Attributes: Agility d4, Smarts d8, Spirit d8, Strength d12+1, Vigor d10

Skills: Athletics (Climbing) d6, Fighting (Cyberweaponry) d10, Intimidation (Drill Sargeant) d6, Knowledge (Battle, Demolitions, History) d6, Notice (Audio, Visual) d6, Persuasion (Sage Advice) d6, Repair (Cybernetics) d6, Shooting (Pistol, Heavy, Rifle, Launcher) d10, Stealth (Camoflauge) d4, Taunt (Drill Sargeant) d6, Throwing (Grenades) d4

Pace: 6; Parry: 4; Toughness: 11 (6)
Gear: Gatling Laser (Range 50/100/200, Damage 1–3d6, RoF 5, Shots 200).
Special Abilities:
• Armor +4: Heavy Armor. War bots have sturdy, reinforced frames.
• Sensor Suite: +4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 500 yards.
• Size Increase +2: War bots are 7’ tall and very bulky.
• Targeting System: Negates up to 4 points of ranged weapon attacks.
• Weapon Mount (Vehicular Small Laser): Range 150/300/600, Damage 2d10, RoF 1, Shots 100.



  • Construct: (+8) Cyborgs add +2 to recover from being Shaken, ignore one level of wound modifiers, and are immune to poison and disease. Cyborgs cannot heal naturally. To heal a
    Cyborg requires the Repair skill, which is used like the Healing skill, only with no “Golden Hour.”
  • Dependency (–2): The being must recharge via strong electricity at least one hour out of every 24. Failure to do so results in Fatigue each day that can lead
    to Incapacitation. Each level is recovered with an hour of recharging.
  • Specialized Diet (-1): Cyborgs cannot digest normal food, and require special food filled with nutrients to keep their brains healthy. This raises their lifestyle costs by 1,000 credits.
  • EMP Shielding (2): Cyborgs have 2 points of Armor when attacked by an EMP weapon.
    EMP Vulnerability (-2): Cyborgs suffer full damage from EMP weapons.
    • Environmental Weakness (Electricity, –1): Artificial beings suffer +4 additional damage from electrical attacks, and have a –4 penalty to resist other electrical effects.
  • Metallic Alloy (1): The fully metallic hide of a cyborg provides resistance to small arms fire. They have +2 Armor.
    • Outsider (-1): Most people are naturally put off by someone who has opted to have all traces of their humanity removed to be placed in a cold metal war machine. They
    suffer −2 to Charisma when dealing with non-cyborgs.
    *Tactile Dimming/Warbot frame (-1): The Cyborg’s body isn’t as sensitive as a human body. Cyborgs suffer a −2 to tasks where fine manipulation of objects is important. Picking a lock or performing surgery could be two examples. Shooting and Fighting are usually unaffected.
  • Poor Parry (–2): The slow, deliberate movements of warbots make them easy targets in melee. Parry –2.
  • Mods (+1): Constructs may not use cyberware, but they may purchase Modifications from the Robot Modifications Table (page 38). Like all robots, they have 5 Mod slots. (The Geared Up Edge, page 12, might help you afford these upgrades.) GMs should not normally allow characters to take Increase Size beyond +3 or the hero will no longer fit into most adventures. Constructs may remove or install a Mod with a Repair roll and 1d3 hours (half that with a raise). A critical failure means the Mod is destroyed and must be replaced.


Star Crusade Infernalistgamer