Unknown. Subject refuses to wear anything other than Power Suit or Haptic Suit. Recently bared legs, visible burn scars from ankle to knee.
Powers & Abilities:
Power Suit "Betsy". Contains superpowered servos to grant massively increased power. Titanium Alloy plating for maximum damage absorption and durability. Advanced HUD with technical readouts and Comm Link featuring
multispectrum frequencies for AM, FM, Satellite, CB and Police Band radio. Jet Pack with separate power source. Haptic, neurofeedback slim suit to control and interface with power suit.
Senior Member. Punches Things
Powers / Damage
Legend of Jugg:
Juggernette is a relatively new hero to the crime fighting scene, and shows a craving for concussing criminals. She seems young and often acts with passion instead of reason, a strength and a weakness.
Juggernette recently broke into the scene with her wise-cracking, face-punching, brutish style. When asked why she took up the mantle of a hero, she insists it is to prove that the apple can fall very far from the tree, and pointedly leaves it at that. She is reclusive outside of her heroing, and nothing else is really known about her.
In the nascent days of her superheroing, Juggernette aligned herself with The Adventurers, a small team of silver-age themed heroes that are out to do the work of good. She was approached by Blue Wonder late one afternoon and formed a nice friendship with the woman. Several other members--including Mark of Power, Fox, Lady Justice and finally, the leader of the group Red Spider, dropped in to talk and nearly interrogate the new hero.
Ultimately, they decided she was Adventurer material and was invited into the group.
Just a day later, however, Juggernette got her first taste of combat. Mark of Power encountered an old nemesis, Bedlam, outside of Club Caprice. Blue Wonder and Red Spider both responded immediately to a call for back-up, and Juggernette was able to arrive shortly after. The fight went well, with Blue Wonder showing an uncanny amount of foresight. Bedlam was put down and the Adventurers were deemed victorious!
A few days later, Juggernette was patrolling the north part of Westside when she picked up a mental cry for help. She swooped in and found a young woman with a white hood clad in pink defending herself against a group of Red Banner villains. She was pinned against the wall in a force field while the villains wailed on it. Juggernette dropped in and beat the crap out of the gang, saving the small woman. After being thanked profusely, apologized to for being sent a mental plea, and introductions, the pair stopped by a resuraunt to get a quick bite to eat. They swapped stories and got to know each other better. The girl, Dreamweaver revealed that she is a mild telepath that desired to fight crime. Unfortunately, Juggernette dropped a clue to how to identify her out of her armor, and demanded that Dreamweaver never act upon this incredibly private information. The empath agrees and the two swap phone numbers.
Things go well for Juggernette over the course of the next few days: She picks up new parts for a new Betsy suit she is building, and has a light lunch with another junior team member, Night Spider. Again, stories are swapped and drinks are too. That night, Juggernette goes to her hide out and puts the finishing touches on the Betsy Delta. She later runs into senior Adventurer, Lady Justice in Club Caprice after putting the finishing touches on the Betsy Delta.
Night Spider is there as well, and the three of them quickly discover that Juggernette's comm system is not working. Night Spider suggests that Juggernette let Lady Justice work on the suit to fix the problem while they dance.
Juggernette agrees and Lady Justice gets to work on the whole suit while Juggernette dances with Night Spider. The dance finishes and Juggernette discovers that Lady Justice optimized some of the other systems in the Betsy Delta.
Juggernette teams up with Dreamweaver again and the pair clean up the mean streets of Millennium City, taking down several DEMON and Psi villains. They clear out the Black Beast Book Store and prove to be a pretty decent team. The pair go and have dinner again, talk, and get to know each other, quickly becoming friends.
Juggernette introduces her friend Night Spider to Dreamweaver shortly after the later joins the group, and very quickly discovers that her new HUD OS is entirely in Spanish, including the exterior speaker. While the trio try to figure out what is going on with Juggernette's helmet, Night Spider behaves very possessively of Juggernette. Between the three of them, Juggernette's helmet is fixed and even upgraded! But before they have time to celebrate, one of the members of Syndicate, the Adventurer's perennial nemesis, attacks the trio. Juggernette steps up to the plate to defeat the offender and her pets, but is put out of commission three times. While Juggernette is not seriously hurt, her pride is wounded, and she heads home to begin the final processes of creating her new suit, the Betsy Bravo.
She calls Dreamweaver over to her Lair, demanding that the girl wear a blindfold before leading her there, and shows her the inactive suit and introduces her to Daisy, Juggernette's quantum supercomputer that helps build the suits. Dreamweaver is impressed by the tour, and Juggernette reveals to her that Juggernette has to leave to "Visit Family" for a few days. Dreamweaver wishes her well.
When Juggernette comes back, she calls Blue Wonder to the Juggylair, taking the same precautions as earlier with Dreamweaver. She convinces the woman to help her install a teleportation matrix into the Bravo, and while they work, Juggernette confesses that she does not reciprocate Night Spider's feelings. Blue Wonder scolds her lightly and advises her to let the young girl down easily. Deflated, Juggernette thanks Blue Wonder for her help and promises to let Night Spider down easy. She does, but the girl is heartbroken.
Juggernette quickly learns that the Betsy Bravo's teleportation radius is off by about three feet and promises to fix it, but meanwhile has a drink with Dreamweaver in Club Caprice, and socializes with Lady Justice, Red Spider, Watchmaster, and Blue Wonder. Determining the brawler is too drunk to make it home by herself, Blue Wonder tells Dreamweaver to escort Juggernette home. Juggernette crashes at Dreamweaver's place and learns the psychic's secret the next morning. The two bond over scrambled eggs and hang overs, and Juggy leaves the girl to her business.
Juggernette keeps her identity secretive to a fault. When invited over to Red Spider's place for a pool party celebrating new members, she dons just a bikini and her helmet. Perhaps initially done as a joke, she stoutly refuses to remove it.
When invited up to Blue Wonder's penthouse for a 'Pamjam' party with Lady Justice, Blue Wonder, and Dreamweaver, the three of them doff their masks and superhero identities, but Juggernette stubbornly keeps her mask on. While enjoying the company of the three girls and Red Spider (who also leaves her superhero identity at the door), Lady Justice claims that she knows who Juggernette is because "You can mask yourself, but you cannot mask your scent". This sends Juggernette into a massive panic, which Dreamweaver picks up on and tries to assuage. It works--mostly--but the tough girl is obviously shaken.
A short meetup (Read: A false alarm about interteam hostilities) near Sapphire's stage in Ren Cen results in Juggernette wanting a drink in Club Caprice. Failing to find anything interesting in the club scene, Juggernette runs into Americana and claims that the club is just full of "Drunken and horny Demons and Devils". This rubs a pair of demons within earshot the wrong way and they toss intelligence-based insults Juggernette's way. She lights up and nearly gets into a brawl with them, but Americana intervenes and demands Juggernette leave the building. The former second-in-command gives Juggernette a harsh dressing down to which the girl reacts poorly to. She takes her drink and rockets up to the Millennium City blimp where she downs half the bottle in a rage. Dreamweaver confronts her and tries to calm her down, then requests that the woman take Americana up on an offer to drink at her place. Juggernette angrily turns this down, claiming she has projects that need to be finished. Juggernette drunkenly flies off, much to the chagrin of Dreamweaver and Americana.
A new team member, Blur, joins The Adventurers and Juggy is invited to join and meet up. Juggernette, having recovered from a hangover and feeling shame in the way she acted, shows up, but hangs off to the side. Americana approaches her and invites her over. Juggy is uncharacteristically quiet throughout the meeting, asking small questions and mostly listening until Daisy informs her that the proximity alarms had been tripped by a group of Black Ace gang members. Her and Dreamweaver launch off to handle the threat. They mop up easily and Juggernette tells Dreamweaver that she "Has to visit her mother" again and makes preparations. The new suit, the Betsy Magnum, has an arm and a leg finished.
A few days later, Juggernette returns to town and assists Dreamweaver with a problem in northwest Millennium City: many citizens are bursting into flames and there is no obvious answer as to why. The dynamic duo agree to shrink down to microscopic size and discover that the people are infected with a multitude of nanomachines that are causing the combustion. After curing two of the citizens and reporting their findings, Dr. Silverback sends the duo to track down the cause: Mechanon. This leads the pair on a chase of epic proportions, ending with them on an orbiting satellite bar. Juggernette loses her mind with excitement and the pair hurriedly trash Mechanon's satellite, with Juggernette collecting the fallen scrap robots that Mechanon created. She sends these and the microchips she scavanged from the earlier Mechanon robots back to the Juggylair for future use in her suits. Juggernette and Dreamweaver travel back to the space-bound bar for out-of-this-world drinks. They enjoy some close time on the UNTIL station, watching the Earth turn below, and Juggernette formally requests that Dreamweaver help keep the Juggylair clean by hiring her on as a maid.
Over the course of the next week, Juggernette begins taking on bounties to raise some scratch, and begins noticing that she is being tailed by a large, green robot or power suit--it always flees before she can get a good look at it. She shrugs it off and chalks it up to a secret admirer. But every time she is out fighting, it's there, watching. Meanwhile, work progresses on the Betsy Magnum and Juggernette meets Red Spider, Dreamweaver, Blur and Lady Justice outside of Club Caprice. Juggernette first shows off her Betsy Foxtrot armor: a lightweight, zippy version of her armor designed to help keep up with the faster fliers, but the real show is the Magnum. She calls in the massive suit and, after a less-than-optimal crash entrance, hops in and powers up. It works very well! Right up until she tries to leave the suit. The door latch has no ejection function and Juggernette is essentially trapped. Lady Justice cuts her out after a few embarrassing minutes and Juggernette sends the suit back home. After a few minutes of watching Americana--Blue Wonder's new identity--stumble about for a name, she realizes that the panel LJ cut out is still nearby and not on the robot that is about to submerge into the bay. She grabs the piece and jets off after it, using the enhanced speed of her new Betsy Foxtrot armor. She is able to plug the panel into the hole before the suit is fully submerged, but damage does occur to the interior of the suit and causes the legs to malfunction, crippling the suit.
Juggernette works tirelessly to get the suit working and eventually does. Meanwhile, the Adventurers being to work on a new case: A group of hacktivists named Incognito have begun terrorizing law enforcement and stealing information that could compromise superheroes. Juggernette debuts her new suit, the Betsy Sierra--a highly sophisticated stealth powersuit very unlike her other models. It is much smaller and has been programmed with several martial artes moves, mainly focusing on Judo, Muay Thai and Krav Maga. As investigative work is not quite Juggernette's style, she mostly leaves this investigation in the capable hands of Red Spider, Lady Justice, and a few of the new members while she cultivates an off-the-record relationship with Dreamweaver. Unfortunately, one of the lead and outspoken members of Incognito is taunted into a fight with Dreamweaver, whom she handily dispatches and then publicly humiliates.
Juggernette goads Cyberslash into a fight herself. Juggernette arrives in the Betsy Foxtrot outfit, ready to brawl with the girl. Having watched the public defeat of Dreamweaver at the hands of Cyberslash and conferring with new teammember Stormherald who was witness to the fight and also tangled with the activist, Juggernette decided to unveil her Foxtrot's suit's special weapon: short-range teleportation. The ensuing battle is intense with just a few key blows landed, several dodged, and many, MANY teleportations as the two combatants chased one another around. Cyberslash managed to cripple the leg of the Foxtrot, but miscalculated in a teleportation and ate a mouthful of Foxtrot elbow, ending the fight. Triumpant, Juggernette revealed that, to her, the fight was nothing but a personal vendetta for Cyberslash's humiliation of Dreamweaver. She also revealed that any attempt to upload the fight would be met with fierce hacking and video removal. Cyberslash acquiesces and hands Juggernette a disc containing the data Incognito stole from MCPD. Juggernette allows Cyberslash to leave. Unfortunately, the disc had a malicious virus loaded onto it and between it and the damage to the leg ruins the Betsy Foxtrot and puts it into major hardware and software repairs.
Cyberslash is finally tracked down by Lady Justice, Dreamweaver, Stormherald, Juggernette and Meltdowner. Trapped on the roof of a very tall building, she turns herself over to the mercy of the superhero community. Juggernette strongly disagrees with harboring Cyberslash, and butts heads with Lady Justice's idea of what should happen to the outlaw. Juggernette storms off and is followed by Dreamweaver. Dreamweaver locates Juggernette on the inside of her hidden lair in Westside having a heated argument with Daisy, her supercomputer. Juggernette, furious that Cyberslash is not being turned over to the proper authorities, reveals to Dreamweaver that the disc from Cyberslash she analysed had a virus on it that has seemingly corrupted Daisy's programming, causing the supercomputer to act erratically. Dreamweaver manages to soothe Juggernette, and Juggernette manages to get into her base.
Many days later, Juggernette awakens to find that Daisy seems to be back to normal, having purged itself of the virus. What troubles Juggernette, however, is that much of her stored scrap metal for suits is unaccounted for, but she keeps this a secret from the team and only reveals it to Dreamweaver after much prodding. The two decide to travel to Minefield to attend a show there as their alter egos. Juggernette claims she desperately needs a drink.
At the Minefield, the pair get absolutely tanked and Juggernette attempts to pick a few fights, but has no luck. They enjoy the evening at the venue and leave. Juggernette, not wanting to travel like a regular person, calls Daisy up to transfer her Bravo suit over so the pair can fly back in style. Just as she equips the suit, though, the pair are mugged by a VIPER assassin that was casing them in the Minefield. The three fight, with the VIPER assassin against the rope until he deploys a thermite compound onto the Bravo suit. Unable to handle the intense heat, Juggernette bails out of the suit and teleports it to her lair where a cadre of small robots handle the fire. She also simultaneously teledeploys the Betsy Magnum. The VIPER assassin, thinking he has easy prey now, draws a bead on Juggernette and shoots her in both arms several times, shattering the bones. He raises his pistol to finish the job, but Magnum's enormous hand intervenes. The assassin, clearly outmatched, bails, and the Magnum suit gathers the broken Juggernette and unconscious Dreamweaver into its chest cavity and flies them to the nearest hospital for recovery.
Juggernette's recovery is infuriatingly slow paced. Her recovery required her to be in two casts, keeping her from wearing any of the Betsy suits that she had designed. To pass the time (and to keep herself from going mad), she began work on a larger series of suits, code-named Gigantors after the old mecha Anime of the same name. The process of building is slow due to Juggernette being unable to put the pieces together herself and having to rely on the help of small robots controlled by Daisy. Midway through the completion of the Gigantor, Red Spider goes missing in a plane wreck, and Juggy attempts to use some of the topographical survey satellites with weak encryption to assist in the search for plane debris and is successful in narrowing down the search. She is reluctant to actually leave her lair, though, due to her injuries perhaps being tied back to her actual identity.
Instead, she continues to build and bide her time, relying on the comm network to keep her up-to-date on Adventurer happenings. Unfortunately, one of these happenings is the unbelievable betrayal of her best friend, Dreamweaver against her teammates. Juggernette refuses to believe that Dreamweaver switched sides, and firmly believes that the problem lies with mind control, due to Dreamweaver's penchant for absorbing local emotions. Due to an earlier issue with Dreamweaver, Juggernette has some psionic-blocking metal lying around in the form of a Faraday cage, and melts it down to begin work on a secret weapon. It takes shape as a Psionic-dampening helmet, keeping psionics in the helmet and outside psionics out. She pilots the Betsy Gigantor and meets up with Stormherald in secret shortly after Dreamweaver's capture and demands the girl be turned over to her, and that she will be personally responsible for her.
A few nights after Dreamweaver is questioned by the Adventurers (with Juggernette and Stormherald firmly on her side), Juggy's hypothesis of psionic mind control is shattered as Dreamweaver suddenly tries to escape. The girl, still shackled by the psionic-dampening helmet, attempts to beguile, plead, and demand Juggernette free her until drastic measures are taken and Dreamweaver is knocked unconscious. At this point, Juggernette decides to be a bit more pro-active. She places a tracking device in the girl's shoes. The next day, Juggernette arranges a secret meeting with Red Spider and tells her she intends to free Dreamweaver and they collaborate to hatch a plan to discover what Dreamy is up to. Juggernette instructs Daisy to use her robot avatars to remove Dreamy's helmet, and the psionic flees shortly afterwards with nearly the entirety of the Adventurers in pursuit. Juggernette leads the Adventures into a confrontation with Dreamweaver, a high-ranking VIPER agent, and Juggernette's personal foe, Serpent Master. She splits the team up to take down the triple threat, supplying Meltdowner with the Psionic helmet to defend against Dreamweaver while she dealt with Serpent Master and Roak and Mister Midnight tangled with the VIPER agent. Dreamweaver is captured, the VIPER agent is incapacitated, and Juggernette only suffers minor injuries after the near-destruction of her Gigantor suit. Nevertheless, the Adventurers are successful and Dreamweaver's programming is removed, much to Juggernette's delight. However, one last task remains.
Juggernette flies with the Adventurers in her Magnum Suit to Canada and they begin an assault on a VIPER base. The assault, however, is just a front, as the Betsy Sierra is ejected from the Magnum and remote-piloted into the base alongside Red Spider and Rachel Clark, an UNTIL pilot smelling of cigarettes and regret. Data about the massive VIPER gold plot is stolen using the Sierra's sophisticated infiltration and hacking equipment, and the plot is revealed and foiled.
After the VIPER ordeal, Juggernette and Dreamweaver decdided to amicably call off their relationship, finding it tricky to keep Juggernette's intense paranoia of her secret identity being compromised in check if she hung out with the other's civilian identity. Juggernette instead takes some downtime and lays low. She covered her absence with excuses of visiting her family and working on her Power Suit ideas. Occasionally, however, she answers distress calls, especially involving the emergence of the Anti-Adventurers, a group of evil versions of the team that inhabited an alternate dimension. She assists in bringing down Lady Vengeance (and trying her new Sierra suit out) and tying up that loose end, and was pleased to discover that there was apparently no "Evil Juggernette".
After this, however, months go by with Juggernette being completely out of touch and utterly unreachable, followed by short bursts, a few days at a time, of her checking in and assuring everyone that she was fine. Eventually, she meets up with Lady Justice's alter ego Allison and Dreamweaver's alter ego Kaitlyn in Caprice and they all share a (lot of) drink. Juggernette catches up a little, reveals that she's been having failure after failure with her suits, having 23 new but non-functioning suits, and her and Allison conspire to cooperate in the development of a new suit.
This was not to be, however. Juggernette, being a bounty hunter, discovers that a band of mercs decided to bring in a bounty on one of her fellow Adventurers, a newbie named White-Wing. She tracks the group and observes until they spring their attack on the young bat monster man, then joins the fight to the tune of Welcome to the Jungle. Her Betsy Delta suit is immediately fried into punching position by an EMP grenade, but the jetpack's powersource is still active, and she's able to restore enough suit control to access the flight module. She immediately turns the statue-like suit into a flying, punch-shaped missile, causing havoc as White Wing and friend V4P0RW4V3 fend off some of the other attacking mercs. After the crew of unsavory bounty hunters is wiped out, the three arrive at Lady Justice's lair. The organism switches hosts into the newly-recruited V4P0RW4V3 and both her and White-Wing are quarantined. Tensions in the hideout rise as Dreamweaver tries to use her emotion-stabilizing powers on the present Adventurers without permission, and Infinity-Zer0 leaves to get take out for White-Wing, followed shortly by a heavily-chastised Dreamweaver. Juggernette and Lady Justice have a very heated confrontation about LJ's treatment of the sensitive Dreamweaver, with Juggernette dropping her bubbly, slightly sarcastic valley girl accent and taking on her actual voice, threatening Lady Justice.
The Adventurers are ordered to lay low following the bungling of an op against David "Silver Crusader" Lyons, the man in charge of a corporation actively working against the Adventurers. While not directly involved with the boondogle, Juggernette complies and hides in her workshop. To pass the time--as Juggernette is not a very social person--she begins work on two new suits: the Betsy Echo, an anti-electric and anti-EMP suit designed to cover her biggest, perpetual design flaw: Electric villains and jerks with pulse grenades. The second suit she develops is dubbed Betsy Charlie, a black-and-gold number that is designed to draw enemy attention to herself and away from covert team members or team members that aren't as capable of taking hits.
Mechanical Engineering - Juggernette is capable of creating intricate suits of powered armor (Power Suit, Exo Suit) that can not only withstand massive punishment, but also dish out massive amounts of Newtons, effectively giving her superhuman strength.
Combat - Juggernette is less Bruce Lee and more Thug Life when it comes to combat. She is not classically trained in any form of martial art, but clearly understands how to throw a punch and where to apply force.
Suits and Technology:
Juggernette's jetpack is capable of flying the Betsy suits
Power Suit - Juggernette's first power suit--codenamed Betsy One--is actually her fifth prototype Power Suit. The previous four suits (Codenamed EXS001, EXS002, EXS003 and EXS004) each failed in their own unique, spectacular way. Juggernette seems to have a mental tic that causes her to build a flaw into every suit--perhaps everything--that she builds.
Jet Pack - The Betsy power supplies are unable to sustain both the suit's power draw and the requisite power for internal flight, so she created a separate Jet Pack to help propel each suit into flight. It currently uses a standard, dual-engine design that is enough to launch the suit into flight and sustain it for long periods of time.
HUD Helmet - The Betsy helmets are equipped with a number of technologies that allow Juggernette to keep abreast of combat situations. The Comm system has a voice modulator for external speech, used to mask her actual voice. Unfortunately, it masks sarcasm and emotion as well, so she often clarifies such. It is equipped with a multi-spectrum frequency reader that can pick up AM, FM, Citizen's Band and Police Band radio, and has recently been linked into The Adventurers proprietary frequency.
Ablative Nanoshielding - The Betsy Delta, Juggernette's sixth suit, has redundant armoring systems, adding extra protective plating over vital organs, power systems, and jointing. The armoring provides a significant increase to the weight, but is capable of sustaining much more damage. This requires an upgraded jetpack.
Reactionary Kinetic Power Storage - The Betsy Bravo, Juggernette's seventh suit, has a special armor plating on it that absorbs incoming kinetic energy, converts and stores it to roiling potential energy, which can immediately be applied again as kinetic energy to power the suit's lifting capabilities or Juggernette's hammering blows.
Aerosteel Armoring - The Betsy Foxtrot, Juggernette's eighth suit, while not being able to store incoming kinetic energy like the Betsy Bravo, is significantly more lightweight (and therefore, hardwood floor-friendly) and speedier than previous suits. This allows her to approach Mach 1 speeds with her current jetpack, giving her a much faster response time.
Instant Transitioning - Juggernette recently revealed a secret weapon in the Betsy Foxtrot: the ability for the suit and person in it to teleport short distances. Using a modified version of the teleportation technology borrowed from Blue Wonder, the Foxtrot can hop short distances in space, quickly closing the distance between her and an aggressor for a surprise attack.
Fast Tracking - Since the Betsy Foxtrot was designed to combat superspeeder villains, Juggernette installed a lightning-fast tracking system in the Foxtrot, able to track vibrational frequencies, heat frequencies, EM and several other wavelengths so that she could keep an eye on enemies. This also allows her to quickly track down teleporting villains that try to get the drop on her once a fight has started. Unfortunately, if the villain does not engage her before teleporting (in other words, if the villain uses a teleportation sneak attack), the Foxtrot has no special means of detecting the attack.
Magic Nullification - The Betsy Runic, Juggernette's ninth suit, is infused with special runes and magically warded to nullify magic that strikes her. Effectively, there is a one foot shell around the Betsy Runic that causes magic to disrupt and dissipate. This does not seem to affect Scrying magic, however, since it is passive. Quilphotic magic also disrupts around the suit, usually with explosive results.
Rocket Boots - Juggernette, in her haste to get the Betsy Runic magically warded, forgot to inform the sorceress, Swan Song, to enchant the armor for flight before it was warded against magic. Because of this, the Betsy Runic has non-magic rocket boots attached to it (The warded boots are stored in the Juggylair) to allow her to fly about.
Juggernette's Charlie Suit, designed to draw attention
Stealth Field - Juggernette's smallest suit, the Betsy Sierra, features many modern and near-future stealth technologies. The paint and design of the suit absorbs RADAR pings and returns a blip that would be attributed to a bird at best, the propulsion system is designed to have minimal heat output, and the rings on the shoulders create a light-bending field for active camouflage. Even without the light-bending field, the suit is difficult to see in the dark due to its coloration, and nearly impossible to hear thanks to sound dampening equipment in the boots.
Kung-Fu Grip - The Betsy Sierra was programmed with master-level martial artes techniques from Muay Thai, Judo, and Krav Maga to combat more agile foes and others of a more martial nature. Juggernette claims this was accomplished by uploading as many martial artes movies and UFC programming into her supercomputer, Daisy, as possible while creating the OS for the suit.
Electronegative Static Field Inducer - Tired of being disabled in the field by electronic and EMP attacks, (and losing the Betsy Delta), Juggernette crafted the Betsy Echo suit. This suit's Electronegative Static Field Inducer (ESFI) module is capable of detecting incoming shifts in the electric field and pulsing out an oppositely-charged field, negating the charge and defending against electrical attacks.
Obnoxious Field Generator - Juggernette, in a fit of boredom from imposed lay-lowing, crafted a black-and-gold suit with as many attention-drawing contraptions as she could fit in. The Betsy Charlie has several powerful external speakers hidden in the suit, whose volume is "Always set to 11." It is also capable of a laser-light show and a rain of flaming magnesium, making her the most obvious thing around.
Tactical Bait/Discharge Powder - In the Betsy Charlie, Juggy has installed several important-looking but red-herring glowing tubes on the exterior. If detached by someone, they violently spray a cyan-colored toner powder all over the place. This way, the foe is close enough to be punched in the face.
Juggernette's new line of heavy suits, codenamed Gigantor
Heavy Lifting - Juggernette has recently been seen in much wider suits than she normally stomps around in. The primary suit, a Crimson and Gold monstrosity she affectionately refers to as Betsy Gigantor, is capable of lifting much more weight than her previous super-strong suit, the Bravo. However, the suit lacks any minute control and fine detail work, such as picking up breakable things or basically any dexterity-based task is out of the scope for this suit.
Big Boy - The Gigantor suit is much, much larger than Juggernette herself, giving her some protection in that much of the suit is empty space.
Space Age Jets - Beginning with the Betsy Sierra, all later versions of the Betsy suits have been equipped with a much more efficient, low-heat jetpack. This is featured on the Betsy Gigantor Daisy - Juggernette secretly has a quantum-level supercomputer that helps her assemble powersuits in her lair. She has named this supercomputer 'Daisy'. It is a voice-addressed system that communicates with Juggernette via a scrolling marquee placed atop its housing and on the various computer displays she has scattered throughout her warehouse. Daisy can interface with every single part of the warehouse, causing her to be nearly omnipresence.
Macrofabrication Unit - Also secretly located in the Juggylair is a Macrofabrication Unit that she uses to craft the parts to her various powersuits. It works on the same basic idea as a 3D printer, but on a larger scale, and primarily deals with metals and alloys. It is fed by a sophisticated smelter that Juggernette pours various salvaged metals into to create the raw ingots that the Macrofabricator requires to create the various Betsys.
Scrap Pile - Juggernette scavenges metal and scrap robot parts whenever she throws down with mechanical beings. She has a large pile of broken Destroids, Fox Bat Bots, Robot Cowboys, Mechanon Machines and a few Emperon Construct robots, not to mention broken vehicle parts. She uses these as construction materials to use in the Macrofabrication Unit for various Betsy parts.