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Team Vehicle for Review


Super Squirrel

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My players put me in charge of building our team base and vehicle. While we have only paid 25 points of the necessary 260, this is what we have thus far. Comments and concerns?

 

Delta Dispatcher

 

Player:

 

Val Char Cost
55 STR 0
27 DEX 51
19 BODY 0
6 SPD 23
6" RUN00" SWIM-20" LEAP0Characteristics Cost: 135

 

Cost Power END
Equipment Systems
40 1) Jet Thrusters: Flight 10", x32 Noncombat, 1 Continuing Fuel Charge lasting 6 Hours (+0)
19 2) Sealed Environment: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
6 3) HRRP (Radio Group) (12 Active Points); OIF Bulky (-1)
17 4) Simple Radar Array: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+10 versus Range Modifier) (35 Active Points); OIF Bulky (-1)
7 5) Altered Transponder: Disguise 15- (15 Active Points); OIF Bulky (-1)
10 6) Infrared Scanners: IR Perception (Sight Group), Discriminatory, Telescopic (+10 versus Range Modifier) (20 Active Points); OIF Bulky (-1)
Weapon Systems
12 1) Machine Gun: RKA 1d6, Autofire (10 shots; +1) (30 Active Points); IIF Bulky (-3/4), Limited Arc Of Fire (One hex row; -3/4) 3
14 2) Interceptor Missiles: RKA 5d6 (75 Active Points); 2 Charges which Recover every 1 Week (-2), OIF Bulky (-1), Limited Power Power loses about half of its effectiveness (Target must have heat signature signal; -1), Limited Arc Of Fire (60 degrees; -1/2)
Powers Cost: 125

 

 

Cost Skill
15 Penalty Skill Levels: +5 vs. Range Modifier with All Attacks
Skills Cost: 15

 

 

 

 

Total Character Cost: 275

 

Val Disadvantages
15 Distinctive Features: Delta Defender Colors and Markings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

Disadvantage Points: 15

 

Base Points: 260

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Team Vehicle for Review

 

Seems well rounded enough. I am curious about the heat seeker limitation. You only expect half of your targets to have heat signitures? I would have thought most targets would have them.

 

Also, what kind of team are you to cause a major reaction at the very sight of your vehicle? If it always causes a major reaction, you can't even really ride it down main street in broad daylight. Oh, cop cars have a distinctive feature too, but it doesn't cause a major reaction.

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Re: Team Vehicle for Review

 

DEF? I don't see it anywhere.

 

Machine gun: Needs charges, END battery, or 0 END. Also, is a 1d6 attack really going to do anything useful? It's not like you're flying around gunning down civilians (I hope).

 

Maybe put the weapons into a multipower. That will let you buy a much more effective machine gun. Downside is that only one weapon can be fired at a time.

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Re: Team Vehicle for Review

 

Let me try this again. I lost power the last time I tried to get this posted.

 

The jet is DEF 8. The export template I had used didn't include DEF.

 

I'll drop the Distinctive Feature down to 10 points. I'll likely buy up the Machine Guns either to a 2d6+1 or a 2d6. I'm going to drop it down to 5 shots because I am on a point budget here.

 

The -1 Limitation I will reword. Intercepter Missiles are effectively only good against targets that have a significant heat signal to them. Thus it would only work on other aircraft, factories, or supers with fire based powers.

 

The Jet moves at about 655 Miles per Hour. Does that sound about right?

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