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M1A2 Abrams Main Battle Tank

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General Data:

Name:    M1A2 & M1A2SEP 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:    69.5 (70)
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:    32.25 ft (barrel forward)
Width:    12 ft
Height:    7.8 ft
Cost:    $5,600,000(+)
Battle Value:    Not applicable
  
M1A2

Weapons:

Rheinmetall GmbH L44 120mm M256 Smoothbore Gun    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 Commander's Independent Thermal Viewer (CITV)
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
200 SCFM, Clean Conditioned Air System
Electro-Optical Systems Driver's Thermal Viewer AN/VAS-3
x3 Scope for .50 Cal. M2HB

  
M1A2

Ammunition (120mm M256):

M8300 HEAT-MP-T
M829 APFSDS-T (Depleted Uranium Penetrator)

Armor & Structure:

Position    I.S.    Armor    Notes
Front    10    130     
Left    10    100     
Right    10    100     
Rear    10    70     
Turret    10    130    Front turret armor cannot be penetrated by Battletech weapons.

Weaponry Values:

Weapon    Heat    Damage    Minimum    Short    Medium    Long    Extreme    Ammo
120mm M256 w/ Penetrator
w/ HEAT
  0   2/40
15/20
  -   35   70   140   200   42
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. / 120mm
Commander (Enlisted)    4    3 / 4    .50 Cal. / 120mm
Gunner    4    3     
Loader    5    4 / 5    7.62mm M240 / 120mm
Driver    3    5     

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. 120mm M256 & Coaxial Machine Gun
    1. To-Hit Modifiers:
      • Basic Modifier for all To-Hit values: -3
      • 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 70, 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. Secondary Target:
      1. Main and Coaxial guns may engage a secondary target, provided the target is within the firing arc of the turret as it faces the primary target.
      2. To-Hit Modifier: +2
      3. Secondary target may not be engaged if .50 Cal. Machine Gun is in use or if Commander is disabled.
  3. .50 Cal. M2HB Heavy Machine Gun (Commander)
    1. The Main and Coaxial guns may not engage a Secondary Target if the .50 is in use.
    2. The Commander is subject to non-penetrating critical hits while the gun is manned.
  4. 7.62mm M240 Machine Gun (Loader)
    1. The Main and Coaxial guns may not engage a Secondary Target if the M240 is in use.
    2. The Loader is subject to non-penetrating critical hits while the gun is manned.
  5. 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.
  6. Blow-Out Panels
    1. The main ammunition storage is equipped with Blow-Out Panels.
    2. See the Real World Rules for additional rules.
  7. 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.
  8. Miscellaneous
    1. Smoke Screens. The M1A2 is able to produce a smoke screen with its engine. See the Real World Rules for additional rules.
    2. Fire. Ignore all Fire results. The chances of this vehicle having a significant fire are almost zero.

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