tanks will want to modify their tanks to the "Firefly" design. The Coalition will most likely grow to fear the new design when it enters combat in North America.


While in many ways an excellent tank and not to be dismissed, the original Techno-Wizard version of the Sherman tank has several limitations. One of the main ones is the Main Gun. The 120 mm conventional cannon is not as powerful as most heavy rail guns and the payload is limited compared to that carried on the German Techno-Wizard tanks and many modern pure technological tanks. In order to solve this problem, the 120 mm cannon was replaced by the Glitter Boy Boom Gun. This 60 mm electromagnetic cannon inflicts more damage when direct fired on an enemy and can fire far more rapidly. While maximum indirect fire range for the Glitter Boy Boom Gun is marginally less than the 120 mm conventional cannon, this is not considered critical due to the much faster rate of fire and that most enemies encountered are using short range weaponry. The tank has a special automatic loading system which allows the gunner to select the type of ammunition to be used. The designer considered a dimension pocket for storage of ammunition but she decided against it due to cost considerations. Still, payload is increased from under fifty rounds to being able to carry two hundred rounds. Normal load carried seem to be around one hundred solid slug rounds, sixty to eighty flechette rounds, and a variety of different rounds will constitute the remainder. Smoke is one of the more common secondary rounds carried on the tank. Secondary weapons are retained from the original "Super Sherman"although most top turret mounts are T.W. Machine guns because of their usefulness against targets which are impervious to energy. There was strong consideration given to replace the missile launchers mounted on the Super Sherman but in the end, the original launchers were retained. The "Firefly Sherman" can mount either short range missile launchers on the sides of the turret or a large "Calliope" style mini-missile pod above the turret.


The "Firefly Sherman" is unusual in having two major protective enchantments. The Firefly retains the standard “Armor of Ithan” force field but adds a fire aura force field as well. While both can be activated simultaneously, the duration of the fire aura is strictly limited with a duration of only fifteen minutes per day with a maximum of three activations per day. The fire aura also has the disadvantage of making the tank stand out on a battle field and become the target of every enemy within range. The fire aura is pulled from a tiny Rift to the elemental plane of fire and the flame cannons also pull from this rift and do not need to be recharged. One item taken from the German Techno Wizard tanks is the fear aura which can be activated and used against enemies. The tank is for the most part unmodified and retains the standard engine and propulsion system of the North American design. It would cost two much to replace and would constitute virtually a complete rebuilding of the tank. Armor is marginally improved compared to the original Techno-Wizard Sherman due to taking advantage of the advanced alloys produced in the New German Republic compared to North America. The armor is not completely replaced but is reinforced with additional armor. Full electronic systems are carried on the "Firefly" Sherman tank and is has special “See the Invisible” optics.


Model Type: M4A8 "Firefly" Super Sherman Techno-Wizard Tank
Vehicle Type: Magical Battle Tank
Crew: 4 (Driver, Commander, and two Gunners)


M.D.C. by Location:

[1] Tractor Treads (2):100 each
Weapons Turret:270
Main 60-mm Heavy Rail Gun (Turret):100
[2] Coaxial Heavy Flame Cannon:40
[2] Hull Heavy Flame Cannon:40
[2] Commander Modular Weapon Mount (Top of Turret):60
[3] Ejectable Short Range Missile Launchers (2, Side of Turret):50 each
[3] Ejectable "Calliope" Mini-Missile Launcher (Above Turret)120
[2] “Fireworks” Magic Chaff and Flare Dispensers (2):20 each
Magical “Armor of Ithan” Force Field (3 times per day):200
Fire Aura (15 minute duration per day):100
[4] Main Body:530


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 mph (88.5 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%.
Underwater: Buttoned up, it can travel under water at 20 mph (32 km).
Maximum Range: Effectively Unlimited (Nuclear Fusion power supply with 5 year duration) Armored Vehicle carries about two weeks worth of emergency supplies onboard.


Statistical Data:
Height: 10.7 feet (3.26 meters)
Width: 11.6 feet (3.54 meters)
Length: Main Body: 22.7 feet (6.91 meters) and With Gun Forward: 29.5 feet (8.99 meters).
Weight: 47.3 tons (42.9 metric tons)
Power Source: Nuclear fusion reactor; Must be refueled every five years, otherwise effectively unlimited.
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: 42.5 Million Credits (14.5 million credits to modify a standard techno-wizard "Super Sherman" tank


Weapon Systems

  1. High Velocity 60-mm Heavy Rail Gun (1): This is the famous RG-14 "Boom Gun" designed for the USA-G10 Glitterboy. 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.
    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: 200 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.
  2. Heavy Flame Cannons (2): One is mounted in the turret beside the main cannon and is controlled by the same gunner who controls the 120 mm cannon and the other is mounted in the hull and is controlled by the secondary gunner. The cannon is designed to be used against targets which do no warrant the use of the main cannon. The weapon is a converted heavy plasma weapon. The flame cannon has a slightly better range and have an unlimited payload compared to hand held flame cannons. The flame energy is pulled from the elemental plane of fire and does not require recharging like it does on the original Sherman tank.
    Maximum Effective Range: 3,000 feet (914 meters).
    Mega Damage: 1D6x10 per flame cannon blast.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunners (usually 4 or 5).
    Payload: Unlimited, pull fire from a Rift from the elemental plane of fire.
  3. Commander Modular Weapon Mount (Top of Turret): Above the turret in an open mount is a position for the tank destroyer's commander and a weapon. The commander is not fully protected by armor but is protected by the tank destroyer's magical force field when active. A variety of different weapons can be carried including a second flame cannon, a telekinetic machine-gun, or a conventional automatic grenade launcher. Even though the grenade launcher has a limited payload, it is popular with crews due to its incredible firepower.
    1. Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade Launcher mounted on a spindle mount.
      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 / commander.
      Payload: 400 Rounds.
    2. Heavy Flame Cannon: The weapon is a converted heavy plasma weapon. The flame cannon has a slightly better range and have an unlimited payload compared to hand held flame cannons. The flame energy is pulled from the elemental plane of fire and does not require recharging like it does on the original Sherman tank.
      Maximum Effective Range: 3,000 feet (914 meters).
      Mega Damage: 1D6x10 per flame cannon blast.
      Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
      Payload: Unlimited, Unlimited, pull fire from a Rift from the elemental plane of fire.
    3. T.K. Machine-Gun (1): 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.
  4. Missile Launcher Hard Point: Mounted on either side of the turret is an attachment to carry two short range missile launchers or a single large mini-missile launcher. The mini-missile launcher fits above the turret and restricts the visibility and arc of fire of the commander of the tank. The launchers are designed to be able to be quickly ejected. The missile launchers can be controlled by either the gunner or the commander of the tank.
      Disposable Short Range Missile Launchers (2): Mounted on side of the turret, these launchers give the tank destroyer a reasonable missile payload while keeping the external appearance mostly unchanged. The launchers can be ejected when no longer needed or if they are in danger of exploding.
      Maximum Effective Range: Varies with short range missile type; Usually High Explosive or Armor Piercing are carried (See revised bomb and missile tables for details.)
      Mega Damage: Varies with short range missile type; Usually High Explosive 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), four (4), or eight (8) missiles.
      Payload: Eight (8) short range missiles per launcher for sixteen (16) total.
    1. Disposable "Calliope" Mini Missile Launcher (1): Mounted on the sides of the turret but actual launchers are above the turret. The launcher has 2 sets if 12 tubes on bottom and a single row of 36 tubes on the top. The launchers can be ejected when no longer needed or if they are in danger of exploding.
      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), five (5), ten (10), or twenty (20) missiles.
      Payload: Launcher carries a total of 60 Mini-missiles.
  5. Magical "Fire Aura": The "Firefly" Sherman can produce an aura of fire up to three times per day with a maximum duration of 15 minutes. The crew can see clearly through the fire aura. While this field is active, the tank is clearly on fire and cannot be concealed using the spells of Chameleon or Invisibility. The field can be used for ramming enemy as well although many question the usefulness of the field in that respect. It is also effective against creatures who try to strike the tank physically. Missiles can be fired from tank are protected from the effects as well. See spell description for more details.
    Maximum Effective Range: 0.5 feet (0.15 meters) around tank
    Mega Damage & Effects: 3D6 M.D.C. to any targets attempting to physically strike the tank and has a 50% chance of catching combustible materials on fire. Fire Aura also gives a 100 M.D.C. Force field which damage must be subtracted from first.
    Payload: Three Times per day (15 minutes total)
  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 Sherman 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 (10th Level) - 6 P.P.E. or 12 I.S.P.
      Impervious to Energy (10th Level) - 20 P.P.E. or 40 I.S.P.
      Invisibility-Superior (10th Level) - 20 P.P.E. or 40 I.S.P.


Sensory Equipment:
The tank carries all standard equipment of a robot vehicle plus this special equipment:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2005, Kitsune. All rights reserved.



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