the l ink is damaged the CV-2 1 3 has an energy clip reserve with a 20 6. Speech: Skelebots cannot speak, although they do understand the
shot payload. Note: Skelebots are programmed in the use of all CS spoken word of the common languages. Communicates via radio
and other common assault weapons, except rail guns, and any can be transmission rather than out loud. However, the Skelebots can say
substituted as needed. the following commands or statements : "Affirmative. " "Negative."
"Does not compute. " "Error." "Identify." "Be silent ! " "Halt! Do not
Primarv Purpose: Assault. move." "Evacuate the area." and similar.
Weight: 7 lbs (3.2 kg). 7. Skill Programs of Note: Combat skills: W.P. sword, W.P. blunt,
W.P. Rifle, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Paired
Mega-Damage : 2D6 M.D. or 4D6 M.D. ; two settings. Weapons: means can use two handheld weapons or V ibro-Blades in
one simultaneous attack (double damage, counts as one attack/me
Rate of Fire : Each blast counts as one melee attack. Skelebots have five lee action) or attack with one and parry with the other). Hand to
attacks per round. Hand: Expert equal to 8th level skill (See number 4 for bonuses).
Effective Range : 2000 feet (6 1 0 m). Other Skills : Pilot Automobile 96%, Pilot Hovercycle 96%, Pilot Jet
Pack 80%, Radio: Basic 96%, Intelligence 76%, Land Navigation 86%,
Payload : E-Clip is 20 or power pack hand link effectively unlimited. Climbing 96%/86% (4x faster than the average humanoid). Languages
include : English, Spanish, Euro, Dragonese, Gobblely, and Techno-can
2. 18 inch (0.45 m) Vibro-Blade (2): Hidden within the slot of each each at 96%; Basic Math 96%.
skeletal forearm is a retractable Vibro-Saber that swings out and
down, locking into close combat position. The only limitation is no Progra m m i n g and m em ory enables the Skelebot to identify all
other weapon or item can be held/used in the hand from which the Coalition States military ranks, uniforms, insignia, soldiers, Dog Boys,
Vibro-Saber is extended. The blades can be used simultaneously or robots, power armor, vehicles, weapons, equipment, generals and the
independently. Most extend the blade in one hand so it can sti ll fire Emperor and his son. CS data also includes the location of current Co
a weapon from the other. alition territory and major military bases. Memory also includes the
identification of 2000 different enemy targets, including specific races,
Primary Purpose : Assault & Defense. non-human features and powers, insignias, uniforms, enemy robot and
vehicle designs, acts of aggression, and notorious enemies of the States.
Weight: 2 lbs (0.9 kg). Combat programm ing directs the actions and reactions to encounters
and attacks.
Mega-Damage : Vibro-Saber: 2D4 M.D.
Range : Hand to hand combat with about a 5 . 6 foot ( 1 . 7 m) reach.
Rate of Attack: Five (5) per melee; hand to hand combat skill.
Payload : Not applicable.
3. Energy Rifles and other normal weapons can be substituted in an
emergency or as a back-up weapon.
4. Hand to Hand Com bat: Rather than use a weapon, the Skelebot can
engage in Mega-Damage hand to hand combat using its fists or
Vibro-Blades. Five attacks per melee, with fighting skills equal to
Hand to Hand: Expert at 8th level proficiency.
Damage:
Controlled, S.D.C. Punch : 2D6+ 1 5 S.D.C.
Restrained Punch : I D4 M.D.
Full Mega-Damage Punch, Elbow, Knee, or Body Block: I D6 M.D.
Kick or Head Butt: I D6 M.D.
Vibro-Saber: 2D4 M.D. +3 M.D. for its Robot P.S.
Skelebot Bonuses: Includes all bonuses from programming, robot
ics and sensors, +2 to strike with an automatic rifle, energy pistol, or
energy rifle (see W.P. skills), +5 to strike on an Aimed shot, +4 to
strike with Vibro-Blades or hand to hand attack (punch, kick, etc.), +5
to parry with fists/arms, +7 to parry with Vibro-Blade or knife/sword, Missile Stats & Prices
+6 to dodge, +4 to parry and dodge attacks from behind (motion detec
tors), +2 to roll with impact or fall (no pull punch), Critical Strike on Short Range Missiles
Natural roll of 1 9 or 20. Impervious to poison, gas, and biological
agents, as well as psionic and magic mind control, charms, Bio-Manip High-Explosive (light) : 2D4x l O M.D., 5 mile (8 km) range at 500 mph
ulation, and S.D.C. attacks. See Sensor Systems for optical capabilities. (800 km), 10 ft (3 m) radius, 5 M.D.C., Cost: 2,000 credits.
5. Sensor Systems of Note : Optics: The Skelebots have full optical High-Explosive (medium): 2D6x l O M.D., 5 mile (8 km) range at 500
systems, including the visible light spectrum, infrared, ultraviolet, mph (800 km), 1 5 ft (4.6 m) radius, 5 M.D.C., Cost: 3 ,000 credits.
and polarization, passive nightvision (light amplification), ther
mal-imaging, laser targeting, and telescopic. Telescopic optics func Fragmentation (light): 2D4x l O M.D., 3 mile (4.8 km) range at 450 mph
tion like built-in binoculars with a range of about two miles (3.2 (720 km), 20 ft (6. 1 m) radius, 5 M.D. C . , Cost: 4,000 credits.
km). All the other optic systems have a range about 3 000 feet (9 1 4
m). Radar: Can identify and track u p to 2 4 targets simultaneously Armor Piercing (medium) : 2D6x l O M.D., 5 mile (8 km) range at 650
at a range of two miles (3 .2 km). Applicable to flying targets at 500 mph ( 1 040 km), 5 ft ( 1 . 5 m) radius, 5 M.D.C., Cost: 4,000 credits.
feet ( 1 52 m) above the ground or higher only. Radar can not track
Plasma/Napalm (medium): 2D6x l O M.D., 3 mile (4.8 km) range at 500
mph (800 km), 15 ft (4.6 m) radius, 5 M.D.C., Cost: 4,500 credits.
ground movement. Motion Detector: 1 00 foot radius (30.5 m), Tear Gas : No damage, 1 12 mile (0. 8 km) range at 200 mph (320 km),
adds to ability to parry and dodge (see bonuses). Radio Com m u n i 1 0 ft (3 m) radius, 5 M.D.C., Cost: 1 ,200 credits.
cation: Medium-range directional radio for coded messages be Knock-Out Gas : N o damage, 1 12 m i l e (0.8 km) range at 2 0 0 m p h (320
tween Skelebots. Range : 1 0 mi les ( 1 6 km). Can also scan and km), 10 ft (3 m) radius, 5 M.D.C., Cost: 1 ,200 credits.
communicate via code on conventional radio channels/frequencies; Smoke (colors available): No damage, I mile ( 1 . 6 km) range at 3 00
same range. Can also eavesdrop on enemy transmissions and track mph (480 km), 20 ft (6. 1 m) radius, 5 M . D . C . , Cost: 900 credits .
transmissions (60% success level) to their source. Note: Under Fire Retardent: No damage, 1 /2 mile (0. 8 km) range at 200 mph (320
stands English, Spanish, and Techno-can languages; can identify all km), 20 ft (6. 1 m) radius, 5 M.D.C., Cost: 1 ,200 credits.
others but can not understand or communicate in them.
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