Bit Cycle

Sig Caps: (adding 2 sigs at once, so caps will be presented at tye higher level)
1: 110 / 30 (3TCD)
2: 120 / 20 (3TCD)


Level 1 Sig
Passive
20 Cap + 10 Bonus Cap = 30 Cap
20 additional cap spent on passive ability clause.


1-B: Bit Cycle: (10 Elec + Stun, PASSIVE)
- Description: Broadside automatically launches one or more of his remote attack units, known as Hunter Killers (H/K's), each turn. The H/K's, once launched, maneuver to get a clean shot at the target. As the H/K's fly, they will deploy their quad-tine split-barrel beam guns and charge their attack. Once in range the H/K's will aim, and fire a tear-dropped shaped energy bolt at the target. The shot causes stun and minor elec damage.
Stun's 20 points.
I know. I have 30 to spend though:

20 Base Cap + 10 Bonus Cap = 30.

20 is spent on stun, 10 is spent on the 10 damage.

It's legal. =)
Yup. And it looks like you're at 50.

20 (stun) + 10 (damage) + 20 (free action) = 50.
Didn't know you had to pay 40 to make a passive work, I coulda sworn it was just 20.

Alright, here's the alternative:

Level 1 Sig
30 Damage(3) + 60 Stun(3) = 90 Cap
3 TCD

1-B: Hunter-Killer: ((10 Elec + Stun) x 3 Attacks, 1 to 3 targets, 3TCD)
- Description: Broadside launches a group of his deadly Hunter Killer remote attack platforms to assault his foes. The H/K's, once launched, maneuver to get a clean shot at the target. As the H/K's fly, they will deploy their quad-tine split-barrel beam guns and charge their attack. Once in range the H/K's will aim, and fire a tear-dropped shaped energy bolt at the target. The shot causes stun and minor elec damage. They return to the hangar after the attack.
Bump?
*shudder* Multi-stun... *shudder*

Tentatively approved.
We are testing a new concept. This may or may not fly in a few days, we'll see.

Level 1 Sig
Passive
30 Cap + 40 Nerf = 70 Passive Cap

1-B: Bit-Cycle: (20 Elec + Stun + Seeking, Side Effect: Slow, PASSIVE)
- Description: Broadside automatically launches one or more of his remote attack units, known as Hunter Killers (H/K's), each turn. The H/K's, once launched, maneuver to get a clean shot at the target. As the H/K's fly, they will deploy their quad-tine split-barrel beam guns and charge their attack. Once in range the H/K's will aim, and fire a tear-dropped shaped energy bolt at the target. The shot causes stun, pierces invis, nullifies traps, and deals 20 elec damage.

Note: The weight of the H/K hangar unit impairs mobility slightly, lowering evasion by 10%. This ability is only active while Broadside is in a Mecha form that comes equipped with H/K's, and cannot be simply turned off by Broadside without changing forms. While the detriment of slowed movement is removed, the ability also will not function.
Tentatively Approved.