Cost |
Power |
END |
|
Basic Golem Abilties | |
6 |
1) Big Fists: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF Bulky (-1), Hand-To-Hand Attack (-1/2) | 0 |
37 |
2) +25 STR, Reduced Endurance (0 END; +1/2) (37 Active Points) | |
8 |
3) Spell Resistance 14-: Custom Power (16 Active Points); OIF Bulky (-1) | 0 |
2 |
4) Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1) | 0 |
2 |
5) Ultraviolet Perception (Sight Group) (5 Active Points); OIF Bulky (-1) | 0 |
3 |
6) Knockback Resistance -3" (6 Active Points); OIF Bulky (-1) | 0 |
6 |
7) Healing BODY 1d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF Bulky (-1), Custom Modifier (Acid Damage heals golem on a 1 for 1 basis; -1/2) | 0 |
3 |
8) Special Construction Materials and Techniques: Damage Resistance (8 PD/5 ED) (6 Active Points); OIF Bulky (-1) | 0 |
12 |
9) Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Custom Modifier (only vs non magic weapons or weapons +2 or less; -1/2) | 0 |
|
Specific Golem Type Abilities | |
8 |
1) Cursed Wounds: Suppress All Magical Healing 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Custom Modifier (only to prevent healing of wounds caused by golem; -1), OIF Bulky (-1), Custom Modifier (Save by castser attempting the healing negates suppress; -1/2), Linked (Big Fists; -1/4) | 0 |
3 |
2) Self Hasting: +1 SPD (10 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF Bulky (-1) | |
90 |
Total Powers Cost |