Wednesday, July 6, 2011

"S" is for "Stingeroo"

Stingeroo

No. Enc.:  0 (2d6)
Alignment:  Neutral or Chaotic
Movement:  180' (60') 
Armor Class:  4
Hit Dice:  6
Attacks:  2 or 1 or 1 (2 kicks, or 1 rocket, or 1 grenade)
Damage:  1d8 / 1d8, or 8d6, or variable (see below)
Save:  L4
Morale:  9
Hoard Class:  None
XP:  1,570

The perverse results of Ancient military experiments gone awry, stingeroos are 6' tall bipedal creatures wired with cybernetic implants and deadly weaponry.  They are usually found lazily grazing around abandoned(?) bases and installations...but when intruders appear, they suddenly spring into violent—and synchronized—action.

Each stingaroo is equipped with shoulder-mounted micro-missile launchers that contain up to 8 projectiles.  These missiles have a range of 2,000', and each inflicts 8d6 damage in a 45' blast area.  Stingaroos also possesess tail-mounted grenade launchers, which contain up to 3 grenades of any type (see p. 118 of the Mutant Future Core Rules) that can be fired up to 500'.  These weapons cannot be removed without killing their host.  Optical targeting sensors provide stingaroos with a +2 bonus with all missile attacks, and they always fire on airborne targets before terrestrial ones.

While still able to process plant matter, stingaroos' digestive systems have been modified to utilize Ancient fuels and nuclear waste as "food".

Stingaroos are usually controlled by another being or an Artificial Intelligence via a remote-controlled Robolink (as per the Robot section on p. 126 of the Mutant Future Core Rules).  However, some have "assimilated" the combat algorithms and data contained within their circuitry, and attained sentience.  Such stingaroos are invariably belligerent, power-hungry, and unhinged.

Mutations:  Echolocation (Implants), Night Vision (Implants), Thermal Vision (Implants)




Credit goes to Theron, who first told me about Australia's problems with rocket-wielding militant marsupials.