Machines
Machines are relentless synthetic threats - turrets, drones, killer constructs, and walking war engines that coordinate fire and exploit weakness with ruthless efficiency.
This creature has Advantage on attacks against a target that was damaged by another Machine ally this round.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
Cannot move or be knocked Prone.
Ignores Cover.
- • Mounted SMG.
2d6+4. Range 10.
- • Suppressing Burst.
1d6+4. Range 8. Targets up to 2 creatures adjacent to each other.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
Ranged attacks against this creature have Disadvantage if it moved this round.
- • Targeting Ping.
One Machine ally within Range 10 gains Advantage on its next attack against a creature the drone can see.
- • SMG.
2d6+4. Range 8.
- • Micro-Missile.
1d6+4. Range 10. Square 3. DC 11 DEX save for half.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
Deals +5 damage against targets damaged by another Machine ally this round.
- • Tactical Step.
Move up to 3 spaces, then make one Integrated Carbine or Wrist Blade attack.
- • Integrated Carbine.
2d6+5. Range 12.
- • Wrist Blade.
2d8+5
STR+, DEX+.
Has Advantage on attacks against Prone or Bloodied targets.
Ignores difficult terrain and can climb vertical surfaces at half speed.
- • Pounce.
Move up to 6 spaces. On hit, target is Prone and Restrained. DC 12 STR or DEX save to escape.
- • Bite.
2d8+10. Against a Prone target: 2d10+20.
- • Raking Claws (x2).
1d8+5
- • Shock Howl.
1d8+5. Cone 3. On crit: target is Dazed.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
STR+.
Cannot be knocked back, pulled, or knocked Prone by Medium or smaller creatures.
- • Rotary Cannon.
2d10+12. Range 12. Targets up to 2 creatures adjacent to each other, or 1 creature with Advantage.
- • Crushing Claw.
2d12+12. On crit: target is Grappled. DC 13 STR save to escape.
- • Rocket Pod.
3d8+10. Range 12. Square 3. DC 13 DEX save for half.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
STR++.
Ignores difficult terrain, cannot be knocked Prone, and has Advantage on saves against being moved or disabled.
Can move through spaces occupied by Large or smaller creatures. The first time each turn it does, that creature must make a DC 14 DEX save or fall Prone.
- • Missile Salvo.
4d8+20. 1/encounter. Range 16. Square 5. DC 14 DEX save for half.
- • Rail Cannon.
2d8+20. Range 16.
- • Twin Smartguns.
1d8+10. Range 12. Targets up to 2 creatures.