Stormer Battle Tank

Created by Kirk Smith (put his name in the subject when sending mail).
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This was the last main battle tank produced by the U.S. military, and is a match for any tank and many robot vehicles produced today. It is heavily armored and mounts two devastating main guns and several other weapon systems. It was made pretty much obsolete by the Glitter Boytm power armor, but was occasionally used as a support weapon. Many were dismantled and recycled but some were stored at various military bases should the need for them arise. Today only around a dozen are known to exist, most in the hands of the Kingdom of Riley, but it is suspected many survived the rifts in their nuclear hardened underground bunkers.


Shwartzkopf M-18A1 "Stormer"

Class: Main Battle Tank
Crew: 4
M.D.C.tm by Location:
*Main Body - 600
Turret - 250
Combined main guns - 150
Heavy missle launchers (2) -100
Mini-missle launchers (2) - 40
Turret mounted twin laser - 75
Front mounted twin laser - 75
Treads (2) - 250
Optional Reactive Armor - 200 M.D.C.tm, and covers the main body, turret, and treads. The reactive armor blocks explosives on impact with a projectile or particle beam. Takes half damage from railguns, missles, grenades, and any other slug throwers. The accelerated particles from particle beam weapons also set the armor off, reducing damage by half.

* Depleting the M.D.C.tm of the main body renders the vehicle inoperative and in need of extensive repairs.

Speed:

80 mph normally, or 50 mph with reactive armor skirting. The "Stormer" tank is not amphibious, but can ford rivers at a mere 15mph.

Statistical Data:

Height: 17 ft
Width: 15 ft
Length: 33 ft
Weight: 26 tons fully loaded, 30 tons with reactive armor.
Cargo: Minimal storage space, enough room for the crews equipment and weapons.
Power System: Nuclear, average life of 15 years.
Black Market Cost: 40-50 million credits.

Sensors and Optics:

Radar: Range of 10 miles and can track up to 24 targets.
Nightvision and Infrared Capabilities: Range of 6000ft.
Combat Computer and Laser Targeting Systems: Adds +2 to strike.

Weapon Systems:

Hyper-Velocity 200mm Main Gun:
Primary Purpose: Anti-armor/Anti-personnel
Secondary Purpose: Artillery support
Mega-Damagetm:
Heavy explosive - 2d6x10, blast radius 50ft
HEAT/anti-tank - 3d6x10, blast radius 12ft
Armor piercing - 2d6x10, no blast radius
Rate of Fire: 2 per melee
Effective Range: 6000ft (1830m) for direct fire or 5 miles (8km) indirect fire ( -4 to strike targets beyond 6000ft).
Payload: 60 rounds, any combination.
High-Intensity Laser Cannon:
Primary Purpose: Anti-armor/Anti-personnel
Secondary Purpose: Artillery support
Mega-Damagetm: 2d6x10+20 Rate of Fire: twice per melee
Effective Range: 7000ft
Payload: Effectively Unlimited
Medium Range Missle Launcher:
Primary Purpose: Anti-aircraft/Anti-armor
Secondary Purpose: Defense
Mega-Damagetm: Varies with missle type
Rate of Fire: 1,2,4, or 6
Effective Range: Varies with missle type
Payload: 6
Mini-Missle Launchers:
Primary Purpose: Anti-personnel
Secondary Purpose: Defense
Mega-Damagetm: Varies with missle type
Rate of Fire: 1,2,4, or 8
Effective Range: About 1 mile (1.6km)
Payload: 32 total, 16 per launcher
Top Mounted Anti-Aircraft Laser:
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Mega-Damagetm: 1d4x10 Rate of Fire: Equal to gunner's hand to hand attacks
Effective Range: 4000ft (1220m)
Payload: Effectively Unlimited
Forward Mounted Laser Turret:
Primary Purpose: Anti-personnel/Assault
Secondary Purpose: Defense
Mega-Damagetm: 1d4x10 Rate of Fire: Equal to gunner's hand to hand attacks
Effective Range: 4000ft (1220m)
Payload: Effectively Unlimited

Special Systems

Has all the standard systems found in most robot vehicles, plus a mine detector with 80% efficiency (see RiftsR Mercenaries).