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Iron Man (Mark 10)

supermancrafting.png

5

Tier:

Alignment: Light

Defense: High

Class: Healer

Armor Class: Advanced
Type: None
Predecessor: None (Base)
Successor: Mark 13
Health: 20
Strength: 14
Jump Boost: 4
Fortitude: 5
Fire Resistance: 1
Bulletproof
Enhanced Vision
Flight: 5

System Diagnostics:
- Energy Efficiency: Medium
- Flight Drainage: Medium
- Repulsor Drain: 5-10%
- Unibeam Drain: 25%

Changelog: Mark 10 marks the first of its kind, the next generation of armors. It is able to reach higher altitudes than all pervious armors and has a faster flight speed. Its strength and durability surpasses all before as well. It does lack any form of laser weapon though.

Abilities

Ability 1: Repulsor Blast
Shoot a repulsor blast at your opponent, knocking them back. Deals 10 damage. Damage decreases to 2 when at a distance. Requires at least 5% energy. Can be used to break glass and vegetation.

Ability 2: Repulsor Beam
Shoot a repulsor beam out of both hands, dealing 12 damage in total (but spreads). Damage decreases to 4 when at a distance. Requires at least 10% energy. Can be used to break glass and vegetation.

Ability 3: Unibeam
Divert power to the central arc reactor unit, delivering a powerful blast capable of staggering opponents for 5 seconds. Deals 24 damage, sending opponents flying backwards. Requires at least 25% energy. Can be used to break glass and vegetation.

Ability 4: Use Weapon
Deploy currently selected weapon.

Ability 5: Select Weapon
Cycle through the armor's weapons. Alternatively, you can use the number pad to automatically select a specific weapon.

Equip: Thrusters
Use repulsor thrusters to quickly evade attacks.

Utility: Power Dive
Rocket yourself in the air before diving into the ground, knocking all nearby opponents back. Deals 10 damage. If too far away from the ground, you won't perform the slam, but move can still be used to quickly dive bomb.

Special: Micro Projectiles
Active the stored explosive micro projectiles, locking on to nearby enemies. Deals 90 damage in total, staggering for 5 seconds. Damage decreased by half at a distance.

Armor: Helmet
Can lift faceplate up.

Immunities:
- Bleeding
- Fall Damage
- Fear Toxin

Weaknesses:
- EMP
- Water
- Altitudes higher than 500

Armor Weapons:
- Shoulder-Guns (Deals 12 damage in total)
- Missile (Explodes on impact, dealing 12 damage)
- Flares (Projectile immunity + blinds and burns for an additional 5 seconds)
- Donning

J.A.R.V.I.S.
To use JARVIS do /jarvis and a list of commands will come up. The commands you can use are
- /jarvis tracking
- /jarvis analyze
- /jarvis call mark <#>
- /jarvis scan arena
- /jarvis searchfor (Legacy Only)
- /jarvis zoom (Legacy Only)

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