Robotic Superior War Machine Creature 9

Devised by engineers based on Kalo-Mahoi, the robotic war machine, code name “atlapak,” was built for aquatic warfare. Just like its amphibious creators, the atlapak is equally proficient on land. Code name “ksarik” was first observed in a terrifying attack on a Diasporan mining outpost operated by Ulrikka Clanholdings. When unfurled for battle, the ksarik becomes a mass of spiked tentacles and glaring red sensors that can tear through platoons of troopers in minutes.
Recall Knowledge - Construct (Arcana): DC 26
Recall Knowledge - Construct (Crafting): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Robotic Superior War Machine Creature 9

Perception +21 (darkvision)
Languages interstellar comms
Skills Acrobatics +18, Athletics +20, Stealth +20, Thievery +13
Str +6 Dex +4 Con +5 Int +0 Wis +0 Cha +0
Interstellar Comms A remote war machine maintains a constant data link with its pilot, using its pilot's languages and skill modifiers for any unlisted skill. In addition, the pilot can speak through the data link using the remote war machine as a mouthpiece.

AC 27
Fort +21
Ref +18
Will +15
HP 154
Resistances bludgeoning 10
Reactive Strike [reaction]

Speed 20 feet, swim 40 feet
Melee [one-action] trident +24 (reach 10 feet), Damage 2d12+12 piercing
Ranged [one-action] sonic snap +19 (deadly d12range increment 100 feetvolley 30 feet), Damage 2d10+5 sonic
Aquatic Armaments The superior war machine's ranged Strikes are launched with such high velocity that they can be used underwater without penalty.
Attack Pattern Gamma [two-actions]
Hypersonic Burst [one-action] The war machine Steps or Strides twice. The war machine gains a +10-foot circumstance bonus to its Speed during these moves.

All Creatures in "Remote War Machine"

Remote War Machine

The incursion began with a series of probes detected by anacites on Aballon. Strange machines with blazing sensors and articulated tentacles appeared out of nowhere, ripping through infrastructure seemingly at random and collecting intelligence all around Pact Worlds space. Panic spread fast, but since the machines always vanished without a trace, or exploded when captured, the sightings couldn't be confirmed or identified. Rumors began to circulate that the machines were a form of biotech never encountered before. Soon the Stewards became formally involved, shuttering the incidents behind the adamantine partition of top security clearance.

In Sarenith of 325 AG, after dozens of military operations failed to engage the elusive probes, a wing of fighters dispatched from the Idari finally got lucky and disabled one of the machines before it could self-destruct. Coaxed into giving up some of its secrets by top Pact Worlds scientists, the biotech vessel became the prototype for the “home grown” remote war machines that are currently being tested for use in combat. The replicas aren't alive but are built using robotic construction templates since the core of the original biotech design has proven too complicated to reverse engineer with Pact technology.

Remote war machines are proxies that can be controlled from a great distance. The original biotech war machines connect to the pilot's mind through a psychic link or unknown radio frequency. Robotic remote war machines connect to a computer via data link, allowing the pilot to control their proxy using a keyboard, virtual reality rig, or even a vidgame controller.

Robotic War Machine Abilities

Many robotic remote war machines possess one of the following 2-action abilities and one reaction. If you give a war machine more abilities than these, you might want to increase its level and adjust its statistics.

Attack Pattern Alpha [two-actions] The remote war machine Steps or Strides, then makes two Strikes against the same target. Both Strikes count toward its multiple attack penalty, but its multiple attack penalty doesn't increase until after it makes both Strikes.

Attack Pattern Beta [two-actions] The remote war machine makes a Strikes against a target, then Steps or Strides and makes a Strike against another target within range. Both Strikes count toward its multiple attack penalty, but its multiple attack penalty doesn't increase until after it makes both Strikes.

Attack Pattern Delta [two-actions] The remote war machine Strides twice and then Strikes.

Attack Pattern Gamma [two-actions] The remote war machine makes three Strikes against any combination of targets. Each Strike gains the agile trait, and each Strike counts toward its multiple attack penalty.

BVR Engagement [two-actions] The remote war machine makes a ranged Strike at a target as though its weapon had double its normal range. This Strike ignores all forms of concealment and cover.

Ballistic Defense Matrix [reaction] Trigger A creature attempts a ranged Strike against the remote war machine; Requirements The war machine is currently outside the creature's reach; Effect The remote war machine makes a ranged Strike against the triggering creature. If the result of this Strike is equal to or greater than the result of the triggering Strike, the triggering Strike is treated as though it were a critical miss.

Notch Position [reaction] Trigger An enemy Strides; Requirements The remote war machine is outside the target's reach; Effect The remote war machine Strides up to its Speed in the same direction as the target until the target stops moving or the war machine has moved its full Speed.