Powers and Equipment
Cost
Power/Equipment
END
Iron Man Armor, all slots OIF (Suit of High Tech Armor; -1/2), Limited Power (Unified Power: Negative Adjustment Power Affecting One Power Affects All; -1/4)
41
1) Armored Shell
0
+34 PD, Hardened (x2; +1/2) (56 Active Points); Real Armor (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 43)
Damage Resistance (30 PD), Hardened (x2; +1/2) (22 Active Points); Real Armor (-1/4) (Real Cost: 11)
Lack Of Weakness (-12) for Normal Defense (12 Active Points) (Real Cost: 7)
42
2) Refractory Coating
0
+43 ED, Hardened (x2; +1/2) (65 Active Points); Real Armor (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 52)
Damage Resistance (30 ED), Hardened (x2; +1/2) (22 Active Points); Real Armor (-1/4) (Real Cost: 11)
29
3) Armored Resilience
0
+10 BODY (Real Cost: 20)
+20 CON (40 Active Points); No Figured Characteristics (-1/2) (Real Cost: 27)
26
4) Cyber-Strength
4
+45 STR (45 Active Points); OIF (Suit of High Tech Armor; -1/2), Limited Power (Unified Power: Negative Adjustment Power Affecting One Power Affects All; -1/4)
28
5) Cyber-Speed
0
+10 DEX (Real Cost: 30)
+2 SPD (Real Cost: 20)
35
6) A.I. Targeting Computer
0
+6 All Combat (48 Active Points) (Real Cost: 27)
+4 Autofire Attacks (20 Active Points); 5 pt. Ranged Combat Skill Levels; Limited Power (Only OCV, Only Autofire Attacks; -1) (Real Cost: 8)
6
7) A.I. Combat Intel Feed
Defense Maneuver I-IV (10 Active Points); OIF (Suit of High Tech Armor; -1/2), Limited Power (Unified Power: Negative Adjustment Power Affecting One Power Affects All; -1/4)
17
8) A.I. Combat Analysis
0
Find Weakness 11- with All Attacks (30 Active Points); OIF (Suit of High Tech Armor; -1/2), Limited Power (Unified Power: Negative Adjustment Power Affecting One Power Affects All; -1/4)
40
9) Repulsor Ray Gauntlet
9
EB 9d6, Armor Piercing (+1/2), Line Of Sight (+1/2) (90 Active Points); Restrainable (-1/2), OIF (Suit of High Tech Armor; -1/2), Limited Power (Unified Power: Negative Adjustment Power Affecting One Power Affects All; -1/4) vs ED.
33
10) Repulsor Ray - Both Gauntlets
9
Aid Repulsor Ray Gauntlet 9d6 (90 Active Points); Costs Endurance (-1/2), Linked (Repulsor Ray Gauntlet; -1/2), OIF (Suit of High Tech Armor; -1/2), Limited Power (Unified Power: Negative Adjustment Power Affecting One Power Affects All; -1/4)
13
11) Armor Self Repair & Wearer Auto First Aid Routines
0
Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OIF (Suit of High Tech Armor; -1/2), Limited Power (Unified Power: Negative Adjustment Power Affecting One Power Affects All; -1/4)
Expendables, all slots OIF (Suit of High Tech Armor; -1/2)
27
1) Main Power
0
Endurance Reserve (300 END, 20 REC) Reserve: (50 Active Points); OIF (Suit of High Tech Armor; -1/2); REC: (20 Active Points); Extra Time (1 Minute, -1 1/2), OIF (Suit of High Tech Armor; -1/2)
[Note: Full recharge in 15 minutes @ 20 points per minute]
27
2) Life Support
0
LS (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (40 Active Points); OIF (Suit of High Tech Armor; -1/2)
65
Jet Boots Multipower, 97-point reserve, (97 Active Points); all slots OIF (Suit of High Tech Armor; -1/2)
6u
1) Aviation
8
Flight 20", x64 Noncombat, rapid Noncombat movement (+1/4), Costs END Only To Activate (+1/4) (97 Active Points); OIF (Suit of High Tech Armor; -1/2)
[Note: Usual flight mode]
2u
2) Marine
3
Swimming +18" (20" total) (x8 Noncombat), rapid Noncombat movement (+1/4) (35 Active Points); OIF (Suit of High Tech Armor; -1/2)
[Note: Aquatic performance]
108
Munitions Modules Variable Power Pool (Gadget Pool), 90 base + 18 control cost, (135 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Access to Arsenal; -1/2); all slots OAF (Add-On Module; -1)
0
1) Shoulder Minigun
[4]
Energy Blast 7d6, Line Of Sight (+1/2), Armor Piercing (x2; +1) (87 Active Points); 4 Charges (-1), OAF (Add-On Module; -1), Beam (-1/4) Real Cost: 27 vs PD.
[Note: Standard Loadout Module]
0
2) Shoulder Missile Launcher - Bunker Buster
[2]
Tunneling 1" through 18 DEF material, Ranged (+1/2) (84 Active Points); 2 Charges (-1 1/2), OAF (Add-On Module; -1), Extra Time (Full Phase, Travel Time to Target; -1/2), Instant (-1/2), Limited Medium (Walls Only; -1/2), no Noncombat movement (-1/4) Real Cost: 16
[Note: Standard Loadout Module]
0
5) Shoulder Missile Launcher - Anti-Armor
[6]
Energy Blast 8d6, Indirect (Same origin, always fired away from attacker; +1/4), Armor Piercing (x2; +1) (90 Active Points); OAF (Add-On Module; -1), 6 Charges (-3/4), Extra Time (Extra Phase, Travel Time to Target; -3/4) Real Cost: 26 vs ED.
[Note: Standard Loadout Module]
0
6) Forearm Micro Missiles
[2]
Indirect (+1/4), Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2), Penetrating (+1/2) for up to 60 Active Points of Repulsor Ray Gauntlet (90 Active Points); 2 Charges (-1 1/2), OAF (Add-On Module; -1), Extra Time (Extra Segment as Travel Time to Target, -1/2), Restrainable (-1/2) Real Cost: 20
[Note: Standard Loadout Module. Each missile 6d6 Armor Piercing & Penetrating vs. ED; 3 END total cost per charge]
50
Uni-Beam & Ancillary Systems Variable Power Pool (Gadget Pool), 30 base + 20 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (60 Active Points); all slots OIF (Suit of High Tech Armor; -1/2)
595
Total Powers and Equipment Points