To bring the classic cosmic menace of a Kree Sentry (like Sentry 459) into your Cepheus Engine space campaign, we have to scale it as a highly durable, high-Tech Level (TL 15+) heavy security unit.
A Kree Sentry on Guard. Source: Avengers Alliance 2 Wikia - Fandom
In Cepheus Engine terms, this is a giant, heavily armored humanoid combat robot designed to watch over lost alien outposts, survive for millennia, and crush intruders with energy blasts and sheer physical force.
Cepheus Engine Stat Block
Designation: Imperial Sentry Unit (Kree Sentry)
Tech Level: 15 (Ultra-Tech)
Chassis: Giant Humanoid Combat Chassis (Height: 4.5 meters / 15 feet)
Weight: 3.5 tons
Armor Value (AV): 16 (Equivalent to super-dense battle dress plating)
Hit Points (Structure/System): 90 / 90 (Takes the place of physical characteristics)
| Characteristic | Score | Modifier |
| Strength (STR) | 22 | +5 |
| Dexterity (DEX) | 9 | +0 |
| Endurance (END) | — | — |
| Intelligence (INT) | 6 | +0 |
| Education (EDU) | 8 | +0 |
| Social Standing (SOC) | 0 | -2 |
Skills: Melee Combat (Unarmed) 3, Gunner (Energy Weapons) 2, Athletics 2, Sensors 2, Tactics 1.
Traits & Software:
Hardened Electronics: Immune to standard electromagnetic pulse (EMP) interference, psionic effects, and basic electronic hacking.
Self-Repair Protocol: Heals 5 HP of physical damage per hour of inactivity by scavenging local metallic resources.
Interstellar Comm-Array: Quantum-entangled transceiver capable of transmitting basic distress/status alerts instantly across interstellar distances back to Hala.
Offensive & Defensive Systems
Optical Disintegration Ray (Eye Beams)
A head-mounted, high-intensity plasma projector.
Range: Personal (150m) / Extreme (400m)
Damage: 5d6 Energy (ignores first 6 points of Armor)
Pneumatic Shock-Blasts (Palms)
Built-in atmospheric exhaust turbines in the hands that can compress and release hurricane-force kinetic blasts.
Range: Close (10m) / Short (30m)
Damage: 3d6 Kinetic (does not penetrate armor, but target must roll DEX or be knocked prone and pushed back 2D6 meters).
Sentry Melee (Fists/Stomp)
Massive metallic limbs striking with hydraulic-driven momentum.
Range: Melee
Damage: 3d6+5 Bludgeoning
Impenetrable Force Field (Colloidal Barrier)
The Sentry can project an energy dome up to 10 meters in diameter around itself or a targeted containment area to trap foes.
Mechanic: Creates a physical barrier with 50 temporary HP. The Sentry cannot fire its Optical Disintegration Ray while maintaining this field.
Tactics & Campaign Use
The Sleeping Giant: A standard hook involves the Travellers exploring an ancient, seemingly dead moon or a lost temple in a remote star system. When they attempt to salvage high-tech alien components, their tools trigger a silent alarm, and the stone-like monolith in the center of the chamber begins to glow with cold blue light.
Implacable Pursuit: Kree Sentries have basic programming: Observe, report, and eliminate threats to the outpost. If the Travellers steal an artifact, the Sentry will hunt them back to their starship, ignoring non-lethal weapons and shrugging off laser rifle fire like rain.
The Beacon: Striking down the Sentry should feel like a major victory, but the real threat is its final transmission. In its dying moments, it broadcasts a high-priority distress signal directly into deep space.
Within 2D6 days, a Kree Scout or Cruiser will jump into the system to investigate.
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