Exterminator, Flesh


                                   

Corrupted image file detected.

Reported By: John Man and Brian Shuler in Dragon Magazine 104

Role: Robot
Base Stock: Unknown

MCC Stat Block: Exterminator, Flesh (1): Init +9; atk see description; AC 13; HD 11D12 hp 72; MV 45' ; 1d20+1d16; SV Fort +1, Ref +3, Will +3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 11D12
Armor: 3 (AC 13)
Size: Medium 2 Meters tall

Movement: MV 45'

Attack: See Description

MS: 19   PS: 23
IN: 19   DX: 18
CH: More observations needed   CN: More observations needed

Mission:

Frequency: Extremely Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 0 - 6
Artifacts: Unknown

Description (Initial Observations): An Exterminator is an upright-walking, 2-meter-tall robot. An improved structural design and syn- thetic-skin covering makes it completely identical to a Pure Strain Human. Its internal skeleton is made entirely of strengthened duralloy, and all vital mechanisms are encased in strengthened duralloy shells, making the Exter- minator impregnable to all non-energy attacks. (See note on armor classes.) Due to structural limitations, it is slightly vulnerable to high explosives.Although the Exterminators sensors are limited for tracking, its high intelligence allowing complex deductive reasoning and social insight for quick adaptability in an environment -- easily compensates for any such limitation. The Exterminators high intelligence must be stressed. It was one of the most advanced robots ever created.The Exterminator can communicate with CIs and Think Tanks, but only to further its own purposes. It will take orders from no one, except possibly its creators (see below). The Exterminator will communicate with beings onlywhen necessary. Any attempt at unde- sired communication will prompt a sudden, but concise, response, ending all conversation. The Exterminator never asks for help and always works alone.Due to the lack of records, little is known of the Exterminators original function. No one has yet discovered who created them or why. Some believe they were created by the Apocalypse to insure the complete destruction of man- kind. Others believe they were placed by pre-holocaust military and scientific leaders to help establish a new order. Still others feel they were created solely to eradicate mutational strains, since most of their targets are mutants.Their function appears to be the elimi- nation of selected targets. This target selection is apparently at random, although the majority of targets is com- prised of mutants. It should be noted that anyone or anything obstructing an Exterminator from completion of its functions will be eliminated.An Exterminator will attack only at the most advantageous time, and will never attack when the opposing force is too powerful. If necessary, it will make use of any weapons available to it. The Exterminator will never stop pursuing its target until it has eliminated it. If damaged, the Exterminator is capable of limited self-repair. No Exterminator has been destroyed so far.An Exterminator has dual armor class and hit dice. The first set (AC 3, HD 8d8) represents the synthetic-skin and cloth- ing covering the Exterminator. This outer covering is vulnerable to all forms of physical attack. The second set (AC 1, HD 15d10) represents the internal dural- loy structure. This is impervious to any non-energy/non-explosive attack (swords, bullets, etc.), and can only be damaged after the outer layer is destroyed. An Exterminator will func- tion normally if its outer covering is destroyed.Exterminators each initially carry a special weapon when they leave their vaults. This weapon is described below. Plasma rifleWeapon Class: 15Range: 300 metersDamage: 10d10 (20d10 vs. force fields) Weight: 7.5 kilogramsThe plasma rifle is a hand-held weapon carried only by Exterminators. It is powered from an Exterminators internal power supply. When fully charged, the plasma rifle is good for 8 shots. It is recharged by attaching the rifles power converter to a hidden access plate (located on the right side of the Exterminators waist). Recharging takes 40 minutes, at 5 minutes per bolt. The plasma rifle releases one bolt of plasma energy per round.Due to the nature of the plasma, the weapon does double damage to all force fields (does not apply to mutations) and penetrates many types of armor more effectively. The plasma rifle makes the elimination of protected targets more feasible.The VaultsThese self-contained duralloy structures are equipped with a sonic bore as well as tractor/pressor beams, powered from an internal nuclear power supply. A vault seems to have only one function, that being to hold an Exterminator for approximately one century, at which time it releases it. The complete purpose of the vaults (if any) is not known. It is speculated that the vaults may be stor- age facilities and/or emergency retreats containing a supply of both weapons and repair materials (and possibly repair facilities). It has also been suggested that the vaults may be communication cen- ters to coordinate Exterminator action.Whatever the purpose of the vaults, the Exterminators have not been known to return to them. The vaults close up within ten minutes after opening and have so far withstood all attempts at re- opening them. It is believed that the vaults have been scattered throughout the continent and possibly the world.

Reactions: No known interactions

Behavior: Behavior modeling incomplete

Behavior: Behavior not recorded

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

  1. Exterminator, Robotic Core
  2. 🐾🛠️⚙️☢️Exterminator, Flesh☢️⚙️🛠️🐾

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.