- CAPTAIN AMERICA ARMOR
When Captain America was completely paralyzed by his Super-Soldier Serum-induced illness, Tony Stark supplied him with this exoskeleton that allowed Captain America to continue his crime-fighting career. Due to his paralysis Rogers had to have sensors implanted in his body to operate the suit. Stark designed this armor to suit Cap's propensities toward minimizing harm to opponents. Consequently, the primary weapons were mylar sheaths and disruption beams that caused the targets to suffer vertigo. In addition to these abilities the armor had a set of the magnetic gloves and four miniature anti-missile missiles. The mini-missiles were hidden in retractable launchers in the armor's forearms. This armor looked like a metallic version of Cap's usual costume. The armor hasn't been seen since Captain America was cured and is presumably in storage along with Tony Stark's other suits of armor.
Concussive Blast D8, Superhuman Durability D10, Superhuman Strength D10, Subsonic Flight D8, Weapons D8
SFX: Area Attack. Against multiple targets, for each additional target add D6 and keep an additional effect die.
SFX: Magnetic Gloves. Step back Weapon from a Shield Power Set to D6. Automatically recover Weapon one round after you used any of its SFX.
SFX: Missile Defense. Step up or double Weapons on a reaction roll against a missile-based attack, or spend 1 PP to do both.
SFX: Non-Lethal Weaponry. Add a D6 and step up your effect die by +1 when inflicting complications on a target.
Limit: Charged System. Shutdown highest Powered Armor power to gain 1 PP. Activate an opportunity to recover.