Val Char Cost Notes 5 Size 25 Length 3.17", Width 1.59", Area 5.04", Mass 3.2 tons, KB -5 48 STR 13 HTH Damage 9 ½d6 END [5] 10 DEX 0 OCV 3 DCV 0 26 BODY 11 19 DEF 0 3 SPD 10 Phases: 4, 8, 12 Total Characteristic Cost: 59 Movement: Ground: 9"/18" Swimming: 4"/8" Cost Abilities and Equipment Propulsion Systems 2 1) Motorized Tracked Vehicle: Ground Movement +3" (9" total); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -¾), Only On Appropriate Terrain (-½), Limited Maneuverability: Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-¼) 2 2) Amphibious Kit: Swimming +2" (4" total) Tactical Systems 70 1) Multi-:Laser: RKA 4 ½d6, Autofire (3 shots; +¼), Increased Maximum Range (3,925"; +¼), Reduced Endurance (0 END; +1); OIF Bulky (-1), Real Weapon (-¼), Custom Modifier (only works if vehicle has power; -¼) 0 2) Hull Mounted Weapon Notes: Can Mount either a heavy bolter or heavy flamer in a fixed front hull mount. Defensive Systems 4 1) Front Armor: +3 DEF; Limited Coverage (Front of Hull, Superstructure, and Turret; -1), Ablative (BODY Only; -½) 5 2) Side and Front Armor: +3 DEF; Ablative (BODY Only; -½), Limited Coverage (Front and Sides of Hull, Superstructure, and Turret (roughly 300 Degree protection; -¼) 43 3) Overall Armor Plating: +17 DEF, Hardened (+¼); Ablative (BODY Only; -½) 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; +½); OIF Bulky (-1), No Range (-½) 6 5) Heavy: Knockback Resistance -3" Operation Systems 14 1) Radar Sensing Gear: Radar (Radio Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +8; OIF Bulky (-1) 2 2) Nightvision Gear: Infrared Perception (Sight Group); OIF Bulky (-1) 2 3) Nightvision Gear: Ultraviolet Perception (Sight Group); OIF Bulky (-1) 6 4) Comms: High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls); OIF Bulky (-1) Personnel Systems 8 1) NBC And Multi-Environmental Seals: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (19 Active Points); OIF Bulky Fragile (-1 ¼) 5 2) Oxygen Tanks And Carbon Dioxide Scrubbers: Life Support (Self-Contained Breathing); OIF Bulky (-1), 1 Continuing Charge lasting 1 Week (-0), [1 cc] 5 3) Side Mounted Gun Ports Notes: up to 3 lasguns can be fired out each side of the vehicle 5 4) Top Hatch: Notes: One Heavy Weapon can be fired out the top hatch, Firer is partially exposed when doing so. 5 5) Rear Assault Ramp: Skills 20 Targeting And Tracking Computers: +4 with Ranged Combat 12 Targeting And Tracking Computers: Penalty Skill Levels: +4 vs. Range Modifier with All Attacks Total Abilities & Equipment Cost: var Total Vehicle Cost: var Value Disadvantages 20 Distinctive Features: Human Military Vehicle (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Physical Limitation: Gas Engine, vulnerable to fires if fuel system hit (Infrequently; Greatly Impairing) 15 Rear Mounted Assault Ramp: Vehicle counts as having no rear armor if ramp open (Frequently; Greatly Impairing) Total Disadvantage Points: 45 Total Cost: var VEHICLE OPTIONS Notes: these are open to all Imperial vehicles, only one of each can be taken per vehicle. 5 1) Crew Escape Mechanisms Notes: Allows 2D3 Crew to escape a destroyed vehicle. 13 2) Extra Armor: +10 DEF, Hardened (+¼); OIF Bulky (-1), Ablative (BODY Only; -½), Real Armor (-¼) 42 3) Hunter-Killer Missile: RKA 6d6, +1 Increased STUN Multiplier (+¼), Indirect (Same origin, always fired away from attacker; +¼), Increased Maximum Range (4,500"; +¼), No Range Modifier (+½); 1 Charge (-2), OAF Bulky (-1 ½), Real Weapon (-¼) [1] 7 4) Improved Comms: High Range Radio Perception (Radio Group), Concealed (-2 with High Range Radio Perception PER Rolls), MegaScale (1" = 1 km; +¼); OIF Bulky Fragile (-1 ¼) 3 5) Mine Sweepers: Stretching 2", Reduced Endurance (0 END; +½); Only To Impact The Ground 2" In Front Of Tank (-2), OIF Bulky (-1), Always Direct (-¼), No Velocity Damage (-¼), no Noncombat Stretching (-¼) 82 6) Pintle Mounted Storm Bolter: RKA 4d6, +1 Increased STUN Multiplier (+¼), Autofire (20 shots; +1 ½); OIF Bulky (-1), Custom Modifier (Open Mount, Gunner must be exposed to fire; -½), Real Weapon (-¼), 1250 Charges (+1), [1250] 12 7) Rough Terrain Modification: Area Of Effect (up to One Hex; +½) for up to 35 Active Points of STR, Reduced Endurance (0 END; +½); Only To Push Things From The Front (-1) 11 8) Searchlight: Sight Group Images Increased Size (8" radius; +¾) (16" Cone; +0), +4 to PER Rolls, Reduced Endurance (0 END; +½); OAF Bulky Fragile (-1 ¾), Only To Create Light (-1), Real Weapon (-¼), Custom Modifier (only works while vehicle has power; -¼) 13 9) Track Guards: +12 DEF, Hardened (+¼); OIF Bulky (-1), Limited Coverage Hull/Frame Only; -¾), Ablative (BODY Only; -½), Real Armor (-¼) WEAPONS OPTIONS Notes: These replace the turreted multi-laser. 70 1) Heavy Flamer: RKA 4d6, Area Of Effect (19" Cone; +1); OIF Bulky (-1), Custom Modifier (Very Flammable Fuel; -½), Real Weapon (-¼), 60 Charges (+½) plus RKA 1d6, Uncontrolled (lasts until flammable material affected by RKA 4d6 is consumed, or a Full Phase is spent putting out the flames;; +½), Sticky (+½), Continuous (+1); OIF Bulky (-1), Linked (RKA; -½), Custom Modifier (Very Flammable Fuel; -½), Real Weapon (-¼), 60 Charges (+½), [60] 73 2) Heavy Bolter: RKA 4d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½); OIF Bulky (-1), Real Weapon (-¼), 1250 Charges (+1) [1250] Skills 1 Assorted Maintenance Tools Carried Aboard: +1 with Mechanics; OIF Bulky (Reduces Vehicle to ½ DCV; -1 ¼), Custom Modifier (Real Equipment; -¼)
Chimera Version 2 Hero Designer File
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