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Cyno's Role-Play: Supplements: Future Earth: Robots

Legion of the Techno-Doom

CalcuBot

Metallic Bear

Based on early 20th-century clockwork and plush polar bear toy designs, the Metalic Bear is an apex anti-personnel autonomous robot constructed by the Legion of the Techno-Doom. Standing nearly 10 feet tall when reared on its hind legs (roughly matching the massive scale of an adult Polar or Kodiak bear), its chassis features a stark white composite-plated exterior, prominent spherical joint housings, and ominous glowing red optical sensors.

Despite its deceptively rounded, toy-like appearance, the Metalic Bear is built for brute force and urban terror. Armed with high-density alloy claws capable of shearing through light armor and reinforced doors, it operates under pre-programmed AI destructive subroutines to attack social establishments, high-tech installations, corporate labs, and municipal infrastructure in the wild.


Profile
  Crew:           Zero
  Actions:        3

  Purpose:        Terrorize in the Wild

  Designer:       Legion of the Techno-Doom
  Manufacturer:   Legion of the Techno-Doom

  Height:         9.8 feet (3 meters)
  Length:         5.5 ft (shoulder to shoulder), 1.68 m.
  Width:          5.0 ft (front to back), 1.52 m.
  Weight:         2645 lbs (1200 kg)

  Power Source:   High-Capacity LithoIon Micro-Core
  Speed:          Walking: 13.4 mph (21.6 kmph);
                  Running: 26.8 mph (43.1 kmph).
  Range:          72 hours of operational capacity.
Toughness
  Arms:   65 hDP each
  Body:   120 hDP
  Eyes:   150 DP
  Feet:   35 hDP each
  Hand:   25 hDP each
  Head:   90 hDP
  Legs:   75 hDP each
Random Hit Location (1d20)
    1   Head
    2   Left Hand
    3   Right Hand
    4   Left Feet
    5   Right Feet
   6-10 Body
  11-12 Left Arm
  13-14 Right Arm
  15-17 Left Leg
  18-20 Right Leg
Reinforced Alloy Claw Strike
  Actions: 1
  Damage:  2d10 + 6 DP

Hydraulic Maul / Bite
  Actions: 1
  Damage:  3d8 + 8 DP

Rampage Charge
  Actions: 3
  Damage: 4d6 DP

The Metalic Bear lowers its center of gravity and charges up to double its normal movement speed. Any targets caught in its line of movement must make a dodge or take 4d6 Impact Damage and be knocked prone.