| Cost |
Name |
| 3 |
Acting 13- |
| 0 |
AK: Tidewater VA 8- |
| 3 |
Armorsmith 15- |
| 3 |
Breakfall 15- |
| 3 |
Climbing 15- |
| 3 |
Combat Piloting 15- |
| 3 |
Concealment 13- |
| 3 |
Conversation 13- |
| 0 |
Deduction 8- |
| 3 |
Inventor 13- |
| 0 |
Language: English (Idiomatic) |
| 3 |
Mechanics 13- |
| 2 |
Navigation (Air) 13- |
| 3 |
PS: Aircraft Designer 13- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 13- |
| 3 |
Scholar |
| 1 |
1) KS: Boxing 11- |
| 2 |
2) KS: Helicopter Transmission Systems 13- |
| 2 |
3) KS: Reciprocating Engines 13- |
| 2 |
4) KS: Turbine Engines 13- |
| 3 |
SS: Aeronautical Engineering 13- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 15- |
| 3 |
TF: Combat Aircraft, Helicopters, Large Planes, Small Motorized Ground Vehicles, Small Planes |
| 3 |
Weaponsmith (Firearms, Missiles and Rockets) 13- |
| 63 |
Total Skills Cost |
| Cost |
Name |
| 1 |
Fringe Benefit: Pilot's License |
| 1 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 60 |
Weapon Loadout: Multipower, 90-point reserve, all slots OIF (Combat Suit; -1/2) | |
| 6u |
1) Mini-gun: Killing Attack - Ranged 2d6, Autofire (10 shots; +1), 500 Charges (+1) | [500] |
| 4u |
2) Tank Burster Missiles: Killing Attack - Ranged 4d6, Armor Piercing (+1/2); 8 Charges (-1/2) | [8] |
| 42 |
Helicopter Flight: Flight 30", Invisible to Hearing Group (+1/4), No Turn Mode (+1/4), 360 Maneuverability: Can Fly Sideways/Backwards at half velocity (+1/4); Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), OIF (Focus: Heli-back pack; -1/2) | 10 |
| 40 |
Body Armor: Armor (20 PD/20 ED); OIF (-1/2) | 0 |
|
Helmet Unit, all slots OIF (-1/2) | |
| 10 |
1) Lasar Targeting: +3 with Weapons Loadout | |
| 8 |
2) Built-in Comms: High Range Radio Perception (Radio Group) | 0 |
| 6 |
3) Laser Rangefinder: Penalty Skill Levels: +3 vs. Range Modifier with with Weapons Loadout | |
| 3 |
4) UV Vision: Ultraviolet Perception (Sight Group) | 0 |
| 3 |
5) IR Vision: Infrared Perception (Sight Group) | 0 |
| 182 |
Total Powers Cost |
| Cost |
Maneuver |
|
Boxing |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 3 |
2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on |
| 4 |
3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike |
| 5 |
4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike |
| 3 |
5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike |
| 19 |
Total Martial Arts Cost |
|