Assaultron

Developed by RobCo Industries, the Assaultron is a top-of-the-line piece of military hardware. Built for grueling close combat at the height of the SinoAmerican War, the Assaultron is fast, durable and, above all, deadly. Armor-plated, actuated limbs end in vicious claws, which can be upgraded to any number of other tools to sow death or destruction. The Assaultron’s cranial unit houses a laser so potent that the sounds of its charging haunts the nightmares of those lucky enough to survive an encounter with it, for years to come. Put simply, few human creations have ever been so competent at the business of murder as the Assaultron.     Since the ‘end’ of the war and the dawn of Wasteland life, Assaultrons that survived the ravages of time find themselves uniquely equipped to thrive amidst the chaos. Roaming Assaultrons acting out centuries-old code can be found across the Wasteland, putting down anyone who threatens them or interrupts whatever tasks they find themselves eternally repeating, with extreme prejudice. Deactivated or damaged units are treated as premium salvage among those with the know-how to reprogram them into bodyguards, bouncers, or whatever else comes to mind. Whatever their role, most people will think twice, or even thrice, about starting a scrap with someone backed up by an Assaultron.   However, even clinically efficient killing machines can change. As a result of rogue programming, bugged code degraded over decades, and even prototypepersonality matrices, rare Assaultrons have developed something resembling sentience. They have grown to possess a facsimile of a personality, or even an ego, changing these machines of warfare into complex thinking beings. Some of these Assaultrons have come to revel in their origins, while others resent or even oppose them.

Trait: Designed for the Frontline

  You are a robot, immune to disease, Radiation damage and Poison damage, but are unable to use chems or benefit from food, drink, or rest. You cannot recover from your injuries or regain health points without receiving repairs (see Fallout: The Roleplaying Game Core Rulebook, Healing Robots, p.34). Your carry weight is 150 lbs., and cannot be increased by your Strength or perks, but it can be increased by modified armor. You move by bipedal motion and can manipulate your environment using your actuated three-fingered claw-like hands.   You have chain-powered limbs, built for speed and deadly efficiency in close-quarters fighting, giving you +1CD to unarmed attacks in addition to any bonus CD on melee attacks you receive from your Strength attribute. A powerful laser is integrated into your armored head, allowing you to target foes at range with a powerful energy weapon and you have the ability to critically overload your fusion core, initiating a devasting self-destructive explosion (see Assaultron Weapons).   Assaultron Weapons
WEAPONEFFECT
Claws You make unarmed attacks with a pair of apposable chain-powered claws. The claws inflict 4CD Physical damage and can benefit from your melee damage-derived statistic and perks for unarmed attacks (the damage bonus from your trait has already been calculated).
Assaultron Head Laser You charge up the high-yield laser emitter in your head, dealing 5CD Piercing 1 Energy damage, consuming 2 shots of fusion cell ammunition. You may reduce the number of shots consumed, reducing the damage by -1CD for each shot consumed fewer than normal (for a minimum of 4CD and 1 shot consumed). Capacitor mods can increase the damage and shots consumed (see Settler's Guide Book, p.92).
Self-Destruct You explode and are destroyed in the process. You cannot be repaired. When you make this attack, you make a ranged attack using END + Explosives, dealing 6CD Energy damage, with the Blast effect, at Close range.

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