Mega Man Enemies
While there are many versions of Dr Wily on Coreline after the 23 Hours, many didn't survive the ensuing chaos of their robots fighting each other. Some escaped and continue to build many robots, some selling them as a means of making money for whatever plans they are working on, some just to see what new creations they can create with the different technologies available to them now.
Sniper Joe
Based on a mass-produced humanoid robot, a fairly simple robot armed with an arm blaster and a shield for defense, used for massed attacks or defense of buildings or objects. They have a V-shaped visor that a single round red lens glows from within.
Sniper Joe (PL 6)
CR: 1
Size: Medium
Hit Points: 20 hp (1d10+10)
Init: +1 (Dex)
Speed: 20 ft
Defense: +17 (+3 armour +1 Dex +3 shield)
Hardness:
BAB/Grp: 0/+1
Attack: +1 melee or +1 ranged (arm blaster 2d6)
FS/Reach: 5 ft / 5 ft
Special Attacks: none
Special Qualities:
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1
Skills: Listen +2, Search +1, Spot +2
Feats: Personal Firearms Proficiency, shield proficiency
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hand (one hand)
Armour: Duraplastic
Superstructure:
Sensors: Class II
Skill Software: chip Listen +2, Search +2, Spot +2
Feat Software: progit (Personal Firearms Proficiency), progit (Shield Proficiency)
Accessories: Feat Progit, weapon mount, skill chip x3, shield, AV transmitter, av recorder
PDC: 24
Blaster
A blaster is built into the right arm of the robot, drawing power from its power core. The weapon has 40 charges and slowly recharges 1 charge every 2 minutes the weapon is not used.
Damage: 2d6
Critical: 20
Damage Type: fire
Range Increment: 75 ft
Rate of Fire: Semi
Ammo: 40 charges
Hammer Joe
A variant of the Sniper Joe that has increased armour and armed with a ball and chain, making them a hazard in melee combat.
Hammer Joe (PL 6)
CR: 1
Size: Medium
Hit Points: 25 hp (2d10+10)
Init: +1 (Dex)
Speed: 20 ft
Defense: +16 (+5 armour +1 Dex)
Hardness:
BAB/Grp: 0/+1
Attack: +1 melee (heavy flail 1d10+1)
FS/Reach: 5 ft / 5 ft
Special Attacks: none
Special Qualities:
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1
Skills: Listen +2, Search +1, Spot +2
Feats: Exotic Weapon Proficiency (Heavy Flail)
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hands (pair)
Armour: Alumisteel
Superstructure:
Sensors: Class II
Skill Software: chip Listen +2, Search +2, Spot +2
Feat Software: progit (Exotic Weapon Proficiency: Heavy Flail)
Accessories: Feat Progit, weapon mount, AV transmitter, AV recorder, heavy flail
PDC: 24
Heavy Flail
The Hammer Joe carries a heavy flail, giving it decent melee capabilities, but lacks any ranged weapons.
Damage: 1d10
Critical: 19-20x2
Damage Type: bludgeoning
Range: Melee 10 ft reach
Notes: +2 to Disarm and Trip attempts.
Sniper Joe 01
An upgrade of the Sniper Joe robot, carrying an improved shield, better blaster and reinforced structure.
Sniper Joe (PL 6)
CR: 1
Size: Medium
Hit Points: 30 hp (3d10+10)
Init: +1 (Dex)
Speed: 20 ft
Defense: +18 (+3 armour +1 Dex +4 shield)
Hardness:
BAB/Grp: +2/+3
Attack: +3 melee or +3 ranged (arm blaster 2d8)
FS/Reach: 5 ft / 5 ft
Special Attacks: none
Special Qualities:
Saves: Fort +1, Reflex +2, Will +1
Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1
Skills: Listen +4, Search +3, Spot +4
Feats: Personal Firearms Proficiency, shield proficiency
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hand (one hand)
Armour: Duraplastic
Superstructure:
Sensors: Class II
Skill Software: chip Listen +4, Search +4, Spot +4
Feat Software: progit (Personal Firearms Proficiency), progit (Shield Proficiency)
Accessories: Feat Progit, weapon mount, skill chip x3, shield, AV transmitter, av recorder
PDC: 25
Blaster
An improved blaster is built into the right arm of the robot, drawing power from its power core. The weapon has 50 charges and slowly recharges 1 charge every 2 minutes the weapon is not used.
Damage: 2d8
Critical: 20
Damage Type: fire
Range Increment: 90 ft
Rate of Fire: S, A
Ammo: 50 charges
Mega Buster
The Mega Buster is an energy weapon powered by solar power that fires solar bullets, made up of highly compressed solar energy. The weapon is an ovoid tube that fits over the user's hand and forearm with a lightly armoured glove for the hand. When in use, the weapon extends over the hand and form the barrel in front of the fist, making the hand unavailable for use. As the weapon is solar powered, it technically has unlimited ammunition, as long as there is ample light to recharge its battery. In addition to having a nearly unlimited power source, the Mega Buster has a special feature, the Weapon Copy System, which allows the user, with the proper parts and information, to duplicate the functions of another weapon, making the Mega Buster an incredibly versatile weapon.
Mega Buster (PL8-9 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20 x2
Damage Type: non-specific energy
Range Increment: 50 ft
Rate of Fire: Semi
Size: Medium
Weight: 6 lbs
Ammo: 100 charges
Purchase DC: 29 Res (+2)
Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a standard action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter.
Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.
Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.
New Mega Buster
An upgraded version of the Mega Buster with a larger charge capacity, plus has the ability to 'charge' an attack for additional damage. The New Mega Buster is slightly thicker than the original Mega Buster, and the barrel extends and retracts much faster.
New Mega Buster (PL8-9 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20 x2
Damage Type: non-specific energy
Range Increment: 50 ft
Rate of Fire: Semi
Size: Medium
Weight: 8.5 lbs
Ammo: 125 charges
Purchase DC: 30 Res (+2)
Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge.
Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.
Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.
Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 2 rounds, dealing an additional +2 die of damage (including area damage), and the weapon must be fired on the third round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage.
Super Mega Buster
The Super Mega Buster is a more powerful version of the New Mega Buster, with greater damage, range and can hold more alternate special weapons. It also has the charging capabilities of the New Mega Buster, but can increase the damage even more, but suffers from recoil issues.
Super Mega Buster (PL8-9 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20 x2
Damage Type: non-specific energy
Range Increment: 75 ft
Rate of Fire: Semi
Size: Medium
Weight: 9 lbs
Ammo: 150 charges
Purchase DC: 31 Res (+2)
Notes: Solar Powered, Weapon Copy System, 4 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a standard action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge, charged recoil.
Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.
Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.
Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 3 rounds, dealing an additional +3 die of damage (including area damage), and the weapon must be fired on the fourth round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage.
Charged Recoil - If the weapon is charged for +2 or +3 additional die of damage, the user suffers -2 to attack rolls per additional die of damage, thus if only charged to +2 die, suffers -2 to attack roll, but if charged to +3 additional die of damage, suffers -4 to attack roll.
Special Weapon Chips
These chips contain information for a number of weapons for use in the Weapon Copy System for Busters, or the information can be gotten from found weapons and devices.
Rolling Cutter
The Buster launches a projectile that is an extremely sharp scissor blades that is launched like boomerangs, flying in front of the user in a teardrop-shaped pattern, before returning. The user must make a Reflex save DC 15 to catch the projectile on its return with the Buster. The Rolling Cutter deals Buster base damage as slashing damage to all targets in a 10 foot wide, 50 foot long line, Reflex save DC 15, then must save again as the projectile returns. Uses 3 Charges for 2 shots, and if the projectile is missed, it disintegrates the next round and another 3 charges are used to create a new projectile. PDC 15
Air Shooter
This special weapon allows the Buster to fire a vortex of air that turns into a small tornado, able to affect low flying targets as well as throw targets on the ground around. A five foot wide, 30 ft tall moves out to 50 ft, all medium sized or smaller targets must make Reflex save DC 16 or suffer Buster base damage as bludgeoning damage, plus small sized or smaller creatures and objects that fail the save are tossed 10 feet in a random direction and knocked prone. Uses 4 charges per shot. PDC 16
Atomic Fire
This special weapon fires a red projectile that deals the Buster's base damage as fire damage to the target, plus half damage to a 10 foot radius, Reflex save DC 14 for half. Uses 3 charges per shot. PDC 15
Ballade Cracker
This special weapon fires a blue orb that explodes on contact, dealing base damage as fire damage to a 10 ft radius, Reflex save DC 13 for half damage. Uses 2 charges per shot. PDC 14
Bit Cannon
This special weapon fires electrical bolts of energy, dealing base damage as electricity damage. Uses 2 charges per shot, PDC 13.
Blade Launcher
This weapon fires several razor sharp blades to affect as small area, dealing base damage as slashing damage to a 5 foot radius area, Reflex save DC 14 for half damage. Uses 2 charges per shot. PDC 13.
Blizzard Attack
This allows the Buster to fire a hail of sharp, and very cold snowflake shaped projectiles in a 50 foot long, 25 foot wide cone, dealing base damage as cold, Reflex save DC 15 for half damage. Uses 3 charges per shot. PDC 16
Break Dash
This special weapon allows the Buster to create a field around the user that uses the user's kinetic energy for a melee attack. If the user charges at a target immediately after using the Break Dash both as part of a full round action, deals base Buster damage as bludgeoning damage, plus initiates a bull rush attack with a +4 bonus. If the bull rush attempt is successful, the target is pushed back 5x number of points greater than the opponent's opposed Strength check. If the target is pushed back into an object before reaches the total distance, takes 1d6 bludgeoning damage for every 10 ft thrown back. Uses 4 charges. PDC 16
Bubble Lead
This special weapon fires a 3 foot diameter bubble that rolls along the ground up to 50 feet. If it strikes something it deals only half base buster damage as bludgeoning damage, plus fills a 10 foot area with water. This is excellent for damaging fire creatures, putting out fires, and can be used to trigger traps. Uses 2 charges per shot. PDC 13
Chill Spike
This special weapon fires a gel orb that upon striking a target freezes and can partly encase the target in ice, causing them to be unable to move. A target struck suffers half Buster base damage as cold damage, and make a Reflex save DC 15 or is entangled and encased in ice, unable to move. The ice has 5 hit points and hardness 2, lasts for 1d6 rounds in room temperature environments, 2 rounds in temperatures above 40 C, or until destroyed in freezing temperatures. If strikes the ground or wall, it will cause spikes made of ice to jut out, which can be used as traps. Ice lasts for 2+1d4 rounds at room temperature, temperatures above 40 C reduces the time by half. Temperatures of freezing or below allow the ice to remain until broken. Has 5 hit points, hardness 2, covers a 5 foot area, deals 1d6 points of damage. Uses 4 charges per shot. PDC 17
Commando Bomb
This special weapon fires a controllable missile, dealing base Buster damage to a 10 foot area, Reflex save DC 16 for half damage, is +3 to attack rolls when initially fired. If it misses, the user can attempt another strike the following round as a move action, at -1 to attack roll, as long as the target is still visible. If the missile misses again, the user can attempt a third time at -2 to attack roll. Uses 4 charges. PDC 16
Concrete Shot
Fires a blob of concrete that can temporarily encase and immobilize a target. Alternatively, can be fired at pools of lava, causing them to cool and turn to rock, in a 10 foot area.
Copy Vision
This special weapon creatures a holographic copy of the user, which can attract an enemy's attention, and can shoot at enemies within 50 ft of the user. The hologram has 5 hit points and lasts for 1 minute or until destroyed, is impervious to physical damage, but energy damage will damage it. It can fire beams of energy that deal half (round down) the Buster's base damage, with no bonus to attack rolls. Uses 5 charges. PDC 17
Dive Missile
This special weapon is designed for underwater use, firing a mini torpedo, dealing Buster damage as concussion damage to a 10 foot area, Reflex save DC 17. Uses 3 charges per shot. PDC 15
Drill Bomb
This special weapon fires a projectile with a drill head that allows it to pierce armour before detonating. Deals Buster base damage to the target, ignoring 5 points of Hardness/DR or Defense from equipment if no DR/Hardness, plus deals half damage to a 10 foot area, Reflex save DC 15 for half damage. Uses 4 charges per shot. PDC 17.
Electric Shock
This special weapon fires a 50 foot long, 5 foot wide line of electrical energy, dealing Buster base damage as electricity, Reflex save DC 16 for half damage. Uses 3 charges per shot. PDC 14
Fire Storm
This special weapon fires a large ball of fire at a target, dealing base Buster damage as fire damage, plus a small orb of fire orbits the user, providing a +3 Deflection bonus to Defense for 1d4+1 rounds, or after the next attack against the user, which ever comes first. If the next attack is a melee attack, the attacker suffers half base Buster damage as fire damage. While the fire orb is active, the user can still use any attack they wish. Uses 5 charges per shot. PDC 17.
Flame Blast
This special weapon fires a red orb, that when strikes the ground erupts into a 30 ft tall, 5 foot round pillar of fire that lasts for 1 round, dealing base Buster damage as fire damage, Reflex save DC 17 for half damage. Uses 4 charges per shot. PDC 17
Flame Shower
This special weapon turns the Buster into a flamethrower, releasing a 50 ft long 5 foot wide line of fire, dealing Buster base damage as fire, Reflex save DC 16 for half. Uses 3 charges per shot. PDC 14
Flame Sword
This creates a blade of flames from the end of the Buster. Deals base Buster damage as fire, 3 charges lasts for 1 minute of use. PDC 14
Force Field
The Buster creates a magnetic force field around the wearer. This field absorbs up to 20 points of damage from projectiles, grenades, rockets and missiles, lasting 1 minute every 5 charges used, or the hit points are depleted. Once depleted, another 5 charges must be used to replenish the hit points. Critical hits bypass the force field. Unfortunately the Buster can not use another weapon while the force field is in operation, although if the user has a hand held energy weapon, not a projectile weapon, they can use that. PDC 19
Magma Bazooka
The Buster fires an orb of hot magma that continues to burn after striking a target. The orb deals Buster base damage as half fire and half bludgeoning. Deals half the original damage for the next 1d4 rounds as fire damage to the target. If the attack misses by less than 5, the orb hits the ground near the target and continues to deal half fire damage for 1d4 rounds. If the attack missed by more than 5, lands on the ground in random directly 1d4x10 feet away and continues to do half base Buster damage as fire damage. Uses 4 charges per shot. PDC 17