Droid Showroom

Post/Author/DateTimePost
#1

kronos182

Aug 02, 2010 21:31:57
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
#2

kronos182

Aug 11, 2010 18:53:34
2246034391_f3915ce860.jpg

Erumpo
The Erumpo was designed as defense or attack robot, specializing in seek and destroy or ambush. With its dual fire linked pulse lasers as the primary weapons, makes short work of infantry. The optic camouflage allows the Erumpo to sneak around or lay in wait before it springs an attack.
The unique design of the Erumpo gives the top half a full 360 degree horizontal rotation plus 290 vertical rotation front to back. The most interesting feature of the Erumpo is the multi-attack vector module, which allows it to split into two parts, the top half able to roll around at great speed, while the lower half walks about. The weapons are split with the dual fire linked pulse rifles in the top, and the laser rifle is slung between the legs. Both halves can act independantly coordinating attacks with each other, or with other Erumpos in the area via secured scrampled communications, making them even deadlier in small groups of 4 to 6, effectively doubling their numbers when multi-attack vectors are engaged.

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

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


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

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

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


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

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

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

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

Roller PL6/7
The roller form of locomotion is a hybrid of treads and casters. A tread like caster(s) goes around the entire body of the robot allowing for quick easy movement, even allowing it to navigate most terrain and shallow steps. Can quickly change direction (using flying maneuverability as an example would be half way between Good and Perfect) and speed without losing control.
Purchace DC: three quarters the purchace DC of the robot's frame.
#3

kronos182

Sep 12, 2010 16:02:08
Devastator PL6
Devastator.jpg

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

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

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

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

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

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

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

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

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

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

New Equipment

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

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

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

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

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

Stomp
Using your great size and mass, you can cause the ground to shudder.
Prerequisites: Size Large, Strength 19+
Benefits: The character can stomp their foot or slame fist on the ground (as a standard action), causing it to shake. All creatures smaller than the character within 10 feet must make a Balance check (DC 10 + stomping character's strength modifier) or fall prone.
#4

kronos182

Sep 12, 2010 23:40:03
Spike

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

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

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

kronos182

Oct 10, 2010 15:45:05
turretdr.jpg
Hailstorm (PL6/7)

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

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

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

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

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

Intregrated Power Supply
This accessory allows robots to tie an intregrated weapon system be powered by the robot's power supply giving it unlimited ammunition. This only works on energy weapons, such as lasers or plasma weapons.
PDC 15
#6

kronos182

Oct 17, 2010 22:22:23
Legion

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

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

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

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

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

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

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

GM Note: Each Legion robot has a secret AV recorder besides the normal one that also transmits its data, periodically,  to satellite in orbit which then relays that data to Faradai's headquarters. Also when a Legion robot is destroyed, the secret recorder does a quick massive data burst upload to any nearby Legion robots and to the satellite. The self destruct for the Legion Node also detonates, which also destroys the secret AV recorder, making it impossible for anyone to know that it ever existed or from trying to recover a Legion Node for reverse engineering.
#7

kronos182

Jan 14, 2011 17:30:28
VX3 Scout Robot
Scout_VX3_Recon_Bot_II_by_redwood19.png