Leopard III Heavy Tank:
With the new century well over three decades old, and a new Cold War
starting to get uglier every year, it had become clear to the Military
of the European Union that their tank armies were now vastly outclassed
by the tank brigades of the SSSR. The first glimmers of this had been seen
in 2012, when the SSSR fought a quick and devastating war with the Ukraine,
and utterly crushed the fledgling republic's forces with massive waves
of tanks. Still, intelligence reports had shown that almost all of these
tanks had been T-80 and T-90 types, tanks that had been designed in the
late twentieth century. The EU forces fielded tanks of similar age, and
greater sophistication.
But in the intervening years, all this changed. While the SSSR continued
to field their magnificent T-212 in ever greater numbers, the EU forces
still relied on the Challenger II and the Leopard II Mk 5, numbers of which
had been severely cut due to the so-called "Peace Dividend". This could
not go on.
The golden age of science might still be in full swing, but the relatively
restful age of peace was drawing to an end as the soviets once again began
to look outward, and tank armies once again began to amass in Russia. Although
the Leopard and Challenger IIs would hold their own against the T-80 and
T-90 types, a new tank was needed to counter the T-212.
Instead of creating a entirely new tank, designers looked towards the
Leopard 2. There was still room for improvement and additions to the frame,
and additions were certainly needed. In a similar fashion, the Americans
where created an upgraded version of their Abrams main battle tank. The
tanks armor was upgraded by replacing the standard spaced steel and ceramics
armor with British "Dorchester" type armor, a steel enclosed laminate of
depleted uranium, ceramics and polymers which gave outstanding protection
against explosive and kinetic energy weapons.
Sensors were not overlooked, and the Leo received the latest in infra
red sensors, passive night vision equipment, and a mono-pulse millimeter
radar. In addition to this there was a extensive ECM load-out, with both
passive and active countermeasures.
But the most obvious addition to the tank was its new main gun, a huge
140 mm smoothbore cannon which was actually quite old, having first been
tested in the closing days of the 20th century. Even then this weapon had
been capable of firing a APFSDS dart with a penetration of a meter of solid
steel at a range of a kilometer. In the intervening years ammunition technology
had seen considerable improvements....
A auto-loader was mounted in the turret, with the ammunition stored
horizontally in the turret bustle, and more rounds to the left of the smoothbore.
The auto-loader selected and slid the rounds into the breech of the gun,
removing the need for a fourth crew member. The entire auto loader and
ammunition store were separated from the crew compartment (both commander
and gunner were located to the right of the cannon) by a large armor plate,
which meant that even after an enemy hit ignited the ammunition, the crew
had a good chance of survival.
The initial secondary weapons were two liquid propellant weapons with
one mounted coaxial to the 140 mm smoothbore, and the other on the turret
roof, capable of being fired by hand, or from within the turret by remote
control. In later models, this was replaced with medium rail guns. Both
weapons were considered very effective and many models armed with the liquid
propellant weapons remained in service.
All this came at a price though, with the tank being nearly ten tons
heavier than it had been before. This had been recognized in the planning
stages though, and both the engine, the drive train, and the suspension
were upgraded. Like the American Abrams tank, the engine of the Leopard
III was a fuel cell system. The system gave better range, fuel could be
derived from water, did not pollute, and had a much smaller heat signature
than the old diesel of the Leopard II. The tracks were also widened, to
retain a normal ground pressure. In order to protect them, the side armor
was sloped outwards at a shallow angle, giving somewhat improved protection
as a added bonus. All in all it was a virtually new tank, and ultimately
it was given the "III" designation to reflect this. Later models replaced
the Gas Turbine engine with a nuclear turbine, giving the tank nearly unlimited
range.
The military liked the new tank. Liked it a LOT. Here was a tank which
could take on anything the Soviets could throw at it, and come out on top.
The Soviet tank soldiers were markedly less pleased. For years their T-95
had appeared to be the most powerful tank on the battlefield, but the scales
had swung the other way, and once again they would have to rely on numbers
to overwhelm the enemy...
Although the EU generals and troops loved the new tank, the politicians
were less pleased. Even though it was clear that a tank was needed, did
it have to be *this* expensive? As a result the Leopard III was only acquired
in small batches at any one time, and it was a common military complaint
that there were never enough Leo IIIs. Fortunately there was never a real
clash between the EU and the SSSR, although there are unsubstantiated reports
of clashes between Leo IIIs and T-95`s in Poland, during the winter of
2063.
Although the Leopard III would ultimately be replaced by other tanks,
it was a mighty piece of machinery, and there were still hundreds of them
in army depots around Europe when the Rifts finally came. Every now and
then a new cache is found, and although the NGR and Triax show little interest
in them there are several small companies specialized in refurbishing and
maintaining Leopard III tanks, and making the ammunition for its 140 mm
cannon. There are even conversion kits out there that replace the 140 mm
cannon on the fusion powered version of the tank with a tri-barrel laser
similar to the one fitted onto later versions of the Panther, but for some
reason they are not very popular. Apparently the mercenaries and adventurers
who are the main users of the tank in Rifts time like the smoothbore, calling
it simple, dependable, and making "A sufficiently loud bang, both when
firing and when hitting the target...". This is especially so in units
who often face magic users, and really like the extended range of the smoothbore.
Hitting targets from more than six miles away means that even with the
flash of the cannon, there is a reasonable chance you won`t get spotted.
Model Type: Kampfpanzer Leopard III
Vehicle Type: Heavy Tank
Crew: Three (Driver, Gunner, and Commander).
M.D.C. by Location:
| [1] Tractor Treads (2): | 120 each |
| [2] Turret: | 350 |
| 140 mm smooth-bore gun: | 110 |
| Tri-barrel Laser (Optional): | 90 |
| 8 mm Liquid Propellant Gatling Gun (Turret Mounted): | 25 |
| 8 mm Liquid Propellant Gatling Gun (Co-Axial): | 20 |
| 8 mm turret mounted Railgun: | 40 |
| 8 mm Co-axial Railgun: | 30 |
| Firefly Chaff Launchers (2): | 25 each |
| [2] Reinforced Crew Compartment: | 150 |
| [3] Main Body: | 650 |
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] The turret IS manned by the crew, notably the commander and the
gunner. Destroying it knocks out the weapons, although a ammunition fire/explosion
will blow out of the top of the turret, since it is designed with blow-out
panels. Since the commander and the gunner are separated from both ammo
and cannon they are not endangered until the reinforced crew compartment
is also destroyed. without otherwise damaging the vehicle. This makes the
tank very survivable, and it can retreat and have a new weapon's turret
fitted relatively quickly.
[3] If all the M.D.C. of the main body is depleted, the vehicle is
completely shut down and is unsalvageable.
Special: As the tank's armor is constructed out of "Dorchester"
armor, all damage done by Explosives and Kinetic energy weapons is reduced
by 25%. Directed energy weapons and plasma weapons inflict full damage.
Speed:
Ground: 55.9 mph (90 kph) maximum road speed; 43.5 mph (70 kph)
off-road. 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: Fuel Cell Models: 621.4 miles (1000 km)
Nuclear Models: Effectively Unlimited (5 years.)
Statistical Data:
Height: 9.3 feet (2.79 meters) to top of commander's cupola.
Width: 13.3 feet (4 meters)
Length: 25.6 feet (7.69 meters) not including gun barrel
Weight: 79 tons (72 metric tons).
Power Source: Fuel Cell System or Nuclear fusion turbine
(Must be refueled every five years, otherwise effectively unlimited)
Cargo Capacity: Minimal, enough for equipment with crew
Black Market Cost: Fuel Cell Models: 2,800,000 Credits
to built. Nuclear: 8,500,000 Credits to build. Each model usually
double to triple that to buy one today. If fitted, any extra weapons systems
will add to the cost of the tank; Leopard IIIs are usually found very heavily
modified, though the main cannon is seldom replaced.
Weapon Systems:
- Main Gun:
The Leopard III enjoys a +3 to strike for the main
gun using the laser targeting sights and radar, and because of its gyrostabilisation
the gun can be fired without penalties "on the move". The cannon can angle
from -5 degrees to +15 degrees up, and the turret can rotate through 360
degrees.
- 140 mm Smooth Bore Cannon:
Mounted in the tank's turret and
fully automated, this was a rather old (and refined) weapon capable of
knocking out any tank then in service. It fires a variety of ammunition
with combustible cases, meaning there is no need to eject spent casings.
Maximum Effective Range: Direct fire range is 8202 feet (2,500
meters) for HEAT or Plasma, but 14763.7 feet (4,500 meters) for APFSDS.
Indirect fire for all rounds is 36089.2 feet (6.8 miles / 11,000 meters).
Mega-Damage: (HEAT): 3D4x10, blast radius of 10 ft. (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 ft. Fragmentation: 6D6, blast radius of 40 feet.
Rate of Fire: Three times per melee.
Payload: 34 gun rounds. Normally 10 HEAT, 16 APFSDS, and 8 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.
Of these rounds 30 are stored horizontally stacked in the large turret
bustle and on the left side of the gun, and are ready to feed into the
autoloader. In essence, the bustle is part of the autoloader assembly.
The last 12 shells are stored in the tanks main body, and must be manually
loaded into the autoloader by the commander or gunner, at a rate of two
shells per rounds.
Bonuses: +2 to strike at all times with cannon shells from the
laser sight and fire control computer, including when on the move. For
indirect long-range fire has a +1 to strike, but only when standing still.
- Tri-barrel Pulse Laser cannon:
This weapon is sometimes substituted
for the 140 mm smoothbore. Essentially it is the same weapon and powerpack
as fitted into later versions of the Panther MBT. The fusion powerpack
is located entirely inside of the turret, taking up the space of the old
ammunition storage. The laser has less range and power than the smoothbore,
but is not dependant on ammunition. It is also markedly shorter than the
smoothbore, making for easier turret traverse.
Note that this weapon was never fitted in pre-Rifts times, and is only
available as a conversion option in the NGR.
Maximum Effective Range: 10,000 feet (3000 meters)
Mega-Damage: 1D4x10 per barrel, usually fires bursts of 3 pulses
for 3D4x10.
Rate of Fire: Three bursts per melee.
Payload: Unlimited
Bonuses: +2 to strike at all times with cannon shells and tri-barrel
laser from the laser sight and fire control computer, including when on
the move. Cannot be used for indirect fire.
- Top Mounted Weapon System:
The tank has a mount directly
above the main turret. This mount has a 360 degree swiveling fire-arc and
is capable of tracking aerial targets even directly overhead the Leopard.
It can be fired manually, or from within the turret with computer guidance.
As such, it is a somewhat crude but efficient CIWS for use against missiles
and aircraft as well as ground personnel.
- Heckler & Koch LPM-8-B Liquid Propellant Machine-gun:
This weapon was designed when it was clear that the older 7.62 mm machine-gun
design would be inadequate. In later models, this was replaced by a rail
gun but many older models still retained this weapon. The weapon can fire
all types of burst available to machine guns except extended bursts. The
weapon uses a special liquid propellant which delivers about four times
the force of nitro-cellulose propellant and the weapon fires an 8 mm round.
Maximum Effective Range: 3,000 feet (914 meters)
Mega-Damage:
Single Shot (Costs 1 attack): 1D6
Ten Round Burst on One Target (Costs 1 attack): 5D6
Ten Round Burst on 1D4 Target (Costs 1 attack): 1D6
Thirty Round Burst on One Target (Costs 1 attack): 1D6x10
Thirty Round Burst on 1D8 Target (Costs 1 attack): 2D6
Rate of Fire: Equal to combined hand to hand attacks of gunner.
Payload: 800 rounds
- Heckler & Koch RLG-8G millimeter Rail-Gun:
Replaces the
liquid propellant machine-gun in later models. Rail gun does not need to
carry any propellant giving a higher ammunition capacity and has a longer
range than the previous liquid propellant weapon.
Maximum Effective Range: 4,920 feet (1,500 meters)
Mega Damage: Single shot does 2D4 and 20 round burst does 1D6x10
Rate of Fire: Equal to combined hand to hand attacks of gunner;
usually the commander.
Payload: 1200 rounds (60 bursts).
- Coaxial Mounted Weapon:
Mounted beside the main gun and fires
in the same direction as the main gun. This limits it to the same firing
arcs as the smoothbore, but since it uses the same targeting systems as
the main cannon and is mounted very stable it is more accurate than its
counterpart on top of the turret. +2 to strike due to better fire control.
- Heckler & Koch LPM-8-B Liquid Propellant Machine-gun:
This weapon was designed when it was clear that the older 7.62 mm machine-gun
design would be inadequate. In later models, this was replaced by a rail
gun but many older models still retained this weapon. The weapon can fire
all types of burst available to machine guns except extended bursts. The
weapon uses a special liquid propellant which delivers about four times
the force of nitro-cellulose propellant and the weapon fires an 8 mm round.
Maximum Effective Range: 3,000 feet (914 meters)
Mega-Damage:
Single Shot (Costs 1 attack): 1D6
Ten Round Burst on One Target (Costs 1 attack): 5D6
Ten Round Burst on 1D4 Target (Costs 1 attack): 1D6
Thirty Round Burst on One Target (Costs 1 attack): 1D6x10
Thirty Round Burst on 1D8 Target (Costs 1 attack): 2D6
Rate of Fire: Equal to combined hand to hand attacks of gunner.
Payload: 1200 rounds
- Heckler & Koch RLG-8G millimeter Rail-Gun:
Replaces the
liquid propellant machine-gun in later models. Rail gun does not need to
carry any propellant giving a higher ammunition capacity and has a longer
range than the previous liquid propellant weapon.
Maximum Effective Range: 4,920 feet (1,500 meters)
Mega Damage: Single shot does 2D4 and 20 round burst does 1D6x10
Rate of Fire: Equal to combined hand to hand attacks of gunner;
usually the commander.
Payload: 1600 rounds (80 bursts).
- Firefly Chaff Launcher (2):
Located on the sides of the turret
they are designed to confuse incoming missiles. The launchers do this by
launching both flares and active radar decoys. Chaff isn`t actually in
use any more, but the name sticks around. The decoys and the flare rockets
float down by parachute; Effects last for one minute (4 Melee rounds.)
Rifts Earth decoys systems are assumed to not operate on Phase World
missiles due to technological difference. Reduce effects by 20% against
smart missiles (Add +20% to rolls for smart missiles.)
Range: Around tank only; Rough distance of 80 ft (24 m) around
tank.
Mega Damage: None
01-35 Missile or Missile volley detonates in chaff.
36-60 Missile or Missile volley loses track of target, may lock onto
another target.
61-00 No Effect; Missile Still on target.
Payload: 18 each for a total of 36. 36 reloads are carried,
reloading takes five melees. IF you want to get out of the tank to do so.
Sensors:
- Signaal Cougar Combination Air/Ground Millimetre Radar: Range of
8 miles (12.8 km); Capable of tracking up to 10 targets simultaneously,
this radar serves to guide the 8 mm railgun in engaging aircraft (+2 to
targeting aircraft and missiles with the railgun), and providing early
warning of incoming aircraft and missile attacks; The radar can be programmed
to shut off immediately if it detects an aircraft firing a missile, incase
the missile is a radar-homing HARM type. The radar suffers from slightly
reduced performance against ground targets (-20% to sensor rolls).
- Fully stabilized gun sight: A computer aided gunsight with up to
x100 magnification and integral laser rangefinder. +3 to strike in direct
fire under all conditions, and +3 to strike in indirect fire when standing
still.
- Datalink transmitters: A powerful battlefield management communications
system. Allows the tank to use targeting data from scout vehicles for firing
the Anti-Tank missiles or Sabot rounds, and to provide targeting data to
other vehicles. Bonus varies on the quality of the data being provided,
but all data would allow the tank to fire over obstacles if the scout vehicle
is in the right position. The normal effective battlefield range is 10
miles (16 km).
- Signaal Sabre ESM/ECM system: Combines ESM and ECM into one powerful
system. The system can detect another radar system at 125% of the range
of the transmitting radar. When jamming it causes -25% to detection but
when it is active, other vehicles/ bases can detect that it is jamming,
and some missiles will home in on jamming signals. Jamming also causes
a -3 penalty to all radar guided weapons.
- Thermo-Imager: range of 2 miles (3.2 km). Finds the infra-red radiations
of things that are warm. Also enables pilot to see in smoke, shadows and
darkness.
- Two Periscopes: Have up to x100 magnification for commander and
driver to view out of while maneuvering the vehicle.
- 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 (but not burned out, compensates within a single
round) by sudden bright lights but does not physically blind the user.
- Laser Targeting/Rangefinder System 41,333 feet (12,400 meters).
Special Notes:
- Tank is fully NBC (Nuclear, Biological, Chemical) protected, and all equipment
is hardened against EMP (Electromagnetic Pulse).
[NGR, New Sovietskiy, and TRIAX are trademarks
owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Mischa (E-Mail Mischa ).
Revised by Kitsune (E-Mail Kitsune).
Copyright © 2002, Mischa Campen & Kitsune. All rights reserved.