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Unread postPosted: Fri Mar 08, 2019 8:42 pm
  

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EcoS-K-145 Firex Warmount
(aka ‘Blastabull’, ‘Rhinofirus’, ‘Knockerklaw’)

“For a tribe that claims wings as a symbol, they deploy a lot of bisonoids in their ranks. Oh, they have wings, and those wings shoot fire of several different flavors, if you define ‘fire’ as ‘that which destroys’. The FlameWings are GOOD at destroying things. The Firex is only ‘second echelon’ only by FlameWing standards; a lot of smaller tribes would LOVE to have a steed as powerful as the Firex as their primary Warmount.”

“If you need a door taken down, call in a Firex. If you need the whole fortress burned down, call in an Inflammator.”

Though identified in the ranks of the FlameWings later than the giant Taurotron, and mistaken for a stripped-down ‘economy model’, the Firex is now believed to have been a PRECURSOR of the Taurotron. When the FlameWings set out to copy the Dredadon, which the Blood Riders had denied them, they first attempted to do it on the cheap, using the venerable RoboRhinoBuffalo frame as the quadruped base platform. However, the weight difference between the Dredadon and the RRB was considerable, and the stipulation of the FlameWing elders that the new Warmount had to be, as a matter of pride, superior to the elder Tribe’s warmount, meant that either the FlameWings had to figure a way to miniaturize the equipment of the Dredadon to fit the smaller RRB frame, or they’d have to use a heavier chassis able to mount heavier weaponry. Despite the added mass, expense, and difficulty of production, the FlameWings went with the EcoS-K-5 Sphinex to base their new Taurotron on, as the technical challenges of producing more compact, but more powerful, plasma weaponry exceeded their technical expertise in the time allowed for the project. However, they didn’t entirely abandon the RoboRhinoBuffalo as the basis of a new Wamount, and work continued, though at a lower priority. Eventually, the team assigned the project declared satisfaction with the results and the Firex entered into service with the FlameWings.
The general frame was retained, but emphasis shifted away from duplicating the Dredadon’s plasma-heavy weapons configuration in favor of other technologies. Not wanting to display their failure in their earlier efforts, but also not wanting to waste the effort they already put in, the FlameWings have deliberately omitted plasma weaponry from the Firex. However, even with alternative weapons, the Firex is still a powerful battlefield unit; the wing arrays can spray arcs of fire that devastate enemy targets. The head is also reinforced for ramming, and sports no less than three superhardened armor-piercing horns. The Firex also retains the RRB’s clawed feet and adds a weighted tail that strikes like a mace.
The Firex as it finally emerged is a second-echelon warmount. Firexes are typically deployed as security mounts, guarding the flanks and rear echelons of FlameWing ground forces, and mopping up after the initial waves. They are also frequently assigned to bring up the rear of spearheads fronted by their larger cousins the Taurotrons.

Type: EcoS-K-145 Firex
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 390
Head 150
Horns(3) 50 each
Blaster Wings(2) 190 each
Legs(4) 210 each
Tail 75
Height: 25 ft
Width: 15 ft
Length: 40 ft
Weight: 10 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 80 MPH
(Leaping)
(Flying) Not possible
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Firex 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.

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

2) Blaster Wings(2) ----Blaster Wings are folding modular racks for a variety of different weapons systems. The production Firexes are NOT fitted with plasma weaponry in these wings; the most common explanation bandied about the tribes is that the FlameWings didn’t want to display their earlier failure to match the Dredadon’s wing plasma throwers.
a) Laser Arrays----Each wing holds a five-lense laser weapon.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Particle Beam Arrays---Each wing holds a triple-barrel particle emitter weapon.
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
3d4x10 MD triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Arrays
Range: 4,000 ft
Damage: 1d6x10 MD per blast
-Scatter-Shot Mode---Area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Ion Scatter Array---Each wing holds twelve smaller ion projectors. adapted from ion rifles.
Range: 3,000 ft
Damage: 3d6 MD per single shot, 5d4x10 MD to a 15 ft-wide area for a 12-shot ‘row burst’.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Blast Horns(3)----The Firex’s head sports three metallic horns that can deliver a flesh-vaporizing electrical blast on contact
Range: Melee
Damage:(Un-powered Strike) 2d6 MD per horn, 6d6 MD for all three striking simultaneously
(Blast Strike) 4d6 MD per horn, 1d8x10 MD for all three striking simultaneously

4) (Optional) Modular Weapons(2)---The Firex has provision for torso-mounting a pair of weapon pods similar to those standard to the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Monstrex.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Firex intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5
Strike +4 (+2 w/ ranged weaponry)
Roll +4
Parry +6(+7 w/ shoulder wings)
Bite 2d6 MD
Claw 6d6 MD
Stomp 3d6 MD
Sideswipe with Shoulder Wings 2d4 MD and 75% chance of knocking targets under 20 ft in size off their feet.
Ram(2 attacks) 1d4x10 MD plus 85% chance of knocking targets under 20 ft in size off their feet and 1d4x10 yards away.
Horn Gore(Un-powered Strike) 2d6 MD per horn, 6d6 MD for all three striking simultaneously
Horn Gore(Blast Strike) 4d6 MD per horn, 1d8x10 MD for all three striking simultaneously
Ram With Horns(2 attacks) (Un-powered Strike)1d6x10 MD per horn, 3d6x10 MD for all three striking simultaneously
(Blast Strike) 1d6x10+8 MD per horn, 3d6x10+24 MD for all three striking simultaneously
Tail Lash 1d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Firex an aura and behavior more befitting a sentient being than a robot. Firex are still temperamental, and retain much of the RoboRhinoBuffalos’ cantankerousness, but they are much more easily reined in and persuaded into formation.

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-145Carm---(aka ‘Carapace-Bull’, ‘Beetle-Bull’) Clan Armorand variant. This variant is puzzling, because Clan Armorand, like the Horrorwoods, doesn’t normally trade with the FlameWings because of the formers’ conservative stances on protecting the environment and the latter’s history of wholesale destruction of various environments. How the Armorands got hold of the templates for the Firex have the diplomats of the other tribes scratching their heads; are the normally reticent tribes quietly trading despite their public disagreements, or is there some form of intertribal espionage going on(the BloodRiders are known to be occasionally displeased with their offshoot tribe enough to hard-prank them, though whether that displeasure is enough that they would steal and redistribute the FlameWings’ technology to others remains to be determined).
In an case, the attempts to create a variant on the EcoS-K 66 BarrierHog by outfitting the Firex frame with multiple forcefield projectors. The EcoS-K-145Carm sports no less than FOUR wings, each fitted with a multi-configuration forcefield projector. Each can project a directional force barrier or an invisible force vortex that acts like a projectile.
The multiple curved wings have given the EcoS-K-145Carm an insectile appearance, like a giant beetle, hence its several nicknames to that resemblance.
Changes/Modifications:
MDC/Armor by Location:
Force Projector Wings(4) 190 each
Wing Forcefields(4) 180 each
Weapons Systems:
2) Force Projector Wings(4) ---These are multimode forcefield generators and projectors. Leaned back against the warmount’s body, they can generate a conformal forcefield that protects the warmount itself. Extended, the wings can produce a wider area, though weaker, field that can protect escorting personnel beside the warmount. The generators can also be used to create a single-plane force wall in front of the warmount. For a more aggressive stance, the warmount can fire off small invisible vortexes of force that strike like kinetic projectiles; the warmount can spray smaller vortex-blasts like a machine gun, or focus the output of all four wings on a single target.
Range:(Self-Defense Barrier) Melee
(Area Defense Barrier) 50 ft radius
(Force Wall) 50 ft and covers a 60 ft wide area
(Force Bolt) 4,000 ft
(Force Wave) 3,000 ft
Damage:(Self-Defense Barrier) 720 MDC
(Area Defense Barrier) 300 MDC
(Force Wall) 600 MDC
(Force Bolt)1d4x10 MD at point of impact
Within a 30 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(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).
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.
(Force Wave) 3d6x10 MD to a 10 ft wide area. Within that area, people, animals, and objects weighing less than 1,000 lbs are 95% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 80% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 1,000 lbs to -4 tons’ weight are 70% likely to be knocked aside 1d4 yards/meters.
Objects of 5 ton or more are only 25% likely to be knocked over.
Rate of Fire:(Self-Defense Barrier) Takes 1 APM to maintain
(Area Defense Barrier)Takes 1 APM to maintain
(Force Wall) Takes 2 APMs to maintain
(Force Bolt) ECHH
(Force Wave) Once per melee and is the ONLY action that can be taken that melee(takes ALL APMs)
Payload: Effectively Unlimited
Bonus: Force bolts are -6 to dodge.

_________________
-------------
"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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Unread postPosted: Sat Mar 09, 2019 8:47 pm
  

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*EcoS-K-144 Inflammator Variants(Continued)

(Thanks to kronos for his Vine Missile and Pod Grenade data used in this variant)

* EcoS-K-144Hw---(aka ‘Viner’, ‘Cobra-Daisy’, ‘Spitting Daisy’, ‘Death-Daisy’) Horrorwoods variant of the EcoS-K-144 Inflammator. This is a source of bewilderment to many EShemarrians because the Horrorwoods are not known to be particularly friendly with the FlameWings; the Horrorwoods cherish and protect forests and ecosystems, while the FlameWings are notable mainly for reducing them to ash. Thus a Horrorwoods variant on a FlameWing design is sure to raise some questions. However, many who so question take solace and find a seeming answer in that the EcoS-K-14Hw seems to be a refutation of the the FlameWing Inflammator’s eco-unfriendly combat philosophy. The EcoS-K-144 Hw seems to be an Inflammator infected, or perhaps symbiotically-bonded, with a plant lifeform of some sort, particularly a giant sunflower, the flame-thrower trunk appearing more plant-like, and its head and the tertiary heads sporting ‘ruffs’ of flower petals. The limbs of the Horrorwoods variant also seem wrapped in vines, reinforcing its protection at various key points.
The EcoS-K-144Hw is heavier and slower than the FlameWing Inflammator it is evolved from, but sports heavier armor. Its main weapon, the Spitter Cannon, is more versatile than the supertorch and, unlike the Inflammator, the ‘Death-Daisy’ can produce its own ammunition for it.
Changes/Modifications:
MDC/Armor by Location:
Main Body 1,250
Head 375
Reinforced Crew Compartment 200
Spitflower Head(1) 180
Neck 180
Top Sensor Fin 75
Pod Launcher Heads(2) 190 each
Legs(4) 450 each
Tail(1) 350
Weight: 39 tons
Speed: (Running) 55 MPH
(Leaping) Can make a standing leap of 10 ft up/across, and a running(in excess of 40 MPH) leap of 25 ft up/30 ft across
Systems of Note:
*Camouflage----The ‘Death-Daisy’ can alter its outward appearance somewhat to better blend into its surroundings. The ‘Death-Daisy’ has a 60% chance of being able to blend into forest or vegetation surroundings and going unnoticed on optical scans.

*Stabilization Pylons----The legs and flanks of the ‘Death-Daisy’ can set down roots and creepers to anchor the warmount to the ground, keeping it from being knocked over by anything less than a Supernatural PS of 50.

Weapons Systems:
1) Vine Seed ‘Spitter’ Cannon(1)---In place of the supertorch flame-thrower, the EcoS-K-144Hw carries a high-powered pneumatic cannon that fires seed-shells. The standard warload is identical in damage to the Short Range Vine Missile warhead.
Range: 3,600 ft
Damage:(Vine Seed) 4d6 MD + Rooting
MDC: Vines 35 MDC, root bundle 70, -5 to strike due to vines moving about it. Heals 1d6 MD per melee round.
Anything struck by the missile or within 10 feet of it is immediately struck with vines, wrapping and entangling limbs. Targets must make a Dodge roll vs vines Entangle +3 roll.
The vines and roots will grow to cover a 20 foot wide area, with powerful vines during the round it was deployed. Any new targets entering its 20 ft area during the round it is deployed must dodge vines attempting to entangle them.
The next melee round the vines are full size and will attempt to attack as well as entangle anything not a Shemarrian or Shemarrian friendly. The plant will have 5 attacks, with 10 vines for slapping, +5 to strike, dealing 4d6+2 MD and can make an immediate entangle attempt upon a successful strike, +7 to entangle. Once a target is entangled, the target will be transferred to shorter stronger vines, freeing the primary vines for attacking. These smaller vines will do 6D6+6 MD squeezing damage, with an effective Robotic Strength 35. 6 targets up to 8 feet can be held and entangled at a time, or 4 up to 15 ft, 1 20 ft. Anything not entangled attempting to move through the area the vines are covering suffers -20% speed and -4 to Dodge attacks from outside sources.
(Firefly Shell)---This shell explodes into a cloud of fine incendiary spores that burst into flames, doing 4d6 MD to a 25 ft radius, then continue burning, doing 1d4 MD for 1d6 melees.
(Puffball Shot)---This pod bursts into a dense cloud of fine spores that explode in a fuel-air explosive effect, doing 6d6 SDC flash-burn and concussion damage to a 60 ft radius, plus those without environmental body armor on or similar protection up will be stunned; -8 to strike, parry, and dodge, -1 on initiative, and lose 1 APM foe 1d4 melee rds. Even those in armor will lose initiative for 1 melee, and 88% chance of knockdown(lose 1 APM and Initiative) for targets less than 12 ft/800 lbs weight.
(Dander Pod)---Bursts into a cloud of fine fibers covering a 100 ft area; it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up. Depending on local weather conditions, the fibers can remain airborne for 1d6 melees.
(Solid Shot)---5D6x10, no blast radius
(Sabot Seed)---4D6x10, no blast radius, and increase range to 5,000 ft
Rate of Fire: Four times per melee
Payload: 150 pods ready to be fired. Can generate new shells at a rate of 1 every 15 minutes

4) Pod Grenade Launchers(2)---In place of the Inflammator’s Slag Cannons, the EcoS-K-144Hw mounts Pod Grenade Launchers, firing explosive pods identical to those produced by the Horrorwoods’ Entkin Male Elites.
Range: 5,000 ft.
Damage: Varies by type.
(Explosive Pod) - This pod is the equivalent of a grenade and looks like a gourd, like a pumpkin, filled with volatile gases. Deals 4d6 MD to a 20 foot area.
(Shrapnel Pod) - This spiky pod is filled with volatile gas and sharp metallic needles, particularly deadly to infantry. Deals 3d6 MD to a 30 foot area. Against living, organic targets, these needles creature horrible wounds that continue to bleed, dealing 1d4 damage (SDC to SD creatures, if they survived the initial MD damage, and MD to MDC creatures) for 1d6 melees or until the wounds are treated.
(Gas Pod) - This pear shaped pod can release any gas, such as CS tear gas, smoke, or even poison gas, that fills a 20 foot area.
(Corrosive Pod) - This ridged apple shaped pod is filled with a potent acid. Upon striking a target it deals 5d6 MD and 2d6 MD to a 10 foot area around the target struck. The acid will continue to burn the initial target struck 1d6 MD for 1d4 melee rounds.
(Sticky Pod) - This spongy pod upon striking the ground releases a sticky compound, functioning like the Carpet of Adhesion Spell approximation, (Rifter 53, pg 41), only the Strength ranges are increased by 5.
(Napalm Pod) - This orange like pod contains a potent napalm, dealing 4d6 MD to a 10 foot area, dealing 2d6 MD for the next 2d4 melee rounds.
Rate of Fire: ECHH
Payload: 100 pods per cannon, A new pod can be grown in 16 minutes(not as fast as the Entkin can produce new ammunition, but as these are considered secondary weapons on the EcoS-K-144Hw, the onboard microfactory isn’t as efficient.

* EcoS-K-144 Hwb---(aka ‘SlayFlower’) Second Horrorwoods variant. As if in imitation of the FlameWings’ EcoS-K-144b model, the Horrorwoods have produced a second variant of their ‘Death-Daisy’, only mounting an energy weapon in place of the ‘Spitter’ cannon. It’s rumored that they got the Silvermoons onboard with designing an advanced photonic weapon for this variant. The ‘SlayFlower’ sports an even more pronounced sunflower-like ruff around its upper head, with the unfurled petals acting as part of the focusing elements for the powerful laser cannon.
Furthermore, the laser cannon is multimode; it can produce a lower-damage ‘scattershot’ blast that can affect a wide area, or, like the EcoS-K-144b , the EcoS-K-144 Hwb can ‘juice; a laser shot by using the onboard internal combustion of high-energy liquid chemical fuels to produce an intense power spike and an x-ray laser output.
The ‘SlayFlower’ is used by both the Horrorwoods and the Silvermoons, typically as an air defense or laser artillery unit.
Changes/Modifications:
1) Multimode ‘SlayFlower’ Laser Cannon----The central ‘snakehead’ is now a giant sunflower with mirrored petals and a powerful laser cannon.
Range:(Laser Mode) 12,000 ft
(Scatter-Shot Mode) 8,000 ft
(X-Ray Mode) 3.8 miles
Damage:(Laser Mode) 2d6x10 MD per blast
(Scatter-Shot Mode) 1d4x10 MD to a 30 ft wide area
(X-Ray Mode) 2d4x100 MD and ignores laser-reflective armor
Rate of Fire:(Laser Mode) EGCHH
(Scatter-Shot Mode) EGCHH
(X-Ray Mode) Once per melee
Payload:(Laser & Scatter-Shot Mode) Effectively Unlimited
(X-Ray Mode) Has enough onboard chemical fuel for 50 shots before needing refueling
Bonus: +1 to strike
Note: The mirrrored flower-head can attempt to parry laser beams(+1 to parry)

_________________
-------------
"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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Unread postPosted: Sat Mar 09, 2019 11:22 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1010
Nice new additions, and glad my work helps creates other new ideas.

Which reminds me.. if you can remember off the top of your head, how many crab/lobster/shrimp-like warmounts are there?


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Unread postPosted: Sat Mar 09, 2019 11:38 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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kronos wrote:
Nice new additions, and glad my work helps creates other new ideas.

Which reminds me.. if you can remember off the top of your head, how many crab/lobster/shrimp-like warmounts are there?


Lessee....(boots up the Master Codex)
K-29 Buthidid(scorpion-like)
K-52 Slingtail(scorpion-like)
K-58 Vorpine(scorpion-like)
K-89 Susanokite(crab-like)
K-107 Stormapod(shrimp/lobster-like)


That's it....

_________________
-------------
"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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Unread postPosted: Sun Mar 10, 2019 1:18 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1010
taalismn wrote:
kronos wrote:
Nice new additions, and glad my work helps creates other new ideas.

Which reminds me.. if you can remember off the top of your head, how many crab/lobster/shrimp-like warmounts are there?


Lessee....(boots up the Master Codex)
K-29 Buthidid(scorpion-like)
K-52 Slingtail(scorpion-like)
K-58 Vorpine(scorpion-like)
K-89 Susanokite(crab-like)
K-107 Stormapod(shrimp/lobster-like)


That's it....


Awesome, thanks!


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Unread postPosted: Sun Mar 10, 2019 11:47 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
I seem to be working through a surge of war mounts.

EcoS-K-146 Slayzark Artillery Warmount
(aka ‘Arsnark’)
(Inspired by an early suggestion by 89er)

“After all the mysterious banditry we pulled off to lure their chief troubleshooter out here to deal with us, it seems rather crude to just off him with a heavy plasma shell.”
“Intel said that his modus operandi was that he was EXPECTING us to make a personal statement by getting in close and dealing with him hand to hand, so he could capture us and publicly humiliate us. So, recommendation was not to give him what he was expecting. I seriously doubt the thought somebody would simply nuke him ever crossed his mind.”
“For a twenty-five ton sniper, Slay-san can move remarkably quietly.”
“That, and we were over ten miles away helped with the element of surprise.”

---Anonymous Yurei operatives, after a headhunter op.

“One moment the Centurion is addressing us about the dangers of being too complacent in enemy terriory, the next her entire upper body’s split apart like a rotten dr’ng fruit. And she was in full exoarmor with her helmet on and locked.”

“Last night somebody potted the Assistant Chief of Directorate Intelligence with a heavy cannon strike to his personal vetol within the military reservation grounds. Security camera footage from your guard shack shows you and your partner stuffing your faces while a giant quadruped self-propelled GUN lumbered past behind you unchallenged. Care to explain yourselves?”

“-damn Shemarrians mobility-killed my ‘bot armor AGAIN! Took every one of my combat mechs out with shots to the leg actuators and the gyro-pods! We never saw them, but I know it had to be them! Nobody else around these parts can drop heavy rounds with such precision!”

The Slayzark is a Warmount that takes the artillery-centered philosophy of the Vola'Dry and the Gundragon(100mm) higher up the caliber chain. The Slayzark is arguably a Warmount built around a heavy main gun, without becoming a mere carrier for it, as in the case with the Conasaurs. The Slayzark retains the stealth, aggressiveness, and cunning of a predator, alloyed with the modern pragmatism of long range gunnery.
The Slayzark resembles a large quadruped dinosaur, but with a pincer-like set of jaws, and three horns in a large head-shield/body segment immediately aft of the sharp-beaked head. The center horn is particularly long and protrudent and conceals a powerful long-barreled massdriver cannon firing armor-piercing rounds. The back is arched, with a centril frill or ridge running along its back, flanked by four articulated spike-spines. The spinal ridge ends in a broad tail, and two muscular rear legs that can sprawl out wide(like the opening trails of a towed artillery piece). Its legs end in broad claw feet that can spread out even more to lower its foot pressure, especially on soft ground.
Despite its size, the Slayzark is actually quite stealthy. Its preferred mode of operation is to stalk targets or lay in an ambush position, then strike suddenly and accurately with its main gun like an oversized sniper. The warmount is skinned in low reflectivity and radar-refracting materials, its thermal signature is low, limb actuators are muffled, and its toes and foot-soles can spread wide to more evenly distribute and muffle its footfalls. It can also deploy a tent-like stealth ‘blind’ under which it can take cover from sensors. It’s even rumored that the giant warmount possesses a some form of psychic stealth that helps hide it(one Wayfinder called it the ‘Yee Effect’ for some unexplained reason).
Unique to the Slayzark is the inclusion of two small flying ‘symbiotes’, robot drones that resemble some sort of parasitic/symbiotic animals attached to the flanks of the Slayzark but which can detach to fly free and act as scouts and spotters for the larger Warmount. These ‘oxpeckers’ also allow the Slayzark to remain hidden under cover while the two sub-units range far afield to find prey.
If the Slayzark has a major shortcoming, it is that the large main armament is not turret-mounted; the entire beast must turn to bring its most powerful weaponry to bear on opponents suddenly outflanking it. It typically does this by pivoting on its front legs, its powerful rear legs running it around to aim more effectively.
Because of the Slayzark’s role as a battlefield sniper, there’s much controversy over whether it is a proper WARRIOR’S Warmount, or an artillery platform best managed by the Males. Most EShemar groups settle this issue on a case-by-case basis, assigning the warmount to the best-qualified volunteers.
Slayzark, Gundragon, and VelociClaw(sniper variant) riders often have a fiercely competitive streak between them, and meetings between the crews often end up in impromptu shooting matches to determine who are the most accurate marksmen.
The Slayzark originated in the Horrorwoods camp, which sees the most use of them. Clan Armorand has expressed interest in the design, as have Clan Motron and the Ghezo Guards. Reportedly, the Wolf’s Path was interested in the design, but was disappointed that it could not be made more wolf-like.

Type: EcoS-K-146 Slayzark
Class: Robotic Warmount, Cavalry(Artillery)
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 470
Head 190
Head Shield* 150
Gun-Horn 120
Laser Horns(2) 100 each
Reinforced Cockpit Pod 100
Spine-Arms(4) 55 each
Legs(4) 150 each
Tail 100
Camouflage Mantle 95

*This provides partial cover to the rider and passenger; -5 to strike them, even with a called shot.

Height: 15 ft
Width: 12 ft
Length: 40 ft. 48 ft with main horn-gun barrel at maximum extension.
Weight: 24 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 95 MPH
(Leaping/Climbing) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) The Slayzark can swim at about 15 MPH.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Slayzark 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 110 MDC before needing material stocks to convert to MD repair material.
Note that the Slayzark’s regeneration systems will also repair any damage to docked ornop drones, though the Warmount CANNOT produce new ornop drones.

*Stealth---The Slayzark has a reduced thermal signature and radar-refractive materials in its skin construction(-15% to being detected by radar or thermal imaging). Its feet can also spread out and expand to lower its ground pressure tread and allow it to move more quietly(albeit more slowly; it cannot exceed a crawl of 5 MPH), giving it an acoustic Prowl equivalency of 30% in daylight, and 50% at night.

*Camouflage Mantle----The Slayzark features a raised frill or ridge along its back that opens up to extend a fan of light plates and panels of special camouflage material over the Warmount, effectively creating a stationary blind that can hide it. The Slayzark will often set this up as a ‘hunter’s blind’ not far from a pre-scouted killzone/’killbox’, with spotters already in place and the range zeroed and locked in.
-Waterproofing
-Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
-Minimal Radiation Shielding(not advised for long-term usage in 'hot zones')
-Chameleon-cloth Fabric---Improved over the original, the chameleon function now emulates Naruni variable camou sheets.
-Thermal Insulation-Infrared and Thermographic sensors are -30% to detect the shelter.
-Electronic Insulation- Radar, MAD, and EM sensors are -18% to detect the shelter

Weapons Systems:
1) Artillery Horn(1)--- The large central horn on the head is a 135mm Gravitic Massdriver Cannon that extends back into the torso. To keep the weapon from becoming too much of an encumbrance while the warmount is moving, half the barrel’s length is retractable, and extends to its full dimensions when primed for firing(and given that many Slayzark crews consist of Males, this has become the source of a good many ribald jokes, especially from the female EShemar).
The original plan was to mount a more conventional electromagnetic weapon, but the Sapphire Cobra Tinkers found that a gravitic(G-cannon) weapon could be made more compact with a more convoluted main barrel course , allowing for a snugger fit inside the body of the Warmount. The G-cannon is more technologically demanding to maintain, and uses more power, but aside from opponents with advanced gravty-sensors, the G-cannon gives off less detectable EM emissions.
Range:(Direct Fire) 30,000 ft (6 miles)
(Indirect Fire) 75,000 ft(15 miles)
Damage: High Explosive(HE)---- 2d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10 MD to 10 ft radius
Fragmentation--- 2d4x10 MD to 50 ft radius
Plasma----- 1d6x 40 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 5d6x10 MD out to 13,000 ft, 3d4x10 MD out to maximum range
Rate of Fire: Three per melee
Payload: Can carry 3 tons of ammunition.
135 mm AP shell weighs 62 lbs( 32 shots per ton)

2) Laser Horns(2)---The two smaller horns on either side of the massdriver are high-powered laser cannons. They are generally used if the warmount can not avoid engaging an enemy at the greater range of its massdriver.
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast, DOUBLE if both cannons are fired simultaneously at the same target(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Eye Lasers(2) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Spine-Arms(4)----The Slayzark mounts four spine arms similar to the Monstrex’s; these are used to assist in camouflage, stabilizing the Warmount, and in self-defense.
Range: Melee(12 ft reach)
Damage: 1d6 MD

5) (Optional) Modular Weapons(2)---The Slayzark has provision for torso-mounting a pair of weapon pods similar to those standard to the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the basic Monstrex programming.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Slayzark intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +2 (+3 w/ ranged weaponry)
With both Ornop drones operational and spotting for the Slayzark, it gets an additional +2 to strike with called shots.
Roll +2
Pull Punch +3
Parry +3
Bite 2d6 MD
Head Butt 1d4 MD
Kick 2d6 MD
ForeClaw Strike 3d6 MD
Mule Kick w/ Hind Legs(2 attacks) 7d6 MD
Tail Lash 2d4 MD
Spine Strike 1d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Slayzark an aura and behavior more befitting a sentient being than a robot. Slayzarks are patient, careful, hunters who can wait uncomplainingly for hours, even days, silent and still, for prey to come their way; one observer claimed to have almost mistaken them for a dead-metal drone for their stillness. They work well with their riders/gunners, and take orders very well.

Slayzarks also exhibit a higher than normal level of natural psionics; the Slayzark has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*See Aura
* See the Invisible

The Slayzark also possesses the Super Psionic Power Psionic Invisibility(10 ISP per activation), at a 6th level of proficiency, though this power DOES eat up ISP. The Warmount possesses a small pool of ISP(4d6 ISP+1d6 per level of experience) and saves versus psionics as a Minor Psychic. Psychic EShemar/NeShemar can contribute their own ISP to the Slayzark’s ISP reserve if necessary.

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; the Slayzark has a IQ of 10 ), 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-146B ‘Snaper’----Variant replacing the massdriver cannon with a heavy particle beam cannon copied off the Naruni Enterprises Juggernaut Heavy Hover Tank.
Range: 2 miles
Damage: 5d6x10 MD per blast
Rate of Fire: ECHH
Payload: Conditionally Unlimited; battery capacity for 60 shots, and recharges at a rate of one shot per minute.

*EcoS-K-146Cmo ‘Spagger’---Clan Motron variant; it features wheels on its feet, that allow it to speed on cleared and hard ground at up to 100 MPH.

*Ornop (aka ’Oxpecker’, ‘Skeet-flies’) Flying Symbiobots(2)---These two robot drones actually look nothing like birds, but more like giant beetles, with disc-shaped bodies and wings that unfurl in flight(the ‘bots are really propelled by concealed hoverjets). The Slayzark normally carries two, attached to its rear hips. In flight, the drones act as flying scouts and spotters for the Slayzark’s long range artillery-sniping. Ornops are NOT Awakened with the Ecotroz and are considered to be expendable assets. The Ornops has been seen ONLY with the Slayzark, as part of the campaign to have them mistaken for species-specific symbiotic lifeforms.
Size: 6 ft diameter, 1.8 ft thickness, 12 ft wingspan.
Weight: 300 lbs
MDC/Armor By Locations:
Main Body 95
Wings(2) 50 each
Speed:(Flying) Hover to 200 MPH, maximum altitude of 10,000 ft.
Powerplant: Rechargeable power cell good for 72 hours of independent operation before needing to recharge off a Warmount.
Systems of Note:
Has sensors equivalent to the AA-3 Avian Spy/’Avyet’, plus:
*Laser Designator---- ‘Paints’ targets for laser-guided ordnance. 30,000 ft range.
*Stealth Design----The ornop drone is designed to be as invisible to sensors as practical. Has only a 20% chance of being detected by radar or thermal imaging systems. Also runs remarkably quiet; 55% chance of going unnoticed/unheard during daylight, 75% during night.
Weapons Systems:
1) Laser Eye----The Ornops are effective snipers in their own right, with a highly accurate laser
Range: 3,000 ft
Damage: 2d6 MD per shot, 6d6 MD per triple burst.
Rate of Fire: ECHH
Bonus: +2 strike
Payload: 100 shot battery

2) Wing Blades----The wings can unfurl into incredibly sharp slashing blade-vanes.
Range: Melee
Damage: 2d4 MD on a sideswipe

3) (Optional) Hardpoint----The Ornops can carry a single weapons hardpoint that can hold a mini-missile launcher(3 shots), a cyborg forearm machine-gun equivalent, or an energy rifle(must be powered by its own e-clip/e-canister). Some operators have even been known to outfit their ornops with launchers for tracer-head arrows(21 shot magazine). Loses -1 to dodge and reduce top speed by 5% due to the added weight and encumbrance.
In the alternative, the drone can also carry a jamming pod that scrambles communications(80% effectiveness against civilian band radio systems and 65% against military systems. Effective range of 5,000 ft) or radar(Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. 4,000 ft effective radius). Typically one drone will be so equipped and will attempt to close with a target jamming its communications or radar while the other ornop sets the target up for a Slayzark shot.

Programming:
Navigation 94%
Read Sensory Instruments 94%
Prowl 75%
Detect Concealment 70%
Detect Ambush 75%
Actions/Attacks Per Melee: 5
+2 Strike
+6 Dodge
+4 Roll
+2 Initiative

Options:
*Fiber-Optic Hardlink---If signaling by radio is considered too risky, the ornops can communicate with their host Slayzark by an ultra-fine fiber optic hardlink. This reels off a compact reel that can hold up to 3,000 ft of link-fiber.

_________________
-------------
"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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Unread postPosted: Thu Mar 14, 2019 8:34 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42918
Location: Somewhere between Heaven, Hell, and New England
EcoS-K-147 Mehen Superheavy Warmount
(aka ‘Meganaga’)

“What’s worse than ONE superheavy Warmount? TWO superheavy Warmounts, COMBINED.”

“You summoned me, Mistress Serpent-Mother?”
<<“Alyktra, I have need of the talents of your previous life before you came to us. You have experience with -mekka-, and my new Warmount, Sun Venom, has provision for a linked mind of talent to boost its abilities. Talent you are said by my inquisitors to possess. As my favored servant, do you accept the role?”>>
“Hmmm...little heavier than I was used to, but it will do. I accept, Serpent-Mother.”
<<“Then take your place beside me. Tinker Scales-etcher shall guide you through the linkage process. We anticipate first battle ‘er the next full moon has risen. Be ye ready before then, and I shall be most gladdened.”>>
“I hear and obey, Mistress Serpent-Mother.”
****
With a nerve-etching screech and a thundering impact that could be felt even through heavy armor plating and insulation, the last of the arcanotech-enhanced maggots collapsed, before bursting into unearthly flames. All around, the twisted wreckage and broken bodies of Infernal warmongers and warmachines burned and dissolved in their final resting places in the cratered and scarred landscape.
The Sapphire Cobra Wargoddess scanned the battlefield with what sensory inputs still worked, listened to the incoming reports of her taskforce, and decided she was most pleased with the outcome. Only Tribe forces still moved across the battle-pitted vista and not a remaining living or undead enemy was in evidence.
<<“Excellent work! Victory is ours!”>>
A weaker groan more near at hand drifted up from the interface pit. Pale, drenched with exertion sweat, the neshemar seated there slumped limply, somatic restraints releasing her, her head falling out of the interface headset, damp hair sweat-plastered to her pained features. A quick glance at the biomonitors assured the Wargoddess that her servant was not in terminal danger, but had certainly pushed herself beyond safe limits in the execution of her duties. The Wargddesss gently lifted the unconscious woman out even as another EShemar hurried to take over the command link, albeit at a less intense level as the organic neshemar had carried during the fighting. She smiled down at her as she gave her over to the medtechs hurriedly summoned to the command chamber.
<<“Alyktra, you have done well this day. Mighty Sun Venom and your soul-courage have proven an unbeatable combination that any Infernals who survived today will have come to rightly fear! Great will be your rewards for your part in our victory. But for now, rest and heal from your exertions.”>>

“Having observed the conflict on D’Tlicosie IV, it’s clear to me that there’s more to this ‘fringe world snake cult’ than just a bunch of wandering evangelizing neo-nuns and priestesses talking up the masses. These folks were deploying some -serious- custom firepower; not just stuff they bought off the black market or frontier arms dealers. The sort of heavy iron we saw in action was the product of heavy industry and R&D, coupled with a willingness to enthusiastically use it. Plus the means to transport troops and heavy vehicles across interstellar distances. It all adds up to a more complex and resource-backed military organization. As I said; there’s a LOT more to these serpent-singers than just some fad-happy franchise-cult thing and I recommend stepped-up attention be paid to wherever these people set up shop.”
----Varo Yemen, CCW TVIA Inspector, Rylchese Sector, Anvil Galaxy.

The Mehen is the latest in the ‘superheavy’ or ‘monster’-class Warmounts, and is instantly recognizable as the heavily modified upper torso of an EcoS-K-75 MonstrApex wedded to the long serpentine body of an EcoS-K-125 Jormungandar, and reminds many observers of a scaled-up Kittani Serpent Power Armor(indeed, it was initially mistaken for a Kittani creation). The Mehen obviously indicates a major collaboration between the Horrorwoods and the Sapphire Cobras.
The Mehen represents a synergistic compromise between its two parent types. The Mehen gets around primarily by the use of hoverjets, which has necessitated the addition of more powerful thrusters to compensate for the heavier upper torso. The larger jets and the greater power demand have in turn required the replacement of much of the lower body segment modular space with dedicated power modules and heavier armor to protect them. The Mehen has a more fixed weapons configuration than either the MonstrApex or the Jormungandar, but it incorporates a number of special features not found in either of the two earlier uberwarmounts, including starship-grade weaponry.
The resulting hybrid is faster and more agile than either of its two donors, but at the expense of some of the modular versatility and potential raw firepower.
Unlike the MonstrApex, the Mehen lacks the open shoulder wing-decks that allow crew and passengers to ride on the outside of the Warmount while it is in operation. Instead, vehicle-like, the Mehen has a rather spacious internal compartment, typically able to house a Wargoddess and her entourage. An external observation platform CAN be deployed, with the sliding of some plates, atop the main forward head, though this is generally not used when the Mehen is engaged in heavy combat.
Mehen have been seen on only three occasions, none on Rifts Earth. In all three cases, different Mehen were observed, taking part in major campaign actions as part of massed Warmount formations, usually as the command mount of a Tribe Wargoddess. It is rumored that at least one of the examples observed was an Arawa----a transferred intelligence Shemarrian who has elected to serve in Warmount form, rather than a more humanoid chassis, making the Mehen a possible totemic upgrade for Sapphire Cobra or Horrorwoods Warchiefs or Wargoddesses, similar to the SCES-01 Queen Cobra and SCES-IIE Cobra Dragons. And one has been known to make use of an experimental BattleLink with the mind of an organic neshemar to enhance its performance.
The Mehen has so far only been seen in service to the Sapphire Cobras, always as the command mount and/or war party of a Tribal Wargoddess. It is not known if the Horrorwoods possess any Mehen in their forces.

Type: EcoS-K-147 Mehen
Class: Robotic Warmount, Superheavy, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1- 40 passengers/ gunnery crew
MDC/Armor by Location:
Upper Body 3,000
Head 500
Head Guns(2) 150 each
Arms(2) 900 each
Shoulder/Back Turret Heads(3) 360 each
Reinforced Crew Compartment in secondary head 150
Body Segments(12) 600 each
Hover Jets(8 main body, 4 each body segment) 450 each
Slicer Fins(8+2 per additional body segment) 250 each
Tail 500
Tail Jets(4) 450 each
Tail Missile Launcher 120
Tail Lasers(2) 100 each
Laser/Rail Gun Turrets(12) 150 each, 75 each gun barrel(x2 per turret)

Height: 40 ft main body, plus the upper torso stretches up some 80 ft. The Mehen itself can rear up to 260 ft.
Width: 52 ft at shoulders, serpentine body is 45 ft wide
Length: 823 ft
Weight: 800 tons
Cargo: 60 tons carried internally, plus any cargo spaces in the tail segments
Physical Strength: Equivalent to Robotic P.S. of 80
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can use a combination of slithering and crawling, using its forelimbs to pull itself along, at 45 MPH.
(Flying) Hovers 1-15 ft off the ground at a speed of 125 MPH
(Climbing) If the surface can support the massive Warmount’s immense weight, the Mehen actually climbs rather well, with a proficiency of 85%.
(Space) Not possible
(Underwater) The Mehen can skim 1-3 ft off the water’s surface at 90 MPH, kicking up a lot of spray in the process. The Warmount can also swim underwater, albeit slowly, at about 25 MPH, and has a maximum depth tolerance of 3,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 200 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Mehen 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 6d6 MD per hour, and can repair 1,000 MDC before needing material stocks to convert to MD repair material.

*Long Range Communications Suite---As befits a mobile command vehicle, the Mehen has a dedicated communciations chamber with multi-channel transmission/reception capabilities for coordinating a task-group and campaign.

*EW Suite---The Mehen mounts a powerful naval ECM/ECCM suite, capable of jamming radar and radio communications. 85% effectiveness at jamming civilian communications bands, 75% military systems, 50 mile range, and signal encryption/de-scrambling, in order to cut through enemy jamming(+15% to EW skill rolls to defeat jamming). Enemy radar-guided weapons are -5 to strike the vessel. Of course, the active jamming will tell enemies that SOMEBODY is out there, just not exactly where.

*Advanced Fire Control---All direct-fire weapons get an additional +1 to strike, in addition to any individual weapons systems’ or gunners’ bonuses.

*Dual Minds---Like a dolphin’s ‘swim while asleep’ capability, Mehen have a compartmentalized brain-intelligence that allows them to continue moving under power even as the invested Ecotroz essence goes ‘asleep’. During this time the warmount can remain traveling under power without pausing, just like an Unawakened vehicle. This duality is increasingly common in the larger and longer-ranged Warmounts such as the Stone Eater, Dobharg and Lepidopterror.


Weapons Systems:
1) Eye Lasers(2)---Copied from the Dobharg, these powerful lasers give the Mehen a truly lethal gaze.
Range: 6,000 ft
Damage: 1d6x10 MD per blast, 2d6x10 MD for both eyes firing in concert(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Mouth Cannon---Aka ‘The Serpent’s Roar’. Mounted in the Mehen’s mouth is a powerful sonic cannon. This potent vibration weapon projects a variable beam of sculpted sound that can stun living creatures, or pulverize them and any other obstacles in the warmount’s way.
The first Mehens sighted mounted the sonic cannon, but one later example encountered had a powerful ion-electrical weapon instead.

a) Sonic Cannon
Range: 3,000 ft. 100 ft for the area of effect sonic boom.
Damage: 2d4x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater), Also acts like a Clap of Thunder spell, in that it can temporarily deafen and stun.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor. Characters in hard-shell EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees. DOUBLE effects and duration for those with particularly sensitive hearing(including Dog Boys).
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished/negated to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
It also produces a window-shattering sonic boom in a 45-degree arc along its path out to 100 ft, temporarily deafening those caught in the area of effect(those without ear protection will be -4 to initiative and -1 to parry and dodge for 1d4 minutes, while those inside EBA, light MDC vehicles and power armor will only be deafened for 2d4 melees.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

Alternative:
b) Ion Shockwave Cannon---A weapon developed from starship weaponry, this powerful ion cannon throws what looks like lightning with incredible range. It can also be used to project a lower-powered area of effect cloud of charged ions that wreak havoc on electrical systems and nervous systems.
Range:(Combat Blast) 12,000 ft
(Shockwave) 6,000 ft and covers a 500 ft wide area.
Damage:(Combat Blast) 4d6 x10 MD per blast
(Shockwave)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon also does 1d4x10 EMP damage(no physical damage) to a 300 ft area. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire:(Combat Blast) 6 blasts per melee
(Shockwave) Once per melee
Payload: Effectively Unlimited

3) ‘Fang’ Guns(2)--- These are retained from the original MonstrApex. These weapons protrude from either side of the mouth like mandibles(they retract into cover when not in use), and typically fire in synchronization with each other. The Rifts Earth-built MonstrApexs used scavenged Coalition State or Kittani weapons, but the offworld Sapphire Cobra examples have all been seen to be using more advanced rail-cannon type weapons developed from starship point defense systems. The ‘fang’ guns fired ammunition that could deliver the signature ‘serpent’s kiss’ nanite munitions, but during the Minion War, these cannon were frequently supplied with other specialized ammunition, such as silver or U-round types.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 4D6x10 M.D. per blast/burst, 8d6x10 MD for both fang cannons firing simultaneously on the same target(counts as one attack)
(‘Serpent’s Kiss’)On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 4d6 MD for 2d4 melees(double damage and duration if in atmosphere)
Rate of Fire: EGCHH(4-6)
Payload: 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.

4) Shoulder/Back Heads(3)---In place of the original tank turrets of the MonstrApex, the Mehen mounts three smaller snake-heads, each of which has an enclosed gunnery station inside for optional manned operation, though they can operate just fine without a gunner. Each turret-head mounts a pair of powerful eye lasers identical to those in the main head, a double-barreled rail gun with the firing apertures looking like snake nostrils, and a powerful energy weapon mounted inside the head’s articulated mouth. The energy weapon is a plasma weapon that fires bolts of plasma that do relatively little damage, but have exceptionally long range. The sight of the long ranged plasma bolts streaking off has been compared to a spitting cobra spitting venom.
Range:(Eye Lasers) 6,000 ft
(Rail Gun) 2 miles
(Plasma Projector) 5 miles
Damage:(Eye Lasers) 1d6x10 MD per blast, 2d6x10 MD for both eyes firing in concert(counts as one attack)
(Rail Gun) 4D6x10 M.D. per blast
(Plasma Projector) 3d10 MD per blast
Rate of Fire:(Eye Lasers) ECHH
(Rail Gun) ECHH
(Plasma Projector) 5 blasts per melee
Payload:(Eye Lasers/Plasma Projector) Effectively Unlimited
(Rail Gun) 2,000 rd drum per gun.

5) Hard-Thrusters---These are a series of jets in the chest and forearms that were meant to retro-brake the giant MonstrApex warmount’s landing from powered leaps, but help stabilize the Mehen’s upper body during high speed maneuvering, but they have also been found to be equally effective at literally ‘blowing away’ enemy personnel with blasts of hypervelocity air.
Range: 80 ft radius
Damage: Objects up to 600 lbs in weight can be picked up and whirled by the winds and thrown up to 80 ft, doing 5d6 SDC/MD damage on landing(or inflicting that much on hit targets)
Rate of Fire: Once per melee
Payload: Effectively Unlimited

6) Jet Blasts---Because the Mehen is based on the Jormungandar hovertrains, its hoverthrusters are similarly(if not more so) powerful enough to be used as weapons at short range, knocking people off their feet. The tail also sports powerful jet engines that can be swung to bear on targets.
Range: 40 ft
(Tail Jets) 250 ft range and 50 ft wide area
Damage: Humans and d-bees up to 11 ft tall have a 90% chance of being blown off their feet and thrown 1d4x10 ft, suffering 1d6 MD , losing initiative, and 2 APMs getting back up. Larger beings have a 50% chance of being knocked down.
(Tail Jets) Beings 11 ft of smaller have a 95% chance of being blown away, up to 1d6x10 ft, larger beings have a 55% chance, Getting hit by the tail jets means getting blasted for 1d4 MD, and taking an additional 1d8 MD getting slammed into the ground if still within the 250 ft range. Objects up to 600 lbs in weight can be picked up and whirled by the winds and thrown up to 2d4x10 ft, doing 5d6 SDC/ or 2d6 MD damage on landing(or inflicting that much on hit targets)

7) Tail Short Range Missile Launcher---Mounted atop the tail between the rear jet thrusters is a short range missile missile launcher
Range: Varies by Missile Type( Short Range missiles)
Damage: Varies by Missile Type( Short Range missiles)
Rate of Fire: Volleys of 1-6
Payload: 36

8 ) Tail Lasers(2)---Mounted in the tip of the tail is a powerful laser cannon for dissuading pursuers.
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

9) Slicer Fins----Spotted along the flanks of the megaserpents’ lengths are numerous fin-winglets that can be hinge-folded to serve as fenders, or straightened out and extended to serve as blades for sweep-cutting through obstacles and targets.
Range: Melee(extend 12-20 ft out from the sides)
Damage: 3d6 MD per every 40 MPH of speed

10) Laser/Rail Gun Turrets(12) ----Each body segment behind the forebody sports a retracting laser/rail gun turret. These turrets are typically remotely controlled from within the Mehen’s crew compartment.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)2D6x10 M.D. per blast
(Laser) 1D4x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

11) Body Segments-----Because of the operating posture of the Mehen, the trailing body segments that make up the majority of the Warmount’s serpentine body cannot be used to mount conventional large turrets or hold passengers.
Instead, the body segments can conceal missile launchers or silo-cubicles for various e-animals or rider-less warmounts, especially serpent-types. All these configurations were brought over from the Jormungandar on which the Mehen is based.
a) General Cargo---up to 200 tons each, or 34,000 gallons of liquid cargo if a tanker car.

b) Garage/Stable/Kennel--5-12 Warmounts or 24-250 e-animals. These are typically serpentine Sapphire Cobra types, such as the EcoS-K-21 Orobos, EcoS-K-37 Hekatonheires(especially the Sapphire Cobras’ variant, the EcoS-K-37Scb ‘Snake Ape’ , which has often been mistaken by less-well-informed observers as the Mehen’s ‘offspring’), the EcoS-K-39 Shredwing, and the EcoS-K-48 Quetzal. Favorite larger e-animals include the Eco-KRP16 Rozrezard Warbeast.
In the alternative, the compartment can be used to transport and deploy up to 3,000 Eco-KRP04 Cybersnakes/ Eco-KRP05 Boresnakes/EcoS-KaSSc-01/KRP-26 Darkeel s. The transport compartments are sometimes referred to as ‘snake pots’.

c) Missile Launcher---Vertical Launch Systems; 32 vertical launch units, each cell can hold 30 Mini-Missiles, OR 10 Short Range Missiles, OR 5 Medium Range Missiles, OR 1 Long Range/Cruise Missile.

d) Forcefield Generator Car---Dedicated heavy forcefield generator producing a conformal forcefield(400 MDC) that can extend up to 3 body car segments in either direction(covers 7 cars), and regenerates at a rate of 20 MDC per minute. Multiple forcefield cars can be fitted, while later technology exchanges with Clan Armorand will allow for synchronized forcefields that combine the MDC of the generators into one field.

e) Damage Control Module---Supercharges the self-repair systems and holds a ready reserve of MDC-precursor substrates(1,000 MDC worth) formatted for nanite use.

f) Mage Segment---Holds a powerful PPE generator and multiplexor systems.
PPE Generators:
PPE Capacity:(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.
*Multiplexors
-Horror Factor/Fear---Cast over the entire meganaga to give it the illusion of being a supernatural monster. 10 PPE per application(owing to the vessel’s size) and lasts 15 minutes per activation. Horror Factor 16.
-Aura of Death---Cast over the entire train to enhance its horror factor. 18 PPE per application(owing to the vessel’s size) and lasts 15 minutes per activation.
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.
- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting local travel.
-Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke....PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
-Protection Circle: Superior--By ‘circling the wagons’, stopping, bending and touching its nose to its tail, the Mehen can form a massive circle of protection, with the added benefit of its main body providing both MDC protection and firepower to protect those within the circle described by its circled body. Quite large and long Mehen can encompass quite large areas(radius= Circumference-length / (pi x 2), The area is pi times the radius squared (A = π r-squared)).
PPE Cost: 150 PPE per activation, and lasts 24 hours.

*Ley Line Storm Protection System---Ley LIne Storms can be a real hazard to magic craft, so the Mehen has enchanted lightning rods and surge protectors, shielding the super-snakes from damage by rampant PPE surges.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the the following:
Land Navigation 94%
Read Sensory Instruments 98%
Tailing 55%
Detect Ambush 60%
Radio: Basic 98%
Basic Math 98%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Mehen intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +1 (+3 w/ ranged weaponry)
Roll +2
Bite 2d6x10 MD
Punch 3d6x10 MD
Piledriver Forearm Punch/Stomp(2 attacks)1d6x100 MD
Body Block/Ram1d6x10 MD for every 20 MPH of speed
Crush/Squeeze 6d6x10 MD
Tail Lash 2d6x10 MD
Body Sweep(2 attacks) 4d4x10 MD +4d6 MD for every 20 MPH of speed. The goliath warmount basically uses its hoverjets to swing its mass and length into a giant clotheslining attack; objects under 500 lbs in weight are 99% likely to be knocked over and flung 3d4x10 yards/meters. Targets 500-3,000 lbs have a 70% chance of being bowled over, and getting tossed 1d4x10 yards/meters. Those 4,000 bs -5 tons in weight only have a 30% chance of being knocked back 6d6 yards. Anything heavier will generally be immune to being knocked over.


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Mehen an aura and behavior more befitting a sentient being than a robot. Mehen radiate attitudes of pride, dignity, and glee at intimidating lesser opponents; they carry themselves with the obedient pride of champion chargers or carriage horses. In combat, though, the warbeast comes out, and they are vicious and fearless fighters.

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:

*BattleLink----The Sapphire Cobras have been experimenting with ways of improving the command/control systems of the Mehen, linking in other minds to improve command and control. The linked minds often serve as coprocessors, or, in the case of organic minds, alternative responses tapping into bio-organic evolution-indoctrined capabilities.
This research parallels developments by the Horrorwoods with their ‘Conjoiners’ and the Aurora Warriors.
The system currently being used by the Sapphire Cobras has many similarities to the Battle Link used by the Aurora Warriors, and in fact may have been assisted by tech-trading through the Wayfinders. The system shares the same shortcomings, however; that of over-stimulation of organic brains leading to dangerous spikes in blood pressure and body heat regulation. Rather than use cold to attempt to mitigate the damage, the Sapphire Cobras have pressed through earlier failures to use drugs to regulate the body stress, using a derivative of xenosnake venom.
With an AI(or transferred intelligence) Shemarrian in link with the Mehen, the over-all efficiency of the gestalt is increased; +1 to Initiative, +1 to Dodge/Roll, +1 to Strike. This state can be maintained for 2d6x10 minutes before the consciousnesses of the two AIs lose ‘handshake’, and cannot re-link for another 12 hours. The AIs can attempt to accelerate this by ‘rebooting’ or consciously resetting their interface protocols, but this results in the linkers being temporarily disoriented(HALF APMs and all bonuses) for 1d8 melees.
With a biological mind linked in, the effect is much more pronounced and dynamic(especially since the interfacing is, unlike the Aurora Warriors’ Glaciton link, with an ‘animal’-level awareness less prone to fight the linkage ): +1 to Initiative, +1 to Dodge/Roll, and +10% to maximum speed without a time limit, or can initiate an ‘overdrive mode’ of dramatically increased performance: +2 to Initiative, +3 to Perception, +3 to dodge/Roll, +3 to Strike, +the biological’s APMs+3 APMs, and +25% to maximum speed. This Overdrive Mode can be maintained for the organic’s M.E. in melee rounds before the stimulation becomes too much, and the link begins to ‘redline’.
The downside is that the link imposes considerable strain on the biological’s brain; ‘brain fever’ or ‘redline fever’, a condition of high blood pressure and spiking heat levels that can quickly lead to delusional states, unconsciousness, and even coma. The Sapphire Cobras attempt to mitigate this condition through the use of drugs that help control the worst symptoms.
For every additional melee that the link is maintained over redline, the organic must roll versus coma/death or risk the effects of stroke. The early symptoms of this are an increasingly delusional state where they have problems distinguishing hallucination from reality. -50% to skill rolls and the organic will have trouble(30% chance) of being able to remember where they are and who their friends are, even while their brains continue to sustain the link bonuses.
If the organic loses three consecutive rolls they take 1d8 damage direct to their Hit Points, every subsequent failure to save will do an additional 1d6 HP, and any damage sustained to the Mehen henceforth during this period will create a sympathetic shock that does 25% of its damage as virtual damage the Hit Points of the linked organic. At zero Hit Points, the organic linker lapses into a coma, and will require emergency medical attention.
The use of venom-derived drugs to stave off the onset of the ‘redline fever’ and mitigate some of its effects , adds +5% to their versus coma/death rolls. However, this is not without its own risk, as the chance of overdose poisoning crops up. Using the drug systems extends the bonus period for as many additional melee rounds as the organic linker has P.E. points, after which they begin suffering from nervous overload; -50% to skill rolls, partial paralysis sets in, and the link loses 1 APM, -1 to Perception, HALF the combined bonuses, and -(MINUS) 15% to Save Vs Coma rolls as the linker suffers the combined effects of redline fever and venom poisoning, until they lapse into a coma.
Backing down from redline before it goes haywire means the interface connection is broken, and even the lower stimulation mode is lost for an hour as the organic partner deals with residual shock. They can attempt to reinitiate the link after making a successful roll under their M.E. -3, or after one hour’s rest. If the link is taken over redline into the damage zone, but broken before zero HP is reached, the organic will lose consciousness but recover normally, albeit with a bad case of overall weakness and decrepitude from the overexertion.

*Forearm Force Generator----At least one Mehen was observed generating a localized forcefield around its forearms, leading observers to speculate that in lieu of a forearm-mounted ranged weapon, the Sapphire Cobras have been experimenting with outfitting the available space with a defensive field generator. The field so produced is estimated of having a protective value of 500 MDC each forearm and adds a +2 to parry with the massive forearms. The field also appears to be able to be shaped into a force enhancer, modifying forearm strike damage as follows:
Punch 4d6x10 MD
Piledriver Forearm Punch/Stomp(3 attacks)1d8x100 MD

_________________
-------------
"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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Unread postPosted: Sun Mar 17, 2019 8:33 pm
  

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Location: Somewhere between Heaven, Hell, and New England
EcoS-K-148 Chillzer Warmount
(aka ‘Snomole’, ‘SnoBug’, ‘BergBuster’, ‘Snowdozer’, ‘Slurpee’, ‘IceEater’)

“If we built ice burrows and needed to roll down cleared ice roads, I imagine we’d need quite a few of these renoa pyanas, but we’re creatures of mobility, who swim through the snow, or glide atop the ice, not seek to huddle under it. The chillzer are too slow, too clumsy to course with the toothed winds and the devouring blizzard. They are good stout little beasts for their role, but they cannot do much outside it, and we of the ice demand much of our mounts.”
---Vanaka IceWraith, Aurora Warrior Warchief

“Them Aurora Warriors are cold-kill-crazy; I once saw them push some of their snomoles through an enemy encampment up in the deep freeze. Don’t know if it was intentional or not, but I saw several soldiers get sucked into the teeth of those things...got flash-frozen and ground to red snow and shot out again..painted the ice red they did.”
---Simos Rostenekov, Arctic Scout

“Worse things than being assigned to a Chillzer; at least we’re in out of the cold. Even with the bio-mods, it can get painfully cold for us former meat-bods out on the open ice. Least with a snobug we’re not sleeping with the wind howling over us and the sleet burying us. Of course, it means that when the Tribe’s on the move, we’re among the slower movers so we have to be rather more careful about being caught out by any possible ambushes. Means we rear-rankers gotta be extra diligent even though we’re not blazing trail.”
---Gerain Snowpacker, Aurora Warrior NeShemar

“The Warriors may deride the Chillzer as a cowardly drift-burrower, but really these things are like badgers; you don’t want to pick a fight with them on their chosen ground. Like the badger, the chillzer can acquire a stiff backbone and serious teeth to sink into anybody who thinks they’re a pushover.”
---Vego Axel-Hammer, Clan Motron Envoy to the Aurora Warriors

“Yeah, we just got bogged by a giant snow-thrower, but the first of you who cracks that we got blow-jobbed, I’m going to kick your teeth in...THEN I’m going to send you outside to dig us out.”
--- Srgt. Jeanne Valdumas, Ranger, Free Quebec Army, after her deep north patrol’s Mark V APC encountered an Aurora Warrior support unit.

The Chillzer is arguably a spinoff development of the EcoS-K-71 Gatar, itself a Warmount hybridization of a conventional amphibious AFV. As such, many conservative EShemar don’t regard the Chillzer as a separate type of warmount in its own right, but simply as a variant model/breed of the existing of the existing Gatar. However, because of its sighting with the Aurora Warriors, and a number of significant design differences, the Chillzer has been accorded its own designation with observer-chroniclers of the Shemarrians.
The Chillzer was first seen with what many would consider the obvious developers of the type, the Aurora Warriors, but it has come to light that the warmount is a co-development of the Steel Gaians(who created the EcoS-K-71) and Clan Motron. It’s been speculated that the two latter clans either created the Chillzer on commission from the Aurora Warriors, or developed the warmount in hopes of facilitating trade with the arctic tribe.
The Chillzer retains much of its Gatar origins; an angular vehicle-style body borne on four tread-bearing legs, internal crew/cargo compartment, rear hydrojets, amphibious-sealed hull, and two small turret-heads for self-defense weaponry. There are some changes, however, in that the hull is more streamlined to shed snow and ice, and the interior is more heavily insulated against heat loss.
The most obvious distinguishing feature of the Chillzer is is its wide scoop-style double mouth(the EcoS-K-92 Tohilan sports a similar double maw) feeding a common throat. Each mouth sports two sets of intermeshed screw-type cutters for biting into snow and ice, then channeling it into the throat. Atop the forward jaw assembly is a ‘blowhole’ topped by a directional blower spout, that can throw material in a 360-degree arc over the advancing warmount.
Too slow to be an effective cavalry warmount, too small to be an effective battle taxi, and too lightly armed to be a good artillery carrier, Chillzers have proven less effective than expected in tribal service, so few of them have been produced and the type remains something of a rare work specialist. Most Aurora Warriors, it turns out, prefer to wander atop the snow and ice, rather than burrow into it, and the odd little Chillzer proved too slow and stodgy for most of the AW fighting ranks. The Chillzer is thus typically assigned to neshemar work groups and security units who appreciate the enclosing protection offered by the design. Several of its construction features, however, have been adapted for use with other AW warmounts, in various forms(such as the snow-clearer head, subsequently available as an accessory module for warmounts such as the Monstrex). The Chillzer design has proven rather more successful in several variants as a pure robot drone, and both the Steel Gaians and Clan Motron continue to tinker with the Chillzer.

Type: EcoS-K-148 Chillzer
Class: Robotic Warmount, Utility
Crew: None; robot intelligence
1 rider/pilot, and room for 1-3 passengers in the cockpit compartment, and up to 4 Shemarrians or 6 humans in the rear compartment.
MDC/Armor by Location:
Main Body 380
Reinforced Crew Compartment 100
Head 100
Maw Scoops(2) 100 each
Snow Blaster 75
Turrets (2) 90 each
Rear Compartment 100
Legs(4) 130 each
Treads(4) 60 each
Height: 3.26m (10.7 ft)
Width: 3.27m(10.73 ft)
Length: 7.94m(26 ft)
Weight: 52,500 lbs
Cargo: Small space inside the cockpit for a few personal possessions and sidearms. The rear compartment can hold up to 5,000 lbs of cargo.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 30 MPH---Can run with the treads destroyed, but the movement is rougher and not as fast.
(Treads) 50 MPH
(Flying) Not possible
(Space) Not possible
(Water) 5 MPH paddling w/ treads, 15 MPH w/ hydrojets
(Underwater) Can dive underwater, swimming at 15 MPH, or crawling along the bottom at 15 MPH. Maximum depth of 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Thermal Stealth---The Chillzer is well-insulated and has a very effective means of baffling its thermal emissions. Thermal detection systems are -18% to detect the warmount.

*Extendable Sensor Periscope---attached to the top of the passenger compartment, this sensor mast can extend up to 5 ft up, for visibility through covering snow.

*Bionic Cybernanite Repair Systems---ALL Chillzers 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.

*Mine Resistant Hull---The slightly V-shaped underbelly of the hull is designed to deflect damage from mines and other IEDs. Reduces damage from ground blasts by 1/4. This feature was retained from the Gatar.

Weapons Systems:
1) Eye Lasers(2) ---Standard robotic eye lasers, common in the Shemarrian arsenal. The two main eyes are mounted hammerhead-style far apart on either side of the wide snow-chewer head.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Weapons Turrets(2)---Emulating the EcoS-K-70 and EcoS-K-71, the Chillzer mounts two turrets that can operate independently of each other, or in synch. They can be fitted with a variety of light infantry weapons systems, the most common and popular configurations presented here;
The standard turret typically mounted has a 40mm grenade launcher and light rail gun in side-by-side mountings. This configuration is favored because of the versatility of the grenade launchers, which can fire specialized ammunition types, if necesssary and available.
a) Dual Light Rail Gun/Grenade Launcher
Range:(Rail Gun) 4,000 ft
(40mm Grenade Launcher) 7,000 ft
Damage:(Rail Gun)4d6 MD per 20 rd burst
(40mm Grenade Launcher) (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire:(Rail Gun) ECHH
(40mm Grenade Launcher) ECHH
Payload:(Rail Gun)5,000 rd drum
(40mm Grenade Launcher) 250 rds

b) Monstrex Weapons Modules---Any of the ‘standard’ Monstrex-style weapons modules can be fitted into the turrets instead, streamling tribal logistics.

3) Screw Jaws---The two mouths consist of a pair of intermeshed archimedes-style screws lined with vibroblades, spinning such to cut into exposed snow, ice, and rock, and convey the broken up material to the center throat to be spewed out the blower.
The arrangement of the rotating blades makes it very likley that a target, once snagged, can be pulled in and ground up.
Range: Melee
Damage: Bite 3d6 MD
Chewing Bite(full melee) 2d4x10 MD (on a ‘to strike’ roll of 18-20 a target gets caught in the screw blades and pulled in, doing DOUBLE damage )

4) SnowBlower---Mounted in the center of the ‘forehead’ is a directional spout on a turntable, that can throw gathered in snow and material in a 360-degree arc. The blower is tough enough to handle heavy ice, sand, gravel,a nd even chopped-up tree limbs. Though not normally considered a weapon, depending on the consistency and volume of material being gathered up and projected, the snowblower can knock targets off their feet, bury them in ice and snow, shower them with gravel, or temporarily blind them in a cloud of fine powder.
The blower can also be used to bury the wramount. camouflaging it under ice, snow, and dirt.
The snowblower, in operation, has the distinction of being very loud, and can be heard for quite some distance, so operators are advised not to use it if stealth is an issue.
Range: 300 ft
Damage: Varies by the material being thrown:
(Powder Snow) Fans out into a blinding cloud covering a 30 ft wide area; one ft of accumulation per 15 seconds, reduce speed by HALF and reduce visibility to 5 ft.
(Heavy Ice/Slush) Does 2d4 SDC and victims must roll under their P.P. or be knocked off their feet(lose initiative and 1 APM struggling to get back up). Typical accumulation rate is six inches per 15 seconds.
(Gravel/Tree Limbs/Misc. Heavy Trash) 3d6 SDC and victims must roll (at +1)under their P.P.(at +1) or be knocked off their feet(lose initiative and 1 APM struggling to get back up). Typical accumulation rate is six inches per 15 seconds.
Rate of Fire: Continuous, though aiming the spout deliberately to target something takes APMs as normal.
Payload: Conditionally Unlimited, depending on how much material(ice, snow, gravel) the Chillzer is driving through and able to gather up.

5) (Optional)Smoke Mortars(1-4)
Range: 500 ft
Damage: Smoke or chemical to 15 ft radius
Rate of Fire: Volleys of 1, 2, 3, or 4
Payload: 4 shells per launcher

6)(Optional) Armament Bay----In an effort to salvage the Chillzer as a combatant, the Steel Gaians have reworked the cargo/passenger bay to hold an extendable/retractable weapons system. This cuts the crew capacity to 2, but allows the warmount to deploy heavier weaponry, ideally from under cover of ice/snow, with only the bay weapons turret showing. This armament configuration has given the Chillzer some hope as a battle unit, but the Aurora Warrior leadership still consider it more effective as a slow-moving neshemar vehicular auxiliary or rear echelon mobile pillbox, rather than a front rank combatant.
a) Vertical Launch Cell Missile System--Can hold 36 Mini-Missiles, or 18 Short Range Missiles

b)Missile Rifle----An extremely popular CS knockoff suggested and supplied by the Steel Gaians, with the added advantage of having a coaxial light laser.
MDC: 100
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup

c) 0-C CryoLaser(‘Oh-Cee’)--- The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
MDC: 100
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma, still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Heavy Rail Gun--- The original intent of the Steel Gaians was rumored to have been to mount a series-6000 scava heavy rail gun wth an extra-generous supply of ammunition, but as such weaponry is generally reserved only for full Shemar, acquiring examples to be mounted on a second-echelon warmount proved too difficult(even damaged -6000 scava are cannibalized to keep other weapons operational). Other rail guns, especially readily available Northern Gun types were suggested, but lacked the compactness and performance of the scava. Clan Motron came to the rescue by suggesting the RG-14-LX ‘Baby Boom Gun’, a Black Market weapon available readily enough, with range and power to still be lethal to most targets, while still being small enough to fit inside the Chillzer’s small cargo bay. MDC: 100(Turret)
Range: 5,000 ft
Damage: 1d6x10+10 MD per shot
Rate of Fire: EGCHH
Payload: 3x100 rd drums.
Bonus: +1 strike.
The RG-14-LX is often mounted in tandem with a coaxial energy rifle(linked to the warmount’s powerplant for unlimited shots).

e) Double Modular Weapons Mount---Can mount TWO Monstrex-style weapons modules on a common powered pedestal. MDC: 100(Turret)

f) Heavy Flamer---Fires can be especially horrifying to beings adapted to survive deep cold. A turreted nozzle is mounted atop internal fuel tanks(that can be ejected in an emergency).
MDC: 100
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).

g) Utility Pod---Adds a winch and crane w/ 4.6 ton lifting capacity, fusion welder rig, air compressor, and portable generator.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Chillzer has an effective IQ of 8.
Typically has Monstrex base programming, plus the following:
Excavation 60%(+5% per level of experience for Ecotroz entity)
Mining 70%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Chillzer 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: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +1
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Pull(Bite) +2(this is alsohow fast the warmount can stop its rotating mouth parts from drawing in a target and effectively SLUDGING it)
Bite 3d6 MD
Chewing Bite(full melee) 2d4x10 MD (on a ‘to strike’ roll of 18-20 a target gets caught in the screw blades and pulled in, doing DOUBLE damage )
Claw 3d6 MD
Spinning Tread Claw/Sandpaper 2d4 MD, but leaves large, wide, abraded wounds that take twice as long to heal.
Body Block/Ram 3d6 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Chillzer an aura and behavior more befitting a sentient being than a robot. The Chillzer seems slowwitted, but tenacious and vicious when provoked or engaged in combat. To most Warriors, however, the Chillzer seems too timid and prone to digging down and in when surprised, and requires more than a little prodding to go on the offensive.

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:
*Tow Hitch---Many Chillzers in service have been refitted with tow hitches, allowing them to act as caravan haulers when not working as plows or excavators.

*Ice Armor---Installs a super heatsink system.Under conditions of 50% or more humidity(or if standing in water), the Chillzer can create a sheath of superhard ice from ambient atmospheric water. The resulting icy cladding isn’t as effective as purpose-built armor(all bonuses to dodge and roll , and speed are HALVED), but the armor is renewable, and cuts damage from lasers by HALF(the ice vaporizes rather spectacularly when hit). +170 Main Body, +90 Legs.
The ice coating is also slippery, making attacks to Entangle it strike at -2.
Ice Armor takes 1d4 melees to fully form. With an adequate supply of moisture, it can be regenerated at 5 MDC per melee per location. While encased in ice, the Chillzer’s hatches CANNOT be openned without cracking the integrity of the ice armor. The treads can still move and the turrets still revolve, but they are NOT protected by the ice shield.

*TW Systems---Wayfinder-supplied TW hardware adds a supplemental TW crystal matrix PPE generator and spell-casting abilities, especially to the snow-blower assembly.
PPE Generator:
PPE Capacity: ‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
TW Spell Projectors:
Range:(Snow Storm) 2,000 ft and covers a 120 ft area
(Shards of Ice) 1,200 ft
(Hail)4,000 ft, and affects a 50 ft radius
(Ice Ball) 4,000 ft
(Wall of Ice) 60 ft
*(Special) Increase range by 50% if operating in freezing environments.
Damage:(Snow Storm*) Temperature drop of 15 degrees below zero, 30 MPH winds, snow accumulation of 6 inches every 15 seconds/1 melee, speed reduced by HALF, visibilirt reduced to 20 ft, and cold does 10 SDC damage per melee round.
*Special Note: If used in conjunction with the CryoLaser , the snow coverage can be converted into a dense icy covering that traps whatever is caught in it. Encases them in 200 lbs of ice with an AR of 10 and 100 SDC. Victims take 4d6 points of damage(MD only if they’re susceptible to cold) per melee if unprotected.
(Shards of Ice) 1d4 MD per shard
(Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ice Ball) 3d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
(Wall of Ice) Puts down a growing wall of ice on the point of impact. Wall will be 80 ft high, 80 ft wide, and 40 ft thick, and have 2,000 SDC/400 MDC. It will persist for 40 minutes(twice as long in freezing environments) before crumbling into normal ice.
Rate of Fire:(Snow Storm) Each activation lasts 8 minutes
(Shards of Ice) Each activation lasts 8 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
(Hail) ECHH
(Ice Ball) ECHH
(Wall of Ice) ECHH
Payload: (Snow Storm) 20 PPE per activation
(Shards of Ice) 8 PPE per activation
(Hail)10 PPE per shot
(Ice Ball) 25 PPE per shot
(Wall of Ice) 10 PPE per casting


Variants:
*EcoS-R148--- (aka ‘Iceler’)Wholly robotic e-animal variant of the Chillzer, the Iceler replaces the passenger and cargo compartment with a flow-thru chute, allowing the e-animal to channel ice melt and slush behind it, and tunnel deep in ice. While the Aurora Warriors were only interested enough to acquire a handful, the DarkWaters proved much more inerested, trading for hundreds to help them develop icey asteroids and ice-covered outer worlds. These ‘bots are NOT Awakened, and have Excavation at 85% and Mining at 90%.

*EcoS-R148D---- (aka ‘Chizzler’)Another wholly e-animal variant of the Chillzer that, like the Iceler, does away with internal crew/passenger/cargo capacity in order to install a rock crusher and conveyor system. The head snow-clearer has been upgraded to a rock-chewing multiple cutterhead and the lasers downgraded to shorter-ranged(100 ft) industrial laser cutters (variable damage: 2d6-6d6 MD), allowing the ‘Chizzler’ to carve through stone. Extra sensors in the form of ground sonar, molecular analyzers, electromagnetic field readers, and radiation detectors have been added to allow the ‘bot to prospect underwground. The Chizzler was developed as an alternate design the Scapterus and sees considerable use in tunneling and mining. These ‘bots are NOT Awakened, and have Excavation at 85% and Mining at 90%.

_________________
-------------
"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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Unread postPosted: Thu Mar 21, 2019 9:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42918
Location: Somewhere between Heaven, Hell, and New England
EShe-AFC-061-2 Buteo Heavy Aerial Transport
(aka ‘Gere’, ‘Drive-Roc’)

“There’s a sight you don’t see often; Shemarrian air convoy....looks like at least a dozen heavies moving fast and high; they’re going someplace distant, fast, and toting a lot of heavy iron with them with those big birds. Somebody’s on the recieving end of some -serious- attention if that’s war material they’re hauling.”

“Geres’ are formidable craft; fast, powerfully armed, and able to extend the Shemarrian Nation’s reach across the globe. The CS would do well to take heed; they’re increasingly less and less the aviation power on the continent. Especially since it seems a lot of others are stealing Prosek’s thunder using the CS’s own equipment as their base.”

The Buteo is another of the Hawkmoon Tribe’s new heavy flying transports, allowing them to extend the range of their operations and establish farflung outposts of the Shemarrian Nation.
Like the ‘Thorondor’ Heavy Air Transport, the ‘Buteo’ is based loosely on a Coalition States Death’s Head Transport, but in the latter case, it is the airframe of the AFC-060 Sky Lifter that provided the basis. The design, however, has been thoroughly reworked to fit the EShemarrian, and in particular the Hawkmoon, aesthetic and tech-base. The skull prow, for example, has been revised into a sharp, jutting, aquiline beak.
The tail empennage is a multi-configuration set of vanes that can be re-oriented to shield the rear thrusters from ground fire, or can be used to re-direct engine thrust for rapid flight. The most telling feature is a set of large wings mounted on the sides, and articulated to lay flat against the sides in high speed flight, providing extra armor to the main body, but can snap open to act as air brakes and to shield debarking/embarking troops. The EShemarrians have done away with the three saucer engine mounts on the bottom, instead installing a more streamlined and powerful propulsion system capable of both higher speed and greater altitude. Armament has been revised to give the Buteo better overall combat capability.
Buteos act as both transports and mobile force bases, conveying personnel and materials that cannot be conveyed aback a flying warmount.
Though initially a Hawkmoon design, the Buteo has begun showing up in the stables of other Tribes as well.

Type: EShe-AFC-061-2 Buteo
Class: Heavy Aerial Transport
Crew: 16+320 passengers
MDC/Armor by Location:
Main Body 2,300
Reinforced Crew Compartment 200
Heavy Cannon Turret(1) 350
Heavy Laser Eyes(2) 200 each
Rail Gun/Mini-Missile Turrets(4) 200 each
Wings(2) 500 each
Tail Fins(2) 300 each
Height: 88 ft, 118 ft with tail fully raised
Width: 120 ft / wings retracted, 300 ft w/ wings fully extended
Length: 260 ft
Weight: 1,950 tons
Cargo:
320 Shemarrian troops OR 120 Warmounted troops and their Warmounts.
If not carrying troops or warmounts, the Buteo can carry 500 tons of cargo
Powerplant: Nuclear w/ 20 year energy life
Speed:(Flying) Hover to 600 MPH, maximum altitude of 30,000 ft.
Market Cost: EXCLUSIVE to the Shemarrian Nation
Systems of Note:
Standard Aircraft Systems, plus:
*Long Range Radio----500 mile range
*Long Range Radar---100 mile range
*Radar Detector---Picks up enemy radar emissions and weapons locks

*Radar, w/ Terrain-Following and Look-Down capabilities; effective range of 85 miles.

*ECM----A broad area jamming suite that gives the craft a -6 to be struck by radar-guided weaponry.

*Sensor Jamming Suite----Sensor Jamming---An active, manned system that gives a 30%+operator’s ECM bonus chance of jamming enemy radar, including radar guided munitions and missiles. Effective range of 50 miles.

*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry.

*Advanced Targeting System----Confers a +3 to strike with ranged weaponry.

*(Optional)Advanced Pilot Interface---Because of their bionic/psionic nature, EShemar pilots can take the same bonuses as that of the New German Republic’s XML cyborgs(See Rifts: Triax II for details). Otherwise, they can just take the Russian bionic cyberlink bonuses.

Weapons Systems:
1) Heavy Cannon Turret(1)---The EShemarrians liked the original CPC-200 Double-Barrel High-Powered Cannons mounted in the dorsal turret, but saw almost immediately that their technology(indigenously developed or acquired from other sources) would quickly render the Coalition weapons obsolete. Instead, the EShemar have made the dorsal turret modular, for refitting with a variety of different weapons systems.
a) Plasma Shell Cannon---Copied from the original CPC-200, only the shells have been modified for area of effect bursts.
Range: 8,000 ft
Damage: 1d6x10 MD single shell, to 15 ft blast radius, 2d6x10 MD double rd to 20 ft blast radius.
Rate of Fire: EGCHH
Payload: 300 shells

b) 80mm MB Gauss Cannon---Slower rate of fire, but better range and more ammunition versatility, including a specially-developed plasma-pumped laser warhead.
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
‘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
(Plasma-Pumped Laser) 1d6x10 MD to a 8 ft blast radius, plus can fire up to six laser beams simultaneously at proximity-detected targets up to 3,000 ft away from the center of detonation, each laser doing 1d4x10 MD. Laser-reflective armors take FULL damage from the x-ray component of the laser strike. Or 2-6 of the lasers can fire on the same target.
Rate of Fire: 5 shots per melee
Payload: 300 rds

c) Skullshatter Cannon(2)----These multi-barrel rail-cannon can fire truly impressive bursts of hypervelocity rounds that can obliterate a target in mere seconds!
Range: 6,000 ft
Damage: 2d6x10 MD per round, 6d6x10 MD for a three shot burst, 1d6MDx100 for a six shot burst per gun(!)
So a dual cannon short burst would do 2d6x100 MD(!)
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.

d) Heavy Laser Cannon
Range: 7 miles in atmosphere
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

e) Plasma Torpedo Launcher---A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. Unlike those weapons on larger warships, which use tractor beams to direct the plasma bolts, these smaller weapons are direct fire weaponry.
Range: 10 miles in atmosphere
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-2, twice per melee
Payload: Effectively Unlimited

f) Tachyon Scatter Cannon--- These are typically used to create a ‘firebreak’ in front of the ship for destroying incoming missiles, mines, and other projectiles.
Range: 1.5 miles (2,500 m) in atmosphere w/ 4,000 mile wide arc
Damage: 3d6x10 MD per single cannon firing, 6d6x10 MD for two barrels firing simultaneously(counts as one attack).
Rate of Fire: EPCHH
Payload: Effectively Unlimited

g) Light Disrupter Cannon (2)---Copied from Golgan Republik weapons(much to the disgust of those Golgans who learn of this blatant tech-theft).
Range: 2 miles in atmosphere
Damage: 2d4x10 MD single barrel firing, 4d4x10 MD for two barrels firing simultaneously(counts as one attack), at point of impact, then 25% of that in a 20 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited

h) Particle Beam Cannons(2)
Range: 1.5 miles in atmosphere
Damage: 3d6x10 MD single barrel firing, 6d6x10 MD for two barrels firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

i)TW Windblast Cannon(2)---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot

j) TW Lightning Cannon(2)----This weapon requires PPE generators to power it. Launches a blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot

2) Heavy Laser Eyes(2) ---The ‘raptor head’ eyes are really powerful laser cannons, ironically enough copied from Coalition designs.
Range: 6,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

3) Rail Gun/Mini-Missile Turrets(4)---These replace the CS’s mini-missile launchers
Range:(Rail Gun) 5,000 ft
(Mini-Missiles) Varies, generally one mile
Damage:(Rail Gun) 1d6x10 MD per 20 rd burst
(Mini-Missiles)Varies By Missile Type
Rate of Fire:(Rail Gun) EGCHH
(Mini-Missiles)Volleys of 1-6
Payload:(Rail Gun) 3,000 rd drum per turret
(Mini-Missiles) 100 per turret

4) Flare/Chaff Launchers(4)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 48 per launcher

Variants:
*EShe-AFC-061-2B---Bomber variant, for those occasions when blasting a target with scava-fire isn’t enough. The AFC-061-2B can carry 350 tons of freefall ordnance and drop it on target. An AFC-061-2B with smart/glide bombs can obliterate large towns/small cities, or wreak havoc on field armies.
Payload: 350 ton ordnance capacity.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
‘Smart’ bombs from Rifts: Mercenaries(pg. 115)
Bonuses for ‘Smart’ munitions: Hitting a large stationary target like a buiilding, bridge, or large immobile vessel/vehicle is automatic! To hit a moving target, roll to strike(with a +6 to strike), A volley can target one target, or separate to attack several targets.

*EShe-AFC-061-2(Sm)--- SilverMoon variant, w/ a coating of laser-reflective chrome(lasers do HALF damage) and all laser systems aboard have 20% greater range.

*EShe-AFC-061-2(Wf)--- WayFinder variant, the Wayfinders typically outfit their transports with TW systems, adding PPE generators and spell systems:
PPE Power Matrixes:
-(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
-(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

-PPE Sensors----Kirillian-style PPE sensor system; 9,000 ft range.

-(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 500 MPH.

-Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

-Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel manuevars(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation

-Flicker-Dodge---A special capability copied by the Wayfinders from an overseas TW concern, this is an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.

-Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Mystical Stealth System----Renders the hovercraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the hoverrcraft takes any sort of aggressive maneuver, the stealth drops and the ‘craft can be readily detected. Costs 20 PPE per 3 minutes of activation.

-NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

-Leyline Booster(Accelerates the jet up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)

-TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation.

-Tornado---It is said that the Wayfinder variant can spin up a mystically-fueled tornado for 30 PPE, letting the 100-ft wide weather disturbance rampage for up to 10 minutes.
-Atmosphere Manipulation---Another TW weather control trick is the ability to manipulate weather temperature and fog in a 3,000 ft radius for 300 minutes, at a cost of 25 PPE.
-Summon Storm---Another weather-summoning trick, calling up a torrential downpour storm in a 10 mile area, lasting 5 hours, for 50 PPE. It is said that the Wayfinders have made liberal use of this ability in their renewed campaigns against the vampires of the SouthWest, swamping entire vampire nests.


*EShe-AFC-061-2(Gr)--- Ghost Rider variant, identifiable by its third ‘wing’(really a large radome) mounted aft of the turret atop the main hull. The -061-2(Gr) acts as an aerial early warning/electronic warfare post and jamming platform.
-Long Range Sensors---Long range radar with all-weather capability, 200 mile range
-Radio Jamming---A powerful radio jammer that has 90% effectiveness against civilian band radio systems and 75% against military systems. Effective range of 90 miles.
-Sensor Jamming---The AFC-061-2(Gr) can project electronic ‘ghosts’ to
decoy sensor-guided weaponry and confuse enemy sensors. Range: 95 mile radius
-ECM----A broad area jamming suite that gives the craft a -8 to be struck by radar-guided weaponry.

*EShe-AFC-061-2(Fw)--- FlameWings variant, which mounts four additional plasma thrusters(2 on each wing, 200 MDC each) which boost the speed to 560 MPH. The plasma jets can also be used to scorch the landscape below the transport when hovering(effective range of the plasma jets is 200 ft, and each does 2d4x10 MD to a 15 ft wide area.)
-Thermal Refractory Armor Plating---Heat- and plasma-based attacks do only 1/4 their normal damage.

*EShe-AFC-061-2(Sg)---Steel Gaian variant, mounting PS-RFRG30 Rail Guns instead of rail guns in its point defence turrets.
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon

_________________
-------------
"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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Unread postPosted: Sun Mar 24, 2019 5:07 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1010
Dredadon Variant

EcoS-K-76BrS---Aka ‘Dredadon Birun’, Sprinter, or Fastdodo...While the Blood Riders favour the Dredadon over the much lighter, and faster Monst-Crane, they did need some faster cavalry warmounts that could keep up with the Incindar, but had both the range of the Dredadon's missiles and its heavy close attack capabilities. The Sprinter is a bit thinner, with lighter armour, the head is a bit smaller and slightly more aerodynamic in design. It has longer and thinner legs built for speed, while the tail has fewer, but longer blades. The thrusters are a little more powerful to allow the sprinter to make even greater leaps which add to its improved speed. The smaller body does reduce how many missiles the sprinter can carry, but its improved speed allow it to quickly close to use its scythe wings to great effect.
The Sprinters are used mostly by scouts and 'light' cavalry and rapid response units as the sprinter's thruster leaps allow it to out pace any other ground units the Blood Riders have, making the rider's the first into battle.

Changes/Modifications: 
Main Body 500
Head 120
Wing-Scythes(2) 120 each
Legs(2) 300 each
Mini-Missile Launchers(2) 90 each
Tail Blades(27) 15 each
Thruster Jets(2) 90 each
Height: 36 ft 
Width: 31 ft 
Length: 38 ft
Weight: 42 tons
Speed: (Running) 170 MPH. Can make a thruster-assisted charge, able to cover 1 mile in a single action as part of an attack, adds +3d6 to melee strikes.
(Leaping) 15 ft up/20 ft across. A thruster-assisted jump is 100 ft up/across. A running jump w/ thruster boost is 150 ft up/200 ft across. 

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

2) Plasma Scythes(2) ----The ‘wings’ are actually powerful plasma blades that can spray a ‘firefeather storm’ incinerating wide swathes of area, on the sprinter they are a little smaller. 
Range:(Blade) Melee
(Plasma Blast) 1,200 ft
Damage:(Blade) 2d6 MD un-powered, 5d6 MD powered
(Plasma Blast) 4d6 MD to 20 ft wide area
Rate of Fire: ECHH 
Payload: Effectively Unlimited

3) Mini-Missile Launchers(2) ---Mounted in pectoral installations are two mini-missile launchers with a generous supply of ammunition for sustained combat. 
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-4
Payload: 20 each launcher, 40 total

5) Razor-Tail---The Sprinter's ‘razor tail’ is a turkey-like fan of overlapping molecularly-sharp blades. Anybody attempting to grapple the warmount from behind will run the risk of running up on 1d4 tail blades, each doing 1d6 MD damage. The blades can also be ejected like projectiles. Sprinters are also known to ‘rattle’ these plate-blades prior to combat, causing what one observer dubbed ‘cutlery-chatter’. 
Range:(Blades) Melee
(Projectiles) 600 ft
Damage:(Blades) 1d6 MD per blade
(Projectiles)1d6+1 MD per blade
Rate of Fire:(Blades) Passive defense; the sprinter can use APMs to swing its body to bring the tail to bear between it and opponents.
(Projectiles) Volleys of 1-6. 
Payload: 27 tail blades
The tail blades are one of the few body parts that can be completely regenerated if destroyed/expended; a complete tail blade is re-grown at 4d6 MD per hour. 
Ejected tail blades can be recovered and reused/reattached if they possess more than 50% of their MDC; otherwise they can be consumed by the sprinter and recycled that way. Ground troops(EShemar and NeShemar) as well as affiliates have been known to use discarded Dredadon tail vanes as shields. 

Programming:
Dodge +6
Automatic Dodge +3 
Roll +4
Head Butt/Slash 3d6 MD
Head Butt/Cleave(2 attacks) 1d6x10 MD
Wing Power Stab(2 attacks) 1d4x10 MD un-powered, 1d6x10 MD powered. 


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Unread postPosted: Sun Mar 24, 2019 8:12 pm
  

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There’s a million epic tales in the ranks of the Shemarrian clans; these are just a few of them.....

Sayo Matari(Darkwater NPC)

“My personal title and rank? That’s simple. Ship’s Lover.”

(...less than fifteen minutes have elapsed since my new crewmember has come aboard me, and she’s already suborned the cat remotes to her side. I may have lost control of the situation-)
---Internal log of SSNSSS Pentac

“What do I want in life? I want to dance among the stars. I want to listen to the music of the cosmos. I want to taste starlight. I want to drink deep of the cool depths of the universe. And I want a partner to share it all wth, a warm hand to clasp with my own, a firm shoulder to rest my head upon, and a heartbeat to love to.”
(...I don’t have a heartbeat. Not anymore.)
“Oh, you do. I can hear it in your engines and the breathing of your ventilation. I can hear it, and I think it’s -beautiful-.”

“What a lot of folks don’t realize is that the Dark Waters, being ‘bots in body, like to spend a lot of time OUTSIDE their ships...like on the hull, walking around, if they’re in safe space. Many have favorite places to hang out when not on duty. A lot of the Dark Waters space-adapted neshemar, too, like to pick a place on their assigned ships’ hulls and stargaze for a few hours. Pentac and Matari are no exception; she admits she and his body-avatar like sitting on the prow of his secondary sensor array and watch the cosmos float by, especially when they’re in a particularly nice Shemar system. Pretty cool by her standards and perceptions, but it must be odd for him, laying out on himself with his girlfriend...kind of like watching the back of yourself with your significant other.”

*“Yes, dear, I do know enough not to stick my face near or poke the unknown alien lifeform; I’ll let the remotes handle it while I’m behind at least three layers of containment. And yes, love, I know you’ve got at least a half-dozen armed security remotes watching over my shoulder. It’s nice to know you’re looking out for me, but I am a professional scientist and well-versed in proper xenoscience protocols, just as you are in warship security procedure.”


Sayo Matari is a NeShemar of the Darkwaters, though she can also be considered an Eccentric by association. She is the acknowledged consort and flesh-and-blood ‘better half’ of the Eccentric NeShemar Star Cruiser SSNSSS Pentac.
She originally came to the Tribes as a refugee pulled from a broken world somewhere in the Thundercloud Galaxy. Young, frightened, and badly injured, she was among the survivors who were taken up by EShemar evacuation forces and several hundred other refugees crowded aboard a responding EShemar warship, the SSNSSS Pentac. The handful of Clan Pantheron assistants aboard the ship were stretched thin attending to all those brought aboard, but even while they were away seeing to others, young Matari had company; the voice that spoke to her from the ship itself.
To her astonishment she discovered that the ship bearing her to safety was in fact ALIVE, empowered by a cyborg intelligence. A cyborg intelligence whose avatar was a young man, and one who was TERRIBLY alone. Even though he comforted and distracted her in her pain with tales of his experiences among the stars, she could sense the quiet loneliness in the ship-soul.
Though resettled on an EShemar world safely deep in their territory, Matari couldn’t stop thinking of her experiences aboard Pentac. She realized she wanted to know more of his story. She realized she wanted to be -part- of his story. She wanted to walk the stars with him and be by his side as he adventured across a fantastic cosmos rife with wonders.
Matari was already dependent on cybernetics to stay alive as a result of her earlier injuries. It wasn’t hard to get enrolled in an Upgrade program, specially with the assistance and sponsorship of a Tribal matron she had cultivated an etrenship bond with. She wanted to join the Shemarrian fleet which she did when she attained her majority, and she trained hard when the opportunity presented itself. And after passing the tests and serving mandatory rotations aboard the colonial defense fleet, she was graduated and given the chance to select where she wanted to go. She wanted a specific assignment; the Eccentric SSNSSS Pentac. Though Pentac was considered an Eccentric free agent, he was still beholding to the orders of the Dark Waters, and thus obliged to accept new crew assignments. It took some time to track down the Eccentric, but one day a Chyrsophostar courier drone dropped out of hyperspace next to the Pentac as it/he waited at a rendezvous point and delivered the ship’s new crewmember.
Once aboard, it didn’t take her long to make herself a vital part of the ship’s operating system with some strong Companion Therapy applied to the Pentac’s resident AI..
Sayo Matari serves aboard Pentac as the warm, smiling face that greets new arrivals aboard ship. She also offers a more human perspective and viewpoint to the automated medical and science systems aboard the ship. Though Pentac may do most of the heavy lifting(and cooking), Matari gives color and enthusiasm to the routines of ship work. But she regards her true role as the ship’s consort and companion. It is a role that has already proven frightening, exciting, stimulating, and heartwarming.

Level of Experience:5th Level Mission Specialist/HU Academy Officer
Rank: Mission Specialist, NeShemar
Race:Human
Alignment: Scrupulous
Land of Origin: Gitavis Colony(extinct TGE colony world), later Aois, Shemarrian Star Nation, Thundercloud Galaxy
Age: 24
Sex: Female
Height: 5’ 11”
Weight: 120 lbs
Physical Description/Appearance:
Young slender-build buxom human female. Long blue-black hair, violet eyes, and light skin. Can manifest a set of large glowing vaporous wings.
Disposition:
Friendly, smiling, and good humored, but dedicated to the Fleet position she has made for herself. She has an almost spiritual regard for space travel, likes meeting people, and enjoys stargazing. She has a curious, inquiring mind
Besides her duty, though, she’s a starry-eyed romantic, empathic and sensitive to others. She regards Pentac as her soulmate, and believes it’s a form of cosmic kismet that two such people of traumatic backgrounds were able to find each other. Some might say that she’s overly optimistic and naive, or perhaps unconsciously shellshocked by her early life trauma into believing that nothing can go wrong now, but Matari is well aware of the hazards in the path she’s chosen. She keeps Pentac sane, and he keeps her real.
Though she doesn’t like fighting personally, she subscribes to the EShemar belief that violence is sometimes the best tool and often the ONLY tool, so she keeps her combat skills sharp with practice. She will fight in self-defense, and that extends to SSNSSS Pentac and those aboard him.
Physical Attributes/Superlatives:
IQ: 14
ME: 13
MA: 22
PS: 15, and is considered to be Extraordinary
PP: 17
PE: 30 (*Fatigues at 1/10th normal rate)
PB: 19
SPD: 13

(ISP):---
(PPE): 9

Hit Points: 67
SDC: 38
MDC: 253 (+31 exposed to space)
Horror Factor:---
Special Abilities/Characteristics/Powers:(Bio-Mod)

-Energy Wings(Major)--Wings each have 80 MDC, recover 1d6 MD per minute, and are NOT affected by physical attacks(are vaporized on contact, or go right through). Energy attacks do full damage.
*Flight---510 MPH, maximum altitude of 30,000 ft. Can also fly in outer space.
*+1 APM, +1 initiative, +2 strike when in flight, +2 dodge when flying under 90 MPH, +6 dodge when flying faster. +2 to hand to hand damage for every 60 MPH of speed.
*Unaffected by thin air, high altitudes, or G-forces of less than 5g. Can hold breath for up to 8 minutes.
*Damage Field/ Projectile Shielding---Simply brushing up against the wings does 2d6 SDC/MD damage(depending on what the person is). Used DELIBERATELY as a slashing weapon, the energy wings do 5d6 points of damage. The damage field can also be used to shield the person from projectile weapons, provided they can be destroyed by 2d6 points of damage.
*Energy Blast---The bio-mod also allows for the expulsion of energy blasts; 200 ft range +100 ft per level of experience(Matari currently has a blast range of 700 ft in atmosphere, 2,100 ft in space), 4d6 MD per blast.

-Space-Native(Minor)---The addition of several new layers of nanite-impregnated skin, new glandular network, and modifications to the internal organs, provide the character with the equivalent of a built-in spacesuit and closed life support. The character can survive exposure to vacuum, space cold, and radiation. Special membranes in the mouth, nose, ears, and lower gastrointestinal tract close off openings, special nictating eyelids slide over the exposed eyeballs, and an insulating and pressure-retaining layer of skin activates. A thick sweat composed of special chemicals and nanites wells up onto the skin and hardens into a flexible thin overlayering protecting the skin(this incidentally and entirely coincidentally gives the skin a crystalline shimmer). Special chemical glands in the lungs goes into action, recycling respiratory gases.
-Can survive in space unprotected for 3 days per level of experience, +2 days per P.E. point.
-In space, has the following bonuses:
+1 APM, +2 initiative, +1 strike, parry, disarm, pull punch, +3 dodge, +4d6+12 SDC/MDC.
Impervious to normal extremes of cold, cold-based magic does HALF damage. Gravity-Manipulation attacks are only HALF as effective. Impervious to radiation and radiation attacks.

-Flight: Space(Minor)---This takes the form of a contra-gravity manipulation system integrated into the person’s bones, that gives them powered movement capabilities in microgravity environments.
-In space, has the following bonuses:
-In a gravity well, can effectively GLIDE at 40-50 MPH.
-Low gravity conditions, can fly at a flat rate of 200 MPH, and is +4 to dodge when hovering, +6 to dodge flying at 90 MPH or faster.
-In ZERO gravity conditions, can fly at Mach 10(15200 MPH) , and is +1 APM, +1 initiative, strike, parry, and disarm, +6 dodge, +1 roll, and +2d6+6 SDC/MDC. Also, the nictating membranes that protect the eyes serve as telescopic lenses, allowing for hawk-like vision of 5 miles in space.

*Personal Forcefield----The character can generate an additional layer of protection in the form of a conformal forcefield that has 2 SDC/MD per point of P.E., +10 per level of experience. Creating/maintaining the field costs 1 APM. This can also be used to facilitate an unassisted atmospheric reentry followed by using the Flight: Space ability to glide to a safe landing, although heat bleed-through is likely to make her feel a bit cooked by the time she reaches lower altitudes and slower speeds.

--Extraordinary Physical Endurance(Minor)---The bio- mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Hibernation Capability---In an emergency, special organs and glands in the augment’s body spin special biological antifreeze substrates into the blood and cell walls, moisture is sequestered, and metabolic processes are damped to near-death levels, allowing the bio-mod to slip into a state of hibernation. This can be very useful when stranded in space, extending limited life support. In conditions of extreme cold and/or vacuum, the bi-mod can slip into a coma state in as little as 30 minutes, and can go without food, water, and breathing for four months per point of P.E. Upon being reintroduced into a warm, breathable atmosphere, the person will revive, but will be horribly thirsty(requiring substantial re-hydration), and weak and shaky( -2 APMs, and at HALF bonuses and skill proficiencies) for 1d4 days per four months of elapsed hibernation until they can get fed and acclimated back up to full health.

-Physical Transformation---The recipient is physically optimized; they are icons of glowing good health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Hypnotic Brain Conditioning----Because of the psychologically daunting environment of deep space, and the many dangers Dark Waters neshemar are expected to face, they receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Uncanny Targeting and Throwing: The bio-mod possesses an almost videogame-style targeting ability, having a +2 to strike at twice the normal effective range of a ranged weapon, can fire/throw from a moving position without penalty, and can, using only 1 APM, simultaneously attack two separate targets(albeit without any bonuses to strike). Also has a flat +2 to parry and dodge incoming projectiles and energy blasts. In the three dimensional combat arena that is deep space, this ability to accurately aim and shoot can be vital to surviving.

Magic:---
Psionics:---
Cybernetics/Bionics:
Universal Headjack
Sub-Vocal Throat Microphone and Radio Communicator
Skills: 5th Level (Equiv. N&SS Academy Officer)
Language/Literacy
-Trade Four 98%/ 98%
-Shemarrian 75%/ 70%
-Trade One 75% / 60%
-Trade Six 70%/55%
Lore: Galactic 50%
Military Etiquette 85%
Pilot Hovercraft 90%
Pilot Military Spacecraft(Small) 90%
Navigation: Interplanetary 70%
Orbital Navigation 75%
Radio: Basic Operations 70%
Laser Communications 60%
FTL Radio(Radio: Deep Space) 75%
Read Sensory Equipment 65%
Computer Operations 75%
Computer Programming 70%
Math: Basic 80%
Math: Advanced 80%
Research 75%
Basic Electronics 65%
Basic Repair & Maintenance 50%
Astrophysics 65%
Chemistry 65%
Chemistry: Analytical 55%
Xeno-Botany 60%
Xeno-Biology 65%
Biology 75%
Criminal Science/Forensics 65%
Pathology 75%
Medical Doctor 98%/95%
Internal Medicine 90%/80%
Surgery 90%
Nano Medicine: 75%
Nano Surgery: 50%
Cooking 60%
Dance 40%
Vac Suit Operations 85%
Movement: Zero Gravity 98%
Depressurization Training
Zero Gravity Combat: Elite
E.V.A. 75%
Acrobatics
Sense of Balance 95%
Walk Tightrope 87%
Prowl 30%
Climbing 80%
Pilates
Hand to Hand: Martial Arts
W.P. Knife(+2 strike, +3 parry, +3 thrown)
W.P. Rifle, Assault/Automatic(+3 strike)
W.P. Energy Pistol(+3 strike)
W.P. Energy Rifle(+3 strike)

Actions/Attacks per Melee: 5(+2 in space)
Initiative:+2 (+3 in space)
Strike: +3 (+3 in space)
Parry:+4 (flat +2 to parry projectiles and energy blasts)(+2 in space)
Dodge::+5 (flat +2 to dodge projectiles and energy blasts)(+9 in space)
Roll::+3(+1 in space)
Pull Punch::+3(+1 in space)
Entangle +1

Saves:
+30% Vs Coma/Death
+8 Vs Poison
+8 Vs Magic
+2 Vs Psionics
+5 Vs Mind Control
+4 Vs Horror Factor
+4 Vs illusions
Charm/Impress 45%
Trust/Intimidate 60%
Impervious to Possession
Impervious to normal extremes of cold, cold-based magic does HALF damage. Gravity-Manipulation attacks are only HALF as effective.
Impervious to radiation and radiation attacks.

Notable Possessions/Equipment:
*NeShemar Vacsuit(60 MDC)
*DarkWater Uniforms and robes of office(generally 20-45 MDC)
**HI-Laser Pistol
*Communications/Comp-interface vambrace and headset
*Media-Cube--A small crystalline audio/video storage device keyed to the owner’s bio-profile, containing personal imagery and recordings. Matari maintains a travelogue/scrapbook of the places she’s been and things she’s experienced, in addition to her more formal duty logs.
* Silver Cat Diadem----Given to Matari by a Clan Pantheron Mystic after Pentac did some additional work for the cat-clan when he looped back through their space. The Mystic claimed the diadem was a gift of Bast and has magical powers. What those magical powers are, Matari and Pentac have yet to fully discover, but it’s been observed to grow silver cat ears, giving the wearer both Extraordinary Hearing, increased situational awarness and reflexes(Automatic Dodge, no bonuses) and Body Weapons(cat claws extend from each finger)
*Personal wardrobe
Vehicle:
Has access to Pentac’s hangar decks and garage

_________________
-------------
"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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Unread postPosted: Sun Mar 24, 2019 8:18 pm
  

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Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Dredadon Variant

EcoS-K-76BrS---Aka ‘Dredadon Birun’, Sprinter, or Fastdodo... 



'Fastdodo'....That's definitely not what you call the Blood Rider's ride where she can hear you... :P

_________________
-------------
"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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Unread postPosted: Sun Mar 24, 2019 9:22 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1010
I'm apparently on a variant breed binge at the moment...

Shebu Variant Breeds

Hammerhead
EcoS-K- 24H---This variant was developed as a stop-gap measure for some heavier assault warmount until the Darkwaters started producing larger warmounts. The hammerhead, as the name suggests has the head modelled after a hammerhead shark, a large wide head, reinforced to allow it to ram a target. The eyes are mounted on the ends of the hammerhead, which allow it a greater field of vision around it and the laser eyes have greater field, able to fire even behind it. Although it is unable to fire at anything small immediately in front of it. It has a thicker and more armoured body, which slows it a bit both on land and in water, but the extra bulk allows for the installation of two internal mini torpedo or mini missile launcher on the back behind where the rider would sit. Two blue-green frequency lasers are mounted at the base of the neck near the belly. It can still mount two optional weapon pods similar to the original Shebu.
Some groups of Darkwaters uses this variant exclusively, while others keep a small number mixed with regular Shebu to give Shebu packs a little heavier punch.

Changes/Modifications:
MDC/Armor by Location:
Main Body 400
Head 160
Tail 130
Legs(2) 110 each
Lateral Blade-Fins(2) 70 each
Height: 11 ft 
Width: 9 ft 
Length: 15 ft
Weight: 3,200 lbs

Speed: (Land) Can run at 90 MPH
(Leaping) 13 ft up/across from standing position, while a running leap in excess of 60 MPH can propel the Shebu 50 ft across and 25 ft up. Can make a powered leap in water of 50 ft up and 80 ft across.
(Climbing) The Shebu can scamper along tough terrain, but is not really suitable for climbing steep surfaces. Climbing skill equivalent to 60%.
(Water) Can hydrofoil along the surface at 40 MPH
(Underwater) Can hit speeds of 50 MPH (drop to 20 MPH if tail is destroyed), maximum dive depth of 25,000 ft

Weapons Systems:
6) Heavy Lasers (2) - The Hammerhead Shebu mounts two heavier lasers in the blue-green frequency at the base of its neck for a heavier direct attack.
Range: 2,000 ft in air and underwater
Damage: 5d6 MD per single shot, or 10d6 MD for a double simultaneous shot (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

7) Internal Torpedo Launchers (2) ---The back has two mini torpedo launchers, although it can also launch mini-missiles when not submerged underwater.
Range: Varies by Torpedo or Missile Type (Mini-Torpedo/Missile)
Damage: Varies by Torpedo/Missile Type (Mini-Torpedo/Missile)
Rate of Fire: Volleys of 1-4
Payload: 16 each launcher, 32 total

Dodge +2, +4 underwater
+3 AutoDodge underwater
Head Butt/Body Block 5d6 MD +1d6 MD per every 20 MPH of speed + 50% chance of knockdown.


Mud Crusher
EcoS-K- 24HW--- This variant was created by the Horrorwoods as an amphibious unit for use in swamps. It has a wider and flatter body, similar to a crocodile or alligator, a longer tail, the feet are larger and webbed to allow it to move easier in mud and soft ground found around swamps. The back has two parallel fins that run most of the length of the body, starting just behind where the rider sits, and contain vibroblades that allow it to tear upon the underside of boats. The head is a bit longer with a more powerful jaw to give it a greater bite, and to hold and pull any creatures it bites underwater to drown anything it can't bite in half immediately.

Changes/Modifications:
MDC/Armor by Location:
Back Fin blades (2) 80 each
Height: 8 ft 
Width: 9 ft 
Length: 17 ft
Weight: 2,700 lbs

*Feet are designed to allow it to walk in mud and soft ground without penalties.

Weapons Systems:
6) Vibroblades (2, back fins)---The back fins are fitted with vibroblades to allow it to tear up the undersides of boats or aquatic creatures.
Range: Melee
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed

Power Bite 5d6 MD


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Unread postPosted: Mon Mar 25, 2019 12:22 am
  

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Location: Somewhere between Heaven, Hell, and New England
Love the Hammerhead. 8)
Back when I was interested in ZOIDS, the Hammerhead was one of my favorites. It was a hunter-killer submarine biomech with mini-SSBN capabilities. So, yeah, I'm kinda partial to aquatic hammerheads.

_________________
-------------
"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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Unread postPosted: Mon Mar 25, 2019 12:28 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1010
taalismn wrote:
Love the Hammerhead. 8)
Back when I was interested in ZOIDS, the Hammerhead was one of my favorites. It was a hunter-killer submarine biomech with mini-SSBN capabilities. So, yeah, I'm kinda partial to aquatic hammerheads.


I didn't even know there was a hammerhead ZOID.. then again I didn't get to see much of ZOIDs.. I should see if I can find it.

I've got a few ideas for some Straw Warrior variants..

Plus I've got 3 warmount ideas, with one having at least 2 variant designs that are just in the 'jot the idea down and work out stats later' stage at the moment.


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Unread postPosted: Mon Mar 25, 2019 12:49 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42918
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[

I didn't even know there was a hammerhead ZOID.. then again I didn't get to see much of ZOIDs.. I should see if I can find it.


Plus I've got 3 warmount ideas, with one having at least 2 variant designs that are just in the 'jot the idea down and work out stats later' stage at the moment.


Used to be some really good websites for the modelers. I haven't checked back on them in a while, but some of the hobbyists turn out some INCREDIBLE stuff.

And yeah, I started doing Clan Gothec-Style frankentech tables for North America and ended up even before I got the skeleton up with a few more warmount and e-animal ideas using parts kitbashed from various sources...I'll really need the Titan Robotics book to make it complete(looking forward to raiding that book for ideas).

But I really should do some art for the Megent and a few other earlier posts.

_________________
-------------
"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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