Cost |
Feature |
END |
|
Propulsion Systems | |
72 |
1) Primary Thrusters: Flight 30", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Sideway Manueverability, Usable Underwater, Megascale 1km, Difficult to Dispel; +1/2) (90 Active Points); Cannot Move Backwards (-1/4) | 0 |
51 |
2) Afterburners: Flight 30", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Sideway Manueverability, Usable Underwater, Megascale 1km, Difficult to Dispel; +1/2) (90 Active Points); Cannot Move Backwards (-1/4), Linked (Primary Thrusters; Greater Power is Constant or in use most or all of the time; Lesser Power can only be used when character uses greater Power at full value; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) | [4 cc] |
|
Personnel Systems | |
16 |
1) Life Support: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) | 0 |
|
Operations Systems | |
5 |
1) Flares and Chaff: +3 with DCV (15 Active Points); Only Vs Missiles (And Other Seeking Attacks) (-2), 12 Charges (-1/4) | |
11 |
2) Flares and Chaff: +3 with DCV, Usable As Attack (+1), Area Of Effect (6" Any Area; +1 1/4) (49 Active Points); Only Vs Missiles (And Other Seeking Attacks) (-2), Only On Hexes Occupied (-1), 12 Charges (-1/4) | |
5 |
3) Mech 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 |
18 |
4) Mech Sensors: Radar (Radio Group), +3 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+6 versus Range Modifier): +6 (36 Active Points); OIF Bulky (-1) | 0 |
2 |
5) Nightsight System: Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1) | 0 |
2 |
6) Nightsight System: Ultraviolet Perception (Sight Group) (5 Active Points); OIF Bulky (-1) | 0 |
27 |
7) Stealth Tech: Change Environment 1" radius, -10 to Radio Group PER Rolls, Reduced Endurance (0 END; +1/2) (48 Active Points); IIF Bulky (-3/4) | 0 |
11 |
Ruggedized: Hardened (+1/4) (11 Active Points) applied to DEF | |
67 |
Blasters: Multipower, 90-point reserve, all slots Reduced Endurance (0 END; +1/2) (135 Active Points); all slots OIF Bulky (-1) | |
4u |
1) Concussor: Energy Blast 9d6 (vs. ED), STUN Only (+0), Explosion (-1 DC/3"; +1) (90 Active Points) | 0 |
4u |
2) Devastator: Energy Blast 18d6 (vs. ED) (90 Active Points) | 0 |
4u |
3) Repeater: Energy Blast 9d6 (vs. ED), Autofire (5 shots; +1/2), Autofire 0 END Premium (+1/2) (90 Active Points) | 0 |
3u |
4) Sweeper: Energy Blast 10d6 (vs. ED), Area Of Effect Nonselective (11" Cone; +3/4) (87 Active Points); No Range (-1/2) | 0 |
302 |
Total Features Cost |