The Stonewall Hover Tank was developed by S-Mart in response to the CS's new Linebacker Hover Tank. They combined the experience they had in producing a variety of vectored thrust hover vehicles and aerodynes, with their immense amount of experience with producing Pre-Cataclysm armor designs, to come up with the Stonewall. This new vehicle design is sleek looking, but deceptively heavy. It's armor strength, is greater than the Linebacker, but a step down from the previous generation of armored vehicles produced by S-Mart. It makes up for that lack of armor strength however, by having a speed comparable to the highly valued Zipper Hover Tank - previously the scout vehicle of the N.O.M.A.D. Military.

      Unlike the Linebacker, which has two main guns, the Stonewall keeps things more simple with a singular turret mounted towards the back of the hull, with a lighter cupola sitting atop of it. Most notworthy of it's weapon systems is a 2 cm mass driver cannon in the turret. This weapon uses electromagnetic propulsion to fire a 2 cm (20 mm) wide 20 cm long solid slug at speeds even greater than that commonly found in rail guns, for incredible penetration. This particular weapon type also uses an experimental system to precharge the rails prior to firing - allowing for even greater speed and penetration, comparable even to the 3 cm Mass Driver Cannon found on the Atlas.

      If there is one weakness to the Stonewall, it would be it's designers choice in what it's primary weapon should be. As mentioned under the S-Mart Maxwell, the Mass Driver Cannon was one of the primary reasons for it's downfall in it's pre-cataclysmic incarnation; simply put, it just isn't as versatile as a standard cannon. This limits the missions a Stonewall is truly capable of performing.

      The Stonewall has seen a few small scale skirmishes, but little else. In all cases mentioned the Stonewall has been a bit on the side of "overkill" destroying intruding enemy vehicles when intending to disable them, and decimating targets authorized to be destroyed - with a single hit. Men in power armor have been known to explode when struck by the slugs from the main weapon.

Class: Hover Main Battle Tank
Type: S-Mart Stonewall-A.
Crew: 3; Pilot, Gunner, and Tank Commander.
M.D.C. by Location: (See note below.)
Winglets(2)-90 each
    *Cupola - 180.
    **Mini-Missile Launcher - 180.
    ***RFFC-19 Rapid Fire Field Cannon - 75.
    Main Turret - 450.
    Ares Super 2 cm Rail Gun - 180.
    ****Main Thrusters (2; Heavily shielded) - 250 each.
    *****Vectored Thrusters (6; Heavily shielded) - 150 each.
    ******Main Body - 900.
    Reinforced Pilots Compartment - 250.

* The Mini-Turret is a comparatively small target, and can only be struck with a penalty of a -3 to strike.
** The Mini-Missle Launcher is mounted on the bottom of the Stonewall in a slightly recessed pit. It is difficult to strike due to it's position, and can only be hit from an angle (ie firing up from a forward position at the faces of the launchers), if the Stonewall is less than 10' from the ground it is virtually impossible to strike unless the attacker is laying on the ground firing at the target from 150' or less, and even then it can only be done at a penalty of -5 to strike. (Tough isn't it?!)
*** The RFFC-19 Barrel is comparatively small, and can only be struck at a penalty of -3 to strike.
**** The Main Thrusters which are mounted on the rear of the hover tank, provide much of the tanks forward propulsion. Over the turbines an armored grill which reduces the thermal emissions, as well as prevents the tank from being slowed too easily, by well aimed shots. The armored grills account for 200 MDC of the total 250MDC, however if a sharpshooter makes a sharpshooters aimed shot at point blank it may be possible to strike the narrow slots leading to the thruster, but this may only be done at a -6 to strike! (Behind the grill, the thruster itself has only 50MDC, but will shut down due to safety reasons if 25MDC is done.) If one of the main thrusters is destroyed, then reduce the hovertanks speed by 75 mph, if two are destroyed, reduce the hovertanks speed by 150 mph.
***** The Vectored Thrusters are shielded behind four thick plates of composite armor, mounted at an angle, one on either side protecting from shots fired from the sides, and two plates in the front protecting the vectored thrusters from forward attacks. There are only two ways to strike the vectored thrusters and that is to, one, fire directly from the rear side of the hovertank, or two, to fire from the sides or front at an angle from up close. Generally as a rule, the attacker must be at half the distance that the hovertank is above the ground. If three or more thrusters are destroyed, the hovertank will loose it's ability to hover, and will begin to drop in altitude at a rate of 20' per melee round.
****** Depleting the M.D.C. of the main body means that the vehicles hull is in tatters, and for safety measures all systems will shut down. Once this is done the vehicle is next to useless, except as a parts donor for other vehicles.

Maximum Speed: 200 mph; cruising Speed is considered to be 90 mph.
Maximum Altitude: 150'
Maximum Effective Range: Effectively Unlimited; However, the Stonewall's vectored thrusters are pushed to perform an awesome feat by lifting the 50 ton mass of armor and propelling it at the speeds that it does. Therefore the Stonewall can only "fly" for up to 4 hours at speeds exceeding cruising speeds, or 8 hours at or below cruising speeds before needing a cooling period.

Statistical Data:
Height: 9'.
Width: 22'.
Length: 42'.
Weight: 50 tons.
Cargo: The pilot's compartment contains enough space for a sidearm for each crewmember, a few energy clips, a survival kit for each, and one first aid kit between them.
Power System: Nuclear, average energy life of 20 years.
Market Cost: S-Mart NEVER sells this valuable piece of military hardware to anyone. The only users of this military equipment are the N.O.M.A.D. Military, and those N.O.M.A.D. Military units assigned to the Allied Naval Fleet.

Weapon Systems

1. S-Mart MDC-5 Ares 2 cm Mass Driver Cannon: The primary weapon for the Stonewall is the Ares. This is a weapon built on the same principles as the rail gun, but differing in the fact that it drives a single slug at an even greater rate of speed - inflicting incredible punishment on anything it strikes. Unlike the conventional Mass Driver Cannon outfitted on the S-Mart Maxwell, this one uses an experimental feature that allows this gun to charge up the electromagnetic surfaces to propel the slug at an even greater speed than those in conventional rail guns and mass driver cannons, propelling them farther, and faster! This feature does have it's disadvantages however, as the weapons rate of fire is limited to a rate of 4 shots per melee. When a high rate of fire is required however, the Ares system may be disengaged, allowing the gunner to fire an equal number of shots to his/her hand to hand skills, but the range is reduced, as is the weapon's knock-down power.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Installation.
Mega-Damage: Ares Accelleration: 5D6x10 M.D.; 3D4x10 M.D. otherwise.
Rate of Fire: 4 shots per melee with Ares Accelleration, Equal to the gunners hand to hand attacks without.
Maximum Effective Range: Ares Accelleration increases this weapons range to an awesome 13,000'! Without the Ares Accelleration the range is still an impressive 6,000'.
Bonus: +2 to strike targets in motion due to weapon stabilization.
Payload: 200 slug ammo drum.
Reload Costs: Each of the shells cost 1,600 credits.

2. Underbelly Mini-Missle Launcher: Built into the belly of the Stonewall Hover Tank is a 6 slot Mini-Missle Launcher. It's placement was strategically made to make it virtually impossible to attack.
Primary Purpose: Assault.
Secondary Purpose: Anti-Personel.
Mega-Damage: Varies with missile type, but is typically equipped with a 50-50 mix of Armor Peircing and Plasma.
Rate of Fire: 1, 2, 4, or 6 mini missiles at a time.
Maximum Effective Range: Varies with missile type, but is typically 1 mile.
Payload: 36 Mini-Missles contained within an armored bay in the belly of the Stonewall.
Reload Costs: Armor Peircing & Plasma Mini-Missles generally run about 2,500 credits each among most arms dealers.

3. S-Mart HPL-7C Heavy Pulse Laser: This is the heavy pulse laser knock-off of the CCW's HI-80, as designed as an internal mounted weapon. It's addition to the Stonewall design is for the purpose of clearing infantry that is close to the hover vehicle and as a point defense weapon.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Defense.
Mega-Damage: 2D4x10 M.D..
Rate of Fire: Equal to the Gunners Hand to Hand attacks.
Maximum Effective Range: Due to the weapon's short barrel the max range is limited to 2,000'.
Payload: Unlimited; Thanks to the nuclear power supply.

4. S-Mart RFFC-20 Rapid Fire Field Cannon: The RFFC-20 is a modification of the RFFC-16, in which an additional bank of E-Mag accelleration banks are added to the existing weapon - extending the weapon's range. Like all of S-Mart's RFFCs this weapon fires two conventional 20 mm cannon shells a nano-second apart, and is accellerated on it's path using the same electromagnetics used in a rail gun. This increases the punch of the weapon in many cases, in some, however it is merely meant as a stabilizing measure to increase the maximum effective range. On the Stonewall, the RFFC-20 is mounted in a stabilized mini turret atop the main turret, and is typically operated by the Tank Commander.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Mega-Damage: 2D6x10 M.D..
Rate of Fire: Dual Shell Blasts only!
Maximum Effective Range: 5,000'.
Bonus: + 2 to strike targets in motion due to weapon stabilization.
Payload: The Ammo drum containing 200 20 mm shells can be found within the main turret; equaling out to 100 RFFC blasts.
Reload Costs: It costs 400 credits to replace each shell.

5. Additional Systems of Note: This vehicle incorporates all the usual environmental features found in robot vehicles including environmental protection, environmental control, air filtration, an independant 20 hour supply of air, heat and radiation shielding.
    1. Virtual Reality Interface: This gives a computer generated image of the terrain around the Stonewall using it's advanced radar, as well as a dozen hidden digital camera ports around the vehicle to produce a pristine 360 degree image to the entire crew through the use of VR Helmets. Note: This system cannot be jammed due to extensive efforts to harden this system, however ECM & Chaff can make it difficult for the radar to make out the picture entirely, forcing the crew to rely on various other types of sensors.
    2. IR Baffling: Extensive efforts have been made with the Stonewall to reduce thermal emissions to make her a more effective military tool. What this means is that Thermal and Infra-red optics used against the Stonewall do so only at half their normal range, and even then the image will appear distorted or disproportionately small. This will baffle infrared and thermal optics 80% of the time.
    3. Telescopic Optics: These are exactly as they sound, telescopic optics that enhance the image of far away objects. At a range of 6,000' an object appears only 100' away, as an example. The range of this system is 6,000' effectively - but it can enhance the image of objects further away yet still, they just are not quite so well detailed.
    4. Thermal Imaging Optics: This is very similar to Infrared Optics in the sense that it detects heat, but unlike the imprecise nature of infrared optics, this measures the heat signature precisely displaying them in colorful shades of reds, yellows, greens and blues with various degrees of heat. The thermal imaging optics are also far more sensitive than the infrared optics, actually allowing them to see heat through walls of structures at certain distances. The range of this system is 2,000', but it can only see heat through an obstacle such as a brick wall from 100'.
    5. Nightvision Optics: This system uses the ambient light from starlight, moonlight and similar to allow a sort of green-tinged vision beyond normal visual ranges for a human. The range of this system is 2,000'.
    6. Military Radio & Scrambler: This is the same radio equipment, bolt for bolt, microchip for microchip, as the system found on the USA-G10 Glitterboy. The broadcast range is a modest 50 miles. By resetting the radio transmitter inside the vehicle to an elevated position, however, the same transmitter can achieve a fairly consistent 500 mile range using atmospheric bounce. Atmospheric anomalys can extend this range still further or can completely disable the radio system within a set radius, it just depends on the circumstances. The scrambler system allows the radio signals to be scrambled to all those not equipped with the correct scrambling codes.
    7. Laser Communication System: This is a specialized laser and receiver that transmits and receives data to another laser communications device, whether power armor or otherwise mounted. It is exclusively a line of sight communications method. Range is approximately 6,000'.
    8. Advanced Targeting Computer, Radar & Visual Rangefinders: This is a combination of a special form of radar, a complex targeting sight, and an advanced targeting computer that aids gunners in ranged combat, providing a bonus of +4 to strike at all ranges exceeding 1,000'.
    9. Military Radar & Tracking Computer: This is a powerful radar transmitter and receiver system set in the front of the coupola on top of the main turret, that can see a sixty degree field of vision, for a maximum range of 25 miles. Ground clutter is filtered by the advanced tracking computer linked to the radar system, allowing it to track even ground vehicles with little impediment. The only thing that will shorten the range of the radar is if the landscape itself somehow obscures targets within it's range. The tracking computer linked to this radar set can identify and track up to a 100 separate targets both in the air and on the ground.
    10. Inertial Navigation Computer: This system assists the vehicle in navigation through the use of three ring laser gyros by indicating exactly how far, in what direction, at what altitude, and at what speed the vehicle has traveled - down to an accuracy of 1/1000 of a mile. If available, coupled with a map of the region loaded into this nav comp, this system becomes nearly fail safe - provided that the crew using the system can read a map. This provides crews with a Navigation skill a +20% to all skill rolls. Every few hundred thousand miles of travel this system requires recalibration, which is easily done by a push of a button inside of the vehicle. S-Mart has maps available of the entire surrounding region (250 mile radius) of each Desert Star, Wa-Daisho, Lazlo, the Coalition States, Northern Gun/Manistique Imperium, and the Colorado Baronies available at a cost of 200 credits per programming package.
    11. Laser Detector: This system is composed of a handful of sensitive light sensors spread out over the surface of the vehicle, specifically calibrated to detect the light from a laser beam. It's purpose is to detect any and all laser targeting systems currently trained on the vehicle. This system may be set only to emit a high pitched bell sound or it may be set to automatically activate the Anti-Laser Aerosol System.
    12. Military Radar Detector: This system detects radar waves as they pass over the vehicle, indicating to the crew that they have been picked up on radar. It is at least a fairly sensitive system though, that can tell the difference between a low power radar system like those found on most power armor that cannot see through ground clutter, and a true military grade radar that can. The only failing of this system is that if the vehicle is ever attacked by a microwave type weapon it will fry this sensor automatically.
    13. Painting Laser: This specialized targeting device is used to aid air dropped laser guided munitions by guiding them into a target, providing them with a +3 to strike.
    14. Smoke Dispensers: The Stonewall carries four separate smoke dispensers, each of which contain five dense capsules that when ignited release a forty foot by forty foot cloud of dense infrared and laser resistant smoke. This can be handy for concealing the Stonewall from attackers, providing them with a penalty of -3 to strike, or it may be handy also for creating a smoke screen for troops moving beyond where the Stonewall is located - obscuring their location so that the enemy in question cannot see them. Each capsule costs 30 credits to replace.
    15. Chaff & Flare Dispensers: Mounted in the side of the Stonewall's turret is this dispenser that is designed to spoof radar, radar guided munitions and missiles, thermal imaging optics, nightvision optics, and infrared optics. As modern missile types are both optic & radar guided, these dispensers work in tandem to release a white hot flare and a shower of metallic bits simultaniously. The optics guideance is knocked out 90% of the time, but the radar guideance is only fooled 70% of the time. Payload for both types of dispensers is 20, and reloading costs 50 credits per bundle.
    16. Anti-Laser Aerosol Unit: This is a small vent that releases a blast of a grayish glittering cloud of highly reflective metal fragments at a high rate of speed, to protect the vehicle from laser targeting devices, as well as laser weapons! The cloud only lasts for about 1D4 melees, a single melee in high winds, or a single round of attacks if the vehicle is in motion. The aerosol cannister has a payload of 30 gas blasts, and they cost 15 credits to replace.

6. Physical Attacks: Like any vehicle, it in itself can be a very efficient weapon;
    Ramming Vehicles/Creatures/Buildings More Than 2 tons: 3D6 M.D. per 10 mph, however at speeds exceeding 150 mph the Stonewall will also take 3D6 M.D. per 10 mph above 150 mph.
    Ramming Vehicles/Creatures/Buildings Less Than 2 tons: 2D4+1 M.D. per 10 mph, and typically will run it over. No additional damage is done from the weight of the Stonewall unless a malicious pilot decides to set down on top of the target inflicting an additional 2D4x10+10 M.D. to the unfortunate individual, (THIS HAS HAPPENED IN PLAY!). Otherwise the character/Object will be forced to the ground for the amount of time the Stonewall is over them, but the wind will typically scatter items, tear clothing, blow sand in eyes and mouth, etc.

      The image displayed in reference to this aircraft is the CAS/GD Stonewall MBT as shown on pg. 95 of the now defunct FASA Corporation (RPG), Shadowrun's Sourcebook, The Rigger Black Book. The rights to which are now owned solely by WizKids, Inc. WizKids, Inc. has granted permission to SirTenzan's RIFTS Gallery to use the artwork but does not endorse, and is not affiliated with SirTenzan's RIFTS Gallery in any official capacity whatsoever.

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