Cost |
Power |
END |
27 |
Multipower, 60-point reserve, (60 Active Points); all slots Required Hands Two-Handed (-1/2), OIF Durable (-1/2), Beam (-1/4)
|
|
3u |
1)
Blaster Volley:
Energy Blast 6 1/2d6 (vs. ED), Autofire (3 shots; +1/4), 64 Charges (+1/2) (58 Active Points)
|
[64] |
3u |
2)
Phase Blaster:
Energy Blast 12d6 (vs. ED), 16 Charges (+0) (60 Active Points)
|
[16] |
3u |
3)
Overcharged Blast:
Killing Attack - Ranged 4d6 (vs. ED), 16 Charges (+0) (60 Active Points)
|
[16] |
3u |
4)
Focused White Noise Pulsar:
Sight, Hearing and Radio Groups Flash 11d6, 16 Charges (+0) (60 Active Points)
|
[16] |
40 |
Heavy Assault Armor:
Armored Suit: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF Durable (Heavy Assault Armor; -1/2)
plus Energy Dispersion Field: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF Durable (Heavy Assault Armor; -1/2)
plus Inertial Dampening Field: Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Durable (Heavy Assault Armor; -1/2)
|
0 |
26 |
1)
Flight Harness, Long Range Sustained:
Flight 15", Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Restrainable (-1/2), OIF Durable (-1/2)
|
0 |
18 |
2)
Advanced Situational Awareness Helmet:
Range Finder: Penalty Skill Levels: +1 vs. Range Modifier with Ranged (3 Active Points); OIF (Helmet; -1/2)
plus +1 versus Range Modifier for Sight Group (2 Active Points); OIF (Helmet; -1/2)
plus +1 PER with Sight Group (2 Active Points); OIF (Advanced Situational Awareness Helmet; -1/2)
plus Sight Group Self Polarizing Visor: Flash Defense (5 points) (5 Active Points); OIF (Visor; -1/2)
plus 360 degree Microcamera HUD: Increased Arc Of Perception with Sight Group (10 Active Points); OIF (-1/2)
plus Heat-scan: Infrared Perception (Sight Group) (5 Active Points); OIF (Helmet; -1/2), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2)
plus Ultra-low Light: Nightvision (5 Active Points); OIF (Helmet; -1/2), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2)
|
0 |
8 |
3)
Signal Scanner/ Micro-burst Transmiter:
High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls), Discriminatory, Sense (20 Active Points); Requires A Systems Operation Skill Roll (-1/2), OIF (Comms Module; -1/2), Radio/Hearing [very common Sense] (-1/2)
|
0 |
6 |
4)
Gyrostablized Swingarm:
Swingarm: Extra Limb (1) (5 Active Points); Only To Provide Second Arm For Main Gun (-1)
plus +2 with Ranged Combat (10 Active Points); Only To Hit (OCV Only; -1), OIF Durable (-1/2)
|
0 |
8 |
5)
Surface Cohesion Boots:
Clinging (20 STR) (12 Active Points); OIF Durable (-1/2)
|
0 |
16 |
6)
Bio-monitor:
Simplified Healing 3d6, Trigger (Drop to 0 BODY or 0 STUN) (Self Resetting; +3/4) (52 Active Points); 3 Charges (-1 1/4), OIF (Bio-monitor Module; -1/2), Self Only (-1/2)
|
[3] |
161 |
Total Powers Cost |
|