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CRIMSON DYNAMO ARMOR MK I[]

Crimson Dynamo MKI

The original armor was created by Anton Vanko for the Soviet Union to compete with Tony Stark's Iron Man armor. Soon, the Soviets sent Vanko to the United States to kill Iron Man; As they believed a Soviet armored hero publicly defeating an American armored hero on U.S. soil would land a devastating blow to the morale of the American people. The Crimson Dynamo was built out of a carborundum matrix alloy. Its primary weapons were powerful blasts of electricity. The armor could also interfere with, or even gain control of, electronics.

POWERED ARMOR

Cybernetic Senses D6, Superhuman Durability D10, Enhanced Strength D8, Technology Control D6

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

Limit: Short Circuit. Step up physical stress against water-based attacks and add D6 to doom pool.

WEAPONS PLATFORM

Electric Blast D8, Flight D6

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Disruptor Field. Target multiple tech-based opponents. Borrow a die from the doom pool for each target and add them to a dice pool including Electric Blast. Step back and return added dice to doom pool and shutdown this SFX. Recover by activating an opportunity or during a Transition Scene.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.


CRIMSON DYNAMO ARMOR MK II[]

Crimson Dynamo MKII

The Crimson Dynamo MKII prototype had been developed by Anton Vanko shortly before his death. It's electrical blasts had been enhanced. Their output had to be regulated with gauntlets. In addition to flight, the armor could also mag-lock onto railroad tracks. Unlike other models, it could operate remotely via the helmet. A field sealed the armor's neck area in that case. It had been kept in storage for an unknown amount of time before being found by young student Gennady Gavrilov.

POWERED ARMOR

Cybernetic Senses D6, Superhuman Durability D10, Superhuman Strength D10, Technology Control D6

SFX: Heavily Reinforced. Spend a doom die to ignore physical stress or trauma unless caused by cosmic- or mystic-based attacks.

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.

Limit: Hacked Remote-Control. Cybernetic Senses may be targeted as a trait by characters using EM or computer-related powers and Tech specialty (OM 54). If stressed D8 or higher, add a D8 to the doom pool and the character gains control of Crimson Dynamo MKII. Regain control of Crimson Dynamo MKII by targeting Cybernetic Senses in the same manner and stressing it to D8 or higher.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

WEAPONS PLATFORM

Electric Blast D8, Flight D6

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Disruptor Field. Target multiple tech-based opponents. Borrow a die from the doom pool for each target and add them to a dice pool including Electric Blast. Step back and return added dice to doom pool and shutdown this SFX. Recover by activating an opportunity or during a Transition Scene.

SFX: Mag-Lock. When locking on to railroad tracks (appropriate Scene Distincton), change Flight into Enhanced Speed (D8). You may change Enhanced Speed back to Flight at any time during a scene.

SFX: Power Regulation. Spend a D6 doom die to step up Electric Blast for your next action.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.


CRIMSON DYNAMO ARMOR MK III[]

Crimson Dynamo MKIII

Alex Nevsky, seeking revenge against Tony Stark created his own version of Vanko's destroyed armor. It was designed to be more lightweight; Making it much sleeker and faster in order to compete with Stark's current armor, as Iron Man's design had significantly improved from the armor Vanko designed the first Crimson Dynamo to compete with. While the Vanko generator of this model was not particularly powerful, due to being lightweight it was much faster and consumed less power than previous models. Nevsky made several additions to the Dynamo's arsenal: flight, small rockets, smokescreens, an "electrothrust", and force bolts.

POWERED ARMOR

Cybernetic Senses D6, Enhanced Durability D8, Enhanced Reflexes D8, Enhanced Strength D8, Technology Control D6

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: Electrothrust. Double Enhanced Reflexes or Enhanced Strength for your next action, then step back to 2D6 for subsequent actions. Activate an opportunity to recover.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

Limit: Short Circuit. Step up physical stress against water-based attacks and add D6 to doom pool.

WEAPONS PLATFORM

Electric Blast D8, Missiles D6, Subsonic Flight D8

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Smokescreen. When creating vision- or sensor-impairing complications, add a D6 and step up your effect die.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.


CRIMSON DYNAMO ARMOR MK IV-VI[]

Crimson Dynamo MKIV

After Alex Nevsky was executed by KGB Agents for failing to kill Iron Man; His armor was taken back to the Soviet Union. Years later; Gremlin created the most advanced version of the Dynamo yet. It was featured many new additions to the design both inside and out. Gremlin designed this model to be several times stronger and fiercer than Nevsky's model. Originally, it had incorporated stolen Stark technology into the design; But Stark later personally removed it during the first Armor Wars, disabling the armor only very briefly. Further modifications were soon made and at least one "black market" version with the Tinkerer's designs had been encountered. In addition to electric blasts, Gatling gun and missiles, this version's shoulder pads were reinforced for ramming.

POWERED ARMOR

Cybernetic Senses D6, Enhanced Reflexes D8, Superhuman Durability D10, Superhuman Strength D10, Technology Control D8

SFX: Armor Matrix. When you shutdown Crimson Armor MK IV, you may reactivate it as a reaction.

SFX: Override. Step up or double Technology Control against a single armored oppo-nent. Remove the highest rolling die and add 3 dice for total. Add complication “Controlled” for free.

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

WEAPONS PLATFORM

Electric Blast D8, Missiles D6, Shoulder Guns D6, Supersonic Flight D10

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Fusion Caster. Step up or double Electric Blast for your next action, then shut down Electric Blast. Activate an opportunity to recover.

SFX: Microwave Jammer. When creating sensor-impairing or interference-based complications, add a D6 and step up your effect die.

SFX: Multipower. Add more than one Weapons Platform power die to a pool. Step back each Vindicator Battlesuit power die in that pool once for each die beyond the first.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.


CRIMSON DYNAMO ARMOR MK VII[]

Crimson Dynamo MKV

When the cold war came to an end ex-KGB officer and politician Valentin Shatalov used his connections o have Dimitri Bukharin disgraced and then had the Crimson Dynamo armor reassigned to him. Sometime after the fall of the Soviet Union, Shalatov received an upgraded Crimson Dynamo armor, less bulky than Bukharin's model, and with silver accents. It incorporated some of the original upgrades that Anton Vanko had conceived for the MKII, for instance the capability to remote-control the armor via a satellite system.

POWERED ARMOR

Cybernetic Senses D8, Enhanced Reflexes D8, Superhuman Durability D10, Superhuman Strength D10, Technology Control D8

SFX: Armor Matrix. When you shutdown Crimson Armor MK V, you may reactivate it as a reaction.

SFX: Override. Step up or double Technology Control against a single armored oppo-nent. Remove the highest rolling die and add 3 dice for total. Add complication “Controlled” for free.

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.

Limit: Hacked Remote-Control. Cybernetic Senses may be targeted as a trait by characters using EM or computer-related powers and Tech specialty (OM 54). If stressed D10 or higher, add a D8 to the doom pool and the character gains control of Crimson Dynamo MKV. Regain control of Crimson Dynamo MKV by targeting Cybernetic Senses in the same manner and stressing it to D10 or higher.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

WEAPONS PLATFORM

Electric Blast D8, Missiles D6, Shoulder Guns D8, Supersonic Flight D10

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Fusion Caster. Step up or double Electric Blast for your next action, then shut down Electric Blast. Activate an opportunity to recover.

SFX: Microwave Jammer. When creating sensor-impairing or interference-based complications, add a D6 and step up your effect die.

SFX: Multipower. Add more than one Weapons Platform power die to a pool. Step back each Vindicator Battlesuit power die in that pool once for each die beyond the first.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.


CRIMSON DYNAMO ARMOR MK VIII[]

Crimson Dynamo MKVI

Worn by Boris Vadim as part of the Winter Guard members against the Skrull invasion of Russia. The full capabilities of this armor are unknown; however, it seemed to possess the standard composition and power of previous Vanko-based models as well as designs from the Tinkerer.

POWERED ARMOR

Cybernetic Senses D8, Enhanced Reflexes D8, Superhuman Durability D10, Superhuman Strength D10, Technology Control D8

SFX: Armor Matrix. When you shutdown Crimson Armor MK VI, you may reactivate it as a reaction.

SFX: Override. Step up or double Technology Control against a single armored oppo-nent. Remove the highest rolling die and add 3 dice for total. Add complication “Controlled” for free.

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

WEAPONS PLATFORM

Electric Blast D8, Missiles D6, Shoulder Guns D8, Supersonic Flight D10

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Fusion Caster. Step up or double Electric Blast for your next action, then shut down Electric Blast. Activate an opportunity to recover.

SFX: Microwave Jammer. When creating sensor-impairing or interference-based complications, add a D6 and step up your effect die.

SFX: Multipower. Add more than one Weapons Platform power die to a pool. Step back each Vindicator Battlesuit power die in that pool once for each die beyond the first.

SFX: Omega Strike. Add dice from all WEAPON SYSTEMS powers to your next attack action. After that action, shutdown WEAPON SYSTEMS. Activate an opportunity to recover.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.


CRIMSON DYNAMO ARMOR MK IX (ULTRA-DYNAMO)[]

Ultra dynamo

This version of the Dynamo seems to have traditional features of the normal Dynamo armors, albeit enhanced in both firepower and durability. It also incorporates technology from the Dire Wraiths. Its sensor array is particularly advanced. The Armor was piloted by Galina Nemirovsky, the top graduate of the Federal Dynamo program

POWERED ARMOR

Cybernetic Senses D8, Enhanced Reflexes D8, Superhuman Durability D10, Superhuman Strength D10, Technology Control D8

SFX: Advanced Targeting Array. Use an effect die to create a Target Lock complication on a target during a Scene. You may track that target anywhere until the complication is removed or Cybernetic Senses is shut down.

SFX: Dire Wraith Detector. In a reaction against Dire Wraith, you may add Cybernetic Senses (or step up by +1 if already in your pool) and reroll all dice.

SFX: Heavily Reinforced. Spend a doom die to ignore physical stress or trauma unless caused by cosmic- or mystic-based attacks.

SFX: Override. Step up or double Technology Control against a single armored oppo-nent. Remove the highest rolling die and add 3 dice for total. Add complication “Controlled” for free.

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

WEAPONS PLATFORM

Electric Blast D10, Missiles D6, Shoulder Guns D8, Supersonic Flight D10

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Microwave Jammer. When creating sensor-impairing or interference-based complications, add a D6 and step up your effect die.

SFX: Fusion Caster. Step up or double Electric Blast for your next action, then shut down Electric Blast. Activate an opportunity to recover.

SFX: Multipower. Add more than one Weapons Platform power die to a pool. Step back each Vindicator Battlesuit power die in that pool once for each die beyond the first.

SFX: Omega Strike. Add dice from all WEAPON SYSTEMS powers to your next attack action. After that action, shutdown WEAPON SYSTEMS. Activate an opportunity to recover.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.


CRIMSON DYNAMO ARMOR MK X[]

Crimson Dynamo MKVIII

Nemirovsky became employed by Mandarin, who gave her a new Crimson Dynamo armor, as part of his planned vengeance on Iron Man. This latest version of the armor required a cybernetic interface from the wearer and was keyed to its bio-signature.

POWERED ARMOR

Cybernetic Senses D8, Enhanced Reflexes D8, Superhuman Durability D10, Superhuman Strength D10, Technology Control D8

SFX: Advanced Targeting Array. Use an effect die to create a Target Lock complication on a target during a Scene. You may track that target anywhere until the complication is removed or Cybernetic Senses is shut down.

SFX: Energy Absorption. On a successful reaction against an energy-based attack action, convert opponent’s effect die into a Powered Armor stunt or step up a Powered Armor power until used in an action. If opponent’s action succeeds, spend 1 PP/a D6 from the doom pool to use this SFX.

SFX: Override. Step up or double Technology Control against a single armored oppo-nent. Remove the highest rolling die and add 3 dice for total. Add complication “Controlled” for free.

SFX: Sealed System. Spend a D6 doom die to ignore stress, trauma, or complications from toxins, radiation, or lack of breathable air.

SFX: System Allocations. Shutdown one Powered Armor power to step up another Powered Armor power. Spend a doom die to recover that power.

Limit: Vanko Generator. Shutdown highest-rated Powered Armor power to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity to recover.

WEAPONS PLATFORM

Electric Blast D10, Missiles D6, Shoulder Guns D8, Supersonic Flight D10

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.

SFX: Fusion Caster. Step up or double Electric Blast for your next action, then shut down Electric Blast. Activate an opportunity to recover.

SFX: Microwave Jammer. When creating sensor-impairing or interference-based complications, add a D6 and step up your effect die.

SFX: Multipower. Add more than one Weapons Platform power die to a pool. Step back each Vindicator Battlesuit power die in that pool once for each die beyond the first.

SFX: Omega Strike. Add dice from all WEAPON SYSTEMS powers to your next attack action. After that action, shutdown WEAPON SYSTEMS. Activate an opportunity to recover.

Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.

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