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. Instead of being constructed from clear quartz, the 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. 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:
| [1] Main Body: | 150 | |
| Head/Helmet: | 90 | |
| Arms (2): | 80 each | |
| Legs (2): | 100 each | |
| [2] "Invincible Armor" Forcefield | 200 |
Notes:
[1] For damage purposes treat as a suit of non powered environmental
armor and protects all locations. Armor takes no damage from fire or heat
due to enchantments. Also regenerates 10 M.D.C. per hour. Casting "Armor
of Ithan" on the armor and spending and 100 P.P.E will restore all M.D.C.
[2] "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
fly as the eagle anytime with an unlimited duration. Flight speed is up
to 50 mph (80.5 kph). Has the same mobility in space as in an atmosphere.
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
Statistical Data:
Height: Same as character
Width: Same as character
Length: Same as character
Weight: 15 lbs (6.8 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.
Power System: Magical Technowizard Engine, Unlimited Duration.
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:
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..
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.