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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: 1031
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: 1031
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: 42891
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: 42891
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: 1031
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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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
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
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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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: 1031
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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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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Unread postPosted: Mon Mar 25, 2019 11:52 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
taalismn wrote:
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.


I can't wait for Titan Robotic books too. I want to see what stuff is there that ARCHIE would have also thrown in during the civil war (if the time line adds up, do we have a time line, I can't remember), and what other stuff we can have as he makes a comeback post war to harass the EShemar.


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Unread postPosted: Mon Mar 25, 2019 8:20 pm
  

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Takkapede Cybergestalt E-Animal
(aka ‘Killopede’, ‘Puzzocrawly’, ‘Cybercreeper’)

“Kazag, I don’t think you killed that thing! I think you just split it up! And the parts are still coming at us!”

“Comfy? The power cage isn’t gripping you TOO hard, is it?”
***“....mmmmmhhhhhhhfff....!”***
“You make two, and I’ll soon have your friend, and that means I’ll have the full set of you! Oh, what a wonderful day!”
----’Centapeda’, Clan Vespa bounty-hunter

“Ah, Centi?”
“Yes, what?”
“When you unsheathed from your pedestal saddle, you forgot your...pants...”
“Huh? AieeYEEEKKK!”

“Quantity has a quality all its own. Anybody who doubts that never faced a tidal wave of metal creepy-crawly coming at them.”

Takkapedes are curious and versatile e-animals that were developed by the Ghost Riders from reverse-engineering the Naruni Arms AP/ATM-5 ‘Crawler’ Walking MLM munition. Only, instead of a three-segmented robot, the Takkapede consists of paired spherical quadrapedal components, each sphere having two short robotic legs. One sphere in each pair can mount an external equipment post, while the other carries internal space for gear or active systems.
The strength of the Takkapede is that individual units can link up into larger chain-gestalts. Depending on what each dual-sphere segment is outfitted with, mission-customized Takkapedes can be assembled, or general-purpose units outfitted.
Takkapedes occupy a small niche between proper e-animals and Warmounts; the ‘bots CAN be ridden as warmounts, a fore-segment being able to be modified act as a ‘throne’ for a small-statured Shemarrian gynoid or cyberhumanoid, their legs folded into a protective shealth or sleeve, and hardlinks made to their spinal connectors, allowing them to control the takkapede chain as if it were an extension of their own bodies. These ‘cyborgs’ are sometimes mistaken for Kittani ‘Centipede’ power armors. Takkapedes are also often mistaken for EcoS-K-1 Monstropede Warmounts. Generally, however, Takkapedes are considered to be too slow to be effective Warmounts, being unable to keep up with faster units. They are also rarely ever Awakened, and are regarded as expendable(especially individual segments, which can be swapped out more or less at will).
Takkapedes are used extensively by the Ghost Riders, Horrorwoods and Clan Vespa(who are rather dotty about arthropod designs). They are used as pickets and sentries, scouts, sensor sweepers, and mobile demolition charges.

Type: EcoS-KRP-45 Takkapede
Class: Robotic drone, E-animal
Crew: None; robot drone intelligence
MDC/Armor by Location:
Main Body Segments(2, minimum) 100 each
Legs(2 each segment) 30 each
Weapons Mount(1 each segment) 50 each
Height: 4 ft
Width: 3 ft, legs extend out an additional 1.5 ft to each side for a total width of 6 ft
Length: 6 ft
Weight: 300 lbs each body segment
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 3 year energy life
Speed: (Running) 40 MPH
(Leaping) 6 ft up/8 ft across. Increase distance/height by 50% with a running start.
(Climbing) Skill equivalent to 75%(see also Molecular Adhesion Pads below)
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 15 MPH, maximum depth of 500 ft.
Market Cost: Exclusive to the EShemar
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.

*Molecular Adhesion Pads---The feet are fitted with small MAPads that allow the ‘bit(s) to scurry up even vertical surfaces and cling to larger objects like an insect can.

Weapons Systems:
1)Modular Hardpoint---Each segment sports a top-mounted hardpoint that can accommodate ONE of the following:
a) Mini-Missile Launcher---3 shots

b) Mini-Laser Turret---2,000 ft range, 3d6 MD per blast, effectively unlimited payload.

c) Ion Blaster
Range: 1,000 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
(Ion Scatter-Shot Mode)---This mode turns the projector into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area.
(Ion Step-Down Mode)---This mode rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns).
Range:(SDC shots) 600 ft
Damage: 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.
Payload: Effectively Unlimited

d) Plasma Blaster---1,000 ft range, 4d6 MD per blast, effectively unlimited payload.
Options:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage.
Payload: Deuterium tankage is good for 50 shots.

*Scatter-Fire---This modifies the muzzle plasma ejector mechanism to fire a dozen or so smaller plasma bolts at shorter range and with less individual damage, but with a scatter effect like a shotgun---ideal for clearing out rooms and compartments.
Reduce range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or rougly 15 ft wide area)

e) Particle Beam Blaster---1,000 ft range, 6d6+6 MD per blast, effectively unlimited payload.

f) Cyborg Machine Gun
Range: 2,000 ft
Damage: (SDC Rounds) 1d6x10 SDC per 10 rd burst
(MDC Rounds) 1 MD per single shot, 2d4 MD per 10 rd burst
(Megadamage High Explosive)1d4 MD per single rd, 1d4x10 MD per 10 rd burst

*Can also use wood, silver, rubber, or other specialized rounds
Rate of Fire: Standard
Payload: 400 rds

g) 40mm Grenade Launcher
Range:1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and other specialized munition types.

(Frag rounds) 4d6 MD to a 12-foot radius.
(AP rounds) 1d4x10 to a 3-foot blast radius.
( Plasma rounds) 1d4x10+10 to a 5-foot radius.
(Cluster Grenade)---This grenade is packed with several submunitions based on the Rifts Earth 23mm ‘finger bomb’ explosives. The 40mm ‘bus’ carries eight 20mm bomblets, and ‘shotguns’ them over a 10-16 ft radius(depending on how the shooter fuses the round), each doing 2d4 MD to a 10 ft area(so it is possible to have overlapping areas of destruction).
(Incendiary Cluster Grenade)---Same as the Cluster Grenade, only the round distrubutes up to eight incendiary mini-grenades. A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees.

Other specialized rounds are also available; the Wayfinders have been known to use TW grenades, the Silvermoons photonic weapons, the Sapphire Cobras nanite distributors, the Ghost Riders EMP generators, and the Lost Eclipse psychochemical rounds.
Rate of Fire: ECHH
Payload: 24 shot magazine

h) 52mm Mortar
Range: 6,500 ft (over a mile!)
Damage: (X-II High Explosive) 2d4x10 MD to 20 ft blast radius.
(Fragmentation) 6d6 MD to 50 ft blast radius.
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame.
(Armor-Piercing Self-Forging)----This is a new experimental special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile(thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets...fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munnitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendancy to be distracted by flaming wrecks in the vicinity of the ‘live’ target.
(Plasma) 2d6x10 MD to 10 ft blast radius.
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area.
(Illumination) Fires a high altitude illumination flare that burns blightly for. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems.
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands.
Noisemaker decoys are similar, but they emitt random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys.

TW Warheads
One of the Eshemar's allies' refinements to TW armaments was the use of specially-treated cracked crystal quartz and quartzite in expendable TW munitions. The ability of to use lower-quality flawed crystalline materials meant that self-destructing ‘one-shot’ TW weapons could be produced much more cheaply, and thus in bulk, while reserving higher-quality materials for superior TW creations.

(TW Sandstorm)-----Creates a sudden sandstorm that lasts 5 minutes, covering a 100 ft area. People trapped inside it will find visibility cut down to 3 ft, hearing is reduced by HALF, speed by 75%, lose initiative, 2 APM, and -5 strike, parry, and dodge. The scouring sand does 1d4 SDC per melee. Even robot vehicles will find their sensors, including radar, bolluxed by the flying grit.
(TW Chasm)---Opens up a chasm 160 ft long, by 80 ft wide, by 80 ft deep, that remains open for up to 40 minutes. Objects falling in take 2d6 SDC per every 20 ft of depth. At the end of the spell, the chasm belches everything up to the surface as if they’d never fallen(in other words, they don’t get crushed by the closing fissure). CANNOT be used against buildings.
(TW Lava Pool)----Creates a pool or lane of lava 60 ft long. 10 ft wide, 10 ft deep. Objects caught in this pool take 2d6x10 MD per melee.
(TW Air Burst)---Sets loose a Whirlwind that does 2d6+2 MD to everything caught up in its 20 ft wide funnel. The Whirlwind tracks randomly about a 300 ft area for 2d4 melees before disipating.
(TW Storm Shell)---Essentially a longer-ranged version of the TW anti-vampire Stormflare. Effects are the same.
(TW SunBomb)---A more powerful version of the Globe of Daylight Flare, only this version is powerful enough to inflict flashburns on vampires! Does 6d6 HP per melee for 3d6 melees to a 50 ft radius.

Rate of Fire: (Single Shot Model) Single shot. Handloaded; a single operator(the borg himself) can typically get off one shot a melee, while a well-trained/coordinated fireteam(2 members with at least 3rd level W.P. Heavy Weapons or a single person with 5th level W.P. Heavy Weapons), can load and fire 2 shells per melee.
(Auto-Fire Model) 4 shots per melee
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets withing 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Payload: 8 shot clip

i) Net Launcher
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.

Rate of Fire: Single shot. Reloading by hand takes 2 APMs
Payload: Single shot

j) Chemical Sprayer
Range: 100 ft
Damage: Varies by chemical carried; Some examples:
(Water)None, if carrying water, but does 1d4x10 HP to vampires per blast
Rate of Fire: ECHH
Payload: 50 gallon internal tank(10 blasts of water, or 50 shots of other chemicals)

k) Capture/Cage Klaw---This is a large multi-segment claw that essentially wraps around a humanoid or other creature and cages it. The cage has 90 MDC and holds with a Robotic P.S. of 30. This also takes up the internal space as well.

l) Stunner
Range:(Stun Blast) 120 ft
Damage:(Stun Blast) Roll versus non-lethal poison or be -10 to strike, parry, dodge, and roll for 2d4 melees.
Rate of Fire: ECHH.
Payload: Effectively Unlimited
m) Microwave Projector
Range: 900 ft. Can be ‘fanned’ to cover a 12 ft wide area.
Damage:(Setting One)1 SDC, plus roll under P.E. or be stunned with pain; -1d4 to initiative, -5 to strike, parry, dodge, and half Speed.
(Setting Two)1d6 SDC, plus stun effects; only -6 to strike, parry, dodge, effects last through the next melee.
(Setting Three)2d6 SDC, plus stun effects; only -10 to strike, parry, dodge, and effects persist for 1d4 melees.
Rate of Fire: ECHH
Payload: Effectively Unlimited

m) Goop Sprayer---Sprays a quick-setting polymer goo that can be used to cement structures and materials, built walls and seals, or restrain captives.
Range: 100 ft
Damage: This stuff takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The foam hardens in less than 2 seconds, and can take 30 MDC per cubic meter(a humanoid typically needs at least two meters to be totally enveloped). A special enzyme spray will dissolve the foam in 1d4 melees.
Rate of Fire: ECHH
Payload: Ready-use reservoir holds 40 lbs of goop matrix, 1 lb being enough to fill a 4m( roughly 12 square ft) area to a height of 1.8 m(6 ft).

n) Winch Catapult----This is a mechanical launcher firing a grapple attached to a high-strength line and powered winch. The launcher can fire a grapple and line up to 100 ft, and can use two winch spools that have 300 ft of line.

o) Sensor Cluster--Small sensor dish on a turntable.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munitions/weapons
Laser targeting System(+1 to strike)

2) Internal Pod Space---The interior of the Takkapede’s spherical body can hold ONE of the following:
a) Warhead---Self-destruct or demolitions warhad, equivalent to a medium range missile warhead; typically 4d6x10 MD to a 40 ft blast radius.

b) Smoke Dispenser---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 100 ft area and anyone caught in the cloud of thick, obscuring smoke is -5 to strike, dodge, parry, disarm and entangle. Has enough smoke-matrix for 12 clouds.

c) Ground Sensor Kit---Lowers or jams special ground probes that can pick up vibrations. Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the Takkapede will hear an annoying low-key buzz, and may feel nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1,000 ft.
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

d) Magazine Space---If carrying an ammunition-dependent weapon on the other segment, such as a machine gun or gunk sprayer, the segment’s internal space can hold a magazine or tank, DOUBLING the weapon’s payload.

e) PPE Detector---Detects the presence of PPE concentrations(including magically-concealed beings) in and around the vehicle(25 ft radius)

f) Sensor Pod---Can hold specialized sensors, such as EM detectors, ground sonar, chemical sniffers, etc.

g) Forcefield Generator---100 MDC field power.

h) Powerplant---This is an extra-powerful nuclear battery that can supercharge the segment’s performance, allowing it to run at 55 MPH, or can increase the speed of a gestalt-chain of up to 6 segments, up to 45 MPH.

i) Decoy Generator---This pumps out EM activity and noise that makes the drone look like a much larger active radiation source. -30% to enemy Read Sensory Instruments rolls to see through the deception.

j) ECM/Radar Jammer Pod---2 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

3)(OPTIONAL) External Melee Weapon(1-2)----The two end segment units can be fitted with a single tail- or mouth-style melee weapon. Note that fitting the ends of a segment unit so will negate the unit’s ability to dock with another segment on that end, unless the interior compartment of the segment it is mounted on is empty of any other system(and the External Melee Weapon made retractable).
a) Whip Tail/Tentacle--Slash/stab/lash for 2d6 MD, with an effective reach of 12 ft.

b) Slicer Jaws---Effectively bite for 4d4 MD

c) Zipper Claw---Manipulator arm assembly that can ‘unzip’ to form two smaller armatures. As a single unit, can punch/tear/pry for 1d6 MD, while the smaller sub-arms can punch/tear/pry for 3d6 SDC each.

d) Drill--- 2d4 MD

Programming:
The Ecotroz have installed robotic AIs. Takkapedes are almost NEVER Awakened with a Ecotroz sentience.
Typically has the following:
Navigation: Land 94%
Read Sensory Instruments 98%
Radio: Basic 94%
Trap/Mine Detection 80%

Actions/Attacks Per Melee: 5
Initiative +1
Dodge +2
Strike +1 (+2 w/ ranged weaponry)
Roll +2, +4 as individual components
Leg Jab 1d4 MD
Body Strike ----If the Takkapede has five or more segments, it can rear three of them up and lurch forward and down, doing 2d4 MD


Variants:
An aquatic variant of the Takkapede is under consideration; such a variant would be slower on land(30 MPH) but could swim underwater(using extendable fins on its legs) at 25-35 MPH, and would likely be fitted with ion projectors, sonic weaponry, torpedo launchers, and blue-green lasers.

Similarly, a space-based variant, using small air thrusters to supplement the legs, or a grav-tether system working off the gravity/magnetic fields of nearby ships and stations, has been under consideration.

Ecotroz-Awakened Takkapedes would be considered a major variant of the baseline type, especially with the ability to form chains of Ecotroz-invested sub-units that could break apart and infect multiple robotic systems(such would be a nightmare situation for the Altess Armoria arsenal world, or Splicer Earth NEXUS).

_________________
-------------
"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: Fri Mar 29, 2019 12:10 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42891
Location: Somewhere between Heaven, Hell, and New England
Limpet Bunker

“Damn it, we may have pasted the Tolkeenites, but these damn things seem to have outlived them! Now -everybody- is making them! Oh, sure, we may have new tactics to defeat them, but that doesn’t make having to stop and deal with these accursed bunker-pucks any less irritating!”
---Major Alfred Sermunga, Coalition States Army

Limpet Bunkers are a Shemarrian creation apparently inspired by, and based on, the air-transportable bunkers used by Tolkeen during its war with the Coalition States. The saucer-shaped armored structures are designed to be lifted aloft(by airborne carriers such as the Cyroc or Galehawk) or carried by a large land Warmount (like the MonstrApex) and dropped into place, with a circular configuration of weaponry giving all-around coverage of fire. Rather than make them manned, though, the EShemarrians have wholly automated these structures, utilizing simple robotics to make expendable fire-drones. As a last resort, the limpet-bunkers are fitted with self-destruct warheads, preventing their capture, study, and reuse by an enemy.
Limpet Bunkers were first deployed during the Minion War to stymie the advance of Infernal forces. Limpet bunkers were also dropped down Hell Pits in the Dinosaur Swamp and Magic Zone to occupy the defenders while Shemarrian demolitions teams set about setting charges for more thorough destruction. In a bit of irony, the first limpet bunkers are believed to have been constructed using re-tasked salvaged CS Skelebot drone AIs as the directing robotic intelligences.
The Dark Waters make the most use of limpet bunkers, especially marine variants, but the Wayfinders, Horrorwoods, Hawkmoons, Ghost Riders, SkullCrushers and Armorands have been known to produce and deploy them.

Type: Limpet Bunker
Class: Unmanned Point Defense/Area Denial Fortification
Crew: Robot drone
MDC/Armor by Location:
Main Body 400
Cannons(4) 140 each
Projectile Weapon Turret (1, top) 90
Side Sensors(4) 50 each
Radar/Communications Turrets(2) 90 each

Height: 6 ft
Width: 24 ft
Length: 24 ft
Weight: 8 tons
Cargo: None
Powerplant: Typically fuel-cell or short-lived(5 year energy life) nuclear power cell. Some are solar-powered.
Speed: Stationary bunker
Systems of Note:
Basic Robot Audio and Optical Systems, plus:
*Motion Detector
*Low-Light and Thermal Imaging Optics
*Targeting Computer---+1 to strike
*Laser Targeting---+1 to strike
Weapons Systems:
Limpet Bunkers are typically armed with weapons that are expendable refurbished battlefield salvage or low-end early model heavy weapons considered to be obsolete and surplus by the Shemarrians.
1) Cannons(4)---These are four weapons mounted equidistant around the top rim of the bunker, providing good all-around coverage. Typically only one weapon can engage a target at a time, however. Each weapon behaves as if it has its own dedicated gunner, so each position gets 5 attacks per melee and +2 to Strike.
a) Rail Gun(CS-40R/CS-50R)
Range: 4,000 ft
Damage: 1d6 MD single shot, 1d6x10 MD burst
Rate of Fire: ECHH
Payload: 20,000 rd drum(250 rd burst)

b) Rail Gun(T001 Titan or NG-202)
Range: 4,000 ft
Damage: 1d4 MD single shot, 1d4x10 MD burst
Rate of Fire: ECHH
Payload: 20,000 rd drum(250 rd burst)

c) Laser Cannon(NG/CS CR-4T)
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD double shot.
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively Unlimited if nuclear-powered.

d) Laser Cannon(NG)---Copy or scavenged example of the NG-SE48 Sunfire ‘bot’s Solar-Powered Laser. Typically fitted to solar-powered limpets.
Range: 3,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Conditionally Unlimited; 200 shot battery per gun, but requires sunlight to recharge

e) Laser Cannon(CS)----C-T60 High-Powered Laser Cannon
Range: 6,000 ft
Damage: 1d6x10 MD per shot
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively Unlimited if nuclear-powered.

f) Ion Cannon(NG)
Range: 4,000 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively Unlimited if nuclear-powered.

g) Plasma Cannon(NG)
Range: 1,500 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively Unlimited if nuclear-powered.

h) Particle Beam Cannon(NG)
Range: 1,600 ft
Damage: 6d6+6 MD per blast
Rate of Fire: ECHH
Payload: 200 shot battery. Effectively Unlimited if nuclear-powered.

i) 30mm Grenade Launcher---Uses standard 30mm Coalition (and Northern Gun) rifle grenades, but fires them using a mechanism based on the robust pre-Rifts Russian AGLS-17 for greater range. Can also fire micro-fusion grenades, but these are typically reserved for priority defense locations.
Range: 4,000 ft
Damage: (Explosive-light) 2d6 MD to a 6 ft blast radius
(Explosive-heavy) 4d6 MD to a 12 ft blast radius
(Micro-fusion) 6d6 MD to a 6 ft blast radius
Rate of Fire: ECHH, in bursts of 1, 5, and 10 rds
Payload: 400 rd drum

2) Top-Mounted Projectile Weapon---A pop-up turret in the top holds a mini-missile launcher identical to the original Tolkeen design(with 24 mini-missiles) or a breech-loading mortar.
a) Mini-Missile Launcher---24 rounds

b) 81mm Mortar---A copy of Free Quebec’s GBM-7-70M1 High Power Mortar
MDC: 100
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 75 rounds

3) (Optional) Self-Destruct---*5,000-lb Bomb----4d4x100 MD to 100 ft blast radius

Variants:
*’Crawler’ version with four robotic legs(25 MDC each leg) and a slightly more sophisticated AI. This version is an expendable, but mobile, robot drone able to scuttle about at 25 MPH.

*’Walker’ variant with two legs copied off the NG-EX11 Okemos( 190 MDC each leg), a more sophisticated AI, and overall better mobility(50 MPH, +1 to Dodge/Roll), It stands 15 ft tall, and can kick and stomp for 2d4 MD. It is also known as the ‘Ubergrektor’, and is used as a picket force drone.
A further development of this variant makes the leg section modular and semi-autonomous, and able to detach the bunker, then make its own way back(at a faster 85 MPH) to fetch another bunker.

*Naval version, ballasted and bouyed for negative bouyancy. It is typically armed with blue-green lasers and torpedoes.

_________________
-------------
"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 Apr 01, 2019 1:00 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
Some Straw Warrior variants and options.

Variants
EcoS-R65HwR - Rosetta - The Rosetta Straw Warrior variant takes advances made in biotech the Horrorwoods have made with the EcoS-K-144Hwb SlayFlower, replacing the hands with two structures that look like closed rose flowers. These 'flowers' open to reveal a laser that is similar to the SlayFlower's, only smaller, and lacks the x-ray mode. These pods prevents the Rosetta from being able to pick up anything, but the petals are strong and the edges are molecularly sharp, allowing it to use them to slash anything within reach, or if the petals are closed, can bash an opponent. The Rosetta is a little thicker than a standard Straw Warrior, with shorter, but thicker arms. Rosettas are used like regular Straw Warriors, especially when battlefield salvage is not expected for the Straw Warriors to pick up and use.
Changes/Modifications:
MDC Location:
Handpods (2): 30
Weight: 23 lbs

1) Multimode ‘FryFlower’ Laser (2)----The arms end in a rose shaped pod that opens to reveal a laser that has a scatter-shot mode. With the petals open, it can slash an opponent, or bash them with the petals closed.
Range: (Laser Mode) 2,000 ft
(Scatter-Shot Mode) 500 ft
(Petal Slash) Melee
Damage: (Laser Mode) 3d6 MD per blast
(Scatter-Shot Mode) 2d6 MD to a 15 ft wide area
(Petal Slash) 1d8 MD, critical strike on natural roll of 19 or 20 dealing double damage
Rate of Fire: (Laser Mode) EGCHH
(Scatter-Shot Mode) EGCHH
(Petal Slash or Bash) EGCHH
Payload: (Laser & Scatter-Shot Mode) Effectively Unlimited, has a charge of 40 shots, recharges 1 shot every melee of not shooting
Bonus: +1 to strike


EcoS-R65HwM - Man Eater - The Man Eater Straw Warrior, or Fly Trap variant is designed as a heavier melee unit and battlefield salvage unit. The normal lump of the Straw Warrior's head is replaced with a larger clam shaped head, that opens and reveals many sharp thorns and spines, similar to a venus flytrap, giving it a powerful bite attack. The thicker body of the Man Eater houses more nanites and a small digestive like system that allows it to actually eat organic material, which can be used to feed its nanites and natural healing processes. After eating organic material and its healing or nanites don't need recharging, it can create fist sized pods on its back that can be picked and eaten by NeShemar and Eshemarrians to recharge their nanite systems. This system makes the Man Eater particular useful in cleaning up battlefields of the dead, including the undead, making these very popular on worlds that suffer zombie plagues. Man Eaters are shorter and thicker than a standard Straw Warrior, with better armour, aiding in their ability to engage in melee combat. With sufficient organic matter, sun light, water and soil, a Man Eater could theoretically survive deployed up to 20 years.
Changes/Modifications:
MDC Location:
Main Body 65
Head 45
Arms (2) 35 ea
Legs (2) 35 ea

Height: 3 ft
Width: 1.7 ft
Length: 1 ft
Weight: 30 lbs
Cargo: None
Robotic P.S. of 18

*Bio-Regeneration - The organic nature of the Man Eater allows it to heal 1d6 MDC every hour.

*Digestive System - While the Man Eater can survive on water, soil and sun light, it can augment this with eating organic materials, such as decaying organic matter. Every 10 lbs of organic material the Man Eater consumes allows the Man Eater to increase its Bio-Regeneration rate by 10 minutes. Alternatively if it eats 20 lbs of organic matter it can completely recharge the Nanite Repair system.

*Nanite Pods - When the Man Eater is not healing and consumes 20 lbs of organic matter, it can generate 1 pod growth about, 3 inches in diameter, on its back in 1d4 hours, up to 6 such pods can be stored at any time. These fleshy pods contain nanites and have a slightly citrus bitter flavour. When consumed by NeShemar, Eshemarrians equipped with a nanite repair system, it can replenish 5 MD to the nanite stock. Once picked these pods are good for 1d4 years before they break down unless stored properly, then could last up to 10 years.

1) Bite---The clam shaped head resembles a venus flytrap and is quite powerful, able to crush armour of power armour to get at the organic users.
Range: Melee
Damage: 3d6 MD, 4d6 MD crushing damage per round if successfully grapples and maintains hold.


Straw Warrior New Options
Pit Launcher - The Straw Warrior has one arm that is thicker and a bit stiffer than normal, and terminates in what appears to be a barrel. This functions as an organic railgun, able to launch a harden, dense projectile similar to the thorns, but looks more like a pit of a peach or similar fruit.
Range: 600 ft
Damage: 1d6+1 MD ea
Rate of Fire: ECHH
Payload: 50 pits, regenerates 1 thorn every hour.
Special: If fitted to a Man Eater, every 5 lbs of organic matter consumed can be converted into 10 pits, taking 1d4+1 rounds to convert.

Absorber Spines (Man Eater only) - The mouth of the Man Eater is fitted with extra spines that quickly pulls organic material into the Man Eater's throat, making the bites a little more powerful, but aids in pulling any organic material pulled loose with the bite directly into its throat. Each bite deals and extra +4 damage, and it automatically consumes 1 lbs of organic material (if the target was organic) with each bite. On a critical roll, it consumes 3 lbs.

Growth Spurt (Man Eater only) - The Man Eater is fitted with a special 'gland' that after gorging on 40 lbs of organic food, 5 gallons of water and had at least 1 hour of direct sun, the Man Eater can trigger this gland to cause it to nearly double in size, gain +6 to Strength and double its speed, melee attacks deal +1d6 MD. This growth spurt lasts for 1 hour before reverting to its normal size and becomes lethargic, suffering -5 to attack, saves, moves at half speed for 2 hours, requiring 4 hours of rest in sun and at least 10 lbs of food.

Retractable Needle Blades - The arms of the Straw Warrior are fitted with retractable needle like blades that are molecularly sharp.
Range: Melee
Damage: 2d6 MD

Shield Arm - The arm is modified to deploy bark-like armour, similar to the Entkin elite, creating a shield on each armour. This shield has 40 MDC, and can be regenerated using the Straw Warrior's healing ability. Takes 2 actions to form the shield, and if not depleted when not needed, the shield can be detached and used in a similar manner to those from the Entkin. A standard Straw Warrior can form 2 shields per arm in a day without depleting its nanite stores. One or both arms can be fitted. If fitted on a Man Eater, 30 lbs of organic matter consumed can allow an additional use of creating the shield.


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Unread postPosted: Mon Apr 01, 2019 9:25 pm
  

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Location: Somewhere between Heaven, Hell, and New England
,,,and here's where the ideas of some of those new Straw Warriors might have gerninated... ;)

Advanced Cultural Notes: EShemar Holiday; TinkerFest(“The Days of New Metal”)

“Watch yourself if you ever get the honor of being invited to one of these geektech parties. A lot of what’s beings shown off can be SERIOUS high-concept. A lot of the lecturing and gab-exchange is done on high speed LANs that would toast most organo-brains if they could tap in. The ‘booth babes’ at these events tend to be either superpowered hidden cyborgs or superpowered neshemar bio-augments. And the demos? Bring heavy rad-armor and protective nanite boosters; you’ll need them.”

“Remember, we let the Tinkers have Assembly Forges and Cybofabs, but NOT Progen Chambers for their little brainstorm fests. We can generally deal with what they storm up with the first two, but we don’t want to deal with the fallout of what they might spawn if they take it into their heads to start breeding new castes.”

“Don’t touch that! I haven’t yet gotten around to installing any safeties on that!”
##SCCHHRRRAAAKKKK###
“Okay....so THAT works.”
*...whimper....*

‘Tinkerfest’ is an informal EShemarrian festival celebrated by the Tribes as a gathering of engineering and scientific talent. For four days, representative Tinkers of the various tribes meet to show off their inventions, swap information and ideas, compete and trade. The Elders of the Shemarrian Nation encourage this, and will often survey the ‘fest themselves to look for any interesting concepts or technologies they would be interested in trading for(or, in the case of the Blood Riders, challenging for).
The annual Tinkerfest is typically held on a rotating basis, with a different Tribe hosting it each year in their home territories. So far, on Rifts Earth, only the Lost Eclipse hasn’t hosted, nor have Clan Gothec or Clan Shinden(the latter two because of the distances to their ‘homelands’).
Tinkerfests are generally avoided by all but the most foolhardy or cross-caste-curious Warriors; the sheer danger of critical masses of nerdery in the form of idea-happy Tinkers and Gizmoteers gathering together often results in truly frightening ideas being thrown together and tested on the spot, or hardcore rivalries between intensely competitive genuises break out. Innocent bystanders often get volunteered to participate in experiments, or else get nominated by flying shrapnel. Tribal personnel assigned as security to Tinkerfests will wisely remain on the edges of the gatherings, hunkered down behind protective barriers, and watch the explosions from a safe distance. Frequently, if inexperienced or overly-brave warriors take up the challenge of actually walking into the main Tinkerfest areas, bets are taken on how much damage or what additional appendages the nobb will leave with. Such are the perils of minding mad genuises at play.
Communities near Tinkerfests are also equally at risk; CPU-fired Tinkers may descend on a town looking for materials to build some spur-of-the-moment creation, or else the town may be subjected to freak black-outs, strange lights in the sky, transforming vehicles, levitating buildings(or levitating vehicles and transforming buildings), or missing time. Generally, though, the Tinkers try to clean up afterwards, repair any damage, and somehow compensate the locals for their forebearance, patience, and hosting of the Tinkerfest, but occasionally the Elders have to send in the Warriors and others to mob up. Fortunately, most communities under the protection of the Shemarrian Nation are forgiving of the foibles of their overlord-protectors, but few of them volunteer to host Tinkerfests twice.
Interestingly enough, Tribe Elders attending Tinkerfests seem immune to the sort of casual abuse and strangeness inflicted on the lower ranks who dare set foot in the domain of rampant brainstorms. Apparently even in the throes of nerdgasm, the Tinkers and their like-minded professional kin recognize who hold the purse-strings in the Tribes.
More often than not, Tinkerfests are occasion for unlikely cross-fusions of ideas, even if the Tribes of the Tinkers involved don’t see eye to eye or may even be diplomatically antagonistic towards each other. Since Tinkerfests are generally followed by spikes in the introduction of new equipment in the Tribes, so the Elders have learned to anticipate an outpouring of creativity from their Tinkers and techniks.

_________________
-------------
"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: Tue Apr 02, 2019 10:20 am
  

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*EcoS-K-80 Shastrac Variants
Two new variants on the Shastrac have recently appeared, apparently inspired by the proliferation of artillery systems throughout the Shemarrian Tribes.

*EcoS-K-80B---(aka ‘Firecracker’, ‘Firebomber’)---This variant sports a row of four large wide-bore barnacle-like growths on the upper shell. These heavy mortars fire flaming ballistic lava bombs that explode on impact, throwing flaming sharpnel in a radius of fiery destruction. The EcoS-K-80B can devastate an enemy battle line or destroy an entire city block in one salvo.
Changes/Modifications:
MDC/Armor by Location:
Lava Bomb Mortars(4) 90 each
Weapons Systems:
8 ) Lava Bomb Mortars(4)
Range: 8,000 ft
Damage: 1d4x10 MD to a 30 ft wide area, and there is a 65% chance of setting flammable materials ablaze.
Rate of Fire: Once per melee each
Payload: Conditionally Unlimited; the Mortars require a material component per each shot; about 25 lbs of silicate material(or 15 MDC worth) that can be sorted from the Shastrac ‘s regeneration system. About 80 rds can be stored in the hull(the rounds CANNOT be re-assimilated from the ammunition bin if the Shastrac needs to cannibalize its ammunition for repairs).

*EcoS-K-80C---(aka ‘FireDrill’)---This variant mounts an organic-looking turret resembling a sharp-tailed whelk or oyster drill shell on its upper surface. The new turret is a heavy slag cannon, firing at hypervelocity a dense long rod of heavy metallic slag that cools in flight, assuming an optimal armor-piercing shape. The EcoS-K-80C is proving an adept armor-hunter, often critically damaging targets with a single shot from behind the range of most retaliation.
Changes/Modifications:
MDC/Armor by Location:
Heavy Anti-Armor Slag Cannon(1) 180
Weapons Systems:
8 ) Heavy Anti-Armor Slag Cannon(1)
Range: 13,000 ft
Damage: 4d6x10 MD, and does critical damage on an Unmodified 17-20 to Strike
Rate of Fire: Once per melee
Payload: Conditionally Unlimited; the Slag Cannon requires a material component per each shot; about 25 lbs of metallic slag(or 30 MDC worth) that can be sorted from the Shastrac ‘s regeneration system. About 25 rds can be stored in the turret(the rounds CANNOT be re-assimilated from the ammunition bin if the Shastrac needs to cannibalize its ammunition for repairs).

_________________
-------------
"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: Tue Apr 02, 2019 1:50 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5163
taalismn wrote:
,,,and here's where the ideas of some of those new Straw Warriors might have gerninated... ;)

Advanced Cultural Notes: EShemar Holiday; TinkerFest(“The Days of New Metal”)


BUWAHAHAHAHAHAHAHAHA!!! Okay I am soooo stealing this for next "downtime" session for my campaign. the poor mooks won't know what hit 'em.

_________________
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Apr 02, 2019 5:30 pm
  

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Well, yeah, you don't really know your Tribal Tinker until you catch her in a hotel utility room stark naked, wrapped in wires, drunk off her CPU on doped WD40, with a spanner in one hand, a Promethean knockoff sonic screwdriver in the other, a length of OM4 optical fiber clenched in her teeth, while in a compromising position with a Altess Armoria 'bot and two midget Skullcrusher systems techs.

_________________
-------------
"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 Apr 06, 2019 8:33 pm
  

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(Pyromancy spells, courtesy of Daniel Frederick,Matthew Clements, and Kevin Siembieda, Rifter #82)

* EcoS-K-52Br---Aka ‘Slingfire’....Blood Rider variant Slingtail, possibly inspired by the Aurora Warriors’ EcoS-K-52ArW variant. The Slingfire takes advantage of recently-acquired technowizardry and pyromancy magic to add literal firepower to the workaday Slingtail. Now even rear-echelon cargo-schleppers and stevedores in join in the fun with their utility warmounts by throwing magic fireballs and fiery discuses of destruction at the enemy.

Changes/Modifications:
*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.

Magic Systems:
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
Weapons Systems:
7) *TW Spell Projector/Magic Tail Projectiles----The tail of the EcoS-K-52Br has a TW projectile generator, with ectolense focal boosters, that can cast the following spells:
*Flaming Lava Projectile(5 PPE) ---Picking up a rock, boulder, or piece of concrete/asphalt, the Slingtail can cover it in mystic magma, then fling it. Upon impact, it does an extra +2d6 MD of damage, and liquified material spatters off it, clinging to the target, doing 1d6 MD burn damage per 1d4 melees before cooling and dropping off.
*Ballistic Fire(13 PPE)----Sprays ten fireballs that each do 1d6 MD. Can be spread across several targets, or concentrated on one. Targets are -10 to dodge. Effective range of 2,500 ft
*Meteor(38 PPE)----Summons a flaming ball from the sky, that lands 3,800 ft away, doing 1d6x10 +16 MD to a 20 ft radius, +4 to strike.
* Ten Foot Wheel of Flame(20 PPE)---Lasts 3.5 minutes(or 14 melees) and does 7d8 MD upon striking. It can either be frissbee’ed out to 300 ft, or launched to roll on the ground, in which case it can reach a maximum range of 4,000 ft. Under the direction of the Warmount’s rider, the wheel will typically be rolled back and forth across and in front of the Slingfire’s path to clear the way.

8 ) Fiery Claws(3 PPE)---Claws can safely heat up to white-hot intensity, doing an extra 1d6 MD. The claws retain their superheated aspect for 6 minutes. Sometimes used to heat-seal or melt-weld objects.

_________________
-------------
"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 Apr 07, 2019 4:20 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
I just noticed the master list has an error.. *EShe-F07 Artume Heavy Aerospace Fighter(WIP) Shouldn't that be the Forsvare that I created ?


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Unread postPosted: Sun Apr 07, 2019 9:30 pm
  

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Okay, I think I've brought the Codex up to date, unless I'm missing some weapons or things.

_________________
-------------
"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 Apr 07, 2019 10:56 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
taalismn wrote:
Okay, I think I've brought the Codex up to date, unless I'm missing some weapons or things.


I think that looks right.. I need to really get working on the wikia... it's REALLY REALLY behind.

Also I've almost got another fighter ready for posting.. EShe-F08 and a few variants..
And just thought of another Straw Warrior variant.. amongst my other WIPs to finish.


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Unread postPosted: Sun Apr 07, 2019 11:35 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
EShemar EShe-F08 - Hellcat

The EFhe-F08 was built as a surprisingly joint project by the Bloodriders and Hawkmoon, with some input from other tribes. Many speculate the Hellcat has its origins during one of the TinkerFests. The EShe-F08 shares the -06Br's origins with the Scorpion, the oversized drive, only has more armoured protection, wider wings, and a much longer main body that moves the cockpit farther from the wing and engine assembly, however it lacks the auxiliary engine thruster of the Scorpian. The larger size of the Hellcat allows for heavier armour and weapons, classifying it as a medium fighter. Designed as a multi-role craft, fitted with two nose mounted lasers, two modular direct-fire weapons in the wing roots. The larger wings each hold a modular missile bay and a modular equipment bay that can hold additional missiles, direct-fire weapons, shields or other systems. Like the Dazla and Scorpion, the Hellcat can carry underwing ordnance, double that of the Dazla, but at the cost of speed, allowing the base model to function as a bomber.
The elongated hull allows the Hellcat to mount a forcefield generator as standard, improved avionics and sensors over the Dazla and the Scorpion. Its greater mass does make it slower, and less maneuverable than its forbearers, but the larger wingspan, with slightly improved aerodynamic design gives it greater flight abilities in an atmosphere. Although designed and built by the Bloodriders and Hawkmoon tribes, the design has been shared with all the tribes, which some have made changes to suit their styles of combat. The first examples were seen amongst Bloodriders and Hawkmoon squadrons midway through the Minion Wars.


Type: EShe-F08 ‘Hellcat’
Class: Medium Multi-role Aerospace Fighter
Crew: One
MDC/Armor by Location:
Main Body 780
Reinforced Cockpit 110
Wings/Weapons Modules (2) 300 each
Forcefield 1100 
Height: 15 ft
Width: 55 ft
Length: 58 ft
Weight: 13 tons
Cargo: Survival pack and sidearms attached to the pilot’s pod.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 2.5; transatmospheric. 
(Sublight) Mach 12
(Underwater) Not possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Aerospace Fighter Systems, plus:

*EW Jamming---Standard ECM suite for confusing sensor-guided weapons; -6 to strike

*(Optional)---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) Laser Cannon (2) --- The nose mounts two laser cannons for anti-fighter and anti-missile use.
Range: 1.2 miles in atmosphere, 3.6 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 2D6x10 MD per blast each, 4d6x10 per dual blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Wingroot Guns (2) --- Each wing holds a modular direct-fire weapons slot. Similar weapons can be fire-linked to fire simultaneously (taking only one attack action). All or each one can hold ONE of the following: 
a) GR Cannon
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 300 bursts per gun

b) Laser Cannon
Range: 1.2 miles in atmosphere, 3.6 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) Plasma Torpedo Launcher --- A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. The power demands of this weapon are quite high, however, limiting rate of fire and leading to increased powerplant maintenance and replacement turnover rates.
Range: 4 miles in atmosphere, 10 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d4x100 MD to a 40 ft blast radius per missile
Rate of Fire: Single shot. Three times per melee
Payload: Effectively Unlimited 

3) Missile Launchers (2)---Each wing can fire mini- or short-range missiles.
a) Mini-Missiles---16 per wing
b) Short Range Missiles----8 per wing

4) Modular Bays (2) - These modular bays are mounted in the outer half of the wings, able to carry larger, if limited payloads of missiles, or additional shielding and other systems.
Each of the bays can hold one of the following:
a) Short Range Missiles - 2
b) Mini-Missiles - 10 mini-missiles

c) Laser Cannon - Lasers that are similar to the primary weapons, and can be linked to the main ones for additional power.
Range: 1.2 miles in atmosphere, 3.6 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d) GR Cannon - A popular alternative weapon, although with limited payload.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 500 bursts per gun

e) Forcefield Pod - A self-contained forcefield generator projecting battlescreen to further protect the fighter. Multiple pods may be carried for cumulative screen coverage. 
MDC: 200, recharges at a rate of 1 MDC per hour

f) Mag Shield ---- Reduces damage from particle and ion weapons by HALF. It also has a 35% chance of deflecting regular missiles. Additional pods do not add cumulative bonuses, only redundancy.

g) EW Jamming ---- Jams communications in an 80 mile radius in atmosphere/8,000 miles in space. It also has a 55% chance of deflecting/confusing regular missiles and radar-guided weaponry, radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

h) Countermeasure Launchers (2) --- These are compact signal emitters mounted on mini-missile propulsion stages, and carried in a converted missile pod, where they are constantly updated with the ship’s drive signature. When deployed, they drop and launch on different courses, while pumping out a simulation of that drive signature. Signal Emitters have a 4 minute life span and a 65% chance of deceiving homing missiles and enemy long range sensors. Countermeasure pods can carry 16 each.

i) Sensor Pallet---Specialized sensors can be mounted in the chin tray instead, typically surface observation sensors such as mapping cameras, spectrographic analysis optics, atmospheric samplers, and radiation sensors.

5) (Optional) Under fuselage Missiles----The Hellcat can carry Four cruise missiles or long range missiles slung under the main fuselage. Alternatively, a five-shot medium range missile pod, 10 shot short-range missile pod, or 24 shot mini-missile pod may be substituted for a CM or LRM. 

Variants:
*EShe-F08Br---Nicknamed the ‘Infernocat’, the EShe-F07Br variant replaces the lasers with plasma cannons, the wing root weapons and the modular bays are fitted with plasma torpedo launchers. Additional power generators are added to help feed these power hungry weapons, as well as countermeasure launchers as once the Infernocat starts firing its plasma torpedo launchers, it lights up on sensors and thermal targeting systems. The Infernocat can only fire all four plasma torpedo launchers simultaneously once every minute, but doing so drains a lot of power, slowing the fighter down for the next minute to half speed. Most pilots only do this for a massive kill shot, or to overload shields of a target, allowing a wingman to gain the killing shot.
Modifications:
Speed
(Sublight) Mach 11

Weapon Systems:
1) Plasma Cannons - Powerful, but short ranged plasma cannons replace the nose mounted lasers.
Range: 1 mile in atmosphere, 2.8 miles in space
(Kitsune Values: 1 mile in atmosphere, 60 miles in space)
Damage: 4d6x10 MD per blast, 8d6x10 per dual blast.
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Plasma Torpedo Launcher (4) --- A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. The power demands of this weapon are quite high, however, limiting rate of fire and leading to increased powerplant maintenance and replacement turnover rates. The Infernocat mounts four (4!) plasma torpedo launchers, giving it an incredibly powerful punch. If all four are fired at once, the power drain is so much it slows the craft to only half speed and reduces rate of fire for all plasma torpedo launchers to 1 shot per melee round for 1 minute.
Range: 4 miles in atmosphere, 10 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d4x100 MD to a 40 ft blast radius per missile,
Rate of Fire: Single shot. Three times per melee
Payload: Effectively Unlimited 

6) Countermeasure Launchers (2) --- These are compact signal emitters mounted on mini-missile propulsion stages, and carried in a converted missile pod, where they are constantly updated with the ship’s drive signature. When deployed, they drop and launch on different courses, while pumping out a simulation of that drive signature. Signal Emitters have a 4 minute life span and a 65% chance of deceiving homing missiles and enemy long range sensors. Countermeasure pods can carry 16 each.

*EShe-F08Hm---The Hawkmoon field a variant that is slightly faster, but is more aerodynamic for improved atmospheric flight. The wings are slightly larger, but this extra area is all control surface components, and designed to give it a 'feathered' wing look.
Modifications:
MDC/Armor by Location:
Main Body 760
Wings/Weapons Modules (2) 290 each
Width: 59 ft
Length: 60 ft
Weight: 13 tons
Speed:
(Atmosphere) Hover to Mach 3.1; transatmospheric. 
Bonuses: +1 initiative, +2 Dodge and +10% on dog-fighting and special maneuvers in atmosphere.

*EShe-F08Sm --- Aka Silvercat, the Silvermoon version is the same as the original except for its chrome armour and enhanced lasers.
Increase MDC by 10% to all locations, lasers deal 50% less damage.
Laser cannons have range increased by 25% and damage increased by 10%. (Lasers deal 2d6x11).

*EShe-F08Sc --- The Skullcrusher variant, known as the Hammer, strips out the nose mounted lasers, enlarges the hull to hold a new weapon, the HullShatter, an upscaled version of the SkullShatter, using Grav cannons or Railguns found on most fighters or ship defense weapons. The enlarged body is well armoured, but the weight of the weapon and extra armour slow the craft. The modular bay housings are enlarged to house medium range missile launchers. The large missile launchers reduce the number of external missiles to match that of the Dazla. The wing root weapons will usually be lasers or GR cannons, depending on the mission.
MDC/Armor by Location:
Main Body 810
Reinforced Cockpit 110
Wings/Weapons Modules (2) 320 each
Forcefield 1200 
Height: 15 ft
Length: 60 ft
Weight: 18 tons
Speed:
(Atmosphere) Hover to Mach 2; transatmospheric. 
(Sublight) Mach 10

Weapon Systems:
1) ’HullShatter’ Cannon (1) --- The HullShatter is essentially an upscaled version of the Skullcrusher's SkullShatter cannon, only mounting several GR cannons in a gatling gun arrangement for rapid fire. It also has slightly longer barrels than normal GR cannons for improved range.
Range: 6.5 miles in atmosphere, 13 miles in space
(Kitsune Values: 6 miles in atmosphere, 650 miles in space)
Damage: 4d6x10 MD per 20 rd burst, 1d4x100 MD per 60 rd burst, 2d6x100 per 120 rd burst.
Rate of Fire: EPCHH
Payload: 1,500 rds

4) Medium Range Missile Launchers (2) --- The two modular equipment bays are enlarged and fitted with medium range missiles.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4 
Payload: 8 missiles each launcher.

*Eshe-08Spc --- The Sapphire Cobras field their own version of the Hellcat, that they call Banded Viper. The Banded Viper is coated in a scale like coating, their Ablative 'Snake Skin' armour that ablates, creating a cloud of microfragments and platelets to protect from lasers and disrupts radar and laser-guided weapons. The wing root weapons are fitted with railguns that fire normal rounds or nanite-warheads, such as their Serpent's Kiss. The nose lasers are replaced with a Ion Disruptor Cannon, first found on their Hydra gunships.

*Ablative ‘Snake Skin’ Armor----Any harm actually done to the main hull armor ablates the armor into a cloud of microfragments and platelets that continue to protect the ship. Unless the ship is moving in an atmosphere or undertakes evasive maneuvering, the ablated armor ‘halo’ will reduce subsequent laser strikes by 1/3 and radar- and laser-guided weaponry will be -2 to strike, for the 1d4 melees before the cloud disperses(although other hull strikes in the interim may extend this time period).

1) Ion Disruptor Canon (1) --- The nose mounts a powerful ion disruptor cannon (modelled after Golgan laser disruptors. Survivors of attacks with the weapons tell of a sense of intense static electrical tension and their hair standing up on hand from leak over from close proximity to strikes).
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 2d4x100 MD per shot, 25% of that to a 30 ft radius beyond point of impact. 
Rate of Fire: 2 times per melee
Payload: Effectively Unlimited

2) Rail Guns (2) --- The nose mounts a pair of rapid-fire rail guns that can fire regular kinetic penetrators or nanite-warheads such as the Serpent's Kiss and Electrobyte rounds.
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage: 4d6x10 MD for a single barrel firing, 8d6x10 MD for both cannon firing simultaneously. 
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes do critical damage (DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 6d6 MD for 2d4 melees (double damage and duration if in atmosphere).
Unlike the original ‘Serpent’s Kiss’, the nanites work on organic and inorganics alike, or can be programmed to affect only one or the other. 
Electrobye- 3d6 MD from impact and shock; organics must roll on a 17 or better or be stunned unconscious for 1d6 minutes. Even a successful save means the victim is stunned and disoriented; lose initiatve and HALF APMs , Speed, and all combat bonuses for 1d6 melees.
EMP damage: 
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds. 
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair. 
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Note: If used against robots and cyborgs, the EMP effects are cumulative; +10% on the EMP Effects chart for every EMP round that strikes the target that melee(so getting hammered with 4 rounds means a +40% to the effects roll).
Rate of Fire: EGCHH
Payload: 900 bursts per gun (1800 bursts total)


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Unread postPosted: Mon Apr 08, 2019 5:36 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42891
Location: Somewhere between Heaven, Hell, and New England
Love the Hellcat....A good fighter force means death from above, in more precise doses(as opposed to "We throw moon at the planet').

I'd have responded sooner if not for some strange reason, when I try to read this page on my home computer, the page ends at about the first line of my Takkapede post, no matter how many times I reload 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: Tue Apr 09, 2019 1:49 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
taalismn wrote:
Love the Hellcat....A good fighter force means death from above, in more precise doses(as opposed to "We throw moon at the planet').

I'd have responded sooner if not for some strange reason, when I try to read this page on my home computer, the page ends at about the first line of my Takkapede post, no matter how many times I reload it.,


The nice thing about the Hellcat sharing ancestry with the Dazla and Scorpion is cuts down on some of the parts. The engine is pretty much the same, so logistics is cut down a bit. It's just the bigger and heavier armed version of the Dazla basically.


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Unread postPosted: Tue Apr 09, 2019 6:07 pm
  

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Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
Love the Hellcat....A good fighter force means death from above, in more precise doses(as opposed to "We throw moon at the planet').

I'd have responded sooner if not for some strange reason, when I try to read this page on my home computer, the page ends at about the first line of my Takkapede post, no matter how many times I reload it.,


The nice thing about the Hellcat sharing ancestry with the Dazla and Scorpion is cuts down on some of the parts. The engine is pretty much the same, so logistics is cut down a bit. It's just the bigger and heavier armed version of the Dazla basically.




...and, added to the Codex.

_________________
-------------
"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 Apr 11, 2019 8:31 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42891
Location: Somewhere between Heaven, Hell, and New England
EcoS-R270Dw Toxote Aquatic Robo-Animal
(aka ‘Butcherfish’, ‘Cleaver-tail’, ‘Squirtspark’, ‘Keelkrakker’)

“They chase down our Dreamships, they litter our decks with our dead, sundered by missile and beam, then they rip out our bellies! The accursed Naut’yll think their new toys will drive us from the seas? We shall, with the assistance of their wiser members who have acknowledged our superiority, show them not to underestmate us! Let the seas cloud with their blood!”
****
<<“...who are we going to play next? Kittani hit squad? We can swap the particle beamers back out for the plasma cannons.”>>
((“Not yet...not until we’ve lured this bunch further north. Then we get them tangling with ACTUAL Kittani”))


The Toxote is simply the lower part of the Kittani WFPA Warfish, refurbished and reconditioned as a Shemarrian aquatic drone. A streamlined faring covers where the humanoid power armor used to sit, so the Toxote is actually faster underwater than its original form.
Toxotes are typically used as picket animals and spearhead units, testing enemy defenses and prematurely tripping any unpleasant surprises set for the following EShemar. They are also often used as heavy torpedoes to take out enemy targets of value, as the Toxotes’ heavy armor, high speed, and heavy armament insures that the predator-torpedoes can break through all but the heaviest defenses.
The DarkWaters have used these units on a number of ‘false flag’ ops, as their sonar profile remains Kittani-like, and the EShemar have managed to sneak a number of Toxote drones close enough to known allies of the Splugorth, such as the Horune, to ambush them. A favorite tactic of the Toxote is to emulate their namesake and swim up next to a surface vessel, then stick their noses up out of the water to pick off crewmen and other targets off the deck of the ship. Toxotes have also been used as tow-tugs for underwater cargo barges or decoy platforms, used to simulate large underwater vessels or schools/pods of smaller undersea prowlers.
Toxote drones are NEVER Awakened, and are considered expendable assets.

Type: EcoS-R270Dw Toxote
Class: Robotic Drone, Aquatic
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 375
Main Gun(1) 110
Forward Lasers(2) 30 each
Mini-Torpedo Launchers(2) 200 each
Lower Fins(2) 110 each
Jet Clusters(2) 90 each
Lower Jets(2) 110 each
Tail Fin & Section 200
Height: 6 ft
Width: 10 ft
Length: 16 ft
Weight: 3 tons
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) 145 MPH hydroplaning on surface, 125 MPH underwater, maximum depth tolerance of 2.5 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in sonar( 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.

Weapons Systems:
1)Main Gun(1)----The main gun of choice is the original Kittani plasma projector, but several other weapon types are also available.
a) Plasma Cannon
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Blue-Green Laser
Range: 6,000 ft in air, 4,000 ft underwater
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Ion Cannon
Range: 4,000 ft in air and underwater
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Particle Wave Gun---Reverse-engineered Naut’yll weapon, typically used in ‘false flag’ ops
Range: 4,000 ft in air and underwater
Damage: 1d6x10+5 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forward Lasers(2)----These remain largely unchanged, although some more recent or expendable models swap out reverse-engineered Kittani lasers for more commonly available eye lasers , shorter-ranged, but more commonly available.
a) Blue-Green Lasers(original format)
Range: 4,000 ft in air and underwater
Damage: 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Eye Lasers
Range: 1,000 ft in air and underwater
Damage: 3d6 MD per single shot, or 6d6 MD for a double simultaneous shot(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited


3) Mini-Torpedo Launchers(2)---These too are retained from the original, although some later models have been outfitted to fire EShemar-developed munitions.
a) Mini-Torpedoes----6 per launcher
b) EcoS-DEXUW01---’Squidpedo’---This is essentially a mini-torpedo tricked out to look like a small squid, with both an advanced sensor package(including optical sensors) and a long endurance electric powerpack with loiter capability fitted. The squid’s tentacles are actually part of the steering mechanism. 8 MDC Main Body, high explosive charge does 1d4x10 MD and a 6 mile range. +5 to strike, swims at 75 MPH, and can actually make a second attack run if it misses the first time. 5 can be stowed per launcher
c)EcoS-DEXUW05---’Flying Fish’----Shemarrian effort to produce a lightweight version of the Kittani sea-air projectile(rocket torpedo). It’s the marine version of the Flit-Striker.
Weight: Each projectile weighs 1 lb.
MDC: Each projectile has 5 MDC.
Range: 5,000 ft in air or underwater(typically ‘porpoises’ between the two mediums). The projectile flies at 300 MPH.
Damage: (Plasma) 5d6 MD to a 30 ft blast radius

(Sonic) Darkwater sonic munition, based on a design they acquired from a trade ally:(High Power Mode) 4d6 MD to an 11 ft radius
(Low Power Mode) 2d4 MD to an 8 ft radius (DOUBLE underwater), for 3+1d4 melees
The vibrofield will do 1/2 SDC damage through most body armors(100 MDC or less), 1/3 through heavier armors and power armor (250 MDC or less), and 1/4 through small robots and vehicles(400 MDC or less)
Sonic Shock: (25 ft radius, DOUBLE underwater)----Beings with Enhanced Hearing or Sense Vibration abilities will be overcome and disoriented; Make a save versus Psionic Attack or lose initiative and be -8 to strike, parry, and dodge, and lose 2 APMs for 1d4 melees(continues even after the sound has been cut off). Beings who navigate by echolocation or motion detection will be effectively blinded. Even a successful save will leave the victim -2 to strike, parry and dodge for 1d4 melees, with a ringing in their heads. Beings without enhanced sonic senses will only suffer HALF penalties in either case.

Rate of Fire: Volleys of 1-5(all)
Payload: 5
Bonuses: +3 to strike, +1 to dodge interception attempts, and gets FOUR APMs until the projectile hits(or is destroyed en route).

d) Rocket Grenades----EShemar version of the Kittani and Triax weapons.
Range: 500 ft in air, 1,000 ft underwater
Damage: (Varies)
(Fragmentation) 4d6 MD to a 12-foot radius.
(Armor-Piercing) 1d4x10 to a 3-foot blast radius,
(High Explosive/Concussion) 5d6 MD to a 32 -foot radius.
(Plasma) 1d4x10+10 to a 5-foot radius.

(Sonic)3d6 MD per blast to an 16 ft blast radius, 1d6x10 SDC to another 20 ft beyond that, Does only 1d6 MD to a 6 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).

(ElectroShock)--Unleashes a powerful electrical surge that stuns against a saving roll of 17 or less. Does 3d6 SDC to a 25 ft radius, and stuns for 1d4 minutes. Also has a 60% chance of temporarily knocking out unshielded bionics and cybernetics for 1d6 melees.

(Chemical) Varies by specific chemical used. Generally covers a 20 ft area, and persists for about 1d4 minutes before being broken up by water currents.
(Dye Pack) Dyes the water a bright color. Generally covers a 30 ft area, and persists for about 1d4 minutes before being broken up by water currents. May last longer if it coats solid objects passing through it.
(Floating Flare) Burns for 50 seconds floating on the water
(Screamer) Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Effective radius of effect of the 40mm screamers is approximately 2,500 ft
Rate of Fire: Volleys of 1-10(all)
Payload: 10 per launcher

4) Vibroblade Fins---The fins are strengthened and edged with vibroblades.
Range: Melee
Damage: 3d6 MD on a sideswipe

5) (Optional) Self-Destruct Charge--- The Toxote can be(and often is) fitted with a large warhead as a weapon of last resort(or ultimate mission objective).
Damage: ----2d4x100 MD to 80 ft blast radius
Mote: The DarkWaters have been trying to develop a heavy sonic warhead that can do damage over a wider area, as well as disrupt sonar systems.

Programming:
The Ecotroz have installed robotic AIs in the Toxote.
Typically has the following:
Radio: Basic 90%
Read Sensory Instruments 85%
Underwater Navigation 85%
Prowl: 70% (exceptionally quiet)
Actions/Attacks Per Melee: 5
Initiative +2
Strike+3(+2 w/ ranged weapons)
Parry +1
Dodge +3

_________________
-------------
"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 Apr 13, 2019 8:25 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42891
Location: Somewhere between Heaven, Hell, and New England
EcoS-K-149 Dazzan Warmount
(aka ‘MoonSpider’, ‘ShadowChaser’, ‘Sun-Weaver’)
“Ever see a vampire with a fear of spiders? Well, you are going to now.”

“Word is, the Dazzan design team had to develop an entirely new laser optic-based computer system to allow the warmount to manage all its limbs and systems. That’s why they missed the Tinkerfest.”

“Glitterboys HATE Dazzans, despite the laser-heavy armaments. It’s those clusters of variable-freq cannons that can slice them up. Whenever Glits and Dazz face off, the Glitters always try to kinetic-smash the ‘spiders from extreme boomgun range.”

“Dazzan point defense firing pattern? It’s the ‘web of death’.”

The Dazzan is an unusual new Warmount developed by the Wayfinders, in conjunction with the Silvermoons, expressly for combating the supernatural. Its primary weapon is amplified and projected light, both artificial and mystic light.
The Dazzan has an arachnid form(though some compare it more to a spider crab), with eight long spindly legs carrying the bot’s crystalline body high over the terrain. The eight legs resemble jointed fluorescent light tubes, and can glow with blinding intensity, creating an area of effect of eye-scorching bright light.
Furthermore, the Dazzan carries a powerful PPE generation system in its bulbous abdomen that it can use to cast spells and create various forms of mystic webbing. The Dazzan deliberately has a high-end high-capacity powerstone for sustained magic-casting and in the expectation of future growth of technomagic capabilities.
The Dazzan also possesses an extra set of long-limbed fore claws that are used for directing webbing, retrieving objects, and capturing prey.
The head is mounted high on the main body, with a greater arc of fire, akin to a battle tank’s main turret(which it is, for the Dazzan, as its six heavy high-power lasers are mounted in its head). Two standard hardpoints are mounted on the sides of the head, straddling the saddle-parapet, and are usually used to host missile launchers or smoke mortars/grenade launchers.
The Dazzan is very agile for its size, in part due to its all-around optical senses. Its multi-segmented legs, which can reach out quite far, also allow it to maneuver adeptly over rough terrain and climb steep surfaces. This often allows the warmount to position itself in areas where other more conventional vehicles cannot go, and carry heavy weaponry in terrain where infantry cannot lug such armaments.
The downside of the Dazzan is its high visibility in both the optical and magical spectrums. The brightly flaring Warmount shows up extremely well to eyesight and mystic senses alike. Riders are taught to ‘go dark’ as long as possible, lighting up only when tactically necessary. The Dazzan also lacks kinetic and missile weaponry, aside from its two standard modular weapons mounts and possible crew weapons(such as scava). leaving it at a disadvantage against opponents impervious to energy or mounting longer-ranged kinetic weaponry(Glitterboys have learned to use the superior range of their Boomguns to shatter Dazzans before they can bring their Glitter-armor-defeating variable frequency lasers into play).
Dazzans are increasingly being encountered in anti-vampire campaigns in the Southwest. It is often teamed with other laser-heavy Warmounts, such as the EcoS-K-17 Majestrex and EcoS-K-55 Chromanid, in mobile laser assault teams, or kinetic weapon-heavy units(like the EcoS-K-49 Thunderbeetle) to cover for the laser specialization. Besides the Wayfinders, the Silvermoons use the Dazzan, the Dark Waters have been seen deploying the design, and the Obsidian Dawn have acquired a few to use in ‘photonically cleansing’ and decontaminating areas of light-sensitive vermin and pathogens(the ultraviolet mode is especially useful in this regard). Clan Vespa has evinced interest in the Dazzan, especially in neutralizing BeeGirl hive infestations.

Type: EcoS-K-149 Dazzan
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 450
Head 280
Eye Lasers(6) 45 each
Foreclaws(2) 100 each
Legs(8 ) 100 each
Leg Light Radiator Arrays(8, one each leg) 90 each
Spinneret Turret 60
Height: 18 ft; legs can raise it an additional 10 ft
Width: 15 ft; legs can stretch out an additional 19 ft each side
Length: 25 ft; legs can stretch out an additional 19 ft each side
Weight: 27 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
TW Power Crystal(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Speed: (Running) 100 MPH
(Leaping) 30 ft up/across
(Flying) Not possible
(Space) Not possible
(Underwater) Can run along the bottom at 30 MPH, maximum depth tolerance of 3,000 ft. Some Dazzan-riders have figured out how to spin waterproof web flotation bags and fill them with gases bubbled from laser-heating of water, thus allowing the Dazzan to ‘swim’, or at least float in the water.
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 Dazzans 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 160 MDC before needing material stocks to convert to MD repair material.

*Trainable Spotlights---The Dazzan can direct a spotlight-like beam up to 3,000 ft and illuminate an area up to 30 ft across in either normal or infrared light. The beam can come from the bot’s legs or head.

*360-degree Head Rotation---The head can rotate like a tank turret a full 360 degrees.

*360-degree Vison---Multiple optics hidden around the Dazaan’s body means that it is nearly impossible to surprise the warmount under normal conditions.

*Laser Detection----The Dazzan automatically knows when laser targeting or rangefinding is locked on it.

*Molecular Adhesion Grips----The Dazzan can anchor itself to any material surface strong enough to take its weight.

*Laser-Resistant Armor--The dense, quartzite-like pale substance of the Dazzan’s carapace is resistant to laser damage; lasers do HALF damage.

Weapons Systems:
1) Eye Lasers(6) ---Standard Shemarrian heavy eye lasers. modified for variable frequencies. Each eye is mounted in its own independently-positionable eyestalk.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
All six laser eyes firing at once on the same target can do 24d6 MD(or 2d6x10+20 MD) for a single shot, or 4d6x10 MD for a pulse burst.
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: +4 to strike

2) Leg Lasers(8, one each leg) ---Each leg sports an almost invisibly small laser turret, based on those mounted on the wings of the FT-005 Flying Titan. They have been modified to have a wide-beam ‘scatter-fan’ mode, good for harassing enemy troops, or exterminating hordes of small vermin. Possessing good range but only light damage, the multitude of these weapons and their positioning so as to cover all approach arcs gives the Dazzan excellent overall close defense.
Range: 4,000 ft
Damage: 2d6 MD per blast, or 1d6 MD to a 10 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Leg Light Radiator Arrays(8, one each leg) ---Each leg mounts a long-tube optical array containing high-intensity multifrequency light emitters.
a) Radiate Light---The Dazzan can radiate light across the spectrum(including IR and UV frequencies) in a 300 ft radius.

b) Glare Camouflage----The Dazzan can ramp up the intensity of its body-lights to blinding levels, making it painful to stare at without adequate optical protection.
Bonuses: Opponents are -3 to strike in combat(-5 to strike if using optical amplification devices like telescopic optics or night vision gear), and -2 to parry/dodge incoming melee attacks from the Dazzan(hard to see how the BLAZING BRIGHT spider is moving).

c) Strobe Attack---The Dazzan can generate intense blinding flashes and strobe them, blinding unprotected eyes
Range: 300 ft radius
Damage: Unless the victim(s) are wearing tinted goggles or other protection against bright light, they will be blinded(-10 to strike, parry, dodge, and roll) for 1 melee round after being hit. Duration can be extended by 7 seconds(half a melee) for every subsequent melee that the target is kept bombarded by the strobe attack until their eyes manage to adjust.
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Laser Redirection/Parry----The Dazzan can actually parry lasers and redirect them at other targets, though this takes two actions/attacks on the part of the Dazzan. This requires a successful Parry roll(no bonuses) and then the Dazzan can attempt to bounce the laser back at another target; either at HALF the range of the original shot, but doing FULL damage and no penalty, or at the same range, HALF the laser strike’s damage, and -2 to strike.

e) Laser Absorption---Instead of Parrying and redirecting laser fire, the Dazzan can instead choose to absorb laser energy and reuse the energy to boost its own systems. This uses a Parry roll to match or exceed the laser’s Strike roll(no bonuses). For each laser strike absorbed(an absorbed shot CANNOT be parried/redirected), the Dazzan can boost the damage of its own lasers by 25% of the original laser blast for 1 melee after absorbing it.
Alternately, the Dazzan can boost its running speed by 25% for 1 minute, OR increase its leap distance by 50% for 1 melee, OR add a +1 to dodge for 2 melees(15 seconds) after a strike.

4) Web Spinner(1)----Adapted from the Aracha, the Dazzan mounts a rear mini-turret with a pivoting spinneret-cannon that sprays a quick-setting megadamage polymer that can form incredibly tough fibers. The fibers can also be spun into coccoon-wrappings, allowing the Dazzan to construct protective fiber-walls, barriers, restraint bags, and even emergency shelters.
The webbing matrix itself is generated by a nanite-impregnated microfac in the war steed’s bulbous abdomen that renders megadamage materials, particularly plastics and composites, into a fine slurry that cures rapidly when sprayed and formed into strands or sheets.
Range: 500 ft
Damage: None. A single 1-inch strand of the synthetic spider-web can hold up to 3 tons and has 1 MDC per 10 ft length; more if braided.
Used to coccoon-spray a target, the cannon can spray up to 50 MDC in one attack, so if the Aracha uses all six of its attacks on wrapping a single target, it can create a web shell with 300 MDC, or generate a 3,000 ft line in a single melee.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Dazzan’s ready-reserve has 1,000 MDC(30,000 ft) worth of polymer matrix ready to go, but can generate more through consuming MDC materials(at a ratio of 2 consumed MDC to 1 MDC of produced webbing) that are reprocessed into new webbing compound.

The Dazzan can produce several types of webbing:
-FlareWeb---FlareWeb resembles ordinary webbing, but if touched or otherwise physically disturbed, the strands light up at the point of contact. This is extremely handy for setting traps in darkness, as anybody tripping the lines immediately illuminates their position. Worse yet, if the webbing sticks to them(60% chance), they carry a bright light on them. This is a chemical reaction, and the initial flare is instantaneous, while the glow persists for a hour.

-Glow-Web(Gloweb)---Gloweb glows with a soft chem-light glow. Can be used for marking paths. This is a chemical reaction, and the initial flare is instantaneous, while the glow persists for 3 hours.

-LumoChain ---A more powerful version of gloweb, but powered by an embedded combination Light Coat and Globe of Daylight spell. LumoChain glows with a soft golden light, but if touched, flares to full solar intensity. Anything bound with LumoChain is effectively bound with strands of sunlight with regards to damage from its light. It costs 9 PPE to empower 60 ft of web, and, once activated(can remain dormant for up to 6 hours), it lasts 30 minutes.

-Powerweb----This reinforces the webbing with a Force Bonds spell. Costs 13 PPE to enchant a restraint of webbing for 5 hours.


5) TechnoWizardy Systems---The Wayfinders being descended(or ascended) from magic users, they’ve of course built in a few technowizardry systems.

*Globe of Daylight---The Dazzan can project a 120 ft diameter circle of mystic daylight around itself; 1 PPE for 30 minutes.

*Illuminate The Invisible(Invocation)---This spell causes creatures and objects that are magically invisible(but still in phase with this reality) to fluoresce and become visible to the naked eye. Such beings can still try to hide in the shadow of objects/people standing between them and the eldritch light source, if the cover is large enough, but being caught in the light will cause them to glow. Effective radius of 60 ft, 3 PPE for 40 minutes.

*TW Forcefield---Provides 50 MDC per 10 PPE pumped into the system; lasts 10 minutes per 10 PPE.

*Impervious to Energy---If absorbing laser energy isn’t a desirable option, the Dazzan can flick up this mystic protection; 20 PPE gets 5 minutes’ immunity from laser, ion, and plasma, and limited resistance from particle beams(d 15% of their normal damage).


6) (Optional) Modular Weapons(2)---The Dazzan has provision for torso-mounting two weapons similar to those standard to the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following, in addition to basic Shemarrian Animal Programming:
Prowl 60%(+5% per level of experience for Ecotroz entity)
Climbing 98%/85%
Trap Construction 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Dazzan 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 +6
Automatic Dodge(no bonus)
Strike +3 (+3 w/ ranged weaponry)
Parry +6
Roll +2
Pull Punch/Bite +4
Disarm +2
Critical Strike on Natural 19-20
Bite 2d6 MD
Tear/Pry 2d6 MD
Foreclaw Strike 2d6 MD
Leg Strike 2d4 MD
Stomp 1d6 MD
Leap Attack 3d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Dazzan an aura and behavior more befitting a sentient being than a robot. Dazzans are patient hunters, perfectly willing to stay perfectly still or slowly stalk, until they can go full lightstorm to blind and bedazzle opponents. They are also intuitive engineers when it comes to spinning webs, and may exhibit a mild artistic bent in the construction of webs and other structures.

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, while the Dazzan has an 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).


Options:
*Holo-Field---This is a ‘hard light’ field that produces an area of optical distortion that conceals the Dazzan from visual detection.
When rolling to detect the Warmount under the field, imposes a -45% to Surveillance and Read Sensory Instruments skills and has only a 25% chance of being detected with direct eyeball observation.
While the stealth field is up, the Dazzan can only rely on passive sensors(active sensors like lidar and radar CANNOT be used)

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the Dazzan to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed maneuvers(can also simulate weapons fire/gun flashes, but only if the Dazzan is also firing at the same time), but must remain within a mile of the the projecting warmount(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 warmount.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation

*TW Illusion-Casting---Adds special extendable glass holo-projection vanes or spines to the abdomen. This expands on the Dazzan’s ability to manipulate light around itself, to permit the casting of the following spells:
- Horrific Illusion(5)----20 minutes, H.F. 14
- Apparition(10)----10 minutes
-Illusion Booster(8)---DOUBLES duration of other illusion spells
-Illusory Forest(28-45)---30,000x30,000 ft area, 5 hours
-Illusory Terrain (23-60)---30,000x30,000 ft area, 5 hours

* Photonic Flares---Special optical ports in the body can project bolts of incandescent plasma that float in air briefly, but shed considerable light illuminating large areas bright enough to read by. Ineffective as a weapon, as one would have to be standing directly atop the dorsal firing port to be struck. Typically used for signaling and illuminating patrol areas and battlefields.
Range: 1,000 altitude.
Damage: Sheds bright light in a 1,500 ft diameter(though can be seen for miles) for 60 seconds.
2d6 MD to anybody straddling the firing port atop the rear abdomen.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

Variants:
*EcoS-K-149Dw---(aka Shadowsea-Spider)---It was DarkWater riders who figured out the trick of spinning waterproof webbing flotation bags underwater and filling them with gases separated by laser-heating. The DarkWaters have further modified their Dazzans with data acquired from reverse-engineering several Coalition State CR-006 Sea Spider-Skull Walkers. Additional features include underwater thrusters. sonar senses, and a fully air-sealed pressure-resistant command cabin The Shadowsea-Spider’s illumination abilities have proven especially effective in the abyssal depths against creatures sensitive to light.
Changes/Modifications:
MDC/Armor By Location:
Reinforced Rider Compartment 150
Speed:
(Underwater) Can swim, using special thrusters, at 25 MPH, and power along the surface at 30 MPH. Maximum Depth Tolerance of 1.3 miles.
Systems of Note:
*Sonar--- 25 mile range
*Air Separator/Generator/Pump---A more efficient means of generating lift gases underwater.
Weapons Systems:
5) TechnoWizardy Systems---Modified with the following:
*Create Air Bubble---A modification of the space-based Create Breathable Air spell, this is used to extend and expand on breathable air introduced into an airtight web-bubble. 18 PPE provides enough air in a 10 ft area for up to 20 people for 10 hours. Can be cast multiple times for larger enclosures accommodating more people.

7) Harpoon Launchers(2)---The EcoS-K-149Dw mounts two harpoon launchers in its abdomen, bracing the spinneret.
Range: 500 ft
Damage: 1d6 MD per harpoon
Rate of Fire: Once per melee
Payload: Each launcher holds 10 harpoons, for a total of 20.


*EcoS-K-149DwD---(‘Horned Spider’, ‘DoubleDaylight’, ‘DeuceDeath’) An attempt to increase the available firepower of the Dazzan, the EcoS-K-149DwD mounts a new head that sheds the six heavy eye lasers in favor of six smaller normal eyes and two large pincer- or horn-like projections holding modified copies of the ATL-7 Anti-Tank Laser, examples of which the DarkWaters were able to procure. The two lasers greatly increase the effective damage of the Dazzan’s main armament, albeit at the cost of some range and rate of fire.
Changes/Modifications:
Weapons Systems:
1) Heavy Anti-Armor Lasers(2)---These replace the previous heavy eye-lasers.
Range: 3,750 ft
Damage: 3d6x10+20 MD per single shot, 6d6x10+40 MD per dual shot(counts as one attack)
Rate of Fire: 4 shots per melee per cannon
Payload: Effectively Unlimited

_________________
-------------
"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 Apr 18, 2019 8:50 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42891
Location: Somewhere between Heaven, Hell, and New England
Despite the fact that this thing started out as what I THOUGHT would be a simple ‘bitzer’, it just grew and grew, with more tweaks being suggested by my imagination every time I thought of the thing. So, before it overwhelms me....

(Thanks to kronos for his Foci and Squire drones, which provided some extra material, and to Dennis Glover for his Rifter submission on Laser Mages)


EcoS-K-150 Coronak Warmount
(aka ‘Reiking’, ‘Suntanker’, ‘Walloping Sunkisser’, ‘Sunlasher’, ‘Helio-ape’, ‘Lighthouse’, ‘Land-Angler’)

“I’m really glad the Coronak has that solar redundancy built in. Those nuke-sucker monsters were an unwelcome surprise; drained our warmounts’ powerplants and nearly drained our heart-cells as well. But for the solar batteries on our reikings, we’d have been left cold and paralyzed but for our sparks. As it was, we had enough power to beat a retreat and give the leeches some cold iron bellyaches to keep them occupied until we figured out what killed them.”

“Those whip arms may look all funny and dangly, and not as strong as a regular old jointed ‘bot arm, but they can haul them around faster than your eyes can follow, and they deliver one hell of a backhand, too. You may think hearing them crack like a whip is in your imagination, but I can tell you from experience, you are NOT imagining the hearing.”

“Yeah, I thought a skylight in the passenger compartment , while traveling through vampire country was a dumb idea too, until I turned on the sun-lanterns in my compartment at night...and three vamps who were leering outside got sunburned and sunblasted off. My suggestion, if the Tinkers can wing it? Fresnel lenses in the canopy panes.”

“Bit of a mongrel the Coronak is; all the viciousness and temper of a junk yard dog, all the loyalty of a rescued shelter mutt. Ugly as hell, but a kindly and friendly brute, if it accepts you.”
----Doctor Vance Pepper, Scientist, Lazlo University, and acknowledged ‘Friend of the Shemar’, in a lecture on his experiences amongst the Tribes of the American Eastern Seaboard.

“---Furthermore, the d-bee creatures known as the ‘Coronak’ may have evolved as deep sea creatures who came up from the dark watery depths of their homeworld’s oceans to feed on land and absorb sunlight, as a way of supplementing their diet and providing extra energy for courtship. Possibly their breeding requires a certain amount of sunlight and photochemicals to be initiated. That the Shemarrians seem to have cyborged the creatures successfully without unduly disrupting their behavior suggests that the Shemar may have liberated an already domesticated and docile breeding population fro another source, such as the Splugorth, that had pruned them for cyber-augmentation, or that the Shemar have cloned them for their own use, raising further questions as to the exact extent of the Shemarrian Nation’s biotech capabilities-”
---Professor Melcor Metz, Lazlo University, lecturing on observed alien species in the ranks of the Shemarrian Nation’s stables.

“Calling it a ‘lighthouse’ isn’t too far from the truth; I’ve heard the Shemar use the things occasionally as mobile navigation aides for their naval forces. Of course, if the enemy comes along, they can use them to mislead the enemy into traps.”

“-hey, working on my tan here!”
“IN THE MIDDLE OF BATTLE???!!!”

The Coronak is often mistaken for a scaled-up EcoS-K-17 Majestrex Warmount or EcoS-R301 Seemaabite Robotic ExoDrone/Augmentation Frame. In reality, the Coronak is something of a ‘bitzer’, assembled from parts of various Northern Gun designs. The Coronak is believed to have its origins in a Tinkerfest, where, in their offtime, various Tribal Tinkers combined their talents and ideas to create a new Warmount as an exercise. Clan Gothec kludgery, Silvermoon photonics expertise, Wayfinder technowizardry, and Horrorwoods biotech, backed by the deep ‘invisible pockets’ of the SkyeKlad, produced the Coronak.
The Coronak features a torso lifted/copied from a NG-V36 Beachmaster, mated to a lower torso and leg assembly taken from the NG-V47 Gunbot(and copied as the EcoS-K-54 Sting Tongue) and further attached to an expanded solar collection system copied from the NG-SE48 Sunfire. The latter, when fully deployed in daylight, give the impression of a peacock’s opened feather display, or of a blazing crown of light.
The Coronak’s torso has been rebuilt to become its face; a large mouth sits behind heavy armor plates, and the chest lasers are now powerful eye lasers.
The Coronak features an enclosed cockpit that can hold two passengers. The passenger chamber, sometimes referred to by Wayfinders as a ‘glorified tanning booth’, is lined with crystal emitters that can fill the chamber with light. Thus the chamber can be used to apply light therapy, recharge beings subsisting on or empowered by light, and shield the occupant from powers of darkness. Conversely, the chamber can also be used to contain beings vulnerable to light. Light radiating out through the heavy glazing on the cockpit canopy has the same properties as natural sunlight (either due to the use of a Globe of Daylight spell, or the burning of the supply of liquid sunlight). The ‘solarium’ is sometimes mistaken for a modified natural bioluminescence organ, and this error has been capitalized on by the EShemar, when designing variant, including‘feral’, forms of the Coronak.
The Coronak’s arms are hybrids of multi-segmented extendable tail appendages ending in forearm and hand assemblies lifted from yet more Northern Gun ‘bots. Rather than straight-arm punch, the Coronak lashes. This requires the weapons in the forearms to be especially heavily armored and durable, to take the shock of these whirling lash-strikes, and still remain operational.
The Coronak retains the amphibious capabilities of its NG-V36 Beachmaster design donor, and even retains some modular compatibility with the Northern Gun ‘bot in the form of two shoulder-mounted hardpoints. The elongated and highly flexible arms, though not as strong as more rigid designs, have an agility and reach that remind many of striking serpents or giant tentacles, and have drawn comparisons to a beast of legend, the ‘Walloping Wompus’, rumored to haunt some North American wildernesses.
Though the original Coronak prototypes were something of obvious bitzers, the design has been refined and sculpted to the point that the Warmount is mistaken for some sort of cyborged aquatic d-bee lifeform. Even when observers do spot parts that seem to originate from Northern Gun designs or other sources, it’s assumed that the Shemarrians simply used available parts to cyborg an existing monster. The appearance of several variants has fueled more and more wild speculation that the Coronak are cyborged alien beings, and not robots, and the EShemar have been quick to encourage this sort of erroneous speculation and rumor. The Coronak is sometimes associated, by zealous xenobiologists eager to classify it, with such other organisms as the Savager/Spiny Ravager, and the smaller Bursk.
The primary criticism of the Coronak by warriors is that the warmount is too (no pun intended) lightly armed for its weight and size. It lacks the heavy and long-ranged firepower to go toe to toe with enemy units of equivalent mass, and its ‘flex-arms’ cannot mount much in the way of additional ordnance. The massive heavy Coronak also seems to clash with the perceived SkyeKlad au naturalist aesthetic of the tribe’s heavier iron being hidden and inconspicuous; the Warmount typically remains more or less on the sidelines(or hiding in nearby bodies of water) and comes out to play only when the tribe needs heavy lifting and open combat. In defense of the Coronak, it’s been promoted not as a front line combat unit, but as a Companion Beast, albeit a very large one, that is assigned to individuals, especially Shemarrian Mystics, Psi-Priestesses, Tinker/Healers, or deserving neshemar, and used in a support role.
The Coronak, though originally commissioned by the SkyeKlad, has also been deployed with the Wayfinders, who like adding even more technowizardry to an already TW-heavy machine. The Horrorwoods have also acquired a few, in gratitude for their tentacle myomer contributions to the design, and the DarkWaters have managed to acquire a few to assess their usefulness in the amphibious role. Vampire-hunter parties are beginning to express an interest in acquiring the Warmount as well, and Clan Shelley’s Gilloc Sgen have shown considerable interest as well. The Coronak is sometimes confused with the similarly light-oriented, but arachnoid-configuration, Dazzan which was introduced at roughly the same time, and sharing many of the same capabilities and subsystems(the respective Silvermoon teams working on both Warmounts were unaware of the others’ work). Since then, the two types are often deployed together, especially when hunting creatures of darkness(Coronaks seem especially hateful towards ShadowBeasts).

Type: EcoS-K-150 Coronak
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 540
Crew Compartment 150
Head Compartment ‘Greenhouse’ 150
Solar Panels(12) 50 each
Protective Fin Plates(2) 110 each
Arms(2) 200 each
Forearms(2) 170 each
Hands(2) 75 each
Legs(2) 280 each
Jet Thrusters(4) 40 each
Back Jet Clusters(2) 50 each
Tail Plane/Plate 100
Height: 22 ft
Width: 16 ft
Length: 15 ft. Arms can reach 25 ft forwards or back
Weight: 25 tons
Cargo: Small space inside the cockpit for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
TW Power Crystal(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Supplemental Solar Power---Normally meant as supplemental power for secondary systems, as a last resort, the Coronak can draw on its solar collectors and batteries. One hour of solar exposure will fully power the warmount for 4 hours( the Coronak has double the collection surface of the NG-SE48 Sunfire).
Speed: (Running) 60 MPH
(Leaping) Powered leaps can now propel the War Mount 60 ft up, and 120 ft across, double that with a running start.
(Flying) Not possible
(Space) Not possible
(Underwater) 20 MPH running on the bottom. Can swim using its thrusters and arms to paddle at about 25 MPH. Maximum depth tolerance of 5,000 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Coronak 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 150 MDC before needing material stocks to convert to MD repair material.

* 360-degree waist rotation

*Sonar---25 mile range

*Searchlight---Special reflective louvers in the Head Compartment ‘Greenhouse’ can focus and project a searchlight-like beam of light out 1,000 ft.

*Solar Power Collectors---The Coronak carries a folding array of high-efficiency solar collectors in its upper back. The Coronak has twice the gathering surface of the NG-SE48 Sunfire’s installation, and can in-gather twice as much solar energy in the same amount of time. The extra power can be used to supercharge laser weapons, or the light collectors can be dedicated , with magic energization, to collect and distill a liquid form of sunlight.
The solar arrays can be fully retracted under armored covers(110 MDC each) in 30 seconds.

*Solarium----The passenger compartment is specially fitted with an armored ‘greenhouse’ canopy that is more resilient than it looks. Furthermore, the chamber is lined with special light emitters that can project in both the normal visual frequencies and the mystic light wavelengths. For beings who gain sustenance from light, the solarium compartment can provide a welcome charge-up, even in the dark of night. For others, the solarium-compartment can provide a warm, bright, phototherapy season. For being vulnerable to light exposure, however, being locked in this compartment can be sheer torture. Laser-Mages, who love hanging around the SkyeKlad, LOVE this feature, because it provides them with a supplemental source of energy and light, especially at night.

Weapons Systems:
1) Eye Lasers(2)----The Beachmaster’s blue-green chest lasers have been replaced with Shemarrian heavy eye lasers(the original kludge specs called for lower-powered, but less protrudent, standard eye lasers, but with formal production templates formalized, the Tinkers decided to go with heavier firepower and better range). These have been modified to incorporate a TW ‘solar laser’ mode allowing the Coronak to do damage to light-sensitive targets such as vampires.
Range: 4,000 ft
(Solar Laser mode) 2,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
(Solar Laser mode) 2d6 MD single blast, double damage to beings sensitive to sunlight, 4d6 HP to vampires.
If the solar array has time to absorb solar energy prior to combat, the lasers get an extra +2d6 MD(+4d6 MD in airless space) to damage three minutes(12 melees) of combat, per hour of prior charge-up.
Rate of Fire: ECHH
Payload: Effectively Unlimited
(Solar Laser mode) 4 P.P.E. per shot. Or can ‘burn’ a gallon of liquid sunlight to power a shot.
Bonus: +4 to strike

2) Forearm Weapons Mounts---Each forearm mounts three recessed slots for weaponry, typically all of one type.
a) Lasers
Range: 3,000 ft
Damage: 4d6 MD single shot, 2d4x10+4 MD triple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited. 180 shot reserve battery if the Warmount is running off solar power.

b) Ion Blasters
Range: 1,650 ft (1,000 ft underwater)
Damage: 5d6 MD single shot, 1d6x10+30 MD triple shot burst
Scatter-Shot Mode does 3d6 MD to a 10 ft wide area, a triple-burst does 6d6 MD to a 30 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited. 180 shot reserve battery if the Warmount is running off solar power.

c) Plasma Blasters----Adapted She-PLR25 Plasma Rifles.
Range: 2,000 ft
Damage: 1d4x10 MD single blast, 2d4x10 MD for a double blast, 3d4x10 MD for all three firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited. 180 shot reserve battery if the Warmount is running off solar power.

d) Particle Beam Blasters
Range: 1,600 ft
Damage: 1d4x10 MD single blast, 2d4x10 MD for a double blast, 3d4x10 MD for all three firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited. 180 shot reserve battery if the Warmount is running off solar power.

f) Rail Guns----Copies of the C-200 ‘Dead Man’ Light Rail Gun, as used by the Coalition’s Skelebots. They can be used to fire silver rounds as well.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon

g) Stake Launcher---Typically used by anti-vampire units. The Wayfinders wanted to outfit this option with copies of the Kirn(Manhunter universe) Lan’yanay Bolt Rifle, but the Horrorwoods on Rifts Earth have not yet been able to successfully clone the Kirn hardwoods used in the Bolt Rifle’s ammunition, so a more conventional bolt-thrower firing more readily available fletchettes was substituted.
Range: 1,600 ft
Damage: (Varies) (Conventional Hardwoods) 2d6 SDC per shaft
(Iron Wood) 2d6 MD per shaft
Rate of Fire: ECHH, bursts of 1-3 stakes
Payload: 50 rds per barrel; 150 total

h) EShe-BrPMW-02 Plasma Sword---Based on the Kittani Plasma Sword. Can be energized with a plasma sheath, and can fire short-ranged plasma blasts.
Range: Melee, or 100 ft for a plasma blast
Damage: 3d6 SDC un-powered, 4d6 MD per energized sword strike, or 6d6 MD per plasma blast. With all three blades extended, +12d6 MD to a punch/slash, and a full triple plasma blast does 18d6 MD or 1d6x10+40 MD.
Rate of Fire: ECHH
Payload: Effectively unlimited. 180 shot/18 minute reserve battery if the Warmount is running off solar power.

i) EShe-BrPMW-03 Plasma Whip---Based on the Kittani Plasma Net, this is a single long strand of armored conduit chain. It can be used to slash at a target, or can be used to entangle a limb and inflict serious burns(and possibly amputate a limb). This option is rarely used, because of the short range, but it’s impressive when it is wielded.
Range: Melee (14 ft reach)
Damage: Un-powered strike does 2d6 SDC, 1d6+2 MD energized strike, or 6d6 MD for a full melee burn on a successful Entangle strike with one chain. A successful strike with two whips does 2d6+4 MD, and an entangling full melee burn(50% chance of both whips connecting) does 1d6x10 MD. All three extended powered whips in a raking attack do 3d6+12 MD, and a full entangling attack(25% chance of all three engaging) does 2d4x10 MD.
Rate of Fire: ECHH
Payload: Effectively unlimited. 180 shot/18 minute reserve battery if the Warmount is running off solar power.

j) MonoMolecular Whip----This consists of a weighted head trailing a length of braided monomolecular cable. Twisted just right when striking, the cable cuts like a vibroblade and is virtually invisible.
Range: 20 ft
Damage: 1d4 MD per strand, so if all three slots are used, a raking attack does 3d4 MD. 1d6 MD per strand if used as part of a high speed punch, in addition to the punch itself. as the whip strands will wrap themselves around the target in the aftermath of the punch.

3) Chemical Sprayer---The Coronak can ‘spit’ liquid from reservoirs inside itself, including collected liquified sunlight. The aperture is an apparent nostril or blowhole between the two low-set eyes.
Range: 500 ft
Damage: (Varies) Ordinary water does no damage to normal beings, but 6d6 HP to vampires.
(Liquid Sunlight) 1d6x10 HP to vampires.
Rate of Fire: ECHH
Payload: 120 gallons; has two 60 gallon reservoir systems, one for normal liquids and another specially lined tank for liquified sunlight. The LS system can be used to store water. If used as anti-vampire ammunition, that provides 300 shots per tank, or 600 shots total.

4) Arm Shock Contacts----The arms are lined with small electrical contacts that can be set to discharge on contact, electrocuting weaker targets and potential stunning others. This feature, with its similarity to certain electrical fish, has helped promote the idea that the Coronak is some sort of cyborged underwater beast.
Range: Melee, 1-2 ft from the hull in the water.
Damage: 1d4 MD per contact
Living beings also are susceptible to shock effects: 01-65% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals such as gargoyles or dragons. Victims get a save vs Lethal Poison: a successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.

5) (Optional)Shoulder Heavy Weapons Hardpoints(2)----The shoulders each mount a hardpoint for accessory ordnance. Note that with weapons with backblasts, such as missile launchers, the back solar panels are stowed before firing, to prevent damage(especially deposits of light-blocking exhaust residue) to the delicate solar collection surfaces.
The hardpoints are still compatible with the NG 16-shot mini-torpedo pod and NG-505 Rail Gun as well.
In the alternative, the hardpoints can be used to anchor ‘Dingo’ Cannons(this has suggested to some that possibly the Wolf’s Path may have gotten involved in the Tinkerfest party that spawned the Coronak, as well).

6) Techno-Wizardry Systems
*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 Solar Liquefier---The Coronak earns its nickname ‘suntanker’ by its ability to use this magic system to collect and convert sunlight into a liquid form, which is stored in special ectoplasm-insulated reservoir tanks inside the main body.
For the expenditure of 10 PPE, the Coronak can convert an hour’s worth of solar collection into 10 gallons of sun-liquid.
Specially-lined storage tanks in the torso can store this magically-liquified sunlight near indefinitely(though, if the tanks are breached, or the liquid tapped and exposed to air or stored in conventional containers, it will only remain viable for 10 hours). Up to 60 gallons can be stored.
Liquid Sunlight has the following properties:
-If used as fuel in a lamp or lantern, the resulting is very bright and acts just like a Globe of Daylight spell with regards to effects on creatures susceptible to sunlight.
-If splashed on vampires, the liquid sunlight has the same effects as holy water.
-Imbibing the liquid incurs no problems for the imbiber; the liquid feels warm and tingly.
-Beings empowered by sunlight can, by either drinking or bathing in the liquid, get the equivalent of an hour’s worth of sunlight exposure per gallon of LS.
-Interestingly enough, Laser Mages(see Rifter # 38, Dennis Glover), will find that their magic is increased in range and duration by 50% if they are currently basking in the light of a LS-fueled illumination source, or by 25% for an hour after 30 minutes’ worth of exposure(uses up a half-gallon of LS).

Spell Enhancements:
The Coronak has a number of integral magic enhancements, in addition t any that may be added later by TW Tinker-Mages at the behest of users.

*Globe of Daylight---Special light-emitting lenses or running lights spotted about the Coronak can be set to radiate a Globe of Daylight spell; 1 PPE lights up a 60 ft radius for 30 minutes. Does 3d6 HP to vampires.
The Head Compartment ‘Greenhouse’ can also focus and project a searchlight-like beam of mystic sunlight out to 500 ft and pan it around. The area of effect is a 60 ft circle, and does 4d6 HP to vampires.

*Illuminate The Invisible(Invocation)---This spell causes creatures and objects that are magically invisible(but still in phase with this reality) to fluoresce and become visible to the naked eye. Such beings can still try to hide in the shadow of objects/people standing between them and the eldritch light source, if the cover is large enough, but being caught in the light will cause them to glow. Effective radius of 60 ft, 3 PPE for 40 minutes.

*Lightblade----The Coronak can generate Lightblades from its hands; 6 PPE per 10 minute duration, 1d4x10+10 MD per strike(full HP damage to vampires.

*LightCoat ---The searchlight beam from the forehead can coat targets with a glowing coat of energy that glows brightly with mystic sunlight. This can be used to designate targets at night or in darkness, or cloak a person in protective light, but it is most effective against beings vulnerable to bright light and especially sunlight, as they cannot flee the radius of effect of the spell. 9 PPE to cast. Projection range of 200 ft, and the glow around the target radiates on a 200 ft radius, though only the target itself will be subjected to the full effects of mystic sunlight. The coat persists for 10 minutes. On a successful save vs magic , the intended target can stumble free of the LightCoat(treat as a standard stationary Globe of Daylight) and escape its area of illumination.

*Light Healing(3)----The solarium chamber can emit a soft glow that heals 1d6 SDC OR 1d4 Hit Points. This has been installed for the benefit of organic passengers, rather than the EShemarrians.

*Fortify Against Disease---Another ‘phototherapy’ addition to the solarium compartment. For 24 hours after immersion, the passenger is +6 to save versus disease caused by viruses or magic, and +1 save versus toxins and poisons. Costs 8 PPE.

*LifeBlast---Another ‘phototherapy’ addition to the solarium compartment. Used as a ‘light-soaker’, this combat spell has been modified to give the recipient a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after immersion(+18% WHILE immersed). Almost needless to say, all other effects on undead and creatures of death are unchanged; strapping a vampire into one of these pods is (true) death by slow dissolution, and pure torture for necromancers.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following, in addition to the baseline Monstrex programming:
Wrestling
Hunting(Underwater) 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Coronak 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 +4
Strike +5 (+2 w/ ranged weaponry)
Parry +5
Roll +4
Pull +4
Disarm +2
Entangle +2
Critical Strike on natural 19-20
Bite 3d6 MD
Whip Punch 4d6 MD
Power Punch(2 APMs) 1d4x10 MD
Tear/Pry 2d4 MD
Crush/Squeeze 4d6 MD
Kick 2d8+4 MD
Leap Kick(2 APMs) 4d8+8 MD
Power Leap Kick(with Boosters)(3 APMs) 1d4x10+12 MD
Trample 2d4 MD(targets of 6 ft tall or smaller)
Leaping Stomp(3 APMs) 1d4x10+12 MD and -2 to strike
Body Block/Ram 2d6 MD, plus 56% chance of knocking down targets of equal size or smaller, +1d6 MD at maximum running speed, and +1d6% to knockdown chance. Victims lose initiative and 1 APM getting back up.


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Coronak an aura and behavior more befitting a sentient being than a robot. Despite its brutish appearance, the Coronak is actually something of a sweet-dispositioned monster towards its riders and passengers. The Coronak has the rough intelligence and attitude of a well-trained ape. It is patient and diligent, and watchful over its smaller masters. A protective beast, it will fearlessly go berserk on those that threaten its charges. Perhaps not surprisingly, the Coronak plays well with other warmounts like the Hekatonheires and Apetaur.

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 Coronak has an effective I.Q. 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).

Options:
*Depth Reinforcement---This adds further reinforcement to the environment sealing of the Coronak, allowing it to survive depths of 1.5 miles, and adds +100 MDC to the Main Body and Crew/Passenger Compartments, but adds 2 tons of weight and -5 MPH to overall speed.

*Water Bladders---The Coronak can carry additional water supplies in the form of large external water bladder tanks. Each tank can provide an additional 150 gallons(300 gallons total), but, being externally mounted, are vulnerable to damage, despite being protected partially(-2 to strike, even on a called shot) by the same armored back fins that shield the stowed solar arrays. Each bladder tank has 55 MDC.

*(TW) Starburst Defense----One of the Laser Mages suggested this after a determined group of Shadowbeasts made an attempt to pry open the ‘solarium’ to get at the soft delectable passenger inside. Emitters around the canopy can unleash a Starburst---3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long. Uses up 6 PPE.

*(TW) Arc Shield Defense----A package of TW enhancements that allow the Coronak to bow its arms and join its claws to form a wing in front of itself, enclosing a 12 ft diameter area. It can then activate the following spells:
-Protection Circle: Simple---23 PPE for 24 hours of protection, during which the Coronak cannot move from its position.
-Sheltering Force---10 PPE for 10 hours of protection.
-Blast Shield---9 PPE for 10 melee rds’ of protection.
-Create Air Bubble---A modification of the space-based Create Breathable Air spell, this is used to create bubble. 21 PPE provides enough air in a 10 ft area, in the area described by the arms, for up to 20 people for 10 hours.

Variants:
*EcoS-K-150f ----(aka ‘Wuffer’) Recently introduced ‘feral’ variant of the Coronak, made to look like an unmodified ‘natural’ form of the Coronak organism. The ‘Wuffer’ has shorter legs, lacks any passenger/crew capability, weapons hardpoints, or forearm weapons. It retains the eye lasers and ability to beam light from the ‘bioluminescence organ’ in its forehead. Extensive use of faux-flesh skinning and ‘organic’ design disguise the fact that the creature is actually a robot, and not the un-augmented form of the Coronak.
About 50% retain the TW capabilities, including the ability to distill Liquid Sunlight, and to expend it to power the TW lights.
The The EcoS-K-150f is sometimes used to carry hidden cargo, and small ‘pods’ of them are used to harvest sunlight and produce Liquid Sunlight(that is ‘milked’ by Shemarrian shepherdesses).
Changes/Modifications:
MDC/Armor by Location:
Main Body 380
Headlight 100
Solar Panels(12) 50 each
Protective Fin Plates(2) 110 each
Arms(2) 150 each
Forearms(2) 120 each
Hands(2) 50 each
Legs(2) 120 each
Tail Plane/Plate 100
Height: 17 ft
Width: 16 ft
Length: 15 ft. Arms can reach 25 ft forwards or back
Weight: 19 tons
Cargo: Small space inside what was the crew compartment for up to 600 lbs of cargo.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
TW Power Crystal(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Running) 40 MPH
(Leaping) Powered leaps can now propel the War Mount 30 ft up, and 50 ft across, double that with a running start.
(Flying) Not possible
(Space) Not possible
(Underwater) 20 MPH running on the bottom. Can swim using its feet and arms to paddle at about 20 MPH. Maximum depth tolerance of 5,000 ft


*EcoS-K-150Wf ----(aka ‘Magephibian’, ‘Great Crested Coronak’, ‘KingKoronak’, ‘KingFish’, ‘Crownfish’). The surprisingly popularity of the ‘solarium’ compartment as a vantage point for mage-observers and spell-slingers got some of the Wayfinders not involved in the original bull-session that created the Coronak thinking; what if the Coronak’s canopy compartment could be optimized for spell-slinging by a ride-along mage? The EcoS-K-K-150Wf thus sports a much more built-up ‘solarium’ that appears as a heavily glazed crystalline crest. The ‘pulpit’ however, is lined with special magic redirection and amplification crystals and inlays that enhance the magical abilities of mages riding in the compartment. The Wayfinders used data from the smaller Foci and Squire Drones to develop larger systems(or rather, the larger size of the Coronak meant that they could use larger, cruder, and more massive materials and mystech circuitry to much the same effect as in the smaller drones).
The EcoS-K-K-150Wf also upgrades the Powerstone PPE generator to an S-class, delivering more mana and recharging at a faster rate. The ‘Magephibian’ also incorporates more integral TW enhancements, besides what may be added later by TW Tinkers.
The prominence of the crest has drawn various comparisons to the Shemarrians’ own relis(headdress). Others have remarked on the crest’s resemblance to a crown, and have(incorrectly) surmised that the creature may be a queen-form of the baseline Coronak organism. The Sgen Gilloc have recently taken to, within earshot of others, calling the ‘Great Crested Coronak’ ‘Holy Beasts’, and seem to accord them worshipful respect. Whether this is actual piety or the Gilloc are pranking non-Shemarrian observers(the Gilloc are, after all, the Sgen of Clan Shelley, known for their campy deceptions and tweaking witnesses) remains unknown. However, whatever the truth in the matter, it’s led to speculation that the Coronak is, or is related to, a creature from the Gilloc homeland.
If there’s a complaint about the EcoS-K-K-150Wf, it’s that for a ‘mage throne’ , the Coronak-Wf lacks mobility, being something of a plodding ground-walker.
Changes/Modifications:
MDC/Armor by Location:
Crystal Crest/Mage Compartment 200
Cargo: The Mage Compartment has enough space for up to 500 lbs of gear. as well as space for 1-4 Attilium Foci or Squire Drones.
Powerplant:
PPE Generator(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Systems of Note:
*PPE Sensors----The Coronak has bee refitted with various paranormal-sensing extra senses, such as:

*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius.

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the warmount.


-Sense PPE----Range: 5,000 ft, line of sight.
-See the Invisible----Range: 5,000 ft, line of sight.
-See Auras----Range: 5,000 ft, line of sight.

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

*Impervious to Ocean Depths----38 PPE for 30 minutes
*Senses of the Shark---(1 hour per 15 PPE)---Engages only underwater.
*Sound Sponge---(30 minutes per 30 PPE)---Masks the sea/aircraft’s mechanical noises underwater.

*Penetrating Vision Optics---These use a new spell;, to peer through cloud and even into the water as if these barriers to clear observation didn’t exist! When engaged, the optics have a range of roughly 7,000 ft, so flying at an altitude of 5,000 ft, the bombardier can actually see down 2,000 ft through the water! The downside, of course, is that the optical field is fairly limited(think Nordon Bombsight), and the more powerful TW optics burn PPE at a higher rate; 10 minutes per 10 PPE.

*Share PPE--- The PPE the Coronak’s Powerstone stores and generates can be used by a magic user, however the Wayfinders didn't want just anyone using this magical energy. The battery has a shifting series of plates with wards on them that prevents anyone from accessing the PPE, including psychic vampires such as Psi-Stalkers. As long as the assigned user is within the chamber or within 200 ft of the Coronak, and the Warmount can sense the approved mage-user’s unique lifesigns and PPE signature, the user can freely use the PPE stored within the Coronak. Anyone attempting to siphon the magical energy instead becomes the target of the Coronak's weapons, or it moves away.

*Magic Enhancement Field---Lifted from the EShe-R280Wf Squire. Mages riding in the compartment benefit from the surrounding amplification systems and nearby Powerstone; the mage's spells are more powerful. Spells with a variable roll (damage rolls, etc.) will be increased by 1 die +1/die, fixed bonuses will be increased by 25%, such as speed, bonuses to saves, MDC (force fields, armor, etc.) all increased by the 25%. Duration of spells cast within this field are also increased by 25%.

*EcoS-K-150WfB ----(aka ‘Queenfish’) The shortcomings, mobility-wise, of the EcoS-K-150Wf led to an even more radical variant meant to address the problems of the relatively plodding ground-bound Coronak. Recalling the ‘aerialization’ of the EcoS-K-101 Jaegerwagen into the EcoS-K-102 VolksVore, Wayfinder Tinkers attempted an equally radical modification for the Coronak. The Gunbot-derived lower torso is replaced with a pair of legs seemingly stolen off an G-MBB-2 ‘Junior’, and fitted with large ‘fan-paddle’ feet that open up into large swim-fins or airfoils. A longer more muscular tail, fitted with dual air-water turbines, is attached to the rear. A set of folding wings is added to the shoulders, and the EcoS-K-150Wf ‘s Crystal Crest ‘Mage Pulpit’ streamlined. The solar panels have also been strengthened structurally and streamlined, so that they can be deployed while flying.
The EcoS-K-150WfB is even more plodding on land than its kin, but can now fly equivalent to a jet ‘copter, and can swim underwater much faster. However, the solar battery backup CANNOT sustain the Warmount in flight as long, and the EcoS-K-150WfB is ore dependent on its fusion and PPE power systems.
The EcoS-K-150WfB, despite its popularity with mages, is harder to manufacture than the baseline Coronak, so only a handful have been produced so far.
Changes/Modifications:
MDC/Armor by Location:
Legs(2) 130 each
Foot Wing/Fins(2) 100 each
Wings(2) 250 each
Tail 250
Booster Jets(4) each
Height: 16 ft
Width: 16 ft , 36 ft wingspan
Length: 25 ft.
Weight: 27 tons
Speed: (Running) 45 MPH
(Leaping) Powered leaps can propel the War Mount 30 ft up, and 60 ft across, double that with a running start.
(Flying) Hover to 190 MPH, maximum altitude of 5,000 ft. Switching over to the electric power system drops maximum speed to 100 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries a 3-hour charge; cloudy and overcast days cut available power to 90 minutes.
(Underwater) 15 MPH running on the bottom. Can swim using its thrusters, feet and arms to paddle at about 45 MPH. Maximum depth tolerance of 5,000 ft
Weapons Systems:
7) Wing Lasers(6, 3 each wing)---What look like bioluminescent patches on the wings are really emission nodes for three small lasers on each wing. The flexible positioning of the wings allows them to shoot at angles not possible for the eyes.
Range: 4,000 ft in air and underwater
Damage: 2d6 MD per single blast, 6d6 MD for all three lasers firing simultaneously(counts as one attack), 1d6x10+10 MD for all six lasers firing on the same target(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

8 ) Mini-Torpedo Launcher(Mouth)----The mouth now conceals a pair of racks for EcoS-DEXUW05---’Flying Fish’----Shemarrian effort to produce a lightweight version of the Kittani sea-air projectile(rocket torpedo). It’s the marine version of the Flit-Striker. The location and appearance of these launchers has caused the ‘Queenfish’ to be mistaken for a ‘mouth brooder’, a marine animal that shelters its young inside its own mouth. This has led to the further (mis)speculation that the EcoS-K-150WfB is the superior matriarchal form of the Coronak organism.
Weight: Each projectile weighs 1 lb.
MDC: Each projectile has 5 MDC.
Range: 5,000 ft in air or underwater(typically ‘porpoises’ between the two mediums). The projectile flies at 300 MPH.
Damage: (Plasma) 5d6 MD to a 30 ft blast radius

(Sonic) DarkWater sonic munition, based on a design they acquired from a trade ally:(High Power Mode) 4d6 MD to an 11 ft radius
(Low Power Mode) 2d4 MD to an 8 ft radius (DOUBLE underwater), for 3+1d4 melees
The vibrofield will do 1/2 SDC damage through most body armors(100 MDC or less), 1/3 through heavier armors and power armor (250 MDC or less), and 1/4 through small robots and vehicles(400 MDC or less)
Sonic Shock: (25 ft radius, DOUBLE underwater)----Beings with Enhanced Hearing or Sense Vibration abilities will be overcome and disoriented; Make a save versus Psionic Attack or lose initiative and be -8 to strike, parry, and dodge, and lose 2 APMs for 1d4 melees(continues even after the sound has been cut off). Beings who navigate by echolocation or motion detection will be effectively blinded. Even a successful save will leave the victim -2 to strike, parry and dodge for 1d4 melees, with a ringing in their heads. Beings without enhanced sonic senses will only suffer HALF penalties in either case.

Rate of Fire: Volleys of 1-10(all)
Payload: 10 per launch rack, 20 total
Bonuses: +3 to strike, +1 to dodge interception attempts, and gets FOUR APMs until the projectile hits(or is destroyed en route).


9) TW Whirlpool----By spinning its upper body and gunning special gearing in its tail turbines, the EcoS-K-150WfB can generate a powerful marine whirlpool; 120 ft radius centered on the Coronak, and lasts for 10 minutes per 25 PPE fed into the process. Performed underwater, it can create a water column 500 ft deep.

Dodge +3 on land and underwater, +5 in flight
Flying Whip Punch 5d6 MD
Wing Slash 2d4 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: Fri Apr 19, 2019 12:52 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
EcoS-K-112 Pelaganar Additional Variants

*EcoS-K-112Dwc --- This variant, also known as the Creag Whale is a heavy stealth assault unit, with what appears to be rock or corral-like armour that covers its outer surface. The fins are wider, and the body is larger and heavier due to the added armour. This armour, while adding additional protection also functions as additional stealth, allowing the Creag to blend in along corrals or if resting along the bottom of the body of water to appear as corral growth and also reduces its sonar and other sensor signature. The uneven rock and corral structure, with its protrusions help to contain additional ion blasters and also has space for a number of aquatic e-nimals and drones that can help aid in disguising a resting Creag, and as additional weapons and defense units. The xxx can repair damaged drones in a limited fashion using its stores of nanites to repair damage, but can not build new ones. The Creag has reduced carrying capacity to make room for two fore torpedo launchers and one dorsal heavy missile launcher. This armour also allows the xxx to survive incredible depths, although not quite as deep as the DSV, but close, at 5 miles. The Creag can carry 200 warriors and warmounts or a 400-strong infantry. Purely EShemarrian troop formations require less elbow room, since they can park and lock themselves in place, while communicating and simming via radio or hardlink. Mixed EShemar and NeShemar formations will generally be 20-30% smaller to allow for more open room for exercise, eating, socializing, and other support activities. 
MDC/Armor by Location:
Main Body 5,000
Bridge Fin/Pod 1500
Tread Pods(4) 900 each
Foreclaws(2) 700 each
Lateral Fins(2) 850 each
Torpedo Launchers(5) 250 each
Heavy Torpedo Launchers (2) 250 each
Heavy Missile Launcher 250
Laser Turrets(5) 250 each
Ion Cannon Turrets(4) 250 each
Light Ion Cannon Turrets (6) 200 each
Tail 1,300
Height: 62 ft
Width: 121 ft
Length: 550 ft
Weight: 25,000 tons
Cargo: Varies by operational variant, but generally has 150 tons of general cargo storage
Speed: (Treads) 40 MPH
(Underwater) 45 knots/50 MPH on the surface, 35 knts/40 MPH submerged. Maximum depth: 5 miles

*Corral/Rock Armour ---- The Creag's corral/rock armour adds to the original stealth systems of the base Peleganar. While at rest it appears as rock and corral while on the sea/ocean floor, or even clinging to the side of an underwater cliff, or on a sandbar. The material is able to absorb and dissipate sound waves and is highly physically resistant. As a result, the Creag appears invisible (detected only as rock or corral formations when close to ground) to active and passive sonar systems when traveling at speeds under 37 MPH, and are -65% to detection rolls when traveling faster. This renders the Creag immune to sonic attacks, while physical attacks, such as melee strikes, crushing attacks, even projectile weapons have damage reduced by 25%.

5) Sea-Air Torpedoes---A knockoff of Kittani nautical weaponry. The Creag has seven banks of tubes (2 in the bow, 3 dorsal, and 2 aft)
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 30 per bank; additional reloads can be carried as cargo(12 torpedoes per ton) and reloaded in 30 minutes.
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target. 
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike

10) Heavy Torpedo Tubes (2)---These can also launch cruise missiles
Range: 20 miles
Damage: 4d6x10 MD baseline high explosive. 
Rate of Fire: Volleys of 1-2
Payload: 8 torpedoes each, 16 total

11) Heavy Missile Launchers (1)---These are cruise missile-style launch tubes in the upper part of the hull. Each has 6 tubes feeding from a central magazine. The Dark Waters in particular have been working to develop advanced long range/cruise missiles with stealth capabilities and more destructive strategic warheads, followed by the Wayfinders, who have been busy developing more powerful TW weapons for the purpose. Currently the magazines carry standard LRMs or cruise missiles. 
Range: Varies by Missile Type(Long Range)
Damage: Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-6 per launcher
Payload: 18 missiles. 

*KOASSM-01 ---This is the designation given to either captured examples of Kittani Long Range Rocket Torpedoes(aka Kruze Missiles), or Shemarrian copies of them. The ‘s tubes can accommodate them, and the EShemar sometimes use them in ‘false flag’ missions to attack would-be allies of the Splugorth. The EShemar especially favor captured stocks of original weapons for this purpose, since forensic or even psychic readings on any remains of the missiles will reveal them to be Kittani in origin. They take up as much space as a regular LRM. 
MDC: 75
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: (High Explosive) 4d6x10 MD to 40 ft blast radius

*’Starka’ Stalker Missiles----- These weapons originated as adaptations of the Kittani Long Range Rocket Torpedoes(aka Kruze Missiles), but instead have evolved into the next generation of EShemar surface attack cruise weapons. The original KOASSM-01 configuration has been modified with more maneuverability, superior onboard AI for navigation underwater and programmable attack plans; as it would take a weapon over two hours to reach its target at maximum underwater range, these weapons are programmed to be SMART in evading countermeasures. They can also be fitted with modular weapons payloads, up to 1,000 lb conventional warheads(although this will reduce their range) or specialized warheads. 
MDC: 75
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: (High Explosive) 4d6x10 MD to 40 ft blast radius
(Heavy Explosive) 1d4x100 MD to 70 ft blast radius, but reduce missile range to 300 miles. 
More specialized warheads, such as those used in the HRL-54 Pall Bringer, are also available. Strategic nuclear payloads, starting with 200kt weapons, are suspected of existing in the Dark Waters’ arsenal, but the EShemar neither confirm nor deny this. 
Rate of Fire: Volleys of 1-6 per launcher
Payload: 36 can be carried
Bonuses: Starkas are +5 to strike, and +3 to evade enemy countermeasure fire. They are also -15% on countermeasure rolls to decoy. 
Notes: Starkas have a 24 hour battery life, meaning they can stop, land, and sit on the ocean bottom(landing on dry land is effectively a crash) to evade detection, or sit until a prime target appears, then re-light their engines and make a submerged attack, or pop up for an aerial attack. If not triggered, they can be programmed to self-destruct as a safety measure. 

12) Concealed Light Ion Cannons (6) --- Hidden in the corral and rock structure of the Creag's armour are 6 light ion cannons spread around it to cover all angles.
Range: 4,000 ft in air and underwater
Damage: 5d6 MD per blast, 1d6x10 for two firing simultaneously on one target)
Rate of Fire: EGCHH
Payload: Effectively unlimited

13) Corral Mines - The Creag can release what appear to be chunks of corral, but in reality are explosives coated in the rock/corral-like material that helps disguise the mines before they explode. A Creag releasing some after it's been damaged is an excellent tactic as if the enemy gets close to the debris field will not notice the mines. The mines have neutral buoyancy, but can be programmed to float or sink to a programmed depth, with small thrusters to allow them to remain within a specific area. Can be remotely detonated, but generally will detonate once within 10 feet of a target or on contact. A receiver allows it to not detonate when an Eshemarrian transponder is detected.
Range: Can be fired out to 500 ft, but generally are released and allowed to drift
Damage: 3d6x10 MD to a 50 ft area.
Rate of Fire: Volley 1-4
Payload: 8 miles

Carried Drones - The Creag can carry up to 30 drones hidden, and moving about its corral armour, typically a mix of EcoS-DUW01 ‘Robofin’, EcoS-DUW02 ‘Grabby’, Eco-KRP20/ EcoS-KRPXUW2007 Teuthy, EcoS-KaSSc-01/KRP-26 Darkeel, EcoS-DUW04 ‘Robopus’ and EcoS-DEXUW01 ’Squidpedo’. Although other drones can be carried.


*Ecos-K-112Br --- Lavoon, a surprising development by the Blood Riders, is designed to survive on worlds with heavy volcanic activity, including underwater volcanos, and can even survive swimming in lava pools. Coated in heat resistant armour that resembles obsidian. It has reduced carrying capacity, able to carry as many troops as the 112(LHD) but increased weapons, creating a potent assault transport. To fulfill the assault role, the Lavoon has two heavy torpedo launchers, six slag launchers in concealed turrets, similar to those found on the Krakaterra male elite, which the Lavoon replenishes the ammunitions by eating rock and other metals. On the back, mounted midway between the nose and the command pod is a plasma torpedo launcher that is modified to increase the cohesion of the magnetic field to allow it to fire underwater with nearly the same range.

MDC/Armor by Location:
All locations increased by 10%

Obsidian Armour - The black obsidian-like armour renders the Lavoon virtually immune to all heat based attacks, allowing it to survive in boiling oceans and even swim in lava flows. Suffers no damage from plasma weapons, lava and other fire and heat attacks. Magical fire attacks deal 75% of their damage, and microwave based weapons are only 50% effective.

10) Heavy Torpedo Tubes (2)---These can also launch cruise missiles
Range: 20 miles
Damage: 4d6x10 MD baseline high explosive. 
Rate of Fire: Volleys of 1-2
Payload: 8 torpedoes each, 16 total

11) Slag Cannons (6)---These are a variant plasma weapon that uses powerful plasma torches to superheat stone and metal debris suctioned up by the Lavoon (through a feeding mouth on its underside) and expelled as a thick, molten, magma-like material. At close range, the superhot material sticks and burns like lava, while at longer ranges, having air-cooled, the material hits like lava bombs.
Range: 6,000 ft, 4,000 ft underwater
Damage: 5d6 MD to an 8 ft area, plus 3d6 MD to a 25 ft radius beyond that, at ranges of 1,500 ft or less. Targets struck directly will BURN for 1d4 melees, taking 2d4 MD incendiary damage per melee, before the molten material cools down and solidifies. At ranges greater than that, the ‘lava bombs’ do 4d6 MD impact damage. 
There is also a 60% chance of setting combustibles afire. 
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Elite carries enough material for 100 shots. Replacing the material stock will take 30 minutes(must be standing still). 

12) Plasma Torpedo Launcher---A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. The power demands of this weapon are quite high, however, limiting rate of fire and leading to increased powerplant maintenance and replacement turnover rates.
Range: 4 miles in atmosphere, 2 miles underwater
Damage: 1d4x100 MD to a 40 ft blast radius per missile
Rate of Fire: Single shot. Three times per melee
Payload: Effectively Unlimited 


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Unread postPosted: Fri Apr 19, 2019 8:29 pm
  

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kronos wrote:
EcoS-K-112 Pelaganar Additional Variants
*Ecos-K-112Br --- Lavoon, a surprising development by the Blood Riders, is designed to survive on worlds with heavy volcanic activity, including underwater volcanos, and can even survive swimming in lava pools. Coated in heat resistant armour that resembles obsidian. It has reduced carrying capacity, able to carry as many troops as the 112(LHD) but increased weapons, creating a potent assault transport. To fulfill the assault role, the Lavoon has two heavy torpedo launchers, six slag launchers in concealed turrets, similar to those found on the Krakaterra male elite, which the Lavoon replenishes the ammunitions by eating rock and other metals. On the back, mounted midway between the nose and the command pod is a plasma torpedo launcher that is modified to increase the cohesion of the magnetic field to allow it to fire underwater with nearly the same range. 



Oh, I love both variants because they're so unexpected, but a lava-swimmer? This blows my mind....Lava fields of Venus, here we come! 8)

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

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


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Unread postPosted: Fri Apr 19, 2019 10:33 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
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taalismn wrote:
kronos wrote:
EcoS-K-112 Pelaganar Additional Variants
*Ecos-K-112Br --- Lavoon, a surprising development by the Blood Riders, is designed to survive on worlds with heavy volcanic activity, including underwater volcanos, and can even survive swimming in lava pools. Coated in heat resistant armour that resembles obsidian. It has reduced carrying capacity, able to carry as many troops as the 112(LHD) but increased weapons, creating a potent assault transport. To fulfill the assault role, the Lavoon has two heavy torpedo launchers, six slag launchers in concealed turrets, similar to those found on the Krakaterra male elite, which the Lavoon replenishes the ammunitions by eating rock and other metals. On the back, mounted midway between the nose and the command pod is a plasma torpedo launcher that is modified to increase the cohesion of the magnetic field to allow it to fire underwater with nearly the same range. 



Oh, I love both variants because they're so unexpected, but a lava-swimmer? This blows my mind....Lava fields of Venus, here we come! 8)


Hey, if they can make a bird that can survive lava for awhile, why not a lava swimming whale?
I've still got a few new warmounts to finish, and a few other variants.


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Unread postPosted: Fri Apr 19, 2019 11:46 pm
  

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kronos wrote:

Hey, if they can make a bird that can survive lava for awhile, why not a lava swimming whale?
I've still got a few new warmounts to finish, and a few other variants.


Works for me...
Yah, I've got a variant in work-up, and three Warmounts in bits and pieces.
Though I should swing back to story fluff, some more NPCs, and Warchief/Wargoddess Upgrades.

Oh, and the next-up Warmunt number is EcoS-K-151(yeeehhhhh. 150 war mounts!!! Though we still got nothing on all those Batttletach mechs :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: Sat Apr 20, 2019 12:21 am
  

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Joined: Sun Oct 14, 2007 4:38 pm
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taalismn wrote:
kronos wrote:

Hey, if they can make a bird that can survive lava for awhile, why not a lava swimming whale?
I've still got a few new warmounts to finish, and a few other variants.


Works for me...
Yah, I've got a variant in work-up, and three Warmounts in bits and pieces.
Though I should swing back to story fluff, some more NPCs, and Warchief/Wargoddess Upgrades.

Oh, and the next-up Warmunt number is EcoS-K-151(yeeehhhhh. 150 war mounts!!! Though we still got nothing on all those Batttletach mechs :P )


I don't think some of those Battletech mechs would last too long against some of our warmounts.

Oooh.. I should do some NPCs...


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Unread postPosted: Sat Apr 20, 2019 7:51 pm
  

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kronos wrote:
[

I don't think some of those Battletech mechs would last too long against some of our warmounts..


Clan Gothec: "Eww, look! More spare parts to cobble together!" :D :mrgreen:

_________________
-------------
"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 Apr 20, 2019 11:09 pm
  

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Photon Worm

"Hey kid.. Can you get the flashlight out of my pack?"
*Area lights up brightly*
"Thanks kid.. Wait.. It's too bri-OH CRAP WHAT IS THAT?!" *Monsterous screaming from a dark form shrinking away form the light.*
"This is Glowie. Oh look.. There's that shadow beast!" *ZZZAAAP* "Was a shadow beast" *the child laughs while hugging a glowing fuzzy worm toy with red glowing eyes*

The Photon Worm is a small, almost three foot long plush toy that appears to be a fuzzy worm with a large plastic-like head, two short arms, the lower half of its body tapers down, and is used for locomotion. The Photon Worm appears to be quite fragile, the fuzzy outer layer is based on the marshmallow armour of the Bunnibopper, and while it is not physically strong, it is resilient. The head actually contains a potent internal light source and integral laser eyes, that is combined with an internal small PPE generator allows it to create magical light effects, such as globe of daylight, or light enhanced eye lasers to damage creatures vulnerable to light. Many of the other tribes were surprised when Lollipop members where appearing in areas frequented by shadow beasts and vampires and several vampires begging other tribes to kill them as the only means to make the Lollipops stop.
No one is quite sure how the Lollipops acquired the technology to build lasers or lights that are magically enhanced, and the Wayfinders are not speaking on the matter.

Type: EcoS-D70 Photon Worm
Class: Robotic Drone
Crew: None; robot intelligence (Drone)
MDC/Armor by Location:
Main Body 50
*Head 20
Arms (2) 20 each
*Destroying the head loop only deprives the ‘bot of its motion detection and radio capabilities. 
Height: 18 inches 
Width: 8 inches at shoulders, large head brings width to 10 inches
Length: 12 inches
Weight: 10 lbs
Cargo: Only what can be carried 
Physical Strength: Equivalent to Robotic P.S. of 12
Powerplant: Nuclear w/ 2 year energy life, supplemented with rechargeable battery(48 hour charge)
Speed: (Crawl) 5 MPH
(Leaping) Can jump 3 ft up/5 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Can crawl along the bottom at 2 MPH, or swim similar to a snake on the surface at 3 MPH. Maximum depth tolerance of 300 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, radio(10 mile range). Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. 
Locking Joints
360-Degree Head Joint---The Photon Worm's head can spin a full 360 degrees around.
Glow-Head---The head can glow with varying degrees from a soft light to read by, up to blinding strobe.
Radio---5 mile range. 

TW Power Crystal ---- 40 PPE battery capacity; recharges at 5 PPE per hour, 12 PPE/hour at a leyline, 20 PPE/hour on a nexus

*’Marshmallow Armor’---Really a tough spongy synthetic polymer with an internal ‘circulatory system’ that bleeds a fast-setting ‘goo’. 
-Damage Resistance---Takes HALF damage from physical kicks, punches, concussive blows, cuts, slashes, and non-explosive projectile weapons. 
-*Goo Blood---If cut with anything other than a vibroblade or energy cutter, the thick, viscous ‘blood’ that the material bleeds will gum up claws and jaws as it hardens(reduce subsequent damage and strike bonuses using melee attacks by HALF for 1d4 melees). 

Weapons Systems:
Eye Lasers (2) ---- The Photon Worm has two eye lasers, however due to size the lasers are weak, but they have been modified to incorporate a TW ‘solar laser’ mode allowing the Photon Worm to do damage to light-sensitive targets such as vampires. 
Range: 1,000 ft
(Solar Laser mode) 500 ft
Damage: 2d6 MD single shot
4d6 MD dual shot
(Solar Laser mode) 1d6 MD single blast, double damage to beings sensitive to sunlight, 2d6 HP to vampires. 
Rate of Fire: ECHH
Payload: Effectively Unlimited
(Solar Laser mode) 2 P.P.E. per shot
Bonus: +4 to strike

*Globe of Daylight---The head of the Photon Worm can be set to radiate a Globe of Daylight spell; 1 PPE lights up a 60 ft radius for 30 minutes. Does 3d6 HP to vampires.

*Illuminate The Invisible (Invocation) --- This spell causes creatures and objects that are magically invisible (but still in phase with this reality) to fluoresce and become visible to the naked eye. Such beings can still try to hide in the shadow of objects/people standing between them and the eldritch light source, if the cover is large enough, but being caught in the light will cause them to glow. Effective radius of 60 ft, 3 PPE for 40 minutes.

*Light Healing ---- The Photon Worm can emit a soft glow that heals 1d6 SDC OR 1d4 Hit Points in whoever is holding the plushie-bot. It costs 3 PPE per activation.

*LifeBlast---This combat spell has been modified to give the holder a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after exposure(+18% WHILE holding the Photon Worm), or it can be used as a ranged attack/application, in which case it has a range of 60 ft. Cost per activation is 8 PPE. Almost needless to say, all other effects on undead and creatures of death are unchanged. Arguably worse to necromancers, vampires, and other creatures of death is that this horrible attack comes from something SO CUTE!!!!

Programming:
The Ecotroz have installed robotic AIs in the Photon Worms. Most are kept as simple drones, but a few owners have infected the matrix with a low-level Ecotroz sentience. 
Typically has the following: 

Math: Basic 96%
Radio: Basic 98%
Language/Literacy:
-3 of choice, all at 92%
Climbing 70%
General Repair and Maintenance 90%
2 Domestic skills of choice(except Singing), each at 80%
Hand to Hand: Basic at 5th level proficiency
W.P. Knife
W.P. Energy Pistol
W.P. Staff
W.P. Spear

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Ankh-bot intelligence and design is such that it is limited to skill selections from Domestic, Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2
Parry +1
Strike +1 (+2 w/ ranged weaponry) 
Roll +3
Pull Punch +2
Restrained Punch 1d6 SDC
Full Strength Punch 2d6 SDC
Power Punch (2 attacks) 4d6 SDC


Last edited by kronos on Sun Apr 21, 2019 9:40 pm, edited 1 time in total.

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Unread postPosted: Sat Apr 20, 2019 11:47 pm
  

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kronos wrote:
Photon Worm


My god, it's a magic GummiWorm!!!! :D

Or the Sock Puppet From Hell!!!(at least from the POV of creatures of darkness).

_________________
-------------
"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 Apr 21, 2019 1:24 am
  

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A Lost Eclipse ship weapon.

Banshee Wailer

"HOW ARE WE TAKING DAMAGE?! OUR SHIELDS ARE UP! WHERE IS THAT SCREAMING COMING FROM?!"
*The ship shakes as a high pitched ear bursting screeching and wailing is heard through the ship. Crew members clawing at their ears trying to make the sounds go away.*

The Banshee Wailer is an electromagnetic based energy weapon developed by the Lost Eclipse tribe as a weapon to quickly deplete a ship's shielding to allow for boarding actions without destroying the target. While they were successful in that the weapon deals incredible damage to shielding, they discovered a few interesting side effects. When fired, the Banshee Wailer releases a nearly invisible discharge that would only show up as a short, but intense burst of EM radiation on sensors, that causes a feed back in the shields to drain them, but this also causes a sheering effect in the hulls of craft, which also causes the hull to emit an ear piercing quasi-human screech at 140 or greater dB. This wailing sound is what gives the weapon its name, and is highly distracting, and can even scare crews. The Banshee Wailer is almost useless against a target without shielding as the energy of the discharges react with the energies that make up protective shielding. Banshee Wailers are usually found on heavy bombers, assault ships and larger craft, as they are too large to fit on fighters.

M.D.C. of the Weapon: Weapon itself usually has 50 to 100, but usually built into well protected turrets.
Weight: varies by emplacement/turret but typically 13 tons.
Range: 20 miles atmosphere, 2000 miles space
Mega-Damage: 2d6x100 MD against energy shields plus half damage directly to the main hull of the target. If the target does not have any force fields active only deals 4d6x10 damage.
Rate of Fire: Once per melee.
Payload: Unlimited tied to ship power supply.
Each strike against a shielded target not only damages the shields and causes some sheering of the hull, but also causes the hull to vibrate and emit a quasi-human screech, which can affects the fear response in most humanoids, forcing crew to save against Horror Factor of 14, and even if they save against the Horror Factor, unprotected crew suffer -1 action, -2 to all rolls and -20% to all skills due to the highly distracting nature of the noise. This screeching lasts for 1d4 melee rounds per strike, with each strike increasing the duration by 1 melee round, although the crew only has to save against the Horror Factor once per battle for that particular ship. If a different ship equipped with a Banshee Wailer, they will have to save against that ship as well as.
Cost: Not available outside the Lost Eclipse tribe.


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Unread postPosted: Sun Apr 21, 2019 8:46 pm
  

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I would, on rereading, make some changes in the following cut and pasted sections to reflect the changes in scale:

kronos wrote:
Photon Worm

*Light Healing ---- The solarium chamber can emit a soft glow that heals 1d6 SDC OR 1d4 Hit Points. This has been installed for the benefit of organic passengers, rather than the EShemarrians.

*LifeBlast---Another ‘phototherapy’ addition to the solarium compartment. Used as a ‘light-soaker’, this combat spell has been modified to give the recipient a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after immersion(+18% WHILE immersed). Almost needless to say, all other effects on undead and creatures of death are unchanged; strapping a vampire into one of these pods is (true) death by slow dissolution, and pure torture for necromancers.


They should read something like:

*Light Healing ---- The Photon Worm can emit a soft glow that heals 1d6 SDC OR 1d4 Hit Points in whoever is holding the plushie-bot. It costs 3 PPE per activation.

*LifeBlast---This combat spell has been modified to give the holder a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after exposure(+18% WHILE holding the Photon Worm), or it can be used as a ranged attack/application, in which case it has a range of 60 ft. Cost per activation is 8 PPE. Almost needless to say, all other effects on undead and creatures of death are unchanged. Arguably worse to necromancers, vampires, and other creatures of death is that this horrible attack comes from something SO CUTE!!!!

_________________
-------------
"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 Apr 21, 2019 8:54 pm
  

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kronos wrote:
A Lost Eclipse ship weapon.

Banshee Wailer.


Oh, thank you! I've been trying to figure out a special weapon for some 'haunted' Lost Eclipse variant starships, and you came up with this one unbidden.
ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou

_________________
-------------
"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 Apr 21, 2019 9:39 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1031
taalismn wrote:
I would, on rereading, make some changes in the following cut and pasted sections to reflect the changes in scale:

kronos wrote:
Photon Worm

*Light Healing ---- The solarium chamber can emit a soft glow that heals 1d6 SDC OR 1d4 Hit Points. This has been installed for the benefit of organic passengers, rather than the EShemarrians.

*LifeBlast---Another ‘phototherapy’ addition to the solarium compartment. Used as a ‘light-soaker’, this combat spell has been modified to give the recipient a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after immersion(+18% WHILE immersed). Almost needless to say, all other effects on undead and creatures of death are unchanged; strapping a vampire into one of these pods is (true) death by slow dissolution, and pure torture for necromancers.


They should read something like:

*Light Healing ---- The Photon Worm can emit a soft glow that heals 1d6 SDC OR 1d4 Hit Points in whoever is holding the plushie-bot. It costs 3 PPE per activation.

*LifeBlast---This combat spell has been modified to give the holder a +1 on all saving throws, +5% on performance of skills, and +10% to save versus coma/death for the next hour after exposure(+18% WHILE holding the Photon Worm), or it can be used as a ranged attack/application, in which case it has a range of 60 ft. Cost per activation is 8 PPE. Almost needless to say, all other effects on undead and creatures of death are unchanged. Arguably worse to necromancers, vampires, and other creatures of death is that this horrible attack comes from something SO CUTE!!!!


Oops.. I thought I had edited that out.. Fixed


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Unread postPosted: Sun Apr 21, 2019 9:49 pm
  

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taalismn wrote:
kronos wrote:
A Lost Eclipse ship weapon.

Banshee Wailer.


Oh, thank you! I've been trying to figure out a special weapon for some 'haunted' Lost Eclipse variant starships, and you came up with this one unbidden.
ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou


You're quite welcome. I can't wait to see what those variants will turn out to be like.


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Unread postPosted: Sun Apr 21, 2019 10:10 pm
  

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EcoS-KRP-46 Fellex Sensor-Bot(Clan Pantheron)
(aka ‘Shadower’, ‘Blackwatcher’)

“I laughed at first when the Panthers first explained it to me; a ghost-hunting robot cat indeed! But I accepted several dozen on their word, figuring that I always could use leak-detectors ro roam my halls and monitor my internals.
When those Gathrag ghasts managed to skulk aboard me under cloak of their damned magic, I wouldn’t have noticed but for the fellex going berserk and sounding the alarm. As it is, those monsters came perilous close to both Matari and some of my critical systems. I barely managed to hussle Matari out of the way, shut enough security doors and boot up internal security systems in time to contain them, then figure out a way to flush them out into space.
After that, I must have spent a full eight day-cycles manufacturing more fellexes and sending them spying over every square inch of my hull. I’m not taking any more chances.”

---- SSNSSS Pentac, Eccentric Cruiser

“-you get the impression we’re being watched? By someone or someTHING?”
“Ah, those are just cats. Stupid animals.”

“Okay, skragging the kitties was a really BAD idea. It just vectors in even bigger cats. With bigger claws. And guns; let’s not forget about the guns.”

The Fellex is one of Clan Pantheron’s MANY variants on the Black Market Smuggler’s Robot Cat. The Pantherons have refitted the little bots with extra sensors, including a paranormal activity sensor based on the Japanese SNARLSystem.
Unlike its ancestral design, the Fellex is designed to do more than just walk around looking like a listless animal; Fellexes are programmed to be hunters, seeking out supernatural prey and sounding the alarm about such creatures. Though standard operating procedure in event of contact is to stand off, shadow, and observe, if necessary, the ‘bots can and will attack to distract and delay them until reinforcements arrive, though Fellexes are too small and light to inflict much damage to larger targets. However, the sheer surprise and audacity of a sixteen-lb small animal going for a target’s sensory organs(or other soft targets) is often enough to temporarily discombobulate even hardened combat veterans or predators.
More often than not, Fellexes are Awakened with an Ecotroz essence-fragment. The life aura allows the cat-robots to blend in more naturally with many environments and helps the deception that they are actual living felines. There is also an improved chance of extra psionic powers. Also, many cat-lovers in the Tribes like the idea that they have an actual living(albeit in the psychic sense) creature, rather than a preprogrammed routine merely imitating feline behavior. However, when absolute stealth is required, many Tribes use unAwakened Fellexes that do not show up on psychic life senses.
Though not as sophisticated or capable as some other e-animals such as the Selene or Cyberconda, the Fellex has the advantages of being easy to produce and on many worlds where felines roam, the ability to blend in very well with the local cat populations. They are excellent spies and watch-animals, where subtlety is valued over firepower.
Fellexes are found throughout the Pantheron tribal territories and with Pantheron affiliates. Other Tribes, such as the Wayfinders, Ghost Riders, and Horrorwoods, also use and produce them in quantity.

Type: EcoS-KRP-46 Fellex
Class: Robotic E-animal
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 26
Head 10
Legs(4) 10 each
Height: 1 ft
Width: 0.5 ft
Length: 1.5 ft+ 1 ft of tail
Weight: 16 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 8
Powerplant: Nuclear w/ 5 year energy life, though many Fellex supplement/extend this through extensive use of laying around induction surfaces(as provided in vehicles/installations) and soaking up supplemental power.
Speed: (Running) 10 MPH
(Leaping) Can jump up/across 10 ft.
(Flying) Not possible
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Basic Robot Optics w/ Passive Nightvision, Infrared and Thermal Imaging.
*Basic Robot Audio w/ Ultra-Ear
*Radio (5 mile range) w/ Signal Scrambler
*Motion Detection (Whiskers/Tail) --- 60 ft range
*Molecular Analyzer(20 ft range)

*Integral mini-SNARLS PPE Sensor System ----The result of trading with other Tribes, this mini-paranormal sensing ssytem gives the Fellex the ability to detect supernatural beings and activity. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

Weapons Systems:
1) VibroClaws---They may be small, but the Fellexes’ vibro-stilleto claws can still do distracting damage. In pack attacks, targets can suffer ‘cat scratch death’ or ‘death of a thousand cuts’.
Range: Melee
Damage: 1d4 MD
Bonus: The dual design of the claws gives the Fellex a +5% to Climbing
Note: Some Fellexes have silver-plated claws, the better to inflict harm on supernatural beings.

2) Eye Lasers(2)---’Cats Eye’ small laser(s). Short ranged and low-damage, but wholly unexpected, and when enough robo-cats get working together, they can ruin even a heavily-armored target’s day.
Range: 200 ft
Damage: 1d4 MD per blast, 2d4 MD for both eyes firing simultaneously on the same target(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then, in some cases, infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Climbing 96%/86%
Find Contraband 75%
Detect Ambush 75%
Detect Concealment 68%
Tracking 80%
Prowl 60%(+5% per level of experience for Ecotroz entity)
Tailing 75%
Movement/Combat: Zero-Gee 80%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Fellex intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore,, Wilderness( Track Animals, Hunting, Identify Plants and Fruits) .
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Bite 1d4 SDC
Claw 1d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Fellex an aura and behavior more befitting a sentient being than a robot. Fellex generally behave like cats, skulking all over, investigating and trailing anything they find interesting...and stalking potential prey. They’re quick to remain just out of reach, and will flee if confronted with a larger and more powerful foe, but will return to shadow an enemy.

About 75% of Awakened Fellex possess the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*See Aura


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.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

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:
*Shadow Fur---Light-bending fiber-optics woven into the faux fur give the small robot the ability to better conceal itself in conditions of low light and shadow. 85% invisible to infra-red and thermal sensors, 45% invisible in direct light (it still throws a shadow), 70% invisible in indirect light (when no, or very little, shadow is thrown), and 98% invisible in darkness (at night, in other words).

*Blurr Fur----The faster the ‘bot moves, the greater the distortion; at speeds of 3 or less(>2 MPH), no bonus, 4-10(3-6 MPH); -1 to strike the Fellex, 10-16(7-8 MPH); -2 to strike, 16-22(9-10 MPH); -3 to strike.

*Retromingent Chemical Spray---The Fellex can be modified with a small chemical spritzer; by either rubbing up against a target or spraying it, the ‘bot can ‘mark’ targets with either an aromatic cue or special chemicals, usually wavelength-specific dyes or special chemicals that fluoresce in the presence of active PPE, making them visible.
Range: 25 ft
Damage: None typically. Usually uses special dyes icluding several that fluoresce in the presence of active PPE. Occasionally tear gas and other antipersonnel agents have been used, but this is rare(and leading to reports of ‘skunkcats’).
Rate of Fire: ECHH
Payload: 10 doses of up to 3 different chemicals.

_________________
-------------
"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: Tue Apr 23, 2019 11:06 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42891
Location: Somewhere between Heaven, Hell, and New England
Okay, just downloaded a BUNCH of (properly named) illos to my Photobucket account, including my imprssion of the Photon Work(aka 'PlushieBot')

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