
Name: Cyclops Exoskeleton, Size: Large, Type: Mobile Suit, Speed: 35ft
Abilities: STR: 30(+10), DEX: 10(0), Toughness: +8 (+3 Impervious)
Base Features: Armor 6(Extras: 3 Impervious)(9), Environmental Seal 1,
Ground Speed 1(1), Precise Handling 1(1)
Complementary Features: Base Comms 4(Extras:Area, Power Feats: selective, subtle)(10),
Base Sensors 2 ( extended radar 1, radius[radar])(2),
Environmental Optimization (Urban)(1)
Weapons Systems: Strike 3 ("JackHammer/Piledriver", mounted, bludgeoning ,Powerfeats: Mighty)(4),
Healing 5 ("Repair Kit", mounted, - , Flaws: Objects only)(5)
Combat: Attack: 0 Grapple: +10, Damage: +10(unarmed), +13(Piledriver)
Drawbacks: Activation( One minute to initialize Systems(-1)
Control Requirements(Pilot requires mecha pilot proficiency feat or suffer -4 penalty to all rolls)(-1)
Damage Feedback(Pilot is damaged when mecha is disabled, DC 10+Damage)(-2)
Size 13 + Abilities 12 + Base Features 12 + Complementary Features 3 + Weapons 9 - Drawbacks 4 =
45 Mecha Points
Notes: This exoskeleton is basically a small mecha. It's original purpose was that of a engineering unit.
It's supposed to clear obstacles and demolish structures. It can also repair vehicles and buildings.
The desperation of the war with the covenant forced the Cyclops into frontline combat duty.








