| Cost |
Power |
END |
| 23 |
Base Camouflage: Concealment 19- | |
|
Lab modules: five per base, each
containing one of the following:, all slots Costs Endurance (-1/2) | |
| 3 |
1) Cybernetics Lab: +5 with SS: Cybernetics | 1 |
| 3 |
2) Genetics Lab: +5 with SS: Genetics | 1 |
| 3 |
3) Medical Lab: +5 with SS: Medicine | 1 |
| 7 |
4) Vehicle Mantanance Lab: +5 with Mechanics | 1 |
| 11 |
5) Weapons Lab: +5 with Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) | 2 |
|
Habitant Module: one per base | |
| 17 |
1) Oxygen Scrubbles System: Life Support (Self-Contained Breathing), Usable Simultaneously (up to 32 people at once; +1 1/2) (25 Active Points); Costs Endurance (-1/2)Notes: More than 32 people can overload the system. | 2 |
| 7 |
2) Air Contitioner/Heating System: Life Support (Safe in Intense Cold; Safe in Intense Heat), Usable Simultaneously (up to 32 people at once; +1 1/2) (10 Active Points); Costs Endurance (-1/2)Notes: More than 32 people can overload the system. | 1 |
| 2 |
3) Kitchen/Food Supplies: Life Support (Eating: Character only has to eat once per week), Usable Simultaneously (up to 32 people at once; +1 1/2) (2 Active Points)Notes: Holds food supplies for up to 32 people for one week. | 0 |
| 7 |
4) Bunk Area: Life Support (Sleeping: Character does not sleep), Usable Simultaneously (up to 32 people at once; +1 1/2) (7 Active Points)Notes: Sleeping Area for up to 32 people. Cramped and not very private. | 0 |
|
Power Module: one per base | |
| 54 |
1) Power System: Endurance Reserve (300 END, 30 REC) Reserve: (60 Active Points); REC: (30 Active Points); IIF (Solar Panels; -1/4) | 0 |
|
Comm/Compute/Sensor Module: one per base | |
| 15 |
1) Mutant Early Warning Array: Detect Mutants 16- (Unusual Group), Concealed (-1 with Detect PER Rolls), Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic: +10, Tracking, Transmit (45 Active Points); IIF Immobile Fragile (-1 1/2), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Arrangement (-1/4), Costs Endurance (-1/2)Notes: This is an array of tiny sensors that must be sited to cover the area of the base once it is set up. They cover an area out to 128" without signal degradation but are still reliable at more than twice that range. | 4 |
| 15 |
2) Motion Detector Array: Detect Motion 16- (Unusual Group), Concealed (-1 with Detect PER Rolls), Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic: +10, Tracking, Transmit (45 Active Points); IIF Immobile Fragile (-1 1/2), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Arrangement (-1/4), Costs Endurance (-1/2)Notes: This is an array of tiny sensors that must be sited to cover the area of the base once it is set up. They cover an area out to 128" without signal degradation but are still reliable at more than twice that range. | 4 |
| 21 |
3) TV Cameras: Clairsentience (Sight Group), Analyze, Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting, Tracking, Transmit (52 Active Points); IIF Immobile Fragile (-1 1/2), Arrangement (-1/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4)Notes: This is an array of tiny sensors that must be sited to cover the area of the base once it is set up. They cover an area out to 260". | 5 |
| 7 |
4) Encrypted Radio Suite: High Range Radio Perception (Radio Group), Concealed (-4 with High Range Radio Perception PER Rolls), Tracking (GPS) (21 Active Points); IIF Immobile Fragile (-1 1/2), Costs Endurance (-1/2) | 2 |
| 13 |
5) Air Search Radar: Radar (Radio Group), Concealed (-5 with Radar PER Rolls), Increased Arc Of Perception (360 Degrees), Telescopic: +20, Tracking (40 Active Points); IIF Immobile Fragile (-1 1/2), Costs Endurance (-1/2)Notes: The antenna array is camoflaged (Inobvious) but fragile. | 4 |
| 208 |
Total Powers Cost |