Notes:
The list of equipment below represent the "Alien" Equipment that Dutch managed to capture and secret away from his encounters with the predators. This equipment is not automatically carried by his character, but is permitted as part of his normal equipment allowance if he so chooses.
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Alien Frisbee:
RKA 2d6+1 (vs. PD), Indirect (Can Arc Around Interveneing Obstacles; +1/4), Area Of Effect Nonselective (11" Any Area; +3/4), NND ([Force Field or Advanced Technology Armor]; +1), Does BODY (+1) (140 Active Points); OAF (-1), Extra Time (Full Phase, -1/2), STR Minimum 10 (-1/2), Beam (-1/4), -1 Decreased STUN Multiplier (-1/4), Must Be Wearing "Alien Helmet" To Control The Frisbee Power does not work in Uncommon Circumstances (-1/4), Real Weapon (-1/4), 12 Charges (-1/4)
Notes:
Dutch's Strength allows him to do 2 1/2d6 with this weapon. The "Alien Frisbee" is guided in its flight-path through the use of the Alien Helmet. Since the thrower must concentrate to some extent, using the frisbee is a full phase action. Only force fields and higher than terrestrial tech-level armor can prevent it from cutting whatever it hits. It returns to the thrower after each toss, unless it encounters an obstacle that is able to block its path. The micro-capacitator batteries hold enough energy for 12 throws, when fully charged.
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[12] |
Notes:
The Spear is normally only about 2 feet long but it can telescope in size to a full length spear. The superb balance means that this spear grants a +1 OCV to the weilder.
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Multipower, 52-point reserve, (52 Active Points); all slots IAF (Telescoping Polearm; -1/2), STR Minimum 10 (-1/2), Real Weapon (-1/4)
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*
HKA 2d6 (2 1/2d6 w/STR) (vs. PD), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (52 Active Points); IAF (Telescoping Polearm; -1/2), STR Minimum 10 (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4)
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2 |
*
RKA 2d6 (vs. PD), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (52 Active Points); STR Minimum 10 (-1/2), IAF (Telescoping Polearm; -1/2), Range Based On STR (-1/4), Real Weapon (-1/4)
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2 |
*
HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), STR Minimum 10 (-1/2), IAF (Telescoping Polearm; -1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4)
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1 |
Alien Spear:
+1 OCV w/Spear (5 Active Points); OAF (-1)
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Alien Wrist Blades:
HKA 1d6+1 (2d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (40 Active Points); OIF (-1/2), STR Minimum 10 (-1/2), Real Weapon (-1/4)
Notes:
The wrist blades extend upon command from a pair of gauntlets. Their jagged and serrated edges are extremely sharp and do an amazing amount of damage for their size.
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0 |
Predator Cannon:
(Total: 66 Active Cost, 25 Real Cost) +2 with Predator Cannon (10 Active Points); OAF (-1) (Real Cost: 5)
plus Penalty Skill Levels: +2 vs. Range Modifier with All Predator Cannon (6 Active Points); OAF (-1) (Real Cost: 3)
plus EB 10d6 (vs. ED) (50 Active Points); OAF (-1), 8 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 17)
Notes:
This is a shoulder mounted weapon that requires no hands to use. It is in a snap-on frame which can be grabbed. The original Predator Cannon was more powerful than this but the one tht Dutch managed to capture had a couple of broken focusing crystals. He has repaired it as best he can. The cobbled together power cell can only hold enough energy for 8 shots.
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[8] |
Alien Inviso-Shield:
(Total: 34 Active Cost, 16 Real Cost) Sight Group Images 1" radius, +/-6 to PER Rolls (28 Active Points); Set Effect (Only To Allow Character To Blend Into The Background; -1), Limited Power PER Modifier looses +/-1 Per 1" Character Moves (-1/4), IIF (Holographic Webbing Suit; -1/4) (Real Cost: 11)
plus Endurance Reserve (30 END, 3 REC) Reserve: (6 Active Points); IIF (Built Into Belt Claps; -1/4), Limited Power Does Not Work If Wet (-1/4) (Real Cost: 5)
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3 |
Multipower, 15-point reserve, (15 Active Points); all slots OIF (-1/2)
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*
IR Perception (Sight Group) (5 Active Points); OIF (-1/2), Not Usable With Slot 2 (-1/4)
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0 |
*
UV Perception (Sight Group) (5 Active Points); OIF (-1/2), Not Usable with Slot 3 Power loses about a fourth of its effectiveness (-1/4)
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0 |
*
Thermal Scan:
Detect Heat Sources A Class Of Things 12-/16- (Sight Group), Discriminatory, Tracking (15 Active Points); OIF (-1/2)
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0 |
*
+4 PER with Sight Group (8 Active Points); Only To Overcome Darkness Penalties Power loses about half of its effectiveness (-1), OIF (-1/2)
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0 |
*
Ultrasonic Perception (Hearing Group), +2 to PER Roll, Discriminatory (10 Active Points); OIF (-1/2)
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0 |
*
+4 versus Range Modifier for Sight Group (6 Active Points); OIF (-1/2)
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0 |
Alien Helmet:
Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Full Face Helmet (Protects Locations 3-5; -1 1/2), OIF (-1/2), Real Armor (-1/4)
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0 |
Alien Helmet:
LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4)
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[1 cc] |