HyperDrive Zeta
Berserker: Supreme
Quite a handy device concocted by the good scientist The Brainy Guy. Especially made for those of the Mecha-Cyborg bent, it can accelerate their systems to the point where their resilience and strength is enhanced. Unfortunately, it was stolen before he had finished its construction, and as such there are certain limitations it imposes on its users, namely a loss of maneuverability and disorientation.
Big Ass Mech™
Mechanized Armor: Ultimate
After the accident, John took the money from the disability insurance and used it to buy the best suit of mechinized armor money can buy, had a crack team of engineers reinforce it, and added a sharp looking coat of paint. It doesn't matter what gets thrown at this thing, nuclear missiles, atomic fire blasts, or even the giant sledge hammer o' death, it just keeps going.
Homing Missiles
Missiles: Superior
- Ranged Attack Only
- Target Seeker
- Weakness: Not usable in terrain - Caves
As a bonus for buying the most expensive Mech in the shop, Crazy Abdul threw in some free missiles. The missiles came complete with the latest heat seeking technology, so John hardly even needs to aim. John won't use them in the caves because of the risk of causing a cave in.
Ion Cannon
Electricity: Superior
- Ranged Attack Only
- Double Damage to l4v:Cyberware
- Weakness: Not usable in terrain - Swamp
John also added an Ion Cannon to the Mech in order to, in his words, "Give those evil doers a good zapping." The cannon also scrambles any cybernetics that his opponent may be using. John doesn't use this in wet places like the swamps because he would just electrocute himself.
Flash Bombs
Smoke Screen: Standard
- Ranged Attack Only
- Area Affect
- Weakness: Limited Uses - Multi-Use
- Weakness: Not usable in terrain - Hall of Mirrors
John has also rigged the Mech with a few flash bombs that can blind his opponent. The Mech can only carry ten at once because the rest of the space is taken up by his seemingly unlimited supply of missiles. These don't work in the hall of mirrors because the flashes reflect back and blind him.
Radar System
Radar: Standard
- Weakness: Not usable in terrain - Khazan Mall
One of the standard features on Crazy Abdul's Mechs is a nice radar system. It comes complete with two sound effects, a bleep and a bloop. It doesn't work in the mall because there are too many people around the get a fix on the opponent.
Napalm Bombs
Fire: Standard
- Ranged Attack Only
- Area Affect
- Weakness: Power in Item - Hard to Lose
- Weakness: Not usable in terrain - Ancient Forest
Using the last of his disability money, John bought some napalm bombs and a launcher that attaches to the Mech's right arm. The bombs have a wide dispersal range and fry anything they hit into an extra crispy meal deal. John won't use them in the ancient forest because he doesn't want to burn it down.
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