![]() Farmbot «Ecology Bot - Agricultural»![]() Role: Robot Base Stock: Robot MCC Stat Block: Ecology Bot - Agricultural 'Farmbot' (1d8 (4)): Init +3; atk 1d6 x tentacles melee +8 (1d14+6); AC 17; HD 4D12 hp 26 each; MV Treads 50' or Hoverfans 100' ; 1d20; SV Fort +2, Ref +1, Will -1 Mutations: None Number Appearing: 1d8 Morale: 15 Hit Dice: HD 4D12 Armor: 7 (AC 17) Size: Unknown Movement: MV Treads 50' or Hoverfans 100' Attack: 1d6 x Tentacles melee +8 (1d14+6)
Mission: To care for the crops, animals, buildings and grounds of a farm. Frequency: Common Organization: Programmed Activity Cycle: Any Diet: None Habitat: Rural Tech Level: 5 - 7 Artifacts: None Description (Initial Observations): These 3 x 6 x 1 meter ovoids have 1d4+2 tentacles, each 6 meters long and tipped with touch sensors and 3 pronged manipulative claws. There is a 50% chance that each tentacle will have an electronic stun device (works by touch with the same effect as a Stun Grenade) in the end as well. Special devices that retract into the Robot's body include a soil analysis lab, plow, disc, rake, mower, flame gun, vibro saw and nozzles with a 9 meter range containing water, herbicides, fungicides, fertilizers and insecticides. None of these devices can be used as weapons. If the player wants a Robot reprogrammed to use them in this role, the GM must decide what damage they do and how effective they are. Reactions: A common ID card allows the operator to command the robot to perform any menial farm / landscaping chore or to temporarily stop whatever it is doing. A supervisor's card can reprioritize the chorse or command the bo to perform nonfarm-related or non-park related tasks, so long as it doesn't leave the farm or park property.Only a civil authority card or a program override card can get the robot to leave its territory Behavior: These Robots are common in rural areas. Behavior: Behavior not recorded Society: Anthropological studies incomplete |