Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

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Thorondor Mrk 1 In-Atmo Heavy Assault Transport

“Let them look up into the sky and see that it is OURS.”

“How the hell did they get ground troops up here ahead of us?! They couldn’t have WALKED!!!! There’s half a bloody ocean in the way!!! I thought you said they didn’t have any heavy transport?!”
“Obviously my sources are wrong.”
“Oh yes, OBVIOUSLY.”

“Hawkmoons lead the way.”
“But Wayfinders find it for them.”
“Bloodriders blaze it.”
“Dark Waters run it in darkness.”
“Silvermoons light the way.”
“Horrorwoods take to the trees.”
“Wolf’s Path doesn’t need trails.”
“Skull Crushers smash their own way.”
“Sapphire Cobras like to dance in traffic.”
“Ghost Riders own the information superhighway.”
“Lost Eclipse is the nightmare of anybody else on the road.”

While the Shemarrians, both as originally conceived, and as they have evolved, tend to favor War Mounts over vehicles, for some purposes, there’s just no avoiding the need for vehicles. ARCHIE-3 didn’t want to saddle his defenders with large support-intensive vehicles that would be difficult to hide, easy to trace, and logistically much harder to keep supplied, instead favoring small, fast combat units. The Reformed Shemarrian Nation(both in its terrestrial and extraterrestrial forms) had different needs, and the smaller more elusive formations couldn’t move large amounts of personnel and material around fast enough from site to site as needs dictated.
The Thorondor-class heavy airlifter fulfills the role of in-atmo aerodyne transport and attack vehicle, for those scenarios and worlds where individual war mounts, however numerous, won’t do, and using a starship is either inappropriate or not possible.
The Thorondor is actually based on the Coalition States’ Death’s Head Transport, parts and plans for which had been acquired by the Wayfinder Tribe as part of their campaign against the CS after Tolkeen. The Wayfinders traded the plans to the Hawkmoons who used them as the basis of a new design, though prototyping and final assembly would take place in the Northwest(some sources say at reopened/reconstructed Boeing facilities in the old Washington State territories). Though sharing some traits in common with the DHT, the Thorondor looks substantially different, with a more streamlined look, wide forward-swept wings, and a distinctive ‘eagle prow’. With more carrying capacity than a DHT, but more heavily armed than a Skull-Lifter, the Thorondor is aerial troop transport, flying carrier, assault ship, and mobile artillery platform in one.
The Thorondor is heavily armed, particularly with long range projectile weaponry. As a standoff weapons system, the aerodyne is dismissed by many Warriors as lacking the opportunities for glory as smaller, more personal warmounts, and the craft is frequently assigned to be crewed by Males, Tinkers, NeShemar, and novice Warriors. However, as airborne artillery, the Thorondor is invaluable on large campaigns. As troop transports, Thorondors are the centerpieces of aerial assaults, unleashing hordes of jetpack-equipped or parawing-borne warriors into the battlefield.
In addition to their heavy armament, Thorondors sport powerful sensor jamming suites, the better to mask their movements. This is particularly important on Rifts Earth, where the EShemarrians do not wish to tip off their movements or the locations of their major facilities to watchful opponents such as the Coalition States.
Although the size of small starships like the AuxCv04 “Goshawk” Corvette, the Thorondor CANNOT operate in space. In order to move between planets, the air transport must be carried by transport starships, such as the Rhinochon-class transport, or by large Rift. This limits their operational deployments somewhat, and the Thorondor is thus primarily found with planetary aeries and garrisons, or with the larger planetary raid/invasion taskforces.
Initially the property of the Hawkmoon Tribe(with several on permanent loan-lease to the Wayfinders), the Thorondor came to be adopted by several other Tribes for their planetary enclaves. The Thorondor name would be later adopted for more sophisticated aerial transports of more radical designs, used throughout the Hawkmoon domain, so the ‘Mrk 1’ is often added to distinguish the original early-model aerodynes from their later descendants.

Type: EShe-AFC-060-1 Thorondor
Class: Armored Atmospheric Heavy Combat Transport
Crew: 9, typically Males, Tinkers, or NeShemar
Provision for 16 War Mounts and their crew(typically 1-2 riders each) and 1-50 Warriors with bionic wings or jetpacks. If not carrying War Mounts, can carry up to 100 Shemarrian-sized or 400 human-sized troops
MDC/Armor by Location:
Main Body 1,400
Reinforced Cockpit/Crew Compartment 200
Wings(2) 400 each
Lower Jets(6) 200 each
Rear Jets(3) 200 each
Heavy Rail Gun Turrets(2)200 each
Wingtip Laser Cannons(4x2) 200 each
Long Range Missile Launchers(2) 200 each
Medium Range Missile Launchers(2) 200 each
Height: 80 ft
Width: 180 ft wingspan
Length: 255 ft
Weight: 1,300 tons
Cargo: If not carrying troops and War Mounts, the Thorondor can carry up to 300 tons of cargo.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed: (Flying) Hover to 690 MPH, maximum altitude of 50,000 ft.
Market Cost: EXCLUSIVE to the Shemarrian Nation
Systems of Note:
Standard Aircraft Systems, plus:
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks

*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.

*ECM----A broad area jamming suite that gives the craft a -6 to be struck by radar-guided weaponry

*Sensor Jamming Suite----Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles.

*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.

*Advanced Targeting System----Confers a +3 to strike with ranged weaponry.

Weapons Systems:
1) Heavy Rail Gun Turrets(2)---Under the ‘chin’ and atop the dorsal fuselage, behind the prow, are two large rail gun turrets.
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: EGCHH
Payload: 8,000 rd drum(200 bursts)

2) Wingtip Laser Cannons(4x2)---Mounted at the ends of the forward-swept wings are a pair of double-barrel laser turrets, each capable of swiveling a full 200 degrees, and elevating/depressing 90 degrees.
Range: 2 miles
Damage: 1d6x10+7 MD per single blast, 2d6x10+14 MD per simultaneous blast(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Point Defense Turrets(8 )--- The Rifts Earth versions were initially armed with straight laser turrets, but later models used dual rail gun and laser mountings copied from the space warfare construction programmes.
Range: (Rail Gun) 2 miles in atmosphere
(Laser) 1 mile in atmosphere
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

4) Long Range Missile Launchers(2) ---Mounted on the dorsal side of the aerodyne are two large long range missile launchers that rise up from the fuselage to clear for action.
Range: Varies by Missile Type (Long Range)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 10 missiles per launcher, 20 missiles total

5) Medium Range Missile Launchers(2)
Range: Varies by Missile Type (Medium Range)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-16
Payload: 80 missiles per launcher, 160 missiles total

6)(Optional) Underwing Ordnance(4 heavy hardpoints, 2 each wing)----For ground attack, additional ordnance can be slung under the wings. The Hawkmoons favor ‘smart’ guided ordnance, but ‘dumb’ bombs and rockets can also be used. Note that using the underwing hardpoints will reduce the maximum speed of the aerodyne by 20% until the ordnance is expended.
a) Mini-Missiles----72 per hardpoint
b) Short Range Missiles----- 36 per hardpoint
c) Medium Range Missiles----18 per hardpoint
d) Long Range Missiles---6 per hardpoint
e) Bombs----A pannier can be fitted to each hardpoint, capable of carrying up to 4,000 lbs of bombs each(total carrying capacity of 16,000 lbs/ 8 tons).
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

*Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage. The missiles have been modified for longer range, while the bombs can be fitted with ‘smart’ guidance packages similar to the pre-Rifts ‘Paveway’ system.
Weight:(Missiles) 500 lbs
(Bombs) 250 lbs
Range:(Missiles) 6 miles
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)

f) Decoy Drones----These are LRM-sized mini-cruise missiles/reentry vehicles configured as ‘smart’ decoys that can be deployed from the craft, then fly off on their own power, emitting false sensor signatures, and their own ECM. Adding to the confusion, the drones can be programmed to behave in appropriately evasive ‘stealthy’ fashion, to give the impression that they are in reality a real target attempting to evade detection...only to pop up again later to confuse enemy observers.
When their fuel/power is exhausted, the drones then activate a self-destruct device that destroys them completely( destroys drone and does 3d6x10 MD to everything in a 10 ft radius)
MDC of Drone: 50
Size: 15 ft long, 3 ft wide, w/ 13 ft wingspan w/ wings deployed
Speed: Mach 1.4
Range: 1,000 miles
Damage: None, aside from self-destruct
ECM: Jams enemy sensors and radio transmissions with 50% effectiveness (range: 25 mile radius). Can also be programmed to pump out misleading radar signatures conforming to other craft, including larger aircraft. In an emergency, the drone can pump out so much signature that enemy missiles and sensor guided weapons targeted on the mothership(must be within 10 miles of each other to be effective) will be +4 to strike the drone, and will lose target lock on the Thorondor.
Bonuses: Drones are +4 to dodge attacks

7) Down-blast---On close approach, the downwash from the aerodyne’s thrusters can constitute a weapon in itself, raising clouds of dust and debris, and knocking down and over unsecured objects and personnel.
Range: 300 ft and covering a 500 ft wide area
Damage: Objects up to 600 lbs in weight can be picked up and whirled by the winds and thrown up to 100 ft, doing 6d6 SDC/MD damage on landing(or inflicting that much on hit targets)

8 ) Flare/Chaff Launchers(4)---Standard countermeasure launchers
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: 96 chaff clusters(24 per launcher)



Variants:
The Mrk 1 was only the first of a succession of Thorondors, varying in mark number and design, but even among the Earth-bound Mrk 1s, there were several Tribal variants:

*EShe-AFC-060Wf---Wayfinder variant, modified with technowizardry
*TechnoWizardry (PPE-Powered)
PPE Generator(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.

Magic Abilities:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Impervious to Fire(10 minutes per 5 PPE)
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Tornado---It is said that the Wayfinder variant can spin up a mystically-fueled tornado fir 30 PPR, letting the 100-ft wide weather disturbance rampage for up to 10 minutes.
*Atmosphere Manipulation---Another TW weather control trick is the ability to manipulate weather temperature and fog in a 3,000 ft radius for 300 minutes, at a cost of 25 PPE.
*Summon Storm---Another weather-summoning trick, calling up a torrential downpour storm in a 10 mile area, lasting 5 hours, for 50 PPE. It is said that the Wayfinders have made liberal use of this ability in their renewed campaigns against the vampires of the SouthWest, swamping entire vampire nests.


*EShe-AFC-060Sm---Silvermoon variant, particularly eye-catching in its all-around coating of laser-reflective chrome(lasers do HALF damage). It drops the ability to carry underwing ordnance, but all laser systems aboard have 20% greater range.

*EShe-AFC-060Dw---Dark Waters’ variant, configured to be fully amphibious. The -060Dw can land on water and float. Its medium range missile launchers can fire Kittani-derived ‘Seafire’ air/sea missile/torpedoes in addition to standard MRMs, and its bombload is frequently fitted as depth charges. It also has wing-mounted Magnetic Anomaly Detector(MAD) booms for antisubmarine work.

*EShe-AFC-060Br---Bloodrider model; because sometimes you just HAVE to incinerate the entire city block. In place of the ventral heavy rail gun, a massive plasma cannon is installed instead.
1) Heavy Plasma Cannon
Range: 10,000 ft
Damage: 6d6x10 MD per blast, 35 ft blast radius
Rate of Fire: Twice per melee
Payload: Effectively Unlimited


*EShe-AFC-060Sc---Skullcrusher gunship variant that sacrifices speed for additional armament. The -060Sc returns to the DHT roots in having a prow designed to look like a skull, so much so that people assume the transport really IS a Coalition States DHT.
Speed: Maximum speed is reduced by 20%
Weapons Systems:
1) Skullshatter Cannons(4)---These are heavy six-barrel gatling-style rail guns, four of which are mounted in the ‘skull’, two at the temples, looking like abbreviated Shemarrian antennae, and the other pair positioned at the ends of the ‘mouth’, looking like mandibles. The four cannons have a 30-degree arc of fire forward, and can fire in synch for truly mountain-carving bursts. Sometimes called the ‘dambuster attack’ and the ‘damned-buster attack’ after it was used during the Minion War invasion to crack Infernal Hell-Pit fortress defenses.
Range: 6,000 ft
Damage: 2d6x10 MD per round, 6d6x10 MD for a three shot burst, 1d6MDx100 for a six shot burst(!)
So all four cannons firing simultaneous bursts would do 4d6x100 MD.
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.

2) Underwing Ordnance Hardpoints(8)----The number of underwing hardpoints is DOUBLED from four to eight, making the -060Sc arguably a good match for the AirCastle Bomber.

*EShe-AFC-060Wp---’SkyDire’ Wolf’s Path variant, used for moving their troops around quickly and openly on planets. The SkyDire copies the -060Sc in having a prow reshaped to resemble a wolf’s head, complete with an articulated jaw that opens to reveal a troop ramp to the internal bays. These variants were particularly rare, and were based at special hidden depots under the guard of the Tribe’s Alpha Wargoddess’s house troops, being made available and dispatched when and where needed by direct order of the Wargoddess.
-------------
"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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

Ah, so they can use vehicles. Excellent news for future products, but for now I must deal with some triphibious prototypes. They believe one of your transports to be their mother.

Great work overall, and where Hoyt steps, the tribes ride away, much to his shame.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:Ah, so they can use vehicles. Excellent news for future products, but for now I must deal with some triphibious prototypes. They believe one of your transports to be their mother.

Great work overall, and where Hoyt steps, the tribes ride away, much to his shame.



Like I said, the Dobharg's going to be pure EVIL. Got the basic visuals worked up first over my summer mini-vacation, and now just ironing out the details.
And the Thousand Dragons' 'basic' Warmount is arguably just as sick...and is requiring a slew of new systems made up.

Might I suggest Hoyt change his aftershave?
-------------
"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: 48004
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 »

Ow...it's gonna be a GOOD October to be a Shemarrian...much progress on some big projects and some unexpected ones...
-------------
"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: 48004
Joined: Tue Sep 02, 2003 8:19 pm
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Fringe Tribe: Clan Shelley
(aka ‘Halloweeners’, ‘Stokers’)

“Your choice, dearie; you can go with the demon and become hell-fodder, or you can come with me and become part of mad science. The mad science has a better health plan.”
---Clan Shelley Vlade Elite, interrupting a demonic sacrificial ‘acquisition’.

“EEEEEEEEEEEEEEEEE!!!!!”
“Oh, you’re a screamer! Easy to tell what you’re going to be when the Doctors are finished with you.”
“EEEEEEEEEEEEEEEEE!!!!!”
“You believe in practice, don’t you? But save some of that for later.”
---Clan Shelley Vamp, with a decidedly less-than-calm NeShemar inductee.

“And when will we be able to count the new NeShemar among our number?”
“When we get a good thunderstorm, your Dark Majesty! We need a ripping good thunderstorm so we can raise the dish! Very important we get a good thunder-zapper for the nano-conversion process! Life started triggered by lightning, and it’s very auspicious for the NeShemar conversion to have natural lightning!”
----Queen Shelley and Doctor Electronika discussing an upcoming NeShemar induction.

#“How nice! You’re fighting monsters? We can help! We know a thing or two about monsters!”#
----Clan Shelley Franken, upon learning from a Wayfinder Shemarrian about the Minion War outbreak on Rifts Earth.

“We couldn’t have thought up a better prank to pull on the Hawkmoons if we TRIED!”
---Anonymous Lost Eclipse member, upon visiting a Clan Shelley enclave.

“Mister Sparks...hands off my machine!
---Doctor Electronika warning a guest to her laboratory.

Clan Shelley is a bizarre fringe tribe that seems determined to boggle and annoy its ancestors due to convoluted origins, being the decidedly unconventional merger between a demented band of escaped ex-slave borgs and a splinter offshoot of the Hawkmoons. Toss in an unhealthy fixation on monster movies, ancient Egyptian culture, and several dozen converted Arch-Vampires(see Damon Sutton’s “A.R.C.H.I.E. Phase 2” in Rifter #53), and Clan Shelley was born. The tribe seems to been founded by a rogue Hawkmoon Wargoddess who decided to do her own thing, took a few of her followers, and moved out west, shortly after contact was made with the Wayfinders, to what was once California, to settle down and start up her bizarre little fringe-clan, after changing her name to ‘Shelley’ and declaring herself ‘Queen of the Night’.
Clan Shelley seems to poke more than a little fun at rumors of the ‘Shadowblade’ clan, in borrowing a lot of the affiliated imagery and vampire motifs. They also borrow heavily from ‘goth’ culture even more than the Skullcrushers and Lost Eclipse, with a big dose of Hollywood B-horror mixed in. The women dress vampy, the men are big monstrous goons, and the science is Mad.
Clan Shelley is one of the few Shemar tribes that has a predominately MALE population, though it is a traditional matriarchy. The female inner core of the tribe seems to style themselves as vampy succubi or mad scientists, while the males sport themselves as lurching monsters, obsequious hunchbacked toadies, suave vampires, and enigmatic horrors. The whole tribe seems be stuck in Halloween or Rocky Horror land, even when they’re seriously kicking ass on the battlefield. It seems to work.
Clan Shelley is also more location-oriented, rather than nomadic. They establish ‘haunts’, typically in abandoned villages, old mine complexes, military bases, or industrial parks. Clan Shelley central is rumored to be an entire village populated with androids(use the Splicers NEXUS-Village robots as a good idea of the general capabilities of these androids) to produce a ‘Potemkin Village’ cover for the concealed warren of tunnels and underground chambers where the Shelleys actually live and work. A nearby rundown mansion looms over the village, and is actually built atop an underground military base that serves as the Queen’s base of operations. A nearby graveyard is actually planted with hundreds of remodeled and re-tasked skelebots and labor robots. ready to ‘rise from the dead’. Outsiders who visit the town will be curtly shunted to the small business district(which has a surprisingly well-equipped cybernetics shop) and encouraged to conduct their business as quickly as they can and leave(conspicuously watched by the villagers). The exception is if they come in escorted in the company of other Shemarrians, in which case they will get a much friendlier welcome. During the day, the village grinds on in seemingly innocuous everyday labor, doing some farming, some mining, some materials processing. At night, the tribesmen come out to play, roaming the countryside hunting vampires and other monsters, and scaring the bejeesus out of unwary travelers.
Since revelations of their existence have come out, and their (tenuous) ties to the Hawkmoons, Clan Shelley has been something of a dark spot for the Hawkmoons, who seem genuinely befuddled and more than a little embarrassed by the association. The Tribe representatives to the High Council have excused themselves twice on the matter of admitting the Shelleys to the Low Council(the Shelleys were voted in anyway, by heavy sponsorship by both the Wolf’s Path and the Lost Eclipse, both of whom have taken particular joy at the Hawkmoons’ discomfiture). Indeed, the Lost Eclipse can’t help but snicker when the subject of the Shelleys comes up in the company of the Hawkmoons, and more than a few Lost Eclipse Tribesmembers have voluntarily ‘defected’ to the fringe tribe to lend them extra weight. The Lost Eclipse continues to enjoy good relations with the Shelleys, even though a few of the elder Nightmares have expressed concern that the Shelleys are ‘stealing our schtick’.

Motif: Laughing black skull with lightning bolts shooting horn-like from the temples.

a)Origins:
-Offshoot tribe of the Hawkmoons merged with several smaller fringe tribes, including a clan of ex-slave ‘borgs.

b)Where First Encountered
Rifts Earth, California, but have reportedly been encountered elsewhere in the Megaverse.

c)Tribe Size
Modest; 60,000 members, not including several thousand un-Awakened ‘myrmidon’ drones.

d)Tribe Organization
-Matriarchy; Clan Shelley is run primarily by females, with the vulture-winged Wargoddess Queen Shelley(‘Queen of the Night’) presiding. Her male consort is Nubo(“Bo”)hotep, one of the original ex-slave borgs, who appears as a giant mummy by her side.

e)Tribal Composition
Female(25%): 1 Wargoddess
5% Berserkers(aka 'Harpies')
5% Entanglers
The remaining 15% is fairly evenly divided among the remaining female caste-classes and female NeShemar
Male(75%)
10% Male Scouts
3% E-GORs
62% NeShemar males(30% Franken, 21% Vlades, 11% Mummers)

f) Highest Caste Class
-Wargoddess(aka ‘Queen of the Night’)---Queen Shelley runs her tribe of misfits with a firm but amused hand.

g) Gender Division
-Female 25%, Male 75%

h) Home Environment
Temperate Earth-like environs. Preferably in areas with old buildings, ominous moors, and regular thunderstorm activity.

i)Technology Level
Megadamage Age; roughly equivalent to the baseline Shemarrian tech-base, with some forays into Mad Science, possibly based on unearthed Golden Age technologies such as nanotechnology. They are also able to reproduce Naruni’s thermo-kinetic armor.
The Shelleys are not big on the use of Warmounts, though they possess a few of the basic Shemarrian types, along with several Nechbets. Queen Shelley is looking to acquire additional Warmounts, and has expressed an interest in the aerial ‘Chirops’, the vulpine ‘Steel Claw’, and the arachnid ‘Aracha’.

j) Relations with Outsiders:
Indifferent. For the most part, Clan Shelley drives others away from their territories. They conduct some small trade with outsiders through backdoor contacts, and they will come to the aide of outsiders they discover being attacked by monsters, but in general they remain creepily aloof. One of the bones of contention between Clan Shelley and the Hawkmoons, however, is the rumor that the Shelleys have used the excuse of monster attacks in their region as a cover to ‘harvest’ NeShemar recruits to their clan, blaming the subsequent disappearances on supernatural predators. The case for Clan Shelley hasn’t been helped any by a comment reputedly made by one of the Shelleys that the NeShemar inductees ‘would have been monsterc-chow anyway’.
Despite their monster imagery, Clan Shelley actually despises vampires, ghouls, and Infernals, and exterminate those monsters whenever they encounter them. The only exception are whampyrs, who the Queen of the Night has decreed shall have shelter in Clan Shelley territories, to assist in their campaigns against the undead.

k)Relations with Other ‘Shemarrians’
Enthusiastic, and the more monstrous your appearance, the better! Other Shemarrians are always welcome to visit Clan Shelley territory.

l) Purpose
Creepy Fun. Aside from apparently going out to poke fun at the Hawkmoons, Queen Shelley and her Shellyists just seem content to enjoy being the ‘Addams Family branch of the Shemarrian tree’. Her constituents’ earlier quests of revenge against their enslavers have been enfolded into an overall scheme of staking out territory, building up their numbers, and running various monsters out of their neighborhood. Because of their location in California, this means the vampires, Cultists of the Deep(on the coast), and various demons and monsters.

m) Preferred Mode of Combat
Sneak Attacks. Clan Shelley LOVES attacking at night, from ambush, and often from underground. Ion weapons (‘lightning guns’) are favorites, as are silenced weapons and sharp melee weapons(‘snip, snip, and don’t forget to save the parts for Doctor Electronika’). A favorite tactic is to bury myrmidon drones in the path of an advancing enemy, or force the enemy across a graveyard or other patch of earth planted with hidden drones, then spring a ‘dawn of the dead’ as the enemy attempts to cross. Aerial assaults by ‘Vamps’, ‘Vlades’ and ‘Harpies’ are also common, as are ‘pop-up’ attacks by tunneling ‘Mummers’. Clan Shelley is also known to bait ambushes with seemingly vulnerable and helpless civilians, unwary ‘coeds’, or isolated and poorly-equiped travelers to entice bandits and monsters to attack...the ‘bait’ being false-fleshed drones or concealed cyberhumanoid cyborgs such ‘Scream-Queens’ fully capable of defending themselves, or at least surprise the attackers long enough for the rest of the clan combat party to swoop in.

n) Unique Attributes
-Unique Caste-Classes; the Shelleys are known for their eccentric new caste-classes.
-’E-GORs’---These are male equivalents of the Tinker class, only even more physically deformed. Except in this case, the enormous ‘humps’ on the backs of the E-GORs open up to unleash a multitude of tool-arms
-’Vlades’---The male equivalent of the Lost Eclipse Tisiphone Elites. These darkly handsome cyberhumanoids’ trench coats or capes are cunningly disguised bat-like cyberwings, and their immaculate dark attire stealth armor. They are effective special operations warriors and assassins, often with something to prove against the supernatural vampires.
-’Scream Queens’---These are female cyberhumanoids (typically NeShemar conversions) outfitted with weapons-grade sonic projectors in their throats. Many a monster, attracted by the prospect of scantily-covered easy meat, have been destroyed by beauty.
-’Tanglers’---A subset of the ‘mummers’, but can be considered a female NeShemar Berserker-style cyberhumanoid; slender-build females wrapped in bandages or tape. Tanglers are trained and configured for melee combat, favoring the same sort of duct tape ‘armor’ as the larger mummers, and use entangling weapons in melee combat.
-’Frankens’(aka ‘lurchers’)---Male chassis-class. The equivalent of labor cyborgs or heavy work robots covered in faux flesh. Frankens tend to be hulking and mis-proportioned(long arms, barrel chests, deformed or mis-sized heads). Their shambling gait and goonish behavior belies how fast, strong, and clever they can REALLY be.
-’Mummers’---These are the equivalent of labor cyborgs or ‘bots covered in megadamage duct-tape armor. Ironically, despite their apparently low status toiling underground, at least one ‘Mummer’ can be considered to be male elite; Nubo(“Bo”)hotep, one of the original ex-slave borgs, is High Consort to Queen Shelley.
-’T-GHOULs’---Refurbished skelebots or NEMA robots, concealed around Clan Shelley ‘Haunts’ and used for general labor.

o) Prosperity
Self-Sufficient; the tribe has enough industrial capacity and material resources to supply itself and develop a few new projects, but Queen Shelley hopes to expand her tribe’s operations; to do that, she’ll need more resources. Her closest trading partners are the Wayfinders, but their own projects keep them from offering her everything she wants or currently needs for her ambitions.

p) Chart P: Origin Tribe
-Offshoot tribe of the Hawkmoons. The Hawkmoons are still shaking their heads over how this tribe could POSSIBLY have sprung from Hawkmoon stock.

Notable Personages of Clan Shelley
-Nubo-hotep---Deranged ex-mining slave ‘borg. He led his fellow slave-borgs in a successful revolt against the mine operator who enslaved them, but learned that the surviving sponsors of the slavers were gathering mercenaries to teach the escaped slaves a ‘lesson’. He thought that taking on aspects of the Shemarrian tribes said to be operating in the area would be a good way of petitioning for their assistance and protection. Indeed, the Shemarrians DID notice, and Queen Shelley thought adding the mining and labor ‘borgs to her little clan would be a strong move towards strengthening its position. Queen Shelley also took a personal interest in the eccentrically charming and courageous leader of the slave revolt. making him her Consort. The half-mad newly-dubbed Nubo-hotep has cheerfully taken to his new pseudo-Egyptian title and clan role, getting onto the whole schtick of leading his ‘undead’ legion of Mummers.

-Doctor Electronika----Queen Shelley’s chief Tinker and Mad Scientist. She’s gone DEEP into her role; any deeper and some outside observers fear she might spontaneously evolve into a VatMOTHER or some other atrocity of science. She’s been having fun creating new cyborgs and finding ways to use nanotechnology in new and kinky ways to convert mundanes into both less- and more-than human super-mechanisms. She keeps the tribe’s handful of Valkyri and their Male scouts constantly out looking for ‘brains, brains, and more brains’ to make cyborgs with, and has a thing for lightning storms.

-Count Calculi---Senior Arch-Vampire, Awakened with the Ecotroz and Upgraded to the Vlade standard. Calculi is wisecracking, snarky, and High Consort Nubo-hotep’s best buddy. He’s perfectly happy letting Queen Shelley boss him around, as long as he gets to have fun leading his cyborvampire squads on hunts, tearing up REAL vampires and scaring the hell out of the mundanes.
-------------
"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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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:Fringe Tribe: Clan Shelley
(aka ‘Halloweeners’, ‘Stokers’)

I may just need to read closer, but are any of their 'Haunts' water based. Most likely just for "Defense" purposes.

Nice work.

Ow...it's gonna be a GOOD October to be a Shemarrian...much progress on some big projects and some unexpected ones...

Waiting for more...
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

abtex wrote:
taalismn wrote:Fringe Tribe: Clan Shelley
(aka ‘Halloweeners’, ‘Stokers’)

I may just need to read closer, but are any of their 'Haunts' water based. Most likely just for "Defense" purposes. ...



Not as yet...The Bloodsea is the Shemarrians' version of Disney's Pirates of the Caribbean animatronics...aaarrrrrr.

But given that the Shelleys are on the WEST Coast, where the Lord of the Deep's Reachers are...mostly what they currently do is beat up Deep cultists and whack at whatever Reacher comes slithering ashore.
-------------
"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: 48004
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-77 ‘Dobharg’-Superheavy Amphibious Warmount
(aka ‘Gunakadite’, ‘Costa Concarnage’)
http://i408.photobucket.com/albums/pp164/taalismn/img527_zpsed23d986.jpg


“Ever seen an amphibious landing by Shemarrian Dobhargs? They don’t bother embarking into small boats offshore or jumping off and walking along the bottom to shore. No, they march the freaking -ships- up onto the beach and then inland. I’ve seen some pretty spectacular things in my time, but seeing a Shemarrian flotilla of their giant floating warbeasts coming ashore in pitched battle, storming the coastal defenses, and marching inland? That was truly a sight to behold...although admittedly I was beholding it hurriedly over my shoulder or in the rearview mirror of my jeep, because I was running like hell to get away from them...”

“Wow, when you speak of these things as ‘having a bone in their teeth’, you really aren’t just speaking figuratively!”


The success of the converted freighter and Shemarrian ‘privateer ‘ Bloodsea led to an even more ambitious design being implemented by the Lost Eclipse; the Dobharg, arguably the largest Warmount ever constructed by the Tribes of Rifts Earth. So ambitious was this design that the Lost Eclipse had to forgo their usual reticence and approach the Darkwaters for collaboration on the design and construction of the mammoth Warmount.
Above the waterline, the Dobharg resembles a regular conventional cargo freighter, save for bulges along the sides that suggest a ‘turtleback’ design similar to some Great Lakes freighters of the past. Up out of the water reveals a different beast; the Dobharg looks as if that same freighter has merged with a Kittani Warshark submarine, with the prow suddenly articulated and splitting open to reveal a massive mouth lined with armor-shredding teeth, the hull under the waterline extending four powerful legs able to carry the ship onto land, and the fantail dividing vertically to reveal a short, but powerful, fluked tail sprouting from the back.
Although considered to be a ‘transport vessel’, the Dobharg is more heavily armed than just about any armed merchantman transport, and more so than many warships of other Rifts Earth nations. Three heavy turrets carry an array of massdrivers and energy weapons, and several smaller gun tub turrets hold rapid-fire weaponry of various calibers and types. A long range missile launcher amidships allows the Dobharg to engage other warships or bombard shore targets with sea-skimming cruise missiles or tactical nuclear weapons. Several small retractable turrets in the Dobharg’s underside allow it to ‘scratch’ enemy swimmers and monsters attempting to attack its seemingly vulnerable underside from underwater.
The Dobharg can also carry a complement of fully armed Shemarrian warriors and Warmounts, ready to stand on deck and defend the ship or disembark to board other vessels or storm shore targets. Those same marine troops, armed with the signature Shemarrian rail guns, aimed by superior Shemarrian AI and sensors, are easily the equivalent of the guns of most frigates, and superior to the light cannons common as secondary weaponry.
Because of their size and expense, relatively few were produced on Rifts Earth during the years before the Splugorth Expungement. Distribution of the available Dobhargs was surprisingly wide; the Dobharg saw service on both coasts of North America with the Lost Eclipse, Wayfinder, and Dark Waters Tribes. Dobhargs certainly participated in several high profile raids on Splugorth ports on Atlantis and in other oceanic locations.
A number of Dobhargs have been encountered on worlds beholding to the Shemarrian Star Nation, so it’s a fair bet the design templates were shared with the SSN.
The Dobharg would remain virtually unchallenged as the largest Warmount in Tribe service until revelations about Clan Megalith surfaced.

Type: EcoS-K-77 ‘Dobharg’
Class: Amphibious Robotic Warmount
Crew: 81, plus typically 50 troops, Can typically carry 16 Monstrex-sized Warmounts on the open decks.
In a pinch, the Dobharg can carry up to 350 troops(or 50 Monstrex-sized Warmounts) in converted cargo holds.
Can carry an additional 50 passengers under normal circumstances/load configuration; depending on their circumstances, these can be specialist crewmembers, additional troops, prisoners(kept locked up in a cargo hold or bulkhead compartment(, or freed slaves(typically kept drugged in a compartment to keep from seeing any more of the Shemarrians’ secrets).
MDC/Armor by Location:
Main Body/Hull 3,000
Bridge 900
Crane/Gantries (3) 55 each
Eye Lasers(2) 150 each
Heavy Gun Turrets(3) 200 each
Gun Turrets(6) 100 each
Point Defense Laser Systems(2) 200 each
Long Range Missile Launchers(2) 250 each
Ventral Gun Turrets(4) 100 each
Snapper Maw 800
Ram Prow 800
Legs(4) 1,000 each
Tail 800
Height: 37 ft(27 ft draft, 9 ft freeboard), deck house adds another 25 ft, and the cranes can tower up to 55 ft.
Width: 75 ft
Length: 470 ft
Weight: 13,000 tons
Cargo: 3 holds(5,400 ton capacity)

Powerplant: Nuclear w/ 30 year energy life
Speed: (Water) 40 MPH; can achieve this speed either using its propellor or using its legs to paddle.
(Running) 50 MPH
(Climbing) Not designed for climbing because of its massive size and the fact that there are few coastal features capable of handling its weight. The Dobharg CAN scramble up a 50 degree slope(passengers and cargo are advised to be well-secured during this) allowing it to climb some seaside cliffs and seawalls.
(Leaping)Not possible
(Flying) Not possible

Market Cost: Exclusive to the Shemarrian Nation
Systems/Features:(Standard)
Radio: 500 mile range
Radar: 80 mile range
Sonar: 25 mile range
Water Tanks: 188 tons
Water Distillation System: 6,000 gallons/day
Refrigeration Space: 1,918 cubic feet
Firefighting Systems----The ship’s emergency firefighting system is designed so that any point on the ship could be reached with a 50-ft hose. CO2 smothering systems are installed in engine spaces.
2x12 inch Searchlights
4 Lifeboats(2 25-person, 2 31-person)
3 steel masts(30 ton, 10 ton, and 15 ton-handling capacity respectively), 12 cargo booms(5-30 ton handling capacity), 1 50-ton boom, 10 cargo winches.
*14 cargo winches
*4 anchors(2 forward, two aft)

*Bionic Cybernanite Repair Systems---ALL Dobharg 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 6d6 MD per hour, and can repair 600 MDC before needing material stocks to convert to MD repair material.

*Molecular Analyzer----The Dobharg has the ability to sample the water and detect traces of various substances, such as oil and blood, in the water. The sensors are mounted in what is effectively the Dobharg’s ‘chin’. Can effectively track at 75%

*Magnetic Anomaly Detector(MAD)---Like a shark, the Dobharg can sense electromagnetic fields and metal objects in the water, 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 vessels(-20%) for nonmetallic objects, and no chance of detecting organics).

*EW Suite---The Dobharg 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.

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

Additional sensors and equipment may be added at the discretion and request of the individual crews, or at the command of the Tribe elders.

TechnoWizardry Systems:
*PPE Generators(3)----(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
*Multiplexors
-Horror Factor/Fear---Cast over the entire ship 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.
-Aura of Death---Cast over the entire ship 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 water traffic, covering a retreat, or trapping enemy vessels(especially sailing vessels).
- Calm Waters---10 mile radius, 10 hour duration, 150 PPE. Often used to ride out storms.
-Water Seal---In addition to compartmentalization, the ships have been fitted with a magic damage control system. PPE Cost: 10 PPE per activation, covers a 16 ft square area, and lasts 8 hours.
-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.
-Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater.

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


Weapons Systems:
The weapons on a Dobharg are typically manned by crew/passengers for best effect. Weapons systems CAN be directly controlled by the Dobharg(see Attacks Per Melee), with the permission of the appointed rider/captain, but the Dobharg will use the weapons reflexively, giving priority to the most obvious and immediate threats(example, if given control of the LRM launchers, the Dobharg will elect to use them to plaster the Horune pirate raider giving it a hard time, rather than launch them against the Horune naval base tens of miles away, as originally intended by the crew). Some weapons options, however, may be slaved to ‘subminds’, essentially lesser brain-nodes programmed/trained to deal only with specific threats(‘watch and scratch airborne annoyances’).

1) Eye Lasers(2)---The eyes on the Dobharg‘s prow aren’t just decorative; they’re oversized versions of the standard Shemarrian ocular blasters. These powerful lasers can be used for melting ice in the ship’s path, but they’re more likely to be used cutting the enemies of the Tribes into cut-bait.
Range: 6,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) 200mm Massdriver Cannons(2)---Mounted fore and aft are two turrets holding 200mm massdriver cannons.
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)

3)Heavy Energy Turret(1) ---In the front-most gun turret is a heavy energy weapon, either a single-barreled heavy laser or heavy particle beam cannon, or a double-barreled heavy ion weapon.
a) Heavy Laser
Range: 2 miles
Damage: 1d6x10+7 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

b) Particle Beam Cannon
Range: 11,000 ft
Damage: 4d6x10 MD per blast
Rate of Fire: Three times per melee
Payload: Effectively unlimited

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

4) Secondary Weapons Turrets(6)---Six secondary weapons turrets dot the upper works; two between the forward energy and massdriver turrets, two amidships, and two more on the fantail, forward of the rear massdriver turret. The standard fit for these turrets is a heavy single- or double-barreled rapid-fire energy weapon, but some Dobhargs have been seen mounting ‘Skullshatter’ heavy gatling cannons, weapons easily capable of outgunning a destroyer’s main armament(and putting the lie to the idea that these are ‘secondary’ armaments).
a) Twin 40mm Autocannon---Dual-mounted 40mm rapid-fire guns(‘pom-poms’).
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: Box magazine of 200 rounds per gun.

b)Twin Tri-Laser---Adapted from the Glitterboy No. 7 of South America, the plans of which were supposedly given to the EShemar by sympathetic trade partners. Two tri-lasers are mounted on a tandem mount.
Range: 8,000 ft
Damage: 2d4x10 MD per blast, 4d4x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited

d) Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload: Effectively unlimited

e) 30mm Quad-Cannon--4 30mm cannon in an antiaircraft mounting. It is also capable of engaging surface targets. Tends to burn through its ammunition supply fairly quickly, though, requiring frequent resupply. Can be manned or can be set in air-defense mode to be run by a reflexive ‘submind’ of the Dobharg.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per SINGLE gun firing. All four guns going at maximum rate of fire simultaneously do a whopping 3d6x40 MD!
Rate of Fire: EGCHH, 6 attacks per melee in auto-defense mode.
Payload: 1,600 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) Heavy Plasma Cannon/Light Plasma Torpedo Launcher--- 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

g) Skullshatter Cannon
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

5) Point Defense Laser Systems(2)---Mounted amidships on the bridge structure are two laser PDS systems. These are each run by a reflexive ‘submind’ of the Dobharg and are cued to fire on airborne threats such as missiles and fliers.
Range: 11,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: 8 attacks per melee in auto-mode
Payload: Effectively Unlimited
Radar Targeting Bonus: +3 to strike

6) Long Range Missile Launchers(2)---The ‘smokestack’ of the freighter is actually a ‘hard mast’ that conceals two spring-out heavy missile launch boxes
Range: Varies by Missile Type(Long Range)
Damage: Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-6
Payload: 12 each launcher, 24 total. Additional missiles may be reloaded from cargo stores.

7)Ventral Gun Turrets(4) ----Retractable ion pulse blaster weapons turrets that sprout from the underside of the hull to fire on submerged targets. In quadruped mode on land, these turrets, nicknamed ‘Dobharg teats’ or ‘deth-nipples’, protect the underside of the giant Warmount from enemy infantry attempting to do mischief from below in the supposed deadspots of the Warmount’s perception and weaponry.
Range: 2,000 ft(Underwater)
Damage: 1d6x10 MD quadruple blast
Rate of Fire: EGCHH
Payload: Unlimited linked to nuclear power source

8 ) Medium Range Torpedo Tubes(2x6) ---Mounted amidship in the bulging side armor between the leg wells are 2 six-tube medium range torpedo arrays.
Range: (Medium Range) 10 miles
Damage:(Medium Range)3d4x10 MD
Rate of Fire: Volleys of 1-6
Payload: 6 per launcher. Additional torpedoes typically must be manually reloaded from stores.
(Alternative)---In the alternative, ‘Seafire’ Missile-Torpedoes can be substituted; these are copies of Kittani weapons created by the Greater New England armaments industries from plans and examples acquired during the Great Slave Exodus. The EShemar acquired the plans from their nominal allies and began producing their own, taking great joy in using these weapons on their traditional enemies , the Splugorth and their minions.
*SeaFire Missile/Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-5
Payload: 5 per launcher. Additional projectiles may be reloaded from stores.
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

9) Reinforced Bow---A reinforced bow/submerged ram or chin-beak, designed for ramming or ice breaking.
Damage: 1d6x10 MD for every 20 MPH of speed

10) Power Jaw---Clearly derived from the Kittani Warshark, this feature of the Dobharg opens up the bow to reveal a powerful set of biting jaws lined with armor-shredding teeth. An inner layer of vibroblades(mounted akin to a shark’s ‘conveyor belt’ teeth) replaces the Kittani design’s inner laser battery for removing stuck victims by literally vibrating or chainsawing them to pieces small enough to break free and fall loose. The Dobharg has been known to bite lesser vessels in half, devour reinforced docks, and snack on Metzla, cracking their shells between its teeth.
Damage: 2d6x100 MD on a bite. 4d6x100 MD for a combined bite/’chew’.

11) Hull Shock System---Like an enormous electric eel, the Dobharg can electrify its skin to discourage boarders, divers, and entangling tentacles. Shemarrian crew and passengers will immediately know when the Dobharg is about to activate this defense, allowing them to get clear of the outer hull skinning.
Range: Hull contact plus 10 ft area around the warmount/vessel.
Damage: 2d4 MD per jolt
Rate of Fire: Three per melee
Payload: Effectively unlimited

12)(Optional) Vertical Missile Launch System(VLS)---If cargo and troop transport isn’t an issue, one or two of the cargo holds can be converted into VLS bays holding multiple vertical launch cells for medium and long range missiles. This is rarely done, however, as even the EShemar , with their expanded industrial capabilities, tend not to employ long range missile bombardment as a common tactic. Such equipment is installed only for special missions(such as heavy raids) and the warmount/vessels commanded by senior EShemar war-commanders.
Range: Varies by Missile Type(Medium or Long Range)
Damage: Varies by Missile Type(Medium or Long Range)
Rate of Fire: Volleys of 1-6
Payload: 24 long-range missiles, OR 48 medium range missiles per VLS array

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Basic Math 98%
Read Sensory Instruments 98%
Navigation: Land and Water 94%
Radio: Basic 98%
Detect Ambush 60%
Tailing 50%
Electronic Countermeasures 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Dobharg 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: 12(!); 5 per melee with melee weapons(claws, bite, tail strike), 7 with ranged weapons(eye lasers, ventral turrets, any linked-in weapons turrets).
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +1 on land
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Parry +1(+2 in water)

Bite 2d6x100 MD
Chewing Bite 4d6x100 MD
Stomp 1d4x100 MD
Kick 5d6x10 MD
Head Butt/Ram 2d4x10 MD
High Speed Ram 1d6x10 MD for every 20 MPH of speed
Tail Lash 1d6x10 MD
Spinning Propellor Slash 2d6 x10 MD



Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Dobharg an aura and behavior more befitting a sentient being than a robot. The Dobharg has a whale-like mentality, akin to the toothed whales of Earth; steadfast but predatory. Dobhargs have come to develop a particular hatred of Kittani War Shark submarines, seeing them as natural enemies. They’re not terribly fond of giant squid or horned demon-fish either.

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 the Dobharg has an IQ of 13), but will have to go dormant for 4d6 hours after such exertion.

Options:
Like any vessel, Dobhargs see a lot of variation in their exact equipment, depending on their users/riders’ whims and resources. In general, an additional 1d4 weapons systems can be added, and many users add such secondary or specialized weapons systems as depth charge racks, mini-torpedo launchers, decoy launchers or harpoon guns. Different configurations of deckboard equipment, such as specialized cranes and gantries, water sprayers, and salvage hooks, may be added. Some Dobharg have even been seen to sport deployable heavy ‘kite-sails’ for quiet cruising.

Variants:
*EcoS-K-77Wf(http://i408.photobucket.com/albums/pp164/taalismn/img528_zpsacd28792.jpg)---A radical variant meant to address the Dobharg’s biggest problem; speed. The Wayfinder variant, perhaps inspired by the EcoS-K-71Dw variant of the ‘Gatar’ Amphibious Warmount, redesigns the legs to swing out the knees and stick the large spatulate toes downwards to give the Dobharg ‘wings’ and hydrofoil planes. The tail is larger (900 MDC) and features two powerful hydrojets, while the fantail now has extendable jet thruster pods(4, 360 each). The Dobharg now becomes the largest hydrofoil on Rifts Earth, and is able to hit speeds of 60 knots/ 70 MPH over relatively calm water(9 ft swell, maximum). The tail can also be used to shoot water streams at extremely high speeds( 2,000 ft range and does 1d4 MD, or 1d4x100 HP to vampires. At ranges of 300 ft or less, humanoid-sized beings(7 ft or smaller) will have an 98% chance of being knocked over and pushed 1d6x10 ft by the water blast, as well as a 75% chance of being stunned or knocked out. Creatures and bots weighing over a ton, or standing 8-24 ft, will only have a 50% chance of being knocked over, and only a 25% chance of being stunned. Creatures and 'bots taller than 25 ft, will be unaffected.). Initially seen with the Wayfinders, but gaining favor with the Dark Waters.
Last edited by taalismn on Sun Oct 12, 2014 1:25 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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

o_0 @ Clan Shelly.
...ummmm...Yeah.
Hmmm.
...
...
I gots nuthin'.
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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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:o_0 @ Clan Shelly.
...ummmm...Yeah.
Hmmm.
...
...
I gots nuthin'.



I'll consider your brain fuses basically blown...

Basic idea, then random rolls. :D
Took off from there with images of a radio telescope dish rising from a secret underground lab during a thunderstorm, the dish lined with nano-conversion chambers, and a Tinker cackling madly, her hair frizzed out.

Art for the Dobharg will be up tomorrow night.
-------------
"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 »

Illos for the Dobharg up:

http://i408.photobucket.com/albums/pp164/taalismn/img527_zpsed23d986.jpg
http://i408.photobucket.com/albums/pp164/taalismn/img528_zpsacd28792.jpg

Also had to split my working Shemarrian files into six sub-sections, since most of them were approaching 200+ pages, and sliding up and down to find older files and cut and paste material was taking forever... :oops:
-------------
"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
DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Also had to split my working Shemarrian files into six sub-sections, since most of them were approaching 200+ pages, and sliding up and down to find older files and cut and paste material was taking forever... :oops:

I seriously need to re-structure all the files I've cut & pasted from here AND created.
*shakes head* on top of all the pre-planning for my campaign in Roll20 (honestly; trying to do ANYTHING battle-mat wise, IRL or virtual, is an ongoing exercise in frustartion using the PB system...but I do it anyways gawds help me :frust: ) and other NON-game related stuff... yeah; I'll get to it once I'm done with the REST of the pile in my "in" box. :wink:
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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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:Also had to split my working Shemarrian files into six sub-sections, since most of them were approaching 200+ pages, and sliding up and down to find older files and cut and paste material was taking forever... :oops:

I seriously need to re-structure all the files I've cut & pasted from here AND created.
*shakes head* on top of all the pre-planning for my campaign in Roll20 (honestly; trying to do ANYTHING battle-mat wise, IRL or virtual, is an ongoing exercise in frustartion using the PB system...but I do it anyways gawds help me :frust: ) and other NON-game related stuff... yeah; I'll get to it once I'm done with the REST of the pile in my "in" box. :wink:



The EShemarrians have definitely staked out territory in my computer.. :bandit:
And October ain't over yet for Shemarrian stuff. :twisted:

Warmount count currently stands at 69 completed. Still got a ways to go to meet 89er's 100 challenge.
-------------
"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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Re: Shemarrian-related fan creations

Unread post by DhAkael »

See what I can do to assist.
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
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:See what I can do to assist.



Hell, I still got capital starships in the slips needing final workup...
-------------
"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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

One iota of hoyt peeks out of a complex on the west coast.
"I wonder if it is safe to leave?"
Sees a walking cruise ship staffed by a decades worth of halloween parties.
Retreats back into lithosphere deep complex.

Seriously great work all around. I will also have my weight to carry for the cause, such as Hoyt and fragments generated from him.
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Re: Shemarrian-related fan creations

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Flit-Striker Projectile Launcher

“The beauty of these things is that while I’m engaging the enemy in a firefight, these little beauties are circling around behind them to do their work. I’ve conned many a foeman into spending more time and energy protecting themselves from ME than in defending my REAL target!”

Flit-strikers are forearm bracer weapons wearable by the Shemarrians and NeShemar that hold and deploy small explosive robotic projectiles. The projectiles are based on the Shemarrian version of the Northern Gun NMX-18 Stinger Anti-Flyer Mine(see Rifts Merc Ops, pg. 97-98 ). Three of the projectiles can be carried in/on the bracer and target-loaded with a cyberlinked-thought, then fired to flit on their way to the target. If the user has time and the knowledge, they can program the projectiles’ course, including evasive and circuitous paths to their targets. Depending on the Tribe producing the weapon, the flit-striker protectiles can look different from Tribe to Tribe; the Hawkmoons and Darkwaters prefer tern- or shrike-like small birds, the Ghost Riders, Wolf’s Path and Lost Eclipse small bats, and the Horrorwoods, Silvermoons, Bloodriders, and Clan Vespa large hornets and wasps. The Sapphire Cobras have their own dart-like model.
The Darkwaters are reportedly working on a variant capable of both air and underwater operation, ideally to create a projectile that could fly over the water to where a target was last sighted, dive into the water, re-acquire the target, and swim after it to deliver a poweful sonic warhead blast.
Flit-strikers can be incorporated into body armor in the forearm bracers or shoulder pieces.
Weight: 5 lbs; each projectile weighs 1 lb.
MDC: 25 for the bracer. 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 1-3(all)
Payload: 3
Bonuses: +3 to strike, +1 to dodge interception attempts, and gets FOUR APMs until the projectile hits(or is destroyed en route).
Cost: Exclusive to the Shemarrian Tribes. Tech-giants like Northern Gun and Triax would pay 60,000 credits or more for an intact flit-striker with at least one projectile loaded, to study(NG in particular, would LOVE to find out how the Shemarrians produce a more powerful and efficient plasma charge).
-------------
"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 »

Fringe Tribe Affiliations/Patronage(as of 10/14/2014)

#HawkMoon
-(Sponsored) The IronHearts
-(Spin-Off) The Steel Gaians
-(Spin-Off) Clan Shelley

#DarkWaters**

#Blood Riders

-(Spin-Off) The Radiant Edge
-(Spin-Off) Thousand Dragons
-(Spin-Off) The FlameWings

#Ghost Riders
-(Spin-Off) Clan Alecia

#SkullCrushers
-(Spin-Off) The Obsidian Dawn

#HorrorWoods
-(Spin-Off) Clan Pantheron

#Wolf’s Path

#SilverMoon

-(Sponsored) Clan Armorand
-(Spin-Off) Clan Scelptor

*Sapphire Cobra
-(Spin-Off) The SkyeKlad

*WayFinder
-(Sponsored) Clan Vespa
-(Spin-Off) Clan Shinden
-(Spin-Off) Ghezo Guards

*Lost Eclipse/Nightmare
-(Sponsored)Clan Immensis
-(Spin-Off)The Lollipops
-(Spin-Off) Clan Motron
-(Spin-Off) The IceFlames


-Clan Megalith (Unknown/As Yet Undocumented as of 10/14/2014)

**Note: Some would consider the Darkwaters' Deep Watch division a Fringe Tribe, but the Darkwaters have categorically denied this distinction, as the two parts of the Tribe remain fully interdependent and united.
-------------
"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
89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

Safety in Shards: The listing of Sparkmade

Dealing with a brilliant mind that was uploaded using past generation tech traded/stolen/rebuilt from various sources such as Interdee and ZOT, the Allience has learned much from Hoyt Sparks. Even before his exile to Titan, Hoyt was busy with projects, roaming the Megaverse and beyond. So he made variants of himself, not copies, to maintain all his works. More like templates, they had key traits in personality and thinking, but were their own person entirely, even as different species. After an encounter with a Lord of Entropy, Hoyt Prime retreated to the moon of Titan and fragmenting some of his soul into memes that travel across the Megaverse. Now something more akin to an Alien Intelligence but more, the prime ensures he will never be released to make things worse, like he always had.

The following is a list of people and entities that are related to Hoyt Prime in origin:

Harmon Sands- Principle of the Institute for Megaversal Learning, who accepts students from beyond the known Megaverse. Copyrights aside, the campus is fertile for crossovers of all shades. Harmon has little ambition beyond keeping balance on his grounds and inhabitants. Rumor has it that he has been dating an influential Hawkmoon and enjoys cuddling when downloaded into a bulldog puppy shell.

Mr. Nevergreen- With the activation of several well placed retcon devices, Megaversal Scientific Supply and Services (M3S) was under the control of Chairman Nevergreen. Used in order to prevent any more bad publicity, Nevergreen guides the board of mad scientists and engineers to constructive ends.

Enough Cullbell- A middleman and freelance engineer for the clans, he connects everyone in ways that even the Ghost Riders are unable to do.

Regal Prosek- A traveler of the Megaverse, he works for Interdee and ZOT for reasons likely dealing with guilt. Latest work involves making a civilization out of 10,000 NEMA, slivers of Elder races and displaced Mi-go in the outer part of the Sol system. Working name is Jovian Cooperative.

Holden Gate- Not created from Hoyt Prime, but even more dangerous. An intelligence created from the minds of brilliant people on an alternate Rifts Earth to remake or destroy the system of magic itself across the Megaverse. Currently focused in the universe of Splicers, worshiping the entity Legion. Its hunger for knowledge and technology is constant, so it created the Enblightened clan to record all manner of science. It has access to all of PS/GNE and Eshemar works, as gifts to its goddess.
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Re: Shemarrian-related fan creations

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A Moment with Ghost Riders
“I think this is has been a massive waste of time and resources, Sister-Tinker Ilm.”
“How so?”
“You suborned two weeks’ production time on one of our factories for a personal prank project aimed at a Tribe we really don’t have that close a relationship with.”
“All the better for the element of surprise. Really, they weren’t expecting a gift from US.”
“And you used up six months’ production of laser-reflective durachrome plating.”
“Yes, necessary considering the ultimate audience and the source material.”
“Yes, the source material. Hardly original.”
“You don’t appreciate my little twists to the design? Or haven’t noticed them? Quieter operation? The eye-lasers? Programming them all to speak Latin? And finding the Roman Army sim-personalities and tweaking them took some doing. I was going to go with ‘stuffy Prussian soldiers’, but Roman robots seemed more appropriate.”
“Ah yes, ‘Centurion Apollonious Porticus’, among other subtle touches. Very clever.”
“I thought so too.”
“ Doesn’t change the fact that you built a cohort of CYLONS.”
“ Yes, and it went over real well when we presented them to the Silvermoons. Accepted them into their service just like that.”
“Sister Tinker Ilm, I think you miss the obvious. We may get it, some of the Wayfinders may get it, but nobody else does. The Silvermoons just don’t REALIZE they’re being pranked.”
“Well, eventually they will! That’s what’s called a long term prank!”

This Has Been A Moment with Ghost Riders
-------------
"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 »

89er wrote:Safety in Shards:
Holden Gate- Not created from Hoyt Prime, but even more dangerous. An intelligence created from the minds of brilliant people on an alternate Rifts Earth to remake or destroy the system of magic itself across the Megaverse. Currently focused in the universe of Splicers, worshiping the entity Legion. Its hunger for knowledge and technology is constant, so it created the Enblightened clan to record all manner of science. It has access to all of PS/GNE and Eshemar works, as gifts to its goddess.


Legion? Don't catch the reference. Sub-persona of NEXUS(I suspect not)?
-------------
"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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Re: Shemarrian-related fan creations

Unread post by taalismn »

Since Halloween's coming up next week...

‘ScreamQueen’ Cyberhumanoid
(aka ‘Bait‘borg’)
http://i408.photobucket.com/albums/pp164/taalismn/img538copy_zpsa674be25.jpg


“Mommy wants a Brodkil jaw necklace, and what Mommy wants, Mommy GETS!”

“So, what brings a girl like you out on a night like this?”
“I’m programmed to exterminate the undead in the SouthWest Coastal Sector. You?”
“Oh, ex-boyfriend tried to serve me up to a demonic alien intelligence in exchange for eternal virility and a harem. I’m wiping out his associates before I finish him off.”
“Ah, relationship problems. Working off some anger.”
----A ScreamQueen cyborg and a VK android meet up in what was once Fresno.

“#FULK! FULK! REMARD YOU IDIOT! I -TOLD- YOU IT LOOKED TOO GOOD TO BE TRUE! IT’S JUST LIKE THOSE KILLER ANDROIDS FURTHER EAST! YOU DON’T -GET- VIRGINS JUST WALKING DOWN THE STREET IN THE MIDDLE OF THE NIGHT BEGGING TO BE EATEN! IT HAS TO BE A TRAP!!! AND IT FULKING -IS-!!! CURSE YOU FOR BEING AN UNLISTENING IMBECILE! AND CURSE ME FOR HAVING YOU AS MY HOST!#”
---’Le’GashOll’--Monster symbiote of ‘Remard the NightCruiser’, just before their mutual fatal bisection on the streets of Old Fresno.

“Ever seen a triple-screamer? That’s where the girl’s screaming bloody murder, her chainsaw arm’s screaming bloody murder, and some monster’s screaming because it’s getting bloodily murdered. I swore off hitting on any of those California girls ever again after seeing that.”
---Peznac Garwaithe, Headhunter

“How many times do we have to tell you?! DON’T GET COCKY! I know you were ripped up by a monster when we found you! I know you’re eager for payback! But just because you now have a cyborg body and a slicer-dicer for an arm doesn’t give you the ability to take on everything you run into in the dark!!! Like that Devil Sloth!!! You’re just damned lucky we were able to get to you in time before that thing dragged you across the desert into too many pieces for me to repair! As it is, you’re going to be on my table for at least a week! Now, are you going to learn from this and pick your fights more carefully, or am I going to have to literally drill it into your head???!!! Or do you need shock treatment????!!!”
---Clan Shelley ‘Doktor’ Madgora, to an unlucky cyborg on her laboratory table

Another dual EShemar/NeShemar cyberhumanoid chassis design from the fringe tribe Clan Shelley, ‘ScreamQueens’ get their name from their integral sonic weaponry, but they are much more. Queen Shelley reportedly got the idea for these gynoids from watching old pre-Rifts horror films found stashed in vaults under the ruins of California mansions the Shemarrians were exploring for salvageable goods and possible hideouts. Queen Shelley was often heard commenting during these showings about how ridiculously easy the coeds and other females dropped like flies during these movies, and how any self-respecting/self-aware gynoid or cyborg would turn in a better showing. Thus the idea of a ‘bait’borg’ was born; a cyberhumanoid meant to draw unwelcome predator attention to herself for the purposes of destroying the attracted predators.
Golden Age cyberhuman configurations were used as the initial base for the ScreamQueen, then improved upon. Like the Sirin(‘Sub-Harpy’) cyborg, advanced nano-assembly is used instead of more conventional cyber-reconstruction to produce a smaller, lighter cyborg frame. More advanced cybertechnology gives the cyberhumanoid frame robotic strength in a compact package, surpassing the limitations of ‘standard’ cyberhumanoid cyborgs, and giving the ScreamQueen even more power in melee combat, which is, more often than not, against supernatural opponents.
A ScreamQueen looks externally like a perfectly normal human female(there are no MALE ScreamQueens, although there has been consideration of a similar male ‘bait’borg, the Mock-Mook), with either the Ecotroz Awakening or the cyborg’s own life signs(often supplemented by PPE decoy-packs) giving the gynoid a more normal life-aura ‘scent’. ScreamQueens are typically deployed as infiltrators similar to Yurei, or as ‘bait’, deliberately appearing helpless to draw out bandits and monsters. ScreamQueens can thus be found out at night past curfew, hurrying home late, seemingly lost, or otherwise separated from companions and possible protectors. The objective, of course, is to invite attack, with the ScreamQueen either dispatching the attackers herself, or setting them up for a shadowing intervention force that the attackers hopefully haven’t detected. The success of the ScreamQueens in this role, however, has some in Clan Shelley worried about ‘overfishing’ the local predator population as the dumb ones get weeded out and the smarter ones figure out that defenseless humanoid females wandering around in the night are bad news and avoid them accordingly. However, as other Shelleys point out, that’s the entire POINT of the exercise.
Once engaged in an attack, the ScreamQueen unleashes her concealed weapons, the signature attack being a powerful sonic blast attack that ideally both maims and disorients the target. Backing this is a forearm-mounted powered chainblade, chosen as much for its psychological effect as for its effectiveness in violently chewing into opponents. Typically an arm-mounted energy weapon provides ranged blasting ability, while leg compartments can hold additional weaponry. Finally, a chemical dispenser system allows versatility in both attracting potential attackers and making their target suddenly less appetizing.
Despite their seemingly helpless ‘designated victim’ appearance and demeanor, most ScreamQueens are actually fairly bloody-minded. This is hardly surprising, given that most of the conversions are from critically injured victims of monster attacks and are thus more than happy to trade psychological trauma for some mind-alteration and a chance for serious payback. Most thus become accomplished actresses, and often study the tactics of gladiators in feigning weakness or injury in order to lure in kill-eager opponents.
The major criticism of the class of cyberoid is that the ScreamQueen is lacking in truly heavy and long-ranged weaponry, which would allow them to take on heavier prey. If finding herself outclassed by an opponent, a ScreamQueen’s only resort under such circumstances is to try to outrun the danger. This is often emphasized to NeShemar recruits to prevent them from trying to engage prey that even full conversion assault-chassis cyborgs would have trouble taking on.
Clan Shelley’s ScreamQueens are often deployed on patrols around the loose region claimed by the fringe tribe, spying on the locals(even if the NeShemar is of local derivation) and trying to blend in. ScreamQueens are often part of disguised trade expeditions and caravans, ‘accidentally’ wandering off when in a new community to test the local situation and the honesty of the inhabitants. When local prey is thin or has wised up, ScreamQueens typically work around Clan Shelley enclaves in many of the same roles as regular Acolites, or hire out as bodyguards to allied communities.
The ScreamQueen chassis is available to both EShemar and NeShemar, though roughly about 75% of Clan Shelley’s ScreamQueens are NeShemar bionic conversions. EShemar ScreamQueens are typically converts from Yurei stock, or are the Progen offspring of Yurei and Acolite matings, or Berserker and Acolite bondings.
Thus far, the ScreamQueen has only been seen in action with Clan Shelley, although it is likely that the Lost Eclipse will also adapt the design for its own ‘legions of the night’, and possible that the Wayfinders will also use the ScreamQueen among its own special ops units.

Type: Shemar/NeShemar ScreamQueen
Class: Robot Gynoid/Cyberhumanoid Full Conversion Cyborg
Crew: Advanced Neural Intelligence(w/ Ecotroz Awakening) or Transplanted Brain/Transferred Intelligence
M.D.C. By Location:
Hands(2) 50 each
Arms(2) 60 each
Legs(2) 80 each
Head 50
Main Body 200

Note: The ScreamQueen be fitted with any additional armor up to HEAVY Armor, but rarely wears ANY armor, so as to appear helpless(though in some areas, the monsters have twigged to the reality that a soft-looking human without ANY armor is cause to be suspicious).

Height: 5-6 ft
Width: 1.2-2 ft at shoulders
Length: 1 -1.4 ft
Weight: 200-280 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 25, PP. 24, P.B. 14+2d4.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation
Cargo: Only what be carried in the arms or harnessed to the body/carried in clothing. If not carrying weapons rods in the legs, a few small items can be concealed there.
Speed:
Running: 90 MPH
Jumping: Can leap 6 ft up/12 ft across, increase distance/height by 20% with a running start.
Flying: Not possible w/o a jetpack or vehicle.
Underwater: Can swim at 15 MPH and tolerate depths of 1,000 ft.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:(Shemar)
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.

Standard Bionic Features(NeShemar)
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
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.

Special Features:
*Amplified Hearing---Just perfect for hearing faint sounds around you in the dark, and the subvocal rumblings of supernatural stalkers.

*Sub-Vocal Two-Way Radio Communications---Pretty much standard on all NeShemar bionic conversions, but notable here for being even more quiet(acoustically-insulated voicebox) for those running commentaries to the ScreamQueen’s backup when being pursued by a possible predator.

*Recycler(NeShemar)---Reduces oxygen intake by as much as 50%, can go an extra 30 minutes on one lung of air(on top of the other systems, this means 24 hours on one breath), and a week without food or water. Great for dealing with those ‘blob’ or ‘suffocator’ monsters. Also great for surprising attackers who are quick to try to dump the body of an unbreathing victim.

*Molecular Analyzer---ScreamQueens have excellent senses of smell, good for sniffing out approaching attackers in darkness, or trailing wounded prey back to its lair/companions. Track by smell alone: 80%. Recognize scent: 84%.

*Sensory Antennae---Hidden in sheaths in the forehead/temples. These are typically only unsheathed when maintaining cover isn’t an issue(like when fighting in the darkness). When deployed, penalties for fighting blind are HALVED, and +1 to dodge.

*PPE Sensor---Spying and tech exchanges by the EShemarrians have allowed them to acquire the means of producing a cyborg-scale PPE sensor system similar to the Japanese SNARLS system. Can be used to detect abnormal auras, supernatural energy, even detect shapechangers( though only 25% chance of success) Range: 200 ft. Up to 500 ft(but w/ 50% error).

*Full-Body Motion Detector---A network of micro-pore air pressure detectors built into the artificial skin, registering sudden movement around the cyborg. This system works best with minimal covering(no EBA or heavy armor being worn). +1 on initiative, +1 dodge and roll, and cannot be surprised by a back/sneak attack.

*Psionic Electro-Magnetic Dampers---+1 save vs all psionic attacks, +2 save vs possession, +1 save vs magic illusions and mind control.

*Double-Jointing/Advanced Rotary Joints---The flexible structure and jointing of the cyborgs makes them extradordinarily limber, allowing them to rotate their heads nearly 270 degrees(this is particularly scary when one is approaching them from behind) and bringing their arms to bear behind them(ideal for cutting or blasting enemies attempting to strike from behind).

*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.

Additional/special sensors may be built in by the creating Spinsters/Tinkers or at the behest of the individual.

Weapons Systems:
1) Sonic Voice Blaster--Concealed in the ScreamQueen’s mouth and throat is a sonic weapon that gives the gynoid her signature scream. While other Shemarrians have been known to use similar sonic weaponry(for instance Clan Immensis and their Death Durgers), the system mounted in the ScreamQueen is surprisingly compact for its power.
Range: 400 ft in water, 100 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
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.
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 to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.

Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Chainsaw Arm(1-2)---One or both of the ScreamQueen’s arms can be replaced with a cleverly concealed powered chainsaw; the forearm unfolds like mecha-origami to present the ripper for duty. Some ScreamQueens mount TWO of these fearsome melee weapons. Can be silver-plated for extra effect against supernatural opponents(reportedly the silver comes from melted-down caches of silver found in abandoned mansions in California). The mere sight and sound of this weapon popping into place on a ‘victim’s’ arm and revving for action has been known to be enough to send ghouls and other predators running away. For their part, ScreamQueens LOVE this iconic weapon, learning to wield it with various flourishes and ‘artistically’ carving up their opponents.
Range: Melee
Damage: 5d6 MD per strike

3) Forearm Blaster---The arm NOT sporting a concealed chainsaw mounts a concealed forearm blaster.
a) Laser Blaster
Range: 1,000 ft
Damage: 3d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Pulse Laser
Range: 800 ft
Damage: 6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Blaster
Range: 500 ft
Damage: 4d6 MD and can fire a ‘scatter shot’ that does 2d6 MD to a 10 ft wide swath.
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Plasma Projector
Range: 500 ft
Damage: 5d6 MD per shot and can fire a ‘scatter shot’ that does 3d6 MD to a 10 ft wide swath.
Rate of Fire: Standard
Payload: Effectively Unlimited

e) Particle Beamer
Range: 1,200 ft
Damage: 5d6 MD per shot
Rate of Fire: Standard
Payload: Effectively Unlimited

f) Shock Blaster----Typically fitted only when the Shemarrians want living prisoners to interrogate.
Range: 100 ft
Damage:(Stun Blast) Roll versus non-lethal poison or be -10 to strike, parry, dodge, and roll for 2d4 melees
Rate of Fire: ECHH
Payload: Effectively Unlimited

g)Neural Mace
Range: Melee
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


4) Retractable Finger Claws---The hands are fitted with retracting catlike claws. Silver plating is a common modification.
Range: Melee
Damage: 2d4 MD

5) Concealed Leg Weapons(2)----The ScreamQueen’s upper legs conceal hidden bionic weapons rods. The cyborg just reaches down, grabs hold, points, and shoots.
a)Laser Rod
Range: 3,000 ft
Damage: 3d6 MD per shot
Rate of Fire: ECHH.
Payload: Effectively unlimited linked to the cyborg’s powerplant. 20 shot back-up e-clip.

b) Ion Rod
Range: 2,000 ft
Damage: 4d6 MD per shot
Rate of Fire: ECHH.
Payload: Effectively unlimited linked to the cyborg’s powerplant. 20 shot back-up e-clip.

c) Plasma Tube---Compact plasma weapon
Range: 800 ft
Damage: 5d6 MD per shot
Rate of Fire: ECHH.
Payload: Effectively unlimited linked to the cyborg’s powerplant. 20 shot back-up e-clip.

d) Boom Stick---Single-tube ‘Metal Storm’ on-line magazine shotgun-style weapon
Range:(12 Gauge)) 300-1,000 ft(varies by ammunition type)
Damage:(12 Gauge)
*Standard Shotgun shell--300 ft range, 5d6 SDC
*Standard Buckshot shell---300 ft range, 4d6 SDC to 5 ft area
*Teargas shell---300 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---300 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---300 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or in-going police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 300 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---1,000 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 1,000 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---1,000 ft range, 2d4 MD to 10 ft blast radius
*HESH Shell---1,000 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)
Rate of Fire:(12 Gauge) Single shot, ECHH
Payload: 8 rds

e) Staker Stick---This is actually a hollow tube with three sharpened stakes lined up inside it that are dispensed from the end when pushed into a target
Range: Melee
Damage: 1d6 SDC(2d6 HP to vampires) per stake
Rate of Fire: ECHH.
Payload: 4 hardwood stakes

f) Miscellaneous Items---Rather than carry a weapons rod in the leg compartment(s), the cyborg can instead carry loose stakes(6-8), grenades(4-10, depending on their size), small sidearms like revolvers(and 2-4 speedloaders to go with them), or chemical spritzers(2-3 ‘mace’-style mini-sprayers or a single large aerosol can).


6) Chemical Sprayer System----The cyborg can snort a jet of chemical agent from the mouth or nostrils, or can slowly exude a slower-acting, and more subtle, chemical effect from micropores in the skin. ScreamQueens are fond of tailored pheromone sprays to influence organic beings(such as predators) to bait them in, then deploy irritant chemicals to make the apparent ‘meal’ much less appetizing. The Shelleys have heard of such exotic chemical cocktails as aerosol garlic spray and anti-zombie chemicals, and are looking to acquire supplies of them.
Range:(Spray) 50 ft, covers a 10 ft area
(Skin Mist) Typically 5-10 ft around the gynoid, depending on local air conditions
Damage: Varies by chemical used. Irritant gases are the most common.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 different chemicals

7) Blast-Stud Kneecaps(2)---Mounted in retractable housings in the knees are a set of Gargoyle knuckleduster-style contact plasma-zappers. Just right for that knee strike to the crotch.
Damage: Two settings; 5d6 SDC or 1d6 MD
Rate of Fire: ECHH
Payload: Effectively unlimited
Note:(Optional) An additional set can be concealed in the elbows for that hard elbow jab.

8 ) (Optional) Use of Handheld Weapons---The ScreamQueen can use just about any human-sized weapon, and is strong enough to safely use many cyborg-scaled weapons. However, most tend to shy away from carrying accessory weaponry unless it can be concealed on the person, stashed hidden nearby and easily accessible, or is absolutely necessary for their disguise(on Rifts Earth, just about EVERYBODY with a lick of commonsense carries some sort of a weapon). Many ScreamQueens, however, will carry minimal weaponry, and often carry weapons that are gimmicked to ‘fail’ at a critical juncture(like the cheap laser pistol fizzling out as the monster approaches), the better to convincingly lure attackers into a kill zone.
By the same token, and for the same reasons, ScreamQueens often don’t wear much in the way of protective body armor...often only civilian clothing like tee-shirts, robes, and peasant dress.

9) (Optional-EShemar only) Extra Breath Weapon---This takes advantage of the wholly robotic EShemars’ physical nature to dispense with the bionic lung system and replace it instead with a second throat weapon, usually a flamethrower, acid spitter, or adhesive sprayer.
Range: 80 ft regardless of weapon type, and can cover a 10 ft area.
Damage:(Flamethrower) 4d6 SDC per blast, plus 60% chance of setting combustibles aflame, or an MD liquid that does 3d6 MD per blast, and 80% chance of secondary combustion.
(Acidic Spit) 2d4 MD per melee for 1d8 melees
(Adhesive)---Spits a mucus-like super-stickuum. Each 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.
Rate of Fire: ECHH
Payload: 20 shots regardless of the breath weapon-type.


Programming/Skills:
(NeShemar) Varies by the convert’s original skill-set; or can use the Cyber-Humanoid OCC, plus the following skills:
Singing(+10%)
Lore: Demons and Monsters(+15%)
Wardrobe and Grooming(+10%)
W.P. Sword/Chainsaw
W.P. Energy Pistol
Hand to Hand Expert(if a HtH skill is not already possessed)-Can be changed to Martial Arts or HTH: Gladiator(see Rifts Mercenary Adventures, pgs. 24) for the cost of two ‘other’ skills.

(EShemar)
Identical to the Yurei Elite. The EShemar shares all the basic Shemarrian programming, basic combat and espionage/reconnaissance. They also have the following skills:
-Disguise(50%+5% per level of experience)
-Gymnastics at 90% or Acrobatics at 85%

Note: Remember, EShemar can also learn additional skills similar to a Neural Intelligence; many ScreamQueens put their additional skills towards Domestic(especially those meant to further the Espionage, Rogue, or additional Weapons Proficiencies.


Actions/Attacks Per Melee: (NeShemar) By skill and skill level
Note: Bonuses are in addition to those possible from the NeShemar’s elective training
(NeShemar)
Initiative +4
Dodge +8
Parry +6
Automatic Dodge(takes no actions)
Strike +5
Roll +1
Knockout/Stun on a Natural 18-20
+1 save vs all psionic attacks
+3 save vs magic
impervious to bio-manipulation
+2 save vs possession
+1 save vs magic illusions and mind control

Actions/Attacks Per Melee: (EShemar) 10(!)
(EShemar)
Note: Bonuses are in addition to those from the Ecotroz Shemar’s training/programming
Initiative +3
Dodge +7
Automatic Dodge(takes no actions) +3
Strike +6 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Entangle: +2

Damage: (All)
Controlled SDC Punch 2d6+15 SDC
Restrained Punch 1d4 MD
Punch 1d6 MD
Power Punch 2d6 MD(counts as two attacks)
Head Butt 1d4 MD
Kick 1d6 MD
Leap Kick 2d6 MD
Karate Kick 2d6+6 MD (counts as two attacks)

Options/Variants:
Favorite options for the ScreamQueen involve other concealed weapons with a ‘surprise’ factor, such as extending fangs/slicing canines w/ enhanced biting jaw(for biting the biter), ‘gecko’-climbing pads on the hands and feet, or enhanced leaping capacity for death-defying sudden escapes from alleys, pits, and dead-ends. The BH-3-OS ‘Third Eye-Back of the Head’ optic is also popular, often concealed under elaborate hairdos or as jewelry baubles holding back the hair. Additional appendages such as extra arms or tails are also possible if the ScreamQueen is based on a humanoid species with those features.

Clan Shelley has been looking into trading with the Wayfinder Tribe for such items as TW Sun Lasers and other goodies useful for exterminating supernatural threats. The Shelleys have also heard about weapons such as the ‘SunCutter’ TW Chainsaw and various applications of the Spinning Blades, Thunderclap, and Sonic Blast spells, and have wondered about the possibilities of adapting them to the ScreamQueen.

Variants:
As noted earlier, there have been some calls for a smilarly charismatic MALE version of the ScreamQueen to be developed. However, the matriarchal Clan Shelleys have continually sidestepped the issue of developing possible ‘Mock-Mook’ cyborgs, with almost all of their post-trauma male cyborg converts becoming either ‘Franker’ combat cyborgs or ‘Mummers’. Some critics claim that this is to preserve the ‘elite’ status of the monster-stalker cyborgs for the female huntresses of the clan.
Last edited by taalismn on Sat Jul 18, 2015 11:20 pm, edited 2 times in total.
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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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Re: Shemarrian-related fan creations

Unread post by taalismn »

The pre-Halloween surge continues....

Necronaught Heavy Robot Vehicle
(aka ‘OctoSkull’)
http://i408.photobucket.com/albums/pp164/taalismn/img540_zps69a50269.jpg


“We’re in a bad situation here, folks! We’ve got what looks like a horde of demons straight out of the Dark Century advancing on us from the west! I can see their banners, hear their horns, SEE their horns! AND TEETH! A gibbering, salivating horde sweeping down on us! I don’t want to think what happened to the refugees behind us! I don’t want to think about the fate that awaits us! The town militia doesn’t stand a chance against these things! They’re so many of them! And already I see thick black smoke rising from the north end of the town! Advance parties of the monsters got ahead of us, or people panicking! Thick black smoke ahead of us, we’re caught between the army of hell and the burning city walls! Bad place! Bad place!
Wait! There are ...things...rising from the smoke! Great flaming skulls! I mean massive flaming skulls! In giant legs! Advancing out of the smoke! Great gods, they’ve got TENTACLES!!! Three of them, three giant walking skulls! I almost thought they were Coalition war machines. but the Coalition’s never built anything that big, have they? And not like that! They’re on fire! And GLOWING! And they’re walking towards the demons! DID YOU SEE THAT?! THEY’RE SHOOTING LIGHTNING! MASSIVE BOLTS OF LIGHTNING! AT THE DEMONS!!!”THERE’S A MASSIVE FIGHT BREAKING OUT!!! The giant skulls are fighting the demons! THey’re just unleashing skads of firepower on the monsters! The smoke’s still rolling over what’s become a battlefield, but I can still see them...and other things...just laying into the demons! And now the militia’s starting to open up! I see tracer fire from the walls! We’re rushing for the town walls and shelter, if there’s any! I’ve got to get out of what’s becoming an open pitched battle! It’s really opening up out here!!“

---Eduardo Simmons, Field Correspondant for the Lazlo Enquirer , during the Battle of New Ionia

‘If these things are real, and they’re not ours, we may have to ask the Germans to lend us some of their Devastators to hunt them down!”
---Major Max Collingswood, Coalition Military Intelligence, Eastern Sector

“Nightmares operating in broad daylight? Well, if the Infernal legions have come to Earth to bring darkness to day, then you can count on the armies of the Lost Eclipse to rise!
---Solarii-Martial Copernicus Warsayer, Wayfinder Military Scholar

The Necronaught is one of the Shemarrian Nation’s great mysteries. When the first Necronaught was encountered along the Eastern Seaboard, it was at first assumed to be a new Coalition States weapon, a super SpiderSkull Walker. But its close operation with elements of the Lost Eclipse Tribe of the Shemarrian Nation would dispel that assumption.
Now even affiliates and allies of the Shemarrians are pondering the hows and whys of these massive robot vehicles.
Necronaughts resemble massive black-armored skulls, carried on four long claw-footed legs. Two giant tentacles sprout from the skull’s temples, and an additional six stretch out from the rear and sides. A crown of metal skulls, apparently pried from various Coalition and Naruni machines, circles the main body just below the two forehead tentacles, while a second looser skirt of various battle-scorched helmets and sundry pieces of armor and bone from various sources clatters around the juncture of the legs and main body.
Armament is heavy on the Necronaught; the two glowing eyes are massive searchlight-laser arrays similar to shipboard laser systems. A heavy rail gun atop the giant skull does dual service as an assault gun and air defense. Eight massive tentacles serve as very effective melee weapons, but also serve as powerful electrical conduits and lightning projectors. Concealed ‘flex-cell’ missile launchers give the Necronaught limited ballistic attack capability. The massive mouth conceals a heavy plasma cannon flanked by two rapid-fire heavy grenade launchers, while the powerful actuators on the jaw double to both seal the armored partition protecting those guns and to deliver a devastating bite that can chew through armor, building structure, or giant appendages. Double rings of point defense lasers and rapid-fire guns protect the more vulnerable portions of the ‘bot from close attack. Necronaughts also carry a squad of infantry, typically deployed to deal with enemy sappers attempting to attack the ‘bot’s legs, and to drop down and deal with overrun enemy vehicles and bunkers.
Their construction raises more than a few questions. It is rumored that the Nightmares assembled their first Necronaught from pieces of a Coalition Death’s Head Transport(some rumors whimsically have the parts coming from leftovers from DHTs the Hawkmoons refitted for their first Thorondors), the jaw from a Kittani Warshark submarine, the legs off a second secret Mechanoid Spider-Fortress either not previously seen or under construction at one of Archie-3’s factories when it was overrun by the EShemar, portions of Uktena battle robots, or castoffs from various DarkWater naval programs. Other rumors say that the first NecroNaughts were assembled for the Lost Eclipse by the Ghost Riders in a secret factory yard hidden in MadHaven, and that the work was carried out with the assistance of the Madhaven mutants. The first appearance of the Necronaught, in what was once Grover’s Mill, New Jersey, would seem to play into the Madhaven connection.
The Necronaughts are also said to be the brainstorm of an insane Archie-3 ‘brain bot’ that defected to the EShemar. Another tale has the giant machines dreamed up by ex-Coalition captives of Archie-3, who tortured and converted the CS soldiers into cyborgs, drove them mad, then lost them to the EShemar during the Shemarrian Civil War.
The most likely explanation is that the Minion War galvanized the Lost Eclipse into constructing the giant war machines to plug holes in the defenses of the Shemarrian Nation, made when the SN had to detach substantial forces to conduct offensive operations against the Infernals. The Lost Eclipse decided vehicle-style hardware would be better for the second-echelon NeShemar troops tasked with the defensive role, but unfamiliar and uncomfortable with Warmount operations.
In combat, Necronaughts act like massive mobile siege towers or strongpoints, becoming high ground from which to rain down fire on an enemy. They also seem designed to deliberately draw enemy fire. while smaller, more mobile units move to flank and infiltrate enemy lines during the slugfest.
These massive ambulating fortresses, so uncharacteristic of the secretive Lost Eclipse, also pose the mystery of how many the Tribe possesses, and how do they manage to shuffle them around North America so quickly and unseen? It is unknown how many Necronaughts exist, but there cannot be many, not without taxing the Tribe’s (or even the Tribes’, plural) industrial capacity. One report, though, claims that THREE of the giant walking siege towers appeared in defense of a community being attacked by the Infernals. However, no trace was found afterwards of where the giant ‘bots had appeared from, or what direction they took afterwards, despite the fact that such massive machines SHOULD have left a clear trail.
Some analysts dispute that the Necronaughts really exist, and contend that far from being substantial war machines, what is observed by others is really an elaborate illusion set up by the furtive and resource-frugal Lost Eclipse using holograms, camouflaged drones, hidden weapons positions, extensive electronic jamming, sophisticated props, and even magic illusions, in order to draw fire and frighten the enemy. Under the tenants of that belief, the stats that follow cannot be taken as truth, but conjecture, guided by Lost Eclipse mental manipulation(or even the direct product of Lost Eclipse or Ghost Rider misinformation campaign).

Type: EShe-LE Necronaught
Class: Heavy Robot Assault Vehicle
Crew: 40, plus 25 infantry
MDC/Armor by Location:
Main Body 1,500
Eyeport Lasers(2) 250 each
Lower Jaw 800
Mouth Plasma Cannon 100
Mouth Heavy Cannon(2) 100 each
Legs(4) 600 each
Armored ‘Skirt’ 1d6x100
Tentacles(8 ) 400 each
Top Turret 200
Point Defense Lasers(12) 130 each
Rear Defense Laser Turrets(2) 130 each
Rapid Fire Guns(6) 130 each
Height: 400 ft
Width: 104 ft
Length: 150 ft
Weight: 5,000 tons
Cargo: 80 tons
Powerplant: Nuclear; presumed energy life of 20 years
Speed:(Running) 80 MPH
(Leaping) Not possible
(Flying) Not possible
(Water) Limited to wading and walking along the bottom at 15 MPH, maximum depth of 1 mile.
Market Cost: EXCLUSIVE to the Shemarrian Nation
Systems of Note:
Standard Basic Robot Systems, plus:

*ECM----A broad area jamming suite that gives the craft a -6 to be struck by radar-guided weaponry.

*Sensor Jamming Suite----Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles.

*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.

*PPE Sensors---Equivalent to the Japanese SNARLsystem, only with better range. Effective Range: 4,000 ft radius of detection.

*Advanced Targeting Systems---All ranged weapons on the Necronaught are +3 to strike.

Weapons Systems:
1) Eye Lasers(2)---The Lost Eclipse has taken the traditional eye lasers of EShemar warmounts and scaled them up accordingly for the Necronaught. The mirror-backing of the laser arrays also gives the Necronaught’s ‘eyes’ a distinctive and disturbing glow.
Range: 2 miles
Damage: 1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Dorsal Rail Gun(1)----Apparently retained from the original DHT. This heavy rail gun has an impressive arc of fire from atop the armored skull. Typically used for air defense.
Range: 11,000 ft
Damage: 3d4x10 MD per 40 rd burst; can only fire bursts.
Rate of Fire: EGCHH
Payload: 8,000 rd drum(200 bursts)

3) Missile Launchers(2)---Another feature retained from the original DHT, but the Shemarrians have apparently modified them to be multi-munition, allowing the Tribes to use whatever available stocks of missiles they can find.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4
Payload: Varies by Missile Type
(Mini-Missiles) 25 per launcher
(Short Range Missiles) 10 per launcher
(Medium Range Missiles) 5 per launcher

4)’Fire Tongue’ Plasma Cannon(1)---Concealed in the mouth is a heavy plasma cannon, apparently copied from Mechanoid designs. The mouth opens and the plasma cannon fires.
Range: 5,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) ‘Metal Vomit’ Heavy Grenade Launchers(2x36 tubes) ---Also concealed in the mouth are two howitzers, apparently multi-tube arrays of 40mm projectile launchers of the ‘Metal Storm’ inline ammunition storage type. The sheer volume of firepower possible with these arrays outstrips the damage from larger caliber, but slower-firing, weapons also considered for the role. The jaw opens, and the cannons fire.
Range: 2 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds for each array, 360 rounds total between the two launchers.
Note: The Lost Eclipse has also been known to use silver-shrapnel shells, corrosive-packed chemical rounds, gas grenades, incendiary shots, and other specialized ammunition in these weapons.

6) Point Defense Lasers(12)---Mounted above the eyes, is a brow-ring seemingly made up of giant skulls. Closer inspection will reveal them to look like the skull plastrons lifted from a number of Coalition State vehicles, robots, and power armors. Concealed among them are several double-barreled laser turrets, meant primarily for point defense.
Range: 4,000 ft
Damage: 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

7) Rear Defense Laser Turrets(2)---Mounted on the rear of the main body are two heavy-duty laser cannons, for defense.
Range: 6,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

8 ) Tentacles(8 )----These are extra-large robotic tentacles, capable of grabbing targets, lifting them, and crushing them, or for stripping wrecks of salvage and loot. They are lined with molecular adhesion pads for enhanced grip(it is possible to break free of them, if one can match the Necronaught’s robotic strength, but tearing out of the adhesion pads’ grip will do 1d4 damage per pad from material still stuck to them). A common tactic of the Necronaught is to squat on its four legs and flail the tentacles a few feet above the ground, scything down enemy infantry.
Typically 2-8 crewmembers are assigned to manage the tentacles when engaging in close contact combat, cyberlinking to direct the robotic limbs as if they were extensions of their own bodies.
Range: Melee. The eight ‘striker’ tentacles can extend up to 300 ft.
Damage: (Robotic P.S. of 50)
(Lash/Punch) 3d6 MD
(Crush/Squeeze) 2d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks)1d6x10 MD
Rate of Fire: EGCHH

9) Electrified Tentacles---The tentacles seem to be able to conduct powerful electromagnetic charges, allowing them to shock on contact, or project lightning-like discharges.
Range:(Electrified) Melee
(Lightning Bolt) 2,000 ft
Damage:(Electrified)+ 1d4x10 MD to a strike or contact
(Lightning Bolt) 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire:(Electrified) ECHH
(Lightning Bolt) Once per melee per tentacle
Payload: Effectively Unlimited

10) Power Jaw---The Necronaught’s lower jaw is fully articulated and can open to reveal the internal weaponry, or deliver a powerful bite to anyone fool enough to get that close to the juggernaught.
Damage: (Bite) 2d6x100 MD

11) Rapid Fire Guns(6) ---Concealed in the armored ‘skirt’ in similar fashion to the ‘crown of skulls’ point defense guns are several turrets holding rapid-fire assault guns, intended to dissuade infantry from trying to hide in and attack from any blind spots directly underneath the Necronaught
Range: 3,000 ft
Damage: 1d6 MD single shot, 4d6 MD short burst( six rounds), 1d4x10 MD heavy burst(12 rounds).
Rate of Fire: ECHH
Payload: 1200 round drum(100 heavy bursts)

12) Smoke Projectors(2)
The Necronaught can shroud itself in a smoke screen, hiding itself from view. The smokescreen is expelled from two large ventilator-like outlets on the sides of the main body, looking somewhat like the siphon-pumps on an octopus. The smokescreen these vents put out has been used to reduce the effectiveness of enemy targeting, foul laser range finding, and even pull the occasional disappearing trick(as in the smoke clears and the thousand-foot behemoth is GONE, leaving enemy soldiers going ‘huh???...?’). The smoke has also been used to pull off dramatic effect; such as being backlit to give the impression the Necronaught is on fire or glowing radioactive. The Nightmares have also been known to substitute various antipersonnel chemical agents for smoke, poisoning or incapacitating enemy troops without respiratory protection.
Range: 500 ft but wind conditions can carry the vapor/smoke up to 2,000 ft before substantially dispersing.
Damage: Varies by chemical agent used
Rate of Fire: EGCHH
Payload: 50 applications per projector.


13) Melee Combat(Summarized)
Bite 2d6x100 MD
Tentacle Lash/Punch 3d6 MD
Tentacle Crush/Squeeze 2d4x10 MD per full melee of pressure
Tentacle Striker Stab(2 attacks)1d6x10 MD
Kick 4d6 MD, plus 60% chance of knocking opponents off their feet
Stomp 2d6x10 MD
Body Block/Ram(2 attacks) 1d4x10 MD, plus 85% chance of knocking opponents off their feet

Options:
It’s hard to detail what ‘accessories’ Necronaughts may possess, given that it is unknown how many there actually ARE. But scattered reports of the Necronaughts in action have seen them do such things as:
- Breath plasma fire from their nostrils
- Exhibit glowing magical or technological forcefields
- Unleash swarms of giant bats(presumably the Lost Eclipse’s variant of the AA-03 Avian Spy/’Avyet’) to bite enemy troops, dust them with various toxins, or explode(‘Bat Bombs’, possibly a Nightmare version of the Northern Gun NMX-18 Stinger Anti-Flyer Mine).

Variants:
No known/confirmed variants of the Necronaught have been sighted, though some wilderness folk claim to have seen a six-legged version, others a three-legged version, and still others claim to have seen an entire pre-Rifts mansion walking about on massive legs.
There are also unsubstantiated rumors of AI-equipped and ‘Awakened’ Necronaughts, which would make these things proper Warmounts.
Last edited by taalismn on Sun Oct 26, 2014 1:54 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
------------
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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:The pre-Halloween surge continues....

After All Hallow-Eve is over you only have 364 days to get ready for the next one. :D
taalismn wrote:Necronaught Heavy Robot Vehicle
(aka ‘OctoSkull’)

Variants:
No known/confirmed variants of the Necronaught have been sighted, ... and still others claim to have seen an entire pre-Rifts mansion walking about on massive legs.

I want to see proof of that.
Who says when it's Halloween you have to go 'Trick or Treating' to someone's house, when the 'House' comes to you.
-- Legs may just be landing the ship. Not something to walk over you.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

I'd have the pics up but Photobucket seems to be sick today.

Correction, it was Internet explorer that was wonky.

Screamqueen and Necronaught now illo'ed:

http://i408.photobucket.com/albums/pp164/taalismn/img538copy_zpsa674be25.jpg
http://i408.photobucket.com/albums/pp164/taalismn/img540_zps69a50269.jpg
-------------
"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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

Solid work on the quadpod and she who chops back, but I have a question.

Why are there two Hexadras? My original idea was a large sea anemone on a shuttle crawler that acted like a giant 3D printer.

Now I am excited what you come up with.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:Solid work on the quadpod and she who chops back, but I have a question.

Why are there two Hexadras? My original idea was a large sea anemone on a shuttle crawler that acted like a giant 3D printer.

Now I am excited what you come up with.



Since you didn't define it as a vehicle at the time, I at first thought it was an industrial version of the Dragon Dreadnought; then I began thinking of a Kittani Insecton Crawler with six hydra-heads...The 3D printer does help refine that concept and the 'crawler' part confirms I was on the right path. Now the 'launch bays' on the Inscton can be material reservoirs feeding the printer-deposit heads.

Since that now constituted a designated work, I assigned it a working number in the Codex.
-------------
"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 DhAkael »

taalismn wrote:The pre-Halloween surge continues....

Necronaught Heavy Robot Vehicle


Are you TRYING to give The Toaster & Uncle Splynnie ulcers?

Cuz I think THAT, right there is a pretty good start.

As for the Infernals and Daemon-hordes? Well, takes a lot of scaring to gives those guys G.I. troubles ;)
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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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:[

As for the Infernals and Daemon-hordes? Well, takes a lot of scaring to gives those guys G.I. troubles ;)



Then we'll just have to settle for dismembering them, then beating the others into banishment with the limbs of their comrades. :twisted:
-------------
"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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

taalismn wrote:
89er wrote:Solid work on the quadpod and she who chops back, but I have a question.

Why are there two Hexadras? My original idea was a large sea anemone on a shuttle crawler that acted like a giant 3D printer.

Now I am excited what you come up with.



Since you didn't define it as a vehicle at the time, I at first thought it was an industrial version of the Dragon Dreadnought; then I began thinking of a Kittani Insecton Crawler with six hydra-heads...The 3D printer does help refine that concept and the 'crawler' part confirms I was on the right path. Now the 'launch bays' on the Inscton can be material reservoirs feeding the printer-deposit heads.

Since that now constituted a designated work, I assigned it a working number in the Codex.


Oh dang, your idea is way better in practice. I propose scrapping the original EcoS-K 67 and replacing it with one of my other warmounts. Called the Handstride (Working Name), it would be a utility mount for hauling supplies across area with no roads or harsh terrain. The appearance would be a torso of a giant humanoid with the arms becoming large, strong and adapted for locomotion, while the legs are used for handling delicate things, an example would be inspired by the Dug species of Star Wars or Hurda of Magic the Gathering. The head would just be a mass of sensory tentacles, for a strange yet calming appearance.

Hope this can get approval.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DUH!
My brain! It doesn't work!
FINALLY caught the accounting oversight....the Hexadra's back at its proper number, freeing up the -78 for a new Warmount(the Handstride can be the #78).
This actually works out for me because it moves the Hexadra back into the midst of the cluster of unfinished WIPs, so I don't have to go scrolling back and forth over later entries, checking figures and copypasta'ing.
Oh, and the Hexadra will still have some aspects of an aerial shuttle(and bless Avatar for some funky leg design inspiration).
Of course, this means I still have oddles of work, but at least our numbering's clean again.
-------------
"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 actually came as a surprise because I was busy working on the Hexadra and the MixMaw which I was certain I’d blow through, while struggling to pull together enough ‘umph’ on the BarrierHog(maybe the name put me off), but once started, the pig kept rolling. Go figure; maybe it was a case of never being able to concentrate on the task at hand, even if self-appointed.

Original concept and some intro fluff by 89er.

* EcoS-K 66 BarrierHog Warmount
(aka Hildisvini, Hildisvar, Stego-Babe, Ankylo-Wilbur)
http://i408.photobucket.com/albums/pp164/taalismn/img543_zpsecad3a61.jpg


“So THAT’s what a tactical nuclear detonation looks up close! Let’s NOT do that again, please?”

“One forgets that those things can project their forcefields UNDER their bodies. I’ve seen the wilburs walk across a minefield, popping mines under them. Once a big charge went off...flipped the wilbur into the air. But after the thing managed to right itself, get back onto its feet and shake the dust off, it resumed its advance, apparently none the worse for wear.”

“We take exception to such noble beasts being referred to so casually and demeaningly as ‘BarrierHogs’. We prefer to title them ‘Hildisvini’, and we desire that others do the same.”
---Chardas ChromesEdge, Silvermoon Warchief

The dubiously-named Barrier Hog is a specialized Warmount developed as a result of the Shemarrians’ humanitarian efforts during the Minion War outbreaks across the Megaverse.
Owing to a rise in evacuating civilians due to Minion War overflow, a need for a mount that could be a mobile shield for the defenseless emerged. While the Shemarrians had been using forcefield generators kludged to existing Warmount types such as the Monstrex, both they and the common Shemarrian tactic of ‘the best defense being a good offense’ were proving insufficient in the face of heavy sustained Infernal attack. EShemar Tinkers quickly got to work on improved solutions. Using the body type of several mutant suidae for inspiration, the general chassis of the Robo-Buffalo, some loaned know how from their allies, and Clan Armorand’s forcefield advancements, the Silvermoon Tribe quickly created the BarrierHog.
The BarrierHog is based on the frame of the RoboBuffalo, the heavy chassis carrying an overweight of power generators feeding the large forcefield projectors working through the many overlapped fin-plates covering the Warmount’s back. The BarrierHog sports an internal powerplant that would be at home in a high-performance aerospace fighter; without having to power fusion thrusters or contragravity generators, the powerplant can instead pump energy to an advanced forcefield projection system that also would be right at home on a Three Galaxies’ aerospace fighter.
Though meant as a defensive weapon, the BarrierHog is not without means of striking back more aggressively. Its broad ‘ax-whiskered’ snout conceals a powerful electromagnetic force cannon, and its forcefield projectors can deliver a ranged concussive blast, or toss objects around with a form of projective telekinesis. Furthermore, it can carry modular weaponry compatible with other Warmounts, laser-eyes, and it sports an impressive dentition for biting, slashing, and goring at close range, backed by the ability to angle its force-plates to present razor-sharp edges to anyone fool enough to try to engage the Warmount in close combat. Between its mastery of invisible forcefields and its nasty, boar-like temper at short range, the BarrierHog commands the attention and respect of its opponents.
Unlike other Warmounts that emphasized speed or firepower, the BarrierHog is deployed in a slower-moving defensive role, protecting key points in a line, or concentrations of troops and refugees. As a mobile safezone, the hog can project powerful forcefields that can cover groups for evacuation to safety, and take fire with its thick hide. It can break through rubble, keep out environmental hazards, and save lives. It can sniff out bombs and casualties hidden under rubble, and detect the electromagnetic signature of mines and buried technology. Since its release, the pig has quickly become a symbol of aid in times of havoc.
As a defensive unit, the BarrierHog is rarely deployed to mobile attack forces, but is instead assigned to second echelon static positions such as fortresses, strongholds, spaceports, and guarded communities. BarrierHogs may also be deployed as part of honor guards, diplomatic mission security contingents, and the guard units of headquarters companies(though the more aggressive Tribeswomen, especially amongst the Skullcrushers, tend to look with disdain at any field commander who brings too many such Warmounts as part of her retinue).
BarrierHogs continue to be most commonly found with their origin Tribe, the Silvermoons, but the Wayfinders, Horrorwoods and Darkwaters have been known to field them in numbers. Though known as the BarrierHog among the other Tribes, the name is considered borderline offensive to the Silvermoons, who prefer to refer it as the Hildisvini or Hildisvar, after the Norse goddess Freyja’s ‘battle swine’, and a protective helmet device in the Beowulf saga.
http://i408.photobucket.com/albums/pp164/taalismn/img544_zpsb664eede.jpg


Type: EcoS-K-66 BarrierHog
Class: Robotic Warmount, Support, Heavy defense and rescue
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 460
Head 190
*Projector Plates(33) 70 each
Tail Array 200
Legs(4) 180 each
Variable Forcefield 270 each side(1,620 total)

*The BarrierHog can maintain an omnidirectional barrier field with as few as 3 Projector Plates.

Note: The saddle back and folding side plates offer partial cover to the rider, and attempts to target the rider are at -6 to strike.

Height: 28 ft to the top of the fin array
Width: 12 ft (10 ft at shoulders, lateral force projector arrays add an additional 2 ft)
Length: 40 ft
Weight: 9 tons
Cargo: Small space inside/beside the saddle-seat 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) 65 MPH
(Leaping) The short legs and wide distribution of weight on the BarrierHog mean that it is not designed for great leaping; it can manage short hops of 7 ft up/across, plus increase by 50% with a running start.
(Climbing) The BarrierHog is not designed with climbing in mind, either; the best it can is scramble with the equivalent skill of 40%
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 10 MPH, maximum depth 1,200 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, as well as the Molecular Analyzer familiar to Shemarrian Warmounts. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL BarrierHogs 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 100 MDC before needing material stocks to convert to MD repair material.

*Magnetic Sensors---The BarrierHog has sensitive EM sensors for sniffing out metal and electrical fields, such as might be associated with mines and booby-traps(‘hunting for truffles’ as some EShemar call it).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Can detect active magnetic fields(such as plasma containment fields and powered-up rail guns) at TWICE that distance.

*Short Range Ground-Penetrating Radar---Microwave radar array for scanning the ground in front of the Warmount.
The ground radar has a range of 2,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.

*Laser-Reflective Armor---The BarrierHog is plated in mirrorchrome(silver, gold, or bronze in tint) that reduces laser damage by HALF.

Weapons Systems:
1) Eye Lasers(2) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) ForceBolt Projector---The prominent snout of the BarrierHog can fire a powerful pulse of concentrated force that combines aspects of an EM bolt and a directed kinetic force vortex.
Range: 6,000 ft in air and water
Damage: 3d4x10 MD per vortex shot, or can be used to produce a ‘shotgun blast’ spray of invisible projectiles that do 4d6 MD to everything a 40 ft area.
Within a 20 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.

Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.

Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.

Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Bonus: Because of their invisible nature, Magnetic Vortices are -6 to dodge.
Note that E-Weapons do create a detectable magnetic ‘spike’ on EM and
magnetometer-style sensors.


3) Force-Wave---The rear and lateral arrays can also project ranged pulses of force , just not as powerful or concentrated as the nose cannon, to the side arcs and rear.
Range: 5,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact, and affects a 40 ft wide area.
Within a 40 ft swath, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited

4) Forcefield Generation---This is the heart of the BarrierHog design. The BarrierHog’s force-projection plates can be used to throw up a six-sectored re-configurable forcefield, or they can be used to project both force barriers and force bubbles at a distance.
The BarrierHog’s variable forcefield is remarkable also for its ability to expand to extend protection to an area of effect, allowing the Warmount to shield accompanying infantry, or escorted refugees. The forcefield barrier can extend out in a 60 ft radius without diminishment in strength, or can extend out to a 120 ft radius, but reduce overall shield strength by HALF.
The BarrierHog also incorporates the latest refinements of Fringe Tribe Armorand’s synergistic forcefield linkage. The BarrierHog can link with other similar forcefield-equipped vehicles, Warmounts, and infantry, to produce strengthened phalanx fields;
Vehicles/Warmounts within a 15 ft range can pool forcefield protective values, and also see an individual shield increase of 30%. Infantry/personal forcefields within that 15 ft range also benefit, increasing strength by 30%. Note, however, that vehicle screens only benefit with an increase of 5% per every ten personal/infantry screens within close proximity.
The system is OPTIMIZED for the Barrier Hog, with maximum shield linkage range between Barrier Hogs being 60 ft, and shield strength increasing by 40% per Barrier Hog in the link.
Shield strength regenerates at 20% per melee.
Range:
( Variable Forcefield) 60 -120 ft radius
(Force Barrier) 400 ft, line of sight.
(Force Cocoon) 200 ft, line of sight.
Damage Capacity:
(Variable Forcefield) 270 each side(1,620 total)
(Force Barrier) The BarrierHog can project a roughly hemispherical force field (about 12 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The Barrier has 200 MDC.
(Force Cocoon) This mode produces a spherical forcefield(about 10 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). If used for protecting people, the cocoon is typically used to shield them until the BarrierHog can move closer to cover them with its more powerful main shield. The Force Cocoon has 300 MDC.
Rate of Fire:
(Variable Forcefield) Can be always on in addition to the Warmount’s regular actions.
(Force Barrier/Force Cocoon) ECHH. Maintaining a projected bubble for a full melee will take all the APMs that melee. At least three projector plates are needed to project and maintain a force bubble. The system can be set such that a cyberlinked operator/rider can manage separate force projection plates, allowing multiple force bubbles to be projected. Up to two additional operators can linked in in this manner.


5) Forcefield Telekinesis---’Faux TK’, which uses forcefield manipulation to englobe objects in forcefields, then lift and carry them. This is typically used to protect civilians at a distance, or to disperse dangerous objects, like explosives or combustible materials. Used as a weapon, it can used to pick up enemy soldiers and toss them around, or drop objects on them. Projecting a TK Forcefield requires 5 projector plates.
Range: 200 ft, line of sight
Damage: Can pick up and lift up to 300 lbs, levitating the payload up to 200 ft.
The projected forcebubble has 60 MDC, which means a quick-minded soldier so entrapped can possibly shoot their way out by disrupting and ‘popping’ the bubble long enough to get to cover before they can be entrapped again.
Rate of Fire: ECHH


6)(Optional) Modular Weapons(2)---The BarrierHog has provision for shoulder-mounting two weapons similar to those standard to the Monstrex.

7) Melee Combat----The BarrierHog’s legs are too short to be effective clawing/kicking weapons in close combat, but the head sports an ‘ax-whisker’ configuration that allows it to, by ‘scything’ its head side to side, slash unwary enemies. Similarly, the broad ‘ax-bumper’ tail can be used for effective sweeping slashes.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The BarrierHog has a patient, fearless, stalwart disposition that allows it to hold its ground even in dire danger. In close combat, it has a boar’s temper, quite happy to take an opponent to pieces without mercy.
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 BarrierHog 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: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +2 (+2 w/ ranged weaponry)
Parry +3
Roll +5
Pull Punch/Strike +4
Critical Strike on a natural roll of 19 or 20
Restrained Bite/Nip 6d6 SDC
Bite 1d6 MD
Scythe Slash 1d8 MD
Tusk Gore 2d4 MD
Tail Lash 1d6 MD
Head Butt 1d4 MD
Body Block/Ram 4d6 MD
A forcefield-reinforced body block/ram takes 2 APM and does 6d6 MD
Plate Swipe 1d4 MD(this also applies to opponents running up against the positioned plates and slicing themselves on the exposed edges).

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the BarrierHog an aura and behavior more befitting a sentient being than a robot. The BarrierHog is quite sensitive to danger, and is quick to turn to confront trouble, or slap up the forcefields in the face of danger.
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

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 the BarrierHog has an I.Q. of 11), 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:
*Articulated Spine-Spikes---The BarrierHog can be fitted with up to six articulated spine-spikes identical to those fitted to the Monstrex, concealed among the projector-plates. These features are typically used for assisting the Warmount in climbing, and most commonly found amongst the Horrorwoods’ examples. Horrorwoods Tribesmembers wonder, though, why some Wayfinders and GhostRiders chant ‘Spider Pig! Spider Pig!” whenever the Warmounts appear.

**Stabilization Jacks---This interesting little system uses Glitterboy-style pylon technology to las and hydraulically drive stabilizer jack-pylons out of the legs and down to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing the Warmount like a barnacle, and able to stay upright in even hurricane-force winds or concussion blasts. The BarrierHog may be swayed, but it will not be overturned.


Variants:
*EcoS-K-66Wf---Wayfinder variant that adds multiple PPE generator powerstones to the chassis, in order to power a variety of protective magicks.
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
* TW Defense System----A combination of proven TW systems(see Rifts Book of Magic, pg. 334-336)
----Impervious to Energy---5 minutes per 20 PPE expended
----Protective Energy Field----50 MDC per 10 PPE, and lasts 10 melees per 10 PPE expended
----Expel Demons---100 ft area, 1d6 hours duration, 18 PPE.
----Deflection---This spell can be deliberately triggered, or activated in ‘passive alert’ and any physical/energy attack will thus be automatically deflected, expending PPE for the deflection, as per the spell description. 5 PPE per activation
----Targeted Deflection--- This spell can be deliberately triggered, or activated in ‘passive alert’ and any physical/energy attack will thus be automatically deflected, expending PPE for the deflection, as per the spell description. Effective deflection range is 1,000 ft. 8 PPE per activation
----Repel Animals---30 ft range, six animals at a time, 4 PPE.
----Blast Shield---10 ft radius, 10 melee rounds, 9 PPE.
----Sense Mines and Traps----10 minutes per activation, 6 PPE.
----Chromatic Protection ---Creates a faint glow around the BarrierHog; if attacked, the aura will suddenly flash, rendering bystanders in a 10 ft radius temporarily blinded for 1d4 melees. The field is up for 1 minute per level of activation. 5 PPE per activation
----Shockwave ---Produces an area of effect shockwave for knocking away multiple attackers. 100 ft radius, 1d4x10 MD per level, and knockdown as described under the spell. 23 PPE per activation.
----Extinguish Fire ---180 ft range, 20 ft area, and prevents re-ignition for 10 minutes. 2 PPE per activation.
----Air Bubble ---Provides fresh air in a 15 ft wide bubble, 200 ft range, and lasts 2.5 hours. The bubble has 1d6 MDC(but remember, it’s likely under the BarrierHog’s own forcefields). 5 PPE per activation.
----Ley Line Storm Defense ---The EShemar learned from Tolkeen; protects from rampant leyline energy in area 100 ft in diameter(x10 if at a nexus, and x100 if on a triangle of connecting leylines), for 100 minutes(x10 if at a nexus, and x100 if on a triangle of connecting leylines). 90 PPE per activation.


*EcoS-K-s66’Porcellito’---’Mini BarrierHog’---(aka ‘teacup piggy’)---Scaled-down ‘baby barrierhogs’ built on a NEMA ‘Pupscout’ frame, and meant for personal protection with an extendable personal forcefield(75-160 MDC). It is not uncommon to see some high ranking Eshemar with a teacup Barrierhog as company and protection.
-------------
"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 »

BarrierHog updated with pictures.
-------------
"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 »

taalismn wrote:This actually came as a surprise because I was busy working on the Hexadra and the MixMaw which I was certain I’d blow through, while struggling to pull together enough ‘umph’ on the BarrierHog(maybe the name put me off), but once started, the pig kept rolling. Go figure; maybe it was a case of never being able to concentrate on the task at hand, even if self-appointed.

Original concept and some intro fluff by 89er.

* EcoS-K 66 BarrierHog Warmount
(aka Hildisvini, Hildisvar, Stego-Babe, Ankylo-Wilbur)
http://i408.photobucket.com/albums/pp164/taalismn/img543_zpsecad3a61.jpg


I love this! I had an idea for a defensive warmount kind of like this, but this is better than the inkling I had of an idea. I promise I'll have more stuff coming up soon. And still have to finish my Lost Eclipse/Nightmare Tectonic Entity mimic elite (been extremely busy lately and hit a few road blocks in ideas on it).

Keep up the good work!
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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

Oh yes, you are the shield of the people Hildisvinia, which sounds better that Barrierhog admittedly. It came out great, the people have a symbol of safety and now there are Shemar Teacup pigs.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Another one in the can, and I can move on to the Hexadra...art already halfway done(coloration being done now), and the general stats are are in place...it's coming up with material properties and construction capabilities that will require breaking new ground...same for the MixMaw, generating examples of possible chemical alchemy with regards to playable states. And the Audiocity is churning away in development....multiple revisions while my mind tries to seize on an overall image(it's starting to look like a cross between a mechanical rabbit and a giant fuzzy flea).

Gonna have to upgrade some transport for all these monsters.

Bless the internet...makes coming up with neat names for stuff all the easier..."Freyja's Battle Swine" :D 8)

Gotta do the girls up proud.
-------------
"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: 48004
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 »

Another 89er concept made flesh and metal.

*EcoS-K-67 ‘Hexadra Macromount’ Utility Warmount
(aka ‘Lesser Dragonaut’, ‘Six-Printer’, 'Dragon-Printer')
http://i408.photobucket.com/albums/pp164/taalismn/img545_zps2f55229e.jpg

“We’ve constructed redoubts under a constant acid rain, erected mountaintop aeries at the edge of space, built shield bastions in the face of lashing solar radiation that can melt steel, clear-cut a continent’s coverage of Kreeghor vampire-weed, molded starship hulls under a thousand feet of water, and laid the spine of orbital rings a hundred miles above the earth. We feel qualified to build your little barrier wall.”

“You call that a UTILITY asset?! With ONE of those beasts, I could march virtually unopposed across Weslos and into the palace, and make myself king inside a day! Yet you have SIX of them here doing nothing better than laying pipe and building houses for refugees! What is WRONG with you people?! I thought you were supposed to be WARRIORS!!!”

The Hexadra is a Utility Warmount heavily based on the Kittani Insecton Crawler, and is meant as a heavy-duty fabricator and construction ‘mech. First seen with the Thousand Dragons, building their fortified aeries, the Hexadra has also been seen in the ranks of Clan Scelptor(it’s been disputed that they really developed it first, alongside the MixMaw, though the central consensus is that they developed the 2M to service the Hexadras they acquired from the 1kDs), Wayfinders, Darkwaters, Skullcrushers, Horrorwoods, and Lost Eclipse. The Bloodriders are known to have at least two examples as well.

The Hexadra retains many aspects of the Insecton; a large heavily armored hull carried on six legs, a small ‘feeding mouth’ at the front flanked by large mandibles, forward and rear gun mounts, an enclosed cockpit, and seven hexagonal cargo cells on each flank. The changes come in a more ‘bio-mechanical’ look, six long-necked dragon-heads, integral repair systems, and an internal materials processing capability.

The Hexadra has been described as a ‘giant 3-D printer on legs’. indeed, the six heads act in coordination with each other, laying down layers of material drawn from the massive reservoirs on its back, constructing large objects and structures molecular layer by layer. Having six heads allow the Utility Warmount to multitask; one head can excavate a trench, another can exude a continuous strand of fiber optic or a length of hollow pipe, another head covers it with insulation, a fourth head reburies it, and the other two heads keep watch and triangulate the positioning of the buried line/pipe. The Hexadra can carry out preprogrammed ‘templated’ tasks, such as assembling structures and objects, or it can directly supervised by its rider(s) in more complex operations.

Observers will also be shocked to discover the Hexadra can FLY, albeit in limited fashion, using hoverjets and contragravity generators in its body. This allows it to assemble tall structures by levitating up as the structure grows. It also allows the Warmount to fly from work site to work site, and gain access to otherwise inaccessible sites.
The dragon heads each feature a be-toothed mouth, razor-sharp horns, laser eyes, and a ruff of fine manipulatory tendrils under the chin. The dragon heads also can vomit up and deposit various prepared substrates, such as quick-set plastics and concrete, for constructing structures. The heads can also perform debris clearance and excavation work.
The legs, through looking fragile and insubstantial compared to the mass they carry, are actually very strong and tough. Their leaf-like shape allows them to be used for paddling through the water, but also conceal small maneuvering jets for assisting the Warmount when in flight.

Despite its ability to digest materials and process large quantities of feedsrock into construction and self-repair materials, the Hexadra is known among Warmount-wranglers as having a ‘delicate digestive constitution’; the Warmount cannot create/refine more exotic building materials on its own. For this purpose it relies on outside sources, such as more specialized Utility Warmounts, to keep it supplied with the needed materials for construction jobs.

Though intended as a second-echelon support Warmount, the Hexadra, like all Shemarrian Warmounts, has some combat capacity. Eye lasers, torso weapons mounts, the ability to spew hot and quick-setting solid material on opponents, and both biting jaws and crushing kicks make the Hexadra a dangerous opponent. In general, the Hexadra is considered too large and lumbering to be an effective cavalry warmount, but this hasn’t stopped the Tribes employing Hexadras from experimenting with dedicated combat conversions, using the giant warmount as a siege engine or heavy weapons platform.

Hexadras rarely work alone in the field; they are often part of coordinated teams of utility Warmounts, especially retinues of Mixmaws, Cyclopedes, and Slingtails, which feed the larger Warmount with processed materials. It also works alongside ‘captured Metzla minions’ such as the Shelong. After the StoneEater, it is becoming the ride of choice for construction-oriented Tinkers and Preservers.

Type: EcoS-K-67 Hexadra
Class: Robotic Warmount, Utility, Heavy Construction
Crew: None; robot intelligence
1 rider/pilot, and room for 6 passengers in the cockpit; these passengers can serve as gunners or can directly ‘waldo’ the dragon heads for fine work(like installing electrical wiring or plumbing).
MDC/Armor by Location:
Main Body 1,100
Armored Cockpit 400
Heads(6) 250 each
Manipulatory Tendrils(36, 6 each head) 10 each
Side Turrets(4, two forward, two aft) 70 each
Cargo Bay Cell Hatches(14) 70 each
Sensor Tower 120
Cooling Fin 200
Rear Tail Gun Turret 100
Mandible Mouth 75
Legs(6) 250 each
Height: 25 ft
Width: 15 ft
Length: 65 ft main body, head/neck assemblies can stretch forward an additional 50 ft
Weight: 75 tons
Cargo: Small space inside the cockpit for a few personal possessions and sidearms(the internal cargo bay has been taken up by internal robotics).
Each material/cargo cell can hold 1 ton of material
Physical Strength: Equivalent to Robotic P.S. of 55
Powerplant: Nuclear w/ 25 year energy life
Speed: (Running) 80 MPH
(Leaping) Not possible
(Flying) Hover to 188 MPH, maximum altitude of 25,000 ft.
(Space) Using contragravity and maneuvering thrusters can fly along at 300 MPH.
(Underwater) Fully amphibious; can paddle along the surface at 12 MPH, swim underwater at 25 MPH, or run along the bottom at 15 MPH, maximum depth tolerance of 1.2 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Enclosed Cockpit---The Hexadra is one of the minority of Warmounts that has a fully enclosed cockpit, from which the rider and passengers can observe and supervise the Hexadra about its work.

*Bionic Cybernanite Repair Systems---ALL Hexadra 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 400 MDC before needing material stocks to convert to MD repair material.

*MDC Concrete/Resin Manufactory----The guts of the Hexadra are a mobile factory for creating megadamage concrete and similar materials that can be poured or troweled in place onsite. Fed with enough of the proper materials, the Hexadra can lay down a ton of this material every 15 minutes. Depending on the job requirements and available supplies, the Hexadra can vary the composition and strength of the deposited material, from 1d6 MD per cubic foot, to 3d4x10 MD per cubic foot.
Other materials must be provided from outside sources.

*Magnetometer/Magnetic Anomaly Detector---Detects anomalies in the local magnetic field, such as metallic objects and EM currents.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active electromagnetic sources such as powered-up rail guns and electromagnetic fusion containment systems can be detected at TWICE that range.


*Ground Radar System---With all six feet planted firmly on the ground, the Hexadra can use a ground radar system to scan for underground geology and buried objects. When in use the
seismic probe fires a penetrator, similar to the stabilizer struts of the Glitterboy, into the ground, and emits ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by
ground sensors in the feet(or deployed on other vehicles), and a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the Shelong will hear an annoying low-key buzz, and may feel
nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 3000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running through pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

*Terrain Scanning Radar/Lasers---Mounted in the humpbacked ‘tower’, these sensors are constantly scanning the landscape around the Warmount, checking the angle of structures under construction, and providing a three-dimensional map of its immediate surroundings. This makes it nearly impossible to sneak up on the giant War Mount.

*Sonar--- 5 mile range.

*Spotlights(many)----The Hexadra is festooned with various small directional spot and running(including strobes) lights of the visible and infrared kind, for illuminating work sites and making the Warmount more visible to attendant visitors and workers. Some deposited materials also require treatment with IR or UV light to cure properly. Lights typically have from 5-15 MDC and a range of 100-500 ft(6,000 for the larger searchlights).

*Manipulatory Tendrils---Each dragon head has a ‘beard’ of six extremely agile tentacles, capable of performing very fine work, such as shaping cement/plastic or installing electrical wiring. Each tentacle-tendril is roughly six feet long and has 10 MDC, P.S. 10. These are much more dexterous than the open market bionic tentacle appendage.

*Distributed Intelligence(Ecotroz-Awakened models only)---Because of the demands of round-the-clock construction work, the need for Ecotroz-Awakened Shemarrian constructs to occasionally ‘go off-line’ or ‘sleep’ can prove a liability, causing work stoppages. The Hexadra gets around this by having a distributed intelligence or multiple ‘sub-sparks’ that allow the massive Warmount to work longer without the need for protracted mental rest. HALF the heads can continue to work on tasks while the other three ‘rest’, then they swap off for the next work period. Note that in this state, the Hexadra’s combat bonuses and APMs are HALVED; full bonuses are restored when the Hexadra is fully ‘awake’.


Weapons Systems:
1) Eye Lasers(12) ---Standard robotic eye lasers, common in the Shemarrian arsenal. Each dragon head mounts two, modified for utility work.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Can also vary the power from 1d6 SDC up to 3d6 MD for purposes of laser cutting and welding.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Auxiliary Weapons Turrets(4, two forward, two aft)----The Hexadra replaces the Insecton’s fixed-configuration weaponry with modular weapons types. These turrets can be run instinctively by the Hexadra or can be manned from the bridge-cockpit by any passengers/gunners.
a) Electromagnetic Vortex Launchers
Range: 6,000 ft
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Can also fire a ‘spray’ that does 4d6 MD to a 15 ft wide area, but range drops to 1,500 ft.
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Laser Cannon
Range: 5,000 ft
Damage: 6d6 MD per pulse blast
Can also fire a ‘spray’ that does 3d6 MD to a 15 ft wide area, but range drops to 2,000 ft.
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Plasma Cannon
Range: 3,000 ft
Damage: 1d4x10 MD per blast
Can also fire a ‘spray’ that does 6d6 MD to a 15 ft wide area, but range drops to 1,500 ft.
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Rail Guns---Standard S-6000 pattern Shemarrian rail-rifles
Range: 6,000 ft
Damage: 2d6x10 MD per single round
Rate of Fire: ECHH
Payload: 820 rd ammunition drum


3) Rear Massdriver Gun Turret---The rear particle beam turret has been replaced with a mass driver turret that shoots ammunition pellets processed in the Hexadra’s ‘gullet’ (meaning, technically, that the Hexadra $#!+s bullets). This weapon can be controlled by the Hexadra(typically for self-defense) or operated by a crew member.
Range: 19,000 ft
Damage: 2d6x10 MD per 30 rd burst
Rate of Fire: ECHH
Payload: Conditionally unlimited; has a 3,000 shot magazine, but can generate new ammunition at a rate of 100 shots per hour.

4) Head Horn Blades---Horn blades on the six heads can be used to slashing effect, although they are more commonly used for debris clearance and carving metal and stone.
Range: Melee
Damage: +1d6 MD to a strike

5) Material Deposition----Each of the six dragon heads can deposit or project solid material. Typically this is slow and controlled, for fabricating structures, but the Hexadra can also projectile -vomit material, doing varying damage according to the material being spat out, sandblasting opponents with fine abrasive grit, burying them in quickset concrete or polymer, or toasting them alive with hot-application liquid plastics or metals.
Range: (Abrasive Grit/Fine Sand) 1,000 ft, 30 ft wide area
(Quickset Goop/Liquid Polymer) 800 ft, 15 ft wide area
(Liquid Metal/Slag) 500 ft, 10 ft wide area
Damage:(Abrasive Grit/Fine Sand) Variable; 1d4 SDC to 1d4 MD.
(Quickset Goop/Liquid Polymer) 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. The goop hardens in less than 2 seconds, and can take from 1d6 MDC per cubic foot, to 3d4x10 MDC per cubic foot(a humanoid typically needs at least 6 cubic feet to be totally enveloped), depending on the type of goop(typically the more durable goops take longer to fully set).
(Liquid Metal/Slag) Does 2d4x10 MD per melee, for four melees(1 minute) before cooling solid.
Rate of Fire: ECHH
Payload: (Abrasive Grit/Fine Sand) Each storage cell has enough material for 50 bursts. Can recharge the simpler material types at a rate of 50 blasts per hour(w/ 2 hours lead time to change over the internal manufactory).
(Quickset Goop/Liquid Polymer)Each storage cell has enough material for 10 bursts. Can recharge the simpler material types at a rate of 5 blasts per hour(w/ 2 hours lead time to change over the internal manufactory).
(Liquid Metal/Slag) Each storage cell has enough material for 2 bursts. Can recharge the simpler material types at a rate of 2 blasts per hour(w/ 2 hours lead time to change over the internal manufactory).

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Like most Utility Warmounts, the Hexadra is possessed of an idiot savant brilliance when it comes to its focus, construction, but is more animalistic and simplistic in its behavior in other actions.
Has the standard Monstrex base programming, plus the following:
General Repair and Maintenance 90%
Excavation 90%
Mining 90%
Salvage 80%
Fortification 50%(+5% per level of experience for Ecotroz entity)
Trap/Mine Detection 80%
Masonry 70%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Hexadra intelligence and design is such that it is limited to skill selections from Electrical(Basic Electronics), Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment, Camouflage), Wilderness( Hunting, Boat Building, Wilderness Survival(Sea), Track and Identify Sea Life, Herd, Blend, Trap Construction), Carpentry, Recycling, and Landscaping.
Actions/Attacks Per Melee: 18(!), but at least HALF of those attacks must be performed with the heads.
Initiative +1 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +2 (+2 w/ ranged weaponry)
Roll +3
Parry +7
Pull Punc +4
Mandible Bite 4d6 MD
Dragon Head Bite 1d4x10 MD
Dragon Head Butt 2d6 MD
Kick 3d6 MD
Stomp 5d6 MD
Body Block/Ram 1d4x10 MD
Critical Strike on a Natural 19-20.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Hexadra an aura and behavior more befitting a sentient being than a robot.

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 the Hexadra has an effective IQ of 18 ), 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).

Variants:
*EcoS-K-67Br---(aka 'Ignitus') Bloodrider variant of the Hexadra, at least one example of which is known to exist(and has been observed). The EcoS-K-67Br has apparently been modified into a giant flame-thrower, each head able to expel both hot metal and ‘liquid plasma’ incendiary fluids. The EcoS-K-67Br is also reportedly plated in heat-refractory materials, giving it better protection against heat-based attacks(including its own back-fires). How much of this expanded combat capability is acquired at the expense of materials processing and fabrication ability is unknown.
Changes/Modifications:
MDC/Armor by Location:
-Heat Refractory Armor---MD heat and plasma do HALF damage.
Weapons Systems:
1) Heavy Flame-throwers(6)
Range: 800 ft
Damage: 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
The flame-thrower can also be used to cover an area with fluid: up to 20 ft per attack used. Used with Super-Napalm, this does 2d6 MD.
Rate of Fire: ECHH
Payload: Each storage cell dedicated to holding flame-thrower fuel can store the equivalent of 100 bursts.

*EcoS-K-67Br2---(aka 'Torchie') Second Bloodrider variant. Like the first, this seems to eschew most of the original model’s utility functions in return for outfitting each dragonhead with a plasma projector. The material storage cells are instead outfitted to hold deuterium for ‘hotshotting’ the plasma blasts.
Changes/Modifications:
MDC/Armor by Location:
-Heat Refractory Armor---MD heat and plasma do HALF damage.
Weapons Systems:
1) Plasma Cannon(6)
Range: 4,000 ft
Damage: 1d4x10 MD per blast
*“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 gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage per blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*EcoS-K-67Sc---(aka 'Leadspitter') Skullcrusher variant, obviously inspired by the Bloodrider combat models. The Skullcrusher mod does away with any pretense of utility function by converting the material storage cells into missile launchers and outfitting the dragonheads with rapid-fire rail guns(helical ammunition storage in the necks).
Changes/Modifications:
Weapons Systems:
1) Missile Launch Cells(14)---Each missile cell can hold 96 mini-missiles OR 40 Short-Range Missiles OR 20 Medium-Range Missiles OR 10 Long Range Missiles

2) Rapid Fire Rail Guns(6)
Range: 5,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire: ECHH
Payload: 1,200 rds per head

*EcoS-K-67Sm---(aka 'Hexazapper') Silvermoon variant, apparently inspired by the Bloodrider mods in making over the Hexadra from a utility warmount into a full-on combat platform. In this case the Hexadra has been modified into a laser weapons array, each dragonhead now mounting a high-powered laser cannon, the sensor tower re-calibrated for aerial search-and-lock fire control, and the material cells converted into laser coolant tanks and forcefield generators. The EcoS-K-67Sm is used as a siege engine or as a mobile air defense weapon, protecting Silvermoon formations and assets. The Darkwaters have reportedly also acquired examples of this variant(or modified their own production accordingly)
Changes/Modifications:
MDC/Armor by Location:
Forcefield 1,800
Systems of Note:
*Long Range Radar----100 mile range
*Advanced Targeting Sensors----The multiple sensor heads on the dragon heads, combined with the sensor tower, give the EcoS-K-67Sm a +6 to strike!
Weapons Systems:
1) Laser Cannon(6)---Advanced long range lasers.
Range: 5 miles in atmosphere(10 miles in space)
Damage: 3d6x10 MD per single blast; a combined synchronized blast from all six heads(counts as one attack) does 18d6x10 MD(or 1d10x100!).
Rate of Fire: ECHH
Payload: Effectively Unlimited

*EcoS-K-67Wf---Rather than degrade the Hexadra’s utility capabilities in exchange for greater firepower, the Wayfinder variant seeks to emphasize its construction capabilities, adding technowizardry and a variety of material-modification spells.
Changes/Modifications:
Powerplant:
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Spells:
(Mend the Broken) 50 ft range, repairs objects as long as they have 20% of their original SDC/MDC left. Will not repair electronics or software, bit will seal cracks and remove corrosion, rot, and blemishing. 5+1 PPE per 2 SDC points of the object being repaired, or 15 PPE per 1 point of MDC

(Mend Stone) 50 ft range. Will fix up to 700 lbs of stone, concrete(but not rebar) pottery, and asphalt(the road will have a patchwork appearance, and painted lines will NOT be restored). DOUBLES the effective SDC/MDC of crumbling stone, stops deterioration, and restores 3d6 MDC to Stone Golems and Earth Elementals. 8 PPE per shot

(Mend Metal) 50 ft range. Restores 4d6+40 SDC to metalwork, 1d6 MDC to megadamage metal structures, and 2d6 MDC to Iron Golems and Automatons. 15 PPE per shot

(Restore Plants)50 ft range for specific plants, or a 100 ft area for general growth. Can accelerate the growth a specific plant, bush, or tree to full maturity within 5 minutes, or can DOUBLE the natural growth rate of plants in a larger area. 5 PPE for ‘fast-growing’ a specific small plant, 10 for a tree, and 20 for a large tree, or 4 for a general area.


(Create Steel)--Can recycle SDC materials at a rate of 2,000 lbs of material, and MDC materials at 10 lbs, per 17 PPE expended
Last edited by taalismn on Tue Nov 18, 2014 5:18 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
------------
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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

Bravo, the beast will be vital to post minion war restoration. Now a bit of humor:

"Mastress, we need to get out of here before this urban sprawl crushes us."

"What about the spice tunnels to get out?"

"It's been converted into a Cinnapotle."
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

As always, the art will be lacking a day behind the text post...I should have the Hexadra art uploaded to my Photobucket account tomorrow and linked to here.
Before reworking the Audiocity, I should probably work on the Drakar, since I already have the basics down, the art started, and it's just a matter of plugging in all the accessory systems and making up stats for subsystems I can't cut and paste from existing material...but even that's gotten a bit easier, since both the Hexadra and the Drakar are in the 'GODAWFULFREAKINPOWERFUL' class, so I'll be ridding the creative momentum. Then I can turn my attention to some smaller, lighter units that aren't walking/flying artillery units, some more Elites/sub-castes, and MAYBE get back around to the Shemarrian space effort.

Looking back at what I've done and what I'm setting myself out to do, I sometimes wonder; did I just 'jack myself some step-kids? :P :D
-------------
"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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grandmaster z0b
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Re: Shemarrian-related fan creations

Unread post by grandmaster z0b »

I've been thinking of having Archie put a basic circulatory system in the Shemarians, a nutrient fluid that carries bacteria so that they have one or two points of PPE to fool those that can see or sense PPE.
The word "THAN" is important. Something is "better than" something else, not "better then", it's "rather than" not "rather then".
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Re: Shemarrian-related fan creations

Unread post by taalismn »

grandmaster z0b wrote:I've been thinking of having Archie put a basic circulatory system in the Shemarians, a nutrient fluid that carries bacteria so that they have one or two points of PPE to fool those that can see or sense PPE.


Apparently great minds think alike, in parallel development.
That's similar to what Damon Sutton does in The Rifter #53, with Bio-Gel, which is a microbial culture medium that gives off low levels of PPE. Like petri-dishes under the skin, or bioreactors of algae or mold stuffed inside the Shemarrians.
I shamelessly use Mister Sutton's material in the Shemarrian Civil War setting, but since his stuff is Rifter, and my material is fanfic, neither is canon for the course. Feel free to use it or spin up your own homebrewed.
-------------
"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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grandmaster z0b
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Re: Shemarrian-related fan creations

Unread post by grandmaster z0b »

taalismn wrote:
grandmaster z0b wrote:I've been thinking of having Archie put a basic circulatory system in the Shemarians, a nutrient fluid that carries bacteria so that they have one or two points of PPE to fool those that can see or sense PPE.


Apparently great minds think alike, in parallel development.
That's similar to what Damon Sutton does in The Rifter #53, with Bio-Gel, which is a microbial culture medium that gives off low levels of PPE. Like petri-dishes under the skin, or bioreactors of algae or mold stuffed inside the Shemarrians.
I shamelessly use Mister Sutton's material in the Shemarrian Civil War setting, but since his stuff is Rifter, and my material is fanfic, neither is canon for the course. Feel free to use it or spin up your own homebrewed.

Cool, I haven't got Rifter 53 but that's exactly what I was thinking.
The word "THAN" is important. Something is "better than" something else, not "better then", it's "rather than" not "rather then".
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian Codex updated(It's so NICE to knock WIPs off the 'to-do' list and into the 'completed' listings)

Hexadra illo'ed(snazzy colors, no?):
http://i408.photobucket.com/albums/pp164/taalismn/img545_zps2f55229e.jpg
-------------
"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 »

Special thanks to Glitterboy2098(Mark Temple) for his Ender’s Cluster playground and its inhabitants.
For more details on his Ender’s Cluster, see: https://sites.google.com/site/thetemplegrounds/Home/phase-world-annex/enders-cluster

For details on the Chor’ii, see: https://sites.google.com/site/thetemplegrounds/Home/phase-world-annex/enders-cluster/the-chor-ii-totality

EShemar ‘Shagoon’ Anti-Infantry Robeast
(aka ‘Bombboon’)
http://i408.photobucket.com/albums/pp164/taalismn/img438_zps87b162fa.jpg

“The bad news is we lost another five platoons to those accursed metal apes! They BUTCHERED the G’hrar Eightieth and the S’hoon Three Hundredth before they could turn the flank and enter Valley Eight-Three. The Sto’vor Eighty-first lost half their effectives and all their transports when they were ambushed trying the reinforce the spearpoint! They used grenades, as has proven effective in the past, but the not-meat BATTED THEM back at them! Fin’ack Forty-nineth and Eighty-first were either burned down or irradiated beyond combat effectiveness, and when the Che’dir Seven Hundred finally cornered several of them, the ape-yars took out the transport lander and the section command!
The WORSE news is they’ve learned to destroy our weapons and burned the bodies with acid and fire. We can’t even recover our troops as meat!”
---Chor’ii field report, Evales Invasion Zone

“We have thousands of the anti-personnel units out in the field. Every one of them can slaughter a thousand enemy troops in a day, individually the enemy is soft-skinned and virtually unarmed. But there are MILLIONS of them, and more arrive every day! They seek to drown us in sheer numbers! They wear down even our Shemar-forged physiologies and that of our drones! Our troops cannot be everywhere at once, and where the enemy finds a foothold, the next day there are thousands of feet on the ground! We MUST find a way of decisively destroying them en mass before they can land and deploy, unless we wish to burn this world to the bedrock!”
---EShemar combat evaluation, Evales Resistance

The Shargoon is one of many field expedients created by the embattled Horrorwoods enclave fighting Chor’ii invaders on the EShemar world of Evales.
The Shagoons were modeled after various arboreal primates found in Evales’ many jungle and forest biomes. Early model Shagoons were ‘feral’, wrapped in a disguise of fake flesh and fur, in order to disguise their robotic nature, but as the Chor’ii have put more pressure on the local ecosystem and its EShemarrian defenders, simply destroying any animals in a given area of operations, newer production Shagoons have dispensed with any pretense of disguise in favor of attacking in numbers.
A typical Shagoon has a humanoid configuration, with short legs and very long arms ending in large paw-hands. The head is large-mouthed and short-snouted, often decorated with a ‘mane’ of synthetic plastic dreadlocks(the only remaining cosmetic concession). A low-powered ion blaster is mounted in the chest.
The Shagoon is programmed as a ‘berserker’, closing with enemy infantry and getting in among them to engage in melee combat, body-blocking, tackling, punching and kicking enemy troops apart. The long arms of the Shagoon are particularly effective, razor-lined along their length, the robotic strength behind them capable of cleaving enemy soldiers to pieces in a single blow.
The Shagoon is powered by the least expensive and sophisticated nuclear power cell available, with an energy lifespan of only one year(the Shemarrians rather hope the war on Evales doesn’t last longer than that without them receiving reinforcements or retaining the capability to produce more units). The nuclear power cell gives them the ability to range fairly far from their release points without having to return to refuel/recharge(and risk leading the Chor’ii back to their creators). Regardless of the size of its powerplant, the Shagoon is incredibly fast, able to run on all fours or brachiate through Evales’ thick forests at madcap speed. The robot is also extremely agile, leaping and capering with almost rabid energy, the better to dodge enemy fire and get in amongst enemy troops, where it can wreak havoc. Shagoons are programmed with the most vicious aspects of baboons and mandrils when it comes to close quarters combat; their arms cut and flail, their long fingers poke and pry, their legs swing and kick, and they can deliver vicious bites. Shagoons will readily pick up and use enemy troops as meat shields and projectiles, and hide behind enemy vehicles and fortifications in the course of combat.
In order to keep Shemarrian technology out of the hands of the avaracious Chor’ii, as well as to increase casualties among the invaders, Shagoons are lined and packed with explosives, and often spiked with acidic, incendiary or thermobaric contents; if the machine is critically disabled, in danger of being captured, tampered with, or so commanded to, it will self-destruct, ideally taking out a number of the invaders with it.
So effective have the brachiating berserker-bots been that the Chor’ii have begun indiscriminately clear-cutting forests to deny the marauders their traditional cover and transport medium. This backfired at least twice when the Shemarrians set massive forest fires that incinerated the Chor’ii armies trapped at the center of the downed timbers.
Though developed and deployed on Evales, it is possible that along with as much information on their enemies as they could acquire, the Horrorwoods colony also transmitted the specifications of the Shagoon and other expedients to the SSN. This makes it possible that the Shagoon and variants on it could be encountered on other Shemarrian worlds.
Note: Shagoons are NEVER Awakened with the Ecotroz essence; they are essentially disposable drones.

Type: EcoS-Hw-R/e-027 Shagoon
Class: Robotic Warbeast
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 260
Head 90
Chest Blaster(1) 15
Arms(2) 90 each
Legs(2) 80 each
Height: 6 ft
Width: 3 ft at shoulders
Length: 3 ft
Weight: 400 lbs
Cargo: Small space inside main body for a fusion block, tactical warhead, or biochemical munition. Additional cargo can be carried strapped to the outside of the robot.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 1 year energy life
Speed: (Running) 90 MPH, 100 MPH brachiating
(Leaping) Can jump 12 ft straight up, or 30 ft across, DOUBLE that with a running(or swinging) start.
(Climbing) Can climb with a proficiency of 98%
(Flying) Not possible
(Space) Not possible
(Underwater) Fully amphibious, can swim or run underwater at a speed of 13 MPH
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) Chest Blaster----This is the Shagoon’s sole ranged weapon, and seems inspired by Shemarrian tech-memories of ARCHIE-3’s AA-50 Insecton (indeed, the entire Shagoon concept carries echoes of that enemy unit).
Range: 1,200 ft
Damage: 2d6 MD
The ion blaster can also fire a ‘shotgun blast’ that does 2d4 MD to a 15 ft wide area, but reduce range to 600 ft.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Razor Arms---The arms of the Shagoon are lined with razor-sharp strips of ceramametal, allowing the robot’s arm movements to translate into ocillating saw cuts, slashes, and dismembering strikes.
Range: Melee
Damage: +2d6 MD to punches and arm strikes.

3) Self-Destruct----Shagoons are lined with plastique explosives, set to go off as a self-destruct, leaving little, if anything, for enemies to salvage. The charge will also fragment the ‘bot’s outer shell into a massive fragmentation charge, sending shrapnel into any enemy troops approaching too close.
Damage: 2d6x10 MD to an 80 ft blast radius.
As the war on ‘Meat Grinder’ wears on, the Shemarrians have been experimenting with other variants on this system, including Fuel Air Explosives, thermobaric charges, radioactives, poisons, and tactical nuclear weapons to maximize the damage to the Chor’ii invaders.

4)(Optional) Backpack Weaponry---Some Shagoons have been known to carry additional weaponry in the form of flamethrowers, grenade, or mine dispensers, tossing munitions in among enemy troops and vehicles to sow further damage and confusion. The Shemarrians on Evales have even been known to convert captured stocks of Chor’ii munitions into rifle-grenade style projectiles and claymore bombs. A few examples as follows:
a) Flamethrower---Multi-fuel flame projector with an over-the-shoulder nozzle.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 30 blasts
(Napalm)100 blasts
(MD Fluid) 200 blasts
(Incendi-Gel) 200 blasts
(WI Napalm-P) 300 blasts per tank(much more concentrated than the regular gasoline/alcohol).

b) Chemical Sprayer---Can spray a variety of chemicals, but the Shemarrians typically send the Shagoon out with tanks full of highly corrosive molecular acid to literally dissolve Chor’ii troops and equipment.
Range: 80 ft
Damage: (MD Acid) 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: 30 shots before needing refill

c) Grenade Launcher---Either a 30mm or 40mm format grenade launcher; the 30mm rounds are less expensive, resource-wise, to produce, but do less damage, the heavier 40mm grenades do more damage, but fewer can be carried.
Range:1,200 ft for both formats
Damage:(30mm)(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

(40mm) Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.
Rate of Fire: ECHH
Payload:(30mm) 80 round drum
(40mm) 50 round drum

d) Mine Dispenser---Can carry up to 750 lbs of ordnance in the form of mines(can use the Northern Gun mines or use CS Fusion Blocks for weight and damage statistics).

e) Satchel Bomb---Typically a high explosive(4d6x10 MD to 65 ft blast radius), nuclear(equivalent to a long range missile warhead), radiological(neutron), or tactical nuclear device.

f) Machine Gun---Familiar to Rifts Earth natives as the Black Market ‘standard’ cyborg forearm weapon.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 5,000 rd drum magazine

5)(Optional) Use of Handheld Weapons---Shagoons can pick up and use weapons in the field, typically improvised melee weapons like clubs and cutter bars to increase their reach. They can also use firearms, including Shemarrian rifles, but rarely do so.


Programming:
The Shagoon has the following Robotic Drone programming:
Climbing/Rappeling 98%/90%
Swimming 80%
Land Navigation 94%
Radio: Basic 94%
Intelligence(programmed to recognize Chor’ii tactics, organizational formations, officers, prime targets) 85%
Camouflage 78%
Detect Ambush 60%
Detect Concealment 70%
Acrobatics 85%
Backflip 90%
Boxing
W.P. Paired Weapons
W.P. Blunt(equiv. to 6th level)
W.P. Sword(equiv. to 6th level)
W.P. Chain(equiv. to 6th level)
W.P. Shield(fond of using enemy soldiers to soak up fire)(equiv. to 6th level)
W.P. Rifles(equiv. to 6th level)
W.P. Heavy (equiv. to 6th level)
W.P. Heavy MD(equiv. to 6th level)
W.P. Energy Rifles(equiv. to 6th level)
Actions/Attacks Per Melee: 6
Initiative +2
Dodge +3, +4 when running or backflipping, +6 when brachiating
Strike +2 (+2 w/ ranged weaponry)
Roll +6
Parry+5
Pull Punch+4 (rarely does so)
Disarm +2
Bite 1d6 MD
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 1d6 MD
Leap Attack(2 attacks) 2d6 MD
Body Block/Tackle 2d4 MD
Critical Strike on an Unmodified 19-20.

Variants/Options:
Shagoons are all based on the same design, meant for quick production and deployment. The biggest differences tend to be cosmetic, or in the form of camouflage, some examples sporting full-body ghillie suits and others carrying sophisticated adaptive memetic camouflage.
Last edited by taalismn on Tue Jan 20, 2015 6:08 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
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EShemar ‘Ika’ Resource Development Ship
(aka ‘Squid’)
http://i408.photobucket.com/albums/pp164/taalismn/ikacopy_zpsce23bf56.jpg

“Don’t be fooled by the ‘resource development ship’ designation. The Shemarrians make little or no distinction between a support vessel and a warship, and the Ika’s armed like one of their cruisers. It will act like one too, if you’re dumb enough to attack one. Try claim-jumping a nugget-rock from the Shemarrians or blitzing a solette or other project they’re working on, and the ‘support vessels’ will round on you as a proper battle force. Worse yet, they have enough engineers aboard to get creative in combat; I’ve seen Shemarrian miners throw rocks, beam powersat microwaves, use solar furnace mirrors, and toss chemical bombs at raiders. They seem profoundly determined to get back any ammo they waste on an attacker in the way of battle salvage.”

The ‘Ika’ was first sighted in the Thundercloud by Oni scouts, who observed the vessel operating with Dark Waters units in exploiting the mineral asteroids in a backwater system. It was the Oni who gave the vessels their reporting name of ‘Ika’(‘Squid’)(as with so many Shemarrian Star Nation vessels, it is unknown what they themselves call their various ship types).
The Ika is designed as an asteroid miner and tug, part of the large (and largely unseen) industrial infrastructure serving the Shemarrian warmachine. The ‘Squid’ is believed to be a development of the Kumo-rodosha-class cruisers, with which it shares a large number of common components and design features(indeed, the two vessels often operate together).
The Ika lives up to its namesake in appearance; though its forward hull(which holds the bridge and crew quarters) resembles the Kumo-rodosha, especially the ‘head’-mounted propulsion units, the rest of its hull trailing behind is much longer, finally trailing back to a set of four folded tentacle-like gantries. The central hull section is mainly used for material storage, but it can be outfitted with manufactory modules. The rear-most hull section is the working head of an asteroid miner, outfitted with cutting heads, drill mounts, and ore reduction gear which passes processed materials to the central holding bays(or to additional cargo modules/transport lighters docked alongside). Fabrication modules may be hooked to this central section, allowing the Ika to serve as a factory ship as well. The most prominent features of this section are the four long articulated ‘tentacle’ gantries that can be used to secure the ship to an asteroid(or large space wreck); each gantry incorporates its own smaller cutting heads, tractor beams, and automated conveyor systems running their entire length.
In contrast to the industrial space-mining rigs and deep space tenders of other powers and species, the Shemarrians have built their ships to be fast, well-armed, well-armored, and stealthy, to the same demanding standards as the rest of their fleet. Thus, though the Squid does not commonly serve as a warship, it can do so in a pinch, defending itself, attended mining operations, or the outposts it is operating around. Though, when discovered, the Squids have most often quit the system they were working and slipped away into deep space, on more than a few occasions enemies of the Shemarrian Star Nation have been rudely surprised to discover the ‘civilian’ vessels turning around and attacking them, or providing additional fire support to Shemarrian warships. On one observed occasion, a ‘Squid’ deliberately towed an asteroid into a battle zone, detached its foward hull as an escape craft, then left its rear hull, the powerplants deliberately redlined to overload, to fragment the oncoming rock into a giant shrapnel bomb, decimating an enemy fleet.
Besides sporting heavy armaments and armor, Ikas also carry a large complement of small craft, including warmounts. These all are primarily geosurvey, scout, and utility versions of common Shemarrian types, but as anybody who’s encountered the Shemarrians can attest, virtually EVERYTHING they have is capable of fighting.
The ‘Squid’ was first sighted operating with the Dark Water Tribe(who presumably developed it), but it has since appeared with the other space-based Tribes, the Silvermoons and the Hawkmoons. It has also been associated with the Fringe ‘tribe’ known as the StarForgers(aka Clan Scelptor), especially in conjunction with the construction of the Terrani Solar Shield.

(Note: The Shemarrians have also been known to use modified versions of other peoples’ deep space mining gear, often substantially modified and/or unflagged as SSN vessels...with heavy automation....to conceal the true extent of their operations. Many of these ships are deep space salvaged, rather than new construction/acquisition, and are typically manned by Re’mar).

Type: ESheMar-C/ADB-02 Ika
Class: Space Resource Development Vessel
Crew: 400 +4,500 troops/passengers/work crew
MDC/Armor by Location:
Main Body 54,000
Forward Hull 30,000
Bridge 3,000
Engine-Nacelles(4) 4,000 each
Auxiliary Engines(4) 2,000 each
Gantry Tentacles(4) 4,000 each
Long Range Missile Launchers(6) 800 each
Medium Lasers(4) 250 each
Point Defense Rail Guns(8) 250 each
Pint Defense Rail Gun/Laser Turrets(16) 160 each
Tractor Beam Stations(4) 1,000 each
Tow Coupler/Heavy Tractor Beam 1,500
Variable Forcefield 10,000 per side ( 60,000 total)
Height: 500 ft. The tentacle gantries can swing out to make that a 1,000 ft diameter circle.
Width: 850 ft. The tentacle gantries can swing out to make that a 1,000 ft diameter circle.
Length: 1,250 ft
Weight: 725,000 tons
Cargo: Up to 800,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Not possible; the ‘Squid’ is not designed for operation in an atmosphere
(Sublight) Mach 9; under auxiliary power it can make Mach 7.
(Kitsune Values: 60% of light speed; Accelerates/decelerates at .9% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Market Cost: Unique to the Shemarrians and not for sale.
Systems of Note:
Standard Starship Systems, plus:
*Long Range GeoScience Sensors---The Ika mounts long range sensors for assaying asteroids and scanning for salvagable wrecks.

*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*Tractor Beams(8)---- The Ika sports eight tractor beams, all heavy models, four around the cutting head and one in each tentacle gantry. The heavy tractor beam is rated for 75,000 tons and can be used to tow small starships, and can be used for imparting small changes in momentum/direction to ships/structures several times that mass..
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space)

*Detachable Forward Hull----The forward hull can detach and act as a separate spacecraft, carrying with it the bridge, crew quarters, main engines, main laser turrets, and FTL drive system. Detached from the rest of the ship, the escape hull can make speeds of Mach 11.

Weapons Systems:
1) Medium Lasers(4)----These powerful lasers are equally effective against warships and fighters,
Range: 16 miles in space
(Kitsune Values: 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

2) Point Defense Rail Guns(8)---Backing up the lasers are eight rapid-fire rail guns.
Range: 16 miles in space
(Kitsune Values: 16,000 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

3) Long Range Missile Launchers(6)---Retained from the Kumo-rodoshas, these launchers are typically used to fire deep penetration probes into asteroids, or launch rock-breakers. They do just fine reducing spacecraft into high-grade scrap alloy, however.
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 120 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

4) Heavy Massdrivers(4)---The gantry arms can be used as massive G-cannon massdrivers, the gravitic conveyor systems running their lengths reversed to fire their payloads of mined rock as projectiles. In normal operations, these are typically used for throwing payloads of processed metals to other vessels, without the use of cargo lighters or shuttlecraft. The system is also used for tossing slag as reaction mass in adjusting the course of a snared asteroid. The system has been used in combat, however, although the ‘flingers’ aren’t very fast firing or accurate.
Range: 160 miles in space
(Kitsune Values: 80,000 miles in space)
Damage:(Exploding/Fragmenting Fletchette): 6d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the’shotgun spread’
(Penetrator): 3d6x100 MD
Rate of Fire: Twice per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)

5) Point Defense Turrets(16)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 4 miles in space
(Kitsune Values: 400 miles in space)
(Laser) 3 miles in space
(Kitsune Values: 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited


6) Cutting Heads---If used to assault a large spacecraft, spacestation, or asteroid, the cutting tools on the central mining head and on the ends of the gantry arms can be used to cut through hull and armor.
Range: Contact/Melee
Damage: (Central Cutting Head) 1d4x100 MD per full melee of cutting
(Gantry Heads) 4D6x10 MD per full melee of cutting


Auxiliary Craft
10-40 Shuttlecraft(mainly Mining Scarabs)
200 Warmounts(typically a mix of EcoS-K-25 Octas and EcoS-K-26 Nautika models)
900 Robot Drones(‘Mooncalf’-style industrial drones)

Variants:
*C/ADB-02Sm-CG02----This Silvermoon variant deploys large folding solar ‘wings’ between its tentacle gantries to gather available solar energy and boost the efficiency of its onboard laser systems. While in direct sunlight, boost the range and damage of the laser weaponry by 20%. The enormous solar parasol can also be used as a weapon in its own right;
Range: 10 miles
(Kitsune Values: 1,000 miles in space)
Damage: 2d4x100 MD per full melee of tracking
Rate of Fire: Once per melee
Payload: Effectively unlimited
Penalties: -2 to strike targets 100 ft or larger, -6 to strike anything smaller
Last edited by taalismn on Tue Dec 09, 2014 6:16 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
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EShemar ‘Astrapade’ Aerospace Frigate
http://i408.photobucket.com/albums/pp164/taalismn/frigate-shemar_zpsfc9de775.jpg

“If you’re riding aboard a Shemarrian ship by some happenstance and the Shemar show up, grab you, and look to be locking you inside a liquid-filled tank, or a conformal body cage braced to a wall, DON’T RESIST. You’re not being made a prisoner, it means that the Shemar are fixing to be doing some hard maneuvering. And I mean HARD. Shemarrian ships may look like bricks, some of them, but they maneuver like bucker-beasts with a red-hot slag-stick jammed up their asses. And they pulse their drives like nuke-pushers. You aren’t restrained, strapped, welded, or pillowed tight when the ship starts going through its paces, you’ll be lucky to wind up with half your bones unbroken, if not as blood paint on the walls.
Of course if the Shemarrians AREN’T going into battle maneuvers, you’re still better off not resisting, because they either already got your number...and it’s up...or the kinky ones just got you, and you’re better off not making them wait while they hunt you down again.”

The Darkwaters Tribe, as the avowed ‘silent service’ and ‘space power’ of the Shemarrian Star Nation, is continually experimenting with new designs and upgrading its space capabilities, so it isn’t a surprise that the rest of the Three Galaxies has yet to see all the ship designs the Tribe deploys. The ‘Astrapade’ is one of several that have just recently been identified as belonging to the SSN, and specifically to the Darkwaters.
It is no coincidence that the Astrapade resembles an ancient prehistoric armored fish; the streamlined vessel is equally as capable of operation underwater as it is in space. This allows the Darkwaters to easily maintain regular contact with their DeepWatch branches, and to base their ships in concealment deep underwater.
Like most Shemarrian designs, the Astrapade is extremely fast, but it is also well protected and armored, the robust state of Shemarrian technology and their command economy allowing them to overbuild their ships without having to make performance choices based on economics. They are also slightly more stealthy than standard Shemarrian designs, owing to their hull configuration. Armament is heavy, consisting of a mix of lasers and particle beams, the latter of which are Darkwaters’ enhanced designs. Backing the direct-fire weapons are several batteries of cruise and medium-range missiles, and standard point defense arrays. Their only real shortcoming is a lack of embarked troops; despite having provision for four smaller craft, they lack the capability to deploy heavy boarding parties(even with the arguable relative power of individual Shemarrians).
As with almost all Shemarrian Star Nation designs, internal life support is threadbare and accommodations spartan by the standards of non-robotic/bionic lifeforms, the extra energy and space going to other, more important, systems.
Astrapades have thus far appeared only in the forces of the Darkwaters. They are frequently used as a raiders, patrollers, and escort craft.

Type: ESheMar-DwFR07 Astrapade
Class: Frigate
Crew: 24, plus provision for 20 troops/passengers and 8 fighter pilots
MDC/Armor by Location:
Main Body 14,000
Bridge 3,000
Particle Beam Cannon Turrets(3) 900 each
Cruise Missile Launchers(2) 700 each
Medium Range Missile Launchers(4) 250 each
Point Defense Turrets(6) 160 each
Hangar Bays(2) 4,000 each
Variable Forcefield 6,000 per side ( 36,000 total)
Height: 75 ft
Width: 190 ft
Length: 570 ft
Weight: 14,000 tons
Cargo: 1,800 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 16
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.6% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) 55 MPH, maximum depth 1.2 miles
Market Cost: EXCLUSIVE to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-80% to detect while stationary, -40% when moving)

*Sonar---100 mile effective range.

Weapons Systems:
1)Particle Beam Cannon(3)---Two are positioned to fire forward and the sides, while the third is mounted to cover the rear arc. The Astrapade will frequently make a banking firing pass, raking a target with the forward guns, then delivering a parting shot as it maneuvers away.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d8x100 MD per cannon
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

2) Medium Laser Cannon(5)----Four of these weapons are positioned to fire to the front and sides, while the fifth covers the rear arc. These weapons also have a blue-green frequency mode for operation underwater.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

3)Cruise Missile Launchers(2)---Anti-ship projectile weapons. Also used to launch decoy and recon drones. The Dark Waters are also working on enhanced stealth cruise missiles that can loiter like mines before lighting off their drives and hitting enemy vessels from unexpected quarters.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 60 each launcher, 120 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

4) Medium Range Missile Launchers(4) ----Mounted laterally, typically used for self-defense/antimissile counterfire. As with the cruise missiles, the Dark Waters are working on a variety of instrumented probes, decoys, and stealth missiles.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 80 missiles each launcher. Additional missiles can be carried as cargo and reloaded within 30 minutes.
Note: These launchers can also fire dual-mode rocket-propelled sea-air projectiles(a concept copied from the Kittani).
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the U/AP doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The U/AP has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)--- +3 to strike

5) Point Defense Turrets(6)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

Auxiliary Craft:
4 Aerospace Fighters

Variants:
*DwFR07B---Variant armed with gravitic slicer cannons in place of the particle beams.
Range: 9 miles in atmosphere, 18 miles in space
(Kitsune Values: 18 miles in atmosphere, 18,000 miles in space)
Damage: 2d4x100 MD per shot, plus do critical(DOUBLE) damage on an unmodified Natural 19-20.
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

*DwFR07C---Missile variant that loses all but one of the three particle beams, in favor of additional cruise missile launchers(identical in capacity and operation to those already integral to the design).
Last edited by taalismn on Tue Dec 09, 2014 6:17 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
------------
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glitterboy2098
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Re: Shemarrian-related fan creations

Unread post by glitterboy2098 »

taalismn wrote:Special thanks to Glitterboy2098(Mark Temple) for his Ender’s Cluster playground and its inhabitants.
For more details on his Ender’s Cluster, see: https://sites.google.com/site/thetemplegrounds/Home/phase-world-annex/enders-cluster

For details on the Chor’ii, see: https://sites.google.com/site/thetemplegrounds/Home/phase-world-annex/enders-cluster/the-chor-ii-totality

EShemar ‘Shagoon’ Anti-Infantry Robeast
(aka ‘Bombboon’)

“The bad news is we lost another five platoons to those accursed metal apes! They BUTCHERED the G’hrar Eightieth and the S’hoon Three Hundredth before they could turn the flank and enter Valley Eight-Three. The Sto’vor Eighty-first lost half their effectives and all their transports when they were ambushed trying the reinforce the spearpoint! They used grenades, as has proven effective in the past, but the not-meat BATTED THEM back at them! Fin’ack Forty-nineth and Eighty-first were either burned down or irradiated beyond combat effectiveness, and when the Che’dir Seven Hundred finally cornered several of them, the ape-yars took out the transport lander and the section command!
The WORSE news is they’ve learned to destroy our weapons and burned the bodies with acid and fire. We can’t even recover our troops as meat!”
---Chor’ii field report, Evales Invasion Zone

“We have thousands of the anti-personnel units out in the field. Every one of them can slaughter a thousand enemy troops in a day, individually the enemy is soft-skinned and virtually unarmed. But there are MILLIONS of them, and more arrive every day! They seek to drown us in sheer numbers! They wear down even our Shemar-forged physiologies and that of our drones! Our troops cannot be everywhere at once, and where the enemy finds a foothold, the next day there are thousands of feet on the ground! We MUST find a way of decisively destroying them en mass before they can land and deploy, unless we wish to burn this world to the bedrock!”
---EShemar combat evaluation, Evales Resistance.

:D :D :D :D :D :D :D :D :D
:ok:
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Thought you'd like.
I'm hammering my way through a picture of them, too, that I hope to have done before Christmas(combat scenes are fun, but harder to finish up, especially when one is trying to chase down all the 'scan dandruff' and 'noise' that can make a scene look spotty and crayon-y).
-------------
"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 »

Illo Update: Both the Ika and the Astrapade get quick illos.
-------------
"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 »

Here's some gear for one of the fringe tribes. I've got a couple more in the works for the Radiant Edge.

Radiant Edge Gear

Many Radiant Edge weapons emit large doses of radiation, making them illegal in many areas, and quite deadly for organic life. Radiation poisoning happens from being in areas heavily radiated, although some weapons emit so much radiation that a quick burst is the equivalent of an hour's exposure to heavy radiation.
(From Three Galaxies pg 20). Radiation poisoning deals 4d6 points of damage directly to Hit Points per hour of exposure. The effects of radiation poisoning are nausea, achy body, running a temperature and loss of hair. P.B. temporarily drops 1d4 while sick. A successful save versus lethal poisons and toxins reduces the damage by half and the symptoms do not manifest or bother the character at this point. Supernatural and magical creatures that do not save suffer 3d6 M.D.C. points of damage and any natural abilities to heal, such as bio-regeneration, do not work until outside the effects of the radiation, and even then it will take twice as long to heal.
(Additional part taken from Heroes Unlimited Control Radiation pg 268). Victims of radiation poisoning that don't seek treatment, even if they made the save (except for supernatural and magical creatures with powers of bio-regeneration), will suffer 3d6 points of damage (direct to Hit Points or M.D. damage for M.D.C. creatures) daily until treated. Sufferers have all bonuses and P.E. attribute reduced by half, reduce speed and skill proficiencies by 10% and reduce the number of attacks by one. The person will continue to suffer nausea, hair loss, vomiting and achy body until treated. Immediate treatment will see recovery within 3d4 days, but add three days to recovery time for every one day treatment was delayed.

Neutron Grenades
These weapons are similar to small nuclear warheads, only there isn't much material and the blast area is small, but the grenade releases large amounts of neutron radiation which is incredibly deadly to organic life. The radiation emitted from these grenades is designed to breakdown quickly, lasting only one melee turn (about 10 seconds) to reduce long term environmental damage. These come in both hand and launcher styles.
Damage: 5d6 M.D. to a 15 foot radius, double to organic material. S.D.C. creatures not wearing environmental armour with radiation shielding suffer the damage straight to hit points.
All organic life within the blast radius suffers a 01-30% chance of suffering radiation poisoning.

Neutron Pistol
This particle beam pistol is a variation using a deadly stream of unstable charged neutrons as opposed to the protons of a standard particle beam weapon. Neutrons have the same devastating effect as normal particle beams except they deal double damage to organic targets. Many civilizations ban these weapons, but the Radiant Edge use them mostly against Splugorth minions. Fortunately, these weapons don't have the same levels of radiation as neutron bombs or grenades, so they don't cause radiation poisoning, but still disrupt the bonds of matter which makes them deadly. The Radiant Edge reversed engineered the neutron cannon from several captured Kittani shuttles.
Weight: 8 lbs
Range: 300 feet
Mega-Damage: 6d6 M.D., double damage to organic targets.
Rate of Fire: Standard.
Payload: 12 shots from an e-clip.


Neutron Rifle
The neutron rifle is a heavier version of the neutron pistol boasting better range and damage.
Weight: 15 lbs
Range: 1200 feet
Mega-Damage: 1d6x10 M.D., double damage to organic targets.
Rate of Fire: Standard
Payload: 8 shots from an e-clip.

U-Sword
These heavy, 6 foot long vibro swords have uranium on the cutting edge. Normally uranium is difficult to work into a blade and maintain the sharp edge, but the Radiant Edge tinkers have managed to make these swords. These weapons are used mostly against creatures with supernatural healing abilities. The uranium suppresses the healing ability, while the vibro field plus the force of Shemarrian robotic muscles provide the cutting force. Also these weapons will irradiate anyone struck by or remains within 10 feet of an unsheathe U-Sword for more than a minute, suffering radiation poison. An additional side affect of these weapons is when striking metal or extremely hard scales, incredibly hot sparks are released and burn the target.
Weight: 30 lbs
Range: Melee
Mega-Damage: 4d6 plus radiation poisoning.
Rate of Fire: Equal to number of attacks/melee
Payload: Unlimited
Special Notes: Creatures with healing abilities have them suppressed for the rest of round they were struck. Each following successful strikes extends the duration by a melee turn.
When the U-sword strikes metallic surfaces, a shower of incredibly hot sparks shower the target, dealing 2d6 of heat damage. Although this is heat based, it is also pieces of radioactive material so immunity to fire or heat does not prevent this damage. This damage can not also be healed until these little shards are removed.
These swords come with heavily shielded sheathes so that they are safe to be carried around unshielded allies.
Last edited by kronos on Thu Dec 25, 2014 11:49 pm, edited 1 time in total.
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