Every robot must protect itself, somehow.Digital Hellhound:
Hidden mechanisms beneath the steel constantly rearrange the layout of the armor, strenghtening targeted sections and patching up damage as a sort of adaptive armor
[5] The adaptive armor design is a success! The armor is able to shore up the defense of any targeted part, and can even repair itself given a sufficient charge from the main power source.
Adaptive Armor: +1 defense against any attack. Can repair 2 damage as an action.
Dave1004:
For Defenses, the Terranator will focus on a powerful machine that can be used to send Nano-bots to automatically repair any damage.
[1] After an error in calculation that nearly causes a
Grey Goo situation, you have to resort to a more mechanical repair solution. It's effective, but less efficient.
Metal Patch Kit: Twice per battle, can use an action to repair 2d2 damage.
Darvi:
My robot will not have a nuke. Instead it has a quantum generator that can make it phase out into a state of quantum uncertainty. In other words, attacks may or may not affect it at the slightest and just go through it.
[1] You created a quantum generator, but oddly, it both seems to work and not work. Running low on time, you simply add some pulse jets to give it some ability to dodge.
Pulse Jets: +1 to initiative rolls. +1 defense roll on any phase initiative was won.
fergus:
My robot shall have a mirror quality surface to reflect lasers and shock absorbers built into the frame to try and minimise explosive damage.
[2] The mirrors are a success, but they're fragile. You hope that's not a problem...
Mirrors and shock absorbers: +1 defense against laser attacks. This bonus is lost if damaged by impact or explosive damage. +1 defense against explosive damage.
Prototype Robots:
Digital HellhoundSteel Box Frame: 12/12 HP. +1 to rolls to resist internal damage.
Primary: Anti-tank missile: Single shot. Chance to deal internal damage on a 3+ roll that successfully damages. +2 damage. Long range.
Secondary: Mechanical saw. +1 damage. Melee.
Adaptive Armor: +1 defense against any attack. Can repair 2 damage as an action.
Dave1004FiberSteel Frame: 10/10 HP
Primary: Hellbore Laser Cannon. High-energy laser weapon. +2 damage, but deals 1 damage to self on use. Usable once per turn. Long range.
Secondary: "Nail-Pounder" machine gun. Ignores armor-based defenses, but jams on a 1 and must unjam before it can be used again. (Unjamming takes an action, but always succeeds.)
Metal Patch Kit: Twice per battle, can use an action to repair 2d2 damage.
Darvi
Carbon fiber frame: 9/9 HP. On a 5 dodge roll, -2 damage as the attack is deflected. On a 6, -4 damage. Immune to catching on fire, and -1 to fire damage.
Primary weapon: Missile rack. A large number of weak missiles that can overwhelm the target. Fires two per attack, with 12 missiles total. -1 damage, but strikes twice per attack.
Secondary weapon: Equalizer self-destruct device. Rolls 2d4+2 instead of 1d6 for the attack, but deals an equal amount of damage to the user (with no defense roll).
Pulse Jets: +1 to initiative rolls. +1 defense roll on any phase initiative was won.
fergusSemi-Thick Steel Frame: 9/9 HP. +1 resistance to internal damage.
Primary weapon: Railgun. High-velocity slug that pierces armor and cannot be deflected. Ignores armor and deflection-based defenses. +1 damage. Can be used once per turn. Long range.
Secondary weapon: Claw club: A claw-shaped mace. +1 damage. Melee.
Mirrors and shock absorbers: +1 defense against laser attacks. This bonus is lost if damaged by impact or explosive damage. +1 defense against explosive damage.
Turn 4: Finalization!Each robot has four parts. You may reroll
any one part this turn. If you're happy with your design, you may opt to make no changes. Be warned- whatever the new roll is, it sticks!
Helpful Reminder: If one robot is not destroyed at the end of the battle, the robot with the higher percentage of HP left wins. On a tie, I will simulate one more phase of combat by approximating a turn based on past orders until we have a winner.