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.