Tuesday, August 18, 2009

Savage Menagerie: Nanomite Swarm

No. Enc.: 1 swarm
Alignment: Neutral
Movement: Fly: 75’ (25')
Armor Class: 7
Hit Dice: 6
Attacks: 1
Damage: Special (depends on type; see description)
Save: L0
Morale: 11
Hoard Class: None

During the final wars of the Ancients, military scientists were experimenting with nanomites - microscopic robots with limited artificial intelligence. The plan was to program these microscopic automatons to attack the enemy and heal the wounded during a combat situation. The nanomites worked as planned. However, in The Savage AfterWorld, these still-activated rogue machines pose a substantial threat.

A nanomite swarm contains literally millions of cellular-sized bots. Individually too small to be seen, a nanomite swarm appears like a fine black mist or a swirling vortex of smoke. Once engaged, this "mist" will sweep in and engulf the party. (See the Insect Swarm entry in the MF rulebook, pg. 77, for more information on how a swarm may react to the PCs.)

There are two classes of nanomite swarm that may be encountered in the Mutant Future:

Combat nanomite swarm: Combat nanomites were designed to attack an enemy from the inside out. Upon a successful hit, have the PC save vs. poison. If the roll fails, some of the nanomites have burrowed into the PC's flesh. They will attack the character on a cellular level, flaring up and burning out, delivering 3d6 hit points of damage as they destroy themselves to damage the victim. The only way to stop the attack is to escape or destroy the swarm.

Medical nanomite swarm: Medical nanomites were designed for quick healing and repair on the combat front. Now that the wars have ended, they still seek out the injured to assist. But DNA has changed a LOT over the years. Any pure human successfully "attacked" by medical nanomites will instead find that they have been healed for 3d6 hp. However, since the nanomites were not designed for mutant DNA, any mutant PCs successfully attacked should roll 1d4. On 1-2, the nanomites are able to puzzle out enough of the DNA's quirks to heal the mutant PC for 2d6 hp. On a roll of 3, the nanomites instead alter the DNA in some way, bestowing 1 random mutation to the PC. However, on a roll of 4, the medical nanomite does more harm than good. The PC will need to save vs. poison or take 3d6 damage. Since the nanomites were never programmed for artificial life, all androids and robotic PCs are unaffected by medical nanomites.

Just like an insect swarm, a nanomite swarm sustains no damage from weapons. (It'd be like trying to stab, club, or shoot a fog bank.) Attacks from fire, cold, or other energy-based attacks will deliver full damage to the nanomite swarm. Any electrical-based attacks such as from an energy baton, shock gloves, EMP rifle, etc., will deliver double damage upon a successful hit.

Nanomite swarms are typically encountered on Ancient battlegrounds, though a swarm may have "drifted" over the years to nearby areas as well.

Mutations: none

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