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M1 Abrams Main Battle Tank

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General Data:

Name:    M1 & M1 IP Abrams Main Battle Tank
Technology Base:    Late 20th Century, U.S.
Movement Type:    Tracked
Power Plant:    Honeywell AGT 1500HP Gas Turbine
  (Engine Rating: 490)
  (ICE, sorta)
Transmission:    Allison X-1100-3B Transmission
Tonnage:    60 (60)
Cruising Speed:    30 MPH (5 MP)
Flank Speed:    45 MPH (Governed) (8 MP)
60 MPH (Not Governed) (10 MP)
Crew:    4
(Commander, Gunner, Loader, Driver)
Manufacturer:    General Dynamics Land Systems (GDLS)
Factory:    Lima Army Modification Center
Length:    32 ft (barrel forward)
Width:    12 ft
Height:    7.8 ft
Cost:    $4,300,000(+)
Battle Value:    Not applicable
  
M1

Weapons:

105mm M68A1 Rifled Cannon    Turret
7.62mm M240 Machine Gun    Turret (Coaxial)
Six-Barreled Smoke Grenade Discharger L8A1    Turret (Left-Front)
Six-Barreled Smoke Grenade Discharger    Turret (Right-Front)
Browning .50 Cal. M2HB Heavy Machine Gun    Turret (Commander)
7.62mm M240 Machine Gun    Turret (Loader)

Equipment:

Raytheon Gunner's Primary Sight - Line of Sight (GPS-LOS)
Gunner's Thermal Imaging System (TIS)
Northrop Grumman Laser Systems Eyesafe Laser Range Finder (ELRF)
Kollmorgen Model 939 Auxiliary Gun Sight
DRS Technologies Driver's Vision Enhancer (DVE) AN/VSS-5
Radiac Radiological Warning Device AN/VDR-1
x3 Scope for .50 Cal. M2HB

  
M1

Ammunition (105mm M68A1):

M456A2 105mm HEAT
M900 105mm APFSDS-T (Depleted Uranium Penetrator)

Armor & Structure:

Position    I.S.    Armor    Notes
Front    10    105    110 M1 IP
Left    10    95    100 M1 IP
Right    10    95    100 M1 IP
Rear    10    65     
Turret    10    105    Front turret armor cannot be penetrated by Battletech weapons.
110 M1 IP

Weaponry Values:

Weapon    Heat    Damage    Minimum    Short    Medium    Long    Extreme    Ammo
105mm M68A1 w/ Penetrator
w/ HEAT
  0   2/30
15/20
  -   30   60   120   160   40
7.62mm M240 (Coaxial)   0   2   -   6   12   24   30   300
.50 Cal. M2HB   0   4   -   3   6   9   12   30
7.62mm M240 (Loader)   0   2   -   2   4   8   12    
Smoke Grenade Discharger   0   N/A   -   - - - - Special Rules - - - -   24
All Ammo is per vehicle, not per ton.

Typical Crew Skill Ratings:

Crewmember    Driving    Gunnery
Commander (Officer)    5    4 / 6    .50 Cal. / 105mm
Commander (Enlisted)    4    3 / 4    .50 Cal. / 105mm
Gunner    4    3     
Loader    5    4 / 5    7.62mm M240 / 105mm
Driver    3    5     

M1
   
M1

Special Rules:

  1. Armor Penetration
    1. See the Real World Rules for additional rules.
    2. The following specific exceptions exist to the requirement for penetration for damage to occur:
      • Weapon, .50 Cal. Machine Gun (Commander)
      • Weapon, 7.62mm Machine Gun (Loader)
      • Crew Killed, if Commander or Loader are operating .50 Cal. or 7.62mm Machine Guns
      • Commander Hit, if Commander is operating .50 Cal. Machine Gun.
  2. 105mm & Coaxial Machine Gun
    1. To-Hit Modifiers:
      • Basic Modifier for all To-Hit values: -1
      • Moving at up to Cruising: No Firing Penalty
      • Moving at up to Flank: +2
      • Range, Short: No Penalty
      • Range, Medium: No Penalty
      • Range, Long: +2
      • Range, Extreme: +4
      • Target Movement: Reduce all standard Penalties by 2
      • Target Jumping: +2 if within 4 hexes
      • Smoke: Within a range of 60, no effect. Beyond that, apply normal penalties.
    2. Aimed Shots:
      • Add the following to existing rules for Aimed Shots & Targeting Computers.
      • May make an "Aimed Shot" at any mech moving at walk or less when firing unit did not move.
      • Target must be a "torso".
      • To-Hit Modifier: +2
      • If successful, roll a D6:
        • 1-2: Left Torso
        • 3-4: Center Torso
        • 5-6: Right Torso
  3. 7.62mm M240 Machine Gun (Loader)
    1. The Loader is subject to non-penetrating critical hits while the gun is manned.
  4. Smoke Grenade Dischargers
    1. See the Real World Rules for additional rules.
    2. One 6-barrel discharger is located on each side of the turret, facing forward.
  5. Blow-Out Panels
    1. The main ammunition storage is equipped with Blow-Out Panels.
    2. See the Real World Rules for additional rules.
  6. Critical Hit Effects
    1. See the Real World Rules for additional rules.
    2. Critical hits described below are from the Advanced Ground Vehicle Critical Hits Table in Maximum Tech (page 32). Critical hits noted in parentheses are from the Ground Vehicle Critical Hits Table in the Battletech Compendium (page 62). Only critical hits which required modifications are listed here.
    3. Ammunition (Ammo/power plant): See CASE above.
    4. Cargo/Infantry Hit: Not applicable.
    5. Commander Hit: As per the rules, plus; 1) Main gun may not engage a Secondary Target, and 2) the .50 Cal. Machine Gun may not be used.
    6. Crew Killed (Crew killed): This may apply to the Commander or Loader without a penetration while operating their machine guns. If the Loader is killed; 1) Main gun may not engage a Secondary Target, and 2) 7.62mm M240 Machine Gun (Loader) may not be used.
    7. Stablizer: The main gun and coaxial loose their -3 To-Hit Basic Modifier.
  7. Miscellaneous
    1. Smoke Screens. The M1A1 is able to produce a smoke screen with its engine. See the Real World Rules for additional rules.
    2. Fire. On a Fire result, roll a d6. Treat a result of 1, 2, or 3 as normal. On a result of 4, 5, or 6 ignore the Fire result.

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