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