
⚔️ KTech Doberman 500
📋 Details
| Field | Value |
|---|---|
| Type | General Goods |
| Category | Drone |
| Subcategory | Personal Drone |
| Manufacturer | KTech |
| Price | 5000eb (Luxury) |
| Market | Mister K’s Midnight Market |
| Availability | Booth D2 |
KTech 5,000eb (Luxury)
Developed for SovOil, the Doberman 500 is KTech’s answer to unreliable security labor. This four-legged combat drone is designed to guard important people and deliver maximum punishment to anyone who dares to make a move against them. And unlike human employees, it can’t call in sick, take a bribe, or fall asleep on guard duty.
| Type | Description | Data | Cost |
|---|---|---|---|
| KTech Doberman 500 | A medium-sized, four-legged combat drone. Equipped with the following: • Exotic Very Heavy Melee Weapon • Motion Detector • Olfactory Suite | 8 MOVE • 11SP • 25HP Combat Number: 10 Roaming Range: 50 m/yds Cannot be countered | 5,000eb (Luxury) |
Mechanics: Personal Drone. When purchased, a KTech Doberman 500 is linked to an Agent. Voluntarily linking it to a new Agent requires 5 uninterrupted minutes and both Agents must remain within 6 m/yds of the drone the entire time. Unlike other drones, the Doberman cannot be Countered using the Electronics/Security Tech Skill. The Doberman has three operation modes: Standby, Sentry, and Tracking.
Switching modes does not require an Action.
Standby Mode: In Standby Mode, the Doberman 500 is powered on but not operating. When in standby mode, the Doberman 500 cannot move, nor can it make or dodge attacks.
Sentry Mode: In Sentry Mode, the Doberman 500 follows within 8 m/yds of its linked Agent, constantly scanning for threats to the user using its motion sensor, olfactory suite, and onboard programming. Use the Doberman 500’s Combat Number as its Perception Skill Base. The Doberman 500 can scan all open terrain within 50m/yds, including underwater, but not through cover. If it detects movement it does not register as an immediate threat, it signals with an electronic bark and a neon arrow on the chassis points in the correct direction. If the unit detects a threat to its user, it attacks immediately. Its bite is an Exotic Very Heavy Melee Weapon. In combat, the Doberman 500 is controlled by the GM and prioritizes threats to its user before all else. At any time, the user can call for the Doberman 500 to break off and return using their Agent or a verbal command, without an Action. The Doberman cannot dodge ranged attacks in this mode and will not enter combat unless its programming identifies danger to its user.
Tracking Mode: In Tracking Mode, the Doberman 500 can use its olfactory suite to track a specific scent, shared with it by its user. Presenting a scent to the Doberman 500 (in the form of an article of clothing or other item holding a target’s scent) requires an Action. The Doberman 500 tracks using its Combat Number as its Tracking Skill Base. The user can always call the Doberman 500 back to it using their Agent or a verbal command without an Action. The Doberman cannot make attacks while in Tracking Mode but will dodge Melee attacks. It cannot dodge ranged attacks in this mode.
The Doberman never travels more than 50 m/yds away from its user, no matter its mode. If switched to Sentry Mode, it prioritizes returning to within 8 m/yds away from its user over combat farther away. If in Tracking Mode, it never travels further than 50 m/yds away from the user, stopping and waiting for them to catch up or call it back. Each unit has 48 hours of energy before it must charge for an hour in the sun or at an outlet.
Pick-up or Browse at Booth D2