Sentinel - Type Tri-Sentinel

Sentinel - Type Tri-Sentinel
F) Sh-X150 A) Mn75 S) Sh-Y200 E) Sh-Z500 R) Ex20 I) Ex20 P) Ex20

Health: 925 Karma: 60 Resources: N/A Pop: N/A

Known Powers: Robotic Construction: The Tri-Sentinel is a robot, and as such has a number of special abilities: -Immunity to Poison, Disease and Gas -Invulnerability to Mental Attacks, such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.) -Self-Sustenance: Tri-Sentinel does not need to breathe, and as such is unharmed by the effects of outer space. Immersion in water may inflict Rm damage (End FEAT to avoid). -When fully assembled, the Tri-Sentinel is 50' tall, and as such those attacking the Tri-Sentinel have a + 3CS chance of hitting. -Body Armor: The Tri-Sentinel is made of Rm strength material. This has been enchanted to provide Mn protection vs. Physical and Energy attacks. Weapons Systems: The Tri-Sentinel packs the following abilities: -Multiple Attacks: The six-armed Sentinel can make up to 3 attacks per round, or grapple up to six separate man-sized targets. If grappling, a target of similar size, the Tri-Sentinel is +3 on its attacks. -Energy Bolts: Un Energy or Force, 20 area range, may make 6 different attacks and can be unleashed at once. -Catch-Web Cables: Mn entanglement, 1 area range. -Gas Jets: In intensity knock-out or poison gas, 3 area range. -Cold Beams: Am intensity cold, mounted in the eyes, 2 area range. Defense Systems: The Tri-Sentinel's defense systems include: -Multi-Directional Sensors: The Tri-Sentinel's three-faced head allows it to see in all directions, on all frequencies, with Sh-Z ability. Attempts to surprise or blindside the Tri-Sentinel are at -4CS. -Energy Shield: Un protection vs. all Energy attacks. Only one can be created at a time. Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels which carried over into the Tri-Sentinel. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves. For the original Sentinels, this will be effective, but the Tri-Sentinel is only immobilized for 1-10 rounds until it overrides the logic.

Equipment: None

Talents: None