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STONE WATTS-RM

BASE MODEL MEDIUM


PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
ADAPTABILITY: Can get 2 EXTRA TANKS with any kind of
KINETIC DYNAMIC energy 1 time per MISSION. Those TANKS can't be
recharged by the GENERATORS.
CHEST T CHEST CS CHEST SIZE CHEST SP
MAGNETIC BEAM: Create and keep a magnetic bridge/wall
KINETIC 5 M working. It can soak WAVE/THEORETICAL attacks for up to
5 DAMAGE.
ARM T ARM CS ARM SIZE ARM SP
KINETIC BUSTER: Up to 3 projectiles that cause 1 DAMAGE
KINETIC 1 per HIT M
per HIT.
ARM T ARM CS ARM SIZE ARM SP
KINETIC 3 M CHARGE BUSTER: A projectile that causes 4 damage.
ARM T ARM CS ARM SIZE ARM SP
SUPER BUSTER: A projectile that causes 6 damage but
KINETIC 4 M
decreases your DODGE CHANCE POLL by 10%.
ARM T ARM CS ARM SIZE ARM SP
CROSSBOW BUSTER: A projectile that causes 3 damage to
KINETIC 5 M the target and 1 damage to everyone else if the original hit
connects.
ARM T ARM CS ARM SIZE ARM SP
BEAM BUSTER: A projectile that causes 4 unsoakable
damage. It can be aimed at more than one target, but the
KINETIC 5 M
targets will get a plus 10% DODGE CHANCE per extra
target.
ARM T ARM CS ARM SIZE ARM SP
ARM BUSTER: A projectile that causes 3 unsoakable
KINETIC 5 M DAMAGE and pulls the target towards you (Draining all of
their DODGE CHANCE for the turn).
LEGS T LEGS CS LEGS SIZE LEGS SP
STONE SLIDE: Gives you a 30% bonus to DODGE CHANCE
DYNAMIC 1 M and can replace either your MOVE or JUMP ACTION on the
turn.
A very adaptable model with a combat oriented design.
They are first and foremost an all purpose combat robot,
INFO getting enough versatility to cover any necessity. The extra
TANKs open the access to all kinds of parts that may end up
being needed.
This model is mainly thought out as a basic character for
direct combat oriented players, with a wide variety of
options to use on your basic character, you can use this
EXPLANATION
character as a starting point for multiple other roles thanks
to his 2 support tanks. At the start it is closer to the Fighter
class but as time goes on you can get it to any other role.
ROLLING WATTS-RM
BASE MODEL MEDIUM
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
EXTRA BOOST: Can keep 1 EXTRA TANK of DYNAMIC
DYNAMIC KINETIC
energy. It can be recharged normaly.
CHEST T CHEST CS CHEST SIZE CHEST SP

HOVER SKATE: Create a jetboard. You will keep moving


horizontally as a free action as long as you keep this active.
DYNAMIC 3 M
It counts as a constant MOVE ACTION (You can't MOVE
while it is active but can do the other 2 ACTIONS).

ARM T ARM CS ARM SIZE ARM SP


RAPID BUSTER: Up to 5 projectiles that cause 1 DAMAGE
DYNAMIC 1 per HIT M
per HIT.
ARM T ARM CS ARM SIZE ARM SP
KINETIC 2 M ROLLING BUSTER: A projectile that causes 3 damage.
ARM T ARM CS ARM SIZE ARM SP
HYPER BUSTER: Up to 3 projectiles that cause 1 DAMAGE
DYNAMIC 2 per HIT M per HIT while counting as if the enemies DODGE CHANCE
was 10% less than the applied.
ARM T ARM CS ARM SIZE ARM SP
POWER BUSTER: Up to 3 projectiles that cause 2 DAMAGE
KINETIC 2 per HIT M
per HIT.
ARM T ARM CS ARM SIZE ARM SP
CLAW SKATE: A clawed climbing utility that works
remotely. It can be used to climb walls, or if you hit an
DYNAMIC 3 per TURN M
enemy it can be used to constantly decrease their DODGE
CHANCE by 30% every turn.
LEGS T LEGS CS LEGS SIZE LEGS SP

PROPELLER SKATE: Gives a 50% bonus to DODGE CHANCE


DYNAMIC 3 M when using the JUMP action. You can't use the MOVE
action on this turn though. Can be used to hover upwards.

A very adaptable model with a movement oriented design.


They are focused on traversing terrain and dealing with fast
INFO
moving targets. They have an EXTRA TANK to allow
emergency manuevers in extreme cases.

This model is more oriente to keeping yourself from being


hit. Made for players who like to play on the back row and
EXPLANATION
snipe enemies with fast attacks. The closer allegory to this
model would be the Specialist class on RPGs.
CUTLASS-RM
BASE MODEL JUMPER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP

CUTTING BOTH WAYS: Can use DYNAMIC charges with the


SHREDDING DYNAMIC same cost as the original ATTACK to cause a second DOGE
roll if the ATTACK is completly DODGEd.

CHEST T CHEST CS CHEST SIZE CHEST SP


LIGHT CUTTER: Add 5% to your DODGE CHANCE and 1 to
DYNAMIC 2 per tier S your next attack by moving very fast out of the target's
sight.
ARM T ARM CS ARM SIZE ARM SP

SHREDDING 3 M SPINNING CUTTER: A projectile that causes 4 DAMAGE.

ARM T ARM CS ARM SIZE ARM SP

BOUNCING CUTTER: A projectile that causes 5 DAMAGE. It


SHREDDING 7 M can be aimed at more than one target, but the targets will
get a plus 10% DODGE CHANCE per extra target.

LEGS T LEGS CS LEGS SIZE LEGS SP


SOMMERSAULT ATTACK: You can add 2 DAMAGE to
DYNAMIC 3 B
ATTACKs while JUMPing.

A timber-felling model, CUTLASS is made agile so they can


deal with most kinds of terrain, specially dealing with all
INFO kinds of trees. They can easily calculate the best trajectory
of it's sharp tools so they can safely take down even the
biggest trees in a timely manner.

This model is mainly thought out to show the offencive


capabilities of the DYNAMIC oriented characters. By using
EXPLANATION different maneuvers you can grant a better position to
attack your targets. This is closer the Assassin class on
RPGs.
BODYBUILDER-RM
BASE MODEL GRAPPLER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
STABLE BALANCE: Can use a KINETIC charge to negate the
BREAKING KINETIC effects of a single ground based effect or ATTACK (doesn't
soak the DAMAGE though).
CHEST T CHEST CS CHEST SIZE CHEST SP
I HAVE GUTS: You can take a 10% cut to your DODGE
KINETIC 3 B
CHANCE this turn to soak 4 DAMAGE.
ARM T ARM CS ARM SIZE ARM SP
SUPER STRIKE: A melee hit that causes 4 DAMAGE to the
BREAKING 6 B TARGET, if you HIT it, the TARGET will take +3 DAMAGE to
all ATTACKs.
ARM T ARM CS ARM SIZE ARM SP
STRONG ARM: You can carry objects and throw them at
others to cause 8 DAMAGE. If you decide to grab an enemy
that can move, to throw them, you have to ROLL for it but
KINETIC 8 B
the enemy will ROLL with a 10% boost to DODGE CHANCE.
If you throw an enemy at another enemy, both will take
the 8 DAMAGE.
LEGS T LEGS CS LEGS SIZE LEGS SP
UNSTABLE FOOTING: After JUMPing, cause every enemy
KINETIC 5 B who didn't JUMP on that same turn to lose 25% of their
DODGE CHANCE for the next turn.
The BODYBUILDER model is designed first and foremost for
construction and urban rubble cleaning purposes. They can
INFO use their extreme strenght to carry even the heaviest
materials and break most structures to open way to their
team.
This model on the other hand shows a more team oriented
KINETIC character. It is mainly focused on lowering the
EXPLANATION enemy's scape chance so your team can take them down
with more ease. This is closer to a more physical oriented
Cleric in RPGs.
ELECWIZ-RM
BASE MODEL POWER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
LIGHTNING ALWAYS STRIKES AGAIN: Can use 2 DYNAMIC
ENERGETIC DYNAMIC charges to ignore any DODGE modifier from a target you
hit atleast once on a fight.
CHEST T CHEST CS CHEST SIZE CHEST SP
2 per
ENERGETIC S DISCHARGE: Get an extra TARGET on an ATTACK.
TARGET
ARM T ARM CS ARM SIZE ARM SP
ELECTRIC BEAM: A beam of electricity that causes 7
ENERGETIC 6 B
DAMAGE.
ARM T ARM CS ARM SIZE ARM SP
LIGHTNING STRIKE: A vertical lightning that causes 6
ENERGETIC 7 B DAMAGE. JUMP ACTIONs don't add to the DODGE CHANCE
against this ATTACK.
LEGS T LEGS CS LEGS SIZE LEGS SP
DYNAMO STEP: You can get 2 ENERGETIC charges back for
DYNAMIC 4 B
MOVing in this turn.

Thinking of energy plant management, the ELECWIZ model


was designed to store and release electric energy easily,
INFO interfacing with most generators and bateries. Their main
use though is as an energy manager, monitoring and
controlling the flow of eletricity on the electrical networks.

This model uses DYNAMIC skills to improve their


sustentability by ignoring dodge buffs and recharging their
ENERGETIC tank. This is closer to a Wizard class character,
EXPLANATION
but with a focus on improving exponentialy as the fight
goes on because of their passive debuff to the target's
dodge chance.
DUMPFIRE-RM
BASE MODEL KICKER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
VESTIGIAL FLAMES: Can use EROSION charges to stick a
HEATING EROSION
flame on a target for 1 turn.
CHEST T CHEST CS CHEST SIZE CHEST SP
TRASH DISPOSAL: Put your body ablaze to take off all
EROSION 7 M
debuffs.
ARM T ARM CS ARM SIZE ARM SP
SCORCHING STORM: A projectile that causes 5 DAMAGE to
HEATING 5 M the enemy, and extra 2 DAMAGE on a second DODGE
ROLL.
ARM T ARM CS ARM SIZE ARM SP

FIRE WAVE: A ground wave of flames that causes 6 damage


HEATING 7 M and can target multiple enemies. Enemies that are
JUMPing on this turn can DODGE for without rolling.

LEGS T LEGS CS LEGS SIZE LEGS SP


BURNING EXHAUST: If you don't MOVE and JUMP on this
turn, any enemy that ATTACKs you with melee moves will
EROSION 5 B
take 2 HEATING DAMAGE and you can soak 2 extra
DAMAGE.
The DUMPFIRE model is a trash disposal manager. Using
chemical flames and special mechanisms to sanitize the
trash and clean the polution of the garbage disposal plants
INFO
this model is capable of cleaning high amount of trash
while generating the least amount of carbon and polution
possible.
This model shows the posistive aspects of EROSION charges
by trying to cause the enemy to become more worried of
EXPLANATION
wasting attacks on them. This one comes closer to the
Paladin class on RPGs.
BIG BOMBARDER-RM
BASE MODEL ROLLER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
A BIGGER EXPLOSION: Can double the number of targets by
FUEL BREAKING
spending 2 FUEL and 2 BREAKING charges.
CHEST T CHEST CS CHEST SIZE CHEST SP

BIG FUSE: Delay the damage of your next attack by 1 turn.


When delayed the target get a 10% bonus to dodging this
FUEL 2 B
attack. If you get 2 attacks to go off in the same turn (using
this effect) the enemy must roll for both.

ARM T ARM CS ARM SIZE ARM SP

MULTI BOMB: A voley of grenades that causes 3 DAMAGE


3 per
BREAKING S per hit. Can be used on multiple target or multiple times
TARGET/HIT
for a single target. Up to a maximum of 5 bombs.

ARM T ARM CS ARM SIZE ARM SP


BIG BOMB: A grenade that causes 7 DAMAGE to up to 3
FUEL 10 S
targets
LEGS T LEGS CS LEGS SIZE LEGS SP
BOMB BOOST: Get 50% bonus DODGE CHANCE while
FUEL 2 S JUMPing instead of of the base 25%, but you will take extra
2 DAMAGE.
BIG BOMBARDER model's main utility is controled
destruction for urban areas. They where made with
INFO precision in mind, allowing for the least amount of rubble
and structural damage while getting the maximum
performance for small spaces.
This model is a very good area of effect fighter, having
multiple skills that allow the player to take care of big
EXPLANATION crowds easily or to grant that single targets will be
constantly struck. This is a more wide area of effect Mage
type character.
TUNDRASTRIDER-RM
BASE MODEL SMALL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
FRESH AIR: Gets 1% base DODGE CHANCE bonus for each
COOLING DYNAMIC
missing charge on the COOLING TANK.
CHEST T CHEST CS CHEST SIZE CHEST SP
FRESH FALL: Increase the DODGE CHANCE of a JUMP by
DYNAMIC 3 S 15% by using the coolers to boost the jump and slow their
fall.
ARM T ARM CS ARM SIZE ARM SP
ICE ARROW: Up to 6 projectiles that cause 1 DAMAGE per
COOLING 2 per HIT S HIT while lowering the target's DODGE CHANCE by 5% for
each successful HIT.
ARM T ARM CS ARM SIZE ARM SP

ICECLE DROP: Throws an icecle that causes 5 DAMAGE to


COOLING 5 S
grounded enemies and 7 to airborn enemies.

LEGS T LEGS CS LEGS SIZE LEGS SP


ICE STRIDER: Use the cool air inside your body to boost
DYNAMIC 3 S your walk, getting 15% extra DODGE CHANCE while
MOVing.

The TUNDRASTRIDER model was made for tundra and artic


biome tracking and rescue. Their body's cooling mechanism
INFO serves as a way to keep their temperature even with their
enviroment, allowing for them to operate with the least
interaction possible with the terrain.

This model is completely thought out to be a hard to hit


character, showing the most you can do with the DYNAMIC
EXPLANATION
charges to deal with DODGE alone. This is model was made
thinking of the Ranger class.
YELLOW GOLEM-EX
BASE MODEL EX (AT +3, EG 1/8, SP -25%, JP -25%, DF +5, AB +5)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
CONCEAL WEAKNESS: Become invulnerable while
SHIELDING LIQUID CHARGing or MOVing by losing SHIELDING charges instead
of taking damage.
CHEST T CHEST CS CHEST SIZE CHEST SP
BODY BLOWS: Explode your body to cause 2 damage to
LIQUID 10 EX every enemy. Takes 1 turn to reform and can't generate
charges while reforming.
ARM T ARM CS ARM SIZE ARM SP

YELLOW SHOT: A small projectile that causes 3 damage.


SHIELDING 2 EX
After ATTACKing, you can soak 2 extra DAMAGE.

ARM T ARM CS ARM SIZE ARM SP

GOLEM PART: Send a small part of you flying towards a


SHIELDING 5 EX target causing 3 DAMAGE. On the next turn you can choose
another target to take same DAMAGE.

LEGS T LEGS CS LEGS SIZE LEGS SP

GOLEM RUSH: Disform your body becoming invulnerable


LIQUID 15 EX
for this turn, causing 5 HITs of 1 DAMAGE to a target.

The YELLOW GOLEM model is a prototype for a special


security system unity. Being made of a semi-liquid alloy
INFO that can reform and take shapes according to the
programings of the central control unity (It's eye), allowing
they deal with multiple sittuations.

The main focus of this model is defence. Being able to soak


EXPLANATION damage and disform itself to become invincible. As the
name implies it uses a lot of the Golem steriotype.
COPY FELINE-EX
BASE MODEL EX (AT +2, EG 1/1, SP 0%, JP 0%, DF -2, AB -5)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
COPY CAT: Can take the appearance of a target by spending
DISRUPTING DYNAMIC
DISRUPTING charges (1 charge 3 turns)
CHEST T CHEST CS CHEST SIZE CHEST SP
UNSTABLE IMAGE: Gain 15% bonus to DODGE because
DYNAMIC 3 EX
your body is hard to aim at.
ARM T ARM CS ARM SIZE ARM SP
COPY BUSTER: Can copy a target's ATTACK with the cost of
DISRUPTING X EX the ATTACK +2 in DISRUPTION charges. It causes
DISRUPTION DAMAGE.
ARM T ARM CS ARM SIZE ARM SP

PAUSE GLITCH: A small projectile that causes 3 DAMAGE to


DISRUPTING 5 EX the TARGET, but also increase the DAMAGE they take on
for the next turn by 3 by shutting off their defences.

LEGS T LEGS CS LEGS SIZE LEGS SP

FADE OUT: If you don't ATTACK this turn, you can become
indetectable getting a 20% DODGE CHANCE bonus. In the
DYNAMIC 5 EX
next turn everyone's ROLLs count as 10% less DODGE
CHANCE while trying to DODGE your ATTACK.

The COPY FELINE is one of the most advanced Black Ops


unity in the world. Being capable of impersonating and
INFO rapidly taking down almost any target. It can easily invade
locations with the same ease it has to fight invaders on it's
own base.

This model uses is great for causing distrust in your team,


EXPLANATION as it can imitate any skill to look like the real deal. It is
based on the Doppleganger monster of RPGs.
DCU-V45-EX
BASE MODEL EX (AT 0, EG 1/6, SP -20%, JP -25%, DF +4, AB +5)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
AIR CASING: Can negate DAMAGE from a single HIT per
LIQUID SHIELDING
turn by using 1 LIQUID charge
CHEST T CHEST CS CHEST SIZE CHEST SP

WATER CURRENTS: While underwater, give everyone on


LIQUID 10 EX your team a 30% DODGE CHANCE bonus while taking away
20% DODGE CHANCE from the enemy team.

ARM T ARM CS ARM SIZE ARM SP


BUBBLE BASH: You charge into the enemy causing 5
SHIELDING 4 EX
DAMAGE. Causes 7 DAMAGE while underwater.
ARM T ARM CS ARM SIZE ARM SP

DCU-V45-S: Summons a drone that causes 4 DAMAGE with


a +10% DODGE CHANCE to the target's DODGE ROLL but
LIQUID 5 EX
keeps ATTACKing on the following turns until it hits
something or is destroyed (a single HIT is enough.)

LEGS T LEGS CS LEGS SIZE LEGS SP


POP THE BUBBLE: Pop your encasing bubble causing 3
damage to everyone but lowering your DAMAGE
SHIELDING 5 EX
ABSORBTION and SPECIAL ABSORBTION by 3 for the next
turn.

DCU-V45 is a special series of water duct drones that is


tailor made to keep them clean and flowing. It also has
special measures to destroy obstructions (and even
INFO
invaders) and is very durable. It can operate on a limited
manner outside of the water too so it can autonomously
operate under situations where the water is drained.

This model uses the underwater terrain as a big basis to


their utility. Being able to generate support minions to help
EXPLANATION
in case the character is alone against a group. This model
uses the Man'o'War enemy from RPGs as a base.
POWERMETAL-RM
BASE MODEL SPIKER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
METAL HEAD: By spending 5 MINERAL CHARGES you can
SHREDDING MINERAL
get 1 extra ATTACK this turn.
CHEST T CHEST CS CHEST SIZE CHEST SP
RAPID PRODUCTION: Lower your DEFENCE and
MINERAL 3 S ABSORBTION by 1 to get +1 to your DAMAGE and +1
SHREDDING CHARGE.
ARM T ARM CS ARM SIZE ARM SP
SHREDDING 3 M METAL SAW: A fast projectile that causes 4 DAMAGE
ARM T ARM CS ARM SIZE ARM SP
HAND SAW: A melee attack that causes 4 HITs of 1
SHREDDING 3 M
DAMAGE. (Only rolls once)
LEGS T LEGS CS LEGS SIZE LEGS SP
CONVEYER JUMP: JUMPing and ATTACKing count as 1
MINERAL 5 S
action
POWERMETAL is a model mainly used for industrial
metalworking. They can create tools to work around
INFO various kinds of metal, from sculpting to polishing. They are
very good at managing factories with their deep knowledge
of factory production.

This model is mainly used to be a very offensive oriented


model. Being able to keep a constant stream of attacks,
EXPLANATION
this model is capable of dealing with duels in a very easy
way. This one is based on the offence oriented Specialist.
AIRCONTROL-RM
BASE MODEL BEASTLY
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
AERODYNAMIC DESIGN: If you take PNEUMATIC ATTACKs,
PNEUMATIC KINETIC you can use KINETIC CHARGES to convert the DAMAGE
taken into PNEUMATIC CHARGES.
CHEST T CHEST CS CHEST SIZE CHEST SP
AIR TUNNEL: You can increase your team's DODGE CHANCE
PNEUMATIC 8 B and decrease the enemy team's DODGE CHANCE by 10%
for this turn.
ARM T ARM CS ARM SIZE ARM SP
PNEUMATIC SHOTGUN: 3 air projectiles that cause 2
PNEUMATIC 6 B DAMAGE each. Each successful hit increase the damage of
the next by 1.
ARM T ARM CS ARM SIZE ARM SP

WIND WALL: Roll a d6, this is the number of hits you get,
PNEUMATIC 6 B each hit causing 1 DAMAGE, and for this turn you soak
DAMAGE equal to the opposite side of the dice.

LEGS T LEGS CS LEGS SIZE LEGS SP


KICKSTART: Forfeit your SPEED and JUMP stats for this turn
KINETIC 9 S to convert the number of hits you used on this turn into
PNEUMATIC CHARGES.

The AIRCONTROL model is a state of art wind management


robot. Being mainly used to stabilize athmospheric winds
to prevent turbulence, this model is mostly unequaled in
INFO therms of control of the air currents. But they operate
better on enviroments where small debry is not present, as
small objects tend to get stuck on their fans and cause
problems.

This model uses a lot of it's defensive properties in


offensive ways. The main trade up of this model is the way
EXPLANATION
it can deal more and take less damage with it's actions. The
model uses the offensive side of a Cleric.
SEABUBBLER-RM
BASE MODEL FLOATER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
HYDRODYNAMIC DESIGN: If you are underwater, all your
ATTACK rolls count as if the target had 10% less DODGE
CHANCE, while your DODGE CHANCE count as if you had
LIQUID KINETIC
10% more. If outside of water, you have 10% less DODGE
CHANCE and JUMP and MOVE ACTIONs each take 1
KINETIC CHARGE.
CHEST T CHEST CS CHEST SIZE CHEST SP

SUPER SOAKED: Activate it so that any of your other skills


KINETIC 5 M
get the effects of being underwater for this turn.

ARM T ARM CS ARM SIZE ARM SP


ALLOY BUBBLE: A ground projectile, it causes 5 DAMAGE,
but if DODGEd, you can pick another target for 3 DAMAGE,
LIQUID 6 S
and if DODGEd again, you can pick another target for 1
DAMAGE.
ARM T ARM CS ARM SIZE ARM SP
AIR PRESSURE SHOT: A projectile, it causes 4 DAMAGE. If
KINETIC 5 S
underwater, it causes 7 DAMAGE
LEGS T LEGS CS LEGS SIZE LEGS SP

WATER MANUEVERS: While underwater, each hit's roll


KINETIC 5 M count as if you had 10% extra DODGE CHANCE. Outside of
water you get 20% extra total DODGE CHANCE this turn.

SEABUBBLER is a model made to operate with perfection


underwater and as such has lost some of their land
capabilities. Being thought as a marine biology research
INFO utility, they can use high pressure air shots to cut and break
corals and rocks while being able to entrap smaller sea life
and samples of stuff found on the seabed into their liquid
alloy bubbles for safety and preservation.

EXPLANATION
QUICKSTAR-RM
BASE MODEL DASHER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP

QUICK IS MY NAME: MOVE actions add 50% to your SPEED


DYNAMIC SHREDDING stat instead of 25%, but you take 1 DAMAGE for each
DEBUFF you have while using MOVE actions.

CHEST T CHEST CS CHEST SIZE CHEST SP


DYNAMIC 5 M THERE IS NO STOPPING ME: Take out all DEBUFFs.
ARM T ARM CS ARM SIZE ARM SP

QUICK BLADES: Boomerang projectiles that cause 2


SHREDDING 2 per HIT S
DAMAGE per hit. You can get up to 6 hits in a single turn.

ARM T ARM CS ARM SIZE ARM SP


TRIPLE BOOMERANG: Three projectiles that can be spread
SHREDDING 9 S around 3 targets and causes 3 DAMAGE each to each
target.
LEGS T LEGS CS LEGS SIZE LEGS SP

CONSTANT SPEED: Each time you fail a DODGE roll, you


DYNAMIC 5 S
don't subtract the DODGE CHANCE from your pool.

The QUICKSTAR model is highly unstable but at the same


time almost unparalleled. They use special technology that
INFO allows them to move in unbelievable speeds, but it takes a
toll on their bodies. Even the minor of malfunctions can
cause internal failures when moving at their max speed.
EXPLANATION
BLOCKCRASHER-RM
BASE MODEL KNOCKER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
WIND SHIELD: Consume 3 BREAKING CHARGES to add 15%
BREAKING FUEL
DODGE CHANCE if you are HIT.
CHEST T CHEST CS CHEST SIZE CHEST SP
WALL BREAKER: Lower the enemy's DEFENCE by 1 for each
BREAKING 3 M
hit you cause this turn.
ARM T ARM CS ARM SIZE ARM SP

CRASH EXPLOSIVE: A mine projectile. If it hits it causes an


FUEL 7 M explosion of 3 HITs of 2 DAMAGE each. If it misses the
target must roll again against 1 HIT of 2 DAMAGE.

ARM T ARM CS ARM SIZE ARM SP


CRASH MINE: It takes 1 turn to go off. On the next turn it
FUEL 5 M
causes 4 DAMAGE.
LEGS T LEGS CS LEGS SIZE LEGS SP
CRASH COURSE: Add 3 to your DAMAGE in your next
BREAKING 3 S
ATTACK if you are ATTACKed while JUMPing.
An expert at demolition, the BLOCKCRASHER model is
capable of synchronizing multiple explosives to cause the
INFO most efficient structural damage without overdoing it.
Being very agile, they can easily deal with hard to reach
spots and even moving targets.
EXPLANATION
TIMEFLASH-RM
BASE MODEL SCOOPER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP

TIME STAY STILL: Spend 5 PHYSICS CHARGES to get 1 extra


ACTION this turn. You can use it as many times as you want
on a single turn. Still you have to follow the normal rules
PHYSICS KINETIC for ACTIONs (CHARGING and HOT SWAP cost 2 ACTIONs,
ATTACKing can only be done twice a turn, MOVE, JUMP,
DEFEND and ABSORB can only be done once). All ACTIONs
are counted after the effect wears out.

CHEST T CHEST CS CHEST SIZE CHEST SP


FLASH LIKE REFLEXES: Decrease the target's DODGE
PHYSICS 1 S
CHANCE on this roll by 5%. Can be done for each hit.
ARM T ARM CS ARM SIZE ARM SP
FLASH MACHINEGUN: A voley of up to 10 shots, each HIT
KINETIC 1 per hit B
causing 1 DAMAGE.
ARM T ARM CS ARM SIZE ARM SP
TIME DISPLACER: A melee strike that causes 3 DAMAGE. If
you HIT it, your target will lose 10% of their DODGE
PHYSICS 6 B
CHANCE for the next 2 turns as time distorts for them.
Those can add up.
LEGS T LEGS CS LEGS SIZE LEGS SP
FLASH FORWARD: Can add 5% DODGE CHANCE to their roll.
PHYSICS 1 S
Can be done for each hit they have to roll.
The TIMEFLASH model is one of the first robots to use a
PHYSICS GENERATOR to bend physics in a truly incredible
INFO fashion. Being capable of distorting time around
themselves, those models are a great help on scientific
experiments.
EXPLANATION
COREHEAT-RM
BASE MODEL PINCHER
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
THERMOELECTRIC GENERATOR - Can freely send energy to
HEATING ENERGETIC each of the TANKs by spending double the amount on the
other TANK.
CHEST T CHEST CS CHEST SIZE CHEST SP
HEAT SHIELDING: While CHARGING, can soak 3 more
HEATING 3 M
DAMAGE.
ARM T ARM CS ARM SIZE ARM SP
ATOMIC CORE: A projectile. The smaller CHARGE amount
from 1 causes 2 DAMAGE, and each extra charge causes 1 more
ENERGETIC B
up to 5 DAMAGE, while 5 CHARGEs causes 6 DAMAGE and adds
HEATING to the DAMAGE TYPE.
ARM T ARM CS ARM SIZE ARM SP

HEAT WAVE: You launch 3 heatspots, you can get 3


HEATING 6 B
TARGETs witht this ATTACK, causing 2 DAMAGE to each.

LEGS T LEGS CS LEGS SIZE LEGS SP


ATOMIC CHARGE: If you DEFEND and MOVE in the same
ENERGETIC 3 S
turn, you can cause one ATTACK of 3 DAMAGE.

Being created to deal with the internal management of


nuclear power plants, COREHEAT models are very heat
INFO resistant and can generate and convert heat into energy
and vice versa with ease for the purpose of calibrating the
generators on the plants.
EXPLANATION
HARDWOOD-RM
BASE MODEL KNIGHT
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
ALUMINUN WOOD: Can spend 2 SHIELDING CHARGES to
VEGETATION SHIELDING add SHIELDING DAMAGE to any VEGETATION DAMAGE you
cause.
CHEST T CHEST CS CHEST SIZE CHEST SP

SHIELDING 5 B HARD WOOD: Can DEFEND and ATTACK as a single ACTION.

ARM T ARM CS ARM SIZE ARM SP


LEAF WALL: A wall of flying leafs, can be used to seak 5
VEGETATION 5 M
DAMAGE or to cause 5 DAMAGE.
ARM T ARM CS ARM SIZE ARM SP
LEAF STORM: A voley of falling leafs that can hit up to 3
VEGETATION 6 M
TARGETs, each causing 2 DAMAGE.
LEGS T LEGS CS LEGS SIZE LEGS SP

LOG ROLL: During a MOVE ACTION you can forfeit 5% the


SHIELDING 2 M
DODGE CHANCE bonus to soak 3 extra DAMAGE.

The HARDWOOD models are a special series made to


interface with vegetation. Since they can add metalic
properties to the local vegetation, they themselves are
INFO
made of those metalic plant matter. Using those habilities
they try to improve the chances of survival of plant life on
harsher enviroments.
EXPLANATION
CYBER DRAGON-EX
BASE MODEL EX (AT +1, EG 1/9, SP -25%, JP +20%, DF +5, AB -2)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
DRAGON SCALE: Your main body can soak DAMAGE by
spending BREAKING CHARGES, while your head gets a
BREAKING HEATING
+25% bonus to DODGE CHANCE but can't soak DAMAGE
with BREAKING CHARGES.
CHEST T CHEST CS CHEST SIZE CHEST SP
DRAGON FLIGHT: JUMPing can be kept as a free action for
multiple turns. When you land (as in, stops usind this skill),
BREAKING 5 EX
everyone, including you and your allies lose 10% of your
DODGE CHANCE.
ARM T ARM CS ARM SIZE ARM SP

DRAGON BREATH: A flame throwing wave, can hit multiple


2 per
HEATING EX targets and can have multiple HITs. Each hit causes 2
HIT/TARGET
DAMAGE and you can get up to 12 HITs in a single turn.

ARM T ARM CS ARM SIZE ARM SP

DRAGON SPAWN: Spawn a smaller MECHA DRAGON that


BREAKING 7 EX will target someone for 5 DAMAGE. This dragon will keep
targeting people every turn unless destroyed.

LEGS T LEGS CS LEGS SIZE LEGS SP


GROUND BREAKING: While MOVing, you lower your
BREAKING 5 EX target's DODGE CHANCE by 10% and cause more +3
DAMAGE.

This paramilitary model is a very powerful anti-aircraft


utility. Using the design of the mythic dragons, the CYBER
INFO
DRAGON is made to deal with flying threats from when
they get to their territory to even when they land.

EXPLANATION
BLOCK PHOENIX-EX
BASE MODEL EX (AT 0, EG 1/3, SP 0%, JP +10%, DF -3, AB 0)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
MULTI BODIES: You are composed of 7 bodies with 3 LIFE
POINTS each. You can define the number of blocks
MINERAL KINETIC
participating on a single action. If all of your bodies are
destroyed, you are destroyed.
CHEST T CHEST CS CHEST SIZE CHEST SP
WALL BOUND: Forfeit any action this turn and your DODGE
MINERAL SHIELD EX CHANCE to become nigh invulnerable. You can soak
DAMAGE by spending MINERAL CHARGES.
ARM T ARM CS ARM SIZE ARM SP
FLYING CHARGE: You charge at your target. Each block
KINETIC 2 per BLOCK EX
used causes 2 DAMAGE if they hit.
ARM T ARM CS ARM SIZE ARM SP
MAGNETIC PRESS: You try to press your target against
another surface (Including other Blocks). Each block
KINETIC 2 per BLOCK EX
decreases the DODGE CHANCE of the target by 10%. They
cause 6 DAMAGE.
LEGS T LEGS CS LEGS SIZE LEGS SP
MAGNETIC FLIGH: You are constantly under the effects of
MINERAL 0 EX
JUMPing.

The BLOCK PHOENIX is a special defence system that can


INFO attach itself to the floors and walls of rooms and work
remotely to corner and entrap invaders.
EXPLANATION
BUILDER TANK-EX
BASE MODEL EX (AT 0, EG 1/6, SP -15%, JP -25%, DF +4, AB +4)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
TANK MOVEMENTS: MOVE and JUMP actions subtract the
BREAKING SHIELDING 25% of the target's DODGE CHANCE instead of adding to
yours.
CHEST T CHEST CS CHEST SIZE CHEST SP
SUPER HEAVY: Soak DAMAGE by spending SHIELDING
SHIELDING SHIELD EX
CHARGES.
ARM T ARM CS ARM SIZE ARM SP
TANK PUNCH: A melee punch that causes 5 DAMAGE and
BREAKING 7 EX
makes lowers the target's DEFENCE by 2
ARM T ARM CS ARM SIZE ARM SP
MET-DISPENCER: Spawn a MET worker to aid you. They
BREAKING 7 EX cause 5 DAMAGE, and will strike again on the next turn on
a target of your choosing.
LEGS T LEGS CS LEGS SIZE LEGS SP
THREADWHEELS: Your DODGE CHANCE can't be lowered by
SHIELDING 1 per DEBUFF EX
external factors.

The BUILDER TANK is one of the best transport utilities for


most heavy duty jobs like construction and mining, being
INFO
capable of traversing bad terrain, breaking most obstacles
and dispensing helper robots to do various tasks.
EXPLANATION
ELETRON BEAM TURRET-EX
BASE MODEL EX (AT +5, EG 1/1, SP -25%, JP -25%, DF +5, AB -5)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
SYNCHRONIZED TURRETS: You are composed of 5 turrets.
SHIELDING ENERGETIC Each turrets has 5 of your LIFE POINTs. You can't take more
than 5 DAMAGE per TARGET.
CHEST T CHEST CS CHEST SIZE CHEST SP
RESSONATING WALL: Summons a wall that can soak a
SHIELDING 5 EX
single ATTACK.
ARM T ARM CS ARM SIZE ARM SP

SYNCHRO SHOT: All turrets focus their shots on a single


target to cause 3 DAMAGE. Each SHOT added lower the
ENERGETIC 2 per SHOT EX
target's DODGE CHANCE by 10%. You can have a number of
SHOTs equal to your number of TURRETs.

ARM T ARM CS ARM SIZE ARM SP


ALARM SHOT: A small energy projectile. Causes 3 DAMAGE.
ENERGETIC 3 per TARGET EX You can have a number of TARGETs equal to your number
of TURRETs.
LEGS T LEGS CS LEGS SIZE LEGS SP
WALL MOUNTED: They can't DODGE, but can soak
SHIELDING SHIELD EX
DAMAGE by spending SHIELDING CHARGES.
Those wall mounted turrets have a very smart alarm
system that allows them to work in tandem to hunt down
INFO unwanted presences inside rooms. The ELETRON BEAM
TURRET also has mounted wall generators to prevent
retaliation from their targets.
EXPLANATION
HOLO-ALIEN-EX
BASE MODEL EX (AT 0, EG 1/9, SP 0%, JP 0%, DF -2, AB +5)
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
ENERGY EATER: Instead of soaking DAMAGE with your
ABSORBTION STAT, you spend 2 SHIELDING CHARGES per
SHIELDING DISRUPTING
DAMAGE point to recover LIFE points instead of taking the
DAMAGE.
CHEST T CHEST CS CHEST SIZE CHEST SP
HOLOWARP: If you are HIT, you can forfeit soaking the
DISRUPTING 2 EX DAMAGE to ignore any other HIT or effects from the
attack.
ARM T ARM CS ARM SIZE ARM SP
ALIEN SHOT: You shot a sphere of interference that causes
3 DAMAGE. If you HIT the target, you will get 3 of their
DISRUPTING 5 EX
CHARGEs (of your choosing) back to you as DISRUPTION
CHARGES.
ARM T ARM CS ARM SIZE ARM SP

ALIEN COMETS: You shoot up to 4 projectiles at a single


DISRUPTING 3 per SHOT EX target. Each HIT you get causes 2 DAMAGE and lower the
one of the target's TANKs CHARGEs by 1.

LEGS T LEGS CS LEGS SIZE LEGS SP


SHIELDING 3 EX INFINITE FLIGHT: MOVE and JUMP are a single action

The HOLO-ALIENs, as their creators call them, are actually a


holographic projector created first for special effects. But
thanks to some utilities in their design (specially ilusory
INFO distortions), some contractors saw fit to expand the project
to military applications. Nowadays the HOLO-ALIEN model
comes with multiple effects, and not just the HOLO-ALIEN
forms anymore.

EXPLANATION

DRILLNEEDLER-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
SHREDDING BREAKING
CHEST T CHEST CS CHEST SIZE CHEST SP
BREAKING 2 EX
ARM T ARM CS ARM SIZE ARM SP
SHREDDING 5 EX
ARM T ARM CS ARM SIZE ARM SP
SHREDDING 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
BREAKING 3 EX
INFO
EXPLANATION

WIREMAGNETIZER-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
DISRUPTING SHIELDING
CHEST T CHEST CS CHEST SIZE CHEST SP
SHIELDING 2 EX
ARM T ARM CS ARM SIZE ARM SP
DISRUPTING 5 EX
ARM T ARM CS ARM SIZE ARM SP
DISRUPTING 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
SHIELDING 3 EX
INFO
EXPLANATION

GEMINIMIRROR-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
MINERAL PHYSICS
CHEST T CHEST CS CHEST SIZE CHEST SP
MINERAL 2 EX
ARM T ARM CS ARM SIZE ARM SP
PHYSICS 5 EX
ARM T ARM CS ARM SIZE ARM SP
PHYSICS 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
MINERAL 3 EX
INFO
EXPLANATION

HARDBODY-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
SHIELDING BREAKING
CHEST T CHEST CS CHEST SIZE CHEST SP
SHIELDING 2 EX
ARM T ARM CS ARM SIZE ARM SP
BREAKING 5 EX
ARM T ARM CS ARM SIZE ARM SP
BREAKING 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
SHIELDING 3 EX
INFO
EXPLANATION

SPINTOP-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
DYNAMIC SHIELDING
CHEST T CHEST CS CHEST SIZE CHEST SP
SHIELDING 2 EX
ARM T ARM CS ARM SIZE ARM SP
DYNAMIC 5 EX
ARM T ARM CS ARM SIZE ARM SP
DYNAMIC 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
SHIELDING 3 EX
INFO
EXPLANATION

BOASNAKE-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
DYNAMIC SHREDDING
CHEST T CHEST CS CHEST SIZE CHEST SP
DYNAMIC 2 EX
ARM T ARM CS ARM SIZE ARM SP
SHREDDING 5 EX
ARM T ARM CS ARM SIZE ARM SP
SHREDDING 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
DYNAMIC 3 EX
INFO
EXPLANATION

SPARKSHOCKER-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
ENERGETIC DISRUPTING
CHEST T CHEST CS CHEST SIZE CHEST SP
DISRUPTING 2 EX
ARM T ARM CS ARM SIZE ARM SP
ENERGETIC 5 EX
ARM T ARM CS ARM SIZE ARM SP
ENERGETIC 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
DISRUPTING 3 EX
INFO
EXPLANATION

SWIFTSHADOW-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
DYNAMIC KINETIC
CHEST T CHEST CS CHEST SIZE CHEST SP
DYNAMIC 2 EX
ARM T ARM CS ARM SIZE ARM SP
DYNAMIC 5 EX
ARM T ARM CS ARM SIZE ARM SP
KINETIC 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
KINETIC 3 EX
INFO
EXPLANATION

SKULLHEAD-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
SHIELDING DISRUPTING
CHEST T CHEST CS CHEST SIZE CHEST SP
DISRUPTING 2 EX
ARM T ARM CS ARM SIZE ARM SP
DISRUPTING 5 EX
ARM T ARM CS ARM SIZE ARM SP
DISRUPTING 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
SHIELDING 3 EX
INFO
EXPLANATION
TURTEDO MAKER-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
SHIELDING LIQUID
CHEST T CHEST CS CHEST SIZE CHEST SP
LIQUID 2 EX
ARM T ARM CS ARM SIZE ARM SP
LIQUID 5 EX
ARM T ARM CS ARM SIZE ARM SP
LIQUID 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
SHIELDING 3 EX
INFO
EXPLANATION

YELLOW GOLEM S2-RM


BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
SHIELDING MINERAL
CHEST T CHEST CS CHEST SIZE CHEST SP
MINERAL 2 EX
ARM T ARM CS ARM SIZE ARM SP
MINERAL 5 EX
ARM T ARM CS ARM SIZE ARM SP
MINERAL 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
SHIELDING 3 EX
INFO
EXPLANATION

HOLO ARMY-RM
BASE MODEL
PARTS
HEAD GEN. 1 HEAD GEN. 2 HEAD SP
KINETIC DISRUPTING
CHEST T CHEST CS CHEST SIZE CHEST SP
DISRUPTING 2 EX
ARM T ARM CS ARM SIZE ARM SP
DISRUPTING 5 EX
ARM T ARM CS ARM SIZE ARM SP
DISRUPTING 3 per SHOT EX
LEGS T LEGS CS LEGS SIZE LEGS SP
KINETIC 3 EX
INFO
EXPLANATION
HEATING
COOLING
ENERGETIC
BREAKING

LIQUID

PNEUMATIC

MINERAL

VEGETATION

SHREDDING

FUEL
EROSION
DYNAMIC

KINETIC

SHIELDING

DISRUPTING

PHYSICS

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