Centerfire

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Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

RELATIVE AGE: 

MARITAL STATUS: 

Joseph Heinkel

Secret

American/Hero

Yes

mid 20s

Single

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

Arachnotrooper Heinkel

Peacekeepers

N/A

N/A

Don "Major Deej" Finger

24 Jun 2019

History

 

Joseph Heinkel, great grandson of the evil World War II 'Axis Force' Nazi codenamed "Hienkel', as well as the son of current GUARD Munitions Master, Heinrich Heinkel (code-named 'War Machine'), started his young life with the wrong crowd - The Arachnoknights.

The evil Arachnoknights recruited young talent fresh from colleges, Joseph being one such talent.  His incredible knowledge of energy manipulation and weapons design (learned from his father) got him in as a chief engineer in the Arachnoknights.

A year later, he saw the weapons he was building were killing innocents, and not fighting a 'war against corruption' as he'd been told.  He snuck out one night after sabotaging all of his weapons and designs.

Joseph was later picked up by GUARD and imprisoned for his deeds and associations.  He hadn't killed or murdered anyone, but his illegal weapons manufacturing was enough to warrant at least 20 years of federal prison time.  His father, Heinrich Heinkel. pleaded with GUARD's Director,  Neal Norton, to prevent his son from becoming like his great grandfather.  Director Norton put in an impassioned plea with the Department of Justice and arranged for a deal for Joseph - service with a new organization known as 'The Peacekeepers'; a national police force primarily to enforce the World Super-Powers Registration Act (WRSA).  As such, the Peacekeepers couldn't place him in a 'direct' law enforcement position, however, they arranged it so that his primary duties would be to his strengths - weapons designing, which he would now do, in legal practices, under the supervision of the Peacekeepers leadership.

 

Today Joseph, now code-named "Centerfire", is a weapons-master in the heroic Peacekeepers. He has yet to meet his recently revived great grandfather, the psychotic Nazi killing machine known as Ernst Heinkel, who is now alive and well with Reichsland's newly reorganized super-powered group, Axis Force.

Powers

 

Power Origin: Normal

He has no powers.

Equipment

 
  • Armor:

    • Provides typical physical, energy, temperate, toxic and toxin protection

    • Provides excellent radiation protection

    • 2-hour oxygen supply

    • Flight:

      • Boots provide remarkable flight speed of up to 300 mph at a max range of 100 miles​ with max carry weight of 300 lbs.

  • Helmet:

    • Excellent physical, electrical, energy, temperate, toxic and toxin protection

    • Excellent radiation protection

    • Eye visors provide night vision, thermal vision, tactical Heads-Up Display (HUD) and video viewing feed, as well as networked data from internet and/or Peacekeepers data systems. Visors also provide good flash protection.

    • Full communications encrypted transceiver suite with access to all bands and frequencies. Uses unlimited satellite and/or transmission tower ranging.

  • Weapons:

    • Centerfire carries a wide variety of weapons, ones he has custom made, in particular, ergo, the list is nearly limitless, however he does prefer one weapon over others:

      • Centerfire XXII - Custom Rifle

        • Good shooting damage; rang 400 yards; 10 bursts per magazine

        • Rifle made up of fantastic compound materials and light-weight (10 lbs)

        • Retractable fantastic material strength bayonet for good edged melee damage (can also be shot from gun for same yet as ranged damage, up to 100 yards away).

        • Fragment Grenade launcher x 5 for excellent area damage at 200 yards

        • Smoke, Neuralizer and Flash-bang grenades(1 each) for excellent effect in negative visibility, sleep and flash/vision effects, respectively, but no damage.

        • Sticky Web Grenade (x 3) good strength immobilizing sticky solution that has an area effect at a range of 200 yards; sticky solution stays sticky for 5 minutes, degrading a whole level of stickiness every 30 seconds after the 3 minute mark.

        • Gunsight/Tactical computer link improves accuracy by a factor of 2.

Talents

 
  • Weapons-master (knows all types of weapons and all details about them) (Doctorate)

  • Ballistics (Master)

  • Metallurgy (Professional)

  • Weapons lore (Professional)

  • Marksmanship (Master)

  • Martial Arts: Evade/Dodge (Professional)

  • Martial Arts: Grapple/Escape (wrestling) (proficient)

  • Martial Arts: Initiative (proficient)

  • Arachnoknights (professional)

  • GUARD (Proficient)

  • Law Enforcement ((proficient)

  • Hand-to-Hand Melee combat (proficient)

  • weapons manufacturing (professional)

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