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Renegade Legion Hero: Trajan Heavy Grav Tank


shadowcat1313

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all the Centurion Vehicles are now done, gonna just post a couple to see what folks think before setting them all loose

 

TRAJAN HEAVY GRAV TANK

Val Char Cost Notes

8 Size 40 Length 6.35", Width 3.17", Area 20.16" Mass 25.6 ton KB -8

50 STR 0 Lift 25.6tons; 10d6

18 DEX 0 OCV 6 DCV 1

26 BODY 8

6 DEF 12

4 SPD 0 Phases: 3, 6, 9, 12

Total Characteristic Cost: 46

 

Movement: Leaping: 0"

Flight: 25" / 200"

Tunneling: 3" / 6"

 

Cost Powers END

Propulsion

34 1) Gravitic Drive System: (Total: 119 Active Cost, 34 Real Cost) Flight 20", Position Shift, x4 Noncombat, Sideways Maneuverability half velocity (+1/4), rapid Noncombat movement (+1/4); OIF Bulky (-1), Custom Modifier (Limited to Low Altitude or Terrain Following Flight; -1), Custom Modifier (Hard to turn, turn mode of 1 per "6; -1/2), Costs END (-1/2), Requires A Skill Roll (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) (Real Cost: 16) plus +8 DEX (24 Active Points); OIF Bulky (-1), Linked (Vehicle Powerplant; -1/2) (Real Cost: 10) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Vehicle Powerplant; -1/2) (Real Cost: 8) 7

5 2) Overthrusters: (Total: 30 Active Cost, 5 Real Cost) Flight 5", Position Shift, x4 Noncombat, Sideways Maneuverability half velocity (+1/4), rapid Noncombat movement (+1/4) (30 Active Points); OIF Bulky (-1), Custom Modifier (Limited to Low Altitude or Terrain Following Flight; -1), Custom Modifier (Hard to turn, turn mode of 1 per "6; -1/2), Costs END (-1/2), Double Endurance Cost (-1/2), Custom Modifier (Double Normal Maintenance; -1/2), Requires A Skill Roll (-1/2), Custom Modifier (Real Equipment; -1/4), Activation 14-, Burnout (-1/4) (uses END Reserve) (Real Cost: 5) 3

91 3) Vehicle Powerplant: Endurance Reserve (188 END, 188 REC) Reserve: (207 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4); REC: (188 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 0

Shield Generators

7 1) Force Field (18 PD/18 ED) (36 Active Points); OIF Bulky (-1), Custom Modifier (Values Vary by Facing; -1/2), Custom Modifier (Shields give off a distinctive sensor signature when operating; -1/2), Custom Modifier (No affect vs Grounding Damage, Mass Driver Rounds, Artillery, Hell, or GLAD rounds; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (2D6 Suppress all unshielded electronics within 2"; -1/2), Ablative BODY Only (-1/2), Real Armor (-1/4) (uses Personal END) 4

Tactical Systems

Turret Weapons

32 1) Massingale 7.5/6 Laser: Killing Attack - Ranged 3d6+1 (standard effect: 10 BODY, 30 STUN) (vs. ED), +1 Increased STUN Multiplier (+1/4), Semi-Armor Piercing (+1/4), Increased Maximum Range (1,875"; +1/4); OIF Bulky (-1), Custom Modifier (Short Barreled design results in -2 Range Modifers; -1/2), Real Weapon (-1/4), Custom Modifier (VL Laser; -1/4), Beam (-1/4) (uses Personal END) Note: (x2 number of items)Max range of 667" 9

0 2) 7.5/6 Laser: Custom Power 9

38 3) SMLM-2 Missile Rack: Killing Attack - Ranged 4d6+1 (vs. PD), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (3,650"; +1/4), Armor Piercing (+1/2), Area Of Effect Accurate (One Hex; +1/2); 2 Charges (-1 1/2), OIF Bulky (-1), Custom Modifier (Laser Designated, must have a painted target to fire; -1/2), Real Weapon (-1/4) Note: Maximum Range of 200" [2]

20 4) Batus Model XIII AP Laser: Killing Attack - Ranged 1 1/2d6 (vs. ED), +1 Increased STUN Multiplier (+1/4), Semi-Armor Piercing (+1/4), Autofire (3 shots; +1/4), Increased Maximum Range (1,100"; +1/4); OIF Bulky (-1), Real Weapon (-1/4), Custom Modifier (VL Laser; -1/4), Beam (-1/4), Reduced By Range (-1/4), Reduced Penetration (-1/4) (uses Personal END) Note: (x2 number of items)Max range of 200" 5

0 5) AP Laser: Custom Power 5

45 6) Model 5B Vulcan-4 PDS: Killing Attack - Ranged 3d6 (vs. PD), Semi-Armor Piercing (+1/4), Increased Maximum Range (1,975"; +1/4), Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Custom Modifier (Double Normal Maintenance; -1/2), Real Weapon (-1/4) (uses Personal END) plus Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Bulky (-1), Custom Modifier (Double Normal Maintenance; -1/2) plus +4 with any single attack with one specific weapon 9

Hull 1 Weapons

65 1) Persius 200mm Gauss Cannon: Killing Attack - Ranged 6d6 (vs. PD), 32 Charges (+1/4), Increased Maximum Range (3,925"; +1/4), Armor Piercing (+1/2); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Crew-Served (2 people; -1/4) Note: Maximum Range of 500" [32]

Hull 2 Weapons

36 1) TVLG-12 Missile Rack: Killing Attack - Ranged 3d6+1 (vs. PD), +1 Increased STUN Multiplier (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Autofire (2 shots; +1/4), Increased Maximum Range (2,800"; +1/4), Armor Piercing (+1/2); OIF Bulky (-1), Custom Modifier (Laser Designated, must have a painted target to fire; -1/2), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4), 12 Charges (-1/4) Note: Maximum Range of 200" [12]

Armor

23 1) Crystaline Titanium and Ceramic bonded Hull Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Custom Modifier (Values Vary by Facing; -1/2), Real Armor (-1/4) 0

Other Defensive Systems

14 1) Smoke Grenade Launcher: Darkness to Sight Group 4" radius (40 Active Points); OIF Bulky (-1), 4 Continuing Charges lasting 1 Turn each (-1/2), Real Weapon (-1/4) [4 cc]

5 2) ECM Systems: Radio Group Flash Defense (12 points) (12 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 0

5 3) ECM Systems: Power Defense (12 points) (12 Active Points); OIF Bulky (-1), Only Works Against Limited Type Of Attack (electronic warfare attacks; -1/4), Custom Modifier (Real Equipment; -1/4) 0

27 4) Electronic Countermeasures: Suppress Radar 6d6, MegaArea (1" = 1 km; +1/4), Area Of Effect (8" Radius; +1 1/4) (75 Active Points); OIF Bulky (-1), No Range (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 7

40 5) Electronic Counter-Countermeasures: Suppress Electronic Warfare 8d6, any Power one at a time (+1/4), No Range Modifier (+1/2), Increased Maximum Range (8,750"; about 7.5 miles; +1/2) (90 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 9

Electronics and Sensors

9 1) Long Range Radar: Radar (Radio Group), +3 to PER Roll, Telescopic: +6, MegaScale (1" = 1 km; +1/4) (26 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 3

11 2) Terrain Following Radar: Radar (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Telescopic: +5 (33 Active Points); OIF Bulky (-1), Custom Modifier (only for terrain following flight; -1/2), Custom Modifier (Real Equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 3

6 3) Gravitic Sensor: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze (18 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 2

4 4) Imaging IR System: Infrared Perception (Sight Group), +3 to PER Roll, MegaScale (1" = 1 km; +1/4) (10 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 0

5 5) Advanced Battlefield Radios: High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-1 with High Range Radio Perception PER Rolls) (15 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 1

3 6) Laser Targeting Sensor: Detect A Single Thing 14- (Unusual Group) (8 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) 0

5 7) GPS and Navigation System: (Total: 15 Active Cost, 5 Real Cost) Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 1) plus Navigation (Land) 14- (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 4) 2

Personnel Systems

5 1) Digging Charges: Tunneling 3" through 3 DEF material, 64 Charges (+0); OIF Bulky (-1), Custom Modifier (Digs 8 Foxholes around the Vehicle; -1/2), Custom Modifier (must be at Very Low Altitude; -1/2), Custom Modifier (Real Equipment; -1/4) [64]

7 2) NBC Protection: LS (Immunity All terrestrial poisons and chemical warfare agents; Safe in High Radiation; Safe in Intense Heat; Self-Contained Breathing) (24 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Activation 14- (Problems with seals around the turret ring can negate NBC protection; -1/2), Custom Modifier (Real equipment; -1/4) (uses Personal END) 2

29 3) Fire Suppression System: Dispel Fire Powers 12d6, all Fire powers simultaneously (+2) (108 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) [2]

 

 

Talents

1 Absolute Range Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real equipment; -1/4)

2 Eidetic Memory (5 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4)

 

 

Skills

1 +1 with Mechanics (2 Active Points); OIF Bulky (-1), Reduces Vehicle to 1/2 DCV (-1/4), Custom Modifier (Real Equipment; -1/4)

6 +3 with Ranged Combat (15 Active Points); OIF Bulky Fragile (-1 1/4), Real Weapon (-1/4)

4 Penalty Skill Levels: +3 vs. Range Modifier with All Attacks (9 Active Points); OIF Bulky Fragile (-1 1/4)

 

 

Total Powers & Skill Cost: 585

Total Cost: 631

 

200+ Disadvantages

0 Top Speed Note: 4

0 Shield Ratings Note: Front: 18Sides: 16Stern: 18Bottom: 12

0 Armor Ratings Note: Front: 20Sides: 18Stern: 18Bottom: 14Turret: 20

Quirks and Disadvantages

10 1) DF: Military Grav Vehicle (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 2) Phys. Lim.: Can Launch 2 TVLG or 1 SMLM at a time (Frequently, Greatly Impairing) Note: Fire Control Systems Limitation

15 3) Phys. Lim.: All Direct Fire Weapons Must fire at the same target, missiles can fire at a second target or the same target (Frequently, Greatly Impairing)

15 4) Reputation: Called The Bloodied Tyrant, 11- (Extreme)

10 5) Phys. Lim.: problems with seals around turret ring can negate NBC protection (Infrequently, Greatly Impairing)

366 Experience Points

 

Total Disadvantage Points: 631

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