Renders


    Renders resemble monstrously swollen insects, complete with dozens of  writhing metallic legs, feelers, and lethal projections good only for cutting and ripping.  They also possess strange orifices from which they vent destructive energies at distant targets.  Renders contain an internal energy source good for several years of activity, at minimum. Renders replenish all of their energy stores at a rate of 5pt per hour.
 
STR
8d6+16
MOV
10
Hit Location
Roll
AP
HP
CON
8d6+16
HP
36
RHL
01-02
12(3d6)
0.25
SIZ
8d6
LHL
03-04
12(3d6)
0.25
INT
3d6
RCL
05-06
12(3d6)
0.25
POW
- - -
LCL
07-08
12(3d6)
0.25
DEX
6d6
THORAX
09-11
12(3d6)
0.40
CHG
100
CHEST
12-14
12(3d6)
0.40
RLL
15
12(3d6)
0.25
LLL
16
12(3d6)
0.25
RUL
17
12(3d6)
0.25
LUL
18
12(3d6)
0.25
HEAD
19-20
12(3d6)
0.33

WEAPONS             SR             ATT             DAMAGE       PARR       AP
Blade Arms x6        2/5/8           110%           1d10 + 4d6       95%         15
Mandibles                  5              100%           3d10 + 4d6
Plasma Breath*          1              100%                  9d6
Electric Discharge*                                             +2d4

Plasma Breath - Renders can vent superheated plasma from an anterior valve, creating a sering cone of superheated particles 90 feet long, 5 feet wide at the origin, and 30 feet wide at the terminus.  This attack is resolved similar to that of a salamander.  This discharge cost a render 30 points of CHARGE.

Electric Discharge - Renders 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 render 1d6 points of CHARGE.

Defensive Field - Renders automatically generate a physical protective field. Though generally invisible, the field acts in a way similar to an Intensity 3d6 Damage Resistance spell, with armor protecting first.