6.2 - Android Forge in The Ninth World | World Anvil
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6.2 - Android Forge

There are two areas that make up the Android Forge. PCs enter the Programming Center first.  

ANDROID PROGRAMMING CENTER

A low raised dais sits in the centre of this room and has eight chairs arranged in a circle atop it. A hemispherical dome is set into the ceiling directly; above the chairs and thin cords dangle from its gleaming golden surface to the chairs below it. A large dark glass plate is set into the side of the dome facing the room's entrance. Eight beautiful humans, an equal mixture of males and females, sit in the chairs with a number of cords attached to their brows. They have pale skin and strange tattoos running down their face and arms but otherwise, look like perfect human specimens. The perimeter of the room is filled with boxy devices the height of a human, each covered with blinking lights and whirling wheels behind glass. The room looks out onto a large room with hundreds of these beautiful humans hanging from racks in rows (Android Storage).
    Show Handout #66.  Eight Androids are present in the room, but each is currently incapacitated by the programming process. Whenever an android needs new instruction, the ship's computer summons it here where it sits down in one of the programming chairs and interfaces with the central computer via the terminal cords. Its internal programming is then updated, a process that takes anywhere from a minute to an hour, depending on the updates or changes being downloaded. The boxy devices are computer data stores and operation terminals. They are far beyond the skills of even the smartest character to master and attempting to operate them randomly can have undesirable results (see Developments).   The androids present are being reprogrammed to either assist the pacifier robot if it is still active or to replace damaged units on Level I (probably destroyed by the PCs' own actions). They each complete programming and become active 1 minute after the party enters this room. Before that time, they are incapacitated and may be dispatched with ease by the player characters. Once their reprogramming is completed, they become active and fight in their own defence.   Developments. If the characters fiddle with the com­puter terminals, roll 1d6. On a result of 4 or better, the blinking lights change their patterns and the whirling wheels (data tape spindles) spin faster or in another di­rection, but no other effect occurs. On a roll of 3 or less, roll 1d4 on the table below. Make a 1d6 roll for each creature experimenting with the terminal, repeating the roll each round they persist in playing with the computer.
D4 Effect
1 Explosion: All creatures within 20 feet of the terminal must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage and 5 (1d10) force damage on a failed save, or half as much damage on a successful one. The androids slump in their chairs, their programming interrupted. They remain forever inert. A “KNIGHT” CLASS IRONMAN (MK. I) and a Repairbot arrive in 1d3 minutes to investigate and begin repairs. The ironman robot attempts to arrest any creature it finds here regardless of any colour card displayed.
2 Activate combat programming: If the Androids are allowed to finish their programming update unimpeded, they activate with advanced combat protocols enacted. The androids have advantage on all attack rolls and saving throws, and a critical range of 17-20. They attack the party immediately upon awakening.
3 Cease programming: The programming up­ date to the eight androids ceases and they go inert. They remain inactive until this result is rolled again, upon which the programming re­commences.
4 Activate all androids: All 167 android blanks in area 10 are roused from their bays and come to this room for programming. They cram into the enclosed space, threatening to trample any crea­ture present. Movement is halved in the crowd and all creatures other than the androids must succeed in a DC 15 Strength check each round or suffer 11 (2d10) bludgeoning damage from being crushed and trampled. The need to make saving throws ends once a creature escapes this room. The androids remain in the area for 1d4 hours, after which time the central computer regains control and orders them back into storage.

ANDROID BLANKS STORAGE

Two tiers of rectangular niches resembling open coffins set side­ by side are on either side of this room. Each of the coffin-sized compartments contains human body dressed in a plain white shift. These beautiful men and women lie motionless, their eyes closed, exhibiting no signs of life. A walkway reached by a pair of ramps is present on either side of the chamber, separating each of the tiers. A cylindrical metal creature with serpentine tentacles and a flat round head moves down the length of the chamber.
  This area is a storage hold for yet-to-be activated an­droids. Each android is inert and lacks any programming. They are effectively living corpses until the ship's com­puter deems it necessary to activate them. There are a to­tal of 200 "coffins" or android bays present, divided into four tiers of 50 each. Of the bays, 167 of them contain inert androids, while the rest are empty. A “OGRE” CLASS IRONMAN (MK. II) is permanently assigned to this chamber to protect the blank androids. The unit is programmed to provide one warning and if not complied within 2 rounds or shown a copper colour card, to attack intruders with lethal force. Even with the proper palm-disc it will not allow any android to be removed from this area without a prismatic-palm disc.   Development. If the party defeats an android within the spaceship and later retreats from the vessel, the ship's computer replaces the destroyed artificial humanoid with one from these 167 spares. At the DM's discretion, an­ droids assisting the pacifier robot on its duties might also be replaced if the party is having too easy a time. Obvi­ously, if the party defeats more than 167 androids, re­placements no longer occur.   Treasure. Stashed away in this area is a case of 12 tracer bullets, including discontinued lines, suitable for any pistol or rifle (slug thrower).  
Neon Tracer Epoxy Everyone knows the adage, “Tracers work both ways.” If you’re going to be visible, why not be fashionable? Send a streak of neon goodness. Leave your mark on the battlefield. Available colours: Arc x4, Blood x2, Obsidian, Prismatone, Blacklight, Faefire, Glitter, Spiral. They provide advantage on long-range shots, but also provide advantage to enemies spotting you or shooting back once spotted.

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