Thursday, February 13, 2014

CYBER-PULP FANTASY CORE-Non-Humanoid Cybers

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Overview Index 

NPC's and Monsters Index

Data Dog
Man’s best friend, with a Memory Implant and augmented intelligence.  The rationale behind this upgrade is iffy, but the dogs are loyal and can follow fairly complex directions in transporting and protecting data.  A Data Dog is smarter than the average Orc (which isn’t saying much), but keep in mind that they still can’t speak and have a limited prehensile ability.  

HD 1 (d8+2), Hp 6, AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +1
Melee: Bite +2 melee, 1d4+1
Track +5
Enhanced Smell, Hearing, and infravision
Data Jack +1


Drones
Flying AI observation and assassination robots.  Usually remote controlled though they can be programmed for a specific target or search pattern.  In flight, Drones are considered to always be at Very Long range from their target.  DC 18 to hack and control.  Very likely to crash if opposing operators start fighting over the controls.

HD 2 (d6), Hp 12, AC 12 (Light armor)
Fort +2, Ref +2, Will +0
Melee: None
Ranged: Up to 4 missiles, +6 to hit autonomously (or by operator skill) 1d6 x 10, 20’ area, DC 12 Ref Sv ½ damage, VL
Laser Cannon +6 to hit autonomously (or by operator skill) 2d12, M, 10 charges, can spray up to 4 at Short range, 1d12, costs 2 charges, note that using the cannon is essentially a strafing run that will bring the drone within range of small arms fire for 1 rd.
Stealth +4 (very quiet operation, won’t be seen by casual observation until it attacks)
Cybernetic Eye (singular) Has the full suite of observation abilities.
Cybernetic Ear (singular) Can pick up broadcast, Com, and data signals.


Nanotech Replicators
Little arachnoid-like robots that specialize in building more of themselves (replicating).  These are illegal, and no one knows who’s making and selling them.  They are infiltration and destruction units, as all it takes is one being smuggled in and eventually it will build up an army.  One Replicator can make another in 1 turn.  Obviously, this becomes exponential growth very quickly.  They typically replicate in hiding, chewing up metals in the area and converting them into new Replicators.  They’ll starting attacking their pre-programmed goal within an hour with a hoard.  They are exceedingly clever at using and controlling electronic and mechanical resources to their advantage against anyone opposing them.         

They usually (and hopefully) turn themselves off and fall apart after achieving their objective.  They can also be turned off with a broadcast command code, which is given to the buyer.  Otherwise, a DC 18 Hack can also cause them to fall apart.  Any attempt to control them via Hacking is begging for disaster.  Each rd, they will actively fight the Hacker for control.  This will stun the entire group, but has the possibility of getting them to run wild (abandoning their mission and just replicating), making it much more difficult to take them out.

HD 1 (d6), Hp 3, AC 12 (Light armor)
Fort +1, Ref +2, Will +0
Melee: Grapple +1 to hit.  Unless pulled off (DC 12 Str Check or shot off or some other creative means), next rd 5 hp acid damage and each rd thereafter.  The victim’s non-Dex AC is also reduced 1 each rd.
Swarm: How they usually attack, at least 4 at a time, up to 8 against a single opponent.  Grapple +4 to +8 to hit, then each starting acid damage
Hacking/Hardware +8


Security Bot
Man-sized arachnid-like robot.  Has a pair of waldoes (hands) that can manipulate objects and a pair of Shock Wands.  Bots are programmed to autonomously patrol and deal with possible threats.  It will use non-lethal force first, unless shot at.  Bots are smart enough to raise alarms, call for reinforcements, and to retreat from superior force.  They may also be remotely controlled.  DC 18 Hacking Skill to takeover, though a controller can reassert control with a DC 12 Hack.  It will be stunned for 1 rd in such a battle.

HD 9, Hp 65, AC 18 (Armored) 
Fort +10, Ref +0, Will +0
Melee: 2 Shock Wand attacks/rd +9 to hit DC 12 Fort Sv or out 1 turn
Ranged: Built-in Chaingun +9 to hit 2d10 x 2. DC 12 Ref Sv ½ damage, 10 Bursts.  L Range, Not programmed to do Spray attacks, Gun and ammo drum cannot be quickly removed.  DC 12 Hardware Skill check, takes 1 turn.   
Immune to illusions, psychic attacks, and gas.
Cyber Eyes
Cyber Ears



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