War Mounts:
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Bore WormThe Resistance's most damaging War Mount, the Behemoth, is humanity's undisputed "heavy hitter", with the ability to lay down truly awe-inspiring levels of destruction in a very short time. This firepower is its greatest strength, but also its greatest weakness. The Machine regularly targets these gentle giants for elimination early in any conflict, so great is their potential to sway a battle. Heavy armor is only effective for so long, and many Behemoths have been destroyed due to this tactic. The death of every War Mount is a blow to the Resistance, but the loss of a Behemoth is especially great, as each one represents a huge investment in resources. In seeking an answer to the heavy firepower vs high value target problem, Librarians eventually designed the Bore Worm.
The Bore Worm War Mount looks very much like one of the grubs fired from a Bore Rifle(coincidence in action) that has been grown to ridiculous size and plated in chitinous armor. The War Mount moves through the Earth at a relatively high rate of speed using a combination of natural burrowing and a highly acidic mucus secretion that not only dissolves surrounding minerals, but also lubricates the War Mount's passage. When the Outrider piloting the War Mount wishes to enter combat, he must first bring the Bore Worm close enough to the surface for it to force its rear section up from the ground into open air so that it may transform into a living weapon platform(the whole process requires roughly 15 seconds). Once its rear is positioned properly, hidden seams in the War Mount's flesh split open like an overripe melon to allow the rear to blossom into a grotesque parody of a fleshy flower. Each of the War Mount's three "petals" folds down and anchors itself to the ground using a number of short tendrils while a column of muscle rises into a central position overlooking the area.
The War Mount in its combat configuration has an extremely low profile, less than four feet high except for the central stalk that can rise as high as seven feet, which presents a small target for Machine forces. In this form the Outrider pilot and his co-pilot/gunner are safely buried beneath the Earth within the main body of the War Mount. The pilot typically controls the central stalk and one of the petals while the co-pilot oversees the remaining petals. This allows for attention to be more easily split between multiple targets and means that none of the War Mount's weapon need be inactive at any given time. Though not so heavily armed as a Behemoth, the Bore Worm's Heavy Casting Cannons, dual Heat Projector Cannons, and impressive Organic Rocket payload would be a fearful combination if the Machine had enough sense to be scared. Balancing this decreased firepower is the fact that the War Mount is nearly impossible to kill. Its regenerative abilities have been maximized to the limit of current Splicer bio-technology, but this is nothing compared to the Bore Worm's own inherent worm-like physiology. Similar to some other worm species that can be cut in half without being killed and will eventually regrow their lost flesh, the Bore Worm is capable of regenerating its entire rear section. This means even if the entire rear section is obliterated during combat, the remainder of the Bore Worm which has remained safe under gound with its pilot, can escape without impairment. If deemed necessary, the War Mount's pilot can even prematurely detach the main body from the rear section(the rear section will die within 1D6+12 hours) and leave the area all the while still manning the rear section's weapon systems via Bio-Comm.
Class- Heavy Assault War Mount
Crew: One pilot and one co-pilot/gunner.
M.D.C. by Location:
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Central Weapon Stalk- 300
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*Heat Projector Cannon[2]- 150 each
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*Organic Rockets[60; 15 per petal, 15 on the central stalk]- 11 each
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*Heavy Casting Cannons[3; 1 per petal]- 120 each
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Weapon Petals[3]- 300 each
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**Rear Body- 400
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***Main Body- 600
*Objects marked with a single asterisk are exceptionally small targets and require a Called Shot with a -3 penalty to strike.
**The War Mount's rear half is only vulnerable to direct attack before deploying into its three weapon petals, a process that requires only 15 seconds. If the M.D.C. of all three weapon petals is depleted the Rear Body of the War Mount dies, but can eventually be regenerated given enough time.
***Depleting the M.D.C. of the Main Body kills the War Mount.
Speed:
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Running- 10 mph. The Bore Worm can travel on the surface if necessary, but it is awkward and slow.
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Leaping- Not possible, though the War Mount can explode out of the ground at high speed and approximately 30 feet into the air.
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Digging- 60 mph through dirt, sand, and clay, but only 45 mph through rock, concrete, and large deposits of Man or Machine-made metal. The War Mount needs only 12-15 seconds to completely burrow beneath the surface and can achieve sub-surface depths of approximately 5,000 feet, with slight variations depending on the geography of the area.
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Swimming- Not possible, the War Mount sinks like a stone. A Bore Worm can survive extreme depths, down to approximately 7,500 feet and crawl along the floor of the ocean at 45 mph or choose to burrow beneath the sea floor to use a more convenient travel medium.
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Flying- Not even close to possible.
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Range- Limited only by the pilot and co-pilot's need for food. The War Mount recycles and collects water as needed and is able to generate breathable air for its occupants by separating the oxygen from hydrogen in water.
Statistical Data:
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Height: 6-7 feet of the War Mount is exposed above the ground while in its combat form.
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Width: 8 feet at the main body's widest point in its non-combat form, 24 feet wide when the petal are deployed for combat.
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Length: 32 feet from end to end. The main body is 18 feet long and the rear section is 14 feet long.
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Weight: 10 tons.
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Cargo: None. The War Mount travels beneath the surface of the Earth and cannot possibly carry with it any cargo. The internal pilot cavity closes in around the Outriders within, disallowing anything beyond them and their Host Armor.
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Physical Strength: Supernatural PS of 30 + 1D6.
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Production Cycle: 18 month gestation period, plus 2 year growth time.
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Operational Lifetime: 60 years.
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Trade Value: 15 million credits for a healthy, undamaged unit.
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Bio-Regeneration Rate: 2D6+3 M.D.C. per melee for the main body and 1D4+2 M.D.C. per melee for all other locations. The War Mount possesses exceptional regenerative abilities as a counter-balance to its largely immobile nature when in combat. The War Mount can regrow destroyed components in 6D6+40 hours and even totally regenerate its entire back half, the section containing its combat form, in 6D6+24 days.
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Horror Factor: 14 against humans outside the Resistance, but none against the Machine.
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Senses & Features: Standard for War Mounts, as well as the Seismic Sense bio-enhancement.
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Feeding: The War Mount is a lithovore and "eats" from 240-360 lbs of minerals(stones, rocks, dirt, clay, etc) per day, dissolving them with it acidic mucus then slurping them up like an organic vacuum pump.
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Sleep Requirements: As an artificial organism, the War Mount requires only four hours of sleep/rest per day.
Other Data: An unmanned Bore Worm is able to function on instinct alone, but unless properly restrained its only instinct is to eat. It will only follow the commands of an Outrider capable of communicating with it using a Bio-Comm. The War Mount does not differentiate between human and Machine and is too stupid to use its powerful array of weapons without guidance.
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Alignment: Anarchist; operates more like a robot than a living creature, devoid of personality
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War Mount Attributes: IQ: 1(below average animal intelligence), ME: 1D4+6, MA: 1D4, PS: 31-36(Supernatural), PP: 6+1D4, PE: 18+2D6, Spd: See above.
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Number of Attacks/Actions: Two in its natural state, but six in its combat form. The Outrider pilot and his co-pilot/gunner each receive six additional melee attacks.
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Combat Bonuses(In addition to possible attribute bonuses): +4 to strike with ranged weapons, +5 to save vs poison & disease, and is impervious to Horror Factor & mind control(and possession).
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Equivalent (instinctive) Skills of Note: The War Mount can be conditioned to respond to a handful of Bio-Comm transmitted commands that are used when unmanned.
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Combat Capabilities: The War Mount has no combat abilities unless it is under the direct control of an Outrider who wishes to convert it into its combat form, making long-range weapons available. The only method the War Mount could possibly use to attack in melee would be to rub its body against a target while secreting its powerful acidic mucus. This acid will inflict 4D8 M.D. per melee to inorganic targets for 3D4 melee rounds.
Bore Worm Bio-Weapon Systems:
1. Heat Projector Cannons (2)- Mounted on the central stalk of the War Mount's combat form, these tandem firing weapons are fully articulated and can direct their beams of super intense heat on any target within range.
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Primary Purpose: Anti-Robot and Self-Defense.
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Mega-Damage: 1D8x10+10 or 2D8x10+20 M.D.
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Rate of Fire: Each force blast counts as one melee attack.
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Maximum Effective Range: 3,600 feet.
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Payload: Effectively Unlimited.
2. Heavy Casting Cannons (3)- The central armament of each of the War Mount's weapon petals, these high powered Casting Cannons can each cover a 180 degree firing arc and possess a unique advantage over all other weapons of their type; they never run out of ammunition. With most of its body buried beneath the Earth, the War Mount is able to eat constantly to provide a practically endless stream of casting pellets.
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Primary Purpose: Anti-Robot and Self-Defense.
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Mega-Damage: 1D8x10+5 M.D. per individual round fired, or a burst of three rounds that inflict 2D8x10+30 M.D.
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Rate of Fire: Each shot or burst counts as one melee attack.
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Maximum Effective Range: 3,000 feet.
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Payload: Effectively Unlimited. Only if the main body detaches from the rear section of the War Mount will ammunition become an issue. If this happens, each cannon has a reserve of 120 rounds, though they cannot be replenished.
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Bonuses: +2 to strike on an aimed shot; no bonus for a burst attack.
3. Organic Rockets (60)- Each of the War Mount's Casting Cannons, and its dual Heat Projector Cannons, are surrounded by a cluster of fifteen organic rockets.
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Primary Purpose: Anti-Aircraft.
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Mega-Damage: 5D10 M.D. per individual organic rocket fired, with a blast radius of 10 feet each.
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Rate of Fire: One at a time or in volleys of up to a full payload of 15 rockets. A volley counts as one melee attack. Roll once to strike, either all the rockets in the volley hit or they all miss.
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Maximum Effective Range: 1 mile.
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Payload: 60; 15 per weapon petal, 15 on central weapon stalk. The War Mount can replenish its entire payload of rockets in 6D6 hours.
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Bonuses: +6 to strike and dodge(each rocket has 1 attack per melee round and will continue seeking its target for 2D4 melees before expiring).
Hand to Hand Combat: Not possible. The War Mount is totally stationary when in its combat form and only capable of using ranged attacks. In its worm form, the War Mount is too slow and cumbersome to attack and makes an easy target.
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Sky MantaThough often hideously outnumbered, the Resistance's ground forces are quite capable of holding their own against superior Machine numbers, and, for the most part, the Resistance owns the Great Ocean. Where humanity continues to lag behind, despite significant advancements in bio-engineering over the past century, is in its airborne forces. The gap between the Machine and the Resistance continues to shrink, however, with the development of the Sky Manta, a next generation War Mount using an array of bio-technologies to achieve fairly astounding results. Faster than anything fielded by the Resistance since the nano-plague cut humans off from their advanced technology, the Sky Manta can engage any aircraft in the Machine's arsenal on equal or better footing.
Resembling an enormous manta ray, for its base DNA is in fact that of a common species of manta found in the Great Ocean, the Sky Manta blasts through the air mostly through the use of its multiple organic thrusters, the wings themselves providing only about 20% of its power. Lightly armored and no more heavily armed than any other assault-type War Mount, what allows this creature to truly shine is the complex system of storage sacs and reaction chambers located in its long, bone-plated tail. When necessary, the Sky Manta can initiate an internal chemical reaction that turns its tail into a rocket booster with enough power to raise its speed beyond that of the Machine's Sky Fighter. Flocks of Sky Mantas are more than capable of maintaining air superiority against equal or even higher numbers of Sky Fighter robots, allowing ground forces to go about their business unharrassed from above.
Class: Aerial Attack War Mount
Crew: One pilot.
M.D.C. by Location:
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*Force Projector Cannon- 100
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*Organic Rockets[16; 8 per wing]- 11 each
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*Organic Thrusters[4; 2 per wing]- 100 each
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*Thruster Ports[8; 4 per wing]- 40 each
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Tail- 180
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*Tail Bio-Rocket Thruster- 80
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Wings[2]- 180 each
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**Main Body- 240
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***Bio-Force Field- 100
*Objects marked with a single asterik are exceptionally small targets and require a Called Shot with a -3 penalty to strike. Reduce speed by 20% per destroyed Organic Thruster and 10% per destroyed Thruster Port. Destruction of an entire wing reduces speed by 60%.
**Depleting the M.D.C. of the Main Body kills the War Mount.
***The Bio-Force Field regenerates 1 M.D.C. per minute. If M.D.C. is depleted, the Bio-Force Field cannot be re-initialized for 12 hours.
Speed:
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Running- 20 mph. The Sky Manta is ill-suited for land travel and must writh across the ground in a manner similar to a snake.
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Leaping- 40 feet without wing or thruster assitance. The powerful tail, in conjunction with full thruster power, is able to propel the War Mount into the air, a rough equivalent to a vertical take-off ability.
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Digging- Not applicable.
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Swimming- Maximum speed is 400 mph. The Sky Manta is an exceptional swimmer, as a significant portion of its genetic heritage is harvested from the sea. The War Mount can maintain maximum speed underwater without need of rest.
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Flying- Maximum unassisted speed is 800 mph, with a cruising speed of 200 mph. Can fly all day at cruising speed, but only four hours at maximum speed before needing to rest for at least one hour. Beyond its already impressive speed, what truly sets the Sky Manta apart from other aerial War Mounts is the Bio-Rocket Thruster system housed in its tail. At the command of its pilot, the War Mount's tail stiffens into a rigid structure and two internal storage sacs within the tail combine their contents to produce a highly volatile chemical reaction. The gaseous exhaust from this reaction is expelled from the single boney thruster port at the tip of the tail, raising the War Mount's maximum speed to a phenomenal 2,100 mph for five minutes. The War Mount's fuel sacs store enough reactants to perform this rocket boost six times before running empty. Four hours are required for the War Mount to replenish six minutes worth of fuel. Outriders can enhance their Sky Manta's fuel supply by six minutes per 10 Bio-E(to a maximum of an additional 30 minutes) and fuel replenishment rate can be doubled for 30 Bio-E.
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Maximum Altitude- As low as just a few inches above the ground or tree tops to as high as 25,000 feet unassisted. With bio-rocket assistance the War Mount is capable of achieving altitudes as high as 60,000 feet for short periods of time.
Statistical Data:-
Height: 4 feet at the thickest point between the back and underbelly.
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Width: 8 feet at the main body's widest point, 32 feet from wingtip to wingtip.
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Length: 16 feet from the tip of the nose to the base of the tail, 16 feet from the base of the tail to bio-rocket thruster tip.
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Weight: 5 tons.
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Cargo: None. The internal pilot compartment is totally form fitting, molding tightly around the Outrider and his Host Armor. Though the War Mount has the physical strength and surplus lifting power to carry cargo externally, it's lack of limbs or tie down points renders it incapable of doing so.
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Physical Strength: Supernatural PS of 20 + 1D4.
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Production Cycle: 18 month gestation period, plus 2 year growth time.
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Operational Lifetime: 50 years.
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Trade Value: 18 million credits for a healthy, undamaged unit.
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Bio-Regeneration Rate: 3D6 M.D.C. per hour for the main body and 1D6 M.D.C. per hour for all other locations. The War Mount cannot regrow severed limbs or destroyed weapon systems(reduced to zero or less), there must be at least two M.D.C. points remaining to regenerate lost limbs, and such extensive regeneration takes 1D6+8 days.
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Horror Factor: 13 against humans outside the Resistance, but none against the Machine.
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Senses & Features: Standard for War Mounts.
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Feeding: The War Mount is an omnivore and eats from 80-120 lbs of organic matter a day. Feeding is done most easily underwater, where the War Mount can quickly filter large quantities of microscopic organisms from the surrounding water, but this is hardly a necessity.
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Sleep Requirements: As an artificial organism, the War Mount requires only four hours of sleep/rest per day.
Other Data: An unmanned Sky Manta is able to function independent of a rider using its animal-like intelligence and instincts to respond to any given situation. Unlike most other War Mounts, however, the Sky Manta has an unusually timid nature and will almost always choose to flee from a fight unless it is severely injured or backed into a corner with no obvious escape routes available. It will obey the commands of an Outrider or Packmaster and is easily handled by any non-threatening human. Innately hostile towards the Machine, an unmanned Sky Manta will choose to defend humans from robot attack when it could otherwise flee.
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Alignment: The War Mount is generally of a good or selfish alignment unless it has been harshly abused by dishonorable humans. Sky Manta War Mounts, despite their size and appearance, are gentle and affectionate towards humans and have a strange fascination with Gore Hounds.
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War Mount Attributes: IQ: 1D6+4(medium to high animal intelligence), ME: 1D6+6, MA: 2D6+8, PS: 21-24(Supernatural), PP: 20+1D4, PE: 10+2D6, Spd: See above.
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Number of Attacks: Four.
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Combat Bonuses(In addtion to possible attribute bonuses): +4 on initiative, +3 to strike with ranged weapons, +1 to strike in HtH combat, +1 to dodge, +6 to dodge while flying, +2 to pull punch, +1 to roll with punch, impact, or fall, +8 to roll with impact while flying, +3 to save vs poison & disease, and is impervious to Horror Factor & mind control(and possession).
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Equivalent (instinctive) Skills of Note: Swimming 98%, Identify Plants & Fruit 80%, Land Navigation 70%, and understands the Native Language of the Great House that created it and one other common language(cannot read or write) at 70%.
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Combat Capabilities: The War Mount may use its long-range weapons(each use counts as one melee action/attack) or engage in limited hand to hand combat.
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Tail Lash/Strike: 1D6x10 M.D.
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Flying Body Block/Ram: 3D8 M.D. and has a 01-80% likelihood of knocking an opponent who is as large as 20 feet tall, off its feet and onto its back.
Sky Manta Bio-Weapon Systems:
1. Force Projector Cannon- The crystalline lens of this weapon resembles a small, opaque third eye set within the boney ridge separating the War Mount's eyes. This lens works in conjunction with the internal organs responsible for producing the War Mount's Bio-Force Field to fire blasts of powerful concussive force.
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Primary Purpose: Anti-Aircraft.
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Mega-Damage: 2D4x10+20 M.D.
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Rate of Fire: Each force blast counts as one melee attack.
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Maximum Effective Range: 2,400 feet.
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Payload: Effectively Unlimited.
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Bonuses: +2 to strike.
2. Super Light Cells (2)- Located at the tip of each wing is a single Super Light Cell. These secondary weapons are intended mostly for defense, but can serve as adequate backup weapons if the cannon is damaged or the rockets have been exhausted.
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Primary Purpose: Self-Defense.
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Mega-Damage: 1D10+5 M.D. for a single laser blast or 2D10+10 M.D. for a simultaneous dual blast.
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Rate of Fire: Each single or double blast counts as one melee attack.
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Maximum Effective Range: 1,000 feet.
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Payload: Effectively Unlimited.
3. Organic Rockets (16)- Along the leading edge of each of the War Mount's wings are eight Organic Rockets intended for use against airborne targets or large concentrations of ground-based enemies.
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Primary Purpose: Anti-Aircraft and Anti-Robot
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Mega-Damage: 5D10 M.D. per individual organic rocket fired, with a blast radius of 10 feet each.
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Rate of Fire: One at a time or in volleys of up to a full payload of 16 rockets. A volley counts as one melee attack. Roll once to strike, either all the rockets in the volley hit or they all miss.
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Maximum Effective Range: 1 mile.
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Payload: 16; 8 per wing. The War Mount can replenish its entire payload of rockets in 6D6 hours.
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Bonuses: +6 to strike and dodge(each rocket has 1 attack per melee round and will continue seeking its target for 2D4 melees before expiring).
Hand to Hand Combat: Rather than use long-range weapons, the War Mount can engage in hand to hand combat using its powerful blade-tipped tail or its massive body.
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OnslaughtThe Onslaught is perhaps the most alien War Mount created by the Resistance thus far in its war against the Machine. Heavily bio-engineered from its original form, a fist-sized organism found throughout many of Gaia's Nature Preserves, the Onslaught is a massive ball of armor. The War Mount uses a complex system of bladders that pump a thick mucus-like gel in a neverending cycle to propel itself at an unbelievable speed. It uses this speed in conjunction with the spiked armor plating covering its spherical body to roll over robots with impunity, barely even noticing smaller machines. Only the largest of robots can stop the Onslaught's forward momentum, and they never come away from the experience without suffering for their resilience.
To enter the War Mount's internal pilot compartment, an Outrider must climb in through the armored orifice on its right side. Squeezing through this orifice, which apears identical to the combination mouth/anus located on the War Mount's left side, is never as easy as one would imagine and often provokes lewd commentary at the expense of the struggling Outrider. Once he manages to make his way into the War Mount, the Outrider sits within a cramped free floating sphere suspended in a layer of mucus which allows it to remain immobile, for the most part, while the Onslaught rolls along.
Class- Heavy Assault War Mount
Crew: One rider.
M.D.C.: 900(depleting M.D.C. kills the War Mount)
Speed:
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Running- 180 mph maximum rolling speed. The War Mount can maintain this speed without tiring indefinitely, only needing to stop to sleep or eat, and can accelerate to full speed in six to eight seconds. The War Mount's speed may be greatly enhanced by an Outrider. Increase maximum speed by 20 mph per 10 Bio-E spent, up to a maximum possible speed of 300 mph.
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Leaping- Not possible.
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Digging- Not possible.
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Swimming- The War Mount sinks like a very heavy stone, but it can laboriously roll along the sea floor at 40 mph and survive to a depth of 2,000 feet.
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Flying- Not possible.
Statistical Data:
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Height: 12 feet.
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Width: 10 feet at the widest point.
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Weight: 4 tons.
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Cargo: None. The Outrider pilot has enough room within the War Mount to store a small volume of cargo, but nothing significant.
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Physical Strength: Supernatural PS of 35 + 1D6.
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Production Cycle: 8 month gestation period, plus 2 year growth time.
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Operational Lifetime: 40 years.
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Trade Value: 6 million credits for a healthy, undamaged unit.
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Bio-Regeneration Rate: 1D6 M.D.C. per melee.
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Horror Factor: 15 against humans outside the Resistance, but none against the Machine.
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Senses & Features: Standard for War Mounts, plus:
-Resistant to Kinetic Energy & Physical Attacks: Between its ultra-dense armor plating and numerous shock absorbing liquid-filled bladders, the War Mount takes only half damage from any physical attack; blunt impacts, rending robotic claws, super sonic rail gun slugs, etc...
-360 Degree Vision: The War Mount has no discernable eyes, instead its hide is peppered with thousands of optic receptors whose data, once combined and processed in the Onslaught's bio-engineered brain, provide its pilot with a full view of its surroundings in all directions, even the ground beneath it. Outriders typically need one or two weeks to grow accustommed to this strange version of sight.
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Feeding: The War Mount is a lithovore and eats from 60-120 lbs of minerals(stones, rocks, dirt, clay, etc) per day. Modifications made to its form render the War Mount incapable of feeding itself directly, requiring its Outrider pilot or assigned attendants to shovel food directly into its side-mounted digestion orifice.
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Sleep Requirements: As an artificial organism, the War Mount requires only four hours of sleep/rest per day.
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Other Data: An unmanned Onslaught is able to function on instinct alone, though its only remaining instinct is its natural ability to remain upright while rolling at high rates of speed. Otherwise, the War Mount is perfectly happy to tumble around its pen until someone comes along and shovels a load of gravel down its throat. If attacked, the Onslaught never uses its rocket payload, instead choosing to roll over its assailant.
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Alignment: Anarchist; operates more like a robot than a living creature, devoid of personality.
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War Mount Attributes: IQ: 1D4+2(low animal intelligence), ME: 1D4+6, MA: 1D4, PS: 36-41(Supernatural), PP: 10+1D4, PE: 16+1D8, Spd: See above.
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Number of Attacks/Actions: Four.
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Combat Bonuses(In addition to possible attribute bonuses): +3 on initiative, +3 to strike in HtH combat, +4 to dodge, +8 to roll with punch, impact, or fall, +3 to save vs poison & disease, and is impervious to Horror Factor & mind control(and possession).
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Equivalent (instinctive) Skills of Note: The War Mount has no instinctive skills beyond rolling at the command of its Outrider.
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Combat Capabilities: The Onslaught is built to use its body as a weapon, smashing its spiked hide into targets as fast as possible, as often as possible. When moving at more than 60 mph, targets weighing less than 2 tons are not even noticed by the War Mount, and are rolled over without a loss of speed or a change in course. Targets weighing between 2 and 6 tons have a 01-75% likelihood of being knocked over by the War Mount when moving at 60+ mph, but such impacts reduce the Onslaught's speed by 20%. Targets weighing more than 6 tons decrease their likelihood of being knocked over by 10% per ton and decrease War Mount speed by another 10% per ton, to a minimum of 20%. Any time the War Mount's attack does not succeed in knocking over a target it uses 2 melee attacks instead of 1 and it rebounds 1D6x10 feet.
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"Restrained" Roll: The multitude of tiny high frequency spikes covering the War Mount's hide inflict 1D6x10 M.D. merely by bumping into a target.
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Speeding Roll: 1D6x10 M.D. +1D6+2 M.D. per 10 mph the War Mount is traveling.
Onslaught Bio-Weapon Systems:
1. High Frequency Spiked Hide- Thousands of miniscule spikes cover the War Mount's thickly armored hide. Individually their damage would be minute, but there are so many of them and the mass of the War Mount behind them is so great, that even brushing against a target causes significant damage. The faster the War Mount rolls, the more of its spikes it can pierce a target and the more kinetic energy is transferred through them.
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Primary Purpose: Anti-Robot.
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Mega-Damage: 1D6x10 M.D. +1D6+2 M.D. per 10 mph of the War Mount's speed.
2. Organic Rockets (120)- Hidden beneath the heavy armor plates of the War Mount are 10 clusters of organic rockets used to pound large groups of robots or soften up especially tough targets.
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Primary Purpose: Anti-Robot.
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Mega-Damage: 5D10 M.D. per individual organic rocket fired, with a blast radius of 10 feet each.
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Rate of Fire: One at a time or in volleys of up to 12 rockets. A volley counts as one melee attack. Roll once to strike, either all the rockets in the volley hit or they all miss.
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Maximum Effective Range: 1 mile.
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Payload: 120. The War Mount can regenerate up to 40 rockets every 6D6 hours.
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Bonuses: +6 to strike and dodge(each rocket has 1 attack per melee round and will continue seeking its target for 2D4 melees before expiring).
Hand to Hand Combat: Rather than use its organic rockets, the rider can use the mount to engage in devastating HtH combat.