Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Now, now..you want to leave SOME of the shell to be recycled into trophies and handmade armor.
While Kydian chin-spike necklaces and Altaran eye-shade bracelets are common enough among the Shemar, Metztla shell garments are both utilitarian AND decorative.
-------------
"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 »

abe wrote:[
or some bbq grills instead, after all he said "SNAIL-BAKES".


What heathen GRILLS mollusks? You BOIL or STEAM them.
-------------
"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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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
abe wrote:[
or some bbq grills instead, after all he said "SNAIL-BAKES".


What heathen GRILLS mollusks? You BOIL or STEAM them.


There's where you need to just need to crack the shell a bit on the bottom, hold it in place, then fire a constant stream of plasma at the bottom and let it cook inside its shell.
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glitterboy2098
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Re: Shemarrian-related fan creations

Unread post by glitterboy2098 »

Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Not sure that would work with a 40-ton demonic nautilus. And direct plasma exposure to the flesh at best chars the flesh. Good if you like carbonized escargot(or black sludge butter sauce straight), but I think you're better off using microwaves or superheated steam to boil the buggers after you're killed them by other means.

Or use Dessicate the Supernatural on them, then pickle them when they're dead.
-------------
"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 »

slice it into snail steaks.
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
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* All fantasy should have a solid base in reality.
* Good sense about trivialities is better than nonsense about things that matter.

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

glitterboy2098 wrote:slice it into snail steaks.


"Now this only LOOKS like a small turbofan engine, but it's the Slice-Mar 2000 vibro-food processor! Just the tool you need to dice twenty tons of Metztla meat into medallion-sized chunks! Or making dino-burger! Or disposing of bodies! Just kidding about that last one! It doubles as a salad shooter too, if you're looking at a quick way to slice and present those genetically-engineered bucky-yams! "
-------------
"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 »

The Shelong gets its own illo, and gets taken off the WIP list.
http://i408.photobucket.com/albums/pp164/taalismn/img454_zpsddcff8e5.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Advanced Cultural Notes: Blood Marks

It was tragedy, pure and simple, and it struck hard.
Kiko Inosi had been a precious darling of a young girl,a joy to her family, her neighbors, and her classmates. A young teenage freshman many were already predicting would be a heartbreaker when she grew older, but for the time being was a fresh breath of youthful springtime who brought a smile to all she encountered in her part of the city.
Nobody saw her taken, or by who. It was a school teacher who first noted her absence, a washerwoman who found her family...or what remained of them.
Young Inosi had been subjected to over eighteen hours of brutal torture at the hands of her captors before being dumped in the street like garbage, next to the dismembered bodies of her younger and older siblings. Of their parents, there was no sign, and the worst was feared. The sudden tragedy was the talk of the city; the constabulary were baffled, demons were involved, the Black Market was responsible, d-bees had done the horrid deeds, Coalition or Federation of Magic terrorists were behind the crime.
And now the locals were treated to another unexpected sight; soon after dawn of the second day following the gruesome discoveries, a party of a dozen tall armored warrior women atop fearsome beasts had arrived in town. The heavily armored, hard-eyed, alien women had simply pushed through the city gates and down the streets. They had gone straight to the hospital the young girl had been taken to and had practically encamped on its front grounds. They didn’t acknowledge the efforts of hospital security to remove them, and they showed no signs of leaving. Few townsfolk doubted their presence was a coincidence.
Word was circulating; young Inosi, or one of her family, had been Marked after somehow crossing paths with the Shemarrians and catching their interest. Now something bad had happened to one the Shemarrians had declared worthy of their attention and they were here to investigate.
There was already betting on the street how much of the city would still be standing when the Shemarrians finished their ‘investigation’.


Blood Marks are Tribal markings given to those non-Shemarrians who are of great interest to, or who have brought themselves to the positive attention of, the Tribes. Such distinction may be earned by doing a favor to a Shemarrian, being of benefit to a Tribe(or THE Tribes), or showing great courage(such as fighting a common enemy like the Splugorth) alongside Shemarrians. Upon such individuals, the Shemarrians may bestow a Blood Mark.
A Tribe’s Blood Mark resembles its Tribal crest or icon. Blood Marks vary in size and complexity from small darkish birthmark-like patches of color with only a vague resemblance to a Tribal insignia(vaguely hawk-shaped, crescent moon-shaped, or skull-shaped) to larger and more vivid tattoo-like works of art. The Blood Mark may be placed prominently on a body part, like the back of the hand or a cheek, or on someplace less visible(especially to the recipient) like the back of the neck, armpit, scapula, sole of the foot, or inside/back of the thigh. This may depend on whether the Blood Mark was given with consent of the recipient or put on them without their knowledge, and the purpose behind it. More prominent Blood Marks serve to declare that the person is an affiliate or under the protection of a Shemarrian Tribe, or simply an identifying tag designating the person of interest to the Tribes.
Blood Marks are more than just tattoos, however; they are created by nanite injection into the recipient. The nanites select a patch of muscle and skin, and ‘grow’ a nanocircuit array into the flesh. This nanocircuitry acts as a passive transponder and locator beacon to active Shemarrian ‘pinging’ signals, the response bounce from the transponder array identifying the Marked person. The array signal response also presumably carries a data file indicating the reason why the Blood Mark was given, and whether it serves a positive or negative purpose, determining the response of the Shemarrians who encounter the recipient. The array may also dump biometrics information on the Marked person’s physical state of well-being that can be read by any attentive Shemarrians in range of the transponder bounce.
Nothing short of surgical excision and muscle and skin graft can remove a Blood Mark.
Blood Marks are a typical mark of a Bondsman foresworn to one of the Tribes. They are also marked on slaves of the Tribes. They may also be markers of a negative sort; the Mark may convey to other Tribesmen that the wearer of the Mark is not to be trusted or accorded any respects or protections afforded others of the Shemarrians’ acquaintance.
Blood Marks are typically applied by a Psi-Shamaness or Shemarrian Mystic. Lower castes may occasionally burn or cut identifying marks on others, that may serve the same purpose as Blood Marks, but with far less finesse, but these are not considered to be true Blood Marks.
-------------
"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:Advanced Cultural Notes: Blood Marks

Oh dear... at least two members of the present campaign most likely have been marked.

This should prove interesting. :demon:
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Bind the body to the opened mind

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A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-63 ‘KillWar’ Warmount
(aka ‘Gun-Snail’, ‘Die-lek’, ‘Sydney’)
http://i408.photobucket.com/albums/pp164/taalismn/img453_zps514c377f.jpg

“Oh what a prank the Dark Waters played on the hated Splugorth on D’zazzi! I shall never again accuse them of being humorless ever again! To think they fooled the Kittani into believing their ernstwhile allies had opened fire on them in the eternal fog and drizzle of that world, and pushed them into burning the mollusks’ hive! The Splugorth’s tech-comms are STILL buzzing about that ‘betrayal’! If only we could listen in on what the Metztla have to say about that incident! I imagine the shells are even MORE annoyed and angry!”
----Jhyl Mol Mirada Farsight , Hawkmoon CommIntel Analyst, Deceptos Aeryie

The KillWar is another new Dark Waters Warmount design that is meant to emulate and provoke the Splugorths’ Metztla minions. Just as the prior ‘Shelong’ was based on the Kreelong Carapace, the ‘KillWar’ is based on the Kreewarr Carapace drone caste. The Dark Waters’ sudden interest in aping the Metztla may come as a surprise to observers of the Tribes, but it is really an extension of their specialization(at least on Rifts Earth) in marine combat. Given the amphibious range of the Dark Waters’ combat operations against the Splugorth, they come in frequent contact with the Metztla, whose mollusk-like physiology and marine capabilities make them natural elements in Splugorth submarine defenses, and thus natural enemies of the Dark Waters. Arguably the Dark Waters’ earlier EcoS-K-26 Nautika Warmount was inspired by the Muren Metztla, and was often mistaken for one when it first appeared.
Like its inspiration, the KillWar is a slowly walking engine of destruction, a walking gun turret. Lumbering forward, clad in heavy armor, and spitting death from its heavy weaponry, the KillWar can act as an anchor for a combat line, or a brute force wall-cracker and seige-engine.
The KillWar is also one of a handful of Warmounts that dispense with external saddles in favor of internal cockpit-style spaces. To anybody other than a Dark Water, these cockpits are oppressively small and claustrophobic, amounting to little more than a padded coffin-sized space or roughly humanoid-shaped socket, but for the ‘vehicle Tribe’, the accommodations are perfectly acceptable and functional.
Also like the Kreelong/Shelong, the KillWar’s major shortcoming is its lack of an equivalent amount of armored protection compared to the Kreewarr, even with advanced Shemarrian metallurgy providing advanced armoring materials. To compensate, the KillWars mount other defensive features and weapons. Against actual Kreewarr, however, the KillWar’s best option is to keep the range between them openned up while the Shemarrians use the superior range of their weapons to bomb the Metztla to pieces.
KillWars are too slow on land to make effective blitzkrieg cavalry Warmounts. Instead they are used in defensive postures or seige warfare, where their lack of mobility doesn’t pose a liability. KillWars have been used, like the Shelongs, on a number of occasions to bait the Metztla into traps, putting up spirited(and apparently forlorn) defense against the advancing psuedo-mollusks and their allies until the Minions have been drawn into prepared killing grounds. And on one occasion a covertly landed force of KillWars was used to trick a Kittani aerospace taskforce into bombarding a nearby Metlza enclave, further enflaming tensions between the Metztla and Splugorth. As with the Shelongs, the EShemarrians were careful to visibly expand the distribution of this particular type of Warmount to other Tribes beyond the Dark Waters after several putative raids on Metzlta enclaves, giving the impression of captured Kreewarr pressed into Shemarrian service. Besides the Dark Waters, the KillWar has begun appearing in numbers with the Silvermoons and Skullcrushers, the former because of their strongly defensive and formation-based strategies, and the latter because of their grimdark love of brute firepower(plus EVERYBODY wouldn’t be surprised by the Skullcrushers mutilating their enemies).

Type: EcoS-K-63 ‘KillWar’
Class: Robotic Warmount
Crew: None; robot intelligence, Awakened with an Ecotroz essence
1 rider/pilot, carried internally
MDC/Armor by Location:
Main Body 3,600
Head 1,000
Mouth 400
Reinforced Crew Compartment 200
Cannon(1) 300
Turret Modules(2) 400 each
Foreclaws(2) 900 each
Forelegs(2) 500 each
Rear Legs(8 ) 200 each
Tail 300
Height: 26 ft
Width: 25 ft
Length: 45 ft
Weight: 75 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 55
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 35 MPH
(Flying) Not possible
(Space) Not possible, limited to running along planetary surfaces.
(Underwater) The KillWar is neutrally buoyant and can ‘swim’ along at a rough 28 MPH. It can also crawl along the bottom at 8 MPH. Maximum depth tolerance of 2.5 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL KillWar 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 500 MDC before needing material stocks to convert to MD repair material.

*Rotating Turret Joint---Unlike the Kreewarr, the KillWar can rotate its upper dorsal body like a regular weapons turret a full 360-degrees.

*Molecular Grippers---The feet of the KillWar are fitted with molecular adhesion pads, allowing the Warmount to attach itself to slick surfaces and spacecraft hulls.

*Anchor Pylons---The KillWar can deploy Glitterboy-style anchor pylons from its feet, driving deep(15 ft) achors into the ground, bracing the Warmount against shockwaves(as from close-proximity explosions).

*Sonar--- 15 mile range.


Weapons Systems:
1) Heavy Cannon(1)----The main and most prominent weapon of the KillWar is the dorsal ‘bio-cannon’. The Shemarrians have shown their love of heavy firepower in outfitting the KillWar with a variety of heavy weapons. The Heavy Cannon has a full 360-degree arc of fire, 90 degree elevation, and 30 degree depression.
a) Heavy Ion Cannon
Range: 12,000 ft
Damage: 2d4x10 MD per blast
TRIPLE damage on a critical strike of natural 20.
Rate of Fire: EPCHH
Payload: Effectively Unlimited

b) Heavy Laser Cannon
Range: 2.5 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 5d6x10 MD per single cannon shot, 2d6x100 MD for all four cannons firing simultaneously
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) Particle Beam Cannon
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 1d4x100 MD per single shot
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

d) Heavy Rail Gun---More akin to an 100mm massdriver cannon
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 180 rds. Can carry additional ammunition in external armored (300 MDC each) panniers carried on the backside. Each magazine pod holds an additional 180 rounds. Up to four can be carried.


e) Electromagnetic Vortex Cannon
Range: 8,000 ft
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: ECHH
Payload: Effectively unlimited

f) Neutron Cannon---The Dark Waters copied this weapon straight from the Kittani; it’s been used on more than one occasion to confuse targets as to the true identity of their attackers.
Range: 6,000 ft in atmosphere, 2 miles in space
Damage: 3d6x10 MD per blast, DOUBLE damage to organic targets
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Pulse Disruptor---Another weapon copied from another source, this time the Golgans.
Range: 2 miles in atmosphere, 4 miles in space
Damage: 2d4x10 MD per blast at the point of impact, plus 1/4 that damage to everything in a 10 ft radius.
Rate of Fire: ECHH
Payload: Effectively Unlimited

h) ElectroMagnetic Bolt Cannon
Range: 5 miles in air or underwater
Damage: 4d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

i) GR Cannon---Adapted starship weapon
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 300 bursts per gun. Can carry additional ammunition in external armored (300 MDC each) panniers carried on the backside. Each magazine pod holds an additional 300 bursts. Up to four can be carried.

j) Quad-Barrel Particle Wave Cannon----Copied from a Naut’Yll weapon, modified to mount four barrels for extra damage, and typically used to sew confusion as to the exact origin of the attack(especially when used in murky waters from underneath a vessel).
Range: 5,000 ft
Damage: 1d6x10 MD single blast, 2d6x10 MD double blast, 3d6x10 MD triple blast, and 4d6x10 MD quad blast!
Rate of Fire: ECHH
Payload: Effectively Unlimited

k) Heavy Plasma Cannon
Range: 8,000 ft
Damage: 5d6x10 MD to a 10 ft blast area
Rate of Fire: ECHH
Payload: Effectively Unlimited
(Optional) Hot-Shotting----This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the cannon. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). This system normally has enough internal tankage for 12 enhanced shots, while using the secondary shell pod slots for gas storage gives an additional 30 shots per pod used for this purpose. Can carry additional fuel in external armored (300 MDC each) panniers carried on the backside. Each pod holds an additional 30 blasts. Up to four can be carried. If compromised or set on fire, the fuel pods can be ejected

l) Plasma Torpedo Launcher---Another adapted starship weapon
Range: 4 miles in atmosphere, 10 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d4x100 MD to a 40 ft blast radius per missile
Rate of Fire: Single shot. Three times per melee
Payload: Effectively Unlimited

m) Plasma 'Sharpshooter'---Adapted fighter weapon with relatively light range, but incredible damage(especially for a plasma weapon)
Range: 165,000 ft in atmosphere
Damage: 1d6x10 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

n) Tachyon Accelerator---Another adapted starship/starfighter weapon.
Range: 82,000 ft in atmosphere
Damage: 1d20x10 MD per blast
Ca also fire a 'spray blast' that does 1d8x10 MD to a 45-degree arc, but reduce range to 40,000 ft
Rate of Fire: Four blasts per melee
Payload: Effectively Unlimited


2) Plate-Pods(2)---Mounted behind the dorsal plates adjacent to the bio-cannon are two valved armored plates concealing modular spaces. In the original Kreewarr, these would hold lung-like chemical sprayer glands, but the EShemarrians have made the spaces compatible with a variety of different systems, larger than the Monstrex-standard accessory weapons modules more commonly used by the Shemarrians(and dating back to the pre-Awakening).
a) Chemical Warfare Sprayers
Range: 200 ft and covers a 100 ft area. Depending on wind conditions, the cloud typically lasts 2d4 melees before dispersing, or 1d8 minutes indoors and in stagnant air.
Damage: Varies by chemicals used.
The Dark Waters typically use the sprayers to deploy smoke or anti-laser aerosols.
Rate of Fire: Once per melee
Payload: 50 application reservoir per pod. Can carry additional ammunition in external armored (300 MDC each) panniers carried on the backside. Each magazine pod holds an additional 50 bursts. Up to four can be carried.

b) Targeting Sensor Arrays--- Each slot can be used to mount improved targeting sensors. One adds a +2 to strike with the turret-mounted weapons. Mounting TWO arrays gives a +4 to strike with the Main Cannon, and a degree of redundancy to targeting.

c) Forcefield Generators---Mounts an aerospace fighter-grade variable forcefield generator in the slot(two can be mounted, taking up both slots). Each generator provides 200 MDC per side(although typically this is more like 300 MDC per side, as the ground arc of the field is shunted to the upper portions.

d) Mini-Missile Launchers---36 per pod

e) Short Range Missile Launchers---18 per pod

f) Medium Range Missile Launchers---6 per pod

g) Torpedo Launchers---Found with dedicated deep water deployment KillWars. Each pod can hold 36 mini-torps OR 18 short range torpedoes OR 6 medium range torpedoes

h) Flamethrower
Range: 500 ft, and can cover a 25 ft wide area at maximum fan.
Damage: (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.
Rate of Fire: EPCHH
Payload: 100 blasts. Can carry additional fuel in external armored (300 MDC each) panniers carried on the backside. Each magazine pod holds an additional 100 blasts. Up to four can be carried. If compromised or set on fire, the fuel pods can be ejected(often exploding in spectacular fashion).


i)Microwave Horn
Range: 500 ft and can affect a 50 ft wide area
Damage: 4d6 MD to everything in the affected area. 65% chance of setting combustibles on fire. Does 1d6 SDC through plastic, ceramic, and padded armors. Metal armor and structures will sparkle and spark, and communications/sensor systems will be disrupted(50% chance) for 1d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) Point Defense Turret: Machine Guns---A mini-turret mounting a rapid-response PDS.
Range: 3,000 ft
Damage: Single round does 1d4 MD, short burst of six rounds does 4d6 MD, and a heavy burst of twelve rounds does 1d4x10 MD.
Rate of Fire: ECHH
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground). Has 4 independent attacks (uses its own targeting system).
Payload: 2,000 round drum per gun

k) Point Defense Turret: Rail Gun---A mini-turret mounting a rapid-response PDS.
Range: 6,000 ft
Damage: 2d6x10 MD per round
Rate of Fire: ECHH
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground). Has 4 independent attacks (uses its own targeting system).
Payload: 820 round drum per gun

l) Point Defense Turret: Laser---A mini-turret mounting a rapid-response PDS.
Range:4,000 ft
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: ECHH
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground). Has 4 independent attacks (uses its own targeting system).
Payload: Effectively Unlimited

m) Mine Launcher---Mine warfare variant, mounting multiple tube mine dispersal batteries in place of missile launchers. Each launcher consists of 40 tubes each, with 5 mines in each tube. Can also be used to spread surface sensors instead of mines.
Range: Submunitions can be launched up to 300 ft out to either side of the mech’s flight path.
Damage:
(HE mine) 5d6 MD to 10 ft area
(Fragmentation Mine) 4d6 MD to 18 ft area
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(5x40) 200 HE/anti-vehicle grenades/ Fragmentation Mines

n) 40mm Mortar System----36(6x6)-tube stack-array.
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
(Plasma) 1d6x10 MD to a 10 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds

3) Plasma Breath---An unexpected surprise to those more familiar with the Kreewarr is the KillWar’s ability to spit super-heated plasma.
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Claw Lasers(2)---The massive forearm pincers are backed by integral lasers, similar to the Shemarrians’ own wrist lasers, only larger.
Range: 3,000 ft
Damage: 1d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Shock-Claws---If lasers and slicing vibroblades aren’t enough, the KillWar can direct a powerful charge of electricity through its claws, electrocuting anything impaled on them.
Range: Melee
Damage: 1d6x10 SDC, 2d6 MD, or 4d6 MD from a touch, plus living/organic targets must save versus non-lethal poison of be stunned(). There is also a 55% chance of unshielded electronics being shorted out. If shock damage exceeds the target’s SDC/MDC, they are electrocuted, rather than stunned.
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the standard Monstrex base programming.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the KillWar intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 underwater
Strike +6 (+2 w/ ranged weaponry)
Parry +6
Roll +2
Pull Punch +3
Bite 5d6 MD
Pincer Stab 3d6 MD
Pincer Slam 8d6 MD
Power Punch(2 attacks) 2d6x10 MD
Pincer Crush 4d6 MD
Foreleg Kick 1d4x10 MD
Tail Strike 4d6 MD
Tail Lash 6d6 MD
Tail Pincer Snap 7d6 MD



Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the KillWar an aura and behavior more befitting a sentient being than a robot. The Killwar is a patient, plodding, but ultimately bloodthirsty beast, that will ignore damage to itself to wade into its enemies and slay them. It also has a reputation for being something of a glutton, constantly drinking water or chewing ice to cool and fuel its plasma powerplant, and eagerly devouring rock, metal, and megadamage materials to keep regenerating its heavy armor.

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/Upgrades:
-Tail Blades---Adds flip-out vibroblades down the length of the tail. +4d6 MD to a tail strike/lash

-Mace Tail--Arguably copied from Triax robot weaponry.+2d6 MD to a tail strike, +3d6 MD if electrified. Can also fire an electrical blast that does 3d6 MD, at a range of 1,000 ft.

-Blast Mace Tail----Arguably copied from Gargoyle weaponry. +4d6 MD to a tail strike, plus fires off a powerful electrical jolt on contact that requires a save vs non-lethal poison(16 of better). On an unsuccessful save, the victim loses initiative and 1 APM, and is -2 ro strike, parry, and dodge for the rest of the melee. 40% chance of knocking out communications , targeting, and radar systems in power armor and EBA for 1d4 melees.

-Resin Gland---A biomechanical graft on the chest of the Warmount that exudes a quick-setting adhesive the Warmount can use to glue debris onto itself as camouflage or applique armor(can add up to 800 MDC each to forearms and forward portions of the main body. The glued-in armor isn’t as sturdy as properly fitted plate, though, and takes DOUBLE damage from physical strikes such as megadamage kicks, punches, melee strikes, and projectile attacks. It’s claimed that some Skullcrusher Killwars have glued still-living Splugorth Minion prisoners to their front portions just before battles.


Variants:
*EcoS-K-63Sm---Silvermoon variant, armored in laser-reflective mirror-chrome(lasers do HALF damage). Any laser weapons integrated into the EcoS-K-63Sm have 25% greater range and damage.
Last edited by taalismn on Tue Apr 15, 2014 5:18 pm, edited 4 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:EcoS-K-63 ‘KillWar’ Warmount
(aka ‘Gun-Snail’, ‘Die-lek’, ‘Sydney’)


Nice.. Although some of the main weapon mount seem kind of.. weak.. Like the heavy ion cannon.. it's got low range (compared to everything else) and definitely low damage although on a crit it looks scarier (triple damage). While the laser is a QUAD mounting! The particle beam cannon seems to be that of a starship! The heavy rail gun doesn't have huge damage, but GREAT range AND optional ammo.
I'm not sure on the pulse disruptor.. damage is on low side, and only 1/4 damage to a 10 foot radius? Heavy rail gun variant ammo does better, but then you have limited ammo capacity. And the heavy plasma cannon does better area damage, but with less range, and damage overall isn't much better.

Just seems like you threw in a few capital ship weapons with heavy tank weapons (particle beam and heavy laser cannons and definitely plasma torpedo launcher(ship level weapons) vs heavy plasma cannon, pulse disruptor, neutron cannon and heavy ion cannon).

Sure, I can understand some of the weapons in general don't do a lot of damage due to their type.. but some of the lower ones don't seem to have a lot of.. what's the word I'm looking for.. appeal? or necessity? as there's no difference between them and a more powerful weapon except maybe damage type (ie. plasma/heat/fire over ion or ballistic).

Otherwise, love turning minions against each other with this warmount.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:EcoS-K-63 ‘KillWar’ Warmount
(aka ‘Gun-Snail’, ‘Die-lek’, ‘Sydney’)


Nice.. Although some of the main weapon mount seem kind of.. weak.. Like the heavy ion cannon.. it's got low range (compared to everything else) and definitely low damage although on a crit it looks scarier (triple damage). While the laser is a QUAD mounting! The particle beam cannon seems to be that of a starship! The heavy rail gun doesn't have huge damage, but GREAT range AND optional ammo.
I'm not sure on the pulse disruptor.. damage is on low side, and only 1/4 damage to a 10 foot radius? Heavy rail gun variant ammo does better, but then you have limited ammo capacity. And the heavy plasma cannon does better area damage, but with less range, and damage overall isn't much better.

Just seems like you threw in a few capital ship weapons with heavy tank weapons (particle beam and heavy laser cannons and definitely plasma torpedo launcher(ship level weapons) vs heavy plasma cannon, pulse disruptor, neutron cannon and heavy ion cannon).

Sure, I can understand some of the weapons in general don't do a lot of damage due to their type.. but some of the lower ones don't seem to have a lot of.. what's the word I'm looking for.. appeal? or necessity? as there's no difference between them and a more powerful weapon except maybe damage type (ie. plasma/heat/fire over ion or ballistic).

Otherwise, love turning minions against each other with this warmount.



Point taken, and admittedly I was raiding my parts bin for off-the-shelf systems.
Though, even with the vanilla ranges, the tech systems can STILL blow away the 3,000 ft and 1d6x10 MD damage of the original KreeWar's bio-electric cannon. It's just a matter of wearing down that 5,000 MDC the bio-KreeWar have as body armor.
Clearly, field modifications will be in order.
Good call there.
-------------
"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-63 ‘KillWar’ Warmount
(aka ‘Gun-Snail’, ‘Die-lek’, ‘Sydney’)


Nice.. Although some of the main weapon mount seem kind of.. weak.. Like the heavy ion cannon.. it's got low range (compared to everything else) and definitely low damage although on a crit it looks scarier (triple damage). While the laser is a QUAD mounting! The particle beam cannon seems to be that of a starship! The heavy rail gun doesn't have huge damage, but GREAT range AND optional ammo.
I'm not sure on the pulse disruptor.. damage is on low side, and only 1/4 damage to a 10 foot radius? Heavy rail gun variant ammo does better, but then you have limited ammo capacity. And the heavy plasma cannon does better area damage, but with less range, and damage overall isn't much better.

Just seems like you threw in a few capital ship weapons with heavy tank weapons (particle beam and heavy laser cannons and definitely plasma torpedo launcher(ship level weapons) vs heavy plasma cannon, pulse disruptor, neutron cannon and heavy ion cannon).

Sure, I can understand some of the weapons in general don't do a lot of damage due to their type.. but some of the lower ones don't seem to have a lot of.. what's the word I'm looking for.. appeal? or necessity? as there's no difference between them and a more powerful weapon except maybe damage type (ie. plasma/heat/fire over ion or ballistic).

Otherwise, love turning minions against each other with this warmount.



Point taken, and admittedly I was raiding my parts bin for off-the-shelf systems.
Though, even with the vanilla ranges, the tech systems can STILL blow away the 3,000 ft and 1d6x10 MD damage of the original KreeWar's bio-electric cannon. It's just a matter of wearing down that 5,000 MDC the bio-KreeWar have as body armor.
Clearly, field modifications will be in order.
Good call there.


The main question is.. how large of ship weapons can it mount? Since we know it mounts the plasma torps and seems like fighter scale lasers (four of them) and a light? cap ship scale particle beam cannon.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:
kronos wrote:
taalismn wrote:EcoS-K-63 ‘KillWar’ Warmount
(aka ‘Gun-Snail’, ‘Die-lek’, ‘Sydney’)


Nice.. Although some of the main weapon mount seem kind of.. weak.. Like the heavy ion cannon.. it's got low range (compared to everything else) and definitely low damage although on a crit it looks scarier (triple damage). While the laser is a QUAD mounting! The particle beam cannon seems to be that of a starship! The heavy rail gun doesn't have huge damage, but GREAT range AND optional ammo.
I'm not sure on the pulse disruptor.. damage is on low side, and only 1/4 damage to a 10 foot radius? Heavy rail gun variant ammo does better, but then you have limited ammo capacity. And the heavy plasma cannon does better area damage, but with less range, and damage overall isn't much better.

Just seems like you threw in a few capital ship weapons with heavy tank weapons (particle beam and heavy laser cannons and definitely plasma torpedo launcher(ship level weapons) vs heavy plasma cannon, pulse disruptor, neutron cannon and heavy ion cannon).

Sure, I can understand some of the weapons in general don't do a lot of damage due to their type.. but some of the lower ones don't seem to have a lot of.. what's the word I'm looking for.. appeal? or necessity? as there's no difference between them and a more powerful weapon except maybe damage type (ie. plasma/heat/fire over ion or ballistic).

Otherwise, love turning minions against each other with this warmount.



Point taken, and admittedly I was raiding my parts bin for off-the-shelf systems.
Though, even with the vanilla ranges, the tech systems can STILL blow away the 3,000 ft and 1d6x10 MD damage of the original KreeWar's bio-electric cannon. It's just a matter of wearing down that 5,000 MDC the bio-KreeWar have as body armor.
Clearly, field modifications will be in order.
Good call there.


The main question is.. how large of ship weapons can it mount? Since we know it mounts the plasma torps and seems like fighter scale lasers (four of them) and a light? cap ship scale particle beam cannon.
.
The plasma torps I got off a small Shemarrian fighter, so it was existing tech.
Now,, in existing Palladium, the ranges and damages of big rbot guns are rather schizoid; it's not until you get to destroyer=class ocean vessels that you get laser weapons with ranges of a mile and damage of 1d4x100 MD, while the Mechanoid Brain Combat Vehicle(62 tons) with its big honking plasma cannon(18 tons) only does does 2d4x10 MD at 8,000 ft range.

But Light starship weapons seem about right; they're typically 1.5-2.5 tons in weight
-------------
"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:
kronos wrote:
taalismn wrote:EcoS-K-63 ‘KillWar’ Warmount
(aka ‘Gun-Snail’, ‘Die-lek’, ‘Sydney’)


Nice.. Although some of the main weapon mount seem kind of.. weak.. Like the heavy ion cannon.. it's got low range (compared to everything else) and definitely low damage although on a crit it looks scarier (triple damage). While the laser is a QUAD mounting! The particle beam cannon seems to be that of a starship! The heavy rail gun doesn't have huge damage, but GREAT range AND optional ammo.
I'm not sure on the pulse disruptor.. damage is on low side, and only 1/4 damage to a 10 foot radius? Heavy rail gun variant ammo does better, but then you have limited ammo capacity. And the heavy plasma cannon does better area damage, but with less range, and damage overall isn't much better.

Just seems like you threw in a few capital ship weapons with heavy tank weapons (particle beam and heavy laser cannons and definitely plasma torpedo launcher(ship level weapons) vs heavy plasma cannon, pulse disruptor, neutron cannon and heavy ion cannon).

Sure, I can understand some of the weapons in general don't do a lot of damage due to their type.. but some of the lower ones don't seem to have a lot of.. what's the word I'm looking for.. appeal? or necessity? as there's no difference between them and a more powerful weapon except maybe damage type (ie. plasma/heat/fire over ion or ballistic).

Otherwise, love turning minions against each other with this warmount.



Point taken, and admittedly I was raiding my parts bin for off-the-shelf systems.
Though, even with the vanilla ranges, the tech systems can STILL blow away the 3,000 ft and 1d6x10 MD damage of the original KreeWar's bio-electric cannon. It's just a matter of wearing down that 5,000 MDC the bio-KreeWar have as body armor.
Clearly, field modifications will be in order.
Good call there.


The main question is.. how large of ship weapons can it mount? Since we know it mounts the plasma torps and seems like fighter scale lasers (four of them) and a light? cap ship scale particle beam cannon.
.
The plasma torps I got off a small Shemarrian fighter, so it was existing tech.
Now,, in existing Palladium, the ranges and damages of big rbot guns are rather schizoid; it's not until you get to destroyer=class ocean vessels that you get laser weapons with ranges of a mile and damage of 1d4x100 MD, while the Mechanoid Brain Combat Vehicle(62 tons) with its big honking plasma cannon(18 tons) only does does 2d4x10 MD at 8,000 ft range.

But Light starship weapons seem about right; they're typically 1.5-2.5 tons in weight


Makes sense.. but probably limited rate of fire as they draw a lot of power, perhaps?
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Makes sense.. but probably limited rate of fire as they draw a lot of power, perhaps?


Less powerful weapons----greater rate of fire.
More powerful weapons---greater range, but more limited rate of fire.
That's what I was/am thinking.

Rail guns in general should have better range, seeing what some of the effective ranges of conventional anti-aircraft artillery were.
-------------
"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 »

-------------
"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 Svartalf »

"Gun snail"? it looks like a mecha-Metzla version of a hermit crab
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Re: Shemarrian-related fan creations

Unread post by DhAkael »


Now THERE's a nightmare for the poor Kiddian / Kittani schmucks tasked with checking out incomplete intell reports.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Svartalf wrote:"Gun snail"? it looks like a mecha-Metzla version of a hermit crab



Running speed-wise, compared to other Warmounts, it's a snail.

But as the U.S. Army Armored Divisions say about the M1A1; "If it can't pass you on the highway, it can still blow you off the road!"
-------------
"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 »

DhAkael wrote:

Now THERE's a nightmare for the poor Kiddian / Kittani schmucks tasked with checking out incomplete intell reports.



:twisted: :twisted: "I want to PLAY." :twisted: :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by guardiandashi »

Recently a video surfaced of what anyone familiar with Robotech would swear is an officers battlepod fighting through a ruined town except it was a little shorter (only 39.6 ft tall) and a lot slower. What really has the Alecians going is that towards the end of the video the mecha apparently suffers critical damage and something ejects, the picture is rather distorted at that point but the ejecting "pilot" does seem to resemble a monst-rex standing on a plate of metal, that runs off. (the alecians insist its "proof that Megarea exists."
Well being the copy cats they are they had to try to duplicate the unit. and so the Ecos-MADMeg-3R was born. This unit uses the best of the "Alecian" tech and no expense was spared unfortunately they still insist it doesn't compare to the "real one Megarea was using"

MDC by location
Head sensor assembly 200mdc
Main body 3000 mdc
Lower arms /weapons pods 2x 800 MDC each
Upper arms 2x 400 MDC
upper weapon in the arm pod 150 mdc small target -3 to hit on an aimed shot
lower weapon in the arm pod 100 mdc small target -4 to hit on an aimed shot
back mounted cannon 500 mdc
legs 800 MDC each

the weapons that they Alecians managed to cram into this walking monstrocity are almost worse than the massive armor and this is also where the arguments among the Alecians start. the only thing they can agree on is that the forearm weapons are clearly a particle beam over a laser of some kind, so they went "shopping/scrounging" for the biggest nastiest particle beams and lasers they could find that would fit, and they picked some doozies,

A) Particle Beam Cannon (upper weapon in forearm pods)
Range Values: 6 miles in atmosphere, 60 miles in space)
Damage: 1d6x100 MD per single shot (can fire both as a combined attack)
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited
(these are obviously anti starship guns mounted on these things and everyone is scratching their heads trying to figure out how the Alecians got it to pack and be able to use 2 of these things.)

b) Heavy Laser Cannon (lower weapon on each arm)
Range Values: 5 miles in atmosphere, 50 miles in space)
Damage: 5d6x10 MD per single cannon shot, 1d6x100 MD for both cannons firing simultaneously (one on each forearm)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

C) (optional) Rapid fire Gravity Rail gun
This weapon fires a short burst of 120mm High explosive armor piercing munitions or depleted Uranium penetrators unfortunately they ran into limitations on available space (and weight) so it only has a total of 100 rounds of this ammunition however it fires bursts of 5 rounds
Range 2 miles in atmosphere, 10 miles in space (accurate) a burst is 5 rounds, and does 5d10x10 mdc, (2d6x10 if struck by a single round) only fires bursts

D) optional 2 20 tube Medium Range Missile pods with 2 reloads for each pod the launcher pods are mounted on the modular hard points that were installed on the shoulders as an "upgrade" after the 5th time a brawl broke out (in 2 hours) while the "Aecians" were "discussing"" the shoulder weapons systems

E) Optional dual 10 tube long range missile pods 1 on each shoulder, no provisions for carrying extra long range missiles (they are too big)

F) Dual quad cruise missile launchers (otherwise see LRM note)

G) dual 40 tube Short range missile pods with 1 reload for each

All the optional weapons packs except for C the cannon can be mixed and matched IE packing 1 srm pod, and 1 quad cruise missile pod or similar. the Cannon actually takes up both hardpoints to mount.

Height 39.5 ft
width 22ft
Length 25ft

maximum speed is 60mph running due to its long strides
power supply this is one of the rare Alecian ground units that uses a full up fusion reactor, instead of the more common nuclear. This gives the unit a 30 day supply of fuel before it needs to have its tanks refilled with more hydrogen or deuterium fuel, but other than that its a lot more robust, and only needs major maintenance every 10-20 years or so.

Some variants have been spotted that do not seem to carry additional weapons on the shoulder hard points instead its been speculated that they pack shield generators instead the Alecian units can generate a 400 MDC barrier shield for each hardpoint assigned to packing a shield.

the various missile pods are armored and can typically take 400 MDC each
Last edited by guardiandashi on Wed Apr 16, 2014 8:53 pm, edited 1 time in total.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

guardiandashi wrote:Recently a video surfaced of what anyone familiar with Robotech would swear is an officers battlepod fighting through a ruined town except it was a little shorter (only 39.6 ft tall) and a lot slower. What really has the Alecians going is that towards the end of the video the mecha apparently suffers critical damage and something ejects, the picture is rather distorted at that point but the ejecting "pilot" does seem to resemble a monst-rex standing on a plate of metal, that runs off. (the alecians insist its "proof that Megarea exists.".


Alecia---the 'BigFoot' of Shemarrian lore. :D

A couple of criticisms, though:

Does it have a separate head location? In which case, its MDC should be listed.
And Palladium style for hit locations when dealing with multiple limbs is
Arms(2) 'x' each
Legs(2) 'x' each

...so you know how many limbs you're dealing with.

Other than that...

Ewwww....shiny! 8)
-------------
"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 »

Advanced Cultural Notes: Shemarrians and Slavery

“No, I don’t like being made to work breaking stone and hauling scrap for the damn Shar, and being docked rations if I refuse to work, being told where and when to sleep, and where to do my business, but, as I am so eloquently reminded from time to time, the alternative is the damn Shar turn me over to the bloody Tolkeenites. Those mages have a death sentence on every member of my old battalion they can get their hands on...”

“Nice silver collar; beautiful workmanship there. Almost looks like a real snake.”
“I sometimes swear it IS. It MOVES occasionally. Mistress has hinted that if I wish, I can join her Serpent Dancers and get one of the bigger snakes. It would be nice to have something more...covering...on me.”


While the (E)Shemarrians despise the Splugorth and the Horune, and slavers in general, the Shemarrians themselves are, perhaps hypocritically, not adverse to certain forms of slavery. In fact, it can be argued that the early recruitment of NeShemar(mindwiped, cyborged, sentients, mainly humans, drafted into the EShemar ranks to give them extra auxiliary troops and labor) could be construed as a form of slavery.
The degree to which Shemarrians may practice enslavement varies from Tribe to Tribe, both by circumstance and philosophy. The Hawkmoons and Dark Waters for instance, have little use for indentured servants, as their areas and modes of operation(air and spacecraft) make having extra mouths to feed and potentially disgruntled captives near at hand a difficult proposition. Other Tribes, such as the Lost Eclipse or Bloodriders, take and hold prisoners as part of the deserved spoils of war.
In general, those Tribes that do take slaves take them as fallout from combat; prisoners of war, the dependents of bandits taken in combat, secondhand loot such as slavers’ stock, and captured criminals taken in Shemarrian territory. Shemarrians do not go out of their way to conquer people to enslave them, which arguably is a thin line separating them from true slavers.
Such slaves as are taken are usually treated quite well and seldom abused(this doesn’t change the fact, however, that they are effectively prisoners working for their captors). Some end up the equivalent of pampered pets, entertaining their Shemarrian masters. Extensive Tribal laws and traditions protect slaves from mistreatment, and severely penalize those Shemarrians who abuse their charges. The exceptions are hardened criminals and miscreants convicted(by Shemarrian authority) of crimes against fellow sapients, and who have not been summarily executed(rapists and pedophiles in particular). Such criminals may expect to be worked hard, often in the service of those they have wronged.
More often than not, such slaves as may be taken quickly graduate to NeShemar status, effectively earning ‘citizenship’ and status in the Tribes. Again, the exception is hardened criminals, who may see the rest of their lives under the control of the Shemarrians, or may be turned over to outside authorities(after a suitable period of time in service to the Shemarrians and some possible brainwipe to conceal Shemarrian secrets) to face whatever law may be awaiting them for their crimes.
Slaves may receive cybernetic and bionic implants, but rarely beyond the basic medical necessities. The exception may be specialized implants needed to contain and control particularly powerful or useful prisoners(such as the infamous Hoyt Sparks), with the more extreme conversions of this sort incidentally leading to the development of such cyborg and Elite types as the VatFather and Yashi-Tree.

Bondsmanship
Most Tribes do conduct the practice of bondsmanship; prisoners of war/combat who are regarded as being worthy, respectful, or honorable enough to be granted the special privilege of providing both service, and receiving training from, the Shemarrians. The goal of bondsmanship is typically to turn a former and esteemed enemy into a potential ally, by exposing them to Shemarrian culture, and inculcating them with the greater Shemarrian values. After a period of probation, the bondsman is allowed greater leeway and access to Shemarrian facilities and training. However, a bondsman who violates the terms of their parole, betrays both oath and bond, is considered an embarrassment to their sponsor and a traitor to their word, and may be very severely punished, depending on the degree of their transgression. A bondsman who has completed their sentence with the approval of their oath-holder may then be completely freed and allowed to return to their homeland, though often marked by the Tribe and under oath not to take up arms against the Shemarrians ever again, or may be foresworn as part of their parole to do some task or service for the Tribe in the future when called upon. An exemplary bondsman may be offered a place in the Tribe or be gifted with some other boon, such as a weapon, armor, vehicle, or other prize. Bondsmen(and ex-slaves in general) are given marked with a Blood Mark from the Tribe they did service with.

#HawkMoons
As the liberty-loving Tribe, Hawkmoons do NOT take slaves, and they rarely take bondsmen.

#DarkWaters
The exigencies of DarkWater life mean that this Tribe also does not use slave labor, except in the rarest circumstances. They rarely take bondsmen.

#Blood Riders
Blood Riders DO take slaves as spoils of war, and often induct bondsmen.

#Ghost Riders
Ghost Riders do not normally take slaves, but are perfectly willing to fob off prisoners to Tribes that do. They rarely take bondsmen, and such cases are special; a particularly adroit hacker may be captured and taken into the service of the Tribe if they are considered of great enough interest. However, it's been rumored that some of the Ghost Riders have been experimenting with using headjacks and neural implants to allow them to tap into prisoners' untapped mental capacity and use them as organic processors for data-mining massive amounts of input data, especially when the prisoners are asleep or otherwise unconscious(incidentally leading to some VERY strange dreams for the participants).

#SkullCrushers
The Skullcrushers rarely take bondsmen, but do use slaves, particularly if the captives are considered particularly dishonorable or unworthy of warriors’ parole. Under such circumstances, criminals may expect hard labor and life in service to the Tribe.

#HorrorWoods
The Horrorwoods take both slaves and bondsmen, but more often than not both groups typically become proper members of the Tribe in time.

#Wolf’s Path
Mobility is key to Wolf’s Path success, so they rarely take large numbers of slaves, though they do take bondsmen.

#SilverMoon
Rarely take slaves but are more inclined to take bondsmen.

*Sapphire Cobra
Sapphire Cobras take both slaves and bondsmen, with a high rate of converting them to full-on members of the Sapphire Cobra cult.

*WayFinder
Never take slaves, but may take the occasional bondsman. The exceptions may be individual Wayfinders with a grudge against the Coalition, but these tend to be incidental, rather than Tribal policy.

*Lost Eclipse/Nightmare
More inclined to take slaves; bondsmen are virtually unknown among the Nightmares.
Last edited by taalismn on Thu Apr 17, 2014 3:42 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

I feel sorry for those indentured / bonded to some of the fringers. :shock:
"For the love of gawd, TAROS please, may I take off the pink tutu?!"
"No... for your crimes you must wear the official servent uniform."
~Taros Tyff-AEn-nei of the Loli Tribe to a captured CS officer near the Shemarrian Nation (Post civil war).
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:I feel sorry for those indentured / bonded to some of the fringers. :shock:
"For the love of gawd, TAROS please, may I take off the pink tutu?!"
"No... for your crimes you must wear the official servent uniform."
~Taros Tyff-AEn-nei of the Loli Tribe to a captured CS officer near the Shemarrian Nation (Post civil war).


"Yes, please spare us. If I have to stare at the Sergeant's legs in a leotard any longer, I'm going to crack."
"I HEARD that, Corporal Kurzo!"

Actually, rethinking it, I'm thinking that if the Ghost Riders used slaves, they'd use them in particularly exotic ways, like implanting brain chips to use the slaves' underutilized portions of their brains as organic processors for running extra network time and processes. There's a movie with a similar thesis, where a dystopian future uses 'sweatshop' brain-labor to run things like surveillance drones and large scale sims. It's also mentioned offhand in the Ghost in the Shell manga that at least one of the Section-9 hackers uses a retired veterans group as his own 'brain pool' to help number crunch and search reams of data for patterns(the vets get compensated for their brain time). The Ghost Riders use their slaves in similar fashion, to data-mine, and get even more run-time when the slaves are asleep, as more brain capacity can be directed(leads to them getting strange dreams).
I think I'll add that to the OP.
-------------
"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:
DhAkael wrote:I feel sorry for those indentured / bonded to some of the fringers. :shock:
"For the love of gawd, TAROS please, may I take off the pink tutu?!"
"No... for your crimes you must wear the official servent uniform."
~Taros Tyff-AEn-nei of the Loli Tribe to a captured CS officer near the Shemarrian Nation (Post civil war).


"Yes, please spare us. If I have to stare at the Sergeant's legs in a leotard any longer, I'm going to crack."
"I HEARD that, Corporal Kurzo!"

Actually, rethinking it, I'm thinking that if the Ghost Riders used slaves, they'd use them in particularly exotic ways, like implanting brain chips to use the slaves' underutilized portions of their brains as organic processors for running extra network time and processes. There's a movie with a similar thesis, where a dystopian future uses 'sweatshop' brain-labor to run things like surveillance drones and large scale sims. It's also mentioned offhand in the Ghost in the Shell manga that at least one of the Section-9 hackers uses a retired veterans group as his own 'brain pool' to help number crunch and search reams of data for patterns(the vets get compensated for their brain time). The Ghost Riders use their slaves in similar fashion, to data-mine, and get even more run-time when the slaves are asleep, as more brain capacity can be directed(leads to them getting strange dreams).
I think I'll add that to the OP.


You can also make it that the Ghost Riders can tap into the memories, skills and experiences of such people, adding to their wealth of knowledge and potential skill pool while on missile while tapped into that particular brain space.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

You can also make it that the Ghost Riders can tap into the memories, skills and experiences of such people, adding to their wealth of knowledge and potential skill pool while on missile while tapped into that particular brain space.


Of course, their Domimatrixes might not have as much fun extracting data the 'old-fashioned way', but those girls are nothing if not creative and adaptive.
Yeah, makes the Ghost Riders even more fearsome and dark than being just 'the computer geek Tribe'. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:[

You can also make it that the Ghost Riders can tap into the memories, skills and experiences of such people, adding to their wealth of knowledge and potential skill pool while on missile while tapped into that particular brain space.


Of course, their Domimatrixes might not have as much fun extracting data the 'old-fashioned way', but those girls are nothing if not creative and adaptive.
Yeah, makes the Ghost Riders even more fearsome and dark than being just 'the computer geek Tribe'. :twisted:


I don't mean just data retrieval... but if a Ghost Rider is feeding info into a brain pool, in theory, anyone in the brain pool who's been in a similar situation, that data could pop up.. or perhaps a 'gut feeling' or intuition from their own experience could aid that Ghost Rider.. think of it like an extra set of Umbras, with a live link, without those umbras taking over.. The current Ghost Rider one is in control and is aided by ones she/he doesn't have.
Some things can't be accessed by straight data extraction or access.. some of it's gut feelings, and I'm sure there's situations the Ghost Riders haven't got an umbra for to give them a good gut feeling for.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

I don't mean just data retrieval... but if a Ghost Rider is feeding info into a brain pool, in theory, anyone in the brain pool who's been in a similar situation, that data could pop up.. or perhaps a 'gut feeling' or intuition from their own experience could aid that Ghost Rider.. think of it like an extra set of Umbras, with a live link, without those umbras taking over.. The current Ghost Rider one is in control and is aided by ones she/he doesn't have.
Some things can't be accessed by straight data extraction or access.. some of it's gut feelings, and I'm sure there's situations the Ghost Riders haven't got an umbra for to give them a good gut feeling for.


That's either a particularly bizarre form of slavery(Ghost Rider keeps a cache of 'sleeping beauties' in a brain-link) or a particularly intimate cyber-bond with a bondsman.
-------------
"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:[

I don't mean just data retrieval... but if a Ghost Rider is feeding info into a brain pool, in theory, anyone in the brain pool who's been in a similar situation, that data could pop up.. or perhaps a 'gut feeling' or intuition from their own experience could aid that Ghost Rider.. think of it like an extra set of Umbras, with a live link, without those umbras taking over.. The current Ghost Rider one is in control and is aided by ones she/he doesn't have.
Some things can't be accessed by straight data extraction or access.. some of it's gut feelings, and I'm sure there's situations the Ghost Riders haven't got an umbra for to give them a good gut feeling for.


That's either a particularly bizarre form of slavery(Ghost Rider keeps a cache of 'sleeping beauties' in a brain-link) or a particularly intimate cyber-bond with a bondsman.


With the Ghost Riders, I can see it going either way, depending on the Ghost Rider. Hell, I can see the Nightmare doing the sleeping beauty version..
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Nightmares, without question. They'd feel compelled to dispel any fuzzy bunny misconceptions about the Shemarrians.
They're like the Deadpools of the Shemarrian Nation.
-------------
"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:Nightmares, without question. They'd feel compelled to dispel any fuzzy bunny misconceptions about the Shemarrians.
They're like the Deadpools of the Shemarrian Nation.


I love me some Deadpool! Probably why the Nightmares are one of my favour tribes.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Nightmares, without question. They'd feel compelled to dispel any fuzzy bunny misconceptions about the Shemarrians.
They're like the Deadpools of the Shemarrian Nation.


I love me some Deadpool! Probably why the Nightmares are one of my favour tribes.


They just need to work on their comic banter more. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:Nightmares, without question. They'd feel compelled to dispel any fuzzy bunny misconceptions about the Shemarrians.
They're like the Deadpools of the Shemarrian Nation.


I love me some Deadpool! Probably why the Nightmares are one of my favour tribes.


They just need to work on their comic banter more. :twisted:


Yup, and meanwhile, a Ghost Rider with a Deadpool umbra is reaping all the benefits :mrgreen:
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Indeed...though in a few cases where the Nightmares and Ghost Riders team up, you might even say that the Ghost Riders are ghost-writing Deadpool lines for the Nightmares, something which irks the hell out of the hardcore Nightmares.
Then the Nightmares just go and do something horrible using My Little Pony-themed weaponry to people, or with Hello Kitty stuff(incidentally annoying the Pantherons in the bargain) to compensate.

Yeah, when you got two sociopathic Tribes who like mining antiquity for ideas, it can get pretty brutal. The Dark Waters still haven't entirely forgiven the Ghost Riders for using both the Dark Water Tribal insignia combined with 'Star Trek' imagery to delude the Kreeghor into thinking they were being attacked by a Starfleet squadron(the 'Riders had hacked into the Kreeghor sensor systems and programmed the ships to fire on each other in synch with the false threat data being fed through the sensors).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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EcoS-K-64 ‘Vincha’ Aerial Warmount
(aka ‘MurderCrow’)

“What in the Eleven-armed Gods’ hells are those stupid shell-birds doing? Do they MEAN to cause a collision flying like that?! Make a note, underling; I’ll have words with High Lord Ts’kumpf about reigning in his allies if they all act like this! What the hells are they doing now?! -Tzko’vsky’s Bal-”
---Last words of Loden-Staphan Prime Minister Vaalon Tranos, on the start of the Loden-Splugorth War.

The third in the Dark Waters Tribe’s Warmount designs meant to emulate Metlza castes, the Vincha is based on the Murvolva Metztla. Rumored to have been developed in collaboration with PS/GNE’s RAW PHYLUM ‘BioClaw’ biofighter program, the Vincha shows many similarities, though it uses a different tech-base.
Unlike the prior Metztla-emulation Warmounts, that are meant to provoke by appearing as cyborgized examples of the Carapace caste, the Vincha is designed for infiltration, and resembles, at least externally, a perfectly normal Murvolva Metztla, at least until the pilot opens up the throttle and shows just how DIFFERENT the Warmount really is.
The Vincha uses a powerful contragravity propulsion system to give the Warmount the appearance of telekinetically hovering and flying. Modular gun pods replace the TK electrocannon ‘prongs’, and a small internal weapons bay conceals a powerful complement of missiles or torpedoes. The contragravity motor also allows for the generation of a light defensive forcefield.
The Vincha’s rider/pilot sits inside the Warmount, rather than rides outside it; another common feature of Dark Waters Warmounts. To save space and weight, the Vincha is piloted by the smaller Yurei-caste espionage Shemarrians.
The Vincha is remarkably intelligent for a Warmount, bordering on near-full sentience. It is a cunning and clever predator, with a strong competitive streak, especially against the real Murvolva Metztla.
The Vincha’s shortcomings are similar to the rest of the Metztla-emulations. Armor protection isn’t equal to the actual super-predators, and the Warmounts are lacking in the full range of psionic abilities. This makes more close-order infiltration of the Metztla impossible, as the pseudo-mollusks are quick to sense the ‘ringers’. Under such circumstances, the EShemars’ best response is to use their superior speed and armament strike hard, fast, and then retreat. The Shemarrians have also learned and contrived to use their imitation-Metztla in other creative ways. Vinchas have been known to have been used to launch attacks on Kittani and other Minions, driving a wedge of suspicion between them and the pseudo-mollusks. In a particularly daring strategy, Vinchas were also rumored to have been used to attack an equally rapacious reptilian species intent on conquest, and embroil them in brutal warfare against the Metztla and the Splugorth, distracting all three species and draining their resources, while the Shemarrians watched from the sidelines and picked off stragglers and targets of opportunity on the edges.
The Murvolva-disguised Vinchas appear only in the Dark Waters’ stables. The functionally identical, but cosmetically different, EcoS-K-64B variant has begun appearing with the Silvermoons, Hawkmoons, and Horrorwoods, where it is often mistaken for an unAwakened aerospace fighter. It is also rumored that the Vincha has appeared with the Lost Eclipse, where it is piloted by Kildren-caste assassins.

Type: EcoS-K-64 Vincha
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence, Awakened with an Ecotroz essence
1 rider/pilot, carried internally
MDC/Armor by Location:
Main Body 900
Reinforced Crew Compartment 100
Head 120
Optical Sensor Clusters(9) 15 each
Blaster Cannon(2) 200 each
Tentacles(2) 80 each
Lateral Slash Fins(2) 150 each
Dorsal Fin 300
Ventral Fin 150
Forcefield 500
Height: 12 ft
Width: 8 ft
Length: 10 ft
Weight: 2 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Crawling) 10 MPH
(Flying) Hover to Mach 1(670 MPH). No altitude limit.
(Space) Fully capable in space, able to hit speeds of Mach 9.
(Kitsune Values: 30% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not possible
(Underwater) A powerful ‘swimmer’, using its thrusters. Capable of 80 MPH, maximum depth 2 miles.

Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Vincha 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.

*Sonar--- 10 mile range.

*ECM suite---Electronic jamming system, mounted in the dorsal fin, that gives radar-guided weaponry a -4 to strike the Warmount. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike).

Weapons Systems:
1) Blaster Cannon(2)---Like the other imitation Metztla, the Vincha’s main armaments have been made modular, allowing a variety of configurations, though the EVC was initially favored as it imitated the Murvolvas’ organic electromagnetic blasters.
a) Electromagnetic Vortex Cannon
Range: 6,000 ft
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively unlimited

c) Laser Cannon---Shemarrian version of the JA-12 Laser Rifle.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple shot burst
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Plasma Cannon---Reverse-engineered Mechanoid M-15 Plasma Rifle
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Particle Beam Cannon
Range: 3,000 ft.
Damage: 1d6x10 MD per single blast, critical (DOUBLE) damage on a unmodified 19-20.
Rate of Fire: ECHH
Payload: Effectively unlimited

f) Rail Gun---Standard S-4000 pattern Shemarrian rail-rifles
Range: 4,000 ft
Damage: 2d6x10 MD per single round
Rate of Fire: ECHH
Payload: 820 rd ammunition drum

g) Pulse Disruptor---Copied from the Golgans.
Range: 1 mile in atmosphere, 2 miles in space
Damage: 1d6x10 MD per single blast, 2d6x10 MD double blast, at point of impact. 1/4 that damage to everything in a 10 ft radius.
Rate of Fire: ECHH
Payload: Effectively Unlimited


2) Slicer-Fins(3)---The lateral fins and lower ventral ‘spike’ are reinforced for low-speed raking attacks.
Range: Melee
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed

3) (Optional) Carried Ordnance---The Vincha can carry up to 500 lbs of ordnance internally in a small ventral cargo/bomb bay, or a pod of 19 mini-missiles/mini-torpedoes OR 6 short range missiles/torpedoes OR 2 medium range missiles/torpedoes.
In the alternative, the Vincha can use its tentacles to clutch a larger ordnance payload(up to 750 lbs) semi-externally. This imposes a -25% to maximum speed, however, due to drag, until the encumbering load is dropped/discarded. This can be a Long Range Missile warhead(heavy) or a 750 lb freefall bomb or mine(4d6x10 MD to 65 ft blast radius for conventional explosives), or a single heavy torpedo.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Vinchas tend to come across as eager, happy predators who delight in the hunt. They are good team players who work well in groups(or squadrons).
Has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat.
Has the equivalent of the following(for aerial maneuvering purposes):
Pilot Jet Fighter 75%(+5% per level of experience).
Undersea Navigation 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 Vincha intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6 in flight, +3 underwater
Automatic Dodge +4
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Bite 1d6 MD
Blade Slash 3d6 MD +1d6 MD per every 20 MPH of speed
Punch w/ Tentacles 3d6 SDC or 1d6 MD
Crush/Squeeze w/ Tentacles 1d6 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Vincha an aura and behavior more befitting a sentient being than a robot.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but TRIPLE 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 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-64B----The Dark Waters use this variant when deception isn’t a concern. The ‘B’ variant looks much more mechanical and angular, more like a pure-tech fighter, though in all other respects the ‘B’ is identical to the baseline Vincha. The ‘B’, with varying stylistic differences, has begun appearing in the ranks of other Tribes such as the Silvermoons, Hawkmoons, and Horrorwoods.

*EcoS-K-64Wp----Wolf’s Path variant of the ‘B’ model. Its main difference is that it uses a ‘link’ system similar to those used by the Wolf’s Path ‘wolfpacks’, improving coordination between members of a flight or squadron. In teams of five or more, they enjoy a +2 to Initiative, +2 to strike, and +3 to Perception as long as they are in line of sight of each other. The Hawkmoons are also reportedly intrigued by this system, and are likely to either petition the Wolf’s Path for the schematics, or attempt to develop their own version.
-------------
"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 »

jheeeeheheehehee.....
Just had my most EVIL Elite idea yet.... :twisted:
OF COURSE I'm working like a dog these next few days, but I've gotten started on it.
Oh yes, evil, evil, evil...
MWUHAHAHAHAHAHAHAHAHAHA!!!!! :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Oh yes, evil, evil, evil...
MWUHAHAHAHAHAHAHAHAHAHA!!!!! :demon:

:erm: :?: :-?
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:Oh yes, evil, evil, evil...
MWUHAHAHAHAHAHAHAHAHAHA!!!!! :demon:

:erm: :?: :-?

Evil, but fun!
And wow, fifty pages!
27 new castes
60 new warmounts
11 new wolf types
6 hawk variants
13 'pets'
49 new weapons
14 starships
6 fighters
(gotta work on more ships)
-------------
"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:
DhAkael wrote:
taalismn wrote:Oh yes, evil, evil, evil...
MWUHAHAHAHAHAHAHAHAHAHA!!!!! :demon:

:erm: :?: :-?

Evil, but fun!

(gotta work on more ships)

I'll be along sometime soonish to contribute ... need to bring the pain to the Golgons & Sploogies somehow. :demon:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:[
I'll be along sometime soonish to contribute ... need to bring the pain to the Golgons & Sploogies somehow. :demon:


All in good time and at your own pace; we've lasted this long, we can wait a little longer. :bandit:

Golgan Prisoner of 'Border Incident': "I refuse to answer your questions, you alien freaks! You'll not use my knowledge to compromise the operational security of the mighty Republik! You'll not break m---what's with the tartar sauce?"
-------------
"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 »

Helldrake Battleship
“Primary weapons at full charge. Secondaries on standby and locked on to population centers and secondary command structures: orders Col-Taros?”

"Standard orbital saturation bombardment protocols: strike the main HQ and spread fire from center. Send in the furies and war-riders via drop-pod after intial shockwaves have fallen to Force 2.”

“As you command Col-Taros. The Kolnari rats shall burn.”

The Helldrake is the main capital ship used by the Flamewing tribe of the Eshamarrian fringers. Using the Kittani “Taskmaster” as a base hull, the Eshemarrians’ have enhanced and refined the already immense destructive potential of the original parent vessel. The ventral mounted massdriver has been modified to fire much smaller projectiles but at far higher, near relativistic speeds (close to 1.5% C) using slugs forged from an ossmium / irridium alloy. Also, the Abyssals’ heavy plasma torpedo launcher has been retained. The fusion beam cannons have been swapped out with what have been identified as H.D.A.P.P. cannons (High Density Anti-Proton Projectiles) that fire bolts of anti-matter, while the number of neutron cannons has been halved and the remainder replaced with standard Eshemarrian rail-lance (loaded with the Flamewings’ exclusive “thunderbolt” fractional-C projectiles) & pulse-laser batteries. Other modifications of course have been the removal of redundant crew positions, the slave-pen cargo area and most life-support systems for increased shield power (higher recharge rate) and higher sublight speeds.
In appearance the Helldrake superficially resembles a synthesis between the “Taskmaster” & Abysall Dragon Captial ships, but the wings are most definitely draconic in form and the bow retains the dragon head shape of the Abyssal. One addition to the hull is an 820ft. (250 m) long tail, extending the length of the vessel by nearly 25%, which like the Sapphire Cobra’s Starcobra contains advanced ECM gear (all the better to allow for the Helldrake to close with their target).

Model: ESHD-BB Mk1.
Class: Battleship
Crew: 400 (10 Warchiefs and 360 Naval trained Warriors, plus 30 Spinsters)
Troops: Standard; 1700. Maximum; 3000. Mixed Warriors (50%), Berserkers (25%), with Male scouts (10%) and NeShemarr (5%); warsteeds are included in the numbers given.
Other combinations may occur dependant on available EctrozShemarr / NeShemarr.

Vehicle Complement:
1 warsteed (varies) for every 3 warriors; appoximately 560+ warsteeds.
6 Scarab Assault-Shuttles (Typically troop-transport model).
24 Fighters (or an additional 8 assault shuttles)

M.D.C./Armor by Location
Interior Bulkheads per 10ft. (3 m) – 100
Interior Hatches – 70 each
Exterior Hatches – 90 each
Relativistic Massdriver - 4,500
Hvy. Plasma Torpedo Array (“Mouth” area) - 7,500
HDAPP Cannons (8; 4 along each wing edge) – 900 each
Neutron Cannons (20) – 200 each
Point Defense Turrets (20) – 200 each
Long Range Missile Launchers (4; 2 dorsal, 2 ventral) - 1,100 each
Launch Bays (2; underside): 10,000 each
Tail / ECM Array – 10,000
Wings (2) - 14,850 each
Head / Forward 3rd - 45,000
[1] Bridge (between the “shoulders” / Dorsal region) : 20,000
[1] Emergency Bridge(Located in main body): 15,000
[2] Mid-Ships / Main Body: 50,000
[3] Engineering Section: 60,000
[4] Variable Force Field: 15,000 a side (90,000 Total)
Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships’ armor. This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Depleting the MDC of the main body will put the vessel out of commission. All internal systems will shut down, including life support. The ship itself will be an unsalvageable floating wreck.
[3] Destroying the engineering section means that ship FTL propulsion systems are destroyed and maximum sublight acceleration is reduced to ten percent of normal (using navigational thrusters).
[4] Shield positions are variable and can be combined into one shield. The shields regenerate at a rate of 10% (1500 MDC) per melee round, unless the generator for that facing is overloaded / destroyed.

Speed
Flying: Mach 8 combat speed = 6,088mph (9,741 kmh). 0.4C sublight speed. The Starship can accelerate/decelerate at the rate of 1 percent of light per melee. INATMO flight speed is a crawling Mach 1.3 maximum, except for an orbital insertion boost of Mach 9.
FTL: 6.25 LY / hr. using CG drive
Range: 50 years at optimal conditions. Organic passengers / NeShemarr have 18 months worth of life support before re-supply.

Statistical Data
Height: 1,200 ft. (360 m)
Length: 5,000 ft. (1,500 m) plus 820ft. (250 m) ECM tail.
Width: 700 feet (213 m), with a wing span of 3,500ft. (1,066 m).
Mass: 58 million tons.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 3 million tons of Cargo in addition to standard compliment of supplies and ammunition.
Drive Type(s): Primary; Type-E CG drive rated for factor 600 FTL (6LY / hr.), sublight and atmospheric maneuvering.
Power System: matter/anti-matter reactor with 50 years at maximum output.
Market Cost: Unknown. Estimated at 80 billion Tri-galactic credits if ever sold.

Weapon Systems
1) Relativistic Massdriver(1): Located along the length of the keel is a 12 inch (30 cm) massdriver. While the 12 inch, 3.5ft. long projectiles may be radically smaller than the 10 ton boulders hurled by the Kittani ‘Taskmaster’, they are much denser and leave the muzzle at nearly 1.5% the speed of light. The result is a weapon that has more ammunition & better utility in ship-to-ship combat without giving up the destructiveness against terrestrial targets.
Range: 500 miles (800km) in space; X100 range when in strategic combat!
Damage: 1D6X1,000 MD + critical damage result against space-stations, asteroids & starships, X3 damage on a natural 20. Against a planetary target (with atmosphere) the damage is 1D6X100,000 MD to a 5 mile (8km) diametre impact epicentre, with an additional 1D4X10,000 MD to the next 5 miles (8km) out from heat-flash and shockwave damage with another 4D6X10 MD to a further 10 mile (16km) diametre. The final result is a crater 1000ft. (305 m) deep and 4 miles (6.4km) wide.
Rate of Fire: 1 per minute (15 seconds).
Payload: 40 high-density rods. It takes 30 minutes to forge a new rod from raw materials. Nickle-Iron can be used as an alternative but the damage will be only 10% of normal.
Capitol Ship scale: -14 to strike small targets.

2) Heavy Plasma Torpedo Ejector(1): Located in the “mouth of the 'dragon is a capitol ship scale version of the plasma torpedo batteries used by the Eshemarr navies. When activated, the forward section of the ‘head’ opens up like a set of jaws and the firing gate is revealed; filled with compressed plasma. A few seconds later the plasma is expelled as a sphere almost 250ft. wide!
This weapon remains unchanged from the original Hawkmoon configuration.
Range: 100 miles INATMO, 500 miles (800km) in space; X10 to X100 range when in strategic combat.
Damage: 2D4X1,000 MD to a 500ft. (152.4m) radius area! Damage is inflicted to all exposed areas, and in the case of capitol ships, the blast will damage at least 2 shield facings (GM‘s call).
Rate of Fire: 3 per round.
Payload: effectively unlimited, but total of 30 per hour. Recharges at rate of 1 shot every 2 minutes.
Capitol Ship scale: -14 to strike small targets.

3) High Density Anti-Proton Projectile Cannons (8; 4 port, 4 starboard): Located port & starboard in forward facing turrets. Each cannon has a 180º arc of fire. While still technically directed energy weapons, they in fact fire close packed anti-proton clusters wrapped in short lived gravitic force bubbles at near light-speed. On impact, the force bubbles rupture allowing the anti-matter to interact with normal matter & energy. The result is E=MC2 of equivalent mass matter to anti-matter.
Range: 275 miles (440 km); X10 range when in strategic combat but only 1/3rd normal range INATMO.
Damage: 3D6X100 MD per bolt & 1D4X100 MD to everything within a 100ft. blast radius. Even targets protected by ‘Impervious to Energy’ (spell or supernatural immunity) will still take 10% damage.
Rate of Fire: 4 shots per gun per melee round
Payload: effectively unlimited, but only a total of 100 shots per gun in the anti-proton magazine may be stored safely. Recharges 1 shot every round (15 seconds).
Heavy scale= -6 to strike small targets.

4) Neutron-Particle Cannons (20): Taken directly from the Kittani ‘Taskmaster’. The turrets may be manually operated or set to auto-fire, and are even spaced around the hull so that at least 3 guns at a time may be able to fire at the same target.
Range: 30miles (48km) INATMO, 60 miles (90 km) in space; x10 range when in strategic combat.
Damage: 3D6X10 MD per blast & X2 damage to organic targets.
Rate of Fire: 1 burst per action or 4 attacks automated.
Payload: effectively unlimited.
Light Ship scale= No penalties.
Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).

5) Point Defense Turrets(20): Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret; they are normally concealed under hull panels
Range: (Rail Gun) 2 miles (3.2km) INATMO, 4 miles (6.4km) in space; X2 to X10 range in strategic combat.
(Laser) 1 mile (1.61km) INATMO, 3 miles (4.8km) in space; X10 when in strategic combat.
Damage: (Rail Gun) 4D6x10 M.D. per blast; “Thunderbolt” rounds use micro CG motors & micro force-field devices to continue accelerating the projectile to nearly 0.01% of lightspeed. On impact, the projectile sublimates into plasma, inflicting ½ damage to a 40ft. blast radius, while the primary target takes an automatic critical damage result.
(Laser) 3D6x10 M.D. per blast. X-Ray based so reflective armour coatings are ineffective.
Rate of Fire: 1 burst per action or 4 attacks automated.
Payload: (Rail Gun) 2,000 rd drum (25% are Thunderbolt rounds). Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

6) Vertical LRM / Torpedo Launchers(4; 1 each wing, 1 dorsal & 1 ventral): 10-tube bateries mounted under flip-up armour plating. Typically these launchers are loaded with plasma or gravitic warheads. Occasionally during a retribution mission, the launcers will be loaded with high-yield anti-matter warheads, cobalt sheathed “dirty bombs” or the dreaded “Final Judegment” fractional-C weapon.
Range: Varies by missile type (Long Range); Final Judgement missiles have a range of 1.5 A.U.s (distance between Sol & Terra).
Damage: Varies by missile type; Final Judgement missiles do the same damage as listed for the massdriver.
Rate of Fire: Volleys of 1 to 10.
Payload: 100 missiles per launcher ready to launch (400 total); additional missiles may be carried and loaded from cargo, but will take at least 1 hour (1 ton of cargo per 12 missiles).
Only a total of 10 Final Judgement weapons may be carried at any one time.

Other Systems [In addition to standard starship systems as listed in ‘Fleets of the 3 galaxies’]
ECM generators. Advanced Sensor Package. Geologic Sensors. Targeting and combat computer (+2 to strike, +1 to dodge). Auto-pilot & Supernavigation computer (60% skill). Atmosphere recycling system. 40 staterooms & 360 basic accommodations (troops are housed in barrack style areas). 2 Launch-bays (with enough drop-pods for every ground-infantry warrior). Artificial gravity. 3 Recreation facilities. 300 Stasis pod facilities. Medical Facility (200 patients). 70 FTL life-boats. FCE pod (bridge unit). Auto-Breach sealing.

Special Systems
*Onboard Nanofacs: The Helldrakes carry a central axis nanofac assembly line that allows the ship to draw in space debris(including battlefield wreckage), break it down, and convert it into usable material, including rail gun ammunition, new missiles, ship repairs, and crew components.
*Robotics/Bionics Bay: The Helldrakes come with a complete robotics/bionics ‘sickbay’ able to diagnose and repair just about any complaint or damage a SheMar is likely to suffer. The biomechanics bay also has the ability to manufacture and Awake new SheMar and NeSheMar bionic full conversions.
*Command Linkage: The cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.
*Thermo-Kinetic Hull Plating: All high-velocity impact and plasma / heat based weaponry only inflict 1/2 damage.
Last edited by DhAkael on Mon Apr 21, 2014 1:36 am, edited 4 times in total.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Sqqqquuuueeeeeeee....HAPPINESS!!!
-------------
"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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Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

I had some ideas for some new things for most of the tribes.. but need info first before concept goes further.. at least with original idea.
I forget if much info's been made about the Shemarrian religion/pantheon/gods(esses)?

Also.. I think Archie needs a little more loving.. Sure.. the Shemarrians aren't his anymore, but has that stopped him from producing any more in smaller numbers.. as a means of getting the free Shemarrians in trouble with other groups?

Or maybe he creates another 'race' to replace the Shemarrians.. only this time he and Haggan play a more active roll.. Instead of being a shadowy figure 'the dark maker'.. he implants in their memories that they rescued this new race from some threat.. Sploogies, Mechanoids, Gene-Splicers? Dominators? who knows, but now he's The Deliverer, The Liberator, etc.
This will cause some confusing in the Shemarrians, but of course they want to try and free this new group.. only they have extreme problems 'awakening' them. Archie learned some lessons in the Shemarrian Civil War.. these new robots are highly resistant or immune to being taken over by the Ecotroz essence, but take much longer and more resources due to exotic tech to prevent their 'conversion', thus they are in much smaller numbers, at least in the beginning, with slow production for awhile until rear resources are collected in large amounts.
This would give Archie a means of exploring the world around him with a new DB race, creates a race that sees him as a benevolent force, possibly leading to human groups seeking his aid, just as he's always wanted and tried before.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:I had some ideas for some new things for most of the tribes.. but need info first before concept goes further.. at least with original idea.
I forget if much info's been made about the Shemarrian religion/pantheon/gods(esses)?

Also.. I think Archie needs a little more loving.. Sure.. the Shemarrians aren't his anymore, but has that stopped him from producing any more in smaller numbers.. as a means of getting the free Shemarrians in trouble with other groups?

Or maybe he creates another 'race' to replace the Shemarrians.. only this time he and Haggan play a more active roll.. Instead of being a shadowy figure 'the dark maker'.. he implants in their memories that they rescued this new race from some threat.. Sploogies, Mechanoids, Gene-Splicers? Dominators? who knows, but now he's The Deliverer, The Liberator, etc.
This will cause some confusing in the Shemarrians, but of course they want to try and free this new group.. only they have extreme problems 'awakening' them. Archie learned some lessons in the Shemarrian Civil War.. these new robots are highly resistant or immune to being taken over by the Ecotroz essence, but take much longer and more resources due to exotic tech to prevent their 'conversion', thus they are in much smaller numbers, at least in the beginning, with slow production for awhile until rear resources are collected in large amounts.
This would give Archie a means of exploring the world around him with a new DB race, creates a race that sees him as a benevolent force, possibly leading to human groups seeking his aid, just as he's always wanted and tried before.


Go for it!
All very intriguing ideas.
If nothing else, they'd force the rebel Shemarrians to react.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:I had some ideas for some new things for most of the tribes.. but need info first before concept goes further.. at least with original idea.
I forget if much info's been made about the Shemarrian religion/pantheon/gods(esses)?

Also.. I think Archie needs a little more loving.. Sure.. the Shemarrians aren't his anymore, but has that stopped him from producing any more in smaller numbers.. as a means of getting the free Shemarrians in trouble with other groups?

Or maybe he creates another 'race' to replace the Shemarrians.. only this time he and Haggan play a more active roll.. Instead of being a shadowy figure 'the dark maker'.. he implants in their memories that they rescued this new race from some threat.. Sploogies, Mechanoids, Gene-Splicers? Dominators? who knows, but now he's The Deliverer, The Liberator, etc.
This will cause some confusing in the Shemarrians, but of course they want to try and free this new group.. only they have extreme problems 'awakening' them. Archie learned some lessons in the Shemarrian Civil War.. these new robots are highly resistant or immune to being taken over by the Ecotroz essence, but take much longer and more resources due to exotic tech to prevent their 'conversion', thus they are in much smaller numbers, at least in the beginning, with slow production for awhile until rear resources are collected in large amounts.
This would give Archie a means of exploring the world around him with a new DB race, creates a race that sees him as a benevolent force, possibly leading to human groups seeking his aid, just as he's always wanted and tried before.


Go for it!
All very intriguing ideas.
If nothing else, they'd force the rebel Shemarrians to react.


The one set of ideas I need info on Shemarrian god(ess)s if they have any.. or I can just make it up I suppose.. but easier with some info.. Also I'll be asking you some other questions..
And of course I have to finish my other Shemarrian unit I'm working on.. Just need to finish stats and details.
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

http://palladium-megaverse.com/forums/viewtopic.php?p=2779375#p2779375
There ya go; posted the stats. :nuke: :ok:
I was thinking the 'Thunderbolt' ammo may be a bit nerf, but... *shrug* It's Easter; I gives what I gots right now. :P
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:http://palladium-megaverse.com/forums/viewtopic.php?p=2779375#p2779375
There ya go; posted the stats. :nuke: :ok:
I was thinking the 'Thunderbolt' ammo may be a bit nerf, but... *shrug* It's Easter; I gives what I gots right now. :P


Double SQUEEE!!!! HAPPINESS!!!http://i408.photobucket.com/albums/pp164/taalismn/Huggies.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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