Post by Ms. Zyn on Feb 25, 2013 20:46:23 GMT -5
War
IQ: 16
ME: 26
MA: 26
PS: 56
PP: 26
PE: 26
PB: 6
Spd: 86 (59 MPH)
Size: Typically 12ft tall
MDC: 8,482 (What appears to be body armor is actually part of War's body)
PPE: 2,000
ISP: 350
Horror Factor: 17
Experience Level: Equal to a 10th-level Warrior and Ley Line Walker
Vulnerabilities: Magic fire, magic weapons, and weapons made from silver cause double damage. Weapons made from a Millenium Tree inflicts 10x normal damage! Ordinary Mega-Damage weapons inflict their normal damage.
Natural Abilities: Expert in combat and the use of ALL weapons; War's apparent body armor is actually part of his body and can be Bio-Regenerated (1d6x100 MDC/minute and can regrow a new limb within 6d6 minutes!); Nightvision 1,200ft (see in total darkness); See the Invisible; Identify and use weapons of all kinds; Recognize weapon quality; Impervious to hunger, thirstm fatigue, and disease (and therefore has a high resistance to most drugs)
Special Powers:
* Weapon Meld: War has complete control and expertise over all weapons. This is made possible by the monster's use of the supernatural power of Melding, in which the weapon effectively becomes a living part of him! This power is far more insidious than it may even sound. A huge range of weapons can be used: Ball and Chain, Blunt, Swords, Bow and Arrows, Revolvers, Automatic Weapons, Energy Weapons, Rail Guns, Missile Launcers, and so on. The Melding power makes War a complete expert in the use and accuracy of the weapon (see combat bonuses) and give most an unlimited payload (see Power Meld). But there's more.
War's Melding power means that he can join with larger war machines as well, such as tanks, armored vehicles, and even giant robot vehicles and power armor. To take control of the vehicle, War almost seems to melt in a pile of organic ooze the forms scores of tendrils that cover half or more of the vehicle. Although the arms, legs, and lower body may have been transformed into a network of tentacles and ooze, the chest and head of War is always prominently either at the front or on the top of the vehicle. Just as the monster can energize weapons, War can use his own mystic energy to power the energy weapons and engines of the war machines.
War's melding and energizing power has two limitations. One is that he cannot meld with, control, energize/power or otherwise effect any machine that is NOT specifically a weapon, vehicle, or war machine. This means he cannot meld with a normal computer, television, automobile, steam shovel, domestic robot, and so one.
Second, War cannot take over war machines that are already being piloted by other living beings. However, robot drones, parked and empty vehicles or bots are completely at War's mercy. In fact, the demon can meld with a robot, take temporary control and reprogram it in one minute (4 rounds), turning it into a soldier in his menacing army!
* Power Meld: The ability to meld with a weapon or war machine also enables War to energize/power/fuel it with his own natural energy in a way similar to the Techno-Wizard. The difference is that War doesn't have to make any changes to the device other than making it part of his body through physical melding. In the case of smaller weapons, the hand or arm will become an oozing mass of tendrils connected right to the weaon. Thus, Ion Blasters, Lasers, Particle Beam Rifles, Plasma Cannons, and all other types of energy weapons, large and small, have an unlimited payload when used by War. Even weapons that fire small projectiles or shards, including SDC pistols, rifles, machine guns, and Mega-Damage Rail Guns can be given an endless supply of ammunition, only in this case, the solid projectiles are replaced by equivalent rounds of energy bolts. The only things War cannot replicate are explosives and missiles. However, he can arm, fuel, aim, and launch an existing missile evcn if it had been previously disabled or otherwise damaged.
* Change Size: War can regulate his size in one-foot increments to as small as 6 feet or as large as 24 feet tall. The size change can be performed with a thought and the transformation is instant. He can maintain the enlarged or reduced size as long as it is desired. His body armor and any magic weapons he picks up grow with with him. His Netherbeast does not. The height of 12 feet appears to be War's natural height.
* Psionics & Skills to Repair, Rebuild, & Modify Weapons: War is a natural mechanical genius with the power of Telemechanics. This means he can fix and modify weapons and war machines.
Magic: War knows all Ley Line Walker spell magic from levels 1-4, plus Anti-Magic Cloud (the cloud even prevents War and his fellow Apocalypse demons from using spell magic), Banishment, Circle of Flame, Close Rift, Dimensional Portal, Energy Disruption, Fireball, Id Barrier, Negate magic, Simple Protection Circle, Superior Protection Circle, Superior Swim as a Fish, Tongues, and Words of Truth. Equal to a 10th-level spellcaster.
Psionics: War knows all Physical powers, plus Electrokinesis, Mind Bolt, Presence Sense, Psi-Shield, Psi-Sword, Pyrokinesis, Sixth Sense, Telemechanics, and Telepathy. Equal to a 10th-level Mind Melter
Attacks/Round: 10 Hand to Hand or Psionic attacks, or 2 Magic attacks/round
Restrained Punch - 1d6 MD
Full Punch - 1d6x10 MD
Power Punch - 2d4x10 MD
Kick - 1d6x10 MD
Leap Kick - 2d4x10 MD
Head Butt - 4d6 MD
Bonuses: +6 Initiative; +8 to Strike with bare hands; +11 to Strike using any modern/energy weapon; +13 to Strike using any ancient weapon (ball & chain, etc); +8 Parry with bare hands; +12 Parry using any weapons; +10 Dodge; +4 Roll with Impact; +4 Pull Punch; Critical Strike on Natural 17-20; +6 vs Psionics; +6 vs Magic; +6 vs Poison & Drugs; Impervious to all forms of Mind Control, Fatigue, and Disease; +10 vs Horror Factor; 80% to evoke feelings of Intimidation, Fear, Hate, Anger, and Revenge through his inflammatory words (Trust is not applicable).
Skills:
Electronic Countermeasures 98%
Laser Communications 98%
Radio: Basic 98%
T.V./Video 98%
Basic Electronics 98%
Track (People) 75%
Automotive Mechanics 98%
Mechanical Engineer 98%
Robot Mechanics 98%
Climb 75%
Swim 75%
Pilot: (All vehicles that can be used for combat) 75%
Navigation 98%
Sensory Equipment 98%
Weapon Systems 98%
Mathematics: Advanced 98%
Mathematics: Basic 98%
Computer Operation 98%
Computer Programming 98%
Weapon Proficiency: ALL
Land Navigation 98%
Track & Trap Animals 75%
Wilderness Survival 98%
Equipment:
* Ball & Chain - A Greatest Rune Weapon: The weapon is a flaming, spiked ball attached to a chain and handle. The mystical flame cannot be dowsed by cold, water, or magic. The chain can magically extend up to 100ft or become as short as 3ft.
- The Powers of Ball & Chain:
- IQ: 11, and has a telepathic link with War
- Indestructible; Red in color
- Diabolic Alignment; Good characters touching the weapon will suffer 1d8 SDC or 3d6 MD if a Mega-Damage creature, every time the item Ball & Chain is touched.
- Adds +1 to all Saves
- Returns when thrown and the chain can magically extend up to 100ft or as short as 3ft. This provides War with an unexpected reach, or the extended length can be used to entangle an opponent. If an opponent is completely wrapped up by the chain and cannot move, the intelligent weapon can be released by Wat yet continue to imprison the person trapped in its coils. Throwing range is 1,000ft.
- War's Ball & Chain is a Soul Drinker (details given later)
- 1d6x10 MD from physical blows; Double damage to Vampires, other Undead, Ghouls, Zombies, Mummies, and Animated Dead; 3d6x10 MD to millenium Trees and objects made from them.
- If the physical manifestation of War is destroyed, the Ball & Chain disappears, following its owner to the dimension he originated from. However, the Horseman can lend the weapon to an ally or pawns for any length of time. When he wants it, the Ball and Chain teleports itself back to him in the blink of an eye.
* Shoulder-Mounted Lasers: Near each of War's shoulders is mounted a Fixed-Forward Laser.
- Mega-Damage: 4d6 for one single blast or 1d4x10+8 for two simultaneous blasts.
- Range: 2,000 feet
- Rate of Fire: As many as 10 per round, but each blast counts as one of War's hand to hand attacks/actions. Dual, simultaneous blasts count as one attack.
- Payload: Unlimited; powered by War himself
* Magic Chains: The lengths of chain that hang at the side of War's Netherbeast can be used as magic weapons or manacles. The long length of chain with the ring at the end can be used like a whip or Ball and Chain weapon. Each chain has 150 MDC, is impervious to fire, and inflicts 3d6 MD as a weapon. Other than being used as a striking weapon, the chains can be used like a Mexican Bola, released and sent flying to knock a weapon out of an opponent's hand or entangle his feet (70% likelihood of being knocked to the ground, losing Initiative and one melee action, plus it will take an additinal 2 attacks/actions to untangle oneself). Effective range when thrown is 200ft.
* The Metal Rings at the end of the chain can be plucked from the chain by War and used as Throwing Rings. Effective range is 200ft, and inflicts 2d6 MD when thrown by War (1d6 MD by all others). The Spikes on the Netherbeast's armor can also be plucked by War and used as stabbing or thrown weapons. 2d6 MD, throwing range is 100ft. Note: Anybody other than War or a God using the Rings, Spikes, Chains, Skulls, or Bones inflicts half damage at half the range. It is the smaller chains that are used as magic manacles. The chain magically locks, has 100 MDC, cannot be picked, and even the Escape spell does not work on these chains.
* Magic Skulls & Crossbones: There are three sets of skulls and crossbones, one in the front and one on each of the hip plates on the Netherbeast. War can remove the skulls and throw them like a ball. A hit inflicts 2d6 MD and they have a throwing range of 200ft. The skulls can also be used to release a cloud of smoke from the eye sockets that covers a 500-foot radius.
The magic crossbones can be hurled like a frisbee or boomerang with deadly accuracy and distance. Damage is 5d6 MD and each has a throwing range of 500ft. The weapon makes a loud whirling sound that alerts its target to its approach and gives that character a bonus of +3 to Parry or Dodge. The crossbones disappear five seconds after they strike, magically teleporting back into the hands of War.
* Magic Weapons: War has an arsenal of ancient styled weapons held in containers behind and to the side of the saddle. They are all Mega-Damage weapons but other than that, none have any special properties.
- 4 Morning Stars/Maces: 2d6 MD
- 4 Battle Axes: 3d6 MD, throwing range is 100ft
- 4 Javelins: 1d6 MD, throwing range is 1,000ft
- 8 Spears: 2d6 MD, throwing range is 500ft
- 1 Runka Polearm: 4d6 MD, throwing range is 200ft
* War's Netherbeast: War's Netherbeast is a riding animal similar to Death's, only it has curled rams' horns, is grey in color and clad in metallic red body armor. This particular breed of Netherbeast has a high animal intelligence, prowess, cunning, and is the fastest, most powerful, and aggressive of them all. Like its demonic master, it kills for the sheer pleasure of it. It is a predator that feeds only on freshly killed meat, blood, and bones.
Name: Carnage
Alignment: Diabolic
IQ: 7
ME: 20
MA: 9
PS: 50
PP: 22
PE: 24
PB: 4
Spd: 110 (75 MPH; can maintain top speed for up to 8 hours before needing a rest at a slower pace)
MDC: 2,500 total (1,500 Natural MDC, plus 1,000 MDC from its body armor)
PPE: 60
ISP: None, although Carnage is used to receiving telepathic commands from War.
Horror Factor: 15
Attacks/Round: 4
Full Claw Strike - 1d6x10 MD
Tail Strike - 6d6 MD
Bite - 5d6
Head Butt - 3d6 MD
Pounce Attack - 1d6x10 MD (90% likelihood of knocking human-sized opponents down and a 60% likelihood of pinning him (no attacks); reduce those numbers by half when pouncing on opponents 15ft or taller)
Bonuses: +5 Initiative; +10 to Strike; +6 Parry; +6 Dodge; +6 Roll with Impact; +4 Pull Punch; Critical Strike on Natural 19-20; +3 vs Psionics; +5 vs Magic; +5 vs Poison, Drugs, and Disease
Weapon Notes: Carnage wears MDC body armor, carries an arsenal of weapons used by War, and has a long-range Plasma Cannon on both sides of its body just behind the shoulders.
The Plasma Cannons are operational only when War is seated on the beast or standing next to it and touching the monster. A mental command from War fires one or both of the cannons.
- Mega-Damage: 1d6x10 for one single blast or 2d6x10 for two simultaneous blasts.
- Range: 6,000ft
- Rate of Fire: As many as 10/round, but each blast counts as one of War's hand to hand attacks/actions. Dual, simultaneous blasts count as one attack.
- Payload: Unlimited; powered by War himself
- Note: The cannons can turn 360 degrees.
IQ: 16
ME: 26
MA: 26
PS: 56
PP: 26
PE: 26
PB: 6
Spd: 86 (59 MPH)
Size: Typically 12ft tall
MDC: 8,482 (What appears to be body armor is actually part of War's body)
PPE: 2,000
ISP: 350
Horror Factor: 17
Experience Level: Equal to a 10th-level Warrior and Ley Line Walker
Vulnerabilities: Magic fire, magic weapons, and weapons made from silver cause double damage. Weapons made from a Millenium Tree inflicts 10x normal damage! Ordinary Mega-Damage weapons inflict their normal damage.
Natural Abilities: Expert in combat and the use of ALL weapons; War's apparent body armor is actually part of his body and can be Bio-Regenerated (1d6x100 MDC/minute and can regrow a new limb within 6d6 minutes!); Nightvision 1,200ft (see in total darkness); See the Invisible; Identify and use weapons of all kinds; Recognize weapon quality; Impervious to hunger, thirstm fatigue, and disease (and therefore has a high resistance to most drugs)
Special Powers:
* Weapon Meld: War has complete control and expertise over all weapons. This is made possible by the monster's use of the supernatural power of Melding, in which the weapon effectively becomes a living part of him! This power is far more insidious than it may even sound. A huge range of weapons can be used: Ball and Chain, Blunt, Swords, Bow and Arrows, Revolvers, Automatic Weapons, Energy Weapons, Rail Guns, Missile Launcers, and so on. The Melding power makes War a complete expert in the use and accuracy of the weapon (see combat bonuses) and give most an unlimited payload (see Power Meld). But there's more.
War's Melding power means that he can join with larger war machines as well, such as tanks, armored vehicles, and even giant robot vehicles and power armor. To take control of the vehicle, War almost seems to melt in a pile of organic ooze the forms scores of tendrils that cover half or more of the vehicle. Although the arms, legs, and lower body may have been transformed into a network of tentacles and ooze, the chest and head of War is always prominently either at the front or on the top of the vehicle. Just as the monster can energize weapons, War can use his own mystic energy to power the energy weapons and engines of the war machines.
War's melding and energizing power has two limitations. One is that he cannot meld with, control, energize/power or otherwise effect any machine that is NOT specifically a weapon, vehicle, or war machine. This means he cannot meld with a normal computer, television, automobile, steam shovel, domestic robot, and so one.
Second, War cannot take over war machines that are already being piloted by other living beings. However, robot drones, parked and empty vehicles or bots are completely at War's mercy. In fact, the demon can meld with a robot, take temporary control and reprogram it in one minute (4 rounds), turning it into a soldier in his menacing army!
* Power Meld: The ability to meld with a weapon or war machine also enables War to energize/power/fuel it with his own natural energy in a way similar to the Techno-Wizard. The difference is that War doesn't have to make any changes to the device other than making it part of his body through physical melding. In the case of smaller weapons, the hand or arm will become an oozing mass of tendrils connected right to the weaon. Thus, Ion Blasters, Lasers, Particle Beam Rifles, Plasma Cannons, and all other types of energy weapons, large and small, have an unlimited payload when used by War. Even weapons that fire small projectiles or shards, including SDC pistols, rifles, machine guns, and Mega-Damage Rail Guns can be given an endless supply of ammunition, only in this case, the solid projectiles are replaced by equivalent rounds of energy bolts. The only things War cannot replicate are explosives and missiles. However, he can arm, fuel, aim, and launch an existing missile evcn if it had been previously disabled or otherwise damaged.
* Change Size: War can regulate his size in one-foot increments to as small as 6 feet or as large as 24 feet tall. The size change can be performed with a thought and the transformation is instant. He can maintain the enlarged or reduced size as long as it is desired. His body armor and any magic weapons he picks up grow with with him. His Netherbeast does not. The height of 12 feet appears to be War's natural height.
* Psionics & Skills to Repair, Rebuild, & Modify Weapons: War is a natural mechanical genius with the power of Telemechanics. This means he can fix and modify weapons and war machines.
Magic: War knows all Ley Line Walker spell magic from levels 1-4, plus Anti-Magic Cloud (the cloud even prevents War and his fellow Apocalypse demons from using spell magic), Banishment, Circle of Flame, Close Rift, Dimensional Portal, Energy Disruption, Fireball, Id Barrier, Negate magic, Simple Protection Circle, Superior Protection Circle, Superior Swim as a Fish, Tongues, and Words of Truth. Equal to a 10th-level spellcaster.
Psionics: War knows all Physical powers, plus Electrokinesis, Mind Bolt, Presence Sense, Psi-Shield, Psi-Sword, Pyrokinesis, Sixth Sense, Telemechanics, and Telepathy. Equal to a 10th-level Mind Melter
Attacks/Round: 10 Hand to Hand or Psionic attacks, or 2 Magic attacks/round
Restrained Punch - 1d6 MD
Full Punch - 1d6x10 MD
Power Punch - 2d4x10 MD
Kick - 1d6x10 MD
Leap Kick - 2d4x10 MD
Head Butt - 4d6 MD
Bonuses: +6 Initiative; +8 to Strike with bare hands; +11 to Strike using any modern/energy weapon; +13 to Strike using any ancient weapon (ball & chain, etc); +8 Parry with bare hands; +12 Parry using any weapons; +10 Dodge; +4 Roll with Impact; +4 Pull Punch; Critical Strike on Natural 17-20; +6 vs Psionics; +6 vs Magic; +6 vs Poison & Drugs; Impervious to all forms of Mind Control, Fatigue, and Disease; +10 vs Horror Factor; 80% to evoke feelings of Intimidation, Fear, Hate, Anger, and Revenge through his inflammatory words (Trust is not applicable).
Skills:
Electronic Countermeasures 98%
Laser Communications 98%
Radio: Basic 98%
T.V./Video 98%
Basic Electronics 98%
Track (People) 75%
Automotive Mechanics 98%
Mechanical Engineer 98%
Robot Mechanics 98%
Climb 75%
Swim 75%
Pilot: (All vehicles that can be used for combat) 75%
Navigation 98%
Sensory Equipment 98%
Weapon Systems 98%
Mathematics: Advanced 98%
Mathematics: Basic 98%
Computer Operation 98%
Computer Programming 98%
Weapon Proficiency: ALL
Land Navigation 98%
Track & Trap Animals 75%
Wilderness Survival 98%
Equipment:
* Ball & Chain - A Greatest Rune Weapon: The weapon is a flaming, spiked ball attached to a chain and handle. The mystical flame cannot be dowsed by cold, water, or magic. The chain can magically extend up to 100ft or become as short as 3ft.
- The Powers of Ball & Chain:
- IQ: 11, and has a telepathic link with War
- Indestructible; Red in color
- Diabolic Alignment; Good characters touching the weapon will suffer 1d8 SDC or 3d6 MD if a Mega-Damage creature, every time the item Ball & Chain is touched.
- Adds +1 to all Saves
- Returns when thrown and the chain can magically extend up to 100ft or as short as 3ft. This provides War with an unexpected reach, or the extended length can be used to entangle an opponent. If an opponent is completely wrapped up by the chain and cannot move, the intelligent weapon can be released by Wat yet continue to imprison the person trapped in its coils. Throwing range is 1,000ft.
- War's Ball & Chain is a Soul Drinker (details given later)
- 1d6x10 MD from physical blows; Double damage to Vampires, other Undead, Ghouls, Zombies, Mummies, and Animated Dead; 3d6x10 MD to millenium Trees and objects made from them.
- If the physical manifestation of War is destroyed, the Ball & Chain disappears, following its owner to the dimension he originated from. However, the Horseman can lend the weapon to an ally or pawns for any length of time. When he wants it, the Ball and Chain teleports itself back to him in the blink of an eye.
* Shoulder-Mounted Lasers: Near each of War's shoulders is mounted a Fixed-Forward Laser.
- Mega-Damage: 4d6 for one single blast or 1d4x10+8 for two simultaneous blasts.
- Range: 2,000 feet
- Rate of Fire: As many as 10 per round, but each blast counts as one of War's hand to hand attacks/actions. Dual, simultaneous blasts count as one attack.
- Payload: Unlimited; powered by War himself
* Magic Chains: The lengths of chain that hang at the side of War's Netherbeast can be used as magic weapons or manacles. The long length of chain with the ring at the end can be used like a whip or Ball and Chain weapon. Each chain has 150 MDC, is impervious to fire, and inflicts 3d6 MD as a weapon. Other than being used as a striking weapon, the chains can be used like a Mexican Bola, released and sent flying to knock a weapon out of an opponent's hand or entangle his feet (70% likelihood of being knocked to the ground, losing Initiative and one melee action, plus it will take an additinal 2 attacks/actions to untangle oneself). Effective range when thrown is 200ft.
* The Metal Rings at the end of the chain can be plucked from the chain by War and used as Throwing Rings. Effective range is 200ft, and inflicts 2d6 MD when thrown by War (1d6 MD by all others). The Spikes on the Netherbeast's armor can also be plucked by War and used as stabbing or thrown weapons. 2d6 MD, throwing range is 100ft. Note: Anybody other than War or a God using the Rings, Spikes, Chains, Skulls, or Bones inflicts half damage at half the range. It is the smaller chains that are used as magic manacles. The chain magically locks, has 100 MDC, cannot be picked, and even the Escape spell does not work on these chains.
* Magic Skulls & Crossbones: There are three sets of skulls and crossbones, one in the front and one on each of the hip plates on the Netherbeast. War can remove the skulls and throw them like a ball. A hit inflicts 2d6 MD and they have a throwing range of 200ft. The skulls can also be used to release a cloud of smoke from the eye sockets that covers a 500-foot radius.
The magic crossbones can be hurled like a frisbee or boomerang with deadly accuracy and distance. Damage is 5d6 MD and each has a throwing range of 500ft. The weapon makes a loud whirling sound that alerts its target to its approach and gives that character a bonus of +3 to Parry or Dodge. The crossbones disappear five seconds after they strike, magically teleporting back into the hands of War.
* Magic Weapons: War has an arsenal of ancient styled weapons held in containers behind and to the side of the saddle. They are all Mega-Damage weapons but other than that, none have any special properties.
- 4 Morning Stars/Maces: 2d6 MD
- 4 Battle Axes: 3d6 MD, throwing range is 100ft
- 4 Javelins: 1d6 MD, throwing range is 1,000ft
- 8 Spears: 2d6 MD, throwing range is 500ft
- 1 Runka Polearm: 4d6 MD, throwing range is 200ft
* War's Netherbeast: War's Netherbeast is a riding animal similar to Death's, only it has curled rams' horns, is grey in color and clad in metallic red body armor. This particular breed of Netherbeast has a high animal intelligence, prowess, cunning, and is the fastest, most powerful, and aggressive of them all. Like its demonic master, it kills for the sheer pleasure of it. It is a predator that feeds only on freshly killed meat, blood, and bones.
Name: Carnage
Alignment: Diabolic
IQ: 7
ME: 20
MA: 9
PS: 50
PP: 22
PE: 24
PB: 4
Spd: 110 (75 MPH; can maintain top speed for up to 8 hours before needing a rest at a slower pace)
MDC: 2,500 total (1,500 Natural MDC, plus 1,000 MDC from its body armor)
PPE: 60
ISP: None, although Carnage is used to receiving telepathic commands from War.
Horror Factor: 15
Attacks/Round: 4
Full Claw Strike - 1d6x10 MD
Tail Strike - 6d6 MD
Bite - 5d6
Head Butt - 3d6 MD
Pounce Attack - 1d6x10 MD (90% likelihood of knocking human-sized opponents down and a 60% likelihood of pinning him (no attacks); reduce those numbers by half when pouncing on opponents 15ft or taller)
Bonuses: +5 Initiative; +10 to Strike; +6 Parry; +6 Dodge; +6 Roll with Impact; +4 Pull Punch; Critical Strike on Natural 19-20; +3 vs Psionics; +5 vs Magic; +5 vs Poison, Drugs, and Disease
Weapon Notes: Carnage wears MDC body armor, carries an arsenal of weapons used by War, and has a long-range Plasma Cannon on both sides of its body just behind the shoulders.
The Plasma Cannons are operational only when War is seated on the beast or standing next to it and touching the monster. A mental command from War fires one or both of the cannons.
- Mega-Damage: 1d6x10 for one single blast or 2d6x10 for two simultaneous blasts.
- Range: 6,000ft
- Rate of Fire: As many as 10/round, but each blast counts as one of War's hand to hand attacks/actions. Dual, simultaneous blasts count as one attack.
- Payload: Unlimited; powered by War himself
- Note: The cannons can turn 360 degrees.