M.A.X. Armor, Mark 2 - Classic Style
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M.A.X. Armor, Mark 2

the Mark 2 Spitfire Armor!   The Mark 2 M.A.X. armor is a significant improvement over the original prototype M.A.X. suit, the Mark 1, built by Doctor Karl Swensen shortly before his death at the hands of Fritz Krotze's armored flunky. Most of its systems have been upgraded to work about twice as good.

The suit ultimately ended up in Jenny Swensen's (Karl's daughter's) hands. She used it to generally right wrongs, and to battle Krotze and his Club superiors, until it was pretty much smashed by Steel Hawk and Star Brand (in two seperate encounters).

Of course, Jenny used her knowledge about the Mark 1 and Mark 2 suits to build a brand new suit, the Mark 3 M.A.X. armor, for the U.S. Government... At any rate, the Mark 2 M.A.X. armor was armed with the following capabilities:

Ability Enhancement: while in the Mark 2 M.A.X. armor, the pilot receives the following ability score enhancements:

F
+1 CS

(Rm 30)
A
+2 CS

(Rm 30)
S
+3 CS

(Rm 34)
E
+3 CS

(Am 50)
R
n/a
I
+1 CS
P
n/a
Res
n/a
Pop
n/a


Health:
Karma:
144 (maximum increase)
n/a

Air Supply: the M.A.X. armor is equipped with at least a two hour air supply for the pilot, since it has been designed to work in any terrestrial environment, such as underwater, high up in the atmosphere, or possibly even underground.

Armor: the M.A.X. armor is highly resistant to damage, providing Excellent (20) ranked armor. In other words, it has the following resistances to the various attack forms:

* Ex 20 / Ty 6 / Fe 2 / Shift 0 / Shift 0

Armor Endurance: the M.A.X. armor, though effective in battle, wasn't initially designed for it. As such, it only has an Armor Endurance rating equal to the Armor rank that it provides the pilot (in other words, Excellent (20)).

If the armor takes damage, it must pass a Armor Endurance FEAT roll versus the intensity of the damage inflicted (after armor), or some of its systems may be compromised. If so, make another FEAT for each system affected by the specific attack to see what keeps working, and what fails.

Buzz-Saw: this titanium-forged, teflon-coated buzz saw can be used by the pilot of the Mark 2 M.A.X. armor to cut through things. Lots of things. It is essentially able to cut through materials of up to Unearthly (100) material strength.

Clippers: mounted on the left wrist of the Mark 2 M.A.X. armor, these overgrown scissors can be used to cut small items (in the event that the buzz-saw would be overkill). They can cut through items of up to Remarkable (30) material strength.

Digging Tool: this optional tool allows the pilot of the Mark 2 M.A.X. armor to bore through solid rock of up to Amazing (50) material strength. Treat it as if it operated as Super Digging of Remarkable (30) rank.

Electro-Magnetic Clamp: this device can be fired at a target, and if said target is ferrous, it will stick to the target with an effective Incredible (40) strength. The pilot of the M.A.X. armor can then reel it in at his or her leisure...

Laser Cannon: this add-on tool can be used to cut through most conventional materials, being of Remarkable (30) intensity. Of course, it can inflict like Energy damage upon a real live person if used against one...

Another, important thing to consider is that Jenny apparently added another laser beam weapon to the M.A.X. suit, placing it in the right index finger of the armor. It is just as powerful as the add-on tool is, but much more concealed...

Oil Slick: the Mark 2 armor can spray a jet of simple, ordinary motor oil directly in front of it, if necessary. This is extremely useful during underwater combat, as the target must make an Intuition FEAT roll in order to find the M.A.X. armor through it.

Sensor Suite: this powerful unit provides the M.A.X. pilot with the following electronic sensory systems, at Excellent (20) rank unless otherwise noted:

* Thermal Scans: the M.A.X. armor doesn't allow the pilot to see infrared heat sources, but it does have the ability to track them. It can detect infrared signatures within a half mile range.

* Visual Sweeps: the M.A.X. armor can identify a specific target by appearance alone, as long as it is within line of sight, even if the pilot has not yet identified him / her / it. This also has a one half mile range.

Storage Batteries: these items can be used to absorb electrical attacks that the M.A.X. armor encounters, storing such energy at Incredible (40) rank. It can contain up to 200 points of electrical damage before overloading.

This purloined energy can be used to power the Mark 2's various systems if necessary, or it can be used to make an electrical attack through the armor's gauntlets, an attack that can have up to 40 points of absorbed energy behind it (inflicting up to Incredible (40) Stunning Energy damage).

Turbo-Fan Thrusters: these foot-mounted, pneumatic lift mechanisms allow the Mark 2 armor to fly at up to Excellent (20) air speed, which is approximately 150 miles per hour. They have no fiery exhaust, but can be used as a Good (10) intensity Force attack in a pinch...

White Noise Generator: designed by Terry (one of the Troubleshooters), this device can be used to scramble unshielded electronics, though it was specifically built to disrupt security systems. It can do this at Excellent (20) rank.

Extra Goodies:

Printer-friendly M.A.X. Armor, Mark 2 Text File
Text Version

the Mark 2 M.A.X. Armor entry written with Ty R. States!

the Mark 2 M.A.X. Armor art created by Todd McFarlane, Bob McLeod, and Bob Sharen!

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