Clockwork Archer

 

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Description:

A clockwork archer is a strange mechanical contraption formed from a dozen or so interconnected rings, forming a sphere that encircles a complex set of gears, weights and springs that drive both the movement of the sphere, and the operation of four crossbows synchronized such that two of them can be fired each turn. The clockwork archer appears to be nothing more than a wind-up device, but it exhibits a terrible intelligence; with no head, body, arms or legs, it simply rolls around firing crossbow bolts at potential threats - how it sees, hears, aims, or decides who to shoot is an incredible mystery - regardless, a pair of crossbow bolts to the chest will make anyone with any sense stop wondering about this creature's motivations and either do away with it promptly, or flee.

Special:

Essentially machines, clockwork archers are immune to most magical effects including any spells or skills that affect the mind or the emotions, or any magic that drains or buffs Stats, Attributes or Derivatives. They take half damage from Shock or Frost, and are immune to Fire as well as poison, disease or any other physiological effects. They can see perfectly in total darkness.

The four crossbows inside the sphere of the clockwork archer are reloaded, readied and aimed by the clockwork motion of the creature itself. A clockwork archer does not need to remain still to use its crossbows. The first two crossbows will be reloaded and readied by mechanical action as a result of aiming and firing the other two, which will in turn be reloaded and readied the next turn by the action of aiming and firing the first two. A clockwork archer contains 60 bolts, and so can fire at its maximum rate of 2 bolts each turn for 30 consecutive turns. If stationed inside a location designed for them, clockwork archers will have a depot nearby to replenish their ammunition.

Constructed as an 'open framework' of interlocking rings, clockwork archers do not have an 'inside', and cannot keep clockwork scarabs inside them for continual maintenance. If damaged, after the threat has ended, a clockwork archer may be 'swarmed' by clockwork scarabs in large numbers to repair it all at once if it ihas not been completely destroyed.

Variants:

Clockwork archers come in only two varieties; a standard version which is smaller, faster, lighter and less lethal, and a larger, heavy version.

Standard Clockwork Archer

The standard clockwork archer is only about 75cm in diameter. While it is faster and lighter than the heavier version, and the crossbow mechanisms inside it are still very dangerous, it is significantly less lethal than it's heavy counterpart.

An attack with the acid of an Iron Ant, or the Decay spell (if not resisted using Stability) will reduce the Protection of a standard clockwork archer by 1 and do 3d6+1 points of damage to its Health. Additionally, if the caster or attacker succeeds a 21C using the Engineering or Mechanics skill, they can identify key components, and the rolled damage will be doubled.

If a standard clockwork archer is damaged but not destroyed in a location with clockwork scarabs present, scarabs may emerge when there is no longer a threat and repair the archer. As many as sixty scarabs can work at once on a damaged standard clockwork archer, repairing it at a rate of 1 Health per minute.

Heavy Clockwork Archer

The heavy clockwork archer is over a meter in diameter. It is slower and heavier than the standard version and mechanisms inside it are significantly more dangerous.

An attack with the acid of an Iron Ant, or the Decay spell (if not resisted using Stability) will reduce the Protection of a heavy clockwork archer by 1 and do 3d6+1 points of damage to its Health. Additionally, if the caster or attacker succeeds a 21C using the Engineering skill, they can identify key components, and the rolled damage will be doubled.

If a heavy clockwork archer is damaged but not destroyed in a location with clockwork scarabs present, scarabs may emerge when there is no longer a threat and repair the archer. As many as 120 scarabs can work at once on a damaged heavy clockwork archer, repairing it at a rate of 1 Health each 30 seconds.