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The car from Damnation Alley


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THE CAR FROM DAMNATION ALLEY

 

Val	CHA	Cost	Notes
7	SIZE	35	5" x 2.5"; -7" KB; -4 DCV
50	STR	5	Lift 12.5 tons; 10d6 HTH Damage
14	DEX	12	OCV: 5/DCV: 5
20	BODY	6
12	DEF	30
3	SPD	6	Phases: 4, 8, 12
Total Characteristics Cost: 94

Movement:	Ground: 18"/72"
Swimming: 0"/0"

Cost	Abilities and Equipment
Propulsion Systems
10	Motorized Wheeled Vehicle: Ground Movement +12" (18" total), x4 Noncombat; 
OAF (standard tires; -1 1/2), Only On Appropriate Terrain (-1/4), 1 Continuing Fuel 
Charge (easily obtained fuel; 72 hours; -0)
-2	Ground Vehicle: Swimming -2" (0" total)
6	Super Reinforced Tires: (7 DEF, 7 BODY)
5	Eight Wheels: +4 Wheels (total of 8)
4	Heavy: Knockback Resistance -2" (total of -9")

Tactical Systems
56	Forward/Rear .50 Caliber Machine Guns: RKA 3d6, Autofire (10 shots; +1), 
Increased STUN Multiplier (+1/4), 2,500 Charges (+1); OIF Bulky (-1), Limited Arc Of 
Fire (forward/rear 60 degrees; -1/2), Real Weapon (-1/4) plus +2 OCV; OIF Bulky (-1) 
plus +4 Range Modifier; OIF Bulky (-1)
10	Forward/Rear .50 Caliber Machine Guns: 3 more .50 Caliber Machine Guns 
(total of 4)
60	Side .50 Caliber Machine Guns: RKA 3d6, Autofire (10 shots; +1), Increased STUN 
Multiplier (+1/4), 2,500 Charges (+1); OIF Bulky (-1), Limited Arc Of Fire (side 180 
degrees; -1/4), Real Weapon (-1/4) plus +2 OCV; OIF Bulky (-1) plus +4 Range 
Modifier; OIF Bulky (-1)
10	Side .50 Caliber Machine Guns: 3 more .50 Caliber Machine Guns (total of 4)
64	Forward/Rear Flame-thrower: RKA 3d6, Area Of Effect (8" Line; +1), 
Continuous (+1), 60 Charges (+1/2); OIF Bulky (-1), Limited Arc Of Fire (forward/rear 
60 degrees; -1/2), Real Weapon (-1/4) plus RKA 1 point, Continuous (+1), Uncontrolled 
(lasts until flammable material affected by RKA 3d6 is consumed, or a Full Phase is spent 
putting out the flames; +1/2), Reduced Endurance (0 END; +1/2), Sticky (anyone or 
anything flammable touching victim/target also catches on fire; +1/2); OIF Bulky (-1), 
Linked (-1/2)
5	Forward/Rear Flame-thrower: Another Flame-thrower (total of 2)
70	Side Flame-thrower: RKA 3d6, Area Of Effect (8" Line; +1), Continuous (+1), 
60 Charges (+1/2); OIF Bulky (-1), Limited Arc Of Fire (side 180 degrees; -1/4), Real 
Weapon (-1/4) plus RKA 1 point, Continuous (+1), Uncontrolled (lasts until flammable 
material affected by RKA 3d6 is consumed, or a Full Phase is spent putting out the 
flames; +1/2), Reduced Endurance (0 END; +1/2), Sticky (anyone or anything flammable 
touching victim/target also catches on fire; +1/2); OIF Bulky (-1), Linked (-1/2)
5	Side Flame-thrower: Another Flame-thrower (total of 2)
70	Top Flame-thrower: RKA 3d6, Area Of Effect (8" Line; +1), Continuous (+1), 
60 Charges (+1/2); OIF Bulky (-1), Limited Arc Of Fire (only against targets "above" the 
car; -1/4), Real Weapon (-1/4) plus RKA 1 point, Continuous (+1), Uncontrolled (lasts 
until flammable material affected by RKA 3d6 is consumed, or a Full Phase is spent 
putting out the flames; +1/2), Reduced Endurance (0 END; +1/2), Sticky (anyone or 
anything flammable touching victim/target also catches on fire; +1/2); OIF Bulky (-1), 
Linked (-1/2)
21	Forward/Rear Grenade Launcher: RKA 2d6, Explosion (+1/2), 20 Charges (+1/4); 
OIF Bulky (-1), Limited Arc Of Fire (forward/rear 60 degrees; -1/2), Real Weapon (-1/4) 
plus +2 Range Modifier; OIF Bulky (-1)
5	Forward/Rear Grenade Launcher: Another Grenade Launcher (total of 2)
24	Side Grenade Launcher: RKA 2d6, Explosion (+1/2), 20 Charges (+1/4); 
OIF Bulky (-1), Limited Arc Of Fire (side 180 degrees; -1/4), Real Weapon (-1/4) plus 
+4 Range Modifier; OIF Bulky (-1)
5	Side Grenade Launcher:  Another Grenade Launcher (total of 2)
51	Forward Rocket Launcher:  RKA 4d6, Armor Piercing (+1/2), Explosion (+1/2), 
Increased STUN Multiplier (+1/4), No Range Modifier (+1/2), 15 Charges (-0); OIF 
Bulky (-1), Extra Time (travels at the rate of 120" per Segment, taking a minimum of one 
Extra Segment to reach it's target; -1/2), Limited Arc Of Fire (forward hex row; -3/4)
5	Forward Rocket Launcher:  Another Rocket Launcher (total of 2)
18	Razor Wings: HKA 2d6 (up to 4d6 with STR and velocity), Reduced Endurance 
(0 END; +1/2); OIF Bulky (-1), Real Weapon (-1/4), Must Perform a Move By To 
Use (-1/2) plus Stretching 1", Reduced Endurance (0 END; +1/2); OIF Bulky (-1), 
Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Only 
To Cause Damage (-1/2)
5	Razor Wings: A second Razor Wing (total of 2)
4	Roof Mounted Magnesium Flare Launcher: Sight Group Images, Increased Size (4" 
radius; +1/2); OIF Bulky (-1), 6 Continuous Charges of 1 Minute each (-0), Limited Arc 
Of Fire (forward/rear 60 degrees; -1/2), Only To Make Light (-1)
7	Anchoring Columns: +20 STR, Reduced Endurance (0 END; +1/2); OIF Bulky (-1), 
Only To Resist Being Picked Up Or Moved (-2)

Operation Systems
5	360 Degree Viewing System: Increased Arc Of Perception (360 Degrees) for Sight 
Group; OIF Bulky (-3/4)
2	Infrared Filters: Infrared Perception for Sight Group; OIF Bulky (-1)
6	External Speakers: Hearing Group Images, +3 to PER Rolls, 1" radius, Reduced 
Endurance (0 END; +1/2); OIF Bulky (-1), No Range (-1/2), Set Effect (only amplifies 
what's said into it; -1)
11	Radar: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Telescopic 
(+4 versus Range Modifier); OIF Bulky (-1), Affected As Hearing Group As Well As 
Radio Group (-1/4)
14	Radiation Detector: Detect Radiation 16- (Radio Group), Discriminatory, Telescopic 
(+12 versus Range Modifier)l OIF Bulky (-1)
4	Radio: Radio Perception/Transmission (Radio Group); OIF Bulky (-1), Affected As 
Hearing Group As Well As Radio Group (-1/4)
6	Telescopic Lenses: Telescopic  for Sight Group (+8 versus Range Modifier); OIF 
Bulky (-1)

Personnel Systems
14	Air Conditioning: Life Support (Self-Contained Breathing, Safe Environment:  Intense 
Cold, Heat)
5	Food Locker:  Life Support (Diminished Eating: No Need To Eat), 1 Continuing Fuel 
Charge (1 Week; +3/4)
2	Radiation Shielded Cabin:  Life Support (Safe Environment: High Radiation)
1	Restraint System: +4 PD (adds to standard seatbelt PD of +4); OIF Bulky (-1), Only 
To Protect Occupants Against Damage From Collisions (-2)
1	Restraint System: Another Restraint System (total of 2)

Talents
1	Compass:  Bump Of Direction; OIF Bulky (-1)

Skills
6	Off-Road Suspension:  +3 Penalty Skill Levels To Counteract Offroad Driving Penalties
with Ground Movement
7	Tactical Computer:  +3 with Ranged Combat; OIF Bulky (-1)
19	Advanced Locks: Lockpicking 17-
624	Total Abilities and Equipment Cost
718	Total Vehicle Cost

Value	Disadvantages
10	Distinctive Features: Armored Car (C)
10	Total Disadvantage Points
142	Total Cost (708/5)

Description:

In Roger Zelazny's post-holocaust novel/short story "Damnation Alley," ex-con Hell Tanner drives from Los Angeles to Boston in a heavily armed and armored "car." As the story describes the car as follows: "...had eight heavily treaded tires and was thirty-two feet in length. It mounted eight fifty-caliber automatic guns and four grenade throwers. It carried thirty armor-piercing rockets which could be discharged straight ahead or at any elevation up to forty degrees from the plane. Each of the four sides, as well as the roof of the vehicle, housed a flamethrower. Razor-sharp "wings" of tempered steel -- eighteen inches wide at their bases and tapering to points, an inch and a quarter thick where they ridged -- could be be moved through a complete hundred-eighty-degree arc along the sides of the car and parallel to the ground... The car was bullet-proof, air-conditioned, and had its own food locker and sanitation facilities."

 

If this isn't enough, the car has IR screens, a flare launcher, a radiation detector, radio, radar, loudspeaker system, targeting computers, compass, and no windows. The driver sits in an illuminated cabin that's shielded against radiation. He views the world from a series of "eyes" that show each side of the car, including straight up and down. Form this secure point he operates the vehicle, which can hit speeds up up to 80 miles-per-hour, as well as run the weapons systems by himself or with a co-driver.

 

Aside from all the armament, the car holds two motorcycles in the back, some basic tools, spare "eyes" (in case one is damaged or shot out), a medical kit, a long-barreled .357 Magnum near the driver's door, a 30.06 rifle, a .45 automatic, and six hand grenades.

 

For the bikes, use the Harley-Davidson VRSCA V-Rod on page 52 of "The Ultimate Vehicle." For the firearms, use the weapons found on page 332 of HERO System 5th Edition. Use the .357 Magnum and give it +1 RMod to represent the long barrel. For the .45 automatic, use the .45 ACP automatic pistol. For the 30.06 use the M-1 Garland. For the hand grenades, use the fragmentation grenades found on page 333.

 

Designer's Notes:

I will admit, although this car is well described, parts of it were pure guess work. For example, the number of rounds in the machine guns... or the flame-throwers. BTW, the flame-throwers use one charge per Segment (i.e. they have one minute of fuel). Tanner only uses them in short bursts or for upwards of 10 seconds, so I figured 60 Charges made sense. The top speed of 80 MPH is a guess as well, the fastest he gets the car up to is around 60. The 12 DEF is meant to make the car immune to rifle fire (which it was), although a tank could take the car out (one almost does), and around 40' (or more) of giant lizard crushes one car. Tanner also avoids angering the 120' snakes as well... As a final note, the car doesn't make it to Boston, but finally fails some 30-odd miles out (or so I guess). It's telling that a car made it from Boston to LA, but was so wrecked they simply incinerated it.

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Re: The car from Damnation Alley

 

not a bad design...

 

if you want something closer to the beast from the movie...

the APC used in the movie was a modified "Flexible Bus" chassis

with a 440 turbo cummins diesel for power

 

I'm not sure where it ended up, but there was one fully running version built for the movie that still exists

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Guest Major Tom

Re: The car from Damnation Alley

 

I reread the short story version of this just a few months ago...

 

I never really understood the wheel arrangement of the movie version.

 

Nice writeup by the way.

 

Cap, as I understand from what I've read about the Landmaster design, the

tri-wheel design was (in theory) supposed to enable the vehicle to more easily

negogiate and/or overcome obstacles that would bring a normal vehicle to a

stop. Upon encountering such an obstacle (a large rock or tree stump, for

example) the lead wheel would remain in place, while the next wheel on the

tri-hub would come up and over the obstacle. Once clear of the obstacle,

the Landmaster would be free to continue on its way.

 

Major Tom :cool:

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Re: The car from Damnation Alley

 

Cap, as I understand from what I've read about the Landmaster design, the

tri-wheel design was (in theory) supposed to enable the vehicle to more easily

negogiate and/or overcome obstacles that would bring a normal vehicle to a

stop. Upon encountering such an obstacle (a large rock or tree stump, for

example) the lead wheel would remain in place, while the next wheel on the

tri-hub would come up and over the obstacle. Once clear of the obstacle,

the Landmaster would be free to continue on its way.

 

Supposedly, it really worked. At least that's what IMDB ssays (among other things). http://www.imdb.com/title/tt0075909/trivia

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Re: The car from Damnation Alley

 

Wasn't the MARS1 vehicle from Morrow Project very similar to the movie version of the Damnation Alley car? I've got the old blueprints of that around here somewhere.

 

 

The Mars 1 was twice the length and more heavily armed.

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Re: The car from Damnation Alley

 

2 20 mm cannon in turrets

1 Mk 3 Laser

2 .50 cal machingun in turrets co-axially mounted with flamethrower cannon

1 81 mm breech loading mortar

missle pod with 8 maverick missles and 4 Chapparall missles

H.A.A.M. Suit with 20 mm fully auto "Rifle" and laser in forearm

Claymore mines all around the vehicle

Plus crew basic loads.

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