Persephone [Light Shyeel Myrmidon]
“The Iosan warcaster could not fault his foe’s persistence even if it put him in a perilous position, his myrmidons having run out of power hours ago and now only sluggishly trudging along the forest path while his pursuers were steadily gaining ground. But then the first whispers of connection with the cortex of the Persephone waiting at their camp brought a relieved smile to the Iosan’s lips, and he visualised the myrmidon majestically spreading its wing-like receptor vanes as it powered up and began marching to meet him…”
Very unusually for Iosan myrmidons, the Persephone is without anything in the way of impressive weaponry. Quite apart from the chassis simply not having the free space available for installing the usual myrmidon weapon systems, this is also intentional in order to discourage Iosan warcasters from cavalierly risking this myrmidon’s delicate mechanisms in combat. Instead, the Persephone fulfills a support role by using its complex arrays of receptor vanes to amplify and focus ambient geomantic energies in order to vastly speed up the rate at which myrmidons’ and Iosan troops’ arcane condensers recharge their storage cells. When fully engaged, these receptors are even powerful enough to allow nearby myrmidons with depleted power cells to run at full power, as long as the Persephone does not get damaged.
PHY |
SPD |
STR |
AGL |
PRW |
POI |
MAT |
RAT |
INT |
PER |
8 |
6 |
8 |
5 |
5 |
4 |
6 |
4 |
2 |
3 |
Initiative |
DEF |
ARM |
14 |
14 |
16 |
Damage Grid: See Gorgon Warmachine stat card.
Melee Armament: Open Fist (Left Arm, Right Arm; POW 2, POW+S 10).
Base Size: Medium
Cortex: Custom Iosan aurum-grade equivalent-variant (INT 2; the cortex has been modified to provide 3 PER but does not grant a RAT bonus. If a Persephone develops an imprint, there is a chance of 1-3 on 1d6 that the rolled imprint is ignored and it gains the Sentinel imprint instead (see IKRPG, p. 325)).
Power Field: 6 boxes
Field-Dependent: When this character’s Field Generator system (G) is crippled, this character loses Ambient Field.
Aligner: The recharge bonuses provided by the Persephone are not cumulative with recharge bonuses for aligned arcanika (see MIKG3, 2nd edition or later), but they are cumulative with the bonuses for being near a ley line conjunction.
Ambient Field: While completely within 30 feet (5”) of the Persephone while its receptor vanes are fully deployed, the recharge times of arcane condensers are halved. If the Persephone also forfeits its movement, recharge times are reduced to one quarter the normal duration instead.
The ambient field is significantly weakened by damage or only partially deployed receptor vanes. Each arm system that has been crippled, or which has only partially deployed its receptor vanes, only provides a 25% reduction in recharge times while the Persephone is forfeiting its movement, or a 10% reduction while the Persephone is moving (e.g. a Persephone with two crippled arm systems can only halve recharge times (25% + 25% = 50%) rather than reduce them to one quarter of the normal time required while forfeiting its movement and fully deploying its receptor vanes, and can only reduce recharge times by 20% (10% + 10% = 20%) while moving). Crippled arm systems that also only partially deploy their receptor vanes offer no benefit while the Persephone is moving, and only reduce recharge times by 15% while the Persephone is forfeiting its movement.
The ambient field of a fully functional, non-moving Persephone is sufficient to allow even myrmidons and arcanika with depleted storage cells to operate at full capacity while inside the field, which might be enough for a desperate last stand when ambushed… though if even one of the Persephone’s receptor arrays fails or it is forced to move or moved (e.g. by being pushed, thrown, or slammed), all myrmidons and arcanika relying on its ambient field immediately shut down again.
Receptor Vanes: In order to collect and focus geomantic energies, complex receptor vanes are built into each of the Persephone’s arms and shoulders. Fully deploying or retracting the receptor vanes takes two full actions (the same full action can be used to deploy or retract both arms’ receptor vanes). Fully deployed receptor vanes significantly restrict the Persephone’s arm movements; an arm with receptor vanes fully extended is considered crippled (i.e. one less die is rolled when making attack or damage rolls with this arm; if the arm system already is crippled, this means it can no longer be used to make attacks when it fully deploys its receptor vanes). If the receptor vanes are partially deployed, any attack or damage roll made with that arm suffers a -1 penalty instead.
Costly Repairs: Because of the intricate arcanikal nature of the receptor vanes built into the Persephone’s arms, triple the time required as well as the repair and replacement costs when making repairs to its Arm systems and Arm system damage boxes. Arcanist mechaniks may, however, choose to restore the arm systems without also repairing the receptor vanes, and will then only require the regular time and pay the usual cost for parts. In this case the receptor vanes on the affected arm will be considered non-functional until the mechanik puts in the hours and spends the required resources to properly complete the repairs.
Peak Operational Duration: 2.5 hrs combat