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