d20 +17 to Attack Body Defense | +23 to Damage
- Basic Attack
- This is Stinger Ant Bots's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Stinger Ant Bots's Combat Maneuvers.
- Arc Bolt
- You fire a bolt of energy at your enemy.
- 3d10 Damage (17) Target: Creature (1) Range: 13 Spaces Duration: Instant
d20 +17 to Attack Body Defense | +23 to Damage
- Overcharge Blast
- You unleash an overcharged energy burst at your enemy!
- 9d10 Damage (50) Target: Creature (1) Range: 11 Spaces Duration: Instant
- Battle Tactics
- They will use rudimentary battle tactics such as cover and Tactical Advantage. Though they will not really use other more complex tactics they have been known to coordinate with other security forces from time to time.
- Disposable Security
- These robots are found everywhere. They are cheap and easy to deploy and are used in a wide variety of applications. Little thought is given to their survival and other allies may easily hit them as well as enemies with area of effect attacks.
- Easily Programmed
- These are easily programmed if you can get to them without destroying them. They are fragile but if mobilized or captured they can be hacked. Generally an easy Scholar or Subterfuge will be needed to first break into the robots CPU and then a second check to properly reprogram it.
NPC Auto Assigned Bonuses
Stinger Ant Bots's Equipped Items
Stinger Ant Bots's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Arc Bolt
- You fire a bolt of energy at your enemy.
- 3d10 Damage Target: Creature (1) Range: 7 Spaces Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 3d8 Damage Target: Creature (1) Range: 6 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 4 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Overcharge Blast
- You unleash an overcharged energy burst at your enemy!
- 9d10 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
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