Mega-Juicer Combat Armor
(UTI and Northern Gun)
Both UTI and Northern Gun manufacture this type of armor
(and both companies claim the other stole it from them). The de
sign is very heavy, and only characters with supernatural
strength (like the Mega-Juicer after which it is named) or a nor
mal P.S. of 30 or higher can wear it without major penalties.
Other than its weight, however, the armor is extremely flexible
and offers excellent mobility for those who can wear it. See the
Mega-Juicer O.C.C. for a picture of a Juicer wearing the armor.
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M.D.C. 1 30
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Weight: 80 lbs. (36.2 kg).
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Variable Mobility: For wearers with a normal P.S. of 30+ or a
supernatural P.S. of 20 or higher, the character is - 1 0% to
prowl, and -5% to climb, swim, or to the performance of ac
robatics and gymnastics skills. Also, reduce speed by 1 0% .
Note:
Weaker characters (but n o less than P . S . 2 4 normal or
1 6 supernatural) are -25% to prowl, and - 1 5 % to climb, swim,
or to perform acrobatic and gymnastics skills. Also, reduce
speed by 30%. Characters weaker than P.S. 24 (normal) or 1 6
P.S. (supernatural) cannot move while wearing the armor!
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B lack Market Cost: 55,000 credits for the standard non-envi
ronmental version, or 65,000 for the full environmental suit
(and add 1 0 Ibs/4.5 kg).
Spiked Armor
This type of armor is very popular with Juicers who partici
pate in combat sports like Juicer Football and Murderthon. The
spikes are made of mega-damage materials, which can actually
chip away at M.D.C. alloys and even injure supernatural crea
tures.
A body slam or tackle with spiked armor will inflict 2D6
+P.S. damage on unarmored humans. If a Juicer with a P.S. 25+
body slams an opponent with M.D.C. armor or skin, the attack
will inflict one point of mega-damage. A power slam (counts as
two attacks) does 5D6 +P.S. damage bonus to S .D.C. targets and
I D6 M.D. to mega-damage structures and creatures. If used by a
character with supernatural strength, the spikes add 1 D6 M.D. to
hand to hand damage; treat a body slam as a punch, and a power
slam as a power punch, and add 1 D6 M.D.
The armor is also very lightweight and allows a great deal of
mobility, plus it offers better than average protection. Spiked ar
mor is a favorite of Juicers, outlaws, and some adventurers and
headhunters.
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M.D.C. 45
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Weight: 1 7 lbs. (7.65 kg).
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Good Mobility: -5% prowl penalty.
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Black Market Cost: 30,000 credits.
Vibro-Spike Armor
As above, but the spikes have vibro-fields, powered by an E
clip. A body slam will inflict 2D6 M.D. to all targets, and a
power slam (counts as two attacks) does 4D6 M.D. !
Characters with supernatural strength add these damages to
their basic hand to hand damage.
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The E-Clip is inserted in a compartment on the lower torso of
the armor. It will maintain the fields for up to 1 2 hours of contin
ued use (each time the field is activated, it will drain the equiva
lent of one minute ' s worth of charge, even if used for less time).
Although many Juicers and other warriors love the concept,
wiser people are quick to point out that if the wearer is not care
ful, he can damage the armor or even injure himself by care
lessly rubbing the activated spikes against other parts of his
body. Every hour the spikes are activated continuously, there is a
0 1 -22% chance that the user will accidentally harm himself.
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M.D.C. 50
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Weight: 1 8 lbs. (8. 1 kg)
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Good Mobility: -8% prowl penalty.
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Black Market Cost: 55 ,000 credits; E-Clips not included.
Man-Killer EBA
This heavy, environmental suit of annor is designed for maxi
mum protection under the most lethal combat conditions. The ar
mor sacrifices a measure of speed and agility, but provides
superior mega-damage protection. Juicers who want to enter
hand to hand combat with opponents in power annor or fight
against supernatural foes will often wear this suit rather than the
lightweight Juicer assassin annor and similar models.
The Man-Killer has spikes which can be used to hann M.D.C.
materials and supernatural beings and which makes grabbing
him painful. A body slam with spike annor will inflict 2D6
+P.S. S .D.C. damage on unannored humans. If a Juicer with a
P.S. 25+ body-slams an opponent with M.D.C. annor or skin,
the attack will inflict one point of mega-damage. A power slam
(counts as two attacks) does 4D6+P.S. damage bonus to S .D.C.
targets and l D6 M.D. to mega-damage structures and creatures.
If used by a character with supernatural strength, the spikes add
l D6 M.D. to hand to hand damage (treat a body slam as a punch,
and a power slam as a power punch, and add l D6 M.D.).
The main drawback of the annor is its weight and poor mo
bility. Furthennore, "weak" Juicers with a P.S. of less than 24
will find the annor to be awkward, inhibiting movement and re
ducing speed.
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M.D.C. 1 1 0
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Weight: 40 lbs. ( 1 8 kg).
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Has all standard EBA features and can be used with a jet
pack.
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Poor Mobility & Penalties: -20% prowl penalty, -5% to
climb, swim, or to the perfonnance of acrobatics and gymnas
tics skills. Also, reduce speed by 1 0% .
Note:
Characters with
a P.S. of 23 or less also lose one attack per melee round, re
duce their initiative roll by - 1 , and their speed is reduced by
30%.
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Black Market Cost: 60,000 credits.
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