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] "Firework" 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 inch (3.28 meters)
Width: 11.92 inches (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
- 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.
- 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. 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. 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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. Missiles
are carried in a dimensional pocket within the turret.
Maximum Effective Range: Varies with mini-missile type; Usually
armor piercing or fragmentation are carried (Go to
Revised
bomb and missile table).
Mega Damage: Varies with mini-missile type; Usually armor piercing
or plasma are carried (Go to
Revised
bomb and missile table).
Rate of Fire: One at a time, or in volleys of 2, 4, 8, or 12
(all).
Payload: Each launcher carries one mini-missiles for a total
of twelve Mini-missiles
- 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:
01-30 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, missile 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 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 PPE or 10 ISP
Chameleon (6th Level) 6 PPE or 12 ISP
Impervious to Energy (6th level) 20 PPE or 40 ISP
Sensory Equipment:
- 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 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.
- Visual Magnification: Gives magnification of up to 12 times normal.
- Periscopes: Enables the crew to see over most terrain.
[Coalition TM, Iron Heart Industries TM, Northern Gun TM, Phase World TM, and Triax TM are trademarks owned by Kevin Siembieda and
Palladium Books Inc.]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 2007, Kitsune. All rights reserved.