The NecroMech Dossier Core Manual April 2018 - Page 263

Barbed Knight Psychic Abilities (Mental Rating Medium) Parasitus - ongoing ability that applies Parasitic Feed, effective Rank 6. Necrotic Energy cost 5 per round. Inanis - ongoing ability that applies Void Hunger to all living targets within 10 feet, effective Rank 6. Necrotic Energy cost 5 per round. Vigorem - ability that mimics Invigoration except restoring all hit points rather than becoming dormant. Necrotic Energy cost 100 per use. Glacialis - at will apply the effects of Rime, effective Rank 4. Necrotic Energy cost 30 per use. Tarn Devium - roll random ability from NecroMech side-effect Talent list, effective Rank d10. Re-roll or choose on a 20 (Rime). Immensely muscled 9 ft. humanoid characterized by mirror-like black chitinous plates, each with a wickedly sharp central spike, seared onto the grey flesh below so the body is almost completely encased. Both arms end in chitin gauntlets, each with 4 razor sharp talons. The head is encased in a featureless helmet with no apparent openings. Each knight has a unique mosaic pattern of plates. A creation from Hel’s Fleshworks Barbed Knights are wrought from the huge bodies of previous harvest victims. Commanders of the lesser Othersiders such as Ghouls and Rippers, they coordinate with the sole purpose to decimate and consume all sentient life in their way. Necrotic Energy cost 20 per use. Physical Abilities Damage - two gauntlet attacks per round for (3 d10) + 20 damage each. Additional 50% chance for a (2 d10) body spike strike. Armor - considered Armor rating 9 (but with infinite sustainable damage), all damage reduced by 256 points per attack. Hit Points - 1,000 Movement Rate - equivalent of human run speed. Organization Controller, encountered with a group of up to 50 various Othersiders (d10 Rippers, 4d10 Ghouls). Page 263