Drifters

    A drifter's body is composed mostly of a lumpy metallic ovoid 4 feet long and 3 feet broad. Three metal limbs, called sampler arms, hang from the bottom of the shiny egg. Drifters can signal a machine cyst when potential organic intruders trespass. Unlike walkers, drifters can replenish their energy stores through exposure to the sun, at a rate of 1d3 pt per hour.
 
STR
3d6
MOV
4
Hit Location
Roll
AP
HP
CON
4d6
HP
12
Body
01-14
4(1d6)
0.40
SIZ
2d6+3
SA1
15-16
4(1d6)
0.25
INT
2d6
SA2
17-18
4(1d6)
0.25
POW
- - -
SA3
19-20
4(1d6)
0.25
DEX
3d6
       
CHG
15
       

WEAPONS              SR          ATT      DAMAGE        PAR     AP
Sampler Arm 1A        6             50%             1d6              45%      7
Sampler Arm  2A       6             50%             1d6              45%      7
Sampler Arm  3A       6             50%             1d6              45%      7
Electric Discharge*                                      +2d4

Electric Discharge - Drifters store electrical energy in their outer carapace.  A drifter can release this energy as a powerful electrical shock.  This will do additional 2d4 points of electrical damage on its next hit. An attacker striking a drifter with a metallic weapon while the drifter contains an excess charge will also suffer this damage to the attacking limb. This discharge cost a drifter 1d6 points of CHARGE.

Defensive Field - Drifters automatically generate a physical protective field. Though generally invisible, the field acts in a way similar to an Intensity 1d6 Damage Resistance spell, with armor protecting first.
 

Flitters

    A flitter's body is composed mostly of a lumpy metallic ovoid 2 feet long and 1 foot broad. A sole metal limb, called a sampler arm, hangs from the bottom of the shiny egg. Flitters can signal a machine cyst when potential organic intruders trespass. Like drifters, flitters can replenish their energy stores through exposure to the sun, at a rate of 1d3 pt per hour.
 
STR
3d6
MOV
4
Hit Location
Roll
AP
HP
CON
1d6+12
HP
12
Body
01-16
4
0.40
SIZ
1d6+3
SA1
17-20
4
0.25
INT
2d6
       
POW
- - -
       
DEX
2d6+12
       
CHG
15
       

WEAPONS             SR          ATT         DAMAGE      PAR     AP
Sampler Arm              6           50%                 1d6            45%     7
Electric Bolt                2         DEX x5              3d4
Electric Discharge*                                         +2d4

Electric Bolt - Flitters can build up an electrical charge in their forward sensor array.  Unlike other sheens, the flitter can project an excess electrical charge at any target within 30 feet. This discharge cost a flitter 1d6 points of CHARGE.

Electric Discharge - Flitters store electrical energy in their outer carapace.  A flitter can release this energy as a powerful electrical shock.  This will do additional 2d4 points of electrical damage on its next hit. An attacker striking a flitter with a metallic weapon while the flitter contains an excess charge will also suffer this damage to the attacking limb. This discharge cost a flitter 1d6 points of CHARGE.