Ancient Robot Sentries
(Version 1.00 - Last Modified: 08/09/2008)
Introduction
In the years before the Coming of the Rifts, the golden age ended and world saw the rise of
paranoia and increased military spending. NEMA was a huge beneficiary of this increase and one of
its missions was to prepare North America for the possibility of nuclear attack and how to survive
the attack if it occured. To this end, NEMA began Operaiton Final Saftey, which called for the
creation of a huge series of bunkers spread across the United States, Mexico, and Canada. These
military bunkers, some small and others huge, could hold large numbers of people in relative
comfort for a long period of time. The bunkers were conceived of as having their own, independent
source of energy, food, and minor supplies without the aid of the other bunkers or outside
resources.
As per the plan detailed in Operation Final Safety, NEMA began construction on these bunkers and
many were established to the established specifications, but new leadership in NEMA and new
direction saw policies change and the importance of Operation Final Safety began to slip. The
initial bunkers were considered important and kept in full operational condition, but the creation
of new bunkers slowed considerable and plans to coordinate with local officials and police forces
on how and when to use the bunkers were cancelled. In the end, when the Rifts came, few people even
knew the bunkers existed, often right beneath the crumbling streets and buildings around them. Some
bunkers were destroyed in the cataclysm and turbulant years that followed the Coming of the Rifts,
others were used by NEMA during those first desperate years, but most quickly and quietly became
buried in the depths of the Earth.
Now, centuries later, these bunkers are a treasure trove for adventurers and fortune seekers. The
bunkers hold a world of wonders and many adventurers dream of that lucky find that will allow them
to retire with a huge bank account of credits. Unfortunately, the bunkers are not without their
defenses. Knowing that the bunkers would be filled mostly with civilians, the planners of Operation
Final Safety called for the creation of an army of robots to guard them. These sentries were mostly
designed to be the sole protectors of a bunker and operate off of battery power through receptacles
located in the bunkers, which are powered through deep geo-thermal power plants. Even now,
centuries later, the robots continue to guard the bunkers against any intruder that does not know
the bunker's passcode.
Although the planners created three levels of sentries, to be used on bunkers of varying
importance, another important aspect of the sentries is the three types of robots used. The first
type is a Combat Sentry, designed for combat and produced in the largest numbers. The second type
is the Assault Sentry. Slower then the Combat Sentry, the main function of the Assault Sentry is to
deal damage to the opponent. Armed with the most powerful weapon, the Assault Sentries are supposed
to take more damage and destroy the most dangerous opponents while the Combat Sentries deal with
everyone else. The third and last type of robot is the Leader Sentry, designed to lead a group of
other robots. The Leader Sentry is equipped with a powerful and advanced computer that interfaces
with all nearby robot sentries. The Leader Sentry provides combat instructions and coordination to
the nearby robot sentries to boost their combat performance.
Using Ancient Robot Sentries in a Campaign
The Ancient Robot Sentries are designed to be used as guards of military installations. There are
three levels of guards for different tiers of adventuring parties. The Basic Level
Sentries are designed to be used with characters from levels 1 to 5, but at higher levels, they
won't have a high enough bonuses or defenses to provide much of a threat against a typical
adventuring party, but they could still be used as cannon fodder for Human guards. The
Advanced Level Sentries are designed to be used against characters from
levels 6 to 10 in their full squad modes, but they could be encountered in half-squads by lower
level characters without too much trouble. The Expert Level Sentries are
designed to be used against characters from levels 11 to 15 and are stronger, faster, and more
deadly. In even half-squads, they might be too strong for low level characters, but could be
encountered as a solitary robot, especially as the last protector for an ancient military
bunker.
The robot sentries are typically encountered in three different sized groups, this is true no
matter what level of the robot sentries is encountered. The smallest group is called the Half-Squad
and consists of 2 Combat Sentries and 1 Assault Sentry. This weaker group would be used for a
faster combat encounter, probably as early defenders in a discovered bunker or as robots sent to
investigate an unknown disturbance. The typical group is called the Squad and consists of 3 Combat
Sentries, 1 Assault Sentry, 1 Assault or Combat Sentry, and 1 Leader Sentry. This group should be
the most commmonly encountered group of ancient robot sentries and should provide a nice challenge
to characters of the appropriate level. The strongest group is called the Reinforced Squad and
consists of 5 Combat Sentries, 3 Assault Sentries, and 1 Leader Sentry. This unit would be used to
engage a serious breah in the military bunker and should be used as the final battle for players
when they are exploring a military bunker.
Basic Level Sentries
Operation Final Safety was devised with three levels of protection: Basic, Advanced, and Expert. At
the lowest level, the basic sentries were designed to protect less important bunkers or to provide
cannon fodder for Human soldiers to send in first against an attacking enemy. Now, centuries later,
these robotic sentries are usually the first ones encountered by adventures seeking their fortune
in lost military bunkers.
Combat Sentry - Basic
This is the most basic combat sentry around. It was used to guard small bunkers and to assist human
guards in more important areas. When the unmanned secret bunkers were initially built, the basic
combat sentries were used to guard ones intended for civilians and relativelt unimportant
government workers. Although fairly basic, the combat sentry is still a combat robot and is
programmed to fight as a unit with the other combat sentries, using flanking manuevers and covering
fire.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 18 (robotic)
- P.P.: 12
- Spd: Running speed of 40 mph (64.4 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.: 60
- Horror Factor: 6
- Natural Abilities:
- Laser Cannon: The right arm of the Combat Sentry ends in a powerful laser
cannon. The laser cannon deals 3D6 M.D. against a single target within a 500' (152.4 m)
range. Activating this ability requires one melee attack and it can be used at will.
- Self-Repair: Repairs itself at a rate of at a rate of 4 M.D.C. per hour.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (40%)
- Climb (40% / 35%)
- Attacks per Melee: 4 attacks per melee (4 from Combat Sentry)
- Combat Bonuses: +1 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D4 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 4D4 (counts as two attacks)
- Appearance: A sleek, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a large laser cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Assault Sentry - Basic
This is the most basic assault sentry around. It is the assualt counterpart for the combat sentry
and provides that fairly weak robot with more offensive punch through its dangerous ion cannon.
Disabling the Assault Sentry will be one of the top priorities for groups that encounter a squad of
robot sentries.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 20 (robotic)
- P.P.: 10
- Spd: Running speed of 30 mph (48.3 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.: 80
- Horror Factor: 7
- Natural Abilities:
- Ion Cannon: The right arm of the Assault Sentry ends in a powerful ion cannon.
The laser cannon deals 5D6 M.D. against a single target within a 500' (152.4 m) range.
Activating this ability requires one melee attack and it can be used at will.
- Self-Repair: Repairs itself at a rate of at a rate of 4 M.D.C. per hour.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (30%)
- Climb (40% / 35%)
- Attacks per Melee: 4 attacks per melee (4 from Combat Sentry)
- Combat Bonuses: +2 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D4 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 4D4 (counts as two attacks)
- Appearance: A muscular, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a bulky ion cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Leader Sentry - Basic
The leader sentry is responsible for providing coordination for other robot sentries and with its
advanced battle computer, it provides bonuses to those other sentries. This is the most basic
leader sentry available and it provides only minimal improvements to the other sentries compared to
the more advanced models. Only one works with each squad of robot sentries and it often resides in
the back of the squad, with the other robots providing it with cover. It uses its precise laser
cannon to snipe at targets with far better accuracy than the typical combat sentries.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 18 (robotic)
- P.P.: 12
- Spd: Running speed of 40 mph (64.4 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.: 80
- Horror Factor: 8
- Natural Abilities:
- Sentry Coordination: All robot sentries, not including this robot, within 100'
(30.5 m) of the Leader Sentry gain +1 attack per melee and +1 to strike. Each robot
sentry can only be affected by one Leader Sentry at the same time.
- Laser Cannon: The right arm of the Leader Sentry ends in a laser cannon. The
laser cannon deals 2D6 M.D. against a single target within a 500' (152.4 m) range and
a +1 bonus to strike. Activating this ability requires one melee attack and it can be
used at will.
- Self-Repair: Repairs itself at a rate of at a rate of 4 M.D.C. per hour.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (40%)
- Climb (40% / 35%)
- Attacks per Melee: 4 attacks per melee (4 from Combat Sentry)
- Combat Bonuses: +2 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D4 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 4D4 (counts as two attacks)
- Appearance: A sleek, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a sleek laser cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Advanced Level Sentries
The advanced level sentries were designed to protect bunkers with high importance civilians, such
as members of Congress or the Canadian Parliament and low importance military bunkers, mostly with
advanced weapons supplies, bombs, missiles, and similar military hardware. As the middle level
sentries, they could sometimes be found mingling with the basic level and the expert level sentries
at large bunkers with multiple levels of security.
Combat Sentry - Advanced
The advanced combat sentry is better than the basic combat sentry in nearly every way. It is
stronger, has better armor, and has a more powerful laser cannon. Like their more basic brethren,
these combat sentries provided providing the shock troops for the advance level squads.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 22 (robotic)
- P.P.: 12
- Spd: Running speed of 40 mph (64.4 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.: 100
- Horror Factor: 8
- Natural Abilities:
- Laser Cannon: The right arm of the Combat Sentry ends in a powerful laser
cannon. The laser cannon deals 6D6 M.D. against a single target within a 500' (152.4 m)
range. Activating this ability requires one melee attack and it can be used at will.
- Self-Repair: Repairs itself at a rate of at a rate of 4 M.D.C. per hour.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (50%)
- Climb (50% / 45%)
- Attacks per Melee: 5 attacks per melee (5 from Combat Sentry)
- Combat Bonuses: +2 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D6 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 3D6 (counts as two attacks)
- Appearance: A sleek, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a large laser cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Assault Sentry - Advanced
The advanced assault sentry had a more powerful ion cannon that could quickly decimate opponents,
making it the prime target for anyone fighting a squad of robot sentries. As such, it had better
armor than the more basic version.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 24 (robotic)
- P.P.: 10
- Spd: Running speed of 30 mph (48.3 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.: 150
- Horror Factor: 9
- Natural Abilities:
- Ion Cannon: The right arm of the Assault Sentry ends in a powerful ion cannon.
The laser cannon deals 1D6x10 M.D. against a single target within a 500' (152.4 m)
range. Activating this ability requires one melee attack and it can be used at will.
- Self-Repair: Repairs itself at a rate of at a rate of 4 M.D.C. per hour.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (40%)
- Climb (50% / 45%)
- Attacks per Melee: 5 attacks per melee (5 from Combat Sentry)
- Combat Bonuses: +3 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D6 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 3D6 (counts as two attacks)
- Appearance: A muscular, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a bulky ion cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Leader Sentry - Advanced
The advanced leader had a more sophisticated battle computer to provide coordination to an advanced
squad. Not only did it provide an improvement on the other robots' combat performance, it provided
real-time calculations to improve the damage output of the other robots' weapons by analyzing the
defenses of its opponents.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 22 (robotic)
- P.P.: 15
- Spd: Running speed of 40 mph (64.4 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.: 150
- Horror Factor: 10
- Natural Abilities:
- Sentry Coordination: All robot sentries, not including this robot, within 100'
(30.5 m) of the Leader Sentry gain +1 attack per melee, +2 to strike, and deal +3
damage with energy weapons, like the Laser Cannon. Each robot sentry can only be
affected by one Leader Sentry at the same time.
- Laser Cannon: The right arm of the Leader Sentry ends in a laser cannon. The
laser cannon deals 4D6 M.D. against a single target within a 500' (152.4 m) range and
a +1 bonus to strike. Activating this ability requires one melee attack and it can be
used at will.
- Self-Repair: Repairs itself at a rate of at a rate of 4 M.D.C. per hour.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (50%)
- Climb (50% / 45%)
- Attacks per Melee: 5 attacks per melee (5 from Combat Sentry)
- Combat Bonuses: +3 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D6 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 3D6 (counts as two attacks)
- Appearance: A sleek, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a sleek laser cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Expert Level Sentries
The most important bunkers, designed to hold the military leadership and cabinet-level civilian
leaders, were protected by the Expert Level Sentries. These robot sentries are powerful and
dangerous and are all protected by advanced force fields, a feature unique to the expert level
sentries.
Combat Sentry - Expert
The expert combat sentry, the shock troop for the expert level squads, is a tough opponent, with a
powerful laser cannon that can quickly cut through even the toughest armor. Opponents will have to
be careful when fighting these sentries.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 26 (robotic)
- P.P.: 12
- Spd: Running speed of 40 mph (64.4 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.:
- Main Body: 150
- Force Field: 50
- Horror Factor: 9
- Natural Abilities:
- Laser Cannon: The right arm of the Combat Sentry ends in a powerful laser
cannon. The laser cannon deals 1D6x10 M.D. against a single target within a 500' (152.4
m) range. Activating this ability requires one melee attack and it can be used at will.
- Self-Repair: The main body repairs itself at a rate of at a rate of 4 M.D.C. per
hour and the force field repairs itself at a rate of 2 M.D.C. per melee round.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (60%)
- Climb (60% / 55%)
- Attacks per Melee: 6 attacks per melee (6 from Combat Sentry)
- Combat Bonuses: +4 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D6+1 S.D.C.
- Punch: 2D4+2 (base damage: 1D4)
- Power Punch: 5D4 (counts as two attacks)
- Appearance: A sleek, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a large laser cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Assault Sentry - Expert
Armed with the most powerful Ion Cannon available at the time, the expert level assault sentry is
capable of fighting tanks and other heavily armored targets.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 24 (robotic)
- P.P.: 10
- Spd: Running speed of 30 mph (48.3 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.:
- Main Body: 200
- Force Field: 100
- Horror Factor: 10
- Natural Abilities:
- Ion Cannon: The right arm of the Assault Sentry ends in a powerful ion cannon.
The laser cannon deals 2D6x10 M.D. against a single target within a 500' (152.4 m)
range. Activating this ability requires one melee attack and it can be used at will.
- Self-Repair: The main body repairs itself at a rate of at a rate of 4 M.D.C. per
hour and the force field repairs itself at a rate of 2 M.D.C. per melee round.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (50%)
- Climb (60% / 55%)
- Attacks per Melee: 6 attacks per melee (6 from Combat Sentry)
- Combat Bonuses: +6 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry, Simultaneous Attack,
and Move.
- Damage:
- Restrained Punch: 1D6 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 3D6 (counts as two attacks)
- Appearance: A muscular, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a bulky ion cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.
Leader Sentry - Expert
With the most advanced and compact battle computer available to NEMA, the expert Leader Sentry is
able to provide extensive assistance to the combat sentries under its direction. This involves not
just the standard combat effeciency improvements and the increase in damage, but also an increase
in the effeciency of the force field protecting the expert level combat sentries.
- Racial Type: Construct - Robot
- Alignment: Unaligned; has no independent thoughts and follows instructions blindly.
- Attributes:
- I.Q.: 6
- P.S.: 22 (robotic)
- P.P.: 15
- Spd: Running speed of 40 mph (64.4 km/h)
- Size: 6' (1.8 m) tall
- Weight: 600 lbs (272.2 kg)
- M.D.C.:
- Main Body: 250
- Force Field: 150
- Horror Factor: 11
- Natural Abilities:
- Sentry Coordination: All robot sentries, not including this robot, within 100'
(30.5 m) of the Leader Sentry gain +1 attack per melee, +3 to strike, deal +6 damage
with energy weapons, like the Laser Cannon, and +50 M.D.C. to force fields. Each robot
sentry can only be affected by one Leader Sentry at the same time.
- Laser Cannon: The right arm of the Leader Sentry ends in a laser cannon. The
laser cannon deals 1D4x10 M.D. against a single target within a 500' (152.4 m) range
and a +2 bonus to strike. Activating this ability requires one melee attack and it can
be used at will.
- Self-Repair: The main body repairs itself at a rate of at a rate of 4 M.D.C. per
hour and the force field repairs itself at a rate of 2 M.D.C. per melee round.
- Robot Traits: Impervious to mind control, horror factor, awe factor, toxins,
poison, chemicals, drugs, disease, phobias, fear magic, illusions, and psionics that
affect a target's mind. The robot does not need to eat, drink, sleep, or breathe, so it
is unaffected by gases and smoke, except when it impairs the robot's vision.
- Combat Sentry Traits:
- Power Source: Battery. Life span of 12 hours before needing to recharge.
- Optics: Infra-Red, Nightvision, and Thermo-Imager at a range of 600' (182.9
m).
- Artificial Intelligence: The robot has a simple decision-making artificial
intelligence; it is not self-aware. The robot has a detailed friend-foe
identification system, but it was designed centuries earlier before the Coming of
the Rifts. It will recognize old NEMA power armor as friendly until it does not
receive proper clearance, this includes SAMAS and GLitter Boy power armor.
- Skills of Note:
- Language: English (98%)
- Prowl (60%)
- Climb (60% / 55%)
- Attacks per Melee: 6 attacks per melee (6 from Combat Sentry)
- Combat Bonuses: +6 to strike
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry,
Simultaneous Attack, and Move.
- Damage:
- Restrained Punch: 1D6 S.D.C.
- Punch: 2D4 (base damage: 1D4)
- Power Punch: 3D6 (counts as two attacks)
- Appearance: A sleek, metalic robot with a humanoid shape. The left arm ends in a
standard hand, but the right arm ends in a sleek laser cannon. There are small retractable
arms in the arm with the laser cannon, but these are used to assist in climbing and are not
otherwise useable.