A slightly more realistic take on the Abrams tank than what is in the core book.
Also some real life variants and the suggested Laumer package Abrams.
M1A2 Abrams (Track Tank)
An American third-generation main battle tank designed to be highly mobile with heavy armour and armed. In service for 30 plus years with many upgrades has kept the Abrams one of the top tanks in service.
Crewed by 4, driver,gunner, gun loader and a commander. It has three top hatches, one for thedriver, and two on the turret (the driver's position cannot be reached from the other positions, which are all in the turret). Takes a full-round action to enter the tank, and another full-round action to start it moving. The Abrams is three squares wide, six squares long (26.02 ft long for the hull, 32.04 ft counting the barrel of the cannon, 12 ft wide and 8 ft high, weighing 54 tons, depending on variant), provides full cover to its occupants. Comes equipped with a 120mm tank cannon and an M2HB heavy machine gun, both mounted in full turrets. The M2HB can be remote controlled from within the tank, but in an emergency can be manually controlled.
Crew: 4
Passengers:0
Cargo:425 lbs
Init: -4
Maneuver:-4
Top Speed: 80 (8) (265 miles / tank)
Defense:6
Hardness:20
Hit Points: 64
Size:Gargantuan
Purchase DC: 47
Restriction: Mil(+3)
Accessories: 120mm tank cannon, M2HB heavy machine gun, 2 7.62mm machine guns (1 coaxial main cannon right side, 1 pintle mounted over loader's hatch on the turret), 26-barrel smoke grenade launchers, APS, fire-control computer,thermal/nightvision for driver, gunner and commander, GPS, military radio,headlights
Notes: Half penalties for firing 120mm tank cannon, M2HB using remote system or coaxial 7.62mm machine gun while tank is moving, while stationary gain +1 to attack rolls with 120mm tank cannon and M2HB and coaxial 7.62mm machine gun,NBC protection grants +4 to Fort saves.
APS(Active Protection System) - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the tank.
Weapons
[TABLE="class: grid, width: 1120"]
[TR]
[TD] Name[/TD]
[TD] Damage[/TD]
[TD] Critical[/TD]
[TD] Dam Type[/TD]
[TD] Range Incr[/TD]
[TD] Rate of Fire[/TD]
[TD] Magazine[/TD]
[TD] Controller[/TD]
[/TR]
[TR]
[TD] 120mm Tank Cannon[/TD]
[TD] 10d12*[/TD]
[TD] 20[/TD]
[TD] Ball[/TD]
[TD] 150 ft[/TD]
[TD] Single[/TD]
[TD] 1* (42 rounds)[/TD]
[TD] Gunner or Commander[/TD]
[/TR]
[TR]
[TD] M2HB Heavy Machine Gun[/TD]
[TD] 2d12[/TD]
[TD] 20[/TD]
[TD] Ball[/TD]
[TD] 110 ft[/TD]
[TD] A[/TD]
[TD] Linked (900 rds)[/TD]
[TD] Commander[/TD]
[/TR]
[TR]
[TD] 7.62mm Machine Gun Pintle[/TD]
[TD] 2d10[/TD]
[TD] 20[/TD]
[TD] Ball[/TD]
[TD] 100 ft[/TD]
[TD] A[/TD]
[TD] Linked (10400 rds)[/TD]
[TD] Loader[/TD]
[/TR]
[TR]
[TD] 7.62mm Machine Gun Coaxial[/TD]
[TD] 2d10[/TD]
[TD] 20[/TD]
[TD] Ball[/TD]
[TD] 100 ft[/TD]
[TD] A[/TD]
[TD] Linked (10400 rds)[/TD]
[TD] Gunner or Commander[/TD]
[/TR]
[TR]
[TD] Smoke Grenade Launcher (2)[/TD]
[TD] none[/TD]
[TD] -[/TD]
[TD] None[/TD]
[TD] 50 ft[/TD]
[TD] Semi[/TD]
[TD] 12 grenades [/TD]
[TD] Driver or Commander[/TD]
[/TR]
[/TABLE]
The 120mm Tank Cannon holds 1 round, but the Abrams has space and loading mechanism that holds a total of 42 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner,particularly with the aid of spotters and laser designators.
The stats are for a solid round, with specialty rounds as the following:
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Canister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5.This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.
Options
TUSK (Tank Urban Survival Kit - This kit helps improve the survivability of the Abrams in urban settings. This kit can be added in the field (1d4 hours work requiring Craft: Mechanical DC 17, or Repair DC 19), adds reactive armour and slat armour, adds a gun shield to the pintle mounted 7.62mm machine gun to better protect the user, and an exterior phone that supporting infantry can use to communicate with the crew, mainly the tank commander, directly.
Spaced mesh negates the antitank round's ability to ignore Hardness/DR, provided it uses shaped charges and similar principles from weapons such as the M72A3 LAW and RPG-7s, and also halves their damage. Eg: A M72A3 normally deals 10d6 damage and ignores 10 points of hardness, against spaced mesh only deals 5d6 damage and the armour's hardness/DR works against the remainder damage.
Unfortunately, after each attack, spaced mess becomes less effective as it becomes damaged. After the vehicle has suffered 30 points of damage, spaced mesh is rendered useless and must be replaced.
Reactive armour reduces anti-tank missiles, rockets and ammunition's ability to ignore hardness by half, but only useful against 10 attacks from anti-tank weapons.
Gunshield proves the user of the pintle mounted 7.62mm.
Weight: +1 ton
PDC: 19 Mil (+3)
Variants/Upgrades
M1 TTB- Test bed design that moves the crew into the primary hull, automates the turret. Reduce crew to 3, increase hit points by +10, crew access hatches only on the main hull with two hatches, pintle mounted 7.62mm machine gun is removed. If the M1 TTB suffers 20 points of damage (after damage reduction)there is a 30% chance the turret weapons (120mm cannon, M2HB and coaxial 7.62mm machine gun) are disabled. Crew can attempt a repair with a Repair check DC 18 taking 1d4+1 rounds. Only a few prototypes exist, no upgrades of this model exist.
M1A2SEP - This version has upgraded third-generation depleted uranium armour components with graphite coating, comes standard with the TUSK kit. Gains benefits of the TUSK option, increase vehicle hardness by +2, +4 hit points. Weight: +2 tons PDC +2
M1A2C- This version has improved power generation and distribution, better communications and networking and sensors, new Vehicle Health Management System and Line Replaceable Modules for improved maintenance. Also included is improved IED and anti-mine design and an Auxiliary Power unit to allow the use of electronics without having the engine running. Anti-vehicle mines have damage reduced by half, when receiving targeting data from other sources gains+1 bonus to attack (useful for attacking targets out of line of sight), able to run all electronics without the engine running for 6 hours before needing recharging (conservative use can stretch this to 10 hours), Repair and Craft:Mechanical checks to fix, replace or install new components are reduced by 2.Range penalties for the 120mm tank cannon and the coaxial 7.62mm machine gun are reduced by half (-1 to attack for every 2 range increments) while the vehicle is stationary. Increase range per tank of fuel to 270 miles, +5 hit points. Weight +0.5 tons. PDC +2.
M1A3 -Improvements in armour technology make the armour lighter, with the same protection, allow for improved speed and mileage, giving it greater combat range. Also adds additional cameras and sensors for giving better field of vision around the vehicle. Reduce vehicle weight to 51 tons, increase speed to 90 (9), increase range to 300 miles per tank of fuel, +10 hit points.
Laumer Abrams (PL6-7)- This is an advanced upgraded version of the Abrams using technology made available after the 23 Hours. This version is slightly larger(+2 feet longer but still the same size), has advanced armour and improved power systems to power the upgraded weapons package which replaces the 120mm cannon with a heavy laser cannon, the M2HB is replaced with a heavy rapid-fire railgun, several lighter rapid-fire railguns are placed about the hull for better protection against infantry. These railguns can also be used in anti-missile defense. Features improved targeting systems, communications and tactical co-ordination systems.
Make the following changes to any variant of the M1A2 series Abrams to a Laumer Abrams:
Increase hit points by +30;
Increase Defense by +2;
Increase speed to 95 (9);
Replace 120mm tank cannon with Heavy Laser Cannon;
Replace M2HB with heavy railgun;
Replace coaxial 7.62mm machine gun with heavy railgun;
Remove pintle 7.62mm machine gun;
Add 4 rapid-fire railguns;
Add 2 ALA launchers;
Add upgraded APS;
Add TOS.
PDC+6.
[TABLE="class: grid, width: 1120"]
[TR]
[TD] Name[/TD]
[TD] Damage[/TD]
[TD] Critical[/TD]
[TD] Dam Type[/TD]
[TD] Range Incr[/TD]
[TD] Rate of Fire[/TD]
[TD] Magazine[/TD]
[TD] Controller[/TD]
[/TR]
[TR]
[TD] Heavy Laser Cannon[/TD]
[TD] 12d8[/TD]
[TD] 20[/TD]
[TD] Fire[/TD]
[TD] 200 ft[/TD]
[TD] Single[/TD]
[TD] 50 rd capacitor[/TD]
[TD] Gunner or Commander[/TD]
[/TR]
[TR]
[TD] Heavy Railgun[/TD]
[TD] 4d12[/TD]
[TD] 20[/TD]
[TD] Ball[/TD]
[TD] 120 ft[/TD]
[TD] A[/TD]
[TD] Linked (5000 rds)[/TD]
[TD] Commander[/TD]
[/TR]
[TR]
[TD] Rapid-Fire Railguns[/TD]
[TD] 3d10[/TD]
[TD] 20[/TD]
[TD] Ball[/TD]
[TD] 100 ft[/TD]
[TD] A[/TD]
[TD] Linked (10500 rds)[/TD]
[TD] Gunner or Commander[/TD]
[/TR]
[TR]
[TD] Heavy Railgun Coaxial[/TD]
[TD] 4d10[/TD]
[TD] 20[/TD]
[TD] Ball[/TD]
[TD] 120 ft[/TD]
[TD] A[/TD]
[TD] Linked (10500 rds)[/TD]
[TD] Gunner or Commander[/TD]
[/TR]
[TR]
[TD] Smoke Grenade Launcher (2)[/TD]
[TD] none[/TD]
[TD] -[/TD]
[TD] None[/TD]
[TD] 50 ft[/TD]
[TD] Semi[/TD]
[TD] 12 grenades [/TD]
[TD] Driver or Commander[/TD]
[/TR]
[TR]
[TD] Anti-Laser Aerosol Launcher (2)[/TD]
[TD] none[/TD]
[TD] -[/TD]
[TD] None[/TD]
[TD] 30 ft radius[/TD]
[TD] Single[/TD]
[TD] 6 uses[/TD]
[TD] Driver or Commander[/TD]
[/TR]
[/TABLE]
Heavy Laser Cannon
This heavy laser replaces the old 120mm cannon on the Abrams, dealing 12d8 fire damage, ignoring 15 points of hardness/DR. Only able to reach out to 10 range increments. The systems has a 50 shot capacitor, recharging 1 shot every 5 rounds the weapon is not in use and the engine is running.
ALA -Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds,however strong winds of over 30 mph will dissipate the cloud in 2 rounds. The Laumer Abrams can use its heavy laser cannon while the cloud is active, but it only deals half damage as the cloud reduces its effectiveness.
Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary.
Upgraded APS - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the four rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks,the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.
TOS -Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in coordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.