M.A.C.H.-1

M.A.C.H.-1
Abner Jenkins

F) Gd10 A) Gd10 S) Ex20/Ty6 E) Ex30/Ty6 R) Ex20 I) Rm30 P) Ty6

Health: 60/32 Karma: 56 Resources: Ex Pop: 30

Known Powers: None

Equipment: M.A.C.H.-1 Armor: Rm material, It is technically a Mobile Armored Cyber Harness. He built it and it has benifitted by the modifications made by Techno. Anyone who wears the suit gains a +2 CS to both strength and endurance. Without the suit, Abner's strength and endurance falls to Ty. It has the following abilities: -Flight: Ex airspeed, able to acheive a max speed of 30 areas/turn, but only half that in compressed areas such as cities. He can push 800 lbs. -Body Armor: Ex protection vs. Physical, Rm protection vs. Energy -Resistance: Mn ability to counter adhesives. < Helmet: Rm material, gives M.A.C.H.-1 the following abilities: -Air Supply: 6 hours -Infrared Vision: Gd ability to see thermal emissions or to see in the dark. -Radar: Gd radar gives basic position of obstacles up to 10 areas away. -Systems Monitoring: Displays within the helmet inform him of the status of weapons and power level. -Protected Vision: While wearing the visor, M.A.C.H.-2 is immune to most sight-based attacks unless such attacks can be controlled by television. -Flight Computer: Ex, This onboard flight computer that grants Ex manuverability, and also a +2 CS to any agility FEAT that involves manuvers or turns. -Targetting Computer: This computer grants +2CS to agility to fire the suit's weapons systems. Weapon Systems: -Submachine Guns: Ty Shooting, 7 areas, hit up to 3 adjacent targets, -Missle Launcher: Mn explosive damage in same area. -Grenade Launcher: 3 area range, He has the following types of grenades: --Knock-Out Gas: Rm intensity in 1 area --Smoke: Rm intensity in 1 area Talents: Electronics, Repair/Tinker, Pilot, Aerial Combat