E522 Assassin Droid

Type: E522 Series Assassin Droid
DEXTERITY 3D
Blaster 6D+1, dodge 4D+2, melee parry 4D, melee weapons 4D, missile weapons 4D+2
KNOWLEDGE 2D
Intimidation 3D, survival 5D
MECHANICAL 1D
PERCEPTION 2D
Hide 4D+1, search 3D+2, search: tracking 4D, sneak 4D+1
STRENGTH 5D
Brawling 6D+2
TECHNICAL 1D
Equipped With:
-Heavy repeating blaster (damage is 8D, range 3-75/200/500)
-Ion cannon (damage is 4D+2 versus droids, no effect on humans, range 3-30/60/90)
-Needler gun (Range is 3-10/30/60, see below for other details)
-Hunter-seeker missiles (Range is 40/80/160, blast radius is 0-4/8/12/16, and damage is 7D/5D+1/3D+2/2D, see below for other details)
-Heavy armor (adds +2D to Strength rolls to resist damage)
-Infrared vision (the droid can see in the dark up to 30 meters)
-Weapon mounts x2 (The droid has one or more appendages that have weapons attached to them)
-Locked access (the droid’s shut-down switch is secured or internally located)
-Vocabulator (the droid has a speaker that allows it to replicate organic speech)
Equipment Notes:
Needler Gun: This needler gun is loaded with darts that contain a paralytic poison. The darts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target, see the rules for called shots, SWD6, page 91), they inject their poison. The target of such an attack must succeed at a Difficult Strength check or be paralyzed and unable to move for 1D x 40 minutes (40-240 minutes). No ammunition total is listed, so assume the needler gun carries enough darts for ten shots.
Hunter-Seeker Missiles: In order to get a missile lock on a target, the droid must make a successful Missile Weapons skill roll, the difficulty of which is based on range. If the target is aware of the droid, it may attempt a Dodge skill roll. If the lock-on is successful, the droid may fire the missile in the following turn. The missile rolls its skill score of 6D+2 to hit the target it has locked onto, with the difficulty based on range and other appropriate modifiers. A successful to-hit roll indicates that the target suffers damage. If the missile’s to-hit roll fails by less than eight points, it is allowed to make another attack roll on the following turn. If the tohit roll fails by nine or more points, the missile deviates and explodes like a grenade (refer to the rules for grenade deviation, SWD6, page 92). No ammunition total is listed, so assume the droid has enough missiles for six shots.
Move: 6
Size: Medium
Cost: 12,500
Source: d20 Core Rulebook (pages 374-375)