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Automata

Automata: Programmed.

Immune to damage and effects caused by INT or WIL saves.

small minion
60
  • Turret.

    Arc. Range 8.

small minion
60
  • Payload.

    AOE reach 2, DC 10 DEX save or solar, half on save, none on 20+ save. Using this attack kills the Bomb Shank, and it is automatically triggered death.

Lvl 1 small - Controller
M6020
Duskfield.

Enemies within reach 4 are Slowed. If they end their turn within reach they become Frozen (petrified) on a failed DC 11 STR save.

  • Cryo Turret.

    Stasis. Range 8. On crit: Slowed

Lvl 2 small - Striker
M6027
Aggressive.

Can fly 3 spaces after attacking.

  • Repeater Turret.

    (2x) Kinetic. Range 8, Vicious if both attacks go to the same target.

Lvl 3 small - Ranged
M6033
Deadeye.

Can trade half speed for advantage on next ranged attack.

  • Wire Turret.

    Arc. Range 16, Sniper: designates a target, then deals damage at the end of that target’s turn if still within line of sight or range.

Lvl 4 huge swarm (small creatures)
609
Swarm.

Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.

  • Turret Barrage.

    xHP Arc. Cone 8.

Lvl 6 Defender
M4054
Reinforced Shell.

Crits don't ignore armor. Attackers can gain disadvantage to ignore this effect.

  • Rapid Fire Turrets.

    (2x) Void. Range 8, Advantage 1.

Lvl 9 Controller
M6083
Explosive Payload.

On death drops 8 Web Mines within reach 4.

  • • Mine Catapult.

    Creates a Web Mine within reach 10. THEN:

  • • Stranglenets.

    (2x) . Range 8. On hit: Restrained and lifted 2 spaces into the air (escape DC 14).

Lvl 11 large - Ambusher
M5784
Dormant/ All Terrain Form.

Invisible until attacking. While visible ignores difficult terrain

Choose two.
  • • Leaping Pin.

    (1/turn) jump 4, then Kinetic. On damage to medium or smaller target: grappled (escape DC 15) and prone.

  • • Minigun.

    Kinetic. Range 8.

  • • Micromissile Turret.

    Arc. Range 10, AOE reach 3.

Lvl 13 huge - Support
H4132
Reinforced Plating.

Reduces all incoming damage by 10.

Core Cooling.

When Bloodied (66 HP) becomes Incapacitated for 1 round, then at the start of its next turn deals Arc, Reach 6, Knockback 6.

Choose two.
  • • Nose Repeater.

    (2x) Arc. Range 8, Vicious.

  • • Missile Pod.

    (3x) Arc. Range 16 (min 6), AOE reach 2, DC 16 DEX save. Missiles must land at least 2 spaces apart.

  • • Battle Cannon.

    (1/turn) Solar. Range 20 (min 8), AOE reach 2.

  • • Shank Synthesis.

    (1/turn) summons 4 Shank minions within reach 4.

  • • Mine Deployment.

    (1 use) drops Web Mines within reach 6.

Occasionally retrofitted to be piloted by a Captain.

Lvl 16 huge - Aoe
H4156
Ablative Shell.

Bloodied at 89 HP. While not bloodied, reduces all damage by 10. After being Bloodied, armor becomes Medium but gains a Fly speed 8.

Choose two.
  • • Electrocucion Bolt Turret.

    Arc. Range 12. On crit: Dazed.

  • • Fiery Burst.

    (1/turn) Solar. AOE reach 3, knockback 6.

  • • Death Cannon.

    Void. Range 8, AOE reach 3.

  • • Spitfire Missiles.

    (3x) Solar. Range 16 (min 6), AOE reach 2, DC 16 DEX save. Missiles must land at least 2 spaces apart.

  • • Annihilation Blaster.

    Solar. Bloodied only, Line 3x12.

Occasionally retrofitted to be piloted by a Captain.