Last week I presented stats for the reanimated foes from early stages of the game. This week I have a base Exo-Rig, as well as a generic berserk exo-rig user (who form arguably the bulk of the foes fought in the game).
Cost 7800 credits
Systems: Arms, Brain, Legs, and Spinal Column
An Exo-Rig is a full cybernetic exoskeleton and on-board neural interface computer. Applications vary, but it is a common enhancement in dedicated industrial settings, providing strength and durability to the subject, as well as a platform to interface with networks and databases without needing any hands free. Installation of the enhancement is extensive, and usually requires the subject to be sedated as the experience can be quite traumatic. Once installed, the exo-rig replaces the subject’s strength score with a strength of 16, much like power armor, and they become immune to the fatigued condition. It also has 1 upgrade and 1 tool/weapon slot, again much like power armor, and functions as a standard datajack as well. The exo-rig is not power armor, even though it functions in a similar manner, and the subject can wear armor without issue, though it will have to be tailored to their now altered frame (treat like the subject is a different race than the intended wearer of the armor). The basic exo-rig includes a high capacity battery that powers it for a number of hours equal to twice its item level. Should the exo-rig run out of battery the subject gains the staggered condition until they can recharge. More advanced exo-rigs exist, of greater quality and for various applications.
EXO-RIG BERSKER CR 6
N Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +8
DEFENSE HP 90
EAC 17; KAC 21
Fort +10; Ref +8; Will +5
Speed 30 ft.
Melee integrated tool-weapon +16 (1d8+9 B or S or P, or various energy types depending on the integrated tool)
Ranged integrated tool-weapon +13 (1d10+6 P, or various energy types depending on the integrated tool)
Offensive Abilities brutal rush
STR +3; DEX +5; CON +2; INT +0; WIS +1; CHA +1
Skills Acrobatics +13, Athletics +18, Survival +15
Other orc ferocity, self-sufficient
Gear integrated cybernetic rig, rig integrated industrial tool (varying from hammers, chisels, saws, to arc wielders and plasma cutters, a variety of different tools can be mounted to the rig, and will determine the damage type of the berserker’s attack).
Environment industrial settings
Organization solitary, pair, crew (3–12), or shift (13+)
Integrated Weapons (Ex) A berserker’s melee weapon is integrated into its cybernetic rig and can’t be disarmed.
Brutal Rush (Ex) When the berserker charges, it can attempt a trip combat maneuver in place of the normal melee attack. In addition, the berserker can charge without taking the normal charge penalties to its attack roll or AC, regardless of whether it attempts a trip combat maneuver. The berserker also gains the ability to charge through difficult terrain.
Orc Ferocity (Ex) Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.
Self-Sufficient (Ex) Half-orcs receive a +2 racial bonus to Survival skill checks.
Once a cybernetically enhanced half-orc with an exo-rig, some kind of accident or intentional tampering with their brain-machine interface has left them with limited mental facilities and massively ramped up aggression. Typically armed with jackhammers, cutters, wielders, or other industrial tools, they may even have bolters or nails guns that give them ranged capabilities. An exo-rig berserker attacks on sight, and fights until death or forced to stop.
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