Mods Log
Skelebot Mark IIAttributes: Agility d6; Smarts d6; Spirit d4; Strength d12+1; Vigor d10
Skills: Fighting d6; Shooting d6; Notice d6; Survival d4
Cha: -4; Pace: 8/d10; Parry: 5; Toughness: 7
Hindrances: Ugly, Outsider, Vow (Major—Obey programming and Coalition commands)
Edges:
- Rock'n'Roll!: Ignore Recoil Penalty for full auto
First Strike: First opponent to move adjacent to the Skelebot in a round can be
targeted with a free strike with the Vibroblade.
Construct: +2 to recover from Shaken; does not breathe; immune to poison
and disease; ignores one level of wound penalties.
Pace: Pace 8; d10 Run Die
Sensor Suite: +4 Notice to detect designated types of targets such
as biological beings, chemical signatures, metal, etc. The targets do not have to be
visible, though dense materials may cause inaccurate or false readings at the GM’s
discretion. Range: 500 meters.
Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)
Weapon Mount: Retractable, spring-loaded vibroblade (Str+d10, AP 4, Mega Damage, activates with First Strike)
Weapons (Roll a d4):
- Odd: CV-213 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP 2, Mega Damage, No Snapfire, Ignores Laser-resistance)
Even: C-200 Deadman's Mini Rail Gun (Range 75/150/300, Damage 2d8+2, RoF 3, AP 4, Mega Damage, No Snapfire)
1: Gave 2 Mod Slots in exchange for 4 points of Hindrances; there's nothing in the rules for that, but what's good for the PCs is fantastic for the nameless minions of evil.
2: Dropped the SFC Vulnerability to Electricity that all bots are supposed to get stuck with. This is the future, shielding and grounding are things.
3: Ignored the fact that Edges are supposed to be 1 Mod Slot per Rank, and just called it one Mod slot, period. Call it the "Born a Bot" rule and move on.
4: Looked at Pat's contributions and changed the carried weapon load-out, making Rock'n'Roll useful for at least some of the bots. And made the laser rifle a 213, with the only difference being that there's explicitly no Snapfire. The Deadman is just the TX-50 with a new coat of paint. I leave it to the purists to decide if the stats should be adjusted in some fashion.
5: Not a squib, I just felt that First Strike made more sense than Steady Hands. Sure, SH gives them the ability to run-and-shoot with only a -1 penalty, but FS means that charging a line of Skelebots to engage in close combat is a risky proposition.
6: Survival serves two purposes: It lets them provide basic foraging duty to assist troops in the field, and it also gives them a die to roll to recognize supernatural monsters common to central North America (per TLPG page 66).