M1C2 Super Abrams Main Battle Tank
By: Linwood Foster
The M1C2 represented a massive investment by the U.S. Army to upgrade its huge stockpiles of M1A2 and later model Abrams tanks to Golden Age-era technology. Despite their use of the new technologies, the Super Abrams were still easily outmatched by vehicles and power armor initially designed with the new technologies in mind. The Super Abrams was retired in favor of new tanks designed with the new technologies. At the time of the coming of the Rifts, there were large numbers of M1C2 Super Abrams Main Battle Tanks in storage in various reserve armories in the territorial areas of the former United States and her allies. These armories were all but forgotten, but a large number of M1C2 Abrams survived the destruction of most the cities because they were in remote areas. The Neo Amish found their Super Abrams tanks in two U.S. Navy cargo vessels that had been washed inland by tsunamis caused by the Apocalypse. The cargo vessels were returning a large stockpile of Army equipment to the United States from foreign armories when they were hit by the tsunamis.
While the M1C2 does not have the sensor capabilities of most tanks built on
Rifts Earth, the tank does have Infrared to see in smoke, Light Amplification
Gear to see at night, and has a fire control computer that helps target the main
cannon while the tank is moving. The tank is also environmentally sealed.
Model Type: M1C2
Vehicle Type: Main Battle Tank
Crew: Four (Driver, 2 Gunners, and Commander).
M.D.C. by Location:
|
[1] Tractor Treads (2): |
80 each |
|
Weapon Turret: |
175 |
|
120mm Rheinmetall Smooth-bore Gun: |
100 |
|
Railgun Blisters (2): |
50 each |
|
[2] Sensor Pods (2): |
50 each |
|
Smoke Dispensers (2): |
10 each |
|
[3] Reactive Armor Blocks (30): |
10 each |
|
[4] Main Body: |
300 |
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] Destroying both sensor pods will disable the infrared, light amplification, and laser targeting systems of the tank. The crew will have to rely on armored gunsights to visually acquire and fire on targets and to pilot the tank.
[3] The Reactive Armor Blocks protect the tank from incoming missiles, tank shells, and large-bore railgun slugs by detecting the incoming projectiles and attempting to destroy them before they hit the tank itself. When an incoming projectile impacts on a RA Block, within nanoseconds the RA Block detonates and expels a jet of plasma at the incoming round, hopefully destroying it. RA Blocks can be destroyed by machineguns and small-bore railguns without their detonating.
[4] If all the M.D.C. of the main body is depleted, the vehicle is completely shut down and is unsalvageable.
Speed:
Ground: Cruising speed on land is 65 mph (104 kph) on roads and 60 mph ( 96.6 kph) off road maximum.
Maximum Range: Unlimited.
Statistical Data:
Height: 9.5 feet (2.9 meters)
Width: 10 feet 6 inches (3.2 meters)
Length: Main Body: 26 feet (7.9 meters) and With Gun Forward: 32.2 feet (9.8 meters).
Weight: 63 tons (57.2 metric tons)
Power Source: Fusion Reactor, 35 years active use life.
Cargo Capacity: Minimal, enough for equipment with crew
Black Market Cost: 60 million Pre-Rifts Credits.
Weapon Systems
- 120mm Rheinmetall smooth-bore gun:
Very similar to the Iron Fist's main cannon. It can fire a variety of loads, including high-explosive (HE), high-explosive anti-tank (HEAT), armor-piercing explosive (AP), and armor-piercing sabot-discarding solids (APSD). The turret can rotate 360 degrees and the gun can elevate 55 degrees. Fired by the main gunner.
Mega-Damage: (HE): 1D6x10 with a blast radius of 20 ft. (HEAT): 2D6x10, blast radius of 10 ft. (AP): 1D4x10. (APSD): 2D6x10.
Rate of Fire: A Maximum of 3 attacks per melee.
Effective Range: 12,000 feet (1828 m).
Payload: 40 rounds.
Bonuses: Has a special fire control computer that helps to aim the cannon. Gives +2 to strike with cannon and vehicle does not have minuses to fire when tank is moving.
- Railgun Blisters (2):
Both are mounted on the upper surface of the main body of the tank on either side of the main turret. They can be controlled by the gunner or the tank commander. The blisters can cover 270 degrees on either side of the tank, with an elevation of 90 degrees and a depression of 45 degrees.
Mega Damage: One round does 1D4 MD. Twenty round bursts do 1D4x10 MD.
Rate of Fire: Equal to combined hand to hand attacks of gunner.
Effective Range: 4,000 feet (609.6 m).
Payload: Carries 4,000 rounds for each railgun blister.
- Smoke Dispensers (2):
Mounted on either side of the tank and launches smoke grenades.
Effect: Creates a cloud of smoke 40 ft (12 m) in diameter.
Rate of Fire: Two per melee.
Range: 1,200 feet (365 m).
Payload: Carries 24 smoke grenades per launcher.
- Reactive Armor Blocks (30):
Reactive Armor Blocks protect the tank from incoming missiles, tank shells, and large-bore railgun slugs by detecting the incoming projectiles and attempting to destroy them before they hit the tank itself. When an incoming projectile impacts on a RA Block, within nanoseconds the RA Block detonates and expels a jet of plasma at the incoming round, hopefully destroying it. A successful Strike roll of 12 or above is needed to hit the incoming projectile. RA Blocks inflict 5D6 MD to incoming projectiles; instantly destroying railgun slugs and tank shells, and potentially destroying incoming missiles. A destroyed projectile inflicts no damage, but a missed or damage projectile inflicts normal damage to the unprotected hull. Each RA Block covers roughly a 2 foot x 2 foot square. Once a RA Block detonates, its unprotected area can be hit by a called shot (-3 to Strike). Unused RA Blocks can provide additional armor protection in their area, up to their maximum MDC. RA Blocks that take nonprojectile damage more than their MDC do not detonate, but are disabled against additional incoming attacks.
Sensory Equipment
- Radio/ Video Communications: Long range, directional, has a range
of 500 miles with short range directional radio of 5 miles.
- Laser Targeting System: Range is 2 miles and gives +1 to strike
with targets further than 500 feet from the tank.
- Combat Computer/Targeting Computer: Assists in the tracking of
targets for the main gun.
- Radar: 50 miles, can identify 96 targets and track 48 as low as 500
ft. Same as robot's Maxi-Radar.
- Full Life Support: Protects pilots and tank from heat and radiation
and gives a breathable atmosphere inside the Tank.
- Spotlight: Range: 600 feet (182.9 meters)
- Thermo-Imager: Range: 1 mile. Finds the infrared
radiations of things that are warm. Also enables pilot to see in smoke,
shadows and darkness.
- Nightvision Optics: Range: 1 mile. 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.
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