Death Machine «Death Machine»

Creature Metadata
- Reported By
- James M. Ward and Gary Jaquet
- Source
- 1st Edition
- Role
- Robot
- Base Stock
- Robot
- MCC Stat Block
- Death Machine 'Death Machine' (1): Init +12; atk see description; AC 19; HD 63D12 hp 410; MV Treads 150' or GravPods 300' ; 1d20+1d20; SV Fort +3, Ref +2, Will +0
- Mutations
- None
Combat & Physical Stats
- Number Appearing
- 1
- Morale
- 21
- Hit Dice
- HD 63D12
- Armor
- 9 (AC 19)
- Size
- Gargantun 15 Meters Long, 9 Meters wide, 3 meters high
- Movement
- MV Treads 150' or GravPods 300'
- Attack
- See Description
Ability Scores
- MS:
- 10
- PS:
- 152
- IN:
- 14
- DX:
- 16
- CH:
- 16
- CN:
- 16
Mission: To accomplish assigned military objectives, including, but not limited to the destruction of men and materials of the enemy while defending the men and materials of its own and allied bases. Secondarily to avoid harming innocent noncombatants.
Ecology & Logistics
- Frequency
- Extremely Rare
- Organization
- Programmed
- Activity Cycle
- Any
- Diet
- None
- Habitat
- Military Base, Former War Zone
- Tech Level
- 6 - 7
- Artifacts
- None
Description (Initial Observations): This 15 meter long, 9 meter wide, 3 meter high killing machine is covered with knobby projections housing sensors and weapons. It floats on antigrav pods. It can also move around on the ground on treads. When activated, its gun ports rotate constantly cycling through all potential targets it can sense.
Equipment: 2 x Blaster Cannons that do 25d6 damage at a 3000 meter range. 6 x Black Ray Guns with a 300-meter range. 4 x Trek Guns that do the same damage as Trek Bombs and have a range of 200 meters16 x Mark VII Blaster Batteries of 4 guns each. 10 x Mark CII MasterBlasters 500m Range of 4 guns each. 8 x Laser Batteries of 4 guns each (10d6 & 750m, 20d6 &1500m, 15d6 & 3000m) 6 Mini-missile Launchers with 5d20 missiles fired individually1 x Fusion Bomb Launcher with 5d10 Fusion Bombs with 3000m Range 1 x Energy Damping Field fuses the circuits of Robots coming within 50 meters of the Death Machine and does 20 points of damage to all Energy Screens except its own within that range. The Death Machine's own Energy Screen can take 400 points of damage.
Behavior & Society
- Reactions
- When encountered without an objective, dormant, or in storage, a military common ID card can be used to move a Death Machine from place to place or have it perform mental tasks. Only a supervisor's card can give it a military objective. maintenance ID cards work normally, assuming that they are from the same military base. Programmer's cards cannot be used to make a Death Machine attack the base it is assigned to. Only a security card can do that. Death Machines ignore civil authority cards.
- Behavior
- Death Machines are very rare and will only be found near CI's that they are assigned to defend and from which they take orders. They almost always attack those who can't show Stage V I.D.
- Repair & Healing
- A Death Machine can repair 5 point of Damage per turn until it suffers half damager then it can only repair 1 hitpoint of damage per minute. When reduced to less than 50 hit points it can only repair 1 hitpoint a minute. Some death machines may shutdown when reduced to 20 hit points so that they may repair themselves and attack later.
- Society
- Anthropological studies incomplete
Additional Creatures
0th Edition - Metamorphosis Alpha
1st Edition
2nd Edition
3rd Edition
4th Edition
5th Edition
6th Edition
6th Edition - Beyond the Horizon
6th Edition - Machines & Mutants
Badder to the Bone
Badder to the Bone II
Dragon 98 - Ares Section June 1985 - GW2
Dragon Magainze 085
Dragon Magainze 130
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 104
Dragon Magazine 108
Dragon Magazine 113
Dragon Magazine 126
Dragon Magazine 130
Famine at Fargo 7th Edition
GW01 - The Legion of Gold
GW02 - Famine in Far-Go
GW03 - The Cleansing War of Garik Blackhand
GW04 - The Mind Masters
GW05
GW05 - Rapture of the Deep
GW06 Module
GW06 Module, MM2
GW07 Module
GW08 Module
GW09 Module
GW10 Module
METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
MM2
Master's of the Earth Campaign: MA-1 The Trials
Master's of the Earth Campaign: MA-4 To the Rescue
Master's of the Earth Campaign: MA-5 The Savage Beast
Master's of the Earth Campaign: MA-6 City of the Ancients
Masters of the Earth Campaign: MA-2 The Town of Boze
Mud Glat Walker
Omega Project
Paths of the Lil in White Dwarf
Polyhedron 02
Polyhedron 03
Polyhedron 10
Polyhedron 14
Polyhedron 144
Polyhedron 15
Polyhedron 27
Polyhedron 44
Ted Tschopp
The Albuquerque Starport
The Barracks Raid
There will be War
Trouble in Freesboro
White Wolf: Midnight in the Mystery Garden
Webmentions
Connect your blog or website to this post via Webmentions. Link to this article and your response will appear below, fostering a web-wide discussion. Supports comments, likes, and reposts from any Webmention-enabled site.