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Evil Robot Games

PLASMA
DESTROYER
Plasma Destroyer (Fire, Construct)
Ten feet tall, this robot shimmers with an inner heat, its armor barely containing the star-like fires
burning inside. Its sensor blister scans the area for signs of life, victims of its next attack.

PLASMA DESTROYER CR 10, XP 9,600


CE Large construct (fire, technological)
Init -1 Senses darkvision 60 ft.; Low-light vision Perception +24
DEFENSE HP 160
EAC 23; KAC 24
Fort +12; Ref +12; Will +10
Immunities Fire; construct immunities
Weaknesses vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 40 ft.
Melee claws +23 (3d6+15)
Ranged Yellow Orange Plasma Cannon +20 (3d10+10 E & F; crit Burn 2d6 DC 17, Explode (5ft), Unwieldy)
Ranged 1d4 plasma rays +20 (3d6 electricity plus 3d6 fire)
Ranged Grenade Launcher Flash Grenade III +20 Explode (Blinded 1d6 rounds, 15 ft, DC 16)
Ranged Grenade Launcher Incendiary Grenade IV +20 Explode (5d6 fire, crit Burn 3d6, 15 ft, DC 16)
Space 10 ft.; Reach 10 ft.
Offensive Abilities Plasma Array (every 1d4 rounds, 30-ft. cone, 3d6 electricity & 3d6 fire damage, Reflex half DC 17)
STATISTICS
Str +15; Dex +0; Con —; Int +0; Wis +2; Cha +0
Feats Cleave, Great Cleave, Improved Combat Maneuver (Bull Rush, Sunder), Deadly Aim
Skills Athletics +19, Intimidate +19, Perception +24, Stealth +19
Languages Common, Binary
Noncombat Abilities unliving
Gear integrated plasma cannon, grenade launcher
ECOLOGY
Environment Deep space, asteroids, volcanic worlds, warm mountains.
Organization solitary, pair, gang (3-4), or raiding party (6-12, plus 1 Sentient Death’s Head Destroyer, 1-4 Destroyers version
1 or 2.0, 1-3 Berserkers)
Treasure standard (Plasma Cannon)
SPECIAL ABILITIES
Fire Aura (Su) An Plasma Destroyer is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire
damage at the beginning of the Plasma Destroyer’s turn.
Construct Immunities (Ex) Constructs are immune to bleed, death effects, disease, mind-affecting effects, necromancy effects,
paralysis, poison, sleep, and stunning. They are also immune to ability damage, ability drain, energy drain, exhaustion, fatigue,
nonlethal damage, and any effect that requires a Fortitude save (unless the effect works on objects or is harmless). Effects that
specifically state they override these immunities affect constructs normally.
Plasma Rays (Su) As a standard action, a Plasma Destroyer can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no
more than one ray can attack a single creature). Each ray deals 3d6 points of electricity damage and 3d6 points of fire damage on
a hit.
Fire Sight (Ex) A Plasma Destroyer can see through fire and smoke without penalty, ignoring any cover or concealment bonuses
from fire and smoke. Plasma Destroyers are immune to the dazzled condition.
Unliving (Ex) A Plasma Destroyer has no Constitution modifier and is immediately destroyed when it reaches 0 Hit Points. An
unliving creature doesn’t recover from damage naturally, but a construct can be repaired with the right tools or healed with spells
like make whole. Unliving creatures don’t breathe, eat, or sleep. They can’t be raised or resurrected.

DESTROYER – LARGE SAGITTARIAN ENGINEERING CHECK DC’S


DC 15 Though uncertain of which type, the size of the robot before you marks it out as one of the Destroyers. This result reveals
all construct traits.
DC 20 This massive construct is a Plasma Destroyer, a brutal, ruthless and militaristic creation of the Sagittarian race bent on
destroying all organic life. Plasma Destroyers can inflict searing burns on a target, blinding targets not resistant to the
deadly robot’s attacks. Their vision is also unimpaired by fire and smoke. Plasma Destroyers usually speak Binary, Kopek
and Galactic languages. This result reveals all Fire subtype traits.
DC 25 As is common to their kind, Plasma Destroyers are expert ranged combatants. Unlike most of their kind however, they
burn their enemies with a Plasma Cannon and Grenade Launcher.
DC 30 Plasma Destroyers are usually part of a first strike, and typically part of a well-organized military group, which includes
the Sentient Death’s Head Destroyers and Berserkers amongst their numbers.

PLASMA DESTROYER 1
Destroyer Ecology plish some end, to which the Plasma Destroyer
The Destroyers are giant robots sent to wipe makes an excellent ambusher in hot environ-
out life in the Milky Way galaxy by desperate ments. As the Sagittarian waves have happened
aliens in the tattered remains of the Sagittarius over tens of thousands of years, a lone destroy-
galaxy. er may also be the survivor of an attack thou-
Many of the stars in the smaller galaxy are sands of years ago, awoken by new activity or
metal poor, leaving the inhabitants with few the distant command of an oncoming enemy.
resources with which to colonize our galaxy.
First and second wave invasions used robot Predation
seedships that seized native materials on arriv- Plasma Destroyers seeking to ambush their
al to build their armies. The first wave included targets will use its Grenade Launcher at range
‘elemental’ destroyers that use the powers of with hopes of blinding its victims in order to
cold, plasma, death and electricity against the close the distance and then use its Cold Array
living. before cleaving as many as possible with its
great claws. Destroyers will seek to use fire and
Habitat & Society smoke to their advantage as many creatures
Of the first wave destroyers, all of the ele- cannot see well in such conditions.
mental destroyers serve the Death’s Head: it Destroyers don’t normally talk to the living,
alone was imbued with the thinking mind of they don’t compromise with their enemy and
a Sagittarian commander. It commands all the though they do speak a few languages its usu-
forces that came on the seedship with it. Next ally terse entreaties for their victims to die.
are the lieutenants of the Hierarchy, the so- While much of a destroyer’s body isn’t use-
called “elemental” Destroyers: cold, plasma, ful beyond the scrap value of its materials,
and electricity. Beneath the Death’s Head and the plasma cannon built into its left arm may
Elementals are the second model Destroy- sometimes be recovered depending on the
ers; built in the likeness of the Death’s Head, nature of the robot’s demise.
these were intended to be fully-automated and The destroyer can shut down its primary
mass-produced. Somehow, the operation never functions to conserver power for thousands
completed, and the goal a mass-produced field of years while its primitive nanotech repair
command unit was never realized. First model system works to rebuild it. This may explain
Destroyers were made from start to collect raw seemingly totaled robots emerging years later
materials and build whatever their directives to do battle with unwary settlers years after an
required. With the failure of the second model area was declared safe.
Destroyers, the first and second models now
perform many menial tasks in the Hierarchy. Emergent Behaviors
and were the lowest of the low until the small- Plasma Destroyers will often command a
er humanoid Berserkers were built in the third group of fire enhanced Berserkers, their small-
wave. er models have similar capabilities when see-
ing through fire and smoke making them ideal
Campaign Role partners for the destroyer.
As Lieutenants in the Sagittarian hierarchy,
Plasma Destroyers often lead attacks on space
stations, settlements, and other small populat-
ed areas to prepare the way for their masters.
Attacks on mining operations are often used to
gather war materials and build new soldiers.
Sometimes a lone destroyer is sent to accom-

2 Galaxy Pirates
PLASMA DESTROYER
Authors • Paul Fields and Jim Milligan
Cover Artist • Some artwork © Art of War Games, used with permission. Tomi Baranya
Layout and Production • Jim Milligan for Atomic Rocket Games
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