Walkers

   Walkers number among the simplest sheens observed outside a machine cyst.  A walker's body is composed mostly of a lumpy metallic obloid.  Dim lights flicker across the surface of the sphere in different patterns, depending on the walker's situation.  The main body is supported by two slender metal legs, each ending in a wide, hooflike (metal) pad.  Another limb, called a sampler arm, emerges from beneath the sphere.  The sampler arm contains small metal teeth; perfect for gripping samples but also useful in defending the walker from threats it can't escape. Walkers expend 1 unit of CHARGE per day and must return to their machine cyst once per month to replenish their energy.  If a walker's energy is depleted, it becomes inert.

STR
2d6+3
MOV
4
Hit Location
Roll
AP
HP
CON
4d6
HP
11
RPad
01-03
4(1)
0.33
SIZ
2d6
LPad
04-06
4(1)
0.33
INT
1d6+3
Body
07-18
4(1)
0.40
POW
- - -
Sampler Arm
19-20
4(1)
0.25
DEX
2d6+3
       
CHG
30
       

WEAPONS              SR          ATT      DAMAGE        PAR     AP
Sampler Arm             6               40%             1d6             35%     7
Plasma Shovel*          4            100%             4d6
Electric Discharge*                                       +2d4

Electric Discharge - Walkers store electrical energy in their outer carapace.  A walker 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 walker with a metallic weapon while the walker contains an excess charge will also suffer this damage to the attacking limb. This discharge cost a drifter 1d6 points of CHARGE.

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

Plasma Shovel - Certain walkers specialized for ore recovery (called miners) posses digger arms instead of sampler arms (same stats and damage), as well as plasma shovels. The plasma is a searing cone of superheated particles 30 feet long, 3 feet wide at the origin and gradually narrowing to an inch or less at the terminus. Creatures struck by the plasma match the damage of the plasma vs. the armor in the effected location, if successful only half damage is taken. This form of attack can be used only 3 time per day but does not cost a CHARGE.

Hazard Variant Walkers

STR
4d6+3
MOV
5
Hit Location
Roll
AP
HP
CON
4d6+3
HP
14
RPad
01-03
6(1d6)
0.33
SIZ
3d6
LPad
04-06
6(1d6)
0.33
INT
1d6+3
Body
07-16
6(1d6)
0.40
POW
- - -
RArm
17-18
6(1d6)
0.25
DEX
3d6+3
 LArm
 19-20
 6(1d6)
 0.25
CHG
30
       

WEAPONS             SR          ATT         DAMAGE      PAR     AP
Sampler Arm              6            60%          1d6 + 1d4       55%       9
Sampler Arm              6            60%          1d6 + 1d4       55%       9
Electric  Discharge*                                       +2d4

Electric Discharge - Walkers store electrical energy in their outer carapace.  A walker 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 walker with a metallic weapon while the walker contains an excess charge will also suffer this damage to the attacking limb. This discharge cost a drifter 1d6 points of CHARGE.

Defensive Field - Walkers 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.

Plasma Shovel - Certain walkers specialized for ore recovery (called miners) posses digger arms instead of sampler arms (same stats and damage), as well as plasma shovels. The plasma is a searing cone of superheated particles 30 feet long, 3 feet wide at the origin and gradually narrowing to an inch or less at the terminus. Creatures struck by the plasma match the damage of the plasma vs. the armor in the effected location, if successful only half damage is taken. This form of attack can be used only 3 time per day but does not cost a CHARGE