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M.A.X. Armor, Mark 3
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The M.A.X. Armor, Mark 3, is an armor suit built by Jenny Swensen, in conjunction with the U.S. government. For the duration of time that she worked for the government (well, willingly, anyway), Jenny used the suit for Project: Spitfire, a special arm of the C.I.A. created to deal with M.A.X. technology proliferation.
After her break with the government in the aftermath of the Pitt incident, the armor was donned by Jake Travest, all around wacko, who used the suit to do whatever the Project needed; he lacked those odd moral qualms that Swensen seemed subject to, and as such, was a 'perfect' candidate for Spitfire pilot.
However, the Spitfire suit failed to defeat a large group of paranormals on a mission in Canada, and the Mark 3 was blown to bits; however, both the Project and the Medusa Web have the capability to rebuild it. This armor suit is a distinct improvement over both the Mark 1 and Mark 2 armors. The Mark 3 M.A.X. Armor has these capabilities: |
Ability Enhancement: while in the Mark 3 M.A.X. armor, Jenny (or anyone else) has the following ability score enhancements:
F +1 CS (Rm 30) |
A +2 CS (Rm 30) |
S +3 CS (Rm 35) |
E +3 CS (Am 50) |
R n/a |
I +1 CS |
P n/a |
Res n/a |
Pop n/a
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Health: Karma: |
145 (maximum increase) n/a |
Air Supply: the M.A.X. armor is equipped with at least a four 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 Remarkable (30) ranked armor. In other words, it has the following resistances to the various attack forms:
* Rm 30 / Gd 10 / Pr 4 / 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, Remarkable (30)).
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.
Gatling Cannon: mounted on the M.A.X. armor's right shoulder, this deadly weapon can be used to inflict Remarkable (30) Shooting damage per burst to a single target, or Good (10) Sh damage to everybody within one cubic area.
Jet Thrusters: these foot-mounted rockets allow the M.A.X. armor to fly at Remarkable (30) speeds, or about 225 miles per hour. They do have lots of fiery exhaust, though, and can inflict Good (10) SD Energy damage to anyone within ten feet of them when they ignite (or if the pilot 'kicks' a body with 'em).
Laser Beam: placed in a housing of the M.A.X. armor's right index finger, this cutting beam can be used to inflict Remarkable (30) Energy damage per strike. This can be used against living people, but is more useful for breaking into buildings.
Magnetic Grappler: this weapon, mounted in the M.A.X. armor's left hand, can be used to seize ferrous objects from a target via magnetic attraction. Treat this as if it were a Remarkable (30) Grabbing (Gb) attack against applicable targets.
Onboard Computer: this voice activated computer system has the ability to monitor the M.A.X. armor's systems to ensure peak performance, and it can also automate the Sensor Suite to save the pilot lots of time looking for things manually.
Piggyback Turbo Booster this optional add-on unit can be used to allow the M.A.X. armor to fly at speeds of mach 4 to mach 5, which is Shift Y (200) in rank. This is quite fast, and is only used when necessary (like chasing airplanes).
Rocket Brace: this optional add-on unit is a wrist-mounted, anti-aircraft rocket launcher, armed with six misslies carrying an Amazing (50) ranked explosive payload, which is enough to bring down most any aircraft (and if one won't do it, all six can).
Sensor Suite: this powerful unit provides the M.A.X. pilot with the following electronic sensory systems, at Remarkable (30) rank unless otherwise noted:
* R.A.D.A.R. System: this unit can tie into goverment tracking systems to follow a target with seemingly unlimited range, or it can simply work alone, spotting significant airborne targets within a fifty mile range.
* 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.
* Voice Print Identification: the M.A.X. armor can track a target by his voice print, with an approximate ten mile range (it has tracked a single target through the city of Victoria).
Sonic Couplings: these weapons, mounted in the M.A.X. armor's left hand, produce a frequency and amplitude of sound waves that are carefully combined to induce unconsciousness. Treat this as a Remarkable (30) Stunning attack.
Storage Batteries: these items can be used to absorb electrical attacks that the M.A.X. armor encounters, storing such energy at Amazing (50) rank. It can contain up to 250 points of damage before overloading.
This purloined energy can be used to power the Mark 3's various systems if necessary, or they can be used to discharge an electrical attack through the armor's gauntlets, an attack that can have up to 50 points of absorbed energy behind it (inflicting up to Amazing (50) Stunning Energy damage).
Extra Goodies:
the Mark 3 M.A.X. Armor art created by Ron Lim, Mike Witherby, and Nel Yomtov!
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