Cargo
If standard loadout for Imperial Infantry Platoon Requisition (not including special gear for specific missions)
*assumes vehicle attached to a platoon sized infantry element that is expected to be away from base for 2 or 3 days and engage in combat with a similar force or secure and hold a position inside an AO*
- 16 spare reloads for auto-blaster
- 8 spare reloads for light repeating blaster
- 3 days supplies for 4 humans inside the vehicle
- commander's signal light stick thing...
- standard gear of the 3 crew
- platoon level vehicle carried med pack
- 2 fire extinguishers
- 2 extra bulbs for hull mounted spotlight
- Back-up Long Range Radio Pack
- 2 Jerry cans of potable water with filtration systems
- Signal Flare Pistol + 3 boxes of signal flares (10 flares each)
- Platoon Weapon Maint kit
- a few spare parts and reloads for platoon's squad support weapon
- Pickaxe, Heavy axe, Sledge, Vehicle tool kit, 2 Shovels strapped to armor
- Camo netting with stakes for vehicle
- 2 macro binoculars
- spare parts enough to mend; a total of 7 purple dice of critical injuries no greater than hard critical difficulty, 10 system strain, and 5 hull trauma
- 20 extra reloads for [whatever infantry standard blaster weapon is for the unit]
- 2 spare [standard blaster weapon for unit]
- high rof compact smg type blaster with 6 reloads slung inside turret
- crate of 12 frag grenades & 6 smoke grenades
- 6 extra reloads for standard blaster pistol unit uses
- containers with 4 days of rations for 20 people
Notes
- primed in that lovely empire grey color from factory. might be painted to match terrain where it is deployed. it is against regulations but some of these are given nicknames and painted with some kind of art on side of turret by their units.
Upgrades;
- Spaced Armor; 1 HP, -5 encumbrance, +1 armor (mods; upgrade difficulty of check targeting vehicle with personal scale weapons x2, +1 armor x1)
- Smoke Grenade Projecting System; 1HP, personal scale short range around vehicle is smoke/heavy concealment?
- Anti-personnel strip mines; 1 HP, use frag grenade's special features only as there is no primary target damage is determined by blast rating alone, limited ammo 1, incidental to activate for 2 strain outside vehicle turn to target everything engaged with the vehicle (mods; 2nd use per reload x1, firing arc control x1 {can activate only front, left, right, rear to not accidentally target as many allies}, optimized deflection plate backing x2 {grant a boost die to check from strip mines being properly angled for maximum effectiveness})
- Anti-air turret configuration; 1HP, remove 1 setback die when targeting vehicles moving faster than yours, replace autofire with linked 1 (mods; +1 boost die to checks on weapon x2, replace co-ax light repeating blaster with an additional auto-blaster)
- Heavy weapon mount; 1HP, replace auto-blaster with a light blaster canon