The Manhunters
F) Rm30
A) Ex20
S) Am50
E) Sh-X150
R) Gd10
I) Gd10
P) Pr4
Health: 250 Karma: N/A
Resources: N/A Pop: N/A
Known Powers:
Robotic Construction: The Manhunters are robots, and as such have a number of special abilities:
-Immune to Poison, Disease and Gas: CL1000
-Invulnerability to Mental, attacks such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.)
-Self-Sustenance: Manhunters do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
-Body Armor: Rm strength material, Rm protection vs. Physical and Energy
-Manhunters at this stage do not generate or spend Karma.
-Flight: Ex airspeed
-Learning Program: This program allows the Manhunters to gain a +1cs against an opponent in all FEATs after fighting that opponent for 3 rounds. Further, the information is relayed back to central computers, such that other Manhunters are aware of it and gain the cs in future battles.
Weapons Systems: The Manhunters have a variety of weapons-systems, fired from their hands or eyes. These include:
-Optic Energy Beams: In Energy, 3 area range.
-Energy Gauntlet: Am Force, 7 areas
-Sinestro Corps Battery: Should a member of the Sinestro Corpse need to recharge their ring, the Manhunters will open their face plates to allow them to do so.
Equipment:
Staff: Mn material, Am Blunt attack, has the following abilities:
-Electrical Blast: Able to fire Rm Electrical Energy within a 5 area range
Talents: Tracking, Martial Arts B
Contacts: The Manhunters