Choice Corporation interceptor armor (Ultraverse / Hardcase comics)

Choice Corporation Interceptor

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


These guys appeared during early 1990s in Ultraverse comic books.

They are minor and obscure. But they sport an entirely serviceable design of flying power armour , which could be reused in many settings.

Powers and Abilities

Somewhat competent goons with versatile power armor. They could be an actual threat if they had more Hero Points .

This is the second generation of armour that was used to take on Choice and Hardcase when they met. Capabilities included :

  1. “Class 1” enhanced strength.
  2. Flight and radar.
  3. Energy blasts, micro-missiles, and an energised capture net.
  4. Electrification of the hull.


Interceptors were sent after Choice when she deserted the Choice Corporation. They hounded her (unsuccessfully) from South America to L.A..


See illustrations.


Standard killer and mercenary.


“You shouldn’t have run away, witch !”

Game Stats — DC Heroes RPG

Tell me more about the game stats

Choice Corporation Interceptors

Dex: 03 Str: 02 Bod: 03 Motivation: Mercenary
Int: 03 Wil: 03 Min: 03 Occupation: Mercenary
Inf: 03 Aur: 02 Spi: 02 Resources {or Wealth}: 004
Init: 009 HP: 005

Vehicles (land): 03, Weaponry (Interceptor suit weapon systems): 05


Choice Corporation (Low)


INTERCEPTOR SUIT [/STR/ 06 /BODY/ 09, Energy absorption: 02, Energy blast: 08, Flight: 06, Lightning being: 07, Radar sense: 08, Shade: 03, Limitation: Lightning Being has Ammo: 02, each Ammo lasting one Phase]. It is loaded with :

  • Four MICRO-MISSILES [DEX 04 BODY 02, AV 06, EV 10 w/Area of Effect, Flight : 10].
  • A HYPER-NET [BODY 12, Snare : 10, Force field : 04 (Only on the net itself, -2)].

By Sébastien Andrivet.

Source of Character: Ultraverse.