The Machines

Robotic organisms that are scattered throughout the various tribes' territories; they are considered to currently be the most dominant 'species' and appear to be modelled after older life forms that existed before the machines.

Normally they have left humans alone and were living relatively peacefully alongside them however, they have recently been acting more skittish and aggressive around humans specifically and even more new and dangerous machines have been found wandering the territories.

There are currently five established classes of machines:

**Acquisition** - They acquire resources to assist the terraforming efforts.

**Reconnaissance** - Simple machines used to find suitable terraforming land for the machines, however they have begun to grow more single minded in protecting herds and groups from threats, scanning the area for any dangers nearby.

**Transportation** - Machines created to transport materials needed to help the terraforming, usually to a nearby cauldron.

**Combat** - The newest machines to enter the lands, built strictly for destroying threats. They’re heavily equipped with various weaponry and are often seen accompanying the lesser machines as protection from humans.

**Communication** - Only one machine exists in this category, no offensive abilities, pay no attention to anything around them.

## Broadhead

### Weak Points

* Eyes
* Horns
* Blaze Canisters

### **Broadhead**

#### **Appearance**

Another bulkier machine, it is similar in size to the charger; the main difference being this fellow has a large, almost straight, horizontal pair of horns. At the base of both of these horns are rotary blades, used to churn up plant matter which will be turned into biofuel. Their bodies are covered in white metal plating that is mainly covering their head, neck, back, shoulders, hips, forelegs and hindlegs. Their 'eye' is a single lens in the center of their face. Two canisters sit on their haunches, filled with Blaze.

#### **Behaviour:**

Another herd travelling machine, they are often seen with bowed heads as they graze on the grasses and low growing plants as they convert them to biofuel. They will not often flee danger and will often watch the possible threat. If they deem it harmful, they’ll lower their head and charge; they’re fast and will continue to bowl over opponents with a sweeping motion of their horns. They also use their limbs and will sometimes spin in a wild circle, bucking wildly. Their herds are often accompanied by watchers.

#### **Components:**

Body - Hard outer casing to protect the vulnerable synthetic muscles. Can withstand some damage but a continuous assault will eventually wear it down.

Blaze Canister - Shooting these with a flaming arrow will cause the liquid inside to ignite in an explosive manner- this makes gathering the blaze impossible. Shooting with regular arrows will usually dislodge the cannisters, leaving it intact for collection.

Horns - The weakness is mainly the ends of the horns but doing enough damage will cause the machine to slow or even stop it’s charging.

#### **Loot:**

Blaze, Metal Vessel, Metal Shards, Sparker, Wire, Machine Core, Broadhead Lense, Broadhead Heart.

## Charger

### Weak Points

* Eyes
* Horns
* Blaze Canisters

### **Charger**

#### **Appearance**

These machines are slightly larger, bulkier with two large, curved horns similar to a ram. The ends of both of these horns are similar to chainsaws, which they are very adept at using as a weapon as need be. Their bodies are covered in white metal plating that is mainly covering their head, neck, back, shoulders, hips, forelegs and hindlegs. Their 'eyes' consist of one main lens and four smaller ones around it. A single cannister of Blaze sits between its haunches.

#### **Behaviour:**

They also travel in herds as they graze on the grasses to produce more blaze; they are skittish, however less so than the Grazer and Lancehorn. Whilst they do sometimes flee danger, more often than not they’ll get closer to investigate before attacking and more often than not, the other herd members will join in. They move faster than people think and often trample humans though they will also use their horns or rear up to use their front limbs. They’ve been seen as doing a very pivoting kick; swinging their bodies round to use their two hind limbs to deliver a kick, quite acrobatic really. Herds are often accompanied by watchers and longlegs.

#### **Components:**

Body - The outer casing is very sturdy and resistant to a good few bashes but a steady influx of attacks will slowly break down the machine's health.

Blaze canister- Shooting this with a flaming arrow will ignite it, causing the machine to be lit for a few moments- this will use up the blaze inside so if you wish to collect it, shoot the canister with a regular arrow to get it to drop.

Horns- These are weak to direct shots from arrows or blows from melee weapons and breaking them will make their charge attack less damaging.

#### **Loot:**

Blaze, Metal Vessel, Metal Shards, Sparker, Wire, Machine Core, Charger Lense, Charger Heart.

## Glinthawk

### Weak Points

* Eyes
* Beaks

### **Glinthawk**

#### **Appearance**

A bird-like machine that looks very similar to a vulture- the metal casing on it resembles feathers, mainly in the wings, tail and legs. The beak possessed a saw-like cutting tool on the upper mandible and on the lower mandible was rotary cutting tools. These make it very effective at the breaking down of metals and processing parts on destroyed machines. It possesses two 'eyes' on the front of its head and over its breast is a sac of chillwater, presumably to cool the machinery in its beak.

#### **Behaviour:**

They like to travel in flocks of 3 or 4, usually up high on cliffs or mountains. They are found on every territory, looking for destroyed machines to scavenge for parts so they tend to circle up high. If they spy something and they aren’t sure, they’ll usually come down and hover as they scan the area- if they spy humans they will attack, usually staying up in the air and firing down shots of freezing or flaming projectiles or diving down to slash with their talons.

#### **Components:**

Body - The outer casing is quite solid and so requires a good few potshots to do any damage.

Beak - Solid shots to this will break the parts and, assuming the machine survives, will prohibit the ability to scavenge.

Sac - Damaging the sac on the breast will usually trigger an explosion and dealing high damage.

#### **Loot:**

Chillwater, Metal Shards, Sparker, Wire, Machine Core, Glinthawk Lens, Glinthawk Heart.

## Grazer

### Weak Points

* Eyes
* Rotor Blades
* Blaze Canisters

### **Grazer**

#### **Appearance**

Small deer-like machine that’s primary purpose is to turn grass into Blaze. It uses the antler-like structures atop their head to cut the grass, as each antler is tipped with four rotating blades. They pose one singular 'eye' at the end of their short snout. They are covered in white armour plating along their back, neck, shoulders and hips to protect the vulnerable synthetic muscle; their backs are adorned with four large canisters that fill with Blaze as the machines feed.

#### **Behaviour:**

Though often feeding and as such have their head lowered, they are skittish and at any hint of danger they will flee after emitting a loud, shrill, rapid warble. However, if they perceive the threat to be too close, they will attack using their rather dangerous antler blades and rather devastating kicks from front and rear limbs.

Often the herds travel with several watchers, who act as protectors for the machines, with the occasional ravager or sawtooth keeping nearby as well.

#### **Components:**

Body- The hard outer casing protecting the synthetic muscle is quite resilient, yet a steady stream of attacks will steadily injure the machine.

Blaze Canisters- On the back, the canisters prove a more obvious target. They are very susceptible to fire, so fire arrows are recommended but that will make the blaze inside unusable. If you wish to obtain the Blaze then it is better to simply aim arrows at the base of the canister to cause them to pop off.

Antlers- Destroying these blades will prevent them from being used in an attack; they are more susceptible to tear damage than elemental damage.

#### **Loot:**

Blaze, Metal Shards, Sparker, Wire, Machine Core, Grazer Lens, Grazer Heart.

## Lancehorn

### Weak Points

* Eyes
* Drill Horns
* Freeze Canisters

### **Lancehorn**

#### **Appearance**

They are similar to Grazers in size and general appearance with two corkscrewing horns that stand upwards, rotating in a similar manner to drill bits. They use these horns to churn up the soil for minerals that are often transported to cauldrons to be used in the making of machines. The body is also encased in white armour along their back, neck, shoulders and hips to prevent the synthetic muscles underneath. They also have a singular “eye” at the end of their snouts. Near the top of their backs are twin canisters of chillwater; apparently to cool the ever-rotating horns, preventing overheating.

#### **Behaviour:**

They are always in herds and are very skittish; often if they see a threat, the herd panics and runs. If said threat is too close however, they will use their horns or their legs to remove the threat from existence.

However, due to the constant patrolling watchers that accompany the herd, the Lancehorns tend to ignore their surroundings and continue “eating” with their heads down.

#### **Components:**

Body- The outer casing provides some resistance to basic attack, but a steady stream of attacks will steadily cause injury to the machine.

Freeze Cannisters- Hitting these with freeze arrows will cause an explosion of frost that will halt the machineries movement for a few moments, giving an opening for attack. However, this destroys the canister; if you wish to collect them, hit them with basic arrows.

Drill Horns- Dismantling these will reduce the heavy damage attacks they can inflict; they are quite sturdy so stronger arrows may be required.

#### **Loot:**

Chillwater, Metal Vessel, Metal Shards, Sparker, Wire, Machine Core, Lancehorn Lens, Lancehorn Heart.

## Scrapper

### Weak Points

* Eyes
* Radars
* Power Cells
* Plasma Cells

### **Scrapper**

#### **Appearance:**

Fitting into category as one of the smaller machines, the scrapper is quadrupedal in shape with clawed feet, a thick, ridged neck and a humped back. The creatures mouth contains three grinding parts that assist in scrapping metal from fallen machines to be reused as parts; contained within the mouth is actually an energy weapon, capable of short energy bursts or one steady energy beam.On the top of its hump, between the shoulder blades, sits a radar scanner; on the haunches is a power cell. Its 'eyes' consist of two main sensors with four smaller sensors within them.

#### **Behaviour:**

Usually they travel in packs of at least two, though more may be found where larger machines have fallen and require processing. Occasionally they will pause to use their radar scanner, ignoring any signatures from machines and wildlife that are not human; if there is a signature marking something as human, the machine will quickly investigate and will turn hostile if it spots the human. All nearby scrappers will be alerted and run to the area, ready to attack; they both use they're grinding mouth parts and clawed feet in attacking in close quarters. In ranged attacks, they will use their energy weapons to shoot energy bursts, beams and occasionally plasma.

#### **Components:**

Body - The hard outer shell protects the synthetic muscle beneath, using a steady assault of arrows to do small amounts of damage.

Power cell - Shooting this with an electric arrow will cause an explosion, however this ruins the part. Use non-elemental arrows to knock it off to collect the sparker inside.

Radar - A direct shot with an arrow will knock this off and ensure its scanning ability will no longer function.

#### **Loot:**

Sparker, Metal Vessel, Metal Shards, Wire, Machine Core, Scrapper Lens, Scrapper Heart.

## Snapmaw

### Resistance

     Freeze

     Drench

### Weakness

     Burn

     Shock

### Weak Points

* Eyes
* Blaze Canisters
* Purgewater Canisters
* Glowblast Canisters
* Resource Containers
* Dispersal Tanks

### **Snapmaw**

#### **Appearance**

A medium-sized amphibious machine that looks like a crocodile; it has a long, crocodile snout with the lower jaw bearing a chainsaw like structure. It has a heavyset reptilian body, four crocodilian legs and feet, and a long, stout, powerful tail. A canister of blaze is on each shoulder and the gullet has a sac-like structure that holds chillwater, probably acts as a coolant but the machine can spit it at enemies. Resource containers line it’s back, looking very much like armour with solar panels also.

#### **Behaviour:**

When undisturbed, they will often be seen floating lazily in bodies of water as they bask in the sunlight. They purify the water and soil at the bottom of the water source, destroying toxins and removing minerals that are often shot from pods in their resource packs on their back. Surprisingly quick, they will have no qualms about chasing after threats, often lunging a surprising distance to snap their jaws round the victim. They also use their tails, swinging them round with surprising swiftness. When distance is an issue, they’ll shoot out chillwater towards their enemy.

#### **Components:**

Body - The hard casing protecting the synthetic muscle is quite resilient but is weak to fire- any freeze attacks will not hinder it.

Blaze Canister - Shooting these with fire arrows will trigger an explosion; using a regular arrow will knock them off and enable collection later.

Freeze Sac - Slightly harder to hit, once destroyed it will trigger an explosion and disable the machines freezing ranged attacks.

#### **Loot:**

Blaze, Chillwater, Metal Shards, Sparker, Wire, Machine Core, Luminous Braiding, Snapmaw Lens, Snapmaw Heart.

## Strider

### Weak Points

* Eyes
* Blaze Canisters

### **Strider**

#### **Appearance**

A slightly lesser assuming machine that is very common; its shoulders are broad, sturdy limbs ending in hooves that hint at its great movement. The bulk of the white protective metal casing is mainly over the head, shoulder and legs. They have a hair of horns that stretch outwards and curve slightly back towards the machine. It has two “eyes” on the front of its snout, one below the other. A single canister of blaze is on its haunch.

#### **Behaviour:**

They are a generally quiet machine, grazing the grasses in their herds as they convert plant matter into blaze. They are skittish and will often flee together at any hint of danger however if they encounter the human alone, without their watchers, one will often hang back to fight the threat and give the others a chance to flee. Their herds are often accompanied by watchers, sawtooths or ravagers.

#### **Components:**

Body - As the synthetic muscle is protected by a shell of metal, it can take a few whacks to break down and do injury to the machine.

Blaze Canister - Shooting this with a fire arrow will cause the canisters to explode, losing the chance to collect the blaze inside. Shoot it with an arrow to knock the canister loose and leave it free for collection.

#### **Loot:**

Blaze, Sparker, Wire, Metal Shards, Machine Core, Strider Lens, Strider Heart.

## Trampler

### Weak Points

* Eyes
* Power Cells
* Excavation Horns

### **Trampler**

#### **Appearance**

The machine, considered medium in size, has a real hulking figure; they have a massive head, neck, chest and thick forelegs whilst the back slopes with the hind limbs a bit shorter than the front. They have a rather impressive pair of horn-like structures that are used to excavate soil and rock for the minerals and have jaws resembling an insect's mandibles. Their 'eyes' are two sensors on the sides of their heads. A power cell array is located on its back and a glowing processing unit is its entire abdominal area.

#### **Behaviour:**

They often travel in small herds in the more arid regions, mainly those of The Sundom. They often move slowly, ploddingly as they continuously use their horns to churn up the ground and rocks, usually tilting their head a little every so often to give each horn better access. They move swiftly despite their size and are never accompanied by recon or combat machines as they are powerful enough to protect themselves. When attacked they use the processing unit to generate radial and directional attacks; it releases flammable gas that it then ignites.

#### **Components:**

Body - The hard casing is rather solid but weak to freezing- strong to fire.

Excavation Horns - A well timed blow to these horns will disable the charging attack.

Power Cell - Shock arrows aimed at this will usually trigger an explosion; this component will usually drop sparker resources.

Processing Unit - Hitting this with hard, non-elemental attacks will trigger an explosion that will also damage everything in the vicinity.

#### **Loot:**

Metal Shards, Metal Vessel, Sparker, Wire, Machine Core, Luminous Braiding, Trampler Lens, Trampler Heart.

## Longlegs

### Weak Points

* Eyes
* Alarm Antenna
* Wings
* Power Cells

### **Longlegs**

#### **Appearance:**

A large machine that resembles a large, flightless bird. Its head ends in a pair of vertical, sharp, beak-like structures that are mounted on a large, flexible neck. There are three antennas emerging from the back of the head, to boost its ability to signal other machines to call in reinforcements. Its breast bears a large, sac-like structure that is used to boost its attack as well as functioning with the scanning array, emitting less powerful waves that is one of the few abilities that can reveal humans concealed in grass. The two small wings are equipped with three jet engines that it uses in an attack, emitting jet-like blasts of flame. Its two legs end in a foot of two claws and a power cell composed of two sparkers is on its back. Its 'eyes' are a gathering of six sensors on either side of the front of its face.

#### **Behaviour:**

They travel in groups of no more than three, acting as the combat protectors of various herds over the territories. They move in set, continuous and circuitous paths, pausing only to scan for possible threats and allowing the “grazing” machines to continue without pausing to scan for threats. They are observed frequently firing off sonic blasts towards the horizon, using echolocation to try and locate any nearby humans. When encountering an enemy, they will use their beaks and claws to melee, firing off fire blasts with their wings and emitting disorientating sonic blasts from their breast sacs.

#### **Components:**

Body - The hard casing on the body is weak to electric attacks so shock arrows are perfect as are any shock traps.

Concussion sac - They are weak to any and all attacks so have at it; tearing the sac will result in an explosion that will send humans flying back a few feet. Destroying it will render their ranged sonic attacks useless.

Alarm Signal - The antenna on their heads are weak to hard hitting attacks and destroying them will make it unable to call other machines for back up.

Power Cell - This is weak to electric attacks so shooting it with electric arrows will trigger an explosion but will destroy it. Shooting it with none elemental arrows will usually pop it off and leave it free for collection.

Wing - Weak to all attacks, destroying the components of the wing will disable the charge attack.

#### **Loot:**

Sparker, Echo Shell, Metal Shards, Wire, Machine Core, Luminous Braiding, Longleg Lens, Longleg Heart.

## Watcher

### **Watcher**

#### **Appearance:**

A small, bipedal machine with a body casing that stretches longer than a human is tall; white casing covers the head, body and hips. Its more obvious feature is the proportionally large head that houses a highly efficient ocular sensory array. This is mounted on a very flexible neck that gives it a wider field of vision with a tail of the same, flexible build. It bears a hip bearing on each side, with thin, springboard legs coming out of them.

#### **Behaviour:**

They are usually with a group of the “grazing” machines, patrolling in a set position to watch for threats. They’ll pause often to stretch their necks to their full vertical height to do a wide scan of the area- sometimes a combat machine is out in tandem with the watchers, coming the moment an alert is sounded. When danger is spotted, they immediately alert the surrounding machines so that the herds may flee whilst they converge on the threat- their calls are loud and attract machines that may have not even originally been with the group. They will attack by jumping towards the threat with their momentum causing decent damage to a human; they also use their tails in close combat to deliver a sturdy blow. They can also stun, using their optical lens to generate a blinding flash of light that hinders sight and causes disorientation. They can also fire concussive energy bursts.

#### **Components:**

Body - Their metal casing provides decent protection from assault, but a steady stream of attacks will eventually break through.

Eye - Any and all attacks that land here will deal serious damage.

#### **Loot:**

Metal Shards, Sparker, Wire, Machine Core, Watcher Lens, Watcher Heart.

## Behemoth

### Resistance

     Freeze

     Shock

### Weakness

     Burn

     Corrosion

### Weak Points

* Eyes
* Crate Holders
* Freeze Cannisters
* Power Cells
* Antennas

### **Behemoth**

#### **Appearance:**

A machine of immense size with a solid head overtaken by its large, triangular shaped snout that is reminiscent of a rhino's horn. The jaws consist of mandibles, not too unsimilar to that of a thunderjaw, with a pair of rotary tools between them that serve some unknown purpose. On each side of the broad neck there are three anti-gravity generators called force loaders. The stomach has a large space that fits a large, circular cargo container that is locked into place via clamps. There's an antenna array with each haunch bearing a chillwater canister- there’s also an energy cell on the back of its neck. Its 'eyes' consist of two optical lenses on either side of its head.

#### **Behaviour:**

They are almost exclusively found walking in convoys, accompanied by longlegs- they tend to walk in a slow, lumbering gait, ignoring everything minus humans in their task to move materials from place to cauldron. When in attack mode, they move with surprising speed- their charge does even more damage thanks to their momentum. They also use their anti-gravity generators to pull rocks from the ground and throw them; they can also fire rocky debris from their mandibles.

#### **Components:**

Body - Strong armour over their synthetic muscles, it has no known weakness yet is strong against shock so don’t bother with electric arrows.

Crate Holders - Launching any form of attack at these will eventually cause it to drop the cargo container, leaving it free for scavenging after.

Freeze Canister - Firing a freeze arrow at these will cause the liquid inside to react, exploding. You can use non-elemental arrows to knock them off and leave the canisters free to be collected.

Power Cell - Using a shock arrow will cause it to explode.

#### **Loot:**

Chillwater, Echo Shell, Sparker, Metal Shards, Crystal Braiding, Behemoth Lens, Behemoth Heart, Machine Core.

## Bellowback

### Resistance

     Fire (Fire Bellowback

     Freeze (Frost Bellowback)

### Weakness

     Fire (Frost Bellowback

     Freeze (Fire Bellowback)

### Weak Points

* Eyes
* Antennas
* Blaze Canisters (Fire Bellowback)
* Chillwater Canister (Frost Bellowback)

### **Bellowback**

#### **Appearance:**

A large, bipedal machine; its head is slender, long but doesn’t have a traditional mouth. Instead, it is more like an armoured spray nozzle, allowing the machine to spray fire or ice out depending on which type it is. Its body is made up of a large cargo sac, containing blaze or chillwater, supported by two sturdy legs that end in three toes. At the gullet are four containers of the same liquid in the cargo sac. Beneath the cargo sac is a long tail, the base of which has two antennas and under three canisters of the same liquid in the cargo sac. Its back is covered in crest-like armour plating and the cargo sac is made of semi-armoured material, making it very durable. Its 'eyes' are a pair of optical sensors near the base of the head.

#### **Behaviour:**

Usually found in groups of two or three with different elemental types, they can often be observed milling about with low, gurgling growls, with occasionally knocking down trees. They emit a loud shriek if they spy a human, alerting other machines nearby. When under threat, they can defend themselves rather well; they can charge or use their tails as a weapon, spraying directly at the enemy or in a wide arc to spray the surrounding area.

#### **Components:**

Body - Hard outer shell protects the synthetic muscle and components underneath, decent protection against incoming attacks.

Gullet - Contains a liquid, depending on which variant it is. Shoot with whichever element is known to trigger the liquid to cause an explosion but it will ruin it. Shoot with regular arrows to knock them off, making it accessible for collecting after.

Cargo Refining Sac - Large collection of elemental liquids; shoot with the element known to trigger the liquid to cause a huge explosion that deals massive amounts of damage. Avoiding it will leave it intact once the machine is down, leaving it free for harvesting.

Sparker - Shoot with a shock arrow to cause it to overload and cause an explosion that chains to nearby sparkers.

Antenna - Destroying this will make it harder for the machine to call in reinforcements, good steady shots from a bow will quickly break it.

#### **Loot:**

Metal Shards, Blaze (Fire Bellowback), Chillwater (Frost Bellowback), Medium Machine Core, Bellowback Circulator, Machine Muscle, Bellowback Primary Nerve, Braided Wire, Metal Bone, Sturdy Hardplate, Volatile Sludge, Bellowback Sac Webbing, Sparker.

## Shell-Walker

### Resistance

     Fire

     Shock

### Weak Points

* Eyes
* Lightning Guns
* Shield Claws
* Crate Holders

### **Shell-Walker**

#### **Appearance:**

It resembles a hermit crab; it boasts six stout legs that connect to a platform that holds a hexagonal container. The underside is a power generator. The container is apparently attached through electromagnetism and held even more in place by clamps that have been called “crate holders”. It poses two arm structures; the left ends in a shield generator, allowing it to wield an energy shield that stretches the width of the body and on the right, it bares a weapon that shoots electrical energy. It’s head is wide with it’s 'eyes' being three smaller optical sensors on either side in a triangular pattern and two antenna protrude vertically on the left side of the head.

#### **Behaviour:**

They travel in groups in various territories, communicating in electronic warbles; they also walk in machine convoys, usually accompanied by watchers and longlegs as they take their cargo to nearby cauldrons. Their highest priority is their cargo and are willing to defend it with their lives- if the clamps holding the cargo on are destroyed, the shell walker will use the arm bearing the lightning gun [if intact] to hold the cargo on. When spying a human it will let out a loud, angry, metallic warble to alert other shellwalkers and machines before raising its shield and letting fly with the electric projectiles. They move surprisingly quickly and will always keep their shield facing the opponent; if close enough, they will use their “fists” or the shield to do a melee attack.

#### **Components:**

Body - The body is encased in white, protective metal that is heavily resistant to shock and most basic attacks.

Crate Holders - These are weak to all attacks and once broken will allow the cargo container to detach and fall, allowing for people to grab whatever's inside.

Lightning Gun - Destroying this with hard hitting attacks will disable the shellwakers ability to use electrical attacks.

Power Generator - This is weak only to strong attacks and doing so will weaken electrical attacks.

Shield Claw - Weak to strong attacks, this will disable the ability to make a shield

#### **Loot:**

Metal Shards, Metal Vessel, Sparker, Wire, Machine Core, Luminous Braiding, Shellwalker Lens, Shellwalker Heart.

## Ravager

### Resistance

     Freeze

     Shock

### Weakness

     Burn

     Corrosion

     Drench

### Weak Points

* Eyes
* Freeze Canisters
* Power Cells
* Ravager Cannons

### **Ravager**

#### **Appearance:**

Medium in size, these quadrupedal fellows are rather heavy set at the front with a broad chest, neck and shoulders. Their legs are strong, ending in canine-like paws with sharp talons and their snout is very toothy. Their armour overlaps on their head, neck, shoulders, front legs and back. On their backs they have a rapid fire energy pulse cannon that has almost 360 degree swivel to follow targets. A canister of chillwater is embedded in the chest however it is concealed by a layer of the armour.

#### **Behaviour:**

They are almost entirely exclusive to the arid conditions found in The Sundom and are rarely found venturing out of that terrain. They are sometimes found acting as guards for a nearby machine herd or patrolling known human travel routes. When they spy a human they immediately open fire with their cannon, often time giving no warning along with deploying their ability to dispel electricity in a defensive field around them. If the canon is disabled then they become more aggressive with their melee attacks, leaping and slashing with their claws.

#### **Components:**

Body - Thick casings protect the synthetic muscles and operational systems underneath however they are weak to fire yet resistant to shock, so make sure you use something with a fire element attached.

Freeze Canister - Once exposed, shooting these with a frost arrow will cause it to explode and deal decent damage. This will waste the liquid inside however hitting it hard with an arrow will usually cause it to detach and free for picking up.

Power Cell - Shooting this with shock arrows will cause it to explode and deal decent damage to the machine but makes it unable to be collected- use a hard hitting arrow to detach it.

Ravager Canon - Using a hard hitting arrow to knock this off will render the machine unable to shoot- but now you can. The canon is heavy but easy enough to operate so grab that son of a bitch and fire away!

#### **Loot:**

Chillwater, Sparker, Metal Shards, Wire, Machine Core, Luminous Braiding, Ravager Lens, Ravager Heart.

## Sawtooth

### Weak Points

* Eyes
* Blaze Canisters

### **Sawtooth**

#### **Appearance:**

First of the strictly combat class machines to appear, it bears a very feline appearance. It is rather front heavy with a large and broad chest, neck, shoulders and powerful legs (that are also covered in thick, overlapping armour) that end in paws with sharp, non-retractable claws. The mouth spouts two scimitar-like blades, similar to sabre-tooth cat fangs. A long, metal-like crest runs down the upper part of the neck, down to the shoulders. Just beyond that point, antennas are there in a fan-like shape. The chest has a blaze canister under the armour and their 'eyes' are two optical lenses front facing on the head.

#### **Behaviour:**

They are usually deployed singularly or in groups of up to three to protect the terraforming machines. They tend to patrol round the working machines in a steady circle, scanning for potential threats- sometimes they are also sent to patrol areas frequented by travelling humans. When they find a human, they will quickly close the distance with rapid sprinting and pouncing, using its claws and its blade-like fangs.

#### **Components:**

Body - A sturdy layer of metallic armour that protects the synthetic muscles and operational systems; very weak to fire so using a fire weapon would be very effective.

Blaze Canister - When exposed, firing a fire arrow at the canister will cause it to explode and cause reasonable damage to the machine. Using non-elemental arrows will cause the canister to fall off, leaving it and the blaze to be collected.

#### **Loot:**

Blaze, Metal Shards, Sparker, Wire, Machine Core, Luminous Braiding, Sawtooth Lens, Sawtooth Heart.

## Stalker

### Resistance

     Burn

     Corrosion

### Weak Points

* Eyes
* Dart Guns
* Mine Launchers
* Stealth Generators

### **Stalker**

#### **Appearance:**

One of the most unique of the machines; built strictly for stealth, these machines are streamline and coated in metal of a black colour in hexagonal patterns that fit together in a similar manner to chainmail. Each of their four limbs are topped with paws with three, curved talons. Between their shoulders is a dart gun whilst on either hip is a proximity mine dispenser. A power cell is nestled on top of its lower back with four long antenna-like structures attached just below that. It has a tail twice it’s body length that is retractable and the underside hosts a device known as a stealth generator that enables the stalker to go invisible by bending light around it.

#### **Behaviour:**

They are found either alone or in small packs, usually in heavily foliaged territories like the jungles to provide cover. They usually hang themselves vertically against a surface like a tree or a cliff, head angled downwards and cloaked, staying perfectly still so that they are undetectable. Sometimes they prowl around uncloaked, concealed by the jungle undergrowth- in both cases, they always place red alarm flares that, when set off, fire off into the sky with a loud noise.The moment the noise is sounded, any stalkers in the area will rush to source to try and remove the threat. The stalker's main tactic for dealing with humans is stealth, the cloaking being very disorienting to even those used to their shenanigans though the cloak does give a faint shimmer on the outline and doesn’t mask their optical lenses. The dart gun is also deadly as it will usually be able to one shot a human though to use the gun, the stalker must uncloak briefly. When in close proximity they will fire out the mines, acting as both a distraction but also dealing some damage. When all else fails, they’ll enter into melee attacks using their claws and tail.

#### **Components:**

Body - Not as bulky as other machines' armour, it is very weak to shock attacks.

Dart Gun - Quickly firing hard hitting arrows at this weapon will prevent any ranged attacks. Once knocked off it can be picked up and used as a temporary weapon.

Mine Launcher - Hitting this with hard hitting blows will disable the ability to lay more mines.

Stealth Generators - Hitting this with hard hitting blows will disable the ability to cloak.

#### **Loot:**

Echo Shell, Metal Vessel, Metal Shards, Sparker, Wire, Machine Core, Luminous Braiding, Stalker Lens, Stalker Heart.

## Stormbird

### Resistance

     Burn

     Shock

### Weak Points

* Eyes
* Engines/Wing Thrusters
* Blaze Canisters
* Freeze Canisters

### **Stormbird**

#### **Appearance**

One of the larger machines, it has a build similar to that of a bird of prey. Its armour plating gives it the look of being covered in feathers, its feet end in curved talons and its head possesses a beak. Above each shoulder are canisters of Chillwater and each wing possesses three feather-like jet engines as well as winglets that give them more aerodynamic efficiency. Above each hip is an armoured blaze canister and in the centre of the chest is an armour electrical energy projectile weapon that acts similar to those on the shell-walker. It possesses two 'eyes' on the front of its head, similar to birds of prey.

#### **Behaviour:**

These machines are solitary and have never been seen in groups; they never land unless it is to attack and are often seen soaring over their territory. With their heightened vision they will keep an eye out for any possible human to attack. When on the attack they will employ powerful electric attacks from the air, such as carpet bombing with electrical energy projectiles, and equally powerful melee attacks on the ground using their beaks, talons, and tails. Additionally, they employ their wings as weapons by using them to generate damaging wind gusts, and to execute air-to-ground melee attacks. They can also use their weight to crush an enemy that moves directly beneath them while airborne.

#### **Components:**

Body - The hard outer casing can withstand a lot of hard-hitting attacks and is very resistant to shock elements.

Blaze Canister - Striking these with fire arrows will cause an explosion, destroying it and rendering collection impossible. They can be knocked off with precise shots from arrows.

Engine - Hard to hit, dealing damage with hard hitting attacks will eventually break the engines and make the machine incapable of getting the thrust needed for its dive attack.

Freeze Canister - Shooting this with freeze arrows will cause the canister to explode and deal damage to the machine, however it will ruin the canister and make it impossible to gather. Use hard hitting arrows to knock it free.

Lightning Gun - Knocking this with hard hitting arrows and blows will eventually disable the ranged electric attacks. It also will stun the machine for a few moments, allowing for a few extra blows.

#### **Loot:**

Blaze, Chillwater, Metal Shards, Echo Shell, Crystal Braiding, Stormbird Heart, Stormbird Lens, Machine Core.

## Thunderjaw

### Resistance

     Freeze

     Shock

### Weakness

     Corrosion

     Drench

### Weak Points

* Ammo Drums
* Antennas
* Blaze Canisters
* Cannons
* Data Nexus
* Disc Launcher
* Eyes
* Freeze Canisters
* Hearts
* Power Cells
* Purgewater Canisters
* Radars
* Tails

### **Thunderjaw**

One of the largest and most feared machines, they are built only for combat and have a wide array of weapons at their disposal; laser weapons in its mouth, cannons on its jaws, a radar array on its back and disc launchers on its hips. They are bipedal, bulky and heavily armoured; their legs and body are bulky with an equally heavy tail to act as a counterbalance. On the base of the tail are blaze canisters and underneath the body are freeze canisters.

#### **Behaviour:**

They are solitary and rarely, if ever, are they found in groups. When left to their own devices you can find the machine simply marching round their designated spot of land, their steps audible and a warning for those approaching- often the area lacks trees as they tend to knock them over with no hesitation. They seem to be very sensitive to human presence and are highly aggressive- the radar scanner will not only detect movement but also humans, regardless of whether they are moving or not. When humans are detected, they will immediately go into combat mode, using all weapons at their disposal and charging; despite its size, they can quickly turn round after a charge which can surprise an unsuspecting hunter. They can apparently also hear sting bows. When an arrow is fired, enemies will check the area of impact. The Thunderjaw will investigate where the shot came from.

#### **Components:**

Body - Hard casing protecting the synthetic muscle and operational systems, pieces can be shot off with hard hitting arrow attacks.

Blaze Canister - Shooting these with fire arrows will trigger an explosion, destroying it and making collection impossible. Simply use none elemental arrows to knock them off for collection.

Data Nexus - The face; hitting this will deal great damage.

Disc Launcher - These can be knocked off with a precise shot, enabling it to be picked up and fired as a weapon.

Freeze Canister - Shooting this with a freeze arrow will cause it to explode, ruining the chance to collect the fluid inside. Using none elemental arrows will knock them off and make them available for collecting.

Heart - Exposed once the protective armours on the sides have been knocked off, hitting this will deal immense damage to the machine.

Power Cell - Shooting this with a shock arrow will trigger an explosion; it is possible to loot a sparker from here.

Radar - Destroying this will disable the scanning ability.

Cannon - Destroying these will disable the stream of cannon attacks.

Tail - Several hard hitting shots will remove the tail, disabling its tail sweeping attack.

#### **Loot:**

Blaze, Chillwater, Sparker, Metal Shards, Echo Shell, Crystal Braiding, Thunderjaw Heart, Thunderjaw Lens, Machine Core.

## Tallneck

### **Tallneck**

They are very unmistakable; the tallest machines found so far, they resemble old world giraffes with their long necks and long legs. Their heads are simply broad discs, no sign of an optical sensor. Their body is covered in thick, protective plating. Several long, antenna-like platforms can be seen on the back of the neck whilst by the posterior are two pairs of tail-like structures.

#### **Behaviour:**

Completely solitary, these machines are oblivious to anything around them and will simply plod on a set path in a continuous loop. Though they never intentionally hunt humans, they can still tread on them so staying out from underfoot is a great idea. Hostile machines also like to converge round the tallnecks so caution is still advised.

#### **Component:**

Body - Hard outer casing projects all the synthetic muscle and operational machinery.

Climb Holds - The information tennaes on the back of the neck could, in theory, act as hand holds for climbing.

Radar - Information storage hub; scans the surrounding area in detail.