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The autodoc is a mobile stabilization unit, it immediately stabilizes any character hooked up to it. It's basically an armored mobile Automed (Ultra-Tech 196).

Description:

659 points
$4,000

ST 12* [18]; DX 10 [0]; IQ 16 [120]; HT 12 [20].
Damage 1d-1/1d+2; BL 442 lb; HP 19 [13]; Will 16 [0]; Per 18† [0]; FP 0 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
9’; 600 (SM +1).

Social Background

TL: 9 [0].

Templates and Meta-Traits

AI (p. B263) [32]; Automaton (p. B263) [-85]; Machine (p. B263) [25]; Weak AI (Ultra-Tech; p. UT28) [-83].

Advantages

Absolute Timing [2]; Damage Resistance 24 (Can’t Wear Armor, -40%; Hardened (+2), +40%) [120]; Digital Mind [5]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Enhanced Move 4 (Ground) [80]; Extra Arms 4 (Extra-Flexible, +50%; Long (+3), +300%; No Physical Attack, -50%) [160]; Extra Perception 2 (Affects displayed Per score, +0%) [10]; High Pain Threshold [10]; Hyperspectral Vision [25]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, +5; Unliving, +20) [25]; Intuitive Mathematician [5]; Lifting ST 35 [105]; Night Vision 6 [6]; Photographic Memory [10]; Reduced Consumption 9 (72 hours) [18]; Sealed [15]; Telecommunication (Commlink; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -9 or less, +0%; Gadget/Can Be Stolen: Must be forcefully removed, -10%; Secure, +20%; Sensie, +80%) [19]; Ultrahearing [5].
Perks: Accessory (Automed). [1]

Disadvantages

Cannot Kick [-5]; Cannot Learn [-30]; Electrical [-20]; Hidebound [-5]; Incurious (6-, *2) [-10]; Low Empathy [-20]; Maintenance (Electronics Repair and Mechanic; 1 person; Weekly, *1/2) [-5]; Mute [-25]; No Legs (Tracked or Wheeled) [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Restricted Diet (Power Cells; Very Common) [-10]; Slave Mentality [-40]; Unhealing (Total) [-30].
Quirks: Cannot Float. [-1]

Skills

Diagnosis/TL9 (Dwarf) (H) IQ-1 [2]-15; Diagnosis/TL9 (Elf) (H) IQ-1 [2]-15; Diagnosis/TL9 (Human) (H) IQ-1 [2]-15; Diagnosis/TL9 (Ork) (H) IQ-1 [2]-15; Diagnosis/TL9 (Troll) (H) IQ-1 [2]-15; Electronics Operation/TL9 (Medical) (A) IQ-1 [1]-15; Physician/TL9 (Dwarf) (H) IQ [4]-16; Physician/TL9 (Elf) (H) IQ [4]-16; Physician/TL9 (Human) (H) IQ [4]-16; Physician/TL9 (Ork) (H) IQ [4]-16; Physician/TL9 (Troll) (H) IQ [4]-16; Surgery/TL9 (Cybernetics) (VH) IQ-2 [2]-14; Surgery/TL9 (Dwarf) (VH) IQ-2 [2]-14; Surgery/TL9 (Elf) (VH) IQ-2 [2]-14; Surgery/TL9 (Human) (VH) IQ-2 [2]-14; Surgery/TL9 (Ork) (VH) IQ-2 [2]-14; Surgery/TL9 (Troll) (VH) IQ-2 [2]-14.

Footnotes

* Conditional +35 from ‘Lifting ST’.
† Includes +2 from ‘Extra Perception’.

Encumbrance

[None]: Basic Lift 442 lb. Ground Move 5 yd / 80 yd; Water Move 1 yd. Dodge 8.
Light: Basic Lift 884 lb. Ground Move 4 yd / 64 yd; Water Move 1 yd. Dodge 7.
Medium: Basic Lift 1326 lb. Ground Move 3 yd / 48 yd; Water Move 1 yd. Dodge 6.
Heavy: Basic Lift 1.33 tn. Ground Move 2 yd / 32 yd; Water Move 1 yd. Dodge 5.
X-Heavy: Basic Lift 2.21 tn. Ground Move 1 yd / 16 yd; Water Move 1 yd. Dodge 4.

Defenses

Dodge: 8. DR: 0+24 (Torso).

Melee Attacks

Bite (10): 1d-2 cr. Reach C.
Kick (8): 1d-1 cr. Reach C,1.
Punch (10): 1d-2 cr. Reach C.

Bio:

The original stats and description can be found in the Shadowrun 4th Edition core book p341-342.

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GURPS Shadowrun 4th Edition Quietlyscheming