Iron Man (Mark 11)
Iron Man (Mark 11)

Iron Man (Mark 11)
Iron Man (Mark 11)

1/1

Iron Man (Mark 11)

supermancrafting.png

5

Tier:

Alignment: Light

Defense: High

Class: Healer

Armor Class: Advanced
Type: Stealth Prototype
Predecessor: None (Base)
Successor: Mark 15/Mark 17
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 11 is a stealth prototype, but with that comes some consequences. Due to its cloaking capabilities, the Mark 11 is more susceptible to electric malfunctions and has a weaker defense than Mark 10. Its cloaking still has yet to be perfected, but it's getting there.

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: Cloak (Type 1)
Temporarily bend light around yourself, fully cloaking into the environment around you. Constantly consumes energy while cloaked.

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
- Electrical Malfunctions
- 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)