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Boosterrific.com: The Complete, Annotated Adventures of Booster Gold
Boosterrific.com: The Complete, Annotated Adventures of Booster Gold

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Power-Suits

"I've repaired as much of Skeets and Booster's costume as possible, but the electronics, the miniaturization, the technology... it's light-years beyond anything I've ever seen!"
—Jack Soo, Booster Gold #13, 1987

Booster Gold employs a technologically advanced suit of armor to enhance his abilities to super human levels of performance. Though his initial 25th-century power-suit was a technological marvel by 20th-century standards, Booster has been forced to don a number of different suits over the course of his career as a professional hero. Some have been more useful than others.

MARK I power-suit

MARK I power-suit. Image © DC ComicsAKA: The Original

Designer: Dan Jurgens

First: Booster Gold #1, 1986

Appearances: 279

Sleek high-collared blue and metallic gold power-suit utilizing micro-weave technology from the 25th-century. This armor is the template for almost every costume Booster Gold has worn since. It experienced many minor cosmetic alterations throughout its lengthy functional life span, including several changes in the star logo on both the front and back of the costume. Notably, this is the only Booster Gold costume to include an optional cape used purely to impress audiences.

MARK I power-suit has the following powers and abilities:

Conglomerate uniform

Conglomerate uniform. Image © DC ComicsDesigner: Dan Jurgens / Chris Sprouse

First: Justice League Quarterly #1, 1990

Appearances: 2

The official uniform of the first Conglomerate was simply a black leather jacket with the team logo on the front and corporate sponsors patches on the back. Conglomerate members wore these jackets over their existing uniforms. As leader of the Conglomerate, Booster Gold wore the Conglomerate uniform over his Mark I power-suit exactly once, in his first appearance as Conglomerate leader.

Conglomerate uniform has the following powers and abilities:

  • The Conglomerate uniform provided no additional powers to supplement Booster Gold's Mark I power-suit.

MARK II armored power-suit

MARK II armored power-suit. Image © DC ComicsAKA: The Rocket Red

Designer: Kevin West

First: Justice League America #80, 1993

Appearances: 15

Ungainly and malfunction-prone suit of bulky armor adapted from the Rocket Red Brigade armor by Blue Beetle II to replace Booster Gold's Mk I armor destroyed by Doomsday. This armor was never intended as anything more than a prototype and underwent several minor and improvised adjustments just to keep it functioning. A variation of this suit was later used by Guy Gardner shortly after he lost his power ring (as noted by José Fridman).

MARK II armored power-suit has the following powers and abilities:

  • Booster Shot adjustable projectile energy rays on each wrist
  • Limited force field powered by batteries
  • Limited invulnerability via armor plating
  • Increased strength via mechanical enhancement
  • Flight via inset boot rockets
  • Powered by on-board batteries routed through backpack

MARK III armored power-suit

MARK III armored power-suit. Image © DC ComicsAKA: Mark II, version 2

Designer: Marc Campos

First: Justice League America #89, 1994

Appearances: 7

Improved redesign by Blue Beetle II of the Mk II armor. Notable changes include only a fully enclosed helmet, the only Booster Gold custom to do so to date. This exoskeleton had the shortest tenure of all of Booster's power suits, lasting less than four months before being destroyed by Devastator, who did not hit Booster on the head.

MARK III armored power-suit has the following powers and abilities:

  • Booster Shot adjustable projectile energy rays on each wrist
  • Limited force field generated by stored battery energy
  • Limited invulnerability via armor plating
  • Increased strength via mechanical enhancement
  • Flight via inset boot rockets
  • Powered by on-board batteries

MARK IV armored power-suit

MARK IV armored power-suit. Image © DC ComicsAKA: Life Support

Designer: Mike Wieringo

First: Justice League America #90, 1994

Appearances: 30

Blue Beetle II design utilizing advanced S.T.A.R. Labs technology featuring the pronounced should-pads that were all the rage in the 1990s. In most respects similar to its predecessor, this armor controls a robotic right arm. In addition to offensive and defensive capabilities, this armor includes a built-in iron lung and pacemaker, sustaining Booster following life-threatening injuries delivered by the Overmaster's Devastator. As a result of his injuries, Booster was unable to remove the chest plate of this armor for several months.

MARK IV armored power-suit has the following powers and abilities:

  • Booster Shot adjustable projectile energy rays on each wrist
  • Mass Dispersal Force energy/matter transmutation field (power implied but never demonstrated)
  • Limited force field via stored battery power
  • Limited invulnerability via armor plating
  • Increased strength via mechanical enhancement
  • Flight via inset boot rockets
  • Powered by on-board batteries (unseen, but presumably kept in bulky belt pouches)

MARK X armored power-suit

MARK X armored power-suit. Image © DC ComicsAKA: Jrxian Flesh-Driver

Designer: Tom Morgan

First: Extreme Justice #14, 1996

Appearances: 17

Advanced alien Flesh-Driver power-suit adapted by Blue Beetle II. The armor is very similar in design and function to the original Mk I armor, though powered not by energy cells but instead by bio-electric impulses generated from Booster's Monarch-granted prosthetic implants. Prior to learning the armor technology's alien name, Blue Beetle dubbed this armor the "Mark X." This was the first Beetle-built armor to have a clear designation from its maker and is the first time that Booster's power-suits were referred to with a "Mark" designation.

MARK X armored power-suit has the following powers and abilities:

  • Integrated operating system controlled via Skeets' artificial intelligence
  • Midas Mode situational armament array utilizing the unique properties of the alien Flesh-Driver armor to temporarily retask Booster's artificial prosthesis
  • Booster Shot adjustable projectile energy rays on each gauntlet
  • Limited invulnerability via enhanced armor plating
  • Increased strength via mechanical enhancement
  • Flight via inset boot rockets
  • Onboard communication/sensor array
  • Powered via energy generated naturally by Booster's prosthetic limb implants

MARK XI armored power-suit

MARK XI armored power-suit. Image © DC ComicsDesigner: Dan Jurgens

First: Superman, Vol. 2, #124, 1997

Appearances: 20

Power-suit combining LexCorp and S.T.A.R. Labs technology into a design by Professor Emil Hamilton. Hamilton's suit design is based on specifications gathered from Booster's Mk I armor, and this armor is presumed to be a 20th-century copy of future technology. For the first time, the familiar blue star on Booster's chest is offset to Booster's left. This is the only asymmetrical costume design that Booster has worn to date. Lacks the collar of previous suits.

MARK XI armored power-suit has the following powers and abilities:

  • Integrated operating system controlled via Skeets' artificial intelligence
  • Booster Shot adjustable projectile energy rays on each wrist
  • Energy force field (effectiveness undemonstrated)
  • Increased strength via advanced 20th-century micro-fiber enhancement
  • Flight via 30th-century Legion Flight Ring
  • Power source unknown

MARK XII armored power-suit

MARK XII armored power-suit. Image © DC ComicsAKA: The Classic

Designer: Dan Jurgens

First: Secret Files & Origins Guide to the DC Universe 2000 #1, 2000

Appearances: 47

Power-suit duplicating the appearance and performance of Booster's original Mk I armor, presumably made with early 21st-century technology (likely via Kord Industries technology). Unlike the previous Mk X and XI suits, this armor does not contain the consciousness of Skeets, who has been returned to his autonomous body.

MARK XII armored power-suit has the following powers and abilities:

  • Booster Shot adjustable projectile energy rays on each wrist
  • Near-invulnerable adjustable energy force field
  • Increased strength via advanced 20th-century micro-fiber enhancement
  • Flight via 30th-century Legion Flight Ring
  • Power source unknown

MARK I.v2 power-suit

MARK I.v2 power-suit. Image © DC ComicsAKA: The Modern

Designer: Phil Jimenez

First: Infinite Crisis #2, 2006

Appearances: 213

Presumably, this blue and gold power-suit from the future is identical in all major ways to the original 25th-century Mark I armor. The primary difference between this suit and the original are cosmetic: this power-suit has no collar and the gloves are re-colored from gold to blue. (This suit debuts with gold stripes on the sleeves and sides, but these are removed after the events of 52.) If there is any major functional difference between this and the original suit, it is that this suit is less sturdy than the original. Thankfully time-traveling Booster can keep a closet full of spare versions of this power suit.

MARK I.v2 power-suit has the following powers and abilities:

Supernova power-suit

Supernova power-suit. Image © DC ComicsDesigner: unknown

First: 52 #8, 2006

Appearances: 11

Power-suit created by Rip Hunter re-engineered from Kryptonian technology. Specifically, this suit utilizes the applied teleportation technology employed by Kryptonian scientist Jor-El in his Phantom Zone Projector.

Supernova power-suit has the following powers and abilities:

Rip Hunter's Dad

Rip Hunter's Dad. Image © DC ComicsDesigner: Dan Jurgens

First: Time Masters: Vanishing Point #1, 2010

Booster Gold adopts a more casual variation of his MARK XI asymmetrically designed blue and gold costume when he takes his son sightseeing in the future. The costume adds a belt, appearing similar to Batman's utility belt, and a black leather jacket similar to Booster's Conglomerate uniform. By this point in his life, Booster will have access to technology throughout all of history (and no qualms against stealing), it can be assumed that this suit is much more powerful than his original 20th-century costume.

Rip Hunter's Dad has the following powers and abilities:

  • unknown

MARK XIII power-suit

MARK XIII power-suit. Image © DC ComicsAKA: New 52

Designer: Jim Lee

First: Justice League International, Vol. 3, #1, 2011

Appearances: 58

Following the destruction of his previous Mark IB power-suit during the alternate-timeline events of Flashpoint, Booster Gold makes cosmetic changes to his costume, including the removal of the color gold from his legs and the addition of metal gauntlets to his arms. This costume does not appear to be functionally different from the Mark IB power-suit.

MARK XIII power-suit has the following powers and abilities:

Waverider

Waverider. Image © DC ComicsDesigner: Dan Jurgens

First: Convergence Booster Gold #2, 2015

Following his absorbsion into the time-stream, Booster Gold reconstituted himself in the familiar form of Waverider, a time traveling hero that was formerly the alter ego of Linear Man Matthew Ryder.

Waverider has the following powers and abilities:

  • As a being of pure chronal energy, Waverider is capable of manipulating that energy at will
  • Waverider's unique skin is immune to lethal chronal radiation
  • Waverider can see and travel through time, as well as manipulate the space/time lines of other people

Injustice costume

Injustice costume. Image © DC ComicsDesigner: unknown

First: Injustice 2 #29, 2018

Appearances: 2

After his regular power armor was destroyed by Lobo, Booster adopted this jacketed variant to lead the Titans into space.

Injustice costume has the following powers and abilities:

  • The Injustice costume provided no additional powers to supplement Booster Gold's Mark I.v2 power-suit.

Justice League Animated

Justice League Animated. Image © DC ComicsDesigner: Mike Wieringo

First: Superman & Batman Magazine #8, 1994

Appearances: 3

The costume that the character Booster Gold wears in the adaptations of the television cartoons Batman: The Animated Series and Superman: The Animated Series is the Mark IV armor stylized to appear congruous with the design of the show's universe. This costume appeared only in comic books, never on television. Because of the limited appearances of this armor, it is unclear if it served the same life-support function as its chronological counterpart.

Justice League Animated has the following powers and abilities:

  • Increased strength via mechanical enhancement

The Alliance Booster Gold

The Alliance Booster Gold. Image © DC ComicsDesigner: Christopher Priest / Sergio Cariello

First: Justice League America Annual #10, 1996

Appearances: 1

In an alternate future once visited by Captain Atom, time-traveler Booster Carter is leader of the Alliance, a fascist organization that utilizes the legacy of the Justice League International to control the rowdy population of Warworld. The Booster of the Alliance was more machine than man, having long ago replaced his failing organs with mechanical prosthetics. It is unclear whether the powers that this Booster demonstrated were generated by his costume or his cybernetic body parts.

The Alliance Booster Gold has the following powers and abilities:

  • Booster Shot adjustable projectile energy rays on wrist (source unknown)
  • Limited invulnerability (source unknown)
  • Increased strength (likely mechanically enhanced prostheses)
  • Personal teleportation (source unknown)
  • Flight (source unknown)

Justice League Unlimited

Justice League Unlimited. Image © DC ComicsDesigner: Dan Jurgens

First: Justice League Unlimited #2, 2004

Appearances: 26

The costume that the character Booster Gold wears in Justice League Unlimited is the Mark I armor stylized to appear congruous with the design of the show's universe. Skeets, however, appears quite different, floating vertically and appearing more as an egg than a football. This costume first appeared in the Justice League Unlimited episode "The Greatest Story Never Told", broadcast September 11, 2004.

Justice League Unlimited has the following powers and abilities:

Tangent Universe Booster Gold

Tangent Universe Booster Gold. Image © DC ComicsDesigner: Fernando Pasarin

First: Tangent: Superman's Reign #1, 2008

Appearances: 1

In the Tangent Universe (also known as Earth-9), Booster Gold was a hero operating out of Cleveland, Ohio in the 1960s. Like all other aspects of the Tangent Universe, the Tangent Booster Gold is so different from the familiar DC Universe Booster Gold that it is impossible at a glance to verify similarities in powers or abilities, much less personal history, personality, or motives.

Tangent Universe Booster Gold has the following powers and abilities:

  • unknown (appears in historical record only)

Justice Arcana Booster Gold

Justice Arcana Booster Gold. Image © DC ComicsDesigner: unknown

First: Trinity #39, 2009

Appearances: 2

During the events of Trinity, history is changed and the resulting present while superficially similar to the known DC Universe, is substantially different. Among the heroes still active is Booster Gold. Throughout the course of the story, Booster appears in a costume superficially similar to his familiar Mark IB Power-Suit before donning a blue and white costume.

Justice Arcana Booster Gold has the following powers and abilities:

  • Flight (unexplained: clearly shown without Legion Flight Ring)

Bizarro Booster Gold

Bizarro Booster Gold. Image © DC ComicsDesigner: Bernard Chang

First: Supergirl, Vol. 5, #57, 2010

Appearances: 1

Bizarro Booster Gold appeared briefly alongside a Bizarro World version of the Justice League. The entire League was promptly decimated by the Ash'kalphageous doomsday device. Besides wearing a costume similar to the familiar Mark IB power-suit, other powers, abilities, and origins of this alternate version of Booster Gold remain unknown.

Bizarro Booster Gold has the following powers and abilities:

  • Flight (unexplained: the Bizarro World appears to be without any significant technology to power a bizarro version of Booster Gold)

Smallville Booster Gold

Smallville Booster Gold. Image © DC ComicsDesigner: Melanie Williams

Appearances: 13

Originally seen in the Smallville television episode \"Booster,\" this costume is based on Booster\'s sponsor-laden Mark I.v2 costume from as seen in 52. This costume sheds cowl and goggle for more traditional eyeglasses; this change results in a disconnected blue collar around the neck reminiscent of the classic high gold collar but more in keeping with contemporary fashion trends. This costume also has blue pants and boots, similar to the Mark XIII power-suit.

Smallville Booster Gold has the following powers and abilities:

  • Booster Shot adjustable projectile energy rays on each wrist
  • Invulnerable adjustable energy force field
  • Increased strength
  • High-speed flight via 30th-century Legion Flight Ring
  • Onboard communication/sensor array linked to Skeets Museum Bot

ARGUS power-suit

ARGUS power-suit. Image © DC ComicsDesigner: Geoff Johns

First: Justice League International Annual, Vol. 3, #1, 2012

Appearances: 1

This skin-tight, solid blue power-suit featuring the logo of the Advanced Research Group Uniting Super-Humans (\"ARGUS\") doesn\'t appear to be functionally different than Booster Gold\'s more familiar Mark XIII power-suit. Visually, however, with its bulky gloves, chest and knee pads, belt, and pouches, it has far more in common with the clunky, ungainly suits Booster worn during his time with Extreme Justice.

ARGUS power-suit has the following powers and abilities:

  • Invulnerable adjustable energy force field (source unknown)
  • Increased strength (limits unknown)
  • High-speed flight via 30th-century Legion Flight Ring
  • Onboard communication/sensor array
  • Time-manipulation ability

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