MT-10 Mammoth:
When Iron Armory found the plans for United States tanks, they found
designs for a super heavy tank that they thought was American but actually
was from the German World War Two Maus super tank. After a large amount
of redesigning, they came out with the tank that they call the Mammoth.
It is armed with a 120 mm high velocity rail gun as the tanks main weapon,
a long range ion cannon under the main cannon, two automatic grenade launchers,
two automatic laser cannons, and four variable launchers. The vehicle also
has a smoke generator. Because of the power needs of the vehicle, it is
only available with a fusion reactor as its power supply. The vehicle also
has a periscope that allows the vehicle to look up to 25 feet (7.6 m) up
to look over obstacles without becoming visible. This tank is selling relatively
well, however, it is not selling as well as their other tank designs because
of the tanks very high cost.
Model Type: IA MT-103
Vehicle Type: Super Heavy Battle Tank
Crew: Five (Driver, three Gunners, and Commander).
M.D.C. by Location:
| [1] Tractor Treads (2): | 200 each |
| Weapon Turret: | 450 |
| High Velocity 120 mm Rail gun: | 250 |
| Ion Cannon: | 150 |
| Rapid Fire Laser Cannons (2): | 50 each |
| Grenade Launcher: | 70 |
| Variable Missile Launchers (4): | 50 each |
| Smoke Dispenser: | 20 |
| [2] Main Body: | 900 |
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] If all the M.D.C. of the main body is depleted, the vehicle is
completely shut down and unsalvageable, but crew and troops may survive
in their reinforced compartments.
Speed:
Ground: Cruising speed on land is 48 mph (77.2 kph) on specially
prepared surfaces and 40 mph (64.4 kph) off road maximum. Vehicle will
destroy normal roads when driving on them. Only MDC concrete reinforced
surfaces will allow for full speed driving.
Maximum Range: Effectively unlimited.
Statistical Data:
Height: 12.2 feet (3.7 m)
Width: 14.5 feet (4.4 m)
Length: Main Body: 33.2 feet (10.1 m)
With Gun Forward: 42.6 feet (13 m)
Weight: 130 tons
Power Source: Nuclear (Should have an average lifespan of 10
years).
Cargo Capacity: Minimal, enough for equipment with crew.
Black Market Cost: 58 million credits.
Weapon Systems
- High Velocity 120 mm Heavy Rail Gun (1):
Main weapon mounted
in turret. It has a long range and is very powerful. This rail gun normally
fires a solid dart of MDC materials that does massive damage to targets
that it hits but can also use explosive warheads. The turret can angle
45 degrees up and down and has 360 degree rotation. The weapon system is
also gyrostablised and has an advanced fire control computer.
Range: 5 miles (8 km)
Mega Damage: A single round does 5D6x10+60 MDC (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 do 1D6x10 with a blast
radius of 20 ft. High Explosive Anti Tank does 2D6x10 with a blast radius
of 10 ft.
Rate of Fire: Maximum of four per melee.
Payload: 100 rounds.
Bonuses: Has a special fire control computer that helps to aim
the cannon. Gives +2 to strike with rail gun and cannon does not have minuses
to fire when tank is moving.
- High Powered Ion Cannon (1):
Mounted directly underneath
the 120 mm rail gun. Tracks and targets the same location as Rail gun.
Designed for slightly smaller targets then the main gun and if the main
gun runs out of ammo. Both cannons can be fired together but power drain
is enormous. If both guns are fired, roll percentile: 1-50 means that the
guns are undamaged, 51-80 means that one of the guns (50/50 chance of either)
is overloaded and it is rendered inoperative, and 81-00 means that both
cannons are overloaded and both cannons are inoperative.
Range: 8,000 feet (2,400 m)
Mega Damage: 3D4x10 per blast
Rate of Fire: Equal to the pilots combined hand to hand (usually
5 or 6)
Payload: 60 shots. Recharges at the rate of 1 shot per minute
Bonuses: Shares the same fire control computer that helps to
aim the main cannon. Gives +2 to strike with rail gun and cannon does not
have minuses to fire when tank is moving.
- Automatic Grenade Launcher (2):
One is located on top of
the main turret and one is located in front of the vehicle and is on the
front deck of tank. Weapons are WI-GL21 Automatic Grenade Launcher mounted
on a spindle mount.
Range: 3,000 ft (914 m)
Mega-Damage: 4D6 for single shot of Fragmentation with a blast
area of 12 ft, 1D4x10 for a single shot of Armor Piercing with a blast
area of 3 ft, 2D6x10 for a burst of ten rounds of Fragmentation with a
blast area of 40 ft, and 3D6x10 for a burst of ten rounds of Armor Piercing
with a blast area of 8 ft.
Rate of Fire: Equal to combined hand to hand attacks of gunner
Payload: 400 Rounds each
- Rapid Fire Machine gun Style Laser Cannon:
A light laser
designed for anti-infantry use that allows for all the bursts available
to a machine gun except full melee. One is Replaces the 7.62 machine gun
mount. One is coaxial and the other is controlled by the loader.
Range: 3,000 ft (914 m)
Mega-Damage:
2D6 for single shot (Costs 1 attack)
4D6 for ten round burst at one target (Costs 1 attack)
2D6 for ten round burst at 1D4 targets (Costs 1 attack)
1D6x10 for thirty round burst at one target (Costs 1 attack)
2D6 for thirty round burst at 1D8 targets (Costs 1 attack)
Rate of Fire: Equal to combined hand to hand attacks of gunner
Payload: Effectively unlimited shots.
- Variable Missile Launchers (4):
Two are mounted on either
side of turret and two are mounted on either side of hull. Vehicle can
be constructed with one of three different type of missile launchers. The
type of launcher is normally built onto the vehicle at the factory and
would take a mechanic about 8 hours to switch from one launcher to another.
- Medium Range Missile Launchers:
Range: Varies with missile types, medium range missiles only
(Go to Revised
bomb and missile table).
Damage: Varies with missile types, medium range missiles only
(Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of 2, 4, or 6.
Payload: each launcher carries 3 medium range missiles for a
maximum of 12 medium range missiles.
- Short Range Missile Launchers:
Range: Varies with missile types, short range missiles only
(Go to Revised
bomb and missile table).
Damage: Varies with missile types, short range missiles only
(Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of 2, 4, 6, or 12.
Payload: each launcher carries 6 short range missiles for a
maximum of 24 short range missiles. Carries 12 short range missiles as reloads
inside vehicle
- Mini Missile Launchers:
Range: Varies with missile types, mini-missiles only
(Go to Revised
bomb and missile table).
Damage: Varies with missile types, mini missiles only
(Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of 2, 5, 10, or 20.
Payload: each launcher carries 10 mini-missiles for a maximum
of 40 Mini-missiles.
- Smoke Dispenser (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 12 smoke grenades per launcher.
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 long range weapons. Not applicable to hand to hand
- Combat Computer/ Targeting Computer: Assist in the tracking
of targets.
- Radar: 50 miles, can identify 96 targets and track 48 as low
as 500 ft. Same as robots Maxi-Radar.
- Full Life Support: Protects pilot and tank from heat and radiation
and gives a breathable atmosphere inside the Tank.
- Spotlight: Range: 600 feet (182.9 meters)
- Thermo-Imager: Range: 2,000 ft (609 m). Finds the infra-red
radiations of things that are warm. Also enables pilot to see in smoke,
shadows and darkness.
- 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 by sudden bright lights but does not physically blind
the pilot.
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1998, Kitsune. All rights reserved.