Amalgam Elemental Battlesuit

Overview

The Amalgam Elemental Battlesuit was one of the first battlesuits put together by Amalgam. The main battlesuit chassis was the Firebrand Battlesuit and the other components were added. The battlesuit was meant as a light combat suit providing him with a good balance of firepower and speed. It is one of the few suits he has that does not impede his movement or abilities in any way. With the suit combining so many components, most of the weapon systems on the suit can only be used a couple of times before they run out of power or ammunition.

The suit is composed components from the following battlesuits:

  • Firebrand Battlesuit
  • Blizzard Battlesuit
  • Cyclone Battlesuit
  • Eel Battlesuit
  • Decibel Battlesuit

Additional Weapon systems and features were also included:

  • Doctor Octopus' Tentacle Harness
  • Falcon's Anti-Gravity Flight Wings

Battlesuit Powers

  • Enhanced Strength - Thes uit has micro-circuited motors that increase his strength. The suit allows the user to life up to 50 tons optimally.

Firebrand Battlesuit
Enhanced Abilities: The suit has micro-circuited motors that increase his strength.
Body Armour: The armour offers some protection from physical damage.
Resistances: The suit offers a high degree of resistance to fire.
Heat Beam: Firebrand can project heat beams from twin wrist projectors.
Flight: Firebrand is able to fly thanks to thermal jet devices.
Life Support: The costume contains a 30 minute air supply.

Blizzard
Cryokinesis: Gill possesses an insulated suit that simulates cold weather effects and creating objects from ice. This is done by manipulating small cryogenic units and water stored in tubes in the suit.

Cyclone
Cyclone Battle-suit Cyclone's costume contains mechanisms that allow him to create high-velocity winds about himself. The limits of the speed and force of the wind remain unknown, but they are sufficient enough to allow the, him to lift and propel himself through the air at fantastic speeds, and even lift others and tear down buildings.

Eel
Eel Battlesuit:
Insulation: The Eel's costume is heavily insulated in order to protect him from the electricity it generates.
Greasy Coating: The Eel's costume exudes a grease-like substance which makes it extremely difficult for opponents to get and maintain a firm grip on him.
Electrical Generation: The Eel's costume contains devices capable of generating large quantities of electricity, enough to stun or even kill a human being. He may utilize the electrical energy he generates for a variety of effects:
Electrical Blasts - The Eel can fire bolts of electricity from his hands.
Electrification - The Eel may electrify the outer surface of his costume with enough current to shock anyone who touches him into unconsciousness. This is direct current, so anyone grabbing him will be unable to release their grip.
Light Aura - The Eel may generate a glowing electrical aura around his costume capable of illuminating his immediate area.
Radar Sense - The Eel may generate an electrical field around his costume that functions like a radar sense, allowing him to automatically detect the presence of anyone within his immediate area.

Doctor Octopus

Tentacles:

Doctor Octopus' tentacles
Added by Moshikal15
Doctor Octopus' superhuman abilities derive from the four mentally-controlled, electronically-powered, telescoping, prehensile titanium-steel tentacles attached to a stainless steel harness encircling his body from lower chest to waist. Each tentacle, approximately five inches in diameter, terminates in three single-jointed pincers. The pincers are able to rotate in relation to the arm for 360 degrees, in a screwdriver-like twisting motion. Each tentacle segment contains four high-efficiency electric motors equipped with a clutched, helical-gear train, independently mounted on frictionless gimbals and housed in four thin, overlapping layers of titanium-niobium steel. The titanium-steel alloy is light, has high-tensile strength, a high melting point, and high thin-wall rigidity. The motors get their power from a small nuclear-powered thermo-electric generator, which can provide several hundred watts per hour for up to five years before needing to replace its U-239 core. The tentacles have been modified since the time of the original accident to include high-efficiency battery packs (enabling movement when cut off from the central power source) and individual micro-circuit control modules (enabling each arm to perform certain pre-programmed actions when Octopus loses conscious control). In the event that Octopus loses consciousness, the control module of each arm has enough pre-programmed conditional responses in its memory chip to enable it to perform a relatively complex sequence of actions, such as saving his life. The trauma of his arm or arms being separated from the harness causes a period of disorientation in which his arms flail about uncontrollably until the pre-programming takes over.
Telepathic Control over Tentacles: Octopus can control the actions of his artificial arms psionically, even when they have been severed from his body and are separated from him by vast distances (a distance of 900 miles has been recorded).
Telescoping: Each tentacle is approximately six feet long at full contraction, but can extend to a maximum of 24 feet in length.
Superhuman Striking Force: Each tentacle is capable of moving at a speed of ninety feet per second and strike with the force of a jackhammer.
High-Wind Generation: The tentacles can generate 50 mile per hour winds if spun like a giant fan.
Wall-Climbing and Traveling: By combining the intrinsic strength of both his tentacles and the pincers, Doctor Octopus can scale stone, brick, or concrete walls by rending "handholds" in the surface of the wall. Octopus is able to use his tentacles for traversing horizontal distances as well. At full extension, he can travel high above the ground as if on stilts, either using two tentacles, or for maximum speed (approximately 50 miles per hour), four tentacles.
Sensation Feeling: Although there are no nerve endings throughout the length of his artificial arms, Octopus can "feel" basic sensations with them. As a result of the mutagenic changes from exposure to radiation during the accident, electrical connections have been made from his chest harness to his spine. Thus, Doctor Octopus can mentally perceive "tactile" sensations by feeling the amount of electrical resistance that the pincer's electric motors feel when the pincers grasp an object.

Decibel
Sonic powers: Jonothon, as Decibel, uses advanced technology create to sound-based energy powers of an unknown degree. He's been shown flying, creating individual force fields around multiple targets (four shown), creating energy constructs (a giant wall and a back hoe) as well as two different types of energy blasts, one from his mouth and another from his hands.

Game Stats

Battle Suit Weapon Systems (Removable)

Blizzard's/Freeze Burn Ice Projectors
Ice Missiles: Blast 8 (Removable, DC 23, Advantages: Improved Critical 4; Multiattack, Accurate 3 (+6); Unreliable (5 uses))
Blizzard's Freezing Cone: Cone Area Affliction 10 (Alternate; Removable, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Cone Area 2 (120 feet cone), Alternate Resistance (Dodge); Unreliable (5 uses))
Cold Immunity: Immunity 5 (Alternate; Removable, Damage Effect: Cold; Reaction 3 (reaction))
Create Ice Objects: Create 9 (Alternate; Removable, Volume: 500 cft., DC 19; Innate, Movable; Unreliable (5 uses))
Freeze Damage
Frozen Touch: Concentration Weaken 11 (Alternate; Removable, DC 21; Concentration; Unreliable (5 uses))
Ice Cage: Affliction 9 (Alternate; Removable, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 19; Alternate Resistance (Dodge), Increased Range (ranged); Unreliable (5 uses))
Ice Platform: Flight 8 (Alternate; Removable, Speed: 500 miles/hour, 1 mile/round; Platform)
Snow Storm: Environment 5 (Alternate; Removable, Cold (Extreme), Impede Movement (2 ranks), Visibility (-2), Radius: 900 feet; Unreliable (5 uses))

Cyclone's WInd Control
Air Control: Element Control 11 (Removable, air, Element: Air, 50 tons, DC 26, Advantages: Improved Critical 4; Damaging; Unreliable (5 uses))
Air Lift: Burst Area Move Object 6 (Alternate; Removable, 3200 lbs.; Burst Area (30 feet radius sphere); Unreliable (5 uses))
Negate Flyers: Cone Area Nullify 11 (Alternate; Removable, Counters: FLying, DC 21; Cone Area (60 feet cone); Unreliable (5 uses))
Tornado Flight: Flight 12 (Alternate; Removable, Speed: 8000 miles/hour, 16 miles/round)
Wind Blast Cone: Cone Area Move Object 11 (Alternate; Removable, air, 50 tons; Cone Area (60 feet cone); Limited Direction (Forward), Unreliable (5 uses))
WInd Vortex: Suffocation 9 (Alternate; Removable, DC 19; Unreliable (5 uses), Diminished Range)

Decibel's Sonic Harness
Sonic Blast
Sonic Cone Blast: Cone Area Blast 11 (Alternate; Removable, DC 26; Cone Area (60 feet cone); Unreliable (5 uses))
Sonic Constructs: Create 11 (Alternate; Removable, Volume: 2000 cft., DC 21; Movable; Unreliable (5 uses))
Sonic Immunity: Immunity 5 (Alternate; Removable, Damage Effect: Sonic; Reaction 3 (reaction))
Sonic Scream Cone: Cone Area Affliction 11 (Alternate; Removable, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Cone Area (60 feet cone), Increased Range (ranged); Unreliable (5 uses))

Doc Oc's Adamantium Tentacles
Tentacles Strike: Extra Limbs 4 (Removable (indestructible), 4 extra limbs, Advantages: Fast Grab, Improved Disarm, Improved Grab, Improved Hold; Projection, Reach (melee) 8 (40 ft.); Reduced Range (close))
Tentacle Blasts: Blast 10 (Alternate; Removable, DC 25, Advantages: Improved Critical 4; Penetrating 5; Unreliable (5 uses))
Tentacle Movements: Movement 5 (Alternate; Safe Fall, Sure-footed 2, Wall-crawling 2 (full speed))
Tentacle Snare: Affliction 11 (Alternate; 1st degree: Hindered, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 21; Alternate Resistance (Dodge), Reach (melee) 6 (30 ft.))
Tentacle Strike: Strength-based Damage 2 (Alternate; Removable, DC 19, Advantages: Improved Critical 4; Multiattack, Reach (melee) 6 (30 ft.), Penetrating 2)

Eel's Armor Features
Eel's Electric Blast: Blast 11 (Removable, electricity, DC 26, Advantages: Improved Critical 4; Accurate (+2), Extended Range; Unreliable (5 uses))
Eel's \Electric Field: Energy Aura 10 (Alternate; Removable, DC 25; Accurate (+2); Unreliable (5 uses), Distracting, Activation (move action))
Eel's Area Electrical Blast: Burst Area Blast 7 (Alternate; Removable, DC 22; Burst Area (30 feet radius sphere); Unreliable (5 uses))
Eels Stun Blast: Affliction 11 (Alternate; Removable, 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 21; Increased Range (ranged), Extra Condition; Unreliable (5 uses))
Electricity Immunity: Immunity 5 (Alternate; Removable, Damage Effect: Electricity; Reaction 3 (reaction))
Slick Covering: Immunity 2 (Removable, Uncommon Descriptor: Grappling; Limited - Half Effect)

Firebrands Fire Projectors
Fire Blast: Blast 14 (Removable, DC 29, Advantages: Improved Critical 4; Secondary Effect; Unreliable (5 uses), Inaccurate (-2), Diminished Range 2)
Fire Cone: Cone Area Damage 11 (Alternate; Removable, DC 26; Secondary Effect, Cone Area (60 feet cone); Unreliable (5 uses))
Fire Immunity: Immunity 5 (Alternate; Removable, Damage Effect: Fire; Reaction 3 (reaction))
Fireball: Burst Area Blast 11 (Alternate; Removable, DC 26; Burst Area (30 feet radius sphere); Unreliable (5 uses))
Firebrand's Strength: Enhanced Strength 9 (Alternate; +9 STR)

Healing Nanobots Injectors: Healing 14 (Removable; Energizing, Restoratative, Stabilize, Persistent; Temporary, Unreliable (5 uses))
Nano Repair Injector: Healing 15 (Removable; Energizing, Stabilize, Restoratative, Persistent; Unreliable (5 uses), Activation (move action), Temporary)

Beetle's Combat Computer (Advantages: Evasion 2, Favored Environment (When Fighting Studied Opponent), Improved Defense, Uncanny Dodge)
Combat Computer Enhancements: Enhanced Trait -0.5 (Removable, Fighting +1 (+8), Dodge -1 (+10), Parry -2 (+9), Ranged Combat +1 (+4))

Credit Card Armor Feature: Feature 1 (Removable; Activation (move action))

EMP Shielding: Immunity 2 (Removable, Uncommon Descriptor: EMP; Limited - Half Effect)

Falcon's WIng Harness: Flight 5 (Removable, Speed: 60 miles/hour, 900 feet/round; Wings, Activation (move action))

Firewalls: Immunity 2 (Removable, Uncommon Descriptor: Cybernetic Controls; Limited - Half Effect)

Fortification: Enhanced Trait 8 (Removable, Fortitude +8 (+16))

Life Support: Immunity 10 (Removable, Life Support; Limited (Limited Time))