The S-Mart MBT-2 "Atlas"


     The "Atlas" or as it is known in Wa-Daisho, the "Monster", was an experimental heavy tank for the US Army in the early 2090's. It never made it to production, however, because it's high weight, and dense armor made her the slowest armor on the modern battlefield, with a ponderous speed of 40 mph. Up until the coming of the Nuclear strike against Salt Lake City, Salt Lake Cities research facilities were charged with correcting the weight problem, and sending their results to an infamous test bed for military equipment, Area 51. By that time, 25 of the experimental tanks (Known then as X-M20A1.) were stored within the underground chambers of Area 51, which are still a major source of protection for that Black Market base of operations, to this day.
     Since Mr. Ripley has unearthed the designs to these monstrous peices of armor, he has begun limited production of them, due to the fact that there they would serve wonderfully as mobil gun platforms for the area around Desert Star, and also as a close infantry support weapon, considering infantry can not move all that fast anyways! He does occasionally sell the "Atlas", but usually only to member nations of the Alliance, or to trusted individules.
     The Atlas is truly a monsterous peice of military hardware. Her profile is very unique in that it has a large hull, with a cannon on each side in articulated mounts, and a large box style missle launcher mounted into the front of the Atlas's hull. Her turret contains the largest bore rail gun mounted on a ground based vehicle before the coming of the RIFTS, in an odd shaped turret nearly as tall as it is wide. It's angular appearance has earned her the knickname of milk carton, boxtop, etc.

Model Type: USA X-M20A1
Class: Main Battle Tank
Crew: 3; A pilot, gunner, and the Tank Commander.
M.D.C. by Location: (See the note below)
   Gattling Turret-50
   Rapid Fire Field Cannons(2)-275 each
   Foreward Missle Launcher-300
   Turret-650
   Heavy Rail Gun-300
   *Tracks(2)-200
   Reinforced Pilots Compartment-300
   **Main Body-1,200
* Depleating the MDC of the tread means that 1D4 of the plates have been blown apart. An experienced tech can repair this damage in 1D6x10 minuites under no fire. (If under fire, the tech will feel stressed and aquire a -20% to his/her mechanical engineer roll.) Due to the treads shielded possition it can only be struck at a penalty of -3.
** Depleating the MDC of the main body means that the tanks hull is in tatters, and subsequent shells/rounds have a 01-20% chance of striking the ammo-magazine detonating all remaining rounds. 21-75% will strike the Reinforced Pilots Compartment, and 76-00% simply punches holes in the already "shattered hull".
Note: The "Atlas" is armored with a Pre-RIFT composite of Mega-Damage materials sandwiched together using an ultra tough polymer bonding agent. This Composite Armor was designed to protect against heavy hitting kinetic attacks such as rail guns, armor peircing explosives, ramjets, ect. Thus these weapons all do HALF DAMAGE!

Speed:
Maximum Speed: 40mph.
Maximum Underwater Speed: 20mph.
Maximum Depth: 31'; with breather tube. 250' buttoned up.
Maximum Effective Range: Unlimited; Thanks to the nuclear power supply.

Statistical Data:
Height: 25'
Width: 21'
Length: 45'
Weight: 100 tons
Cargo: Minimal Storage space-4'x4'x4' area, plus up to 5 tons external cargo, or can pull up to 30 tons.
Power System: Nuclear; 20 year life.
Market Cost: 75 Million Credits; Unfortunately for those who would like to purchase one of these, they are only available to members nations of The Alliance.

Weapon Systems

1.3cm Rail Gun: This Rail Gun is the largest rail gun ever mounted on a tank. It is designed to bust light tanks in two or three bursts, and to shatter anything lighter. Most smart warriors will try to keep out of this monstrosities way! Protruding from the oversized turret, the barrel even with it's massive bore seems comically small. Over the entire squarish barrel there are several electromagnetic excellerators used in excellerating the flechette packet to speeds comparable to most high speed interceptors!
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Aircraft
Mega-Damage: 5D6x10MD
Rate of Fire: Unlike the limiting cannons of most tanks, this powerful weapon needs no large complicated loaders, because it's rounds are nothing more than flechette packets, similar to, but larger than the Glitterboys Boom Gun, fired at high velocities. Therefore it is equal to the primary gunners hand to hand attacks.
Maximum Effective Range: 5 miles
Bonus: + 2 to strike targets in motion due to weapon stabilization.
Payload: In the Atlas's oversized turret are 200 flechette shells, stored in a light ammo drum, that await firing. After which the 2 Lbs shells can be either be loaded by hand or the drum may be replaced at a battlefield reloading station.
Reload Cost: Each of the shells cost 2,000 credits. (They cost comparitively little since all they are composed of is 200 metal flechettes in a dense plastic casing that is broken open during the firing, then ejected like a spent shell.)
2.Rapid Fire Field Cannon-16 (RFFC-16)(2)-These are the secondary cannons mounted on the right and left sides of the tank. They are cannons designed to fire two armor peircing shells a nano second apart, to create devistating results, to increase firepower when the tanks sides are facing the targets. They have robotic controls, which means they can operate under their own power, leaving the gunner to operate the main gun only in battlefield conditions. In other circumstances they can be operated by the Tank Commander.
Primary Purpose: Anti-Armor
Secondary Purpose: Defense
Mega-Damage: 2D6x10MD
Rate of Fire: Dual Shell Blasts Only.
Maximum Effective Range: 3,000'
Robotic Control Abilities: 3 attacks per melee; +3 strike.
Payload: The RFFC drums carries 100 shells per gun; meaning that each gun has 50 dual shell bursts.
Reload Cost: Each shell costs 800 credits to replace.
3.Heavy Anti-Tank Guided Missles (HATGM): The Anti Tank Missles are used to soften tough armored foes from a distance, and to damage or distroy fortresses in barages of missles. These are almost always operated by the Tank Commander, but in an emergency, the Gunner can operate these launchers.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Fortress
Mega-Damage: 2D6x10MD
Rate of Fire: Up to 11 at a time!
Maximum Effective Range: 9,000'
Bonus: +2 to strike
Payload: 11 missles
Reload Cost: 10,000 credits to replace one missle.
4.Smoke Dispensers(6): These dispensers release a dense cloud of Infra-red resistant smoke in the form of a smoke screen preventing the use of optical sensors, thermal systems, infra-red sensors, or any kind of non-radar guided missles. (Note: Not even laser guided smart missles can penetrate this smoke efficiently.) Thus all attacks against the Atlas would then be made at a -3 to strike.
Payload: 30 "puffs" (40'x40' areas) or up to 5 mins of constant dispersal.
Recharge Cost: Smoke dispensers can be "recharged" at a cost of 30 credits a puff.
5.Anti-Radar Chaff Dispenser: This system is intended primarily to confuse and disrupt radar guided missles attacks, but is also excellent in disrupting vehicular radar systems, preventing them from seeing the "Atlas" for 1D4 melee rounds. This system is not 100% reliable because it only works effectively 70% of the time.
Payload: 20 chaff bundles.
Reload Cost: Each chaff bundle can be replaced for 25 credits each.
6.Anti-Laser Aerosal Unit: This system protects the "Atlas" from all kinds of Lasers. What it does is it releases a blast of greyish glittering aerosal in a cloud from several ports around the Atlas, either through command or through the use of the Laser Detector (See below). This will prevent targeting lasers, distancing lasers, and all types of weapon lasers from even touching the Atlas for 1D4 melee rounds, 1 melee if it's windy, and only 1 round of attacks if the Atlas is moving.
Payload: 30 aerosal gas bursts.
Recharge Cost: Aerosal gas bursts cost 15 credits each to "recharge".
7.Active Explosive Anti-Missle System: This system was devised in the late 20th century as a means to stem the growing threat of Anti-Tank missles. What it is, is several explosive charges placed at various points & angles around the Atlas that detonate when the radar picks up a "slow" moving object aproaching the tank, hopefully destroying or at least diverting it, which it does at an impressive 90% efficiency. (It can be used against multiple missles without penalty.) Note: Destroys/Diverts it's target from 75' out.
Mega-Damage: 5D6MD
Payload: Special! Starts at 75% efficiency, for every 4 blasts fired, reduce this percentage by 10%.
Reload Costs: It Costs 375 credits to replace each charge fired.
8.Active Gatling Anti-Missle System: Another system devised in the late 20th century, but brought to this form in the early 21st century, to defend against the new mini nukes and proton torpedos, coming onto the battlefield. What it does is protect the Atlas from "slow" moving projectiles by releasing a hail of ramjet rounds at 300'. Like the AEAMS, this system is radar guided, and has a 90% kill rate, however for every additional missle the percentage drops by 10%. The AGAMS is mounted in a mini turret mounted attop the main turret.
Mega-Damage: On a successful hit each missle will recieve 1D4x10MD per 100' of travel (from the AGAMS range of 300')
Payload: 10,000' worth (ie 4 mini missles=400' since they are destroyed in the first 100' of their travel, 2 LRMs=400' if they are destroyed in the end of their second hundred feet, of their 300' course, ect.)
Reload Costs: Reloads cost 200 credits per 100' of ammo.
9.Electronics Counter Measures Systems: This system garbles/interfears with any communications transmissions with a 65% efficiency rate. Furthermore, this system can, and does interfear with enemy radar, and all types of missle tracking systems.
Range: 100 mile jamming radius, but can be set to cover as little as 1/2 a mile.
Note: This system is NEVER sold to anyone outside of the other Allied Nations.
10.Electronics Counter Couter Measures System: Extensive Efforts have been taken to "harden" the radar and communications systems against ECM. That does not make it impervious to it's effects, but does reduce it's efficiency, meaning that 80% of the time when ECM would work it doesn't! (ie first roll on the ECM %, if that is successfull, then roll on the ECCM's %.)
Note: Never sold to anyone but members nations of the Alliance.
11.Additional Systems of Note:
-Military Radio & Scrambler: 500 mile range.
-Laser Communications System: Line of sight.
-Microwave & Visual Rangefinders: +2 to strike at ranges exceeding 1,000'.
-Advanced Targeting Computer & Radar: 50 mile range; Track up to 100 targets, +3 to strike!
-Auto Pilot & Navigational Computer
-Laser Detector: Can be linked to Anti-Laser Aerosal System or Chaff dispensers.
-Microwave Detector: Can be linked to chaff dispensers
-Military Radar Detector: Can be linked to chaff dispensers
-Painting Laser: +3 to strike with the 70 mm Rail Gun & HATGMs
-Telescopic Optics: 6,000' range.
-Image Enhancement: Magnifies display by up to 10 times.
-Thermograph: 2,000' range; can see through walls at 30'
-Environmental Systems: 12 hour life support.
-Damage Control Computer: Computer display of damages recieved.
12.Physical Attacks: Like any vehicle, it in itself can be a very efficient weapon;
Raming Vehicles/Creatures/Buildings More Than 2 tons: 6D6MD per 10 mph.
Raming Vehicles/Creatures/Buildings Less Than 2 tons: 3D6MD per 10 mph, and typically will run it over inflicting an additional 3D6x10MD from it's weight alone!
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