Difficulty: 10
|
Thresholds: 8/16
|
HP: 3
|
Stress: 2
ATK:
+2
| Restraint Field:
Close
| 2d6+2 phy
Experience: Surveillance Systems +2
Features
Always Helpful First
- Passive:
Constructs always offer assistance before any other action.
Flight
- Passive:
Constructs fly at standard speed.
Construct
- Passive:
Immune to mind-affecting effects and social pressure.
Observation Beam
- Action:
Marks a target, all Republic forces know that target's location for the rest of the scene.
Emergency Alert
- Action:
Signals the nearest Sky-Marshal unit; reinforcements arrive in 1d4 rounds.
Difficulty: 10
|
Thresholds: 7/14
|
HP: 3
|
Stress: 2
ATK:
+0
| Iron Strike:
Melee
| 1d8+1 phy
Experience: Predictive - In an Iron Zone, the Servitor has Advantage on its first attack against each target.
Features
Suppression Field
- Action:
Each target in Close range must make an Instinct roll or lose 1 Hope.
Difficulty: 8
|
Thresholds: 6/12
|
HP: 3
|
Stress: 2
ATK:
+0
| Scrambled Strike:
Melee
| 1d8 phy
Experience:
Features
Zone Anchor
- Action:
The Gospog roots into the ground and cannot be moved until the end of the scene or until it chooses to unroot. While rooted, Hope powered features within Close range cost 1 additional Hope.
Resistant to Magic
- Passive:
The Gospog takes half damage from magical attacks.
Difficulty: 11
|
Thresholds: 8/16
|
HP: 3
|
Stress: 2
ATK:
+1
| Suppression Baton:
Melee
| 1d8 phy
Experience:
Features
Coordinated Advance
- Passive:
When 2+ Soldiers are within Close range of each other, each gains Advantage on their next attack.
Difficulty: 10
|
Thresholds: 6/12
|
HP: 3
|
Stress: 2
ATK:
+0
| Axiom Pulse:
Close
| 1d8 mag
Experience: Residual Logic - The Echo's attacks carry the remnant of a specific World-Truth. The GM chooses one: the target loses 1 Hope (Iron), suffers a bleed effect (Emerald), is pushed back one range band (Aether), or is marked (Infernal).
Features
Unresolved
- Passive:
The Echo cannot be permanently destroyed by any attack that uses the same World-Truth axiom it carries. It must be dispersed by an approach that represents genuine Mortal Realm plurality.
Difficulty: 9
|
Thresholds: 5/10
|
HP: 3
|
Stress: 1
ATK:
+1
| Mortal Fang:
Melee
| 1d8+1 phy
Experience: Outside the Model - Unmarked creatures cannot have their behavior predicted by any Sovereign ability or environmental effect. Any feature that reads behavior or predicts actions fails against them.
Features
Pack Instinct
- Passive:
When 2 or more Unmarked act against the same target in a round, that target suffers Disadvantage on their next action.
Persistent
- Passive:
An Unmarked driven off does not flee permanently. It reassesses and may return before the scene ends.