Cost |
Feature |
END |
20 |
Armored Carapace: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Coverage does not protect passengers (-1/2) | 0 |
40 |
Ram-jets: Flight 15", Improved Noncombat Movement (x8), 4 clips of 1 Continuing Fuel Charge lasting 1 Day (Fuel is Difficult to obtain; +0) | [1 cc] |
11 |
Best Saftey Features Money Can Buy: Luck 10d6 (50 Active Points); 1 Charge (-2), Limited Power Only in case of major Emergency (-1 1/2) Notes: In case of Emergency, roll to see if the pilot is able to land safely. A 'lucky' roll indicates that despite the condition of the vehicle, the pilot or auto pilot manages to bring it down safely and without causing further damage to the airframe. | [1] |
|
| |
|
Communication Suite, all slots IIF Bulky (-3/4) | |
6 |
1) Microburst Variable Frequency Transmitter/Reciever: Radio Perception/Transmission (Radio Group) (10 Active Points) | 0 |
3 |
2) Anti-Jamming Tech: Radio Group Flash Defense (5 points) (5 Active Points) | 0 |
8 |
3) Object Detection and Tracking: Radar (Radio Group) (15 Active Points) | 0 |
15 |
4) Inbound Enemy Identification and Early Warning System: Danger Sense (General Area, in combat, Analyze, Discriminatory, Function as a Sense, Rapid (x10), Targeting Sense) (50 Active Points); Limited Power Only vs. Airborne Dangers (-1 1/2) 11- | |
7 |
5) Neural Connector: Mind Link , One Specific Mind (Green Knight), No LOS Needed, Invisible Power Effects (Fully Invisible; +1/2) (22 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) | 0 |
|
| |
34 |
On-board Tactical Solution Weapons Array: Multipower, 60-point reserve, (60 Active Points); all slots IIF Bulky Durable (-3/4) | |
3u |
1) Air to Air Anti-Aircraft Long Range Defense System: Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); 8 Charges (-1/2) | [8] |
2u |
2) Tangle-wire Gyroid Launcher: Entangle 3d6, 3 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points); Limited Arc of Fire (60 Degrees; -1/2), Cannot Form Barriers (-1/4), Nonresistant DEF (-1/4), Can Be Missile Deflected (-1/4), 12 Charges (-1/4) | [12] |
2u |
3) Nueral Disruption Cannon: Energy Blast 8d6 (vs. ED), STUN Only (+0), 64 Charges (+1/2) (60 Active Points); Limited Arc of Fire (60 Degrees; -1/2), Beam (-1/4) | [64] |
2u |
4) Nueral Disruption Cannon -- Overcharged Shot: Energy Blast 12d6 (vs. ED), 16 Charges (+0) (60 Active Points); Limited Arc of Fire (60 Degrees; -1/2), Beam (-1/4) | [16] |
1u |
5) Micromotorized Fixed Point Winch and Grapple Launcher: (Total: 60 Active Cost, 15 Real Cost) Grappling Hook (Extra Limbs) (5 Active Points); IIF Bulky (-3/4), Limited Manipulation (-1/4), Linked (Grappling Hook (Stretching); Lesser Power need not be used proportionally to Power with which it is Linked; -1/4) (Real Cost: 2)
plus Grappling Hook (Stretching) 8", Limited Power Power loses less than a fourth of its effectiveness (+0) (40 Active Points); 4 Charges (-1), Cannot Do Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (Extra Limbs: Grappling Hook) (-1/4) (Real Cost: 9)
plus +15 STR, Limited Power Extra Limbs (Grappling Hook) Only (+0) (15 Active Points); 4 Charges (-1), Linked (Grappling Hook (Extra Limbs); Lesser Power can only be used when character uses greater Power at full value; -1/2), Limited Arc of Fire (Front Arc) (-1/4) (Real Cost: 5) | [4] |
154 |
Total Features Cost |
|
|
Cost |
Name |
9 |
+3 Combat Piloting |
3 |
Combat Piloting 13- |
10 |
Onboard Automated Processing Apparatus, Mark III |
1 |
Computer Link (Police Dispatch System) |
3 |
On board Clock (Absolute Time Sense) |
3 |
Navigation System (Bump Of Direction) |
29 |
Total Extras Cost |
|