U.W.W. Marine Raider Mystic Power Armor:
Usually on raids, the marines prefer heavier armors with the Warlock Combat Armor being the most common suit used. Still, there are situations where a much lighter suit is preferred. This is most common with Marine Raiders who are often expected to travel as lightweight as possible. As a result, a light armor which is more like an augmented body armor was developed. Each suit is tailored to the wearer and is extremely form fitting. All troops using this armor are taught the spell “Armor of Ithan” to be able to quickly repair the armor.
The armor is a modified version of the standard Mystic Power Armor. There are other versions of the mystic power armor available in the United Worlds Warlock which have far greater modifications but the armor is relatively expensive because it is used by Warlock Marine Raiders.
Instead of being constructed from clear quartz, the marine armor is constructed from extremely dark smoky quartz. The smoky quartz is so dark that it is almost black. As well, the armor uses a black diamond instead of a standard diamond. Like the standard Mystic Power Armor, the diamond has to be worth at least 20,000 Credits. The effect of the armor is that it is much more dangerous looking than a standard set of mystic power armor.
All the standard abilities of a Mystic Power Armor are part of the Marine Raider version. This includes super-human strength, magical flight, chameleon, and enchanted vision which includes the ability to track and see the invisible. The armor also gives the ability to breath without air both for use in space and underwater. The armor can fire lightning bolts, fire balls, and create a magic net. Of course most operators of the armor carry a more powerful energy rifle with most carrying the PB-85 Rifle although some prefer the Consortium HI-300 Infantry Support weapon due to its ability to fire suppressive bursts. Many also carry a magic sword for close combat.
Additional equipment includes a techno-wizard battery for additional magical energy. The battery uses emeralds and only recharges slowly off of ley lines. One ley lines, the battery recharges quickly. The battery can be used for spell casting and for the enchantments built into the armor itself. Of unlimited duration, the chameleon ability allows the armor to blend into surrounding while not moving. In addition, the armor has an invisibility enchantment so the armor can completely disappear.
Compared to the standard mystic power armor, the Marine Raider version has slightly better armor and can withstand greater damage. In addition, the armor has a special enchantment which allows the armor to regenerate damage. As listed earlier, the armor can be regenerate damage quickly by the cating of the spell “Armor of Ithan.” For additional protection, the armor also has the ability to create an “Invincible Armor” force field around the armor.
Model Type: MR-MPA-1.
Class: Enhanced Magical Heavy Body Armor.
Crew: One.
Mega Damage by Location:
|
Arms (2): |
100 each. |
|
Legs (2): |
125 each. |
|
[1] Head / Helmet: |
120. |
|
[2] Main Body: |
220. |
|
[3] “Invincible Armor” Force Field |
200. |
Notes:
[1] This is a small and difficult targets to strike, requiring the attacker to make a "called shot”, but even then the attacker is -4 to strike.
[2] Depleting the M.D.C. of the main body will destroy the armor and make it useless. As well, the wearer may be killed or injured. Armor takes no damage from fire or heat, including magical, due to enchantments. Also regenerates 10 M.D.C. per hour. Casting “Armor of Ithan” and 100 P.P.E. will restore all M.D.C.
[3] “Invincible Armor” Force Field costs 30 P.P.E. per activation (usually pulled from the armor’s P.P.E. battery but can be charged by the operator of the armor as well if a spell caster) and has a duration of 24 minutes (96 melee) per activation. The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor also offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.
Speed:
Running: Armor boosts wearers ability to run, identical to the spell of superhuman speed. Speed is equal to speed 44 (30 mph/48.3 kph) unless wearer’s natural running speed is greater. In that case use running speed of wearer.
Flight: The armor has a limited ability to fly, can activate a “Fly as the Eagle” enchantment anytime with an unlimited duration. Flight speed in the atmosphere is up to 50 mph (80.5 kph) with a maximum altitude of 10,000 feet (3,048 meters). In space, the enchantment gives a maximum acceleration of 0.1 G. Armor is not trans-atmospheric.
Underwater: Can use the ability of “Fly as the Eagle” underwater with a limited speed of 10 mph (16.1 kph) and can walk along the bottom of the water.
Statistical Data:
Height: Effectively same as character (+4 inches / 10 cm).
Width: Effectively same as character (+2 inches / 5 cm).
Length: Effectively same as character (+2 inches / 5 cm).
Weight: 30 lbs (13.2 kg) and has no prowl penalties.
Physical Strength: Characters strength or spell of “Superhuman Strength” (Whichever is stronger). Gives Strength of 30 and Endurance of 24.
Cargo: None.
Magical Technowizard Engine, Unlimited Duration. Also has a P.P.E. Battery with 200 P.P.E. (Regenerates 2 P.P.E. per hour normally and 10 P.P.E. per hour on a ley line.)
Market Cost: three million credits.
Weapon Systems:
Call Lightning : Instead of lightning bolts coming from the sky, the lightning bolts are fired from the hands or eyes of the armor. Rate of fire is limited but payload is unlimited. In most ways, the enchantment is identical to the wizard / ley line walker spell although has a much greater range. When used in space, range is much greater than in an atmosphere.
Maximum Effective Range: 1,200 feet (366 meters) in an atmosphere. Range is eight times normal when used in space.
Mega-Damage: 6D6 per bolt.
Rate of Fire: Up to two per melee.
Payload: Effectively Unlimited.
Fire Bolt: Fires a magic bolt of fire from either hand equal to the wizard / ley line walker spell except for having greater range. Rate of fire is limited although payload is effectively unlimited. Bolts of fire have a bonus of +4 to strike. When used in space, range is much greater than in an atmosphere.
Maximum Effective Range: 1,200 feet (366 meters) in an atmosphere. Range is eight times normal when used in space.
Mega-Damage: 4D6 per bolt.
Rate of Fire: Up to two per melee.
Payload: Effectively Unlimited.
Magic Net: The armor can fires a magic net that ensnares target. It can be used up to twice per melee and range is greater than the normal spell. Unlike Lightning Bolts and Fire Bolts, range is identical in space and in an atmosphere. To dodge a magic net, the target needs to roll a 17 or greater.
Maximum Effective Range: 200 feet (60.1 meters) - Range is the same in both an atmosphere and in space.
Mega-Damage: Ensnares target within a 10 foot (3 meter) diameter area. Net has a duration of 12 melee round and requires at least two melee rounds to cut or blast through.
Rate of Fire: Up to twice (2) per melee round.
Payload: Effectively Unlimited.
- Energy Rifles or Light Rail Gun
and other hand-held weapons can carried as needed. Preferred weapons include the PB-85 Rifle and the Consortium HI-300 Infantry Support. Sidearms are commonly carried and many troops also carry melee weapons such as a magic sword for close combat.Armor bonuses & Hand to Hand: Gives bonuses of +2 to parry and +6 to dodge from superhuman speed spell. Also gives additional bonuses +1 to parry, +2 to dodge, and +2 to damage when diving all while in flight from spell fly as the Eagle. Also gives Supernatural PS of 30 (3D6 to punch damage and added to melee damage) and a PE of 24, unless less than pilot’s strength.
Technowizard Abilities:
The armor has a P.P.E. battery built into the armor in the form of emerald crystals. This magical energy cannot be used by the wearer to cast spells but can be used to power enchantments in the armor. The armor stores 20 P.P.E. for every crystal built into the armor with ten crystals as part of the battery (200 P.P.E.) Magical energy regenerates at the rate 2 P.P.E. per hour normally or 10 per hour on a Ley Line. Spell casters can also feed P.P.E. into the crystals. Enchantments can be activated by non-spell casters..
Invincible Armor: Enchantment costs 30 P.P.E. (Normally comes from P.P.E. Battery) to activate. Duration is 24 minutes per activation. The wearer is protected by a 200 M.D.C. force field which regenerates 1D6 M.D.C. per melee. All energy attacks, magic or mundane, inflict only half their usual damage to the force field. When knocked down, no additional damage beyond which destroyed the shield will be transferred to the body armor. See Spell for further details.
Invisibility Superiority: Enchantment costs 20 P.P.E. (Normally comes from P.P.E. Battery) to activate. Duration is 24 minutes per activation. Makes the wearer of the armor invisible to all means of detection. Infrared, ultraviolet, heat, motion detectors, and even an animal's sense of smell, can not locate the invisible person. No footprints are made, and little sound (Prowl 84%). The magic is broken only if the character makes a hostile move, engages in combat/attacks. At that instant, he/she becomes completely visible.
Eyes of the Wolf: Same as spell and used at will. Gives the following abilities: Night Vision (60 feet/18.3 meters), See The invisible 75%, Identify Plants and Fruit 70%, Identify Tracks 85%, Track 50%, and Recognize poison 65%. Does not require any P.P.E. to use.
See the Invisible: Same as spell and used at will. 200 feet (61 meter) range. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. Does not require any P.P.E. to use.
Globe of Daylight: Same as spell and used at will. Light up a 72 feet (21.95 meter) diameter area. Will repel vampires. Does not require any P.P.E. to use.
Breath Without Air: Same as spell and Perpetually in effect. It allows wearer to function normally underwater, in a vacuum, in an area of little oxygen, and protects against natural and manmade gasses. Does not protect against magical gasses. Does not require any P.P.E. to use.
Chameleon: Unlimited duration and used at will. Makes character 90% undetectable if unmoving, 70% undetectable if moving 2 feet (0.6 meter) or slower per melee round, 20% undetectable if moving 6 feet (1.8 meter) or slower per melee round, and is easily detectable if moving faster than that. See Spell for further details. Does not require any P.P.E. to use.
Other Magical Abilities: Fly as the Eagle, Superhuman Speed, Superhuman Strength, and Impervious to Fire are listed elsewhere in armors write up. Does not require any P.P.E. to use.
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Writeup by Kitsune (E-Mail Kitsune).
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