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NOTE: This armor is designed to intimidate opponents so only a minimum of force is necessary to subdue targets.
Enhancement Systems: MicroServo and Flat motor muscular system (+1CS to Str. & End.), advanced negative feedback sensor web (+1CS Agil.), and 360 degree automatic threat warning system (+1CS Intuition).
Physical Systems:
Composite Armor hull (IN Body Armor)
Visual overload shields(Immune to blinding/flash)
Enhanced Audio Mics (IN Hyper hearing, overload shielded)
Micro-Radar arrays (RM Radarsense, 10 areas)
Image enhancement telescopics (PR Telescopic Vision, 25 mi.)
Broadband differential temperature sensors (RM Thermal Vision)
Communications suite (EX Radiowave Control, 6 mile range)
Palm and Knuckle Tasers (EX Electrical Generation on contact)
Helmet mounted Laser (RM Light Generation, 4 areas)
Torso Infinity Speaker System (RM Sonic Generation, 1 area)
Internal Protein and Oxygen Packs (Life Support/Self Sustenance) for 20 hours
Hemoglobin Water Filtration (RM Water Breathing, 30 hours)
Hydrox Water Ignition Boot Jets (RM Rocket, 225mph, 15 areas/rnd)
External Accessories Options:
High-Frequency Sword (IN mtrl, AP effect= -2CS armor)
Haloflash Shield (AM mtrl, once/ 2 rnds may set off AM flash vs. adjacent area)
Electron Sword (Two handed, IN mtrl, RM Elect Gen. on contact, 10 charges)
Boomerang Cleaver (IN mtrl, returns next round when thrown)
PyroAxe (Two handed, IN mtrl, Vibro= -2CS Armor, blades also may release blowtorch array= EX Fire/Heat dmg on contact in melee)
Rocket Spear (IN mtrl, 1 shot rocket, 11 areas range)
Thunder Hammer (AM mtrl, Electrical Gen - 10 shots at RM or one shot at IN)
Lighting Whip (IN mtrl, Taser amplifier +1CS (RM), 1 area range)
By John Steele