The Chocolatey
Infinity Jr.
As a Moff,
Moff Neomen was always fascinated with high-tech gadgetry and
weapons of mass destruction. Also possessed of the maniacal and
paranoid disposition of an evil mastermind, he considered it necessary
to combine these two obsessions into the ultimate self-defense
(for a supervillain, anyway): a powered armor suit, packed to
the gills with weapons and armor. The Chocolatey Infinity is
what resulted. He used it only once, in his battle with the Rameseum
Crew, where it was destroyed after falling off a sheer cliff.
When he resurfaced under Vigo Lonay's command, he managed to funnel
enough money away from Lonay's business to finance the construction
of a successor, the Chocolatey Infinity Jr., which he utilized
in the takeover of Lonay's Mandalorian Dungeon ship before its
destruction. The CI Jr. survived the dentonation, and is
still under Neomen's control. He uses it when he considers it
his duty to personally involve himself in the rougher aspects
of his Vigodom. He has still not explained the meaning of its
name.
The CI
Jr. is a huge powered exoskeleton, standing over 3 meters
tall. The user seals himself inside the cockpit, with only a plasteel
viewport for contact with the outside (coincidentally, the suit's
only weak spot). The suit follows the user's every move, becoming
a giant, metal extension of their body. The left arm is taken
up entirely by a huge slugthrowing chaingun, and the right is
armed with a grenade launcher and blaster rifle. In addition,
the right hand can detach explosively from the body, attached
to a line. While not powerful enough to actually lift the suit
itself, it is more than enough to grab or knock off-balance opponents.
The suit's armament is rounded out by powerful jump jets in its
legs. It is a deep blue color, with the name inscribed in garish
lettering on the torso.
The armor
is extermely large and heavy, weighing over a ton. This makes
the user very slow and clunky, and his footsteps can be heard
from a long way off. His weight also comes with problems when
with an unsteady floor. However, the weight gives the user a great
advantage in some cases; he hits hard with his metal fists, and
using his jumpjet, can come crashing down with lethal force in
a death from above manuver.
Note: This weapon is meant EXCLUSIVELY
for use by villain NPCs, and no reasonable GM should EVER allow
one to be used by players in their campaign. If they do manage
to get ahold of one, play off its weaknesses: its size, speed,
and weak point. If you have to, fudge rolls: "Oops, ANOTHER
critical hit..."
The Chocolatey Infinity Jr.
(D6 Stats)
Model: Chocolatey Infinity Ubersuit
Type: Power Armour
Scale: Character
Skill: Powersuit Operation
Cost: Only in the hands of Evil Nasties
Availibility: 4, X or Unique (depends on your campaign)
Game Notes: Provides +3D Physical and Energy Resistance. -3D Dexterity and related skills. +2D Strength when lifting
or Brawling. +2D Perception for low-light situations. Slugthrower Chaingun (6D), Grenade Launcher (5D), Blaster Rifle
(5D), Extendable Hand (2D damage; target makes Dexterity check; if fails, is knocked prone, if fails by 5+, target is
subject of Brawling roll), Jumpjets (4 charges).
Weakness: If a called shot succeeds (faceplate is about 1 foot long), then armor only provides +2D Energy and Physical
from then on.
D20 Stats
Defense Bonus: +6
Maximum Dexterity Bonus: +0
Armor Check Penalty: -7
Speed: 5 meters (suit does not fit small characters)
Weight: Actual: Approximately 1 ton. Effective due to power enhancements: 25 kg
Specials:
-The suit provides a Damage Reduction of 7.
-The suit provides powered strength enhancements that give the user a +2 bonus to Strength, and allows
the character to move in the armor in the first place (due to its high weight).
-The character, while wearing the suit, is considered Large for game purposes.
-The suit has 20 foot darkvision, allowing the character to see in black and white despite darkness.
-The suit has an advanced communications system that allows them to tap into comm frequencies (Computer Use DC 15)
-The suit is equipped with a slugthrower chaingun on the left arm (4D8, crit 19-20, Autofire and Multifire),
a grenade launcher on the right arm (4D6/2D6), and a blaster rifle on the right arm (3D8, crit 19-20).
-The right hand of the suit can be launched on a line as an attack (damage 1D4). The user makes a ranged attack roll,
and if it succeeds, the target must make a Reflex check against DC 15 (modified by situation). If they fail,
they are knocked back by the hand and are prone; if they fail by 5 or more, the character is considered grappled and
prone. The hand can not be used to lift the suit, however, as the suit is too heavy.
-The suit is equipped with a jump jet system; the character may fly a max distance of 30 feet in one round, and must
end on land by the end of the round or expend another jumpjet charge. If not, the character suffers normal falling
damage. The suit holds 4 jumpjet charges.
Weaknesses:
-A character who performs a successful called shot against the faceplate of the suit (DC 22) automatically breaks the
faceplate; from then on, any critical threats against the suit automatically count as critical hits.
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