Powers and Equipment
Cost
Power/Equipment
END
M16 Rifle with mounted M203 Grenade Launcher, all slots OAF (Replacement via secret weapons cache; -1)
25
1) .223 (5.56mm) Ammo, Armor Piercing
[30]
Killing Attack - Ranged 2d6, Armor Piercing (+1/2), 4 clips of 30 Charges (+1/2), Autofire (5 shots; +1/2) (75 Active Points); OAF (Replacement via secret weapons cache; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) vs PD.
[Note: Copper encased tungsten-carbide core cartidges in 30 round capacity magazines (OCV +1, RMod +1, STUN +1)]
18
2) 40mm Fragmentation Grenades
[12]
Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); OAF (Replacement via secret weapons cache; -1), 12 Charges (-1/4), Real Weapon (-1/4) vs PD.
6
3) Scope
0
+16 versus Range Modifier for Normal Sight and Nightvision (16 Active Points); OAF (-1), Extra Time (Extra Segment, Only to Activate, Character May Take No Other Actions, -1/2)
Glock 18C Machine Pistol, all slots OAF (Replacement via secret weapons cache; -1)
16
1) 9mm Ammo
[31]
Killing Attack - Ranged 1d6+1, 4 clips of 31 Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); OAF (Replacement via secret weapons cache; -1), Real Weapon (-1/4), Beam (-1/4) vs PD.
[Note: Standard FMJ NATO issue in 31 round capacity magazines]
7
2) Silencer
0
Invisibility to Hearing Group , Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (Replacement via secret weapons cache; -1)
Body Armor, all slots IIF (-1/4)
12
1) Kevlar and Nomex
0
Armor (6 PD/6 ED) (18 Active Points); Real Armor (-1/4), IIF (-1/4)
84
Total Powers and Equipment Points