Vehicle Name: Leopard Class Dropship
Additional Info: Dropship
Owners Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
14 SIZE 0 70 14 Length 50.8m, Width 25.4m, Height 25.4m, Volume 32,768m^3 Mass 1.6 kton, OCV +9, KB -14
80 STR 80 0 80 25- HTH Damage 16d6 END [8]
10 DEX 10 0 10 11-
4 SPD 2.0 20 4 Phases: 3, 6, 9, 12
30 BODY 24 6 30
0" Ground Movement 12 -12 0m
0" Water Movement 4 -2 0m
0" Leaping 0 0 0m 46 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 725
Disad Points: 0
Total Points: 725
MOVEMENT
Type Total
Run (12) 0m
Swim (4) 0m
H. Leap (0m) 0m
V. Leap (0m) 0m
 
COMBAT INFORMATION
OCV: 0 DCV: 0
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Character Name: Leopard Class Dropship
Alternate Identities: Dropship
Player Name:
PERKS
Cost  Name
40 computer
40 Total Perks Cost
 
POWERS
Cost  Power END
46 Healing BODY 10d6, Can Heal Limbs, Resurrection, Decreased Re-use Duration (1 Turn; +1 1/2) (312 Active Points); Extra Time (6 Hours, -3 1/2), One Use At A Time (-1), Only on Mechs Power loses about half of its effectiveness (-1), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; -1/4), Only on Tech Bay Power loses less than a fourth of its effectiveness (-0)31
7 Healing BODY 2d6, Characteristics (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2) (40 Active Points); Extra Time (5 Minutes, -2), Only works on patients in the infirmary Power does not work in Extremely Common Circumstances (-1 1/2), Only on biological lifeforms Power loses about half of its effectiveness (-1), Limited Power Power loses about a fourth of its effectiveness (half as effective against aliens; -1/4)4
10 Sight Group Images, +/-4 to PER Rolls, Area Of Effect (128m Cone; +1 1/4), Thin Cone (-1/4) (44 Active Points); Only To Create Light (-1), Mech Tech Power loses about half of its effectiveness (-1), Limited Arc Of Fire (60 degrees; -1/2), No Range (-1/2), Physical Manifestation (-1/4)4
80 Resistant Protection (50 PD/50 ED) (Protect Carried Items), Hardened (+1/4) (200 Active Points); Always On (-1/2), Ablative BODY Only (-1/2), Personal Defense (-1/4), Perceivable (-1/4)0
12 Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); Extra Time (5 Minutes, Only to Activate, -1), Always On (-1/2)0
21 Flight 60m, x8 Noncombat (70 Active Points); Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Limited Maneuverability Only 1 turn per Phase at Combat speed; only 1 turn per Turn at Noncombat speed (-1/2), Cannot Move Backwards (-1/4), Difficult to Operate (-1/4), Leaves A Trail (-0)0
7 Sight Group Flash Defense (10 points) (10 Active Points); Always On (-1/2)0
13 Power Defense (15 points), Inherent (+1/4) (19 Active Points); Always On (-1/2)0
7 Radio Group Flash Defense (10 points) (10 Active Points); Always On (-1/2)0
4 High Range Radio Perception (Radio Group) (12 Active Points); Mech Tech -1/10 Power loses about half of its effectiveness (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Mech Tech-1/ 10 Power loses about a fourth of its effectiveness (-1/4), Nonpersistent (-1/4)0
8 Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (25 Active Points); Mech Tech -1/10 Power does not work in Very Common Circumstances (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Mech Tech: -1/10 Power does not work in Uncommon Circumstances (-1/4)0
5 +10 versus Range Modifier for Sight Group (15 Active Points); Mech Tech -1/5 Power loses about two-thirds of its effectiveness (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4)0
3 +8 versus Range Modifier for Sight Group (12 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Mech Tech -1/5 Power loses about two-thirds of its effectiveness (-1 1/2)0
2 +14 versus Range Modifier for Radar (7 Active Points); Mech Tech: -1/5 Power loses about two-thirds of its effectiveness (-1 1/2), Extra Time (1 Minute, Only to Activate, -3/4), Nonpersistent (-1/4)0
6 +8 PER with all Sense Groups (24 Active Points); Mech Tech -1/5 Power loses about two-thirds of its effectiveness (-1 1/2), Extra Time (5 Minutes, Only to Activate, -1), Requires A Systems Operation Roll (Skill roll; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)2
48 LRM20: Killing Attack - Ranged 3d6, Penetrating (+1/2), Increased Maximum Range (7,200m; +1), Autofire (20 shots; +1 1/2) (202 Active Points); Mech Tech Power does not work in Very Common Circumstances (-1), Cannot haymaker, strafe, or snapshot (-3/4), OIF (-1/2), Extra Time (Extra Segment, -1/2), Lock-On (-1/2), Physical Manifestation (-1/4), Cannot fire less than max on autofire (-1/4), Cannot use at less than 10" range (-1/4), Limited Arc Of Fire (180 degrees; -1/4), 4 clips of 32 Charges (+1/2)
Notes: (x3 number of items)
[32]
61 Medium Lasers: Killing Attack - Ranged 8 1/2d6, Increased Maximum Range (5,200m; +1/2) (195 Active Points); Mech Tech (-1), OIF (-1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Unified Power (-1/4), No Knockback (-1/4), Cannot Be Used With haymaker (-1/4), Limited Arc Of Fire (180 degrees; -1/4)
Notes: (x5 number of items) 3 face forward, 2 face back
38
51 PPC: Killing Attack - Ranged 9d6 (Reduced Negation (2)), Penetrating (+1/2), Increased Maximum Range (5,400m; +1/2) (278 Active Points); Increased Endurance Cost (x3 END; -1), Mech Tech Power loses about half of its effectiveness (-1), OIF (-1/2), Not in IMF Power loses about a third of its effectiveness (-1/2), cannot snapshot or haymaker Power does not work in Common Circumstances (-1/2), Limited Arc Of Fire (60 degrees; -1/2), Unified Power (-1/4), Cannot strafe (-1/4), Beam (-1/4), cannot be used at less than 2" Power loses about a fourth of its effectiveness (-1/4)
Notes: (x2 number of items)
84
63 Endurance Reserve (300 END, 100 REC) Reserve: (143 Active Points); End max is 1/10 Body Power loses about a third of its effectiveness (-1/2), Always On (-1/2), Perceivable (-1/4); REC: (68 Active Points); Always On (-1/2), Rec is max at 3x body Power loses about a third of its effectiveness (-1/2), Perceivable (-1/4)0
185 Mech Equipment Pool: Variable Power Pool, 160 base + 210 control cost, (265 Active Points); equipment limited by stores, perks, and familiarity (-3/4), Attacks against resistant defense must have combinatorial slots Power does not work in Common Circumstances (-1/2), persistant slots Power does not work in Common Circumstances (-1/2), can only switch slots between scenes while accessing stores (-1/2), cannot take multiple 1/2 OCV/DCV, cannot take multiple 0 OCV/DCV (-1/2), OIF (-1/2)
639 Total Powers Cost
Character created with Hero Designer (version 20120316)