Bei der A.T.E. V1.0 handelt es sich um eine
Autonome
Transport
Einheit.
Hierbei handelt es sich um ein auf 8 Beinen laufendes Autonom, das auf folgende Befehle reagiert:
- Angriff
- Verteidigung
- Folgen
- Gehen
- Warten
- Unterstützen
- Benutze Erfindung
- Benutze Fertigkeit
Leider ist das Modell noch nicht mit Erfindungen oder besonderen Fertigkeiten ausgestattet. Ein kleines Manko, das jedoch in späteren Updates beseitigt sein wird. Es ist mit einem Satz von üblichen Sensoreinheiten ausgestattet, um sich den räumlichen Begebenheiten anzupassen. Dieses Modell verfügt nicht über die Fähigkeit selbstständig zu handel, so dass es immer auf Befehle angewiesen ist.
Am Körper wurde ein paar Miniaturarme installiert. Damit kann die A.T.E. in beschränktem Maße angreifen, kann kleine Gegenstände tragen und werfen (z.B. kleine Phiolen mit Alchemistenfeuer). Da dieses Modell nur sehr klein ist, ist der verursachte Schaden jedoch gering; außerdem gibt es keinen Stauraum, um mehrere Phiolen gleichzeitig zu verwahren.
A.T.E.-1Automaton (A.T.E. V1.0)
Tiny construct (automaton)
Init +0;
Senses darkvision 60 ft., low-light vision; Perception +0
Verteidigung (Anzeigen)AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)
hp 20 (1d10)
Fort +0, Ref +0, Will +0
Immune construct traits
Angriff (Anzeigen)Speed 30 ft.
Melee 2 arms +3 (1)
Space 2.5 ft.; Reach 0 ft.
Inventions
. . —arms
Statistik (Anzeigen)Str 10, Dex 10, Con —, Int —, Wis —, Cha —
Base Atk +1; CMB -1; CMD 9
Skills Bluff -2, Diplomacy -2, Disguise -2, Intimidate -2
Languages Common
SQ directives: attack, directives: defend, directives: follow, directives: go, directives: idle, directives: support, directives: use invention, directives: use skill
Combat Gear alchemist's fire
Programmdirektiven (Anzeigen)Directives: Attack The automaton attacks the nominated creature with a weapons system determined by the tinker, be it melee, ranged, or a specific special invention. Ranged weapons systems can have multiple targets designated if the system is capable of firing multiple
Directives: Defend The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is attacked, the automaton treats the attacker as the target of an attack directive. Given the simplicity needed for directives, an automaton is n
Directives: Follow The automaton follows the nominated creature at a distance set by the tinker.
Directives: Go The automaton goes to the nominated place at walking speed.
Directives: Idle The automaton follows the tinker at a distance set by the tinker, but will not make any other action. If no distance is given, perhaps by another directive being completed, the automaton will maintain a respectful 30 feet, if possible. It will also s
Directives: Support The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is a construct or another automaton, it will use any repair kit inventions it has on its person, if any, on the creature it is following should th
Directives: Use Invention The automaton attacks the nominated creature with a weapons system determined by the tinker, be it melee, ranged, or a specific special invention. Ranged weapons systems can have multiple targets designated if the system is capable of firing multiple
Directives: Use Skill The automaton uses a skill in which it has at least 1 rank. Unlike biotics, the use of any skill, even something as natural as Perception, is a standard action for an automaton, unless it normally takes longer.
Construct Traits (Anzeigen)Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.