Int: 2 Will: 2 Mind: 2
Infl: 2 Aura: 2 Spirit: 2
Initiative: 13 Hero Points: 15
Martial Artist: 7
Advantages: Connections: Lexcorp (Low)
Drawbacks: Catastrophic Rage; Catastrophic Psychological Instability
Alter Ego: Robert DuBois
WEAPONS TRANSPORTER [Body: 4, Bomb: 12, Teleportation: 15, R#: 2] Limitations: Teleportation can only be used to transport weapons from a hidden cache to his current location; Bomb can only be used as a self-destruct to the mechanism and everything around it.
Pistol [Body: 4, EV: 5, Ammo: 8, Range: 4, R#: 2] Bonus: Has been modified to fire Kryptonite pellets. When used against Superman, treat the gun as though it had an EV of 20.
Submachine Gun [Body: 4, AV: 5, EV: 5, Ammo: 5, Range: 5, R#: 3]
Heavy Machine Gun [Body: 4, AV: 8, EV: 8, Ammo: 12, Range: 8, R#: 2]
Grenades (x5) [Body: 6, Bomb: 8, R#: 2]
Bazooka [Body: 6, Bomb: 8, Ammo: 1, Range: 7, R#: 2]
Smoke Pellets (x2) [Body: 6, Fog: 12]
Source: Superman: Man of Steel Sourcebook, page 66
foe of: Superman
Ed's Notes: All right... After Barrage and Blinsdpot, we're getting a little better here. But he's still just a barely above average guy, with some cool, but still ridiculously low-powered tech, who is uniquely UNqualified to pose even the remotest threat to SUPERMAN. Yes: Even with the Pistol that shoots Kryptonite Pellets. He would need to roll an, 18 just to hit him, and that would do a mere 6 RAP's of damage. And, sure, I suppose you could say that after a hit or two, (or one, because he needs to roll an 18!) Superman would be weakened by the Kryptonite. OK. But he still needs to roll an 18! BUT... There is one saving grace here. There is one way to get a guaranteed hit on Superman with this weapon...
Aim it at someone else! ;)
Also... not too keen on this trope of turning traumatized war veterans into crazed villains. Not cool, DC. Even if it is meant to make him sympathetic enough that Superman doesn't just punch him into chunky salsa straight out. STILL not cool. Support the troops.