Luther Pattern Excavation Automata

Ambot
300
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
5
5
3
5+
2
Ld
Cl
Wil
Int
9+
3+
3+
9+
Save
4+

Equipment

Starting: Ambots are durable industrial grade robots which grants them an armor save (included in profile), and they are equipped with either a pair of tunneling claws or a tunneling claw and a grav fist. These items may not be moved from this fighter to the gang's Stash.

Special

Crew Selection: This fighter is always considered to be an available fighter for purposes of Crew selection.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-3: the fighter is deactivated (Out Cold); they will be available for their next battle.
  • 4-5: the fighter is badly damaged and requires repair (Grievous Injury); they go into Recovery.
  • 6: the fighter is wrecked beyond repair (Killed); if they were put Out of Action by an attack the attacker gains 3 XP immediately.
Fleshless Robot: This fighter does not suffer Flesh Wounds and cannot be Pinned.
Immunities: This fighter is immune to the Enervating trait, the Gas trait, the Knockout trait, the Radiation trait, the Toxin trait, the Virulent trait, and the reduction in movement caused by the Heavy-G trait.
Burly: This fighter's unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. When this fighter is the target of an attack with the Knockback or Drag traits they are only knocked back or dragged on a natural 6, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to Detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Cranial Governors: In normal circumstances, an Ambot's behavior will be governed to protect bystanders. However an Ambot can be switched out of 'Safe-mode' for the remainder of the current battle by it's controlling player when activated. While Safe-mode is turned off the Ambot can no longer use the Infiltrate skill, and uses the Ungoverned Ambot profile listed below; any damage or conditions applied to the Safe-mode profile (Wounds, Burn markers, etc) are carried over to this profile.

Ungoverned Ambot

M
WS
BS
 S 
 T 
W
I
A
5"
3+
6+
5
5
3
5+
4
Ld
Cl
Wil
Int
12+
3+
3+
12+
Save
4+
Aggro: When this fighter is activated, if it is Active it must take the Charge action targeting the nearest fighter (even if that fighter is friendly or neutral), making a Double Move instead of a Standard Move + D3'', and must attempt to move into base contact with as many other fighters as possible.
    Additionally when this fighter Consolidates at the end of a close combat, they must move up to their Movement (instead of up to 2'' as normal) and must attempt to move into base contact with as many other fighters as possible as part of this movement in which case this fighter is Engaged with those fighter(s). While Consolidating, this fighter automatically passes any Initiative, Cool, or Willpower test they may be required to make (such as when leaping across a gap or Engaging an enemy with the Fearsome skill).
Indiscriminate: With Safe-mode turned off, an Ambot must divide its close combat attacks amongst all fighters it is in base contact with as evenly as possible (including friendly and neutral fighters if any).
Tunneling Claw
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Excavator
E
S+1
-2
2
-
Melter
4''
8''
6
-2
2
5+

Choose 1 Weapon:

Tunneling Claw
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Excavator
E
S+1
-2
2
-
Melter
4''
8''
6
-2
2
5+
Grav Fist
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pulverizer
E
-1
S
-1
3
-
Grav-shot
6''
12''
6
-2
2
-