AUTOMATON, SCORPIO

From the Stars Without Number Compatible – Alien Database

Pincer. The automaton can extend each pincer up to a range of 3 meters on its front and sides. A pincer is made of 3 junctions that allow the automaton to rotate each junction with an angle of up to 180 degrees. The pincer deals damage due to its weight but is not able to grab medium-sized or smaller creatures. Against vehicles, however, the pincer deals full crushing damage. The attack with the pincer costs 1
energy point (see Biology for more details).

Stinger Gun. The stinger is mounted on a 4 meters long tail and mounts heavy weapons or heavy tools. The stinger can partially rotate and can cover an area 90 degrees wide in front of the automaton.
Roll 1d8 to determine what weapon or tool the stinger is mounting. The attack with the stinger gun costs 1 energy point (see Biology for more details).

  1. Flamethrower. (Dmg., Range, Magazine)
  2. Heavy Machine Gun. (Dmg., Range, Magazine)
  3. Heavy Drill. (Dmg., Range, Magazine)
  4. Light Cannon. (Dmg., Range, Magazine)
  5. Extra Pincer. (Dmg., Range, Magazine)
  6. Roll two times. (Dmg., Range, Magazine)
  7. Roll three times.
  8. Empty. If the roll results in more than one weapon or tool, it means that it has backup
    weapons or tools located in the upper torso.

COMBAT & TACTICS

The automaton obeys as a primitive artificial intelligence. When facing a hostile enemy it activates a series of combat routines and then reiterates them randomly until the enemy is destroyed, or vice versa. An attack costs several energy points as described in the paragraph above. Movement, at standard full speed, costs 1 energy point, in addition, a rotation of 60 degrees consumes 1 meter of movement.

  1. Attack the closest target.
  2. Block the closest route of escape.
  3. Attack and Move.
  4. Move and Attack.
  5. Defensive position. +2 to Armor Class.
  6. Recharge batteries. +1d4 energy points. This option activates automatically when the automaton energy drops to 1.

DESCRIPTION

The automaton class “Scorpio” – as cataloged by the first explorers who came in contact with this mechanic creature – resembles a scorpion, due to its pincers, legs and structure, and tail. The automaton is 6 meters long, which becomes 9 meters including the pincers, and 13 meters including the tail. The automaton is made of high-quality steel, covered by a layer of antioxidant alloys. The standard scorpio has 6 legs, two pincers, and one tail, in addition, every unit can deploy up to 1d4 smaller backup legs when one is damaged.

HABITAT

The automaton is an artificial creature, and as such, does not have a specific habitat. The first units were discovered on abandoned mines built inside asteroids, all located within the same stellar cluster. The mining sites were hundreds if not thousands of years old, but whoever or whatever occupied the sites was gone long ago and left behind these weird machines. Each automaton encountered so far, has been found in a status of stand-by, only to activate and turn hostile once approached for study. The true origin of these constructs is still unknown, but astronomers suspect that the answers lie hidden somewhere in one
of the solar systems of the stellar cluster where the first automatons have been encountered. Another scientist, renowned xeno-archeologist and historian, has proposed a bolder theory. The automaton must be somewhat connected to the legendary race of the Welsyan, representing their first attempt to
colonize outer worlds, and the solar system where the automatons came, is nothing more than an ancient and now abandoned colony.

BIOLOGY

The automaton is a construct, animated by a central processing unit hidden in the central part of the body, screened by materials resistant to radiations and extreme temperatures. The central processing unit or the “brain” in other words, has the same technological level as a computer of the 20th century. The energy
production system matches the discoveries made on earth in the early 21st century. However, the remaining engineering like gears, mobile parts, and hydraulic systems, recall those of the 19th century. The energy required to move the automaton comes from a small-scale fission reactor, which produces energy in three different ways. The first is steam power that feeds a hydraulic system, which is in charge of the main motor systems. The second is a standard generator, always fueled by steam, which supplies the automaton with the electricity that activates the secondary systems. The third is an advanced system of thermocouples, which is in charge of keeping temperatures under control and recycling energy, thus allowing the automaton to recharge its batteries even while performing energy-consuming tasks. When encountered, the automaton has 2d20 energy points stocked in its batteries (see Combat & Tactics for more details).