WARBOT 6 (18)

The Strange Bestiary

In the Graveyard of the Machine God, those who plumbed too deeply into the circuit tunnels have discovered still-functioning units that once defended the silicone deity, not unlike antibodies. These units, which are vaguely humanoid and stand about 8 feet (2 m) tall, have been designated as "warbots," and they attack sacrosanct and razor-droid alike, as well as any other intruder (which is pretty much anything).

Warbots can easily be used as destructive killer robots in any technological recursion under the sway of the law of Weird Science.

Motive: Crush. Kill. Destroy.

Environment (Graveyard of the Machine God | Weird Science): Anywhere

Health: 30

Damage Inflicted: Major wound (8 points)

Armor: 4

Movement: Short

Modifications: Attacks as level 7.

Combat: Warbots attack intruders on sight and fight until destroyed. They are incredibly strong and have an array of weapons and defensive capabilities. Each possesses a rapid-fire, high-energy weapon built into its arm that can attack up to three targets next to each other within long range as a single action. Their armor protects them from ambient damage such as from fire, cold, or falling. When damaged, they regenerate 1 point of health each round while their health is above 0. Further, each warbot has one additional capability:
d6 Ability
1 Emit poison gas that inflicts a moderate wound (5 points) to organic beings in immediate range.
2 Project grenades up to a long distance that detonate in an immediate radius, inflicting a moderate wound (5 points).
3 Fire a beam that stuns an organic being for one round, during which it cannot take actions.
4 Emit a field that disrupts machines; technological devices and machine creatures in immediate range cannot function for one round.
5 Fire a piercing projectile that inflicts a moderate wound (6 points) that ignores physical armor (but not necessarily other Armor) up to long range.
s6 Spray a corrosive that inflicts a moderate wound (5 points) to everything in immediate range.

Interaction: Warbots don't communicate. It's impossible to interact with them in any fashion other than combat.

Use: Warbots make for a terrifying encounter. Even the most powerful characters should flee in the face of a group of these killers.

GM Intrusion: The warbot's self-repair protocols go into overtime and restore up to 15 points of health in one round.