Corpsefleet MechsFew things can strike fear into the heart of a battle-weary frontline trooper more than a Corpse Fleet mech. From a distance, they appear as mobile skeletons of some long-dead beast, but up close, a more horrifying detail becomes clear. Much like Eoxian starships, Corpse Fleet mechs contain vital systems within an ossified carapace resembling a gigantic skeleton. The coffin-like cockpit is placed with little regard to pilot safety, often wedged in between functional components like an implanted foreign organ. It isn’t uncommon for pilots to pry back cartilage and sinew to crawl into the mech for access to the cockpit. Hydraulic hoses and gore-slick cabling snake in and out of the exterior bones, piercing mysterious organs and coiling around the decaying muscle protected by the exoskeleton. Semi-organic facsimiles of battle-tested Pact World weapons are commonly integrated into peripheral bones that hang stiffly off the central body’s edges, and it isn’t unusual to see familiar-looking components grafted into the construct’s interior biology. The most protected element is the power core; this Eoxian-pioneered tech allows these mechs to pull the dying ember of life from a recently deceased creature and rip it apart into raw energy to gain a brief surge of power. As if the ghastly visage wasn’t enough to stoke fear in an enemy, audible screams of shattered souls echo from deep within the mech’s heart when running at full power. Source Tech Revolution pg. 119 Huge skirmisher Operators 1–2; PP 1 (3/turn, max 7) Speed 100 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light visionDefenseHP 36; SP 9; Hardness 1 EAC 20; KAC 21 Fort +5; Ref +6 Immunities construct immunitiesOffenseMelee scythe (upper limb—2d6+7) Ranged acid dart rifle (frame—2d6+3 A; corrode 1d6) or frost rifle (frame—2d8+3 C; staggered) Space 15 ft.; Reach 15 ft. Strength +4SystemsPower Core mk 2 dynamo (corpsegnawer core); Lower Limbs fast biped; Upper Limbs precision arms (+2 melee, +1 ranged); Auxiliary haste circuit, plow plating; Upgrades fleet (2) Source Tech Revolution pg. 119 Colossal seahellion Operators 2–6; PP 9 (2/turn, max 18) Speed 40 ft., swim 60 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light visionDefenseHP 139; SP 27; Hardness 8 EAC 30; KAC 35 Fort +14; Ref +12 Immunities construct immunitiesOffenseMelee chainwhip (upper limb—10d4+20 B) Ranged missile battery (frame—10d4+12 F&P) Space 30 ft.; Reach 30 ft. Strength +8SystemsPower Core mk 4 eternal (corpsegnawer core); Lower Limbs quadruped; Upper Limbs assault arms (+1 melee, +0 ranged); Auxiliary entry hatch, plasma-shock circuits, plow plating, weapon core (acid, electricity)
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