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