Monsters

WAR MIND

War_Mind_-_Egil_Thompson.jpg
War_Mind_-_Egil_Thompson.jpg

WAR MIND

$8.00

Medium sentient mechanic (8d6)

Combat strategy and tactics AI.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 21 (6d6) LOG 21 (6d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 24
RANGED DEFENCE 24
MENTAL DEFENCE 32
VITAL DEFENCE 24

HEALTH 48 (regen 2d6)
SOAK 8; VULN 1d6 electricity, 2d6 ion
IMMUNE Sick, Fatigued

INITIATIVE 10d6
PERCEPTION 8d6
SPEED 8; FLY+ 8; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Brawling 6d6 (3d6+4 blunt damage)
Phaser beam 6d6 (3d6 heat damage; range 12)

Skills hardy 10 (4d6), combat 3 (2d6), perception 3 (2d6), tactics 10 (4d6), computers 10 (4d6), starship tactics 10 (4d6), astrogation 6 (3d6), cryptology 6 (3d6) engineering 6 (3d6)
Gear built in advanced phaser weapon, integrated scanner, miniature EMP device.

Designate Target. The war mind chooses one target it can see, which is highlighted by targeting nano-drones. That target may not benefit from cover until another target is selected. 

Nanobot repair. Nanobots constantly repair the war mind’s body, giving it 2d6 regeneration at the start of each of its turns.

FTL travel. The war mind is capable of travelling through space at FTL10.

Download. The war mind is able to recover from large scale damage and apparent destruction. When destroyed, it can download its core personality into a new organic humanoid form, which is converted to a mechanoid with nanobots and gains the war mind’s statistics.

Self-Destruct. The war mind can self-destruct, causing a 9d6 heat and force burst attack, radius 30', centered on the War Mind.

Tactical programming. A war mind is not limited by its maximum dice pool when using the tactics skill.
 

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