Val Char Cost Notes 4 Size 20 Length 2.52", Width 1.26", Area 3.17", Mass 1.6 ton, KB -4 45 STR 15 HTH Damage 9d6 END [4] 18 DEX 24 OCV 6 DCV 4 17 BODY 3 17 DEF 45 4 SPD 12 Phases: 3, 6, 9, 12 Total Characteristic Cost: 119 Movement: Ground: 16"/32" Swimming: 0" Cost Abilities and Equipment Propulsion Systems 16 Motorized Tracked Para-Military Police Vehicle: Ground Movement +10" (16" total), 1 Continuing Fuel Charge lasting 6 Hours (+0); Only On Appropriate Terrain (-1/4) 4 Motorized Tracked Para-Military Police Vehicle: Clinging (normal STR); Requires Closely-Spaced Walls (-1), Cannot Resist Knockback (-1/4) -2 Too Heavy To Float: Swimming -2" Tactical Systems 95 75 mm Main Gun: Multipower, 262-point reserve, all slots OIF Bulky (-1), Extra Time (Full Phase, -1/2), Real Weapon (-1/4) 9 1) APFSDS: RKA 7d6, Indirect (can be arced over some intervening obstacles; +1/4), Increased Maximum Range (5,900"; 2000"; +1/4), Armor Piercing (x2; +1); OIF Bulky (-1), Extra Time (Full Phase, -1/2), 9 Charges (-1/4), Real Weapon (-1/4), [9] 8 2) HE: RKA 7d6, Indirect (can be arced over some intervening obstacles; +1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (5,250"; 2000"; +1/4), Explosion (+1/2); OIF Bulky (-1), Extra Time (Full Phase, -1/2), 9 Charges (-1/4), Real Weapon (-1/4), [9] 4 3) Glue: Entangle 6d6, 6 DEF (Stops Sight Group), Indirect (can be arced over some intervening obstacles; +1/4), Explosion (+1/2); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Cannot Form Barriers (-1/4), 9 Charges (-1/4), Real Weapon (-1/4), [9] 3 4) Stun: EB 14d6, STUN Only (only 7d6 of EB is STUN Only; +0), Indirect (can be arced over some intervening obstacles; +1/4); OIF Bulky (-1), Extra Time (Full Phase, -1/2), 9 Charges (-1/4), Real Weapon (-1/4), [9] 54 12.5 mm Mini-Gun: Multipower, 175-point reserve, Requires One Full Phase To Switch Slots (-1/4); all slots OAF Bulky (-1 1/2), Limited Arc Of Fire (180 degrees; rear arc; -1/4), Real Weapon (-1/4) 6 1) Solid Rounds: RKA 3d6, +1 Increased STUN Multiplier (+1/4), 2000 Charges (+1), Autofire (20 shots; +1 1/2); OAF Bulky (-1 1/2), Limited Arc Of Fire (180 degrees; rear arc; -1/4), Real Weapon (-1/4), [2000] 6 2) Rubber Rounds: EB 10d6, STUN Only (only 5d6 of EB is STUN Only; +0), 2000 Charges (+1), Autofire (20 shots; +1 1/2); OAF Bulky (-1 1/2), Limited Arc Of Fire (180 degrees; rear arc; -1/4), Real Weapon (-1/4), [2000] 11 Taser: EB 8d6; 4 Charges (-1), OIF Bulky (-1), No Knockback (-1/4), Reduced By Range (-1/4), [4] 13 Smoke Projector: Darkness to Sight Group 4" radius; OAF Bulky (-1 1/2), 6 Continuing Charges lasting 1 Turn each (dispersed my wind, rain, and so on; -1/4), Real Weapon (-1/4), [6 cc] 13 Armored Hull: Hardened (+1/4) for up to 51 Active Points of DEF (i.e. 17 DEF) 4 Armored Hull: Knockback Resistance -2" Operations Systems 16 Aerial Video Link: Clairsentience (Sight Group), x32 Range (4,800"), Requires A Systems Operation Roll (No Active Point penalty to Skill Roll; +0), Reduced Endurance (0 END; +1/2); Activation Roll 11- (can see into areas only if aerial video link is available; -1), OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Limited Viewing can be obscured by bad weather or heavy clouds (-1/2) 4 Internal Radio: Radio Perception/Transmission (Radio Group); OIF Bulky (-1), Sense Affected As More Than One Sense [Hearing] (-1/2) 25 Audio Sensor Array: Increased Arc Of Perception (360 Degrees) with Hearing Group; OIF Bulky (-1) plus Discriminatory with Hearing Group; OIF Bulky (-1) plus Targeting with Hearing Group; OIF Bulky (-1) plus Tracking with Hearing Group; OIF Bulky (-1) 5 Visual Scanner Array: N-Ray Perception (blocked by dense materials; lead, gold, force fields, and so on) (Sight Group); OIF Bulky (-1) 10 Emergency Lights & Siren: Sight and Hearing Groups Images 1" radius, +4 to PER Rolls, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Set Effect (police lights, siren; -1), No Range (-1/2) 5 Public Address System: Hearing Group Images 1" radius, +3 to PER Rolls, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Set Effect (only amplifies what's said into it; -1), No Range (-1/2) 6 Manipulator Arms: Extra Limbs (two arms mounted on rear of tank) (2), Inherent (+1/4) Talents 3 Internal Clock: Absolute Time Sense 3 Internal Locator: Bump Of Direction Skills 11 12.5 mm Mini-Gun: +6 OCV; OAF Bulky (-1 1/2), Real Weapon (-1/4) 4 12.5 mm Mini-Gun: Penalty Skill Levels: +4 vs. Range Modifier with ; OAF Bulky (-1 1/2), Real Weapon (-1/4) 9 Target Acquisition And Tracking: Penalty Skill Levels: +3 vs. Range Modifier with All Attacks 345 Total Abilities and Equipment Cost 464 Total Vehicle Cost Cost Disadvantages 25 Distinctive Features: Newport Police Mini-Tank (Not Concealable; Extreme Reaction [fear]; Detectable By Commonly-Used Senses) 10 Hunted: Newport Police Department 11- (Mo Pow, NCI, Limited Geographical Area, Watching) 35 Total Disadvantage Points 86 Total Cost (429/5)
Description: Bonaparte is Leona's mini police tank. In the Dominion anime it is constructed from the remains of Captain Brenten's all-steel patrol tank, while in the Dominion manga and Crusher Police Dominion Leona just has it. In Dominion: Conflict 1, the Tank Police all use tanks like Bonaparte (and Leona's is called Napoleon).
Bonaparte is a tiny little tank about the size of a station wagon. It has a blocky, rectangular lower body, and a large, spherical front turret. At the back of the tank is a secondary turret containing a vulcan machine gun. Between the two turrets is a set of manipulator arms, smoke launchers, air intakes, light bar, siren, and so on. The tank has four sets of tracks, two in the rear and two in the front. The lower half of the tank is gray, while the two turrets and upper body is white.
Bonaparte is very fast, capable of keeping up with a speeding motorcycle. It is also well armored, withstanding a dead-on barrage of 30 mm cannon shells with no ill effects (well, to the tank, the crew's hearing is another matter...). The main gun looks to be about 75 mm (based on the size of the shell when Leona picks one up). It can fire the standard assortment of HE, HEAT, HEAP, and APFSDS rounds, as well as a "glue" shell and some sort of rubber "stun" round. Shirow also mentions firefighting rounds as well as radio tracking shells.
The rear turret contains a multi barreled 12.7 mm minigun (Dominion) or 22 mm rotary cannon (Dominion: Conflict 1). This is called the wide-angle gun in Dominion: Conflict 1, and fires either "live" rounds or rubber "stun" rounds. Mounted on top of the main gun is a coaxial taser, capable of firing a powerful, short-ranged, electrical discharge.
Aside from all its weapons, Bonaparte also packs some serious sensory hardware. It has an aerial video link that it can use to connect to any observation blimps in the area. Naturally, this feed requires a blimp be present, as well as clear weather. It also has an audio tracking system that can be used to trace someone by analyzing their movement echoes. There is also some sort of optical scanner system that can be used to look through certain objects (at one point it is used to look inside the trunk of a car). There are also two manipulator limb mounted behind the main turret. These limbs look to be limited to a maximum of 20 STR, and have a range of about one hex. The rest of Bonaparte's systems are pretty standard for both a tank and a police car.
Game Masters can go wild adding equipment to Bonaparte. At the very least it should have some sort of computer system (like in modern police cars) loaded with data on vehicle registrations, criminal records and so on.
(Bonaparte T-1 created by Masamune Shirow, character sheet created by Michael Surbrook)
(Bonaparte T-1's Hero Designer File
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