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BattleBot

Description: An iridescent diamond-shaped machine, 6 meters tall, constantly changing shape, hue, and brightness. It floats on four antigravity pods.

Str 23 Int 8
Dex 21 Wil 13
Con 20 Per 8

Durability: 20/20/10 Action Check:
15+/14/7/3
Move: Glide 22, Fly 45 (antigrav units) # Actions: 4
Reaction Score: Ordinary/2

Defenses:
+5 resistance modifier vs. melee and ranged attacks.


Force Field: Provides an additional +3 resistance modifier vs. melee and ranged attacks. The
BattleBot suffers the same penalty while the force field is active. The power drain also
applies an identical penalty to the BattleBot's Action Check.


Duralloy Armor: 3d4 (LI)/2d4+1 (HI)/1d6+1 (E). Good Durability.

Sensors:
Normal human sight and hearing.
Infrared sensors as IR Goggles.
UV sensors as Imaging goggles, also able to visually detect radiation.
25x Telescopic magnification on sight.
Radar array as a Radar Gauntlet, 50 km/1000 km range.
Radio communications as Comm Gear.

Weapons:
Can make up to 3 weapon attacks in a single phase.
Blaster Cannons (2) Skill:Hvy-direct Acc: 0 Md: F Range: 750/1500/3000 Type: E/A
Damage: 3d6+3w/3d8+6w/3d6+3m Actions: 1


Black Ray Cannons (2) Skill: Hvy-direct Acc: 0 Md: F Range: 100/200/300 Type: E/O
Damage: 1d6+1w/1d6+3w/1d6+1m (special) Actions: 2


Mk VII Blaster Batteries (4) Skill: Hvy-direct Acc: 0 Md: A Range: 130/260/400 Type: E/G
Damage: 1d6+1w/1d8+2w/1d6+1m Actions: 2


Mk XII Masterblaster Batteries (2) Skill: Hvy-direct Acc: 0 Md: A Range: 165/330/500 Type: E/G
Damage: 1d8+3w/1d12+4w/1d8+3m Actions: 1


Trek Guns (2) Skill: Hvy-direct Acc: 0 Md: F Range: 65/130/200 Type:E/O

Damage: 1d6+1w/1d8+2w/1d6+1m to targets with force fields. Disintegrates anything
unshielded within 60m of the target. Actions: 1


Laser Batteries (10) Skill: Hvy-direct Acc: -1 Md: A Range: 750/15000/3000 Type: E/O
Damage: 1d12+1w/2d8+3w/1d12+1m Actions: 3


Fusion Bomb Launcher Skill: Hvy-indirect Acc: 0 Md: F Range: 1000/2000/3000 Type: E/A
Damage: Complete destruction within a 600 m radius. 2d6+1w/2d8+3w/2d6+1m within a 6
km radius. H5 firestorm within a 6 km radius for 1d6 rounds, H4 for an additional 2d6 rounds, and H3 until
the GM decides that the fires are out. Actions: 1 Clip: 15
Fission Bombs Launched from Launcher above. As Fusion Bomb with the following modifiers:
4d12+7w/6d12+6w/4d12+7m damage.

R4 Radiation within 6 km, -1 level/100m additional. -1 level/100 years. Clip: 15


Energy Damper: 1d8+2m damage per round to all robots within a 50 m radius. All electronic
devices within the radius are fused. 1d4-1w vs. robots with force fields, Stamina-Endurance roll with a step bonus
equal to the force field modifier to resist the damage.

Skills: Heavy Weapons [23]-indirect [28], direct [28]; Acrobatics [21]-flight [22]; Stamina [20]-endurance [21], resist pain [21]; Computer Science [8]-hardware [10], programming [10]; Tactics [8]-cavalry [12]; Technical Science [8]- artifact knowledge [10], repair [10]; Awareness [14]-perception [15]; Interact [8]-intimidate[12].

Mission: Accomplish assigned military objectives, including destruction of enemy forces, destruction of enemy materials, defense of allied men and materials, and defense of allied bases.

Reactions: It is never found dormant or in storage. It can only be commanded with a military Security Override I. D. Valid Maintenance I. D. cards can be used, but only under constant scrutiny from the BattleBot. Programmer cards cannot be used.

System Damage: Like a vehicle or starship, a BattleBot loses access to onboard systems as it takes damage. Whenever any damage penetrates the Bot's armor, roll on the following table once for every 2 Stun, 2 Wound,
or 1 Mortal. A system affected by Stun suffers a +2 step penalty for all actions involving that system until the Stun is recovered, unless a special effect is described below. A system affected by Wound or Mortal cannot be used until repaired.

Base roll-1d20
1-4 Sensors-1d8
1 Vision
2 Hearing
3 Infrared
4 Ultraviolet
5 Telescopic
6-7 Radar
8 Communications
5-14 Weapons-1d20
1-2 Blaster Cannon
3-4 Black Ray Cannon
5-7 Blaster Battery
8-9 Masterblaster Battery
10-11 Trek Gun
12-19 Laser Battery
20 Fusion/Fission Bomb Launcher
15-20 Misc. Systems-1d12
1-2 Force Field Generator (only +1 Resistance if Stunned)
3-6 Antigravity Pod (-6/-12 Movement per pod)
7 Dampening Field (-2 step to resist if Stunned)
8 Targeting Systems (+2 step on attacks)
9 Tracking Systems (-1 weapon attack/action, minimum 1,
per hit)
10 Power Systems (+1 step on Action Checks, maximum +3 per
hit)
11 Fusion Bomb Ammunition (1d6 bombs disabled)
12 Fission Bomb Ammunition (1d6 bombs disabled)


Adapted by Michael Sears
armitage@berk.com

Hosted here with his permission.