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War Machine

J im Rhodes
F) IN (40)/EX (20)
A) IN (40)/TY (6)
S) MN (75)/GD (10)
E) MN (75)/EX (20)
R) EX (20)
I) EX (20)
P) GD (10)
Health: 230/56 Karma: 50
Resources: EX (20) Pop: 5

Known Powers:
Equipment:
War Machine Armor: The Variable Threat
Response Battle Suit, Model XI, Mark II,
nicknamed "War Machine", able to perform the
following power stunts:
Body Armor: AM (50) protection vs. Physical and Corrosive, MN (75) protection vs. Energy.
Force Field: For a maximum of 5 turns per hour he can surround himself with a UN (100) force field. While this power is
operational his armor can do nothing else.
Flight: EX (20) to MN (75) airspeed. He can push it to Shift X (150) for 10 rounds with an Endurance feat.
Energy Absorption: Armor can absorb 300 points of energy, either recharging or harmlessly dissipating. With an IN (40)
intensity Reason FEAT he can increase his Strength, Flight, or Repulsors to UN (100) for 3 turns maximum. Each turn he
overloads his system, must obtain a Red result on the AM (50) intensity column, or the armor short circuits and is drained
of power until repaired. The absorption operates at UN (100) intensity, but absorbing an incoming attack is a yellow
power stunt.
Self-Sustenance: Rhodes now relies on the armor to keep him alive
Protected Senses: MN (75) protection vs. Sonics, RM (30) protection vs. Blinding
Sensors: Infra-vision, Radar, Sonar, Electrical Power Detectors, Radio waves and communication signals
Advanced Communications Array: Allows communications with CL1000 range and In encryption capabilities.
ECM: RM (30) invisibility to Radar detection.
Anti-theft Device: To tamper, analyze, or duplicate the circuitry requires a MN (75) Reason FEAT. If triggered insides
melt to slag and in 2 rounds explodes with IN (40) intensity.
Cybernetic Interface: MN (75) ability to interface with any system and has cybernetic interlocking capabilities that can
integrate mechanical constructs to repair and upgrade the armor. Besides being independent of all outside systems, the
armor can interface with any system and has cybernetic interlocking capabilities that can integrate mechanical constructs
to repair and upgrade the armor. Rhodes has used this last ability to merge with jet fighters and tanks deliberately to gain
their technology and weapons.
Weapons Systems: +1cs to all attacks, coupled with the helmet-mounted, laser sighting/guidance system capable of
tracking several targets at once War Machine receives a MN (75) multiple attacks ability.
Plasma Bolt Generation: MN (75) Energy, 10 areas
Repulsors: AM (50) Force, 10 areas
Chest Cannon: Hidden in his chest, this blast can cause up to MN (75) Force or Energy damage
Hand Cannon: This right gauntlet mounted weapon is capable of containing 8 kinds of specialty 3.9mm ammunition.
Each cartridge holds sufficient ammunition for 2 rounds of fire. Spare cartridges are carried in the armor's utility belt (up
to 8 cartridges can be carried):
Spent Uranium Armor-Piercing: RM (30) Shooting, ignores IN (40) Body Armor
Explosive: RM (30) Shooting and explosive damage.
Concussion: EX (20) Force Thermal: GD (10) Shooting and EX (20) Fire damage.
Tear Gas: GD (10) intensity to target area.
Smoke: EX (20) intensity.
Flame Thrower: This left gauntlet mounted weapon can cover an adjacent area with RM (30) Flame, or fire a
concentrated beam of fire up to 3 areas away that causes IN (40) damage
Laser Blade: The armor's laser blade emits from its right gauntlet and causes up to MN (75) Energy on the Edged attack
column.
Electric Touch: The armor can channel electricity along its surface, causing MN (75) Electrical or stunning with AM
(50) ability on contact.
Power Surge: The armor can temporarily increase its strength or the intensity of its Repulsor blasts to UN (100) levels.
Each turn this is attempted, War Machine must make a Red Endurance FEAT roll.
Failure means that the power surge was successful, but that no further power surges
can be attempted until the armor has been fully recharged. The armor can also increase
its strength or the intensity of its Repulsors to Shift-X (150) levels. Each turn this is
attempted, War Machine must make a Red Endurance FEAT roll at -2cs. Failure
means that the power surge, while successful, has depleted the armor's energy
reserves. No further power surges can be attempted, Strength and Endurance are
reduced by -3cs, and all FEATs and armor systems function at -3cs until the armor is
fully recharged. Finally, the armor can channel all of its available energy into one turn
of Shift-Y (200) strength, or one Shift-Y (200) intensity Repulsor blast. However, this
action forces the armor to make a Red Endurance FEAT roll at -4cs. Failure means
that the power surge was successful, but the armor suffers complete system failure
immediately afterward and is utterly immobilized until it is recharged. Even if FEAT
roll is successful, no further power surges can be attempted, Strength and Endurance
are reduced by -3cs, and all FEATs and armor systems function at -3cs until the armor
is fully recharged.
Missile Launcher: Optional shoulder mounted missile launcher, carrying up to six
missiles, each with a range of 100 areas, Shift-Y (200) speed, AM (50) control, and
RM (30) body. All six missiles can be fired and guided to their targets simultaneously
without penalty. The missile launcher attaches to the left shoulder assembly and is constructed from IN (40) material.
Tony Stark designed the following missile types:
High Explosive: MN (75) Shooting to target and IN (40) damage to everyone in the same area as target
Concentrated Explosive: MN (75) Shooting to target only.
Armor Piercing: Ignores up to IN (40) armor and causes AM (50) Shooting damage to target.
Incendiary: IN (40) Fire to target and EX (20) Fire to everyone in the same area.
Tear Gas: RM (30) intensity, covers 3 area radius.
Sub-Nuclear: Shift-Y (200) damage to everything within 10 areas. Rohdes armor, however, appears to be equipped only
with the High Explosive and Concentrated Explosive missiles.
Gatling-Gun: Optional shoulder mounted mini-gun, carrying up to 1,000 case-less, spent uranium armor piercing rounds.
The mini-gun can fire up to 1,800 single shots, 100 bursts against a single target, or cover an entire area with a burst 10
times. A single shot causes IN (40) Shooting; a burst causes MN (75) Shooting.

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