Egad, but this one gave me fits from the very moment I saw 89er’s original idea description(‘how the HELL’ is anybody going to do that?’) ....but somehow I discovered I got it done...
*EcoS-K-91 Myxomyte---Polymorphic Warmount (aka ‘ameboid’, ‘slyminator’, ‘megablob’, ‘goozilla’, ‘snot-monster’, ‘cthuloid’, ‘big blobster’, ‘gummi-puss’, ‘blackwash’, ‘sludgenator’)
http://i408.photobucket.com/albums/pp164/taalismn/myxomyte_zpsbcvknjxq.jpg “It’s fortunate I’m a full conversion cyborg now, because watching that thing move would have me throwing up if I still had a flesh stomach.”
----Anonymous NeShemar, upon seeing a Myxomyte in action.
<<“Sir, we’re receiving confusing reports from our forward squads----they claim they’re being either overwhelmed, outflanked, or flooded, then they cut off abruptly, usually screaming-AUUGH-”>>
“RUN! RUN!!! BEFORE THE BLACKWASH EATS US ALL!!!” “How efficient; you simultaneously captured, stripped, incapacitated and psychologically traumatized an entire enemy squad. Somebody want to hose them off before we pack them off to the POW assembly point?”
This exotic Warmount was developed as an idea by the Lost Eclipse in its pursuit of ever-more exotic and mind-bending Warmounts; a massive protean warmount that would raise nightmarish associations with such amoeboid monstrosities as the Yboor blobs and Boschala abominations. It sounded like such a wonderful idea that the Lost Eclipse devoted some of their most twisted geniuses to it. However, the perfect design eluded them for years. The early success of the ‘proof of concept’ Liquidus Robotic Animal raised hopes of more successes to follow, but scaled-up prototype after prototype self-destructed or failed to start, and the Vatfathers assigned to the project began to slump in despair. However, then the Wayfinders introduced the Enigmoid, and the Lost Eclipse began taking a serious look at the strange new Warmount, then at other polyform EShemar such as the QuickSil and Vada Transformations.
The Myxomyte resembles a massive blob of polymorphic alloy or liquid plastic. The ‘saddle’ is an enclosed pod that floats in the center of it, controlling the amorphic cybercreature. The pod can ‘float’ on the surface, or sit submerged inside the bulk of the Myxomyte, although this interferes with the operation of sensors and diminishes the combat effectiveness of the Warmount.
The polymorphic nanite-enriched alloy can vary its viscosity from a rock-solid lump to a thin liquid. The material can be directed to roll, ooze, or pour across the ground, and slip across its surface, or stick to it like glue. The Myxomyte can flow through city streets, and, though it is limited by what its command pod can pass through, it can send long tendrils of itself through surprisingly narrow openings.
The Myxomyte punches via hydraulic pressure, building up internal pressure, then venting the pressure plume through a more viscous portion of itself. This gelatinous pressure spray can hit like a tidal wave, and can hit with even more force if the Myxomyte covers its punching tendril with a ‘cestus’ of heavy debris.
Though the Myxomyte is not well-suited for open combat, it is a terror to enemy infantry, especially at close quarters. Urban campaigns that involve space- or airborne deployed drops of Myxomytes into city limits are known as ‘sludge drops’. One noteworthy urban battle had a squad of Myxomytes flowing through a defended city, engulfing enemy troops, eating their weapons and armor, and leaving naked and be-slimed soldiers stunned in their path for follow-up teams of Shemar warriors to capture.
The shortcomings of the Myxomyte are its relatively slow speed and its vulnerability to a decapitating blow; unlike other Warmounts, the saddle/cockpit pod serves as an integral anchor for the polymorphic material that makes up the bulk of the Myxomyte. Without it, even with an Ecotroz essence lending the material some limited form of consciousness, the protean construct loses purpose and cohesion unless another command pod is somehow immediately available to assert control. While this is arguably a safeguard against a ‘gray goo’ rampage, it still represents a vulnerability. Fortunately, the command pod is typically virtually submerged and camouflaged by the bulk of the Myxomyte and is both hard to target and well-armored against chance shots, but wise Myxomyte riders try not to expose themselves to an observant enemy. The Myxomyte is also a nightmare from a maintainance standpoint; a damaged Myxomyte must be repaired where it lies, as it is very difficult to scoop up the warmount and transport it to a repair depot. The lack of solid parts also give inexperienced Tinkers fits and hard drive crashes contemplating how to repair the things.
Currently the Lost Eclipse is the only Tribe known to deploy the Myxomyte, though the Obsidian Dawn has expressed an interest in acquiring the templates(ironically, with an eye towards using them as Yboor-hunters).
Type: EcoS-K-91 Myxomyte
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 600
Command Pod* 300
Gun Mounts(2) 70-100 each
Extendable Morph Tentacles(1-8) typically 100-150 each
*Destroying the command pod effectively disables the Warmount; there’s a 01-30% chance of the Myxomyte going quiescent, becoming a lump of inert jelly until a new command pod is installed, 31-60% chance of the Myxomyte going berserk, lashing out at perceived enemies for 2d6 minutes before self-destructing into sludge, and 61-00% chance of the Warmount just self-destructing.
Normally, the Command Pod is well-concealed within the mass of the Myxomyte with only sensor periscopes and the gun mounts showing, and is -5 to strike.
Height: (Variable) In its most symmetrically consistent form, a sphere, it would measure 20 ft in diameter. The command pod is roughly 5 ft tall by 5 ft wide by 8 ft long.
Width: (Variable)
Length: (Variable)
Weight: 9 tons
Cargo: Small space inside the Command Pod for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 60 MPH
(Leaping) Not possible; however, the Myxomyte can throw tendrils of itself across gaps of up to 100 ft, and pull itself over them. The Myxomyte can also survive drops from as far up as 600 ft without damage.
(Climbing) Agile climber, able to throw ropes of itself up vertical inclines and pull itself up(one observer compared it to ‘a very gooey octopus climbing up a wall’).
(Flying) Not possible
(Space) Not possible
(Underwater) The Myxomyte can control its buoyancy, so it can crawl along the bottom at 30 MPH or float and paddle along at a more sedate 20 MPH. Maximum depth tolerance of 1.5 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL Myxomytes have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material.
*Sense Vibrations/Motion Detection---The Myxomyte is very sensitive to vibrations, and can sense motion through otherwise imperceptible ground shocks. Can listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.
*Stealth/Camouflage---The Myxomyte can change color to match its surroundings, like a chameleon, but it can also attach local materials to itself, the better to blend with the terrain, changing color within 1d4 melees. In water, it can turn virtually transparent(the command pod will be visible, looking like a mini-sub, but not the rest of the warmount). The Warmount also absorbs/scatters radar energy, rendering such sensors less effective.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat and radar/sonar sensors are useless.
*Molecular Analyzer---like its Liquidus ancestor, the Myxomyte is constantly ‘sniffing’ its surroundings, looking for chemical clues. A favorite tactic is to send a feeler ‘sniffing’ after a target, snaking into buildings and close quarters where they might have taken shelter, before the bulk of the Myxomyte tears a way in to grab them. Can effectively track by smell 84%.
*Kinetic Resistance---The Myxomyte takes only 1/4 damage from projectile and kinetic damage, such as rail gun rounds, punches, kicks, and impacts.
*Up-Armor---In the same way as it can camouflage itself, the Myxomyte can increase its physical armor by attaching materials(typically battlefield wreckage) to itself. It can add as much as 400 MDC before becoming encumbered(reduce speed by HALF if carrying over 400 MDC of extra material reinforcement). Maxes out at 900 MDC at which point the Warmount can barely move.
*Ejector Pod---The Command Pod is fully enclosed and equipped with booster jets capable of blasting the pod free of a destroyed or compromised Warmount and lofting it some 11,000 ft away. Some ‘riders go even further and have a hoverjet system installed(150 MPH, maximum altitude of 800 ft) allowing the ‘rider to get even further away, or to continue the fight still ‘in the saddle’.
*Horror Factor----The Myxomyte is just so ALIEN in its movements that it gets an effective H.F. of 13
Weapons Systems:
1) Pod Weapons(2)----These are heavy weapons mounted directly to the upper sides of the command pod. The command pod can spin in its gelatinous seating as fast as any mechanical turret in order to bring these weapons to bear.
a) Shemarrian Long Rifle---Standard and familiar heavy-hitter for the Shemarrians.
Range: 6,000 ft
Damage: 2d6x10 MD per shot
Rate of Fire: EGCHH
Payload: 820 rd drum
b)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting).
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: Effectively unlimited
Bonus: +2 to strike
c) Ion Cannon---Giving a nod to the Obsidian Edge, some Myxomyte crews have modified their ion cannons to stun and paralyze targets for capture(or for enhanced psychological horror).
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
d) Particle Beam Cannon---(Un)Friendly atoms.
Range: 3,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
e) Plasma Cannon----Based on an ARCHIE-3 knockoff of a Mechanoid weapon. Rumored to have been acquired through trade with the Blood Riders.
Range: 4,000 ft
Damage: 1d4x10 MD per blast. Can also fire a scatterbolt that does 4d6 MD to a 15 ft wide area, but reduce range by HALF.
Rate of Fire: EPCHH
Payload: Effectively unlimited
f) Flame-thrower-----Fire and slime seem a curious mix, but being caught between being devoured alive by two inexorable forces seems to drive some opponents into gibbering mad flight from the battlefield.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: If given time and preparation(and chemical stocks, especially petrochemicals or wood), the Toxatyl CAN synthesize gasoline/alcohol equivalents, producing enough for 20 blasts per hour.
g) 40mm Grenade Launcher----Mini-artillery, allowing the Lost Eclipse to pin down opponents before they’re even seen, and allowing the Myxomyte to make an unhindered approach.
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
(Chemical) Varies, but typically creates a cloud 15 ft in diameter
Rate of Fire: Standard
Payload: 250 rds
h)Dual Laser/Mini-Missile Launcher----Somehow, the Eshemar managed to get hold of a stock of Paladin Steel PS-MMLR-14 Mini-Missile Launcher Rifles, copies of the Coalition States’ CCT-M20 Missile Rifle, complete with mini-lasers.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft in air
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited
2) Laser Headlights(2)---Another weapon mounted directly to the command pod.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) ‘Blobster’ Shells---The Myxomyte can ‘spawn’ portions of itself and throw them as projectiles. These ‘blobster’ projectiles attack inorganic substances before finally breaking down into molecular dust themselves
Range: 4,000 ft
MDC: 55
Damage: ‘Blobsters’ spray corrosive portions of themselves that do 3d6 MD first round, and 2d4 MD per melee for 2d4 melees.
Actions/Attacks Per Melee: 4
Speed: ‘Blobsters’ run/shamble at 30 MPH and can jump 12 ft in any direction.
Special Properties:
*Damage Resistance---Like their ‘parent’ ‘blobsters’ take only 1/4 damage from projectile and kinetic damage, such as rail gun rounds, punches, kicks, and impacts.
*Effective Lifespan of 1d6 minutes.
Rate of Fire: ECHH, but limited to 6 ‘blobsters’ per hour.
Payload: Conditionally Unlimited; the Myxomyte can safely create 6 dissolver shells per hour, or it can sacrifice 55 MDC of its own structure to generate a ‘blobster’.
4) Sporangia Frag-Shells--The Myxomyte can also grow hard-shelled projectiles that act as fragmentation missiles.
Range: 5,000 ft
Damage: 2d4x10 MD to a 20 ft blast radius
Rate of Fire: Volleys of 1-6
Payload: Conditionally Unlimited; the Myxomyte can safely create 12 sporangia shells per hour, or it can sacrifice 5 MDC of its own structure to generate a shell.
5) Chemical Spit----The Myxomyte can spit corrosive acid at targets, or, in the alternative, it can spray super-stick’um or a super-slippery solution
Range:(All) 100 ft and covers a 10 ft wide area
Damage:(Acid) 3d6 MD first round, and 2d4 MD per melee for 2d4 melees.
(Stick’um) Creatures with a P.S. of 15 or less are held fast by the goo. Those with a P.S. of 15-25 are -2 to dodge, and those with a P.S. of 25 or better, or Supernatural Strength are unaffected and easily break free. This super-glue works only on smooth surfaces like concrete if used as a trap, but can be sprayed directly ON people, glomming up limbs and sticking people to other people, etc.
(Slip-Spray)Anyone trying to move across the slick must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slickspray will be at -15% to their piloting rolls...failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the Triax Devastator) will be unaffected, as they simply stomp the affected surface into the subterranean. Hovercraft are NOT affected either.
Those soaked in the oily stuff will also be at -8 versus their physical prowess, and -8 to strike with handheld weapons due to their inability to keep a steady grip on their equipment, weapons, and ropes. Trying to climb up slicked surfaces will be at -25%, and even molecular adhesion systems will be -10% to properly seat and attach.
Rate of Fire: ECHH
Payload: (Acid) 50 shots before needing refill; the Myxomyte’s systems can catalyze and produce a new tankload of acid within 24 hours.
(Stick’um) 30 shots before needing refill; the Myxomyte’s systems can catalyze and produce a new tankload of super-goo within 24 hours.
(Slip-Spray)30 shots before needing refill; the Myxomyte’s systems can catalyze and produce a new tankload of slip-n-slide within 24 hours.
6) Engulfment Attack-----The Myxomyte can hold targets with an effective grip that takes a robotic or supernatural PS of 45 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. Like the Liquidus, the Myxomyte can further subdue engulfed prisoners by injecting them or their breathing apparatus with chemicals. The Myxomyte can also increase hydraulic pressure on an entrapped target, crushing it.
Range: Melee
Damage:(Chemical) Varies by chemical type, typically a respiratory or skin-absorption delivered non-lethal sedative.
(Suffocation) A typical air-breather will smother in 60-75 seconds.
(Crush/Squeeze) 2d4 MD
Rate of Fire: ECHH
Payload: (Chemical) Typically carries about 50 doses of chemical
7) Dissolve Materials---In place of a bite, the Myxomyte can selectively dissolve materials(for instance, it can devour the plastic armor off an entrapped person, without harming their flesh) it has engulfed. A dissolve attack typically takes two actions the first melee; the first to engulf the target, the second APM devoted to dissolving/chewing, Afterwards, the process is automatic, with APMs only needed to be expended to actively hold the target inside while digestion nanites continue to automatically work.
Range: Melee
Damage: 6d6 MD per melee
8 ) Extendable Morph Tentacles(1-8)---These are tendrils of the Myxomyte’s substance that can be extended from the central mass and formed into various melee weapons. The tendrils can form into powered drills, broad leaf-like shielding limbs, articulated claws, edged blades, darting spikes, lashing whips, or launch as guylines. The Myxomyte can also use these appendages as mouths; embedding an appendage in a target, the Myxomyte can then directly absorb MDC into itself. If severed from the main body, they can be quickly(within 5 melee rounds) reabsorbed into the Enigmoid(instantly recovering 50% of the limb’s maximum MDC), or else they quickly decay into a fine dust.
The Myxomyte can also create very long and thin ‘snake tendrils’ that can snake into narrow spaces(as small as four inches wide) and into buildings to sniff out prey and entangle it until a wider access can be opened up to get at it. These tendrils can also be used as conduits for inserting ‘blobsters’ into small areas, it taking a full melee for the ‘blobster’ to form from the tendril end.
Range:(Varies)
(Shield) 10 ft long/wide
(Claw/Blade) 20 ft
(Spike) 30 ft
(Whip) 50 ft
(Cable) 100 ft
(Snake) 300 ft
Damage:
(Shield) +2 to Parry
(Claw)* 2d6+6 MD, 1d4x10 MD on a full melee crush attack**
(Blade)* 5d6 MD**
(Spike)* 3d6 and does Critical Damage on a ‘to Strike’ roll of 18-20**
*These appendages can also be used to embed themselves in an MDC target and ‘chew’, absorbing MDC at a rate of 5d6 MD per melee.
(Whip) 2d8 MD**
**Add +1d6 MD if the tentacle limbs are reinforced with MD debris/shrapnel
(Cable) 1d4 MD on a lash-strike
(Snake) 3d6 SDC on a lash-strike or up to 1d4 MD crush/squeeze
9) (Optional) Modular Weapons(2)---The Myxomyte has provision for command pod-mounting TWO weapons similar to those standard to the Monstrex.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Monstrex, plus the following:
Prowl 75% (+5% per level of experience for Ecotroz entity)---The Myxomyte is very silent when oozing/rolling
Underwater Navigation 75%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Myxomyte intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Note: The Myxomyte is normally mute, but can hiss and belch to vocally communicate its basic state of mind.
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +2 (+2 w/ ranged weaponry)
Parry+4
Roll +6
Pull Punch +4
Entangle +6
Disarm +4
Critical Strike on a Natural 19-20
Engulfing Bite 6d6 MD per melee
Crush/Squeeze 2d4 MD
Claw* 2d6+6 MD, 1d4x10 MD on a full melee crush attack**
Blade* 5d6 MD**
Spike* 3d6 and does Critical Damage on a ‘to Strike’ roll of 18-20**
*These appendages can also be used to embed themselves in an MDC target and ‘chew’, absorbing MDC at a rate of 5d6 MD per melee.
Whip 2d8 MD**
**Add +1d6 MD if the tentacle limbs are reinforced with MD debris/shrapnel
Cable 1d4 MD on a lash-strike
Snake Tendril 3d6 SDC on a lash-strike or up to 1d4 MD crush/squeeze
Body Block/Ram/’Tidal Wave’(2 attacks) 7d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Myxomyte an aura and behavior more befitting a sentient being than a robot. Myxomytes are mercurial in their attitudes; rock-steady and patient one minute, quivering and agitated the next. When at ease they are constantly reshaping themselves in strange patterns that may or may not make any sense, twining around objects in their vicinity, feeling their way around, and changing shade and color. In combat they are spastic and frenetic, seemingly everywhere at once, and then nowhere to be seen, then on top of an opponent. Their mindset takes considerable getting used to, and those who choose the Warmount as their own must put up with their decidedly eccentric nature(not all rider candidates can deal with it, and over half wash out and select more conventional mounts)---those riders who do stick with the Myxomyte tend to be crazy and mercurial as the Myxomytes themselves.
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).