Speed 12; Maneuverability perfect (turn 0) HOBGARS (3) CR 1/3 AC 15; TL 15 XP 135 each HP 20 each; DT —; CT 4 N Tiny magical beast Shields none Init +3; Senses darkvision 60 ft., low-light vision; Attack (Forward) light laser cannon (2d4) Perception +3 Power Core Micron Light (50 PCU); Drift Engine none; DEFENSE Systems autodestruct system (see page 47), basic HP 6; EAC 10; KAC 11 computer, basic short-range sensors, mk 2 armor, mk 2 Fort +2; Ref +2; Will +2 defenses; Expansion Bays none Defensive Abilities evasion; Immunities electricity Modifiers +2 Computers (sensors only), +1 Piloting; OFFENSE Complement automated Speed 30 ft., climb 30 ft. CREW Melee bite +1 (1d4 P) On-Board Computer gunnery +5, Piloting +10 (1 rank) Ranged electricity ray +3 (1d3 E) SPECIAL ABILITIES Space 2-1/2 ft.; Reach 0 ft. Automated (Ex) An Azlanti orbital drone has no crew, STATISTICS though it has an on-board computer that can perform Str +0; Dex +3; Con +0; Int –4; Wis +1; Cha +0 most crew actions. The on-board computer can perform Skills Acrobatics +7, Athletics +3 (+11 to climb), Sleight pilot and gunnery actions as if it has a crew of two. of When an Azlanti drone takes a critical damage effect, it Hand +7, Stealth +7, Survival +3 instead loses 2 Hull Points. The autodestruct system Other Abilities compression triggers when an orbital drone reaches 0 Hull Points. ECOLOGY Environment any forests (Nakondis) AEON GUARD CADETS (3) CR 1/2 Organization solitary, pair, or pack (3–20) XP 200 each SPECIAL ABILITIES LE Medium humanoid (human) Electricity Ray (Su) A hobgar can discharge a ray of Init +2; Perception +4 electricity at a single target as a standard action. This DEFENSE attack has a maximum range of 20 feet. HP 13 each; EAC 11; KAC 13 Evasion (Ex) This ability functions as the operative class Fort +4; Ref +2; Will +0 feature of the same name.TACTICS OFFENSE During Combat Two hobgars close in to attack the PCs in Speed 30 ft. (20 ft. in armor) melee, while the third hangs back and fires its energy Melee survival knife +3 (1d4+1 S) ray. Ranged imperial pacification rifle +6 (1d8 P) Morale When two hobgars are dropped to 0 Hit Points, TACTICS the During Combat The Aeon Guard cadets take partial last one flees. cover in the surrounding forest or attempt to move around the central copse of trees in the clearing to fire at the PCs from unexpected angles. They try to stay out of melee combat if possible. Morale Determined to not let Pact Worlders get the better of them, the cadets fight to the death. STATISTICS Str +1; Dex +2; Con +3; Int +1; Wis +1; Cha +1 Skills Athletics +4, Intimidate +9, Profession (soldier) +4 Languages Azlanti Gear troop ceremonial plate, imperial pacification rifle (functions as a hunting rifle) with 12 longarm rounds,