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Doombot

Doombot
Doombot – AI Generated Artwork – NightCafe Creator

Doombots are exact mechanical replicas of the real Doctor Doom. They look like him, talk like him, and even act like him. Individually, Doombots have an advanced artificial intelligence program that causes them to believe themselves to really be Doctor Doom, and act as Doom unless in the presence of the real Von Doom or other Doombots. These imitation Dooms have been created to impersonate Doctor Doom when he either cannot be present or is unwilling to risk his own life (such as when confronting powerful foes).

In order to prevent his duplicates from harming or out-performing him, Doctor Doom installs each Doombot with a dampener program that reduces the effectiveness and intensity of all of its powers when activated. This program is triggered whenever a Doombot enters Von Doom’s presence or the presence of other Doombots.

Doombot, Combat, first substantiated or proven appearance in Fantastic Four no.5

When Doctor Doom is out to defeat an enemy, he often sends a combat Doombot. They act so much like the real Doom, it is often impossible for a hero to determine if he is battling the real thing or merely a robotic duplicate. Combat Doombots
are more heavily laden with weaponry and sometimes carry additional weapon systems
in addition to the standard armor’s capabilities.

Note: Inside the head of each Doombot are tiny mechanical arms and tools which enable the robot’s head to completely assemble the rest of its body. This feature is used to infiltrate enemy strongholds — the pieces are sent in separately through a small opening, like a ventilation shaft, then the head puts them all together in a matter of minutes.

Doombat, Diplomatic, first substantiated or proven appearance in Fantastic Four no.5

When Doctor Doom plans to negotiate with others, rather than do battle, he often sends a diplomatic Doombot. They act as the real Doom, it is often impossible for a character to detect the robot’s presence. These Doombots benefit from a more detailed intelligence program than the combat units, allowing more detailed talents and easier adjustment to random happenings.

Originally Posted by Bane of the Dicefreaks forums.

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Medium construct
Wounds85 WP (10d10+20)
Initiative+2
Speed30 ft., fly 750 ft. (average)
AC24 (+2 Dexterity, +12 natural), touch 12, flat footed 22
Base Attack/Grapple+7/+20
AttackForce beam +14 ranged touch (6d6 force); or slam +20 melee (3d6+13 +2d6 electric)
Full AttackForce beam +14/+9 ranged touch (6d6 force); or slam +20 melee (3d6+13 +2d6 electric)
Space/Reach5 ft./5 ft.
Special AttacksWeaponry package
Special Qualitiesconstruct traits, DR 25/adamantium, resistance to energy (acid, electricity, sonic) 30, resistance to energy (cold, fire) 45, Sensory Package
SavesFort +5, Ref +5, Will +6
AbilitiesStrength 36, Dexterity 14, Constitution -, Intelligence 18, Wisdom 15, Charisma 15
SkillsBluff+13, Craft (chemical) +6, Craft (electrical) +17, Craft (mechanical) +17, Diplomacy +10, Intimidate
+18, Listen +18, Knowledge (earth and life science) +17, Knowledge (physical sciences) +17, Knowledge (tactics) +13, Knowledge (technology) +17, Spot +8
FeatsGreat Fortitude, Fly by Attack, Improved Toughness, Power Attack
Climate/TerrainMobile
OrganizationSolitary (unique); or pair (2); or squad (10-20)
Challenge
Rating
10
TreasureEquipment
AlignmentNeutral

Disguise Package

Doombots are made to resemble and act like Dr. Doom except when in his presence. They receive a +20 to Disguise checks to imitate Doom specifically.

Sensory Package

All Doombots are equipped with a wide range of advanced sensors.

Advanced Vision

Doombots can see up to six times that of a normal human and have full Darkvision and thermal vision. They also receive a +5 bonus on all Spot checks and do not suffer penalties for range.

Communications

All Doombots have units allowing them to communicate with each other up to 100 miles distance.

Sound Detection Unit

Doombots can pick up minute sounds, receiving a +15 on all Listen checks.

Targeting Systems

Doombots receive a +5 bonus to attack rolls with all built-in weapon systems.

Superhuman Strength

Doombots can lift 5 times what their Strength score indicates.

Weapon Package

The Doombot is equipped with a variety of offensive weaponry to best combat the enemies of Doom.

Electric Shock

Doombots can emit a powerful electric shock to anyone attempting to grapple them. This inflicts 10d6 electric damage.

Force Beams

Doombot scan emit beams of force from their gauntlets. These inflict 6d6 force damage as a ranged touch attack at up to 300 ft. Plasma Beam Inflicts 4d6 radiation energy damage at a range of 150 ft. with a ranged touch attack.

Possessions

None.

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