shadowcat1313 Posted February 9, 2005 Report Share Posted February 9, 2005 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 Quote Link to comment Share on other sites More sharing options...
Edsel Posted February 9, 2005 Report Share Posted February 9, 2005 Re: Rough Draft: MI Drop Capsule I wonder if the LS is really necessary? Wouldn't the trooper's own powered armor provide this? Of course at only 2 points it is really a minor thing. It looks pretty good. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted February 9, 2005 Author Report Share Posted February 9, 2005 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 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted February 9, 2005 Author Report Share Posted February 9, 2005 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) Quote Link to comment Share on other sites More sharing options...
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