Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EShemar ‘Xidras’ Aerospace Drone

“Redball! Redball!”
“Sitrep.”
“Nuclear missiles intercepted. Three weapons platforms with MIRVs. The Xids interdicted them before they could shotgun.”
“Warhead type?”
“Megaton yield. City-killers. Definitely aimed at our ground forces. Saturation attack.”
“Bastards! Well, at least we have their attention!”
“Two more intercepts. These ones airburst. We’ve lost Xids. Cycling more from our carriers.”
“Kill those launch platforms. They’re already targeting our umbrella. Alert our troops; nuclear battlefield protocols.”
“Alerts issued. I’m activating all our reserve drones; enemy ships are maneuvering to saturate our area defense.”
“Good, we won’t have to go looking for them then. They just tried to NUKE us! Let’s show them that that was a very BAD idea on their part!”
“Very good. Call Rage Protocols?”
“Yes. Rage. RedRage. We EAT them.”

The Xidras (From a Shaemar term for ‘dart’) is an expendable high-performance robot drone fighter used by the Shemarrian Star Nation to provide point defense and aerial overwatch for both its space and ground forces.
The Xidras is a small, roughly ovoid, drone dominated by a large contra-gravity engine and overdrive thruster. Three snap-out fins provide extra control in atmospheric manuevering. The standard configuration mounts a trio of standard Shemarrian railguns and a high-powered laser, though missile armaments may also be carried. The powerplant is hot-running and short-lived; Xidras drones are not expected to have long operational lives. Their drone AIs are programmed for quick, hard-pushing, aerial combat, intercepting enemy targets infringing on their patrol zones.
Xidrases are never ‘Awakened’; they are strictly robotic systems, typically allowed to operate semi-autonomously, directed by a Shemarrian air controller(and occasionally directly controlled by a remote pilot). This means that if necessary the Xidras can be used as a throwaway kamikaze, sacrificing itself in a ramming attack, or painting itself as a target for enemy weapons systems.
Xidrases are typically deployed in numbers; a single modified Unipelta hangar module can hold eight of them, with resupply/refurbishment capabilities. A modified Rhinconen-class freighter can transport and deploy three hundred drones.
Xidrases are most commonly used to provide air cover for Shemarrian ground forces, orbiting the battlezone and interdicting enemy aircraft and missile strikes when manned Shemarrian aerial elements are either not available or better employed elsewhere. They are also used to provide escort protection for Shemarrian aerospace assets, screening against enemy fighters and missiles.
The Xidras platform-chassis is occasionally used for other purposes, such as unarmed recon pods or cargo-courier drones.
The Xidras was originally co-developed by the Hawkmoons with the assistance of their Shaemar allies, but the design has been adopted, with variants, by several other Tribes as well.

Type: EShe-SSN-UCV09 Xidras
Class: Aerospace Combat Drone
Crew: None; robot drone
MDC/Armor by Location:
Main Body 280
Fins(3, retractable) 90 each
Height: 11 ft(35 ft w/ wings deployed)
Width: 11 ft(35 ft w/ wings deployed)
Length: 26 ft
Weight: 9,000 lbs
Cargo: If used as a cargo drone, the Xidras can carry up to 1,000 lbs in lieu of weaponry.
Powerplant: Nuclear Fusion w/ 5 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 9
(Kitsune Values: 30% of light speed; Accelerates/decelerates at 0.9% of light speed per melee)
(FTL) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Aerospace Fighter Systems, plus:

*ECM Module---Electronic jamming system that gives radar-guided weaponry a -6 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-4 to strike). Conversely, it can be used to paint the drone as the BIGGEST target, in order to decoy enemy missiles away from more important targets(+5 for radar guided weapons to hit the drone).


Weapons Systems:
1) Rail Gun Cluster(3x1)---The primary weapon of the Xidra is a triple-barrel cluster of Shemarrian Rail Guns that can fire individually, or in synchronized burst.
Range: 6,000 ft/1.1 miles in atmosphere, 2.2 miles in space
(Kitsune Values: 1.1 miles in atmosphere, 110 miles in space)
Damage: 2d6x10 MD per cannon; 6d6x10 MD for all three cannons firing simultaneously.
Rate of Fire: ECHH
Payload: 820 rd drum per cannon; 2,460 rds total

2) Laser Cannon(1)---As a backup to the rail guns, the Xidra mounts a high-powered laser cannon.
Range: 4,000 ft in atmosphere, 2.4 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 240 miles in space)
Damage: 2d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3)(Optional) Missiles---Two hardpoints can accommodate externally-carried missile armaments. Each hardpoint can accommodate the following:
a) Mini-Missiles----20 shot pod per hardpoint
b) Short Range Missiles---3 per hardpoint
c) Medium Range Missiles---1 per hardpoint

4) Kamikaze Attack---As a last resort, the Xidra can throw itself as a suicide missile.
Damage: 1d4x100 MD, DOUBLE that if moving at speeds of Mach 7 or more.

Programming
Pilot: Space Fighter(for manevering purposes) 90%
Navigation: (Air/Space) 96%
Radio: Basic 98%
Radio: Scramblers 96%
Math: Basic 98%
Read Sensory Instruments 80%

Actions/Attacks Per Melee: 6
Initiative +2
Strike +5
Dodge(automatic) +5
Roll +2

Variants:
*SSN-UCV09C---Unarmed cargo courier variant that can carry up to 500 lbs of cargo internally. In theory, it COULD carry a Shemarrian or cyborg(with no need for provided life support), but such is rare as the drones lack inertial dampeners, making for rather uncomfortable rides.

*SSN-UCV09M---Missile platform variant that does away with the rail guns in favor of DOUBLE the missile capacity.

*SSN-UCV09R---Unarmed recon drone, with modular sensor pallets replacing the armaments. Some retain the missile launchers, but use them to dispense remote sensor pods or decoys instead.

*SSN-UCV09Dw---Darkwaters variant, optimized as an escort and anti-missile platform. A tachyon scattergun replaces the laser cannons:
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

*SSN-UCV09Sm----Silvermoon variant that replaces all the rail guns with extended range pulse-lasers. Silvermoon Xidras of this type require even more frequent powerplant refurbishment, owing to the increased energy draw.
About HALF of SSN-UCV09Sms also sport mirror-chrome armor(lasers do HALF damage).
Range: 9,000 ft in atmosphere, 5 miles in space
(Kitsune Values: 9,000 ft in atmosphere, 500 miles in space)
Damage: 2d4x10+20 MD per blast, 1d4x100 MD for all four laser cannon firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

*SSN-UCV09Br---Blood Rider variant that replaces the rail guns with a plasma torpedo launcher;
-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

*SSN-UCV09SCb---Sapphire Cobra variant. The railguns have been refitted to fire ‘Serpent’s Kiss’-style nanotech disassembler shells that can continue to corrode an enemy target even if the initial strike doesn’t prove instantly fatal.
Damage: In addition to the original strike damage, the rail guns deliver a dose of destructive malnanites that do 3d6 MD damage per melee, for 1d4 minutes.

*SSN-UCV09Gr---Ghost Rider variant with a hull designed for passive stealth; enemy sensors have only a 10% chance of detecting the drone when it is ‘coasting’, and only a 25% chance when it is actively engaged in powered maneuvering.

*SSN-UCV09 Wp---Wolf’s Path variant, with even more effective networking. If three or more are working together, they get a +1 to initiative when coordinating attacks.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EcoS-K-51 Nightscream Aerial Warmount
(aka ‘Bloodwing Blackbird’)
http://i408.photobucket.com/albums/pp164/taalismn/nightscream1_zps11f4b6d4.jpg

“If you can hear them, it’s already too late. And if you’ve got your sensors up, you’ll only see what they WANT you to see, until it’s too late for you.”

The Nightscream is a Ghost Rider aerial Warmount. Despite its name, the Nightscream is actually designed for quiet stealth, and was developed to meet the Tribe’s need for an effective aerial espionage and electronic warfare platform.
The Nightscream looks like a large flattened-out blackbird, with enclosed lift fans in its wingroots, and variable-geometry outboard wings. It is believed that the Ghost Riders studied the Nechbet for inspiration, adapting the basic design to their own purposes. Like the Nechbet, the Nightscream has an enclosed cockpit, the better to improve airflow and stealth characteristics. The Warmount is sheathed in advanced stealth materials that deflect or absorb radar radiation and reduce the Warmount’s thermal signature. Two underslung legs allow for walking(awkwardly) along the ground, or, more often, to deliver talon strikes.
Nightscreams are meant as flying electronic warfare platforms and stealth fighter-bombers, performing strike-and-fade attacks under the cover of their electronic jamming. The Warmounts effectively have secondary brains dedicated to running the onboard electronic warfare systems, under the supervision of a Ghost Rider specialist. They are also occasionally used to deliver up snatch-and-grabs, snapping up targets on the ground and taking them away to be inspected/interrogated.
The Nightscream tends to remain out of melee range, as the Warmount is relatively delicate and clumsy in close combat. The Ghost Riders assigned to these Warmounts prefer to use it in a support role, and engage enemies from long range, engaging in close combat only in emergencies or against ‘soft’ targets. Wings of Nightscreams are typically deployed to take out key enemy systems, such as air defense sites or communications facilities, in advance of more general strikes against personnel and material.
Nightscreams almost all belong to the Ghost Rider Tribe, though it is rumored that a few have appeared in other Tribes(mainly the Hawkmoons and Wayfinders) as well. Whether these were given to the other Tribes by the Ghostriders, or are the result of shared Assembly Forge templates is unknown.
http://i408.photobucket.com/albums/pp164/taalismn/nightscream2_zps7c760bf9.jpg

Type: EcoS-K-51 Nightscream
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger(typically a dedicated EW operator or ‘hack-warrior’)
MDC/Armor by Location:
Main Body 320
Head 120
Saddle Canopy 60
Wings(2) 120 each
Legs(2) 95 each
Height: 12 ft
Width: 30 ft with wings folded, 64 ft with wings fully extended
Length: 55 ft
Weight: 30,000 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to 1,400 MPH(supersonic)
(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 Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Nightscreams 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.

*Radar Detector---Picks up enemy radar emissions and weapons locks

*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(Note: this construction technology is being incorporated throughout EShemarrian industry and design, and being retrofitted to existing hardware as time and resources allow, typically through Rituals of Upgrade).

*Advanced Stealth----The Nightscream is sheathed in radar-invisible materials and insulated against excessive heat emissions; only a 22% chance(-78% to enemy detection rolls) of showing up on enemy radar, thermal-imaging or laser imaging systems. The Warmount is also very quiet at speeds under 200 MPH; it has an effective airborne Prowl ability of 78%.

*Jamming Systems----A broad area jamming suite that gives the craft a -6 to be struck by radar-guided weaponry and enjoys a -50% on enemy sensor rolls to be detected by radar. Jams and distorts radar returns in a 20 mile radius of the aircraft, and communications in a 40 mile radius.

*Ghost Spoofer---A powerful EW system that can create up to EIGHT sensor ‘ghosts’ and project them up to 5 miles away from the fighter.

*Typhoon Hacking System---A larger and boosted version of the ‘Tempest’ hacking system carried by many Ghost Riders. This includes the ability to read computer displays (cathode or plasma screen) from as far away as 7,000 ft without having to hardlink to the computer. The system also includes an adaptable wireless modem that can be adjusted to use the EM frequencies of just about any wireless device in the Three Galaxies and read their signals(though interpreting them takes other skills). The Ghost Rider can also SEND their own transmissions to the computer displays(effective range of 2,000 ft without signal boosting) allowing them to run their own audio/video over them, or tamper with the monitors’ original output by substituting their own(even if the Ghost Rider cannot successfully hack a computer over the wireless connection, they can queer the output to the monitors so it can LOOK as if they HAVE).

*Laser Designator---The Nightscream mounts a head-mounted laser designator for ‘painting’ targets for laser-guided ordnance(such as that carried by other Nightscreams). The laser has a 50,000 ft range.

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) Leading Edge Weapons Mounts(4)---The leading edge wing ‘glove’ section has provision for being fitted with fixed-forward firing weaponry. When firing, sometimes the wing section glows, giving the Nightscream its nickname of ‘Bloodwing Blackbird’.
a) Pulse Lasers
Range: 5,000 ft
Damage: 6d6 MD single shot, 1d6x10 MD per double blast(1 attack)
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast; can also fire a ‘shotgun’ blast that does 6d6 MD to a 20 ft wide area, though range drops to 2,000 ft.
Rate of Fire: ECHH
Payload: Effectively unlimited

c) Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x10 MD single blast, 50% more damage on a Critical strike of a Natural 19-20.
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Improved Shock Cannon(copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster
Range: 3,000 ft
Damage: 6d6 MD per blast
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Missile Launchers/Ordnance Bays(2)---Recessed into the underside of the Warmount are two ordnance bays that can hold missiles or bombs. Typically, precision-guided weapons such as HARMs(Homing Anti-Radiation Missiles) or ‘smart’ guided bombs are carried, as the size of the bays dictate the size of the ordnance carried, and thus the most must be made of them.
The bays are also occasionally used to hold prisoners for transport; in which case they are fitted with special restraint cage pods. During ‘bodysnatcher’ raids, the Nightscream can reach its talons up into its own underbelly bays to deposit captives to be sedated and restrained.
a) Mini-Missiles---19 shot pod
b) Short Range Missiles---5 shot pod per hardpoint
c) Medium Range Missiles---1 per hardpoint
d)Bombs(Free-fall or ‘Smart’)---Multiple bombs can be slung on a single hardpoint. Up to 2,000 lbs of ordnance can be carried in each bay. The Ghost Riders often use other people’s purloined or copied ordnance(such as PS-made standoff weapons pods or Triax ‘Slammer’ bombs) to confuse enemies as to the exact nature of their assailants(from post-strike forensic analysis of bomb debris).
*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
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
Note: The Nightscream can engage in dive-bombing maneuvers; doing so means that the Warsteed approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.

e) Prisoner Cage-Pod---100 MDC and sometimes fitted with electronic stun or drug-injection gear to control prisoners.

4) Tail Gun(1)----The Nightscream can mount a modular weapon similar to those available to the Monstrex, only this mounting is in the tail, and intended to dissuade close pursuit.

5)(Optional) Overwing Modular Hardpoints(2)---These can each be fitted with a modular weapon similar to those available to the Monstrex. Unless specially fitted with a stealth faring, however, mounting these weapons will reduce the effectiveness of the stealth sheathing by -15%.

6)Chaff/Flare Countermeasures Launchers(2)---Mounted in the tail are two flare/chaff launchers.
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 fy into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher, 24 total.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience, though only in the case of Nightscreams given to other Tribes; the Ghost Riders themselves do not Awaken their Warmounts with the Ecotroz). The Nightscream has an effective animal I.Q. of 11.
Typically has the same programming as for the Monst-rex and Monst-crane, plus the following:
Pilot Jet Fighter 70%(+5% per level of experience)(for maneuvering purposes).
50%(+5% per level of experience for Ecotroz entity*)
Electronic Countermeasures 94%

*In those few cases where a Nightscream is ‘awakened’ by an Ecotroz Tribe. The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Nightscream intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)

Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 (+7 dodge in flight)
Strike +3 (+2 w/ ranged weaponry)
Parry +2
Roll +3
Bite 1d6 MD
Beak Strike 2d6 MD
Power Beak Strike(2 attacks) 1d4x10 MD
Claw Strike 3d6 MD
Wing Swat 2d4 MD


Note: The Ghost Riders do NOT ‘Awaken’ their hardware with the Ecotroz energy essence, but their skill in programming still manages to give the Nightscream behavior more like a living creature than a robot.
In those cases where a Nightscream is “Awakened’, the Ecotroz intelligence fragment inhabiting the ‘bot gives the Nightscream an aura and behavior more befitting a sentient being than a robot.
In both cases its personality is of a patient stalker and hunter, and it follows the commands of its riders loyally. It prefers to strike a target from above and behind, and from surprise.

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, 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).
Last edited by taalismn on Mon Jan 27, 2014 11:51 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Looks like your hiatus has refreshed your muse(s). :ok:
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
User avatar
taalismn
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Posts: 47909
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:Looks like your hiatus has refreshed your muse(s). :ok:


Just a matter of so many projects dividing my attention. :wink:
I'd have had pictures for this up already, except that the libraries I use to high-speed the images to my Photobucket account are closing early today in anticipation of the incoming snow. Just have to wait a little longer, sorry.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47909
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Decided, for fun's sake to do a table organizing Warmounts by type:

Warmounts Categorized by Class:

‘Aerial’
----These are Warmounts specifically created with aerial flight and combat in mind.
*EcoS-K-3 Steel Phoenix(also considered to be an EShemar Elite/Transferred Intelligence)----Hawkmoon
*EcoS-K-4 Chirops----Silvermoon
*EcoS-K-6 Battle Hawk---Hawkmoon
*SCES-IIE Cobra Dragon(EcoS-K-14?)(also considered to be an EShemar Elite/Transferred Intelligence)----Sapphire Cobras
*EcoS-K-28 Draxos----Skullcrushers
*EcoS-K-32 Lepidopterror----Silvermoons
*EcoS-K-33 Arzach----Lost Eclipse, Hawkmoon, DarkWaters, Horrorwoods, Silvermoons, Wayfinders
*EcoS-K-39 Shredwing----Horrorwoods, Silvermoons
*EcoS-K-41 Pyrolyte----Blood Riders
*EcoS-K-42 Nechbet---(All)
* EcoS-K-45 Cyroc----Hawkmoon
* EcoS-K-46 Aquilon----Horrorwoods, Wayfinders, Hawkmoon
* EcoS-K-47 Firedrake---Horrorwoods, Lost Eclipse
* EcoS-K-48 Quetzal---Sapphire Cobras
* EcoS-K-51 Nightscream---Ghost Riders
* EcoS-K-59 Innesi ----Lost Eclipse

‘Cavalry’----General category covering combat-oriented ground combat units. Some are artillery support units, while others are direct combat frontline units.
*A-001/002 Monst-Rex----(all)
*A-006/007 Monst-Crane----(all)
*EcoS-K-2 Equus---(all)
*EcoS-K-5 Sphinex---(all)
*EcoS-K-9 Steel Claw----Wolf’s Path
*EcoS-K-10 Tusker----Wayfinders
*EcoS-K-11 Cybear----Wayfinders
*EcoS-K-12 VelociClaw----Horrorwoods, Blood Riders
*SCES-01 Queen Cobra (EcoS-K-13?)---Sapphire Cobras
*EcoS-K-15 Axyridis----Hawkmoon, Wolf’s Path, Blood Riders, Silvermoons, Darkwaters
*EcoS-K-16 Gorgon---Sapphire Cobras
*EcoS-K-17 Majestrex----Silvermoons
*EcoS-K-18 Tuin----Horrorwoods
*EcoS-K-19 Apetaur----Horrorwoods, Skullcrushers
*EcoS-K-20 Stone Eater----(all)
*EcoS-K-21 Orobos---Sapphire Cobras
*EcoS-K-22 Saurotron----Horrorwoods, Skullcrushers, Wayfinders
*EcoS-K-23 Aracha----Horrorwoods, SilverMoon, Ghost Rider
*EcoS-K-29 Buthidid----Skullcrushers
*EcoS-K-30 HellMole----Lost Eclipse
*EcoS-K-31 Brightmare----Lost Eclipse
*EcoS-K-34 Ghouldar----Lost Eclipse
*EcoS-K-35 Monstriark----Lost Eclipse
*EcoS-K-37 Hekatonheires---(All)
*EcoS-K-38 Incindar BattleCat----Blood Riders
*EcoS-K-43 Treberus----Wolf’s Path
* EcoS-K-44 Maskirovan----Wolf’s Path, Horrorwoods
* EcoS-K-49 Thunderbeetle---Horrorwoods, Skullcrushers, Darkwaters
* EcoS-K-50 Trogladilium---Horrorwoods, Skullcrushers
* EcoS-K-53 Edselator----Lost Eclipse
* EcoS-K-54 Sting Tongue----Horrorwoods,
* EcoS-K-55 Chromanoid(WIP)---- Wayfinders
* EcoS-K-57 Wolf-Spyder----Wolf’s Path
* EcoS-K-58 Vorpine ----Wolf’s Path
* Eco-K-63 KillWar---Dark Waters, Horrorwoods, Silvermoons, Skullcrushers

‘Aquatic’---These are units designed with aquatic combat in mind, amphibious operations a secondary role, and wholly terrestrial operations as tertiary.
*EcoS-K-7 SeaSword----Dark Waters, Horrorwoods
*EcoS-K-8 Ironback----Dark Waters, Horrorwoods
*EcoS-K-24 Shebu----Dark Waters, Horrorwoods
*EcoS-K-25 Octas----Dark Waters, Silvermoons
*EcoS-K-26 Nautika-----Dark Waters, Silvermoons
* EcoS-K-56 Mantazee(WIP)---Horrorwoods, Darkwaters

‘Utility’---These are Warmounts with transport or specific work functions in mind, with combat a secondary role.
*A-003 Monst-Rex “Pack Mule”----(all)
*EcoS-K-1 Monstropede----(all)
*EcoS-K-27 Gracille----(all)
*EcoS-K-36 Terragore ---Lost Eclipse
*EcoS-K-40 Cyclopede----Lost Eclipse, Wayfinders, Horrorwoods, DarkWaters, Ghost Riders
* EcoS-K-52 Slingtail---(all)
* EcoS-K-62 Shelong---Dark Waters, Horrorwoods, Silvermoons, Skullcrushers
Last edited by taalismn on Thu Apr 17, 2014 7:18 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Shemarrian Wolf’s Path Cerberon (Elite)
(aka ‘Vulfpater’)
http://i408.photobucket.com/albums/pp164/taalismn/img433_zps44bf38dd.jpg

“What troubles you, Brother Wulf?”
“The smell of dead blood from the south, the harsh buzz on the wind from the north, and dark storm clouds blowing against the air to the east, Sister Fang. Troubled times will be soon upon us, and we must be on guard.”

The Wolf’s Path Tribe is normally noted for its conservatism when it comes to diversifying its ranks. However, it IS also one of the more gender-blind Tribes, with nearly thirty percent of its numbers made up by Males. In recent times, the Tribe has also shown that it is as willing and capable of producing radical new caste-classes as any other Tribe, as evidenced by such new types as its Channide Elite. Thus, it should have come as no great surprise that its latest Elite would be a MALE.
Cerberons are Males, but have a larger, heavier build more similar to a female War Chief’s, with distinctly broader shoulders, and a wolf-tail emerging from their backsides. However, what is immediately evident is the three Shemarrian Wolf(Kantaran) heads in place of a Male’s single bald head. Each head is fully functional in terms of senses and mouth articulation, although there is only one consciousness between the three heads. The positioning of the three heads gives the Cerberon an all-around arc of vision, making it virtually impossible for an enemy to sneak up on the cyberoid.
Though based on the Warchief frame and identical performance-wise in most respects, the Cerberon does have some differences. The forearm plasma ejectors are replaced with the standard forearm lasers, but each head now sports laser optics(albeit a weaker version than those of the War Goddesses’). They are skilled in additional Ancient Weapons, such as bows, and are more psychically capable than many other Shemarrians.
Cerberons effectively act as Male Mystics/Psi-Shamans, guarding Wolf’s Path encampments and their more permanent facilities. They are the caretakers of large contingents of Kantaran, and are frequently put in charge of large Male expeditions, scavenging parties, and NeShemar trainee groups.
Cerberons have often been mistaken for mutant Wulfen or escaped Dogboy biofreaks from Lone Star.

Type: Shemar Cerberon, Male Elite
Class: Robot Android
Crew: Advanced Neural Intelligence/Ecotroz Intelligence
M.D.C. By Location:
Hands(2) 20 each
Upper Arms/Shoulders(2) 120 each
Arms(2) 100 each
Legs(2) 130 each
Tail 20
Heads(3) 60 each
Antennae(6) 10 each .
Main Body 325

*Cerberons can wear any Shemarrian armor, but prefer standard Warchief cladding and camouflage robes. They often go barefoot to emphasize their connection to the earth.

Height: 9 feet
Width: 4.6 feet at shoulders
Length: 2.5 feet
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 42, PP. 24,.
Cargo: Only what can be carried externally
Speed:
Running: 90 MPH
Jumping: 20 ft up/across, while a running start(in excess of 40 MPH) adds 10 ft.
Flying: Not possible without a jetpack or other external means.
Underwater: Limited to running along the bottom at 5 MPH.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.

*Electronic Counter-Measure and Communications Sensor Suite---Identical to that in the standard Male configuration.

*Molecular Analyzer---With no less than THREE Wolf noses, Cerberons have particularly acute senses of smell. Track by Smell 90%, Recognize Scent 84%.

*Motion Detector: 100 ft range, 360 degree arc of operation.

*Familiar Link----Can link to Shemarrian Wolves, giving up to 20 a +2 to Initiative, +2 to strike, and +3 to Perception as long as they are in line of sight of each other.

*PPE Sensor---This is identical to the SNARLSystem deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.

*Integral Laser Designators---ALL Wolf’s Path members have optically-integrated laser-illumination systems built into their eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.


Weapons Systems:
1) Laser Optics(6)---Each of the Cerberon’s eyes is a laser projector.
Range: 800 ft
Damage: 1d4 MD single eye, 2d4 MD for both eyes firing simultaneously. It’s difficult, but it’s possible for all three heads( six eyes) to fire on the same target simultaneously, doing 4d6 MD.
Rate of Fire: ECHH
Bonus: +2 to strike. +1 to strike for all three heads to fire simultaneously on the same target.
Payload: Effectively Unlimited

2) Hand Claws And Lasers(2)---Identical to the standard Shemarrian forearm weapons.
Range: (Lasers) 2,000 ft
Damage: 3d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Ultrasonic/EM Howl---Copied from Northern Gun systems, this sonic weapon serves both as warning and as attack, firing a burst of ultrasound and directed electromagnetic static that fouls up targets’ perceptions, both natural and artificial.
Range: 700 ft
Damage: 1d6 MD, plus targets are struck by painful sonic sidebands. Reduce speed by 10%. -1 attack per melee, -3 to perception rolls, -2 on initiative, -1 to parry/dodge/pull punch, and -15% on performance of ALL skills for 1d4 melees. The attack also has an EM aspect to it, so ELECTRONIC systems will be temporarily fazed; -15% to Sensory Equipment and ALL Radio communications rolls/attempts for 1d4 melees while the targets struggle to reset or readjust their equipment.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Handheld Weapons--Cerberons can use just about any handheld weapon with the same skill and proficiency as their fellow Shemarrians. Tend to favor weapons such as the EShe-WpLB02 Laser Bow, EShe-WpSB02 Repeating Pneumatic Crossbow, and EShe-WpBW-01 Long Bow. Often carry a staff weapon such as a vibro-spear or vibro-volge.

Programming/Skills:
Standard; same as for the Male Shemarrian, plus:
W.P. Archery(10th level proficiency)
W.P. Staff(10th level proficiency)
Blending 30%(+5% per level of experience)(see Rifts Australia or Game Master Guide for this skill)
Camouflage 40%(+5% per level of experience)
Trap & Mine Detection 40%(+5% per level of experience)
They are also +20% to any Wilderness skills they elect to pick up naturally.
Plus, Secondary skill advancement as standard for EShemar.

Experience Table: Upon becoming a Cerberon, the EShemar uses the TechnoWizard XP table to chart further advancement

Psionics:
Standard psionics as for the Ecotroz Shemar, plus:
ISP: 1d6x10+ME+1d6 per level of experience, and has the following psionic powers:
-Six Sensitive powers of choice at level one, plus an additional Sensitive or Healing power at levels 4, 8, and 12.
-At levels 6 and 12, can select one Super psionic power of choice

Actions/Attacks Per Melee: 8
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 3
Perception +3
Dodge +10
Parry +10
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +4
Disarm +2
Entangle +2
Knockout/Stun on a Natural 18-20
Controlled SDC Punch 2d6+30 SDC
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Head Butt 2d6 MD
Power Punch(2 APMs) 1d6x10 MD
Claw Strike 4d6 MD
Power Claw Strike (2 APMs) 1d4x10+4 MD
Kick 5d8 MD
Leap Kick(2 APMs) 1d8x10 MD
Karate/Leap Kick(2 APMs) 1d6X10+12 MD
Body Block/Tackle 2d6 MD
Restrained Nip 1d6x10 SDC/1d4 MD
Full Strength Bite 3d6 MD
Power Bite(2 APMs) 6d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Cerberon an aura and behavior more befitting a sentient being than a robot.

The Ecotroz fragment does occasionally need sleep/rest...though Cerberons need far less rest than other EShemar, due to their tripartite minds; each ‘brain’ can take a turn on watch. As such, the normal mental fatigue rates don’t apply to these Elites...they can effectively go without sleep, ‘catnapping’ parts of their CPUs/soul-sparks.
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:
*Mystech Implants---Through their dealings with the Wayfinders, many Cerberons seek TW systems as part of their Upgrades. They typically choose spells and spell systems that better allow them to interact with, and manipulate, the nature around them.
Last edited by taalismn on Tue Feb 04, 2014 11:44 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Okay...you can colour me impressed. Really liking the way the Wolfspath is 'evolving' (pun intended). :D :ok:

That being said I really need to up my game and include a couple of Wayfinder thangs. :frust:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:Okay...you can colour me impressed. Really liking the way the Wolfspath is 'evolving' (pun intended). :D :ok:

That being said I really need to up my game and include a couple of Wayfinder thangs. :frust:


Well, I'm having fun with their 'fiscal conservatism', using bits and pieces they already have, or can scavenge, especially from Northern Gun and the Native Americans. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

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

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

Unread post by taalismn »

Suddenly realized that even with 89er's list of suggested new Tribes(a good list for ideas for Fringe Tribes, by the way 8) ), we do not yet have a CAT-centric Shemarrian tribe.
Will have to work to rectify that. :twisted: :demon:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Veritas476
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Re: Shemarrian-related fan creations

Unread post by Veritas476 »

*addressing the masses*

I suggest you all run for the hills now. He's got that evil look in his eyes again that says we're doomed.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Veritas476 wrote:*addressing the masses*

I suggest you all run for the hills now. He's got that evil look in his eyes again that says we're doomed.


Geez...I convert ONE measly major metropolis into a coherent nano-swarm and back again, and everybody starts treating me like some sort of monster. :roll:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DhAkael
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Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Feline based fringe tribe... hmmm...
Just as long as they don't revere the Blessed Daughter-Mother of Hello Kitty *shudder*.
THAT tribe would give the Nightmare a run for its creds in the 'nightmare fuel unleaded' department.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:Feline based fringe tribe... hmmm...
Just as long as they don't revere the Blessed Daughter-Mother of Hello Kitty *shudder*.
THAT tribe would give the Nightmare a run for its creds in the 'nightmare fuel unleaded' department.


Nah, but the Loli tribe twigs to that and does it just to drive the Pantherons nuts. The Nightmares going ape$#!+ are just the icing on the cake. :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
------------
User avatar
taalismn
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Posts: 47909
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

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

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-57 Wolf-Spyder Warmount
http://i408.photobucket.com/albums/pp164/taalismn/img431_zpsb42c4618.jpg

“Damn things have too many legs, too many eyes and too many teeth.”

“Ah...Miss? Could we ask you to...ah...reign in your...fearsome-looking wolf-spider-thingie? We sort of have laws against that sort of activity around here.”
~“What? Oh! Just a moment! Bad Wuffie! Bad! Stop eating that car! That’s somebody else’s ride! Sorry about that, officer. I just can’t take Wuffie into the big city, it seems. So much food lying around; this lunk thinks with his stomach!”~
*slurk!*#CRUNCHMUNCHMINCE#
“...that’s the third Toyota that thing’s scarved down so far.”
“Be glad it’s only cars and not pedestrians, corporal!”
Damn it, I transferred OUT of the Juuban police department to get away from this sort of thing!
And I left a better-paying job in downtown Tokyo to avoid Godzilla. Suck it up, corporal!”
~“Wuffie, put down that bumper and spit out that tire this instant!”~

The Wolf’s Path Tribe is normally acknowledged as one of the more technologically conservative of Tribes, sticking to the tried and true in the way of Warmounts, but occasionally necessity forces them to experiment and innovate. The appearance of TWO new Warmounts of radical configuration has thus thrown many observers for a loop when the new Warmounts first deployed to the field. On closer analysis, however, both the Wolf-Spyder and the Vorpine can be seen to be remodelings of scavenged designs from non-Shemarrian manufacturers, in these cases the Bandito Arms R-100 Tarantula and the Northern Gun NG-EX-V50 Scorpion Battler respectively. In both cases the resulting Warmounts are thought to be the work of Wolf’s Path Tinkers experimenting or WP-affiliated Fringe Tribes forced to make do out of necessity, as both designs have only appeared in small numbers thus far.
The Wolf-Spyder takes after the R-100 Tarantula in overall configuration, size, and performance, but presents a rather different aesthetic. Most jarring and obvious is the substitution of a giant wolf’s head in place of the spider head(and some analysts contend that the wolf’s head is itself adapted from the Northern Gun GunWolf’s). The Wolf-Spyder makes some tradeoffs in its weaponry configuration; the R-100 Tarantula’s
most powerful weaponry, its head-mounted rail guns, being replaced with an array of shorter-ranged lasers, while the dorsal ion cannon turret is replaced with a more potent twin rail gun turret mounting twin Shemarrian assault rifles. The Wolf-Spyder retains the sharp bristly spike-armor of its inspiration; if anything the spikes are thicker on the Shemarrian Warmount, making grappling with the multi-legged cyberanimal an experience akin to wrestling with razor wire.
The Wolf-Spyder has appeared in small numbers with the Wolf’s Path, but it is rumored that both the Horrorwoods(to complement their existing Aracha) and the Lost Eclipse have petitioned the Wolves for the design codes, making it possible that the Warmount may begin appearing in those Tribes, pending the Path’s ultimate decision.

Type: EcoS-K-57 Wolf-Spyder
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 275
Abdomen 375
Head 180
Dorsal Rail Gun Turret 100
Spikes (Many) 1 each
Legs(8 ) 100 each
Height: 6 ft , 12 ft standing fully erect
Width: 15 ft
Length: 14 ft
Weight: 9 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 100 MPH
(Leaping) Can leap 30 ft across and 10 ft up.
(Climbing) Excellent climber; can climb with the best of them; at roughly HALF its running speed.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 25 MPH, or swim( wolf-paddle?) at a flailing 5 MPH, maximum depth of 800 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Wolf-Spyders 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) Laser Optics(6 )---The Wolf-Spyder’s wolf-head has been modified to sport a spider-array of six eyes, all equipped with lasers, in place of a mammalian two.
Range: 2,000 ft
Damage: 3d6 MD single blast, 18d6(or 1d6x18) MD if all six eyes are firing on one target simultaneously.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Rear Rail Gun Turret---The original dorsal ion weapons turret has been replaced with a projectile weapon turret holding two modified assault rifles or two Shemarrian rail gun carbines, the latter being added as an option after several encounters with R-100s showed the Tarantulas’ rail guns had a decided range advantage, peppering the Shemarrians from outside retaliatory range. Subsequent encounters with ‘short gun’-carrying Spyders showed the ability to critically damage the Tarantulas with just a few dual barrages.
a) Assault Guns
Range: 3,000 ft
Damage: Single round does 1d4 MD, short burst of six rounds does 4d6 MD, and a heavy burst of twelve rounds does 1d4x10 MD.
Rate of Fire: ECHH
Payload: 2,000 round drum per gun

b) ‘Short Gun’ Rail Guns
Range: 4,000 ft
Damage: Single round does 2d6x10 MD.
Rate of Fire: ECHH
Payload: 820 round drum per gun

3) Missile Launchers(2)---Retained from the original R-100, the Wolf-Spyder carries two mini-missile launchers. The Wolf’s Path tends to use missiles sparingly, however, due to the weapons’ dependency on ammunition supplies.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-8
Payload: 12 per launcher, 24 total

(Optional) Critter Chutes---A variant, seen once, replaces the missile tubes with deployment chutes for drones, such as the EcoS-D09LE Boresnake or EcoS-D07LE Chitterling Drone. Each chute array can hold 12 drones or 60 ‘cooters’. This sighting adds further fuel to the rumor that the Lost Eclipse is in the process of acquiring the Wolf-Spyder design.
*EcoS-D06LE ‘Cooter’(aka ‘Cootie’)--- This is almost a point for point copy of the Triax EIR-60 Extermination Robot (Rifts Triax 2: pgs 129-130), with 10 SDC main body, a running speed of 10 MPH, and a range of 96 hours. The main differences are a change in body styling to more resemble a large insect or spider, and a wider range of carried micro-ordnance can be carried:
-High Explosive: 2d4 MD to a 10 ft area
-Incendiary: 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
-Acid: Does 1 MD per melee for 1d4 melees. 3 applications.
-Malnano----A less discriminate variant of the Sapphire Cobras’ ‘Serpent’s Kiss’ nanoweapon. This nanotech can be programmed to disassemble ONLY metal or organic materials, or unzip both indiscriminately. They do 3d6 MD per melee for 2d4 melees.
-Hallucinogenic Gas: Covers a 12 ft wide area. Those who inhale or come into skin contact with the gas(it is skin-absorbant) must roll versus non-lethal poison or suffer a delusional state where the sights are too bright, the noises too loud, and just about any stimuli will trigger a rampant escalation of sounds and images , typically based on the victim’s fears and anxieties. Effects last 6d6 minutes, during which the victim is -10 to all combat actions. Gas cloud persists for 1d6 minutes, especially in confined spaces or in conditions of stagnant air.
-Nerve Agent: Covers a 12 ft wide area. Those who inhale or come into skin contact with the gas(it is skin-absorbant) must roll versus lethal poison or suffer 2d4x10 SDC/Hit Point damage. Gas cloud persists for 1d6 minutes, especially in confined spaces or in conditions of stagnant air.
-Drug Injector---Can be fitted with a vibro-stileto needle for drugging MDC beings(stiletto does 1 SD/MD penetration damage, plus effects/damage from injected drugs/chemicals). 5 dose capacity.


*EcoS-D07LE ‘Bubonic’(aka ‘Bubony’)---The Nightmare version of the EIR-70 Spy Robot (Rifts Triax 2: pgs 130-131). It has a main body MDC of 8-10, a running speed of 15 MPH, and a battery life of five months. Again, body styling is the main difference, with rodents, rabbits, and ferrets being common disguises. That, and the EcoS-D07 can carry a small armaments package similar to the EcoS-D06, only double the payload for acid and drug injectors. They can also be fitted with twin vibro-stileto teeth/mandibles(or claws, as the case may be) that do 2 points of MD per bite/pinch/claw.

4) Ultrasonic/EM Howl--- The Wolf’s Path have been careful and fastidious in either repairing or copying this weapons system from the original Northern Gun GunWolf, so much so that there’s already some confusion who really copied it from who. This sonic weapon serves both as warning and as attack, firing a burst of ultrasound and directed electromagnetic static that fouls up targets’ perceptions, both natural and artificial.
Range: 900 ft
Damage: 1d6 MD, plus targets are struck by painful sonic sidebands. Reduce speed by 10%. -1 attack per melee, -3 to perception rolls, -2 on initiative, -1 to parry/dodge/pull punch, and -15% on performance of ALL skills for 1d4 melees. The attack also has an EM aspect to it, so ELECTRONIC systems will be temporarily fazed; -15% to Sensory Equipment and ALL Radio communications rolls/attempts for 1d4 melees while the targets struggle to reset or readjust their equipment.
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Bite---The Wolf-Spyder has powerful jaws capable of taking apart a power armor in a few bites.
Range: Melee
Damage: Bite 2d6+3 MD
Power Bite 4d6+6 MD
Lock Bite 4d6+6 MD, plus 2d6 MD per ‘shake’ attack

6) Spikes(many)---The Wolf-Spyder is covered with razor-sharp barbs and spikes. Anything attempting to grapple or entangle the Warmount does so at risk to itself, taking 1 MD of damage to itself for every 1d6 of damage its grapple/entangle attack does to the Warmount.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same basic programming as for the Monstrex, plus the following changes:
Climbing 95%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Wolf-Spyder 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 +6
Strike +2 (+2 w/ ranged weaponry)
Parry +6
Roll +4
Critical Strike on natural 19-20
Bite 2d6+3 MD
Power Bite 4d6+6 MD
Lock Bite 4d6+6 MD, plus 2d6 MD per ‘shake’ attack
Stomp 2d6 MD
Swat 1d4 MD
Punch/Stab 2d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Wolf-Spyder an aura and behavior more befitting a sentient being than a robot. The Wolf-Spyder is a vicious and aggressive predator that can display patient cunning to stalk and trap prey, but which doesn’t play nice with others.

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).
Last edited by taalismn on Mon Feb 10, 2014 12:14 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:EcoS-K-57 Wolf-Spyder Warmount

Me likies! :D :ok: :nuke:
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
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:EcoS-K-57 Wolf-Spyder Warmount


Nice.

Possible option idea.. Spike launcher? Fitted with a small nano factory maybe, a number of the spikes (or all if a small nano factory designed to replenish the spikes), the Wolf-Spider can launch the spikes as an anti-infantry defense, filling an area.

Or a net/goop launcher from the mouth or abdomen like an actual spider? Or cable/grapple launcher to aid in climbing or construction/rescue work.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:EcoS-K-57 Wolf-Spyder Warmount


Nice.

Possible option idea.. Spike launcher? Fitted with a small nano factory maybe, a number of the spikes (or all if a small nano factory designed to replenish the spikes), the Wolf-Spider can launch the spikes as an anti-infantry defense, filling an area.

Or a net/goop launcher from the mouth or abdomen like an actual spider? Or cable/grapple launcher to aid in climbing or construction/rescue work.


thought about all those features. Might spring for an anti-personnel mine version of the spokes.
As for the goop/grapple? I elected to go with a 'jumping spider' rather than a web-spinning spider. but there's always Upgrades. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:EcoS-K-57 Wolf-Spyder Warmount


Nice.

Possible option idea.. Spike launcher? Fitted with a small nano factory maybe, a number of the spikes (or all if a small nano factory designed to replenish the spikes), the Wolf-Spider can launch the spikes as an anti-infantry defense, filling an area.

Or a net/goop launcher from the mouth or abdomen like an actual spider? Or cable/grapple launcher to aid in climbing or construction/rescue work.


thought about all those features. Might spring for an anti-personnel mine version of the spokes.
As for the goop/grapple? I elected to go with a 'jumping spider' rather than a web-spinning spider. but there's always Upgrades. :D


Ah, jumping/hunting spider model. That would follow more in the Wolf Path methods.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Ah, jumping/hunting spider model. That would follow more in the Wolf Path methods.


Exactly. :D The Horrorwoods have their own spider-mech, the Aracha, which DOES have web-spotting capability, it being somewhat easier to make and conceal elaborate web traps in dense forest. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EcoS-K-58 Vorpine Warmount
(aka ‘Vorpion’)

http://i408.photobucket.com/albums/pp164/taalismn/img430_zps7a337558.jpg

“George, I know you don’t like wolves and you don’t like scorpions, so listen when I tell you- don’t look behind us!
<<“Why George-friend make yellow water?”>>
“...he looked behind us...”

The Wolf’s Path Vorpine first appeared at about the same time as the EcoS-K-57 Wolf-Spyder, and the two designs are thought to be the work of the same Tinker or fringe-tribe. Like the EcoS-K-57, the EcoS-K-58 is based on an existing non-Shemarrian design, hinting that the Shemarrians were either pressed for time(and couldn’t develop a wholly new and original Warmount) or were seeking to take advantage of available salvage and battlefield loot. In the case of the Vorpine, the new Warmount is clearly based on the Northern Gun NG-EX-V50 Scorpion Battler, a common enough (thanks to Northern Gun’s prolific marketing) robot vehicle in North America, so acquiring examples would be no great feat for the Wolf’s Path.
Like the Wolf-Spyder, the Vorpine keeps the overall configuration of its parent-design, but adds the touch of Wolf aesthetic; a giant wolf’s head replaces the scorpion head/cockpit. The foreclaws are also made more paw-like, with large extendable claws. The legs have been modified to move more freely, so the Warmount is slightly faster than the original ‘bot. The armor is also more streamlined, and parts of it(particularly the foreclaws and legs) are covered in spikes similar to those on the R-100 Tarantula for added close-in defense. The internal crew compartments have been modified to hold new systemry(such as the nanite digestion/regeneration system), or cargo stowage.
Weapons-wise, the Vorpine follows the original design, albeit with some substitutions. The foreclaw vice and cutters have been replaced with vibroclaws and paws, the dorsal weapons turret mounts a variety of different weapons, and the tail can be configured to several different weapons layouts.
The configuration of the Vorpine draws some parallels to another Tribe’s scorpion-based design, the Skullcrushers’ EcoS-K-29 Buthidid, and the Vorpine is sometimes called(though not within hearing range of the Wolves) the ‘Wolf Path Buthy’. However, the two designs have many differences and are deployed in different fashion(the Skullcrushers use the Buthidid in an assault role, while the Vorpine has been seen mainly acting in a support role).

The recent revelations of the Shemarrians using obviously pirated/salvaged technology of Northern Gun design has the arms manufacturer in something of a quandary; on one hand the enigmatic d-bees haven’t been overtly or directly attacking NG and its interests, but on the other hand losses of certain makes and models of NG robots have been on the rise in areas where the Shemarrians have been known to roam. In particular, operators of the Gunwolf seem prone to being stalked and challenged by the Wolf’s Path Tribe, who are apparently targeting the ‘bots. NG is torn between issuing a customer advisory about going into Shemarrian territory with the ‘bots, or sending a trade expedition to try to market the Northern Gun line directly to the d-bees.

Thus far, only small numbers of Vorpines have appeared, and ONLY in the ranks of the Wolf’s Path Tribe.

Type: EcoS-K-58 Vorpine
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 650
Head 180
Foreclaws(2) 300 each
Legs(6) 200 each
Tail 240
Tail Weapons Pod 200
Height: 16 ft, 22 ft with tail curled up and over the main body
Width: 18 ft
Length: 22 ft, plus 36 ft length of tail
Weight: 29 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
The internal crew compartments have been retained, but now serve as internal cargo stowage. Roughly 8x4x8 ft space.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 75 MPH
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 25 MPH, maximum depth of 2,500 ft(but the Vorpine doesn’t like to crawl underwater for extended periods of time).
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(Molecular Analyzers with the ability to sniff and track are particularly popular in the Wolf’s Path).

*Bionic Cybernanite Repair Systems---ALL Vorpine 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) Dorsal Weapons Turret(1)---Retained from the original design, but modified to accept a greater range of Shemarrian-made or scrounged weaponry. The turret mounts a set of Primary and Secondary weaponry.
-Primary Weapon(s)
a)Mini-Missile Launchers(4)---Copied from the original
Range: Varies by Missile Type(Mini-Missiles)
Damage: Varies by Missile Type(Mini-Missiles)
Rate of Fire: Volleys of 1-4
Payload: 10 per launch tube, 40 total.

b) Rail Gun(1)---Substitutes a Shemarrian rail gun with greater range and damage for the original
Range: 6,000 ft
Damage: 2d6x10 MD per round
Rate of Fire: ECHH
Payload: 820 round drum per gun

c) Assault Guns(2)
Range: 3,000 ft
Damage: Single round does 1d4 MD, short burst of six rounds does 4d6 MD, and a heavy burst of twelve rounds does 1d4x10 MD.
Rate of Fire: ECHH
Payload: 2,000 round drum per gun

d) Rotary Laser Cannon----Copy of the IH-44L Vulcan Laser
Range:4,000 ft
Damage: 3d4x10 MD per rapid-fire pulse blast(1 attack)
Rate of Fire: Six times per melee
Payload: Effectively Unlimited

e) Double-Barreled Particle Beam Cannon
Range: 4,000 ft
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

-Secondary Weapon---The turret can mount a single modular weapon identical to those available to the Monstrex atop the dorsal turret.


3)Tail Weapons Pod---The Tail Weapons Pod follows much the same configuration as the original Scorpion Battler’s, with a Primary weapon, a Secondary set of lasers, and a Tertiary set of mini-missile launchers. However, some of the weapons have been modified for greater damage potential.
-Primary Weapon:---The main weapon is a heavy energy projector; the Wolf’s Path has fitted a heavier weapon type than the original Northern Gun configuration.
a) Ion Cannon
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Fire Options:
Some Vorpines have had their ion weaponry modified in one of the three following ways:
-Enhanced Damage---On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
-Scatter Fire---Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
-’Jump Fire’---In addition to damage to the primary target, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(3d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.

b) Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Fire Options:
Some Vorpines have had their plasma weaponry modified in one of the two following ways:
-Scatter Fire---The plasma cannon can be modified to blast out a ‘shotgun blast’ that does damage to a wider area. Reduce range to 2,000 ft, but does 4d6 MD damage to a 30 ft wide area.
-Enhanced Damage---Onboard reservoirs of deuterium gas feed into the plasma projector, making for a more energetic expulsion. This allows the plasma to do 50% more damage. Pressurized gas reserves are typically stored internally in the former crew spaces; each compartment so converted can store enough pressurized deuterium for 100 blasts.

c) Particle Beam Cannon---Enhanced with Northern Gun’s own particle beam technology, reverse-engineered by the Shemarrians.
Range: 4,000 ft
Damage: 1d4x10 MD single blast, does critical(double) damage on a natural roll of 19-20.
Rate of Fire: ECHH
Payload: Effectively Unlimited


-Secondary Weapon(s)---The secondary weapons, a pair of long barrel lasers, remain unchanged from the original.
a) Laser Cannon
Range: 4,000 ft
Damage: 3d6 MD per single blast, 6d6 MD per simultaneous blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Option: Some Vorpines have been sighted mounted enhanced lasers traded from the Silvermoons. These weapons have 25% better range(5,000 ft) and do 4d6 MD per blast due to improved photonic technology.

-Tertiary Weapon(s)
a)Mini-Missile Launchers(2)---The Wolf’s Path have upgraded the original eight-shot launchers with a system copied from the Coalition CTT-M20 Missile Rifle, with greater ammunition capacity.
Range: Varies by Missile Type(Mini-Missiles)
Damage: Varies by Missile Type(Mini-Missiles)
Rate of Fire: Volleys of 1-4
Payload: 10 per launch tube, 20 total.

b) Shemarrian Rail Guns(2)---It’s rare, but some Vorpines mount a pair of Long-Barrel Shemarrian Rail Guns in place of the mini-missile launchers.
Range: 6,000 ft
Damage: 2d6x10 MD per round
Rate of Fire: ECHH
Payload: 820 round drum per gun

4) Foreclaws--- The Vorpine doesn’t pinch, it TEARS. Each massive forepaw can extend up to five ripper-vibroblades(copied from Naruni technology). Each curved and jagged-edged claw(the size of a long sword) does vicious damage that takes twice as long to heal, and many Wolf’s Path Vorpines have the claws silver-plated for use against supernatural opponents.
Range: Melee
Damage: 3d6 MD per claw, 3d6x5 MD for a full paw strike

5) Tail Blades---Two curved vibroblades are mounted on the sides of the end of the tail, partially protecting the weapons pod, but also adding to the damage of a lateral tail swat.
Range: Melee
Damage: +4d6 MD to a tail swat or strike

6) Bite---The Vorpine has powerful jaws capable of taking apart a power armor in a few bites.
Range: Melee
Damage: Bite 2d6+3 MD
Power Bite 4d6+6 MD
Lock Bite 4d6+6 MD, plus 2d6 MD per ‘shake’ attack

7) Ultrasonic/EM Howl--- The Wolf’s Path have been careful and fastidious in either repairing or copying this weapons system from the original Northern Gun GunWolf, so much so that there’s already some confusion who really copied it from who. This sonic weapon serves both as warning and as attack, firing a burst of ultrasound and directed electromagnetic static that fouls up targets’ perceptions, both natural and artificial.
Range: 900 ft
Damage: 1d6 MD, plus targets are struck by painful sonic sidebands. Reduce speed by 10%. -1 attack per melee, -3 to perception rolls, -2 on initiative, -1 to parry/dodge/pull punch, and -15% on performance of ALL skills for 1d4 melees. The attack also has an EM aspect to it, so ELECTRONIC systems will be temporarily fazed; -15% to Sensory Equipment and ALL Radio communications rolls/attempts for 1d4 melees while the targets struggle to reset or readjust their equipment.
Rate of Fire: ECHH
Payload: Effectively Unlimited


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same basic programming as for 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 Vorpine 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: 8(two of which are tail attacks)
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +2 (+2 w/ ranged weaponry)
Parry +5
Roll +3
Critical Strike on natural 19-20
Bite 2d6+3 MD
Power Bite 4d6+6 MD
Lock Bite 4d6+6 MD, plus 2d6 MD per ‘shake’ attack
Restrained Forepaw Punch 1d6 MD
Full Strength Forepaw Punch 3d6 MD
Power Paw Punch(2 attacks) 1d6x10 MD
Claw 3d6 MD per claw, 3d6x5 MD for a full paw strike
Power Claw Strike(2 attacks)
Kick 1d4 MD(the Vorpine’s legs have been reworked to be slightly better articulated than the original Scorpion Battler’s)
Stomp 1d6 MD
Body Block/Tackle 4d6 MD
Tail Strike 4d6 MD
Tail Lash 4d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Vorpine an aura and behavior more befitting a sentient being than a robot. Vorpines are loyal, cooperative hunters, but in the heat of combat, they are vicious-tempered, monstrous predators that can sometimes be hard to reign in, especially when devouring a kill.

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-58WpAA----Dedicated air-defense version, with the head sporting a more prominent bulging forehead, and large fennec-like ears. The S-K-58WpAA has improved air defense targeting sensors, with a +3 to strike airborne targets. The tail is heavier as well, sporting a more powerful combination of long range antiaircraft weaponry. The mini-missile launchers are replaced with four short range missiles, the ion cannon is replaced with a longer-ranged laser cannon(6,000 ft range, 2d4x10 MD per blast) and the twin laser cannons are replaced with 20mm autocannon:
Range:(20mm)7,200 ft,
Damage: (20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
Rate of Fire: Standard
Payload: 1,000 rd drum per gun.

Alternate Air Defense Configurations include the *S-K-58WpAAL2, which swaps out the ion cannon and laser cannons for a quad-barrel laser array:
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EPCHH
Payload: Effectively unlimited

*S-K-58WpAAG2---Replaces the ion cannon, mini-missile launchers, and vibroblades with two 30mm AAA cannon:
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun.
Rate of Fire:EPCHH
Payload: 800 rds, 400 rds 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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

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

Unread post by DhAkael »

Oh nothing nightmare inducing in those two war-mounts...nothing at all. :eek: :?
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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abe
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Re: Shemarrian-related fan creations

Unread post by abe »

I'm providing the basics of the magnet gun
it attracts up to 1,000 pounds of ferrous metal at a time for up to 12 minuites a day at a rate of 25 miles a hour taword the user of said gun
to use the gun you must pull the trigger of course & there is a little dial to control the direction of the metal so that it doesn't hurt the user of said gun
what do you think?
howdey folks!!!!!!!!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

abe wrote:I'm providing the basics of the magnet gun
it attracts up to 1,000 pounds of ferrous metal at a time for up to 12 minuites a day at a rate of 25 miles a hour taword the user of said gun
to use the gun you must pull the trigger of course & there is a little dial to control the direction of the metal so that it doesn't hurt the user of said gun
what do you think?


Posting this over in the Heroes Unlimited equipment thread would be more appropriate, since, as written, it has nothing to do with the Shemarrians, good, bad, or indifferent.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Advanced Cultural Notes: N’R’Mar Social Organization

“Accursed Exiles! They must be trailing our scouts! This is the seventh report I’ve gotten of them claim-jumping one of our tagged sites! And they have the audacity to proclaim that WE are the ones intruding on their ‘ancestral freeholdings’! This cannot stand! We must take action!”
“But Honored Comptroller, do we have the means to take action? The Exiles have a warship, and they are many! Shall I contact the EShemar for assistance?”
“No! We cannot run to the Tribes every time we have trouble with thieves and bandits, and that is all these Exiles are; thieves and bandits! Their warship? A battered relic they use to intimidate singletons and scoutships! Their numbers? They have not yet seen how many WE are! Put the word out that the Hudai Assembly invites the Kuzei, the Hinduna, the Brakoy Brothers, and the Curious Prodders to take part in a ‘punitive action’. They are the largest of the condotay-ships in this sector, and where they are moved to arms, the others will follow! Offer discounted supplies if we must to in-gather the necessary numbers, but appeal first to righteous indignation at those bandits! We will have an end to their arrogant presumption of superiority in these territories!”


As has been previously noted, the R’Mar aliens of the Shemarrian Star Nation constitute a culture-within-a-culture, and one based more along the lines of an economically-minded gypsy society than anything else. R’Mar procreation is coached primarily in economic and logistical terms, and their numbers grow mainly out the need to meet economic goals, rather than biological imperatives.
R’Mar have neither the numbers nor the disposition to form large permanent social units like the Tribes. Instead, R’Mar form ‘condoties’(“companies”) that are typically small (4-100 members) organizations, usually based around a vessel, vehicle, or outpost. Few condoties exceed 100 members, and usually larger assemblages of R’Mar working on the same project are actually a number of smaller condoties brought together for a temporary task. are usually formed from individual R’Mar seeking employment, a berth, and a grubstake to establish themselves until they can get their own ship or found their own line. Few condoties of unrelated individuals last more than ten years before breaking up, the members wandering off to do their own exploring, or join other condoties. They may even rejoin the same members of a previous condotay many years later. The longest condoties surviving are usually built around a core group of ‘family’, with several founding members and their paid-for offspring, the latter either working to pay off their birth-cost before heading off on their own, or who have already paid off their parental unit and have decided to stick around while working to increase their own profits and pay for their own progeny.
The exception may be the ‘ugen’(‘assemblies’) which are large semi-permanent condoties that have ceased nomadic wandering to settle down and manage a R’Mar trade hub or resource facility, usually based on a mineral-rich planet(oid) or fuel source. These assemblies act as corporate go-betweens between the free-wandering condoties and the Shemarrian Tribes, transferring supplies and materials, brokering ship deals, and facilitating agreements. Ugen may also claim to have multiple condoties beholding to them in their territories, and mediating disputes between the nomads. Depending on the prosperity of their location(as either a trade nexus or material resource), ugen may remain contiguous for centuries under the management of the same ‘family’(and individuals), In event that a ugen hub is disrupted or destroyed(or otherwise abandoned, as might happen if material reserves run out), the ugen will most likely break up into smaller nomadic condoties and try to seek out new locations to establish a stakehold.
Few condoties or ugen are named as formally as the Shemarrian Tribes; condoties are usually named for the founding members(‘The Bozmann Brothers’, the ‘Ulr Cadre’, etc.) or even their main ships(‘Persistence Pays Off’ becomes the ‘Persistants’, etc.) , while ugen have more generic names(‘Eastern Arm Assembly’, ‘Sulnoi Hub’, ‘Rabul Station’, etc.).

R’Mar and Warfare
The R’Mar, like their ancestors, are not warriors; when confronted, they tend towards pragmatic cowardice, running from aggressors. However, sometimes running is not an option, or a find is too valuable to give up to claim jumpers, and R’Mar will readily and ably defend themselves. R’Mar vessels tend to be quite well-armed, though the armament is often concealed under more utilitarian features, the better to surprise attackers. They have also proven adept at jury-rigging weapons from available materials and cannibalized systems, such as boobytraps and decoys.
In time of war, the R’Mar typically continue what they do best; scout for resources to feed the Shemarrian Star Nation, and pass on any incidental intelligence they come across to the SSN. For the most part, they leave the fighting to their Shemarrian protectors. In the most dire circumstances, however, the R’Mar may muster to serve alongside their Shemarrian patrons, acting as armed auxiliaries, skirmishers, and scouts. R’Mar have proven fair hands at space-based guerilla warfare, especially in desolate regions like asteroid fields and ring systems. The larger condotay vessels, however, make for poor capital units, as they tend to be industrial vessels, such as gas collector motherships, and the inclusion of a few extra weapons turrets and beefed-up shields do not make them equal substitutes for dedicated warships. Smaller R’Mar vessels, on the other hand, tend to be surprisingly mobile for their respective classes and can, as noted earlier, surprise with their concealed capabilities.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Followed up on this artist:
http://noxious.sdbx.jp/index.html

Lolli factor aside, they easily look like they could be Shemarrian Fringe Tribers.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:Followed up on this artist:
http://noxious.sdbx.jp/index.html

Lolli factor aside, they easily look like they could be Shemarrian Fringe Tribers.

*twitch twitch* :shock:
"Roll for Horror Factor...."
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:Followed up on this artist:
http://noxious.sdbx.jp/index.html

Lolli factor aside, they easily look like they could be Shemarrian Fringe Tribers.

*twitch twitch* :shock:
"Roll for Horror Factor...."


Heavy on multiple limbs, tentacles, and remote control sub-weapons platforms. 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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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:
DhAkael wrote:
taalismn wrote:Followed up on this artist:
http://noxious.sdbx.jp/index.html

Lolli factor aside, they easily look like they could be Shemarrian Fringe Tribers.

*twitch twitch* :shock:
"Roll for Horror Factor...."


Heavy on multiple limbs, tentacles, and remote control sub-weapons platforms. 8)

What search term(s) do you use to find that site?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Shemarrian-related fan creations

Unread post by taalismn »

abtex wrote:[
What search term(s) do you use to find that site?


One of the pictures I found on another random pictures site had the site address on it.
I also looked up the artist, 'Gia' and 'anime'.

In fact, it's worthwhile doing a general google search using those terms, since the aforementioned site doesn't have ALL the 'toxic'-inspired('oxygen', 'mercury', 'radiation'.'EMP', 'belladona'', 'dust', 'virus' etc.) cyborg girls Gia has done. And some of them, especially the spider frames, are truly terrifying- looking.

Here's a few on another site:

http://animereviews.co/artist-spotlight/gia-moefication-of-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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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:
abtex wrote:[
What search term(s) do you use to find that site?


One of the pictures I found on another random pictures site had the site address on it.
I also looked up the artist, 'Gia' and 'anime'.

In fact, it's worthwhile doing a general google search using those terms, since the aforementioned site doesn't have ALL the 'toxic'-inspired('oxygen', 'mercury', 'radiation'.'EMP', 'belladona'', 'dust', 'virus' etc.) cyborg girls Gia has done. And some of them, especially the spider frames, are truly terrifying- looking.

Here's a few on another site:

http://animereviews.co/artist-spotlight/gia-moefication-of-chemicals/

More at : http://www.pixiv.net/member.php?id=34624

new search term - mekamusume
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Shemarrian-related fan creations

Unread post by taalismn »

abtex wrote:More at : http://www.pixiv.net/member.php?id=34624

new search term - mekamusume


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

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

Unread post by glitterboy2098 »

mechamusume actually.. though your going to get a lot of chaff due to the Strike witches show sometimes being grouped in there, and some of the older art from before that having variable amounts of girl vs hardware.

on the otherhand, if you look for gundamgirls and macross VF's in the catagory you get plenty of powered armor/cyborg looking stuff.

no matter what though, expect way more exposed undergarments and skimpy outfits than are usually seen in anime..
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Re: Shemarrian-related fan creations

Unread post by taalismn »

glitterboy2098 wrote:no matter what though, expect way more exposed undergarments and skimpy outfits than are usually seen in anime..



Warships now seem to be the fad, though they aren't anywhere near as interesting as the mecha or aircraft.
-------------
"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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abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:
glitterboy2098 wrote:no matter what though, expect way more exposed undergarments and skimpy outfits than are usually seen in anime..

Warships now seem to be the fad, though they aren't anywhere near as interesting as the mecha or aircraft.

http://dsngsfm.blogspot.com/
looks good for a range of images.

Did you search for mechamusume on google?
under Images there are 4 or 5 different sets.
There is even a http://www.tumblr.com/tagged/Mecha-musume page

This one is cute.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Combination from Hell:

89er's list of oddball Tribe suiggestions + my Fringe Tribe generator.
I've rolled some mindboggling combos fleshing them out; and connecting the dots to make them work, I'm coming up with some unexpected directions to the original concepts.
Not that I'm abandoning the existing Tribes, but the Fringies are going to be, in some cases, INSANE, if I can find the time to fully do them justice.
It's making full-on gatherings of all the Shemarrian Nation look like a the rage-a-holic offspring of the BUrning Man Festival and the Golden Horde.

Josh and Kev may just may have me assassinated. ARCHIE-3 may send terminator units from the future to have me whacked.

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

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

Unread post by DhAkael »

taalismn wrote:Combination from Hell:

89er's list of oddball Tribe suiggestions + my Fringe Tribe generator.

Not that I'm abandoning the existing Tribes, but the Fringies are going to be, in some cases, INSANE, if I can find the time to fully do them justice.
It's making full-on gatherings of all the Shemarrian Nation look like a the rage-a-holic offspring of the BUrning Man Festival and the Golden Horde.

Josh and Kev may just may have me assassinated. ARCHIE-3 may send terminator units from the future to have me whacked.

How did I get addicted to this again?


It's all good. Seeing as how I've let my end slide a bit (been too busy with my own campaign to focus on the S.C.W. right now) with no end in sight in near future to my muse-drought... SOMONE has to keep this thread alive. :D
Besides; the 10 will still be the ten, but that doesn't mean the odd-ball crazy cousins from the boondocks will be turned away from the table come thanksgiving. ;)
The more the merrier, especially when it gives the sploogies a migraine. :nuke: :ok: :demon:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:[Besides; the 10 will still be the ten, but that doesn't mean the odd-ball crazy cousins from the boondocks will be turned away from the table come thanksgiving. ;)
:



"These mashed potatoes look like concrete!"
"That's because they ARE concrete. Eat fast before it sets. And pass the lithium sauce."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Clan Pantheron(Fringe Tribe)

“So they’re super-cyber cat-girls?”
“Never, NEVER call them cat-girls. Remember when you called the Elan cat-girls? The doctors still haven’t figured out what to call your new orifices. Same here; they’re not cat-girls, they’re PANTHERONS.”
“They have ears, they have tails, most of them run around in skimpy bikinis; they’re definitely cat-girls. Raver cat-girls.”
“They have claws, they have lasers, they have pets that can chew your limbs off before they start on your face. They insist on being called Pantherons; I respect that.”


Clan Pantheron is a very large offshoot Fringe Tribe of the Horrorwoods, though they seem to be inspired by the example of the Wolf’s Path in patterning their culture on an animal icon. In the case of the Pantherons, it is felines of all sorts, but especially the large predator cats.
Little is known of the culture of the Pantherons, despite their openess, but their history is apparently one of a Horrorwoods colony rifted to another universe and subjected to great privation, until divine inspiration came to them in the form of some sort of felinoid. Like the Wolf’s Path, the nascent Pantherons took the animals to be role-models for their behavior and society. Like the Sapphire Cobras, the Pantherons see celestial messengers in the form of cats, and cat iconography features heavily throughout their society.
However, the Pantherons also see evil in the form of cats, having somehow acquired a hatred of Raksasha demons. It is possible that this hatred is tied to the original time of privation that led to the clan’s formation, but the Pantherons are tightlipped on the details of the cause of their enmity against the demons.
Compared to the Wolf’s Path, Clan Pantheron is much more laid back, with members more inclined to ‘do their own thing’. If not for their hatred for the Raksasha and their campaigns of terror on their enemies, one would think that the Pantherons are more inclined to lay around and enjoy themselves, but they are far more serious than appearances would lead the casual observer to believe.
The Elders of the Eleven are still debating whether to accord the Pantherons full Tribe status or to regard them as provisional members, effectively as junior members of the Horrorwoods. The Pantherons don’t seem to care either way, as long as they get to attend High Council meetings and trade freely with the Tribes.

Motif: Stylized black feline head in black, fanged mouth open and snarling.
a)Origins:
Offshoot of the Horrorwoods Tribe.

b)Where First Encountered
First encountered in another universe, lending credence to their story of being a Horrorwoods colony cut off and time-lost by dimensional Rift storms. They have since been in contact with their Three Galaxies and Rifts Earth cousins through various means.

c)Tribe Size
Extensive; 800,000 members. Typically are encountered in ‘prides’ of 100-500 members.

d)Tribe Organization
Matriarchal, with trial by combat often determining ascension in status.

e)Tribal Composition
Berserkers make up the largest portion(34%) of their population, followed by Warriors(17%), NeShemar(19%), Acolites(7%), Male Shemarrians(15%), and the remaining 8% is a mix of Tinkers, Warchiefs, and other miscellaneous members.
Clan Pantheron is fairly liberal when it comes to recruiting, and have no problems with adopting NeShemar into their ranks.

f) Highest Caste Class
Warchief

g) Gender Division
75% Female, 25% Male

h) Home Environment
Temperate Earth-like worlds, though the clan has an affection for a world called Alloun, an ice-locked glacial world that the Pantherons claim is where they acquired their identity. The planet is still home to a small enclave of Pantherons who retain claim to the planet and its scant ecosystem.

i)Technology Level
Megadamage Age---About roughly equivalent to the Tribes of Rifts Earth. When traveling through space, the Pantherons have to acquire ships from other sources or, more often, hire the services of other Tribes with space capability to transport them.

j) Relations with Outsiders:
Indifferent. Can effectively be considered Anarchist and Unprincipled in their dealings with non-Shemar, friendly and accommodating one day and aloof and haughty the next, though they are less arrogant and cold around humans and feline aliens.

k) Relations with Other ‘Shemarrians’
Open. The Pantherons have traded extensively with the Horrorwoods and Bloodriders, and are looking to trade for mystech with the Wayfinders. They also get along well with the Sapphire Cobras. They tolerate the Hawkmoons if only to cultivate closer relations with their Kirn allies. They avoid associating with the Wolf’s Path, if possible, and tend to mock the rigid conformity of the Silvermoons. The Darkwaters are hired for their transport services, but otherwise the two groups are indifferent to one another. The Pantherons have worked with the Lost Eclipse from time to time(especially when stalking and terrorizing prey). Indifferent about the Ghost Riders and Skullcrushers.

l) Purpose
Crusade; in addition to the inherited hatred of the Splugorth, the Pantherons seem to have acquired a burning hatred of the Raksasha tiger-demons, and the Pantherons have vowed to expunge the demons wherever they are found. Thus far, however, the Pantherons have been disappointed in their efforts, as the masters of magic and deceit have often used their sorcery to thwart their attackers, and evade destruction, leaving the Pantherons to deal with armies of minions.

m) Preferred Mode of Combat
Terrorism; the Pantherons prefer to use quick commando strikes against property and personnel, doing damage meant to demoralize their enemies. They like to toy with weaker opponents, stalking and bleeding them, before pouncing for the kill.

n) Unique Attributes
While the Pantherons have their own distinctive warmounts and some unique weapons, the Pantherons’ most distinct feature is their unique warriors. While the Pantherons as yet lack any specific Elite caste, their own Warriors and Berserkers are Upgraded above and beyond the standard as to almost count as Elites unto themselves.
While the clan elders have been trying to acquire mystech means to better fight the Raksasha, in the interim they have been training their warriors in powerful cat-inspired combat styles(Fu-Chiao Pai, Pao Pat Mei for example; the cyborgs and android do not get Physical Stat bonuses, but benefit from the Special Katas and attacks). To facilitate this, they have gone so far as to enlist the espionage specialists of other Tribes to help them recruit, acquire, and even kidnap teachers of powerful combat styles or talents(it is rumored that when a Bloodrider NeShemar who was known to have experience in a particularly powerful martial arts form refused to have anything to do with the Pantherons, the tribe recruited a Domimatrix to track down and bring in the Bloodrider’s flesh avatar equivalent also known to have the same skill).

o) Prosperity
Well-off, but the grinding progress(or lack thereof) against the Raksasha has the tribe elders looking to bolster the fortunes of their clan by revamping and charging up both their Upgrades programs and weaponry. Acquisition of magic is also high on their agenda.


Signature Upgrades:
All Pantherons have the following(unless otherwise noted)
-Cat Tail---Often the subject of Upgrade to prehensile and armed .
-Cat Ears(located above and behind the antennae)
-Cat-Slit Eyes
-Retracting Claws on hands and feet---+1d4 MD to a punch, kick, or rake.
-Molecular Analyzer---Improved sense of smell, nearly as good as the Wolf’s Path members, though not nearly as good as that of most Warsteeds or E-animals. Clan Pantheron Shemarrians can Track by smell at 60%, and Recognize scent at 65%
-Improved Leaping/Falling---Increase leap distance by 30% and fall x3 maximum leap distance without problems.
-Spinal Flexibility----+2 to Maintain Balance/Right Self while falling.

Armor:
Clan Pantheron body armor isn’t as baroque in its styling as other Tribes’. They favor more streamlined styles, often decorated in cat-like patterns, such as tiger stripes, jaguar rosettes or leopard spots.

Unique Weaponry
*Eshe-CPP-04 ‘Cat’s Paw’ Projectile Pistol
(aka ‘Kitty-Smack’)
The CCP-04 is a combination light pistol/gauss weapon that fires a burst of needle-like projectiles. The force with which the projectiles are thrown can be varied, allowing for light incapacitating damage to ‘soft’ targets, or hypervelocity blasts that tear through megadamage flesh and armor.
Though the claw-needles individually do light damage, a burst of them can do substantial damage. Adding to their effectiveness, the Pantherons often envenom the needles with various toxins, collectively called ‘Scratch Fevers’, with effects ranging from debilitating illness to instant death.
The ‘Cat’s Paw’ is typically carried by Pantheron NeShemar and Males.
Weight: 8 lbs
MDC: 35
Range: 400 ft in MD mode, 800 ft in SDC mode
Damage: (MD Mode) 1d4 MD per single projectile, 4d4 MD for a burst of four rounds
(SDC Mode) 1d6 SDC per single projectile, 4d6 SDC for a burst of four rounds
(Optional) Venom Effects---The claw-needles can be filled or coated with various chemicals and toxins for added effect.
Rate of Fire: ECHH
Payload: 24- or 36- round box clip
The weapon’s stator coils are charged through contact-induction with the cyborg or android firing the weapon. If removed from such contact, the weapon’s integral batteries are only good for 36 shots before needing recharging.
Special Features:
*Laser Spot---+1 to strike
Cost: Not for sale to outsiders


Warmounts:
Clan Pantheron can be considered equivalent to the Wolf’s Path in their dotty affection for animals, in particular felines. Where a Wolf’s Path pack would have canine cyberanimals, the Pantherons have robotic versions of felines, from small housecats to both feral and cyborg versions of the Panthera-Tereon and Dragon Cat. They also use a modified version of the Rhino-Buffalo known as the ‘Aslander’. From the Bloodriders, they have managed to acquire the templates for the Incindar BattleCat and they also have a number of Sphinex heavy Warmounts. They are notably lacking, however, in aerial Warmounts, and have been forced to rely on antiaircraft weaponry and manned vehicles to provide aerial coverage.
Last edited by taalismn on Thu Apr 17, 2014 7:30 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

NEVER ask "does kitty want some cream?"
...It's just safer for everyone, and it cuts down on property insurance premiums.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:NEVER ask "does kitty want some cream?"
...It's just safer for everyone, and it cuts down on property insurance premiums.



"She says she's attracted to you.."
"YESSS!!"
"- as a scratching post. You want me to call the cybersurgeon or do you want to make the reservation yourself?"

"I'll never forgive Hoyt Sparks for throwing that robot mouse in my lap....."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

:ok: :demon: Have a fringer tribe percolating in my brain... derived from the Bloodriders if you can belive.
I'll see about posting 'em some-time soon.
Good work on the Pantherons.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote::ok: :demon: Have a fringer tribe percolating in my brain... derived from the Bloodriders if you can belive.
I'll see about posting 'em some-time soon.
Good work on the Pantherons.



More coming. The Fringers are coming out of the woodwork. Some of the random Fringe Tribe rolls led to some seriously whacked stuff that needs detailing to explain them(and fit them with 89er's broadbrush descriptions).
Means the Eccentrics have that many more tribes and clans to collect pins from. :D
And what one Blood Rider splinter tribe became....wooohhhboyyyy....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

(from an idea by 89er)

Clan Vespa(Fringe Tribe)
(aka ‘HiveKeepers’, ‘Vespii’, the ‘Vesparii’)

“How appropriate you emulate insects, because that is what you are! Insignificant insects to be crushed before the might of The OvermiAAAAAGGGGHHHHH!!!ITBURNNNNNSSS!!!!”
“Feel our stings, ‘Overmind’, and reconsider how ‘insignificant’ insects really are!”


The Vesparii have their origins in an infectious RCC known as the Swarmys(aka the ‘BeeGirls’), an insidious DNA-meme that transformed humanoids(preferably females) into insectoids genetically programmed to further spread the infection and bind new victims in a group-mind to a handful of free-willed ‘Queens’. The Swarmy encountered the EShemar(Wayfinder Tribe) when the latter were exploring another universe-analogue of Earth(akin to Heroes Unlimited Earth) and setting up observation outposts.
One of the recent involuntary converts of the Swarmy was a brilliant cyberneticist by the name of Doctor Kusunoki Masako, who was of interest to both the Swarmy(who planned to use her expertise to cripple the local government computer networks and disrupt any government response to the Swarmy infiltration, then create new weapons for the Swarmy) and the EShemar(who, as bionic beings, were naturally interested in the local cutting edge). Doctor Kusunoki ‘s abduction and conversion by the Swarmy got the immediate attention of the Wayfinders, who discovered the presence of a more malign group of dimensional travelers. Together with a few other local heroes, the Wayfinders hunted down the Swarmy invaders and defeated them, slaying the commanding Swarm-Queen in the process, and freeing several hundred drones.
Though freed of her thralldom to the Swarmy, Doctor Kusunoki was still rather susceptible to suggestion, and she latched onto the EShemar as her new role models. She immediately began setting up her own ‘tribe’ or ‘hive’ with a distinctly Shemarrian bent. Her core group consisted largely of other former drone-thralls who also felt themselves lost without the addictive control of the Swarmy Queens. She also managed to absorb much of the knowledge of the former Swarmy Queen, including the technology used to transport the Swarmy to Doctor Kusunoki’s world.
Doctor Kusunoki has found a way to hybridize nanotechnology to allow for an interface between the Swarmy genetics and Shemarrian bionics, so that the original BeeGirl members of the tribe and later bionic converts can commune on a common closed-circuit mental network using a miniaturized form of subspace radio. Doctor Kusunoki also developed nanotechnological transformations, using Shemarrian bionic conversion chambers, that would convert new members into cyborg analogues of the Swarmy phenotype. However, Doctor Kusunoki does NOT aim to become a tyrant-Queen, and she allows(even encourages) her followers more self-initiative. She uses insect models in part because insects are so successful as animals, and because using them as motifs is an affront and goad to any other Swarmy hives; Doctor Kusunoki means to assert her freedom and superiority by crushing her former enslavers.
For a time, Doctor Kusunoki’s ‘swarm’ acted as a private organization(Vesparii Technologies & Hornet Security Inc.) and superhero(ine) group, fighting supervillains and alien invaders in protection of the Earth, but Doctor Kusunoki was using this to gain breathing room for her followers and acquire resources to ultimately take her show offworld. These companies are likely to remain on their Earth as fronts while the majority of the Vespas move offworld/outdimension.
Unlike her Swarmy ex-masters, Queen Kusunoki’s new society does NOT forcibly impress involuntary converts into their ranks, but appeals to volunteers. The exceptions are members of Swarmy hives cut from their Queens. These latter recruits are forcibly separated from the Swarmy groupmind and re-indoctrinated, if possible, to follow the Clan Vespa line.
Clan Vespa enjoys the patronage of the Wayfinders(who hope both to guide the new clan and curb its excesses), while its appearances at the Shemarrian Star Nation High Council Conclaves have already attracted attention from the Hawkmoons(because of the aerial nature of the Vespas) and the Horrorwoods(who are attracted by the nanotech and insect role-model aspects of the new fringe tribe).

Motif: A stylized green and silver hornet. More formal renditions of this feature prismatic crystal eyes on the hornet.

a)Origins:
Wannabees; Doctor Kusunoki has become infatuated with the EShemar, and she has attracted followers to join her cyberhyper-internet family-groupmind insectoid warrior society.

b) Where First Encountered
Other universe, on a world similar to Heroes Unlimited Earth. They have since sent, via dimensional gateway, representatives to the Three Galaxies SSN Tribal Conclave and even small parties to explore and train with the SSN(Doctor Kusunoki hopes to move the majority of the Hivekeepers to join the mainstream SSN, using, if possible, the spacecraft her organization is working on).

c)Tribe Size
Large; 20,000 members

d)Tribe Organization
Headswoman; traditional matriarchy or hive structure, with a ‘queen bee’ matriarch.

e)Tribal Composition
Wholly human recruits, about 15% of which are former Swarmy BeeGirls.

f) Highest Caste Class
Queen-Matriarch.
The current Queen of the Hivekeepers is Kusunoki Masako. She has several lieutenants who act as corporate officers and tactical commanders of her security forces.

g) Gender Division
80% female, 20% male.

h) Home Environment
Temperate, Earth-like worlds

i)Technology Level
Advanced Space Age---Roughly equal to the Three Galaxies average, thanks to trade with the Wayfinders, Doctor Kusunoki’s absorption of knowledge the Swarmy absorbed from previous victims, and several alien vessels the tribe acquired. Their expertise is in nanotechnology.
Clan Vespa currently lacks much in the way of Warmounts, owing to the fact that they are still based on an Earth-analogue, and Doctor Kusunoki prefers to focus on nanotechnology and micro-robotics. They HAVE acquired a few Warmounts in trade from other Tribes, and have evinced an interest in insect-pattern Warmounts, but are waiting until they establish a larger presence in the SSN before bidding for and adopting Warmounts into their TOE.
Clan Vespa uses many SSN-pattern weapons, but also use a wide range of conventional firearms firing MD-capable ‘bee-rounds’, and energy weapons based on alien designs, but cosmetically modified to more of a Shemarrian aesthetic.

j) Relations with Outsiders:
Indifferent; the HiveKeepers welcome outsider converts to their ranks, but in general wish to be left alone. They will defend themselves against any hostilities aimed at them.

k)Relations with Other ‘Shemarrians’
Enthusiastic; the HiveKeepers differ from their Swarmy origins in recognizing outsiders as neither prey nor competition, but as friends. The Hivekeeper network-memory recognizes the EShemar as friends and liberators. Queen Kusunoki, as a cyberneticist, idolizes the EShemar as perfect beings(sentient machines and super-cyborgs), and wishes to emulate them, but she also wants to join them.

l) Purpose
Survival as a society, with a secondary objective of destroying and absorbing any Swarmy hives they encounter.

m) Preferred Mode of Combat
Ranged; using swarms of insect drones. The Hivekeepers frequently envenom their weapons with various toxins and malnano.

n) Unique Attributes
Signature Technologies:
-Nanotechnology---The basis of Clan Vespa’s unique technologies is its advanced nanotechnology. Doctor Kusunoki has applied this to a variety of different aspects, from medical treatment and physiological modification, to a variety of micro-robotics.
-’Bee Rounds’---These are bullets modified with advanced microrobotics into ‘smart’ bullets. These rounds act as mini-guided missiles; bullets capable of being fired from standard firearms get a +1 to strike, while heavier rounds, such as those fired from Shemarrian rail guns, get a +2 to strike.
- Insect Micro-Robots---They may not be very tough, fast, or strong, but they’re small, agile, and very numerous, and can serve as the vectors for various toxins, drugs, nanites, and even computer viruses.
-Cyber-Telepathy ----Doctor Kusunoki has also created a form of ‘artificial telepathy’ using nanotech implants and subspace radio that allows members of the Hivekeepers to communicate with each other securely. This ‘mind web’ isn’t as coercive as the Swarmy group-mind, but it is amazingly intimate.

o) Prosperity
Successful----Doctor Kusunoki made a killing in civilian application nanotechnology, enough to keep her organization in the black. The surplus is going into reconditioning several alien vessels into ‘hive carriers’ to take the Hivekeepers offworld to join up with the Shemarrian Star Nation.

q) Chart Q : Cyberization
Thorough; about 50% of the Hivekeepers qualify as full-conversion cyborgs(typically cyberhumanoids, though they boast a few obviously bionic and insect-themed cyborgs), 25% as partial cyborgs, while the remaining members have 2d4 implants(at the very least the web-net communications implant). Doctor Kusunoki has also developed a form of subcutaneous armor similar to the Rifts Earth Chinese Geofront’s ‘Demon Skin’ armor.
Full ‘wasped’ Clan Vespa cyborgs feature cyber-wings patterned after wasp wings, but also incorporate antigravity flight packs into their design.
Without a Swarmy Queen to create new BeeGirls, former BeeGirls will be dependent on full bionic conversion if critically injured or when their bodies reach the end of their own life spans.

Vesparii Technologies & Hornet Security Inc.
These two companies were established by Doctor Kusunoki as fronts for her nascent Clan, identifying potential recruits, building clan infrastructure, gathering resources, intelligence, and money to further Clan Vespa’s goals, and hunting down any remaining Swarmy threat.
Vesparii Technologies is the commercial side of operations, a robotics and nanotechnology firm that competes with such industry leaders as Integrated Cyber Systems(see Rifter #65, David F. Smith) and Fabricators Inc., especially in the field of microrobotics. VT’s global reach and contracts allows Doctor Kusunoki access to all over Earth, gathering what she needs and concealing the true extent and plans of her clan.
Hornet Security Inc. is a private security firm that specializes in parahuman security. While it most closely works with Vesparii Technologies as a contracted private firm, it’s well-known in the right circles that HSI is an appendage of Vesparii. HSI, however, has been known to take government contracts, especially in special circumstances where parahumans or extraterrestrials may be involved.
The majority of Vesparii Industries employees actually have nothing to do with either the Swarmy or the Shemarrians; they’re just regular people working for a successful company. The core leadership and inner security are, however, Clan Vespans.
Hornet Security Inc. is, almost entirely Vesparii, ex-Swarmy or cyborgs. While it’s no secret to outsiders that some of the elite of the company are cyborgs, it’s only rumored that HSI employs metahumans. HSI explains away some of the observed feats of its employees as the result of experimental hardware such as jetpacks or power armor.
Both various government and superhero groups suspect that there’s more to VT and HSI than they let on. However, the two firms have not done anything OVERTLY wrong, and both have some reputations for various good deeds(HSI in particular has helped a number of superhero groups and government agencies with ‘special circumstances’ problems), so the interest has not gone beyond regular monitoring. Several agencies involved with dealing with extraterrestrial threats and activities do wonder about what happened to several possible alien incursion sites that HSI was involved with investigating; the sites seem to have been rather well ‘cleaned up’ by the time the official authorities arrived on the scene.
When Clan Vespa finally migrates to the SSN, Vesparii Technologies and Hornet Security Inc. will likely remain behind, continuing to do business and acting as outposts of the clan(not everybody will want to leave Earth, and Queen-Matriarch Kusunoki still has some fondness for the place), though they’re likely to be rather diminished until Clan Vespa reestablishes itself and sets up steady trade and communication, or new management comes into place.

Doctor Kusunoki Masako---Queen-Matriarch of Clan Vespa

“Well, Doctor Hellstrom, I may not be wanting to stay on Earth forever, but that doesn’t mean that I and mine will allow you to take it over! You may consider your creations the apex of evolution, but I know otherwise! Using your own analogies, your abomination is just a big juicy caterpillar for my winged warriors to sting and eat! Feel our sting, Doctor, deep and paralyzing, after which you’ll feel us cut your organization to pieces for our own use!”

A brilliant, if eccentric, nanotechnologist, Doctor Kusunoki Masako was a rather self-centered and self-absorbed loner of a genius, sought for hire by both government and private industry concerns, until she was headhunted first by the Swarmy, who wanted her to produce weapons and perform high-level computer sabotage for them. Changed into a BeeGirl drone, the cybernetist was enthralled to the rapture of the Swarmy groupmind which sought to use the genius's own sense of loneliness and isolation to enslave her and mold her will to the insect-minds’ needs. Her enslavement came as a surprise blow to her ego and sense of self; her sudden liberation from the Swarmy hivemind came almost as a bitter release and second blow to her psyche.
The Swarmys’ interest in Doctor Kusunoki Masako seems justified by her activity since. Something in her conversion set her off on a creative and innovative jag that shows no signs of slowing(it’s been speculated that the Swarmy Queen responsible for turning her was experimenting with creating an “Egghead” caste-drone). On her own again, Doctor Kusunoki has been engaging in a white-hot surge of revolutionary technological development. With her cutting edge knowledge of alien technologies, combined with her own innovations and her arguably unhinged psyche, Doctor Kusunoki could easily become a most potent supervillain posing a serious threat to the Earth, but her interests don’t bend towards world domination.
Fortunately(or UNfortunately), Miss Kusunoki seems to have replaced her infatuation with the Swarmy groupmind with an obsession with the Shemarrians. Though more independent-minded than a Bee-thrall(as evidenced by her taking as inspiration wasps and hornets), Doctor Kusunoki is very much in love with the idea of the super-internet-like EShemarrian COMMUNITY of minds. Her ultimate goal is to unite with that community. Though the realist in her acknowledges that the EShemar likely aren’t as perfect as she makes them out to be, they’re as close to perfect as she can reach. Subconsciously Doctor Kusunoki feels that to insure that the EShemar will accept her, she is building up her own sub-Tribe and developing a host of useful technologies to prove that she and her followers are of benefit to the Shemarrian Nation(ARCHIE-3 would LOVE to have worshipful followers like Kusunoki Masako).
When she gets older and her Swarmy-enhanced body begins to fail, Doctor Kusunoki plans to have her brain transplanted/transferred into a fully cybernetic body similar to a Shemarrian’s, completing her transformation.

Level of Experience: 11th Level Tinker Gizmoteer
Rank: CEO, Vesparii Technologies & Hornet Security Inc. Queen-Matriarch of Clan Vespa.
Race: Human, BeeGirl metamorph
Alignment: Scrupulous(was Unprincipled)
Land of Origin: Earth(Heroes Unlimited analogue)
Age: Appears to be in her mid-30’s, but is closer to 50 years old.
Sex: Female
Height: 5 ft 7 inches
Weight: 110 lbs
Physical Description/Appearance:
An attractive-looking human woman of Asian descent, with long dark hair(with green and red highlights) and dark eyes. Her skin has a slight shiny sheen to it.
Fully ‘morphed in her BeeGirl form, Doctor Kusunoki’s skin takes on a shiny appearance accented with swirls of yellow and green. She can manifest a light suit of chitinous armor that looks like a leotard, leggings, and arm gloves. Her hair sprouts two antennae, her eyes take on a faceted look, and four membranous transparent wings sprout from her back.
Normally wears business suits or lab coats when appearing as human. When acting in her role as Clan Vespa Matriarch, she wears a suit of green and gold composite plate armor patterned after Shemarrian body armor. She wears a diadem or techno-headband at all times.

Disposition:
Was a cold and impersonal genius, suffering from a sense of isolation and loneliness due to her genius, which set her apart from others since childhood. The Swarmy played on this by offering her seemingly unconditional love, in order to break her will and subvert her to their purposes.
Since being liberated from the Swarmy, the good doctor has become more emotional and aggressive. Though intellectually she knows what the Swarmy was doing to her, on a subconscious level she still craves the drug-like euphoria of the Swarmy’s approval-rewards. Doctor Kusunoki instead now gets high off the successes of her little clan, and each step of progress towards the larger goals she has set for Clan Vespa. Being Queen-Matriarch also assuages any lingering loneliness and withdrawal pangs she feels from her absorption in the Swarmy hivemind.
Tends to slip into creative ‘fugues’ during which she often goes nonstop for days, hardly eating or sleeping, fully focused on what she is working on. These fugues have become more common since she became Queen-Matriarch but at least now she has assistants who will pull her out of the worst fugue-spirals and make sure she eats and rests.
Doctor Kusunoki looks upon her followers with the love of a matriarch looking over her family, rather than arrogant superiority overseeing tools. The good(mad) doctor means to see her little clan survive and flourish, and make a good showing to their kin in the greater megaverse.
For the time being, Doctor Kusunoki is focusing on her Shemarrian plan. Once she establishes Clan Vespa comfortably, she intends to turn her new sense of passion to more normal undertakings; seek a suitable mate, start a family, have children, and insure the future of her clan.

Insanities:
Obsession: Shemarrians---Arguably Doctor Kusunoki’s ambition to join the Shemarrian Nation counts as an obsession. Some Wayfinders have observed this and have expressed hopes that her obsession doesn’t prove to be a detrimental one. Fighting crime and introducing powerful new technologies on her birthworld are merely sideshows to her plans to leave her Earth and join the spacefaring cyberoids.

Physical Attributes/Superlatives:
IQ: 24(+10% to skills)
ME: 12
MA: 17
PS: 12( Superhuman)
PP: 21
PE: 16
PB: 16
SPD: 25

(ISP): 60
(PPE): 16

Hit Points: 63
SDC: 22
MDC: A BeeGirl’s SDC becomes MDC, plus they can spontaneously grow a suit of Bioarmor(see special abilities below).
Horror Factor:----
Special Abilities/Characteristics/Powers:
-Insect Wings---Female BeeGirls sprout four lacy transparent wings from their backs. These wings can be retracted into sheaths in the back(appear as simply more prominent and angular shoulder blade bones). While physically too small to support a grown human being, through what may be magic or psionic levitation, the wings can allow the BeeGirl to fly at up to 100 MPH, at altitudes up to 15,000 ft. When in flight, BeeGirls have a +1 on initiative, +1 to strike and roll, +2 to dodge, and +4 SDC damage for every 20 MPH of speed. Wings have 2d6+15 MDC each and can be regenerated(takes about a week) if destroyed.

-Armored Eyes---A nictating membrane can fold over the eyes, giving them a cloudy appearance(close inspection will give the impression of multiple facets). These membranes block the effects of extremely bright lights, tear gas, and other airborne irritants.

-Infrared and Ultraviolet Vision---Range similar to normal human vision.

-Antennae---These can fold back into the hair if necessary, or hidden under head coverings, in order to hide their presence, though this prevents their use.
* Hears at DOUBLE normal human range
*Track by Sound: 50%+5% per level of experience
*Track by Scent: 40%+2% per level of experience
*Identify Common Odors: 80%+2% per level of experience
*Identify Specific Scent: 60%+2% per level of experience
*Accurately Identify Common Known Objects: 60%+2% per level of experience
*Identify Temperature of Object: 80%+2% per level of experience
*Accurately Identify Wind Direction: 80%+2% per level of experience
*Feel Vibrations of Approaching GroundVehicles/ Large Animals up to six miles way, walking/running humans at 2,000 ft away, and flying objects at 4,000 ft.
*Penalties from being blinded or being in total darkness, penalties are reduced to -4 to strike, parry, and dodge.
*When freed for action, the antennae give +2 to initiative, +2 to strike, parry, and dodge, +1 to roll, and penalties for being blind are HALVED.
*If covered, the BeeGirl suffers a loss of the above bonuses, and -1 to initiative, strike, parry, and dodge.
*Each antennae has 4 MDC each

-Bio-Armor---This is a chitinous or leathery cartilage that emerges from the pores and quickly(1 melee round) forms a thin exo-armor over the BeePerson. It typically resembles a shiny swimsuit or leotard, with thinner or open joints at hips and shoulders.
MDC: 60+5 per level of experience.

-Pheromones----BeeGirls(and BeeMen) fairly exude persuasion; these airborne scents effectively raise M.A. and P.B. by 10, and +10% to Seduction skill when dealing with the opposite gender(+5% when dealing with the same gender). Pheromones can also be used to mark targets/persons/property, and even sound a silent alert; the BeeGirls’ senses are keyed to pick up on pheromonal triggers.
Doctor Kusunoki’s pheromones are even more potent and work equally well on BOTH genders.
In general, these are most effective in close quarters with little air movement. Pheromones are less likely to be effective in the open, with a good stiff wind blowing.

-Superhuman Strength---BeeGirl strength becomes Superhuman; can carry 200 times their P.S. and lift 300 times their P.S. Also fatigues at HALF the normal rate. Punches and Kicks CAN do megadamage in the higher P.S. ranges.

-Regeneration---BeeGirls heal fast, recovering 2d4 MD per hour. Amputated limbs grow back in a week.

-Resin---BeeGirls can drool or weep a thick mucus-like resin that hardens into a waxy, plastic-like material; can produce about 2 cubic feet of liquid resin per hour, that hardens into 3d6x10 SDC(A.R. 13) and can be used to reinforce structures, seal openings, and form restraints.

-Venom Stinger---A gland in the forearms feeds paralytic venom to injectors under the fingernails, which are now hard and sharp enough to serve as stingers.
Range: Melee
Damage: +1d4 SDC/MD, plus victim must save versus non-lethal poison or will lose the use of the stung limb(reduce speed, roll, and dodge bonuses by HALF if a leg, reduce APMs and parry bonuses by HALF if an arm) or will fall unconscious/paralyzed if struck in the neck or main body. Effects last 2d6 minutes. Multiple stings do cumulative duration.

-Hivemind----BeeGirls mutually support each other, such that as long as at least two are within sight or psionic range of each other, they get a +1 to Initiative, +1 save versus psionic attack, and +1 to save versus Horror Factor. DOUBLE these bonuses for ten or more BeeGirls. Outside psionic range, they lose these bonuses, but do not suffer from isolation shock(they can still hear a reassuring, if distant, telepathic murmur) unless deliberately severed from the Hivemind.

Vulnerabilities:
-Cold: BeeGirls do not handle cold well, and take double damage from cold-based attacks. Temperatures of freezing or below will remove ALL initiative bonuses, and HALF their combat bonuses and Speed.

-Telepathic Disruption---Disrupting their telepathic link is another way to discombobulate BeeGirls; -20% to skill rolls, reduce Perception and combat bonuses by HALF, -3 to save versus Horror Factor, and will feel panicked and abandoned for however long the disruption lasts.
Because of her liberation from the Swarmy Queen who converted her, Doctor Kusunoki is less vulnerable to this(she and her ‘retinue’ will only suffer a -5% to skill rolls, Perception, combat bonuses, and save vs Horror Factor only drop by -1. She also has her cyber-telepathy system as back-up.

Magic: None
Psionics:
BeeGirls and BeeMen possess a limited form of Empathy/Telepathy with other BeePersons. This costs NO ISP, and has an effective range of 300 ft.
If the BeeGirl was psychic before, they will retain their abilities, but the use of their powers will typically be suborned to the use of the Hive.
Doctor Kusunoki was actually a latent Minor Psychic before her conversion. That latency was activated as a result of her mental reconditioning. She has the following:
-Perfect Recall
-Machine Ghost

Cybernetics/Bionics: None; the BeeGirl conversion prevents implants, but Kusunoki has been working on workarounds to this limitation.

Skills of Note:
Math: Advanced 98%
Cybernetic Repair (+ 30%) 98%
Biology 98%
Chemistry 98%
Chemistry: Analytical 98%
Computer Operation 98%
Computer Programming 98%
Computer Repair 98%
Electrical Engineer 98%
Mechanical Engineer 98%
Nanotechnology 98%
Nanomanufacturing 98%
Nanorobotics 98%
Robot Electronics 98%
Robot Mechanics 98%
Circuit Board Micro-Electronics 98%
Optic Systems 98%
Surveillance Systems 98%
TV/Video 98%
Radio: Basic 98%
Radio: Scramblers 98%
Radio: Subspace 75%
Entomology(+10%) 75%
Language/Literacy
-American English 98%
-Techno-Can 65%
Cooking 98%
Pilot Automobile 92%
Pilot Hovercraft 65%
Read Sensory Instruments 98%
Athletics
Swimming 98%

Hand to Hand: Martial Arts
W.P. Knife(+4 strike, +4 parry, +5 strike w/ throw)
W.P. Paired Weapons
W.P. Pistol(+3 strike)
W.P. Energy Pistol(+1 strike)

Actions/Attacks per Melee: 4+1
Initiative: +1
Strike:+5
Parry:+7
Dodge:+7
Roll:+4
Pull Punch:+3
Damage:+4
Entangle: +1
Disarm: +2
Knockout/Stun on a Natural 20
Judo-style Bodyflip/throw
Critical Strike on a Natural 18-20
Backflip/Escape

Saves:
+4% Vs Coma/Death
+1 Vs Magic/Poison
Vs Psionics(12 or better)
45% Charm/Intimidate

Notable Possessions/Equipment:
The Queen-Matriarch has the assets and resources of Vesparii Technologies & Hornet Security Inc. at her disposal. This includes laboratories, warehouses, private aircraft, ground vehicles, and support/security personnel.
Personally, Doctor Kusunoki wears tailored executive clothing or lab coats, and carries a heavily modified laptop on her person at all times. She has a suit of personalized Shemarrian-style body armor w/ 80 MDC.
For self-defense, she carries several vibroblades, a 9mm pistol firing ‘Bee-Rounds’, and a Shemarrian-style laser gauntlet. She also frequently carries some of her nanoweapons, such ‘beehive grenades’ that unleash several dozen microrobots armed with toxic stingers, armor-dissolving nanites, or paralysis-inducing nanotech.
*Cyber-Telepathy Headset---Built into a headband and the doctor’s Shemarrian-style headdress, this headset allows the Matriarch to interface between the BeeGIrl Hivemind and the cyborg personal network, and to command her many robot minions, though microneedles that go right into her skull(her enhanced healing abilities negate any damage or discomfort from this procedure). The headband uses advanced subspace radio technology and has an effective range of 5,000 miles.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

A new Shemarrian weapon. BRING THE THUNDER!

Fulgur-Ram

"Sister Thundercracker, I do believe it is time to show these slavers that we bring more than thunder!"
A large berserker steps forward with a heavy sledgehammer, electricity arcing around its head as her hair starts to stand raise from the buildup of static electricity, "With pleasure!"

The Fulgur-Ram is a large sledgehammer style weapon, sized for Shemarrian use. At first glance it looks like a slightly ornately designed war hammer, with a 4 foot long head and 8 foot shaft, but once in action, its other features become apparent. The head can be energized with powerful electrical current, with arcs of electricity licking its surface. This electrical charge has the added benefit of sometimes temporarily shorting out electrical systems of robots, power armour or vehicles.
The Fulgur-Ram can also be used as a ranged weapon, with an ion projector mounted at the top of the shaft above the hammer head, usually fired from the hit, but with the link to the Shemarrian, any penalties are negated. Although short ranged, it does have respectable damage, drawing power from an e-clip and power drawn from the Shemarrian through contact induction in their hands.
An added bonus is the Fulgur-Ram is able, for a short period of time, create a shield of electrical energy in a 10 foot radius around the Shemarrian. However, the base of the handle must be touching the ground, thus immobilizing the Shemarrian. The Shemarrian is still able to use any one handed ranged weapons. The shield has the added bonus of electrifying anyone who attempts to strike it with melee strikes.
Surprisingly, the Fulgur-Ram finds use amongst the Silvermoon, Skullcrusher and Blood Riders equally in small groups of Berserkers and other melee specialists.

M.D.C. of the Weapon: 120
Weight: 60 lbs
Range: 300 feet for ion blast, melee plus up to 5 foot reach hammer.
Mega-Damage: 5d6 M.D. for hammer, critical natural roll 20, damage x4. When energized with electricity adds +3d6 damage, plus against mechanical opponents or objects, 40% chance to stun or shutdown for 1d4 rounds. Ion blast 1d4x10.
Rate of Fire: Each ion blast or smash counts as one melee attack/action.
Payload: 25 ion blasts. One charge provides enough power to energize the (name) for two melee rounds. In the hands of a Shemarrian, the Fulgur-Ram can draw power through their hands, recharging the weapon and providing near unlimited payload.
Electrical Shield - When the bottom of the shaft is on the ground, and activated, a shield bubble with a 10 foot radius appears around the Shemarrian. The shield has 100 MDC, every round the shield is active uses 2 charges. If struck with a melee strike, the striker suffers 2d6 MD of electrical damage. The shield can only be used 6 times a day.
The Fulgur-Ram can also accept a Shemarian standard e-clip for NeShemar use.
Special Bonuses: A Shemarrian using the weapon can link with it to gain a +2 to strike with the ion blaster. Use W.P. Blunt for warhammer component.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Another reason why you don't want to pick a fight with the Shemar gals. 8) :bandit:

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

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

Unread post by DhAkael »

Clan Flamewing (Fringe Tribe)

https://www.dropbox.com/s/oylsyi0lcpqhdyo/Flamewing%20colours.png
https://www.dropbox.com/s/gvmgw28zptxafvh/Flamewing%20Berserker%20copy.PNG

“Come sisters! Do you wish the Skullcrushers to overshadow us in battle prowess or the Wolfspath in tactical accumen? We are the Flamewing; from the skies we strike, bringing destruction upon the enemy by fire and shot. Strike hard, strike swift and leave nothing but ash in our wake!”
~Ygrane Nightfury; Flamewing Col-Taros Warchiefteness

“I am unsure of this fringe tribe; is it just me, or do they make the Bloodriders seem calm & sedate and the Skullcrushers restrained?”
‘No sister it is not just you. I just overheard the Shasydaer of the Skullcrusher delegation express concern over the actions on Helkor-Primus. 2 centuries until even NeShemarr will find it safe to begin revitalization.’
~Conversation between two Shari Modaes of tribe Wolfspath & Silvermoon.

The Flamewing tribe’s origins are shrouded in mystery. The fact that they did in fact originate in the Tri-Galactic dimension near the inner-rim of the Anvil Galaxy, and that they exhibit many traits of post-S.C.W. Bloodrider tribes women is without doubt. What is not known is exactly how and when they were founded, and which colony of the passion fueld Shemarrians was responsible for creating the fringe tribe. Speculation among the 10-plus-1 of the formal tribes is the Flamewing were created from the surviving members of a joint expeditionary flotilla, mostly crewed by BloodRider and either Hawkmoon (unlikely), Nightmare (probable) or Skullcrusher (most likely) that had gone into K!Zon territory; two tribes went in and went missing. What came out was a new tribe of feirce and brutal warriors, harkening back to The Maker & Shaper’s original personality template, only distilled.

Typical battle tactics for this fringe tribe is to utilize swift co-ordinated combined arms strikes, preceeded by saturation orbital bombardment of kinetic kill and fusion weaponry. Before the blastwaves, radiation and debris clouds even settle, dropships carrying winged berserker caste and heavily armored warmount cavalry fall just outside of the still molten blast craters and spread out. Rail-lance & plasma weaponry figure strongly amongst their ranks, along with energized blades and “dragon-breath’ projectors implanted in their throats. Once one hundred percent casulties have been inflicted on the enemy, the Flamewing gather their fallen for rebuild or recycling and leave. The only sign of their passing the scream of nuclear decay and ashes.

The High-Matriarchs of the 11 are leary of according these gynoid-furies council status; seeing in them the curse of the Blacksteel in their actions, even though the sparks show no signs of supernatural malignancy. Members of the Nightmare tribe have been known to say this about the Flamewing;
“Their progenitors traveled to the fringes of the abyss within the Anvil. There, they stared at the abyss, and the abyss stared back. The abyss blinked.”

Motif: A wing made of flames attached to the side of a dragons’ eye on a circle of black onyx.
a)Origins:
Unknown; persumed offshoot of Bloodrider & Skullcrusher or Nightmare tribe.

b)Where First Encountered
First encountered in the Anvil galaxy, just outside of the Hakon Rift sector. They were responsible for anhilating an entire Kolnari pirate colony (over 15,000 combatants and unrecorded number of ‘civilians’), before seeking out the closest Shemarrian Star-nation Tribe enclave: The Ghostrider planetoid Klattu .

c)Tribe Size
Extensive; 120,000 members. Typically encountered in ‘wyrs’ of 100-400 warriors.

d)Tribe Organization
Matriarchal; Status is determined by seniority and prowess in the field establishes promotion.

e)Tribal Composition
warriors make up the largest portion(50%) of their population, followed by Berserkers(25%), NeShemar(10%), Acolites(2%), Male Shemarrians(3%), and the remaining 10% is a mix of Tinkers, Warchiefs, and other miscellaneous members.
Tribe Flamewing only recruits those they feel worthy of survival; typically only taking freshly slain or near-dead who have shown fiercness against their oppressors / enemies. They may also (8% chance) allow “live” recruits to be inducted if they exhibit a willingness to complete a task and/or mission, no matter the collateral damage.

f) Highest Caste Class
Wargoddess (unconfirmed).

g) Gender Division
90% Female, 10% Male

h) Home Environment
Like the Darkwaters of the S.S.N., the Flamewing do not seem to take to planets, and wander the airless void of space. Small outposts may be made on deathworlds of a temporary nature, for logistical purposes and as forward bases prior to an assault on another objective.

i)Technology Level
Adavnced Space-Age. Roughly equal to Three Galaxies’ technology. The ability to produce starships and associated technologies is well within this tribe’s grasp. In fact, several unknown hull-types have been seen amongst their assault fleets, along with variations on well-known Shemarrian starcraft (the designs having been purchased and then deseminated to Flamewing constructor vessels).

j) Relations with Outsiders:
Indifferent. Can effectively be considered Abbereant in their dealings with non-Shemar; they will respect warriors of non-Shemarrian races, but will firmly turn away any outsiders from their territories or theatres of operation. The Flamewing do not wish others to see their “necessary work”.

k) Relations with Other ‘Shemarrians’
Neutral. They have traded with other tribes for technologies and sometimes (rarely) sent refugees from their theatres of operation on to more peacable tribal colonies. For the most part they wish to be left to do what the excell at; total destruction of the enemies of the Shemarrian sisterhood.

l) Purpose
Survival. The Flamewing progenitors survived the K!zon and the energies of the Hakon-Rift; from that crucible they were born and from the ashes of their founding they came into the greater galactic theatre to wipe away the enemies of all Shemar kind: whatever the price to their soul-sparks.

m) Preferred Mode of Combat
Blitzkreig; the Flamewings prefer to use quick swift, brutal combined arms strikes with overwhelming force-of-arms. Collateral damage is not an issue.

n) Unique Attributes
The Flamewing tribal warriors all are hardened against EMP and hard radiation (they can even survive for a few seconds in a concentrated gama-ray stream from grazers, radio-isotopes , etc) and have integrated thermo-kinetic material into their war-plate (½ damage from heat and high-velocity attacks). Their armour retains the typical baraoque styling of the original Shemarrian warriors albeit in hues of red & orange, but on closer inspection it can be seen that the paltes are made to resemble dragon-scale. Even the Berserker & Accolyte castes fabic resembles well tanned fire-dragon skin (rumour has it that they breed fire-elemental salamanders for their skins). One final distinction is the eyes and antennae. The eyes are golden or reddish in colour and have the distinctive slit of a reptile or dragons’ orbs, while the antennae “grow” to resemble curving fluted horns.

o) Prosperity
Self-Sufficient. The tribe is doing well for itself, with an ample supply of material for its projects, provided they are of modest ambition, replacement weaponry and warmounts for 50% of their number, a modest surplus, and enough disposable material for some small trading. Most of their materials are harvested from worlds unwanted by biologicals or from the bounty of the stellar void. Very rarely do they take trophies or steal from their opponents.

p) Origin Tribe
Bloodrider (primarily) with either Skullcrusher or Nightmare as secondary contributer.

Signature Upgrades:
All Flamewing have the following(unless otherwise noted)
-Dragon Breath Ejectors; Identical to the ‘Ninja-Borg’ from Rifts Japan.
-Horn Antennae; not as mobile as normal Shemarrian antennae but still as effective. Has an additional 10 MDC.
-Dragon/Reptile-Slit Eyes in “fire” colours.
-Retracting Wings (Berseker caste only); resembling dragon wings. Full flight with micro-jet assist (See Rifts: Bionics sourcebook).
-EMP & Radiation Shielded; only ¼ effects if any (the warrior saves on natural d20 result of 8 or better).

Armor:
See ‘Unique Attributes’ for details.

Unique Weaponry
None seen yet (by anyone alive that is). Rumours of sustained stream plasma-throwers & extended blast radius fusion grenades have circulated but never confirmed.

Warmounts:
Modified “bird” mounts to resemble wyverns, dragons or drakes. Monstrex battle-steeds are usually painted in the tribal colours and given Dragon-Breath upgrades along with full thermo-kinetic & EMP shield enhancement.
Last edited by DhAkael on Sun May 11, 2014 3:07 pm, edited 2 times in total.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by kronos »

DhAkael wrote:
Clan Flamewing (Fringe Tribe)



Overkill is just another word for mission complete for these ladies!

I wonder if they'd be using some of the weapons I've made for Skullcrushers and Blood Riders? Like the Fire Smasher, Shield Breaker and maybe Fulgur-Ram?
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