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MM Mandroid

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0% found this document useful (0 votes)
14 views1 page

MM Mandroid

Uploaded by

glorian fenayel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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“Dead or Alive your coming

MANDROID with me”!

Power Level +9 Concept: S.H.I.E.L.D battlesuit Occupation: Police officer/Soldier/Agent

Str Dex Con Int Wis Cha MELEE RANGED INITIATIVE

— — — — — — +0 +0 +2
+0 +0 +0 +0 +0 +0 Attack Bonus Attack Bonus DEX

DAMAGE FORT REFLEX WILL DEFENSE SPEED DMG BONUS

+11 +10 +2 +0 12/10 45 +6L


SAVE SAVE SAVE SAVE Flat-Footed Walking Unarmed

SKILLS CHARACTERISTICS

Varies with wearer Real Name: Varies


Height: 8’
Weight: 500 lb
FEATS Eyes: None
Detect (Movement), Immunity (pressure, suffocation), Darkvi- Hair: None
sion, Radio Broadcast, Radio Hearing, Ultra Hearing Birthplace: Varies
Group Affiliation: S.H.I.E.L.D
Headquarters: Varies

POWERS/DEVICES

Amazing Save (Damage) +7: Mandroid battle armours allow their wearer to add their rank onto their Dam-
age saves, due to the thick armoured shell [Source: Super Science; Cost: 1 pp].
Fatigue (Neuro Stunner) +7: Mandroids are mounted with a Neuro-Stunner weapon capable of causing tar-
gets at upto normal range hit by a ranged attack roll to make a Fortitude save (DC17) or become fatigued. If
already fatigued the target becomes exhausted, if exhausted they become unconscious [Source: Psionic; Cost:
2 pp].
Telekinesis (Tractor/Repellor Field) +8: Mandroids can move objects through the air, with a maximum
weight capacity of 12,800 lb. It can lift and move other beings on a ranged attack roll. Make an opposed
Telekinesis versus opponents Strength ro move the target or tear an object from the targets grasp. This
Tractor/Repellor field can also be used as a force field around the armour providing rank as a Damage save
bonus (upto maximum stackable maximums) [Extras: Force Field; Flaw: Limited—weapons can’t be used while
force field is up; Source: Super Science; Cost: 2 pp].
Corrosion (Laser Torch) +5: Mandroids have a laser torch mounted on them that can cut through objects,
reducing their Hardness by power rank each round, destroying the object when its hardness reaches zero
[Source: Super Science; Cost: 1 pp].
HISTORY
Energy Blast—Kinetic (Punch Blasters) +6: Mandroids have punch blasters mounted in the gauntlets which
A Mandroid is a heavily armoured personal combat suit originally designed do power rank lethal damage of pure force on a successful ranged attack roll [Source: Super Science; Cost: 2
and engineered by Stark International for use by SHIELD (Supreme Head- pp].
quarters International Espionage Law-enforcement Division). Now manufac- Sensory Protection +6: Mandroid battle armour protects its wearers senses from overload, reducing the
tured by Stane International, the Mandroid armour is primarily used for effective rank of such attacks by its own power rank [Source: Super Science; Cost: 1 pp].
protection against opponents who possess superhuman powers. The Man- Running +3: Mandroid can move 5 .ft per power rank extra on their base movement [ Source: Super Science;
droid armour was first field tested by SHIELD against the Avengers when Cost: 2 pp].
the Avengers were being investigated for harbouring aliens during a recent Super Strength +6: Mandroid augment their wearers strength, adding their power rank to melee damage, al
skirmish in the Kree-Skrull War. Mandroid armour was also worn by Major strength skill checks, all strength checks and doubles carrying capacity for each rank [Source: Super Science;
Glenn Talbot of the U.S. Army in a confrontation with the Hulk. The plans Cost: 4 pp].
to the Mandroid armour were appropriated by weapons manufacturer Moses Super Constitution +4: Mandroid augment their wearers endurance and stamina, adding their power rank to
Magnum and were once employed against the X-Men in Japan. While not Damage saves, Fortitude saves, and resisting physical harm such as disease, poison, and environmental haz-
nearly as versatile and powerful as Iron Man's armour, the Mandroid ar- ards, as well as Constitution checks and recovering from damage [Source: Super Science; Cost: 4 pp].
mour nonetheless is a formidable offensive weapons system. SHIELD cur- Super Dexterity +2: Mandroid augment their wearers Agility, adding their power rank to Defence as a
rently has five fully operational Mandroid suits. dodge bonus, Reflex saves, Dexterity checks and Initiative rolls and all Dexterity based skills checks [Source:
Super Science; Cost: 4 pp].
Animation +7: Mandroid can be programmed to perform specific actions, should their wearers be knocked
out or incapacitated. While under remote control it moves at a rate of 30 feet, it has no constitution and
ignores effects requiring a fortitude or will save unless they affect objects too. It has a Strength equal to
its hardness and a Dexterity, which s made up of any remaining animation ranks. The armour remains under
remote pilot until the programmed conditions have been fulfilled [Flaw: Limited– can never be higher than
Amazing save power, Uncontrolled (kicks in when wearer unconscious); Source: Super Science; Cost: 1 pp].
Total Cost = 135 pp

WEAKNESSES

The Mandroids were built by Stark Industries to be used by S.H.I.E.L.D so chances are there are some hidden
fail safes in their design that one or both of those groups know about.

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