Incinerator Robot
Posted: Sun Jan 02, 2005 7:16 pm
Incinerator
The Host Armor of the Resistance is powerful indeed, but one of its greatest strengths is actually a weakness the Machine has learned to exploit. The union between pilot and armor is so complete, that the human inside actual shares all the sensations felt by the living armor, including pain. The Kali personality within N.E.X.U.S. has recently learned this fact and has asked Hecate to design some new hunter/killer robots to capitalize on this weakness.
The Incinerator is one of the first robots modeled around this new strategy. It uses a sticky plasma napalm to inflict as much pain and suffering as possible upon its human adversaries. The Incinerator is used as a frontline trooper, but it is primarily used to flush out human hiding spots. The plasma napalm will either cook humans alive in their holes or it will consume all the oxygen so they suffocate. Either way, as long as they die horribly, cowering in fear, Kali considers it a win.
The Incinerator’s humanoid body is matte black in color as if it has been charred by its own weapons. It has a stocky upper body to support the enormous armored fuel tanks mounted on its back, and in keeping with Kali’s vision of what a robot should look like, the shoulders, arms, and lower legs are lined with wicked spikes and the head looks like a demonic skull with glowing red eyes. For armaments, the bulky flame thrower arms also contain a light laser for long-range engagements and the large barrel chest contains a dozen mini-missiles. For defensive protection, the thickly armored robot has a specially designed force field that makes it impervious to heat and flames. This allows it to wade into the thick of its self-made inferno without risk of destruction. Unfortunately, the special energy field interferes with communications and radar. This means the Incinerator is totally cut off from N.E.X.U.S. when the force field is engaged. For this reason, the robot keeps the field down when not in battle. Resistance snipers have noticed this fact, and have made it a point to take out these fiery demons before any major engagement. Kali is not bothered by this in the least. She just sees the human’s strategy as a sign that her new weapon has them as terrified as she had hoped.
Class: Exterminator Assault Robot
M.D.C. by Location:
• Arms (2): 100 each
• Weapon Arms (2): 80 each
• Legs (2): 150 each
• Mini-Missile Launchers (2): 120 each
• Napalm Fuel Tanks (2): 150 each*
• Head: 130
• Main Body: 320**
• Force Field: 50***
*Depleting the M.D.C. of the Fuel Tank eliminates the fuel source for the Plasma Napalm Launchers (both tanks must be destroyed to completely disable the flame throwers). In addition, there is a 45% chance the napalm will be ignited when the tank is destroyed. In this case, the robot suffers 1D6x10 points of damage and 3D6 points every melee round for 2D4 melees, and everything within a 10-foot radius suffers 3D6 points of damage every melee round for 2D4 melees.
**Depleting the M.D.C. of the Main Body will completely destroy the robot.
***This special force field is immune to mega-damage fire and heat. As long as it is active, the robot takes no damage from mega-damage heat or fire. The force field must be depleted before damage can be inflicted to the main body.
Speed:
Running: Maximum speed is 70 mph.
Digging: Not possible.
Swimming: Not possible.
Flying: Not possible.
Statistical Data:
Height: 8.5 feet
Width: 5 feet
Length: 4.5 feet
Weight: 1.2 tons when fully fueled
Physical Strength: Robotic P.S. of 35
Cargo: None
Power System: Standard.
Trade Value: None, except perhaps to a Technojacker.
Horror Factor: 14
Senses and Features: Standard.
Number of Attacks per Melee: 6
Combat Bonuses: +2 on initiative, +5 to strike with ranged weapons, +4 to strike in hand to hand combat, +4 to parry, +2 to dodge, +2 to disarm, and +5 to roll with punch.
Skills of Note: Standard
Weapon Systems:
1. Multi-Weapon Arms (2): Each oversized forearm contains a powerful plasma napalm launcher as its primary weapon, and a light laser to engage targets at long-range. The arms are articulated like that of a human being to make sure the Incinerator never fires its primary weapon too close to its back-mounted fuel tanks.
Primary Purpose: Assault
Secondary Purpose: Sweep and Clean
Mega-Damage for the Plasma Napalm Launcher: 3D6 to a 10-foot area per burst of napalm (double damage if both weapon arms target the same 10-foot area or the damage can remain the same with double the area of effect). A concentrated burst does 1D6x10, or 2D6x10 if both weapon arms engage the same target. Anyone covered with the sticky napalm will continue to take 3D6 points of damage every melee for 2D4 melees. Humans in Living Armor will be panicked and trying to put out the fire anyway they can. They lose 2 attacks per melee and suffer a penalty of -3 to strike, parry, and dodge. Humans in Host Armor suffer greater penalties because their bond allows the pilot to feel the horrible pain from the plasma napalm. Host Armor pilots lose 3 attacks per melee and are -4 to strike, parry, and dodge. The only way to save oneself is to roll in dirt or sand (water will not extinguish the flames) for one entire melee round, rub the sticky napalm off for an entire melee round (but takes double damage that round), until the napalm is rubbed off, or use napalm retardant chemicals. The Resistance has access to these types of chemicals, but that does not mean that everyone carriers them all the time.
Mega-Damage for the Light Laser: 4D6 per single blast, 8D6 per dual blast
Rate of Fire: Equal to the number of attacks per melee. Both arms can engage the same target or completely different ones (counts as one melee attack).
Effective Range: 500 feet for the plasma napalm launcher, 3000 feet for the laser.
Payload: 80 total blasts (40 double blasts), effectively unlimited for the laser.
2. Mini-Missile Launchers (2): The massive barrel chest contains two mini-missile launchers. They are used against opponents that are trying to stay out of the napalm launchers range.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1D6x10 per plasma mini-missile
Rate of Fire: Can fire volleys of 1, 2, 4, or 6
Effective Range: About a mile
Payload: 6 mini-missiles per launcher (12 total).
3. Hand-to-Hand Combat: The Incinerator can engage in hand-to-hand combat, but this is not a standard practice.
Mega-Damage:
Restrained Punch: 1D4
Punch: 2D6
Power Punch: 4D6, but counts as two attacks
Kick: 2D8
Leap Kick: 5D6, but counts as two attacks
Body Block/Ram: 4D6, but counts as two attacks.
The Host Armor of the Resistance is powerful indeed, but one of its greatest strengths is actually a weakness the Machine has learned to exploit. The union between pilot and armor is so complete, that the human inside actual shares all the sensations felt by the living armor, including pain. The Kali personality within N.E.X.U.S. has recently learned this fact and has asked Hecate to design some new hunter/killer robots to capitalize on this weakness.
The Incinerator is one of the first robots modeled around this new strategy. It uses a sticky plasma napalm to inflict as much pain and suffering as possible upon its human adversaries. The Incinerator is used as a frontline trooper, but it is primarily used to flush out human hiding spots. The plasma napalm will either cook humans alive in their holes or it will consume all the oxygen so they suffocate. Either way, as long as they die horribly, cowering in fear, Kali considers it a win.
The Incinerator’s humanoid body is matte black in color as if it has been charred by its own weapons. It has a stocky upper body to support the enormous armored fuel tanks mounted on its back, and in keeping with Kali’s vision of what a robot should look like, the shoulders, arms, and lower legs are lined with wicked spikes and the head looks like a demonic skull with glowing red eyes. For armaments, the bulky flame thrower arms also contain a light laser for long-range engagements and the large barrel chest contains a dozen mini-missiles. For defensive protection, the thickly armored robot has a specially designed force field that makes it impervious to heat and flames. This allows it to wade into the thick of its self-made inferno without risk of destruction. Unfortunately, the special energy field interferes with communications and radar. This means the Incinerator is totally cut off from N.E.X.U.S. when the force field is engaged. For this reason, the robot keeps the field down when not in battle. Resistance snipers have noticed this fact, and have made it a point to take out these fiery demons before any major engagement. Kali is not bothered by this in the least. She just sees the human’s strategy as a sign that her new weapon has them as terrified as she had hoped.
Class: Exterminator Assault Robot
M.D.C. by Location:
• Arms (2): 100 each
• Weapon Arms (2): 80 each
• Legs (2): 150 each
• Mini-Missile Launchers (2): 120 each
• Napalm Fuel Tanks (2): 150 each*
• Head: 130
• Main Body: 320**
• Force Field: 50***
*Depleting the M.D.C. of the Fuel Tank eliminates the fuel source for the Plasma Napalm Launchers (both tanks must be destroyed to completely disable the flame throwers). In addition, there is a 45% chance the napalm will be ignited when the tank is destroyed. In this case, the robot suffers 1D6x10 points of damage and 3D6 points every melee round for 2D4 melees, and everything within a 10-foot radius suffers 3D6 points of damage every melee round for 2D4 melees.
**Depleting the M.D.C. of the Main Body will completely destroy the robot.
***This special force field is immune to mega-damage fire and heat. As long as it is active, the robot takes no damage from mega-damage heat or fire. The force field must be depleted before damage can be inflicted to the main body.
Speed:
Running: Maximum speed is 70 mph.
Digging: Not possible.
Swimming: Not possible.
Flying: Not possible.
Statistical Data:
Height: 8.5 feet
Width: 5 feet
Length: 4.5 feet
Weight: 1.2 tons when fully fueled
Physical Strength: Robotic P.S. of 35
Cargo: None
Power System: Standard.
Trade Value: None, except perhaps to a Technojacker.
Horror Factor: 14
Senses and Features: Standard.
Number of Attacks per Melee: 6
Combat Bonuses: +2 on initiative, +5 to strike with ranged weapons, +4 to strike in hand to hand combat, +4 to parry, +2 to dodge, +2 to disarm, and +5 to roll with punch.
Skills of Note: Standard
Weapon Systems:
1. Multi-Weapon Arms (2): Each oversized forearm contains a powerful plasma napalm launcher as its primary weapon, and a light laser to engage targets at long-range. The arms are articulated like that of a human being to make sure the Incinerator never fires its primary weapon too close to its back-mounted fuel tanks.
Primary Purpose: Assault
Secondary Purpose: Sweep and Clean
Mega-Damage for the Plasma Napalm Launcher: 3D6 to a 10-foot area per burst of napalm (double damage if both weapon arms target the same 10-foot area or the damage can remain the same with double the area of effect). A concentrated burst does 1D6x10, or 2D6x10 if both weapon arms engage the same target. Anyone covered with the sticky napalm will continue to take 3D6 points of damage every melee for 2D4 melees. Humans in Living Armor will be panicked and trying to put out the fire anyway they can. They lose 2 attacks per melee and suffer a penalty of -3 to strike, parry, and dodge. Humans in Host Armor suffer greater penalties because their bond allows the pilot to feel the horrible pain from the plasma napalm. Host Armor pilots lose 3 attacks per melee and are -4 to strike, parry, and dodge. The only way to save oneself is to roll in dirt or sand (water will not extinguish the flames) for one entire melee round, rub the sticky napalm off for an entire melee round (but takes double damage that round), until the napalm is rubbed off, or use napalm retardant chemicals. The Resistance has access to these types of chemicals, but that does not mean that everyone carriers them all the time.
Mega-Damage for the Light Laser: 4D6 per single blast, 8D6 per dual blast
Rate of Fire: Equal to the number of attacks per melee. Both arms can engage the same target or completely different ones (counts as one melee attack).
Effective Range: 500 feet for the plasma napalm launcher, 3000 feet for the laser.
Payload: 80 total blasts (40 double blasts), effectively unlimited for the laser.
2. Mini-Missile Launchers (2): The massive barrel chest contains two mini-missile launchers. They are used against opponents that are trying to stay out of the napalm launchers range.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1D6x10 per plasma mini-missile
Rate of Fire: Can fire volleys of 1, 2, 4, or 6
Effective Range: About a mile
Payload: 6 mini-missiles per launcher (12 total).
3. Hand-to-Hand Combat: The Incinerator can engage in hand-to-hand combat, but this is not a standard practice.
Mega-Damage:
Restrained Punch: 1D4
Punch: 2D6
Power Punch: 4D6, but counts as two attacks
Kick: 2D8
Leap Kick: 5D6, but counts as two attacks
Body Block/Ram: 4D6, but counts as two attacks.