Thursday 19 March 2020

Reticuloid Walker

I was in need of a visitor presence on the level 6 random encounter table so I turned to Xcom (the reboot, image included) and a little bit of TSAO: 50 Wonders of the Reticulan Empire. Inspired, I created the Reticuloid Walker, drawing on the flying saucer and visitor tank to get me somewhere in between. Given it’s a vehicle, I have also provided stats for its use as an vehicle you can find as visitor treasure.

Reticuloid Walker


The Reticuloid Walker stoops on two legs and enjoys strong armor protection. Designed for urban and ship-to-ship combat it carries a rapid-fire pulse plasma launcher and dreaded flamethrower. Reticuloid walkers are normally seen operating in squads of two or more, sometimes supporting a heavier tank as a reconnaissance and anti-infantry section. The Reticuloid is 9’ high and has small tool arms used to carry equipment and navigate its environment, though these limbs are too unwieldy to be used in combat.

Stat block (large machine)
% In Lair:
Dungeon Enc:
Wilderness Enc:
Treasure Type / XP:
None
Squad (1d4+1)
Platoon (2d6)
Special x3 / 1,490
Hit Dice:
Armor Class:
Save:
Special Def.:
7***
8
F4
Advanced Materials (Immune mundane weapons, artillery/gigantic creatures 1/10 damage, magic/colossal creatures 1/5 damage; damaged by technology sources),
Vulnerable (electricity), Lightning Paralysis (Save +2), Immune (disease and poison)
Movement:
Attacks:
Morale:
Special Off.: 
150’ (50’)
Pulse plasma launcher (2x 4+ /2d6 /360’ range)
0
Plasma Flamethrower (5d6, 30’ long and 10’ wide)

Reticuloid Walkers are Visitor ground vehicles. A reticuloid is a stopped two legged walker adapted to combat onboard a vessel. They are frightening to behold and can easily defeat creatures and forces of a lower technological level. The Visitors use reticuloid walkers as reconnaissance vehicles or as support for infantry or heavier vehicles. 

They can attack with a rapid-fire pulse plasma launcher or a flamethrower.  Both weapons may be used while engaged in melee combat. The rapid fire plasma launcher fires two bursts of plasma each round, similar to a handheld plasma rifle though it draws power directly from the walker's reactor. The plasma flamethrower draws its energy directly from the walker’s reactor to generate a super-heated cone of liquefied burning matter, 30' long and 10' wide. Any creature caught in the flamer’s blast suffers 5d6 points of fire damage. A successful saving throw vs. Blast halves this damage. Any target damaged by the initial blast will suffer an additional 1d6 points of fire damage in the following round as the liquefied matter continues to burn. The flames will also ignite any flammable material within the blast area. 

They are constructed of the same highly durable shining silvery-gold metal used in flying saucers. The advanced alien material renders them very difficult to damage. Technological weapons deal full damage to walkers, but the walkers cannot be harmed by other man-sized weapons, nor by fire, by wood-throwing artillery, or by natural attacks from creatures of huge size or smaller. Stone-throwing artillery and gigantic creatures deal only 1/10th damage to walkers, while colossal creatures and magic deal only 1/5th damage. However, like other machines, walkers are vulnerable to lightning damage and take double damage from any electricity-based attack, such as the various lightning spells. Additionally, any walker hit by an electricity attack must make a successful save vs. Paralysis or have its computers scrambled, rendering it unable to move and unable to use its weapons and special abilities for the next combat round. Walkers have hardened electronics and enjoy a +2 bonus to this saving throw. Unlike robots, walkers are vulnerable to mind-affecting spells (which target their Visitors pilots), but they are still immune to disease and poison as they have environmental seals against these attacks. All walkers carry loot as per the Visitor saucer loot table, BCK p.108.

New item: Reticuloid walker


The walker is a two-legged weapons platform designed to enforce the visitors' superiority throughout their domains. The walker dominates the battle field, with AC 8 and 7 HD. Like a flying saucer (BCK p. 74), a walker cannot be harmed by ordinary man-sized weapons, fire, wood-throwing artillery, or natural attacks from creatures of huge size or smaller. Stone- throwing artillery and gigantic creatures deal only 1/10th damage, while colossal creatures and magic deal only 1/5th damage. However, Visitor weapons deal full damage to walkers, and electricity-based attacks deal double damage.

They can attack with a rapid-fire pulse plasma launcher or a plasma flamethrower, both weapons may be used while engaged in melee combat. The rapid-fire pulse plasma launcher fires two bursts of plasma each round with a 300' range dealing 2d6 points of fire damage. The flamethrower draws its energy directly from the walker’s reactor to generate a super-heated cone of liquefied burning matter, 30' long and 10' wide. Any creature caught in the flamer’s blast suffers 5d6 points of fire damage. A successful saving throw vs. Blast halves this damage. Any target damaged by the initial blast will suffer an additional 1d6 points of fire damage in the following round as the liquefied matter continues to burn. The flames will also ignite any flammable material within the blast area.

The walker is agile and capable of great speed, moving at a rapid pace of 150' (50'). It carries only a pilot and up to 10 stone of cargo within its hull. Any character within the walker is completely protected from any airborne toxin, smoke, and radiation. The pilot must be an arcane spellcaster (or qualify as one, eg. scientific mindset or technological dabbling) and must be familiar with the vehicle in order to use it properly. The operator's control systems have night-vision optics, allowing them to see up to their line of sight even in total darkness. A powerful and efficient reactor powers the walker, requiring one energy crystal per four hours of operation. It's fuel compartment contains enough space for up to 10 crystals.

Notes


I gave it a special for being a machine, even though I took away mind-affecting immunity. 
The advanced materials powers seem to be worth a bit over a special, while the flamethrower is a bit under as its an alternative weapon. All up these two are worth another two specials. It could be argued that it should be a bit lower, but I'm overall happy with three.

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