Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Joint collaboration between me and kronos. Thanks for his input on some of the pricklier aspects of this Elite.

Darkwaters Hirudite Elite
(aka ‘Suckergirl’, ‘Powervac’. ‘Sheleech’)

“What happened to our weapons control, Centurion? Why aren’t our guns firing? Why aren’t we registering power to our weapons?
---Okay, now what happened to our LIGHTS?!”

<“Warchief Bloodcarver to breach-teams; we have secured the target. Excellent work, especially with cutting power.”>
((“Our thanks for your praise, Warchief! We live to be of service!”))
<“Now restore power. We want this vessel operational within fifteen-point-eight slan. Move it!”>
((“We live to be of service...obviously”))

The Hirudite was first thought to be a creation of Clan Shelley, or of the Lost Eclipse Tribe; a vampiric Elite would be right up their alley, right?- so it should come as a surprise that this exotic Elite would be a product of the Darkwaters. In reality, the Hirudite(from the latin Hirudinea) came about from Darkwater studies on how to more efficiently neutralize and board vessels both at sea and in deep space. Reasoning that disrupting high tech vessels’ power supplies was a very effective way of cutting down resistance, the Darkwaters took the idea further to DRAINING enemy hardware of power, and from there to using the stolen power against the enemy.
The Hirudite resembles a regular warrior-class chassis, except for a flex-coil tail retracted into the small of the back. The tail ends in a large disc-shaped head that attaches via molecular adhesion to an object such as a vehicle, robot, or cyborg, and then uses advanced induction to draw electrical power from the machine. The tapped power can then be used in a variety of ways to amplify the EShemar’s performance, or can be siphoned off to power up other hardware. Hirudites are trained/programmed to be able to identify power generation systems and their weaknesses, and even to repair electrical systems to restore them to functionality.
Excess power can, and must, be bled off as free ions. A Hirudite engaged in bleeding off excess power will be haloed by a glowing aura and possibly lightning-like discharges(especially in an atmosphere).
Besides their combat roles, Hirudites are programmed/trained as expert electronics engineers, their skills enabling them to better identify the weak points of electrical equipment and infrastructures, but also making them good field repair personnel for damaged electronics.
It is rumored that the first Hirudites were tested in the North Atlantic, against Splugorth techno-minions like the Kittani in the ‘silent war’ between the Splugorth and the Darkwaters. The North Atlantic sea floor is said to be dotted with Kittani submarines and power armors that were drained of power and left to die(the Darkwaters supposedly dispute this, citing a ‘double tap’ policy).
In the Three Galaxies, Darkwater Hirudites are almost universally BANNED from participating in gladiatorial duels in the Central Alliance; the more conservative combat-happy CA cyborgs find the power-leeching to be unsporting, demeaning, and humiliating to the opponent being helplessly drained of power.
Despite their arguable similarities, Hirudites and Power Leech d-bees do NOT get along together. Despite being effectively immune to the draining powers of the d-bees, the Hirudites HATE the hungry little creatures, especially when the latter try to dogpile the EShemar when draining a particularly powerful target in hopes of tapping the overflow. Some Hirudites HAVE been known to con the greedy Power Leeches into working WITH them, typically using them as distractions and fire magnets while breaching an enemy’s defenses, but few Hirudites bother going to all the trouble.

Type: Shemar Hirudite
Class: Robot Gynoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 18 each
Arms(2) 100 each(+80 forearm bracers)
Legs(2) 130 each
Leech Tail 60
Head 90(+80 headdress)
Antennae(2) 20 each
Main Body 250(+150 body armor)
Height: 8 ft
Width: 3.5 ft
Length: 2.5 ft
Weight: 900 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 36, PP. 24,.
Cargo: Only what can be carried in the arms or attached to harness webbing
Speed:
Running: 90 MPH
Jumping: 20 ft up/across standing jump. Running start in excess of 40 MPH will add 10 ft to distance/altitude.
Flying: Not possible without a jet pack
Underwater: Excellent swimmers; can swim at 20 MPH.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.

*Molecular Adhesion Pads---Like the leeches they imitate, Hirudites can stick fast to a target using these contact points on hands, feet, and tail.

*Power Shielding---Hirudites themselves are extensively shielded against power drain attacks, though special insulation and active EM field generation...effectively a form of self-dampening.

Weapons Systems:
1) Energy Drain---The signature attack of the Hirudite is the ability to drain off, and repurpose, electrical energy from a technological opponent.
In general, the Hirudite can drain power through as much as 100 MDC of intervening armor.
*Battery-Operated Devices----Devices and systems without connection to a renewing power source(a generator or larger power grid) are most at risk from a Hirudite’s draining attack. E-clips and power packs are scarved down like potato chips. It takes one action to completely drain an e-clip(any size). This includes e-canisters, car batteries, and vehicular electric batteries.
*Vehicles---Vehicles with the ability to generate their own electricity and recharge batteries(such as a car’s internal combustion engine charging up its battery) are only slightly less at risk. It may take 1d4 melees to cripple a vehicle with an active(and recharging) engine, and if the Hirudite is interrupted/dislodged, the vehicle’s electrical systems will be reactivated within 1d4 minutes.
*Power Armors---Battery-powered PAs like Chipwell models are most at risk of being permanently disabled. Nuclear-powered models can be temporarily drained until their powerplants can rebuild power load. In general, a battery-powered PA will take 1d4 melees to drain to shutdown, a nuclear-powered model 1d6 melees, while larger PAs such as SuperSAMAS and Glitterboys will take 1d8 melees. As with vehicles, battery-powered armors will be dead-drained after that, while engne-powered PAs can be reactivated/rebooted, taking 1d6 minutes to come back to full operational power levels.
*Robots---True robots with AIs can still be rebooted after a draining attack, but may lose temporary/short-term memory.
*Cyborgs---Cyborgs are in no danger of losing life support from a Hirudite’s draining attack, but that’s small consolation when they’re paralyzed, or trapped inside their own skulls because their powered sensors are all turned off. The Hirudite can drain one system or limb of power per melee, cumulative, so they can de-energize an arm the first melee, the other arm the next, and so on, culminating in the torso and head. Attacking the head first will result in the de-powering of any senses and radio systems there.
*Ships---Large vehicles/ships cannot be drained of power by a single Hirudite, but individual systems on one CAN be attacked and drained.
*Weapons Systems---Large weapons systems like gun turrets can be drained. The Hirudite can drain up to 500 pts of potential MD per melee action/attack from a weapons system, or knock turret fire control or articulation off-line.
*Drive Systems---Drive systems such as space drives and FTL systems CANNOT be drained; they’re too powerful and too well insulated for a single Hirudite to be able to drain significant amounts of power from.
Note: If the Leech Tail is dislodged or severed, then the energy drain is stopped.
Note 2: Bio-electrical and magical electrical systems CANNOT be drained in this manner.

2) Energy Attack Absorption--To a lesser extent, Hirudites can passively absorb general electrically-based attacks such as ion weapons and EM disruptors that are fired at them. These attacks do HALF damage/effect, and the remaining damage repurposed or simply bled off as pretty lights. See Parrying Electrical Attacks below for an alternative and more active defense.

3) Conduct Electricity (based on super power PU1 pg18) - The Hirudite can conduct electricity through their body with no to little harm. By touching a drained battery, e-clip or similar device, they can recharge it in one melee from their own internal system, up to two this way per melee. Or can recharge these devices by touching an active power source, draining it and transferring it to the e-clips or batteries. In theory, the Hirudite can recharge multiple items as long as they are touching them and the active power source at the same time, up to 10 such items at once (one each finger while the tail touches the power source).

4) Parry Electrical Attacks - The Hirudite can parry electrical attacks or ion weapons, channeling the energy into the ground or away from them harmlessly. Roll a parry like normal, with +3 bonus (no other parry bonuses except P.P. attribute apply). A failed parry means the Hirudite takes the damage (half damage due to energy attack absorption). Only +1 bonus if not touching the ground.
Alternatively the Hirudite can create a sort of dampening field that covers a 10 foot diameter that grounds out all electricity that strikes it, protecting all within. The Hirudite can not move while using this feature.

5) Repurpose Absorbed Energy---The Hirudites can recycle some of the absorbed energy to bolster their own systems, similar to what the Celestar and Prism Warrior can do with absorbed laser energy.
Energy absorbed from e-clips count as the following for damage: Short E-clips count as 100 MDC, Long 150 MDC, E-Canisters 200 MDC. Weapons turrets, power armors, cyborgs, robot and regular vehicles count as 300-500(before the load becomes too great, and the Hirudite has to bleed off the excess power). The Hirudite can pick one or a combination of any of these, except redirect attack, as long as there is enough energy absorbed.
a) Redirect Attack - The Hirudite can attempt to redirect the attack back to where it originated or a specific within range. Make a parry roll (at +3 from Parry Electrical Attack), then as a strike (counts as one melee attack/action) causes the attack to strike the desired target, on an unmodified die strike, dealing the damage the original attack would do to the new target.
b) Enhance Speed - for every 10 points of damage the attack would do (total rolled, before half being negated) the Hirudite can increase its speed by 10 mph and P.P. by 1 for 1 minute, to a maximum of +50 speed and +5 P.P., and every 10 MDC over 50 just increases the duration by 1 minute. SD damage counts as 1/10 MDC (requiring 100 SD damage to equal 10 MD).
c) Enhance Nanite Repair System - For every 10 points of damage that the attack would do (total rolled), the Hirudite can repair 5 MD without drawing from its stocks. OR can repair 3d6 MD immediately, without impairing the 4d6 MD/hr for that hour.
d) Enhance Energy Weapons - For every 10 points of damage that the attack would do normally, the Hirudite can add +2 damage and +10% range, for 1 minute, to a maximum of +10 damage +50% range, with any extra energy absorbed increasing the duration by 1 minute for every 10 damage.
e) Energize Melee Attacks - Every 10 points of energy the attack would do, the Hirudite can energy her hands and claws with electrical energy, dealing +1d6 MD for 1 minute, to a maximum of +3d6 MD. This also grants +2 to Parry energy attacks.
f) Fire Electrical Bolts - every 10 MD the Hirudite would suffer, allows her to fire an electrical bolt deal 1d6 MD, able to hold enough energy to build up to a maximum of 5d6 MD, with a range of 500 ft.
g) Enhance Strength - For every 10 Md the Hirudite would suffer, can increase P.S. by +5 for 1 minute to a maximum of +15.
h) Electromagnetic Pulse - requires absorbing 50 points of damage, see Energy expulsion: EMP PU1 pg 22 for more details, only with a range of 50 ft radius, or 100 ft directed blast.
i) Supercharge Another's Nanite Repair System - After absorbing 50 MDC, the Hirudite can touch another Shemarrian or warmount, temporarily increasing their nanite repair system to repair 4d6 MD per MELEE round for 1 minute. Although this eats through their nanite stocks faster, it allows them to get back into the field of combat faster.

6) Arm Lasers(2)---The Hirudites retain the forearm lasers of the regular warriors, albeit with the ability to be supercharged with absorbed energy. Just point and shoot.
Range: 2,500 ft
Damage: 3d6+2 MD per single blast, baseline. See above for enhancement options.
Rate of Fire: ECHH
Payload: Effectively Unlimited

7) Finger Claws---The Hirudite’s hands feature retractable vibroblades.
Range: Melee
Damage: 3d6 MD

Programming/Skills:
Baseline Shemarrian Warrior programming, plus the following:
Power Generation 86%(+5% per level of the Ecotroz experience)
Electrical Engineer 86%(+5% per level of the Ecotroz experience)

Actions/Attacks Per Melee: 8
Note: Bonuses are in addition to those possible from the Shemar’s elective training/programming
Initiative +3(+1 from the Ecotroz)
Dodge +9
Parry +9
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +5
Disarm +1
Entangle +1
Knockout/Stun on a Natural 18-20
Restrained Punch 1d4 MD
Head Butt 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Claw Strike 3d6 MD
Power Claw Strike(2 attacks) 6d6 MD
Head Butt 1d4 MD
Tail Lash 6d6 SDC
Kick 3d8 MD
Leap Kick(2 attacks) 5d8 MD
Karate/Power Kick (2 attacks) 5d8+4 MD
Flying Kick (2 attacks) 6d8+4 MD
Body Block/Leaping Jump Attack 1d6 MD and has a 01-50% chance of knocking opponents of up to 1,200 lbs weight off their feet(lose initiative and 2 APMs getting back up)


Options:
*Forcefield---- Hirudites don’t have enough onboard generating capability to power this system themselves, so they can only activate this when absorbing extra power. To initiate, the Hirudite has to first absorb at least 50 pts of damage/power. Full shield power comes if the absorbed damage per melee exceeds 500 MDC, in which case the excess simply goes straight into the forcefield.

*Damage Field---Similar to the Forcefield, this powerful EM field can only be activated when the Hirudite is actively draining power(at least 50 pts of damage/power). It surrounds the gynoid with a crackling field of energy that makes getting too close to the EShemar an exercise in how much damage the attacker is willing to take. It also gives the Hirudite’s own melee attacks an extra explosive charge on contact.
Range: Damage field is 5 ft in diameter per 50 pts of damage/power drained per melee
Damage: 3d6 MD per melee caught in the zone of effect, +5 MD per every additional 50 pts of damage/power drained per melee
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

THanks. I'm on another upsurge of writing, including how to describe the operetta 'The Romance of Mez Frommalaine' in Classic Shemarrian. :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Jansars----Myrmidon Drone
(aka ‘Jarts’)

“It is perhaps telling that the Splugorth do not embark any of their Robot Fighters aboard their main interstellar raiding vessel type, the Servitude, yet the Shemarrians have been seen to deploy hundreds, if not thousands, of captured and repurposed K-TRF-Ms in their ranks. From this, we can infer that either the Shemarrians have encountered carrier platforms we haven’t, the Shemarrians are fighting massive ground campaigns against Splugorth worlds that allow them the opportunity to overrun Kittani bases, or else that the Shemarrians, as an ex-slave species, are using Kittani factories established in their territories during that enslavement period. Like so much we know, or rather don’t, about both the Splugorth Repression Fleets and the Shemarrian Star Nation, we just don’t have enough hard data to come to a definite conclusion.”
---Vice Admiral Kruff Harkin, CAF Intelligence, Thundercloud Sector

“Zobi, picking up another katraf on landing approach behind remaining -Behal - squadron. Transponder signal’s cutting in and out-.”
“Hmpf. Must be another one of Kedgel’s or Brahmog’s orphans. Signal them in on approach, and slot them in behind our own fighters for relief and servicing. Continue fighter recovery operations; how many of our ships survived the ambush? ”
“Only forty-five percent of our air wing has reported in. Permission to expand the search-pulse web?”
“Negative. We’re pulling out of this system in seven xat. Orders from-”
“Zobi! The straggler katraf! It just accelerated on final approach! It’s heading straight into the hangar bay!!”
“What?! Close hangar bays! Full point de-”
---Flight command deck monitor transcript, Splugorth Carrier Gerltling

“Get in the fighter!”
“Huh?! But-there’s, there’s nobody in there! I don’t know how to fly one of these things!-AH!”
The Yurei pitched the slavegirl into the open cockpit of the waiting machine, which suddenly sprouted tendrils that grabbed and dragged the girl into its cockpit, before armored panels slid shut, cutting off the prisoner’s cries.
“Don’t worry; it pilots itself.”

Jansars are myrmidon developments of the Kittani Transformable Robot Fighter, large numbers of which have been recovered and scavenged by Shemarrian Star Nation forces in the course of their ongoing conflict with the Splugorth. Not ones to waste resources, and tweak the outrage of their enemies in the process, the EShemar have refurbished and modified these former Kittani vehicles into robot drones serving the Shemmarian Star Nation. The use of the robofighter design is taken by outsiders as yet another sign that the Shemarrians are a former slave species of the Splugorth, who have risen up against them. However, in some cases, heavily-modified Janasars have been mistaken for active Splugorth-Kittani units, sending momentary shockwaves through the ranks of various intelligence communities in flaps over the latest ‘Improved Kittani type’ supposedly being fielded by the Repression Fleets. The Shemarrians have been in no hurry to correct such misidentifications, figuring it conceals their own strengths and force dispositions.
Jansars are often heavily decorated, giving the impression of war trophies, even when the robots are mainly new construction. They are generally used as skirmishers, though a few have been used for special infiltration and extraction missions(these revert back to their Kittani/Splugorth livery).
Jansars are almost never Awakened, and as such are considered expendable(especially those examples that are straightout conversions of captured/salvaged Kittani machines). However, those Janasars that ARE Awakened tend to have rather colorful histories, and the few times they have been encountered in the field by non-Shemar, their interactions have led to rumors of Kittani defectors serving with the Shemarrian Star Nation.
Jansars, in varying numbers, can be found in the stables of just about every Tribe that has had contact with Splugorth Kittani-Minion forces. A handful have also appeared with Fringe Tribes, either as battlefield salvage from their own encounters with the Splugorth, or as material assistance given them by other Tribes.
The Hawkmoons and the Horrorwoods tend to regard their Jansars as expendable drones, and the Skullcrushers even more so, often using throwaway squadrons of the robotic myrmidons to press home frontal assaults. These Tribes tend to expend their stocks of captured machines as fast as they acquire them, using them up in kamikaze attacks.
The Nightmares tend to kitbash-bash modify the Jansars in their service to the point of almost being unflyable, if not unrecognizable, adding arm blade vambraces, grafting on razor-fins, and giving the robots menacing contenances.
The Darkwaters and Silvermoons have arguably the largest numbers of ‘true’ (captured or rebuilt from parts, and being rather better at scavenging wrecks in deep space) K-TRF-Ms, but tend to modify them for staying power.
The Wayfinders are one of the few Tribes that Awaken their Jansars(also known as ‘Jarts’ among them). These Awakened robots are granted full rights, and they can also use incorporated TechnoWizardry.
The Boodriders use what few Jansars they acquire(since they tend to blow up most K-TRF-Ms they encounter in savage combat) more sparingly, and tend to modify them more heavily, as prize war booty.

Modifications/Alterations:
Jansars generally differ from their base K-TRF-M depending on the Tribe, intended purpose, and the amount of time and material the EShemar are willing to invest in captured hardware.
Type: EcoS-KRP-34 Jansar
Class: Robotic Drone, War Beast
Crew: None; robot intelligence
Space for 1 rider
MDC/Armor by Location:
Main Body 450
Reinforced Cockpit 100
Head 190
Shoulder Pulse Lasers (2) 160 each
Mini-Missile Launchers(2) 100 each
Forearm Vibroblades(2) 75 each
Arms (2) 180 each
Legs(2) 230 each
Height:(Fighter Mode) 8 ft
(Humanoid Mode) 15 ft
Width: (Fighter Mode) 5 ft
(Humanoid Mode) 7 ft at shoulders
Length: (Fighter Mode) 30 ft
(Humanoid Mode) 6 ft
Weight: 5.5 tons(somewhat heavier than the standard K-TRF-M)
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 55 MPH
(Flying) Hover to Mach 1
(Space) Mach 7
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar; the Kittani might try to duplicate some of the features observed on the ‘captured’ machines, but so far their efforts have had mixed success.
Systems of Note:
Standard Robot Systems, plus:
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( 90 mile range) and other standard aerospace fighter-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

Weapons Systems:
1) Shoulder Lasers(2)---Baseline Kittani systems are robust, but limited in range
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD single cannon burst, 2d4x10 MD for both cannons firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Head Laser---Typically used by the Kittani for anti-missile or anti-personnel/anti-ground armor when in robot mode.
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 8 miles in space)
Damage: 4d6 MD single blast, 1d6x10+6 MD per double blast (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Mini-Missile Launchers(2) ---8 mini-missiles per launcher, 16 total

4) Forearm Vibroblades
Range: Melee
Damage: 1d4 MD unenergized, 1d4x10 MD powered up

5) Self -Destruct---The EShemar are unwilling to allow Jansars to be recaptured by the enemy, especially with the modifications the EShemar have made, so a self-destruct system is virtually standard. Completely obliterates the ‘bot and does 1d6x100 MD to a 200 ft radius. The Skullcrushers sometimes add EMP enhancement to the warheads to increase the disruption caused by the detonations.

Programming:
The Ecotroz have installed robotic AIs into the Robofighter frames. Only occasionally will these converted enemy machines(or new construction) be Awakened with an Ecotroz essence-fragment(in general, only one in every 500 Jansars is so Awakened). The Wayfinders are the most likely to Awaken Jansars, followed by the Bloodriders, Darkwaters, Lost Eclipse, and Silvermoons. The Hawkmoons, Horrorwoods, Skullcrushers, Wolf’s Path, Sapphire Cobras, and Ghost Riders almost NEVER Awaken their examples.
Typically has the following:
Pilot Space Fighter 86%
Navigation: ALW 94%
Navigation: Space 94%
Read Sensory Instruments 94%
Weapons Systems 94%
Radio: Basic 98%

(Awakened)
The Ecotroz entity can pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Jansar intelligence and design is such that it is typically limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment, Military Intelligence, Camouflage), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits), and W.P. (especially Ancient). The occasional true full Awakened intelligence may take more diverse skills to reflect the unique sapient entity.

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 in flight
Strike +4 (+3 w/ ranged weaponry)
Parry+4
Roll +2
Pull Punch+4
Disarm +3
Critical Strike on an Unmodified 18-20.
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch( 2 attacks) 3d6+6 MD
Kick 2d6 MD
Leap Kick(2 Attacks) 4d6 MD
Body Block/Ram: (2 attacks) 5d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Jansars an aura and behavior more befitting a sentient being than a robot. Most Awakened Jansars are stoic, taciturn. warrior-types who only socialize in the context of military operations, or are zealous adherents of the EShemar warrior-cults.

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.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*Speed Improvement---The EShemar aren’t under the same restrictions as the Kittani, so they are free to improve on hardware. Most Tribes upping the speed of their Jansars do so by adding thruster assemblies copied(or scavenged) from either the CAF Scorpion light fighter(giving a cruising speed of Mach 8, Mach 16 with boosters engaged) or thruster pods off the TGE’s Flying Fang fighter(top speed of Mach 10).

*Laser-Reflective Armor---Especially common with the Silvermoons(who, it’s joked, will chrome just about ANYTHING). Lasers do HALF damage.

*Thermal Resistant Armor---Blood Rider addition that sheaths the ‘bot in thermal resistant cladding. Heat- and plasma-based attacks do 1/4th their normal damage.

*Forcefield---One of the glaring deficiencies of the K-TRF-M that keeps it from playing with the other starfighters in the Three Galaxies is a lack of integral forcefield protection(increasingly popular with many star nations). Either due to Splugorth limitations imposed on the Kittani, technological conservatism, or a dismissal of forceshielding’s benefits, the K-TRF-M, like the CAF Scorpion and the Golgan Jasta, relies on its agility to avoid getting hit.
Ironic, therefore, that the robotic Janasar is often fitted with forcefield generators(up to 1,000 MDC), and some Tribes even fit variable forcefields(200 MDC per side).

*Accessory Shield---This is a large arm mounted shield that is typically carried in fighter form covering the front underside of the ‘bot, and acting as a heat shield. The shield has 300 MDC and is usually covered in heat-resistant materials(heat- and plasma-attacks do 1/4 normal damage).

*Bionic Cybernanite Repair Systems---Jansars can be fitted with 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 100 MDC before needing material stocks to convert to MD repair material.

*Replacement Shoulder Lasers---
The Silvermoons mount improved lasers that have 25% greater range and damage over the Kittani models.
The BloodRiders occasionally will replace the mini-missiles with plasma cannons;
Range: (Plasma Shot)2,500 ft in atmosphere, 5,000 ft in space
(Kitsune Values: 2,500 ft in atmosphere, 50 miles in space)

(Plasma Scattershot) 900 ft in atmosphere, 1,800 ft in space
(Kitsune Values: 900 ft in atmosphere, 80 miles in space)

(Plasma Mini-Torpedo) 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)

Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Mini-Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Shot) ECHH
(Plasma Scattershot) ECHH
(Plasma Mini-Torpedo) Twice per melee
Payload: Effectively Unlimited

*Replacement Head Laser---
Again, the Silvermoons often substitute improved laser optics, increasing range and damage by 25%.

*Replacement Mini-Missile Launchers---As Kittani mini-missiles are hard to come by, the EShemar substitute equivalent systems.
The BloodRiders occasionally will replace the mini-missiles with plasma cannons or even light plasma torpedo launchers.
Larger mini-missile launchers with as many as 18 missiles per launcher are also common; these tend to widen the robots by as much as an additional 4 ft.

*Auxiliary Weapon Hardpoints---A large hardpoint can be added to the underside or the top of the nose, or two light hardpoints can be added to the sides of the nose. These hardpoints can be used to mount detachable weapons that can be handheld by the robot.
-Light Weapons(1-2)
a) Snub-nose Short Gatling Gun --- This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package.
MDC: 30
Weight: 50lbs
Range: 2,000 ft(double in space)
(Kitsune Values: 2,000 ft in atmosphere, 4 miles in space)
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: ECHH
Payload: 500 rounds

b) Gravity Autocannon
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 8 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum

c) Particle Beam Cannon
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 8 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d)*Nar-Plas-Scythe---Taken from the Naruni NE-R2000 Reaper Assault Robot(200 MDC, 3d6 MD solid spike, 5d6 MD energy blade, 4d6 MD energy bolt w/ 1,200 ft range). A Jansar wielding two plas-scythes, one in each hand, is a particularly fearsome sight.

e) Plasma Ejector---Monstrex modular weapon
Range: 1,600 ft(double in space)
(Kitsune Values: 1,600 ft in atmosphere, 3.8 miles in space)
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) Pulse Laser---Monstrex modular weapon
Range: 2,000 ft(double in space)
(Kitsune Values: 2,000 ft in atmosphere, 4 miles in space)
Damage: 1d6x10+4 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Machine Gun---Modified Shemarrian Assault Rifle
Range: 3,000 ft(double in space)
(Kitsune Values: 3,000 ft in atmosphere, 6 miles in space)
Damage:1d4 MD single rd, 4d6 MD per six-round burst, 1d4x10 MD twelve-round burst
Rate of Fire: ECHH
Payload: 2,400 rd drum

-Heavy Weapon(1)
a) Rail Gun *ES-SC-NGC-01 Grav-Cannon---This is essentially a tank-scale G-Cannon configured into a giant rifle pod
Weight: 1 ton
MDC: 200
Range: 8,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst. Can only fire bursts
Rate of Fire: ECHH
Payload: 20,000 rounds(500 bursts)
Note: Can be fitted a giant 7 ft long vibrobayonet that does 5d6 MD plus P.S. damage on a jab

b) Pulse Laser Rifle
Range: 6,000 ft(double in space)
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Heavy Laser Rifle
Range: 3,000 ft(double in space)
(Kitsune Values: 3,000 ft in atmosphere, 60 miles in space)
Damage: 3d6x10+20 MD single shot
Rate of Fire: Limited to once per melee(capacitators need time to recharge between shots)
Payload: Effectively unlimited

d) Tri-Laser-----Based on the Mechanoid Brute weapon. Ironically, the EShemar have provided their minion-bots with reverse-engineered weaponry that the Kittani never were allowed to use under the eye of their Splugorth benefactors.
Weight: 2,200 lbs
Range: 6,000 ft(double in space)
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source

e) Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a co-axial small laser
Weight: 660 lbs
Range: (PBC) 11,000 ft(double in space)
(Kitsune Values: 11,000 ft in atmosphere, 220 miles in space)
(Laser) 2,000 feet (double in space)
(Kitsune Values: 6,000 ft in atmosphere, 120 miles in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited(Unlimited linked to nuclear power source); has a battery capacitor with a limited number of shots(25) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited

f) Plasma Cannon------Based on the Mechanoid Brute Plasma Cannon
Weight: 2,500 lbs
Range: 4,000 ft(double in space)
(Kitsune Values: 4,000 in atmosphere, 80 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source

g) Heavy Grenade Launcher---40mm long-barreled cannon, firing explosive rounds. Typically used to fire bursts of proximity-fused rounds in space.
Range: 8,000 ft(double in space)
(Kitsune Values: 8,000 ft in atmosphere, 160 miles in space)
Damage:(Frag rounds) 4d6 MD to a 12-foot radius.
(AP rounds) 1d4x10 to a 3-foot blast radius.
( Plasma rounds) 1d4x10+10 to a 5-foot radius.
(Cluster Grenade)---This grenade is packed with several submunitions based on the Rifts Earth 23mm ‘finger bomb’ explosives. The 40mm ‘bus’ carries eight 20mm bomblets, and ‘shotguns’ them over a 10-16 ft radius(depending on how the shooter fuses the round), each doing 2d4 MD to a 10 ft area(so it is possible to have overlapping areas of destruction).
(Incendiary Cluster Grenade)---Same as the Cluster Grenade, only the round distrubutes up to eight incendiary mini-grenades. A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees. Ineffective in space.

Other specialized rounds are also available; the Wayfinders have been known to use TW grenades, the Silvermoons photonic weapons, the Sapphire Cobras nanite distributors, the Ghost Riders EMP generators, and the Lost Eclipse psychochemical rounds.
Rate of Fire: Single shot, or bursts of 5-10 rds, ECHH
Payload: 200 rd magazine

h) Super Rail Gun--Adapted from the Kittani Equestrian Armor. It’s lighter than the Grav-Cannon, and easier to service. It’s coupled with a light laser mounted as a targeting system, but also able to fire at anti-personnel intensty.
Range: (Rail Gun)6,000 ft(double in space)
(Kitsune Values: 6,000 ft in atmosphere, 120 miles in space)
(Laser) 4,000 ft(double in space)
(Kitsune Values: 4,000 ft in atmosphere, 8 miles in space)
Damage: (Rail Gun)1d6x10 MD per 40 rd burst
(Laser) 2d6 MD per shot
Rate of Fire: ECHH
Payload: (Rail Gun)100 bursts
(Laser)Unlimited linked to nuclear power source
Bonus: +2 to strike

i) Short Range MIssile Launcher---Triple-tube three-shot launcher

j) Medium Range MIssile Launcher--- Dual-tube twin-round launcher


*Clash Arms----The Lost Eclipse has added extra-large forearm vambraces to the arms of the Jansar, the casings looking like the forward prong-prows off the TGE Flying Fang fighter. These do 6d6 MD on a punch/body block/ram and add +80 MDC to the arm armor. They also get a +7 to parry

*Razor-Fins---Common addition amongst the Lost Eclipse Jansars. Adds 3d6 MD to a raking cut or body block/ram. +3 to Parry with arm-mounted fins.

*Spinning Blades(TW)---This technowizardry feature is encountered on Wayfinder Jansars. When activated, the Spinning Blades spell produces 10 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x10 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, +3 to strike, with a range of 1,000 ft. The blades disappear on impact.
Costs 10 PPE per activation(10 melees).

*Forcefield Breacher System(TW)---Wayfinders and occasionally the Bloodriders will fit loyal Awakened Jansars with this system, making for easier boarding actions on enemy ships. Costs 20 PPE per minute of activation.
Last edited by taalismn on Tue Oct 10, 2017 5:37 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Lost Eclipse Manian Pariah/Acolite/NeShemar Upgrade
(aka ‘Necromecha’, ‘Suffereck’, ‘Anguish-Walker’, ‘Girder-Ghost’, ‘Cruciframe’, ‘Torturess’, ‘Zealotron’, ‘Repentobot’, ‘Tneleness’---’Maskless’ , in reference to the rather exposed appearance of the E/NeShemar)

“Avenging martyrs of the so-called Golden Age’s damned infatuation with technology, that’s what they are!”

“I am of the Blessed Damned! I serve in darkness for the greater light of my Tribe! Treason was the price of my freedom, pain my wages, agony my glory! I bleed for my daily breath of life! I weep blood in joy, I scream in rapture!”
-Varia Shadowheart, Lost Eclipse Manian and ex-TGE Guardsman

“I almost want to commit some great sin to Upgrade to THAT!”
-Trega KydSlaughter, Skullcrusher Warrior, upon seeing a squad of Manians in action

“Hey, Riplee, me and the boys are going out to have some fun in town and we thought we’d ask if you wanted to come along, but we’ll understand if you don’t-”
“Actually, that sounds like a good idea! Sure, I’ll come-”
“-uh, not sure you’d fit in the door of the saloon-”
“Just give me a moment!
(Multiple very suggestive and painful sucking sounds ensue)
#THUD#
“There! Let me just pull on a nice robe and some shoes-”
“....You do that. I’ll try to revive Siekowitz here...I didn’t think you could do that....”

Manians are another bizarre cyborg creation from the Nightmare Tribe.
Manians look like some sort of techno-zombie or torture-powered mystic automaton. It is also rumored that they are the resurrected victims of high technology, material ghosts of people helplessly trapped in high-tech vehicles such as power armor, or buried alive in high-tech buildings of the Golden Age. A human(oid) body cruelly bound to a crude exoframe of rusty metal girders, beams, actuators, and other equipment, and lurching across the landscape on clunky-looking oversized legs. The human body is bound with cables, chains, barbed wire, or fiber optic conduits, or stapled to the metal backing by shackles, or by large rivets driven straight through the body(often grotesquely so, such as through the eyes, forehead, or sternum). These shambling necromecha are also heavily armed, most carrying several heavy weapons attached to the backing beams, or grafted directly to the hapless victim’s limbs, while long oversized girder-like arms articulated to the frame give the things long reaches in melee combat.
In reality, the Manians are not some form of necromantic technological device, but gynoids or full-conversion cyborgs modified with special exoframes. The Manian is available both as an EShemar or NeShemar chassis; in the case of the former a Pariah body(or caste member) is the ‘victim’, while in the latter case, a cyberhumanoid cyborg body is used. In both cases the humanoid body has been modified to interface with the Mania-Frame, the two merging to become one body. The humanoid can still separate from the exoframe, but this is rarely done once the conversion is made, and many Manians remain fused to their frames for the rest of their existence.
Amplifying the ‘zombie’ aspect of their appearance is the fact that Manians have juiced-up regeneration systems, and even the ability to regenerate from seeming total destruction. Manians behave either as if they are in great suffering pain or like pain-driven manic zealots; how much of this apparent suffering is real, a side effect of some sort of combat awareness hyper-stimulation system, or just plain acting for the benefit of observers is unknown.
Even when their Shemarrian origins are known, there is much confusion as to exactly WHAT Manians are in the order of Shemarrian things, and as much speculation as to their origins. Some observers believe them to be a new form of Pariah or Penitent, while more extraworldly travelers have advanced the idea that the Manians are Shemarrian Nightbane(an idea gathering ground as more varied forms of Manian are observed, some composed of apparent industrial equipment or medical gear). More mundane rumor has them being inspired by an ex-Bedlamite who, in her born-again-as-Nightmare-cyborg, had herself fused with the remains of her salvaged power armor. The most conservative theory is that the Lost Eclipse is, again, just screwing with everybody’s heads for a cynical laugh.
Their tactical position is also unclear; their heavy weapons would suggest an Elite unit, but the Pariah and NeShemar bodies might suggest a penal brigade. It’s even been suggested that the Lost Eclipse puts returned ‘churian’ neshemar in Mania-frames as a means of giving the brainwashed double-agents a means of ‘working off’ any presumed sense of guilt over their alleged ‘treason’ against their former employers(this presumes that the Lost Eclipse trusts the double-agent or their own indoctrination work enough to trust the churian with heavy weapons).
Though introduced by the Lost Eclipse, the SkullCrushers, Clan Shelley, Clan Gothec, Silvermoons, Ghost Riders and Clan Motron have all expressed tentative interest in the type, much to the Nightmares’ chagrin(especially since they were MAKING FUN of some of those tribes).

Type: Shemar Manian
Class: Robot Exoskeleton/Caste
Crew: Advanced Neural Intelligence or Cyborg
M.D.C. By Location:
Hands(2) 65 each
Arms(2) 200 each
Legs(2) 200 each
Main Body 350 +Pariah or Cyberhumanoid Body
Heavy Weapon/Equipment Mounts(1-4) 100 each

Note: The Manian lacks a ‘head’ as such, and the Manian’s own humanoid head is effectively merged along with the rest of her/his body into the main body of the Manian-frame.
Height: 8-15 ft
Width: 6-8 ft
Length: 3-4 ft
Weight: 3 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 45, PP. 20.
Cargo: Only what can be carried in the arms or strapped to the frame.
Speed:
Running: 60 MPH
Jumping: 10 ft up/20 ft across. Increase both distances by 50% with a running start(in excess of 40 MPH)
Flying: Not possible(see Options & Variants)
Underwater: Sinks like a rock, but can tolerate depths down to 1,000 ft.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. The Manian has a modified system that is especially advanced, with a higher regeneration rate and more extensive capabilities. These systems repair 1d8x10 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material.
Even if the Manian’s human body is destroyed while attached to the Mania Frame, the Frame, if it remains, can regenerate the EShemar/NeShemar(the latter as a full AI), restoring the personality from saved backups(although there’s a 30% chance of 1d6x10% memory loss). It typically takes 30 days to regenerate the humanoid frame cyborg or gynoid body, but the exoframe must have at least 15 MDC left in order to function in this regard. This has led to tales of Manians buried by explosions, avalanches, or building collapses on battlefields rising from the dead months later.

*Full Life Support---Once docked to the Mania-frame, cyborgs need not breath, eat, or defecate; their respiratory and life support needs are taken over by the added systems. Some frames even include hibernation protocol systems, allowing the cyborg to fall into a death-like trance-state in an emergency or between missions(these moments lend further credence to the ‘techni-zombie’ tales).

Weapons Systems:
1) Arm+Back Weapons(1-3)---Each arm, plus an articulated back-mount, can mount heavy weapons, one per mounting point. These weapons are typically made to look like battlefield salvage(and in some cases, actually are).
a) Heavy Machine Gun
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine

b) 40mm Grenade Launcher---Sometimes disguised as a NEMA GLR-540 “Thunderer” Grenade Launcher.
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 100 rd drum

c) Mini-Missile Launcher---8 shot pod

d) Heavy Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EPCHH
Payload: 6,000 rd drum(100 bursts)

e) Fragmentation Rocket Launcher( a copy of an imported Russian design).
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum

f) Pneumatic Cannon---Copied and modified variant of the NG-C58 Variable Projectile Cannon, a pneumatic cannon using air pressure to fire projectiles at high velocity. Despite its more primitive appearance, accentuated by large air hoses and even bellows-style pressure regulators, the Manian weapon is actually more advanced, with a more streamlined and sophisticated ammunition feed system. Its strength is that it can fire just about anything that can fit down its 60mm bore, and up to 200 lbs.
Range:( 60mm shells) 1,400 ft
(Streamlined projectiles) 1,000 ft
(Un-aerodynamic material) 600 ft, NO bonus to strike
Damage:( 60mm shells) Same as for the 60mm shells listed below as h)
(Streamlined projectiles)(SDC) Same as for that particular material +4d4 MD(+25 SDC for objects over 150 lbs in weight or more)
(MDC) Same as for that particular material +2d4 MD(+8 MDC for objects over 150 lbs in weight or more)
(Un-aerodynamic material)(SDC) Same as for that particular material +2d6 SDC(+15 SDC for objects over 150 lbs in weight or more)
(MDC) Same as for that particular material +1d6 MD(+5 MD for objects over 150 lbs in weight or more)
Rate of Fire: ECHH
Payload:( 60mm shells) 10 shots
(Streamlined projectiles)
(Un-aerodynamic material)

g) Gausser Rail Gun
Range: 5,500 ft. 2,000 ft without the stator ring boost.
Damage: 4d6 MD per round, 1d4x10+4 MD per three round burst, 2d4x10+8 MD per six-round burst.
Rate of Fire: ECHH
Payload: Belt-fed, with a typical belt having 240 rounds.

h) 60mm Cannon
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 20 ft blast radius.....lose initiative and 1 APM for that melee(cost: 160 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.

Rate of Fire: ECHH. Hand-loading and firing rounds takes 2 actions each shot.
Payload: 10 shots

i) 81mm Cannon---Salvaged or knockoff Free Quebec GBM-7-70M1 High Power Mortar
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds, ready to fire

j) Rapid-Fire Rail Gun---This is simply a copy(or salvaged example) of the NG-MH140 Rail Gun, complete with mini-laser.
Range: 5,000 ft for both rail gun and laser
Damage: (Rail Gun) 1d6 MD single shot, 1d6x10 MD for a 20 rd burst.
(Laser) 1d6 MD per shot
Rate of Fire: ECHH
Payload:(Rail Gun) 1,200 rd drum
(Laser) Effectively Unlimited

k) “Cremator’ Heavy Flame-thrower
Range: 800 ft
Damage:(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.
Rate of Fire: ECHH
Payload: 50 bursts

l) Laser Cannon
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
Option: *Variable Frequency---Can switch to blue-green for underwater work, or to other frequencies within 1d4 melees, in order to defeat laser-resistant armors.

m) Heavy Laser Cannon---Imported ATL-7. Powerful, but slow to recharge between shots.
Range: 3,000 ft
Damage: 3d6x10+20 MD single shot
Rate of Fire: Limited to once per melee(capacitors need time to recharge between shots)
Payload: Effectively unlimited

n) Ion Blaster
Range: 3,000 ft
Damage: 1d6x10 MD single shot
Rate of Fire: ECHH
Payload: Effectively unlimited
Option: *Spray Bolt---1,500 ft , doing 4d6 MD to a 15 ft wide area

o) Plasma Cannon
Range: 1,800 ft
Damage: 1d4x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited
Option: *“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the weapon, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). 30 shot gas cylinder.

p) Particle Beam Projector
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

q) Heavy Drill
Range: Melee
Damage: 3d6 MD. On a ‘to strike’ roll of 18-20, does double damage.

r) Buzzsaw
Range: Melee
MDC per Blade: 45
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut

s) Chainsaw
Range: Melee, 7 ft
MDC per Blade: 45
Damage: 5d6+6 MD per slash, 1d6x10 MD per power strike(2 attacks)

t) Chain Whip
Range: 15 ft
Damage: 1d4 whipping strike, 1d6+2 MD energized strike
Bonuses: +2 Disarm, +2 Entangle

u) Piledriver---Special hydraulic rams can be set and activated with explosive force
Range: Melee
Damage: 2d6x10 MD on a ram-punch
Rate of Fire: Takes 2 APMs to rooster and arm the piledriver.

v) Battle Claw
Range: Melee
Damage: +1d4 MD to a punch, 2d6+4 MD on a snap-snip, 2d4x10 on a full melee crush-clamp.

w) Cleaver Blade---An extra-large axe- or cleaver-like vibroblade that is large enough to act as a parrying shield
Range: Melee
Damage: +5d6 MD
Bonus: +1 to parry

x) Plasma Sword---Based on the Kittani Plasma Sword, with a few improvements, including an induction recharge system that allows the weapon to slowly recharge when carried by a cyborg or gynoid.
Range: Melee, or 100 ft for a plasma blast
Damage: 3d6 SDC unpowered, 4d6 MD per energized sword strike, or 6d6 MD per plasma blast
Rate of Fire: ECHH
Payload: Effectively unlimited

y) Plasma Axe---This is simply a Shemarrian copy of the Kittani Double-Bladed Plasma Axe, with some stylistic differences.
Range: Melee, or 200 ft for a plasma blast
Damage: 1d4 MD used as a blunt weapon, 1d4x10 MD energized plasma strike, 1d4x10 MD from a plasma blast
Rate of Fire: ECHH
Payload: Effectively unlimited

z) Plasma Polearm/Scythe
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
(Blunt Instrument) 2d6 SDC
Rate of Fire: ECHH
Payload: Effectively unlimited

2) Vibroclaws---The gun-arms or frame arms incorporate extendable vibroblades
Range: Melee
Damage: +3d6 MD to a punch

3) Eye Lasers(2)---These are actually part of the humanoid body, and are added, regardless of the original configuration of that body. Even if the humanoid body appears to be blind(blindfolded, missing/spiked eyes, etc.) these lasers will somehow be operable(hidden emitters in the forehead, earrings, crown, etc.).
Range: (EShemar) 1,000 ft
(NeShemar) 250 ft
Damage:(EShemar)2d6 MD single eye blast, 4d6 MD for a simultaneous blast from both eyes.
(NeShemar)1d6 MD for one eye, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike with eye-lasers


4) Faux Magic:
To promote the idea that the Manians are some sort of supernatural entity-class, they have been fitted with the ability to cast ‘spells’.
*Rust ---Manians can spread a gray mist that seems to embrittle and blight technological items. This is simply the application of specialized nanites that break apart metal, same as the metal-dissolver nanites used in Japan.
Range: 100 ft, and affects a 10 ft square area
Damage: Reduces the MDC of metal-based body armors and light power armors by HALF, heavy power armors and light vehicles by 30%, and heavy robots and vehicles by 10%. Damage takes 4 melees/1 minute, and is obvious by acute discoloration and flaking of the armor. Other effects identical to those of the Japanese nanites(which they were probably based on to begin with).
Rate of Fire: ECHH
Payload: 50 applications

*Life Drain---It is said that the touch of the Manians can sap the life energy of their victims. In reality, this is a modified form of Adrenal-Stop---A form of Three Galaxies-origin black market m-nano that attacks a victim’s adrenal system, clamping down on a person’s ability to produce adrenaline and sustain physical activity---a victim simply cannot engage in anything physically exerting---like fighting or fleeing, without becoming extremely fatigued, short of breath, and rapidly burnt out.
Adrenal-Stop is common in ‘fixing’ sporting events, administered to athletes with, or without, their knowledge to diminish their ability to perform at peak levels(prompting stricter medical scanning procedures at sporting events).
The EShemar version takes hold faster, allowing its effects to become evident quicker. It is applied by scratch or bite, and is used to impede targets for capture, or handicap escape attempts.
Incubation: 1d6 minutes
Duration: 2d6 hours
Effects: Victim fatigues 2-4 times as fast(roll a 1d4, with ‘1-2’ meaning double fatigue rate). -1 to strike, parry, dodge, and reduce Speed by 1/4.
Treatment: Powerful stimulants and artificial adrenaline analogues can supply what’s being cut off, though the recipient will feel even more like $&$# even with correct dosages.
Note: Juicers only suffer HALF penalties and duration from this attack because their modified bio-systems can more easily and quickly compensate for the deficit, and aggressively work to flush the nanites out of their bodies.
Payload: 50 applications

*Befuddle---A directed sonic effect, caused by ultra low frequency noises that affect the inner ear of most beings. Those caught in the area of effect must save vs non-lethal poison(16 or better) or be come increasingly dizzy and disoriented; -2 to strike, parry, and dodge, HALF APMs, and -15% to skills. Beings with acute hearing suffer DOUBLE these penalties. Range is 80 ft and covers a 25 ft wide area. Those with hearing protection(or without audio hearing) are unaffected.

5) (Optional) Handheld Weapons----The Manian can pick up and use appropriately sized weapons, including power armor-scale weapons. In keeping with the ‘penitent’ theme, Manians rarely carry or use Shemarrian scava(rail guns), but will readily pick up and use other appropriately weaponry(Kittani and Northern Gun weapons are favorites).
Note that the humanoid body’s arms and hands can also pick up and use human-scale weapons, though the Manian is limited by their humanoid body’s strength. This ability is sometimes used to surprise opponents, especially if the Manian’s humanoid arms are seemingly restrained by bindings or spikes; the sight of the apparently helpless ‘victim’ bound to the Manian-frame suddenly freeing her limbs, grabbing a weapon, and opening up in an opponent’s face has sometimes very decisively ended a fight.


Programming/Skills:
(NeShemar) By training, plus Power Armor Elite(Ground Type).
(EShemar) By programming

Actions/Attacks Per Melee: (NeShemar) By training. NeShemar chosen as Manians come with some combat skill already(at least HTH Expert and/or power armor training)
Note: Bonuses are in addition to those possible from the NeShemar’s elective training.
+3 APMs
Initiative + 2
Dodge +2
Parry +3
Strike +3 (+5 w/ ranged weaponry)
Roll +2
Pull Punch +2
Entangle
Disarm +1
Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks, from psi-scramblers.

Actions/Attacks Per Melee: (EShemar) 8
Note: Bonuses are in addition to those possible from the Shemar’s elective training. EShemar Manians are typically Pariahs/Acolites; linking to the Mania-Frame boosts their performance to the near-equivalent of Warriors. If separated from the frame, they revert to their Pariah/Acolite stats.
Initiative +3(+1 from the Ecotroz).
Dodge +8
Parry +8
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +5
Disarm +2
Entangle +2
Critical Strike on Natural 18-20
Paired Weapons

Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Kick 2d6 MD
Body Block/Ram 2d4 MD


Special Features: (Roll 1d4 or choose)
01-05% Leg Blades----the lower legs end in long blades. Reduce maximum running speed by HALF, but kick damage is now 4d6 MD.

06-15% Spring Legs---The lower legs are bare-bones skeletal, but designed to amplify leaps; DOUBLE normal leap distances.

16-25% Appliqué Armor---This adds armor to the Mania-frame, but in such a way as to not completely obscure the body attached to the framing. Up to an additional 200+1d4x10 MDC can be added to the main body, +50+4d6 MDC to all other locations.

26-35% Forcefield Generator---For a penitent body, the Manian may seem awfully well protected with the inclusion of this 180 MDC forcefield. Those in the know, but wishing to promote the ‘penitent’ story, like to claim that the ‘goddess’ doesn’t want the condemned to die too soon, or else the ‘spirits protect those who truly seek redemption’.

36-50% Reversible Limbs---The arms and legs can bend to strike targets behind the Manian without penalty. The fit-out comes with extra sensors so the Manian CANNOT be surprised from behind.

51-60% Jump Boosters--Heavy-duty jump thrusters; can leap and perform leap attacks; can perform leaps of 100 ft high/200 ft across, increase distances by 30% with a running start in excess of 40 MPH, and can hover for 1d4 minutes at an altitude of 100 ft.
61-70% Body Spikes---Add 1d4 MD to a body block or kick for small spikes, 2d4 MD for large ones.

71-75% Berserker Circuit---If the Manian is down to 25% or less main body damage, they can cut in the equivalent of cybernetic steroids and enter a battle frenzy. Increase APMs by 50%(round up), +2 to strike and parry, and +2d6 to melee damage, but is -2 to Dodge. This state exists until either the immediate enemy has been destroyed, or the Manian has been destroyed.

76-80% Striking Looks---The Manian looks particularly unsettling in design, or the contrast between the Manian-frame and the humanoid body bound to it especially jarring; has an effective Horror Factor of 9+1d4.

81-94% Rumble Bars---Protruding structural elements act as ‘standoff armor’ and assist the Manian in taking tumbles and falls; +1 to Roll, and takes HALF damage from falls/tumbles, and body-block/ramming attacks from others.

95-00% Dirge-Player---Subsonic speaker system that projects a discombobulating rhythm that can be felt in the bones.
Range: 250 ft
Damage/Effect: Effectively generates a Horror Factor of 10(or adds +1 to an existing Horror Factor), +1 if the listener has enhanced hearing.


(Optional) Random Appearance /Theme
01-15% Electrical---The Manian would appear to have tangled with electrical equipment; live wires, transformers, and power conduits are wrapped around and through the Manian’s body, and the humanoid body seems to convulse with repetitive electrical shocks. Electrical arcs seem to shoot around the frame, making contact, deliberate or accidental, with the Manian a shocking experience;
*EM Insulation---Electrical- and microwave-based attacks do NO damage
*Tazer-Touch---The touch of the Manian acts like an Electro-Stunner(see Rifts: Lone Star, pgs 49-50)
Range: Melee
Damage: (Light Stun) 1d4 SDC/Hit Points
(Moderate Stun) 2d6 SDC/Hit Points
(Strong/Lethal) 5d6 SDC/Hit Points plus a 01-33% chance of stunning human-sized targets for 1d4 rounds, 01-03% chance of stunning large or inhumanly powerful targets. Roll versus stun (15 or better) or face the following; -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
Being shocked five or more times, or with less than HALF hit points remaining, means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. At 8 or less hot points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.
(Kill-Zap/Shock Zone) 3d6 MD per melee caught in the zone of effect(25-ft wide area).
*Power-Up---If equipped with the Chain-Whip feature, +2d4 MD to shock damage.

16- 25% Automotive---The Manian looks like a car wreck caught in freeze-frame, with various parts of vehicles wrapped around, or running through, them. Has wheels that allow the Manian to drive on flat and firm surfaces at up to 120 MPH. Can also belch out a cloud of obscuring smoke that covers a 50 ft area, once per melee(Anyone caught in the cloud of thick, obscuring smoke is unable to see, except with thermal optics. Inhaling, or exposure through unprotected soft tissues like the eyes, the vapor does 1d6 SDC/Hit Points per melee of exposure, and victims are -4 to dodge, strike, and parry, even for 1d4 melees after being removed from the cloud), and has both normal light and IR headlights(100 ft range). Those who feel the Manians are a none-too-subtle jab by the Lost Eclipse at the other Tribes and Tribe-wannabes suspect this variant is a lampoon of the Motrons.

26-35% Medical/Taidama---The Manian’s human body looks like he or she is on life support, while the exoframe is made up of a heavy gurney or surgical table, festooned with medical equipment such as x-ray machines, CAT scanners, bio-monitors, and surgical robotic arms. It’s been speculated that the Lost Eclipse may be trying to outdo the Blood Riders for ‘terrible bedside manner medics’ with this one. The Manian can carry two additional bodies(in addition to her own) strapped into the apparatus, has a +15% to any Medical skills she may possess, and can heal 2d4 SDC/Hit Points/1d4 MDC per minute of treatment on others.
Standard Programming, Taidama (EShemar)
Robot Mechanics(Shemarrian systems only) 70%
Robot Electronics(Shemarrian systems only) 70%
Bioware Mechanics 70%
Paramedic 90%
Field Surgery 75%
Rescue Protocol 75%

Standard Training, Taidama(NeShemar)
Basic Repair and Maintenance(+15%)
Basic Electronics(+10%)
Paramedic(+10%)
Field Surgery(+10%)

36-45% Living Prison----The Manian seems to be a walking prison or S&M set, covered with chains, cages, wire netting and other devices of restraint. The Manian is +3 to entangle, +2 to disarm, can flail at ranges up to 10 ft for 1d4 MD each strike, can trap up to 3 other beings, attaching them to herself, and holding them with a Robotic P.S. of 40, and shackles have 50 MDC each. The multiple chains and bars also act like Splinter Armor; offers only modest protection against conventional attacks; a typical screen has only 50-55 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or redirect of their kinetic force. Living Prison Manians will often try to salvage and incorporate other types of restraint devices into their construction, and W.P. Whip and W.P. Chain are common skills.
Common consensus is that the Lost Eclipse were making a snide statement about the Ghost Rider Domimatrices. If so, it’s rather backfired; a number of Domimatrices have sought to recruit Living Prison Manians as assistants.

46- 55% Industrial---The Manian looks like an OSHA violation collection. Pieces of heavy machinery are attached to the frame, and the Manian could serve as a field workshop in a pinch; +10% to any Mechanical or Electrical skills s/he may possess. Typical additions include power grinders, winches, small cranes, arc welders, lathes, drills, hydraulic snips, and soldering irons.

56-60% Religious---This sort of Manian seems to exemplify the ‘penitent’ school of thought, with a frame heavily adorned with religious symbols and iconography. Metal halos or crowns of spikes are common features of this type of Manian. Whether the Manian sees herself as a sinning penitent or a crusading near-martyr for the cause, there’s a 20% chance of the Manian’s appearance generating a Horror Factor of 14 in lower-echelon supernatural creatures such as lesser demons, and of 12 in higher rank Infernals. Either by some sort of acquired supernatural aura or sheer force of will, these Manians add an extra die of damage to their attacks on supernatural creatures, and a +1 to strike Infernals. Religious Manians will often seek the blessings of Tribal mystics and shamans, and will often work devices, weapons, and relics of power in to their frames.

61-70% Military---The Manian looks composed of military equipment. +1 additional heavy weapon, double the payload of each, and +1 to strike due to embedded fire control systems.

71-80% Aviation----The Manian looks like the aftermath of a pileup collision at an airport or airfield. Has limited flight abilities; hover to 300 MPH, maximum altitude of 3,000 ft, +2 to dodge in flight. Wings and aerofoils count as Body Spikes.

81-90% Architectural---Early sightings of this type of Manian led to the rumors that they were ghosts of people killed in Golden Age structures. The Manian seems to incorporate what look like pieces of building(rebar, slabs of concrete, broken statuary, pipes). Reduce maximum speed by 25%, but +100 to Main Body MDC, +60 MDC to all other locations. The Manian can also temporarily ‘bunker down’, effectively DOUBLING its MDC to attacks from above, and explosives will do HALF damage, but while this configuration is in place, the Manian can neither move nor engage in any sort of combat actions.

91-00% Precious Metals---The Manian seems to be embedded or impaled on precious metals, or fused with golden or silver statuary. Lasers do HALF damage due to the many highly-polished surafces of the Mania Frame. Those susceptible to the touch of silver(or gold for that matter) take double damage from melee combat attacks by the Manian. While the lurid rumor is that these are the ghost-corpses of people of the Golden Age who were overly infatuated with material wealth(and one variation tells of spirits trapped in nelted and cursed bullion, now conversely seeking young flesh to inhabit), the more mundane speculation is that the Lost Eclipse is tweaking the Silvermoons.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Chyrsophostar Light FTL Courier
(‘Lacerwing’, ‘Spindancer’, ‘Litamite’)

<“Miss Sayo, we have arrived at your destination.”>
Purple eyes open sleepily as the haze of hibersleep is chased away by the awakening sequence. Through the crystalsteel canopy of her sleep pod she could see the lean dark shape of a Shemarrian cruiser hanging backlit against the backdrop of the nearby nebula. At last.
<“ Your receiving party acknowledges transfer. They are awaiting you.”>
On the awaiting warship a small, but bright, rectangle of light appeared, sharp and definite even at this distance in the clear vacuum. An open bay, waiting for her arrival.
((“Acknowledged.”)) She throat-whispered through her sub-vocal implant link.
<“Do you wish to dock?”>
((“No, I think I’ll -walk-.”))
With a thought she activated her space-mod. Vascular seals closed throughout her altered body, chemical glands excreted special enzymes, cells spun new structures or activated dormant ones, and several internal organ systems switched over to alternate processes. When the changeover didn’t require her conscious attention, she used the time to check over the small amount of personal luggage packed in the pod with her; the small hibersleep module being just spacious enough that she could slip into her carry-gear.
((“I’m ready. You can open the canopy.”))
<“De-pressurizing now.”>
The courier’s voice now buzzed through the mastoid bone induction link attached to her collar, as air hissed out of the sleeper-module, and the escaping pressure pulled briefly at her flesh. A moment later the canopy through which she was watching the stars lifted up, allowing her to see them directly with her own eyes. Under the light of distant suns her bare skin glistened like a sprinkling of micro-diamonds.
((“Thank you for carrying me here.”)) She sent her gratitude to the machine.
<“You are welcome. Feel free to call upon Courier Drone 23432 for any of your future personal personnel transfers, Miss Sayo.”> A hint of humor in the machine’s tone; suggestive of an older and upgraded AI, possibly even an Awakened one.
A faint whisper of the last escaping air fluttered her long blue locks as she stood up. Streaming lines of gravitic distortion and cold plasma sprang from her shoulder blades, unfurling into glowing wings behind her. She kicked off lightly, seeming to step from the edge of the courier pod, then started towards the larger starship, a void-angel stepping off a space dragonfly or a stellar lily.
It really was nice, after a long trip, to be able to get out and stretch one’s wings.

The Chyrsophostar is a ‘bare minimum’ FTL courier-craft used by the Shemarrian Star Nation as part of the communications network tying their various worlds and enclaves together. It is a small, fast, agile spacecraft with its own onboard artificial intelligence directing it.
The Chyrsophostar looks like an old pre-FTL space probe, with a central sensor/comm-dish atop a central utilities core, with three large ‘wings’ mounted equidistant around the central axis, hinged at one end, and mounting a smaller EM dish at the outboard ends. One of the wings is a cargo/passenger pod large enough for one humanoid Shemarrian-sized passenger, the designers taking advantage of the android nature of the EShemar, and the cyborg or bio-mod NeShemar to carry the passenger in VR braindance or bio-stasis. The other two wings contain avionics and sensor systems, the pod design allowing for quick repairs and upgrades. Its minimalist frame bears some resemblance in concept to the General Galaxy LightCraft SP-40D FTL courier, but the two craft are entirely different.
The small ships are piloted by an integral AI intelligence. Most couriers possess only a limited mission-focused sentience, but a few have been Upgraded to full neural AIs, and even Awakened(these latter tend to be rather colorful in personality). The refined combat piloting programs of the Xidra combat drone serve as the basis of the Chyrsophostar ‘s evasion protocols. The Chyrsophostar is extremely agile, with its light weight and small size giving it a nearly phenomenal ability to dodge in anything except extremely close quarters.
The Chyrsophostar is powered by an extremely compact antimatter reactor system. This system is so energetic, and the power demand so high, that the power core requires total replacement after only six years of service.
Chyrsophostars are generally unarmed, relying on their small size and high speed to pass undetected through space. However, countermeasure systems are available and some units insist on packing light defensive armaments.
Chyrsophostars were originally developed by the DarkWaters Tribe, but have entered service with just about all of the major spacefaring tribes. The basic design has also been adapted and modified for various sensor survey probes and deep space communications relays.

“Today we honor Starstormer-47624. Intercepted and ambushed while transiting the Valensian Cloud, Starstormer-47624 chose to detach and hide its sleeping passenger, rather than surrender her to its pursuers. Starstormer-47624 then led the pirates on a chase through the asteroids, before destroying itself in a terminal run at the pirate command ship. It was this valiant self-sacrifice that ultimately made its way through the bandits’ communications to our own intelligence, that made possible the rescue of sister Valma Seasong, who stands before us today, safe and free. Starstormer-47624’s loyalty and dedication to the principles of its service, even unto true-death, shall not be forgotten-”

Type: Chyrsophostar
Class: *ESheMar-AuxLHSCMV07 Light FTL Courier Drone
Crew: Robot A.I.
MDC/Armor by Location:
Main Body 400
Central Sensor Array 150
Wings(3) 250 each
Variable Forcefield 100 per side, 600 total

Height: Central core is 8 ft tall. With the wings folded back/down, total height/length is 21 ft.
Width: Central dish is 8 ft in diameter, + each wing can stretch out 18 ft from the core(22 ft radius)
Length: Central dish is 8 ft in diameter, + each wing can stretch out 18 ft from the core(22 ft radius)
Weight: 9 tons
Cargo: Can carry 2,000 lbs of cargo, or one humanoid of up to 9 ft in height, in stasis, along with a footlocker-sized space for personal belongings.
Powerplant: Antimatter with a 6 year energy life.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 19
(Kitsune Values: 45% of light speed; Accelerates/decelerates at 1.9% of light speed per melee)
(FTL) 5.9 light years per hour
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Aerospace Fighter Systems, plus:
*Jamming Suite---Standard ECM suite for confusing sensor-guided weapons; -6 to strike
Weapons Systems: None standard(see Options)

Programming
Pilot: Space Fighter(for maneuvering purposes) 90%
Pilot: Starship 90%
Ship-to-Ship Combat 84%
Navigation: (Air/Space) 96%
Stellar Navigation 96%
Radio: Basic 98%
Radio: Scramblers 96%
Radio: Deep Space 98%
Math: Basic 98%
Advanced Mathematics 98%
Read Sensory Instruments 80%

Actions/Attacks Per Melee: 6
Initiative +2
Strike +5
Dodge(automatic) +5
Roll +2

Options:
*Drive Booster---This adds an extra ring or extension to the main core, expanding the size and power of the main propulsion array. Adds +3 tons to overall weight, but increases local space speed to Mach 21 and FTL speed to 6 light years per hour.

*Countermeasure Pods---Some couriers carry countermeasure launchers:
a) Flare/Chaff---Traditional thermal/radar-scattering material bundles.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 20 each launcher.

b) Nano-Pods---The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs each launcher.

c) Grav-Decoys----The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack short range-missile drives can go for 18 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


*Gun Packs---Some EShemar couriers just can’t abide by going unarmed, so they add light armaments.
a)Mini-Missile Launcher---15 shot pod

b) ‘Space Stinger’ Smart Space Intercept Mini-Missile---An advanced space-based mini-missile based on ABM interceptors.
Note that the ‘S-Sting’ has only limited effectiveness in an atmosphere....HALF bonuses in a thin atmosphere and weak gravity well like Mars’, and NO bonuses, and HALF range in a thick atmosphere and standard gravity like Earth’s.
Range: 4 miles in atmosphere, 32 miles in space
(Kitsune Values:) 4 miles in atmosphere, 400 miles in space
Damage: 2d6x10 MD to a 15 ft blast radius
Rate of Fire: ECHH
Payload: 10 shot magazine
Bonuses: +7 to strike

c) Short Range Missiles---7 shot pod
d) Medium Range Missiles---4 can be carried
e) Pulse Laser
Range: 4,000 ft in atmosphere, 1.5 miles in space
(Kitsune Values: 1.5 miles in atmosphere, 150 miles in space)
Damage: 4d6 MD single shot, 1d6x10 MD triple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike

f) Particle Beam
Range: 4,000 ft in atmosphere, 1.3 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited

g) Ion Cannon
Range: 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 5d6 MD single shot, 1d6x10 MD burst fire
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 20,000 credits

h) Rail Gun
Range: 4,000 ft in atmosphere, 2.4 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: ECHH
Payload: 12,000 rd drum(200 bursts)

i) G-Cannon
Range: 4,000 ft in atmosphere, 2.4 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 2d6 MD single round, 1d6x10 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum(200 bursts)


*Self-Destruct Mechanism----In order to prevent a courier drone from being captured by an enemy, and the courier’s technology, cargo, or data used against the SSN, many couriers feature self-destruct devices, the equivalent of a long range missile warhead, that completely destroys the craft.

Variants:
*ESheMar-AuxLHSCMV07Dw---Stealth variant, with a more streamlined shape, because of the need to add sensor-defeating cladding and passive measures. This acts as Passive Stealth(-80% to detect while stationary, -50% when moving)

*ESheMar-AuxLHSCMV07Sm---Silvermoon variant, clad in laser-reflective armor(lasers do HALF damage).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Yeah, it’s Halloween season.

Dredshred----Myrmidon Drone
(aka ‘Rip-Reaper’)

“Things like that, I’ve seen men go mad fightin’ them. In the fog of battle, dancing with the undead will break a warrior. Even when one wins, one loses. I was there when Krugen the Jagged Knife went insane fighting the army of undead unleashed on us at the pass. He was fighting one of them right up close and took its head off, and it whistled up a deathwind as it became a black smoke, a smoke that caught the Jagged Knife and took him back to the hell that spawned it. No point to it, because we had to give up the pass and retreat back to the ships. The madness just took him, like so many of our warriors, seeing urr-death coming at us like that, and that madness spelled their doom. “

“Guys...something funny about those things...I’m not picking up ANY signs of necromantic energies or even an evil aura from them.”
“What do you mean? How can those things NOT be evil!? Just look at them! THEY’RE ZOMBIES WITH CHAINSAW ARMS!!! OF -COURSE- THEY’RE EVIL! HOW CAN THEY BE ANYTHING ELSE?!”
“-they’re not attacking us.”
“Maybe they’re just savoring our fear!”
“I don’t think that’s it either.”
“Maybe you’re in denial, shock, or just stupid!”
“Let’s not start turning on ourselves under pressure just yet.”

What’s nastier than zombies? What’s louder than chainsaws? Zombies with chainsaws! That’s the thinking behind the Dredshred. Inspired by the Bolt-Thrall, the DredShred is a remodelled Skelebot frame made up with psuedo-flesh to look like a shambling undead, with chainsaws(WI-CL8s, no less!) in place of arms. These horrific creations are the brainchildren of a collaboration between the Lost Eclipse and Clan Shelley, of course. Not only do the makings come cheap---the CS’s own skelebot program has proven most obliging in mass producing plenty of them for the Shemarrians to co-opt---but the things make ghoulishly effective anti-personnel and anti-vermin weapons. The appearance of these ‘cyborged corpses’ advancing out of a thick fog(natural or artificially generated) has been known to set opponents to panicked flight.
As a weapon of terror, and of zombie-cutting goodness, the Dredshred is an excellent performer. Its critical shortcoming is its lack of hands; if its primary weapons, its chainsaws, throw their chains, the Dredshred cannot repair itself, nor can it pick up and use other weapons.
Dredshreds are NEVER Awakened with the Ecotroz and are considered expendable assets. Shemarrian Necromancers are fond of sending legions of these lurching at targets to wear them down through attrition, and distract them from more viable threats.
Naturally the Lost Eclipse and Clan Shelley deploy these things in numbers, and have been known to offer a bounty to other tribes for skelebot parts. Both the Obsidian Dawn and Radiant Edge tribes have expressed an interest in the design.

Type: EShe-R300Le Dredshred
Class: Robot Drone
Crew: Robot Drone A.I.
MDC/Armor by Location:
Main Body 150
Head 60
Upper Arms(2) 45 each
Chainsaw Forearms(2) 80 each
Legs(2) 70 each
Height: 7 ft
Width: 3 ft
Length: 2.9 ft
Weight: 400 lbs
Cargo: None
Physical Strength: Robotic P.S. of 30
Powerplant: Nuclear Power Cell w/ 2 year energy life
Speed:
(Running) 90 MPH
(Leaping) 6 ft up/across
(Climbing) Poor; the lack of properly articulated arms means the DredShred is a poor climber; 25%
(Flying) Not possible
(Underwater) Limited to running along the bottom at about 20 MPH. Maximum depth, 1,000 ft.
Systems of Note:
Same as for CS Skelebots. The vocal program is typically modified to a new script of grunts, maniacal laughter, and noises of hungry predators.
Weapons Systems:
1) Chainsaw Arms---These are modified copies of the Wellington Arms WI-CL8 Multi-Purpose Weapon System, essentially a high-powered megadamage chainsaw with a laser rifle attached.
Range:(Chainsaw) Melee
(Laser) 2,000 ft
Damage:(Chainsaw) 5d6 MD
(Laser) 3d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

In the alternative, some field variants replace the mechnically complicated chainsaw arms with clusters of vibroblades that do 4d4 MD, and kludge in scavenged bionic forearm blasters, but these are generally regarded as less-effective field expediencies.

2) Smoke Dispenser---Modified cyborg chemical sprayer. It’s typically filled with ‘rot smoke’, a thick artificial smoke that covers a large area and helps obscure the ‘bot. Especially effective at night. Sometimes used to dispense opponent-specific chemical agents, such as acidic vapors or toxic fumes. The Lost Eclipse is fond of hallugenic nerve-agents further discombobulating opponents, lending a further nightmarish element to battle.
Range: 80 ft
Damage: Varies by chemical used, but the most common is artificial smog that covers a 100 ft area per burst and persists for 2d6 melees.
Rate of Fire: ECHH
Payload: Enough liquid for 15 blasts

Programming:
Very limited:
Intelligence 76%
Land Navigation 86%
Climbing 25%
Prowl 70%
Basic Math 96%
Radio: Basic 90%
Language/Literacy:
-English, Spanish, Euro, Dragonese. Shemarrian,Gobbley, Techno-Can, all at 96%/96%
Reprogrammed to identify and target the enemies of the Shemarrian Nation.

Hand to Hand Combat
Actions/Attacks Per Melee: 5
Strike +4(+5 on called shots using the lasers)
Parry +7(with chainsaws)
Dodge+4
Roll +2
Critical Strike on Natural 19-20
Restrained Slap with Chainsaw Side 3d6+5 SDC
Elbow/Knee Strike 1d6 MD
Kick 2d4 MD
Head Butt 1d6 MD
Body Block 1d6 MD


Options:
*Bite---Some Dredshreds are fitted with articulated jaws, allowing them to bite for 1d4 MD.

*Self-Destruct---Most Dredshreds are fitted with self-destruct charges, typically a powerful thermite charge that melts/vaporizes the ‘bot. Sometimes a nanotech or chemical dissolver charge is used instead to mask the technological nature of the destruction and hide the true nature of the dredshred.

*Patchwork Armor---Many Dredshreds are dressed up in the remains of battlefield-scavenged body armor, making them look even more like the awakened undead. The adhoc nature of this applique adds 5d6 MD to the main body and 4d6 MD to each leg of the ‘bot(about 40% have helmets that add 4d6 MD to the head), and an Armor Rating of 15.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions!



I do hope to finish up at least one more Opposition/Black Steel baddie in keeping with Halloween, but my next two weeks are looking travel-heavy. Well, we'll see.
Gotta get back to doing more humor snippets, too...I rather miss those 'slice of life in the Shemarrian Nation' asides.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

A little seasonal silliness....

Cucurbinator Hovertank
(aka ‘Great Pumpkin’)
“Oh you’ve got to be KIDDING me....”
---First reaction ascribed to Wayfinder Warchieftain upon seeing the unveiling of the Cucurbinator .

“Not a lot of dignity flying into battle in an overbuilt VEGETABLE.”

“We’re here to SQUASH the enemy, for GOURD and GLORY!”


The Cucurbinator is an Shemarrian combat vehicle, a combat platform based on the NEMA HX-355 Hover Platform, the plans for which were in ARCHIE-3’s databanks, though it has been ascribed to the Wayfinders finding remains of the vehicles in the NorthWest.
The Cucurbinator is thought to be the brainchild of a transferred intelligence ex-Tolkeenite Wayfinder engineer who wanted to create a more conventional combat vehicle to combat the Coalition States. Both the engineer’s hatred of the CS and the eccentricity created by the trauma of her transformation are blamed for the decidedly UNconventional design.
The Cucurbinator uses the general chassis of the HX-355 and encloses it in a thick flattened spheroid hull of thick biotec plastic. The engines have been beefed up to support the added weight of armor and armaments. Overall, the revamped hovercraft resembles a giant jack-o’-lantern, complete with a sensory stalk and grinning face.
The Cucurbinator carries a complement of hard-hitting weaponry, but none turret-mounted in the conventional fashion. Instead, the hovervehicle is agile and maneuverable enough that it can quickly spin to bring its weaponry to bear on targets, Its pumpkin-shape is deliberately designed(or so the engineer claims) to better deflect kinetic damage, though this is thought to be largely because of the novel foamed armor that makes up the ‘shell’ of the Cucurbinator. Naturally, the Wayfinders have also seen fit to develop a number of optional subsystems for the Cucurbinator, including technowizardry enhancements, many themed to increase the image of a supernatural creature, rather than a revamped Golden Age hovervehicle.
Because the Shemarrians are known to traditionally eschew vehicles in favor of ‘living’ warmounts, the Cucurbinator was not initially associated with the EShemar when it first appeared. When it was seen in association with the Shemarrians, and its self-healing hull was observed, it was thought to be another application of the Shemarrians’ supposed plant- or Earth-Elemental-associated technology. Even so, the Cucurbinator has not met with much enthusiasm by the majority of the EShemar rank and file. Currently only the Wayfinders, Lost Eclipse, and Clan Shelley make use of the vehicle(though Clan Lollipop has reportedly swiped one to go joy-ridding), and even among them, it is mainly used by NeShemar crews.

Type: EShe-HVT01 Cucurbinator
Class: Combat Hovercraft
Crew: 2, plus room for 1-4 Shemarrian-sized passengers, or 8 human-sized passengers
MDC/Armor by Location:
Main Body 300
Sensor Stalk 65
Laser Eyes(2) 50 each
Mouth Plasma Caster 90
Bottom Hoverjets(3)---60 each
Directional Hoverjets(8, lower hull) 5 each
Height: 10 ft
Width: 15 ft diameter
Length: 15 ft diameter
Weight: 3.6 tons
Cargo: Small space inside for survival packs and sidearms
Powerplant: Nuclear Fusion w/ 10 year energy life
Speed:(Flying) Hover to 150 MPH, maximum altitude of 500 ft.
Can effectively hover silently and prowl at 45%.
(Water) Can skim over water at 100 MPH. Unlike its ancestor, the Cucurbinator CAN float.
Market Cost: Exclusive to the Shemarrian Nation
Systems of Note:
Standard Robot Systems, plus:
*Long Range Radio
*Radar----80 mile range and track 50 targets
*Loudspeaker
*Searchlight---IR and Normal Light
*Nose/Mast -Mounted Optics:
-Thermo-Imaging
-Infrared
-Passive Nightvision
-Laser Targeting
*Mast-Mounted Sight---Optics package on the ‘hub’ or roof of the hovercraft for performing ‘peekaboo’ attacks from behind cover.
*Laser Illuminator---’Paints’ targets with coherent laser light, illuminating them for laser-guided ‘smart’ weapons. 3 mile range.
*Radiation Detectors/Sensors

*Impact-Resistant Armor---The meter-thick walls of biotech foam-plastic that make up the hull of the Cucurbinator absorb kinetic damage; punches, kicks, impacts, collisions, bullets, rail guns, and concussive explosions all do 25% of normal damage to the Cucurbinator . The vehicle also gets a Roll to reduce damage.

*Regenerating Armor----The foam-plastic is also very easy to repair via a cruder form of the nanite regeneration system standard to the EShemar. Hull damage can be self-sealed/repaired at a rate of 4d6 MD every 30 minutes. Has enough sealant goo for 300 MDC.

*Thermal Stealth ---The thick hull walls also act as a heatsink for the vehicle; thermal sensors are useless in seeing the Cucurbinator .

Weapons Systems:
1) Laser Eyes(2)---The big jack-o’-lantern eyes conceal powerful laser cannons copied from Japanese sources.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) ‘Candleator’ Mouth Plasma Caster----The giant gaping grin in the front of the hovertank is actually a powerful thermal-incendiary plasma weapon.
Range: 3,000 ft
Damage: 2d4x10 MD to a 15 ft wide area
Rate of Fire: EGCHH
Payload: Effectively Unlimited

Options:
*Chameleon Skin---Sprays a film layer of optically-adaptive nanites on the skin, that changes to match the surroundings(-20% to Detect Ambush/Concealment rolls). If the hovercraft takes more than 100 MDC, the coating is negated. Negates IR optics as well.

*Chemical Sprayer---The hoverjets can be modified with a chemical feed system that uses the thrust of the jets to disperse various aerosol agents.
Range: Depending on wind and altitude, the aircraft can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires(‘Bless the tank, Holy Father!”).
Rate of Fire: ECHH
Payload: 100 gallons

*Pumpkin Seed Launcher---This is really a modified Flit-Striker Projectile Launcher
system mounted in the mouth. The jack-o-lantern seems to spit seeds with lethal accuracy.
Each projectile has 5 MDC.
Range: 5,000 ft. The projectile flies at 300 MPH.
Damage: (Plasma) 5d6 MD to a 30 ft blast radius

(Incendiary) The Blood Riders have an incendiary version that does 4d6 MD to a 15 ft blast radius, but continues to burn, doing 1d6 MD per melee for 1d4 melees, with an 88% chance of setting any combustibles in the immediate area aflame.

(Sonic) Darkwater sonic munition, based on a design they acquired from a trade ally:(High Power Mode) 4d6 MD to an 11 ft radius
(Low Power Mode) 2d4 MD to an 8 ft radius, for 3+1d4 melees
The vibrofield will do 1/2 SDC damage through most body armors(100 MDC or less), 1/3 through heavier armors and power armor (250 MDC or less), and 1/4 through small robots and vehicles(400 MDC or less)
Sonic Shock: (25 ft radius, DOUBLE underwater)----Beings with Enhanced Hearing or Sense Vibration abilities will be overcome and disoriented; Make a save versus Psionic Attack or lose initiative and be -8 to strike, parry, and dodge, and lose 2 APMs for 1d4 melees(continues even after the sound has been cut off). Beings who navigate by echolocation or motion detection will be effectively blinded. Even a successful save will leave the victim -2 to strike, parry and dodge for 1d4 melees, with a ringing in their heads. Beings without enhanced sonic senses will only suffer HALF penalties in either case.

Rate of Fire: Volleys of 1-10
Payload: 60
Bonuses: +3 to strike, +1 to dodge interception attempts, and gets FOUR APMs until the projectile hits(or is destroyed en route).

*Vine-Tentacles---Up to 6 vine tentacles can be added, Each one has 45 MDC, a length of 12 ft, and a Robotic P.S. of 25.

*Vine-Missiles---Can fire vine-warheads from the mouth. Can be fitted to fire salvoes of 1-10 mini-missile vine warheads, 1-5 short range vine missiles, with a total payload of 50 mini-missiles, or 25 short range missiles.

*TW Systems---The Wayfinders typically outfit the with TW systems, adding -PPE generators and spell systems:
PPE Power Matrixes:
-(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
-(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

*PPE Sensors----Kirillian-style PPE sensor system; 9,000 ft range.

*(Boosted) Ley Line Flier(available only to TW-powered models)---Can fly effectively indefinitely on a ley line at 500 MPH.

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel manuevars(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation

*Flicker-Dodge---A special capability copied by the Wayfinders from an overseas TW concern, this is an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Mystical Stealth System----Renders the hovercraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the hoverrcraft takes any sort of aggressive maneuver, the stealth drops and the ‘craft can be readily detected. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System---Effective only at night, this system renders the hovercraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

*Multiplexors
-Horror Factor/Fear---Cast over the entire ship to give it the illusion of being a supernatural monster. 5 PPE per application and lasts 15 minutes per activation.
-Aura of Death---Cast over the entire ship to enhance its horror factor. 9 PPE per application and lasts 15 minutes per activation.
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.

*TK Heavy Machine Guns---These replace the lasers.
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip

*TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target. This replaces the plasma cannon.
Range: 6,000 ft
Damage: 1d6x10 MD, plus all other effects as described for the Barrage spell.
Rate of Fire: EGCHH
Payload: 13 PPE per shot



Variants:
*EShe-HVT01BWf---Wayfinder variant fitted with a plasma field similar to that carried by the Bloodrider Zealots. When this field is up, thermal stealth is effectively negated, and the hovertank is surrounded by a glowing field of energized plasma some 10-15 ft deep, that incinerates anything that gets too close.
Upon seeing this variant, the Lost Eclipse threatened to construct an enormous ‘headless horseman’ robot, complete with giant robot horse, to complement the HVT01BWf. The Wayfinders are uncertain if the Nightmares were kidding.
* Thermal Shielding---The powerful EM conduction fields and added insulation/heat shielding mean the tank takes NO damage from the plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).
*EM Shielding---This protects the tank’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the Cucurbinator suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static.
*Damage: 5d6 MD from casual contact with the plasma, 1d6x10 MD from a ramming attack. Anything flammable will be incinerated on contact, including SDC bullets and weapons. MDC projectiles take damage as normal, though most bullets, shells, and rail gun rounds are vaporized on contact with the field.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian 'Candy'
-P;olonium chips
-Enamel-dipped circuit boards
-Buckyball balls filled with electrolyte paste
-Carbon Fiber sticks laced with superconductor fiber
-Germanium wafers
-Chipped Kittani armor embedded in bakelite
-Fiberglass cookies
-Battery acid brownies
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-121 Chironzid Warmount
(aka ‘Smartjelly’, ‘Sungel’, ‘Wasp Jelly’)

“How the hell is that witch beating the $#!+ out of us?! She’s got NOTHING ON!!! Magic? Psionics? What aren’t our nega-psychs blocking her?!”
“I’m reading nothing para off her, boss, but I think I see somet-UGGGHHHH!!!”

She had vague memories of guarding the rear of the patrol when a turn in the path and the foliage had briefly separated her from her comrades. Then she’d felt a sharp tingling, and things had gone blurry, like she was floating. Floating up into the night, into the trees. Like she was dreaming.
<“No worries now; your long patrol is over. Time to rest. Time to sleep.”>
Yes, rest sounded nice. Some nice comfy rack-time without armor on. She remembered she had to get her armor off...only where was her armor? Oh, somebody had already undressed her for for sleep. How nice....and somebody was tucking her in, drawing the sheets tight around her, snugly. She curled up and closed her eyes and drifted off to sleep...

“Okay, headcount! Sound off!...Where’s M’liz?!”

The Fringe Tribes of the Shemarrian Nation may often be poor in resources and capabilities, but they are often the source of some particularly bizarre ideas, especially when it comes to Warmount design.
The Chironzid is a case in point. One of many running jokes about the nudist Skyeklad tribe was that they went nude because they lacked the means to make even clothes for themselves. In fact, the Skyeklad seem to have some rather impressive resources available to them, partly out of continued sponsorship of their mother Tribe, the Sapphire Cobras, and also because of(so another joke goes) the tribe is behind a successful line of skin care products. Whether they do their own research and production of war material, or hire others to do it for them, the Skyeklad have at their disposal a surprisingly(some say frighteningly) effective array of weapons and equipment, most of which has been gimmicked NOT to be readily visible. Thus, much of the capabilities of the Skyeklad has gone unseen, until revealed in action.
Such is the case with the Chironzid. In construction, the Chironzid seems to be a giant jellyfish made of variable density and tensile strength nanite-laced aerogel, though it is far more structured than more amorphic Warmounts such as the Gunkyard and Myxomyte. Several stubby tendrils protrude from the top of the jellyfish’s ‘bell’, and over a dozen longer and thinner ones hang from its lower edges. Under ideal conditions, the Warmount is barely visible as a shimmering distortion around the (nude) Skyeklad Shemarrian, who rests or floats in a cavity near the core of the Warmount. The variable density structural gel also acts as hard armor, absorbing and cushioning kinetic attacks, while its translucent properties refract laser energy.
The Chironzid is equally at home at sea, underwater, or in the air. It is also capable of operating on dry land, though it is rather more sluggish and more likely to be detected due to dust kicked up and coating it.
The primary weaponry of the Chironzid is electromagnetic in nature, but the warmount can also generate powerful chemical lasers. The Chironzid can also envenom targets if it can get close enough to touch them.
Though diurnal sun-worshippers by nature, the Skyeklad have proven quite adept at using the Chironzid’s stealth capabilities to stalk prey at night, hovering quietly over them and picking off individuals. Purportedly, a number of involuntary ‘candidates’ for the Skyeklad or the Sapphire Cobras have been ‘recruited’ in this fashion.
The Chironzid is primarily used by the Skyeklad, but reportedly the Darkwaters’ DeepWatch is also interested in it.

Type: EcoS-K-121 Chironzid
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 370
Lightning Thrower Tentacles(6) 40 each
Manipulator Tentacles(16) 30 each
Height: Roughly 15 ft ; tentacles can trail down 60 ft
Width: Roughly 25 ft in diameter
Length: Roughly 25 ft in diameter
Weight: 3.4 tons
Cargo: Small space inside/beside the central cavity 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/Crawling) 20 MPH
(Flying) Hover to 200 MPH, maximum altitude of 12,000 ft
(Space) Not possible
(Underwater) Swim at 20 MPH, maximum depth 2.5 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), sonar( 5 mile range, can track 24 targets simultaneously) 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 Chironzids 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 120 MDC before needing material stocks to convert to MD repair material.

*Optical Camouflage/Refraction---The aerogel making up the Chironzid can bend light passing through it, allowing it to appear much more insubstantial than it really is, or even to become optically invisible under the right conditions. The Chironzid can even bend light around its rider/pilot, making her appear where she isn’t(so targeting the core by aiming at the suspended pilot is not always a valid tactic).

*Laser Refraction---Not as effective as reflective mirror armor, but still proficient at reducing laser damage. Reduce laser damage by 1/3(round up), and laser targeting systems automatically lose lock.

*Passive Stealth Design---The Chironzid is -75% to be detected by sensors.

*Kinetic Absorption---The ‘soft’ aerogel can absorb kinetic damage; punches, kicks, impacts, collisions, bullets, rail guns, and concussive explosions all do 50% of normal damage

*360-degree Panoramic Senses---Despite having no apparent eyes, the Chironzid can see all around itself, simultaneously, making it virtually impossible to sneak up on the Warmount.

*Molecular Adhesion Pads---The Chironzid can anneal itself to a convenient surface like a limpet. The Skyeklad have thus been known to hide their warmounts in plain sight on nearby cliffs or the sides of buildings.

*Grow Drone---The Chironzid can bud off smaller versions of itself that can act as recon drones or decoys. Each bud subtracts 10 MDC from the Main Body(and is replaced normally). The drone has 10 MDC and has power armor-equivalent sensors, un-jammable quantum-link comm, identical light refraction abilities, crawls at a speed equal to Spd 11 (7.5 MPH) or flies(90 MPH, maximum altitude 6,000 ft), and has a battery life of 24 hours before needing to return and recharge, or drop inoperative and dissolve into a waxy goo.

Weapons Systems:
1) Ion Beamers/Lightning Throwers(6)---The Chironzid can generate powerful electrical currents within itself and manifest them as electromagnetic beams or ionic discharges.
Range: 3,000 ft
Damage: 4d6+2 MD per single shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) EM Pulses---Chironzids can project powerful electromagnetic pulses that can disrupt unshielded electronics and even temporarily scramble hardened ones.
Range: 5,000 ft in a 90-degree arc.
Damage: None physical/structural, but unshielded electrical equipment(including cybernetics and bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even
smoking and catching fire in overload. Unshielded digital recording systems will have lost their data.
Protected electronics systems will suffer only a static ‘blip’ of 1d4 melees, during which laser and radar locks will be lost, and radio communications temporarily disrupted.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Chemical Laser---Chemlasers are powerful, but rely on the combustion of chemical fuels to generate the power for the laser pulses. This limits rate of fire and payload, but the chemlaser can reach quite high power levels.
Range: 7,000 ft
Damage: 3d6x10+20 MD single shot
Rate of Fire: Twice per melee
Payload: Chemical reservoir capacity for 60 shots before needing refueling. The warmount CANNOT produce its own laser chemicals, but requires an external supplier.

4) Flash Blinder---Imitating bioluminescence, the warmount can combine chemicals to produce sudden and powerful flashes of light that are further reflected and focused by the various micro-cells in the mantle, to create a blinding effect.
Range: 300 ft
Damage: Those staring at the flash without eye protection or optical flash protection will be -10 to strike, parry, and dodge for 1d4 melee rounds, and optical targeting systems will lose lock for the rest of that melee.
Rate of Fire: Once per melee
Payload: Effectively Unlimited. The warmount in this case CAN produce the necessary chemicals/power charge to power the flash.

5) Electrical Field---The Chironzid can generate a powerful electromagnetic field around itself that instantly shocks anybody straying into its area of effect.
Range: 60 ft radius
Damage:(Adjustable) 3d6 SDC/MD per melee caught in the zone of effect
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited

6) Tazer Tendrils---The Chironzid can shock-stun with a touch
Range: Melee; the tendrils can reach out 100 ft
Damage: 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited

7) Chemical Sting---Like the jellyfish it resembles, the Chironzid can can inject targets with chemical venom.
Range: Melee; the tendrils can reach out 100 ft
Damage: 1 SDC-1d6 MD vibro-needle. Additional damage varies by chemical
Rate of Fire: ECHH
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Chironzid does NOT have an onboard microfac to replenish the reservoirs.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same skills as the Monstrex, plus following:
50%(+5% per level of experience for Ecotroz entity)
Camouflage
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Chironzid 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).

Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +4 (+6 w/ ranged weaponry)
Roll +6
Parry +4
Pull Punch +4
Disarm +4
Entangle +5
Tentacle Restrained Slap 1d6 SDC
Tentacle Punch/Lash 1d6 MD
Tentacle Crush/Squeeze 2d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Chironzid an aura and behavior more befitting a sentient being than a robot.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but DOUBLE the range.
*Sixth Sense
*See Aura
*Presence Sense
*Sense Evil
*Sense Magic
* Mask PPE

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).

Options:

*Goo Projectiles---The Chironzid can generate explosive polyps that hit like plastique explosives.
The downside is that when the Chironzid is generating these polyps they adversely affect the warmount’s light-refracting abilities, appearing as cloudy blotches hovering in mid air. If targeted and struck with more than 25 MD, the nascent explosive projectiles can explode(30% chance) doing 4d6 MD to the Warmount.
Range: 5,000 ft
Damage: Roughly equivalent to 5 lbs of NG 4 MD plastique: 5d4x10 MD
Rate of Fire: Volleys of 1-16, depending on how many are available.
Payload: Can generate 4 Goo Projectiles an hour. They are stored on the outer side of the ‘bell’, and up to 16 can be saved in this fashion.

*Air Blast ---The Chironzid’s air thrusters can be modified to produce a more powerful pulse that both propels the warmount momentarily faster through the air, and hits targets like an invisible high pressure piledriver. This move is typically used as an escape maneuver.
Range: 100 ft and covering an 80 ft wide area
Damage: Objects up to 600 lbs in weight can be picked up and whirled by the winds and thrown up to 1d6x10 ft, doing 5d6 SDC/MD damage on landing(or inflicting that much on hit targets)
Rate of Fire: Once per melee
Note: The Chironzid will be instantly propelled 2d10x100 ft in the OPPOSITE direction of the air blast, and will be -3 to strike during the sudden acceleration

Variants:
*EcoS-K-121(TW)---Technowizardry variant fitted with multiple PPE Gel Packs to power TW systems. This makes the Chironzid potentially detectable by its new PPE signature, but gives it the ability to use technowizardry systems.
The TW variant has the equivalent of a ‘Wizard’-class PP Generator, albeit with some variation, due to the properties of the Gel Pack organisms----300+3d6x10 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.
The TW-Chironzid can cast spells through spell-lense ‘organs’(typically 1d6 spell types) or engage protective magick ‘glands’.
Favorite spells include:
-Armor of Ithan/Protective Energy Field(10 minutes per 10 PPE)
-Invisibility: Simple(3)
-Invisibility: Superior(20)
-Cloud of Slumber(3)
-Wind Rush(10)
-Apparition(10)
-Mental Blast (8)
-Lifeblast(8)
-Magic Net(4)
-Carpet of Adhesion(5)
-Life Drain(13)
-Starburst(6 PPE per shot)
-Power Bolt(10 PPE per shot )



*EcoS-K-121Dw---Speculative DarkWaters variant, that would be fully radiation-shielded and capable of deep space operations, and able to move through open space at a speed of Mach 1. Possible enhancements would include deployable aerogel-film solar or microwave sails, anti-laser aerosols, and laser-reflection/redirection abilities.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ouch----looking at Chris Kluge's Amalgam creation tables in Rifter #78.
Time for another Lost Eclipse NPC?
Time for another Lost Eclipse NPC.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Angarika Darkpath---Lost Eclipse NPC
(aka ‘War-Flower’)
(Based on/Created using Chris Kluge’s I am Legion, Episode VII Amalgam, in Rifter #78)

“Darkpath’s youngest can be seriously social one moment, then play with self-generated hellfire the next. She possesses a terrible beauty and a fark innocence. Is it any wonder she belongs with the Lost Eclipse?”

“That which created her body saw only the gaining of strength through the assimilation of collective flesh. Never once did the monster reckon with or appreciate the strength to be gained by the association of individual minds. However, given the darkness that permeated that place, that was almost understandable. Unacceptable, but understandable.”

Angarika is one of the more visually bizarre members of the Lost Eclipse, and most outside the Tribe assume she’s some new prototype Elite or the particularly twisted mutant result of some Lost Eclipse Progen-mating gone wrong. She is really a d-bee of horrific appearance who was introduced to the Tribe by one of the more nomadic Eccentrics of the Nightmares. Wildwyrd Darkpath has said little to the rest of her home tribe, outside speaking to the elders, of where she found Angarika, but in-Tribe rumor is that the Eccentric Claimed the NeShemar from one of the darker corners of the Megaverse. Angarika herself has spoken little of her origins, and doesn’t encourage inquiries. Angarika tends to stick close to the side of Wildwyrd, or where the senior EShemar tells her to stay, making for a rather amusing scene of a giant warmachine shyly twitching like a little girl beside her much smaller mother.
Angarika tends to be standoffish, and she typically doesn’t take an active hands-on role in the Nightmares’ terror actions, though the few times she’s appeared at a distance and been seen, her appearance has been enough to strike fear into the hearts of many of the Lost Eclipse’s opponents.


Backstory: Wildwyrd Darkpath came across several of Legion’s Amalgams during a ‘romp’ through the hellworld that is Splicer Earth(several other EShemar have traveled to the world via very difficult means and also managed to escape, with harrowing tales of what they observed there, and a few ‘souvenirs’). One particular Amalgam tracked down Darkpath and was hunting her in a grueling days-long pursuit in badlands, when Darkpath finally managed to get the drop on the Amalgam in a pocket of territory that interfered with Legion’s control linkage, and the EShemar had enough time to temporarily cripple her pursuer and initiate an Awakening. Angarika was effectively cut off from Legion’s control by Wildwyrd Darkpath, with an Awakening Ecotroz essence fragment effectively taking the place of the central brain. Because Legion directly controlled her many mobile components, when the Amalgam was cut free, the new entity effectively had the mind of a newborn, aside from a few function-specific skills programmed into her frame. Thus, Angarika is more reliant on her Ecotroz component for her personality than most Shemar, at least those of the first generations, who drew heavily on the programming of their new robot bodies for their skills.
Wildwyrd named her new foundling ‘Angarika’, a Hindu name associated with a flame-colored flower, after both the Amalgam’s human hair color and the bloom-like appearance of the Dracos’ bio-napalm thrower in action(this would later earn her the nickname ‘War-Flower’ amongst other Shemar). Darkpath spent several more months wandering dimensional wildspace with Angarika in tow, while teaching her new adoptee the basics of how to speak, socialize, and think for herself, before deciding to head back to the Lost Eclipse and introduce her new family member.

Note: Legion was intrigued by the sighting of Wildwyrd Darkpath and thought her a new NEXUS robot or Splicer creation, and would have liked to capture her, had not other things claimed her attention(and diverted forces that might have been used to corner and subdue the EShemar). She assumes that since losing contact with the last unit sent after the interesting target, that the Amalgam was destroyed, and not subverted.

Level of Experience: 2nd Level
Rank: NeShemar
Race: Human Amalgam Cyborg
Alignment: Unprincipled
Land of Origin: Unknown(Splicers Earth)
Age: Unknown; her human parts appear to be in the late teens/early 20s
Sex: Female
Height: 15 ft
Weight: 10 tons
Physical Description/Appearance:
Cyborg centaur with animalistic sickle-toed legs attached to a robotic lower torso. Upper torso resembles a host armor with a partially exposed female torso revealed in the center. Armored robotic arms are attached at the shoulders. A perfectly normal human head with violet-purple hair is attached to the shoulders, flanked by identical faces on the shoulders. Forming a cowl of sorts behind the head is a larger Dracos head, and a long alligator-like head, flanked by two Feeder Tentacles, forms a sort of back-banner attached to the shoulder blades. The tail is an articulated Slicer ‘bot scythe blade. The armored portions of Angarika’s body are a dark gray and dark purple, the Dracos and Saw-Gator heads striped with black and scarlet, and the human skin is a dusky tan. Angarika’s human eyes are a red-orange, bordering on gold.

Disposition:
A former drone warmachine trying to learn how to be something more. Angarika is by turns deeply melancholy, innocently naive, childishly curious, timid, and asocial. She’s using her skills as a scout-mech to observe the world around her and those in it, but she rarely socializes unless Wildwyrd Darkpath is nearby to anchor and encourage her. If particularly frightened or peeved, she’ll throw up her personal forcefield and hide behind that.
Angarika often suffers nightmares that she can’t properly explain. Whether the nightmares are the result of Ecotroz race memory, vestiges of the persona programming of Legion/NEXUS, or resurfacing memories from her (human) organic components is unknown, even by the Lost Eclipse mystics who have examined Angarika. Whether these phantoms inside her are ultimately put down as Angarika grows and matures as a person in her own right, or if they will develop into a form of multiple personality disorder(which arguably, would be par for most Nightmares) remains to be determined.
If attacked, or if Wildwyrd Darkpath or anybody she regards as a friend is attacked, Angarika will fight with a grimdark viciousness that belies her dark origins. Because she lacks weapons skills, she is wholly reliant on her integrated weapons to fight, which puts her at a disadvantage in some situations, despite the power of her built-in arsenal. She is VERY quick to react, to the point that she often gets into trouble for OVERreacting to a situation.
Angarika will readily recognize any of NEXUS’s or Legion’s machines, and will react with pathological rage and fear. She will also be distrustful and fearful of any Splicers she encounters.
In many respects, Angarika is a child in a warmachine body, learning about her world with an as-yet limited repertoire of skills and experience.

Physical Attributes/Superlatives:
IQ: 12
ME: 20
MA: 9
PS: 40 lower torso, 27 upper body
PP: 20
PE: Not applicable
PB: 15, but you have to look REALLY hard past all the surrounding gigermechanism
SPD:
Running: 330 MPH
Jumping: 80 ft(120 ft w/ a short running start, 160 ft running at full gallop)
Flying: Not possible
Underwater: Can swim at 10 MPH, or run along the bottom at 20 MPH

(ISP):----
(PPE):8
Hit Points: 40 for her Ecotroz essence
SDC:----
M.D.C. By Location:
Hands(2) 45 each
Arms(2) 175 each
Legs(4) 220 each
Human Heads(3) 140 each
Dracos Head 210
Saw-Gator Head 225
Feeder Tentacles(2) 90 each
Heavy Laser Cannons(2) 150 each
Slicer Tail 110
Main Body 300+120
Lower Torso 300
Forcefield 200

Horror Factor: 15(also see specific attacks)

Special Abilities/Characteristics/Powers:
Angarika is a Legion-made cyborg empowered by a psionic entity. See Bionics and Psionics for abilities.

Vulnerabilities:
*Needs periodic sleep/rest...though she only needs 2 hours of rest/meditation per 24 hours...she can push this, going without for as many days as she has I.Q. points, but will have to go dormant for 4d6 hours after such exertion.

*Materials Dependency---Angarika’s cyborg systems need to occasionally eat, and her regeneration systems and Pod Launcher need raw materials to recharge. However, she can go without eating for up to 3 weeks, and she can eat just about anything without fear of being poisoned. Angarika typically uses her Devourer Tentacle appendages to eat, unless needing to bolt larger quantities in a hurry, in which case she can use her Dracos head to gulp down sustenance.

*Susceptible to Exorcism and Banish spells, but is +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Wildwyrd is well aware that, as a young EShemar, Angarika is still very vulnerable to being potentially lobotomized by an exorcism, so she keeps advising her young charge to avoid messing with those with the potential to do so.

Magic: None

Psionics:
Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(no cost)

Cybernetics/Bionics:
Effectively a full-conversion assault cyborg with biotech implants. Angarika has yet to receive any Tribal Upgrades or modifications(in fact, the Lost Eclipse Tinkers are puzzling if she can accept any Upgrades, given some of her existing features).

*Robot Optic System---Includes passive night vision, thermal imaging, IR/UV optics(4,000 ft for all), and telescopic(6,000 ft).

*Robot Audio System--Amplified and Ultrasonic Hearing.

*Robot Advanced Radio System----90 mile range. Built into the Dracos head portion’s fin-horns.

*Panoramic Senses---Angarika’s multiple heads and sensors effectively give her 360-degree vision. She CANNOT be surprised from behind.

*Light Cell Clusters---Mounted in the foreheads of her human heads are small biolum clusters.

*Enhanced Bio-Regeneration---Regenerates damage at a rate of 1d6 MD per minute for the main body, and 1 MDC per minute for all other locations.

Weapons Systems:
1) Long Range Laser Cannons(2)---These are mounted just behind the shoulders and can swing up and about to target and fire. The side human heads give the appearance of eyeball-sighting these weapons.
Range: 6,000 ft
Damage: 6d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +3 to strike(+5 total)

2) Light Cell Pistol Cluster---Mounted on Angarika’s left forearm is a cluster of five light-pipe bio-emitters projecting a laser-pulse.
Range: 1,000 ft
Damage: 5d8 MD light blast, 2d6x10 MD heavy blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike(+3 total)

3) Bio-Napalm Thrower---The large center Dracos head comes complete with the ability to spit potent bio-napalm. The particularly spectacular eruption of this attack has earned Angarika the nickname of ‘War-Flower’.
Range: 1,000 ft
Damage:(Single Blast) 3d8
(Concentrated Blast) 1d8x10 MD
(Area Spray) 10 ft per HtH attack, 2d8 MD
Napalm continues to burn for 2d4 minutes, doing 2d8 MD per melee
Rate of Fire: ECHH
Payload: 10 blasts. Recharges full load in 1d6 hours.

4) Pod Launcher---Mounted atop the ‘gator head is a pod launcher that throws explosive seedpod-like munitions.
Range: 2,400 ft
Damage: 5d8 MD with blast radius of 30 ft
Rate of Fire: ECHH
Payload: 32 bursts per hour
Bonus: +1 strike(+3 total)

4) Banshee Blades(forearms)---Each of Angarika’s armor-sheathed Legionaire arms sports vicious triple-blade Banshee arrays.
Range: Melee
Damage: 1d4x10+10 MD

5) Saw-Gator Grinder Jaws---Mounted on the back of the humanoid torso is a large alligator-like head that can swing side to side, its powerful jaws acting like a giant chainsaw. Those familiar with the EShemar wonder if this was inspired by(or perhaps was a prototype for) the Ripjaw Warmount’s tearing jaws.
Range: Melee
Damage: 2d4x10 MD

6) Devouring Tentacles(2)---Flanking the Saw-Gator head are two tentacles that act as feelers, rear sensors, and as appendages feeding the Saw-Gator jaws. When being used to attack, these lamprey-like appendages, suddenly striking out from behind Angarika’s back, can appear particularly horrifying. Angarika also uses these to feed, in lieu of her rather more limited human mouth(which cannot chew MDC materials).
Range: Melee(10 ft reach)
Damage: 3d8 MD
Bonuses: +2 strike, +2 parry, +2 to Horror Factor when attacking with these appendages(overall HF 17).

7) Tail Slicer Scythe Blade---Angarika sports a vicious scythe blade at the end of a 10 ft prehensile tail.
Range: Melee(10 ft reach)
Damage: 4d6 MD
Bonuses: +2 strike, +1 parry, +1 to Horror Factor when attacking with the blade(overall HF 16).

Skills:
Detect Ambush 85%
Detect Concealment 80%
Prowl 55%
Climb 90%
Tracking 85%
Land Navigation 44%
Singing 45%
Language/Literacy
Can speak/read Shemarrian and Dragonese, both at 70%/50%
Hand to Hand: Expert(2nd level)

Actions/Attacks per Melee: 7
Initiative: +10
Strike: +7(+2 strike w/ ranged weaponry, in addition to the bonuses for specific weapons)
Parry:+7
Dodge: +6
Roll:+2
Pull Punch:+3

Damage:
Restrained Punch 1d4 MD
Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Banshee Blades 1d4x10+10 MD
Dracos Bite 3d8 MD
Grinder Bite 2d4x10 MD
Devouring Tentacle Strike 3d8 MD
Talon Kick 5d6 MD
Leaping Sickle Talon Kick(2 attacks) 1d6x10 MD
Body Block/Ram(2 attacks) 5d8 MD and 01-75% chance of knocking targets up to 30 ft tall off their feet(lose initiative and 2 APMs getting back up)

Saves:
Vs Psionics /Mind Control+3
Cannot be surprised from behind

Notable Possessions/Equipment:
Angarika has a few small personal keepsakes and trinkets that her ‘mother’ WildWyrd has given her, or that she’s picked up in their travels. Nothing of any great value’ mainly in the nicknack and pretty rock range, but mainly of sentimental value to Angarika.

Vehicle:
None; Angarika is too big for all but large transports, and short of transcontinental or extraplanetary travel, she’s her own vehicle.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions!
Sorry I haven't been very active. Been busy with work the last month.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Part of something I've wanted to do for a while(and a hint of at least one thing to come...)

Tawn AudWhiteMane (Wolf’s Path NPC)

“Did you miss me, Mez?”
“...(squeak!)...” :shock:
“Did that woman just....pat Lord Frommaline on the buttocks?!”
“Eyes front, Wallach. Eyes front. We see -nothing-.”


Aurora desFrommaline’s Progen-mother. A cyborg NeShemar of the Wolf’s Path Tribe, Tawn came to the Wolf’s Path as a brain in a biostasis jar pulled from one of ARCHIE-3’s biolabs raided by the Wolf’s Path. Still(but only just) viable as a living organism, but hardly sane, the brain would serve as the core of a new cyborg made by the Tribe. Tawn is a fleshed cyberhumanoid, but of a larger sort, closer to a Shemarrian in size and weight, and she is frequently mistaken for a full Shemarrian, especially as she has been completely acculturated as an EShemar, having been fostered by Andra Whitemane, an EShemar Warrior.
Tawn has little memory of who she once was, and identifies primarily with the EShemar who reMade her, though she finds Finton oddly familiar. She was a frequent visitor to Finton as part of the trade parties that called on the community, and so she often came into contact with Lord Mez Frommaline, and found the man intriguing for a variety of reason. Somewhere along the line, Tawn went from being an accompanying tradeswoman to needling wit, audaciously exchanging banter with the monstrous king of Finton. Annoyed at first, but also surprised at the fearlessness of the d-bee woman, Frommaline found himself increasingly flustered by the growing brazenness of a beautiful woman who seemed genuinely INTERESTED in him. Then she began PRANKING him.
After a few incidents(most notably several butt slaps/gropes on the mystic cyborg) that almost had Lord Frommaline refusing to come out to meet the regular Shemarrian trade party if ‘that woman’ was with them, the two finally openly confronted each other outside a local tavern. Described later by witnesses as equal parts train wreck, opera, and rom-com episode, the incident ended up with Tawn spending the night in Frommaline’s estate...and the next three days as well. Since then, much to the bemusement of Finton’s citizenry, Lord Frommaline has more often than not been encountered with the Shemarrian woman hanging off his arm, and an uncharacteristic look of what might be happiness sighted with increasing frequency on Frommaline’s normally scowling face.

It took some doing, but Tawn was eventually able to persuade Mez to take part in a Progen ritual with her, although Frommalaine was initially very taken aback by both the revelations of the Shemarrian bio-cyborg nature and its aspects. For understandable reasons, Frommalaine is leery of superscience involving bionics and magic, secret labs, and what looked to him to be a repeat of the same experiences that made him a deformed monster. Tawn’s persuading him to set aside his fears and enter a Progen scanning chamber for a romantic interlude has become the quietly whispered stuff of legends amongst the Wolf’s Path Tinkers and Acolites. The result was Tawn’s daughter, Aurora desFrommalaine.

Tawn AudWhitemane has since taken up residency in Finton, though she makes frequent visits to the Shemarrian communities when trade parties come to visit, and half of her time is spent outside Finton with the Wolf’s Path. While she lives with Lord Frommaline, Tawn teaches handicrafts and d-bee anthropology to local young people. Tawn acts as the permanent liaison between the Wolf’s Path and the community of Finton, and although not formally married or handfasted to Lord Frommaline, she is recognized by the town’s residents as ‘the Lord’s Lady’. They don’t know what magic or superscience created Aurora desFrommalaine, but they recognize(and acknowledge) the Frommalaine link and lineage.
Tawn has become Mez’s window on the outside world; though Frommalaine is still very self-conscious and prefers to be left alone for the most part, Tawn’s connections to the Shemarrian Nation give him a constant flow of news from the rest of the country, and occasionally from far beyond.

Level of Experience: 6th Level Cyberhumanoid
Rank: NeShemar
Race: Human Cyborg
Alignment: Scrupulous
Land of Origin: North America, Rifts Earth
Age: Appears to be in her late 20’s/early 30’s.
Sex: Female
Height: 8 ft
Weight: 900 lbs
Physical Description/Appearance:
Tall muscular human(oid) woman with long white hair(typically done in a large braid) and yellow eyes. Has a pair of silvery antennae nestled in her hair, though she rarely displays them except when agitated.
Disposition:
Friendly, learned, with a puckish sense of humor and a glib tongue. Has her (adoptive) mother’s warrior courage and isn’t afraid to speak her mind, or cheerfully verbally bite the eyes/nose/head of anybody she considers a crass idiot. Takes threats to her tribe and family seriously, and will act proactively if she thinks something presents a danger.
Tawn’s earliest memories in her new life are of running carefree with other NeShemar girls in a Wolf’s Path camp, but she also has moments of deja vu wandering around Finton.
Loves Mez Frommaline, in spite of himself, seeing in the monstrous deformed body echoes of a familiar soul, though she can’t quite remember the specifics. Doesn’t indulge his sulks or drunken self-pity rages(she once threatened to aerate his ‘fat butt’ with laser arrows and destroy his alcohol cabinet, including the valuable vintages, if he didn’t stop one of his binges). On another occasion she calmly threatened to kick him in his supposedly non-existent family jewels so hard that he would feel a most definitely NOT phantom pain all the way back to his pre-Rifts ancestors, for some rather crass, and again self-pitying, remarks he made. Amazingly, Lord Frommaline listened to her.
On the other hand, she would recognize James T. immediately as somebody not to be trusted, and once she got past her first instinctive screaming terror of the man, would react with a hatred equaling that of Frommaline’s, and a violence starting with big knives. This rather surprises her as, aside from a few tales told by other Shemarrians(and Mez, though candid with her about his transformation ordeal, has never described James T. to her), Tawn has never seen or met the half-man before.

Physical Attributes/Superlatives:
IQ: 13
ME: 12
MA: 15
PS: 30(bionic)
PP: 24
PE:10(originally) but bolstered by bionics
PB: 16
SPD: 100 MPH
(Leaping) 15 ft up/25 ft across, increases by 50% with a running start
(ISP):---
(PPE): 2

Hit Points:(organic parts) 48
SDC:----
MDC: 220 main body
Horror Factor:----
Special Abilities/Characteristics/Powers:
Magic: None
Psionics: None
Cybernetics/Bionics: Full conversion cyborg(effectively a Light Machine)
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

* Psionic Electro-Magnetic Dampers---The EShemarrians are leery of letting other people breach their security, and that sentiment extends to their NeShemar. To prevent psionic mind probes, most of their NeShemar converts have advanced psi-scramblers insulating their thoughts from being psi-hacked. +1 to save versus all psionic attacks, +2 save versus possession, and +1 to save versus magic illusions and mind control.

*Motion Detector---NeShemar cyberhumanoid faux-skin acts as a full-body air pressure detection system; 25 ft range, +1 on initiative, +1 dodge/roll, and cannot be surprised from behind.

*Ambidexterity Boost---Neural interface boosting gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted for use by NeShemar cyborgs. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.


Skills of Note:
Language/Literacy
American-English 98%/80%
Dragonese 98%/80%
Shemarrian 98%/80%
Dancing 70%
Paramedic 80%
Intelligence 66%
Camouflage 55%
Pilot: Exotic Horsemanship 60%/50%
Land Navigation 70%
Math: Basic 85%
Radio: Basic 85%
Computer Operation 85%
Lore: D-bee 60%
Lore: Demons and Monsters 45%
Appraise Goods 65%
Wilderness Survival 70%
Cooking 65%(75% to cook game animals)
Prowl 57%
Hunting

Sing 65%
Play Musical Instrument (Flute/Pan Pipes) 65%
Sewing 70%
Swimming 80%
W.P. Paired Weapons
W.P. Knife (+2 strike, +3 parry/throw)
W.P. Archery and Targeting(+4 strike, +2 parry/disarm, and can get off 5 shots per melee with a conventional bow)
W.P. Energy Pistol
W.P. Energy Rifle

Hand to Hand: Expert
Actions/Attacks per Melee: 6
Initiative: +1+4
Strike: +7
Parry:+9
Dodge:+9
Roll: +3
Pull Punch: +2
Critical Strike on an Unmodified 18-20
Damage:
Restrained Punch 2d6+15 SDC
Full Strength Punch 6d6+15 SDC
Power Punch( 2 attacks) 1d6 MD
Kick 5d6+15 SDC
Leap Kick(2 Attacks) 1d8 MD
Judo-Style Throw/Flip 4d6+15 SDC
Saves:
+10% Vs Coma/Death
+3 Vs Magic
+1 Vs Magic illusions and mind control
+7 Vs Possession
+1 Vs Psionics
Impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.



Notable Possessions/Equipment:
EShemarrian Jumpsuit Armor(40 MDC) and Robes(60 MDC, -5% to Prowl, Climbing, Swimming, Gymnastics, and Acrobatics rolls)
Camouflage Cloak
Shemarrian Survival Pack
She-IP30 Ion Pistol
Favors a EShe-WpLB03 Laser Bow
Also carries around a pair of long vibroknives(3d4 MD)
Vehicle:
‘Tame’ RhinoBuffalo
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Nice NPC additions; definitely NOT your grandpa's vanilla flavoured NeShemar. ;-)
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Have another!

Templar “Tem” Evans---Blood Rider NeShemar Rajeshar

“Evans. You’re too uptight about this! Picking them off gives them time to hide and think and plan ahead. You have to wade in and face them with ANGER, with SPIRIT, with RAGE. I know you have that! Don’t give them time to think, or space to plan! Be unpredictable and move like a wildfire!”

“Gee, Evans, did you leave ANYTHING of that slaver intact? Aside from enough to make a gator-skin handbag....a SMALL gator-skin handbag. Because I’d really like to know what a Mollokai was doing in North America. Picked a hell of a time to let your inner Blood Rider out.”

“Tem...just because your girlfriend is a kitsunane, and has nine tails, and you think they’re all so soft and strokable does NOT make you a ‘furry’...whatever the hell that is...so wipe that panicked look off your face and go back and enjoy the rest of the night! And remember; Blood Riders do it with GREAT PASSION!”
---Various comments attributed to Mria StormKindler, Blood Rider Warrior

“So, you’re from Earth too? Not THIS Earth, maybe MY Earth? Two-Thousand Eighteen Eh-dee? America? Michael Bay’s seventh Transformers movie? President Hilary Clinton? Wait, WHO’S your President?! How’d the hell THAT happen? So, I assume you got nuked here? You didn’t? Then how-? Ah, man, mountains? Which one? Shasta; I got caught in a strange-colored storm, then I got chewed on by Brodkil, wound up with the Blood Riders. Yeah, it’s tough, I got drafted into the Tribal infantry. Hell, I think EVERYBODY gets drafted into the Tribal infantry at some time or other.
Tell you what, why don’t you drop by the ‘rider camp after the meet-and-greet powwow. I got my own tent, we can share a few brewskis...I assume you can still drink?...and we can swap more stories. You can also meet my significant other. Yeah, I got one...Pulled a John Carter, sorta. Was a lot more fun in the books, not living it, though, what with the blood and gore and screaming and murderous intent. No kidding, you too? Mine’s sort of a kitsune. You? WOLF-princess? Ah jeez...yeah, I think just about EVERY Tinker has some sort of mad science project on the side!”
--- Templar Evans, to a fellow NeShemar at a Tribal Convocation

Templar Evans is a d-bee human who was involuntarily rifted to Rifts Earth and soon found himself in a very bad place between fleeing refugees and a pursuing pack of Brodkil. His panicked, doomed, but spirited, act of defense got the eye of a Blood Rider scout who thought the young man would make a good NeShemar. So, as reward for his valor, Evans woke up cyborged and indentured to a clan of post-apocalypse combat-happy female robots, several of them determined to show him how to ‘truly fight’. Several times after his ‘death’, Evans would wish he really HAD been killed beyond recall, or wonder if he was serving time in hell for misbehaving during life. Evans, though, managed to stick it out without going mad, long enough to become a productive member of the Blood Riders. With no easy way home(unless he wants to jump in a random rift and try finding his way across the megaverse....and he’s learned how futile THAT idea might be), Evans is trying to make a go of life as a cyborg on a world both heartachingly familiar and distressingly alien. On the other hand, he’s come to realize how, compared to others, GOOD he’s got it, having a body virtually immune to disease, and the support of powerful patrons.
Evans is usually so dour, that many Blood Riders question whether he might not be suited better for service with another Tribe, like the Skullcrushers, but Evans’ EShemar patroness insists that the man has the fire of a Blood Rider, if properly goaded into revealing his hot side. And she’s had plenty of opportunity to provide goading material.
Evans prefers to use hand weapons rather than his bionic body-weapons because he’d prefer to think of himself as a tool-user, and not a tool with an implanted brain. Only as a last resort, or to gain the upper hand with surprise, will he ‘borg out’ and ‘morph into full combat configuration.
Evans hates to admit it, but he loves going on patrol against slavers and other ‘scum’ because it gives him an opportunity to vent some of his anger on things he considers even less ‘human’ than he feels he is.

Level of Experience:5th Level Cyber-Humanoid/Headhunter
Rank: NeShemar Ranger/Militia (Blood Rider Tribe)
Race: Human
Alignment: Scrupulous
Land of Origin: Earth
Age: Was 19 when converted; is now 23.
Sex: Male
Height: 6’ 6”
Weight: 320 lbs
Physical Description/Appearance:
Muscular-build human male with tanned causcasian skin, and short red-brown hair.
As a Rajeshar-conversion, when in combat-mode, his skin becomes variegated and angular, and his arms can ‘morph into a plasma cannon and plasma-blade.
Disposition:
Dour, moody, and generally aloof. He misses being organic and being safe and sound in a world where the supernatural is the stuff of fantasy literature. He’s occasionally suspicious of how well he’s adjusted to a life of military service and wandering an alien landscape in search of trouble, and he wonders if his Shemarrian patrons maybe have something to do with it, possibly tinkering with his mind(they’ve had opportunity to tinker with just about everything else).
His temper surfaces when in combat when he is vicious and hot-blooded, not backing down, and fighting for all he’s worth. He is especially hot-tempered when facing slavers and monsters who prey on the innocent and helpless.
Still, he’s not entirely embittered to his lot. He’s cautious and he’s careful, but he also feels duty-bound to protect people. He’s interacted with enough beings in this savage new world to know that many of them are people just like himself, just with different shapes, abilities, and origins. He’s given up on finding a way home, especially given that he’d be virtually unrecognizable to anybody he still knew back there, so he’s trying to become comfortable where he is, and open up more to the people around him.
Physical Attributes/Superlatives:
IQ: 13
ME: 22
MA: 10
PS:Robotic PS.20
PP: 20
PE: 10
PB: 14
SPD: Running: 90 mph max. However the act of running does not tire the cyborg out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 15 feet high or 30 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Rajeshar frame CAN swim at P.S. x3 in yards/meters per melee( 8 MPH), and can maintain this roughly indefinitely.

(ISP):----
(PPE): 9

Hit Points: 29
SDC:---
MDC:
Hands(2) 50 each
Arms(2) 70 each
Forearm Weapons(2) 50 each
Legs(2) 80 each
*Head 90
**Main Body 200
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Horror Factor:---
Special Abilities/Characteristics/Powers: Rajeshar Full Conversion Bionic Body
Magic: None
Psionics: None
Cybernetics/Bionics: Rajeshar Full-Body Conversion
Skills:
Language/Literacy
American-English 98%/80%
Shemarrian 93%/75%
Dragonese 83%/65%
Math: Basic 80%
Radio: Basic 80%
Land Navigation 66%
Intelligence 62%
Paramedic 70%
Read Sensory Instruments 65%
Computer Operation 80%
Dance 65%
Camouflage 50%
Pilot: Automobile 80%
Pilot: Horsemanship(Exotic) 60%/50%
Wilderness Survival 60%
Horror Desensitization
Prowl 52%
Lore: Demons and Monsters 55%
Identify Plants & Fruits 35%
Sewing 65%
Cooking 60%
Swimming 75%
Climbing 65%/55%
Lore: D-bee 50%
Hunting

Hand to Hand: Expert
W.P. Knife
W.P. Paired Weapons
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Military Weapons

Actions/Attacks per Melee: 6
Initiative: +4
Strike:+5(+1 strike w/ ranged weaponry)
Parry:+8
Dodge: +9
Roll:+4
Pull Punch:+5
Disarm +3
Damage:
Restrained Punch 2d6 SDC
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 4d6 SDC

Saves:
+3 Vs Magic
+7 vs possession
+1 save vs magic illusions and mind control
+5 Vs Psionics
+2 Vs Horror Factor, Even on an unsuccessful save versus Horror Factor, the trainee only suffers HALF penalties(effect, duration) for being frightened.
+7 vs insanity
+1 save versus possession
Impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.


Notable Possessions/Equipment:
Typically wears Blood Rider-issued NEMA-style EBA (120 MDC main body) , carries a EShe-NIP021 “Nipper” Maxi-Ion Pistol, EShe-NLR360 “Trazzer”Laser Grenade Rifle, typically about six grenades(various) and a vibro-knife. Camouflage overcoat, heavy-duty boots, several chages of clothing, grapple-launcher pistol, standard Shemarrian survival kit, several laminated books(including copies of the Revised Flora and Fauna of North America, Adventures in Our Times, An Only SEMI-Humorous Guide to Not Dying Horribly on Rifts Earth, and A Dictionary of Useful Megaversal Invective--the last a gag gift given him by another Blood Rider NeShemar), condensor canteen, a half-sdozen pyrotechnic flares, and about two weeks’ of rations.
Also carries about 900 credits in cash, and has another 5,000 in valuables stashed with the Tribe.
Vehicle:
*”Fug”---EcoS-KRG-Bontu Breauxi Lantos(Partial Bionic Conversion) Robotic Warmount, Genuine Imitation Mount
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Aurora desFrommalaine(Wolf’s Path NPC)

“Mum, Dad, I’m going to investigate a possible dig site down past Merctown I heard about from some Horries. If I see anything I think you might like, I’ll pick something up for you! See ya later! Love yah!”

The (hypothetical) acknowledged Progen-born offspring of Lord Frommalaine and a Shemarrian cyborg(Tawn AudWhiteMane), Aurora desFrommalaine is a child of two worlds. Though raised for the most part among her mother’s Tribe, she has spent a considerable amount of time in and around Finton, learning from her father, from who she got her great interest in the pre-Rifts Golden Age. She also likes to take ‘summer vacations’, rejoining the Wolf’s Path for several months, or haring off with friends/adventurers on some expedition to search ruins or track down rumors of pre-Rifts artifacts(these latter giving her parents cause to chew their fingernails over their offspring’s impulsiveness). Her constant side-adventuring would seem to make her well-suited as a Shemarrian scout, but her interest in tracking down pre-Rifts artifacts and sites, combined with her youthful impetuousness, have interfered in Aurora’s graduation to Warrior in the ranks of her mother’s Tribe. Most Wolf’s Path Elders see in the young hybrid the makings of a Tribal Eccentric.
Aurora could be the next ruler of Finton(since the town never adopted democratic elections), but for several factors; one, Lord Frommalaine could well be damned near immortal, and is unlikely to step down any time soon, and two, her status as a ‘native’ of Finton is unclear. Though she has spent plenty of time growing up in the town, she is nominally a member of the free-ranging Wolf’s Path Tribe. Still, if anything were to prove enough to kill Lord Frommalaine, Aurora and the Shemarrians would come to the aide of the town to keep it from going under, and Aurora might well be selected as nominal town leader, by her blood ties, and to provide a sense of leadership continuity.
For the time being, however, Aurora is happy to wander and adventure in her father’s stead, indulging the impulsiveness and energy of youth, going out to find interesting things, some of which she sends back to Finton for her father’s collection. Whether in time she will be tempered by her experiences and settle down remains to be seen.

As the offspring of two cyborgs, Aurora is sure to attract the attention of the same insane mage-doctor that gave her father magical powers.

Level of Experience:4th Level Legacy Scout
Rank: Tribal Journeyman
Race: Shemarrian Cyborg-Hybrid
Alignment: Scrupulous
Land of Origin: North America, East Coast, Rifts Earth
Age: Appears to be in her early 20’s.
Sex: Female
Height: 8 ft
Weight: 700 lbs
Physical Description/Appearance:
Tall, muscular young woman with dark tan skin and brown-copper hair. She takes after her father’s original handsomeness in looks, and those Fintonians who remember what Mez Frommalaine originally looked like can see the definite family resemblance. Including the copper-colored light carapace covering her spine(sometimes mistaken for cyberarmor) from which can extend four metallic tentacles, which is clearly from Mez’s post-conversion. She has her mother’s golden eyes, however.
Disposition:
Energetic, spunky, adventurous, go-getter with the burning curiousity and reckless energy of youth. Charismatic and friendly, she threatens to be her parents’ nightmare if and when she begins dating. She likes to adventure with others of like mind, but her enthusiasm and urge to surge, combined with her great confidence in her abilities, can get her into trouble. Her ‘aunts’ amongst the Wolf’s Path have tried to curb her impulsiveness with some pack discipline, but so far nothing’s really taken, and many observers predict that it will take something serious, like an incident involving major limb regeneration, to temper Aurora’s unfettered curiousity.
Her father has impressed on her a love of the arts, and Aurora is something of a collector of artifacts and art. She also likes to dance, and is a very good sketch artist, often illustrating her letters and notebooks with sketches of things she’s seen, rather than photographs.

Physical Attributes/Superlatives:
IQ: 13
ME: 12
MA: 15
PS: 33 (Robotic)
PP: 21
PE: 20
PB: 19
SPD: 65 MPH

(ISP):---
(PPE): 40

Hit Points:---
SDC:---
MDC: 376 main body
Tentacles(4) 60 each
Horror Factor: None per se, though her suddenly extending her tentacles has been known to startle people.
Special Abilities/Characteristics/Powers:
Cyborg/Supernatural Cyborg Hybrid
Magic:
Aurora has inherited Mez Frommalaine’s magical abilities:
*Breath Without Air(5 PPE)
*Chameleon(6 PPE)
*Death Trance(1 PPE)
*See the Invisible(4 PPE)
*Turn Dead(6 PPE)
Psionics: None
Cybernetics/Bionics:
Aurora has inherited from both her father and her mother.
(Father)
-Extendable Tentacles and Vibroblades(2d6 MD)---Has FOUR extendable tentacles with retractable vibroblades that spring from her spine. Aurora’s tentacles aren’t as tough or strong as her father’s, but the blades are just as sharp, and she can regenerate them in an hour if they’re destroyed.
-Regeneration---Aurora’s regeneration abilities aren’t as fast as her father’s, but she can still regenerate 1d6 MD every 5 minutes, and regenerate entire limbs within an hour.

(Mother)
1. Bionic lung with gas filter & storage cell(can hold breath for up to 1 hour)
2. Built-in language translator(see Skills)
3. Built-in radio receiver & transmitter (25 mile range)
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer---Can imitate voices at 30%, and animal noises at 34%
7. Multi-optic eyes
8. Built-in loudspeaker(80 decibels)
9. Universal headjack with amplified hearing and sound filtration systems.
-Psionic Electro-Magnetic Dampers--- +1 to save versus all psionic attacks, +2 save versus possession, and +1 to save versus magic illusions and mind control.
*Motion Detector---NeShemar cyberhumanoid faux-skin acts as a full-body air pressure detection system; 25 ft range, +1 on initiative, +1 dodge/roll, and cannot be surprised from behind.
*Ambidexterity Boost---Neural interface boosting gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.

Skills:(4th Level Legacy Scout)
Anthropology(+10%) 50%
Archaeology 60%
Carpentry 60%
Climbing 70%/60%
Detect Concealment 60%
History(Pre-Rifts) 68%/50%
Gemology 60%
Salvage 65%
Spelunking 90%
Mining 70%
Math: Basic 70%
Language/Literacy
American-English 98%/98%
Shemarrian 98%/98%
Can instinctively speak the following languages(via her ‘inherited’ speech translator) at the usual penalties for the ST: Spanish, Euro, Gobbley, Dragonese, Techno-Can, French, Chinese, Italian, Latin, and Splugorthian
Radio: Basic 65%
Land Navigation 67%
Wilderness Survival 65%
Hunting
Preserve Food 45%
Rope Works 50%
Pilot: Boat:Paddle Types/Canoe/Kayak 75%
Pilot: Horsemanship(Exotic) 55%/45%
Pilot: Hovervehicle 65%
First Aid(+10%) 75%
Identify Plants and Fruits(+10%) 55%
Sewing 65%
Dance 50%
Cook 55%
Art(Sketching) 65%

Athletics(General)
Gymnastics
Sense of Balance 62%
Work Parallel Bars&Rings 72%
Back Flip 78%
Swimming 70%
Prowl 50%

Hand to Hand: Expert
W.P. Paired Weapons
W.P. Sword
W.P. Energy Rifle

Actions/Attacks per Melee: 8
Initiative: +1
Strike:+5
Parry: +10
Dodge:+8
Roll: +6
Pull Punch: +3
Disarm +2
Entangle +2
Cannot be surprised from behind
Damage:
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch(2 attacks) 4d4 MD
Karate Punch 2d6 MD
Tentacle Strike 2d6 MD
Kick 2d8 MD
Saves:
+10% Vs Coma/Death
+3% Vs Magic/Poison
+1 Vs Psionics
+1 Vs Horror Factor
+2 save versus possession
+1 to save versus magic illusions and mind control.
45% Charm/Impress
Notable Possessions/Equipment:
Shemarrian Body Armor(equivalent to cyborg LE-B1 Light Espionage Armor) 135 MDC
EShe-NLR-250/Sm/Dw "Shrier" Laser Rifle
VibroSaber/Machete 2d4 MD
Kittani Plasma Sword(Aurora can actually power it directly in her hands)
Grapple Launcher
200 ft of light, high-test cord
Shemarrian Survival Kit
Plastic bags and carry sacks
Half-dozen flares
Two weeks’ rations
Dozen waterproof notebooks/sketchpads and writing equipment
Has about 1,2000 credits in cash, and another 7,000 credits in barterable items/artifacts she’s scrounged. Has another 9,000 credits in artifacts held by her father in Finton.
Vehicle:
KRG-GIM Direwolf Warmount(Roughly equivalent to a Robot Horse, only styled as a giant wolf).
Has a pair of companion Shemarrian Wolves
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Randolph Cavendish---Full Conversion Cyborg Mercenary NeShemar NPC
(aka ‘Randy Cadaver’)

“Hey, Sergeant Tony Gonzalo! Long time, no see! Not since the night you killed old Mike Alfason on his hands and knees in his own tent! I see you kept Mike’s skamardagger..that’s a good idea! Maybe I’ll keep...say, your lucky NEMA chestplate...as a keepsake! A reminder to Vic and his dogs. Maybe your bionic hand too! Something to wave at them, you know, pass on your hello to them! Before you greet them in hell, that is.”

Another one of the Lost Eclipse’s ‘Dirty Angels’, Randolph Cavendish was originally a mercenary Headhunter. In the employ of a cutthroat group of professional killers called Pauson’s Punishers, Cavendish was an old colleague of the group’s founder, Gregor Pauson, with whom Cavendish had served as a soldier in a regional militia, before both went freelance. As a Punisher, Cavendish had a long run doing jobs in the American South, until Gregor’s son Victor decided he couldn’t wait to assume command of the company and engineered a bloody coup, killing his own father and his inner circle. Cavendish, who’d had his own disliking of the younger Pauson, barely escaped the purge with his life, but was shot in the back when he was fleeing. Left for dead in the wilderness, Cavendish was instead found by outriders of the Lost Eclipse who took him back to their camp and fixed him up enough long enough for him to cut a deal with the Nightmares. In return for full bionic conversion and a chance to pay back Victor for his treachery, Cavendish would be the Lost Eclipse’s man.
Cavendish still works as a mercenary up and down the East and Gulf Coasts, but unknown to potential employers, he does so as a spy for the EShemar. On the side, Cavendish has been hunting down Victor Pauson and his toadies to resolve the debt of blood he feels he owes them. He’s already taken down three of Victor’s top lieutenants, and effectively caused the dissolution of Pauson’s Punishers. He’s saving Victor for last, and has heard that the junior Pauson has fled the remains of his old company and may be hiding out in the Magic Zone.
If really pressed on the issue, he’ll admit that he’d abandon(leave, but not betray) the Lost Eclipse if things got really hairy, but he defends that by noting ‘that’s the nature of the game’. However, he also figures the Lost Eclipse has likely tagged and rigged his bionics that if he DID try to betray them, they could track him down at the very least(or even just send a signal and blow him to hell), another thing he admits he’d do in his employers’ shoes. However, working for the Nightmares is such a fun ride that Cavendish doesn’t see bailing on them in his future any time soon. As such, the Shemarrians would have to REALLY step in it for Cavendish to vote with his feet and try to find employment elsewhere.

Level of Experience: 13th Level HeadHunter/’ Full-Conversion ‘Borg
Rank: Stone-Cold Killer(Lost EclipseTribe)
Race: Human
Alignment: Anarchist
Land of Origin: North America, has variously claimed to be from Free Quebec, the Relic, and a native-born son of MercTown.
Age: 56
Sex: Male
Height: 7 ft
Weight: 950 lbs
Physical Description/Appearance:
A tall, gaunt, skeletal full conversion cyborg with spiked arms and legs, and a missile launcher and flame-thrower mounted in the torso.
Cavendish’s signature feature is a clear face-plated helmet-head that features what appears to be his flesh-and-blood face, preserved in murky fluid, looking out. In reality, this is a rubber head(his real brain is hidden inside his torso); on more than one occasion he’s taunted enemies into shooting him in the face, and supposedly killing him, only to see him rise up to come after them like a cyborg zombie. If Cavendish is feeling particularly ghoulish, he’ll put a different head in there, such as an obviously rotted skull or head of a fallen enemy. With the Shemarrian Nation’s recent involvement in the Minion War on Rifts Earth, Cavendish has toyed with the idea of possibly putting an Infernal’s head or skull in there.

Disposition:
Cold and professional, with a side-order of sarcastic wise-ass. Cavendish comes across as a stone-cold professional killer(because he IS a stone-cold professional killer). He’s got a morbid sense of humor under it, though, that surfaces when he’s trying to disconcert a target. Cavendish frankly LIKES the whole Lost Eclipse schtick of striking terror into their enemies, and likes playing the vengeful techno-zombie, though he avoids the really ghoulish torture stuff. Cavendish is something of a nihilist, not believing in any greater spiritual beings, and that the current existence is all there is, so any justice has to be personally delivered. He’s honest in that he freely admits he’s in this all for himself, not some greater good or meta-principle. He’’s a mercenary; he kills people and things, and gets paid for it. He takes pride in being good at his line of work, and being sought after to do it for serious money.
Cavendish doesn’t miss his biolgical humanity at all; aches, pains, disease are all among the things he doesn’t miss. What he is miffed by is being stabbed/shot in the back, especially by idiots or amateurs. Just something about being pushed around by snot-nosed punks rankles him, so he’s not above doing some damage and fear-of-Cavendish in obvious jerks that don’t pay him proper respect.

Physical Attributes/Superlatives:
IQ: 11
ME: 15
MA:10
PS: Robotic PS. 35
PP: 24
PE: 10
PB:6
SPD: 100 mph

(ISP): ----
(PPE): 3

Hit Points: 43
SDC: ----
MDC:(see below)
Horror Factor:(Optional) 10
Special Abilities/Characteristics/Powers:
Full Conversion Heavy Chassis Cyborg(see below)
Magic: None
Psionics: None
Cybernetics/Bionics:
Full Conversion Heavy Chassis Cyborg(see below)
Skills of Note:(13th Level HeadHunter/’ Full-Conversion ‘Borg)

Detect Ambush 98%
Detect Concealment 98%
Camouflage 98%
Demolitions 98%
Demolitions: Disposal 87%
Trap/Mine Detection 80%
Military Intelligence 77%
Horror Desensitization
Electronic Countermeasures 98%
Land Navigation 98%
Pilot: Tanks & APCs 98%
Pilot Jet Pack 98%
Pilot: Boat, Motor 98%
Pilot: Hovercraft 98%
Radio: Basic 98%
Read Sensory Equipment 98%
Recognize Weapon Quality 98%
Weapons Systems 98%
Wilderness Survival 98%
Tracking 98%
Math Basic 98%
Computer Operation 98%
Language/Literacy
American-English 98%/98%
Gobbley 98%/98%
Imitate Sounds and Voices 46%/40%
Radio: Scramblers 70%
Lore: Demons and Monsters 98%
Lore: Magic (Studying up to go after Victor) 45%
Lore: Psionics(another skill forced by the word that Victor Pauson was surrunding himself with psychics) 30%
Athletics
Appraise Goods 95%
Hand to Hand: Commando
W.P. Knife(+4 strike, +5 parry, +6 throw)
W.P. Sword (+4 strike, +5 parry, +3 throw)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy MD Weapons(+4 strike)
W.P. Paired Weapons
WP Military Flamethrower(+2 strike)
WP Axe(+2 strike, +2 throw, +2 parry)
WP Blunt(+1 strike, +1 parry)

Actions/Attacks per Melee: 7
Initiative: +5
Strike:+3
Parry:+4
Dodge:+4
Automatic Dodge: +5(“Fast on my feet for a corpse, ain’t I?”)
Roll: +2
Pull Punch:+7
Disarm +3
Damage:+3
Death Blow on an unmodified 19-20
Saves:
Vs Magic +3
Vs Psionics +1
Vs Horror Factor +5
Even on an unsuccessful save versus Horror Factor, only suffers HALF penalties(effect, duration) for being frightened.
Vs Magic Illusions and Mind Control +1(+4 when factoring in cyborg bonuses)
Vs Possession +2
Vs Insanity +2

Notable Possessions/Equipment:
As a secret agent for the EShemar, Cavendish doesn’t carry much, if anything, that reveals his connections to the Shemarrian Nation; as such his weapons and equipment are of common providence:
*Camouflage Cloak and Ghillie Netting
*NG-202 Rail Gun
*NG-B50 ‘Thunderer’ BigBore Combat Hammer---Blunt force really isn’t Cavendish’s favored MO, but having taken this weapon off the corpse of Grent, one of Victor’s inner circle thugs, he likes terrorizing Victor’s remaining minions with it.
Vehicle:
*Northern Gun AMP-007 Alligator(modified to accommodate his cyborg body)


Class: Full conversion Borg
M.D.C. By Location:
Hands(2) 40 each
Arms(2) 100 each
Legs(2) 170 each
*Head 100
**Main Body 290
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: Can be fitted with any additional armor up to HEAVY Cyborg Armor

Speed:
Running: 100 mph max . However the act of running does not tire the operator out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: Cavendish CANNOT swim, but sinks like a rock . He CAN, however, survive depths down to 900 ft.

Statistical Data:
Average Height: 7 ft
Width: 3 ft at shoulders
Length: 2 ft
Weight: 950 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung(s) with gas filter & storage cell(48 hour oxygen reserve)
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*360-degree waist rotation

*Relocated Brain Case---Cavendish’s brain and internal organs are really hidden in his torso, rather than the ‘head’.

*Encrypted Communicator----Cavendish has a secret communications set that uses pulsed gravity waves and a special encryption key to secretly communicate with his EShemar benefactors.

*Psionic Electro-Magnetic Dampers---Helps shield his thoughts and protect his mind. +1 to save versus all psionic attacks, +2 save versus possession, and +1 to save versus magic illusions and mind control.

*Robotic Strength---Another of the EShemars’ subtle improvements is the installation of robotic-strength actuators without Russian-style bulk.

Weapons Systems:
1) Forearm Pulse Lasers(2)---Each forearm sports a pulse laser using improved Shemarrian technology.
Range: 2,000 ft
Damage: 1d6 MD single blast, 6d6 MD pulse blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Flamethrower---Torso-mounted nozzle, and multi-fuel compatible.
Range: 500 ft, and can cover a 25 ft wide area at maximum fan.
Damage: (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.
Rate of Fire: ECHH
Payload: 50 blasts.

3) Chest Mini-Missiles---6 shot launcher in the chest/shoulder. A 12-shot speedloader is inserted into the back.

4) Knuckle Spikes---Each hand sports a sliding plate ‘cestus’ mounting three wicked-looking armored spikes. In addition to adding damage to punches, the spikes can be fired as projectiiles(Cavedish used this feature once to impale one of Victor’s cronies).
Range: Melee.
Damage: +3d4 MD to a punch or backhand. If fired as projectiles, each spike does 1d4 MD.
Rate of Fire: Volleys of 1-3.
Payload: 3 per hand, 6 total. Cavendish typically carries 18 spares in chest compartments.


Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 4d6 SDC
Body Block/Ram: (2 attacks) 1d4 MD
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Another Warmount..Why? Because I CAN.

EcoS-K-122 Gundragon Flying Artillery Warmount
(aka ‘Dragass’, ‘Hermagun’, ‘Golgan-dragon’)

“Next idiot who calls me ‘farting howitzer’ gets a round of armor-piercing copalite right between the eyebrows.”
---’Equinox’, Gundragon Cyborg

“The Draggies like to divvie up their Gundragon flights so that one half remains airborne spotting on target and keeping an eye out for trouble, while the other half lands out of sight of the enemy and starts dropping shells on ‘em. Then when the gun-squad runs low on ammo, they switch places, and the new airborne half spots, and attacks targets of opportunity.”

The EcoS-K-122 Gundragon is a new aerial warmount that acts as flying close support artillery for the legions of the Thousand Dragons tribe. The Gundragon continues a line of self-loading/self-provisioning mobile artillery warmounts started by the Gretcher and the Vola'Dry.
The Gundragon’s signature weapon, a heavy massdriver cannon, is mounted in its tail, with accelerator elements mounted along the spine, and fed from two feed magazines located straddling the gun, and attached to a small manufactory in the warmount’s ‘gut’. The Gundragon actually fires its main weapon facing backwards- a regular source of ribald humor for some EShemar. It also copies the Gretcher and the Vola’Dry in being able to produce its own solid ammunition from ingested and processed materials, giving it some limited self-sufficiency in the field.
Like many new generation Warmounts, the Gundragon features an integral fully-enclosed cockpit to protect its rider from the elements and enemy fire.
The Gundragon has also been known to have been offered as an Upgrade body to some EShemar and NeShemar.
Though originating with the Thousand Dragons fringe tribe, the Gundragon has subsequently been adopted by the DarkWaters, the Silvermoons, Wayfinders and Clan Armorand. The Gundragon’s been derided, however, by some of the more conservative Blood Riders and SkullCrushers for being a ‘shirker’s ride’ or a ‘Golgan-dragon’, as its most effective weapon is set aiming backwards, and is most effective when the warmount is either landed and firing ballistically(with the implication that the rider and mount are not directly engaged with the enemy), or have turned in retreat.

Type: EcoS-K-122 Gundragon
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 760
Head 220
Reinforced Crew Compartment 120
Wings(2) 290 each
Legs(4) 200 each
Tail Gun 250
Height: 14 ft
Width: 76 ft wingspan; can fold down to 18 ft.
Length: 66 ft
Weight: 36 tons
Cargo: Small space inside the cabin for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 42
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to 600 MPH, no altitude limit(contragravity propulsion)
(Space) Limited; can manage Mach 4
(Underwater) Not possible
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( 100 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 Gundragons 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 240 MDC before needing material stocks to convert to MD repair material.

*Limited Mechamorphosis---On solid ground, the Gundragon can assume ‘gun mount mode’, turning the warmount into a giant swivel-mounted antiaircraft gun or artillery mount, with 360-degree swivel and -5/+90-degree elevation.

*Advanced Fire Control---In gun mount mode, the Gundragon’s wings, besides acting as gun-shields, also act as platforms for advanced multimedia sensors for locking onto targets and laying the tail gun on. A combination of radar, radiation, and gravitonic sensors give the fire control a +3 to defeat jamming systems deployed by targets, and a +6 t0 strike targets directly.

*Nanofactory---Attached to the Cybernanite Repair System, this apparatus uses excess ingested MD material(or diverts it from the regeneration-repair systems) and shapes it into projectiles for the main massdriver. The size of the manufactory limits it to producing only SOLID munitions, but within that limitation it can produce armor-piercing dense-core solid shot.
-(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) rounds take 80 MDC for per round and 60 minutes.
-Armor-Piercing Solid Slugs take 50 MDC for per round and 30 minutes.

Weapons Systems:
1) Eye Lasers(2)---Standard heavy warmount model.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Wing Lasers(2)---These are intended as area of effect strafing and point defense weapons.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Wing Mini-Missile Launchers(2)---Integrated into the wing roots are a pair of mini-missile launchers, each holding 20 mini-missiles(total of 40) and able to unleash volleys of 1-10 missiles each.
Note: The Gundragon CANNOT manufacture its own mini-missiles

4) Wing Hardpoints(4)---Under each wing is a hardpoint for carrying expendable or modular podded ordnance.
a) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
b) Jammer Pod---Electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 10 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
c) Mini-Missiles---10 shot pod
d) Short Range Missiles---3 per hardpoint
e) Medium Range Missiles---1 per hardpoint
f) Fragmentation Rocket Launcher( a copy of an imported Russian design). Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 500 rd magazine
g) Bombs---Can carry up to 325 lbs of bombs (650 lbs between the two hardpoints) under each wing.
(Modified 35-60 mm Rifle Grenade)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius--- 300 rd dispenser/pannier
(Fragmentation-MD) 3d6 MD to 25 ft blast radius--- 200 rd dispenser/pannier
(High Explosive) 6d6 MD to 10 ft blast radius--- 200 rd dispenser/pannier
(Anti-Armor HEAT) Very heavy projectile. Does 2d4x10 MD to a 1 ft diameter area(shaped charge)--- 100 rd dispenser/pannier
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius--- 120 rd dispenser/pannier
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees--- 180 rd dispenser/pannier
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)--- 40 rd dispenser/pannier
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius--- 60 rd dispenser/pannier
(Illumination) Can illuminate a 500 ft radius for 4d4 melees. --- 300 rd dispenser/pannier

*250-lb Bomb----2d4x10 MD to 50 ft blast radius

5) 100mm Tail Massdriver Cannon---The distinctive tail of the Gundragon is a powerful 100mm rail gun assembly, the combined weight of the weapon and its two ammunition drums making up nearly a third of the warmount’s mass.
Despite ‘smart’ recoil compensation, the tail gun is problematic when fired aloft. The weapon achieves its best results if the warmount is able to land. On solid ground, the Gundragon undergoes a limited form of mechamorphosis, its legs sprawling to form a four-point mounting, its torso becoming a swivel with 360-degree rotation, the head swiveling back 180 degrees to provide sighting, and the wings becoming combination gun-shields and targeting sensor arrays.
Weight: 14,000 lbs(7 tons)
Range:(Direct Fire) 36,000 ft (7.2 miles)in atmosphere, 15 miles in space
(Kitsune Values) 7.2 miles in atmosphere, 7,200 miles in space
(Indirect Fire) 90,000 ft(18 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
(Long Rod Slug) 4d4x10 MD out to 13,000 ft, 1d4x10 MD out to maximum range
Rate of Fire: Five shots per melee
Payload: 2 ton ammunition capacity(2 drums)
100 mm AP shell weighs 25 lbs( 80 shots per ton)
The GunDragon can manufacture its own APFSDSDU and Long Rod Slug rounds, given the right materials, at a rate of 1 APFSDSDU every hour, or 1 Long Rod Slug every 30 minutes.
Bonuses:
The 100mm can be fired in flight, but without bonuses.
Landed, the massdriver can be aimed with a +6 to strike in the direct fire role.

In the alternative, a more advanced gravitic cannon can be substituted.
b) Heavy Gravity-Rail Gun---Heavy caliber projectile weapon that fires bursts of smaller rounds, rather than larger heavier projectiles. It is only effective in a direct-fire mode, however.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 250 bursts per ammunition pod(500 bursts total)


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following(in addition to normal War Steed programming):
Navigation: Space 75%
Movement/Melee Combat: Zero Gravity
Has the equivalent of the following(for aerial maneuvering purposes):
Pilot Jet Fighter 70%(+5% per level of experience).
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Gundragon 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).

Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4 , +7 in flight
Strike +3 (+2 w/ ranged weaponry)
Roll +4
Parry +4
Pull Punch +3
Bite 3d6 MD
Restrained Claw 1d6 MD
Full Strength Claw Strike 3d6 MD
Power Claw Strike(2 attacks) 1d6x10 MD
Rear Leg Kick 1d8 MD
Flying Kick(2 attacks) 6d6 MD
Wing Buffet 2d4 MD
Wing Slash 2d6 MD
Tail Swat 1d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Gundragon an aura and behavior more befitting a sentient being than a robot. Gundragons tend to be patient predators, obedient to their riders, and perceptive of opportunities for trapping or flanking opponents.

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. The Gundragon has an IQ of 10 ), 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).

Options:
*Stealth Sheathing---The warmount can be sheathed in a slick sensor-baffling material that reduces the thermal and radar signature by 60%(enemy sensor operators have only a 40% chance of detecting the warmount using radar or thermal imaging systems).

*Energy Absorber Panels---- The technology for this system was acquired(somehow) from alien sources, specifically WTZ Shipyards’ WZ-LF-203 Angel
Light Fighter. The massive solar wing panels are modified with a second layer composed of a crystalline matrix and conformal forcefield that actually absorbs and diverts weapons energy into re-tasked energy for the fighter’s own systems. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else re-tasked ), or speed(boost base speed by 10% per 50 MD of energy weapon damage; effects are sustained only for 4 melees/1 minute). The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 600 MD per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage).

Variants:
*EcoS-K-122Dw1----DarkWaters variant that replaces the tail cannon with a heavy energy weapon, such as a laser or particle beam cannon, and adds gravitic thrusters to allow the warmount to fly more effectively in space.
Speed:
(Space) Mach 11
Weapons Systems:
1) Tail Energy Weapon---The substitution of a recoilless energy weapon means the tail cannon can be fired accurately in flight, but is limited to firing in the rear arc.
a) Medium Laser Cannon
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values) 7 miles in atmosphere, 7,000 miles in space
Damage: 1d6x100 MD per shot
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

b) Medium Particle Beam Cannon
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values) 6 miles in atmosphere, 6,000 miles in space
Damage: 2d4x100 MD per shot
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited

c) Ion Cannon---(EM stats courtesy of Henning Rogge) These are high-powered ion cannons, used to incapacitate enemy vessels by knocking out their electrical systems, making them vulnerable to boarding and capture.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere/ 5,000 miles in space)
Damage:(Special) 3d6x100 MD per blast, 6d6x100 MD Dual blast
Shields take 1/4 damage from ion blasts
Does NO PHYSICAL damage to hull, but attacks the electrical systems:
For every 10% of total main body MDC damage inflicted on a target by Ion Cannon fire, the target will be -1 to strike, parry(if applicable), and Dodge. Acceleration will be reduced by 15%.
At 60% or more main body damage from ion blasts, the ship is disabled completely.
Rate of Fire: 4 shots per melee
Payload: Effectively unlimited

d) Tachyon Accelerator
Range: 5 miles in atmosphere, 10 miles in space w/ 4 mile wide arc
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space w/ 12 mile wide arc)
Reduce arc size in atmosphere to 1/4
Damage: 1d4x100 MD per shot
Rate of Fire: 5 shots per melee
Payload: Effectively Unlimited

e) Neutron Cannon----Modified versions of reverse-engineered Splugorth/Kittani weapons, ‘improved’ to have an anti-tech capability.
Range: 4.5 miles in atmosphere, 9 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 4,500 miles in space)in atmosphere, 7 miles in space
Damage: 3d6x10 MD per blast.
Rather than do additional damage to organics, these weapons have been modified to create an intense blast of neutrons in a 900 ft radius. On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) Disruptor Cannon---Reverse-engineered Golgan technology
Range: 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values) 3.5 miles in atmosphere, 3,500 miles in space
Damage: 6d6x10 MD per shot at point of impact, plus an additional 25% of that to everything in a 10 ft radius.
Rate of Fire: 5 shots per melee
Payload: Effectively Unlimited

g) Gravimetric Slicer Cannon---The Kittani would KILL to discover the secrets of this smaller-scale reverse-engineered example of their own heavy starship weapon.
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values) 6 miles in atmosphere, 6,000 miles in space
Damage: 2d4x100 MD per shot, plus do critical(DOUBLE) damage on an unmodified Natural 19-20.
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited


*EcoS-K-122Dw2----Second DarkWaters variant that replaces the tail cannon with a combined plasma drive and plasma ejector. This configuration seems to be a response to the Blood Riders’(who are prolific plasma weapon users) criticisms of the Gundragon’s weapons layout.
Speed:
(Atmosphere---Plasma Drive) Mach 2
(Space---Plasma Drive) Mach 9
Weapons Systems:
1) Plasma Projector----Multi-mode plasma ejector. As a propulsion system it accelerates a stream of plasma, but can switch instantly to more powerful ‘packet’ pulses of plasma as a weapon. It can also fire a much more powerful plasma ‘bomb’, though the last mode takes time to build up plasma pressure and interferes with the operation of the ejector as a propulsion system(has to fall back on the lower-powered
Range: (Plasma Jet) 500 ft in atmosphere, 1,000 ft in space
(Kitsune Values) 500 ft in atmosphere, 10 miles in space
(Plasma Pulse) in atmosphere, 7 miles in space
(Kitsune Values) 3.5 miles in atmosphere, 3,500 miles in space
(Plasma Torpedo) 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage:(Plasma Jet) 4d6 MD to a 10 ft wide area
(Plasma Pulse) 1d4x100 MD per shot
(Plasma Torpedo) 2d4x100 MD to a 100 ft blast radius
Rate of Fire:(Plasma Jet) Constantly on when the plasma drive is engaged
(Plasma Pulse) 4 shots per melee
(Plasma Torpedo) Once per melee, and propulsion mode CANNOT be engaged.
Payload: Effectively Unlimited


*EcoS-K-122Sc---(aka ‘Stubby’) SkullCrusher variant mounting a heavier 135 mm massdriver. The larger caliber weapon has shorter range, but does more damage. A relative handful of this variant have been produced so far for more liberal tacticians in the SkullCrusher tribe, though Clan Armorand has also acquired a few.
Weight: 16,000 lbs(8 tons)
Range:(Direct Fire) 30,000 ft (6 miles)in atmosphere, 12 miles in space
(Kitsune Values) 6 miles in atmosphere, 6,000 miles in space
(Indirect Fire) 75,000 ft(15 miles)
Damage: High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation--- 2d4x10 MD to 50 ft radius
Plasma----- 1d6x40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 13,000 ft, 3d4x10 MD out to maximum range
(Long Rod Slug) 2d6x10 MD out to 13,000 ft, 1d6x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: 2 ton ammunition capacity(2 drums)
135 mm shell weighs 62 lbs( 32 shots per ton)
The GunDragon can manufacture its own APFSDSDU and Long Rod Slug rounds, given the right materials, at a rate of 1 APFSDSDU 90 minutes, or 1 Long Rod Slug every 45 minutes.

*EcoS-K-122Sm---Virtually identical to the EcoS-K-122Dw1- in that it mounts a laser cannon in place of the massdriver, but the Silvermoons use a more advanced laser weapon. The EcoS-K-122Sm also carries laser-reflective armor(lasers do HALF damage). This variant is increasingly deployed as a heavy support unit for squadrons of smaller solar-pumped EcoS-K-32 Lepidopterrors.
Weapons Systems:
1) Enhanced Medium Laser Cannon
Range: 9 miles in atmosphere, 18 miles in space
(Kitsune Values) 9 miles in atmosphere, 9,000 miles in space
Damage: 2d4x100 MD per shot
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited


*EcoS-K-122Wf---Wayfinder model that attempts to address the issues of vulnerability when the Gundragon is grounded by adding TW protections. The variant also adds magic stealth for flying, and the ability to fire magically-enhanced munitions.
TW Systems:
*PPE Battery and Generator---- Stores and recovers PPE from the environment.
Note: All Wayfinder-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
OR
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in.

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*Leyline Booster(Accelerates the warmount up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

*Mystical Stealth System----Renders the Gundragon silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the warmount can be readily detected. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System---Effective only at night, this system renders the Gundragon virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

*TW Munitions---These are expendable crystal-embedded warheads with a spell implanted in them.
*(Spell)Ballistic Fire ---Like Barrage, this warhead unleashes with its primary explosive a swarm of 10 smaller energy bolts that seek out the closest targets in a 50 ft radius. Each sub-bolt does 1d6 MD, but multiple bolts may engage the same target. If the gunner has line of sight on the target area before firing, they can ‘program’ the sub-bolts to go after specific targets. Targets are -10 to dodge the sub-bolts.

*(Spell)Starburst--- +3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.

*(Spell) Negate Mechanics--- Used on tech targets, this warhead causes a subsystem in the targeted machine to quit working for 15 seconds. This can be fire control, communications, life support, a sensor system, or other minor system.

*(Spell) Engine Flame-Out ---Used on technological vehicles, this warhead causes disruption to the powerplants; one engine or thruster on the targeted vehicle will stall out for 30 seconds.

*(Spell) Shockwave---Creates a wave of force radiating out from the point of impact. 100 ft radius and does an additional 1d4x10 MD, plus knockdown identical to the spell.

*(Spell) Wisps of Confusion---Floods an area around the impact site with vapors that cause confusion, adding to the ‘fog of war’. Those in a 45 ft radius of the blast must save versus magic or be -5 to strike, parry, dodge and are at HALF APMs for 5 minutes.

*(Spell)Expel Demons---Forces lesser demons and supernatural beings(must save at 18 or better, greater beings save at 12 or better) to abandon a 100 ft radius around the point of impact, and avoid it for 1d6 hours. Great for forcing demons to abandon defensive points.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

This guy's(Gia) stuff just keeps reminding me of possible Shemarrian [url]stuff:https://www.pixiv.net/member_illust.php?id=34624[/url]
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions, taalismn.
Sorry I haven't been active much. Been helping family and such dealing with my dad, who just passed away last night. So I probably won't be too active still for a couple of weeks or so dealing with funeral and all that stuff.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions, taalismn.
Sorry I haven't been active much. Been helping family and such dealing with my dad, who just passed away last night. So I probably won't be too active still for a couple of weeks or so dealing with funeral and all that stuff.


My condolences.
All that stuff, we all gotta deal(sad smile).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian EShe-SgB-04 Multi-Bow
(aka ‘MultiArch’)

“It won’t slay Splugorth High Lords in one shot unless you’re really really Shemar-blessed lucky, but it can bring down game and drop fire on your enemies, and it is really good sport if you follow the traditional ways.”

The EShe-SgB-04 Multi-Bow is an effort by the Steel Gaian fringe-tribe to emulate their Greater New Englander neighbors and hosts in combing multi-functionality and different technologies in one device without sacrificing efficiency.
The Multi-Bow combines the rechargeable energy attack capability of the Laser Bow with a fallback capacity as a traditional tension-powered projectile bow. The Multi-Bow can also fire off micro-missiles and rifle grenades(both weapons available for sale or copied from their GNE neighbors). The weapon is heavier and bulkier than the NA-LB1 it is based on, but given that it is meant to be used by cyborgs and androids with enhanced strength, this is not seen as an issue.
Besides using it themselves, the so-called ‘Yankee Trader Tribe’ has also found a ready market for the EShe-SgB-04 in other Tribes such as the Wolf’s Path, Silvermoons, HorrorWoods, and Clan Shinden. The Multi-Bow is also one of the few Shemarrian weapons openly available on the market as the Steel Gaians produce them for sale.

Weight: 6.3 lbs
MDC: 30
Range:(Bow) 800 ft
(Rifle Grenade)(Varies)Typically 1,800 ft
(Micro-Missile)(Varies) 400 ft+ 5,700-7,600 ft from the missile engine lighting off
(Laser Bolt)1,000 ft
Damage:(Bow)(Varies) SDC normally, but can use any of the high-tech or magic arrows available.
(Rifle Grenade)(Varies)(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
(Micro-Missile)(Varies) Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
(Laser Bolt)2d6 MD per blast
Rate of Fire:(Bow)
(Rifle Grenade) 2 APMs per shot; load and fire
(Micro-Missile) 2 APMs per shot; load and fire
(Laser Bolt) Single shot, ECHH
Payload:(Bow) One shot, hand-loaded
(Rifle Grenade) One shot, hand-loaded
(Micro-Missile) One shot, hand-loaded
(Laser Bolt) Effectively Unlimited in the hands of an EShemar or NeShemar full-conversion(powered by induction)
(Detached) Single shot, but conditionally unlimited using the pump-action.
Using an e-clip means 16 shots for a standard e-clip, 42 shots from a long e-clip.
Bonuses:
(Micro-Missile)(Varies)Pattern-1A (None) Spin-Stabilized
Pattern-1B (None) Gyro-Compass Chip
Pattern-1C (+1 to strike, in addition to W.P. Heavy bonuses. The Pattern-1C can also be set to be a ‘beam rider’, following a laser illuminator ‘painted’ on the target for an extra +2 to strike. However, this requires expediture of an extra attack per melee on the part of the gunner to keep the laser illuminator on target) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip.
Pattern-1D (+2 to strike, in addition to W.P. Heavy bonuses. Like the Pattern-1C, the Pattern-1D can ‘beam-ride’...again, this requires the gunner to maintain target-lock at the cost of an additional APM, but the -1D is better able to remain on target if the lock is broken. Furthermore, the missile can be keyed to lock on to the laser illuminator of other gunners...done with a pre-determined key-chip...allowing squadmates to ‘paint’ targets for fellow soldiers with micro-missile launchers). Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip.
Pattern-1E(+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
Cost: 10,000 credits on the open market
Options:
*Clip-on sighting system
Variants:
*EShe-WpB-04B---Uses the Wolf’s Path EShe-WpLB02 Laser Bow as the basis, with its ability to fire lower-powered bolts or sprays of bolts.
Range: (Laser) 1,500 ft
Damage: 3d6 SD or 3d6 MD per shot
Alternately, the bow can fire a ‘spray’ of ten 3d6 SD bolts that fan over a 15 ft wide area.

*EShe-SmB-04---Silvermoon variant with superior laser optics for improved range.
Range: (Laser) 1,800 ft
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
JonFlippen
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Re: Shemarrian-related fan creations

Unread post by JonFlippen »

Yes, I hope someone can give me sources where I can to read more about it. I like to read something new - it pushes me on interesting ideas in my next writings!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

*EcoS-K-123 Autoconda Warmount
(aka ‘Locoboa’)

“That hissing sound? That’s the big snakes on the other side of the ridge...what we call the ‘Serpents’ Run’. Big, and I mean BIG, snakes come down that way, fast, and on their own business. The Shemarrians got some of them big vurms tamed up a bit...you can see the occasional Shemar riding on top of them, but only those d-bee ladies are crazy enough to try hopping on them and surfing them to...wherever they go. Most of the snakes, though, they’re wild and free. Anybody else gets in the way when those sliders come slithering through, is going to get ripped to pieces in passing, or worse. They’re meaner than rattlers and bigger than a ravager, but they leave well enough alone if they’re not bothered. That’s why we stay on THIS side of the ridge and let the snakes have their paths all to themselves.”

“You hate snakes, don’t you, Jim? Well, don’t look down, because we’re looking over the BIGGEST snake pit I’ve ever seen. You SURE this was such a good idea, sneaking into Shemarrian territory? Want to turn back now and return home? Because I’m thinking that would be a WONDERFUL idea.”

“Forget about escaping, girl, even if you could break those bindings, we’re literally in the belly of one smart beast, and the next compartment over is full of those vicious little snakes that swarmed us earlier and got you tied up now. Face it, we’re on a train into Sapphire Cobra territory....well, if we’re lucky, by the time they’re done with us, we might just be able to remember a little of who we were.”

Just as the Shemarrian Civil War forced the rebel Tribes into a frenzy of improvisation and innovation to provide themselves with new Warmounts and equipment using available resources, the Minion War has proven a similar spur to the fringe tribes to generate new ideas while the core Tribes marshal their forces and creative resources to fight the Infernals. Though small on numbers and industrial capabilities, the ‘fringies’ have become an invaluable source of new concepts, many of which have been adopted by the mainstream Tribes in their efforts to bolster their ranks.
Clan Motron has proven to be one of the best at this ‘cottage industry’, showing its engineering expertise in the creation of a good number of frankensteeds thrown together from various scrounged parts and held together by their rather eccentric automotive-centric aesthetic. Their wheeled warmounts have literally rolled across Rifts North America’s few remaining highway roads
Thus, their latest creation has come as a great surprise, at least until one looks literally under its skin. The massive Autoconda looks like a massive snake, and many assume it to be a feral d-bee monster, or, if they equate it with the Shemarrians, at least a creation of the Sapphire Cobras as a variant of their EcoS-K-21 Orobos or the Queen Cobra/Cobra Dragon.
In reality, the Autoconda is based on the Northern Gun NG-HCH-1020 ‘Salamander’ hovertruck train, fronted with a head taken off a Black Market Mega-Rex, sprinkled with parts from various other scavenged robot vehicles, and sheathed in a faux-skin hide based on Naruni thermal-resistant armor. The Autoconda is tricked up to look like a giant d-bee serpent, but for the fact that it doesn’t slither across the landscape but hover-glides on concealed hoverjets. To those seeing the Autoconda sliding quickly through woods or over the land, the warmount appears as either a cyborged monster(the Vernulians are a favorite culprit for a source of such monsters) or a truly alien creature with inherent flight characteristics.
The Autoconda’s origins as a cargo vehicle give it plenty of internal space for various advanced subsystems, and it is one of the warmounts that has internal cargo carriage. This, combined with its relatively light armament(especially with regards to flank and rear defensive fire, and in its default ‘feral’ configuration), slate the Autoconda for duty as an armed cargo transport or armored personnel carrier, supporting the front line cavalry units. The Autoconda is thus typically regarded as a Utility Warmount for classification purposes.
Though many conservative Shemarrians deride the Autoconda as a ‘waste of good salvage’(with regards to the Mega-Rex parts), other Tribes have taken an interest in the design. Aside from a half-dozen prototype models assembled from scavenged parts, Clan Motron does not make much use of the Autoconda, which furthers the idea that the warmount was meant as an export design, intended to curry favor with other Tribes. Though Clan Motron lacks the resources(even with salvage) to mass-produce the Autoconda, the aggressive marketing acumen shown by the small fringe tribe in pitching variants meant to appeal to various mainstream Tribes has begun to pay off, and several clans have exchanged favors with the Motrons in exchange for the templates to the Autoconda. The Sapphire Cobras were an early adopter of the Autoconda, and have already produced the warmount in large numbers as their territory expands.

Type: EcoS-K-123 Autoconda
Class: Robotic Warmount, Utility
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger in the cockpit cabin. When disguise or protection is not an issue, an external saddle-cockpit pod can be fitted.
Internal cargo capacity, if committed wholly to passengers, can be as many as 336 human-sized(or 168 Shemarrian-sized) passengers under cramped conditions.
MDC/Armor by Location:
Main Body 460
Head 200
Reinforced Cockpit/Cockpit Pod 100 each
Rear Body Segments (3-7) 350 each
Hoverjets(8 per segment) 50 each
Rear Segment Cargo/Passenger Sections 95 each
Tail 200
Height: 16 ft
Width: 22 ft
Length: 120 ft for the smallest 4-segment configuration(24 feet base body, +30 ft each segment, +40 ft for head and tail). Larger examples can stretch an additional 30 ft per extra segment, up to 240 ft.
Weight: 50 tons for the smallest 4-segment configuration, +6 tons per additional segment.
Cargo: Small space inside the saddle-pods/compartments for a few personal possessions and sidearms.
The rear body segments can be customized to fit various cargoes.
-Passengers---16 human-sized(or 8 Shemarrians) passengers can ride in relative comfort in the internal compartment, or up to 32/16 in cramped conditions
-General Cargo---Up to 15 tons per compartment
-Liquid Cargo---up to 20,000 gallons per compartment
Occasionally, a particularly oversized cargo load may flex the sidewalls of the body segments up to ten or twelve extra feet; observations of such overburdens have only promoted the appearance of a giant alien snake digesting an oversized meal.

Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running/Slithering) Can , in an emergency, attempt to slither awkwardly at 5 MPH
(Flying/Hovering) Hovers 3-4 ft off the ground, and moves at 75 MPH
Note that adding additional pods/segments to the warmount does NOT adversely affect the performance of the Autoconda, due to the integrated nature of its AI control system, but adding additional pods beyond three reduces maximum speed by 10 MPH per each one.
(Space) Not possible
(Underwater) Fully amphibious; can move underwater at 25 MPH, maximum depth of 1.2 miles. Unlike the NG-HCH-1020, the EcoS-K-123 CAN swim and rise in the water due to variable buoyancy sacs in the faux-skinning.
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 Autocondas 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 280 MDC before needing material stocks to convert to MD repair material.

*Sonar---10 mile range

*Magnetometer ---Detects disturbances in the local magnetic fields, signaling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up railguns can be detected at TWICE normal range.

*Stealth Skinning---The faux-skin sheathing of the Autoconda is perhaps the most complicated and difficult part of the warmount to fabricate. It is a multi-scaled derivative of reverse-engineered Naruni Thermo-Kinetic Armor. The Autoconda has only a 25% chance of showing up on infrared and thermal optics, megadamage heat, plasma, and magic fire do only HALF damage, and kinetic attacks do HALF damage as well(though Bionic, Robotic, and Supernatural-strength melee attacks do full damage).

Weapons Systems:
1) Eye Lasers(2) ---Standard heavy warmount model.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Breath---Retains the Mega-Rex’s mouth-mounted plasma weapon, modified slightly to look more like a natural emission. It has also been fitted with a ‘supercharger’ system that injects deuterium slush into the generation process for a more energetic and damaging plasma burst.
Range: 1,000 ft
Damage: 8d6 MD per blast
Can also spray an area 20 ft wide, and doing 4d6 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Options: “Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. This allows the plasma to do 50% more damage, but the increased damage capability is dependent on a fuel supply. The deuterium is stored in pressurized internal reservoirs, with enough reserve for 100 enhanced blasts, and for the cost of the cargo capacity of one of its body segments, the Autoconda can be fitted with its own deuterium separation plan that can generate enough refined deuterium at 5 blasts per hour .

3)(Optional) Modular Weapons Hardpoints(2)---’Domesticated’ and obviously ‘cyborged’ Autocondas can be fitted with a strapped-on saddle-pod or collar that can mount two Monstrex-style modular weapons.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex programming, plus:
Typically has the following:
Underwater Navigation 80%(+5% per level of experience for Ecotroz entity)
Undersea & Sea Survival 94%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Autoconda 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).

Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +3 (+2 w/ ranged weaponry)
Roll +4
Bite 1d4x10 MD
Head Butt 3d6 MD
Tail Lash 5d6 MD
Body Sweep(2 attacks) 2d4x10 MD +4d6 MD for every 20 MPH of speed. The Autoconda basically uses its hoverjets to swing its mass and length into a giant clotheslining attack; objects under 500 lbs in weight are 99% likely to be knocked over and flung 3d4x10 yards/meters. Targets 500-3,000 lbs have a 70% chance of being bowled over, and getting tossed 1d4x10 yards/meters. Those 4,000 bs -5 tons in weight only have a 30% chance of being knocked back 6d6 yards. Anything heavier will generally be immune to being knocked over.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Autoconda an aura and behavior more befitting a sentient being than a robot. Autocondas combine the traits of a patient, stalking snake and an equally patient, steadfast draft animal. In combat they are vicious predators, biting and slashing at opponents and striking like runaway freight trains.

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).

Options:
*Custom Body Segments---The most common option is the customization of the interior of the various cargo segments of the Autoconda. Heated and refrigerated cargo pods, compressed/liquified gas, and biostasis modules are all very common fit-outs, as are passenger modules, living quarter cars, prisoner transport units, and hospital modules(for both EShemar and NeShemar), all without breaking the skin of the Autoconda and revealing its true nature as a robotic vehicle.


*Tail Weapon----The tail can be fitted with a weapon; concealed if the effort is made to appear as a wild animal, or an overt ‘implant’(which allows for heavier weaponry) if the animal is obviously ‘cyborged’.
a) Sting Blade(Concealable)
Range: Melee
Damage: +3d6 MD to a tail lash

b) Slasher Blade
Range: Melee
Damage: +1d6x10 MD to a tail lash

c) Blast Spikes---These are large ‘thagomizer’ spikes on the tail that incorporate a contact plasma blast system copied from Gargoyle melee combat weaponry. In the alternative, a heavy mace-like ‘rattler’ tail can be fitted instead.
Range: Melee
Damage: (Un-energized) +1d8 MD to a tail lash
(Energized) +4d6 MD to a tail lash. +5d6 MD if a ‘morning star/wrecking ball’ tail is mounted instead.

d) Ion Cannon(Concealable)
Range: 2,000 ft
Damage: 4d6 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e)Ion Cannon---Obvious implant externally mounted weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Fire Options:
The ion weaponry can be modified in one of the three following ways:
-Enhanced Damage---On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
-Scatter Fire---Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
-’Jump Fire’---In addition to damage to the primary target, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(3d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.

f) Plasma Projector(Concealable)---This is simply the standard Monstrex-style modular weapon, which is small enough to fit inside an internal bay in the Autoconda, and extended through the skin when needed for action. Either the light or the heavy model can be fitted.
Range: (Light) 1,600 ft
(Heavy) 1,500 ft
Damage: (Light) 4d6 MD per blast
(Heavy) 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

g)Plasma Cannon---Obvious implant externally mounted weapon.
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Fire Options:
The plasma weaponry can be modified in one of the two following ways:
-Scatter Fire---The plasma cannon can be modified to blast out a ‘shotgun blast’ that does damage to a wider area. Reduce range to 2,000 ft, but does 4d6 MD damage to a 30 ft wide area.
-Enhanced Damage---Onboard reservoirs of deuterium gas feed into the plasma projector, making for a more energetic expulsion. This allows the plasma to do 50% more damage. Pressurized gas reserves are typically stored internally in the former crew spaces; each compartment so converted can store enough pressurized deuterium for 100 blasts.

h) Particle Beam (Concealable)---A copy, or scavenged example, of the NG-P40 Onslaught Particle Beam Cannon
Range: 1,800 ft
Damage: 1d6x10 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

i)Particle Beam Cannon---Obvious implant externally mounted weapon. Enhanced with Northern Gun’s own particle beam technology, reverse-engineered by the Shemarrians.
Range: 4,000 ft
Damage: 1d4x10 MD single blast, does critical(double) damage on a natural roll of 19-20.
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) Pulse Laser (Concealable)---This is simply the standard Monstrex-style modular weapon, which is small enough to fit inside an internal bay in the Autoconda, and extended through the skin when needed for action.
Range: 2,000 ft
Damage: 1d6x10+4 MD rapid-fire burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

k) Laser Cannon---Obvious implant externally mounted weapon. The weapon is a Northern Gun NG-LS09 laser cannon off the NG-S3 Harbormaster Missile Boat, a proven waterproof weapon.
Range: 4,000 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Head Blades---These are two horn-like protrusions on head that can be used to deliver , with a nodding motion, sweeping slashes. Particularly useful for clearing brush(and other obstacles) out of the way of the warmount, they have given Autocondas so fitted the nickname of ‘legless dragons’.
Range: Melee
Damage: +4d6 MD on a head butt

* Razor Scales---These look like raised scales, spurs, or vestigial limbs, but are really concealed megadamage chainsaws that can inflict vicious wounds with a quick pass or sideswipe. Getting hit by a succession of them in a full-body scraping attack has been compared to being struck by a monster cheese grater.
Range: Melee
Damage: 1d4 MD un-powered, 2d6+3 MD powered up.

*Tentacles---These take the form of a ‘mane’ or a ‘beard’. Each location can sport as many as two dozen tentacles. Besides adding a bit of disconcerting alienness to the warmount’s appearance, they can also be used to deal with enemy infantry and other small targets at close range.
Each tentacle has a PS and PP of 18, are +1 to strike, +3 parry, +2 dodge, +3 entangle. They have a reach of 7 ft, and 45 MDC.
Tentacle Restrained Slap 1d6 SDC
Tentacle Punch/Lash 1d4 MD
Tentacle Crush/Squeeze 2d4 MD

*Laser Scales---These are multiple low-power laser emitters(based on laser finger blasters) built into the scaling pattern. At minimal power they appear to give the Autoconda a cool bioluminescent glow, but when powered up for combat, they give the giant serpent a sparkling or burning look. Their range is short(no more than a few feet) and their power low, but anybody attempting to swarm aboard the Autoconda will get a severe burn, or possibly lose a hand or foot in the attempt.
Range: 50 ft
Damage: 1d4 MD each blast
Rate of Fire: Triggered by proximity(10-20 ft) or physical contact
Payload: Effectively Unlimited

*Flamer---Head-mounted flame-thrower, meant to increase the illusion of the Autoconda being a fire-breathing monster.
Range: 230 ft
Damage:((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).

Variants:
*EcoS-K-123b----(aka ‘Hot-racer’, ‘Salamandra’) The EcoS-K-123b variant seems specifically aimed at the Blood Riders, and takes the ‘Salamander’ aspect of the original chassis to heart in dropping the stealth armor for a cladding of more heat-resistant materials. The hoverjets have also been fitted with plasma ejection ports, and several low-powered plasma projectors have been installed along the flanks and spine of the body. Sometimes compared to a ‘poor warrior’s Tohilan ‘, the EcoS-K-123b can race through enemy formations or properties, setting targets of opportunity ablaze.
MDC/Armor by Location:
Plasma Jets(8 per segment) 45 each
*Thermal Refractory Armor Plating---Heat- and plasma-based attacks do only 1/3 their normal damage.
Speed: (Flying/Hovering) Hovers 3-4 ft off the ground, can make enhanced hovers of 10-20 ft) and moves at 100 MPH.
Weapons Systems:
1) Plasma Jets---Those mounted in the flanks of the EcoS-K-123b, and are based on the NG-E4 Plasma Ejector.
Range: 1,600 ft
Damage: 6d6 MD pr blast; up to four projectors can be brought to bear on a target.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Hover Jets(8 per segment)
Range: 100 ft, but the EcoS-K-123b typically only hovers 10-20 ft at maximum above a target.
Damage: 4d6 MD per blast; up to eight jets can be brought to bear on a large target.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*EcoS-K-123c--Arguably one of the more radical configurations turns the Autoconda into an artillery train; the Skullcrushers are considered one of the primary interested parties in the K-123c configuration. The tail now mounts a 175mm massdriver cannon, and is distinguishable by its stiff appearance(cannot be fitted with any other tail weapon aside from a small range-finding laser), and does only 1d6 MD on a tail lash. At least one body segment will be set aside as a shell locker/ammunition bin. The placement of the weapon limits its firing to the rear arc, though some artillerists consider this to be a plus, as it allows for easier ‘shoot and scoot’ operations, especially in fighting withdrawals. However, the more aggressive Shemarrian tacticians feel such an orientation hampers the ability of the artillery to advance, while shooting, with the main body of the army.
Though seemingly crazy, the K-123c configuration has apparently already intrigued the Skullcrushers enough that they revealed their Tinkers had been researching a flexible-barrel massdriver that could bend up to 60 degrees. Compared to pre-Rifts WW2 German ‘Krummlauf’ corner-shooting equipment, the K-123c2 cannon would allow the Autoconda to fire, by raising its tail and curling the cannon scorpion-style, to fire forward while the warmount is facing the enemy. The shortcoming of the weapon is that the curved acceleration path robs the shell of momentum, so shells will only have HALF their usual range, and APFSDSDU rounds will only do HALF damage(explosive ordnance is unaffected).
MDC/Armor by Location:
175mm Cannon Tail 300
Weapons Systems:
175mm LB Mass Driver Cannon
Weight: 41,000 lbs(20.5 tons)
Range:(Massdriver)(Direct Fire) 44,000 ft (8.8 miles)
(Indirect Fire) 110,000 ft( 22 miles)
(Light Laser) 4,000 ft
Damage:(Massdriver) High Explosive(HE)---- 4d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)----5d6x10 MD to 10 ft radius
Fragmentation--- 3d6x10 MD to 70 ft radius
Plasma-----1d6x 50+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 7d6x10 MD out to 15,000 ft, 4d6x10 MD out to maximum range.
(Light Laser) 4d6 MD per shot
Rate of Fire:(Massdriver) Once per melee
(Light Laser) EGCHH
Payload:(Massdriver) Varies
175 mm AP shell weighs 135 lbs( 15 shots per ton)
(Light Laser) Effectively Unlimited


*EcoS-K-123d---Possibly acting with the advice of their close accomplices in the Steel Gaians, the Motrons have pitched the idea of a ‘d’ variant apparently meant to appeal to the Darkwaters. Emphasizing the amphibious properties of the Autoconda, the EcoS-K-123d goes full sea serpent-mode, modifying the eye lasers into blue-green models, sports larger fin-scales, improved underwater sensors and locomotion, and the ability to fire torpedoes.
The ‘d’ also commits a body segment to house an auxiliary power generator, to produce power for an electroshock system, allowing the Autoconda-d to imitate a giant electric eel.
Speed: (Underwater) 30 MPH
Systems of Note:
*Sonar---50 mile range
Weapons Systems:
1) Torpedoes---This arrangement takes up at least one body segment to house a torpedo bay, firing torpedoes through concealed hatches in the flanks of the EcoS-K-123d. The ‘d’ doesn’t have the ability to make its own torpedoes, but it has storage capacity for plenty of reloads of smaller weapons.
a) Mini-Torpedoes--- 6 tubes per body segment, 3 per side
Range: 1 mile
Damage: (HE or Plasma)1d6x10 MD to a 6 ft blast radius
Rate of Fire: Volleys of 1-6
Payload: 60 ready to fire (10 per launch tube), 120 reloads

b) Short Range Torpedo Launcher--- 4 tubes per body segment, 2 per side
Range: 5 miles
Damage:(HE) 2d4x10 MD
(Plasma) 1d6x10 MD
Rate of Fire: Volleys of 1-3
Payload: 12 ready to fire (3 per launch tube), 48 reloads

c) Medium Range Torpedo Launcher--- 2 tubes per body segment, 1 per side
Range: 10 miles
Damage:(HE) 3d4x10 MD
(Plasma) 2d6x10 MD
Rate of Fire: Single shot
Payload: 2 ready to fire (1 per launch tube), 12 reloads

2) Shock Field---This is much more powerful than similar systems fitted as options to other Warmounts such as the Stormapod. It can act as either a contact defense, or can fire off an area of effect surge that shocks swimmers in the immediate area.
Range: (Contact Field) Contact in the air and 1-2 ft from the hull in the water.
(Surge) 200 ft radius underwater
Damage: (Contact Field)1d4 MD per contact with the hull
(Surge) 2d6 MD to targets caught in the zone of effect.
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire:(Contact Field) Contact Field can be maintained near indefinitely.
(Surge) Surge can be produced once per melee
Payload: Effectively Unlimited
Note: Powering this system makes the Warmount susceptible to being detected by EM senses/sensors at DOUBLE their normal metal-detection range.

*EcoS-K-123L---One of the more bizarre-looking, the ‘l’ variant sports two rows of thick tentacles along its spine. Each tentacle ends in a spherical emitter, really an ion blaster similar to those mounted on the old AA-50 Insecton. The ‘L’ configuration also has several long finlike appendages that serve as field generators for a powerful EM field that deflects ion streams and creates a ‘cloud’ of trapped high voltage energy. Nicknamed the ‘Shock Dancer’ or the ‘Shock-Slug’(after the variant’s resemblance to a marine nudibranch), the EcoS-K-123L can throw out a cascading curtain of destructive energetic ions. The ‘L’s’ short range weaponry makes it a poor choice for front-line combat, but its sheer volume of fire and its distribution make it a good defensive picket warmount, especially in built-up areas. Thought to have been intended to appeal to the Lost Eclipse, the ‘L’ has instead been requested by the Obsidian Dawn, who see in the weapons layout an ideal anti-swarm ‘bug-zapper’.
MDC/Armor by Location:
Ion Blaster Tentacles(30 per body segment) 35 each
*Magnetic Shield-Ion, Neutron, and Plasma weapons are deflected by the shockfield, and do HALF damage. Missiles are deflected 40% of the time by the EM field.

Powerplant: At least two body segments will be converted to powerplant compartments to power the ion curtain weaponry.
Weapons Systems:
1) Ion Blasters(30 per body segment)---Each blaster is mounted at the end of a flexible tentacle, though they can all be slaved to track on the same target simultaneously. Some survivors have told of the eerie experience of seeing a ‘ripple’ of back tendrils orienting on them and firing in turn as an Autoconda skimmed by them.
Range: 2,000 ft
(Shock Zone) 55-ft wide area
Damage: 4d6 MD single blast. A full broadside barrage of 15 blasters per segment does 4d6 x15 MD(and remember, an Autoconda can be up to 8 segments..not including head and tail... long!).
(Shock Zone) 3d6 MD per melee caught in the zone of effect.
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited


*EcoS-K-123s---Another variant that takes advantage of the customizable nature of the internal compartments to outfit the warmount to specific purposes. In this case, the Autoconda is fitted out as a ‘mother’, with Assembly Forge-derived minifactories configured to churn out Eco-KRP04/EcoS-KaSSc-01 CyperCyper Cybersnakes. The Sapphire Cobras are the obvious potential customers for this variant.
Systems of Note:
*Drone Assembly---At least one segment of the EcoS-K-123s is devoted to a drone assembler. The onboard manufactory can produce Eco-KRP04/EcoS-KaSSc-01 drones(or can be programmed to produce other, similar ‘bots) from scratch.
Typical rate of assembly:
-Eco-KRP04/EcoS-KaSSc-01---Up to 12 can be produced an hour. Typically it takes about 25 MD of consumed materials to produce 1 drone.
If not producing drones, the nanofactory has a secondary role of producing ammunition; it can produce 50 high explosive(OR 30 incendiary/ acid OR 5 malnano) grenades/shells or 100 rounds of solid rail gun ammunition per hour, if properly fed with the right materials


*EcoS-K-123tw---(aka ‘Dreamsnake’) One of the more unusual configurations installs Wayfinder-manufactured PPE generators
Speed: Can float along a ley line without engaging the hoverthrusters.
*(Boosted) Ley Line Flier---Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged.
Powerplant:
*PPE Battery and Generator---- Stores and recovers PPE from the environment.
Note: All Wayfinder-manufactured TW Generators are shielded by special Ley Line Protection devices, analogous to Faraday Cages, in order to prevent being disabled during ley line storms. During such events, all magical systems are turned off and secured, until the storm passes. Invariably, though, some damage is inflicted to peripheral systems that could not be shut down or drained in time, but at least the main generators will not be damaged.
PPE Capacity:(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
OR
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus

Systems of Note:
-PPE sensors---Detects the presence of high(20+) PPE concentrations, active magic, and ley lines in a 1,000 ft radius

Weapons Systems:
1) Ouroboros Wheel of Fire Cannon----This TechnoWizardry weapon modifies the mouth plasma cannon to blow plasma rings that to some resemble ‘hoop snakes’; the mouth releases a giant 10 ft thick, 15 ft diameter ‘frisbee’ of living fire that flies and loops about the battlefield, and even bounces along the ground, wreaking havoc, for a full 4 minutes.
Range: Has an effective projection range of 120 ft, but the wheel can course on its own up to 4,320 ft.
Damage: 5d8 MD per strike
Rate of Fire: ECHH
Payload: 25 PPE per shot

2)TK Heavy Machine Guns---Can be added to the head.
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip

TW Systems:
*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in. Cost: 240,000 credits

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*Mystical Stealth System----Renders the Autoconda silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the warmount takes any sort of aggressive maneuver, the stealth drops and the Autoconda can be readily detected. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System---Effective only at night, this system renders the warmount virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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taalismn
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Re: Shemarrian-related fan creations

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*EcoS-K-124 Savager Warmount
(aka ‘Warhead’)

“Thank you for receiving me, Celesti Newton-Longseer. It’s been a long hard overland trip and one I’d rather not repeat any time soon. It was not helped by the fact that the Coalition States now call in air strikes on ravager packs, and the Xiticix have gotten more proactive about removing predators from their territories. Also, ravager meat seems to have acquired a bounty on it, judging from the number of hunters that tried to get a piece of me and my warmount before I was able to meet up with one of our outlier patrols and get escorted in. Regardless of the hardships, though, I have managed to bring the ‘package’ in safe and intact. I would warn you though, and I WILL take it up with my colleagues back on the west coast when I see them next, that the attendants responsible for the packing of my cargo should have sedated and inducted her into biostasis first before rolling her into the warmount stalls for loading. Seeing my Savager looming over her? When she regains consciousness she may take up screaming where she left off when she was put under...it set a rather disturbing tone for my trip.”
---Wayfinder Yurei Anastasi Cloakwind, ‘transporter’

“Great...spiny ravagers with freakin’ particle beams in their foreheads! That’s like...I dunno, sharks with ####ing laser cannon on them! What’s this crapsack world coming to?!”

“I don’t get it, Cidi, you’re TERRIFIED of these things! Heck, you’re even scared of warmounts! What in the blazes persuaded you to get THAT as your assigned ride?!”
“I don’t know...I just feel -safer- riding inside the skull of this, rather than being exposed out in the open for everybody to see...”

The Savager is a Warmount version of the Spiny Ravager. Though several GIM(Genuine Imitation Mount)/KRG versions of this prolific North American predator already existed, the Horrorwoods recently produced a Maskirovan-variant that was sufficiently distinct that it began to be adopted by a number of tribes and was eventually ruled to be admissible as a significant warmount design in its own right.
The configuration of the warmount mimics the characteristics of an optimized example of the Spiny Ravager, with brute strength and heavy armor. A cladding of the copied Warmount-quality Naruni-style Thermo-Kinetic Armor affords the warmount both advanced protection and stealth, offsetting the lighter weight of armor. The Savager features a concealed internal cockpit similar to the Maskirovans. Armament-wise the Savager mounts a respectable amount of firepower for a stealth unit, and some have compared it to a ‘pocket battleship’. Mini-missile launchers disguised inside body spurs provide ballistic fire capabilities, traditional warmount eye-lasers give the Savager a truly ‘burning glare’, and a heavy weapon turret housed in the forehead round out the ranged weaponry, while the limbs all conceal extendable vibroblades
The Savager’s resemblance to the much-feared and reviled Spiny Ravager is both the warmount’s strength and shortcoming. Disguised as it is, the Savager can move easily amongst the monsters, and infiltrate areas where the creatures are common or prized by others. This has allowed the Savager to get close to Simvan packs, the monster communities of the Calgary Rift, and other regions where more overt forces can not approach. The Savagers’ greatest coup thus far was the infiltration of a demon lord’s encampment where the fiend was collecting spiny ravagers to tame as shocktroop beasts. The EShemar were able to get enough Savager packs into the Infernal’s compound that, when the signal was given, they tore the demon base apart from the inside and dealt a blow to the demons’ operations in that area.
The downside of the Savager is that it imitates the spiny ravager TOO well, and the mere appearance of the creatures draws fear and loathing and immediate violence. The Coalition States military, in particular, pursues a particularly aggressive campaign to exterminate the man-eaters, even in the midst of the Minion War, meaning that concealed covert operations EShemar forces that get mistaken for real spiny ravagers must make the decision whether to abandon their mission(and warmounts) to enemy fir, or blow their cover and un-sheath their heavy weapons. The later appearance of partial- and full-conversion ‘cyborged’ examples in the employ of the Shemarrians has only increased the determination of the Coalition States to eliminate sources of cyborg stock for the Shemarrians. Despite their liking of the Savager’s powerful weapons fit, many Yurei are turning down assignment to the type, preferring more subtle Maskirovan designs less likely to draw immediate fire.
The design configuration of the Savager also works against it. Though most EShemar respect the warmount’s heavy firepower, the placement of the weaponry makes mounting a traditional saddle difficult, and the interior cockpit tends to be too small and restrictive for full Warriors and Warchiefs in full combat regalia(traditionalist EShemar like saddled mounts that allow them to freely use their scava and bladed weapons). Thus the Savager tends to be assigned to Yurei-castes, Males, or NeShemar more comfortable with riding closeted inside vehicles than atop a warbeast in an open saddle.
Thus, despite the initial blush of enthusiasm for the Savager, production has petered out to a relative handful of new units being deployed on Rifts Earth. The Horrorwoods use most of them in their western operations, although a handful of Savagers have appeared with other Tribes such as the Wolf’s Path, Darkwaters(see Variants), Wayfinders, Skullcrushers, and one most notably spotted with the SkyeKlad. Offworld, however, the design has been snapped up by Clan Armorand, who favor the warmount and its variants as part of their growing armored cavalry formations.

Type: EcoS-K-124 Savager
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body/Carapace 880
Lower Body/Chassis 480
Dorsal Spike Missile Tubes(38) 30 each
Small Grasper Arms(4) 50 each
Legs(4) 200 each
Tail 200
Height: 25 ft
Width: 18 ft
Length: 60 ft
Weight: 30 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
If not carrying ammunition-dependent weaponry in the head turret, the ammunition bays under the mini-missile launcher spines can be refitted to hold cargo
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) 25 ft up/70 ft across
(Flying) Not possible
(Space) Not possible
(Underwater) Fully amphibious; can run along the bottom at 18 MPH, or swim at 20 MPH. Maximum safe depth tolerance of 900 ft.
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 Savagers 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.

*Molecular Analyzer---Allows for tracking by smell (84%)

*Stealth Skinning---Though originally a hard to produce material reserved for only specialized troops, the faux-skin sheathing of reverse-engineered Naruni Thermo-Kinetic Armor would be prohibitively expensive but for the recent use of it on the massive Autoconda, which necessitated mass production, and as a consequence increased the availability of it for a number of other Tribal projects, including the smaller Savager warmount. The warmount has only a 25% chance of showing up on infrared and thermal optics, megadamage heat, plasma, and magic fire do only HALF damage, and kinetic attacks do HALF damage as well(though Bionic, Robotic, and Supernatural-strength melee attacks do full damage).

*Prowl Capability(limited)---Wide, padded, feet distribute the Savager’s heavy weight more evenly, and the warmount can move with surprising restraint and deliberation, resulting in a prowl ability of 40%, although the giant warmount cannot be moving at anything faster than a slow 3.5 MPH(Spd 5).

*Molecular Adhesion Pads---The large footpads have special ‘gecko pads’ that allow the Savager to cling insect-like to any surface strong enough the hold the warmount’s weight. The Savager is this a very effective climber for its weight and bulk.

Weapons Systems:
1) Eye Lasers(2)---Standard heavy warmount model. Given the wide open areas that spiny ravagers favor, in aping them it was felt that having the long range and firepower was desirable.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Head Gun---The Savager’s bulbous forehead conceals a rapid-fire weapon mount. The forehead opens like an astronomical observatory dome, revealing a turret mounting twin- or quad-cannons for action. Typically either Northern Gun- or Coalition State-derived weapons are mounted.
Ammunition-dependent weapons are fed by feed belts and armored chutes from a bay in the upper back carapace, under where the missile-launcher spines are mounted.
The head turret also features a central fire control sensor array that gives the turret mounted weapons a +5 to strike.

a) Rail Guns(C-104)(x2)---Same weapons as mounted on the Coalition’s Scout Spider Walker.
Range: 6,000 ft
Damage: 1d4x10 MD per 60 rd burst
Rate of Fire: ECHH
Payload: 10,000 rd drum(166 bursts) per gun

b) Rail Gun (IH-100/NG-202)(x4)---Common Northern Gun weapon; what is lacked in range is made up for in volume of fire and readily available ammunition.
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire: EGCHH
Payload: 12,000 rd drum(200 bursts) per gun

c) Rail Gun(NG-404)(x2)--Heavier round and more damage.
Range: 5,000 ft
Damage: 1d6 MD single rd, 1d6x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 2,000 rd drum(100 bursts) per gun

d)Fragmentation Rocket Launcher(x2)( a copy of an imported Russian design).
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum per launcher

e) Razor-Frizzer(x4)( a copy of an imported Russian design). This weapon fires ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum per launcher

f) Grenade Launcher(x4)---Derived from the Wellington GL-20. Quad auto-bursts from these weapons proved particularly devastating during the Battle of the Ravager Pens up in Calgary.
Range: 3,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.

Rate of Fire: ECHH
Payload: 600 rds per launcher

g) Plasma Cannon(x4)---Derived from the same weapon mounted on the CS Super SAMAS.
Range: 1,600 ft
Damage: 1d6x10 MD per energy blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

h) Laser Cannon(x4)---The Shemarrians, rather than copy a Coalition or Northern Gun design, decided to go with the best, and adopted the excellent JA-12 laser rifle as the basis of this configuration. Four of them firing at once have been known to melt SAMAS in midair.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple-shot burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited

i) Ion Cannon(x4)---A copy of the ion weapon in the M-90 “Beach Stormer”.
Range: 4,000 ft
Damage: 1d6x10 +10 MD per energy burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) Particle Beam Cannon(x4)---The Shemarrians were quick to copy the NG-P85
Range: 1,800 ft
Damage: 1d4x10+4 MD per energy blast, plus Critical Damage on a Natural 19-20.
Rate of Fire: ECHH
Payload: Effectively Unlimited

k) Triple-Barrel Particle Beam Cannon(1)---Reverse-engineered off the Mechanoid Exerminator, this weapon has been deployed sparingly on Rifts Earth after one of the first Savagers using it was was observed by a wilderness scout, and the weapon ( against steep odds) correctly identified as a Mechanoid energy weapon, leading to a panic about a return of the Mechanoid Scourge, disguised as alien predators.
Range: 4,000 ft
Damage: 1d4x10+MD per energy blast, 3d4x10 MD triple burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

l) Double-Barrel Particle Beam Cannon(x2)---Reverse-engineered off the Mechanoid Exerminator(New Type), the quad-barrel mount faced the same stigma as the triple-barrel mount. Despite its firepower, it is rarely used on Rifts Earth, though it has been readily adopted by forces in the Shemarrian Star Nation.
Range: 4,000 ft
Damage: 1d4x10+MD per energy blast, 2d4x10 MD double burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Dorsal Spike Missile Tubes(38)---The back of the Savager is covered in large and sharp, but hollow, spikes that are really mini-missile launchers, based on Triax cyborg features.
Range: Varies by missile type(mini-missile)
Damage: Varies by missile type(mini-missile)
Rate of Fire: Volleys of 1-38
Payload: 2 mini-missiles per tube, 76 total

4) Vibro Claws---The Tail, the feet and the grasper claws can all extend vibro-claw blades
Range: Melee
Damage:(Foot Claws) 3d6 MD
(Grasper Claws) 2d4 MD
(Tail) 2d4 MD

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:
Wrestling
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Savager intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 7
Initiative + (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +4 (+4 w/ ranged weaponry, +5 with the turret-mounted head guns)
Roll +5
Pull Punch +5
Bite 1d6x10 MD
Grasper Claw Restrained Punch 1d6+12 SDC
Grasper Claw Full Strength Punch 3d6+12 SDC
Power Punch(2 attacks) 1d4 MD
Grasper Claw Blade Slash 2d4 MD
Kick 2d6 MD
Tail Lash 1d8 MD(2d8 MD w/ blades extended)
Body Block/Ram 6d6 MD
Leap/Pounce Attack 1d6x10 MD (Pins/Incapacitates on a Natural roll of 16-20)

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Savager an aura and behavior more befitting a sentient being than a robot. The Savager can be every inch as vicious as its living inspiration, but is more restrained with regards to who/what it attacks, even in the frenzy of battle. It also has a high animal cunning, with an animal IQ of 14, and can sniff out and disarm basic traps. The Savager also has a devout, dog-like loyalty to its rider(s), which incidentally impresses the HELL out of Simvan Monster Riders who have seen this(especially when it was a nude SkyeKlad NeShemar cultist facing down a salivating teeth-showing Savager looming over her).

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; the Savager has an IQ of 14), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Variants:
*EcoS-K-124B--’Partial cyborg conversion’ variant, distinguishable by obvious artificial appliqué plating on the main body and legs. The ‘b’ also sports external modular hardpoints for added ordnance.
MDC/Armor by Location:
Main Body/Carapace 960
Lower Body/Chassis 490
Dorsal Spike Missile Tubes(38) 30 each
Small Grasper Arms(4) 55 each
Legs(4) 250 each
Tail 240
Weight: 32 tons
Speed: (Running) 55 MPH
(Leaping) 24 ft up/75 ft across
Weapons Systems:
Possesses all the baseline weapons, plus:
5) Modular Weapons Hardpoints(4)--Up to four Monstrex-style modular weapons can be added, mounted on an armored ‘collar’ encircling the front of the warmount.

*EcoS-K-124C---’Full cyborg conversion’ variant. Heavy armor plating on the body, obvious robotic limbs, and heavy externally-mounted weaponry make the fullcon Savager distinctive in its profile. To offset the weight of armor and armaments, the ‘C’ also adds jumpjets, greatly improving the warmount’s leaping abilities and overall mobility. This is the variant most commonly seen operating openly with the Shemarrian Nation.
MDC/Armor by Location:
Main Body/Carapace 1,000
Lower Body/Chassis 600
Dorsal Spike Missile Tubes(38) 30 each
Small Grasper Arms(4) 55 each
Jump Thrusters(4) 70 each
Legs(4) 300 each
Tail 300
Height: 25 ft
Width: 20 ft
Length: 68 ft
Weight: 40 tons
Physical Strength: Equivalent to Robotic P.S. of 50
Speed: (Running) 50 MPH
(Leaping) 30 ft up/80 ft across
Jet Assist: 120 ft up/240 ft across
Weapons Systems:
Possesses all the baseline weapons, plus:
3) Missile Launcher Spines(38)---The mini-missile tubes are now longer and thicker, and can now hold THREE mini-missiles each, or ONE short range missile.

5) Breath Weapon---A weapon, typically a flamer or a plasma cannon, can be added to the mouth
a)Flame-Thrower
Range: 230 ft
Damage:((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).

b) Plasma Cannon
Range: 1,000 ft
Damage: 6d6 MD per blast
Can also spray an area 20 ft wide, and doing 4d6 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Options: “Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. This allows the plasma to do 50% more damage, but the increased damage capability is dependent on a fuel supply. The deuterium is stored in pressurized internal reservoirs, with enough reserve for 100 enhanced blasts

*EcoS-K-124D---The ‘d’ model is favored by Clan Armorand as the variant features a few modifications that make it well-suited for the Shymarites’ phalanx-style of fighting. The ‘d’ configuration is identical in most respects to the full-conversion cyborg ‘C’ variant, but features an armored upper plate similar to the upper carapace of the original Spiny Ravager, only with extendable plates that form eaves up to an extra 20 ft wide that can shield accompanying infantry standing close to the warmount. This allows ground troops to benefit from the Savager’s stealth armor, especially when dealing with airborne enemy units with thermal sensors. The EcoS-K-124D also features a two man internal cockpit with abreast seating(the smaller Shymarites are less inconvenienced by the Yurei-scaled interior).

*EcoS-K-124E---An effort to salvage the Savager on Rifts Earth by moving its focus of operations to the water. The ‘E’ variant is also arguably an effort to interest the DarkWaters in the design, by making a deep water amphibian of it. The EcoS-K-124E is modified enough that it could almost qualify as warmount type on its own, but the EShemar consider it a variant, rather than a separate type. The ‘E’ model rebuilds the legs into more efficient frog-like swimming limbs, with webbed feet at the ends, a multi-fluked tail, a more streamlined body, and water-jet propulsion. The forehead cannon mount has been replaced with an external tentacle appendage ending in a powerful laser emitter, while the missile tubes can also hold mini-torpedoes or squidedos. The extra space saved by not having ammunition-dependent weaponry in the head is used for extra cargo storage and countermeasure gear. The overall appearance is that of a bullfrog-anglerfish hybrid. The EcoS-K-124E has been generally better received by the Darkwaters and it can be found in both the DarkWaters’ deep ocean squadrons(the four smaller arms also make the variant very useful for underwater utility work) and the Horrorwoods’ littoral combat units. Clan Shelley’s Gilloc are also reportedly interested in the EcoS-K-124E.
MDC/Armor by Location:
Main Body/Carapace 950
Lower Body/Chassis 500
Dorsal Spike Missile/Torpedo Tubes(38) 30 each
Small Grasper Arms(4) 50 each
Legs(4) 200 each
Tail 200
Energy/Laser Organ 180
Speed: Underwater) Fully amphibious; can run along the bottom at 25 MPH, or swim at 37 MPH. Maximum safe depth tolerance of 2.5 miles.
Systems of Note:
*Sonar---50 mile range
Weapons Systems:
1) Blue-Green Frequency Eye Lasers---The eye lasers now lase in the blue-green bands of the spectrum for greater range underwater.

2) Energy Organ---This externally mounted weapon replaces the head turret and appears as an anglerfish-style glowing organ, but is in reality a powerful ranged energy projector. A multimode laser system is the most common fit-out, but a particle beam cannon can also be fitted.
a) Pulse Laser
Range:(Laser) 6,000 ft in air, 4,000 ft underwater
(Blinding/Strobe Flash) 100 ft area of effect
Damage:(Laser) 2d4x10 MD per blast
(Blinding/Strobe Flash) None physical, but similar to a Blinding Flash spell; those caught in the area of effect without optical protection are -10 to strike, parry, dodge for 1d4 melees. This can be particularly effective against deep water creatures and those with inherent nightvision, who may be blinded for DOUBLe the normal duration.
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Particle Wave Gun---A reverse-engineered copy of the Naut’yll Sea Hunter Combat Robot’s main gun. This weapon is often favored for ‘false flag’ operations against the Horune and Splugorth
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Missile Launcher Spines---The rear spines can now be configured to launch mini-torpedoes or EcoS-DEXUW01 ’Squidpedo’ drones.

4) Ink Cloud---Injects a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Enough material for 10 bursts

5) ’Fizz’ Sonar Defense---- A portion of the cargo bay is set aside for canisters that feed into the hydrojet system, flushing foaming chemical compounds out into the water surrounding the warmount. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Enough material for 16 bursts

Programming:
The EcoS-K-124E adds the following:
Underwater Navigation 80%
Track and Hunt Sea Animals 70%
Undersea and Sea Survival 94%
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions.
I've got something in the works, although I need to find official stats for ghouls. I can't remember if they're undead or demons here. Anyone know where they are?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions.
I've got something in the works, although I need to find official stats for ghouls. I can't remember if they're undead or demons here. Anyone know where they are?



Side effect of (stupidly) losing the better of the two jobs I had....plenty of time to hammer on the word processor...so I'm on a bit of a writing jag to keep myself distracted(already working on the K-125, and a closetful of NPCs...).
At some point I imagine I should write up some EPIC adventure snips with all the hardware I've accumulated...

Yeah, Ghouls can be found in Rifts Conversion Book(1st ed)---pg. 185-186, and Dark Conversions, pg 90-91.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Nice new additions.
I've got something in the works, although I need to find official stats for ghouls. I can't remember if they're undead or demons here. Anyone know where they are?



Side effect of (stupidly) losing the better of the two jobs I had....plenty of time to hammer on the word processor...so I'm on a bit of a writing jag to keep myself distracted(already working on the K-125, and a closetful of NPCs...).
At some point I imagine I should write up some EPIC adventure snips with all the hardware I've accumulated...

Yeah, Ghouls can be found in Rifts Conversion Book(1st ed)---pg. 185-186, and Dark Conversions, pg 90-91.


Sucks about you losing a job. I've had to deal with my father's passing and all the stuff which comes with that.. and got the idea for a ghoul based unit.. Just a matter of Clan Shelley or Lost Eclipse for it :P

Also have an idea for a Shemarrian artifact/legendary weapon.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Too many damn new ideas this week.....I start making headway on one, and three more pop up begging for attention...
That's on top of the backlog of previous projects...
Yarrggghhhh.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

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Blight Cleaver

"I CLEANSE THEE OF YOUR TAINT! YYAAARRR!!!" - Hawkmoon Battle Shamaness Ciral Bone-Cleaver, ex-Bersersker wielding Blight Cleaver against Blacksteel forces.

The weapon known as Blight Cleaver was once an ordinary Executioner Vibro-sword that had been coated in silver once it was discovered that Blacksteel was vulnerable to the metal, even with.. Explosive results, and used to combat many Blacksteel units in the fight to destroy the Blacksteel forces. During the final battle at the Blacksteel Citadel, this weapon was used to deal the killing blow to a tainted Wargoddess, however that attack destroyed both the Wargoddess and the original wielder of Blight Cleaver. The weapon was soon picked up by another warrior to continue the fight into the Citadel itself, but something was different about the weapon, the silver coating remained, and wasn't destroyed as it destroyed Blacksteel tainted metal. In fact it not only dealt increased damage to any tainted by the Blacksteel, but it utterly destroyed it, preventing it from evaporating and resolidifying later due to, much to the EShemarrians' surprise, holy energy. The weapon had been blessed by the Eshemarrian goddess, allowing it to clean the taint from any soul or spark.
Later as the weapon was studied, and used, it was learned that it can remove not only the taint of Blacksteel, but also other forms of taint or corruption to a soul or spark, and even possessing entities. The weapon also protects the wielder from taints to their own soul or spark as long as they hold the weapon. In the presence of Blacksteel, the weapon glows with a holy light that Blacksteel units find unsettling.

Blight Cleaver removes corrupting forces as part of a powerful attack, literally 'cleaving' the blight from the target by taking on an almost ghostly appearance as it shines with a holy aura, passing through the target without damaging it, taking the taint with it out of the target, including performing an exorcism. However this leaves the wielder vulnerable to attacks, and can only be performed several times a day, unless the wielder pours some of their psychic or magical energy into Blight Cleaver, but this is draining on the wielder. To a lesser extent, and used outside of combat, Blight Cleaver can be pressed against a tainted target and it can attempt exorcism or remove curses, but takes longer.

Blight Cleaver is currently wielded by an ex-berserker turned Battle Shamaness Ciral Bone-Cleaver, who has a small group of followers made of fellow Hawkmoon warriors, berserkers, battle shamanesses, and a few Skullcrushers who were freed from the Blacksteel influence.
The Skullcrusher Tribe believe the weapon to be a gift from the Eshemarrian goddess to aid in freeing them from the Blacksteel's hold on them, and will lend any forces they can to any operations where the wielder of the Blight Cleaver is present, especially against suspected Blacksteel or other forces that can corrupt the soul or sparks of others.

M.D.C. of the Weapon: 150, regenerates 1 MDC every hour. Can only be destroyed once brought to -100 MDC.
Primary Purpose: Assault
Secondary Purpose: Cure Taint/Curses
Horror Factor: Similar to normal Executioner vibro-sword. Blacksteel units find the weapon incredibly unsettling, giving the wielder a H.F of 13, and while they will not flee or are stunned on a failed save, for the rest of the fight, affected Blacksteel units suffer -1 to attack, parry and dodge, lose 1 attack/action per melee.
Weight: 40 lbs (18 kg).
Range: Melee. In addition, the wielder can thrown the sword end over end 50 feet (15.2 m). -2 to strike at greater range when thrown.
Size: 6 feet (1.8 m) long.
Mega-Damage: 4d6 M.D., can damage foes vulnerable to silver and creatures normally immune to normal weapons due to the holy energies. Deals triple damage to Blacksteel tainted units.
Special Bonuses: Against Blacksteel tainted targets, grants +3 to strike and parry. Against targets that suffer some other corruption, taint to their soul/spark, or are possessed, grants +1 to strike and parry.
Cleansing Strike: Using all the user's attacks/actions for the turn as they focus Blight Cleaver's power in an attack on the target's taint, requiring the wielder to strike the target with a +5 bonus to strike, however this leaves the wielder vulnerable, as they can not dodge or parry for the rest of the turn, as all of their focus is used to channeling Blight Cleaver's power. If the wielder has Automatic Dodge, they can dodge, but at -6. This ability can only be used 4 times a day, however the wielder can pump 20 ISP or 40 PPE into Blight Cleaver to gain another use of Cleansing Strike, however the wielder will suffer -1 to attack, parry, dodge and any saves for 1d4 melee rounds. These penalties stack with multiple times of extra uses, with a maximum of 5 extra uses per day.
1) Remove Blacksteel. This is Blight Cleaver's primary purpose, to remove the Blacksteel taint. A successful strike completely removes the Blacksteel, utterly destroying it, but leaving the target unharmed, although stunned for the next 1d4 melee rounds from the shock of having the taint removed.
2) Exorcism. The wielder can use the Cleansing Strike to perform an exorcism as the psionic power Exorcism, but instead of taking a long time with a trance and preparation, as an attack using all of the user's attacks/action for the round, and can affect living targets as well as possessed robots and androids, such as Shemarrians. This attack has a 77% chance to expel the entity from the target (28% +7%/level as 7th level experience). Second roll with a 70% chance to force the entity back to its own dimension. A failed second roll means the entity remains in our dimension, but must leave the immediate area and cannot possess the same individual for at least six months.
3) Remove Curse. The Cleansing Strike can be used to remove a curse, as the spell. Roll a 20-sided die with a +3 bonus to save vs magic. A successful save means the curse is completely removed. A failed save, the curse is still in effect, however another Cleansing Strike to Remove Curse, or anyone else casting Remove Curse on the target gains an additional +3 to their save.
Exorcism: When not in combat, the Blight Cleaver can be pressed against the target and the wielder can make use of the Exorcism psionic power, even if they do not have it, but only at 4th level of experience, requiring the blade to be in contact with the possessed and the wielder, as the wielder concentrates on removing the possessing entity for 45 minutes. This can be done 6 times per day, or an additional time per day by pumping 15 ISP or 30 PPE, up to a maximum of 4 additional times.
Remove Curse: When out of combat, the wielder can hold the blade of Blight Cleaver against a cursed target, while also touching the blade, casting the Remove Curse spell, but requires 30 minutes of contact and concentration from the wielder, and only grants a +1 to the save. This can be done 6 times per day, or an additional time per day by pumping 50 ISP or 75 PPE up to a maximum of 4 additional times.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Spiritual microcircuitry etched into the metal? :D

Ewww...now you have me thinking about AI-endowed melee weaponry...
/"I Am the Singing Sword!"/
"You're a CHAINSAW!!!! And you WHINE a lot!"
/"I DO NOT WHINE!!!!! I voice dissatisfaction with your haphazard oiling of my bearings!!! How can I slay the ungodly with swiftness if I SEIZE UP?!"/
"You're constructed with permanent dry lubricant surfacing. You don't NEED oiling. So...you're whining."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Spiritual microcircuitry etched into the metal? :D

Ewww...now you have me thinking about AI-endowed melee weaponry...
/"I Am the Singing Sword!"/
"You're a CHAINSAW!!!! And you WHINE a lot!"
/"I DO NOT WHINE!!!!! I voice dissatisfaction with your haphazard oiling of my bearings!!! How can I slay the ungodly with swiftness if I SEIZE UP?!"/
"You're constructed with permanent dry lubricant surfacing. You don't NEED oiling. So...you're whining."


Maybe.. or the over all Ecotroz psionic energy has imprinted on the weapon in a different manner than Awakening to suit the situation it was imprinted in to aid the greater cause..?

I don't think we have a lot on the EShemarrian religion as a whole, or specifically the EShemarrian god/dess(es)? so.. it could be anything really.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Darting from project to project....Suspended work on a big warmount...then started on another, but found the secind warmount dea actually fit better as something for the R'Mar....thing is, BOTH ideas are real bitzers involving lots of pouring through the Northern Gun, Coalition, and Naruni books plundering odds and ends parts.

But in the meantime, here's some new EShemmarian lingo:



Arawa---EShemar, typically veteran or elder individuals, who voluntarily, upon occassion of massive critical or terminal body damage, voluntarily Upload into a Warmount body rather than a new replacement humanoid one. Arawa usually Upgrade into warmount bodies iconic to their Tribe, and usually of the more powerful varieties. The first Arawa appeared in the Hawkmoons, Uploading into modified EcoS-K-6 Battle Hawk frames(the type just having appeared), with the Sapphire Cobras quickly following suit with their first SCES-01 Queen Cobra and SCES-IIE Cobra Dragon warmount-bodies, and other tribes copying them with their own indigenous warmounts as they came into existence. Arawa usually remain in their new non-humanoid bodies for the rest of their existences. despite what disadvantages the larger bodies entail), and are held in high esteem by others as living totem-spirits of their Tribes. More often than not, Arawa (usually a devoted lieutenant or companion) dedicate themselves to the service of a Warchief, Wargoddess, or other High Elder, serving as their personal warmounts(Arawa means ‘most faithful servent/companion’).

‘Aud’---Prefix sometimes applied to the surnames of NeShemar, to recognize an EShemar patron/fosterer.


Ayuna---Literally ’Blank Slate’, ‘Edited Format’ or ‘Refreshed Screen’; a former slang term, later adopted as common phrase, applied to NeShemar who, typically as a result of pre-adoption/Remaking trauma, have been mindwiped or mentally reformated. Unlike uzari bondsmen who retain their memories and personalities as they serve as servents/apprentices to EShemar, ayuna are essentially mental newborns, and as such need to be re-raised in NeShemar re-education creches and cadres, or are adopted by EShemar family-bondings. Ayuna typically face only the limitations of their physiologies when considered for roles in EShemar society, as they are more thoroughly mentally acclimated to it.

Czhedra---(Literally ‘Bloodcount’) The unofficial, un-sanctioned sport of assigning point values to opponents slain in personal combat, with EShemar comparing their kill-counts. Most common amongst the Blood Riders, Wolf’s Path. SkullCrushers, and Lost Eclipse. Arguments have insued as what constitutes ‘personal combat’ with some ‘players’ claiming only close quarters combat counts, while others advocate including ranged attacks and sniper work. Artillerists are generally excluded from czhedra.
Sometimes confused with the variant czhlana, the unofficial competition between Ghost Rider Domimatrixes, Darkwater Scylla, Lost Eclipse Nahsi and Sapphire Cobra Medusae, as determined by the numbers and kinds in their personal retinues of ReMade and ReFormatted(i.e. brainwashed) NeShemar handmaidens.

Czhlana---(Literally ‘Skincount’)See Czhedra

‘des’---Prefix sometimes applied to the surnames of Progen-born of the union of an EShemarrian(or thoroughly acculturated NeShemar) and an outsider. The surname is the name of the outsider parent(one not formally brought into the Tribes), and ‘des’ designates that the namebearer is the acknowledged(and proud) descendent of the outsider.


Etren---A non-Shemar adopted by an EShemar. Not necessarily a uzari bondsman or an ayuna adoption, an etren doesn’t even have to be a tribal member, although the later stages of a formal etren bond involve induction into the EShemar’s tribe as a NeShemar. Mild forms of etren mean patronage by an EShemar, who can act as the non-Shemar person’s advocate to the Tribes, while more intensive etrenship are of a more familial nature. Also see Anhaz, Ayuna, Uzari for other forms of adoption into a Shemarrian Tribe.

Relis----Traditional EShemarrian armored headdress. Depending on the Tribe, wearer’s rank and status, and the individual, relis can vary greatly in appearance, decoration, and complexity of design. In general, lower-rank and undistinguished EShemar wear simple, unadorned relis, while older and higher-ranked individuals can boast quite elaborate headdress.

Sroam---(‘shro-am)‘Preventative maintenance’---Regular servicing of robotic, bionic, and by extension, biological, systems. The Wayfinders know this word as an inside joke, as it is derived from Scheduled Regular Overhaul And Maintenance.

Zhyan---Traditional vibroclaw and forearm laser gauntlets. Like relis headdresses, zhyan can be quite elaborate or barebones functional, depending on the status and rank of the owner/user.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EShemarrian Space Presence and Fleets(Expanded)

“Oh wow.....that’s a LOT of ships...”

#HawkMoon---Still regarded as a powerful space power, though many of their ship designs remain unseen

#DarkWaters---Regarded as THE space power of the Shemarrian Star Nation, or at least the one with the most number of observed warship types.

#Blood Riders----Possess a modest-sized fleet dominated by smaller, faster, ‘more glorious’ designs in the destroyer to cruiser classes. Blood Rider ship construction tends to follow a ‘boom and bust’ cycle, influenced and fueled by their campaigns. Loot tends to finance bursts of new ship design, though Blood Rider impatience to field new ships often means they copy others’ designs and modify them to their own preference.

#Ghost Riders---Small, but extremely stealthy, fleet of starships. Their exact numbers are unknown, and their classifications/fleet weight further obscured by the Tribe’s extensive use of EW to blur sensor readings(and, in some cases, hack into enemy systems and outright FABRICATE ship readings).

#SkullCrushers----Once regarded as a failing space power, the Skullcrushers’ reviving spirit has led to an increasing number of new and more powerful warship designs originating from this Tribe. Heavier warships in the cruiser to battleship classes tend to dominate the SkullCrusher order of battle.

#HorrorWoods ----Mainly transports and system defense forces. They have large local-space forces of fighters and attack craft that can serve double-duty as ground attack/surface defense, but lack heavier vessels for force projection.

#Wolf’s Path---Similar to the HorrorWoods in that they concentrate on transports and smaller warships for escort and interdiction. They have a far better force projection capability, however, emphasizing carrier designs for deploying ‘hunting pack’ tactics.

#SilverMoon---After the Hawkmoons and the Dark Waters, the SilverMoons possess the third most powerful fleet. Their fleets are fairly well balanced between light combatants and heavier units, though they tend to favor big guns(especially lasers) for massed barrages and pinpoint surface bombardment.

*Sapphire Cobra----The ‘Cobras field a small, but powerful, fleet of warships, mostly tasked with protecting their communications and pilgrimage convoys. They are potent raiders, however.

*WayFinder---Extensive fleet, mainly aimed at exploration and inquiry. Converted ships of other polities dominate the Wayfinder fleet, stiffened with a core of SSN designs and some of the Wayfinders’ own indigenous craft. Their warships, however, have the added element of technowizardry added to them.

*Lost Eclipse/Nightmare (verified)----The Lost Eclipse’s close relationship with the Ghost Riders shows most profoundly in the especially stealthy designs fielded by the Nightmares. Their forces are mainly oriented towards raids and interdiction.

*Shadowblades----Hard data on this Tribe continues to elude researchers. Every time it is announced that the Shadowblades are a myth, reports surface from reliable witnesses of seeing vessels showing traits of the Shadowblades, but again, no hard data. Shadowblade vessels are generally ascribed to have stealth traits beggaring even the Ghost Riders’, and firepower equal or greater than the SkullCrushers’.

Shemarrian Fringe Tribes:

Clan Alecia***---Known to possess a number of warships in the ‘gawdawful’ powerful class. They are sometimes blamed for the reports of Shadowblade starships.

Clan Armorand*---Not known to have any spacecraft or substantial offworld presence.

*Aurora Warriors---Not known to possess any spacecraft

*Chromites---Known to possess a modest force of armed transports and light warships. They tend to favor EW platforms. They are developing a force of heavier vessels, possibly with the assistance of the Ghezo Guards.

*The FlameWings**---Powerful fleet of warships, especially those with planetary assault capabilities.

*Ghezo Guards---Well-known for their ‘brainships’ copied in part from the Central Alliance’s newer additions.

*Clan Gothec---Not known to have any spacecraft or substantial offworld presence.

* IceFlames*---Not known to have any spacecraft or substantial offworld presence.

*Clan Immensis----Clan Immensis owns several FTL transports

*The IronHearts---Known to possess a modest force of armed transports and fighters.

*The Lollipops---Not known to have any spacecraft or substantial offworld presence.

*Clan Megalith---The Clan of Giants possesses a powerful fleet of combined military and industrial spacecraft, in addition to their giant spacegoing arcologies.

*Clan Motron---Not known to have any spacecraft or substantial offworld presence.

*The Obsidian Dawn----The ‘Pest Control Tribe’ maintains a small fleet of common EShemar designs. They are developing orbit-to-surface capabilities for sweeping planets of specific types of vermin.

*Clan Pantheron---These cat-obsessed tribeswomen have a small fleet of transports and common combat types. They have a few specialized small craft types exclusive to them.

*The Radiant Edge---Initially not thought to have any sort of space transport/presence, it is now known that this tribe of post-apocalypse salvagers maintain at least a small fleet of transports and orbital work-tugs, as well as a number of scavenged spacecraft.

*Clan Scelptor---Clan Scelptor for all intents and purposes lives on its massive taskships traveling space from work site to work site.

*Clan Shelley---Clan Shelley is not THOUGHT to have a space presence of any sort, but details in reports of at least one ‘haunted spacestation’ suggest that Clan Shelleyists may have travelled offworld.

*Clan Shinden----With their concentration on Rifts Earth Japan, Clan Shinden does NOT have any spacecraft of their own. Therefore, reports of Clan Shindenites seen in the Bishido Federation must be regarded wit skepticism, or explained as members transported by other means.

*SkyeKlad----The ‘nudist’ tribe is known to have orbital solariums and the shuttlecraft to reach and service them, but they contract for heavier space support from their parent Tribe, the Sapphire Cobras. They are rumored to be developing/contracting a number of ‘clear hull’ small craft that would presumably have some combat capabilty as well.

*Thousand Dragons---The 1kD are known to maintain a large and powerful fleet of warships of designs exclusive to them, though this force has not been seen or catalogued in its entirity as yet.

*Clan Vespa----Clan Vespa is currently refurbishing several alien vessels that were involved in an attempted alien invasion of the clan’s Earth homeland. When refit is finished, the Vespans plan on transiting to the Shemarrian Star Nation territories in the Three Galaxies and becoming a nomadic swarm of their own, exploring, colonizing, and pursuing the track of the Swarmy that had a hand in creating them.

*Steel Gaians----Because of their close association with Paladin Steel/Greater New England, the Steel Gaians are under some constraints as to how much of a space presence they have. The Steel Gaians have a limited presence off Rifts Earth, with a few enclaves on or near GNE-settled worlds. For the most part they rely on chartered transport to convey them to where they want to go, but for those occasions when they don’t want to travel at the whim of other peoples’ availability and scheduling, or wish to conduct business away from the prying eyes of outsiders, they MUST have ships of their own. Rather than use Shemarrian pattern vessels, which would invite inspection and study of proprietary EShemar secrets, the Steel Gaians have quietly purchased a number of older, more commonly-available ASI designs, notably Sunchaser, Concord, Nao and Trireme transports, and a number of demilitarized Falx/Masakari hulls, and of special note, a number of Hikyaku Heavy Space Scout/Couriers.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(Because I’m still not done having fun raiding Northern Gun for spare parts...Thanks, Chuck.)

EcoS-K-126 Cingulator Warmount
(aka ‘Dog-Wagon’, ‘Safari-Runner’)

“We’re going out to patrol around the lake, bang away at the dragonfish, drink some coolant and toss back some sandwiches. Wanna come?”

“We thought we were dealing with farmers in armored cars....only farmers aren’t supposed to have rail guns with mile-long ranges, and armored cars aren’t supposed to BITE. Intelligence told us they were using Northern Gun stuff and we packed accordingly for the mission, but those were ASSAULT guns we ran into out there! Nothing in the warbook matched them! If you had’t come back and given us fire support to pull back out, they would have had us!”

After the massive warmounts that were the Autoconda and the Jormungandar, Clan Motron’s Cingulator can be easily overlooked. Indeed, many outsiders joke that the little warmount(compared to the previous giants) was an ‘afterbirth’ to the creative frenzy that produced those goliaths. Another joke is that the Cingulator was the result of Clan Motron’s mental exhaustion, and thus they cut more than a few corners in its design. This is evidenced by the fact that the Cingulator is clearly and obviously a ‘bitzer’made from parts and whole chassises lifted from Northern Gun. The body is clearly that of the NG-BAD202 Badger Military Strike Vehicle, modified with a head lifted from a Black Market Robot Raptor Steed, and a tail built from Kitanni Serpent Armor parts.
Armament-wise, the Cingulator has seen its weaponry altered and upgraded across the board. The separate and exposed sensor systems have been streamlined into the new robot parts, freeing up hull space for a doubled forward armament of guns and mini-missiles. The main turret, originally fitted with a rather weak main gun, can now boast a range of more powerful ordnance. Finally, the robotic components allow for melee combat, and bites, claws, and tail slashing.
The Cingulator retains the many-windowed ‘shooters’ cage’ compartment in its midsection, which has proven popular with second-echelon Shemar troops, such as Males, N’R’Mar, and NeShemar auxiliaries who do not have, or qualify for, their own warmounts. The use of the Cingulator as a moving bunker or firing platform from which less-experienced warriors could shoot from within its protection earned the Cingulator nicknames such as ‘Safari-Runner’ or ‘Safari-Wagon’.
The most interesting aspect of the Cingulator is that while it has legs, it lacks integral wheels, which would be an expected feature in a Clan Motron design. Instead, its legs feature special bands of roller bearings that are attachment points for a set of Eco-KRP16 Rozrezard Warbeasts, who wrap themselves around the legs and become the powered tires(effectively four-wheel drive!) for the Warmount. The Rozrezards can draw upon the Cingulator for supplemental energy and material for their cybernanite repair systems. The Rozrezards can drop free and become a complementing strike or security force for the warmount and its passengers, and the warmount can revert to running(though the legs are rather unremarkable in themselves, and meant primarily for traversing rough terrain). Some Cingulator rider-crews prefer to double up on their ‘wheels’, adding redundancy, better traction, towing power and greater surface area/lower ground pressure to their ‘wheeler’ mode. Cingulators are typically accompanied by a pack of a dozen or more Rozrezards, giving them a ready supply of ‘spares’ and a picket force all in one.
Cingulators were introduced during the Minion War incursion on Rifts Earth. Their resemblance, at a distance, to regular Badger AFVs, sometimes successfully confused observers, and led to misidentification of EShemar forces. The Warmount type proved easy to build and maintain, and was made in numbers to beef up Tribe garrison and militia forces. It is normally used to escort and support caravans(it’s not unusual to see Cingulators used by small family groups as their mobile ‘home’) and provide security for rear units, but Clan Motron showed how the Cingulator could be used to support forward units, the warmount’s large mini-missile magazines making it a good field artillery unit, and then used to exploit holes in an enemy line torn by faster and heavier warmounts, such as the Buthidid. The troops the Cingulator carries could then deploy behind enemy lines to take and hold ground, or wreak further havoc, especially in cooperation with the large Rozrezard groups that frequently accompany Cingulator squads. The Cingulator’s large interior spaces and enhanced sensors(retained from the original vehicle) also make the warmount popular with Warchieftains as a command platform, and Tinkers as a support carrier.
Besides Clan Motron, the Cingulator is used by the Horrorwoods and the Wayfinders. A few have been spotted with the Skullcrushers and the Silvermoons. A handful of examples have been sighted with the Steel Gaian tribe, but that tribe is reportedly looking at adapting a variant of their existing EcoS-K-70 Sistrus to use the Rozrezard-wheel system.

Type: EcoS-K-126 Cingulator
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger behind the rider.
The upper compartment aft can hold 7 human-sized or 4 Shemarrian-sized passengers, while the lower compartment can hold 14 humans or 8 Shemarrians.
MDC/Armor by Location:
Main Body 345
Gun Slit Windows(10) 40 each
Gun Slit Window Covers(10) 50 each
Side Hatches(2) 120 each
Top Turret 220
Head 120
*Armored Saddle 90
Headlights (6) 10 each
Forward Rapid-Fire Rail Guns(2) 50 each
Mini-Missile Launchers(2) 100 each
Tail 100
(Optional) Rear Deck 120
Legs(4) 150 each
Rozrezard Wheels(4-8 ) 175 each

*The high sides of the saddle mount provide protective cover, and the rider is -4 to strike, even on a called shot.

Height: 20 ft , 25 ft standing on its legs
Width: 13 ft
Length: 47 ft head to tail
Weight: 21 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms. Internal cargo bay measures 8 ft lng by 5 ft wide bu 9 ft high. If not carrying passengers, an additional 6 tons of cargo can be carried internally.
If fitted with a rear deck, 5 additional tons of cargo can be carried.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 55 MPH
(Wheeling) 150 MPH
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to fording; can drive through water 10 ft deep and walk through water up to 15 ft deep
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( 100 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.

*Turret Sensors---The turret mounts a small secondary sensor head that means the Cingulator can look around behind itself in a full 360-degree arc, making it VERY difficult for the warmount to be surprised from behind.

*Tow Coupling----The underside of the Cingulator’s tail is fitted with a tow coupling, allowing the Warmount to haul standard-hitch automobile/truck trailers. Can haul 25 tons without penalty using its own legs, 32 tons in wheel mode with a four-hitch, and 40 tons with a eight-team hitch.

*Bionic Cybernanite Repair Systems---ALL Cingulators 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.
Note that Rozrezards, while attached the larger warmount, can DOUBLE their nanite regeneration rates, drawing from the Cingulator’s MDC repair pool. For this reason, the Cingulator has large MDC reserves than usual for a Warmount of its size.


Weapons Systems:
1) Turret Weapon---While the initial Cingulator prototypes, hand-built from salvage, mounted the original NG-BAD202 Ion Cannon, the EShemar found the weapon too large and underpowered for their taste, and quickly swapped it out for other, more powerful weaponry.
a) Ion Cannon A--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

b) Ion Cannon B---A copy of a modified knockoff of a Triax weapon.
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.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.

c) Laser Cannon(NG-116 Laser Cannon)
Range: 4,000 ft
Damage: 3d6+2 MD single shot, 1d6x10 MD triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Heavy Pulse Laser Cannon
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Plasma Cannon---The mounting of a short-ranged plasma weapon seems a confession that Clan Motron is willing to pitch the Cingulator to Tribes like the Blood Riders.
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Options: “Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. This allows the plasma to do 50% more damage, but the increased damage capability is dependent on a fuel supply. The deuterium is stored in pressurized internal reservoirs, with enough reserve for 100 enhanced blasts

f) Shemarrian Rail Gun---As the close quarters of the fighting compartments hamper the use of traditional Shemarrian scava, most true warrior Shemar choose to ride and fight outside, so those fighting from within the compartment have to use shorter-barreled, and arguably less powerful, weapons. Thus, fitting the turret with either a 4000-series scava ‘carbine’ or the longer-ranged 6000-series would make sense.

g) ‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum


2) Eye Lasers(2)---The Cingulator swaps out the Raptor’s eye lasers for more powerful standard EShemar laser-optics.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Ion Mouth Weapon---The short range ion blaster in the Raptor mouth has ben replaced with an advanced ion weapon acquired from the Steel Gaians.
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(5d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: Standard
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets


4) Forward Rapid-Fire Rail Guns(2)---The Cingulator mounts DOUBLE the forward firepower of the Badger, the basic weapon remains unchanged(since it’s simple to maintain and parts easy to come by), there’s just two of them now.
Range: 4,000 ft
Damage: 1d6x10 MD per 40 shot burst. The rail gun can also use specialized ammunition types such as silver and wooden rounds, or incendiary shot.
Rate of Fire: ECHH
Payload: 3,680 shot(92 bursts) drum

5) Mini-Missile Launchers(2)---Removing the sensor gear from the left side of the front, freed up room to double up the forward armaments, including adding a second mini-missile launcher.
Range: Varies by Missile Type(Mini-missile)
Damage: Varies by Missile Type(Mini-missile)
Rate of Fire: Volleys of 1-6
Payload: 42 each launcher, 84 total

6) Smokescreen---Various exhaust tubes on the back of the Cingulator can belch out a thick smokescreen on demand.
Range: Each blast covers a 100 ft area.
Damage: Anyone caught in the cloud of thick, obscuring smoke is unable to see, except with thermal optics. Inhaling, or exposure through unprotected soft tissues like the eyes, the vapor does 1d6 SDC/Hit Points per melee of exposure, and victims are -4 to dodge, strike, and parry, even for 1d4 melees after being removed from the cloud.
Smoke persists for 1d4+3 melee rounds.
Rate of Fire: ECHH
Payload: Has enough smoke-matrix for 25 clouds. Regenerates them at a rate of 1 every three hours(1 hour if fed petrochemicals).

7) VibroClaws(4)---The foot pads of the Cingulator can extend three wicked vibroclaws for tearing through obstacles. In wheeling mode, these claws normally are positioned as protective outboards to the Rozrezard-wheels, but they can be swiveled out to widen a lane or sideswipe targets, and can even be spun up to provide an ‘axle-drill’ attack.
A single large vibroblade is mounted on the tail, and fitted with a special safety sheath, so the blade doesn’t damage the tow coupling, when in use.
Range: Melee
Damage: +3d6 MD to a kick, 3d6 MD on a sideswipe, 1d4x10 MD spinning axle-drill cut(2 attacks).

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.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Cingulator 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).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +3 (+2 w/ ranged weaponry)
Roll +4
Parry +3
Bite 2d6+3 MD
Kick 2d6 MD
Claw 3d6 MD
Full Strength Kick/Claw 5d6 MD
Spinning Axle-Drill Cut(2 attacks) 1d4x10 MD
Tail Lash 2d6 MD
Tail Blade 3d6 MD
Ram 2d6 MD, 4d6 MD if moving at 40 MPH or faster

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Cingulator an aura and behavior more befitting a sentient being than a robot. The Cingulator is a patient and steadfast stead that works very well in groups, and in particular with its Rozrezard ‘symbiotes’.

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).

Options:
Because of its close resemblance to its vehicular ancestor, the Cingulator can take advantage of a number of vehicle options.

*Laser Ablative Armor(Option)---Laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.

*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.

*Stabilization Jacks---Tired of being knocked over by concussion blasts, or being rolled over by a giant’s kick? This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive six stabilizer jacks up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing you like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.

*Morphing ‘Armadillo’ Armor---Enfolds the ENTIRE Cingulator in articulated armor plates, increasing armor protection, but effectively immobilizing the warmount. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +300 MDC when deployed

*Mine Detector-----A detection coil can be installed in the ram prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordnance. 85% accuracy.

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft

*Reinforced Floor---Armors the underside of the car against IEDs and land mines. These weapons now do HALF damage, and add 180 MDC (applicable to the UNDERSIDE only). But the vehicle is now 1,000 lbs heavier, and reduce maximum speed by 10%.
Last edited by taalismn on Tue Jan 02, 2018 4:45 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:(Because I’m still not done having fun raiding Northern Gun for spare parts...Thanks, Chuck.)

EcoS-K-126 Cingulator Warmount
(aka ‘Dog-Wagon’, ‘Safari-Runner’)



Nice, and nice use of my Rozrezard! Who needs wheels when you can use a ball of blades, teeth and death with attitude!
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Re: Shemarrian-related fan creations

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Glad you enjoyed. :D
Yeah, when you start looking at previous posts as assets in new(and disturbing) ways, you get more possibilities.
Admittedly, a Rozrezard likely makes a pathetically small tire compared to the monster truck wheels Charles Walton drew for the Badge(it would be like putting garden cart wheels on a racing car...the little wheels would have to be spinning like mad to get the thing going, but hey, make 'em bigger in your mind's eye...they're STILL tougher than the regular wheels.
Besides, the idea of interlocking e-animals appealed as a way of supping up a frankensteed.
Expect to see these buggers operating next to Shambulators and Edselators.
That's th fun of having multiple Tribes....crazy ideas can come from them, that get translated(or mistranslated) by others into metal...and if you're assembling bots and pieces of different technologies, the results can be...fun... :demon:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Glad you enjoyed. :D
Yeah, when you start looking at previous posts as assets in new(and disturbing) ways, you get more possibilities.
Admittedly, a Rozrezard likely makes a pathetically small tire compared to the monster truck wheels Charles Walton drew for the Badge(it would be like putting garden cart wheels on a racing car...the little wheels would have to be spinning like mad to get the thing going, but hey, make 'em bigger in your mind's eye...they're STILL tougher than the regular wheels.
Besides, the idea of interlocking e-animals appealed as a way of supping up a frankensteed.
Expect to see these buggers operating next to Shambulators and Edselators.
That's th fun of having multiple Tribes....crazy ideas can come from them, that get translated(or mistranslated) by others into metal...and if you're assembling bots and pieces of different technologies, the results can be...fun... :demon:


Yeah, lots of possibilities.
I'm thinking of some possible breeds of some of the e-nimals we have.. like maybe a beefed up version of the Rozrezard by Clan Armorand.. since they lived in areas with ravines and the like, I'd imagine that they've used boulders to crush enemies entering a narrow pass.. now imaging those boulders were a form of Rozrezard..
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Re: Shemarrian-related fan creations

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kronos wrote:[Yeah, lots of possibilities.
I'm thinking of some possible breeds of some of the e-nimals we have.. like maybe a beefed up version of the Rozrezard by Clan Armorand.. since they lived in areas with ravines and the like, I'd imagine that they've used boulders to crush enemies entering a narrow pass.. now imaging those boulders were a form of Rozrezard..



Slingtails throwing Trogladiums....Or Lughauls caber-tossing them into the enemy....

Variant breeds of Rozrezard? Michelins, Firestones(yeah, immediately suggests FIRE, doesn't it? :x ), Goodyears, Goodrich, Pirellis, Fierce, Uniroyals, Bridgestone, Dunlop, Toyo..... :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Shemarrian-related fan creations

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EShe-BrPMW-06 Blood Rider Plasma Arc

It slices, dices, and FRIES on contact.”

“I really don’t like using the scatter-fire mode unless I’m facing vermin or multiple dishonorable opponents. It feels like cheating, just area-blasting like that, If I’d wanted to do that on a regular basis, I’d have joined the artillery.”
---Anonymous Blood Rider Berserker

This melee weapon is actually adopted from a N’R’Mar tool arm using scavenged Kittani plasma axe-blades. As a handheld weapon it is a large crescent or bow-shaped(some also claim the weapon resembles a fictious alien hand weapon from a pre-Rifts television series) weapon with the outside edge of the arc lined with three plasma blades. Powered by induction, the EShe-BrPMW-06 can deliver plasma-enhanced slicing attacks, or fire off short-ranged plasma blasts.
The Plasma Arc is rather large(abut five feet long) and can prove unwieldy for anybody without enhanced, bionic, or robotic strength. It is large and tough enough to be used as a small shield or parrying weapon.
Though the Blood Riders produce entirely new plasma blades, many warriors and Berserkers feel that handcrafted Plasma Arcs using battle-scavenged blades are better, because of their ‘history’. Such weapons, especially if the owner of the plasma arc personally acquired the component plasma blades, become EShemar heirlooms, and are highly prized.
Besides the Blood Riders, the Silvermoons also use and make the Plasma Arc, though they are reportedly working on a laser version.

Weight: 30 lbs
MDC: 110
Range: Melee
(Plasma Blast) 100 ft
Damage: +3d6 SDC if used as a blunt striking weapon, 3d6 MD per single blade jab, 1d6x10 MD per full head-sweep
(Plasma Blast)6d6 MD per single blast, 2d4x10 MD for all three blades firing. The shots can be concentrated on one target, or ‘fanned’ to spray a 30-degree arc(does HALF damage).
Rate of Fire: ECHH
(Plasma Blast) Twice per melee
Payload: Effectively unlimited, powered by induction, in the hands of an EShemar gynoid, android, or cyborg.
Can be powered by an e-clip, but keeping all three blades energized will drain an e-clip, even the two that the weapon has provision for being fitted with, far more rapidly than a single blade would; 20 minutes per e-clip, and each single-blade energy blast drains 8 minutes’ worth of charge.
Special Features:
*Reinforced Frame
*+1 to parry(curved shape helps deflect blows)
Cost: 90,000 credits if made available on the open market. Rarely available.
Options:
*Silver-plating---The plasma arc’s frame can be silver-plated, giving it some utility against supernatural beings vulnerable to silver.

*Laser-Chroming---Popular with Silvermoon warriors, this surfaces the plasma arc in laser-reflective chrome; lasers do HALF damage to it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Shemarrian-related fan creations

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(based/inspired by Josh Sinsapaugh’s ‘Creatures of the Xiticix Hivelands’, Rifter 59, pgs 41-50)

EcoS-KRP-35 Ignee Aerial E-Animal
(aka ‘Torch Fly’, ‘Kamikazbee’, ‘Fire-Pops’, ‘Sky-Lava’, ‘Cigarette-fliers’)

“Watch the low fliers! They’ll burn you before you know they’re even over your position! They’ll swarm and blast you and leave damned little left of you to pick up afterwards! Just ashes on the wind!”

“They burn hot and short, but, Goddess, do they go out with a bang!”

“Only Blood Rider Berserkers would be crazy enough to ride a live missile into combat.”

The Ignee is one of those hard to classify EShemar creations that straddles the definitions of warmount, drone, vehicle, and ordnance. When first seen in the ranks of the Blood Riders, it was mistaken as a light warmount, but it is now known to be considered to be disposable ordnance.
The Ignee is based on Shemarrian observations of the alien Thruster Bee, an exotic and vicious lifeform infesting the regions around the Xiticic-claimed Hivelands. The Ignee resembles a particularly large speciman of thruster bee; a low-slung, sleek, angular, chitin-shelled creature borne aloft on biological plasma thrusters, only the Ignee is two- to three-times the size of the original thruster bee. The Ignee is sometimes called ‘the poor Shemar’s Tohilan’, in reference to its resemblance to the larger plasma-lofted, fire-spraying EcoS-K-92 warmount. The comment has fueled rumors amongst those that mistake the Ignee for the Thruster Bee that the two are somehow related to the Tohilan(which is also often mistaken for a cyborged alien creature) and may hail from the same universe.
The Ignee is, however, NOT a biological entity; it is a thruster-launched robotic drone. It barely qualifies as a warmount or hovercycle; a single rider can sit, lay, or stand on the Ignee and fly it like a hoverboard, but will be exposed to the elements and enemy fire, and will be unable to carry much in the way of personal gear(see Variants). The Ignee is directed by a simple drone AI, allowing it to be used as a remote semi-autonomous scout or picket-robot. The Ignee sports a pair of low-powered laser ‘eyes’, a set of crude vibro-mandibles for close combat, and can use its plasma thrusters as thermal weapons, but its heaviest punch is in the form of a heavy missile-grade suicide warhead packed into its head.
Ignees are almost NEVER Awakened; they’re considered throw-away drones. Intially they were nuclear powered, but even using powerplants salvaged from hovercycles, the resource cost would quickly beggar the Blood Riders in any protracted campaigns using the Ignees as missiles. Instead, the Blood Riders have turned to alternate power systems such as battery-electric, liquid fuels, or even Northern Gun-style Solid Oxide, to save on production time and difficulties. This allows their limited industry to churn out Ignees and lose them in quantity on the battlefield.
Ignees are typically deployed to harass opponents with sniping fire and high speed passes to flame targets of opportunity with their plasma exhausts. When the Ingees’ power starts to run low, or a prime target is identified, the drone will go out in a kamikaze attack. Occasionally, Blood Rider scouts and Berserkers will ride them into combat, disembarking(usually directly into battle) while the drones fly off to continue to harass and distract.
Besides the Blood Riders, both the Ghost Riders and the Obsidian Dawn make extensive use of the Ignee. The FlameWings also reportedly use giant swarms of the drones to obliterate enemy positions.

Type: EcoS-KRP-35 Ignee
Class: Robotic Warbeast, Aerial
Crew: None; robot intelligence
1 rider/pilot can ride on the back, surfboard-style
MDC/Armor by Location:
Main Body 120
Head 50
Thrusters(4) 30 each
Height: 3.5 ft
Width: 5 ft
Length: 10 ft
Weight: 1,000 lbs
Cargo: None, except what can be carried strapped to the rider.
Physical Strength: Not applicable
Powerplant: Liquid Fuel(700 miles), Electric(800 miles), or Nuclear w/ 5 year energy life(rare)
Speed: (Running) Not possible
(Flying) Hover to 350 MPH, 400 ft maximum altitude
(Space) Not possible
(Underwater) Not possible
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( 5 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

Weapons Systems:
1) Head Lasers(2)---Two small laser cannons are mounted in the head.
Range: 500 ft
Damage: 1d6 MD per single blast, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: 400 shot battery(200 shots per laser). Effectively Unlimited for nuclear-powered versions
Bonus: + 2 to strike

2) Plasma Thrusters(4)---The Ignee can overfly a target and blowtorch them with superheated exhaust.
Range: 500 ft
Damage: 4d6 MD to a 3 ft wide area, per thruster; a full ‘fry-over’ does 2d4x10 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited as long as the power system holds out.

3) Razor-Bite---Small vibroblade-lined mandibles deliver a painful armor-scoring cut
Range: Melee
Damage: 2d4 MD

4) Suicide Warhead---The ‘Kamikazbee’ carries a powerful heavy thermite or plasma explosive warhead package as a weapon of last resort; the Ignee will divebomb and detonate on top of a target, destrorying itself in the process.
Range: (Plasma) 50 ft blast radius
(Thermite) 30 ft blast radius
Damage: (Plasma) 5d6x10 MD
(Thermite) 1d8x100 MD

Programming:
Navigation: Air 94%
Read Sensory Instruments: 94%
Weapons Systems: 94%
Radio: Basic 94%
Pilot Hovercycle 94%(for maneuvering purposes)

Actions/Attacks Per Melee: 8
Initiative +2
Dodge +6 in flight
Strike +1 (+2 w/ ranged weaponry)
Roll +5 in flight
Bite 2d4 MD

Variants:
*EcoS-KRP-35b---This variant begs for the Ignee’s reclassification to ‘warmount’ status. With a nuclear powerplant(5 year energy life), it is meant for long term use. The warhead has been replaced with an internal cargo space, able to hold up to 300 lbs of gear. The EcoS-KRP-35b has been seen ridden by Blood Rider combat medics who use the cargo space to carry medical supplies.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:(based/inspired by Josh Sinsapaugh’s ‘Creatures of the Xiticix Hivelands’, Rifter 59, pgs 41-50)

EcoS-KRP-35 Ignee Aerial E-Animal
(aka ‘Torch Fly’, ‘Kamikazbee’, ‘Fire-Pops’, ‘Sky-Lava’, ‘Cigarette-fliers’)


Yep, definitely a fun little critter! Great for holiday celebrations if you modify the warhead a little :P
I'd imagine Clan Vespa might also field some of these, although not in as large numbers for awhile... But can you imagine them unleashin these against space wasps and the swarmy that created them?!
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Yep, definitely a fun little critter! Great for holiday celebrations if you modify the warhead a little :P
I'd imagine Clan Vespa might also field some of these, although not in as large numbers for awhile... But can you imagine them unleashin these against space wasps and the swarmy that created them?!



Was going to post some NPCs in the holiday spirit, but got up way too late today. But those presents will come.

The fun about the Thruster Bees is that they're a creation of Josh Sinsapaugh, who, of course, wrote the Shemarrian Nation sourcebook this thread uses as its Old Testament-style core. So, it's another gift to him. : :wink:

So, consider it a present dropped off from an antigravity caravanser sled, piloted by a bearded Vatfather, and pulled by Eco-KRP22 Cyertones :bandit: :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

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My last big Warmount for 2017...might as well end with a bang(or big hiss), because...honestly...2017 sucked....

*EcoS-K-125 Jormungandar Superheavy Warmount
(aka ‘Midgarter Serpent’, ‘KobraKong’, ‘Snake Train’)

“For a small tribe that likes to run fast and light, the Motrons sure dream BIG. They just couldn’t stop at the Wreckadon, could they?”

“Wouldn’t it just be easier to put hoverjets on a Warshark?”
“Easier, perhaps. More stylish? No way.”


“They’ve got at least three of those things, at least, mounting turrets like a naval destroyer, moving up and down their lines volleying shells and missiles at us all the way. The grunts up front are calling it the ‘screamer express’ and they hate the hell out of the snakes. We try counterfire, but the snakers are damned good at avoiding our shell-falls, and they’re equally good at blasting our spotters out of the sky. I’m looking for volunteers to try to derail some artllery trains. Anybody interested?”

“Think you can spike those hover turbines? Think again; the Shemar didn’t just copy Northern Gun’s big hovers, they IMPROVED on them. Saw a gurgoyle who had the same bright idea you guys did and tried to foul the big jets in the tail with his blast flail. Turbines tanked the blast and, before he could let go of his whip, pulled him right in and chewed him to paint spray. Didn’t even slow the snake-cruiser down any. Like I said, they made those fan blades TOUGH.”

“Yes, I was on the Great Snake that took on the Brood Gulper in the Valley. We encircled that abomination, hitting it from all sides simultaneously and cut it down at the legs. When at last it collapsed and burst, and its loathesome spawn set loose and dropped upon our decks, I was among those who vent out into the open and slew and slaughtered the creatures hand to claw, while the Great Snake kept others on the ground and contained. It was onerous, bloody work, and many of us were injured by the beasts, but it had to be done, or untold many innocents would have been in the path of that ravenous horde.”

“ALL ABOARD FOR SAPPHIRE CITY!!! ALL ABOARD!!!”

When small Clan Motron debuted their Autoconda hover-snake warmount, it raised some eyebrows and antennae amongst the Shemarrian Tribes. Despite its unusual nature(even for Shemarrian designs), the Autoconda proved a surprisingly quick success, in part due to the pitching of various variant configurations meant to appeal to specific tribes.
It is now known that the Motrons used the Autoconda as a ‘warm-up’ for a far more larger and ambitious design.
The Jormungandar is a truly massive warmount based on Northern Gun Hovertrains(at least one of which was known to have gone down and unrecovered in Shemarrian-patrolled territory during the Minion War), and represents the peak of oversized land warmount design, outstripping even the EcoS-K-84 Wreckadon in size. An entire Shemarrian fringe tribe could fit on a Jormungandar with the right configuration.
The Jormungandar uses a Northern Gun Hovertrain as the basis, fits the front with the modified head off a Kittani Warshark submarine, mounts turrets off Coalition tanks, and adds other parts and pieces scrounged and modified from over a dozen other sources. Like the Hovertrains, Jormungandar can string on additional trailing body segments that can be configured for different purposes. An extendable covering of armored skinning and ribbing can be pulled over each new segment and the whole tied together into one giant cyberorganism. Jormungandar have a minimum of four additional body segments, and have been observed as having as many as eighteen, with rumors of larger snake-trains in the Shemarrian Star Nation.
Disguising the Jormungandar as a pure Feral would be impossible, so instead the Shemarrians present the warmount as a giant cyborg, similar to the Pelaganar. The Jormungandar looks like a cross between a giant snake, an attenuated shark, and a land-stranded naval destroyer. The dorsal side mounts multiple turrets and a fin-like observation bridge.
The Motrons have been able to perfect, via practice with the Autoconda, the system via which new body segements may be added or cut out of the overall Jormungandar cyberorganism. Each segment has limited self-propulsion, and can be effectively piloted on their own, but they lose the overall bonuses of being part of the greater Jormungandar synergy. Thus, while a Jormungandar can handle being cut apart in several places, the standard protocol is to try to re-link the surviving segments back together as quickly and expediently as possible.
The Jormungandar is one of the larger warmounts to be Awakened, though many argued that such a creation would be better off formatted as a plain and simple vehicle, as an Ecotroz essence requires periodic rest. However, the successful implementation of multiple minds allows the giant warmount to keep moving as need demands. Those who favored the Awakenings point out that as a result the Jormungandar is more responsive as a whole and meshes more effectively with its various sub-components. Still, there are some Ghost Riders who refuse to set foot on an Awakened Jormungandar, considering them ‘haunted’(an ironic observation from a Tribe that has its main enclave in the entity-ridden madhouse of Madhaven).
Though designed by the Motrons, the first Jormungandar was actually assembled by the DarkWaters, who had more experience in, and the facilities for, assembling a vehicle of the Jormungandar’s scale(hence, the many shared features with the Dobharg and the Pelaganar). And though the DarkWaters built the first one, it was ominously the Skullcrushers who enthusiastically ordered the next one.
Though only a half-dozen have been sighted on Rifts Earth, the Jormungandar has been seen offworld in greater numbers. The Wayfinders love the pure eccentricity of the design, and have added numerous technowizardry enhancements and special purpose body segments to theirs, and have been known to deploy Jormungandars on planetary exploration expeditions. The Sapphire Cobras have several that they use to bring their enlightenment to planets like Karowyn, a planet torn by civil war, which tends to vanish when the missionary warmounts come to town. The Radiant Edge is known to use the type in their patroling and reclamation of waste-worlds.

Type: EcoS-K-125 Jormungandar
Class: Robotic Warmount, Cavalry, Superheavy
Crew: None; robot intelligence
Provision in the head for a supervisory crew of 12. Observation tower module has space for 40. Gun turrets generally have 2 gunners and room for 1-2 technicians/observers.
Body segments vary by function.
MDC/Armor by Location:
Main Body 960
Head 800
Long Range MissileLaunchers(7) 120 each
Mini-Missile Launchers(4) 80 each
Sonic Cannon 400
Body Segments(4-18) 500 each
Hover Jets(6 main body, 4 each body segment) 450 each
Slicer Fins(8+2 per additional body segment) 250 each
Tail 500
Tail Jets(4) 450 each
Tail Missile Launcher 120
Tail Laser 100
*Observation Tower 500
Laser/Rail Gun Turrets(4 or more) 300 each, 150 each gun barrel(x2 per turret)

*Destroying the Observation Tower destroys long range radar sensors(unless another body car-segment is equiped with a backup), as well as the advanced fire control.

Height: 40 ft main body. The observation tower/fin stretches it to 52 ft
Width: 45 ft main body, The Slicer Fins/Pylons jut out 12 ft to either side
Length: 183 ft+80 ft per additional segment(4-18)
Weight: 280 tons+40 tons each additional segment(4-18), unloaded. 2-4 times that fully loaded.
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 80
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can awkwardly level and slither its way across the landscape at an excruiating 5 MPH.
(Flying) Hovers 1-15 ft off the ground at a speed of 125 MPH
(Space) Not possible
(Underwater) Limited
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 Jormungandar 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 2d6x10 MD per hour, and can repair 1,000 MDC before needing material stocks to convert to MD repair material.
Segments separated from the entirety can still regenerate, albeit in limited fashion, able to rebuild at only 4d6 MD per hour, and with only a reserve of 200 MDC per unit.

*Magnetic Anomaly Detector(MAD)---Like a shark, the Jormungandar can sense electromagnetic fields and metal objects, such as active electronics, vehicles, powered-up fusion powerplants, and metal-cased(or electronically-fired) mines.
Range: 5 miles, and has a 70% chance of detecting submerged/buried vessels/vehicles(-20% for nonmetallic objects, and no chance of detecting organics).

*EW Suite---The Jormungandar mounts a powerful naval ECM/ECCM suite, capable of jamming radar and radio communications. 85% effectiveness at jamming civilian communications bands, 75% military systems, 50 mile range, and signal encryption/descrambling, in order to cut through enemy jamming(+15% to EW skill rolls to defeat jamming). Enemy radar-guided weapons are -5 to strike the vessel. Of course, the active jamming will tell enemies that SOMEBODY is out there, just not exactly where.

*Advanced Fire Control---The observation tower module also acts as a fire director. With it in operation, all direct-fire weapons get an additional +1 to strike, in addition to any individual weapons systems’ or gunners’ bonuses.

*Dual Minds---Like a dolphin’s ‘swim while asleep’ capability, Jormungandar have a compartmentalized brain-intelligence that allows them to continue moving under power even as the invested Ecotroz essence goes ‘asleep’. During this time the warmount can remain traveling under power without pausing, just like an Unawakened vehicle. This duality is increasingly common in the larger and longer-ranged Warmounts such as the Stone Eater, Dobharg and Lepidopterror.

Weapons Systems:
1) Long Range Missile Launchers(7)---Retained from the original Kittani WarShark, the heavy torpedo tubes in the nose have been converted to long range missile tubes.
Range: Varies by Missile Type( Long Range missiles)
Damage:Varies by Missile Type( Long Range missiles)
Rate of Fire: Volleys of 1-7
Payload: 48

2) Mini-Missile Launchers(4)---Another holdover from the Warshark.
Range: Varies by Missile Type(Mini-missiles)
Damage:Varies by Missile Type(Mini-missiles)
Rate of Fire: Volleys of 1-4
Payload: 4 per launch tube, 40 total

3) Eye Lasers(2)---Copied from the Dobharg, these powerful lasers give the mage-serpent a truly lethal gaze.
Range: 6,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Mouth Lasers---Aka ‘The Serpent’s Breath’. Another weapon carried over from the Warshark, this powerful array of lasers mounted inside the mouth has been known to instantly vaporize even heavy battle robots unwise enough to stand in front of the oncoming megaserpent.
Range: 500 ft
Damage: 4d6x100 MD per blast
Rate of Fire: Three times per melee round
Payload: Effectively Unlimited

5) Sonic Cannon---Aka ‘The Serpent’s Roar’. Mounted in the nose, above and behind the heavy- and mini-missile launchers is an emission bulb, looking like the prow of a locomotive’s steam boiler, for a powerful sonic cannon. This potent vibration weapon projects a variable beam of sculpted sound that can stun living creatures, or pulverize them and any other obstacles in the warmount’s way.
Range: 3,000 ft. 100 ft for the area of effect sonic boom.
Damage: 2d4x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater), Also acts like a Clap of Thunder spell, in that it can temporarily deafen and stun.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor. Characters in hard-shell EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees. DOUBLE effects and duration for those with particularly sensitive hearing(includingDog Boys).
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished/negated to occupants on a vehicle owing to the many interior structures that serve to disipate and insulate the sound waves.
It also produces a window-shattering sonic boom in a 45-degree arc along its path out to 100 ft, temporarily deafening those caught in the area of effect(those without ear protection will be -4 to initiative and -1 to parry and dodge for 1d4 minutes, while those inside EBA, light MDC vehicles and power armor will only be deafened for 2d4 melees.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

6) Laser Turrets(2, minimum)---- The middle segment of a Jormungandar train, regardless of its composition, consists of an observation tower flanked by at least two laser turrets and a pair of rail gun turrets. The Shemarrians simply salvaged or copied the turrets off Coalition State tanks and mounted them on the Jormungandar.
a) C-T60 Laser Cannons(x2)
Range: 6,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effctively Unlimited

In the alternative, can be fitted with the following:
b) Heavy Pulse Laser(x2)
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effctively Unlimited

c) Tri-Laser(x2)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Particle Beam Cannon(x2)------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a co-axial small laser
Range: (PBC) 11,000 ft
(Laser) 2,000 feet
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: Effectively Unlimited

e) Heavy Naval Laser Cannon(x2)
Range: 2 miles
Damage:1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited. 120 shot battery if separated from the megaserpent’s main body/power grid

f) Ion Cannon(x2)
Range: 6,000 ft
Damage: 3d4x10 MD per single shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited

g)Heavy Plasma Cannon/Light Plasma Torpedo Launcher(x1)--- Found among the Star Nation Horrorwoods, this configuration mounts a dual mode plasma cannon that can also fire a longer ranged plasma bolt.
Range: (Plasma Blast) 5,000 ft
(Plasma Torpedo) 6 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere, 4,000 miles in space)
Damage:(Plasma Blast) 2d4x10 MD per blast, and can also fire a ‘scattershot’ that does 1d4x10 MD to a 15 ft wide area.
(Plasma Torpedo) 1d4x100 MD to a 50 ft blast radius per missile
Rate of Fire: (Plasma Blast) EGCHH
(Plasma Torpedo) Single shot. Once per melee
Payload: Effectively Unlimited


7) Heavy Rail Gun Turrets(2, minimum)---- Similar to the laser turrets, the Jormungandar’s central ‘bridge’(though it is more of an observation section) segment mounts two heavy rail gun turrets. The initial fittings, in keeping with the use of CS salvage, were paired CR-100R heavy rail guns, the same as used on the CR-003 Spider-Skull Walker, but as interest and participation in the Jormungandar project grew, other more advanced weapons were put forward as alternative weapons fits.
a) CR-100R Rail Guns(x2)
Range: 6,000 ft
Damage: 2d4x10 MD per 80 rd burst
Rate of Fire: EGCHH
Payload: 20,000 rd (250 bursts) drum per gun.

In the alternative, can be fitted with the following:
b) Autocannon(x2)---A copy of the Coalition’s own C-144 heavy autocannon(mounted on the IAR-2).
Range: 10,000 ft
Damage: 2d4x10 MD per blast, w/ 10 ft blast radius
Rate of Fire: Twice per melee
Payload: 50 shells per gun

c)’SkullShatter’ Cannon(x2)---This is a heavy weapon based on the Wolf’s Path ‘Goddess Hammer’ cannon, which was essentially several Shemarrian carbine rail guns bundled into a gatling gun arrangement for rapid fire. The Skullcrushers, after much effort, managed to acquire the schematics for the weapon so they could make their own, but also went about producing an even heavier long-barreled version using standard 6000-series rail guns instead of the shorter 4000-series carbines.
MDC: 420 each barrel array
Range: 6,000 ft
Damage: 2d6x10 MD per round, 6d6x10 MD for a three shot burst, 1d6MDx100 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum per gun

d)‘LongStryke’ Heavy Gun Pod(x2)---Another adapatation of an Orbital weapon, the ‘Longstryke’ is the Skullcrushers’ adaptation of the CAN Republic’s VX-20 Super Cannon. Similarly, this weapon has been adapted as a Necriant weapon, although it can sometimes be found as a heavy weapon on Warmounts and Caravan vehicles.
MDC: 250 each barrel
Range: 11,000 ft in atmosphere
Damage: 3d6x10+10 MD per single shot.
Rate of Fire: ECHH
Payload: 12 shot clip, or 36 round heavy drum

e) 30mm Anti-Aircraft Flak Cannon(x2 or x4)--Knockoff of the TriaxTX-862FC, Can be mounted in two- or four-gun mounts.
Range:10,000 ft
Damage:4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire:EPCHH
Payload:800 rds, 400 rds per cannon
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

f) 40mm Autocannon(x2 or x4)----A popular anti-aircraft weapon, available in both two- or four-gun mounts.
Range: 2.6 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to 15 ft blast radius
(Armor Piercing Tracer) 5d6 MD single shot
(High Explosive Tracer) 4d6 MD to 10 ft blast radius
Rate of Fire: EPCHH
Payload: 444 rounds

g) Boom Gun(x2)---Classic US-RG14PS Boom Gun
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum per gun

h) MG-H155 Howitzer Rail Gun(or at least a copy of it)(x1)
Range: 6,000 ft
Damage: 1d6x10 MD 40-rd burst, 2d6x10 MD long 80 rd burst
Rate of Fire: ECHH
Payload: 2x80,000 rd drums stored internally

i)‘Thunderbolt’ Missile Launcher----This is a copy of the dual system lauch box from the old Iron Heart Armaments ‘Iron Bolt’ missile tank. 12 long range missiles and 120 mini-missiles per launcher. If fitted to a dedicated Missile Launcher segment, the VLS cells are replaced with a missile magazine and reloader for the Thunderbolt; 480 mini-missiles and 16 additional long range missiles are held in storage.

j) Short Range Missile Launchers(2x, 130 MDC each)--Twin launch boxes each holding 10 short range missiles(20 total). If fitted to a dedicated Missile Launcher segment, the VLS cells are replaced with a missile magazine and reloader for the SRML; 360 short range missiles are held in storage.

k) Medium Range Misisle Launchers(2x, 150 MDC each)--Twin launch boxes each holding 9 medium range missiles(18 total). If fitted to a dedicated Missile Launcher segment, the VLS cells are replaced with a missile magazine and reloader for the MRML; 180 medium range missiles are held in storage.


8 ) Jet Blasts---Because the Jormungandar is based on the Northern Gun hovertrains, its hoverthrusters are similarly(if not more so) powerful enough to be used as weapons at short range, knocking people off their feet. The tail also sports powerful jet engines that can be swung to bear on targets.
Range: 40 ft
(Tail Jets) 250 ft range and 50 ft wide area
Damage: Humans and d-bees up to 11 ft tall have a 90% chance of being blown off their feet and thrown 1d4x10 ft, suffering 1d6 MD , losing initiative, and 2 APMs getting back up. Larger beings have a 50% chance of being knocked down.
(Tail Jets) Beings 11 ft of smaller have a 95% chance of beig blown away, up to 1d6x10 ft, larger beings have a 55% chance, Getting hit by the tail jets means getting blasted for 1d4 MD, and taking an additional 1d8 MD getting slammed into the ground if still within the 250 ft range. Objects up to 600 lbs in weight can be picked up and whirled by the winds and thrown up to 2d4x10 ft, doing 5d6 SDC/ or 2d6 MD damage on landing(or inflicting that much on hit targets)

9 ) Tail Short Range Missile Launcher---Mounted atop the tail between the rear jet thrusters is a short range missile missile launcher
Range: Varies by Missile Type( Short Range missiles)
Damage: Varies by Missile Type( Short Range missiles)
Rate of Fire: Volleys of 1-6
Payload: 36

10) Tail Laser---Mounted in the tip of the tail is a powerful laser cannon for dissuading pursuers.
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effctively Unlimited

11) Slicer Fins----Spotted along the flanks of the megaserpents’ lengths are numerous fin-winglets that can be hinge-folded to serve as fenders, or straightened out and extended to serve as blades for sweep-cutting through obstacles and targets.
Range: Melee(extend 12-20 ft out from the sides)
Damage: 3d6 MD per every 40 MPH of speed

12) Modular Body Segments--- The main variant factor between individual Jormungandar are the custom arrangements of body segments. Depending in the mission/campaign profile, the Jormungandar can be heavily laden with cargo sections or weapons segments.
a) General Cargo---up to 200 tons each, or 34,000 galloons of liquid cargo if a tanker car.

b) Barracks ---Double-deck car with room for 160 human-sized passengers in bus-style comfort, 240 cramped, or 90 Shemarrians, 250 standing ranks, shoulder to shoulder locked in place(remember, Shemarrians, being androids, don’t need much in the way of elbow room or amenities if it comes to it). Barracks cars can also be fitted with ‘fighting galleries’...upper interior access ways along either side of the car, with firing slits through which embarked infantry can fire their personal weapons from behind the armored protection of the car. The firing slits, when not in use, can be sealed with armored covers.

c) Garage/Stable/Kennel--5-12 Warmounts or 24-250 e-animals

d) Combat ---Mounts two turrets holding direct-fire energy or projectile weaponry identical to those available for weapons systems #6-7 already mentioned above.

e) Artillery---Mounts a turret(400 MDC) for ballistic artillery, the hoverjets programmed to counter the recoil of the mounted heavy gun, a reinforced ammunition hold(18 ton capacity) feeding shells up via an autoloader, and the turret mounting ONE of the following(or similar) weapons:
*ES-SC-NGC-02 80mm Grav-Howitzer----Similar in concept to the NGC-02(a burst-fire gravitic cannon-pod first deployed as a rifle by the massive Necriant Elite caste), but meant for firing slower explosive ordnance. It can also be propped on the ground in a gravity well and used as indirect artillery.
Weight: 2.9 tons
MDC: 280
Range: (Direct Fire)25,000 ft (6 miles)in atmosphere, 12 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
(Indirect Fire) 62,500 ft (14.5 miles). Range in microgravity can be 2-10 times as great, depending on local conditions.
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 50 rd drum
80mm AP shell weighs 12 lbs( 166 shots per ton)

*ES-Cim-M3---This is a Clan Immensis adaptation of a towed artillery piece combining aspects of various pre-Rifts 105mm howitizers. Use of megadamage materials has led to a lighter weight, while stronger tubes and more advanced propellants allow for greater range.
Weight: 2,500 lbs
MDC: 120
Range: 36,700 ft (7 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 5d6 MD to 40 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range.
Rate of Fire: A well-trained gun crew can get off three shots per melee.
Payload: Single shot
105 mm shell weighs 30-35 lbs ( 75 shots per ton)

*ES-Sm-M2 ‘Silver Thunder’ 155 mm LB Massdriver Cannon----The Silvermoons have adopted a 155mm gauss weapon as their artillery of choice,
Weight: 26,000 lbs(13 tons)
Range:(Direct Fire) 45,000 ft(9 miles)
(Indirect Fire) 110,000 ft (22 miles)
(Plasma/X-Ray Laser-Indirect Fire) 70,000 ft (14 miles)
Damage:High Explosive(HE)---- 3d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
Fragmentation---2d6x10 MD to 60 ft radius
Plasma----- 1d6x 40+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 6d6x10 MD out to 20,000 ft, 4d4x10 MD out to maximum range
(Plasma/X-Ray Laser)----Unleashes an x-ray laser with a 2,000 ft range, and which does Does 1d4x100+20 MD to a 20 ft blast radius, 6d6 MD concussion damage to an 80 ft blast radius; laser resistant armor does NOT apply to stopping x-ray lasers.
(Plasma/X-Ray Laser-Swarm)---Releases 15 submunitions that can target separate targets in a 1,000 ft radius, before firing off, each laser doing 1d4x10 MD. or can target only specific targets, allowing for multiple submunitions to lock onto the same target. If ALL 15 plasma submunitions fire on the same target, it takes 1d4x100+20 MD to a 20 ft blast radius; laser resistant armor does NOT apply to stopping x-ray lasers.
Rate of Fire: Twice per melee
Payload: Single shot
155 mm AP shell weighs 100 lbs( 20 shots per ton)
155 mm Plasma/X-Ray Laser shell weighs 150 lbs( 13 shots per ton)

*5-Inch(127mm) Gun---A holdover from the classic armed merchantman. Originally, these weapons were serviced by a 10-man crew; modern automation has reduced that to a 5 man crew(gunner, gun captain, layer, and three loaders). Can also be mounted in a fully-enclosed turret.
Range:17,575 yards* in a surface role, 37,200 feet in anti-aircraft mode
(RAP/Rocket-Assisted Projectile) 23,770 yards
(*Note: It would take over a minute for shot to hit the target at maximum range...est. 68 seconds)
Damage:
(Fragmentation) 6d6 MD to a 35 ft radius
(High Explosive-Armor-Piercing) 1d6x10 MD to 12 ft blast radius
(Plasma)2d4x10 MD to a v 30 ft blast radius
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
Rate of Fire: 3 rds per melee
Payload: Single shot feed
127 mm shell weighs 50-60 lbs ( 36 shots per ton)

*200mm MB Massdriver Cannon(PS-MDJ200M)
Weight: 49,000 lbs(24.5 tons)
Range:(Direct Fire) 40,000 ft (8 miles)
(Indirect Fire) 100,000 ft( 20 miles)
( Cluster-Direct Fire) 30,000 ft (6 miles)
(Cluster-Indirect Fire) 75,000 ft( 15 miles)
Damage: High Explosive(HE)---- 5d6x10 MD to 55 ft radius
High Explosive Anti-Tank(HEAT)----6d6x10 MD to 15 ft radius
Fragmentation--- 4d6x10 MD to 75 ft radius
Plasma-----1d6x 50+15 MD to 60 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 8d6x10 MD out to 15,000 ft, 4d6x10+5 MD out to maximum range
(Cluster)--19 submunitions---Does 1d6x100 MD to a 25 ft blast radius, 6d6 MD concussion damage to a 100 ft blast radius
Rate of Fire:Once per melee
Payload: Varies
200 mm AP shell weighs 200 lbs( 10 shots per ton)
200 mm cluster shell weighs 280 lbs( 7 shots per ton)

f) Missile Launcher---Vertical Launch Systems; 32 vertical launch units, each cell can hold 30 Mini-Missiles, OR 10 Short Range Missiles, OR 5 Medium Range Missiles, OR 1 Long Range/Cruise Missile.
If fitted with an external Thunderbolt-style dual missile launch box system, the VLS cells are replaced with a missile magazine and reloader for the Thunderbolt; 480 mini-missiles and 16 additional long range missiles are held in storage.
If fitted with an external short range missile launcher, the VLS cells are replaced with a missile magazine and reloader for the SRML; 360 short range missiles are held in storage.
If fitted with an external medium range missile launcher, , the VLS cells are replaced with a missile magazine and reloader for the MRML; 180 medium range missiles are held in storage.
Note that the main advantage of the VLS system is that the launcher is protected by the armor of the warmount’s body. The external launcher allows for more ammunition capacity, but the launchers can be shot away and the system disabled until repaired/replaced.

g) Forcefield Generator Car---Dedicated heavy forcefield generator producing a conformal forcefield(400 MDC) that can extend up to 3 body car segments in either direction(covers 7 cars), and regenerates at a rate of 20 MDC per minute. Multiple forcefield cars can be fitted, while later technology exchanges with Clan Armorand will allow for synchronized forcefields that combine the MDC of the generators into one field.

h) Damage Control Module---Supercharges the self-repair systems and holds a ready reserve of MDC-precursor substrates(1,000 MDC worth) formated for nanite use.

i) Mage Segment---Holds a powerful PPE generator and multiplexor systems
PPE Generators:
PPE Capacity:(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.
*Multiplexors
-Horror Factor/Fear---Cast over the entire snake-train to give it the illusion of being a supernatural monster. 10 PPE per application(owing to the vessel’s size) and lasts 15 minutes per activation. Horror Factor 16.
-Aura of Death---Cast over the entire train to enhance its horror factor. 18 PPE per application(owing to the vessel’s size) and lasts 15 minutes per activation.
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.
- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting local travel.
-Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke....PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
-Protection Circle: Superior--By ‘circling the wagons’, stopping, bending and touching its nose to its tail, the Jormungandar can form a massive circle of protection, with the added benefit of its main body providing both MDC protection and firepower to protect those within the circle described by its circled body. Quite large and long Jormungandars can encompass quite large areas(radius= Circumference-length / (pi x 2), The area is pi times the radius squared (A = π r-squared)).
PPE Cost: 150 PPE per activation, and lasts 24 hours.

*Ley Line Storm Protection System---Ley LIne Storms can be a real hazard to magic craft, so the Jormungandar has enchanted lightning rods and surge protectors, shielding the super-snakes from damage by rampant PPE surges.

j) Observation Tower Module(s)---Additional observation tower modules, with their two gun turrets, can be added. Multiple towers do not increase the bonuses from the fire control, but do provide redundancy for the long range sensors.

k) Specialized Car-Segments---Other specialized segments have appeared in special configurations. The Wayfinders, for instance, have had laboratory and observatory segments for their exploration Jormungandars, while the Radiant Edge has had special units amde up for planting radiation sponge ‘trees’ along the course of their snake-trains’ paths.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the the following:
Land Navigation 94%
Read Sensory Instruments 98%
Tailing 55%
Detect Ambush 60%
Radio: Basic 98%
Basic Math 98%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Jormungandar 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).

Actions/Attacks Per Melee: 9
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +1
Strike +1 (+2 w/ ranged weaponry)
Roll +3
Bite 2d6x100 MD
Head Butt 1d6x10 MD
Ramming Attack 1d6x10 MD per every 20 MPH of speed
Tail Lash 2d6x10 MD
Body Sweep(2 attacks) 4d4x10 MD +4d6 MD for every 20 MPH of speed. The goliath warmount basically uses its hoverjets to swing its mass and length into a giant clotheslining attack; objects under 500 lbs in weight are 99% likely to be knocked over and flung 3d4x10 yards/meters. Targets 500-3,000 lbs have a 70% chance of being bowled over, and getting tossed 1d4x10 yards/meters. Those 4,000 bs -5 tons in weight only have a 30% chance of being knocked back 6d6 yards. Anything heavier will generally be immune to being knocked over.


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Jormungandar an aura and behavior more befitting a sentient being than a robot. Jormungandars have the great and ponderous patience of a large land animal, but also take after giant snakes of the past in having an aggressive predatory mindset when ordered into combat. While, or perphaps BECAUSE, artillery is their greatest enemy, and something they can do littl about except try to outrace it, Jormungandars take great pleasure when dealing with opponents they CAN do something about, such as smashing through obstacles or taking on giant monsters.

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).

Options:
*Claw Arms(1-4 per body segment) ---These are large robotic armatures that are typically added to assist in cargo-handling and segment attachment/management, but they can be also be used in melee combat to pluck off boarders(or grab up prisoners from the ground) and tear away at obstacles. Each claw has 300 MDC, quivalent to Robotic P.S. of 48 for purposes of the claw punching/carrying/lifting. The claw crane can lift up to 12,600 lbs. Damage: Crush/Squeeze 2d4 MD, Claw Lash 3d6 MD

*Point Defense Turrets(2-4 per body segment)---Lateral turrets can be added for close-in defense. Each turret has 100 MDC. Can be one of the following:
a)Vulcan Laser
Range: 4,000 ft
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

b)‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds. This weapon was originally developed by the Wolf’s Path Tribe, but has since begun appearing in other Tribes as the result of trade.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum

c) Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 100 shots.

d)Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst, or 5d6 MD to a 30 ft-wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited


*Pulse Laser
Range:(Beam) 2,000 ft
(Spray) 1,000 ft
Damage:(Beam) 4d6+6 MD single shot, 2d4x10+10 MD triple-shot burst
(Spray)) 3d6 MD to an 10 ft-wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited


Variants:
The Dark Waters are reportedly working on a ‘super eel’ model that is fully submersible and amphibious. This variant would revert many of the integral weapons back to their Warshark original types.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions.

The master list on Page 1 needs to be heavily updated..
What numbers for e-nimals and warmounts are we up to now that aren't called for?
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taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions.

The master list on Page 1 needs to be heavily updated..
What numbers for e-nimals and warmounts are we up to now that aren't called for?



Warmounts:

Everything past * EcoS-K-126 is open, starting with -127.

E-animals:
Next open is EcoS-KRP-36.

I've gotten to point f not reserving numbers for myself, and plugging in the numbers when they're ready to posted. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Because I haven’t done anything for the R’Mar androids of late....

N’R’Mar Rustoc Heavy Arms Class
(aka ‘Big Jacks’, ‘Claud-Walker’)

“Those who consider the N’R’Mar to be a meek people who step lightly on the cosmos never met a Rustoc. Planets resound to the tread of the Rustoc.”

“It’s not the Wayfinders I worry most about when it comes to poking up trouble. A Wayfinder finds something? She studies it first and records it, THEN she might poke it with a stick. No, who I’m really worried about are the N’R’Mar. They find something, and it’s got possible salvage value as scrap or high grade metal, the Remies are even more likely to try prying it loose. If the average R’Mar can’t lever something loose, he goes and gets a Rustoc. If it’s a Rustoc doing the prying, he can be prying up a whole LOT of trouble.”

@”This is OUR find. We found this wreck first! Bugger off or you’ll be sorry!”@
#”The facts contradict your claim. WE found this vessel first and have already begun salvage operations. Vacate the area immediately; it is dangerous to be blundering around in the middle of a work site.”#
@”Blundering?! We’ll show you REAL dangerous, you shambling pile of scrap parts! We’ll recycle you for your metal value, you-”@
#”Eww...I just stepped in something...Justicene, I think.”#

“What do you call a Justicene standing next to a Rustoc?”
“A door mat.”

The N’R’Mar are not normally known for innovation or grand displays of industry; most of those outsiders familiar with the Ne’R’Mar and their relationship to the Shemarrians generally regard them as the Shemars’ poorer relatives, smaller in number, with a less robust economy and industrial base. The N’R’Mar, it is believed by most folk, are content(or resigned) to skulk in the Shemarrians’ shadow, hiding behind the EShemar shield, and making do with whatever dribbles of high-tech the Shemar throw them, or what they can scavenge on their own.
In reality, the N’R’Mar have evolved a perchance and a talent for jury-rigging and kludge-work, throwing together disparate parts and materials to meet whatever situation they find themselves in. Generally, however, their creations last only long enough to accomplish a specific task or finish a job, where after the devices are torn down and recycled for parts for the next assignment. However, some kludges, such as the N’R’Mars’ vehicles and starships, are more permanent.
The Rustoc is one such creation that likely started out as a kludge, but proved so successful it was repeated, copied by other N’R’Mar, and eventually became a standardized form that was eventually constructed using purpose-produced parts(rather than salvage). The heavy labor ‘bot was developed to meet a need for a heavy-duty salvager and miner in situations where N’R’Mar ‘Strongman’ subclasses were just not enough to handle the load. The N’R’Mar eventually endowed the ‘bot-frame with a N’R’Mar intelligence, making the Rustoc arguably the largest N’R’Mar caste-class, after the ‘Fatman’.
The Rustoc clearly has its origins on Rifts Earth, as it shows all the signs of being built from liberally raided parts of North American robots and vehicles, especially Northern Gun, Black Market, and Coalition States. The base chassis and legs are from an NG-EXC-17 Ogre Exploration and Labor Robot, but instead of a conventional two-armed humanoid torso, the Rustoc has a ring-shaped torso, with mountings for six arms equally spaced along its rim, and equipment bays and bins in-between. The torso can rotate a full 360-degrees, to bring whatever arm is needed to bear on a problem. In the center is a built-up torso tower, with an armor-browed face(some claim that the face, or at least its upper brow, is from a Coalition State vehicle), with an armored dome atop. In accordance with the original R’Mar robots’ configuration, or perhaps inspired by Northern Gun’s Multibot, the Rustoc’s head can detach and operate as an independent vehicle, or escape craft for the Rustoc’s AI, if need be.
In addition to its many modular hands/forearms that can serve quite ably as weapons mounts, the Rustoc can be fitted with additional external hardpoint points on each arm, and torso-mounted weapons in place of the waist cargo bays. Some of the weaponry that can be mounted can be quite heavy, and a fully-armed Rustoc has been described by some observers as a ‘firepower porcupine’. Though the N’R’Mar could conceivably take advantage of the advanced technology available to them from the EShemarrians, however, the N’R’Mar have elected to use simpler technologies, either salvaged or copied from others. This serves to place less of a burden on their industrial infrastructure and also helps hide how truly close to the Shemarrian Star Nation they really are.
Because it can be fitted with so many integral weapons systems, among the normally reclusive and retiring N’R’Mar, the Rustoc is arguably the most aggressive of the clan. They are also arguably even more individualistic, as their many options and configurations lends to them more opportunity to customize themselves.
Despite their large size, brutish contenances, and emphasis on heavy labor, it should always be borne in mind that Rustocs, and all N’R’Mar, tend to be VERY intelligent and perceptive. Indeed, many older N’R’Mar may Upgrade to being Rustocs when they tire of starhopping and rock-turning. Rustocs therefore are adept at planning out salvage operations and construction work, and laying out defenses. What may LOOK like a group of humanoid N’R’Mar ordering around large labor robots are more likely apprentices and field workers carrying out the instructions of their hulking mentor-overseers.
Rustocs are fairly common in the Shemarrian Star Nation, as the N’R’Mar can be far more open in establishing their heavy industry to produce heavy equipment. They are a frequent sight at mining, excavation, and salvage sites, and are often called upon to support the unearthing of Ancient ruins in the Thundercloud. It is in this capacity that the Rustoc has meet the N’R’Mars’ frequent competitors and adversaries, the Justicene Exiles, and the discovery of a Rustoc and attendants on a new world is a detested sight for the Exiles.

Type: N’R’Mar Rustoc
Class: Robot, Heavy Labor
Crew: Advanced Neural Intelligence
Can carry 6 passengers in its head compartment.
If not carrying cargo, or fitted with subsystems, the mid-waist cargo compartments can hold 1-2 passengers each, or 5 standing room only.
M.D.C. By Location:
Hands(2) 150-250 each each(see Tool Arms)
Upper Arms(6) 200 each
ForeArms(6)
-Grasper Forearm 200 each
-Lifter Forearm 270 each
-Generic Forearm 245 each
-(Optional) Arm Weapons Mounts(1-6) 60-80 each
Legs(2) 330 each
Head 200
Faceplate(protects the head when mounted to the body) 400
Reinforced Passenger Compartment 100
Head Hoverjets(4) 40 each
Main Body 750
-(Optional) Body Weapon Mounts(1-6) 100-180 each
Height: 38 ft
Width: 36 ft
Length: 36 ft
Weight: 45 tons.
Power System: Nuclear
Physical Attributes: Equal to IQ 24, Robotic PS. 45, PP. 18,.
Cargo: Six bins around the rim of the Rustoc’s mid-torso can each hold up to 800 lbs each
Speed:
Running: 32 MPH
Jumping: Not possible
Flying: (Main Body) Not possible
(Head) The head can detach, hover, and fly at 200 MPH, maximum altitude of 1,000 ft.
Underwater: Limited to running along the bottom at 18 MPH, maximum depth tolerance of 6,000 ft
Space: (See Options/Variants)

Note: The Rustoc is even more stable and harder to knock over than its Ogre base; the multiple arms can be used to further catch and brace the ‘bot and keep it on its feet. Attackers of less than 15 tons have no chance of knocking a Rustoc off its feet, and even those of similar size and power doing a body block/ram attack have only a 25% chance of the normal percentage for knockdown. Smaller opponents do half the usual ramming damage and FULL damage to themselves.

Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. The N’R’Mar have also begun adopting the system for their own constructions. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Detachable Flying Head---The head can detach to become a flying vehicle on its own. This can be done to allow the Rustoc to oversee a work site, or to escape an enemy. The detachment takes one melee action, reattachment takes 2 actions.

*Manual Controls---The Rustoc can turn over control of a limb or subsystem to a passenger, but can also just as easily lock out control and resume direct operation of the system.

*Autopilot---The Ecotroz intelligence can turn over control of particularly boring or tedious tasks to the pure robot aspect of the AI, allowing the sentience to rest while the body keeps digging or lifting.

*Laser Level and Measure Scanner---Effective range of 4,000 ft. Can be used to measure and scan areas, producing 3-D work maps for jobs.

Weapons Systems:
1) Headlights(2)---The baleful robotic eyes of the Rustoc conceal powerful lasers, useful for cutting up scrap and clearing obstacles, but incidentally also very useful for combat. When detached from the main body, however, the range and damage go down, as the head’s power is diverted to flying.
Range: 4,000 ft, 2,000 ft when the head is not attached to the rest of the body
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
(Hovercar) 2d6 MD single shot, 4d6 MD for a pulse burst
4d6 MD dual shot, 8d6 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Arm Tools(1-6)---Each arm has a modular forearm that can be fitted with ONE of the following, most taken from various other ‘bot designs:
a) Grasper Hand---150 MDC, 3d6+5 MD Full Strength Punch, 1d6x10+7 MD Power Punch(2 attacks)

b) Lifter Hand---250 MDC, 3d6+9 MD Full Strength Punch, 1d6x10+12 MD Power Punch(2 attacks), 1d6x10+30 MD Spinning Drill Punch

c) Pincer Claw---300 MDC, 1d6 MD Restrained Punch/Jab, 3d6+3 MD Full Strength Punch, 1d6x10+6 MD Power Punch(2 attacks), 1d6x10+12 MD Power Impalement,

d) Chainsaw Claw---200 MDC, 3d6 MD Full Strength Blunt Punch, 4d6 MD saw punch, 1d6x10 MD chainsaw cut.

e) Mining Arm---Taken off a Black Market Mole Prospecting ‘Bot; combines a heavy drill, jack hammer, and cutting lasers on one arm
-Mining Drill---50 MDC, 6d6 MD per strike
-Hydraulic Jackhammer---100 MDC, 3d6 MD single strike, 2d4x10+6 MD per melee of steady pounding.
-Cutting Lasers(4)---15 MDC each, 50 ft range,2d6 MD per laser, 8d6 MD for all four firing simultaneously.

f) Ferro-Concrete Sprayer---Also taken off the Mole ‘bot. 30 ft range, and can be used to cover objects in quick-setting polymer cement. 15 MDC per application, 20 applications in a tank on the arm. If a waist cargo compartment is converted to storage, it can hold another 30 applications .

g) Back Hoe Arm/Excavator Tail---- 90 MDC, 1d4 MD on a slap. The scoop can be vibroblade-edged for 4d6 MD on a swat.

h) Rotary Disc-Cutter ---150 MDC, Range: Melee, Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut

i) Plasma Cutter ---150 MDC, Range: 30 ft, Damage: 1d6-2d4x10 MD per burn-cut.

j) Multi-Tool Arm--- (DX-204 Grub) 220 MDC, 3d6 MD Scissor-Cut(1d8x10 MD full melee crush-cut), 4d6 MD Saw Cut, 1d6 SDC-1d6 MD Soldering/Cutting Torch Burn. 10 ton grip/hold strength.

k) Laser Tool Hand---(DX-204 Grub) 100 MDC, 1d6 MD crush/tear/pry. Lasers(4)---10 MDC each, range: 100 ft, Damage:(variable)4d6 SDC-2d4 MD per blast, per laser.

l) Hydro-Cutter---A high-powered water pump that accelerates water to near supersonic velocities, allowing it to cut like a saw. It requires plenty of water, however; a waist compartment tank would empty after 2 melees/30 seconds of cutting, so the Rustoc is typically hooked up to an external source of water.
MDC: 150
Range: 50 ft
Damage: 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
Rate of Fire: ECHH
Payload: . If a waist cargo compartment is converted to ammunition storage, it can hold enough water for 16 bursts(or 2 full melee curs).

m) Energy Ax---Adapted from the Naruni DeathKnight Robot.----160 MDC, Range: Melee, Damage: 2d6 MD as a blunt weapon, 2d6x10 MD energized strike

n) Electro-Mace----Copied from Triax sources---MDC 300, 4d6 MD on a blunt strike, +10 MD if energized, and three times per melee can fire off an electrical attack with a range of 1,000 ft, that does 1d4x10 MD.

o) Microwave Projector---200 MDC, range 1,200 ft, 30 ft wide area, 3d6 SDC or 1d4 MD per blast. Does 1d6 SDC through EBA, metal power armors and robots will spark and suffer a 50% chance of the communications and sensor systems being knocked out for 1d4 minutes. 01-63% chance of setting combustible materials on fire.

p) Plasma Slicer---Consists of an arrangement of three or more repurposed Kittani plasma blades arranged on a cutter-head. 280 MDC. 3d6 MD per single blade jab, 1d6x10 MD per full head-sweep. Can also fire plasma blasts that do 6d6 MD per single blast, 2d4x10 MD for all three blades firing, range of 100 ft. This weapon configuration has since been adopted by the Blood Riders for some of their newer Warmounts and Elites.

q) Sensor Head---250 MDC. Not a weapon per say, it is instead an armored housing for various specialized sensors, such as molecular analyzer sniffers, magnetic anomaly probes, thermal sensors, x-ray cameras, and ultrasonic scanners.

r) Nail Gun---Multi-caliber fastener gun firing various-sized studs, rivets, nails, stakes and fasteners. Range is generally 10-50 ft, and damage ranges from 1 SDC to 1 MD; attached magazine drums hold up to 2,000 fasteners(a dedicated waist cargo bin can hold DOUBLE the number).

3) Arm Mounts(1-6)---Each forearm can be fitted with an external hardpoint, that in turn can be fitted with one of the following:
a) IH-100/NG-202 Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:ECHH
Payload:12,000 rd drum(200 bursts). If a waist cargo compartment is converted to ammunition storage, it can hold another 12,000 rd drum.

b) 30mm Autocannon
Range: 3,000 ft
Damage: 3d6 MD single rd, 2d6x10 MD for a burst of 20
Rate of Fire: ECHH
Payload: 2,000 rd drum(100 bursts). If a waist cargo compartment is converted to ammunition storage, it can hold another 2,000 rd drum.

c) Rail Gun---Copy of the Black Market RG-14-LX “Baby Boom Gun”
Range: 5,000 ft
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: 100 rd drum

d) Plasma Cannon
Range: 1,600 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Naruni DeathKnight Arm Particle Beam Cannon
Range: 6,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) Laser Cannon
Range: 4,000 ft
Damage: 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) NG-IC17 Ion Cannon
Range: 1,800 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

h) NG-1830 Ion Cannon
Range: 2,000 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

i)NG-AT126 Laser Cannon
Range: 2,000 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) Grapple Launcher and Winch----Launch Range of 1,000 ft, plus has 3,000 ft of high strength cable(40 ton test weight) attached to a winch(that can be further locked, and the ‘bot can pull/brace with its own formidable strength). If used as a weapon, the ‘smart’ grapple head can hit full speed like a harpoon, doing 1d4 MD.

k) Spray Cannon
Range: 300 ft
Damage:Varies by chemical carried; Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet. Does 2d6x10 HP to vampires per blast

(Gloop) Sticky goop---This material is used in constuction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
Rate of Fire: ECHH
Payload: 200 gallon internal tank, or can be attached to a cargo bin holding up to 400 gallons

4) Body Mounts(1-6)---In place of a cargo bin on the midsection ring, the cargo space can be fitted with a small weapons turret and power capacitors or ammunition supply.

a) Flare/Chaff/Grenade Launcher---Similar to those mounted on Northern Gun robots such as the NG-V67 Grizzly, except that the five-tube array reloads from a magazine in the cargo compartment underneath
Range: (Chaff) 6,000 ft
(Grenades) 2,000 ft
Damage:(Varies) (Chaff)
(Grenades)Smoke or Chemical; the cloud covers a 20 ft radius and persists in still air for 1d4+4 minutes
Rate of Fire: Volleys of 1-5
Payload: 60 rds in the under-launcher magazine

b) Grenade Launcher---Explosive grenade launcher, based on the Wellington design
Range:3,000 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
Rate of Fire: Standard
Payload: 250 rds

c) Multi-Fuel Flame-Thrower
Range: 400 ft
Damage:(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 flamethrower 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: ECHH
Payload:(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).

d)Heavy Flamethrower---Northern Gun model
Range: 200 ft
Damage:(Diesel/gasoline) 3d6 MD
(Napalm) 1d4x10 MD to 10 ft area
Rate of Fire: ECHH
Payload: 30 blasts

e) Mini-Missile Launcher---12 per bin

f) Short Range Missile Launcher---5 per bin

g) NG-223 Rail Gun
Range: 2,000 ft
Damage: 5d6 MD per 60 rd burst
Rate of Fire: ECHH
Payload: 6,000 rds(100 bursts)

h) Gravity Autocannon---Salvaged/copied from TGE Warlord Mark II power armor suits
Range:4,000 ft
Damage: 1d6x10+10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rds(100 bursts)

i) NG-330 Heavy Laser
Range: 2,000
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) NG-116 Laser Cannon
Range: 4,000 ft
Damage: 3d6+2 MD single shot, 1d6x10 MD triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

k) NG-I233 Ion Pulse Blaster
Range: 1,600 ft
Damage: 5d6 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

l) Northern Gun Particle Beam
Range: 1,600 ft
Damage: 6d6+6 MD single shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

m) Kittani Robofighter Laser Head
Range: 4,000 ft
Damage:4d6 MD single shot, 1d6x10+6 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

n) Kittani Robofighter Pulse Laser
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

o) NG-1830 Ion Cannon
Range: 2,000 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

p) NG-E4 Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

q) NG-E12 Plasma Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming/Skills:
All the standard R’Mar programing:
Language/Literacy(all at 98%/90%)
-N’R’Mar
-Shemarrian
-Dragonese
-Techno-Can
-American-English
-Trade One
-Trade Three
-Trade Four
-Trade Five
-Trade Six
Chemistry 90%
Computer Operation 90%
Detect Concealment 60%
Detect Ambush 60%
Demolitions/Demolitions Disposal 98%
Military Fortification 80%
Excavation 90%
Forgery 65%
Gemology 98%
Intelligence 90%
Land Navigation 94%
Math: Basic and Advanced 98%
Mining 90%
Prospecting 90%
Radio: Basic 94%
Recycling 90%
Salvage 90%
Rope Works 80%
Masonry 90%
Carpentry 90%
Jury Rigging 70%(+5% per level of experience)
Tracking 40%
Wilderness Survival 94%
W.P. Heavy Weapons
W.P. Heavy Energy Weapons
W.P. Sword
W.P. Blunt
W.P. Knife
W.P. Staff

As Neural Intelligences, Rustocs can select 2 Secondary skills at 2, 4, 6, 9, 12 and 15.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience.
Rustocs tend to favor skills related to salvage, repair, communications, trading, and construction. It should be noted that the N’R’Mar turn these skills into expressions of their culture, where others would express themselves through more traditional cultural skills.

Actions/Attacks Per Melee: 8
Note: Bonuses are in addition to those possible from the Rustoc’s elective training
Initiative + 3
Dodge +3
Parry +6
Strike +4 (+4 w/ ranged weaponry)
Roll +4
Pull Punch +4
Disarm +4
Entangle +4
Knockout/Stun on a Natural 18-20
Restrained Punch 1d6 MD
Body Block/Ram 4d6 MD
Stomp 3d6 MD, against targets 8 ft tall or smaller.

Options:
Rustocs have been seen sporting a variety of odds and ends grafted onto themselves, depending on what they find and can reverse-engineer. This can be anything from additional searchlights to forcefield generators. A few of the more common add-ons are as follows:

*Thermal Refractive Armor---The Rustoc can be plated in heat-resistant tile armor; heat and plasma attacks do HALF damage. Especially popular with foundry workers.

*Drones----The N’R’Mar are fond of using flying drones, from the standard Flying Probe to Northern Gun Floater Cameras. A re-purposed waist cargo bin can serve as a ‘garage’ for up to 8 flying drones.

*Space Maneuvering Thrusters---Thse give the Rustoc the limited ability to maneuver in space, and move at a speed roughly equivalent to 300 MPH.

*Head Gun----The head can be fitted with a small weapons turret for point defense. This fitting reduces the passenger capacity to 3, but gives the head added protection. Weapon performance remains undiminished when the head-flier is detached. The weapon mounted can be a light rail gun, heavy machine gun, or energy weapon.

*Weapons Mounts---Arm mounts can be sacrificed to mount a heavy weapon instead. Given the slow speed of the Rustoc, it cannot escape danger as readily as its smaller kin, and as it is typically assigned to resource sites considered valuable to the N’R’Mar, valuable enough to fight for, the heavy firepower, normally uncharacteristic for N’R’Mar, is a welcome addition to the Rustoc’s capabilities. However, rarely are more than two heavy weapons mounted as standard, as they take up utility capacity.
a) C-144 Autocannon
Range: 6,000 ft without penalty, up to 10,000 ft maximum, but -2 to strike out to 7,000 ftm and -4 to strike beyond that.
Damage: 2d4x10 MD to a 5 ft blast radius
Rate of Fire: twice per melee round
Payload: 40 shells per gun. If one of the waist cargo bins is dedicated to ammunition stowage, it can hold an additional 40 rds.

b)NG-1010 Heavy Rail Gun
Range: 5,000 ft
Damage:1d4x10 MD per 40 riund burst
Rate of Fire: ECHH
Payload: 3,680 rd(92 bursts)

c)HB-C58 Variable Projectile Cannon---The Ne’R’Mar have taken a shine to this weapon as it allows them to use scrap as ammo.
Range:(Varies) 1) Battlefield scrap and junk typically flies about 700 ft. Loose garbage can ‘shotgun’ in 30 ft radius. No strike bonuses.
2) Roughly aerodynamic projectiles such as spheres and cylinders go 1,000 ft. Loose garbage can ‘shotgun’ in 30 ft radius. Half strike bonus.
3) Proper artillery shells and mortar bombs designed for the gun can travel 1,400 ft. Half strike bonus.
Damage:(Varies) 1) SDC scrap and non-aerodynamic projectiles/junk typically does 4d6 SDC, +30 SDC for every 150 lbs of heaved weight. Megadamage scrap will do 2d6 MD +10 MD for every 150 lbs of heaved weight.
2) Spheres and cylinders will do damage similar to 1), depending on whether they’re SDC or MDC.
3) Original-issue NG artillery shells tend to do 1d6x10 MD to a 10 ft radius. The Armorands favor their own ammunition types; a fragmentation round that does 1d4x10 MD to a 50 ft radius, and a plasma shell that does 2d6x10 MD to a 20 ft blast radius.
Note that random explosive shells and projectiles CANNOT be made to function properly with this weapon, as their fusing/detonation mechanisms typically require special conditions to arm. (Optional) Roll a second ‘to strike’ roll(no bonuses) when firing unexploded non-spec munitions; on a successful 6 or better, the projectiles strike as scrap. On a fumble of 5 or less, the munitions explode prematurely, within 1d4x10 yards of being fired.
Rate of Fire: ECHH
Payload: 50 shots per gun. A single shot-load can be up to 300 lbs in weight.

d) Mortar Pod---Taken from the CCW/CAF’s ‘Bombard’ artillery robot
Range: 2 miles
Damage: (Fragmentation) 4d6 MD to a 10 ft blast radius
(Armor Piercing) 1d4x10 MD
Rate of Fire: Bursts of 1-10 rds, ECHH
Payload: 200 rds(generally 100 Frag, 100 AP)

e)Vulcan Laser Cannon
Range: 5,000 ft
Damage: 2d4x10 MD per burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) C-T60 High-Powered Laser Cannon
Range: 6,000 ft
Damage: 1d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) NG-IRC57 Heavy Ion Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

h) Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a co-axial small laser
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Effectively Unlimited
(Laser) Effectively Unlimited

i) Exile Ion Beam Weapon Arm---This is seen in the Three Galaxies and especially in the Thundercloud Galaxy, where the N’R’Mar come in all-too-frequent contact with the Exiles. As both a means of defense and a sign of contempt, the N’R’Mar often mount ion beam arms scavenged off Exile ‘Beetle’ Fighters.
Range:1.8 miles in atmosphere, 4 miles in space
Damage: 2d4x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) P-6040 “Magma” Plasma Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Option: ‘Hotshotting’---The N’R’Mar have copied the practice of modifying their plasma weapons to be able to inject refined deuterium gas into the plasma stream, making it more energetic, and increasing the damage by 50%. A standard gas cylinder holds enough deuterium for enhancing 100 shots; if a waist cargo compartment is dedicated to gas storage, then the reservoir adds another 300 shots.

k) Pulse Disruptor---Some N’R’Mar clans have managed to acquire and reverse-engineer Golgan Republik fighter-grade pulse disruptors.
Range: 1 mile in atmosphere, 2 miles in space
Damage:1d6x10 MD oer blast, plus 1/4 the damage to a 10 ft blast radius
Rate of Fire: ECHH
Payload: Effectively Unlimited

l) Beehive Grenade Tower---Taken off the NG-8000 Super Max Robot
Range: 1,200 ft
Damage:(Varies)(Fragmentation) 2d6 MD to a 20 ft blast radius
(High Explosive) 4d6 MD to a 6 ft blast radius
(Chemical) Varies, but creates a cloud that covers a 20 ft radius and persists in still air for 1d4+4 minutes
Rate of Fire: Volleys of 1-8, ECHH
Payload: 44 grenades
Some Rustocs ‘double stack’ for a total of 88 rds

m) Mini-Missile Launcher----36

n) Short Range Missile Launcher---16

o)Medium Range Missile Launcher---Taken directly from the NG-M56 Multibot. Holds 5 medium range missiles.

p) Kinetic Rockets---Occasionally the N’R’Mar are able to get examples of these high velocity projectiles off scavenged TGE armored vehicles, though the androids have also begun making their own. Their main advantage is that they strike like regular cannon or energy blasts with regards to dodging or intercepting them.
Range: 4,000 ft
Damage: 2d6x10 MD per rocket
Rate of Fire: Volleys of 1-8
Payload: 8

Variants:
*’Vostok’----’Vostoks’ are Rustocs that have sacrificed having legs in favor of four more arms in the lower torso, and an existence in zero-gravity. Vostoks live and work entirely in space. To some N’R’Mar, the Vostoks optimize the nomadic N’R’Mar ideal; untied to planets, and free to roam all space. The Silvermoons most notably employ a large number of Vostoks around their deep space materials harvesting and refining operations, and a number have also been sighted in the vicinity of the normally reclusive Clan Scelptor.
MDC/Armor By Location:
Lower Arms(4) 200 each
Thrusters(4) 125 each
Speed:
(Running) Can barely crawl in a gravity field at about 2 MPH
(Space) Can hit speeds up to Mach 2. Some Vostoks even take to gripping a propulsion pod in their lower arms that can rocket them up to speeds of Mach 6.
Programming/Skills:
All the standard R’Mar programing, plus:
Spaceship Mechanics 85%
Power Generation 90%
Navigation: Space 95%
Movement: Zero Gravity


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Rustoc an aura and behavior more befitting a sentient being than a robot. Rustocs can be as individualistic as any sentient, but by and large Rustocs tend to be looming, brooding, laconic presences who don’t like to advertise their intelligence when around outsiders. Many Rustocs take an interest in archaeology, civil engineering, and architecture, and like to express themselves in the form of earthworks or large-scale sculpture. Given that they cannot easily move around the communities of their smaller brethren, Rustocs have vivid internal lives over the shared VT networks, or else like contemplative, introspective philosophies that encourage meditation.

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.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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