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Iron Man early golden Armor suit

Iron Man armor suit

(Mod. 1 Mk. 2 "Golden Armor")


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is one of the power armour  suits worn by Iron Man (Tony Stark) in Marvel comic books. Each model gets its own profile. For now and in chronological order :

  1. M1 Mk1 “Grey Armour”
  2. M1 Mk2 “Golden Armour” – this here profile
  3. M5 “Golden Avenger”
  4. M6 “Silver Centurion”

Overview

This is the suit that Stark built once he returned to America. Though it retains the same general look and concepts as the M1 Mk1, it is much more sophisticated and powerful.

Early on, the suit keeps its grey iron exterior, and can be easily confused with the Mod. 1 Mk. 1 “Grey Armour” suit. Stark soon gives it a less sinister colour and this suit thus becomes known as the “Golden Armour”.

The exterior is solid iron, and the plates are now milled rather than knitted. The tetrafluoroethene plastic coating is gone, creating a clear vulnerability toward corrosion. Perhaps this sort of coating was a design of Professor Yinsen that Tony Stark could not replicate right away.

The joints that cannot be protected by plating now have a layer of chain mail to reduce the weakness they represent.

The motors are now flat solenoids, and it uses solid state electronics rather than the artisanal “micro modules” machined back in Việt Nam.

Only a few improvements have been mentioned :

  • Water-cooled padding
  • Joints powered using stacks of flat, circular motors driving helical screws
  • A sort of primitive HUD using CRT micro-TV projectors pointed at the eyepieces
  • Directional speakers – the sounds hitting the suit are picked up and relayed to inner eyepieces

With the exception of the chestplate, the components of the suit (boots, helmet, etc.) are all collapsible. They can be stored flat as if made of fabric, and put on in seconds by a trained operator – somehow becoming rigid, bulky power armour as they are unfolded from storage.

During its very first appearance, the M1 Mk2 suit seems mid-powered – a clear improvement over the M1 Mk1, but not earthshaking. However, Iron Man then starts being depicted as being crushingly powerful, able to casually overcome most man-made obstacles and war machines.


Notable systems

The new systems are :

  • Much more powerful power armature allowing Iron Man to tear down thick stone walls or lift dozens of tons (perhaps “Class 55” or so). By pushing the servos he could even hold a rocket that seemed about the equivalent of a Titan II ICBM.
  • Reinforced armour plating and much better padding, allowing him to withstand a direct impact from a Napoleonic cannonball
  • More powerful air turbines allowing him to leap atop a small building, or cushion his fall when jumping from several stories high. These soon evolve in transistor-powered jetboots allowing actual flight. Speed seems to be in the 200-to-220 mph range.
  • Electrical beams from the palms that jam electronic equipment, making it inert due to interference
  • Electrifying his shell to shock those touching him (or even some inches away)
  • Transistor-powered mini-drill – a sort of propeller on his hand allowing him to tunnel thru soft soil and asphalt. These are soon upgraded into being capable of pulverizing rock, then into a pair of fist-mounted diamond-tipped drills that can tunnel through any stone.
  • Miniature public-address system greatly amplifying his voice’s volume
  • Powerful pectoral searchlight
  • Transistor-energized magnets allowing him to lift in the air and remotely manipulate at least 15 tons of metal
  • Sensors that are “attuned to electrical energy as a bloodhound to a scent”
  • Much improved environment seals, and the ability to operate underwater for a short while (though the iron shell must not be exposed to water — especially sea water — for long)
  • Some sort of crude light amplification optics to operate in mild darkness
  • “Anchor transistors” to root himself into the ground, perhaps via magnetism
  • Jet-powered roller skates. These can be used on even ground, such as a highway – which saves fuel compared to flying. They reportedly reach 200 mph.
    It is also possible for Iron Man to lie on his back, magnetically lock the casters on four different points of his armour (calves and shoulders) and use a small jet engine to propel himself over less smooth ground. In this mode he doubles as a good feet-first battering ram.
  • Small squirts of slippery oil. These do not seem to be drawn from the suit’s main lubrication system, unless with the M1 Mk1 suit.
  • Rerouting his “transistor power” to create an electrical force field around himself. It was powerful enough to shield against most blasts by the Crimson Dynamo (Anton Vanko) as long as Stark operated it.
  • A tiny, ultra-sensitive tape recorder and microphone in his utility belt
  • Tiny jet blowers distributed across the armour, which could free him from material encasing him (somehow)
  • A built-in radar
  • An electrical emitter shocking what Iron Man is touching with his gauntlet

Mission-specific equipment

Stark can also carry various powerful mission-specific gadgets, some of which seem to draw power from the suit. Most of these devices are good for but one or two uses, and are stored in the suit’s utility belt. Examples include:

  • Sets of 3 super-charged flying magnets that position themselves around a metallic robot or vehicle, and tear them apart through transistor-amplified magnetic force
  • “Electronic reverse-energy beam” that counters and reverses the energy beams it’s aimed at
  • “Concentrated chemical crystals” capsules that can instantly create large masses of ice
  • Small mirrors thrown on the ground and creating 4 or 5 realistic electronic images of the operator. The operator’s voice randomly come from one of these “reflections”
  • “Nuclear-powered clippers” (yes, really) that could break down matter to open a large shaft in front of the Iron Man armour (for instance to create underground tunnels within seconds). It’s a sort of continuous-fire broad disintegration beam, really.
  • Miniature fluoroscope goggle capable of seeing through thick stone walls
  • Foot-mounted propellor to torpedo underwater
  • A telescoping tube he can fit over his forearm and gauntlet. Once it’s in place a hammer head can be screwed on at the free end, giving Iron Man a sort of elongated hammer harm.
  • Transistor-powered discs than can be fitted onto his hand and emit jet-like winds. These were used to suspend the Hulk and Giant-Man in the air and keep them helplessly spin upon themselves

Iron Man once turned his pectoral searchlight into a heat beam, then hurriedly build a micro-furnace. However this was kit-bashing based on available components (in DC Heroes terms, Trick Powers).

Iron Man (Marvel Comics) (1960s golden armor) throwing magnets

Operation

The suit is less physically cumbersome than the crude Việt Nam one, with faster motors and better padding. However, the amount of information received via the proto-HUD is overwhelming and requires lots of training to adapt.

The DC Heroes rules for piloting the first suit thus still apply. Fully overcoming the penalties might even take *weeks* for a person who has never used a HUD, which would be essentially everyone back during the 1960s.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Iron Man “Golden Armour” early suit

/STR/ 13 /BODY/ 09, R#2

Powers:
Claws: 08, Clinging: 03, Data Storage: 16, Density Increase: 01, Detect (Electrical generators): 08, Digging (Tunneling only): 11, EMP: 08, Energy Absorption: 09, Flame project: 02, Flash: 07, Flight: 08, Friction control: 06, Joined: 03, Lightning: 08, Lightning being: 05, Magnetic control: 10, Miniaturization: 03, Radar Sense: 11, Radio communication: 10, Reflection/Deflection: 11, Running: 08, Sealed systems: 04, Skin armour: 02, Super-ventriloquism: 03, Ultravision: 01

Bonuses and Limitations:

  • Claws can only work on an immobile, firm surface and takes time
  • Clinging only to smooth surfaces and using one’s hands
  • Data Storage is Low Tech and Audio Only
  • EMP has a Range of but 2 APs, and is an electrical beam
  • Energy Absorption is limited to Electricity and requires a Dice Action
  • Flash for Steady Illumination Only
  • Friction Control is Minimal Marginal, can only affect a 0 APs area, can only decrease friction, and is manifested as oil
  • Joined requires a Dice Action to be maintained
  • Lightning has No Range
  • Lightning Being requires a Dice Action to be maintained, but bathes a 0 APs area around the armour
  • Magnetic control is Minimal Marginal
  • Miniaturization to make the suit far lighter and flatter than should be possible when storing it (usually in his special attaché case)
  • Radar Sense is low-resolution (objects must be about man-sized or more) and only works if there’s no clutter (which usually restricts it to airborne objects)
  • Reflection/Deflection only to Deflect, only vs. magnetisable attacks
  • Running must be done prone if the ground is uneven
  • Super-ventriloquism is straight amplification and doesn’t allow for voice-throwing

Advantages:
Misc.: include an unique cardiac support system, Misc.: the suit can use its full STR to break free when encased in something, even if Stark cannot move (it’s done with tiny jet blowers distributed across the armour)

Drawbacks:
Attack Vulnerability (-1CS OV/RV vs. magnetic attacks), Minor Bulletproof Syndrome (from lack of mobility), MPR (land speed capped at 3 APs), Misc.: the armour is quite vulnerable to rusting, being made of actual iron, Misc.: the armour is very noisy of running on a hard surface such as concrete

Equipment:

  • Flying quartering magnets (x2) [BODY 02, Magnetic control: 12, Grenade Drawback, Limitations: Magnetic Control can only be used to attack metallic targets such as robots or vehicles]. This device becomes less useful once the STR of the suit increases (see the design notes).
  • Reverse energy beam emitter [BODY 01, Reflection/Deflection: 15, Ammo: 01, Limitation: Reflection/Deflection is limited to non-magical energy beams, Reflection/Deflection is Minimal Marginal].
  • Concentrated chemical crystals capsule [BODY 01, Ice production: 11, Grenade Drawback, Limitation: Ice Production is Minimal Marginal]
  • Mirror images generator [BODY 01, Illusion (Mirror Images Only): 04, Grenade Drawback]
  • Nuclear-powered clippers [BODY 01, Digging: 10, Ammo: 01 – but this one charge lasts about 20 minutes, Limitation: Digging is Minimal Marginal]
  • Fluoroscope goggles [BODY 01, X-Ray vision: 10, R#03. Taboo material unrevealed but let’s say lead for tradition’s sake]
  • Foot propellor [BODY 02, Swimming: 05]
  • Elongated hammer arm [BODY (Hardened) 08, EV 04 (14 w/STR – but the tube has too low a BODY and will likely not hold long when striking at full power)]
  • Transistor-powered jet stream discs [BODY 01, Biotic Lift: 18, Ammo: 06, Limitation: Range is but 02 APs, Note: effect is achieved through high winds suspending people in the air and making them spin on themselves. See the Mass Effect biotics article for this Power]
  • 1x ABCD Omni-Gadget (8 APs)

1960s Iron Man golden armour, mirror images, Kala


Design Notes

The MPR isn’t clearly demonstrated – it’s more of an inference.

For a brief while, Jumping: 03 precedes Flight. STR also seems to be 10 in the armour’s first appearance. Digging might have been originally as low as 02, but it rises quickly.


Running out of power

At this point, Stark’s armour can still run out of power – leaving him very weakened, and possibly triggering his Fatal Vulnerability if the pacemaker becomes inactive.

This always happens after an extraordinary effort depletes the batteries ; in game terms this is thus keyed to Hero Points spending. Use the following table :

Action taken AV/EV cap R# rises by Fatal Vuln ?
Automatic Action Pushed by 1 AP 04/04 1 No
Automatic Action Pushed by 2+ AP 02/02 2 Yes
Dice Action raised by 5-6 APs 08/08 1 No
Dice Action raised by 7-8 APs 06/06 1 No
Dice Action raised by 9-10 APs 04/04 2 No
Dice Action raised by 11+ APs 02/02 2 Yes

“Dice Action raised…” is the total of the AV+EV boost taken on a given Dice Action.

“AV/EV cap” indicates the maximum APs the armour can now deploy on both Dice and Automatic Actions. There isn’t enough juice left to perform above that.

The R# increase is cumulative. Every time an HP expenditure on this table is made, the R# rises by the stated number. Note that rolling under the R# will trigger Stark’s Fatal Vulnerability.

The armour can be repowered with a small amount of electricity. Two flashlight batteries were once sufficient. However this is gradual – one Phase of draining will raise all AV/EV caps by 1, and lower the R# by 1 (with a minimum equal to the baseline R# of the armour).

Furthermore, if the amount of electricity is small one suspects that Pushing or raising Actions will have immediate and heightened consequences since the reserves are insufficient. The maximal amount of Pushing or raising Actions may also be very restricted if the recharge was done with a very minor source of power.

Sébastien Andrivet

Source of Character: Marvel Comics

Writeup completed on the 6th of June, 2016.

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