Mechanoids

ASSIMILATOR

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ass.jpg

ASSIMILATOR

$6.00

Medium sentient mechanoid (6d6)

A hivemind of mechanoids intent on assimilating the universe.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24 (immune)
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 5d6
PERCEPTION 5d6; scanner
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 5d6 (3d6+3 blunt damage)
Laser implant 5d6 (3d6 heat damage; range 9)

Skills engineering 8 (3d6),  computers 8 (3d6), tactics 3 (2d6),  combat 3 (2d6)
Gear integrated components

Adaptive forcefield. An assimilator can only be damaged by each energy type once.  Once it has been damaged by a particular energy type (heat, cold, electricity, etc.) its forcefield adapts, rendering it immune to that energy type.  This applies on a "per encounter" basis; the immunity is not permanent.

Assimilate.   If a victim is reduced to zeo HEALTH,  the assimilator can inject it with nanites which turn it permanently into an assimilator under the hive's control.

Hive mind. Assimilators operate more efficiently when in groups.  Every additional assimilator beyond the first within 30' effecibely counts as flanking/crossfire , andgrants +1d6 to all attribute checks, to a maximum of +3d6.    

Integrated scanner. Assimilators have scanners integrated into their circuitry.

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