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Killer robots

Roberzerker Specials:

A towering armoured beast with a single Sonic: The robot can make a
glowing eye, flailing claw-arms and a straight-line attack affecting all
grating electronic voice shouting opponents in targeted squares. Ignores
"DESTROY! DESTROY!" Usually set to armour, 3-round recharge.
guard an area or significant artefact.
Boom: a destroyed roberzerker explodes
Won't leave the room its guard point is
on 2 in 6, doing 1d8 damage to
in unless it malfunctions (2 in 6 if
opponents in adjacent squares.
damaged).
AC 6 [13] Mechanical: immune to all
HD 5 (22hp) mind-affecting spells and conditions.

Att 2 x slam (1d6) or 1 x sonic (1d8, see


specials)
THAC0 12 [+5]
MV 90' (30')
SV D10 W11 P12 B3 S14 (F5)
ML 12
AL Neutral
XP 550
NA 1d3
TT D
Spider and armour and will attempt to yank
them off.
A dog-sized machine that lurks in the
AC 8 [11]
dark in high corners. Has 8 dim red
lights as eyes. Will attempt to surprise or HD 3 (8hp)

swarm opponents. Att 1 x steal (see specials)


THAC0 16 [+3]
AC 8 [11]
MV 120; (40')
HD 2 (5hp)
SV D13 W14 P13 B16 S15 (T3)
Att 1 x shock bite (1d6)
ML 9
THAC0 17 [+2]
AL Neutral
MV 120' (40')
XP 65
SV D13 W14 P13 B16 S15 (T2)
NA 1d4
ML 12
TT B
AL Neutral
XP 35 Specials:
NA 2d4
Steal - on a successful attack, the
TT C
scrapper will cut one item of the target's
Specials: armour free, reducing AC by 2 points.

Climb - a spider can crawl along walls Mechanical - immune to all


or ceilings at its normal movement rate. mind-affecting spells and conditions.

Backstab - as per Thief.

Mechanical - immune to all


mind-affecting spells and conditions.

Scrapper

A man-sized construction which collects


all kinds of metal for depositing in the
hopper on its back, where it's crushed
into ingots for storage. Not inherently
hostile, but it wants the party's weapons
Hound AC 3 [16]
HD 15 (67hp)
A security robot in the form of a
lion-sized dog. Usually found walking Att 1 × crush (4d8)

patrols in an ancient facility, they attack THAC0 10 [+9]

without warning and fight to kill. MV 80’ (26’)

AC 6 [13] SV D8 W9 P10 B10 S12 (F8)

HD 5 (22hp) ML 12

Att 1 × bite (2d6) AL Neutral

THAC0 14 [+5] XP 3,250

MV 150’ (50’) NA 1 (1d3)

SV D10 W11 P12 B13 S14 (F5) TT G

ML 12 Specials:
AL Neutral
Horn - operates every second turn,
XP 425
characters are deaf and unable to
NA 1d2 (2d4)
communicate via speech while it sounds.
TT D
Mechanical - immune to all
Specials:
mind-affecting spells and conditions.
Backup - A hound signals for
reinforcements when entering combat
with the characters. 2d4 more hounds
arrive in 1d6 turns.

Mechanical - immune to all


mind-affecting spells and conditions.

Lifter

A huge robot on thick legs or tracks,


designed for moving loads around. It
may be hostile, or simply oblivious to
the tiny characters.
Docbot Note on treasure tables - robots don't
carry cash, items or spells. In each case
The one helpful robot on this list.
the treasure table given represents the
Docbots are willing and able to perform
value of the advanced metal scraps you
medical treatment on human and
can pick from a robot's wreckage. For
demihuman characters. 3 in 6 chance it's
each line on the table that indicates a
run out of anaesthetic and attempts to
non-money reward, roll again on the
inject a patient with a dried-up syringe
highest value money reward line.
before performing surgery. Doesn't
speak the patient's language.
AC 3 [16]
HD 1 (4hp)
Att 1 x scalpel (1d6)
THAC0 18 [+1]
MV 120’ (40’)
SV D13 W14 P13 B16 S15 (T1)
ML 12
AL Neutral
XP 19
NA 1
TT B

Specials:

Heal - can use one full turn to heal a


character by 1d6+1 hp. Can only treat
the same character once every six hours.

Space age medicine - can treat


conditions that would ordinarily require
magical healing.

Mechanical - immune to all


mind-affecting spells and conditions.

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