Mecha Jocky Compartment (Ex)
One human subject can Ride inside Topy, wile inside they can use its senses and display screens. They can't use any attacks or Defences other than mental wile riding inside.
Mecha_Superstructure
Large Mecha
Quadrupeda
Mecha_And_Feats
Equipment slots (Ex) x6
The robot has a number of mount points for Advanced combat systems,
Currently they are.
1: Clocking Field
2: Forcefield Generator
3: Gauss Gun Mount [Gun Not fitted]*
4: Combat Claws
5: Booster Jump
6: Prehensile tail
*A human Pilot can aim and fire it wile inside jockey pod using thier Ranged attacks, if they have the skill to use such a weapon.
1: cloaking Field - Actively Camouflage [Ex]
Actively Camouflage warps light and energy around the mecha, rendering it Stealthy when it should not be ablue to, like attacking, running, or charging. This Actively Camouflage affects, sound, visual and electronic sensors.
A cloaked mecha has total concealment, To attack a cloaked mecha, an attacker must guess in which square the mecha currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses. A cloaked mecha gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving.
Also adds hellcat stealth feat when active
Equipment Slots: 1.
2:Force Fields: (Ex)
A force field sheathe the robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot 200. 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 15, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Equipment Slots: 1.
3:Gauss Gun +mount [Ex]
With a day of prep a Long range Gauss [rail] gun can be fitted,
At the moment the gun is broken down and stored in Toby.
Equipment Slots: 1.
Longe range Guass Gun - treat as seage weapon, only
Range 0.5 km to 14km [range increment 1km]
muzzle velocity 2520 m/s
ROT 1 shot per 2mins [30mm adamantine round]
DMG per shot 10d20 +100 Kinetic [force] Damage [Ignore DR or 20 hardness for objects]
Area affect from impact point 5' to 15' ref save DC 20 for 1/2 DMG, 20' to 40' ref save DC 10 for 1/4
4: Adamantine Claws (Ex)
The robot has retractable Adamantine Claws it can use to attack at close quarters.
1.5' long [short swords DMG 2d8+10]
Equipment Slots: 1.
5:Booster Jump (Ex)
As a swift action up to 10 times per hour, an the robot can gain a Jump bust of 100 feet for a duration of 1 minute.
Equipment Slots: 1.
6:Prehensile tail. (Ex)
The Robot has a Prehensile tail that it can use to manipulate and hold things including an Adamantine saw, stored in Toby.
Intelligent: [Ex]
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. 14 The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
Self Reappearing: (Ex)
The Robot has the equivalent of fast healing mend 5/r from nanotechnology.
Same for the force field but from power unit.
Drawbacks
Vulnerable to Critical Hits: (Ex)
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.
Difficult to Create: (Ex)
Robots are crafted via complex methods hidden and well guarded industrial planes on or other technological bastions on another plane.
Vulnerable to Electricity: (Ex)
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
Body Construction
Internals:
Mithral: DURALLOY
HP/inch 30; Hardness 15; Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.; Weight 1/2 normal; Weight: An item made from mithral weighs half as much as the same item made from other metals.
Armer plating and Claws
Adamantine: NEOVULCANIUM
HP/inch 40 (weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal.; Hardness 20; Cost Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.