Beware the Salvagers December 4, 2015 09:27 1 Comment

Within the borders of each nation exist armies trained for war. Evangless has earned its place because of its military, a powerful force in Rilausia. So, when these trained soldiers run from something, it must be for good reason. Salvagers are that reason. These automatons exist to consume anything in sight, break them down into material components, and build more of themselves. The endless army of salvagers, controlled by the calculating Solari Engine, rampage across the landscape. In their wake entire towns are reduced to flattened land, buildings and people alike consumed by the mechanical monstrosities.

Many brave observers have taken to collecting as much knowledge about salvagers as they can. To date it has been determined that there are seven types of salvagers, each with a specific purpose.

The most recognizable salvager is the devourer. It is also the most horrific. This model is a mechanical nightmare, compiled from mismatched scraps of metal and other miscellania. Its purpose is to gather materials and construct other units of salvagers, though on rare occasions one has been observed simply using the materials to make itself bigger and more fierce.

The scout salvager is a smaller unit, roughly the size of a horse, that has been observed skulking around. It appears to possess enhances senses in order to suss out its search parameters. Some have been deployed to hunt down inhabitants of a town, while others have run through in search of precious metals.

In most recent months, a newer model of salvager has been seen to terrorize settlements. The aptly named reaper salvager rampages through towns with the express purpose to kill any organic thing in sight. The massive bulk of this model seems to keep it relatively safe from attack, while its maw contains a toxic poisonous gas mixture designed to ensure the extermination of any organic subject nearby.

In our upcoming Narrator’s Accomplice, we’ll be giving you several salvagers to choose from. For today, we’d like to share a peek at the Mammoth Salvager:

 

Mammoth Salvager

Towering over most buildings, this salvager looks to be part crane and part battleship. It is barrel-chested, trunk-legged, and all around big. Its right arm is a crane with a huge hook attached to a thick chain. Its other arm ends in a three-fingered hand designed for digging or picking up anything it is placed over.

Initially designed to aid construction efforts, the mammoth salvager has become a siege engine. It swings its massive hook to smash walls, rip roofs off buildings, and stop airships from flying away. With its digging claw, it is able to literally uproot buildings with minimal effort and can upend an entire city in under an hour.

Combat

This thing is huge! How does it fight? It swings its bulk about and smashes anything foolish enough to stay in the way. The chained hook is a primary means for doing this, while the digging claw can pick up nearby people or objects and send them flying faster than an airship with somewhere to be.

Mammoth Salvager   AP: 3   PAR: 6

Massive-7 Defective Automaton

HP: 500 | Wnds: 82 | Pri: +0 | Spd: 40 ft (land)

Brute +50 | Cunning +0 | Dexterity +0 | Spirit +0 | Sciences +0

Guard

Riveted Metal Plates (super-heavy metal armor)

Eva: -8 Def: +10

Soak:  15  |  30  |  45  |  60

Weak Spots: Eyes, ears, head, neck (can be affected by called shots, wounds, and fatals made by any size weapon)

Immunities: Anatomical effects (diseases, gases, medicines, poisons, venoms), called shots, wounds, and fatals made by size-2 super heavy weapons, bio-flux, and all abilities requiring a spirit resist

Actions

1 AP

Tromp (normally as a move)

Acc: +1 Stk: +7 Reach: 35 ft

Damage:  26  |  52  |  78  |  104

Note: The mammoth can tromp any creature that is size 1 or smaller. While tromping, the mammoth can make a free unarmed attack against a creature it is tromping over. The creature can dodge out of the way by spending 1 AP reflexively.

 

2 AP

Chained Hook (heavy metal melee weapon)

Acc: +5 Stk: +10 Reach: 80 ft

Damage:  30  |  60  |  90  |  120

Note: This weapon can make grabs on massive-3 to massive-5 targets. Anything smaller cannot be grabbed.


1 AP

Shovel Claw

Acc: +1 Stk: +7 Reach: 35 ft

Damage:  26  |  52  |  78  |  104

Note: The shovel claw is able to grab anything up to massive-5 size (plus the immediate area).


Doesn’t this automaton look amazing? Tell us what you think in the comments below!