A Picture of Hunter Fett

 

Name:

Hunter Fett

Race:

Unknown

OCC:

Pecos / New West Bounty Hunter

Alignment:

Anarchist

Hit Points:

42

SDC / MDC:

56 / 50

Level:

8

Experience:

56950

IQ:

14

Combat

Saving Throws

ME:

18

Attacks:

4

Lethal Poison:

12

MA:

11

Strike:

4

Non-Lethal Poison:

14

PS:

15

Parry:

8

Harmful Drugs:

13

PP:

18

Dodge:

9

Insanity:

10

PE:

18

Roll:

5

Psionics:

13

PB:

12

Initiative:

6

Magic vs. Spell

10

Spd:

16

Magic vs. Ritual

14

PPE:

3

 

OCC Skills:

OCC Related Skills:

American

98%

Pilot Hovercraft

95%

Dragonese

98%

Pilot Jetpack

80%

Mathematics: Basic

98%

Armorer

85 / 95%

Radio: Basic

95%

Demolitions

91%

Surveillance Systems

75%

Boxing

Tracking

75%

Gymnastics

85 / 81 / 84 / 98%

Find Contraband

64%

Weapon Systems

80%

Land Navigation

79%

Paramedic

60%

Intelligence

75%

Demolitions Disposal

82%

Seduction

51%

Literacy: American

35%

Detect Ambush

75%

WP Automatic Pistol

3 / 1 / 0 36%

Wilderness Survival

80%

Climbing

82 / 72%

Cybernetics / Special Abilities:

Swimming

95%

Cyber-Armor

AR–16 / 50 MDC

WP Energy Pistol

5 / 3 / 0 72%

Amplified Hearing

70%

WP Energy Rifle

Sound Filtration

WP Hev. E. Weapons

Universal Headjack

Hand to Hand: Expert

Multi-Optic Eye

+1 Strike w/ Weapons

Secondary Skills:

Weapons and Equipment:

WP Shotgun

Fett’s Armor

* Described later

WP Heavy

JA-12 Juicer Heavy Rifle

Read Sensory Equip.

65%

NG-H5

Prowl

65%

NG-Super

Remington 1187 12 ga.

 

 

Fett’s Armor

 

Explorer Full Composite EBA (70 MDC, 20 lbs, -20% prowl)

Integral N-F50A Superheavy Forcefield (160 MDC; 6 hour duration)

Detachable Falcon 300 Jetpack (gasoline powered)

External Advanced Thermal Optics (flip-down monocle)

Weapon Gauntlets

Knee Pad Weaponry

Cloak of Shadows

Foot Spikes

 

Integral Weapon Systems

 

Right Forearm Weapon Gauntlet: A Naruni NE-28R micro-missile wrist launcher has been installed in the right forearm plate of Fett’s Explorer armor. He also hides a NG-H5 underneath the forearm plate.

Damage: 6D6 MD per micro-missile to a 3 foot area

ROF: Single shots or a volley of two

Range: One mile

Payload: 4 micro-missiles

 

Left Forearm Weapon Gauntlet: Another Naruni NE-28R micro-missile wrist launcher and a chemical spray unit are installed in the left forearm plate. The chemical spray is fed through an external system mounted underneath the Falcon 300 jetpack in the small of the back.

NE-28R (see above; 4 missiles per launcher / 8 micro-missiles total)

 

Chemical Spray: The top of the gauntlet has a cyborg-type, adjustable chemical spray system. Directed spray affects a five foot spray area and has a range of 20 feet. The system can also spray an area effect mist around the armor (10 foot area). The system can use any one of the chemical sprays (Rifts RPG p. 240) but only one type can be used at a given time; different sprays require another pressurized tank.

Range: Varies with setting; 20 feet maximum

ROF: Equal to attacks per melee

Payload: 20 directed sprays or 10 area effect mists

 

Kneepad Weaponry: Each kneepad of Fett’s armor contains a small multi-weapon system activated via a tripwire, one per hip. The kneepads have grenade-like safety pins; every unpinned weapon fires when the tripwire is activated. The two exterior barrels on each kneepad (4 total) are 2.5 inch barrels that fire WI caseless ammunition. The upper, interior "barrel" of each pad is an area effect gas dispenser, which usually contain nerve or tear gas; the system emits the gas into Fett’s immediate area. The lower, interior barrel is a tracer bug pneumatic launcher.

ROF: Each press of the tripwire counts as one melee attack

Reloading the kneepads requires barrel disassembly, resetting, and ammunition / gas canisters.

Gas Dispenser (mechanically fired)

Range: None; 10 foot immediate area effect

Damage: Varies with gas type

Payload: One per kneepad; 2 total

 

Tracer Bug Pneumatic Launcher

Range: 50 ft effective; 160 ft maximum

Payload: One per kneepad, 2 total; 2 bugs can be fired per compressed gas canister

Penalty: -2 strike beyond 25 ft; -6 beyond 50 ft

 

WI Caseless 2.5 Inch Snub Guns (2 per kneepad)

Range: 50 ft effective / 200 ft maximum

Damage: 4D6 SDC per round

Payload: 2 per kneepad, 4 total. 50 rounds can be fired per kneepad ignition battery

Penalty: -2 strike beyond 50 ft; -6 beyond 100 ft

 

Silver-Plated Foot Spikes (2): Each boot of the armor has removable, silver-plated foot spikes tightly attached. Each foot spike set inflicts 1D6 SDC plus PS bonus.

 

Cloak of Shadows: One of Fett’s earliest magical acquisitions, the dark cloak makes him difficult to see in low light conditions. Even in bright light, the cloak’s magic provides a bonus of +20% to prowl, effectively negating the armor’s prowl penalty. 30 SDC and AR: 8; only applicable if deliberately trying to destroy the cloak.

 

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