Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

You've been busy! Looking good. I need to finish stuff.. and get working on the wikia.. life has been getting in the way a lot, and dealing with family health issues.



Nothing too serious, I hope. I've been there, pacing a long tense night outside the emergency room(and running subsequent hospital runs); fortunately the outcome was positive, but ye gods but there were some bad moments....
-------------
"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 »

And on a lighter note:

Shemarrian Omake Theater Presents:

Usagi walked into the room where the Sailor Scouts were holding their weekly meeting and stopped.
Usagi: "...what's with Rei?"
Rei: (staring fixedly and glaze-eyed at the laptop computer in Ami's lap) " ....."
Usagi: "Rei? You okay?"
Rei: "...."
Usagi: "Okay, somebody mind giving me a sitrep on why Rei's in blue screen mode?"
Ami:(for once NOT in nerdvana herself) "Somebody got video footage of the last battle we were in."
(She turns the computer screen so Usagi can see. There, in several windows on the screen is displayed FireDancer Rei in all her uncovered glory, with one particularly close-up shot showing, fortunately but for the face being mercifully obscured by long flying locks of black-purple hair and glowing hot eyes, a very well defined shot of well-toned torso, heaving bosom and fine limbs as the Scout of Fire was tearing apart a howling demon-youma over her head)
Ami: :| "It's been posted on Youtube. The word is Kekko Kamen's joined the Sailor Scouts."
Rei:(still staring out into space) "...it's all over the internet..."
Usagi: :roll: "And we thought we had a problem with the hentai dounshin crowd before..."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:[

You've been busy! Looking good. I need to finish stuff.. and get working on the wikia.. life has been getting in the way a lot, and dealing with family health issues.



Nothing too serious, I hope. I've been there, pacing a long tense night outside the emergency room(and running subsequent hospital runs); fortunately the outcome was positive, but ye gods but there were some bad moments....


Oh just finding out transplant failed after about 2 years, waiting to finding out what's going to/can be done, etc. Plus my family isn't telling me much as it is so much yelling and guilting them into giving me the info. so much fun. Where's a yurie to hack the info for me?
Other than that... just work kicking my back side since boss is off on vacation for 3 weeks and I get to cover some of her duties meaning more hours (mo money mo money).

But I promise I will have SOMETHING this weekend or monday morning done.. either posted here or on the wika.
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Re: Shemarrian-related fan creations

Unread post by kronos »

Cloud Armor

"While we enjoy basking in the sun, we can also hide amongst the clouds."

While the SkyeKlad tribe isn't known for their manufacturing capabilities, they have surprised many with their EM weaponry, and the introduction of their Cloud Armour. A set of bracers and greaves are the only physical components of Cloud Armour, containing a low level force field, plus holding tanks and condensers for collecting and converting air and moisture into a form of super dense ice and water molecules to be released later. This dense water and ice can be released for a few different effects, and some are modified for other effects.
The basic function is to release a cloud of moisture to create a cloud around the wearer that can hide them from vision, including thermal sensors, creating a cloud between 5 and 20 feet in diameter. The cloud is infused with ice particles that can reflect or diffuse the damage of lasers, and even explosives as the concussive force is absorbed. The wear's optics are tuned to see through the cloud, although their vision isn't perfect, things appear a bit fuzzy and fine details are blurry, but does not impair their combat skills too much.
The user can instead of creating a cloud, can launch shards of super hard ice a short distance attack, especially once already within the cloud for anyone who attempts to get within melee range.

MDC: Bracers and Greaves have 40 MDC each. Force field grants 50 MDC and regenerates at a rate of 5 MDC per minute.
Weight: Bracers and Greaves together weigh a total of 20 lbs.
Create Fog - Creates a fog around the wearer in a 5 to 20 foot diameter around the wearer, granting some stealth (-35% to detect as long as moving slower than 50 mph), especially if several wearers are working together to create a fog bank, or hiding within fogs or clouds, causing anyone targeting anyone within the cloud (wearer and any allies hiding within the cloud) to suffer -4 to strike and grants a +1 to Dodge to those within. This works against visual, radar and thermal sensors.
The fog is also impregnated with laser reflective and diffusing crystals. Laser targeting systems grant no bonuses, laser weapons are -2 to attack and damage is reduced by 25%. These same crystals also reduce damage from explosions by 25%.
The fog can be maintained for 10 minutes before it shuts down and requires 5 minutes to collect enough moisture and converts it for use. Winds of 50 mph or greater will reduce the penalties to attack and damage by half. If the wearer is within natural clouds or fog, or in particularly wet environments (rain forests, dense wet atmospheres but not in water) the cool down time is reduced by half. The cloud can linger, if the system is shut down, for up to 1 minute if the wearer doesn't move, or there is no strong winds and maintain all the bonuses. After this minute, the fog will persist for another 5 minutes but is just a regular cloud or fog, no reduction to lasers or other bonuses than concealment from vision.
Ice Shards - The armour can be used to create shards of super dense ice about 1 foot long which can be either launched from the bracers, or used as stabbing knives.
Mega Damage: 1d4 MD from a stab or launched + 1d4 MD from extreme cold, double to creatures vulnerable to cold.
Range: 75 ft launched, melee or thrown.
Payload: Each shard uses up 1 minute of cloud use.

Options
Poisonous Cloud - The cloud is infused with inhaled and skin absorbed poisons. Inhaled deals 4d6 SDC & feel dizzy & nauseous, reduced speed, attacks per melee and skill performance by half for 5 minutes. Successful save reduces penalties by 1/4 only.

Dense Cloud - The cloud is set to only spread out to only inches around the wearer, making it especially dense. Anyone striking the wearer doesn't suffer the -4 to attack, nor the wearer gain the +1 to Dodge, but lasers still suffer -2 to strike, but now have damage reduced by 75%. Ice shard damage is increased to 1d6 MD per stab/strike plus 1d6 MD from extreme cold, double cold damage to creatures vulnerable to cold.

Storm Rider - The cloud is impregnated with crystals that are charged with electricity, crackling with tiny swirls of blue lighting. The cloud and force field provides 80 MDC, immune to all electricity based attacks (including magical), particle beam weapons are -2 to strike and have damage reduced by half. Anyone other than the wearer who is in the cloud, who is not immune to electricity or energy suffers 1d6 MD per melee, and must make a Save vs Poison or have attacks and combat bonuses reduced by half due to the stunning effects.
The cloud can also cause a blinding flash to anyone within the cloud or within a 10 ft radius beyond the cloud. A failed save blinds for 1d4 melee rounds, -5 strike, -10 dodge/parry. Chance of falling 1-50% per 10 ft traveled, bionic systems gain a +4 bonus to resist.

Sleep - Fills with gas that renders anyone who breathes it in unconscious, save vs poison, sleep for 1d4 hours.

TW Versions - Although none have appeared, the Wayfinders are interested in acquiring samples of the armour to begin experimenting with techno-wizard versions. Some possible variants might include spells like Blinding Flash, Concealment, Create Fog, Energy Field, Float in Air, Wave of Frost, etc.

Rumour has it the Blood Riders are interested in making a version that is fire based, but these are only rumours so far.
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Re: Shemarrian-related fan creations

Unread post by kronos »

Forsvare

A departure from the normal Shemarrian heavily armoured and armed fighters, the Forsvare is geared for speed, maneuverability and response, designed in a partnership of the Darkwaters and Hawkmoon for a generic interceptor for use amongst all the tribes. Loaded with twin powerful engines sticking out of its arrow shaped hull, decent shielding for protection but light armour to keep the weight down. The bubble cockpit is forward mounted, with its four energy weapons mounted underneath in a center line blister. The Forsvare has powerful engines that can rocket it from a dead stop to full speed in record time of several seconds, plus an afterburner system to give it even greater interception or escape speeds. Mounted on each side of the belly are four modular bays, typically loaded with missiles, but other equipment can be loaded depending on the mission profile.
To aid its role for interception and recon, the Forsvare has potent sensors and equipped with the Shemarrian jammers, plus its small profile, high speed and maneuverability allow it to slip in, evade fire, attack or record and get out again.

Type: EShe-F07  
Class: Light Aerospace Fighter/Escort/Recon
Crew: 1
MDC/Armor by Location:
Main Body 300
Reinforced Cockpit 200
Engine Array 250
Variable Forcefield 270 each side (1,620 total)
Height: 16 ft
Width: 21 ft
Length: 45 ft
Weight: 25 tons
Cargo: Survival pack and sidearms attached to the pilot’s pod.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 4; transatmospheric, with a boost mode of Mach 8. 
(Sublight) Mach 20. The afterburners can boost the speed up to Mach 25, but the afterburners can only operate for up to a minute at a time with at least 1 minute cool down, and the pilot suffers -25% to all pilot skills and -2 to attacks as the ship is a bit shaky. The afterburners can be overwritten to run longer, but for every minute past the first minute there is a 35% +10% per minute of the engines overheating and shutting down completely, reducing speed to only Mach 1 and -75% to all pilot checks for two hours.
(FTL) 4 light years per hour
(Underwater) Not Possible
Penalty:
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Aerospace Fighter 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 (-70% to detect while stationary, -30% when moving, -5% with afterburner running) 

*EW Jamming---Standard ECM suite for confusing sensor-guided weapons; -6 to strike

*Long Range Sensors - The sensors of the Forsvare have double the range of a standard starfighter.

*Enhanced Controls - The Forsvare has an advanced control system that makes it incredibly responsive, granting +15% to pilot checks, +3 to Dodge.

*(Optional)---Because of their bionic/psionic nature, EShemar pilots can take the same bonuses as that of the New German Republic’s XML cyborgs(See Rifts: Triax II for details). Otherwise, they can just take the Russian bionic cyberlink bonuses. 

Weapons Systems:
1) Light Lasers (4, 2x2) - These are pulse lasers mounted in a semi turret in the nose to aid in better accuracy and are the main weapons. The turret only has 15 degree arc in all directions. 
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x10 MD single cannon, 2d6x10 MD pulse burst per two cannons, 8d6x10 MD for all four cannons firing simultaneously.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: Due to the targeting system and the semi turret, gains +2 to strike rolls.

2) Forward Modular Bays (2) - Mounted behind and below the cockpit pod is a pair of modular bays, usually carrying mini missiles, additional sensors, jammers or light energy weapons. Each bay can be loaded with one of the following:
a) Mini-Missiles - 5 shot mini-missile launcher

b) Laser Cannon - Lasers that are similar to the primary weapons, and can be linked to the main ones for additional power.
Range: 1.2 miles in atmosphere, 3.6 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). 
Cost:50,000 credits.

d) Sensor Pallet---Specialized sensors can be mounted in the chin tray instead, typically surface observation sensors such as mapping cameras, spectrographic analysis optics, atmospheric samplers, and radiation sensors.

3) Rear Modular Bays (2) - These modular bays are mounted near the back on the underside, able to carry larger, if limited payloads, or additional shielding.
Each of the bays can hold one of the following:
a) Short Range Missiles - 2
b) Mini-Missiles - 10 mini-missiles

c) Laser Cannon - Lasers that are similar to the primary weapons, and can be linked to the main ones for additional power.
Range: 1.2 miles in atmosphere, 3.6 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d) GR Cannon - A popular alternative weapon, although with limited payload.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 300 bursts per gun

e) Forcefield Pod - A self-contained forcefield generator projecting battlescreen to further protect the fighter. Multiple pods may be carried for cumulative screen coverage. 
MDC: 200, recharges at a rate of 1 MDC per hour

Variants
Some of the tribes have created their own variants of the Forsvare to fit their combat styles.

EShe-F07Scr aka Ballista
The Skullcrusher variant sacrifices speed for heavier armour and replaces the lasers with heavy ballistic weaponry, with a built up body to hold more ammunition and missiles, turning it into a mini gunship.
Increase MDC of main body to 450, all other locations gain +25%. Forcefield increased to 400, reduce speed to Mach 16 in space, with booster speed up to Mach 21, atmospheric speed Mach 3. Weight increased to 30 tons, height increased to 18 ft, width to 23 ft
Change the 4 lasers to 4 Grav-Cannons
Grav-Cannon(4)---These four heavy gravitic massdriver cannons dominate the front end of the fighter, and deliver a hellacious rate of fire, able to chew through even capital ship armor. The Skullcrushers have reportedly been experimenting with ‘shotgun’ ammunition types as well, to improve the cannons’ effectiveness in sandblasting missile salvoes and fighter formations. 
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 4d6x10 MD per 20 rd burst per single cannon, 16d6x10 MD (or 2d4x120 MD) for all four cannons firing simultaneously
Rate of Fire: EPCHH
Payload: 1,500 rds per gun
Modular Bays are removed and four mini missile launchers added (20 missiles each (80 total), volleys of 1-5), four short range missile launchers (6 missiles each, 24 missiles total, volleys of 1-2).

EShe-F07Sm
The Silvermoon version is the same as the original except for its chrome armour and enhanced lasers.
Increase MDC by 10% to all locations, lasers deal 50% less damage.
Laser cannons have range increased by 25% and damage increased by 10%.

EShe-F07Hm
The Hawkmoon variant is a bit lighter and more streamlined for better atmospheric flight with better flight controls for increased maneuverability.
MDC of main body reduced to 270, Atmospheric speed increased to Mach 6, +20 to pilot checks and +4 to Dodge.

EShe-F07Wp aka Hunter
The Wolf's Path version has enhanced communications and targeting systems, allowing squadrons of Forsvare Hunters to be incredibly accurate and aid bombers and capital ship gunners.
Enhanced Targeting System - The pilot gains a +2 to strike with all weapons, plus for every 3 Forsvare Hunter EShe-07Wp within 5 miles grants +1 to strike.
Target Painters - The 07Wp has advanced target painting systems for feeding targeting data back to bombers and capital ships. This grants heavy fighters/bombers a +1 to strike for every 5 07Wp that attacked the target, of at least corvette class/size, in the same round to strike with long range or cruise missiles. This bonus is given to capital ships for their missiles and main weapons, not their defensive weapons.
Long Range Communications - The communications systems have extreme long range for a fighter.
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Re: Shemarrian-related fan creations

Unread post by kronos »

Only a year and a half after I mentioned it... The CANDY CANE GRAVITY SPEAR!!!

Candy Cane Gravity Spear

"Jingle Bells.. Vampires Smells.. You're not getting away!"
Lollipop to a vampire impaling it with a candy cane gravity spear.

After a joke from a Ghost Rider outside a Low Council meeting that the Lollipop Tribe attended, they got their 'toy maker' Vat-Father to work on the concept of a gravity spear shaped like a candy cane. As the name suggests, this 12 foot long vibro-spear is red and white striped, with a hook at the end, and a gravity generator built into the shaft. The blade is slivered to make it good for fighting supernatural creatures. The gravity generator is excellent for preventing impaled vampires from turning into mist and floating away. It's also good for preventing anyone struck from moving much due to the intense gravity field it creates around the head. The curled end is excellent for tripping opponents and in a pinch can be used as a type of grapple hook.

M.D.C. of the Weapon: 40
Weight: 13 lbs
Range: 50 ft thrown, melee
Mega-Damage: 2d4+1 MD spear plus any damage and penalties of being in a 10 G area, other end can be used as a club 1d6 MD
Payload: The gravity field can be maintained for 5 minutes from an e-clip, or technically indefinitely through power induction, but requires a 1 minute cool down when powered this way. The gravity field can be activated as part of attack for free, and quickly deactivated.
Notes:
Silver Tipped - The spear head is coated in silver, allowing it to damage creatures vulnerable to silver such as were creatures, vampires and other supernatural beings.
Gravity Generator - The built in gravity generator can create the effect of 10 Gs in a ten foot long, 5 foot wide area from the base of the spear head. Mists (such as a vampire in mist form, or air elementals) and liquids (water elementals) will be sucked to the center of the field and compress into a solid ball, unable to move. Any vampire attempting to escape in mist form is instead compressed into a 3 foot ball of compressed ice. See page 122 of Fleets of the Three Galaxies, Gravity Field spell for more details.
Hooked End - The wielder can use the hooked end to grab and trip an opponent, gaining a +2 to trip or grapple attempts when using the hooked end. The hooked end can also be used as a climbing aid, granting a +10% to climb checks. The wielder can hang from the hooked end if it is on a surface that can support the weight of up to 1 ton.

Options

Grapple Hook - The hooked end is attached to a launcher with an attached cable and winch allowing it to be used as a grappling hook as the end splits into three. There is 100 foot of cable and can support up to 1500 lbs.

Spinning Top - The first three feet behind the spear tip of the red and white stripes are actually flexible blades which can spring out and spin at incredible speeds. This can be used to parry melee attacks, granting +3 to parry, or as an offensive weapon, 2d4 MD on a slash, 6d6 MD on a sustained cut (takes 2 APM).
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taalismn
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Re: Shemarrian-related fan creations

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Lovely :ok: ...I'll hardcopy them tomorrow and maybe see about creating accompanying some art...
The cloud armor will make creating 'mist armor' easier. :wink:

Meanwhile I'm researching to see if there's any special tactics/tricks that I can use for spacecraft boarding operations(like Jumping right next to an enemy ship or accelerating the weakening of shields).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:Lovely :ok: ...I'll hardcopy them tomorrow and maybe see about creating accompanying some art...
The cloud armor will make creating 'mist armor' easier. :wink:

Meanwhile I'm researching to see if there's any special tactics/tricks that I can use for spacecraft boarding operations(like Jumping right next to an enemy ship or accelerating the weakening of shields).


That would take one hell of a pilot/navigation check to jump from FTL next to a ship.. but then you got the problem of just how far do the shields extend around the target and that not killing the jumping in ship.. and if that doesn't, how about not slamming into target ship.
I could see the Skullcrushers and Blood Riders using this kind of tactic to get their boarding troops in.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

That would take one hell of a pilot/navigation check to jump from FTL next to a ship.. but then you got the problem of just how far do the shields extend around the target and that not killing the jumping in ship.. and if that doesn't, how about not slamming into target ship.
I could see the Skullcrushers and Blood Riders using this kind of tactic to get their boarding troops in.


Nightmares would be crazy enough to try it, Darkwaters would build engines capable of doing it, Wayfinders, using both magic and psychic powers, would be the likeliest to actually pull it off.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:[

That would take one hell of a pilot/navigation check to jump from FTL next to a ship.. but then you got the problem of just how far do the shields extend around the target and that not killing the jumping in ship.. and if that doesn't, how about not slamming into target ship.
I could see the Skullcrushers and Blood Riders using this kind of tactic to get their boarding troops in.


Nightmares would be crazy enough to try it, Darkwaters would build engines capable of doing it, Wayfinders, using both magic and psychic powers, would be the likeliest to actually pull it off.


If they don't do it as a boarding action.. imaging what a ship loaded with cruise missiles and plasma torps set to unleash at point blank range would do if it jumped next to a target. Even if you had only two destroyer sized ships drop out near a battleship or dreadnought, those larger ships will take massive damage before the two destroyers go as they probably couldn't bring their big guns to bear easily.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

I'm wondering how 'stiff' CG Forcefields really are.....they'll stop energy and railgun/g-cannon attacks, and certainly high speed space debris(like you'd expect to hit, going at Mach 8+, or any good percentage of light speed), but how about a slow-speed approach? Can one still launch fighters and missiles with the shields up...or, more importantly, can one fly a shuttle THROUGH a forcefield if you're moving slowly enough, relative to the target vehicle? If so, that would give a whole new reason for existence and a new tactic for fighters. Get close enough to the enemy big ship, brake, drop through a blind spot in the bugger's pint defense and drop through the shield protection, and then chew away with your weaponry.
Of course, the sticker is getting close enough without getting blasted. Most people prefer to sit back at range and ablate an enemy's shields with heavy gunnery, THEN approach with the BFGs ready to finish the job. The 'slow knife' approach(shades of Dune's shield-combat!) just requires too much precision piloting to be practical for most people.
On the other hand, if you had enough armor and shielding of your own, you soak up damage while closing with your target, match speeds, then belly up to them, akin to knife-fighting in body armor. The tension of fighting off each others' blades as they edge towards a vulnerable spot....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:I'm wondering how 'stiff' CG Forcefields really are.....they'll stop energy and railgun/g-cannon attacks, and certainly high speed space debris(like you'd expect to hit, going at Mach 8+, or any good percentage of light speed), but how about a slow-speed approach? Can one still launch fighters and missiles with the shields up...or, more importantly, can one fly a shuttle THROUGH a forcefield if you're moving slowly enough, relative to the target vehicle? If so, that would give a whole new reason for existence and a new tactic for fighters. Get close enough to the enemy big ship, brake, drop through a blind spot in the bugger's pint defense and drop through the shield protection, and then chew away with your weaponry.
Of course, the sticker is getting close enough without getting blasted. Most people prefer to sit back at range and ablate an enemy's shields with heavy gunnery, THEN approach with the BFGs ready to finish the job. The 'slow knife' approach(shades of Dune's shield-combat!) just requires too much precision piloting to be practical for most people.
On the other hand, if you had enough armor and shielding of your own, you soak up damage while closing with your target, match speeds, then belly up to them, akin to knife-fighting in body armor. The tension of fighting off each others' blades as they edge towards a vulnerable spot....


I think the shields work kind of like the delaying mechanism in machineguns mounted on the old bi-plans and nose guns on ww2 planes.. where the gun is timed to the spinning of the props to shoot between them.. only in this case, the shields 'flicker' to allow missiles and rail/grav gun rounds through, while energy weapons are set to a very specific frequency to pass through shields (like star trek) or they also 'flicker'. as for launching fighter/shuttles, they have shields with specific facings for a reason: launch ships from the direction not where enemy fire is coming from.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Another thought with regards to dropping out of FTL as close to a target as you possibly can is reliability of data on the speed, orientation, and heading of the target vessel. You could gather data with your own sensors, but the farther out you are from the target, the more out of date, due to signal lag, your info is(the Lost Fleet book series takes this into account with battlefield intelligence being hours and hours old between maneuvering battlefleets), so the closer you get, the clearer your intel. But then the enemy can see you coming. So when you finally Jump, you might get an effect similar to the 'Picard Maneuver' but a smart enemy will be ready for you. Sensor jamming and stealth just make the skill rolls for a successful Jump-ambush all the harder.
Ideally, you want several friendly ships in position around your target, feeding you streaming target data(again, the ideal setup would be via FTL communications so signal lag doesn't bollux things up).
The PERFECT setup would be to have several stealthed FTL-com-equipped recon craft shadowing your target and setting up navigational grid around your target, and giving you a to-the-picosecond intel so you can pilot skill your Jump with best possible accuracy. Another reason why this tactic works best with time and coordination.
So, what would be the advantages? Short of your target having Sixth Sense or automated defenses*, I imagine the attacking ship would have Initiative in spades for that first round.

*In a Gordon Dickson story, interstellar cultures are so paranoid that their ships are automated to respond, without first consulting the crew, to a First Contact situation by immediately attacking any unknown contact; it being presumed that it would be easier to dissect the remains of an alien vessel, get intel on the newcomers, and presumably either get forgiveness or deny everything later, than to immediately lose advantage to a potential competitor.
-------------
"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"

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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Another thought with regards to dropping out of FTL as close to a target as you possibly can is reliability of data on the speed, orientation, and heading of the target vessel. You could gather data with your own sensors, but the farther out you are from the target, the more out of date, due to signal lag, your info is(the Lost Fleet book series takes this into account with battlefield intelligence being hours and hours old between maneuvering battlefleets), so the closer you get, the clearer your intel. But then the enemy can see you coming. So when you finally Jump, you might get an effect similar to the 'Picard Maneuver' but a smart enemy will be ready for you. Sensor jamming and stealth just make the skill rolls for a successful Jump-ambush all the harder.
Ideally, you want several friendly ships in position around your target, feeding you streaming target data(again, the ideal setup would be via FTL communications so signal lag doesn't bollux things up).
The PERFECT setup would be to have several stealthed FTL-com-equipped recon craft shadowing your target and setting up navigational grid around your target, and giving you a to-the-picosecond intel so you can pilot skill your Jump with best possible accuracy. Another reason why this tactic works best with time and coordination.
So, what would be the advantages? Short of your target having Sixth Sense or automated defenses*, I imagine the attacking ship would have Initiative in spades for that first round.

*In a Gordon Dickson story, interstellar cultures are so paranoid that their ships are automated to respond, without first consulting the crew, to a First Contact situation by immediately attacking any unknown contact; it being presumed that it would be easier to dissect the remains of an alien vessel, get intel on the newcomers, and presumably either get forgiveness or deny everything later, than to immediately lose advantage to a potential competitor.


Advantages.. well you got initiative definitely.. and possibly depending on the target it can't dodge in the first round as well SURPRISE SUCKER! so if the target has no shields up yet, maybe bonus damage in the first round, or a situational bonus to increase critical (most weapons normally natural 20, but in that opening melee turn 19-20 instead?).. Think of the moral/horror/psychological penalties that can be on the target from suddenly being in clear skies to having a destroyer or something blasting out the bridge.
If the attacking ship is positioned near hangers, the target can't launch fighters.. or some of its weapons can't be brought to bear as the target ship is too close or if the weapon has long barrels they would be damaged from turning and striking the attacker and risk the weapon self destructing and further damaging the ship if fired.
Depending on how far the shields are from the ship's surface, if the attacker is too close, maybe they can't raise the shields on that side and are completely vulnerable from that side to all attacks, although the attacking ship would act as a shield from other attacks from that side.

The attacking ship doesn't have to pump out as much power into jammers and scramblers to jam the target so it can be more focused on the target and not interfere as much with allied ships attacking from other targets? Far easier to board target ship as you're just a hop, skimp and a jump away. Targeting bonus for specific systems/parts of the ship on the side you are attacking from.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Well, once you see the Tyrannastar, you will $#!+ bricks. Girders if I can work out comprehensive rules and advantages for a Jump-ambush system and maybe a few ways to drop a target's shields.
-------------
"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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guardiandashi
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Re: Shemarrian-related fan creations

Unread post by guardiandashi »

While the Alecians are a fringe Tribe their actual manufacturing capabilities don't really reflect that status. The main reason they are considered a "fringe tribe" has more to do with population and politics than anything. When the other tribes started bringing out their "new" warships The Alecians got into a bit of one-upmanship mode. First they brought out a few of their Legacy cruisers, and then they brought out one of their Current Dreadnaught class ships, while not mentioning their new "Super Dreadnaught" Class vessels.

Legacy Cruiser.
Crew: 1 plus 50 plus 500 combat troops
MDC by Location:
Main Cannon: front 5000 MDC
Secondary turrets arranged in batteries of 3 16 turrets 1000mdc each
Missile launchers 32 500 MDC each 2 are mounted near each secondary turret
Cruise missile launchers 8 4 mounted forward right and 4 forward left 2000MDC each
point defense batteries 128 200 MDC each scattered around the ship in strategic locations
* Bridge 14,000 MDC this is primarily a sensor cluster, and control location for the bridge crew. destroying it will effectively blind the Intelligence running the ship (it is its body) -2 to strike parry and dodge as it relies upon the remaining distributed sensor arrays without the bridge's processing and integration computers. in addition the capability for mass coordinated barrages are lost as weapons emplacements fall back on local control.
** Main Body 50,000 MDC
Main Engines 3 (rear) 10,000 MDC each
Hanger Bays (2) 10,000 MDC each
Variable Force Fields 15,000 on each side (90,000 total)

Heigth: 150 feet
Width: 200 feet
Length: 700 feet
weight: 100,000 tons fully loaded
Cargo: can carry an additional 50,000 tons of cargo

Weapon systems:
the main cannon is effectively a spinal mount particle beam that does 4d6X1000 MDC per shot, rate of fire 2 per melee round, this is a conditionally unlimited supply as it takes 1 minute to charge each blast, however the system can "store" 60 blasts worth of "ammo" effective range 200 miles in space 50 in an atmosphere.
secondary turrets (16) each turret resembles an old battleship triple turret they are mounted in groups of 3 there are 2 groups mounted on each the fore left and right dorsal, and ventral hull with the last 2 groups mounted on the left and right rear flanks.
each long range laser cannon is effectively one of the protector class battleships main lasers 2d6x1000 MDC (or 6D6x1000 for a triple blast as all 3 engage the same target)
effective range 100 miles in space, 30 miles in atmosphere
rate of fire 2 times per melee
payload effectively unlimited

missile launchers (32) these are 20 tube long range missile launchers mounted in popup batteries near each of the secondary turrets, each launcher holds 80 missiles, additional missiles are auto loaded from reserve magazines. It takes 2 melee rounds to reload the launchers from the reserve magazines. Standard missile compliment for the reserve magazines is 160 missiles per launcher (5120 total) additional missiles can be loaded into the reserve magazines from the cargo holds which takes 1d6 minutes.
rate of fire one at a time or volleys of 2, 4, 10, or 20 per launcher

cruise missile launchers (8)
each of these batteries are mounted to fire in a generally forward left or right direction they can fire up to 32 cruise missiles simultaneously from each launcher or up to 256 per melee round!
rate of fire 1 at a time or volleys of 2, 4, 8, 16 or 32 per launcher.
payload 32 per launcher, additional missiles are auto loaded from cargo, takes 2 melee rounds, standard missile compliment is 2560 cruise missiles

point defense batteries 128 each battery typically has 8 attacks per melee and is a longer ranged quad mount version of the 6000 series shemarian railgun, damage per battery, 2d6x10, 4d6x10, 6d6x10, or 8d6x10 mdc per attack (depending if 1-4 of the guns fire) each turret holds 4000 rounds of ammo but can be automatically reloaded from cargo in 2 melee rounds
standard ammunition compliment is estimated at around 16 million rounds and is the same ammo used by 6000 series railguns.
range 12 miles in space 12,000ft in atmosphere.

each of the 2 hanger modules has a standard compliment of 40 fighters, but can hold twice that number in a pinch

it also carries 4 assault shuttles, and has a battery of 16 individual drop capsule launchers for ground troop deployment.
The Alecians are still rather quiet about the Rumors that these vessels may also be equipped with infantry "teleport" systems. If they do have them, best estimates put them at having an approximate 200-20,000 mile range, and being able to deploy or retrieve no more than 12 troops at a time.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Oh goody! New ships, especially from the Fringe Tribes!
Makes those big 'all available tribe ships' fleets all the more interesting when the smaller tribes bring their battlewagons to add to the fun. :bandit:

Updated the first-page Codex: Shemarrian to include the new stuff.
-------------
"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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guardiandashi
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Re: Shemarrian-related fan creations

Unread post by guardiandashi »

Alecian Mk4 Dreadnaught Battleship
Class Strategic Combat Starship
Crew: 1 plus 500
Troop Capacity: 10,000 "marines" plus 40,000 nonsentient robots

MDC by location:
Spinal mount Cannons (2) 50,000 each
Main Battery Heavy Cannons in quad turrets 50 20,000 each
Secondary Battery Heavy Cannons in dual turrets 50 10,000 each
tertiary Battery Medium Cannons in triple turrets 100 1000 each
Torpedo tubes 10 10,000 each
Cruise missile Batteries 20 3000 each
Long range Missile Batteries 100 500 each
Mini-missile batteries 200 250 each
point defense batteries 1024 200 each
Bridge 200,000
Hanger bay main: 250,000
hanger bays secondary (4) 100,000 each
main body 3million
main engines 6 300,000 each large nozzles on rear
Variable Force Field 100,000 per side 1 million total
"hard" barrier shields 4 50,000 each, special limited invulnerability

height 400ft main hull bridge tower adds an additional 200 feet
width 1200feet at its widest point
length 5281 feet just over a mile long
weight 30 million tons fully loaded plus an additional 500,000 tons of cargo
cargo 500,000 tons of cargo
power systems Conversion System average life between 100 and 1000 years. (note 4 conversion generators any 1 of which can operate most systems at about 75% efficiency the rest are "backups" and allow them to not be run at maximum output)

Main spinal mount cannons 2 fires an immense bolt of raw energy which in most cases absolutely destroys any target(s) caught in the blast this is a beam approximately 500 feet wide and 50,000 miles long *note: the beams do not have an additive effect so are never fired together, and use so much energy, and take so long to cycle that they may only be fired every 5 minutes. In addition any shot fired has a 10% chance of knocking the system offline which requires a minimum of 10 minutes to run diagnostics to determine if its something as simple as "breaker resets" or if actual repairs are needed.
damage 1d4 x 1 million MDC per shot

Heavy cannons 4D6x10,000 MDC per blast limit 1 shot per melee quad turrets can fire individually or salvos of 2 or 4 shots as a single action.
effective range 1000 miles in space 50 miles in atmosphere

heavy cannon dual turrets are the same weapons as the quad turrets just dual mounted

tertiary Battery Medium Cannons in triple turrets (100) each turret resembles an old battleship triple turret each long range laser cannon is effectively one of the protector class battleships main lasers 2d6x1000 MDC (or 6D6x1000 for a triple blast as all 3 engage the same target)
effective range 100 miles in space, 30 miles in atmosphere
rate of fire 2 times per melee
payload effectively unlimited

The torpedoes this ship fires are for all practical purposes 10 ton FTL capable missiles that typically do 2d6 X 1000 MDC each. using an antimatter warhead.
rate of fire 1 torpedo per tube, no volleys are possible, the ready magazine automatically reloads the tube in 1 melee the magazines attached to each tube hold 40 torpedoes additional torpedoes can be carried as cargo but typically take 10 minutes each to be moved to the magazine.

Cruise missile batteries (20) each of these batteries are mounted to fire in a generally forward left or right direction they can fire up to 32 cruise missiles simultaneously from each launcher or up to 640 per melee round!
rate of fire 1 at a time or volleys of 2, 4, 8, 16 or 32 per launcher.
payload 32 per launcher, additional missiles are auto loaded from cargo, takes 2 melee rounds, standard missile compliment is 25,600 cruise missiles

missile launchers (100) these are 40 tube long range missile launchers mounted in popup batteries near each of the secondary turrets, each launcher holds 160 missiles, additional missiles are auto loaded from reserve magazines. It takes 2 melee rounds to reload the launchers from the reserve magazines. Standard missile compliment for the reserve magazines is 640 missiles per launcher (64,000 total) additional missiles can be loaded into the reserve magazines from the cargo holds which takes 1d6 minutes.
rate of fire one at a time or volleys of 2, 4, 10, 20, or 40 per launcher

Mini-Missile Batteries (200)
each popup mini-missile battery has 64 tubes capable of firing individually, and in volleys of 2, 4, 8, 16, 32, or 64 (all) each battery holds 320 missiles, and can reload from magazines in 2 melees the magazines hold ~640,000 mini-missiles and additional ones are commonly carried in cargo.

point defense batteries 1024 each battery typically has 8 attacks per melee and is a longer ranged quad mount version of the 6000 series shemarian railgun, damage per battery, 2d6x10, 4d6x10, 6d6x10, or 8d6x10 mdc per attack (depending if 1-4 of the guns fire) each turret holds 4000 rounds of ammo but can be automatically reloaded from cargo in 2 melee rounds
standard ammunition compliment is estimated at around 16 million rounds and is the same ammo used by 6000 series railguns.
range 12 miles in space 12,000ft in atmosphere.

main hanger bay is big enough to accept a Vessel up to ~300 feet long 200 feet wide, and 100 feet tall fully into the bay, in addition it carries 20 shuttles, 100 fighters and other equipment in the immediate vicinity.
the 4 additional hanger bays are each 2x the size of a legacy cruisers hangers.

the Hard barriers are similar to the pin point barrier systems used in robotech (Macross) and are used to "parry" attacks if all 4 are used it can block attacks such as the main cannon's blast but this at least knocks out the system for a minimum of 1 minute.

visually this ship is a giant wedge or arrowhead shaped ship.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ouch, indeed.
"Okay, why are we hearing Holst's 'Mars' playing on all frequencies?!"
-------------
"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
------------
guardiandashi
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Re: Shemarrian-related fan creations

Unread post by guardiandashi »

I think I missed an edit on the dreadnaught :( because now that I reread the point defense batteries would only have 4 full reloads if the ship only carries 16 million rounds for the systems. vs 32 reloads for the legacy cruisers... I am just trying to decide if 64 full reloads of ammo would be too much...
after all 64 full reloads for the point defense batteries would be ~262 million rounds
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Red Scabber(Monster)

“Damnable chigger-rot! I got some under my skin and it was rotting my skeleton-frame from the inside! Burned like I’d stuck my arm in a foundry pot! Tinkers had to amputate my arm and I had to go through multiple degaussings to get any residual infection out me! Damn chigger-scabbers!”

Red Scabbers are an inorganic monster type first encountered in the vicinity of the Black Steel-infected Factory #5. As the facility was established near particularly rich deposits of iron ore (‘refurbished’ by subterranean Rift activity during the Coming of the Rifts), it is believed that Red Scabbers were created inadvertently by Black Steel infection of especially pure veins of iron. However, unlike the malign intelligences created by Black Steel being incorporated into machinery, the raw metallic ore didn’t have enough cohesion and internal organization to allow a comprehensive and advanced infection to take hold. The result is more along the lines of a primordial slime mold-style ball of rust and metal shavings with a very rudimentary intelligence. However, as that rudimentary intelligence lives only to hunt and kill, Red Scabbers are to be taken seriously as a threat.
Red Scabbers resemble shambling mounds of red-black mold or rust, growing limbs as needed(or as the confused and angry animal intelligence tries to organize itself). At its most hideous, a Red Scabber may resemble some sort of flayed and skinless creature, covered only in large red scars and scabs of rust, hence its name.
By themselves, Red Scabbers are relatively minor threats, but are extremely annoying in the difficulty of destroying them. It takes time for them to even score and pit megadamage alloys, but their ability to destroy pure iron weapons and gear makes them inconveniently dangerous during the Minion War, when pure iron weaponry is invaluable.
Red Scabbers cannot infect other metal structures with the Black Steel malevolence, because they TAKE from their victims, and do not attempt to incorporate themselves into an existing structure, but they can take down unwary metal-users, especially cyborgs, power armor, and robots.

Alignments: Evil only(effectively a Miscreant animal predator)
Lifespan: Unknown
Reproduction: If the Red Scabber can consume 500 lbs of relatively pure(70%) iron, it can spawn another Red Scabber.
Size: Roughly 3-7 ft wide/tall and weighing 150-300 lbs
Physical Attributes:
IQ: 4 (animal intelligence)
ME: 3d6
MA: Nil
PS: Weak; effectively 6 for purposes of pushing.
PP: 8
PE: 10
PB: Nil
SPD: 4d6
(PPE): Nil
(ISP) None
MDC: 3d6 MD
Horror Factor: 12
Natural Abilities:
*Electromagnetic Senses---Red Scabbers have no eyes, but navigate and sense prey by sensing EM fields and ‘hearing’ vibrations. Can instinctively sense true north, and can detect EM activity from as far away as 2,000 ft.

*Jam Rail Guns and Magnetic Systems---If a Red Scabber can come in contact with a rail gun(Successful roll to strike) the magnetic dust of which they are composed can jam the weapons. The same is true for magnetic actuators and other devices reliant on magnetic fields, including electrical motors, if the Scabber can infiltrate their workings. Clearing jammed devices will require 1d8 minutes of working their actions and cleaning them, once the Scabber has been driven off/destroyed.

*Limited Physical Resistance---Red Scabbers’ loose physical structure makes them resistant to physical attacks like punches, kicks, bullets, and rail gun rounds; they just flow around the attacks and reform. Physical attacks do 1/4 normal damage.

*Limited Resistance to Lasers and Plasma ---Lasers and other energy attacks that superheat and melt the iron dust that makes up a Red Scabber do limited damage; such attacks only do HALF damage, and the Red Scabber simply re-digests and breaks down its own slag.

*Ion Weapons---Ion weapons do NO phsyical damage to Red Scabbers, but will STUN them, causing them to stop dead for 1d4 melees.

*Amorphic Shape---As essentially predatory clouds of rust dust, Red Scabbers can squeeze through spaces as narrow as a half-inch wide.

*Regeneration----Red Scabbers regenerate themselves at a rate equal to HALF the damage they do to METAL objects(so if a Red Scabber does 4 MD to a steel vehicle, it can regenerate 2 points of MD). Round down, as the Red Scabber isn’t as efficient in conversion as other systems.

Vulnerabilities:
*Magnets and Magnetic Fields----Red Scabbers can be trapped(or repulsed) by strong magnetic fields, as long as they do not come in contact with the (presumably metal) magnetic generating elements, which they will eat. Care must be taken with this sort of attack, since magnets of pure iron that attract the Red Scabber will become lunch for the metal-devouring monsters.

*Oxidation----Anything that accelerates oxidation is a threat to a Red Scabber. Corrosives like acids do DOUBLE damage to Red Scabbers, and similarly anti-metal spellls like Rust do DOUBLE damage(even though, effectively, the Red Scabber is ALREADY rust).

*Water----Water-based attacks do DOUBLE damage to Red Scabbers because rapidly-flowing water tends to break up the rust-dust. Red Scabbers tend to have problems crossing rivers and other swiftly-moving bodies of water, and even a good soaking with a garden hose will reduce their speed by HALF as they attempt to retain cohesion.

Psionics: None
Magic: None
Combat: 4 attacks per melee
+1 Strike metal objects, +2 to strike magnetic objects (like rail guns) and pure iron.
+1 Dodge
+1 Roll
Damage:
Red Scabbers do damage by scouring away at their targets like a demonic sandblaster or brillo pad. They eat metal targets like a swarm of metal-dissolving nanites disassembling a structure.
(Scour attack) Does 1d8 SDC per attack, and victims with exposed skin, eyes, and sensory appendages will lose initiative, 1 APM, and be -6 to strike. parry, and dodge the next melee round due to the painful burn-like wounds the sandblaster-like attack leaves.
(Metal eater) Does 1d4x100 SDC per attack, or 1d4 MD damage to MD alloys(but this is enough to DESTROY most SDC alloy structures).

(Infection)----This is an attack that is more an annoyance than anything else; particles of the Scabber get under the skin and cause irritation, appearing as a shingles-style red rash and blisters that spread through the skin. This affects the psuedo-flesh of Shemarrians and Cyberhumanoid Cyborgs. The infection itself doesn’t have any chance of transforming the victim into a Red Scabber or ‘gray goo’, but it can hinder the victim’s physical performance, and furthermore an untreated victim can spread the infection to iron deposits and other iron structures, making it possible to spread the Red Scabbers.
In Shemarrians and Cyborgs with psuedo-skin, the scabber infection causes the following problems: -1d6 to P.B., -1d6 to P.P., and bonuses to parry, and dodge as well as any nanite regeneration system repair rates are HALVED. Skin-based motion detection and tactile sensations are HALVED in terms of effectiveness.
In organic beings, a save versus disease (at -2) is required. Victims with iron-based blood suffer anemia as the infection scavenges iron molecules; -1d6 to P.E., and fatigues twice as fast. The skin also itches badly; HALF all strike, parry, and dodge bonuses.
Treatment of the infection requires specially programmed nanites, or a Purge spell to remove the scabber particles. In organic beings, treat a Red Scabber infection like a case of heavy metal poisoning; chelation therapy is recommended. Removal and destruction of the infected tissues is also a means, if a drastic one, to remove the infection(one Blood Rider, infected with Red Scabber, burned off ALL her infected psuedo-flesh in a jet fuel fire in order to cure her condition).

Skills: None; the Red Scabber is an instinctive predator
Enemies: Just about any potential prey
Allies: None.
Value: None; their metal content isn’t worth much, especially after any efforts to purge the Black Steel contamination.
-------------
"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 »

Sandstorm Armor

“My life’s a beach. The beach is my life.”

Inspired by the sophisticated Cloud Armor, Tinkers in the employ of the SkyeKlad worked out another form of ‘translucent armor’ using another element common to the SkyeKlads’ favorite haunts; sand.
Sandstorm Armor uses a combination of high tech forcefields and TW magic, generated from a combination of bracers, anklets, and neckpiece, to gather up loose sand and gravel and levitates the material in a churning cloud around the wearer. The constant motion of dense sand and gravel obscures the Shemarrian in the center of the cloud, making them that much more difficult to get an accurate bead on. Anyone venturing into the cloud will find themselves being sandblasted by the high speed particles, and worn down as if by a power sander.
In addition, Sandstorm Armor duplicates a number of abilities of Cloud Armor, but with the advantage that the former can work in environs without much or ambient moisture, such as deep desert or the surface of a moon.
The wearer can also blow off a cloud of finer dust particles that can temporarily obscure vision.
The constant clashing of particles also builds up a powerful electrical charge that can be unleashed on targets in range, doing electrical damage and stunning victims.
While not aesthetically pleasing in action as Cloud Armor, Sandstorm Armor is even more popular with the SkyeKlad because of its greater protection, damage, and faster recharge time. SkyeKlad warriors using Sandstorm Armor have earned such nicknames as ‘horii of death’, ‘dust devils’, ‘sand-dancers’ and ‘genii-stormers’.

Weight: Bracers , greaves, and necklace together weigh a total of 22 lbs

MDC: Bracers , greaves, and necklace have 40 MDC each. The Sandstorm grants 75 MDC and regenerates at a rate of 6 MDC per minute.

Special Properties:
-Laser Reflective---Like Cloud Armor, Sandstorm Armor can be infused with reflective particles, in this case rock crystals, that reduce laser damage by HALF.
-Sensor Baffling---The cloud of grit flying around obscures the outline and exact location of the wearer; -5 to strike the wearer, and motion detectors and radar are rendered ineffective. Thermal sensors are also bolloxed due to the grits’ friction.
-Bonuses: The wearer is +1 to parry and dodge inside the cloud due to their obscured movements.
-Ion weapons also do HALF damage due to the electrical charge in the flying grit.
-Passive Camouflage---Sandstorm Armor can also adhere to the wearer, forming a skintight, textured covering that can act as camouflage. As EShemar do not need to breath, this covering can be used in conjunction with self-burial to hide in sand dunes or rubble pits. 90% chance of going undetected if staying absolutely still, 70% chance if moving 2 ft per melee or slower.

Range: The sandstorm cloud covers an area roughly 5 to 15 ft diameter
(Dust Storm) 120 ft and covers a 2 ft area; the dust remains suspended for 1 minute
(Lightning Discharge) Targets within the cloud or 200 ft outside it.
Damage:(Sand/Grit Ablation) Those caught in the sandstorm will lose initiative, two melee attacks, and are -5 to strike, parry, and dodge, speed is reduced by 75%, and hearing(and hearing bonuses) are reduced by HALF due to all the grit smashing together. Uncovered sensory organs and orifices are likely to be irritated and choked by flying grit, and air intakes, jet intakes, cooling vents, and open weapon actions invaded and jammed by the dust and sand. Motion detectors and radar are rendered ineffective(too much crud flying around). Victims caught in the high speed grit-storm will take 1d4 MD per melee. The currents of grit also mirror the wearer’s movements, creating a ‘bow wave’ that adds a +1d4 MD to punches, kicks, and other melee attacks.
(Dust Storm) Those caught in the dust storm take NO damage, but visibility is reduced to 10 ft, lose initiative, and reduce speed by HALF. Unprotected eyes and uncovered mouths will be subjected to stinging, choking dust.
(Lightning Discharge) 2d6 MD, plus carries a potential for stunning victims: victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconscious.
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. Hardened circuitry protects against this.


Rate of Fire:
The Sandstorm can be maintained for 8 minutes(30 minutes in passive mode) before it shuts down and requires 1d4 minutes to gather enough sand and other particles for use. Winds of 50 MPH or greater will reduce the penalties to attack and damage by HALF. If he wearer is in an environment rich in small sand and gravel particles(sand pit, beach, lunar surface) the recharge time is reduced by HALF.
(Dust Storm) Once per melee
(Lightning Discharge) Once per melee

Penalties:
-Material Requirements-In a grit-rich environment(beach, sand/gravel pit, grist mill, lunar mare), it takes the Sandstorm Armor about 15 seconds/1 melee round to gather up enough material to get the sandstorm churning. In other environments, such as suburban gardens, woods, wetlands, and the like, it may take 1d6 minutes to in-gather enough loose material to get going. Indoors, it will take 1d10 minutes, and the availability of loose material may limit the Armor to producing only Dust Clouds(no damage, but reduces visibility same as the Dust Storm above).

-Obscured Senses---The same penalties for sensors and perception also apply to the armor’s wearer, -5 to strike, and radar/thermal imaging/motion tracking will be negated.

Options:
*Stone Throw----The Sandstorm Armor bracers can also shape and mold a dense ball of small stones and project them at high speed like a shotgun blast, out to 500 ft, and doing 2d4 MD to an 8 ft wide area. This attack can be launched once per melee.


*Magic Augmentation---As with the Cloud Armor, the Wayfinders have expressed an interest in acquiring Sandstorm Armor, with an eye towards augmenting it with technowizardry. Some suggested additions:
-Armor of the Earth(Spell)
-Sandstorm(Spell)
-Electrical Field(Spell)
-Throwing Stones(Spell)
-Invisibility to Sensors(Spell)
-Choking Blast & Dust Cloud(Spell)
*Electromagnetic Attack(Spell)

The Wayfinders are also interested in seeing they can modify the system to pick up and use other materials, such as metal shavings, larger rocks, wreckage, and garbage.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:Sandstorm Armor

“My life’s a beach. The beach is my life.”


Hmm... now I wonder if we can come up with other 'elemental' or material armours now.. Don't need fire as the Zealots and the tech that makes them covers that.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Hmm... now I wonder if we can come up with other 'elemental' or material armours now.. Don't need fire as the Zealots and the tech that makes them covers that.


There's Water...I have a Paladin Steel cyborg that can actually armor itself in water....Now I'd originally intended 'Mist Armor' to be water-based aerogel, until I discovered that properly speaking Aerogel is LACKING in water, but that can be handwaved, or my cyborg tech stolen adapted...

Armoring with Garbage....that's already the specialty of at least one Warmount already.

Here's some cheesecake to start the day:
http://i408.photobucket.com/albums/pp164/taalismn/skyeklad%20cloudarmor%20b%20copy_zpswzu42afr.jpg
http://i408.photobucket.com/albums/pp164/taalismn/sandstorm%20armor_zpsxyffqefe.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 »

Hmmm...while I'm waiting for RL to give me enough time to grind out some stats, a ponder-experiment: if the Shemarrian Star Nation were to establish an advanced enclave/outpost in the Solar System, where would you consider it? Rifts Earth in Shemarrian Nation territory would be problematic, since a major starport would attract nukes and WMDs left and right...the Moon's going to be bitterly defended by the Lunies...Mars, maybe? But then you'd have to kick out the mutant bugs(Clan Vespa might want to study them, though) and the Arkhons first. Venus? That would require some exotic habitat engineering....Other prospects? Or bigass spacestation time?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:Hmmm...while I'm waiting for RL to give me enough time to grind out some stats, a ponder-experiment: if the Shemarrian Star Nation were to establish an advanced enclave/outpost in the Solar System, where would you consider it? Rifts Earth in Shemarrian Nation territory would be problematic, since a major starport would attract nukes and WMDs left and right...the Moon's going to be bitterly defended by the Lunies...Mars, maybe? But then you'd have to kick out the mutant bugs(Clan Vespa might want to study them, though) and the Arkhons first. Venus? That would require some exotic habitat engineering....Other prospects? Or bigass spacestation time?


What about around Jupiter or Saturn? Any of their moons would make decent bases, and probably mining.. plus if they are at Jupiter, close to the asteroid belt for some resources that might be there, just gotta watch out for colonies mining for the ice.
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Re: Shemarrian-related fan creations

Unread post by 89er »

My best list of ideas are Ganymede for its own magnetoshpere, Europa has water beneath the ice, and Titan has been pre-owned by Hoyt. He did seem to have some form of habitation until he dissipated himself into a post Alien Intelligence.

Still, could think of worse if the Kithians from Rifter #56 get more bold.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:My best list of ideas are Ganymede for its own magnetoshpere, Europa has water beneath the ice, and Titan has been pre-owned by Hoyt. He did seem to have some form of habitation until he dissipated himself into a post Alien Intelligence.

Still, could think of worse if the Kithians from Rifter #56 get more bold.


Kithians: "OKay, we're being targeted by long range laser fire from WHERE?!"

Silvermoons: "We were just testing an interstellar light sail booster..honest!" :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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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian ‘Airquid’ E-Animal
http://i408.photobucket.com/albums/pp164/taalismn/img762_zpscysmpqdi.jpg

“TENTACLES!!!OH GODS NO! WHY DOES IT HAVE TO BE TENTACLES!!!??WWWHHHYYYYYY?????!!!!!”
---Anonymous victim of an Airquid ambush

The most recent capture from the doomed colony announced her arrival with a high-pitched scream. The tentacled cybersquid carrying the prisoner was itself completely silent as it floated in through the hatch-portal.
“Why do they always think they can get away?” The Darkwaters warrior shook her head at the dopplering scream of the entangled prisoner travelled down the length of the intake bay, before being cut off as the airquid dropped the captive into a stasis cell. Other floating cyber-cephalopods danced across the ranks of elipsoid stasis pods in the large shiphold, like attendants of some giant egg mass. Still more tentacled shapes went about their business, doing routine ship’s maintenance, replacing panels and panes, and keeping the massive manufactured cyber-organism that was the Darkwater interstellar transport working at peak efficiency at war or peace.
In this case that cyber-organism was floating in low orbit above a colony world in the Thundercloud. Its business was the removal of the endangered settlements below.
“We TOLD them the star was variable, but they ignored us. We TOLD them we could re-settle them elsewhere, but do they listen? No. And they make rescuing them all the harder.” The supercargo just shook her head as the hunter airquid jetted back down the stasis bay to fetch another forcibly rescued colonist from the shuttlecraft coming up from the surface. “Do this the hard way, we must.”

“Starship Titanicus, please be advised: you seem to have broken out with an infestation of calamari...”

The Airquid is a semiautonomous e-nimal developed by the Darkwaters as a multi-environment adjutant. The Airquid resembles a giant mechanical squid, and is sometimes disguised as a real one, but has the ability to speed through the water via supercavitation, and through the air and space via contra-gravity propulsion. The Airquid can be distinguished from a normal giant squid in having TWO siphon-thrusters, as opposed to one.
The Airquid is intelligent enough to be entrusted with simple maintenance tasks on and about Darkwater ships and facilities, as well as to be deployed as a watchbeast and hunter-killer. Its multiple tentacles allow it to carry a multitude of tools for its technical tasks, as well as allow it to entangle prey and targets quite readily. It is also a cunning hunter and cyberpredator, fond of stalk-and-ambush attacks, and using its flight capabilities to move three-dimensionally to excellent effect.
The Airquid is mainly found with the Darkwaters, who developed it, but it has also appeared in numbers in the stables of the Horrorwoods. Travelers in the rain forests and swamps of the Horrorwoods have related harrowing tales of being ambushed and pursued through the dense woods by flying tentacled monsters. Numbers have also begun appearing with the Silvermoons, Sapphire Cobras, Lost Eclipse and Clan Scelptor.

Type: EcoS-KRP21 Airquid
Class: Robotic Warbeast/Watchbeast
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 260
Main Thruster Jets(2) 90
Eyes (2) 30 each
Tentacles(8) 45 each
Height: 3 ft thick
Width: 3 ft thick, 4 ft head finspan
Length: 40 ft tip of tentacle to tip of mantle
Weight: 400 lbs
Cargo: None, aside from what can be carried in the tentacles
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can possibly slither along the ground, pulled by its own tentacles, at an excruciatingly slow 1 MPH.
(Flying) Hover to 250 MPH, 10,000 ft altitude limit
(Space) 670 MPH
(Underwater) 60 MPH using thrusters, 4 mile depth limit
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.

*Bionic Cybernanite Repair Systems---ALL Airquid 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 40 MDC before needing material stocks to convert to MD repair material.

*Molecular Adhesion Pads---The tentacles of the Airquid are covered with molecular adhesion pads.

*Enhanced Sonar----15 mile range. Can track 24 targets simultaneously.

*Anechoic Sheathing ----Composite construction, and muffled internals minimize sensor returns; -65% chance of detection by sonar or radar at ranges over 3,000 ft, drops to -30% at ranges over 500 ft, and -15% under 500 ft.

Weapons Systems:
1) Eye Lasers(2)----The dinner plate-sized eyes of the Airquid hide Warmount standard laser optics. The lasers are blue-green frequency adjusted for maximum penetration underwater.
Range: 2,000 ft
Damage: 3d6 MD for one eye blast, 6d6 MD for both firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Vibro-Blades---The two longest tentacles sport vibrosaber blades for cutting into targets.
Damage: 2d4 MD

3) Vibro-Beak---Mounted between the tentacles is a powerful pair of shear-like jaws able to snip through armor.
Damage: 3d6 MD

4) Chemical Sprayer---The Airquid can also use its vibro-beak to chew holes in ship hulls and environmental body armor, while maintaining environmental integrity, then using the hole to introduce chemical agents(typically incapacitating agents) inside. The system can also be used to create distracting ink clouds(or other chemicals) in the water, smoke screens in the air, or laser-aerosol clouds in space.
Range: 80 ft
Damage: Varies by chemical used
Smog Cloud--- a dense obscuring chemical fog similar in composition to pre-Rifts theatrical ‘fog’. No damage, those caught in the fog are -4 to strike, parry, dodge, disarm, and entangle while caught in the cloud. Depending on local air current conditions, the cloud dissipates in 2d6 minutes.
Rate of Fire: ECHH
Payload: 30 shots of up to 5 different chemicals before needing refill

(5) (Optional) Tentacle-mount Lasers---Each tentacle can be fitted with a small laser torch/projector, intended mainly for utility work(cutting and welding). Individually these lasers aren’t very powerful, but if ALL the tentacles are so outfitted, the combined effect can be devastating at short range.
Range: 300 ft
Damage:(variable) 1d4 SDC- 1d4 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Shemarrian Wolf, plus the following:
Climbing 98%
Underwater Navigation 60%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 50%(+5% per level of experience for Ecotroz entity)
Pilot Jet Fighter 70%(+5% per level of experience for Ecotroz entity)(for maneuvering purposes).
Movement: Zero Gravity
Basic Maintenance and Repair 90%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Airquid 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). However, some users, such as the Darkwaters and Clan Scelptor, have been known to program quite sophisticated maintenance and repair subroutines into their Airquid, giving them programming such as Basic Electronics, Basic Mechanics, Automotive Repair, Armorer, Sumersible Vehicle Mechanics and Space: Drive Repair.
Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 in flight, +3 underwater
Strike +4 (+2 w/ ranged weaponry)
Parry +8
Roll +4
Disarm+3
Entangle+9
Pull Punch +2
Pin/Incapacitate on a Natural 18-20
Bite 3d6 MD
Tentacle Restrained Slap 2d6 SDC
Tentacle Punch 2d6 MD
Crush/Squeeze 2d4 MD
Body Block/Ram 1d6 MD
Power Ram(2 attacks) 3d6 MD


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

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

Options:
*Chameleonware Skinning----The Airquid can be fitted with color-changing mimetic skinning, allowing it to blend in better with its surroundings, affording it a 75% chance of going undetected. The Horrorwoods Airquids, in particular, have used this to great advantage to lurk in ambush in thick forest cover. Airquid are also known to use this system to produce patterns and sequences of color for elaborate and sophisticated non-verbal communication.

*Laser-Reflective Skinning----Reduces laser damage by HALF. This is most common in Silvermoon Airquids.

*Multi-Tool---One or more of the Airquid’s tentacles can be fitted with variable-configuration multi-tool heads(Phaseworld, pg 143).
Last edited by taalismn on Thu Jun 02, 2016 4:05 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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Updated the wikia!! SkyeKlad has the expanded info added, uploaded Cloud and Sandstorm Armours, and both EM weapons.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

-------------
"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 »

Uploaded the Conasaur, EShe-LPPUW90 Underwater Laser Pulse Rifle, added picture of Vespa members to Clan Vespa tribe page, SkyeKlad icon to tribe page to the wikia.
http://eshemarrian.wikia.com/wiki/EShemarrian_Wiki

Also thinking of an e-animal for Skullcrushers.. what you think of this idea: something like a rhino/triceratops (large ram head with shield plating), back mounts a large gun. able to eat scrap metal and debris to reload the weapon. Inspired by the Hurga as a force multiplier and part anti siege/fortification (ram the walls and puts a gun right in place to hold while warriors close in), but keep it smaller than full sized warmount.. an alternative to Wolves. Gotta expand the Shemarrian Zoo..
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
Also thinking of an e-animal for Skullcrushers.. what you think of this idea: something like a rhino/triceratops (large ram head with shield plating), back mounts a large gun. able to eat scrap metal and debris to reload the weapon. Inspired by the Hurga as a force multiplier and part anti siege/fortification (ram the walls and puts a gun right in place to hold while warriors close in), but keep it smaller than full sized warmount.. an alternative to Wolves. Gotta expand the Shemarrian Zoo..



Funny, I don't recall posting my notes for a new Warmount...because that's almost exactly the idea behind it...a scrap-eating mobile massdriver that , well, the Wayfinders are developing it, but the Skullcrushers quickly take a shine to it. You're tempest-reading my hard drive! :D :P

I'm ALMOST ready with the CryoTherm, but I'm still looking at permutations of hot-and-cold attacks and the various aspects of firestorms. :x

Clan Vespina will also get another 'elite' frame, the Wayfinders will be developing a cadre of special guards to protect DESTINY Works, and the NuDawn community will acquire a cybernetic goddess of its own.

Just that Real Life has kept me busy...lots of work and the days I do get off I want to get out and take advantage of the good weather(I am OUT OF SHAPE.....and my body is assuming a form based on nonEuclidian geometry).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:
Also thinking of an e-animal for Skullcrushers.. what you think of this idea: something like a rhino/triceratops (large ram head with shield plating), back mounts a large gun. able to eat scrap metal and debris to reload the weapon. Inspired by the Hurga as a force multiplier and part anti siege/fortification (ram the walls and puts a gun right in place to hold while warriors close in), but keep it smaller than full sized warmount.. an alternative to Wolves. Gotta expand the Shemarrian Zoo..



Funny, I don't recall posting my notes for a new Warmount...because that's almost exactly the idea behind it...a scrap-eating mobile massdriver that , well, the Wayfinders are developing it, but the Skullcrushers quickly take a shine to it. You're tempest-reading my hard drive! :D :P

I'm ALMOST ready with the CryoTherm, but I'm still looking at permutations of hot-and-cold attacks and the various aspects of firestorms. :x

Clan Vespina will also get another 'elite' frame, the Wayfinders will be developing a cadre of special guards to protect DESTINY Works, and the NuDawn community will acquire a cybernetic goddess of its own.

Just that Real Life has kept me busy...lots of work and the days I do get off I want to get out and take advantage of the good weather(I am OUT OF SHAPE.....and my body is assuming a form based on nonEuclidian geometry).


Well my idea was for an e-nimal version.. technically the only one the Skullcrushers have at the moment is the mini-Trogladiliums.. and sure they can be quite useful and take a beating, they aren't as easy to produce due to their high resistance to kinetic and thermal armour and systems. This is is just a mobile gun that can ram walls and reload at the same time :P

I got an idea for a Vespa heavy combat cyborg.. based on a preying mantis..

Also uploaded Expanded Lollipopand Lollipop Icon to Lollipop Tribe page, Blast Gum and Candy Cane Gravity Spear.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Well my idea was for an e-nimal version.. technically the only one the Skullcrushers have at the moment is the mini-Trogladiliums.. and sure they can be quite useful and take a beating, they aren't as easy to produce due to their high resistance to kinetic and thermal armour and systems. This is is just a mobile gun that can ram walls and reload at the same time :P.



W can develop both ideas then...Mine is an exotic Warmount, but given that it's coming out of the Wayfinders, it will certainly have different features/approach to various aspects(O can tell you right now, mine's a pouncer, not a rammer)...and both Tribes are large enough by now that parallel developments can take place even between different subgroups of the Tribes.

And I've gotta do art for the Simba...been through three different sketches and none of them really click for me....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[
Well my idea was for an e-nimal version.. technically the only one the Skullcrushers have at the moment is the mini-Trogladiliums.. and sure they can be quite useful and take a beating, they aren't as easy to produce due to their high resistance to kinetic and thermal armour and systems. This is is just a mobile gun that can ram walls and reload at the same time :P.



W can develop both ideas then...Mine is an exotic Warmount, but given that it's coming out of the Wayfinders, it will certainly have different features/approach to various aspects(O can tell you right now, mine's a pouncer, not a rammer)...and both Tribes are large enough by now that parallel developments can take place even between different subgroups of the Tribes.

And I've gotta do art for the Simba...been through three different sketches and none of them really click for me....


Great minds think alike, or greatest flattery is imitation?

A pouncer eh? OOooh.. imagine the squad level tactics with the two combined.. the pouncer leapers into the air as the rammers charge.. the pouncer might hit first disorienting (plus damage from being dropped kicked) then pouncer leaps away as the rammers smash into it, possible pushing to right into the path of the pouncer's second landing. And other such tactics.

Edit: Clan Megalilith updated with Expanded info and pictures.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Great minds think alike, or greatest flattery is imitation?

A pouncer eh? OOooh.. imagine the squad level tactics with the two combined.. the pouncer leapers into the air as the rammers charge.. the pouncer might hit first disorienting (plus damage from being dropped kicked) then pouncer leaps away as the rammers smash into it, possible pushing to right into the path of the pouncer's second landing. And other such tactics..



And they divide up the remains of the target to devour and make more ammo... :D :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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[

Great minds think alike, or greatest flattery is imitation?

A pouncer eh? OOooh.. imagine the squad level tactics with the two combined.. the pouncer leapers into the air as the rammers charge.. the pouncer might hit first disorienting (plus damage from being dropped kicked) then pouncer leaps away as the rammers smash into it, possible pushing to right into the path of the pouncer's second landing. And other such tactics..



And they divide up the remains of the target to devour and make more ammo... :D :twisted:


Maybe even feed their repair systems as well.. a nearly unstoppable tag team!

Also uploaded Basilca, Megalilith Homeworld & system info, uploaded Clan Motron Auto-Mutations to Clan Motron page.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Maybe even feed their repair systems as well.. a nearly unstoppable tag team!.



The way I'm setting up the 'ammo' generation systems on some of my upcoming creations, the system is tied into the repair system, so the e-animal/NPC/PC has the choice of diverting intake material to either regenerating new repairs and creating new ammunition stocks...decisions, decisions.
Though the new warmount, because it uses/creates SOLID ammo, will also have the option of creating and storing surplus ammo, both internally and externally, that can serve as additional adhoc armor(like how old steamships used their coal bunkers and tanks used spare treading as shielding)...because the stuff is inert, it doesn't explode when hit, and is essentially 'dumb'(as opposed to active, reactive, or layered cobham-types) 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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[
Maybe even feed their repair systems as well.. a nearly unstoppable tag team!.



The way I'm setting up the 'ammo' generation systems on some of my upcoming creations, the system is tied into the repair system, so the e-animal/NPC/PC has the choice of diverting intake material to either regenerating new repairs and creating new ammunition stocks...decisions, decisions.
Though the new warmount, because it uses/creates SOLID ammo, will also have the option of creating and storing surplus ammo, both internally and externally, that can serve as additional adhoc armor(like how old steamships used their coal bunkers and tanks used spare treading as shielding)...because the stuff is inert, it doesn't explode when hit, and is essentially 'dumb'(as opposed to active, reactive, or layered cobham-types) protection.


And depending on the size of its ammo.. it could supply the weapons of any nearby warriors.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

And depending on the size of its ammo.. it could supply the weapons of any nearby warriors.



Indeed...the standardization of ammunition sizes would be a major point in the Tribes. Getting the fringe tribes to adopt those standards would also be a factor, pending the evaluation of fringe tribe-developed non-standard calibers to see if they're worth adopting on a Nation-wide basis, or left to only specialized/native units.
-------------
"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 »

The caption was 'Mother Earth', but I can see this as a Horrorwoods Goddess-class:
https://s-media-cache-ak0.pinimg.com/236x/0e/70/db/0e70db1ec3c060c1e97581fd38a12b91.jpg

Yeah, I've got an Upgrade package for them in the works. :mrgreen:
-------------
"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
Priest
Posts: 48017
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-103 CryoTherm Warmount
http://i408.photobucket.com/albums/pp164/taalismn/img736_zpsxodtitlp.jpg

“CryoTherms are walking facets of war; they dispense hot and cold running death.”

“Forward, my twisted legions!!! You dwell in the sulfurous magma pits of Tartarus! You have endured the icy wastes of Glacier Peak! Such extremes hold no fear, no hardship, for such as you! Forward to vic-*SSCCCHHHRRRRRAAAKKKKKK*
---General ‘Red Fury’ H’garm, Demon-Beast Warrior, at the ShadowValley Pass, Cryochar, before his official permanent and posthumous name-demotion from the ranks of the Infernal, and unoffical renaming to ‘Red Slush’.

“Shatter and Burn. Freeze and Boil. Some say the world will end in fire, others in ice; we deliver both.”

The CryoTherm is a ground Warmount debuted by the IceFlame fringe tribe and demonstrates the dichotomy of this besieged tribe.
The CryoTherm resembles a dinosaur of the triceratops-type, with a large head dominated by a pair of giant, oversized horns and a flanged head-shield. A large armored body, studded in spiny outgrowths, sweeps back to a long ‘rugbeater’ tail ending in twin hook-like scythes. Little effort is made to hide the mechanical nature of this Warmount, owing to the lack of large native animals on Cryochar, so the IceFlames have seen fit to fit the Warmount out as a blatant tank. Heavy sloped armor, accessory weapons blisters, and powerful robotic actuators, speak volumes of the power and endurance of the CryoTherm. CryoTherm, even at rest, seem to hiss and bubble, and emit either rising hot steam or sinking cold vapor, hinting at the diametrically-opposed energies lurking under their hides. Built to survive travel and combat in the extremes of Cryochar, the CryoTherm is well insulated and protected against extremes of hot and cold, and the violent weather of the rotation-locked planet.
The primary weapons of the CryoTherm are two horn-like projectors in the head, one of which is a powerful plasma cannon, the other a cryogenic energy weapon that causes molecular motion in its path to slow down(and temperatures to drop). The net effect of these two extreme opposites, in concert, can cause powerful thermal shock in targets struck with both, one part explosively expanding, the other suddenly contracting, leading to violent fracturing. The effects can be further amplified by introducing exothermic or endothermic substances into the energy streams, creating even more spectacular damage. Providing broadside firepower to the two forward cannon are two lateral blister turrets that are powerful enough in their own right to serve as aWarmount’s primary weapon, but on the CryoTherm are secondary weaponry. Continuing the heavy damage theme to the Warmount’s end is its powerful bladed tail, that can swing in great arcs, trailing plasma fire or chilling frost in its wake.
The rider/pilot and passengers sit in an armored trough atop the main body, and are partially shielded by plates of armor on either side. An armored awning is also often fitted, and can clamp down to provide protection against the violent weather of the IceFlame homeworld.
CryoTherms are lumbering tanks compared to other cavalry Warmounts, and they frequently act as the centerpieces of heavy formations, or the strong points of a defensive line. This makes them poor choices for high mobility warfare maneuvering, but once dedicated to combat, they do not back down; either they advance over the enemy, or the enemy is obliged to disengage and break off pursuit.
CryoTherms are currently exclusive to the IceFlames, though reportedly the Skullcrushers have evinced an interest in it. CryoTherms have also been seen being used by a contingent of Aurora Warriors visiting Cryochar, though whether or not the cold-themed EShemar will also seek to acquire the templates for the Warmount remain unknown.

Type: EcoS-K-103 CryoTherm
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1-8 passengers
MDC/Armor by Location:
Main Body 960
Head 400
Temperature Cannons(2) 150 each
Lateral Cannon Blisters(2) 100 each
Cockpit Parapet* 350
Cockpit Awning(optional) 250
Legs(4) 400 each
Tail 450

*The parapet walls offer partial cover to the rider, and attempts to target the rider and passengers are at -6 to strike.

Height: 15 ft
Width: 15 ft
Length: 37 ft
Weight: 95 tons
Cargo: Small space inside/beside the cockpit parapet for a few personal possessions and sidearms. Lockers along the inside rim of the parapet can hold additional gear and ammunition.
Physical Strength: Equivalent to Robotic P.S. of 55
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 55 MPH
(Leaping) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to walking along the bottom of bodies of water at about 9 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( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL CryoTherm have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing additional material stocks to convert to MD repair material.

*Thermal Resistant Armor--CryoTherms are plated in insulated, thermal-resistant armor akin to aerospace craft heatshielding. Thermal weapons and attacks such as plasma projectors only do 1/4 their normal damage.

*Foot Pylons----Each massive foot of the CryoTherm sports a laser drill and stabilization pylon similar to the infamous Glitterboy’s. These are deployed in less than a melee to anchor the Warmount against being bowled over by melee attacks or concussive shock(such as explosions or extreme high winds). On the hot side of Cryochar, the CryoTherm occasionally uses this system to drill to cooler rock layers(10-15 ft down) and uses the pylons as heatsinks, shedding excessive heat.

*De-Icer----Against the atmosphere-precipitating cold of Cryochar’s deep Dark Side, the CryoTherm can bleed heat out through special conduits in its limbs, keeping its actuators and joints from freezing and locking up. Attacks that encase limbs in ice, and similar icing effects, thus have NO effect on the CryoTherm.

Weapons Systems:
1) Thermal/Cryo-Cannons(2)---The two oversized head-horns are a thermal-plasmic cannon and a cryogenic blaster respectively, mounted side-by-side. Though each can be swiveled and targeted independently of each other, the IceFlames tend to use both simultaneously on the same target, bathing the target area with both superheated plasma and supercold cryogen vapor. Though sometimes the net effect is to negate each other(as in on a critical miss/fumble roll of 1-5), more commonly, the extreme contrast causes boundary shock, and a target can quite literally crack down the middle or explode into steam caught between the two attack types. Sometimes, though, the net effect may be to create a temporary firestorm that can suddenly rage out of control.
Range: (Plasma) 5,000 ft
(Cryogen) 4,000 ft
Damage:(Plasma) 2d4x10 MD per blast
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Cryogen) 1d4x10 MD per blast; living targets must also roll versus lethal poison(or better) or be struck with the effects of bitter hypothermia; (note, beings specifically immune to cold-based attacks will be immune to this effect). Megadamage organic flesh struck by this weapon will also be , on a ‘To Strike’ roll of 16-20, be temporarily embrittled for 1 melee round afterwards, and melee attacks will do 25% more damage.
*The cryogen cannon can also be used to ENCASE objects (in a solitary attack) in ice with the injection of special chemicals into the cryogen stream. Each blast covers a 10 ft area and human-sized targets will find themselves encased them in 200 lbs of ice with an AR of 10 and 100 SDC. Victims take 4d6 points of damage(MD only if they’re susceptible to cold) per melee if unprotected. If only a target’s legs are encased, then the target is effectively immobilized(though those with a superhuman, robotic, or supernatural P.S. of 30 or more, will still be able to move, albeit with speed reduced by 40%).

If both weapons are used at the same time, on an unmodified ‘Strike’ roll of 17-19, the weapons’ combined damage will be increased by 50%, DOUBLE on a Natural 20.
Every time a critical damage roll is made, there is a 20%chance (25% chance if one of the cannon is in ‘boosted mode’, 30% chance if BOTH cannons are boosted) of a temporary FIRESTORM(or ‘firenado’) getting ignited; a vortex of uncontrolled thermal gradient. High velocity(60-80 MPH) sucking winds will draw anything loose(up to 150 lbs) into a column of combustion that does 2d4 MD per melee to anything caught in its winds. The ‘flamenado’ moves randomly about at a speed of 25 MPH( roughly SPD 35) , and covers a 100 ft wide area. Those caught in the 90 MPH rotating winds must roll a save of 17 or better, or be dragged off their feet, caught up in the firestorm for 1d6 melees, then spat out 2d6x10 yards. Even those that make the save will be unable to attack or do anything other than fight the wind(reduce speed to 1/10th) and try not to get knocked down. The firestorm will last approximately 1d4 minutes before petering out. Unfortunately, the firestorm doesn’t distinguish between friendly and enemy forces, and can prove as dangerous to allied troops as the enemy.

Rate of Fire: ECHH
Payload: Effectively Unlimited for base energy effect
(Plasma) Deuterium Gas Reservoir has enough gas under pressure for 100 shots.
(Cryogen) Cryogen Gel Reservoir has enough gas under pressure for 100 shots.

2) Lateral Gun Blisters(2)----The CryoTherm mounts two ball-mounts on its sides that can be fitted with quite powerful weaponry, protecting the Warmount’s flanks.
a)Vulcan Laser
Range: 4,000 ft
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

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

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

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

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

3) Eye Lasers(2) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Reactive Armor----The Cryotherm can ‘grow’ plates of disposable armor along its flanks, extruding panels of course composite material in panels. These plates serve as more than just passive protection, however; they can, on command, be expelled by powerful gas jets from behind, and fragment in flight, becoming shrapnel charges.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the charges act as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the Warmount(sides) can be fitted with 24 flechette packs each, the front head shield with 14, the hindquarters and tail 18 (80 total)
The CryoTherm can regenerate these panels at 4 per hour. It takes 5 MDC from the repair capacity to regenerate a single reactive armor panel.

5) Tail Scythe---The tail is a massive double-bladed battleaxe that can slice and bludgeon with massive inertia behind it. The CryoTherm typically uses it in sweeping arcs to mow down enemy infantry trying to approach it from the rear.
Furthermore, adding to the damage, the Tail Scythe can be energized to glow with superheated plasma, or super-chilled to induce numbing frostbite. It takes one full melee to switch between plasma and freeze-blade modes.
Range: Melee (can swing 25 ft from side to side)
Damage: Tail Slap 3d6 MD
Tail Sweep 1d6x10 MD
Tail Scythe Slash 2d4x10 MD
(Plasma) 2d6x10 MD
(Freezer) 2d4x10 MD +organic targets must roll vs non-lethal poison (16 or better) or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.

6) (Optional) Modular Weapons(4)---The CryoTherm has provision for head-mounting TWO weapons similar to those standard to the Monstrex. It also has the option of mounting two more on a manned turret-pintle in the back of the cockpit, typically used as an air defense mount(or two standard Shemarrian rail guns can be mounted instead).


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex programming.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the CryoTherm intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2
Strike +3 (+3 w/ ranged weaponry)
Roll +3
Pull +4
Bite 2d6 MD
Head Butt/Gore 4d6 MD
Body Block/Ram 4d6 MD
Full Charge/ Power Gore(2 attacks) 2d4x10 MD
Kick 4d6 MD
Stomp 1d8 MD (Laser pylon deployment adds +1d6 MD to impalement)
Tail Slap 3d6 MD
Tail Sweep 1d6x10 MD
Tail Scythe Slash 2d4x10 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the CryoTherm an aura and behavior more befitting a sentient being than a robot. CryoTherms are characterized as being steadfast, patient, fearless behemoths who will advance relentlessly into combat in the face of fierce opposition. If an enemy should get close enough to engage in melee combat, CryoTherms exhibit a mean streak, however, repeatedly trampling and tail-bashing those they don’t like into unrecognizable paste. ‘Cool on the outside, hot on the inside’ is how some IceFlames describe their rides. CryoTherms are also good formation mounts, working well with other Warmounts in massed combat formations and coordinating well with their fellows in synchronized movements.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Variants:
*EcoS-K-103TW---Reports have surfaced of a technowizardry-enhanced variant of the CryoTherm. Whether or not this is the work of native IceFlame TWizards, or possibly liberated ex-slave TWizards, or a new closeness to, and trade exchanges with, the Wayfinder Tribe, is unknown. Details are scant, and more rumor than verified truth, but it is said that the EcoS-K-103TW holds two opposed Elemental spirits inside its hull. Some accounts tell of an overrun CryoTherm-anchored IceFlame position suddenly cast into chaos when the downed Warmounts supposedly exploded, unleashing two Elementals into the enemy’s midst, wreaking havoc until they eventually dissipated or were destroyed. In any event, the EcoS-K-103TW has been attributed with the ability to (variously) cast Shards of Ice, River of Lava, Blue Flame, Wall of Ice, Firequake, Wall of Iron, Ten Foot Wheel of Fire, Hail, Snowstorm, and Tornado all at at least 8th level of proficiency and apparently without limitation. The EcoS-K-103TW also can manifest a number of magical protections such as Impervious to Energy, Sheltering Force and magical forcefields.
-------------
"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: 48017
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 »

-------------
"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
Priest
Posts: 48017
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 »

Blood Rider Renarii Elite
http://i408.photobucket.com/albums/pp164/taalismn/Renari_zpsjyabfowy.jpg

“Catch me if you can, but be warned; even if you grab ahold of me, you’ll get BURNED.”

The Blood Rider Renarii originally started as a Blood Rider Tinker’s musings over the relationship between a favored NeShemar Rajeshar and his female companion, a humanoid with various vulpine characteristics and known locally as a ‘kitsune’(although the individual’s species had little in common with the proper Mystic Kitsune). The Tinker jokingly worked up the specifications for a cyborg bodyframe in case the kitsune-woman ever decided to ‘join the Tribe in flesh as well as emotion’. Not getting(or expecting) an immediate response, the Tinker decided to further develop the cyborg frame into a proper Elite, with the option of a NeShemar variant being made available. Thus, Renarii are available as both EShemar and NeShemar, though it is officially classified as an EShemar Elite, owing to the first ones actually produced being inhabited by Ecotroz-Shemar intelligences. Interestingly enough, the Progen-born offspring of the Rajeshar and his kitsunite bride would be virtually identical in capabilities to the Tinker’s Renarii Elite.
The Renarii uses a smaller-framed cyberhumanoid cyborg version of the Berserker/Zealot chassis. Externally, the most obvious and telling features are a pair of fox ears(more visible than the retractable Shemarrian antennae) and nine long bushy tails. The skin incorporates the same thermal-protective weave and insulation of the Zealot, with a few improvements to protect the (anticipated) cyborg life support system, those improvements being retained in the full gynoid version. The skin also has an integral mesh for generating a plasma control field around the Renari’s body.
The tail is actually nine bundles of very fine refractory threads similar to what Zealots sport for hair. Each bushy tail is bundled around a small prehensile tendril of superconductive material that serves as a conduit-guide for a plasma containment field. Mounted at the base of the Renari’s tail, looking like a thick hair band or ornament, is a plasma generator that produces superheated plasma, that is then fed through magnetic containment fields out to the ends of the tails. The generated plasma is also bled into the skin field. The tails also serve as counterbalances and motion detectors for the athletic gynoids.
Like the Zealot, the Renarii can ‘skin’ themselves in a thin layer of plasma that burns what it comes in contact with. However, the plasma can also be made to fluoresce, blinding opponents and producing all sorts of other interesting optical effects.
In general, Renarii conversions take the whole ‘foxy’ or ‘crazy as a fox’ to heart, cultivating cunning, scheming, tricksters. They can be aggressive hardcore predators, or outrageous flirts, always teasing and drawing out their opponents(ironic in both cases since the original inspiration is actually a fairly timid person). Renarii are just as courageous(some would say ‘outrageous’) as their larger Zealot and Kometa cousins, but tend towards more evasive, darting, teasing combat maneuvers, in keeping with their ‘trickster’ inspiration. A favorite ploy is to ‘flash’ their plasma field in an opponent’s face, then use their tail plasma jets to simultaneously leap-dodge back and blast their opponent in retreat.
Renarii are found mainly with their originating Tribe, the Blood Riders, but small numbers have appeared in the Wayfinders(where they sport actual TW implants, especially Ludicrous Magic applications) and Clan Shinden(which identifies culturally most often with actual kitsune). Those with Wayfinder connections often strike up relations(or rivalries) with Ludicrous Mages and other sleight-of-hand masters. Actual Kitsune species are divided between those intrigued by the newcomers, and those disgusted by the imitators, and any encounter with either of the two is likely to be ‘interesting’.

Type: Shemar Renari
Class: Robot Gynoid/Full conversion Borg, Cyberhumanoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 70 each
Legs(2) 80 each
Head 90.
Main Body ** 200
Plasma Tails(9) 18 each

** (NeShemar) Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Renari can be fitted with any additional armor up to MEDIUM Cyborg Armor, but most prefer, if they must wear body armor, lightweight stealth types like skinsuits, blurr-suits, or Naruni-style thermal-kinetic armor.

Average Size: Meant to fall within human norms; typically 5-6 ft tall and proportional to that.
Weight: 160-300 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 20, PP. 24, PB. typically falls in the 12-18 range(Most Renari elect to max out in the ‘adorably cute’ or ‘drop dead gorgeous’ category).

Power System: Nuclear
Cargo: Only what can be carried.
Speed:
Running: 90 mph max. However , the act of running does not tire the cyborg out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 15 feet high or 30 ft lengthwise. A running leap adds 50% to distance/height.
Flying: The Plasma Tails can allow the Renari to briefly perform jet-assisted leaps of 100 ft high/200 ft across or hover up to 200 ft up for 2d4x10 seconds.
Underwater: Can swim at P.S. x3 in yards/meters per melee( 8 MPH), and can maintain this roughly indefinitely.

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

Special Features:
*Antennae----Retractable Shemarrian brow antennae; +1 to dodge, and HALF penalties for blindness(such as in fighting in the dark).

*Fox Ears w/ Amplified Hearing(+3 initiative, +1 parry, +2 dodge), Ultra-Ear, and Radio Bandit’s/Broadband Ear.

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

* Thermal Shielding---Renari have the Zealot heat-resistant skin and cooling systems allow them to take NO damage from the plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart). In fact, the nine tails act as additional heat radiators, shedding excess heat.

*EM Shielding---Carried over from the Zealot, this protects the Renari’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the Renari suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static.

*Skin Sensors---The Renariis’ psuedo-flesh is permeated by small pressure sensors that give the cyborg extra warning and tactile perception; +1 to dodge. It will also alert the cyborg if a targeting laser is locking on. It is most effective when less than 50% of the cyborg’s body is covered by heavy clothing or armor.

*Tail Sensors---The nine tails also act as a motion detector, giving an additional +1 to dodge, especially attacks from the rear. Obviously the bonuses are lost if the tails are destroyed.

*Molecular Analyzer---Renarii have excellent senses of smell, good for sniffing out approaching attackers in darkness, or trailing prey. Track by smell alone: 80%. Recognize scent: 84%.

*Double Jointed---Renarii have incredibly flexible specialized joints and specialized myomer musculature that allows them to bend in ways that would put strain on even their larger sisters’ battle-chassis. This is further reflected in their high agility and bonuses. They also get a +5% to Escape Artist.

*Enhanced Stealth - The recipient's joints, feet and hands are specially padded for smooth and quite movement, granting a +10% to prowl.

* (NeShemar) Ambidexterity Boost--- If the character doesn’t already possess the Ambidexterity advantage, neural interface boosting gives the cyborg the ability to use both their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons(reflected in Bonus stats).

* (NeShemar) Boosted Combat Reflexes---Adapted from studies of Triax cyborgs, this is a coprocessor that boosts the Renari’s reflexes: +1 initiative, +1 Dodge, +2 Roll, +2 Pull Punch, +1 Disarm.

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

Weapons Systems:
1) Plasma Field---The Renari can cover herself in a thin layer of superheated plasma that doesn’t burn her, but can be used in contact melee combat to burn targets. The Renari can also increase the luminosity of the plasma to create a blinding flash effect, or even shed/blow off clouds of cooler plasma that briefly retain the same shape as the gynoid/cyborg, briefly creating a ‘ghost image’ of the Renari.
Range:(Melee Contact Field)1-2 ft
(Flash Effect) 30 ft
(Ghost Cloud) 6 ft
Damage: (Melee Contact Field)3d6 MD per touch or punch, 1d4x10 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons.
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
(Flash Effect) Unless the victim(s) are wearing tinted goggles or other protection against bright light, they will be blinded(-10 to strike, parry, dodge, and roll) for 1 melee round after being hit.
(Ghost Cloud) By briefly blowing off a cloud of plasma and quickly moving to one side, the Renari can create a brief glowing ‘after image’ that can provide a quick distraction. Even those not blinded by the flash effect will briefly see two distorted images, the illusion lasting about 3-5 seconds before the plasma cloud dissipates. Opponents trying to hit the REAL Renari will be -2 to strike, owing to the momentary confusion.
Rate of Fire:(Melee Contact Field) can maintain the plasma field for 20 minutes and recharge in 15 minutes, or for 45 minutes, requiring a full 60 minute recharge period afterward.
(Flash Effect) Once per melee
(Ghost Cloud) Once per melee
Payload: Conditionally Unlimited; can maintain the plasma field for 20 minutes and recharge in 15 minutes, or for 45 minutes, requiring a full 60 minute recharge period afterward. The Renari can reboot the field before then, but the extra power draw will cause the EShemar to be -1 on initiative, and -2 to dodge, strike and parry, and reduce maximum running speed by 25%.

2) Plasma Tails(9)---The real spectacular feature of the Renari is its nine prehensile tendril tails. Though not as energetic and damaging as larger and longer plasma whips, the plasma tendrils can still do great damage to weaker targets, and there are NINE of them.
The tails can also expel a blast of plasma; not terribly powerful, ranged, or accurate, but the Renari can spray an area with damage.
Also, the tails can be twined together and used to create a propulsive plasma blast that can send the Renari flying ballistically, or allow her to hover for brief periods of time. The combined plasma jets, however, can be very damaging to anything standing in their blast-path.
The tails can also be set to glow with plasma, illuminating darkness; Renarii can cast a fight in darkness into bright light.
Coordinating the tails in combat is a feat in itself; Renarii have a dedicated sub-AI in the spine running movement and attack patterns at the direction of the controlling intelligence(be it cyborg or true AI).
Range: (Whip) 6 ft
(Blast) 100 ft
(Flight Blossom) 15 ft backblast
Damage: (Whip) 1d6 MD per individual tail; up to 6 tails can be braided together to strike as one.
(Blast) 1d4 MD, no bonus to strike.
(Flight Blossom)9d6 MD to 15 ft long, 2 ft wide area directly behind the flight path.
Rate of Fire: (Whip) ECHH
(Blast) Once per melee
(Flight Blossom) Once per melee
Payload: Effectively Unlimited

3) Palm Plasma Blasters---Each palm conceals a small plasma projector. When not blasting targets at range, these projectors help generate plasma to feed the Plasma Field covering the Renari.
Range: 200 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Retractable Finger/Toe Claws
Range: Melee
Damage: 1d4 +P.S. bonus on SDC, 1d4 MD per finger/toe for vibroblades
Bonus: +5% to climb, as the claws can also act as climbing aides

5) Optional Use of Claw/Laser Vambraces---Renarii can wear the same claw-and-laser gauntlets as other Male and Female Shemarrians.
Range:(Claws) Melee
(Lasers) 2,000 ft
Damage:(Claws)3d6 MD
(Lasers) 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

6)(False Magic)---Inspired by ARCHIE-3’s Spell Approximation systems(Rifter #53, Damon Sutton, pg. 40-43), and by accounts of the magical abilities of the Mystic Kitsune, the Blood Rider Tinker also made accommodation for both TechnoFaux-Magic and TechnoWizardry systems to be included in the Renarii.
*Befuddle---A directed sonic effect, caused by ultra low frequency noises that affect the inner ear of most beings. Those caught in the area of effect must save vs non-lethal poison(16 or better) or be come increasingly dizzy and disoriented; -2 to strike, parry, and dodge, HALF APMs, and -15% to skills. Beings with acute hearing suffer DOUBLE these penalties. Range is 80 ft and covers a 25 ft wide area. Those with hearing protection(or without audio hearing) are unaffected.
*Carpet of Adhesion---This is really either a small spray bottle concealed on the Renari’s person and palmed into the hand, or a sprayer taking the place of one of the palm plasma projectors(in which case it has 10 applications). Range is 20 ft. Those with a P.S. of less than 15 are stuck fast, those of P.S. 15-25 are slowed(-2 to dodge) and those with a P.S. of 25 or greater, or Supernatural Strength aren’t affected at all.
*Multiple Image---This typically involves special clothing and tail coverings, hiding holographic projectors used to project holograms onto a light mist sprayed around the gynoid.
*Commune with Animals---This uses a combination of sprayed pheromones and ultrasonic lures to attract the attention of wild animals, or cyborged/robot animals called by radio transmission.

Hand to Hand Combat
Restrained Punch 2d6+4 SDC
Full Strength Punch 1d4 MD
Power Punch( 2 attacks) 2d4 MD
Vibroclaws 1d4 MD per finger(5d4 MD for a full hand/foot strike, 6d4 MD for a power punch)
Kick 1d4 MD
Leap Kick(2 Attacks) 2d4 MD
Judo-Style Throw/Flip 4d6 SDC
Body Block/Ram: (2 attacks) 1d8 MD
Tail Whip/Slap(un-powered) 1d6 SDC

Programming/Skills:
(NeShemar) By training. Many Renarii take up gymnastics and acrobatics as hobbies.

(EShemar)
Identical to the Berserker. The EShemar shares all the basic Shemarrian programming, basic combat and espionage/reconnaissance. They also have the following skills:
Gymnastics at 90%
W.P. Whip(8th level)

Actions/Attacks Per Melee: (NeShemar) By training
Note: Bonuses are in addition to those possible from the Shemar’s elective training
+3 APMs(tail attacks)
Initiative + 2
Dodge +2
Leap Dodge +1
Parry +5(+6 with tails)
Strike +3 (+5 w/ ranged weaponry)
Roll +2
Pull Punch +2
Entangle(+1 per tail, +3 for all tails)
Disarm +1
Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks, from psi-scramblers.


Actions/Attacks Per Melee: (EShemar) 11
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 4
Dodge +11
Parry +10
Automatic Dodge(takes no actions) +1
Strike +9 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +5
Pull Punch +6
Disarm +6
Entangle +3
Knockout/Stun on a Natural 18-20


Psionics: EShemar Renarii are typically(75%) EShemar Psi-Shamans
In addition to the regular Ecotroz machine-related psionic abilities, the Psi-Shamaness has ISP: 1d6x10+ME+1d6 per level of experience, and has the following psionic powers:
-Six Sensitive powers of choice at level one, plus an additional Sensitive or Healing power at levels 4, 8, and 12.
-At levels 6 and 12, can select one Super psionic power of choice
-Unlike the baseline Ecotroz powers, these powers DO require ISP to function
-Saves as a Major Psionic
-Psi-Shamans become immune to the Banishment/Exorcism vulnerability at Level 9 of experience

Note:
-EShemar produced through Progen are IMMUNE to the vulnerabilities of Banishment and Exorcism, as they are FULLY integrated into their bodies from birth.
Last edited by taalismn on Mon Jun 20, 2016 1:54 pm, edited 4 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
------------
kronos
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Posts: 1264
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Re: Shemarrian-related fan creations

Unread post by kronos »

Looking good! The tribes are growing. Still gotta finish my projects. Although I don't know how far I'll get as busy this week and going to Anime North this coming weekend and meeting Kevin S himself.
But we need some more enemies that they encounter.. what's Archie up to.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Looking good! The tribes are growing. Still gotta finish my projects. Although I don't know how far I'll get as busy this week and going to Anime North this coming weekend and meeting Kevin S himself.
But we need some more enemies that they encounter.. what's Archie up to.



Well, I'm working on some non-ARCHIE monsters for Rifts in general that might suffice in a pinch...got some inspiration looking at a book on the history of comets.... :demon:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Looking good! The tribes are growing. Still gotta finish my projects. Although I don't know how far I'll get as busy this week and going to Anime North this coming weekend and meeting Kevin S himself.
But we need some more enemies that they encounter.. what's Archie up to.



Well, I'm working on some non-ARCHIE monsters for Rifts in general that might suffice in a pinch...got some inspiration looking at a book on the history of comets.... :demon:


Awesome!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

The thing is, as the Shemarrian Nation grows, the more enemies it's going to encounter/make. Besides ARCHIE, the SN also has the Splgorth, the Horune, the Naut'yll, and a bunch of other folks mad at them. Clan Shelley's been noted as having the Lord of the Deep as a concern. Many of the Fringe Tribes also have their own personal nemesis-threats to deal with. And then there's the Minion War. This pretty much insures that they'll always be fighting SOMEBODY.

Again, I can hardly wait for Haunted Tech to show up; true, there will be new tech to snitch, but we'll see how A3 means to respond to the Minion War.

Abtex also gifted me with a copy of the First Responders book for NEMA. I've gotta find a way to make use of the Black Obelisk stuff for good or ill to repay him for that. Most so far, though, I've thought of is maybe a surviving TechnoZombie from the Dark Ages acting as a sort of strange sage for the Lost Eclipse or Clan Shelley.
-------------
"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:The thing is, as the Shemarrian Nation grows, the more enemies it's going to encounter/make. Besides ARCHIE, the SN also has the Splgorth, the Horune, the Naut'yll, and a bunch of other folks mad at them. Clan Shelley's been noted as having the Lord of the Deep as a concern. Many of the Fringe Tribes also have their own personal nemesis-threats to deal with. And then there's the Minion War. This pretty much insures that they'll always be fighting SOMEBODY.

Again, I can hardly wait for Haunted Tech to show up; true, there will be new tech to snitch, but we'll see how A3 means to respond to the Minion War.

Abtex also gifted me with a copy of the First Responders book for NEMA. I've gotta find a way to make use of the Black Obelisk stuff for good or ill to repay him for that. Most so far, though, I've thought of is maybe a surviving TechnoZombie from the Dark Ages acting as a sort of strange sage for the Lost Eclipse or Clan Shelley.


That sounds awesome. I need to get a copy of that, might snag one if the Palladium boys bring them this weekend.
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