| Cybernetics: Arc Reactor (8)|
The reactor that powers the War Machine armor is remarkably similar to the one that Tony Stark designed for himself, even to the point of being mounted in Rhodey's chest to power his life support systems. It's capable of generating three gigajoules per second, more than enough to suit his needs in all but the most drastic of circumstances.
Armor: Armor Statistics (-)
Many of Rhodey's basic statistics are greatly boosted when he's wearing his armor. Numbers are as follows:
Agility: 7, Strength: 8, Toughness: 9, Perception: 8, Intellect: 6 (PATTON's processing capabilities), Willpower: 7 (Rhodey)
The War Machine armor is composed of uniquely designed and layered materials, is driven by potent servo-motors, and carries technological innovations that the public has yet to dream of. Bullets don't even scratch it. Heavy weapons are usually little more than an annoyance, though damage is cumulative. It can (and has) taken hits from ICBMs. It's sealed against most environmental attacks, including heat, cold, electricity, chemical warfare, radiation, and electromagnetic interference from outside sources. It also has a refractive coating that is particularly resistant to laser attacks, radar detection, and targeting locks.
Armor: Art of War (8)
War Machine's particular style of fighting heavily incorporates the use of weapons and explosives, even in close combat. When it doesn't, his retractable chainsaws factor heavily into the equation. On top of that, the suit's raw power, durability, and agility make him a formidable opponent when unarmed.
Armor: Beam Projector (-)
When he's wearing the War Machine armor, Rhodey is able to channel power through his chest-mounted arc reactor and fire intense energy bursts. Using a combination of emitters and focusing lenses, the type and intensity of this energy can be modified to include microwaves, disintegration beams, intensely focused light, blasts of heat, hard radiation emissions, and more. Unrated because the scale used to measure damage varies according to the type of beam fired. All variations consume massive power, limiting War Machine to one shot every three rounds if he doesn't want to drastically deplete his emergency reserves.
The beam projector also contains a beta particle trap, a radiation scoop, a solar converter, and various other methods of replenishing power to both the projector itself and the suit as a whole.
- Area of Effect: Varies
- Range: Maximum of 10 miles.
Skill: Businessman (5)
When they can take each other seriously for more than a few minutes at a time, Tony Stark has been giving Rhodey tips on how best to run Force Works. He still asks his friends and advisers many questions, he's learned very quickly. Though he's not an expert yet, he's become a seasoned and sensible CEO.
Cybernetics: Computer Interface (-)
On the rare occasions that he doesn't have access to PATTON or the AI is unable to access a particular device remotely, Rhodey is able to create a direct interface. It allows him to access stored data and command functions with relative ease. This is accomplished via a twelve inch tentacle that's deployed from his wrist. The tentacle retracts into his cybernetic arm when it's not in use.
Armor: Cybernetic Link (-)
As with the Iron Man armor, War Machine's suit boasts a cybernetic link that protects him from mental assaults and invasions as long as the armor is sealed and intact.
Armor: Emp Generator (-)
The War Machine armor carries an EMP generator that Rhodey affectionately refers to as the 'Plan B Launcher.' When activated, it converts all available power reserves into a single electromagnetic pulse. With power at maximum capacity, the EMP blast is capable of shutting down any unshielded device in a fifty mile radius. Unfortunately, it also shuts down the armor, turning it into a few hundred pounds of dead weight until it can be rebooted. A full reboot takes approximately three minutes, a lifetime when you're stuck in a combat scenario.
- Range: Proportionate to current power reserves with a maximum 5 mile radius.
Armor: Enhanced Speed (2)
Even on the ground, War Machine is capable of moving quite a bit faster than the average person. He can sprint as fast as a sports car and make leaps that Olympic athletes can only dream about. His reaction time is similarly impressive, owing in part to assistance from his sensors and targeting computer.
Armor: Flight (6)
Equipped with jet boosters and a repulsor stabilization system for tricky maneuvers, the War Machine armor is extremely fast and nimble in the air.
Armor: Force Shield (6)
War Machine bears a wrist-activated force screen that can deflect attacks to himself and can also be extended to targets in the immediate vicinity. At the lowest power setting, it is capable of defending against anti-tank weapons without a significant drain on energy reserves. It can be boosted high enough to survive direct hits from heavy artillery, though each hit draws on reactor power.
- Range: Self/Touch
- Duration: Maximum of three rounds at its highest defense setting. (Toughness 8)
Armor: Gatling Repulsor (8)
A recent collaborative development between Rhodes and Stark, the Gatling Repulsor has replaced War Machine's more traditional kinetic vulcan cannon. Though the repulsor blasts it fires are relatively low powered, it fires them at the rate of several hundred per second. The extreme power requirements limit the payload to several short, sustained bursts, after which a recharging period is necessary (around ten seconds.) As part of the Utility Backpack, the Gatling Repulsor slides over the shoulder when deployed and reforms as part of the pack when disengaged.
A single shot or graze hits with an Arsenal rating of 3
One burst hits with an Arsenal rating of 6
Five bursts (the full payload) hit with an Arsenal rating of 8.
If directly plugged into a suitable power source, the weapon is capable of firing a steady stream of repulsor blasts, turning War Machine into an immobile but potent artillery cannon.
- Range: Three miles.
- Area of Effect: Single target, though a full barrage may hit several.
- Payload: Effectively unlimited with proper cooldown periods.
Armor: Ghost-Tech (-)
One of several additions to the newest War Machine suit, the Ghost-tech system has been reverse-engineered and recreated by Tony Stark. It has three mutually exclusive functions:
The thermoptic camo uses a combination of holograms and signature-masking alloys to render the armor and its wearer invisible. It works on most sensor arrays as well as the naked eye, though bleeding edge technology and supernatural detection methods may still be effective. The camo is completely impenetrable by conventional means as long as War Machine is motionless. It creates an effect similar to a very small heat wave when he's in motion.
By focusing his holographic projector at an external target, War Machine can create a variety of convincing distractions. The more complex the distraction, the more difficult it is for him to maintain. Synching the movement of lips with speech generated by his sonic inducer is particularly troublesome.
The matter phasing system sets up sympathetic vibrations between War Machine and any objects he might be carrying, allowing him to pass through solid objects.
Only one of these systems can be engaged at a time. They consume vast amounts of energy, allowing for only sixty seconds of consecutive use before a similar recharging period is necessary. If pushed past this point, the Ghost-tech system can consume his emergency power in as little as thirty seconds. As all available resources are drawn upon when it's engaged, simultaneous use of any weapon systems is not possible.
Armor: Grenade Launcher (4)
This clip-fed automatic grenade launcher fires 20mm projectiles that can be set to airburst, impact, or timed configurations. War Machine carries reloads for several different types of grenades, including high explosive, fragmentation, incendiaries, smoke, and flash. As part of the Utility Backpack, the AGL slides over the shoulder when deployed and reforms as part of the pack when disengaged.
Though they have varying purposes, each grenade does approximately the same damage when used against the appropriate target. (Baseline of Arsenal 4)
- Range: 0.5 miles.
- Area of Effect: Varies.
- Payload: 40 grenades, though additional reloads may be carried.
Cybernetics: Magnetic Integration (-)
Using the magno-locks contained in his body, Rhodey can interface directly with nearly any metallic construct and temporarily incorporate it into his suit or cybernetic limbs. This is accomplished by magnetically disassembling the target and reassembling it at the desired location. Anything larger than a tank or fighter jet is subject to a maximum of three pose rounds of integration with the War Machine suit. Rhodey's cybernetic limbs are limited to what he able to lift and maneuver.
- Range: Line of sight.
- Payload: Limited to current carrying capacity.
Skill: Mechanical Aptitude (7)
Rhodey was an aircraft mechanic even before he became a pilot. If it flies, he can fix it. He's also gotten very good at repairing the War Machine armor. Sometimes Tony is busy, after all.
More than that, Rhodey has begun to show a knack for figuring out how weapons work. He contributed to the development of the gatling repulsor and assisted in downsizing existing technology for his grenade launcher and missile pod. Though he's never tackled any large projects by himself, he's ready to take his first leap.
Armor: Micro Missiles (4)
At a moment's notice, panels on the War Machine armor's upper chest and shoulders can slide back to reveal an extensive array of micro missiles and small projectiles. These are War Machine's primary non-lethal/less lethal armament. He packs taser rounds, knockout gas, thermite anti-material rounds, concussion missiles, flashbang rockets, and wooden baton rounds.
Though these have varying non-lethal purposes, they do the same approximate "damage" (baseline of Arsenal 4) to the proper targets when used in the proper format.
- Range: Approximately one mile.
- Area of Effect: Varies.
- Payload: 36 missiles, though additional reloads may be carried.
Armor: Mini-Flamethrower (4)
Attached to the underside of War Machine's left arm, his mini-flamethrower is fed by interchangeable fuel tanks. As it is generated by liquid plasma forced through a tight aperture and ignited by repulsor technology, this fire burns a great deal hotter than your average napalm. It's even able to melt through steel with enough contact. It's capable of spraying either a cone-shaped blast or a much narrower stream at longer ranges. Like the rest of his exterior weapon systems, the mini-flamethrower is retractable. (Baseline damage is Arsenal 4)
- Range: 30' (Stream)
- Area of Effect: 15' (Cone)
- Payload: Approximately 60 seconds of flame per fuel tank.
Armor: Missile Pod (6)
The War Machine armor boasts a sixteen-port missile pod that can load a variety of different rounds. Standard high explosives are a favorite, as are armor-piercing explosive rounds and surface-to-air missiles. This is a long-range, high-damage assault weapon, equal to military grade weapons several times as large. As part of the Utility Backpack, the missile pod slides over the shoulder when deployed and reforms as part of the pack when disengaged.
Again, each of these missiles have a very different purpose and are designed to strike a very specific type of target. So long as the right missile is used in the right place at the right time, damage should remain consistent. (Baseline of Arsenal 6)
- Range: Approximately 10 miles.
- Area of Effect: Varies.
- Payload: 16 missiles, though additional reloads may be carried.
Armor: Mod. Assault Weapon (6)
Another collaborative effort between Rhodey and Stark, the Modular Assault Weapon is a dangerous and impressive technological innovation. It's designed to be customized in mid-combat to fill any mission requirements that aren't already covered by one of War Machine's other weapon systems.
In the standard configuration, all three retractable barrels fire energy bolts that are suitable for mid-range applications. The War Machine armor also packs a double-barreled shotgun attachment for close combat and a large, single-barreled "sniper rifle" attachment. Both of these are stored in internal hip holsters until a swap-out is required. All iterations of the weapon draw on the arc reactor for power and fire pulsed plasma blasts.
- Payload: Draws on arc reactor for effectively unlimited power.
- Ranges: Shotgun: 100 ft. Tri Blaster: 0.5 miles. Sniper Rifle: 3 miles.
Cybernetics: Optic Laser (4)
Rhodey's cybernetic eye is capable of firing a laser beam that's suited to both combat and utility applications. It's his last line of defense when he's not wearing his armor. Though it consumes a great deal of power and has a fairly short range, it's still a potent backup weapon.
- Range: Approximately one hundred feet.
- Area of Effect: Single target.
- Payload: Effectively unlimited, but recharging time limits the Optic Laser to one blast every other pose round.
AI: PATTON (8)
Pacification and Termination Tactical Onboard Nanoprocessor (Voiced by R. Lee Ermey.)
Originally programmed and uploaded into the War Machine armor as a joke by Tony Stark, PATTON has grown to be an integral part of the suit's AI and targeting systems. It replies to vocal and mental commands, provides constant input from the suit's sensor suite, and also warns Rhodey of incoming weapons locks while simultaneously attempting to defeat them.
PATTON can be transported from the War Machine armor to Rhodey's phone, any of his personal vehicles, and to a much more limited version of the home interface that Tony Stark uses. Rather than holographic projections, Rhodey's system uses primarily voice commands coupled with standard visual displays and touchscreen controls.
The rating is a combination of the AI's raw processing power, its ability to upload or download itself over long distances, and the distance at which it is able to gather information using War Machine's sensors and any other available equipment.
Skill: Pilot Aircraft (6)
James Rhodes was an Air Force pilot long before he became the War Machine. Helicopters. Fighter jets. Pontoon planes. Commercial airliners. If Rhodey doesn't already know how to fly it, he's a very fast learner.
Armor: Repulsors (6)
The War Machine armor carries a palm-mounted repulsor array in each gauntlet that's used to stabilize the armor during complicated flight maneuvers. They also happen to be potent weapons. Each can blast through wood, concrete, and even steel like wet tissue. They can fire streamed repulsor bolts or a wider, more dispersed blast.
War Machine's arrays differ from Iron Man's in one way. Rather than a 360 degree attack, his overcharged blast is a 90 degree cone of intense repulsor energy. (Arsenal 8)
- Range: Maximum of three miles.
- Payload: Effectively unlimited with proper power management.
Armor: Self-Sustaining (-)
Vacuum-sealed, waterproof, and airtight, the War Machine armor is impervious to toxins of all kinds so long as its structural integrity hasn't been compromised. It's also capable of drawing in ambient water and vapor, condensing it, and creating at least a two liters of water per day. All wastes created by the user are recycled, and if necessary they can be purified and added to the water ration. The suit also carries a carbon dioxide scrubber that allows it to recycle oxygen for up to 48 hours with no ill effects. In addition, there's a compartment in the torso that stores enough protein pellets and calorie bars to last for seven days.
Armor: Sensors (8)
The War Machine armor boasts a dizzying array of sensor equipment, all of which is linked to PATTON and the Advanced Targeting Computer, which are in turn linked to each of War Machine's individual weapons. Included are a radar, lidar and sonar suite, a seismograph, a directional microphone for amplifying sound, oxygen sensors, a visually operated speedometer, a magnetic anomaly detector, voltage meter, infrared imager, bedwetting alarm, Geiger counter, gyroscopic depth and orientation tools, pressure sensors, and more.
- Range: Maximum range for external sensors is 500 miles.
Armor: Sonic Inducer (6)
The sonic inducer is an instrument with a variety of non-lethal applications. It can produce sound as loud as 120 db, enough to be painful and potentially debilitating to the unprotected ear. It's capable of generating low frequency noise that is barely audible, but very disorienting. It can also fire a pulse of high frequency sound that's capable of shattering glass and other substances with similar crystalline structures. Any of these applications can take the form of either a focused stream or a widely dispersed field with War Machine at the epicenter.
The sonic inducer can also be used in tandem with the Ghost-Tech holographic projector to create diversions.
- Range: 300 feet as a narrowly streamed attack.
- Area of Effect: 30 foot radius as a dispersed field.
Skill: Survivalist (5)
Rhodey is very familiar with survival techniques in a variety of scenarios. Through military training and firsthand experience, he has learned a great deal about procuring food, collecting water, and finding shelter, as well as rationing these necessities when the occasion calls for it. His areas of expertise are jungle, desert, arctic, and post-nuclear scenarios.
Armor: Targeting Computer (8)
Able to track and identify dozens of targets simultaneously, War Machine's advanced targeting computer combines the finest sensor technology on the planet with PATTON's AI and feeds the information to all of the armor's on-board weapon systems. This makes for a unique link between man and machine, giving Rhodey a decided edge when it comes to fixing his targets and firing on them accurately.
Skill: Unarmored Combat (4)
Even without his armor, Rhodey knows a thing or two about defending himself. As a former military man, he has been trained in hand-to-hand combat and the use of all standard firearms employed by the U.S. Armed Forces. His combat skills may have grown a bit rusty during his time as a liaison officer, but he had more chances to sharpen them while serving as Tony Stark's pilot.
Armor: Utility Belt (-)
This is where War Machine packs his extra ammunition. Grenades, rockets, and fuel tanks go here.
- Payload: Varies according to mission profile.
Armor: Warblades (5)
For melee combat, the War Machine armor packs retractable chainsaws in the sides of both forearms. When deployed, each extends two feet out past his fists. When activated, the four chainsaws are capable of cutting through steel and concrete like butter. (Baseline damage is Arsenal 5)