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Rough Draft: MI Drop Capsule


shadowcat1313

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MI Drop Capsule

 

Player:

 

Val Char Cost

25 STR 15

15 DEX 15

 

12 BODY 2

 

 

 

 

 

 

 

4 SPD 15

 

 

 

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 45

 

Cost Power

2 Braking chutes: Gliding 10" (10 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), OAF Bulky (-1 1/2), Custom Modifier (only to bring capsule to a safe landing; -1), Requires A Skill Roll (-1/2)

6 Ablative Heat Shielding: +12 DEF (36 Active Points); 1 Charge which Never Recovers (-4), Ablative BODY Only (-1/2), Custom Modifier (only vs heat or flames; -1/2)

1 Chaff Dispensers: Darkness to Radio Group 1" radius (5 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), OIF Bulky (-1), No Range (-1/2)

2 Shielding and insulation: LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), OIF Bulky (-1)

3 Locator Beacon/Emergency Transponder: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x2) (20 Active Points); 1 Continuing Charge lasting 1 Day which Never Recovers (-1 3/4), OIF Bulky (-1), Only With Others Who Have Mind Link (-1), Custom Modifier (only allows location of capsule; -1) [Notes: Link to Platoon Leader, and Ship capsule was dropped from]

Powers Cost: 14

 

 

Cost Skill

2 Navigation (Air, Space) 13- (11 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), OIF Bulky Fragile (-1 1/4)

Skills Cost: 2

 

 

Cost Talent

1 Absolute Range Sense, Custom Modifier (+0) (3 Active Points); OIF Bulky (-1)

Talents Cost: 1

 

Total Character Cost: 62

 

Pts. Disadvantage

20 Physical Limitation: well constructed, but disposable and designed for one use only (Frequently, Fully Impairing)

Disadvantage Points: 20

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Rough Draft: MI Drop Capsule

 

couple of different thoughts on that:

 

1. if you uprated the LS and or added an 02 supply, you could use a variant of the capsule for an emergency lifepod.

 

2. this capsule could also be used for cargo drops, where you dont need the O2 supply, but do need to protect the cargo from vacumn etc

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Re: Rough Draft: MI Drop Capsule

 

here are a couple of ideas I had to for options on the drop capsules

 

Decoy Capsules: Sight and Radio Groups Images 1" radius, +/-3 to PER Rolls (24 Active Points); 8 Continuing Charges lasting 1 Minute each which Never Recover (-1 3/4), OIF Bulky (-1), Set Effect (-1)

 

Daisy Cutter Pod: RKA 3d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; launching vehicle can set altitude for activation; +1/4), Area Of Effect Nonselective (6" Radius; +3/4) (100 Active Points); 1 Charge which Never Recovers (-4)

 

Wild Weasel Pod: Suppress Suppress all active electronics 6d6, Area Of Effect (24" Radius; +1 3/4), Selective (+1/4) (90 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), OIF Bulky (-1), No Range (-1/2)

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