Description
Modified Mark V APC
Length: 34 Feet
Width: 9 Feet
Height: 18 Feet
Crew: 5
Internal space two condensed stories with a top elevated turret and 2 feet ground clearance and 1 foot wide tires
• 8 Foot height First floor
o Mini-missile launcher set in front / Nine feet wide three foot long / three units
o Engine unit contains seven foot wide six feet long
o Kitchen section in the front, seven feet wide by six feet long (contains six months food for 5 people)
o Storage in the middle with ladder to second floor and one side door, seven feet wide by ten feet long / 160 cubic feet of storage space and storage for five standard armor suits and weapons
o Power armor storage in the back with the rear ramp space for four suits, seven feet wide by eight feet long space and a one foot thick deployment ramp.
• 6 Foot height Second floor
o front of the vehicle set back four feet
o Command/crew section in the front section nine feet wide by eight feet long
o Crew quarters are in the middle and back sections nine feet wide by 18 feet long
Each Crew quarter’s section contains four bunks, two sets of two
• 3 feet wide 7 feet long and 3 feet of head room with a storage section at the end 3×4×3
• There are 8 total bunks.
o Bathroom nine feet wide by four feet long by seven feet tall
Shower on one side toilet on the other
• Toilet uses incineration to remove waste
• Shower / Sink purifies and recycles water
• 2 Foot height back turret is elevated above the back crew quarters ten feet long seven feet wide
o Contains 250 gallon water tanks and water recycle/purification equipment
Crew command contains one driver / four gunners / one systems operator / one passenger
• The crew command section walls contain External Monitors for the front 180 degrees of the vehicle
o The gunners targeting reticles appear on these screens giving the driver and passenger visual representations of where the gunners are or will be firing. Data representing the health of the vehicle and defensive systems appears on the front view screen. There are 25 micro cameras per side feeding data into the central combat computer to create the visual representation of the outside environment. 60% of the cameras on a side would need to be destroyed before any degradation would be noticed and 80% of the cameras on a side would need to be destroyed before serious degradation of the outside visual would be noticed.
• One of the gunner stations is converted into a fairy home
o It is a self-contained area with only a small 8 inch tall door to gain entry at the bottom. It is a four foot wide four foot long six foot tall area. There are five stories. Each floor contains a small opening for the fairy sized stairs in the corner. The first three stories are 1.5 feet tall and the top two stories are nine inches tall. The computer allows verbal communication from anywhere inside the fairy home with other members of the crew.
The first three stories contain miniature gardens with water systems and recycling abilities. There is a significant area for small Herb plants and there are small globe of daylight spells to keep the plants healthy.
The fourth story is split in half with one half being the living quarters, and the other half is a massive kitchen/alchemy area.
The fifth/top story is divided into quarters.
• One quarter contains wall sized screens around the walls and ceiling giving a 360 degree view of the outside just as if you were outside and looking around. In the center of the room there is a fairy sized chair with the combat systems built into the arms of the chair. The right side arm contains the gun controls and targeting interface which appears as a target circle on the monitors and the left side controls which guns are currently active and a fairy palm sized recharge interface for the selected TW device. The fairy has the ability to control any of the TW guns (Not being controlled by other gunners) and to charge any of the TW devices from the home.
• The other three quarters of the top floor are currently open and have not been completed. This leaves twelve square feet of unfinished space.
• Gunner stations:
o Each gunner station consists of a chair with a five point harness, arm based interface controls and the helmet. The chair is capable of 360 degree rotation using foot pedals to rotate the chair. The chairs when not being used or when the weapon system is powered down will automatically rotate to face the interior of the Command section. When a gunner initially sits and puts on the helmet the chair will initially rotate to match the direction that the current active weapon system is pointed. The gunner can switch weapons or rotate the direction of alignment after that point. There are no traditional screens or desk top controls; the gunner station is a small half circle section containing the chair and enough room for the gunner.
o Each helmet contains a 3D holographic visual with heads-up display allowing 360 degree external views containing combat data similar to power armor allowing faster target accusation and engagement / Voice activated or manual. The Weapon system that the gunner is actively controlling becomes a look and shoot interface and the guns will traverse to point in the direction the gunner is looking. Using eye alignment the computer targets the object that the gunner is actually looking at. The gun will fire on the gunner’s verbal command or physically triggered. This look and shoot interface allows faster target accusation and engagement, similar to the bonuses power armor elite pilots receive
o One gunner station controls the middle turret with the ability to switch to any of the TW weapon systems
o Two gunners control the TW weapon systems / normally split between the left and right side but both can choose to fight weapon systems on the same side
o Each gunner station is customizable to the assigned gunner.
• The Systems operator controls the Top turret, the strategic decisions of the combat computer, and the defensive systems
o Has same setup as the gunners
• The driver has operational control of the vehicles movement and has access to the defensive systems and mini-missile launchers.
Combat computer system has a multisystem interface:
• Bring the current processing power of the computer in the vehicle up to the level of a simple AI and enhancing it with Strategic and Combat knowledge. Take a copy of the current PITU programming/Information and load it into the vehicle computer. This will enable the vehicle to suggest courses of action based on information fed through the sensor systems and compared to its Strategic and Tactical data. The computer will be able to communicate like another member of the team and make basic decisions based on the three laws below.
o Modified versions of Asimov’s three robotics laws are incorporated into the computer hardware.
A robot must obey all commands from Wade Hunter.
A robot may not injure a Crew member or, through inaction, allow a crew member to come to harm except where such orders would conflict with the First Law.
A robot must obey orders given it by Crew members except where such orders would conflict with the Second Law.
A robot must protect its own existence as long as such protection does not conflict with the First, Second, or Third Law.
• Crew Members are whoever I (Wade) deem them to be.
o Accepts authorized voice commands and responds by voice.
o Allow the PITU to link directly with the computer system for further AI enhancement.
o The PITU can control all decisions made by the computer.
• The six Wilks laser Turrets and two rail gun turrets will be computer controlled with combat computers slaved to the main combat control computer in the main crew command center. The gun level combat control computers will be able to act in concert with other turret combat computers via strategic decisions (priority target override list) by the main combat computer.
o When a gun system is run from the Strategic Combat computer it has four actions per melee and +10 to hit.
o When a gun system is operating independently it has six actions per melee and no bonuses to hit.
• The systems operator has the ability to change strategic decisions by the combat computer and/or make small adjustments like having a gun system work independently from the main system (rely on the gun systems internal prioritizations and target list).
Power systems:
Nuclear power system with fifteen year supply
Two extra power capacitors linked to the weapon systems.
Five PPE Batteries with 200 PPE each / Rechargeable by ley lines or magic being placed into by concentration
1 in Middle Turret (Powers middle and front turrets)
1 on Right Side (Powers Side turrets and corner cannons)
1 on Left Side (Powers Side turrets and corner cannons)
2 in Main Engine Room (Powers defensive systems)
Magic Defensive Systems:
Armor of Ithan: Base Charge is 100 PPE (50 MDC and 10 Minutes per 10 PPE injected into the system)
Concealment: Base Charge is 100 PPE (10 PPE per hour)
Fly 50 MPH 500 feet elevation: Base Charge is 100 PPE (50 PPE per 2 minutes)
Circle of protection on interior of the vehicle: Base Charge is 100 PPE (15 PPE per 30 minutes)
Globe of Daylight headlights 100 Feet: Base Charge is 50 PPE (2 PPE per hour)
2 Globe of Daylight Spotlights 500 feet range: Base Charge is 50 PPE (10 PPE per 5 Minutes) (One Mounted on the top turret) (One mounted on the middle turret)
Defensive Grenade Launchers (6 per Side / 15 Capacity / Bracketing each side gun) (25 PPE to recharge each individual flare)
60 – Rain Storm (5 per Launcher) (100 foot Radius Rainstorm 3D6x10 per 7.5 seconds to Vampires / 5 Minutes)
60 – Globe of Daylight (5 per Launcher) (50 Foot Radius detonates 25 feet in the air above the vehicle / 30 Minutes)
60 – Fog (5 per Launcher) (250 Foot Radius detonates 25 feet in the air above the vehicle / 15 Minutes)
Weapon Systems:
Top turret (360 Degree rotation with 50 Degree elevation/Declination)
Boom Gun mounted with Air compression recoil system (Max four rounds per melee)
Standard Shot (1500 Rounds)
Range: 11,000 Feet
Dam: 3D6x10 MDC
Wood Shot (Six inch long ¼ inch thick darts, 300 per canister) (Anti-Vampire) (1000 Rounds)
Range:
250 feet – 10 Feet Wide (40% chance of being staked)
Dam: 4D6x10 HP
500 Feet – 20 Feet Wide (30% chance of being staked)
Dam: 3D6x10 HP
750 Feet – 30 Feet Wide (20% chance of being staked)
Dam: 2D6x10 HP
1000 Feet – 40 Feet Wide (10% chance of being staked)
Dam: 1D6x10 HP
Laser Cannon Anti-Tank
Range: 4000
Dam: 3D6x10+40 MDC
Middle Turret (270 Degree rotation with 60 Degree elevation/15 Degree Declination)
Wood firing rail gun (Magic)
Range: 4000 Feet
Dam: 3D6x10 HP
Ten 2 inch wooden shards per shot / 20% chance of staking a Vampire
5 PPE per Shot / Base Charge 100 PPE
Gatling Laser Cannon (Six Wilks Pulse Lasers mounted in a six inch circle designed to fire in tandem.)
Range: 2000 Feet
Dam: 6d6x10 MDC
Front Turrets (2) (270 Degree rotation with 60 Degree elevation/15 Degree Declination)
Dragon Fire Flame thrower
Range: 250 Feet
Dam: 2D6x10 MDC per Melee (15 Seconds) (Magic Fire) / persistent for 1D3 melee’s
10 PPE per shot / Base Charge 50 PPE
Side outside Turrets Right/Left Turrets (2) (75 Degree rotation) (Combat Computer controlled)
Gatling Laser Guns (Four Wilks Pulse Lasers mounted in a two inch Square designed to fire in tandem.)
Range: 2000 Feet
Dam: 4D6x10 MDC
Side Inner Turrets Right/Left Turrets (2) (75 Degree rotation)
Water Cannons
Range: 600 Feet
Dam: 3D6x10 HP to Vampires only
5 PPE per Shot / Base charge 100 PPE
Side middle Turret Right/Left Turret (1) (75 Degree rotation) (Combat Computer controlled)
Rail Gun (1000 Bursts)
Range: 4000 Feet
Dam: 1D4x10 MDC
Corner Cannons (4) (140 Degree rotation)
Carpet of Adhesion Cannons
Range: 500 Feet – 5 Feet by 40 Feet strips Perpendicular to the Cannons line of fire
Dam: Effect stuck for 40 Melees / Save and stuck for 2D6 Melees
5 PPE per Shot / Base Charge 50 PPE
Mini Missile Launchers (3) (Combat Computer controlled)
Range: 1 Mile
Dam: By Missile
Frag: 5D6 MDC to 20 Foot Radius
Fifteen Tubes Each
Thirty Missiles Each
Forward Fixed Turret Gun (75 Degree rotation) (Combat Computer controlled)
Gatling Laser Guns (Four Wilks Pulse Lasers mounted in a two inch Square designed to fire in tandem.)
Range: 2000 Feet
Dam: 4D6x10 MDC
Rear Fixed Turret Gun (75 Degree rotation) (Combat Computer controlled)
Gatling Laser Guns (Four Wilks Pulse Lasers mounted in a two inch Square designed to fire in tandem.)
Range: 2000 Feet
Dam: 4D6x10 MDC
