Power Armor

From Megaman Mush Wiki

Jump to: navigation, search

Power armors are self-contained combat machines that humans can use to put themselves on an even footing with combat robots. They tend to be large and utilitarian, though technologically advanced groups have been developing more streamlined models. Power armors are designed to interface with ordinary humans via a series of complex galvanic skin response sensors, allowing humans to use the suits like a second skin. Power armor is keyed to an individual pilot's specific bioelectrical field, and cannot be shared between users once it has been calibrated.

Power armors must be piloted into battle. Present models cannot be summoned from subspace like Reploid armor modes.

Because of their sensitivity to bioelectric fields, militarized cyborgs or full conversion cyborgs can't use power armors; they need to be upgraded much like robots are to gain additional combat power. Reploid "power armor", such as that devised by Dr. Psyche, is not the same as the power armor used by humans and is best understood as a way of mass-producing combat upgrades for Reploids. Other Reploid armor modes, such as Iris' Vanguard, are also not power armor.

At present, the Maverick Hunters and STARS use power armor, as do some elements of the Yakuza. Neo Arcadia has access to power armor technology but only deploys it in their Guardians due to its expense relative to their biotech development. The Irregulars are also claimed to have some limited access to power armor.

In terms of stats, power armors must have Strength and Endurance at least one point higher than the unarmored base form of their pilots. They need resistances and weaknesses, and cannot have a General weakness. Power armors cannot have any repair abilities or Ride_Armor. Hacking and Infiltration can only be applied for if they are present in the unarmored mode of the pilot. Power armors must be at least size 4.


Go back: News Files.

Views
  • This page has been accessed 422 times.
Personal tools