Cost |
Name |
0 |
AK: United States 8- |
0 |
Acting 8- |
3 |
Breakfall 13- (14-) |
3 |
Bureaucratics 15- |
3 |
Climbing 13- (14-) |
3 |
Combat Driving 13- (14-) |
3 |
Computer Programming 13- |
3 |
Concealment 13- |
3 |
Conversation 15- |
3 |
Cryptography 13- |
3 |
Deduction 13- |
3 |
Electronics 13- |
2 |
KS: PAPS Unit 11- |
2 |
KS: The Military/Mercenary/Terrorist World 11- |
2 |
KS: US Army History And Customs 11- |
3 |
KS: The Espionage World 13- |
0 |
Language: English (completely fluent; literate) (4 Active Points) |
4 |
Language: German (completely fluent; literate) |
3 |
Mechanics 13- |
3 |
Paramedics 13- |
0 |
Persuasion 8- |
2 |
PS: Mercenary 11- |
3 |
PS: Researcher 13- |
2 |
SS: Robotics 11- |
3 |
Security Systems 13- |
3 |
Shadowing 13- |
3 |
Stealth 13- (14-) |
3 |
Streetwise 15- |
6 |
Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical) 13- |
3 |
Systems Operation (Communications Systems, Radar) 13- |
3 |
Tactics 13- |
4 |
TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles |
8 |
WF: Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Knives, Mortars, Shoulder-Fired Weapons |
5 |
Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Missiles & Rockets) 13- |
97 |
Total Skills Cost |
|
|
Cost |
Power |
END |
60 |
PAPS Grenade Launcher: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2) | |
3u |
1) HE Grenade: Energy Blast 12d6, Explosion (+1/2) (90 Active Points); 3 Charges (-1 1/4) | [3] |
4u |
2) Gas Grenade: Energy Blast 4d6+1, No Normal Defense (Self-contained Breathing/Gas Mask; +1), Area Of Effect (7" Radius; +1), Continuous (+1) (88 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4) | [3 cc] |
4u |
3) Smoke Grenade: Darkness to Sight Group 7" radius, Personal Immunity (+1/4) (87 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4) | [3 cc] |
|
PAPS Weapons System | |
37 |
1) Wrist Slashers: Killing Attack - Hand-To-Hand 3d6 (4d6 / 4 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4) (56 Active Points); OIF (Pop-out Wrist Slashers; -1/2) | 6 |
44 |
2) TASER Pistol: Energy Blast 10d6, Continuous (+1) (100 Active Points); OAF (TASER Pistol; -1), 3" Max Range (-1/4) | 10 |
37 |
3) Steel Net Launcher: Entangle 6d6, 6 DEF, Takes No Damage From Attacks Limited Group (+1/4) (75 Active Points); 8 Charges (-1/2), OIF (Steel Net Wrist Launcher; -1/2) | [8] |
|
PAPS Powered Armor, all slots OIF (PAPS Armor; -1/2) | |
24 |
1) Armor (12 PD/12 ED) (36 Active Points) | 0 |
7 |
2) +15 STR (15 Active Points); No Figured Characteristics (-1/2) | 1 |
10 |
3) +7 DEX (21 Active Points); No Figured Characteristics (-1/2) | |
20 |
4) +20 CON (40 Active Points); No Figured Characteristics (-1/2) | |
20 |
5) +3 SPD (30 Active Points) | |
|
PAPS Power System | |
15 |
1) Endurance Reserve (100 END, 5 REC) (15 Active Points) | 0 |
|
PAPS Helmet System | |
10 |
1) Life Support (Self-Contained Breathing) | 0 |
12 |
2) High Range Radio Perception (Radio Group) | 0 |
15 |
3) Spot Light: Sight Group Images Increased Size (16" radius; +1), +4 to PER Roll (44 Active Points); Only To Create Light (-1), OAF (Spot Lights; -1) | 4 |
10 |
4) Megaphone: Hearing Group Images x16" Radius (+1), +4 to PER Roll (34 Active Points); Set Effect (-1), OAF (Megaphone Speakers; -1), Does Not Work In Vacuum (-1/4) | 3 |
|
PAPS Shield | |
14 |
1) Armor (12 PD/12 ED) (36 Active Points); OAF (PAPS Shield; -1), Activation Roll 14- (-1/2) | 0 |
346 |
Total Powers Cost |
Cost |
Maneuver |
|
Commando Training |
3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 7d6 +v/5, Target Falls |
4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 9d6 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, 35 STR / 50 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; 30 STR / 45 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 |
|