Worldofjaymz Wiki
Register
Advertisement

Background

M1a2tusk



With manufacturing development taking longer to catch up to using the new ultra-light/ultra-dense materials, the M1A5 took a number of years to finally get built while the A4 was deployed as a temporary measure. Units began rolling out at a high pace starting in 2061, replacing the A4 completely by late 2062. Largely similar to the A4 it replaced, the A5 did see upgrades to the ammunition used in it's machine guns, as well as some further upgrades to some of it's electronics along with a increase in the size of it's main gun.

The M1A5 would remain in service until the mid 2070s, when nuclear power plants, energy weapons, and rail cannons began to be more ubiquitous, forcing a need for more capable Main Battle Tanks, at which point it was relegated to Nation Guard use.


Model Type - M1A5 Abrams
Deployed - 2061
Class - Main Battle Tank
Crew - 4
Scale - Massive


Structure By Location

Main Body - 450
Turret - 300
140mm Cannon - 150
Tracks (2 sets) - 235 ea
Track Wheels (9) - 105 ea
.50 cal MG (2) - 85
7.62mm MG (2) - 50 ea
Loaders Shield/Turret - 60
Commanders Turret - 90

Armour Level - 18
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 1d4x10+10/50 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 3d6x100/1800 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (1d4x10+11/51 to 4d4x100+199/1799 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

Ground - 96kph over the road (320m per round, combat: 21.5m per phase, cruise: 64m per phase, max: 106.5m per phase), 64kph off-road (213.5m per round, combat: 14m per phase, cruise: 42.5m per phase, max: 71m per phase)
Range - dependent on the endurance of the crew


Specifications

Height - 2.44m
Length - 9.77m
Width - 3.7m
Weight - 64.6 short tons
Cargo - Minimal survival gear and personal weapons
Power System - Solid Oxide Fuel Cell powering a heavy duty drive train
Cost - millions dollars US


Weapons

Weapon Type - 140mm smoothbore Cannon
Primary Purpose - Anti-Armour
Range - 900m/2.25/4.5km direct fire, 2.4/6/12km maximum indirect fire
Damage - 2d4x10 HE blast radius 6m, 3d4x10+20 HEAT, 2d4x10+20 A/P, 1d6x10+10 FRAG blast radius 15m
Rate Of Fire - 4 per round
Payload - 35 rounds

Weapon Type - .50 cal machine gun (2, one over the main gun one commanders turret)
Primary Purpose - Anti-Infantry
Range - 360m/900m/1.8km
Damage - 2d6+2 per round, 1d4x10 per 10 round burst
Rate Of Fire - bursts equal to gunners actions
Payload - 1000 rounds of high velocity ammunition per gun

Weapon Type - 7.62 machine gun (2, one coaxial to main gun and one on the loaders turret)
Primary Purpose - Anti-infantry
Range - 300m/750m/1.5km
Damage - 2d4 per round, 4d6 per 10 round burst
Rate Of Fire - bursts equal to gunners actions
Payload - 540 rounds of high vlocity ammunition each

Weapon Type - Optional GAU-18 .50 cal gatling gun (replaces .50 cal mg on commanders turret)
Purpose - anti-infantry/vehicle
Range - 360m/900m/1.8km
Damage - 2d6+2 per round, 1d4x10+15 per 20 round burst
Rate of Fire - bursts equal to gunners actions
Ammo - 1000 rounds of high velocity ammunition

Weapon Type - Optional Mk 47 Automatic Grenade Launcher (replaces .50 cal mg on commanders turret)
Purpose - anti-vehicle/infantry
Range - 240m/600m/1.2km
Damage - 3d6 per grenade blast radius 5m or 1d6x10 per 10 round burst, blast radius 10m, can be set for airburst anywhere along the guns path in single shot mode with a blast radius of 5m
Rate of Fire - equal to gunners actions
Ammo - 200 grenades
Bonuses - +1 strike (uses special experimental "homing" grenades)


Bonuses and penalties

Use Vehicle Combat Training


Systems of Note

Solid Oxide - Gives the unit an operational time frame of 4 weeks of constant use. Upto a year with non war time usage.

Radar - Range of 16km. Able to track up to 20 targets, display 15 targets and lock onto 6 targets at once.

Air Defense Radar - Range of 64km. Able to track up to 60 targets, display 40 targets and lock onto 10 targets at once.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to Radar or Air Defense Radar respectively.

Targeting Computer - +3 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Smart Missiles are excluded from this. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's (or other crew members) helmet. Typically tied into the units targeting computer. Holds hundreds of entries about various enemies. Range is equal to the radar system.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 5km, as small as 150cm out to 8km, and as small as 500cm out to 16km. This system also assists the other sensors in detected and identification. This is not typically a passive system and but be directed at specific targets.

FLIR - Advanced forward looking infra-red system for night operations. Range - 20km

Motion detector/Collision Warning System - Range 75m

Standard instrumentation - Speedometer, altimeter, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Radio Communications - long-range direction communication systems out to a range of 1600km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 96km. Both radios have full encryption capabilities.

Satellite Uplink capability - This allows the craft to communicate over vast distances by connecting to and communicating through the various satellites in orbit. (This capability is all but lost to the "nations" or Rifts Earth though the use of relatively high altitude drones can be used as a sort of replacement for this system)

Complete Environmental Pilot and Crew Compartment - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed and can recirculate breathable air for up to 36 hours if necessary, computer controlled independent oxygen supply and purge system that has upto 12 hours of breathable air that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 350 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded up to 300 rads, and polarized and light sensitive/adjusting tinted viewport.

Commander's Turret and Loader's Turret are remote operated from the interior of the Tank

External Direct Line Communications - Essentially a hardline "phone", mounted externally on the tank, allows those outside the tank to communicate with the crew inside the tank without need of wireless comms, in order to avoid possible jamming or other interruptions of information sharing.


References Used

Wikipedia
Reference Books
RPG Books

Prerifts Combat Vehicles - https://worldofjaymz.fandom.com/wiki/Prerifts_combat_vehicles
Pre-Rifts - https://worldofjaymz.fandom.com/wiki/Category:Pre-Rifts_(Rhodium)
Rhodium RPG system - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

Advertisement