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Xenowarden MechsThe mechs that make up the backbone of Xenowarden planetary armor are a symbiotic union of multiple types of plants, trees, and lichens. With each mech grown to specification, arborists work carefully to graft multiple cultivars of native trees to a thin framework of supportive wire and light alloy framing. These saplings are nurtured and trained to an endoskeleton, and once a mech has matured, it can sustain its own energy needs with root systems and a verdant crown, possibly resulting in enormous mechs like the Xenowarden Canopy. All central control systems route to the cockpit ensconced somewhere within the flora. The mech’s functions might be controlled via algae pads, delicate fungal signaling systems, and precise nerve-like root structures coiling up into the cockpit. Smaller mechs, like the Xenowarden Seedling, are readied for service earlier in the growth cycle, which lets them retain a great deal more flexibility and bend in the donor flora materials. This early harvest creates mechs that best serve as forward scouts that can cover more ground but with a trade-off of the pilot having less protection. The pilot usually sits partially exposed in the crown of the main tree, using more traditional control surfaces to actuate the mech in combat. When a Xenowarden mech is knocked out during combat or otherwise abandoned, the root system takes permanent hold in the soil. The once powerful construct then takes on a second life as a flourish of new plant growth surrounds the fallen war machine. Source Tech Revolution pg. 125 Gargantuan trooptank Operators 2–6; PP 6 (1/turn, max 13) Speed 60 ft., fly 10 ft. (perfect, maximum elevation 5 ft.); Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light visionDefenseHP 175; SP 51; Hardness 10 EAC 37; KAC 38 Fort +15; Ref +14 Immunities construct immunitiesOffenseMelee spiked shield (upper limb—11d8+24 B or P; critical bleed 5d8) Ranged rocket launcher (frame—11d10+16 F&P explode [10 ft.]) Space 20 ft.; Reach 20 ft. Strength +8SystemsPower Core mk 2 eternal; Lower Limbs tough arms (+0 melee, +0 ranged); Upper Limbs ammo reserve, autotarget, cargo catapult, cargo hold (2); Auxiliary enhanced shields Source Tech Revolution pg. 125 Huge marshghost Operators 1–2; PP 6 (1/turn, max 13) Speed 70 ft., swim 100 ft.; Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light visionDefenseHP 30; SP 9; Hardness 1 EAC 19; KAC 20 Fort +4; Ref +5 Immunities construct immunitiesOffenseMelee buzzblade (lower limb—1d8+4 S; critical bleed 1d4) or spiked shield (upper limb—1d8+4 B or P; critical bleed 1d4) Ranged laser rifle (frame—1d8+2 F; critical burn 1d4 Space 15 ft.; Reach 15 ft. Strength +2SystemsPower Core mk 2 eternal; Lower Limbs heavy biped; Upper Limbs powerful arms (+1 melee, +0 ranged); Auxiliary entry hatch, haste circuit, reconnaissance array; Upgrades enhanced shields, fleet (2)
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