Robots (4e Future Creature Group)

Fly-Bot

Fly-Bot
Level 1 Minion Skirmisher
Small Terrestrial Animate (Robot)
XP 25
HP 1; a missed attack never damages a minion. Initiative +3
AC 15; Fortitude 13, Reflex 14, Will 11 Perception +8
Speed 4, fly 8 (hover) Darkvision
Immune toxic Resist 5 electric, 5 ion
Standard Actions
Ram ♦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 5 damage.
Zeeker (photon)♦ At-Will
Attack: Ranged 20 (one creature); +6 vs. AC; target may not benefit from concealment or cover
Hit: 5 photon damage.
Triggered Actions
Main-Comp Link
Trigger: A robot ally within 3 squares of the fly-bot is bloodied or knocked prone.
Effect: (Free Action): The fly-bot shifts 3 squares and uses zeeker.
Str 19 (+4) Dex 16 (+3) Wis 12 (+1)
Con 16 (+3) Int 10 (+0) Cha 7 (-2)
Equipment
http://www.popsci.com/files/imagecache/article_image_large/articles/flyingrobots.jpeg

Halt! Identification Please!

Fly-Bots are all-terrain scout and patrol robots manufactured by Main-Comp. They can be found in a variety of designs, but most often take the form of a central orb containing the CPU and small anti-personel weapon, with clam-shell-like hover units on either side.

This model is armed with a zeeker: an underpowered laser laser balanced by its accuracy and rate of fire.

Mining Robot

Mining Robot
Level 1 Elite Brute
Large Terrestrial Animate (Robot)
XP 200
HP 80; Bloodied 40 Initiative +2
AC 14; Fortitude 13, Reflex 12, Will 11 Perception +2
Speed 4 Darkvision
Immune Toxic Resist 5 electric, 5 ion
Saving Throws +2;
Traits
Bulk Carrier
When the mining robot moves on its turn, it pulls with it any creatures grabbed by it. The creatures remain grabbed, and this movement does not provoke opportunity attacks from the grabbed creatures.
Standard Actions
Grappler (physical)♦ At-Will
Attack: Melee 2 (one creature); +6 vs. AC
Hit: 1d10 + 6 physical damage, and the mining robot pulls the target 1 square and grabs it. No more than two creatures can be grabbed at once.
Minor Actions
Ore Loading Protocol (Physical)♦ Recharge
Requirement: The mining robot is grabbing one or two creatures
Attack: Ranged 5 (one creature); +4 vs. Reflex
Hit: 1d10 + 6 physical damage.
Effect: Each creature grabbed by the mining robot takes 2 physical damage and knocked prone. They are placed in a square adjacent to the target and no longer grabbed.
Free Actions
Elite Action ♦ Encounter
Requirement: It is the mining robot's turn.
Effect: The mining robot takes an extra standard action during that turn.
Str 19 (+5) Dex 12 (+2) Wis 12 (+2)
Con 16 (+4) Int 10 (+1) Cha 7 (-1)
Equipment

It's difficult to imagine that once this hulking, utilitarian robot was pristine out of the factory. Now it is coated in grime and ore-dust.

Whilst not designed for combat, the mining robot is robust and strong so can be pressed into service if their mining installations come under attack. They are slow, but useful for blocking corridors. If they can engage intruders close to ore-processing facilities, they will attempt to carry grabbed intruders to the crushing machinery and dispose of them.

Coal Mining Robot, The Korea Times

Sentry Robot Model 2510

Sentry Robot Model 2510
Level 2 Artillery
Medium Terrestrial Animate (Robot)
XP 125
HP 33; Bloodied 16 Initiative +4
AC 16; Fortitude 14, Reflex 13, Will 11 Perception +7
Speed 4 Darkvision
Immune toxic Resist 5 electric, 5 ion
Standard Actions
Ram (Physical)♦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d8 + 4 physical damage.
Laser Head (Photon)♦ At-Will
Attack: Ramged 20 (one creature); +9 vs. AC
Hit: 2d6 + 3 photon damage.
Triggered Actions
Shock Shield (Electric)♦ At-Will
Trigger: The sentry robot is hit by an attack from an enemy that is not adjacent to it.
Effect: (Immediate Interrupt): The sentry robot gains a +2 bonus to all defenses against the triggering attack, and each creature adjacent to the sentry robot takes 5 electric damage.
Str 19 (+5) Dex 16 (+4) Wis 12 (+2)
Con 16 (+4) Int 10 (+1) Cha 7 (-1)
Equipment
Concept robot by Sam Brown

Whilst the Sentry Robot Model 2510 is in test mode, inserting pens, coffee tokens or other small items into the laser barrel is forbidden.

Sentry robots are not particularly mobile, being designed to defend key points. They are little more than repositioning sentry guns. This particular model was manufactured by Main-Comp, and is ubiquitous within its installations. In addition to a head-mounted laser gun and sensor array, it may activate an shock shield when under fire.

Zorbotron

Zorbotron
Level 2 Elite Controller
Medium Terrestrial Animate (Robot)
XP 250
HP 76; Bloodied 38 Initiative +4
AC 16; Fortitude 14, Reflex 13, Will 11 Perception +8
Speed 4 Darkvision
Immune toxic Resist 5 electric, 5 ion
Standard Actions
Robot Claw (Physical)♦ At-Will
Attack: Melee 1 (one or two creatures); +7 vs. AC
Hit: 1d8 + 4 physical damage and the target is grabbed.
Gas Bomb (Toxic)♦ At-Will
Attack: Area burst 1 within 10 (all creature in burst); +5 vs. Fort
Hit: 1d10 + 3 toxic damage and the target takes a -2 penalty to attack rolls (save ends). First Failed Save: The target cannot see further than 2 squares (save ends).
Gas Bomb Cascade (Toxic)♦ Recharge
Attack: Close blast 2 (all creatures in blast); +5 vs. Fort
Hit: 1d10 + 3 toxic damage and the target is dazed (save ends).
Minor Actions
Shove ♦ At-Will (1/round)
Attack: Melee 1 (one dazed creature)
Effect: The target is knocked prone.
Free Actions
Elite Action ♦ Encounter
Requirement: It is the zorbotron's turn.
Effect: The zorbotron takes an extra standard action during that turn.
Str 17 (+4) Dex 16 (+4) Wis 14 (+4)
Con 16 (+4) Int 10 (+1) Cha 7 (-1)
Equipment
Robot Design by guesscui

This hulking humanoid robot raises its arm and... *Ff-Ponk* A small metal sphere sails through the air and smashes at your feet. Funny... you were expecting an explosion. What's that smell?

The Zorbotron is a riot-control robot. It uses gas bombs to pacify groups of humans, relying on thick cerametal plates to ward off the mob. Under normal use, that's where its role ends: A less scrupulous owner (or crazed computer) may have programmed a zorbotron to commence mashing the dazed crowd with its heavy robot claws.

Slaver

Slaver
Level 3 Soldier
Medium Terrestrial Animate (Robot)
XP 175
HP 42; Bloodied 21 Initiative +4
AC 19; Fortitude 18, Reflex 14, Will 12 Perception +7
Speed 5 Darkvision
Immune toxic Resist 5 electric, 5 ion
Traits
Tetrahedroid
The slaver cannot drop prone or fall prone.
Superior Grab
Creatures take a -2 penalty to escape the grab of a slaver, and the slaver gains a +2 bonus to Strength checks made to move a grabbed target.
Standard Actions
Las-Whip Snare (Photon)♦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 3 photon damage and the target is grabbed.
Las-Whip Sting (Photon)♦ Recharge
Attack: Close blast 3 (creatures in blast); +8 vs. AC
Hit: 1d6 + 3 photon damage and the target is slowed until the end of the slaver's next turn.
Triggered Actions
Subjugate ♦ At-Will
Trigger: A creature escapes from the slaver's grab.
Effect: (Immediate Reaction): The slaver makes a las-whip snare attack against the escaping creature.
Str 19 (+5) Dex 16 (+4) Wis 12 (+2)
Con 16 (+4) Int 10 (+1) Cha 7 (-1)
Equipment

These pyramid-shaped robots were designed by Main-Comp to enslave mankind. They often work in conjunction with zorbotrons, using their las-whips to keep subjects in place whilst gas-bombs numb them into submission.

Patrol Robot

Patrol Robot
Level 6 Minion Skirmisher
Small Terrestrial Animate (Robot)
XP 62
HP 1; a missed attack never damages a minion. Initiative +3
AC 20; Fortitude 18, Reflex 19, Will 16 Perception +8
Speed 4, fly 8 (hover) Darkvision
Immune toxic Resist 10 electric, 10 ion
Standard Actions
Ram ♦ At-Will
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 11 damage.
Zeeker (photon)♦ At-Will
Attack: Ranged 20 (one creature); +11 vs. AC; target may not benefit from concealment or cover
Hit: 11 photon damage.
Triggered Actions
Main-Comp Link
Trigger: A robot ally within 3 squares of the fly-bot is bloodied or knocked prone.
Effect: (Free Action): The fly-bot shifts 3 squares and uses zeeker.
Str 19 (+4) Dex 16 (+3) Wis 12 (+1)
Con 16 (+3) Int 10 (+0) Cha 7 (-2)
Equipment
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Intruder Alert! Lock All Section 2 Doors!

Patrol Robots are upgraded Fly-Bots manufactured by Main-Comp to roam the corridors of critical installations.

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