Annihilator Assault Vehicle
A Vampire killing MACHINE! Lots of fun. A retro-fitted pre-rifts fire engine.
Model: Arzno TWV-3200
Crew: 1 pilot, 1 copilot/gunner, 3 turret gunners, 4 passengers
MDC by Location:
Water Cannon Turrets (2): 60
Cab Railgun Turret: 40
Side Mini-Missile Launchers (2): 50
Side Medium-Range Missile Launchers (2): 60
**Flare Launcher: 5
Spot lights (2 front, 3 turret): 5
*Wheels: 5
***Main Body: 120
Magic Forcefield: 500
* a small and difficult target to hit (-3 strike on a called shot)
** the flare launcher is extremely hard to hit (-5 strike on a called shot)
*** depleting the main body makes the vehicle useless
Speed: 210 mph max if on flat, well-kept roads. Considerably less (half) on not-so-good terrain.
Statistical Data:
Height: 15 feet
Width: 10 feet
Length: 35 feet
Cargo: Minimal. About 10 cubic feet of interior storage. Other storage is achieved by attaching items on hooks, straps, etc. outside the vehicle.
Power System: Magic; telekinesis spell (8 PPE) gives a range of 50 miles.
PPE Battery: holds 80 PPE (500 miles) and recharges at ley lines at 10 per melee or elsewhere 2 per hour.
Cost: 22 million credits. Available only in Arzno.
Weapon Systems:
Water Cannons: These high-pressure water cannons are fed from the truck’s magical supply of water.
Primary Purpose: Anti-Vampire
Secondary Purpose: Fire Extinguishing
Damage: 2D4 SDC or 1D6x10 to Vampires
Rate of Fire: Equal to hand-to-hand of the pilot
Effective Range: 200 ft
Payload: 100 shots each are provided by PPE batteries. They can be recharged with 40 more shots for 10 PPE.
Mini-Missile Launchers (2): These launchers are located each side of the vehicle. One of the few non-magic features, the manufacturers at Arzno found it more efficient to use conventional means to fire the missiles. Typically, wood fragmentation or TW water missiles are used as anti-Vampire artillery. *Note: These launchers are totally capable of firing conventional missiles.
Primary Purpose: Anti-Vampire
Secondary Purpose: Anti-Personnel
Damage: Varies. Wood Fragmentation do1D4 MD or 2D4x10 HP to Vampires. Water do 1D6x10 to Vampires. The radius on each is 10 ft.
Rate of Fire: can fire up to its entire payload in one volley
Effective Range: About 1 mile.
Payload: 16; eight per launcher
Medium-Range Missile Launchers (2): These are the other non-magical components of the offensive capabilities of the vehicle. However, like the mini-missile launchers, TW missiles make up the normal payload. *Note: These launchers are totally capable of firing conventional missiles.
Primary Purpose: Anti-Vampire
Secondary Purpose: Anti-Personnel
Damage: Varies. Wood Fragmentation do 2D4 MD or 3D6x10 HP to Vampires plus a 10% chance of impaling the heart of any given Vamp in the radius. Water do 2D4x10 to Vampires. The radius of both is about 30 ft.
Rate of Fire: can fire up to its entire payload in one volley
Effective Range: About 30 miles.
Payload: 12; six per launcher
Cab Railgun: This devastating weapon fires wooden rounds and is capable of mowing down vampires left and right.
Primary Purpose: Anti-Vampire
Secondary Purpose: Anti-Personnel
Damage: 1D4 MD or 2D4x10 SDC to Vampires
Rate of Fire: Standard; can only fire bursts
Effective Range: 4000 ft
Payload: 30 bursts
Flare Launcher: This seemingly simple feature is actually capable of doing more damage to an army of vampires than any other feature on the vehicle.
Primary Purpose: Anti-Vampire
Secondary Purpose: Emergency Signaling
Effect: Any kind of signal or illumination flare can be launched skyward from this launcher. As a weapon, it can fire TW Call Lightning flares, Thunderclap flares, or its most lethal ordinance... Summon Storm flares! All do damage as per spell.
Rate of Fire: Once per melee
Range: 2000 ft straight up
Payload: One; takes one round to reload
Spotlights (5): These high-powered spotlights have crosses over them to do damage to Vampires. They are located two in the front and three on the weapon turrets.
Primary Purpose: Anti-Vampire
Secondary Purpose: Illumination
Damage: 1D4x10 to Vampires
Rate of Fire: Standard
Range: 300 ft.
Payload: Draw from PPE battery; Effectively Unlimited
Techno-Wizard features:
1. Armor of Ithan
MDC: 500
PPE to Activate: 50
Duration: 40 melees
2. Globe of Daylight
Radius: 120 ft
PPE to Activate: 2
Duration: 30 minutes
3. Invulnerability
Effect: Impervious to Energy, +10 save (see spell), and +35 MDC
PPE to Activate: 25
Duration: 10 melees