Kronos's d20 Stuff

kronos182

Adventurer
Well.. with the shutting down of the WotC forums, need a place to share all my d20 stuff. Everything I made are designed for d20 Modern and its expansions (Urban Arcana, Future, etc.) but will generally work with any d20 system. Use it as you want, any comments, suggestions or even requests are welcome. If you use it and post it on other sites, just give credit. I've created stuff for macroasalazarm's Coreline if you want an idea of some stuff not posted in this thread.
So enjoy or complain.

This first post will be a table of contents mostly to allow easier searching for items. Items will be sorted by fictional company, item type, magic, psionics, creatures, feats, skills and optional rules and anything else I've created.
Any pictures added to posts belong to their respective owners that I'm just borrowing. I don't own any of them.

Page #Weapon &
Accessories
Armour &
Accessories
Mech &
Equip
Misc EquipmentLifeformRobot &
Accessories
CyberneticVehicle &
Equip
Starship &
Equip
1
Fire Drake PAGorilla

WyrmDragon Breath Flamethrower



Rabbit PA


AR32 CheetahDragon Breath Plasmathrower



Cobra PA


Bear Assault Unit




Fire Ant Helmet


Personal Companion












2CW1CAS1CM1CWPG1
Warden

CW4 Sonic Missile

CW2
Kinetic AccumulatorGEP RePS
Riding Robots

CW5 Sonic Mine

CW3
Repulsion SystemGEP RePP





CW4P
Lightning Gun






CW5P
Shock Defense






Colt Rhino Plasma Rifle








Phoenix








Colt 2011








M5011








Big Bore 1








Big Bore 5








Big Bore 6








EIPP Weapons








Super 5 Shotgun








Officer's ACP 3








GEWS328A3








GE Smasher Ion Rifle








GE Stinger








Shocker Series








Plasma Explosive Rounds








CS1








CS2

















3GEPB 01GEA101A2 Mantis Helmet
Gate Crasher
Legion



GEPB02GEA200A1


Gunner Defense Robot



GEPB03GEA300A3


Magmacore



GEPB05



ASP



GEWS432C1 Sprayer








GEW435B2 Pellet Shooter








Acid Munitions








Acid Fog Grenades








Acid Rain Missile








GEWS501A1








GEWS4402A1 Storm








GEWS520B1 Triple Iron








GEWS6013A1 Stopper








Aggressor Plas-weapon








Plas-Gauntlet








Incinerator








Viper Personal Defense Weapon








King Viper








Triple-Threat








Augmented Energy Packs








Ballista








Weapon Pods








Thudder








Heavy Thudder








Catapult








Trebuchet

















4H & K Screamer G89

Anti Dominance Goggles


XCL3452

HK 101LS





Bull

HK 102LPR





Quillback

H&K FP7A4








Stake Shotgun Rounds








Ignis Gladius








HK MG725








MP655 Rattler








H&K 210LS








MP311








HCP399








MG834








AO35B








HP LR100








LR101UV








PD200








PD250








HP LCP1100








HP LRC2100








HP 340PP








HP 410PP








HP Ruby Series








MLR410








XCLP3401








HP HILR541








MLR510

















5LTB L1
LTB M1Chirp
LTB RB1
Outrider

LTB L2
LTB M2Free Breather


JebLight Tank

LTB RG1
Fox LTB M3Fuel Bacteria



Recon Vehicle

LTB RG2





Sherman 2

LTB LC1





LTB BMP-3A

LTB ATL1





LTB Badger APC

LTB ATL2





Thermal Armour

LTB MP1




























































































































































 
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kronos182

Adventurer
A.N.I.M.L.
A.N.I.M.L. is a company that develops animal themed equipment, robots, armour, mechs and vehicles. No one is quite sure who controls A.N.I.M.L., or where their headquarters are located, or why animal themed equipment, but the popularity and quality of their systems is proof enough that A.N.I.M.L. is here to stay for awhile.

A.N.I.M.L. Fire Drake PA

A.N.I.M.L.'s first attempt at power armour is the Fire Drake. Although not a full blown power armour, instead making use of micro assist systems, which helps keep costs down, and learning curve also a minimum. The fire breather has a sleek and aggressive design, with helmet modeled after predatory lizards, or as some people say, like a dragon's head, with the user looking out the dragon's eyes and the snout protruding somewhat from the front and a few frills on the side about where the ears are angling back. It is fully sealed with an integrated air supply to fight against airborne dangers, and when seals, over pressures as part of its NBC protection. In keeping with its namesake, the fire breather comes with some plasma weaponry. The mouth of the dragon's helmet contains a plasma flamethrower. On the user's off arm, at the user's choice, a plasma weapon is mounted, and the gauntlets mount retractable high frequency claws on the fingers. The boots also contain retractable claws, but they are not powered and are used for aiding in climbing. The onboard power systems has enough power to keep the armour and weapons fully functional for 10 hours before needing to shut down to recharge.

A.N.I.M.L Fire Drake (PL6/7)
Type: Powered, Micro-Assist, Tactical
Equipment Bonus: +6
Nonprof. Bonus: +2
Strength Bonus: +2
Max Dex Bonus: +3
Armor Penalty: -4
Speed (30ft): 40ft
Weight: 35 lb.
Purchase DC: 25
Restriction: Mil (+3)
Accessories:
Heads Up Display (HUD), projected on visor with voice activation and attachable keypad. Nanobeacon that tracks the wearer’s position and maps it on the HUD as well as command center computers. HUD Sensor-link with a Motion Sensor. HUD Ammunition Tracker with primary weapon.  HUD Targeting system with primary weapon, environmentally sealed with helmet air filters to prevent gas attacks, NBC shielding, has one hour of oxygen stored, blackout goggles.
Integrated weapons plasma flamethrower, plasma blaster, HF claws
Bonuses: +1 to attack with primary weapon, 60 ft darkvision, +4 to Fort saves against radiation and airborne attacks, +4 to climb checks.

Weapons
Plasma flamethrower 3d10, fire, 5 ft wide 20 ft long line, Reflex DC 17, unlimited payload
Plasma blaster 3d8, 20 x2, fire, 50 ft, unlimited payload
HF claws x2 2d4, 20 x2, slashing, melee





A.N.I.M.L. Rabbit Power Armour

The rabbit is a fast scout micro-assisted power armour released by A.N.I.M.L. It is lightly armoured to keep weight down to allow for higher speeds and manoeuvrability, with enhanced sensors to gather intelligence. Unlike most power armour, the rabbit has the greatest power assist systems built into the legs for greater speed, stability and manoeuvrability, especially in rough terrain just like its namesake. Although lightly armoured, the rabbit does have several defensive measures, coupled with its high speed make it a difficult target to hit. The armour looks kind of like a man sized rabbit. The legs are reinforced and the boots are wider and slightly longer than normal for greater stability, with four toes to provide better grip. The helmet has two short rabbit like ears on the top which enhance the range of the sensors. The face plate is opaque one way armoured transparent aluminum, which is able to lift up to allow the user to see with his own eyes. Some users have been known to paint various designs on the face plate, including skulls to smiley faces. 

A.N.I.M.L. Rabbit Armour (PL6 Armour Proficiency (Powered))
Type: Powered, Light Micro-assit
Equipment Bonus: +3
Nonprof. Bonus: +1
Strength Bonus: +2
Max Dex Bonus: +3
Armor Penalty: -2
Speed (30ft): 50
Weight: 20 lb
Purchase DC: 27 
Restriction: Mil (+3)
Accessories: Heads Up Display (HUD), Nanobeacon, HUD Sensor-link with a Motion Sensor, HUD Ammunition Tracker with primary weapon, HUD Targeting system with primary weapon, Environmentally sealed with helmet air filters to prevent gas attacks, danger avoidance system, distortion field, integrated blackout goggles, wrist-comp tied to HUD and sensors, satellite datalink, GPS, military radio, audio/visual and sensor recorders, large capacity data storage. Has utility webbing for holding weapons and other equipment, stealth design.
Notes: Batteries provide 14 hours of continuous use before needing recharging. Has 1 hour oxygen supply, provides +4 bonus to Fort saves against airborne toxins and radiation, +5 equipment bonus to Jump checks, which are not limited to user's height. Reduce range penalties for Spot, Search and Listen checks by half, motion sensor range is doubled to 200 ft. Grants +4 equipment bonus to Reflex saves and +2 to Tumble checks. Distortion fields provides 20% miss chance when activated, darkvision 120 ft. All data recorded by the sensors, radio, cameras are recorded up to 120 hours. Provides +4 bonus to Hide and Move Silently checks, reduces thermal signature to that of background temperatures, rendering nearly invisible to thermal sensors (suffer -5 penalty).
 

kronos182

Adventurer
A.N.I.M.L Wyrm (PL6/7)

Wyrms are large combat robots designed after mythical large flightless dragons. Wyrms look like large 20 ft long bodied, armoured reptiles, large claws and powerful jaws. Usually designed with frills or spines on the head and neck. All wyrms have several standard built in weapons, with some models have a few different internal weapons, and most also have external weapons which differ between models. 
Wyrm droids are built as heavy shock or assault units. Some have other purposes such as anti-infantry, bunker busters or more support roles.  All wyrms are based on the same base model, then either adding customizations or variant model.

Wyrm Base Model (PL6/7)
Type: Construct
CR: 5
Size: Huge
Hit Points:  8d10 +40 (76)
Init: +3
Speed: 50 ft
Defense: 19 (+8 equipment, +3 dex, -2 size)
Hardness: 
BAB/Grp: +10 +5/+15
Attack: +19 melee jaw 2d8+9 piercing, +15 melee 2 claws 1d8+4 slashing
FS/Reach: 15 ft/ 10 ft
Special Qualities: Darkvision 60 ft, Energy Resistance acid 10, cold 10, electricity 10, fire 10
Special Attacks: 
Saves: Fort +6, Reflex +9, Will +6
Abilities: Str 28, Dex 15, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +7, Climb +13, Escape Artist +5, Hide +7, Intimidate +4, Knowledge (Tactics) +4, Listen +4, Move Silently +4, Navigate +10, Search +4, Spot +4, Tumble +7
Feats: Personal Weapons Proficiency, Dodge, Mobility, Spring Attack, Power Attack, Advanced Firearms Proficiency, 3 open feats for user choice, 
Frame: Biodroid
Locomotion: Legs (Multiple Quadruped)
Superstructure: 
Manipulators: Enhanced Jaws, claws x2
Armour: Duralloy
Sensors: Class IV
Skill Software: Skill Net (Balance +4, Climb +4, Hide +4, Intimidate +4), Skill Net (Knowledge (Tactics) +4, Listen +4, Move Silently +4, Search +4), Skill Progit (Spot +4), Skill Progit (Tumble +4)
Feat Software: Feat Net (Dodge, Mobility, Spring Attack, Power Attack), Feat Net (Advanced Firearms Proficiency plus 3 of user choice)
Accessories: AV Recorder, AV Transmitter, Survivor Array, Gimbaled Joints, Universal Weapon Mounts x4, Oracle Targeting System Mk2, Military Affinity programing (Knowledge tactics, Personal weapons proficiency), Enhanced Jaws, Feat Net x2,
PDC:  35 (Res +2)

The base model wyrm is fairly simple as far as wyrms go, armed with it's teeth and claws, and four weapon mounts available, situated at one at each shoulder and two on the back. The programming is left open to easily be changed depending on the weapons the client installs into the weapon mounts. Basic wyrms are excellent anti personnel units and can easily take on lightly armoured vehicles, usually charging them, in an attempt to knock them over then ripping into them with their jaws and for claws. The front legs have feet designed with opposable thumbs so they can be used to pick up, hold and manipulate objects, but suffer the normal penalties that claw manipulators suffer. This does allow wyrms to aid in support roles.
The universal weapon mounts will easily mount any personal weapon or light vehicle weapon, such as .50 cal machineguns, light laser cannons, up to weapons of large size, or the two back mounts can be combined to support a weapon of huge or gargantuan size, but ammunition dependant weapons will have a limited payload. In theory one could mount a BMP-2 30mm cannon, but would be limited to around 50 rounds or so.




Fire Wyrm
Fire wyrms look like basic wyrms except for the mounted weapons, armour is designed to look like red scales, and two small frills on the side of the head with a pair of curved back horns on the top. The fire wyrm is a part anti personnel part weapon of terror. Armed rapid fire weapons, enhanced protection, speed and of course, a breathe weapon to give it its name. Fire wyrms are programmed like attack dogs, seeking out troops and driving them out of hiding places and destroying them with its plasma flamethrower. The dual laser turret is excellent for keeping infantry pinned down or protecting its rear and flanks, while using the plasma blaster on other targets, and the mini grenade launcher can be used for when it encounters light armour. A favourite tactic of the fire wyrm is charging into combat, using its ranged weapons as it closes, then using its plasma flamethrower against the largest grouping of infantry, then using its jaws and claws against anything foolish enough to get close to it. Against vehicles and fortifications, it's been known for fire wyrms to tear open doors or hatches and releasing gouts of plasma flame, where people inside have less room to dodge.
Make the following changes to the basic wyrm to turn it into a fire wyrm:
Increase Hit dice by 2 die, BAB by +1, Saves by +1, Dex increased by +4 (to 19), Speed to 60 ft
Add Dual laser turret to back. 5d8, 20, fire, S/A, 100 ft, unlimited box
Add mini grenade launcher to left shoulder mount, damage varies by grenade, varies by grenade, type varies, S/A, 80 ft, 100 box, variable ammunition gadget, usually mix of smoke, explosive, fragmentation grenades.
Add plasma weapon to right shoulder mount, 3d10, 20, fire, 80 ft, S/A, unlimited box
Add plasma flamethrower to mouth, 3d6 fire, 60 ft cone, Reflex DC 20, usable once every 1d4 rounds.
Energy Resistance Coat, increase fire resistance to 20
Add Exotic Weapon Proficiency (mini grenade launcher), Point Blank Shot, Precise Shot, Feat Progit Shot on the Run
Increase PDC to 39.

  
New Equipment
Enhanced Jaws (PL6)
Enhanced jaws are more powerful and larger than previous jaw systems for robots, allowing the jaws to deal greater damage than before. Increase jaw damage by 1 die
Damage: Lethal piercing
Purchase DC: 12 + one-quarter the base purchase DC of the robot's frame

Enhanced Actuators
Enhanced actuators replace the normal actuators and drive systems in legs to grant better speed. Enhanced actuators increase the maximum base speed for a type of locomotion by double the base speed. For example for multiple legs with a base of 30 ft, enhanced actuators grants a max speed of 90 ft.
Benefit: Increases mode of locomotion to double base speed.
Purchase DC: 21




Night Shade Wyrm
The night shade is the stealth form of the wyrm, program for quiet approach, then releasing quick devastation upon its target before fading back into the shadows. Its core programming model was based on several predatory reptiles and wild felines to maximize its attack style. Installed is the best stealth systems available, including radar absorbing materials, thermal and audio dampeners, rubber padding on the feet. The night shade has a very sleek body, covered
Make the following changes to the base wyrm:
Add Optical Camouflage (adds +8 to hide when activated), increase balance, climb, hide and move silently checks by +4 ranks
Add Alertness feat, Track Feat, Lightning Reflexes Feat
Change sensors to Class VII (granting +120 ft darkvision +2 to listen search and spot checks as well as initiative checks)
Add Stealth Suite (based on the same system for mechs) adding +10 to hide and move silently
Change armour to Darkstar Stealth Armour (same as the mech armour from pg 70 d20 Future Tech) granting +5 to Def, Computer Use checks to scan or detect suffer -5 penalty.
Add two modified HK 101LS stealth lasers to the shoulder mounts, 3d8, 20, fire, 150 ft, Semi, unlimited box (these lasers have no visible discharge that is detectable by normal means sensors designed to detect laser weapons do not detect these weapons)
Add a smoke grenade launcher to each leg, holding 6 grenades each
Add stealth tranquilizer launcher to back, 1d4 piercing damage, Fort save DC 21 or unconscious for 2d6 minutes, a successful save means stunned for 1d4 rounds
Add acid dispenser to front paws, used for quietly burning holes into barriers, deals 3d10 acid damage, ignore hardness/DR for 1d4 rounds, has 20 doses per paw.
Add climb speed of 20 ft
Add extendable sensor scope on a 50 ft prehensile tentacle limb, allows night shade to see around corners or other barriers.
Change PDC to 41




Spitting Wyrm
The spitting wyrm is a heavy anti material or tank hunter robot. The spitting wyrm has thicker and slightly shorter legs, slightly wider body, usually with brown scale like armour. The head has a crown of spikes angling back. The spitting wyrm mounts a heavy energy cannon and two missile launchers mounted on the shoulders. The only close in weapons the spitting wyrm has are the jaws, claws and the crown of spikes on it's head can be launched to defend itself from any close quarters attacks.
Make the following changes to the base model:
Add 4 hit dice, increase BAB by +2, increase Dex by +4 (to 19), increase saves by +2, reduce speed to 40 ft
Add Exotic Weapon Proficiency (Rocket Launcher), Far Shot, Exotic Weapon Proficiency (Heavy cannon)
Change Oracle Targeting System to Mk 4 (+8 to attack)
Change claws to HF claws, change claw damage to 2d6 slashing
Add Avalanche Variable-Charge Energy Cannon, 10d6 or higher, 20, fire, 150 ft, semi, unlimited. Can be charged as a full round action, dealing an extra 2d6 points of damage per round. If the weapon is primed more than three rounds, it explodes destroying the weapon and dealing 16d6 to the robot.
Add M144B3 LAW to each shoulder, 15d6, 20, fire, 225 ft, 25 ft blast radius, Reflex DC 21, semi, 10 box, ignores 15 points of hardness/dr.
Add Spike Launcher System, 3d6, 19-20 x2, piercing, 20 ft radius, Reflex 20, single, 5 bundles.
PDC 39

The M144B is a modified version of the M144A2 found in the 101 Future Weapons thread. 




Lightning Wyrm
The lightning wyrm is fast, programmed to move in quick, deal as much damage as quickly before moving onto other targets, softening them up for troops following in behind them. This wyrm is more of a dark blue in colour, sleek build, slightly longer legs and has two large frills on the sides of its head and a small crest that runs from the top to about the base of its neck, and a longer, more prehensile tail that ends in a wicked blade. There are several small spike like protrusions at various locations along the body, not large enough to be useful in combat but do give it a slightly more intimidating appearance. From its mouth it can release a devastating electrical blast, and can also when surrounded by targets release a burst of electricity.
Make the following changes to the base model:
Add 4 hit dice, increase BAB by +3, increase Dex by +6 (to 21), increase saves by +3, change speed to 90 ft
Add Multiattack feat, Exotic Weapon Proficiency (Grenade launcher), Powerful Charge (dealing extra 3d6 points of damage on a charge with a melee attack)
Add Feat Net with Point Blank Shot, Precise Shot, Shot on the Run
Change sensors to Class V Ladar version (increase darkvision to 120 ft, +4 spot, +2 listen)
Add Duralloy superstructure (add Hardness 15)
Change claws to HF claws, dealing 2d6 slashing
Add Enhanced Actuators
Add Energy Resistance Coat Fire (raising fire resistance to 20)
Add two Laser/Grenade launcher, one to each shoulder, unlimited laser, carries 50 grenades, mix of fragmentation, explosive and HEAT
Add Electron blaster to mouth, usable every 1d4 rounds
Add Eel discharger to back
PDC 39

Laser/Grenade Launcher
Two combination laser/grenade launchers are mounted at the shoulders are the lightning wyrms primary ranged weapons.
Damage: 4d8 Laser, varies with grenade
Critical: 20, varies with grenade
Damage Type: Fire, varies with grenades
Range Increment: 100 ft, 90 ft
Rate of Fire: S/A, Semi
Ammo: Unlimited laser, 50 grenades, variable ammunition gadget
Uses upgraded 40mm grenades
Fragmentation 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, PDC 15 for box of 6
Explosive 5d6 fire, 20, burst radius 30 ft, Reflex DC 19, PDC 16 for box of 6
HEAT 4d6 fire, 20, burst radius 15 ft, Reflex DC 17, ignore 10 points of hardness/DR, PDC 17 for box of 6

Tail Blade
Treat as a tail sweep like a dragon, deals 2d6 slashing damage, half strength bonus, or can stab at any target on flanks and rear for piercing damage.

Electron Blaster
The electron blaster is a heavy electrical based weapon which fires from the wyrm's mouth. Just before discharging, the frills and crest will seem to light up with internal arcs of electricity then the wyrm opens its mouth and roars as the blast is released, striking any in its path.
Damage: 6d8
Critical: 20
Damage Type: Electrical
Range Increment: 50 ft line, 5 ft wide
Rate of Fire: every 1d4 rounds
Ammo: Unlimited
Notes: Ignores 10 points of hardness/dr for every target in its path

Eel Discharger
The eel discharger is a defensive mechanism, which releases a burst of electrical energy from the many spike like protrusions along the body. Foes not in environmentally shielded power armour or in heavier vehicles can also be potentially stunned from the discharge as well.
Releases an electrical pulse in a 20 ft burst radius around the wyrm, dealing 3d6 electrical damage, Reflex DC 19 for half damage. Targets not in armour less than environmentally sealed power armour, or larger mech or vehicles must make a Fort save DC 19 or be stunned for 1d6+3 rounds
 

kronos182

Adventurer
A.N.I.M.L. Dragon Breath Implant (PL6/7)

This cybernetic device created by A.N.I.M.L. is designed to give the user the ability to breathe a gout of flame. Two variations of the dragon breath implant exist. One is an actual flamethrower, the other is a plasma based flamethrower. The user has their throats and mouths replaced with cybernetic versions which are designed to withstand the energies that will pass through them. The flamethrower version has a replaceable tank slot built into the chest, between the lungs. The user breathes in deep then blows, releasing fuel mixed with air from their lungs, which is then ignited by a device in the mouth which ignites the fuel-air mixture, releasing a cone, or line of fire, depending on what the person wants. 
The plasma version has further reinforcing of the mouth and throat. Instead of a fuel tank in the chest, a power pack can be placed inside, which can be slowly recharged by the person's own bioelectric field. Full conversion users can have the plasma version run off the frame's power source.

Dragon Breath Flamethrower (PL6)
Benefit: Can create a line 30 feet long, 5 feet wide of fire dealing 3d6 fire damage with a Reflex save DC 16 for half, or a 15 feet long , 30 feet wide cone dealing 2d6+2 fire damage with a Reflex save DC 17 for half. Tank holds 10 uses, and takes 1 full round to remove and replace a tank.
Type: Internal
Location: 1 mouth/throat, 1 body 
Hardness/Hit points: 4 / 8
Base Purchase DC: 22
Restriction: Restricted (+2)




Dragon Breath Plasmathrower (PL7)
Benefit: Creates a 30 foot long, 5 foot wide of plasma fire, dealing 3d8 fire damage with a Reflex save DC 16 for half damage. The power pack provides 20  uses, and recharges at a rate of 1 use per 10 minutes of inactivity, the user also has to eat about 25% more food a day. The power pack can be exchanged for a full one as a full round action.  In full conversion cyborgs, the user has 40 uses before it starts to recharge, at a rate of 1 use every 5 minutes of inactivity.
Type: Internal
Location: 1 mouth/throat, 1 body
Hardness/Hit Points: 5/8
Base Purchase DC: 23

Restriction: Restricted (+2)
 

kronos182

Adventurer
A.N.I.M.L. AR32 Cheetah Recon/Quick Strike Robot
The AR32 is a light, fast, recon and pursuit robot, modeled after the cheetah, best deployed against lightly armoured targets and personnel. Resembles a cheetah with a visor like assembly where the eyes are, covered with synthetic fur with a faint webwork of metallic fibers shot throughout its fur. From a distance, the AR32 looks like a regular cheetah, and in areas with cheetahs, has been programed with many of their habits to easily blend in. Although fairly week in terms of armour and strength, it has incredible speed, a light, but hard-hitting weapons array, and several dazzling countermeasure features that insure its survival on the modern battlefield.
The AR32 is designed for quick short bursts of speed for either entering combat or quickly disengaging, and also has a limited flight system that is silent. The primary weapons of the cheetah are its teeth and vibro claws, but also has a weapon mount for a rifle sized weapon on the back. Mounted in the hips are two retractable smoke grenade launchers with 3 grenades each. Three defensive systems not seen on robots before is the blur field which blurs its outline helping it hide even while on the move, and a sensor jammer based on aircraft versions. It also mounts a magnetic field generator which helps protect it from ballistic and missile weaponry. It also comes with hacking equipment and software to aid in its role as a scout for capturing enemy information.

Name (PL)
CR: 3
Size: Medium
Hit Points: 3d10+10 (26)
Init: +6 (+4 dex +2)
Speed: 60 ft, 60 ft fly (good)
Defense: 17 (+4 dex +3 armour)
BAB/Grp: +2/+2
Attack: bite +6 melee 2d4+3 and claws x2 +1 melee 1d6+1, or +6 ranged (damage varies with type of weapon mounted)
FS/Reach: 5 ft /5 ft
Special Attacks: Trip
Special Qualities: Sprint, energy resistance acid 10, cold 10, electricity 10, fire 10, darkvision 180 feet
Saves: Fort +1, Reflex +5, Will +2
Abilities: Str 16, Dex 21, Con 15, Int 10, Wis 12, Cha 10
Skills: Balance +8, Computer Use +8, Gather Information +8, Hide +12, Listen +9, Move Silently +12, Navigate +12, Repair +2, Search +6, Spot +9
Feats: Run, Alertness, Weapon Finesse, Personal Firearms, Advanced Personal Firearms (this feat is dependent on type of weapon mounted. Could be changed for exotic weapon proficiency)

Frame: Biodroid
Locomotion: Legs (multiple)
Manipulators: Enhanced Jaws
Armour: Duraplastic
Sensors: Class VII
Skill Software: Skill Progits: Gather Information +8 Hide +8, Move Silently +8, Computer Use +8
Feat Software: Alertness, weapon finesse, personal firearms, advanced personal firearms or exotic weapon depending on weapon mounted.
Accessories: AV recorder, AV transmitter, survivor array, sensor jammers, blur field, vibro claws x2, military radio, weapon mount (back), smoke grenade launcher x2 (3 grenades each), cortex mk3, EW gear, GMR flight system, magnetic field generator, computer uplink
PDC: 34

Trip (Ex): When the AR32 cheetah hits with a claw or bite attack, it can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack, or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the AR32.
Sprint (Ex): Up to 4 times a day, an AR32 cheetah can move ten times its normal speed (600 feet) when it makes a charge.
Flight (Ex): The AR32 cheetah has a GMR (gravi-magnetic resistance) flight system which provides a fly speed of 60 feet and good maneuverability, but only works for about 30 minutes at a time and requires 2 hours for recharging. The AR32 can reach heights of up to 500 feet.

New Equipment
EW Gear (PL5)
This is equipment used in EWACs in ECM and ECCM vehicles, on a smaller scale. Used to intercept and decode enemy transmissions. The AR32 gains a +5 bonus to computer checks for the purposes of intercepting, decoding and sending encoded transmissions, and when using its computer uplink to hack into enemy computer systems.
PDC 31 Mil (+3)

Blur Field (PL6)
When activated, the blur field blurs, shifts and wavers the outline of the robot. This distortion grants the robot concealment (20% miss chance) when activated. Only runs for 20 minutes before needing an hour recharge.
PDC 25 Mil (+3)

Sensor Jammers
Based on the same sensor jammers used in aircraft and spacecraft. Provides a -5 penalty to targets making a sensor check against the robot. In addition, the robot also gains half concealment from missiles (20% miss chance). This concealment stacks with the blur field. The robot must make a Computer Use check vs the enemy's to adjust the jammers to maintain this penalty against sensors of Class IV or better, as a free action.
PDC 17 Mil (+3)

Computer Uplink (PL6)
This retractable, flexible arm has several universal adaptors, as well as wireless capability through the robot's communication systems, allows the robot to physically and remotely access computer systems for the purpose of hacking and downloading information. When combined with EW/ECCM equipment, this allows a robot to quickly break through firewalls and steal valuable information from a target's computer systems.
PDC 15

Magnetic Field Generator (PL6)
Based on the magnetic field generator used on starships. Missile and ballistic weapons suffer a -4 penalty. The field can only be activated for 10 rounds before needing a 10 minute recharge time.
PDC 17 (Res +2)
 

kronos182

Adventurer
Gorilla

The Gorilla, as its name suggests, resembles a hunchbacked, knuckle-walking ape. The robot can waddle on two rear legs, or gallop on all fours. Armor is extremely heavy; meant to handle both combat damage and heavy rough-terrain movement. The design is headless, the robot instead having a bulging, thickly-armored torso covered in sensor blisters and vision periscopes for its crew. 
Weaponry is heavy, consisting of two heavy shoulder-mount weapons systems, and an optional rear missile pod. For close-in defense, the broad chest mounts an array of pulse lasers that can flay off the armor of most power armors, and vaporize lesser targets. And, when it comes to melee combat, the Gorilla can ape-handle most robots and monsters into smash-origami with its brute strength.
The Gorilla is essentially a brutish strong, but not particularly agile, tank on legs. Its ability to drop to a stable four-legged posture allows it to become a stable platform for heavy weapons, so the design has been optimized as a mobile artillery platform, able to bring heavy guns and launchers to bear on the battlefield. This comes at the cost of response time (the Gorilla is not any more agile than the average battlefield robot), and its massive forepaws are not able to pick up and use handheld weapons (aside from telephone poles and other robots).  An extendable sensor boom allows the Gorilla to use its sensors while hidden behind cover, or as a snorkel while lurking in water.
Crews of Gorillas have already garnered such (unflattering) nicknames as ‘Apemen’, ‘Knuckle-Draggers’, and ‘Hunchies’. 

A.N.I.M.L. Gorilla
Size: Large heavy assault
Bonus Hit Points: 100
Superstructure: Vanadium
Hardness: 20, 10 vs ballistic & missile
Armour: Chobham
Bonus to Defense: +7
Armour Penalty: -6
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty:
Speed: 20 feet (2 legs), 30 feet (on all four)
Purchase DC: 46

Slots
Back: Modular Weapon Mount
Left Arm: NKP Puma Pop-up Turret
Left Hand: Combat Hand
Right Arm: NKP Puma Pop-up Turret
Right Hand: Combat Hand
Shoulders: Modular Weapon Mount
Shoulders: Modular Weapon Mount
Torso: Cockpit
Torso: Cockpit
Boots: Class III Sensor System
Comm System

Standard Package Features: Modular Weapon mounts shoulder and back, stable firing platform
Bonuses: +2 Navigate and Spot checks, 90 feet darkvision, 10 ft sensor boom, damage reduction 10 against ballistic and missile attacks, quadruped adaptation, combat hands
Weapons: 2 NKP Puma 8d6 fire, 20, 75 ft, single
2 slam 2d6 bludgeon, melee

Stable Firing Platform
While in quadruped mode, and not moving, shoulder or back mounted weapons fired in autofire have their attack penalties reduced by half. Also, if the user so wishes, can firelink the two shoulder weapons, if they are the same weapon, in either semiautomatic mode or full automatic mode. While firelinked in full automatic, the attack penalty isn't reduced, but autofire area is doubled with the Reflex save DC increased by 2, and damage is only increased by 1/4 instead of 1/2 for firelinked weapons.

Usual armament packages are two M-35 20mm cannon mounted on the shoulders and M55 Crud rocket launcher on back.
M-35 8d6 ball, 20, 110 ft, sa, 200 rds
Tank Hunter includes two Avenger 30mm mounted on shoulders, and either an external pod dedicated to holding ammunition or a A-17 Axel Driller Missile launcher
Avenger 30mm 12d6 ball, 19-20x2, 80 ft, sa, 150 rds
Artillery Unit
25 shot Mini-missile or Mini-rocket pod on each shoulder and choice of larger missile launcher on back. Damage varies by missile/rocket type chosen
Anti-Infantry usually sports M-9 Barrage chaingun on each shoulder, or dual mounted infantry level heavy machinegun, and 25 shot mini rocket launcher on back.

The shoulder mounts can be united to support a single two slot weapon, or the shoulders and back can be used to support a three slot weapon, but only useable while in quadruped mode.

New Equipment
Quadruped Adaptation
This is more a way of designing the mech than a piece of equipment, but does contain certain special pieces of hardware, which allows a bipedal mech to walk on all fours to allow for increased speed. No weapons can be held in the hands, and any integrated weaponry in the hands can not be used while in quadruped mode. Switching between the two is a free action that can be done at any time on the user's action. Adds 10 feet to speed and +4 stability bonus to checks to resist bull rush and trip attempts.
Equipment Slots: None
Activation: Free action as part of a move
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 23
Restriction: None

Sensor Boom
This is an attachment to the sensor system which allows a boom to be raised above the mech to allow it to use all sensors (including visual), around obstacles, cover or while in water. Several different lengths are available to be attached to standard sensor systems. Price is added to the sensor system it is added to.
PDC: 10 feet (+1), 15 feet (+2), 20 feet (+3).

Combat Hands
These are redesigned and reinforced hands for the mech, meant for holding large objects, like mech arms or poles, and smashing, than finer manipulation. With two broad fingers and opposable thumb, the mech can not use hand held weapons except basic ones like clubs, poles and the like. Weapons like swords suffer a -1 penalty to attack due to the lack of fine motor control in the hands. The hands do allow the mech to use a slam attack as if it was one size larger than it is.
PDC: 5 + one-quarter base mech PDC.
 

kronos182

Adventurer
A.N.I.M.L. Cobra PA

The Cobra power armour is built more for speed and maneuverability and infiltration than strength, enhancing the user's agility and speed. The helmet is modelled after a cobra's, with the featureless non-reflective faceplate surrounded by the jaws of the snake's head. From the sides of the helmet the cobra's hood can expand or retract from. When expanded, the hoods act as an aquaconverter, and also extend the range of the motion sensor by 50 feet. The hoods also act as an emergency floatation device in the event that the user is knocked unconscious and underwater. Along the right arm is a blade that runs along the forearm to allow for slashing motions. This blade can be extended forward and used like a normal blade for both slashing and piercing attacks. Mounted in the left arm is a laser and a retractable mono-filament whip. The right hand conceals a set of intellipicks. The upper "fangs" at the top of the helmet's faceplate contain aerosol sprayers for delivering toxins or other airborne substances, storing up to 2 different substances with 5 doses each (total of 10 doses). The cobra suit contains technology similar to silent suits, aiding in its stealth capabilities.

Cobra PA (PL 6/7)
Type: Powered Micro-Assist, Tactical
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: +1
Dex Bonus: +4
Max Dex: -
Armour Penalty: -2
Speed (30 ft): 40 ft
Weight: 30 lb
Purchase DC: 27
Restriction: Mil (+3)
Accessories: HUD, nanobeacon, HUD sensor link motion sensor, blackout goggles, aquaconverter, 2x aerosol dispenser, high frequency arm blade, mono-filament whip, laser pistol, intellipick, stealth design, military radio, unicom, air filters, emergency floatation device, danger avoidance system, distortion field, computer card w/wireless modem, one hour of oxygen.
Notes: +2 Spot from HUD, motion sensor range expanded to 150 feet when hoods extended, +4 Reflex, +2 Tumble, 20% concealment (distortion field), +2 Fort vs airborne toxins and poisons, +5 Hide and Move Silently.

HF Arm Blade
This is a high frequency sword that sits along the right forearm. It can be used while resting against the forearm with the cover retracting away from the blade to allow for its use while being grappled or entangled, or it can be extended past the hand to also allow for piercing strikes. 1d10, 19-20, slashing or piercing, can use Weapon Finesse feat.

Arm Laser Pistol
Built into the left arm's forearm is a standard laser pistol with 50 charges, which recharges from the suit's power system at a rate of 1 charge every minute after 1 minute of inactivity.

Mono-filament Whip
This is a 20 foot whip with a mono-filament end that allows it to make lethal slashing attacks. It can be used to make nonlethal attacks at a -2 attack. Deals 2d6, 20x3, 20 ft reach. Can be used to make ranged trip attacks or entangle a target and still do damage. If wrapped around a target, or object, can ignore 3 points of hardness as it slices into the object.

Aerosol Dispensers
The fangs on the upper 'jaw' of the cobra head on the helmet are actually aerosol dispensers, able to spray any airborne gaseous substance, from knock out gas to inhaled poisons. Two different substances can be stored, with a total of 10 doses stored, with a range of 10 feet.
 

kronos182

Adventurer
A.N.I.M.L Bear Assault Unit

The bear assault unit created by A.N.I.M.L. is used for where strength but speed isn't necessary. Modeled after the brown bear as a base, the bear is large enough to be intimidating and powerful enough to smash through many barricades that could stop men or similar sized robots, small enough to still be maneuverable enough to follow infantry, and easily be transported. Three versions of the bear are available, the basic brown unit which is balanced for most environments and foes; the polar bear which is used for winter or aquatic assaults, and the slightly smaller black bear which is used for urban purposes, found in some S.W.A.T. units.

A.N.I.M.L. Brown Bear (PL6/7)
CR: 5
Size: Large
Hit Points: 7d10+20 (59)
Init: +2
Speed: 40 ft / 50 ft
Defense: +5 armour +2 dex -1 size
Hardness:
BAB/Grp: +5/+17
Attack: +12 melee claw (1d8+8), or +12 melee 2 claws (1d8+8 ea) and +7 melee bite (2d6+4), or +6 ranged grenade launcher (varies by grenade), or +6 ranged variable heavy laser rifle (4d8 fire damage), or +2 ranged variable heavy laser rifle (4d8 fire) and +2 grenade launcher (varies by grenade)
FS/Reach: 10 ft by 10 ft / 10 ft
Special Attacks: charge
Special Qualities: critical systems, improved grab, darkvision 120 ft, scent, quadruped adaptation
Saves: Fort +2, Reflex +4, Will +2
Abilities: Str 26, Dex 15, Con -, Int 10, Wis , Cha 5
Skills: Balance +6, Climb +13, Hide +2, Knowledge: Tactics +2, Listen +6, Move Silently +6, Navigate +4, Search +4, Spot +6
Feats: Personal Firearms, Advanced Firearms Proficiency, Point Blank Shot, Power Attack, Two Weapon Fighting

Frame: Biodroid
Locomotion: Legs (paired and multiple)
Manipulators: Claws
Armour: Alumisteel
Sensors: Class VI
Skill Software: Balance +6, Climb +9, Hide +4, Listen +4, Move Silently +4, Navigate +4, Search +4, Spot +4
Feat Software: Advanced Firearms Proficiency, Point Blank Shot, Power Attack, Two Weapon Fighting
Accessories: Military Affinity (Knowledge: Tactics, Personal Firearms), ramming plates, strength upgrade x3, dexterity upgrade x2, AV Recorder, AV Transmitter, weapon mount x2, extendable sensor, grappler tag launcher with 300 feet of duracable on retractable mount, mini grenade launcher (50 grenades, can hold 3 different types, usually frag, smoke and white phosphorus), variable heavy laser rifle, skill net x2, feat net
PDC: 29

The brown bear robot is the basic bear robot. It comes with powerful claws and enhanced jaws for shredding through opponents or obstacles. Mounted in retractable mounts on the shoulders, designed to fire in either quadruped or biped forms of movement are a variable heavy laser rifle and a mini grenade launcher. Mounted on the back is a retractable turret with a grappler tag with 300 feet of duracable.

Improved Grab: To use this ability the Bear must hit with a claw attack. See D20 Modern page 227 for more information.

Scent: The bear robot has powerful olfactory sensors, allowing it to track by scent, even identify people or substances by smell.

Charge: When charging or bull rushing, the bear robot will do 1d6+8 damage. If the bear attempts to break down a door or other obstacle, this damage is added to the Strength check to overcome the Break DC.

Quadruped Adaptation: The bear is able to walk on two legs or all four for greater speed and stability. When on all four legs, the bear gains +4 stability bonus to balance, trip checks.

Variable Heavy Laser Rifle: Mounted on the right shoulder in a retractable semi turret mount is a heavy laser rifle, with a range increment of 100 feet. The laser has the variable charge gadget, but can only be charged for two rounds for a maximum of +2 die increase in damage. This is a safety feature to prevent the weapon from becoming unstable. The heavy laser rifle has a capacitor with 60 rounds, which recharges at a rate of 1 discharge per 1 minute of inactivity, powered by the robot's main power supply.

Mini-Grenade Launcher: Mounted in a retractable semi turret in the left shoulder is a mini grenade, which has the variable ammunition gadget, allowing it to hold 3 different types of mini grenades, usually 10 smoke, 20 frag and 20 white phosphorus, has a range increment of 80 feet.




Polar Bear
The polar bear model of the A.N.I.M.L. brown bear is similar, except that it is designed for aquatic and winter operations. The polar bear has the laser rifle altered to also work underwater with a small reduction in range, the paws have retractable webbing to improve swimming and allow it to move on snow much easier. The synthetic fur is white for snow operations, but is also designed to take on a darker tint while submerged to allow it to blend in the water and the bottom of rivers or lakes. Small water jets are installed in the rear legs and flanks to allow it to move along in the water much quicker than swimming allows, and they are designed for more silent operation to lower their sonar signature.
The mini grenade launcher is modified so that it can launch mini torpedoes, which are mini grenades modified for operation in water. The mouth also mounts a sonic weapon to deal with frogmen and as an additional weapon for use both above and below water.
Make the following changes to the brown bear model for the polar bear version:
Change Climb 4 ranks in skill net to Swim 4 ranks, reducing Climb to +5, Swim +9;
Water Jets added granting Swim speed 30 ft, only having a -2 penalty to Move Silently checks while swimming against sonar based sensors;
White synthetic fur granting a +4 bonus to Hide checks in winter/snow environments, also alters tint/shade when in water to lower its visibility, granting a +2 to Hide checks when in water deeper than 20 feet;
Variable Heavy Laser rifle is fully functional in water with a range increment of 80 feet;
Mini-grenade launcher can fire mini torpedoes (mini grenades modified for launch under water or on land), which have lower the range increment to 65 feet both above and below water;
Add sonic weapon to the mouth, dealing 2d6 sonic damage, 50 ft range increment, 50 round battery before starts to recharge in 5 minutes. When used in water, affects a 100 ft long cone, 50 ft across, Reflex for half is DC bear's attack roll;
Retractable paw webbing grants a +2 to Swim (total +11), and +2 bonus to Balance in snow or sand covered terrain;
Change PDC to 30.




Black Bear
The black bear model is designed more for urban use, being smaller, slightly weaker, but more agile. Its armaments are geared more for urban assault, with stun settings and the grenade launcher is usually armed with tear gas, tangler and concussion grenades. The black bear also has a sonic weapon in the mouth, and the heavy laser rifle is replaced with a sniper rifle with automatic fire module as well as stun module added. The black bear has internal storage compartments that hold handcuffs, which are deployed by small robotic arms when the black bear restrains a prisoner. Also mounted in the front paws are modified stun batons, so it can wade through a riot and stun multiple rioters quickly.
The black bear model has the following changes from the brown bear model:
Change size to Medium, but acts as Large size when it is most beneficial, such as grapples and stability;
Reduce Hit Dice to 6d10 +10 (44 hp);
Reduce Strength to 22, reducing melee damage and Strength based skills by 2, increase Dexterity to 19, increase ranged attacks and Dexterity based skills by +2;
Variable heavy laser rifle is changed to sniper laser rifle, 3d8 fire, range increment 120 ft, with autofire and stun gadgets;
Add sonic weapon from polar bear, with stun gadget added;
Increase speed to 50 ft bipedal / 60 feet quadreped;
Stun baton added to front paws, the black bear can deal bludgeoning damage instead of slashing (not using claws), and can also stun, target must succeed on a Fort save DC (10+ damage dealt) or be stunned for 1d4 rounds;
Two small robotic arms concealed in 2 internal storage compartments that hold 20 pairs of handcuffs each. When the black bear grapples a target and wins the grapple, it can place a set of handcuffs on the victim;
Change PDC to 31.
 

kronos182

Adventurer
Fire Ant Helmet PL6
This helmet looks like the head of a fire ant, with large eyes, antenna and large mandibles on the front about where the user's jaw would be. The helmet is compatible with most armours, and can be used with environmental armour, provided it has an air supply, otherwise the helmet has filters granting a +2 bonus to Fortitude against airborne toxins, poisons and irritates. The eyes are polarized to protect the user against sudden bright lights such as from flash bang grenades, as well as a built in HUD that links to armour or smart link weapons. The helmet also includes a motion detector, but with a range of 50 feet, as well as night vision out to 60 feet and built in radio. The power supply is located at the back of the helmet, providing 12 hours of continuous use, but can be tied to a suit of armour's power supply.
The mandibles on the front are functional, allowing the user to use them as a cutting tool or to make bite attacks. The mandibles also have a heat element in them, heating them greatly to deal extra damage.
Benefits: Spot checks with HUD and motion sensors +2 to Spot, motion sensor range is 50 feet, +2 bonus to Search checks, mandibles act as bolt and wire cutters, smart weapon link, +2 Fort against airborne toxins, darkvision 60 feet.
Weapons: Mandible Bite 1d4 (+ 1/2 Str bonus) +1d4 fire, 20x2, melee, piercing.
PDC: 24 Mil (+3)
 

kronos182

Adventurer
A.N.I.M.L. Personal Companion

The PC was a project designed to create a base robotic companion, that with different modular equipment packages, can fill a multitude of rolls. The PC is modeled after a canine frame, usually german shepard or small wolf, covered with synthetic fur to give it a more life-like appearance. The AI is also modeled after canines, making for a loyal companion, but also quite intelligent. The base model makes for an excellent companion for children, families and even amateur adventurers, acting as guard dogs, extra set of eyes or even just company on long voyages. The PC's front paws can reconfigure into fully functional hands, allowing it to manipulate objects, such as doors and other objects. The rear legs can also reconfigure to allow it to stand erect for short periods of time.
Equipped with excellent sensors including night vision, long range audio pickup, short range motion detectors, chemical sensors, allows the PC to function as a guard or look out. Although normally programmed to make noises similar to a dog, it does have full vocal capabilities, for warning of specific dangers or calling for help, as well as built in radio and wireless communications for uploading visual, audio and even text information to any system capable of receiving such information on the proper frequencies. The PC can interface with most computer systems either wirelessly, or through a jack that comes out of its forehead from a concealed compartment. The jaws and paws allow the PC to engage hostiles. A small grapple tag and cable on a wench allows it to rescue people who have fallen down wells or cliffs, and deployable lights to allow companions to see what's around as long as the PC is close by, and an internal storage unit are standard features. The different equipment packages add different equipment for different functions, from riot control, military scout, search and rescue, or even combat.

Personal Companion (PC)
CR: 1
Size: Medium
Hit Points: 1d10 +10
Init: +2
Speed: 40 ft / 30 ft
Defense: +3
BAB/Grp: +0
Attack: Bite +2 melee 1d4 piercing and 2 claws + melee 1d4 slashing.
FS/Reach: 5 ft / 5 ft
Special Attacks:
Special Qualities: Biodroid traits, darkvision 120 ft, scent, bipedal mode, detects motion within 50 ft.
Saves: Fort +0, Reflex +0, Will +0
Abilities: Str 14, Dex 11, Con , Int 10, Wis 10, Cha 5
Skills: Balance +4, Climb +6, Computer Use +4, Gather Information +1, Hide +4, Jump +6, Listen +8, Navigate +6, Search +4, Sense Motive +4, Spot +8, Survival +6, Swim +4
Feats: Alertness, Guide

Frame: Biodroid
Locomotion: Legs (4, 2 temporarily)
Manipulators: Jaws, 2 hands/claws
Armour: duraplastic
Superstructure:
Sensors: Class VII
Skill Software: skill net (balance, climb, jump, swim +4), skill net (computer use, gather information, navigate, sense motive +4), skill net (hide, listen, search, spot +4)
Feat Software: feat progit x2 (alertness, guide
Accessories: AV Recorder, AV transmitter, internal storage unit (20 lb), integrated cell phone/radio, tool mount (2), grappler tag and 100 ft of duracable, search light, nanobeacon, Strength Upgrade, motion sensor
PDC: 25

Bipedal Mode: The PC has the ability, for about 10 minutes at a time, to reconfigure it's legs for bipedal motion, standing erect, like a person. The front paws also change shape into a more human-like hand, with 3 fingers and thumb allowing it to manipulate objects just as well as a person. Takes a move equivalent action to switch between bipedal or quadrupedal modes. While in bipedal mode, then PC loses the claw attack, but can still strike with the hands, either lethal or non-lethal damage. The speed drops to 30 feet while in biped form.

Equipment Packages

Engineer
The engineer package adds a multitude of equipment which makes the PC quite useful to any mechanic. This package adds electronic and mechanical sensors and diagnostic equipment, a hand held display unit that is linked to the sensors of the PC. A multitude of tools on extendable arms, which are also detachable for a mechanic to use. A strength booster is also included to allow the PC to carry more weight, which in quadruped allows for a significant amount to be dragged.
The package provides the following benefits:
+2 Strength, +6 search electronics, +4 repair electronics and mechanical devices, fusion torch, piercing visor with a range of 25 feet, electricomp, mechanicomp, electrical and mechanical tool kits, video camera on a flexible extending 10 foot cable. All sensor information can be displayed on a handheld unit for mechanic to view. If using the Aid Other action to help a mechanic, grants a +4 bonus instead of normal +2.
PDC: 18

Medic
The medical package is a great boon to field medics or those who expect to require medical aid but can't get to medical facilities or hire a medic. Medical sensors are installed, as well as various tools to allow it to treat patients, and carries multiple doses of medicine to be used and injected into people. A hover stretcher can also be deployed from the PC's back allowing it to carry a single unconscious person, up to 300 lbs. Enhanced thermal and audio sensors for detecting a person buried in debris by sensing their heat signatures and even picking up their heart beats or breathing. A hand held unit hooked up to the sensors and medical database allows medics or anyone else to use.
This package provides the following benefits:
Treat Injury +4, Listen +2, able to hear a person breathing or a heart beat even through 10 feet of debris, advanced medkit, medicomp sensor, carries injectors that carries 5 doses of up to 5 different chemicals or drugs, for a total of 25 doses. If performing the Aid Other action to help a medic, grants a +4 bonus instead of the normal +2. Search checks using thermal sensors gain a +2. The contents of a search-and-rescue kit are also stored within the belly of the PC.
PDC: 18

Police
This package makes the PC a good companion for guards and police officers. It has many of the sensors of the medic and engineer packages, only scaled down, for finding potential explosives, hiding criminals or victims. Also included are tools for picking locks quickly and fairly quietly, and disabling explosives. Nonlethal weaponry is installed for subduing rioters or criminals. Retractable warning lights are also mounted in the fore shoulders, and enhanced vocal systems for announcing warnings to civilians. Also included are police band radio, the storage compartment is reduced and usually contains handcuffs, zipties or other hand or foot restraints, flares, a couple magazines of ammunition for accompanying officers to use, and usually 50 feet of duracable, which could be attached and added to the cable already used in the PC's wench, or for other uses.
This package provides the following benefits:
Investigate +2, Disable Device +4, Demolitions +2, built in lock release gun, electrical tool kit, back mounted tangler gun with a 30 rd box instead of 20 and range increased to 40 feet, front paws/hands are also fitted with stun module for stunning opponents (on a melee strike, usually nonlethal, Fort save DC 10+ damage dealt or stunned for 1d4 rounds), a 5 shot sprayer from the mouth that releases solvaway for dissolving the compound fired by tangler gun, retractable police lights on each shoulder, democomp sensor grants +6 to search checks for looking for demolitions. If helping an officer disarming an explosive device, the PC grants a +4 while performing the Aid Other action instead of the normal +2, +10 HP
PDC 19 Res (+2)

Light Combat
This package is used by military scouts, adventurers that require a bit of mobile fire power, and even police S.W.A.T. teams.
The basic sensors are enhanced to include thermal, IR, UV, and night vision and motion detection ranges are increased, military tactic programming is added, and the PC mounts a weapon on the back, the demolitions equipment from the police package, laser range finders and targeters are used along with military encryption to transmit targeting information to allies. The fur is replaced with a chameleonic surfacing, allowing it to blend into its surroundings, and the paws have sound deadening material added to make it even quieter. Smoke dischargers are added to the rear legs, and a 3 shot mini grenade launcher added to the fore shoulders.
This package provides the following benefits:
Listen and Spot are increased by further +2, Disable Device +2, Demolitions +2, Knowledge: Tactics +2, +4 Move Silently (not counting Dex bonus), Dexterity +2, Strength +2, +4 to Hide, claw and bite damage increases to 1d6 + Str, 2 smoke dispensers (3 discharges each, fills a 30 foot area with thick smoke reducing visibility to nothing, but thermal and IR sensors still work), darkvision +30 ft, motion detection +50 ft, Feat: Personal Firearms Proficiency, turret weapon mount (mounts any rifle, if energy can carry 4 power packs, with an autoloader, or up to 200 rounds of physical bullets for a ballistic weapon with auto reloader if the weapon does not accept belts), +10 HP, +1 to all Attack rolls from targeting systems, 2 3-shot mini grenade launchers in fore shoulders (use stats for mini grenade launcher, but has 3 shots each, can use any type of mini grenades). Can Aid Others in targeting a target using the laser range finder and targeter to paint targets for laser guided weapons and feeding targeting data to allies, granting a +4 bonus as long as within 200 feet of allies.
PDC: 20 Mil (+3)
 

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