Combot
by Paul Mosher
Weaponry:
Neuronic Whip – does 10+D10 points of nervous system damage (-8 to CF)
and the target is painfully stunned for 1/MR per strike, 50’ range.
Mystech Coagulator Beam – Scrambles living tissue. A combination of deep
blunt trauma bruising, 2d and 3d degree burns, deep slicing cuts, bone
pulverization and flaying all wrapped up in one. Does 20+D20 points of
damage plus one RCH per strike. 300’ range.
Tangle Gun – Hi tensile Impervium wire. Holds all up to 150 HP in size.
A 40+ STR is needed to break it. 50’ range, 30’ diameter.
Tangle Gun Mk X – As above but of monofilament, holds up to 500 HP and a
75+ STR is needed to break it.
Sonic Ripper – does D20+30 vibration and sonic damage; also stuns and
deafens for D10 rounds. 100’ range.
Medium Infinite Repeater – fires (3 per MR) 20mm rocket rounds (200
total) to a 500’ range. Damage as per 20MM listed in AGs.
Gauss Rifle – 20 round magazine of Armor Piercing Discarding Sabot
Hypervelocity rounds. 20mm and velocity of 25,000 fps. This is actually
a Hi Tech Rail Gun also referred to as a SLAM (Supra Light Accelerator
Machinegun). 50,000’ range, D100+100 damage and a RCH. Rate of fire is 5
per melee round.
10mm Laser Heavy Machinegun – fires a 10 round pulse to a 500’ range.
Damage is 15 points per round (so one pulse has a 150 point damage
possibility if all rounds hit). 100 round capacity.
15mm Blaster – fires a 10 round burst of plasma related energy to a
1000’ range that does 30 points per round, heat and radiation damage;
100 round capacity.
Defences:
Anti-Robot Positronic Brain Disruptor Field (Arpdif)– Scrambles robotic/cyborg
programming/sensors information and input. Forms a 600’ diameter “dome”.
All such device within this dome must roll 18 or better on D20 or cease
proper function immediately.
Radiation Shielding – protects the Combot against radiation damage to
700 Rads.
Mystech Brain Screen – protects the Combot 95% vs Arpdif projections,
attacks vs onboard computer etc.
Move: 250’ per turn, CF 30, HP 300, AC 2+7 + SPECIAL.
SPECIAL defense – Barrier Shield. 10’ radius and cannot be fired out of.
Stops all but the most powerful energy attacks, and stops
material/physical attacks by deflection or vaporization depending on
velocity. +18 save vs energy, +14 vs Missile and Projectile, +12 vs
Melee weapons.
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