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 ![D6 (4).png](/w/images/5/55/D6_%284%29.png) ![D6 (5).png](/w/images/2/23/D6_%285%29.png)
|
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.
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 —
|
|
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 ![D6 (5).png](/w/images/2/23/D6_%285%29.png)
|
|
|
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 —
|
|
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 ![D6 (4).png](/w/images/5/55/D6_%284%29.png) ![D6 (5).png](/w/images/2/23/D6_%285%29.png)
|
|
|
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 —
|
|
Intruder Alert! Lock All Section 2 Doors!
Patrol Robots are upgraded Fly-Bots manufactured by Main-Comp to roam the corridors of critical installations.
|
Back to Main Page → 4e Homebrew → Sourcebooks → Future → Creatures
|