- BATTLE VAN
Throughout his war against crime, the Punisher has used many Battle Vans as his main means of transportation. The first of these was designed by the Mechanic. Later models were built by Microchip. The Battle Vans were used in many different missions. Each and every single Battle Van was heavily armored. The Punisher's Battle Vans were easily capable of stopping small arms fire without having a single scratch. The Vans Armor allowed it to ram and even run through other vehicles tearing them apart without being damaged. The Battle Vans were only able to be destroyed by Anti Tank weaponry or better. The Battle Vans featured a Minigun that fired 5.56 ammo and a grenade launcher as offensive weapons. One Battle Van was equipped with sonic weaponry which Frank Castle used to capture Venom. The roof of the Vans would open up similar to sun roof which the weapons would then lift up and out of when being used and lower back down into the van with the roof closing. The rear left door of the Battle Vans were also capable of extending several feet allowing someone to stand behind the door on a platform using the door as a shield and fire at targets to the rear while the van was moving.
Armor Plating D10, Blast D8, Comm D8, Enhanced Speed D8
SFX: Auto Pilot. Spend 1 PP to activate the following features for the rest of the scene. Battle Van gains Solo D6 and Buddy D8 Affiliation die, and the Distinctions "Road Tank" and "Voice-Print Controls".
SFX: Heavily Reinforced. Spend 1 PP to ignore physical stress or trauma to Battle Van, unless caused by mystic-, electromagnetic- or anti-technology attacks.
SFX: Rockets. Step up or double Blast on your next roll, or spend 1 PP to do both, then shutdown this SFX. Recover SFX by activating an opportunity or during a Transition Scene.
SFX: Save Inside. Physical stress received by a character inside the vehicle may be shifted to physical stress for the vehicle at no cost.
SFX: Self-Destruct Sequence. Spend 1 PP to create a timer complication at D8. Step up the timer complication at the end of each following turn. When the timer complication steps up beyond D12, make a physical attack using the doom pool. Against multiple targets, for each additional target add a D6 and keep an additional effect die. Destroy Punisher's Exo-Armor afterwards.
SFX: Welcome Back, Frank. Step up your physical stress die and move it to the doom pool. Spend 1 PP to do the same to physical trauma.
Limit: Vehicle. Battle Van has its own physical stress track. If it becomes stressed out shut down Battle Van. Shutdown Battle Van and gain 1 PP. Take a recovery action against the doom pool to reactivate Battle Van.