GM-Nissan Doberman

The Doberman is a perimeter patrol crawler drone equally effective during daytime or nighttime conditions. Comes equipped with one weapon.

Description:

GM-Nissan Doberman

267 points
$3,000

ST 12 [12]; DX 12 [24]; IQ 10 [0]; HT 12 [20].
Damage 1d-1/1d+2; BL 29 lb; HP 15* [14]; Will 10 [0]; Per 16† [0]; FP 0 [0].
Basic Speed 6.50‡ [0]; Basic Move 8§ [0]; Dodge 10¶.
5’; 80.

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]; Acute Hearing 4 [8]; Acute Vision 4 [8]; Claws (Sharp Claws) [5]; Damage Resistance 8 (Can’t Wear Armor, -40%; Flexible, -20%; Hardened (+2), +40%) [32]; Digital Mind [5]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Enhanced Dodge 1 [15]; Enhanced Move 1 (Ground) [20]; Enhanced Move 1/2 1 (Ground) [10]; Extra Arms 1 (Weapon Mount, -80%) [2]; Extra Basic Move 2 (Affects displayed Basic Move score, +0%) [10]; Extra Basic Speed +0.5 (Affects displayed Basic Speed score, +0%) [10]; Extra Legs (4 Legs) [5]; Extra Perception 6 (Affects displayed Per score, +0%) [30]; Hyperspectral Vision [25]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, +5; Unliving, +20) [25]; Intuitive Mathematician [5]; Nictitating Membrane 1 [1]; Night Vision 9 [9]; Photographic Memory [10]; Protected Vision [5]; Radar (Extended Arc: 360°, +125%; Multi-Mode, +50%; Targeting, +20%) [59]; Reduced Consumption 2 (24 hours) [4]; Sealed [15]; Teeth (Sharp Teeth) [1]; 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%; Reduced Range (1 mile) (x1/10), -30%; Secure, +20%; Sensie, +80%) [16]; Telescopic Vision 6 [30]; Ultrahearing [5].

Disadvantages

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]; No Manipulators [-50]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Reduced Hit Points -4 (Affects displayed HP score, +0%) [-8]; Reprogrammable [-10]; Restricted Diet (Power Cells; Very Common) [-10]; Slave Mentality [-40]; Unhealing (Total) [-30].
Quirks: Cannot Float. [-1]

Skills

Brawling (E) DX [1]-12; Climbing (A) DX-1 [1]-11; Guns/TL9 (Light Machine Gun) (E) DX [1]-12; Guns/TL9 (Submachine Gun) (E) DX [1]-12; Stealth (A) DX+1 [4]-13; Tracking (A) Per+2 [1]-18**.

Footnotes

* Includes -4 from ‘Reduced Hit Points’.
† Includes +6 from ‘Extra Perception’.
‡ Includes +0.5 from ‘Extra Basic Speed’.
§ Includes +2 from ‘Extra Basic Move’.
¶ Includes +1 from ‘Enhanced Dodge’.
** Includes +3 from ‘Hyperspectral Vision’; Conditional +4 from ‘Acute Vision’ when vision is a factor.

Encumbrance

[None]: Basic Lift 29 lb. Ground Move 8 yd / 24 yd; Water Move 1 yd. Dodge 10.
Light: Basic Lift 58 lb. Ground Move 6 yd / 19 yd; Water Move 1 yd. Dodge 9.
Medium: Basic Lift 87 lb. Ground Move 4 yd / 14 yd; Water Move 1 yd. Dodge 8.
Heavy: Basic Lift 174 lb. Ground Move 3 yd / 9 yd; Water Move 1 yd. Dodge 7.
X-Heavy: Basic Lift 290 lb. Ground Move 1 yd / 4 yd; Water Move 1 yd. Dodge 6.

Defenses

Parry: 9 (Brawling). Dodge: 10. DR: 0+8 (Torso).

Melee Attacks

Brawling • Punch (12): 1d-2 cut. Reach C.
Brawling • Bite (12): 1d-2 cut. Reach C.
Brawling • Kick (10): 1d-1 cut. Reach C,1.

Bio:

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

GM-Nissan Doberman

GURPS Shadowrun 4th Edition Quietlyscheming