Monday, September 17, 2012

Savage Odyssey Prime Factions: Berserkers of the Final War...

Good Afternoon, All:

The third group I'd like to develop for my Savage Odyssey Prime campaign will be the Berserkers. During the final war between the Builders and their as-yet-unnamed enemy, the Builders constructed semi-intelligent war machines that they turned loose on their enemy. When the Final War had ended, most were recovered and deactivated. Some of these machines, however, decided that all Builders and other organic lifeforms also needed to be destroyed, not just the original enemy. Most have been hunted down, but occasionally, one is found and reactivated, which starts another wave of assaults as the Berserkers replicate themselves using available technologies and continue a war that has now long past.

Berserkers

Brief Description: The Berserkers are the Ultimate Weapon that brought about the end of the Final War between the Builders and the Enemy. They are self-replicating, self-aware war machines with a single built-in imperative: destroy all organic lifeforms. These constructs come in various sizes, from small drones to starships and factories. Berserkers are most often encountered in the form of drone squadrons or patrols.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Light Drones, 1 Sentry Drone.
  • Seasoned: 10 Light Drones, 2 Sentry Drones, 1 Assault Drone.
  • Veteran: 20 Light Drones, 5 Sentry Drones, 2 Assault Drones.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
Light Drone
Abilities: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Pace: -- (see Flight); Parry: 5; Toughness: 6(2)
Special Abilities:
  • Armor +2: Metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Drones are immune to fear and Intimidation.
  • Flight: Pace 6, Climb 3.
  • Laser, Small: 2d6 AP 4, Rng 12/24/48, RoF 1, Shots 50, Semi-Auto.
  • Size -1
  • Tentacular Appendage: Str+d4.

Sentry Drone (WC)
Abilities: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8
Pace: 8; Parry: 6; Toughness: 10(4)
Special Abilities:
  • Armor +4: Advanced metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease. Construct wild cards do not suffer wound penalties.
  • Fearless: Drones are immune to fear and Intimidation.
  • Laser, Medium: 2d8 AP 4, Rng 24/48/96, RoF 1, Shots 50, Auto, 3RB.
  • Mechanical Arms: Two attacks (Str+d6).

Assault Drone (WC)
Abilities: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d10, Notice d10, Shooting d10
Pace: 10; Parry: 7; Toughness: 14(4)
Special Abilities:
  • Armor +4: Advanced metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease. Construct wild cards do not suffer wound penalties.
  • Fearless: Drones are immune to fear and Intimidation.
  • Laser, Heavy: 3d6 AP 4, Rng 24/48/96, RoF 1, Shots 100, Auto.
  • Mechanical Arms: Two attacks (Str+d8).
  • Plasma Blast: The Assault Drone can launch a Plasma Blast using a Shooting skill check that inflicts 3d6 damage within a Medium Burst Template, with a Range of 24/48/96. Once used, the Assault Drone cannot launch another blast for 1d4 rounds, as the plasma generator recharges. A Plasma Blast counts as a Heavy Weapon.
  • Size +3

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Berserkers are attacking native organic lifeforms when the party comes upon the scene.
  2. The Berserkers are protecting their portal site and accumulated supplies, indicating that they are preparing to establish a foothold in this dimension, when the party discovers them.
  3. The Berserkers are conducting a search of the region, looking intensely for something, when the party encounters them.
  4. The Berserkers are returning to the portal site after an unsuccessful raid against a nearby settlement.
  5. The Berserkers are returning to the portal site after a successful raid against a nearby settlement, and are laden with accumulated resources and possibly prisoners.
  6. The Berserkers challenge the party, demanding their identification and reasons for operating outside standard service protocols.

Enjoy,
Flynn

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