Einst Queen

...

- Only recorded transmission from Einst Queen #31 before assault team Beta was slaughtered by its drones.

When humanoids started spreading across the stars, they thought they had finally managed to finally truly overcome nature, completely free of the rules of predator and prey.

They were wrong. By leaving their planets, they caught the attention of something big. Something dangerous. Something unknown. They were called the Einst, for they gave no name of their own. A lifeform ruled by mysterious queens that constantly give birth to living engines of destruction that consume everything on their path to make more of their own.

Still, there is hope. In some isolated incidents, young queens were captured, taught the languages of humanoids, introduced to our varied cultures to try to gain their trust, or drugged with all kind of chemical cocktails and arcane technologies to try to "tame" them. And although most such experiments backfired horribly, some Einst Queens seem to have genuinely sided with the humanoids their sisters keep preying upon.

Original Thread

Einst Drones
The Einst Queen can give “birth” to a series of massive creatures that exist only to serve her. They are a combination of different genetic data collected from countless different worlds, each Einst Drone having a selection of traits needed for the task the Einst Queen demands at the moment. The “birthing” process can vary wildly from queen to queen, but usually involves egg sacs growing and expanding from her body. The Queen can interrupt the process at any moment should danger arise, cutting the connection with the growing sac, but then the process is ruined and must be started anew, although nutrients can be recycled.

Each Einst consists of a base bioframe to which a certain amount of Bioweapons can be added. Each Einst drone must also be equipped with an Instinct that controls their actions, since complex brains are an unnecessary system for this expendable beings.

She needs only one hour of non-interrupted concentration per einst bioframe level she wants to produce. She can produce multiple einst drones of the same kind simultaneously without taking extra time. However she can't make her servants out of nothing. She demands nutrients. Unless otherwise noticed, each Einst Drone demands the Einst Queen to consume 10 tons of organic matter (aka anything that includes carbon, oxygen and hydrogen on its composition) from sentient living beings (or their fresh corpses). Non-sentient contribute only 1/10, and raw soft inorganic matter such as soil and water are just 1/100th as effective. The Einst Queen can consume one ton of nutrients of any type  per Queen level per minute, and store ten times that inside her own body for later use. She accomplishes this by temporarily converting the nutrients in an highly concentrated form.

Since Einst drones are more organic automatons than actual creatures, they don't have HD nor a Con or Int score, which also means no feats or skill points. They have base 10 on all stats unless otherwise noticed. They use their Str mod(if positive) for Fort saves, and add half their Wis mod (if positive) to all attack and damage rolls. The Einst Queen can increase the ability scores of her einst drones by doubling the production time, provided the total sum of increases isn't higher than twice her Einst Queen level. So for example a 10th level Einst Queen could add +20 to Str or +20 to Dex, or +10 to Str and +10 to Dex.

Overall Einst Drones work just as sentient mechas, even being able to survive in empty space, except of course they don't have a pilot. Instead they have a nerve core in the middle of their frame where its vital organs and nerves are concentrated. If an Einst Drone suffers a successful critical hit that deals damage, the core is destroyed and the Einst Drone automatically dies. Its remains however count as a sentient being for nutrients purpose.

Einst Drones can only ever count their own Queen and other Drones birthed by her as allies. Other creatures cannot ever count the Einst Drones as allies.

Queen's Will
The Einst Queen can override the Instinct of any Einst Drones she spawned that are within a radius of 60+10 mu per Einst Queen level centered on herself as a swift action. Such Einst Drones now act on the same Initiative as the Queen and follow her absolute commands, and can also use her own Bab, base saves and ability scores if better than their own. The Einst Queen can only extend her Will to three Einst drones with a bioframes of the max level she can spawn. For each lower level of bioframes, they can control three times as much. So for example a Queen that can produce level VII bioframes could control three level VII bioframes, or nine level VI bioframes, or twenty-seven level V bioframes, and so on. This control lasts until the Queen uses a Swift action to gain control of new ones, or they leave her control range.

Classification
One of the most baffling things about einsts is how despite their drones having all kinds of alien shapes and bodies, the queens that give birth to them are actually human-looking. Several theories have appeared to try to explain this. The darker ones claim that humanoids are actually degenerated Einsts, and now the Queens are now out there to cleanse them. At first level pick one of the following options.

Adaptive Queen
Different foods demand different tools to be eaten. You can allow yourself to be “devoured” by one of your  drones bite attack, in which case you actually replace its core and becomes its Pilot for all intents and purposes, meaning it is not automatically destroyed when it suffers a critical hit and overriding its Instinct without need of Queen's Will, including being expelled in a flesh pod should the Drone be destroyed. In addition you can have your drones gain Mutations from the following list in place of bioweapons, at a 1-per-1 ratio. Unless otherwise noted, each mutation can only be taken once.

Dominion - You can directly control this Einst Drone with Queen's Will up to ten times the normal range.

Feel No Pain - If reduced to negative HP or if they suffered a critical hit, the Einst Drone can keep acting normally for 1 more round, then they die.

Onslaught - The Einst Drone gains Pounce, or it can fire its ranged weapons and then Charge as a single fullround action.

Unstoppable - As a free action the Einst Drone can double its DR and movement speed, re-roll all attack rolls, critical confirmation, saves and skill checks. Two rounds after this ability is activated, it dies. Only if under direct control of Queen's Will can the drone activate this ability.

Fury - The Einst Drone benefits from a permanent non-magic Haste effect.

It Will Not Die - The Einst Drone gains mecha X, where X is 1+half its bioframe level, rounded down.

Rampaging Metabolism - The Einst Drone gains mecha X, where X is 1+its Bioframe level.

Empathic Backlash - If the Einst Drone is harmed in any way, the one who attacked it must make a Will save with DC 10+Bioframe level+highest drone stat mod or suffer the same kind of harm. If the attacker was a piloted mecha, the pilot is the one who suffers.

The Horror - Adjacent enemies take a 1 -penalty to all saves, attack rolls, skill checks and AC, stacking for multiple Einst Drones.

Hunger - When the Einst Drone deals damage in melee, it heals half the damage dealt, and the target's max HP is permanently reduced by half the damage dealt. It takes 8 hours of intensive care to recover the max HP lost this way.

Acid Blood - When the Einst Drone is damaged in melee, the attacker automatically takes 1d6 damage per bioframe level that ignores all defenses.

Adrenal Glands - The Einst Drone's movement speeds are increased by 50% and it can move up to three times its base speed when charging.

Aquatic - The Einst Drone gains the mecha property, becoming able to breathe underwater and gains a +2 bonus to attack rolls, damage rolls, AC, saves and skill checks while underwater.

Gourmet - The Einst Drone gains a  bonus equal to three times its Bioframe level to attack rolls, damage rolls, skill checks and AC against opponents of a creature type of which he's already eaten at least once specimen.

Multiple Cores - The Einst Drone has 50% chance of ignoring critical hits.

Spring Coil Musculature - The Einst Drone can move over the squares of enemy creatures, and gains to AC against attacks of opportunity equal to four times its Bioframe level.

Implant Eggs - This Einst Drone can give birth to more of its exact kind as if it was a Queen, provided it has stored enough nutrients.

Spore Spreader - Terrain trough which this Einst drone passes has alien plants start to grow out of it, that counts as difficult terrain for anybody besides the Einst Drone that created it, its “siblings” and its Queen. Such terrain also grants Cover and Concealment to the Einst Drone that created it, its “siblings”, and its Queen. Mecha area attacks will remove the alien plants.

Enhanced Senses - The Einst Drone's blindsense turns into Blindsight 40 mu.

Infiltrator Queen
You can learn many interesting things about food before eating it. The Infiltrator Queen picks one martial school and learns one stance and two maneuvers from that school, as long as they are of a level no higher than ½(pilot level+1), and also has 50 energy. She also gains proficiency with the simple and martial weapons of that school plus Light armor, and starts the game with 100 GP to spend. If the school had an associated skill, it is now a Class skill for the Einst Queen as well. Like other pilot classes, she doesn't ready maneuvers, but initiates them by spending 5 energy per maneuver/stance level, and recovers 5 energy per turn. Despite being humanoid-sized, she can push herself to act on mecha-scale by spending 1 energy per turn and paying more 20% energy to use her maneuvers and stances. At each new Infiltrator Queen level, she learns one new maneuver or stance of the same school she qualifies for. If she eats another martial initiator or a pilot, she can choose to replace one of her known maneuvers or stances for another from the victim of the same level or lower. In addition when she gives birth to einst drones, she can choose for them to gain a maneuver and/or stance she knows instead of bioweapons, at a 1-per-1 ratio.

Nurturing Queen
To get the best food, it must be properly grown before being consumed. The Nurturing Queen becomes able to cast spells as if it was a Bard, except instead of learning bard spells, it knows all the spells from the below list. At 4th level and every other 4 levels, it may choose to swap one of her known spells for any other spell of the Druid list of the same level or lower. In addition if you take any of the Funnels feats, you may have your Drones gain it too even if they don't meet the prerequisites by sacrificing one of their bioweapon slots. Those drone funnels have the same stats as your own, except reduce the DC of their abilities and HD by 2, plus an extra -2 per level those drones are below your maximum drone level (so for example if you can create level V drones, but give funnels to level II drones, they would take a -8 penalty to their funnels DC and HD).
 * Spells that affect animals will work just fine on the Nurturing Queen and her drones, even though they count as mechas.
 * Drones under Queen's Will automatically benefit from any spells the Nurturing Queen casted on herself.
 * When casting a spell, the Einst Queen may choose for the origin point to be any Einst Drone under her Queen's Will, in which case, if it was a mecha-scale drone, the spell also counts as being mecha-scale but the drone dies after the spell is cast.
 * If the Einst Queen cast a Mass spell, it affects every living drone she created instead, regardless of distance.
 * Effects that create plants and/or animals will instead create bizarre alien beings that however behave the same way. The main casting stat of the Nurturing Queen is Charisma.

0-Level Nurturing Queen Spells (Orisons)
Cure Minor Wounds: Cures 1 point of damage.

Detect Magic: Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or object.

Flare: Dazzles one creature (-1 penalty on attack rolls).

Guidance: +1 on one attack roll, saving throw, or skill check.

Know Direction: You discern north.

Light: Object shines like a torch.

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Resistance: Subject gains +1 bonus on saving throws.

Virtue: Subject gains 1 temporary hp.

1st-Level Nurturing Queen Spells
Calm Animals: Calms (2d4 + level) HD of animals.

Charm Animal: Makes one animal your friend.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Snares and Pits: Reveals natural or primitive traps.

Endure Elements: Exist comfortably in hot or cold environments.

Entangle: Plants entangle everyone in 40-ft.-radius.

Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Hide from Animals: Animals can’t perceive one subject/level.

Jump: Subject gets bonus on Jump checks.

Longstrider: Your speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Obscuring Mist: Fog surrounds you.

Pass without Trace: One subject/level leaves no tracks.

Produce Flame: 1d6 damage +1/level, touch or thrown.

Speak with Animals: You can communicate with animals.

2nd-Level Nurturing Queen Spells
Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Barkskin: Grants +2 (or higher) enhancement to natural armor.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Dispel Magic: Cancels spells and magical effects.

Fire Trap M: Opened object deals 1d4 +1/level damage.

Flame Blade: Touch attack deals 1d8 +1/two levels damage.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Fog Cloud: Fog obscures vision.

Gust of Wind: Blows away or knocks down smaller creatures.

Hold Animal: Paralyzes one animal for 1 round/level.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Reduce Animal: Shrinks one willing animal.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

Spider Climb: Grants ability to walk on walls and ceilings.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tree Shape: You look exactly like a tree for 1 hour/level.

Warp Wood: Bends wood (shaft, handle, door, plank).

Wood Shape: Rearranges wooden objects to suit you.

3rd-Level Nurturing Queen Spells
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Contagion: Infects subject with chosen disease.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Daylight: 60-ft. radius of bright light.

Diminish Plants: Reduces size or blights growth of normal plants.

Dominate Animal: Subject animal obeys silent mental commands.

Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).

Meld into Stone: You and your gear merge with stone.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Plant Growth: Grows vegetation, improves crops.

Poison: Touch deals 1d10 Con damage, repeats in 1 min.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Quench: Extinguishes nonmagical fires or one magic item.

Remove Disease: Cures all diseases affecting subject.

Sleet Storm: Hampers vision and movement.

Snare: Creates a magic booby trap.

Speak with Plants: You can talk to normal plants and plant creatures.

Spike Growth: Creatures in area take 1d4 damage, may be slowed.

Stone Shape: Sculpts stone into any shape.

Water Breathing: Subjects can breathe underwater.

Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Nurturing Queen Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).

Antiplant Shell: Keeps animated plants at bay.

Blight: Withers one plant or deals 1d6/level damage to plant creature.

Command Plants: Sway the actions of one or more plant creatures.

Control Water: Raises or lowers bodies of water.

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

Dispel Magic, Greater: As dispel magic, but +20 on check.

Flame Strike: Smite foes with divine fire (1d6/level damage).

Freedom of Movement: Subject moves normally despite impediments.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Reincarnate: Brings dead subject back in a random body.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Rusting Grasp: Your touch corrodes iron and alloys.

Scrying F: Spies on subject from a distance.

Spike Stones: Creatures in area take 1d8 damage, may be slowed.

5th-Level Nurturing Queen Spells
Animal Growth: One animal/two levels doubles in size.

Atonement: Removes burden of misdeeds from subject.

Awaken X: Animal or tree gains human intellect.

Baleful Polymorph: Transforms subject into harmless animal.

Call Lightning Storm: As call lightning, but 5d6 damage per bolt.

Commune with Nature: Learn about terrain for 1 mile/level.

Control Winds: Change wind direction and speed.

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

Death Ward: Grants immunity to all death spells and negative energy effects.

Hallow M: Designates location as holy.

Insect Plague: Locust swarms attack creatures.

Stoneskin M: Ignore 10 points of damage per attack.

Transmute Mud to Rock: Transforms two 10-ft. cubes per level.

Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

Tree Stride: Step from one tree to another far away.

Unhallow M: Designates location as unholy.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Wall of Thorns: Thorns damage anyone who tries to pass.

6th-Level Nurturing Queen Spells
Antilife Shell: 10-ft.-radius field hedges out living creatures.

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.

Bull’s Strength, Mass: As bull’s strength, affects one subject/level.

Cat’s Grace, Mass: As cat’s grace, affects one subject/level.

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

Dispel Magic, Greater: As dispel magic, but +20 on check.

Find the Path: Shows most direct way to a location.

Fire Seeds: Acorns and berries become grenades and bombs.

Ironwood: Magic wood is strong as steel.

Liveoak: Oak becomes treant guardian.

Move Earth: Digs trenches and builds hills.

Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.

Repel Wood: Pushes away wooden objects.

Stone Tell: Talk to natural or worked stone.

Transport via Plants: Move instantly from one plant to another of the same kind.

Wall of Stone: Creates a stone wall that can be shaped.

Primordial Pilot
The Einst Queen counts as a Pilot for meeting the prerequisites of feats, and her drones count as having the same Pilot level for any ability that cares about it. If she picks Funnel Control System,  instead of robots she unleashes a massive swarm of diminutive Einst drones from  her body, that follow the same game rules as funnels.

Queen's Spirit
At 2nd level the Einst Queen gains 5 spirit points per level and learns one Spirit of her choice, as long as it is [Real Pilot] or [Super Pilot]. She can count herself as either for the cost reduction, but once made the decision cannot be changed. At 6th, 9th, 12th, 15th, 18th she can choose to learn a new Spirit. When the Einst Queen uses a Spirit, she can choose for it to affect all of her Drones under the effect of Queen's Will instead of herself.

Einst Feat
At 3rd level the Einst Queen gains a Pilot Feat of her choice. At the start of her turn she can choose to lose any or all of those bonus feats and make them apply to all the Einst Drones under her Queen's Will, as long as they meet any needed prerequisites (they count as Pilots as you do). This chance lasts until the start of your next turn. At 5th, 8th, 11th, 14th, 17th and 20th level you gain another such Bonus feat.

Star Devourer
At 20th level the Einst Queen and her drones become immune to all environmental ill effects. Acid rain? Interior of the Sun? No problem! They can also now consume any kind of matter for nutrients, although things that previously didn't grant any usable nutrients now grants only 1/100th. In addition the Einst Queen can now give birth to new 1st level Einst Queens! This takes 1000 tons of nutrients, and after birthed the new Einst Queen will need fifteen years of maturing before being able to start to make her own Einst Drones. She will never attack her "mother", but is otherwise a new independent entity. She uses the same stat generation and has either her "mother"s race, or any basic humanoid race her mother ever consumed. If two new Einst Queens from the same mother are maturing at the same time, they'll do everything on their power to kill their sister, each trying to become the favored daughter.

If the Einst Queen is killed, she may transfer her mind to any of her surviving daughters. She automatically gains one level per hour and ten tons of nutrient consumed until having the same levels as before, and automatically matures as well if she hadn't before, and her skills and feats change to match her previous choices as well. Any other of her other previous daughters will now be fully hostile to her however, and if killed again she can only transfer her mind to any daughters birthed after her "reincarnation".

Real Pilot
Perhaps the Einst Queen salvaged a half-destroyed machine and "infected" it to serve as her personal avatar. Perhaps she gained the trust of a mecha organization. Perhaps the mecha organization thinks she can control her.

A multiclass Einst Queen/Real Pilot can pick a Real Robot to which she has access, and then apply a Bioweapons she has access to to it by replacing any in-built weapon with a Bioweapon. Count only Einst Queen levels for checking which bioweapons are available. If you're an Adaptive Queen, you can add your Real Robot's level to the highest level of Einst bioframe you can  create to determine the effects of Mutations in your infested Real Robot. You can also replace in-built weapons for Mutations instead of bioweapons.

Also add to the Real Robot +9 HP, +1 DR, +2 in-built weapon damage (+4 to heavy in-built weapons) per Einst Queen level, +1 Nat armor Dodge and in-built weapon attack rolls per 2 Einst Queen levels, and +1 to saves for every 3 Einst Queen levels. In the case of Bio weapons, they gain +2 damage per Real Pilot level and +1 to attack rolls per two Real Pilot levels.

For determining Pilot level for other abilities, count full class level  plus half the other levels for purposes of that class. So for example an Einst Queen 8/Real 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Real ability purposes.

Super Pilot
Perhaps someone thought they could control einst drones if they added machine bits. Perhaps the Einst Queen has learned how to add plating and metal claws and servo motors and guns to her spawns. Either way, she now has her personal army of cyborg giant monsters.

The upgrade options that would be available for the Super Robot are instead be applied to the Einst Drones, with each Einst Drone receiving half the max upgrade points. If there's enough Super Pilot levels to unlock Arsenal options, each Einst Drone has its own arsenal space. Your drones learn the maneuvers and stances gained from Super Pilot levels, but can only use them while under your Queen's Will effect, and only one of them per round.

Also add to her Einst Drones +7 HP, +1 DR per Super Pilot level, and +1 to saves for every 3 Super Pilot levels.

For determining Pilot level for other abilities, count full class level  plus half the other levels for purposes of that class. So for example an Einst Queen 8/Super 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Super ability purposes.

If by some insanity you're an Einst Queen/Real Pilot/Super Pilot, you must choose to follow either the Super/Real multiclass rules, or the Einst Queen/Super multiclass rules, meaning you either get your super personal cyborg with bioweapons, or you buff up your drones with technology.

Ship Captain
You infest a derelict space ship, or perhaps hollow up an asteroid to serve as your new nest.

You can fuse one of your drones with your battleship as a 24-hour process, adding together their HP, DR, saves, natural armor, Dodge and weapons. Use the highest energy between them. It moves as the battleship and has the same base abilities. The battleship now follows the drone's instinct as well, unless under your Queen's Will. If you try to add a new drone, its stats overwrites the previous. In addition while inside your infested ship, you only take half the time to make new drones.

For determining Pilot level for other abilities, count full class level plus half the other levels for purposes of that class. So for example an Einst Queen 8/Ship Captain 4 would count as having PL 10 for other Einst Queen ability purposes and PL 6 for other Ship Captain ability purposes.

Bioframes
All Bioframes have Blindsense 20 mu and mecha-scale Scent.

The Einst Queen can choose to produce Bioframes of a smaller size than their max, to a minimum of Small, but that'll make their bioweapons deal reduced damage. She can also choose to produce her bioframes in non-mecha scale, in which case it no longer has the benefits of a mecha vs non-mecha (but is still vulnerable to its core being destroyed).

Bioweapons
Every Bioframe comes with a free Bite bioweapon that deals 1d6 damage base. They can gather and store nutrients just as the Queen does, being able to hold up to ten tons of nutrients per bioframe level, and regurgitate stored nutrients in the form of a slimy paste that can be quickly absorbed by the Queen as a fullround action.

All bioweapon damages are for small bioframes. Adjust accordingly for bioframes of different sizes.

Each bioweapon can be taken up to two times. If taken twice, they gain the property for free. The number in brackets is their level. You can take two bioweapons of the same kind in a single slot if they're of a lower level than the bioframe.

In the case of bioweapons with ammo, the only way to recharge them is by consuming nutrients, at the rate of one ton of nutrients to fully recover the ammo of one bioweapon. The action for recharging a bioweapon is the same as other mecha weapons with limited ammo.

The natural bite attack counts as an built-in mecha weapon, while the bioweapons count as Arsenal weapons for damage and purposes of attacking with multiple weapons and disarming and other similar interactions.

Nadel Stacheln
Spine clusters that can be launched with great precision. Grants a +4 attack bonus and deals 1d4 damage with a x3 critical multiplier, a range increment of 40 mu and 8 ammo. Has the Property.

Klaue
A sharp claw that grants a +3 attack bonus and deals 1d6 damage in melee with a normal crit and has the property.

Sensen Klingen
Basic claws made for quick attacks. Grants a +2 bonus to attack rolls and deals 1d4 damage with a x3 crit modifier. Has the, and  properties and costs no energy per use.

Selbstzerstörung
Sacks filled with dangerous organic chemicals allow the Einst to explode itself for the glory of the swarm. This has the property. Make a single ranged attack roll against everything within 20 mu of the Einst, using the best attack bonus and critical of your choice from among your bioweapons. Targets hit take damage equal to the combined damage of all the bioweapons of the exploding Einst. This attack also counts as having all the special properties of all the bioweapons of said Einst except. The Einst is destroyed, but the chemicals are specifically produced so they won't hurt einst birthed from the same queen.

Anlage Beam
Laser produced by natural means. Grants a +2 bonus to attack rolls and deals 3d4 damage with a x4 crit multiplier with a range increment of 25 mu. Has the property. Costs 10 energy to be used.

Sucher Missiles
Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +3 bonus to attack rolls and deals 2d6 damage with a 18-20x2 crit multiplier with a range increment of 50 mu. Has the property and 7 ammo.

Säure Backen
Allows the einst drone to produce digestive acids right from its teeth. Not a weapon by itself but improves the Drone’s bite attack while taking a bioweapon slot, granting it a +2 bonus to attack rolls and +1d4 acid damage on hit plus the property, but now costs 5 energy per use.

Blindes Gift
Claw that releases an ichor that temporaly blocks cameras and sensors. Grants a +1 bonus to attack rolls, deals 1d6 damage with normal crit, enemies damaged take a -4 penalty to all attack rolls, AC and Reflex saves for 1 round. Costs 10 energy per use.

Schaufeln Krallen
Sharp and long talon, although not very durable. Grants a +2 bonus to attack rolls, deals 1d8 damage with 19-20 critical threat range at critical range. Has the property and 11 ammo.

Nadel Klaue
A sharper claw powered by strong muscles. Grants a +5 attack bonus and deals 2d6 damage with a 19-20 crit modifier at the cost of 5 energy. Has the property.

Stacheldraht Würger
Shoots spore pods that quickly grow to cover the target. Grants +4 to attack rolls and deals 1d8 damage with a range increment of 30 mu. Has the and  properties and consumes 10 energy per shot.

Fleisch-Bohrer
Shoots a hungry worm that borrows itself on the target before dying. Grants +6 to attack rolls and deals 1d6 damage with a range increment of 25 mu and a critical threat of 18-20. Has the and  properties and 7 ammo.

Biologische Beam
Laser produced by natural means. Grants a +3 bonus to attack rolls and deals 5d4 damage with a x4 crit multiplier with a range increment of 30 mu. Has the and  properties. Costs 20 energy to be used.

Zerstörer Missiles
Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +4 bonus to attack rolls and deals 2d10 damage with a 18-20x2 crit multiplier with a range increment of 60 mu. Has the and  properties and 6 ammo.

Schaufeln Krallen
Wings with talons, able to both catch air and solar currents. Has a +4 bonus to attack rolls, deals 1d12 damage in melee with normal crit and the and  properties, costing 10 energy per attack. If the drone has at least two, allows them to fly at their base speed with poor maneuverability, each extra pair increases maneuverability by one step.

Knochen Schwerter
A bone that grew into the shape of a sword. Has a +3 bonus to attack rolls dealing 2d12 damage in melee, x3 critical multiplier. Has the property and 9 ammo.

Biostatische Rassel
Short tentacles that discharge shocks. Has a +6 bonus to attack rolls dealing 1d8 damage in melee plus 1d8 electricity damage and in a hit inflicts a -4 penalty to Will saves for 1 round. Costs 15 energy per attack.

Giftige Nadel
Reinforced tail to crush the prey of the drone. Has a +5 bonus to attack rolls dealing 4d6 damage in melee with normal crit. Has the and  properties and 13 ammo.

Mond Beam
Laser produced by natural means. Grants a +4 bonus to attack rolls and deals 5d6 damage with a x4 crit multiplier with a range increment of 35 mu. Has the and  properties. Costs 30 energy to be used.

Hündin Missiles
Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +5 bonus to attack rolls and deals 3d10 damage with a 18-20x2 crit multiplier with a range increment of 70 mu. Has the and  properties and 5 ammo.

Peitsche
A whip of hard yet fleixible flesh. Grants a +6 attack bonus, deals 2d6 damage with a 18-20 crit mod and has the the and  special properties.

Verschlinger
Shoots several hungry worms that quickly devour anything they land on before dying. Grants +5 to attack rolls and deals 2d6 damage with a range increment of 25 feet. Has the and  properties and  6 ammo.

Fleisch-Haken
Tubes of flesh designed to grab prey and keep it close. Grants a +6 bonus to attack rolls and deals 1d12 damage with a 35 mu range increment. Has the, , , and properties and costs 15 energy per use.

Starke Gliedmaßen
Extra limbs to crush enemies. Grants a +4 bonus to attack rolls, deals 3d6 damage in melee with normal critical. Has the and  properties, costs 10 energy per attack. They can also increase the drone’s non-flying movement speeds by 10 mu each, but in that case cannot be used for attacking in the same round.

Zerreißende Krallen
Large claw that channels bio energy. Grants a +7 bonus to attack rolls, deals 2d10 damage in melee with a x4 critical multiplier. Has the and  properties, costs 15 energy per attack.

Giftige Wimpern
Nasty appendages. Grants a +5 bonus to attack rolls, deals 2d8 damage in melee with a 19-20 x3 critical. Has the, , and properties and 5 ammo.

Knochenschwert
Seemingly a serrated blade made of bone. Grants a +7 attack bonus, deals 2d8 damage with a x4 crit mod, has the and  properties and costs 10 energy per attack.

Vencom Kanone
This long organ shoots a stream of dissolving acid. Grants +6 to attack rolls and deals 2d12 damage with a range increment of 100 mu. Has the, , , and properties and consumes 15 energy per shot.

Sonne Beam
Laser produced by natural means. Grants a +5 bonus to attack rolls and deals 5d8 damage with a x4 crit multiplier with a range increment of 40 mu. Has the and  properties. Costs 30 energy to be used.

Prinzessin Missiles
Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +6 bonus to attack rolls and deals 4d10 damage with a 18-20x2 crit multiplier with a range increment of 80 mu. Has the and  properties and 4 ammo.

Greifzange Schwanz
Living claw that evolves all the time to adapt to the target, burning itself out. Grants a +5 bonus to attack rolls, deals 6d8 damage in melee with a 19-20 critical threat range. Has the and  properties and 7 ammo.

Greifklauen
Short hooked claws for holding prey. Grants a +7 bonus to attack rolls, deals 8d6 damage in melee with a x3 critical modifier. Has the and  properties and costs 15 energy per attack.

Dreschmaschine Sichel
Reinforced tail with multiple layers of crystallized bone. Grants a +6 bonus to attack rolls, deals 2d12 damage in melee with normal critical. Has the and  properties, costs 5 energy per attack.

Sterne Beam
Laser produced by natural means. Grants a +6 bonus to attack rolls and deals 12d6 damage with a x4 crit multiplier with a range increment of 45 mu. Has the, , and properties. Costs energy 50 energy to be used.

Königin Missiles
Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +7 bonus to attack rolls and deals 7d10 damage with a 18-20x2 crit multiplier with a range increment of 90 mu. Has the, , properties and 3 ammo.

Tod Werfer
Shoots many hungry worms that quickly devour anything they land on before dying. Grants +7 to attack rolls and deals 3d10 damage with a 19-20 critical threat with a range increment of 20 mu. Has the, , and properties and 5 ammo.

Reißend Klaue
A Claw with strange minerals at its tip, harder than any known metal. Grants a +7 bonus to attack rolls and deals 3d12 damage with a 19-20 x3 critical. Has the, , and properties and consumes 20 energy per attack.

Hellebarde Ei
A swarm of short lived parasites is launched over the prey. Grants a +7 bonus to attack rolls and deals 6d8 damage with a 17-20 crit mod and a 75 mu range increment. Has the, , and properties and 4 ammo.

Knochen Säbel
Bones shaped like wicked sabers. Grants a +8 bonus to attack rolls, deals 6d12 damage in melee with 16-20 critical threat range. Has the and  properties, costs 25 energy per attack.

Dehnbar Kiefer
Allows the einst drone to produce exceptionally strong acids right from its teeth. Not a weapon by itself but improves the Drone’s bite attack while taking a bioweapon slot, granting it a +5 bonus to attack rolls, +3d12 damage and +3d12 acid damage on hit plus the property, but it now costs 10 energy per use.

Große giftige Wimpern
Bony protuberances harder than diamond. Grants a +6 bonus to attack rolls and deals 11d8 damage in melee with x3 critical multiplier. Has the and  properties and 5 ammo.

U-Bahn-Klaue
A claw that can extend itself to great range. Grants a +9 bonus to Attack rolls and deals 4d12 damage with a x3 crit mod and a 55 mu range increment. Has the, , and properties and costs 35 energy per use.

Säure-Speichel
Spit highly corrosive gastric juices. Grants a +10 bonus to attack rolls and deals 6d10 damage with a 19-20/x4 crit mod and 105 mu range increment. Has the, , , and properties and 3 ammo.

Faust Klaue
An exotic claw too strange for words to describe. Grants a +9 bonus to attack rolls and deals 10d6 damage with a 16-20 critical. Has the, , and properties and consumes 25 energy per attack.

Faust Beam
Laser produced by natural means. Grants a +7 bonus to attack rolls and deals 20d4 damage with a x4 crit multiplier with a range increment of 50 mu. Has the, , and properties. Costs 60 energy to be used.

Kaiserin Missiles
Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +8 bonus to attack rolls and deals 8d10 damage with a 18-20/x2 crit multiplier with a range increment of 100 mu. Has the, , properties and 2 ammo.

Knochen Keule
Massive prehensile armored tail. Grants a +9 bonus to attack rolls, deals 9d10 damage in melee. Has the and  properties and 5 ammo.

Wirbelsäule-Backen
Chest spikes to crush and impale targets simultaneously. Grants a +8 bonus to attack rolls, deals 7d12 damage in melee with a 19-20/x4 critical. Has the and  properties and costs 15 energy per attack.

Mäht Krallen
Mighty Claws able to break through all but the most advanced alloys. Grants a +7 bonus to attack rolls, deals 11d6 damage in melee with a 18-20/x3 critical. Has the and  properties and 3 ammo.

Große Krallen
Molecular sharp claws of impossibly light bone. Grants a +9 bonus on attack rolls, deals 8d10 damage in melee with a 17-20 critical threat range. Has the property and costs 5 energy per attack.

Liebe Beam
Laser produced by natural means. Grants a +8 bonus to attack rolls and deals 24d6 damage with a x4 crit multiplier with a range increment of 55 mu. Has the, , , and properties. Costs 70 energy to be used.

Göttin Missile
Suicidical symbiot flies at target before burrowing itself and causing as much damage as possible. Grants a +9 bonus to attack rolls and deals 12d12 damage with a 18-20/x2 crit multiplier with a range increment of 110 mu. Has the, , , and properties and 1 ammo.

Kaiser Klingen
A massive blade of both hardened organic matter and mineral composites. Grants a +9 attack bonus on attack rolls, deals 7d12 with a 17-20 critical threat and crit multiplier of x4 with the, , and properties, costing 40 energy per attack.

Tentakel-dringt
Giant Tentacle that is impossibly flexible. Grants a +11 bonus to attack rolls and deals 8d12 damage with a 15-20 crit mod with a range increment of 185 mu. Has the, , , , , and properties. Doesn't need energy to be used.

Instincts
Einst Drones acting under Instinct have a racial bonus to Spot, Listen, Hide and Move Silently (Perception and Stealth in Pathfinder) each equal to four times their Biodrone level. They don't take penalties to Hide/Stealth for being bigger than medium.

Regardless of the instinct chosen, einst drones will never attack the queen that spawned them. They may still attack einst drones of different kinds, even if spawned from the same Queen.

Lurker
The Einst Drone will search for an area where there's enough cover or concealment to allow it to hide, then remain there until it detects another creature, upon which it will attack it with its ranged weapons. If it has no ranged weapons, it will not attack unless the enemy comes in reach. If reduced to half or less HP, it will run away from danger and look for a place where to hide until its wounds are healed.

Guardian
The Einst Drone will patrol an area with a radius of 100 mu from the place where it was born, attacking and devouring any creature or mecha it finds besides other einsts of the same queen with the same behavior. The Einst Queen may as a fullround action spray a creature or mecha with special pheromones that make a Guardian Einst ignore them unless attacked, but they only last 24 hours and can't be replicated by any other means, even magic ones.

Hunter
The Einst Drone will actively seek sentient creatures and attack them by any means necessary. When spawned, the Queen can choose for the Einst Drone to focus on targeting a specific kind of creature, be it race, class, gender, age, or any other distinct characteristic. But if she does so, then the Hunter Einst Drone will ignore any other creatures, unless attacked first, in which case it will focus on killing the last one that attacked it until either is dead.

Feeder
The Einst Drone will consume whatever nutrients it can detect. If a more efficient source of nutrients shows up, they'll prioritize it. So for example if an Einst Drone is eating a forest, and a group of humans appears, the Feeder Einst Drone will target its hunger to them. Once the Einst Drone is “full”, it will roam in search of its queen and regurgitate the nutrients it had gathered in a slimy paste that can be absorbed by the Queen as a single fullround action. The feeder Einst Drone will then roam back to the area where it previously was and resume eating nutrients. If attacked while full, a Feeder Einst Drone retreats.