*
Caltrop Grenades:
Change Environment 1" radius, +5 Points of Damage, Long-Lasting 1 Hour (35 Active Points); 3 Charges (-1 1/4), OAF (Grenade; -1), Only When In Contact With The Ground (-1/4), Can Be Missile Deflected (-1/4), Range Based On STR (-1/4)
Notes:
Real Cost: 9 points
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[3] |
*
Phone:
High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (21 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes:
Real Cost: 5 points
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0 |
*
Corelli Mako:
Killing Attack - Ranged 3d6-1 (vs. PD), AP (+1/2) (60 Active Points); STR Min 18+ Cannot Add Damage (-1 1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4)
Notes:
Real Cost: 14 points
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[12] |
Notes:
Real Cost: 17 points
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Multipower, 45-point reserve, (45 Active Points); 1/2 Phase Action Or Fast Load Skill Roll To Load Each Cartridge (Charge) (-1/2); all slots STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
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Buckshot:
RKA 2d6 (vs. PD), 15 Charges (+0), AOE (One Hex; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
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[15] |
*
Scatter Shot:
RKA 2d6 (vs. PD), Explosion (Cone; -1 DC/2"; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), 12 Charges (-1/4), Real Weapon (-1/4)
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[12] |
*
Slug:
RKA 2d6+1 (vs. PD), +1 Increased STUN Multiplier (+1/4) (44 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), 12 Charges (-1/4), Real Weapon (-1/4)
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[12] |
*
Flashbang Shell:
Sight and Hearing Groups Flash 5d6, Explosion (+1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
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[8] |
*
Frag Shell:
RKA 2d6 (vs. ED), 16 Charges (+0), Explosion (+1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
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[16] |
*
Smoke Cartridge:
Darkness to Sight Group 2" radius, 12 Continuing Charges lasting 5 Minutes each (+3/4) (35 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
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[12 cc] |
*
Hardened Combat Stock with Inertial Magnifier:
HA +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), HA (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
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0 |
Notes:
Real Cost: 13 points
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*
Machine Pistol:
Killing Attack - Ranged 2d6 (vs. PD), 32 Charges (+1/4), Autofire (3 shots; +1/4) (45 Active Points); OAF (-1), STR Min 14 Cannot Add Damage (-1), Beam (-1/4), Real Weapon (-1/4)
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[32] |
Notes:
Sold back 10 starting vehicle points for 5 points to buy more BodyTech with, per Amper starting option.
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*
Contact: Unger (Fixer) (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
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*
Contact: Fixer du jour (Contact has useful Skills or resources) 11-
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*
Contact: Redline (Gunrunner) (Contact has useful Skills or resources) 8-
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