LIGHT GROUND ROBOTS
Types: Comparatively small, light ground robots like the
Coalition IAR-4 Hellraiser and IAR-5 Hellfire, Triax Hunter (Jager) and
Super Hunter, and other small, humanoid-shaped 'bots that are under 20
feet (6.1m) tall and do not have flight capabilities.
Robot Combat Elite Bonuses: ot as listed under the individual robot descriptions.
- +1 extra attack/action per melee round at level 1 (plus those of the pilot).
- +1 additional attack/action at levels 3, 5, 8, 11, and 15.
- Critical strike as pilot's.
- +2 initiative.
- +1
Strike with energy weapons (in addition to pilot or gunner W.P. skills;
typically Weapon Systems and W.P. Heavy M.D. are the only two that
apply to robots and armoured vehicles.
- +3 Strike in hand to hand combat.
- +3 Parry (if applicable).
- +2 Dodge standing stationary.
- +3 Dodge when already in motion, running or leaping.
- +2 to disarm a giant-sized opponent.
- +4 Pull punch
- +4 Roll with impact.
- Punch damage as per robot P.S.
- Power punch does double damage but counts as two attacks.
- Kick damage as per robot P.S.
- Tear or Pry with hands = 1D4 M.D.
- Body block/ram equal to Robot P.S. punch damage.
- Full
speed running ram does double Robot P.S. punch damage, plus 70% chance
of knocking opponent off their feet if the opponent is the
same size or smaller. Victim
takes M.D. and is knocked off feet, losing initiative and two melee
attacks/actions.
- Stomp = 1D4 M.D.; effective only against targets smaller than one-third the robot's total height.