Apothecary
The machine is a metal cylinder 5 feet tall and 3 feet wide, resting on a base with treads. A single video screen displaying an androgynous face. Slim arms rest at its sides made of memory plastics. Apothecaries are intelligent machines that contain nanofactories within their bodies that can create a wide array of chemicals and pharmaceuticals, including acids, medicines and even explosives.
Apothecary (PL6/7)
CR: 1
Size: Medium
Hit Points: 4d10+10 (32 hp)
Init: +0
Speed: 25 ft
Defense: 15 (+5 armour)
BAB/Grp: +3/+5
Attack: Slam +5 melee (1d3+2)
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Chemical processing, defensive field, darkvision 60 ft
Saves: Fort +1, Reflex +1, Will +2
Abilities: Str 15, Dex 10, Con -, Int 14, Wis 13, Cha 13
Skills: Balance +2, Concentrate +6, Craft (chemical) +12, Craft (pharmaceutical) +12, Knowledge (Earth and Life Sciences) +12, Knowledge (Physical Sciences) +12, Listen +3, Spot +5
Feats: Builder, Educated
Frame: Armature
Locomotion: Tread
Manipulators: Hand (2)
Armour: Alumisteel
Sensors: Class V (ladar)
Skill Software: skill net (craft (chemical) 8 ranks, craft (pharmaceutical) 8 ranks, knowledge (physical sciences) 8 ranks, knowledge (earth and life sciences) 8 ranks), skill chip (concentrate) +4
Feat Software: feat builder (craft chemical, craft pharmaceutical), educated (knowledge earth and life sciences, knowledge physical sciences), focused
Accessories: Language chip (english), skill chip, skill net, feat progit x3, internal storage unit, vocalizer, defensive field, fabricator (with bio and garbage converter)
PDC: 30
Chemical Processing (Ex): An apothecary's internal nanofactoriers can convert almost any kind of inorganic matter into basic chemicals, then combine those chemicals into a new substance - whether it be soda, painkillers or plastic explosive. The apothecary can use its Craft skills to create a small amount of almost any chemical substance, as long as it has the right raw materials fed into the hopper in its back. Use the Craft rules to determine what the apothecary can create and how much the raw materials will cost. The machine's nanofactories count as a chemical kit, and give it a +2 circumstance bonus on its Craft checks (already figured into the stat block), and it makes the substance in only one-tenth of the normal time (minimum 1 round). This is essentially a fabricator (d20 Future Tech page 59).
Defensive Field (Ex): As a move action, the apothecary can activate a powerful electrical defense shield to protect itself from thieves, vandals or unhappy customers. The field inflicts 1d6 points of electrical damage to anyone touching the apothecary or striking it with a metal weapon in melee combat. Anyone damaged by the field must also make a DC 14 Fortitude save or be knocked unconscious for 1d6 minutes. The field draws heavily on the apothecary's energy reserves; it can only maintain the field for 10 rounds, after which at least a full hour must pass while the construct's batteries recharge before it can be used again.
Jackrabbit ULV (Unmanned Land Vehicle)
With the advances in robotics and drone A.I.s, the Jackrabbit is an excellent addition to any military force. It can be operated remotely like older UAVs, or allowed to function by itself or as part of a team of other jackrabbits or other unmanned vehicles, with programmed mission parameters and a human overseer for any unforeseen situations.
Jackrabbits are usually armed with an automatic weapon, usually a light to heavy machinegun, although other weapons can be substituted with the proper programming uploaded. Using advances in image recognition, IFF, active and passive night vision, Hi-Def video, IR and thermal cameras and high capacity batteries, allow the jackrabbit to identify potential foes visually and by friend or foe systems, see in virtually any condition, and operate for up to 3 days before needing to recharge.
The rugged tracked frame allows the jackrabbit to travel through most terrains, and its small enough to enter buildings, greatly increasing its usefulness.
Many militaries use jackrabbits as force multipliers, automated defense sentries, ambushers or just disposable fodder.
The jackrabbit has a deployable arm with a pincer for picking up items or moving debris, which it can put in its internal storage compartment. The treads are modified to allow the jackrabbit to climb a normal set of stairs, however steep or curved stairs are difficult for it to climb. The jackrabbit is programmed to make use of small group tactics when in a group with people or other jackrabbits. If teamed with other jackrabbits, they communicate back and forth, making them very effective in small or large group tactics for setting up good firing solutions for each other. They also are programmed to make use of cover and terrain for setting up defensive positions or ambushes.
The jackrabbit stands only 4'3" with the weapon turret fully raised. The turret is able to spin around completely, raise 90 degree vertically and lower 60 degrees from horizontal position. Being about 3 feet wide allows it to enter most doors, which it can open with the pincer, and is 5 feet long, weighing at 710 lb. fully loaded.
Jackrabbit ULV (PL5)
CR: 2
Size: Medium
Hit Points: 2d10+10
Init: +2
Speed: 35 ft
Defense: +5 (+3 armour +2 Dex)
BAB/Grp: +1/+1
Attack: +3 ranged weapon (m60 2d8 ballistic, or M2HB 2d12 ballistic), or +1 melee pincer (1d3)
FS/Reach: 5 ft/ 5 ft
Special Attacks:
Special Qualities: robot qualities, network
Saves: Fort +0, Reflex +2, Will +0
Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: Hide +4, Knowledge: Tactics +4, Listen +4, Search +2, Spot +4
Feats: Personal Firearms, Advanced Personal Firearms
Frame: Armature
Locomotion: Treads (modified)
Manipulators: Pincer
Armour: Duraplastic
Sensors: Class III
Skill Software: skill chip (Hide +2), skill chip (Knowledge: Tactics +4), skill chip (Listen +4), skill chip (Search +4), skill chip (Spot +4)
Feat Software: feat progit (Advanced Personal Firearms)
Accessories: Nightvision goggles (200 ft range), AV Recorder (48 hours), AV Transmitter, Remote Control Unit (optional use), weapon mount, internal storage unit (20 lb.), core programming affinity: military, weapon (either M60 or M2HB are standard, other weapons can be substituted) with 250 round linked belt, laser designator.
PDC: 22 Mil (+3)
Network: When grouped with other jackrabbits, they become more efficient. For every five jackrabbits within 300 feet and in radio contact, they gain +1 Initiative, +1 Listen, +1 Search and +1 Spot. If one jackrabbit in the group is aware of a target, they all are. If more than one jackrabbit is attacking the same target and are within 50 feet of each other, they gain a +1 to attack.
Options: The weapon normally mounted on a jackrabbit is either a M60 machinegun or a M2HB heavy machinegun, although they can be switched for a grenade launcher or rocket launcher with the proper programming added. A second weapon mount for a rocket launcher or grenade launcher, or even a flamethrower with proper programming added at additional cost. The pincer can be switched out for a melee weapon such as a buzz or chainsaw, or even a cutting torch for clearing debris, barricades or sabotaging vehicles or equipment.
Shadow UAV
The Shadow UAV is a surveillance UAV used by several major governments for many years before being replaced by more advanced models. It's primary purpose is surveillance, target acquisition, battle damage assessment, and even search and rescue operations. Powered by a pusher propeller engine, able to use standard gasoline with a total flight time of 6 hours with a range of 70 miles, a maximum speed of 125 mph, equipped with several video cameras, electro-optical/infrared cameras and laser designator. The Shadow requires about 200 feet of relatively smooth ground for landing.
Originally Shadow UAV's required around 20 people to operate, upgrades and better automation has reduced this down to a mere 4, although extra crew can speed up deployment and recovery times greatly. Shadow UAVs require a launching platform, which is a pneumatic catapult mounted on a trailer. The parent vehicle is a mid-sized truck with the back cargo section containing the control systems for a single Shadow UAV. The onboard systems allows the Shadow to navigate a simple flight plan without supervision and will notify its controller once approximately 5 minutes from its destination.
The shadow weighs about 186 lbs unloaded, wingspan of 14 feet, and a length of 11 feet (2 squares long by 3 squares wide).
Shadow UAV (Mid-Late PL5
Crew: 1 (Pilot from Ground Control Station)
Passengers: -
Cargo: 100 lbs
Init: -2
Maneuver: -1
Top Speed: 220 (22)
Defense: 9
Hardness: 3
Hit Points: 8
Size: Large (going by body length, not wingspan).
Purchase DC: 32 for Shadow UAV, 41 for UAV and GCS plus enough parts to repair UAV 5 times.
Restriction: Restricted (+2)
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, control transceiver, laser painter, auto-pilot, GCS.
Notes: Requires Ground Control Station which is a separate vehicle. Launched from a pneumatic catapult mounted on a trailer pulled by the GCS vehicle. 6 hours of flight time, range of 68 miles, maximum height 15,000 ft.
While on autopilot, has a Pilot and Navigate skills of +2 each for avoiding obstacles and staying on course. Will notify controller when 5 minutes from destination via GPS system.
GCS Vehicle
This truck is about the size of a moving truck, with a cab that can hold 4 people. The back section contains all the equipment to operate the Shadow UAV, plus contains enough fuel to refuel the Shadow 3 times, plus equipment and tools for making minor repairs to the UAV. There is some storage room as well for supplies for the crew, such as survival gear and food. The trailer mounts the pneumatic launcher and the crane to place it back into the launcher after the UAV has landed. The trailer contains enough fuel to refuel the shadow twice and carries tools and parts to make repairs to the UAV.
The GCS vehicle is two squares wide, five squares long, providing three-quarter cover to those in the cab, complete in the cargo section. The cab has 3 doors, plus a double door for the cargo/control second.. The trailer is two squares wide by two squares long. It takes a crew of 3 to physically set up the launcher 5 rounds, plus the pilot/controller in the GCS, and launch it. 3 to reload the UAV into the launcher.
GSC Vehicle
Crew: 1
Passengers: 3
Cargo: 1000 lbs
Init: -4
Maneuver: -4
Top Speed: 165 (16)
Defense: 6
Hardness: 6
Hit Points: 45
Size: G
Purchase DC:
Restriction: Restricted (+2)
Accessories: GSC, refuel pump for Shadow UAV, mechanical and electrical kits, enough spare parts to repair UAV 5 times (up to 7 HP per repair. If Shadow is reduced to 0 HP, it is destroyed and can not be repaired), 3 reloads of fuel for Shadow UAV.
Notes: Control system for the Shadow UAV
Shadow UAV Launch Trailer
This is the trailer mounting the pneumatic launcher for the Shadow UAV and crane for reloading it, as well as fuel for refueling.
Crew: 0
Passengers: 0
Cargo: 600 lb
Init: -
Maneuver: -
Top Speed: -
Defense: 8
Hardness: 5
Hit Points: 30
Size: Huge
Purchase DC: -
Restriction: -
Accessories: Pneumatic UAV Launcher, crane, refuel pump, electrical and mechanical kits, 2 refuels, repair parts (enough parts to repair twice (14 hp worth).
Loki Security Robot
The Loki is a bipedal humanoid security robot designed for security detail and guard duty in locations where manpower is an issue or where the use of organics for "around the clock" shifts is unfeasible. Used initially for colony guard duty, it has been used in numerous civilian and military sector units after severe loses in battle. These robots have also found use in mercenary groups such as Eclipse for added manpower, as expendable assault units.
An inexpensive and relatively basic design, it does have a few interesting features Their joints are sealed, rendering the risk of shorting out in waterlogged environments moot. A basic personality suite is installed and are easily programmed for various security tasks, and can be equipped with any of numerous weapon systems, both lethal and non-lethal, as circumstances dictate. The Loki is given a female voice for issuing warnings in a calm, soothing voice, equipped with an IFF system, and are networked, allowing for groups to work together, although with very simple tactics (move forward to the target, shoot or use other equipped weapons until target is neutralized, move onto next target, hedge pedestrians out of restricted areas, etc), which makes giving orders to groups of them very quick and easily.
Fairly cheap to produce, making them well liked in many corporate sectors as they can purchase mass quantities and use weight of numbers to repel intruders, but lightly armoured. They are equipped with a shock system for close combat, able to stun or even kill most humanoids, and a self destruct system. When used in combat roles, a badly damaged Loki will move at best speed close to a target and initiate its self destruct. Otherwise, upon heavy damage that cripples the Loki, the self destruct triggers.
Lokis are usually armed with M-3 Predator heavy pistol or M-4 Shuriken machine pistol.
Loki (PL6)
CR: 1
Size: Medium
Hit Points: 20 (1d10+10)
Init: +0
Speed: 30
Defense: 13 (10 base, +3 armour)
Hardness:
BAB/Grp: +0
Attack: +2 melee unarmed 1d3 non-lethal, +2 melee Shock emitter (damage varies by setting), +0 ranged equipped weapon. Usually a M-3 Predator or M-4 Shuriken.
FS/Reach: 5 ft/5 ft
Special Attacks: Shock Emitter, Kamikaze
Special Qualities: Network, Sealed
Saves: Fort +0, Reflex +0, Will +0
Abilities: Str 14, Dex 10, Con -, Int --, Wis 10, Cha 1
Skills: Listen +2, Search +2, Spot +2
Feats: Personal Firearms Proficiency
Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands (2)
Armour: Duraplastic
Superstructure:
Sensors: Class III
Skill Software: Skill chips Listen +2, Search +2, Spot +2
Feat Software: Feat progit: Personal Firearms Proficiency
Accessories: AV Recorder, AV transmitter, self-destruct (2d6, Reflex DC 11), Shock Emitter, IFF, sealed joints, holster, ammunition storage (4 magazines).
PDC: 27
Kamikaze: If the Loki is reduced to 5 or less hit points, it will move to the closest target and initiate its self destruct in melee reach of the Loki.
Network: When grouped with other Lokis, they become more efficient. For every five Lokis within 300 feet and in radio contact, they gain +1 Initiative, +1 Listen, +1 Search and +1 Spot. If one Loki in the group is aware of a target, they all are. If more than one Loki is attacking the same target and are within 50 feet of each other, they gain a +1 to attack. Lokis can be programmed very quickly, granting a +2 to Computer Use checks to change programming and give orders.
Sealed: The Loki is sealed to protect its joints and internal systems from water and weather. It can not be shorted out by being submerged in water. Able to tolerate depths of up to 200 feet. Can not swim, but move at bottom of the water at half speed.
Shock Emitter
This is a short baton-like device the extends from the left hand that is used to shock targets, usually set to stun, but in military programmed Lokis, it can be set for more lethal settings.
Damage: 1d3 nonlethal +stun, 1d4 +stun, 1d4 bludgeoning +1d6 electrical
Critical: 20x2
Damage Type: Electrical
Stun: On a successful melee strike with the first two settings, the target must make a Fort save DC 13 (first setting), or DC 15 (second setting) or be stunned for 1d4+2 rounds. With the second setting, a successful save instead paralyzes the target for 1 round.
M-3 Predator
A heavy pistol using mass acceleration technology, able to propel a 10mm sized slug a good range.
M-3 Predator (PL6)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Small
Weight: 5 lbs
Ammo: 12
Purchase DC: 19 (Lic +1)
Ammunition: Same price as 9mm.
M-4 Shuriken
A machine pistol that fires a smaller round than the M-3 Predator, but is designed to carry a slight electric charge that aids in damaging shields, but over damage is lower. This type of ammunition has be tested on other mass acceleration weapons, but doesn't seem to carried over. A unique feature that hasn't been duplicated in many weapons. Has a three round burst setting, and a pulse mode for a higher rate of fire, but reduces accuracy.
M-4 Shuriken (PL6)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 50
Rate of Fire: S, A
Size: Medium
Weight: 8 lbs
Ammo: 24
Purchase DC: 24 (Res +2)
Notes: 3 round burst mode, pulse mode, anti-shield
Can make an autofire attack using 3 rounds if the user has the Burst Fire feat.
Pulse: The user can increase the number of bullets fired in autofire or when using the Double Tap or Burst Fire feats. When using double tap, uses 4 bullets to increase damage by an additional die, Burst Fire uses 5 bullets (overriding the 3 round burst fire mode) to deal an extra die of damage, and autofire uses 15 bullets to deal an extra die of damage, and increases the autofire Reflex DC to 17. Engaging Pulse mode is a free action that can be done once per round.
Anti-Shield: Due to the design of the ammunition combined with how the Shuriken fires and imparts a charge to the ammunition by its mass acceleration system, against energy shields it deals +50% more damage. Against systems that grant a deflection against ballistic weapons (magnetic fields, etc), the penalty to attack is reduced by half, or any Deflection bonus added by these systems is halved against attacks from this weapon.
Ammunition: PDC 12 (Res +2) for 50 rounds.
The machine is a metal cylinder 5 feet tall and 3 feet wide, resting on a base with treads. A single video screen displaying an androgynous face. Slim arms rest at its sides made of memory plastics. Apothecaries are intelligent machines that contain nanofactories within their bodies that can create a wide array of chemicals and pharmaceuticals, including acids, medicines and even explosives.
Apothecary (PL6/7)
CR: 1
Size: Medium
Hit Points: 4d10+10 (32 hp)
Init: +0
Speed: 25 ft
Defense: 15 (+5 armour)
BAB/Grp: +3/+5
Attack: Slam +5 melee (1d3+2)
FS/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Chemical processing, defensive field, darkvision 60 ft
Saves: Fort +1, Reflex +1, Will +2
Abilities: Str 15, Dex 10, Con -, Int 14, Wis 13, Cha 13
Skills: Balance +2, Concentrate +6, Craft (chemical) +12, Craft (pharmaceutical) +12, Knowledge (Earth and Life Sciences) +12, Knowledge (Physical Sciences) +12, Listen +3, Spot +5
Feats: Builder, Educated
Frame: Armature
Locomotion: Tread
Manipulators: Hand (2)
Armour: Alumisteel
Sensors: Class V (ladar)
Skill Software: skill net (craft (chemical) 8 ranks, craft (pharmaceutical) 8 ranks, knowledge (physical sciences) 8 ranks, knowledge (earth and life sciences) 8 ranks), skill chip (concentrate) +4
Feat Software: feat builder (craft chemical, craft pharmaceutical), educated (knowledge earth and life sciences, knowledge physical sciences), focused
Accessories: Language chip (english), skill chip, skill net, feat progit x3, internal storage unit, vocalizer, defensive field, fabricator (with bio and garbage converter)
PDC: 30
Chemical Processing (Ex): An apothecary's internal nanofactoriers can convert almost any kind of inorganic matter into basic chemicals, then combine those chemicals into a new substance - whether it be soda, painkillers or plastic explosive. The apothecary can use its Craft skills to create a small amount of almost any chemical substance, as long as it has the right raw materials fed into the hopper in its back. Use the Craft rules to determine what the apothecary can create and how much the raw materials will cost. The machine's nanofactories count as a chemical kit, and give it a +2 circumstance bonus on its Craft checks (already figured into the stat block), and it makes the substance in only one-tenth of the normal time (minimum 1 round). This is essentially a fabricator (d20 Future Tech page 59).
Defensive Field (Ex): As a move action, the apothecary can activate a powerful electrical defense shield to protect itself from thieves, vandals or unhappy customers. The field inflicts 1d6 points of electrical damage to anyone touching the apothecary or striking it with a metal weapon in melee combat. Anyone damaged by the field must also make a DC 14 Fortitude save or be knocked unconscious for 1d6 minutes. The field draws heavily on the apothecary's energy reserves; it can only maintain the field for 10 rounds, after which at least a full hour must pass while the construct's batteries recharge before it can be used again.
Jackrabbit ULV (Unmanned Land Vehicle)
With the advances in robotics and drone A.I.s, the Jackrabbit is an excellent addition to any military force. It can be operated remotely like older UAVs, or allowed to function by itself or as part of a team of other jackrabbits or other unmanned vehicles, with programmed mission parameters and a human overseer for any unforeseen situations.
Jackrabbits are usually armed with an automatic weapon, usually a light to heavy machinegun, although other weapons can be substituted with the proper programming uploaded. Using advances in image recognition, IFF, active and passive night vision, Hi-Def video, IR and thermal cameras and high capacity batteries, allow the jackrabbit to identify potential foes visually and by friend or foe systems, see in virtually any condition, and operate for up to 3 days before needing to recharge.
The rugged tracked frame allows the jackrabbit to travel through most terrains, and its small enough to enter buildings, greatly increasing its usefulness.
Many militaries use jackrabbits as force multipliers, automated defense sentries, ambushers or just disposable fodder.
The jackrabbit has a deployable arm with a pincer for picking up items or moving debris, which it can put in its internal storage compartment. The treads are modified to allow the jackrabbit to climb a normal set of stairs, however steep or curved stairs are difficult for it to climb. The jackrabbit is programmed to make use of small group tactics when in a group with people or other jackrabbits. If teamed with other jackrabbits, they communicate back and forth, making them very effective in small or large group tactics for setting up good firing solutions for each other. They also are programmed to make use of cover and terrain for setting up defensive positions or ambushes.
The jackrabbit stands only 4'3" with the weapon turret fully raised. The turret is able to spin around completely, raise 90 degree vertically and lower 60 degrees from horizontal position. Being about 3 feet wide allows it to enter most doors, which it can open with the pincer, and is 5 feet long, weighing at 710 lb. fully loaded.
Jackrabbit ULV (PL5)
CR: 2
Size: Medium
Hit Points: 2d10+10
Init: +2
Speed: 35 ft
Defense: +5 (+3 armour +2 Dex)
BAB/Grp: +1/+1
Attack: +3 ranged weapon (m60 2d8 ballistic, or M2HB 2d12 ballistic), or +1 melee pincer (1d3)
FS/Reach: 5 ft/ 5 ft
Special Attacks:
Special Qualities: robot qualities, network
Saves: Fort +0, Reflex +2, Will +0
Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: Hide +4, Knowledge: Tactics +4, Listen +4, Search +2, Spot +4
Feats: Personal Firearms, Advanced Personal Firearms
Frame: Armature
Locomotion: Treads (modified)
Manipulators: Pincer
Armour: Duraplastic
Sensors: Class III
Skill Software: skill chip (Hide +2), skill chip (Knowledge: Tactics +4), skill chip (Listen +4), skill chip (Search +4), skill chip (Spot +4)
Feat Software: feat progit (Advanced Personal Firearms)
Accessories: Nightvision goggles (200 ft range), AV Recorder (48 hours), AV Transmitter, Remote Control Unit (optional use), weapon mount, internal storage unit (20 lb.), core programming affinity: military, weapon (either M60 or M2HB are standard, other weapons can be substituted) with 250 round linked belt, laser designator.
PDC: 22 Mil (+3)
Network: When grouped with other jackrabbits, they become more efficient. For every five jackrabbits within 300 feet and in radio contact, they gain +1 Initiative, +1 Listen, +1 Search and +1 Spot. If one jackrabbit in the group is aware of a target, they all are. If more than one jackrabbit is attacking the same target and are within 50 feet of each other, they gain a +1 to attack.
Options: The weapon normally mounted on a jackrabbit is either a M60 machinegun or a M2HB heavy machinegun, although they can be switched for a grenade launcher or rocket launcher with the proper programming added. A second weapon mount for a rocket launcher or grenade launcher, or even a flamethrower with proper programming added at additional cost. The pincer can be switched out for a melee weapon such as a buzz or chainsaw, or even a cutting torch for clearing debris, barricades or sabotaging vehicles or equipment.
Shadow UAV
The Shadow UAV is a surveillance UAV used by several major governments for many years before being replaced by more advanced models. It's primary purpose is surveillance, target acquisition, battle damage assessment, and even search and rescue operations. Powered by a pusher propeller engine, able to use standard gasoline with a total flight time of 6 hours with a range of 70 miles, a maximum speed of 125 mph, equipped with several video cameras, electro-optical/infrared cameras and laser designator. The Shadow requires about 200 feet of relatively smooth ground for landing.
Originally Shadow UAV's required around 20 people to operate, upgrades and better automation has reduced this down to a mere 4, although extra crew can speed up deployment and recovery times greatly. Shadow UAVs require a launching platform, which is a pneumatic catapult mounted on a trailer. The parent vehicle is a mid-sized truck with the back cargo section containing the control systems for a single Shadow UAV. The onboard systems allows the Shadow to navigate a simple flight plan without supervision and will notify its controller once approximately 5 minutes from its destination.
The shadow weighs about 186 lbs unloaded, wingspan of 14 feet, and a length of 11 feet (2 squares long by 3 squares wide).
Shadow UAV (Mid-Late PL5
Crew: 1 (Pilot from Ground Control Station)
Passengers: -
Cargo: 100 lbs
Init: -2
Maneuver: -1
Top Speed: 220 (22)
Defense: 9
Hardness: 3
Hit Points: 8
Size: Large (going by body length, not wingspan).
Purchase DC: 32 for Shadow UAV, 41 for UAV and GCS plus enough parts to repair UAV 5 times.
Restriction: Restricted (+2)
Accessories: Electro-optical zoom, video/still cameras, GPS receiver, control transceiver, laser painter, auto-pilot, GCS.
Notes: Requires Ground Control Station which is a separate vehicle. Launched from a pneumatic catapult mounted on a trailer pulled by the GCS vehicle. 6 hours of flight time, range of 68 miles, maximum height 15,000 ft.
While on autopilot, has a Pilot and Navigate skills of +2 each for avoiding obstacles and staying on course. Will notify controller when 5 minutes from destination via GPS system.
GCS Vehicle
This truck is about the size of a moving truck, with a cab that can hold 4 people. The back section contains all the equipment to operate the Shadow UAV, plus contains enough fuel to refuel the Shadow 3 times, plus equipment and tools for making minor repairs to the UAV. There is some storage room as well for supplies for the crew, such as survival gear and food. The trailer mounts the pneumatic launcher and the crane to place it back into the launcher after the UAV has landed. The trailer contains enough fuel to refuel the shadow twice and carries tools and parts to make repairs to the UAV.
The GCS vehicle is two squares wide, five squares long, providing three-quarter cover to those in the cab, complete in the cargo section. The cab has 3 doors, plus a double door for the cargo/control second.. The trailer is two squares wide by two squares long. It takes a crew of 3 to physically set up the launcher 5 rounds, plus the pilot/controller in the GCS, and launch it. 3 to reload the UAV into the launcher.
GSC Vehicle
Crew: 1
Passengers: 3
Cargo: 1000 lbs
Init: -4
Maneuver: -4
Top Speed: 165 (16)
Defense: 6
Hardness: 6
Hit Points: 45
Size: G
Purchase DC:
Restriction: Restricted (+2)
Accessories: GSC, refuel pump for Shadow UAV, mechanical and electrical kits, enough spare parts to repair UAV 5 times (up to 7 HP per repair. If Shadow is reduced to 0 HP, it is destroyed and can not be repaired), 3 reloads of fuel for Shadow UAV.
Notes: Control system for the Shadow UAV
Shadow UAV Launch Trailer
This is the trailer mounting the pneumatic launcher for the Shadow UAV and crane for reloading it, as well as fuel for refueling.
Crew: 0
Passengers: 0
Cargo: 600 lb
Init: -
Maneuver: -
Top Speed: -
Defense: 8
Hardness: 5
Hit Points: 30
Size: Huge
Purchase DC: -
Restriction: -
Accessories: Pneumatic UAV Launcher, crane, refuel pump, electrical and mechanical kits, 2 refuels, repair parts (enough parts to repair twice (14 hp worth).
Loki Security Robot
The Loki is a bipedal humanoid security robot designed for security detail and guard duty in locations where manpower is an issue or where the use of organics for "around the clock" shifts is unfeasible. Used initially for colony guard duty, it has been used in numerous civilian and military sector units after severe loses in battle. These robots have also found use in mercenary groups such as Eclipse for added manpower, as expendable assault units.
An inexpensive and relatively basic design, it does have a few interesting features Their joints are sealed, rendering the risk of shorting out in waterlogged environments moot. A basic personality suite is installed and are easily programmed for various security tasks, and can be equipped with any of numerous weapon systems, both lethal and non-lethal, as circumstances dictate. The Loki is given a female voice for issuing warnings in a calm, soothing voice, equipped with an IFF system, and are networked, allowing for groups to work together, although with very simple tactics (move forward to the target, shoot or use other equipped weapons until target is neutralized, move onto next target, hedge pedestrians out of restricted areas, etc), which makes giving orders to groups of them very quick and easily.
Fairly cheap to produce, making them well liked in many corporate sectors as they can purchase mass quantities and use weight of numbers to repel intruders, but lightly armoured. They are equipped with a shock system for close combat, able to stun or even kill most humanoids, and a self destruct system. When used in combat roles, a badly damaged Loki will move at best speed close to a target and initiate its self destruct. Otherwise, upon heavy damage that cripples the Loki, the self destruct triggers.
Lokis are usually armed with M-3 Predator heavy pistol or M-4 Shuriken machine pistol.
Loki (PL6)
CR: 1
Size: Medium
Hit Points: 20 (1d10+10)
Init: +0
Speed: 30
Defense: 13 (10 base, +3 armour)
Hardness:
BAB/Grp: +0
Attack: +2 melee unarmed 1d3 non-lethal, +2 melee Shock emitter (damage varies by setting), +0 ranged equipped weapon. Usually a M-3 Predator or M-4 Shuriken.
FS/Reach: 5 ft/5 ft
Special Attacks: Shock Emitter, Kamikaze
Special Qualities: Network, Sealed
Saves: Fort +0, Reflex +0, Will +0
Abilities: Str 14, Dex 10, Con -, Int --, Wis 10, Cha 1
Skills: Listen +2, Search +2, Spot +2
Feats: Personal Firearms Proficiency
Frame: Biomorph
Locomotion: Legs (pair)
Manipulators: Hands (2)
Armour: Duraplastic
Superstructure:
Sensors: Class III
Skill Software: Skill chips Listen +2, Search +2, Spot +2
Feat Software: Feat progit: Personal Firearms Proficiency
Accessories: AV Recorder, AV transmitter, self-destruct (2d6, Reflex DC 11), Shock Emitter, IFF, sealed joints, holster, ammunition storage (4 magazines).
PDC: 27
Kamikaze: If the Loki is reduced to 5 or less hit points, it will move to the closest target and initiate its self destruct in melee reach of the Loki.
Network: When grouped with other Lokis, they become more efficient. For every five Lokis within 300 feet and in radio contact, they gain +1 Initiative, +1 Listen, +1 Search and +1 Spot. If one Loki in the group is aware of a target, they all are. If more than one Loki is attacking the same target and are within 50 feet of each other, they gain a +1 to attack. Lokis can be programmed very quickly, granting a +2 to Computer Use checks to change programming and give orders.
Sealed: The Loki is sealed to protect its joints and internal systems from water and weather. It can not be shorted out by being submerged in water. Able to tolerate depths of up to 200 feet. Can not swim, but move at bottom of the water at half speed.
Shock Emitter
This is a short baton-like device the extends from the left hand that is used to shock targets, usually set to stun, but in military programmed Lokis, it can be set for more lethal settings.
Damage: 1d3 nonlethal +stun, 1d4 +stun, 1d4 bludgeoning +1d6 electrical
Critical: 20x2
Damage Type: Electrical
Stun: On a successful melee strike with the first two settings, the target must make a Fort save DC 13 (first setting), or DC 15 (second setting) or be stunned for 1d4+2 rounds. With the second setting, a successful save instead paralyzes the target for 1 round.
M-3 Predator
A heavy pistol using mass acceleration technology, able to propel a 10mm sized slug a good range.
M-3 Predator (PL6)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Small
Weight: 5 lbs
Ammo: 12
Purchase DC: 19 (Lic +1)
Ammunition: Same price as 9mm.
M-4 Shuriken
A machine pistol that fires a smaller round than the M-3 Predator, but is designed to carry a slight electric charge that aids in damaging shields, but over damage is lower. This type of ammunition has be tested on other mass acceleration weapons, but doesn't seem to carried over. A unique feature that hasn't been duplicated in many weapons. Has a three round burst setting, and a pulse mode for a higher rate of fire, but reduces accuracy.
M-4 Shuriken (PL6)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 50
Rate of Fire: S, A
Size: Medium
Weight: 8 lbs
Ammo: 24
Purchase DC: 24 (Res +2)
Notes: 3 round burst mode, pulse mode, anti-shield
Can make an autofire attack using 3 rounds if the user has the Burst Fire feat.
Pulse: The user can increase the number of bullets fired in autofire or when using the Double Tap or Burst Fire feats. When using double tap, uses 4 bullets to increase damage by an additional die, Burst Fire uses 5 bullets (overriding the 3 round burst fire mode) to deal an extra die of damage, and autofire uses 15 bullets to deal an extra die of damage, and increases the autofire Reflex DC to 17. Engaging Pulse mode is a free action that can be done once per round.
Anti-Shield: Due to the design of the ammunition combined with how the Shuriken fires and imparts a charge to the ammunition by its mass acceleration system, against energy shields it deals +50% more damage. Against systems that grant a deflection against ballistic weapons (magnetic fields, etc), the penalty to attack is reduced by half, or any Deflection bonus added by these systems is halved against attacks from this weapon.
Ammunition: PDC 12 (Res +2) for 50 rounds.