Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Sunday, August 20, 2017

Gamma Dragonflies

One of the classic, yet cool monsters I miss from BECMI D&D is the dragonfly. A great little idea of combining dragonflies with dragons. I'll admit though, while I understand the reasoning in going with the version BECMI does, at 3-5' long, they just wouldn't be that fearsome in a post apocalyptic setting that has 6' long giant ants, 1' long killer bees, 5-6' long cockroachoids, 3' long giant carnivorous flies, 4-6' tall mants, piranha butterfly with 2' wingspans, 6' long giant scorpions, 5-6' long giant spiders (small ones at that, there's no size really given for giant tarantulas, which would be much bigger than giant black widows or crab spiders), 3-4' long stink beetles, or 3' tall vomit flies (I'm still not sold on 1' long "giant" centipedes either, the Japanese Omukade is much scarier). Additionally, while I understand the low ACs due to how hard flying dragonflies are to hit (coupled with their relatively small size), and somewhat limited combat abilities (low damage and limited range), they just don't work for me. So I thought I'd do a bit of bioengineering on the basic idea and make a post apocalyptic version of dragonflies that are, well, a bit more like dragons.





WHITETAIL SKIMMER EBONY BOGHAUNTER STRIPED EMERALD
No. Enc.: 1d2 (1d6) 1d2 (1d6) 1d2 (1d6)
Alignment: Neutral Neutral Neutral
Movement: 60' (20') 60' (20') 60' (20')
Flying 240' (80') 240' (80') 240' (80')
Armor Class: 5 4 3
Hit Dice: 7 8 9
Attacks: 1 (bite or dive or breath) 1 (bite or dive or breath) 1 (bite or dive or breath)
Damage: 2d8 or 1d6 or 4d6 2d8 or 1d6 or 4d6 3d6 or 1d8 or 5d6
Save: L4 L4 L5
Morale: 8 8 8
Hoard Class: XVI XVI XVI
XP: 1490 2060 3100
BLUE HAWKER CRIMSON DARTER GOLD MEADOWHAWK
No. Enc.: 1d2 (1d6) 1d2 (1d6) 1d2 (1d6)
Alignment: Neutral Neutral Neutral
Movement: 60' (20') 60' (20') 60' (20')
Flying 240' (80') 240' (80') 240' (80')
Armor Class: 2 1 0
Hit Dice: 10 11 12
Attacks: 1 (bite or dive or breath) 1 (bite or dive or breath) 1 (bite or dive or breath)
Damage: 3d6 or 1d8 or 5d6 3d6 or 1d8 or 6d6 3d6 or 1d8 or 6d6
Save: L5 L6 L6
Morale: 9 9 9
Hoard Class: X X X
XP: 3100 3600 3600

WHITETAIL SKIMMER
This 15' long dragonfly has a 24' wingspan. The body is white with black markings on the otherwise translucent wings. They can be found in cold regions. Their breath weapon is a blast of icy coldness that has a range of 50' and can be used three times a day.
Mutations: Gigantism, Energy Ray (Cold), Reflective Epidermis (Cold).

EBONY BOGHAUNTER
A black, 16' long dragonfly with a 25' wingspan and translucent wings. They can be found in marshy or swampy regions. Up to three times a day they can breath a stream of Class 8 Acid up to 50' away.
Mutations: Gigantism, Toxic Weapon (Acid), Accumulated Resistance (Acid).

STRIPED EMERALD
With a wingspan of 27', this metallic green dragonfly is 17' long. They can be found in woods or forest areas. Unlike other Gamma Dragonflies, they breath a cloud of Class 5 poison in a 50' radius up to three times a day.
Mutations: Gigantism, Toxic Weapon (Poison Gas), Accumulated Resistance (Poison).

BLUE HAWKER
A metallic blue dragonfly 18' long with a wingspan of 28'. Occasionally encountered in wastelands and deserts, but more commonly found among the metallic skeletons of ruined city with skyscrapers. Their breath weapon is a blast of electricity that has a range of 50' and can be used three times a day.
Mutations: Gigantism, Energy Ray (Electricity), Reflective Epidermis (Electricity).

CRIMSON DARTER
Brightly colored fire engine red dragonflies that are 19' long and have 30' wingspans. These dragonflies can be found just about anywhere. Dreaded for their ability to breathe a blast of fire up to 50', three times a day.
Mutations: Gigantism, Energy Ray (Fire), Reflective Epidermis (Heat).

GOLD MEADOWHAWK
Found only in radioactive regions, these gold dragonflies are 20' long with 32' wingspans. They can emit a Class 6 blast of radiation to 50' up to three times a day.
Mutations: Gigantism, Energy Ray (Radiation), Reflective Epidermis (Radiation).

Tuesday, January 10, 2017

Sea Savages

DEEP DIVER


No. Enc.: 1d6 (3d10)
Alignment: Neutral
Movement: 60' (20')
          Swim: 90’ (30’)
Armor Class: 5
Hit Dice: 2
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 9
Hoard Class: XXII
XP: 20+

These creatures are the often mutated descendants of the inhabitants of underwater dome cities, military bases, modular habitations, and research stations. They appear as metal-headed humanoids, with dark, rough looking skin, often covered in algae, kelp, barnacles, limpets, mussels, sea stars, seaweed, and sargassum. Deep Divers may be found in and around seas and oceans, rarely venturing too far inland. Fishmen, Giant Octopi, Giant Squid, and monstrous sharks are their natural enemies.



While generally not a threat to land dwelling creatures, they are occasionally found in small hunting or salvage parties which may attack other creatures for food or salvageable material. They are typically armed with a knife and one other weapon. Roll 1d12 to determine what other weapon they have: 1 - Underwater Pistol, 2 - Axe, 3 - Pry Bar, 4 - Grappling Hook, 5 - Harpoon, 6 - Speargun , 7 - Hawaiian Sling, 8 - Trident, 9 - Harpoon Gun, 10 - Polespear, 11 - Powerhead, 12 - Underwater Assault Rifle.

Mutations: 50% chance of mutations, roll 1d6 times on Mutation Table below.


FROGMAN


No. Enc.: 1d6 (1d6x10)
Alignment: Varies, see below
Movement: 90' (30')
          Swim: 120' (40')
Armor Class: 8
Hit Dice: 1+2
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 8
Hoard Class: XXII
XP: 10+

Frogmen are mutant humanoids who primarily live in underwater communities. While generally similar in appearance, with long, flippered feet, large monocular eyes, and strange mouths connected by tube-like growths to large tanks or canisters on their backs or chests, there are many different tribes of Frogmen. Tribes of Frogmen can be identified by their coloration, known coloration includes (alignment in parantheses); black & grey (N), black & red (C), black & yellow (C), black (N), blue & yellow (L), blue (L), dark green (N), grey (C), light green (C), orange (L), pink (L), red & gray (C), red (C), silver (N), and yellow (N). Generally encountered in coastal areas, they can sometimes be found near lakes and large rivers. Pirates, Fishmen, Sharks, and Sea Snakes are their natural enemies.



Groups of Frogmen encountered will generally be of the same tribe. All will be armed with a knife and may have another weapon present (50% chance). Roll 1d12 to determine what other weapon they may have: 1 - Underwater Pistol, 2 - Boarding Axe, 3 - Cutlass, 4 - Grappling Hook, 5 - Harpoon, 6 -Speargun , 7 - Hawaiian Sling, 8 - Trident, 9 - Harpoon Gun, 10 - Polespear, 11 - Powerhead, 12 - Underwater Assault Rifle.

Mutations: 33% chance of mutations, roll 1d4 times on Mutation Table below.


MUTATION TABLE
Roll Mutation Roll Mutation
1 Amphibious (NEW) 7 Ink Spray (NEW)
2 Bioluminescence (NEW) 8 Nightvision
3 Body Dehydration (NEW) 9 Slow Mutant
4 Echolocation 10 Swimming Fins (NEW)
5 Gills (NEW) 11 Vision Impairment
6 Increased Caloric Needs 12 Webbed Hands & Feet (NEW)

NEW MUTATIONS

Amphibious (New; Beneficial Physical Mutation)
A character with this mutation can breathe freely in air or water, but suffers from the need to drink twice as much liquid as normal or risk dehydration.

Bioluminescence (New; Beneficial Physical Mutation)
Creatures with this ability can cause their body, a special organ, or parts of their body to emit light. Roll 1d8 to determine color: 1 - Violet, 2 - Yellow, 3-4 - Green, 5-6 - Blue, 7 - Orange, 8 - Red. Roll 1d6 to determine specific ability:
1. Bioluminescent Cloud Spray. Similar to the ink spray mutation, except this ability sprays out a cloud of bioluminescent particles, which has a similar effect underwater. It reduces visibility and smell to zero for up to 10 minutes in a 20' radius. However, it can only be used once per day due to the high metabolic costs of producing the bioluminescent particles.
2. Bioluminescent Blinding Pattern. Another advanced form of the bioluminescence, which allows the creature to modulate and pulse the bioluminescent photophores in a pattern designed to blind the target creature. The effects and saving throw are the same as Nonlethal Photon Grenade. 3. Bioluminescent Lure. This mutation generates a dangling appendage which glows, making the mutant appear to be another, smaller, creature. Smaller creatures, upon which the mutant feeds, are attracted to the patch, mistaking it for food. Make a saving throw vs stun for creatures to determine if they make this mistake and move closer to the mutant.
4. Whole Body Bioluminescence. The entire body glows, illuminating a 30' radius area. This light will not emit heat, and does not interfere with infravision etc. If the mutant loses consciousness while using this ability, the glow will rapidly fail.
5. Bioluminescent Distraction Pattern. This advanced form of bioluminescence allows the creature to further distract the predator or prey by modulating or pulsing the bioluminescent producing organs in a distracting pattern. Make a saving throw vs stun, failure means a -2 to the victim's to hit rolls.
6. Bioluminescent Hypnosis. The most advanced form of bioluminescent defense, wherein the luminescent patches or photophores are pulsed in a hypnotic pattern. The effects and saving throw are identical to Fragrance Development.

Gills (New; Beneficial Physical Mutation)
Allows the character to breathe normally underwater. In air, they can hold their breath for CONx1 rounds or use a special liquid breathing apparatus. They receive a +2 to save vs the effects of gasses, but are -2 to save vs chemicals in liquid mediums (i.e. an underwater toxin).

Ink Spray (New; Beneficial Physical Mutation)
A character with this mutation can expel a large cloud of a dark ink-like substance that obscures all vision within a 40’ radius (20' underwater). This provides complete cover, but incurs a -4 penalty to attack when within the ink cloud. Above water, the cloud persists in still conditions for 1d3+6 turns and in windy conditions for 1d3+1 turns. Underwater the cloud persists for 1d4+2 turns.

Swimming Fins (New; Beneficial Physical Mutation)
The character has grown fins on the arms, back, and legs. This mutation gives the character an increase of 25% in swimming movement. Note: This mutation is not mermaid-like fins instead of legs

Webbed Hands & Feet (New; Beneficial Physical Mutation)
This mutation gives the character an increase of 25% in swimming movement. It also makes it difficult to use firearms.

Body Dehydration (New; Physical Drawback Mutation)
If a character with this mutation does not periodically immerse their body in water, their skin tends to dry out and desiccate, causing damage to their body until they die. Roll 1d4 to determine level of dehydration:
1. Simple. Can survive out of water for 3d6 hours, takes 1d4 damage per turn after that.
2. Mild. Can survive out of water for 2d4 hours, takes 1d6 damage per turn after that.
3. Severe. Can survive out of water for 1d4 hours, takes 1d8 damage per turn after that.
4. Extreme. Can survive out of water for 1d6 turns, takes 1d10 damage per turn after that.


NEW EQUIPMENT

Liquid Breathing Apparatus. This is either a variant of the Advanced Breathing Appartus which uses a liquid breathing medium, or a water filtration and water supply system for gilled mutants and creatures which allows them to function in air environments.

NEW ARMOR

Wetsuit (AC8)
A garment of foam-like material which provides insulation against the cold of water as well as some minor abrasian resistance. 5 lbs weight.

Dry Suit (AC 7)
A suit designed to insulate the wearer against cold water conditions (usually even colder than conditions where a wetsuit would be worn). Also used as survival suits and hazmat barriers in toxic environments. These suits tend to be fire retardant but are very hot in non-aquatic/arctic environments. 7 lbs weight.

Standard Diving Dress (AC 5)
A specialized diving suit which is used for work on sea beds and ocean floors. It is designed to resist encounters with barnacles and sharp rocks, as well as maintain the diver's body heat. 12 lbs weight.

Shark Suit

Atmospheric Diving Suit

NEW WEAPONS
Weapon Damage Weight Cost
Belaying Pin 1d4 1/2 lbs 1 gp
Boarding Axe 1d8 3 lbs 6 gp
Boarding Pike 1d8 6 lbs 4 gp
Cutlass 1d6 2 lbs 7 gp
Grappling Hook 1d4 3 lbs 3 gp
Harpoon 1d4+1 6 lbs 3 gp
Hawaiian Sling 1d8 1 lb 5 gp
Marlinspike 1d4 1/2 lbs 3 gp
Polespear 1d6 3 lbs 2 gp
Powerhead 1d10 5 lbs 17 gp

Harpoon Gun, Net Gun, and Speargun

Belaying Pin. A metal or wooden device consisting of a cylindrical shaft and round handle, used primarily to secure lines on a sailing ship, but often improvised into a small club.

Boarding Axe. A type of axe commonly used for fire fighting, wood felling, and cutting ropes and lines. Similar in appearance to a tomahawk (and several tomahawks began as cut down versions of boarding axes), but with the features of a fire axe.

Boarding Pike. A thrusting spear designed for shipboard use to repel boarding parties. Generally shorter than a land-based pike, at 4-8 feet long.

Cutlass. A short, curved sword used for slashing

Grappling Hook. A device with multiple hooks, generally attached to a rope and used to catch and hold objects at a distance.

Harpoon. A specialized fishing spear with one or two barbs, flues, or toggling hooks designed to stick into fish, whales, and other creatures. Generally thrown while attached to a line.

Hawaiian Sling. An elastic loop of tubing used to project a fishing spear similar to how a bow and arrow operates.

Marlinspike. A metal spike generally used to aid in nautical ropework and line handling, but can be used as an improvised knife.

Polespear. An underwater spear generaly used for fishing and an elastic loop, where the elastic is used similar to a slingshot or atlatl to provide more motive force for the spear.

Powerhead. Also known as a bang stick, this pole weapon which uses a contact mechanism to activate a firearm round against a target. Basically a bullet on the end of a staff.

Weapon Damage Trigger Type Normal Range/Max Range Weight
Handheld Torpedo Launcher * Normal 200 ft/400 ft 80 lbs
Bomb Lance ** Normal 450 ft/900 ft 20 lbs
Harpoon Cannon 10d4 Normal 3000 ft/6000 ft 700 lbs
Underwater Pistol 1d10 Normal 50 ft./100 ft. 2 lbs
Underwater Assault Rifle 1d12 Automatic 150 ft./300 ft. 8.5 lbs
*As per Mini-Missile Launcher
**As per RPG

Bomblance. A specialized harpoon gun which uses explosive harpoons.

Handheld Torpedo Launcher. Underwater version of a mini-missile launcher.

Harpoon Cannon. Generally used on surface ships, this is a specialized cannon which fires a large harpoon and cable.

Ink Grenade. The underwater version of a smoke grenade, but functions as the Ink Spray mutation underwater.

Limpet Mine. A waterproof bomb designed to be screwed onto or magnetically attached to ship hulls. It generally functions as a Satchel Charge D, but does double damage if successfully attached to a ship's hull.

Underwater Pistol. A pistol designed to fire either specialized underwater flechettes or supercavitating bullets.

Underwater Assault Rifle. An assault rifle designed to fire either specialized underwater flechettes or supercavitating bullets.

Saturday, November 5, 2016

A Plethora of Owlbears

I'll admit, I've never really been fond of owlbears, mostly it's the artistic depictions of owlbears that I've seen (I find many of them lame and uninspiring), despite the interesting chimeric mix of an owl and a bear (which has a certain 'cool' factor just from the idea). However, after reading Stranger Owlbears, I became intrigued with the idea of making different versions of owlbears based mostly on mixing and matching different types of owls and bears and seeing what bizarre variant owlbears I could come up with. For the basic owlbear, I'm going with the assumption that the species involved are the Common Brown Bear (Ursus arctos arctos) and Eurasian Eagle-Owl (Bubo bubo). I'm using Labyrinth Lords stats for ease of use.

Banshee Owlbear
With the head of a Fearful Owl and the body of an Asian Black Bear, the Banshee Owlbear is smaller than a Basic Owlbear. With a white facial disc of an owl, marked by black patches around the reddish-orange eyes, and the slender, lightly-built body of a black-furred bear, the Banshee Owlbear stand about 6 feet tall and weighs up to 450 pounds. These creatures can be found inhabiting forested hill regions. Banshee Owlbears are notable for their ability to emit a human-like scream which instills terror in all who hear it. Any being within 30' when the Banshee Owlbear screams must save versus petrification/paralyzation or be stricken with paralyzing fear for 1d4 rounds.
AL N, MV 120’, AC 5, HD 4, #AT 3 (2 claws, bite), DG 1d4+1/1d4+1/1d6, SV L2, ML 9, HC XXII, XP 135

Burrowing Owlbear
A magical hybrid crossing the head of a Burrowing Owl and the body of an American (Grizzly) Brown Bear, this Owlbear species can be found inhabiting caves and burrows in grassland regions. They have white eyebrows highlighting their yellow-colored eyes and brown fur tipped with grey as well as a notable hump on their shoulders. Burrowing Owlbears are slightly lighter and thinner than Basic Owlbears, still reaching up to 8 feet in height, but only weighing up to 1000 pounds. This lightness allows them to run faster than a Basic Owlbear. These Owlbears also have excellent nightvision and are rarely encountered during the day.
AL N, MV 150’, AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d8, SV L3, ML 9, HC XIX, XP 350

Care Owlbear
Having the head of a Common Barn-Owl and the body of a Sun Bear, this owlbear species is imbued with magical powers. Their coats are generally black, though they can range to reddish or gray and are marked by a distinctly heart-shaped patch on their breast which is generally colored in a highly contrasting basic color, such as red, orange, yellow, green, blue, or purple; their heart-shaped facial disc is pure white in color and displays their pink-colored eyes. With a height of up to 5 feet and weight of up to 200 pounds, this is the smallest of the owlbear species. Care Owlbears are typically found in pastoral wooded hill regions where they feed on honeycomb and honey produced by giant bees. Their magical ability manifests as a glowing aura from their heart-shaped breast patch which all beings in a 30' radius must save vs spells or be calmed, automatically losing initiative, suffering a -2 to hit and damage, receiving no DEX bonus to AC.
AL L, MV 90’, AC 6, HD 3, #AT 3 (2 claws, bite), DG 1d4/1d4/1d6, SV L1, ML 7, HC XVI, XP 65

Elf Owlbear
Also known as the Desert Revenant, this owlbear species has the head of an Elf Owl and the body of an American Black Bear. They can be found in areas of desert with high concentrations of flora, such as near an oasis or underground aquifer. Their coats range in color from black to gray; their heads are dominated by their golden eyes. Despite their desert habitat, they have quite large builds, and can reach up to 7 feet in height and weights up to 900 pounds. While being smaller than a Basic Owlbear they have great strength and are one of the most intelligent of the owlbear species, able to use and manipulate simple tools and weapons. While they have strength and intelligence, they are one of the most cowardly of the owlbear species, rarely fighting determined or tough-looking opponents. If attacked, they have the ability to Feign Death as per the Magic-User Spell for 4d4 rounds.
AL N, MV 120’, AC 6, HD 4, #AT 3 (2 claws, bite, or weapon), DG 1d6/1d6/1d8 (or by weapon), SV L2, ML 6, HC XXI, XP 135

Fishing Owlbear
Unlike other species of owlbear, there are four subspecies of Fishing Owlbears; Swamp Fishers, Forest Fishers, Lake Fishers, and Polar Fishers. All the subspecies are of the same basic stock, fusing the head of a Fishing Owl with the body of a Himalayan Red Bear, notable for having heads with prominent, scraggly-looking ear tufts, golden-yellow eyes, and dark grey beaks. The primary difference in subspecies is their habitat and coat coloring. Swamp Fishers are found in marshy or swampy regions, with slow-moving, stagnant waters and have olive or greenish coats streaked with dull yellow. Forest Fishers can be found in forested river valleys along the banks of swift-moving streams and rivers and have brownish coats with rust colored streaks. Lake Fishers are primarily found in low-lying regions dominated by river deltas, riverine lakes, rice paddies, and canals and are distinguished by their black or dark brown coats streaked with yellow-brown, tawny, or buff colors. Polar Fishers inhabit glacial mountain areas and arctic regions and have white coats streaked with light grey or pale blue. A full-grown Fishing Owlbear is typically 7 feet tall and weighs up to 1,500 pounds with proportionally longer limbs and a more powerful build than basic owlbears. Fishing Owlbears generally prefer aquatic or amphibious prey, primarily dining on giant fish, giant crabs and lobsters, alligators and crocodiles, hippos, giant frogs, toads and turtles; if hungry enough however, they will scavenge carrion of any creature, and may attack land animals, birds, or other creatures for food.
AL N, MV 120’ (Swim 60'), AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d8, SV L3, ML 9, HC XIV, XP 200

Ghost Owlbear
This species of owlbear has the head of a Snowy Owl and the body of a Polar Bear. Obviously in this case, their coats are snow white in color, however their eyes are also completely white, having no irises or other colors present. In addition, Ghost Owlbears have an extremely oversized, white colored beak. They are the largest species of owlbear, standing up to 12 feet tall and weighing up to 2500 pounds. Because of their coloration and special features in their fur and feet, they are completely camouflaged and silent in snowy environments, surprising on a roll of 1-5 on a d6. Additionally, magic has given them eyes capable of seeing thermal emanations up to 90 feet away, allowing them to hunt in the darkest of night or during otherwise blinding snowstorms. Because of their thick coats, they are immune to cold based attacks. Unlike basic owlbears, or even bears in general, they do not have a hug attack, instead, their oversized beaks allow them to swallow prey up to man-sized on an attack roll of 18+ (natural roll). Swallowed prey suffers 1d6+3 points of acid damage per round as the digestive juices start to work.
AL C, MV 120’, AC 3, HD 9, #AT 3 (2 claws, bite), DG 2d6/2d6/1d10, SV L5, ML 9, HC XV, XP 3100

Great Horned Owlbear
Having the head of a Great Horned Owl and the body of a Kodiak Bear, this species of owlbear is the second largest, generally meanest, and distinguished by having two large horns, reminiscent of a Texas Longhorn steer or giant minotaur, inspiring rumors that this species actually mixes three different creatures. Their coats range in color from dark brown to blond or orange; their beaks are a flat black color and their eyes are a deep gold that glow with a demonic light. The are up to 10 feet tall and weigh up to 2000 pounds. While they can gore with their horns, they prefer a charging attack that first spits the victim on the horns then tosses them high up into the air. If the Great Horned Owlbear rolls a natural 18 or better on a charge attack, they have successfully spitted the target and thrown them 1d4x10 feet into the air. The victim takes an additional 1d6 damage for each 10' they are thrown into the air from falling from that height.
AL C, MV 120’, AC 4, HD 7, #AT 3 (2 claws, bite or gore), DG 1d8/1d8/1d8 or 1d10, SV L4, ML 10, HC XX, XP 440

Laughing Owlbear
A variant species of owlbear with the head of a Laughing Owl and the body of an undetermined bear species. They have grey coats which feature either stripes or spots of red, brown, or black color; their facial discs feature a lighter shade of grey, dark orange eyes, and a grey beak. Like Basic Owlbears, they are up to 8 feet tall and 1500 pounds weight. Unlike Basic Owlbears however, they are primarily scavengers and prefer to attack by biting their prey. They are one of the most vocal of the owlbear species, emitting a variety of different chuckling, grunting, groaning, giggling, laughing, and howling sounds.
AL N, MV 120’, AC 5, HD 5, #AT 3 (2 claws, bite), DG 1d6/1d6/1d10, SV L3, ML 9, HC XX, XP 200

Naked Owlbear
While Naked Owlbears retain the same basic hybridization of Eurasian Eagle-Owl and Common Brown Bear as the Basic Owlbear, they have no fur or feathers covering their body, appearing as gaunt, horrifying versions of standard owlbears. The emaciated looking bodies combined with an alien-looking head dominated by large eyes and a large beak result in many observers mistaking this species as an undead monstrosity of some sort. While they stand as tall as Basic Owlbears, their lack of body covering means that they only weigh up to about 1300 pounds or so. They otherwise attack and act as Basic Owlbears.
This body... ...with this head
AL N, MV 120’, AC 7, HD 5, #AT 3 (2 claws, bite), DG 1d8/1d8/1d8, SV L3, ML 9, HC XX, XP 200

Panda Owlbear
Also known as the Ghost-Faced or Racoon Owlbear, this species of owlbear combines the head of a White-Faced Owl with the body of a Giant Panda. Their coats are white, with black patches on the legs, arms, shoulders, and tail; their facial discs are white, with a black border, black, tufted ears, and black spots or a black, racoon-like mask around the large orange-colored eyes. They stand as tall as 6 feet and weigh up to 450 pounds. Unlike most other species of owlbear, Panda Owlbears are primarily herbivorous, consuming wild fruits, vegetables and bamboo. They are aided in foraging by having opposable thumbs, unlike other owlbear species. Panda Owlbears are also one of the least aggressive species of owlbear, rarely attacking humanoids. They can be found in forested regions and often lair in hollow trees and rock crevices.
AL L, MV 120’, AC 5, HD 4, #AT 3 (2 claws, bite), DG 1d4+1/1d4+1/1d6, SV L2, ML 8, HC XXII, XP 80

Shambling Owlbear
This species of owlbear has the head of a Papuan hawk-owl and the body of a Sloth Bear. Shambling Owlbear shaggy and unkempt coats are completely black, with a rust-colored V- or Y-shaped mark on the chest, and are thicker on the shoulders and back, often forming a mane; their small facial discs are lighter colored, with white eyebrows and black streaks, lemon yellow eyes and a black or dark grey beak. They stand up to 6 feet tall and weigh up to 450 pounds. Typically found in lowland forests and savanna. Shambling Owlbears, despite the name, are quite capable of climbing and swimming. While they are primarily insectivorous, they do not get along with other creatures, especially predators, and will defend their territory aggressively against intruders they encounter. While they do not hug like Basic Owlbears, on an attack roll of 18 or more, they will have successfully locked their beak onto a victim and will maul the victim for an additional 2d4 points of damage.
AL N, MV 120’ (Swim 60'), AC 5, HD 4, #AT 3 (2 claws, bite), DG 1d4+1/1d4+1/1d6, SV L2, ML 9, HC VIII, IX, XIV, XP 80

Urstrix
The Urstrix is a magical hybrid that appears more like a true chimeric version of the creature known as "owl bear" than the Basic Owlbear. It has the body, tail, and back legs of a Common Brown Bear; the head and wings of an Eurasian Eagle-Owl; and an owl's talons as its front feet. Their coats range in color from brown-black to yellowish brown; their beaks are a dull ivory color. A full-grown male measures up to 8 feet in length and weigh up to 1,500 pounds. The broad, brownish-black wings emerge from the Urstrix's back and span 60' or more. Like most owls, Urstrix are completely silent while flying, surprising prey on a roll of 1-4 on a d6.
AL C, MV 120’ (Fly 360'), AC 5, HD 7, #AT 3 (2 claws, bite), DG 1d8/1d8/1d12, SV L4, ML 9, HC XVIII, XP 440

Thursday, October 27, 2016

Robot Scattering II

Part 2 Junk Robot Tables Weapons, Accessories, Power Tools, and Descriptions.

QUICK WEAPONS TABLE
Roll (D100) Weapon Roll (D100) Weapon
01-02 Airgun (pellet/BB)* 51-52 Light Anti-Tank Weapon
03-04 Automatic Pistol 53-54 Machine Gun
05-06 Automatic Rifle 55-56 Maser Pistol
07-08 Automatic Shotgun 57-58 Maser Rifle
09-10 Ball Pitching Machine* 59-60 Micro-Missile Launcher
11-12 Black Powder Pistol 61-62 Mini-Missile Launcher
13-14 Black Powder Rifle 63-64 Missile Launcher
15-16 Blaster Rifle 65-66 Mortar*
17-18 Cannon 67-68 Net Gun*
19-20 Carbine 69-70 Paintball Marker*
21-22 Chemical Sprayer* 71-72 Plasma Pistol
23-24 Clay Trap* 73-74 Plasma Rifle
25-26 Cryo Cannon* 75-76 Radiation Rifle
27-28 Dynamite Gun* 77-78 RPG Launcher
29-30 EMP Rifle 79-80 Shotgun
31-32 Fusion Rifle 81-82 Speargun*
33-34 Gas Projector* 83-84 Sport Rifle
35-36 Gauss Auto Rifle 85-86 Steam Cannon*
37-38 Gauss Machine Pistol 87-88 Stun Pistol
39-40 Gauss Pistol 89-90 Stun Rifle
41-42 Grenade Launcher 91-92 Sub-Machine Gun
43-44 Harpoon Gun* 93-94 Tranquilizer Gun*
45-46 Laser Pistol Mk 1 95-96 Water Cannon*
47-48 Laser Pistol Mk 2 97-98 Water Jet Cutter*
49-50 Laser Rifle 99-00 X-Laser Rifle
Notes:
This is a quick and dirty table meant as a place holder and for those who just have the Mutant Future rulebook. I recommend (and may create later) an expanded table including all the weapons from sources like Wisdom from the Wastelands. (See WftW #3, WftW #9, & WftW #26)
Weapons marked with an * are new and will be detailed below.
Other weapon damages can be found in the Mutant Future Rulebook.

POWER TOOLS TABLE
Roll Tool Description
01 Air Cannon T-Shirt Cannon. Can fire a 1 pound object 200 feet
02 Air Compressor A device which forces gasses (typically air) into a pressurized storage tank up to a certain pressure.
03 Airbrush Device which uses pressurized air to spray a chemical, typically paint, ink, or dye. Range 10 feet.
04 Alligator Shear A powered, metal-cutting hinged jaw. Damage 2d6
05 Angle Grinder Powered rotating device which can be mounted with cutting or grinding wheels. Damage 1d8
06 Arc Welder Welding device which uses an electric arc. Damage: 2d8 Range: 10 feet
07 Backhoe An excavating bucket on an articulated arm. Damage: 2d6 Range of Arm: 10-20 feet
08 Band Knife A powered looping blade designed to cut soft materials. Damage: 1d6
09 Bandsaw A powered rotating saw blade designed to cut wood and metal. Damage: 2d4
10 Belt Sander A powered abrasive tool used to smooth surfaces. Damage: 1d2
11 Biscuit Joiner Powered tool used to join two pieces of wood.
12 Boring Tool A large powered drill. Damage: 3d6+6
13 Brushcutter Powered spinning steel chipper designed to shred vegetation. Damage: 2d6+6
14 Bucket Scoop A simple type of powered shovel. Damage: 3d4
15 Bulldozer Blade A large metal plate used to push large amounts of dirt. Damage: 2d6
16 Ceramic Tile Cutter A powered tile saw with a water-cooled diamond blade. Damage: 3d4
17 Chain Trencher Powered rotary chain device used to cut into hard earth. Damage: 5d6
18 Chainsaw Rotary chain saw used to cut wood. Damage: 2d8
19 Cherry/Picker Boom Lift. Work platform at the end of a hydraulic boom. Damage: 1d10
20 Circular Saw A powered rotary saw. Damage: 2d4 Sawblades themselves do 1d4 if thrown.
21 Cold Saw Powered rotary saw designed to cut metal. Damage: 2d4+4
22 Concrete Mixing Drum A powered drum which mixes cement with gravel to make concrete.
23 Concrete Saw Powered saw designed to cut concrete, cement, masonry, brick, etc. Damage: 2d4+4 for small. 4d4+8 for large versions.
24 Crane A moveable boom connected to a chain or wire hoist to raise, lower, and move materials horizontally. Damage: 1d10 to 1d12
25 Crusher Powered device designed to turn big rocks into smaller rocks or gravel. Damage (if one falls in): 3d8+16
26 Die Grinder Small powered rotary tool used for grinding, polishing, or abrading materials. Damage: 1d2
27 Disc Cutter Powered rotary cutter for hard materials such as tile. Damage: 1d10
28 Disc Sander A powered rotary sander. Damage: 1d3
29 Drill (powered) Powered boring tool. Damage: 1d4 for small bits, 1d6 for medium bits, 2d6 for large bits
30 Earth Auger A large drill used to bore holes in earth. Damage: 2d6+6
31 Floor Buffer Powered rotary scrubber used to polish and was stone, tile, or linouleum floors. Damage: 1d8
32 Floor Sander Powered rotary sander used to smooth floor surfaces. Damage: 1d6
33 Fork Lift A pair of metal bars connected to a hydraulic lifting boom. Damage: 2d6 if rammed with forks
34 Free Floating Screed A large metal leveling blade used to smooth asphalt, concrete, or earth. Typically found on road graders. Damage: 2d4
35 Grader Blade Similar to the free floating screed above, but usually used for initial surface leveling. Damage: 1d6
36 Grappling Gun A pneumatic device used to propel a grapple and line. Range for a small gun is 100', range for a medium gun is 300 feet, and range for a large gun is 750 feet.
37 Grinding Machine Powered rotary grinding wheel. Damage: 1d4
38 Heat Gun Heated air device used to heat materials. Damage: 1d4 to 3d4, depending on heat
39 Hedgecutter Powered vegetation cutting device which uses flails. Damage: 2d4
40 Hydraulic Breaker Large, powered pneumatic hammer, typically mounted on an articulated boom. Damage: 4d10
41 Hydraulic Rescue Cutter-Spreader Jaws of Life. Hydraulic powered tool with shears that cut into and then spread metal. Damage: 4d6
42 Impact Driver Powered tool used to loosen nuts and bolts.
43 Impact Wrench Powered tool used to tighten nuts and bolts
44 Jackhammer Pneumatic powered hammer designed to break up rock and concrete. Damage: 2d10
45 Jigsaw A powered reciprocating saw blade. Damage: 2d4
46 Jointer Powered wood surface flattening tool. Damage: 1d3
47 Laser Welder Powerful laser designed to join two pieces of metal. Damage: 4d6 Range: 10 feet
48 Lathe Device designed to rotate and object so it can be molded, smoothed, cut, or faced.
49 Lawn Mower Device with sizable rotating blades used to cut vegetation. Damage: 3d4
50 Leafblower Forced air blowing device that can move objects up to 1/2 pounds in weight up to 10 feet.
51 Mechanical Broom Street Sweeper. Large rotating scrubbers used to clean roadways. Damage: 2d8
52 MIG Welder Gas induced welding device. Damage: 2d10 Range: 5 feet
53 Mining Drill Large Boring Tool. Damage: 6d6+12
54 Mining Laser Large laser used to cut rock. Damage: 6d6x10 Range: 50 feet
55 Miter Saw Powered rotary saw used to cut angles. Damage: 2d4
56 Nail Gun Powered device used to drive nails into a material. Most have an actuator that must physically contact the material, but some have either been modified to remove this feature or designed without one. Damage: 1d6 for most nails. Some larger versions do 1d8. Range: about 30 feet.
57 Needlegun Scaler A pneumatic device with small chisels "needles' used to remove rust, scale, and paint from metal surfaces. Damage: 2d4+2
58 Oxyacetylene Torch Uses oxyacetylene gas and oxygen to weld materials. Damage: 3d10 Range: 5 feet
59 Plasma Cutter Metal cutting plasma torch. Damage: 6d6 Range: 10n feet
60 Plow Blade Metal blade designed to turn and loosen dirt. Damage: 1d6
61 Pneumatic Torque Wrench See Impact Wrench
62 Power Shovel Powered digging bucket mounted on a boom. Damage: 3d6
63 Power Cultivator A powered rotary bar with teeth designed to churn up soil. Damage: 1d4
64 Power Wrench Powered socket wrench used to tighten or loosen nuts and bolts.
65 Pressure Washer High pressure liquid sprayer designed to clean surfaces. Can be pressurized enough to do 1d6 damage. Range 20 feet
66 Radial Arm Saw Powered Rotary saw mounted on a movable horizontal arm. Damage: 2d4
67 Random Orbital Sander Powered rotary sander. Damage: 1d2
68 Reciprocating Knife Cutter Bar Combine Harvester head. Large rotating cutting bar with teeth. Damage: 3d8+16
69 Reciprocating Saw Large blade powered saw. Damage: 2d4
70 Rivet Gun Pneumatic powered gun used to drive rivets into metal. Most are contact only, some have a limited range of 10 feet. Damage: 2d8
71 Road Roller A large cylinder used to flatten road surfaces. Damage: 4d8+20 if you get crushed by one. (You'd have to be paralyzed or otherwise immobilized to be unable to move out of the way of one.)
72 Roadheader Powered cutting device with a rotating head. Mounted either vertically or horizontally on a boom. Damage: 3d6+6
73 Rotary Arm Wrapper An articulated boom designed to rotate around and object in order to apply wrapping material to it. If a creature is "attacked" by one, save vs Stun Attacks or be asphyxiated in 2d4 rounds. Success means suffering the Paralysis penalties for 2d4 rounds.
74 Rotary Reciprocating Saw Powered saw that spins around a rotary axis. Damage: 2d6
75 Rotary Tool Similar to a die grinder, but has more types of tool heads which can be mounted. Damage: 1d4
76 Rotovator Heavy duty power cultivator. Damage: 1d6
77 Sabre Saw Powered reciprocating saw. Damage: 2d4
78 Sand Blaster High pressure projector which sprays abrasive material against an object. Damage: 3d4 Range: 20 feet
79 Sander Powered abrasive device used to smooth surfaces. Damage: 1d2
80 Scroll Saw Small powered saw for intricate cuts. Damage: 1d2
81 Snow Blower Small powered auger used to remove snow from surfaces. Damage: 2d8 if one encounters the auger. Larger versions which do 4d8 are often mounted on vehicles.
82 Snow Pusher Essentially a light bulldozer blade. Damage: 2d4
83 Soldering Iron A heated metal tool used to melt solder. Damage: 1d6
84 Spray Brush A larger version of the Air Brush which uses pressurized aerosol inks and paints to cover large surfaces. Range: 30 feet
85 Steam Mop Powered mop which uses steam to clean floors. Damage: 1d4 for direct contact with steam.
86 Steel Cut Off Saw Powered rotary saw used to cut metals. Damage: 2d4+4
87 String Trimmer Wheedwhacker. A powered tool using mono-filament line to cut grass. Damage: 1d2
88 Suction Hose A large vacuum generating hose. Can suck up small objects.
89 Table Saw Large, mounted circular saw. Damage: 2d4
90 Thickness Planer Powered device used to trim wooden boards to a consistant thickness. Damage: 2d4 for contact with blades
91 TIG Welder Inert gas welder. Damage: 2d10 Range: 5 feet
92 Tree Felling Head A large clam and chainsaw mounted on an articulated boom designed to cut down trees. Damage: 4d8
93 Trencher An earth-digging device which uses a wheel to dig. Damage: 3d6
94 Ultrasonic Welder A welder using ultrasonic frequencies to join plastics or dissimilar materials. Damage: 2d4
95 Vacuuming Unit A small suction hose system used to suck up very small materials.
96 Wall Chaser Powered tool used for cutting small grooves in walls. Damage: 1d3
97 Winch Device used to coil or wind out a length of rope or wire (usually attached to a hook). Usually equipped with about 100, 200, or 250 feet of line. There are three strength capacities: 8000 lbs, 12,000 lbs, and 16,000 lbs.
98 Wood Chipper A powered device used to break up tree limbs into wood chips. Damage: 2d6+6
99 Wood Router Powered tool used to hollow out the surface of a soft material.
00 Wrecking Ball A large demolition ball connected to a Crane. Damage: 5d10, -4 to hit targets though.


NEW ROBOT FEATURE DESCRIPTIONS

New Frame

Scrap Frame: A robot design made of cobbled together devices and materials and given programming. They can appear as just about anything.

New Power Sources

Biomass Converter: A power source where organic matter from plants and creatures is combusted to generate power. While the power generation is fairly low (on par with a steam engine), requiring fairly large amounts of biomass to generate energy, there does happen to be quite a bit of biomass available, usually from what ever creatures and plants a robot powered by this power source comes across. Of course, this makes robots with this type of power source feared by the inhabitants of the wasteland, as they might become fuel for the robot. A device with this power source can operate for 12 hours for every 150 lbs of organic matter consumed.

Broadcast Power: Wireless power transmitted from a power broadcast station or tower to the robot without a direct wire. Broadcast stations typically have a limited range of power transmission (typically 1d4x100 miles, depending on many, many factors), however, at the Mutant Lord's discretion, Broadcast Power may be transmitted from orbital satellite systems and effectively have no range limitations for robots on or near the surface of the planet. Treat as a Radioactive Battery for power source purposes.

Gaseous Fuel: The use of gas state chemicals which can be combusted to generate energy. The run times are per unit, basically I'm going with 1 gallon of gas. Obviously, a gallon of gas will weigh differently, depending on the gas, but that's beyond the scope of this quick and dirty usage. Useful Sites: http://www.propanetankstore.com/propane-tank-sizes-and-dimensions/ , http://missiongas.com/lpgascylinders.htm
Roll Gas Run Time
1 Acetylene 2 hours 42 minutes
2 Biogas 1 hour 30 minutes
3 Butane 2 hours 42 minutes
4 Hydrogen 45 minutes
5 Methane 1 hour 25 minutes
6 Propane 1 hour 24 minutes

Liquid Fuel: Liquid state chemicals combusted to generate energy. I'm using the standard of Gasoline = 3 hours/gallon operational time for fuel tank size determination. To make the robot powered equivalent to a rechargeable battery (24 or 48 hours of operational time), figure out 8 or 16 gallons of gasoline for the same amount of operation, then use the variable fuel values below to determine how big the equivalent tanks would be. Naturally, it is possible to have larger or smaller fuel tanks than these values. I might include values for 300 mile range gas tank and 600 mile range gas tank, since those are fairly standard for vehicle gas tank sizes (@ 30 mpg these would be 10 and 20 gallons respectively)
Roll (2d10) Fuel Run Time
2 Alcohol: Ethanol 2 hours
3 Alcohol: Methanol 1 hour 30 minutes
4 Alcohol: Butanol 3 hours
5 Avgas/Jet Fuel (Naptha) 3 hours
6 Benzene 2 hours 42 minutes
7 Biofuel: Biodiesel 3 hours
8 Biofuel: Biogasoline 3 hours
9 CNG (Compressed Natural Gas) 45 minutes
10 Diesel 3 hours 20 minutes
11 Flex Fuel (E85%) 2 hours 12 minutes
12 Fuel Oil 3 hours 36 minutes
13 Gasohol (E10%) 2 hours 50 minutes
14 Gasoline (Petrol) 3 hours
15 Kerosene 3 hours 18 minutes
16 Liquid Natural Gas 2 hours
17 Nitromethane 6 hours 54 minutes
18 Toluene 2 hours 15 minutes
19 Processed Vegetable Oil 3 hours

Steam Engine: Heating water into steam in order to generate energy. One of the easiest power generators to create, but suffers from low power to weight limitations and low efficiency. While these power sources can be fueled as per Gaseous Fuel or Liquid Fuel power sources above (though they are larger for the same level of efficiency as those internal combustion engines (about 1/3 as efficient for the same size), they can also burn solid fuels like wood, peat, charcoal, and coal (or, at the Mutant Lord's discretion, hexamine fuel, jellied alcohol (sterno), ammonium nitrate (a fertilizer), and some simple biofuels (usually animal dung/manure or treated sewage sludge). A unit of dry fuel will vary, typically 5 or 10 pounds of material (I'm going to go with 10 pounds for ease of reference).
Roll Fuel Run Time
1 Ammonium Nitrate 80 minutes
2 Charcoal 25 minutes
3 Coal 36 minutes
4 Dung/Manure 21 minutes
5 Hexamine 36 minutes
6 Peat 19 minutes
7 Sawdust 11 minutes
8 Sterno 29 minutes
9 Treated Sewage Sludge 17 minutes
10 Wood 20 minutes

New Manipulators

Articulated Boom: A moveable robotic limb with two to four bend or joint sections. Maximum length is Robot Size Class x # of feet. A variety of manipulator attachments can be applied.

Hook: A simple hook. Usually mounted on a boom.

Interface Plug: This manipulator consists of a simple machine interface plug. Cables are typically fairly short, no more than ten feet in length.

Tail: The robot is equipped with a tail appendage. This can be decorative, prehensile, or the tail can accept a weapon mount (typically spikes, stinger, axe, spear tip, or a projectile weapon). (See Natural Weapon Damage Tables for damages, spiked tails do damage as thagomizers, axe tails do damage as Tail Bash, stingers do damage as per stingers, spear tips as per stabbing tail, and for projectile weapons, consult the robot weapons tables.) Length can be up to 2x the Size Class of the Robot in feet.

Telescoping Boom: A simple moveable pole-like limb which can extend or retract. Maximum extended length is based on Robot Size Class, with the formula: Size Class x # of feet of maximum extension.

Tentacle: A tentacle manipulator. Otherwise identical to a Tail Manipulator.

New Armor

Cheap Plastic (AC 9): This includes PET, Polystyrene, ABS and other light plastics.

Glass (AC 9): Basic silicate glass, may include basic ceramics and porcelain at the Mutant Lord's option.

Good Plastic (AC 8): This includes PVC, Acrylic, and Plexiglass and other, sturdier plastics.

Wood (AC 8): May be purpose built planks or scraps of wood.

Bone (AC 7): Any creature with a vertebral skeleton can provide bone material. Does not include insect shells or arachnid carapaces.

Cast Iron (AC 7): An iron-carbon alloy with a two percent or higher carbon content.

Fiberglass (AC 7): Fiber reinforced glass.

Aluminum Oxynitride (AC 6): A transparent ceramic often used as "bullet proof glass." (Transparent aluminum, though they didn't use the name.)

Wrought Iron (AC 6): Iron-carbon alloy with low carbon content.

Stainless Steel (AC 5): Steel alloy with a certain amount of chromium content.

Spidersilk (AC 4): Typically either giant spider silk or spidergoat silk. This is a woven armor with somewhat better protective qualities than Ballistic Nylon.

Titanium Alloy (AC 4): Titanium alloyed with aluminum or vanadium, generally used in military or high performance applications due to its high cost.

Carbon Fiber (AC 3): Fiber reinforced plastic generally using carbon nanotube fibers.

Artificial Sapphire (AC 2): Synthetic sapphire crystal used as armor and sapphire glass.

New Accessories

Blow Dryer
A simple device designed to project heated air onto hair or hands (and sometimes other body parts, depending on how it is used) in order to dry the surface. May be a fixed unit or attached to a tool mount. Generally units intended to dry hair have no time limitations, while other units may be timed, or have a proximity sensor for operation. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time based on how much time is purchased.

Clothes Cleaning Unit
A combination of clothes washing unit and clothes drying unit. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time per use purchased.

Condiment/Spice Dispenser
A type of vending unit used to modify meals with condiments or spices. There are generally 1d4+2 individual dispensers for each unit. Roll on the following table for each type. There is 30% chance (or 33%) that the unit is connected to a Currency Detector and dispenses a specified amount based on how much is purchased.
Roll Condiment
1 Ketchup
2 Yellow Mustard
3 Pickle Relish
4 Mayonnaise
5 Salt & Pepper
6 Roll on the tables at http://mutationapocalypse.blogspot.com/2016/08/post-apocalyptic-rations-food-beverages.html

Currency Detector
A device designed to accept one or more forms of currency (see currency table below) in exchange for goods or services. Roll Currency Validated
1 Tokens (50% chance metal, 50% chance plastic)
2 Metal Coinage (25% chance of accepting given coinage)
3 Paper Money (40% chance of accepting given paper bill)
4 Electronic Currency (Credit (cards), Money Cards, ATM/Debit Cards, etc.) May operate on magnetic strips, bar code scans, RFID tags, or QR Codes.
5 Accepts two forms of currency, roll 1d4 twice to determine types.
6 Accepts all forms of currency

Device Charger
This unit is designed to work with one or more power plug ports designed to recharge electrical and electronic devices. There is a 50% chance of plug compatibility for any given unit and a 20% chance that the robot has a compatible adapter available if the plug is not compatible.

Dishwashing Unit
This device is designed to clean food handling materials can handle about 30 different cooking and eating utensils, dishes, and cookware. There is a 50% chance that the unit is connected to a Currency Detector and operates for a given time based on how much time is purchased.

Electronic Gambling Unit
Robot Roundup

External Storage Unit
This accessory covers a variety of cargo racks, open cargo beds (like those found on a pickup truck) and other cargo attachment devices. Consult the table below to determine maximum external storage capacity.
Robot Size Class Maximum External Storage Capacity
1 5 lbs
2 10 lbs
3 25 lbs
4 50 lbs
5 100 lbs
6 200 lbs
7 500 lbs
8 1000 lbs
9 2000 lbs
10 4000 lbs
Note:
Specially designed and constructed cargo robots can carry more cargo in external mounts. Robots of Size Class 1-4 can carry double the listed amount, Size Class 5-6 can carry triple the listed amount, Size Class 7-8 can carry quadruple the listed amount, and Size Class 9-10 can carry five times the listed amount.

Hardcopy Printer
A device which can generate hard copy (60% chance paper sheet, 40% chance plastic flimsy) documents, maps, images, etc. This is generally limited to what information the robot has stored, but there is a 20% chance that the robot has a data interface which can be used to transfer information which can then be printed. There is a 25% chance that the unit is connected to a Currency Detector and prints out hard copy priced per sheet.

Heating Unit
One of several different devices designed to heat objects. Consult the table below for type. There is a 40% chance that the unit is connected to a Currency Detector and charges per time of operation.
Roll Type
1 Stove
2 Oven
3 Furnace
4 Kiln
5 Toaster Oven
6 Microwave Oven

Karaoke Interface
This device usually consists of a display, a song collection and selection interface, and 1d4 microphones and allows users to sing along to accompanying music, with the lyrics being provided on the display. There is a 75% chance that the unit is connected to a Currency Detector and charges either per song, or for a set period of time.

Lighting Unit
Robot Roundup

Liquid Fuel Dispenser
This device is almost always connected to a liquid fuel tank and is used to dispense fuel of a given type (or, in about 50% of such units, to 1d4 types of fuel, with a separate tank for each). There is a 90% chance that the unit is connected to a Currency Detector, and charges are generally priced per gallon.

Liquid Tank
An internal or external tank which holds liquids. The amount of liquid which can be held depends on the size class of the robot, consult the table below. The maximum liquid storage can be broken down into smaller individual tanks for robts of Size Class 4 and higher.
Robot Size Class Maximum Liquid Storage Capacity
1 12 ounces
2 1 quart
3 1 gallon
4 2 gallons
5 5 gallons
6 20 gallons
7 50 gallons
8 100 gallons
9 200 gallons
10 500 gallons


Microbrewing Unit
This accessory contains the devices necessary to make and store beer (including ale, pilsner, stout, lager, bock, bitter, porter, etc.) given the proper ingredients. Most microbrewing units are designed to only produce one type and style of brew, but about 20% are programmable, with data ports designed to accept instruction data. A robot must be at least Size Class 6 to mount a microbrewing unit, consult the table below.
Robot Size Class Maximum Brewing Capacity
6 1 keg (15.5 gallons)
7 2 kegs
8 4 kegs
9 8 kegs
10 16 kegs

Refrigerated Storage Unit
This device is a storage unit designed to cool and maintain objects at a low temperature. The size of the unit varies by robot size class, but is generally about half the size of the External Storage Unit listed above.

Sexual Intercourse Modification
Fairly self explanatory, though there are often a variety of "special" features that may or may not be included.

Siren
See Robot Roundup

Smoke Screen
This device is a smoke generator that functions as per the Smoke Grenade (MF, page 119), but comes in a variety of sizes, see the table below. Each generator has 1d6 uses before it needs to be recharged/reloaded.
Generator Size Smoke Screen Size
1 30' radius
2 45' radius
3 60' radius
4 90' radius
5 120' radius
6 180' radius

Trash Compactor
A device used to compress objects in the hopper into a compact form. Not found or robots smaller than Size Class 4. The size of the hopper is determined by the robot's Size Class, and generally has a capacity half that of an External Storage Unit. The resulting compacted mass is generally about 1/4 the size of the original material.

Vending Unit
See Robot Roundup

New Weapons

Airgun
A pneumatic weapon which projects BBs or pellets (usually 0.177 in (4.5 mm) caliber) with compressed air.

Ball Pitching Machine
A projectile launcher which uses either a mechanical throwing arm or circular wheel to launch small sports balls, typically tennis balls, soft balls, baseballs and the like.

Chemical Sprayer
A simple pressurized air device which projects chemicals stored in its' reservoir.

Clay Trap
A mechanical device designed to project clay "pigeons" for sport shooting. They can hold up to 100 clay pigeons in an automated loading carousel. In the post apocalypse, many of these have been modified to launch other projectiles, such as plastic frisbees, chakrams, shuriken (throwing stars), ceramic plates, sharpened tin plates or pans, circular saw blades, etc.

Cryo Cannon
Projectile weapon designed to spray a freezing liquid at a target.

Dynamite Gun
Compressed air cannon designed to launch explosive projectiles.

Gas Projector
A simple device used to spray an area with a gas.

Harpoon Gun
Projectile weapon designed to launch a harpoon (usually attached to a cable or wire) into a target. Typically uses a black powder or gunpowder charge to launch the harpoon. This type can be used as a two handed projectile weapon.

Mortar
Artillery weapon which launches projectiles in a high-arc trajectory (indirect fire).

Net Gun
Non-lethal weapon designed to propel a net onto a target in order to capture the target. While there are a variety of sizes and types, I use a simplified system for small targets (light net gun), man-sized targets (medium net gun), and large targets (heavy net gun).

Paintball Marker
Compressed air device which launches paint filled capsules, typically .68 caliber (17.3 mm), designed to burst on impact, covering the target with paint, ink, or a dye.

Speargun
A projectile weapon which uses a rubber band or compressed air to project a small fishing spear or trident into fish while underwater.

Steam Cannon
Projectile weapon which uses high-pressure steam to launch projectiles.

Tranquilizer Gun
Pneumatic weapon designed to launch a chemical filled dart (usually a sedative, anaesthetic, or paralytic agent) into a target in order to capture the target. Obviously, other chemicals, such as poisons, can be used in the darts.

Water Cannon
A type of fire fighting water projector, which is typically used in riot control. Other liquids can be projected, and dyes can be added to the water in order to mark targets.

Water Jet Cutter
High Pressure water projector used to cut a variety of materials. Typically mixed with abrasive agents in order to cut hard materials like rock or metal.

NEW ROBOT WEAPONS TABLE
Weapon Trigger Damage Range Weight Shots
Airgun (pellet/BB) Normal 1 (BB) 1d2 (pellet) 250 ft./600 ft. 6 lbs 1 of 50
Ball Pitching Machine Automatic 1d2 tennis/racquet ball
1d4 softball
1d6 hardball
240 ft/300 ft 1d4+2x10 lbs (varies) 5d4
Chemical Sprayer Spray Varies with chemical 20 ft/40 ft 5 lbs 1
Clay Trap Normal* 1d2 for clay
1d2 for plastic frisbee
1d3 for ceramic plate
1d4 for shuriken
1d4 for sharpened metal pan
1d6 for chakram
2d4 for circular saw blade
100 ft/300 ft 2d4+2x10 lbs 1 to 100
Cryo Cannon Normal 5d8 cold 75 ft./150 ft. 15 lbs 1
Dynamite Gun Normal 15d6 1350 ft/2700 ft 1000 lbs 1
Gas Projector Spray Varies with gas 30 ft radius 1d3x10 lbs 1d6
Harpoon Gun Normal 4d4 80 ft/160 ft underwater
250 ft surface
12 lbs 1
Mortar, Heavy Normal 250 (plus warhead) 5 miles 350 lbs 1
Mortar, Lightx Normal 100 (plus warhead) 2.5 miles 45 lbs 1
Mortar, Medium Normal 175 (plus warhead) 3.5 miles 90 lbs 1
Net Gun, Light Normal Special; 4x4 ft net 150 ft/330 ft 4 lbs 1
Net Gun, Medium Normal Special; 8x8 ft net 150 ft/330 ft 10 lbs 1
Net Gun, Heavy Normal Special; 16x16 ft net 150 ft/330 ft 40 lbs 1
Paintball Marker Normal 1d2 (paintball) or chemical 100 ft/300 ft 5 lbs 1
Speargun Normal 2d4 16 ft/30 ft underwater
about 45 ft surface
5 lbs 1
Steam Cannon Normal 50 (plus warhead) 1000 ft/2500 ft 600 lbs 1
Tranquilizer Gun Normal 1 plus chemical 230 ft/500 ft 10 lbs 1
Water Cannon Spray 4d4, plus knockdown 100 ft/150 ft 1d4+2x10 lbs 1
Water Jet Cutter Stream 6d6 100 ft/150 ft 40 lbs 1

CHEMICAL EFFECTS
Roll Chemical Effects Duration
1 Acid/Corrosive See Acid Table. Acid has a 50% chance of being organic (does not affect metals, only organic material) or inorganic (affects metals). Note 5
2 Bio-Toxin Agent As per Bio-Toxin Bomb, MF Rulebook
3 Blister Agent Effects as per itching, plus take damage as 1d6 class acid per turn
4 Blood Agent As per Blood Agent Grenade, MF Rulebook
5 Choking Agent Save vs Poison or die, success means being unable to act 5d4
6 Diarrhea Agent 3 in 6 chance of a very noticeable scent (may attract creatures or repel) Save vs Stun or don't make it to toilet in time.
7 Euphoric Agent Automatically loses initiative, -2 to hit and damage, no DEX bonus to AC
8 Flammable Gas As per Inferno Grenade, MF Rulebook
9 Hallucinogenic Agent Roll on the Random Hallucination Table 1d4
10 Irritant Gas As per Irritant Gas Grenade, MF Rulebook
11 Laughing Agent STR -2, -2 to hit and damage
12 Mutagen Agent As per Mutation Grenade, MF Rulebook
13 Nerve Gas As per Nerve Gas Grenade, MF Rulebook
14 Paint, Ink, or Dye Generally marks the target in a color. May glow or be distinctive at ML's discretion.
15 Paralytic Agent As per Paralysis, MF Rulebook
16 Poison Roll on Poison Type Table, MF Rulebook
17 Puke/Vomit Agent 50% of normal strength 1d3+5
18 Radioactive Gas As per Radiation, MF Rulebook
19 Sedative/Tranquilizer Puts the target to sleep for the duration. Slapping or wounding awakens an affected creature, but normal noise does not.
20 Smoke Gas As per Smoke Grenade, MF Rulebook
Notes:
1. Agents can be injected, inhaled (gas), or absorbed through the skin (blister agent, blood agent, nerve agent, and mutagen agent).
2. Acids/Corrosives and Paint, Ink, or Dye are splash agents that generally affect the skin of the target, but have a 1 in 6 chance of blinding the target on a normal strike, or blind the target if specifically targeted at the eyes (requires a critical strike). Save vs Poison to avoid being blinded.
3. Gasses typically take one round to fill a 30 foot radius that persists in still conditions for 1d3+6 turns and in windy conditions for 1d3+1 turns. Persistent gasses change the duration from from turns to rounds (i.e. 1d3+6 rounds in still conditions, and 1d3+1 rounds in windy conditions).
4. Duration for injected chemicals is the listed duration in turns, gasses in rounds, absorbed through skin in twice as many turns.
5. Duration for acids is special. Unless the acid is neutralized or scrubbed off (requiring one round), acids will continue to do damage. Weak acids (Class 1-6) will do damage for 1d4 rounds. Mild Acids (Class 7-12) will do damage for 2d4 rounds. Strong Acids (Class 13-20) will progressively lose their strength, doing half damage each round until no dice of damage remain. (i.e. a Class 15 acid will do 4d10 damage on the first round, 2d10 damage on the second round, 1d10 damage on the third round, and no damage on the fourth round.)