| Cost |
Name |
| 5 |
Accurate Sprayfire |
| 0 |
Acting 8- |
| 0 |
AK: Home Town Area 8- |
| 3 |
Breakfall 12- |
| 3 |
Climbing 12- |
| 3 |
Concealment 12- |
| 0 |
Conversation 8- |
| 0 |
CuK: Home Culture 8- |
| 3 |
Deduction 12- |
| 7 |
Demolitions 14- |
| 2 |
KS: SAS History And Traditions 11- |
| 2 |
KS: The Military/Mercenary/Terrorist World 11- |
| 2 |
KS: British Army History And Customs 11- |
| 0 |
Language: English (Idiomatic) |
| 10 |
Martial Arts (10 points' worth -- usually Commando Training, but the character can choose another style if preferred) |
| 3 |
Navigation (Land, Marine) 12- |
| 0 |
PS: Player's Choice 11- |
| 2 |
PS: SAS 11- |
| 2 |
PS: Soldier 11- |
| 3 |
Paramedics 12- |
| 0 |
Persuasion 8- |
| 5 |
Skipover Sprayfire |
| 3 |
Shadowing 12- |
| 3 |
Stealth 12- |
| 10 |
Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 12- |
| 3 |
Systems Operation 12- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 5 |
TF: Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats |
| 3 |
Tactics 12- |
| 3 |
Tracking 12- |
| 6 |
WF: Small Arms, Blades, Clubs, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons |
| 6 |
+3 OCV with firearm of choice |
| 97 |
Total Skills Cost |
| Cost |
Name |
| 4 |
Fringe Benefit: Military Rank |
| 5 |
Fringe Benefit: Security Clearance |
| 4 |
Contacts (4 points' worth) |
| 13 |
Total Perks Cost |
|
|
| Equipment |
END |
| 9mm (Heckler&Koch MP5): Killing Attack - Ranged 1d6+1, 4 clips of 30 Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) | [30] |
| .50 (Desert Eagle): Killing Attack - Ranged 2d6+1, 2 clips of 9 Charges (+0), +1 STUN Multiplier (+1/4), Armor Piercing (+1/2) (61 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) Notes: This weapon is loaded with Armor Piercing rounds and is carried as a Metahuman Stopper. Teams are trained to use this as a weapon of last resort. | [9] |
| SAS(M) Armored Vest: Armor (4 PD/4 ED); Activation Roll 11- (protects Hit Locations 9-13; -1), OIF (-1/2) | 0 |
| SAS(M) Standard Uniform: Armor (8 PD/8 ED); OIF (-1/2), Activation Roll 14- (does not protect Hit Locations 3-7; -1/2) | 0 |
| SAS(M) Combat Helmet, all slots OIF (-1/2) | |
1) Utility Helmet: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2) | 0 |
2) Auditory Dampers: Hearing Group Flash Defense (8 points) (8 Active Points) | 0 |
3) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points) | 0 |
4) Telescopic Lenses: +6 versus Range Modifier for Sight Group (9 Active Points) | 0 |
5) Thermalvision: Infrared Perception (Sight Group) (5 Active Points) | 0 |
6) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points) | 0 |
| SAS(M) Utility Belt: Multipower, 45-point reserve, all slots OIF (-1/2) | |
1) Billy Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) | 0 |
2) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4) | |
3) Concussion Grenade: Energy Blast 6d6, Explosion (+1/2); 3 Charges (-1 1/4), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) | [3] |
4) Flashlight: Sight Group Images 1" radius, +/-4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) | [1 cc] |
5) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) | [6] |
6) Fragmentation Grenade: Killing Attack - Ranged 2d6, Explosion (+1/2); 3 Charges (-1 1/4), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) | [3] |
7) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) | |
8) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1) | |
9) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) | [3] |
10) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) | |
11) Mini-Console: HRRP (Radio Group) (12 Active Points); OAF (-1) | 0 |
12) Mini-radios: Mind Link , Any Willing Target, Number of Minds (x4) (25 Active Points); OAF (-1), Only With Others Who Have Same Mind Link (-1), Affected As Hearing And Radio Groups, Not Mental Group (-1/2) | 0 |
13) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) | |
14) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) IR Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) | 0 |
15) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) | [2 cc] |
16) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) | 0 |
17) Rebreather: LS (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; +0) (5 Active Points); OAF (-1) | [1 cc] |
18) Sleep Gas Pellets: EB 3d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) | [6] |
19) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On STR (-1/4) | [8 cc] |
20) Throwing Blades: HKA 1/2d6 (1d6 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) | [6 rc] |
| Cost |
Maneuver |
|
Commando Training |
| 3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls |
| 4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike |
| 4 |
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
| 4 |
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs |
| 4 |
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on |
| 4 |
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll |
| 4 |
7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 4 |
8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 1 |
9) Weapon Element: Clubs |
| 1 |
10) Weapon Element: Knives |
| 33 |
Total Martial Arts Cost |
|