Amalgam Combat Power Armor

Amalgam Combat Power Armor (Alternate; Removable)

  • Credit Card Feature: Feature 1 (Removable; Activation (move action))
  • EMP Shielding: Immunity 2 (Removable, Uncommon Descriptor: EMP; Limited - Half Effect)
  • Enhanced Fortitude: Enhanced Trait 5 (Removable, Fortitude +5 (+13))
  • Firewall: Immunity 2 (Removable, Uncommon Descriptor: Cybernetic Control; Limited - Half Effect)
  • Growth: Growth 1 (Removable, +1 STR, +1 STA, -1 Stealth; Permanent)
  • Life Support: Immunity 10 (Removable, Life Support; Limited (Limited Time only))
  • MACH III Combat Computer (Advantages: Favored Environment (When Fighting Studied Opponent), Favored Environment (Air Combat (Flight Computer)), Favored Foe (Studied Opponent))
  • MACH III Flight: Flight 10 (Removable, Speed: 2000 miles/hour, 4 miles/round; Wings)
  • Protection: Protection 8 (Removable, +8 Toughness)
  • Reduced Movements: Enhanced Trait -6 (Removable, Parry -3 (+8), Dodge -3 (+8), Close Attack +0 (+1))
  • Sensors: Senses 6 (Removable, Detect: Mutants/Powers 1, Detect: Energy 1, Detect: Energy 1, Extended: All Sensors 1 (x10), Infravision, Radius: Radar; Activation (move action))

Power Armor Arsenal (Removable)

  • Crimson Dynamo
    • Electrical Override: Mind Control 8 (Removable, DC 18; Limited (Electronic Machines & Devices), Unreliable (5 uses))
    • Crimson Dynamo Chest Mounted Fusion Caster: Blast 15 (Alternate; Removable, DC 30, Advantages: Improved Critical 4; Unreliable (5 uses), Inaccurate (-2))
    • Crimson Dynamo Pulse Bolts: Blast 13 (Alternate; Removable, DC 28, Advantages: Improved Critical 2; Multiattack; Unreliable (5 uses))
    • Disruptor EMP Field: Burst Area Nullify 11 (Alternate; Removable, Counters: Electronics, DC 21; Burst Area (30 feet radius sphere))
    • Electrical Blast: Blast 11 (Alternate; Removable, electricity, DC 26, Advantages: Improved Critical 4; Unreliable (5 uses))
    • Enhanced Ability: Enhanced Strength 9 (Alternate; Removable, +9 STR)
  • Iron Man's Reactive Energy Absorption: Energy Absorption 12 (Removable, Absorbs: Energy, Boost: - Multiple Effects -; Reaction 3 (reaction))
  • M.A.C.H. III Armor Systems
    • MACH III Mini-Missiles: Burst Area Blast 10 (Removable, DC 25; Burst Area (30 feet radius sphere), Homing (1 extra attempt); Unreliable (5 uses))
    • Knockout Gas GL: Cloud Area Affliction 11 (Alternate; Removable, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 21; Increased Range (ranged), Cloud Area (15 feet radius sphere); Unreliable (5 uses), Diminished Range)
    • Jam Communications: Burst Area Nullify 11 (Alternate; Removable, Counters: Communications (Electronic - Radio, Microwaves, etc), DC 21; Burst Area (30 feet radius sphere); Unreliable (5 uses))
    • MACH III Electro-bite: Blast 11 (Alternate; DC 26)
    • MACH III Machine Guns: Blast 8 (Alternate; Removable, DC 23, Advantages: Improved Critical 2; Multiattack, Accurate 2 (+4); Unreliable (5 uses))
    • Photonic Burst: Burst Area Dazzle 11 (Alternate; Removable, Affects Sense: Vision, Resisted by: Fortitude, DC 21; Burst Area (30 feet radius sphere); Unreliable (5 uses))
    • Smoke GL Round: Cloud Area Dazzle 11 (Alternate; Affects Sense: Vision, Resisted by: Fortitude, DC 21; Cloud Area (15 feet radius sphere))
  • Mandroid Armor
    • Neuro Stunner: Cumulative Affliction 11 (Removable, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Will, DC 21; Cumulative, Increased Range (ranged); Unreliable (5 uses))
    • Force Field: Impervious Toughness 14 (Alternate; Limited (Cannon Fire Weapons when on))
    • Laser Torch: Blast 7 (Alternate; Removable, DC 22; Increased Range (perception), Penetrating 5, Accurate 2 (+4); Unreliable (5 uses))
    • Punch Blaster: Blast 8 (Alternate; Removable, DC 23, Advantages: Improved Critical 2; Accurate 3 (+6), Multiattack; Unreliable (5 uses))
    • Tracker / Repeller: Move Object 9 (Alternate; Removable, 12 tons; Increased Range (perception); Limited Direction (Forward & Backward), Unreliable (5 uses))
  • Mauler Armor
    • Mauler Laser Cannon: Blast 14 (Removable, light, DC 29, Advantages: Improved Critical 4; Unreliable (5 uses), Inaccurate (-2))
    • Mauler Area Blast: Burst Area Blast 9 (Alternate; Removable, electricity, DC 24; Burst Area (30 feet radius sphere); Unreliable (5 uses), Diminished Range 2)
    • Mauler's Electric Shock Touch: Damage 13 (Alternate; Removable, electricity, DC 28; Unreliable (5 uses), Inaccurate (-2))
    • Mauler's Electron Particle Beam: Blast 12 (Alternate; Removable, electricity, DC 27; Multiattack; Unreliable (5 uses))
  • Titanium Man I
    • Eye Beams: Blast 13 (Removable, DC 28, Advantages: Improved Critical 4; Penetrating 6; Inaccurate (-2), Unreliable (5 uses))
    • Chest Heat Beam: Blast 10 (Alternate; Removable, DC 25, Advantages: Improved Critical; Multiattack; Unreliable (5 uses))
    • Gauntlet Force Blaster: Blast 11 (Alternate; Removable, DC 26; Multiattack; Unreliable (5 uses))
    • Tractor Beam: Move Object 11 (Alternate; Removable, 50 tons; Accurate (+2); Unreliable (5 uses))
  • Whiplash's Energy Whips
    • Energy Whip Grapple: Affliction 11 (Removable, 1st degree: Impaired, Vulnerable, 2nd degree: Immobile, Defenseless, 3rd degree: Paralyzed, Incapacitated, Resisted by: Fortitude, DC 21; Alternate Resistance (Dodge), Reach (melee) 8 (40 ft.), Extra Condition)
    • Electric Whip: Damage 11 (Alternate; Removable, DC 26, Advantages: Improved Critical 4; Linked (Electric Whip: Damage 11), Reach (melee) 8 (40 ft.); Unreliable (5 uses), Grab-based)
    • Energy Whip Strike: Damage 11 (Alternate; Removable, DC 26, Advantages: Fast Grab, Improved Critical 4, Improved Grab, Improved Hold; Reach (melee) 8 (40 ft.), Penetrating 4)

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