Dicription
This AI-Psicsyal Robot, Stands just 5'tall, in her forehead AI-Psicsyal that holds her mind. Her eyes glow purple eyes. Her clothing seems to stands in a jumpsuit. She carries no weapons that can be seen.
Personally
Charing and attentive, well-spoken and intelligent, Deadly in a fight
She often communicates telepathicly.
--Ranged: Internal Force Blaster
RTA TH +11 DMG [3D8+2] [force] Critical ×3; Range 30'
[Alt attack BLAST*]
By Expending Psion focus: [BLAST* AREA EFFECT Range 2D6+2 FORCE DMG 30' Area][Crit 20 x2] Make Ref DC 18 or be Knocked prone. A blast hits the target destination and a force blast that damages objects and sends opponents flying.
Immunity's
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Traits
1:Psychoportive Talent
Benefit: You can expend your psionic focus as an immediate action to make a five-foot step. You may do this even if you have already moved in the round in question, although not if you have already taken a five-foot step, and doing so does not prevent further movement in this round. This talent grants no benefit if you do not have the ability to gain psionic focus.
2::Bruising Intellect
Your sharp intellect and rapier-like wit bruised egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
3:Quick Learner
Benefit: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.
----------------=Drawbacks=-----------------
1:Cannot be raised or resurrected.
2:Limited weapons
Only ever proficient in her own internal and natural weapons.
3:Magic nonplus,
Unable to use magic items, potions, scrolls, weapons, Items, rings etc unless Psionic in nature. Can still use all psionic items.
4:No Moral bonuses.
Can never gain Benefits from Moral bonuses.
5:High Mass
Negatively buoyant -20 to Swim.
Weapon and Armor Proficiency:
A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
Race Robot
Robot” is a special subtype that can be applied to any construct without changing its CR. Robots share some features with clockwork constructs, and as with clockworks, you can simply remove the robot subtype and its traits to transform it into a typical construct animated by magic. A construct cannot possess both the robot and the clockwork subtypes. All robots gain the following traits, unless noted otherwise.
Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
Difficult to Create: Robots are crafted via complex methods hidden and well guarded in ruins or other technological bastions.
Technology
A robot’s weapons and defenses are fueled by its central energy core, and unless otherwise indicated, a robot’s weapons and defenses have infinite ammunition and power.
Force Fields:
A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 x the robot’s CR). All damage dealt to a robot with an active force field is reduced from these hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot’s CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Integrated Weaponry:
A robot that has a technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robot’s body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.
PSION NOMAD:
10th
Saves +3/+3/+7
PP-PD 88/Powers 21/Level 5th Max Power Spend 7pp
Class Skills
The psion’s class skills are Autohypnosis (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int).
Nomad (Psychoportation): Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).
Class Features
The following are class features of the psion.
Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear.They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Powers Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
Maximum Power Level Known
A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.
Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Talents (Ps)
Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.
Discipline Abilities
At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.
Psychoportation
Psychoportation
A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Discipline Talents (Ps)
Choose two powers from the following list: burst, catfall, deceleration, detect teleportation.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. In addition, the effect of catfall only treats your fall as 20 ft. shorter than it is, and deceleration only reduces the target’s movement speed by 5 feet.
Nomad’s Step (Su) 55'+20'Item
At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.
Inconstant Position (Su)
At 8th level, once per day as an immediate action when someone attacks you, you can force them to suffer a 50% miss chance. This ability can be used an additional time per day every two psion levels thereafter.
Powers:
pp/Day +88+30Int = 118PP/day
21/power know
5st/max power level
Max PP spend per use 7pp
AC 20, 14 touch, 20 flat-footed (+2 Dex*, +4 size +4NA)
hp 40/40
Fort 03, Ref 8, Will 7
as master’s
saves Hardness 8
Psicrystal Basics
Use the statistics for a psicrystal, but make the following changes.
Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).
Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.
OFFENSE
Speed 30 ft., climb 20 ft.* flight 50 feet (poor)
Melee –
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1*, Dex 15*, Con -, Int 10, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats –
Skills Climb +10*, Perception +6, Stealth +6
SPECIAL ABILITIES
Construct traits
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Psicrystals do not have the usual construct traits of darkvision and low-light vision.
Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
*With self-propulsion ability activated.
Psicrystal Ability Descriptions
All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.
Natural Armor Adj. (Ex)
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
Intelligence Adj. (Ex)
Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).
Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex) [Single-minded +3 bonus on concentration checks]
Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su)
As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su)
At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Deliver Touch Powers (Su)
If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex)
If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Flight (Su)
If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
Crystal Mask of Detection: [10,000gp]
The wearer of a crystal mask of detection can make Perception checks with a +10 competence bonus.
Psicrystal Crown [2,000 gp]
Psicrystal Crown [See Set Stones Below]
3ed Eyes View [10,180 gp]
View: The wearer of this kind of third eye can spin a quasireal version of himself and send it over virtually any distance or into other planes of existence, as if manifesting the remote viewing power, once per day.
Meld stone: [3,040 gp]
Meld stone: of the nimble trickster: When set in a synaptic mask, the meld stone of the nimble trickster grants its wearer a +8 competence bonus on Acrobatics checks made to tumble, and a +6 competence bonus on Escape Artist and Stealth checks.
Ring of Self-Sufficiency [10,000 gp]
Aura moderate psychometabolism;
DESCRIPTION
This crystalline ring continually grants the wearer a +10 competence bonus on Autohypnosis checks.
Gloves Tattoo of Object Reading
Aura faint clairsentience; ML 1st; Slot hands; Price 3,000 gp; Weight —
DESCRIPTION
While wearing these gloves, the user can learn the details of an inanimate object’s previous owner if he handles the object, as if manifesting the object reading power.
Boots Tattoo of the Nomad
Aura moderate psychoportation; ML 10th; Slot feet; Price 10,000 gp; Weight 1 lb.
DESCRIPTION
These black leather boots seem to shimmer when looked at, as if they are constantly moving. When this item is worn by a character with the nomad’s step ability, the character’s nomad level is treated as four higher for the purposes of the nomad’s step ability. If the character is not a nomad, they gain the nomad’s step ability as if a 4th-level nomad.
Controlled by its own Psicystal AI, this Spider Mech acts as the central control unit for a number of security drones.
It controls, maintains and powers them.
Light Weapon [Slot 1]
Laser torch TH+7 [DMG 1d10] [×3] BP Used 1 [F][Touch]
A laser torch is a handheld tool intended to cut through objects with great speed. When activated, a laser torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses up to 20 points of hardness, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.
Light Weapon [Slot 2]
Stun Gun
RTA TH +7 [DMG 1d8] nonlethal; Critical ×2; Range 20 ft.; BP Usage 1 charge; Special semi-automatic, touch;
DESCRIPTION
This weapon uses a sonic amplifier to produce powerful low-frequency blasts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foes alive. A hit by a stun gun deals nonlethal damage—on a critical hit, the gun can attempt a free trip combat maneuver check against the target (CMB = user’s base attack bonus + 10); this attempt doesn’t provoke attacks of opportunity.
Heavy Weapons Array [slot 3]
Sonic Canon
TH RTA +7 DMG [9d8] Crit[x3] sonic; Critical ×2; Range 150 ft.; Aria 15' BP Usage 2 charge; Special Slow Fiering [1 shot every 3 rounds], touch, Ingnors Object hardness.
Used to remove obstacles like doors and walls it damages objects as well and living things. A sonic weapon emits a blast of devastating sound waves that shatter and blast flesh, bone, and anything else they happen to strike. A creature critically hit by a sonic canon must succeed at a DC 20 Fortitude save to resist being permanently deafened.
BP (Battery Points): [16/16] [for charging drones]
Starting at 2nd level, mechs gain a small pool of energy they can use to charge technological weapons and devices. When the mech activates a technological item or weapon, it may choose to have any consumed charges come from its battery pool instead. A mech restores battery points to its pool at a rate of 2 per hour.
Body - Quadruped
STARTING STATISTICS
Size Large (-1 penalty to AC and attack rolls, +1 to CMB/CMD, -4 Stealth); Speed +10 ft.; AC +4 armor Attack Slam (primary) (1d8); Melee Reach 5 ft.; Ability Scores Str +4; Bonus HP 15 hp; Stability +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt Weapon Affinity heavy; Weapon Slots 2
5TH LEVEL ADVANCEMENT
Heavy Weapons Array: Starting at 5th level and every 5 levels thereafter (10th, 15th, 20th), the quadruped mech gains an additional weapon slot at no additional cost.
Mech Enhancement Powered Servomotors:
The mech is capable of fantastic feats of agility. Mechs with this enhancement gain a +15 bonus to Acrobatics or driver Ride checks made to perform a long jump or high jump. In addition, they are always considered to have a running start when jumping.
Sticky Treads:
The mech gains a climb speed equal to half its movement speed. This enhancement can only be taken by mechs with the Quadraped body type
Intelligent Vessel:
The mech is able to be controlled by AIs in a manner similar to a robot, gaining the aggregate template when it is so controlled (even though it is not a robot). The Mech does not, however, gain the benefits of any feats that the AI possesses. The mech starts out controlled by a base AI with 10 in all of its mental ability scores and the ability to speak one language the pilot is capable of speaking. If the pilot is not inside the mech, the AI can cause the mech to act on its own, taking a full round’s worth of actions each round.
Psicrystal AI
Alignment and Type:
An AI can be any alignment. Its type is “artificial intelligence,” and it counts as a construct for all effects that target creature type.
Initiative:
The installed AI modifies its initiative check with its Intelligence modifier, not its Dexterity modifier.
Senses:
An AI needs access to a robot, cameras, microphones, or other mechanical sensory tools in order to be able to notice things in the outside world. These senses should be listed in the appropriate encounter areas, not in the AI’s stats, since it’s likely that an AI will have access to a variety of sensory devices over a large area.
Defenses:
An AI doesn’t have an AC, hit points, or other statistics related to a physical form; it relies on its host robot or structure for those scores. An AI uses its own saving throws only against attacks that target its mind—in most cases, this means it primarily uses its Will save. An AI uses its CR as its effective Hit Dice for determining its base saves—it has good Will saves and poor Fortitude and Reflex saves.
Ability Scores:
An AI’s base ability scores are 10, 10, and 10. [Mech AI]
Skills:
An AI has skill points equal to 6 + its Intelligence modifier per point of CR. An AI has a number of class skills equal to its Charisma modifier. These may be any skill, though the most common class skills for AIs are: Bluff, Diplomacy, Intimidate, Knowledge (all), Linguistics, Perception, and Sense Motive.
Feats:
An AI has a number of feats equal to half its CR (minimum 1). An AI must meet all prerequisites of its feats. AIs also gain Technologist as a bonus feat.
1:Technologist
2:Wild Talent [Psionic]
3:Psicrystal Affinity
4:craft-construct [Tech Drone Only]
Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails
Languages:
AIs speak Binary. An AI knows a number of additional languages equal to its Intelligence modifier.
Special Abilities:
Radio Comms link unit. 1CP per hour of use.
Beam spotlight 1CP per 10mins of use.
Infrared Beam Spotlight 1CP per 10mins of use.
Power Pool Atunment cystal lItem
This item has a fixed power and a power Pool that activates it
[Pool 22pp+2pp of its own] [Gift tops up]
Its linked power is Reconstruction
Used for fixing Gift, self and other drones.
Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Telepathic Speech (Ex)
If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
All drones have Dark Vision 240' and sound, Spider bots have stealth+20 Perception +10 HP5 Hardness 8 move of 10' Flying drone has a fly of good fly Skill of +15 Speed 120' No of the drones have Weapons, Each Bot needs to be charged for 1 hour per day by Control which has 16 power charges