Yes. I like them more than the sheens since they are more practical as war machines. Why have a humanoid bot when a tank or jet works that much better? The spilt xp might be an issue??
Here are the stats and weapons (note I cut and pasted from the pdf, some of the text might be strange):
Master Programmer
AC: 8 Hit Dice: 4
Intelligence: 25 Hit Points: 15
XP Value: 2,000/1,000 + special
Master Programmer
AC: 8 Hit Dice: 4
Intelligence: 25 Hit Points: 15
XP Value: 2,000/1,000 + special
Master Programmers are the equivalent of generals
in the Overseer’s war machine. They receive direct
programming orders from the Overseer itself and
implement them through subordinate units. There
are only a dozen or so Master Programmers in
existence, all true AIS almost on a level with the
Overseer but still controlled by it. Each Master
Programmer resides on a space station.
Master Programmers direct the actions of five
or six major battle fleets, each based out of the
Master Programmer’s space station. As a last line
of defense, a Master Programmer is armed with
one poisonous gas canister, one infectious gas
canister, and one stun field generator. (these weapons applies to all programmers)
Primary Director
AC: 8 Hit Dice: 3
Intelligence: 22 Hit Points: 12
XP Value: 2,000/1,000 + special
Secondary Director
AC: 8 Hit Dice: 3
Intelligence: 19 Hit Points: 10
XP Value: 2,000/1,000 + special
Drone Fighter
AC: 3 Hit Dice: 7
Intelligence: 6 Hit Points: 35
XP Value: 8,000/4,000
Drone fighters are highly maneuverable flying
attack vehicles that function both in planetary
atmospheres and in space. They generally patrol in
squadrons of five. Each drone fighter is armed with
two light blaster cannons, a pair of two-bay missile
arrays, and one canister each of poisonous gas and
infectious gas.
Prowler (scout)
AC: 5 Hit Dice: 4
Intelligence: 10 Hit Points: 20
XP Value: 2,000/1,000 Movement: 36 (B)
This scouting unit functions as a patrol and
reconnaissance vehicle, hovering swiftly and
silently on a cushion of air. It is equipped with a
variety of instruments for gathering data, including
several magnified optical scanners focusing in all
directions, sensitive sound equipment, and even
some seismographic sensors for detecting
movement of the enemy through the ground. A
prowler's armaments include one light blaster
cannon, a grenade launcher with one of each type
of grenade, and a stun field generator. Prowlers are
usually encountered singly.
Destroyer (light attack hovercraft)
AC: 3 Hit Dice: 5
Intelligence: 8 Hit Points: 25
XP Value: 7,000/3,500 Movement: 30 (C)
Destroyers usually operate in platoons of six,
moving across both land and water in search of
their enemy Hovercraft are able to negotiate rough
terrain much more easily than ground-based units.
Each destroyer is armed with two light blaster
cannons, a flame thrower, one two-bay missile
array, and two canisters each of poisonous and
infectious gases.
Annihilator (heavy attack hovercraft)
AC: 0 Hit Dice: 7
Intelligence: 6 Hit Points: 35
XP Value: 11,000/5,500 Movement: 24 (D)
A heavier and more powerful version of the
destroyer hovercraft, the annihilator lacks some
of its counterpart’s maneuverability. Nonetheless,
it’s a formidable killing machine. It possesses
one heavy blaster cannon, two magnum cannons,
two two-bay missile arrays, a grenade launcher
with three of each grenade type, a stun field
generator, and one canister each of poisonous and
infectious gas.
Firestorm (ultra-light tank)
AC: 2 Hit Dice: 6
Intelligence: 6 Hit Points: 30
XP Value: 2,000/1,000 Movement 24
The firestorm ultra-light tank is a quick and
speedy ground-based fighting machine with
decent armor and effective weaponry. Firestorms
travel in full complements of five. Each tank is
armed with one light blaster cannon, one
magnum cannon, and a flame thrower.
Deathstrike (heavy tank)
AC: -2 Hit Dice: 9
Intelligence: 6 Hit Points: 45
XPValue: 13,000/6,500 Movement: 18
Deathstrikes are true terrors of the Overseer.
Heavily armored, they are difficult to destroy and
pose a threat to any fortified position. They roam
in platoons of four tanks, and each is armed with
two heavy blaster cannons, one magnum cannon,
two three-bay missile arrays, a pair of grenade
launchers, four of each grenade type, two
canisters each of poisonous and infectious gas,
and a stun field generator.
Spider Drone (infantry unit)
AC: 4 Hit Dice: 3
Intelligence: 9 Hit Points: 15
XP Value: 650/325 Movement: 9
Spider drones are the fighting infantry of the
Overseer’s forces. These horrific constructs move
in swarms of 15 to 20 units, each carrying a blast&+
rifle and a grenade launcher with one of each
grenade type. Fortunately, they are not very fleet;&
foot and can be outmaneuvered by the Rael.
Unfortunately, the Overseer cranks these units out
by the ton, as they are relatively cheap and easy to
manufacture.
Assimilator (Doomed constructor)
AC: 1 Hit Dice: 5
Intelligence: 14 Hit Points: 20
XP Value: 1,400/700 Movement: 6
Assimilators operate in the reserves of battlefiel
forces, moving in after the Overseer’s army has
secured an area. The assimilator gathers stunned?
wounded, and captured Rae1 and transforms them
into the Doomed, programming them to obey the
orders of directors and master programers. Th
Rae1 hate assimilators more than any other
construct and always focus air attacks against the
whenever they are sighted. As a consequence, the
Overseer has provided the assimilator with heavy
armor for extra protection. Assimilators only have
a stun field generator for a weapon.
Collector (minerlgatherer)
AC: 6 Hit Dice: 10
Intelligence: 4 Hit Points: 60
XP Value: 2,000/1,000 Movement 3
Collectors are immense constructs whose sole
purpose is to gather raw materials for processing.
They collect everytlung from ores for metal rehing;
gold, silver, and copper for wiring; sand for silicon
(microchips); and various gases and liquids for a
variety of tasks. These huge slow constructs are
equipped with both treads for ground movement
and rockets for long-range travel. Collectors have,’
no weapons. Each 24-hour period, a single collectm
can gather and process enough raw materials to
manufacture 2 Hit Dice worth of units.
Replicator (modular construction unit)
AC: 7 Hit Dice: 1
Intelligence: 8 Hit Points: 5
XP Value: 65/33 Movement: 3
Replicators are the building blocks of the Overseer
infrastructure. Every type of construct is built by a
complex assembly-line process made up of replicators.
Each individual unit cannot perform more
than one simple task at a time (tighten this screw;
weld this seam), but with enough coordinated units
and the proper programming from further up the
hierarchy, the construction possibilities are limitless.
Each replicator unit has a series of delicate and
agile manipulator arms, conveyor belts, arc
welders, and other tools that perform the various
tasks involved in constructing new devices and
other units. Replicators have no armaments.
Note that the number of replicators operating
together indicate the maximum Hit Dice totals of
units they can manufacture in a 24-hour period. So
25 replicators can manufacture 25 Hit Dice worth
of new units, or repair damage to 25 Hit Dice of
old equipment. However, the replicators must
have raw materials to work with (gathering these
materials is the collector’s task).
Seeker (sensor drone)
AC: 6 Hit Dice: 1
Intelligence: 15 Hit Points: 2
XP Value: 175/88 Movement: 12 (A)
The seeker is nothing more than a complex
collection of various sensory equipment used to
thoroughly explore and scan an area. Seekers are
used to probe for valuable resources, gather
information on enemy troops and their
movements, and to interface with captured enemy
computer systems so that the Overseer can
reprogram these units and use them against their
former owners. Each sensor drone has a complete
set of audio and visual (complete spectrum)
equipment, plus devices to study the atmosphere,
water, soil, and energy levels of the surroundings,
along with radar and sonar devices for detecting
movement both on land and under water. Seekers
have no armor or weapons, but their small size and
nimble movement capabilities give them some
protection from attacks.
Doomed
When a creature is transformed into one of the
Doomed the results are greatly enhanced Strength,
Dexterity, and Constitution (+2d4 points for each;
results can exceed racial limits by up to 5 points), and
a componding reduction of Intelligence, Wisdom,
and Charisma (all of which drop to a score of 1). In
addition, subcutaneous body plating creates a base
AC improvement of 4 poink; combined with the
enhanced Dexterity, this makes the Doomed difficult
to strike.All of the cybernetic enhancements also
serve to double the effective Hit Dice of the mature
(unless the Doomed was originally a character class,
in which case it remains at that level but uses the
warrior's THACO and saving throws for that level).
Each of the Doomed is generally armed with a
blaster rifle or a magnum cannon, but they are quite
capable if weaponless of striking blows with th&
b m fists or claws, inflicting considerable damage
(factoring in the enhanced Strength damage bonus).