Metal-Head

Strength
8d
Agility
3a
Intellect
5x
Willpower
6d

Hand Size:
Edge:
4 (25)
2

Origin:

A genius where the calculation of ballistic trajectories is concerned, Metal-Head can use this ability to rapidly demolish just about anything with line-of-sight weaponry. While he originally did this merely with skill, his prowess was eventually augmented with cybernetic implants!

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

Blast Suit (s): since missile launchers are literally attached to his person while on the job, Metal-Head always wears a suit that provides him some protection against fire and heat. These ensembles offer intensity 16, or +4, defense against these two forms of assault.

Helmet (s): to shield his head from both enemy fire and the exhaust of his own projectiles, Metal-Head occasionally wears some form of helmet while working. This metal accoutrement provides him intensity 8, or +2, defense against physical assaults striking him in the cranium.

Knife (s): either strapped to his chest or his thigh, depending on his current uniform, Metal-Head always carries a blade on his person. Made from m.s. 13 materials, it can be used to cut through items of up to like m.s., or to inflict his Strength +2 in slashing damage.

Missile Systems (i): Metal-Head wears three launchers at work, one attached to a chest harness, and one attached to each of his upper legs. These missiles intensity 10 damage when fired singly, adding +1 for each additional projectile that hits at once.

Sidearm (a): though its form will vary, Metal-Head always carries a backup piece should his launchers fail. He may either discharge a single round from this firearm to inflict his Agility +4 in damage, or he may fire a short burst of rounds to inflict his Agility +5 in damage.

Weapon Control System (w): distributed across his blast suit, these electronics terminate at Metal-Head's goggles. This voice-activated ('Bang!') targeting implement has a laser range finder and targeter built into over Metal-Head's right eye, reducing the difficulty to hit with missiles.

Skills:

Advanced Guns (a): occasionaly wielding directed energy weapons, Metal-Head is trained in their usage as do all Iron Grenadiers. Whether handling coherent laser emitters, ionized particle blasters, or any other energy caster, Metal-Head may do so at a reduced difficulty.

Boxing (s): though rumored to be affiliated with the Susu-Gar clan, Metal-Head has demonstrated little in the way of unarmed fighting skill. He may nonetheless divide his pre-card play action score between two unarmed melee attacks, the last of which occurs as a contingent action.

Guns (a): though he sometimes has one of Destro's beam weapons on him, Metal-Head tends to prefer conventional firearms by far. Whether discharging a standard, semi-automatic, or fully automatic rifle or pistol, Metal-Head may reduce the difficulty of doing so by one level.

Marksman 2 (a): his true love, Metal-Head is all about self-propelled weaponry. Whether using his personal missile launchers or something even more destructive, Metal-Head may resolve attacks with them at a reduced difficulty, using either Strength or Agility when doing so.

Military (w): an expert in multiple kinds of weapons, Metal-Head has presumably received military training from somewhere. Maybe via Destro himself? Either way, he can function effectively in a fighting unit, assuming he can keep it together long enough to be useful.

Sports / Hockey (a): elevating his love of violence beyond his usual explosive antics, Metal-Head often performs hockey fight analysis for sports networks - those willing to associate with him, at any rate. He may resolve card play related to such knowledge at a reduced difficulty.

Contacts:

Competent enough versus mechanized armor that he acquired Destro's personal attention, Metal-Head was inducted into the Iron Grenadiers. He surely has other contacts, probably of the military sort, but Metal-Head can definitely consider the Iron Grenadiers a reliable contact.

Calling:

Demolisher: Metal-Head is something of a mad genius, his mind bent on the science of ballistics. Unfortunately, he exults in using this skill to destroy things as completely as is physically possible. This makes him a textbook example of a Demolisher, when you get down to it.

Costume:

Metal-Head's original combat ensemble primarily consists of a thick, black padded suit with red trim on the shoulders, a red fur collar, black and red leather boots, a gray lether belt and web gear, black leather gloves, a white helmet, and a yellow visor with a crosshair over the right eye.

Personality:

Metal-Head is constantly toying with calculations in his mind, perpetually obsessed with whether or not he can properly target everything he encounters. Whether it's a lonely GI Joe who's wandered off the beaten path or the individual components of his dinner doesn't matter.

This is because Metal-Head constantly sizes up everything in his environment, honing his artillery skills by manually gauging their size and weight, which is often enough to unnerve people. It invariably gives others the impression that he has affixed a bullseye to their head.

Which, with his later cybernetic implants literally doing that, can't really be helped.

Real Name: Stuart A. Finlay
Occupation: anti-armor specialist, hockey fight analyst
Legal Status: citizen of the United States wanted for a plethora of crimes both at home and abroad
Marital Status: unrevealed, but unlikely
Alias(es), if any: none
Group Affiliation: the Iron Grenadiers, Cobra

Height: 6' 1"
Hair: black
Eyes: unrevealed
Weight: 205 lbs.
Other Distinguishing Characteristics: Metal-Head wears his black hair long and bushy, and maintains a goatee as well.

Story:

Little is known about the formative years of Stuart A. Finlay, otherwise known to the world as the seemingly unhinged Metal-Head. His identity is known to the public, of course, which is why he's wanted by authorities both at home and abroad for his many destructive crimes.

The tendency that shoved Metal-Head on the path of international terrorism was an early obsession with a destrutive application of mathematics: ballistics. His complusion moved him to master the science of projectiles in flight, so much so that he ultimately attracted Destro's attention.

Given a destructive outlet for his hostile mathematics, Metal-Head was fitted with a small arsenal that has transformed him into a walking anti-tank battery. With this ensemble, he eagerly goes toe-to-toe with hostile armor units, cheerfully blowing up whatever Destro wants blown up.

Having his own identity in the ranks of Destro's Iron Grenadiers, unlike the vast, vast majority of his peers, Metal-Head has proven that he's earned his code name by single-handedly taking on entire armored colums all by himself, saving Destro lots of money in several operations.

Metal-Head first became known to GI Joe when he was working undercover in Cobra, who's typically more than happy to employ a crackpot carrying his own explosies. During this time, he was assigned to the streets of Benzheen's capital, to stymie incoming GI Joe armored vehicles.

In fierce combat, Metal-Head butted heads with GI Joe, disabling and waylaying numerous expensive vehicles of theirs. His conflict with GI Joe never met a conclusion one way or the other, however, as GI Joe and Cobra came to a truce in the midst of their fight, and both were called off.

As the dust settled, Metal-Head returned to Scotland, warning Destro of an attack he'd learned Cobra was about to launch against him. Sure enough, Cobra arrived in relatively short order in an attempt to rid itself of its Iron Grenadier competition, though Destro ultimately escaped.

After several years of top notch service to the Grenadiers, Metal-Head was offered the opportunity to bolster his abilities with cybernetic implants. Readily accepting this reckless offer to receive experimental cybernetics, Metal-Head was indeed augmented by Destro's technicians.

Not only surviving, but thriving after the implantation of his new optics, Metal-Head received further augmentation a decade later, adding a computer link that sends technical data about the things he wishes to destroy from remote networks right into his explosion-happy brain.

Though he's not nearly as disciplined as Destro's other operatives, Metal-Head has consistently proved his worth over the decades. And this is why Destro not only keeps him on the payroll despite his antics, but appreciates having him around: it's hard to find good help!

1994 Variations

Cybernetics:

Having worked for Destro for several years, Metal-Head has earned that villain's trust, and is one of his most valuable Iron Grenadiers. As such, Destro gave Metal-Head the opportunity to live up to his name, and has provided him experimental cybernetics, including:

Ballistics System (w): Metal-Head now has all the benefits of his weapon control system, described above, but without the need to wear external equipment. The face plate Metal-Head wears does let him directly interface his implants with his current missile launcher, however.

IRS: intensity 1.

Equipment:

Breast Plate (s): instead of a helmet, Metal-Head wore a high tech breast plate this year. Made from reinforced metals and lined with a laser-reflective coating, this item provides his upper torso intensity 8, or +2, protection against physical and laser assault.

Laser Pistol (a): a highly advanced sidearm, this weapon serves as a backup piece for Metal-Head. He may fire a beam of coherent photons from it at his many foes to inflict his Agility +4 in Armor Piercing energy damage, doing so up to six times per charged power pack.

Missile Launcher (i): in '94, the form Metal-Head's missile launcher took was that of a hand-held device. Linked to his ballistic cybernetics for a further reduction in the difficulty to hit something, its projectiles inflict like damage, though can only be fired one at a time.

Submachine Guns (a): when he's out of missiles, Metal-Head can discharge a single round from one of these firearms to inflict his Agility +4 in damage, a short burst of such to inflict his Agility +5 in damage, or fire them continuously to inflict his Agility +6 in damage.

Costume:

Metal-Head's second combat uniform is an all-new affair, and features a red vest over a long-sleeved, black shirt and under a steel breatplate, black trousers beneath red trunks, silver boots, a silver glove for his right hand, black web gear, holsters, sheathes, and a black left glove.

2005 Variations

Cybernetics:

Having worked for Destro for over a decade, Metal-Head has earned that villain's trust, and is one of his most valuable Iron Grenadiers. As such, Destro gave Metal-Head the opportunity to live up to his name, and has provided him numerous experimental cybernetics, including:

Ballistics System (w): Metal-Head now has all the benefits of his weapon control system, described above, but without the need to wear external equipment. The face plate Metal-Head wears does let him directly interface his implants with his current missile launcher, however.

Computer Link (i): furthermore, Metal-Head can achieve a cellular linkup with the Iron Grenadiers' servers, allowing him to instantly download specifications for enemy vehicles and personnel. Whether this intensity 5 link works with other computers is as of yet unknown.

IRS: intensity 2.

Equipment:

Breast Plate (s): instead of a helmet, Metal-Head wore a high tech breast plate this year. Made from reinforced metals and lined with a laser-reflective coating, this item provides his upper torso intensity 8, or +2, protection against physical and laser assault.

Laser Pistol (a): a highly advanced sidearm, this weapon serves as a backup piece for Metal-Head. He may fire a beam of coherent photons from it at his many foes to inflict his Agility +4 in Armor Piercing energy damage, doing so up to six times per charged power pack.

Missile Launcher (i): in '05, the form Metal-Head's missile launcher took was that of a hand-held device. Linked to his ballistic cybernetics for a further reduction in the difficulty to hit something, its projectiles inflict like damage, though can only be fired one at a time.

Submachine Guns (a): when he's out of missiles, Metal-Head can discharge a single round from one of these firearms to inflict his Agility +4 in damage, a short burst of such to inflict his Agility +5 in damage, or fire them continuously to inflict his Agility +6 in damage.

Costume:

Metal-Head's third combat uniform is like his second, and includes a red vest over a long-sleeved, black shirt and under a bronze breatplate, black trousers, bronze and gray boots, a bronze and gray glove for his right hand, gray web gear, holsters, sheathes, and a black left glove.

2015 Variations

Cybernetics:

Having worked for Destro for over two decades, Metal-Head has earned that villain's trust, and is one of his most valuable Iron Grenadiers. As such, Destro gave Metal-Head the opportunity to live up to his name, and has provided him numerous experimental cybernetics, including:

Ballistics System (w): Metal-Head now has all the benefits of his weapon control system, described above, but without the need to wear external equipment. Metal-Head's ballistics system has been augmented such that it no longer needs his old face plate to interface with his launchers.

Computer Link (i): furthermore, Metal-Head can achieve a cellular linkup with the Iron Grenadiers' servers, allowing him to instantly download specifications for enemy vehicles and personnel. Whether this intensity 5 link works with other computers is as of yet unknown.

IRS: intenstiy 2.

Equipment:

Laser Pistol (a): a highly advanced sidearm, this weapon serves as a backup piece for Metal-Head. He may fire a beam of coherent photons from it at his many foes to inflict his Agility +4 in Armor Piercing energy damage, doing so up to six times per charged power pack.

Submachine Guns (a): when he's out of missiles, Metal-Head can discharge a single round from one of these firearms to inflict his Agility +4 in damage, a short burst of such to inflict his Agility +5 in damage, or fire them continuously to inflict his Agility +6 in damage.

Costume:

Metal-Head's fourth field uniform is like his first, and is comprised of a thick, black padded suit with a red fur collar, black and red leather boots, gray knee pads, a gray leather belt and web gear, black leather gloves, and a yellow visor with a crosshair over the right eye.

Extra Goodies:

Metal-Head Saga System 13 Text File Download

Cobra directories featuring a version of Metal-Head:

  1990 1994 2005 2015  

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