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shadowcat1313

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Everything posted by shadowcat1313

  1. Re: 40K Space Marine Abilities my original thought was treating them like cybernetics
  2. been doing some tinkering on the ideas of a 40K Space Marine in Hero terms while I dont actually play 40K beyond some epic 40K on occasion, I grab all the books I can find when on sale or auction. WARHAMMER 40K SPACE MARINE TEMPLATE Val Char Cost Roll Notes 15 STR 0 12- Lift 200.0kg; 3d6 10 DEX 0 11- OCV: 3/DCV: 3 10 CON 0 11- 12 BODY 0 10 INT 0 11- PER Roll 11-/15- 10 EGO 0 11- ECV: 3 - 3 15 PRE 0 12- PRE Attack: 3d6 2/16 PD 0 Total: 2/16 PD (0/14 rPD) 2/16 ED 0 Total: 2/16 ED (0/14 rED) 3 SPD 0 Phases: 4, 8, 12 4 REC 0 30 END 0 20 STUN 0 Total Characteristic Cost: 0 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Basic Space Marine Powers 2 1) Second Heart: +10 END; IIF (-1/4) 5 2) Ossification: Resistant Protection (2 PD/2 ED) (6 Active Points); IIF (-1/4) 2 3) Ossification: +2 BODY; IIF (-1/4) 2 4) Ossification: Knockback Resistance -3m (3 Active Points); IIF (-1/4) 8 5) Second Heart: +1 SPD (10 Active Points); IIF (-1/4) 2 6) Catalepsian Node: Lightsleep (3 Active Points); IIF (-1/4) 5 7) Preomnor: Power Defense (15 points) (15 Active Points); Custom Modifier (only works vs ingested poisons; -1), Requires A Roll (Skill roll; -1/2), IIF (-1/4) 2 8) Omophagea: Eidetic Memory (5 Active Points); Custom Modifier (learns by eating; -1), Requires A Roll (Skill roll; -1/2), IIF (-1/4) 2 9) Occulobe: +1 PER with Sight Group; IIF (-1/4) 2 10) Lymans Ear: +1 PER with Hearing Group; IIF (-1/4) 2 11) Mucranoid: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Requires A Roll (Skill roll; -1/2), IIF (-1/4) 2 12) Melanchromic Organ: Life Support (Safe in High Radiation); IIF (-1/4) 4 13) Neuroglottis: Detect Poisons A Single Thing 12-/16- (Smell/Taste Group) 2 14) Sus-An Membrane: Simulate Death (+3 to roll) (6 Active Points); Extra Time (20 Minutes, -2 1/2) 5 15) Shall Know No Fear: Mental Defense (10 points total) (10 Active Points); Custom Modifier (Only vs Fear and Terror; -1) Chapter Specific Powers Space Marine Armor 20 1) Advanced Space Marine Armor: Resistant Protection (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF Bulky (-1), Custom Modifier (Real Armor; -1/4) 2 2) Auto-Senses: +2 PER with Sight Group (4 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 2 3) Enhanced Strength: +5 STR (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 1 1 4) Input Filtering: Hearing Group Flash Defense (3 points) (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 1 5) Input Filtering: Sight Group Flash Defense (3 points) (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 4 6) Magnetized Boot Soles: Clinging (20 STR) (12 Active Points); OIF Bulky (-1), Custom Modifier (Metal Surfaces Only; -1), Custom Modifier (Real Gear; -1/4) 1 7) Nutrient Recycling: Life Support (Eating: Character only has to eat once per week); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 5 8) Osmotic Gill Life Sustainer: Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing) (12 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 3 9) Pain Supressors: Aid Stun 2d6 (12 Active Points); OIF Bulky (-1), Only to Aid Self (-1), 6 Charges (-3/4), Only Restores To Starting Values (-1/2) [6] 5 10) Vox Link: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Incantations (-1/4), Custom Modifier (Real Gear; -1/4) 2 11) Fearsome Visage: +5 PRE (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Armor; -1/4) Space Marine Weapons -50 Cosmic Freebies: Custom Power (-50 Active Points) Talents Basic Space Marine Talents 1 1) Ambidexterity (-2 Off Hand penalty) 2 2) Fleet Dweller: Environmental Movement (no penalties on) Chapter Specific Talents Skills Basic Space Marine Skills 3 1) AK: Home World 12- 3 2) Fast Draw 11- 3 3) KS: Chapter Customs and Protocols 12- 3 4) KS: Chapter Runes 12- 3 5) KS: Codex Astartes 12- 3 6) KS: Enemies of the Imperium 12- 2 7) Language: High Gothic (fluent conversation) 0 8) Language: Low Gothic (idiomatic) (4 Active Points) 2 9) Navigation (Land) 11- 3 10) Stealth 11- 5 11) Survival 12- 2 12) TF: Common Motorized Ground Vehicles 5 13) Tactics 12- 5 14) Teamwork 12- 3 15) Tracking 11- 3 16) WF: Assault Rifles/LMGs, Blades, Handguns, Thrown Grenades 10 17) +1 with All Attacks Chapter Specific Skills Total Powers & Skill Cost: 104 Total Cost: 104 200+ Disadvantages Basic Space Marine Disads 10 1) Physical Complication: Poor Manual Dexterity in Armor (Frequently; Barely Impairing) Notes: -1 on all manual dex tasks while wearing armored gloves 10 2) Rivalry: Professional (Other Space Marine Chapters; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 3) Social Complication: Duty to the Emperor Very Frequently, Major 10 4) Psychological Complication: Hatred of Xenos (Common; Moderate) Chapter Specific Disads Total Disadvantage Points: 104 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  3. Re: Thermobaric bomb do thermobaric bombs have the same problems with rain and wind as FAE bombs?
  4. Re: Tips for Space Ships most of my insights on starship building are covered in Traveller Hero, but I have other stuff too
  5. Re: Tips for Space Ships while you say no to nuclear missiles, what about detonation laser nukes?
  6. Re: Star Hero Command or cheat... find a copy of the GURPS Ship Designer software for GURPS Space or GURPS Traveller, check assorted archives for the freeware version, it allows you to fiddle with mass and G ratings etc Tom Bont wrote the software originally
  7. Re: Dragonstar HERO website very interesting, I am at least going to follow everything on this, I have poked around in the backround material i borrowed from a friend, it has some possibilities, but I havent really looked at starship design yet
  8. heres my take on the Marauder, and building on the work done previously\ PARAMOUNT MARAUDER Movement: Running: 20m / 40m Swimming: 5m / 10m Leaping: 4m Cost Powers END Construction 1 1) Hardened Steel: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0 5 2) Narrower Deep V Hull: (Total: 16 Active Cost, 5 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs mines and hits to bottom of hull; -1) (Real Cost: 4) plus Swimming +1m (5m total) (1 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) Note: V Hull design channels explosion damage from below away from vehicle 0 Powerplant 4 1) CUMMINS ISBe4 Diesel: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4), 4 Continuing Charges lasting 1 Hour each (-0); REC: (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4) [4 cc] 1 2) Multifuel Capable Engine: Custom Power (1 Active Points) 0 Mobility 11 1) Fast Wheeled Movement: (Total: 30 Active Cost, 11 Real Cost) Ground Movement +8m (20m total) (8 Active Points); OAF Bulky (4 Tires; Requires Multiple Foci or functions at reduced effectiveness; -1 1/4), Fuel Dependent (-3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 2) plus +1 SPD (10 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) plus +6 DEX (12 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 0 1 2) Improved Suspension: +1 with Combat Driving (2 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 1 3) Super Reinforced Tires: +7 BODY (7 Active Points); Custom Modifier (Tires Only; -2), OAF Bulky (-1 1/2) -8 4) Ground Movement Only: Custom Power (-8 Active Points) 0 Tactical Systems 2 1) Four Firing Ports for Small Arms, 2 Left and 2 Right: Custom Power (2 Active Points) 0 Defensive Systems 10 1) STANAG 4569 Series 4A Protection Package: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Custom Modifier (Real Armor; -1/4) 0 25 2) Fire Suppression System: Dispel Fire Powers 12d6, (+2) (108 Active Points); 1 Charge (-2), OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) [1] Electronics Systems 6 1) 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) 0 6 2) GPS and Navigation System: (Total: 15 Active Cost, 6 Real Cost) Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 1) plus Navigation (Land) 14- (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 0 Personnel Systems 9 1) Headlights: +5 PER with Sight Group (10 Active Points); OIF Bulky (-1), Custom Modifier (Only in Darkness; -1/2) Note: (x2 number of items) 0 2 2) Heating And Airconditioning: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky Fragile (-1 1/4) 0 Optional Equipment 5 1) Armored Side Inserts Package: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Custom Modifier (Protects Cockpit Sides Only; -1/2), Custom Modifier (Real Armor; -1/4) 0 2 2) Driver and Gunners Nightvision System: Nightvision (5 Active Points); OIF Bulky Fragile (-1 1/4) 0 4 3) Auxillary Water Tank : Endurance Reserve (25 END, 5 REC) Reserve: (11 Active Points); OAF Bulky (-1 1/2); REC: (4 Active Points); Limited Recovery (must be refilled with water; -2) 0 4 4) Auxillary Fuel Tank : Endurance Reserve (25 END, 5 REC) Reserve: (11 Active Points); OAF Bulky (-1 1/2); REC: (4 Active Points); Limited Recovery (must be refilled with water; -2) 0 4 5) Crew Camera System: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 6 6) Pusher Bumper: Hand-To-Hand Attack +4d6 (20 Active Points); OAF Bulky (-1 1/2), Hand-To-Hand Attack (-1/2), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2) Note: Oversized bumper used to push people and some obstacles away from front of vehicle 2 6 7) Dozer Blade: Area Of Effect (1m Radius; +1/4) for up to 35 Active Points of STR, Reduced Endurance (0 END; +1/2) (13 Active Points); Only To Push Things From The Front (-1) 0 Val Char Cost Notes 5 Size 25 Length 6.35m, Width 3.17m, Height 3.17m, Volume 64m^3 Mass 3.2 ton, OCV +3, KB -5 38 STR 3 Lift 4850.3kg; 7 1/2d6 16 DEX 0 23 BODY 0 3 SPD 0 Phases: 4, 8, 12 Total Characteristic Cost: 28 8 8) NBC Protection: LS (Immunity All terrestrial poisons and chemical warfare agents; Safe in High Radiation; Safe in Intense Heat; Self-Contained Breathing) (19 Active Points); OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) 0 5 9) Public Address System: Hearing Group Images, +/-3 to PER Rolls, Reduced Endurance (0 END; +1/2) (21 Active Points); OAF Bulky (-1 1/2), Set Effect (only amplifies what's said into it; -1), No Range (-1/2) 0 Weapons Options 55 1) 12.7mm Machine Gun (Pintle-Mounted): RKA 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (124 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 500 Charges (+1) [500] 35 2) Mk. 19 40mm Grenade Launcher: RKA 2 1/2d6, Explosion (+1/2) (80 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 50 Charges (+1/2) [50] 35 3) M1919A4 7.62mm Machine Gun (Pintle-Mounted): RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (96 Active Points); OIF Bulky (-1), Custom Modifier (open mount, no protection for gunner; -1/2), Real Weapon (-1/4), 500 Charges (+1) [500] 42 4) 120mm Mortar: Killing Attack - Ranged 4 1/2d6, Explosion (+1/2), Nonselective Target (-1/4), Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), Increased Maximum Range (1,400m; +1/4) (157 Active Points); OIF Bulky (-1), Cannot Use Targeting (-1/2), Custom Modifier (Vehicle is treated as open topped while mortar is in operation; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), 64 Charges (+1/2) [64] Talents 2 Bump Of Direction (3 Active Points); OIF Fragile (-3/4) 2 Absolute Time Sense (3 Active Points); OIF Fragile (-3/4) Skills 1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) Total Powers & Skill Cost: 292 Total Cost: 320 200+ Disadvantages General Information 0 1) Weight in Tons Note: Curb Weight of 9,800kg, Max all up Combat Weight of 15,000kg 0 2) Top Speed Note: 100 kmh 0 3) Range in KM Note: 700 0 4) Crew Note: 2+8 troops 0 5) Country of Origin Note: South Africa 0 6) Date In Service Note: 2007 0 7) Intended Usage Note: Light Mine Protected Vehicle Actual Complications 15 1) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently; Greatly Impairing) 15 2) Physical Limitation: Gas Engine, vulnerable to fires if fuel system hit (Infrequently; Greatly Impairing) 20 3) Physical Limitation: High Silhouette gives -2 DCV at close range (Frequently; Greatly Impairing) 120 Experience Points Total Disadvantage Points: 320
  9. next in the series http://www.army-technology.com/projects/buffalo/ BUFFALO MINE CLEARANCE VEHICLE Val Char Cost Notes 5 Size 25 Length 3.17", Width 1.59", Area 5.04" Mass 3.2 ton KB -5 35 STR 0 Lift 3200.0kg; 7d6 14 DEX 0 OCV 5 DCV 2 16 BODY 0 15 DEF 0 3 SPD 0 Phases: 4, 8, 12 Total Characteristic Cost: 25 Movement: Running: 12" / 24" Swimming: 3" / 6" Leaping: 0" Cost Powers END Construction 4 1) Hardened Steel: (Total: 4 Active Cost, 4 Real Cost) +1 BODY (Real Cost: 1) plus +1 DEF (Real Cost: 3) 0 5 2) Boat Hull: (Total: 16 Active Cost, 5 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs mines and hits to bottom of hull; -1) (Real Cost: 4) plus Swimming +1" (3" total); OIF Immobile (-1 1/2) (Real Cost: 1) Note: V Hull design channels explosion damage from below away from vehicle 0 Movement Systems 11 1) CAT C13 12.5l engine: (Total: 34 Active Cost, 11 Real Cost) Ground Movement +6" (12" total) (12 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 3) plus +1 SPD (10 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) plus +4 DEX (12 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) 0 1 2) Improved Suspension: +1 with Combat Driving (2 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 5 3) Self-Inflating Tires: Healing BODY 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when tire takes its full BODY; +1/4) (25 Active Points); 1 Charge (-2), OAF Bulky (-1 1/2), Self Only (-1/2) [1] Tactical Systems 55 1) 12.7mm Machine Gun (Pintle-Mounted): RKA 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (124 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 500 Charges (+1) [500] Defensive Systems 16 1) BAE Systems L-ROD aluminium armour that protects vehicles from rocket-propelled grenade attacks.: +12 DEF, Hardened (+1/4) (45 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Real Armor (-1/4) Personnel Systems 5 1) Standard Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 4 2) Crew Camera System: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 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] Other Equipment 12 1) Robotic Arm and Iron Claw: (Total: 35 Active Cost, 12 Real Cost) Extra Limb (1) (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) (Real Cost: 2) plus Stretching 5" (25 Active Points); OAF Bulky (-1 1/2), Limited Body Parts (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 8) plus Extra Limb (1) (5 Active Points); Only For Digging And Picking Things Up (-1), Limited Manipulation (-1/4) (Real Cost: 2) 2 43 2) Powered Winch: Stretching 20", Reduced Endurance (0 END; +1/2) (150 Active Points); OAF Bulky (-1 1/2), Cannot Do Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) 0 Talents 1 Absolute Time 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 (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) 2 +2 with Demolitions (4 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) Total Powers & Skill Cost: 196 Total Cost: 221 200+ Disadvantages Vehicle Statistics 0 1) Weight and size in displacement tons Note: Tons, Displacement Tons 0 2) Top Speed in MPH Note: 55 0 3) Range in Miles Note: 300 0 4) Crew Note: 6 0 5) Payload Limitations and Disadvantages 10 1) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently; Greatly Impairing) 15 2) Physical Limitation: High Silhouette gives -2 DCV at close range (Frequently; Greatly Impairing) 0 Experience Points Total Disadvantage Points: 221
  10. Re: Vehicle: The Marauder one more site of possible interest, although intended for the Harpoon Wargame, it makes for interesting reading, especially on weapons systems and electronics http://www.harpoondatabases.com/encyclopedia/List_AtoZ.aspx
  11. interesting new design with a hybrid diesel-electric drive system http://www.army-technology.com/projects/shadow/ SHADOW RST-V RECON VEHICLE Val Char Cost Notes 4 Size 20 Length 2.52", Width 1.26", Area 3.17" Mass 1.6 ton KB -4 30 STR 0 Lift 1600.0kg; 6d6 16 DEX 0 OCV 5 DCV 3 15 BODY 0 9 DEF 0 4 SPD 0 Phases: 3, 6, 9, 12 Total Characteristic Cost: 20 Movement: Running: 16" / 32" Swimming: 2" / 4" Leaping: 0" Cost Powers END Construction 1 1) Aluminum : (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0 11 2) Low Silhouette: Change Environment 1" radius (-2 to Sight Group PER Rolls, -2 to Radar PER Rolls, Multiple Combat Effects), Reduced Endurance (0 END; +1/2) (27 Active Points); OIF Bulky (-1), No Range (-1/2) 0 Movement Systems 20 1) Hybrid Diesel Electric Drive: (Total: 63 Active Cost, 20 Real Cost) Ground Movement +10" (16" total), Invisible to Normal Hearing, and Single Sense, Source Only (+1/4) (25 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) plus +6 DEX (18 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 6) 0 2 2) Advanced Suspension: +2 with Combat Driving (4 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 5 3) Self-Inflating Tires: Healing BODY 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when tire takes its full BODY; +1/4) (25 Active Points); 1 Charge (-2), OAF Bulky (-1 1/2), Self Only (-1/2) [1] Tactical Systems Defensive Systems Personnel Systems 3 1) Extendable Sensor Mast: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (only to give better/hull down visisibility; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) 0 7 2) Advanced Thermal Imaging Sight: Detect A Single Thing 14- (Sight Group), Discriminatory, Rapid: x10 (16 Active Points); OIF Bulky Fragile (-1 1/4) 0 3 3) Dual Field Day Camera: +4 versus Range Modifier for Sight Group, Sense Affected As Another Sense (+0) (6 Active Points); OIF Bulky Fragile (-1 1/4) 0 5 4) ITT SINCGARS ASIIIP VHF transponder and satellite communications: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 6 5) GPS and Navigation System: (Total: 15 Active Cost, 6 Real Cost) Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 1) plus Navigation (Land) 14- (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 0 6 6) Identify Friend or Foe : Detect A Single Thing 14- (Unusual Group), Discriminatory (13 Active Points); OIF Bulky Fragile (-1 1/4) 0 Weapons Options 43 1) Javelin Missile: Killing Attack - Ranged 4d6, Indirect (Same origin, always fired away from attacker; +1/4), Increased Maximum Range (3,375"; +1/4), Armor Piercing (x2; +1) (150 Active Points); 4 Charges (-1), Custom Modifier (IR Guided, must have a target lock to fire; -1/2), Extra Time (Full Phase, -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) Note: Top Attack Missile [4] 55 2) 12.7mm Machine Gun (Pintle-Mounted): RKA 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (124 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 500 Charges (+1) [500] 51 3) Tow 2 Missile: Killing Attack - Ranged 5d6, Increased Maximum Range (4,675"; +1/4), Explosion (+1/2), Armor Piercing (x2; +1) (206 Active Points); OIF Bulky (-1), 4 Charges (-1), Concentration (1/2 DCV; Must guide missile to target by wire ; -1/4), Real Weapon (-1/4), Crew-Served (2 people; -1/4), Extra Time (Extra Segment, Only to Activate, -1/4) [4] Other Equipment Options 9 1) Add on Armor Package: +7 DEF, Hardened (+1/4) (26 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Real Armor (-1/4) 4 2) Laser and Radar Targeting Sensor: Detect A Class Of Things 14- (Unusual Group) (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) 0 3 3) Bulletproof Windows: Armor (3 PD/3 ED) (9 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Custom Modifier (Front and Side Windows Only; -1/2), Real Armor (-1/4) 0 Talents 1 Absolute Time Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 1 Absolute Range Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) Skills 12 Penalty Skill Levels: +4 vs. Range Modifier with All Attacks 1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) 1 +1 with Mechanics (2 Active Points); OIF Bulky (-1), Custom Modifier (only Makes repairs and finding parts easier; -1/4) Note: especially common in various british vehicles which use detuned jaguar car engines Total Powers & Skill Cost: 250 Total Cost: 270 200+ Disadvantages Vehicle Statistics 0 1) Weight and size in displacement tons Note: Tons, Displacement Tons 0 2) Top Speed in MPH Note: 75 0 3) Range in Miles Note: Unrefueled range on main engine758kmRange on batteries32km 0 4) Crew Note: 4 0 5) Payload Limitations and Disadvantages 70 Experience Points Total Disadvantage Points: 270
  12. next in the series, this one and its variants are seeing a lot of use http://www.army-technology.com/projects/rg31mk5mineprotected/ RG 33 MRAP 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 14 DEX 0 OCV 5 DCV 1 17 BODY 0 13 DEF 0 3 SPD 0 Phases: 4, 8, 12 Total Characteristic Cost: 30 Movement: Running: 7" / 14" Swimming: 3" / 6" Leaping: 0" Cost Powers END Construction 4 1) Hardened Steel: (Total: 4 Active Cost, 4 Real Cost) +1 BODY (Real Cost: 1) plus +1 DEF (Real Cost: 3) 0 13 2) Armor Resistant to Machine Gun Fire: +10 DEF, Hardened (+1/4) (37 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Real Armor (-1/4) 6 3) Boat Hull: (Total: 16 Active Cost, 6 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Bulky (-1), Custom Modifier (only vs mines and hits to bottom of hull; -1) (Real Cost: 5) plus Swimming +1" (3" total); OIF Bulky (-1) (Real Cost: 1) Note: V Hull design channels explosion damage from below away from vehicle 0 Movement Systems 10 1) Slow Wheeled Movement: (Total: 24 Active Cost, 10 Real Cost) Ground Movement +1" (7" total) (2 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; -1 3/4), OIF Bulky (-1), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 1) plus +1 SPD (10 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) plus +4 DEX (12 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 0 1 2) Improved Suspension: +1 with Combat Driving (2 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 5 3) Self-Inflating Tires: Healing BODY 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when tire takes its full BODY; +1/4) (25 Active Points); 1 Charge (-2), OAF Bulky (-1 1/2), Self Only (-1/2) [1] Tactical Systems 0 1) Common Ring Mount: Custom Power Note: M249, M-60, M2HB, Mk.19 AGL 0 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] 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] Personnel Systems 1 1) Tinted Windows: Sight Group Flash Defense (3 points) (3 Active Points); OIF Bulky (-1) 0 5 2) Standard Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 2 3) Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky (-1) Note: The vehicle has proven to be equally effective at 49°C in the African and Middle East deserts as it is as at -35°C in Sweden's ice-cold weather. 0 Weapons Options Other Equipment Options 4 1) Crew Camera System: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0 5 2) Drivers Thermal Imaging Sight: Detect A Single Thing 12- (Sight Group), Discriminatory (11 Active Points); OIF Bulky Fragile (-1 1/4) 0 0 3) Hydraulic rear loading ramp: Custom Power 0 0 4) CROWS Station: Custom Power Note: can be equipped as with ring mount 0 Talents 1 Absolute Time Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 1 Absolute Range Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) Skills 1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) 1 +1 with Mechanics (2 Active Points); OIF Bulky (-1), Custom Modifier (only Makes repairs and finding parts easier; -1/4) Note: especially common in various british vehicles which use detuned jaguar car engines 1 +1 with Electronics (2 Active Points); OIF Bulky (-1), Custom Modifier (only Makes repairs and finding parts easier; -1/4) Total Powers & Skill Cost: 104 Total Cost: 134 200+ Disadvantages Vehicle Statistics 0 1) Weight and size in displacement tons Note: 29 Tons 0 2) Top Speed in MPH Note: 67 0 3) Range in Miles Note: depends on version 0 4) Crew Note: 2 and up to 8 passengers 0 5) Payload Note: depends on version, up to 1,000kg in most versions Limitations and Disadvantages 0 Experience Points Total Disadvantage Points: 134
  13. Re: Shadowcats Vehicular Insanity Shop: Bushmaster Infantry Mobility Vehicle I honestly wouldnt have a clue how, this is an pasted from an rtf template writers guide vehicles
  14. here we go again http://www.army-technology.com/projects/bushmaster/ BUSHMASTER INFANTRY MOBILITY VEHICLE Val Char Cost Notes 9 Size 45 Length 8", Width 4", Area 32" Mass 51.2 ton KB -9 55 STR 0 Lift 51.2tons; 11d6 16 DEX 0 OCV 5 DCV -1 20 BODY 0 18 DEF 0 4 SPD 0 Phases: 3, 6, 9, 12 Total Characteristic Cost: 45 Movement: Running: 10" / 40" Swimming: 3" / 6" Leaping: 0" Cost Powers END Construction 4 1) Monocoque all-welded steel hull: (Total: 4 Active Cost, 4 Real Cost) +1 BODY (Real Cost: 1) plus +1 DEF (Real Cost: 3) 0 5 2) Boat Hull: (Total: 16 Active Cost, 5 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs mines and hits to bottom of hull; -1) (Real Cost: 4) plus Swimming +1" (3" total); OIF Immobile (-1 1/2) (Real Cost: 1) Note: V Hull design channels explosion damage from below away from vehicle 0 Movement Systems 19 1) Caterpillar 3126 ATAAC Type 6 cylinder, turbocharged, air-to-air after-cooled diesel engine: (Total: 51 Active Cost, 19 Real Cost) Ground Movement +4" (10" total), x4 Noncombat (13 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 8) plus +6 DEX (18 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) 0 5 2) Self-Inflating Tires: Healing BODY 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when tire takes its full BODY; +1/4) (25 Active Points); 1 Charge (-2), OAF Bulky (-1 1/2), Self Only (-1/2) [1] 2 3) Advanced Suspension: +2 with Combat Driving (4 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) Tactical Systems 1 1) Gun Ring: Custom Power (1 Active Points) Note: The commander's hatch on the left is equipped with a weapon mount for a 5.56mm or 7.62mm machine gun. A light cannon can also be fitted. The ballistically protected windows can be fitted with optional shooting ports. some Aussie vehicles are being refitted with Raven R-400 weaons stations instead 0 3 2) Infantry Weapon Firing Ports: Custom Power (3 Active Points) Note: 2 per side, 1 under each cabin window 0 Defensive Systems 9 1) Armor Resistant to Small Arms Fire: +7 DEF, Hardened (+1/4) (26 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Real Armor (-1/4) 14 2) 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] Personnel Systems 2 1) Crew Environmental Systems: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky (-1) 0 5 2) Standard Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 1 3) NVG Capable Cockpit: Custom Power (1 Active Points) 0 Weapons Options 11 1) R-400 Raven Remote Weapons Station: (Total: 26 Active Cost, 11 Real Cost) +2 PER with Sight Group (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) (Real Cost: 2) plus Absolute Range Sense (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) (Real Cost: 1) plus Detect A Single Thing 14-/16- (Sight Group), Telescopic: +2 (9 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) (Real Cost: 4) plus Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF Bulky Fragile (-1 1/4) (Real Cost: 4) Note: Called M101 CROWS in US service 0 29 2) 7.62 (M-60 LMG): (Total: 116 Active Cost, 29 Real Cost) Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4), Autofire (10 shots; +1) (105 Active Points); OAF Bulky (-1 1/2), STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), Beam (-1/4), Real Weapon (-1/4), 100 Charges (+3/4) (Real Cost: 25) plus +1 OCV (5 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs Range (6 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2) [100] Other Equipment Options 6 1) Second Generation Reactive Armor: +8 DEF (24 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Custom Modifier (Only vs shaped charge and AP warheads; -1/2), Custom Modifier (Armor Blocks take 15 minutes and tools to mount or remount; -1/2), Real Armor (-1/4) Talents 1 Absolute Time Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 1 Absolute Range Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) Skills 1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) 2 +2 with Mechanics (4 Active Points); Custom Modifier (only applies to engine and transmission, cuts change and repair times by half; -1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) Note: Vehicle was designed for ease of maintenance and component replacement Total Powers & Skill Cost: 121 Total Cost: 166 200+ Disadvantages Vehicle Statistics 0 1) Weight Note: 14 tons max load 0 2) Top Speed in MPH Note: 120 kph 0 3) Range in Miles Note: over 800 km 0 4) Crew Note: Driver, commander and 7 crew 0 5) Payload Note: 2,700kg, can also tow up to an 8 ton trailer 0 6) Crew ingress/egress Note: The cabin is fitted with four roof hatches with locking handles to provide protection against ambush and alternative escape routes. along with standard front doors 0 7) Crew Facilities Note: Bushmaster is designed to transport up to ten troops. The cabin, with 1,415mm headroom, is fitted with seven face-to-face ergonomically designed seats with full harness seat belts. There is a personal weapons storage area, mission equipment storage, a radio suite, an air-conditioning unit, a cooled water drinking system was supposed to be fitted but dropped due to cost constraints, this is being re-considered. 0 8) Variants Note: * Troop variant * Command variant * Assault Pioneer variant * Mortar variant * Direct Fire Weapons variant * Ambulance variantFirefighting variant Limitations and Disadvantages 15 1) Physical Limitation: Vulnerable to rollovers due to higher center of gravity (Frequently; Greatly Impairing) 10 2) Distinctive Features: Military Vehicle (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 3) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently; Greatly Impairing) 0 Experience Points Total Disadvantage Points: 166
  15. first in a series inspired by the Marauder post http://www.army-technology.com/projects/rg41wheeledarmouredc/ RG-41 Val Char Cost Notes 6 Size 30 Length 8m, Width 4m, Height 4m, Volume 128m^3 Mass 6.4 ton, OCV +4, KB -6 40 STR 0 Lift 6400.0kg; 8d6 16 DEX 0 23 BODY 0 4 SPD -10 Phases: 3, 6, 9, 12 Total Characteristic Cost: 20 Movement: Running: 16m / 32m Swimming: 7m / 14m Leaping: 4m Cost Powers END Construction 2 1) Basic Hull Construction: Resistant Protection (2 PD/2 ED) (6 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2) 0 5 2) Semi-V Shaped Boat Hull: (Total: 16 Active Cost, 5 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs mines and hits to bottom of hull; -1) (Real Cost: 4) plus Swimming +1m (7m total) (1 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) Note: V Hull design channels explosion damage from below away from vehicle 0 7 3) Armor Resistant to Small Arms and Blast Fragments: Resistant Protection (7 PD/7 ED) (21 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2) 0 1 4) Hardened Steel: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0 6 5) Displacement Tonnage: +6 BODY Powerplant 4 1) Deutz 2015TCD V6 Diesel: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4), 4 Continuing Charges lasting 1 Hour each (-0); REC: (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4) [4 cc] 5 2) Multifuel Capable Engine: Custom Power (5 Active Points) 0 Mobility 14 1) Fast Wheeled Movement: (Total: 36 Active Cost, 14 Real Cost) Ground Movement +4m (16m total) (4 Active Points); OIF Bulky (-1), Fuel Dependent (-3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 1) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 8) plus +6 DEX (12 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 0 1 2) Improved Suspension: +1 with Combat Driving (2 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 1 3) Michelin XZL tyres with Run Flat Inserts: +3 BODY (3 Active Points); Limited Coverage (tires only; -2), OAF Bulky (tires; -1 1/2) 4 4) Base Vehicle Speed: +1 SPD (10 Active Points); OIF Bulky (-1), Custom Modifier (Linked to Ground Movement; -1/2) -8 5) Ground Movement Only: Custom Power (-8 Active Points) 0 TRT-25 remote weapon station (RWS) 79 1) Turreted Bushmaster 25mm Chain Gun: Killing Attack - Ranged 4d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (179 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 900 Charges (+1) [900] 43 2) 7.62mm Machine Gun (Turret-Mounted): RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (96 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 2000 Charges (+1) [2000] Electronics Systems 5 1) Basic Thermal Imaging Sight: Detect A Single Thing 12-/17- (Sight Group), Discriminatory (11 Active Points); OIF Bulky Fragile (-1 1/4) 0 2 2) Low Light TV system: Nightvision (5 Active Points); OIF Bulky Fragile (-1 1/4) 0 4 3) 360° video vision system: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 6 4) GPS and Navigation System: (Total: 15 Active Cost, 6 Real Cost) Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 1) plus Navigation (Land) 14- (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 0 5 5) High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4) 0 Personnel Systems 9 1) Headlights: +5 PER with Sight Group (10 Active Points); OIF Bulky (-1), Custom Modifier (Only in Darkness; -1/2) Note: (x2 number of items) 0 1 2) Seat Belts: Resistant Protection (4 PD) (6 Active Points); Custom Modifier (only to protect occupants from damage in collisions; -2), OIF Bulky Fragile (-1 1/4) 0 17 3) Fire Suppression System: Dispel Fire Powers 8d6, (+2) (72 Active Points); 1 Charge (-2), OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) [1] 2 4) Heating And Airconditioning: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky Fragile (-1 1/4) 0 Equipment Options 55 1) Turret Mounted 12.7mm Machine Gun: RKA 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (124 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 500 Charges (+1) Note: Replaces 7.62mm Mount [500] 35 2) Turret Mounted 40mm Grenade Launcher: RKA 2 1/2d6, Explosion (+1/2) (80 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 50 Charges (+1/2) Note: Replaces 7.62mm Mount [50] 1 3) Amphibious Kit: Swimming +2m (7m total) 7 4) NBC Protection: LS (Immunity All terrestrial poisons and chemical warfare agents; Safe in High Radiation; Safe in Intense Heat; Self-Contained Breathing) (19 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real equipment; -1/4) 2 Talents Vehicle Computer System 2 1) Bump Of Direction (3 Active Points); OIF Fragile (-3/4) 2 2) Absolute Time Sense (3 Active Points); OIF Fragile (-3/4) 1 3) Absolute Range Sense (3 Active Points); OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) 2 4) 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), Custom Modifier (only Makes repairs and finding parts easier; -1/4) Note: especially common in various british vehicles which use detuned jaguar car engines 1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) 6 +2 with Ranged Combat (16 Active Points); OIF Bulky Fragile (-1 1/4), Real Weapon (-1/4) 12 Penalty Skill Levels: +4 vs. Range Modifier with All Attacks Total Powers & Skill Cost: 340 Total Cost: 360 200+ Disadvantages General Information 0 1) Weight in Tons Note: Gross Vehicle Weight30,000kgEmpty Weight19,000kgPayload11,000kg 0 2) Top Speed Note: 63 0 3) Range 0 4) Crew Note: Driver + ten crew 0 5) Country of Origin Note: South Africa 0 6) Date In Service Note: The RG41 development project began in 2008 and the first RG41 vehicle was showcased at the Eurosatory defence exhibition in Paris in June 2010. 0 7) Intended Usage Note: Wheeled Armoured Combat Vehicle Actual Complications 15 1) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently; Greatly Impairing) 15 2) Physical Limitation: No manual traverse for turret, if vehicle loses power, turret is stuck in current facing (Infrequently; Greatly Impairing) 15 3) Physical Complication: Both Guns must fire at same target (Frequently; Slightly Impairing) 160 Experience Points Total Disadvantage Points: 360
  16. Re: Vehicle: The Marauder heres another useful site http://www.warwheels.net/index.html
  17. Re: Vehicle: The Marauder heres a great site that has a fair bit of info on a lot of modern vehicles... I use it extensively myself among others http://www.army-technology.com/projects/ I have several more of this type of vehicle already written up, just havent posted them yet.. RG series of MRAPs, Aussie Bushmaster
  18. Re: Vehicle: The Marauder its an interesting design... nice work except I think the armor rating is a bit too high for a vehicle of this type, they are mostly designed to stop small arms fire and shell fragments, I would probably halve the overall rating, except vs mines and IEDs
  19. Re: Eccentric but plausible ways a character could be rich? this ones plausible, highly unlikely, but it happens on occasion http://news.yahoo.com/s/ap/20110619/ap_on_re_us/us_homeless_man_rich
  20. Re: Intrest in "The Dirty Dozen" and "Kelly's Heros" as Con events. at least some of the vehicle stats will be easy to come by Tiger 1 http://surbrook.devermore.net/adaptationsvehicles/militaryground/ww2/germany/panzer6.html, the schtick from the movie about the complaints about the fuel system problems were actually quite true standard Shermans are in HSVS there was also an M3 halftrack in the movie, just have to watch it again, it was a GMC variant with a 75 AT gun I think surbrooks page has most of the typical german ww2 tanks and vehicles already statted out if you need something thats not there, I can help with that
  21. Re: Shadowcats Vehicular Insanity Shop: Talon UGV Robot oops STR should be 3
  22. Re: Shadowcats Vehicular Insanity Shop: Talon UGV Robot the M202 Rocket Launcher is a 4 shot 66mm disposable rocket launcher, Carrie Fisher used one to shoot at John Belushi in the first Blues Brothers movie, although it does have backblast like a LAW or worse
  23. neat little modular robot, thats seeing a lot of use TALON UGV Val Char Cost Notes 0 Size 0 Length 2m, Width 1m, Height 1m, Volume 2m^3 Mass 100 kg, OCV +0, KB 0 10 STR 0 Lift 100.0kg; 2d6 10 DEX 0 10 BODY 0 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: -9 Movement: Running: 12m / 24m Swimming: 2m / 4m Leaping: 0m Cost Powers END Power System 3 1) Battery Pack: Endurance Reserve (5 END, 1 REC) Reserve: (4 Active Points); OAF Bulky (-1 1/2) Note: The system runs off AC power, lithium batteries or Singars rechargeable batteries. 0 Movement System 4 1) Basic Tracked Movement: Ground Movement +12m (12m total) (12 Active Points); OAF Bulky (-1 1/2), Decreased Acceleration/Deceleration (3-4m; -1/4) Note: Can Keep pace with a running soldier Sensors 2 1) Thermal Camera: Infrared Perception (Sight Group) (5 Active Points); OAF Bulky Fragile (-1 3/4) 0 2 2) Low Light Camera : Nightvision (5 Active Points); OAF Bulky Fragile (-1 3/4) 0 2 3) Zoom Telescopic Camera Capability: +3 versus Range Modifier for Sight Group (6 Active Points); OAF Bulky Fragile (-1 3/4) 0 4 4) Four Turret mounted cameras: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OAF Bulky Fragile (-1 3/4) 0 Control Systems 7 1) Wireless Comm link with controller: Mind Link , One Specific Mind, Number of Minds (x2) (10 Active Points); Custom Modifier (800 meter maximum control range; -1/2) Note: The control box weighs about 30 pounds, with two joysticks that control the robot platform and the weapon 0 2 2) Backup Fibre Optic Control Cable: Custom Power (2 Active Points) 0 Other Systems 2 1) Two way Hailer: Hearing Group Images (5 Active Points); OAF Bulky Fragile (-1 3/4) Note: Two-way conversations can be conducted at four volume levels from whisper mode to loud. The 120-decibel siren can be used to warn, distract, or disrupt voice communications. The two-way hailer is easy to install on a TALON and can be quickly transferred from one TALON to another 1 5 2) Waterproof up to 100 feet: Custom Power (5 Active Points) Note: one unit fell off a truck into a river in Iraq,. the operators were able to drive it out of the river for recovery 0 Optional Gear 17 1) Universal Disruptor Mount-12 Gauge Shotgun : Killing Attack - Ranged 2 1/2d6 (50 Active Points); OAF Bulky (-1 1/2), Reduced Penetration (-1/4), Reduced By Range (-1/4), 32 Charges (+1/4) Note: Can also be fitted with a Taser, the shotgun can take special purpose 12 gauge rounds [32] 2 2) Gripper Arm: Extra Limb (1) (5 Active Points); OAF Bulky (-1 1/2), Limited Manipulation (-1/4) Note: Maximum lift of 5# 0 1 3) Extended Reach: Stretching 2m (2 Active Points); OAF Bulky (-1 1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 1 CBR/NE Equipment Package 7 1) JCAD (joint chemical agent detector) for CWAs (chemical warfare agents) and TICs (toxic industrial chemicals): Detect A Large Class Of Things 14- (Unusual Group), Discriminatory (20 Active Points); OAF Bulky Fragile (-1 3/4) 0 5 2) RAE MultiRAE Plus for volatile gases: Detect A Class Of Things 14- (Unusual Group), Discriminatory (15 Active Points); OAF Bulky Fragile (-1 3/4) 0 5 3) Canberra AN/UDR-14 for gamma and neutron radiation: Detect A Single Thing 14- (Unusual Group), Discriminatory (13 Active Points); OAF Bulky Fragile (-1 3/4) 0 5 4) Raytek temperature probe for temperature sensing: Detect A Single Thing 14- (Unusual Group), Discriminatory (13 Active Points); OAF Bulky Fragile (-1 3/4) 0 5 5) ICX Fido® XT for TNT-based explosives: Detect A Class Of Things 14- (Unusual Group), Discriminatory (15 Active Points); OAF Bulky Fragile (-1 3/4) 0 Gen 4 Heavy Lift Option 2 1) Gripper Arm: Extra Limb (1) (5 Active Points); OAF Bulky (-1 1/2) Note: Maximum lift of 65# 0 1 2) Extended Reach: Stretching 3m (3 Active Points); OAF Bulky (-1 1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 1 Weapons Options 0 1) 50 Caliber Sniper Rifle: Custom Power 0 0 2) Grenade Launcher: Custom Power Note: Smoke, Tear Gas, or Flashbang normally, can carry HE, Can Carry up to 6 grenades 0 0 3) M16 Assault Rifle: Custom Power 0 0 4) M202A2 Rocket Launcher: Custom Power 0 0 5) M249 SAW: Custom Power 0 0 6) M60 Machine Gun: Custom Power 0 0 7) Taser: Custom Power 0 Total Powers & Skill Cost: 83 Total Cost: 74 200+ Disadvantages 25 Physical Complication: Remote Operation Only (All the Time; Slightly Impairing) 0 Experience Points Total Disadvantage Points: 74 http://www.globalsecurity.org/military/systems/ground/talon.htm
  24. Re: Looking for conversion material http://www.killershrike.com/FantasyHERO/FantasyHERO.aspx I always point folks to this page, plenty of ideas and inspirations on all manner of Fantasy Hero stuff
  25. http://www.universetoday.com/85973/from-2mass-to-you-the-most-complete-3-d-map-of-local-universe/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+UniverseToday+%28Universe+Today%29
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