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shadowcat1313

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Everything posted by shadowcat1313

  1. Re: 2006 Nissan X-Terra based on its length of 178.7 inches, its a size 4 vehicle
  2. Re: 2006 Nissan X-Terra do they have access to any other gadgets?
  3. Re: Shadowcats Vehicular Insanity Shop[6E]: SS Edmund Fitzgerald ok, bear in mind I am not that versed on crew nomenclature, looks like an engine room crew of 6 Last - First - Position - Age - Hometown Armagost, Michael E. Third Mate 37 Iron River, Wisconsin Beetcher, Fred J. Porter 56 Superior, Wisconsin Bentsen, Thomas D. Oiler 23 St. Joseph, Michigan Bindon, Edward F. First Assistant Engineer 47 Fairport Harbor, Ohio Borgeson, Thomas D. Maintenance Man 41 Duluth, Minnesota Champeau, Oliver J. Third Assistant Engineer 41 Sturgeon Bay, Wisconsin Church, Nolan S. Porter 55 Silver Bay, Minnesota Cundy, Ransom E. Watchman 53 Superior, Wisconsin Edwards, Thomas E. Second Assistant Engineer 50 Oregon, Ohio Haskell, Russell G. Second Assistant Engineer 40 Millbury, Ohio Holl, George J. Chief Engineer 60 Cabot, Pennsylvania Hudson, Bruce L. Deck Hand 22 North Olmsted, Ohio Kalmon, Allen G. Second Cook 43 Washburn, Wisconsin MacLellan, Gordon F. Wiper 30 Clearwater, Florida Mazes, Joseph W. Special Maintenance Man 59 Ashland, Wisconsin McCarthy, John H. First Mate 62 Bay Village, Ohio McSorley, Ernest M. Captain 63 Toledo, Ohio O'Brien, Eugene W. Wheelsman 50 Toledo, Ohio Peckol, Karl A. Watchman 20 Ashtabula, Ohio Poviach, John J. Wheelsman 59 Bradenton, Florida Pratt, James A. Second Mate 44 Lakewood, Ohio Rafferty, Robert C. Steward 62 Toledo, Ohio Rippa, Paul M. Deck Hand 22 Ashtabula, Ohio Simmons, John D. Wheelsman 63 Ashland, Wisconsin Spengler, William J. Watchman 59 Toledo, Ohio Thomas, Mark A. Deck Hand 21 Richmond Heights, Ohio Walton, Ralph G. Oiler 58 Fremont, Ohio Weiss, David E. Cadet 22 Agoura, California Wilhelm, Blaine H. Oiler 52 Moquah, Wisconsin Crew Roster pasted from http://ssedmundfitzgerald.com
  4. Re: Shadowcats Vehicular Insanity Shop[6E]: SS Edmund Fitzgerald I will check the crew roster as to her engine room crew later today and fix that
  5. Re: Shadowcats Vehicular Insanity Shop[6E]: SS Edmund Fitzgerald I went with the unluck after reading what I could on the history of the ship, there were a couple of minor incidents in her history also your right on the endurance etc, although she also put into various ports for supplies and mail, so thats a good question
  6. Re: Shadowcats Vehicular Insanity Shop[6E]: SS Edmund Fitzgerald 35 years ago today, 29 men went down with the Edmund Fitzgerald, and they still dont know for sure why, she has broken in two, best guess is she bottomed out on a shoal that was about 30 foot in depth, and the Fitz drew 39
  7. With the anniversary of the sinking coming up, I realized I had never worked this up, especially since I have a Ghost Ship scenario for Horror Hero that uses her. for a very interesting take on the disaster from the reporter who had to interview the families... http://members.peak.org/~kightp/scribble/fitz.html SS Edmund Fitzgerald Player: Val Char Cost 110 STR 0 10 DEX 0 51 BODY 0 4 PD 3 2 ED 0 3 SPD 10 12m RUN 0 8m SWIM 0 4m LEAP 0 Characteristics Cost: 113 Cost Power Construction 1 1) Hardened Steel: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 20 2) Displacement Tonnage: +20 BODY Powerplant 4 1) Oil Fired Steam Turbines: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4); REC: (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4) 4 2) Ships Generators: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4), 1 Continuing Charge lasting 1 Week (-0); REC: (8 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) Mobility 1 1) Swimming +4m (8m total) (2 Active Points); Surface Only (-1), Side Effect (propeller does KA 2d6 to anyone coming in contact with bottom stern of vehicle, occurs automatically, only affects environment around vehicle; -3/4), Limited Maneuverability (-3/4), Crew-Served ([3-4] people; -1/2), Difficult to Operate (Unwieldy Design; -1/4), 1 Continuing Fuel Charge lasting 1 Week (easily-obtained fuel; -0) 35 2) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 2 3) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) Electronics Systems 16 1) Navigation Radar: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), MegaScale (1m = 1 km; +1) (40 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2) 5 2) Basic Vehicle Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) Command and Control 1 1) Bridge and Helm: +2 with Combat Piloting (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) Personnel Systems Other Equipment 29 1) Fire Suppression System: Dispel Fire Powers 12d6, (+2) (108 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Custom Modifier (Real equipment; -1/4) Powers Cost: 118 Cost Skill 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 +2 with Navigation (4 Active Points); OIF Immobile Fragile (-1 3/4) Skills Cost: 2 Cost Talent 2 Bump Of Direction (3 Active Points); OIF Fragile (-3/4) 2 Absolute Time Sense (3 Active Points); OIF Fragile (-3/4) 2 Eidetic Memory (5 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) Talents Cost: 6 Total Character Cost: 239 Pts. Disadvantage General Information 0 1) Weight in Displacement Tons [Notes: 13,632] 0 2) Draft [Notes: 39 feet] 0 3) Top Speed [Notes: 14 ] 0 4) Propulsion [Notes: As built: * Coal fired Westinghouse Electric Corporation Steam Turbine 2 cylinder @ 7,500 SHP After refit: * Conversion to oil fuel and the fitting of automated boiler controls over the winter of 1971–72. * Carried 72,000 U.S. gallons (60,000 imp gal; 273 m³) fuel oil ] 0 5) Range [Notes: Not Given] 0 6) Crew [Notes: 29] 0 7) Country of Origin [Notes: United States] 0 8) Date In Service [Notes: June 7,1958] 0 9) Intended Usage [Notes: taconite bulk carrier laker] Actual Complications 15 1) Distinctive Features: Largest of the Great Lakes Ironboats at the time of her sinking (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Unluck: 2d6 Design Notes 0 1) Origin of the Name [Notes: Northwestern announced their decision to name the boat for its President and Chairman of the Board, Edmund Fitzgerald, whose father had been a lake captain] Disadvantage Points: 25 Base Points: 200 Experience Required: 39 Total Experience Available: 0 Experience Unspent: 0
  8. Re: Shadowcats 6E Vehicular Insanity Shop: Brahmaputra Class Frigate oops, Speed should be 3
  9. Current Indian Navy Ship BRAHMAPUTRA CLASS FRIGATE Val Char Cost Notes 18 Size 90 Length 128m, Width 64m, Height 64m, Volume 524,288m^3 Mass 26.2 kton, OCV +12, KB -18 100 STR 0 Lift 26.2ktons; 20d6 10 DEX 0 42 BODY 0 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: 90 Movement: Running: 12m / 24m Swimming: 14m / 28m Leaping: 4m Cost Powers END Construction 1 1) Hardened Steel Construction: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0 7 2) Basic Hull Plating: Resistant Protection (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2) 0 13 3) Displacement Tonnage: +13 BODY Propulsion and Power Systems 1 1) Steam Powered: Swimming +10m (14m total) (5 Active Points); Extra Time (6 Hours, Only to Activate, -1 3/4), Custom Modifier (Half Standard Acceleration Rate; -1/2), Turn Mode (-1/4) 10 2) Ships Generators: Endurance Reserve (25 END, 25 REC) (25 Active Points); OIF Immobile (-1 1/2) 0 3 3) Ships Emergency Generators: Endurance Reserve (5 END, 5 REC) Reserve: (6 Active Points); OIF Immobile (-1 1/2), Lockout (-1/2); REC: (4 Active Points); OIF Immobile (-1 1/2) 0 37 4) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1) 2 5) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1) -16 6) Only Swims, no Ground or leaping Movement: Custom Power (-16 Active Points) 0 Tactical Section 53 1) SS-N-25 Switchblade: Killing Attack - Ranged 5d6, Armor Piercing (+1/4), MegaScale (1" = 1 km; +1/4), Explosion (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (206 Active Points); 2 clips of 4 Charges (Recovers Under Limited Circumstances; Require a base or tender; -1 1/4), OIF Bulky (-1), Custom Modifier (Radar guided, must have target lock to fire; -1/2), Extra Time (Full Phase, -1/2), Real Weapon (-1/4), Limited Range (125 KM; -1/4) Note: (x4 number of items) [4] 75 2) OTO Melera Super Rapid 76mm main gun: Killing Attack - Ranged 5d6, Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,500m; 6.5km Max Range; +1/4) (206 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; Mounted Aft; -1/4), 250 Charges (+1) [250] 150 3) AK-630 Gatling gun: RKA 4 1/2d6, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4), Autofire (10 shots; +1) (175 Active Points); Limited Arc Of Fire (180 degrees; -1/4) Note: (x4 number of items) 17 51 4) 2 x triple ILAS 3 324 mm torpedo tubes: Killing Attack - Ranged 4d6, Armor Piercing (+1/4), Increased Maximum Range (1,200m; +1/4), Area Of Effect Accurate (1m Radius; +1/2), Autofire (3 shots; +1 1/4) (195 Active Points); 3 Charges (-1 1/4), OIF Bulky (-1), Custom Modifier (Active Homing; -1/2), Crew-Served (2 people; -1/4), Limited Arc Of Fire (180 degrees; Port Side; -1/4) Note: (x2 number of items) [3] 85 5) RBU-6000 ASW Rocket Launcher: Killing Attack - Ranged 3d6+1, Increased Maximum Range (1,000m; +1/4), Explosion (+1/2), Autofire (5 shots; +1 1/2) (200 Active Points); OIF Bulky (-1), Inaccurate (1/2 OCV; -1/4), Limited Arc Of Fire (180 degrees; -1/4), 96 Charges (+3/4) Note: (x2 number of items) [96] 5 6) Ships Weapons Directors: +2 with Ranged Combat (16 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) 2 Defensive Section 38 1) Rafael Barak SAM System: Killing Attack - Ranged 3d6+1, Explosion (+1/2), Increased Maximum Range (2,000m; +1/2) (100 Active Points); OIF Bulky (-1), 8 Charges (-1/2), Custom Modifier (Radar Guided, must have target lock to fire; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) Note: (x3 number of items)Israel [8] 20 2) BEL Ajanta Mk.2C ECM Suite: Dispel Electronic Warfare 6d6, Area Of Effect (2m Radius; +1/4), MegaScale (1m = 1 km; +1) (40 Active Points); OIF Bulky (-1) 4 3 3) two Graesby G738 Towed Torpedo Decoy systems: Hearing Group Images, +/-3 to PER Rolls (14 Active Points); OAF Bulky Fragile (-1 3/4), Set Effect (mimics sonar signature of ship; -1), Custom Modifier (towed behind ship; -1/2), Real Weapon (-1/4) 1 11 4) 'Super Barricade' chaff launcher : Darkness to Radio Group 8m radius (30 Active Points); OAF Bulky (-1 1/2), Real Weapon (-1/4), 12 Continuing Charges lasting 1 Turn each (+1/4) [12 cc] 7 5) NBC Protection Citadel: (Total: 15 Active Cost, 7 Real Cost) LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Radiation) (12 Active Points); Partial Coverage (-1) (Real Cost: 6) plus LS (Eating Character does not eat) (3 Active Points); Partial Coverage (-1), 1 Continuing Fuel Charge lasting 1 Month (easily replaced from sources outside the ship; -0) (Real Cost: 1) [1 cc] 6 6) EMP Hardening: Power Defense (20 points) (20 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to mitigate EMP and Radiation Damage; -1) 0 5 7) ECCM Systems: Hearing Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1) 0 6 8) Identify Friend or Foe : Detect A Single Thing 14-/20- (Unusual Group), Discriminatory (13 Active Points); OIF Bulky Fragile (-1 1/4) 0 15 9) Ships Fire Suppression System: Dispel Fires 12d6, Area Of Effect (2m Radius; +1/4) (45 Active Points); OIF Bulky (-1), 4 Charges (-1) [4] Sensors and Commo 16 1) Bharat/Signaal LW08 Air Search Radar: Radar (Radio Group), +6 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +11, MegaScale (1m = 10 km; +1 1/4) (71 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Detection Range varies by target size; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Required Multiple Users (2 people; -1/4), Custom Modifier (Half Range for Surface Searches; -1/4) 7 13 2) Bharat DA08 Surface Search Radar: Radar (Radio Group), +6 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +8, MegaScale (1m = 1 km; +1) (60 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Detection Range varies by target size; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Required Multiple Users (2 people; -1/4), Custom Modifier (Half Range for Air Searches; -1/4) 6 11 3) Bharat HUMSA Hull Mounted Sonar: Active Sonar (Hearing Group), +4 to PER Roll, Telescopic: +2, MegaScale (1m = 1 km; +1) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Required Multiple Users (2 people; -1/4) 4 1 4) Thales Sintra Towed Array Sonar: Detect A Single Thing 11-/17- (Hearing Group), Telescopic: +2 (6 Active Points); OAF Bulky Fragile (-1 3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2), Custom Modifier (Limited to half speed while towing array; -1/2), Required Multiple Users (2 people; -1/4) 0 2 5) ELLORA Electronic Support Measures (ESM) system: Detect A Class Of Things 11-/17- (Radio Group) (7 Active Points); OIF Immobile Fragile (-1 3/4) 0 6 6) Long Range Optical Sensors: +6 PER with Sight Group (12 Active Points); OIF Bulky (-1) 0 2 7) Computerized Sensor Controls: +2 with Systems Operation (4 Active Points); OIF Immobile (-1 1/2) 5 8) Immarsat Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF Immobile (-1 1/2) 0 Command and Control 1 1) Ships Helm Controls: +2 with Combat Piloting (4 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) 1 1 2) BEL EMCCA Action Information Organisation (AIO) system: +2 with Teamwork (4 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Required Multiple Users (2 people; -1/4) 1 2 3) Ships Administrative Functions: +2 with Bureaucratics (4 Active Points); OIF Immobile (-1 1/2) 6 4) Bharat Shikari (Hunter) combat data system: Mind Link , One Specific Mind, Number of Minds (x16) (25 Active Points); OIF Bulky (-1), Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) 2 Personnel Section 1 1) Sick Bay: +2 with Paramedics (4 Active Points); OIF Immobile Fragile (-1 3/4) 1 2) Ships Machine Shop: +2 with Mechanics (4 Active Points); OIF Immobile Fragile (-1 3/4) 1 3) Ships Electronics Shop: +2 with Electronics (4 Active Points); OIF Immobile Fragile (-1 3/4) 1 4) Damage Control Systems: +2 with PS: Emergency Damage Control (2 Active Points); OIF Immobile Fragile (-1 3/4) 2 5) Ships Armory: +2 with Weaponsmith (Firearms, Missiles & Rockets) (7 Active Points); OIF Immobile Fragile (-1 3/4) 2 6) Ships Galley: KS: Cooking 11- Note: Basic Ships Galley, a Small Kitchen with food storage and prep areas 1 7) Life Support (Eating: Character only has to eat once per week); 2 Charges (-1 1/2) Note: Ships consumable supplies [2] Carried Craft 1 1) 2 Helicopters: Custom Power (1 Active Points) Note: two Sea King Mk.42B anti-ship and anti-submarine helicopters can be embarked or a combination of the HAL Chetak and a Sea King Mk.42B is usually embarked 1 Talents 1 Absolute Range Sense (3 Active Points); OIF Immobile (-1 1/2) Skills 8 Navigation (Air, Marine) 16- (17 Active Points); OIF Bulky (-1) Total Powers & Skill Cost: 673 Total Cost: 763 200+ Disadvantages Performance Statistics 0 1) Displacement Tonnage Note: 3,850 0 2) Draft in Meters Note: 4.5 0 3) Propulsion Note: Steam Turbine 0 4) Top Speed in Knots Note: 30 0 5) Range in Miles Note: 4,500 nautical miles (8,330 km) at 12 knots (22 km/h) 0 6) Crew Note: 350 (incl 40 officers + 13 aircrew Actual Disadvantages 15 1) Distinctive Features: Warship (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 2) Physical Complication: Major Design and Reliability problems with original SAM system fit (Very Frequently; Greatly Impairing) 563 Experience Points Total Disadvantage Points: 763
  10. I'm back...................... AH-64D LONGBOW APACHE Val Char Cost Notes 9 Size 45 Length 16m, Width 8m, Height 8m, Volume 1,024m^3 Mass 51.2 ton, OCV +6, KB -9 43 STR -12 Lift 9700.6kg; 8 1/2d6 18 DEX 0 20 BODY 0 4 SPD 0 Phases: 3, 6, 9, 12 Total Characteristic Cost: 33 Movement: Running: 12m / 24m Swimming: 4m / 8m Leaping: 4m Flight: 30m / 240m Cost Powers END Construction 1 1) Aluminum : (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) 0 5 2) Crash Resistant Airframe and Fuel Tanks: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF Bulky (-1), Custom Modifier (Only Protects Frame and Fuel Tanks; -1/2) 0 Mobility 11 1) 2× General Electric T700-GE-701 Turboshafts: Flight 30m, x8 Noncombat (40 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Limited to 20,000 Feet Altitude; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Rotor Blade Damage ; -1/2), Custom Modifier (Real Gear; -1/4), 3 Continuing Charges lasting 1 Hour each (-0) [3 cc] 5 2) Helicopter Manueverability: +3 DCV (15 Active Points); OIF Bulky (-1), Linked (2× General Electric T700-GE-701 Turboshafts; -1/2), Custom Modifier (Real Gear; -1/4) 6 3) Helicopter Manueverability: +8 DEX (16 Active Points); OIF Bulky (-1), Linked (2× General Electric T700-GE-701 Turboshafts; -1/2), Custom Modifier (Real Gear; -1/4) 7 4) Helicopter Speed: +2 SPD (20 Active Points); OIF Bulky (-1), Linked (2× General Electric T700-GE-701 Turboshafts; -1/2), Custom Modifier (Real Gear; -1/4) Tactical Systems 32 1) Hellfire Missile: RKA 4d6, Armor Piercing (x2; +1/2), Explosion (+1/2) (120 Active Points); OIF Bulky (-1), 4 Charges (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Custom Modifier (Low Cloud Ceilings cut range in half and slow reaction time to fire a missile; -1/2), Real Weapon (-1/4), Custom Modifier (Laser Guided, must have a painted target to launch, but not once fired; -1/4) Note: (x2 number of items) [4] 38 2) FFAR Rocket Pod: RKA 3d6, Armor Piercing (+1/4), Explosion (+1/2) (90 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Real Weapon (-1/4), 19 Charges (+1/4) Note: (x2 number of items) [19] 37 3) Air-To-Air Stinger (ATAS) Missiles: RKA 4d6, Armor Piercing (+1/4), Explosion (+1/2), No Range Modifier (+1/2) (135 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Real Weapon (-1/4) Note: (x2 number of items) [2] 64 4) M230 30mm Cannon (Forward-Mounted): RKA 4 1/2d6, Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4) (175 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees forward; Only on same horizontal level; -1/2), Real Weapon (-1/4), 320 Charges (+1) [320] 4 5) AN/ASQ-170 Target Acquistion Detection System: +2 OCV (10 Active Points); OIF Bulky Fragile (-1 1/4) 3 6) Lockheed Martin Arrowhead System: +4 versus Range Modifier for Sight Group (6 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 0 Defensive Systems 2 1) AN/ALQ-136 Disco Ball IR Jammer: Change Environment (-2 to Infrared Perception PER Rolls) (4 Active Points); OIF Bulky Fragile (-1 1/4) 1 4 2) AN/APR-39A Radar Warning Receiver: Detect Detection By Radar 16- (Radio Group) (10 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 0 4 3) AN/AVR-2 Laser Warning Receiver: Detect Detection by Lasers 16- (Radio Group) (10 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 0 4 4) AN/ALQ-44 Chaff and flare Pod: Radio Group and Infrared Perception Images (10 Active Points); OIF Bulky (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Custom Modifier (Real Gear; -1/4) [6 cc] Electronics Systems 9 1) AN/APG-78 Longbow millimeter-wave Fire Control Radar: Radar (Radio Group), +4 to PER Roll, Concealed (-3 with Radar PER Rolls), Increased Arc Of Perception (240 Degrees), Telescopic: +4 (26 Active Points); OIF Bulky Fragile (-1 1/4), Sense Affected As More Than One Sense [very common Sense] (-1/2) 0 3 2) AN/AAQ-11 Night Vision System: Infrared Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees) (8 Active Points); OIF Bulky (-1), Custom Modifier (Half Range and PER in Wet Environments and Over Water; -1/2), Custom Modifier (Real Gear; -1/4) 0 3 3) AN/AAQ-11 Night Vision System: Nightvision, +1 to PER Roll, Increased Arc Of Perception (240 Degrees) (8 Active Points); OIF Bulky (-1), Custom Modifier (Half Range and PER in Wet Environments and Over Water; -1/2), Custom Modifier (Real Gear; -1/4) 0 2 4) AN/APR-48A Radar Frequency Interferometer Electronic Support System: Detect A Class Of Things 11- (Radio Group) (7 Active Points); OIF Immobile Fragile (-1 3/4) 0 5 5) Basic Vehicle Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0 6 6) 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 7) Identify Friend or Foe Transponder: Detect A Single Thing 14- (Unusual Group), Discriminatory (13 Active Points); OIF Bulky Fragile (-1 1/4) 0 11 8) Joint Tactical Data System: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x32) (40 Active Points); OIF Bulky (-1), Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Custom Modifier (Real Gear; -1/4) 0 Personnel Systems 1 1) Armored Crash Seats: +4 PD (6 Active Points); Partial Coverage (covers 2 sq. meters; only protects crew; -1 1/2), OIF Bulky (-1), Extra Time (Full Phase, Only to Activate, -1/4), Custom Modifier (Real Gear; -1/4) 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] Optional Equipment Weapons Options 28 1) Advanced Sidewinder Missile: Killing Attack - Ranged 5d6, MegaScale (1" = 1 km; +1/4), Armor Piercing (+1/4), Area Of Effect Accurate (1m Radius; +1/2) (150 Active Points); 2 Charges (-1 1/2), OAF Bulky (-1 1/2), Custom Modifier (Requires IR Lock On; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (18km ; -1/4) [2] 28 2) Mica AAM: Killing Attack - Ranged 5d6, MegaScale (1" = 1 km; +1/4), Armor Piercing (+1/4), Area Of Effect Accurate (1m Radius; +1/2) (150 Active Points); 2 Charges (-1 1/2), OAF Bulky (-1 1/2), Custom Modifier (Requires IR Lock On; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (18km ; -1/4) [2] 22 3) AIM-122C Sidearm Anti-Radiation Missile: Killing Attack - Ranged 4d6, MegaScale (1" = 1 km; +1/4), Armor Piercing (+1/4), Area Of Effect Accurate (1m Radius; +1/2) (120 Active Points); 2 Charges (-1 1/2), OAF Bulky (-1 1/2), Custom Modifier (Requires AR Lock On; -1/2), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Real Weapon (-1/4), Limited Range (5 km ; -1/4) Note: ARM version of AIM-9C Sidewinder [2] 40 4) RB-12 Penguin ASM: Killing Attack - Ranged 7 1/2d6, Armor Piercing (+1/4), Increased Maximum Range (4,600m; +1/2) (201 Active Points); OAF Bulky (-1 1/2), 2 Charges (-1 1/2), Custom Modifier (Radar Guided; -1/2), Real Weapon (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) Note: In US Service as the AGM-119 Penguin [2] 37 5) AGM-169 Joint Common Missile: RKA 4d6, Armor Piercing (x2; +1/2), Explosion (+1/2), Increased Maximum Range (2,400m; +1/2) (150 Active Points); OIF Bulky (-1), 4 Charges (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Real Weapon (-1/4), Custom Modifier (Laser Guided, must have a painted target to launch, but not once fired; -1/4) [4] 30 6) Short Brothers Starstreak High Velocity Missile: Killing Attack - Ranged 4d6, Area Of Effect (4m Radius Explosion; +1/4), Armor Piercing (+1/4), No Range Modifier (+1/2), Increased Maximum Range (2,400m; +1/2) (150 Active Points); OAF Bulky (-1 1/2), 2 Charges (-1 1/2), Limited Arc Of Fire (60 degrees; -1/2), Custom Modifier (IR Guided; -1/2) [2] Talents 2 Eidetic Memory (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) 2 Absolute Time Sense (3 Active Points); OIF Fragile (-3/4) 3 Absolute Range Sense 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 Combat Piloting (2 Active Points); OIF Bulky (-1) Total Powers & Skill Cost: 492 Total Cost: 525 200+ Disadvantages General Information 0 1) Weight in Tons Note: # Empty weight: 11,387 lb (5,165 kg)# Loaded weight: 17,650 lb (8,000 kg)# Max takeoff weight: 23,000 lb (10,433 kg 0 2) Maximum Takeoff Weight Note: 23,000 lb (10,433 kg) 0 3) Top Speed Note: 182 0 4) Service Ceiling Note: 21,000 with a minimum Load 0 5) Range Note: # Range: 257 nmi (295 mi, 476 km) with Longbow radar mast# Combat radius: 260 nmi (300 mi, 480 km)# Ferry range: 1,024 nmi (1,180 mi, 1,900 km) 0 6) Payload Note: 2 Hardpoints and 1 wingtip lauch rail per stub wing 0 7) Crew Note: 2 0 8) Country of Origin Note: USA 0 9) Date In Service Note: 1986 0 10) Intended Usage Note: Attack Helicopter Actual Complications 15 1) Physical Complication: Limited Service Ceiling (Infrequently; Greatly Impairing) Note: roughly 20,00 feet, needs thicker atmosphere 15 2) Physical Complication: Rotors Cannot be armored to more than half def (Frequently; Slightly Impairing) 20 3) Physical Complication: Maintenance Intensive (Frequently; Greatly Impairing) 10 4) Distinctive Features: Helicopter (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 5) Physical Complication: Noted Problems with tail rotor blades cracking and seperating (Infrequently; Greatly Impairing) 325 Experience Points Total Disadvantage Points: 525
  11. Re: Great Button... thanks to Tom Smith yes, but do you really expect me to write up stats for a horse and buggy for the drive by shunnings?
  12. Tom Smith reported seeing this button at OVFF this weekend "There once was a game called D&D. It was like World of Warcraft for Amish."
  13. Re: Music to Kill Zombies By uhm... thats NOT a new weapon, its what used to be called the Atchisson Assault 12 and for extra destruction you can mount an M-203 or HK-69 umderneath
  14. Pagan/Martial Arts organization... really cool http://www.dunscathach.com/ Founded by Kerr Cuhulain, author and police officer, he headed the local PD contingent of the popes security detail when the Pope visited Vancouver. their taste in weapons tends towards small blades and bo or quarter staves although a couple of folks in ritual pictures had katanas
  15. Re: Blackwyrm Looking For Star Hero Submissions and if you want to collaborate or need help, I am currently at loose ends projectwise
  16. Re: Blackwyrm Looking For Star Hero Submissions I am going to dust off some ideas that I have never really done much with WIGE craft Grav augmented Ornithopters
  17. Re: Blackwyrm Looking For Star Hero Submissions are you going to set any baselines as far as tech levels etc? or what exists currently in the setting?
  18. Iranian MBT ZULFIQAR 3 MBT 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 11 DEX 0 OCV 4 DCV 0 18 BODY 0 42 DEF 0 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: 30 Movement: Running: 8" / 16" Swimming: 2" / 4" Leaping: 0" Cost Powers END Construction 8 1) Composite Laminate: (Total: 8 Active Cost, 8 Real Cost) +2 BODY (Real Cost: 2) plus +2 DEF (Real Cost: 6) Note: Includes Chobham 0 2 2) 45 Degree Sloped Armor: +2 DEF (6 Active Points); OIF Bulky (-1), Custom Modifier (only vs physical projectiles; -1/2), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; Only on the same horizontal Level; -1/2), Activation Roll 14- (-1/2), Real Armor (-1/4) 5 3) Armored Track/Fender Skirts: +4 DEF, Hardened (+1/4) (15 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Real Armor (-1/4) 11 4) 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 2 1) 780hp (630kW) Vee diesel engine with 12 cylinders: (Total: 7 Active Cost, 2 Real Cost) Ground Movement +2" (8" total) (4 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: 1) plus +1 DEX (3 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 1) 0 1 2) Improved Suspension: +1 with Combat Driving (2 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) Tactical Systems 120 1) 2A46 125mm Smoothbore Cannon: RKA 8d6, Indirect (can be arced over some intervening obstacles; +1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (6,000"; +1/4), 45 Charges (+1/2) (270 Active Points); OIF Bulky (-1), Real Weapon (-1/4) [45] 55 2) 12.7mm Machine Gun (Pintle-Mounted): RKA 3d6, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges (+1) (124 Active Points); OIF Bulky (-1), Real Weapon (-1/4) [500] 35 3) M1919A4 7.62mm Machine Gun (Pintle-Mounted): RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges (+1) (96 Active Points); OIF Bulky (-1), Custom Modifier (open mount, no protection for gunner; -1/2), Real Weapon (-1/4) [500] 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] 3 2) 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 33 3) Reinforced Armor: +24 DEF, Hardened (+1/4) (90 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Real Armor (-1/4) Personnel Systems 2 1) Nightvision: IR Perception (Sight Group) (5 Active Points); OIF Bulky (-1) 0 2 2) Nightvision: UV Perception (Sight Group) (5 Active Points); OIF Bulky (-1) 0 5 3) Standard Radios: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real equipment; -1/4) 0 11 4) 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), Custom Modifier (Real equipment; -1/4) 0 Weapons Options 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 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: 327 Total Cost: 357 200+ Disadvantages Vehicle Statistics 0 1) Weight and size in displacement tons Note: Tons, Displacement Tons 0 2) Top Speed in MPH 0 3) Range in Miles Note: 450 0 4) Crew 0 5) Payload Limitations and Disadvantages 10 1) Physical Limitation: Cramped Vehicle Interior (Frequently, Slightly Impairing) 10 2) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently, Greatly Impairing) 137 Experience Points Total Disadvantage Points: 357
  19. new Aegis Destroyer for the South Korean Navy KDX-III DDG Val Char Cost Notes 19 Size 95 Length 80.63", Width 40.32", Area 3,251" Mass 52.4 kton KB -19 105 STR 0 Lift 52.4ktons; 21d6 11 DEX 3 OCV 4 DCV -8 75 BODY 33 3 DEF 0 3 SPD 9 Phases: 4, 8, 12 Total Characteristic Cost: 128 Movement: Swimming: 8" / 16" 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 12 2) Displacement Tonnage: +12 BODY Propulsion Systems 4 1) Four General Electric LM2500 gas turbines: Swimming +6" (8" total), Noncombat acceleration/deceleration (+1) (12 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, -3/4), Turn Mode (-1/4) 13 2) three Rolls-Royce AG9140RF gas turbine generator sets: Endurance Reserve (32 END, 32 REC) Reserve: , 1 Continuing Charge lasting 1 Week (+0) (35 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4); REC: (32 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Gear; -1/4) [1 cc] 0 3) Water Vehicle: Ground Movement -6" (already figured in) 0 35 4) Large Boat's Anchor: +100 STR, Reduced Endurance (0 END; +1/2) (150 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 2 5) Heavy Anchor Chain: +10 BODY (10 Active Points); Partial Coverage (-2), OIF Bulky (-1), Custom Modifier (Real Gear; -1/4) 42 6) Fire Extinguishing System: (Total: 188 Active Cost, 42 Real Cost) Detect Unauthorized/Uncontrolled Fires 14- (no Sense Group) (8 Active Points); Only Within Affected Area (20" x 20" zone; -2), Costs Endurance (-1/2) (Real Cost: 2) plus Dispel Fire Powers 20d6, all Fire powers simultaneously (+2) (180 Active Points); Only Within Affected Area (20" x 20" zone; -2), 4 Charges (-1), Costs Endurance (-1/2) (Real Cost: 40) 19 15 7) Fire Extinguishing System: 7 more Fire Extinguishing Systems 0 Tactical Systems 150 1) Hyunmoo III land attack missiles: Killing Attack - Ranged 9d6, 32 Charges (+1/4), Armor Piercing (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (337 Active Points); OIF Bulky (-1), Real Weapon (-1/4) [32] 125 2) SSM-700K Hae Sung long-range anti-ship missiles: Killing Attack - Ranged 8d6+1, 16 Charges (+0), Indirect (Same origin, always fired away from attacker; +1/4), Armor Piercing (+1/2), Explosion (+1/2), MegaScale (1" = 10 km; 100KM Max Range; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (375 Active Points); OIF Bulky (-1), Custom Modifier (Requires Radar Lock for Launch, self guiding after; -1/2), Custom Modifier (3 KM Minimum Range; -1/4), Real Weapon (-1/4) [16] 135 3) 127mm L62 Mk-45 Mod 4 naval gun: Killing Attack - Ranged 6d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (One Hex; +1/2), Increased Maximum Range (45,000"; +1/2), 500 Charges (+1), Autofire (2 shots; +1 1/4) (405 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; Front Half; -1/4) [500] 41 4) K-ASROC: Killing Attack - Ranged 4 1/2d6, MegaScale (1" = 1 km; +1/4), Explosion (+1/2) (122 Active Points); OIF Bulky (-1), 8 Charges (-1/2), Custom Modifier (Active Sonar Homing; -1/2) Note: K745 LW Cheong Sahng-uh (Blue Shark) torpedoes [8] 65 5) Red Shark ASW Rocket Launcher: Killing Attack - Ranged 3d6+1, 16 Charges (+0), Increased Maximum Range (3,750"; +1/4), Explosion (+1/2), Autofire (5 shots; +1 1/2) (162 Active Points); OIF Bulky (-1), Inaccurate 1/2 OCV (-1/4), Limited Arc Of Fire (180 degrees; -1/4) [16] Defensive Systems 65 1) Aft Mounted SM-2MR SAM : Killing Attack - Ranged 4d6, 48 Charges (Recovers Under Limited Circumstances; Requires a base or tender to reload; +0), Area Of Effect Accurate (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4), Autofire (2 shots; +1 1/4) (210 Active Points); OIF Bulky (-1), Custom Modifier (Radar guided, must have target lock to fire; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Custom Modifier (70 KM Maximum Range; -1/4) [48] 60 2) Bow Mounted SM-2MR SAM: Killing Attack - Ranged 4d6, Area Of Effect Accurate (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4), Autofire (2 shots; +1 1/4) (210 Active Points); OIF Bulky (-1), Custom Modifier (Radar guided, must have target lock to fire; -1/2), 32 Charges (Recovers Under Limited Circumstances; Requires a base or tender to reload; -1/4), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Custom Modifier (70 KM Maximum Range; -1/4) [32] 23 3) RIM-116 RAM SAM System: Killing Attack - Ranged 4d6, 17 Charges (+0), MegaScale (1" = 1 km; +1/4), Explosion (+1/2) (105 Active Points); Extra Time (1 Minute, -1 1/2), OIF Bulky (-1), Custom Modifier (Passive IR Homing; -1/2), Real Weapon (-1/4), Custom Modifier (Minimum Range 0.3 Mile, Max Range 3 Miles; -1/4) [17] 21 4) Ships Electronic Countermeasures Package: 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), Requires A Skill Roll (-1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) 7 4 5) Decoy Launcher: Radio Group and Infrared Perception Images 1" radius (10 Active Points); OIF Bulky (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Custom Modifier (Real Gear; -1/4) [6 cc] 5 6) ECM Systems: Radio Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1) 0 16 7) EMP Hardening: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack (EMPs, electronic warfare attacks, and the like; -1/4) 0 5 8) Internal bulkteads and watertight compartments: Physical Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (Below the waterline only; -1), Custom Modifier (only vs flooding damage and effects; -1) 0 3 9) Systems Armoring: +4 DEF (12 Active Points); Partial Coverage (covers 600 Hexes; -2 1/4), Ablative BODY Only (-1/2) 97 Goalkeeper 30mm CIWS: Multipower, 179-point reserve, all slots 50 Charges (+1/2) (268 Active Points); all slots OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 1u 1) Defense Mode: Missile Deflection (all physical projectiles), Full Range (+1) (30 Active Points); OIF Bulky (-1), Requires 10 Charges Per Use (-3/4), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 0 6u 2) Attack Mode: RKA 4d6+1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Autofire (10 shots; +1) (179 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Limited Arc Of Fire (180 degrees; -1/4), Custom Modifier (Real Equipment; -1/4) 0 Sensors and Commo 11 1) AN/SPY-1D MF Radar: Radar (Radio Group), +6 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +9, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (53 Active Points); OAF Bulky Fragile (-1 3/4), Custom Modifier (Range Varies by Target Size; -1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) 5 7 2) Atlas Elektronik bow-mounted DSQS-21 BZ-M sonarr : Active Sonar (Hearing Group), +4 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +2; OIF Bulky (-1), Costs END (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) 2 2 3) MteQ Towed Array Sonar: Detect A Single Thing 14- (Hearing Group), MegaScale (1" = 1 km; +1/4) (10 Active Points); OAF Bulky Fragile (-1 3/4), Custom Modifier (only to rear of ship; -1/2), Custom Modifier (ship limited to half speed while towing; -1/2), Crew-Served (2 people; -1/4) 0 7 4) Aegis Weapon Control Systems: +5 with Ranged Combat (25 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2), Real Weapon (-1/4) 2 2 5) Computer Assisted Sensor Data Processing: +2 with Systems Operation (Radar, Sonar) (6 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) 3 6) Electronic Search Measures: Detect A Large Class Of Things 14- (Unusual Group) (15 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) Note: Detect Electronic Emissions 1 3 7) Long Range Enhanced Optics: +5 versus Range Modifier for Sight Group (8 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 0 2 8) Sensor Control Systems: +2 with Systems Operation (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 6 9) Communications System: HRRP (Radio Group), Discriminatory, Analyze (22 Active Points); OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Gear; -1/4) 2 2 10) Ships Tactical Data Net: Teamwork 11- (7 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 1 3 11) MASOC (Maritime Air Support Operation Centre): Teamwork 14- (13 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (only for coordinating tactical air assets; -1/2), Custom Modifier (Real Gear; -1/4) 1 7 12) Naval Tactical Data Link: Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x16) (30 Active Points); OIF Bulky Fragile (-1 1/4), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 3 Operations Systems 1 1) Bridge and Helm: +2 with Combat Piloting (4 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 1 5 2) Combat Information Center: (Total: 14 Active Cost, 5 Real Cost) KS: Enemy Forces and Target Profile Database (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 12- (Real Cost: 2) plus KS: Sensor Profile Database (5 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) 12- (Real Cost: 2) plus +2 with Tactics (4 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Gear; -1/4) (Real Cost: 1) 3 4 3) AN/SPG-62 I/J band fire control radar: +2 with Ranged Combat (10 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) 1 Personnel Systems 2 1) Ships Environmental Systems: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2) Note: Ships stores and consumables 0 2 2) Ships Sick Bay: +2 with Paramedics (4 Active Points); OIF Bulky Fragile (-1 1/4) 2 3) Ships Maintenance Shops: +2 with Mechanics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 2 4) Ships Maintenance Shops: +2 with Electronics (4 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 3 5) Ships Armory: +2 with Weaponsmith (Firearms, Missiles & Rockets) (7 Active Points); OIF Bulky Fragile (-1 1/4) 1 6) Damage Control Systems: +2 with KS: Emergency Damage Control (2 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 5 7) Cryptography Section: Cryptography 14- (13 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4), Crew-Served (2 people; -1/4) 2 8) Ships Administrative Support Systems: +2 with Bureaucratics (4 Active Points); OIF Bulky Fragile (-1 1/4) Aircraft 0 1) Carried Aircraft: Custom Power Note: Two Westland Lynx Mk.99 ASW Helicopters 0 Talents 1 Absolute Range Sense (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Gear; -1/4) 1 Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4) Total Powers & Skill Cost: 1035 Total Cost: 1163 757+ Disadvantages 20 Distinctive Features: warship (Not Concealable; Extreme Reaction [fear]; Not Distinctive In Some Cultures) Ship Statistics 0 1) Top Speed in Knots Note: 30 0 2) CODAG Propulsion 0 3) Maximum Range Note: 5,500 at 20 knots 0 4) Crew Note: 300 386 Experience Points Total Disadvantage Points: 1163
  20. Re: Blackwyrm Looking For Star Hero Submissions are there submission guidlines posted somewhere? I have plenty of ideas, equipment, starships in mind... or is there anything specific you want to see developed? my specialty is mostly tech stuff
  21. after a long hiatus, I have cranked out another batch of real world vehicles, mostly modern, with a couple of experimental craft. some stuff used by Iraq and Iran especially.
  22. Re: Actual usefulness of Jetpacks/Jump-packs/Powered Gliders/etc In Starship Troopers, Heinlein talks about MI armor having jump packs, and their being best used for short range low altitude jumps, otherwise the hangtime makes you a great big target
  23. Re: Horror/Urban Fantasy Monster Hunter Game wow... where to start you might want to start by looking at the Bureau 13 books by Nick Pollotta, and the RPG that spawned the books, they would be great for idea mining, although they do tend towards puns flying faster than bullets at some points questions and suggestions: 1. do the players have to be supernaturals, or possibly just surviving a supernatural encounter etc? 2. does magic exist? or just paranormal creatures etc? 3. does the organization monitor the agents at all? and if so how are contacts handled? this makes for a good start
  24. Re: Potential Source Material - The Event Group Series Of Books The Event Group books are decent, if you like them, theres a series I like a lot better, along sorta the same lines The Sigma Force books by James Rollins... starting with Sandstorm and currently on Doomsday Key http://www.jamesrollins.com/
  25. Re: A list of basic starship designs, 5th Revised? I also do custom designs or design tweaking for starships and vehicles in general, if you want something specific put together, either post a shopping list or contact me off list, been doing mostly real world vehicles lately so if say you wanted to put together a cybertank or something based loosely on a current modern vehicle, thats doable too.
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