Dashers


    A dasher resembles a nightmarishly elongated iron mantis, complete with six spindly legs used only for running at insane speeds; it falls over if slowed to less than 30 mph.  Although dashers can clear barriers less than 20 feet high with a single stride, the speedy machines can't turn well.
    Foes who take shelter inside a solid structure (tents don't count), are backed up against a wall, or who throw themselves flat upon the ground are immune to the blindingly swift attack of a dasher.  The only possible attack against a dasher is to set a weapon against a charge.  Targeting a dasher with a spell is almost impossible.
 
STR
3d6+3
MOV
Special
Hit Location
Roll
AP
HP
CON
4d6
HP
11
RHL
01-02
4
0.20
SIZ
3d6
LHL
03-04
4
0.20
INT
2d6+3
RCL
05-06
4
0.20
POW
- - -
LCL
07-08
4
0.20
DEX
2d6+18
BODY
09-13
4
0.40
CHG
2
HEAD
14-16
4
0.33
RFL
17-18
4
0.20
LFL
19-20
4
0.20

WEAPONS             SR             ATT             DAMAGE
Mandibles                 0                 50%             4d6 + 1d4
Sonic Boom              0                 100%            special

Mandibles - Mandibles deliver a slashing attack.

Sonic Boom - A dasher can generate a sonic boom by accelerating to its top speed.  The sonic boom affects all living creatures within a 100' - radius of the effect and is equal to Intensity 10 Illusion of Sound (CONx2).  The energy needed to do so is equal to 1pt of CHARGE.

Dashers expend 1 unit of CHARGE per day and must return to their machine cyst each day to replenish their energy.  If a dasher's energy is depleted, it becomes inert.

Meltdown - If a dasher is stopped either by damage, magic, or trap it retains the heat as a byproduct of its energy storage. Over the next 3 rounds, and accompanied by a cherry-red glow, the dasher melts into a pool of slag, utterly destroyed.