Val Char Cost Notes 7 Size 35 Length 5.04", Width 2.52", Area 12.7" Mass 12.8 ton KB -7 45 STR 0 HTH Damage 9d6 END [4] 10 DEX 0 OCV 5 DCV 1 17 BODY 0 2 DEF 0 2 SPD 0 Phases: 3, 6, 9, 12 Total Characteristic Cost: 36 Movement: Ground: 21"/42" Swimming: 3"/6" Abilities & Equipment Hull and Construction 4 1) Hardened Steel: +1 BODY plus +1 DEF 9 2) Armor Resistant to Small Arms Fire: +7 DEF, Hardened (+¼); OIF Bulky (-1), Ablative BODY Only (-½), Real Armor (-¼) 4 3) Slatted Standoff Armor: +5 DEF; OIF Bulky (-1), Ablative BODY Only (-½), Limited Coverage Nearly 360 Degrees (Only on the same horizontal Level; Hull/Frame Only; -½), Custom Modifier (only vs shaped charge and armor piercing rounds; -½), Real Armor (-¼) Movement Systems 21 1) Fast Wheeled Movement: Ground Movement +15" (21" total); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), Only On Appropriate Terrain (-½), Custom Modifier (Real equipment; -¼) plus +2 SPD; OIF Bulky (-1), Linked (Ground Movement; -½), Custom Modifier (Real equipment; -¼) plus +6 DEX; OIF Bulky (-1), Linked (Ground Movement; -½), Custom Modifier (Real equipment; -¼) 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; +¼); 1 Charge (-2), OAF Bulky (-1 ½), Self Only (-½), [1] 2 3) Improved Suspension: +2 with Combat Driving; OIF Bulky (-1), Custom Modifier (Real equipment; -¼) Notes: Switchable from 4*8 to 8*8, Central tire inflation system Tactical Systems 55 1) 12.7mm Machine Gun (Remote Turret): RKA 3d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½), 400 Charges (+1); OIF Bulky (-1), Real Weapon (-¼), [400] 35 2) 7.62mm Machine Gun (Hull Mounted: RKA 2d6+1, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½), 2000 Charges (+1); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -½), Real Weapon (-¼), [2000] 14 3) Smoke Grenade Launcher: Darkness to Sight Group 4" radius; OIF Bulky (-1), 4 Continuing Charges lasting 1 Turn each (-½), Real Weapon (-¼), [4 cc] Personnel 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); OIF Bulky Fragile (-1 ¼), Custom Modifier (Real equipment; -¼) 5 2) Basic Thermal Imaging Sight: Detect A Single Thing 12- (Sight Group), Discriminatory; OIF Bulky Fragile (-1 ¼) 6 3) GPS and Navigation System: Bump Of Direction; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Equipment; -¼) plus Navigation (Land) 14-; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real Equipment; -¼) 6 4) Identify Friend or Foe: Detect A Single Thing 14- (Unusual Group), Discriminatory; OIF Bulky Fragile (-1 ¼) 2 5) Commander And Drivers Periscopes: +3 versus Range Modifier for Sight Group; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real equipment; -¼) 7 6) Company Level Tactical Data Link: Mind Link , One Specific Mind, Number of Minds (x16); OIF Bulky (-1), Only With Others Who Have Mind Link (-1), Sense Affected As More Than One Sense [very common Sense] (-½), Custom Modifier (Real equipment; -¼) 5 7) Extendable Sensor Mast: Increased Arc Of Perception (360 Degrees) with Sight Group, Ranged (extendable mast telescopes up to 15 feet to clear obstacles; +½); OIF Bulky Fragile (-1 ¼), Custom Modifier (only to give better/hull down visisibility; -½), Extra Time (Full Phase, Only to Activate, -¼) 11 8) NBC Protection: LS (Immunity All terrestrial poisons and chemical warfare agents; Safe in High Radiation; Safe in Intense Heat; Self-Contained Breathing); OIF Bulky (-1), Custom Modifier (Real equipment; -¼) Notes: Not equipped with Air Conditioning 29 9) Fire Suppression System: Dispel Fire Powers 12d6, all Fire powers simultaneously (+2); 2 Charges (-1 ½), OIF Bulky (-1), Custom Modifier (Real equipment; -¼), [2] Weapons Options 1) Mobile Gun System Variant Notes: 105mm M68 Gun with 17 Rounds 2) MK.19 40mm Grenade Launcher 3) TOW Missile Notes: 8 Missiles 4) 120mm Mortar Notes: Fires through top hatch, vehicle counts as open topped when in use, also carries a second mortar that must be unloaded and setup before firing. Other Equipment Options 1) Medical Evacuation Vehicle 2) Fire Support Vehicle 3) Command Vehicle 4) Engineer Support Vehicle 5) Reactive Armor Kit 6) NBC Detection System Notes: on MGS Variant Only Talents 1 Vehicle Clock: Absolute Time Sense; OIF Bulky (-1), Custom Modifier (Real equipment; -¼) 2 Vehicle Data Recorders: Eidetic Memory; OIF Bulky Fragile (-1 ¼), Custom Modifier (Real equipment; -¼) Skills 6 Digital Fire Control System: +3 with Ranged Combat; OIF Bulky Fragile (-1 ¼), Real Weapon (-¼) 12 Laser Rangefinder: Penalty Skill Levels: +4 vs. Range Modifier with All Attacks 1 Basic Tools Carried Aboard: +1 with Mechanics; OIF Bulky (-1), Custom Modifier (Real equipment; -¼) 2 Modular Drivetrain System: +2 with Mechanics; Custom Modifier (only applies to engine and transmission, cuts change and repair times by half; -1), Crew-Served (2 people; -¼), Custom Modifier (Real equipment; -¼) Notes: Vehicle was designed for ease of maintenance and component replacement. Total Abilities & Equipment Cost: 250 Total Vehicle Cost: 286 Value Disadvantages Vehicle Quirks and Disadvantages 10 1) Physical Limitation: Exposed Suspension Components Result In It Being Easily Damaged And Harder To Maintain (Infrequently, Greatly Impairing) 10 2) Physical Limitation: Externally Mounted Fuel Tanks (Frequently, Slightly Impairing) Vehicle Statistics 1) Bottom Armor in mm 2) Crew Notes: 2 and 9 Troops 3) Front Armor in mm Notes: 14.5mm maximum 4) Range in Miles Notes: 300 5) Rear Amor in mm 6) Side Armor in mm 7) Top Armor in mm 8) Top Speed in MPH Notes: 62 9) Weight and size in displacement tons Notes: 16.47 Tons, 3.52 Displacement Tons Total Disadvantage Points: 20 Total Cost: 266/5 = 53
Character sheet by Robert Kevin Walsh
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