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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.