EShemar SkullCrusher Necriant Elite “Sister! How about a game of ‘toss the tank’?”
“Ew! Ew! Can I pick the tank?”
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“Death Leader to Hunt Point One, what are those alien abominations doing?!”
“Hunt Point one here! They’re---THEY’RE CHARGING US! *CRUMP* THEY’RE PICKING US UP! THEY’RE---EEEEEYYYAHHHHHHH!!!”
“Death Leader to Hunt One! Respond! Respond! Res--”*CCRUNNNCHHHSWARRSHHHSKRReee-------*
---
“Hunt Point Three to Command! Death Leader has just been crushed by Hunt Point One! Repeat, Death Leader has just been destroyed by Hunt Point One! The enemy has just THROWN our lead tank at the command vehicle! Massive explosion! $#!+!!! Enemy is advancing on us! We’re taking heavy fire!!! Am pulling back!”
----
“Sister, that one is getting away.”
“I know. I wanna know where it goes. There might be more of them where it came from! Maybe a better selection, too! Our last ‘ball’ didn’t last long enough!”
“Best two out of three?”
“Game on.” The SkullCrusher Tribe is arguably the ‘insane’ branch of the Shemarrian ‘species’; alternately noble and depraved, heroic and bloodthirsty. They are incredibly aggressive and given to overkill. Not surprisingly, their Elites favor sheer overwhelming firepower and armor, to the point where they can contemplate such radical Elite Upgrades as the Necriant.
Shemarrian Star Nation SkullCrushers who are critically injured may elect, with the approval of their War Chiefs, to become Necriants. Necriants seem to be the embodiment of the SkullCrusher ideal of heavy firepower and sheer physical strength taken the next off-step.
Necriants are giant-scale Shemarrian Elites, scaled up humanoids to match oversized monsters and giant robots on the battlefield. Aside from some basic cosmetic design and sculpted facial features, there is little pretense of attempting to disguise the gynoids as organic living beings; the sheer acreage of space that would have to be covered by synthetic flesh(and replaced after every battle) precludes such cosmetology. The Necriant is a massive sentient fighting and killing machine, bulging with armor, bristling with internal armaments, and able to weild oversized weaponry. Because the Necriant is so big and cannot ride regular War Mounts, the giant gynoid is fitted with her own flight capabilities in the form of an internal anti-grav generator and leg-mounted thrusters.
Necriants are typically used by the SkullCrushers in ground campaigns during planetary attacks where stealth and restraint are not issues. In space, they are deployed to protect spaceship hulls(or to storm enemy hulls, crawling about the outside, rippping off weapons turrets and other equipment). Necriants also often serve among the personal guard/combat squads of SkullCrusher War Goddesses. One Necriant is a juggernaut; a squad of them is a well-nigh unstoppable force!
Being a Necriant is not without its shortcomings; their very size limits their ability to move around among their smaller sister kin and enjoy the same things they do. Being the size of a small robot vehicle also means that Necriants can only operate in open areas. Despite their massive firepower and armor, Necriants are relatively slow and ponderous for their greater mass. Attendant with the greater size and firepower of being a Necriant is a greater chance of certain forms of insanity, already endemic among the SkullCrushers. In fact, when not in combat or participating in certain Tribal ceremonies, most Necriants spend their offtime in VR sim, while hangered.
Necriants are exclusive to the Shemarrian Star Nation SkullCrusher Tribe. No other Tribe has evinced an interest in developing similar Elites.
Type: EShemar SC-Necriant
Class: Energy Lifeform/Robot Fusion Self-Sufficient Combat Infantry/Assault Robot
Crew: Ecotroz Intelligence
MDC/Armor by Location:
Main Body 900
Head 500
*Forehead Sensory Targeting Array 120
Arms(2) 400 each
Hands(2) 100 each
Legs(2) 500 each
Feet(2) 250 each
Leg Jets(4) 60 each
*Destroying the FSTA will prevent the Necriant from engaging in accurate long range fire over 1 mile(effectively nixes any sensory bonuses for extreme long range fire in space).
Height: 30 ft
Width: 16 ft
Length: 14 ft
Weight: 30 tons
Cargo: Whatever can be carried by the Necriant
Physical Strength: Robotic P.S. of 55
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:(Running) 100 MPH
(Leaping) 30 ft up/across, 100 ft up/across with a running start
Jet-boosted leaps add an additional 200 ft
(Flying) Hover to Mach 1.2. Thanks to the anti-gravs, there is no altitude limit.
(Flying---Space) Can hit speeds of Mach 6
(Underwater) Can run along the bottom at 30 MPH, and survive depths down to 10,000 ft.
Market Cost: EXCLUSIVE to the Shemarrian Star Nation SkullCrusher Tribe
Systems of Note:
Standard Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.
*Bionic Cybernanite Repair Systems---A modified 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.
Weapons Systems:
1) Eye Lasers(2)----The Necriant can fire powerful lasers from its eyes.
Range: 2,000 ft in atmosphere, 4,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, 5 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
Rate of Fire:EPCHH
Payload: Effectively Unlimited
2)Chest Weapons(2)----The Necriant’s rather impressive bosom conceals a pair of modular weapons slots. Each one can hold ONE of the following(though typically both are fitted with the same systems):
a) Mini-Missile Launcher---Volleys of 1-10, 40 missile payload
b) Short Range Missile Launcher---Volleys of 1-10, 20 missile payload
c) Medium Range Missile Launcher---Volleys of 1-6, 6 missile payload
d)Gatling Rail Gun
Range: 4,500 ft in atmosphere, 2 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d6x10+10 MD per 20 rd burst, can only fire bursts
Rate of Fire: ECHH
Payload: 2,000 rds(100 bursts) per gun
c) Pulse Laser
Range: 8,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
d) Plasma Cannon
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 2d4x10 MD per blast
(Scattershot blast) Can fire a ‘shotgun blast’ that does 1d6x10 MD to a 50 ft wide area, but at HALF range.
Rate of Fire: ECHH
Payload: Effectively Unlimited
e) Ion Blaster
Range: 4,800 ft in atmosphere, 3 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d6+3 x10 MD to a 10 ft blast radius
Rate of Fire: ECHH
Payload: Effectively Unlimited
F) Forcefield Generator(both slots must be used)---400 MDC
3) Forearm Weapons(2)----The forearms conceal similar modular weapons mounts
a) Mini-Missile Launcher---Volleys of 1-12, 12 missile payload
b) Short Range Missile Launcher---Volleys of 1-6, 6 missile payload
c) Medium Range Missile Launcher---Volleys of 1-3, 3 missile payload
d)Gatling Rail Gun
Range: 4000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 200 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)
c) Pulse Laser
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 1.1 mile in atmosphere, 110 miles in space)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Plasma Cannon
Range: 4000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 100 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
e) Ion Blaster
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 100 miles in space)
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
f) Particle Beam Cannon
Range: 4000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 100 miles in space)
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
4)Extendable Finger Claws
Range: Melee
Damage: 4d6 MD +P.S. Damage
5)(Optional) Back-Mount Weaponry----If not used to carry an oversized rifle pod or melee weapon, the back hardpoints can be used to mount integral equipment:
a) Mini-Missile Launcher---Volleys of 1-12, 48 missile payload
b) Short Range Missile Launcher---Volleys of 1-6, 24 missile payload
c) Medium Range Missile Launcher---Volleys of 1-3, 12 missile payload
d) Forcefield Generator---400 MDC
e) Booster Pod---Turns the Necriant into a fighter-speed flier; can now hit speeds of up to Mach 2 in atmosphere, and Mach 8 in space. +1 to dodge in flight.
6) (Optional) Shoulder Missile Launchers(2)---The shoulders can be outfitted with oversized plaudrons holding missile launchers. Each shoulder has 100 MDC, but fitting them with missile launchers imposes a -1 to dodge/parry penalty due to encumbrance.
a) Mini-Missile Launcher---Volleys of 1-6, 12 missile payload
b) Short Range Missile Launcher---Volleys of 1-6, 6 missile payload
c) Medium Range Missile Launcher---Volleys of 1-4, 4 missile payload
d) Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage connections.
Range:(Missiles) 6,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)
Rate of Fire: Volleys of 1-3
Payload: 3 per shoulder
7)(Optional) Forearm Shields---Copied from the Kittani Class Two Rocket Shield, these vambrace-like forearm shields each hold a single-shot heavy missile. Once expended, the shields can be detached and discarded.
MDC: 150
Missile Range: Two miles(4 miles in space)
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: 3d4x10 MD to a 30 ft blast radius, +4 to strike a specifc target
Payload: Single shot per shield
Note: Some Forearm Shields have been seen plated with what is presumably SilverMoon-provided laser-reflective plating, so lasers blocked with the shields would do HALF damage.
(Optional)Handheld Weapons----Necriants can pick up such oversized handweapons as are available to giant robots(see Special Equipment for a few examples)
9) (Optional) Accessory Systems---Necriants generally do not get any additional systems or radical modfications aside from those already described, but it is POSSIBLE that they may acquire such add-ons as extra sensors, modified weapons mounts, or even something as radical as an extra appendage(tail or extra arm(s)) in reward for exceptional service(even for a recognized Elite) at the Tribal WarGoddesses’ (and the GMs’) discretion/approval. Most changes, though, tend to be cosmetic, to suit the individual Elite’s preference in styling.
Hand to Hand:
Being bigger and massier, the Necriant isn’t as fast as smaller EShemar types, but is still fairly impressive as giant robots/cyborgs go.
The following bonuses are in addition to any the Necriant gets from additional skills/modifications
Actions/Attacks Per Melee: 8, + 1 additional attack at levels 3, 6, and 12
Initiative +3
Strike +6
+4 Strike with ranged weapons
+6 Strike with Shemarrian/EShemar weapons
Dodge +7 (+9 Dodge in flight)
Parry +7
Roll +4
Pull Punch +4
Disarm +2
Entangle +2
Critical Strike on a Natural 18-20
Paired Weapons
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Tear/Pry with Hands 2d6 MD
Body Block/Tackle 4d6 MD
Stomp 2d6 MD
Kick 6d8 MD
Leap Kick(2 attacks) 2d6x10 MD
Skills: Same as for the regular Shemarrian/EShemar.
Psionics:
Normal EShemar psionics only
Experience Table: Upon becoming a Necriant, the EShemar uses the Dragon XP table to chart further advancement
Insanity:
It may be a lingering side effect of the damage that made the SkullCrusher’s conversion a necessity or it may be the heady and corrupting influence of being in a body meant only for war, but about 25% of Necriants suffer from some form of insanity.
01-10 Obsession: Organics----This is akin to a Cleanliness obsession; the Necriant has nothing against organic sentients, but dislikes fighting organics because they DIE MESSY, especially in melee combat, and the Necriant HATES having to clean up afterwards. Even having to fight them to subdue them, has the chance that the buggers will just explode in the hand or bleed all over the place, and the Necriant finds that just disgusting. Given the chance, the Necriant would rather not touch the slimey little beggers and if ordered into combat against Splugorth, Star Wasps, and other ‘soft skins’, would prefer to flame them from a distance.
11-19 Mania---The gynoid is supercharged, on top of her game, and one of the best! She’s +1 to Initiative and +1 to Dodge, but -1 to Perception and -10% on skill rolls because she’s too distracted by how AWESOME she is.
20-29 Delusional: Crusader---The Necriant feels that she is a symbol and embodiment of the SkullCrusher ideal. Stopping just short of delusions of godhood, the Necriant feels empowered by some divine energy and will fearlessly face an enemy, even to self-destruction. The Necriant may also exhibit an exaggerated sense of honor and chivalry, and will act in a very conscending manner to non-combatants or those perceived as weaker than the Necriant. Gets a +1d4 to M.A.
30-39 Obsession: Fighting and Competition---Combat is life, and the Necriant lives for battle. The Necriant has to prove herself again and again as the best there is. In combat, the Necriant will regularly single out enemy champions or elites and seek to engage them in battle, and may have difficulty obeying orders to withdraw from combat, especially if it means conceding to a foe. Gets a +1 to parry.
40-49 Obsession: Danger---Only where there is risk to life and limb is there truly life! The Necriant shows little sense of self-preservation, and regularly seeks danger. Not necessarily combat, but disasters, extreme flying, and tests of courage. Gets a +2 to roll with damage.
50-59 Obsession: Robots---The Necriant sees other giant robots as her foes and will seek to best them on the battlefield. Even allied robots will be subjected to taunts and challenges. The Necriant also likes to keep trophies of fallen foes on her person. Against robot opponents, the Necriant gets a +1 to strike.
60-69 Berserker----In combat, the EShemar must roll versus M.E. or fall into a frenzy, ignoring orders to pull back or stop fighting, and lashing out at even friends and comrades who attempt to interfere with the beserker’s rampage. While in the Frenzy, the Necriant’s melee strikes do an extra die of damage, and the Necriant is +2 to Strike, but -2 to Dodge, Parry, and Roll. Berserker frenzy generally lasts 2d4 minutes.
70-74 Split Personality---The EShemar suffers from a split personality disorder; one is a cold-blooded, brutally efficient killer, and the other is a child-like innocent. The Killer is sadistic, kill-happy, and VERY good at what she does; +1 to strike, parry, dodge, but -10% to any skills not directly oriented with combat. The Innocent is easily distracted, nerdish, curious, and more or less peaceful and child-like in attitude, and gets a +10% to non-combat-related skills. While the Innocent can be persuaded to defend herself(normal bonuses) or give over to the Killer in combat, especially if the combat is intense, she’ll do so reluctantly. Likewise, the Killer will be reluctant to be reigned back in, and may disobey orders for ‘one last shot’ at an opponent.
75-83 Obsession: Death---This puts the ‘necro’ into ‘Necriant’. The gynoid becomes obsessed with death and death imagery even more than the average SkullCrusher, and tends to get intensely philosophical about death, as well as collecting and decorating oneself in death imagery. Going against opponents like Undead, the Necriant gets a +1 to strike, parry, and roll, as they are unfazed by dealing with such Unlife.
84-89 Kleptomaniac/Collector---The Necriant becomes obsessed with collecting weapons and hardware, from fallen foes, battlefields, or even snuck off allies. A Necriant with this obsession and an open credit line is a dangerous thing. Has Recognize Weapon/Equipment Quality at +15%
90-00 Manic-Depressive---Up one week, down the next. In the manic phase(+1 Perception and Initiative, +10% to all skill rolls), the Necriant is likely to prefer engaging in close combat, while in the depressive(-3 Initiative, -1 on all combat moves, and -10% to all skill rolls), sulking phase of this disorder they’re more likely to be in ‘fire all the missiles and forget about it’.
Special Equipment:
Necriants can pick up and use oversized Robot-scale weaponry. While Necriants CANNOT wear cyborg armor, a few have managed to have applique armor or scavenged megadamage monster hides made into oversized cloaks custom-fitted for them....typically these adhoc creations give an extra 100-200 MDC of additional protection.
The following are a few examples of special weapons that have been made with the Necriants in mind:
*ES-SC-NGC-01 Grav-Cannon---This is essentially a tank-scale G-Cannon configured into a giant rifle pod
Weight: 1 ton
MDC: 200
Range: 8,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst. Can only fire bursts
Rate of Fire: ECHH
Payload: 20,000 rounds(500 bursts)
Note: Can be fitted a giant 7 ft long vibrobayonet that does 5d6 MD plus P.S. damage on a jab
*ES-SC-NGC-02 80mm Grav-Howitzer----Similar in concept to the NGC-02, but meant for firing slower explosive ordnance. It can also be propped on the ground in a gravity well and used as indirect artillery.
Weight: 2.9 tons
MDC: 280
Range: (Direct Fire)25,000 ft (6 miles)in atmosphere, 12 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
(Indirect Fire) 62,500 ft (14.5 miles). Range in microgravity can be 2-10 times as great, depending on local conditions.
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 50 rd drum
80mm AP shell weighs 12 lbs( 166 shots per ton)
Note: Can be fitted a giant 7 ft long vibrobayonet that does 5d6 MD plus P.S. damage on a jab
*ES-SC-NRG-01---A heavy gatling-gun style rail gun assembly with short range but massive spray capability
Weight: 1.6 tons
MDC: 280
Range: 5,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 2d6x10 MD per 40 rd burst, or can do 1d6x10 MD to a 25 ft wide swath at HALF range.
Rate of Fire: ECHH
Payload: 20,000 rounds(500 bursts)
Note: CANNOT be fitted with a bayonet
*ES-SC-VB-01---Giant scale(15 ft long) vibro-blade
Weight: .6 tons
MDC: 180
Range: Melee
Damage: 6d6 MD + P.S. damage
*ES-SC-VH-01 VibroHammer---A giant vibromace/hammer with rocket thruster augmentation to increase the velocity of impact. It takes extra skill to swing the giant 4 ton sledge, but it’s a favorite with SkullCrushers who like the sheer simple brute force of the ‘Cracker’.
Weight: 4 tons
MDC: 320
Range: Melee
Damage: 5d6 MD unpowered strike, + P.S. damage, or 4d4x10 MD powered strike(-1 to strike due to the added momentum from the thrusters fighting control).
The SkullCrushers are particularly fond of taking weapons off fallen foes. The following are the most sought-after giant-scale weapons:
*Nar-Axe---Giant energy axe from the Naruni Death-Knight Assault Robot(160 MDC, 2d6 MD unenergized strike, 2d6x10 MD energized).
*Nar-Plas-Scythe---Taken from the Naruni NE-R2000 Reaper Assault Robot(200 MDC, 3d6 MD solid spike, 5d6 MD energy blade, 4d6 MD energy bolt w/ 1,200 ft range).
*Kree-Blade---Giant axe or sword from the TransGalactic Empire’s Imperator Assault Robot. The massive weapon (300 MDC, 3d6 MD unenergized strike, 2d4x10 MD energized, 2d4x10 MD particle beam blast, 1,200 ft range) is necessarily a two-handed weapon for Necriant. The Kree-Blade is particularly valued in part due to its rarity; the SSN has thus far had few contacts with the TGE.