This powerful giant robot has no known link to other characters or robots or whichever called Matrix.
He debuted in 1983.
Matrix-Prime (almost) only appeared as an enemy of Supergirl during the mid-1980s. This is sometimes called the Daring New Adventures era, after this run’s title.
- Real Name: Matrix-Prime.
- Known Relatives: None.
- Group Affiliation: Agent of the Council.
- Base Of Operations: Chicago.
- Height: 10’6” (3.20 m) (version with legs). Weight: 4,750 lbs. (2,155 Kg.) (version with legs).
- Eyes: N.A.. Hair: N.A..
Powers and Abilities
Matrix-Prime is, as he’s prone to boasting, built out of “Tylenmium alloy, resistant up to 12 million pounds per square-inch pressure”.
In other words, he was able to withstand blows from Supergirl without apparent damage. Still, she eventually tore off one of his arms.
Matrix-Prime also proved :
A robot that shoots robots
Asides from this raw power, Matrix-Prime is a mobile robot factory. He can build robots within himself.
In TTRPG terms this is modelled as two types of chassis he carries as equipment, onto which he can affix additional equipment.
For instance, a standard worker chassis with a blaster becomes a combat drone. Or a missile chassis with a weakness detection array becomes a probe flying around its target.
Matrix-Prime is one of the greatest known achievements of a shady, villainous organisation called the Council. Even though they built such things as a large secret bunker on the floor of Lake Michigan – which served as Matrix-Prime’s base.
The Council values secrecy above everything. Employing superhuman agents therefore isn’t their usual style.
But their Chicago branch director, Mr. Adams, liked flashiness and broke ranks. He hired the Gang, then had Matrix-Prime appear in broad daylight.
This drew the attention of Supergirl (Kara Zor-El). As a consequence, Adams was executed by the Council.
*This* Council has no known connection with :
Shout to the top
Matrix-Prime itself finished the job the Gang started. He stole additional, invaluable electronic components to put the newest Council satellite into orbit and achieve global power.
The main operation had Matrix-Prime attack the Chicago International airport. He let his worker robots carry off the needed part from the airplane they were stored in.
Matrix-Prime then flew away, launching two powerful missiles at the skyline. This forced Supergirl not to chase him.
Howbeit, Supergirl kept tracking him through super-hearing. She quickly flew back and dove underwater after the robot, thus discovering the Council’s Lake Michigan base.
She promptly thrashed most of it, until she ran into Matrix-Prime again.
All this and Brains too
This time Brains, the leader of the Gang, was in mental control of the robot.
Under her guidance, Matrix-Prime landed a telling blow. But Supergirl hit the robot so hard that the feedback sent Brains into a coma. This left Matrix-Prime inert.
However, the incident enabled Brains to take permanent control of Matrix-Prime. She used that to free her meat body, then negotiate a new alliance with the Council from a position of strength. They agreed to have her capture Supergirl for their newest experiment.
Brains/Matrix-Prime broke into a museum to attract Supergirl’s attention. She then easily prevailed, since Supergirl had been greatly weakened by Reactron.
Later on, criminal billionaire Mr. Burrough sought to stop the publication of an exposé. He called on Council resources, including Matrix-Prime and Brains.
But by that point, Supergirl knew how to fight Matrix-Prime. She quickly used her heat vision to fuse his chest hatch shut, preventing him from releasing robots. She then pummelled the weakened metal, and soon took apart her opponent.
This happened on Burrough’s island, deep in the middle of the Atlantic. So having Brains escape and having Matrix-Prime repaired would be credible.
It’s a robot, Jim, not characterisation layers !
“Affirmative, humans. Your weapons are useless… against Matrix-Prime !”
“That statement is non-functional. Worker drones have reached prime-coordinates… as Matrix-Prime must do now.”
(Brains piloting Matrix-Prime) “I am so pleased we have the opportunity for a rematch, Supergirl ! I detested leaving you alive in Chicago !”
DC Heroes RPG
|Dex: 06||Str: 14||Bod: 18|
|Int: 03||Wil: 03||Min: ///|
|Inf: ///||Aur: ///||Spi: ///|
|Init: 009||HP: 020|
Flight: 10, Growth: 04, Self-Link (Gadgetry): 18, Split: 06
Bonuses and Limitations:
- Growth is Always On and already factored in.
- Split can be used on his own equipment (+3), can only be used on his own equipment (-3).
- Split doesn’t result in APs loss (+3).
Attack vulnerability (-2 CS RV vs. heat).
Mobile robot factory.
- WORKER CHASSIS [DEX 04 STR 06 BOD 07, Flight: 08].
- Missile chassis (x3) [DEX 06 STR 01 BOD 04, EV (Area of effect 1 AP), 10, Flight: 12].
- Blaster [BODY 04, Energy blast: 07, R#02].
- Weakness detection array [BODY 02, Scientist (Observation): 07].
- Explosive warhead [BODY 02, Bomb: 12].
- Omni-Gadget ABC, 10 APs (x2). This chiefly represents on-the-spot, bespoke robots to exploit a just-disovered situation or weakness.
As with all DNAOS characters, this Pre-Crisis character is written up on Post-Crisis scale.
In DC Heroes RPG terms, by using the Split Power on his Equipment, Matrix-Prime has (1×6=6) worker chassis he can equip. Plus (3×6=18) mini-missile chassis he can likewise equip as he sees fit.
He used this arsenal against Supergirl in waves. If fighting a group he might instead grab raw materials for his factory and produce/deploy everything at once.
Matrix-Prime’s robots emerge from a round hatch on his chest. When their mission is done they fly back in to be disassembled and reused for parts.
This semi-clever Split trick is prolly munchkinny. But it *does* model the character. I’m, uh, split on the matter.
At first, Matrix-Prime was built to operate in the air or underwater. Thus, he didn’t have legs – at first just exhaust tubes where the upper half of his upper legs would have been.
For a few Phases, Matrix-Prime also acted, not as an independent entity, but under the direct mental control of Brains, the leader of the Gang.
Brains commented that Matrix-Prime’s programming made it an inefficient opponent compared to her direct control. In game terms, she could spend Hero Points to support the robot, which had become her Gadget through cybernetic interfacing.
A permanent telepathic link later appeared between Brain and Matrix-Prime. She essentially now had two bodies, and could transfer her personality from one to the other. But the robot no longer had HPs on its own.
The Matrix-Prime body with Brain riding within has the following Attributes:
Matrix-Prime cybernetically piloted by Brains
|Dex: 06||Str: 14||Bod: 18|
|Int: 07||Wil: 07||Min: 05|
|Inf: 06||Aur: 05||Spi: 04|
|Init: 019||HP: 040|
DC Adventures RPG
Matrix-Prime — Averaged PL 15.2
Robot rock ● 79 points ● Descriptor: Robotic construction
– Immunity 60 (Fortitude, Will).
– Flight 9
– Lifting Strength 1.
– Matrix-Prime has 4 Ranks of Permanent Growth. But this is already worked into the stats and therefore points-neutral.
Mobile robots factory ● 131 points ● Descriptor: Robotic construction
– Summon 8 (Heroic, Multiple 4, Controlled, Mental Link).
– Enhanced Advantage – Equipment 30 (this equipment is issued to Summons as they are built).
– Variable 6 (situation-specific machinery built on the spot to equip a Summon), Unreliable 1 (only 2 uses per mission, which is considered a -1 Flaw given the precedent of the Slow Flaw for Variable).
Defensive Roll 2, Improved Initiative.
Perception 2 (+2)
|Unarmed +9, Close, Damage 13.|
* Without Defensive Roll.
- Attack Vulnerability Matrix-Prime’s Thoughness is lowered by 4 against heat-based attacks.
- Lame Early configurations of Matrix-Prime did not include legs, which might conceivably be a problem in certain situations.
- Robot Matrix-Prime can be attacked, controlled, etc. by means that work against machines.
- Appearance MP is very large, much robot, no stealth.
- Trade-off areas. Attack/Effect PL 11, Dodge/Toughness PL 15, Parry/Toughness PL 15, Fort/Will PL N.A..
- Points total 295. Abilities 68, Defences 13, Skills 1, Powers 210, Devices 00, Advantages 3. Equiv. PL 20.
A typical “worker” chassis has Strength 05 Agility 00 Dexterity 01 Fighting 02 Stamina 08, Close Attack 3, Ranged Attack 2, Immunity 60 (Fort/Wil), Flight 07, Dodge 05 Parry 05. So they’re 119-pts sidekicks.
A typical “missile” chassis has Strength 00 Agility 02 Dexterity 01 Stamina 04, Close Attack 9, Ranged Attack 8, Immunity 60 (Fort/Wil), Flight 11, Close explosive Damage 9. So they’re 122 points sidekick.
Let’s consider them 120-pts for Summon purposes, eh ?
Typical Equipment packages include :
- A blaster (Ranged energy Damage 6, 12 pts).
- A weakness detection array (Expertise (Scientific analysis of possible weaknesses) 8, 4 pts – but Ranks of Weaken are also possible (and more expensive)).
- An explosive warhead (Burst-area explosive Damage 11, 22 pts).
And Brains too
When Brains’ mentality is in charge of the Matrix-Prime body, she uses her own AWE, INT, PRE and Skills – and can use most of her Advantages.
However, the Immunity to WIL effect vanishes – use Brains’ WIL defence.
Source of Character: Daring New Adventures of Supergirl comics.
Helper(s): Chris Cottingham, Roy Cowan, Darci.