Original concept and some intro fluff by 89er.
* EcoS-K65 Audiocity Warmount(aka ‘StunBunny’, ‘Screamin’Memee’, ‘Ear Raid’, ‘Coughing Flea’, ‘Cybercicada’)
http://i408.photobucket.com/albums/pp164/taalismn/img558_zpsc37f1318.jpg “Must you constantly play ‘Axel-F’?! Save the auditory memes for use on the enemy, not your colleagues!”
“Besides, we’d rather you play ‘Anvil of Crom’.”
“....don’t give him ideas.”
“We’ve got playlists.”
“-Komte-Martial Nivens, I have no objection to your using archiac music as the basis of your sonic attacks when engaging the Infernals, but I question whether ‘Running with the Devil’ is really appropriate.” Created as a growing need for reliable communications and testbed for new developments in sound technology, the Audiocity has taken to the ground running.
Based on a metallic hare/killer rabbit, with accents of insect(particularly in its flea-like hexapodal configuration), the Audiocity carries itself on four legs, with a set of paws tucked mantis-like under the head. Two large ‘ears’ sweep back from the head, and are typically positioned to the sides, along the body, when running, but can swing forward for surveillance or combat. The mouth is small, flanked by what look like weapons protruding from the cheekbones, but are in reality additional sensors. The Warmount is covered in a quilt-like stealth fabric to reduce its acoustic signature and reduce damage from vibrational weapons to itself. The body contains sensor equipment that can pick up sounds, the means to record and play them back like a lyrebird, and bleeding edge sound weapons. Among its amore combat-oriened sonic options are concussive bursts, infrasound generators, and a vibrational engine able to find both protective and destructive resonant frequencies. The Audiocity is also able to launch tremors, vibrate structures to rubble, and has a database of select frequencies that can obliterate selected targets and materials. A blend of quiet listening and deafening assault, the Audiocity is always ready to listen, like a fuzzy NSA.
The Audiocity’s main shortcomings are that it’s a real lightweight with regards to damage capacity and all-out combat capability. Despite its fierce appearance, it has less integral armor than its riders, and even less built-in firepower. If confronted with a powerful enemy, the Audiocity’s best hope is to surprise the enemy with a distracting sonic barrage and sensory overload, then take advantage of the distraction to scoot at maximum speed, hightailing it for cover.
Not surprisingly, the Audiocity was developed by the Wayfinders, and it remains almost exclusively in service with them, though the Horrorwoods also maintain a large number of them, and surprisingly the Wolf’s Path reportedly has a few. The BloodRiders and Skullcrushers regard the design with disdain(the combat-hungry Tribes finding the idea of a Warmount unable to wage all-out war to be puzzling), the ‘crushers even calling it ‘the coughing flea’. For their part, the Wayfinders most commonly deploy the Audiocity with recon, surveillance, and exploration parties, typically as a Male mount. Less commonly, the Audiocity is also brought along with Shemarrian formations to play inspiring music for the troops(especially NeShemar auxiliaries) or to calm nervous natives the EShemar encounter.
Type: EcoS-K-65 Audiocity
Class: Robotic Warmount, Communications, Surveillance
Crew: None; robot intelligence, Awakened with an Ecotroz essence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 220
Head 60
Ear Vanes(2) 55 each
Foreclaws(2) 60 each
Legs(4) 90 each
Sensor Quills (6) 8 each
Height: 9 ft
Width: 5 ft
Length: 11 ft
Weight: 1.1 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 200 MPH!
(Leaping) Spectacular Leaper; 30 ft straight up/across from a standing start, while a running leap in excess of 60 MPH can boost the Warmount 40 ft up and 100 ft across.
(Climbing) Expert climber; 90%/0% profficiency
(Flying) Not possible
(Space) Not possible
(Underwater) Can actually swim at 15 MPH, or run along the bottom at 10 MPH. Maximum depth tolerance of 800 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 Spinsters or at the behest of individual riders/owners.
*Inaudible Frequency Transmission
*Advanced Hearing---The Audiocity's hearing is particularly acute, with an effective hearing range 10 times that described for the
Advanced Robot Audio System(Rifts Sourcebook One, Revised and Expanded, pg.27).
*Communications Relay----The Audiocity can act as a field radio relay, re-transmitting signals to boost their gain and range.
*Broad-Band Radio Listening Capability---The Audiocity can listen in on a broad spectrum of EM signals.
*Loudspeakers---The massive ears of the Audiocity double as loudspeakers, able to maintain a steady output of 150 decibels(that’s louder than a jet taking off at 100 ft distance, and can cause permanent hearing damage if exposed to for long).
*Sound Library/Sound Analysis Computer---The Audiocity maintains a comprehensive onboard library of sound and music, and can record and play back, even alter, any sounds it hears. Thus it can be used to broadcast misleading sounds, like animal cries and wilderness noise to cover more artificial sounds(like Shemarrian troops advancing through the woods). The Audiocity is an adept acoustic mimic.
*Decryption Hindbrain---The Audiocity has a secondary brain that helps filter through intercepted signals. With an experienced signals analyst hardjacked in, the Hindbrain gives a +10% to Decryption rolls.
*Acoustic Stealth---By constantly sampling the ambient noise around itself, the Audiocity can broadcast counter-waves, producing an envelope of ‘white noise’ around itself that cancels out the sounds of its own progress. This gives the Audiocity a sonic Prowl capability of 75%.
*Bionic Cybernanite Repair Systems---ALL Audiocity 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.
*Ground Sonar----Housed in each of the Audiocity's foot-pads is a seismic probe and ground-phones. When in use the ground contact footpad emits ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by ground sensors in the Warmount's feet(or deployed on other vehicles), and a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the Audiocity will hear an annoying low-key buzz, and may feel nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1,000 ft. .
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.
*Anti-Vibrational Defense---Between its special armor overcoat and its Directed Vibration Projectors, the Audiocity can project a powerful counter vibration that protects it from sonic and vibrational attacks. However, the system doesn’t work immediately; the first attack with a vibrational weapon(such as a sonic blaster or vibroblade) does FULL damage, but once the Audiocity has sampled the vibrational frequencies associated with the weapon, it can adjust and produce a counter vibration that renders all further attacks with the same weapon INeffective(does NO damage).
*Sensory Whiskers(6)---The Audiocity sports six long whisker-antennae that can swing out from alongside the body and act as motion-detection probes in total darkness. Adds a +1 to Dodge.
Weapons Systems:
1) Directed Vibration Projectors(2) ----The Audiocity has two massive ‘ears’, normally slung back like roller bars along the body, but able to swing forward, that are in reality a powerful sonic weapons system. The degree of control with the multiple emitter arrays is such that the Audiocity can stun an opponent at range, or pulverize their bones and armor with lethal vibrations. The downside is that the sonic vibrations are fairly short range, so the otherwise versatile weapons system is not usable as a sniper system or long range bombardment weapon. The projection arrays are also rather fragile and easily damaged/put out of commission.
Range:(Disorientation) 250 ft, and affects a 50 ft wide area to either side of the Warmount.
(Stun)500 ft, or 250 ft and affecting a 15 ft wide area.
(Disruptor) 1,200 feet
(Resonance Attack) 400 ft
Damage:(Disorientation) This is a low, throbbing, ultrasonic attack that attacks the inner ear and induces vertigo and nausea. Those hearing it without adequate hearing protection. Victims must roll versus non-lethal poison or be -1d4 to initiative, and -5 to strike, parry, and dodge for 1d6 melee rounds. Also must roll under their P.P. the first melee or fall down(lose initiative and 1 APM struggling back up). Does NOT affect those with cybernetic hearing or without hearing.
(Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
(Disruptor)(Variable power settings) 4d6 SDC, or 4d6 MD per blast
Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
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.
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 and aircraft 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.
Resonance Attack---This is a protracted(1 melee or more, takes up ALL APMs) sonic blast meant to find and exploit the catastrophic resonance frequency of structures. More powerful than the Vibration Blast, Resonance Attacks cause structures to begin vibrating in such a manner that they begin to crack and rapidly fatigue, ultimately falling apart.
Note that the Resonance Attack requires BOTH arrays to be operational and swung forward to focus.
Does 4d6x10 MD per melee. CANNOT be made on moving objects, and is most effective on stationary structures.
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Sensory Assault Launchers(2)---These are multi-round grenade launchers mounted on/in the haunches of the Audiocity, and are normally concealed under the padded skinning, extending from under hinged plates when cleared for action.
Used primarily to act as a distraction to escape, they can also be used to weaken threats with enhanced senses. The shells are based off pre-rifts non-lethal tech, that combine a flashbang grenade, a stingball, and pepperball shots, and will also be set to spin-bounce around, shrieking, throwing off sparks, gas, and shedding fragments for one whole melee.
Range: 800 feet
Damage: (Flashbang effect)Those without optical and auditory protection will be -10 to strike/parry/dodge, -1 on on initiative, and -1 APM for 1d4 melees, and even those WITH environmental protection will be startled and lose initiative that round.
(Stingball effect) Kinetic shock does 1d4 SDC and 50% chance of knocking human-sized targets off their feet(lose initiative and 1 APM getting back up)
(Pepperball gas) Covers a 25 ft area, for 5 minutes(depends on ind conditions). Those without respiratory protection will be -10 to strike/parry/dodge, -3 on on initiative, and -1 APM for 1d6+1 melees after getting a facefull of the stuff.
Rate of Fire: ECHH
Payload: 12 per launcher
3) Flare/Smoke Launchers(2)---Bundled alongside the SALs described above, these are more conventional flare/smoke launchers.
Range: 800 feet
Damage: (Flare) Can illuminate a 150 ft area for 4 melees
(Smoke) Covers a 20-40 ft area depending on wind conditions
Rate of Fire: ECHH
Payload: 12 per launcher
4)(Optional) Modular Weapons(2)---The Audiocity has provision for torso-mounting two weapons similar to those standard to the Monstrex.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Audiocities tend to come across as furtive, sneaky, paranoid creatures, ever checking their surroundingd for danger .
Has all the same standard programing as the Monst-Crane.
Also has the equivalent of the following:
Singing 90%
Play Musical Instrument(Synthesizer) 90%
Imitate Voices/Noises 78%
Cryptography 80%
Electrionic Countermeasures 94%
Radio: Scramblers 90%
Read Sensory Equipment 94%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Audiocity intelligence and design is such that it is limited to skill selections from Technical: (Language, Literacy, Lore, Excavation) Military( Camouflage, Trap/Mine Detection), Wilderness( Hunting, )
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6, +7 when running in excess of 75 MPH
Automatic Dodge +4
Strike +2 (+2 w/ ranged weaponry)
Parry +3
Roll +4
Pull Punch +2
Critical Strike on a natural 19-20
Bite 1d6 MD
Foreleg Punch/stab 1d6 MD
Rear Leg Kick 5d6 MD
Leap Kick(2 attacks) 6d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Audiocity an aura and behavior more befitting a sentient being than a robot. The Audiocity is quite sensitive to danger, and is quick to turn to go to ground or bolt in the face of danger.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but DOUBLE the range.
*Sixth Sense
*See Aura
*Presence Sense
*Sense Evil
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8, but the Audiocity has an I.Q. of 13), 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:
*Camou-Shroud---This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum typically carried attached to the posterior of the Audiocity. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 10 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering tjose means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter