Traveller HERO

Type A2 Far Trader	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

18	
SIZE	
0	
90	
18	
	
Length 64.00", Width 32.00", Area 2048.00" Mass 26.2 kton KB -18	

105	
STR	
100	
5	
105	
30-	
HTH Damage 21d6 END [10]	

10	
DEX	
10	
0	
13	
12-	
OCV 4 DCV -8	

2	
SPD	
2.3	
0	
2	
	
Phases: 6, 12	

10	
DEF	
2	
24	
10	

32	
BODY	
28	
4	
32	
15-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
109	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
30" [60" NC] / 30" [60" NC]	

Teleport	
6" [12" NC] / 6" [12" NC]	

	
Levels	

	

Cost	
Powers	
END	

5	
Jump Drive: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) 
Notes: Jump-2	

23	
Manuever Drive: (Total: 69 Active Cost, 23 Real Cost) Flight 30" (60 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 14) plus +3 DEX (Real Cost: 9) 
Notes: 1G Manuever Drive	
6	

10	
Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1)	
3	

8	
Ships Life Support System: LS (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; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2)	
3	

33	
Power Plant: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4)	

18	
Starship Sensor and Commo Arrray: Multipower, 60-point reserve, (60 Active Points); all slots OIF Immobile Fragile (-1 3/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4)	

1u	
1) Radar (Radio Group), Tracking, MegaScale (1" = 10,000 km; +1 1/4) (45 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4)	
4	

1u	
2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Immobile Fragile (-1 3/4), Extra Time (Delayed Phase, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4)	
2	

1m	
3) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4)	
1	

1m	
4) Computerized Image Enhancement : +3 versus Range Modifier for Radar (3 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4)	
1	

72	
Beam Laser: RKA 8d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) 
Notes: 250 megawatt Beam Laser in turret	
54	

14	
Sandcaster Launcher: (Total: 74 Active Cost, 14 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Immobile Fragile (-1 3/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Immobile Fragile (-1 3/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) 
Notes: mounted in turret	
8	

70	
Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) 
Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead IF KE, its an AP attack instead of explosive	

 	

	
Skills	

3	
Paramedics 14- (13 Active Points); OIF Immobile Fragile (-1 3/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4) 
Notes: Sickbay and Autodoc	

5	
Security Systems 14- (13 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4) 
Notes: Ships Internal Security System	

	
Total Powers & Skills Cost: 265	
 	
Total Cost: 374	
 	
200+	
Disadvantages	

10	
Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)	

20	
Hunted: Owners or Bank Loan holder 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)	

Total Disadvantages Points: 30	

Type S Scout	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

17	
SIZE	
0	
85	
17	
	
Length 50.80", Width 25.40", Area 1290.16" Mass 13.1 kton KB -17	

95	
STR	
95	
0	
95	
28-	
HTH Damage 19d6 END [9]	

10	
DEX	
10	
0	
16	
12-	
OCV 5 DCV -6	

3	
SPD	
2.6	
4	
3	
	
Phases: 4, 8, 12	

8	
DEF	
2	
18	
8	

30	
BODY	
27	
3	
30	
15-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
96	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
20" [40" NC] / 20" [40" NC]	

Teleport	
6" [12" NC] / 6" [12" NC]	

	
Levels	

	

Cost	
Powers	
END	

Ships Offensive/Defensive Systems	

72	
Beam Laser: RKA 8d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) 
Notes: 250 megawatt Beam Laser in turret	
54	

70	
Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) 
Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead IF KE, its an AP attack instead of explosive	

14	
Sandcaster Launcher: (Total: 74 Active Cost, 14 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Immobile Fragile (-1 3/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Immobile Fragile (-1 3/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) 
Notes: mounted in turret	
8	

33	
Change Environment 8" radius, -5 to Radar PER Rolls, -5 to Infrared Perception PER Rolls, -5 to Detect PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (106 Active Points); OIF Immobile (-1 1/2), No Range (-1/2), Custom Modifier (always on; -1/4) 
Notes: Basic Stealth and EM Masking	

	
Ships Engineering Section	

5	
Jump Drive: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) 
Notes: Jump-2	

27	
Manuever Drive: (Total: 58 Active Cost, 27 Real Cost) Flight 20" (40 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 9) plus +6 DEX (Real Cost: 18) 
Notes: 2G Manuever Drive	
4	

33	
Power Plant: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4)	

10	
Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1)	
3	

8	
Ships Life Support System: LS (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; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2)	
3	

Other Systems	

28	
Starship Sensor and Commuincations Arrays: Multipower, 100-point reserve, (100 Active Points); all slots OIF Immobile Fragile (-1 3/4), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	

1m	
1) Computerized Image Enhancement : +8 versus Range Modifier for Radar (8 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
1	

3m	
2) Densitometer: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Sense, Targeting, Tracking, MegaScale (1" = 1,000 km; +1) (84 Active Points); OIF Immobile Fragile (-1 3/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (affected as sight group as well as detect group; -1/2), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
8	

1u	
3) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (-1/2), Extra Time (Delayed Phase, -1/4), Crew-Served (2 crew; -1/4)	
2	

4m	
4) Neutrino Scanner: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Targeting, Tracking, MegaScale (1" = 10,000 km; +1 1/4) (97 Active Points); OIF Immobile Fragile (-1 3/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (affected as sight group as well as detect group; -1/2), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
10	

1m	
5) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
1	

4m	
6) IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (74 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
7	

4m	
7) Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (88 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (affected as sight group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
9	

5m	
8) Radio Perception/Transmission (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Targeting, Tracking, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (100 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (affected as hearing group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
10	

4m	
9) UV Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (74 Active Points); OIF Immobile Fragile (-1 3/4), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4)	
7	

	

Skills	

3	
Paramedics 14- (13 Active Points); OIF Immobile Fragile (-1 3/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4) 
Notes: Sickbay and Autodoc	

5	
Security Systems 14- (13 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4) 
Notes: Ships Internal Security System	

	
Total Powers & Skills Cost: 335	
 	
Total Cost: 431	
 	
200+	
Disadvantages	

15	
Reputation: standard scout courier craft, no real surprises, 14-	

15	
Hunted: Scout Service Detached Duty Office 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)	

5	
Physical Limitation: Life Support System Requires Double normal Maintenance (Infrequently, Slightly Impairing)	

Total Disadvantages Points: 35	

Rampart Fighter	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

11	
SIZE	
0	
55	
11	
	
Length 12.70", Width 6.35", Area 80.63" Mass 204.8 ton KB -11	

65	
STR	
65	
0	
65	
22-	
HTH Damage 13d6 END [6]	

10	
DEX	
10	
0	
28	
15-	
OCV 9 DCV 2	

6	
SPD	
3.8	
22	
6	
	
Phases: 2, 4, 6, 8, 10, 12	

8	
DEF	
2	
18	
20	

23	
BODY	
21	
2	
23	
14-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
83	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
60" [120" NC] / 60" [120" NC]	

	
Levels	

	

Cost	
Powers	
END	

86	
RKA 7d6+1, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4) (302 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), Real Weapon (-1/4)	
30	

58	
Missile Racks: RKA 6d6, Explosion (+1/2), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (292 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), 6 Charges (-3/4), Custom Modifier (Requires a sensor lock on; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4)	

41	
6G Manuever Drive: (Total: 174 Active Cost, 41 Real Cost) Flight 60" (120 Active Points); OIF Immobile (-1 1/2), Takeoff/Landing (-1), Side Effects, Side Effect occurs automatically whenever Power is used (dangerous exhaust; -1), Cannot Move Backwards (-1/4), Stall Velocity 1/2 Vehicle's Maximum Combat Velocity (-1/4) (Real Cost: 24) plus +18 DEX (54 Active Points); OIF Immobile (-1 1/2), Linked (Flight; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 17)	

12	
Hull Armor: +12 DEF, Hardened (+1/4) (45 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

42	
Fusion Powerplant: Endurance Reserve (300 END, 30 REC) Reserve: (60 Active Points); OIF Immobile (-1 1/2)	

7	
LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
2	

15	
Multipower, 60-point reserve, (60 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	

3m	
1) Radar (Radio Group), +3 to PER Roll, Tracking, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (57 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
6	

1m	
2) IR Perception (Sight Group), +5 to PER Roll, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (27 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
3	

1u	
3) Radio Perception/Transmission (Radio Group), MegaScale (1" = 100,000 km; +1 1/2) (25 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
2	

1u	
4) LaserComm: Mind Link , Machine class of minds, Any Willing Target (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Custom Modifier (target must have lasercomm also; -1/2), Costs Endurance (-1/2), Does Not Provide Mental Awareness (-1/4)	
1	

1u	
5) GPS and Satnav system: Navigation (Air, Space) 14- (13 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
1	

26	
EM Masking and Stealth: Change Environment 1" radius, -6 to Radar PER Rolls, -6 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (64 Active Points); OIF Bulky (-1), No Range (-1/2)	

	
Total Powers & Skills Cost: 294	
 	
Total Cost: 377	

Open Air Raft	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

7	
SIZE	
0	
35	
7	
	
Length 5.04", Width 2.52", Area 12.70" Mass 12.8 ton KB -7	

45	
STR	
45	
0	
45	
18-	
HTH Damage 9d6 END [4]	

10	
DEX	
10	
0	
10	
11-	
OCV 3 DCV -1	

3	
SPD	
2.0	
10	
3	
	
Phases: 4, 8, 12	

5	
DEF	
2	
9	
5	

18	
BODY	
17	
1	
18	
13-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
41	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
15" [30" NC] / 15" [30" NC]	

	
Levels	

	

Cost	
Powers	
END	

12	
Flight 15", Position Shift (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

3	
Armor (5 PD/5 ED) (15 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Activation Roll 11- (Open top; -1), Real Armor (-1/4)	

14	
Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OIF Immobile (-1 1/2)	

8	
Multipower, 30-point reserve, (30 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1m	
1) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (17 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1u	
2) GPS And Nav computer : Navigation (Air, Land, Marine) 14- (14 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1u	
3) Nightvision (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1m	
4) Radar (Radio Group), MegaScale (1" = 10 km; +1/2) (22 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1u	
5) Laser Comm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x2) (20 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Limited Class Of Minds [Subset of a class] (another vehicle with a lasercomm unit; -1/2)	

	
Total Powers & Skills Cost: 42	
 	
Total Cost: 83	

Enclosed Air Raft	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

7	
SIZE	
0	
35	
7	
	
Length 5.04", Width 2.52", Area 12.70" Mass 12.8 ton KB -7	

45	
STR	
45	
0	
45	
18-	
HTH Damage 9d6 END [4]	

10	
DEX	
10	
0	
10	
11-	
OCV 3 DCV -1	

3	
SPD	
2.0	
10	
3	
	
Phases: 4, 8, 12	

6	
DEF	
2	
12	
6	

19	
BODY	
17	
2	
19	
13-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
45	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
15" [30" NC] / 15" [30" NC]	

	
Levels	

	

Cost	
Powers	
END	

12	
Flight 15", Position Shift (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

4	
Armor (5 PD/5 ED) (15 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

7	
LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
2	

14	
Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OIF Immobile (-1 1/2)	

8	
Multipower, 30-point reserve, (30 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1m	
1) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (17 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1u	
2) GPS And Nav computer : Navigation (Air, Land, Marine) 14- (14 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1u	
3) Nightvision (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1m	
4) Radar (Radio Group), MegaScale (1" = 10 km; +1/2) (22 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1)	

1u	
5) Laser Comm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x2) (20 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Limited Class Of Minds [Subset of a class] (another vehicle with a lasercomm unit; -1/2)	

	
Total Powers & Skills Cost: 50	
 	
Total Cost: 95	

Astrin APC	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

11	
SIZE	
0	
55	
11	
	
Length 12.70", Width 6.35", Area 80.63" Mass 204.8 ton KB -11	

65	
STR	
65	
0	
65	
22-	
HTH Damage 13d6 END [6]	

10	
DEX	
10	
0	
10	
11-	
OCV 3 DCV -4	

4	
SPD	
2.0	
20	
4	
	
Phases: 3, 6, 9, 12	

8	
DEF	
2	
18	
8	

24	
BODY	
21	
3	
24	
14-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
82	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
60" [240" NC] / 60" [240" NC]	

	
Levels	

+6 with Ranged Combat (30 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

97	
Rapid Pulse Fusion-V Gun: RKA 6d6, Increased Maximum Range (6,750"; +1/4), Armor Piercing (+1/2), Autofire (5 shots; +1/2), 500 Charges (+1) (292 Active Points); OIF Immobile (-1 1/2), Reduced By Range (-1/4), Crew-Served (2 people; -1/4)	

14	
Advanced Fire Control Package: (Total: 33 Active Cost, 14 Real Cost) Absolute Range Sense (Real Cost: 3) plus +6 with Ranged Combat (30 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 11)	

7	
Point Defense Fire Control Array: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Real Armor (-1/4)	

19	
Armor (18 PD/18 ED), Hardened (+1/4) (67 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1)	

22	
Sensor Decoys: Radio Group, Nightvision and IR Perception Images 1" radius, +/-3 to PER Rolls, 32 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; requires base or ammo carrier; +1 1/4) (54 Active Points); OIF Immobile (-1 1/2)	

10	
Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

43	
Contragrav Thruster Array: Flight 60", Position Shift, x4 Noncombat (130 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

16	
EM Masking and Stealth construction: Change Environment 1" radius, -4 to Radar PER Rolls, -4 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2)	
4	

24	
Endurance Reserve (250 END, 15 REC) Reserve: (40 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)	

14	
Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	

2m	
1) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1u	
2) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

3m	
3) Radar (Radio Group), +5 to PER Roll, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 10 km; +1/2) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
4	

1u	
4) Thermalgraphics: Detect A Single Thing 14- (Unusual Group), Discriminatory, Telescopic (+2 versus Range Modifier), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (26 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1u	
5) MaserComm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x16) (35 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1u	
6) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

Total Powers & Skills Cost: 286	
 	
Total Cost: 368	

Intrepid Grav Tank	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

10	
SIZE	
0	
50	
10	
	
Length 10.08", Width 5.04", Area 50.80" Mass 102.4 ton KB -10	

60	
STR	
60	
0	
60	
21-	
HTH Damage 12d6 END [6]	

23	
DEX	
10	
39	
23	
14-	
OCV 8 DCV 2	

4	
SPD	
3.3	
7	
4	
	
Phases: 3, 6, 9, 12	

8	
DEF	
2	
18	
8	

24	
BODY	
20	
4	
24	
14-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
104	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
56" [224" NC] / 56" [224" NC]	

	
Levels	

+4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

111	
Rapid Pulse Fusion X Gun: RKA 8d6, MegaScale (1" = 1 km; +1/4), Custom Modifier (can fire 1 or 2 shots ; +1/4), Armor Piercing (+1/2), 250 Charges (Recovers Under Limited Circumstances; requires a base or reloading vehicle; +1) (360 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Crew-Served (2 people; -1/4), Reduced By Range (-1/4)	

37	
VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4)	

10	
Advanced Fire Control Package: (Total: 23 Active Cost, 10 Real Cost) Absolute Range Sense (Real Cost: 3) plus +4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 7)	

7	
Point Defense Fire Control Array: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Real Armor (-1/4)	

41	
Contragrav Thruster Array: Flight 56", Position Shift, x4 Noncombat (122 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

27	
Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1)	

10	
Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

16	
EM Masking and Stealth construction: Change Environment 1" radius, -4 to Radar PER Rolls, -4 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2)	
4	

24	
Endurance Reserve (250 END, 15 REC) Reserve: (40 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)	

22	
Sensor Decoys: Radio Group, Nightvision and IR Perception Images 1" radius, +/-3 to PER Rolls, 32 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; requires base or ammo carrier; +1 1/4) (54 Active Points); OIF Immobile (-1 1/2)	

13	
Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2)	

2m	
1) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
2) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

3m	
3) Radar (Radio Group), +5 to PER Roll, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 10 km; +1/2) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
4	

1u	
4) Thermalgraphics: Detect A Single Thing 14- (Unusual Group), Discriminatory, Telescopic (+2 versus Range Modifier), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (26 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
5) MaserComm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x16) (35 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
6) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

Total Powers & Skills Cost: 338	
 	
Total Cost: 442	

Combat Armor-10	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
10	
11-	
HTH Damage 2d6 END [1]	

10	
DEX	
0	
10	
11-	
OCV 3 DCV 3	

10	
CON	
0	
10	
11-	

10	
BODY	
0	
10	
11-	

10	
INT	
0	
10	
11-	
PER Roll 11-	

10	
EGO	
0	
10	
11-	
ECV: 3	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

2	
PD	
0	
2/9	
	
2/9 PD (0/7 rPD)	

2	
ED	
0	
2/9	
	
2/9 ED (0/7 rED)	

2	
SPD	
0	
2	
	
Phases: 6, 12	

4	
REC	
0	
4	

20	
END	
0	
20	

20	
STUN	
0	
20	

6"	
Running	
0	
6"	

2"	
Swimming	
0	
2"	

2"	
Leaping	
0	
2"	
	
Total Characteristics Cost: 0	

Movement	

Type	
Primary/Secondary	

Run (6)	
6" [12" NC]	

Swim (2)	
2" [4" NC]	

H. Leap (2")	
2"	

V. Leap (1")	
1"	

	
Levels	

	

Cost	
Powers	
END	

10	
Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

15	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing), 2 Continuing Charges lasting 1 Hour each (+0) (35 Active Points); OIF Bulky (-1), OIHID (-1/4)	

2	
Hearing Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

2	
Sight Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

5	
Radio Perception/Transmission (Radio Group), 2 Continuing Charges lasting 1 Hour each (+0), MegaScale (1" = 1 km; +1/4) (12 Active Points); OIF Bulky (-1), OIHID (-1/4)	

6	
IR Perception (Sight Group), +3 to PER Roll, Tracking, 2 Continuing Charges lasting 1 Hour each (+0) (13 Active Points); OIF Bulky (-1), OIHID (-1/4)	

	
Total Powers & Skills Cost: 40	
 	
Total Cost: 40	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	
 	
200+	
Disadvantages	

15	
Physical Limitation: limited endurance, suit becomes very uncomfortable after 2 hours, cant be work for more than 4 (Frequently, Greatly Impairing)	

Total Disadvantages Points: 15	

ABD-10	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
15	
12-	
HTH Damage 3d6 END [2]	

10	
DEX	
0	
10	
11-	
OCV 3 DCV 3	

10	
CON	
0	
10	
11-	

10	
BODY	
0	
10	
11-	

10	
INT	
0	
10	
11-	
PER Roll 11-	

10	
EGO	
0	
10	
11-	
ECV: 3	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

3	
PD	
0	
3/11	
	
3/11 PD (0/8 rPD)	

2	
ED	
0	
2/10	
	
2/10 ED (0/8 rED)	

2	
SPD	
0	
2	
	
Phases: 6, 12	

5	
REC	
0	
5	

20	
END	
0	
20	

23	
STUN	
0	
23	

6"	
Running	
0	
16"	

2"	
Swimming	
0	
2"	

3"	
Leaping	
0	
3"	
	
Total Characteristics Cost: 0	

Movement	

Type	
Primary/Secondary	

Run (6)	
16" [32" NC]	

Swim (2)	
2" [4" NC]	

H. Leap (3")	
3"	

V. Leap (2")	
1 1/2"	

	
Levels	

	

Cost	
Powers	
END	

12	
Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF Bulky (-1), Real Armor (-1/4), OIHID (-1/4)	

7	
Running +10" (16" total), 2 Continuing Charges lasting 1 Hour each (+0) (20 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), OIHID (-1/4)	

2	
Hearing Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

2	
Sight Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

14	
LS (Immunity All terrestrial diseases and biowarfare agents; 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; Self-Contained Breathing), 2 Continuing Charges lasting 1 Hour each (+0) (39 Active Points); OIF Bulky (-1), Custom Modifier (suit must remain intact and sealed; -1/2), OIHID (-1/4)	

1	
+5 STR (5 Active Points); Custom Modifier (only to increase carrying capacity; -1), OIF Bulky (-1), OIHID (-1/4)	
1	

13	
Suit Sensors: Multipower, 30-point reserve, all slots 2 Continuing Charges lasting 1 Hour each (+0) (30 Active Points); all slots OIF Bulky (-1), OIHID (-1/4)	

1u	
1) +5 versus Range Modifier for Sight Group (8 Active Points); OIF Bulky (-1), OIHID (-1/4) 
Notes: Computerized image enhancers	

1u	
2) +5 versus Range Modifier for Hearing Group (8 Active Points); OIF Bulky (-1), OIHID (-1/4)	

1u	
3) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2) (15 Active Points); OIF Bulky (-1), OIHID (-1/4)	

1u	
4) Navigation (Air, Land, Marine) 14- (14 Active Points); OIF Bulky (-1), OIHID (-1/4) 
Notes: Sattelite and Inertial Navigation Systems	

1u	
5) Mind Link , Human class of minds, Specific Group of Minds, Number of Minds (x16) (30 Active Points); OIF Bulky (-1), Limited Class Of Minds [Subset of a class] (only other battledress suits with specific commlinkls; -1/2), Does Not Provide Mental Awareness (-1/4), OIHID (-1/4) 
Notes: Platoon level secure commnet	

1u	
6) IR Perception (Sight Group), +6 to PER Roll, Tracking (16 Active Points); OIF Bulky (-1), OIHID (-1/4)	

	
Total Powers & Skills Cost: 57	
 	
Total Cost: 57	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	

ABD-11	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
15	
12-	
HTH Damage 3d6 END [2]	

10	
DEX	
0	
13	
12-	
OCV 4 DCV 4	

10	
CON	
0	
10	
11-	

10	
BODY	
0	
10	
11-	

10	
INT	
0	
10	
11-	
PER Roll 11-	

10	
EGO	
0	
10	
11-	
ECV: 3	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

2	
PD	
0	
2/13	
	
2/13 PD (0/11 rPD)	

2	
ED	
0	
2/13	
	
2/13 ED (0/11 rED)	

2	
SPD	
0	
2	
	
Phases: 6, 12	

4	
REC	
0	
4	

20	
END	
0	
20	

20	
STUN	
0	
20	

6"	
Running	
0	
6"	

2"	
Swimming	
0	
2"	

3"	
Leaping	
0	
21"	
	
Total Characteristics Cost: 0	

Movement	

Type	
Primary/Secondary	

Run (6)	
6" [12" NC]	

Swim (2)	
2" [4" NC]	

H. Leap (3")	
21"	

V. Leap (2")	
10 1/2"	

	
Levels	

	

Cost	
Powers	
END	

16	
Armor (11 PD/11 ED), Hardened (+1/4) (41 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

15	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing), 1 Continuing Charge lasting 6 Hours (+0) (35 Active Points); OIF Bulky (-1), OIHID (-1/4)	

2	
+5 STR (5 Active Points); OIF Bulky (-1), No Figured Characteristics (-1/2), OIHID (-1/4)	
1	

6	
Leaping +18" (21" forward, 10 1/2" upward) (18 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), OIHID (-1/4)	
2	

4	
+3 DEX (9 Active Points); OIF Bulky (-1), OIHID (-1/4)	

2	
Hearing Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

2	
Sight Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

18	
Suit Sensors: Multipower, 40-point reserve, (40 Active Points); all slots OIF Bulky (-1), OIHID (-1/4)	

1m	
1) +7 versus Range Modifier for Sight Group (11 Active Points); OIF Bulky (-1), OIHID (-1/4) 
Notes: Computerized image enhancers	

1m	
2) +7 versus Range Modifier for Hearing Group (11 Active Points); OIF Bulky (-1), OIHID (-1/4)	

1u	
3) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2) (15 Active Points); OIF Bulky (-1), OIHID (-1/4)	

1u	
4) Navigation (Air, Land, Marine) 14- (14 Active Points); OIF Bulky (-1), OIHID (-1/4) 
Notes: Sattelite and Inertial Navigation Systems	

1u	
5) Mind Link , Human class of minds, Specific Group of Minds, Number of Minds (x16) (30 Active Points); OIF Bulky (-1), Limited Class Of Minds [Subset of a class] (only other battledress suits with specific commlinkls; -1/2), Does Not Provide Mental Awareness (-1/4), OIHID (-1/4) 
Notes: Platoon level secure commnet	

1u	
6) IR Perception (Sight Group), +6 to PER Roll: +6, Tracking (11 Active Points); OIF Bulky (-1), OIHID (-1/4)	

	
Total Powers & Skills Cost: 71	
 	
Total Cost: 71	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	

Battle Dress-12	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
15	
12-	
HTH Damage 3d6 END [2]	

10	
DEX	
0	
13	
12-	
OCV 4 DCV 4	

10	
CON	
0	
10	
11-	

10	
BODY	
0	
10	
11-	

10	
INT	
0	
10	
11-	
PER Roll 11-	

10	
EGO	
0	
10	
11-	
ECV: 3	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

3	
PD	
0	
3/19	
	
3/19 PD (0/16 rPD)	

2	
ED	
0	
2/18	
	
2/18 ED (0/16 rED)	

2	
SPD	
0	
3	
	
Phases: 4, 8, 12	

5	
REC	
0	
5	

20	
END	
0	
20	

23	
STUN	
0	
23	

6"	
Running	
0	
12"	

2"	
Swimming	
0	
2"	

3"	
Leaping	
0	
3"	
	
Total Characteristics Cost: 0	

Movement	

Type	
Primary/Secondary	

Run (6)	
12" [24" NC]	

Swim (2)	
2" [4" NC]	

H. Leap (3")	
3"	

V. Leap (2")	
1 1/2"	

Flight	
12" [24" NC] / 12" [24" NC]	

	
Levels	

+2 with Ranged Combat (10 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), OIHID (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)	

		
Cost	
Powers	
END	

7	
RF PD Laser: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4), Real Armor (-1/4), Custom Modifier (requires suit to be powered up; -1/4)	
2	

6	
Advanced Fire Control Package: (Total: 13 Active Cost, 6 Real Cost) Absolute Range Sense (Real Cost: 3) plus +2 with Ranged Combat (10 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), OIHID (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3)	
1	

5	
Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 25%, Hardened (+1/4) (19 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

15	
Endurance Reserve (120 END, 10 REC) Reserve: (22 Active Points); OIF Bulky (-1), OIHID (-1/4)	

9	
Flight 12" (24 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), OIHID (-1/4)	
2	

5	
Running +6" (12" total) (12 Active Points); OIF Bulky (-1), OIHID (-1/4), Custom Modifier (requires suit to be powered up; -1/4)	
1	

17	
ABD-12: Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), OIHID (-1/4), Real Armor (-1/4)	

6	
LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Bulky (-1), Custom Modifier (Suit must be intact; -1/2), OIHID (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)	
2	

8	
IR Damper system: Change Environment 1" radius, -4 to Infrared Perception PER Rolls, Varying Combat Effects, 2 Continuing Charges lasting 1 Hour each (+0) (21 Active Points); OIF Bulky (-1), No Range (-1/2), OIHID (-1/4)	

2	
+5 STR (5 Active Points); OIF Bulky (-1), OIHID (-1/4)	
1	

4	
+3 DEX (9 Active Points); OIF Bulky (-1), OIHID (-1/4), Custom Modifier (requires suit to be powered up; -1/4)	

2	
Hearing Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

2	
Sight Group Flash Defense (5 points) (5 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

4	
+1 SPD (10 Active Points); OIF Bulky (-1), OIHID (-1/4), Custom Modifier (requires suit to be powered up; -1/4)	

4	
Mental Defense (12 points total) (10 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Armor (-1/4)	

8	
Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Custom Modifier (Only for Sensors and Commo; -1), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4)	

1u	
1) Radio Perception/Transmission (Radio Group), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); OIF Bulky (-1), Custom Modifier (Only for Sensors and Commo; -1), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4)	
2	

1u	
2) IR Perception (Sight Group), +3 to PER Roll (8 Active Points); OIF Bulky (-1), Custom Modifier (Only for Sensors and Commo; -1), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4)	
1	

1u	
3) GPS And Satnav system: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Bulky (-1), Custom Modifier (Only for Sensors and Commo; -1), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4)	
1	

1u	
4) Radar (Radio Group), MegaScale (1" = 10 km; +1/2) (22 Active Points); OIF Bulky (-1), Custom Modifier (Only for Sensors and Commo; -1), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4)	
2	

1u	
5) Radscanner: Detect A Single Thing 15- (Unusual Group), Discriminatory (12 Active Points); OIF Bulky (-1), Custom Modifier (Only for Sensors and Commo; -1), Costs Endurance (Only Costs END to Activate; -1/4), OIHID (-1/4)	
1	

Total Powers & Skills Cost: 109	
 	
Total Cost: 109	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	

Terrapin Meson Sled	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

12	
SIZE	
0	
60	
12	
	
Length 16.00", Width 8.00", Area 128.00" Mass 409.6 ton KB -12	

70	
STR	
70	
0	
70	
23-	
HTH Damage 14d6 END [7]	

16	
DEX	
10	
18	
16	
12-	
OCV 5 DCV -3	

4	
SPD	
2.6	
14	
4	
	
Phases: 3, 6, 9, 12	

9	
DEF	
2	
21	
9	

22	
BODY	
22	
0	
22	
13-	

6"	
Ground Movement	
6	
0	
6"	

2"	
Water Movement	
2	
0	
2"	

0"	
Leaping	
0	
0	
0"	
113	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
6" [12" NC]	

Swim (2)	
2" [4" NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
56" [224" NC] / 56" [224" NC]	

	
Levels	

+4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

122	
10 GJ Meson Gun: RKA 9d6+1, Indirect (Same origin, always fired away from attacker; +1/4), No Range Modifier (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Explosion (+1/2), NND ([Standard]; Meson Screens or Forcefields; +1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (700 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Increased Endurance Cost (x2 END; -1/2), Limited Arc Of Fire (60 degrees; -1/2), Custom Modifier (requires a spotter with an active commlink; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4)	
140	

29	
Endurance Reserve (350 END, 15 REC) Reserve: (50 Active Points); OIF Immobile (-1 1/2)	

20	
Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

15	
GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14-	

17	
Multipower, 50-point reserve, (50 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2)	

1u	
1) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

1u	
2) Radar (Radio Group), +5 to PER Roll, MegaScale (1" = 10 km; +1/2) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
3) Thermalgraphics: Detect A Single Thing 14- (Unusual Group), Discriminatory, Telescopic (+2 versus Range Modifier), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (26 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
4) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

1u	
5) Radio Perception/Transmission (Radio Group), +5 to PER Roll, MegaScale (1" = 100 km; +3/4) (26 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
6) Laser/Maser/Meson Comm Arrays: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Target must also have working commlink; -1/2), Costs Endurance (-1/2), Does Not Provide Mental Awareness (-1/4)	
3	

10	
Advanced Fire Control Package: (Total: 23 Active Cost, 10 Real Cost) Absolute Range Sense (Real Cost: 3) plus +4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 7)	

10	
Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

16	
EM Masking and Stealth construction: Change Environment 1" radius, -4 to Radar PER Rolls, -4 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2)	
4	

22	
Sensor Decoys: Radio Group, Nightvision and IR Perception Images 1" radius, +/-3 to PER Rolls, 32 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; requires base or ammo carrier; +1 1/4) (54 Active Points); OIF Immobile (-1 1/2)	

51	
Flight 56", Position Shift, x4 Noncombat, Sideways Maneuverability half velocity (+1/4) (152 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

	
Total Powers & Skills Cost: 329	
 	
Total Cost: 442	

Pyrhus Support Sled	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

8	
SIZE	
0	
40	
8	
	
Length 6.35", Width 3.17", Area 20.16" Mass 25.6 ton KB -8	

50	
STR	
50	
0	
50	
19-	
HTH Damage 10d6 END [5]	

18	
DEX	
10	
24	
18	
13-	
OCV 6 DCV 1	

4	
SPD	
2.8	
12	
4	
	
Phases: 3, 6, 9, 12	

6	
DEF	
2	
12	
6	

22	
BODY	
18	
4	
22	
13-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
78	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
20" [40" NC] / 20" [40" NC]	

	
Levels	

	

Cost	
Powers	
END	

29	
7.5MJ Plasma Cradle Gun: RKA 6d6+1 (95 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Reduced By Range (-1/4), Crew-Served (2 people; -1/4)	
9	

30	
7mm LMG: RKA 2d6+1, Autofire (5 shots; +1/2), Armor Piercing (+1/2), 250 Charges (+1) (105 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Real Weapon (-1/4), Crew-Served (2 people; -1/4) 
Notes: Co-axial mount in turret	

16	
Endurance Reserve (150 END, 10 REC) Reserve: (25 Active Points); OIF Immobile (-1 1/2) 
Notes: Compact fusion power plant	

15	
Contragrav thrusters: Flight 20", Position Shift (45 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have planetary gravity field to push against; -1/2)	

16	
Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

7	
Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Immobile (Ablative thermal armor coating; -1 1/2), Ablative BODY or STUN (-1), Custom Modifier (only vs laser, plasma, fusion or flame weapons; -1/2)	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact ; -1/2)	
4	

10	
Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Costs Endurance (-1/2)	

1u	
1) Nightvision (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Costs Endurance (-1/2)	
1	

1u	
2) Navigation (Air, Land, Marine) 14- (14 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Costs Endurance (-1/2) 
Notes: GPS and Satnav Kit	
1	

1u	
3) Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Custom Modifier (Target must also have laser comm; -1/2), Costs Endurance (-1/2) 
Notes: Laser Comm	
3	

1u	
4) +3 versus Range Modifier for Sight Group (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Costs Endurance (-1/2)	
1	

1u	
5) Radar (Radio Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees), MegaScale (1" = 1 km; +1/4) (25 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Costs Endurance (-1/2)	
2	

1u	
6) Radio Perception/Transmission (Radio Group), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Costs Endurance (-1/2)	
2	

1u	
7) IR Perception (Sight Group), +3 to PER Roll, Discriminatory, Increased Arc Of Perception (240 Degrees), MegaScale (1" = 1 km; +1/4) (19 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and communications; -1), Costs Endurance (-1/2)	
2	

8	
Change Environment 2" radius, -4 to Radar PER Rolls, -2 to Infrared Perception PER Rolls, Multiple Combat Effects (25 Active Points); OIF Immobile (EMS Jammer; -1 1/2), No Range (-1/2)	
2	

Total Powers & Skills Cost: 149	
 	
Total Cost: 227	
 	
200+	
Disadvantages	

10	
Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)	

15	
Reputation: poor reputation as a cheap target, 11- (Extreme)	

Total Disadvantages Points: 25	

MRL Artillery Vehicle	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

11	
SIZE	
0	
55	
11	
	
Length 12.70", Width 6.35", Area 80.63" Mass 204.8 ton KB -11	

65	
STR	
65	
0	
65	
22-	
HTH Damage 13d6 END [6]	

16	
DEX	
10	
18	
16	
12-	
OCV 5 DCV -2	

4	
SPD	
2.6	
14	
4	
	
Phases: 3, 6, 9, 12	

8	
DEF	
2	
18	
8	

24	
BODY	
21	
3	
24	
14-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
94	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
20" [80" NC] / 20" [80" NC]	

	
Levels	

	

Cost	
Powers	
END	

127	
30CM MRL: Multipower, 400-point reserve, all slots Indirect (Same origin, always fired away from attacker; +1/4), No Range Modifier (+1/2) (700 Active Points); Crew-Served (2 people; -1/4), Real Weapon (-1/4), Can Be Missile Deflected (-1/4); all slots OIF Immobile (-1 1/2), Extra Time (Extra Phase, Delayed Phase, -1), Custom Modifier (must have a valid commlink to designate, otherwise range is quartered; -1), 32 Charges (Recovers Under Limited Circumstances; -1/4)	

9u	
1) Remote Delivered Minefield[Anti-personnel]: RKA 3d6+1, Trigger (+1/4), Invisible to Sight Group (+1/2), Area Of Effect Nonselective (31" Radius; +3/4), Autofire (20 shots; +2 1/2), Lingering up to 1 Year (+3) (400 Active Points); OIF Immobile (-1 1/2), Extra Time (Extra Phase, Delayed Phase, -1), Custom Modifier (must have a valid commlink to designate, otherwise range is quartered; -1)	

7u	
2) Chemical Smoke and Chaff: Darkness to Sight and Radio Groups 8" radius, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (20 shots; +2 1/2) (382 Active Points); OIF Immobile (-1 1/2), Extra Time (Extra Phase, Delayed Phase, -1), Custom Modifier (must have a valid commlink to designate, otherwise range is quartered; -1), Custom Modifier (high winds or rain dissipate quickly; -1/2)	

8u	
3) Standard HE Rockets: RKA 5d6+1, Explosion (+1/2), MegaScale (1" = 100 km; +3/4), Autofire (20 shots; +2 1/2) (380 Active Points); OIF Immobile (-1 1/2), Extra Time (Extra Phase, Delayed Phase, -1), Custom Modifier (must have a valid commlink to designate, otherwise range is quartered; -1)	

8u	
4) Homing Submunition Dispenser: RKA 5 1/2d6, Armor Piercing (+1/2), Penetrating (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (20 shots; +1 1/2) (382 Active Points); OIF Immobile (-1 1/2), Extra Time (Extra Phase, Delayed Phase, -1), Custom Modifier (must have a valid commlink to designate, otherwise range is quartered; -1)	

8u	
5) Remoted Delivered Minefield[Anti Armor]: RKA 4d6, Armor Piercing (+1/2), Penetrating (+1/2), Invisible to Sight Group (+1/2), Area Of Effect Nonselective (27" Radius; +3/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (10 shots; +2) (375 Active Points); OIF Immobile (-1 1/2), Extra Time (Extra Phase, Delayed Phase, -1), Custom Modifier (must have a valid commlink to designate, otherwise range is quartered; -1)	

15	
Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

12	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Hull must be intact; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
4	

17	
Flight 20", Position Shift, x4 Noncombat (50 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

16	
EM Masking and Stealth: Change Environment 1" radius, -4 to Radar PER Rolls, -4 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

7	
Decoy Dispensers: Sight and Radio Groups Images 1" radius, 12 Continuing Charges lasting 1 Turn each (+1/4) (19 Active Points); OIF Immobile (-1 1/2)	

18	
Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF Immobile (-1 1/2)	

12	
Multipower, 50-point reserve, (50 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	

1u	
1) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (17 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
2	

1u	
2) IR Perception (Sight Group), +5 to PER Roll, MegaScale (1" = 1 km; +1/4) (12 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
1	

1u	
3) Battery Maser and Meson commnet: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x4) (25 Active Points); OIF Immobile (-1 1/2), Custom Modifier (300km max range, and target must also have comm; -1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Does Not Provide Mental Awareness (-1/4) 
Notes: 300km Max Range	
2	

1u	
4) Radar (Radio Group), +5 to PER Roll, Tracking, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (44 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
4	

Total Powers & Skills Cost: 268	
 	
Total Cost: 362	

Commercial Grav APC	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

7	
SIZE	
0	
35	
7	
	
Length 5.04", Width 2.52", Area 12.70" Mass 12.8 ton KB -7	

45	
STR	
45	
0	
45	
18-	
HTH Damage 9d6 END [4]	

18	
DEX	
10	
24	
18	
13-	
OCV 6 DCV 2	

4	
SPD	
2.8	
12	
4	
	
Phases: 3, 6, 9, 12	

5	
DEF	
2	
9	
5	

19	
BODY	
17	
2	
19	
13-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
68	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
56" [224" NC] / 56" [224" NC]	

	
Levels	

+2 with Ranged Combat (10 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

60	
Rapid Pulse Fusion Gun: RKA 5d6, MegaScale (1" = 1 km; +1/4), Custom Modifier (can fire 1 or 2 shots ; +1/4), Armor Piercing (+1/2), 64 Charges (Recovers Under Limited Circumstances; requires a base or reloading vehicle; +1) (225 Active Points); OAF Immobile (-2), Real Weapon (-1/4), Crew-Served (2 people; -1/4), Reduced By Range (-1/4) 
Notes: Open Mount	

32	
VRF Gauss Gun: RKA 1 1/2d6, 4000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OAF Immobile (-2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) 
Notes: Open Mount	

7	
Advanced Fire Control Package: (Total: 13 Active Cost, 7 Real Cost) Absolute Range Sense (Real Cost: 3) plus +2 with Ranged Combat (10 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 4)	

10	
Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1)	

10	
Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

11	
EM Masking and Stealth construction: Change Environment 1" radius, -2 to Radar PER Rolls, -2 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

41	
Contragrav Thruster Array: Flight 56", Position Shift, x4 Noncombat (122 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2)	
4	

14	
Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)	

11	
Sensors and Commo: Multipower, 40-point reserve, (40 Active Points); all slots OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	

2m	
1) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
3	

1u	
2) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
1	

2m	
3) Radar (Radio Group), +5 to PER Roll, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 10 km; +1/2) (40 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
4	

1u	
4) MaserComm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x16) (35 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
3	

1u	
5) GPS And Navigation System: Navigation (Air, Land, Marine) 14- (14 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
1	

Options for equipment	

26	
Command Vehicle Package: (Total: 73 Active Cost, 26 Real Cost) +3 with Cryptography (6 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +2 with Systems Operation (Broadcast Communications, Cellular and Digital, Communications Jamming Equipment, Radio, Satellite Communications, Telephone Communications) (6 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) plus +3 with Tactics (6 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 2) plus Mind Link , Any Willing Target, Number of Minds (x256) (55 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 20) 
Notes: replaces fusion gun	
8	

79	
80mm Electromag Mortar: RKA 6d6, Increased Maximum Range (7,875"; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2), 64 Charges (+1/2), Autofire (3 shots; +1 1/4) (337 Active Points); OAF Immobile (-2), Costs Endurance (-1/2), Custom Modifier (requires a forward observer; -1/2), Crew-Served (2 people; -1/4) 
Notes: Artillery Support Vehicle, replaces fusion gun	
34	

10	
Portable Shop: (Total: 21 Active Cost, 10 Real Cost) +3 with Mechanics (6 Active Points); OIF Bulky (-1) (Real Cost: 3) plus +3 with Electronics (6 Active Points); OIF Bulky (-1) (Real Cost: 3) plus +2 with Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) (9 Active Points); OIF Bulky (-1) (Real Cost: 4) 
Notes: replaces fusion gun	

5	
Ambulance : (Total: 8 Active Cost, 5 Real Cost) +3 with Paramedics (6 Active Points); OIF Bulky (-1) (Real Cost: 3) plus +2 with KS (Real Cost: 2) 
Notes: replaces fusion and vrf gauss gun	

	
Total Powers & Skills Cost: 334	
 	
Total Cost: 402	

Recon Grav Bike-12	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

3	
SIZE	
0	
15	
3	
	
Length 2.00", Width 1.00", Area 2.00" Mass 800 kg KB -3	

25	
STR	
25	
0	
25	
14-	
HTH Damage 5d6 END [2]	

23	
DEX	
10	
39	
23	
14-	
OCV 8 DCV 6	

6	
SPD	
3.3	
27	
6	
	
Phases: 2, 4, 6, 8, 10, 12	

4	
DEF	
2	
6	
4	

15	
BODY	
13	
2	
15	
12-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
75	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
50" [200" NC] / 50" [200" NC]	

	
Levels	

+1 with Ranged Combat (5 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

37	
Contragrav Thruster Array: Flight 50", Position Shift, x4 Noncombat (110 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

16	
EM Masking and Stealth construction: Change Environment 1" radius, -4 to Radar PER Rolls, -4 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

9	
Endurance Reserve (100 END, 5 REC) Reserve: (15 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)	

5	
Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Custom Modifier (doesnt protect driver and passenger; -1)	

8	
Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	

1u	
1) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
1	

1m	
2) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4) (26 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
3	

1u	
3) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
1	

2m	
4) Radar (Radio Group), +2 to PER Roll, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2)	
3	

22	
Sensor Decoys: Radio Group, Nightvision and IR Perception Images 1" radius, +/-3 to PER Rolls, 32 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; requires base or ammo carrier; +1 1/4) (54 Active Points); OIF Immobile (-1 1/2)	

	
Equipment Options	

37	
VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) 
Notes: vehicle can mount 1 weapon, if no passenger carried	

5	
Advanced Fire Control Package: (Total: 8 Active Cost, 5 Real Cost) Absolute Range Sense (Real Cost: 3) plus +1 with Ranged Combat (5 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 2)	

17	
Rocket Launchers: RKA 3d6+1, Explosion (+1/2) (75 Active Points); OIF Bulky (-1), 4 Charges (-1), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), Cannot Use Targeting (-1/2), Can Be Missile Deflected (-1/4) 
Notes: Vehicle can mount one weapon if no passenger carried	

	
Total Powers & Skills Cost: 161	
 	
Total Cost: 236	

Attack Speeder	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

9	
SIZE	
0	
45	
9	
	
Length 8.00", Width 4.00", Area 32.00" Mass 51.2 ton KB -9	

55	
STR	
55	
0	
55	
20-	
HTH Damage 11d6 END [5]	

23	
DEX	
10	
39	
23	
14-	
OCV 8 DCV 2	

6	
SPD	
3.3	
27	
6	
	
Phases: 2, 4, 6, 8, 10, 12	

6	
DEF	
2	
12	
6	

19	
BODY	
19	
0	
19	
13-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
109	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
61" [244" NC] / 61" [244" NC]	

	
Levels	

+4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

59	
5 MJ Plasma Cradle Gun: RKA 5 1/2d6, Increased Maximum Range (4,250"; +1/4), Armor Piercing (+1/2), 64 Charges (+1/2) (191 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Reduced By Range (-1/4)	

67	
Tac Missiles: RKA 6 1/2d6, Increased Maximum Range (5,625"; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Armor Piercing (+1/2), Explosion (+1/2) (250 Active Points); OIF Bulky (-1), 4 Charges (-1), Custom Modifier (requires a target lock or active designator; -1/2), Can Be Missile Deflected (-1/4)	

10	
Advanced Fire Control Package: (Total: 23 Active Cost, 10 Real Cost) Absolute Range Sense (Real Cost: 3) plus +4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 7)	

13	
Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1)	

10	
Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

44	
Contragrav Thruster Array: Flight 61", Position Shift, x4 Noncombat (132 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

16	
EM Masking and Stealth construction: Change Environment 1" radius, -4 to Radar PER Rolls, -4 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2)	
4	

22	
Sensor Decoys: Radio Group, Nightvision and IR Perception Images 1" radius, +/-3 to PER Rolls, 32 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; requires base or ammo carrier; +1 1/4) (54 Active Points); OIF Immobile (-1 1/2)	

15	
Endurance Reserve (150 END, 10 REC) Reserve: (25 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)	

11	
Sensors and Commo: Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4)	

1u	
1) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

2m	
2) Radar (Radio Group), +5 to PER Roll, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 10 km; +1/2) (40 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4)	
4	

1u	
3) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

2m	
4) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1u	
5) MaserComm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x16) (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1u	
6) Thermalgraphics: Detect A Single Thing 14- (Unusual Group), Discriminatory, Telescopic (+2 versus Range Modifier), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (26 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

Total Powers & Skills Cost: 286	
 	
Total Cost: 395	

ICAM AN-427 Security Robot	
Val	
Char	
Points	
Total	
Roll	
Notes	

15	
STR	
5	
15	
12-	
HTH Damage 3d6 END [1]	

13	
DEX	
9	
13	
12-	
OCV 4 DCV 4	

10	
CON	
0	
10	
11-	

15	
BODY	
10	
15	
12-	

13	
INT	
3	
13	
12-	
PER Roll 12-	

0	
EGO	
0	
0	
9-	
ECV: 0	

15	
PRE	
5	
15	
12-	
PRE Attack: 3d6	

0	
COM	
-5	
0	
9-	

	

	

	

	

3	
PD	
0	
3/16	
	
3/16 PD (0/9 rPD)	

2	
ED	
0	
2/15	
	
2/15 ED (0/9 rED)	

2	
SPD	
0	
2	
	
Phases: 6, 12	

5	
REC	
0	
5	

50	
END	
15	
50	

0	
STUN	
-28	
0	

6"	
Running	
0	
6"	

0"	
Swimming	
-2	
0"	

0"	
Leaping	
-3	
0"/4"	
	
Total Characteristics Cost: 9	

Movement	

Type	
Primary/Secondary	

Run (6)	
6" [12" NC]	

Swim (2)	
0" [ NC]	

H. Leap (3")	
0"/4"	

V. Leap (2")	
0"/2"	

	
Levels	

+2 with All Combat	

		
Cost	
Powers	
END	

20	
RKA 3d6+1 (50 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 
Notes: Laser Rifle	
5	

5	
Paint Pellet Gun: Sight Group Flash 2d6, 64 Charges (+1/2) (15 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Weapon (-1/4), Reduced By Range (-1/4)	

13	
Tranq Dart Gun: EB 4d6, NND ([Equally Common Defense]; hard armor, LS does not sleep; +1/2), 64 Charges (+1/2) (40 Active Points); OIF Bulky (-1), Limited Range (-1/4), Real Weapon (-1/4), Reduced By Range (-1/4), Reduced Penetration (-1/4)	

15	
Automaton (Cannot Be Stunned)	

15	
Does Not Bleed	

27	
Density Increase (1,600 kg mass, +0 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); No STR Increase (-1/2)	

8	
Armor (9 PD/9 ED) (27 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), Real Armor (-1/4)	

10	
Sensors and Commo: Multipower, 25-point reserve, (25 Active Points); all slots OIF Bulky (-1), Costs Endurance (-1/2)	

1u	
1) Holorecorder: Eidetic Memory, 2 Continuing Charges lasting 1 Hour each (+0) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
2) GPS System: Navigation (Land) 14- (12 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
3) UV Perception (Sight Group), +2 to PER Roll (7 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
4) Ultrasonic Perception (Hearing Group), +2 to PER Roll, Tracking (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
5) IR Perception (Sight Group), +2 to PER Roll (7 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
6) Active Sonar (Hearing Group) (15 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
7) Radio Perception/Transmission (Radio Group), MegaScale (1" = 1 km; +1/4) (12 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

	

Talents	

3	
Absolute Time Sense	

3	
Absolute Range Sense	

3	
Ambidexterity (-2 Off Hand penalty)	

 	

	
Skills	

3	
WF: Beam Weapons, Handguns	

2	
Systems Operation (Communications Systems) 12-	

7	
Security Systems 14-	

5	
Security and Legal Procedures: KS 14-	

3	
Tactics 12-	

3	
Bureaucratics 12-	

3	
Criminology 12-	

16	
+2 with All Combat	

5	
Voice Recognition: KS 14-	

	
Total Powers & Skills Cost: 176	
 	
Total Cost: 185	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	
 	
200+	
Disadvantages	

15	
Reputation: Common Security Robot, 11- (Extreme)	

10	
Social Limitation: Robot (Frequently, Major, Not Limiting In Some Cultures)	

15	
Physical Limitation: half movement on uneven ground, stairs, or ladders (Frequently, Greatly Impairing)	

15	
Physical Limitation: must spend 4 hours recharging every 4 days of use (All the Time, Slightly Impairing)	

15	
Physical Limitation: No fine manipulation (All the Time, Slightly Impairing)	

Total Disadvantages Points: 70	

Star Servants Mechanic Robot	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
10	
11-	
HTH Damage 2d6 END [1]	

10	
DEX	
0	
10	
11-	
OCV 3 DCV 3	

10	
CON	
0	
10	
11-	

10	
BODY	
0	
10	
11-	

15	
INT	
5	
15	
12-	
PER Roll 12-	

0	
EGO	
0	
0	
9-	
ECV: 0	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

4	
PD	
9	
4/16	
	
4/16 PD (0/9 rPD)	

3	
ED	
6	
3/15	
	
3/15 ED (0/9 rED)	

3	
SPD	
10	
3	
	
Phases: 4, 8, 12	

4	
REC	
0	
4	

40	
END	
10	
40	

0"	
Running	
-12	
0"	

0"	
Swimming	
-2	
0"	

0"	
Leaping	
-2	
0"/3"	
	
Total Characteristics Cost: 24	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (2")	
0"/3"	

V. Leap (1")	
0"/1 1/2"	

Flight	
10" [20" NC] / 10" [20" NC]	

	
Levels	

	

Cost	
Powers	
END	

25	
Heavy Cutting/Welding Torch: RKA 3d6+1, Armor Piercing (+1/2) (75 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4), Limited Range (-1/4), Reduced By Range (-1/4)	
7	

20	
Density Increase (800 kg mass, +0 STR, +3 PD/ED, -3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); No STR Increase (-1/2)	

8	
Flight 10" (20 Active Points); OIF Bulky (-1), Custom Modifier (air breathing thrust fans, wont work in thin or less atmospheres; -1/2)	
2	

25	
Armor (9 PD/9 ED) (81 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), Real Armor (-1/4)	

45	
Automaton (Takes No STUN (loses abilities when takes BODY))	

15	
Does Not Bleed	

6	
Multipower, 15-point reserve, (15 Active Points); all slots OIF Bulky (-1), Costs Endurance (-1/2)	

1u	
1) Holorecorder: Eidetic Memory, 2 Continuing Charges lasting 1 Hour each (+0) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
2) Radscanner: Detect A Single Thing 14- (Unusual Group), Discriminatory (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
3) Microscopic (x100) with Sight Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
4) Ultrasonic Perception (Hearing Group), +2 to PER Roll, Tracking (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
5) IR Perception (Sight Group), +2 to PER Roll (7 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
6) Radio Perception/Transmission (Radio Group), MegaScale (1" = 1 km; +1/4) (12 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

	

Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

 	

	
Skills	

6	
Systems Operation (Communications Systems) 14-	

5	
Gravitics: SS 14-	

3	
Security Systems 12-	

6	
Computer Programming (Starship computers) 14-	

7	
Electronics 14-	

7	
Mechanics 14-	

	
Total Powers & Skills Cost: 190	
 	
Total Cost: 214	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	
 	
200+	
Disadvantages	

15	
Physical Limitation: No Legs (All the Time, Slightly Impairing)	

5	
Physical Limitation: must recharge for 4 hours every 4 Days (Infrequently, Slightly Impairing)	

10	
Social Limitation: Robot (Frequently, Major, Not Limiting In Some Cultures)	

Total Disadvantages Points: 30	

PR-317 Police Robot	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
10	
11-	
HTH Damage 2d6 END [1]	

10	
DEX	
0	
10	
11-	
OCV 3 DCV 3	

10	
CON	
0	
10	
11-	

10	
BODY	
0	
10	
11-	

15	
INT	
5	
15	
12-	
PER Roll 12-	

0	
EGO	
0	
0	
9-	
ECV: 0	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

1	
PD	
0	
1/13	
	
1/13 PD (0/9 rPD)	

1	
ED	
0	
1/13	
	
1/13 ED (0/9 rED)	

2	
SPD	
0	
2	
	
Phases: 6, 12	

4	
REC	
0	
4	

40	
END	
10	
40	

0"	
Running	
-12	
0"	

0"	
Swimming	
-2	
0"	

0"	
Leaping	
-2	
0"/3"	
	
Total Characteristics Cost: -1	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (2")	
0"/3"	

V. Leap (1")	
0"/1 1/2"	

Flight	
10" [20" NC] / 10" [20" NC]	

	
Levels	

	

Cost	
Powers	
END	

20	
RKA 3d6+1 (50 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 
Notes: Laser Rifle	
5	

5	
Paint Pellet Gun: Sight Group Flash 2d6, 64 Charges (+1/2) (15 Active Points); OIF Bulky (-1), OIHID (-1/4), Real Weapon (-1/4), Reduced By Range (-1/4)	

13	
Tranq Dart Gun: EB 4d6, NND ([Equally Common Defense]; hard armor, LS does not sleep; +1/2), 64 Charges (+1/2) (40 Active Points); OIF Bulky (-1), Limited Range (-1/4), Real Weapon (-1/4), Reduced By Range (-1/4), Reduced Penetration (-1/4)	

20	
Density Increase (800 kg mass, +0 STR, +3 PD/ED, -3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); No STR Increase (-1/2)	

8	
Flight 10" (20 Active Points); OIF Bulky (-1), Custom Modifier (air breathing thrust fans, wont work in thin or less atmospheres; -1/2)	
2	

10	
EMP Shielding: Power Defense (10 points) (30 Active Points); Custom Modifier (only vs emp and radiation effects; -1), OIF Bulky (-1)	

25	
Armor (9 PD/9 ED) (81 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), Real Armor (-1/4)	

45	
Automaton (Takes No STUN (loses abilities when takes BODY))	

15	
Does Not Bleed	

6	
Multipower, 15-point reserve, (15 Active Points); all slots OIF Bulky (-1), Costs Endurance (-1/2)	

1u	
1) Holorecorder: Eidetic Memory, 2 Continuing Charges lasting 1 Hour each (+0) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
2) Microscopic (x100) with Sight Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
3) GPS System: Navigation (Land) 14- (12 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
4) UV Perception (Sight Group), +2 to PER Roll (7 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
5) Ultrasonic Perception (Hearing Group), +2 to PER Roll, Tracking (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
6) IR Perception (Sight Group), +2 to PER Roll (7 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
7) Active Sonar (Hearing Group) (15 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

1u	
8) Radio Perception/Transmission (Radio Group), MegaScale (1" = 1 km; +1/4) (12 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)	
1	

	

Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

 	

	
Skills	

3	
Criminology 12-	

3	
Forensic Medicine 12-	

2	
Systems Operation (Communications Systems) 12-	

2	
WF: Handguns, Laser Rifles	

3	
Security Systems 12-	

3	
Cryptography 12-	

	
Total Powers & Skills Cost: 197	
 	
Total Cost: 196	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	
 	
200+	
Disadvantages	

15	
Physical Limitation: No Legs (All the Time, Slightly Impairing)	

15	
Physical Limitation: No Fine Manipulation (Frequently, Greatly Impairing)	

5	
Physical Limitation: must recharge for 4 hours every 4 Days (Infrequently, Slightly Impairing)	

10	
Social Limitation: Robot (Frequently, Major, Not Limiting In Some Cultures)	

Total Disadvantages Points: 45	

Tukera SM-232 Mechanic Robot	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
25	
14-	
HTH Damage 5d6 END [2]	

18	
DEX	
24	
18	
13-	
OCV 6 DCV 6	

10	
CON	
0	
10	
11-	

12	
BODY	
4	
12	
11-	

15	
INT	
5	
15	
12-	
PER Roll 12-	

0	
EGO	
0	
0	
9-	
ECV: 0	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

1	
PD	
0	
2/7	
	
2/7 PD (0/5 rPD)	

1	
ED	
0	
2/7	
	
2/7 ED (0/5 rED)	

3	
SPD	
2	
3	
	
Phases: 4, 8, 12	

4	
REC	
0	
4	

40	
END	
10	
40	

6"	
Running	
0	
6"	

0"	
Swimming	
-2	
0"	

0"	
Leaping	
-3	
3"	
	
Total Characteristics Cost: 40	

Movement	

Type	
Primary/Secondary	

Run (6)	
6" [12" NC]	

Swim (2)	
0" [ NC]	

H. Leap (2")	
3"	

V. Leap (1")	
1 1/2"	

	
Levels	

	

Cost	
Powers	
END	

45	
Automaton (Takes No STUN (loses abilities when takes BODY))	

4	
Light Arms: Extra Limbs (2) (5 Active Points); Limited Manipulation (-1/4)	

15	
Does Not Bleed	

15	
Armor (5 PD/5 ED) (45 Active Points); Ablative BODY or STUN (-1), OIF Bulky (-1)	

30	
Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points)	

9	
Multipower, 20-point reserve, (20 Active Points); all slots OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4)	

1u	
1) Holorecorder: Eidetic Memory, 2 Continuing Charges lasting 1 Hour each (+0) (5 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

1u	
2) Ultrasonic Perception (Hearing Group), +5 to PER Roll, Tracking (13 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

1u	
3) IR Perception (Sight Group), +5 to PER Roll (10 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

1u	
4) Radio Perception/Transmission (Radio Group), MegaScale (1" = 1 km; +1/4) (12 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

1u	
5) Microscopic (x100) with Sight Group (10 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

1u	
6) Active Sonar (Hearing Group), +2 to PER Roll (17 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4)	
2	

	

Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

3	
Ambidexterity (-2 Off Hand penalty)	

 	

	
Skills	

6	
Computer Programming (Starship Computers, Starship control sytems) 13-	

9	
Electronics 15-	

7	
Mechanics 14-	

8	
Systems Operation (Communications Systems, Environmental Systems) 14-	

3	
Gravitics: SS 12-	

3	
Security Systems 12-	

	
Total Powers & Skills Cost: 169	
 	
Total Cost: 209	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	
 	
200+	
Disadvantages	

10	
Social Limitation: Robot (Frequently, Major, Not Limiting In Some Cultures)	

15	
Physical Limitation: can only use half strength for lifting (Frequently, Greatly Impairing)	

10	
Physical Limitation: Tracked Vehicle (Frequently, Slightly Impairing)	

10	
Physical Limitation: must recharge for 1 hour per day (Frequently, Slightly Impairing)	

Total Disadvantages Points: 45	

H9 Heavy Combat Robot	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
10/35	
11- / 16-	
HTH Damage 2d6/7d6 END [1/3]	

15	
DEX	
15	
15	
12-	
OCV 5 DCV 5	

10	
CON	
0	
10	
11-	

18	
BODY	
16	
18	
13-	

15	
INT	
5	
15	
12-	
PER Roll 12-	

0	
EGO	
0	
0	
9-	
ECV: 0	

15	
PRE	
5	
15	
12-	
PRE Attack: 3d6	

10	
COM	
0	
10	
11-	

	

	

	

	

3	
PD	
6	
3/23	
	
3/23 PD (0/15 rPD)	

3	
ED	
6	
3/23	
	
3/23 ED (0/15 rED)	

4	
SPD	
15	
4	
	
Phases: 3, 6, 9, 12	

4	
REC	
0	
4	

20	
END	
0	
20	

6"	
Running	
0	
12"	

0"	
Swimming	
-2	
0"	

0"	
Leaping	
-2	
0"/5"	
	
Total Characteristics Cost: 64	

Movement	

Type	
Primary/Secondary	

Run (6)	
12" [24" NC]	

Swim (2)	
0" [ NC]	

H. Leap (2")	
0"/5"	

V. Leap (1")	
0"/2 1/2"	

	
Levels	

+2 with Ranged Combat	

		
Cost	
Powers	
END	

40	
5cm Fusion Rifle: RKA 4d6, Armor Piercing (+1/2), Explosion (+1/2) (120 Active Points); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Real Weapon (-1/4), Reduced By Range (-1/4)	
12	

40	
7mm MG: RKA 2d6, Autofire (10 shots; +1), 500 Charges (+1) (90 Active Points); OIF Bulky (-1), Real Weapon (-1/4)	

41	
Armor (15 PD/15 ED) (135 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), Real Armor (-1/4)	

45	
Automaton (Takes No STUN (loses abilities when takes BODY))	

15	
Does Not Bleed	

25	
Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); OIF Bulky (-1)	

4	
Running +6" (12" total) (12 Active Points); OIF Immobile (-1 1/2), Only On Appropriate Terrain (Tracked Vehicle; -1/2)	
1	

10	
Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2)	

1u	
1) Holorecorder: Eidetic Memory, 2 Continuing Charges lasting 1 Hour each (+0) (5 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

1u	
2) GPS System: Navigation (Land) 14- (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

1u	
3) Active Sonar (Hearing Group), +5 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
4) IR Perception (Sight Group), +5 to PER Roll, Increased Arc Of Perception (360 Degrees) (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

1u	
5) UV Perception (Sight Group), +5 to PER Roll (10 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

1u	
6) Radio Perception/Transmission (Radio Group), MegaScale (1" = 1 km; +1/4) (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

	

Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

3	
Bump Of Direction	

 	

	
Skills	

3	
Security Systems 12-	

3	
Tactics 12-	

4	
WF: Grenade Launchers, Laser Pistols, Laser Rifles, Plasma Guns	

10	
+2 with Ranged Combat	

3	
Climbing 12-	

	
Total Powers & Skills Cost: 258	
 	
Total Cost: 322	
Experience Earned: 0	
Experience Spent: 82	
Experience Unspent: 0	
 	
200+	
Disadvantages	

10	
Social Limitation: Robot (Frequently, Major, Not Limiting In Some Cultures)	

15	
Physical Limitation: must spend 4 hours recharging every 4 days of use (All the Time, Slightly Impairing)	

15	
Physical Limitation: No fine manipulation (All the Time, Slightly Impairing)	

Total Disadvantages Points: 40	

RCES Body Sleeve-12	
Val	
Char	
Points	
Total	
Roll	
Notes	

10	
STR	
0	
10	
11-	
HTH Damage 2d6 END [1]	

10	
DEX	
0	
10	
11-	
OCV 3 DCV 3	

10	
CON	
0	
10	
11-	

10	
BODY	
0	
10	
11-	

10	
INT	
0	
10	
11-	
PER Roll 11-	

10	
EGO	
0	
10	
11-	
ECV: 3	

10	
PRE	
0	
10	
11-	
PRE Attack: 2d6	

10	
COM	
0	
10	
11-	

	

	

	

	

2	
PD	
0	
2/7	
	
2/7 PD (0/5 rPD)	

2	
ED	
0	
2/7	
	
2/7 ED (0/5 rED)	

2	
SPD	
0	
2	
	
Phases: 6, 12	

4	
REC	
0	
4	

20	
END	
0	
20	

20	
STUN	
0	
20	

6"	
Running	
0	
6"	

2"	
Swimming	
0	
2"	

2"	
Leaping	
0	
2"	
	
Total Characteristics Cost: 0	

Movement	

Type	
Primary/Secondary	

Run (6)	
6" [12" NC]	

Swim (2)	
2" [4" NC]	

H. Leap (2")	
2"	

V. Leap (1")	
1"	

	
Levels	

	

Cost	
Powers	
END	

5	
Armor (5 PD/5 ED) (15 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), OIHID (-1/4)	

10	
LS (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (34 Active Points); Custom Modifier (only breathable or skin absorbed agents; -1), OIF Bulky (-1), Extra Time (Full Phase, Only to Activate, -1/4)	

4	
Medical Autoinjector: Aid 2d6 (20 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (takes 1D6 stun an hour after use; -1/2), Self Only (-1/2), OIHID (-1/4)	

2	
G Tolerance[3G]: Custom Talent (3 Active Points); OIF (-1/2), OIHID (-1/4)	

	
Suit Options	

6	
1) Chameleon Camouflage suit: Change Environment 1" radius, -2 to Infrared Perception PER Rolls, -2 to Normal Sight PER Rolls, Multiple Combat Effects (16 Active Points); OIF Bulky (-1), No Range (-1/2), OIHID (-1/4)	
2	

11	
2) Suit standard helmet: (Total: 20 Active Cost, 11 Real Cost) Radio Perception/Transmission (Radio Group), 1 Continuing Charge lasting 6 Hours (+0) (10 Active Points); OIF (-1/2), OIHID (-1/4) (Real Cost: 6) plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2), OIHID (-1/4), Real Armor (-1/4) (Real Cost: 2) plus Nightvision, 1 Continuing Charge lasting 6 Hours (+0) (5 Active Points); OIF (-1/2), OIHID (-1/4) (Real Cost: 3)	

	
Total Powers & Skills Cost: 38	
 	
Total Cost: 38	
Experience Earned: 0	
Experience Spent: 0	
Experience Unspent: 0	

Zhodani Z-80 Grav Tank	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

10	
SIZE	
0	
50	
10	
	
Length 10.08", Width 5.04", Area 50.80" Mass 102.4 ton KB -10	

60	
STR	
60	
0	
60	
21-	
HTH Damage 12d6 END [6]	

18	
DEX	
10	
24	
18	
13-	
OCV 6 DCV 0	

4	
SPD	
2.8	
12	
4	
	
Phases: 3, 6, 9, 12	

6	
DEF	
2	
12	
6	

22	
BODY	
20	
2	
22	
13-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
86	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
50" [200" NC] / 50" [200" NC]	

	
Levels	

+4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

73	
Pulse Laser: RKA 7d6+1, MegaScale (1" = 1 km; +1/4), Autofire (3 shots; +1/4), Armor Piercing (+1/2) (220 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Crew-Served (2 people; -1/4)	
22	

32	
VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OIF Immobile (-1 1/2), Linked (Pulse Laser; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) 
Notes: Coaxial Turret Mount	

32	
VRF Gauss Gun: RKA 1 1/2d6, 8000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), Real Weapon (-1/4) 
Notes: fixed forward mount, fired by driver	

10	
Advanced Fire Control Package: (Total: 23 Active Cost, 10 Real Cost) Absolute Range Sense (Real Cost: 3) plus +4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 7)	

24	
Endurance Reserve (250 END, 15 REC) Reserve: (40 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)	

7	
Point Defense Fire Control Array: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Real Armor (-1/4)	

37	
Contragrav Thruster Array: Flight 50", Position Shift, x4 Noncombat (110 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	

22	
Sensor Decoys: Radio Group, Nightvision and IR Perception Images 1" radius, +/-3 to PER Rolls, 32 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; requires base or ammo carrier; +1 1/4) (54 Active Points); OIF Immobile (-1 1/2)	

22	
Armor (21 PD/21 ED), Hardened (+1/4) (79 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1)	

10	
Thermal Superconducting Armor: Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

13	
EM Masking and Stealth construction: Change Environment 1" radius, -3 to Radar PER Rolls, -3 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2)	
4	

11	
Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	

1u	
1) MaserComm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x4) (25 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
2	

2m	
2) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1u	
3) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

1u	
4) Thermalgraphics: Detect A Single Thing 14- (Unusual Group), Discriminatory, Telescopic (+2 versus Range Modifier), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (26 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1u	
5) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

2m	
6) Radar (Radio Group), +4 to PER Roll, Tracking, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

Total Powers & Skills Cost: 312	
 	
Total Cost: 398	

Tigress Dreadnought [TL15]	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

34	
SIZE	
0	
170	
34	
	
Length 2580.32", Width 1290.16", Area 3329021.29" Mass 1717986.9 kton KB -34, DCV Mod -22	

180	
STR	
180	
0	
180	
45-	
HTH Damage 36d6 END [18]	

15	
DEX	
10	
15	
24	
14-	
OCV: 8/DCV: 8	

4	
SPD	
3.4	
6	
4	
	
Phases: 3, 6, 9, 12	

10	
DEF	
2	
24	
10	

55	
BODY	
44	
11	
55	
20-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
212	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
30" [60" NC] / 30" [60" NC]	

Teleport	
12" [24" NC] / 12" [24" NC]	

	
Levels	

+6 with Ranged Combat (30 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)	

Cost	
Powers	
END	

144	
Type T Spinal Meson Gun: RKA 13d6+1, NND ([Standard]; Forecfield or meson screen; +1), Does BODY (+1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down (+1/4) (900 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Crew-Served ([9-16] people; -1), Increased Endurance Cost (x2 END; -1/2)	
180	

138	
50 ton Missile Bay: RKA 6 1/2d6, Explosion (+1/2), 2000 Charges (+1), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down (+1/4), Autofire (40 shots; +3) (725 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Crew-Served ([3-4] people; -1/2), Custom Modifier (requires a target lock; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)	

35	
7 more missile bays: Custom Power (35 Active Points)	

67	
Beam Laser: RKA 8d6, Autofire (3 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky Fragile (-1 1/4), Crew-Served ([5-8] people; -3/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) 
Notes: Triple Laser Turret	
60	

35	
7 more triple laser turrets: Custom Power (35 Active Points)	

22	
Armor (27 PD/27 ED) (81 Active Points); OIF Immobile (-1 1/2), Ablative BODY or STUN (-1), Real Armor (-1/4)	

11	
Meson Screen: Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops meson gun fire; -1), Ablative BODY or STUN (-1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Real Armor (-1/4)	
6	

10	
Nuclear Damper: Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation; -1), Ablative BODY or STUN (-1), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2), Real Armor (-1/4)	
6	

60	
Model 9 Ships Computer: Custom Power (60 Active Points)	
6	

7	
Point Defense Arrays: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4), Real Armor (-1/4)	
2	

11	
Jump Drive: Teleportation 12", MegaScale (1" = 1 lightyear; +3 1/2) (108 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) 
Notes: Jump-4	

38	
Manuever Drive: (Total: 87 Active Cost, 38 Real Cost) Flight 30" (60 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Custom Modifier (Cannot enter an atmosphere; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 11) plus +9 DEX (Real Cost: 27) 
Notes: 3G Manuever Drive	
6	

127	
Power Plant: Endurance Reserve (800 END, 100 REC) Reserve: (180 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4)	

28	
Change Environment 8" radius, -5 to Radar PER Rolls, -5 to Infrared Perception PER Rolls, -5 to Detect PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (106 Active Points); OIF Immobile (-1 1/2), No Range (-1/2), Custom Modifier (Self Only; -1/2), Custom Modifier (always on; -1/4) 
Notes: Basic Stealth and EM Masking	

8	
Ships Life Support System: LS (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; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2)	
3	

12	
Advanced Fire Control Package: +6 with Ranged Combat (30 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

6	
Electronic Circuit Protection and hardened circuits: Power Defense (20 points) (20 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from emp and radiation attacks; -1)	

27	
Ships Sensor Arrays: Multipower, 120-point reserve, (120 Active Points); all slots OIF Immobile (-1 1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Crew-Served ([3-4] people; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	

3u	
1) Radar (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier), Tracking, Transmit, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down (+1/4) (118 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Crew-Served ([3-4] people; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
12	

1u	
2) Optical Telescopes: +5 versus Range Modifier for Hearing Group and Normal Sight (18 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Crew-Served ([3-4] people; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
2	

2u	
3) IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+5 versus Range Modifier), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down (+1/4) (96 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Crew-Served ([3-4] people; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
9	

2u	
4) Radio Perception/Transmission (Radio Group), +5 to PER Roll, Discriminatory, Analyze, Targeting, Telescopic (+1 versus Range Modifier), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down (+1/4) (113 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Crew-Served ([3-4] people; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
11	

1u	
5) Densitometer: Detect A Single Thing 14- (Unusual Group), Concealed (-1 with Detect PER Rolls), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (58 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Crew-Served ([3-4] people; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
6	

1u	
6) Nuetrino Scanner: Detect A Single Thing 14- (Unusual Group), Concealed (-1 with Detect PER Rolls), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid (x10), Sense (34 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Crew-Served ([3-4] people; -1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

Carried Craft	

86	
Rampart Fighter: Custom Power (86 Active Points)	

145	
29 more Rampart Fighters: Custom Power (145 Active Points)	

	
Total Powers & Skills Cost: 1027	
 	
Total Cost: 1239	
 	
200+	
Disadvantages	

20	
Reputation: huge imperial ship, 14- (Extreme)	

20	
Physical Limitation: cannot enter an atmosphere (All the Time, Greatly Impairing)	

20	
Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)	

10	
Rivalry: Professional (other dreadnoughts; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)	

Total Disadvantages Points: 70	

Model 9 Starship Computer	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

18	
INT	
10	
8	
18	
13-	
PER Roll 13-	

13	
EGO	
10	
6	
13	
12-	
ECV: 4	

19	
DEX	
10	
27	
19	
13-	
OCV 6 DCV 6	

4	
SPD	
2.9	
11	
4	
	
Phases: 3, 6, 9, 12	

Cost	
Powers	
END	

10	
Ships Internal Sensors: Clairsentience (Sight And Hearing Groups), +5 to PER Roll: +5 (35 Active Points); OIF Immobile (-1 1/2), No Range (-1/2), Only Through The Senses Of Others (-1/2)	
3	

	

Skills/Laboratories	

3	
Combat Piloting 13-	

3	
Computer Programming 13-	

3	
Navigation (Air, Space) 13-	

3	
Paramedics 13-	

3	
Security Systems 13-	

1	
WF: Vehicle Weapons	

8	
Systems Operation (Communications Systems, Environmental Systems) 15-	

1	
TF: Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Industrial & Exploratory Spacecraft, Personal Use Spacecraft, Spaceplanes	

3	
Tactics 13-	

 	

	
Talents	

3	
Lightning Calculator	

3	
Bump Of Direction	

3	
Absolute Time Sense	

5	
Eidetic Memory	

1	
Ships Information Service: Program	

1	
Calculate Jump from point A to Point B: Program	

1	
Monitor Ships internal systems: Program	

1	
Monitor Ships external sensors: Program	

1	
Automated Weapons Fire: Program	

1	
Preprogrammed Evasive Manuevers: Program	

1	
Automated Defensive Systems: Program	

	
Total Powers & Skills Cost: 59	
 	
Total Cost: 111	

Armstrong Class Combat Scout	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

18	
SIZE	
0	
90	
18	
	
Length 64.00", Width 32.00", Area 2048.00" Mass 26.2 kton KB -18, DCV Mod -12	

100	
STR	
100	
0	
100	
29-	
HTH Damage 20d6 END [10]	

18	
DEX	
10	
24	
24	
14-	
OCV: 8/DCV: 8	

4	
SPD	
3.4	
6	
4	
	
Phases: 3, 6, 9, 12	

8	
DEF	
2	
18	
8	

43	
BODY	
28	
15	
43	
18-	

0"	
Ground Movement	
6	
-12	
0"	

2"	
Water Movement	
2	
0	
12"	

0"	
Leaping	
0	
0	
0"	
141	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
12" [48" NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
15" [30" NC] / 15" [30" NC]	

Teleport	
9" [18" NC] / 9" [18" NC]	

	
Levels	

	

Cost	
Powers	
END	

80	
Beam Laser: RKA 8d6, Autofire (3 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) 
Notes: 250 megawatt Beam Lasers in triple turret	
60	

75	
Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), 12 Charges (-1/4), Custom Modifier (can fire one or two shots; -1/4) 
Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead IF KE, its an AP attack instead of explosive, twin launcher sidecar with a sandcaster in a triple turret	
[12]	

14	
Sandcaster Launcher: (Total: 74 Active Cost, 14 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Immobile Fragile (-1 3/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Immobile Fragile (-1 3/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) 
Notes: mounted in turret alongside dual missle rack	
8	

8	
Jump Drive: Teleportation 9", MegaScale (1" = 1 lightyear; +3 1/2) (81 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) 
Notes: Jump-3	
[1]	

16	
Manuever Drive: (Total: 48 Active Cost, 16 Real Cost) Flight 15" (30 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 7) plus +6 DEX (18 Active Points); Custom Modifier (only while mauever drive is operating at full speed; -1) (Real Cost: 9) 
Notes: 3G Manuever Drive	
3	

11	
Change Environment 1" radius, -5 to Radar PER Rolls, -5 to Infrared Perception PER Rolls, -5 to Detect PER Rolls, Multiple Combat Effects (38 Active Points); OIF Immobile (-1 1/2), No Range (-1/2), Custom Modifier (Self Only; -1/2) 
Notes: Basic Stealth and EM Masking	
4	

48	
Power Plant: Endurance Reserve (250 END, 40 REC) Reserve: (65 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4)	
0	

6	
Swimming +10" (12" total) (Position Shift, x4 Noncombat) (20 Active Points); OIF Immobile (water jet drive; -1 1/2), Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2)	
4	

8	
Ships Life Support System: LS (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; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2)	
3	

20	
Sensor and Commo system: Multipower, 85-point reserve, (85 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4)	

1m	
1) Computerized Image Enhancement : +8 versus Range Modifier for Radar (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4)	
1	

1u	
2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Extra Time (Delayed Phase, -1/4), Crew-Served (2 people; -1/4)	
2	

4m	
3) UV Perception (Sight Group), +7 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (80 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4)	
8	

3m	
4) Radio Perception/Transmission (Radio Group), +7 to PER Roll, Targeting, Tracking, MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (80 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as hearing group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4)	
8	

3m	
5) IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (74 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4)	
7	

4m	
6) Radar (Radio Group), +1 to PER Roll, Discriminatory, Analyze, Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (85 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as sight group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4)	
8	

3m	
7) Neutrino Scanner: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Range, Targeting, Tracking, MegaScale (1" = 10,000 km; +1 1/4) (85 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as sight group as well as detect group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4)	
8	

36	
Recon Drones and Probes: Clairsentience (Sight Group And Radar), +5 to PER Roll, 2 Perception Points, Analyze, Discriminatory, Mobile Perception Point (can move up to 12" per Phase), Tracking, 4 Continuing Charges lasting 6 Hours each (Recovers Under Limited Circumstances; +1/4), MegaScale (1" = 1,000 km; +1) (135 Active Points); IAF Bulky Fragile (-1 1/4), Requires A Skill Roll (-1/2), Custom Modifier (requires a sensor lock to maintain contact; -1/2), Crew-Served (2 people; -1/4), Visible (-1/4)	
[4 cc]	

	

Skills	

2	
+3 with Combat Piloting (6 Active Points); OIF Immobile (Computerized Flight control systems; -1 1/2)	

2	
basic sick bay equipment: +2 with Paramedics (4 Active Points); OIF Immobile (-1 1/2)	

2	
Electronics shop: +2 with Electronics (4 Active Points); OIF Bulky (-1)	

2	
Machine Shop: +2 with Mechanics (4 Active Points); OIF Bulky (-1)	

2	
Comm encryption equipment: +3 with Cryptography (6 Active Points); OIF Immobile (-1 1/2)	

3	
Scientist	

1	
1) Archaeology: +2 with SS (2 Active Points)	

1	
2) Biochemistry: +2 with SS (2 Active Points)	

1	
3) Biology: +2 with SS (2 Active Points)	

1	
4) Botany: +2 with SS (2 Active Points)	

1	
5) Geology: +2 with SS (2 Active Points)	

1	
6) Planetology: +2 with SS (2 Active Points)	

1	
7) Zeno-Medicine: +2 with SS (2 Active Points)	

	
Total Powers & Skills Cost: 361	
 	
Total Cost: 502	
 	
200+	
Disadvantages	

10	
Distinctive Features: Terran Confederation Scout Ship (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)	

10	
Physical Limitation: Air Filtration system requires twice normal maintenance (Frequently, Slightly Impairing)	

20	
Hunted: Scout Service Detached Duty Office 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)	

Total Disadvantages Points: 40	

Modular Cutter	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

14	
SIZE	
0	
70	
14	
	
Length 25.40", Width 12.70", Area 322.54" Mass 1.6 kton KB -14, DCV Mod -9	

80	
STR	
80	
0	
80	
25-	
HTH Damage 16d6 END [8]	

13	
DEX	
10	
9	
19	
13-	
OCV: 6/DCV: 6	

3	
SPD	
2.9	
1	
3	
	
Phases: 4, 8, 12	

6	
DEF	
2	
12	
6	

28	
BODY	
24	
4	
28	
15-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
82	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
20" [40" NC] / 20" [40" NC]	

	
Levels	

	

Cost	
Powers	
END	

27	
Manuever Drive: (Total: 58 Active Cost, 27 Real Cost) Flight 20" (40 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 9) plus +6 DEX (Real Cost: 18) 
Notes: 2G Manuever Drive	
4	

33	
Power Plant: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4)	
0	

8	
Ships Life Support System: LS (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; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2)	
3	

9	
Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	

1u	
1) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2), Extra Time (Delayed Phase, -1/4), Costs Endurance (Only Costs END to Activate; -1/4)	
2	

1u	
2) HRRP (Radio Group), +3 to PER Roll, MegaScale (1" = 1,000 km; +1) (30 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

1m	
3) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
1	

1u	
4) Radar (Radio Group), MegaScale (1" = 1,000 km; +1) (30 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)	
3	

Total Powers & Skills Cost: 81	
 	
Total Cost: 163	
 	
200+	
Disadvantages	

15	
Physical Limitation: Cannot carry more than 300 tons of module (Frequently, Greatly Impairing)	

Total Disadvantages Points: 15	

Maximus LGT-3 Light Export Grav Tank	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

6	
SIZE	
0	
30	
6	
	
Length 4.00", Width 2.00", Area 8.00" Mass 6.4 ton KB -6, DCV Mod -4	

40	
STR	
40	
0	
40	
17-	
HTH Damage 8d6 END [4]	

15	
DEX	
10	
15	
15	
12-	
OCV: 5/DCV: 5	

4	
SPD	
2.5	
15	
4	
	
Phases: 3, 6, 9, 12	

6	
DEF	
2	
12	
6	

20	
BODY	
16	
4	
20	
13-	

0"	
Ground Movement	
6	
-12	
0"	

0"	
Water Movement	
2	
-2	
0"	

0"	
Leaping	
0	
0	
0"	
62	
Total Characteristics Points	

Movement	

Type	
Primary/Secondary	

Run (6)	
0" [ NC]	

Swim (2)	
0" [ NC]	

H. Leap (0")	
0"	

V. Leap (0")	
0"	

Flight	
48" [192" NC] / 48" [192" NC]	

	
Levels	

+4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4)	

Cost	
Powers	
END	

67	
90mm Hypervelocity Cannon: RKA 5d6+1, Autofire (3 shots; +1/4), Increased Maximum Range (4,500"; +1/4), Armor Piercing (+1/2), 64 Charges (+1/2) (200 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Crew-Served (2 people; -1/4)	
[64]	

37	
VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges (+1), Autofire (80 shots; +2 1/2) (112 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4)	
[16000]	

10	
Advanced Fire Control Package: (Total: 23 Active Cost, 10 Real Cost) Absolute Range Sense (Real Cost: 3) plus +4 with Ranged Combat (20 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4) (Real Cost: 7)	

35	
Contragrav Thruster Array: Flight 48", Position Shift, x4 Noncombat (106 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have gravity to push against; -1/2)	
0	

11	
EM Masking and Stealth construction: Change Environment 1" radius, -2 to Radar PER Rolls, -2 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)	
0	

11	
LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Hull must be intact; -1/2)	
4	

20	
Endurance Reserve (150 END, 15 REC) Reserve: (30 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)	
0	

10	
Vehicle Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2)	

2m	
1) Radio Perception/Transmission (Radio Group), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
2) Nightvision, MegaScale (1" = 1 km; +1/4) (6 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

2m	
3) Radar (Radio Group), +4 to PER Roll, Tracking, MegaScale (1" = 1 km; +1/4) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
4) Thermalgraphics: Detect A Single Thing 14- (Unusual Group), Discriminatory, Telescopic (+2 versus Range Modifier), MegaScale (1" = 1 km; +1/4), Ranged (+1/2) (26 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
3	

1u	
5) GPS And Navigation System: Navigation (Air, Land, Marine, Space) 14- (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
1	

1u	
6) MaserComm: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x4) (25 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2)	
2	

Equipment Options	

77	
Wolverine ATGM: RKA 6d6, Indirect (Same origin, always fired away from attacker; +1/4), Armor Piercing (+1/2), Explosion (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down (+1/4) (270 Active Points); OIF Bulky (-1), Custom Modifier (Requires a target to be painted; -1/2), Can Be Missile Deflected (-1/4), Extra Time (Delayed Phase, -1/4), Real Weapon (-1/4), 2 clips of 8 Charges (-1/4) 
Notes: Target Designated Anti Tank Missile, replaces Cannon turret	
[8]	

40	
Buzzsaw Air Defense System: (Total: 118 Active Cost, 40 Real Cost) RKA 2d6, Increased Maximum Range (2,625"; +1/4), 4000 Charges (+1), Autofire (20 shots; +1 1/2) (112 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 37) plus +6 versus Range Modifier for Radar (6 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3) 
Notes: Radar slaved 4 barrel gatling gun replaces turreted cannon	
1	

27	
Remote Drone Launcher: Clairsentience (Sight Group), +5 to PER Roll, 2 Perception Points, Analyze, Discriminatory, Mobile Perception Point (can move up to 12" per Phase), Targeting, Telescopic (+1 versus Range Modifier), Tracking, Transmit, 2 Continuing Charges lasting 1 Hour each (+0) (68 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2) 
Notes: mounted on command and recon vehicles, can be controlled by a standard vehicle computer	
[2 cc]	

28	
Flamethrower: EB 10d6, 12 Continuing Charges lasting 1 Extra Phase each (+0), Lingering +1 Phase (+1/4), Sticky (+1/2), Area Of Effect Nonselective (18" Cone; +3/4) (125 Active Points); OIF Immobile (-1 1/2), Side Effects (Side Effect does a predefined amount of damage; penetrating hits can explode fuel tank, destroying vehicle; -3/4), No Range (-1/2), Real Weapon (-1/4), Reduced Penetration (-1/4), Crew-Served (2 people; -1/4)	
[12 cc]	

7	
Point Defense Fire Control Array: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Real Armor (-1/4)	
0	

Total Powers & Skills Cost: 388	
 	
Total Cost: 450	

Jump Gates
Abilities and Equipment	 	
Cost	Powers	END	
117	Hyperspace Gate: Extra-Dimensional Movement (Any location in Hyperspace), up to 400mtons, 1 Continuing Fuel Charge lasting 1 Hour (+0), MegaScale (1" = 1 km; +1/4), Gate (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1), Usable Simultaneously (up to 16 people at once; (+1 1/4) (879 Active Points); Independent (-2), OAF Immobile (-2), Extra Time (1 Minute, represents time to recharge capacitors; -1 1/2), Side Effects (20d6RKA explosion if jump field opened in jump gate; -1)		
 	plus 	 	
192	MegaScale (1" = 1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight (60"), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 ships at once; (+1 1/4) (1155 Active Points); OAF Immobile (-2), Independent (-2), Only for travel in Hyperspace (-1) (Real Cost: 192)		

 	Total Cost: 309	 	

 	Description	 	
 	How it works: The Extra-Dimensional Movement power, as a gate, opens the hole into/out of hyperspace. It's power plant can generate enough power to open the gate for one minute, at intervals of about 4-5 minutes, over the course of each 24 hour period. The minimum cycle time between openings is one minute, but this will tax the generators. 

With each opening, the gate can allow up to 16 ships to pass through (per phase), each ship can mass up to 400 megatons (enough mass to cover just about any ship in the B5 universe; anything bigger would have its own jump engines anyway). The gate's maximum diameter is 2 kilometers. 

If a jump field (from a jump capable ship) is created inside the Jump Gate's field, the energy release will result in a 20d6 RKA explosion, with an explosive area rated in kilometers. The jump gate will also be destroyed. The ship that created the jump field will have to resist the 20d6 RKA. 

To simulate Babylon 5's unique hyperspace dimension, the gate, from a rules mechanics point of view, grants the megascale advantage to the traveling ship's regular Flight movement. While this makes the gate more expensive, it puts the 'faster than light' cost with the gate, saving any multipower mechanics on the ship's drive systems. So, while ships traveling in hyperspace are not physically going faster than light, the megascale advantage represents the bystander's view point of traveling faster than light.	 	

Jump Engines 
Abilities and Equipment	 	
Cost	Powers	END	
66	Lockheed-Mitchell Corp Vortex Generators: Extra-Dimensional Movement (Any location in Hyperspace), up to 400mtons, MegaScale (1" = 1 km; +1/4), Gate (+1/2), Area Of Effect (2" radius; +3/4), Usable Simultaneously (up to 16 people at once; (+1 1/4) (694 Active Points); Increased Endurance Cost (x8 END; -3 1/2), Extra Time (5 Minutes, represents time to recharge capacitors; -2), OAF Bulky (-1 1/2), Side Effects (20d6RKA explosion if jump field opened in jump gate; -1), Will not work if main power plant is offline (-1), Costs Endurance (-1/2)		
 	plus 	 	
330	MegaScale (1" = 1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight (60"), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 people at once; (+1 1/4) (1155 Active Points); OAF Bulky (-1 1/2), Only for travel in Hyperspace (-1) (Real Cost: 330) 		

 	Total Cost: 396 	 	

 	Description	 	
 	How it works: Simiilar in operation to a Jump Gate, the Jump Engine opens a gate into local hyperspace and allows the ship, and any ships in close proximity, to enter hyperspace. 
Hyperspace generators require large amounts of power - hence the high END costs, plus they require the ship's main power plant to be online, even if the ship could power the END requirements from auxiliary power systems.	 	
Hit Locations
Basic Unarmed Mecha 
Roll	
Location	
Body X	
To Hit	

3-5	
Sensor Eye	
2	
-8	

6-8	
Arm	
1	
-5	

9	
Thruster (Rear)	
1	
-6	

10-14	
Main Body	
1	
-3	

15-18	
Leg	
1	
-4	

	Basic Armed Mecha 
Roll	
Location	
Body X	
To Hit	

3-5	
Sensor Eye	
2	
-8	

6-8	
Arm	
1	
-5	

9	
Thruster (Rear)	
1	
-6	

10-13	
Main Body	
1	
-3	

14	
 	
0.5	
-6	

15-18	
Leg	
1	
-4	

Psionics
Classic Traveller psionics are not notably strong; in most cases, a character can only perform a very small number of feats, though these feats may be impressive. A TH character buys a 'psionics' multipower which uses a variant on 'one charge': active points in the reserve may be only used once, but (a) it's possible to use only part of the active cost of a power, and (b) the 'charges' cost END, but are only used up by starting a power, not maintaining it. This is considered to be a -1.5 limitation, so psionic abilities are 2 RP/5 AP; AP return at 5/hour. The equivalent of a given CT psi attribute is 5 AP * power up to power 10, +10 AP per point of power over 10; the maximum psi attribute is equal to EGO-5. All psi powers are multi slots (1/5 cost). In addition, psi powers are mildly reduced by range; -5 AP at 10 meters, an added -5 AP per x10 range (-15 AP at 1 km, -30 AP at 1,000 km). Note that 'increased range' is assumed to be +1/4 for x10 (to fit with increased scale) rather than +1/4 for x5. 
The individual powers are as follows: 
Telepathy: you may buy slots for Mind Scan, Telepathy, and EGO attack; 5 AP buys 1d6 mind scan or telepathy, 1/2d6 EGO attack. You may also buy mental defense, at normal cost, or a mental force field (as a multipower slot). 
Telekinesis: you may buy slots for TK and flight. TK has the advantages 'indirect, invisible, no range penalty, x100 max range', 5 active points gives 1 point of STR. For STR under 10, actual STR is (STR*5)-40, so STR 1 can only lift 200 grams. 
Clairsentience: you may buy slots for seekersense (detect ranged known object for 8 points, +3 points/x2 range or +10 points/x10 range) or clairsentience (20 for one sense, 25 for two, +5 points/x2 range) 
Teleportation: 25 AP for base teleport with a floating location, +5/x2 range. Vertical teleportation causes 1d6 EB (ignores armor, natural ED protects normally) per 50 yards distance; this effect is cumulative over multiple jumps within a minute. You may take this with -1 mass multiple (-5 active cost), in which case you arrive naked; no positive mass multiples are allowed. Velocity is retained when teleporting, though this is not generally relevant at the point levels here. 
Body Control: may buy a talent for feign death (3 AP), self-only aid to STR or CON (1d6/10 AP), self-only healing (1d6/10 AP) 
  Other: GMs perogative. 
Psionic Technology
Psi Shields: Mental defenses can be added to armor; see the armor rules. 
Psi Drugs: several are known. Effects are fairly similar, and are not cumulative. 
Psi Booster (TL 12; Cr 1,250, 12.5 grams, per dose) 
Increases all psionic abilities. 5d6 aid, all psionic abilities (including END; +2 END/point), fade 5/5 hours; takes 1 hour to take effect. Psi double is two doses. 
Psi Special(TL 14; Cr 2,500, 25 grams, per dose) 
As psi booster, but twice as strong; psi strength increases at only 5 active points per hour. Has dangerous side effects; make an EGO roll or permanently lose 10 END off your END reserve. The standard dose is two doses. 

Player's Ship	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

13	
SIZE	
0	
65	
13	
	
Length 20.16", Width 10.08", Area 203.19" Mass 819.2 ton KB -13	

80	
STR	
75	
5	
80	
25-	
HTH Damage 16d6 END [8]	

5	
DEX	
10	
-15	
5	
10-	
OCV 2 DCV -7	

3	
SPD	
1.5	
15	
3	
	
Phases: 4, 8, 12	

5	
DEF	
2	
9	
5	

105	
BODY	
23	
82	
105	
30-	

0"	
Ground Movement	
6"	
-12	
0"	

0"	
Water Movement	
2"	
-2	
0"	

0"	
Leaping	
0"	
0	
0"	
147	
Total Characteristics Points	

Cost	
Powers	
END	

40	
Ships Armor: Armor (20 PD / 20 ED) (60 Active Points); Ablative (BODY Only; -1/2) (added to Secondary Value)	

3	
Jump Drive 1: Faster-Than-Light Travel (64 Light Years/year) (22 Active Points); Increased Endurance Cost (10x END; -4), Misjump Possible if used within 100D of gravity well (-1), Requires A Skill Roll (-1/2), Limited Maneuverability (-1/4), No Noncombat Movement (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END)	
20	

3	
Scoops, 2 Fuel Processors, and 20t Refined Fuel: Endurance Reserve (20 END, 3 REC) Reserve: (5 Active Points) REC: (3 Active Points); Limited Recovery (-2), Slow Recovery (1 Minute; -1/2)	

8	
Manuever Drive: Flight 5", Usable Underwater (+1/4), Megascale (1" = 1 km; +1/4) (15 Active Points); Gestures (-1/4), Requires both hands (-1/4), Requires Gestures throughout (-1/4) 
Notes: Megascale is not available underwater. 	

63	
Tech Level 10 Dual Pulse Laser Turret: Killing Attack - Ranged 6d6 (vs. ED), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (157 Active Points); Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Extra Time (Full Phase; -1/2), No Knockback (-1/4)	

13	
Anti-Missile Fire: Missile Deflection (Any Ranged Attack), Megascale (1" = 1 km; +1/4), Ranged (Full Range; +1) (45 Active Points); Linked to Tech Level 10 Dual Pulse Laser Turret (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Extra Time (Full Phase; -1/2), Only Works Against Limited Type Of Attack (Limited Type of Attack; -1/2) 
Notes: Missles only	

25	
Life Support (Crew/Passengers/Cargo): Life Support (Eating: Character does not eat, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)	

18	
Communications: High Range Radio Perception, Megascale (1" = 10000 km; +1 1/4) (27 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

3	
Communications: Transmit (High Range Radio Perception), Megascale (1" = 10000 km; +1 1/4) (4 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

23	
Sensors: Radar, Megascale (1" = 10000 km; +1 1/4) (34 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

7	
Sensors: Ultraviolet Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

7	
Sensors: Infrared Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

3	
Optical Sensors: Telescopic +1 to PER Rolls (only to offset the Range Modifier) (Sight Group), Megascale (1" = 1000 km; +1) (3 Active Points)	

 	

	
Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

3	
Bump Of Direction	

2	
Environmental Movement: Vacuum	

	
Total Powers & Skills Cost: 227	
 	
Total Cost: 374	
 	
400+	
Disadvantages	

10	
Distinctive Features: License Squawk (Like IFF), Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses	

15	
Reputation: Lightly Armed Free Trader aka Easy Pickings, Almost Always (14-)	

5	
3 Crew 
Notes: Pilot, Engineer, Crew/Gunner	

Total Disadvantages Points: 30	

Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

13	
SIZE	
0	
65	
13	
	
Length 20.16", Width 10.08", Area 203.19" Mass 819.2 ton KB -13	

80	
STR	
75	
5	
80	
25-	
HTH Damage 16d6 END [8]	

10	
DEX	
10	
0	
10	
11-	
OCV 3 DCV -5	

4	
SPD	
2.0	
20	
4	
	
Phases: 3, 6, 9, 12	

5	
DEF	
2	
9	
5	

115	
BODY	
23	
92	
115	
32-	

0"	
Ground Movement	
6"	
-12	
0"	

0"	
Water Movement	
2"	
-2	
0"	

0"	
Leaping	
0"	
0	
0"	
177	
Total Characteristics Points	

Cost	
Powers	
END	

50	
Ships Armor: Armor (25 PD / 25 ED) (75 Active Points); Ablative (BODY Only; -1/2) (added to Secondary Value)	

3	
Jump Drive 2: Faster-Than-Light Travel (128 Light Years/year) (24 Active Points); Increased Endurance Cost (10x END; -4), Misjump Possible if used within 100D of gravity well (-1), Costs Endurance (Costs END Every Phase; -1/2), Limited Maneuverability (-1/4), No Noncombat Movement (-1/4), Requires A Skill Roll (Variable RSR -1/4) (uses Personal END) 
Notes: Speed is closer to 104 Light Years/year	
20	

5	
Scoop, 1 Fuel processor, and 40t Refined Liquid Hydrogen Fuel: Endurance Reserve (40 END, 1 REC) Reserve: (5 Active Points) REC: ; Limited Recovery (-2), Slow Recovery (1 Minute; -1/2) 
Notes: Skimming for a full tank is about 30 minutes in a Marava. The fuel is doubled and the processing ability is halved compared to a Beowulf.	

15	
Manuever Drive: Flight 10", Usable Underwater (+1/4), Megascale (1" = 1 km; +1/4) (30 Active Points); Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Requires A Skill Roll (Variable RSR -1/4) 
Notes: Megascale is not available underwater. 	

25	
Lifesupport (Crew/Passengers/Cargo): Life Support (Eating: Character does not eat, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)	

84	
Tech Level 12 Dual Beam Laser Turret: Killing Attack - Ranged 8d6 (vs. ED), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (210 Active Points); Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Extra Time (Full Phase; -1/2), No Knockback (-1/4)	

13	
Anti-Missle Fire: Missile Deflection (Any Ranged Attack), Megascale (1" = 1 km; +1/4), Ranged (Full Range; +1) (45 Active Points); Linked to Tech Level 12 Dual Beam Laser Turret (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Only Works Against Limited Type Of Attack (Limited Type of Attack; -1/2), Extra Time (Full Phase; -1/2) 
Notes: Missles only	

4	
Sandcaster: Force Wall (5 ED; 3" long and 3" tall) (21 Active Points); Linked to Tech Level 12 Dual Beam Laser Turret (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Self Only (-1/2), Ablative (BODY Only; -1/2), Only Works Against Limited Type Of Attack (Limited Type of Attack; -1/2), Gestures (-1/4), Requires both hands (-1/4), Requires A Skill Roll (-1/2), 12 Charges (-1/4) 
Notes: This sits between the dual laser cannons making the turret a triple mount.	

19	
Sensors: Radar, Megascale (1" = 10000 km; +1 1/4) (34 Active Points); Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4)	

15	
Sensors: High Range Radio Perception, Megascale (1" = 10000 km; +1 1/4) (27 Active Points); Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4)	

6	
Sensor: Ultraviolet Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4)	

2	
Sensors: Transmit (High Range Radio Perception), Megascale (1" = 10000 km; +1 1/4) (4 Active Points); Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4)	

6	
Sensors: Nightvision, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4)	

6	
Sensors: Infrared Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests -3/4)	

3	
Optical Sensor: Telescopic +1 to PER Rolls (only to offset the Range Modifier) (Sight Group), Megascale (1" = 1000 km; +1) (3 Active Points)	

 	

	
Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

3	
Bump Of Direction	

 	

	
Skills	

16	
+2 with All Combat	

	
Total Powers & Skills Cost: 281	
 	
Total Cost: 458	
 	
400+	
Disadvantages	

10	
Distinctive Features: License Squawk (Like IFF), Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses	

10	
Reputation: Heavily Armed Far Trader, Frequently (11-)	

15	
Hunted by Imperial Police: for Unlicensed Military Hardware, More Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence	

5	
5 Crew	

18	
Far Trader Bonus	

Total Disadvantages Points: 58	

Pathfinder	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

12	
SIZE	
0	
60	
12	
	
Length 16.00", Width 8.00", Area 128.00" Mass 409.6 ton KB -12	

70	
STR	
70	
0	
70	
23-	
HTH Damage 14d6 END [7]	

10	
DEX	
10	
0	
10	
11-	
OCV 3 DCV -5	

3	
SPD	
2.0	
10	
3	
	
Phases: 4, 8, 12	

3	
DEF	
2	
3	
3	

53	
BODY	
22	
31	
53	
20-	

0"	
Ground Movement	
6"	
-12	
0"	

0"	
Water Movement	
2"	
-2	
0"	

0"	
Leaping	
0"	
0	
0"	
90	
Total Characteristics Points	

Cost	
Powers	
END	

20	
Ships' Armor: Armor (10 PD / 10 ED) (30 Active Points); Ablative (BODY Only; -1/2) (added to Secondary Value)	

3	
Jump Drive 2: Faster-Than-Light Travel (128 Light Years/year) (24 Active Points); Increased Endurance Cost (10x END; -4), Misjump Possible if used within 100D of gravity well (-1), Requires A Skill Roll (-1/2), Limited Maneuverability (-1/4), No Noncombat Movement (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END)	
20	

5	
Fuel Scoop, 2 Fuel Processors, and 40t Refined Fuel: Endurance Reserve (40 END, 3 REC) Reserve: (7 Active Points) REC: (3 Active Points); Limited Recovery (-2), Slow Recovery (1 Minute; -1/2) 
Notes: Skimming for a Sulieman is about 15 minutes.	

17	
Manuever Drive: Flight 10", Usable Underwater (+1/4), Megascale (1" = 1 km; +1/4) (30 Active Points); Gestures (-1/4), Requires both hands (-1/4), Requires Gestures throughout (-1/4) 
Notes: Megascale is not available underwater. 	

22	
Tech Level 10 Single Pulse Laser Turret: Killing Attack - Ranged 3d6 (vs. ED), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (79 Active Points); Single Turret Hull (-1), Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Extra Time (Full Phase; -1/2), No Knockback (-1/4)	

8	
Anti-Missile Fire: Missile Deflection (Any Ranged Attack), Megascale (1" = 1 km; +1/4), Ranged (Adjacent Hex; +1/2) (35 Active Points); Single Turret Hull (-1), Linked to Tech Level 10 Single Pulse Laser Turret (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Extra Time (Full Phase; -1/2), Only Works Against Limited Type Of Attack (Limited Type of Attack; -1/2) 
Notes: Missles only	

5	
Sandcaster: Force Wall (5 ED; 3" long and 3" tall), Megascale (1" = 1 km; +1/4) (26 Active Points); Single Turret Hull (-1), Linked to Tech Level 10 Single Pulse Laser Turret (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Ablative (BODY Only; -1/2), Only Works Against Limited Type Of Attack (Limited Type of Attack; -1/2), Self Only (-1/2), Gestures (-1/4), Requires both hands (-1/4), 12 Charges (-1/4) 
Notes: This is mounted in the turret with the mining laser, with the laser in the middle and the sandcaster on the right from the firerer's perspective.	

25	
Life Support (Crew/Passengers/Cargo): Life Support (Eating: Character does not eat, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)	

18	
Communications: High Range Radio Perception, Megascale (1" = 10000 km; +1 1/4) (27 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

3	
Communications: Transmit (High Range Radio Perception), Megascale (1" = 10000 km; +1 1/4) (4 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

23	
Sensors: Radar, Megascale (1" = 10000 km; +1 1/4) (34 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

7	
Sensors: Ultraviolet Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

7	
Sensors: Infrared Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

3	
Optical Sensors: Telescopic +1 to PER Rolls (only to offset the Range Modifier) (Sight Group), Megascale (1" = 1000 km; +1) (3 Active Points)	

 	

	
Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

3	
Bump Of Direction	

2	
Environmental Movement: Vacuum	

	
Total Powers & Skills Cost: 177	
 	
Total Cost: 267	
 	
200+	
Disadvantages	

10	
Distinctive Features: License Squawk (Like IFF), Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses	

10	
Reputation: IISS Scout. Information and minor trade., Frequently (11-)	

20	
Owned by The Imperial Scout Service: Third Imperium, More Powerful, 14- (Very Frequently), Watching, Extensive Non-Combat Influence	

27	
Scout Bonus	

Total Disadvantages Points: 67	

Indomitable	
Val	
Char	
Base	
Points	
Total	
Roll	
Notes	

14	
SIZE	
0	
70	
14	
	
Length 25.40", Width 12.70", Area 322.54" Mass 1.6 kton KB -14	

90	
STR	
80	
10	
90	
27-	
HTH Damage 18d6 END [9]	

20	
DEX	
10	
30	
20	
13-	
OCV 7 DCV -3	

3	
SPD	
3.0	
0	
3	
	
Phases: 4, 8, 12	

10	
DEF	
2	
24	
10	

210	
BODY	
24	
186	
210	
51-	

0"	
Ground Movement	
6"	
-12	
0"	

0"	
Water Movement	
2"	
-2	
0"	

0"	
Leaping	
0"	
0	
0"	
306	
Total Characteristics Points	

Cost	
Powers	
END	

80	
Ships Armor: Armor (40 PD / 40 ED) (120 Active Points); Ablative (BODY Only; -1/2) (added to Secondary Value)	

22	
Manuever Drive: Flight 20", Megascale (1" = 1 km; +1/4) (50 Active Points); Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2) 
Notes: Megascale is not available underwater.	

126	
Tech Level 12 Triple Beam Laser Turret: Killing Attack - Ranged 12d6 (vs. ED), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (315 Active Points); Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Extra Time (Full Phase; -1/2), No Knockback (-1/4)	

13	
Anti-Missle Fire: Missile Deflection (Any Ranged Attack), Megascale (1" = 1 km; +1/4), Ranged (Full Range; +1) (45 Active Points); Linked to Tech Level 12 Triple Beam Laser Turret (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Only Works Against Limited Type Of Attack (Limited Type of Attack; -1/2), Extra Time (Full Phase; -1/2)	

126	
Tech Level 12 Triple Beam Laser Turret: Killing Attack - Ranged 12d6 (vs. ED), Megascale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (315 Active Points); Gestures (-1/4), Requires both hands (-1/4), Requires Gestures throughout (-1/4), Extra Time (Full Phase; -1/2), No Knockback (-1/4)	

13	
Anti-Missle Fire: Missile Deflection (Any Ranged Attack), Megascale (1" = 1 km; +1/4), Ranged (Full Range; +1) (45 Active Points); Linked to Tech Level 12 Triple Beam Laser Turret (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Only Works Against Limited Type Of Attack (Limited Type of Attack; -1/2), Extra Time (Full Phase; -1/2)	

157	
Tech Level 12 Missile Bay: Killing Attack - Ranged 9d6 (vs. PD), 4 Clips of 12 Charges (+0), Megascale (1" = 10 km; +1/2), Armor Piercing (+1/2), Autofire (5 shots; +1 1/2) (472 Active Points); Extra Time (Extra Phase; -3/4), Delayed Phase (-1/4), Gestures (-1/4), Requires Gestures throughout (-1/4), Requires both hands (-1/4), Can Be Missile Deflected (-1/4) 
Notes: Loading the bay's magazine is a 24 hour process for a normal crew. One magazine can be loaded in an emergency in 30 minutes, but increases dramatically after that.	

157	
Tech 12 Level Missile Bay: Killing Attack - Ranged 9d6 (vs. PD), 4 Clips of 12 Charges (+0), Armor Piercing (+1/2), Megascale (1" = 10 km; +1/2), Autofire (5 shots; +1 1/2) (472 Active Points); Extra Time (Extra Phase; -3/4), Delayed Phase (-1/4), Gestures (-1/4), Requires both hands (-1/4), Requires Gestures throughout (-1/4), Can Be Missile Deflected (-1/4) 
Notes: Loading the bay's magazine is a 24 hour process for a normal crew. One magazine can be loaded in an emergency in 30 minutes, but increases dramatically after that.	

25	
Life Support (Eating: Character does not eat, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep)	

23	
Sensors: Radar, Megascale (1" = 10000 km; +1 1/4) (34 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

18	
Communications: High Range Radio Perception, Megascale (1" = 10000 km; +1 1/4) (27 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

7	
Sensors: Ultraviolet Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

3	
Communications: Transmit (High Range Radio Perception), Megascale (1" = 10000 km; +1 1/4) (4 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

7	
Sensors: Infrared Perception, Megascale (1" = 10000 km; +1 1/4) (11 Active Points); Requires A Skill Roll (Variable RSR, RSR Skill is subject to Skill vs. Skill contests -1/2)	

30	
Optical Targeting: Telescopic +10 to PER Rolls (only to offset the Range Modifier) (Sight Group), Megascale (1" = 1000 km; +1) (30 Active Points)	

 	

	
Talents	

3	
Absolute Range Sense	

3	
Absolute Time Sense	

3	
Bump Of Direction	

 	

	
Skills	

8	
+1 with All Combat	

	
Total Powers & Skills Cost: 824	
 	
Total Cost: 1130	
 	
800+	
Disadvantages	

25	
Social Limitation: Military Only Vessel, Very Frequently (14-), Severe	

10	
Reputation, Frequently (11-)	

25	
Distinctive Features: System Defense Boat (Big, beefy and either police or military), Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses	

5	
10 Crew 
Notes: Pilot, Co-pilot, Sensors, Communications, Engineer, Technician, Turret gunner x2, Missle gunner x2	

265	
Pig Boat Bonus	

Total Disadvantages Points: 330	

Humaniti

Natural Human Mutations

Heavy Grav

Str Max +10, Body Max +4 Dex Max -6

These are the descendants of early human colonists to a >1G world, or an environment that approximates this. They are heavily built with a low center of gravity, which helps compensate for their lack of agility. They are also shorter than stock humans.

Cost: 0

Low Grav

Dex Max +7, Str Max -7, Body Max -7

These are the descendants of early human colonists to a <1G world, or an environment that approximates this. They are lightly built with thin, elongated torsos and limbs. However, they are extremely lithe and dexterous. They are also taller than stock humans.

Cost: 0

High Intellect

Int Max +10, Str Max -4, Con Max -3

These are the descendants of early human colonists to a world that maintained a high level of technology for its entire history. This has developed a natural mutation that rewards high intellect and makes strength and endurance somewhat superfluous.

Cost: 0

Psionic Ability

Ego Max +12, Str Max -4, Dex Max -4, Con Max -4

These are the descendants of early human colonists to a world that promoted the use of psionics and accepted their existence early in their history. This natural mutation increases the sub-species’ will and mental fortitude. The many hours of concentration and introspective study results in less physical activity However. Inside the Imperium, this would be extremely rare or even unique and would certainly be a red zone. These would be more common on independent planets and within the Zhodani Consulate.

Cost: 0

Prevalent Eugenics

Breeding Program I

Str Max +15, Con Max +10, Body Max +5, Dex Max -5, Int Max -5, Ego Max -5 

These are the descendants of long term deliberate breeding meant to foster a better warrior. They appear in various cultures in the known universe. While their lack of dexterity may seem to pose a problem, their training is usually quite focused enough to compensate. 
 
Cost: 15

Breeding Program II

Dex Max +10, Int Max +10, Str Max -5, Con Max -5, Body Max -5

These are the descendants of long term deliberate breeding meant to foster technically savvy workers. They appear in few cultures in the known universe. As capable as they are in their intended function they are also one of the more versatile eugenic types.
 
Cost: 15

Breeding Program III

Int Max +15, Eidetic Memory, Lightning Calculator, Speed Reading x10, Skill Enhancer: Science, Str Max -5, Con Max -5

These are the descendants of long term deliberate breeding meant to foster intelligent scientists. They appear in few cultures in the known universe. The continuing climb in the technological curve is owed to individuals like these. Unfortunately, while usually better than a stock human scientist, the natural quirky nature of scientists in general has increased in this sub-species as well.

Cost: 15

Breeding Program IV

Ego Max +15, Str Max -5, Con Max -5

These are the descendants of long term deliberate breeding meant to foster Psionically capable individuals. They appear in very few cultures in the known universe. They are usually bred to be watchdogs or overseers in a psionically active culture. In fewer cases they have been breed to act as thought police for a non-psionically active culture. Inside the Imperium, this would be extremely rare or even unique and would certainly be a red zone. These would be more common on independent planets and within the Zhodani Consulate.

Cost: 15

Alterant Replicants

The ‘Clint’ Model

Str Max +20, Con Max +10, Body Max +10, Int Max -10, Ego Max -10, Social Limitation: subject is considered property in many cultures. (freq, maj) 

These are genetically engineered humanoids grown for attributes and abilities suited for warfare. They are often considered property rather than individuals, and there are few cultures willing to treat replicants as equals. 
 
Cost: 15

The ‘Scotty’ Model

Dex Max +10, Int Max +10, Absolute Range Sense, Absolute Time Sense, Ambidexterity (9pt), Ego Max -10, Pre Max -5, Social Limitation: subject is considered property in many cultures. (freq, maj) 

These are genetically engineered humanoids grown for attributes and abilities suited for technical and engineering disciplines. They rarely are called upon for design work and predominantly assist other non-replicant engineers and technicians. They are often considered property rather than individuals, and there are few cultures willing to treat replicants as equals. Of the replicants these are a versatile example of the type.
 
Cost: 15

The ‘Jeeves’ Model

Dex Max +5, Int Max +5, Eidetic Memory, Universal Translator, Body Max -5, Ego Max -10, Social Limitation: subject is considered property in many cultures. (freq, maj) 

These are genetically engineered humanoids grown for attributes and abilities suited for personal aides or assistants. They are often considered property rather than individuals, and there are few cultures willing to treat replicants as equals. Of the replicants these are a versatile example of the type.
 
Cost: 15

The ‘Britney’ Model

Dex Max +5, Com Max +10, Pre Max +5, Universal Translator (+5), Skill Enhancer: Charming (Interaction skills), Auto Skill: Seduction (+1), Body Max -5, Ego Max -10, Social Limitation: subject is considered property in many cultures. (freq, maj) 

These are genetically engineered humanoids grown for recreation. They can be made in any sex, race, and cultural upbringing of the buyers choosing. They are often considered property rather than individuals, and there are few cultures willing to treat replicants as equals. 

Cost: 15

The ‘Billy’ Model

Str Max +25, Dex Max +5, Con Max +15, Body Max +15, Int Max -15, Ego Max -15, Com Max -10, Pre Max -10, Social Limitation: subject is considered property in many cultures. (freq, maj) 

These are genetically engineered humanoids grown for labor. They are often considered property rather than individuals, and there are few cultures willing to treat replicants as equals. These particular examples of replicants are barely capable of normal human thought processes.

Cost: 15

Weapon Pistols          Damage  OCV Rmod ST Wt Shots  Cr    Notes
5mm Body Pistol         1d6     +0  -4   2  0.4   6  120    
    w/APDS              1d6 AP              .1        10
5mm Hold-Out Automatic  1d6     +0  -4   2  0.5  10  160    
    w/APDS              1d6 AP              .1        10
7mm Revolver            1d6+1   +0  -2   5  1.0   6  120    
    w/HEAP              1d6 AP              .1        10    Explosive AP
    w/HE                4d6 EX              .1        10    Explosive
    w/Chem              2d6 NND vs LS: Gas  .1        10    AE 1 hex
7mm Automatic	         1d6+1   +0  -2   5  1.2  16  180    
    w/HEAP              1d6 AP              .1        10    Explosive AP
    w/HE                4d6 EX              .1        10    Explosive
    w/Chem              2d6 NND vs LS: Gas  .1        10    AE 1 hex
10mm Revolver           1.5d6   +1  -1   7  1.6   6  180    
    w/HEAP              1.5d6 AP            .1        10    Explosive AP
    w/HE                5d6 EX              .1        10    Explosive
    w/Chem              3d6 NND vs LS: Gas  .1        10    AE 1 hex
10mm Automatic          1.5d6   +1  -1   7  1.6  16  240    
    w/HEAP              1.5d6 AP            .1        10    Explosive AP
    w/HE                5d6 EX              .1        10    Explosive
    w/Chem              3d6 NND vs LS: Gas  .1        10    AE 1 hex
12mm Heavy Revolver     2d6     +0  -2   10 2.2   6  280    
    w/APDS              2d6-1 AP            .1        10    
12mm Heavy Automatic    2d6     +0  -2   10 2.2  10  320    
    w/APDS              2d6-1 AP            .1        10    
6mm Accelerator Pistol  1D6+1   +0  +0   2  2.0  20  470    AF 5, Recoilless
10mm Snub Pistol        1.5d6   +0  +0   7  1.4   6  290    AF 2, Recoilless
    w/HEAP              1.5d6 AP            .1        10    Explosive AP
    w/HE                5d6 EX              .1        10    Explosive
    w/Chem              3d6 NND vs LS: Gas  .1        10    AE 1 hex
12mm Gyro Pistol        2d6-1   +0  +0   5  1.8  12  720    AF 2, Recoilless
4mm Gauss Pistol        1.5d6AP +1  +2   7  1.6  15  640    AF 5
10mm Heavy Gauss Pistol 2d6AP   +1  +2   10 2.6   8 1100     

Weapon Shotguns         Damage  OCV Rmod ST Wt Shots  Cr    Notes
15mm Shotgun            N/A     -1  -1   10 2.2   6  420    
    w/Shot              2d6     +2  -2      .1        10    Mixed Load
    w/HEAP              1.5d6AP +0  +0      .1        10    Explosive AP
    w/HE                5d6 EX  +0  +0      .1        10    Explosive
    w/Stun              6d6 EX  +0  +0      .1        10    No Body Damage, Non-Lethal
    w/Chem              3d6 NND +0  +0      .1        10    vs LS: Gas, AE 1 hex 
20mm Shotgun            N/A     -1  -1   12 2.8   6  680    
    w/Shot              3d6     +3  -2      .1        10    Mixed Load
    w/HEAP              2d6 AP  +0  +0      .1        10    Explosive AP
    w/HE                6d6 EX  +0  +0      .1        10    Explosive
    w/Stun              8d6 EX  +0  +0      .1        10    No Body Damage, Non-Lethal
    w/Chem              4d6 NND +0  +0      .1        10    vs LS: Gas, AE 1 hex
15mm Auto Shotgun       N/A     -1  -1   12 3.0  20  960    AF 5, Double Recoil Penalties 
    w/Shot              2d6     +2  -2      .1        10    Mixed Load
    w/HEAP              1.5d6AP +0  +0      .1        10    Explosive AP
    w/HE                5d6 EX  +0  +0      .1        10    Explosive
    w/Stun              6d6 EX  +0  +0      .1        10    No Body Damage, Non-Lethal
    w/Chem              3d6 NND +0  +0      .1        10    vs LS: Gas, AE 1 hex 
20mm Auto Shotgun       N/A     -1  -1   14 3.2  20 1200    AF 5, Double Recoil Penalties
    w/Shot              3d6     +3  -2      .1        10    Mixed Load
    w/HEAP              2d6 AP  +0  +0      .1        10    Explosive AP
    w/HE                6d6 EX  +0  +0      .1        10    Explosive
    w/Stun              8d6 EX  +0  +0      .1        10    No Body Damage, Non-Lethal
    w/Chem              4d6 NND +0  +0      .1        10    vs LS: Gas, AE 1 hex

Weapon Rifles           Damage  OCV Rmod ST Wt Shots  Cr    Notes
5mm SMG                 1d6+1   -1  +2   7  1.2  30  320    AF 5, min 10 1-handed
    w/HVAP              1d6+1AP -1  +2   8       30   30    AF 5, min 12 1-handed 
7mm SMG                 1.5d6   -2  +2   10 1.8  30  520    AF 5, min 13 1-handed
    w/HVAP              1.5d6AP -2  +2   12      30   30    AF 5, min 16 1-handed 
7mm ACR                 2d6     +0  +3   9  3.2  30  720    AF 5, min 12 1-handed
    w/APDS              2d6-1AP +0  +4   9       30   10    AF 5
    w/20mm HE RAM       9d6NEX  +0  +0   -  0.8   1   80 
    w/20mm HEAT RAM     3d6 AP  +0  +0   -  0.8   1   80 
    w/20mm Smoke        6" R    +0  +0   -  0.8   1   80    dark, sight grp, 1 turn
    w/20mm Gas          3d6 NND +0  +0   -  0.8   1   80    6"R, lasts 1 turn.
10mm ACR                2.5d6   +0  +3   10 4.5  30  960    AF 5, min 12 1-hand
    w/APDS              2d6 AP  +0  +4   10      30   20    AF 5
    w/20mm HE RAM       9d6NEX  +0  +0   -  0.8   1   80  
    w/20mm HEAT RAM     3d6 AP  +0  +0   -  0.8   1   80 
    w/20mm Smoke        6" R    +0  +0   -  0.8   1   80    dark, sight grp, 1 turn
    w/20mm Gas          3d6 NND +0  +0   -  0.8   1   80    6"R, lasts 1 turn.
12mm Gyro Rifle         2.5d6   +0  +2   2  2.8  25 1200    AF 5, min 5 1-h, Recoilless
    w/20mm HE RAM       9d6NEX  +0  +0   -  0.8   1  120 
    w/20mm HEAT RAM     3d6 AP  +0  +0   -  0.8   1  120 
    w/20mm Smoke        6" R    +0  +0   -  0.8   1  120    dark, sight grp, 1 turn
    w/20mm Gas          3d6 NND +0  +0   -  0.8   1  120    6"R, lasts 1 turn.
4mm Gauss Rifle         2d6+1AP +0  +4   9  3.2  32 1900    AF 5, min 1 1-handed
    w/20mm HE RAM       9d6NEX  +0  +0   -  0.8   1  160 
    w/20mm HEAT RAM     3d6 AP  +0  +0   -  0.8   1  160 
    w/20mm Smoke        6" R    +0  +0   -  0.8   1   80    dark, sight grp, 1 turn
    w/20mm Gas          3d6 NND +0  +0   -  0.8   1   80    6"R, lasts 1 turn.
12mm Heavy Rifle        3d6     +0  +6   12 2.5   8 1400    min 14 1-handed
    w/APDS              2.5d6AP +0  +6   12       8   30     
6mm Accelerator Rifle   2d6     +0  +2   2  3.2  15  620    AF 5, min 10 1-h, Recoilless
12mm Heavy Gauss Rifle  3d6 AP  +1  +6   12 4.2  12 6200     
15mm Heavy Gyro Rifle   3d6-1   +0  +3   5  3.0   8 2200    AF 2, min 10 1-h, Recoilless 
    w/STAT Rounds       2.5d6AP +0  +3   5        8   80    AF 2, min 10 1-h, Recoilless  
20mm Light Assault Gun  4d6     +1  +6   16 5.2   6 8800    Battle Dress sniper weapon  
    w/APDS              3d6AP   +1  +6   -        6  100

Weapon Energy           Damage  OCV Rmod ST Wt Shots  Cr    Notes
Blaster Pistol-10       5d6N    -1  -2   5  1.4  40  940    Stun Setting
Blaster Carbine-9       6d6N    -1  +0   5  2.2  80 1700    AF 5, 2H, Stun Setting
Blaster Rifle-10        8d6N    +0  +1   5  3.4  80 2300    2H, Stun Setting
Blaster Pistol-13       7d6N    +0  +0   5  1.2  80 3800    Stun Setting
Blaster Carbine-12      8d6N    +0  +1   5  2.0 160 5400    AF 5, 2H, Stun Setting
Blaster Rifle-13        10d6N   +0  +3   5  3.2 160 8000    2H, Stun Setting
Laser Pistol-9          1.5d6   +1  +3   2  1.5  15  320    Recoilless
Laser Carbine-8         2d6     +0  +5   2  2.4  30  640    2H, Recoilless
Laser Rifle-9           2d6+1   +0  +6   2  4.0  30 1300    2H, Recoilless
Laser Pistol-12         1d6+1AP +1  +3   2  1.3  20 1300    Recoilless
Laser Carbine-11        1.5d6AP +1  +5   2  2.0  40 2500    2H, Recoilless
Laser Rifle-12          2d6 AP  +1  +6   2  3.4  40 5000    2H, Recoilless
Disruptor Pistol-14     5d6 NND +0  +0   5  2.0  10 2500    Defense is Forcefield
Disruptor Rifle-12      5d6 NND +0  +2   5  3.8  10 5000    Defense is Forcefield
Disruptor Rifle-15      7d6 NND +0  +3   5  3.4  20  12k    Defense is Forcefield
PGMP-12                 12d6N   +0  +3   13  13 Inf  10k    2H, Splash 6 hex ¼ dam.
PGMP-13                 13d6N   +0  +4   17  18 Inf  20k    2H, Splash 6 hex ¼ dam.
PGMP-14                 14d6N   +0  +4   8   18  50  28k    2H, Splash 6 hex ¼ dam.
FGMP-14                 14d6NAP +0  +4   20  25 Inf  40k    2H, Splash 6 hex ¼ dam.
FGMP-15                 15d6NAP +1  +4   8   25  30  80k    2H, Splash 6 hex ¼ dam. 

Armor Suit, Light       PD  ED  Resist Pen   Wt ST    Cr    Notes
Light Fiber Armor       2   2   Yes      0  1.0  2  1000    Synthetic Fiber Armor
Flight Suit             1   2   Yes      0  0.8  2   750    Used by Atmospheric Pilots	
Light Blast Armor       3   1   No      -1  1.2  5  1000    Explosion Protection Only 
Light Reflec Armor      1   3   Yes      0  1.0  2   800    Laser Protection Only 
TL10 Vacc Suit          3   3   Yes     -1  1.4  2  1800    Environmental Protection (Vacuum, Heat, Cold) 
TL12 Vacc Suit          3   3   Yes      0  0.8  2  3800    Environmental Protection (Vacuum, Heat, Cold) 

Armor Suit, Medium      PD  ED  Resist Pen   Wt ST    Cr    Notes
Medium Blast Armor      7   1   No      -2  2.2  7  2500    Explosion Protection Only 
Full Fiber Armor        4   4   Yes     -1  1.6  5  1000    Synth Fiber Armor, Full Suit
Light Battle Armor      5   5   Yes     -1  2.8  7  3000    Light Version of Battle Armor	
Medium Reflec Armor     1   7   Yes     -1  1.2  5  1600    Laser Protection Only 
TL12 Armored Vacc Suit  5   5   Yes     -2  3.4  2  4800    Environmental Protection (Vacuum, Heat, Cold)

Armor Suit, Heavy       PD  ED  Resist Pen   Wt ST    Cr    Notes
Reinforced Fiber Armor  7   7   Yes     -2  2.8  7  4000    Fiber w/ Plasteel plates
Heavy Blast Armor       9   1   No      -3  4.0 10  5500    Explosion Protection Only 
Battle Armor            9   9   Yes     -2  5.8 10 12000    Standard Heavy Armor
Heavy Battle Armor      12  12  Yes     -3  6.2 12 24000    Reinforced Battle Armor	   
Heavy Reflec Armor      1   9   Yes     -2  1.2  5  2800    Laser Protection Only 

Armor Suit, Powered     PD  ED  Resist Pen   Wt ST    Cr    Notes
Assault                 20  20  Yes      0 62.0  2 95000    Heavy Powered Armor
Marauder                15  15  Yes      0 55.0  2 75000    Medium Powered Armor
Scout                   12  12  Yes      0 23.0  2 60000    Light Powered Armor
Stealth                 12  12  Yes      0 26.0  2 90000    Lt. Powered Armor w/ Stealth

Armor Misc, Light       PD  ED  Resist Pen   Wt ST    Cr    Notes
TL12 Casual Armor Vest   3   3  Yes      0  0.6  2  2600    Locs 10-13 only
TL12 Casual Armor Suit   3   3  Yes      0  1.6  5  4800    Locs 7-18 only
Light Plasteel Helmet    4   4  Yes     -1  1.0  2  1400    Locs 3-5 only
Light Fiber Gloves       1   1  Yes      0  0.2  2   400    Loc 6 only

Armor Misc, Medium      PD  ED  Resist Pen   Wt ST    Cr    Notes
Medium Combat Armor     7*  7*  Yes      0  2.6  2  8000    *for skill purposes only
    High Weave Fiber     5   5  Yes      0                  Locs 6-8, 15, 16 only
    Light Plasteel       7   7  Yes      0                  Locs 9-14, 17, 18 only
Plasteel Helmet          7   7  Yes     -1  1.4  2  2600    Locs 3-5 only
Fiber Plate Gauntlets    4   4  Yes     -1  0.2  2   800    Loc 6 only

Armor Misc, Heavy       PD  ED  Resist Pen   Wt ST    Cr    Notes
Heavy Combat Armor     12* 12*  Yes     -1  7.6  2 28000    *for skill purposes only
    FerroFiber          10  10  Yes     -1                  Locs 6-8, 15, 16 only
    Aligned Plasteel    12  12  Yes      0                  Locs 9-14, 17, 18 only
Plasteel Helmet         12  12  Yes     -2  1.5  2  7400    Locs 3-5 only
FerroFiber Gauntlets     8   8  Yes     -1  0.3  2  1900    Loc 6 only

HANDGUNS 
 	OCV 	RMOD 	DAM 	STUN X 	SHOTS 	STR MIN 	PER MOD 	
 	+2	-1 	1d6-1	1d6-1 	14	6 	+2	
Hancock 923 Enforcer	+0 	-2	1d6+1 	1d6-1	6 	9	+1 	
Traylor Model 57	+0 	+0	1d6+1 	1d6-1	10 	9	+1 	
Stratcher P-11	+0 	+0	2d6 	1d6	7 	13	+3 	

HUNTING WEAPONS 
 	OCV 	RMOD 	DAM 	STUN X 	SHOTS 	STR MIN 	PER MOD 	
Stracher SS-7	+2 	-1	1D6 	1D6-1	20 	10	+5 	
SS-7 Low Pressure	+2 	-1	1D6-1 	1D6-2	30 	8	+5 	
Guiscard FC-68	+1 	+1	2D6-1 	1D6-1	70 	12	+5 	
Guiscard FC-70	+1 	+2	2D6+1 	1D6	50 	15	+6 	
Rockwell 12-81*	+1 	+2	3D6 	1D6	6 	15	+6 	
* Can only be fired from a rest with the integral bipod extended. 

SHOTGUNS 
 	OCV 	RMOD 	DAM 	STUN X 	SHOTS 	STR MIN 	PER MOD 	
Traylor M-10 riot gun	+1 	+1	2.5D6 	1D6	8 	10	+5 	
DunArmCo CAW**	+1 	+0	2.5D6 	1D6	10 	10	+5 	
**Autofire

SURPLUS SERVICE RIFLES 
 	OCV 	RMOD 	DAM 	STUN X 	SHOTS 	STR MIN 	PER MOD 	
Sturmgewer-2277*	+2	+1 	2D6-1	1D6-1 	40	10 	+5	
Wu-Beijing Type-49** 	+1	+2 	2D5+1	1D6 	25	12 	+4	
Ramirez-Abrugo BF-1* 	+0	+0 	2D6	1D6-1 	40	12 	+5	
Traylor M-2**	+1 	+0	1D6+1 	1D6-1	30 	12	+5 	
* Autofire 
** Autofire and Armor Piercing attack 

Current Service Rifles 
 	OCV 	RMOD	DAM 	STUN X	SHOTS 	MIN STR	PER MOD 	
FAM-90*	+1 	+2	2d6*** 	1d6+1	60 	5/9	+5 	
AS-89*	+1 	+2	2d6*** 	1d6+1	60 	5/9	+5 	
FTE-10*	+1 	+4	4d6*** 	2d6	10 	16	+5 	
M-4	+1 	+2	2d6*** 	1d6+1	60 	5/9	+5 	
Type-81 Storm Gun** 	+2	+3 	3d6***	2d6 	10	16 	+6 	
SK-19**	+1 	+0	1d6+1 	1d6-1	50 	12	+5 	
*Gauss Rifle 
** Binary Propellant Rifle 
*** Armor Piercing attack 

Plasma Rifles 
 	OCV 	RMOD	DAM 	STUN X	SHOTS 	MIN STR	PER MOD 	
JF A-9 S**	+1 	+2	5d6* 	4d6	6 	12	+5 	
Type 1 High Energy Assualt Gun** 	+1	+2 	5d6*	4d6 	4	12 	+5	
Kurita Type- 21F**	+1	+2 	5d6*	4d6 	6	12 	+5	
Q-D Mk2-A2 PGMP**	+1 	-	8d6* 	4d6	10 	16	+5 	
* Armor Piercing Energy Attack

Lasers 
 	OCV 	RMOD	DAM 	STUN X	SHOTS 	MIN STR	PER MOD 	
Mueller-Rivera P-3* 	+1	0 	2d6**	1d6+1 	35	7 	+4	
Meuller-Rivera F-7	+1 	+2	2d6** 	1d6+1	16 	9	+5 	
Rorttmann LK-1	+1	+2 	2d6**	1d6+1 	20	9 	+5	
Gonzalves-Brazilia Luce-3	+1	+4 	3d6**	1d6+3 	5	9 	+5	
Gonzalves-Brazilia Luce-7B	+1	+4 	3d6**	1d6+3 	12	9 	+5	
Mueller-Rivera F-19 	+1	+4 	3d6**	1d6+3 	10	9 	+5	
SVB	+1 	+4	3d6** 	1d6+3	6 	9	+5 	
* laser pistol 
** Armor Piercing Energy Attack 

Grenade Launchers 
 	OCV 	RMOD	DAM 	STUN X	SHOTS 	MIN STR	PER MOD 	
30mm Generic under barrel 	0	+3 	*	- 	3	6 	-	

ATLAS 100 ton Assault Mech

Mech Stats: (Active Points: 222, Real Cost: 208)
Size: 16 hexes tall 60 [60AP]
INT: 0 -10
STR: 70 0
DEX: 10 0
BODY: 152 internal 130
DEF: 10 internal 0
SPD: 2 0
Movement: 27" Ground 28 [42AP, Costs 1/2 END (-1/4)]
45" Noncombat 0 [Costs END(-1/2)]

Melee OCV 14
Ranged OCV 4
DCV -8

Characteristics Total: 208

Mech Armor/Structure: (Active Points: 407, Real Cost 297)
(222) Armor: 
BODY: 192 external(f) 128 [192 Active Points, Front 180 only (-1/2)]
112 external(r) 74 [112 Active Points, Rear 180 only (-1/2)]
DEF: 20 external 20 [30 Active Points, External BODY only (-1/2)]

(75) Mech Materials: (7/8 Resistant Damage Reduction)

Mech Systems: (Active Cost: 197, Real Cost 124)
(15) Life Support: (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing ) (39 Base Cost/Active Points); Custom Modifier (cockpit must be intact and sealed -1/2); IIF Bulky (-1)

(15) Cannot Be Stunned

(15) Does Not Bleed

(45) Takes No Stun (If Internal BODY takes damage or if armor BODY takes a critical, systems take 0-3 critical damage hits[1=0 crits, 2-3=1 crit, 4-5=2 crits, 6=3 crits or head/limb loss, roll 1d20 for locations, if location cannot be used, drop to secondary hit or reroll])
Critical Hit Systems List:
1)Gauss Capacitor Explosion(Mech Takes 20 NNDK-Charges Used to Internals, check again)
2)Gauss Ammo Jam 1(Lose 8 Charges)
3)Gauss Ammo Jam 2(Lose 8 Charges)
4)LRM Hit(Weapon Useless)
5)LRM Ammo Explosion 1(Lose 125 Charges, Mech Takes 125 NNDK-Charges Used to Internals, check again)
6)LRM Ammo Explosion 1(Lose 125 Charges, Mech Takes 125 NNDK-Charges Used to Internals, check again)
7)Left Medium Pulse Laser Hit(Weapon Useless)
8)Right Medium Pulse Laser Hit(Weapon Useless)
9)Life Support Failure(System Useless)
10)Sensor Hit(-2 OCV)
*Second Sensor Hit(Cannot Aim Weapons, Pilot is Blind)
11)Gyro Hit(-3 to All Pilot Rolls, Check or Fall)
**Second Gyro Hit(Cannot Stand, Cannot Walk)
12)Engine Hit(Lose 5 END per turn)
*Second Engine Hit(Lose 10 END per turn)
**Third Engine Hit(Shutdown, can detonate for 400 NNDK to Internals, 400RKA Explosive, 15" increments, pilot ejects automatically if hatch is intact)
13)Heat Sink Hit(-1 REC)(Can be hit 10 times)
14)Left Arm Actuator Hit(One ER Large Laser reduced to 60 Arc of Fire)
*Left Arm Blown Off(Arm Useless)
15)Left ER Large Laser Hit(Weapon Useless)
16)Right Arm Actuator Hit(One ER Large Laser reduced to 60 Arc of Fire)
*Right Arm Blown Off(Arm Useless)
17)Right ER Large Laser Hit(Weapon Useless)
18)Hip Hit(1/2 Move, Cannot Kick)
*Second Hip Hit(0 Move)
19)Cockpit Hit(hatch jammed, pilot takes 1d6K)
*Second Cockpit Hit(cockpit breached, pilot takes 2d6K, pilot unprotected, 360 HUD lost)
**Third Cockpit Hit(Pilot takes full weapon damage)
20)Leg Hit(-6" Move, -1 to all Pilot checks)
*Second Leg Hit(-12" Move, -2 to all Pilot checks)
**Leg Destroyed(0 Move, Mech automatically falls)

(2) Ejection Seat: Flight 5" (10 Active Points); 1 Charge (-2), Custom Modifier (only to take pilot straight up away from the mech; -1), Extra Time (Full Phase, -1/2)

(3) 360 HUD: Defensive Manever 1 

(13) Sensor Suite: Multipower, 30-point reserve, (30 Active Points); all slots OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
1u 1) Radar (Radio Group), +5 to PER Roll, MegaScale (1" = 1 km; +1/4), Can Be Scaled Down (+1/4) (30 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
1u 2) Radio Perception/Transmission (Radio Group), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down (+1/4) (17 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
1u 3) IR Perception (Sight Group), +2 to PER Roll, Discriminatory (12 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
1u 4) Seismometer: Detect A Single Thing 14- (Unusual Group), Ranged (+1/2) (9 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
1u 5) +5 versus Range Modifier for Sight Group (8 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
1u 6) Magnetometer: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Ranged (+1/2) (24 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
1u 7) Enhanced Audio Pickups: +3 PER with Hearing Group (6 Active Points); OIF Fragile (-3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)

(5) Extra Limbs: 2 arms, 2 legs

(21) Heat Sinks: 
Endurance Reserve: 50 END, 20 REC
Advantages:
Limitations(-2 1/4): IIF Bulky Fragile (-1), Heat-Induced Side Effects applied after Recovery(-1), REC Affected by External Environment(-1/4)
(70 Base Cost, 70 Active Points, 21 Real Cost)

Side Effects of Heat Accumulation:
50 Running Ice Cold
49
48
47
45
44 -6" Move
43
42
42 -1 OCV
41
40 -12" Move
39
38
37 -2 OCV
36 Shutdown, Pilot check
35 -18" Move
34 Heat Floods Interior Compartments: If no Life Support, Pilot subjected to Deadly Heat
33 -3 OCV
32 Shutdown, Pilot-2 check
31 Ammo Explosion, Pilot check
30 -24" Move
29
28 Shutdown, Pilot-4 check
27 Ammo Explosion, Pilot-2 check
26 -4 OCV
25 -30" Move
24 Shutdown, Pilot-6 check
23 
22 Ammo Explosion, Pilot-4 check
21 
20 Shutdown, Pilot-8 check
19 -36" Move
18 Pilot Damage, CON check(1 NNDK, x2 without Life Support)
17 -5 OCV
16 Shutdown, Pilot-10 check
15 Ammo Explosion, Pilot-6 check
14 System Failure
13 -42" Move
12 Shutdown, Pilot-12 check
11 Pilot Damage, CON-4 check(2 NNDK, x2 without Life Support)
10 Ammo Explosion, Pilot-8 check
9 -6 OCV
8 Shutdown, Pilot-14 check
7 -48" Move
6 System Failure
5 Ammo Explosion(unavoidable)
4 Shutdown, Pilot-16 check
3 Pilot Damage, CON-8 check(4 NNDK, x2 without Life Support)
2 -7 OCV
1 -54" Move
0 Shutdown(unavoidable)

Weapon Systems: (Active Points: 2170, Real Cost: 504)
(133) Gauss Rifle: RKA 40d6 (standard effect: 120 BODY, 360 STUN)
Advantages:
Limitations(-3 1/2): OIF Bulky Fragile (-1 1/4), Limited Range (-1/4), 16 Charges (-0), 60 Arc of Fire(Front) (-1), Can Be Missile Deflected(-1/4), Side Effects (Side Effect only affects the environment near the character; Explosive components: can detonate if hit, or mech badly overheats(20 NNDK); -3/4), 
(600 Base Cost, 600 Active Cost, 133 Real Cost)

(49) LRM-20: RKA 2 1/2d6 (standard effect: 8 BODY, 24 STUN)
Advantages(+4 1/4): Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2), 250 Charges (+1), Autofire (20 shots; +2 1/2)
Limitations(-3 1/4 ):OIF Bulky Fragile (-1 1/4), Side Effects (Side Effect only affects the environment near the character; Explosive ammo can detonate if ammo is hit, or mech badly overheats(1 NNDK/charge remaining); -3/4), Can Be Missile Deflected(-1/4), Costs Endurance (-1/2), Cannot Use Targeting (-1/2)
(40 Base Cost, 210 Active Cost, 49 Real Cost)

(94) ER Large Laser: RKA 26 1/2d6 (standard effect: 80 BODY, 240 STUN)
Advantages:
Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Beam (-1/4), 180 Arc of Fire(Front) (-1/2), Limited Range (-1/4), Costs Endurance (-1/2)
(400 Base Cost, 400 Active Cost, 94 Real Cost)

(94) ER Large Laser: RKA 26 1/2d6 (standard effect: 80 BODY, 240 STUN)
Advantages:
Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Beam (-1/4), 180 Arc of Fire(Front) (-1/2), Limited Range (-1/4), Costs Endurance (-1/2)
(400 Base Cost, 400 Active Cost, 94 Real Cost)

(67) Medium Pulse Laser: RKA 18 1/2d6 (standard effect: 56 BODY, 168 STUN)
Advantages:
Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Costs Endurance (-1/2), Beam (-1/4), 180 Arc of Fire(Rear) (-1/2), Limited Range (-1/4) (Real Cost: ??) 
(280 Base Cost, 280 Active Cost, 65 Real Cost)
plus +2 with any single attack with one specific weapon (Real Cost: 2)

(67) Medium Pulse Laser: RKA 18 1/2d6 (standard effect: 56 BODY, 168 STUN)
Advantages:
Limitations(-3 1/4): OIF Bulky Fragile (-1 1/4), Custom Modifier (VL Laser Weapon; -1/2), Costs Endurance (-1/2), Beam (-1/4), 180 Arc of Fire(Rear) (-1/2), Limited Range (-1/4) (Real Cost: ??) 
(280 Base Cost, 280 Active Cost, 65 Real Cost)
plus +2 with any single attack with one specific weapon (Real Cost: 2)

Total Mech Costs:
Active Cost: 2996
Real Cost: 1133
Vehicle Cost: 226

VF-11B "Thunderbolt" from Macross Plus and Macross 7.
Fighter Mode

Size:7(35) 11.2m Length 15.51m Wingspan
Mass: 9 tons (standard Takeoff weight)
STR: 50 can carry up to 25tons of equipment/fuel
BOD: 20
DEX: 21 CV:7
SPD: 5
KB: -7
Size mod:-4
DEF: 12

Movement Systems:
Ground: 75" no noncbt.
Flight: 75"(x16) Mach 3.4 max. 6.25G's thrust.
Fuel: 2 hours max (24chgs, 5minute duration each)

Systems
2D Thust Vectoring: (note: without this, the VF-11B would only have a Dex of 18)
Controls: Fly by Light (note: this gives the VF-11B its base Dex of 18)
Canards: +1 to pilot control rolls.
Verniers: +4 (note: see description below)
Environmental Protection: Heat/Cold/Highpressure/Vaccum
Transformation: Transform to Battloid and Gerwalk configurations (Multiform: see below)

Sensors
Radar: 360^/+3perc/+18rmod
IR Tracking: IR vision/+1perc/+8rmod
Visual: Canopy (Fighter/Gerwalk) Use pilots normal Perception.
-Battloid: Screens: +2perception: +16Rmod: UV/IR Vision
Communications: High Range radio hearing/+2perc/+22rmod
Laser Communication: Mind Link w/any other linked unit.
Target lock on: +3OCV w/Ranged weapons

Defensive Systems
Anti-ballistic shield: +2DCV: 12Body: 15Def.
-Missile Deflection: vs all. +1 Deflect. (note: if Sheild is destroyed, Missile Deflection is impossible. Only available in Battloid and Gerwalk configurations)
Missile Countermeasures:
-Chaff: Images vs Radar: 6 hex radius: -3perception: 20chgs
-Flares: Images vs IR: 6 hex radius: -3perception: 20chgs
Stealth: -2perception against Radar sensors (note: the VF-11B is designed to be somewhat Stealthy)
ECM: N/A
ECCM: 10pts Power Defense.

Offensive Systems
Laser Gun: 3D6+1KAP: +1OCV: +4Rmod: Auto-5: 2500rng: End=50/burst: 360^ arc of fire
Gunpod: 4 1/2D6KAP: +1OCV: +6Rmod: Auto-10: 800rng: Ammo=100(10 bursts): 0^ arc of fire/180^ arc of fire in Battloid/Gerwalk (note: 2 extra ammo clips held in shield)
Bayonet: 3 1/2D6KAP: +0OCV: STRmin-25: (note: 5D6+1K w/STR) Battloid only.
Hardpoints: 3/wing. each can hold up to 3 missiles or 1 missile pod. (see missiles below)

Power Plant: Two FF-2025G Nuclear Powered Turbines with put out 28,000Kgs of thrust each: REC-50 END-200

Other Configurations
Battloid/ Gerwalk
Size: 7(35) / 7(35)
Mass: 9tons/ 9tons
STR: 50 (10D6N)/ 50(10D6N)
BOD: 20 / 20
DEX: 18 CV:6 / 23 CV:8
SPD: 4 / 4
KB:-7 / -7
Size mod:-4 / -4
DEF:12 / 12

Movement(Battloid)
Run: 18"(x2) 86Kph
Flight: 40"(x8) 768Kph or Mach 0.7
Leaping: 10"(x8) 160 Meters.

Movement(Gerwalk) 
Run: 12"(x2) 57.6Kph
Flight: 75"(x8) 1440Kph or Mach 1.35
Leaping: 10"(x4) 80 meters.

The VF-11B is the standard Variable Fighter of the U.N. Spacy forces in 2040. A direct descendant of the VF-1 series which was used during the Earth-Zendraedi war, the Thunderbolt is equipped with "fly-by-light" control systems (high tech fiberoptics) and a high visibility cockpit. 

Various systems on the VF-11B require a bit of explaination.

The Transformation is basicaly just a multiform. It has three forms, the standard one which is the Fighter form. This form is the Fastest. The "Battloid" form, or Armored Warrior mode, is the second form. While not as inherently agile as the Fighter mode, the Battloid is infinatly more versatile in that it can traverse most kinds of terrain (as well as flight capability) and can use a variety of mission specific, hand held weaponry, which it can change on a moments notice. The 3rd form is a hybrid of both Battloid and Fighter mode, and is known as "Gerwalk". This is a VTOL mode that posseses unprecedented maneuverability, but sacrifices speed. In Gerwalk mode, the same types of hand-held weaponry can be manipulated, but with some difficulty.
In both Fighter and Gerwalk modes, the Pilot can see via a standard Fighter-style canopy. This canopy is designed to give the pilot maximum visibility. When the VF-11B changes to Battloid mode, however, the Canopy is sealed behind armored coverings, and the Mecha's camera system is then employed to bring the pilot visual data during battle. (see above) these cameras have both Night vision and Infrared settings and can has a magnification ability of X2000! The camera can view 180^ of the surroundings, however there is a rear-view camera the pilot can switch to for a back-view of the Variable Fighter. All modes have the standard sensors as well (IR tracker, 360^ Radar etc).

The avionics of the VF-11B are quite advanced. It posseses a 2Dimensional Thrust vectorying system, lowering its stall speed and increasing its maneuverability (in game terms it gives +3DEX). The Canard wings on the nose of the plane help give the pilot unprescedented control of the plane during aerobatic maneuvers (+1 to Piloting skill) however the Canards produce drag, lowering its speed slightly.

The Maneuvering Verniers are miniature thrusters dedicated to increasing the maneuverability of vehicles in Space. The "Verniers bonus" is used in several ways. 1st, if using vectored movement rules in space, the verniers give 5" of movement dedicated to turning per +1 (thus the VF-11B has an additional 20" of movement dedicated to turning) second, the verniers help the VF dodge incomming attacks. This bonus can be used to increase DCV. Third, the verniers can be used by the pilot to increase the vehicles maneuverability and control, adding directly to the pilots control skill roll. Spend the Verneier bonus like skill levels. The 4 points in the VF-11B's vernier pool must be shifted about during each phase (or turn depending on how one runs combat) all +4 could be shifted to DCV or +2 can be shifted to adjust Turn mode, +1 to DCV and +1 to Pilots control rolls. Or +3 to Pilots Control rolls and +1 to DCV and any combination in between.

The Anti-ballistic shield works just like any medieval Knights sheild worked. Its only accessible in Battloid form, and it enhances the DCV of the battloid when employed. The Battloid also has use of Missile Deflection while the shield is still attached. The shield also houses extra ammo for the gun pod.

The Chaff's and Flares are fairly standard, and use Images to fool the sensors of missiles that are attempting to target the VF. If the VF fires a countermeasure, any missile in the region must make a perception roll at the listed penalty and if it fails, it mistakes the countermeasure for its target, and will attack that instead!

The VF-11B is considered to be a "stealthy" vehicle (thus vehicles and missiles trying to lock onto it with Radar are at a penalty of -2...not that big of a deal though) but is not considered a stealth fighter (for that, it must posses Invisibilty to Radar...thats the YF-21!)

The VF-11B's main weapon is its Gunpod. The VF-11's Gunpod is very similar to the VF-1's. The Valkyrie's gunpod was a 55mm gatling cannon, so I assume the Thunderbolt's gun is a 60mm gatling. I give the Ammo the AP advantage because I assume they are using APDSDU ammo or something very similar.
The bayonet is attatched to the Gunpod (it flips out from beneath the 'pod) and can only be effectively used from Battloid mode, though a good attempt can be made in Gerwalk mode (at -3)
Missiles are standard on the Thunderbolt, as with any form of strike fighter. The reason specific missiles were not written up for the Thunderbolt is because any manner of missile can be attatched to its hardpoints. Popular items are Missile pods that house 10-20 mini-missiles which can fire a swarm of guided death. Some sample missiles will be listed below. Note that larger missiles must be used before the Fighter can change to Battloid, because they interfere with the transformation, however the transformation to and from Gerwalk is not hindered in any way.

MISSILES!

Mini-Missiles aka: Coke Cans!
Size: -3 (3 levels of shrinking: .25M in length)
STR: 0 (25Kg)
BOD: 5
DEX: 20 CV:7 (DCV:13)
SPD: 6
Size mod: 6 (-6 perception to detect)
DEF: 8

Movement: Flight: 500" no noncbt Mach 1.6
Fuel: enough for 1 turn of flight.
Effective Range: 6000 meters (6Km)

Sensors: Semi-active-Radar-homing: (note: the mecha that fired the mini-missiles must keep the target on their radar...as long as that happens, the mini-missiles will reach their target)
Targeting bonus: +0

Warhead: anti-armor Schaped charge: 3D6+1K Ap/Pen

Mini missiles or "Coke Cans" as they are affectionatly called by Pilots, are relatively "dumb" missiles that rely on the vehicles radar to give them guidance information. Anything that disrupts the vehicles radar, or disrupts the radio communications between the missiles and the vehicle, will disable the mini-missiles ability to target (and thus render them impotent) chaff works against them normally (the vehicles radar must differentiate between the chaff and the actual target)

AAIM: (Air-to-Air Infrared Missile)
Size: -1 (1 level of shrinking: 1 meter in length)
STR: 5 (50Kg)
BOD: 7
DEX: 18 CV:6 (DCV:8)
SPD: 5
size mod: 2 (-2 to sensors to detect)
DEF: 8

Movement: 400" no noncbt Mach 1.1
Fuel: enough for 5 turns of flight
Effective Range: 20000meters (20km)

Tracking System: 
INT: 10
DEX: 18
SPD: 5
Sensor: Infrared Vision: +2perception: +12rmod
Targeting: +2OCV (OCV:8)

Warhead: High explosive w/Proximity: 5D6+1K explosion. (Note: the missile will still explode, even if it misses its attack roll. use normal attack deviation pattern for an Area Effect attack)

These missiles are fairly standard for anti-aircraft roles. They have a proximity warhead that explodes if it fails to make a direct hit in an attempt to at least partialy damage the target. They are fairly agile, but not too difficult to target with anti-missile weaponry (for the VF its the Gunpod and the Laser). They can travel at a speed of Mach 1.1 for 1 minute before running out of fuel.
Veritech Hovertank: Spartas ATAC-01-SCA
Battleoid Mode
Size:6(30) 4 Hexes tall
STR: 50(5)* Damage: 10D6 End=5
BOD: 20(4)
DEX: 15(15) CV:5
SPD: 4(15)
KB: -8"(2)
Size Mod: -4
Mass: 16.4Tons (see below)

Defenses: 54pts
Head: 16 Hardx1
Front: 20 Hardx1
Rear: 20 Hardx1
Arms: 18 Hardx1 
Legs: 20 Hardx1
Gun Shields: 25 Hardx2 + 50% Damage Reduction

Movement
Running: 12"(x2) 96"/turn 57Kph
Leaping: 8"(x2)
Swimming: N/A

Sensors:
Visual: (Sight Group) 39pts
240^ Arc of vision(5)
+2 Perception(3) 
Telescopic Vision x1000 +14(21)
Infrared Vision (Sight group-5)
Nightvision (5) +4 Perception Only to counteract penalties for darkness

Radar: (Radio Group) 60pts
Detect Limited Class of Physical Objects(5)
Enhanced Perception +3 (6)
Targeting (10)
Sense (2)
Ranged (5)
360^ arc of perception(5)
Telescopic +18Rmod (27) 2km radius of perception (base)

Phones: (hearing group) 69
Detect Sounds (10)
Enhanced Perception +2 (6)
360^ Arc of perception(10)
Telescopic Hearing +12Rmod (18)
Sense(2)
Ranged (10)
Discriminatory (10)
Ultrasonic Hearing: Detect Ultrasonic sound(3)

Motion Detectors: (special Sense)33pts
Detect Motion (5)
Sense (2)
Ranged (5)
Targeting (10)
Enhanced Perception +1 (2)
Telescopic +6 (9)
360^ arc of perception (5)

Radio Communications: (radio group) 16pts
Detect Broadcast Spectrum transmissions (5)
360^ arc of perception (5)
Transmit(2)
Enhanced Perception +2(4)

Laser Communications: (Special Sense) 10pts
Detect Laser signal (3)
Concealed -5 perception (5)
Transmit (2)

Electronic Counter Measures
Basic ECM: +3(6) to Systems Operations, only for ECM/ECCM purposes (-1/2) (4) 
ECM: Change Enviornment 8" radius(20) Range=2500" (+1/2) (30) End=12/turn Requires skill roll[systems operations] -1/2 Cost: 20
ECM: Jam Radar -3 to radar perception (6)
ECM: Jam Radio -5 to Radio perception (10)
ECCM: -3 to Systems Operations roll(9) 

Equipment
Gun Shields: 10Body(10) 25Def[60^arc-1(34)] 50%damage Reduction Phy/Eng 60^ arc of protection(-1) (30) X2 shields(5) Cost: 79
[note: these "sheilds" can be used to block/parry attacks. Missile deflection is also an option-see below-the damage is removed from the Body of the shields]
Missile Deflection: vs all(20) +2Deflect(4) Cost:24

Life Support: 29pts 
Self Contained Breathing: 18chgs/1day duration(+1) (20) 
Safe Environment High Pressure, vacuum, cold, heat, radiation. (9)

Targeting Computer: 19pts
+3 OCV w/ranged weapons (15) Requires a successful radar lock (-1/2) (10)
Laser range-finder: +6Rmod (9)

Mecha Arms: 2 limbs with full manipulation (5) Note, the Arms have 10 Body Each.

Density Increase: 1 lvl(5) x2mass/+5STR/-1"kb

Variable form mecha: Multiform 98pts
Tank mode:708 (142)
Hover Mode:647 (+5)
Cost Endurance(-1/2)

Power Plant: 
300 End: Rec 30 (60)

Polarized Lenses: 5pts visual Flash Defense (5)
Audio Dampening: 5pts audio flash defense. (5)

Enhanced Armor Plating: Lack of Weakness -5 (5)

Laser Resistant Coating: +5Def(7.5) Hardened(+1/4) (9) Only vs Lasers(-1) 4pts.

Weapons
EU-11 Gun Pod: 5 1/2D6K: +1OCV: +4Rmod: +1StunX: STRmin-30: Range 955": Adv-Penx2:
Active: 191 Lims: OAF(-1) STRmin(-1) Cost:72 End=19/shot

Rapid Fire Ion Cannon: 7D6+1K: +0OCV: +8Rmod: +1StunX: STRmin-60: Range 6187": Adv-Ap/Pen
Acive: 275 Lim: OIF/Bulky(-1) Extra Time-full phase(-1/2) Concentrate 1/2DCV(-1/4) STRmin(-1) Cost: 100 End: 27

32mm Tri-barrelled Auto Cannon: 3 1/2D6K: +1OCV: +4Rmod: +0StunX: STRmin-40: Range 960": Auto-15: APx1:
Active: 192 Lim: OIF/bulky(-1) 300 Charges(+1) STRmin(-1) Cost: 72 

Total Cost: 999 

Tank Mode
Size:6(30) 4 Hexes tall
STR: 50(5)* Damage: 10D6 End=5
BOD: 20(4)
DEX: 10(0) CV:3
SPD: 3(10)
KB: -10"(4)
Size Mod: -4
Mass: 16.4Tons (see below)

Defenses: 54pts
Front: 20 Hardx1
Rear: 20 Hardx1
Sides: 18 Hardx1 
Legs: 20 Hardx1
Gun Shields: 25 Hardx2 + 50% Damage Reduction

Movement
Running: 6"(x2) 36"/turn 20kph (-)
Leaping: 12"(x2) (9)
Swimming: N/A

Sensors: Note The same as Battloid: 227pts

Electronic Counter Measures: Same as Battloid: 49pts

Equipment: 152pts
Gun Shields: Note, these house the Ion Cannon and Tri barrelled autocannon in Tank and Hover mode, and are not used as shields

Life Support: As battloid: 29pts

Targeting Computer: As battloid with additonal listed below: 39pts
Find weakness: With Ion Cannon 13- (20)

Density Increase: 1 lvl (+5STR/x2 Mass/-1"kb) 5pts

Power Plant: 300 End: Rec 30 (60)

Polarized Lenses: 5pts visual flash def (5)
Sound Dampening: 5pts Audio flash def (5)
Enhanced Armor plating: 5pts Lack of Weak (5)

Laser Resistant Coating: +5 hard Def vs Lasers only (4)

Weapons: 164pts

As Battloid with the following changes.
EU-11 Gun Pod is unavailable.
Both the Ion Cannon and Autocannon are limited to a 60^ arc of fire (-1)
Ion Cannon looses Full Turn limitation and Concentration Limitation, and STRmin limitation.
Autocannon looses its STRmin limitation
Ion cannon cost: 92
Autocannon cost: 72

Total Cost of Tank mode: 708

Hover Mode:
Size:6(30) 4 Hexes tall
STR: 50(5)* Damage: 10D6 End=5
BOD: 20(4)
DEX: 18(24) CV:6
SPD: 3(2)
KB: -4"(-1)
Size Mod: -4
Mass: 16.4Tons (see below)

Defenses: 54pts
Front: 20 Hardx1
Rear: 20 Hardx1
Sides: 18 Hardx1 
Legs: 20 Hardx1
Gun Shields: 25 Hardx2 + 50% Damage Reduction

Movement
Running: 20"(x4)240"/turn 144kph (29)
Leaping: N/A
Swimming: N/A

Sensors: Exactly as Battloid 227pts

ECM/ECCM: As Battloid 49pts

Equipment: As Tank Mode 152pts

Weapons: See Below 72pts

Note that the Ion Cannon and Autocannon are unavailable in Hover Mode. Only the EU-ll gunpod is avaiable, and it is mounted in the center of the tank and limited to a 60^ arc of fire (-1)
The EU-11 Gun Pod looses the STRmin limitation. Cost: 72pts+

Hover Mode cost: 647pts

The Veritech Hovertank is a veritable gun platform. Its main armament, the Rapid Fire Ion Cannon, is capable of causing massive damage to anything it hits. Its secondary and tertiatary form of Armaments, the EU-ll gun pod and the 32mm Tri barrelled autocannon, are for support.

In Battloid mode (the default mode, because it is most expensive) the ATACS is a highly mobile mecha that has use of all the weapons at its desposal. However, deploying the Ion Cannon in Battloid mode is difficult because of the amount of recoil it produces, thus firing from the standing position in Battloid is less stable than in Tank mode, and a few penalties apply.
First, the STRmin of the Ion cannon is higher than the ATAC's Strength score by 10 points, thus putting a -2OCV penalty to hit with the Ion cannon when using it in Battloid mode. Second, because of the amount of recoil involved, targeting of the Ion cannon must be done standing relatively motionless, thus reducing the Battloids DCV to half. Finally, it takes a moment to recover from firing the Ion Cannon in battloid mode, thus the action of firing the cannon takes up a Full Phase (the battloid cannot move and fire the Ion cannon in the same phase)
In battloid mode, it is best to use the EU-ll Gun Pod, however, as that is the default weapon for humanoid configuration. The Autocannon is also available for use in Warrior mode (contrary to what it says in the Palladium books, I know)
In Battloid mode, the Gun Sheilds are available for the pilot to use as Shields. These shields do not add to DCV, however they are extremely tough and durable, allowing the pilot to use them to parry melee and ranged attacks launched at the Battloid. Any damage that bypasses the sheilds hefty Defenes, is reduced to half by the dense nature of the armor material (Damage reduction!) when in Tank and Hovercraft mode, the Gunshields house and protect the Ion cannon and the Autocannon.

The Battloid mode is fairly mobile, but not fast. The Tank mode is even slower, being limited to a crawling 20kph! The Tank can travel by hopping around the terrain with its powerful legs, so it is not completely immobile in this mode. In hover mode, however, the ATACS is fairly agile, being able to travel at just under 150kph and and turn on a dime. This agility comes at a price however. In Hover mode, the only weapons available is the EU-ll Gun pod, which is mounted in a forward facing position, allowing it to fire in 60^ arc only.

The sensors of the Hover Tank are fairly straightforward. Visual sensors, Radar, Phones, Motion detector and standard communications. The ECM/ECCM of the Tank is also fairly standard.

The targeting computer will give a bonus to hit with the Ranged weapons if the Radar has made a successful perception roll and found the target. The Laser Range Finder removes the penalty for Range up to its bonus. In Tank mode, the Targeting computer also can decipher an enemies weak point on its armor and target this for the Ion Cannon!

It takes a Half phase for the Hover tank to transform to and from any mode to another.
CVR-3 Cyclone Body Armor
Average Def: 9pd/ed Armor (45) hardened(+1/4) 56ACT OAF(-1) Indep(-2) Real Armor(-1/4) Half Mass (-1/2) Real Cost: 12 
Loc/DEF
3/10 (hard)
4/7 (faceplate)
5/10 (hard)
6/6
7/10 (hard)
8/6
9/10 (hard)
10-18/10(hard)

Mass: 24kg (-1 DCV at STR10)

Laser Resistant: 50% Energy Damage Reduction (30) Lasers only (-1) 15pts

Computer Controlled Life Support:
Independant Oxygen supply (8 hours) and filtration system. [Self Contained Breathing 10pts. 8 continuing charges-1hour duration each (+1) 20real]
Internal cooling and Temperature control: [Safe Enviornment; Intense Heat and Cold. 4pts]
Radiation Shielded: [Safe Environment; High Radiation 2pts]
Complete Environmental Battle Armor suitable for use in Space and other hostile environments: [ Safe Environmetn; Low Pressure/Vacuum and High Pressure]
Enhanced CBR filtration system [Immunity; All terrestrial Diseases, BioWarfare and Chemical agens, 15pts]
Equipment:
Helmet/Visor HUD:
Light Sensitivity: [+4 sight perception; only to counteract Darkness penalties(-1/2) 5pts]
Polarizing Visor: [5pts Flash Defense]
Short Range Radio: [Radio listen/transmit 10pts]
Utility belt w/Various tools: [+2 levels with Mechanics/Electronics 6pts]

Total cost: 42pts. (note that all items on this Armor are OIF/Indep [-2.5])

The CVR-3 Body Armor is essential to the Cyclone trooper for without it, one cannot transform the Cyclone to Warrior mode.
The Body Armor is highly protective and very light for the protection it gives (at 24kg, it only gives a -1 DCV penalty to those of average Strength).

It is doubly important because when in Warrior mode, the Cyclone does not protect the riders Head and bicep areas...this is protected only by the CVR-3 Body Armor! Without the Armor, the trooper would be too vulnerable, even if the Cyclone could transform to warrior mode without it.

The armor is environmentally sealed, allowing the trooper to operate in nearly any environment, including space, Poisoned atmospheres and high pressure environments.

The Body Armor includes a light sensitive visor, automatic polarization to compensate for brightness (or a flash attack!) and a short range radio in the helmet.

The utility belt includes a set of high quality tools (thus the bonus to mechanics) and standard equipment like flashlight, nylon rope, emergency rations and other survival equipment.

Next, the popular Cycle itself...

THE CYCLONE!

Note, however that there are 3 different models of Cyclones. VR-052 Battler, VR-041 Sabre and the VR-038 LT (light) models. Each will be listed seperately below. Also note that only the weapons that are permanently mounted on the cyclone will be detailed with each version. Any optional weapons will be detailed in the OPTIONAL WEAPONS post.
Additionally, there were some "liberties" taken when Palladium did their RPG based off of the artwork that Harmony Gold and ARTMIC provided them with. In certain cases where Palladium games made obvious mistakes, I will correct them to the best of my ability.

VR-052 "Battler"
Cycle Mode:
Size: 1.25 Hex long (5)
STR: 30(15) 1.6 Tons Carrying Cap.
BOD: 15(4)
DEX: 21(33) CV:7
SPD: 5 (19) 
KB: -2 (1)
Size Mod: -0
DEF: 13 Hardx1 (41)

Movement Systems:
Ground movement: 30"(x4) 600"/turn 360Kph Cruising speed 90kph (53)
Turbo Boost: Leaping-10" (requires Skill roll) (7) 

EQUIPMENT:
Sensors:
Radio Communications: [High Range Radio Hearing-12pts]
Headlights: [Images-only to create light(-1) 8 hex line (+1/2) 7.5pts] note the Headlights project in both visible light and UV spectrums (thus the Light Intesifier on the CVR-3 helmet will pick up the UV headlight)
Laser Range-finder and Targeting system: [+2OCV/+4Rmod with ranged weapons 22pts]

Transformation to Warror mode: [Multiform

WEAPONS:
GR-97 Forearm Missile Launcher:
+2OCV +4Rmod (bonuses include Laser Range finder listed above)
Holds 4 missile (one on each side of the Forward Wheel). All 4 can be fired at once if necessary. Warhead types can be mixed and matched as desired.
Mini missiles:
Size -2 (.25M in length)(20)
STR: 10(-)
BOD: 6(-4)
DEX: 18(24) CV:6 DCV:10
SPD: 4(12)
KB: +2
Size mod: +4
DEF: 8(18)

Movement: 
Flight: 250"(500) 1000"/turn 600kph 1 Charge-1 turn duration (-1 1/4) 222pts

Warheads:
All missile warheads have the following limitations: OIF(-1/2) 1 Charge(-2) Side Effects(-1) Missile is destroyed when warhead is deployed. total -3 1/2
AP: 4D6+1K(65) APx2(+1) 130ACT/29real

HEAT: 4D6K (60) Ap/Pen(+1) AE-1hex(+1/2) 150ACT/33Real

Explosive: 3 1/2D6K(55) Explosive(+1/2) 82ACT/18Real

Note that the missile locks on after a successful attack roll with the Laser designator to "paint" the target. The missiles can then be fired at the target and will follow its target for 1 turn before running out of fuel.

WARRIOR Mode:
Size: 1.25 tall(5)
STR: 30(15) 6D6N Lift 1.6tons
BOD: 15(4)
DEX: 15(15) CV:5
SPD: 4(15)
KB: -4(3)
Size Mod: -0
DEF: 13hardx1(41)
Note: defense covers all locations on the pilot except locations 3,4,6 and 8.

Movement Systems:
Running: 15"(x2) 120"/turn 72kph 30pts
Leaping: 10"(x4) Accurate 80m w/booster assist. 30pts
Flying: 25"(x2) 200"/turn 120kph 50pts
Fuel: 30 Charges-1 minute duration each. Note that every 20 jumps uses up 1 fuel charge (thus 600 booster assisted leaps are possible)

Sensor HUD:
Visual: +2 visual perception(4) IR vision(5) Nightvision(5) 
Radar: [15] +3 perception(6) +6 Rmod(9) 360^(5)
High Range Radio Hearing(12)
Motion Sensor: Detect Motion[5] Range[5] Sense[2] Targeting[10] (22) Passive
Floodlights: Images-8 hex line-Only to create light(-1) (7.5pts)

EQUIPMENT:
Mecha Arms: Extra Limbs(5)

Laser Range finder and targeting: +3OCV +6Rmod (24) with all ranged weapons.

Weapons:
GR-97 Forearm Missile Launcher (see above)

The VR-052 Battler Cyclone is the standard model used by RDF personel. Its most basic form is that of a high speed motorcycle, which is used to approach the battlefield quickly. Once combat is anticipated, the Cyclone can transform into an Armored Warrior form. The Cyclone transforms around the rider of the vehicle, which protects him from heavy attack, and allows the pilot to bring a large variety of weapons to bear against his enemies (See Optional Cyclone Weaponry post to follow). 
In motorcycle mode, the Cyclone is fast, being able to travel at speeds of up to 360 Kilometers per hour. Also, the Jet pack of the Cyclone can be activated to assist the Cyclone in any Jump maneuvers attempted in Cycle mode (note, however that using the Booster requires a successful Combat Driving skill roll from the pilot to land successfully)
In Armored Warrior form, the Cyclone can enhance the troopers movement ability, allowing him to run at a speed of 72 Kph, Leap 20 meters in a single bound (or 80m if booster assisted!) or even fly at 120 kph.

The VR-052 Battler's basic weapon consists of 4 mini-missiles, fired from 2 launchers that are mounted on the forward wheels in Cycle mode, and the Wrists in Warrior mode. The Battler is also often equipped with additional weapons as the mission parameters dictate.

If one looks at the Arms of the Warrior mode, one can see that the upper arms (biceps) are not covered by the Cyclone...how is it then that the Cyclone gives the Pilot inside a 30 Strength for lifting and damage purposes? It is not shown in any of the Palladium games artwork, but in artwork from ARTMIC, you can see hydraulic rams from the front wheels are deployed along the back of the Arms, providing lift assist!

As far as the other versions, the VR-041 Sabre and the VR-038 LT, there are a few differences.

The VR-041 is statistically the same as the Battler, except that the main weapon (the forearm missiles) have been replaced by the CADS (Close Assault & Defense System) and many of the enhanced optics found in the VR-052 are not present in the Sabre...they have been replaced by the GR-103 Missile Launcher. [note: This is where Palladium made a mistake. They assumed that the GR-103 was present in both the VR-052 and the VR-041, when in the animation, it is clearly only present on Lancer's Cyclone...041] which appears on either shoulder when transformed in Warrior mode, and are deployed just above the headlights in Cycle mode. Both of these weapons will be detailed below.

The VR-038 is a lighter, slightly faster version. It is not as heavily armored or as tough as the Battler and Sabre versions, but its ability to move quickly over any terrain is unprescedented amongst such vehicles. The 038 has neither the GR-97 or GR-103 missile launchers...it is usually equipped with a High tech Bazooka like weapon called the RL-06 Heavy Rocket Cannon.

VR-041 "Sabre"
Characteristics: As the VR-052
Movement: As the VR-052
Sensors: As the VR-052 except for the following: It does not posses the Motion detector.
Equipment: As the VR-052
Weapons:
GR-103 Missile Launcher
Targeting system: +2OCV/+4Rmod Laser targeting
Missiles-see above (same type as the GR-97) Holds a total of 6

CADS-1:
OCV+1(5)
2D6HKA(30) APx2(+1) 60 Act
OIF(-1/2) STRmin-20(-1) 24pts X2(5)

VR-038 LT
Size: 1.25(5)
STR: 25(10)
BOD: 13(2)
DEX: 23(cycle-42) 18(warrior-24)
SPD: 5(1.7-cycle) 4(1.2-Warrior)
KB: -2/-3(warrior)
DEF: 11hardx1(34)

Movement: (cycle)
Ground: 33"(x4)660/turn 396kph
Boost: Leaping-12" (requires a skill roll)
Movement: (Warrior)
Running: 16"(x2) 128"/turn 77kph
Leaping: 12"(x4) 96m
Flying: 30"(x2) 240"/turn 144kph

Sensors: As the VR-052
Equipment: As the VR-052

Weapons:
RL-6 Heavy Rocket Cannon [note this does not use Missiles, but unguided rockets with HEAT warheads]
4D6RKA(60) AP/PEN(+1) AE-1hex(+1/4) 135
OAF(-1) Indep(-2) 6Chgs(-3/4) 28

LV-426 LIFE FORM
Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage
18	DEX	24	13-	OCV:  6/DCV:  6
25	CON	30	14-
12	BODY	4	11-
8	INT	-2	11-	PER Roll 11-
8	EGO	-4	11-	ECV:  3
25	PRE	15	14-	PRE Attack:  5d6
0	COM	-5	9-

9	PD	4		Total:  14 PD (5 rPD)
9	ED	4		Total:  14 ED (5 rED)
3	SPD	2		Phases:  4, 8, 12
10	REC	0
50	END	0
40	STUN	2		Total Characteristics Cost:  89

Movement:	Running:  7"/14"
		Swimming:  6"/12"

Cost	Powers & Skills
10	Claws: HKA 1/2d6 (1d6+1 with STR), END 1
15	Teeth:  HKA 1d6 (2d6 with STR), END 1
38	Acidic Blood:  RKA 1d6, Continuous (+1), Damage Shield (+1/2), Increased Stun 
	Multiplier (+1/4), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), 
	Persistent (+1/2), Personal Immunity (+1/4), Uncontrolled (see below; +1/2); 
	Always On (-1/2), 24 Charges which Recover by healing (character can only recover 
	Charges by healing BODY damage; -1/4), Only Works Against Objects Which Cause 
	BODY Damage Or On Which Character's Blood Is Spilled (-1) 
	plus Autofire (20 shots; +1 1/2) for RKA 1d6; No Conscious Control (number shots 
	depends on BODY damage taken; -1)
15	Exoskeleton:  Armor (5 PD/5 ED)
22	Xenomorphic Physiology:  Life Support (Safe Environment:  Vacuum, Immunity:  
	Terrestrial Disease And Poisons)
2	Frighteningly Fast:  +1" Running (7" total), END 1
4	Swims Like A Fish:  +4" Swimming (6" total), END 1
10	Can Climb Walls With Ease:  Clinging (25 STR)
27	Apparently Sees Without Eyes:  Spatial Awareness, Increased Arc Of Perception (360-
	degree arc)
3	Sharp Senses:  +3 PER with Spatial Awareness
5	Tail:  Extra Limb, Inherent (+1/4); Limited Manipulation (-1/4)

	Talents
4	Xenomorphic Physiology:  Double Jointed

	Skills
10	Combat Skill Levels:  +2 With Hand-To-Hand Combat
4	Extendable Jaws:  Combat Skill Levels:  +2 OCV with Teeth

0	AK:  Home Territory 8-
0	Analyze Animal 8-
3	Breakfall 13-
2	Concealment 11-; Self Only (-1/2)
6	"It Looks Like Some Sort Of Excretion":  +7 with Concealment; Self Only (-1/2), 
	Only In Home Environment (-1)
9	Xenomorphic Physiology:  Contortionist 16-
0	Language:  LV-426 Life Form (native)
0	PS:  LV-426 Life Form Abilities 8-
7	Shadowing 13-
3	Stealth 13-
3	"They're Coming Outta The Walls!":  +3 with Stealth; Only In Home 
	Environment (-1)
0	Survival (varies) 8-
1	Tactics 8-
203	Total Powers & Skills Cost
292	Total Character Cost

75+	Disadvantages
0	Physical Limitation:  Human Size
10	Physical Limitation:  Near-Human Intelligence (F, S)
20	Psychological Limitation:  Utterly Hostile (C, T)
187	H.R.Giger Bonus
292	Total Disadvantage Points

OPTIONS
Cost	LV-426 Life Form Powers
9	"Being Cocooned Just Like The Others":  Entangle 4d6, 4 DEF; Extra Time (roughly 
	5 Minutes; -2), Gradual Effect (4 Minutes to fully harden, 1d6/ Minute; -1/2), 
	No Range (-1/2), Must Follow Grab Or Target must be Willing and/or Unable To 
	Resist (-1/2), END 4
85	Stinger:  HKA 1/2d6 (1d6+1 with STR) plus Drain DEX 3d6, Delayed Return Rate 
	(points return at the rate of 5 per Hour; +1), NND (defense is appropriate LS:  
	Immunity; +1); 4 Charges (-1), Extra Time (onset time beings one Segment after victim is 
	stung; -1/2), Gradual Effect (3 Segments; 1d6/Segment; -1/4), Linked (to EB; -1/2)
	plus Drain CON 3d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1), 
	NND (defense is appropriate LS:  Immunity; +1); 4 Charges (-1), Extra Time (onset time 
	beings one Segment after victim is stung; -1/2), Gradual Effect (3 Segments; 
	1d6/Segment; -1/4), Linked (to EB; -1/2) plus EB 9d6, NND (defense is appropriate LS:  
	Immunity; +1); 4 Charges (-1), Extra Time (onset time beings one Segment after victim is 
	stung; -1/2), Gradual Effect (3 Segments; 3d6/Segment; -1/4), No Range (-1/2), HKA 
	Must Do BODY (-1/2)
27	Spit Acid:  RKA 1d6, Continuous (+1), Increased Stun Multiplier (+1/4), 
	Penetrating (+1/2), Personal Immunity (+1/4), Reduced Endurance 
	(0 END; +1/2), Uncontrolled (see below; +1/2); 4 Charges (-1), 
	Limited Range (4"; -1/4)
45	"Maybe They Don't Show Up On Infrared?":  Invisibility to IR Perception, No Fringe, 
	Reduced Endurance (0 END; +1/2)
6	Create Face-hugger:  Summon 100-point Face-hugger, Devoted (+1); OAF Expendable 
	(corpse; -1 1/4), Extra Time (roughly one week; -4 1/2)
Ecology:
The LV-426 life form is an extremely hostile alien organism known only from several brief encounters on the planet Acheron (originally designated LV-426). It is apparently not native to the planet, as the first specimen was discovered (while still an egg) in the hull of a derelict alien vessel.
Although details are unclear, the LV-426 life form is definitely a parasitic species, and requires a living lost in order to gestate its young. The organism's life cycle seems to be as follows: 
1.	The life form starts its life cycle as a egg. Inside the egg is a creature known as a "face-hugger." This egg remains viable for extremely long periods and responds (i.e. opens) to outside stimulus, such as being touched. 
2.	Once released from its egg, the face-hugger will attach itself to the nearest living being, using its multiple legs to grip the target's face, while its tail is wrapped around the target's neck. A tube is then thrust down the target's throat, allowing the target to breathe, but also allowing the face-hugger to implant an embryo. 
3.	After a period of only a few hours to perhaps a day or so, the face-hugger will drop off and crawl away to die. Meanwhile the embryo continues its gestation period. This period is remarkably short, lasting only for several hours, at which point the appropriately named "chest-burster" will emerge from its host, with fatal results for said host. 
4.	The chest-burster will crawl away to molt, doing so rapidly, and growing to great size in only a short period of time, eventually assuming what is known as a "warrior" form. 
5.	The warrior will then seek out living hosts for two purposes. The first is to create new eggs (and thus new face-huggers). The second is to find new hosts for the mature face-hugger. Thus, a warrior needs two victims to create a new warrior. However, evidence shows that it is possible for a warrior to undergo a further metamorphosis, transforming into a gigantic "queen" form, which lays eggs directly. On the other hand, a "queen" may come from a specific egg, created by a warrior in order to speed up the process of reproduction. 
Naturally, this life cycle is based heavily on guesswork and may not be fully complete. There are many unanswered questons about the species, such as "Does it eat?," "Does it breathe?," and "How does it get so big so fast?" Evidence does point to the LV-426 life form as being a bio-engineered being, possibly created as a living bio-weapon. The derelict in which the first egg was found is known to contain thousands of eggs (possibly millions) and may have been a freighter hauling the eggs for purposes one can only guess at.
Personality/Motivation:
The LV-426 life form is incredibly hostile. It cannot be reasoned or negotiated with and will seek to kill and/or capture anyone it comes across, seeing them only as possible reproductive source. The continuation of the species seems to be the organism's sole motivation, and since it requires a living host in order to do so, it will prey on any living thing it comes across.
A queen form seems to have a greater degree of intelligence than a warrior, or, at least, is less driven by instinct. It may be possible to "reason" with the queen, although this would be purely through applications of force and not diplomacy.
It is possible the race is far more intellegent than presumed. The first encounter with an warrior showed it to have a great deal of cunning. A second encounter showed the warriors to be far more drone-like and less capable of independent action. On the other hand, there is a known case of three captive warriors selecting one of their number as a sacrifice in order to use the creature's acidic blood to break out of confinment.
Powers/Tactics:
An LV-426 warrior is extremely well-equipped to accomplish its mission, which in most cases is to defend the nest and to find new hosts for the face-huggers. First of all, a warrior is incredibly strong, and is capable of lifting an adult human male, dressed in full combat gear, off of the floor. They can also punch through armored glass and can dent armored bulkhead doors. Warriors are also quite agile and are capable of crawling through surprisingly small spaces. They can cling to a ceiling with ease, and can curl up in a fairly small space to hide and/or hibernate.
Offensively, a warrior has a fearsome set of teeth with an even nastier set of teeth behind the first! It will often use its teeth to disable a struggling foe before taking the body back to its lair. Defensively, it's body is well armored and capable of resisting most small arms fire. Worse yet, its blood is a highly corrosive molecular acid, and can dissolve most substances with ease. The acid uses the rules for acid powers on page 8 of the Until Superpowers Database. Simply put, each drop of acid lasts for either 1d6 Phases or until the acid rolls 12 BODY worth of damage.
Appearance:
A full-grown LV-426 warrior stands well over six feet in height and may be as tall as eight feet from head to toe. The body is humanoid, with a black exoskeleton covered in assorted armored plates, tubes, and protrusions. It has a distinctive skeletal look to it, especially the long tail, which is quite articulate and tipped with a sharp blade. The head is long and pale, with a translucent "skull". Reports describe the teeth as looking like steel, with a second set of jaws inside the main mouth. 
Designer's Notes:
The Alien, first introduced in the 1979 film of the same name, is possibly one of the best movie monsters ever made. This character sheet uses the films Alien and Aliens as a basis. I haven't seen Alien 3 and am unsure I want to, while Alien: Ressurection simply confirms some ideas from Alien and Aliens (and gives us the high Swimming score). I included everything I felt was fairly documentable in the main character sheet, and then added a few "director's cut" powers under Options. The Entangle could be a main power, although it doesn't have an direct combat use, so I left it off. The Stinger is described in the script for Aliens and (I think) in the novelization. Not showing up on IR is a guess on my part based on the initial encounter scene in Aliens. The Summon Face-hugger power is taken from a deleted scene in Alien and the novelization of Alien. This scene has been restored in the recent director's cut of the film.
Personally, I have long felt the alien is a bio-engineered life form, and was used as a combat "machine" by some alien race. My guess is the ship seen in the first film was transporting the eggs when an accident happened. I also feel the warriors probably have a very short life-span, and the one Ripley kills at the end of Alien was dying anyway (look at how slow it was moving). Of course, this doesn't explain Aliens (the warriors were around for much longer than just a day or so), so they may simply go into hibernation after a while (which also explains the final scene of Alien).
Vampire Scion (vampire_scion@netzero.net), sent the following information after reviewing an initial draft of the character sheet (edited for clarity):
The Aliens RPG by Leading Edge has a number of notes on aliens. Let's see if I can remember them... (though they are not "movie cannon" as far as I know.)
6.	The Aliens are an engineered species. The species that engineered them were the Pilot race (the corpse of which was found in the cockpit of the derelict). The eggs were stored in an egg silo specifically made for such a purpose. 
7.	Supposedly, the aliens didn't have eyes. They sensed electromagnetic fields. 
8.	They were, in part, a silicon based life form, so they didn't show up on IR. Their acidic blood (in concert with their physiology) acts in a manner similar to that of a battery. The molecular structure of the alien carapace is immune to acid of itself and other Aliens. 
9.	In order for the Chestburster to reach it's stage III lifecycle, it needs to devour metals and silicates. The Chestburster does this using it's internal acidic nature. I also believe the Chestburster can tunnel in a similar manner. 
10.	They can survive for a long time in a hibernation without the need of air (I'm not sure if they breathe) and food. 
MJ and/or Pablo Sanchez (mj16309@yahoo.com) sent the following comments as well:
I should also add that the LV-426 Life Form takes on some of the physical attributes of whatever host creature the face hugger implants with an embryo. This helps them adapt to terrestrial norms for whichever planet they are on. Hence, the Alien is bipedal and relatively humanoid in appearance in the first 2 movies since their hosts were human. In Alien 3 (granted, not a great movie) a face hugger implants an embryo in a dog. The Alien that evolved from that ran on all fours and had the basic physical abilities of a canine, although still looked like an alien for all intents and purposes. Maybe a 25 point race-specific package would be in order to reflect this (I would guess if the LV-426 Life Form landed on a planet with mostly avian type creatures it would reproduce aliens able to fly, etc). The Aliens comics that came out in the late 80's/early 90's also mentioned this. It's a cosmetic thing mostly, but in Alien 3 the dog-alien ran hella faster than the human-bred aliens and was much smaller too. In Alien Vs. Predator theÊchestburster that came out of the Predator species also had facial features similar to the predator. I would guess this is an evolutionary adaptation to allow the alien to survive in any environment they end up in. They can't live long in atmospheres that their host species can't survive in, so I take issue with the L.S. Vacuum. The face hugger is the real iron horse of the species and can survive in ANY environment (as exlained by the android doctor in the first movie). So that's how the species survives; the face hugger implants an embryo in a host that is native to the planet they are on. The chestburster absorbs DNA from the host (the walls of the stomach are ideal for this) as it grows and developes. By the time it bursts out of the host it is fully adapted to the environment of the planet.
BONAPARTE T-1
Val	CHA	Cost	Notes 
4	SIZE	20	2.5" x 1.25"; -4" KB; -2 DCV
45	STR	15	Lift 12.5 tons; 9d6 HTH Damage
18	DEX	24	OCV:  6/DCV:  6
17	BODY	4
17	DEF	45
4	SPD	12	Phases:  3, 6, 9, 12
Total Characteristics Cost:  120

Movement:	Ground:		6"/38"
		Swimming:	0"

Cost	Abilities and Equipment
	Propulsion Systems 
16	Motorized Tracked Para-Military Police Vehicle:  Running:  +10" (16" total); Only On 
	Appropriate Terrain (-1/4), 1 Continuing Fuel Charge (easily obtained fuel; 6-hours; -0)
4	Motorized Tracked Para-Military Police Vehicle:  Clinging (normal STR); Cannot Resist 
	Knockback Or Throws (-1/4), Requires Closely-Spaced Walls (-1)
-2	Too Heavy To Float:  Swimming -2"

	Tactical Systems
116	75 mm Main Gun:  Multipower, 262-Point Reserve; all OIF Bulky (-1), Real Weapon (-1/4)
10u	1) APFSDS:  RKA 7d6, Indirect (can be arced over some intervening obstacles; +1/4), 
	Armor Piercing (x2; +1), Increased Maximum Range (2000"; +1/4); 9 Charges (-1/4)
7u	2) HE:  RKA 7d6, Indirect (can be arced over some intervening obstacles; +1/4), +1 Increased 
	STUN Multiplier (+1/4), Increased Maximum Range (2000; +1/4); 9 Charges (-1/4)
4u	3) Glue:  Entangle 6d6, 6 DEF, Stops Sight Group, Explosive (+1/2), Indirect (can be arced over 
	some intervening obstacles; +1/4); 9 Charges (-1/4), Cannot Form Walls (-1/4)
3u	4) Stun:  EB 14d6, Indirect (can be arced over some intervening obstacles; +1/4); 7d6 Of 
	EB Is STUN-Only (-0); 9 Charges (-1/4)

54	12.5 mm Mini-Gun:  Multipower, 175-Point Reserve; all OAF Bulky (-1 1/2), Limited Arc Of 
	Fire (180 degrees; -1/4), Real Weapon (-1/4), Requires One Full Phase To Switch Slots (-1/4)
5u	1) Solid Rounds:  RKA 3d6, Autofire (20 shots +1 1/2), +1 Increased STUN Multiplier (+1/4), 
	2000 Charges (+1)
5u	2) Rubber:  EB 10d6, Autofire (20 shots +1 1/2), 2000 charges (+1); 5d6 Of EB Is 
	STUN-Only (-0)

11	Taser:  EB 8d6; 4 Charges (-1), OIF Bulky (-1), No Knockback (-1/4), Reduced by Range, (-1/4),
16	Smoke Projector:  Darkness to Sight Group, 4" radius; OAF Bulky (-1 1/2), Real Weapon (-1/4), 
	6 Continuing Charges lasting 1 Turn Each (-1/4)
13	Armored Hull:  Hardened for 17 DEF
4	Armored Hull:  Knockback Resistance -2"

	Operations Systems
17	Aerial Video Link:  Clairsentience (Sight Group), 32x Range (3200"), 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; -1/2), Limited Viewing (can be obscured by bad weather or 
	heavy clouds; -1/2), Requires A Systems Operation roll (with no Active Point modifier; -0)
5	Internal Radio:  Radio Perception/Transmission; OIF Bulky (-1)
13	Audio Sensor Array:  360-Degree Perception, Discriminatory, Targeting, Tracking for Normal 
	Hearing; OIF Bulky (-1)
5	Visual Scanner Array:  N-Ray Perception (blocked by dense materials; lead, gold, force fields, 
	and so on); OIF Bulky (-1)
10	Emergency Lights & Siren:  Sight and Hearing Group Images, +4 to PER Rolls, 1" Radius, 
	Reduced Endurance (0 END; +1/2); OAF Bulky (-1), No Range (1/2), Set Effect (-1)
5	Public Address System:  Hearing Group Images, +3 to PER Rolls, 1" Radius, 
	Reduced Endurance (0 END; +1/2); OAF Bulky (-1), No Range (1/2), Set Effect (only 
	amplifies what's said into it; -1)
5	Manipulator Arms:  Extra Limbs (2 -- two arms mounted on rear of tank)

	Talents
3	Internal Clock:  Absolute Time Sense
3	Internal Locator:  Bump of Direction

	Skills
15	12.5 mm Mini-Gun:  +6 OCV, +4 RMod; OAF Bulky (-1 1/2), Real Weapon (-1/4)
15	Target Acquisition And Tracking:  +3 with Ranged Combat 
362	Total Abilities and Equipment Cost
372	Total Vehicle Cost

	Disadvantages
25	Distinctive Features:  Newport Police Mini-Tank (NC, Extreme [fear])
10	Hunted:  Newport Police Dept. (MoPow, NCI, Lim Geo, Watching) 11-
35	Total Disadvantage Points
67	Total Cost (337/5)
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.
Note: GMs 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.

NEBUCHADNEZZAR
Val	CHA	Cost	Notes
14	SIZE	70	25" x 12.5"; -14" KB; -9 DCV
50	STR	-30	Lift 25 tons; 10d6 HTH Damage
15	DEX	15	OCV:  5/DCV:  5
25	BODY	1
11	DEF	27
4	SPD	15	Phases:  3, 6, 9, 12
Total Characteristics Cost:  98

Movement:	Flight:  20"/160"
		Ground:  0"/0"
		Swimming:  0"/0"

Cost	Abilities and Equipment
	Propulsion Systems
24	 Hoverpads:   Flight 20" x8 Noncombat; OIF Bulky Array (-1 1/2)
6	 Fuel Cells:   END Reserve 100/0; IIF Bulky (-3/4)

	Tactical Systems
36	Cannons:   RKA 2d6, Armor Piercing (+1/2), Autofire (4 shots; +1/2) 500 Charges (+1); 
	OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/4), Reduced Penetration (-1/4)
5	Cannons:   One more Cannon (total of 2)
46	EMP Discharge:   EB 10d6, Area Of Effect (One Hex; +1/2), NND (+1), 
	Does BODY (+1), MegaScale (1" = 1 km; +1/2); 1 Charge (-2)

	Operation Systems
102	Computers:  20 Int, 20 Dex, 4 Spd; Absolute Time Sense, Eidetic Memory, 
	Lightning Calculator; Combat Pilot 11-, KS:  Flight Protocols 11-, Navigation 
	(Tunnels of the Real) 11-, Systems Operation 11-; Programs:  Trace Kill, Search for 
	Ships/Sentinels, Diagnose Ship Malfunction, Diagnose Disease, Upload Training; 
	Targeting Systems:  +10 OCV w/ Cannons; Combat Pilot +5, Accurate Spray Fire
45	Sensors:    HRRP, IR, Nightvision, Radar, Radio Perception/Transmission, Spatial 
	Awareness, UV; Radio Groups are Discriminatory, All senses are 360 degrees, Radio and 
	Sight Groups are Rapid, Sight/Radio Groups Telescopic +2; OIF, Bulky, Fragile (-1 1/4)
264	Total Abilities and Equipment Cost
362	Total Vehicle Cost

Value	Disadvantages
5	Distinctive Features:  EMF (EC, Extreme, Special)
20	Distinctive Features:  Ship Markings (NC)
30	Hunted:  Sentinals (MoPow, NCI) 14-
20	Hunted:  Zion (Mo Pow, NCI, Watching) 14-
15	Physical Limitation:  Crippled by EMP (I, T)
90	Total Disadvantage Points
54	Total Cost (272/5)
Description:
Both gun turrets are in the front of the ship. One is on top of the ship and the other is on the bottom. This would explain why the Neb backs up into a crevice when they are Jacking In.

MINI-SPACE SHIP
Val	CHA	Cost	Notes
2	SIZE	10	1.6x 8; -2" KB; -1 DCV
20	STR	0	Lift 400 kg; 4d6 HTH Damage
15	DEX	15	OCV:  3/DCV:  3
12	BODY	0
18	DEF	48
3	SPD	5	Phases:  4, 8, 12
Total Characteristics Cost:  78

Movement:	Ground:  0"/0"
		Flight:  50"/1200"
		FTL:  500 LY/Year (1 LY/day)
		Swimming:  0"/0"

Abilities and Equipment
Cost	Power
110	Drive Systems:  Multipower, 110-point reserve
7u	1) Atmospheric Drive:  Flight:  50", x8 NCM; Limited Maneuverability (-1/2)
2u	2) Faster-Than-Light Drive:  FTL:  500 LY/Year; Extra Time (1 Turn to start up, works 
	normally there after; -1/2)
-12	Only Flies:  Running -6"
-2	Only Flies:  Swimming -2"
18	Internal Life Support:  Life Support (Self-Contained Breathing; Safe Environments:  
	High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum)
123	Total Abilities and Equipment Cost
201	Total Vehicle Cost

Value	Disadvantages
15	Distinctive Features:  Freezer Mini-space ship (NC)
15	Total Disadvantage Points
37	Total Cost (186/5)
Description: 
The Freezer mini-space ship is a small, spherical starship about 8' across. It can hold one passenger in relative comfort and is capable of going almost anywhere in the galaxy. The ship has no visible drives, and can achieve incredible speeds in both the atmosphere and in space. The single door to the ship is in the front, and this door has a single viewing portal. These ships land by virtually dropping out of the sky and impacting into the ground like a meteor (thus, you might want to give the ship roughly 30 DEF and some restraint systems for the pilots). A launching area will have large flexible mats to catch incoming ships.
MJOLNIR
Val	CHA	Cost	Notes
14	SIZE	70	25" x 12.5"; -14" KB; -9 DCV
50	STR	-30	Lift 25 tons; 10d6 HTH Damage
12	DEX	6	OCV:  4/DCV:  4
24	BODY	1
14	DEF	36
4	SPD	18	Phases:  3, 6, 9, 12
Total Characteristics Cost:  101

Movement:	Flight:		20"/160"
		Ground:		0"/0"
		Swimming:	0"/0"

Cost	Abilities and Equipment
	Propulsion Systems
25	 Hoverpads:   Flight 20" x8 Noncombat; OIF Bulky (-1)
6	 Fuel Cells:   END Reserve 100/0; IIF Bulky (-3/4)
-12	Only Flies:     Ground Movement -6"
-2	Only Flies:     Swimming -2"

	Tactical Systems
36	Cannons:   RKA 2d6, Armor Piercing (+1/2), Autofire (4 shots; +1/2) 500 Charges (+1); 
	OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/4), Reduced Penetration (-1/4)
15	Cannons:   Five more Cannon (total of 6)
46	EMP Discharge:   EB 10d6, Area Of Effect (One Hex; +1/2), NND (+1), 
	Does BODY (+1), MegaScale (1" = 1 km; +1/2); 1 Charge (-2)

	Operation Systems
112	Computers:  20 Int, 20 Dex, 4 Spd; Absolute Time Sense, Eidetic Memory, 
	Lightning Calculator; Combat Pilot 11-, KS:  Flight Protocols 11-, Navigation 
	(Tunnels of the Real) 11-, Systems Operation 11-; Programs:  Trace Kill, Search for 
	Ships/Sentinels, Diagnose Ship Malfunction, Diagnose Disease, Upload Training; 
	Targeting Systems:  +10 OCV w/ Cannons; Combat Pilot +5, Accurate Spray Fire
45	Sensors:    HRRP, IR, Nightvision, Radar, Radio Perception/Transmission, Spatial 
	Awareness, UV; Radio Groups are Discriminatory, All senses are 360 degrees, Radio and 
	Sight Groups are Rapid, Sight/Radio Groups Telescopic +2; OIF, Bulky, Fragile (-1 1/4)
271	Total Abilities and Equipment Cost
372	Total Vehicle Cost

Value	Disadvantages
5	Distinctive Features:  EMF (EC, Extreme, Special)
20	Distinctive Features:  Ship Markings (NC)
30	Hunted:  Sentinals (MoPow, NCI) 14-
20	Hunted:  Zion (Mo Pow, NCI, Watching) 14-
15	Physical Limitation:  Crippled by EMP (I, T)
90	Total Disadvantage Points
56	Total Cost (282/5)
Description:
The six cannons are spread out as follows: two on the upper front, two on the sides, and two on the rear. It is possible there are two guns on the belly of the ship as well.
BUFF THE ROADBUSTER
(a.k.a. BUFFALO) 
Val	CHA	Cost	Notes 
3	SIZE	15	2" x 1"; -3" KB, -2 DCV
30	STR	5	Lift 1600 kg; 6d6 HTH Damage
23	DEX	39	OCV:  8/DCV:  8
14	BODY	2
9	DEF	21
4	SPD	7	Phases:  3, 6, 9, 12
Total Characteristics Cost:  89

Movement:	Ground:		32"/128"
		Swimming:	0"/0"

Cost	Abilities and Equipment
21	Motorized Wheel Vehicle:  Ground Movement +26", x4 Non-Combat (32" total), OAF 
	(puncture resistant tires; -1 1/2); Only On Appropriate Terrain (-1/4), 1 Continuing Fuel Charge 
	(easily obtained fuel; 6-hours; -0)
6	90-Degree Tire Rotation:  Sideways Maneuverability on 12" of Ground Movement (+1/4)
10	Wheel Spikes:  Increased Deceleration +10" (can subtract 15' of Ground Movement per hex); 
	OIF Bulky (-1)
-2	Ground Vehicle:  Swimming -2"
4	Puncture Resistant Tires:  (4 DEF, 4 BODY)
2	Armored Body:  Knockback Resistance -1" 
5	Internal Radio:  HRRP; OIF Bulky (-1), Affected As Sight And Hearing Groups As Well As 
	Radio Group (-1/4)
5	Public Address System:  Hearing Group Images, +3 to PER Rolls, 1" Radius, 
	Reduced Endurance (0 END; +1/2); OAF Bulky (-1), No Range (1/2), Set Effect (only 
	amplifies what's said into it; -1)

	Talents
3	Internal Clock:  Absolute Time Sense

	Skills
6	Enhanced Suspension:  +3 Levels with Ground Movement
2	Spoiler And Airdam:  +2 Levels with Ground Movement; OAF Bulky (-1 1/2), Only At Speeds 
	Above 40 MPH (-1)
62	Total Abilities and Equipment Cost
151	Total Vehicle Cost

	Disadvantages
15	Distinctive Features:  Buff the Roadbuster, a one-of-a-kind sports car, (NC)
20	Hunted:  Chicago Police Dept. (MoPow, NCI, LimGeo) 11-
35	Total Disadvantage Points
23	Total Cost (116/5)
Description:
This car (known as Buff or Buffalo, a.k.a. The Roadbuster) is a custom-made machine, based on a Porsche chassis with a Corvette Stingray engine block. The engine has been heavily modified (starting with a Double Overhead Cam) so that it produces output in excess of 730 hp, and speeds in excess of 190 mph. The body is covered in 5 mm-thick battleship steel armor plate, and the windows are made of a combination of bulletproof glass and Lexgard plastic. Thus, it is armored sufficiently enough to withstand SMG fire (but not a 20 mm antitank gun or a 10 gauge solid slug). Throw a switch and the tires rotate 90 degrees, allowing the car to drive sideways (although not very fast and only in a straight line). If one needs to brake real fast, another switch will cause a series of long blades to snap out from the wheels, digging into the ground. It also is equipped with a sunroof, door gunports, and an external loudspeaker system.
GENKI
(The Dark Devil)
Val	CHA	Cost	Notes
45	STR	15	12.5 tons; 9d6
14	BODY	0	
4	SIZE	20
16	DEF	42
23	DEX	39	OCV:  8/DCV:  6
4	SPD	7	Phases:  3, 6, 9, 12
Total Characteristics Cost:  123

Movement:	Ground:  20"/40"
		Superleap:  28"/56"

Abilities and Equipment
66	Twin Pumped Lasers:  RKA:  4d6, Penetrating (+1/2), Increased Max 
	Range x5 (+1/4), No Range Penalty (+1/2), 0 End (+1/2), 
	60 Degree Arc (-1/2), OIF (-1)
45	20MM Vulcan Cannon:  RKA:  3d6, Autofire x10 (+3/4), 
	60 Charges (+1/2), 180 Degree Arc (-1/4), OIF (-1)
55	Multi-Missile Launcher:  EB:  10d6, Autofire x5 (+1/2), Explosion (+1/2), 
	Indirect (+1/2), Must Cross Intervening Space (-1/2), 30 Charges (+1/4), OIF (-1)

(Note:  The Indirect Advantage is not for "phasing through walls"  or 
anything so esoteric, it is simply there to simulate the  fact that the missiles 
can be targeted as indirect fire.  They can be fired "over the horizon" over or 
around buildings and corners.)

10	Hardened Armor:  1 level of Hardening 
	Legs:  OIF (-1)
14	Ground Movement:  +14" Running (20" Total)
10	Collapsable Size:  Shrinking, 2 Lvls, Only for Folding legs to Fit 2.5 x 2.5 
	meter Spaces (-1), 0 End (+1/2)
5	Jump Jets:  20" Superleap, OIF (-1)(5)
5	Leg Spikes:  Clinging:  45 STR, OIF (-1)
5	Communications:  High-Range Radio Hearing and Transmit, OIF (-1)
	Optics:  OIF (-1)
2	Infra-Red Vision
2	Ultra-Violet Vision
4	+6 Telescopic Vision
6	Flash Defense 12 DEF
	Sealed Environment:  OIF (-1)
4	Life Support, Self Contained Breathing, 5 Hour Limit (-1/4)
4	Life Support, Safe in Vacuum/High Pressure, Radiation, Extreme Heat/Cold
	Wire Tentacles:  OIF (-1)
2	Extra Limbs x2, No Fine Manipulation (-1/2) (2)
12	4" Stretching, Only on Wire Tentacles (-1/2), 0 End (+1/2)
15	Operator Neurolink System Multipower:  30 Pt Pool, OIF (-1)
	u +5 DEX, (1)
	u +1 SPD, (1)
	u +3 Levels with Weapons (1)
5	Another Neurolink System for the Gunner
274	Total Abilities and Equipment Cost
397	Total Vehicle Cost

	Disadvantages
25	Distinctive Features:  Fearsome Spider-like Mecha (NC, E)
	Physical Limitation:
20	Incredibly Complex to Maintain and Repair
15	Requires Special Training to Operate (All, Slight)
20	Requires Two Operators (All, Greatly)
20	Reputation:  Mysterious Killing machine (ext) 14- 
20	Susceptability:  1d6 DEX Drain Per Segment in intense Magnetic Fields 
15	Watched:  Hou Bang, Mo. Pow. NCI 
Total Cost:  397
Total Disadvantages:  135
Base:  262
Cost:  52 (Divided into 26 Points apiece for the two Operators)
Designer's Notes
This writeup is EXTREMELY powerful. If you use it in a superhero game, I recommend that it be used against heroes who have a lot of experience and/or power. I originally designed this with the intent to use it as a VIPER mecha. But reconsidered once I had finished. The players weren't anywhere near capable of fighting this thing!! Maybe when I get in a game where everyone is about 500 points I might reconsider springing this on them.
Creation Notes: 
This is my Hero System version of one of the coolest mecha I've ever seen. The Genki (Dark Devil) from Bubblegum Crisis #7 Double Vision. The Genki was truly a fearsome machine, capable of taking on a squad of standard BU 55C Combat Boomers and holding it's own. Against anything less than a Doberman or a giant superboomer it was nearly unstoppable. The armor proved impervious to the Knight Saber's weaponry, and Kou, the standard gunner and copilot, acting alone, dealt Priss her first outright defeat in the series.
Aside from it's deadly weaponry and thick armor, one of the things that made the Genki stand out was it's awesome agility and movement abilities. It could leap literally ten times it's own height, cling to any surface it could sink it's claws into, fold a segment of it's legs to fit into tight spaces and still be able to move at a good clip.
A word on how I decided on the stats and powers. Much of the way the basic stats were laid out reflected perusal of both the source material, and comparison with the M1 A1 Abrams tank that was written up in Hero System Almanac 2, as well as comparisons with some of the mecha listed in VIPER. ( I figured if the Abrams could be considered a baseline for average, then the VIPER tanks are kind of a cheap knock off with tougher weapons but thinner armor. ) I figured if a superhero could get through the armor, there should be enough BODY to still take awhile to destroy/disable it. While still giving the Genki ample time to dish out damage in return or decide to retreat.
I tried to come up with Disadvantages that seemed to fit what I had seen in the show, or were reasonable extrapolations based on my conception of how things work. The DEX Drain in Intense Magnetic fields was not shown in the show, but seemed to me a reasonable limitation based on the idea that it is not moved via hydraulics but via myomer style muscles similar to what Boomers use. I figure that much like the M-66 (another anime) the Genki's performance might start to degrade if someone activated an EMP field around it.
Appearance:
The Genki is very distinctive. In fact, it's a custom job, and there's absolutely no mistaking it for anything else. Also, although there might be similar mecha in the world in general, (The Genki is a heavily customized and upgraded version of a mecha that is sometimes found on the battlefield) you don't generally find them on the streets of MegaTokyo. And it would be considered extremely illegal to have it within the city limits. The Extreme reaction modifier comes from the fact that the thing seems to be pretty terrifying when encountered in the show. It's design does seem to be intended specifically to intimidate.
Power Variations: 
If you want to downpower the Genki for use in your campaign, I recommend doing away with the reflex booster multipower, reduce the armor from 16 to a more reasonable 14, and reduce the level of the attacks by a die or two or removing some of the more obnoxious advantages and limitations.
one light-year is equal to 9,500,000,000,000 kilometers