| Cost |
Powers |
END |
| 8 |
Arm Shields: +4 DEF, Hardened (+1/4); Only Covers Arms (-3/4) | |
| 375 |
Beta Integral Multiple Missile System(BIMMS): Coralsnake: Multipower, 300-point reserve, all slots 4 clips of 16 Charges (Only 2 'clips'; +1/4) | |
| 17u |
1) Coralsnake Missile Area Barrage: Killing Attack - Ranged 8d6, Armor Piercing (+1/2), Area Of Effect (18" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (900"; -1/4) | 0 |
| 24u |
2) Coralsnake Missile Spread: Killing Attack - Ranged 8d6, Armor Piercing (+1/2), Autofire (10 shots; Only 8 shot autofire.; +1); Limited Range (900"; -1/4) | 0 |
| 393 |
Beta Integral Multiple Missile System(BIMMS): Hammerheads: Multipower, 262-point reserve, all slots 4 clips of 20 Charges (Only 2 'clips'; +1/2) | |
| 15u |
1) Hammerhead Missile Area Barrage: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Area Of Effect (16" Any Area; +1); Requires One Missile per 1" AOE (-1/2), Limited Range (750"; -1/4) | 0 |
| 21u |
2) Hammerhead Missile Spread: Killing Attack - Ranged 7d6, Armor Piercing (+1/2), Autofire (10 shots; +1); Limited Range (750"; -1/4) | 0 |
| 165 |
EU-35 Triple Barreled Ion Pulse Cannons: Multipower, 206-point reserve, all slots Limited Range (500"; -1/4) | |
| 16u |
1) High Power: Killing Attack - Ranged 6 1/2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); Limited Range (500"; -1/4) | 0 |
| 16u |
2) Low Power: Killing Attack - Ranged 4d6+1, Armor Piercing (+1/2), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1); Limited Range (500"; -1/4) | 0 |
| 16u |
3) Mid Power: Killing Attack - Ranged 5d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (0 END; +1); Limited Range (500"; -1/4) | 0 |
| 5 |
EU-35 Triple Barreled Ion Pulse Cannons: Second EU-35 | 0 |
| 3 |
Laser Range Finder: Absolute Range Sense | |
| 35 |
Long Range Radar: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+20 versus Range Modifier) | 0 |
| 12 |
Long Range Radio: High Range Radio Perception (Radio Group) | 0 |
| 4 |
Manuverability: +2 with Flight | |
| 9 |
Mecha Legs: No Turn Mode (+1/4) applied to Ground Movement | |
| 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 |
| 42 |
Sensor Suite: Infrared Perception (Sight Group) plus Nightvision plus Ultraviolet Perception (Sight Group) plus +6 versus Range Modifier for Sight Group and Hearing Group | 0 |
| 15 |
State of the Art Armor: Hardened (+1/4) applied to DEF | |
| 15 |
Targeting System: +3 with Ranged Combat | |
| 82 |
Thrusters: Flight 18", x4 Noncombat, Full Reverse (+1/4), No Turn Mode (+1/4), Sideways Maneuverability full velocity (+1/2) | 0 |