Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Is there something wrong with me if I go into a local hardware and garden supply store and see the big cylindrical plastic containers of holiday decorations, packed 41-101 bulbs per container, and immediately think to myself 'Holiday grapeshot'? :P


Imagine what Ghost Riders or Lolipops would do with it..



TW grenades: Blinding Flash, Globe of Daylight, Starburst, Electromagnetic Attack, Engine Flame-Out, Syphon PPE from Object, Mental Blast, Ice, Northern Lights, Mesmerism, Swirling Lights, Purple Mist ....nothing overtly damaging or permanently maiming, but colorful, distracting, stop'em in their tracks 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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:Is there something wrong with me if I go into a local hardware and garden supply store and see the big cylindrical plastic containers of holiday decorations, packed 41-101 bulbs per container, and immediately think to myself 'Holiday grapeshot'? :P


Imagine what Ghost Riders or Lolipops would do with it..



TW grenades: Blinding Flash, Globe of Daylight, Starburst, Electromagnetic Attack, Engine Flame-Out, Syphon PPE from Object, Mental Blast, Ice, Northern Lights, Mesmerism, Swirling Lights, Purple Mist ....nothing overtly damaging or permanently maiming, but colorful, distracting, stop'em in their tracks stuff...


Would be fun to watch.

Also.. what books has demon/deevil ground forces besides Dimension books 10, 11 and 12?
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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:
kronos wrote:
taalismn wrote:Is there something wrong with me if I go into a local hardware and garden supply store and see the big cylindrical plastic containers of holiday decorations, packed 41-101 bulbs per container, and immediately think to myself 'Holiday grapeshot'? :P


Imagine what Ghost Riders or Lolipops would do with it..


TW grenades: Blinding Flash, Globe of Daylight, Starburst, Electromagnetic Attack, Engine Flame-Out, Syphon PPE from Object, Mental Blast, Ice, Northern Lights, Mesmerism, Swirling Lights, Purple Mist ....nothing overtly damaging or permanently maiming, but colorful, distracting, stop'em in their tracks stuff...

How many Mini Warmounts came to mind or were designed waiting to be checked out?
Full sized ones while trying to leave the parking lot :D ?

Then he got home a last and "Knock! Knock!!". Maybe :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

kronos wrote:[q

Also.. what books has demon/deevil ground forces besides Dimension books 10, 11 and 12?


PFRPG Land of the Damned One: Chaos Lands, including a number of associated expendable client-minion species.
-------------
"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 »

EcoS-K-87 Trigadar Naval Warmount
(aka ‘AquaStuka’)
http://i408.photobucket.com/albums/pp164/taalismn/img698_zpsupnuuurl.jpg

“Put the ‘Here be monsters!’ back on the maps. This coastline’s protected by the accursed Shemarrians. That means you can expect to encounter some serious monsters waiting to attack you under their command.”

The Trigadar is a marine operations Warmount introduced by the Dark Waters. Though not as fast as the SeaSword or as heavily armored as the Ironback or Nauticus, the Trigadar is a swift interdiction unit that provides the equivalent of underwater tactical artillery. The Trigadar was developed in response to a need for a heavily-armed complement to the faster, but fairly fragile, SeaSwords, which typically outpaced the lumbering Ironback ‘gunships’ that had the firepower to deal with threats the SeaSwords could not overcome through hit and run tactics. As, by now, the Darkwaters were able to establish a network of supporting munitions factories, torpedoes were to be an integral part of the new Warmount’s weaponry, as well as the ability to carry additionale expendable ordnance.
The Trigadar resembles a giant mutant armored sea robin/lionfish hybrid with large dorsal and lateral fins, articulated spike-fins, and a cluster of eight tentacles under the head. Besides being aquatic, it also has some amphibious capability, being able to crawl up on dry land and maneuver, albeit not very fast or well. In the water, however, it is a far more mobile and effective Warmount, able to keep up with many submarines and aquatic creatures.
The Trigadar joins a growing number of Warmounts that incorporate fully enclosed saddle-cockpits, increasing streamlining and protection for the riders. However, rather than tandem accommodation, the cockpit pod features abreast seating, as the dorsal fin prevents in-line seating along the spine.
In keeping with the development aim of producing a harder-hitting upgrade to the SeaSword, the Trigadar doubles up on the smaller warmount’s main weaponry, and then some. The projecting forward mouth spikes conceal dual energy projectors, the three giant boney fins conceal mini-torpedo launcher tubes, and the eyes feature standard laser-optics. Demonstrating a bit of electric eel in its design, the Trigadar can also deliver incapacitating electrical shocks at close range.
The Trigadar is used by both the Darkwaters and the Horrorwoods for coastal defense and aquatic raiding. When not sinking Splugorth or Horune vessels, Trigadar have been known to police Shemarrian territorial waters of such oceanic beasts as the Sea Maw and Devil Kraken, the smaller Warmounts often closing to spike themselves to the much larger monsters and slice their way into the beasts’ flanks for the kill, in violently spectacular melees that churn the waters for miles around.

Type: EcoS-K-87 Trigadar
Class: Robotic Warmount, Aquatic
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 450
Head 200
Cockpit Pod 150
Torpedo-Launcher Fins(3) 110 each
Spike-Fins(4) 55 each
Tail 150
Leg-Tentacles(8 ) 45 each
Height: 9 ft; dorsal fin can be raised to 14 ft
Width: 14 ft, lateral fins can open up to 40 ft ‘wingspan’
Length: 39 ft
Weight: 4.6 tons
Cargo: Small space inside/beside the saddle-pod for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running/Crawling) 15 MPH
(Leaping) Not possible on dry land, but the Trigadar can ‘porpoise’ out of the water up to 30 ft up and 60 ft across.
(Flying) Not possible(see Variants)
(Space) Not possible(see Variants)
(Underwater) Crawl along the bottom at 20 MPH, or swim at 60 MPH. Maximum depth tolerance of 3.2 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Trigadar 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 180 MDC before needing material stocks to convert to MD repair material.

*Sonar---30 mile range

*Passive Stealth---The Trigadar is -25% to be detected by enemy sensor systems

*EM Scanners--- The Trigadar, in order to navigate effectively through murky shallow waters and jet black abyssal depths, has particularly acute senses, such as a magnetometer and a short-range microwave radar for detecting minefields(in theory, the radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM sources such as charged-up rail guns and the magnetic bottles of fusion powerplants can be detected at TWICE the normal range.
The radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.

*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the Trigadar has the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though.

* Tentacles----Eight tentacles sprout from the Trigadar’s underside. Each has a PS and PP of 18, are +1 to strike, +6 parry, +2 dodge, +3 entangle. They have a reach of 9 ft.

*Spike Fins(4) ----Attached to the same body points as the lateral fins are four spike-fins, that are simply adaptations of the articulated spines first introduced on the original Monstrex Warmount. Each spike-fin has a 12 ft reach, and can be used to impale targets in melee combat, to assist in climbing, or to anchor the Trigadar to a surface or ship hull.

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

2) Nose Cannon(2)----Concealed in the protruding nose ‘spikes’ are two fixed-forward-firing energy cannons.
a) Ion Lance---Original SeaSword weapon, only doubled up on the Trigadar.
Range: 3,000 ft in air and underwater
Damage: 6d6 MD per blast, 12d6 MD for a dual blast (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Blue-Green Frequency Laser Cannon---Modified Kittani Laser Lances, adapted to fire in the blue-green frequency
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode, in both air and water
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
DOUBLE damage for dual cannon blasts (counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) Pulse Laser Cannon---Typically taken as a rewarded Upgrade.
Range: 4,000 ft in air, 3,000 ft underwater
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 2 attacks).
DOUBLE damage for dual cannon blasts (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Enhanced Range Lasers---Copied from the Kittani War Fish Power Armor(a frequent and much-detested opponent of the Darkwaters in the Atlantic).
Range: 4,000 ft in air and underwater
Damage: 3d6 MD per blast
DOUBLE damage for dual cannon blasts (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Plasma Cannon---Another weapon copied/ripped from the Kittani War Fish Power Armor.
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per blast
DOUBLE damage for dual cannon blasts (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) Particle Wave Cannon----These are knockoffs of Naut’yll weapons. This is frequently rewarded as an Upgrade or given to special raider units. Besides being powerful, the PWC has the advantage of not being known as standard Shemarrian weaponry; if the attacking Trigadar is not actually seen and identified, the attack is often mistaken for originating from the Naut’yll, making for common use by EShemar forces during ‘false flag’ operations.
Range: 4,000 ft in air and underwater
Damage: 1d6x10+10 MD per blast, 2d6x10+20 MD for a dual blast (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Sonic Cannon----Limited range, but its special properties make it useful for certain purposes.
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and radius underwater)
DOUBLE damage for dual cannon blasts (counts as one attack)
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.

Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Torpedo-Launcher Fins(3)---The large boney lateral fins and stiff dorsal fin conceal mini-torpedo launchers in their ‘bones’.
Range: Varies by Torpedo Type(Mini-Torpedo)---1 mile
Damage: Varies by Torpedo Type(Mini-Torpedo)----Typically 1d6x10 MD to a 10 ft blast radius
Rate of Fire: Volleys of 1-6 per fin
Payload: 36 per lateral fin, 18 in the dorsal fin.

4) Vibroblades(3, lateral fins and tail)---The Trigadar’s fins, flanks, nose, and tail are lined with sharp spikes and concealed vibroblades, making a close pass by the Warmount something to be feared.
Range: Melee
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed

5) Hull Shock---The Trigadar can electrify its body spikes to deliver a powerful shock to those attempting to grapple it.
Range: Contact+ 1-2 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull
Rate of Fire: Once per melee
Payload: Effectively unlimited

6) Electrical Tentacles----The ventral tentacles can, besides entangling pray, deliver an incapacitating electrical shock. Fairly useless against larger and megadamage beings, but useful for subduing lesser prey.
Light Prod: Soft’ setting; used against children, weak, elderly, sickly. 1d6 1d4 SDC/HP
Moderate Prod: Moderate: Teens, adults in poor to average condition, small to medium-sized animals.: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Maximum Zap: Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, amd non-humans.
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with succcessive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Payload: Effectively unlimited

7) (Optional) Torpedoes(3 hardpoints)---Torpedoes or mines can be carried and deployed from the flanks, and a single large ventral hardpoint, of the Trigadar. However, the added structures and mass impose extra drag, at least until the ordnance is expended.
a) Mini-Torpedoes--- One 10 shot pod can be mounted per side and underside. Reduce speed by 10% for one pod, 20% for two pods, 25% for three.
b) Short Range Torpedoes---One can be mounted per side and two on the underside. Reduce speed by 10% for one, 20% for two, 25% for four.
c) Medium Range Torpedoes---One can be mounted per side, and two on the underside. Reduce speed by 15% for one, 30% for two, 45% for four.
d) Sea/Air Rocket-Torps---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 1 per hardpoint and 2 on the underside. Reduce speed by 15% for one, 30% for two, 45% for four.
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike

f) Spear/Harpoon Gun----One can be mounted per side and underside. Reduce speed by 10% for one, 20% for two.
Range: 600 ft
Damage: 4d6 SDC for regular harpoons, 1 MD for MD penetrator harpoons.
Rate of Fire: ECHH
Payload: 48 per pod

g) Heavy Torpedo---Only the ventral hardpoint can accommodate this weapon; one can be mounted.

h) Underwater Decoy Pods---These countermeasure dispensers typically hold one of the following types of decoys.
-Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the Warmount via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
-Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light. Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Payload: 18 decoys per hardpoint

i)Mines----Mines are equivalent to their missile warhead counterparts, but have an underwater blast radius THREE times larger.

8 )’Fizz’ Sonar Defense----This is a modified chemical sprayer system that dispenses foaming chemical compounds from the tail. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistant cloud of bubbles makes it much more difficult for sonar to get an exact lock on the Trigadar behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: The ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along).
Effects: Sonar-guided weapons(and attackers) are -2 to lock onto the Trigadar. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Onboard reservoirs typically have capacity for 12 applications of the foaming agent.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex programming, plus:
Underwater Navigation 80%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Trigadar intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, 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 +1(+3 underwater)
Strike +1 (+2 w/ ranged weaponry)
Roll +2(+5 underwater)
Parry +6
Entangle +3
Bite 1d8 MD
Fin Slash 3d6 MD +1d6 MD per every 20 MPH of speed
Spike Fin Stab 1d6 MD, 2d6 MD for two simultaneous jabs(counts as one attack) or 4d6 MD for all four(counts as TWO attacks)
Tentacle Restrained Slap 1d6 SDC
Tentacle Lash 1d4 MD
Tentacles Crush/Squeeze/Pry 2d4 MD
Tail Lash 3d6 MD
Ram 2d6 MD +2d4 MD per every 20 MPH of speed

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Trigadar an aura and behavior more befitting a sentient being than a robot. The Trigadar entity is fairly smart and cunning, with a dog-like intelligence(roughly equivalent to an IQ of 8). It possesses a predatory mindset, and works well in hunting packs with other warmounts, including the smaller and faster SeaSwords, the two often coordinating actions to ultimately share in the prey.

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-87F----Upgraded version capable of limited flyingfish-style flight, skimming just above the ocean surface(compared to dedicated aircraft). The dorsal fin is typically refitted to fire mini-missiles in this variant.
Changes/Modifications:
Width: 48 ft w/ wings fully extended.
Speed: (Flying) Hover to 320 MPH, maximum altitude of 4,000 ft.

*EcoS-K-87S----Spaceflight-capable version, equipped with extra radiation shielding, thermal-resistant tiling for atmospheric reentry, space-maneuvering thrusters, and a forcefield generator. Mini-missiles replace the torpedo launchers, and the eye lasers are typically upgraded to more powerful types. The tentacles are frequently refitted with tool pods and laser torches, allowing the Warmount to act as an armored EVA labor pod or salvager, though it is more frequently used as an escort fighter.
Changes/Modifications:
Forcefield 500
Speed: (Space) Mach 9
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
Special Features:
*Heatshielding---Although the entire body is plated in thermal-resistant materials able to handle the friction-stress of repeated atmospheric re-entries, the underside of the Warmount in particular is protected against heat; Heat and plasma-based attacks do 1/4 damage. Note that this applies only to the underside and leading edges of the airframe.
Last edited by taalismn on Sun Dec 13, 2015 2:18 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Location: Heart in Texas

Re: Shemarrian-related fan creations

Unread post by abtex »

Is one of the Clans missing a Warmount? -- In Search of the Hodag
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:Is one of the Clans missing a Warmount? -- In Search of the Hodag


Certainly got possibilities, if not for a Warmount, then for a regular ol' extradimensional critter rifted to Earth.
Critters like that can be be either a) actual xenocritters who have slipped through small rifts in the past, and have either returned back through them or died, and their remains never found by anybody curious and competent enough to question what they are, or b) shapechangers or illusionists that take their cues from human minds and psychic residue, like haunting entities.
-------------
"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:EcoS-K-87 Trigadar Naval Warmount
(aka ‘AquaStuka’)

“Put the ‘Here be monsters!’ back on the maps. This coastline’s protected by the accursed Shemarrians. That means you can expect to encounter some serious monsters waiting to attack you under their command.”


Nice.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:EcoS-K-87 Trigadar Naval Warmount
(aka ‘AquaStuka’)

“Put the ‘Here be monsters!’ back on the maps. This coastline’s protected by the accursed Shemarrians. That means you can expect to encounter some serious monsters waiting to attack you under their command.”


Nice.



Tell me this is NOT something that looks like something out of Jules Verne: 8)
https://fishingthephilippines.files.wordpress.com/2014/04/gurnard.jpg
https://duniabaruadventures.files.wordpress.com/2015/10/screen-shot-2015-10-05-at-10-14-56-am.png
http://www.fishbase.org/images/species/Petru_u2.jpg
http://cdn.theborneopost.com/newsimages/2013/11/kch-bp081113-lc-searobin-p2.jpg
https://img0.etsystatic.com/009/0/5970133/il_fullxfull.409418608_ikcb.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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:EcoS-K-87 Trigadar Naval Warmount
(aka ‘AquaStuka’)

“Put the ‘Here be monsters!’ back on the maps. This coastline’s protected by the accursed Shemarrians. That means you can expect to encounter some serious monsters waiting to attack you under their command.”


Nice.



Tell me this is NOT something that looks like something out of Jules Verne: 8)
https://fishingthephilippines.files.wordpress.com/2014/04/gurnard.jpg
https://duniabaruadventures.files.wordpress.com/2015/10/screen-shot-2015-10-05-at-10-14-56-am.png
http://www.fishbase.org/images/species/Petru_u2.jpg
http://cdn.theborneopost.com/newsimages/2013/11/kch-bp081113-lc-searobin-p2.jpg
https://img0.etsystatic.com/009/0/5970133/il_fullxfull.409418608_ikcb.jpg


Definitely. The ocean and insect worlds hold a lot of strange looking creatures that we can draw inspiration from.
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Re: Shemarrian-related fan creations

Unread post by kronos »

Here's a small kit that every Shemarrian will carry. Although I think it needs a little more, but I can't think of what exactly.

Anti-Supernatural Kits

As the Shemarrians expanded their territory on Rifts Earth, and in the Three Galaxies, they have encountered a number of creatures that can't be killed by normal means, including supernatural creatures, demons and deevils. To aid warriors who might encounter such creatures, but not in areas that are not know to be heavy with such activity but a possibility, the Shemarrians have developed a basic equipment kit to aid any warriors that might encounter the odd supernatural threat. With the outbreak of the Minion War, these kits are a bare minimum given to every member capable of lifting a blade or firing a weapon. The kit comes with a brick of iron and silver that can be melted using an included torch, which is collected into a special bowl, then poured onto weapons or ammunition to make for quick coatings to fight against creatures vulnerable to either. Melee weapons coated in this manner will have an effective coating for about 2d4+10 strikes before the coating is too damaged to be effective and needs to be reapplied.

Anti-Supernatural Kit
The kit comes in a pack similar to the basic kit, only smaller, separated into several sections, padded and weather proof, made from a synthetic material that looks like natural leather.
-Large silver coated vibro knife (typically 1d6 MD or 2d4 MD for machette style, weighing 3 lbs).
-Large pure iron coated vibro knife (typically 1d6 MD, weighing 2 lbs)
-6 16 inch wooden stakes
-2 water sprayers (bee hive shaped grenades that always land base down with sprayers that spray water in a 10 foot radius, deals 3d4 damage to HP of vampires and other creatures vulnerable to water. Holds 1 quart of water, can be refilled).
-3 silvered fragmentation grenades (5d6 SDC, but deals MD or straight to HP for creatures vulnerable to silver).
-2 5 lb bricks of pure silver.
-2 5 lbs bricks of pure iron.
-portable plasma torch
-bowl for holding melted iron or silver.
-hand saw and knife for cutting and sharpening wood into stakes
-Globe of Daylight flashlight. A flashlight with a sliding cover on the sides that provides a base to turn it into a small lantern. Casts Globe of Daylight spell for 6 minutes (uses 2 PPE) with a PPE battery with 15 PPE. In flashlight mode it shines the light in a 30 foot long 15 foot wide cone. In lantern mode it shines light in a 12 foot sphere.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Looking at both the original Rifts edition random monster generation charts and the Land of the Damned Chaos Lands Monster/RCC Generation tables for ideas, you can add stuff like a folding mirror(because some critters are deterred by their own reflection(or lack there of), bag of salt, and maybe some herbs(like garlic or wolfsbane)(Might want to check Mystic England's mystic herbologist lists of herbs and plants with magical properties for a few selections. And I believe in Rifts China they have a list of some of the vulnerabilities of the supernaturals there...like peach pits...though I suspect that's more of a Chinese demon vulnerability, and not very extent among the paranormals of North America where the Shemarrians are most prone to wander.


Eww...cold iron chains or barbed wire for the nasty!
-------------
"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:Looking at both the original Rifts edition random monster generation charts and the Land of the Damned Chaos Lands Monster/RCC Generation tables for ideas, you can add stuff like a folding mirror(because some critters are deterred by their own reflection(or lack there of), bag of salt, and maybe some herbs(like garlic or wolfsbane)(Might want to check Mystic England's mystic herbologist lists of herbs and plants with magical properties for a few selections. And I believe in Rifts China they have a list of some of the vulnerabilities of the supernaturals there...like peach pits...though I suspect that's more of a Chinese demon vulnerability, and not very extent among the paranormals of North America where the Shemarrians are most prone to wander.


Eww...cold iron chains or barbed wire for the nasty!


There's already mirrors in their basic kits. The Anti-Supernatural kit is in addition.. so the basic kit is a large backpack, this is an additional sack that can be attached to that, or hung on side of saddle for quick access. Salt, garlic and wolfsbane.. good ideas. I tried to go with items that would be useful for the most "common" type of supernatural critters the Shemarrian might encounter in NA, or even in the 3-G. Water, sunlight, wood, silver and iron are the most common vulnerabilities I've noticed.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Yeah, I forget the exact vulnerabilities of faerie folk, but I believe circles of salt might be one of their weaknesses(I could be wrong on this)...While the Shemarrians generally try to stay on the good side of the fae-folk, there's enough of the nastier varieties of faerie that packing some insurance against them would be a very good idea...I imagine the Horrorwoods are pretty knowledgeable about them. The Darkwaters too, since their Maine territories are pretty close to the New Brunswick/Newfoundland region where there's a very sizable population of the fae...that is being driven out and west/southward by the Splugorth faerie-harvest.
-------------
"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 Flamewings, Blackstar and Helldrake Battleship to the Wikia
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ewww...some supernatural critters are vulnerable to cold...that's harder to accomplish(though we have seen freeze weapons posted here), but for smaller 'nuisance' attacks and distractions small bottles of compressed cryogen gases(similar to what's used to freeze off warts and other skin protrusions) might be carried as part of a fire extinguishing or Tinker's expanded tool kit.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

I am dealing with finals and other school papers. Taalismn, I give control of the LugHaul over to you.

Other warmount related updates:

I have a near finished design for the Gunkyard, being inspired by scrapyard artwork; where as the Burblewrack comes from recycled tire art.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:I am dealing with finals and other school papers. Taalismn, I give control of the LugHaul over to you.

Other warmount related updates:

I have a near finished design for the Gunkyard, being inspired by scrapyard artwork; where as the Burblewrack comes from recycled tire art.

Thanks...You won't be disappointed.
And if you are, you can always finish your original scheme as a parallel design meant to correct the deficiencies of the first posted one.
And I'll be happy to see what your Gunkyard ultimately comes out as, and the Burblewrack...mentally, I don't have anything coming to mind so whatever you present will come as a total surprise. :D

Good luck on your finals and papers; I remember those days well, Nowadays I'm still being tested, not always successfully to my benefit(or detriment) and sometimes to my wits' end, so success to you on your academic trials.
-------------
"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 »

*EShe-LPPUW90 Underwater Laser Pulse Rifle
(aka ‘La-Pew’, ‘Luup’, ‘Deeplite’)

“When you’re under several miles of water, you don’t want to waste your shots; so a pulse weapon like the Luup delivers damage-on-target. Brings fire-light to the abyssal dark.”

The EShe-LPPUW90 is simply a direct copy of the Triax TXD-03 Deep Sea Laser Assault Rifle. Somehow acquired by the Darkwaters Tribe, the TXD-03 has been copied, slightly modified(though it retains much of the same body styling, only darker in coloration), and configured for induction-feed power from an android or cyborg. The weapon even retains the projectile bayonet that can be attached under the weapon barrel.
LPPUW90s first appeared in the hands of the Darkwaters, supplementing blue-green frequency-converted SHE-LPP80 Laser Pulse Rifles already issued to the troops, but they have recently appeared for sale on the open market through the Steel Gaians. How the Steel Gaians acquired them of the plans(if they are manufacturing them) remains unknown, but Triax is not likely to be very pleased to learn of the knockoff of the weapon developed in secret for the New German Republic’s Navy.
Weight:14 lbs
MDC: 120 MDC
Range:(Laser)3,000 ft in air, 2,000 ft underwater
(VibroBayonet) Melee, or 200 ft in air and underwater if fired as a projectile
Damage:(Laser)2d6 MD single shot, 1d4x10 MD per three-shot burst
(VibroBayonet) 2d6 MD as a bayonet, 3d6 MD if fired as a projectile.
Rate of Fire:(Laser) ECHH
(VibroBayonet) Single shot
Payload: (Laser) 60 shots heavy E-clip, effectively unlimited powered by induction in the hands of a EShemarrian android or NeShemar cyborg.
(VibroBayonet) One
Special Features:
*Blue-Green Frequency
*Folding Stock
*Sight Rail for mounting various existing sights and scopes.
*Neutral Bouyancy---The rifle’s composite casing is balanced to give the weapon neutral bouyancy if dropped in the water
*Compatible with laser-pulse ignition adaptor for Rifle Grenades*(more common with the Steel Gaians, but less common with other Tribes).
Cost: 76,000 credits
Options:
*UMMSS-01 Sighting Package--- As sold by the Steel Gaians, the LPPUW90 can use just about any compatible scope or laser sight, but it is often sold with the locally-available UMMSS-01SP. Paladin Steel has developed a sensor package specifically with underwater combat in mind, epecially in dark or murky conditions. The UMMSS-01 is a compact unit combining a short range blue-green scanning and targeting laser, and a short range micro-sonar motion-detector array. The shortcoming of this system is that both sensors are ‘active’, with detectable emissions that may alert enemies to the presence of the user. The sensor also has a PPE detector for detecting paranormal activity, and a conventional spotlight.
An onboard micro-chip AI system can quickly use the sonar and lidar readings to ID up to 500 different potential targets and their hazard potential(the database can be modified easily with the swap of datachips), allowing the user to quickly respond to detected dangers.
The UMMSS-01 can be fitted with a protective shroud that fairs into the rest of the laser rifle’s housing.
-Laser--- 3,000 ft range
-Mini-Sonar---4,000 ft range
-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-IR/Normal Light Spotlight-----300 ft range.
-Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
Cost: 20,000 credits. The sighting package is also available to the Darkwaters, but it is unknown if these are bought through trade with the Steel Gaians(who acquired them from their corporate hosts in the GNE, or simply copied via Assembler Forge technology.

*Dual Bayonet Mount---This adds lateral mounts on the barrel for two additional vibrobayonets, turning the weapon into a crude trident(does 6d6 MD for all three blades, or can salvo as projectiles doing 9d6 MD).

*Rifle Grenades----More common among the Steel Gaians(owing the supplies of munitions available from their GNE neighbors), but available to the Darkwaters as well. The adapter is compatible with 40mm rifle grenades, but is typically used to fire 45mm mini-deth charge projectiles off a single-shot mounting on the muzzle. The available projectile types are as follows:
Range: 2,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.

(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).

(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.

(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is aproximately 2,500 ft

(MicroTorp)---Drops two micro-torpedoes into the water. Typically homing variety.

(TW TangleBomb)----Explodes into a twitching, twining, expanding mass of green-black unearthly vegetation with 25 MDC per 20 ft area(covers a 40 ft area). Has an effective Horror Factor of 14, and victims have to Dodge at 16 or better to avoid getting tangled up in its fronds/tentacles. Victims trapped in the weed are -1 to initiative, -2 to strike, -4 to parry, and -6 to dodge, and will have to inflict 25 MDC or more to move more than 10 ft. Unprotected beings take 3d6 SDC per melee of thrashing against the weed, from its thorns and whipping around; those in MDC armor(or who remain calm and don’t fight it) take no damage. Duration: Lasts up to 50 minutes

(TW Blackwater Bomb)---Covers a 50 ft area in ominous darkness, Effects identical to the Ocean Magic spell Black Water. Effects last 8 minutes.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Mercenaryx »

Hey guys been awhile. I knoe, where have I been? Being beaten weekly by real life, just letting you all know that I haven't given up on my goddess angle. But my computer lost the file when a drive needed to be fixed. I still have what I posted before but I have to rebuild that which was lost since that time. Hope you guys are still going.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Mercenaryx wrote:Hey guys been awhile. I knoe, where have I been? Being beaten weekly by real life, just letting you all know that I haven't given up on my goddess angle. But my computer lost the file when a drive needed to be fixed. I still have what I posted before but I have to rebuild that which was lost since that time. Hope you guys are still going.



Look on the bright side...sometimes when rebuilding something from scratch you figure out how to streamline stuff, or mix in new material you previously hadn't considered. Oftentimes my second or third go at something is better than my first attempt.
Of course, that doesn't minimize the feeling of suck when you lose your first drafts, or the need to back your stuff up, but it's less depressing to think that your first crash was meant to improve your second attempt. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

(Summoner hastily re-opens rift and backs through it as he sees he's aported to the wrong location)
Last edited by taalismn on Sat Nov 28, 2015 10:45 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:*IRON NEWTON---Supercharged Vehicle Mechanic Bio-Mod


Kewl idea.. but that's a PS item.. now I'm wondering what a Shemarrian version that merges with their warmount would be... Forget psionic links..
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:*IRON NEWTON---Supercharged Vehicle Mechanic Bio-Mod


Kewl idea.. but that's a PS item.. now I'm wondering what a Shemarrian version that merges with their warmount would be... Forget psionic links..



Whoops......The Government-Licensed Shifter responsible for that mistake is currently hastily trying to cover up his error in navigation(at least it was into FRIENDLY territory, and not into the CS Thanksgiving thread where they're roasting d-bees and mutants).

Hmmmm...we have examples already of Shemarrian intelligences being permanently moved or fused with much larger and non-human bodies in such Warmounts as the Steel Phoenix, Cobra Dragon, Yashi-TekTree, and WIPs like the Varaxa and Megana, but these are more or less one-body combos.

But now I'm thinking of a troop-carrier vehicle/warmount in which the passengers can actually network, and their combined intelligences and powerplants synergistically boost the whole. Not sure what sort of animal one would base it on....Something flying, or made to fly?


Hmmm...this might turn out to be a fortunate mistake indeed if it encourages a possible line of development....
-------------
"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:
taalismn wrote:*IRON NEWTON---Supercharged Vehicle Mechanic Bio-Mod


Kewl idea.. but that's a PS item.. now I'm wondering what a Shemarrian version that merges with their warmount would be... Forget psionic links..



Whoops......The Government-Licensed Shifter responsible for that mistake is currently hastily trying to cover up his error in navigation(at least it was into FRIENDLY territory, and not into the CS Thanksgiving thread where they're roasting d-bees and mutants).

Hmmmm...we have examples already of Shemarrian intelligences being permanently moved or fused with much larger and non-human bodies in such Warmounts as the Steel Phoenix, Cobra Dragon, Yashi-TekTree, and WIPs like the Varaxa and Megana, but these are more or less one-body combos.

But now I'm thinking of a troop-carrier vehicle/warmount in which the passengers can actually network, and their combined intelligences and powerplants synergistically boost the whole. Not sure what sort of animal one would base it on....Something flying, or made to fly?


Hmmm...this might turn out to be a fortunate mistake indeed if it encourages a possible line of development....


I was thinking of a troop carrier type thing, no real idea yet.. just need something as not many warmounts are troop carriers that aren't the BIG ones (like MonstrApex or Stone Eater). the Trog, Shambulator, and a few others I can't remember off hand can carry more than 3 (without added pods or the like) and are less than 100 ft. Nothing that's a dedicated people mover.. well the Shambulator is, but not heavy on armour or weapons, and the Trog is one of the few warmounts that DOESN'T use a rider and can carry up to 10 people or mini-trogs, that is heavily armoured and armed.

I have an idea for an animal.. Clan Motron/Horrorwoods made.. a lizard type critter with four or 6 spike limbs like the Monst-Rex, rolls up into a ball, with the spines forming the sides, that allows it to roll around in any direction like the Trog can, only more open as it's not as heavily armoured, built for speed.. spine and spike limbs are all sharp and lined with casters so it can roll and shred anything comes close.. Was thinking those would be really awesome to have hanging off some larger mount.. then launch off, spinning and shredding stuff in close combat then uncurl and latch onto their targets and stabbing with the spike limbs and tearing with their teeth and claws.
Just an idea.. need something to carry them.. maybe even use attached ones to spin while attached to shred anything the larger one sideswipes.
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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

Have one of you creators been "Really" been working on Real Shemarrian plants?

Scientists Unveil the World’s First Cyborg Plant
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by DhAkael »

BTW; just out of curiousity (and my notes are scattered hither & yon), where is the 'Black-Steel' infected manufacturing facility?
Need to know cuz that's next plot-point in-game.
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

DhAkael wrote:BTW; just out of curiousity (and my notes are scattered hither & yon), where is the 'Black-Steel' infected manufacturing facility?
Need to know cuz that's next plot-point in-game.


Satellite Factory 5 which is... umm.. I seem to be missing the actual locations of the factories...

TAALISMN!!! HELP! I don't have locations for the factories for the wikia!
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Hmmm...I never placed an exact location, leaving it to GMs to chose a spot....but, I'd say somewhere in southern- south-east Pennsylvania....maybe near the remains of an old factory-town or mining community(its minerals since replenished by rifted strata)? Maybe in the region of Lebanon or Lancaster Counties, because there's iron mines in those areas(nasty thought; what if the Black Steel created a lesser infection in a particularly rich vein of iron ore? :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:(nasty thought; what if the Black Steel created a lesser infection in a particularly rich vein of iron ore? :twisted: ).

You sir, are truly and completely evil to the core. I approve. :D
I've got a base-line idea now where to send my mook...-ahem- "Loyal and brave" PC's.

... poor bloody sods
Thank you. :ok:
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
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glitterboy2098
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Re: Shemarrian-related fan creations

Unread post by glitterboy2098 »

what is this black steel stuff? (and can i get a link to the wiki?)
Author of Rifts: Deep Frontier (Rifter 70)
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

glitterboy2098 wrote:what is this black steel stuff? (and can i get a link to the wiki?)

http://eshemarrian.wikia.com/wiki/BlackSteel :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
------------
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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:
glitterboy2098 wrote:what is this black steel stuff? (and can i get a link to the wiki?)

http://eshemarrian.wikia.com/wiki/BlackSteel :demon:

Could a link to the wiki be added to the "Codex: Shemarrians" (1st post in the topic)? Please.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Ouch...just had another idea for a new Elite(and I haven't finished up the existing WIPs)
Think the Trinity Modules are the end-all to Shemarrian reproduction? Aside from factory-fresh production line babies or Yasha-tree reconstructs?
The Nightmares try to outdo themselves and the Vatfathers, while knocking motherhood on its side, with the (insert as-yet undetermined fertility-goddess-inspired name here)....Immense(Immensis?)-framed Lost Eclipse gynoid chassises carrying an internal cyborg reconstruction/regeneration tank, able to create new NeShemar in the field. 'Get in my belly!" meets 'Big Bad Mamma' with battleax and BFG.
And you though the Lost Eclipse didn't have a nurturing maternal side? They do...with a Lost Eclipse style twist.

Oh geez....on top of what I already got on my plate, and I haven't even started the 'Red Scabbers'(Black Steel Rust Monsters) either! :-( :badbad:
-------------
"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:Ouch...just had another idea for a new Elite(and I haven't finished up the existing WIPs)
Think the Trinity Modules are the end-all to Shemarrian reproduction? Aside from factory-fresh production line babies or Yasha-tree reconstructs?
The Nightmares try to outdo themselves and the Vatfathers, while knocking motherhood on its side, with the (insert as-yet undetermined fertility-goddess-inspired name here)....Immense(Immensis?)-framed Lost Eclipse gynoid chassises carrying an internal cyborg reconstruction/regeneration tank, able to create new NeShemar in the field. 'Get in my belly!" meets 'Big Bad Mamma' with battleax and BFG.
And you though the Lost Eclipse didn't have a nurturing maternal side? They do...with a Lost Eclipse style twist.

Oh geez....on top of what I already got on my plate, and I haven't even started the 'Red Scabbers'(Black Steel Rust Monsters) either! :-( :badbad:


Lost Eclipse could do that with warmounts.. stone eater or one of the other utility warmounts that build or tear up stuff..
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Could have a number of self-replicators(we already see small e-animal production in the field w/ the Monstrark).
But what little I've written of both the Innannans(after Innanna, Sumerian Goddess of fertility, sex, and incidentally war) and the Red Scabbers, ideas are taking off....

Had a productive number of writing sessions finally breaking some writer's blocks. Apparently my manic-depressive cycle is on the upswing(gotta be careful, though, I get STUPID-arrogant when I'm manic)
Now I'm wondering if the DESTINY/NuDawn community in Oregon should maybe be part phase-town(parts of the factory/laboratory complex become insubstantial from time to time, making it possible for unwary visitors to actually FALL through floors). It might account for some of the funkier abilities I'm toying with adding to DESTINY.
-------------
"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 »

EcoS-K-86 ‘Toxatyl’ Chemical Warfare Warmount
(aka ‘Gasilisk’, ‘Toxie’, ‘Sprayamander’ )
http://i408.photobucket.com/albums/pp164/taalismn/img677_zpsgvtdg0rp.jpg

“When I saw the miasma clouds darken and heard the ground thump, I first thought it was the death-spreaders again. That maybe this time they’d sent a plague-walker dead whale carcass or something after us. And when those great bloated bug-like things came through the poison-clouds, hissing and wheezing, and spraying gas from holes in their skins, I was sure I was right.
Funny thing, though, the clouds got thicker all of a sudden, but then they changed color and started collapsing, like a dust storm in reverse! And behind it came something I thought I’d never smell again...fresh, uncorrupted air! Those big bug things came humping through the city, hissing and panting and blasting vapor, and behind them rolled fresh air! The necro-virals in the air were dying, withering into red dust, and dropping to the ground! Looked like dried blood all over the place, but the air smelled clean...not flowery and sweet, but compared to the reek of corruption, the air smelled clean...”

<<“RRRRAAAIIIDDDDD!!!”>>
#POOF#
---(Supposed) Translation of sounds heard from an invasive pest species upon encountering a formation of Toxatyls engaged in counter-invasive control

“Glad we geared up with the extra-strength disinfectants. Make sure NONE of this filth escapes uncleansed.”
----Obsidian Dawn Warchief surveying the horizon-to-horizon mass of vermin confronting her extermination team.

The Obsidian Dawn surprised a great many observers when they premiered a new Warmount of their own. Though initially they were believed to have received help from the Horrorwoods with designing the new Warmount, the latter Tribe’s history of disdain for the way the Obsidian Dawn has sometimes indiscriminately wiped out entire ecosystems in pursuit of vermin-extermination contracts makes that unlikely. It has also been suggested that the Toxatyl was developed from the Mixmaw with the assistance of Clan Scelptor, possibly in return for the Obsidian Dawn’s help in ridding ancient Duvwight ruins of particularly persistent and resilient vermin.
The Toxatyl resembles a cross between a giant bloated mutant newt and a mechanical grasshopper. The soft flexible(but battle-tough) green hide of the giant Warmount flexes and ripples with internal pressures. The rider and passengers are housed in an obviously mechanical, but chitin-styled, clasped behind the bulbous head. A second passenger or weapons pod can be mounted on top of the humped back, commanding a better view and arc of fire. Various cybernetic and bionic devices stick out of the head and body of the newt-like Warmount. Spotted around the front are several large louvered orifices that are used to vent vapors and gases to the front and sides of the Warmount. The long, thick, bloated body is carried on four multi-jointed legs. Finally, the long broad, paddle-like tail has two large gill-like louvered vent systems on either side of it; with wide waving motions, the Warmount can disperse even more vapors effectively.
Internally, the Toxatyl is a mobile chemical factory and chemical warfare laboratory. Fed enough chemical feedstocks and specific chemical ‘recipes’, the Toxatyl’s internal systems can reconfigure to produce a vast array of chemical agents, most tailored to destroy specific lifeforms.
Like the Mixmaw it is supposedly developed from, the Toxatyl is something of an idiot savant, having an ‘instinctual’ ability for chemical engineering and processing. However, while the MixMaw is primarily dedicated to creating industrial chemicals and compounds, some of which happen to be toxic, the Toxatyl focuses mainly on aerosol chemicals.
Toxatyls typically move in packs of six or more(and often, in secured zones where little armed resistance is expected, only one will be actually ‘manned’, the others rider-less), starting upwind of a target area to maximize the effective dispersal of chemical agents. Being amphibious, they can also be used to dispense chemicals into bodies of water. Despite their size, Toxatyls are fairly lightly armored, and relatively lightly armed. Against heavily armored(and environmentally shielded) opponents, the Toxatyl best have an escort of more heavily armed Warmount types to protect it; otherwise its best recourse is to spray a smokescreen and try to retreat.
The Toxatyl has thus far appeared only with the Obsidian Dawn. Despite its equal proficiency at cleaning up polluted worlds, the type has supposedly been banned from acquisition by the Horrorwoods, given the Toxatyl’s rumored role in wiping out several ecosystems. The only other tribe to have expressed an interest in it has been the Radiant Edge, most likely to help in decontaminating deathworlds under their control.

Type: EcoS-K-86 Toxatyl
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger(typically one or both will be trained NBC experts or chemical engineers). An addition 1-2 passengers can be carried in a separate dorsal pod.
MDC/Armor by Location:
Main Body 460
Head 120
Cockpit Pod 200
Head Spikes(4) each
(Optional) Dorsal Pod 120
Legs(4) 150 each
Height: 29 ft
Width: 15 ft, legs extend out another 4 ft from each side(+8 ft total)
Length: 89 ft
Weight: 9 tons
Cargo: Small space inside/beside the saddle-pods for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH
(Leaping) Can leap 10 ft up and 30 ft across; DOUBLE height/length with a running start
(Climbing) Agile climbers, thanks to their high-jointed legs, retractable toe-claws, and the head spines.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 25 MPH. Maximum depth tolerance of 1,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Toxatyl have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Advanced Molecular Analyzer---A more advanced chemical sampler and sniffer that includes a chemo-spectrograph...Useful for testing for the presence of trace radioactives(and what type), petrochemicals, explosives, and toxics, or useful feedstocks of chemicals.

*Chemically Resistant Armor----The skinning of the Toxatyl is effectively proof against corrosive agents, which makes sense, given the Warmount is often swaddled in a cloud of various chemical agents, many of them corrosive.

*Physical Padding---The ‘soft’ skin of the Toxatyl also gives some limited protection from physical attacks; punches, kicks, impacts, and projectile attacks do HALF damage as the kinetic energy is distributed along the large mass of the Warmount, dispersing its effects.


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

2) Chemical Manufactory/Dispenser System----The Toxaytl’s bloated psuedo-flesh hide an internal chemical cookery that would make meth lab street-techs kill to possess, chemical WMD-minded tyrannies sell off their own people to acquire, the chemical industry turn gangrenous in envy, and the EPA foam at the mouth. Fully the equal of the MixMaw’s, the Toxatyl’s innards are chemical-engineering versatility; its nanite-culturing guts and cyber-organs can, with some preparation, generate just about any compound. The exact limits of this capability are a Shemarrian secret.
The output of this system is pumped out through two sets of louvered circular vents in the ‘shoulders’ and hump of the Toxatyl, and through large gill-like dispersal slits on the large flat tail.
(Note: Some of the chemical agents described below have been previously posted as Paladin Steel anti-Xiticix weapons; in which case the Shemarrians have simply copied the chemical templates for their own use)

Range: Varies by local atmospheric conditions, but typically the Toxatyl can spray out a cloud of gas 800 ft in diameter within 1 melee with the blowers going full blast. Clouds typically persist for 1d4 minutes, while the more persistent chemical agents may sink into ground pockets and remain effective for 1d4 HOURS.
Damage: (Varies) A few of the more commonly produced chemicals are as follows: (Smoke) Simply obscures visibility to about 3 ft range; those caught in it are -5 to strike, parry, dodge, disarm, and entangle. CAN be combined with Anti-Laser Aerosol.

(Anti-Laser Aerosol) Negates the bonuses from laser targeting systems. Lasers fired into/through the cloud do HALF damage. CAN be combined with Smoke.

(Stun Gas) Save of 16 or better, or be knocked out for 1d10 minutes.

(Tear Gas) Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees.

(Aerosol Sanitizer) An antibacterial aerosol, essentially airborne bleach, that acts as an irritant to unprotected eyes and respiratory tissues; 1d6 SDC/HP, and victims are -4 to strike, parry, and dodge for 1d4 melees.

(Stench Gas)---Artificial skunk spray; victims are to save at 15 or better, or be incapacitated(NO initiative, -80% to skill rolls, limited to defensive actions only----parry, roll---and bonuses are at HALF) for as long as they are subjected to the stench, and for five minutes afterwards. The stench is persistent, lingering for 1d6+6 days, and can be smelt from as far off as 2,000 ft(three times that distance for anybody with advanced smell).

(Nerve Gas)----This can be fine-tuned to affect only specific species, but it is not recommended that ANYBODY come in contact with skin-absorption nerve agents. Those who inhale or come into skin contact with the gas(it is skin-absorbant) must roll versus lethal poison or suffer 2d4x10 SDC/Hit Point damage.
Defoliant agents can be considered to be similar, but only do (immediate) damage to plants and plant-based physiologies.

(Hex-Gas)(See Rifts Northern Gun 1, pg. 138 for the full description) ----Zinc chloride-oxychloride/hydrochloric acid. When inhaled by humans, d-bess, and animals, victims are -2 APMs, -4 on perception, -4 on initiative, -2 strike, parry, dodge, and disarm, reduce speed by HALF, and -20% on skills, all for 1d6+2 minutes after exposure, then HALF penalties for an additional 2d4x10 minutes. ‘Mortal’ MDC beings suffer the same penalties as above, but HALF effect, and lingering effects last only 3d6 minutes. Supernatural beings and creatures of magic suffer HALF the initial effects, but NO lingering effects. Undead, beings that do not need to breath, or are impervious to gases, and Elementals are completely immune.

(X-7 Foaming Agent)---A persistent poison agent that can be used to create ‘toxic barriers’. The foam lasts up to 2d6 hours before breaking down. Any creature entering the barrier that gets the foam in contact with an internal membrane(such as eyes, nose, body openings, open wounds), will take 4d6 Hit Points, or 1d6 MD, of poisoning damage per melee of contact. A successful save versus lethal poison will HALVE the damage. Note: This is also available as a rapidly-foaming solid ‘pellet’ that can be fired from a grenade launcher.

(Aerogel)---An extremely light plastic foam that seems insubstantial as mist, floats on water, ...and gloms up the breathing spicules of mutant insects and ties up pests like quick-set concrete. Most mutant insects will begin suffocating, taking the equivalent of 2d4 MD per melee., and will find their speed slowed down by. Beings will find their progress through the foam slowed down by HALF the first melee, then cut speed by half again the next melee, and so forth, until the intruder’s speed is cut to a Spd 1, or else breaks free. The Sprayer can produce up to 60 cubic ft of aerogel per melee. Note: This is also available as a rapidly-foaming solid ‘pellet’ that can be fired from a grenade launcher.

(Safe-Gel)---Safe-Gel is a gelatinous blue goo that neutralizes acid, denaturing it and preventing it from doing any damage, or reducing damage to people and property already affected. Spraying Safe-Gel on an acid-damaged object or creature stops the acid from doing any additional damage; spray-treating objects in advance with a layer of the stuff is also possible, but the Gel is sticky and heavy(reduce speed by HALF, and visibility/sensor ranges by 1/3 if completely enveloped in the material). Safe-Gel can take up to 50 SDC damage before it is wiped off, but it only lasts a half-hour after exposure to air before drying up and peeling off. A single application of Safe-Gel fills a cubic foot of space. Note: This is also available as a solid ‘pellet’ that can be fired from a grenade launcher.

(DeRes)-DeRes is a solvent specifically designed to break down the resins used by the Xiticix in their hives and weapons. Spraying it on other substances, including flesh, will only cause discoloration and mild chemical burns/blistering(2d6 SDC), but upon contact with Xiticix resin it will do 5d6 MD per melee, for 1d4 melees, then will do 3d6 MD for another 1d4 melees, and then 2d4 MD for yet another 1d4 melees.

(PESTEX)---- The most lethal and effective agent in the chemical arsenal is this potent pan-neural toxin that blocks chemical life processes dead...PESTEX is severely limited in use(it’s only been used operationally twice, all two times to stop Xiticix hordes/hives from overwhelming major population centers). PESTEX does the equivalent of 2d6x10 MD to Xiticix and anyone else who inhales it, and does 1d4 x10 MD skin contact damage to any other creatures unlucky enough to make contact with the gunk(or whoever makes a successful saving throw against inhaled poison). It is a persistent poison, doing 3d6 MD(equivalent--which is to say it kills SDC beings on contact) to anyone coming in close contact with the contaminated area for 2d6 days---possibly longer...environmental impact studies haven’t been ongoing long enough...PESTEX has thus fallen out of favor due to its toxicity, and is released for operational use ONLY with special permission and under circumstances where it is certain that the poison will not threaten water supplies, environmentally sensitive regions, or populations....PESTEX is also called ‘Suicide Gas’ because the various restrictions on its use mean that there is only one environment in which the material CAN be used...that is, deep inside a Xiticix hive complex....

(Sterid-10) The next up, and equally controversial) contender in lethality is only marginally effective in immediate fatalities(only does one time damage of ) but interferes with cell division and reproduction...any organism dosed with Sterid-10 will find its healing abilities severely curtailed....Takes the equivalent of 5d6 MD/SDC initially, healing damage at HALF the normal rate for 1d10 days, and must save vs lethal poison or be rendered sterile. Even a successful save doesn’t guarantee safety....there is a 30% chance of birth-defects or smaller broods being produced. Because of this long term damage potential, Sterid-10 is as closely controlled as PESTEX and equally unpopular with chemical warfare handlers.
The environmental concerns surrounding Sterid-10 and its long-term effects on the non-Xiticix environment have resulted in severe protocols applied to its use....Sterid-10 is restricted to deep-Hive incursions designed to kill Queens, and there are extremely strict procedures for handling the material. Note: This is also available as a rapidly-evaporating solid ‘pellet’ that can be fired from a grenade launcher, in which case it breaks down into a vapor covering a 10 ft radius.

(‘Wobble’) Wobble is an extremely promising chemical, and considered a ‘non-lethal’ agent in that it’s designed to incapacitate, rather than kill. ‘Wobble’, as it is popularly known, seems to overwhelm the Xiticix’s finely tuned senses, causing them to stagger about and lose coordination. Unfortunately, its effects aren’t permanent, but it IS environmentally safe. Xiticix and other insectoid lifeforms that come in contact with the stuff are -4 to save versus poison, and are -5 to strike, parry, and dodge, HALF APMs, and -2 to initiative for 3d4 melees on a failed save. A successful save means that the monster is only -1 to initiative, strike, parry, and dodge for 1d4 melees. It has no discernible effect on mammals and other lifeforms, aside from causing coughing and headaches if inhaled.
Some biologists are concerned, however, that repeated use of ‘Wobble’ on populations of Xiticix may result in the insectoids building up an immunity to the weapon.

(Scourex-5) Scourex is a mildly acidic agent intended to attack the sensitive antennae, soft joints, and eyes of insectoids, its mildly corrosive properties creating a thin layer of white film over the eyes that effectively blinds the monsters. It also takes a chemical wire brush to sensitive antennae. Scourex is a fast-acting agent, and quickly-dispersing one...it only lasts about 2 minutes in aerosol form before it completely oxidizes and becomes useless. Xiticix and other insectoid lifeforms that come in contact with the stuff are -6 to strike, dodge, and parry, lose ALL initiative, and are -15% to track for 2d6 melees, until they can scrape off the film, and their sweat/irrigation glands flush the stuff off. Scourex also does 2d6 SDC per melee to unprotected skin and soft tissues, and hurts like hell until washed off. Note: This is also available as a rapidly-evaporating solid ‘pellet’ that can be fired from a grenade launcher, in which case it breaks down into a vapor covering a 10 ft radius.

(ChitinEx)----ChitinEx is a special enzyme that attacks the molecular bindings in the hard exoskeletal material common to many megadamage insects, weakening it and lowering its overall MDC value. A solid hit with a blast of ChitinEx will reduce the MDC of the afflicted area by 30%(even with multiple hits), while immersion in the enzyme for more than 3 melees will reduce the MDC by HALF.

(FlexiKill)---Similar to ChitinEx, this enzyme attacks long-chain polymers similar to those in organic plastics and latex, stiffening and embrittling the material(effectively HALF their Armor Rating and SDC) . MDC plastics will lose their elasticity and become brittle, and more susceptible to damage(take DOUBLE damage from all subsequent attacks).

(Rot Gas) ----This spray is slightly acidic(raises a rash on bare skin, dissolves hairs, and irritates the eyes), but is more effective at breaking down dead matter, such as fresh food, untreated natural fibers, and dead matter. Food will be instantly spoiled. Cotton and wool clothing will deteriorate completely in 1d6 hours, leather in 2d6. Zombies and other undead take 2d6 points of damage every melee round, for 2d4 minutes.

(Fuel-Air Explosive)---A highly volatile chemical that smells like (adulterated) natural gas, with similar properties if ignited; does 1d6x10 SD(or 1d4 MD), going off like a concussive grenade. There’s also a 60% chance of knocking human-sized targets off their feet from the blast(lose initiative and 1 APM getting back up again). Unless ignited, the cloud safely dissipates after 1d6 melees, though the gas smell may linger for 1d6x10 minutes.

(Hallucinogenic Gas)---- Those who inhale or come into skin contact with the gas(it is skin-absorbant) must roll versus non-lethal poison or suffer a delusional state where the sights are too bright, the noises too loud, and just about any stimuli will trigger a rampant escalation of sounds and images , typically based on the victim’s fears and anxieties. Effects last 6d6 minutes, during which the victim is -10 to all combat actions.

(Ganja Gas)---Compared to other chemical agents, Ganja Gas is pretty innocuous; it gets its victims HIGH as a freakin’ kite. Save versus non-lethal poison or be trippin’ for 3d6 minutes. Lose initiative, HALF APMs, Speed, and all combat bonuses, HALF all skill proficiencies for the duration. Victims will find it hard to concentrate, let alone fight, because everything is just so MELLOW and the colors so BEAUTIFUL.

Rate of Fire: Once per melee
Payload: The Toxatyl typically carries 96 applications of up to 6 different chemicals. It can regenerate this reserve within 24 hours given the right chemical feedstocks, although some of the more exotic gases and chemical agents may require longer to ‘cook’. Smoke, tear gas, and disinfectant/mild acids can be generated in as little as an hour.

3) Spit Acid----The Toxatyl’s small mouth can spit caustic agents, typically used to break down materials into an easily digestible sludge.
Range: 150 ft
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: 100 shots before needing refill; the Toxatyl’s systems can catalyze and produce a new supply of acid within 24 hours.

4) Head Spikes(4)---Clearly part of the mechanical/bionic head pod, these are simply larger, longer, versions of the Monstrex’s back spines. They are typically used to spear prey and hold it to be dissected(or dissolved), or the spikes can be envenomed for extra effect. Some Tinkers modify these spines to be giant hollow hypodermics, able to sample alien lifeforms for study.
Range: 18 ft
Damage: 1d8 on a stab

5) Air Blast---The same high velocity air pumps that spread chemical agents can also be used to bowl over opponents at short range
Range: 100 ft; 200-300 ft in close quarters(such as a highway or subway tunnel)
Damage: Acts similar to a Wind Burst, at ranges of 100 ft or less,
humanoid-sized beings(7 ft or smaller) will have an 88% chance(95% chance in close quarters) of being knocked over and pushed 1d6x10 ft(2d4x10 ft in close quarters) by the air blast, as well as a 65% chance(75% chance in close quarters) of being stunned or knocked out.
Creatures and bots weighing over a ton, or standing 8-20 ft, will only have a 40% chance of being knocked over, and only a 15% chance(25% chance in close quarters) of being stunned.
Creatures and 'bots taller than 21 ft, will be unaffected.
Rate of Fire: ECHH
Payload: Effectively unlimited

6) (Optional) Modular Weapons(2)---The head module can mount two weapons similar to those standard to the Monstrex.

7) (Optional) Dorsal Pod Weaponry----The top pod can be fitted as a gun turret, especially for air defense or bringing down flying vermin. The pod can typically mount two heavy weapons(fire-linked), such as those that follow:
a) Shemarrian Long Rifle
Range: 6,000 ft
Damage: 2d6x10 MD per shot
Rate of Fire: EGCHH
Payload: 820 rd drum

b)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting).
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: Effectively unlimited
Bonus: +2 to strike

c) Ion Cannon---Some Obsidian Edge vermin-hunter teams have been known to use modified ion weapons to stun or electrocute pests for examination purposes.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.

d) Particle Beam Cannon---Many Obsidian Edge teams have been known to tinker with the radiation output of these weapons to do extra irradiation damage to vermin species.
Range: 3,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Plasma Cannon----Based on an ARCHIE-3 knockoff of a Mechanoid weapon. Rumored to have been acquired through trade with the Blood Riders.
Range: 4,000 ft
Damage: 1d4x10 MD per blast. Can also fire a scatterbolt that does 4d6 MD to a 15 ft wide area, but reduce range by HALF.
Rate of Fire: EPCHH
Payload: Effectively unlimited

f) Flame-thrower-----Given the Obsidian Dawn’s exterminator roll, flamers are particularly popular.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: If given time and preparation(and chemical stocks, especially petrochemicals or wood), the Toxatyl CAN synthesize gasoline/alcohol equivalents, producing enough for 20 blasts per hour.

g) 40mm Grenade Launcher---Can also fire chemical grenades, and the crews often carry empty shells that be filled in the field with specific agents created on the spot by the Toxatyl.
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
(Chemical) Varies, but typically creates a cloud 15 ft in diameter
Rate of Fire: Standard
Payload: 250 rds

h)Dual Laser/Mini-Missile Launcher----Somehow, the Eshemar managed to get hold of a stock of Paladin Steel PS-MMLR-14 Mini-Missile Launcher Rifles, copies of the Coalition States’ CCT-M20 Missile Rifle, complete with mini-lasers.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft in air
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Like the Mixmaw and the Hexadra, the Toxatyl is something of an idiot-savant, with an ‘instinctive’ knowledge of chemical engineering.
Typically has the basic Monstrex programming, plus the following:
Chemistry: Basic 96%
Biology 50%(+5% per level of experience for Ecotroz entity)
Botany 50%(+5% per level of experience for Ecotroz entity)
Nuclear, Biological, Chemical Warfare 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Toxatyl intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4, +3 underwater
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Parry +6
Pull Punch/Kick/Stab +4
Bite 1d6 MD
Spike Stab 1d8 MD
Kick 3d6 MD
Stomp 4d6 MD
Tail Lash 3d6 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Toxatyl an aura and behavior more befitting a sentient being than a robot. Toxatyls are patient predators that work well in packs and with other predatory Warmounts. They are aware that they lack the teeth and claws to engage in major melee combat, but are cunning enough to use their chemical attacks to wear down or disorient opponents while awaiting a better opportunity to strike a critical blow.

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-86F---(aka ‘Fartizaurs’)’Feral’ variant without the obvious ‘bionic implants’ or cockpit pods. They can still produce chemical clouds, however.
Last edited by taalismn on Sun Dec 06, 2015 2:14 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 »

taalismn wrote:EcoS-K-86 ‘Toxatyl’ Chemical Warfare Warmount
(aka ‘Gasilisk’, ‘Toxie’, ‘Sprayamander’ )


Ooooh... nasty. I can definitely see Obsidian Dawn using these. And Clan Scelptor helping?! Damn, good reference for them. I could see maybe Clan Vespa aiding in the designing of the insect frame, if not the actual production.
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Re: Shemarrian-related fan creations

Unread post by kronos »

Uploaded the Trigadar, Kondar to the wikia
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Cool. Should have the art for the Toxatyl up sometime tomorrow.
-------------
"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 glitterboy2098 »

still gotta get around to that rogue scandinavian AI idea of mine.
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taalismn
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Re: Shemarrian-related fan creations

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glitterboy2098 wrote:still gotta get around to that rogue scandinavian AI idea of mine.



Shemarrian Scout: "Say.....seeing how we're in Europe.....let's go skiing..."
-------------
"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:
glitterboy2098 wrote:still gotta get around to that rogue scandinavian AI idea of mine.



Shemarrian Scout: "Say.....seeing how we're in Europe.....let's go skiing..."


"We can make it a gargoyle hunt tri-anthalon.." Offers a warrior.

Also Galehawk uploaded.
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Re: Shemarrian-related fan creations

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"We'll get a sleigh...pulled by carnivorous toasters! With nuclear jetpacks!"
"Let's try to be original and go with robot reindeer with laser antlers...."
"Jamming aerials actually...or long range radio antennae..."
-------------
"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:"We'll get a sleigh...pulled by carnivorous toasters! With nuclear jetpacks!"
"Let's try to be original and go with robot reindeer with laser antlers...."
"Jamming aerials actually...or long range radio antennae..."


"Don't let the Ghost Riders or Motrons "pimp" the sleigh though.. my audio receptors still glitch from Battle Sister 'Little Drummer' sonic weapons set to go off to some ancient band called "Trans Siberian Orchestra".."
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

"I was wondering why the Wayfinders insisted on re-doing their cybears in white and silver..."
-------------
"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:"I was wondering why the Wayfinders insisted on re-doing their cybears in white and silver..."


"I dread what 'Gifts' the Ghost Riders will give out this year.."
"The candy cane gravity spears did prove quite effective against that vampire infestation last year.."
"Yes.. I did quite enjoy the look of shock and the silence of their laughter upon being impaled by the white and red stripped spears."
-Two Skullcrushers standing guard at a High Council Meeting with several Ghost Riders carrying large numbers of shiny wrapped packages.
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Re: Shemarrian-related fan creations

Unread post by guardiandashi »

I heard rumors that the Alecians decided to give out presents this year...
Wayfarer "Nuclear hand grenades?"
Ghostrider: "Vortex munitions?"
Skullcrusher: "Holographic Rockem-Sockem Robot Sets?"

Alecian: "Nope", handing out boxes with funny symbols on the side "Anti-Vampire RG-6000 rounds"

and for "party Favors" we also brought a few Anti-Vampire "flares"
all :eek: :shock: "Why does the flare box say 'Danger use SPF 100,000 sunscreen before use?'"
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taalismn
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Re: Shemarrian-related fan creations

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Thanks to 89er for letting me co-opt this particular one of his (many) ideas.

*EcoS-K-95 Lughaul Heavy Hauler Warmount
(aka ‘Sequioid’)
http://i408.photobucket.com/albums/pp164/taalismn/img710_zpsahvccy6r.jpg

“It’s not that I object to being rescued by the Shemarrians, along with my vehicle. It’s just the sensation that we’re being humped by one of their cyborg goliaths that I find unsettling.”

“Okay, but what if a Lughaul breaks down? What do we use to carry -it- off the battlefield?”

“Did you catch that combo? Grabbed that Terror Trooper by the head with its teeth, then drop-kicked it! That deadboy’s catching some SERIOUS airtime! Right out of the Rockies! Bet that armor-jockey finally comes down halfway to Chi-Town!”

“Okay, ground’s shaking. Do I really want to know what’s coming? Big footsteps mean big trouble. We’re screwed, aren’t we?”
“For once, big footsteps mean we’re about to be rescued. This time it’s a GOOD sign, so relax and wait for the local road patrol to pick us up and get us out of here.”

“Look, I know they’re supposed to be a support formation, but why is it that every time the scouts run into trouble, they call up the transport echelon to deal with it? That’s what the war-cavalry’s supposed to be doing! The drovers and caravan drivers are hogging all the glory!”

The ‘Lughaul’ was developed by the Wayfinders for the purpose of dealing with a major problem with legged Warmounts: a crippled Warmount cannot simply be towed off the battlefield for repairs. The Hawkmoons have typically been called upon to use their Cyrocs or Galehawks to carry disabled Warmounts to safety, but such airlift support is not always available or possible. To that end, the Wayfinders introduced the Lughaul; part mobile derrick, part siege tower, all imposing cyberbeast.
The oversized Lughaul has a huge roughly spherical body held suspended between two massive forelimbs on which the Warmount walks, biped-style. The legs have complicated, but heavily reinforced, jointing that allowthe legs to bend both forwads and back, and even be raised above the main body. A curving length of after-abdomen and tail plates hangs from the rear of the main body, and sprouts four seemingly atrophied legs that have been modified for grasping with powerful grips. The head is placed low between the shoulders and is heavily ‘muscled’ with powerful jaws, and sports four eyes, one positioned in the forehead to scan the sky and another in the lower jaw to look down on the ground below the high-stepping warmount. The body is skinned in heavy leathery plates and panels.
Because of its great height and bipedal locomotion, the Lughaul has a phenomenally good sense of balance, courtesy of several types of gyro-stabilization inside its globular body. The Lughaul can balance, and even hop, quite confidently even on one leg. It can also lay down to make embarking passengers easier.
In operation, the Lughaul squats over a crippled Warmount or other large object and grapples onto it with its four rear legs, then lifts the whole mass up and carries it to its destination. Larger payloads can be straddled and ‘ported by several Lughauls if the object is long enough, or can be fitted with a carriage frame.
Because the unmistakable high profile of the Lughaul makes it an obvious target, the Warmount is heavily armored, able to weather punishing conditions and survive heavy fire. Though originally intended as a Utility Warmount, the LugHaul has also been classed as a ‘siege Warmount’, owing to its powerful array of weaponry, including a supercharged plasma ejector, powered by the high-output fusion generator organs necessary to power the Lughaul’s heavy robotic musculature. Its powerful leg design means that just about anything that gets within kicking range of the Lughaul will wind up embedded in the ground/wall/cliff, impaled multiple times, or booted clear out of the county.
Lughauls originated with the Wayfinders, but they have been quickly adopted by the Horrorwoods, who created a ‘feral’ version of them. Both the Silvermoons and Clan Scelptor have also recently been seen deploying versions of the Lughaul.

Type: EcoS-K-95 Lughaul
Class: Robotic Warmount, Utility
Crew: None; robot intelligence
1 rider/pilot, and room in the standard missile cupola pod for 1-7 passengers/gunners.
MDC/Armor by Location:
Main Body 2,000
*Head 600
Forelegs(2) 580 each
Leg Spines(16) 55 each
Grasping Legs(4) 180 each
(Optional) Missile Cupola
Upper Platform 420
Lower Platform 300
Lasers(2) 60 each
Missile Launcher 150

*Destroying the head doesn’t kill the Lughaul(the AI core is mounted deep inside its body); it can continue to move and fight using sensory systems elsewhere on its body, but it will be unable to use its plasma breath weapon, is -1 APM, and all combat bonuses and maximum speed will be HALVED.

Height: 58 ft to the top of its back; the standard missile cupola adds 12 ft
Width: 20 ft at shoulders
Length: 20 ft
Weight: 75 tons
Cargo: Depends on the cupola-pod mounted; the Missile Bunker pod most commonly fitted can hold the crew’s survival packs and sidearms, plus two tons of additional ammunition and supplies.
Can carry 40 tons of payload slung between the legs.
Physical Strength: Equivalent to Robotic P.S. of 75
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 120 MPH
(Leaping) Can leap 30 ft up and 80 ft across, DOUBLE that distance with a running start. Reduce distances if encumbered by under-slung cargo of 20 or more tons’ weight.
(Climbing) Difficult, given the weight of the Lughaul, but not impossible. -10% to normal climbing skill.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to wading or walking along the bottom at 25 MPH, maximum depth of 1 mile.
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 Lughaul 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 1d6x10 MD per hour, and can repair 400 MDC before needing material stocks to convert to MD repair material.

*Advanced Gyrostabilization---Lughauls are 96% to maintain their balance, even in concussive shockwaves, tidal waves, high winds, and being pounded on by other oversized monsters. Observers have commented that ‘the bigger they are, the harder they fall’ takes on the opposite meaning when applied to a Lughaul; they seem to NEVER go down in a fight if they can help it.

Weapons Systems:
1) Eye Lasers(4)----The Lughaul’s heavily-armored and be-fanged head sports four eyes with extra-powerful lasers. These are typically used to clear brush and obstacles from around a payload to be picked up, though of course they can be used to vaporize opponents.
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)
All four firing in burst mode simultaneously(again, one attack) does 4d4x10 MD(!)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Plasma Breath----The Lughaul can periodically give vent to a powerful exhalation of plasma. This is typically used to clear a path to a crippled Warmount, vaporize a pathway through rock, and send living obstacles packing for safety.
Range: 7,000 ft and can cover a 30 ft wide area
Damage: 1d4x100 MD per blast
Rate of Fire: 3 times per melee
Payload: Effectively Unlimited

3) Leg Spikes/Spines(8/8 per leg)---Each sequoia-thick leg conceals an array of laser pylons similar to those deployed by the Glitterboy power armor, and a ring of articulated external spines similar to those carried by the Montrex. These are typically used to help anchor the Lughaul(or, in the case of the external leg spines, to skewer infantry that attempt to get in under the Lughaul), but they can also be used to deliver an added impalement threat to punch-kicks.
Range: Melee(both spikes and spines have an effective range of 15 ft)
Damage: 1d6 MD per spike/laser pylon. A punch/stab simply using all eight external spines would therefore do 8d6 MD. Used in conjunction with all eight laser-pylons, that’s 16d6 MD(!)

4) (Optional) Armored Cockpit Pod---Like the Shastrac, the Lughaul can be fitted with a large armored cupola, similar to those developed by Tolkeen during its war with the Coalition States. The most common cupola design is an upgraded version of the EGM Missile Bunker(Rifts Siege on Tolkeen Book Six: Final Siege, pgs. 68-69 ), detailed below for convenience. The Missile Bunker has been improved with larger missile capacity, and more powerful pulse lasers gimbaled for air defense.
Range:(Lasers) 6,000 ft
(Mini-Missiles) Varies by Missile Type
(Medium Range Missiles) Varies by Missile Type
Damage:(Lasers) 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
(Mini-Missiles) Varies by Missile Type
(Medium Range Missiles) Varies by Missile Type
Rate of Fire:(Lasers) ECHH
(Mini-Missiles) Volleys of 1-8
(Medium Range Missiles) Volleys of 1-4
Payload: (Lasers) Effectively Unlimited
(Mini-Missiles) 64
(Medium Range Missiles) 12

5) (Optional) Armored Gondola Pod---If not carrying cargo, the Lughaul can carry an under-slung armored portable bunker or passenger pod(some of the Wayfinders have copied the Triax ‘drop pods; and ‘drop bunkers’ for inspiration), with enough passenger capacity for up to 8 Shemarrian-sized passengers, 700-1,000 MDC worth of armored protection, and typically 2-3 weapons, such as 19 shot mini-missile launchers, flame-thrower, grenade launchers or energy cannon.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has all the same standard programing as the Monst-Crane, plus the following changes:
Climbing: 80%
Salvage 70%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Lughaul intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Parry +4
Pull Punch +4
Bite 1d6x10 MD
Stomp 8d6 MD(against targets 18 ft tall or smaller)
Power Stomp(2 attacks) 1d4x100 MD
Foreleg Kick 3d6x10 MD
Foreleg Power Punch(2 attacks) 6d6x10 MD
Leg Spike/Spine Stab 1d6 MD per spike/spine----A full snap-stab with all 16 spikes/spines on a foot adds 16d6 MD(!)
Body Block/Ram 1d6x10 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Lughaul an aura and behavior more befitting a sentient being than a robot. The Lughaul is a fairly unsophisticated brute, attitude-wise, content to follow orders and haul heavy weight around at the command of their riders. Some can get quite possessive, however, and will readily and aggressively attack any opposition standing between them and something they’ve been directed to ‘fetch’. That having been said, Lughauls WILL cooperate with other Lughauls in manhandling especially large loads.

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

Options:
*Cupola Substitution---Different cupola types can be attached instead; the Tolkeenite War Throne(see Rifts Siege on Tolkeen Book Six: Final Siege, pgs. 69-70 for details), or the Beast Tank(Rifts Siege on Tolkeen Book Six: Final Siege, pgs. 72-73 ) can be mounted, though their heavy weight may impede the Warmount’s mobility. Other types are also in development; the Wayfinders in particular have been utilizing various TW-enhanced cupolas and magery platforms on their Lughaulers, especially along leylines(one astonished traveler in the American Northwest claims to have seen a ‘convoy’ of several Lughaulers floating rapidly along a leyline).

*Forcefield Cupola---This is a specialized cupola that replaces the lasers of the Missile Bunker with a powerful forcefield generator that provides the Lughaul with 500 MDC of protection. This field can be extended to cover a 50 ft wide area, allowing it to shield ground troops and salvage workers in the immediate vicinity of the Warmount.

*Back Spikes---This adds an array of six articulated spines similar to those on the legs to the back. These can be used to skewer opponents attempting to attack from the back, or to secure additional cargo(up to 16 tons) to the lower back for carriage.

*Electrified Leg Spikes----The external leg spines can be electrified to deliver a shocking touch. This is typically used as a defense against animals and infantry, when simply stomping them into a thin paste is not considered appropriate. 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems). On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees( HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).


*Projectile Leg Spikes---The external leg spines can fire their claw-tips as projectiles(900 ft range) doing 2d6 MD, although this is a one-shot weapon, and the claw-tips must be replaced/refitted afterwards.

*Flare/Chaff Launchers(2-6)----Because the Lughaul is so big and makes a tempting target for missiles, it can be fitted with multiple general-purpose countermeasure launchers. The launchers are fully compatible with both Triax-style and Northern Gun-produced flare/chaff rounds, as well as the full range of alternate loads available from Northern Gun (see Rifts World Book 33: Northern Gun 1, pgs 137-138 for a full range of other flare types).
Range: 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
Damage: None
(Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Payload: 18 per launcher


Variants:
*EcoS-K-95f---’Feral’ variant, typically seen in small numbers in the Northwest and in greater numbers on Shemarrian Star Nation Wayfinder and Horrorwoods enclave worlds. The only real difference is that the ‘feral’ model has a more realistic-looking faux-skin and lacks the external foot spikes(these can be installed quite quickly if the EShemar need to press the ferals into open service).

http://i408.photobucket.com/albums/pp164/taalismn/img706_zpsw8iezryz.jpg
*EcoS-K-95Sm---Silvermoon variant; it is covered completely in laser-reflective(lasers do HALF damage) gold, silver, or bronze, armor, and the eye lasers do 25% greater damage at 25% greater range. The Silvermoons use their Lughauls far more often in the combat role; they pioneered a tactic of lugging large wrecking balls or demolition bombs and sending them rolling into enemy formations like giant bowling balls. Silvermoon Lughauls also tend to be quite gaudily ornamented in clan sigils, symbols, banners and barding.

*EcoS-K-95Csc ----Clan Scelptor variant, clad in golden laser-resistant armor(lasers do HALF damage), and fitted with contra-gravity suspensors in the legs. These allow the giant Warmount to hover and fly, albeit slowly(250 MPH) in an atmosphere, but also allow it to maneuver quite ably in space(Mach 7). The rear legs are also fitted with ‘morphing tool-heads to allow the Warmount to straddle and work on various structures(presumably the Scelptors have also added maintenance and construction programming to the Lughauls).
Last edited by taalismn on Thu Jan 14, 2016 6:35 pm, edited 4 times in total.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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