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.
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.
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.
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.