Cost |
Name |
40 |
computer |
40 |
Total Perks Cost |
|
|
Cost |
Power |
END |
46 |
Healing BODY 10d6, Can Heal Limbs, Resurrection, Decreased Re-use Duration (1 Turn; +1 1/2) (312 Active Points); Extra Time (6 Hours, -3 1/2), One Use At A Time (-1), Only on Mechs Power loses about half of its effectiveness (-1), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; -1/4), Only on Tech Bay Power loses less than a fourth of its effectiveness (-0) | 31 |
7 |
Healing BODY 2d6, Characteristics (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2) (40 Active Points); Extra Time (5 Minutes, -2), Only works on patients in the infirmary Power does not work in Extremely Common Circumstances (-1 1/2), Only on biological lifeforms Power loses about half of its effectiveness (-1), Limited Power Power loses about a fourth of its effectiveness (half as effective against aliens; -1/4) | 4 |
10 |
Sight Group Images, +/-4 to PER Rolls, Area Of Effect (128m Cone; +1 1/4), Thin Cone (-1/4) (44 Active Points); Only To Create Light (-1), Mech Tech Power loses about half of its effectiveness (-1), Limited Arc Of Fire (60 degrees; -1/2), No Range (-1/2), Physical Manifestation (-1/4) | 4 |
80 |
Resistant Protection (50 PD/50 ED) (Protect Carried Items), Hardened (+1/4) (200 Active Points); Always On (-1/2), Ablative BODY Only (-1/2), Personal Defense (-1/4), Perceivable (-1/4) | 0 |
12 |
Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); Extra Time (5 Minutes, Only to Activate, -1), Always On (-1/2) | 0 |
21 |
Flight 60m, x8 Noncombat (70 Active Points); Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Limited Maneuverability Only 1 turn per Phase at Combat speed; only 1 turn per Turn at Noncombat speed (-1/2), Cannot Move Backwards (-1/4), Difficult to Operate (-1/4), Leaves A Trail (-0) | 0 |
7 |
Sight Group Flash Defense (10 points) (10 Active Points); Always On (-1/2) | 0 |
13 |
Power Defense (15 points), Inherent (+1/4) (19 Active Points); Always On (-1/2) | 0 |
7 |
Radio Group Flash Defense (10 points) (10 Active Points); Always On (-1/2) | 0 |
4 |
High Range Radio Perception (Radio Group) (12 Active Points); Mech Tech -1/10 Power loses about half of its effectiveness (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Mech Tech-1/ 10 Power loses about a fourth of its effectiveness (-1/4), Nonpersistent (-1/4) | 0 |
8 |
Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (25 Active Points); Mech Tech -1/10 Power does not work in Very Common Circumstances (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Mech Tech: -1/10 Power does not work in Uncommon Circumstances (-1/4) | 0 |
5 |
+10 versus Range Modifier for Sight Group (15 Active Points); Mech Tech -1/5 Power loses about two-thirds of its effectiveness (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) | 0 |
3 |
+8 versus Range Modifier for Sight Group (12 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Mech Tech -1/5 Power loses about two-thirds of its effectiveness (-1 1/2) | 0 |
2 |
+14 versus Range Modifier for Radar (7 Active Points); Mech Tech: -1/5 Power loses about two-thirds of its effectiveness (-1 1/2), Extra Time (1 Minute, Only to Activate, -3/4), Nonpersistent (-1/4) | 0 |
6 |
+8 PER with all Sense Groups (24 Active Points); Mech Tech -1/5 Power loses about two-thirds of its effectiveness (-1 1/2), Extra Time (5 Minutes, Only to Activate, -1), Requires A Systems Operation Roll (Skill roll; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) | 2 |
48 |
LRM20: Killing Attack - Ranged 3d6, Penetrating (+1/2), Increased Maximum Range (7,200m; +1), Autofire (20 shots; +1 1/2) (202 Active Points); Mech Tech Power does not work in Very Common Circumstances (-1), Cannot haymaker, strafe, or snapshot (-3/4), OIF (-1/2), Extra Time (Extra Segment, -1/2), Lock-On (-1/2), Physical Manifestation (-1/4), Cannot fire less than max on autofire (-1/4), Cannot use at less than 10" range (-1/4), Limited Arc Of Fire (180 degrees; -1/4), 4 clips of 32 Charges (+1/2) Notes: (x3 number of items) | [32] |
61 |
Medium Lasers: Killing Attack - Ranged 8 1/2d6, Increased Maximum Range (5,200m; +1/2) (195 Active Points); Mech Tech (-1), OIF (-1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Unified Power (-1/4), No Knockback (-1/4), Cannot Be Used With haymaker (-1/4), Limited Arc Of Fire (180 degrees; -1/4) Notes: (x5 number of items)
3 face forward, 2 face back | 38 |
51 |
PPC: Killing Attack - Ranged 9d6 (Reduced Negation (2)), Penetrating (+1/2), Increased Maximum Range (5,400m; +1/2) (278 Active Points); Increased Endurance Cost (x3 END; -1), Mech Tech Power loses about half of its effectiveness (-1), OIF (-1/2), Not in IMF Power loses about a third of its effectiveness (-1/2), cannot snapshot or haymaker Power does not work in Common Circumstances (-1/2), Limited Arc Of Fire (60 degrees; -1/2), Unified Power (-1/4), Cannot strafe (-1/4), Beam (-1/4), cannot be used at less than 2" Power loses about a fourth of its effectiveness (-1/4) Notes: (x2 number of items) | 84 |
63 |
Endurance Reserve (300 END, 100 REC) Reserve: (143 Active Points); End max is 1/10 Body Power loses about a third of its effectiveness (-1/2), Always On (-1/2), Perceivable (-1/4); REC: (68 Active Points); Always On (-1/2), Rec is max at 3x body Power loses about a third of its effectiveness (-1/2), Perceivable (-1/4) | 0 |
185 |
Mech Equipment Pool: Variable Power Pool, 160 base + 210 control cost, (265 Active Points); equipment limited by stores, perks, and familiarity (-3/4), Attacks against resistant defense must have combinatorial slots Power does not work in Common Circumstances (-1/2), persistant slots Power does not work in Common Circumstances (-1/2), can only switch slots between scenes while accessing stores (-1/2), cannot take multiple 1/2 OCV/DCV, cannot take multiple 0 OCV/DCV (-1/2), OIF (-1/2) | |
639 |
Total Powers Cost |
|