Friday, February 19, 2016

Luke Cage—Power Man

Jessica Jones has been out for a fair while, so I wanted to put some numbers onto Luke Cage. He's a really interesting character in that he's really, really durable, except against blunt force trauma. I think I did a pretty good job slapping him together, though.


Name: Luke Cage
Race: Human
Experience: 70 (Heroic)
Power Level: Street Fighter with Super Karma (35 PP)
Agility d8; Smarts d8; Spirit d8; Strength d12+4; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 20 (12)
Hindrances: Code of Honor, Doubting Thomas, Loyal, Pacifist (m), Poverty, Vengeful (m) Wanted (M).
Edges: Arcane Background (Super Powers), Brawny, The Best There Is (super strength), Hard to Kill, Take the Hit, Charismatic, Brawler, Level Headed, Counterattack, First Strike, Sweep, Nerves of Steel.
Skills: Driving d4, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Shooting d4, Stealth d6, Streetwise d6, Swimming d8, Taunt d4, Tracking d4.
Inventory: Motorcycle Helmet (Armor +3, 50% vs head shot).
Powers:
  • Ageless (1): Luke's healing capabilities keep him from aging.
  • Armor +12 (10): Hardy, Heavy Armor, Ultra-Thick Skin. Limitation (–1, Heavy Armor modifier is ignored by blunt damage).
  • Regeneration (3): Level 2, rolls to heal every hour. Limitation (–1, negated if shrapnel is stuck inside).
  • Resistance (1): Fire/Heat. +4 to resist effects, +4 Toughness.
  • Super Attribute (15): Strength +6, Vigor +1. Heavy Weapon.
  • Super Edge (4): Hard to Kill. Take the Hit.
  • Toughness +1 (1): Hyper-dense musculature.
Carl Lucas was a talented athlete born to a preacher in Georgia and was best friends with a Willis Stryker (secretly his father's "love child"), who he got into all sorts of shenanigans with, including learning how to fight. Eventually, though, Carl and Willis were caught stealing a car for a joyride; Willis was sent to prison while Carl instead was allowed to go if he became a Marine Corpsman due to the influence of his father. After his tour of duty, Carl became a police officer in Savannah.

Years later, Carl was framed for a crime and sent to Seagate Prison. He met Reva Connors, the intervention councilor who he would eventually go on to marry, but was forced into a fighting ring run by corrupt prison security guards. After training and fighting for months, he was finally confronted by two other inmates—Shades and Comanche—who ganged up on him and beat him close to death.

Reva Connors, whose work as a councilor was a cover for screening subjects for an experimental scientific experiment to create superior human beings, convinced the lead scientist to put Carl through the procedure, hoping to cure him. There was a power surge, and the experiment accidentally provided Carl with superhuman durability and strength. Carl broke through a prison wall and swam from Seagate back to the Georgia shoreline.

Carl contacted Connors and changed his name to Luke Cage. She introduced him to "Pop" in Harlm, and she married Luke shortly afterwards. Reva, however, was tragically killed in an accident. Luke believed that there was more to the incident, however, and began to confront leads. Unfortunately, these led to a dead end.

Luke Cage had since acquired a bar that he runs with his friend Ron Healy. He's been down on his luck recently and has been sleeping with women, but refuses to sleep with married women on principle. One day, he slept with a P.I. named Jessica Jones, and found out soon after that she also has powers.

They briefly saw each other, connecting with each other over their powers, but she decided to cut ties with him to keep him away from something she was dealing with. He later hired Jessica to help him find information on the death of his wife, where she revealed that Reva was killed by her on accident. After his revelation, Cage cut ties with her instead.

Luke was later caught by a man named Kilgrave and mind controlled to blow up his own bar, convince Jessica to trust him, and then bring her to Kilgrave. He was forced to try and kill Jessica after Kilgrave's powers continued to not work on her, but she incapacitated him with a shotgun to the throat (unbreakable skin doesn't keep the organs from being rattled up inside).

After waking up in Jessica's apartment under the care of a nurse, and realizing that Jessica had gone to take care of Kilgrave, he left and moved from Hell's Kitchen to Harlem to try and start a new life.

Luke took a job with Pop in Harlem, living paycheck to paycheck and working two jobs to make a living. Luke was convinced to help find a troubled youth and bring him back to Pop's, however, which was supposed to be neutral ground, but a disgruntled gangster disrespected peace talks and shot up the shop, killing Pop. This helped put Luke into the spotlight as he began to fight against the crime organizations that led to Pop's death, including the notorious Cottonmouth, much to the chagrin of Harlem cop Misty Knight.

Soon into this crusade, however, Cottonmouth was found murdered, with Luke being framed for his killing. This put Luke on the run from the cops, as well as an independent agent calling himself "Diamondback," who severely wounded Cage using experimental military-grade Hammertech bullets. With the help of Claire Temple, he tracked down the scientist that originally concocted the serum to help her treat Luke, but Luke found out from old data files that Reva was actually working for the enhancement program that gave Luke his powers. Luke destroyed the scientist's barn and made his way back to New York.

Diamondback, actually Luke's long-lost friend Willis, sought revenge for Luke abandoning him, putting aside a black market empire that he had constructed to do so. Diamondback put out special Judas Bullets into circulation by using Mariah Dillard—Cottonmouth's sister—to lobby for the police commissioner to use them in apprehending Cage.

Eventually, Diamondback's rampancy did so much damage to himself that he deconstructed Harlem's most prominent crime families before attempting to (and failing) to attack Cage himself. Diamondback was beaten down and taken away, while Luke's antics have allowed him to be put on the national radar, allowing Georgia state officials to locate him. Luke is currently back in Seagate Prison, being held for the remainder of his sentence.
—DoctorBoson

Monday, February 15, 2016

Scott Lang—Ant-Man

To be honest, Ant-Man was one of the most difficult characters for me to make so far. He's a protagonist, obviously, but the mechanics of the shrinking mode was just odd to me; per the SPC2, shrinking doesn't modify your speed or jump distance. The other tricky thing are the growth/shrink disks that he uses; I wasn't sure to make those as Powers or as gear, but I ended up settling on the latter.


Name: Scott Lang
Race: Human
Experience: 45 (Veteran)
Power Level: Pulp Hero (15 PP)
Agility d8; Smarts d8; Spirit d6; Strength d6; Vigor d6
Pace 6; Parry 5; Charisma 0; Toughness 5
Hindrances: Heroic, Loyal, Pacifist (m), Poverty.
Edges: Arcane Background (Super Powers), Luck, Scholar (Electronics), Scavenger, Thief, Dodge.
Skills: Climbing d6, Fighting d6, Investigation d6, Knowledge (Computers) d6, Knowledge (Electronics) d8, Lockpicking d6, Notice d8, Persuasion d4, Repair d8, Stealth d8, Throwing d4.
Inventory: Ant-Man Suit, Particle Disks (×5 Growth, ×5 Shrink).
Powers:
  • Animal Control (1): Telepathic Link. Device (–1, earpiece or Helmet), Limitation (–2, ants only).
  • Attack, Melee (1): Damage Str+d6, Lethal, Multiple Attacks. Contingent on shrink, Limitation (–1, does not affect characters smaller than Size –2).
  • Doesn't Breathe (1): Device (–1, Helmet).
  • Shrink (9): Size –4, –4 to hit. Density, Quick Change, Tiny. Device (–1, Ant-Man Suit).
  • Super Edge (3): The Best There Is (shrink), Ultimate Power (shrink), Device (–1, Ant-Man Suit).
Scott Lang is not only an intelligent man, having gone through university to gain a masters degree in electrical engineering, but a rather successful burglar as well—mostly working in a Robin Hood-style fashion: stealing from the rich and giving to the poor. He promised his first love, Maggie, that he'd stop stealing after their daughter was born, but when he discovered the company he was working for was stealing funds from his customers, he went in for one last burglary. Unfortunately, this time he was caught.

He spent 5 years in jail, but when he got out he swore that he would only work legitimate jobs to make up for his time away. This, however, didn't work out well at all, and after being banned from seeing his daughter until he could make up for the child support he hadn't been able to pay, he decided to hit the house of a rich old man named Hank Pym.

Hank Pym planted an old super hero suit to see if Scott would be able to steal it away, but after realizing what the suit actually did—shrink him down to just over the size of an ant—Scott tried to return the suit, but was caught due to Hank's daughter, Hope. Eventually, they convinced him to attempt a heist on Cross Technologies—formerly Pym Technologies—to keep the Yellow Jacket suit from falling into the wrong hands, and Scott learned to use the suit and communicate with ants.

After fighting Falcon for a missing piece of tech, and learning how to use Pym's Particle Disks, the heist was a success. The Pym Tech building was destroyed with the Cross Particle and designs for the Yellow Jacket still inside.

Scott has since kept in touch with Pym, is likely involved with Hope, and is being sought after by the Avengers after his encounter with Falcon. And he's able to see his daughter on a regular basis again. All around happy endings.

The Particle Disks work to either Shrink something down to fit in the palm of your hand (Size –3 or –4 for just about anything), or make them grow to be the same size to normal humans as they were to an Ant-Man sized person. These disks do not stack on the same object. Yeah, it's not really something that makes a lot of sense but really, why would it? Shit's weird.
—DoctorBoson

Thursday, January 21, 2016

Bucky Barnes—Winter Soldier

One of the most loyal characters in the MCU, Bucky is another soldier out of time. He's also going to be one of the main characters of Civil War, by the look of it. Can't wait to see more of him in action; it's gonna help me round out his build.


Name: James Buchanan "Bucky" Barnes
Race: Human
Experience: 40 (Veteran)
Agility d8; Smarts d6; Spirit d8; Strength d8; Vigor d6
Pace 6; Parry 5; Charisma 2; Toughness 5
Hindrances: Code of Honor, Loyal, Stubborn
Edges: Attractive, Command, Marksman, Dodge, Hard to Kill
Skills: Climbing d6, Driving d4, Fighting d6, Notice d8, Persuasion d4, Shooting d10, Stealth d6, Swimming d6, Throwing d6
Inventory: M1A1 Thompson (2d6+1, AP 1, 12/24/48, 30 Shots, RoF 3, Auto, Min Str d6), M1941 Johnson (2d8, AP 2, 24/48/96, 10 Shots, Semi-Auto, Min Str d6), M1911A1 (2d6+1, AP 1, 12/24/48, 6 Shots, Semi-Auto).

Sergeant James Barnes was a soldier during World War II and has been friends with Steve Rogers since they were young. Once the U.S. entered the European theater, Bucky joined up in the 107th, serving as an excellent marksman and fairly high ranking NCO. Unfortunately, the 107th was almost wholly taken prisoner and held at one of HYDRA's R&D facilities. Bucky was forced to assist in the manufacturing of HYDRA weapons, and later was taken by Arnim Zola—Red Skull's chief scientist—for experimentation, attempting to recreate the legendary super-soldier serum.

Some time later, Captain America raided the facility, rescuing Bucky and over 400 other men. Steve quickly recruited Bucky, along with a few others, to serve as Howling Commandos—Cap's private squad specializing in sabotaging HYDRA operations. After nearly a year with the Howling Commandos, Bucky was tossed out of a train and down a cliff on a mission to kidnap Zola.


Name: Bucky Barnes
Race: Human
Experience: 70 (Heroic)
Power Level: Heavy Hitter (60 PP)
Agility d12; Smarts d6; Spirit d8; Strength d12+2; Vigor d12
Pace 6; Parry 9; Charisma 2; Toughness 11 (2)
Hindrances: Code of Honor, Loyal, Ruthless (M), Stubborn.
Edges: Arcane Background (Super Powers), Attractive, Ambidextrous, Combat Reflexes, Counterattack, Improved Frenzy, Improved Level Headed, Quick Draw, Two-Fisted, Command, Marksman, Improved Dodge, Hard to Kill, Take the Hit, Block, Assassin.
Skills: Climbing d6, Driving d6, Fighting d12+1, Knowledge (Espionage) d4, Notice d8, Persuasion d4, Piloting d4, Shooting d12, Stealth d8, Swimming d6, Throwing d8.
Inventory: Kevlar vest (Armor +2, Armor +4 vs ballistics, negate 4 ballistic AP), auto-grapnel (10/20/40, Pace 10), Knife (Str+d4), SIG-Sauer ×2 (2d6, AP 1, 12/24/48, 12 Shots, Semi-Auto), Glock 19 (2d6, AP 1, 12/24/48, 17 Shots, Semi-Auto), COP .357 Derringer (2d6+1, AP 1, 5/10/20, 2 Shots, Semi-Auto (no Rapid Fire), Vz.61 Skorpion (2d6, AP 1, 12/24/48, RoF 3, 20 Shots, Auto), RGN Grenade (3d6, 5/10/20, MBT).
Powers:
  • Armor +6 (1): Limitation (–2, Left Arm only).
  • Attack, Melee (3): Damage Str+d6, Heavy Weapon, One Arm, Stackable. 
  • Regeneration (4): Level 2, roll to heal every hour.
  • Speed (6): Pace 24, –1 to hit. Catch and Throw.
  • Super Attribute (18): Agility +2, Strength +4, Vigor +3.
  • Super Edge (16): Ambidextrous, Combat Reflexes, Counterattack, Frenzy, Improved Level Headed, Quick Draw, Two-Fisted.
  • Super Skill (8): Driving +1, Fighting +3, Knowledge (Espionage) +1, Piloting +1, Stealth +1, Throwing +1.
  • Toughness +1 (1): Enhanced physiology. 
After Bucky was tossed from the train, however, HYDRA operatives found the still-living Bucky and began to experiment on him. They amputated his arm, replacing it with a powerful cybernetic replacement, pumped his system full of drugs and chemicals, and tried their hardest to make Bucky their ace in the hole. Throughout this process, Bucky had his memories wiped over and over, brainwashed until he complied with HYDRA's commands.

Before Bucky—now known as the Winter Soldier—was deployed for his first assassination, the soviet star was painted onto his cybernetic arm to throw people off of HYDRA's trail. Over the years, he was left in cryostasis until his services were required. Once his job was done, his mind was wiped and he was placed back into cryo until he was to be called upon again.

During the fall of S.H.I.E.L.D., the Winter Soldier was called out once again to assassinate Nick Fury, and afterwards sent to hunt down the recently resurrected Captain America to make sure that Project: INSIGHT launched. On his mission, he killed at least several S.H.I.E.L.D. agents and a handful of civilians, but after the destruction of the helicarriers, Bucky appeared to be regaining his memories.

He was last seen in early 2014, going underground to evade the authorities and learn who he really is.
—DoctorBoson

Sunday, January 10, 2016

Tony Stark's Hall of Armors

In my dash to catalogue as much of the MCU as I could, I decided to re-apply stats to the various Iron Man suits, primarily because I found a few incorrect numbers/missing modifiers to some of the armors in the original entry. This also includes stats and numbers for the Iron Legion armors prior to Age of Ultron.

Goddamn are there a lot of Iron Man armors.


Model: Iron Man Mk. I
This is the first Iron Man model, built by Tony Stark. In a cave. With a box of scraps. It was later recovered and used as the basis for the Iron Monger armor.
Movie: Iron Man (2008).
Inventory: Missile ×1, flamethrower fuel tank ×2.
Power Level: Street Fighter with Super Karma (35 PP)
  • Armor +10 (7): Heavy Armor, Partial Protection (–1), Device (–1, Iron Man Armor).
  • Growth (3): Level 2 (Size, Strength, and Toughness +2). Monster. Device (–1, Iron Man Armor).
  • Super Attribute (5): Strength +3. Device (–1, Iron Man Armor).
  • Super Edge (3): First Strike, Two-Fisted. Device (–1, Iron Man Armor).
  • Super Skill (4): Fighting +2, Intimidation +1, Piloting +1, Shooting +2. Device (–1, Iron Man Armor).
Combat Systems (Switchable):
  • Flight (12): Pace 48, Climb 0, –2 to hit while flying. Device (–1, Iron Man Armor), Slow to Activate. Switchable (primary).
with
  • Flamethrower (2): Range Cone Template, Damage 2d10, RoF 1, Enhanced Damage, Lethal, Requires Material (–2, flamethrower fuel). Device (–1, Iron Man Armor)
  • Flamethrower (2): Range Cone Template, Damage 2d10, RoF 1, Enhanced Damage, Lethal. Device (–1, Iron Man Armor)
with
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Device (–1, Iron Man Armor).
with
  • Missiles (6): Range 12/24/48, Damage 4d6, RoF 1, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, missiles). Device (–1, Iron Man Armor).


Model: Iron Man Mk. II
The second model created, specifically designed to optimize the flight systems, though it included basic repulsor technology as well. This was later "borrowed" by Colonel James Rhodes and used as the basis for the War Machine armor.
Movie: Iron Man (2008), Iron Man 2 (2010).
Power Level: Four Color (45 PP)
  • Armor +12 (9): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Limitation (–2, can only be put on at an Iron Man station), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Super Attribute (13): Strength +7, Vigor +1. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Improved Nerves of Steel. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (1): Notice +1, Piloting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (18): Mach 1, Climb 2, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Repulsor Beam (4): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (4): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (3): Pace 12, Climb 0. Device (–1, Iron Man Gauntlets and Boots).
with
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Repulsor Beam (4): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (3): Pace 12, Climb 0. Device (–1, Iron Man Gauntlets and Boots).


Model: Iron Man Mk. III
Tony's first fully combat-ready armor. This iteration made some minor improvements to the Mk. II, as well as adding most of the suit's weapons. It was damaged nearly beyond repair during his duel with Iron Monger.
Movie: Iron Man (2008).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2.
Power Level: Heavy Hitter with Super Karma (70 PP)
  • Armor +12 (9): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Limitation (–2, can only be put on at an Iron Man station), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (16): Strength +8, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (3): Pace 12, Climb 0. Device (–1, Iron Man Gauntlets and Boots).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Marksman, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (12): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. IV
This suit was built as a replacement for the Mk. III after it was nearly destroyed, and remained in use until just before the battle at the Stark Expo. Only notable differences here are minor software changes.
Movie: Iron Man 2 (2010).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2.
Power Level: Heavy Hitter with Super Karma (70 PP)
  • Armor +12 (9): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Limitation (–2, can only be put on at an Iron Man station), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (16): Strength +8, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (3): Pace 12, Climb 0. Device (–1, Iron Man Gauntlets and Boots).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, First Strike, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (12): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).

Power Stunts:
  • Stun (4): MBT, Strong, Projectile, Contingent (–2, repulsor beam). In the Iron Man 2 prequel comic, Stark used his repulsors to blast at the ground and leave a squad of Ten Rings insurrectionists knocked out from the concussive blast.


Model: Iron Man Mk. V
The Mk. V was constructed to test the field deployment system that Stark was working on, in order to don the suit anywhere instead of being forced to activate the suit in pre-determined locations. It lacks most of its previous weapons systems in favor of portability.
Movie: Iron Man 2 (2010).
Power Level: Four Color (45 PP)
  • Armor +10 (10): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Super Attribute (14): Strength +7, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Improved Nerves of Steel. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Ambidextrous. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (2): Fighting +1, Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. VI
Deployed just prior to the battle at the Stark Expo, this suit offered some minor software and weapons upgrades, including a micro-missile launcher and an experimental laser-cutting system. This armor model remained in operation until the Battle of New York.
Movie: Iron Man 2 (2010), The Avengers (2012).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2, micro-missile ×6.
Power Level: Cosmic (75 PP)
  • Armor +12 (9): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Limitation (–2, can only be put on at an Iron Man station), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (16): Strength +8, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Repulsor Beam (8): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet). Switchable (primary).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (4): Pace 12, Climb 2. Device (–1, Iron Man Gauntlets and Boots).
with
  • Flight (15): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (6): Ambidextrous, First Strike, Frenzy, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (14): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).

Power Stunts:
  • Absorption (6): Reflection, Transference. Contingent on armor, Device (–1, Iron Man Armor). In The Avengers, a lightning blast from Thor supercharged Iron Man's armor by a few steps, bringing his armor power up to 475%.
  • Broadcast (2): Broadcast (+2). Contingent on armor, Device (–1, Iron Man Armor). When intercepting Loki, Stark hacked into a quinjet's secure comms to announce his arrival.
  • Explode (7): Damage 5d8, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor). These experimental lasers were used in Iron Man 2 against the Hammer drones, once Tony realized that he and Col. Rhodes were vastly outnumbered. To quote, "It was a one-off."


Model: Iron Man Mk. VII
This armor model was utilized at the Battle of New York, making full use of Tony's new auto-deployment system, along with other miscellaneous upgrades, such as flight stabilizers. It perfected the Mk. VI experimental laser systems and significantly upgraded the micro-missile deployment system. This suit remained in use until Stark's home was attacked and the suit was lost in the ocean.
Movie: The Avengers (2012).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (5): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, First Strike, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (13): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
As a note, the Edge "Recall Device" is a custom Edge that allows a character to let his Devices fly towards him at the character's normal flying Pace, and equipped as a free action once they reach him.


Model: Iron Man Mk. XI
This model, one of the first to be finished after the Battle of New York, was created to significantly increase flexibility and speed in flight, while retaining previous weapons systems. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (5): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (2): Agility +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (14): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XIII
This model retained the weapons systems of previous suits, but sacrificed some maneuverability for for a higher durability metal for better protection. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +16 (13): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (18): Mach 1, Climb 2, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (5): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (14): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XV, "Sneaky"
This is the first Iron Man suit to specialize in stealth capabilities, utilizing optical camouflage and anti-radar-detection systems, and still retains its previous weapons systems. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (5): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Invisibility (1): Level 1, –2 to hit. Personal. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (15): Fighting +1, Notice +2, Piloting +2, Shooting +2, Stealth +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (3): Notice +1, Piloting +1, Shooting +2, Stealth +1. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (3): Notice +1, Piloting +1, Shooting +2, Stealth +1. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (7): Notice +1, Piloting +1, Shooting +6, Stealth +1. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (3): Notice +1, Piloting +1, Shooting +2, Stealth +1. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XVI, "Nightclub"
This model was designed to specialize completely in stealth, sacrificing some durability and almost all of its weapons systems in favor of far more powerful stealth capabilities. It also utilizes the same optical camouflage as the Mk. XV. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Heavy Hitter with Super Karma (70 PP)
  • Armor +12 (11): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (16): Strength +8, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (5): Pace 24, Climb 0, –1 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Invisibility (1): Level 1, –2 to hit. Personal. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (10): Fighting +1, Notice +2, Piloting +2, Shooting +2, Stealth +3. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (3): Notice +1, Shooting +2, Stealth +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XVII, "Heartbreaker"
This model included an exceptionally powerful unibeam and oversized arc reactor, though sacrifices its anti-tank missile systems. This power could be rerouted to generator a repulsor shield to increase its durability. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-infantry darts ×10, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (5): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Unibeam (21): Range 12/24/48, Damage 4d10, RoF 1, AP 6, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Toughness +4 (1): Contingent on armor, Device (–1, Iron Man Armor), Requires Activation. (Repulsor shielding tech.)
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Toughness +4 (1): Contingent on armor, Device (–1, Iron Man Armor), Requires Activation. (Repulsor shielding tech.)
with
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (6): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Toughness +4 (1): Contingent on armor, Device (–1, Iron Man Armor), Requires Activation. (Repulsor shielding tech.)


Model: Iron Man Mk. XVIII, "Cassanova"
This increases the cloaking capabilities of the Mk. XVI, as well as retaining the unibeam of the Mk. XVII. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Cosmic (75 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (17): Agility +1, Strength +8, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (5): Pace 24, Climb 2, –1 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Invisibility (4): Level 2, –4 to hit. Personal. Contingent on armor, Device (–1, Iron Man Armor). (Active cloaking tech.)
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (10): Fighting +1, Notice +2, Piloting +2, Shooting +2, Stealth +4. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (3): Notice +1, Piloting +1, Shooting +2, Stealth +1. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XIX, "Tiger"
This suit was specially designed for high velocity flight. It sacrifices its anti-tank missile an tri-laser systems to shed the weight necessary to achieve supersonic speeds. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-infantry darts ×10, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (20): Mach 2+, Climb 4, –8 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
  • Flight (12): Pace 192, Climb 4, –4 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (13): Fighting +1, Notice +2, Piloting +3, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (3): Notice +2, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (3): Notice +1, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (7): Notice +2, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXII, "Hot Rod"
This suit was a prototype for the War Machine Mk. II armor, but lacking the external weapons systems. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Power Level: Heavy Hitter with Super Karma (70 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (16): Strength +8, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (6): Ambidextrous, First Strike, Frenzy, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (5): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (4): Pace 12, Climb 4. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Assault SMG (6): Range 24/48/96, Damage 2d6, RoF 3, AP 2, Heavy Weapon, Lethal, Requires Material (–2, ammunition). Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Assault SMG (6): Range 24/48/96, Damage 2d6, RoF 3, AP 2, Heavy Weapon, Lethal, Requires Material (–2, ammunition). Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (2): Pace 12, Climb 0. Contingent on armor, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXIII, "Shades"
This suit was specifically designed with heat resistance in mind. It was not built with combat in mind, lacking all weapons systems except for basic repulsors. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Cosmic (75 PP)
  • Armor +12 (11): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (5): Air, Cold. +4 to resist, +4 Toughness. Fire/Heat. +4 to resist, direct attacks cause half damage. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
  • Super Skill (5): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 4d6, RoF 1, AP 2, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXIV, "Tank"
This suit is an upgrade variant of the Mk. XVII, possessing increased durability. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +16 (13): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Unibeam (21): Range 12/24/48, Damage 4d10, RoF 1, AP 6, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Super Skill (3): Notice +2, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (3): Notice +1, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Toughness +4 (1): Contingent on armor, Device (–1, Iron Man Armor), Requires Activation. (Repulsor shielding tech.)
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (7): Notice +2, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Toughness +4 (1): Contingent on armor, Device (–1, Iron Man Armor), Requires Activation. (Repulsor shielding tech.)
with
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (6): Ambidextrous, Dodge, First Strike, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (5): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Toughness +4 (1): Contingent on armor, Device (–1, Iron Man Armor), Requires Activation. (Repulsor shielding tech.)


Model: Iron Man Mk. XXV, "Striker"
This armor was created solely to assist in heavy construction, with only basic combat capabilities due to the enormous jackhammer-like appendages, sacrificing all other weapons systems. It can also withstand very high temperatures and electrical surges. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Heavy Hitter (60 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Attack, Melee (7): Damage Str+3d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Flight (5): Pace 48, Climb 2, –2 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (2): Air, Cold, Electricity, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
  • Super Skill (5): Fighting +1, Notice +2, Piloting +2, Repair +1. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXVI, "Gamma"
A more combat-focused upgrade of the Mk. XXV, including its combat repulsors. This suit, however, was specifically built to withstand intense levels of radiation. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Cosmic (75 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Attack, Melee (7): Damage Str+3d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Flight (4): Pace 48, Climb 0, –2 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (3): Air, Cold, Electricity, Fire/Heat, Radiation. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
  • Super Skill (5): Fighting +1, Notice +2, Piloting +2, Repair +1. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXVIII, "Jack"
This model was constructed to withstand high levels of radiation, but only has very basic combat capabilities, including a less powerful unibeam. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Cosmic (75 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (6): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Radiation. +4 to resist, direct attacks cause half damage. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (16): Strength +8, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (3): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (3): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (3): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (10): Pace 96, Climb 4, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (7): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (11): Range 12/24/48, Damage 3d10, RoF 1, AP 4, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXIX, "Fiddler"
This model retains nearly all its combat capabilities, sacrificing only its anti-infantry darts, but was designed to maneuver far more easily through construction zones.
Movie: Iron Man 3 (2013).
Inventory: Anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic (75 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Flight (10): Pace 96, Climb 4, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (14): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Attack, Melee (5): Damage Str+3d6, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (6): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXXI, "Piston"
This model was designed for supersonic flight. It only sacrifices its anti-infantry systems in favor of increased thrust and streamlining. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +12 (11): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (22): Mach 2+, Climb 4, –8 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (12): Pace 192, Climb 4, –4 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (5): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (12): Pace 192, Climb 4, –4 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (12): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXXIII, "Silver Centurion"
This model was made to save power. It also has large blades hidden in its gauntlets. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Anti-infantry darts ×10, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (5): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (4): Damage Str+2d6, Heavy Weapon, Lethal, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (15): Fighting +3, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (6): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (6): Notice +1, Piloting +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXXIV, "Southpaw"
The Mk. XXXIV was designed to operate inside of natural disaster areas, like earthquakes or tornadoes. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (20): Strength +10, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (13): Damage Str+2d6, Heavy Weapon, Reach 4. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (6): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (6): Fighting +2, Notice +1, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXXV, "Red Snapper"
A minor variant of the XXXIV, sacrificing dexterity to better assist people in natural disasters, such as individuals trapped during an earthquake.
Movie: Iron Man 3 (2013).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2, micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (20): Strength +10, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (13): Damage Str+2d6, Heavy Weapon, Multiple Attacks, Reach 4. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (6): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXXVII, "Hammerhead"
This model was designed specifically designed for deep-sea operations, withstanding extreme pressues. It's also equipped with torpedoes in place of its usual missile ordinance systems. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Torpedoes ×10, synchronization bracelet.
Power Level: Cosmic (75 PP)
  • Armor +16 (13): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (2): Air, Cold, Fire/Heat, Water. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (3): Pace 12, Climb 2. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (9): Fighting +1, Notice +2, Piloting +1, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Torpedoes (13): Range 24/48/96, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Torpedoes). Contingent on armor, Device (–1, Iron Man Armor), Limitation (–2, underwater only).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXXVIII, "Igor"
This model was made specifically for heavy lifting and stabilization rather than combat. It has a variety of locking mechanisms to help hold it in place. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Cosmic (75 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Growth (2): Level 2 (Size, Strength, and Toughness +2). Monster. Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (2): Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (6): Brawny, Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (10): Pace 96, Climb 4, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Strength Deployment (Switchable):
  • Super Attribute (16): Strength +9. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–2, may not move). Switchable (primary).
  • Super Skill (4): Fighting +1, Notice +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Super Attribute (12): Strength +7. Contingent on armor, Device (–1, Iron Man Armor). 
  • Super Skill (6): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XXXIX, "Starboost"
This suit was designed for sub-orbital travel, possessing an extremely durable exoskeleton and able to reach extremely high speeds. It lacks most weapons systems, though it possesses a concussion cannon fired out of the central chestpiece. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Micro-missile ×30, synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +16 (13): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (2): Air, Cold, Fire/Heat, Radiation. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
with
  • Sub-Orbital Flight (16): Mach 2+, Climb 4, –8 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–2, sub-orbital altitudes only).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (6): Ambidextrous, Dodge, Gravitic Acclimation, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (10): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (4): Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
with
  • Micro-Missile (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, Micro-missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (4): Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XL, "Shotgun"
This model was designed to fly at hypersonic speed and possessing extreme maneuverability. It also sacrifices most of its weapons systems to add stabilizers so it can utilize its repulsors at high speeds. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Flight (19): Mach 2+, Climb 6, –8 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (9): Fighting +1, Notice +2, Piloting +3, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (3): Notice +1, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XLI
This armor was initially designed to focus on speed and maneuverability. Its appearance looks stripped down because it was supposed to separate and allow for interchangeable parts depending on the mission. These extra parts were never manufactured. It was destroyed during the Battle on the Norco as part of the Clean Slate protocol.
Movie: Iron Man 3 (2013).
Inventory: Synchronization bracelet.
Power Level: Cosmic with Super Karma (85 PP)
  • Armor +14 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Extra Actions (6): Limitation (–2, melee attacks only), Limitation (–1, negates armor value).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (20): Agility +2, Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (1): Recall Device. Device (–1, synchronization bracelet).
Flight Systems (Switchable):
  • Flight (17): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
with
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (5): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Gauntlet).
  • Flight (10): Pace 96, Climb 4, –3 to be hit while flying. Contingent on armor, Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (5): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Ambidextrous, Dodge, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (8): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Focus, Heavy Weapon. Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (2): Notice +1, Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XLII
Stark's most recent model before the attack on his Malibu home, the Mk. XLII was still in the early phases of the experimental stage, specifically expanding on the capabilities of the Mk. V and the Mk. VII to deploy the armor anywhere. This particular model allowed individual pieces of the armor to be deployed from nearly anywhere in the world (though the time it takes obviously varies with distance), as well as for the entire suit to be controlled in real-time remotely. Due to its experimental nature, however, the suit is largely devoid of weapon systems other than its standard repulsors.
Movie: Iron Man 3 (2013).
Power Level: Heavy Hitter with Super Karma (70 PP)
  • Armor +12 (12): Hardy, Heavy Armor. Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Duplication (2): Level 1, No Tell, Sturdy. Device (–1, HUD Visor), Limitation (–2, loses powers while active). (Remote control.)
  • Heightened Senses (2): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Device (–1, Iron Man Helmet), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (13): Strength +7, Vigor +1. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (2): Improved Nerves of Steel. Contingent on armor, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (16): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet). 
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (8): Pace 48, Climb 2, –2 to be hit while flying. Device (–1, Iron Man Armor).
Weapons Systems (Switchable):
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Device (–1, Iron Man Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (7): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet). Switchable (primary).
with
  • Unibeam (12): Range 12/24/48, Damage 3d10, RoF 1, AP 4, Focus, Heavy Weapon. Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).
*Once Stark begins using this suit, he has taken the Recall Device Edge as part of his normal progression.


Model: Iron Man Mk. XLIII
The Mk. XLIII improves on and otherwise perfects the XLII's design, allowing remote control and fitting the other weapons systems to the suit, as well as automating certain remote aspects (such as a sentry mode). It was also designed to interface with the later Mk. XLIV armor. This armor was in use until its deployment with the Mk. XLIV in South Africa to deal with the Hulk.
Movie: Age of Ultron (2015).
Inventory: Anti-infantry darts ×10, anti-tank missile ×2, micro-missile ×30.
Power Level: Cosmic with Super Karma (85 PP).
  • Armor +14 (13): Hardy, Heavy Armor. Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (3): Data Sense, Eagle Eye, Infravision, Low Light Vision, Super Sight. Device (–1, Iron Man Helmet), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (16): Mach 1, Climb 2, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (8): Pace 48, Climb 2, –2 to hit while flying. Device (–1, Iron Man Gauntlets and Boots).
Weapons Systems (Switchable):
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Device (–1, Iron Man Armor).
  • Duplication (2): Level 1, No Tell, Sturdy. Limitation (–2, loses powers while active), Limitation (–1, cannot fly or use other weapons in this Switchable set). (Sentry mode.)
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (7): Fighting +1, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 6, Focus, Heavy Weapon. Device (–1, Iron Man Armor), Limitation (–1, can only use Focus).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).
with
  • Fortress Buster (9): Range Special, Damage 4d6, RoF 1, LBT, Heavy Weapon, Lethal, Requires Material (–2, fortress-buster missiles). Contingent on armor, Device (–1, Iron Man Armor), Limitation (–1, is considered a bomb and uses the Knowledge (Bombardier) skill).
  • Super Skill (5): Knowledge (Bombardier) +5, Notice +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).
with
  • Anti-Infantry Darts (9): Range 12/24/48, Damage 2d6, RoF 5, Lethal, Requires Material (–2, Anti-infantry darts). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (5): Notice +1, Shooting +6. Contingent on heightened senses, Device (–1, Iron Man Helmet).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, Anti-tank Missile). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (1): Piloting +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Armor).


Model: Iron Man Mk. XLIV
Also known as the Hulkbuster, this monstrous armor's sole purpose is to subdue and capture the Hulk in the event that he goes out of control. It is powered by more than eleven arc reactors—its basic repulsors are as strong as a normal suit's unibeam attack—and is reinforced by multiple layers of advanced armor, deployed from the Veronika tracking platform (and is able to replace broken pieces or missing pieces with new ones from this same platform). It is also equipped with a variety of tools for its unique purpose, including powerful net hooks, stunning gas, and the ability to deploy replacement parts from the Veronika platform in case of severe damage.
Movie: Age of Ultron (2015).
Inventory: Mini-rockets ×12.
Power Level: Deity (90 PP).
  • Armor +20 (14): Hardy, Heavy Armor. Device (–1, Hulk Buster Armor), Limitation (–1, requires a secondary armor to interface with), Slow to Activate.
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Hulk Buster Armor).
  • Flight (6): Pace 48, Climb 0, –2 to hit while flying. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Growth (8): Level 4 (+4 to Size, Strength, and Toughness), Monster. Contingent on armor, Device (–1 Hulk Buster Armor).
  • Heightened Senses (1): Data Sense, Eagle Eye, Low Light Vision, Super Sight. Contingent on armor, Device (–1, Iron Man Armor), Requires Activation.
  • Regeneration (9): Level 5, roll to heal every round. Regrowth. Device (–1, Hulk Buster Armor and Veronika Platform), Limitation (–1, armor only), Limitation (–1, deployment of replacement parts can be interrupted with an opposed Agility check).
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Speed (2): –1 to hit. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Super Attribute (18): Strength +7, Vigor +2. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Super Skill (6): Fighting +2, Notice +2, Piloting +2, Shooting +2. Contingent on heightened senses, Device (–1, Hulk Buster Armor).
Weapons Systems (Switchable):
  • Repulsor Blast (14): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Hulk Buster Armor). Switchable (primary).
  • Repulsor Blast (10): Range 12/24/48, Damage 3d10, RoF 1, AP 8, Heavy Weapon, Lethal. Contingent on armor, Device (–1, Hulk Buster Armor).
with
  • Mini-Rockets (18): Range 24/48/96, Damage 4d6, RoF 4, AP 6, MBT, Heavy Weapon, Lethal, Requires Material (–2, mini-rockets). Contingent on armor, Device (–1, Hulk Buster Armor).
with
  • Attack, Melee (5): Damage Str+2d6, Grapple, Heavy Weapon, Lethal, Multiple Attacks. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Ensnare (3): Very Strong. Contingent on armor, Device (–1, Hulk Buster Armor), Ranged Touch Attack 12" (Shooting).
  • Stun (2): Strong ×2. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on armor, Device (–1, Hulk Buster Armor).
  • Super Edge (4): Improved Frenzy, Killer Instinct. Contingent on armor, Device (–1, Hulk Buster Armor).



Model: Iron Man Mk. XLV
The most recent armor at Tony's disposal, the Mk. XLV only possesses a minor upgrade to the Mk. XLIII's software, deployed after the former was severely damaged in South Africa. This model is still in use today.
Movie: Age of Ultron (2015).
Inventory: Anti-tank missile ×2, micro-missile ×30.
Power Level: Cosmic with Super Karma.
  • Armor +14 (13): Hardy, Heavy Armor. Device (–1, Iron Man Armor).
  • Doesn't Breathe (1): Contingent on armor, Device (–1, Iron Man Armor).
  • Heightened Senses (3): Data Sense, Eagle Eye, Infravision, Low Light Vision, Super Sight. Device (–1, Iron Man Helmet), Requires Activation.
  • Resistance (1): Air, Cold, Fire/Heat. +4 to resist, +4 Toughness. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Attribute (18): Strength +9, Vigor +2. Contingent on armor, Device (–1, Iron Man Armor).
  • Super Edge (4): Improved Nerves of Steel, Take the Hit. Contingent on armor, Device (–1, Iron Man Armor).
Flight Systems (Switchable):
  • Flight (19): Mach 1, Climb 4, –6 to hit while flying. Contingent on armor, Device (–1, Iron Man Armor). Switchable (primary).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to hit while flying. Device (–1, Iron Man Gauntlets and Boots).
with
  • Repulsor Beam (6): Range 12/24/48, Damage 3d6, RoF 1, AP 4, Heavy Weapon. Device (–1, Iron Man Gauntlet).
  • Tri-Laser System (6): Range 12/24/48, Damage 2d6, RoF 1, AP 10, Heavy Weapon, Lethal. Device (–1, Iron Man Gauntlet).
  • Flight (9): Pace 96, Climb 2, –3 to hit while flying. Device (–1, Iron Man Gauntlets and Boots).
Weapons Systems (Switchable):
  • Attack, Melee (6): Damage Str+2d6, Heavy Weapon, Multiple Attacks. Device (–1, Iron Man Gauntlets).
  • Super Edge (2): Ambidextrous, Two-Fisted. Contingent on heightened senses, Device (–1, Iron Man Armor).
  • Super Skill (12): Fighting +1, Notice +2, Piloting +2, Repair +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet). Switchable (primary).
with
  • Unibeam (13): Range 12/24/48, Damage 3d10, RoF 1, AP 6, Focus, Heavy Weapon. Device (–1, Iron Man Chest Plate).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).
with
  • Micro-Missiles (13): Range 12/24/48, Damage 4d6, RoF 3, AP 6, Heavy Weapon, Lethal, Requires Material (–2, micro-missiles). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).
with
  • Anti-Tank Missile (13): Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal, Requires Material (–2, anti-tank missiles). Contingent on armor, Device (–1, Iron Man Armor).
  • Super Skill (1): Notice +1, Shooting +2. Contingent on heightened senses, Device (–1, Iron Man Helmet).

Tony Stark has a lot of armors, but thus far they can all be rather reasonably created with rules as written—with a plentiful helping of Switchable, of course! Hopefully it stays about where they are now, because with any more large boosts to power, I'm may have to break the system to accommodate for everything.
—DoctorBoson