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Zhodani Z-80 Grav Tank


shadowcat1313

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Here it is ready for the boards

 

Zhodani Z-80 Grav Tank

 

Player:

 

Val Char Cost
60 STR 0
18 DEX 24
22 BODY 2
4 SPD 12
0" RUN-120" SWIM-20" LEAP0Characteristics Cost: 86

 

Cost Power END
73 Pulse Laser: RKA 7d6+1, MegaScale (1" = 1 km; +1/4), Autofire (3 shots; +1/4), Armor Piercing (+1/2) (220 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Crew-Served 2 people (-1/4) 22
32 VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OIF Immobile (-1 1/2), Linked (Pulse Laser; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) [Notes: Coaxial Turret Mount]
32 VRF Gauss Gun: RKA 1 1/2d6, 8000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), Real Weapon (-1/4) [Notes: fixed forward mount, fired by driver]
10 Advanced Fire Control Package: (Total: 23 Active Cost, 10 Real Cost) Absolute Range Sense (Real Cost: 3) plus +4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 7)
24 Endurance Reserve (250 END, 15 REC) Reserve: (40 Active Points); OIF Immobile (-1 1/2), Crew-Served 2 people (-1/4)
7 Point Defense Fire Control Array: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Real Armor (-1/4)
37 Contragrav Thruster Array: Flight 50", Position Shift, x4 Noncombat (110 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)
22 Sensor Decoys: Radio Group, Nightvision and IR Perception Images 1" radius, +/-3 to PER Rolls, 32 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; requires base or ammo carrier; +1 1/4) (54 Active Points); OIF Immobile (-1 1/2)
23 Armor (21 PD/21 ED), Hardened (+1/4) (79 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1)
10 Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)
13 EM Masking and Stealth construction: Change Environment 1" radius, -3 to Radar PER Rolls, -3 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)
11 LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2) 4
11 Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)
1u 1) MaserComm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x4) (25 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2
2m 2) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3
1u 3) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1
1u 4) Thermalgraphics: Detect A Single Thing 14- (Unusual Group), Discriminatory, Telescopic (+2 versus Range Modifier), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (26 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3
1u 5) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1
2m 6) Radar (Radio Group), +4 to PER Roll, Tracking, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3
Powers Cost: 313

 

 

 

 

 

 

Total Character Cost: 399

 

 

Base Points: 200

Experience Required: 199

Total Experience Available: 0

Experience Unspent: 0

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very interesting

 

I am not sure the coaxial vrf gauss gun is really eligible for the limited arc of fire. It is in a turret afterall. The hull vrf gauss gun I can belive because of the limitation of navigating the body of the craft. Still, the turret is mainly for the pulse laser so perhaps I am being a bit to hard nosed.

 

The thing is big (size 10) and fast. Its a freaking flying BUS!

 

Winnebago of Death, more like!

 

You could play some cool battles with this using miniatures and a map or terrain. Got any more designs?

 

--Pete

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long ago I considered writing up something for doing SF minatures with the hero system. but it never went anywhere

but Dirtside 2 from Ground Zero games is nice, simple, and you can use whatever minatures or counters you have handy

we play it with microarmor/epic scale figures

 

Striker is nice, but works best in 15mm, and the old 15mm martian metals figures are hard to come by at best, although I have a few here

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Striker + Dirtside II

 

I am a huge GZG fan, but Dirtside II is a slow game because of the nifty chits. I like the fact that there are a few software apps out there that mimick that though - makes it a lot easier.

 

Striker is a great idea gone totally wrong. I think the system had two strikes against it. 1 - no books detailing vehicles or anything, you were on your own for designing stuff. 2 - far to complex for combat to be fun as a game. Now, if Chadwick were to turn Command Decision IV into a sci-fi game he might lure me back. I am still miffed at Chadwick because something happened where he got credit for my groups mega-game of Operation Market Garden at the "Fall In" historical minis convention (so therefore I am biased!)

 

A friend at BattleGroup Boston, Nick Ciampa, wrote a great set of scifi combat rules but never published them. I may have to wrench a copy from him and PDF them.

 

--Pete

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a group called the Adjutant did a set of 10 small vehicle guides

years ago, they had some nice vehicles

 

I never have cared for Command Decision, especially Combined Arms, having been part of the Red Storm Rising mega-game they used to playtest it

 

then again I've never been a big fan of franks in general

 

I also have 101 Vehicles from Digest Group

and Emperors Vehicles for T4f

101 Vehicles has some great stuff for MT, but I'm leery about puttting any of it up cause Roger Sanger is really uptight about anything being used

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