Techno Wizard SU-100 Tank Destroyer:


The SU-100 Tank Destroyer was a late World War II Soviet Tank Destroyer design based on the well tried T-34 tank. Did not have a rotating turret but instead had a casemate mount for its 100 mm main gun. It was not produced in anything like the numbers of the T-34 but still saw widespread use in the last year of the war. After the war, it saw widespread use in various nations, many of which were Soviet allies, after the war. In the militaries of Vietnam and North Korea, the tank destroyer into the Twenty-First Century. Some also remained forgotten in Russian Army holding facilities.


Over the intervening decades and the changes of the leadership, these tank destroyers were forgotten. The clouds of war came over the Earth and magical energies were unleashed which completely changed the world. Somehow these forgotten vehicles were left unscathed. They may have been passed over many times as being useless but a group of Russian techno-wizards decided differently. They decided that they would take the old tank destroyers and refit them for service. Magic could be used so that they could withstand damage in the world after the coming of the Rifts and various other modifications could make them capable in battle. The same type of rebuilds were done with both recovered old T-34 and T-55 tanks. In some cases, the SU-100 operate alongside the T-34 tanks to giver greater firepower to the tanks. Compared to the T-55, the SU-100 is far cheaper, comparable to the upgraded techno-wizard T-34.


These techno-wizards, unlike many of their North American counterparts, preferred the idea of refitted the old armored designs instead of building new designs using the original designs as inspiration. The American Sherman and Hellcat designs both are more or less modern tank designs. As well, German Techno-Wizards built the Panther and King Tiger designs as all new designs inspired by the original designs. While the American and German tanks use modern alloys and composites for their armor, the refitted old Soviet tank destroyers instead use a number of enchantments to make the metal nearly as strong as the modern armors. Still, replacing it with modern materials would likely result in a weaker, not stronger, tank destroyer. It is slightly tougher than the refitted T-34 tanks are. To give additional protection, most of these tank destroyers are fitted with an “Armor of Ithan” force field.


The SU-100 mounted the D-10S 100 mm rifled gun which was later mounted on the T-55 tank. As a result, the refit was relatively simple with replacing the original main gun with the same 100 mm cannon that replaces it in the techno-wizard designs. This same weapon was mounted on a number of New Soviet armored vehicle designs so was readily available. The payload is more limited than with the T-55, with only about forty-five rounds carried. Instead of normal ammunition types, missiles can be carried instead although one missile takes the place of two conventional rounds. As with the Techno-Wizard T-55, the tank destroyer does not have an auto loader which limits the rate of fire. Elevation remains limited with the ability to elevate up to twenty degrees and can traverse from side to side by ten degrees. With the fact that the vehicle has to move to effectively traverse the gun, it is not effective at engaging fast moving targets.


Originally, the SU-100 lacked secondary weapon systems. In the position of the commander, the is a pintle mount which can mount either a heavy techno-wizard machine gun or an automatic grenade launcher. The grenade launcher does far more damage while the machine gun has effectively an unlimited payload. Effectively, it only has to be recharged once a month. Otherwise, the design has the ability to mount an external mini-missile launcher / rack. With a total of forty-eight mini-missiles, the launcher is mounted where originally external fuel tanks were mounted. If the launcher is empty or damaged, it is designed to be ejected. If not damage, it can be reloaded and there is no turret which has its movement impeded by the launcher so usually retained unless damaged.


It was decided to simply replace the original diesel engine with a magical electrical engine. The engine is basically the exact same design as is carried in the techno-wizard T-34 design. In the refit, the tank destroy has a much improved transmission compared to the original SU-100. Being that the weights are similar, the engine and transmission gives a top speed of just over fifty kilometers per hour, virtually identical to the upgraded T-34. The big advantage that the techno-wizard SU-100 has compared to the original SU-100 is that range is one thousand miles between needing to be recharged. Compare this to an original range of only around two hundred miles. In addition, recharging is extremely simple, cast “Lightning Bolt” into the engine and you are ready to travel another thousand miles.


Other modifications include the addition of better optics for fire control including a modern fire control computer. A modern communication suite replaces the original radios, where they were even mounted, in the techno-wizard upgraded tank destroyers. A number of enchantments are also added to these vehicles. These include “See the Invisible” placed on the optics as well as the enchantments of “Impervious to Energy”, “Breath Without Air,” and “Chameleon” The last three enchantments require magical energies from the tank destroyer’s crew. There is unfortunately no techno-wizard battery to power the weaponry. Standard crew for the tank destroyer remains four.


Model Type: SU-100 Techno-Wizard Tank Destroyer

Vehicle Type: Magical Tank Destroyer

Crew: 4 (Driver, Commander, Gunner, and Loader)


M.D.C. by Location:

 

[1] Tractor Treads (2):

40 each

 

Weapons Casemate

150

 

100 mm Electro-Thermal Cannon (Casemate):

100

 

[2] Commander Telekinetic Machine-Gun (Loader Position):

60

 

[2] Commander Automatic Grenade Launcher (Loader Position):

40

 

[3] Ejectable Mini-Missile Launcher (Behind Casemate)

80

 

[4] Magical “Armor of Ithan” Force Field (3 times per day):

100

 

[5] Main Body:

280


Notes:

[1] Depleting the M.D.C. of a tread will immobilize the tank destroyer 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.

[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] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 10 minutes (40 melee rounds.)

[5] 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 34.1 mph (55 kph) on roads and 21.8 mph (35 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:  7.38 feet (2.25 meters).

Width:   9.84 feet (3.00 meters).

Length:  Main Body: 19.42 feet (5.92 meters) and With Main Gun: 31.33 feet (9.55 meters).

Weight: 32.5 tons (29.5 metric tons)

Power Source: Techno-Wizard Electrical Engine Conversion - Replaces original Kharkiv model V-2 diesel engine (Powered by “Call Lightning” spell)

Cargo Capacity: Minimal storage space in pilot’s compartment; about three feet (0.9 meter) 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: 8.8 million credits.


Weapon Systems:

  1. One (1) 100-mm Electro Thermal Cannon: Mounted in the tank destroyer’s casemate in place of the original D-10S 100 mm cannon and is quite a bit more powerful. Cannon has a special recoil system to reduce felt recoil but has no 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. It is not mounted in a turret but instead in a casemate, allowing a twenty degree elevation, three degree declination, and traverse side to side by ten degrees. The cannon is controlled by a gunner inside the casemate compartment. The cannon could also be used to launch Short Range Missiles, of which 8 were normally carried.

    Maximum Effective Range: 8,202 feet (2,500 meters) for direct fire, and 24,606 feet (7,500 meters) for indirect fire. Range for short range missiles varies by missile type (See revised bomb and missile tables for details.)

    Mega Damage: A single round inflicts 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). Mega-Damage for missiles is as per short missile type; almost always Armor Piercing (See revised bomb and missile tables for details.)

    Rate of Fire: Maximum of three (3) per melee round.

    Payload: 45 rounds maximum (Each short range missile takes the space of two rounds) - Normal payload is 20 Anti-Tank Rounds and 18 other rounds (In addition to 6 short range missiles) Techno-wizard battery contains enough charges for 50 shots before needing to recharge. Recharging requires the casting of “Call Lightning” and costs 15 P.P.E.

    Bonuses: 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 tank destroyer is moving.

  2. One (1) Top Weapon Mount: The tank destroyer has a spindle to mount a weapon on the top of the casemate which is normally controlled by the commander of the vehicle. The weapon is designed for use against troops assaulting the tank and against aircraft. The grenade launcher is the favorite replacement weapon by many vehicle crews due to greater firepower.

    1. One (1) Heavy Telekinetic Machine-Gun: More powerful version of the standard telekinetic machine gun. 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: 12D6 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.

    2. ATR-50 Automatic Grenade Launcher: Weapon is very similar to the WI-GL21 Automatic Grenade Launcher produced by Wellington Industries and the American Automatic Grenade Launcher operated around the same time but uses a larger grenade and is heavier in design. Weapon was used in vehicles as well as being used in tripod mounts and used by power armors. Weapon can fire single shot or bursts of ten rounds and can inflict heavy damage when burst fired. Unlike the American design, the Soviet automatic grenade launcher only used belts. The tank normally mounted two belts together to increase number of rounds to 400 rounds.

      Maximum Effective Range: 3,000 feet (914 meters).

      Mega-Damage: 3D6 for Fragmentation with a blast area of 12 ft and 5D6 for Armor Piercing with a blast area of 3 ft, burst of 10 rounds does 2D4x10 for Fragmentation with a blast area of 40 ft and 2D6x10 for Armor Piercing with a blast area of 8 ft. Other special rounds are available.

      Rate of Fire: Equal to combined hand to hand attacks of gunner (commander) - Single Shot or Ten round bursts.

      Payload: 400 Round Double Belt.

  3. One (1) Disposable Mini Missile Launcher: Mounted on the hull of the tank destroyer behind the casemate. The launcher has 3 sets of 16 tubes on launcher. 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: One at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) mini-missiles.

    Payload: Launcher carries a total of forty-eight (48) Mini-missiles.

  4. Techno-Wizard Modifications: The techno-wizard SU-100 has the following Techno-Wizard Modifications built into the Tank Destroyer. These require P.P.E. or I.S.P. from the pilot.

    Special Features:

      Breath without Air (5th Level) - 5 P.P.E. or 10 I.S.P.

      Chameleon (5th Level) - 6 P.P.E. or 12 I.S.P.

      Impervious to Energy (5th Level) - 20 P.P.E. or 40 I.S.P.

Sensory Equipment:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



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