RunnerCar  
BENCHMARKS
Val Char Base Points Total Roll Notes
4 SIZE 0 20 4 Length 2.52", Width 1.26", Area 3.17" Mass 1.6 ton KB -4
30 STR 30 0 30 15- HTH Damage 6d6 END [3]
20 DEX 10 30 20 13- OCV 7 DCV 5
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
13 DEF 2 33 13
16 BODY 14 2 16 12-
40" Ground Movement 6 68 40"
0" Water Movement 2 -2 0"
0" Jumping 0 0 0"/25" 161 Total Characteristics Points
DESIGN
 
RESPONSIVENESS
OCV: 7 DCV: 5
Combat Skill Levels:
+2 with Ground Movement
DESIGN FLAWS
None
TECH SPECS
Accumulated: 0
Spent: 0
Unspent: 0
Base Points: 400
Disad Points: 0
Total Points: 400
TRACK SPEEDS

Type 

Total
Ground Movement:  40" [80" NC]
H. Jump (0"):  0"/25"
V. Jump (0"):  0"/12 1/2"

 RunnerCar  
FEATURES
Cost  Feature END
Propulsion Systems
6
1) Excellent Brakes: Ground Movement 0", Increased Decceleration (Additional -5" Accel Per Hex) (10 Active Points); IIF Bulky (-3/4)
8
2) Motorized Wheeled Vehicle: Ground Movement 0", x8 Noncombat, 1 Continuing Fuel Charge lasting 1 Day (+0) (10 Active Points); Only On Appropriate Terrain) (-1/4)
17 Booster Jets: Multipower, 30-point reserve, (30 Active Points); all slots IIF Bulky (-3/4)
2u
1) Booster Acceleration: Ground Movement 0" (40" total), Increased Acceleration (Additional +15" Accel Per Hex) (30 Active Points); IIF Bulky (-3/4)
1u
2) Booster Lift: Leaping +25" (0"/25" forward, 0"/12 1/2" upward) (Accurate) (30 Active Points); Only For Jumping (-1), IIF Bulky (-3/4)
Operations Systems
5
1) Communications Systems: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Sense Affected As Sight and Hearing Group As Well As Radio Group [very common Sense] (-1/2)
0
2
2) Nightsight System: Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1)
0
2
3) Nightsight System: Ultraviolet Perception (Sight Group) (5 Active Points); OIF Bulky (-1)
0
16
4) Sensors: Radar (Radio Group), +3 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (33 Active Points); OIF Bulky (-1)
0
17
5) Stealth Tech: Change Environment 1" radius, -6 to Radio Group PER Rolls, Reduced Endurance (0 END; +1/2) (30 Active Points); IIF Bulky (-3/4)
0
Tactical Systems
5
1) Ejection Seat (Passenger): Additional Ejection Seat (5 Active Points)
0
5
2) Ejection Seat: Telekinesis (22 STR) (33 Active Points); Only To Throw Target Straight Up (-2), 1 Recoverable Charge (-1 1/4), OIF Bulky (-1), No Range (-1/2), Affects Whole Object (-1/4)
[1 rc]
2
3) Enhanced Restraint System: +10 PD (10 Active Points); Only To Protect Occupants Against Damage From Collisions (-2), OIF Bulky (-1)
0
15
4) Extremely Advanced Locks: Lockpicking 19-
14
5) Hermetically Sealed: Life Support (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing)
0
11
6) Oil Slick: Change Environment 8" radius (16" Cone; +0), -6 to Dex-Based Skill Rolls, Long-Lasting 1 Hour (45 Active Points); 4 Charges (-1), IIF Bulky (-3/4), Limited Arc Of Fire (60 degrees; Only vs Ground Based Movers; Directly Behind; -3/4), No Range (-1/2)
[4]
57
7) Pulson Cannon: Energy Blast 10d6 (vs. ED), 16000 Charges (+1) (100 Active Points); IIF Bulky (-3/4)
[16000]
5
8) Reinforced Tires: 5 DEF, 5 BODY (5 Active Points)
0
5
9) Self-Inflating Tires: +0 DEF, +0 BODY (5 Active Points)
0
10
10) Sturdy: Knockback Resistance -5"
0
10
11) Ruggedized: Hardened (+1/4) (10 Active Points) applied to DEF
215 Total Features Cost
 
EXTRAS
Cost  Name
4 +2 with Ground Movement
20 Integrated Computers
24 Total Extras Cost
Character created with Hero Designer (version 2007121308)