Post by Iron Bonny Shades on Oct 13, 2003 14:14:13 GMT -5
Bot template
Model Type:
Class:
Crew: None, artificial intelligence.
M.D.C. By Location:
Hands (2) -
Arms (2) -
Legs (2) -
**Head -
*** Main Body –
*A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called shot" and even then he is -3 to strike.
** Destroying the head of the robot will eliminate all optics and sensory systems. In most cases the robot shuts down as a safety feature. However, in some cases (about two in ten) the robot continues to fight, striking blindly until it is destroyed. Under these conditions the robot enjoys no combat bonuses and is -9 to strike parry or dodge! Note: The head is a small and difficult target to hit, especially on a moving target. Thus it can only be hit when a character makes a called shot and even then the attacker is -2 to strike.
*** Depleting the M.D.C. of the main body will effectively destroy the vehicle, rendering it useless
Running: mph ( km) maximum. Note that the act of running does NOT tire the robot and speed can be maintained indefinately.
Leaping: The robot’s legs are strong and well suited for leaping. Leaps are limited to approximately feet ( m) high or lengthwise. A running leap at speeds in excess of 40 mph (4 km) will enable the bot to leap an additional feet ( m).
Flying: None, without the addition of the jet pack or vehicle.
Maximum range: The nuclear power pack gives the approximately years of life even under the most strenuous and constant amount of use. Statistical Data:
Height:
Width:
Length:
Weight:
Physical strength: Equal to a P.S.
Cargo: None
Power System: Nuclear: average energy life is years.
Black Market Cost:
Weapon Systems:
1.
Primary purpose:
Secondary purpose:
Mega-Damage:
Rate of Fire:
Effective range:
Payload:
2. May use any type of common weapon: They can use just about any type of energy weapon, light rail gun or hand held weapon or tool they may desire.
Hand to Hand Combat: Hand to hand attacks/actions per melee (energy weapons, punches, etc). Skill is about equal to level hand to hand:
Restrained Punch:
Full Strength Punch:
Power Punch:
Body Block:
Kick:
Leap Kick:
Bonuses: Include sensor bonuses. W.P. bonuses (standard) Hand to hand : + strike with physical attacks, + using energy weapons, + to parry, + to dodge, + on initiative, + to roll with impact or fall.
Attributes equivelents of note: I.Q.: P.S.: P.P.: Spd:
Impervious to poison, gas and biological agents, as well as psionic and magic mind control, charms, bio-manipulation and S.D.C. attacks.
Sensor system note:
Features:
Special systems:
1.
2.
Skill Program:
Other skills include
Automatic Self-Destruct Program: Standard
Basic Breakdown
Name:
Intelligence:
Type:
Skill Programs:
Design Breakdown:
Design Cost:
Model Type:
Class:
Crew: None, artificial intelligence.
M.D.C. By Location:
Hands (2) -
Arms (2) -
Legs (2) -
**Head -
*** Main Body –
*A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "Called shot" and even then he is -3 to strike.
** Destroying the head of the robot will eliminate all optics and sensory systems. In most cases the robot shuts down as a safety feature. However, in some cases (about two in ten) the robot continues to fight, striking blindly until it is destroyed. Under these conditions the robot enjoys no combat bonuses and is -9 to strike parry or dodge! Note: The head is a small and difficult target to hit, especially on a moving target. Thus it can only be hit when a character makes a called shot and even then the attacker is -2 to strike.
*** Depleting the M.D.C. of the main body will effectively destroy the vehicle, rendering it useless
Running: mph ( km) maximum. Note that the act of running does NOT tire the robot and speed can be maintained indefinately.
Leaping: The robot’s legs are strong and well suited for leaping. Leaps are limited to approximately feet ( m) high or lengthwise. A running leap at speeds in excess of 40 mph (4 km) will enable the bot to leap an additional feet ( m).
Flying: None, without the addition of the jet pack or vehicle.
Maximum range: The nuclear power pack gives the approximately years of life even under the most strenuous and constant amount of use. Statistical Data:
Height:
Width:
Length:
Weight:
Physical strength: Equal to a P.S.
Cargo: None
Power System: Nuclear: average energy life is years.
Black Market Cost:
Weapon Systems:
1.
Primary purpose:
Secondary purpose:
Mega-Damage:
Rate of Fire:
Effective range:
Payload:
2. May use any type of common weapon: They can use just about any type of energy weapon, light rail gun or hand held weapon or tool they may desire.
Hand to Hand Combat: Hand to hand attacks/actions per melee (energy weapons, punches, etc). Skill is about equal to level hand to hand:
Restrained Punch:
Full Strength Punch:
Power Punch:
Body Block:
Kick:
Leap Kick:
Bonuses: Include sensor bonuses. W.P. bonuses (standard) Hand to hand : + strike with physical attacks, + using energy weapons, + to parry, + to dodge, + on initiative, + to roll with impact or fall.
Attributes equivelents of note: I.Q.: P.S.: P.P.: Spd:
Impervious to poison, gas and biological agents, as well as psionic and magic mind control, charms, bio-manipulation and S.D.C. attacks.
Sensor system note:
Features:
Special systems:
1.
2.
Skill Program:
Other skills include
Automatic Self-Destruct Program: Standard
Basic Breakdown
Name:
Intelligence:
Type:
Skill Programs:
Design Breakdown:
Design Cost: