Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6852578" data-attributes="member: 6668634"><p>Recon Rat</p><p>The Recon Rat is a sophisticated robot for surveliance work. Able to go virtually anywhere a normal rat can, slip in and out of places undetected and send back all that it sees and hears through various encrypted means to it's controller's console. Programmed with the instincts of a rat to help it blend in with other rats also thanks to the addition of chemical sacks that let the robot smell like one of the swarm. Used by black ops groups for scouting areas or to trail a target, or by some search and rescue groups to find people buried in collapsed tunnels or buildings before their air runs out.</p><p></p><p>Recon Rat PL 6/7</p><p>Type: Construct</p><p>CR: 1/2</p><p>Size: Tiny</p><p>Hit Points: 1/4d10 (2 hp)</p><p>Init: +3 (+3 Dex)</p><p>Speed: 40 ft, climb 20 ft ferrous surfaces</p><p>Defense: 17, 17 touch</p><p>BAB/Grp: +0/-8</p><p>Attack: +2 melee 1d2</p><p>FS/Reach: 1 ft by 1 ft/ 0 ft</p><p>Special Qualities: Construct traits, Resistance acid 10, cold 10, electricity 10, fire 10, darkvision 180 ft, </p><p>Saves: Fort +0, Reflex +3, Will +0</p><p>Abilities: Str 2, Dex 17, Int 10, Wis 10, Cha 5</p><p>Skills: Listen +8, Search +8, Spot +8, Hide +17, Move Silently +9, Escape Artist +5, +10 Navigate, +2 Survival</p><p>Feats: Alertness, Meticulous, Stealthy, Track</p><p></p><p>Frame: Biodroid</p><p>Locomotion: Legs (4 legs)</p><p>Manipulators: Jaws</p><p>Armour:</p><p>Sensors: Class VII</p><p>Skill Software: Skill Pogits Hide +4, Move Silently +4, Listen +4, Spot +4, Search +4</p><p>Feat Software: Feat Net</p><p>Accessories: Gimbaled Joints, magnetic feet, AV transmitter, AV Recorder, survivor array, chemical sacks</p><p>PDC: 30</p><p></p><p>[HR][/HR]</p><p></p><p>Erumpo</p><p>The Erumpo was designed as defense or attack robot, specializing in seek and destroy or ambush. With its dual fire linked pulse lasers as the primary weapons, makes short work of infantry. The optic camouflage allows the Erumpo to sneak around or lay in wait before it springs an attack. </p><p>The unique design of the Erumpo gives the top half a full 360 degree horizontal rotation plus 290 vertical rotation front to back. The most interesting feature of the Erumpo is the multi-attack vector module, which allows it to split into two parts, the top half able to roll around at great speed, while the lower half walks about. The weapons are split with the dual fire linked pulse rifles in the top, and the laser rifle is slung between the legs. Both halves can act independently coordinating attacks with each other, or with other Erumpos in the area via secured scrambled communications, making them even deadlier in small groups of 4 to 6, effectively doubling their numbers when multi-attack vectors are engaged.</p><p></p><p> PL 6/7</p><p>Type: Construct</p><p>CR: </p><p>Size: Large (10 ft)</p><p>Hit Points: 6d10 +20 (56)</p><p>Init: +3</p><p>Speed: 30 ft / 80 ft roller*</p><p>Defense: 17, touch 11 (-1 size +6 equipment, +2 Dex)</p><p>BAB/Grp: +9/+19 </p><p>Attack: +11 ranged linked pulse laser rifle (4d10), or +7 linked pulse laser rifle (4d10) and +7 linked pulse rifle (4d10), or +7 fire linked pulse rifle (4d10) and +7 laser rifle (3d8), or +15 melee slam (1d8+6)</p><p>FS/Reach: 10 ft/ 10 ft</p><p>Special Qualities: Construct traits, co-ordinate attack</p><p>Saves: Fort +2, Reflex +4, Will +4</p><p>Abilities: Str 22, Dex 14, Int 10, Wis 14, Cha 1</p><p>Skills: Listen +8, Search +4, Spot +8, Hide +4/+14 optic camouflage engaged, Move Silently +5, </p><p>Feats: Personal Firearms Prof, Advanced Firearms Prof, Burst Fire, Dodge, Mobile, Point Blank Shot, Shot On The Run, Two-Weapon Fighting</p><p></p><p>Frame: Biomorph</p><p>Locomotion: Legs (4 legs)/ Roller</p><p>Manipulators: </p><p>Armour: Resilium</p><p>Sensors: Class VI</p><p>Skill Software: Skill Pogits Hide +8, Move Silently +4, Listen +4, Spot +4, Search +4</p><p>Feat Software: Feat Net x2</p><p>Accessories: Dexterity Upgrade X3, Intelligence Upgrade x5, Wisdom Upgrade x2, Gimbaled Weapon Mount X3, Energy-Resistant Coating (fire 5), Energy-Resistant Coating (electricity 5), Optic Camouflage, Twin Linked Pulse Laser Rifle x2, Pulse Laser Rifle, Oracle Targeting System Mark 3, Multi-Attack Vector Module </p><p>PDC: 42</p><p></p><p>*When splits into it's two parts, the top half has the two linked pulse rifles, it's attacks change to</p><p>+12 ranged linked pulse rifle (4d10), or +8 ranged linked pulse rifle (4d10) and +8 linked pulse rifle (4d10), no slam attack, speed changes to 80 ft, size to medium, has half the hit points 28, Defense changes to 18, 12 touch, hide skill changes to +10 or +18 with optic camouflage engaged</p><p></p><p>Bottom half has attack +12 ranged laser rifle (3d8), or **+12 melee slam (1d8+6) and +8 ranged pulse rifle, or +16 melee slam (1d8+6), size to medium, has 28 hit points, Defense changes to 18, 12 touch, hide skill changes to +10 or +18 with optic camouflage engaged</p><p>**Against small or prone/knocked down opponents, the Erumpo's lower half will stomp and/or attempt to pin an opponent and blast with its pulse rifle at the same time, or as its stomping one opponent blast away at another nearby opponent with the laser rifle to discourage others from helping the prone victim.</p><p></p><p>Co-ordinate Attack</p><p>When both halves of the Erumpo, or even with other Erumpos, attack the same target, each part gains a +2 to attack and +1 dodge bonus to attack on top of the bonus from the dodge feat that both halves can use, but only if the same target for attacking is used for the dodge feat.</p><p></p><p>New Equipment</p><p>Optic Camouflage PL7</p><p>The optic camouflage system allows the robot to blend in with its surroundings better, both visually and in other areas such as electromagnetically, infrared, ultraviolet. The sensors are used to take in the surrounding area, then that data is transmitted to the modified armour plating to mimic the environment much better than older systems of the past, allowing for real-time changes to the surface colouring and designs with only a 0.56 nanosecond delay.</p><p>Grants a +8 to hide checks.</p><p>PDC: 15 + one half robot's base purchase DC</p><p></p><p>Oracle Targeting System PL6</p><p>A robot version of the mech Oracle Targeting system including heuristic target-prediction profiling, ballistic projection and plotting, various preprogrammed tactics and strategies, all help the robots accuracy. The system grants an enhancement bonus on attack rolls (+2 to +10) with integrated weapons.</p><p>The system has five different categories (denoted Mark I through Mark V). Purchase DC varies depending on the enhancement bonus conferred.</p><p>Purchace DC: 18 for Mark I (+2), 19 for Mark II (+4), 21 for Mark III (+6), 23 for Mark IV (+8), 24 for Mark V (+10)</p><p></p><p>Gimbaled Weapon Mounts PL6</p><p>These weapon mounts are on gimbaled joints allowing for fast movement and a high degree of movement, allowing for greater fields of fire.</p><p>PDC: +4 added to PDC from Table 10-8 Robot Weapon Mounts on page 189 of D20 Future</p><p></p><p>Multi-Attack Vector Module PL6</p><p>The multi-attack vector module allows the robot to split into multiple parts, each capable of it's own movement, attack and actions, provided each section is designed for movement. The purchase DC increases for the number of separate parts the robot splits into.</p><p>PDC: 15 + one half base purchace DC of robot's frame for two parts, 18 + one half base purchase DC for three parts, 21 + one half base purchase DC for four parts.</p><p></p><p>Roller PL6/7</p><p>The roller form of locomotion is a hybrid of treads and casters. A tread like caster(s) goes around the entire body of the robot allowing for quick easy movement, even allowing it to navigate most terrain and shallow steps. Can quickly change direction (using flying maneuverability as an example would be half way between Good and Perfect) and speed without losing control.</p><p>Purchace DC: three quarters the purchace DC of the robot's frame </p><p></p><p>[HR][/HR]</p><p></p><p>Devastator PL6</p><p></p><p>The Devastator, when you need to break through enemy lines or have a solid defense. Some critics complain about its retro look, many soldiers find it gives it a more intimidating look. Many rebels have surrendered upon seeing a multi-ton metal clad behemoth charging at them like a crazed rhino. Although not built with many ranged weapons, it's mini-grenade launchers are fairly short ranged, Devastators get their name from charging into areas with enemy troops or vehicles and devastating everything in sight with its fists and 'rain of death' as troops call it's grenade attack, or it's firefog. The firefog being quite deadly within close quarters, and within some units, the primary attack method. Some countries are working to ban the firefog as an inhumane weapon.</p><p>Favoured uses of Devastators are storming bunkers or other fortifications and letting it smash its way through wall and defenders with equal ease. Or as defenders of important units like combat engineers, negotiators, command APCs or of structures.</p><p>Besides its unique weapons and use, what makes the Devastator interesting is the advanced computer brain, first generation neural network. Modeling its personality after traits of various animals, primarily canine, rhino, armadillo and porcupine. Due to the neural network, the Devastator will learn over time, some develop little quirks, and when used with the same group of soldiers, it's found that they adapt their tactics to better mesh with them. Some Devastators that have seen a lot of combat with the same units become fiercely loyal, and considered more a loving pet and partner than just some combat drone to be used and tossed away when it's damaged.</p><p></p><p>Devastators can pull their arms close to their bodies to lock their shields tight against their body to create a heavily armoured shell. The six tubes on the Devastator's back contain smoke grenades and is also where the firefog is released from.</p><p></p><p>Devastator PL 6</p><p>Type: Construct</p><p>CR: </p><p>Size: Large</p><p>Hit Points: 7d10+20 (65)</p><p>Init: -1</p><p>Speed: 20 ft </p><p>Defense: 20 (-1 size +8 armour -1 dex +4 shield) or 24 from armoured shell (+4 shield +4 shield), 16 with armoured shell engaged.</p><p>Hardness: 15</p><p>BAB/Grp: +9/+21</p><p>Attack: +21 melee 2 Shield Fist 2d8+12, or +23 melee 4d6+12 ram, or +12 ranged mini grenades varies damage (usually explosive 3d6 fire, or fragmentation 3d6 slashing, range of 70 ft, 100 mini grenades), or +21 melee 2 shield fists 2d8+12 ea and +16 melee spike 2d6+6.</p><p>FS/Reach: 10 ft/ 10 ft</p><p>Special Qualities: Construct traits, armoured shell, ram, reinforced construction, defensive shield, stomp, energy resistance</p><p>Special Attacks: Rain of Death, firefog, stomp</p><p>Saves: Fort +2, Reflex +3, Will +4</p><p>Abilities: Str 32, Dex 8, Int 8, Wis 10, Cha 1</p><p>Skills: Balance +3, Listen +6, Repair +3, Search +6, Spot +6, </p><p>Feats: Run, Power Attack, Cleave, Shield Proficiency, Shield Specialization, Stomp</p><p></p><p>Frame: Biomorph</p><p>Locomotion: Legs (Pair)</p><p>Superstructure: Duralloy</p><p>Manipulators: Hand (Pair)</p><p>Armour: Duralloy</p><p>Sensors: Class V</p><p>Skill Software: </p><p>Feat Software: Feat Progit x2</p><p>Accessories: Strength Upgrade x5, Cortex Mk 2, AV Recorder, Weapon Mounts, firefog, smoke grenades 5 smoke grenades per tube on back total of 30, mini grenade array, spike, Oracle Targeting Mark 2, Skill increases, added skills, energy resistant coating (fire resistance 10)</p><p>PDC: 36</p><p></p><p>Armoured Shell</p><p>The default state for the Devastator is "closed," with its shield arms against its body and its armoured frame locked tight. The Devastator can move normally in this state but cannot attack. In this state the Devastator gains damage resistance 25/- and also has a 50% chance to ignore critical hits like the Fortification armour ability. The Devastator can "open" as a free action to attack with its Shield Fists or to fire its Rain of Death. Once opened, closing again required a standard action.</p><p></p><p>Rain of Death: Every other round, as a standard action, can unlease an array of short-ranged grenades primed to immediately explode, 15 ft radius blast around the devastator, damage 7d6, fire or slashing depending on grenades used, Reflex DC 22 for half damage, creatures within 5 ft of the Devastator cannot save for half. Each use of the rain of death uses 10 mini grenades.</p><p></p><p>Firefog</p><p>The Devastator comes with the firefog weapon system. Installed within the tubes on its back, it releases the firefog quickly and easily. The Devastator's firefog system is very similar to the mecha based one, only has six charges, one on each of the tubes mounted on its back, all other stats remain the same.</p><p></p><p>Defensive Shield</p><p>The Devastator can use its shield arms to defend a friendly target within 10 feet of it, granting the shield bonus to the target for the round, using the aid other action, replacing the normal +2 to Defense that aid other would normally grant with the shield's bonus.</p><p></p><p>Ram</p><p>One of the favoured first strike attacks of the Devastator is to close its arms against itself forming the armoured shell, then charging into combat, ramming into targets, impaling them on the spike. On a charge, the Devastator gains a speed of 100 (Run feat), and upon striking a target, deals 4d6+12, half piercing and half bludgeoning damage. Normal bonuses and penalties for running and charging apply and stack.</p><p></p><p>Stomp</p><p>The Devastator can stomp its foot or slam its fists on the ground to cause it to shake, knocking smaller targets within 10 feet of it to fall prone, DC Reflex 22.</p><p></p><p>New Equipment</p><p></p><p>Cortex</p><p>An engineering and computer programming breakthrough, cortexes are droid brains modeled after an organic brain. Although so far quite difficult to completely model after the human brain, other animal brains can be done, giving the droid some intelligence, but combining with animal instincts and cunning, depending on the animal personality traits used. Each cortex comes with basic skills for the droid to function, and can be easily programmed with added skills and feats. Due to the neural construction, droids with cortexes can improve their skills over time, and can aquire new skills or feats. Droids with cortexes can used as heroic character (player characters) but start with the basic hardwired skills, and one feat preprogramed.</p><p>Cortexes come in different levels of intelligence and preprogrammed skills.</p><p>Mark 1 comes with Intelligence 6, Listen 2 ranks, Search 2 ranks, Spot 2 ranks, can be programmed with another 3 feats, PDC 31</p><p>Mark 2 comes with Intelligence 8, Balance 2 ranks, Listen 4 ranks, Repair 2 ranks, Search 4 ranks, Spot 4 ranks, Run feat, and be programmed with another 3 feats, PDC 32</p><p>Mark 3 comes with Intelligence 10, Balance 4 ranks, Listen 4 ranks, Navigate 2 ranks, Repair 2 ranks, Search 4 ranks, Spot 4 ranks, Run feat, can be programmed with another 4 feats, PDC 33</p><p>Each model can be upgraded with more ranks in each skill and can additional skills and feats using feat progits beyond the number of feats that each level of cortex can with.</p><p></p><p>Shields</p><p>Bulwark Tactical Shields</p><p>Mounted on the arms of the Devastator are Bulwark tactical shields designed to fit snuggly against the Devastator's body when the arms are pulled in, creating a complete armoured shell around the body. These shields can also be used when not forming the armoured shell to defend the Devastator or its charge.</p><p></p><p>Firefog PL6 (Mech version)</p><p>Firefog is a highly flammable chemical spray that fills the air around the mech and makes movement hazardous. The short-lived firefog cloud bonds with air molecules, and is so unstable that the friction created by normal movement can ignite it, turning the air around the Power Armor into a lethal firestorm.</p><p>Anyone moving faster than 10 ft per round within the area of a Firefog cloud will ignite the chemical. All targets within the cloud’s radius take 6d6 points of fire damage. The explosion can set combustibles on fire, and a Reflex save, DC 18 halves the damage. Typically the mech is specially insulated to avoid damage from its own cloud, making this weapon ideal for laying ambushes. Has enough for 10 uses.</p><p>Equipment Slots: 1</p><p>Activation: Free action to deploy a cloud</p><p>Range: 30 ft radius, centered on the mech</p><p>Target: All creatures and objects in range</p><p>Duration: A cloud can lie dormant for upto 1 minute</p><p>before disappating harmlessly; effects are instant when triggered.</p><p>Saving Throw: Reflex DC 18 Half Effect</p><p>Purchase DC: 31</p><p>Restriction: Military (+3)</p><p></p><p>Reinforced Construction</p><p>The robot is built far stronger and more robust than normal. Used only on military robots expected to be used in heavy combat. Allows the robot to use the Superstructure rules for mecha from d20 Future.</p><p></p><p>Feat</p><p>Shield Specialization</p><p>You are especially good at using a shield for defense.</p><p>Prerequisites: Shield Proficiency, base attack bonus +4 or higher.</p><p>Benefit: The character knows just how to angle a shield against incoming attacks to more easily deflect the force of the blow or to encourage a ranged weapon to slide off the shield rather than strike it directly. Adds +1 to the shield's bonus for melee attacks and +2 ranged attacks. The character must be aware of the incoming attack and not be flat footed.</p><p></p><p>Stomp</p><p>Using your great size and mass, you can cause the ground to shudder.</p><p>Prerequisites: Size Large, Strength 19+</p><p>Benefits: The character can stomp their foot or slame fist on the ground (as a standard action), causing it to shake. All creatures smaller than the character within 10 feet must make a Balance check (DC 10 + stomping character's strength modifier) or fall prone. </p></blockquote><p></p>
[QUOTE="kronos182, post: 6852578, member: 6668634"] Recon Rat The Recon Rat is a sophisticated robot for surveliance work. Able to go virtually anywhere a normal rat can, slip in and out of places undetected and send back all that it sees and hears through various encrypted means to it's controller's console. Programmed with the instincts of a rat to help it blend in with other rats also thanks to the addition of chemical sacks that let the robot smell like one of the swarm. Used by black ops groups for scouting areas or to trail a target, or by some search and rescue groups to find people buried in collapsed tunnels or buildings before their air runs out. Recon Rat PL 6/7 Type: Construct CR: 1/2 Size: Tiny Hit Points: 1/4d10 (2 hp) Init: +3 (+3 Dex) Speed: 40 ft, climb 20 ft ferrous surfaces Defense: 17, 17 touch BAB/Grp: +0/-8 Attack: +2 melee 1d2 FS/Reach: 1 ft by 1 ft/ 0 ft Special Qualities: Construct traits, Resistance acid 10, cold 10, electricity 10, fire 10, darkvision 180 ft, Saves: Fort +0, Reflex +3, Will +0 Abilities: Str 2, Dex 17, Int 10, Wis 10, Cha 5 Skills: Listen +8, Search +8, Spot +8, Hide +17, Move Silently +9, Escape Artist +5, +10 Navigate, +2 Survival Feats: Alertness, Meticulous, Stealthy, Track Frame: Biodroid Locomotion: Legs (4 legs) Manipulators: Jaws Armour: Sensors: Class VII Skill Software: Skill Pogits Hide +4, Move Silently +4, Listen +4, Spot +4, Search +4 Feat Software: Feat Net Accessories: Gimbaled Joints, magnetic feet, AV transmitter, AV Recorder, survivor array, chemical sacks PDC: 30 [HR][/HR] Erumpo The Erumpo was designed as defense or attack robot, specializing in seek and destroy or ambush. With its dual fire linked pulse lasers as the primary weapons, makes short work of infantry. The optic camouflage allows the Erumpo to sneak around or lay in wait before it springs an attack. The unique design of the Erumpo gives the top half a full 360 degree horizontal rotation plus 290 vertical rotation front to back. The most interesting feature of the Erumpo is the multi-attack vector module, which allows it to split into two parts, the top half able to roll around at great speed, while the lower half walks about. The weapons are split with the dual fire linked pulse rifles in the top, and the laser rifle is slung between the legs. Both halves can act independently coordinating attacks with each other, or with other Erumpos in the area via secured scrambled communications, making them even deadlier in small groups of 4 to 6, effectively doubling their numbers when multi-attack vectors are engaged. PL 6/7 Type: Construct CR: Size: Large (10 ft) Hit Points: 6d10 +20 (56) Init: +3 Speed: 30 ft / 80 ft roller* Defense: 17, touch 11 (-1 size +6 equipment, +2 Dex) BAB/Grp: +9/+19 Attack: +11 ranged linked pulse laser rifle (4d10), or +7 linked pulse laser rifle (4d10) and +7 linked pulse rifle (4d10), or +7 fire linked pulse rifle (4d10) and +7 laser rifle (3d8), or +15 melee slam (1d8+6) FS/Reach: 10 ft/ 10 ft Special Qualities: Construct traits, co-ordinate attack Saves: Fort +2, Reflex +4, Will +4 Abilities: Str 22, Dex 14, Int 10, Wis 14, Cha 1 Skills: Listen +8, Search +4, Spot +8, Hide +4/+14 optic camouflage engaged, Move Silently +5, Feats: Personal Firearms Prof, Advanced Firearms Prof, Burst Fire, Dodge, Mobile, Point Blank Shot, Shot On The Run, Two-Weapon Fighting Frame: Biomorph Locomotion: Legs (4 legs)/ Roller Manipulators: Armour: Resilium Sensors: Class VI Skill Software: Skill Pogits Hide +8, Move Silently +4, Listen +4, Spot +4, Search +4 Feat Software: Feat Net x2 Accessories: Dexterity Upgrade X3, Intelligence Upgrade x5, Wisdom Upgrade x2, Gimbaled Weapon Mount X3, Energy-Resistant Coating (fire 5), Energy-Resistant Coating (electricity 5), Optic Camouflage, Twin Linked Pulse Laser Rifle x2, Pulse Laser Rifle, Oracle Targeting System Mark 3, Multi-Attack Vector Module PDC: 42 *When splits into it's two parts, the top half has the two linked pulse rifles, it's attacks change to +12 ranged linked pulse rifle (4d10), or +8 ranged linked pulse rifle (4d10) and +8 linked pulse rifle (4d10), no slam attack, speed changes to 80 ft, size to medium, has half the hit points 28, Defense changes to 18, 12 touch, hide skill changes to +10 or +18 with optic camouflage engaged Bottom half has attack +12 ranged laser rifle (3d8), or **+12 melee slam (1d8+6) and +8 ranged pulse rifle, or +16 melee slam (1d8+6), size to medium, has 28 hit points, Defense changes to 18, 12 touch, hide skill changes to +10 or +18 with optic camouflage engaged **Against small or prone/knocked down opponents, the Erumpo's lower half will stomp and/or attempt to pin an opponent and blast with its pulse rifle at the same time, or as its stomping one opponent blast away at another nearby opponent with the laser rifle to discourage others from helping the prone victim. Co-ordinate Attack When both halves of the Erumpo, or even with other Erumpos, attack the same target, each part gains a +2 to attack and +1 dodge bonus to attack on top of the bonus from the dodge feat that both halves can use, but only if the same target for attacking is used for the dodge feat. New Equipment Optic Camouflage PL7 The optic camouflage system allows the robot to blend in with its surroundings better, both visually and in other areas such as electromagnetically, infrared, ultraviolet. The sensors are used to take in the surrounding area, then that data is transmitted to the modified armour plating to mimic the environment much better than older systems of the past, allowing for real-time changes to the surface colouring and designs with only a 0.56 nanosecond delay. Grants a +8 to hide checks. PDC: 15 + one half robot's base purchase DC Oracle Targeting System PL6 A robot version of the mech Oracle Targeting system including heuristic target-prediction profiling, ballistic projection and plotting, various preprogrammed tactics and strategies, all help the robots accuracy. The system grants an enhancement bonus on attack rolls (+2 to +10) with integrated weapons. The system has five different categories (denoted Mark I through Mark V). Purchase DC varies depending on the enhancement bonus conferred. Purchace DC: 18 for Mark I (+2), 19 for Mark II (+4), 21 for Mark III (+6), 23 for Mark IV (+8), 24 for Mark V (+10) Gimbaled Weapon Mounts PL6 These weapon mounts are on gimbaled joints allowing for fast movement and a high degree of movement, allowing for greater fields of fire. PDC: +4 added to PDC from Table 10-8 Robot Weapon Mounts on page 189 of D20 Future Multi-Attack Vector Module PL6 The multi-attack vector module allows the robot to split into multiple parts, each capable of it's own movement, attack and actions, provided each section is designed for movement. The purchase DC increases for the number of separate parts the robot splits into. PDC: 15 + one half base purchace DC of robot's frame for two parts, 18 + one half base purchase DC for three parts, 21 + one half base purchase DC for four parts. Roller PL6/7 The roller form of locomotion is a hybrid of treads and casters. A tread like caster(s) goes around the entire body of the robot allowing for quick easy movement, even allowing it to navigate most terrain and shallow steps. Can quickly change direction (using flying maneuverability as an example would be half way between Good and Perfect) and speed without losing control. Purchace DC: three quarters the purchace DC of the robot's frame [HR][/HR] Devastator PL6 The Devastator, when you need to break through enemy lines or have a solid defense. Some critics complain about its retro look, many soldiers find it gives it a more intimidating look. Many rebels have surrendered upon seeing a multi-ton metal clad behemoth charging at them like a crazed rhino. Although not built with many ranged weapons, it's mini-grenade launchers are fairly short ranged, Devastators get their name from charging into areas with enemy troops or vehicles and devastating everything in sight with its fists and 'rain of death' as troops call it's grenade attack, or it's firefog. The firefog being quite deadly within close quarters, and within some units, the primary attack method. Some countries are working to ban the firefog as an inhumane weapon. Favoured uses of Devastators are storming bunkers or other fortifications and letting it smash its way through wall and defenders with equal ease. Or as defenders of important units like combat engineers, negotiators, command APCs or of structures. Besides its unique weapons and use, what makes the Devastator interesting is the advanced computer brain, first generation neural network. Modeling its personality after traits of various animals, primarily canine, rhino, armadillo and porcupine. Due to the neural network, the Devastator will learn over time, some develop little quirks, and when used with the same group of soldiers, it's found that they adapt their tactics to better mesh with them. Some Devastators that have seen a lot of combat with the same units become fiercely loyal, and considered more a loving pet and partner than just some combat drone to be used and tossed away when it's damaged. Devastators can pull their arms close to their bodies to lock their shields tight against their body to create a heavily armoured shell. The six tubes on the Devastator's back contain smoke grenades and is also where the firefog is released from. Devastator PL 6 Type: Construct CR: Size: Large Hit Points: 7d10+20 (65) Init: -1 Speed: 20 ft Defense: 20 (-1 size +8 armour -1 dex +4 shield) or 24 from armoured shell (+4 shield +4 shield), 16 with armoured shell engaged. Hardness: 15 BAB/Grp: +9/+21 Attack: +21 melee 2 Shield Fist 2d8+12, or +23 melee 4d6+12 ram, or +12 ranged mini grenades varies damage (usually explosive 3d6 fire, or fragmentation 3d6 slashing, range of 70 ft, 100 mini grenades), or +21 melee 2 shield fists 2d8+12 ea and +16 melee spike 2d6+6. FS/Reach: 10 ft/ 10 ft Special Qualities: Construct traits, armoured shell, ram, reinforced construction, defensive shield, stomp, energy resistance Special Attacks: Rain of Death, firefog, stomp Saves: Fort +2, Reflex +3, Will +4 Abilities: Str 32, Dex 8, Int 8, Wis 10, Cha 1 Skills: Balance +3, Listen +6, Repair +3, Search +6, Spot +6, Feats: Run, Power Attack, Cleave, Shield Proficiency, Shield Specialization, Stomp Frame: Biomorph Locomotion: Legs (Pair) Superstructure: Duralloy Manipulators: Hand (Pair) Armour: Duralloy Sensors: Class V Skill Software: Feat Software: Feat Progit x2 Accessories: Strength Upgrade x5, Cortex Mk 2, AV Recorder, Weapon Mounts, firefog, smoke grenades 5 smoke grenades per tube on back total of 30, mini grenade array, spike, Oracle Targeting Mark 2, Skill increases, added skills, energy resistant coating (fire resistance 10) PDC: 36 Armoured Shell The default state for the Devastator is "closed," with its shield arms against its body and its armoured frame locked tight. The Devastator can move normally in this state but cannot attack. In this state the Devastator gains damage resistance 25/- and also has a 50% chance to ignore critical hits like the Fortification armour ability. The Devastator can "open" as a free action to attack with its Shield Fists or to fire its Rain of Death. Once opened, closing again required a standard action. Rain of Death: Every other round, as a standard action, can unlease an array of short-ranged grenades primed to immediately explode, 15 ft radius blast around the devastator, damage 7d6, fire or slashing depending on grenades used, Reflex DC 22 for half damage, creatures within 5 ft of the Devastator cannot save for half. Each use of the rain of death uses 10 mini grenades. Firefog The Devastator comes with the firefog weapon system. Installed within the tubes on its back, it releases the firefog quickly and easily. The Devastator's firefog system is very similar to the mecha based one, only has six charges, one on each of the tubes mounted on its back, all other stats remain the same. Defensive Shield The Devastator can use its shield arms to defend a friendly target within 10 feet of it, granting the shield bonus to the target for the round, using the aid other action, replacing the normal +2 to Defense that aid other would normally grant with the shield's bonus. Ram One of the favoured first strike attacks of the Devastator is to close its arms against itself forming the armoured shell, then charging into combat, ramming into targets, impaling them on the spike. On a charge, the Devastator gains a speed of 100 (Run feat), and upon striking a target, deals 4d6+12, half piercing and half bludgeoning damage. Normal bonuses and penalties for running and charging apply and stack. Stomp The Devastator can stomp its foot or slam its fists on the ground to cause it to shake, knocking smaller targets within 10 feet of it to fall prone, DC Reflex 22. New Equipment Cortex An engineering and computer programming breakthrough, cortexes are droid brains modeled after an organic brain. Although so far quite difficult to completely model after the human brain, other animal brains can be done, giving the droid some intelligence, but combining with animal instincts and cunning, depending on the animal personality traits used. Each cortex comes with basic skills for the droid to function, and can be easily programmed with added skills and feats. Due to the neural construction, droids with cortexes can improve their skills over time, and can aquire new skills or feats. Droids with cortexes can used as heroic character (player characters) but start with the basic hardwired skills, and one feat preprogramed. Cortexes come in different levels of intelligence and preprogrammed skills. Mark 1 comes with Intelligence 6, Listen 2 ranks, Search 2 ranks, Spot 2 ranks, can be programmed with another 3 feats, PDC 31 Mark 2 comes with Intelligence 8, Balance 2 ranks, Listen 4 ranks, Repair 2 ranks, Search 4 ranks, Spot 4 ranks, Run feat, and be programmed with another 3 feats, PDC 32 Mark 3 comes with Intelligence 10, Balance 4 ranks, Listen 4 ranks, Navigate 2 ranks, Repair 2 ranks, Search 4 ranks, Spot 4 ranks, Run feat, can be programmed with another 4 feats, PDC 33 Each model can be upgraded with more ranks in each skill and can additional skills and feats using feat progits beyond the number of feats that each level of cortex can with. Shields Bulwark Tactical Shields Mounted on the arms of the Devastator are Bulwark tactical shields designed to fit snuggly against the Devastator's body when the arms are pulled in, creating a complete armoured shell around the body. These shields can also be used when not forming the armoured shell to defend the Devastator or its charge. Firefog PL6 (Mech version) Firefog is a highly flammable chemical spray that fills the air around the mech and makes movement hazardous. The short-lived firefog cloud bonds with air molecules, and is so unstable that the friction created by normal movement can ignite it, turning the air around the Power Armor into a lethal firestorm. Anyone moving faster than 10 ft per round within the area of a Firefog cloud will ignite the chemical. All targets within the cloud’s radius take 6d6 points of fire damage. The explosion can set combustibles on fire, and a Reflex save, DC 18 halves the damage. Typically the mech is specially insulated to avoid damage from its own cloud, making this weapon ideal for laying ambushes. Has enough for 10 uses. Equipment Slots: 1 Activation: Free action to deploy a cloud Range: 30 ft radius, centered on the mech Target: All creatures and objects in range Duration: A cloud can lie dormant for upto 1 minute before disappating harmlessly; effects are instant when triggered. Saving Throw: Reflex DC 18 Half Effect Purchase DC: 31 Restriction: Military (+3) Reinforced Construction The robot is built far stronger and more robust than normal. Used only on military robots expected to be used in heavy combat. Allows the robot to use the Superstructure rules for mecha from d20 Future. Feat Shield Specialization You are especially good at using a shield for defense. Prerequisites: Shield Proficiency, base attack bonus +4 or higher. Benefit: The character knows just how to angle a shield against incoming attacks to more easily deflect the force of the blow or to encourage a ranged weapon to slide off the shield rather than strike it directly. Adds +1 to the shield's bonus for melee attacks and +2 ranged attacks. The character must be aware of the incoming attack and not be flat footed. Stomp Using your great size and mass, you can cause the ground to shudder. Prerequisites: Size Large, Strength 19+ Benefits: The character can stomp their foot or slame fist on the ground (as a standard action), causing it to shake. All creatures smaller than the character within 10 feet must make a Balance check (DC 10 + stomping character's strength modifier) or fall prone. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top