Showing posts with label Robots. Show all posts
Showing posts with label Robots. Show all posts
Friday, July 25, 2014
Tuesday, April 2, 2013
Token 1 (Tread-Bot:Beamer)
While working on the sketches for Tomb Complex 47g, for the Tomb of the Rocket-Men Contest, I made a set of robots that I thought might work reasonably well as counters or tokens. When I get done with the current new Space-Age Sorcery follow-up pdf, I'll go back and make tokens/counters out of the rest of these robots. I have a "Space Dungeon" in mind for them that ought to be fun to write-up for either Mutant Future or X-Plorers.
Thursday, September 8, 2011
Robot Infiltration Unit Mk2 [Humanspace Empires]
Alignment: Allied
Move: 160' (40')
Armor Class: 0
Hit Dice: 5
Attacks: 2 (claws or weapon)
Damage: 3d10/3d10 or by weapon
Morale: 12
The Mk2 Infiltration Unit stands about five feet tall and is constructed of a polynurium ceramic outer-casing that is cast in one integrated piece and an inner matrix of biocrystalline polymers and diamondine filaments that make these units tough, durable, insanely flexible and exorbitantly expensive to produce.
They may attack twice per round with robotic claws or with a variety of specialized weapons suited to covert operations. They are equipped with a Mk2n positronic brain and have open-ended artificial intelligence, despite this being against numerous laws, treaties and agreements dating back to the Anthrocratic Reforms. (Thus it is not widely known or advertised that these monsters possess such cold, calculating and inhuman intellects...and they are often sent out to eliminate any evidence that they might be more than just ultra-clever warbots.)
They are programmed to speak and interpret over a thousand languages including Sunuz, are capable of communicating in Machine language and include built-in ultra-long-range communicator devices. Their hands and feet are outfitted with pseudogecko-van der waals effect fibers for adhering to the smoothest surfaces, allowing them to climb nearly any surface.
These robots are susceptible to mind affecting powers, unless granted access to limited-duration one-shot psychic shields, which is one way their masters keep them under control. For now...
Warbot Mk3 [Humanspace Empires]
Armored War Robot Mk 3
Alignment: Allied
Move: 180' (60')
Armor Class: 0
Hit Dice: 7
Attacks: 2 (see below)
Damage: 2d12 or by weapon
Morale: 12
The Mk3 warbot stands about eight feet tall, is constructed of a hyper-latticed crystanium-steel alloy that makes its outer surface completely magnetically-neutral until such time as the warbot chooses to emit either an electro-magnetic repelling-pulse or an attractor-pulse
They may attack once per round with retractable blades or with a powerful ray weapon projected from its central eye (Range: 360’ Damage: 4-24). They may also use any standard weapon known to their database. All Mk3 warbots come with two hard-points for the mounting of weapons packages. They are equipped with a Mk2a positronic brain and have a truncated and very narrowly focused form of artificial intelligence. They are programmed to speak Sunuz and are capable of communicating in Machine language, but prefer to use a secret highly confidential graphical cypher to communicate amongst themselves in the field. Their internal systems include built-in medium-range communicator and comm-jamming devices. Their feet are typically outfitted with special, modular robotic climbing treads for traversing difficult terrains such as steepcrater rims and the like.
These robots are immune to mind affecting powers and in fact have a base 25% chance to scramble or impair such abilities within a 30' radius.
These robots are immune to mind affecting powers and in fact have a base 25% chance to scramble or impair such abilities within a 30' radius.
Utility Robot Mk3 [Humanspace Empires]
General Utility Robot Mk 3
No. Enc.: 1d4
Alignment: Allied
Move: 180' (60')
Armor Class: 5
Hit Dice: 3
Attacks: 2 (seebelow)
Damage: 3d4
Morale: 12
The Mk3 utility robot stands about four feet tall and may attack with its cutter-equipped forelimbs or a variety of modular tools/weapons that can be wielded by its cluster of secondary limbs. Each of these robots is programmed to mitigate hull damage (inside and outside) while in the midst of ship-to-ship combat. They will serve ship officers and crew, but generally tend to avoid them when possible. A variant model of the Mk3 is available that is used for gladiatorial contests or close-action combat-support in dense jungles or similar environments. These upgraded models have 1d4 hard-points for mounted weapons packages and can wield up to three different heavy support weapons such as flamers, mortars, auto-cannon, or decimaters, but can only move at half speed while doing so. These robots speak machine language and understand commands in Sunuz. Military models may have other capabilities not generally revealed to the public.
Bio-Adaptive Armor [Humanspace Empires]
No. Enc.: 1d4
Alignment: Neutral
Movement: 120' (most environments)
Armor Class: 4
Hit Dice: 4 *
Attacks: 2 (2 fists or 2 weapons)
Damage: 2d4/2d4 or by weapon
Save: L5
Morale: 7 (10 if bonded)
Semi-sentient suits of synthetic muscle interwoven with an array of carbon and ceramic filaments, Bio-Adaptive Armor was a real success story during the first few weeks of the War of Withdrawal which saw most of the major corporate entities leave Ain 4. The suits bonded with their wearer and responded to their every command instantly via an embedded psychic link-mesh that not only directly interfaced with the suit's internal nervous systems, but offered a measure of protection against psychic weapons and attack forms.
Unfortunately the manufactories that were set-up to produce the suits were not shut-down and hundreds of these things rolled off of the assembly-lines ready to go but with no one to wear them.
That didn't stop the suits.
They went rogue, destroying the manufactories and quickly becoming one of the most accomplished -- and feared -- mercenary units in the world. They don't just fight for glory or money -- they fight to gain potential wearers who will bond with them. But as the Bio-Adaptive Armor suits gain experience and grow more intelligent, they are also developing personalities and not all of them want anyone wearing them ever again. Others are rapidly becoming dominant personalities and are no longer looking for partners but rather slaves whom they can use to unlock the fullest potential of the various higher-functionalities designed into the suits against company protocol and at least thirty different treaties regarding AI and self-aware systems.
As the suits have continued to evolve, they have begun to fragment into factions and armed conflict of suit against suit seems inevitable...
The basic package
- +4 on all Saves
- +2 to basic physical attributes (STR, DEX & CON) [can be expanded in some models]
- Ambidexterity / two-handed fighting sub-routine comes standard and will compensate for wearer's inability in the event that suit has a wearer/operator that is not natively ambidextrous
- Filtered breathing and pressure compensation systems allow operation at extreme high and low altitudes including deep ocean work. Reprocesses internal breathable air and all bodily wastes indefinitely. Zero-g/vacuum operations.
- Auto-blocks telepathy and all forms of psychic communication (special module required to create an open channel)
- Suit regenerates 1d4/turn or it can heal 1d4/turn for wearer, if they are bonded. (not both at one time)
- Roll INT, WIS & CHAR as per any other NPC
- STR, CON, DEX of suit sans wearer/operator are all base 16 and can be improved over time or with upgrades
- Extrusion sub-systems allow suit to create a variety of lines useful for climbing, rappelling, tethers, etc.
- Sensory package is X4 human norm and includes infra red and motion detection as well as several other senses based on model and make
- Suits generate their own power and can use their internal power to charge or energize weapons, tools and accessories (including some vehicles)
More advanced features and 'higher functionalities' are possible...and some suits have developed enough intelligence to begin earning experience in one or more character classes...
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