Saturday, May 13, 2023

Series-7 Peacekeeper, High-End Guard Robot Design

These are top-of-the-line guard robots found in super-prisons and high-security facilities, so there's very little reason that heroes should ever have to fight them, right?  It's not like their dubious AI might mistake your PCs for escaping convicts or get hacked and turned against them, and there certainly aren't any hostile nations, secret organizations or wealthy villains who use the things to help imprison actual heroes.   

Series-7 Peacekeeper

Latest in a long line of specialized guard robots used primarily in supervillain detention facilities, the Series-7 Peacekeeper is optimized for non-lethal crowd control and prisoner restraint work.  They also serve adequately as general purpose guard robots for secure facilities although they're seen as too expensive for widespread use in such duties.  A single Peacekeeper is a fair match for many mid-tier supers, and operating in groups they can deal with dozens of lesser foes.  In addition to their non-lethal weaponry they incorporate extensive emergency medical hardware and the programming to use it, allowing them to rapidly assess and treat injuries to minimize loss of life.

The standard Series-7 design is capable of flight with built-in thrusters in their lower limbs, but the manufacturer offers a modified version that mounts turboprops for underwater mobility instead.  These are deployed to underseas facilities, and occasionally to island-based ones to supplement the normal flight-capable version.  Experiments with teleportation systems are ongoing but have yet to bear fruit.

While all of this sounds good on paper, the fact remains that their primitive AI struggles to handle novel situations and there are many stories of unfortunate "misunderstandings" involving supers on properly authorized facility visits.  Moreover, many technologically-adept villains have proven capable of breaching their computer security, shutting them down completely or even corrupting their programs and turning them against their own allies.  Many heroes have quietly begun planning for such contingencies "just in case" and the best-connected teams have even obtained slightly-modified "training variant" Peacekeepers from ProTech Industries for their own purposes.

Description: Tall, sturdily-built humanoid robot, its armor plates cast in various shades of blue to resemble a stylized police uniform.  Instead of a head its torso is surmounted by a columnar turret ringed with bands of sensors.  Massive sonic projectors are built into its oversized shoulders and its chunky vambraces conceal clusters of shock dart launchers. It issues orders in a loud, authoritative mechanical voice using its shoulder speakers.  

Gender: N/A     Age: Still Under Warranty     Height: 6'8"     Optics: 360 Degree Sensor Strips 

Hair: N/A                      Skin: Uniform Blue                    Built: ProTech Industries Facility Four

Approach:  Disruptive                      Archetype:  Indomitable

Health:  40 + (5 x H)

Powers: Electricity d10, Sonic d10, Flight d8, Strength d8 

(substitute Swimming for Flight when assigned to undersea facilities)                                     

Qualities: Ranged Combat d10, Close Combat d8, Guard Robot d8, Medicine d8

Status: Always d8

Abilities:

Built Tough (I) Reduce damage dealt to you by two.

Restrain (A) Attack one target using Strength.  Either Hinder the target using your Max die, or Defend yourself using your Min die and you and the target end up elsewhere in the scene.

Shock Dart Barrage (A) Attack multiple targets using Electricity.  Use your Min die.  Hinder each target using your Max die.  If one of those targets rolls doubles on their next turn, they take damage equal to the penalty inflicted.

Sonic Pulse (A) Hinder multiple targets using Sonic.  You and any nearby allies Defend using your Max die.

Upgrades & Masteries (optional):

Calming Aura (I) +10 Health.  The heroes act as being in the Green zone for status die, ability access, and all abilities.  Heroes may remove this ability with three Overcome successes.  If a hero takes a minor twist while attempting these Overcomes, you may use a reaction to Hinder them by rolling your single Sonic die.

Master of Control (I) As long as you are in command of your own forces, automatically succeed at an Overcome to restore calm to an area or contain escaped prisoners.

Tactics

Series-7 Peacekeepers have only the crudest AI capacity and generally follow their pre-set programming when dealing with combat situations.  Their integral weapons are optimized for non-lethal combat meant to contain crowds and take prisoners relatively unharmed, using Shock Dart Barrage repeatedly unless any human allies nearby are hard-pressed, at which point they shift to Sonic Pulse to help protect them.  They are Built Tough and can take considerable punishment, and once opposing numbers have been thinned down they'll move in to use Restrain to return prisoners to their cells.

Their upgrade package uses subliminal infrasonics to impair foes and makes the Peacekeeper better at controlling escape attempts or prison riots.

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For times when you want to use these robots as less important parts of a scene, the lieutenant profile below should suffice.

Peacekeeper Series-7 d10 lieutenant

Description: As above.

Non-Lethal Weaponry:  When you take a Hinder action, you may target any number of nearby enemies.

Powerful Restraint:  When you choose to Hinder a single target, you may also either Attack the same target using the value of the penalty inflicted, or you and the target move elsewhere in the scene.


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