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THE CHEETAH-MKII

This overpriced piece of power armor is the pinnacle of naruni steath technology, the sad
thing is naruni didn't design it nor do they know about it. In fact, its stealth abilities are far
superior to anything naruni has to offer and it's design was actually started by an NPC named
Xzar (deceased). His son, Xzar II (NPC) finished the design years afterwards. If naruni were
to ever get wind of this contraption, they'd most likely try to assassinate it's creator and anyone
associated with it. However, Xzar II just happens to be the lead designer of new Brotherhood
of Steel technologies and Doyte, Bigdaddy, ID, Joe-T-Funk and Kage just happen to like the
little bastard, so if naruni were to ever find out, they would'nt be able to do much about it
except maybe send a few of there operatives to their deaths.

Well, anyway the Cheetah is a master of the first strike due to its aforementioned stealth abilities.
Even while on the move, this thing is extremely hard to detect having so many Electronic counter
measures it'd make your mind burst messily by just trying to think about it. The Cheetah could,
for instance track an enemies movements for months at close range (in some instances, pilots have
brazenly walked along side the moving force!) and no one would be the wiser.

Model Type: S-C2001X
Class: Medium Power Armor
Crew: One.
Speed: 240mph maximum, cruising speed is usually 140mph. The gear is suitable for all types of terrain, can go up to one mile underwater moving at 25% speed it is also suitable for space and can climb very well. It can also leap 60 feet (18m) high or lengthwise from a stationary position, or 80 feet (24m) high and 120 feet lengthwise from a running start.
Height: 13.4 feet
Width: 5 feet (24 m)
Length: 5 feet (42 m)
Weight: 4.5 tons fully loaded
Cargo: Small area for extra pair of clothing, a rifle, rations, and other miscellaneous items.
Engine: Most have electric engines (one month continuous use before needing a recharge) but it can also be outfitted with a nuclear engine at extra cost.
Black Market Cost: 120 million credits for electric 300 million credits for nuclear powered. (Like you could find one of these on the Black Market)

M.D.C. By Location


Hands (2) - 40 each
Arms (2) - 90 each
Legs (2) - 100 each
Feet (2) - 50 each
*Head and sensors - 50
Auto-Cannon - 75
Heavy Machine Guns (2) - 25 each
Shoulder Mini-Missile Pod - 80
** Main Body - 200
Search Lights (2) - 5 each
**Engine - 180
Reinforced Pilots compartment - 80

*Destroying the head will eliminate all forms of optical enhancement and sensory systems. This is a
difficult target to hit and can only be hit when a character make a called shot, even then the attacker
is –5 to strike. The same goes for the hands, feet and the machine guns

**Depleting the M.D.C. of the main body will render the gear useless. Depleting the M.D.C. of the
engine will stop the gear from moving, but it may still fire its weapons with no bonuses to strike.
There is a 40% chance that the engine will explode doing 2D4+2x10 M.D. to everyone within 15
feet and 1D4x10 M.D. to the pilot. (Take note that the engine is located on the back of the gear,
therefore to fire upon it, you must be behind it).

Weapon Systems

Auto-cannon
Weight: 60 pounds.
MD:1d4X10 Per burst of 20, 5d4M.D. per burst of 10, and 1d4 for a
single shot or double damage for ramjet rounds.
Rate of Fire: Standard.
Range: 1 mile
Payload: A clip holds 200 rounds (10 full bursts) and there is 4 more
clips stored in the leg. (3 melee actions to reload)
Black Market Cost: 40,000 credits

Heavy Machine Guns


One on either side of the Gear.
Weight: 20 pounds each
Range: 1000 feet
MD: 2d4 for a burst of 40 1d4 for a burst of 20 or triple damage for explosive rounds.
Rate Of Fire: Standard.
Payload: 4000 rounds (100 full bursts)
Black Market Cost: 6000 credits

Shoulder Mini missiles


Weight: 300 pounds in all
MD: Varies with missile type, typically plasma (1D6x10)
Rate of Fire: One or in volley’s of two, four or eight
Range: Varies with missile type
Payload: 24 missiles total, eight are loaded at a time. (One melee round for auto-reload function)

Camo-Armor:


Works in exactly the same way as the Naruni stealth suit except that the gear can move up to 15mph and still enjoy the effects of it’s cloaking abilities. Characters get a –40 to detect ambush/concealment and there is only a 10% chance of it showing up on any type of sensor system, even then it will only seem as a slightly unusual reading and it will most likely be dismissed as nothing.

Combat Training Bonuses:


Restrained Punch-1D6x10 S.D.C.
Full Strength Punch-1D4 M.D.
Power Punch-2D4+2 M.D. (Counts as two attacks)
Crush Pry or Tear-1D4 M.D.
Kick-2D4 M.D.
Leap Kick-4D4 M.D. (Counts as two attacks)
Power Leap Kick-4D4+6 M.D. (Running start, counts as two attacks)
Body Flip/Throw-1D4+1 M.D.
+6 to Strike
+8 to Parry
+7 to Dodge
+6 to Roll with Impact
+6 to Pull Punch
+35% to Climb
+5 Initiative
+1 melee Action/Attack at levels 1, 2, 4, 6, 8, 10, 12 and 14!