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Published by Bibliotheca ludus, 2023-01-13 01:04:01

Judge_Dredd_The_Robot_Wars

Judge_Dredd_The_Robot_Wars

100 Domestic Robot // Medium Sentient Mechanoid (5d6) STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 4d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 3 Integrated tools 3d6 (2d6+2 slashing, piercing, blunt, or heat damage) SKILLS perception 1 (1d6), cleaning 10 (4d6), computers 6 (3d6), cooking 10 (4d6). sewing 6 (3d6) GEAR None Mechanoid. Mechanoids are immune to mental attacks, are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage. They are usually immune to the Sick and Fatigued conditions. Integrated equipment. Domestic Robots have a variety of integrated attachments, from vacuum cleaners to feather dusters to cooking implants to irons, and so on. Multiple arms. Domestic Robots often have an extra arm or two, granting them an additional action each round. Offi ce Robot The drudgery of low grade administrative tasks is usually carried out by an army of literal corporate drones. These Robots are made identically in the form of either male or female offi ce workers in plain suits with umbrellas and briefcases. Office Robot // Medium Sentient Mechanoid (5d6) STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 4d6 SPEED 5 CLIMB 3 JUMP 12’/3’ HEALTH 15 CARRY 60lb (max lift 150lb) REACH 5’ ACTIONS 3 Brawling 3d6 (1d6+2 blunt damage) SKILLS perception 1 (1d6), accounting 10 (4d6), computers 10 (4d6), bureaucracy 10 (4d6) GEAR None Mechanoid. Mechanoids are immune to mental attacks, are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage. They are usually immune to the Sick and Fatigued conditions.


101 Organic appearance. Offi ce Robots look Human; while a close inspection will reveal their nature, at a brief glance an offi ce Robot can be mistaken for a Human. Protocol package. Offi ce Robots can understand any language. Security Robot These expensive and capable Robots are essentially urban combat Robots. While they have a few social skills to allow ‘community policing’, they are mostly designed to arrest or detain perps until a Judge is available. For this reason they are well versed in the law and record their actions to keep a good record of any crimes. However, they are emphatically not Robot Judges and their powers and jurisdictions are strictly regulated and defi ned. Some are used on the streets of Mega-City One, but mostly they work for wealthy companies to provide security where Judges are not available. Security Robot // Medium Sentient Mechanoid (7d6) STR 15 (5d6) AGI 5 (2d6) END 10 (4d6) INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6) CHA 6 (3d6) LUC 3 (2d6) REP 10 (4d6) MELEE DEFENCE 21 RANGED DEFENCE 21 MENTAL DEFENCE 21 VITAL DEFENCE 21 SOAK 10 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 10’/10’ HEALTH 49 CARRY 250lb (max lift 750lb) REACH 5’ ACTIONS 2 Truncheon 6d6 (3d6+5 blunt damage SKILLS hardy 15 (5d6), combat 1 (1d6), perception 3 (2d6), tactics 3 (2d6), law 6 (3d6) GEAR metal truncheon Mechanoid. Mechanoids are immune to mental attacks, are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage. They are usually immune to the Sick and Fatigued conditions. Infrared sensors. Security Robots can see in the dark as though it were daylight. Recording equipment. Security Robots have a continual, detailed record of their encounters. Pacifi cation. Security reboots are programmed to pacify aggressive behaviour. A hit from their truncheon can optionally infl ict the Dazed condition instead of doing damage.


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