Wednesday, October 31, 2012

Spawn Of Devastation Drive-In — 'Maximum Overdrive' (1986) (Part 2)

(French One-Sheet)

Overdriver — Mothertrucker

No. Enc.:  1 (2d6)
Alignment:  Chaotic
Movement:  300' (100')
Armor Class:  6
Hit Dice:  18
Attacks:  1 (crush)
Damage:  8d8
Save:  L8
Morale:  12
Hoard Class:  XX
XP:  10,250

The catastrophic "Morn Of The Murder Machines" not only turned each and every household gadget into an implement of carnage...


Overdrivers are Ancient combustion vehicles granted malevolent sentience by strange alien energies.  They seek the destruction of all flesh and blood lifeforms...and the gore encrusted on their chassis reflects their savagery.

Though lacking conventional sensory organs, overdrivers are fully in tune with their surroundings.  They understand all spoken languages, and can communicate in turn via flashing lights, bleating horns, and swishing wipers.

All overdrivers are susceptible to daily wear and tear, and require regular refueling and maintenance...meaning they must quell their murderous impulses and coerce sentient beings (with manipulative digits, natch) to service them.  Overdrivers are also impacted by terrain and environmental hazards, suffering penalties of -1 to -4 on all To Hit rolls, Saving Throws, and Ability Checks as appropriate to weather and surface conditions. Overdrivers take double damage from explosives. Being machines, they are naturally immune to all poisons, diseases, radioactivity, and mind-affecting Mental Mutations.

Interestingly, standard "small" vehicles, like automobiles, motorcycles, and watercraft, are unaffected by the animating radiations, and never transform into overdrivers.

Mothertruckers are the most common—and, terrifyingly, most intelligent—overdrivers, barreling across the shattered highways and byways of the Mutant Future in search of victims.  They appear as vans, 18-wheelers, big rigs, and tankers.

Mothertruckers particularly love chasing down, ramming, and crushing car-traversing humans for sport.

Any group of 6+ mothertruckers is led by a cunning, garish "biggest rig" of 20 HD and AC 4.  And their Hoard Class represents carried freight and salvageable technologies.

Mutations:  Frailty (Vulnerability To Explosives) [D], Metaconcert, Unique Mutation (Full Senses, Night Vision)

Overdriver —  Killdozer / Screamroller

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  60' (30')
Armor Class:  2
Hit Dice:  20
Attacks:  1 (crush)
Damage:  9d12
Save:  L10
Morale:  12
Hoard Class:  XX
XP:  9,250

Ponderous, relentless, and nigh-indestructible, killdozers and screamrollers relish in destruction and mayhem.

They are the most heavily armored of all overdrivers, and not as vulnerable to explosives.  Mothertruckers rely on them to trigger traps, demolish fortifications, and breach—if not outright flattenhuman strongholds.

[The Mutant Lord should feel free to design other types of construction-based overdrivers, such as scoopshovels, mixmasters, cranes, etc.]

Mutations:  Metaconcert, Unique Mutation (Full Senses, Night Vision)

Overdriver —  Militerror

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  4
Hit Dice:  10
Attacks:  1 (crush, or weapon)
Damage:  4d6, or by weapon
Save:  L5
Morale:  12
Hoard Class:  XX
XP:  6,600

Militerrors are overdrivers from the Ancient armed forces, usually appearing in the forms of jeeps or armored transports.  They always have one mounted weapon with an effectively limitless supply of ammunition.  (Gunpowder-based weapons can be scavenged for human use, assuming they can be removed from their "host".)

Militerrors are painted in drab, camouflage-themed colors, so Surprise on a 1-3 on 1d6 in the proper terrain.  They also understand Morse code, and relay messages by honking.

[The Mutant Lord should feel free to design other types of military vehicles, like tanks, howitzers, etc. Adjust their Movement, AC, HD, and Damage as appropriate.]

Mutations:  Frailty (Vulnerability To Explosives) [D], Metaconcert, Unique Mutation (Full Senses, Night Vision)

Overdriver —  Scareplane

No. Enc.:  0 (1d4)
Alignment:  Chaotic
Movement:  30' (10')
         —Fly:  450' (150')
Armor Class:  3
Hit Dice:  10
Attacks:  1 (divebomb)
Damage:  10d12
Save:  L5
Morale:  12
Hoard Class:  None
XP:  6,600

Scareplanes are propeller-driven overdrivers that suicidally plummet into ground-based targets.  They seemingly have no other goal than to crash in spectacular fashion so as to take out as many victims as possible.

A scareplane's damage output (consisting of hurtling wreckage, burning fuel, and the impact itself) affects all targets in a 50' radius.  The overdriver is completely destroyed in the process.

[The Mutant Lord should feel free to include other types of aircraft, like jets, helicopters ("hellcopters"), VTOLs, etc., and adjust their HD, AC, and weaponry, as appropriate.]

Mutations:  Frailty (Vulnerability To Explosives), Metaconcert, Unique Mutation (Full Senses, Night Vision)