shadowrun d20 - riggers

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The Rigger You are the Rigger, equipped with a special control rig that allows you to mentally control Drones and vehicles via a cybernetic link. With your trusty combat Drone, you dominate the battlefield, keeping your enemies at bay or simply bringing the pain. Riggers are characters who have special cyberware, known as Virtual Electronic Control, surgically implanted into their bodies. This allows a rigger to command vehicles and bots via neural link. When jacked into a vehicle modified to interface with a virtual electronic control (VEC), riggers can make their vehicles perform exceptional feats that normal characters, driving through steering wheels and other manual controls, cannot. Riggers can also jack into remote control decks, which allow them to command multiple Drones simultaneously. When working together under the rigger’s control, Drones allow him or her to exert influence over a large area, as well as significantly increasing the rigger’s combat power. (Few things are more frightening to witness than an army of Drones bearing down on an unfortunate soul.) Role: Riggers deploy and control a squadron of mechanical Drones. Whether commanding from the rear or charging in with the pack, Riggers control powerful combat Drones that aid you in combat and allow you to damage multiple enemies. Power Source: Technology. Your exceptional combat prowess is owed directly to your combat Drone and the control rig that allows you to work so well with it. Alignment: Any Hit Die: d8 Starting Wealth: 1,000 units (The Virtual Electronic Control cyberware isn't cheap and cause most riggers to go into deep debt with a manipulative MegaCorp) Key Abilities: Intelligence, Wisdom, Dexterity Hit Dice: 1d10 + Constitution Score Class Skills: Appraise, Bluff, Computer Use (General), Computer Use (Security), Craft (Any), Diplomacy, Disable Device, Drive (Any), Pilot (Any), Knowledge (Electronics), Knowledge (Engineering), Knowledge (street), Knowledge (Local), Knowledge (Politics), Linguistics, Perception, Profession, Sense Motive, Demolitions, Repair, and Research. Rigger Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Max Drones Craft Reserve 1st +0 +0 +2 +2 Drone Control, Another Pair of Eyes, Virtual Electronic Controls 1 100 2nd +1 +0 +3 +3 Craftsman Feat 1 500 3rd +2 +1 +3 +3 Innovation 1 1,000 4th +3 +1 +4 +4 The Alpha Bot 1 2,000 5th +3 +1 +4 +4 Innovation, Craftsman Feat 1 3,000 6th +4 +2 +5 +5 1 4,500 7th +5 +2 +5 +5 Innovation 2 6,000 8th +6/+1 +2 +6 +6 Craftsman Feat 2 8,000 9th +6/+1 +3 +6 +6 Innovation 2 10,000 10th +7/+2 +3 +7 +7 The Swarm 2 12,500 11th +8/+3 +3 +7 +7 Innovation, Craftsman Feat 2 15,000 12th +9/+4 +4 +8 +8 2 18,000 13th +9/+4 +4 +8 +8 Innovation 3 21,000 14th +10/+5 +4 +9 +9 Craftsman Feat 3 24,500

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Home made Character class for Shadowrun d20 RPG

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Page 1: Shadowrun d20 - Riggers

The RiggerYou are the Rigger, equipped with a special control rig that allows you to mentally control Drones and vehicles via a cybernetic link. With your trusty combat Drone, you dominate the battlefield, keeping your enemies at bay or simply bringing the pain.

Riggers are characters who have special cyberware, known as Virtual Electronic Control, surgically implanted into their bodies. This allows a rigger to command vehicles and bots via neural link. When jacked into a vehicle modified to interface with a virtual electronic control (VEC), riggers can make their vehicles perform exceptional feats that normal characters, driving through steering wheels and other manual controls, cannot.

Riggers can also jack into remote control decks, which allow them to command multiple Drones simultaneously. When working together under the rigger’s control, Drones allow him or her to exert influence over a large area, as well as significantly increasing the rigger’s combat power. (Few things are more frightening to witness than an army of Drones bearing down on an unfortunate soul.)

Role: Riggers deploy and control a squadron of mechanical Drones. Whether commanding from the rear or charging in with the pack, Riggers control powerful combat Drones that aid you in combat and allow you to damage multiple enemies.

Power Source: Technology. Your exceptional combat prowess is owed directly to your combat Drone and the control rig that allows you to work so well with it.

Alignment: Any

Hit Die: d8

Starting Wealth: 1,000 units (The Virtual Electronic Control cyberware isn't cheap and cause most riggers to go into deep debt with a manipulative MegaCorp)

Key Abilities: Intelligence, Wisdom, Dexterity

Hit Dice: 1d10 + Constitution Score

Class Skills:  Appraise, Bluff, Computer Use (General), Computer Use (Security), Craft (Any), Diplomacy, Disable Device, Drive (Any), Pilot (Any), Knowledge (Electronics), Knowledge (Engineering), Knowledge (street), Knowledge (Local), Knowledge (Politics), Linguistics, Perception, Profession, Sense Motive, Demolitions, Repair, and Research.

Rigger

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save Special Max

DronesCraft

Reserve

1st +0 +0 +2 +2 Drone Control, Another Pair of Eyes, Virtual Electronic Controls

1100

2nd +1 +0 +3 +3 Craftsman Feat 1 500

3rd +2 +1 +3 +3 Innovation 1 1,000

4th +3 +1 +4 +4 The Alpha Bot 1 2,000

5th +3 +1 +4 +4 Innovation, Craftsman Feat 1 3,000

6th +4 +2 +5 +5 1 4,500

7th +5 +2 +5 +5 Innovation 2 6,000

8th +6/+1 +2 +6 +6 Craftsman Feat 2 8,000

9th +6/+1 +3 +6 +6 Innovation 2 10,000

10th +7/+2 +3 +7 +7 The Swarm 2 12,500

11th +8/+3 +3 +7 +7 Innovation, Craftsman Feat 2 15,000

12th +9/+4 +4 +8 +8 2 18,000

13th +9/+4 +4 +8 +8 Innovation 3 21,000

14th +10/+5 +4 +9 +9 Craftsman Feat 3 24,500

15th +11/+6/+1 +5 +9 +9 Innovation 3 28,000

16th +12/+7/+2 +5 +10 +10 3 32,000

17th +12/+7/+2 +5 +10 +10 Innovation, Craftsman Feat 3 36,000

18th +13/+8/+3 +6 +11 +11 3 40,500

19th +14/+9/+4 +6 +11 +11 Innovation 3 45,000

20th +15/+10/+5 +6 +12 +12 Craftsman Feat 4 50,000

Page 2: Shadowrun d20 - Riggers

Armor Proficiency: Light & Medium Armor

Weapon Proficiency: Simple Melee Weapons, Pistols

Drone ControlAs a Drone rigger, you automatically have a Control Rig installed in your body. This does not take up a Cybernetic Slot. In addition, you have a combat Drone ally that you can control. You’re highly trained in working with your Drone in combat, and using your actions, you control your Drone by issuing it commands. If an Drone is within 30 feet of the Rigger, it gain the Rigger's base attack bonus as an insight bonus to its attack rolls and armor class. Additionally, the Drone gains the Rigger's base saving throw bonuses as an insight bonus to its own saving throws. At 9th level, the range of master's presence increases to 60 feet.

You can move your Drone using a move action. You can split your move with your Drone, each of you moving ½ your movement.

Your Drone must always stay within line of sight and can be no more than (30 + Dex mod) ft. away from you.If not given an order, the drone merely floats about within 30 feet of the Rigger, staring at him expectantly. When a Rigger first deploys any Drone, he may give it a directive as a free action. At 1st level, a Rigger may only have one Drone deployed at a time; however, the increased organizational capacity of an experienced Rigger's mind slowly allows this number of increase. At 7th level, a Rigger may have up to two Drones deployed at once, while at 13th level, a Rigger may have up to three Drones deployed at once. If the Rigger attempts to deploy more Drones than he has the organizational capacity to handle, the oldest Drone in the group immediately shorts out and becomes disabled.

Combat Drone – Level 1 Machine

Abilities: Strength 12, Dexterity 14, Constitution --,

Intelligence --, Wisdom 10, Charisma 1

Size: Small

Speed: 20 ft. (fly)

Vision: Low-light

Defenses: AC 17, (+2 Dex, +5 equipment), touch

11, flat-footed 16;

Saves: Fort +0, Ref +1, Will +0Hit Points: 1d10+10 Attack Bonus: +2 Ranged Mk 1 Gyrostabilized Machine Pistol (1001 future wep)Damage: 2d6 (20 x3)Armor: Resilium armor.

Sensors: Class IV sensor system.

A Drone is considered destroyed (dead) when it is reduced to -10hp. This destruction hurts the Rigger, causing 1d6 mental damage as the visual linking is severed. You can use Repair on an incapacitated Drone as you would use Treat Injury to stabilize a human.

Another Pair of Eyes

Your Drone is programmed to warn you of potential threats. You receive the Alertness Feat whenever the Drone is within 10 ft of you.Virtual Electronic Controls: Cyberwere installed in their Head, allows virtual control of any VEC Equipped electronic device, granting a +5 competence bonus on any interactions with it.

Craft Reserve: An Rigger receives a pool of points he can spend, instead of spending experience points or buying materials, when crafting a High Tech item. Each time the Rigger gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An Rigger can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Craftsman Feat: The Rigger gains a bonus feat used for Tech based feats, skill based feats, or craft feats.

Innovations (Ex)As a Rigger gains experience, he learns how to optimize his Drones for the particular tasks at hand. At 3rd level, and every 2 levels of Rigger attained after 3rd level, the Rigger gains an innovation. These improvements to the drone are not limited by this list and can be any equipment or devices that the rigger has access to. (see a list of innovations below)

The Alpha BotAt 4th level, the Rigger has perfected what may very well be his greatest creation ever. Investing much more than its fair share of resources (metal, time, baby puree, etc.) in the endeavor, the Rigger creates a special Drone.

This Drone is a Medium Robot that takes actions on its own without the need for instructions, has an

Intelligence score of 10, gains skills, and gains a feat upon starting play and an additional feat for every three hit dice it possesses.

Given the alpha is completely autonomous, it does not count toward the Rigger's maximum number of simultaneously deployed Drones. Acting as the Rigger's primary bodyguard and cohort, the alpha is far too expensive to be easily replaced should it fall. Rebuilding the alpha bot requires 2,000 Units worth of materials for each hit die it possessed. Further, the Rigger finds the alpha to be far too complex to get in there and muck with its systems on a daily basis. The alpha's feat selection is permanent even if it is totally rebuilt, while its invention loadout can only be altered when the Rigger gains a level or when the alpha is totally rebuilt.

As stated earlier, given the alpha is autonomous and is capable of choosing its own actions, including attacks of opportunity and combat maneuvers. In fact, an advanced alpha can act as a secondary Rigger while the Rigger does what it is he needs to do.

For the purpose of inventions, innovations, and Rigger class abilities, the alpha counts as an Drone. It is merely a very special Drone.

Page 3: Shadowrun d20 - Riggers

Table: The Alpha Bot

Rigger Level

Alpha

HDBAB Fort Ref Will Str Dex

HitPoints

Special

4 2 +3 +0 +0 +0 12 12 35 Feat

5 2 +4 +0 +0 +0 13 13 35 -

6 3 +5 +1 +1 +1 13 13 41 Feat

7-8 4 +6 +1 +1 +1 14 14 46 -

9 5 +7 +1 +1 +1 14 14 52 Drill sergeant

10 5 +8 +1 +1 +1 15 15 52 -

11 6 +9 +2 +3 +2 16 16 57 Feat

12-14 7 +5 +2 +2 +2 16 16 63 -

15-17 9 +6/+1 +3 +3 +3 18 18 74 Feat

18 10 +7/+2 +3 +3 +3 18 18 79 -

19 11 +8/+3 +3 +3 +3 19 19 85 Torch runner

20 12 +9/+4 +4 +4 +4 20 20 90 Feat

Drill Sergeant (Ex)

Upon reaching 5 hit dice, the Alpha Bot gains it's own control interface, which allows it virtual control of any VEC Equipped electronic device and in can now order about the Drones as though it were the Rigger.

Torch Runner (Ex)

Upon reaching 11 hit dice, the alpha Bot's observations of its master have borne further fruit. Should the Rigger ever fall unconscious or die, the alpha bot gains the ability to pick up its master's tools and deploy Drones from the Rigger's existing Supplies. For the duration of the Rigger's incapacitation, the alpha bot gains the Drone Controll class features, though it does not have the knowhow to alter the blueprints its fallen master left behind. The alpha is treated as a Rigger of its hit dice count for the purpose of determining how many Drones it can have deployed at any one time.

Feat

Feats are gained every third hit die. Use of HD increasing Innovations will break sync with this table.

The Swarm (Su)

At 10th level, the Rigger finishes building a minuscule Robots with a short lifespan and the ability to make copies of itself. Almost immediately, this thing consumes all the useful materials in his workshop and produces a massive swarm of its own.

As the dust (nanobot corpses) clears, the Rigger realizes that he isn't going to die. In fact, this swarm appears to be awaiting his orders. Most excellent. The swarm can be used to fetch objects at will as though it were a mage hand spell with a maximum load of 40 pounds.

Further, the swarm has three charge points that refresh each day at dawn.

By spending a charge point as a standard action, the Rigger can order the swarm to turn raw materials into a finished product as the fabricate spell.

Upon reaching 14th level, the swarm has grown advanced enough to process living creatures. By spending a charge point the swarm an destroy a target as the disintegrate spell, but if it kills the creature, it immediately fabricates the corpse instead of vaporizing it.

At 17th level, the swarm can do the same to magical materials and creatures, such as incorporeal undead, elementals, and walls of force. For each of these, the DC is 10 + 1/2 Rigger level + Int modifier and the caster level is equal to the Rigger's class level -3. Given the swarm is mechanical, these abilities all ignore spell resistance; however, damage reduction applies.

Page 4: Shadowrun d20 - Riggers

List of Inventions

Invention Prerequisites Benefit

Incendiary rounds - Increases damage by +1d6 fire.

Arms - Drone gains arms.

Brute Design - Drone gains +1 damage, -1 to hit.

Compartment - Drone can carry an inventory.

Endearing Design - Drone gains +3 Diplomacy, -3 Intimidate; Drone may make Diplomacy checks.

Intimidating Design - Drone gains +3 Intimidate, -3 Diplomacy; Drone may make Intimidate checks.

Nimble Design - Drone gains +1 Dex, -1 Str.

Potion Injector - Drone can inject organics with a potion.

Precise Design - Drone gains +1 to hit, -1 damage.

Ammo Clip Arms invention Drone can reload ranged weapons.

Reloading Winch Weapon Mount. Allows reloading of a mounted Weapon without the use of arms.

Repair Kit - Drone Repairs 2d6 damage to self; can use on others with arms invention.

Responsive Programming

Knowledge (Engineering) 1 rank

Drone can make attacks of opportunity against current target.

Saddle Ride 1 rank Rigger can ride an Drone of equal or greater size; Drone takes -2 penalty to hit.

Simple Weapon Proficiency

- Drone gains proficiency in one simple weapon.

Stout Design - Drone gains +1 Str, -1 Dex.

Weapon Mount - A weapon can be fired from atop Drone's head.

Invention Prerequisites Benefit

Acceleration Unit - Drone gains +10 ft. base speed.

Armored Armadillo Knowledge (nature) 1 rank Drone can make a total defense action.

Bulky Design - Drone gains +2 AC, -10 ft. base speed.

Craftsbot Arms Drone gains ranks equal to HD to one Craft skill.

Custom Robosaddle

Saddle Rigger is able to ride Drone of one size category smaller. -2 penalty to hit only if Drone is smaller.

Disarmer - Drone gains the Improved Disarm feat.

Expanded Repair Kit

- All repair kits get +1 use/day.

Faulty Overclock - Drone gains +1 fire damage to melee and ranged attacks.

Lobtube - Air Cannon launches flasks or other small objects.

Heedless Design Knowledge (engineering) 3 ranks, When slam charging, -2 to hit, +2 damage.

Improved Compartment

- Self-sorting compartment allows for mixed goods.

Page 5: Shadowrun d20 - Riggers

Invention Prerequisites Benefit

Improved Reload Routine

- Drone gains the Rapid Reload feat.

Mobile Station Craftsbot invention. Drone gains integrated artisan tools.

Physical Skill Programming

- Drone gains ranks equal to HD to a physical skill.

Potion Lab Independence Script greater innovation, mobile lab invention

Drone gains the Brew Potion feat.

Skill Specialization - Drone gains a class skill.

Slow Repair Module

- Drone repairs self over time once per day.

Static Shield Knowledge (arcana) 3 ranks Shield deals 1d2 electric damage to attackers.

Streamlined Design - Drone gains +10 ft. base speed, -2 AC.

Sunderer - Drone gains the Improved Sunder feat.

Switcheroo - Drone gains the Quick Draw feat.

Thick Armor - Drone gains +1 bonus to natural armor.

Tripper - Drone gains the Improved Trip feat.

Twin Vial Injector Potion injector invention Potion injector with two vials on one syringe.

Two Weapon Flailing

- Drone gains the Two-Weapon Fighting feat.

Invention Prerequisites Benefit

Augmented Dexterity - Drone gains +2 Dex.

Augmented Strength - Drone gains +2 Str.

Augmented Structure - Drone gains +1 hit point per hit die.

Customkaze - Allows for the selection of Weapon damage type.

Electroshocker Knowledge (arcana) 6 ranks Drone can make a ranged touch attack that dazes.

Extra Languages - Drone understands another language.

Flawed Overclock Replaces: Faulty overclock invention

Drone gains +1d3 fire damage to melee and ranged attacks.

Grafted Tentacle Treat injery 1 rank, Knowledge (nature) 2 ranks

Tentacle makes attacks of opportunity and gives +2 bonus to Grapple.

High-yield Charges - Increases Weapon damage by 2d6 fire.

Inflammable Citrus Knowledge (nature) 3 ranks, Design Fire damage from thrown splash weapons deals double damage to inanimate objects.

Kinetic Transference Device

Knowledge (Engineering) 5 ranks Charging deals an additional point of damage for every 20 feet moved.

Manufactury Craft (chemical) 5 ranks Compartment that makes its own alchemical goods.

Martial Weapon Proficiency

- Drone gains proficiency with a single martial weapon.

Mechanical Monkling Module

Replaces: Acceleration unit invention

Drone gains +20 ft. base land speed.

Mechanical Ninja Module

Replaces: Acceleration unit Drone gains +10 ft. base land speed, +2 initiative, +1 dodge bonus to AC.

Page 6: Shadowrun d20 - Riggers

Invention Prerequisites Benefit

Obsidian Construction - Drone gains a bonus to saves against magic, but takes additional physical damage when struck.

Point Blank Programming

- Drone gains the Point-Blank Shot feat.

Rapid Fire Programming

Point-blank programming invention Drone gains the Rapid Fire feat.

Shield Proficiency - Drone gains proficiency with small and large shields.

Simple Weapon Mastery

- Drone gains proficiency with all simple weapons.

Slow Burn - Burning effects from flasks and enhanced Weapons persist.

Skill Suite - Drone gains ranks equal to its HD to most skills.

Speakers - Drone can speak.

Static Eruption Static shield invention. Static Shield damage added to Weapons.

Static Sheathe Static shield invention. Static Shield damage added to melee and ranged attacks.

Superior Responsive Programming

Replaces: Responsive programming invention.

The Drone can make attacks of opportunity with no restrictions.

Triple Vial Injector Replaces: Twin vial injector invention

Potion injector with 3 vials on one syringe, +1 CL to potions injected.

Invention Prerequisites Benefit

Auxiliary Power Source

- Drone gains one additional use of a once per day ability.

Debilitating Disarm Disarmer invention Drone gains -2 to hit and damage for 1d4 rounds when disarm is successful.

Electroblaster Electroshocker invention Electroshocker now deals 5d4 damage and can be used five times daily, but no longer dazes.

Enhanced Electroshocker

Electroshocker invention. Electroshocker now stuns rather than dazes.

Evasion Not Again! innovation. Drone gains the Evasion feat.

Greater Repair Kit - Repairs 5d6 points of damage; Can use on others with the arms invention.

Improved Two Weapon Flailing

Two-Weapon flailing invention Drone gains the Improved Two-Weapon Fighting feat.

Maelstrom Craft (chemical) 8 ranks, Weapon directive innovation

Weapons light their victims on fire on a failed save.

Magic of Science Knowledge (arcana) 7 ranks, Spellcraft 2 ranks Drone's weapons bypass DR/magic.

Multiplex Programming

Replaces: Superior responsive programming. Drone gains the Combat Reflexes feat.

Manylob Rapid fire programming invention Drone gains the ability to make additional attacks with a lobtube

Scavenger - Able to refill repair kits by looting fallen constructs.

Page 7: Shadowrun d20 - Riggers

Invention Prerequisites Benefit

Scorched Earth Module

Singed earth module invention. Weapon radius increased by 10 ft.

Searing Sunder Sunderer invention Sunders deal an additional 2d6 fire damage to item and wielder.

Static Shield, Improved

Replaces: Static shield invention Shield deals 1d4 electric damage to attackers.

Stealth Strike - Drone deals 1d6 sneak attack damage.

Superior Injector Construction

Potion Injection innovation. All potions in injectors get +1 CL.

Telescoping Trip Tripper invention. Drone has +5 ft. reach when making a trip attempt.

Thicker Armor Replaces: Thick armor invention. Drone gains +2 bonus to natural armor.

Trapfinder Disable Device 7 ranks, Perception5 ranks Drone gains the trapfinding class feature.

Wondrous Foundry Independence Script greater innovation, Craft (any) 10 ranks, Knowledge (arcana) 10 ranks, mobile station invention.

Drone gains the Craft Wondrous Item feat.

Invention Prerequisites Benefit

Double Barrel Injector Replaces: Double vial injector invention. Injects two potions in one action.

Energy Dampener Knowledge (Engineering) 10 ranks Twice daily, the Drone can create a field that absorbs 50 points of damage from a specific energy type.

Enlarged Design Design Drone is made one size category larger than normal.

Greater Kinetic Transference Device

Replaces: Kinetic transference device invention

Charging deals an additional point of damage for every 10 feet moved.

Mechanical Monk Module

Replaces: Mechanical monkling module invention

Drone gains the Run feat and has +50 ft. base land speed.

Mechanical Shadowdancer Module

Replaces: Mechanical ninja module invention

Drone gains +20 ft. base land speed, +4 initiative, +2 dodge bonus to AC.

Miniaturized Design Design Drone is made one size category smaller than normal.

Static Shield, Greater Replaces: Static shield, improved invention. Shield deals 1d6 electric damage to attackers.

Supreme Charges Replaces: High-yield charges invention Increases Weapon damage by 4d6 fire.

Superior Electroshocker

Electroblaster invention, enhanced electroshocker invention, or twin shock invention.

Two of the following can be on the same Drone: electroblaster, enhanced electroshocker, twin shock.

Twin Shock Electroshocker invention. Electroshocker makes two attacks when activated.

Invention Prerequisites Benefit

Auxiliary Power Source, Greater

Knowledge (engineering) 15 ranks

The Drone can use a finite uses invention of any level one additional time per day.

Cockpit Replaces: Custom robosaddle, Ride 10 ranks

The Rigger can ride inside an Drone, granting immunities to the Rigger and weapon proficiencies to the Drone.

Page 8: Shadowrun d20 - Riggers

Invention Prerequisites Benefit

Definitive Dexterity Replaces: Augmented dexterity, Acrobatics 8 ranks

Drone gains +4 Dex.

Definitive Strength Replaces: Augmented strength, Swim 8 ranks

Drone gains +4 Str.

Definitive Structure Replaces: Augmented structure, Craft (any) 16 ranks

Drone gains 2 hp per hit die it possesses.

Exotic Weapon Proficiency The Rigger must be proficient with that weapon.

Drone gains proficiency with a single exotic weapon.

Weapon Trigger Weapon Directive innovation Whenever the Drone successfully deals damage from a charge, it immediately executes a Weapon Directive.

Minelayer Compartment Craft (chemical) 12 ranks The Drone can drop a packet of prepared alchemical goods that detonates when disturbed.

Scoured Earth Module Replaces: Scorched earth module

Weapon damage increased by 2d4 force; radius increased by 15 ft.

Superior Kinetic Transference Device

Replaces: Greater Kinetic Transference Device

Charging deals an additional point of damage for every 5 feet moved.

Supreme Electroshocker Replaces: Superior electroshocker.

Electroblaster, Enhanced Electroshocker, and Twin Shock can all be installed on the same Drone.

Thickest Armor Replaces: Thicker armor. Drone gains +3 bonus to natural armor.

Tornadic Rampage of Inexorable Pugilism (TRIP)

Debilitating disarm, searing sunder, telescopic trip.

Drone moves up to its base speed, striking everything in its path with a combat maneuver. All struck creatures are subject to all the required inventions.

Total Repair Module Craft (armor) 10 ranks Drone can repair itself for 50 points once daily.