shadowcat1313 Posted December 10, 2008 Report Share Posted December 10, 2008 heres another WOLVERINE LIGHT GRAV TANK Val Char Cost Notes 6 Size 30 Length 4", Width 2", Area 8" Mass 6.4 ton KB -6 40 STR 0 Lift 6400.0kg; 8d6 26 DEX 0 OCV 9 DCV 5 22 BODY 4 8 DEF 12 5 SPD 0 Phases: 3, 5, 8, 10, 12 Total Characteristic Cost: 32 Movement: Leaping: 0" Flight: 45" / 360" Tunneling: 3" / 6" Cost Powers END Propulsion 55 1) Gravitic Drive System: (Total: 203 Active Cost, 55 Real Cost) Flight 40", 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: 28) plus +16 DEX (48 Active Points); OIF Bulky (-1), Linked (Vehicle Powerplant; -1/2) (Real Cost: 19) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Vehicle Powerplant; -1/2) (Real Cost: 8) 13 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 28 3) Vehicle Powerplant: Endurance Reserve (59 END, 59 REC) Reserve: (65 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4); REC: (59 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 0 Shield Generators 5 1) Force Field (12 PD/12 ED) (24 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) 2 Tactical Systems Turret Weapons 73 1) Lucifer Munitions 100mm Gauss Cannon: Killing Attack - Ranged 4d6 (vs. PD), Autofire (3 shots; +1/4), Increased Maximum Range (3,750"; +1/4), Armor Piercing (+1/2), 125 Charges (+3/4); OIF Bulky (-1), Crew-Served (2 people; -1/4) Note: Maximum range of 330" [125] 33 2) Mondragon TVLG-4 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); 4 Charges (-1), 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" [4] 15 3) Hastings 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: Max range of 200" 5 Hull 1 Weapons 34 1) Mondragon TVLG-2 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); 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: (x2 number of items)Maximum Range of 200" [2] Hull 2 Weapons 0 1) TVLG-2: Custom Power 0 Armor 14 1) Crystaline Titanium and Ceramic bonded Hull Armor: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Custom Modifier (Values Vary by Facing; -1/2), Real Armor (-1/4) 0 8 2) Naram Double Hull Design: +2 BODY plus +2 DEF 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 9 1) 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), Custom Modifier (Real equipment; -1/4) (uses Personal END) 2 29 2) 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] 5 3) 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] 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: 461 Total Cost: 493 200+ Disadvantages 0 Top Speed 0 Shield Ratings Note: Front:Sides:Stern:Bottom: 0 Armor Ratings Note: Front:Sides:Stern:Bottom:Turret: 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) 253 Experience Points Total Disadvantage Points: 493 Quote Link to comment Share on other sites More sharing options...
Spence Posted December 10, 2008 Report Share Posted December 10, 2008 Re: Renegade Legion Hero: Wolverine Light Grav Tank Now that is a blast from the past Quote Link to comment Share on other sites More sharing options...
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