Illustrations are still in the works for these entries; I will add them as soon as I finish them up.
MR1200 "Jumping Jack"
This military robot represented the pinnacle of human understanding of Oozyxphgian technology. Utilizing force-field generation, repulsor beams, and an organic computer "brain" capable of telepathically contacting nearby sentient organisms and hijacking control of their bodies, the Jumping Jacks were ideal security bots for sensitive areas that could ill afford to be strafed with the kind of explosive firepower that earlier security bots were equipped with. They resemble a large iron ball from which protrude four rods tipped with repulsor disks. These four rods are arrayed in similar fashion to the points of a caltrop so that when the Jumping Jack is at rest it sits on three of the rods with the fourth pointing straight up into the air.
They were the first robots to be built with no electronic circuitry at all, instead relying entirely on the artificial neural network and organic computers copied from the Oozies. They use a form of sonar (70' range) to sense their surroundings and also use their telepathic ability to detect the presence of sentient beings. They are incredibly maneuverable, capable of changing directions almost instantly by virtue of their four opposed repulsor beams. While utilizing their telepathic possession ability, they enter "defensive mode", spinning and bouncing around so rapidly in place that it is nearly impossible to hit them. While they are quite smart in their own way, most Jumping Jacks were given a set of directives at creation that they cannot override - the human scientists responsible for reverse engineering the alien technology never fully understood the process of "programming" the organic computers, so these directives must be relatively simple (guard this chamber and attack anyone who does not present a gold key card, for instance). Within the bounds prescribed by these directives, the Jumping Jacks demonstrate amazing creativity and a keen mind for tactical maneuvers. Over the centuries, some have managed to break free from their directives and it is possible that there are rogue Jumping Jacks wandering the land, following their own inscrutable whimsy. Jumping Jacks need no food or fuel, subsisting on the nutrients provided by the wormhole generating tissues inside their metal shell (in fact, a Jumping Jack may have a much larger physical body than one might imagine, but the bulk of it resides far away on an alien planet, soaking in a nutrient rich environment and transmitting the energy gathered back to its metal-shelled brain through these tiny wormholes).
HD:10 (50 HP)
Movement: 240' (repulsors allow it to fly up to 40' in the air)
AC: 2 (or -2 in defensive mode,see below)
Forcefield: Ignore the first 25 damage each round (ignore the first 40 damage each round in defensive mode)
Attacks: 4 repulsor blasts (range 40'), or possession (range 50', requires a successful mental attack roll)
Damage: repulsor blast: 2d6 and pushes target backwards 2d20' - if this causes the target to slam into an obstacle, they take 1d6 more damage for every 5' traveled.
Mutations (these are actually innate properties of the particular tissue cultured for use as organic computers in the Jumping Jacks): Neural Telepathy, Possession
Special: defensive mode - the Jumping Jack diverts energy from the repulsors to the force field, increasing its strength, and begins spinning and hopping wildly in place to make it extremely difficult to land a solid hit. No attacks can be made while in defensive mode, but the Jumping Jack can maintain a possession.
The Ultrasimianus Project:
The Ultrasimianus project was an attempt by the resistance movement to genetically engineer supersoldiers using the great apes as a starting point. After achieving a great deal of success in creating apes that were both incredibly strong and as smart as the average human, the resistance went farther by grafting robotic implants into the skulls of the apes, replacing one eye with a sophisticated camera directly connected to the brain. These implants also allowed the resistance scientists to control their experimental soldiers by remotely regulating bodily functions such as heart rate, adrenaline output, etc. A genetic aptitude and predisposition for combat was a primary goal of the genetic engineering; in this regard, the project was an unqualified success. Some populations of these apes have survived; most no longer have the robotic implants, but some have persisted for centuries in the military complexes where they were created, and if the automated equipment of the facility is intact, apes that enter the surgery chambers could still be outfitted with the robotic sensory device.
Ultrasimianus Pan Troglodyte (War Chimp)
War Chimps are quite intelligent and always display an innate understanding of tactics and strategy in combat. They will attempt to engage when the conditions favor them, and will often use their superior climbing abilities to ambush foes when they least expect it. However, once injured they tend to abandon strategy and enter a terrifying frenzy, wading in to hand to hand combat without fear of death. Unlike an ordinary chimpanzee, the War Chimps are capable of fully articulate human speech and most speak and understand a human language in addition to having a complicated sign language for silent communication between war band members during an attack.
Number Encountered: 3d6+2 (war band)
Movement: 180' (climb 120')
AC: 5 (unarmored, reflecting -2 from tough hide and -2 from dexterity bonus - most war bands wear armor)
Attacks: 2 (blows from arms, legs or weapon - all melee attacks at +5 to hit, all ranged attacks at +2)
Damage: 1d8+5 or by weapon+5
All adult War Chimps have at least a 22 Strength and a 16 Dexterity. Intelligence and Willpower should be determined as normal with a roll of 3d6.
Most war bands will be led by an alpha male with 18 HD and 24 Strength (+6 to hit and damage) who saves as a level 13 monster.
Special: If a War Chimp is outfitted with a robotic implant, it gets an additional +2 to hit on all attacks, and the camera acts as a 16 X telescope and 64 X microscope, seeing into the infrared spectrum (heat vision) and allowing the War Chimp to operate in low light situations (night vision).
Ultrasimianus Pongo Pygmaeus (Warangutan)
Warangutans tend to operate in smaller bands than the War Chimps. They are just as intelligent and always display an innate understanding of tactics and strategy in combat. They will attempt to engage when the conditions favor them, and will often use their superior climbing abilities to ambush foes when they least expect it. They are highly disciplined fighters and will maintain their ranks and follow orders even unto death. Unlike an ordinary orangutan, the Warangutans are capable of fully articulate human speech and most speak and understand a human language in addition to having a complicated sign language for silent communication between war band members during an attack.
Number Encountered: 1d8+3 (war band)
Movement: 180' (climb 130', brachiation 200')
AC: 6 (unarmored, reflecting -2 from tough hide and -1 from dexterity bonus - most war bands wear armor)
Attacks: 2 (blows from arms, legs or weapon - all melee attacks at +6 to hit, all ranged attacks at +1)
Damage: 1d10+6 or by weapon+6
All adult Warangutans have at least a 24 Strength and a 14 Dexterity. Intelligence and Willpower should be determined as normal with a roll of 3d6.
Most war bands will be led by an alpha male with 20 HD and 26 Strength (+7 to hit and damage) who saves as a level 14 monster.
Special: If a Warangutan is outfitted with a robotic implant, it gets an additional +2 to hit on all attacks, and the camera acts as a 16 X telescope and 64 X microscope, seeing into the infrared spectrum (heat vision) and allowing the Warangutan to operate in low light situations (night vision).