Legion
The Legion is Faradai's entrance to the robotics field. Advanced and made purely for combat, especially for grouped tactics and for large scale combat. As the name suggests, these robots are meant to fight in large numbers, with their abilities enhancing with larger numbers. In large groups they are notoriously difficult to take down, seemingly impervious to most weapons fire, which seems to bounce around between the robots, making anyone caught in a Legion formation at risk of being hit by friendly fire as it bounces around. Legion groups take full advantage of this ability as they will run as a group to their target, surrounding it and firing on themselves at times to help increase the danger to their target.
Legions look like 6'5" humanoids wearing full armour that is sleek but simple looking. A wide, dark visor in place where a person's eyes would be, as well as several other small darker shaded spots are scattered around the armour as if by random, but if two Legions stand side by side, one can tell that they are in exactly the same location on every one. Usually in a matte gray or matte black in colour, although various camouflage schemes are available. Legions are usually armed with Faradai's Incinerators and several grenades within an internal storage compartment along with 3 extra power packs for the Incinerator.
Legion (PL 6)
Type: Construct
CR:
Size: Medium
Hit Points: 4d10 +20 (44)
Init: +3
Speed: 30
Defense: 19 (+6 equipment +2 dex)
BAB/Grp: +9/+14
Attack: +11 ranged Incinerator (3d8), or Incinerator plasthrower mode (3d10), or +14 melee unarmed (1d4+5), or +11 ranged grenade (varies)
FS/Reach: 5 ft/ 5 ft
Special Qualities: Darkvision 180 ft, Energy Resistance Acid 10, Cold 10, Electricity 10, Fire 10, Legon Node, Legion Mind, Legion Battle Skill, Legion Defenses
Special Attacks:
Saves: Fort +2, Reflex +4, Will +4
Abilities: Str 21, Dex 14, Con -, Int , Wis 14, Cha 1
Skills: +6 Hide, +8 Listen, +6 Move Silently, +10 Navigate, +4 Search, +8 Spot
Feats: Personal Firearms Prof, Advanced Firearms Prof, Burst Fire, Dodge, Mobile, Point Blank Shot, Shot On The Run, Combat Martial Arts
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hands
Armour: Resilium
Sensors: Class VI
Skill Software: Hide 4 ranks, listen 4 ranks, move silently 4 ranks, search 4 ranks, spot 4 ranks
Feat Software: Feat Net
Accessories: Strength Upgrade, Dexterity Upgrade x4, Wisdom Upgrade x2, AV Recorder, Internal Storage Unit, Survivor Array, Oracle Targeting System Mk III, Feat Neat x2, Feat Progit x2, Advanced Construction (bonus HD) x3, Advanced Construction (bonus hp) x2, Survivor Array
PDC: 51 Faradai Enterprises actually sells Legion robots for only PDC 31 each.
Advanced Construction
The robot is made using highly advanced construction techniques that make it tougher than normal robots of its class.
Robots made with advanced construction can have more hit dice and bonus hit points than normal. +1 HD Increases the base Purchase DC of the robot by +2 up to a maxium of 5 bonus HD. A half (50%) increase of bonus (round down) of bonus hit points is a +1 increase in base purchase, up to a maximum of 4 times.
Legion Node
A unique feature of the Legion robot is the Legion Node. The Legion Node allows multiple Legion robots to spread damage done to one robot to others. This only works against energy attacks. When a Legion robot is hit by an energy attack, subtract its energy resistance first. Then take the remainder of the damage, divide it by the number of Legion robots within 50 ft rounding down, and apply that amount to each Legion robot within 50 ft of the original hit, applying energy resistance to the other robots hit except the original one hit which takes this damage.
For example, if there are 5 Legion robots are within 50 ft of each other, and one is hit for 20 damage from a laser, minus 10 from the fire resistance, leaving 10 points of damage. Divided by 5 is 2 points of damage to spread around (which appears as laser fire shooting from the first robot hit to the others). The original robot takes the 2 points of damage while the others don't suffer any as the 2 points doesn't exceed their fire resistance.
PDC 50
This device is unique only to the Legion robot and has an anti tamper self destruct unless it is worked on by proper Faradai technicians. Disable Device check DC 40 would be required for anyone attempting to bypass this. If the check fails even by 1 the self destruct detonates dealing 1d6 to a 5 foot area, completely destroying the Node, turning it to useless slag.
Legion Mind
Legion robots are constantly in contact with each other via communications systems, sharing sensor data amongst each robot in their assigned group. As long as one Legion in a group, within 100 ft, is not considered flat footed or flanked or surprised, none are.
Legion Defenses
If an effect (or spell if using them) allows for a saving throw targets more than one Legion robot, all the robots use the highest d20 result rolled by the group. If three Legions were caught in a frag grenade blast, rolling 17, 5, 8, all three would use the 17 as the result of their roll before adding modifiers.
Legion Battle Skill
Programmed to work in groups with each other, Legion robots gain a +1 attack bonus for every 2 Legion robots within 50 ft. So if 4 Legion robots were within 30 ft of each other, each would gain a +2 bonus to their attack rolls.
GM Note: Each Legion robot has a secret AV recorder besides the normal one that also transmits its data, periodically, to satellite in orbit which then relays that data to Faradai's headquarters. Also when a Legion robot is destroyed, the secret recorder does a quick massive data burst upload to any nearby Legion robots and to the satellite. The self destruct for the Legion Node also detonates, which also destroys the secret AV recorder, making it impossible for anyone to know that it ever existed or from trying to recover a Legion Node for reverse engineering.
Gunner Defense Robot

The Gunner is classified as a Defense Robot, meant to protect facilities or hold locations. Faradai Inc has made the Gunner fairly affordable and in large quantities for any large military orders that come in. Although slow, and standing an impressive 9 ft and weighing in at 2150 lbs empty, Gunners move slowly but they usually don't need to move too much from their assigned areas. They are programmed with many military tactics and know when to use their Saturation ability to really fill an area with lead or to use just one of their miniguns or not. Built fairly inexpensively but still with high quality, Gunners are meant as a cheap, but effective guards for just about anyone, especially since they cost about the same as mid level car. Faradai Inc also offers a discount to have any repairs or upgrades made at one of their facilities.
Type: Construct
CR:
Size: Large (-1)
Hit Points: 3d10 +20 (41)
Init: +3
Speed: 15 ft
Defense: 17 (+5 equipment +3 dex -1 size)
BAB/Grp: +2/+9
Attack: +4 ranged Minigun 4d6
FS/Reach: 10 ft/ 10ft
Special Qualities: Construct traits,
Special Attacks: Saturation
Saves: Fort +1, Reflex +4, Will +1
Abilities: Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills: Knowledge (Tactics) +5, Listen +6, Search +4, Spot +6,
Feats: Personal Firearms, Advanced Personal Firearms, Exotic Weapon Proficiency (Personal Minigun), Alertness
Frame: Armature
Locomotion: Legs (Pair)
Manipulators: None
Armour: Alumisteel
Sensors: Class II
Skill Software: Skill Chips Knowledge (Tactics) +4, Listen +4, Search +4, Spot +4
Feat Software: Feat Progit
Accessories: Dex Upgrade x4, AV Recorder, Weapon Mount x2, External Storage Container, Personal Minigun x2, Skill Chip +4 x4, Feat Progit x3, Core Programming Military Affinity (Knowledge Tactics, Personal Firearms), 1000 rounds of 5mm x2
PDC: 30
Saturation
The Gunner can as a full round attack saturate an area in gunfire, using both miniguns to increase the damage of its autofire area. The Gunner makes an autofire attack like normal, only the damage changes to 6d6 and the Reflex save DC increases to 25 for half.
GM Note: Gunners are equipped with an additional secret AV Recorder and Transmitter which only staff at a Faradai facility can access. A Knowledge (Technology) DC 25 and an Int DC20 checks are needed to notice that this is a separate system from the normal built-in AV Recorder. This secret system periodically uploads its data to Faradai satellites in orbit or when brought into a Faradai facility for maintenance. A Disable Device DC 25 is needed to disable to failsafe that wipes the memory of the secret AV Recorder, plus a Computer Use DC 30 to decode the data.
New Equipment
Personal Minigun PL6
5mm Rotary Firearm, ManPortable
Size: Large
Wt: 20lb + 40lb AmmoBay&Batt (future technology variable)
Damage: 4d6, Ref DC20
Range Inc: 70'
Area of Effect: 20x20
Ammo: 500
ROF: Auto 50/100
5mm is PDC 14 for a box of 50 rounds.
This weapon is courtesy of Backstabbist in the old m134 vulcan chaingun thread.
Magmacore(PL6/7)
TheMagmacore is built like a well toned and muscular human. The body looks like agrey stone like material except for the chest, head, arms and legs which havewhat looks like more medieval armour. When active, the grey stone like materialstarts to take on a reddish glow, similar to that of lava, the air around therobot ripples with waves of heat from the Magmacore's plasmitic power core. TheMagmacore goes beyond Faradai's love of plasma based weapons to that of anobsession. The core of the robot is a plasmitic generator, which continuallyproduces mass amounts of plasma energy, providing a lot of power for itssystems. The problem with the plasmitic generator is it runs hot, extremelyhot. Special material is necessary to contain the heat generated so that therobot isn't a hazard to people around it, although they will find it hot anduncomfortable. Unfortunately one can still burn their hands on the outer shell,which Magmacores use to their advantage in melee combat.
Magmacoresmake excellent shock troops, and can be used both against infantry or armour.Thanks to the 'heat' vents mounted on the legs and back, the Magmacore can beairdropped without the need of a parachute as enough thrust is provided toallow it to land, or even fly for short periods. All weapons are built withinthe body of the magacore as the heat would damage most handheld weapons. Theheat vents around the body and the weapons can be also used to do a mass purgeof plasma and blast the area around it, burning anything around it and can eventurn the ground into glass. It is advised not to deploy Magmacores in areaswhere collateral damage is wanted to a minimal.
The primaryarmament of the magmacore are two plasma rifles which are enhanced by theplasmitic core through brute strength. There are two emitters for each rifle,the primary being in the palm of the hand, requiring it to be empty to fire,and also in the forearm in case the hand is damaged.
Type:Construct
CR: 4
Size: Medium
HitPoints: 5d10 +10 (50)
Init: +3
Speed: 40ft, fly 40 ft (poor)
Defense: 21(+8 equipment +3 dex)
BAB/Grp: +3
Attack: +9melee 2 slams 1d6+6 plus 1d6 fire, or +6 ranged plasma rifle 4d10, or +2 rangedplasma rifle 4d10 and +2 ranged plasma rifle 4d10
FS/Reach: 5ft / 5 ft
SpecialQualities: Runs hot, fire immunity, over powered weapons, darkvision 60 ft
SpecialAttacks: molten step, fiery death throes, plasma burst
Saves: Fort+1, Reflex +4, Will +1
Abilities:Str 22, Dex 18, Con -, Int , Wis 10, Cha 1
Skills: balance+7, knowledge tactics +4, listen +6, search +4, spot +8
Feats: PersonalFirearms, advanced personal firearms, dodge, mobility, point blank shot, shoton the run, two weapon fighting, weapon focus (plasma rifle)
Frame: Biomorph
Locomotion: Legs(pair)
Manipulators:Combat Hand
Armour: Duralloy
Sensors: ClassV (ladar)
SkillSoftware: balance 4 ranks, knowledge tactics 4 ranks, listen 4 ranks,search 4 ranks, spot 4 ranks
FeatSoftware: core affinity (personal firearms), feat net (advanced personalfirearms, two weapon fighting, weapon focus (plasma rifle), double tap), featnet (dodge, mobility, point blank shot, shot on the run)
Accessories: Strengthupgrade x4, dexterity upgrade x4, weapon mount x2, Core Programming MilitaryAffinity (Knowledge Tactics, Personal Firearms), advanced construction (bonusHD) x4, thrusters, plasma rifle x2, skill net 4 ranks, skill chip 4 ranks, featnet x2,
PDC: 35
Molten Step
As a swiftaction once every four rounds, a magmacore can vent pure plasma from itsplasmitic generator through the vents on its body into any two adjacentsquares. These squares explode into molten flame for 2 minutes. Molten squarescost double speed to enter (so instead of 5 feet of movement, it costs 10), andcreatures can't run or charge across them. Any creature passing through amolten square takes 1d6 points of fire damage.
If 10 ormore points of cold damage are directed at a molten square, it returns tonormal. Affected squares cool immediately when the effects ends, but theyretain a blasted and burned appearance.
Fiery DeathThroes
Whendestroyed, a magmacore releases the energy in the plasmitic generator asprotective shields are breached. The square occupied by the magmacore and alladjacent squares become molten as if affected by the molten step ability. Alsoa burst of plasma in a 30 ft radius is released, dealing 4d8 fire damage,Reflex 14 for half damage.
OverPowered Weapons
The plasmaweapons built into the magmacore are normal plasma weapons, although speciallytreated to survive the heat of the plasmitic core, but through brute raw powerthe plasmitic generator can produce, these plasma weapons act more like plasmacannons instead of rifles, dealing far more damage than normal, although nothaving extended range. Increases the damage of the built in plasma rifle to4d10 and ignores 2 points of hardness/DR.
Runs Hot
Due to theamount of heat the plasmitic generator generates while running, any creaturethe magmacore touches, or any creature that touches or makes a melee attackagainst it takes 1d4 points of fire damage.
PlasmaBurst
As anstandard action once every three rounds, the magmacore can release a shortburst of plasma in a 20 ft radius dealing 2d8 points of fire damage, Reflexsave DC 20 for half.
Tactics
Magmacorecombat robots are used as paratroopers or shock troops. They can be easily airdropped, landing safely with the use of their plasma vents, which can also givethem flight for moving about the battle field quickly. A favoured tactic whenbeing air dropped is to engage the thrusters as late as possible, landingheavily to crack the ground, while also using their molten step or plasma burstabilities especially when landing in amongst enemy troops or vehicles.
Whenfighting with other magmacores, they will use their molten step to create linesof flaming ground to control troop movement and using their plasma bursts hitmultiple targets at once and to force them in directions they want.
They willusually use both plasma rifles as they move into melee to allow use of theirplasma burst. Once in melee they will smash opponents, and even grab them andblast the held target with the same hand guaranteeing a hit with the plasmarifle.
Mostmilitaries that employ magmacores use them in advance of regular troops, orsupport them with ranged support, keeping their own troops out of ranged oftheir area weapons.
NewEquipment
CombatHands
Combathands are similar to the normal robot hands, only slightly bulkier andreinforced, designed for smashing and crushing. They usually have between 2 and3 fingers with opposable thumbs. They are not quite as adaptable as hands, andimpose a -4 penalty when attempting tasks involving manual dexterity.
Damage:Lethal bludgeoning
PurchaseDC: 13 + one-quarter base purchase DC of the robot's frame.
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Fine
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Tiny
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Small
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Large
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Gargantuan
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Colossal
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Combat Hand
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1
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1d2
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1d4
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1d6
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1d8
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2d6
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2d8
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2d10
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ASP-SerpentinePersonal Defense Robot (PL 6)
"Lookingfor some personal protection against would-be muggers? Something that can alsoprotect you in case you are knocked unconscious or even go get help? The ASP isfor you! Small, easily concealable, and can be easily cosmetically altered tosuit your tastes! The Asp, nipping crime in the butt!" Faradai Inc salespitch of their new PDR line.
The Asp isa robotic snake, programmed for personal defense for civillians. Light enoughto be easily draped over one's shoulders, and can be cosmetically made to looklike a metallic looking boa.
TheASP-Serpentine provides a shocking surprise for any would-be attackers whoassault its master. The unit resembles a small mechanical serpent about twofeet in length, whose fangs serve as a miniature stun gun fully capable ofincapacitating its victims.
Frame:Biomorph
Locomotion:Slither
Manipulators:Jaws
Armor:Alumisteel armor
Sensors:Class III sensor
SkillSoftware: Climb skill chip (3 ranks), Hide skill chip (3 ranks), MoveSilently skill chip (3 ranks)
FeatSoftware: Simple Weapons Proficiency feat progit
Accessory:Weapon Mount (Stun gun)
PurchaseDC: 24
ASP-SerpentinePersonal Defense Robot:
CR 1/3;Tiny construct;
HD 1/4d10; hp 3;
Mas—;
Init+2;
Spd 20ft;
Defense 19(+2 size, +2 Dex, +5 equipment), touch 14, flatfooted 17;
BAB +0,Grp -10;
Atk +0melee (1d3 electrical plus paralysis, stun gun jaws);
FS 2 1/2ft. by 2 1/2 ft.;
Reach 0ft.;
SQconstruct traits; AL owner;
SV Fort+0, Ref +2, Will +0; AP 0; Rep +0;
Str 6, Dex14, Con —, Int —, Wis 10, Cha 1.
Skills:Climb +5, Hide +13, Move Silently +5.
Feats:Simple Weapons Proficiency