If you're going to throw it, thrown weapons. If you're going to slap it on, an unarmed touch attack (with +2 dice).
Don't forget that the doberman is -2 from its 6 boxes of damage.. its stats are toward the bottom here.
Rail drone init. 6d6.hits(5) → [5,3,3,5,1,6] = (3) goes on 9.
2nd rail drone 6d6.hits(5) → [2,2,3,1,3,3] = (0) goes on 6.
so ruckbot goes first. that means it can fire and then go on interrupt dodge if the rail returns fire.
Yikes :/ there were two rail drones? Guess I need to read more carefully. All rigth let's move one.
Ruckus same down by one initiative point (I was looking at the stats, and missed the Pilot column, don't ask me how)
Same as previous on combat
One shot for damage and one long burst (not sure how tough they are), but this time ruckus is shooting on it's own without me rigging him.
The interrupt dodge wouldn't help much, as he has no dodge autosoft :/
aimed shot pilot(3) + targetting(3) + smartlink(2) -called shot for damage(2) - wound modifier(2) = 4 dices ->
4d6.hits(5)=2damage (assuming it hits) are 5P + 2 for called shot + 1 for explosive ammo = 8P + net hits over first.
long wide burst pilot(3) + targetting(3) + smartlink(2) - wound modifer(2) = 6 dices ->
6d6.hits(5)=1just one hit, but -5 to dodge, if they can do so on that rails
damage (assuming it hits) are 5P + 1 for the explosive ammo = 6P + net hits over first with -5 to dodge
ammo left 18 -6 for IP1 = 12 left in clip
Code himself is going to slap attack the bag on the drone but if by some chance ruckus disable it I'll go for the second with that bag.
Anyway roll should be the same, I think this should be counted as charging attack, I'll add the two dices, but up to you.
Agility (3) + Unarmed Attack(-1 defaulting) + touch attack (2) + charge(2) + edge (1) => Oh damn
7d6.hitsopen(5,6)=1 single hit. let's hope they don't dodge very well

On the other side, if you don't apply charge, doesn't change anything

That's it the bones have been thrown