Let’s Make a Game: Tabletop Part 5

Whipped up some ruins robots this weekend. They’re definitely still in the amorphous phase, and it always seems to be hard to make up an original robot, but this is what I’ve got so far in terms of this class of enemy.

 

TALOS Legionary

Biped
Synthetic (TALOS Tech)
Large
HP 27
HD 5
Saves: Paralyze – 10, Poison 16, Breath 16, Device – 13, Magic – 11
AC: 22
Experience:
Intelligence: Simple
Morale: 12
Move: 60’/20’
Languages: Binary
Attacks: Arm blaster 1d6+1, bash, 1d8

-The legionary can create a thin shield of hard light in front of it that blocks some energy and physical projectiles, granting +2 to it’s armor class. It cannot attack while sustaining this effect. Multiple legionarys may use this effect to create a phalanx if they are actively guarding something or attempting to deny entry to a structure.

-Legionaries can remain dormant for hundreds of years, following ancient orders to hold their ground. As such, many of them have been overgrown by twisted roots or buried in wreckage. A legionary on guard for longer than two centuries will enter a power-saving trance state, and will take a successful perception or search check to detect. In this state, the legionary will not show up on scanners, or thermal sensors, and must be visually sighted to identify. Upon an unauthorized trespasser moving within 50 feet of the legionary, or whatever threshold it is guarding, the unit will reactivate and attempt to eliminate the threat.

 

TALOS Quaesitor

Biped
Synthetic (TALOS Tech)
Large
HP 25
HD 6
Saves: Paralyze – 10, Poison 16, Breath 16, Device – 13, Magic – 11
AC: 19
Experience:
Intelligence: Simple
Morale: 12
Move: 120’/40’
Languages: Binary/ Basic Common
Attacks: Hard Light Blade, 1d10. Eye laser, 1d8

-Quaesitors are recovery units, sent out to eliminate a target and bring back any technology in the area. They cannot be bargined with, and will give a single warning to anyone they meet before either accepting thier complete and total surrender of all tech in their possession, or attempting to annihilate them. They will not negotiate further although they can understand common.

-Quaesitors can employ infrared sensors when searching for a target, and can also lock onto the signal shriek of a venator from miles away.

-Quaesitors also make use of a laser point defense system, that renders subsonic, physical projectiles entirely useless against them. Any ranged attack of this type made against an aware Quaesitor automatically misses.

 

TALOS Venator

Quadraped
Synthetic (TALOS Tech)
Medium
HP 15
HD: 4
Saves: Paralyze – 13, Poison 12, Breath – 17, Device -11, Magic – 11
AC: 18
Experience:
Intelligence: Cunning
Morale: 12
Move: 150’/50’ Wall crawling
Languages: Binary
Attacks: Bash 1d6
Skills: 3 in 6 Stealth

-Venators are scouts for their masters, the robotic eyes and ears of the lower ruins. Creeping between the bramble and beneath the skyways, they are constantly on the lookout for technology or those that may lead them there. They can recognize tower pilgrims, and know of their penchant for procuring ruins treasures. As such a venator will follow them stealthily until it can confirm they have technology worth taking in their possession.

-Venators can transmit an audible blast of static like an electronic shriek to call a nearby quaesitor to their location in 1d6 rounds to reclaim the valuable salvage. If it is taken by someone or something, the venator will follow whatever carries the tech, shrieking every hour to alert of it’s location. They may also attempt to pick of stragglers, grappling and immobilizing them to strangle quietly.

-An undetected venator that makes a successful melee sneak attack on a target automatically begins grappling them. Because of its double jointed and sinewy body, the venator gets a bonus to the wrestling rolls equal to its number of hit dice.

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