Mega-City

HEAVY METAL KID

23816-3703-26539-1-judge-dredd-the-ear.jpg
23816-3703-26539-1-judge-dredd-the-ear.jpg

HEAVY METAL KID

7.00

Enormous Sentient Mechanoid (7d6)

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 24
RANGED DEFENCE 10
MENTAL DEFENCE 14
VITAL DEFENCE 32

HEALTH 105
SOAK 14; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 420lb (max lift 1,050lb)

REACH 10-ft
ACTIONS 3 (two on its INIT count, and one 10 counts later)

Demolition tools 7d6 (4d6+6 blunt damage)

Skills hardy 45 (9d6), combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6), demolitions 12 (4d6)

Gear Demolition tools and a very bad attitude.

Mechanoid. Mechanoids are immune to mental attacks, are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage. They are usually immune to the Sick and Fatigued conditions.

Mighty Blow. The Heavy Metal Kid makes one attack roll and does damage for two attacks (8d6+12) in one attack, using two actions. This means SOAK only applies once.

Hurl. Once per round, the Heavy Metal Kid makes a melee attack and sends a creature flying 3 squares plus one square per size difference; the target takes 4d6+6 blunt damage, and gains the Downed condition.

Demolitions! The Heavy Metal Kid does double damage to inanimate objects.

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