MotSP: Things & Stuff VI

Crdnl_Constructor_Unit_v2_Figure

Colonial Logistics Constructobot 50xp
Close Defence: 14
Ranged Defence: 10
Armour: D6
Hit Dice: 3 (14hp)
Initiative: +0
Movement: 10m
Attacks: 1/+0
Damage: 1d8
Saves: 5, Power 6
Skills: Structure 2,
Traits: Shell x2, Adaptable, Powerful
45gp on the open market.

Cheap and cheerful, lightweight robots that are not intended to last but are capable of doing the initial grunt-work in setting up a colony or base camp. Those that last until the end of the job are often crudely reprogrammed for security duties or used as loaders.

Crdnl_Defender_v2_FigureIrnBrute Riot Officer 25xp
Close Defence: 14/16
Ranged Defence: 12/14
Armour: 1d4/1d6
Hit Dice: 2 (9hp)
Initiative: +0
Movement: 10m
Attacks: 1/+1
Damage: 1d4 or by weapon (stun rifle)
Saves: 5
Skills: Combat Dodge 2, Tactical Command 2
Traits: Adaptable x3

Goonata Stun Rifle: Medium Calibre Carbine D6, Ammo Save 16, Volt damage, Shocking, Powerful Stun x1. 350gp
BlokTek Hand Shield: Energy Tower Shield +2 Close Defence, +2 Ranged Defence. 100gp
BlokTek Enforcer Armour: Medium Armour 1d4, 1d6 versus kinetic attacks. 200gp

New Weapon Mod: Specialist Defence – You can raise an armour’s protection against a specific kind of attack by raising the cost by x1.0. You can also make it weaker against specific kinds of attack, reducing the cost by x0.1. This increases or decreases the protection one step.

New Weapon Sub-Mod: Powerful Stun. Only usable with a shocking weapon. Penalises the Toughness save by -1 each time taken. Maximum of three times. Raise the cost by x1.0 each time.

Physical Buckler Shield: +1 Close Defence. 10gp
Physical Full Shield: +2 Close Defence. 25gp
Physical Tower Shield: +2 Close Defence, +1 Ranged Defence 50gp
Energy versions double the cost and increase the ranged defence by +1.

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