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Science-fiction enemies are the alien and the fantastic brought about not

through magic but through science and exploration of the far-flung reaches of space. In Macho Women With Guns the source of the science-fiction elements is aliens come to Earth or certain advanced human

enclaves. Science-fiction enemies include aliens, cyborgs and robots all turned to new and sinister purpose in the dark future after The Dang.

Nasty, vicious spiky creatures from another planet, originally pets but abandoned, unwanted on the Earth where they have now bred and are starting to cause problems. These aliens are little more than animals but have a vicious array of claws, talons and teeth that can cause even the most hardened Macho Woman to pause for thought. To add insult to injury they bleed acid when they are shot, which hurts.

Species Traits

Acidic Ickies: Anyone within five feet of an alien that takes any lethal damage must make a Reflex save against a DC of 13 or get splashed with acid for 1d6 damage.

Implant: Immobile or unconscious enemies carried off by the aliens get an egg implanted in their rectum which explodes outwards for 3d6 damage after a couple of days, rapidly growing to become a new alien. This can be resisted with a Fortitude save against a DC of 30. Succeeding crushes the baby alien between rock hard buttocks.

Blindsight: 60-ft.

Aliens: CR 4; Medium-size ‘magical’ beast; HD 3d10+9; hp 26; Massive Damage Threshold 18; Init +5 (Improved Init); Spd 40-ft.; Defence 13 (+1 Dex, +2 natural armour); BAB +3; Grap +3; Atk Claws +6 1d6+3 damage, Bite +6 1d8+3 damage, Tail +6 1d8+3 damage, Implant; FS 5-ft. x 5-ft.; Reach 5-ft.;

SV Fort +6, Ref +4, Will +3; AP +0; Rep +0; Str 16 (+3), Dex 12 (+1), Con 18 (+3), Int 2 (-4), Wis 14 (+2), Cha 2 (-4).

Skills: Climb +6, Jump +6 Feats: Improved Initiative.

Advancement: By size.

Notes: These little bastards can be found anywhere but they prefer abandoned installations and factories near human settlements. They typically live in hives of up to 100 but patrol in packs of four.

Created in the shape of cartoon characters and historical figures by Bart Bisney, these robots prowl his ruined leisure park and have begun to intrude on other areas subjecting them to death, slavery and torture along with musical routines and patronising morality plays. Some new animatronic robots have begun to be created as Bart incorporates stories from captured settlements giving them his own unique twist and ‘merchandising’ them to death.

Species Traits

Construct: See d20 Modern Roleplaying Game for full details of these creatures.

Damage Reduction: 5/electricity.

Animatronic Robots: CR 2; Medium-size

constructs; HD 2d10+10; hp 21; Init +0; Spd 30-ft.;

Defence 15 (+5 natural armour); BAB +1; Grap +3;

Atk Robotic claws +4 1d4+3 damage; FS ft. x 5-ft.; Reach 5-5-ft.; SV Fort +0, Ref +0, Will +1; AP 0;

Rep +3; Str 15 (+2), Dex 11 (+0), Int 5 (-3), Wis 12 (+1), Cha 10 (+0).

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Advancement: By size.

Notes: Most are found around Bisney’s camp and in the surrounding swamps and villages. Animatronic robots are usually encountered individually, in pairs or in raiding parties of between three and 18.

The great man himself, a frozen head attached to a hulking behemoth of a robotic

body. Barely alive and driven by hate, he works tirelessly in the automated factories beneath Bisneyland churning out animatronic robots by the hundred to scour the world and to man his torture park.

Bart’s deep insanity still has a tiny core of humanity left at the very centre which leads him to hand out balloons to children before he has his robots nail them to the walls of the cinema sphere.

Species Traits

Darkvision: 60-ft. thanks to built in IR and lowlite goggles.

Construct: See d20 Modern Roleplaying Game for full details of these creatures.

Damage Reduction: 10/

electricity.

Bart Bisney:

CR 10; Large construct; HD 8d10+20; hp 64; Init –1; Spd 30-ft.; Defence 13 (-1 Dex, -1 size, +5 natural armour);

BAB +6/+1; Grap +10; Atk Slam +12 1d8+6 damage, Powerclaws +12 1d6+6 damage, built in machineguns x2 +5 2d8 damage; FS 10-ft. x

10-ft.; Reach 5-ft.; SV Fort +2, Ref +1, Will +3; AP 5; Rep +8; Str 23 (+6), Dex 9 (-1), Int 12 (+1), Wis 12 (+1), Cha 14 (+2).

Skills: Bluff +6, Climb +12, Computer Use +3, Craft (electronic) +9, Craft (mechanical) +9, Craft (structural) +9, Intimidate +6, Jump +10, Knowledge (business) +9, Listen +5, Search +5, Sense Motive +9, Spot +5.

Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Personal Firearms

Proficiency.

Notes: Bart is found in his park,

Bisneyland, never straying from it. Bart is always accompanied by at least five

animatronic robots to do his bidding.

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The very pinnacle of military high-tech just before The Dang, the Battlewarmechbots were destined to rule the battlefields of Earth until a combination of public fear and the realisation that they were a stupid idea hit their development. The remaining ones had smiley faces painted on them to allay people’s fears and were then mothballed. Some of these stores have been found after The Dang and while most find use as walking billboards some have been rearmed and used to rampage and destroy.

Battlewarmechbots have to be piloted, they have no will of their own.

Species Traits

Construct: See d20 Modern Roleplaying Game for full details of these creatures.

Damage Reduction: 10/electricity.

Battlewarmechbots: CR 10; Huge construct; HD 16d10+40; hp 128; Init As pilot –2; Spd 60-ft.;

Defence 11 (-2 Size, -2 Dex, +5 natural armour. + Pilot Dex); BAB As pilot –2; Grap +8; Atk Giant claw 2d4+10 damage, 20mm Cannon 8d6 damage;

FS 15-ft x 15-ft.; Reach 10-ft.; SV Fort As pilot +5, Ref As pilot –2, Will As pilot; AP As pilot; Rep +0;

Str 30 (+10), Dex 6 (–2).

Notes: Battlewarmechbots are all-terrain-capable vehicles and can be found anywhere there is sufficient technical expertise to keep them going.

Battlewarmechbots are almost always found singly but accompanied by bandits or other troublemakers.

Card carrying aliens from the Red Planet trying to subvert governments, devalue the dollar and eliminate faith. Working closely with the Alaskans and shuttling to and fro from Mars, the Commies work tirelessly to bring their brand of extraterrestrial Marxism to the Earth. They must be stopped!

Species Traits

Commie Conversion: Anyone killed by a Commie From Mars rises on the following turn as another Commie From Mars.

Damage Reduction: Inferior human technology finds it hard to hurt the extraterrestrial Reds and they gain a damage reduction of 1/-.

Commies from Mars: CR 2; Medium-size; HD 2d8; hp 9; Mana Dice 2d8; Mana Points 9; Massive Damage Threshold 10; Init +1; Spd 30-ft.; Defence 13 (+1 Dex, +2 natural armour); BAB +2; Grap +0; Atk Fist +2 1d3 non lethal, Laser pistol +3 2d6 damage; FS 5-ft. x 5-ft.; Reach 5-ft.; SV Fort +0, Ref +4, Will +3; AP 0; Rep +1; Str 11 (+0), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).

Feats: Personal Firearms Proficiency, Simple Weapons Proficiency.

Advancement: By character class.

Notes: Typically found on

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Mars, or in Alaska. Commies from Mars always travel in pairs and may be accompanied by Alaskan troops.

Enormous cybertanks that were all the rage just before Battlewarmechbots became de rigueur.

Incredibly powerful but with the cybernetic brains of a 1980s arcade machine the Helltanks soon went utterly gaga and were mothballed. Years later after The Dang some fool reactivated one, which reactivated the others, and now they cruise around the country blowing up anything they take a dislike to.

Species Traits

Construct: See d20 Modern Roleplaying Game for full details of these creatures.

Damage Reduction: 20/electricity.

Radioactive: Anyone within five-feet of a Helltank takes one point of damage a turn from the leaky radioactive pile that powers it.

Helltanks: CR 12; Gargantuan construct; HD 16d10+80; hp 168; Init –2; Spd 40-ft.; Defence 14 (-4 size, +10 natural, -2 Dex); BAB +8/+3; Atk Track crush +23 2d8+15 damage, Big cannon +6 6d10 damage; FS 20-ft. x 40-ft.; Reach 0 ft.; SV Fort +5, Ref +3, Will +5; AP 0; Rep +6; Str 40 (+15), Dex 6 (-2), Int 3 (-4), Wis 10 (+0), Cha 8 (-1).

Notes: Helltanks can be found just about anywhere. Helltanks operate alone, but may be accompanied by other robots or by the scavengers who follow in the wake of their destructive actions.

The Texans are still a male-dominated society of reasonably high technology and they are looking for ways to tip the balance of nature back towards an even fifty-fifty split in gender so that men can assume what the Texans believe to be their rightful superiority once again. One of the methods they use to try and make this happen are their Hunter Impregnator robots. Armed with metallic tentacles and a reservoir of donated sperm, the Hunter Impregnator scours the deserts around Texas looking for suitable targets and doing its damnedest to get them pregnant.

Species Traits

Impregnate: After a successful Grapple the Hunter Impregnator can… well, when a robot and a lady love each other very much… anyway, 9

months later there might be a kid, OK?

Improved Grab (Ex): To use this ability the impregnator must hit with a tentacle attack. Full details for this ability can be found in d20 Modern Roleplaying Game.

Darkvision: 60-ft.

Damage Reduction: 5/electricity.

Hunter Impregnator: CR 4; Large construct; HD 4d10+20; hp 42; Init –1; Spd 40-ft.; Defence 13 (-1 size, -1 Dex, +5 natural armour); BAB +2; Grap +10; Atk Grap +10, Impregnate, Tentacle lash +8 1d8+6 damage; FS 10-ft x 10-ft.; Reach 10-ft.; SV Fort +1, Ref +0, Will +2; AP 0; Rep +2; Str 22 (+6), Dex 9 (–1), Int 2 (-4), Wis 12 (+1).

Notes: Hunter Impregnators are found cruising the deserts around Texas. Hunter Impregnators are found in groups of 1-8 units and may be accompanied by Sperminators.

It seems that Earth has something of a reputation as being the Amsterdam or Bangkok of the universe. A great many small, grey alien tourists come to Earth

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every year knowing that any fool with a stun beam and a probulator can get some jollies from those easy Earth girls.

Species Traits

Spooky: Greys are unsettling to look at and anyone attacking them suffers a -1 to their attack roll. Greys gain a bonus of +1 to their Intimidation checks.

Randy Grey: CR 2; Small humanoid;

HD 2d8-2; hp 7; Mana Dice 2d8+6; Mana Points 15; Massive Damage Threshold 8;

Init +1; Spd 30-ft.; Defence 12 (+1 Dex, +1 Size); BAB +1; Grap –3; Atk Feeble fist +0 1d2-1 non lethal, Laser pistol +2, 2d6 damage; FS 5-ft. by 5-ft.; Reach 5-ft.; SV Fort –1, Ref +1, Will +6; AP 0; Rep +2; Str 6 (-2), Dex 12 (+1), Con 8 (-1), Int 16 (+3), Wis 16(+3), Cha 10 (+0).

Skills: Intimidate+6, Pilot +6

Feats: Personal Firearms Proficiency, Simple Weapons Proficiency.

Advancement: By character class.

Notes: Greys are found in U.F.O.s, in space or in remote farming communities. Greys are usually found in enough numbers to crew the U.F.O. they arrived in.

Hunter Impregnators are not always effective, more organised communities or tribes are able to gang up and eliminate so obvious a threat. The Texan authorities came up with an idea for a stealth unit that could also do the job, a robot clad in lifelike skin and buff so that it would be popular with the ladies. While dumb as a box of rocks the series was successful and units without their skin are used to back up Hunter Impregnators in other areas.

Species Traits

Construct: See d20 Modern Roleplaying Game.

Impregnate: If a Sperminator manages to get a woman into bed, or is taken there, it will attempt to impregnate her. The outcome is up to the Games Master.

Stealth Skin: It is DC20 check to notice a Sperminator in its skin covering is anything other than a big dumb jock.

Sperminator: CR 5; Medium-size construct; HD 6d10+10; hp 43; Init +0; Spd 30-ft.; Defence 15 (+5 natural armour); BAB +4; Grap +0; Atk Metal fists 1d6 or by weapon; FS 5-ft. x 5-ft.; Reach 5-ft.; Str 15 (+2), Dex 10 (+0), Int 3 (-4), Wis 10 (+0), Cha 10 (+0).

Feats: Sperminators are proficient with all firearms and their fists.

Notes: Sperminators are usually found in the deserts around Texas but can be found further afield.

Sperminators in stealth mode operate secretly and alone, otherwise they can be found in units of between two and eight.