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War Machine III
Parnell Jacobs

Fighting Remarkable
Agility Remarkable
Strength Monstrous
Endurance Monstrous
Reason Good
Intuition Excellent
Psyche Good
   
Health 220
Karma 40
Resources Excellent
Popularity -5

 

 

Powers

None

 

Equipment

  • War Machine Battle Suit : Originally designed and constructed by Tony Stark, the War Machine armor has been refitted and upgraded by Stuart Clarke, a scientist in the employ of Sunset Baine.
  • Protection
    • Body Armor: The War Machine armor has Monstrous material strength and provides Amazing protection from physical and corrosive attacks, and Monstrous protection from energy attacks, including heat, cold, radiation, electricity, and lasers.
    • Force Field: The armor can create an Unearthly intensity personal force field that protects the entire armor. The force field can be extended to protect up to three other (roughly human sized) persons at -1CS intensity, five other persons at -2CS intensity, seven other persons at -3 CS intensity, and projected over an entire area at -4CS intensity. War Machine cannot attack while the force field is activated.
    • Cloak: The armor can generate an Amazing strength electromagnetic screen which bends low level electromagnetic energy around it, rendering it invisible to visual and electronic detection. The armor can also create a personal sonic damping field which provides Incredible protection from audial detection. Thus, the cloak provides prevents detection by visible light, radar, sonar, sonic, thermal, X-ray, infra-red, ultraviolet, magnetic resonance and radiation sensors. War Machine cannot use any weapons system or make physical attacks while the cloak is engaged.
    • Refractory Coating: The armor is coated with a multi-purpose refractory coating that provides it with Monstrous resistance to light and sound based attacks. This same coating provides Monstrous protection from electronic attempts to control the armor or its wearer's mind.
    • Protected Senses: The armor is equipped with polarized eye lenses that drop automatically in the presence of bright light. These lenses provide Monstrous protection from light based blinding attacks. The armor is also equipped with sonic baffles that automatically screen out intense sound. These baffles provide Amazing protection from deafening attacks. Finally, the armor is equipped with sensors that automatically detect the presence of toxic substances in the armor's vicinity (such as a poison gas) and will seal the armor off and activate its internal air supply. The sensors have a range of one area radius.
  • Flight: The War Machine armor provides flight at Shift-Y speed. The boot jets can cause upto Incredible blunt attack damage at close range.
  • Weapon Systems: The War Machine armor is equipped with the following weapons systems, which he can use one at a time:
    • Repulsors: The Repulsors are palm mounted particle beam emitters which cause up to Monstrous force or blunt attack damage, or stun with up to Amazing ability, at a range of 10 areas. A built-in targeting computer provides +2CS to hit and can track multiple targets (up to 4 attacks with a Green FEAT; 6 attacks with a Yellow FEAT; and 8 attacks with a Red FEAT). The repulsors can also be used as an area attack, affecting everyone in an adjacent area at -2CS damage. Area attacks cannot be dodged, but intended targets can escape its effects by leaving the area of effect.
      Hand Cannon: This right gauntlet mounted weapon is capable of containing 8 kinds of specialty 3.9mm ammunition: Spent Uranium Armor-Piercing: Excellent shooting damage, ignores body armor of upto Remarkable rank; Explosive: Remarkable shooting damage; Concussion: Excellent force damage; Thermite: Good shooting damage and Excellent fire damage; Tear Gas: Good intensity to target only; Smoke: Excellent intensity. Each cartridge holds sufficient ammunition for 2 rounds of fire. Spare cartridges are carried in the armor's utility belt (upto 8 cartridges can be carried).
      Flame Thrower: This left gauntlet mounted weapon can cover an adjacent area with Remarkable intensity flame, or fire a concentrated beam of fire upto 3 areas away that causes Incredible damage
    • Laser Blade: Designed for close quarters combat, the armor's laser blade emits from its right gauntlet and causes up to Monstrous energy damage on the edged attack column.
    • Electric Touch: The armor can channel electricity along its surface, causing Monstrous electrical damage or stunning with Amazing ability on contact.
    • Power Surge: The armor can temporarily increase its strength or the intensity of its Repulsor blasts to Unearthly 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 strength, or one Shift-Y 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.
  • Sensors: The armor provides infravision, telescopic vision, and enhanced hearing, with Incredible ability. The armor is also equipped with radar, sonar, sonic, thermal, X-ray, infra-red, ultraviolet, magnetic resonance and radiation detection units. Each has a range of 300 miles and functions with Amazing ability.
  • Communicators: The armor is also equipped with an all band radio communicator, several personal cell phone lines, a wireless modem, a wireless fax imaging system, several private frequency lines, police bands, and an AM/FM radio. The armor can link up with global satellites to enable communications around the world, with Monstrous ability.
  • Computers: The armor has a built-in housekeeping computer of Monstrous ability that controls and monitors most suit functions and processes data.
  • Air Supply: The armor contains enough compressed air for 2 hours of normal breathing (this is shortened if the armor is operated at high pressure). The oxygen tanks automatically replenishes itself when exposed to breathable air. It takes approximately 10 turns to completely replenish the air supply.
  • Life Support: The armor provides a complete nuclear, chemical, biological environment for 60 days by filtering air.
  • Alter Ego: When not wearing the Ironman suit Tony Stark has the following abilities:
    • Fighting Typical
      Agility Typical
      Strength Typical
      Endurance Typical
         
      Health 270

     

    Equipment

  • Missile Launcher: Optional shoulder mounted missile launcher, carrying up to six missiles, each with a range of 100 areas, Shift-Y speed, Amazing control, and Remarkable 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 Incredible strength materials. Tony Stark designed the following missile types: High Explosive: Monstrous shooting damage to target and Incredible damage to everyone in the same area as target; Concentrated Explosive: Monstrous shooting damage to target only; Armor Piercing: Ignores upto Incredible rank armor and causes Amazing shooting damage to target; Incendiary: Incredible fire damage to target and Excellent fire damage to everyone in the same area; Tear Gas: Remarkable intensity, covers 3 area radius; Sub-Nuclear: Shift-Y damage to everything within 10 areas (this is known as very bad karma). Jacobs' armor, however, appears to be equipped only with the High Explosive and Concentrated Explosive missiles.
  • Mini-Gun: Optional shoulder mounted mini-gun, carrying upto 1,000 caseless, 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 Good damage; a burst causes Incredible damage. The min-gun ignores body armor of upto Remarkable rank.
  • Exo-Skeleton: Developed by Stuart Clarke, the War Machine armor can be equipped with an exterior exo-skeleton which increases the armor's strength to Unearthly and body armor to Monstrous. However, the armor's Fighting and Agility drops to Excellent. The exo-skeleton's arms are equipped with giant claws and extenders that can reach upto 10 feet away. The exo-skeleton can be removed in a single turn.
  • Pulse Cannon: Optional weapon mounted on the War Machine's exterior exo-skeleton's right arm, the pulse cannon causes Uearthly shooting damage at a range of 20 areas.
  • Phase Rifle: Optional weapon mounted on the War Machine's exterior exo-skeleton's left arm, the phase rifle causes upto Monstrous energy damage at a range of 10 areas.
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    Talents

    Military, Marksmanship and Martial Arts A and B

     

    Contacts

    None

     

    History