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Non-Sentients
Constructs
Constructs are the oldest type
of
Alacrian
technological. Since the later reanimators and amalgamators originated
as wartime concessions to manufacturing efficiency, constructs are
still prized as the most advanced of the three categories. Although
many of their more violent varieties are a product of the Draconic
Wars, constructs originally served many civilian purposes throughout
the Alacrian Golden Age. In fact, their origins go back even farther,
being essentially a refinement of late First Era industrial robotics.
Once advances in computing could afford such robots a greater degree of
intelligence and independence, and once adamantology had enhanced their
physical abilities, Rationalist philosophers began affording them the
title of "constructed lifeforms."
Unlike many of the later
amalgamators
and virtually
all of the Muse-deprived reanimators, constructs can often be found
still fulfilling their original programming after the Fall. Some may
continue to repel the Subject Species from Alacrian ruins, but
virtually none will leave
their ruins to attack modern settlements. Their more predictable
behavior, as well as their more advanced capabilities, make constructs
a dream find for the typical necromancer. However, many necromancers
also make constructs the last type they learn to bind, for one
disappointing reason: these techs are found much more rarely than the
others. Additionally, military models can be rather difficult to
neutralize without grievous damage.
All
constructs have natural armor ranges and cannot wear normal armor;
their armor may still be described by material, for the sake of
interaction with other rules. Unless otherwise stated, they have two hands and wield handheld
weapons normally;
some constructs have more than two literal arms or hands, but are still
considered to have two hands for rule purposes. All
constructs have shadow vision, seeing
in any Low Light environment as if it was Medium
Light. Because of their great reliance on
computerization and metallic structure, constructs
take 150% electric damage.
Because constructs do not
incorporate
expendable
materials into their structure as other tech types do, they are the
least efficient type in regards to their use of repair materials. A successful
repair roll expends a pound amount of repair materials equal to the
damage
repaired.
Military constructs are
typically
powered by
insendite crystals like reanimators and amalgamators, while most
civilian models are recharged by stationary charging stations in
Alacrian ruins. In either case, for bound techs, their initial power
level is typically sufficient to last for an
entire adventuring campaign.
Servé
Stats: 4
bSTR, 3 bDEX, 7 bCON, 3 bINT, 8 bSPD, 6 WGT
Factors: 8 Injury, 32
Weight, 7
Carry, 12 Fatigue
Progression Tier: 1; Binding Difficulty: 1; Natural
Armor
Range: 26-44 (steel)
Programmed Abilities:
Pack Training (Athletics)
Servé are the most common type of construct, and were produced in the
billions during the Alacrian Golden Age. Largely antecessoroid in
appearance, they could handle a variety of tasks and vocations that did
not require specialized sentient training; their labor contributed
significantly to the post-scarcity civilization enjoyed by their
masters during this Age. Later, during the Third Era, servé control
networks degraded due to wartime infrastructure damage, contributing to
a collapse of many planned economies and the rise of Heritage
Ascendancy in many realms. By the time of the Fall, servé existed in
much smaller numbers, mostly as a luxury of the ruling classes able to
manage them with private necromancers.
Volucris
Stats: 1
bSTR, 8 bDEX, 10 bCON, 3 bINT, 4 bSPD, 1 WGT
Factors: 2 Injury, 7
Weight, 4
Carry, 20 Fatigue
Progression Tier: 1; Binding
Difficulty: 2; Injury
Modifier: Winged Biped; Natural
Armor
Range: 16-26 (steel)
Programmed Abilities:
Basic Ranged Defense (Marksmanship); Counter-Evasion (Stealth)
Special Abilities:
Aerodynamic
Flight - Has a
flying SPD of 12, at a cost of 1 fatigue
per minute. This flight is impossible with any degree of encumbrance.
The Alacris created a wide
variety of small, flying constructs. All are
covered by the generic term volucris,
but they varied in appearance
from crude arcjet-lifted boxes to fine winged humanoids or imitations
of birds. Their
purposes varied as well, from military reconnaissance, to carrying
messages during commjamming, to news reporting, to being a luxury
"pet." Today, despite their extremely limited physical abilities or
combat power, they are prized by necromancers for their scouting
capabilities. While able to report back on their findings verbally like
any other construct, they are favorite recipients of the Remote Eye
device.
Agrificer
Stats: 4
bSTR, 4 bDEX, 8 bCON, 3 bINT, 8 bSPD, 6 WGT
Factors: 9 Injury, 28
Weight, 7
Carry, 12 Fatigue
Progression Tier: 2; Binding Difficulty: 3; Natural
Armor
Range: 26-44 (steel)
Programmed Abilities:
Driving/Piloting Competency (categories vary, but always land
vehicles), Off-Road Driving (Vehicles)
In ancient times, Alacrian civilization was fed by a massive ring of
hyper-industrialized farms extending many hundreds of miles from the
entrances to their fortress-cities. Innumerable agricultural vehicles
served these farms, and were originally crewed by Alacris farmers, as
their operation could not be safely trusted to the basic programming of
servé. Eventually, advances in construct technology overcame this
hurdle; farming equipment was now entirely automated and crewed by the
agrificers, with farming as a sentient profession largely consigned to
mere memory. Today, agrificers have typically outlasted their
megatractors, and may entice necromancers looking for a capable land
vehicle driver.
Prælitar
Stats:
11
bSTR, 6 bDEX, 12 bCON, 4 bINT, 12 bSPD, 8 WGT
Factors: 19 Injury,
77
Weight, 8
Carry, 20 Fatigue
Progression Tier: 4; Binding
Difficulty: 5; Natural
Armor
Range: 35-52 (quartz)
Programmed Abilities:
Melee Competency
(categories vary), Defensive Footwork, Anti-Armor Techniques, Expert
Attack (Close Combat); Ranged Competency (categories vary), Shooting
Stances, Basic Ranged Defense (Marksmanship)
Common Inventories:
1:
Adamant SR7 adserensis (61 drv31; 7off2def; 840 value; 9lbs), 4
volatite grenades (80 value; 4lbs), Kinetic Shield w/ full crystal
(standard; 130 value; 4lbs)
2:
Adamant SR7 malleus (44 drv54; 2off1def; 840 value; 8lbs), 4 volatite
grenades (80 value; 4lbs), Kinetic Shield w/ full crystal (standard;
130 value; 4lbs)
3: 11dw
compound bow (37dmg; d12/2d8/2d20;
380 value; 9lbs), 10 adamant
arrows (33drv; 120 value; 1lb), 30 quartz arrows (29drv; 120 value;
3lbs), steel SR4 avertensis (29 drv18; 5off3def; 180 value; 5lbs),
Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
4: Adamant SR7
spear (59 drv30; 7off2def;
672 value; 9lbs), quartz kite shield (8def; 14ab; 162 value; 26lbs),
Kinetic Shield w/
full crystal (standard; 130 value; 4lbs)
At the beginning of the
Draconic Wars, construct factories were quickly repurposed to produce
artificial soldiers. The first such machines were broadly similar in
appearance to the servé and agrificers, but with the addition of armor
plating and combat programming, as well as far more durable and
powerful components. These first prælitars were quite deadly, and
beloved by military commanders who could use them in dangerous
maneuvers without backlash from civilian media about sentient
casualties. They regularly outperformed early Alacris soldiers, and
were unequaled by most reanimators and amalgamators from the later
Third Era; however, as the Draconic Wars progressed, prælitars largely
fell out of favor once construct engineers abandoned their attachment
to the antecessoroid form.
Combæn
Stats: 3
bSTR, 15 bDEX, 10 bCON, 3 bINT, 8 bSPD, 6 WGT
Factors:
12 Injury, 21 Weight, 7 Carry, 20 Fatigue
Progression Tier: 6; Binding Difficulty:
6;
Natural Armor Range:
30-44 (adamant)
Programmed Abilities:
Climbing Proficiency, Jumper's Focus (Athletics); Anti-Armor
Techniques, Defensive Footwork, Expert Attack (e), Light Attack (Close
Combat); Basic Ranged Defense
(Marksmanship)
Natural Weapons: Slash
- 33dmg 24drv (dmg: 27+2xSTR,
drv: 24), No Tags
Special Abilities:
Amorphous
- A combæn consists of hundreds of small adamant discs and
spikes, completely interchangeable and able to function together as any
type of body part. It can only take Superficial and Core Injuries. It
always takes Superficial Injuries first from any damage source, except
that an attacker may choose Core for a critical hit. It cannot perform
attacks other than with its natural weapon, though it can carry items
in its "hands" when not attacking. It is immune to grappling attempts,
and cannot attempt grappling. It functions as 1 AWGT for the purposes of
narrow passage rules.
Defensive
Split
- The combæn can temporarily divide itself in reaction to damage,
dispersing the
impact. Whenever it is struck by an attack or other
damage source, it may choose to take 6 fatigue in order to reduce the
damage taken to 25%. It cannot do this while stunned,
paralyzed, incapacitated, or having any degrees of encumbrance. The
combæn immediately drops all carried
and inventory items upon using this Ability. It does not interfere with
its Defensive Blades, which can react against the same or later attacks.
Defensive
Blades
- A combæn can churn its component parts into a sharp flurry to
discourage attacks. As a free action, it may create a damage aura at a
rate of 1 fatigue per 10 damage, to a maximum stored damage of 40; this
aura can only react to unarmed or natural-weapon attacks. The combæn
cannot create multiple auras nor add damage to a previously created one
(though it can replace a previous aura). The drive is always 24. Unused
damage will remain in the aura for 15 seconds (3 turns). It cannot
create auras if it has any degrees of encumbrance.
Common Inventories:
none
Very different from other constructs, the military combæn was an
adaptation of adamant swarm technology used for confined-space cleaning
and maintenance in industrial facilities. Each "one" is decentralized
into hundreds of interchangeable blades, plus several redundant processors,
eyes, and insendite housings. They are notorious for being
deceptively difficult to take down. Still, heavy armor can render them
mere nuisances, meaning that they were most often employed against
smaller dracomorphs and poorer-equipped Hellborn.
Sintar
Stats:
6 bSTR, 15 bDEX, 14 bCON, 4 bINT, 16 bSPD, 7 WGT
Factors:
19 Injury, 42 Weight, 7 Carry, 25 Fatigue
Progression Tier: 7; Binding Difficulty:
7;
Injury Modifier:
Handed Quadruped;
Natural Armor Range:
39-57 (adamant)
Programmed Abilities:
Sprinting Focus
(Athletics); Melee Competency, Advanced Combat Mobility, Anti-Armor
Techniques, Defensive Footwork, Expert Attack (e), Flurry Attack, Power
Offense, Shield Mastery (Close Combat); Basic Ranged Defense
(Marksmanship); Device Affinity (ætherial silencer, shielding melee weapon) (Technology)
Special Abilities:
Three-Armed
Construct
- A sintar's right arm functions as one hand/arm for the purposes of
rules such as free hands and injury types, but actually describes two
appendages. It ignores the effects of the Two-Handed tag on any melee
weapon it wields in its "right hand."
Common Inventories:
1:
Quartz SR3 medensis (22 drv24; 5off4def; 900 value; 4lbs), quartz round
shield (6+2def; 12ab; 108 value; 16lbs), Kinetic Shield w/ full crystal
(standard; 130 value; 4lbs), Ætherial Silencer (standard; 1100
value; 5lbs), 6 volatite crystals (180
value; 6lbs)
2:
Adamant SR3 medensis w/ Shielding Melee Weapon (24 drv28; 5off4def; 2400 value; 4lbs, standard), adamant
round shield (6+2def; 15ab; 216 value; 16lbs), Kinetic Shield w/ full
crystal (standard; 130 value; 4lbs), 6 volatite crystals (180
value; 6lbs)
Rationalism demanded
abandonment of sentimentality, especially in the face of terrible
hardships such as war. The antecessoroid aesthetic was one such loss.
Hailing from the middle stages of the Draconic Wars, sintars were
bizarre, spindly, three-armed quadrupeds that rapidly began to eclipse
prælitars wiith their amazing agility and speed. Entirely abandoning
ranged combat to their rotamortis counterparts, sintars focused
entirely on melee weaponry. Often deploying a shield in addition to a
two-handed weapon, sintar are infamous among modern adventurers;
despite lacking the punch of many other techs, sintars can be
nigh-untouchable nuisances unless a party can match or work around
their close combat dominance.
Rotamortis
Stats:
10 bSTR, 14 bDEX, 12 bCON, 4 bINT, 12 bSPD, 8 WGT
Factors:
19 Injury, 70 Weight, 8 Carry, 25 Fatigue
Progression Tier: 7; Binding Difficulty:
7;
Natural Armor Range:
39-57 (adamant)
Programmed Abilities:
Sprinting Focus
(Athletics); Ranged Competency, Basic Ranged Defense, Clear Shot, Cover
Speed, Expert Aiming (e), Rapid-Fire Attack, Shooting Stances
(Marksmanship); Device Affinity (ætherial silencer, energy shielding
device) (Technology)
Common Inventories:
1: Exuro
Deléo (60dmg; d6/d12/X; 1000 value; 21lbs), 8 volatite crystals (240
value; 8lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/
full crystal (standard; 130 value; 4lbs), Energy Shielding Device
(standard; 1000 value; 10lbs)
2:
Exuro Deléo (60dmg; d6/d12/X; 1000 value; 21lbs), 6 volatite crystals
(180 value; 6lbs), 2 disposable Spina KE launchers (d10/d12/d20+1H; 550
value; 12lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/
full crystal (standard; 130 value; 4lbs)
3: Elæa
launcher (d20/d12/d20; 1000 value; 33lbs), 4 Elæa KE ammo (1120 value;
64lbs), 2 volatite grenades (40 value; 2lbs), Kinetic Shield w/ full
crystal (standard; 130 value; 4lbs); 1 degree encumbrance
4: Magnesarcus
Inflanta (35 drv30-60; d12/d12/2d8-2d20; 1200 value; 26lbs), 160
railgun darts (320 value; 8lbs), 60 railgun bolts (240 value, 6lbs), 2
volatite grenades (40 value; 2lbs), Kinetic Shield w/ full crystal
(standard; 130 value; 4lbs)
Rationalism demanded
abandonment of sentimentality, especially in the face of terrible
hardships such as war. The antecessoroid aesthetic was one such loss.
Hailing from the middle stages of the Draconic Wars, sintars were
bizarre, spindly, three-armed quadrupeds that rapidly began to eclipse
prælitars wiith their amazing agility and speed. Entirely abandoning
ranged combat to their rotamortis counterparts, sintars focused
entirely on melee weaponry. Often deploying a shield in addition to a
two-handed weapon, sintar are infamous among modern adventurers;
despite lacking the punch of many other techs, sintars can be
nigh-untouchable nuisances unless a party can match or work around
their close combat dominance.
Umbra
Stats:
6 bSTR, 16 bDEX, 12 bCON, 5 bINT, 14 bSPD, 7 WGT
Factors:
16 Injury, 42 Weight, 7 Carry, 25 Fatigue
Progression Tier: 8; Binding Difficulty:
8;
Natural Armor Range:
33-48 (adamant)
Programmed Abilities:
Climbing
Proficiency, Sprinting Focus (Athletics); Melee Competency, Anti-Armor
Techniques, Defensive Footwork, Expert Attack (e) (Close Combat);
Tracking (e) (Nature); Cloaking Proficiency, Greater Evasion,
Infiltration Specialist,
Predatory Search, Stealth Melee Specialist, Tactical Concealment (Stealth); Technology Competence - Crystallurgy
(Technology)
Common Inventories:
1: 2 quartz
SR3 avertensis (22 drv25 each; 4off3def; 1620
value; 8lbs), Cloaking Device (1 SI; 2 ranges; 1500 value; 20lbs),
Resonance Scanner (standard; 600 value; 5lbs), Kinetic Shield w/ full
crystal (standard; 130 value; 4lbs)
2:
Quartz SR4 medensis (33 drv25; 5off4def; 1200 value; 5lbs), Cloaking Device (1 SI; 2 ranges; 1500 value; 20lbs),
Resonance scanner
(standard; 600 value; 5lbs), Kinetic Shield w/ full crystal (standard;
130 value; 4lbs)
Umbras are an advanced variant of sintar designed for infiltration,
assassination, and search-and-destroy roles in the Third Alacrian Era.
Although a portion of their mission was eventually usurped by
revenants, they remained important in special-forces operations until
the Fall, and continue to be incredibly dangerous for adventuring
parties who infringe upon their old bases. Umbras which are not seen by
such intruders often stalk them for some time, waiting for a
particularly vulnerable moment at which to pounce. They are more
frequently encountered in Diran territory.
Numin
Stats:
10 bSTR, 14 bDEX, 12 bCON, 5 bINT, 12 bSPD, 10 WGT
Factors:
24 Injury, 70 Weight, 9 Carry, 25 Fatigue
Progression Tier: 9; Binding Difficulty:
9; Injury Modifier:
Winged Biped; Natural Armor Range:
35-52 (quartz)
Programmed Abilities:
Melee Competency,
Advanced Combat Mobility, Aerial Expertise, Anti-Armor Techniques,
Charging Attack, Defensive Footwork, Expert Attack (e), Massive Swipe,
Power Offense, Two-Handed Mastery (Close Combat); Basic Ranged Defense
(Marksmanship); Device Affinity (elemental melee weapon, energy
shielding device) (Technology)
Special Abilities:
Aerodynamic
Flight - Has a
natural flying SPD of
12, at the cost of 2 fatigue per round. The fatigue cost is doubled
with 1 degree of encumbrance, and impossible with 2 or more degrees.
Maintenance cycles make the flight impractical for long-term travel.
Common Inventories:
1: Adamant SR6
adserensis w/ Elemental Melee
Weapon
(58 drv30, +24 fire dmg; 5+2off1def; 2 SI, external; 1720 value;
20lbs), Volatite Power Pack (1 SI; 150 value; 20lbs), 5 volatite
crystals (150 value, 5lbs), Energy Shielding Device (standard; 40
shielding points; 1000 value; 10lbs), Kinetic Shield w/ full crystal
(standard; 130 value; 4lbs)
2:
Adamant SR6 mortsirclus w/ Elemental Melee Weapon (79 drv34, +24 fire
dmg; 1+2off1def; 2 SI, external; 2260 value; 19lbs), Volatite Power
Pack (standard; 100 value; 10lbs), 5 volatite
crystals (150 value, 5lbs), Energy Shielding Device (standard; 40
shielding points; 1000 value; 10lbs), Kinetic Shield w/ full crystal
(standard; 130 value; 4lbs)
The imposing numin were deployed alongside asuras, and occasionally
even sintars, in order to handle more proficient adversaries capable of
both flight and ranged defense. Their arcjet-lined crystalline wings
made them favorite spectacles for those who wrote of the Draconic Wars,
and they quickly became a symbol of hope and courage throughout
Alacrian militaries. Later, in the Third Era conflicts, their
reputation became more one of fear - a legacy that lasts to this day,
whenever adventurers draw their ire within or outside old military
ruins.
Asura
Stats:
18 bSTR, 16 bDEX, 14 bCON, 5 bINT, 14 bSPD, 12 WGT
Factors:
33 Injury, 126 Weight, 10 Carry, 25 Fatigue
Progression Tier: 11;
Binding Difficulty:
11; Natural Armor Range:
43-62 (adamant)
Programmed Abilities:
Dexterity Surge,
Sprinting Focus (Athletics); Melee Competency, Anti-Armor Techniques,
Defend Others, Defensive Footwork, Dual-Wielding Mastery (e), Expert
Attack (e), Flurry Attack, Power Offense, Sweeping Offense (Close
Combat); Basic Ranged Defense (Marksmanship); Counter-Evasion (e)
(Stealth); Device Affinity (ætherial silencer), Technology Competence -
Adamantology (Technology)
Special Abilities:
Four-Armed Construct
- An asura has two
hands/arms for the
purposes of
rules such as free hands and injury types, but each of these actually
describes two appendages on each side. It ignores the effects of the
Two-Handed tag on any melee weapon it wields.
Common Inventories:
1:
2 adamant SR7 adserensis (57 drv31 each; 7+3off2+2def; 1680 value; 18lbs),
Volatite Power Pack (standard; 100 value; 10lbs), 5 volatite crystals
(150 value, 5lbs), Ætherial Silencer (standard; 1200 value; 5lbs),
Energy Shielding Device (standard; 1000 value; 10lbs), Kinetic Shield
w/
full crystal (standard; 130 value; 4lbs)
2:
2 adamant SR7 malleus (44 drv58 each; 2+3off1+2def; 1680 value; 16lbs),
Volatite Power Pack (standard; 100 value; 10lbs), 5 volatite crystals
(150 value, 5lbs), Ætherial Silencer (standard; 1200 value; 5lbs), Energy Shielding Device (standard; 1000 value; 10lbs), Kinetic Shield w/
full crystal (standard; 130 value; 4lbs)
3:
2 quartz SR7 malleus (44 drv54 each; 2+3off1+2def; 840 value; 16lbs),
Volatite Power Pack (standard; 100 value; 10lbs), 5 volatite crystals
(150 value, 5lbs), Energy Shielding Device (1 SI; 80 shielding points;
2100 value; 20lbs), Ætherial Silencer (2 SI; 4x multiplier; 2200 value;
20lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs)
4:
2 steel SR7 malleus (40 drv50 each; 2+3off1+2def; 140 value; 16lbs),
Volatite Power Pack (2 SI; 200 value; 40lbs), 10 volatite crystals (300
value, 10lbs), Energy Shielding Device (3 SI; 160 shielding points;
3500 value; 70lbs), Ætherial Silencer (2 SI; 4x multiplier; 2200 value;
20lbs), Kinetic Shield w/ full crystal (standard; 130 value; 4lbs); 1
degree encumbrance
Asuras were produced as bodyguards for the wealthy and ruling classes
of the late Third Era. Appearing initially as finely-polished
antecessoroid knights, they quickly reveal their true capabilities if
engaged, splitting their two arms into four and grotesquely unhinging
their bodies and legs for maximum mobility. Both today and long ago,
they are widely esteemed as the ultimate close combat technological,
and the pride
of any necromancer skilled and lucky enough to bind them away from
their decaying defense protocols.
Agnicara
Stats:
40 bSTR, 3 bDEX, 6 bCON, 5 bINT, 6 bSPD, 200 WGT, 72 AWGT
Factors:
84 Injury, 280 Weight, 40 Carry, 15 Fatigue
Progression Tier: 8; Binding Difficulty:
13; Injury Modifier:
Handed Quadruped; Natural Armor Range:
50-75 (quartz)
Programmed Abilities:
Power Offense (Close Combat); Area Tactics, Expert Aiming (e), Shooting
Stances (Marksmanship)
Special Abilities:
Volatite Generator
- An agnicara has an
internal volatite generator, which powers its Exuro Aræ and
VS-1A Techshield. The generator can output 20 charge per turn, and is
fed by an internal magazine of 15 standard volatite crystals (300
charge). Expended crystals are automatically ejected, and the construct
can load 1 new crystal as a major action if its right hand is free. The
generator cannot power anything except the agnicara's Exuro and
techshields, nor can those components be powered by any other source or
uninstalled from the construct. None of the three components add weight
or occupy carry slots. They cannot be targeted separately from the
construct. Whenever the agnicara has 3 or more degrees of Core Injury,
it loses the use of its generator.
Exuro Aræ - An
agnicara has an Exuro
Aræ installed on its left
side. This functions as permanently occupying its left "hand," with
left Hand/Arm Injuries interfering only with the operation of the
weapon. The weapon consumes 15 charge to inflict 180 particle damage
(12 damage per charge). The agnicara functions as competent with this
weapon, and gains a +TN of 3 in its offense rolls (in addition to any
+TNs from Marksmanship Abilities). The weapon's offense rolls are
d20/d12/d20. It does not add Hindrance
from one-handed wielding.
VS-1A Techshield -
The agnicara can
create medium-precision energy shielding for itself. As a free action,
it may spend charge to create shielding points; each 1 charge creates
20 shielding points, and the maximum shielding points that can exist in
the shield is 200.
Unused shielding points expire 5 minutes after they are created.
Shielding points cannot be converted back into charge, nor can
shielding points be added outside of the construct's turn. The shield
may be turned off (wasting all current shielding points) as a free
action.
The shielding points are doubly effective against blast damage. For as
long as the shield is active and has at least 1 shielding point, it is
visible and counts as a moderate light source. Whenever the agnicara
has 3 degrees of Superficial Injury, it loses the use of its techshield.
Common Inventories:
1: Steel SR14 malleus (83 drv86; 2off1def;
195 value; 15lbs), Kinetic
Shield w/ full crystal (6 SI; 430 value; 67lbs), 30 volatite crystals
(900 value, 30lbs)
1: Steel SR14 malleus (83 drv86; 2off1def;
195 value; 15lbs), Kinetic
Shield w/ full crystal (6 SI; 430 value; 67lbs), 30 volatite crystals
(900 value, 30lbs)
The massive agnicaras represented a significant departure from the
Alacrian preference for small, finely-engineered constructs. Often
viewed as a middle ground between techs and vehicles, they carried
vehicle-grade weapons and techshields, though with simplified
combat-technique programming due to the processing requirements of
their power generators. Originating long after reanimators and
amalgamators dominated Third Era armies, the presence of agnicaras is a
sure signal of a military location the Ancient Ones deemed vital to
protect.
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Non-Sentients