Rabbid Masters Remastered
....Dr. Barranco, the brilliant rabbid scientist with the horrendous German accent, set to work shortly after Yin's death not on bringing the rabbid leader back but instead on the Rabbid Masters. Upgrading and altering armor systems and removing some of the Masters from the line of duty. This took months to years, the rabbids not being the best at keeping track of time, before he finished this project. During it he would not be willing to be bothered with other projects, but now, perhaps he may begin on projects important to the leadership of the rabbids.
RM-001 Guts Rabbid: Super strength rabbid.
Guts new armor still has the oversized fists on his arms, but now they have the ability to vibrate similar to a jack hammer to increase his pounding. His limited geo-kinesis remains as an addition to his super strength, continuing his ability to provide himself with boulders and amplify his poundings to cause earthquakes. The Rabbid in the role has not changed, and so Guts Rabbid remains the slightly slow in the head, but very job oriented member he originally was.
RM-002 Ice Rabbid: Ice manipulation and creation rabbid.
His power armor is designed like a parka mostly for fun, but also for a supply of liquid helium hidden within the "fluff" part of it. Just as a spare supply, though it keeps the air around him frigid without him having to work at it. The Rabbid in teh role has not changed, though has gone through some training, but retains its childish attitude towards battling like a kid in a winter wonderland.
RM-003 Gemini Rabbid: Cloning rabbid.
His armor can make a limited number of robotic copies of himself. His arms are equipped with lasers that can ricochet a number of times off of flat surfaces, the number of times depending on the surface. This rabbid is not only a dancing fiend, even by Rabbid standards, but he has a highly calculating mind. Working out the angles of his shots multiple rebounds ahead. He has taken some couple's skating lessons as well now to ensure his game even on slippery surfaces.
RM-004 Shadow Rabbid: Shadow manipulation rabbid.
Talented at traveling by teleportation through shadows, he also is capable at creating and shifting existing shadow to his advantage. He has a supply of ninja throwing stars to peg the opponent with. The rabbid retains an aloof and mysterious air to fit his ninja guise. He disappeared for some time after Yin's death, it is unknown if it is the same rabbid or if an apprentice has taken up his hood in honor of his Master, and to avenge his Master's death which occurred during their travels together. Might just be the same rabbid though still.
RM-005 Skull Rabbid: Skeleton themed rabbid in power armor.
Disclaimer: NOT UNDEAD
Skull Rabbid's armor is still the thickest and strongest among the Rabbid Masters, and he remains the most immobile as well. While capable of movement he is far more likely to just sit there during battles, allowing his four attack skulls that orbit him as an extra barrier to work off of him as a weapons platform. Their weaponry includes flamethrowers, rockets, charged electrical projectiles, metal plungers, normal plungers, and in case of the rare attack elephant, mice. The Rabbid original to the suit retains his role, though not much is known of his personality as he tends to just stand there seemingly dead to the world.
RM-006 Toad Snake Rabbid: Toad Snake powers.
This rabbid is a frog snake themed Rabbid Master built for Chemical and Biological Warfare. The Suit can become more aquatically suited with the tail flattening out into a flipper. Can produce acids, poisons, and gases on his own and is very resistant to them. His suit also contains holding areas for various chemicals to be used in different kinds of warfare all made specially by Dr. Barranco. This Rabbid Master was known as Toad Rabbid prior to the creation of his new armor.
RM-007 Crash Rabbid: Explosions and drills rabbid.
This rabbid's power armor comes equipped with drills and bombs attached to drills for sticking to walls and its opponents. Its armor is built to withstand the heat and force of explosions, and can generate a spherical blast shield for brief periods of time to ensure his safety. The rabbid is well versed in demolitions code. The Rabbid original to the suit retains the role, being more keen on his own survival then the destruction of his enemies, often using explosions for defensive purposes.
RM-008 Plant Rabbid: Plant manipulation and growth rabbid.
This Green powered rabbid's armor has thick thorny vines growing from spots along his armor, primarily along the arms, allowing for vine whips. He also has a flower framing his face. An avid tree-hugger, while he used plants to fight he hates to see plants get hurt, shedding many a tear for any plant that dies on his watch.
RM-009 Flame Rabbid: Fire manipulation rabbid.
He is not capable of making flames himself but his armor spouts fire from his head and bears flamethrowers on his arms, fueled by a pair of tanks on his back. A bit of a hot head, this rabbid loves the heat and dislikes it when things aren't going his way, which often causes him to get hot under the collar. Is fond of fiery entrances. When offered a replacement he quickly torched the idea.
RM-010 Shade Rabbid: Sound manipulation and amplification rabbid.
A winged Rabbid Master stylized in a vampiric way. The suit is built with sound systems within to assist the rabbid's powers by absorbing incoming sonic vibrations and sending them out with double the intensity. The suit also has an energy draining ability through the retractable tail which allows the Rabbid Master to overcharge its amps, or simply restore its own energy lost during the fight. A new rabbid has been given the powers and role of wearing this suit, an officianado of all things bumping in the night, the rabbid makes a point to stay true to the mythos in his actions. He has not managed to device a way to prevent being visible in mirrors.
RM-011 Slash Rabbid: Slicer and Dicer Rabbid.
The suit no longer provides the boost to reflexes and strength or the adrenaline rage the original Slash Rabbid had been removed from the suit for. The new Rabbid Master fulfilling this role has powers for the speed and strength, and so is able to keep a cooler head as it wields the blades on its arms. He has been growing more animalistic in behavior since the power serum however.
RM-012 Circus Rabbid: Trickster Shocker Rabbid.
This new Rabbid Master is the combination of Clown and Magician into a true master of performances. Retaining the miniature portal/size variation tunnels generators from Magician Rabbid and his hat full of tricks, he gains the extendable shock arms and Thunder Clap abilities of Clown Rabbid. The Rabbid in this role was previously known as Magician Rabbid, who remains as silent and enigmatic as ever.
RM-013 Tornado Rabbid: Air and wind manipulation rabbid.
This rabbid's power armor contains gyros and short wings to help stabilize him and has the ability to whip up whirlwinds and blistering winds. There are also slots in various parts of the armor that when he blows wind through release razor sharp slivers of metal so that those caught in the whirlwinds get torn up like being in a shredder. The Rabbid original to the suit retains the role, his cocky, cool, air force attitude seeming a perfect fit for a flying wind manipulator.
RM-014 Charge Rabbid: Unstoppable Locomotive Rabbid.
With the armor still designed to appear similar to a steam locomotive, and the Rabbid Master still capable of manipulating his own inertia, little has changed for this Rabbid Master. The addition to spout small explosive devices along with the flaming plungers from his spout is the only real change. The Rabbid original to the suit retains his role, enjoying making choo choo noises as he charges around in his spare time and during combat.
RM-015 Napalm Rabbid: Highly Mobile Tank Rabbid.
This rabbid's armor is so stocked with missiles and actual bullet firing guns along with the usual plunger and attachment firing capabilities that it is capable of outgunning the majority of Military Vehicles on the current battlefield while also providing a smaller target. The Rabbid original to the suit retains his role, enjoying the wanton destruction it is capable of causing and keeps a small score counter that goes up with the amount of property damage he causes.
RM-016 Search Rabbid: Sniper and Gun Rabbid.
The Rabbid himself has advanced weapons training in a variety of guns and spends extended amount of times on ranges within lairs to practice its accuracy with each kind of gun. The Rabbid is a highly accurate shot without its armor, with its armor and using the weaponry synced to the armor the probability of it missing is barely a quantifiable number. Armor standard comes with a sniper rifle and two pairs of small guns, one automatic and the other semi. The Rabbid original to the suit retains the role and the only rabbid capable of keeping with the training regimen required so far.
RM-017 Flash Rabbid: Light manipulation rabbid.
His suit has various globes capable of producing light built into it that allow for some devastating flashes of light, which he has been experimenting into using the force of suggestion through, so far unsuccessfully pushing his career towards stardom and warranting him multiple restraining orders from directors and producers. Combat wise he relies on light as a weaponized form of energy. The same star-struck rabbid retains the job of wearing this suit, scoffing the idea of any understudy taking his role.
RM-018 Sheep Rabbid: Wooled Terror Rabbid.
The only totally new Rabbid Master, it is unknown what weapons are hidden beneath its fleece as white as snow. The majority of the time this Rabbid Master bleats its way through fields of grass and stares menacingly at opponents. Only time and a run through combat will tell what this Rabbid Master is capable of.
RM-0XX Gel Rabbid: Gel Manipulation Drone.
The Original being a modified probe taken from the madman that had given rise to the Rabbid Master idea, this new version improves the ability to manipulate the Gel not only in form but also, of limited value, the color, allowing operators to identify different modes. The Drone's eye still remains the sole weak point of the construct. New abilities include the production and release of smaller drones, which in reverse can combine into a full drone.