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SENTINELS (Mk. I) | |
| Identity: Mark I Sentinels | ||
| Group Affiliation: None | ||
| Base of Operations: None | ||
| First Appearance: (UNCANNY) X-MEN #14 | ||
| Side: Evil | ||
| Sex: N/A | ||
| Age: N/A | ||
| Height: 20' | ||
| Hair: None | ||
| Eyes: None | ||
| Level: 4th | ||
| Experience: 9000 | ||
| Training: N/A | ||
| Powers: | ||
| 1. Armour (Type B) [Micro-chainmail Armour]: ADR 75. | ||
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2. Body Power [Energy beams built into hands & chest]: Mark I Sentinels have energy and force beams of different types. All beam attacks have 75" range with a PR cost of 2 per shot. The various beam weapons break down as following: i. Electron Beam (attacks as Lightning Powers): 1d12 Damage. ii. Heat Ray (attacks as Flame Powers): 1d12 Damage. iii. Plasma Beam (attacks as Power Blast): 1d20 Damage. |
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| 3. Disintegration Ray Device: Range 75", 1d20 Damage, PR 2/shot. | ||
| 4. Flight Device [Jet Boots]: Maximum Speed 120 mph (528" air). | ||
| 5. Heightened Agility A +10 | ||
| 6. Heightened Endurance B +15 | ||
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7. Heightened Senses Device: Mark I Sentinels have the following sensory packages: i. Advanced Sight & Hearing: Mark I Sentinels have better than normal human sight & Hearing (x3 to Detect Hidden and Detect Danger) ii. Mutant Detection: Mark I Sentinels have an all-band spectrum organic analyzer which can detect all living things within 75" radius and determine whether each is animal, human, mutant, or none of the above (90% Chance of accuracy). Sentinels are tied to a central processor that relays information about specififc mutants (see below). iii. Sentinel Communication: All Sentinels can communicate with each other or with a central computer (i.e. the Master Mold) with unlimited range. |
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| 8. Paralysis Ray Device: Range 75", PR 7/shot. | ||
| 9. Robotic Body: 30% Human Appearance. x2 Weight Modifier, +20 Strength bonus. | ||
| 10. Size Change (Type A -- Larger): Permanent. Height Factor 3 (already calculated in power ranges & movement), Weight Factor 27. | ||
| 11. Weakness (Diminshed Senses): Sentinels have no sense of smell or taste. | ||
| 12. Weakness (Special Requirement -- Programming Protocols): Sentinels are programmed to protect humanity from mutants. Mark I Sentinels had faulty logic circuits that allowed them to reach the conclusion that the best way to protect humanity would be to dominate and control it. All Mark I Sentinels answer to the Master Mold. | ||
| Character Data: | ||
| Weight: 9720 lbs. | Basic Hits: 195 | Agility Mod: -12 |
| Strength: 30 | Endurance: 25 | |
| Agility: 12 | Intelligence: 10 | |
| Charisma: 10 | Reactions from: Good: -- Evil: -- | |
| Hit Mod. (2.4) (3) (1.3) (1) = 9.36 | Hit Points: 1826 | |
| Damage Mod.: +1 | Healing Rate: N/A | |
| Accuracy: +1 | Power: 77 | |
| Carrying Capacity: 143,370 lbs. | Basic HTH Damage: 6d10 | Movement Rates: 201" ground, 528" air. |
| Det. Hidden: 24% | Det. Danger: 36% | |
| Inventing Points: N/A | Inventing (N/A%): | |
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Origin and Background: The original colour scheme of the Mark I Sentinel was red (purple?) and grey. The blue and grey colour scheme was adopted by the Mark III Sentinels onwards (not counting any specialized Sentinels, i.e. Nimrod). |
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