Name: |
Hunter Fett |
||
Race: |
Unknown |
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OCC: |
Pecos / New West Bounty Hunter |
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Alignment: |
Anarchist |
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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 |
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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.