Biomech

Biomech artifacts are extensions of an alien machine Entity. Hive trees, conversion factories for the Entity, are protected by mechanical spider-like hunter drones, which also collect victims for the hive trees to convert. Scout drones are smaller explorers, roughly the size of a large cat, which seek viable victims, inject them with a tracking nanite, which the hunter drones use to locate and capture them.

Hive trees are the result of nanite corruption crossing over into plant life. They are used as energy production and storage factories for the machine Entity. Those trees which bear fruit have been converted to a more sinister purpose: supporting cocoons from which the Entity can more efficiently convert other host-species.

A hive tree resembles its host tree, but its leaves are slicked over with a thin layer of silicate, which act as photovoltaic cells. Power conduits gleam and strobe just beneath the tree’s bark, emitting unsettling flashes, pulses, and streamers of light. The bark is reinforced with thin metallic filaments, which act as a low-grade armor, while leaving the woody bark to act as natural electromagnetic shielding.

Elongated, pulsing sac-like cocoons, dangle from the thicker, lower branches, or bulge, tumor-like, from the girth of the trunk. These cocoons are made of a tough, fibrous material similar to kevlar, but somewhat more transparent. The steady orange-red glow from within is interspersed with twinkling and pulsing lights. The hazy silhouette of whatever creature may be in the process of mechanization can be seen in the murky depths of a cocoon, but exact details can not be made out (perhaps for the best for the casual observer).

Hive trees cannot move, and normally rely on hunter-killers for defense. As a last resort, the hive tree can lash out with its filament-infused vine-like growths. The Entity also uses hive trees to ‘evolve’ drones into either hunters, or hunter-killers if its own full production capabilities are not online.

Biomech Hunter Drone

Medium semi-sentient mechanoid (6d6)
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 24RANGED DEFENCE 18MENTAL DEFENCE 12 (immune)VITAL DEFENCE 18
HEALTH 36SOAK 6; VULN 1d6 electricity, 2d6 ionIMMUNE Sick, Fatigued
INITIATIVE 6d6PERCEPTION 5d6; lifesenseSPEED 6; CLIMB 3; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Bite 6d6 melee (3d6+3 piercing/electricity damage; nanites)
Skills stealth 3 (2d6), perception 4 (2d6), reactions 6 (3d6). combat 6 (3d6)Gear -     

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Nanites. The hunter’s bite attack contains the first stage in conversion nanites, which steadily override the victim’s central nervous system and inflict the Pain condition.
Filament. An hunter’s web attack is a 6d6 ranged attack (range 6) which Restrains a medium sized target or smaller. The filaments are flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature. They can also be dissolved with alcohol.
Lifesense. Because of their enhanced, multi spectral vision, hunter drones can sense and effectively see living creatures to a distance of 40’ even through darkness, cover, concealment, etc. A hunter will concentrate its attacks on those who have been injected with the scouter drone’s marker nanites before it attacks anyone else. 
Called shot. The explorer drone’s eyestalks and antennae are about the only unarmored portions of the creature. A called shot can severely hamper the mechanoid’s sensory systems. A successful hit bypasses SOAK. If it deals 5 or more points of damage, an eyestalk antenna is severed. Destroying one of the creatures’ antennae hampers its live link to the Entity’s hive tree and inflicts the Confused status on the creature (it can shake this off normally).

Biomech Scout Drone

Small semi-sentient mechanoid (5d6)  
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 10RANGED DEFENCE 20MENTAL DEFENCE 15 (immune)VITAL DEFENCE 15
HEALTH 15SOAK 3; VULN 1d6 electricity, 2d6 ionIMMUNE Sick, Fatigued
INITIATIVE 4d6PERCEPTION 5d6; lifesenseSPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2                                               
🅜 Bite 4d6 (2d6+2 piercing damage; nanite infection)       
Skills stealth 3 (2d6), perception 3 (2d6), reactions 1 (1d6), combat 1 (1d6)Gear -  

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Lifesense. Because of their enhanced, multi spectral vision, scout drones can sense and effectively see living creatures to a distance of 40’ even through darkness, cover, concealment, etc.
Called shot. The scout drone's eyestalks and antennae are about the only unarmored portions of the creature. A called shot can severely hamper the mechanoid’s sensory systems. A successful hit bypasses SOAK. If it deals 5 or more points of damage, an eyestalk antenna is severed. Destroying one of the creatures’ antennae hampers its live link to the Entity’s hive tree and inflicts the Confused status on the creature (it can shake this off normally). 
Nanite infection. If a drone should score a bite attack, it injects nanite ‘markers’ into the victim’s bloodstream, which attract biomech hunter drones.

Biomech Tree Hive

Large semi-sentient mechanoid plant (7d6)
STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6)CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MELEE DEFENCE 19RANGED DEFENCE 17MENTAL DEFENCE 28 (immune)VITAL DEFENCE 23
HEALTH 42SOAK 7; VULN 1d6 electricity, 2d6 ionIMMUNE Sick, Fatigued
INITIATIVE 6d6PERCEPTION 6d6SPEED 7; CLIMB 4; JUMP 20'/10'CARRY 200lb (max lift 500lb)
REACH 30-ftACTIONS 3
🅜 Vine 6d6 melee  (3d6+4 piercing/electricity damage; reach 6; grab)
Skills combat 3 (2d6), hardy 6 (3d6), perception 3 (2d6), reactions 3 (2d6)Gear -  

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Called Shot. An individual vine can be targeted with a called shot. The vine does not have any SOAK, and 10 slashing damage is enough to sever it, freeing any victims. The hive tree has many vines, so severing one does not otherwise reduce its capabilities. 
Many vines. A hive tree has an extra action for its size; unlike most creatures who cannot use an action more than once per turn it is able to use all three of its actions to a ack, although no more two attacks can be directed at a single target.
Grab. Hive trees can grab their opponents with a melee attack using a vine.  A creature struck by the grab attack is Restrained and remains so until escape (whihc requires a melee attack against the hive tree). 
Conversion. A hive tree can make a melee attack against a large-sied or smaller grabbed target to drag it into a conversion pod. The victim begins to drown in the nanite-infused conversion solution (fast END countdown). Escape requires a single melee attack against the reinforced biomaterial which does 20 damage. The hive tree’s SOAK does not apply, if attacked from within. If the victim drowns, the creature is effectvely killled and converted.