mid-level Medium Laser Drones

Mid-Level Medium Laser Drone
Characteristics

30 Str (-2) 7
13 Dex (-1/2) 3
0 Con -10
18 Int (-2 ¼) 3
0 Ego
10 Pre (-1 1/2) 0
3 OCV 0
3 DCV 0
3 OMCV 0
3 DMCV 0
26 PD 64
25 ED 62
3 Spd 10
0 Rec (-1) -2
0 End (-1) -4
30 Body 20
0 Stun -20
*Must be bought as resistant (1 1/2), may also be bought as Hardened (1/4)
$ Refers to a limitation explained on the Obsidian Portal Site

  1. This limitation is contingent upon having a skill based on this characteristic (otherwise, no points)
    Characteristic Limitations:
    Strength Limitations: Cannot use less than half strength (-1/2), Second half of Str bought with a 1 turn delay in activation (-1/2), Based on Mech Tech (-1)$
    Dexterity Limitations: Cannot be used for Dex based skills (-1/2)#
    Intelligence Limitations: Cannot be used for Int-based skills (-1/2) #, 1 minute to start up (-3/4), Mech Tech (-1) $
    Presence Limitations: Cannot be used for Pre-based skills (-1/2)#, Mech Tech (-1)
    Recovery Limitations: Cannot exceed Body (-1)
    End Limitations: Max End is proportional to Body (-1)

Cha Cost: 127
Powers: 183
Total: 310
Powers
Cost
Medium Laser:
32 9d6 (energy) RKA: Mech Tech (-1), OAF (-1), Allocation Arm (1/2-this varies), beam (-1/4), no knockback (-1/4), cannot haymaker (-1/4), any allocated area that is impaired is, instead, disabled (-1/4), 8 charges (-1/2)
Limitations:-4 Real: 135, Real: 26

40 Takes No Stun- Always On, Active: 60, Real: 40
4 -15” Knockback Resistance- Always on (-1/2) , Augments Str Resistance (-3/4) , Only Against KA (-3/4) , Not Against Explosions or AoE (-1/4) , Active: 15, Real: 4
20 Full Life Support- Always On Active: 30, Real: 20
7 10 Points Mental Defense- Always On: Active: 10, Real: 7
7 10 Points Power Defense- Always On: Active: 10, Real: 7
5 5 points Flash Defense- Always On: Active 5, Real: 3
8 12” Flight at 0 End- Always On Active: 36, Real: 24
10 +6d6 HA- Mech Tech Roll (-1), x2 End (-1/2), Mandatory (-1/2) Active: 30 Real: 10

Radio Sense Group
12 Radar- Discriminatory, 360, targetting- Mech Tech: 1/15 Active (-1 ¼)$ , Non-Persistant (-1/4) Active: 30 Real: 12
2 +10 Telescopic on Radar
Mech Tech: -1/15 Active (-1 ¼)$ , Non-Persistant (-1/4) Active: 5, Real: 2
6 High Range Radio Perception (HRRP) w/-13 concealment: Mech Tech: -1/15 Active (-1 ¼)$ , Non-Persistant (-1/4) Active: 25, Real: 10

Vision Sense Group
7 UV, +10 Telescopic- Full Turn to Activate (-1/4) , Mech Tech: -1/15 Active (-1 ¼)$ Active: 10, real: 4

Targetting
17 +11 OCV: Only with Ranged Attacks (-1/2) , Must make a Per roll with a targeting Sense, +1 OCV/Success (-1 ½) -1/20 Active points; Partially Limited Power: the last 3 levels require total concentration ½ DCV (-1) Active: 55
4 +4 Enhanced Perception: Mech Tech -1/15 Active (-1 1/4) Only to offset penalties towards active points with Targeting Systems (-3/4) Active: 12

Skills, Perks, and Talents

11 Mech Tech: 20 or less, buys up at 1/1 (-1 per 30 Active generally): Keeps parts working when the mech is damaged

Complications
30 Takes 1d6 killing (every pha) if HRRP is dispelled or turned off for any reason.
20 Turns off if away from drone dispenser for more than an hour

mid-level Medium Laser Drones

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