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IAVSU-03I VARIABLE SLED UNIT

After the battle on Esho, new plans were proposed for more flexible power armour units. The very first unit was the Nomera Variable Sled Unit. After the Nomera's resounding success,plans for Land & Aquatic Variable sleds began. The end result for the Land Sled was the Agamera. Same chassis design as the Nomera, but cheaper to produce, since it lacked all the special equipment needed for space operation. The Agamera has all the same weapons as the Nomera, however since space isn't consumed by the mass of the Nomera's usual equipment, a few more little perks have been added. These being mini-missile launchers in the legs, aswell as an optional sniper laser rifle.

INGRAL NAME: Agamera (pronounce A-ga-meh-ra, means "Land Rider")
MODEL TYPE: IAVSU-03I
MODIFICATION POINTS: 15
CLASS: Infantry Assault Variable Sled Unit
CREW: One Ingral (or someone if statue similar to an Ingral)

M.D.C. BY LOCATION

ARMO-SLED MODE
Headlight 2
*Front End/Pilots Compartment 75
Read Ends/Hover Jets (2) 75 each
**Main Body 150
Laser Rifle 25
Beam Rifle/Sniper Laser 25
ARMO-SOLIDER MODE
*Head 75
Arms (2) 50 each
Legs/Hover Thrusters (2) 75 each
**Main Body 150
*Pilots Compartment 75
Laser Rifle 25
Beam Rifle/Sniper Laser 25
*Power Cord 5
Beam Saber 5
*Fusion Cutter 1
Fusion Block 5

*Denotes a hard to hit target, requires a called shot with a -3 to strike. Depleting the M.D.C. of the head will knockout all of the Agamera's optics, forcing the pilot to rely on radar, and motion detectors, -3 to strike, parry, and dodge. Depleting the M.D.C. of the pilots compartment will expose the pilot to the outside environment (bad if they forgot to put on their hardsuit), and any further damage to this area is instead done to the pilot.
**Depleting the M.D.C. of the main body will shut the Agamera down.

SPEED:

ARMO-SLED MODE:
MAXIMUM SPEED: 250mph
CRUISING: 125mph
MAXIMUM ALTITUDE: 200ft ceiling
ARMO-BATTLER MODE:
FLYING: 100mph with a 100ft ceiling
RUNNING: 65mph.
LEAPING: 50ft
THRUSTER LEAP: 250ft

STATISTICAL DATA:

HEIGHT: 3ft in Armo-Sled, 9ft in in Armo-Soldier.
WIDTH: Armo-Sled: 5ft across at the thrusters, 2ft across at the front. Armo-Soldier: 5ft at the shoulders.
LENGTH: 10ft in Armo-Sled Mode, 4ft in Armo-Soldier.
WEIGHT: 250lbs
PHYSICAL STRENGTH: Equal to P.S. 40.
CARGO: No space except the enclosed pilots compartment, usually enough space for one sidearm & 2 clips.
POWER SYSTEM: Fusion, average life is 10 years.

WEAPON SYSTEMS


1. BEAM RIFLE: This is the only long-range hand weapon issued to the Agamera. In Armo-Sled mode the rifle is mounted over the right engine of the craft, and in Armo-Soldier it becomes hand held.
PRIMARY PURPOSE: Assault
RANGE: 2,000ft
MEGA-DAMAGE: 5d6+4 M.D. per blast.
RATE OF FIRE: 4 blasts per melee.
PAYLOAD: The capacitor in the rifle holds enough energy for 20 blasts. The capacitor recharges one blast every 5 minutes the unit is online.

2. BEAM SABER: By using a magentic field emitted from a small device, particle energy is formed into a sword blade, with energy being transfered from a special palm link in the hand of the Agamera. The blade emitter pops out of a special compartment in the right arm of the Nomera. Only usable in Armo-Soldier.
PRIMARY PURPOSE: Close Combat.
RANGE: The sword blade has a length that can be varied from 4-6ft.
MEGA-DAMAGE: 6d6+4 M.D. per blow
PAYLOAD: Effectively unlimited.

3. FUSION CUTTER: Another slot in the left arm of the Agamera holds a special welding/cutting device called a Fusion Cutter. By creating a short term fusion reaction, an emmense ammount of heat is generated, able to cut through some of the toughest ship hulls. However this process is extremely flukey and can sometimes lead to overheating. Only usable in Armo-Soldier.
PRIMARY PURPOSE: Cutting Tool.
RANGE: The fusion 'torch' can have a variated length of up to 1ft.
MEGA-DAMAGE: 1d4x10 M.D. for a three-second period of cutting, if used to cut for an entire melee, quadruple the damage (however remember about overheating, see below).
RATE OF FIRE: Up to 3 three-second cutting bursts per melee, or 1 full melee of cutting.
PAYLOAD: Effectively unlimited.
NOTE: If the Cutter is used for a full melee straight, the GM must roll on a d100. On a 76-00, the Cutter completely overheats, and is rendered useless until it is repaired/replaced. If the cutter doesn't overheat and is used for another melee of cutting, the cutter will overheat at 51-00, and at the 3rd melee it's at 26-00, and after the fouth melee the Cutter will overheat no matter what.

4. FUSION BLOCK: A much more destructive version of the fusion cutter. A fusion block creates a powerful fusion reaction, like a pocket nuclear bomb. Commonly used to blow open hulls, the block has a timer that can be set from 10-seconds to 60 minutes. If no time is entered it automatically starts at 30-seconds.
PRIMARY PURPOSE: Demolitions
RANGE: The fusion block effects a 10ft blast radius.
MEGA-DAMAGE: 3d4x10 M.D.
RATE OF FIRE: One block, one use. Bringing out the block (stored in a right leg compartment), setting the time, and slapping it on takes two actions.
PAYLOAD: 1 block is carried on each suit.

5. MINI-MISSILE LAUNCHERS (4): Built into both of the legs are rapid fire mini-missile launchers. They're usually the first things fired during assault, to soften the enemy.
PRIMARY PURPOSE: Assault
RANGE: Varies with mini-missile type.
MEGA-DAMAGE: Varies with mini-missile type.
RATE OF FIRE: Can only fire in volleys of 2, 4, or 8.
PAYLOAD: Each leg holds two launchers with 4 Mini-Missiles each for a total of 16 Mini-Missiles. The launchers CANNOT hold Plasma Mini-Missiles.

6. SNIPER LASER RIFLE (OPTIONAL): An optional replacement for the Beam Rifle, issued for Cladestine missions were a specific target must be neutralized. Many a commanding unit have fallen to a well placed shot from this weapon. Of course like modern day sniper rifles, the problems come with payload, and rate of fire.
PRIMARY PURPOSE: Sniping (what else?!)
RANGE: 10,000ft.
MEGA-DAMAGE: 1d4x10 M.D. per blast.
RATE OF FIRE: 2 blasts per melee.
PAYLOAD: The energy capacitor holds enough energy for 10 blasts. The capacitor recharges 1 blast per 10 minutes the suit is online.
SPECIAL: One a natural strike roll of 17-20, the CPU targeting system directs the laser beam toward a structural weak point, doing double damage! However this only counts on a called shot.

7. HAND TO HAND COMBAT: Rather than use a weapon, the Agamera can engage in mega-damage hand to hand combat. Identical to Metae HTH damage.


EQUIPMENT STANDARD TO ALL AGAMERA

RADAR: Can identify and track up to 24 different targets simultaneously. Range: 10 miles.
COMBAT COMPUTER: Calculates, stores, and trasmits data onto the head-up display (H.U.D.) of the pilots hardsuit helmet. It is tied to the targeting computer.
COMPUTER LASER TARGETING SYSTEM: Built in is a laser targeter which assists in targeting for ALL long range weapons used by the Nomera. +1 to strike. Range: 4,000ft by line of sight
INFRARED VISION: By emitting invisible infrared beams the suits pilot can see in total darkness. However infrared doesn't see through smoke. Range: 2000ft.
PSI-DIRECTOR: The Psi-Director allows the Psi-Communicators to direct commands to the Jetae, and this unit immediatly directs the command to his unit. These psionic signals cannot be disrupted by any known means.
ENVIRONMENTAL PROTECTION: Suitable for use in hostile land environments with a computer controlled life support system. Insulated temperature resistant shielding for up to 400 degrees centigrade, radiation shielded.


HAND TO HAND BONUSES FROM AGAMERA BASIC TRAINING
This catagory applies to all Ingral who were not officially trained by the Ingral military in the Nomera.
Bonuses are identical to Cyclone Basic Training, with a -1 to Leap Dodge, and HTH damage is identical to the Metae. Also the Agamera has a -3 to strike, parry, and dodge in space, and underwater.

HAND TO HAND BONUSES FROM NOMERA ELITE COMBAT TRAINING

Bonuses are identical to Cyclone Elite Combat Training, with a -1 to Leap Dodge, and HTH damage is identical to the Metae. Also the Agamera has a -3 to strike, parry, and dodge in space, and underwater.
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