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Traveller Vehicles: Grav Truck


shadowcat1313

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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

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