shadowcat1313 Posted March 23, 2005 Report Share Posted March 23, 2005 Medium sized cargo hauler, designed to carry cargo pallets or modular containers Grav Truck Player: Val Char Cost 70 STR 15 10 DEX 0 25 BODY 6 3 SPD 10 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 68 Cost Power 7 Flight 10" (20 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4) 8 Standard Radio Package: HRRP (Radio Group), MegaScale (1" = 10 km; +1/2) (18 Active Points); OIF Bulky Fragile (-1 1/4) 1 TF: Grav Vehicles/Hovercraft [Notes: Basic Autopilot] 9 Sealed Crew Compartment: 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), 1 Continuing Charge lasting 6 Hours (+0) (19 Active Points); OIF Bulky (-1) Cargo Modules 10 1) Field Engineering Module: (Total: 24 Active Cost, 10 Real Cost) +2 with KS: Construction (2 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4) (Real Cost: 1) plus +2 with Demolitions (4 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 2) plus Tunneling 3" through 4 DEF material (18 Active Points); OAF Bulky (-1 1/2) (Real Cost: 7) 3 2) Field Kitchen Module: LS (Eating: Character only has to eat once per week), Usable Simultaneously (up to 256 people at once; +2 1/4) (3 Active Points) 74 3) Firefighting Module: (Total: 296 Active Cost, 74 Real Cost) Suppress 6d6, all [special effect] powers simultaneously (+2), Area Of Effect (19" Cone; +1) (120 Active Points); OAF Bulky (-1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4) (Real Cost: 28) plus Suppress 6d6, all [special effect] powers simultaneously (+2), Does Knockback (+1/4), Double Knockback (+3/4), Area Of Effect (25" Cone; +1) (150 Active Points); OAF Bulky (-1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4) (Real Cost: 35) plus UV Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Transmit (22 Active Points); OIF Bulky (Thermographic Cameras and Sensor Probe; -1), Crew-Served ([3-4] people; -1/2) (Real Cost: 9) plus +2 with KS: Structural Engineering (2 Active Points); OIF Bulky (-1) (Real Cost: 1) plus +2 with KS: Hazardous Materials Database (2 Active Points); OIF Bulky (-1) (Real Cost: 1) [Notes: Either Foam Cannons or Water Cannons, not both on the same vehicle, can switch feeds in half hour with toolkit and 2 crew] 9 4) Medevac/MASH module: (Total: 33 Active Cost, 9 Real Cost) +3 with Paramedics (6 Active Points); OIF Bulky Fragile Expendable (Easy to obtain new Focus; -1 1/4), Crew-Served ([3-4] people; -1/2) (Real Cost: 2) plus +2 with SS: Medicine (2 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 1) plus Healing BODY 2d6, Can Heal Limbs (25 Active Points); 4 Charges (-1), OIF Bulky Expendable (Easy to obtain new Focus; -1), Crew-Served ([3-4] people; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 6) 20 5) News Broadcast Module: (Total: 73 Active Cost, 20 Real Cost) Clairsentience (Hearing Group), x2 Range (560"), +2 to PER Roll, 4 Perception Points, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 6" per Phase), Telescopic: +1, Transmit, 1 Continuing Charge lasting 1 Day (+1/4) (62 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Can see in the present time only; -1), Crew-Served ([3-4] people; -1/2) (Real Cost: 16) plus +3 with KS: Audio/Video Production (3 Active Points); OIF Bulky Fragile (-1 1/4), Crew-Served ([3-4] people; -1/2) (Real Cost: 1) plus +3 with Systems Operation (Broadcast Communications, Cellular and Digital, Radio, Satellite Communications) (8 Active Points); OIF Bulky Fragile (-1 1/4), Crew-Served ([3-4] people; -1/2) (Real Cost: 3) 12 6) Portable Fusion Generator Module: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Crew-Served (2 people; -1/4); REC: (10 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4) 4 7) Portable Shop Module: (Total: 8 Active Cost, 4 Real Cost) +2 with Electronics (4 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +2 with Mechanics (4 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 2) Optional Equipment 2 1) Cargo Manipulation Arm: Extra Limb (1) (5 Active Points); OAF Bulky (-1 1/2) [Notes: Capable of a Maximum Lift of 5 tons] 1 2) Laser or Maser Commlink: Mind Link , Machine class of minds, One Specific Mind (5 Active Points); OIF Bulky Fragile (-1 1/4), Only With Others Who Have Mind Link (-1) Powers Cost: 160 Cost Skill 6 Navigation (Air, Land) 14- (13 Active Points); OIF Bulky Fragile (-1 1/4) Skills Cost: 6 Total Character Cost: 234 Pts. Disadvantage 0 Custom Disadvantage [Notes: 70 cubic Meter Cargo Bay, Capable of 25 Tons Maximum lift] 0 Custom Disadvantage [Notes: Open Cargo Bay, designed to take 5 ton cargo containers or 5 ton equipment Modules, umbilicals for power and LS to run off trucks system included] 10 Physical Limitation: Changing modules/containers takes 5 minutes and a 4 man crew (Frequently, Slightly Impairing) Disadvantage Points: 10 Base Points: 200 Experience Required: 24 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.