Req. Con 14
Prime Constitution
Hit Die 6 hit points per level
Attack As a fighter
Saves As a dwarf, +1 versus heat and cold effects; +3 versus radiation; immunity to poison; immune to stun and blind attacks as a result of attacking the senses

Kill! Kill! Kill! Built to fight in the brutal proxy wars of the Ancients, Murderbots are relics of a more civilized age. Every Murderbot, possibly a thousand or more years old, is a paragon of Atomic Age aesthetic and know-how, and they are also completely insane, at least for a machine designed to eradicate organic life. While all Murderbots are born to kill, within every model has emerged a unique personality  (a flaw of their neural processors) that allows them to generally get along with others. Couple this with a stylish, Googie design to help them stand out among the dreary rabble of the apocalypse in their wasteland chic, and Murderbots are unstoppable.

(For the purposes of being turned by a technopriest, Murderbots are Class D robots.)

Level Experience Title Hit Points
1 0 Killbot 6
2 3,001 Roboslayer 12
3 6,001 Autoslayer 18
4 12,001 Mechanokiller 24
5 24,001 Terminator 30
6 48,001 Ex-terminator 36
7 96,001 Kill-o-drone 42
8 192,001 Warmachine 48
9 492,001 Murderbot! 54
10 892,001 Doom of All

Organic Life



Metal Skin – Murderbots are encased in what had been state-of-the-art  plasteel, giving them an Armor Class of 3. This plasteel can be reinforced by someone trained in robotics, or just able to use a welder or hammer or screws.

Components – Murderbots may choose three class 1 mutations; or one class 1 mutations and one class 2 mutation; or one class 3. The Murderbot may replace “components” if they scavenge the necessary tech. The formula for replacing components is 1 for 1, so to add a class 3 component, three class 1’s or a class 1 and class 2 must be removed. The Murderbot cannot replace any aspect of its Robotype (see below) as that is part of its essential design.

Healing – Magical healing heals robots because it’s magic, but robots do not heal naturally. Instead, they require maintenance from someone familiar with robotics.

Random Access PTSD – Possibly a thousand years old, the neural networks and heuristic processes of Murderbots function in a state of perpetual decline. As they increase in level, Murderbots have the potential of short circuiting and going berserk during combat after their first kill, as their combat heuristic randomly accesses traumatic battles of the past for tactical computation. Each round, the Murderbot must make a technology roll to use an executive override of their functions and return to normal; others may attempt, as well, by jacking into the Murderbot’s neural processor, if they dare get close enough.

Lvl. Chance of Short Circuit

1-3)      2-in-12
4-6)      3-in-12
7-9)      4-in-12
10)       5-in-12

Robotype – By the end of the civilized age, the mass-production of Murderbots was such that as one fell on the Neo-Atomic Age battlefields, another was ready to take its place. So Muderbots come in a variety of forms, with the means of locomotion, neural processing, and murdering varying between models. When creating a Murderbot, roll for robotype in each column on the table below to determine its type. Beware, many of these come with drawbacks.

Locomotion (1d6) Neural Processor (1d8) Means of  Murder (1d6)
1 Treads: +2 Con, -1 Dex; +4 against being knocked prone; trouble with stairs Brain in Jar: +/-2 Int depending on quality of brain, need fresh one per month; side effect of additional knowledge/powers from brain may occur Buzzsaw Hands: two atks, 1d8 dmg each; however buzzsaws… is your hands
2 Bipedal: +1 Dex; you get around as easily as a human; -2 against being knocked prone; Kill Quota: To function, must kill # of living beings per week per level; +1 atk/dmg per kill for rest of day Gamma Beam: single telescoping eye fires gamma pulse in 30 ft. cone, class 3 radiation, twice per day; 1-in-6 gets stuck, fires in random direction
3 Armadillidiidaeiform; roll up in a ball; 1d8 collision dmg; children love you; difficulty stopping and turning over Preset Kill Limit: humanitarian killing machine; once killing 10d20, shut down permanently; driven by destiny; +4 saves versus Death Gout o’ Flame: breathe fire in 20 ft. line 2d6 dmg; consumes 1 gal. petroleum; tank holds 3 gal.
4 Hov-a-round: hover between ~1-5 ft. over solid ground; sputters out at inopportune times (Luck check) Quantum Braided Tesseracts: top of the line brain; +4 Int; 2-in-6 to get hints from DM 1/day; prone to pathological, destructive ennui (see GM for details) Clamps: amazing grip; +2 Str; can crush nearly anything no more than 6” in width; love to clamp things
5 Spidery Legs: can climb any surface at 20’; sense movement w/in 60’; -4 reaction mod for creeping people out Captured Transdimensional Entity: alien sentience gives -2 Cha; intense desire to escape this reality; may cast out consciousness as arcane eye 1/day Plasma Cannon in Chest: 4d6 blast, range 30’, width 10’; overheats on 3-in-6, shutting you down for 1d4 turns
6 Rubber to the Road, Baby: you’re on wheels, or… well, one wheel; excellent balance, when moving, anyway; -1 Dex; spd 80’/rd.; stops on a dime Jury-rigged: some assembly and duct tape required; -2 Int; impossible to hack; +5% short circuit chance Rocket Fists: fists can be fired by rocket; 1d8 dmg; range 60’; 1 rd. for return/reattachment; hands function at range can be controlled, fly spd 40’
7 Laws of Robotics: cannot harm humans; determine human-ness of beings in disguise on a 3-in-6; +3 atk/dmg against mutants
8 Destructor, Eater of Worlds: You are DESTRUCTOR!!!!; severe delusions of grandiosity  from sentient virus “Destructor”; if
“plugged” into another Murderbot! or cyborg (if no neural component, conect to robo body part instead) within one turn of death, may transfer consciousness (save vs. death on the victim’s part)


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