Mechanoids & Automatons

Simply at the "mechanoid" creature type to an existing animal (see animals) create robotic versions of animals, such as robobears and robowolves (shows as examples below).  Mechanoid creatures are immune to mental attacks, and vulnerable (1d6) to electricity damage and (2d6) to ion damage. Ion damage is specially designed to attack electronics and mechanoids. They are usually immune to the Bleeding, Nausea, and Tiredness status tracks.

ASSIMILATOR
Medium sentient mechanoid (6d6)

A hivemind of mechanoids intent on assimilating the universe.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24 (immune)
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 5d6
PERCEPTION 5d6; scanner
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 5d6 (3d6+3 blunt damage)
Laser implant 5d6 (3d6 heat damage; range 9)

Skills engineering 8 (3d6),  computers 8 (3d6), tactics 3 (2d6),  combat 3 (2d6)
Gear integrated components

Adaptive forcefield. An assimilator can only be damaged by each energy type once.  Once it has been damaged by a particular energy type (heat, cold, electricity, etc.) its forcefield adapts, rendering it immune to that energy type.  This applies on a "per encounter" basis; the immunity is not permanent.

Assimilate.   If a victim is reduced to zeo HEALTH,  the assimilator can inject it with nanites which turn it permanently into an assimilator under the hive's control.

Hive mind. Assimilators operate more efficiently when in groups.  Every additional assimilator beyond the first within 30' effecibely counts as flanking/crossfire , andgrants +1d6 to all attribute checks, to a maximum of +3d6.    

Integrated scanner. Assimilators have scanners integrated into their circuitry.


BIOMECH SCOUTER DRONE
Small semi-sentient mechanoid (5d6)

Spider-like mechanical scouts.    

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 10
RANGED DEFENCE 20
MENTAL DEFENCE 15 (immune)
VITAL DEFENCE 15

HEALTH 15
SOAK 3; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 5d6; lifesense
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2                                               

Bite 4d6 (2d6+2 piercing damage; nanite infection)       

Skills stealth 3 (2d6), perception 3 (2d6), reactions 1 (1d6), combat 1 (1d6)
Gear -                   

Lifesense. Because of their enhanced, multi spectral vision, scouter drones can sense and effectively see living creatures to a distance of 40’ even through darkness, cover, concealment, etc.

Called shot. The explorer drone’s eyestalks and antennae are about the only unarmored portions of the creature. A called shot can severely hamper the mechanoid’s sensory systems. A successful hit bypasses SOAK. If it deals 5 or more points of damage, an eyestalk antenna is severed. Destroying one of the creatures’ antennae hampers its live link to the Entity’s hive tree and inflicts the Confused status on the creature (it can shake this off normally).

Nanite infection. If a drone should score a bite attack, it injects nanite ‘markers’ into the victim’s bloodstream, which attract biomech hunters.


BIOMECH HIVE TREE
Large semi-sentient mechanoid plant (7d6)

Conversion factories for alien machines.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 19
RANGED DEFENCE 17
MENTAL DEFENCE 28 (immune)
VITAL DEFENCE 23

HEALTH 42
SOAK 7; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 30-ft
ACTIONS 3

Vine 6d6 (3d6+4 piercing/electricity damage; reach 6; grab)

Skills combat 3 (2d6), hardy 6 (3d6), perception 3 (2d6), reactions 3 (2d6)
Gear -  

Called Shot. An individual vine can be targeted with a called shot. The vine does not have any SOAK, and 10 slashing damage is enough to sever it, freeing any victims. The hive tree has many vines, so severing one does not otherwise reduce its capabilities.

Many vines. A hive tree has an extra action for its size; unlike most creatures who cannot use an action more than once per turn it is able to use all three of its actions to a ack, although no more two attacks can be directed at a single target.

Grab. Hive trees can grab their opponents with a melee attack using a vine.  A creature struck by the grab attack is Restrained and remains so until escape (whihc requires a melee attack against the hive tree). 

Conversion. A hive tree can make a melee attack against a large-sied or smaller grabbed target to drag it into a conversion pod. The victim begins to drown in the nanite-infused conversion solution (fast END countdown). Escape requires a single melee attack against the reinforced biomaterial which does 20 damage. The hive tree’s SOAK does not apply, if attacked from within. If the victim drowns, the creature is effectvely killled and converted.

                 


BIOMECH HUNTER DRONE
Medium semi-sentient mechanoid (6d6)

Arachnoid harvesters which gather prey for their Hive Tree.   

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 24
RANGED DEFENCE 18
MENTAL DEFENCE 12 (immune)
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 6d6
PERCEPTION 5d6; lifesense
SPEED 6; CLIMB 3; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Bite 6d6 (3d6+3 piercing/electricity damage; nanites)

Skills stealth 3 (2d6), perception 4 (2d6), reactions 6 (3d6). combat 6 (3d6)
Gear -                    

Nanites. The hunter’s bite attack contains the first stage in conversion nanites, which steadily override the victim’s central nervous system and inflict the Pain condition.

Filament. An hunter’s web attack is a 6d6 ranged attack (range 6) which Restrains a medium sized target or smaller. The filaments are flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature. They can also be dissolved with alcohol.

Lifesense. Because of their enhanced, multi spectral vision, hunter drones can sense and effectively see living creatures to a distance of 40’ even through darkness, cover, concealment, etc. A hunter will concentrate its attacks on those who have been injected with the scouter drone’s marker nanites before it attacks anyone else.

Called shot. The explorer drone’s eyestalks and antennae are about the only unarmored portions of the creature. A called shot can severely hamper the mechanoid’s sensory systems. A successful hit bypasses SOAK. If it deals 5 or more points of damage, an eyestalk antenna is severed. Destroying one of the creatures’ antennae hampers its live link to the Entity’s hive tree and inflicts the Confused status on the creature (it can shake this off normally).


BLASTER DRONE                                
Small non-sentient mechanoid (5d6)

Tiny swarms of persistent, aggressive flying drones.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 22
MENTAL DEFENCE 15 (immune)
VITAL DEFENCE 13

HEALTH 15
SOAK 3; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 5d6
FLY+ 5; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Blaster 5d6 (3d6 heat damage; range 12)            

Skills gunnery 1 (1d6), scanning 3 (2d6), reactions 1 (1d6)
Gear -                                                                        

Draw a bead. Blaster drones do not suffer a penalty for firing into melee.

Cluster fire. Four blaster drones can create the corners of a 30' wide square and direct their fire to cover the area within that square; all targets are subject to an area attack.


turret_-_Egil_Thompson.jpg

BLASTER TURRET
Small non-sentient mechanoid (5d6)

Stationary gun emplacements.

STR 3 (2d6) AGI- END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 12
MENTAL DEFENCE 15
VITAL DEFENCE 13

HEALTH 15
SOAK 3 ; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 5d6
SPEED -; CLIMB -; JUMP -
CARRY -

REACH -
ACTIONS 2

Blaster 5d6 (3d6 damage; range 12)


Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), reactions 1 (1d6),


BRASS GOLEM
Medium sentient automaton (6d6)    

Philosophical brass men cursed with self-knowledge.

STR 12 (4d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 20
RANGED DEFENCE 20
MENTAL DEFENCE 24 (immune)
VITAL DEFENCE 16

HEALTH 36
SOAK 6; VULN 1d6 electricity
IMMUNE Sick, Fatigued

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 180lb (max lift 600lb)

REACH 5-ft
ACTIONS 2

Brawling 6d6 (3d6+3 blunt damage)
Lightning blast 5d6 (3d6 electricity damage; range 9)

Skills philosophy 6 (3d6), law 6 (3d6), [artistic] 6 (3d6), linguistics 6 (3d6),  religion 6 (3d6),  literature 6 (3d6), combat 3 (2d6), tactics 3 (2d6), perception 3 (2d6)
Gear -    

Always prepared. Brass golems have brilliant tactical minds, and are always prepared. The brass golem may declare a single action which it took prior to the encounter (even if it didn't know the encounter was going to take place) which helps it in this exact scenario. This must be an action it was capable of.

Master linguist. Brass golems can read, understand, and speak any language, including languages new or previously unknown to them.

Analytics. Studying its target's behaviour, the brass golem notices a pattern to its actions. It grant all allies within 30' a +1d6 bonus to attack the target until the start of its next turn.


CLOCKMAN    
Medium sentient mechanoid (6d6)   
                                       
Clockwork repair droids who harvest body parts.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 20
RANGED DEFENCE 20
MENTAL DEFENCE 24 (immune)
VITAL DEFENCE 16

HEALTH 36
SOAK 6; VULN none
IMMUNE Sick, Fatigued

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Needle 5d6 (3d6+3 poison damage)
Darts 5d6 (3d6 piercing/poison damage; range 9)

Skills engineering 6 (3d6), astrogation 3 (2d6), computers 3 (2d6),  hardy 3 (2d6), combat 3 (2d6), tactics 3 (2d6), perception 3 (2d6)
Gear integrated scanner, integrated needle, integrated dartgun

Poison. The clockmens' needle attack contains a paralytic poison, as they like to store victims before harvesting them. A creature reduced to 0 HEALTH by a clockman's needle poison is permanently paralysed, but is not unconscious. A minor medical task is needed to remove this condition.

Clockwork. As clockwork mechanoids, clock men are not vulnerable to electricity or ion damage like other mechanoids are.  

Repair.  Clockmen can repair themselves in a patchwork fashion to the amount of 2d6 HEALTH by spending two actions and resources from their environment. 

Augment.  Clockmen can spend two actions to take and affix a body part from a fallen creature, gaining one of the creature's attribute scores.  They can only do so with creatures of the same approximate size (Medium).

Wind-up. Clock men can spend two actions winding themselves up. For the next minute, they move at a faster speed (making a rapid clockwork ticking noise while they do so), gaining an extra action each turn, but at the end of the minute they wind down and cannot act or move for one hour.


COLOSSUS
Titanic semi-sentient automaton (16d6)        

Towering metal golem which dominates the skyline.    

STR 120 (15d6) AGI 15 (5d6) END 190 (19d6)
INT 15 (5d6) LOG 1 (1d6) WIL 36 (8d6)
CHA 15 (5d6) LUC 6 (3d6) REP 36 (8d6)

MELEE DEFENCE 32
RANGED DEFENCE 10
MENTAL DEFENCE 32 (immune)
VITAL DEFENCE 80

HEALTH 800
SOAK 32; VULN 1d6 electricity
IMMUNE Sick, Fatigued

INITIATIVE 8d6
PERCEPTION 8d6
SPEED 8; CLIMB 4; JUMP 30'/30'
CARRY 3,100lb (max lift 6,000lb)

REACH 30-ft
ACTIONS 6

Fist 16d6 (8d6+15 blunt damage)
Witchoil breath 12d6 (6d6 poison damage; 60' cone)                                                       

Skills combat 21 (6d6), perception 6 (3d6), reactions 6 (3d6)
Gear -      

Grab. The colossus can grab its opponents in its mighty fists. A creature struck by the grab attack is Restrained and remains so until escape, requireing a melee attack against the colossus. It cannot leave the colossus' square or use weapons larger than size small.  The colossus can grab two victims of size enormous or smaller (one in each fist).  Grabbed victims are automatically crushed for for 6d6 crushing damage at the start of their turn.

Roar. The colossus can unleash a roar so loud that its victims are stricken with fear. A roar is an 8d6 mental attack, and attacks any creature in a Burst 16. Victims successfully attacked are made Afraid.                                          


EXTERMINATOR                                    
Medium sentient mechanoid (8d6)    

Hate-filled floating mechanical abominations which desire only to kill.

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 32
RANGED DEFENCE 16
MENTAL DEFENCE 16
VITAL DEFENCE 32

HEALTH 80
SOAK 16; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 4d6
FLY+ 4; CLIMB -; JUMP -
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Disintegration ray 8d6 (4d6+5 heat damage)

 Skills intimidation 8 (3d6), computers 8 (3d6), scanning 1 (1d6), tactics 1 (1d6), combat 6 (3d6)  

Gear -       

Disintegrate. A target reduced to 0 HEALTH by an exterminator's disintegration attack is completely and permanently destroyed. No trace of the target remains.

Integrated scanner. Exterminators have scanners integrated into their audio/visual sensors. This means that they are always considered to be using a scanner.

Self-destruct. An exterminator reduced to 0 HEALTH explodes, doing 6d6 heat damage to all within 30'.

Disintegration ecstacy. When an exterminator disintegrates a living creature, it heals 2d6 HEALTH immediately.

Damage modes. An exterminator can use a free action to change its attack from disintegration to any one of heat, cryo, electricity, or ion damage.  It can change to another damage type or back to disintegration with a further free action.


HAVOC CLASS ASSAULT DROID                        
Large non-sentient mechanoid (11d6)

The ultimate in mechanoid security and battlefield control.

STR 28 (7d6) AGI 10 (4d6) END 28 (7d6)
INT 10 (4d6) LOG 10 (4d6) WIL 21 (6d6)
CHA 10 (4d6) LUC 3 (2d6) REP 21 (6d6)

MELEE DEFENCE 44
RANGED DEFENCE 22
MENTAL DEFENCE 22
VITAL DEFENCE 44

HEALTH 110
SOAK 22; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 20'/20'
CARRY 560lb (max lift 1400lb)

REACH 5-ft
ACTIONS 2

Pulse blasters 11d6 (6d6+7 heat damage; range 17)
Grenade barrage 9d6 (5d6 heat heat damage; range 20; burst 3; min 10)

Skills computers 10 (4d6),  tactics 3 (2d6), gunnery 10 (4d6), perception 3 (2d6)
Gear -

Greande barrage. The assault droid can use all its weaponry to blanket an area with massive amounts of ordnance. An area 30' across within 100' (but at least 50' away) is covered in grenade attacks.


HOLOGRAMATIC SERVITOR                            
Medium sentient mechanoid (5d6)

Expert advisors, doctors, and scientists which are unable to physically interact.

STR - AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK intanglible; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY -

REACH 5-ft
ACTIONS 2

Electrical discharge 3d6 (2d6 electricity damage; range 8)                                                

Skills computers 4 (2d6), [scientific] 4 (2d6), [social] 4 (2d6), bureaucracy 4 (2d6), perception 1 (!d6) 
Gear -     

Intangible. Holograms are immune to any damage type except for electricity and ion.  They cannot be affected by any physical attack, and they cannot physically interact with real objects.

Free movement. Holograms can move freely across all terrains and difficult terrains, and are unaffected by environmental features.  However, they are unable to pass through solid objects and walls.

Immortal. A hologram cannot be killed in the normal way. If reduced to 0 HEALTH, the hologram deactivates, but it remains at 0 HEALTH and recovers it at the normal daily rate. The only way to permanently destroy a hologram is to destroy its CPU, which is located in a computer elsewhere.


HUNTER-KILLER (HK-500)
Medium non-sentient mechanoid (7d6)

Robots programmed to seek and kill their targets at all costs.

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 28
RANGED DEFENCE 14
MENTAL DEFENCE 14
VITAL DEFENCE 28

HEALTH 70
SOAK 14; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Brawling 7d6 (4d6+5 blunt damage)
Pulse cannon 6d6 (3d6 heat damage; range 11)

Skills combat 3 (2d6), computers 8 (3d6), hardy 8 (3d6), tactics 1 (1d6), perception 1 (!d6)
Gear laser rifle or portable pulse cannon

Integrated scanner. Hunter-killers have scanners integrated into their audio/visual sensors. This means that they are always considered to be using a scanner.

Designated target. Hunter-killers can be programmed to destroy a specific target.  They will not stop until that target is destroyed.

Detailed anatomical files. With full databanks of the target's weaknesses, the hunter-killer ignores any SOAK that its designated target possesses. Programming a hunter-killer in this way takes one day.


HUNTER-KILLER (HK-1000)
Medium non-sentient mechanoid (8d6)

Infiltration models designed to look human.

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 32
RANGED DEFENCE 16
MENTAL DEFENCE 16
VITAL DEFENCE 32

HEALTH 80
SOAK 16; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Brawling 8d6 (4d6+5 blunt damage)
Pulse rifle 6d6 (3d6 heat damage; range 12)

Skills rifles 8 (3d6), pistols 8 (3d6), computers 8 (3d6), hardy 8 (3d6), tactics 1 (1d6), brawling 6 (3d6), perception 1 (1d6), mimicry 6 (3d6)
Gear laser rifle or portable pulse cannon

Integrated scanner. Hunter-killers have scanners integrated into their audio/visual sensors. This means that they are always considered to be using a scanner.

Designated target. Hunter-killers can be programmed to destroy a specific target.  They will not stop until that target is destroyed. With full databanks of the target's weaknesses, the hunter-killer ignores any SOAK that the target possesses. Programming a hunter-killer in this way takes one day.


HK-TX_-_Huy_Mai_Van.png

HUNTER-KILLER (HK-X)
Medium non-sentient amorphous mechanoid (9d6)

Liquid metal shapechanging assassins.

STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)

MELEE DEFENCE 36
RANGED DEFENCE 27
MENTAL DEFENCE 18
VITAL DEFENCE 27

HEALTH 54 (regen 1d6)
SOAK 9; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 9d6
PERCEPTION 7d6
SPEED 9; CLIMB 5; JUMP 42'/15'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Morphed weapon 9d6 (5d6+5 slashing or piercing damage)
Pistol 9d6 (3d6 ballistic damage; range 14)

Skills rifles 8 (3d6), pistols 8 (3d6), computers 8 (3d6), hardy 8 (3d6), tactics 8 (3d6), brawling 6 (3d6), bluffing 10 (4d6), acting 10 (4d6)
Gear laser rifle or portable pulse cannon

Shapechanger. The HK-X is able to change shape to adopt any appearance, although its size must remain medium. It has full programming protocols for acting and bluffing, and can also manifest simple melee weapons.

Integrated scanner. Hunter-killers have scanners integrated into their audio/visual sensors. This means that they are always considered to be using a scanner.

Designated target. Hunter-killers can be programmed to destroy a specific target.  They will not stop until that target is destroyed. With full databanks of the target's weaknesses, the hunter-killer ignores any SOAK that the target possesses. Programming a hunter-killer in this way takes one day. The HK-TX can maintain a datafile of up to 10 targets.


INDUSTRIAL ROBOT
Large non-sentient mechanoid (5d6)

Sturdy robots designed for lifting and crushing. 

STR 15 (5d6) AGI 3 (2d6) END 15 (5d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 22
RANGED DEFENCE 10
MENTAL DEFENCE 12
VITAL DEFENCE 26

HEALTH 60
SOAK 12; VULN -
IMMUNE Sick, Fatigued

INITIATIVE 2d6
PERCEPTION 3d6
SPEED 3; CLIMB 2; JUMP 6'/6'
CARRY 600lb (max lift 1,500lb)

REACH 5-ft
ACTIONS 2

Crush 6d6 (3d6+5 blunt damage; grabbed)

Skills combat 1 (2d6), perception 1 (1d6), carrying 10 (4d6)    

Gear -

CALLED SHOT. Industral robots are not build for combat, and they have easily targeted access ports. A called shot with a piercing or ballistic weapon to an industrial robot's accesss port, located on the lower back of the mechanoid, will immediately shut it down for five minutes.

Industrial mechanoid.  Industrial models are specially protected against accidents, and are not vulnerable to electricity damage and ion damage like other mechanoids are.

Lifter. Industrial mechanoids can lift double the normal weight for their size (include above).

Programmable.  Anybody who gets access to the robot's programming can reprogram it with a Challenging [13] LOG check. This takes 2d6 minutes.


bleak_golem.png

IRON GOLEM
Large non-sentient automaton (8d6)    

Metal witchoil-powered constructs which follow simple commands.

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 2 (1d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 30
RANGED DEFENCE 12
MENTAL DEFENCE 16
VITAL DEFENCE 34

HEALTH 80
SOAK 16; VULN 1d6 electricity
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP -
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Iron fist 8d6 (4d6+5  blunt damage)
Hurl object 6d6 (3d6 blunt damage; range 12)

Skills hardy 6 (3d6), carrying 6 (3d6), combat  6 (3d6)
Gear -

Witchoil leakage. Iron golems are powered by witchoil. This necrotic substance starts to leak from the golem's body once it is reduced to half (40) HEALTH, and splashes onto targets hit by the golem for an additional 1d6 acid damage.  When the golem is destroyed, witchoil sprays everywhere, doing 1d6 acid damage to everyone within 10' of the golem. The acid seeks into joints and gaps in armor, ignoring SOAK.

Hurl object. The golem can pick up a nearby object of size large or smaller and fling it at a target.


LivingStatue_-_Sade.jpg

LIVING STATUE
Medium non-sentient automaton (7d6)                                                          

Stone guardians of ancient tombs.   

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 20
RANGED DEFENCE 15
MENTAL DEFENCE 10
VITAL DEFENCE 15

HEALTH 30
SOAK 5; VULN -
IMMUNE all conditions

INITIATIVE 5d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Bash/Longsword 5d6 (3d6+3 blunt or slashing damage)

Longsword 7d6 (3d6+7 slashing damage)  
                                                     
Skills  hardy 10 (4d6), swords 3 (2d6)
Gear longsword, shield    

Remorseless. Living statues are immune to all condtions.


NANOBOT SWARM
Medium semi-sentient mechanoid swarm (4d6)    

A cloud of invasive microscopic robots.

STR 1 (1d6) AGI 15 (5d6) END 15 (5d6)
INT 6 (3d6) LOG 1 (1d6) WIL 1 (1d6)
CHA 1 (1d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 10
RANGED DEFENCE 10
MENTAL DEFENCE 20
VITAL DEFENCE 20

HEALTH 15
SOAK 5; VULN 1d6 electricity, 2d6 ion
IMMUNE all non-area attacks

INITIATIVE 4d6
PERCEPTION 3d6
FLY+ 8; CLIMB -; JUMP -
CARRY -

REACH -
ACTIONS 2                                     

Swarm (special)    

Skills reactions 1 (1d6),                                                            

Swarm. A swarm is immune to all attacks except for area attacks. When it attacks, it simply moves into the target's square. Any creature which starts its turn in or enters the insect swarm's square suffers 1d6 piercing/electricity damage automatically. Swarms can move through gaps of any size.

Variable size. Swarms can be of any size. The stats above are for a medium-sized swarm. For each size category larger, the swarm gains +1d6 to damage (i.e. an enormous-sized swarm does 3d6 damage).


ROBO-ATTERCOP
Medium semi-sentient mechanoid (6d6)

Mechanized spiders often used as guards.    

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 24
RANGED DEFENCE 18
MENTAL DEFENCE 12
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 6; CLIMB+ 6; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Bite 6d6 (3d6+3 piercing/poison damage; slows)
Web 5d6 (restrains; range 9)  

Skills stealth 4 (3d6), websense 3 (2d6), combat 6 (3d6, tactics 6 (3d6)
Gear -                    

Poison. The robo-attercop's bite attack contains a paralytic poison. Each successful bite renders the victim Slowed.

Web. A robo-attercop's web attack is a ranged attack which Restrains a medium sized target or smaller. The web is not flammable and cannot be burnt off.

Death from on high. Attercops can pay 2d6 and drop down on their opponent from at least 5' above him, making a bite attack. This counts as a charge but knocks the opponent prone and does 2d6 extra damage instead of 1d6.


Robotic_bear_-_Huy_Mai_Van.png

ROBOBEAR
Large semi-sentient mechanoid (7d6)

Robotic guardians and pets.

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 1 (1d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 26
RANGED DEFENCE 10
MENTAL DEFENCE 14
VITAL DEFENCE 30

HEALTH 70
SOAK 14; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Claws 7d6 (4d6+5 slashing damage; knockdown)
Bearhug 7d6 (4d6+5 crushing damage; restrains)

Skills scent 1 (1d6), hardy 6 (3d6), climbing 4 (2d6), swimming 4 (2d6), combat 3 (2d6), reactions 1 (1d6)
Gear -       

Bearhug. The bear grabs its target with both arms, squeezing it. It can only bearhug a target of Medium size or smaller. Once established, it inflicts 4d6+5 crushing damage each round automatically, and can move at half speed, carrying its victim. It takes a melee attack action with a one-handed size small or smaller weapon to escape the bearhug.  The bear may not make claw attacks while hugging a victim, and will not usually use this attack while being attacked by multiple foes.

Knockdown. Targets smaller than the robobear hit with a claw atatck are knocked prone. 


ROBOTIC CONSTRICTOR SNAKE
Large semi-sentient mechanoid (7d6)    

Mechanical snake designed to crush its prey.

STR 15 (5d6) AGI 15 (5d6) END 15 (5d6)
INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 26
RANGED DEFENCE 17
MENTAL DEFENCE 14
VITAL DEFENCE 23

HEALTH 42
SOAK 7 ; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 7d6
PERCEPTION 6d6
SPEED 7; SWIM+ 7; CLIMB+ 7; JUMP -
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Constrict 7d6 (4d6+5 crushing damage; constrict)

Skills stealth 5 (2d6),  perception 3 (2d6), swimming 10 (4d6), reactions 6 (3d6), combat 6 (3d6)
Gear -

Constrict. A creature which is hit by the snake's constriction attack is Restrained until it can shake off the condition. The snake can only constrict one victim at a time, and once it has successfully struck a victim, the victim takes 4d6+5 crushing damage automatically at the start of its turn. The snake cannot move while constricting a victim.


ROBOCRITTER

See Woodland Creature.


ROBORAPTOR

See Velociraptor.


ROBO-REX    
Enormous semi-sentient mechanoid (12d6)

Reptilian king of the dinosaurs - in robot form!

STR 21 (6d6) AGI 10 (4d6) END 21 (6d6)
INT 10 (4d6) LOG 1 (1d6) WIL 21 (6d6)
CHA 10 (4d6) LUC 3 (2d6) REP 21 (6d6)

MELEE DEFENCE 44
RANGED DEFENCE 16
MENTAL DEFENCE 24
VITAL DEFENCE 52

HEALTH 180
SOAK 24; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 20'/20'
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 3

Bite 12d6 (6d6+6 piercing damage)
Tail swipe 9d6 (5d6 blunt damage; 15' cone; knockdown)
Roar 6d6 (3d6+6 sonic damage; Burst 12)

Skills hearing 4 (2d6), hardy 4 (2d6), combat 12 (4d6)
Gear -                                                                   

Charge. Once per turn, the robo-rex can move its speed in a straight line and then attack at the end of it, all as a single action. It  gains +1d6 damage to its attack.

Roar. The robo-rex can unleash a roar so loud that its victims are stricken with fear. The roar affects a Burst 12 (60') and does sonic damage to those it successfully hits.

Tail swipe. The robo-rex has a tail swipe attack. This attack affects all targets in a 15' cone to the rear of the creature. In addition to damage, the target is knocked prone if it is a size category smaller than the  robo-rex.


cyberwolf_-_Egil_Thompson.jpg

ROBOWOLF
Medium non-sentinet mechanoid (6d6)

Mechanical guard dogs and remorseless hunters.

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 26
RANGED DEFENCE 20
MENTAL DEFENCE 12
VITAL DEFENCE 16

HEALTH 36
SOAK 6; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Bite 6d6 (3d6+3 piercing damage)
Nose gun 6d6 (3d6+3 ballistic damage; range 5)

Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), reactions 6 (3d6), stealth 4 (2d6), tracking 6 (3d6)
Gear -

Dart In. Move SPEED 6, attack, then move SPEED 6 back again.

Pack attack. Each additonal ally adjacent to the target grants +1d6 to attack.

Remorseless tracker. Once a robowolf starts tracking a target, it will never stop. It will continue to chase the target, without tiring, until either the target or itself is destroyed, without exception. Often, robowolves used as guard dogs are programmed to enter hunt-and-destroy mode upon detection of an intruder, making them an extermely effective deterrent. Robowolves will chase vehicles across an entire continents in pursuit of a target.


SENTRY DROID    
Medium non-sentient mechanoid (5d6)

Expendable robotic guards and soldiers.

STR 6 (3d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 10
RANGED DEFENCE 20
MENTAL DEFENCE 15
VITAL DEFENCE 15

HEALTH 15
SOAK 3; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 4d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/6'
CARRY 270lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (2d6+3 blunt damage)
Pulse rifle 5d6 (3d6 heat damage; range 12)

Skills rifles1 (1d6),  perception 3 (2d6),  tactics 1 (1d6)
Gear integrated pulse rifle