THE COMBINE


The Combine “technomob” arrived in the Keystone/Central City area with the express aim of dominating the criminal underworld there. To that end, its agents were equipped with the latest high-technology gear. Their preference for high profile targets became apparent from the start, as the Combine attempted to rob a moving train bound for the Federal Reserve carrying a large quantity of gold and silver bullion. Only the combined efforts of three heroic speedsters prevented the theft, though the Combine showed its ruthlessness by derailing the train towards a nearby public school as a distraction. The third Flash (Wally West) devoted the next several months to locating the Combine’s headquarters, but the technomob’s extensive use of teleportation technology made any searches fruitless. As time passed, more and more of the twin cities fell under the Combine’s domination. At least one lead was a deliberately planted lure to draw the Flash into a prepared death trap. The trap, a collapsing forcefield, would have killed West had it not been for the presence of Eobard Thawne, who at the time was believed (even by Thawne himself) to be the resurrected second Flash, Barry Allen. Much-needed help for the Flash arrived in the form of his Titan teammates Nightwing and Starfire, who had come to Keystone to visit a mutual friend, Wally West’s former girlfriend Frances Kane. The trio opted to pursue the most recent lead on the whereabouts of the Combine headquarters, and their united efforts utterly smashed the organization, just in time to prevent its alliance with the New York City mob. Though defeated, the Combine’s enigmatic leader planned a parting gift with a randomly teleported concussion bomb capable of leveling Keystone City. Only with the help of Frances Kane’s magnetic abilities did the Flash locate the bomb. With motivation supplied by West, Kane also elevated it to a height where its detonation did no harm. The Combine’s leader teleported to safety prior to this, and he indicated the organization remained active in other cities. Despite his claims, neither he nor the technomob itself has reared its head again since its defeat by the Flash.

Typical Agent
Reflexes 3D: Brawling 4D, dodge 4D, piloting 4D, sneak 5D
Coordination 3D: Marksmanship 5D (Combine weapons +1D)
Physique 3D: Leap 4D, lifting 4D, running 5D, swimming 5D
Knowledge 2D: Computer ops 4D
Perception 3D: Repair 4D, streetwise 4D (Keystone and Central Cities +1D)
Presence 3D: Intimidation 5D, interrogation 4D, willpower 4D

ADVANTAGES/DISADVANTAGES: Ally (fellow Combine agents) –23D, Technologically Advanced [Postmodern (2)] –10D, Wealth –2D; Enemy (the Flash III) +3D, Fanatic (seizing control of Keystone and Central City) +3D, Fugitive +2D.

SPEED: 30
PDV: 2
UNARMED BDV: 3D
P/L BONUS: +2
HERO POINTS: 0
VILLAIN POINTS: 1
CHARACTER POINTS: 9
BODY POINTS: 26

Combine Leader
Reflexes 3D: Brawling 5D, dodge 5D, piloting 4D, sneak 5D
Coordination 3D: Marksmanship 5D (Combine weapons +2D)
Physique 3D: Leap 4D, lifting 4D, running 5D, swimming 5D
Knowledge 4D: Computer ops 6D, scholar 5D, science 6D
Perception 4D: Repair 5D, streetwise 5D (Keystone and Central Cities +1D)
Presence 3D: Command 5D (Combine +2D), intimidation 6D, interrogation 5D, willpower 6D

ADVANTAGES/DISADVANTAGES: Charismatic –3D, Followers (the Combine) –22D,
Gifted in Learning –4D, Intimidating Grin –2D, Leadership Ability –2D, Preparedness 4D, Technologically Advanced [Postmodern (2)] –10D, Wealth –8D; Delusions of Grandeur +3D, Enemy (the Flash III) +3D, Fanatic (megalomaniac) +3D, Fugitive +2D, Secret Identity +3D.

SPEED: 30
PDV: 3
UNARMED BDV: 3D
P/L BONUS: +2
HERO POINTS: 0
VILLAIN POINTS: 5
CHARACTER POINTS: 47
BODY POINTS: 36

EQUIPMENT: Battle armor (powers: Invulnerability 2D; armor is sealed and provides breathable atmosphere), sonic bazookas (powers: Sonic Manipulation 8D), rocket launchers (BDV 6Dx4; blast radius: 3/8/16; range: 60/180/540; ammunition: 6), incendiary rifles (BDV 6Dx3; range 60/180/540), collapsing forcefield trap (powers: Forcefield 8D with an adaptable counter–vibrational energy frequency designed to prevent those with Speed or Density Manipulation from passing through; encloses a gradually shrinking 10’x10′ area, crushing those inside with BDV 8D), electrified nets (BDV 8D over a 10’x10′ area), teleporter (powers: Teleportation 8D). All items with powers have the Limitations: Rechargeable –2D and Removable –2D.

Published by Barry Reese

Professional author that has worked for publishers as diverse as Marvel Comics, Moonstone Books, Wild Cat Books, Airship 27 and Pro Se Press!

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