| 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- |
| 7 |
HEKATON Squad Tactics: Teamwork 14- |
| 4 |
Suit COmbat Computer: +1 OCV with any two categories of combat |
| 14 |
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 |
|
HEKATON Combat Prosthesis (Heavy Exo-Kinetic Anti-Threat Operations Nexus) | |
| 11 |
1) Radio Transciever Unit: High Range Radio Perception (Radio Group), +1 to PER Roll, Concealed (-3 with High Range Radio Perception PER Rolls) (16 Active Points); OIF (-1/2) | 0 |
| 3 |
2) Nightvision: Nightvision (5 Active Points); OIF (-1/2) | 0 |
| 22 |
3) Q-Signature Sensors: Detect A Class Of Things 10- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (33 Active Points); OIF (-1/2) | 0 |
| 24 |
4) Q-Hardened Reactive Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) | 0 |
| 13 |
5) Powered Exo-Frame: +20 STR (20 Active Points); OIF (-1/2) | 2 |
| 17 |
6) Turbo Jets: Flight 10", x4 Noncombat (25 Active Points); OIF (-1/2) | 2 |
| 7 |
7) Kinetic Dampening Plates: Physical Damage Reduction, 25% (10 Active Points); OIF (-1/2) | 0 |
| 7 |
8) Kinetic Dampening Plates: Physical Damage Reduction, 25% (10 Active Points); OIF (-1/2) | 0 |
| 6 |
9) Built-in Transectional Battery: Endurance Reserve (50 END, 2 REC) Reserve: (7 Active Points); IIF (-1/4) | 0 |
|
Sagam-6 QAC Offensive Platform | |
| 40 |
Sagam-6 QAC Weapons Array: Multipower, 90-point reserve, (90 Active Points); all slots OAF (-1), Real Weapon (-1/4) | |
| 4u |
1) Voltaic Enervation Gaunlets: Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (87 Active Points); OAF (-1), Real Weapon (-1/4) | 9 |
| 3u |
2) Suppression Blast: Energy Blast 6 1/2d6, Area Of Effect (One Hex; +1/2), Selective (+1/4) (58 Active Points); OIF (-1/2), Real Weapon (-1/4) | 6 |
| 2u |
3) Armor Piercing Blast Array: Energy Blast 7d6, Armor Piercing (+1/2) (52 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) | 5 |
| 2u |
4) Staggered Laser Burst: Energy Blast 6d6, Autofire (5 shots; +1/2) (52 Active Points); OAF (-1), Real Weapon (-1/4), 32 Charges (+1/4) | [32] |
| 3u |
5) Magnetically Charge Projectile: Killing Attack - Ranged 2d6, Autofire (3 shots; +1/4) (60 Active Points); OAF (-1), Real Weapon (-1/4), 4 clips of 64 Charges (+3/4) | [64] |
| 164 |
Total Powers Cost |
| Cost |
Maneuver |
| 4 |
Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike |
| 4 |
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 8 |
Total Martial Arts Cost |
|