| Cost |
Name |
| 0 |
Vehicle Training: Vehicle Training: Common Motorized Ground Vehicles, Custom Adder, Two-Wheeled Motorized Ground Vehicles |
| 0 |
Weapon Training: Weapon Training: Small Arms, Blades, Clubs, Custom Adder, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Unarmed Combat |
| 3 |
ANTHEM Operative: PS: Security Operative 11- |
| 3 |
HEKATON Squad Tactics: Teamwork 13- |
| 4 |
Suit COmbat Computer: +1 OCV with any two categories of combat |
| 8 |
HTH Exo Training: +1 with All Combat |
| 18 |
Total Skills Cost |
| Cost |
Name |
| 0 |
Homeland Operative: Fringe Benefit: Custom Adder, Federal/National Police Powers, License to practice a profession, Passport, Police sergeant, Weapon Permit (where appropriate) |
| 0 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
|
ASPIS Frame Loadout | |
| 9 |
1) Radio Transciever Unit: High Range Radio Perception (Radio Group), Concealed (-2 with High Range Radio Perception PER Rolls) (14 Active Points); OIF (-1/2) | 0 |
| 3 |
2) Nightvision: Nightvision (5 Active Points); OIF (-1/2) | 0 |
| 15 |
3) Q-Signature Sensors: Detect A Class Of Things 10- (Unusual Group), Range, Sense, Targeting (23 Active Points); OIF (-1/2) | 0 |
| 32 |
4) Q-Hardened Reactive Armor: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2) | 0 |
| 7 |
5) Powered Exo-Frame: +10 STR (10 Active Points); OIF (-1/2) | 1 |
| 10 |
6) Vault Motivators: Leaping +15" (23" forward, 11 1/2" upward) (x4 Noncombat) (20 Active Points); Double Endurance Cost (-1/2), OIF (-1/2) | 2 |
| 6 |
7) Built-in Transectional Battery: Endurance Reserve (50 END, 2 REC) Reserve: (7 Active Points); IIF (-1/4) | 0 |
|
ASPIS Offensive Weapons Array | |
| 50 |
Sagam-6 QAC Weapons Array: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2), Real Weapon (-1/4), Beam (-1/4) | |
| 5u |
1) Armor Piercing Blast Array: Energy Blast 11d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (100 Active Points); OIF (-1/2), Beam (-1/4), Real Weapon (-1/4) | 4 |
| 5u |
2) Staggered Laser Burst: Energy Blast 11d6+1, Autofire (5 shots; +1/2) (100 Active Points); OIF (-1/2), Real Weapon (-1/4), Beam (-1/4), 32 Charges (+1/4) | [32] |
| 5u |
3) Magnetically Charge Projectile: Killing Attack - Ranged 3d6+1, Autofire (3 shots; +1/4) (100 Active Points); OIF (-1/2), Real Weapon (-1/4), Beam (-1/4), 4 clips of 64 Charges (+3/4) | [64] |
| 147 |
Total Powers Cost |
| Cost |
Maneuver |
| 4 |
Shove: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to Shove |
| 4 |
Charge: 1/2 Phase, +0 OCV, -2 DCV, 10d6 +v/5 Strike, FMove |
| 8 |
Total Martial Arts Cost |
|