Mechanoids & Automatons

Simply at the "mechanoid" creature type to an existing animal (see animals) create robotic versions of animals, such as robobears and robowolves (shows as examples below).  Mechanoid creatures are immune to mental attacks, and vulnerable (1d6) to electricity damage and (2d6) to ion damage. Ion damage is specially designed to attack electronics and mechanoids. They are usually immune to the Bleeding, Nausea, and Tiredness status tracks.

ASSIMILATOR
Medium very rare sentient mechanoid (5d6)

A hivemind of mechanoids intent on assimilating the universe.

STR 10 (4d6)  AGI 4 (2d6)  END 10 (4d6)
INT 4 (2d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 7 (3d6)  

HEALTH 24
MELEE DEFENSE 20; RANGED DEFENSE 10; MENTAL DEFENSE immune
SOAK 10 (battlesuit); VULN 1d6 (electricity); 2d6 (ion); immune poison        
STATUS IMMUNITIES fear, pain, cheer, charm       

INITIATIVE 5d6
PERCEPTION 2d6 (scanning 5d6)
SPEED 6; CLIMB 3; JUMP 8'/10'
CARRY 200lb (max lift 500lb)                                

ACTIONS 2
NATURAL DAMAGE 1d6+4     
REACH 5'                                                           

Brawling 4d6 (1d6+4 piercing damage; nanite injection)    
Laser implant 5d6 (2d6 heat damage; range 10)                            

Skills engineering 8 (3d6),  computers 8 (3d6), tactics 6 (3d6),  pistols 6 (3d6)
Gear integrated components

Adaptive forcefield. An assimilator can only be damaged by each energy type once.  Once it has been damaged by a particular energy type (heat, cold, electricity, etc.) its forcefield adapts, rendering it immune to that energy type.  This applies on a "per encounter" basis; the immunity is not permanent.

Assimilate.  Every time an assimilator damages a target with an unarmed attack, it injects nanites which make the victim Agreeable [14].  When the victim reaches the final stage of the Autonomy track, the condition becomes permanent, and the victim becomes an assimilator.  It takes a major medical science to cure somebody of this.

Hive mind. Assimilators operate more efficiently when in groups.  Every additional assimilator beyond the first within 30' grants +1d6 to all attribute checks, to a maximum of +3d6.    

Integrated scanner. Assimilators have scanners integrated into their circuitry.


BLASTER DRONE                                
Small uncommon non-sentient mechanoid (7d6)

Tiny swarms of persistent, aggressive flying drones.

STR 2 (1d6)  AGI 20 (5d6)  END 4 (2d6)                
INT 8 (3d6)  LOG 2 (1d6)  WIL 4 (2d6) CHA 0 (0d6)  LUC 0 (0d6)  REP 14 (4d6)              

HEALTH 16                                    
MELEE DEFENSE 28; RANGED DEFENSE 28; MENTAL DEFENSE immune
SOAK 0; VULN 1d6 (electricity); 2d6 (ion); immune poison    
STATUS IMMUNITIES -                                         

INITIATIVE 5d6                                    
PERCEPTION 3d6 (scanner 6d6)                        
FLY+ 9 (hover)                                        
CARRY 60lb (max lift 100lb)                                                                            

ACTIONS 2                                   
NATURAL DAMAGE -
REACH -

Blaster 7d6 (2d6 heat damage; range 10)  
Cluster fire (2) auto (3d6 heat damage; 20' square)                                                                  

Skills gunnery 4 (2d6), scanning 6 (3d6), flying 10 (4d6), reactions 4 (2d6), dodging 6 (3d6)
Gear -                                                                         

Dodge. Blaster drones gain the effect of cover from ranged attacks when in the open as long as they have moved at least 10 feet this turn.

Draw a bead. The penalty for firing at a target engaged in melee combat is reduced from 2d6 to 1d6.

Cluster fire (2). Four blaster drones can create the corners of a 20' wide square and direct their fire to covering the area within that square. This costs the drones both of their actions for the turn, but anything within that area automatically takes 3d6 heat damage.


BRASS GOLEM
Medium very rare sentient automaton (6d6)    

Philosophical brass men cursed with self-knowledge.

STR 12 (4d6)  AGI 3 (2d6)  END 10 (4d6)
INT 6 (3d6)  LOG 10 (4d6)  WIL 6 (3d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 28    
MELEE DEFENSE 21; RANGED DEFENSE 10; MENTAL DEFENSE immune
SOAK 10 (brass plating); VULN 1d6 (electricity)    

INITIATIVE 6d6
PERCEPTION 3d6; darksight 60'
SPEED 6; CLIMB 3; JUMP 6'/12'
CARRY 220lb (max lift 600lb)    

ACTIONS 2    
NATURAL DAMAGE 2d6+4    
REACH 5'                                                           

Brawling 6d6 (2d6+4 blunt damage)
Lightning blast 5d6 (3d6 electricity damage; range 6)

Skills philosophy 6 (3d6), law 6 (3d6), [artistic] 6 (3d6), linguistics 6 (3d6),  religion 6 (3d6),  literature 6 (3d6), combat 3 (2d6), tactics 6 (3d6)
Gear -    

Always prepared. Brass golems have brilliant tactical minds, and are always prepared. The brass golem may declare a single action which it took prior to the encounter (even if it didn't know the encounter was going to take place) which helps it in this exact scenario. This must be an action it was capable of.

Master linguist. Brass golems can read, understand, and speak any language, including languages new or previously unknown to them.

Analytics (1). Studying its target's behaviour, the brass golem notices a pattern to its actions. It grant all allies within 30' a +1d6 bonus to attack the target until the start of its next turn.


CLOCKMAN    
Medium rare sentient mechanoid (5d6)   
                                       
Clockwork repair droids who harvest body parts.

STR 4 (2d6)  AGI 3 (2d6)  END 12 (4d6)
INT 6 (3d6)  LOG 6 (3d6)  WIL 4 (2d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 7 (3d6)                

HEALTH 32
MELEE DEFENSE 14; RANGED DEFENSE 10; MENTAL DEFENSE immune
SOAK 5 (); VULN -; immune poison   
STATUS IMMUNITIES -                                             

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/4'
CARRY 160lb (max lift 200lb)                                        

ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'

Needle 4d6 (1d6+2 poison damage)
Darts 5d6 (1d6 piercing damage; range 6)

Skills engineering 6 (3d6), astrogation 3 (2d6), computers 3 (2d6),  hardy 3 (2d6), combat 3 (2d6),
Gear integrated scanner, integrated needle, integrated dartgun

Poison. The clockmens' needle attack contains a paralytic poison, as they like to store victims before harvesting them. A creature reduced to 0 HEALTH by a clockman's needle poison is permanently paralysed, but is not unconscious. A minor medical task is needed to remove this condition.

Clockwork. As clockwork mechanoids, clock men are not vulnerable to electricity or ion damage like other mechanoids are.  

Repair (2).  Clockmen can repair themselves in a patchwork fashion to the amount of 1d6 HEALTH by spending two actions and resources from their environment. 

Augment (2).  Clockmen can spend two actions to take and affix a body part from a fallen creature, gaining one of the creature's attribute scores.  They can only do so with creatures of the same approximate size (Medium).

Wind-up (2). Clock men can spend two actions winding themselves up. For the next minute, they move at a faster speed (making a rapid clockwork ticking noise while they do so), gaining an extra action each turn, but at the end of the minute they wind down and cannot act or move for one hour.


COLOSSUS
Titanic very rare semi-sentient automaton titan (16d6)        

Towering metal golem which dominates the skyline.    

STR 150 (16d6)  AGI 4 (2d6)  END 150 (16d6)
INT 4 (2d6)  LOG 3 (2d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 68 (11d6)

HEALTH 360    
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE immune
SOAK 40 (metal skin); VULN 1d6 (electricity)

INITIATIVE 2d6
PERCEPTION 2d6
SPEED 11; CLIMB -; JUMP -; heavy
CARRY 48,000lb (max lift 120,000lb)    

ACTIONS 6 (2 in its turn; 1 every 5 INIT points later)
NATURAL DAMAGE 6d6+16
REACH 30'                                                   

Fist 16d6 (6d6+16 blunt damage)  
Witchoil breath 16d6 (6d6+16 poison damage; 60' cone; nausea)                                                            

Skills -    
Gear -      

Grab (1). The collossus can grab its opponents in its mighty fists. A grab is an attack with a -2d6 cost. A creature struck by the grab attack is grabbed and remains so until escape. It cannot leave the colossus' square or use weapons larger than size small. An escape requires a STR or AGI attack against the colossus' MELEE DEFENSE and is an action which places the victim free from the grab in an adjacent square. It costs the colossus an attack each round to maintain the grab, but it does not need to make any further checks. The colossus can grab two victims of size enormous or smaller (one in each fist).  Grabbed victims are automatically crushed for for 6d6 damage at the start of their turn.

Roar (2). The colossus can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END as its attack, and attacks any creature within 120'. Victims successfully attacked are made Apprehensive [56].                                          


EXTERMINATOR                                    
Medium rare sentient mechanoid (6d6)    

Hate-filled floating mechanical abominations which desire only to kill.

STR 6 (3d6)  AGI 6 (3d6)  END 20 (5d6)                
INT 8 (3d6)  LOG 8 (3d6)  WIL 8 (3d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 32                                        
MELEE DEFENSE 21; RANGED DEFENSE 11; MENTAL DEFENSE immune
SOAK 20 (tritanium plating); VULN 1d6 (electricity); 2d6 (ion); immune poison
STATUS IMMUNITIES cheer, fear                            

INITIATIVE 5d6                                    
PERCEPTION 3d6 (scanning 6d6)                        
FLY 6 (hover)                    
CARRY 260lb (max lift 300lb)                                            

ACTIONS 2                                        
NATURAL DAMAGE -  
REACH -                                     

Disintegrator 6d6 (4d6 disintegration damage; range 20)                        

Skills intimidation 8 (3d6), computers 8 (3d6), scanning 8 (3d6), tactics 3 (2d6), combat 6 (3d6)  
Gear -       

Disintegrate. A target reduced to 0 HEALTH by an exterminator's disintegration attack is completely and permanently destroyed.  No trace of the target remains.

Integrated scanner. Exterminators have scanners integrated into their audio/visual sensors. This means that they are always considered to be using a scanner.

Self-destruct. An exterminator reduced to 0 HEALTH explodes, doing 6d6 heat damage to all within 30'.

Disintegration ecstacy. When an exterminator disintegrates a living creature, it heals 2d6 HEALTH immediately.

Damage modes (1). An exterminator can spend one action to change its attack from disintegration to any one of heat, cryo, electricity, or ion damage.  It can change to another damage type or back to disintegration with a further action.

Aim (1). Exterminators which spend an action aiming gain +1d6 to hit in a subsequent ranged attack in the same turn.


HAVOC CLASS ASSAULT DROID                        
Large uncommon non-sentient mechanoid (11d6)

The ultimate in mechanoid security and battlefield control.

STR 25 (6d6)  AGI 4 (2d6)  END 20 (5d6)
INT 15 (5d6)  LOG 8 (3d6)  WIL 4 (2d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 33 (7d6)

HEALTH 44
MELEE DEFENSE 35; RANGED DEFENSE 10; MENTAL DEFENSE 18
SOAK 15 (duranium body); VULN 1d6 (electricity), 2d6 (ion); immune poison
STATUS IMMUNITIES -                                                              

INITIATIVE 9d6
PERCEPTION 5d6 (scanning 9d6)
SPEED 9; CLIMB 5; JUMP 8'/25'    
CARRY 675lb (max lift 1,875lb) 

ACTIONS 2
NATURAL DAMAGE 3d6+6     
REACH 5'                                                           

Grenade launcher 11d6 (3d6+6 heat damage; range 20; area 5' radius)
Pulse blasters 11d6 (2d6 heat damage)                
Railgun 10d6 (3d6+2 ballistic damage; range 10)     
Area assault (2) auto (3d6 damage; 20' area)                       

Skills computers 10 (4d6),  tactics 10 (4d6), gunnery 15 (5d6)
Gear -

Area assault (2). The assault droid can use all its weaponry to blanket an area with massive amounts of ordnance. An area 20' across within 40' is covered in grenade, blaster, and railgun attacks, causing 3d6 damage to everything in the area. This uses both its actions.


HOLOGRAMATIC SERVITOR                            
Medium rare sentient mechanoid (3d6)

Expert advisors, doctors, and scientists which are unable to physically interact.

STR -  AGI 6 (3d6)  END 4 (2d6)                        
INT 8 (3d6)  LOG 6 (3d6)  WIL 4 (2d6) CHA 8 (3d6)  LUC 4 (2d6)  REP 3 (2d6)        

HEALTH 16                            
MELEE DEFENSE 11; RANGED DEFENSE 11; MENTAL DEFENSE immune
SOAK 0; VULN 1d6 (electricity); 2d6 (ion)     
STATUS IMMUNITIES -                                                  

INITIATIVE 3d6                                
PERCEPTION 3d6 (0 3d6)                            
SPEED 3; CLIMB -; JUMP 12'/0'                        
CARRY -                                                                

ACTIONS 2                                    
NATURAL DAMAGE -     
REACH 5'                                                   

Attacks -                                                                

Skills computers 4 (2d6), [scientific] 4 (2d6), [social] 4 (2d6), bureaucracy 4 (2d6)  
Gear -     

Intangible. Holograms are immune to any damage type except for electricity and ion.  They cannot be affected by any physical attack, and they cannot physically interact with real objects.

Free movement. Holograms can move freely across all terrains and difficult terrains, and are unaffected by environmental features.  However, they are unable to pass through solid objects and walls.

Immortal. A hologram cannot be killed in the normal way. If reduced to 0 HEALTH, the hologram deactivates, but it remains at 0 HEALTH and recovers it at the normal daily rate. The only way to permanently destroy a hologram is to destroy its CPU, which is located in a computer elsewhere.

Variants.  Very rarely, a hologram may have an offensive attack.  It may make a ranged attack at 3d6, doing 2d6 electricity damage, with a range increment of 10'. Only 1% of holograms have this capability.


HUNTER-KILLER
Medium very rare non-sentient mechanoid (7d6)

Robots programmed to seek and kill their targets at all costs.

STR 16 (5d6) AGI 4 (2d6) END 16 (5d6)
INT 10 (4d6) LOG 10 (4d6) WIL 4 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 14 (4d6)

HEALTH 40
MELEE DEFENSE 18; RANGED DEFENSE 10; MENTAL DEFENSE immune
SOAK 10 (duranium skeleton); VULN 1d6 (electricity); 2d6 (ion); immune poison
STATUS IMMUNITIES pain, fear

INITIATIVE 7d6
PERCEPTION 4d6 (scanner 7d6)
SPEED 7; CLIMB 4; JUMP 8'/16'
CARRY 320lb (max lift 800lb)

ACTIONS 2
NATURAL DAMAGE 2d6+5
REACH 5'

Brawling 7d6 (2d6+5 damage)
Laser rifle 7d6 (2d6+3 heat damage; range 20)
or Portable pulse cannon 7d6 (4d6 force damage; range 20; heavy, auto)

Skills rifles 8 (3d6), pistols 8 (3d6), computers 8 (3d6), hardy 8 (3d6), tactics 8 (3d6), brawling 6 (3d6)
Gear laser rifle or portable pulse cannon

Integrated scanner. Hunter-killers have scanners integrated into their audio/visual sensors. This means that they are always considered to be using a scanner.

Designated target. Hunter-killers can be programmed to destroy a specific target.  They will not stop until that target is destroyed. With full databanks of the target's weaknesses, the hunter-killer ignores any SOAK that the target possesses. Programming a hunter-killer in this way takes one day.

Aim (1). Hunter-killers which spend an action aiming gain +1d6 to hit in a subsequent ranged attack in the same turn.

HK-T1000. The HK-T1000 is the next model after the intial HK-T1 series. It's a hunter killer (+1d6) and has a human-like exterior organic appearance.
HK-T2000. The HK-T2000 is an advanced HK series hunter kiler. It's a hunter killer (+2d6) and maintains designated target libraries of entire species rather than single individuals.
HK-TX. The HK-TX, a more advanced form (+2d6) of the hunter-killer, possesses a liquid metal shapeshifting ability. It is able to replicate any medium-sized creature or object; it takes two actions to shift form. This variant does not have a duranium skeleton, but maintains its 10 SOAK due to its amorphous nature. It often uses melee weapons which it forms out of its own body with an 8d6 attack (2d6+5 slashing or piercing damage).

INDUSTRIAL ROBOT
Large common non-sentient mechanoid (5d6)

Sturdy robots designed for lifting and crushing. 

STR 20 (5d6)  AGI 3 (2d6)  END 20 (5d6)
INT 3 (2d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 7 (3d6)

HEALTH 40    
MELEE DEFENSE 14; RANGED DEFENSE 10; MENTAL DEFENSE immune
SOAK 10 (industrial plating); VULN -; immune poison
STATUS IMMUNITIES pain, fear                                                 

INITIATIVE 2d6
PERCEPTION 2d6
SPEED 4; CLIMB 2; JUMP -; heavy  
CARRY 1,500lb (max lift 4,500lb)

ACTIONS 2
NATURAL DAMAGE 2d6+5    
REACH 5'                                                            

Crush 5d6 (2d6+5 blunt damage)                                                                    

Skills hardy 10 (4d6), carrying 10 (4d6)        
Gear -

CALLED SHOT. Industral robots are not build for combat, and they have easily targeted access ports. A called shot with a piercing or ballistic weapon to an industrial robot's accesss port, located on the lower back of the mechanoid, will immediately shut it down for five minutes.

Industrial mechanoid.  Industrial models are specially protected against accidents, and are not vulnerable to electricity damage and ion damage like other mechanoids are.

Lifter. Industrial mechanoids can lift double the normal weight for their size (include above).

Programmable.  Anybody who gets access to the robot's programming can reprogram it with a Challenging [13] LOG check. This takes 2d6 minutes.

Welder Robot. A welder robot is the same as a regular industrial robot, but does heat damage instead and has an additional SOAK 10 (heat) on top of its regular SOAK 10. The welder robot does not double its carrying capacity like the regular industrial robot does, and so has Carry 750b (max lift 2,250 lb).

bleak_golem.png

IRON GOLEM
Large rare non-sentient automaton (8d6)    

Metal witchoil-powered constructs which follow simple commands.

STR 18 (5d6)  AGI 3 (2d6)  END 20 (5d6)    
INT 4 (2d6)  LOG 2 (1d6)  WIL 4 (2d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 18 (5d6)

HEALTH 40    
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE immune
SOAK 10 (metal skin); VULN 1d6 (electricity)    

INITIATIVE 2d6        
PERCEPTION 2d6; superior darksight    
SPEED 4; CLIMB 2; -; JUMP -; heavy
CARRY 660lb (max lift 1,800lb)    

ACTIONS 2
NATURAL DAMAGE 2d6+5                                                               

Iron fist 8d6 (2d6+5 blunt damage)
Hurl object 5d6 (2d6+5 blunt damage; range 3)

Skills hardy 6 (3d6), carrying 6 (3d6), combat  6 (3d6)
Gear -

Witchoil leakage. Iron golems are powered by witchoil. This necrotic substance starts to leak from the golem's body once it is reduced to half (20) HEALTH, and splashes onto targets hit by the golem for an additional 1d6 acid damage.  When the golem is destroyed, witchoil sprays everywhere, doing 1d6 acid damage to everyone within 10' of the golem.

Hurl object (2). The golem can pick up a nearby object of size large or smaller and fling it at a target, doing its natural damage.


LIVING STATUE
Medium non-sentient automaton (7d6)                                                               

Stone guardians of ancient tombs.   

STR 15 (5d6)  AGI 3 (2d6)  END 10 (4d6)    
INT 3 (2d6)  LOG 1 (1d6)  WIL 1 (1d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 0 (0d6)

HEALTH 36    
MELEE DEFENSE 28; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 10 (stone skin); VULN -    

INITIATIVE 2d6    
PERCEPTION 2d6    
SPEED 4; CLIMB 4; JUMP -; heavy    
CARRY 250lb (max lift 750lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+5     
                                                           
Bash 5d6 (1d6+5 blunt damage)
Longsword 7d6 (3d6+7 slashing damage)  
                                                     
Skills  hardy 10 (4d6), swords 3 (2d6)
Gear longsword, shield    

Remorseless. Living statues are immune to all status tracks.


ROBO-ATTERCOP

See Attercop.


ROBOBEAR

See Grizzly Bear.


ROBOCRITTER

See Woodland Creature.


ROBORAPTOR

See Velociraptor.


ROBOREX

See Tyrannosaurus Rex.


ROBOWOLF

See Wolf.


SENTRY DROID    
Medium common non-sentient mechanoid (4d6)

Expendable robotic guards and soldiers.

STR 6 (3d6)  AGI 6 (3d6)  END 6 (3d6)    
INT 6 (3d6)  LOG 3 (2d6)  WIL 4 (2d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 5 (2d6)

HEALTH 20    
MELEE DEFENSE 11; RANGED DEFENSE 11; MENTAL DEFENSE 11
SOAK 0; VULN 1d6 (electricity), 2d6 (ion); immune poison
STATUS IMMUNITIES -  

INITIATIVE 5d6
PERCEPTION 4d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)                                                

ACTIONS 2
NATURAL DAMAGE 1d6+3
REACH 5'

Laser rifle 4d6 (2d6+3 heat damage; range 20)    

Skills rifles 1 (1d6),  perception 1 (1d6),  tactics 3 (2d6)
Gear laser rifle    

Aim (1). Sentry droids which spend an action aiming gain +1d6 to hit in a subsequent ranged attack in the same turn.

 

 


WELDER ROBOT

See Industrial Robot.