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Droid Utility Items
Advanced Blowtorch
Blowtorch
Droid Bio-Assault Spray
Droid Carbonite Emitter
Droid Carbonite Projector
Droid Flame Thrower
Droid Ion Blast Mark I
Droid Ion Blast Mark II
Droid Ion Blast Mark III
Droid Ion Striker
Droid Molten Cannon
Droid Multi-spectral Emitter
Droid Neural Pacifier
Droid Neural Scrambler
Droid Plasma Thrower
Droid Repulsor
Droid Shock Arm
Droid Toxin Emitter
Fire Suppression System
Advanced Blowtorch (g_d_blowtrch02.uti)
Damage: Heat, 12pts
Save:
DC15 for half damage
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
This droid-mounted advanced blowtorch can be used as an improvised weapon, inflicting heat damage over an area. While an industrial tool, its advanced hydrocarbon fuel is closer to military-grade incendiaries than the more common acetylene.
- Activate Item: Droid Flame Thrower Type 4 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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Blowtorch (g_d_blowtrch01.uti)
Damage: Heat, 6pts
Save:
DC15 for half damage
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
This droid-mounted acetylene blowtorch can be used as an improvised weapon, inflicting minor heat damage over an area.
- Activate Item: Droid Flame Thrower Type 3 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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Droid Bio-Assault Spray (d_device_10.uti)
Damage: None
On Hit:
Poisoned, Virulent
Save: DC22 to negate slow
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
Illegal in most civilized societies, the Bio-Assault Spray upgrade essentially breaks the target down at the molecular level, often leaving behind nothing more then a grey ooze.
- Activate Item: Droid Bio-Assault Spray 1 Charge/Use
- Feat Required: Droid Upgrade Class 3
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Droid Carbonite Emitter (d_device_11.uti)
Damage: Cold, 40pts
On Hit:
Paralyze, 100% for 15sec
Save:
DC20 for half damage,
paralyze reduced to 9sec
Range: Medium
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
Typically used for long-term storage of perishable goods, these tools can be turned on human targets with reasonable certainty of the outcome. This advanced model uses a more efficient projector that can freeze greater volumes more rapidly.
- Activate Item: Droid Carbonite Emitter 1 Charge/Use
- Feat Required: Droid Upgrade Class 3
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Droid Carbonite Projector (d_device_08.uti)
Damage: Cold, 20pts
On Hit:
Paralyze, 100% for 9sec
Save:
DC15 for half damage,
paralyze reduced to 3sec
Range: Medium
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
Typically used for long-term storage of perishable goods, these tools can be turned on human targets with reasonable certainty of the outcome.
- Activate Item: Droid Carbonite Projector 1 Charge/Use
- Feat Required: Droid Upgrade Class 2
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Droid Flame Thrower (d_device_03.uti)
Damage: Heat, 30pts
On Hit:
Horror, 100% for 3sec
Special: Targets 7th level and up ignore horror effect
Save:
DC15 for half damage
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
Designed for extermination and pest control, these devices can also be used on larger beings.
- Activate Item: Droid Flame Thrower 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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Droid Ion Blast Mark I (d_device_12.uti)
Damage: Ion, 15pts
On Hit:
Stun, 100% for 12sec
Save:
DC10 to ignore stun
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
The "Scrambler" was developed by Aratech and marketed towards customers who were faced with massive droid armies. Sending a pulse of highly-charged ions, this weapon destroys the electronics of enemy droids.
- Activate Item: Droid Ion Blast Mark I 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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Droid Ion Blast Mark II (d_device_13.uti)
Damage: Ion, 15pts
On Hit:
Stun, 100% for 12sec
Save:
DC14 to ignore stun
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
This version is equipped with a beam-splitter to allow the beam to be directed at multiple targets simultaneously.
- Activate Item: Droid Ion Blast Mark II 1 Charge/Use
- Feat Required: Droid Upgrade Class 2
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Droid Ion Blast Mark III (d_device_14.uti)
Damage: Ion, 30pts
On Hit:
Stun, 100% for 12sec
Save:
DC18 to ignore stun
Range: Medium
Charges: Using this item consumes two charges. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
The Mark III is the most feared weapon by droid army commanders. There is a drawback in the unit's power consumption. The interal circuitry can only withstand a few shots before it destroys itself.
This version is also equipped with a beam-splitter to allow the beam to be directed at multiple targets simultaneously.
- Activate Item: Droid Ion Blast Mark III 1 Charge/Use
- Feat Required: Droid Upgrade Class 3
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Droid Ion Striker (d_device_06.uti)
Damage: Ion, 20pts
Range: Medium
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
The Ion Striker is used by security droids to disable and destroy other droids, whether they be assassins or simply malfunctioning.
- Activate Item: Droid Ion Striker 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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Droid Molten Cannon (d_device_07.uti)
Damage: Fire, 60pts
On Hit:
Horror, 100% for 3sec
Special: Targets 7th level and up ignore horror effect
Save:
DC20 for half damage
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
An upgrade of the standard flame thrower, this device actually shoots wide streams of liquid fire. There are few practical applications requiring such devices but they are sought after by military powers for their devastating effect on morale.
- Activate Item: Droid Molton Cannon 1 Charge/Use
- Feat Required: Droid Upgrade Class 2
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Droid Multi-spectral Emitter (d_device_15.uti)
Damage:
100, Energy.
DC= 24+Level of target for half-damage.
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
These highly destructive beams are typically mounted on heavily armored tanks and are used to counter an opposing army's vehicles. The beam produces so much output that it actually blows out the emitters in a few shots.
- Activate Item: Droid Multi-spectral Emitter 1 Charge/Use
- Feat Required: Droid Upgrade Class 3
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Droid Neural Pacifier (d_device_01.uti)
Damage: None
On Hit:
Stun, 100% for 9sec
Save: DC 15 to negate stun
Range: Medium
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
This device fires a beam that is disruptive to the neural pathways of biological creatures.
- Activate Item: Droid Neural Pacifier 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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Droid Neural Scrambler (d_device_05.uti)
Damage: None
On Hit:
Stun, 100% for 9sec
Save:
DC20 to negate stun
Range: Medium
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
More powerful than the Pacifier, the Neural Scrambler is used to overload the victim's neural pathways to the point of loss of conciousness.
- Activate Item: Droid Neural Scrambler 1 Charge/Use
- Feat Required: Droid Upgrade Class 2
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Droid Plasma Thrower (d_device_09.uti)
Damage: Fire, Ion 60pts
Save:
DC20 for half damage
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
Ionized gas is pumped through this upgrade and burns through most known metals in seconds. Designed for rescue droids who sometimes need to make holes in starships' heavily armored hulls.
- Activate Item: Droid Plasma Thrower 1 Charge/Use
- Feat Required: Droid Upgrade Class 3
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Droid Repulsor (d_device_02.uti)
Damage: None
On Hit:
Slowed, 75% for 9sec
Save: DC15 to negate slow
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
This technology is borrowed from the units that power repulsor-lifts and creates an artificial gravity wake around the droid, essentially randomizing the axis of the gravity surrounding its enemies and slowing them to a crawl.
- Activate Item: Droid Repulsor 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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Droid Shock Arm (d_t3m4_01.uti)
Damage:
Special, Electricity.
This unit is a popular upgrade for utility droids in that it is well hidden among the droid's other tools and delivers quite a jolt to the unsuspecting victim. The victim suffers 1-6 points of damage for each of the attacking droid's levels, to a maximum of 10 levels (10-60 points). A successful Fortitude save by the target at a DC of 5 + the attacking character's level reduces damage by half.
- Activate Item: Droid Shock Arm Unlimited Use
- Feat Required: Droid Upgrade Class 1
- PC Restriction: T3-M4
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Droid Toxin Emitter (d_device_04.uti)
Damage: None
On Hit:
Paralyzed, 25% for 6sec
Poisoned, Mild Weakness
Save: DC10 to negate each
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
This small canister fits under a droid's plating and when activated, releases a small cloud of toxic gas.
- Activate Item: Droid Toxin Emitter 1 Charge/Use
- Feat Required: Droid Upgrade Class 2
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Fire Suppression System (g_d_firesupres01.uti)
Fire Suppression System
Damage: Cold, 10pts
On Hit:
Paralyze, 25% for 6sec
Save:
DC15 for half damage and ignore paralyze effect
Range: Short
Charges: Using this item consumes one charge. This item is automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.
This item uses a high-pressure agent to douse flames and cool critically overheating systems. The agent is comprised of two naturally occurring gasses and a synthetic compound similar to those used in carbonite freezing, producing a chemical stream cold enough to be used as an improvised weapon.
- Activate Item: Fire Suppressor 1 Charge/Use
- Feat Required: Droid Upgrade Class 1
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