Cost |
Name |
5 |
Rapid Autofire |
25 |
+5 with Ranged Combat |
3 |
Concealment 11- |
3 |
Fast Draw 12- |
2 |
KS: Firearms 11- |
12 |
Penalty Skill Levels: +6 vs. Range
Modifier with a tight group of attacks |
5 |
Rapid Attack (Ranged) |
3 |
Stealth 12- |
10 |
Two-Weapon Fighting (Ranged) |
2 |
Weaponsmith (Firearms) 11- |
3 |
WF: Small Arms, Off Hand |
73 |
Total Skills Cost |
Cost |
Name |
9 |
Ambidexterity (Eliminate Off Hand Penalty
entirely) |
3 |
Absolute Range Sense |
6 |
Lightning Reflexes: +4 DEX to act first
with All Actions |
18 |
Total Talents
Cost | |
|
Cost |
Power |
END |
10 |
Body armor: Armor (7 PD/7 ED) (21
Active Points); Activation Roll 14- (-1/2), OIF (-1/2) |
0 |
4 |
Radio Perception/Transmission (Radio
Group) (10 Active Points); OAF Fragile (-1 1/4) |
0 |
26 |
modified Bushmaster: Killing Attack
- Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 4
clips of 32 Charges (+1/2), Variable Advantage (+1/2 Advantages;
Limited Group of Advantages; +3/4) (90 Active Points); OAF (-1), STR
Minimum (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4),
Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) |
[32] |
13 |
modified Mac-11: Killing Attack -
Ranged 1d6, Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2),
Variable Advantage (+1/2 Advantages; Limited Group of Advantages;
+3/4) (41 Active Points); OAF (-1), STR min, doesn't add damage
(-3/4), Beam (-1/4), Real Weapon (-1/4) |
[32] |
17 |
Shoot to kill: Find Weakness 14-
with Related Group of Attacks (35 Active Points); Does Not Apply
Against Certain Types Of Defenses Affects Two Types Of Defense
(-1/2), Sense Affected As More Than One Sense sight (-1/2) |
0 |
4 |
Way cool shades: Sight Group Flash
Defense (9 points) (9 Active Points); OAF (-1) |
0 |
27 |
Infuriating dodge: Desolidification
(affected by any hand-to-hand attack), Invisible Power Effects, SFX
Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (80
Active Points); Only To Protect Against Ranged attacks (-1), Cannot
Pass Through Solid Objects (-1/2), Limited Power Power loses about a
third of its effectiveness (Only when dodging; -1/2) |
0 |
9 |
Run and Gun: Running +9" (9"/18"
total) (18 Active Points); Limited Power Power loses about half of
its effectiveness (only for half-moves; -1) |
2 |
110 |
Total Powers
Cost |
|