T.W. Van Helsing Vampire Fighting Vehicle:
Most Techno-Wizard designs are designed with some form of aesthetics.
Some might be considered on the twisted side but virtually all Techno-Wizards
consider themselves to have a sense of style. This vehicle is the exception.
It was designed for pure practicality. Its job is to hunt vampires. For
this job, it is fitted with a variety of weapons for use against vampires.
It is so effective that it can practically destroy a pack of wild vampires
by itself. Because some vampires use technology, the vehicle is armed so
that it can deal with conventional targets as well although this is strictly
secondary. Several anti-vampire teams use this vehicle as their main support
vehicles. As one might expect, the Van Helsing is named after the fictional
vampire hunter from the story Dracula.
The Van Helsing is an eight-wheel design and is similar to the US Marine
Corps LAV-25 from the late Twentieth Century and early Twenty First Century.
Wheels were considered easier to replace and maintain than tank style treads.
It also makes the vehicle less expensive to manufacture. Even so, this
vehicle can go virtually any where a tank can go. The eight tires are made
from Mega-Damage rubber like materials. The vehicle is available with several
different propulsion systems including standard liquid fuel propulsion,
electrical propulsion, fusion propulsion, or magical T.W. Electrical propulsion.
The final system is most useful for magic using individuals who can cast
"Call Lightning." Many crews prefer the versions powered by a fusion reactor
due to the fact that being stuck in vampire controlled territory is never
a good situation even in a vehicle designed to fight vampires. The fusion
reactor is the same design that is used on the Mountaineer all terrain
vehicle.
The armor of the vehicle is of conventional armor materials but most
places are sheathed with wood plates with the spell of "Ironwood" cast
on them. Each wood plate is covered in small wooden spikes. If a vampire
tries to punch the wrong location of the vehicle, he will end up with spikes
sticking in his hand. The nose of the vehicle has eight larger spikes sticking
from the nose which are designed for use in ramming vampires. There was
some consideration of just using enchanted wooden armor but it was considered
to be too vulnerable to fire. The vehicle is equipped with two headlights
and a spot light. Each is normally fitted with a special snap-on fitting
with a variety of holy symbols possible.
The main weapons of the vehicle are mounted in a turret in the middle
of the vehicle. These weapons are a powerful grenade launcher and high
powered Techno-Wizard water cannon. The grenade launcher is a modified
version of the Wellington automatic grenade launcher with two ammo feeds.
One feed is standard rounds which armor piercing ammo is usually preferred.
The second feed is normally special anti-vampire rounds developed for the
vehicle. The ammo is basically a giant shotgun shell which is filled with
wooden flechettes which have the spell of "Ironwood" can on them. The T.W.
water cannon is fueled by a tiny rift which opens into the elemental plane
of water and the payload is virtually unlimited although the weapon has
a far shorter range than the grenade launcher. The water can instead be
fed into special water sprayers which protect the vehicle from direct contact
by vampires. If the main water cannon is being operated at the same time
as the water sprayers, the duration is limited to about five minutes at
which time it will run out of water. At that time, the crew will have to
choose between the two systems. It takes about five minutes to recharge
the water sprayers if the systems are not in use. The driver is equipped
with a double weapon as well. The driver has an NG-202 rain gun and a T.W.
water rifle mounted together. The NG-202 is equipped with double feeds
with one being standard rail gun rounds and the other being wooden rounds.
The water rifle also pulls its water from the main system but its drain
is far less and does not affect the other systems. For long range targets,
the vampire fighting vehicle is equipped with mini-missiles with about
half of the payload normally being special wooden anti-vampire warheads.
Some normal mini-missiles are normally carried in case the vampires have
allies with conventional equipment. The mini-missiles are also considered
quite useful in knocking down structures where vampires may he hiding.
As a final measure, the vehicle is equipped with a special flare launcher.
The flare launcher has a total payload of sixteen flares with normally
half of the flares being T.W. Storm Flares and half being T.W. Globe of
Daylight flares.
The vampire fighting vehicle has all the sensors that one might expect
in a robot vehicle. There has been special emphasis on preventing vampires
from being able to use their gaze against the crew and all visuals are
through display monitors instead of direct viewing. Even the gunner who
controls the main weapon systems looks through video screens and uses remote
controls instead of looking directly out of the vehicle. Because of the
potential for the vehicle to be attack from invisible opponents, the Van
Helsing is equipped with "See the Invisible" optics. A special feature
available is ground penetrating radar mounted in a pod in the rear of the
vehicle. It is similar to those used by archaeologists during the Twenty
First Century and is extremely useful in detecting vampires underground
lairs. The compartment is fully environment so that a vampire in gas form
cannot enter the vehicle. While not designed as a troop transport, the
Van Helsing has space for four passengers.
Author Note: Due to the fact the water comes from the Elemental
Plane of Water, the water can be considered to affect vampires even by
game masters (like the author) who only have holy water effect vampires.
Model Type: T.W. Van Helsing VFV
Vehicle Type: Vampire Hunting Vehicle (Ground)
Crew: 2 (Driver and Gunner)
Troops / Passengers: 4
M. D. C. by Location:
| Weapon Turret: | 150 |
| Automatic Grenade Launcher (Turret): | 70 |
| T.W. Water Cannon (Turret): | 40 |
| Front Combination Rail Gun / TW Water Rifle | 70 |
| Flare Dispenser: | 20 |
| Mini-Missile Launcher (2): | 50 each |
| [1] Wheels (8): | 50 each |
| Long Wood Spikes (8, front): | 10 each |
| Searchlight | 20 |
| Headlights (2): | 10 each |
| Ground Penetrating Radar Sled (Rear - Optional): | 20 |
| Main Hatch: | 150 |
| Reinforced Crew Compartment: | 125 |
| Reinforced Passenger Compartment: | 80 |
| [2] Main Body: | 350 |
Notes:
[1] Up to one tire can be destroyed on each side of the vehicle without
any appreciable loss in mobility but top speeds with be reduced by 10%.
If two tires on a side are destroyed, the vehicle is reduced in top speed
by 20% and has a -25% to piloting rolls when being operated off-road.
[2] If all the M.D.C. of the main body is depleted, the vehicle is
completely shut down and unsalvageable, but the crew may survive in their
reinforced compartment. 150 M.D.C. of the main body and 75 M.D.C. of the
turret of wood that has been enchanted with the spell "Ironwood."
Speed:
Ground: Cruising speed on land is 60 mph (96.6 kph) on roads
and 50 mph (80.5 kph) off road maximum. Can travel underwater up to 10
mph (16 kph).
Maximum Range: With gas or electric, 600 miles (966 miles),
with T.W. Electric, 1,000 miles (1,610 km) and requires casting "Call Lighting"
to recharge, and with fusion, effectively unlimited.
Statistical Data:
Height: 8 feet (2.4 meters) for main body and 9.4 feet (2.9
meters) including the weapon turret
Width: 9.5 feet (2.9 meters)
Length: 19.2 feet (5.9 meters)
Weight: 10.5 tons (9.5 metric tons) fully loaded
Power Source: Four versions. Nuclear with 20 year fusion reactor,
Electric, Conventional liquid fuel that uses aviation gas, and TW Electric
with is powered by a lightning bolt every 1000 miles (1610 km)
Cargo Capacity: Without troops / Passengers, can carry up to
2000 lbs (910 kg).
Black Market Cost: 1.6 million for Electrical or Internal Combustion
powered, 1.8 million for T.W. Electrical powered versions, and 2.6 million
for fusion powered version. Ground Penetrating Radar Module costs 400,000
Credits.
Weapon Systems:
- Main Turret:
On the main turret, an automatic grenade launcher
and T.W. water cannon which point in the same direction. The turret has
the ability to rotate 360 degrees and barrels can be raised up to 85 degrees
to target attackers virtually overhead. The barrels can also be pointed
downwards up to 45 degrees. One reason the turret cannot fire directly
overhead is so than grenades do not fall back on the vehicle. Gunner uses
special optics that use video cameras instead of direct visuals to prevent
vampires from attempting mind control.
- Automatic Grenade Launcher:
Weapon is WI-GL21 Automatic Grenade
Launcher mounted in the turret. The Grenade launcher has a special feed
system to enable the gunner to switch between conventional rounds or special
anti-vampire rounds with the flick of a switch. Most common conventional
rounds are armor piercing. Anti-Vampire rounds are special shotgun style
flechette rounds made from wood which the spell of "Ironwood" has been
cast on the rounds.
Maximum Effective Range: Conventional Rounds: 3,000 feet
(914 meters) Anti-Vampire Rounds: 600 feet (182 meters)
Mega-Damage: Conventional Rounds: 4D6 for Fragmentation
with a blast area of 12 feet (3.7 meters) and 1D4x10 for Armor Piercing
with a blast area of 3 feet (0.9 meters), burst of 10 rounds does 2D6x10
for Fragmentation with a blast area of 40 feet (12.2 meters) and 3D6x10
for Armor Piercing with a blast area of 8 feet (2.4 meters). Anti-Vampire
Rounds: 8D6 S.D.C. to normal targets and 2D4x10+10 direct to hit points
to vampires. Round does double damage to targets at close range (less than
25% of effective range), normal damage at medium ranges (25% to 50% of
effective range), half damage at long range (50% to 75% of effective range,
and quarter damage at extreme range (Greater than 75% of effective range).
Burst of 10 rounds increase damage by 5 time to a single target or can
inflict normal damage to 1D4 targets and have a 20% of hitting an innocent
bystander if in the spray of the weapon. At long range (20 ft / 6 m or
greater), a flechette will penetrate the heart on a 18 through 20 on a
normal shot and on a 15 through 20 for a called shot. On close range attacks
(20 ft / 6 m or closer), chances of hitting the heart are even better.
Without a called shot, a flechette will penetrate on a 16 through 20. On
a called shot, a flechette will penetrate on an 8 through 20. Burst shots
cannot be used as called shots against vampires but the game can allow
five rolls to see if a flechette lodges in the heart.
Rate of Fire: Equal to combined hand to hand attacks of gunner
Payload: 1,000 rounds total, usually divided up with 250 Conventional
Rounds and 750 Anti-Vampire Rounds.
- T.W. Water Cannon:
Similar to the standard T.W. Water cannon
but uses a tiny rift to the Elemental Plane of Water as its source and
has an effectively unlimited charge. The rift needs to be reopened approximately
every five years. The rift also provides water to a set of sprayers around
the vehicle and if the system runs out of water then the gunner has to
chose between the T.W. water cannon and the sprayers. The water cannon
fires a powerful stream of water.
Maximum Effective Range: 300 feet (91 meters)
Mega-Damage: None but inflicts 3D6x10 direct to hit points on
vampires, inflicts no damage to other targets but will knock them of their
feet.
Rate of Fire: Maximum of six (6) bursts per melee
Payload: Effectively unlimited but shares water supply with
T.W. sprayer system.
- Front Weapon Mount:
An NG-202 Rail gun and a T.W. rifle style
water blaster are mounted together. These weapons are controlled by the
driver of the vehicle and are remote controlled like the weapons on the
armored vehicle's turret to protect the driver from vampire mind control.
The weapon mount can move 45 degrees to either side and up or down.
- NG-202 Rail Gun:
This gun is set up like the NG-202 on the
Samson power armor with a greater rate of fire. Like the grenade launcher,
the rail gun is modified so that it can switch between conventional ammo
and wooden rounds for use against vampires. Anti-vampire rounds use a small
amount of metal so that they can be accelerated by the rail gun.
Maximum Effective Range: Conventional Rounds: 4,000 feet
(1200 meters) Anti-Vampire Rounds: 2000 feet (610 meters)
Mega Damage: Conventional Rounds: 1D6x10 MDC per burst
of 60 rounds (Does not fire single shot.)
Anti-Vampire Rounds: 1D6
MDC or 4D6x10 direct to hit points on vampires per burst of 60 rounds (Does
not fire single shot.)
Rate of fire: Equal to pilot's hand to hand attacks
Payload: 3600 rounds total, usually divided up with 1,200 Conventional
Rounds (20 bursts) and 2,400
Anti-Vampire Rounds (40 bursts).
- T.W. Rifle Style Water Blaster:
Like the T.W. Water Cannon,
this weapon pulls its water from the Rift to the Elemental Plane of water
but draws very little water and has little effect on the other water powered
weapon systems.
Maximum Effective Range: 600 feet (182 meters)
Mega Damage: None but inflicts 4D6 direct to hit points on vampires
Rate of fire: Equal to pilot's hand to hand attacks
Payload: Effectively unlimited.
- T.W. Anti-Vampire Water Sprayers:
The vehicle is designed
with water sprayers which spray water in all directions to create a mist
of water to protect the vehicle. Water sprayer pulls water from the same
rift which the main water cannon uses but has a small storage tank so that
both systems can be used simultaneously. After five minutes, the gunner
will have to chose between operating the spray system or the main water
cannon. The Sprayer tank requires 5 minutes to fully refill if the main
water system is not being used.
Maximum Effective Range: 3 feet (0.9 meters) around the vehicle.
Mega Damage: None but inflicts 3D6 direct to hit points on vampires
which enter the area of effect of the water sprayers.
Rate of Fire: When active, effects all targets entering area
of effect
Payload: Special, has a tank which carries 5 minutes of water
but after 5 minute must share the water supply with the main water cannon.
Gunner must chose between main water cannon or water sprayer system. Water
sprayer system requires 5 minutes to fully recharge when water systems
are not in use. Any time spent recharging will give a duration on the system
of that amount of time.
- Side Mounted Mini-missile Launcher (2):
Mounted on each side
of the fighting vehicle near the top in box style launchers. These launchers
are designed for both engaging vampires at long range and give the vehicle
the ability to fight other armored vehicles quickly. Normally the vehicle
will carry a mixture of ammunition types. The launcher is controlled by
the gunner who also controls and operates the main turret.
Maximum Effective Range: Varies with mini-missile type; for
Conventional Mini-Missiles normally armor piercing or fragmentation
are carried (Go to Revised
bomb and missile table for conventional missiles.)
See New Armor and Weapons for Rifts - Others. for Anti-Vampire Mini-Missiles.
Mega Damage: Varies with mini-missile type; for Conventional
Mini-Missiles normally armor piercing or fragmentation are carried
(Go to Revised
bomb and missile table for conventional missiles.)
See New Armor and Weapons for Rifts - Others. for Anti-Vampire Mini-Missiles.
Rate of Fire: One at a time, or in volleys of 2, 4, 8, or 16.
Payload: Launchers carries 16 mini-missiles each for a total
of 32 mini-missiles (Normally 24 Conventional Mini-Missiles and
8 Anti-Vampire Mini-Missiles are carried).
- TW Flare Launcher:
These launchers are mounted on either
side of the vehicle and are designed to fire flares straight up in the
air. In many ways, this weapon is considered the last ditch defense of
the vehicle.
Maximum Effective Range: Launches flares straight up in the
air. Altitude that flares explode and radius affected are based on the
type of flare. TW Storm Flares explode at 2000 feet (610 meters)
and covers a radius of 100 feet (30.5 meters) around the location flare
is launched. TW Globe of Daylight Flares explode at 200 feet (61
meters) and then drop to 20 feet (6 meters) and hover with an effective
radius of 120 feet (36 meters) for the globe.
Mega Damage: None. TW Storm Flares create a rainstorm
which inflicts 4D6x10 hit points to vampires for every half melee the vampires
are caught within the rain storm. Effects last 1D6 minutes. TW Globe
of Daylight Flares force vampires to the edge of the globe. Duration
is 3D4 minutes.
Rate of Fire: One at a time.
Payload: 8 flares total
- Holy Symbol Headlights and Spotlights:
The front of the vehicle
has two headlights and the turret has a spotlight mounted to it. They can
have a variety of holy symbols attached to them including a cross style
lense cover. The headlights face directly forward but the spotlight can
faces in the same direction the barrels on the turret face.
Maximum Effective Range: 200 feet (61 meters)
Mega Damage: None but light inflicts 4D6 hit points to vampires
for every melee the vampires are caught within the light of the holy symbol
Rate of fire: Use Gunner's hand to hand attacks to determine
how many targets can be targeted with the spotlight per melee. The vehicle
must be pointed toward the vampires in order for headlights to be used
against a vampire.
Payload: Effectively unlimited.
- Wooden Spikes:
The vehicle is protected with wooden spikes
enchanted with the spell of "Ironwood." If a vampire attempts to punch
or use another physical attack against the vehicle will end up hitting
wooden spikes. As well, the front spikes can be used to ram vampires.
Mega Damage: None, unless a vampire makes a called shot not
to hit the spikes, they will take 2D6 hit points every time they attempt
to hit the vehicle. Ramming vampires will inflict 1D6x10 direct to hit
points.
- Techno-Wizard Modifications:
The Van Helsing has the following
Techno-Wizard Modifications built into the Tank. These require P.P.E. or
I.S.P. from the pilot or crew
Special Features:
Chameleon (6th Level) 6 PPE or 12 ISP
Invisibility-Superior (6th Level) 20 PPE or 40 ISP
Sensory Equipment:
The tank carries all standard equipment of a robot vehicle plus this
special equipment:
- See the Invisible Optics: The tank has special optical systems with
see the invisible on them. Same as spell and used at will. Has a 2,000
feet (610 meters) range. Can see forces, objects, and creatures which can
turn invisible, or are invisible. Can also see vaporous beings and astral
bodies.
- Ground Penetrating Radar Sled (Optional): Mounted in a module in
the rear of the vehicle is a special module which can be lowered to be
towed behind the vehicle. The module uses radar waves to scan the ground
to look for abnormalities including underground chambers. Can penetrate
up to 500 feet (152 meters) into the ground but scans only directly under
the unit so requires a long period to scan a large area.
[Coalition TM, Iron Heart Industries TM, Northern Gun TM, Phase World TM, and Triax TM are trademarks owned by Kevin Siembieda and Palladium Books Inc.]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 2002, Kitsune. All rights reserved.