Techno-Wizard M5A3 Stuart Light Tank:


Not quite as well known as the M4 Sherman Tank, the M3 / M5 Stuart Light Tank served in World War II beside its larger companion. In addition to serving in American Units, it was operated in World War II by the British, Canadians, Commonwealth, Free French, and Soviet forces. It was later replaced by the M24 Chaffee light tank. After the War, a large number of these tanks were sold to various nations. The light tank operate, although sometimes heavily modified, until almost the beginning of the Twenty-First Century.


The Techno-Wizard Sherman and Hellcat armored vehicles are designed to engage heavy armor. They are surprisingly powerful in most respects. Still, there was a perceived need for a lighter tank. This is how the design of the Techno-Wizard Stuart came about. The designers wanted to base a light tank off a World War Two light tank design. The Stuart was eventually selected. It is believed that one of these light tanks was found in the ruins of a military museum.


As far as combat role, the Stuart is seen as performing the tanks that a main battle tank would otherwise perform and it frees up heavier vehicles as a result. It is an excellent platform for fighting infantry, power armors, light vehicles, and light robot vehicles. The vehicle can also operate in air defense roles when it is required.


In regards to armor protection, the Stuart is not armored to the extent that the heavier armored vehicles are although it can still withstand a fair amount of abuse. It is also protected by a magical force field to withstand greater damage. The Force Field can be activated up to three times per day. Even so, the crew of the light tank would be better not trying to battle heavier tanks.


The Original M3 and M5 Stuart light tanks carried a 37 mm cannon as the main gun. This weapon could fire only up to 25 rounds per minutes. Against any modern armor, this weapon would be hopelessly outclassed. The solution was to replace the weapon with a 30 mm Bushmaster Chain Gun. With advanced ramjet ammunition, this weapon fires heavy bursts which are the equal of a heavy rail gun. Payload is four hundred rounds ready to fire with four hundred additional rounds stored in the hull. The mount has been modified from the original Stuart mount so that it can engage air targets.


Secondary weapon of the original tank were three 30-06 browning machine. Instead, the techno-wizard version mounts a flame cannon in the hull and coaxial to the 30 mm cannon. There is also a weapon mount above the turret which either a third flame cannon, a telekinetic machine gun, or an automatic grenade launcher can be mounted. The advantage of the grenade launcher is the incredible damage potential but it is less useful against aircraft and does not have an unlimited payload. The flame cannons and telekinetic machine guns need to be recharged once a month but otherwise have an effectively unlimited payload.


Finally, the tank can mount either rocket launchers or short range missile launchers. Mounted above the turret, the mini-missile launcher has a payload of sixty missiles. The short range missile launchers are mounted on the sides of the turret with a payload of sixteen missiles. "SAM" type missiles with smaller warheads but booster acceleration are commonly carried. These are considered most effective against missile attacks against the tank itself. In either launcher's case, the launcher is designed to be able to be quickly jettisoned for the safety of the light tank. As a final defense against incoming missiles, the light tank carries an enchanted Chaff and Flare system known as fireworks.


Model Type: T.W. M5A3 Stuart Light Tank
Vehicle Type: Light Tank / Armored Scout Vehicle.
Crew: Three (Driver, Gunner, and Commander).


M.D.C. by Location:

[1] Tractor Treads (2):60 each
Weapons Turret:120
Wellington Bushmaster II 30 mm Chain Gun (Turret):50
[2] Coaxial Heavy Flame Cannon:40
[2] Hull Heavy Flame Cannon:40
[2] Commander Modular Weapon Mount (Top of Turret):60
[3] Ejectable SRM Box Launchers (2, Sides of Turret):30 each
[3] Ejectable 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):100
[4] Main Body:280


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 65 mph (104.6 kph) on roads and 55 mph (88.5 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%.
Water Capabilities: Uses tracks to propel the light tank over the surface of the water. Using the tracks, the T.W. Stuart can travel on the surface of water at 10 mph (16.1 kph/8.7 knots).
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: 8.43 feet (2.57 meters)
Width: 7.55 feet (2.30 meters)
Length: 15.88 feet (4.84 meters)
Weight: 16.8 tons (15.2 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: 14 Million Credits.


Weapon Systems:

  1. Wellington Bushmaster II 30 mm Chain Gun: Replace the 37 mm cannon in the original M5 Stuart Light Tank. The 30 mm cannon fires heavy ramjet rounds with armor piercing warheads which inflict as much damage as most heavy rail guns. Since the cannon is built into a turret, it can rotate 360-degrees and can aim upwards 60 degrees - allowing it to engage low-flying aircraft and creatures. The cannon is controlled by a gunner inside the turret compartment. The vehicle 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 it moving. Both the gunner and the vehicle commander are housed within the turret.
    Maximum Effective Range: 6,000 feet (1,830 meters).
    Mega-Damage: A burst is 20 rounds and inflicts 2D6x10. A single round does 3D6 M.D.
    Rate of Fire: Equal to the gunner's hand to hand attacks; each burst counts as one melee action.
    Payload: 400 round magazine (20 bursts) each mount. The vehicle has an additional 400 rounds stowed internally. Reloading is done inside the vehicle and takes two melee rounds (30 seconds) for two crewmen or passengers and six melees (90 seconds) if only one person is involved or the people aren't trained in the reload procedure
  2. Heavy Flame Cannons (2): One is mounted in the turret beside the 30 mm cannon and is controlled by the same gunner who controls the Bushmaster and the other is mounted in the hull and is controlled by the driver. 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 weapon must be recharged once a month using the spells "Fire Bolt", "Energy Bolt", and 100 P.P.E.
    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's commander and a weapon. The commander is not fully protected by armor but is protected by the tank'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 weapon must be recharged once a month using the spells "Fire Bolt", "Energy Bolt", and 100 P.P.E.
      Maximum Effective Range: 3,000 feet (914 meters).
      Mega Damage: 1D6x10 per flame cannon blast.
      Rate of Fire: Equal to combined hand to hand attacks of gunner / commander.
      Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
    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 combined hand to hand attacks of gunner / commander.
      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.
    1. 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. In some cases, the light tank will carry SAM type missiles.
      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.
    2. 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. 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.).
  6. Techno-Wizard Modifications: The Stuart 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 (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.
      Invisibility-Superior (6th 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:




[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2010, Kitsune. All rights reserved.



Return