| Cost |
Powers |
END |
| 60 |
Claws: Killing Attack - Hand-To-Hand 2 1/2d6 (4d6+1 w/STR), Reduced Endurance (0 END; +1/2) | 0 |
| 4 |
Manuverability: +2 with Flight | |
| 4 |
Mecha Limbs: Extra Limbs(Two Arms, Two Legs) (4); Limited Manipulation (-1/4) | 0 |
| 145 |
Plasma Pulse Cannons: Multipower, 97-point reserve, all slots Reduced Endurance (0 END; +1/2) | |
| 6u |
1) Area Saturation Pulses: Energy Blast 10d6, Explosion (+1/2); Requires Both Cannons Functional (-1/4) | 0 |
| 8u |
2) Rapid -Fire Pulse: Killing Attack - Ranged 4d6+1, Autofire (5 shots; +1/2); Requires Both Cannons Functional (-1/4) | 0 |
| 6u |
3) Single Pulse: Killing Attack - Ranged 4d6+1 | 0 |
| 16 |
Protoculture Sense: Detect Protoculture 11- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic (+2 versus Range Modifier) | 0 |
| 8 |
Protoculture Targeting: +3 with Ranged Combat; Only vs Protoculure-Powered Mecha (-1/2), Only 1 Level per 'Level' of Mecha (-1/4) | |
| 70 |
Scout Thrusters: Flight 30", x8 Noncombat | 0 |
| 19 |
Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) | 0 |
| 6 |
Two Legged Mobility: No Turn Mode (+1/4) applied to Ground Movement | |
| 7 |
Visual Protoculture Sensor: Detect Protoculture 11- (Sight Group), Telescopic (+4 versus Range Modifier) | 0 |