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Has anyone converted the second set of sheens?
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<blockquote data-quote="DMH" data-source="post: 3627817" data-attributes="member: 24945"><p>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??</p><p></p><p>Here are the stats and weapons (note I cut and pasted from the pdf, some of the text might be strange):</p><p></p><p>Master Programmer</p><p>AC: 8 Hit Dice: 4</p><p>Intelligence: 25 Hit Points: 15</p><p>XP Value: 2,000/1,000 + special</p><p></p><p>Master Programmer</p><p>AC: 8 Hit Dice: 4</p><p>Intelligence: 25 Hit Points: 15</p><p>XP Value: 2,000/1,000 + special</p><p>Master Programmers are the equivalent of generals</p><p>in the Overseer’s war machine. They receive direct</p><p>programming orders from the Overseer itself and</p><p>implement them through subordinate units. There</p><p>are only a dozen or so Master Programmers in</p><p>existence, all true AIS almost on a level with the</p><p>Overseer but still controlled by it. Each Master</p><p>Programmer resides on a space station.</p><p>Master Programmers direct the actions of five</p><p>or six major battle fleets, each based out of the</p><p>Master Programmer’s space station. As a last line</p><p>of defense, a Master Programmer is armed with</p><p>one poisonous gas canister, one infectious gas</p><p>canister, and one stun field generator. (these weapons applies to all programmers)</p><p></p><p>Primary Director</p><p>AC: 8 Hit Dice: 3</p><p>Intelligence: 22 Hit Points: 12</p><p>XP Value: 2,000/1,000 + special</p><p></p><p>Secondary Director</p><p>AC: 8 Hit Dice: 3</p><p>Intelligence: 19 Hit Points: 10</p><p>XP Value: 2,000/1,000 + special</p><p></p><p>Drone Fighter</p><p>AC: 3 Hit Dice: 7</p><p>Intelligence: 6 Hit Points: 35</p><p>XP Value: 8,000/4,000</p><p>Drone fighters are highly maneuverable flying</p><p>attack vehicles that function both in planetary</p><p>atmospheres and in space. They generally patrol in</p><p>squadrons of five. Each drone fighter is armed with</p><p>two light blaster cannons, a pair of two-bay missile</p><p>arrays, and one canister each of poisonous gas and</p><p>infectious gas.</p><p></p><p>Prowler (scout)</p><p>AC: 5 Hit Dice: 4</p><p>Intelligence: 10 Hit Points: 20</p><p>XP Value: 2,000/1,000 Movement: 36 (B)</p><p>This scouting unit functions as a patrol and</p><p>reconnaissance vehicle, hovering swiftly and</p><p>silently on a cushion of air. It is equipped with a</p><p>variety of instruments for gathering data, including</p><p>several magnified optical scanners focusing in all</p><p>directions, sensitive sound equipment, and even</p><p>some seismographic sensors for detecting</p><p>movement of the enemy through the ground. A</p><p>prowler's armaments include one light blaster</p><p>cannon, a grenade launcher with one of each type</p><p>of grenade, and a stun field generator. Prowlers are</p><p>usually encountered singly.</p><p></p><p>Destroyer (light attack hovercraft)</p><p>AC: 3 Hit Dice: 5</p><p>Intelligence: 8 Hit Points: 25</p><p>XP Value: 7,000/3,500 Movement: 30 (C)</p><p>Destroyers usually operate in platoons of six,</p><p>moving across both land and water in search of</p><p>their enemy Hovercraft are able to negotiate rough</p><p>terrain much more easily than ground-based units.</p><p>Each destroyer is armed with two light blaster</p><p>cannons, a flame thrower, one two-bay missile</p><p>array, and two canisters each of poisonous and</p><p>infectious gases.</p><p></p><p>Annihilator (heavy attack hovercraft)</p><p>AC: 0 Hit Dice: 7</p><p>Intelligence: 6 Hit Points: 35</p><p>XP Value: 11,000/5,500 Movement: 24 (D)</p><p>A heavier and more powerful version of the</p><p>destroyer hovercraft, the annihilator lacks some</p><p>of its counterpart’s maneuverability. Nonetheless,</p><p>it’s a formidable killing machine. It possesses</p><p>one heavy blaster cannon, two magnum cannons,</p><p>two two-bay missile arrays, a grenade launcher</p><p>with three of each grenade type, a stun field</p><p>generator, and one canister each of poisonous and</p><p>infectious gas.</p><p></p><p>Firestorm (ultra-light tank)</p><p>AC: 2 Hit Dice: 6</p><p>Intelligence: 6 Hit Points: 30</p><p>XP Value: 2,000/1,000 Movement 24</p><p>The firestorm ultra-light tank is a quick and</p><p>speedy ground-based fighting machine with</p><p>decent armor and effective weaponry. Firestorms</p><p>travel in full complements of five. Each tank is</p><p>armed with one light blaster cannon, one</p><p>magnum cannon, and a flame thrower.</p><p></p><p>Deathstrike (heavy tank)</p><p>AC: -2 Hit Dice: 9</p><p>Intelligence: 6 Hit Points: 45</p><p>XPValue: 13,000/6,500 Movement: 18</p><p>Deathstrikes are true terrors of the Overseer.</p><p>Heavily armored, they are difficult to destroy and</p><p>pose a threat to any fortified position. They roam</p><p>in platoons of four tanks, and each is armed with</p><p>two heavy blaster cannons, one magnum cannon,</p><p>two three-bay missile arrays, a pair of grenade</p><p>launchers, four of each grenade type, two</p><p>canisters each of poisonous and infectious gas,</p><p>and a stun field generator.</p><p></p><p>Spider Drone (infantry unit)</p><p>AC: 4 Hit Dice: 3</p><p>Intelligence: 9 Hit Points: 15</p><p>XP Value: 650/325 Movement: 9</p><p>Spider drones are the fighting infantry of the</p><p>Overseer’s forces. These horrific constructs move</p><p>in swarms of 15 to 20 units, each carrying a blast&+</p><p>rifle and a grenade launcher with one of each</p><p>grenade type. Fortunately, they are not very fleet;&</p><p>foot and can be outmaneuvered by the Rael.</p><p>Unfortunately, the Overseer cranks these units out</p><p>by the ton, as they are relatively cheap and easy to</p><p>manufacture.</p><p></p><p>Assimilator (Doomed constructor)</p><p>AC: 1 Hit Dice: 5</p><p>Intelligence: 14 Hit Points: 20</p><p>XP Value: 1,400/700 Movement: 6</p><p>Assimilators operate in the reserves of battlefiel</p><p>forces, moving in after the Overseer’s army has</p><p>secured an area. The assimilator gathers stunned?</p><p>wounded, and captured Rae1 and transforms them</p><p>into the Doomed, programming them to obey the</p><p>orders of directors and master programers. Th</p><p>Rae1 hate assimilators more than any other</p><p>construct and always focus air attacks against the</p><p>whenever they are sighted. As a consequence, the</p><p>Overseer has provided the assimilator with heavy</p><p>armor for extra protection. Assimilators only have</p><p>a stun field generator for a weapon.</p><p></p><p>Collector (minerlgatherer)</p><p>AC: 6 Hit Dice: 10</p><p>Intelligence: 4 Hit Points: 60</p><p>XP Value: 2,000/1,000 Movement 3</p><p>Collectors are immense constructs whose sole</p><p>purpose is to gather raw materials for processing.</p><p>They collect everytlung from ores for metal rehing;</p><p>gold, silver, and copper for wiring; sand for silicon</p><p>(microchips); and various gases and liquids for a</p><p>variety of tasks. These huge slow constructs are</p><p>equipped with both treads for ground movement</p><p>and rockets for long-range travel. Collectors have,’</p><p>no weapons. Each 24-hour period, a single collectm</p><p>can gather and process enough raw materials to</p><p>manufacture 2 Hit Dice worth of units.</p><p></p><p>Replicator (modular construction unit)</p><p>AC: 7 Hit Dice: 1</p><p>Intelligence: 8 Hit Points: 5</p><p>XP Value: 65/33 Movement: 3</p><p>Replicators are the building blocks of the Overseer</p><p>infrastructure. Every type of construct is built by a</p><p>complex assembly-line process made up of replicators.</p><p>Each individual unit cannot perform more</p><p>than one simple task at a time (tighten this screw;</p><p>weld this seam), but with enough coordinated units</p><p>and the proper programming from further up the</p><p>hierarchy, the construction possibilities are limitless.</p><p>Each replicator unit has a series of delicate and</p><p>agile manipulator arms, conveyor belts, arc</p><p>welders, and other tools that perform the various</p><p>tasks involved in constructing new devices and</p><p>other units. Replicators have no armaments.</p><p>Note that the number of replicators operating</p><p>together indicate the maximum Hit Dice totals of</p><p>units they can manufacture in a 24-hour period. So</p><p>25 replicators can manufacture 25 Hit Dice worth</p><p>of new units, or repair damage to 25 Hit Dice of</p><p>old equipment. However, the replicators must</p><p>have raw materials to work with (gathering these</p><p>materials is the collector’s task).</p><p></p><p>Seeker (sensor drone)</p><p>AC: 6 Hit Dice: 1</p><p>Intelligence: 15 Hit Points: 2</p><p>XP Value: 175/88 Movement: 12 (A)</p><p>The seeker is nothing more than a complex</p><p>collection of various sensory equipment used to</p><p>thoroughly explore and scan an area. Seekers are</p><p>used to probe for valuable resources, gather</p><p>information on enemy troops and their</p><p>movements, and to interface with captured enemy</p><p>computer systems so that the Overseer can</p><p>reprogram these units and use them against their</p><p>former owners. Each sensor drone has a complete</p><p>set of audio and visual (complete spectrum)</p><p>equipment, plus devices to study the atmosphere,</p><p>water, soil, and energy levels of the surroundings,</p><p>along with radar and sonar devices for detecting</p><p>movement both on land and under water. Seekers</p><p>have no armor or weapons, but their small size and</p><p>nimble movement capabilities give them some</p><p>protection from attacks.</p><p></p><p>Doomed</p><p>When a creature is transformed into one of the</p><p>Doomed the results are greatly enhanced Strength,</p><p>Dexterity, and Constitution (+2d4 points for each;</p><p>results can exceed racial limits by up to 5 points), and</p><p>a componding reduction of Intelligence, Wisdom,</p><p>and Charisma (all of which drop to a score of 1). In</p><p>addition, subcutaneous body plating creates a base</p><p>AC improvement of 4 poink; combined with the</p><p>enhanced Dexterity, this makes the Doomed difficult</p><p>to strike.All of the cybernetic enhancements also</p><p>serve to double the effective Hit Dice of the mature</p><p>(unless the Doomed was originally a character class,</p><p>in which case it remains at that level but uses the</p><p>warrior's THACO and saving throws for that level).</p><p>Each of the Doomed is generally armed with a</p><p>blaster rifle or a magnum cannon, but they are quite</p><p>capable if weaponless of striking blows with th&</p><p>b m fists or claws, inflicting considerable damage</p><p>(factoring in the enhanced Strength damage bonus).</p></blockquote><p></p>
[QUOTE="DMH, post: 3627817, member: 24945"] 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). [/QUOTE]
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