Cost |
Feature |
END |
|
Propulsion Systems | |
7 |
1) Difficult To Move: Clinging (normal STR) (10 Active Points); Only When In Contact With The Ground (-1/4), Cannot Resist Knockback (-1/4) | 0 |
20 |
2) Extra Stable: Knockback Resistance -10" | 0 |
-8 |
3) Tracked Movement: (0 Active Points); no Noncombat movement (-1/4) applied to Ground Movement | |
|
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) 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 |
2) 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 |
3) Nightsight System: Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1) | 0 |
2 |
4) Nightsight System: Ultraviolet Perception (Sight Group) (5 Active Points); OIF Bulky (-1) | 0 |
14 |
5) Stealth Tech: Change Environment 1" radius, -5 to Radio Group PER Rolls, Reduced Endurance (0 END; +1/2) (25 Active Points); IIF Bulky (-3/4) | 0 |
30 |
Ruggedized: +5 DEF, Hardened (+1/4) (30 Active Points) (Modifiers affect Base Characteristic) | |
10 |
Ruggedized: Lack Of Weakness (-10) for Resistant Defenses | 0 |
45 |
Arcing Shot: Indirect (Same origin, always fired away from attacker; Arcing Shot; +1/4) for up to 120 Active Points of RKA, Reduced Endurance (0 END; +1/2) (45 Active Points) | 0 |
90 |
Main Gun: Multipower, 120-point reserve, all slots 64 Charges (+1/2) (180 Active Points); all slots OIF Bulky (-1) | |
6u |
1) AP: Killing Attack - Ranged 4d6 (vs. ED), Explosion (-1 DC/3"; +1) (120 Active Points) | 0 |
6u |
2) AT: Killing Attack - Ranged 8d6 (vs. ED) (120 Active Points) | 0 |
263 |
Total Features Cost |