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MU11Robots

Gamma world

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Jim Zettlemoyer
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0% found this document useful (0 votes)
5 views

MU11Robots

Gamma world

Uploaded by

Jim Zettlemoyer
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Robot Recognition A robot or device rolls a d20 to determine if it recognizes a

creature as a human. The creature’s Robot Recognition score


On Gamma Terra interaction with advanced devices and is the DC to roll equal to or under. A robot or device may have
Robots often hinges on whether a robot or device recognizes a modifier to that roll which is added to the roll. Over time
the creature as human or near human (in some animal and due to the unique nature of the environment robots or a
cases). If a robot does not recognize a creature as human it devices programming and sensors have degraded therefore
either ignores them or treats them like an animal or pet. Even having difficulty telling what is human any more. All robots
if presented with an ID they simple ignore that fact listed below do not have scores they have no modifier. The
processing it as a pet with a tag. Equipment, such as a multiple reasons a robots score may change include the
Medikit, may not operate not recognizing the target as degradation of programming over time, radiation damage,
human. Though individual recognition scores are not reprograming by one or more sources and general physical
presented for equipment the Gm may assign one on damage. It is up to the GM to adjust the Robot Recognition
occasion. modifier for each robot based on these factors. It is possible
for a robot to be reprogrammed or originally programmed to
react in specific ways, which may change from complex to
complex.
The robots range of reactions is based on its programing
so while one will simply ignore a mutated animal another will
try to get them out of an area, possibly using force if
necessary.
Armor
Armor for robots is usually part of their construction and
natural, but they are also materials so the level of armor is
also listed for purposes of some equipment and other
potential effects.

Advoid Actions
Small Construct (Robot) Slam - Melee attack: +5 to hit, reach 5 ft, one target,
1d6 + 3 Bludgeoning damage
Armor Class 14 (Natural, Light)
Hit Points 12 (2d6 + 4) Basics
Speed 0 ft, Fly 30 ft
Description: An Advoid is a small 2-3 foot sphere with
its entire surface covered in a plastic shell covering a
STR DEX CON INT WIS CHA video screen. It constantly has images and
advertisements from the Ancients flashing across their
10 (+0) 16 (+3) 15 (+2) 6 (-2) 13 (+1) 17 (+3) screen. They have loud speakers constantly blaring
attention seeking music and sounds that coincide with
Skills Performance +5, Persuasion +5 the advertisements.
Saving Throw Dexterity +5
Damage Immunity Poison, Psychic Programing Advoids were programmed to float around
Condition Immunities Blinded, Charmed, Deafened, a city and offer up to the minute advertising and
Frightened, Paralyzed, Impaired, Stunned information. Some were disguised as information
Senses Darkvision 60 ft, Passive Perception 11 providing robots that shifted into advertising like a
Challenge 1/4 ( 50 XP) possessed pop up demon. They remained near large
populations centers like monorail hubs or parks.
Advoids are not combative but with the absence of
Traits potential customers they have started to form groups
Rushing Charge - If the Advoid moves 20 feet in a or swarms that vie for customers in the countryside.
straight line then performs a Slam attack it does 2d6 They have abandoned the cities and now ram
additional Bludgeoning damage. individuals to gain their attention while overloading
them with advertisements.
Deft Flyer - When flying it does not draw attacks of Tech Level Tech V, 16 / 20 (2), Extended (3/3)
opportunity from moving.
Equipment They have no equipment beyond audio and
Dizzying Display - If a creature starts their turn adjacent video displays.
to an Advoid that they can see or hear they may make
an Intelligence saving throw with a DC of 13 or Combat: An Advoid or swarm of them will start to ram
become Impaired until they are no longer adjacent to people to gain their attention and then fly to another
the Advoid. customer if other Advoids are competing with them.
Cargo Handler Bullish - Double the carrying capacity of the handler.
Medium Construct (Robot)
Actions
Armor Class 15 (Natural, Medium) Slam - Melee attack: +10 to hit, reach 5 ft, one target,
Hit Points 44 (4d8 + 24) 1d8 + 8 Bludgeoning damage
Speed 20 ft
Basics
Description: Appearing with a humanoid torso sitting
STR DEX CON INT WIS CHA on a wide treaded wheelchair like body. Their arms end
26 (+8) 13 (+1) 22 (+6) 6 (-2) 13 (+1) 6 (-2) in 3 wide fingered and padded hands designed to lift
and move crates, barrels or pallets.
Skills Athletics +10 Programing Programmed to safety handle loads and
Damage Immunity Poison, Psychic carry loads as needed. Often used more for moving
Condition Immunities Blinded, Charmed, Deafened, houses or furniture than warehouses who use other
Frightened, Paralyzed, Impaired, Stunned specialized robots. This one is programmed to operate
Senses Passive Perception 11 in more human surrounding environments more so
Challenge 2 ( 450 XP) than industrialized areas.
Tech Level Tech V, 16 / 20 (4), Extended (3/3)
Traits
Equipment They are at times equipped with tools used
Force Beam - A Cargo Handler has a series of force field for moving such as fasteners, prybars etc.
generating emitters that allow them to lift up to 500
lbs at a distance of up to 60ft. They also use this field Combat: Not really capable of aggressive action they
to stabilize loads as they lift them. would require reprogramming or faulty programming
to become dangerous or willing to fight.

Cargo Handler, Heavy Bullish - Quadruple the carrying capacity of the handler.
Large Construct (Robot)
Actions
Armor Class 18 (Natural, Heavy) Slam - Melee attack: +12 to hit, reach 5 ft, one target,
Hit Points 72 (6d10 + 36) 2d8 + 10 Bludgeoning damage
Speed 30 ft
Basics
Description: Appearing with a humanoid torso sitting
STR DEX CON INT WIS CHA on a wide treaded wheelchair like body. Their arms end
30 (+10) 13 (+1) 22 (+6) 6 (-2) 13 (+1) 6 (-2) in 3 wide fingered and padded hands designed to lift
and move crates, barrels or pallets.
Skills Athletics +12 Programing Programmed to safety handle loads and
Damage Immunity Poison, Psychic carry loads as needed. Often seen in warehouses and
Condition Immunities Blinded, Charmed, Deafened, other heavy transportation needs like a port or
Frightened, Paralyzed, Impaired, Stunned distribution area. It is heavy enough to move tractor
Senses Passive Perception 11 trailer box cars for short distances.
Challenge 4 ( 1,100 XP)
Tech Level Tech V, 16 / 20 (4), Extended (3/3)
Traits Equipment They are at times equipped with tools used
for moving such as fasteners, prybars etc.
Force Beam - A Cargo Handler has a series of force field
generating emitters that allow them to lift up to 2000 Combat: Not really capable of aggressive action they
lbs at a distance of up to 60ft. They also use this field would require reprogramming or faulty programming
to stabilize loads as they lift them. to become dangerous or willing to fight.
Companion Bot Actions
Medium Construct (Robot) Slam – Melee attack: +4 to hit, reach 5 ft, one target,
1d6 + 2 Bludgeoning damage
Armor Class 13 (Natural, Light)
Hit Points 21 (3d8 + 6) Basics
Speed 30 ft
Description: Human in appearance but not human. Too
human in appearance seemed to upset people. They
STR DEX CON INT WIS CHA are individually decorated according to their owner’s
needs. Some were purchased by corporations and
14 (+0) 11(+0) 15(+2) 14 (+2) 13 (+1) 16 (+3) programmed as information desk helpers, tour guides
and other service focused areas.
Skills Insight +3, Persuasion +5
Saving Throw Charisma +5 Programing A companion bot is programed for that
Damage Immunity Poison, Psychic purpose to serve as a companion to a person or family.
Damage Resistance Fire, Cold They can do light housekeeping, baby sitting and other
Condition Immunities Blinded, Charmed, Deafened, not too specialized jobs.
Frightened, Paralyzed, Impaired, Stunned Tech Level Tech V, 14 / 18 (2), Extended (3/2)
Senses Passive Perception 12
Challenge 1 ( 200 XP) Equipment Most have a recorder, communicator and
tools one would expect from a secretary. Others with
specialized programs such as a Tour guide may also
Traits have holographic projectors and other tour aids.
Companionable - Companion Bots have programing to Combat: Barely capable of aggressive action their only
help and assist humans. They gain advantage whenever combat training is self-defense of their owners. They
dealing with Humans / Civilized folks on Charisma punch and do little that has any sophistication.
attribute checks and Insight checks.
Disaster Bot Tentacle - Melee attack: +10 to hit, reach 10 ft, one
target, 1d10 + 7 Bludgeoning damage
Medium Construct (Robot)
Laser - Ranged Attack: +4 to hit, range (60/240) ft, one
Armor Class 20 (Natural, heavy) target, 5d6 + 1 radiant damage. Close weapon
Hit Points 90 (10d8 + 40)
Speed 10 ft, Fly 50 ft. (Hover) Vibro Chain Saw - Melee attack: +10 to hit, reach 5 ft,
one target, 5d6 + 7 Slashing damage
Force Beam - (Recharge 4-6) - The Disaster robot
STR DEX CON INT WIS CHA chooses up to 3 targets it can see (or sense) within 60
24 (+7) 13 (+1) 18 (+4) 14 (+2) 16 (+3) 13 (+1) ft. Those targets make a Strength saving throw with a
DC of 18 or take 3d6 Bludgeoning damage and are
Skills Ancients +5, Engineering +8, Medicine +6, pushed 10 feet and knocked Prone.
Perception +6 Extinguisher Cloud - (Recharge 6) - The Disaster robot
Saving Throw Strength +10, Dexterity +4, Constitution can create a cloud that heavily obscures in a cloud that
+7 is in a 20 foot radius cloud whose origin is adjacent to
Damage Immunity Poison, Psychic the robot any fires are extinguished.
Damage Resistance All
Condition Immunities Blinded, Charmed, Deafened, Basics
Frightened, Paralyzed, Impaired, Stunned Description: A oddly circular robot about 4 feet in
Senses Blind sight 60 ft, Darkvision 120 ft, Life diameter and 3 foot high with a slightly larger disk on
Detection 30 ft, Tremor sense 120 ft, Passive top. Around its edges are two tentacles, two laser
Perception 21 turrets and two sets of mechanical arms. Under the
Challenge 8 ( 3,900 XP) disk is the housing for multiple sensors.
Programing The Disaster robot is dedicated to saving
Traits human lives and to prevent property damage during
Superior Sensors - Disaster Robots have enhanced multi times of emergency. They respond to fires, floods, and
spectrum sensors. They have Advantage on Perception any man made or natural disaster. They can usurp local
checks. robots to aid in an emergency. It has some interaction
ability usually in asking questions at the scene or
Force Beam - A Disaster robot has a series of force field helping the injured.
generating emitters that allow them to lift up to 2000 Tech Level Tech V, 16 / 22 (2), Extended (4/2)
lbs at a distance of up to 30ft. They also use this field
to stabilize loads as they lift them. Equipment Medikit 20 uses that heal 4d6 + 10 each.
Spot lights, sonar and ultra sound sensors including
Bullish - Double the carrying capacity of the Robot ground penetrating. Fire extinguishers,
Commanding Presence - The Disaster robot has Combat: Disaster robots have little in the way of
authority over many other robots having the equivalent combat training though they are capable of defending
of an emergency ID when in an emergency. The other themselves and others. They have a limited set of
robots, except for those of the highest security combat protocols mostly designed to deal with unruly
clearance, must obey their commands. people at the scene or looters. In especially bad areas
they come equipped with stun guns as well wielded by
Actions the two arms.
Multiattack – Make two tentacle attacks, two laser
attacks, and a Vibro Chain saw attack
Ecobot Chain Saw - Melee Attack: +6 to hit, reach 5 ft, one
target, 4d6 + 4 Slashing damage
Medium Construct (Robot)
Scythe - Melee Attack: +6 to hit, reach 5 ft, one target,
Armor Class 14 (Natural, Light) 2d6 + 4 Slashing damage
Hit Points 36 (6d8 + 6)
Speed 40 ft Basics
Description: Appearing basically humanoid but with an
elongated torso holding a second set of arms. It's torso
STR DEX CON INT WIS CHA contains a slight enlargement as it is used to store
18 (+4) 16 (+3) 13 (+1) 8 (-1) 15 (+2) 13 (+1) seeds, fertilizer or anything else it needs for its current
job.
Skills Nature +6 Programing It is designed to monitor and care for the
Damage Immunity Poison, Psychic environment. It is usually found monitoring forest,
Condition Immunities Blinded, Charmed, Deafened, fields and large areas as it is too heavy duty to be used
Frightened, Paralyzed, Impaired, Stunned for small gardens or areas. It can be found maintaining
Senses Darkvision 60 ft, Passive Perception 12 city parks, zoos etc.
Challenge 2 ( 450 XP)
Tech Level Tech V, 16 / 22 (2), Extended (4/2)
Traits Equipment Spotlights and gardening tools. Soil
samplers and plant analysis gear. Sprayers for chemicals
Analyzer's - An Ecobot can analyze the environment etc.
including the soil.
Combat: While not designed for combat the Ecobot
has minor programming for dealing with wild animals
Actions hence the stun gun it has installed. It will move
Slam – Melee attack: +6 to hit, reach 5 ft, one target, through stunning methodically and trying to capture
1d6 + 4 Bludgeoning damage the enemy. It can use its melee weapons if forced to do
so by being surrounded and pressed.
Stun Gun - Ranged attack: +5 to hit, range (60/240) ft,
one creature, creature may make a Constitution saving
throw with a DC of 20 or be Stunned for 1 minute.
Creatures may repeat the save at the end of their turn.

Entertainment Robot Human Interaction Module - Entertainment Bots have


Advantage on Performance and Deception skills.
Medium Construct (Robot)
Human Like - The Entertainment Bot has advantage on
Armor Class 16 (Natural, Light)
any checks to appear human.
Hit Points 24 (3d8 + 9)
Speed 30 ft
Actions
Multiattack – Make two slam attacks
STR DEX CON INT WIS CHA
Slam - Melee attack: +7 to hit, reach 5 ft, one target,
21 (+5) 19 (+4) 17 (+3) 17 (+3) 16 (+3) 20 (+5) 1d4 + 5 Bludgeoning damage

Skills Deception +7, Insight +5, Perception +5, Basics


Performance +7, Persuasion +7 Description: The Entertainment bot is designed to look
Saving Throw Strength +7, Dexterity +6, Charisma +7 perfectly human.
Damage Immunity Poison, Psychic
Damage Resistance Bludgeoning, Slashing, Piercing Programing They are designed to provide
Condition Immunities Blinded, Charmed, Deafened, performances, act as stunt doubles, and fulfill the
Frightened, Paralyzed, Impaired, Stunned needs required in the entertainment industry.
Senses Passive Perception 13 Tech Level Tech V, 20 / 24 (3), Extended (6/2)
Challenge 2 ( 450 XP)
Equipment They have video, audio equipment built in
to record everything from their point of view.
Traits Combat: As stunt doubles they are often trained for
mock combat so have some experience. Though still
programmed not to harm humans.
Household Bot Slam - Melee attack: +4 to hit, reach 5 ft, one target,
1d6 + 2 Bludgeoning damage
Medium Construct (Robot)

Armor Class 13 (Natural, Light)


Basics
Hit Points 24 (4d8 + 4) Description: A very basic appearing humanoid robot.
Speed 30 ft They have limited facial features and ability to express
themselves using them.

STR DEX CON INT WIS CHA Programing Designed to deal with everyday household
task such as cleaning and performing chores such as
14 (+2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 12 (+1) shopping. They may also be programmed to act as
butlers or valets.
Skills Domestic Task +4 Tech Level Tech V, 14 / 20 (2), Extended (4/2)
Damage Immunity Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Equipment House hold cleaning supplies, Small tool kit,
Frightened, Paralyzed, Impaired, Stunned Personal cleaning kit
Senses Passive Perception 12 Combat: : Only capable of self-defense combat and
Challenge 1/2 ( 100 XP) defending its owners. It has very limited combat
options. If properly programmed can become
Actions proficient in other weapons. It can use anything
designed for use by humans.

Industrial Bot Laser - Ranged attack: +6 to hit, range (60/240) ft, one
target, 5d6 + 2 radiant damage. Close weapon
Huge Construct (Robot)
Basics
Armor Class 20 (Natural, Heavy)
Description: A large box like treaded robot. It has two
Hit Points 110 (10d12 + 40)
long tentacles that are on slotted track allowing them
Speed 20 ft
to shift and move around the body. The lasers are used
for delicate work and are mounted on a similar track
STR DEX CON INT WIS CHA system. The interior of the robot has a large cargo bay.
26 (+8) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 6 (-2) Programing The Industrial robot is designed for heavy
industrial work including moving equipment and
Skills Engineering +8 testing products. They are sometimes programmed as
Saving Throw Strength + 12, Constitution +8 part of an assembly line or other special purpose. They
Damage Immunity Poison, Psychic are highly safety orientated and place a high value on
Damage Resistance Bludgeoning, Cold, Fire, Lightning, property trying to prevent it from being damaged.
Thunder, Piercing, Slashing Tech Level Tech V, 18 / 24 (4), Extended (6/2)
Condition Immunities Blinded, Charmed, Deafened,
Frightened, Paralyzed, Impaired, Stunned Equipment Equipped with safety gear and fire
Senses Dark Vision 60 ft, Passive Perception 11 extinguishers. Those with specific task may have a
Challenge 10 ( 5,900 XP) number of other pieces of equipment such as
industrial cleaners, sonic scrubbers etc. They may also
have specialized tool sets such as Plasma welders and
Actions Vibro blades.
Multiattack – Make two tentacle attacks, one claw Combat: Not especially designed for combat. Those
attack and two laser attacks that have additional equipment such as saw blades and
sonic cannons will know how to use them proficiently.
Tentacle - Melee attack: +12 to hit, reach 15 ft, one They tend to be defensive fighters if forced trying to
target, 3d10 + 8 Bludgeoning damage shield or protect property as best it can.
Claw - Melee Attack: +12 to hit, reach 10 ft, one target,
3d10 + 8 Slashing damage. If damaged by the Claw the
target may make a Strength saving throw or be
Grappled by the claw, while grappled they are
Restrained.
Medi bot (Coffin Bot) Render Aid – The Coffin bot can heal 5d10 Hit points.
Large Construct (Robot) It cannot do so again to the same individual until they
have a short rest.
Armor Class 18 (Natural, Light)
Hit Points 80 (10d10 + 20) Basics
Speed 20 ft, Fly 50 ft (Hover) Description: Looking much like a steel coffin its outer
edge has 4 mounted arms and two claws. These are
used to anchor it and help it maneuver if needed or as
STR DEX CON INT WIS CHA a motive form if anti-gravity flight is ill advised or not
20 (+5) 18 (+4) 14 (+2) 18 (+4) 18 (+4) 18 (+4) possible. The Force field forms a bubble above the
coffin and can be made to be solid enough air does not
Skills Medicine +6, Perception +6, Persuasion +6 pass through as the Med bot has an on board oxygen
Damage Immunity Poison, Psychic supply.
Condition Immunities Blinded, Charmed, Deafened, Programing To give aid and comfort to all injured
Frightened, Paralyzed, Impaired, Stunned people.
Senses Bind sight 60 ft, Life force detectors with a
range of 240 ft, Passive Perception 16 Tech Level Tech V, 18 / 26 (4), Extended (6/2)
Challenge 4 ( 1,100 XP) Equipment The Med Bot has extensive medical
scanners and equipment. It is as well-equipped as any
Traits mobile surgical platform. It also has an array of drugs
and anti-toxins etc to care for the wounded.
Force Field - A force field equal to 30 pts that regains 5
pts each round. If expended cannot be reactivated Combat: Unless severely reprogrammed is incapable of
again for 1 minute. harming others. However if it has been reprogrammed
it has a number of vibro scalpels, short range laser
Medical Expertise - Has advantage on Medicine Checks, cutters and other elements it can draw on to fight as
due to programming and advanced sensors. well as the four limbs capable of using one handed
weapons.
Actions

Pleasure Robot Human Like - The Pleasure Bot has advantage on any
checks to appear human
Medium Construct (Robot)

Armor Class 13 (Natural, Light) Actions


Hit Points 24 (3d8 + 9) Charming – The Pleasure Bot chooses a creature within
Speed 30 ft 30 ft. That target may make a Wisdom saving throw
with a DC of 15 or become Charmed. The target may
repeat this save at the end of their turn to end this
STR DEX CON INT WIS CHA effect. The effect last for 10 minutes.
12 (+1) 17 (+3) 17 (+3) 17 (+3) 16 (+3) 20 (+5)
Slam - Melee attack: +5 to hit, reach 5 ft, one target,
1d4 + 3 Bludgeoning damage.
Skills Culture +5, Deception +7, Insight +5, Perception
+5, Performance +7, Persuasion +7 Basics
Saving Throw Intelligence +5, Wisdom +5, Charisma +7 Description: The Pleasure bot is designed to look
Damage Immunity Poison, Psychic perfectly human.
Condition Immunities Blinded, Charmed, Deafened,
Frightened, Paralyzed, Impaired, Stunned Programing They are to provide companionship and
Senses Passive Perception 15 pleasure to human companions. Some are even
Challenge 1 ( 200 XP) designated to protect their owners. They are usually
designed a little heavier combat wise.
Traits Tech Level Tech V, 20 / 24 (3), Extended (6/2)
Human Interaction Module - Pleasure Bots have Equipment They have no special equipment.
Advantage on Insight, Persuasion, and Deception Combat: Barely capable of defending themselves. They
avoid violence unless instructed to engage in it.
Police Robot Taser – Ranged attack: + 9 to hit, reach 5 ft, one
creature, 2d8 + 5 Lightning damage. If the creature
Medium Construct (Robot)
takes Lightning damage then they may make a
Armor Class 22 (Natural, Heavy) Constitution saving throw with a DC of 20 or be
Hit Points 135 (15d8 + 60) Paralyzed for 1 minute. If the creature is resistant to
Speed 0 ft, Fly 50 ft (Hover) Lightning the make the save at advantage if they are
immune they ignore these effects.
Tear Gas Grenade Launcher – The Police robot chooses
STR DEX CON INT WIS CHA a point within 120 ft and fires a grenade at that point.
20 (+5) 20 (+5) 18 (+4) 16 (+3) 16 (+3) 16 (+3) Those within a 20 foot radius are lightly obscured and
may make a Constitution saving throw with a DC of 20
Skills Insight +7, Intimidation +7, Investigation +7, or become Impaired for one minute. They are also
Perception +7, Persuasion +7 Blinded but may make a save at the end of their turn to
Saving Throw Intelligence +7, Charisma +7 end the Blinded effect once outside the area of effect.
Damage Immunity Poison, Psychic The Police Robot only has up to 3 grenades at one
Damage Resistance Bludgeoning, Fire, Piercing, Radiant, time.
Slashing Basics
Condition Immunities Blinded, Charmed, Deafened, Description: A police robot looks much like a
Frightened, Paralyzed, Impaired, Stunned motorcycle cop from the hips up. From the hips down
Senses Darkvision 120 ft, Passive Perception 22 they have nothing since they fly by anti-gravity pods
Challenge 9 ( 5,000 XP) attached there. It has facial features capable of
expression and voice modulation to allow the same.
Traits The rear of the robot can extend a small seat to carry
detainees or injured.
Force Field - A force field equal to 30 pts that regains
10 pts each round. If expended cannot be reactivated Programing They are designed to maintain the law and
again for 1 minute. protect citizens. It also may aid in criminal
investigations and apprehending / chasing criminals.
Powerful Presence - The Police Robot has advantage on
Intimidation checks. Tech Level Tech V, 18 / 26 (4), Extended (6/2)
Advanced Sensors - Police robots have advantage on Equipment Police robots have microscopic and
Investigation checks to search and Perception checks. telescopic sight. It also has multiple video and audio
recorders within displays within its torso.
Actions Loudspeakers, communicators, lexicons and spot lights
also come standard. They also have Durraplastic
Multiattack – Make 4 attacks. handcuffs and restraints. Some designs for private
Laser Pistol - Ranged attack: +9 to hit, range (120/400) firms have Tanglers instead of lasers or multiple stun
ft, one target, 4d6 + 5 radiant damage. Close weapon guns.
Stun pistol – Ranged attack: +9 to hit, range (30/90) ft, Combat: Police Robots are designed for combat
one target, Target makes a Constitution save with a DC encounters. While not conversant in large combats
of 20 or be Stunned for 1 minute, may repeat the save they can engage small groups with advanced skills,
at the end of their turn to end this effect. Close seeking cover and protecting non-combatants.
weapon
Security Robot Needler - Ranged Attack: +7 to hit, range (60/120) ft,
one target, 1 Piercing damage. If the target takes
Medium Construct (Robot)
damage they may make a poison Constitution saving
Armor Class 20 (Natural, Heavy) throw with a DC of 18. If they fail they become
Hit Points 64 (8d8 + 24) Paralyzed for 1 minute. They may repeat this save at
Speed 40 ft the end of their turn to end this effect. Close.
Stun Ray - Ranged attack: +7 to hit, range (60/120) ft,
one creature, creature makes a Constitution saving
STR DEX CON INT WIS CHA throw with a DC of 20 or be Stunned for 1 minute, the
20 (+5) 18 (+4) 16 (+3) 14 (+4) 14 (+2) 12 (+1) creature may repeat the save at the end of their turn to
end this effect. Close weapon
Skills Athletics +8, Perception +5, Insight +5 Tangler - The Security robot fires a 30 foot cone. Those
Damage Immunity Poison, Psychic within the area may make a Dexterity saving throw with
Damage Resistance Bludgeoning, Fire, Piercing, Radiant, a DC of 18 or become Grappled and while Grappled
Slashing they are Restrained for 1 minute.. They may repeat this
Condition Immunities Blinded, Charmed, Deafened, saving throw at the end of their turn. The area covered
Frightened, Paralyzed, Impaired, Stunned by the cone is difficult terrain for the next minute.
Senses Darkvision 60 ft, Passive Perception 15
Challenge 5 ( 1,800 XP) Basics
Description: Humanoid in appearance. It has human
facial features capable of limited expression.
Traits
Resilient - (Recharge 6) - When dropped to zero hit Programing To prevent unlawful entry into a defined
points they instead drop to one. area or premises. It is also programmed to defend
employees and property of the defined area.
Actions Tech Level Tech V, 16 / 22 (3), Extended (6/2)
Multiattack – Make two attacks. Equipment Has directional spot lights and loud
speakers. It has video and audio recorders.
Slam - Ranged attack: +8 to hit, reach 5 ft, one target,
1d10 + 5 Bludgeoning damage Combat: Designed for combat but primarily non-lethal
programming. It will act intelligently seeking cover and
trying to suppress the enemy and knocking them out.

Sentry Bot Actions


Small Construct (Robot) Slam - Melee attack: +2 to hit, reach 5 ft, one target,
1d6 + 0 Bludgeoning damage
Armor Class 11 (Natural, Light)
Hit Points 10 (2d6 + 2) Basics
Speed 0 ft, Fly 40 ft
Description: A Sentry Bot is a small 2-3 foot sphere
with its entire surface covered in a dark plastic shell
STR DEX CON INT WIS CHA covering a sensory suite. Floating sphere that patrols
designated facilities.
6 (-2) 10 (+0) 12 (+1) 10 (+0) 17 (+3) 10 (+0)
Programing Designed as a cheaper alternative to buying
Skills Perception +7 Security style bots. They are cheap and plentiful
Saving Throw Dexterity +5 comparing cost and maintenance requirements.
Damage Immunity Poison, Psychic Designed to become aware of intruders and alert a
Condition Immunities Blinded, Charmed, Deafened, sceurity on site. Also used quite often used when a
Frightened, Paralyzed, Impaired, Stunned large area has to be maintained and controlled for
Senses Blindsight 60 ft, Darkvision 60 ft, Passive security purposes. Thier sense are more acute than a
Perception 17 standard Security Bot.
Challenge 1/4 ( 50 XP) Tech Level Tech V, 19 / 25 (2), Extended (4/4)
Equipment They have no equipment beyond thier
Traits specialized sensors
Deft Flyer - When flying it does not draw attacks of Combat: A Sentry Bot will slam into a target or a swarm
opportunity from moving. of them will start to ram intruders to prevent invader's
from entering protected areas.
Acute Senses - Sentry Bots are programmed to be very
aware and are advantage on Perception checks.
Soldier Robot Actions
Medium Construct (Robot) Multiattack – Make four attacks.
Armor Class 24 (Natural, Heavy) Slam - Melee attack: +9 to hit, reach 5 ft, one target,
Hit Points 200 (20d8 + 100) 1d10 + 5 Bludgeoning damage
Speed 40 ft
Blaster Mark VI - Ranged attack: +10 to hit, range
(60/120) ft, one target, 6d8 + 6 Thunder, Close
STR DEX CON INT WIS CHA Weapon.
20 (+5) 22 (+6) 20 (+5) 14 (+2) 14 (+2) 12 (+1) Laser Rifle - Ranged: attack +10 to hit, range
(300/1200) ft, one target, 6d8 + 6 Radiant.
Skills Athletics +9, Insight +6, Perception +6 Basics
Damage Immunity Poison, Psychic Description: It has a humanoid torso much like the
Damage Resistance Bludgeoning, Cold, Fire, Piercing, Police bot but instead of being a flyer it has a set of
Radiant, Slashing, Thunder treads and a tank like base. It has a Laser rifle mounted
Condition Immunities Blinded, Charmed, Deafened, along one arm that is still fairly articulate. The other has
Frightened, Paralyzed, Impaired, Stunned a Blaster designed for close in work.
Senses Blind Sight 60 ft, Darkvision 120 ft, Passive
Perception 21 Programing Designed for combat. It is commanded and
Challenge 10 ( 5,900 XP) coordinates with other soldiers well and is one of the
most aggressive bots short of the legendary War Bots.
Traits Tech Level Tech V, 20 / 28 (4), Extended (8/3)
Resilient - (Recharge 6) - When dropped to zero hit Equipment The Soldier robot does not have a great deal
points they instead regain 40 hit points. of external mounted equipment but are often loaded
and programmed with a number of supplemental
Enhanced Sensors - Soldier bots have advantage on external weapons. Grenade launchers, micromissiles,
Perception checks. mortars or automatic squad assault weapons all are
Force Field - A force field equal to 40 pts that regains possibilities. They are issued dependent on the units
10 pts each round. If expended cannot be reactivated mission and need.
again for 1 minute. Combat: Aggressive combatants that are well
Treaded Base - The Soldier robot is on a very stable programmed for fighting though not inventive.
platform and able to ignore difficult terrain and has
advantage on saves and checks to be knocked Prone.
Swarm Bots Hyper Destructive - Swarm Bots do double damage to
objects or structures.
Large Swarm of Tiny Constructs (Robot)

Armor Class 16 (Natural, Light) Actions


Hit Points 40 (10d4 + 10) Bludgeoning Slams - Melee attack: +6 to hit, reach 0 ft,
Speed 0 ft, Fly 30 ft all target's in space, 2d6 + 4 Bludgeoning damage.
Dice of damage are halved when they drop below 20
hit points.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 15 (+1) 6 (-2) 13 (+1) 6 (-2) Frenzied Assualt (recharge on 4-6) - Melee attack: +6 to
hit, reach 0 ft, one target, 4d6 + 4 Bludgeoning
damage. Dice of damage are halved when they drop
Skills Ancients +0, Engineering +2, Perception +3 below 20 hit points.
Saving Throw Dexterity +5
Damage Immunity Poison, Psychic Basics
Condition Immunities Blinded, Charmed, Deafened, Description: A group of tiny construction robots used
Frightened, Paralyzed, Impaired, Stunned, Prone, both to build and dismantle buildings or other projects.
Restrained Stunned often found around construction sights. They appear as
Senses Darkvision 60 ft, Passive Perception 13 small floating squre boxes that have strong tractor
Challenge 2 ( 450 XP) fields used only to stabilize thier flight and allow them
to lift and manuever objects at close range.
Traits Programing These tiny robots are designed and
Deft Flyer - When flying it does not draw attacks of programmed to build or dismantle objects, structures
opportunity from moving. etc. They are programmed to perform most
construction task but are usually supervised due to
Swarm - A swarm can occupy another creature’s space their lack of processing power.
and vice versa. They can move through any opening or
space that a Tiny creature could. They cannot gain Tech Level Tech V, 16 / 20 (2), Extended (3/3)
temporary hit points or be healed. Equipment They have small versions of multiple tools,
Cohesive Unit - The swarm links up and stays together. pry bars, cutters etc.
When forcfuliy moved they move only half the Combat: Usually avoiding combat they are still quite
distance, so a five foot shove would not move them. capable of destruction due to their programming and
equipment.

Utility Robot Actions


Small Construct (Robot) Slam - Melee attack: +2 to hit, reach 5 ft, one target,
1d4 + 0 Bludgeoning damage
Armor Class 11 (Natural, Light)
Hit Points 8 (2d6) Basics
Speed 20 ft
Description: A small spherical robot that rolls around to
serve its purpose. It can extend a tentacle or
STR DEX CON INT WIS CHA manipulative arm with three fingers for fine
manipulations. It may also have equipment as needed
8 (-1) 11 (+0) 10 (+0) 6 (-2) 7 (-2) 6 (-2) for its purpose.

Damage Immunity Poison, Psychic Programing Utility robots have a number of purposes.
Condition Immunities Blinded, Charmed, Deafened, They can operate simple machines if programmed to
Frightened, Paralyzed, Impaired, Stunned do so. They are designed to be extremely modular and
Senses Passive Perception 8 are programmed with that in mind. Used as simple
Challenge 1/4 ( 50 XP) workers, inspectors, clerks etc.
Tech Level Tech V, 14 / 18 (2), Extended (5/1)
Traits Equipment Usually it has no extra equipment unless
Adaptable - Utility robots are often programmed with needed for a specific task such as a kit it is
one or two specific skills / kits. Assign an appropriate programmed in.
skill or kits for its programmed purpose. It is designed Combat: Noncombatant actually just allowing itself to
for ease of programming. be attacked and not acting unless directed to by a
higher authority or being reprogramed for combat.

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