Techno-Wizard M60 Patton Tank:


Along with M48 Tanks, a number of old M60 Tanks have been found in museums scattered around what had been the Old American Empire. Like the M48, the M60 was also called the Patton and is directly derived from the M48 tank design. It was the last of a basic design, only replaced by the M1 Abrams. Old tanks, even though not constructed from the alloys which made later military designs invulnerable to all but the heaviest weaponry. As well, the spell of “Mend the Broken” allows incredibly damaged tanks to be restored. Due to the whims of fate, less M60 tanks have been recovered than M48 tanks but in many ways the M60 is a better platform for conversions. They have the ability to carry a larger payload and can be armored to a greater extent. As a result, techno-wizards have acquired a number of these tanks and have upgraded them utilizing a large amount of magic in the upgraded design.


The upgrade to these designs are extremely similar to those down for the M48 Patton and very different than the M4 Super Sherman design. Many techno-wizards consider these tanks to be better than the M4 Super Sherman even though the M4 designs are new built tanks. Because they are converted instead of being new built tanks, they are far less expensive than M4 and are extremely popular with the tank's crews as well. Most models have been the base M60, the upgraded M60A1, or the further upgraded M60A3. Only a couple of M60A2 versions with a 152 mm Gun-launcher M162 have been recovered and upgraded. They have upgraded in a different manner to the other M60 designs taking into account their different main gun mount. Their design is considered more experimental than anything else.


Like the M48, the M60 Patton is upgraded with new armor materials using advanced composites and alloys. Slightly better armored than the Techno-Wizard M48 conversions, this new armor allows the tank to withstand damage which would originally have shredded the tank but it still cannot withstand as much damage as most new tank designs. To further increase the ability of these tanks to withstand damage, a magical 'Armor of Ithan' force field is added to the tank. It can be activated up to three times per day and increases the damage that the tank can take by around fifty percent when active. The additional techno-wizard enchantments of "Chameleon" allow the tank to blend in with its environment and the spell of "Breath Without Air" which gives the tank the magical equivalent of full life support. The M60 Patton was not originally designed with full life support and it would be incredibly difficult to integrate into the design.


The original power plant of the tank was a twelve cylinder diesel engine. Like the M48, this is replaced by an enchanted electrical engine. The electrical engine has a maximum range of one thousand miles, over three times more than the original diesel engine. The electrical engine is recharged by the casting of a simple "lightning bolt" spell into the engine. Also like the M48, the transmission of the tank is upgraded with a similar top speed to the Techno-Wizard M48 with a top speed of around forty-five miles per hour on roads and around forty miles per hour off roads. Even so, the tank is still slower than most tanks on Rifts Earth.


All models of the M60 with the exception of the M60A2 were originally armed with a 105 mm cannon. These are replaced by the 90 mm electro thermal used by the Northern Gun Lightning Fist tank. Payload of the 105 mm cannon on the M60 was sixty-three rounds. With the 90 mm electro-thermal cannon, the payload is increased to one hundred rounds. Power on the Lightning Fist is provided by the fusion reactor. On the M60, a pair of enchanted batteries is used to power the weapon system. Each provides enough power for fifty rounds and the batteries are recharged by the spell "Lightning Bolt." Like the upgraded M48, the M60 does not have an automatic loader and instead relies on a human loader.


The two recovered M60A2 models have been upgraded with a 140 mm conventional cannon instead of a 90 mm electro-thermal cannon. While heavier anti-tank rounds can be fired from the 90 mm cannons, other rounds have heavier warheads and a special plasma round is available for the 140 mm cannon. Payload is less than with the 90 mm cannon with a total of 30 rounds carried. This mount also relies on a hand loader which limits the cannon's rate of fire. One advantage is that these cannons do not require a special storage battery. These cannons appear to have been recovered from wrecked Pre-Rifts tanks, likely M1A5 Abrams tanks. It is believed that the 150 mm electro-thermal cannon carried on the Northern Gun Sledgehammer was considered but the stress of the gun firing was considered likely to overstress the cannon mount.


Secondary models on all models are similar, a coaxial telekinetic machine-gun and a second weapon mount in the commander's position which is independent from the main gun. In most cases, a second techno-wizard machine-gun is mounted in the commander's position but in some cases a Wellington Industries automatic grenade launcher. While the grenade launcher has a limited payload, it is considered far more effective and dangerous by the crews who use the grenade launcher, especially when fired in bursts. On each side of the tank are six mini-missile launchers. This gives the tank a total of twelve mini-missiles wqith the launchers designed to look like smoke grenade launchers. Often, plasma or armor piercing warheads are carried. Finally, like the upgraded M48, a magical fireworks decoy system is carried to give the tank additional protection against missiles. Sensor systems are replaced by modern systems, especially fire control systems.


Model Type: M60 "Patton" Techno-Wizard Tank
Vehicle Type: Magical Battle Tank
Crew: 4 (Driver, Commander, Gunner, and Loader)


M.D.C. by Location:

[1] Tractor Treads (2):80 each
Weapons Turret:200
90 mm Electro Thermal Cannon (M60, M60A1, and M60A3):120
140 mm Smooth-Bore Gun (M60A2):100
[2] Coaxial Telekinetic Machine-Gun:40
[2] Commander Telekinetic Machine-Gun:40
[2] Mini-Missile Tubes (12, 6 each side of turret)10 each
[2] “Fireworks” Magic Chaff / Flare Dispensers (2):20 each
Magical “Armor of Ithan” Force Field (3 x day):200
[3] Main Body:400


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] 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 45 mph (72.4 kph) on roads and 40 mph (64.4 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: 10.77 feet (3.28 meters)
Width: 11.92 feet (3.63 meters)
Length: Main Body: 22.79 feet (6.95 meters) and With Gun Forward: 9.44 feet (30.96 meters).
Weight: 57.3 tons (51.98 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: 12 million credits for model armed with a 90 mm electro-thermal cannon armed model (M60, M60A1, M60A3) or 10.5 million for 140 mm conventional armed model (M60A2)


Weapon Systems

  1. Main Gun: Since the cannon is built into a turret, it can rotate 360-degrees and can aim upwards 20 degrees - allowing it to engage low-flying aircraft and creatures. The cannon is controlled by a gunner inside the turret compartment. The tank 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 the tank is moving.
    1. 90 mm Electro Thermal Cannon (1): Mounted in the tanks main turret in place of the original 105 mm cannon on the M60, M60A1, and M60A3 and is quite a bit more powerful. It is the same cannon as is mounted on the Lightning Fist although lacks an 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 pair of techno-wizard battery which has to be recharged every 50 shots each for a total of 100 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 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 does 2D4x10 M.D. with a blast radius of 20 ft (6.1 m). High Explosive Anti Tank does 2D6x10 M.D. with a blast radius of 10 ft (3.0 m).
      Rate of Fire:Maximum of three per melee.
      Payload: 100 rounds. Normally 50 to 80 rounds are of standard anti-tank slugs. Techno-wizard batteries contains enough charges for 50 shots each for 100 total before needing to recharge. Recharging requires the casting of “Call Lightning” and costs 15 P.P.E. each for 30 P.P.E. for both.
    2. 140 mm Smooth Bore Cannon: Replaces the 152 mm cannon / missile launcher carried on the M60A2 model of the Patton. The cannon is controlled by a gunner inside the turret compartment. Unlike the cannon carried on the M1A5, which they are believed to have been recovered from wrecked models of, they do not have an automatic loader.
      Maximum Effective Range: Direct fire range is 8,202 feet (2,500 meters) for HEAT or Plasma, but 14763.7 feet (4,500 meters) for APFSDS. Indirect fire for all rounds is 36,089.2 feet (6.8 miles / 11,000 meters).
      Mega-Damage: HEAT: 3D4x10, blast radius of 10 feet, APFSDS: 2D6x10+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 feet. Fragmentation: 6D6, blast radius of 40 feet.
      Rate of Fire: Two times per melee.
      Payload: 30 gun rounds. Normally 6 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.
  2. Coaxial T.K. Machine-Gun (1): 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 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.
  3. Commander Cupola (1): 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.
    1. 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.
    2. 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.
  4. Turret Mounted Mini-missile Launcher (12): Mounted on the sides of the tank's turret are twelve mini-missile launchers. Six 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 tanks 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 (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), eight (8), or twelve (12) missiles (all).
    Payload: Each launcher carries one mini-missiles for a total of twelve 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 M60 Patton 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:



[ 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 © 2007, Kitsune. All rights reserved.



Return