Droid Showroom

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Well.. We have the 101 Future Weapons, Mech Warehouse, plus there's Jaceland's (did I get his name right?) Carlot from way back in the day.. So why not one for robots, droids and other automatons.

Recon Rat
The Recon Rat is a sophisticated robot for surveliance work. Able to go virtually anywhere a normal rat can, slip in and out of places undetected and send back all that it sees and hears through various encrypted means to it's controller's console. Programmed with the instincts of a rat to help it blend in with other rats also thanks to the addition of chemical sacks that let the robot smell like one of the swarm. Used by black ops groups for scouting areas or to trail a target, or by some search and rescue groups to find people buried in collapsed tunnels or buildings before their air runs out.

Recon Rat PL 6/7
Type: Construct
CR: 1/2
Size: Tiny
Hit Points: 1/4d10 (2 hp)
Init: +3 (+3 Dex)
Speed: 40 ft, climb 20 ft ferrous surfaces
Defense: 17, 17 touch
BAB/Grp: +0/-8
Attack: +2 melee 1d2
FS/Reach: 1 ft by 1 ft/ 0 ft
Special Qualities:  Construct traits, Resistance acid 10, cold 10, electricity 10, fire 10, darkvision 180 ft,
Saves: Fort +0, Reflex +3, Will +0
Abilities: Str 2, Dex 17, Int 10, Wis 10, Cha 5
Skills: Listen +8, Search +8, Spot +8, Hide +17, Move Silently +9, Escape Artist +5, +10 Navigate, +2 Survival
Feats: Alertness, Meticulous, Stealthy, Track

Frame: Biodroid
Locomotion: Legs (4 legs)
Manipulators: Jaws
Armour:
Sensors: Class VII
Skill Software: Skill Pogits Hide +4, Move Silently +4, Listen +4, Spot +4, Search +4
Feat Software: Feat Net
Accessories: Gimbaled Joints, magnetic feet, AV transmitter, AV Recorder, survivor array, chemical sacks
PDC: 30
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Erumpo
The Erumpo was designed as defense or attack robot, specializing in seek and destroy or ambush. With its dual fire linked pulse lasers as the primary weapons, makes short work of infantry. The optic camouflage allows the Erumpo to sneak around or lay in wait before it springs an attack.
The unique design of the Erumpo gives the top half a full 360 degree horizontal rotation plus 290 vertical rotation front to back. The most interesting feature of the Erumpo is the multi-attack vector module, which allows it to split into two parts, the top half able to roll around at great speed, while the lower half walks about. The weapons are split with the dual fire linked pulse rifles in the top, and the laser rifle is slung between the legs. Both halves can act independantly coordinating attacks with each other, or with other Erumpos in the area via secured scrampled communications, making them even deadlier in small groups of 4 to 6, effectively doubling their numbers when multi-attack vectors are engaged.

 PL 6/7
Type: Construct
CR:
Size: Large (10 ft)
Hit Points: 6d10 +20 (56)
Init: +3
Speed: 30 ft / 80 ft roller*
Defense: 17, touch 11 (-1 size +6 equipment, +2 Dex)
BAB/Grp: +9/+19
Attack: +11 ranged linked pulse laser rifle (4d10), or +7 linked pulse laser rifle (4d10) and +7 linked pulse rifle (4d10), or +7 fire linked pulse rifle (4d10) and +7 laser rifle (3d8), or +15 melee slam (1d8+6)
FS/Reach: 10 ft/ 10 ft
Special Qualities:  Construct traits, co-ordinate attack
Saves: Fort +2, Reflex +4, Will +4
Abilities: Str 22, Dex 14, Int 10, Wis 14, Cha 1
Skills: Listen +8, Search +4, Spot +8, Hide +4/+14 optic camouflage engaged, Move Silently +5,
Feats: Personal Firearms Prof, Advanced Firearms Prof, Burst Fire, Dodge, Mobile, Point Blank Shot, Shot On The Run, Two-Weapon Fighting

Frame: Biomorph
Locomotion: Legs (4 legs)/ Roller
Manipulators:
Armour: Resilium
Sensors: Class VI
Skill Software: Skill Pogits Hide +8, Move Silently +4, Listen +4, Spot +4, Search +4
Feat Software: Feat Net x2
Accessories: Dexterity Upgrade X3, Intelligence Upgrade x5, Wisdom Upgrade x2, Gimbaled Weapon Mount X3, Energy-Resistant Coating (fire 5), Energy-Resistant Coating (electricity 5), Optic Camouflage, Twin Linked Pulse Laser Rifle x2, Pulse Laser Rifle, Oracle Targeting System Mark 3, Multi-Attack Vector Module
PDC: 42


*When splits into it's two parts, the top half has the two linked pulse rifles, it's attacks change to
+12 ranged linked pulse rifle (4d10), or +8 ranged linked pulse rifle (4d10) and +8 linked pulse rifle (4d10), no slam attack, speed changes to 80 ft, size to medium, has half the hit points 28, Defense changes to 18, 12 touch, hide skill changes to +10 or +18 with optic camouflage engaged

Bottom half has attack +12 ranged laser rifle (3d8), or **+12 melee slam (1d8+6) and +8 ranged pulse rifle, or +16 melee slam (1d8+6), size to medium, has 28 hit points, Defense changes to 18, 12 touch, hide skill changes to +10 or +18 with optic camouflage engaged
**Against small or prone/knocked down opponents, the Erumpo's lower half will stomp and/or attempt to pin an opponent and blast with its pulse rifle at the same time, or as its stomping one opponent blast away at another nearby opponent with the laser rifle to discourage others from helping the prone victim.

Co-ordinate Attack
When both halves of the Erumpo, or even with other Erumpos, attack the same target, each part gains a +2 to attack and +1 dodge bonus to attack on top of the bonus from the dodge feat that both halves can use, but only if the same target for attacking is used for the dodge feat.


New Equipment
Optic Camouflage PL7
The optic camouflage system allows the robot to blend in with its surroundings better, both visually and in other areas such as electromagnetically, infrared, ultraviolet. The sensors are used to take in the surrounding area, then that data is transmitted to the modified armour plating to mimic the environment much better than older systems of the past, allowing for real-time changes to the surface colouring and designs with only a 0.56 nanosecond delay.
Grants a +8 to hide checks.
PDC: 15 + one half robot's base purchase DC

Oracle Targeting System PL6
A robot version of the mech Oracle Targeting system including heuristic target-prediction profiling, ballistic projection and plotting, various preprogrammed tactics and strategies, all help the robots accuracy. The system grants an enhancement bonus on attack rolls (+2 to +10) with integrated weapons.
The system has five different categories (denoted Mark I through Mark V). Purchase DC varies depending on the enhancement bonus conferred.
Purchace DC: 18 for Mark I  (+2), 19 for Mark II (+4), 21 for Mark III (+6), 23 for Mark IV (+8), 24 for Mark V (+10)

Gimbaled Weapon Mounts PL6
These weapon mounts are on gimbaled joints allowing for fast movement and a high degree of movement, allowing for greater fields of fire.
PDC: +4 added to PDC from Table 10-8 Robot Weapon Mounts on page 189 of D20 Future

Multi-Attack Vector Module PL6
The multi-attack vector module allows the robot to split into multiple parts, each capable of it's own movement, attack and actions, provided each section is designed for movement. The purchase DC increases for the number of separate parts the robot splits into.
PDC: 15 + one half base purchace DC of robot's frame for two parts, 18 + one half base purchase DC for three parts, 21 + one half base purchase DC for four parts.

Roller PL6/7
The roller form of locomotion is a hybrid of treads and casters. A tread like caster(s) goes around the entire body of the robot allowing for quick easy movement, even allowing it to navigate most terrain and shallow steps. Can quickly change direction (using flying maneuverability as an example would be half way between Good and Perfect) and speed without losing control.
Purchace DC: three quarters the purchace DC of the robot's frame.
Devastator PL6
Devastator.jpg

The Devastator, when you need to break through enemy lines or have a solid defense. Some critics complain about its retro look, many soldiers find it gives it a more intimidating look. Many rebels have surrendered upon seeing a multi-ton metal clad behemoth charging at them like a crazed rhino. Although not built with many ranged weapons, it's mini-grenade launchers are fairly short ranged, Devastators get their name from charging into areas with enemy troops or vehicles and devastating everything in sight with its fists and 'rain of death' as troops call it's grenade attack, or it's firefog. The firefog being quite deadly within close quarters, and within some units, the primary attack method. Some countries are working to ban the firefog as an inhumane weapon.
Favoured uses of Devastators are storming bunkers or other fortifications and letting it smash its way through wall and defenders with equal ease. Or as defenders of important units like combat engineers, negotiators, command APCs or of structures.
Besides its unique weapons and use, what makes the Devastator interesting is the advanced computer brain, first generation neural network. Modeling its personality after traits of various animals, primarily canine, rhino, armadillo and porcupine. Due to the neural network, the Devastator will learn over time, some develop little quirks, and when used with the same group of soldiers, it's found that they adapt their tactics to better mesh with them. Some Devastators that have seen a lot of combat with the same units become fiercely loyal, and considered more a loving pet and partner than just some combat drone to be used and tossed away when it's damaged.

Devastators can pull their arms close to their bodies to lock their shields tight against their body to create a heavily armoured shell. The six tubes on the Devastator's back contain smoke grenades and is also where the firefog is released from.

Devastator PL 6
Type: Construct
CR:
Size: Large
Hit Points: 7d10+20 (65)
Init: -1
Speed: 20 ft
Defense: 20 (-1 size +8 armour -1 dex +4 shield) or 24 from armoured shell (+4 shield +4 shield), 16 with armoured shell engaged.
Hardness: 15
BAB/Grp: +9/+21
Attack: +21 melee 2 Shield Fist 2d8+12, or +23 melee 4d6+12 ram, or +12 ranged mini grenades varies damage (usually explosive 3d6 fire, or fragmentation 3d6 slashing, range of 70 ft, 100 mini grenades), or +21 melee 2 shield fists 2d8+12 ea and +16 melee spike 2d6+6.
FS/Reach: 10 ft/ 10 ft
Special Qualities:  Construct traits, armoured shell, ram, reinforced construction, defensive shield, stomp, energy resistance
Special Attacks: Rain of Death, firefog, stomp
Saves: Fort +2, Reflex +3, Will +4
Abilities: Str 32, Dex 8, Int 8, Wis 10, Cha 1
Skills: Balance +3, Listen +6, Repair +3, Search +6, Spot +6,
Feats: Run, Power Attack, Cleave, Shield Proficiency, Shield Specialization, Stomp

Frame: Biomorph
Locomotion: Legs (Pair)
Superstructure: Duralloy
Manipulators: Hand (Pair)
Armour: Duralloy
Sensors: Class V
Skill Software:
Feat Software: Feat Progit x2
Accessories: Strength Upgrade x5, Cortex Mk 2, AV Recorder, Weapon Mounts, firefog, smoke grenades 5 smoke grenades per tube on back total of 30, mini grenade array, spike, Oracle Targeting Mark 2, Skill increases, added skills, energy resistant coating (fire resistance 10)
PDC: 36

Armoured Shell
The default state for the Devastator is "closed," with its shield arms against its body and its armoured frame locked tight. The Devastator can move normally in this state but cannot attack. In this state the Devastator gains damage resistance 25/- and also has a 50% chance to ignore critical hits like the Fortification armour ability. The Devastator can "open" as a free action to attack with its Shield Fists or to fire its Rain of Death. Once opened, closing again required a standard action.

Rain of Death: Every other round, as a standard action, can unlease an array of short-ranged grenades primed to immediately explode,  15 ft radius blast around the devastator, damage 7d6, fire or slashing depending on grenades used, Reflex DC 22 for half damage, creatures within 5 ft of the Devastator cannot save for half.  Each use of the rain of death uses 10 mini grenades.

Firefog
The Devastator comes with the firefog weapon system. Installed within the tubes on its back, it releases the firefog quickly and easily. The Devastator's firefog system is very similar to the mecha based one, only has six charges, one on each of the tubes mounted on its back, all other stats remain the same.

Defensive Shield
The Devastator can use its shield arms to defend a friendly target within 10 feet of it, granting the shield bonus to the target for the round, using the aid other action, replacing the normal +2 to Defense that aid other would normally grant with the shield's bonus.

Ram
One of the favoured first strike attacks of the Devastator is to close its arms against itself forming the armoured shell, then charging into combat, ramming into targets, impaling them on the spike. On a charge, the Devastator gains a speed of 100 (Run feat), and upon striking a target, deals 4d6+12, half piercing and half bludgeoning damage. Normal bonuses and penalties for running and charging apply and stack.

Stomp
The Devastator can stomp its foot or slam its fists on the ground to cause it to shake, knocking smaller targets within 10 feet of it to fall prone, DC Reflex 22.

New Equipment

Cortex
An engineering and computer programming breakthrough, cortexes are droid brains modeled after an organic brain. Although so far quite difficult to completely model after the human brain, other animal brains can be done, giving the droid some intelligence, but combining with animal instincts and cunning, depending on the animal personality traits used. Each cortex comes with basic skills for the droid to function, and can be easily programmed with added skills and feats. Due to the neural construction, droids with cortexes can improve their skills over time, and can aquire new skills or feats. Droids with cortexes can used as heroic character (player characters) but start with the basic hardwired skills, and one feat preprogramed.
Cortexes come in different levels of intelligence and preprogrammed skills.
Mark 1 comes with Intelligence 6, Listen 2 ranks, Search 2 ranks, Spot 2 ranks, can be programmed with another 3 feats, PDC 31
Mark 2 comes with Intelligence 8, Balance 2 ranks, Listen 4 ranks, Repair 2 ranks, Search 4 ranks, Spot 4 ranks, Run feat, and be programmed with another 3 feats, PDC 32
Mark 3 comes with Intelligence 10, Balance 4 ranks, Listen 4 ranks, Navigate 2 ranks, Repair 2 ranks, Search 4 ranks, Spot 4 ranks, Run feat, can be programmed with another 4 feats, PDC 33
Each model can be upgraded with more ranks in each skill and can additional skills and feats using feat progits beyond the number of feats that each level of cortex can with.

Shields
Bulwark Tactical Shields
Mounted on the arms of the Devastator are Bulwark tactical shields designed to fit snuggly against the Devastator's body when the arms are pulled in, creating a complete armoured shell around the body. These shields can also be used when not forming the armoured shell to defend the Devastator or its charge.

Firefog PL6 (Mech version)
Firefog is a highly flammable chemical spray that fills the air around the mech and makes  movement hazardous. The short-lived firefog cloud bonds with air molecules, and is so unstable that the friction created by normal movement can ignite it, turning the air around the Power Armor into a lethal firestorm.
Anyone moving faster than 10 ft per round within the area of a Firefog cloud will ignite the chemical. All targets within the cloud’s radius take 6d6 points of fire damage. The explosion can set  combustibles on fire, and a Reflex save, DC 18 halves the damage. Typically the mech is specially insulated to avoid damage from its own cloud, making this weapon ideal for laying ambushes. Has enough for 10 uses.
Equipment Slots: 1
Activation: Free action to deploy a cloud
Range: 30 ft radius, centered on the mech
Target: All creatures and objects in range
Duration: A cloud can lie dormant for upto 1 minute
before disappating harmlessly; effects are instant when triggered.
Saving Throw: Reflex DC 18 Half Effect
Purchase DC: 31
Restriction: Military (+3)

Reinforced Construction
The robot is built far stronger and more robust than normal. Used only on military robots expected to be used in heavy combat. Allows the robot to use the Superstructure rules for mecha from d20 Future.

Feat
Shield Specialization
You are especially good at using a shield for defense.
Prerequisites: Shield Proficiency, base attack bonus +4 or higher.
Benefit: The character knows just how to angle a shield against incoming attacks to more easily deflect the force of the blow or to encourage a ranged weapon to slide off the shield rather than strike it directly. Adds +1 to the shield's bonus for melee attacks and +2 ranged attacks. The character must be aware of the incoming attack and not be flat footed.

Stomp
Using your great size and mass, you can cause the ground to shudder.
Prerequisites: Size Large, Strength 19+
Benefits: The character can stomp their foot or slame fist on the ground (as a standard action), causing it to shake. All creatures smaller than the character within 10 feet must make a Balance check (DC 10 + stomping character's strength modifier) or fall prone.
Spike

Spike is a modified first production run of Devastator robots. Spike was originally one of five Devastators bought by a mercenary/bounty hunter group known as the Iron Fist. As Spike served with the Iron Fists, it displayed a knack for tracking down targets like a blood hound, and also would use its armoured shell ability far more than normal, only opening up to actively guard someone or just before striking an opponent.
Over the years, Spike has taken a beating and seems to not let engineers repair all the dents, scratches or rends. Its main ram spike has several knotches in it, giving it a more serreted look, while it's armoured shell has various little dents all over it, one of the smoke grenade/firefog tubes is broken in half rendering it inoperable. Members of the Iron Fists think Spike won't let them replace the damaged tube as it's a 'battle scar' from a fight with a mech armed mercenary group in which all of the other Devastators the Iron Fists had were destroyed while protecting their APC during a retreat. Spike also lacks most of its distinctive red paint as it has been scraped and boiled away in fire fights.
Spike's other notable feature is where all retro looking bolts along all the edges of its armour plates are actually collapsable spikes, turning Spike into an iron clad porcupine. Spike has also had its armoured plating thickened to help it survive fights even better.

Spike, Unique Devastator PL 6
Type: Construct
CR:
Size: Large
Hit Points: 9d10+20 (79)
Init: -1
Speed: 30 ft
Defense: 20 (-1 size +8 armour -1 dex +4 shield) or 24 from armoured shell (+4 shield +4 shield), 16 with armoured shell engaged.
Hardness: 15
BAB/Grp: +10/+22
Attack: +22 melee 2 Shield Fist 2d8+12 +1d6 piercing, or +24 melee 4d6+12 +2d6 ram, or +13 ranged mini grenades varies damage (usually explosive 3d6 fire, or fragmentation 3d6 slashing, range of 70 ft, 100 mini grenades), or +22 melee 2 shield fists 2d8+12 +1d6 ea and +17 melee spike 2d6+6.
FS/Reach: 10 ft/ 10 ft
Special Qualities:  Construct traits, armoured shell, ram, reinforced construction, defensive shield, stomp, energy resistance fire 10 cold 10 acid 10 electricity10 , spikes, collapsable spikes, dark vision 60 ft
Special Attacks: Rain of Death, firefog, stomp
Saves: Fort +5, Reflex +5, Will +4
Abilities: Str 32, Dex 8, Int 8, Wis 10, Cha 1
Skills: Balance +3, Listen +8, Navigate +10, Repair +3, Search +8, Spot +10, Survival +7
Feats: Run, Power Attack, Cleave, Shield Proficiency, Shield Specialization, Stomp, Track
Note: When Spike does its ram attack, the damage from the collapsable spikes is slightly higher from more spikes hitting the target.

Frame: Biomorph
Locomotion: Legs (Pair)
Superstructure: Duralloy
Manipulators: Hand (Pair)
Armour: Duralloy
Sensors: Class V
Skill Software:
Feat Software: Feat Progit x4
Accessories: Strength Upgrade x5, Cortex Mk 2, AV Recorder, Weapon Mounts, firefog (only 5 charges), smoke grenades 5 smoke grenades per tube on back total of 25, mini grenade array, spike, Oracle Targeting Mark 2, Skill increases, added skills, energy resistant coating (fire resistance 10), survivor array
PDC: Unique and not for sale, but could fetch a price for around PDC 38 or 39
turretdr.jpg
Hailstorm (PL6/7)

The Hailstorm was designed to win major government military contracts during a design contest, however it proved to be more expensive than the government wanted to spend on a front line unit that's supposed to be 'expendable'. Although it proved to be quite an effective combat unit, the price tag does make it a rare sight amongst mercenary and private armies.
Armed with advanced weapon systems, including pulse lasers, rapidfire mini grenade and rocket launchers, well armoured and comes with the ability to climb over obstacles and walls to give it impressive mobility and ambush capabilities.

Hailstorm
Type: Construct
CR:
Size: Large
Hit Points:  5d10 +20 (50)
Init: +2
Speed: 30 ft, climb 20 on ferrous surfaces
Defense: 18 (+6 equipment, +3 dex, -1 size)
Hardness: 15
BAB/Grp: +10/+17
Attack: +12 ranged Pulse laser 3d10 and +7 ranged pulse laser 3d10, or +12 ranged rocket varies and +7 ranged rocket varies, or +12 ranged pulse laser 3d10 and +7 ranged rocket varies, or +8 ranged pulse laser 3d10 and +8 ranged pulse laser 3d10 and +3 ranged rocket varies, or +17 melee slam 1d6+7
FS/Reach: 10 ft/10 ft
Special Qualities: Construct qualities/immunities, reinforced construction
Special Attacks: Barrage
Saves: Fort +2, Reflex +5, Will +2
Abilities: Str 23, Dex 16, Con -, Int , Wis 10, Cha 1
Skills: Balance +9, Hide +8, Listen +6, Navigate +6, Search +6, Spot +6
Feats: Personal Firearms Proficency, Advanced Firearms Proficency, Exotic Firearms Proficency (rocket launcher), Two weapon fighting, Strafe, Dodge, Point Blank Shot, Precise Shot

Frame: Armature
Locomotion: Legs (Multiple 4)
Superstructure: Duralloy
Manipulators: None
Armour: Resilium
Sensors: Class V Sensors
Skill Software: Spot 6 ranks, Search 6 ranks, Listen 6 ranks, Balance 6 ranks, Navigate 6 ranks, Hide 6 ranks
Feat Software: Firearms Proficency, Advanced Firearms Proficency, Exotic Firearms Proficency (rocket launcher), Two weapon fighting, Strafe, Dodge, Point Blank Shot, Precise Shot
Accessories: Skill Progit x6, Feat Progit x2, Weapon mount x2, magnetic feet, chaff launcher (10 bundles), Oracle Targeting System mk III, pulse lasers x2, multi-launch mini-rocket launcher x2 (20 frag and 5 explosive rockets each launcher), Dexterity Upgrade X4, intergrated power supply
PDC: 32 Mil (+3)

New Equipment
Chaff Launcher
A scaled down version of chaff launchers used by aircraft.
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff is a move action. THe chaff fills a 50 foot square with these strips or particles. Sensor scans directed at anything within the square take a -10 penalty, and scanning something on the direct opposite side of the chaff field to reach incurs a -5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment)
Purchase DC 19 for chaff launcher and one chaff bundle, 14 for each additional chaff bundle
Restriction: Licensed (+1)

Multi-Launch Mini-Rocket Launcher
This rocket launcher is designed to launch multiple rockets at once for barrages and heavy suppression and area denial attacks. The multi-launch system is fully capable of firing a single rocket at one target.
Barrage: Target a square and it launches five rockets surrounding it to overlap the explosive areas of the warheads to maximize damage potential.
Blast radius is 2.5 times the radius of one rocket. So if rocket has a 20 ft blast radius, barage radius is 50 ft.
Anyone caught in the blast radius takes 1.5 times normal rocket damage, Reflex save DC is increased by +5. A rocket's ability to ignore hardness/DR is ignored unless target within takes up half or more of the blast radius.
Purchase DC 25
Holds 25 mini rockets

Intregrated Power Supply
This accessory allows robots to tie an intregrated weapon system be powered by the robot's power supply giving it unlimited ammunition. This only works on energy weapons, such as lasers or plasma weapons.
PDC 15
Legion

The Legion is Faradai's entrance to the robotics field. Advanced and made purely for combat, especially for grouped tactics and for large scale combat. As the name suggests, these robots are meant to fight in large numbers, with their abilities enhancing with larger numbers. In large groups they are notoriously difficult to take down, seemingly impervious to most weapons fire, which seems to bounce around between the robots, making anyone caught in a Legion formation at risk of being hit by friendly far as it bounces around. Legion groups take full advantage of this ability as they will run as a group to their target, surrounding it and firing on themselves at times to help increase the danger to their target.
Legions look like 6'5" humanoids wearing full armour that is sleek but simple looking. A wide, dark visor in place where a person's eyes would be, as well as several other small darker shaded spots are scattered around the armour as if by random, but if two Legions stand side by side, one can tell that they are in exactly the same location on every one. Usually in a matte gray or matte black in colour, although various camouflage schemes are available. Legions are usually armed with Faradai's Incinerators and several grenades within an internal storage compartment along with 3 extra power packs for the Incinerator.

Legion (PL 6)
Type: Construct
CR:
Size: Medium
Hit Points:  4d10 +20 (44)
Init: +3
Speed: 30
Defense: 19 (+6 equipment +2 dex)
BAB/Grp: +9/+14
Attack: +11 ranged Incinerator (3d8), or Incinerator plasthrower mode (3d10), or +14 melee unarmed (1d4+5), or +11 ranged grenade (varies)
FS/Reach: 5 ft/ 5 ft
Special Qualities: Darkvision 180 ft, Energy Resistance Acid 10, Cold 10, Electricity 10, Fire 10
Special Attacks:
Saves: Fort +2, Reflex +4, Will +4
Abilities: Str 21, Dex 14, Con -, Int , Wis 14, Cha 1
Skills: +6 Hide, +8 Listen, +6 Move Silently, +10 Navigate, +4 Search, +8 Spot
Feats: Personal Firearms Prof, Advanced Firearms Prof, Burst Fire, Dodge, Mobile, Point Blank Shot, Shot On The Run, Combat Martial Arts

Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hands
Armour: Resilium
Sensors: Class VI
Skill Software: Hide 4 ranks, listen 4 ranks, move silently 4 ranks, search 4 ranks, spot 4 ranks
Feat Software: Feat Net
Accessories: Strength Upgrade, Dexterity Upgrade x4, Wisdom Upgrade x2, AV Recorder, Internal Storage Unit, Survivor Array, Oracle Targeting System Mk III, Feat Neat x2, Feat Progit x2, Advanced Construction (bonus HD) x3, Advanced Construction (bonus hp) x2, Survivor Array
PDC: 51 Faradai Enterprises actually sells Legion robots for only PDC 31 each.

Advanced Construction
The robot is made using highly advanced construction techniques that make it tougher than normal robots of its class.
Robots made with advanced construction can have more hit dice and bonus hit points than normal. +1 HD Increases the base Purchase DC of the robot by +2 up to a maxium of 5 bonus HD. A half (50%) increase of bonus (round down) of bonus hit points is a +1 increase in base purchase, up to a maximum of 4 times.
 
Legion Node
A unique feature of the Legion robot is the Legion Node. The Legion Node allows multiple Legion robots to spread damage done to one robot to others. This only works against energy attacks. When a Legion robot is hit by an energy attack, subtract its energy resistance first. Then take the remainder of the damage, divide it by the number of Legion robots within 50 ft rounding down, and apply that amount to each Legion robot within 50 ft of the original hit, applying energy resistance to the other robots hit except the original one hit which takes this damage.
For example, if there are 5 Legion robots are within 50 ft of each other, and one is hit for 20 damage from a laser, minus 10 from the fire resistance, leaving 10 points of damage. Divided by 5 is 2 points of damage to spread around (which appears as laser fire shooting from the first robot hit to the others). The original robot takes the 2 points of damage while the others don't suffer any as the 2 points doesn't exceed their fire resistance.
PDC 50
This device is unique only to the Legion robot and has an anti tamper self destruct unless it is worked on by proper Faradai technicians. Disable Device check DC 40 would be required for anyone attempting to bypass this. If the check fails even by 1 the self destruct detonates dealing 1d6 to a 5 foot area, completely destroying the Node, turning it to useless slag.

Legion Mind
Legion robots are constantly in contact with each other via communications systems, sharing sensor data amongst each robot in their assigned group. As long as one Legion in a group, within 100 ft, is not considered flat footed or flanked or surprised, none are.

Legion Defenses
If an effect (or spell if using them) allows for a saving throw targets more than one Legion robot, all the robots use the highest d20 result rolled by the group. If three Legions were caught in a frag grenade blast, rolling 17, 5, 8, all three would use the 17 as the result of their roll before adding modifiers.

Legion Battle Skill
Programmed to work in groups with each other, Legion robots gain a +1 attack bonus for every 2 Legion robots within 50 ft. So if 4 Legion robots were within 30 ft of each other, each would gain a +2 bonus to their attack rolls.

GM Note: Each Legion robot has a secret AV recorder besides the normal one that also transmits its data, periodically,  to satellite in orbit which then relays that data to Faradai's headquarters. Also when a Legion robot is destroyed, the secret recorder does a quick massive data burst upload to any nearby Legion robots and to the satellite. The self destruct for the Legion Node also detonates, which also destroys the secret AV recorder, making it impossible for anyone to know that it ever existed or from trying to recover a Legion Node for reverse engineering.
VX3 Scout Robot
Scout_VX3_Recon_Bot_II_by_redwood19.png



Small, quick, quiet and smart. The VX3 is perfect for your scouting needs. Only about the size of a dog, the VX3 can be air dropped and allowed to roam around scouting out your targets, relaying all its data live or in bursts to prevent it from being detected as quickly. Although unarmed, the VX3 has advanced sensors to detect and avoid enemies before they can find it. Plus it comes with advanced stealth systems, plus it can hide in virtually any place, including the ceiling of caves and can disguise itself to look like rocks or even a large bat, for instance. Thrusters in the legs add to its maneuverability and ability to reach areas some people may not think to look for a small four legged droid. For stealthy movement, the VX3 has a new experimental flight system that allows it to move very quietly, although slowly.





VX3 Scout Robot (PL6)
Type: Construct
CR: 1/2
Size: Small
Weight: 100 lbs
Hit Points: 2 1/2d10 +5+3, 23 hp
Init: +5
Speed: 40 ft, 20 ft climb ferrous surfaces, 60 ft (good) fly Flight system, 20 ft flight (poor) stealth flight system
Defense: 18 (+3 equipment +4 dex +1 size)
BAB/Grp: +1/+1
Attack: +1 melee (1d2 piercing lethal, bludgeoning nonlethal, 2 tentacles)
FS/Reach: 5 ft, 10 ft with tentacles extended
Special Qualities: construct traits, Darkvision 180 ft, energy resistance acid 10, cold 10, electricity 10, fire 10, 
Special Attacks: none
Saves: Fort +0, Reflex +4, Will +3
Abilities: Str 10, Dex 19, Con -, Int 16, Wis 16, Cha 1
Skills: +7 Balance, +4 Bluff, +4 Climb, +11 Computer Use, +11 Disable Device, +7 Disguise, +10 Escape Artist, +12 Hide (+20 when Optic Camouflage engaged), +7 Knowledge Tactics, +7 Knowledge Technology, +13 Listen, +8 Move Silently, +13 Navigate, +11 Search, +13 Spot, +11 Survival, +6 Tumble
Feats: Track, Urban Tracking

Frame: Biodroid
Locomotion: Legs Multiple (4)
Manipulators: Retractable Tentacles x2
Armour: Duraplastic
Sensors: Class VI Sensor System
Skill Software: Language Chip (English), Skill Progit (Balance 4 ranks, Bluff 4 ranks, Climb 4 ranks, Computer Use 8 Ranks, Disable Device 8 ranks, Disguise 4 ranks, Escape Artist 4 ranks, Gather Information 8 ranks, Hide 4 ranks, Knowledge Tactics 4 ranks, Knowledge Technology 4 ranks, Listen 8 ranks, Move Silently 4 ranks, Research 4 ranks, Search 8 ranks, Spot 8 ranks, Survival 8 ranks)
Feat Software: Feat Progit (Track, Urban Tracking)
Accessories: AV Recorder, AV Transmitter, Dex Upgrade x3, Str Upgrade x1, Magnetic Feet, Self-Destruct System, Survivor Array, Extendable Sensor, Flight System, Gimbaled Joints, Int Upgrade x3, Robot Scale Chrysanthemum Laser Array, Anchoring Spikes, Optic Camouflage, Advanced Construction, Stealth Flight System, Wis Upgrade x3, Modified Programming


PDC: 42



New Equipment


Flight System

The VX3 uses a series of vectored thrust jets mounted in the legs to provide it with flight. These are also used to allow the VX3 to land safely when being air dropped. 

Benefit: The system provides a fly speed of 60 ft with good maneuverability, with about 10 minutes of continuous flight time, requiring about an hour to recharge. Alternately, the flight system can be used instead to make jet assisted jumps instead, adding a +10 to jump checks, with no limit to length or height limited by the robot's size.

PDC 24


Robot Scale Chrysanthemum Laser Array

This is a robot scaled version of the mecha system. Not quite as powerful, but still quite useful for defensive purposes. The system is also designed to not burn out after each use, allowing for multiple discharges.

Benefit: As an attack, the robot can deal 4d8 damage from lasers (fire in RAW or whatever type you have lasers as) to everything within 30 ft of it. Reflex DC 25 for half

PDC 23 Mil (+3)


Anchoring Spikes

These are spikes used to anchor the robot into place. Equipted with laser drills, these anchors can drill quickly into almost any surface to fasten the robot to.

Benefit: Grants +8 bonus against being bullrushed/overruned. This makes the robot immobile while the anchors are deployed, but allows it to hang upside down from any surface that isn't ferrous.

PDC 4 plus one-half robot base price 


Enhanced Communications System

The VX3 comes with an enhanced communication system, which allows it to transmit and receive data to a range of orbit. It's recording systems also record of up to 72 hours. This system also includes cryptography decryption and encryption software and other ECM and ECCM system. Grants +5 bonus to any checks relating to counting jamming, encrypting and decrypting transmissions, and radio communications. PDC 21


Stealth Flight System

The VX3 comes with a secondary flight system which it uses for stealth movement. Using the new GMR technology, the VX3 floats anywhere from 1 inch to 5 feet above the ground. This system is completely quiet, and is doesn't activate land minds, even those designed to be triggered by GEV (gravity effect vehicles, such as hover jets and forced air duct systems) as there is no air movement. Unfortunately the system is draining on the VX3 and can only be used for 5 minutes at a time, requiring an hour to recharge. However if used in short stints in conjunction with jumping, can double or triple the time between recharging. The GMR system doesn't provide forward or directional movement, just the ability to float. Thus the VX3 uses a series of tiny maneuvering air jets to provide thrust, along with pushing off against objects with its legs and retractable tentacles. For space movement the air jets can be replaced with tiny thrusters or just have a container of compressed air which provides about 30 minutes of continuous thrust. Fly speed of 20 with poor maneuverability, PDC 41


Retractable Tentacle

Based on those used on armours, these highly flexible tentacles can be used to manipulate most objects. A -2 penalty for tasks involving manual dexterity and have a 10 ft reach. Use Pincer on the manipulator damage chart on page 182 of d20 Future. PDC 6 + one-quarter base purchase DC of robot's frame.


Modified Programming

The VX3 can use its Wisdom instead of Cha for Gather Information and Disguise checks. PDC 15

New Technology


GMR PL 7, experimental usage in PL6

GMR, or Gravi-Magnetic Resist systems use special room-temperature super conductor plates which have a magnetic repulsion, or levitation, against the Earth's magnetic field, which allow for a reactionless and thrustless form of anti-gravity. These devices are susceptible to fluctuations in the magnetic field of the Earth, which and cause erratic flight for the device, imposing a -4 to piloting checks. On smaller devices, such as hover carts, small robots, GMR systems usually only allow up to a couple of feet floating off the ground, and on larger devices like hover cars or aircraft and achieve far greater heights of hundreds of feet, which space craft can reach thousands before needing to engage their main drives. This allows for far 'greener' forms of flight, or at least lift than most drives. These systems do not create directional thrust, only lifting power by scaling up or down the power which increases or decreases the repulsion to the planet's magnetic fields. 

If used on other planets than Earth, the system will have to be calibrated to the new planet's magnetic field. This can take about 3d20 minutes and a Computer Use DC 20 for planets not already programmed in the system. Most GMR drives if used on devices that expected to be used on multiple planets can store up to 5 different planet magnetic fields and just have to be told which one to use. If the drive is also tied into the sensors of the device, such as on starships or some robots, the time to calibrate to the new planet's magnetic field can be reduced to 3d10 minutes with a Computer Use DC 18. To shorten the time in half, must beat the DC by at least 10. PDC 10 + one quarter base PDC of device to be installed on for heights up to 1000 ft, 15 + one half device pdc.

New type of robot.

Animorph ( “Synth-animal” ) (PL 7)


The animorph develops during PL7 as a natural extension of the technologies used to design bioreplicas. Instead of emulating the species of their creators, however, animorphs mimic living animals in much more detail than early-age biomorphs. Most animorphs provide an unobtrusive, lowmaintenance alternative to pets and other companions. As spies, they also provide a greater degree of intelligence, problem analysis, and infiltration capabilities than the typical biomorph robot. Some animorphs even make for surprisingly effective guards.


Animorph Traits


Size: Only Small or Medium-size animorphs may be selected as player characters. Animorphs generally have the same size as their emulated species.


Speed: A heroic animorph has the same means of locomotion and speed as its emulated species, choosing from one of the following: fins, legs (multiple), legs (pair), slither, or wings.


Ability Scores: A heroic animorph has no Constitution score and a starting Charisma score of 5.


Armor: Animorph heroes patterned after creatures with natural armor do not gain the creature’s natural armor bonus. However, they can have certain types of integrated armor attached to their frames (see pg. 183 in the d20 Future sourcebook).


Lifelike Appearance: Distinguishing an animorph from members of its emulated species requires a successful Spot check (DC 20).


Manipulators: A heroic animorph has manipulators that resemble the manipulating digits of its emulated species (a cat-like animorph has a cat’s forepaws and claws, a crablike animorph has pincers like a crab, and so on). Possible manipulators for animorphs include the following: claws, feelers, jaws, hands, pincers, or tentacles. These manipulators function identically to their organic counterparts.


Sensors: An animorph hero begins play with a Class VII sensor system. At the GM’s discretion, some animorphs may select a Class VIII sensor instead, granting them the Scent ability (see page 228 of the d20 Modern Roleplaying Game).


Height and Weight: An animorph generally duplicates the same height as its emulated species. Its weight equals 1.5 × the normal weight of its biological counterpart, but animorphs duplicating birds do not face that requirement. They weigh the same as the emulated species instead.


Level Adjustment: +0


Common Traits of Animorphs


Ability Scores: Determination of ability scores and the improvement of mental abilities (Intelligence, Wisdom, and Charisma) follow the same rules as biodroids and bioreplicas in d20 Future.


Starting Occupation: Mechanoids and animorphs never receive starting occupations. They have no life experiences from which to develop such knowledge.


Hit Points: Animorphs gain the same 1d10 hit points per level as biodroids and bioreplicas. At character creation, a 1st-level animorph gets maximum hit points. It does not apply a Constitution modifier to its hit points, but gains additional hit points at 1st level based on its size: Small 5, Medium-size 10.


Critical Systems: Despite being constructs, animorphs have vital areas and critical systems. Consequently, they are subject to critical hits.


Cybernetic Incompatibility: Animorphs cannot accommodate cybernetic attachments.


Immunities: Animorphs receive the same immunities as biodroids and bioreplicas.


Rejuvenation Cycle: Animorphs follow the same rejuvenation cycle as biodroids and bioreplicas.


Repairable: Animorphs heal damage via use of the Repair skill in the same manner as biodroids and bioreplicas.


Skills: Animorphs gain and assign skill points as other nonhuman characters do. They use their Charisma modifier on Constitution-based skill checks (including


Concentration checks).


Free Language Skills: Animorphs can read and speak one language. If they possess sufficient manipulators, they may also write the same language.


Feats: Animorphs receive no feats at 1st level. However, they gain feats normally as they advance in level.


Action Points: Animorph heroes gain action points just as organic heroes do.


Construction: Animorphs from scratch calls for both a Craft (mechanical) check (DC 30) and a Craft (electronic) check (DC 30). These checks require an investment in construction time of 48 hours for Large or smaller frames and 72 hours for Huge or larger frames. A character performing such work without a mechanical tool kit


or electrical tool kit takes a -4 penalty on the skill checks (-8 if the character has neither). The character must also make a Wealth check against the frame’s purchase DC.


 









































































































































Robot Size



Base


Purchase DC



Base


Hit Dice



Extra


Hit Points



Str



Dex



Con



Int



Wis



Cha



Max Hit Dice/


PDC Modifier



Colossal



50



32d10



120



46



6



-



10



10



5



64d10 / +3 per HD



Gargantuan



42



16d10



80



38



6



-



10



10



5



31d10 / +3 per HD



Huge



34



8d10



40



30



6



-



10



10



5



15d10 / +2 per HD



Large



30



2d10



20



22



8



-



10



10



5



7d10 / +1 per HD



Medium



26



1d10



10



14



10



-



10



10



5



-



Small



22



1/2d10



5



10



12



-



10



10



5



-



Tiny



18



1/4d10



-



6



14



-



10



10



5



-



Diminutive



14



1/8d10



-



4



16



-



10



10



5



-



Fine



10



1/16d10



-



1



18



-



10



10



5



-



Some new robotic manipulators


Feelers (PL 5)


Feelers resemble the manipulative forelegs and mobile antennae of an insect. They allow a robot to lift objects and interact with them, but items made specifically for humanoid hands (like most firearms) are usually beyond their ability to operate. Robots with feelers suffer a -4 penalty on tasks involving manual dexterity.
Damage: Nonlethal bludgeoning only.
Purchase DC: 5 + one-tenth the base purchase DC of the robot’s frame (rounded down).


 


Mandibles (PL 5)
Only robots modeled after creatures with bite attacks have mandibles. They work slightly different from jaws as they have no teeth and generally just assist with moving or carrying objects from one location to another.
Damage: Lethal piercing.
Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.


 


Tentacle (PL 6)
Tentacles are much more complex manipulators, able to wrap around and lift objects with ease. Using items meant for humanoid hands (like most firearms) prove much more difficult, however. Robots with tentacles usually suffer a -4 penalty on tasks involving manual dexterity. In exchange, tentacles possess a much higher tensile strength than most manipulators, granting a +4 bonus on grapple checks.
Damage: Nonlethal bludgeoning only.
Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.


 


Gravitic Projector (PL 7)
With the advent of the Gravity Age come new unique methods of manipulating the environment. A gravitic projector exerts an unseen force on objects without physically touching them.
It doesn’t grant fine control, however, and any task requiring manual dexterity suffers a -2 penalty.
Damage: Nonlethal bludgeoning only.
Purchase DC: 15 + one-half the base purchase DC of the robot’s frame.

ASP-Serpentine Personal Defense Robot (PL 6)


"Looking for some personal protection against would-be muggers? Something that can also protect you incase you are knocked unconscious or even go get help? The ASP is for you! Small, easily concealable, and can be easily cosmetically altered to suit your tastes! The Asp, nipping crime in the butt!" Faradai Inc sales pitch of their new PDR line.

The Asp is a robotic snake, programmed for personal defense for civillians. Light enough to be easily drapped over one's shoulders, and can be cosmetically made to look like a metallic looking boa. 
The ASP-Serpentine provides a shocking surprise for any would-be attackers who assault its master. The unit resembles a small mechanical serpent about two feet in length, whose fangs serve as a miniature stun gun fully capable of incapacitating its victims.


Frame: Biomorph
Locomotion: Slither
Manipulators: Jaws
Armor: Alumisteel armor
Sensors: Class III sensor
Skill Software: Climb skill chip (3 ranks), Hide skill chip (3 ranks), Move Silently skill chip (3 ranks)
Feat Software: Simple Weapons Proficiency feat progit
Accessory: Weapon Mount (Stun gun)
Purchase DC: 24


ASP-Serpentine Personal Defense Robot:
CR 1/3; Tiny construct;
HD 1/4 d10; hp 3;
Mas —;
Init +2;
Spd 20 ft;
Defense 19 (+2 size, +2 Dex, +5 equipment), touch 14, flatfooted 17;
BAB +0, Grp -10;
Atk +0 melee (1d3 electrical plus paralysis, stun gun jaws);
FS 2 1/2 ft. by 2 1/2 ft.;
Reach 0 ft.;
SQ construct traits; AL owner;
SV Fort +0, Ref +2, Will +0; AP 0; Rep +0;
Str 6, Dex 14, Con —, Int —, Wis 10, Cha 1.
Skills: Climb +5, Hide +13, Move Silently +5.
Feats: Simple Weapons Proficiency

Core Programming Affinity


Most robots don’t have professions, careers, or the accumulated life experiences of other heroes. This is why they don’t receive the benefits of a starting occupation. Even so, a robot’s creator may bestow special programming within its artificial intelligence to incorporate a primary purpose. The robot’s operating system then gains a core programming affinity for certain skills and feats, allowing the machine to more efficiently fulfill its defined role.


Creating a core programming affinity from scratch requires a Computer Use check (DC 30) and 60 hours of work. A heroic robot may never have more than one affinity. If the


robot is eventually destroyed, its core programming affinity may be salvaged like any other skill software per the Robot Resurrection rules of d20 Future.


Class Skills: Any skills selected as part of a programmed affinity become permanent class skills. If a selected skill is already a class skill, the robot gains a +1 competence bonus


on checks using that skill as a result of the software.


Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.


 


Engineering Affinity (PL 5)


Engineering robots work with all types of technology, acting as maintenance drones, technicians, and mechanics.


Skills: Choose two of the following skill affinities: Computer Use (Int), Craft (chemical, electronic, mechanical, structural) (Int), Disable Device (Int), Knowledge (earth and life sciences, physical sciences, technology) (Int), Repair (Int).


Bonus Feat: Select Builder, Gearhead, or Salvage.


 


Exploration Affinity (PL 5)


As one of the earliest roles assigned to robots, exploration oriented machines find service as reconnaissance drones, search-and-rescue units, guides, and trailblazers.


Skills: Choose two of the following skill affinities: Climb (Str), Drive (Dex), Handle Animal (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (earth and life sciences, physical sciences, technology) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Search (Int), Spot (Wis), Survival (Wis).


Bonus Feat: Select Alertness, Guide, Track, or Zero-G Training.


 


Labor Affinity (PL 5)


With tireless precision, robots with a labor affinity carry out the most menial tasks in construction assembly, transportation, agriculture, sanitation, and industry.


Skills: Choose three of the following skill affinities: Climb (Str), Craft (electronic, mechanical, or structural) (Int), Drive (Dex), Handle Animal (Cha), Jump (Str), Navigate (Int), Pilot (Dex).


Bonus Feat: Select Builder, Spacer, or Vehicle Expert.


 


Military Affinity (PL 5)


As smart weapons, robots serve in every possible branch of the military, embracing roles as common footsoldiers, artillery specialists, sappers, and special operations units.


Skills: Choose one of the following skill affinities: Balance (Dex), Demolitions (Int), Drive (Dex), Intimidate (Cha), Knowledge (tactics) (Int), Pilot (Dex), Survival (Wis), Treat Injury (Wis).


Bonus Feat: Select Light Armour Proficiency, Personal Firearms Proficiency, or Simple Weapons Proficiency.


 


Science Affinity (PL 5)


Robots focused upon scientific pursuits take up assistant positions as researchers, lab technicians, and inventors.


Skills: Choose three of the following skill affinities: Computer Use (Int), Concentration (Con), Decipher Script (Int), Knowledge (behavioural sciences, earth and life sciences, physical sciences, technology) (Int), Research (Int), Search (Int).


Bonus Feat: Select either Educated or Studious.


 


Business Affinity (PL 6)


Robots in the business world serve as managers, administrators, or salesmen.


Skills: Choose three of the following skill affinities: Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (behavioural sciences, business, current events, popular culture, technology) (Int), Profession (Wis), Research (Int), Sense Motive (Wis).


Bonus Feat: Select Deceptive, Iron Will, or Meticulous.


 


Caretaker Affinity (PL 6)


Robots with a caretaker affinity typically find roles as medical practitioners, tutors, nannies, chauffeurs, or other domestic and service-related roles.


Skills: Choose two of the following skill affinities: Computer Use (Int), Craft (pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (behavioural sciences, earth and life sciences, technology) (Int), Search (Int), Treat Injury (Wis).


Bonus Feat: Select Medical Expert, Meticulous, or Trustworthy


 


Entertainment Affinity (PL 7)


Some robots are given a flair for the creative talents, performing as musicians, artists, comedians, and a variety of other entertainers.


Skills: Choose three of the following skill affinities: Bluff (Cha), Climb (Str), Craft (visual art, writing) (Cha), Disguise (Cha), Jump (Str), Knowledge (art, behavioural sciences, current events, history, popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Sleight of Hand (Dex), Swim (Str), Tumble (Dex).


Bonus Feat: Select Creative or Deceptive.


 


Protocol Affinity (PL 7)


By PL7, robots become sophisticated enough to handle even the most delicate of social situations, adopting roles as diplomats, messengers, and negotiators.


Skills: Choose three of the following skill affinities: Bluff (Cha), Craft (writing) (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (behavioural


sciences, civics, current events, history, popular culture, streetwise, theology and philosophy) (Int), Read/Write Language, Sense Motive (Cha), Speak Language.


Bonus Feat: Select Attentive, Deceptive, or Trustworthy


Gunner Defense Robot


The Gunner is classified as a Defense Robot, meant to protect facilities or hold locations. Faradai Inc has made the Gunner fairly affordable and in large quantities for any large military orders that come in. Although slow, and standing an impressive 9 ft and weighing in at 2150 lbs empty, Gunners move slowly but they usually don't need to move too much from their assigned areas. They are programmed with many military tactics and know when to use their Saturation ability to really fill an area with lead or to use just one of their miniguns or not. Built fairly inexpensively but still with high quality, Gunners are meant as a cheap, but effective guards for just about anyone, especially since they cost about the same as mid level car. Faradai Inc also offers a discount to have any repairs or upgrades made at one of their facilities.


 


Type: Construct
CR: 
Size: Large (-1)
Hit Points:  3d10 +20 (41)
Init: +3
Speed: 15 ft
Defense: 17 (+5 equipment +3 dex -1 size)
BAB/Grp: +2/+9
Attack: +4 ranged Minigun 4d6
FS/Reach: 10 ft/ 10ft
Special Qualities: Construct traits,
Special Attacks: Saturation
Saves: Fort +1, Reflex +4, Will +1
Abilities: Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills: Knowledge (Tactics) +5, Listen +6, Search +4, Spot +6,
Feats: Personal Firearms, Advanced Personal Firearms, Exotic Weapon Proficiency (Personal Minigun), Alertness


 


Frame: Armature
Locomotion: Legs (Pair)
Manipulators: None
Armour: Alumisteel
Sensors: Class II
Skill Software: Skill Chips Knowledge (Tactics) +4, Listen +4, Search +4, Spot +4
Feat Software: Feat Progit
Accessories: Dex Upgrade x4, AV Recorder, Weapon Mount x2, External Storage Container, Personal Minigun x2, Skill Chip +4 x4, Feat Progit x3, Core Programming Military Affinity (Knowledge Tactics, Personal Firearms), 1000 rounds of 5mm x2
PDC: 30


 


Saturation
The Gunner can as a full round attack saturate an area in gunfire, using both miniguns to increase the damage of its autofire area. The Gunner makes an autofire attack like normal, only the damage changes to 6d6 and the Reflex save DC increases to 25 for half.


 


GM Note: Gunners are equipped with an additional secret AV Recorder and Transmitter which only staff at a Faradai facility can access. A Knowledge (Technology) DC 25 and an Int DC20 checks are needed to notice that this is a separate system from the normal built-in AV Recorder. This secret system periodically uploads its data to Faradai satellites in orbit or when brought into a Faradai facility for maintenance. A Disable Device DC 25 is needed to disable to failsafe that wipes the memory of the secret AV Recorder, plus a Computer Use DC 30 to decode the data.


 


 New Equipment


Personal Minigun PL6
5mm Rotary Firearm, ManPortable
Size: Large
Wt: 20lb + 40lb AmmoBay&Batt (future technology variable)
Damage: 4d6, Ref DC20
Range Inc: 70'
Area of Effect: 20x20
Ammo: 500
ROF: Auto 50/100
5mm is PDC 14 for a box of 50 rounds.


This weapon is courtesy of Backstabbist in the old m134 vulcan chaingun thread.

Magmacore (PL6/7)

The Magmacore is built like a well toned and muscular human. The body looks like a grey stone like material except for the chest, head, arms and legs which have what looks like more medieval armour. When active, the grey stone like material starts to take on a reddish glow, similar to that of lava, the air around the robot ripples with waves of heat from the Magmacore's plasmitic power core. The Magmacore goes beyond Faradai's love of plasma based weapons to that of an obsession. The core of the robot is a plasmitic generator, which continually produces mass amounts of plasma energy, providing a lot of power for its systems. The problem with the plasmitic generator is it runs hot, extremely hot. Special material is necessary to contain the heat generated so that the robot isn't a hazard to people around it, although they will find it hot and uncomfortable. Unfortunately one can still burn their hands on the outer shell, which Magmacores use to their advantage in melee combat.
Magmacores make excellent shock troops, and can be used both against infantry or armour. Thanks to the 'heat' vents mounted on the legs and back, the Magmacore can be airdropped without the need of a parachute as enough thrust is provided to allow it to land, or even fly for short periods. All weapons are built within the body of the magacore as the heat would damage most handheld weapons. The heat vents around the body and the weapons can be also used to do a mass purge of plasma and blast the area around it, burning anything around it and can even turn the ground into glass. It is advised not to deploy Magmacores in areas where collateral damage is wanted to a minimal.
The primary armament of the magmacore are two plasma rifles which are enhanced by the plasmitic core through brute strength. There are two emitters for each rifle, the primary being in the palm of the hand, requiring it to be empty to fire, and also in the forearm in case the hand is damaged.


 


Type: Construct
CR: 
Size: Medium
Hit Points:  5d10 +10 (50)
Init: +3
Speed: 40 ft, fly 40 ft (poor)
Defense: 21 (+8 equipment +3 dex)
BAB/Grp: +3
Attack: +9 melee 2 slams 1d6+6 plus 1d6 fire, or +6 ranged plasma rifle 4d10, or +2 ranged plasma rifle 4d10 and +2 ranged plasma rifle 4d10
FS/Reach: 5 ft / 5 ft 
Special Qualities: Runs hot, fire immunity, over powered weapons, darkvision 60 ft
Special Attacks: molten step, fiery death throes, plasma burst
Saves: Fort +1, Reflex +4, Will +1
Abilities: Str 22, Dex 18, Con -, Int , Wis 10, Cha 1
Skills: balance +7, knowledge tactics +4, listen +6, search +4, spot +8
Feats: Personal Firearms, advanced personal firearms, dodge, mobility, point blank shot, shot on the run, two weapon fighting, weapon focus (plasma rifle)


 


Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Combat Hand
Armour: Duralloy
Sensors: Class V (ladar)
Skill Software: balance 4 ranks, knowledge tactics 4 ranks, listen 4 ranks, search 4 ranks, spot 4 ranks
Feat Software: core affinity (personal firearms), feat net (advanced personal firearms, two weapon fighting, weapon focus (plasma rifle), double tap), feat net (dodge, mobility, point blank shot, shot on the run)
Accessories: Strength upgrade x4, dexterity upgrade x4, weapon mount x2, Core Programming Military Affinity (Knowledge Tactics, Personal Firearms), advanced construction (bonus HD) x4, thrusters, plasma rifle x2, skill net 4 ranks, skill chip 4 ranks, feat net x2,
PDC: 35


 


Molten Step
As a swift action once every four rounds, a magmacore can vent pure plasma from its plasmitic generator through the vents on its body into any two adjacent squares. These squares explode into molten flame for 2 minutes. Molten squares cost double speed to enter (so instead of 5 feet of movement, it costs 10), and creatures can't run or charge across them. Any creature passing through a molten square takes 1d6 points of fire damage.
If 10 or more points of cold damage are directed at a molten square, it returns to normal. Affected squares cool immediately when the effects ends, but they retain a blasted and burned appearance.


 


Fiery Death Throes
When destroyed, a magmacore releases the energy in the plasmitic generator as protective shields are breached. The square occupied by the magmacore and all adjacent squares become molten as if affected by the molten step ability. Also a burst of plasma in a 30 ft radius is released, dealing 4d8 fire damage, Reflex 14 for half damage.

Over Powered Weapons
The plasma weapons built into the magmacore are normal plasma weapons, although specially treated to survive the heat of the plasmitic core, but through brute raw power the plasmitic generator can produce, these plasma weapons act more like plasma cannons instead of rifles, dealing far more damage than normal, although not having extended range. Increases the damage of the built in plasma rifle to 4d10 and ignores 2 points of hardness/DR.

Runs Hot
Due to the amount of heat the plasmitic generator generates while running, any creature the magmacore touches, or any creature that touches or makes a melee attack against it takes 1d4 points of fire damage.

Plasma Burst
As an standard action once every three rounds, the magmacore can release a short burst of plasma in a 20 ft radius dealing 2d8 points of fire damage, Reflex save DC 20 for half.

Tactics


Magmacore combat robots are used as paratroopers or shock troops. They can be easily air dropped, landing safely with the use of their plasma vents, which can also give them flight for moving about the battle field quickly. A favoured tactic when being air dropped is to engage the thrusters as late as possible, landing heavily to crack the ground, while also using their molten step or plasma burst abilities especially when landing in amongst enemy troops or vehicles.


When fighting with other magmacores, they will use their molten step to create lines of flaming ground to control troop movement and using their plasma bursts hit multiple targets at once and to force them in directions they want.
They will usually use both plasma rifles as they move into melee to allow use of their plasma burst. Once in melee they will smash opponents, and even grab them and blast the held target with the same hand guaranteeing a hit with the plasma rifle.
Most militaries that employ magmacores use them in advance of regular troops, or support them with ranged support, keeping their own troops out of ranged of their area weapons.

New Equipment
Combat Hands
Combat hands are similar to the normal robot hands, only slightly bulkier and reinforced, designed for smashing and crushing. They usually have between 2 and 3 fingers with opposable thumbs. They are not quite as adaptable as hands, and impose a -4 penalty when attempting tasks involving manual dexterity.
Damage: Lethal bludgeoning
Purchase DC: 13 + one-quarter base purchase DC of the robot's frame.































 



Fine



Diminutive



Tiny



Small



Medium



Large



Huge



Gargantuan



Colossal



Combat Hand



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1



1d2



1d4



1d6



1d8



2d6



2d8



2d10



Droid Showroom is 40 Pages as of the last entry
40 pages with only 10 robots and all the equipment I've made for them? Damn. Time to get the creative juices flowing and flood you with a metric ton of new entries XP
I also have the as-of 10-29-2010 the list of New Mecha Weaponry that was being posted here on these forums... would you like those
A.N.I.M.L Wyrm (PL6/7)


Wyrms are large combat robots designed after mythical large flightless dragons. Wyrms look like large 20 ft long bodied, armoured reptiles, large claws and powerful jaws. Usually designed with frills or spines on the head and neck. All wyrms have several standard built in weapons, with some models have a few different internal weapons, and most also have external weapons which differ between models. 


Wyrm droids are built as heavy shock or assault units. Some have other purposes such as anti-infantry, bunker busters or more support roles.  All wyrms are based on the same base model, then either adding customizations or variant model.

Wyrm Base Model (PL6/7)
Type: Construct
CR: 
Size: Huge
Hit Points:  8d10 +40 (76)
Init: +3
Speed: 50 ft
Defense: 19 (+8 equipment, +3 dex, -2 size)
Hardness: 
BAB/Grp: +10 +5/+15
Attack: +19 melee jaw 2d8+9 piercing, +15 melee 2 claws 1d8+4 slashing
FS/Reach: 15 ft/ 10 ft
Special Qualities: Darkvision 60 ft, Energy Resistance acid 10, cold 10, electricity 10, fire 10
Special Attacks: 
Saves: Fort +6, Reflex +9, Will +6
Abilities: Str 28, Dex 15, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +7, Climb +13, Escape Artist +5, Hide +7, Intimidate +4, Knowledge (Tactics) +4, Listen +4, Move Silently +4, Navigate +10, Search +4, Spot +4, Tumble +7
Feats: Personal Weapons Proficiency, Dodge, Mobility, Spring Attack, Power Attack, Advanced Firearms Proficiency, 3 open feats for user choice, 


Frame: Biodroid
Locomotion: Legs (Multiple Quadruped)
Superstructure: 
Manipulators: Enhanced Jaws, claws x2
Armour: Duralloy
Sensors: Class IV
Skill Software: Skill Net (Balance +4, Climb +4, Hide +4, Intimidate +4), Skill Net (Knowledge (Tactics) +4, Listen +4, Move Silently +4, Search +4), Skill Progit (Spot +4), Skill Progit (Tumble +4)
Feat Software: Feat Net (Dodge, Mobility, Spring Attack, Power Attack), Feat Net (Advanced Firearms Proficiency plus 3 of user choice)
Accessories: AV Recorder, AV Transmitter, Survivor Array, Gimbaled Joints, Universal Weapon Mounts x4, Oracle Targeting System Mk2, Military Affinity programing (Knowledge tactics, Personal weapons proficiency), Enhanced Jaws, Feat Net x2,
PDC:  35 (Res +2)



The base model wyrm is fairly simple as far as wyrms go, armed with it's teeth and claws, and four weapon mounts available, situated at one at each shoulder and two on the back. The programming is left open to easily be changed depending on the weapons the client installs into the weapon mounts. Basic wyrms are excellent anti personnel units and can easily take on lightly armoured vehicles, usually charging them, in an attempt to knock them over then ripping into them with their jaws and for claws. The front legs have feet designed with opposable thumbs so they can be used to pick up, hold and manipulate objects, but suffer the normal penalties that claw manipulators suffer. This does allow wyrms to aid in support roles.
The universal weapon mounts will easily mount any personal weapon or light vehicle weapon, such as .50 cal machineguns, light laser cannons, up to weapons of large size, or the two back mounts can be combined to support a weapon of huge or gargantuan size, but ammunition dependant weapons will have a limited payload. In theory one could mount a BMP-2 30mm cannon, but would be limited to around 50 rounds or so.

Fire Wyrm
Fire wyrms look like basic wyrms except for the mounted weapons, armour is designed to look like red scales, and two small frills on the side of the head with a pair of curved back horns on the top. The fire wyrm is a part anti personnel part weapon of terror. Armed rapid fire weapons, enhanced protection, speed and of course, a breathe weapon to give it its name. Fire wyrms are programmed like attack dogs, seeking out troops and driving them out of hiding places and destroying them with its plasma flamethrower. The dual laser turret is excellent for keeping infantry pinned down or protecting its rear and flanks, while using the plasma blaster on other targets, and the mini grenade launcher can be used for when it encounters light armour. A favourite tactic of the fire wyrm is charging into combat, using its ranged weapons as it closes, then using its plasma flamethrower against the largest grouping of infantry, then using its jaws and claws against anything foolish enough to get close to it. Against vehicles and fortifications, it's been known for fire wyrms to tear open doors or hatches and releasing gouts of plasma flame, where people inside have less room to dodge.
Make the following changes to the basic wyrm to turn it into a fire wyrm:
Increase Hit dice by 2 die, BAB by +1, Saves by +1, Dex increased by +4 (to 19), Speed to 60 ft
Add Dual laser turret to back. 5d8, 20, fire, S/A, 100 ft, unlimited box
Add mini grenade launcher to left shoulder mount, damage varies by grenade, varies by grenade, type varies, S/A, 80 ft, 100 box, variable ammunition gadget, usually mix of smoke, explosive, fragmentation grenades.
Add plasma weapon to right shoulder mount, 3d10, 20, fire, 80 ft, S/A, unlimited box
Add plasma flamethrower to mouth, 3d6 fire, 60 ft cone, Reflex DC 20, usable once every 1d4 rounds.
Energy Resistance Coat, increase fire resistance to 20
Add Exotic Weapon Proficiency (mini grenade launcher), Point Blank Shot, Precise Shot, Feat Progit Shot on the Run
Increase PDC to 39.


 


New Equipment
Enhanced Jaws (PL6)
Enhanced jaws are more powerful and larger than previous jaw systems for robots, allowing the jaws to deal greater damage than before. Increase jaw damage by 1 die
Damage: Lethal piercing
Purchase DC: 12 + one-quarter the base purchase DC of the robot's frame

Enhanced Actuators
Enhanced actuators replace the normal actuators and drive systems in legs to grant better speed. Enhanced actuators increase the maximum base speed for a type of locomotion by double the base speed. For example for multiple legs with a base of 30 ft, enhanced actuators grants a max speed of 90 ft.
Benefit: Increases mode of locomotion to double base speed.
Purchase DC: 21



More wyrms to follow shortly.

Night Shade Wyrm
The night shade is the stealth form of the wyrm, program for quiet approach, then releasing quick devastation upon its target before fading back into the shadows. Its core programming model was based on several predatory reptiles and wild felines to maximize its attack style. Installed is the best stealth systems available, including radar absorbing materials, thermal and audio dampeners, rubber padding on the feet. The night shade has a very sleek body, covered
Make the following changes to the base wyrm:
Add Optical Camouflage (adds +8 to hide when activated), increase balance, climb, hide and move silently checks by +4 ranks
Add Alertness feat, Track Feat, Lightning Reflexes Feat
Change sensors to Class VII (granting +120 ft darkvision +2 to listen search and spot checks as well as initiative checks)
Add Stealth Suite (based on the same system for mechs) adding +10 to hide and move silently
Change armour to Darkstar Stealth Armour (same as the mech armour from pg 70 d20 Future Tech) granting +5 to Def, Computer Use checks to scan or detect suffer -5 penalty.
Add two modified HK 101LS stealth lasers to the shoulder mounts, 3d8, 20, fire, 150 ft, Semi, unlimited box (these lasers have no visible discharge that is detectable by normal means sensors designed to detect laser weapons do not detect these weapons)
Add a smoke grenade launcher to each leg, holding 6 grenades each
Add stealth tranquilizer launcher to back, 1d4 piercing damage, Fort save DC 21 or unconscious for 2d6 minutes, a successful save means stunned for 1d4 rounds
Add acid dispenser to front paws, used for quietly burning holes into barriers, deals 3d10 acid damage, ignore hardness/DR for 1d4 rounds, has 20 doses per paw.
Add climb speed of 20 ft
Add extendable sensor scope on a 50 ft prehensile tentacle limb, allows night shade to see around corners or other barriers.
Change PDC to 41

Spitting Wyrm
The spitting wyrm is a heavy anti material or tank hunter robot. The spitting wyrm has thicker and slightly shorter legs, slightly wider body, usually with brown scale like armour. The head has a crown of spikes angling back. The spitting wyrm mounts a heavy energy cannon and two missile launchers mounted on the shoulders. The only close in weapons the spitting wyrm has are the jaws, claws and the crown of spikes on it's head can be launched to defend itself form any close quarters attacks.
Make the following changes to the base model:
Add 4 hit dice, increase BAB by +2, increase Dex by +4 (to 19), increase saves by +2, reduce speed to 40 ft
Add Exotic Weapon Proficiency (Rocket Launcher), Far Shot, Exotic Weapon Proficiency (Heavy cannon)
Change Oracle Targeting System to Mk 4 (+8 to attack)
Change claws to HF claws, change claw damage to 2d6 slashing
Add Avalanche Variable-Charge Energy Cannon, 10d6 or higher, 20, fire, 150 ft, semi, unlimited. Can be charged as a full round action, dealing an extra 2d6 points of damage per round. If the weapon is primed more than three rounds, it explodes destroying the weapon and dealing 16d6 to the robot.
Add M144B3 LAW to each shoulder, 15d6, 20, fire, 225 ft, 25 ft blast radius, Reflex DC 21, semi, 10 box, ignores 15 points of hardness/dr.
Add Spike Launcher System, 3d6, 19-20 x2, piercing, 20 ft radius, Reflex 20, single, 5 bundles.
PDC 39

The M144B is a modified version of the M144A2 found in the 101 Future Weapons thread.

Lightning Wyrm
The lightning wyrm is fast, programmed to move in quick, deal as much damage as quickly before moving onto other targets, softening them up for troops following in behind them. This wyrm is more of a dark blue in colour, sleek build, slightly longer legs and has two large frills on the sides of its head and a small crest that runs from the top to about the base of its neck, and a longer, more prehensile tail that ends in a wicked blade. There are several small spike like protrusions at various locations along the body, not large enough to be useful in combat but do give it a slightly more intimidating appearance. From its mouth it can release a devastating electrical blast, and can also when surrounded by targets release a burst of electricity.
Make the following changes to the base model:
Add 4 hit dice, increase BAB by +3, increase Dex by +6 (to 21), increase saves by +3, change speed to 90 ft
Add Multiattack feat, Exotic Weapon Proficiency (Grenade launcher), Powerful Charge (dealing extra 3d6 points of damage on a charge with a melee attack)
Add Feat Net with Point Blank Shot, Precise Shot, Shot on the Run
Change sensors to Class V Ladar version (increase darkvision to 120 ft, +4 spot, +2 listen)
Add Duralloy superstructure (add Hardness 15)
Change claws to HF claws, dealing 2d6 slashing
Add Enhanced Actuators
Add Energy Resistance Coat Fire (raising fire resistance to 20)
Add two Laser/Grenade launcher, one to each shoulder, unlimited laser, carries 50 grenades, mix of fragmentation, explosive and HEAT
Add Electron blaster to mouth, usable every 1d4 rounds
Add Eel discharger to back
PDC 39

Laser/Grenade Launcher
Two combination laser/grenade launchers are mounted at the shoulders are the lightning wyrms primary ranged weapons.
Damage: 4d8 Laser, varies with grenade
Critical: 20, varies with grenade
Damage Type: Fire, varies with grenades
Range Increment: 100 ft, 90 ft
Rate of Fire: S/A, Semi
Ammo: Unlimited laser, 50 grenades, variable ammunition gadget
Uses upgraded 40mm grenades


Fragmentation 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, PDC 15 for box of 6
Explosive 5d6 fire, 20, burst radius 30 ft, Reflex DC 19, PDC 16 for box of 6
HEAT 4d6 fire, 20, burst radius 15 ft, Reflex DC 17, ignore 10 points of hardness/DR, PDC 17 for box of 6

Tail Blade
Treat as a tail sweep like a dragon, deals 2d6 slashing damage, half strength bonus, or can stab at any target on flanks and rear for piercing damage.

Electron Blaster
The electron blaster is a heavy electrical based weapon which fires from the wyrm's mouth. Just before discharging, the frills and crest will seem to light up with internal arcs of electricity then the wyrm opens its mouth and roars as the blast is released, striking any in its path.
Damage: 6d8
Critical: 20
Damage Type: Electrical
Range Increment: 50 ft line, 5 ft wide
Rate of Fire: every 1d4 rounds
Ammo: Unlimited
Notes: Ignores 10 points of hardness/dr for every target in its path

Eel Discharger
The eel discharger is a defensive mechanism, which releases a burst of electrical energy from the many spike like protrusions along the body. Foes not in environmentally shielded power armour or in heavier vehicles can also be potentially stunned from the discharge as well.
Releases an electrical pulse in a 20 ft burst radius around the wyrm, dealing 3d6 electrical damage, Reflex DC 19 for half damage. Targets not in armour less than environmentally sealed power armour, or larger mech or vehicles must make a Fort save DC 19 or be stunned for 1d6+3 rounds.

Dervish (PL6/7)


A woman in loose fitting clothing approaches you with a friendly smile on her face. She suddenly bursts forward impossibly fast, raising a hand which seems to split and reform into a blade, aimed directly for your face, while the other arm splits open and a barrel of a weapon extends from behind the wrist.

A Dervish is a very advanced combat robot, built for infiltration, assassinations and other covert ops, able to quickly blend in with the local populace after the mission is complete to escape. Using the most advanced neural nets and materials available, these robots are able to alter their physical appearance and shape, as well as create various weapons from their very bodies. With their advanced neural nets, a dervish can learn from its experiences, becoming all the better at what it does. Many pick up noncombat skills so that they may blend into crowds or find alternate methods of getting to their target without being discovered. On such incident of such a case is when a dervish assassinated a military leader while at a show. The dervish was part of the orchestra and at the climax of the show, leaped from it's chair playing a violin, up to the balcony and shot the military officer square between the eyes then quickly decapitate his guards before disappearing into the crowd. Some dervish have even taken their morphic abilities beyond what the original designers intended, making some of the more experienced units quite unique in their abilities.

Dervishes usually look like fairly average to above average women or men. Usually favouring easy to discard or flowing clothing that doesn't interfere with their morphic abilities. So simple pants, shirts, cloaks, robes are usually the norm for these robots.

Type: Construct
CR: 6
Size: Medium
Hit Points:  3d10 + 20 (37)
Init: +4
Speed: 50 ft, climb 20 ft
Defense: 19 (+6 equipment +3 dex)
Hardness: 15
BAB/Grp: +10/+5 / +13
Attack: +13/+8 melee morphic weapons 1d10+3, or +13/+8 ranged laser carbine 3d8 or any weapon carried.
FS/Reach: 5 ft / 5 ft (can get up to 10 ft)
Special Qualities: Darkvision 180 ft, resistance acid 10, cold 10, electricity 10, fire 10, morphic, morphic defense, blade defense, stealth shielding, adaptive neural net
Special Attacks: morphic weapons, self destruct (2d6)
Saves: Fort +2, Reflex +7, Will +2
Abilities: Str 16, Dex 17, Con -, Int 10, Wis 10, Cha 11
Skills:  Balance +11, Bluff +8, Climb +9, Computer Use +8, Disable Device +8, Disguise +10, Drive +7, Escape Artist +5, Forgery +8, Gather Information +8, Hide +11, Jump +11, knowledge (tactics) +4, Listen +10, Move Silently +11, Navigate +10, Repair +8, Search +8, Spot +6, Survival +4, Tumble +9 (+13 when falling)
Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Mobility, Spring Attack, Point Blank Shot, Precise Shot, Power Attack, Cleave, Two-Weapon Fighting, Lightning Reflexes


Frame: Biodroid
Locomotion: Legs (pair)
Superstructure: Duralloy
Manipulators: Hands
Armour: Resilium
Sensors: Class VI
Skill Software: 2 skill nets 4 skills at 8 ranks, 1 skill net 4 ranks
Feat Software: 2 feat nets with 4 feats, 2 feat progits
Accessories: Internal storage unit (20 lbs), survivor array, oracle targeting system mk IV, gimbaled joints, advanced construction (+2 HD +100% bonus HP), reinforced construction, magnetic feet & hands, two weapon mounts holding laser carbines, feat web, feat net x2, skill web, skill net x2, core programming affinity (military), feat progit x2
PDC: 34



Morphic
The Dervish is built out several layers of metametals and materials, memory materials and stores of nanites, which allow it to alter its form into various shapes or tools. A dervish can alter its frame's size and shape, increasing or decreasing its height by up to 6 inches, and girth by just as many, going form a short larger frame to a tall and lanky if it so desired, can also alter the colour and tone of skin and hair. The dervish can also alter its voice at any time as well, or mimic other people or sounds, with a +10 equipment bonus to Bluff. It can alter its shape to better withstand an attack, or trim it for better maneuverability and speed. It can also form shields or melee weapons from its hands or feet. For altering its shape and size. The Dervish gains a +10 to Disguise checks to look like a different person. Takes a move-equivalent action for minor changes, and a full round action to do more drastic changes, like changing height and girth.
If the dervish happens to fall, it can extend a series of flaps to slow and control its decent somewhat. Treat any fall as being 30 ft less than it actually is when the dervish falls, and gains a +4 equipment bonus to Tumble checks to lessen the damage farther.
The dervish can alter its hands and feet to aid in climbing, giving it a climbing speed, even when not on a ferrous surface, also granting a +5 bonus to climb checks. The dervish can alter its hands and feet for climbing as a swift action.

Morphic Weapon
Due to the morphic design of the dervish, it is never without a weapon or defense. The dervish can alter its hands to various weapons, from small piercing knife like blades, to slashing sword like blades, or curved scythe blades or axe heads, or to skull crushing hammer heads. The dervish can extend its reach by 5 ft with bladed weapons but not with bludgeoning weapons. If it alters its hands to a weapon that has abilities like a flail's ability to disarm or trip, the dervish is able to do so as well. Takes a move-equivalent action to switch from a hand to any weapon, or back.

Morphic Defense
The dervish can expand armoured plating and thicken its outer shell, granting a +2 bonus to hardness and +4 Defense, but suffers a -2 penalty to Dex and speed reduced to 30 ft. Alternatively, the dervish could extend its legs, trim its frame, reducing its hardness by -2, reduce Defense bonus by -2 and increase speed by 20 ft, bringing it up to 70 ft. Takes a standard action to alter frame to either form or back.
The dervish can also form a shield on either arm, form a buckler to a large shield, or riot shield size. The hand is still available, but any penalties to attack from having a shield on the same hand still apply.

Blade Defense
The dervish can as a free action extend a series of small plates in a similar fashion to armour spikes, but are small blades, dealing slashing damage. If an enemy grapples or strikes the dervish with an unarmed or a light melee weapon, such as a knife, take 1d4 points of slashing damage.

Stealth Shielding
The Dervish is shielded against scans that detect weapons and electronics, gaining a +15 bonus to Hide and Sleight of Hand checks to conceal weapons. Of course this bonus only works when the morphic weapon or the lasers are not deployed, or the dervish isn't using it's morphic ability to alter its appearance or form with the morphic defense, or the blade defense.

Laser Carbines
built into the arms of the dervish are a laser carbine, which are essentially laser rifles with reduced range, dealing 3d8 fire damage with a range increment of 50 ft. The laser carbine deploys by the top surface of the arm splitting open and the weapon raising slightly with the barrel extending from behind the wrist. If the hand is turned into a melee weapon, the laser carbine can not deploy, but can if a shield is created.

Adaptive Neural Net
The most advanced neural net for an advanced AI is installed in the dervish. This allows the dervish to learn and better adapt to situations in its career. A dervish is able to take on character classes, usually NPC ones, and gain experience, and learn new skills. This does create a wide variety in many dervishes that have been in service over the years. However this does make many of them much better at their jobs. A few dervishes who ended up losing their owners have become free agents, selling their services as bounty hunters or mercenaries. A few have even retired from such activities and have gone on to become actor or actresses or singers or artists. Each dervish develops its own personality over time, but will remain to its owner no matter what unless sold to another, which transfers its loyalty to the new owner, or becomes free when death of owner is proven with medical records and no transfer of ownership is found in any wills.
A dervish can also reprogram some of its feats, erasing and programming a new feat with a Computer Use check DC 20 and 30 minutes of work. If it removes a feat that is a prerequisite for another feat, it is unable to use that feat anymore. It can only do this once a week.
 


Designer Note:
The morphic ability looks kind of like how the Iron Man suit acted when it was testing the flight surfaces in Iron Man 1, or the suit that came out of the suit case in Iron Man 2, with plates shifting, lifting and the like, but when not active, looks like fairly normal human skin, but is artificially created.
Dervishes are built to be highly customizable, so if you imagine a dervish could shift into a quadraped form for greater speed in escapes or chasing, feel free to make a unique dervish do so. Or maybe give it the ability to shift its arms into wing like projections to allow it to glide, or add a jet pack to give it flight ability.
I'll probably create a couple of unique dervishes in the next while.
Crystal Serpent (PL7)

The crystal serpent was built on commission to be used as guardians for important facilities by a large corporation. Just before delivery, the corporation was bought out and the order cancelled. In order to recoup their loses, the creators produced several more and made them available for the open market. The crystal serpent looks like a very large metallic snake, with scales that have a slight crystalline look to them due to the crystal carbon armour that coats it. It was built with a modified version of the self-repair system that would repair the crystal serpent when hit by an electrical attack, as the original corporation that commissioned the serpent used extensive electrical based defense systems, which would constantly heal the serpents while still damaging the intruders. The crystal serpent is designed to move just like a snake, including burrowing underground and climbing structures that will support its weight. It can also hold itself in an upright position, especially around a large pillar and stay there, looking like a statue to guard a room.
A few crystal serpents have seen use on off world colonies, especially near desert areas where they lay mostly submerged in the sand, warding off predators and other threats to the colony.

Type: Construct
CR: 7
Size: Huge
Hit Points: 10d10 +40 (106)
Init: +10 (+1 equipment +9 Dex)
Speed: 40 ft, Burrow 30 ft, Climb 20 ft
Defense: 25 (-2 size +9 dex +8 equipment)
BAB/Grp: +7/+25
Attack: +13 melee bite 1d8 piercing plus 1d8+16 electricity
FS/Reach: 10 ft by 20 ft / 10 ft
Special Qualities: Construct traits, electricity healing, electricity resistance 10
Special Attacks: Constrict 2d8+10, improved grab, shocking bite
Saves: Fort +5?, Reflex +14?, Will +6?
Abilities: Str 26, Dex 28, Con -, Int -, Wis 13, Cha 1
Skills: climb +12, hide +11, listen +4, move silently +11, spot +4
Feats: Improved Grab, Dodge, Mobility, Spring Attack


Frame: Biomorph
Locomotion: Slither
Manipulators: Jaws
Armour: Crystal Carbon Armour
Sensors: Class VI
Skill Software: Skill Net (hide, listen, move silently, spot) x4 ranks
Feat Software: feat web (improved grab, dodge, mobility, spring attack)
Accessories: weapon mount (GE shocker series blade in jaws), electrical repair unit, energy-resistant coating (electricity 10), feat web
PDC:  39


Constrict: With a successful grapple check, a crystal serpent can crush a grabbed opponent, dealing 2d8+10 of bludgeoning damage.
Improved Grab: If a crystal serpent hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +24). If it gets a hold, it can also constrict in the same round. Thereafter, the creature has the option to conduct the grapple normally, or simple use its jaws to hold the opponent (-20 penalty on grapple check, but the crystal serpent is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically  deals bite and constrict damage.
Shocking Bite: A crystal serpent's bite deals 1d8+16 points of electricity damage in addition to the normal bite damage. The creature receives a +3 bonus on attack rolls against any opponent that is made out of metal, wearing metal armour, or carrying significant amount of metal.
Electric Healing: Because of the crystal serpent's electrical affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The crystal serpent gets no saving throw against electricity effects.

New Equipment
Electrical Repair Unit
A modified version of the self-repair unit, combined with the modified crystal carbon armour on the crystal snake, allows it to heal itself from an electrical attack. If a source of electricity isn't readily available, the crystal serpent will brush its fangs against its body to electrocute itself to initiate repairs. Any electricity attack directed at the robot cures it 1 point of damage for each 3 points of damage it would otherwise deal.
PDC: 25
Restriction: Res (+2)

Securbot A1


The Automechanic Securbot A1 is a relatively simple, cheap but effective security robot. Mass produced to allow many corporations, law enforcement and militaries to fill out the need for greater man power in emergencies without having to pay for extra bodies when not needed. They are programed with basic tactics and local laws, they follow orders and do have extra memory space for more advanced programming if so needed. They come standard with two short ranged, pulse lasers with stun modules mounted in their arms. The wide red visor contains it's main optic system, but it also contains some in the back of the head, which makes it difficult to sneak up on the Securbot from behind. One of the drawbacks to the Securbot's design is its main processors are located in the head, which does improve reaction time from what it sees, but a shot to the head does have a high chance of disabling the robot. Although this does make repairs somewhat easy as all that is needed is to replace the whole head unit.

Securbot A1 (PL6)
CR:
Size: Medium
Hit Points: 2d10+10
Init: +2 Dex
Speed: 20
Defense: +3 armour +2 Dex
BAB/Grp: +1/+3
Attack: Laser +3 ranged (3d8 fire) and laser -2 ranged (3d8 fire); or Hand +3 (1d3 nonlethal)
FS/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Stun
Special Qualities: Weak spot
Saves: Fort + 0, Reflex +2 , Will +0
Abilities: Str 14, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: Listen +4, Search +4, Spot +4
Feats: Personal Firearms, Dodge

Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands
Armour: Duraplastic
Sensors: Class III
Skill Software: Skill progit listen +4, skill progit search +4, skill progit spot +4
Feat Software: Feat progit personal firearms, feat progit dodge
Accessories: Dex upgrade x2, AV recorder, vocalizer, weapon mount x2, laser rifle with stun module x2, internal storage unit, skill progit x3, advanced construction (+1 HD)
PDC: 26

Weak Spot
The Securbot suffers from a small design flaw where the main processors are located in the head. Any critical hit that doesn't destroy the robot has a 25% chance of striking the head and disabling the main processor, shutting the robot down until it is repaired.

Stun
The Securbot's lasers have stun modules. On a successful hit, the target must make a Fort save DC 12 or be stunned for 1d4 rounds. 

Graviton Lens (PL 7)


This component allows a robot to fly fairly well by projecting an energy field around the robot that bends gravitons (much as an optical lens bends light).
Because the power consumption of this field increases exponentially with mass, it is effective only on robots of Medium-size or smaller.
Base Speed: Fly 20 feet (good).
Purchase DC: One-half the base purchase DC of the robot’s frame.

A.N.I.M.L.  AR32 Cheetah Recon/Quick Strike Robot
The AR32 is a light, fast, recon and pursuit robot, modeled after the cheetah, best deployed against lightly armoured targets and personnel. Resembles a cheetah with a visor like assembly where the eyes are, covered with synthetic fur with a faint webwork of metallic fibers shot throughout its fur. From a distance, the AR32 looks like a regular cheetah, and in areas with cheetahs, has been programed with many of their habits to easily blend in. Although fairly week in terms of armour and strength, it has incredible speed, a light, but hard-hitting weapons array, and several dazzling countermeasure features that insure its survival on the modern battlefield.
The AR32 is designed for quick short bursts of speed for either entering combat or quickly disengaging, and also has a limited flight system that is silent. The primary weapons of the cheetah are its teeth and vibro claws, but also has a weapon mount for a rifle sized weapon on the back. Mounted in the hips are two retractable smoke grenade launchers with 3 grenades each. Three defensive systems not seen on robots before is the blur field which blurs its outline helping it hide even while on the move, and a sensor jammer based on aircraft versions. It also mounts a magnetic field generator which helps protect it from ballistic and missile weaponry. It also comes with hacking equipment and software to aid in its role as a scout for capturing enemy information.

AR32 Cheetah (PL6/7)
CR: 3
Size: Medium
Hit Points: 3d10+10 (26)
Init: +6 (+4 dex +2)
Speed: 60 ft, 60 ft fly (good)
Defense: 17 (+4 dex +3 armour)
BAB/Grp: +2/+2
Attack: bite +6 melee 2d4+3 and claws x2 +1 melee 1d6+1, or +6 ranged (damage varies with type of weapon mounted)
FS/Reach: 5 ft /5 ft
Special Attacks: Trip
Special Qualities: Sprint, energy resistance acid 10, cold 10, electricity 10, fire 10, darkvision 180 feet
Saves: Fort +1, Reflex +5, Will +2
Abilities: Str 16, Dex 21, Con 15, Int 10, Wis 12, Cha 10
Skills: Balance +8, Computer Use +8, Gather Information +8, Hide +12, Listen +9, Move Silently +12, Navigate +12, Repair +2, Search +6, Spot +9
Feats: Run, Alertness, Weapon Finesse, Personal Firearms, Advanced Personal Firearms (this feat is dependent on type of weapon mounted. Could be changed for exotic weapon proficiency)

Frame: Biodroid
Locomotion: Legs (multiple)
Manipulators: Enhanced Jaws
Armour: Duraplastic
Sensors: Class VII
Skill Software: Skill Progits: Gather Information +8 Hide +8, Move Silently +8, Computer Use +8
Feat Software: Alertness, weapon finesse, personal firearms, advanced personal firearms or exotic weapon depending on weapon mounted.
Accessories: AV recorder, AV transmitter, survivor array, sensor jammers, blur field, vibro claws x2, military radio, weapon mount (back), smoke grenade launcher x2 (3 grenades each), cortex mk3, EW gear, GMR flight system, magnetic field generator, computer uplink
PDC: 34

Trip (Ex): When the AR32 cheetah hits with a claw or bite attack, it can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack, or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the AR32.
Sprint (Ex): Up to 4 times a day, an AR32 cheetah can move ten times its normal speed (600 feet) when it makes a charge.
Flight (Ex): The AR32 cheetah has a GMR (gravi-magnetic resistance) flight system which provides a fly speed of 60 feet and good maneuverability, but only works for about 30 minutes at a time and requires 2 hours for recharging. The AR32 can reach heights of up to 500 feet.

New Equipment
EW Gear (PL5)
This is equipment used in EWACs in ECM and ECCM vehicles, on a smaller scale. Used to intercept and decode enemy transmissions. The AR32 gains a +5 bonus to computer checks for the purposes of intercepting, decoding and sending encoded transmissions, and when using its computer uplink to hack into enemy computer systems.
PDC 31 Mil (+3)

Blur Field (PL6)
When activated, the blur field blurs, shifts and wavers the outline of the robot. This distortion grants the robot concealment (20% miss chance) when activated. Only runs for 20 minutes before needing an hour recharge.
PDC 25 Mil (+3)

Sensor Jammers
Based on the same sensor jammers used in aircraft and spacecraft. Provides a -5 penalty to targets making a sensor check against the robot. In addition, the robot also gains half concealment from missiles (20% miss chance). This concealment stacks with the blur field. The robot must make a Computer Use check vs the enemy's to adjust the jammers to maintain this penalty against sensors of Class IV or better, as a free action.
PDC 17 Mil (+3)

Computer Uplink (PL6)
This retractable, flexible arm has several universal adaptors, as well as wireless capability through the robot's communication systems, allows the robot to physically and remotely access computer systems for the purpose of hacking and downloading information. When combined with EW/ECCM equipment, this allows a robot to quickly break through firewalls and steal valuable information from a target's computer systems.
PDC 15

Magnetic Field Generator (PL6)
Based on the magnetic field generator used on starships. Missile and ballistic weapons suffer a -4 penalty. The field can only be activated for 10 rounds before needing a 10 minute recharge time.
PDC 17 (Res +2)

Some really cool stuff I see here. May I borrow some of it for my personal use? Could be useful for my Alita/Gunnm campaign. If you like, I could post something about it.

Feel free to use anything I've posted. That's what it's there for. If you want to post your campaign info, go ahead. I've got a bunch of ideas for stuff, just haven't fully fleshed any of them out. Most of my work so far has been in weaponry and mechs, with a few droids, aliens, and various other equipment.

You're quick, man. Thank you from the bottom of my players hearts (and mine, of course), they too dislike how the standard Total Organ Replacement works. And here's the Deckman from the Alita anime I came up with:

DECKMAN - Factory Law Remote Terminal (PL 7)
Human-faced robotic employees working to promote and preserve Factory laws and services. They come in a variety of different personalities and faces, and they are numbered from 01 to 99. Purchase DC 33; Restriction (Illegal +4).

Deckman Factory Robot: CR ½; Small-size construct; HD ½d10+5; hp 10; Mas -; Init +4; Spd none (stationary); Defense 17 (+1 size, +1 Dex, +5 equipment), touch 12, flat-footed 16; BAB +0; Grapple -4; Atk: 2 advanced hands +1 melee (1d2 nonlethal bludgeoning), or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, repairable, robot resurrection, scent; AL owner (Factory); SV Fort +0, Ref +1, Will +0; AP 0; Rep +0;  Str 10, Dex 12, Con -, Int -, Wis 10, Cha 5.
Skills: Computer Use (Int) +8, Diplomacy (Cha) +5, Knowledge (current events) (Int) +8, Read/Write Language (english), Speak Language (english), Spot (Wis) +12.
Feats: Plug-and-Play Brain (robot feat).

The “Deckman” factory robot has the following systems and accessories:

Frame: Biomorph.
Locomotion: Stationary.
Manipulators: Advanced hands (2).
Armor: Alumisteel armor.
Sensors: Nerve web (audio, gustatory, olfactory, tactile, visual).
Skill Software: Language chip (english), skill net (Computer Use 8 ranks, Knowledge (current events) 8 ranks, Diplomacy 8 ranks, Spot 8 ranks).
Feat Software: Plug-and-Play Brain progit.
Ability Upgrade: Charisma upgrade (+4).
Accessories: Robolink, vocalizer.

Apothecary

The machine is a metal cylinder 5 feet tall and 3 feet wide, resting on a base with treads. A single video screen displaying an androgynous face. Slim arms rest at its sides made of memory plastics. Apothecaries are intelligent machines that contain nanofactories within their bodies that can create a wide array of chemicals and pharmaceuticals, including acids, medicines and even explosives.

Apothecary (PL6/7)
CR: 1
Size: Medium
Hit Points: 4d10+10 (32 hp)
Init: +0
Speed: 25 ft
Defense: 15 (+5 armour)
BAB/Grp: +3/+5
Attack: Slam +5 melee (1d3+2)
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Chemical processing, defensive field, darkvision 60 ft
Saves: Fort +1, Reflex +1, Will +2
Abilities: Str 15, Dex 10, Con -, Int 14, Wis 13, Cha 13
Skills: Balance +2, Concentrate +6, Craft (chemical) +12, Craft (pharmaceutical) +12, Knowledge (Earth and Life Sciences) +12, Knowledge (Physical Sciences) +12, Listen +3, Spot +5
Feats: Builder, Educated

Frame: Armature
Locomotion: Tread
Manipulators: Hand (2)
Armour: Alumisteel
Sensors: Class V (ladar)
Skill Software: skill net (craft (chemical) 8 ranks, craft (pharmaceutical) 8 ranks, knowledge (physical sciences) 8 ranks, knowledge (earth and life sciences) 8 ranks), skill chip (concentrate) +4
Feat Software: feat builder (craft chemical, craft pharmaceutical), educated (knowledge earth and life sciences, knowledge physical sciences), focused
Accessories: Language chip (english), skill chip, skill net, feat progit x3, internal storage unit, vocalizer, defensive field, fabricator (with bio and garbage converter)
PDC: 30

Chemical Processing (Ex): An apothecary's internal nanofactoriers can convert almost any kind of inorganic matter into basic chemicals, then combine those chemicals into a new substance - whether it be soda, painkillers or plastic explosive. The apothecary can use its Craft skills to create a small amount of almost any chemical substance, as long as it has the right raw materials fed into the hopper in its back. Use the Craft rules to determine what the apothecary can create and how much the raw materials will cost. The machine's nanofactories count as a chemical kit, and give it a +2 circumstance bonus on its Craft checks (already figured into the stat block), and it makes the substance in only one-tenth of the normal time (minimum 1 round). This is essentially a  fabricator (d20 Future Tech page 59).

Defensive Field (Ex): As a move action, the apothecary can activate a powerful electrical defense shield to protect itself from thieves, vandals or unhappy customers. The field inflicts 1d6 points of electrical damage to anyone touching the apothecary or striking it with a metal weapon in melee combat. Anyone damaged by the field must also make a DC 14 Fortitude save or be knocked unconscious for 1d6 minutes. The field draws heavily on the apothecary's energy reserves; it can only maintain the field for 10 rounds, after which at least a full hour must pass while the construct's batteries recharge before it can be used again.

LTB RB1

The RB1 is Less Than A Buck's attempt at a robotic soldier. It's a fairly simple, humanoid robot about the size of a person, but somewhat thin. The simple AI allows it to follow simple orders, and it can be programmed with simple tactics, but not much beyond that. The one unique feature of the RB1 is its outer armour layer; it is coated in a concrete-like substance. As the RB1 is attacked, the outer concrete material is worn away, creating a dust cloud. The advantage of this dust cloud, besides obscuring the robot from enemy sight, it also diffuses laser weapons, rendering highly resistant to further attacks from laser based weapons. Of course this means after a battle, the robot will need to have a new layer of this concrete material applied, if it's more than 75% ablated off, which LTB offers a service in reapplying.
This concrete-like material is impregnated with reflective crystals, originally developed by another company trying to produce a means of creating a fairly quick, laser resistant fortifications. It didn't perform as well as expected, with the laser defeating ability only functioning after taking a hit. Also as the material is blasted, the dust created wasn't good for people nearby, causing them to choke, and even with high quality air filters, the dust particulate would clog the filters quickly, making only completely environmentally sealed troops able to work round anything with this material. LTB advises customers to use the R1 as a first line of attack, or last line of defense, not near unprotected troops, but many people ignore this warning.
The RB1 is not sold with any weapons, but comes with a loading mechanism to allow for three magazines to be reloaded plus it comes with simple combat webbing to store any ranged weapons and extra ammunition. It comes programmed to use most commonly available ranged weapons and can make use of simple melee weapons.
LTB doesn't sell weapons with the RB1, but will offer a deal of any of their weapons sold with an RB1 (reduce price of the weapon sold with the RB1 by -1 PDC).

RB1 (PL 6)
CR: 1
Size: Medium
Hit Points: 20 hp (1d10+10) +5* Ablative Coating
Init: +1 (Dex)
Speed: 20
Defense: +4 (+3 armour +1 Dex)
Hardness: 5* Ablative Coating +5 vs lasers
BAB/Grp: 0/+1
Attack: +1 melee or +1 ranged (any weapon carried)
FS/Reach: 5 ft / 5 ft
Special Attacks: none
Special Qualities: Ablative Coating
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 12, Dex 12, Con -, Int -, Wis 10, Cha 1
Skills: Listen +2, Move Silently +3, Search +2, Spot +2
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency

Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hands
Armour: Duraplastic
Superstructure:
Sensors: Class II
Skill Software: chip Listen +2, Move Silently +2, Search +2, Spot +2
Feat Software: progit (Personal Firearms Proficiency), progit (Simple Weapons Proficiency)
Accessories: Feat Progit, loading mechanism, skill chip x3, ablative coating
PDC: 25

Ablative Coating
This concrete-like material covers the R1, giving it a rock-like texture. It gives the RB1 a little more protection while intact. When hit by weapons or even physical attacks, the coating starts to ablate, leaving dust about the robot, and lingers in the air for 5 rounds. A mild or stronger wind will dissipate the cloud in 1d4 rounds -1 round for increasing strength in wind. The robot can not move more than 20 feet per round or it will leave the cloud it creates. This cloud grants the R1 5 resistance to lasers, and also grants it concealment (10% miss chance). Once the ablative coating has been worn off, it loses the additional protection except for the dust cloud until it dissipates, then it is vulnerable. The dust cloud covers a 10 foot area around the RB1.
Benefit: Adds 5 HP which is used up first, DR 5, which reduces by 1 each time struck. After struck, provides additional 5 resistance against lasers and grants concealment 10% miss chance. Upon DR being reduced to 0, the cloud granting laser resistance and concealment will dissipate within 5 rounds, then is gone until the coating is reapplied.
Note: The dust particulate is a choking hazard, and anyone within the cloud must make a Fortitude save DC 17 or be nauseated. Filter systems do not provide any bonus as the dust particulate is too fine and quickly clogs the filters. A person with an air filter that remains in the cloud for more than 3 rounds will have their air filters clogged and will begin to suffocate. Only environmentally sealed suits or vehicles with their own air supplies are not affected, but if they contain air filters, they will need to be replaced if exposed for more than 3 rounds to the dust.
PDC 15

Locomotion

WINGS (BAT-LIKE) (PL 6)


The robot is equipped with a pair of large metal, bat-like wings that grant it the ability to fly. These wings are large and skeletal in nature and while they grant the robot limited flight they are not well suited to gliding (for more advanced wings see box).When not in use these wings fold compactly down and lay flat against the robot’s back.
Base Speed: Fly 15 feet (poor).
Purchase DC: One-quarter the base purchase DC of the robot’s frame.


 


LEGS (RETRACTABLE SPIDER) (PL 7)


This locomotion device should be installed in addition to a standard locomotion device. Retractable spider legs are concealed within the robot’s torso and may be extended or retracted as a free action. When extended the robot uses the spider legs for movement, enabling it to run, walk, jump and perform any other sort of movement typically associated with legs. A robot using retractable spider legs gains a +6 bonus to Balance and Climb checks (when the legs are extended).
Base Speed: 30 feet.
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame.


 


HYPER-ACCELERATED POWER REGULATOR (PL 8)


This microcomputer device must be programmed to interact with one of the robot’s forms of locomotion – the device affects one and only one locomotion accessory. Multiples of this device can be installed if the robot has more than one form of locomotion but a single locomotion device may be modified only once by a hyper-accelerated power regulator.
The base speed of a locomotion device enhanced by a hyper-accelerated power regulator is increased by +20 ft.
Base Speed: See text.
Purchase DC: 15.



WINGS (PL 7)


The robot includes both a lightweight design and realistic wings to emulate birds. Without another mode of locomotion it cannot travel on land. If the robot’s speed ever drops below its base speed for any reason during a given round, it starts to descend, gliding 15 additional feet for every 10 feet of reduced elevation.
Base Speed: 30 feet (average).
Purchase DC: One-half the base purchase DC of the robot’s frame.

STROBE BLINDER (PL 5)


This externally mounted device flashes on and off quickly and randomly, projecting a brilliant strobe light effect that is designed to blind opponents. Each round that a robot equipped with an active strobe blinder is in a character or creature’s field of vision that character or creature must make a Reflex save (DC 25) or be blinded for 1d4+1 rounds. If the victim’s eyes are shielded from bright lights, by flash goggles or other protective gear, the victim is immune to the effects of a strobe blinder. A strobe blinder can be switched on or off as a move action. Once activated it continues to broadcast random light pulses for one-minute after which point it must be shutdown and recharge (requiring four hours; the system recharges by drawing power from the robot).
Purchase DC: 26.
Restriction: Restricted (+2).


 


SLICK SKIN (PL 6)


The robot’s frame is coated in polytetrafluoroethylene, a special polymer known for its nonstick properties, which grants the robot a +6 equipment bonus to Escape Artist checks and to resist grapple attempts.
Purchase DC: 4 + one-quarter the base purchase DC of the robot’s frame.
Restriction: Restricted (+2).


 


ADVANCED FLARE DISPENSER (PL 7)


This shoulder or back-mounted device carries six flares in a single tube, each one of which may be fired as a move action. The flare dispenser autorotates in order to fire a flare in the direction opposite of the strongest gravity field (typically, straight up) but when in a zero-g environment (or confronted with equally powerful gravity fields) the flare fires directly above the robot’s torso.
A fired flare rises to a height of 200 ft. and then combusts, illuminating the area in light (everything within 300 ft. of the flare is treated as if it were illuminated by a flashlight). The flare is equipped with a micro-gravitic projector that slows its descent, allowing the device to keep the affected area lit for 10 minutes.
If the flare’s path is blocked the system automatically disarms and goes inert – the launched flare is worthless.
Replacement flares have a purchase DC of 12 for the package of 6.
Purchase DC: 15.
Restriction: Licensed (+1).


 


AUTO-SHIELD ARMS (PL 7)


Six robotic arms – each ending in a small, round shield – are concealed within the robot’s body when not in use. As a move action the robot can extend these arms. Once extended the arms move almost-randomly about the robot’s body, spinning and twisting, creating a blurred mass of shields that grant the robot a +6 bonus to Defense. The auto-shield arms are tied directly to the robot’s core processor and work to augment the robot’s combat abilities, not restrict them – even though others are affected when targeting the robot the robot itself suffers no attack penalties when the auto-shield arms are extended. Retracting the arms is a move action.
Purchase DC: 10 + one-quarter the base purchase DC of the robot’s frame.
Restriction: Military (+3).


 


CYBERPORT (PL 7)


This finely-tuned, computer-controlled equipment port can be mounted anywhere on a robot’s frame. A Cyberport may hold a single cybernetic component (as long as the cyberport is in the appropriate position for the component) that may be used without penalty. A robot may have a total number of cyberports up to its Strength modifier.
Inserting or removing a cybernetic component from a cyberport is a full-round action. The GM has final say on which cybernetic components are inappropriate for a robot’s cyberport, though most components should be allowed. Please note that each cybernetic component a robot wishes to have access to must be purchased separately from the cyberport.
Purchase DC: 18.
Restriction: Military (+3).


 


LOW-FREQUENCY PROJECTOR (PL 7)


Also known as a “boomer,” the Low-Frequency Projector is a sonic projector that unleashes a deep, rumbling, thunderous sound that is capable of shattering bone, twisting steel, and deafening unprotected ears. The boomer projects sound in a 100’cone area – all organic targets within that area suffer 2d8 points of damage and become deafened for a number of rounds equal to the amount of damage suffered (+5). Inorganic targets immediately suffer 1d10+1 points of damage. A successful Fortitude save (DC 30) reduces the damage to one-half (but the deafening effects duration is unaffected).
A boomer can be used only once before it must be recharged (the system requires four rounds to recharge). An advanced version that recharges in two rounds is available (second purchase DC listed below).
Purchase DC: 28 (35).
Restriction: Military (+3).


 


OMNIJOINTS (PL 7)


The robot’s joint system is completely replaced with a more-flexible system that enables the robot to bend and contort its various limbs into extreme positions. A robot equipped with Omnijoints gains a +5 equipment bonus to Escape Artist and Tumble checks.
Purchase DC: 21.
Restriction: Licensed (+1).


 


QUICK REJUVE-CELL (PL 7)


Specifically designed for biodroids and bioreplicas, a quick rejuve-cell is an advanced energy cell array that requires less time to recharge than the energy cells installed in most biodroids and bioreplicas (4 hour recharge time instead of 8). These advanced energy cells are otherwise identical to the stock energy cells found in most biodroids and bioreplicas (see the future SRD).
Purchase DC: 25.
Restriction: Restricted (+2).



 


RAMMING PLATES (PL 7)


Steel and polycarbonate plates are built into the robot’s frame, making Bull Rush and Charge attempts more effective. In any Bull Rush or Charge attempt, before the results of the attempt are determined, the robot inflicts 1d6 + its Strength modifier damage to the target. The Bull Rush or Charge attempt is then resolved normally.
Purchase DC: 28.
Restriction: Restricted (+2).


 


ADVANCED SELF-REPAIR UNIT (PL 8)


This Energy Age device improves upon the earlier self-repair unit (see the future SRD), by coupling the basic system with a series of nanite colonies and specialized micro-repair arms that are housed within the robot’s legs. A robot with an advanced self-repair unit can spend 1 hour repairing itself; this automatically restores 3d6 points of damage (no Repair check necessary).
By making a successful Repair check (DC 35), the robot can increase the amount of damage restored by 1d6 to a total of 4d6 in one hour. Like the Gravity Age version of this device, the robot cannot use an advanced self-repair unit to repair other robots.
Purchase DC: 30.
Restriction: Licensed (+1).

Coming soon to a droid showroom.. A.N.I.M.L. Bear assault robot, in three variations; Personal Companion robot, in several occupational variants; Monkey infiltrator robot, Gargoyle urban assault and defense.
I know I said I'd have several A.N.I.M.L robots up, but been busy and left the notes for those at my parents' place, will have them up soon though. 
In the meantime, here's a little combat robot for those that need a sentry or just something to throw a lot more ammo at the enemy.

Edit: Added a special quality which I forgot in the original post, which makes a group of them a little more deadly.

Jackrabbit ULV (Unmanned Land Vehicle)

With the advances in robotics and drone A.I.s, the Jackrabbit is an excellent addition to any military force. It can be operated remotely like older UAVs, or allowed to function by itself or as part of a team of other jackrabbits or other unmanned vehicles, with programmed mission parameters and a human overseer for any unforeseen situations.
Jackrabbits are usually armed with an automatic weapon, usually a light to heavy machinegun, although other weapons can be substituted with the proper programming uploaded. Using advances in image recognition, IFF, active and passive night vision, Hi-Def video, IR and thermal cameras and high capacity batteries, allow the jackrabbit to identify potential foes visually and by friend or foe systems, see in virtually any condition, and operate for up to 3 days before needing to recharge.
The rugged tracked frame allows the jackrabbit to travel through most terrains, and its small enough to enter buildings, greatly increasing its usefulness.
Many militaries use jackrabbits as force multipliers, automated defense sentries, ambushers or just disposable fodder.

The jackrabbit has a deployable arm with a pincer for picking up items or moving debris, which it can put in its internal storage compartment. The treads are modified to allow the jackrabbit to climb a normal set of stairs, however steep or curved stairs are difficult for it to climb. The jackrabbit is programmed to make use of small group tactics when in a group with people or other jackrabbits. If teamed with other jackrabbits, they communicate back and forth, making them very effective in small or large group tactics for setting up good firing solutions for each other. They also are programmed to make use of cover and terrain for setting up defensive positions or ambushes.
The jackrabbit stands only 4'3" with the weapon turret fully raised. The turret is able to spin around completely, raise 90 degree vertically and lower 60 degrees from horizontal position. Being about 3 feet wide allows it to enter most doors, which it can open with the pincer, and is 5 feet long, weighing at 710 lb. fully loaded.

Jackrabbit ULV (PL5)
CR: 2
Size: Medium
Hit Points: 30 (2d10+10)
Init: +2
Speed: 35 ft
Defense: +5 (+3 armour +2 Dex)
BAB/Grp: +1/+1
Attack: +3 ranged weapon (m60 2d8 ballistic, or M2HB 2d12 ballistic), or +1 melee pincer (1d3)
FS/Reach: 5 ft/ 5 ft
Special Attacks:
Special Qualities: robot qualities, network
Saves: Fort +0, Reflex +2, Will +0
Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: Hide +4, Knowledge: Tactics +4, Listen +4, Search +2, Spot +4
Feats: Personal Firearms, Advanced Personal Firearms

Frame: Armature
Locomotion: Treads (modified)
Manipulators: Pincer
Armour: Duraplastic
Sensors: Class III
Skill Software: skill chip (Hide +2), skill chip (Knowledge: Tactics +4), skill chip (Listen +4), skill chip (Search +4), skill chip (Spot +4)
Feat Software: feat progit (Advanced Personal Firearms)
Accessories: Nightvision goggles (200 ft range), AV Recorder (48 hours), AV Transmitter, Remote Control Unit (optional use), weapon mount, internal storage unit (20 lb.), core programming affinity: military, weapon (either M60 or M2HB are standard, other weapons can be substituted) with 250 round linked belt (can carry a max of 2000 rounds), laser designator. 
PDC: 22 Mil (+3)

Network: When grouped with other jackrabbits, they become more efficient. For every five jackrabbits within 300 feet and in radio contact, they gain +1 Initiative, +1 Listen, +1 Search and +1 Spot. If one jackrabbit in the group is aware of a target, they all are. If more than one jackrabbit is attacking the same target and are within 50 feet of each other, they gain a +1 to attack.

Options: The weapon normally mounted on a jackrabbit is either a M60 machinegun or a M2HB heavy machinegun, although they can be switched for a grenade launcher or rocket launcher with the proper programming added. A second weapon mount for a rocket launcher or grenade launcher, or even a flamethrower with proper programming added at additional cost. The pincer can be switched out for a melee weapon such as a buzz or chainsaw, or even a cutting torch for clearing debris, barricades or sabotaging vehicles or equipment.

A.N.I.M.L Bear Assault Unit

The bear assault unit created by A.N.I.M.L. is used for where strength but speed isn't necessary. Modeled after the brown bear as a base, the bear is large enough to be intimidating and powerful enough to smash through many barricades that could stop men or similar sized robots, small enough to still be maneuverable enough to follow infantry, and easily be transported. Three versions of the bear are available, the basic brown unit which is balanced for most environments and foes; the polar bear which is used for winter or aquatic assaults, and the slightly smaller black bear which is used for urban purposes, found in some S.W.A.T. units.

A.N.I.M.L. Brown Bear (PL6/7)
CR: 5
Size: Large
Hit Points: 7d10+20 (59)
Init: +2
Speed: 40 ft / 50 ft
Defense: +5 armour +2 dex -1 size
Hardness:
BAB/Grp: +5/+17
Attack: +12 melee claw (1d8+8), or +12 melee 2 claws (1d8+8 ea) and +7 melee bite (2d6+4), or +6 ranged grenade launcher (varies by grenade), or +6 ranged variable heavy laser rifle (4d8 fire damage), or +2 ranged variable heavy laser rifle (4d8 fire) and +2 grenade launcher (varies by grenade)
FS/Reach: 10 ft by 10 ft / 10 ft
Special Attacks: charge
Special Qualities: critical systems, improved grab, darkvision 120 ft, scent, quadruped adaptation
Saves: Fort +2, Reflex +4, Will +2
Abilities: Str 26, Dex 15, Con -, Int 10, Wis , Cha 5
Skills: Balance +6, Climb +13, Hide +2, Knowledge: Tactics +2, Listen +6, Move Silently +6, Navigate +4, Search +4, Spot +6
Feats: Personal Firearms, Advanced Firearms Proficiency, Point Blank Shot, Power Attack, Two Weapon Fighting

Frame: Biodroid
Locomotion: Legs (paired and multiple)
Manipulators: Claws
Armour: Alumisteel
Sensors: Class VI
Skill Software: Balance +6, Climb +9, Hide +4, Listen +4, Move Silently +4, Navigate +4, Search +4, Spot +4
Feat Software: Advanced Firearms Proficiency, Point Blank Shot, Power Attack, Two Weapon Fighting
Accessories: Military Affinity (Knowledge: Tactics, Personal Firearms), ramming plates, strength upgrade x3, dexterity upgrade x2, AV Recorder, AV Transmitter, weapon mount x2, extendable sensor, grappler tag launcher with 300 feet of duracable on retractable mount, mini grenade launcher (50 grenades, can hold 3 different types, usually frag, smoke and white phosphorus), variable heavy laser rifle, skill net x2, feat net
PDC: 29

The brown bear robot is the basic bear robot. It comes with powerful claws and enhanced jaws for shredding through opponents or obstacles. Mounted in retractable mounts on the shoulders, designed to fire in either quadruped or biped forms of movement are a variable heavy laser rifle and a mini grenade launcher. Mounted on the back is a retractable turret with a grappler tag with 300 feet of duracable.

Improved Grab: To use this ability the Bear must hit with a claw attack. See D20 Modern page 227 for more information.

Scent: The bear robot has powerful olfactory sensors, allowing it to track by scent, even identify people or substances by smell.

Charge: When charging or bull rushing, the bear robot will do 1d6+8 damage. If the bear attempts to break down a door or other obstacle, this damage is added to the Strength check to overcome the Break DC.

Quadruped Adaptation: The bear is able to walk on two legs or all four for greater speed and stability. When on all four legs, the bear gains +4 stability bonus to balance, trip checks.

Variable Heavy Laser Rifle: Mounted on the right shoulder in a retractable semi turret mount is a heavy laser rifle, with a range increment of 100 feet. The laser has the variable charge gadget, but can only be charged for two rounds for a maximum of +2 die increase in damage. This is a safety feature to prevent the weapon from becoming unstable. The heavy laser rifle has a capacitor with 60 rounds, which recharges at a rate of 1 discharge per 1 minute of inactivity, powered by the robot's main power supply.

Mini-Grenade Launcher: Mounted in a retractable semi turret in the left shoulder is a mini grenade, which has the variable ammunition gadget, allowing it to hold 3 different types of mini grenades, usually 10 smoke, 20 frag and 20 white phosphorus, has a range increment of 80 feet.


Polar Bear
The polar bear model of the A.N.I.M.L. brown bear is similar, except that it is designed for aquatic and winter operations. The polar bear has the laser rifle altered to also work underwater with a small reduction in range, the paws have retractable webbing to improve swimming and allow it to move on snow much easier. The synthetic fur is white for snow operations, but is also designed to take on a darker tint while submerged to allow it to blend in the water and the bottom of rivers or lakes. Small water jets are installed in the rear legs and flanks to allow it to move along in the water much quicker than swimming allows, and they are designed for more silent operation to lower their sonar signature.
The mini grenade launcher is modified so that it can launch mini torpedoes, which are mini grenades modified for operation in water. The mouth also mounts a sonic weapon to deal with frogmen and as an additional weapon for use both above and below water.
Make the following changes to the brown bear model for the polar bear version:
Change Climb 4 ranks in skill net to Swim 4 ranks, reducing Climb to +5, Swim +9;
Water Jets added granting Swim speed 30 ft, only having a -2 penalty to Move Silently checks while swimming against sonar based sensors;
White synthetic fur granting a +4 bonus to Hide checks in winter/snow environments, also alters tint/shade when in water to lower its visibility, granting a +2 to Hide checks when in water deeper than 20 feet;
Variable Heavy Laser rifle is fully functional in water with a range increment of 80 feet;
Mini-grenade launcher can fire mini torpedoes (mini grenades modified for launch under water or on land), which have lower the range increment to 65 feet both above and below water;
Add sonic weapon to the mouth, dealing 2d6 sonic damage, 50 ft range increment, 50 round battery before starts to recharge in 5 minutes. When used in water, affects a 100 ft long cone, 50 ft across, Reflex for half is DC bear's attack roll;
Retractable paw webbing grants a +2 to Swim (total +11), and +2 bonus to Balance in snow or sand covered terrain;
Change PDC to 30.

Black Bear
The black bear model is designed more for urban use, being smaller, slightly weaker, but more agile. Its armaments are geared more for urban assault, with stun settings and the grenade launcher is usually armed with tear gas, tangler and concussion grenades. The black bear also has a sonic weapon in the mouth, and the heavy laser rifle is replaced with a sniper rifle with automatic fire module as well as stun module added. The black bear has internal storage compartments that hold handcuffs, which are deployed by small robotic arms when the black bear restrains a prisoner. Also mounted in the front paws are modified stun batons, so it can wade through a riot and stun multiple rioters quickly.
The black bear model has the following changes from the brown bear model:
Change size to Medium, but acts as Large size when it is most beneficial, such as grapples and stability;
Reduce Hit Dice to 6d10 +10 (44 hp);
Reduce Strength to 22, reducing melee damage and Strength based skills by 2, increase Dexterity to 19, increase ranged attacks and Dexterity based skills by +2;
Variable heavy laser rifle is changed to sniper laser rifle, 3d8 fire, range increment 120 ft, with autofire and stun gadgets;
Add sonic weapon from polar bear, with stun gadget added;
Increase speed to 50 ft bipedal / 60 feet quadreped;
Stun baton added to front paws, the black bear can deal bludgeoning damage instead of slashing (not using claws), and can also stun, target must succeed on a Fort save DC (10+ damage dealt) or be stunned for 1d4 rounds;
Two small robotic arms concealed in 2 internal storage compartments that hold 20 pairs of handcuffs each. When the black bear grapples a target and wins the grapple, it can place a set of handcuffs on the victim;
Change PDC to 31.

A.N.I.M.L. Personal Companion

The PC was a project designed to create a base robotic companion, that with different modular equipment packages, can fill a multitude of rolls. The PC is modeled after a canine frame, usually german shepard or small wolf, covered with synthetic fur to give it a more life-like appearance. The AI is also modeled after canines, making for a loyal companion, but also quite intelligent. The base model makes for an excellent companion for children, families and even amateur adventurers, acting as guard dogs, extra set of eyes or even just company on long voyages. The PC's front paws can reconfigure into fully functional hands, allowing it to manipulate objects, such as doors and other objects. The rear legs can also reconfigure to allow it to stand erect for short periods of time.
Equipped with excellent sensors including night vision, long range audio pickup, short range motion detectors, chemical sensors, allows the PC to function as a guard or look out. Although normally programmed to make noises similar to a dog, it does have full vocal capabilities, for warning of specific dangers or calling for help, as well as built in radio and wireless communications for uploading visual, audio and even text information to any system capable of receiving such information on the proper frequencies. The PC can interface with most computer systems either wirelessly, or through a jack that comes out of its forehead from a concealed compartment. The jaws and paws allow the PC to engage hostiles. A small grapple tag and cable on a wench allows it to rescue people who have fallen down wells or cliffs, and deployable lights to allow companions to see what's around as long as the PC is close by, and an internal storage unit are standard features. The different equipment packages add different equipment for different functions, from riot control, military scout, search and rescue, or even combat.

Personal Companion (PC)
CR: 1
Size: Medium
Hit Points: 1d10 +10
Init: +2
Speed: 40 ft / 30 ft
Defense: +3
BAB/Grp: +0
Attack: Bite +2 melee 1d4 piercing and 2 claws + melee 1d4 slashing.
FS/Reach: 5 ft / 5 ft
Special Attacks:
Special Qualities: Biodroid traits, darkvision 120 ft, scent, bipedal mode, detects motion within 50 ft.
Saves: Fort +0, Reflex +0, Will +0
Abilities: Str 14, Dex 11, Con , Int 10, Wis 10, Cha 5
Skills: Balance +4, Climb +6, Computer Use +4, Gather Information +1, Hide +4, Jump +6, Listen +8, Navigate +6, Search +4, Sense Motive +4, Spot +8, Survival +6, Swim +4
Feats: Alertness, Guide

Frame: Biodroid
Locomotion: Legs (4, 2 temporarily)
Manipulators: Jaws, 2 hands/claws
Armour: duraplastic
Superstructure:
Sensors: Class VII
Skill Software: skill net (balance, climb, jump, swim +4), skill net (computer use, gather information, navigate, sense motive +4), skill net (hide, listen, search, spot +4)
Feat Software: feat progit x2 (alertness, guide
Accessories: AV Recorder, AV transmitter, internal storage unit (20 lb), integrated cell phone/radio, tool mount (2), grappler tag and 100 ft of duracable, search light, nanobeacon, Strength Upgrade, motion sensor
PDC: 25

Bipedal Mode: The PC has the ability, for about 10 minutes at a time, to reconfigure it's legs for bipedal motion, standing erect, like a person. The front paws also change shape into a more human-like hand, with 3 fingers and thumb allowing it to manipulate objects just as well as a person. Takes a move equivalent action to switch between bipedal or quadrupedal modes. While in bipedal mode, then PC loses the claw attack, but can still strike with the hands, either lethal or non-lethal damage. The speed drops to 30 feet while in biped form.

Equipment Packages

Engineer
The engineer package adds a multitude of equipment which makes the PC quite useful to any mechanic. This package adds electronic and mechanical sensors and diagnostic equipment, a hand held display unit that is linked to the sensors of the PC. A multitude of tools on extendable arms, which are also detachable for a mechanic to use. A strength booster is also included to allow the PC to carry more weight, which in quadruped allows for a significant amount to be dragged.
The package provides the following benefits:
+2 Strength, +6 search electronics, +4 repair electronics and mechanical devices, fusion torch, piercing visor with a range of 25 feet, electricomp, mechanicomp, electrical and mechanical tool kits, video camera on a flexible extending 10 foot cable. All sensor information can be displayed on a handheld unit for mechanic to view. If using the Aid Other action to help a mechanic, grants a +4 bonus instead of normal +2.
PDC: 18

Medic
The medical package is a great boon to field medics or those who expect to require medical aid but can't get to medical facilities or hire a medic. Medical sensors are installed, as well as various tools to allow it to treat patients, and carries multiple doses of medicine to be used and injected into people. A hover stretcher can also be deployed from the PC's back allowing it to carry a single unconscious person, up to 300 lbs. Enhanced thermal and audio sensors for detecting a person buried in debris by sensing their heat signatures and even picking up their heard beats or breathing. A hand held unit hooked up to the sensors and medical database allows medics or anyone else to use.
This package provides the following benefits:
Treat Injury +4, Listen +2, able to hear a person breathing or a heart beat even through 10 feet of debris, advanced medkit, medicomp sensor, carries injectors that carries 5 doses of up to 5 different chemicals or drugs, for a total of doses. If performing the Aid Other action to help a medic, grants a +4 bonus instead of the normal +2. Search checks using thermal sensors gain a +2. The contents of a search-and-rescue kit are also stored within the belly of the PC.
PDC: 18

Police
This package makes the PC a good companion for guards and police officers. It has many of the sensors of the medic and engineer packages, only scaled down, for finding potential explosives, hiding criminals or victims. Also included are tools for picking locks quickly and fairly quietly, and disabling explosives. Nonlethal weaponry is installed for subduing rioters or criminals. Retractable warning lights are also mounted in the fore shoulders, and enhanced vocal systems for announcing warnings to civilians. Also included are police band radio, the storage compartment is reduced and usually contains handcuffs, zipties or other hand or foot restraints, flares, a couple magazines of ammunition for accompanying officers to use, and usually 50 feet of duracable, which could be attached and added to the cable already used in the PC's wench, or for other uses.
This package provides the following benefits:
Investigate +2, Disable Device +4, Demolitions +2, built in lock release gun, electrical tool kit, back mounted tangler gun with a 30 rd box instead of 20 and range increased to 40 feet, front paws/hands are also fitted with stun module for stunning opponents (on a melee strike, usually nonlethal, Fort save DC 10+ damage dealt or stunned for 1d4 rounds), a 5 shot sprayer from the mouth that releases solvaway for dissolving the compound fired by tangler gun, retractable police lights on each shoulder, democomp sensor grants +6 to search checks for looking for demolitions. If helping an officer disarming an explosive device, the PC grants a +4 while performing the Aid Other action instead of the normal +2, +10 HP
PDC 19 Res (+2)

Light Combat
This package is used by military scouts, adventurers that require a bit of mobile fire power, and even police S.W.A.T. teams.
The basic sensors are enhanced to include thermal, IR, UV, and night vision and motion detection ranges are increased, military tactic programming is added, and the PC mounts a weapon on the back, the demolitions equipment from the police package, laser range finders and targeters are used along with military encryption to transmit targeting information to allies. The fur is replaced with a chameleonic surfacing, allowing it to blend into its surroundings, and the paws have sound deadening material added to make it even quieter. Smoke dischargers are added to the rear legs, and a 3 shot mini grenade launcher added to the fore shoulders.
This package provides the following benefits:
Listen and Spot are increased by further +2, Disable Device +2, Demolitions +2, Knowledge: Tactics +2, +4 Move Silently (not counting Dex bonus), Dexterity +2, Strength +2, +4 to Hide, claw and bite damage increases to 1d6 + Str, 2 smoke dispensers (3 discharges each, fills a 30 foot area with thick smoke reducing visibility to nothing, but thermal and IR sensors still work), darkvision +30 ft, motion detection +50 ft, Feat: Personal Firearms Proficiency, turret weapon mount (mounts any rifle, if energy can carry 4 power packs, with an autoloader, or up to 200 rounds of physical bullets for a ballistic weapon with auto reloader if the weapon does not accept belts), +10 HP, +1 to all Attack rolls from targeting systems, 2 3-shot mini grenade launchers in fore shoulders (use stats for mini grenade launcher, but has 3 shots each, can use any type of mini grenades). Can Aid Others in targeting a target using the laser range finder and targeter to paint targets for laser guided weapons and feeding targeting data to allies, granting a +4 bonus as long as within 200 feet of allies.
PDC: 20 Mil (+3)

Warden
Wardens are robots designed to look like trees, often with real bits of trees incorporated into their structure. They function as listening devices, early warning systems, remote repair and healing locations and if placed where an enemy would cross, as a form of defense. Modeled after weeping willows, and similar trees, they have thick trunks, long branches and tendrils and vines. These tendrils and vines are a mix of real and mechanical tendrils, with the tendrils equipped with various equipment from scalpels, power tools, and diagnostic sensors.
Many colonies and outposts will install Wardens near hospitals, repair garages and even along major patrol routes. In such locations they act as early warning against invaders, aid in repairing vehicles, weapons, equipment, and when near hospitals, during a crisis can aid in treating injuries or at least stabilising some while they wait for medical help. Wardens come fully equipped with medical and surgical kits, allowing them to treat and perform emergency surgery to stabilize injured people, as well as all the tools necessary for making quick repairs on any robots, equipment or vehicles.
The sensors allow wardens to scan a person, robot, mech, vehicle or small starship to make a diagnostic and treat or repair it to the best of its capabilities. The range of its senses are also enhanced, allowing it to sense anything, with motion sensors out to 500 ft for as small as house cat sized objects, detect chemicals and radiation or poisons within 500 feet. It comes with a mech level Class Vi sensor, giving it a 100 mile range for detecting and analyzing incoming threats, then sending that information to a command center.
For defense, the tendrils can lash out striking opponents, slicing with scalpels and some even have light energy weapons for defense. The tendrils can also restrain and entangle opponents so they can be picked up by authorities for interrogation later. The tentacles have been reinforced so that they may inflict lethal damage and damage robots and other objects as well as deal nonlethal. Standard armament for a warden is a heavy machine gun with a large ammo supply of varying ammunition from trackers, rubber or stunning rounds, armour piercing and explosive, and a laser rifle. Other weapons can be installed in place of these. These weapons are mounted on concealed turrets and tracks to allow them to fire in any direction, including against aerial targets. The warden also carries a supply of grenades, which it can replace by manufacturing more from internal supplies. The grenades are thrown by the tentacle manipulators.


A.N.I.M.L. Warden (PL7/8)
CR: 6
Size: Huge
Hit Points: 8d10 +40
Init: +1
Speed: 0 ft
Defense: +5
BAB/Grp: +6/+4 /+18
Attack: +14/+11 melee 8 tentacles (1d6 +10 bludgeoning, lethal or nonlethal), or +7 ranged twin thunder (2d10 ballistic) and +2 ranged laser rifle (3d8 fire)
FS/Reach: 15 ft / 20 ft
Special Attacks: Heal, Hold, Repair
Special Qualities: Immobile, Tree From the Forest
Saves: Fort +2, Reflex +2, Will +2
Abilities: Str 31 (+10), Dex 16 (+3), Con , Int , Wis 10, Cha 1
Skills: Disguise +20 (tree), Computer Use +4, Craft (chemical, electrical, mechanical, pharmaceutical, structural) +10, Disable Device +4, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen +6, Repair +8, Search +4/+10 (weapons)/+14 (chemical), Spot +6, Treat Injury +12
Feats: Personal Firearms, Power Attack, Mutliattack, Surgery, Salvage, Cybernetic Surgery, Xenomedic

Frame: Armature
Locomotion: None
Manipulators: Tentacles (8)
Armour: Alumisteel
Sensors: Class VI mech equivalent
Skill Software: Computer Use +4, Craft (chemical, electronic, mechanical, pharmaceutical, structural) +10, Disable Device, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen, Repair +4, Search, Spot, Treat Injury +8
Feat Software: Personal Firearms, power attack, multiattack (tentacles), surgery, salvage, cybernetic surgery, xenomedical
Accessories: AV Recorder, AV transmitter, fire extinguisher, internal storage unit (120 lbs), tool mount (8), weapon mount (2), robot repair unit, sensor robocomp, sensor mechanicomp, sensor medicomp, sensor aramcomp, fusion torch, sensor motion (500 ft range), sensor chemicomp, medical kit, surgical kit, fabricator, biofabricator, twin thunder machine gun, laser rifle, mechanical tool kit, electrical tool kit, Dex upgrade, skill net x4, feat net x2
PDC: 32

Heal: The Warden has enough equipment, drugs and supplies to heal organic beings of injuries and treat most ailments from radiation, poisons, common diseases, and other conditions such as sickened, fatigued and exhaustion. The Warden carries enough internal stores to heal up to 300 HP before needing resupplying. It can treat up to 4 people at a time, two tentacles per person.

Hold: The Warden can use its main tentacles to grab a target up to large in size, then transfer it to smaller vines and tentacles which completely entangles and holds the target. Up to 2 large targets can be held this way without impeding any of its other functions, or a total of 6 large targets, but the Warden is unable to use any other special abilities. Held targets are immobile and held off the ground, and suffer a -4 penalty to opposed checks against the Warden once they are successfully grappled.

Immobile: The warden is rooted in place, unable to move. This grants the warden a +8 stabilization bonus. An added bonus to this is large storage and additional power source can be installed under the warden for it to draw even more power and greater stores for its fabricators.

Repair: Using the built-in robot repair unit and fabricators and tools, as a full round action can repair 1d10 points of damage, and can make more extensive repairs. Normally, after 1 hour of work, with a DC 20 Repair check, 2d6 points of damage is repaired, but for every 5 points the Warden beats this DC, an additional +1 hp is repaired. The Warden can repair up to 2 large or 1 huge, or up to 4 of any size smaller object at a time. Its onboard supplies contain enough materials to repair up to 200 HP before needing supplies or salvaged material to be converted.

Tree From the Forest: Wardens are designed to look like a tree, and will appear as a tree on sensors, except when it's firing any weapons or making repairs on any mechanical devices. This grants it a +20 to Disguise and Bluff to hide as tree, and amongst trees it gains a +10 to hide, as it will be modified to look like local trees. It won't radiate any heat unless doing repairs or attacking with weapons, and energy emissions are also disguised. Sensors designed to detect electronics and robots also have difficulty detecting wardens.

A.N.I.M.L. Riding Robots

From market research, A.N.I.M.L. marketing has discovered that on some colony worlds, and even more developed worlds, people want riding animals. Not only are they a good means of transportation, are useful in various jobs, and can warn against danger, they can also be good companions. A.N.I.M.L. decided to release a series of robotic riding animals, starting with horses and expanding from there. The horses are available in a few different basic models, come with or without realistic muscles and skin.
The advantages of using robotic horses over live ones are many, including they are faster, stronger, can survive greater damage and with built in sensors can detect danger and won't become scared. Combat packages can be added, allowing the robotic horse to join in combat, aiding the rider.
The available models first released are the Appaloosa, Mustang, Arabian and the Clydesdale.

Appaloosa
The Appaloosa is the smallest of the robot horses, designed for use by children and other small races. Able to run faster than even full sized horses and haul up to 2 tons, the Appaloosa is good for labour and even in rocky areas. Can come with fake musculature and hide or left looking as a robot. Has the option of either making normal horse sounds or can vocalize words for warnings or other purposes. All appaloosa's are programmed to act like a real horse, however it does not flee or get spooked, even in combat. They are also programmed that in the even that their rider is injured or knocked unconscious, to return to their designated home or to find the closest inhabited area that is safe.
In combat they use their front, or back, hooves like a real horse, although slightly stronger than a real horse's.

Appaloosa Robot Horse (PL6/7)
CR: 1/2
Size: Medium
Hit Points: 20 hp (1d10+10)
Init: +0
Speed: 45 ft
Defense: 13, +3 equipment
BAB/Grp: +0
Attack: Hoof +3 melee (1d4+3)
FS/Reach: 5 ft/ 5ft
Special Attacks:
Special Qualities: darkvision 60 ft
Saves: Fort +0 , Reflex +0 , Will +0
Abilities: Str 16, Dex 11, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +4, Climb 7, Listen +4, Navigate +4, Spot +6, Survival +4
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Duraplastic
Sensors: Class V
Skill Software: Balance +4, Climb +4, Navigate +4, Survival +4
Feat Software: Alertness
Accessories: Internal storage unit 20 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net
PDC: 25
*Note: Even though the Strength is 16 and listed carry capacity for a medium sized quadruped with STR 16 is 50% greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Appaloosa is more limited due to space, but follows the standard carrying capacity rules: Light load 114 lb; Medium load 230 lb; Heavy load 345 lb. Pull/drag 2 tons, but only at half speed.

Options:
Fake Musculature and Fur - The Appaloosa is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Appaloosa horse. Fur comes in natural colours and even unnatural colours upon request. PDC 9


Mustang
The Mustang is the 'standard' robot horse, modelled after wild mustangs of Earth's past. This is the robot that is most commonly used, good for general riding, labour and even light combat, and able to pull up to 4 tons.

Mustang Robot Horse (PL6/7)
CR: 1
Size: Large (-1 size)
Hit Points: 40 hp (2d10+20)
Init: +1
Speed: 60 ft
Defense: 13, +3 equipment +1 Dex -1 size
BAB/Grp: -1/+9
Attack: Hoof +4 melee (1d6+5)
FS/Reach: 10 ft/ 10ft
Special Attacks:
Special Qualities: darkvision 60 ft
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 20, Dex 13, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +5, Listen +4, Navigate +4, Search +4, Spot +6, Survival +4
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Duraplastic
Sensors: Class V
Skill Software: Balance +4, Navigate +4, Search +4, Survival +4
Feat Software: Alertness
Accessories: Internal storage unit 40 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net
PDC: 28
*Note: Even though the Strength is 20 and listed carry capacity for a large sized quadruped with STR 20 is 3 times greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Mustang is more limited due to space, but follows the standard carrying capacity rules: Light load 399 lb; Medium load 798 lb; Heavy load 1400 lb. Pull/drag 4 tons, but at half speed.

Options:
Fake Musculature and Fur - The Mustang is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Mustang or similar sized horse. Fur comes in natural colours and even unnatural colours upon request. PDC 9


Arabian
The Arabian is similar to the Mustang, only built for speed and leaping. Structurally the Arabian is slimmer, has thinner legs, has smaller internal storage compartment, and not quite as strong, but is more maneuverable, has upgraded intelligence and has built in jump jets to aid in long distance jumping. The Arabian can be covered in fake fur or left looking like a robot.

Mustang Robot Horse (PL6/7)
CR: 1
Size: Large (-1 size)
Hit Points: 35 hp (2d10+20)
Init: +2
Speed: 75 ft
Defense: 14, +3 equipment +2 Dex -1 size
BAB/Grp: -1/+9
Attack: Hoof +3 melee (1d4+3)
FS/Reach: 10 ft/ 10ft
Special Attacks:
Special Qualities: darkvision 60 ft, jump jets
Saves: Fort +0, Reflex +2, Will +0
Abilities: Str 16, Dex 15, Con -, Int 12, Wis 12, Cha 10
Skills: Balance +6, Jump +7, Listen +5, Navigate +5, Search +5, Spot +7, Survival +5
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Duraplastic
Sensors: Class V
Skill Software: Balance +4, Navigate +4, Search +4, Survival +4, Jump +4,
Feat Software: Alertness
Accessories: Internal storage unit 20 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net, skill progit, jump jets
PDC: 29
*Note: Even though the Strength is 16 and listed carry capacity for a large sized quadruped with STR 16 is 3 times greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Arabian is more limited due to space, but follows the standard carrying capacity rules: Light load 228 lb; Medium load 459 lb; Heavy load 690 lb. Pull/drag 2.5 tons, but at half speed.

Jump Jets - The arabian has a set of vectored thrust jets mounted in the belly to aid in long distance jumps. The arabian isn't limited to it's height (for quadruped large creature maximum height of 8 ft) for how high it can jump. The jump gets grant it an additional +4 to Jump checks for distance and height. The jets can be used to alter direction in mid jump but requires a Balance check DC of half the Jump DC +5. The jets can also be used to slow a decent to land safely, treating falls from heights of greater than 45 feet as if they were 20 feet less, easily landing from heights of 45 ft or less on Balance check DC 15, and to hover up to a height of 45 feet for up to 1 minute.
If the Arabian is carrying heavy loads, the bonus from the jump jets is reduced by half and can only hover at up to 20 feet.

Options:
Fake Musculature and Fur - The Arabian is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Arabian or similar sized horse. The Arabian has a higher quality hide than other models. Fur comes in natural colours and even unnatural colours upon request. PDC 10.


Clydesdale
The Clydesdale is the heavy weight of A.N.I.M.L.'s robot horse line, with a bulkier frame, high strength and heavier armour is standard. Not quick compared to even the Mustang, the Clydesdale is able to maintain almost full speed even while pulling a full load, an impressive 7 tons.

Clydesdale Robot Horse (PL6/7)
CR: 1
Size: Large (-1 size)
Hit Points: 50 hp (3d10+20)
Init: +1
Speed: 50 ft
Defense: 14, +5 equipment -1 size
BAB/Grp: -1/+11
Attack: Hoof +6 melee (1d6+7)
FS/Reach: 10 ft/ 10ft
Special Attacks:
Special Qualities: darkvision 60 ft
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 24, Dex 11, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +4, Listen +4, Navigate +4, Search +4, Spot +6, Survival +4
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Alumisteel
Sensors: Class V
Skill Software: Balance +4, Navigate +4, Search +4, Survival +4
Feat Software: Alertness
Accessories: Internal storage unit 40 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net
PDC: 29
*Note: Even though the Strength is 24 and listed carry capacity for a large sized quadruped with STR 24 is 3 times greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Mustang is more limited due to space, but follows the standard carrying capacity rules: Light load 699 lb; Medium load 1398 lb; Heavy load 2100 lb. Pull/drag 7 tons, at three-quarter speed.

Options:
Fake Musculature and Fur - The Clydesdale is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Clydesdale or similar sized horse. Fur comes in natural colours and even unnatural colours upon request. PDC 9


Further Options
The A.N.I.M.L. has released a series of options for its line of robot horses, from weapons to additional armour. Additional armour removes the ability to add the fake fur. Weapon can be used by the rider with a small control added to the built in saddle or concealed in the base of the neck.

Head Weapon Packages - The robot horses' head can be equipped with a dual weapon system. Any pistol style weapon, energy or projectile, can be fitted. The barrels are hidden within the nostrils. The weapons are fire-linked for slightly greater damage (increase damage of one weapon by half). Energy weapons have an unlimited payload as the weapons will draw power from the robot's power core. For projectile weapons, increase standard pistol ammunition capacity by triple. The robot is considered to be proficient in the weapon installed. PDC of weapon +5.

Combat System - Installed on robots usually with built in weapons, the robot gains +2 to attack rolls, gains Combat Reflex feat. The robot is equipped with a combat computer, allowing it to make best use of the weapons mounted, allowing it to attack with ranged weapons without direction from the rider except directions of targets not to attack. Includes IFF recognition system. PDC 18 Res +2.

Shoulder Weapon Packages - All, except for the Arabian, of the robot horses can have a shoulder mounted weapon, equivalent to a rifle. It can be retractable or left exposed. The weapon can be energy or projectile. Energy weapons will draw power from the robot's power core. Projectile weapons will have their ammunition capacity increased by triple. The robot is considered proficient in the use of the weapon installed. PDC of the weapon +5. The Clydesdale can mount a weapon on each shoulder.

Chest Mounted Weapon Package - The robot can mount a small rocket or mini-missile launcher in the chest that contains 4 rockets or missiles. The robot is considered to the proficient in the user of the weapon. PDC of the weapon +6. The Clydesdale can have the ammunition capacity increased to 10 by increasing PDC by 2.

High-Frequency Hooves - The edges of the hooves are equipped with high-frequency blades on the edges, allowing for greater damage. The hooves deal an extra die of damage. Half damage is bludgeoning, half slashing. PDC 18 Lic (+1).

Light Armour - The robot has improved armour plating, increase Def bonus from equipment by +1 and +5 HP. PDC 20. The Arabian can only carry light armour.

Medium Armour - The robot has greater improved armour. Def bonus from equipment is increased by +1 and +10 HP. PDC 21.

Heavy Armour - The robot is fitted with thicker armour plating. Def bonus from equipment is increased by +2, Dex is reduced by 1, +15 HP, speed reduced by 10 feet. PDC 22 Res (+2). The Appaloosa is unable to equip armour of this level or higher.

Extra Heavy - The robot is equipped with much thicker armour plating. Def bonus from equipment is increased by +3, Dex is reduced by 2, +20 HP and gains DR 5, speed is reduced by 15 feet. PDC 24 Mil (+3). Only the Clydesdale is able to mount this level of armour.