Delfin-Bio-Rüstung

Used almost exclusively by Lemurian Scouts and Sea Sentinels,
this unusual looking suit of Bio-Armor possesses a full tail and
fins. The ritual summons a pod of dolphins, which the Biomancer
Gene-Mage then negotiates with, and enlists their aid in creating
the suit for the recipient of the armor. If successful, the dolphins
then agree to participate in the ritual, giving of themselves freely.
The end result is a Bio-Armor suit with a mermaid-like dolphin
tail and great speed, power and maneuverability in the water. The
tail can be temporarily removed, allowing the Bio-Armor warrior
to use his or her own legs. While separated, the tail section swims
around like any other sea creature until it is called, recovered or
given instructions. Note: Though physically separated, the tail
section remains linked to its owner and can wait for an indefinite
period of time to be reunited without suffering any ill effect. It is
interesting to note that the “tail” can look like the traditional dol-
phin or whale style of tail, or that of a shark or other type of fish. Lemurian Dolphin Bio-Armor
Model Type: Dolphin Bio-Armor.
Class: Undersea Combat Armor – the Biomancy Gene-Mage
equivalent of light environmental power armor.
Crew: One.
M.D.C. by Location:

* Head – 90

Arms (2) – 90 each
Legs (2) – 120 each
Dolphin Tail Section – 221

* + Main Body – 195
* A single asterisk indicates a small or difficult target to hit

that can only be struck when the attacker makes a Called Shot,
and even then the attacker is -4 to strike. Destroying the head/
helmet eliminates all forms of optical and sensory enhance-
ment, leaving the pilot to rely on his own human senses without
any of the bonuses granted to him by the Bio-Armor.

* + Depleting the M.D.C. of the main body shuts the Bio-

Armor down and Supernatural P.S., all bonuses, weapons and
special capabilities provided by the armor to its wearer are
gone. See Features Common to All Bio-Armor for full details.
Speed:
Running: 40 mph (64 km) maximum. The act of running does tire
out its wearer, but at half of the usual fatigue rate.
Leaping: 10 feet (3 m) high or lengthwise from a stationary posi-
tion, 20 feet (6.1 m) high or across with a running start. Flying: None.
Underwater Capabilities: Dolphin Bio-Armor can swim/rocket
through water at a maximum speed of 50 mph (80 km or 43 knots),
triple along a ley line, leap out of water 20 feet (6.1 m) high and
across, and can swim or walk along the bottom of shallow seas at
full running speed. Maximum depth is four miles (6.4 km). With-
out the dolphin tail attached, swimming speed is reduced by half.
Mobility: Excellent; no movement penalties.
Statistical Data:
P.P.E. Cost to Create: 800 P.P.E.
Height: 7-8 feet (2.1 to 2.4 m).
Width: 2.6 to 3 feet (0.8 to 0.9 m) at the shoulder.
Length: 2.5 feet (0.76 m) in bipedal mode without the tail, 16 feet
(4.8 m) including the full length of the tail which is usually about
12 feet (3.6 m) long all by itself.
Weight: 100 pounds (45 kg), +250 (113 kg) with tail attached.
Physical Strength: Supernatural P.S. of 20.
Cargo: None, though belts, bags and other carrying cases can be
strapped to or carried by the wearer.
Power System: Magic. The living armor feeds on and is powered
by the P.P.E. of its wearer and available ambient P.P.E. As long
as it has at least 15 P.P.E. per day, it can function at full capacity.
Cost: Exclusive to Lemurians and never sold on the open market
nor are the secrets of its creation ever shared with outsiders, no
matter how trusted they may be. Easily worth 6-10 million credits.
Weapon Systems:
1. Energy Bolt: Dolphin Bio-Armor can generate an energy blast
from the hands; point and shoot.
Primary Purpose: Anti-Sea Monster/Anti-Submarine.
Secondary Purpose: Defense.
Range: 1,600 feet (488 m), half underwater.
Mega-Damage: 2D6 M.D. per blast; only single shots are possible.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited as long as the suit is charged with
P.P.E.
2. Tail Slap: The muscular tail can deliver powerful tail slaps
when used in combat.
Primary Purpose: Close Combat.
Secondary Purpose: Defense.
Range: Hand to hand/tail’s reach which is about 12 feet (3.6 m).
Mega-Damage: 3D6 M.D. (factor’s in the Supernatural P.S. of 20).
Counts as two melee attacks.
3. Side Arms (2; Optional): Any type of side arm or melee weap-
on may be used by the armor clad warrior; same as the Avian
Bio-Armor.
4. Hand to Hand Combat: Rather than use a weapon the pilot
can engage in Mega-Damage hand to hand combat. The num-
ber of attacks and bonuses are as per the skills and attributes
of the armor’s wearer, plus the following bonuses provided by
the armor.
Mega-Damage: As per Supernatural P.S. Restrained Punch:
1D6 M.D. Power Punch: 2D6 M.D., but counts as two attacks.
Tail Slap: 3D6 M.D.
Dolphin Bio-Armor Combat Bonuses:
+1 additional attack per melee at levels 2, 6, 10 and 15.
+2 to Perception Rolls underwater only.
+1 to strike, +2 to parry, +1 to automatic dodge (the act of
dodging does not use up an attack/action) at levels 1, 3, 5, 7, 10
and 13, +1 to disarm, +2 to pull punch, +1 to roll with impact,
and +2 to save vs toxic gases, airborne poisons and diseases.
+15% to Underwater Navigation, Track & Hunt Sea Ani-
mals and Prowl skills when the armor is worn. No bonuses on
land.
5. Sensor Systems & Special Features of Note: All the same
common features, except for the following.
Bio-Regeneration: 2D6+2 M.D.C. per hour.
Dolphin Tail: Part of the Bio-Armor is a large, detachable dol-
phin tail. The tail provides additional speed and maneuverabil-
ity in the water, but makes the suit unusable on land. To make
up for this, the tail section is removable and when detached,
behaves like an independent creature. It can be summoned and
commanded to serve as a messenger or a distraction, or simply
to wait/hide until the suit’s wearer returns to it or calls it. The
wearer of Dolphin Bio-Armor can send out a telepathic call,
with the location to meet at up to 3,000 miles (4,800 km) away.