E400 Space Amoeba (takes 1 hour)

As the stasis unit is deactivated, you see a space amoeba in the act of fission, forming two new amoebas, each of 2 CU size.
Each immediately rushes to engulf the nearest character (determine randomly), and combat ensues, see R230.

In the first round of combat the amoeba is moving to contact and sending tendrils into their victims, no wounds are suffered, but
no suit will provide protection either. Thereafter, each round the victim suffers one hit while the amoeba gains one Endurance
point. An amoeba cannot be injured in hand-to-hand combat, and each hit from a ranged weapon also inflicts one hit on the
amoeba’s current victim. A successful hand-to-hand attack with dyla-weed or hallucinogenic drugs will disable the amoeba for
1d6 rounds, during which time it can be placed in a stasis unit (one CU needed per four Endurance points of amoeba).

Amoebas fresh from fission are Endurance 5, and when it grows to Endurance 10 it will fission again into two Endurance 5
amoebas, with one or both seeking new targets as necessary. A known amoeba in stasis can be sold at any scientific area for
1,000 S per CU of amoeba.