Geelish reavers

murder-bots

Headcount

d4 (patrol) or 3d4 (squad)

Vitals

com
d12
mov
d12
rea
d6
wil
d12
cha
d6
hea
24
grt
18
DR
4
(obsidian cerasteel bodies)

Habits

  • Standing in the dark, scanning ahead with multiform "eyes"
  • Tinkering with a new warbeast (it’s not going well: the beast is emitting a distorted thunder sound)
  • Stomping out the last life from a village of unsuspecting medievals

Dogma

  • Anti-carnal necropolitics Filled Pip Filled Pip Filled Pip Filled Pip Filled Pip Pip

Attacks

  • Assault rifles, 2d8 damage, 3 attacks per round
  • Shoulder-mounted mini-railgun, (one per group of reavers) 3d12 damage plus bleed 3

Powers

  • Disarm CRB111
  • Explode CRB111
  • Maximize CRB111
  • Reposition CRB111
  • Slay CRB111

Gear

  • Each reaver body is worth d100 gl in parts on-Spin.
  • Each functional gun & ammo band is worth three times as much.

Story notes

Gleaming matte hardbodies scramble over the wreckage of the Palastra VII, their eerie sensor-pits lasering outward to target your compressed atmo cartridges... The techno-mummified geels exist only to kill biological sapients and "liberate" other technical devices. They cannot manufacture ships or 'works, and no known geel can tack or create new cohorts. But these reavers can pilot the ships upon which they find themselves awoken—still programmed to kill after millennia of decay and electronic nightmares.

Variants

  • Some war bands, and all frigate crews, keep packs of trained geelish warbeasts. These neon-eyed robotic hellhounds leap into battle upon command, slavering sparks.

Geelish warbeasts

neon-eyed robotic hellhounds

Headcount

d8−1

Vitals

com
d20
mov
d10
rea
d4
wil
d8
cha
d4
hea
20
grt
12
DR
2
(obsidian cerasteel bodies)

Attacks

  • Bite, d20 damage
  • Claws, 2d4+2 damage plus bleed 1
  • Tailswipe, d8 damage plus stun 2

Each round, a warbeast can attack with its bite and either its tailswipe or claws

Powers

  • Transcendental flashbang (standard) – Instead of attacking, a warbeast can burn 4 GRT to release a strangely hypnotic burst of smoke, noise, and radiation that automatically stuns d4 sapient targets within 5 M for 1 round

Gear

  • No gear, but parts are worth 3d100 gl to an Archivist.

Story notes

They cannot be tamed by the razi power tame, but they can be reprogrammed using jack. (They are complexity 4 code archaetech items and thus cost 12 GRT to temporarily reprogram.)


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