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.