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Unread postPosted: Mon Oct 29, 2018 9:23 pm
  

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Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Loving the new additions to caste / frame types and NPC's. Sorry for being quiet, but... -sigh- my campaign has taken off like a rocket and most of my creative energies are dedicated to that. Tal? gimme a ping when you post the Blacksteel Wargoddess; it will fit in nicely with the next chapter arc I have planned.
Hell Lord Fury meets the Blacksteel Skull-crushers... match made in hell or knockdown-drag-out 4 way battle royale? (Re; Hell armies Vs. CS Vs. Free peoples Vs. Ebil Shemarr) :demon: :nuke: :frazz:


Naruni rep offering color commentary from the sidelines?
(Imagining drones recording the battle....footage later broadcast through Naruni media affiliates pay-per-view. Network Omni News annoyed by Naruni deliberately posting 'In your face' scooping gloating aimed at NON)

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

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


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Unread postPosted: Tue Oct 30, 2018 1:51 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
A quick Halloween conversion of a Lost Eclipse drone that Lolipop Tribe released.

Pumptorb

“Hey kid, you carving a pumpkin for Halloween?"
"Yeah, wanna see?"
"Surrr OH GOD WHY IS IT BREATHING FIRE AND FLOATING!! AAAHH!!!"


The Pumptorb is the Lolipop Tribe's version of the Mortorb. The major difference is the Pumptorb is shaped like a pumpkin with what appears to be eyes and mouth carved into one side, with an inner light from plasma. While the Pumptorb maintains the same systems of the Mortorb, including the plasma field, the Pumptorb has the added feature of shooting a ball of plasma. When the Pumptorb fires a plasma blast, the plasma field is unavailable, although the visual effect is interesting as the plasma field appears to move from around the Pumptorb and launch at the target. The mouth is also articulated, at least enough to open and close, which combined with a speaker, allows the Pumptorb to appear to be laughing, which the Lolipops have programmed the Pumptorb to do while chasing targets, or while floating around to moan and make other 'ghostly' noises.


Type: EShe-R291Lt Pumptorb
Class: Robotic Drone, Aerial
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 50
Height: 1 ft 
Width: 1 ft 
Length: 1 ft
Weight: 12 lbs
Cargo: None 
Physical Strength: Equivalent to Robotic P.S. of 3
Powerplant: Nuclear w/ 1.5 year energy life
Speed: (Running) Not possible
(Flying) 45 MPH, maximum altitude of 1,000 ft.
(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 heat detection, built-in motion detector( 100 ft 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 owners. 

*PPE Decoy---To add to the idea that the Pumptorbs are supernatural, they carry a vial of PPE algae/bacterial gel that gives the robot a signature of 1d6 PPE. 

*Sensor Jammer---Developed from the ‘spoofers’ in Juicer body armor, this compact ECM system allows the Pumptorb to evade sensor lock-ons, especially when its plasma field is down. Without the plasma field on, there is only a 15% chance of detecting the Pumptorb with thermal sensors and motion detectors. Guided missiles and sensor-guided weapons are -2 to strike the ‘bot. 

*EM Shielding---This protects the Pumptorb’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the ‘bot suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static. 

* Thermal Shielding---The Pumptorb takes NO damage from its own plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). Helmet conversions get a layered spray-on coating of superconductor circuitry and thermal insulation. With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart). 

Weapons Systems:
1) Plasma Field--Inspired by the Blood Rider Zealots, the Lolipop Tribe fitted the Pumptorb, just like the Mortorb it is based on, with a system that surrounds the ‘bot-ball with a cloud of high-energy plasma. The field is relatively low-powered, compared to other plasma weapons, but the whole weapons system is amazingly compact. The plasma field allows for armor-vaporizing kinetic strikes and shields the ‘bot from plasma attacks in return. The high energy expenditure, though, rapidly drains the small power-bottle, and contributes to the short energy life of the Pumptorb. 
Range: Plasma field extends out 1d4 ft from the robot
Damage: 2d6 MD on contact
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
Rate of Fire: ECHH
Payload: Conditionally unlimited; the field can be maintained at 15 minutes at a stretch, before needing to cool down and recharge for 25 minutes. 

2) Eye Lasers(1-2)---Standard bionic eye lasers; look, lock, and shoot. 
Range: 150 ft
Damage: 1d6 MD per eye blast
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Plasma Blaster---Able to shoot a potent plasma blast from the mouth. However when the plasma blast is fired, the plasma field deactivates for a short period.
Range: 100 ft
Damage: 4d6 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited
Note: Once fired, if the plasma field was active it deactivates and can't be activated for the rest of the melee round.

4) Bite --- The mouth is articulated enough to simulate laughing, but it can also be used to bite a target, particularly useful while the plasma field is operating.
Range: Melee
Damage: 3d6 SD or power Bite 1d4 MD
Rate of Fire: ECHH

5) (Optional) Blades---Some Pumptorbs, mount vibroblades that allow them to perform high speed raking slash maneuvers on targets, sometimes these blades will be mounted on short chains so when they fly they make a lot of creepy rattling noises while moving.. 
Range: Melee
Damage: 1d6 MD on a raking or ramming attack.

6) Self-Destruct---As a weapon of last resort, the Pumptorbs can redline their RTG powerplants(by letting in water and letting steam pressure build) and activate explosive linings, turning the ‘bots into flying bombs. Does 6d6 MD to a 12 ft blast radius.


Programming:
The Ecotroz have installed robotic AIs in the Pumptorbs. They are rarely ever infected with a low-level Ecotroz sentience. If they are, the personas are like those of small vicious predators like cats or weasels. Pumptorbs are programmed to laugh maniacally while attacking, making them particularly frightening at times.
Typically has the following: 
Math: Basic 98%
Radio: Basic 98%
TV/Video(internal system) 
Prowl 72%
Detect Ambush 50%
Tracking 60%
Land Navigation 86%

If ‘Awakened’ with an animalistic Ecotroz essence fragment, the Pumptorb gets a bonus of +5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Pumptorb 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: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +7 in flight 
Strike +1 (+3 w/ ranged weaponry) 
Roll +4
Parry +4
Pull Punch/Strike +2
Flying Body Block/Ram 4d6 SDC

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

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).


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Unread postPosted: Tue Oct 30, 2018 4:51 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
Yeah, that's the sort of thing those ragamuffins would do. :P

D-Be: "I fail to see how you humans can be so terrified of levitating squash-...HOLY GARANAX! DEMON-SPAWN DESCENDING UPON US! FLEE!!!!!!"

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

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


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Unread postPosted: Thu Nov 01, 2018 9:42 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
(Amazing how a simple idea about a stasis-storage asteroid blooms into a much bigger post)


Dormis---Sleepers’ World(Thundercloud)
(aka ‘Pilloway’, ‘Purgatoris’, ‘Boreville’, ‘Snoozedoze’)

“We don’t always have worlds we can conveniently transfer refugees to and resettle them comfortably on. Colonies take time to grow, and economic and professional niches to develop. And we can’t just keep people on the transport ships, wandering around in space, especially if the spacelanes become dangerous or we need the ships elsewhere...like getting more refugees. The stasis depots give us time and space to develop options.”

“ I heard one visitor to Dormis describe a walk through the vaults as depressing, and compared it to a giant tomb. I was quick to correct them; Dormis is NOT a tomb; it is a waystation. Once new homes are found or new treatments developed, each and every one of those souls sleeping in our vaults will be awakened and set out into the conscious world. Dormis is not an end of things, it is a treasury of possibilities, a bank of dreams waiting to be fulfilled.”

“Many come to Dormis without hope, without health, without home and country, without possessions, and without even the clothes on their backs. They arrive unconscious and unaware.
They will leave as citizens of the Shemarrian Star Nation.”


*HELLO LITTLE WARM-BLOOD. I DON’T THINK YOU’RE SUPPOSED TO BE OUT IN THESE HALLWAYS, ARE YOU?*
“...oh. my. god.”
*WANDERED OUT OF MEDICAL, I THINK YOU HAVE. IT’S A GOOD THING I FOUND YOU, THEN. IF YOU WANDER ANY FARTHER, YOU WOULD FIND IT TOO COLD FOR YOU, LITTLE WARM-BLOOD, ESPECIALLY DRESSED/UNCOVERED AS YOU ARE. THERE’S NAUGHT BUT BARE ROCK AND ICE DOWN THIS HALL.*
“What....what are you?!”
*ONE OF THOSE WHO LOOKS AFTER SLEEPING LITTLE WARM-BLOODS LIKE YOURSELF. NOW LET ME TAKE YOU BACK TO THE WARM-ROOMS WHERE YOU CAN BE PROPERLY CARED FOR AND RESET FOR GOOD WARM-BLOOD DREAMS. THE COLD HALLS ARE NO PROPER PLACE FOR YOUR KIND.*
---Encounter between a Preserver and a wandering awakened sleeper in the service tunnels of Dormis.

“I think the last thing people expect to encounter in a place like this is a giant walking talking tree. Stunned the flight out of her you did. Otherwise we’d have had to chase her all over the place, and that would have increased the chances of her coming to harm in her panic. ”
---Dormis Acolite, on the above encounter.

“I’m looking for some talent to take back with me; ideally biochemists, but I’ll take biologists and botanists if you have them, even if they’re disembodied brains. I’ll take dependents too if they have any accompanying them. What’s new in arrivals?”
---Horrorwoods Life-Tinker, on a ‘recruiting’ visit to Dormis.

Dormis is a small, lifeless, rocky world in a backwater system currently overlooked by most starfaring species.
Dormis serves as a collection and storage point for non-Shemar refugees rescued from slavery and shatterworlds. In Dormis’s deep vaults, thousands of lifeforms are stored in stasis until provision can be made to resettle them elsewhere in the Shemarrian domains. The sleeping inhabitants also include those too badly injured and terminally ill to be kept conscious, and for who decisions as to reconstruction, rehabilitation, and Tribal assignment have yet to be decided. Thus Dormis sees a lot of traffic from the Valkari. Tribes wishing to bolster their NeShemar numbers also send delegations on ‘shopping trips’ to headhunt prospective new members from the stasis-vaults.
Dormis is administered and maintained by rotating crews drawn from the Tribes, but the Wayfinders and Silvermoons are the largest active members. Acolites, Preservers, and Valkari are the most common castes found in conscious residence on Dormis, responsible for overseeing the protected sleepers. Dormis is also home to the equivalent of a medical training school for EShemar, as they study various injuries in stasis and devise treatments for trauma, disease, and other ailments of the flesh. In general, though, Dormis is noteworthy to the casual visitor for its serenity; miles and miles of underground vaults holding stasis modules, with the only sign of life(by broad definition) being the motion of the caretaker systems and, surprisingly, the occasional EShemar staffer engaging in some off-duty recreation....playing musical instruments in the great halls(the acoustics are supposedly incredible) or painting great murals on the walls(several of the works covering the entire inside of the miles-long tunnels between vault-complexes) being the most common pastimes. Many Wayfinder artists and scholars often volunteer for duty on Dormis as sabbaticals from more active duties elsewhere in the Star Nation.
Because Dormis is on the edge of Shemarrian space(and is considered by many to be a ‘quiet port of entry’) the planet is surprisingly well-defended, with concealed defenses hidden under the ice, and of course the facility complement of Preservers able to foray directly onto the surface and engage an enemy. The nearby debris rings conceal an armada of automated weapons platforms and a standing flotilla of warships charged with protecting any incoming Shemarrian starships and intercepting strangers.
It is rumored that there are other, albeit smaller, Dormis-style enclaves elsewhere in the Shemarrian Star/Dimension Nation, where it is convenient for the EShemar to stash rescued populations, but Dormis is acknowledged as the first and largest facility of its kind.

Solar System(Purgatis)
Number of Stars: 1
Types of Stars: Red Dwarf
Number of Planets: 8
-Asteroid(s1)---Ceres-sized large asteroid
-Gas Giant(Spurgis II)---(Huge)The innermost gas giant of the system, it is slowly shedding gas and dust thanks to the red dwarf’s weak solar winds.
-Gas Giant(Spurgis III)(Enormous)----To anybody doing an indepth exploration of the Purgatis system, Spurgis III would likely be the most interesting world in the system, what iwth its twelve moons, which is why the Shemarrians maintain a number of small military outposts on the moons of this gas giant, the reasoning being that anybody stumbling across the system will look for a presence further in-system.
-Gas Giant(Spurgis IV)---- Small, Uranus-sized gas giant. It may have traded orbits with Spurgis III in the past, and the two planets continue to be orbitally locked.
-Asteroid (s5)---Europa-sized asteroid that may have once been a moon of Spurgis IV before it was cut loose at some time in the distant past.
-Exotic----Purgatis is ringed by a dense ring of gas and debris slowly moving outward from the formation of the inner worlds. This is effectively a ring nebula.
-Terrestrial(Spurgris VI/Dormis)----Dormis lies just outside the densest bands of the ring-nebula and is masked from detection by the sensor ‘static’ generated by the gas and debris.
-Asteroid (s7)---Titan-sized large asteroid/planetissimal. It conceals a largely automated comm-node for a network of early-warning satellites spread throughout the local ort cloud.

Planet(Dormis)
Type: Rocky, Terrestrial
Diameter: 6,000 km
Gravity: Light; 0.9 g.
Temperature: Deep Cold(Cryogenic)
Unusual/Special Features:
-None, except for its long ‘year’(7,000 Earth-years long). The Shemarrians chose Spurgris VI for its unremarkable characteristics.
Atmosphere: Frozen
Terrain:
Four+; Dormis shows signs of having been battered and resurfaced at times in the past, indicating trips through the ring nebula, though any impact craters have since been weathered away by smaller particle ablation. Large flat ‘oceans’ are mixed with rocky ‘land’ and the occasional upthrusting ‘mountain’.
Dormis may have been much closer to Purgatis early on in the system’s history, and may have even been volcanically active(certainly, the abundance of certain minerals suggests it) but was flung outwards by interaction of the gas giants. The planet’s core has been cooling since, and only a very deep core remains molten, its heat unable to escape to the frozen crust.
Notable Mineral Concentrations:
- Iron
- Magnesium
- Copper
- Scheelite
- Samarskite
- Graphite
- Emerald
- Ruby
Hydrosphere: Moist, but all surface water is locked up in a miles-thick crust of ice and dust
Biosphere: None
Civilization:
Outpost world. Civilization on Dormis is underground, in a sprawling network of subcrustal caverns and tunnels centered around several dozen large stasis-vaults.
Population:
There are currently some 11 million sleepers on Dormis and a caretaker staff of 11,000 fully sentient and conscious caretakers and security. There’s another 8,000 beings who have taken up residence just to enjoy the peace and quiet of the place.
Technology:
Galactic; Shemarrian Star Nation
Economy:
None, unless you count the sleepers as banked biological assets
There is an emerging secondary industry in jewel-cutting, using locally mined emeralds and rubies. A small number of craftsbeings have settled on Dormis to cut gemstones, valuing the peace and quiet of the place for their work.
Wealth:
None, unless, again, you count the sleepers as banked biological assets.
Government:
Ruled by a Warchief administrator. Arguably, the post has the largest number of people under the administration of a single Warchief, but most of them are either asleep or clinically dead.
Law Level:
Could be considered hospital-style authoritarian. What few patients are awakened are expected to follow their attendants’/physicians’ orders. Most such visitors to Dormis don’t have any opportunity to cause trouble, anyway.
Popularity:
Popular; though the sleepers don’t really have any say either way, the staff assigned to Dormis are generally looking for a quiet tour of duty.
Stability:
Stable. The sleepers aren’t complaining, and neither are the staffers.


Rumor/Adventure Hook:
Some of those assigned to duty on Dormis have reported occasionally seeing strange things down in the deep vaults. Strange lights, sounds of footsteps, a feeling of presences...but nothing recorded by sensors.
It’s possible that among the large numbers of sleepers, a few latent psychics may be astrally-travelling in their dreams, or have established a minor Dreamstream Domain. Or the ‘ghosts’ of clinically dead, but potentially still viable, internees may be ‘walking about’. Some of the Wayfinders have suggested bringing in psi-sensitives or setting loose psi-sensitive e-animals to roam the halls and see what they sniff out.

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

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


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Unread postPosted: Thu Nov 08, 2018 9:54 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Aorian ----DarkWaters Enclave World(Thundercloud)

“Aorian’s atmosphere is so thick that it’s sometimes difficult to know where the atmosphere ends and the ocean begins. And it’s entirely possible to pancake on a cloud when you think you still have hundreds of miles to go on reentry. No wonder the Dark Waters love the place!”

“You have not surfed until you have ridden Aorian’s waves. Until we find a super-Earth waterworld with powerful enough storm systems or tides, Aorian is it for any attempts to surf the entire circumference of a world on one go. Inside the ‘raceways’ where the currents run fastest is where we hunt the world-traversers. I have tried eight times already to find the one way that will carry me all the way; six collapsed, the other two tried to destroy me. I have not yet succeeded, but I keep coming back. One day I -will- find the right wave on Aorian. It is my destiny.”
--SSs’llisd’ccc Turblin, Gilloc Planetary Scout and Extreme Sportsman

Aorian is a large (Mars-sized)moon of the solitary gas giant Aos in the Batel#r’l398 star system, and is a major colony world of the Dark Waters.
Aorian serves as the cultural capital of the Aos military-industrial cluster established on Aos’ various moons. While sister moons may harvest ores, launch payloads of refined metals and minerals, and manufacture shups and equipment, it is to Aorian that the EShemar look for the soul of the system.
Geologically and environmentally, Aorian is an active world, with gravitational tension helping to keep Aorian’s core hot and active. Active volcanism feeds a vital plate tectonics system and builds islands on the surface. Aorian’s thick atmosphere traps heat before it can escape into space, and feeds an active weather system with frequent and powerful storms, and swift ocean currents. Within the safety afforded by tidal eddies and the breakwaters of seamounts, reefs, and atolls, however, the EShemar have built thriving marine(and submarine) settlements.
Aorian is known for its large and lush artificial biomes(many built into the interior of hollowed-out seamounts or corallite reef-mountains), considered unnecessary by the more conservative spacebased Shemar, who see such extravagence as a waste of resources, but regarded most fondly by most Dark Waters, and many visitors as well. For many Dark Waters, Aorian’s enviro-domes are the first and closest they get to the surface of a natural garden world.

Solar System(Batel#r’l398)
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 1
-Gas Giant(Aos)(Average: 120,000 km diameter)--- Ringed gas giant with 11 sizeable moons. All of the moons of Aos have been settled to one extent or another, and constitute a military-industrial cluster. Aorian is the only lifeworld with a substantial and breathable atmosphere.

Moon/Plantesimal(Aos-M5/Aorian)
Type: Rocky, terrestrial
Diameter: 6,000 km
Gravity: 1.02g
Temperature: Temperate
Unusual/Special Features:
-Craters---Aorian has a number of large craters suggesting earlier collisions with space debris or smaller moonlets. Some of the craters are intact enough to form sheltering atolls that have been colonized by the Dark Waters.
Atmosphere:
Dense, almost to the point of being unbreathable. It’s believed that Aorian, despite its small size, picks up gas streaming from Aos, constantly replenishing what little the moon loses into space. Algae in the moon-girdling sea and thick clouds reduces many of the collected gases into a breathable oxygen-nitrogen mix. Aorian is given to impressive air-storms and surface-typhoons that the Dark Waters love to pilot and surf as practice.
Terrain:
Aorian has little surface terrain; mainly rocky islands and craggy reef-tops. Volcanoes are a fact of life on Aorian, building new islands.
Notable Mineral Concentrations:
-Sapphire
-Gold/Silver
-Lead
-Chromium
-Titanium
-Samarskite(plentiful)
-Calcite
-Asbestos
Hydrosphere:
Waterworld; Aorian is covered in liquid water. Thus most settlements are located on the seabed or cling to the few above-water reefs and extinct volcanic islands(the live ones are tapped for geothermal energy).
Biosphere:
Thin; Aorian has developed simple bacteria, algae, and a form of proto-coral.
Civilization:
Major Dark Water Shemarrian settlement
Population:
19 million EShemar and NeShemar live on Aorian itself. Another 128 million are scattered in various habitats about the system.
Technology:
Galactic; Shemarrian Star Nation
Economy:
Industrial---The Dark Water Tribe mines the other moons and extensive asteroid belts in the system, and processes the harvested resources in factory satellites and stations spread across the system. Some manufacturing is conducted in Aorian itself, but most heavy industry is located offplanet.
Wealth:
Wealthy----As Shemarrian economies go, Aorian is Wealthy, with plenty of resources to go around.
Government:
Shemarrian Tribal; a Wargoddess presides over Aorian.
Law Level:
Yawningly Lawful. Aside from the occasional daredevils testing themselves against Aorian’s fierce currents, waves, and winds and fetching up against the side of a habitat complex or reef, Aorian is pretty peaceful.

Popularity:
Fanatically popular. Aorian is actually one of the ‘looser’ Dark Water worlds in terms of spontaneous celebration and frivolity. Aorian sports examples of some of the best EShemar open markets outside the Horrorwoods and Wayfinder worlds, and other EShemar traveling through the system try to get down to Aorian to browse the gardens, partake of the atmosphere, and pick up a few extras for their travels.

Stability:
Long-Standing. Would be Dynastic, except that the Dark Waters don’t really have standing dynasties as such. Still, the caste-government of Aorian has managed the affairs of the system well, and nobody’s complaining.

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

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


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Unread postPosted: Sat Nov 10, 2018 9:45 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
EcoS-KRP-43 Manosarc E-Drone
(aka ‘Shemar’s Fist’, ‘Gripper’, ‘Gauntlette’, ‘Five-Fingered Fury’, ‘Flying Fickle Finger of Fear’)

“Did that thing just give us the finger?! Yeah, that monster’s flipping us the bird! Well, same to you, asswiper! SAME TO YOU! Uh-oh....I think it took it waaayyy too personally! DUCK!”

“Sorry to hear about Kelsor getting the clap.”
“Yeah, two of those things ramming him from either side, he’s lucky to have any unbroken bones in him at all, let alone still being alive.”

“You might want to tell your pet not to grip its prisoner so hard. Charmin’s having trouble breathing as it is.”
“So you’re telling us...?”
“Not to squeeze Charmin. Okay, what’s so funny with you Wayfinders?!”

“...After seeing that, I’m just afraid now that I’m going to see a giant ear or a ginormous foot wandering around next....”

<<“...admit it, it was funn-, no, it was HILARIOUS, sending our Grippers in to knock on the door first, then punch out whoever answered the door.”>>
#”This is a lead-in to one of your stupid knock-knock jokes, isn’t it?”#

“It was a hand, I tell you, crawling across the wing! A HAND!”

The Manosarc is an unusual robotic drone that began appearing first in the ranks of the SkullCrushers. The Manosarc resembles nothing so much as an enormous flying fist in an armored gauntlet, propelled across the sky by concealed jets in the fingers and wrist. Hidden sensors in the body of the giant hand give it excellent all-around range of perception, plus the seemingly eye-less giant paw being able to track targets has been known to disconcert more impressionable opponents.
It is rumored that the Manosarc was developed by a Lost Eclipse Tinker as a gesture of gratitude to a SkullCrusher Warchief who saved the Tinker’s life from some monster or other. As the two grimdark Tribes don’t often socialize or get along all that well, the gesture is truly significant. Since then, however, the things have been sighted around other Tribes as well, so the design may have been traded around the Shemarrian Nation.
Manosarcs are usually found floating around acting as watchbeasts or attack animals. They may be sent to punish intruders with vicious pummelings or capture prisoners in their steely grips. They have also been observed carrying out light labor, such as removing debris, clearing brush, or moving materials around Shemarrian encampments and work sites. Teams of them may act in concert to lift particularly large loads.
Occasionally a Manosarc may be ridden as an impromptu warmount, a passenger sitting in its palm as it flies along. One Warchief even used one as a hover-chair, the ‘throne’ joining its mistress in combat when she sat up to deal with a group of party-crashers attacking her camp site.
Manosarcs have spawned all manner of rumors amongst non-Shemar who see them. Some relate them to the Mortorbs, which resemble flying helmets or monster heads, seeing them as some sort of bizarre alien lifeform reaching into our own universe. Others claim the Manosarcs are the projected hands of some Shemarrian divinity, taking a more direct hands-on approach in the affairs of its chosen people. Others wonder if the giant hand/paws are some sort of ex-Splugorth biowizardry experiment adopted by the Shemarrians. Sightings of Manosarcs around the N’R’Mar, who have been occasionally observed ‘losing their heads’, especially the larger Rustocs, have led to some rumors that the Manosarcs are not related to Shemarrian deities, but R’Mar folklore.

Type: EcoS-KRP-43 Manosarc
Class: Robotic E-Animal/Drone
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 120
Fingers(5) 30 each
Height: 7 ft
Width: 7 ft
Length: 2 ft
Weight: 600 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 6 year energy life
Speed: (Crawling) Can crawl, using its fingers, at 15 MPH
(Flying) Hover to 200 MPH, maximum altitude 1,000 ft
(Space) Can fly in space at 600 MPH
(Underwater) Not a great performer in water; can crawl along the bottom at 8 MPH, or swim awkwardly using its thrusters at 15 MPH. Maximum depth of 3,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 6 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

Weapons Systems:
1) VibroClaws---Each finger of the Manosarc features an extendable vibroblade claw-nail.
Range: Melee
Damage: +1d6 MD

Note: Manosarcs CANNOT pick up and use weapons; any large weapon would just unbalance them, and they would be unable to aim them accurately enough. Occasionally, a Manosarc may pick up a log, light pole, or boulder and use it as a blunt weapon, but that’s the limit of the Manosarc’s weapons-using ability.

Programming:
The Ecotroz have installed robotic AIs in the Manosarcs. About 30% are then Awakened with a low-level Ecotroz sentience. Those that are Awakened have the advantage of radiating faint PPE signatures, leading those sensitive to such to speculate that the giant flying hands are indeed some sort of supernatural creature or apparition. Awakened Manosarcs may also develop eccentric behaviors, such as drawing in the ground with their fingers, waving(or making obscene gestures) at passersby, drumming their fingers when apparently restless, and pointing at various things they are curious about.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Prowl 50%(muffled jets)
Land Navigation 86%
Wilderness Survival 88%
Camouflage 78%
Language: Can understand 22 different languages
Excavation 60%(+5% per level of experience for Ecotroz entity)
Movement: Zero Gravity
Basic Maintenance and Repair 90%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Manosarc 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: 5
Initiative + (+1 from the Ecotroz entity for a total of +3)
Dodge +6 flying
Strike +5 (+2 w/ ranged weaponry)
Parry +8
Roll +2
Pull Punch+4
Finger Slap/Flick 6d6 SDC
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Rocket Power-Punch(2 attacks) 4d6 MD
Tear-Pry 2d4 MD
Crush/Squeeze 2d6 MD

Options:
*Laser-Reflective Armor---Lasers do HALF damage

*Palm Blaster---A plasma, ion, or particle beam blaster can be mounted in the palm of the Manosarc
Range:(Plasma) 1,000 ft
(Ion) 1,200 ft
(Particle Beam) 1,000 ft
Damage:(Plasma) 4d6 MD
(Ion) 3d6 MD
(Particle Beam) 6d6+6 MD
Rate of Fire: ECHH
Payload: Effectively unlimited
Upgrades: (Plasma) Scatter-Shot---Reduces range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or roughly 15 ft wide area).
(Ion) Scatter-Shot---Reduces range to 400 ft, but does 2d6 MD to a 10 ft wide area.
*Ion Booster ---Reduces damage to 2d6 MD, but boost range to 2,000 ft.
*Ion Step-Down---Reduces range to 600 ft, but does 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.

*Finger Blaster(s)---One or more fingers can be fitted with a short range laser blaster with a range of 2,000 ft, and damage of 2d6 MD per blast. Effectively unlimited payload.

*Explosive Finger Joint---Replaces the vibroclaw with a grenade. Rather than the smaller version, however, the Manosarc can be fitted with the equivalent of a Juicer grenade bracer; 600 ft range, 3 grenades.

*Spikes---1d6 SDC on pulled punches, but can be silver-plated to maim creatures vulnerable to silver.

*Blast Studs---Copied from Gargoyle melee weaponry; +2d4 MD on a contact strike.

*Drug Injector
Range: Melee
Damage: 1d4 SDC or 1 MD, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses per finger

*Webbing Dispenser--The fingers can spray a quick-setting polymer ‘crazy string’ to entangle prisoners;
Range: 10 ft
Damage: The cocoon takes 1 melee to form, during which the victim must be restrained and subdued. When the polymer finally hardens, it holds with a Physical Strength of 40, and has 10 MDC.
Rate of Fire: ECHH
Payload: 25 applications

*Tool Finger(s)---One or more fingers can be fitted with a cybernetic tool finger or tool hand.

*Forcefield Generator---Replaces any palm weapon in favor of a light forcefield generator(110 MDC).

Variants:
Right- and Left-handed variants exist; otherwise the two types are identical performance-wise.

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

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


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Unread postPosted: Thu Nov 15, 2018 9:40 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Here’s another one I almost thought couldn’t be done, but with enough bloodyminded persistence....

EcoS-K-141 Trenghast Superheavy Warmount
(aka”Seven-tongued Giant Anteater”, “Xit-Eater’, ‘Xt-Popper’)

<<“Hello, we hear you have a bug problem.”>>

{{“Not all worlds allow, by nature or law, orbital bombardment, whether kinetic or nucleonic. The Trenghast and its stable-mates facilitates a ground-level solution to the pest extermination problem, while offering flexibility in operations and allowing for the harvest of materials and potential bio-products in the aftermath of successful pest removal.”]]
---From an Obsidian Dawn services brochure

With a crackling shudder that sounded like a long and loud chain roll of thunder, the side of the Xiticix hive mount cracked open, followed by a tremendous rumble as the artificial mountain collapsed. Another mountain, one of armored scales and giant claws, seemed to flow over and through the tumbling debris, and merged with the still-standing portions, pushing itself deeper inside. Flashes of light and snaps of artificial thunder strobed the scene as the mounted gunners lashed the exposed interior of the hive at pointblank range, angry screeches of infuriated drones cutting off abruptly as they were vaporized or impaled -

<“What were those things on the ground? They didn’t look like normal caste-warrior hatchlings!”>
@“Dunno. All I know is that were shooting at us, then -whuf- Big Trey here stomped ‘em. Maybe there will be enough left that the Tinkers can study the remains and tell us later.”@

Designing a ‘superheavy’ Warmount at some point seems to be an increasingly popular form of entertainment, or perhaps some ritual sign of passage, for the EShemarrian Tribes and their Fringe affiliates. Once the provence of only the most powerful and prosperous clans, these massive robotic constructs are appearing with greater frequency in the ranks of the greater Shemarrian Nation. Even if the original designers of the warmount lack the resources, they may attract enough interest in the concept from other Tribes who become engineering partners and ‘investors’, ultimately bringing the design to life as actual hardware. Even given the blooming prosperity of the business-minded Obsidian Dawn tribe, for example, building the massive and specialized Trenghast would have seemed a very time- and resource-expensive luxury for the fringe clan, but the Dawners seem to have found both a cause and the support to justify the effort.
The Trenghast was initially thought to be simply a scaled-up EcoS-K-50 Trogladilium, but the Trenghast owes more to the humble pangolin as inspiration. Indeed, the Obsidian Dawn seems to have specifically designed the massive warmount to facilitate destroying the hive-mounds of Xiticix. The Wayfinders came onboard owing to a particular hatred of the mage-eating insectoids, and the Silvermoons later bought into the effort, seeing the potential for a powerful siege engine.
The Trenghast resembles a gargantuan pangolin, a low-slung armored anteater covered in articulated plates and scales of plate, with two massive clawed forepaws held in front, walking on two thick hind legs, counterbalanced by a long broad tail. The crew sits atop the broad armored back, sitting in a heavily reinforced modular howdah, similar to those carried by the Saurotron, Shastrac and Lughaul. Internally, the Trenghast houses its own small micro-manufactory for producing drones useful in exterminating macro-vermin infestations.
Because of their size and complexity, Trenghasts are very difficult to manufacture, and thus comparatively few of them have been built and deployed(it takes up an entire specially-modified hull armature of a Hitode-class carrier to carry one). They are never deployed alone, but always as part of combined arms battlegroups.
The Obsidian Dawn is the first tribe to have been observed deploying the Trenghast, and it is believed that the five examples used on Vengia’s World sorely taxed even the large and prosperous Dawn’s resources and transport capabilities. The Skullcrushers are reported interested in the design, as a siege engine, though they would likely substitute other weapons for the vermin-specific features on the Trenghast. It is not known if the Dawn is willing to trade the design back to their mother-Tribe, given the strained relations between the two. Several examples, believed to Obsidian Dawn xamples on loan, have been observed in Wayfinder and Silvermoon operations against macrovermin; it is unknown if either Tribe will undertake to produce their own.

Type: EcoS-K-141 Trenghast
Class: Robotic Warmount
Crew: None; robot intelligence
The back cupola assembly typically has room for up to 60 passengers, though as many as 180 have been reported carried by some versions.
MDC/Armor by Location:
Main Body 6,000
Head 3,000
Lasher Tongue 760
Plasma Tongues(2) 550 each
Mouth Tendrils(4) 450 each
Forepaws (2) 1,000 each
Legs(2) 1,200 each
Tail 5,000

Dorsal Combat Module:
*Dorsal Howdah Gun Turret-Tubs(8 ) 100 each
Troop Bunkers(3) 500 each

*The backmounted l Combat Module is not considered part of the Trenghast’s structure, and does not benefit from the warmount’s regenerative abilities.

Height: 70 ft
Width: 74 ft
Length: 370 ft
Weight: 3,200 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 70
Powerplant: Nuclear w/ 25 year energy life
Speed: (Running) 50 MPH
(Leaping) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to walking along the bottom at 15 MPH. Can tolerate depths of 1,000 ft(note, however, that the howdah structures will need to be separately pressure-sealed and able to withstand the same pressure)
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Trenghast 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 7d6 MD per hour, and can repair 900 MDC before needing material stocks to convert to MD repair material.

*Bio-Energy Defense Grid---The Wayfinders used the Trenghast as a testbed of a system to provide advanced protection against bio-energy attacks, especially the Xiticixs’ TK-weaponry. Bio-energy attacks, including superpower energy blasts and TK blasts, do HALF damage.
This seems to be a property of Awakened Trenghasts, however, rather than a purely technological effect, so the going theory is that a combination of an Ecotroz-generated bio-energy field in combination with certain structural modifications makes this protection possible.

*Molecular Analyzer----The Trenghast has the ability to sample the water and detect traces of various substances, such as insectoid pheromones, in the air. The sensors are mounted in what is effectively the Trenghast’s ‘tongue’. The Trenghast, with practice and programming, can identify the various smells associated with various macrovermin, and even different castes, such Xiticix royal castes, allowing the giant warmount to more effectively hunt them down. Can effectively track at 65%

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

*Onboard Manufactory----The Trenghast has an onboard microfactory for producing drones. The EcoS-KRP-35 Ignee Robotic Warbeast is a favorite, as it is based on a known -predator- of Xiticix, though the the Trenghast can also produce the smaller , but arguably less-effective, EcoS-D06LE ‘Cooter’(aka ‘Cootie’) Robot ‘Swarm’ Drone, EcoS-D61cv Carrian Fly MicroRobot, EcoS-D62cv Carapace Beetle MicroRobot, Eshe-R63Cvp Fiery Wing MicroRobot(some of which have the advantage of being able to form protective armor for accompanying troops)
-It takes 280 MDC of consumed material and 6 hours to produce a pair of Ignees.
-150 MDC and 4 hours to produce a dozen D61, D62, or R63 ‘fly’ drones.
-10 MDC and 4 hours per 100 EcoS-D06LE ‘Cooter’ drones


Weapons Systems:
1) Eye Lasers(8 )---The heavily armored head sports a spider-like array of laser-eyes spaced around its head. Often, when the Trenghast stocks its head into a freshly-breached hive, these lasers go to work, lancing any defenders that come charging to respond to the invasion.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
32 d6(or 3d6x10 MD) for all eight eyes firing straight ahead, or 2d6x100 (!)MD for a full pulse barrage.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Lateral Laser Eyes(40)---What look like rivets along the armored flanks of the Trenghast are really less-powerful laser eyes, used to give the massive Warmount both the ability to see around itself and to defend itself from flankers.
These eyes are fired by sub-routines, so each laser cluster can fire in automatic point defense mode.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 1d6x10+25 MD per five-eye blast
Rate of Fire: Each laser can fire on its own 8 times per melee.
Payload: Effectively Unlimited

3) Chemical Sprayer System--- The Trenghest has multiple ‘sprinkler’ systems arrayed around its body, especially vents underneath its tail scales, that can dispense a smoke screen or toxic cloud of chemicals(especially pesticides). The Trenghast CANNOT manufacture its own chemical agents, but requires external resupply.
Range: 80 ft, though aerosol agents can evaporate and disperse into an effective cloud as wide as 200 ft. Varies by local atmospheric conditions, but clouds typically persist for 1d4 minutes, while the more persistent chemical agents may sink into ground pockets and remain effective for 1d4 HOURS.
Damage: Varies by the chemical agent used and how quickly it is dispersed by local atmospheric conditions.
A few of the more commonly produced chemicals are as follows:

(Water) If using water, does 4d6 HP to vampires.
(Smoke) Simply obscures visibility to about 3 ft range; those caught in it are -5 to strike, parry, dodge, disarm, and entangle.

(Tear Gas) Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees.

(Hex-Gas)(See Rifts Northern Gun 1, pg. 138 for the full description) ----Zinc chloride-oxychloride/hydrochloric acid. When inhaled by humans, d-bees, and animals, victims are -2 APMs, -4 on perception, -4 on initiative, -2 strike, parry, dodge, and disarm, reduce speed by HALF, and -20% on skills, all for 1d6+2 minutes after exposure, then HALF penalties for an additional 2d4x10 minutes. ‘Mortal’ MDC beings suffer the same penalties as above, but HALF effect, and lingering effects last only 3d6 minutes. Supernatural beings and creatures of magic suffer HALF the initial effects, but NO lingering effects. Undead, beings that do not need to breath, or are impervious to gases, and Elementals are completely immune.

(X-7 Foaming Agent)---A persistent poison agent that can be used to create ‘toxic barriers’. The foam lasts up to 2d6 hours before breaking down. Any creature entering the barrier that gets the foam in contact with an internal membrane(such as eyes, nose, body openings, open wounds), will take 4d6 Hit Points, or 1d6 MD, of poisoning damage per melee of contact. A successful save versus lethal poison will HALVE the damage. Note: This is also available as a rapidly-foaming solid ‘pellet’ that can be fired from a grenade launcher.

(Aerogel)---An extremely light plastic foam that seems insubstantial as mist, floats on water, ...and gloms up the breathing spicules of mutant insects and ties up pests like quick-set concrete. Most mutant insects will begin suffocating, taking the equivalent of 2d4 MD per melee., and will find their speed slowed down by. Beings will find their progress through the foam slowed down by HALF the first melee, then cut speed by half again the next melee, and so forth, until the intruder’s speed is cut to a Spd 1, or else breaks free. The Sprayer can produce up to 60 cubic ft of aerogel per melee. Note: This is also available as a rapidly-foaming solid ‘pellet’ that can be fired from a grenade launcher.

(DeRes)-DeRes is a solvent specifically designed to break down the resins used by the Xiticix in their hives and weapons. Spraying it on other substances, including flesh, will only cause discoloration and mild chemical burns/blistering(2d6 SDC), but upon contact with Xiticix resin it will do 5d6 MD per melee, for 1d4 melees, then will do 3d6 MD for another 1d4 melees, and then 2d4 MD for yet another 1d4 melees.

(‘Wobble’) Wobble is an extremely promising chemical, and considered a ‘non-lethal’ agent in that it’s designed to incapacitate, rather than kill. ‘Wobble’, as it is popularly known, seems to overwhelm the Xiticix’s finely tuned senses, causing them to stagger about and lose coordination. Unfortunately, its effects aren’t permanent, but it IS environmentally safe. Xiticix and other insectoid lifeforms that come in contact with the stuff are -4 to save versus poison, and are -5 to strike, parry, and dodge, HALF APMs, and -2 to initiative for 3d4 melees on a failed save. A successful save means that the monster is only -1 to initiative, strike, parry, and dodge for 1d4 melees. It has no discernible effect on mammals and other lifeforms, aside from causing coughing and headaches if inhaled.
Some biologists are concerned, however, that repeated use of ‘Wobble’ on populations of Xiticix may result in the insectoids building up an immunity to the weapon.

(Scourex-5) Scourex is a mildly acidic agent intended to attack the sensitive antennae, soft joints, and eyes of insectoids, its mildly corrosive properties creating a thin layer of white film over the eyes that effectively blinds the monsters. It also takes a chemical wire brush to sensitive antennae. Scourex is a fast-acting agent, and quickly-dispersing one...it only lasts about 2 minutes in aerosol form before it completely oxidizes and becomes useless. Xiticix and other insectoid lifeforms that come in contact with the stuff are -6 to strike, dodge, and parry, lose ALL initiative, and are -15% to track for 2d6 melees, until they can scrape off the film, and their sweat/irrigation glands flush the stuff off. Scourex also does 2d6 SDC per melee to unprotected skin and soft tissues, and hurts like hell until washed off.

(ChitinEx)----ChitinEx is a special enzyme that attacks the molecular bindings in the hard exoskeletal material common to many megadamage insects, weakening it and lowering its overall MDC value. A solid hit with a blast of ChitinEx will reduce the MDC of the afflicted area by 30%(even with multiple hits), while immersion in the enzyme for more than 3 melees will reduce the MDC by HALF.

(FlexiKill)---Similar to ChitinEx, this enzyme attacks long-chain polymers similar to those in organic plastics and latex, stiffening and embrittling the material(effectively HALF their Armor Rating and SDC) . MDC plastics will lose their elasticity and become brittle, and more susceptible to damage(take DOUBLE damage from all subsequent attacks).

(Rot Gas) ----This spray is slightly acidic(raises a rash on bare skin, dissolves hairs, and irritates the eyes), but is more effective at breaking down dead matter, such as fresh food, untreated natural fibers, and dead matter. Food will be instantly spoiled. Cotton and wool clothing will deteriorate completely in 1d6 hours, leather in 2d6. Zombies and other undead take 2d6 points of damage every melee round, for 2d4 minutes.

Rate of Fire: Once per melee
Payload: Internal reservoir(s) holds 8,000 gallons(U.S.) or 16 full-body 1,000-gallon blasts of chemical/liquid.

4) Lasher Tongue---This was developed specifically to deal with insectoids like the Xiticix. The incredibly long tentacle tongue is covered in sensor-activated molecular adhesion patches, and memory-material buttons that expand into armor-piercing barbed-spikes and nanite-delivery tubules when triggered. Like an anteater’s long sticky tongue, the lasher tongue sweeps up Xiticix who become adhered to the appendage, then they are impaled by the sub-tendrils that branch out inside the affixed prey. Dissolver nanites and chemicals are then pumped in, breaking down the victims and rendering them into a liquid state to be sucked up and assimilated by the Trenghast, for use in its Cybernanite Repair Systems.
Range: Melee, 150 ft extension
Damage: (Lash/Punch) 7d6 MD (+ possible sub-tongue impalement; see below)
(Crush/Squeeze) 4d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks) 3d6x10 MD
Rate of Fire: ECHH

5) ‘Gutbuster’ Sub-Tongues----Copied from a rather interesting cyborg d-bee(actually a Coalition States Lone Star-manufactured Xiticix Killer mutant, see Rifts Lone Star pgs. 90-93 for details) found by Shemarrian scouts in Xiticix territory. Because it was found on an observed Xiticix predator, it was deemed interesting enough to adapt and modify for the Obsidian Edge’s own anti-bug arsenal. The ‘Gutbuster’ uses a smaller tentacle to penetrate wounds opened up by the triple claws, then thrashes like a weedwhacker inside the wound, doing massive internal damage. This weapon was premiered on the Mirva Elite, itself inspired by the Murvomva Metzla.
The Trenghast’s long tongue has as many as 50 of these ‘nematocysts’ studding it(so in game mechanics, sweeping the tongue througha swarm of pponents has a realistic chance of impaling as many as 1d4x10 of them with a single action).
Range: Melee, 18 ft extension
Damage: 1d4 MD. On a stab, a penetrating strike of 12 or better allows a tearing tentacle to enter the wound in the target’s flesh. 6d6 MD, plus victim loses Initiative and HALF APMs from pain and suffering.
Rate of Fire: ECHH

6) Plasma Tongues(2)---These are essentially oversized and more articulated versions of the Kittani Plasma Whip. Each tentacle sports a continuous conduit that energizes the length of the tongue with a superheated plasma sheath.
Range: Melee, 90 ft extension
Damage: 2d4x10 MD
Rate of Fire: ECHH

7) Mouth Tendrils(4)---These are simply armored tentacles that can be used to lash and entangle prey. They also serve to protect the other three tongues.
Range: Melee, 90 ft extension
Damage:
(Lash/Punch) 3d6 MD
(Crush/Squeeze) 2d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks)1d6x10 MD
Rate of Fire: ECHH

8 ) Forepaw Vibroclaws(2)----The massive forepaws of the Trenghast bear a more than passing resemblance to heavy earth removal equipment. They’re designed to tear through the walls of Xiticix and Metzla hives with ease; they do similar devastation to fortified positions, castle walls, and reinforced bunkers.
Range: Melee
Damage: 4d4x10 MD on a punch/swipe.

9 ) Combat Cupola Weapons(3-8 )----The Trenghast can mount a combat module on its back. This accessory is based on the Tolkeen Beast Tank(see Rifts Siege on Tolkeen Book Six: Final Siege, pgs. 72-73 for details), but is much larger, mounting the equivalent of a small naval destroyer’s worth of armaments in multiple turrets. The extended howdah also carries reinforced compartments with firing slits to protect the mounted troops in event of being swarmed.
A typical configuration consists of eight weapons stations; at least one of which will be a dedicated missile launcher.
a)Quad 30mm Turret(dorsal)---Mounted are four TX-862FC knockoffs .
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun. All four cannons firing at maximum rate, thus can do 12d6x10 MD(or 1d6x100 MD).
Rate of Fire: EGCHH
Payload: 1,600 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

b) Boom Gun
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: EGCHH
Payload: 200 rd drum

c)Heavy Shemarrian Rail Guns(x2)
Range: 6,000 ft
Damage: 2d6x10 MD per single shot
Rate of Fire:: EGCHH
Payload: 820 rd drum per gun.

d) Mini-Missile Launcher----A ‘Calliope’-style launcher similar to those carried by pre-Rifts WW2 tanks.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 1 missile each tube

e) Short Range Missile Launcher---- 20 shot box launcher

f) Medium Range Missile Launcher---- 10 shot box launcher

g)‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds. This weapon was originally developed by the Wolf’s Path Tribe, but has since begun appearing in other Tribes as the result of trade.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: EGCHH
Payload: 820 shot drum

h)Hornet Gun---(Aka ‘Hive Gun’) This surprisingly advanced weapon seems to be based on the Northern Gun NMX-18 Stinger Anti-Flyer Mine(see Rifts Merc Ops, pg. 97-98 ), in that it fires projectiles that are almost exactly identical to the robotic Stinger flyer-warheads released by that weapon. The Shemarrian projectiles, however, have slightly better range and endurance, can be deployed against ground targets as well, and are deployed from a large six-barrel gatling-style launcher.
Range: 5,000 ft
Damage: Each Hornet does 5d6 MD to a 30 ft blast radius
Rate of Fire: Bursts of 1-12 Hornets
Payload: 400 Hornet missiles in the magazine

i) H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited

j)Tri-Laser(x2)---Adapted from the Glitterboy No. 7 of South America, the plans of which were supposedly given to the EShemar by sympathetic trade partners. Two tri-lasers are mounted on a tandem mount.
Range: 8,000 ft
Damage: 2d4x10 MD per blast, 4d4x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

k) Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload: Effectively unlimited

l) Quad Plasma Turret---Scavenged from a Kittani ‘War Crab’ Robot(Rifts Underseas, pg. 182)
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per single blast, 2d6x10 MD double blast, 3d6x10 MD triple blast, and 4d6x10 MD quadruple blast!
Rate of Fire: EGCHH
Payload: Effectively unlimited

m) Disruptor Cannon(x2)----Copied from Golgan designs
Range: 4,000 ft
Damage: 1d6x10 MD per single blast, 2d6x10 MD for both cannon firing simultaneously, plus 25% damage to everything in a 6 ft radius of the point of impact.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

n) Heavy Plasma Cannon---A heavy plasma projector that can fire in two modes, a direct strike narrow-focus streamer, or a bolt that expands on impact to do damage to a wider area.
Range: 4,000 ft
Damage:(Direct Stream) 5d6x10 MD per blast
(Bolt) 3d6x10 MD to a 15 ft wide area.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

o) Laser/Plasma Gun---Shoulder gun salvaged from a Kittani Destroyer Power Armor(Rifts Underseas, pg. 178 )(rarely available)
Range: (Laser) 4,000 ft in air and water
(Plasma) 3,000 ft in air, 1,000 ft underwater
Damage: (Laser) 1d6x10 MD per single blast, 2d6x10 MD per double blast
(Plasma) 1d6x10 MD in air, 1d4x10 MD underwater
Rate of Fire: : EGCHH
Payload: Effectively unlimited

p) CryoLaser(‘Oh-Cee’)---Developed from technology acquired/stolen from other sources. The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) and was originally intended not as a weapons system, but as a research and firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The EShemar have weaponized it with slightly better range.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)3,500 ft
(Spray Mode) 800 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d6 MD to structures and 2d6 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma...still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; the capacitor has enough power for 40 shots, and recharges at 1 shot every ten minutes.

q) ’BlackHammer’ Laser/Missile Cannon
Weight: 1.2 tons each
MDC: 300
Range:(Laser)6,000 ft
(Mini-Missiles) 1 mile
Damage:(Laser) 2d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Laser) EGCHH
(Mini-Missiles)Volleys of 1-4
Payload:(Laser) Effectively Unlimited linked to a nuclear power plant. Otherwise, has a 25 shot onboard battery or a 20 shot regenerating powercell that recharges at 1 shot every 30 minutes.
(Mini-Missiles)30 rd drum
Special Features:
*Laser Sighting(+1 to strike)

r) M-Ion Cannon----A copy of the Triax TX-8841 Ion Cannon(sans MRM launchers).
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.

s) 40mm Grenade Launcher(x2)
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
(Cluster Grenade)---This grenade is packed with several submunitions based on the Rifts Earth 23mm ‘finger bomb’ explosives. The 40mm ‘bus’ carries eight 20mm bomblets, and ‘shotguns’ them over a 10-16 ft radius(depending on how the shooter fuses the round), each doing 2d4 MD to a 10 ft area(so it is possible to have overlapping areas of destruction).
(Incendiary Cluster Grenade)---Same as the Cluster Grenade, only the round distributes up to eight incendiary mini-grenades. A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees.

Other specialized rounds are also available; the Wayfinders have been known to use TW grenades, the Silvermoons photonic weapons, the Sapphire Cobras nanite distributors, the Ghost Riders EMP generators, and the Lost Eclipse psychochemical rounds. Chemical/smoke grenades are regularly used in vermin extermination operations.

Rate of Fire: Standard, EGCHH
Payload: 250 rds per gun, 500 rds per station.


10) Attack Drones---The Trenghast serves as a ‘mothership’, producing and housing smaller drones and e-insects internally. A favorite tactic is to launch these drones to attack enemy macrovermin swarms, or, once a breach has been made in a hive structure or bunker, to unleash a swarm of the Trenghast’s own, to distract and sabotage the enemy from within. The Trenghast typically holds 30 launch cells under the tail scales. Each cell can hold ONE EcoS-KRP-35 Ignee Robotic Warbeast, OR 200 EcoS-D06LE ‘Cooter’(aka ‘Cootie’) Robot ‘Swarm’ Drone, OR 100 EcoS-D61cv Carrian Fly MicroRobots, EcoS-D62cv Carapace Beetle MicroRobots,or Eshe-R63Cvp Fiery Wing MicroRobots.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the standard Monstrex programming, plus the following:
Demolitions 50%(+5% per level of experience for Ecotroz entity)(This is not explosives-setting skill, but an innate knowledge of likely weak points of structures and the best places to apply force for maximum effect. On a successful roll, attacks on structures do 50% MORE damage)

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Trenghast intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge -1
Strike +1 with claws and tail, +5 with tongues (+2 w/ ranged weaponry)
Roll +2
Entangle +4
Bite 2d6x10 MD
Tail Sweep/Crush 1d4x100 MD
Lasher Tongue (Lash/Punch) 7d6 MD
(Crush/Squeeze) 4d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks) 3d6x10 MD
Foreclaw Slash/Punch 4d4x10 MD
Stomp(objects 10 ft tall or shorter) 3d6x10 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Trenghast an aura and behavior more befitting a sentient being than a robot. Trenghasts are normally content with estivating in their hangar-pens, but when stimulated to battle, they exhibit a raging hunger for macro-vermin and enemy fortifications, digging into them with a speed and enthusiasm surprising to witness in such a big construct.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
Virtually all the available options for the Trenghast are in the dorsally-mounted Combat Module which has been compared to a ‘hull-less warship’. The combat module typically consists of a half-dozen weapons turrets, and 1-4 troop bunker modules/habitats, one of which will serve as a command/communications bridge.
Common features mounted on the module framework include extra sensors, forcefield generators, supplemental powerplants, field laboratories, electronic warfare centers, barracks pods, and ‘fighting galleries’ with slot-openings affording the occupants protection, while allowing them to shoot out from behind armor plating(-6 to strike the occupants, even on a called shot, but the occupants are -1 to strike due to the restrictive fields of fire).

Variants:
The Trenghast is too new and large to invite easy major modification; most variation is in the dorsally-carried combat modules, which can be more readily swapped out and modified.
Still, if the Skullcrushers were to ever acquire the rights to construct their own Trenghasts, most Shemar agree that they might what to replace the anti-Xiticix-spedific weaponry with some other weapons systems more geared to their preferred combat styles.
Similarly, if the Silvermoons or Wayfinders were to take an interest in the giant warmount, mirror-chromed and sorcery-engined variants would be expected to make an appearance, if they didn’t mind replacing some of the more specific anti-vermin features.

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

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


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Unread postPosted: Fri Nov 16, 2018 12:24 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
Nice new additions!
Sorry I haven't had much to add. I've got another insect drone swarm in the works.. or two.. one semi based on exploding ants...


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Unread postPosted: Fri Nov 16, 2018 3:53 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Nice new additions!
Sorry I haven't had much to add. I've got another insect drone swarm in the works.. or two.. one semi based on exploding ants...



(("Hand over the picnic basket and the keys to your vehicle, meatbags, or Ant-Akira will detonate herself! And we have many more where she came from!"))

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

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


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Unread postPosted: Fri Nov 16, 2018 9:26 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
(rummaging around in the spare parts bin again)

EcoS-K-142 Ormarr Warmount
(aka ‘Snake Jar’, ‘Coaxoch’, ‘Clopsis’)

“That there snake temple, it’s got more than a few guardian beasts protecting its inner secrets. The last raider who came out alive said something about six-headed snake-flowers with legs. Couldn’t get any more details about what he meant, because he expired right after telling me that. But he told me enough; don’t go in there. Nothing ain’t worth the trouble of facing fang-death like that.”

“Word is, some of our coaxach have gotten some of their acquaintances right confused; I’ve heard of some of them being refered to as ‘spawn of Cihuacoatl”. I’m as much in favor of confusing the issue for our enemies as the next Shemar, but I don’t think we want to be confused in any way with that bloodthirsty power-mad ##### unless we can use it to really -maim- her.”

The Ormarr is an odd warmount that is among those that straddle the definition between warmount and vehicle, in that it carries its passengers internally. The Ormarr is also obviously a ‘bitzer’, being made of up of components readily identifiable as being from various North American-made vehicles, but with added apparently organic parts, presumably making it a proper cyborg.
The Ormarr is based on the main hull of a Coalition States IAR-2 ‘Abolisher’ Artillery Robot. Instead of cannon, however, the Ormarr mounts six serpentine heads in a ring around the top of the warmount. The two arms are replaced with six tentacles, based on the Kittani Serpent Power Armor. Instead of two legs, the Ormarr rides lower to the ground on a carriage of six legs based on the Northern Gun EX-20 Bulldog Explorer’s. However, revised jointing and a lower center of gravity(and thus greater stability) allow the Ormarr to run faster and more smoothly than either the Abolisher or the Bulldog Explorer.
For a ‘bitzer’ assembled from odds and ends, the Ormarr has a number of advantages that set it apart from other ‘throw-togethers’; it has more actions/attacks than most Warmounts, and it has a higher degree of psychic potential. Awakened Ormarres have a multi-brain psi-neural configuration that allows them, like some of the larger Warmounts, to overcome the Ecotroz need for periodic sleep; the Ormarr can switch off portions of its ‘mind’ while other heads/brains keep watch. Thus it is almost impossible to sneak up on a Ormarr.
The Ormarres’ shortcomings are a lack of overall speed and maneuverability, and a lack of long range weaponry, compared to their Abolisher ‘ancestor’. Thus,
Ormarres are regarded as second-line Warmounts, often detailed as security patrollers or sentry-mounts. A common tactic is for the Ormarr to excavate a hole in the ground, using its feet and tentacles, then partially bury itself with only the heads and upper hatch remaining above ground, and act as a hidden pillbox for intruders to stumble across. They are also used as ‘battle taxis’, carrying warriors into the thick of battle, or evacuating wounded and refugees from danger zones.
The various parts of the Ormarr make it difficult, without an open Tribal declaration of responsibility, to ascertain the origins of the design. It is rumored that the Steel Gaians designed and prototyped the Ormarr as a gift to the Blood Riders in return for assistance fighting off a Splugorth incursion, but elements of the design suggest possible collusion with the Horrorwoods, Sapphire Cobras, and the Lost Eclipse. The Ormarr has appeared in small numbers with all those Tribes.

Type: EcoS-K-142 Ormarr
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 3 Shemarrian-sized or 6 human-sized passengers in the internal compartment
MDC/Armor by Location:
Main Body 600
Reinforced Passenger Compartment 250
Command Cupola 100
Heads(6) 230 each
Tail Tentacles (6) 200 each
Legs(6) 280 each
Height: 20 ft
Width: 14 ft
Length: 14 ft
Weight: 60 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) 80 MPH
(Leaping) Can manage a meager leap of 8 ft up/across standing jump, or a running leap of 22 ft across/9 ft up. Fortunately, the Ormarr’s six-legged carriage lacks the stability problems of the Abolisher.
(Flying) Not possible
(Space) Not possible
(Underwater) Can run along the bottom at 20 MPH, maximum depth tolerance of 12,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Ormarr 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 300 MDC before needing material stocks to convert to MD repair material.

*Sub-Minds----The Ormarr has six separate brain-nodes and a central CPU/ganglion that can selectively swap off sleep cycles, allowing the psi-entity to remain awake and alert 24-7 without penalty(like a robot).

Weapons Systems:
1) Head Lasers(12, 2 each head)---Each serpent head is fitted with laser eyes.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Head Breath Weapons---Each serpent head has a mouth-mounted multimode plasma ejector cannon.
Range:(Plasma Bolt)4,000 ft
(Plasma Scattershot) 1,000 ft
(Plasma Torpedo) 5,000 ft
Damage:(Plasma Bolt) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Bolt) ECHH or EGCHH
(Plasma Scattershot) ECHH or EGCHH
(Plasma Torpedo) Twice per melee
Payload: Effectively Unlimited
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the weapon. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). The reservoirs have enough pressurized gas for 50 shots per head before needing recharging.

In the alternative, the plasma projectors can be replaced with multimode ion blasters(also known as ‘snake lightnings’).
b) Ion Zone Blaster
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Ball Lightning Blaster
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, 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(4d6 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.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets

3) Tentacles(6)---Mounted around the midsection of the Ormarr are six long, thick, tentacles(believed to originally have been scavenged Kittani Serpent Armor tails) tipped with vibroblades. The Ormarr can lash out and scythe down opponents around itself with these weapons.
Range: Melee, 20 ft reach
Damage: Tentacle Lash 2d6 MD
Tentacle Vibro-Blade 3d6 MD
Tentacle Power Strike(2 attacks) 6d6 MD
Option: The tail vibroblades can be replaced with Naruni-style ‘ripper’ blades that do 3d6+1 MD, plus are silver-plated for extra damage against supernatural foes.

4) Cupola-mount Weapon---The semi-exposed rider in the Command Cupola will frequently be manning a personal weapon, typically a scava-railgun.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Monstrex, plus the following:
Excavation 45%(+5% per level of experience for Ecotroz entity)
Prowl/Hide 35%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Ormarr intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 12
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +6 (+3 w/ ranged weaponry)
Roll +4
Parry +4
Bite 4d6 MD
Head Butt 1d6 MD
Tentacle Lash 2d6 MD
Tentacle Vibro-Blade 3d6 MD
Tentacle Power Strike(2 attacks) 6d6 MD
Kick 2d6+3 MD
Stomp 2d6+6 MD
Body Block 2d6+2 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Ormarr an aura and behavior more befitting a sentient being than a robot. Ormarr tend to be patient, quiet predators, though occasionally their multiple heads may growl, hiss, or snap at each other when bored. In combat, they tend to be hyper-alert and ready to savage any opposition that comes within range.

The Ormarr has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sense Evil
*See Aura
*Sense Magic
*Sixth Sense/Danger Sense


The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*Heat-Resistant Armor---Blood Rider Ormarres are often fitted with a sheathing of thermal-resistant armor; Heat and plasma-based attacks do 1/4 damage.

*Venom Spitters---Sapphire Cobra Ormarres can bite or spit to deliver their rightly feared nano-venoms.
Range: Melee or Spit 100 ft
Damage: 3d6 MD damage per melee, for 1d4 minutes.
If delivered in a ranged spitting attack, the nanites do slightly less damage, doing only 4d4 MD for 1d4 minutes
Rate of Fire: ECHH
Payload: 120 doses of nanites can be stored inside the Ormarr, before it needs recharging.

*Knee-Mount Guns(2-12)---A pair of weapons can be mounted straddling the knees of each leg of the Ormarr. These are equivalent to standard cyborg forearm weapons. These weapons give the warmount all-around arc of fire and diversity of firepower, but tend to be vulnerable to damage.
MDC of Each Weapon: 30 MDC
a) Machine Gun
Range: 2,000 ft
Damage: 1d6x10 SDC or 2d4 MD per 10 rd burst, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: 300 rd drum per gun
b) Laser
Range: 2,000 ft
Damage: 3d6 MD per blast, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Plasma Ejector
Range: 1,000 ft
Damage: 4d6 MD per blast, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Ion Rod
Range: 1,000 ft
Damage: 4d6 MD per blast, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

Variants:
*EcoS-K-142Hw---(aka ‘Hornet-Pot’)Horrorwoods variant that does away with passenger capacity in favor of semiautonomous operation and internal storage capacity for a large supply of mini-drones based on the Northern Gun NMX-18 Stinger Anti-Flyer Mine(see Rifts Merc Ops, pg. 97-98 )
Range: 5,000 ft
Damage: Each Hornet does 5d6 MD to a 30 ft blast radius
Rate of Fire: Bursts of 1-12 Hornets
Payload: 600 Hornet missiles in the internal magazine

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

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


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Unread postPosted: Sat Nov 17, 2018 3:08 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
I need to get my rear in gear on producing some more stuff.. can't have you hogging all the glory :P
Also the list on the first page needs updating.. there's a large gap in the Warmounts list.. goes from 128 to 139.. I forget what all numbers we're at for everything now


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Unread postPosted: Sat Nov 17, 2018 8:59 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
I need to get my rear in gear on producing some more stuff.. can't have you hogging all the glory :P
Also the list on the first page needs updating.. there's a large gap in the Warmounts list.. goes from 128 to 139.. I forget what all numbers we're at for everything now


:mrgreen: I'll get around to it...I also have to add in all the e-animals you came up with, plus the added equipment.
The codex list is like, now, at least five pages single-spaced. :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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Unread postPosted: Sat Nov 17, 2018 9:43 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
I missed finishing this up for Halloween.. but with Clan Shelly.. it's ALWAYS Halloween!

Serpenspine

"I thought the floating skulls and helmets on the east coast were bad, but here there's skulls with spines! I saw one with wings and there's even a pharoh's head floating around!"
-Overheard from a Rogue Scholar commenting on the various 'undead' they saw in a bar in California.

The Serpenspine is a Clan Shelley robot drone that resembles a skull with attached spine, with two skeletal arms with hands and claws, using the Flying Probe as a base for the design that Clan Shelley acquired. Many believe that the Serpenspine is based on the Mortorb produced by the Lost Eclipse, however it was an independent design. The Serpenspine emits a gas about itself, which is typically contained within an EM field, giving it a ghostly appearance, but it can also release the gas to create a concealing cloud, or if alternate gases can be used, such as hallocigines, acidic mists and other aerosols. Offensively, besides the cloud it could release, it can attack with the standard eye lasers, plus the clawed hands are fitted with vibroblades, and can strike with the end of the spine which is fitted with a vibroblade. The EM field that keeps the gas around the Serpenspine also helps protect against ion and particle weapons.
Clan Shelley uses the Serpenspine as a watch drone, to scare trespassers, aid in ambushes with the release of smoke or other gases, and to help the clan's Tinkers with their various mad experiments. The Lost Eclipse upon discovering the Serpenspine shared the plans for their Mortorb with Clan Shelley, giving the Serpenspine the option of the plasma field. Some are used by the Tinkers and mad scientists of Clan Shelley as assistants or as 'familiars'


Type: EShe-R292CSh Serpenspine
Class: Robotic Drone, Aerial
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 50
Spine 30
Arms/Hands 10 ea
Height: 1 ft skull + 5 ft spine
Width: 1 ft 
Length: 1 ft
Weight: 25 lbs
Cargo: None 
Physical Strength: Equivalent to Robotic P.S. of 10 for claws, spine 15
Powerplant: Nuclear w/ 1.5 year energy life
Speed: (Running) Not possible
(Flying) 40 MPH, maximum altitude of 900 ft.
(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 heat detection, built-in motion detector( 100 ft 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 owners. 

*PPE Decoy---To add to the idea that the Serpenspine are supernatural, they carry a vial of PPE algae/bacterial gel that gives the robot a signature of 1d6 PPE. 

*Sensor Jammer---Developed from the ‘spoofers’ in Juicer body armor, this compact ECM system allows the Serpenspine to evade sensor lock-ons, there is only a 15% chance of detecting the Serpenspine with thermal sensors and motion detectors. Guided missiles and sensor-guided weapons are -2 to strike the ‘bot. 

*EM Field--- This field helps keep the gas the Serpenspine emits contained around it, also slightly ionizing the gas, causing it to glow, giving the Serpenspine a more supernatural appearance. This field also helps protect the Serpenspine from ion and particle weapons, which suffer -2 to strike and deal 1/4 less damage.

*Corrosive Protection--- The Serpenspine is coated in anti-corrosive materials that allow it to resist virtually any known corrosive. The Serpenspine is immune to corrosive attacks, magical acids deal half damage.

Weapons Systems:
1) Eye Lasers(2)---Standard bionic eye lasers; look, lock, and shoot. 
Range: 150 ft
Damage: 1d6 MD per eye blast
Rate of Fire: ECHH
Payload: Effectively unlimited

2) Gas Cloud---The Serpenspine can release a cloud of gas, or smoke which can have different effects, depending on what is loaded.
Range: Each blast covers a 30 ft area.
Damage: If smoke nyone caught in the cloud of thick, obscuring smoke is unable to see, except with thermal optics. Inhaling, or exposure through unprotected soft tissues like the eyes, the vapor does 1d6 SDC/Hit Points per melee of exposure, and victims are -4 to dodge, strike, and parry, even for 1d4 melees after being removed from the cloud.
Smoke persists for 1d4+3 melee rounds. 
Rate of Fire: ECHH
Payload: Has enough smoke-matrix for 5 clouds.
Note: Acids can be loaded, depending on the type loaded can deal 4d6 SDC or 2d6 MD per melee. Halucigenic, knock-out gases are also popular nonlethal options, as is anti-laser aerosols, which reduce laser damage to any targets in the cloud or on the other side by 1/4. A side affect of the gas being released through the EM field protecting the Serpenspine is the gas is still slightly ionized, reducing accuracy of computer targeting anything inside the gas cloud or on the other side by -1. The cloud also glows due to the ionization.

3) Claws (2) --- The skeletal hands are fitted with vibro claws, allowing the Serpenspine to engage in melee combat.
Range: Melee
Damage: 2d6 SD or 2d6 MD per swipe.
Rate of Fire: ECHH

4) Bite --- The mouth is articulated enough to simulate laughing, but it can also be used to bite a target.
Range: Melee
Damage: 3d6 SD or power Bite 1d4 MD
Rate of Fire: ECHH

5) Spine---The spine is articulated, allowing the Serpenspine to strike targets or even strangle and grapple.
Range: Melee
Damage: 3d6 MD on a slash, or 2d6 on a stab by on a natural roll of 19 or 20 deals three times damage. Strangling/grappling deals 2d6+4 per melee.

6) Self-Destruct---As a weapon of last resort, the Serpenspine can redline their RTG powerplants (by letting in water and letting steam pressure build) and activate explosive linings, turning the ‘bots into flying bombs. Does 6d6 MD to a 15 ft blast radius.


Programming:
The Ecotroz have installed robotic AIs in the Serpenspine. They are rarely ever infected with a low-level Ecotroz sentience. If they are, the personas are like those of small vicious predators like cats or weasels.
Typically has the following: 
Math: Basic 98%
Radio: Basic 98%
TV/Video(internal system) 
Prowl 72%
Detect Ambush 50%
Tracking 60%
Land Navigation 86%

If ‘Awakened’ with an animalistic Ecotroz essence fragment, the Serpenspine gets a bonus of +5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Serpenspine 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 +7 in flight 
Strike +1 (+3 w/ ranged weaponry) 
Roll +4
Parry +4
Pull Punch/Strike +2
Flying Body Block/Ram 4d6 SDC
Entangle/grapple +4

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

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
A few options have been added to a few Serpenspines by the various mad scientists of Clan Shelly, and some are becoming popular additions, or are one offs.

*Pharaoh Headpiece
This addition to the head is designed like the typical headpiece found in artwork and other depictions of Egyptian pharaohs. The headpiece adds a bit of extra protection to the 'head of the Serpenspine but also includes a few additional weapons and equipment. Most come with a built in Ankh-Blaster built into the headpiece instead of being hand held, or a small Tangler shooter.
Adds 20 MD to the main body.

A) Ankh-Blaster---A TW weapon acquired through trade with the Wayfinders and quickly becoming a favorite accessory of the Tanglers. This TW hand weapon resembles an ancient Egyptian ankh symbol, with a gemstone set at the conjunction of all its arms. Held like a punch-dagger through its closed-loop upper end, the device is pointed and fired like an energy pistol. It incorporates several different spells, giving it considerable versatility, and is powered by a regenerating TW power-stone. Lifeblast is perfectly in keeping with the ankh’s original symbolism, Stunblast allows it to preserve life, Laser Blast is an economical and effective long range destroyer, and Desiccate the Supernatural, though PPE-expensive, is also perfect for an Egyptian weapon for use against the undead. The vampires of the West are quickly coming to fear the sight of the ankh nearly as badly as that of the cross. 
Weight: 5 lbs
MDC: 40
Range:
(Lifeblast) 300 ft
(Stunblast) 200 ft
(Laser Blast)1,600 ft
(Desiccate the Supernatural) 250 ft
Damage:
(Lifeblast) As per description on Rifts Book of Magic, pg. 108. Equivalent to 10th level spell.
(Stunblast) Target must save versus magic or is -6 to strike, parry, dodge, roll, disarm, and entangle, -2 to initiative, and loses one attack per melee 
(Laser Blast)1d6+16 MD per blast, double damage to beings sensitive to sunlight, 1d6+16 HP to vampires.
(Desiccate the Supernatural) 3d6x10 MD(HP to vampires)to supernatural threats
Rate of Fire: ECHH
Payload:(Varies)
(Lifeblast) 8 PPE
(Stunblast) 8 PPE
(Laser Blast) 3 PPE per shot
(Desiccate the Supernatural) 25 PPE per shot

PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Laser Targeting---Two laser spots in the ends of the ankh’s crossbar can be instantly re-calibrated with each selection-change to provide accurate range-finding; +1 to strike. 
Cost: Because of rumors that the creators of the underlying TW magetech are about to release a similar device on the open market for about 470,000 credits, the Wayfinders are also discretely making the Ankh-Blaster available to fellow magic users and academics. 

or

B)Tangler Shooter---- Special projectors in the arms and torso can shoot off a mass of entangling MDC bandage fabric, often impregnated with quick-set adhesive and a quick-dry resin that hardens the initially pliable material into harder-than-steel bindings. The material can be shot as a wad that hits like a strap-gun, or as a streamer still connected to the Tangler, allowing the gynoid to use it as a lariat or leash. 
Range: 100 ft
Damage: MDC: 2 MDC per foot of material
The adhesive holds with a PS of 30. 
Rate of Fire: ECHH
Payload: Has 50 MDC worth of polymer matrix stored before requiring reloading.

*Wings
The Serpenspine can be fitted with a set of skeletal wings, which makes the Serpenspine look like as if it was the skeleton from an angle. The wings are used for attacking or for parrying melee strikes.
Adds 2 feet to the length of the spine.
Add 10 MDC to the spine.
Wings have 25 MDC each.
Increase number of attacks by +1
Increase weight by 20 lbs.

Wings(2) --- The wings can be used to strike
Range: Melee 10 ft reach
Damage: 2d4 MD per strike
Rate of Fire: ECHH
If wings are used for parrying, they add +2 to parry per wing.


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Unread postPosted: Sat Nov 17, 2018 9:47 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
kronos wrote:
I need to get my rear in gear on producing some more stuff.. can't have you hogging all the glory :P
Also the list on the first page needs updating.. there's a large gap in the Warmounts list.. goes from 128 to 139.. I forget what all numbers we're at for everything now


:mrgreen: I'll get around to it...I also have to add in all the e-animals you came up with, plus the added equipment.
The codex list is like, now, at least five pages single-spaced. :bandit:


Heh, and I just added one more drone :twisted:


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Unread postPosted: Sat Nov 17, 2018 10:23 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Good thing I had the Shemarrian Masterfile Codex up my other computer just now, so I can add it in its proper place then! 8)



Hmmm...here's a thought...perhaps Awakened Serpenspines get a Horror Factor for being so...unearthly? Psionic pseudo-effect?

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

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


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Unread postPosted: Sun Nov 18, 2018 12:05 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Good thing I had the Shemarrian Masterfile Codex up my other computer just now, so I can add it in its proper place then! 8)



Hmmm...here's a thought...perhaps Awakened Serpenspines get a Horror Factor for being so...unearthly? Psionic pseudo-effect?


Hmm... that's an idea. I'll work on that later.
Edit: Ooooh... Awakened not only have a Horror factor brought on by a low level psionic aura spreading fear.. but can maybe infuse the gas cloud with psionic energy that can also damage supernatural critters.


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Unread postPosted: Sun Nov 18, 2018 8:43 pm
  

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I should have some quick art of the Serpenspine up this week....the gas cloud makes blurring out the 'speckle'(from scanning pen/pencil linear) a simple matter. :wink:

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

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


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Unread postPosted: Mon Nov 19, 2018 9:21 pm
  

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Location: Somewhere between Heaven, Hell, and New England
*EShe-R292CSh(d)----(aka ‘Puppet-skull’, ‘zombinator’, ‘spine-leech’)
“Your comrades...forget them! I saw them...they are the thralls of the dead now! They are ridden by the bone-spirits, who march them to the lands of the nightmares! None can rescue them now! All who have tried before, only death or madness, the living death-in-life, rewards them!”

Variant of the Serpenspine Robotic Drone, meant as a capture and restraint mechanism. The Serpenspine can drop over a victim, its collar bones and sternum opening up to encircle the victim’s upper body, and then contracting to form a collar. The arms mechanically reconfigure to form a ribcage-like straitjacket, trapping the victim’s arms. Finally, the spine-tail of the Serpenspine jabs special nano-tendrils into the victim’s spine, and injects special malnano nanites that seek out nerves and lock on. Besides being treated to an up-close dose of any incapacitating gases the drone is spraying, the captive is subjected to shock manipulation of their voluntary nervous system. After a period of calibration, the now-nerve-strung victim can be made to move at the direction of the drone as voluntary control of the limbs is preempted.
R292CSh(d)s work effectively against ‘soft’(i.e. relatively un-armored) targets, and it’s arguable that more conventional means of prisoner restraint (like a set of shackles, or simply a few twists of MDC cable) are more convenient, but both the Lost Eclipse and Clan Shelley seem to like the sheer shock value of the ‘zombinator’.
Changes/Modifications:
Weapons Systems:
7) Spinal Injectors---The spinal ‘tail’ of the drone is lined with extra flanges that conceal molecularly-sharp nanotubules that slide into a target’s back(easily piercing SDC clothing, but blocked by MDC armor), and thread their way into the nervous system, delivering spinal anesthesia drugs or locking on to hijack the voluntary nerve connections.
Range: Melee
Damage: 1 SDC/MD for the cybertendrils. + any injected drugs
-Spinal Hijack: For 1d4 melees, the victim loses control of their voluntary muscles, going into muscle tremors and herky-jerky movements when they try to move their limbs; NO Initiative, -2 APM, and reduce all bonuses for physical movement by HALF. Just standing up is nearly impossible; the victim must roll under their P.P. (-2) or fall down.
After this ‘calibration’ period, the victim’s limbs are effectively under the control of the Serpenspine and its masters. The victim cannot be made to engage in activities requiring fine control(including climbing and swimming), but can be made to move, albeit slowly at 25% of their normal speed, at the direction of the drone controller. The victim essentially sees their body walking at the direction of another.
Destroying the Serpenspine breaks the control, but the victim will suffer another period of seizures for 2d4 melees, as their body attempts to regain control, plus 1d4 SDC from the nanite-tendrils being snapped off in the body(they will, however, dissolve harmlessly with natural healing).
Payload: 25 doses of drugs/nanites

8 ) Restraint Lock---The Serpenspine’s arms, collarbones, and sternum ‘bone’ reconfigure to lock around the entangled target’s neck and upper body, becoming a straitjacket restraint that holds with a Robotic Strength of 18.

Programming:
Wrestling---Adds the following: -Pin/Incapacitate on a Natural 18-20 strike roll.
+2 entangle

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

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


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Unread postPosted: Mon Nov 19, 2018 10:28 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
*EShe-R292CSh(d)----(aka ‘Puppet-skull’, ‘zombinator’, ‘spine-leech’)
“Your comrades...forget them! I saw them...they are the thralls of the dead now! They are ridden by the bone-spirits, who march them to the lands of the nightmares! None can rescue them now! All who have tried before, only death or madness, the living death-in-life, rewards them!”


OOOOOH! Nice variant!


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Unread postPosted: Tue Nov 20, 2018 11:48 am
  

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Location: Somewhere between Heaven, Hell, and New England
Illo of the serpenspine should be up on my Photobucket account now....and it's titled too, so you know what to look for.

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

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


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Unread postPosted: Tue Nov 20, 2018 6:30 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Illo of the serpenspine should be up on my Photobucket account now....and it's titled too, so you know what to look for.


As soon as photobucket is working.. I'll check it out.. there's gotta be another site that isn't as.. difficult as photobucket has become over the last few years.


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Unread postPosted: Tue Nov 20, 2018 7:20 pm
  

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Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
Illo of the serpenspine should be up on my Photobucket account now....and it's titled too, so you know what to look for.


As soon as photobucket is working.. I'll check it out.. there's gotta be another site that isn't as.. difficult as photobucket has become over the last few years.



Yeah, I noticed that....it took me eight minutes to convince it(TWICE) that I was who I was....let alone let me upload to it. And that's on top of the 'no direct linking' nonsense.
I haven't had any better luck with Imgur...

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

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


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Unread postPosted: Tue Nov 20, 2018 8:28 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
kronos wrote:
taalismn wrote:
Illo of the serpenspine should be up on my Photobucket account now....and it's titled too, so you know what to look for.


As soon as photobucket is working.. I'll check it out.. there's gotta be another site that isn't as.. difficult as photobucket has become over the last few years.



Yeah, I noticed that....it took me eight minutes to convince it(TWICE) that I was who I was....let alone let me upload to it. And that's on top of the 'no direct linking' nonsense.
I haven't had any better luck with Imgur...


Maybe you should start a tumblr page of your art :P

Edit: Finally got photobucket to load. Looks nice!


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Unread postPosted: Sat Nov 24, 2018 8:49 pm
  

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Location: Somewhere between Heaven, Hell, and New England
(magic sensors courtesy of Kitsune)

Evol-class Interstellar Transport(Shemarrian Star Nation affiliate-species)
(aka ‘Harmonics’, ‘Pane-ships’, ‘Fractalites’)

“That cluster of shining towers over there? That’s not a town; that wasn’t there a week ago. That’s an Imur humanitarian aid flotilla that landed a couple of days ago, right on the edge of the war zone, and started taking in refugees. Some of the hotheads in the warbands corked off and lobbed some fire that way, but the Imur, for all their pacifism, have some SERIOUS shields and interceptor arrays. Nothing came within a mile of hitting their ships. NOT that I expect that if anything local did get through the point defense could do any damage to the metra-metal I hear those things are clad in. All the fireworks display did was paint the shooters’ positions for their enemies to drop fire on, and it was back to business as usual for the stupid bloody local war before morning. Well, not ENTIRELY business as usual. Some of the civie refugees caught in the crossfire of the war are going to survive the night, and stand a good chance of surviving the war maybe, and word is there’s a growing number of warband troops who are throwing away their guns and going over to the Imur zone to claim asylum, now that they have a option.“

“We would have died the slow death of oxygen depletion if those crystal-ships hadn’t have showed up. Mind you, they apologized for not bringing us all aboard on account of them lackig the space, but they did agree to take our worst injured and put them on life support. The rest of us, they tractored our ship and sent over some environmental support pods that gave us enough power and air to live off of while they towed us back to civilization and handed us all off to the CCW base at Trisholf. We were damned lucky that time in the Uncharted Regions; they could just as easily have been hostile...or, more likely, they might not have come upon us at all. We were REALLY lucky, or maybe somebody was looking out for us.”

“The Xronohate scrupulously scanned every vessel that left the fortress. They may have claimed they’d respect neutrality protocols, but they sure weren’t going to be gracious about it, seeing as they wrere there to crush a rebellion ‘instigated by foreign sources’. If anything other than genuine Imur ships came out through the escape vector corridor emerged, it was going to get blasted. But the fact that their scanners couldn’t get past the Imurs’ scrambler screens and stopped dead at the hulls, must have rankled those trigger-happy religious fanatics something bad. When the traffic picked up, they HAD to have known we were evacuating the civilians, and the POWs they oh so graciously gave us, because they began having ‘accidental weapons discharges’ across the corridor. Not that it did them much good; the Imur were hard-sleeping and eggcrating refugees to pack in as many as possible, and going full power as soon as they cleared the bays. Hard acceleration and jump to FTL faster than the Xronohate’s firewings could acquire target and shoot from outside the range of the fortress defenses.”

Evol-class Interstellar Transports are large multi-purpose starships that have become associated with the Imur oreseme/sgen. Though the Imur have used and commissioned general market vessels for their humanitarian work, they have also been seen using these starcraft, and the popular rumor is that these ships are legacy vessels that are what are left of the Imurs’ original starfaring culture. In reality, the design emerged from a mashup of technologies and designs found during exploration of the Shemarrian Star Nation territories; the actual vessels are fairly new, and have been constructed at SSN shipyards, mainly in Wayfinder territory.
Evols are inverse conical hulls with a vertical orientation, their narrow ends housing the drive systems, and the blunt, flattened, broad ends being bow shields. The Evols are ‘tail sitters’, resting on their narrow ends when in a gravity field; despite their top-heavy appearance in this position, they are actually remarkably stable. Their flattened bow shields act as landing pads for small craft when the ships are grounded. They are heavily armored in a crystalline material that sheds energy weapons fire quite effectively, and quickly repairs itself with the application of PPE or ISP, in addition to heavy variable forcescreening for their weight-class. Evols are not outfitted as warcraft, but they carry a powerful suite of point defense weaponry, to insure the ships’ safety and protect their neutrality.
Externally, the vessels’ crystalline appearance varies from ship to ship, with some sporting more conical bow shields, others long tails of sharp-edged vanes, others having folding wing-arrays, and all possessing different color schemes(and some actually change color even as observers watch). In general performance, however, Evols can be considered identical.
Little has been seen of the interiors of these vessels, but they seem to be optimized for cyborgs who have little phsyical need of creature comforts. Aside from several small offices and the treatment wards, there is little provision for what would be considered comfortable human habitation. Outside of the habitation sections and cargo bays, internal accessways are little more than crawlways, as the lanky, thin-framed Imur seem to have no sense of claustrophobia, and most others brought aboard are typically stretcher-bound. The few conscious visitors who have taken tours of the ships’ accessible areas -have- reported both very brightly lit interiors, and a few signs of Imur culture, mostly in the forms of flat-panel light sculptures adornig random deck surfaces, and the occasional colorful ‘bee’ or ‘insect’ remote flying down the accessways, seemingly at random.
Despite their development for the Imur, Evols are also being used in small numbers by the EShemar and Ne’R’Mar within Shemarrian Star Nation territory.

Type: ImIS-HST01 ‘Evol’
Class: Heavy Interstellar Transport
Crew: 400, typically Imur or their associated sub-AIs/golemoids, Can be run by as few as 30 dedicated crew.
MDC/Armor by Location:
Main Body 60,000
Tachyon Projectors(7) 400 each
Point Defense Laser Cannon(6) 300 each
Point Defense G-Cannon(6) 300 each
*Variable Forcefield 6,000 per side, 36,000 total

*Shield Refresh Rate is 15% per melee

Height: 300 ft
Width: 300 ft
Length: 960 ft
Weight: 120,000 tons
Cargo: 11,000 tons
Powerplant: Presumably some form of conventional nuclear fusion
Supplemental power for magic systems is provided by several (1-4) powerstone PPE generators--- 800 PPE battery capacity; recharges at 25 PPE per hour, 75 PPE/hour at a leyline, 150 PPE/hour on a nexus

Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 14
(Kitsune Values: 65% of light speed; Accelerates/decelerates at 1.4% of light speed per melee)
(FTL) 5.7 light years per hour
(Underwater) Evols CAN land and take off from underwater, and have a depth tolerance of 1 mile, but they are not optimal for use as submarines, lacking any proper submarine propulsion.
Market Cost: Exclusive to the Imur/Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Self-Repairing Hulls--- Using a combination of mini-bot servo-drones and ‘smart-dust’ nanotech, Evols can regenerate hull damage at a rate of 15 MDC per minute.

*Sensor Scramblers---These are active energy measures meant to confuse any attempts to scan through the ship’s hull. Deep radar, gravitic sensors, and the like either register the ship’s hull as a solid null, or are overwhelmed by a welter of confusing signals. Even phase sensors are at -70% to make sense of readings from inside the Evol’s hull.

*Advanced Long Range Sensors---Extreme range of 9 million miles.

*Stasis Chambers---These are for holding patients for treatment, or those few passengers the Imur carry on their journies. In standard configuration, 120 passengers can be carried in this manner, while dedicated hospital/refugee transports can carry 5,000.

*Quick-Jump System---The FTL drive system is equipped with advanced capacitors and power delivery systejms that allow the drive system to be in a ‘primed’ state for prolonged periods of time, rather than have to be powered up just prior to jumping to FTL. This allows the ship to be able to reach FTL speeds as soon as possible, without unnecessary delay(usually as soon as it clears atmosphere or a gravity well).

*Energy Absorbant/Scavenger Armor--- This armor composition was borne of EShemarrian efforts to duplicate WTZTechyards’ Syzite-Crystal composite armor and first pioneered on the tiny WZT Atom Light Fighter. However, the EShemar lacked access to the extradimensional materials used in the production of the Syzite, and so had to try to use other more commonly available materials to achieve the same effect. The EShemar have succeeded to a degree, but the necessary crystalline lattice structure proved too rigid to permit the same stealth properties the Shemarrians desired in their ships. The Shemarrian composition also required the angular configuration that has come to typify the Evols. in order for proper redirection of energy to work. As such, the crystalline armor was deemed too heavy and specialized for the EShemar fleets, bit perfect for the Imur sgen fleets. The crystalline panels are sandwiches of honeycomb, laced with sueprconductive fiber-conduits that help transfer and disperse energy from weapons attacks, reducing the damage. This effectively works to render the ship’s hull resistant to ENERGY weapons, such as lasers, ion, plasma, and particle beams(do only 25% of normal damage).
Furthermore, the EShemar knocked off another WZT innovation, energy absorbant panels, by redirecting the absorbed energy to productive use; the next melee, HALF of the damage initially rolled is applied to Shield MDC and retained(but cannot exceed the ship’s maximum shield capacity strength).
The system does retain the weaknesses of the WZT systems, however:
-The system is ineffective against rail guns, missiles, and projectile weaponry.
-Magic attacks and kinetic attacks(rail guns, explosive missiles, meteors, etc..) do FULL damage.
-The system cannot handle more than 1,000 MD per attack(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage).
-If the ship’s hull takes more than 75% overall damage, the dispersion network is compromised and energy attacks revert to full damage.

*Active Jamming Systems----The Evols do not have passive stealth systems, but can throw out massive amounts of energetic sensor static and decoys to (hopefilly) deflect enemy fire from themselves.
-Sensor Jamming: -50% to enemy detection rolls, and a -6 to strike with sensor-guided weaponry.
-Sensor Ghost Projection---The Evols have the ability to project multiple sensor ‘ghosts’(up to ten) up to 25,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

*Tractor Beam Projectors(7)---The Evol mounts no less than seven tractor beam projectors.......for handling cargo pods, towing other shops, and inparting momentum to larger objects. Each tractor beam projector can handle 1,000 tons, and has a range of 12 miles.

*Expandable Force Shields---The area of coverage of the forcescreening can be expanded to cover an area roughly five times the length of the ship in radius(roughly 5,000 ft), though shield strength diminishes 25%(or only 4,500 MDC per side). However, this allows the ship to cover a larger area, such as smaller vessels tucked up close to it, or people and property standing around the landed Evol.

*Fractal Locks----Evols have the ability of locking and merging together with other Evols, to form spacestations or large surface structures. The crystalline structures of the starships seem to splinter and connect with those of other Evols, forming beautiful multi-faceted freefloating or linked tower facilities that share forcesceening capability(merge the MDC values) as well as energy-dissipation thresholds(where before a single Evol could safely dissipate 1,000 MD per attack, two merged ships can now handle 2,000 MDC, three 3,000, and so on). Also, the range of onboard weapons is increased by 50%.
The downside is that merged Evols can only move under station-keeping thrusters(maximum acceleration of 670 MPH/Mach 1), cannot dodge, and cannot jump to FTL speed while locked together). Still, the configuration is useful for forming temporary orbital facilities or defensive positions.


Weapons Systems:
1) Tachyon Scatter Cannons(7)---These wide-angle weapons provide good solid defense against fighters and missiles, and can even damage larger vessels.
Range: 5 miles in atmosphere, 10 miles in space w/ 4 mile wide arc
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space w/ 12 mile wide arc)
Reduce arc size in atmosphere to 1/4
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Point Defense Laser Cannon(6)---Triple-barrel laser arrays in extendable turrets.
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Point Defense G-Cannon(6)---Fire crystalline shards at relativistic velocities able to shred enemy missiles and fighters. Up to two turrets can engage the same target.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 10 miles in atmosphere, 1,000 miles in space)
Damage: 4d6x10 MD per single cannon 20 rd burst(only fires bursts)
8d6x10 MD for a synchronized burst(counts as one attack)
Rate of Fire: EGCHH
Payload: 3,000 bursts per cannon

4) ) Countermeasure Launchers(4) ---The Imur vessels mount multi-media dispenser countermeasure systems capable of launching ‘smart dust’ chaff and decoys:
a) Chaff
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 72 bundles(additional reloads can be carried as cargo; 1 ton of cargo per 20 bundles)

b) The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs(additional reloads can be carried as cargo; 1 ton of cargo per 12 bundles)

c) Decoy Launcher---This system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 60 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3. (additional reloads can be carried as cargo; 1 ton of cargo per 10 bundles)


Magic Systems:
The EShemar transplanted a good deal of TW equipment from the Delphin-class.
Depending on the individual vessel and crew composition, the exact TW systems may vary, but the following are the standard/more commonly installed systems: 1) PPE Generator(‘Sorcerer’)(1-4) --- 800 PPE battery capacity; recharges at 25 PPE per hour, 75 PPE/hour at a leyline, 150 PPE/hour on a nexus

2)TW Enhancements:

*Magic Space Tether(11 PPE, 30 minutes, 200 ft. 130,000 tons)

*Impervious to Energy(160 PPE, 10 minutes)

*Invisibility: Superior(160 PPE, 6 minutes)

*Star Light(23 PPE, lasts 10 minutes and covers a 2,000 ft area)

*Triangulated Teleportation (80 PPE, 1 million miles)---This spell system is used in conjunction with a beacon at the point of arrival(typically a beacon deployed aboard an LRM probe or by other Away teams. To reverse it, the ship must drop its force shielding to recover Teleported crew).

*Hull Regeneration(1,440 PPE, limit of 30% of the hull. Repairs are Permanent)

*Solar Flare(250 PPE, lasts 1d6+5 hours, range of 1,200 miles, 300 mile area.)

*Create Nebula(500 PPE, lasts 10 hours, 20 mile range, covers a 50 mile wide area)

*Nexus Space Warp(380 PPE)

3)Magical Sensors
-•See the Invisible Sensors: The ship has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere.
•Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere.
•Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere.

4) TW Drive Enhancement--DOUBLE speed on a ley line


Auxiliary Craft:
Evols can carry 3-9 small ‘grav-boats’ similar to Cargo Runabouts

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

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


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Unread postPosted: Sun Nov 25, 2018 10:29 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
Ingis Crawler

While a few Clan Vespa observers were working with an Obsidian Dawn extermination squad, they noted some of the difficulties in fighting such targets as the
Xiticix. Thus they looked to nature and came up with the Ingis Crawler. The Ingis Crawler is large for a microbot, measuring at just over four inches long, standing 1.5 inches tall, designed like an ant of the carpenter genus, with large mandibles and enlarged thorax. The abdomen has a raised crest/horn-like structure. The abdomen contains an experimental plasma based battery that gives the Ingis Crawler a large amount of power for small but powerful plasma blaster built in the crest on the abdomen. This plasma battery, while powerful for its small size, is also unstable, which the Vespa's use to an advantage. The Ingis Crawler, like the exploding version of the carpenter ant, can detonate the plasma battery in a fiery explosion larger than some grenades. As an added bonus, the plasma continues to burn on whatever it lands on for a while, continuing to do damage. If the Ingis Crawler suffers heavy damage it will also detonate, hopefully while close to an enemy target. The plasma battery is based on a plasma power source the Vespa's found in archived files given to them from the Hawkmoon tribe, which included some of the technical files from ARCHIE 3 and the files he acquired from the Mechanoids.
The Ingis is designed as an offensive only weapon, only acting defensively to protect holdings. The Ignis Crawler uses swarm tactics, striking from multiple directions, and is never used in a protective manner like the other swarms.
The robotic intelligence of the Ingis Cralwer is about equivalent of fairly intelligent animals, but are connected together as a hive intelligence, increasing the intelligence when grouped together in large swarms, working to move each within supporting range so that if one gets destroyed, it won't take out others and new ones easily moving to take the place of the missing unit. They also know when to sacrifice themselves for the greater good of the mission. They are also programmed with demolition skills so that they can either act as demolition explosives or attack weak points for sabotage.
Ingis Crawler drones are completely AI robots and are never Awakened, seen as tools and weapons. The helmets and communications of the Necromancer can easily control and give instructions to the swarm, especially when grouped together for a higher hive intelligence, allowing the swarm to act independently for a few hours, reporting surveillance intelligence the swarm gathers, and watching enemy movement during large battles.
The swarm is usually kept in a specially designed container that looks like a wicker basket, about 1.5 ft diameter by 2 feet deep, holding 50 Ingis Crawlers. This container can recharge the flies and gets power via induction with the Shemarrian Warmount, as the power for the plasma battery requires far more energy, carrying it, or power hook up from a vehicle. The container has 15 MDC and weighs 30 lbs. empty. A larger container measuring 2 feet wide by 2.5 feet deep is available that holds 75 crawlers, weighing 35 lbs empty.

Type: EcoS-D242cv Ingis Crawler
Class: MicroRobot
Crew: None; robot intelligence
SDC/Armor by Location:
Main Body 45
Head 10
Legs(6) 6 each
*Ingis Crawler are incredibly small and difficult to notice, attacks suffer -3 to strike, if the opponent is even aware of it.

Height: 1.5 inches
Width: 1.25 inches at shoulders , 3 inch wingspan
Length: 4.5 inches
Weight: 1.2 lbs
Cargo: Only what can be carried in the ‘bot’s arms 
Physical Strength: Equivalent to human P.S. of 6
Each Ingis Cralwer has an effective IQ of 6, but when in groups of 20 or more, gain +1 IQ for the group per 20 additional crawlers, allowing a large swarm to operate independently quite effectively with missions of spying or co-ordinating tactics. The crawlers must be within 60 feet of each other for this additional boost in IQ.
Powerplant: Plasma Battery provides enough power to keep the Ingis Crawler powered for 24 hours. Takes 5 hours to recharge.
Speed: (Running) 10 MPH, able to crawl up walls and ceilings at full speed
(Underwater) Able to crawl along bottom at 5 MPH, maximum depth of 200 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Thermo-Optics (100 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio, range: 20 miles
*Motion Detector (500 ft range)
*Recording Chip---Stores up to 8 hours of recorded observations. 
*Modulating Voice Synthesizer Chip---Allows the Ingis Crawler to imitate a variety of natural sounds, such as animal calls.

*Plasma Proof Construction - Using ceramics and EM fields, Fiery Wings are immune to plasma based attacks. Magical plasma attacks deal 50% damage, particle beam weapons deal only 50% damage due to the EM fields used to control and protect against plasma. Immune to normal fire, MD and magical fire deals 50% damage.

*Molecular Adhesion Pads---The Ingis Crawler can cling to just about any surface like an insect, thanks to these pads in the feet.

*Co-Ordinate Attack - If more than one Ingis Crawler are working together to attack a single target, they enjoy +1 to strike rolls for every 5 Ingis Crawlers within 100 feet attacking the same target, plus if 20 Ingis Crawler attacking the same target increase the chance of one scoring a critical strike to on a natural roll of 19 or 20 as each are feeding targeting data and weak points. Also if more than 10 Ingis Crawlers are attacking the same target, during the melee round that they attack, the target suffers -2 to Dodge rolls against the Ingis Crawlers as they strike and position to keep the target off balance and in their sights.

Weapons Systems:
1) Bite - The heads are equipped with potent but small mandibles, which can be used to hold wires or very small objects, or cutting through materials to allow the Ingis Crawlers to access other areas.
Range: Melee
Damage: 1d4 S.D.C. Or 1 MD (takes 2 actions).

2)Plasma Blaster - The horn or crest on the Ingis Crawler is a potent short range plasma blaster, with a bolt and a spray version, particularly useful against swarms.
Range: plasma blast 100 ft
Plasma Spray 40 ft
Damage: Plasma Blast 2d6 MD, targets struck will suffer 1d6 MD for 1d4 rounds.
Plasma Spray 1d6+2 MD to a 30-degree arc (or roughly 15 ft wide area), targets will suffer 1d6 MD the next round.
Rate of Fire: ECHH
Payload: Effectively Unlimited as long as the plasma battery has power.

3)Self-Destruct - The plasma battery that powers the Ingis Crawler is very unstable and it can detonate it on command, or if it is destroyed, creating a large explosion. The plasma contained within also continues to burn for several seconds. This is particularly useful in hives, weakening the structure or burning holes in walls.
Range: Self triggered detonation 20 foot radius. If destroyed by enemy attack only 10 ft radius.
Damage: Self-triggered 5d6 MD. Upon destruction from enemy attack only 3d6 MD. Continues to do 1d6 damage to everything the blast radius struck (even if someone moves out of the area) for 1d4 melees. Anyone moving into an area that has the plasma burning will take 1d4 MD.

Options:
Chemical Spray - The Ingis can be fitted with a chemical sprayer that can release any chemical loaded into it, but only has a single dose. The system is also designed to release upon the Ingis Crawler's destruction.
Typically loaded with chemicals that aid in its mission, such as pesticides, although other poisons or irritates can be loaded. Contains 1 dose, covers a 5 foot area. If fitted with an extended abdomen, the system will have an additional 3 doses.

*Extended Abdomen - Ingis Crawler can be fitted with an extend abdomen/thorax which can contain extra systems. The mini-pod adds extra drag (reduce maximum speed to 8 MPH) but allows the microrobot to carry extra systems such as the following based on the Vespina, although smaller: 
a) Drug Needle and Injector---Stinger needle does 1 SDC damage, plus chemical effects. Can carry enough chemical for 3 doses.

b) Acid Sprayer---Can spray an area (3 ft wide) with a corrosive that, depending on the specific agent involved, does 1d6 SDC for 1d4 melees, or 1 MD per melee for 1d4 melees. Has enough for 2 applications.

c) Tracer Chip Dispenser---The Ingis Crawler can attach (via adhesive or injection under the skin) a small micro-tracer to a target. The chip can act as a passive transponder or as an active ‘pinger’(3,000 ft range, 48 hour battery life). Can carry up to 5 chips.

d) Micro-Explosive(s)---The Ingis Crawler can deposit a small explosive device, ranging from a detonator chip(does 1 SDC and useful for destroying circuitry or setting off larger explosives....up to 10 can be carried) to larger explosive devices. Also consult the following for other micro-explosives:
Weight:(.22) 1.9 grams
(5.56mm/.22 ‘long’) 2.8 grams
(7.62mm) 8 grams
(9mm) 115 grams
(15mm) 120 grams
(20mm) 130 grams
Damage:
(.22) 2d6 SDC to eight inch ft blast radius
(5.56mm/.22 ‘long’) 6d6 SDC to 1 ft blast radius
(7.62mm) 1d6x10 SDC to 1.5 ft blast radius
(9mm) 9d6 SDC to a 2 ft blast radius
(15mm) 2d4x10 SDC to a 2 ft blast radius
(20mm) 4d6x10 SDC to a 3 ft blast radius

(MD)
(.22) 1d4 MD to six inch ft blast radius
(5.56mm/.22 ‘long’) 1d4 MD to 1 ft blast radius
(7.62mm) 1d4 MD to 1.5 ft blast radius
(9mm) 1d4 MD to 2 ft blast radius
(15mm) 3d6 MD to 2 ft blast radius(*uses more recent chemical technology)
(20mm) 4d4 MD to 2 ft blast radius
Features:
-Exploder Chip---A multi-mode detonator that be set for as little as a fifteen second count to as long as five minutes, or can be radio detonated. 
Payload: The Carrion Fly can carry up to 90 grams of micro-explosives

e) Neural Stinger - Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The neural-stinger has enough power as long as the plasma battery has power.

f) Flash-Blinder - The extended abdomen is actually a high-powered illumination source that can light up a 30 ft area, but can also produce a strobing effect similar to a Blinding Flash spell (has enough battery power for 12 such flashes, recharges at a rate of 12 flashes an hour). 

j) Ignitor----A modified soldering iron, that can be used to inflict a severe burn (1d6 SDC) or set materials on fire. 

Programming:
Demolitions 60%
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 5 different languages 80%

Actions/Attacks Per Melee: 3
Initiative +3
Dodge +5
Automatic Dodge +2
Strike +3 (+1 w/ ranged weaponry) 
Roll +6


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Unread postPosted: Sun Nov 25, 2018 11:27 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Ingis Crawler


"Don''t fire the fire ants. Just don't. We tried launching them with grenade launchers. It didn't work out well."
"It's an SDC 'bot with an MD explosive powerplant!!! Who'd be dumb enough to even try that in the first place????!!!"
"Me."(last speaker is revealed to be a Skullcrusher, looking blast-faced, still smoldering, and gyroscopically-impaired) "Stick to kitten-launchers."#THUD#

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

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


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Unread postPosted: Tue Nov 27, 2018 10:39 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
Horrible thought: we've had some gag Shemarrian stuff like the Brightmare and the Bunnibopper, and both the Lolis and the Nightmares have mean senses of humor, but I don't think we've dared dip into what happens if the Wayfinders convert a Ludicrous Mage into their ranks.... :fool: :frazz:

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

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


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Unread postPosted: Wed Nov 28, 2018 8:20 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Horrible thought: we've had some gag Shemarrian stuff like the Brightmare and the Bunnibopper, and both the Lolis and the Nightmares have mean senses of humor, but I don't think we've dared dip into what happens if the Wayfinders convert a Ludicrous Mage into their ranks.... :fool: :frazz:


Interesting idea.. which Rifter are Ludicrous Mage in?


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Unread postPosted: Wed Nov 28, 2018 9:34 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
EcoS-KBSS5Br ‘Pyro-Gekker’
(aka ‘Hibachiyoid’, ‘Willy-Peeps’, ‘Arsonites’, ‘Stovebirds’)

“Ever been swarmed by a wave of banshee-screaming phosphorus torches charging on two legs, hell-bent on setting you on fire? That was my introduction to the willy-peeps---there must have been a thousand of the damned things running at us like an intelligent stream of lava ramping right for the middle of our column. More than one of the mercs lost it right then. Fortunately, most of them just broke and ran, and thus survived to live another day. I am not ashamed to say I was among them. I saw one or two, however, who just stood there and emptied their guns into the oncoming swarm, and just as quickly as they burned through their clips, they were burned to vapor. We lost all but a handful of vehicles that the drivers will able to get turned around and up to speed, even with troops haging off their sides, fast enough to escape being set ablaze. And my group were the LUCKY ones; the Shemarrians apparently only had a handful of warriors to take potshots at us as we retreated. Lucky us. ”

“The hibachiyoid’s smart enough to know what heat-level is appropriate, and will prompt its user to make sure they really DO want metal-melting temperatures instead of toasting heat. That’s saved a lot of camp followers from requiring bionic replacement or conversion surgery ...or urn burial.”

This e-animal is a Blood Rider variant on the EcoS-KBSS4Br Gekker, the Shemarrian version of the Kittani ABSS-2 Simple Security Drone. However, the design has been vastly simplified to remove most of the accessory limbs and head, in favor of a smooth, ovid, ceramometal body. They still retain the sensors of their cousin design, but they lack any sort of manipulatory appendages or other visible organs, aside from a pair of eyes inset into the body, and a top teardrop-like spike.
Instead, PyroGekkers are walking open-hearth fires. PyroGekkers can generate a plasma field around their bodies that can be adjusted from a relatively cool hot gas to an armor-vaporizing pocket supernova. Their bodies are extremely heat-resistant, while their flange-wings serve both to shape and contain the generated plasma, as well as serve as brackets and burners on which to support cooking pots or crucibles.
PyroGekkers are camp e-animals, typically found around Blood Rider encampments where they serve as handy portable heat sources, especially useful when foraging for firewood and other fuels isn’t an option. Tinkers and Acolites find them useful as forge-fires and cooking fires(and sometimes the difference between the two is hard to tell when the latter are cooking up some hearty lithium or aluminum soup). In their capacity as watch-anmals, they are often deployed on a camp perimeter, their plasma lights providing a lit security zone. They can also be used to light landing zones and ceremonial grounds. They have also been used in combat, especially when deployed in large ‘flocks’ to distract and disorient opponents, and set fire to enemy encampments and facilities.
Unlike their Gekker cousins, PyroGekkers are NOT Awakened with an Ecotroz essence. They are considered to be expendable.
PyroGekkers are a common sight around Blood Rider encampments and caravans, as even NeShemar groups have them. A few have been acquired by other Shemarrian Tribes, though it is not known if anybody else has acquired the templates to produce their own.

Type: EcoS-KBSS5Br PyroGekker
Class: Robotic Scout/Sentry/Mobile Stove/Campfire
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 150
Fins(4) 30 each
Legs(2) 90 each
Height: 5 ft
Width: 4 ft
Length: 9 ft
Weight: 800 lbs
Cargo: None
Physical Strength: Robotic P.S. of 15
Powerplant: Nuclear
Speed: (Running) 50 MPH
(Leaping) Can leap up to 15 ft up/20 ft across.
(Flying) Not possible
(Space) Can survive in space, but not maneuver.
(Underwater) Can run along the bottom at 6 MPH. Maximum depth of 2,000 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Audio sensors include amplified hearing, ultra ear, radio band scanner, radio code descrambler, and cryptoanalysis(50%). Also has motion and heat detection, radiation detector, built-in radar( 1 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--- Only about 20% of Gekker ‘bots 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 3d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

* Thermal Shielding---The PyroGekker takes NO damage from its own plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).

Weapons Systems:
1) Plasma Field----The PyroGekker uses a lower-poweed and simplier form of the plasma field familiar to Blood Rider Zealots.
When on, the plasma field renders the PyroGekker effectively IMPERVIOUS to plasma attacks; they just ‘splash’ around the control field.
Range: Melee; can extend out 3 ft in radius
Damage: Adjustable---Can do as little as 1d4 SDC per melee on ‘low’, to 2d4 MD per touch on ‘high’.
Rate of Fire: ECHH
Payload: Effectively unlimited

2) (Optional) Self-Destruct---If need be, the PyroGekker’s powerplant can be overloaded to go off like a plasma grenade. Does 6d6 MD to a 10 ft radius, and completely destroys the ‘bot.

Programming:
Identical to the ABBS-2: Prowl 60%, Climb 60%, Track By Scent and Sound 60%, Land Navigation 89%, Intelligence 89%, Detect Ambush 89%, Detect Concealment 60%

Actions/Attacks Per Melee: 4
Initiative +1
Dodge +2 when running
Strike +1
Roll +2
Kick 2d6 SDC
Leap Attack/Flying Body Block/Drop-Stomp(2 attacks) 4d6 SDC, plus 1-75% chance of knocking opponent down/over(victim loses initiative and 2 melee 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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Unread postPosted: Wed Nov 28, 2018 11:40 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5183
kronos wrote:
taalismn wrote:
Horrible thought: we've had some gag Shemarrian stuff like the Brightmare and the Bunnibopper, and both the Lolis and the Nightmares have mean senses of humor, but I don't think we've dared dip into what happens if the Wayfinders convert a Ludicrous Mage into their ranks.... :fool: :frazz:


Interesting idea.. which Rifter are Ludicrous Mage in?

Dear lord... :shock:
you wouldn't... :?
you couldn... actually, no. you both SOOooooo would. :P
-sigh-
Okay gentlemels; lets see what you got percolating in those twisted minds of yours. :erm:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Nov 29, 2018 1:02 am
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Dear lord... :shock:
you wouldn't... :?
you couldn... actually, no. you both SOOooooo would. :P
-sigh-
Okay gentlemels; lets see what you got percolating in those twisted minds of yours. :erm:


Well, to be honest, the Lost Eclipse has probably already embraced the mental scarification that is ... :clown: clowns :clown:

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

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


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Unread postPosted: Thu Nov 29, 2018 8:24 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
DhAkael wrote:
Dear lord... :shock:
you wouldn't... :?
you couldn... actually, no. you both SOOooooo would. :P
-sigh-
Okay gentlemels; lets see what you got percolating in those twisted minds of yours. :erm:


Well, to be honest, the Lost Eclipse has probably already embraced the mental scarification that is ... :clown: clowns :clown:


I haven't started on that idea yet.. but soon as I find the info.. might come up with something..
I still have to finish my EShemarrian Tattoo Warrior... Yeah.. what a way to start making others worry more that the Shemarrians successfully freed themselves, AND learned Tattoo magic (really tech based, but with some magic thrown in for appearances and some abilities)..


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Unread postPosted: Thu Nov 29, 2018 4:25 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Didn't mean to forget, Kronos. Ludicrous Mages appear in the Rifter #9 1/2, and in the Best of the Rifter issues.
They're magic comedic-assassins whose original aim-to-kill has arguably softened over the years, but they can just as effectively assassinate reputations with some well-timed and well-aimed humiliation, all while operating the guise of funny-men.

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

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


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Unread postPosted: Fri Nov 30, 2018 9:06 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Didn't mean to forget, Kronos. Ludicrous Mages appear in the Rifter #9 1/2, and in the Best of the Rifter issues.
They're magic comedic-assassins whose original aim-to-kill has arguably softened over the years, but they can just as effectively assassinate reputations with some well-timed and well-aimed humiliation, all while operating the guise of funny-men.


So something like a pie in the face gag where the cream on the pie is actually contact poison or acid, would be something they'd do?


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Unread postPosted: Fri Nov 30, 2018 8:56 pm
  

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Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
Didn't mean to forget, Kronos. Ludicrous Mages appear in the Rifter #9 1/2, and in the Best of the Rifter issues.
They're magic comedic-assassins whose original aim-to-kill has arguably softened over the years, but they can just as effectively assassinate reputations with some well-timed and well-aimed humiliation, all while operating the guise of funny-men.


So something like a pie in the face gag where the cream on the pie is actually contact poison or acid, would be something they'd do?


Yeah, the Pie spell has several different variations from simply staining you yellow to glowing you up.
It's the WATER BALLOONS that have the acid option.
Other spells humiliate you(drop your drawers, make you drool and gibber like a madman, render you incompetent, or give you good reason to fear old clothes, bubblegum, and the Pillsbury Doughboy.
The OCCis made for people who wanna be stand-ups or wiseacres, but the downside is that, unless you can have access to an audience to perform to, you can go quite mad joking with yourself. It's like the Joker and Deadpool had a kid trained by Zatanna.

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

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


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Unread postPosted: Tue Dec 04, 2018 10:52 pm
  

D-Bee

Joined: Mon Feb 02, 2015 3:29 pm
Posts: 24
Wow I've got a long ways to read to catch up with everything. It's been awhile since I was last here and I still need to update my fluff text on some characters of mine.


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Unread postPosted: Wed Dec 05, 2018 4:25 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
Mercenaryx wrote:
Wow I've got a long ways to read to catch up with everything. It's been awhile since I was last here and I still need to update my fluff text on some characters of mine.



In all good time, when you think you're ready with good stuff to show us. :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
------------


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Unread postPosted: Thu Dec 06, 2018 9:32 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
(Thanks to Kronos for his Exo-Generator....he seemed to have anticipated some of what I had in mind for this lady)

Clan Vespa Coccina Elite(aka ‘Ladybuggy’)

“Hi, I’m here to get the bugs out of your hardware.”

“To anybody who’s sorely tempted to sing that ‘Ladybug’ ditty, I’d like to remind them that I’ve rigged my quarters with three different fire suppression systems, my furniture is all made of fire-resistant or -retardant materials, I have real-time environmental monitoring linkage, and my kids are at their grandmother’s place for the weekend.”

“The adorability factor, what with the pink leotard outfit, the ladybug shell, and the teely-bopper sensor pods on the antennae...well, I’ve heard of at least one Coccina being kidnapped by members of the Lollipop tribe. Don’t know what the Vespas had to pay in ransom to get her back, but it must have been pretty steep, because the Lolis don’t give up anything ‘cute’ easily. “

“Small, but tough, and smart. That pretty much sums up the important aspects of the Coccina. But don’t ever forget that these people can whip up the cutest boobytraps I’ve ever seen, or fix stuff with boggling speed.”

Some outsiders have accused Clan Vespa of being obsessive and fanatical, with regards to their fixation on insects and technology. The Coccina seems to be a response to those accusations, by showing that the ’insect clan’ has a sense of humor.
Coccina are small-statured cyberhumanoids with more ‘petite’ figures(some observers have described them as ‘pixie-ish’). They are also distinguished by being able to symbiotically link to a multimode carapace mantle-pod that in its ‘retracted state’ resembles a short rigid colorful cape and black shoulder-mantle(or padded backpack), which are heavier than they look. The short cape is actually a package-pod of memory-materials and rapid-deploy nanotech that unfolds into large rigid armored wing-carapaces that can wrap around and encapsulate the gynoid in a protective shell of armor. In its expanded form, the carapace-pack also has six small robotic armatures and tool holders for the Coccina’s favorite tools. The mantle-pod also incorporates a jet pack and aerodynamic control wings that allow the Coccina to fly. The Coccina is the only Vespan who can use this, and they are fully functional without it, but they are more often seen wearing them than without them.
The Coccina further shows off Clan Vespa’s prowess in nanotechnology by having forearms that are ’morphing multi-configuration nanotech multitools. With a thought, the Coccina can reconfigure her hands and forearms in any one of over 500 preprogrammed shapes(and some Coccina are known to even be able to hack their own systems to produce custom shapes).
Coccina clothing and armor tends towards black undergarments and bright high-visibility armor plates(typically red, yellow, or orange) to alert others of possible danger from any equipment the Coccina may be working on.
Coccina are notably lacking in integral armaments; the personalities that the chassis-type is inclined towards tend to be artists, engineers, and scientists for the most part. It is expected that the Coccina will increasingly fill the same role for Clan Vespa as Spinster/Tinkers do in the mainstream Tribes.
The success of the carapace pack used by the Coccina would lead to further refinement and streamlining(and then feedback to modify the original equipment) resulting in the Exo-Generator, available to more members of the Vespa Tribe(as well as others).

Type: Shemar Coccina
Class: Robot Gynoid/Cyborg
Crew: Advanced Neural Intelligence or Volunteer Transplant
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 70 each
Legs(2) 75 each
Head 70
Antennae(2) 10 each .
Main Body* 120
Carapace Main Body** 120
Carapace Wings(2) 80 each
Wings(2) 30 each
Armatures(6) 30 each
Armored Head Cowl /Faceplate 50

*Coccina may wear additional body armor, but tend towards light types such as skinsuits or light armor types that can be modified not to interfere with the interfacing and operation of the carapace pack. Without the carapace pack, Coccinas can wear just about any armor available to humanoids of their size, but as most Coccinas would not be caught without their signature carapace pack, this is rarely done.

** When the carapace is fully deployed, Main Body damage comes off the carapace MDC first.

Height: 5-5.6 ft ; tend towards short statures
Width: 1.2 ft at shoulders. 8 ft wingspan fully deployed
Length: 8 inches , 2 ft w/ carapace-wing pack
Weight: 190 lbs ‘clean’, 400 lbs w/ carapace-wing pack.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24, PB. 16+1d6(tend towards cute, as opposed to voluptuous or sensuous) .
Cargo: None, except what can be carried.
Speed:
Running: 90 MPH, 50 MPH with pack attached
Jumping: 8 ft up/across w/o the carapace pack , 6 ft up/across with pack attached, 18 ft up/ ft across with pack power-assistance
Flying: Not possible without the carapace pack or other jetpack system. W/ the carapace deployed, the Coccina can fly; hover to 200 MPH, maximum altitude of 6,000 ft.
The jet pack vents through the wings, muffling their sound and rendering them remarkably quiet, and so the Coccina can fly with only half the noise of a normal jetpack system.
Space: 500 MPH with pack attached
Underwater: 25 MPH swimming, 8 MPH with pack attached
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.

*Molecular Adhesion Pads---The cyborg can cling to just about any surface like an insect, thanks to these pads in the feet and hands.

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

*Pheromone Communications System---Doctor Kusunoki worked also to duplicate the Swarmy pheromone system to not only communicate mood, but carry more substantial information as well. Using a combination of airborne chemicals and nanites, Coccinas can silently pass large amounts of information on the wind. Depending on atmospheric conditions, the cyborgs can even ‘cache’ data-laden nanites in eddies in the air or lingering in an area for others to come across.

*EM Sensor Antennae----The Coccina’s antennae can sense electromagnetic energy, allowing the gynoid to ‘see’ the flow of electricity through active circuits. This gives a +5% to Electrical skills, and +10% to detecting electronic surveillance bugs.

*Hardened Circuitry----Almost all EShemarrian constructs have hardened circuitry, but Coccinas mount extra-redundant hardening, the better to prevent damage from any electrical discharges or EM fields produced by equipment they may be working on, or the environment they are working in. Electrical disruption weaponry has NO additional effects on them(aside from any possible physical damage) and ion weaponry does HALF damage.

*Carapace Armatures(6)---These are small utility arms on the carapace pack, an upper pair that can augment the Coccina’s own, another pair that are jointed below the Coccina’s normal arms, and a bottom pair that can act as legs to brace the carapace and cyborg. The arms are typically used to hold additional gear, materials, or anchor the cyborg/gynoid to a work surface(especially in zero-g) leaving the hands free to work.

Weapons Systems:
1) Morphing Blades----The same process that creates forearm tools can also be manipulated to create molecular-sharp bladed vambraces along the forearms.
Range: Melee
Damage: Punch/Kick damage +1d4 MD+ any P.S. damage bonuses

2)(Optional) Arm Lasers(2)---The Coccinas can wear the forearm gauntlet lasers of the regular warriors. Just point and shoot.
Range: 2,500 ft
Damage: 3d6+2 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming/Skills:
(NeShemar) Varies by the convert’s original skill-set; Coccinas tend to be favored as the cyborg bodies of scientists(especially engineers and nanotechnologists), or can use the Cyber-Humanoid OCC, plus the following skills:
Basic Repair & Maintenance(+20%)
Electrical Engineer(+15%)
Computer Repair(+15%)
Basic Mechanics(+15%)
Two mechanical skills of choice(+10%)

(EShemar)
Identical to the Spinster/Tinker. The EShemar shares all the basic Shemarrian programming, basic combat and repair skills. They also have the following skills:
Nanotechnology (50%+5% per level of experience)


Actions/Attacks Per Melee: (NeShemar) By training(+2 w/ carapace arms)
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 2
Dodge +2, +4 in flight
Parry +5
Strike +3 (+5 w/ ranged weaponry, +7 w/ Shemarrian Rail Guns)
Roll +2
Pull Punch +2
Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks, from psi-scramblers.

Actions/Attacks Per Melee: (EShemar) 6(+2 w/ carapace arms)
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 3(+1 from the Ecotroz)
Dodge +4
Parry +3(+1 w/ carapace arms)
Strike +4 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +3
Pull Punch +4
Disarm +2(+1 w/ carapace arms)
Entangle +1(+1 w/ carapace arms)
Knockout/Stun on a Natural 18-20

Options:
Most Coccina wind up customizing their Carapace Packs with individualized color schemes and tooling assortments. The carapace plating can also be augmented with the following:
*Laser Reflective Armor---Lasers do HALF damage.
*Chemical Resistant Armor----Chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.
*Thermal Resistant Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
*Radiation Shielding---Some Coccina add even more radiation shielding to allow them to work in close proximity to exposed radiation sources or in intense radiation fields. These Coccina often display radiation trefoil symbols on their carapaces, and/or glowing green spots.

*Forcefield Generator---Once they begin trading with other Tribes and get access to Naruni-style personal forcefields, many Coccina add a generator pack to their carapaces, with 90-120 MDC.

*Tool Arms----The carapace armatures can be fitted with custom tools and instruments, including, but not limited to, disposable isolated ‘hacking’ computer decks, x-ray imagers, PPE sensors, particle beam drillers, plasma cutters and lathe-arms.

*Eye Lasers(1-2)---Specially modified for more varied levels of power and and precise focus for use as tools.
Range: 15 ft
Damage: (Varies) 1 SDC- 1 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited.

*Exo-Generator Upgrade----The Exo-Generator was arguably engineered from the Coccina Carapace, While not as durable in its default backpack mode, nor possessing the ability to spawn extra limbs, the Exo-Generator still debuted a number of features that were later reincorporated into Upgrades for the Coccina. Coccina ca, with this Upgrade, ‘skin’ themselves in extra body armor:
When not needed, the armor disassembles itself and is drawn back into the back unit to be regenerated. When not in use, can regenerate 1d4 MD per 30 minutes, and can repair up to 60 MDC before needing the system recharged. Once deployed, the armor can remain indefinitely until not needed, and can only be removed by retracting into the back unit.
Weight: 15 lbs
Hands(2) 20 MDC each
Arms(2) 30 MDC each
Legs(2 ) 40 MDC each
Head 40 MDC
Main Body 80 MDC

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

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


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Unread postPosted: Fri Dec 14, 2018 9:41 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
(Pyromancy spells, courtesy of Daniel Frederick,Matthew Clements, and Kevin Siembieda, Rifter #82)

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

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

Magic Systems:
PPE Generator: PPE Capacity:‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Weapons Systems:
7) *TW Spell Projector/Magic Tail Projectiles----The tail of the EcoS-K-52Br has a TW projectile generator, with ectolense focal boosters, that can cast the following spells:
*Flaming Lava Projectile(5 PPE) ---Picking up a rock, boulder, or piece of concrete/asphalt, the Slingtail can cover it in mystic magma, then fling it. Upon impact, it does an extra +2d6 MD of damage, and liquified material spatters off it, clinging to the target, doing 1d6 MD burn damage per 1d4 melees before cooling and dropping off.
*Ballistic Fire(13 PPE)----Sprays ten fireballs that each do 1d6 MD. Can be spread across several targets, or concentrated on one. Targets are -10 to dodge. Effective range of 2,500 ft
*Meteor(38 PPE)----Summons a flaming ball from the sky, that lands 3,800 ft away, doing 1d6x10 +16 MD to a 20 ft radius, +4 to strike.
* Ten Foot Wheel of Flame(20 PPE)---Lasts 3.5 minutes(or 14 melees) and does 7d8 MD upon striking. It can either be frissbee’ed out to 300 ft, or launched to roll on the ground, in which case it can reach a maximum range of 4,000 ft. Under the direction of the Warmount’s rider, the wheel will typically be rolled back and forth across and in front of the Slingfire’s path to clear the way.

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

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

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


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Unread postPosted: Sun Dec 16, 2018 9:38 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
Clan Motron PsychoCycle Transformable Frame Robot Vehicle
(aka ‘PsychoCyco’)

“Looks like the upper half of a larger ‘bot straddling a giant rollerblade, but don’t EVER misake it for a cripple. It moves like lightning and strikes like a a deity’s unforgiveness.”

“I got %**@ b!+@#-slapped off the roadway at over one-fifty by a grinning babe wearing nothing but a gee-string and an armored exoskelt masquerading as a two-wheeler. Backslapped and a$$-patted me so hard I broke my tailbone and tumbled nearly a quarter of a mile down-trail! Damned if those Shemarrians don’t like to add insult to injury when they’re ‘escorting’ you out of their territory. Yet I gotta consider myself lucky she didn’t decide to perforate my colon with the firepower that thing was packing. Before I went flying I counted at least four guns, and not small ones, on that monster. I wanna say that lady liked me because she didn’t shoot me, but a week under the expensive care of a Merctown sawbones sez otherwise.”

“Besides my psychocyco, all I need to wear is my leather jacket.”
“I don’t know which one is the bigger psycho, battle-sister, your bike or you.”

“There’s just something about the psychcyc that touches something deep inside our neshemar; some subconscious road pirate, or primordial beast, that is satisfied by nothing less than a powerful engine between their legs, rubber before and behind them, and limbs of steel around them. Then they switch modes and become giants. The best of both worlds; the coursing low-slung predator, and the upright wielder of tools and weapons, unmaker and remaker of the cosmos.”

“Thing I learned from watching those irregulars who showed up to reinforce us from those alien meks? They DON’T cut and run like we all thought they would, and were, after they surprised those hovering marauders. We thought they were turning tail and running after they got the full attention of the enemy. Instead, we found out, that was all part of the plan, because we were ringside to the sweetest ambush I’ve seen. We didn’t even see those power armored infantry, or whatever they, were setting up rail guns in the hills..and neither did the enemy, until they virtually impaled themselves on the incoming armor-piercers. Completely unhorsed those meks. And once on the ground, mobility favored the defenders, because those giant motorcycles roared back and pack-sliced the meks. It was a thing of beauty to watch.”

The ‘PsychoCycle’ is a new vehicle from the Motoring Clan, Clan Motron. The ‘PsychoCyco’ is a bit of a ‘kitbash’ or ‘bitzer’ as many of the Motrons’ rides are, incorporating bits and pieces of other machines, usually Northern Gun vehicles.
The PsychoCycle resembles a giant motorcycle with a bubble canopy covering the pilot, with two massive paw-hands sprouting from behind the canopy and providing cover to either side of the driver.
The vehicle can also transform, forming a towering bipedal humanoid, the canopy forming a head, the arms gaining full play, and the legs able to bend and flex. In this mode, the vehicle can skate on its wheels, or retract them inside the lower legs for slower, but more surefooted, travel over rough terrain. Taking a hint from the Tarantula jump-bike, the PsychoCycle mounts a set of high pressure thrusters that can boost its speed and jumping ability.
The main armament of the PsychoCyco is four hardpoints mounted on the shoulders, two each shoulder. In lieu of weapons pods, the shoulders can mount heavy armor plates instead, providing further lateral protection to the main body and pilot canopy. With all four slots mounted, the Psychcyc can be quite heavily armed and an effective anti-vehicle platform. The transforming biped mode also gives it excellent hand to hand combat capabilities, making it a good melee fighter as well, and a smart pilot will use its wheel modes to close with opponents quickly, and retreat just as fast.
Though not normally fitted with an AI or Awakened, the PsychoCyco CAN be Upgraded into a sentient robot, arguably making this mechanism a proper Warmount or Oreseme, further blurring the lines of convenient classification.
Wherever Clan Motron is known to wander, the PsychoCycles have earned a reputation as ‘road corsairs’, racing with impunity and running down the tribe’s enemies. Despite this, though, most true EShemar Motrons prefer their classic auto-styled Warmounts, leaving the PsychoCyco to the neshemar members of the clan.
As the ‘vehicle clan’, Clan Motron openly uses the PsychoCycle, but it has also appeared with the Steel Gaians(who also unabashedly use vehicles), the Wayfinders, the N’R’Mar, and a few with other fringe tribes and Eccentrics.
Because if its lack of proprietary or sensitive technologies, it is speculated that the PsychoCycle could conceivably be sold outside the Tribes to Tribal allies and affiliates. the most likely outlet for such machines being the Steel Gaians.

Type: Eshe-PsycCycCmo-01 PsychoCycle
Class: Transformable Frame Two-Wheeled Robot Vehicle/Exoframe
Crew: One. A passenger could conceivably cram into the canopy-bubble with the pilot, but conditions will be VERY close and most likely uncomfortable.
MDC/Armor by Location:
Main Body 370
Pilot Canopy/Head 100
Arms(2) 90 each
Hands(2) 60 each
Legs(2) 150 each
Wheels(2) 60 each
Rear Thrusters(2) 100 each
Small Thrusters(4) 25 each
(Optional) Shoulder Plates(1-2) 100 each
(Optional) Weapons Pods(2-4) 50 each
Height: (Cycle Mode) 7 ft
(Humanoid Mode) 16 ft
Width:(Cycle Mode) 5 ft
(Humanoid Mode) 6 ft
Length:(Cycle Mode) 13 ft
(Humanoid Mode) 4.8 ft
Weight: 3.3 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:(Cycle Mode) 170 MPH on level ground. Can hit 220 MPH(!) w/ thruster assist, but will be -15% to piloting rolls.
(Humanoid Mode)(Skate Mode)110 MPH on level ground. Can hit 150 MPH(!) w/ thruster assist, but will be -15% to piloting rolls.
(Running) 70 MPH
(Leaping)(Cycle Mode) 12 ft up/ 60 ft across w/ thruster assisted jump
(Humanoid Mode)(Skate Mode) 10 ft up/ 20 ft across, x2 w/ thrusters
(Running) 7 ft up/ 14 ft across, x2 w/ thrusters
(Climbing)(Humanoid Mode only) Can climb, using the pilot’s skill proficiency, but at -20%(the hands and legs are poorly designed for climbing)
(Flying) Not possible in either mode; the best that can be achieved is to make a jet assisted leap and then hover for 1d4x10 seconds.
(Space) Can survive in space, but cannot fly in microgravity
(Underwater) Limited to driving or running along the bottom(reduce speed to roughly 15 MPH). Maximum depth tolerance of 800 ft.
Market Cost: EXCLUSIVE to the Shemarrian Nation, though discussions of a ‘sanitized’ model for sale have raised speculation; such a model could bring 22 million credits or more at market.
Systems of Note:
Standard Robot Systems: 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 robot vehicle -equivalent systems. Additional/special sensors may be built in by the creating Spinsters/Tinkers or at the behest of individual riders/owners.

*Enclosed Environmentally-Sealed Cockpit---The canopy-pod has full NBC protection and an independent air supply good for 12 hours. Most NeShemar riders, though, tend to have reduced life support needs, being cyborgs of some sort.

*Normal Light/IR/UV Headlights

*360-degree Waist Rotation

*Crash Control/Safety Restraints/Fire Control System---Reduces the damage that passengers take in a crash by HALF.

*Ejection Seat/Pod---In an emergency, the pilot can bail out with the assistance of rocket-assisted ejection systems. Some examples allow the entire reinforced crew compartment to jet-eject and fly up to 1,000 ft away from the rest of the vehicle.

*Cyberlink Drive System--Allows a driver with a headjack(every EShemar and pretty much EVERY cybered NeShemar has one) to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Identical to the system presented in Rifts: Russia.
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q.. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...). That’s provided they can get past the EShemarrians’ safety encryption(you can’t just steal one of these things).

Weapons Systems:
1) Shoulder Weapons Pods(2 each shoulder)---Two hardpoints are mounted in each shoulder. They can be covered over with an armored plate(which negates the use of any shoulder weapons on that arm, but provides added armor protection, can accommodate a Shemarrian Warmount weapons module, or each one can be fitted with one of the following:
a)Mini-Missile Launcher---10 shot pod

b) Short Range Missile Launcher---5 shot pod

c) ESHe-NRG660 "Scava-shron" Rail Gun---Copy of the NEMA R-660 Rail Gun
Range: 3,000 ft
Damage: 1d4 MD single shot, 2d6 MD per 10-shot burst, 4d6 MD per 20-shot burst
Rate of Fire: ECHH
Payload: 600 rd drum

d) ESheNRG-14 “Scava -Schartag’-(takes up BOTH hardpoint positions)---Blatant knockoff of the Black Market’s RG-14-LX ‘Baby Boom Gun’.
Range: 5,000 ft
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: 100 rd drum.
Bonus: +1 strike

e)12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
MDC: 30
Weight: 50 lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 700 rounds

f) Flamethrower
Range: 800 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire: ECHH
Payload: 100 bursts

g) 40mm Grenade Launcher
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 60 rd drum

h) Ion Blaster---Copy of the NEMA RX-2020 Forearm Ion Blaster supplied to the NEMA Combat Drone Soldier.
Note: Ion weaponry is fairly uncommon amongst the Shemarrians; it was initially considered to be too underpowered for ‘serious’ combat, and as such for a long time the only ion weapon in the Shemarrian arsenal was the EShe-IP30E Ion Pistol, generally regarded as a holdout weapon of last resort. The desperation of the Shemarrian Civil War, with the rebels scrambling to arm themselves with whatever they could find, led to a dawning appreciation for ion weaponry, and the emergence of the fringe tribes, with their different characters and varying preferences in armaments, diversified the available ion weapon arsenal. Still, however, the Shemarrians more often than not simply copy technologies developed by others when it comes to ion weaponry.
Range: 1,200 ft
Damage: 3d6 MD single blast, 1d4x10 MD per triple blast burst.
Also has a ‘scatter fire’ mode, doing 4d6 MD to a 10 ft wide area, at a range of 800 ft.
Rate of Fire: ECHH
Payload: Effectively unlimited

i) Heavy Ion Blaster---The Steel Gaians have access to a more sophisticated and powerful selection of ion weapons, their vehicles have the option of carrying these weapons.
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively unlimited

j) Particle Beam Cannon----The Motrons traded heavily with the Steel Gaians for this weapon, produced by the latter’s neighbors.
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively unlimited

k) Plasma Cannon----Shemarrian copy of the plasma ejector component of the NEMA PR-476 ‘Incinerator’ Plasma Cannon
Range: 1.600 ft
Damage: 4d6 MD single shot or 1d6x10 MD per triple blast burst.
Also has a ‘scatter fire’ mode, doing 4d6 MD to a 10 ft wide area, at a range of 800 ft.
Rate of Fire: ECHH
Payload: Effectively unlimited

l) Laser Cannon
Range: 4,000 ft
Damage:(Variable) 4d6 MD or 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

m) 7.62mm General Purpose Machine Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(Advanced High Explosive) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt

n) Net Launcher
Range: 200 ft(50 ft underwater). Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

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

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

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

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

Rate of Fire: Single shot, ECHH
Payload: 8 rds

o) Stake Launcher---Rotary automatic-loading version of a Russian-designed weapon. A very handy weapon in the Tribes’ growing anti-vampire campaigns.
Range: 1,000 ft
Damage:(Wooden Stakes) 2d6 SDC per single projectile, 4d4x10 SDC per 8 rd burst/volley
Can also use high-tech arrowheads; specifically tracer/bug rounds, flare, light SDC/MD explosive, neural disruptor, smoke, and gas. The Steel Gaians have also copied an ’incendiary pencil’ round that burns doing 1d4 MD per melee for 1d6 melees.
Rate of Fire: ECHH
Payload: 400 rd drum

p) Razor-Frizzer( a copy of an imported Russian design)---Throws disc-shaped metal ‘shuriken’ at high velocity.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: ECHH
Payload: 2,000 rd drum

q) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited

r) Fragmentation Rocket Launcher( a copy of an imported Russian design).
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
Rate of Fire: ECHH
Payload: 1,000 rd drum

2) Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is -5 to strike, dodge, parry, disarm and entangle. Has enough smoke-matrix for 12 clouds.

3)(Optional) Back Hardpoint---A powered and articulated weapon mount can be added on the back between the shoulders. This hardpoint can mount heavier weapons than the shoulder hardpoints, and has a greater arc of fire, especially in cycle mode, but mounting heavy weapons makes the transformed vehicle-mode somewhat top-heavy, impeding speed and maneuverability.
Penalties: Mounting a heavy back hardpoint weapon reduces top speed by 20%, -2 to roll and -1 to dodge.

a) .50-Caliber Heavy Machine Gun
Range: 19,000 ft
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst per single gun
(Exploders)1 MD per single rd, 4d6 MD per 40 rd burst per single gun
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst per single gun
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: ECHH
Payload: 2,000 rds(50 bursts)

b) EShe-NRG670 'Scava-sutek" Rail Gun---EShemar copy of the NEMA R-670 Rail Gun
Range: 3,000 ft
Damage: 2d4 MD single shot, 4d6 MD per 10-shot burst, 1d4x10 MD per 20-shot burst
Rate of Fire: ECHH
Payload: 1,000 rd drum

c) ESheNRG-14 “Scava -Schartag’----Blatant knockoff of the Black Market’s RG-14-LX ‘Baby Boom Gun’.
Range: 5,000 ft
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: 500 rd drum.
Bonus: +1 strike

d) Rail Gun ”Scava Cessess’ ---Copy of the C-30R Rail Gun.
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon

e) 30mm Micro-Missile Launcher---Seen more often with the Steel Gaians, because of their proximity to the manufacturer of the micro-missiles.
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Special Features:
*Sensor Package---The sensor package includes an IR/Thermal sight, laser rangefinder(2 mile range) and directional mini-radar(2 mile range) with audio-alarm to notify the gunner of target-lock.
Payload: 12 rds

f) Mini-Missile Launcher---8 shot pod

g) Short Range Missile Launcher---3 shot launcher

h) HRL-54 ‘Pall Bringer’ Heavy Rocket Launcher---Shemarrian ‘Davy Crockett’ rocket launcher. One-shot, but can fire some truly scary-devastating ordnance.
MDC: 90
Range: 2.5 miles
Damage:
Varies by Long Range Missile Warhead employed.

*TW Magma Weapon---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. Anything caught in it takes 2d6x10 MD per melee. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.

*TW Tsunami Weapon---Designed for attacking coastal targets, this weapon creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river(at least 20 ft deep).

*TW Hurricane Weapon----Ocean-attack weapon, but can also be used against large lakes. Creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

*TW Maelstrom Weapon---Another ocean-attack weapon, for attacking shipping and submarine warships/installations(though in the case of the tank-mounted weapon, it is typically used to attack coastal, lakeshore, or riverside targets), generating a sizable whirlpool in any large body of water it is aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to them if they get submerged or if the whirlpool ‘breaks the ship’s back’.

*TW Earthquake Weapon---Warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

*TW Stormfront Weapon---Airburst warhead that unleashes a Tornado, and an accompanying Summon Storm, both equivalent to the 15th level Elemental Warlock Spells. The HRL-54 round actually launches 4 smaller warheads in the larger LRM casing.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornado will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

*TW Sphere of Annihilation---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of antimatter, that explodes with a force greater than any nuclear device of comparable size! The MAULER round actually launches 4 smaller warheads in the larger LRM casing.
The warhead does 2d4x100 MD to a point target, plus an additional 4d6x10 MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target. The submunitions can be ‘shotgunned’ to spread out over a 1,000 ft arc to spread the joy across a wider front, or can be targeted on one target. All four submunitions going off on one target do 8d4x100 MD, 4d6x10 MD to a 150 ft radius, and 2d4x10 MD out to 300 ft!

*Enhanced EMP Weapon---This weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
The warhead does 1d4x100 EMP damage(no physical damage) to a 5,000 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.

*Fusion Cluster Weapon---Deploys 11 submunitions that orient in flight to fire a directed blast of plasma at a target---Does 1d4x100+10 MD to a 15 ft blast radius,6d6 MD concussion damage to a 55 ft blast radius.

*Nuclear Warhead---The Shemarrians have shown no such reluctance about deploying nucleonic weapons offworld, especially in environs not supporting native life, and some Tribes are decidedly fairly liberal about exercising the nuclear option. The FlameWings in particular have been observed using 10kt weapons, antimatter warheads, and neutron munitions with frightening enthusiasm.

Rate of Fire: Single shot
Payload: Single shot

i) Heavy Pulse Laser
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) EShe-HLW05Wp ‘Dingo’ Cannon---A number of PyschoCycles have been seen carrying these weapons, Eshemar adaptations of the Kittani ‘spider gun’ on their backs. These weapons have the advantage of being self-directing, and in one of the observed instances, a PyschoCycle squad, retreating with an enemy in hot pursuit, dropped off their shoulder cannons, then doubled back on their pursuers, catching them in a crossfire ambush.


4)(Optional) Use of Handheld Weapons---The proportionally oversized hands of the PsychoCyc can pick up and use mecha-scale handheld weaponry, though the ‘bot cannot mount such weapons(the transformable frame has no provision for mounting oversized weaponry) and powering any that require an external power source requires plugging into one of the hardpoint sockets(this means either not mounting a slotted hardpoint weapon, or removing a shoulder shield). PsychoCycs will often pick up objects from their environment, like utility poles, boulders and other vehicles, and use them as melee weapons.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Openhanded High Speed Side-Smack 1d4 MD +80% chance of knocking down human-sized targets and sending them sprawling 1d4x10 yards.
High Speed(50 MPH or faster) Ram Punch 4d6 MD
Kick 1d6 MD
Jump Kick(2 attacks) 3d6 MD
Body Block/Ram 1d6 MD
Jet Assisted Body Slam/Ram 2d6 MD

As a manned robot, use the Light Combat Robot tables for combat bonuses.

Options:

*Armored Canopy---This adds an extra layering of opaque armor to the canopy. Adds +100 MDC to the head/canopy, but the pilot is now more reliant on sensors to pilot, and loses -1 to initiative.

*Blur Camou---- The faster the PsychoCycle moves, the greater the distortion; at speeds of 3 MPH or less, no bonus, 4-10 MPH; -1 to strike the PsychoCycle, 10-16 MPH; -2 to strike, 16-22 MPH; -3 to strike, 23 MPH or greater, -4 to strike

*Variable Optical Camou-----Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless.

*Fist Blades---The backs of the giant hands can be fitted with retractable vibro-claws; +4d6 MD.

*Laser Finger Blasters---Up to four fingers on each oversized robotic hand of the PsychoCycle can be fitted with short-range laser blasters, identical to those available to cyborgs. Individually, each blaster doesn’t do much, but firing in concert, a single hand can do respectable damage, and both hands firing forward can do substantial damage. In fully transformed biped mode, the hand-mounted weapons have arcs of fire the shoulder weapons cannot match.
Range: 100 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

*Mag Traction System-----The ‘economy’ version of Pandora’s(and pirated by Shemarrian hackers) Virtual Tread Traction System, that allows a vehicle superior handling on wet ground and sloping surfaces. The downside of it is that in anything less than a nuclear-powered vehicle, the energy expenditure can quickly drain the vehicle’s batteries.
Bonuses:+15% to control rolls

*Artificial Intelligence Programming:
The PsychoCycle can be fitted with a basic drone A.I.
Typically has the following:
-Land Navigation 94%
-Radio: Basic 96%
-Read Sensory Instruments 94%
-Intelligence 76%(knows enough to identify and prioritize targets like enemy officers and heavy weapons, or target specific points on armored vehicles)
-Detect Ambush 60%
-Pilot Motorcycle(for maneuvering purposes) 96%
-W.P. Blunt(8th level)

Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5(+6 in cycle or skating form)
Strike +2 (+2 w/ ranged weaponry)
Parry+5
Roll +3(+4 in cycle form)
Critical Strike on an unmodified 19-20.

Variants:
* Eshe-PsycCycCmo-01Wf---(aka ‘Roadwizard’, ‘Wayfinder Ghostrider’) Wayfinder variant, extensively modified with technowizardry, especially the ability to ride on leylines.
Magic Systems:
-PPE Generator(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus

-Leyline Drive---Can float and fly on leylines at a speed equal to its driving speed; only it floats 2-5 ft off the ground.
-Leyline Phantom(20 PPE, 40 minutes)---On a leyline, the ‘cycle can become a ghostly, intangible, phantom within the energies of the leyline.
-Leyline Booster(Accelerates the ‘cycle up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)
-Leyline AutoDrive---Essentially goes on autopilot when on a leyline, cruising at about 40 MPH.
-Full Throttle(2 minutes per 10 PPE)---Boosts speed by 40%, but -5% to Piloting skill for basic maneuvers, -20% for trick/evasive/offensive maneuvering.
-Impervious to Energy( 5 minutes per 20 PPE)
-Impervious to Fire( 10 minutes per 5 PPE)
-Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)

-PPE Optics---The canopy sensor systems now include an Aura Scanner/PPE Sensor--Detects and displays sources of PPE in the vicinity of the vehicle. Range: 2,000 ft.

Weapons Systems:
The various modular weapons systems can now include TW weapons; the shoulder hardpoints can accommodate TW-enhanced missiles, TW energy projectors, and the like, and the back hardpoint can be fitted with various heavier TW weapons like TK Heavy Machine Guns, Starfire Pulse Cannon, or the TW Sonic Cannon.

*TW Wrist Lights----The back of the PsychoCycle’s large hands can be fitted with powerful spotlights that also incorporate TW light-based weaponry:
Range:
(Globe of Daylight ) 120 ft area, up to 60 ft away
(Lantern Light) 20 ft
(Blinding Flash)10 ft radius, up to 120 ft away.
(Starburst) 400 ft
(Light Blade) Blade reaches 6 ft
Damage:
(Globe of Daylight ) Illuminates a 120 ft area with the power of sunlight.
(Lantern Light) Fills immediate area with bright light.
(Blinding Flash) Immediate flash blinds those who fail to save versus magic(robotic, cybernetic, bionic eyes are unaffected); -10 to strike, parry, dodge for 1d4 melees. Can be made particularly bright(-1 to save versus magic) for additional PPE pumped into the spell).
(Starburst)3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long.
(Light Blade) 1d6x10+8 MD(full HP damage to vampires)
Rate of Fire: ECHH
Payload:
(Globe of Daylight )1 PPE for 30 minutes
(Lantern Light)1 PPE for 6 hours
(Blinding Flash)1 PPE for instant effect, 2 PPE for particularly bright flash.
(Starburst) 6 PPE per shot
(Light Blade) 10 PPE for 8 minutes

* Eshe-PsycCycCmo-01Wf2X---Rumored Psi-Mechanic-enhanced ‘Super-Psycho’ model that puts the ‘psych’ in the ‘cycle, supposedly by adding a lining of psylite crystals to the canopy housing. Any psychic rider would be able to use the focal elements to amplify their abilities, and activate embedded powers in the vehicle.
Rumored features include:
-Psi-Focus Arrays----These are psylite crystal arrays that effectively DOUBLE the occupant’s ISP.
-Psychic Body Shield---A conformable forcefield, reinforcing the armor. Has 100 MDC and lasts 40 minutes. Costs 30 ISP to activate.

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


Last edited by taalismn on Mon Dec 17, 2018 11:47 pm, edited 1 time in total.

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Unread postPosted: Mon Dec 17, 2018 9:18 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
BloodRider Ferna Elite
(aka ‘Fire Hosts’, ‘Salamandra’, ‘Furnace-Maidens’)

“You wonder how ours, a small Tribe compared to the others, can yield so many Elites? It is because we are always seeking challenges...challenges in battle, challenges in creativity, challenges in presuppositions. We push our limits and find new heights of performance, of excellence. We challenge ourselves to push beyond the status quo.”

“We are the Brides of Fire, the Hands of Burning, the Maids of the Great Flames.”

“A Shemar quests for Glory, not Power. It should be a personal quest, a test of one’s spirit, an individual’s trial of being. It should not lead one to suborn oneself to an alien power and an alien agenda that is not Shemar. I will not turn my hand against my sister for her choices, but I do not trust that which shares her body, and I will grief the decision my sister had made.”

Blood Rider Fernas are Shemarrian Mystics(typically Seeresses) who have pushed themselves beyond the limits of mere mysticism and have opened themselves up to the Elemental Plane of Fire and have bonded with a Fire Elemental, allowing their bodies to play host to a bit of Fire essence. This poses a bit of a contradiction to outsiders, since the popular rumor is that the Shemarrians are some sort of plant-associated beings, and more likely to be aligned with Earth elements. Some believe the Ferna to be the equivalent of an Earth-Fire Fusionist, though they are arguably more akin to a Shifter linked to a supernatural patron entity.
The process of how the hosting process is achieved is shrouded in mystery, though it appears to have initially involved custom-made technowizardry parts and implants that prepare the Mystic to receive the Fire Elemental. Whispered rumors of the process tell of applicants of this process effectively gutting themselves while sitting inside a summoning circle sequestered inside a firebrick-lined kiln or industrial furnace, installing a containment chamber inside their abdomens, and disconnecting their nuclear power cells at the very last, while calling upon a Fire Elemental to share their being. If the Fire Elemental Intelligence finds the supplicant worthy, so the rumor goes, it will place a portion of its essence in the reactor chamber. If the symbiosis-seeker is NOT deemed worthy and found wanting, they go dead as their power supply has been disconnected, and their body destroyed by fire. Once housed inside the host-chassis, the Fire magic transforms the gynoid’s body, shedding(or destroying) much of its technology and reshaping the fragile Seeress frame into a more suitable receptacle.
Indeed, Fernas shed the faux flesh guise to appear as beings skinned in coppery or golden metal, often marked with glowing Elemental symbols. Their eyes and mouth glow with inner fires, hinting at the fires within. Even their hair seems to glow and shimmer with radiated heat. The abdominal chamber now holds a piece of Fire Elemental Intelligence, a conduit that communicates with the Ecotroz Essence of the gynoid, and channels mystic power from the Plane of Fire into the waiting hands of the Ferna.
Ferna do not acquire ALL the trappings of a Fire Elemental Warlock, and they receive weaker forms of some others, but their inorganic nature allows them to survive an infusion of primal plane Fire magic that gives them powers that an organic Warlock just couldn’t handle. They also have the previously virtually unheard of ability, in a golem or robot, to LEARN new spells and acquire more mystic power(albeit as granted by their Fire Elemental Intelligence benefactor).
However, Fernas pay a demanding price for access to Elemental firepower; they lose the appearance of organic beings and many of the systems associated with the original Shemarrian frame. Upgrades are no longer available to them. They are more akin to self-aware Golems than android gynoids, and are vulnerable to the same sorts of magic that affect magic constructs. Most importantly, the Shemar ties herself to an outside force, the Element of Fire, and loses much of her Shemarrian independence...to most Shemarrians, this is an unthinkable personal sacrifice, and one most would not be willing to make.
IT is not known WHAT the Fire Elemental Intelligence gets from the deal, aside from a possible safe foothold in the Material Plane, the physical resilience of the EShemar gynoid frame providing no small amount of protection from the normal vulnerabilities of the Elemental form. As Elemental Intelligences tend to exhibit little interest in the affairs of the mundane planes, the bonding to a material being is regarded as unusual. To those mystic scholars of the Wayfinders(including a number of transferred intelligence Warlocks), the Blood Rider Ferna merit considerable study as to the true nature of the gynoid-Elemental relationship. Though the Ferna were brought into being with specialized components acquired from the Wayfinders, the latter have little idea of what actually happens in the Merging, and the Wayfinders have subsequently sent a number of of their people to observe the Ferna. Some of the more conservative of the Blood Riders disapprove of this, and suspect that those who supplied the mystics were acting irresponsibly, conducting an experiment with Blood Rider proxies.
Frankly, many Blood Riders think the Fernas have pushed their mysticism TOO far, and they don’t trust the Ecotroz-Elemental fusion(either seeing the ecotroz element as betraying principles of Tribe and Species, or fear the alien influence has taken over the eshemar). Fernas have been known to elicit reactions of uncertainty and fear even in their War Chiefs, who do not know what to make of these supernatural hybrids. This has arguably kept knowledge of HOW the Ferna have managed their transformation from becoming public domain( as mentioned, even the Wayfinders who supplied the original mystics with TW parts aren’t absolutely certain how they were used to achieve the effect), and seems to have discouraged experimentation with embodying other Elemental forces(despite possible interest from the FlameWings and IceFlames).
Despite this near-ostracism within their own Tribe, there are mystics who willingly seek out those who have already made the choice, and seek their assistance in becoming Fire Hosts. While their sisters may deride the Ferna for seeking power and not glory, Ferna are just as aggressive, if not more so, on the battlefield, unleashing their fiery powers on the Blood Riders’ enemies. Fernas LOVE fire-based weaponry, such as flame-throwers, plasma projectors, and magic fire weapons, even more so than the rank and file Blood Riders. Their mystic firepower(literally!) give them a potent edge against enemies normally immune to ordinary weaponry.
On the downside, Fernas tend to run hot; they practically glow on thermal detection systems, and their heat emissions are virtually impossible to mask. More importantly, there is the perception among those around the Ferna that, unlike a Shifter/Summoner, who volunteers to become an agent of an alien intelligence, or traditional Elemental Warlocks, who are regarded as (admittedly small) kin to the Intelligences, the Ferna are HOSTS to an alien being.

Type: Shemar Ferna Elite
Class: Robot Gynoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 20 each
Arms(2) 150 each
Legs(2) 130 each
Head 90
Antennae(2) 10 each
Main Body 300
Height: 7 ft
Width: 3 ft
Length: 2.5 ft
Weight: 1,000 lbs.
Power System: Magic Elemental
----400 PPE +1d8 PPE per level of experience, battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
Physical Attributes: Equal to Supernatural PS. 35, PP. 24,.
Cargo: Only what can be carried in the arms or strapped to the body
Speed:
Running: 90 MPH
Jumping: 20 ft up/across standing jump. Running start in excess of 40 MPH will add 10 ft to distance/altitude.
Flying: Not possible without a jetpack or some other external means of flight
Underwater: While possible to survive depths of down to 1,000 ft and able to run along the bottom at 15 MPH, Ferna do NOT like being immersed in water and their hot skin will cause them to be surrounded by bubbling, crackling, boiling water. They take DOUBLE damage from kinetic attacks underwater.

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.

*Impervious to Fire----The Ferna is impervious to all forms of heat.

*Sense Fire Elementals----120 ft radius

* Communicate With Elementals----The Ferna automatically gains the ability to speak with Fire Elementals at 98%.

*Sense Fire----Ferna can sense the presence of open fire/combustion in a 20 mile radius(double for magic fires)

*Regeneration----The Ferna loses the traditional Bionic Cybernanite Repair Systems of the EShemar. Instead, the Ferna’s metal flesh seems to melt and heal itself in response to damage. Regenerates 1d6 MD per melee and does not appear to need material stocks to replenish MDC(apparent magical energy to mass conversion).

Weapons Systems:
1) Forearm Plasma Projectors---In place of the traditional Shemarrian zhyan vibroclaw and forearm laser gauntlets, Ferna mount WarChief-style plasma projectors. Being powered by Elemental magic, they do MAGIC damage to targets.
Range: 1,600 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

2) Retractable Vibroclaws---These remain unchanged from the original gynoid.
Range: Melee
Damage: 4d6 MD per slash

3) Slag Bolts----The Ferna can flick drops of molten metal from her fingers. Oddly enough, the metal ammunition does NOT seem to eat into the Ferna’s bodily MDC, but seems to be the result of some sort of magical energy-to-matter conversion. Once fired, the spent slag quickly rusts into uselessness.
Range: 500 ft
Damage: 1d4 MD per finger, or 5d4 MD for a full hand ‘burst’.
Rate of Fire: ECHH
Payload: Effectively unlimited

4) Slag Shot----This is a larger, longer-ranged projectile, roughly the size of a hand grenade or lawn dart, and starts out as a larger ball of molten metal formed between the hands, before being thrown overhand like a football. The molten metal acts like a self-forging warhead in flight, assuming optimal shape for armor penetration.
In the alternative, the Ferna can produce a hollow metal ball containing a charge of mystic fire, the ball exploding like a fragmentation grenade and throwing out incendiary shrapnel.
Once fired, the spent slag quickly rusts into uselessness.
Range:(Armor Penetrator) 500 ft
(FragBall) 300 ft
Damage:(Armor Penetrator) 2d4 MD +1 MD per level of experience
(FragBall) 2d6 MD to an 8 ft blast radius(+1 ft to radius per level of experience)
Flammable materials hit by either the penetrator or the frag-shrapnel have a 75% chance of bursting into flame.
Rate of Fire: Once per melee
Payload: Effectively unlimited

5) Fiery Hands----The Ferna’s hands can light with magical fire, giving extra power to the gynoid’s hand to hand combat strikes.
Range: Melee
Damage: +1d6 MD to hand to hand damage, +1 per level of experience.

6) Elemental Magic----The Ferna can choose and cast Fire Elemental magic. Unlike Wayfinder TechnoWizardry implants, these spells increase in power with experience(the Fire Elemental Intelligence granting its host more of its power)
-PPE: The Ferna starts with a PPE powerstone generator:
----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus. The Fire Elemental Intelligence bonded to the gynoid will grant an additional +1d8 PPE per level of experience.
-Effectively starts with Fiery Touch and Impervious to Fire(No PPE cost)
-Additional Spells: Starts with Breath Fire, and four Fire Elemental spells of choice from levels 1-3. Can select an additional Fire Elemental spell from the appropriate levels of experience, each level of experience. These spells DO cost PPE but at HALF PPE expenditure due to the resident Fire Elemental essence co-habitating the Ferna.
-Pyromancy Magic----The Ferna can also learn Pyromancy magic(Rifter #82). Unlike the Fire Elemental magic, these spells cost FULL PPE cost. Pyromancy is the ONLY other magic the Ferna can(or is allowed to) learn. The Ferna learns these spells in the normal manner, if she can find a teacher.


7) Heat Distortion Field----The Ferna can generate a field of intense heat roughly 10 ft in radius around herself that causes mirage-like heat rippling and light distortion. Stepping into the area of effect is akin to walking into the exhaust from a furnace, though at best it does 1d8 SDC per melee of exposure, and beings susceptible to heat will find themselves fatiguing rapidly and courting heatstroke if fighting in the heat field. However, the visual distortion renders opponents -2 to strike the Ferna, using only optics to target her. Radar, sonar, and thermal-imaging targeting are UNaffected.

8 ) Ultimate Summoning----As a weapon of last resort, the Ferna can Summon forth a full Fire Elemental; the hosted essence inside the gynoid expands like a star going red giant phase, breaking out of its containment and destroying the Shemarrian’s body in the process before manifesting fully.
The hardware supporting the Shemarrian’s persona matrix has a 75% chance of being destroyed by the Summoning and the Ecotroz essence lost; it’s hinted that the Fire Elemental claims the soul-patterns of its late host, though to what purpose(given what is known of Elemental Intelligences) remains unknown. Of the remaining 25% that are NOT destroyed, their soul-matrix can be recovered and installed in a new body, but the EShemar may NEVER be able to call upon Elemental Forces again, loses her mystic abilities, and even her Ecotroz abilities, permanently losing them. Such is the price they must pay for calling upon the powers of the Elemental Plane.

Programming/Skills:
Use the EShemar’s original programming, plus now knows the following:
Language: Elemental 98%

Psionics:
Normal EShemar psionics only. The Elemental magic replaces the extra psionic abilities the mystic may have had before.

Experience Table: Upon becoming a Ferna, the EShemar uses the Elemental Warlock XP table to chart further advancement


Actions/Attacks Per Melee: +1
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +3)+4 when facing other fire-based supernatural beings)
Dodge +6
Parry +6
Strike +6 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +4
Disarm +2
Entangle +1
Knockout/Stun on a Natural 18-20
Restrained Punch 5d6 SDC
Full Strength Punch 4d6 MD
Power Punch(2 attacks) 1d4x10 MD
Kick 4d6 MD
Leap Kick(2 attacks) 6d6 MD


Special Equipment:
*Flaming Sword---This is more powerful than the standard TW weapon because it can channel Elemental Fire(does 6d6 MD rather than 4d6 MD) and costs no PPE for the Ferna to use.

*Flame Trumpet---This is a loudhailer cone that channels any magic breath weapon the Ferna uses, for DOUBLE range and an area of effect roughly 10 ft wide.

Variants:

*Some in the Shemarrian Star Nation branch of the Blood Riders claim that their Fernas have really tapped into the fires of the Cosmic Forge, effectively making them Shemarrian Cosmo-Knights! However, this claim has been met with great skepticism, even from the allied Shaemarrians(who would be more likely to have members of their species called forth to service as CosmoKnights).

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

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


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Unread postPosted: Mon Dec 17, 2018 11:22 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Clan Motron PsychoCycle Transformable Frame Robot Vehicle
(aka ‘PsychoCyco’)

3)(Optional) Back Hardpoint---A powered and articulated weapon mount can be added on the back between the shoulders. This hardpoint can mount heavier weapons than the shoulder hardpoints, and has a greater arc of fire, especially in cycle mode, but mounting heavy weapons makes the transformed vehicle-mode somewhat top-heavy, impeding speed and maneuverability.
Penalties: Mounting a heavy back hardpoint weapon reduces top speed by 20%, -2 to roll and -1 to dodge.
f) Mini-Missile Launcher---3 shot pod


Nice addition, I was actually thinking something along these lines for something for Clan Motron.. how I'll have to change what I was thinking..
Also.. back hardpoint.. only 3 mini missiles? Or 12 micro-missiles.. yet 3 SHORT RANGE missiles? Me thinks your math is wrong here...


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Unread postPosted: Mon Dec 17, 2018 11:53 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[

Nice addition, I was actually thinking something along these lines for something for Clan Motron.. how I'll have to change what I was thinking..
Also.. back hardpoint.. only 3 mini missiles? Or 12 micro-missiles.. yet 3 SHORT RANGE missiles? Me thinks your math is wrong here...



You can always cobble it up and claim your original idea to be the creation of a smaller motor club of Clan Motron.

And thanks for the catch on the missiles; I MEANT to have the hard point compatible with the heavier mini-missile launchers available to NG hover cycles, so...8 missiles.
And corrected the Short RAGE missiles...because EShemarrians have AV-perfect memories, and they hold grudges, so their rages are hardly short. :D
Unless, of course, the missiles are powerful enough to blot out a problem without the necessity of sustained bombardment. "Anybody who doesn't think explosives aren't the solution to a problem, aren't using enough of them." :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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Unread postPosted: Fri Dec 21, 2018 9:32 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
Here's an early Christmas present for DhAkael and his Hawkmoons:

Hawkmoon ‘Ceetan’ Elite
(aka ‘Cytan’)

“Let me remind you who REALLY rules the skies here.”

“We Shemarrians don’t believe in angels; our goddess directs that we MAKE our own.”

“Biggest mistake I ever made in my life was calling one them Hawkmoon girls an ‘overgrown pigeon’. If you’re flying over Mount Skimirat, you might still see the remains of my old transport down there.”

The Ceetan is a new Hawkmoon Elite inspired by observations of other Tribes’ ‘were’-Elites, such as the Wolf’s Path Channide, the SkullCrushers’ Joten, and Clan Alecian’s Meganna. Figuring it was long past due for them to display their own expertise with the new technologies, the Hawkmoons set out to create a ‘totem’ Elite of their own, in this case a Shemarrian who would not just EMULATE a bird of prey, but would BECOME one.
Ceetans are based on the heavier War Chief frame, and indeed many Ceetan are Upgraded from the ranks of worthy War Chiefs. While considered to be an Elite, many Ceetans continue in their roles as Tribal leaders.
Ceetans in their humanoid forms tend to be rather thick-torso’ed, but long-limbed. Their headpiece is a permanent part of their bodies, rather than an accessory, and transforms into part of the avian form’s beak. Their hair tends to be short and feathery, and their facial features sharp and angular. Another anomaly in their humanoid mode is the long sharp spur on each of their elbows(they are sometimes mistaken for mutant Seermen---See Rifts Scraypers). Occasionally, a short tail appendage is also visible in their humanoid form. With a thought, however, they can transform, their body structure reshaping itself into that of a giant bird of prey.
In their avian form and on the wing, Ceetans possess unparalleled aerobatic agility and command of flight. They are faster than many combat aircraft, and much more maneuverable.
In terms of integral weaponry, the Ceetan borrows heavily from the Harpy, but makes many systems optional to that Elite, standard on the Ceetan. Stealth and countermeasure systems also receive emphasis, and Ceetans often shock opponents by being seemingly impossible to hit.
The major shortcomings of the Ceetan, compared to other Elites, is a general lack of integral heavy weaponry, and its handless avian form cannot pick up and use weapons(this is why many Hawkmoon War Chiefs, if given the opportunity to Upgrade to a Ceetan frame, do not, preferring their old land-bound chassises). They also cannot wear heavy armor without severely curtailing their mobility. They have an integral forcefield standard to their design, but because of power demands of other systems, the rating of the energy shielding isn’t particularly high, and the forcefield really is for the benefit of high-speed streamlining and the optical distortion field.
Though developed by the Hawkmoons, the Ceetan also caught the attention of the Dark Waters Tribe, who petitioned the former for template-sharing rights. Despite the fact that the Ceetan was meant as an exclusive iconic Elite for them, the Hawkmoons did give the Dark Waters permission, and a variant, the ”Fenghaun”, has entered service with the latter.

Type: Shemar Ceetan
Class: Robot Gynoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 20 each
Arms(2) 120 each
Shoulders(2) 100 each
Wings(avian form)(2) 220 each
Legs(2) 110 each
Tail 110
Head 160
Antennae(3) 10 each
Main Body 350
Forcefield 80

*Ceetan tend NOT to wear any body armor, so as not to interfere with their transformative capabilities.

Height: 7 ft in humanoid form, 6 ft in avian form
Width: 3 ft at shoulders in humanoid form, 35 ft avian wingspan
Length: 1.3 ft
Weight: 1,500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Cargo: None; only what can be carried
Speed:
Running: 90 MPH in humanoid form, 30 MPH in avian form(shorter legs)
Jumping: Can jump up 15 ft and across 10 ft with a single leap. If jumping from heights, they can perform glides.
Flying: 750 MPH(supersonic) in avian form, 65,000 ft altitude
Underwater: Limited; can thrust through the water at 35 MPH, 500 ft maximum depth.
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.

*Radar---15 mile range, can ID 40 different targets, and simultaneously track 16 targets as low as 700 ft.

*Electronic Warfare Suite----A compact internal EW suite, similar to that on the Bandito Arms Wild Weasel SAMAS, but refined; has a 65% chance of jamming enemy radio systems in a 1 mile radius, and on a successful Weapons Systems or Electronics Countermeasures roll, the Ceetan can jam enemy guided missiles and radar-guided guns, causing them to be -7 to strike.
In the alternative, the Ceetan can target a missile with a laser within a 4,000 ft range(roll to achieve strike on the missile) and cause it to veer off course(-9 to strike). THis can be applied to missiles targeting the Ceetan or other nearby targets.

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

*Stealth Field----This works in conjunction with the gynoid’s forcefield to produce an area of optical distortion that conceals the Ceetan from visual detection.
When rolling to detect the gynoid under the field, imposes a -45% to Surveillance and Read Sensory Instruments skills and has only a 25% chance of being detected with direct eyeball observation.
While the stealth field is up, the Ceetan can only rely on passive sensors (active sensors like lidar and radar CANNOT be used).
The field is often used to project the illusion of a flock of birds, flying debris, or wisps of cloud. Occasionally it will be used to project other illusions, such of a Minor Air Elemental, arguably making this a Faux Magic system.

Weapons Systems:
1) Arm Lasers(2)---The Ceetans retain the forearm lasers of the regular warriors. Just point and shoot.
Range: 2,000 ft
Damage: 3d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Finger Claws---The Ceetans’ hands feature retractable vibroblades.
Range: Melee
Damage: 3d6 MD

3) Foot Claws---The Ceetans’ feet feature retractable vibroblades that are also useful for carving footholds in sheer rock faces, building walls, or vehicle hulls.
Range: Melee
Damage: 3d6 MD

4) Eye Lasers(2) ---The ‘laser stare’ is an increasingly popular feature of many Elites.
Range: 1,000 ft
Damage: 2d6 MD single blast, 4d6 MD from both eyes simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike (in addition to any other bonuses)

5) Throwing Blades(40, 20 per wing)---The Ceetan carries special ‘feather blades’ that are hidden on the wings. These dense composite blades can be plucked from the wings and used as handheld knives, or thrown as projectiles.
Range: Melee or thrown(effective range of 80 ft). They can also be gravity-dropped on targets below a flying Ceetan; in aerial combat, they have an accurate effective range of 1,000 ft.
Damage: 1d4 MD
Rate of Fire: ECHH, and can be volleyed in barrages of 1-10 quill-missiles.
Payload: 40, 20 per wing, and regenerate at a rate of 4 per hour, provided the Ceetan doesn’t have damage to regenerate.

6)*Flare/Chaff Packets--- In place of some of the feather blades, the same ‘follicles’ can instead produce detachable vanes that break up into radar-reflecting chaff and fast-burning flares.
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: Can replace feather blades on a one-for-one basis; they re-grow at the same rate as the quill missiles they take the place of.

7) (Optional) Wing Blades----Copying the Gargoyles of Europe, some Ceetans further accessorize by adding blades to their wings.
Range: Melee
Damage: 1d6 MD for molecular blades, 2d6 MD for vibroblades.

8 )(Optional) Plasma Vambraces(2)---These are merely modified versions of the Warchief’s plasma arm weapons, and now look like feathered gauntlets that fit over the Ceetan’s forearms. In raptor form, they remain attached to the wings at the wrist joint, and appear as thick extra fins on the wings, with the firing apertures aligned to fire forward. They have also been modified with a ‘scattershot’ fire mode.
Range: 1,800 ft
Damage: 4d6 MD per blast, or 2d6 MD to a 10 ft wide area.
Rate of Fire: ECHH
Payload: Effectively unlimited

Programming/Skills:
The skills of the EShemar Ceetan depend on their origins as Warriors, Warchiefs, or Berserkers, and their level of experience. They also get the following:
Acrobatics(+20%)

Actions/Attacks Per Melee: 10
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +4(+1 from the Ecotroz). +2 in flight
Dodge +7, +11 in flight, +1 per every 20 MPH of flying speed.
Parry +10
Automatic Dodge(takes no actions) +3, +6 in flight
Strike +5 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +2, +5 in flight
Pull Punch +6
Disarm +4
Entangle +2
Damage: +1 SDC per every 20 MPH of flying speed.
Knockout/Stun on a Natural 18-20
Controlled SDC Punch 2d6+15 SDC
Restrained Punch 1d4 MD
Head Butt 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Claw Strike 3d6 MD
Power Claw Strike(2 attacks) 6d6 MD
Kick 3d8 MD
Leap Kick(2 attacks) 5d8 MD
Karate/Power Kick (2 attacks) 5d8+4 MD
Flying Kick (2 attacks) 6d8+4 MD
Body Block/Leaping Jump Attack 1d6 MD and has a 01-50% chance of knocking opponents of up to 1,200 lbs weight off their feet(lose initiative and 2 APMs getting back up)
Wing Strike 2d6 MD
Diving Attack(2 attacks)---This is a diving attack from high altitude that can allow the Ceetan to reach speeds of 180 MPH on an attack. This adds +9 SDC/MD to melee attacks, and increases damage from thrown kinetic weapons such as spears by +1d4 MD. The downside is that the Ceetan’s dodge bonuses are HALVED during the descent.

Psionic Abilities: (EShemar baseline psionics) Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation
also have the following ADDITIONAL psionics:
-Sixth Sense(2)

Options:

*Molecular Adhesion Pads---Many Ceetan get molecular adhesion pads added to their hands and feet, allowing them to find perches just about anywhere.

*Tail Feathers(Cosmetic)---A birdlike tail attached at the base of their spine. It has 15 MDC and can conceal an additional 4 throwing blades(or chaff/flares).

*Laser-Reflective Wings---Silvering, gilding, or bronzing on the wings reduces laser damage by HALF. The gynoid can often array their wings into a shelter to protect themselves against laser fire.

*Camou-Wings---These wings incorporate the equivalent of Naruni Camouflage Sheets into them. When standing still, with the wings wrapped around them, the gynoid can effectively camouflage themselves, being -20% on others’ rolls to detect ambush and detect concealment, and only 20% likely to show up on thermal imaging gear.

*Blurr-Camou--- This alters the outer layering of the wing feathers to refract light such that when in the motion, the gynoid/raptor becomes harder to see; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike. This is incompatible with either Laser-Reflective Wings or Camou-Wings. This is a passive system that doesn’t produce active emissions like the holofield.

*Harpy Lightning---This replaces the forearm lasers with a selection of ion weaponry; shorter range but more varied effects.
A) Arc-Thrower---Adapted from the research of a nominal ally, the Arc-Thrower extends several rods cracking with power that shoot what look like Saint Elmo’s Fire at a target, before jumping to adjacent targets.
Range: 600 ft
Damage: 3d6 MD per bolt to primary target.
Furthermore, 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.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets

B) EMP Blaster---Essentially a smaller version of the Triax TX-275 ‘Lightning’ Arc Charge Blaster with regards to overloading electrical systems.
Range: 500 ft
Damage: 3d6 MD
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

*Harpy Scream----Inspired by reports of a sonic weapon mounted on a power armor also named the Harpy(see Rifter #14, Horlock Robots Inc. by Jeremy Clements), this option modifies the vocal cords and places special emitters in the wings, allowing the Harpy/ Ceetan to belt out a powerful deadening sonic blast that can stun at close range.
Range: 500 ft and can affect a 50 ft wide area.
Damage: 4d6 SDC blast, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*TW Enhancement------Closer ties with the Wayfinders have made possible the addition of REAL magic(technowizardry to the Ceetan’s repertoire of tricks. TW Enhancement adds an 200 PPE battery that can be recharged via linkage to a PPE crystal generator/accumulator(2 PPE per hour/10 at a ley line/20 PPE/hour on a nexus or in a dimensional pyramid), or obliging mage/psychic.
TW enhancements include
*Impervious to Energy( 5 minutes per 20 PPE)
*Protective Energy Field(50 MDC per 10 PPE, 10 minutes per 10 PPE)
*Leyline Booster(Accelerates the Ceetan up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged)


*Golden Wings---This is the mechanical equivalent of Charismatic Aura, modified through the application of various Illusion magic. The idea here is not to avoid being seen, but to BE seen.... When activated, Golden Wings makes the Ceetan seem to glow with a golden aura; the Ceetan looks more powerful, more graceful, and more impressive than it otherwise might appear. The light seems to just catch it at the right angles, stirring music seems to rise in the background, and onlookers will be struck with awe at the approach of this magnificent vision of flight. Enemies may be distracted from other actions to gape at and appreciate the vision of flight, the epitome of the spirit of Hawkmoon, made tangible.
On the minus side, this TW-ap may also make the Ceetan look more dangerous than she really is, and attract the wrong sort of attention in the form of immediate missile and cannon salvoes to take out the most powerful threat first, or in a personal challenge by the enemy’s best ace and symbol.
Range: Line of Sight
Duration: 6 minutes
Effects: Horror/ Awe Factor of 16
Save: Onlookers must make a ‘disbelieve’ roll save versus magic
PPE Activation Cost: 10

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

*Flicker-Dodge---A special capability, and an application of the Astral Hole spell. This allows the Ceetan to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. 120 PPE per “flicker-dodge”.

Special Equipment:
*Launcher Harness----Because of the Ceetan’s inability to carry and use heavy weaponry while in avian form, a special torso harness was developed that becomes a launcher hardpoint while transformed. The harness is triggered by hardlinked headjack or by psionic(Telemechanics) command. The harness can carry either two bundles of three Shemarrian spears* each(6 total), 2 mini-missiles(4 total) or one short range missile(2 total), over the shoulders.
*Launched from the air, the spears get an extra +1 to damage, +1d4 if released as part of a dive-bomb, due to the extra speed behind the throw.

Variant:
*”Fenghaun”----This is the Dark Waters Tribe’s take on the Ceetan, modified to resemble a sea bird more than a hawk or vulture. The Fenghaun possesses amphibious capabilities, sacrificing some armament capability in exchange for greater performance underwater. In particular, the Fenghaun can survive dives from high altitude into the water without taking damage.
Changes/Modifications:
Speed:
(Underwater): 40 MPH, 700 ft maximum depth.
Systems of Note:
*Mini-Sonar---25 mile range
*EM Detector/Magnetic Anomaly Detector----Detects metal and electrical activity in a 3,000 ft radius.
Weapons Systems:
1) (Optional) Arm Blasters(2)---In place of the Ceetans’ forearm lasers, the Fenghaun can mount Particle Wave Blasters based on reverse-engineed Naut’yll weaponry . Just point and shoot.
Range: 1,000 ft in air and underwater
Damage: 4d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

7)(Optional) Weapon Vambraces(2)---Instead of wing-mounted plasma blasters, the Dark Waters Elite can carry ion blasters.
Range: 1,800 ft in air and underwater
Damage: 4d6 MD per blast, or 2d6 MD to a 10 ft wide area.
Rate of Fire: ECHH
Payload: Effectively unlimited

Note: The Launcher Harness will be compatible with mini- and short range torpedoes.

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

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


Last edited by taalismn on Fri Dec 21, 2018 11:44 pm, edited 1 time in total.

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Unread postPosted: Fri Dec 21, 2018 11:29 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Here's an early Christmas present for DhAkael and his Hawkmoons:

Hawkmoon ‘Ceetan’ Elite
(aka ‘Cytan’)


Nice!
Question.. the Vambraces.. are they usable in bird mode? If so.. do they point parallel the wing (so with wings spread they'd shoot to the sides, or down if wings are down), or can they fire perpendicular to the wing so with wings spread out can shoot what's in front of it?


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Unread postPosted: Fri Dec 21, 2018 11:42 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
Here's an early Christmas present for DhAkael and his Hawkmoons:

Hawkmoon ‘Ceetan’ Elite
(aka ‘Cytan’)


Nice!
Question.. the Vambraces.. are they usable in bird mode? If so.. do they point parallel the wing (so with wings spread they'd shoot to the sides, or down if wings are down), or can they fire perpendicular to the wing so with wings spread out can shoot what's in front of it?



The vambraces become integrated into the wings and swing so they match up with the 'thumbs'(if you picture the Ceetan wing like a bat's, only without the jutting thumb-digit), so yes, they can shoot in the forward arc.

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

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


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Unread postPosted: Sat Dec 22, 2018 12:19 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5183
Merci beaucoup, mon amie. Joyuex Noel! :D :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


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Unread postPosted: Sat Dec 22, 2018 12:40 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Merci beaucoup, mon amie. Joyuex Noel! :D :ok:



You're very welcome.
And you don't have to feel obliged to wear it while trying to figure out whether you can covertly exchange it somewhere for something else or at least get it exorcised. :fool:

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

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


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Unread postPosted: Sat Dec 22, 2018 8:36 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43051
Location: Somewhere between Heaven, Hell, and New England
Kamalintos(Thundercloud Galaxy)

“I’ve seen many engineered monogender cultures across the Three Galaxies, some by choice and others by necessity. Spartan societies and clone communes. Grand utopias and festering hells. Kamalintos manages to encompass all those. What it will ultimately become, however, is still in question.”
---Elvira Eraspeaker, Wayfinder

“The Games? So what if we lost several teams to the Shemarrians? Virtually all the players were Xanas-line. Strong, fast, and mentally hidebound to a fault. Good soldiers, but hardly geniuses, just as We guided their lines to be. We can afford to lose a few dozen Xanas, or even a few thousand. It’s what they’re FOR. And the dishonor of losing to the aliens? Oh, we’ll make it up in what their tradeships have to offer us, now that they think we’re harmless good sports. I’m hardly concerned about losing a few low-caste athletes and a few ball-romps when we stand to win in the much greater games. Whatever loss of face the lines may suffer watching a few dozen of them marching naked into foreign captivity are easily accepted compared to the riches we may yet reap.”
---- Karevaeight Malintas, Ust-Mistress, Kado District Capitol-One.

Kamalintos is a planet in the Thundercloud Galaxy that was settled by refugees fleeing the Transgalactic Empire. Predating the establishment of the Free Worlds Council, the ancestors of the Kamalins, denizens of the conquered planet of Kiros, elected flight over fight and resolved to flee as far and as hard as they could go with a hijacked Kreeghor superheavy military transport , into the depths of the (then) barely -mapped Thundercloud.
The Kamalin have had a rollercoaster of luck ever since. After jumping from star to star, losing personnel in encounters and planetary exploration, and escaping death by increasingly narrow margins(including several time-skips), the Kirosian refugees found a haven in the hospitable world they called Kamalintos.
On Kamalintos they found a break in discovering the remains of an alien civilization that had quite sophisticated biotechnology. Unfortunately, about the same time, a virus swept the refugees, an alien pathogen that seemed to favor male genetic sequences over female; those males it did not kill, it corrupted their DNA and left them sterile, casting the future viability of the refuge in grave doubt. The exact origins of the pathogen remain unknown; some Kamalins believe that it was a time-release Kreeghor bioweapon tossed aboard the refugee ship as it left, as a spoiler. Others blame a local bioweapon released by the exploration of the alien ruins, or possibly an interaction between something the refugees brought with them and a local organism. Others claim a darker origin of the plague; a faction of radicals amongst the refugees who saw the opportunity in the alien biotech to create their own perfect society. About the same time that advocates for returning to the Corkscrew Galaxy, researchers into the alien technology announced a breakthrough; though they were too late to cure the virus, they could produce viable clones to fill out the colonist’s numbers, while conserving what little male DNA remained usable for reproduction.
An ex-Imperial Guards(wo)man, General Kaliz Malintas, used the discovery as an excuse to seize power, impose martial law and quell the dissident movement. The coup also saw the destruction of the transport starship’s FTL drives and the knowledge needed to duplicate them. With no going back for them, the new Kamalins set forth to make the best of what they had, reorganizing and rebuilding their society to adapt.

Kamalintos is dominated by a female clone society that has been in place for the last three hundred ninety years. Most of the population lives in floating coastal cities or on land reclaimed from the sea; the available land is given over to food production or the estates of the upper echelon government. Also on the mainlands are the cloning temples, where the government priestesses guard the gene-banks and use them to produce the clone-lines that make up most of the population. A few ‘recombinants’ are regularly produced by natural means, using material carefully selected from the gene-stores, to reintroduce vigor and variety into the blood of the Kamalin population. Men, and the concept of men, are known in the all-female society, but only through the historical record, and certain ‘entertainments’. The Kamalin government has several times over the centuries tried to clone men, but claims that the attempts failed owing to the persistence of the virus, or corrupted genetic material. The remaining male DNA samples have been kept secured from contamination and are parsed periodically for fresh sequences to introduce into new female clone-lines.
Kamalin society is a neo-fuedal caste system, ruled, naturally, by a matriarchy, a theocratic techno-priestess order in charge of overseeing the cloning technology and both the genetic and spiritual well-being of society. Clones are produced as directed by this high echelon priestess order, and, depending on the need, can be decanted as infants to be raised in crèches or by same-sex couples, or as nearly mature (early teens, physically) with an implanted set of basic skills. The clones have minor physical individuality within batches, but mentally are individuals, personality-wise, though clone-lines may share common personality traits and predilections for certain behaviors. There is also a caste-system, in which certain clone-lines are physically and mentally better suited for certain types of jobs than others, and decanted clones carry the expectation that they will follow their clone-lines and society-assimilation foster-parents into those lines of work. However, that being said, there is some cross-pollination of lines; a clone showing a particular aptitude for doing other work may come to the attention of the priesthood who may judge the individuals’ performance good enough to warrant a new clone-line strain based on the high-performer.
The Kamalin regard themselves as a warrior-people, an idea which has been drilled into them to prepare them against the ‘Great Enemy’, the Kreeghor, who they assume are still following them. Several clone lines, such as the Imel, Inava, Xanas, and Tola, have been optimized over the generations for peak physical performance and martial prowess. Kamalin society is based on a feudal warrior-code similar to bushido, similar to ancient honor codes practiced on Kiros before the Kreeghor conquered it. Duels of honor are common among the warrior-castes and even the worker caste, less so among the higher priestess orders. Losers of contests are expected to either submit completely to their opponents(be it in their opinions or as slaves to their victorious opponents), or take their lives in shame for their failure.
The current leader of Kamalintos is Kalizanine, the ninth clone-daughter of the original General Malintas, and supreme head of the Kamalas Church Dominant. She and her upper council of matriarchs-militant rule Kalamintos with near absolute authority, administering their power through a series of sub-matriarchs and feudal priestess-officers. While a number of clone-lines serve in high government office, the Maliniteen lines dominate. One of the central messages of the current regime is that of a ‘new beginning’, to establish an all-new and stronger society free of the problems of the one their ancestors fled, and adapting to the new challenges of the Thundercloud Galaxy. Because of their circumstances, the Kamalins have become a new people, owing little, if anything, to the past.

A barely-tolerated fringe group of Kamalins, the Retrivists, seek to keep alive all the details of the Kirosian colonists’ past history, and claim to defy the revisionism that the Maliniteen dynastic regime has been engaging in behind the scenes. The Retrivists believe that the true purpose of the Kamalintos exodus was to establish a new branch of Kirosian society beyond the reach of the Kreeghor Dominion. The Retrivists also believe that the time for martial law is long since past and want to renew efforts to reintroduce virus-resistant male gender to Kamalin society, using both clone-culture and sexual reproduction in tandem. Retrivists seek to keep the traditions of Kiros alive, especially in the traditions and rituals of the Kamalin honor-code, and fight the use of the more interpretive views of the Maliniteens.
The Retrivists often work with a sub-caste class , the Archivists, who maintain and guard archives of ancient records and artifacts of the past. Once part of the priesthood, the Archivists have grown more apart from the mainstream Kamalas Church Dominant, but retain one of their early perks gained from the government; the ability to clone their own numbers. However, as the Archivists have grown more defiant of certain edicts of the Maliniteens, they have been cut off from the central gene-banks and thus cannot produce new clone lines. This has raised worries that, in the long term, the Archivists may suffer increasing replicant error in their limited genepool.

The Kamalins have had infrequent, but increasing, contact with outsiders in the last century of so, mainly with hostile and non-human species. It was through conflicts with these contacts that the Kamalins finally regained FTL travel, albeit in the form of a few captured starships that are currently being reserved by the military for special missions.
The Shemarrians are the first alien species that the Kamalins have made peaceful contact with, and engaged in any sort of meaningful diplomacy. That the EShemar are a female-dominated, largely asexually-reproducing humanoid species was apparently a factor in favor of the diplomacy. That the EShemar had fought, and had an equal dislike of, the Kreeghor was another plus.
The Kamalins regard the matriarchal and heavily traditional warrior society of the Shemarrians as natural allies, albeit on the Kamalin matriarchs’ terms. The EShemar are providing the Kamalins with a more updated view of the Three Galaxies and possibly the technology to update their defenses against the encroachment of other powers into their space. The Maliniteen clone-lines identify with the EShemar Warchief and Wargoddess caste-classes, which they see as sharing the same perfection of leadership potential. The fact that the EShemar seem to use extensive bionic augmentation, and technological means of reproduction, is seen as more similarity between the two peoples, adapting to circumstances that would have otherwise destroyed them. Even the Retrivists are pleased by contact with the EShemar, as their information on the state of affairs in the Three Galaxies promises to give the Kamalintos colonists word of what happened back on Kiros.

For their part, the Shemarrian Star Nation was happy to find a well-organized and military-oriented human people along one of their Thundercloud territorial borders. For now, the EShemar and the Kamalins are at a ‘meet and greet’ stage, with the EShemar trading information and some technology with the Kamalins, and engaging in cultural exchanges. While the EShemar have yet to extend any serious technological assistance, and especially weapons technology transfers, to Kamalintos. were any of the other powers or species in the region to attack the Kamalins, the EShemar would come to the Kamalins’ assistance, which would further strengthen the tentative alliance between the two.

However, there are those in Kamalin society who view the Shemarrians as potential allies in overthrowing a government they see as increasingly despotic and insular. They resent the control the central government has over their reproduction, and hope that by developing closer ties to the Shemarrians, they can gain access to a greater range of reproductive technologies, or at least gene materials not controlled by the matriarchy.
The dissidents have claimed or promulgated the following complaints against the Maliniteen regime:
*General Malintas engineered the whole plague to eliminate any rivals(especially MALE rivals) to her seizure of power, once her military science teams learned how to reliably clone. Likewise the destruction of the refugee ark’s FTL drives was a deliberate move to isolate the colony and keep any political opposition from seeking outside help.

*The upper echelons of Kamalin society regard the lower tiers as disposable. In lieu of developing better military technologies, for instance, the warrior castes are encouraged to compensate with human wave attacks and high body attrition, as more clones can always be made.

*The government actually knows more about the alien biotech than they’re letting on. They have been, in fact, experimenting with ways to make subsequent clone lines more tractable and obedient. Clone lines that show a high degree of rebellious behavior are either gradually snuffed out altogether or have genetic ‘death switches’ built into them as a safeguard against rebellion.

*The Maliniteens cracked the virus problem long ago; they DO possess the means to successfully clone male Kamalins. Even though they have found a cure to the male-virus, there has been no move to clone back the male colonists because the reintroduction of males to Kamalin society would disrupt the current power structure.

* The Maliniteens have deliberately suppressed redevelopment of FTL technology to keep Kamalin society isolated. Only because alien threats with FTL capability have arrived did the Maliniteens restart research, and then used the excuse of only being able to use hard-to-acquire captured alien ships to restrict operations outside the Kaalios system.

*The Maliniteens are in secret contact with aliens. They’ve made covert agreements to sell the aliens clone lines as slave-soldiers.

* Kalizanine, and her predecessors, have been growing steadily more erratic over the generations, possibly as a result of genetic fatigue or attempts at genetic augmentation. Kalizanine has begun to think of herself as the avatar of a death-goddess long banned on Kiros.

The government, on the other hand, has said THIS(or at least not refuted the spread of rumors) about the opposition:
*The opposition are terrorists, mentally malformed clones that slipped through the psychological screening and monitoring safeguards meant to protect Kamalin society.

*The Retrivists would weaken the Kamalin nation by looking backward to ways that no longer apply to the situations the original colonists were facing. If it were up to the hardcore Retrivists, the Kamalin people would have abandoned Kamalintos long ago and returned to slavery under the Kreeghor.

*The opposition is experimenting with forbidden technologies that have been declared unsafe by the scientists researching the ancient ruins.

*Illegal experimentation and use of un-approved genetic material threatens to upset the carefully created and maintained genetic health of Kamalin society. Dangerous recombinants could enter the genepool and induce new vulnerabilities into the Kamalin populace.

*The rogues have been influenced by alien contacts, many who only have the conquest and destruction of the Kamalin people as their goal. The rebels have been selling the aliens kidnapped clones as slaves and as soldier cannon-fodder.

*Rogue efforts to travel beyond the Kaalios star system risk exposing the Kamalins to external threats before they can be properly prepared. In particular, efforts to contact civilizations back in the Corkscrew Galaxy threaten to draw the attention of the Great Enemy, the Kreeghor and their Transgalactic Empire. Of course, that may be the intent all along of a long-lived conspiracy of Kreeghor-sympathizers(who have been responsible for a centuries-long campaign of subversion and sabotage).

The recent contretemps over the Shemarrians’ neshemar-league sports teams winning several games against Kamalin opponents, and the latter turning themselves over to the victors, has played into the dissidents’ plans. Had the Kamalins won, they would have demanded gene-technology or gene-material(in symbolic ransom for the defeated neshemar). As it is, the defeated Kamalins now have the opportunity to travel offworld as the bondswomen of the victors, and thus to make contact with other peoples.

Kamalins have been genetically adapted to their world’s higher gravity: +1d6 to P.S. and P.E., +2d4x10 SDC. They can still interbreed with baseline humans and are considered a Human sept.

Solar System
Number of Stars: 1 (Kaalios Prime)(Thundercloud Galaxy)
Types of Stars: Blue Dwarf
Number of Planets: 8
- Asteroid(Hedroma)---Officially, an uninhabited/uninhabitable rock with only an automated solar weather monitoring station on it, it is rumored to actually host a top secret penal facility or research laboratory(or both).
-Asteroid(Helomi)----A large asteroid/planetisimal mainly known for a battle between local Kamalin forces and a raiding party of Exiles, that left several dozen ships from both sides wrecked on the surface. Aside from a small station that occasionally pokes through the wreckage looking for anything else to salvage, Helomi hasn’t seen much development. If anything, while assignment to Helomi is officially seen as ‘standing honor guard over the revered fallen, it is seen as a punishment detail amongst the warrior lines.
- Asteroid(Treeyan)---- A large asteroid/planetisimal particularly rich in metals, and the site of a large mining colony.
- Terrestrial (Average)----(Daikusu) Venus-style ‘hot hell’ world, uninhabitable without extensive terraforming. There are signs that an effort was made in the past in the form of several alien space platforms that seem to be atmospheric monitoring and reentry probe launching platforms, but their computer memories have been wiped clean and their launch racks emptied.
- Terrestrial (Average)---(Kamalintos)---System lifeworld
-Terrestrial(Small)---(Metesu) Mars-like world, named for the last female captain of the escape ark(it was originally named Machioka, after the male general who commanded the hijacking of the transport, but the name was changed soon after the Maliniteens seized power) . The Kamalins have established several colonies on Metesu.
- Terrestrial(Small)----(Tabunaros)Mars-like world, only colder. The Kamalins have established several outposts on Tabunaros.
- Gas Giant---(Setu) Uranus-sized small gas giant. Setu’s largest moon, Aphromea, is home to a scientific outpost working to salvage what they can of one of the original ark-transport’s engines which developed trouble as the Kamalin/Kiron exiles entered the system and had to jettison the malfunctioning unit, which was subsequently landed on Aphromea. Intense radiation makes approaching the engine hazardous, but the Kamalins still hope to learn something about the lost interstellar drive technology.


Planet(Kamalintos)
Type: Rocky, Terrestrial
Diameter: 13,000 km
Gravity: 1.7 g
Temperature: Temperate
There is evidence that Kamalintos is recovering from a past period of global warming(or perhaps it is entering the equivalent of an ice age) as the small polar oceanic ice caps have been growing over the last two centuries and the land mass has been growing as the oceans recede.
Unusual/Special Features:----
Atmosphere: Breathable Nitrogen-Oxygen Mix
Terrain:
Islands and atolls, for the most part, and a growing number of mud flats as the growing ice caps draw down the ocean levels.
Notable Mineral Concentrations:
- Gold/Silver
- Lead
- Chromium
- Copper
- Sulfur
- Thorium
- Emerald
- Graphite
Hydrosphere: Soaking Wet; 80% of the planet is covered in open water.
Biosphere: Dense, with diverse aquatic, land, and aerial species.
Civilization:
Post-Colonial, Settled
Population:
438 million
Technology:
A combination of older TGE technologies and biotech scavenged from the local ruins.
Economy:
Commercial---The bulk of the economy is focused on serving the clone population with food, goods, and services. However, a growing part of industry has been going to supporting a standing military.
Wealth:
Prosperous----Kamalintos is rich in resources and not wanting for materials
Government:
Matriarchal----The upper echelon of Kamalin society is dominated by a martial-theocratic elite that’s arguably a cult of personality. The High Priestesses decide on the initiation of new clone lines using the alien biotech and the carefully hoarded reserves of DNA.

Law Level:
Since the government can clone physically-mature young adults more or less at will, there’s a sense of ‘life being cheap’, and law- and honor-codes can be quite draconian with regards to punishments and penalties. Bond-slavery is legal, and often the fate of those who lose challenges of both honor and property.

Popularity:
Ambivalent---The bulk of the Kamalin population have grown up knowing nothing but the Maliniteen regime in charge, and regard it as a fair, but given to necessarily hard and difficult choices, government, given the cruel realities of Kamalin history. However, a substantial percentage of the populace have begun to question whether a continuing Maliniteen clone-line monopoly in charge is a good thing for the nation, and feel that it is perhaps time for another recombinant line to take the helm of the ship of state. Not everybody agrees with every decision made by the government, and not all the decisions seem aimed at the greater good of society. There’s some growing fear that the Maliniteens, as much as they have portrayed their original seizure of power as a necessary evil in a tumultuous age of changed circumstances, are now themselves behind the times and long overdue for retirement from the forefront of pubic administration. Others feel that the government isn’t conservative ENOUGH in stamping out dissent, while yet others, knowing the government in a very real sense as the Mother, feel the current regime can do no wrong.

Stability:
Stable, shading into Unrest. Over the centuries since the establishment of the clone-matriarchy, several sub-matriarchs have attempted to secede from the mainstream government, or have attempted to use force in various powerplays, leading to instances of internecine war.
To date, there are ‘rogue clones’ and ‘aberrants’, often blamed on poorly-overseen and illegal efforts to use ‘tainted’ genetic material in clandestine efforts to set up new clone-lines.

Security/Fighting Force:
Kamalin society is built around several gene-lines of soldiers charged with enforcing the peace and defending the colony. They are armed with weaponry derived from TGE energy pulse technology, wear armor similar to the Imperial Legionnaires, and fly fightercraft derived from earlier models of the Flying Fang. They possess no native-built starships, but do have a number of local space transports, patrol ships, and several carriers for in-system defense. The government has two light cruiser-weight and one scoutship-type FTL ship that they captured from alien invaders, but have kept these carefully repaired vessels in reserve for special missions.

Outside Threats:
The Kamalins have fought a number of local species, as well as several raids by the Exiles(in fact, it was while pursuing an Exile flotilla that had hit one of their enclave worlds that the EShemar stumbled across the Kaalios system and the Kamalins).

The TransGalactic Empire, if they were ever to learn of the Kamalintos enclave, would LOVE to reclaim their former ‘subjects’.

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

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


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Unread postPosted: Sun Dec 23, 2018 8:12 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
The following uses Eric Fackler’s Galactic Tracer Starship Construction rules in Rifter #34 and Kitsune’s TW Sensors and Cosmic Ley Line Sailing as the basis.

Samara-class Light Interstellar Scout
(aka ‘Danderships’, ‘Light-flitters’, ‘Cotee-craft’)

“Think the Wayfinders aren’t courageous? Think again after you read the logs of some of their scouts. Going out into the Deep Dark in what amounts to a canoe with a sail stuck on top? Takes -serious- nerve. Some of them have gone out so far on their own that even with the maps they come back with, no Shemarrian may revisit the places they went for centuries. ”

“Scouter teams tend to grow closer than blood family; they’re four or five individuals cooped up together in a small can traveling in hundreds, if not thousands, of light years of nothing, for missions lasting months, even years.. Oh, sure, V-sim can make it seem like they’ve got privacy, but there;s always the awareness that outside their heads, there’s always another person a meter or less away. Typically when a Samara returns to port, the crew doesn’t disband; a lot get themselves a Trinity Module cluster and start their own clade or, if things really sent sour on the mission, they explode apart faster than a frag charge and go as far away from each other as the borders of Shemar space will allow.”

“Not a lot of leeway on a scouter mission; those small ships travel light, so there’s not a lot of spare capacity for spare parts or machine shops. Oh, the scout crews are equipped with some of the best-designed and most compact gear arguably in the whole Star Nation, but there are just some things a nanofac can’t do. A crew breaks something out in the unknown regions? They can’t just pull a spare out of storage; more often than not they have to find someplace to set down or hole up, find resources, build the tools to harvest those resources, use the refined stuff to build the tools to build the tools that create the equipment they need to make the spare parts to get their ship going again. That’s why scout crews aren’t just pilots and science types; they all have working specialties in industrial technical applications. Some of them have had to do near total hull rebuilds on their ships...took them a decade or two, but they had no other choice if they wanted to report back.”

The Samara is a small, light, interstellar scout vessel used by the Shemarrian Wayfinder for interstellar reconnaissance and exploration.
The Samara has a roughly seed-like shape, with sensor arrays fore and aft, a standard contragravity normal space and FTL propulsion generator amidships aft, a collar holding three deployable microwave/leyline sails forward, and a small crew cabin in the middle. Samaras are charitably described as ‘cramped’ inside, with little space aboard for crew recreation; the crew being Shemar, they’re expected to use VR immersion to keep entertained when not on duty; typically Samara crews don’t even leave their seats while on missions. This keeps the size of the ship down and allows for more sensors and stealth gear to be carried inside the hull.
Samaras are not equipped for planetary surface exploration, but more for ‘eyes on’ space exploration and orbital survey. They are not considered to be ‘first contact’ vessels, and will rarely ever attempt to initiate contact with other species; their mission is to travel, chart, and observe from a distance. They carry a small weapons turret and smaller standard point defense turret for self-defense, as well as possible external ordnance, but are not intended for combat. If confrontation appears imminent, Samara crews are to attempt to evade and escape, and are discouraged from staying and fighting.
Samaras can often use their small size to go unnoticed and go places larger vessels cannot. These small vessels have managed to infiltrate other galaxies to a surprising extent, pushing the limits of Wayfinder knowledge of space and producing intricate and comprehensive charts of the spacelanes.

Type: ESheMar-IsFBS10 Samara
Class: Light Interstellar Scout
Crew: 5
MDC/Armor by Location:
Main Body 1,500
Cockpit 600
Engines 900
Leyline Sails(3) 300 each
Communications/Sensor Arrays(2) 300 each
Main Turret 200
Point Defense Turret 160
Hardpoint Shield 300
Variable Forcefield 400 per side, 2,400 total
Height: 22 ft
Width: 24 ft
Length: 90 ft
Weight: 320 tons
Cargo: Internal storage of about 6 tons. Additional cargo is sometimes stored externally on the hardpoints or in a towed pod.
Powerplant: Nuclear Fusion w/ PPE Powerstone Backup
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 12
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
Using the sails to catch microwave radiation, the scout can go at a rather more sedate Mach 2(or accelerates/decelerate at 0.2% of light speed per melee), however, this mode of travail also doesn’t produce any detectable drive emissions, making it ideal for stealthy transits.
(FTL) 7 light years per hour
(LeyLine) Varies, but generally can make 10-12 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*FTL Radio---Effective range of 4,000 light years, with an estimated signal speed of 60 light years/hour.

*Stealth/Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving).

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

*EW Jamming----Jams communications in an 80 mile radius in atmosphere/8,000 miles in space. It also has a 55% chance of deflecting/confusing regular missiles and radar-guided weaponry.

*Long Range Astrometric Sensors---These sensors are the equivalent of a military early warning array though they’re somewhat slower at detecting small targets like military craft(takes three times as long) due to their being calibrated for stellar phenomena. However, the arrays can still pick up the FTL fingerprint of starships traveling up to 32 light years away, and can detect the gravity wells of planets and planetoids(of down to Plutonian size) up to 40 light years away within minutes of scanning(rather than days of observation). Can also measure solar flux from as far away as 15 light years away.
Other sensors in this group include radio astronomy, gravimetric charting, quantum particle detectors, and space/time flux registers. Additional instruments may be ‘plugged in’ as needed/developed.

*Long Range GeoPlanetary Sensors---These sensors allow extensive surveying of planetary bodies in detail before physical probes and manned excursions are ever sent down. Advanced radiation sensors, spectrographic analysis systems, active gravitic beam probes, and tunneling neutrino scanners allow the ship to perform extensive atmospheric and geological mapping within minutes. Accurate atmospheric analysis can be done at 80 million miles, and detect the containment fields of unconcealed fusion reactors from as far away as 3 million miles. Subterranean strata and mineral deposits can be accurately charted from 1,000 miles altitude, though complete and thorough geographic/seismic surveying takes longer, ideally with the deployment of a network of geoscisats. Sensors include techno-sensors attuned to detecting fission and fusion powerplants, radio-frequency transmissions, concentrations of processed materials(such as optical fibers, plastics, and refined metals), and industrial gases/pollutants. PPE sensors detect and determine ambient PPE/magical activity, as well as the presence and location of leylines. Biological sensors study biological byproducts, chemicals associated with the presence of lifeforms, microbial density in air and water, and bio-electric traces.


Techno-Wizard Sensors:(from Kitsune’s Palladium Pages)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Jump Drives) and unlike when detecting magic gives position very accurately.



Weapons Systems:
1) Main Turret----A controversial move was the fitting of a heavy weapons turret to a light scout. This wasn’t a problem with the programmed/Ecotroz-Shemar who tended to see EVERYTHING as a possible weapons platform, but many of the transferred intelligence Shemar and neShemar saw arming a scoutship as encouraging combat that the ship couldn’t handle. The argument was finally made that mounting a heavier weapon would, in the unexplored regions, discourage as-yet-unidentified encounters that attacking Shemar ships was a BAD idea. A modular turret has been mounted on the Samara, giving it some extra ranged firepower to keep possible foes off.
The use of a modular turret allows crews to customize their vessels according to their preferred defensive strategy; some prefer hard-hitting obvious weaponry, while others like more subtle defenses that leave little trace of deliberate action.

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

b) Ion Cannon
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 2d6x10 MD per single cannon shot, 8d6x10 MD for all four cannons firing simultaneously.
Rate of Fire: EGCHH
Payload: Effectively Unlimited


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

d) Tachyon Cannon
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: 4d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

e) Neutron Cannon----Though considered a low-powered radiation weapon that does poor damage(and is easily negated by active anti-radiation shields), and requiring a large generation apparatus, the NC has good range and produces an intense neutron flux. As many spacefaring cultures use comparatively cheap fission warheads . powerplants and even radioisotope power sources, the intense burst of neutron radiation can disrupt their operation and even prematurely trigger nuclear weapons.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 1,000 miles in space)
Damage: 1d10x10 MD per blast
(Neutron Flux) On a Natural 16-20, the neutron flux will cause inadequately shielded fission powerplants to overheat, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) G-Cannon---A powerful weapon(Newton still being the meanest SOB in space), but ammunition dependent. Many Samara crews taking this weapon option will dedicate a hardpoint to a manufactory pod able to convert heavy metal asteroid material into fresh ammunition for the g-cannon when on long duration missions.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 1,600 miles in space)
Damage: 2d4x100 MD per burst
Rate of Fire: EGCHH
Payload: 100 bursts per cannon

g) Light Plasma Torpedo Launcher---A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. The downside of these weapons is that the Samara lacks a tractor beam system to accurately actively guide them on target, making them strictly direct fire weapons.
Range: 6 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere, 4,000 miles in space)
Damage: 1d4x100 MD to a 50 ft blast radius per missile
Rate of Fire: Single shot. Once per melee
Payload: Effectively Unlimited

h) Light Disrupter Cannon
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d4x10 MD single barrel firing, 4d4x10 MD for two barrels firing, 4d6x10 MD for all four cannons firing simultaneously(counts as one attack), at point of impact, then 25% of that in a 20 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited

i)TW Ion Storm Cannon--- This is a TW Projection System that carries its own PPE generator (800 PPE battery capacity; recharges at 30 PPE per hour, 90 PPE/hour at a leyline, 180 PPE/hour on a nexus). It can summon up to a Magnitude 5 ion storm at a cost of 250 PPE. Effective Range of 10 miles(Palladium)(Kitsune: 10,000 miles)

j)TW Meteor Storm Cannon---This is a TW Projection System that carries its own PPE generator (800 PPE battery capacity; recharges at 30 PPE per hour, 90 PPE/hour at a leyline, 180 PPE/hour on a nexus). Costs 150 PPE for a Type One shower, 175 PPE for a Type Two, 200 PPE for a Type Three, 225 PPE for a Type Four, and 250 PPE for a Type Five. Showers last 10 minutes. Additional PPE may be routed from the ship’s own PPE reserves. Effective Range of 3 miles(Palladium)(Kitsune: 3,000 miles)

k)TW Solar Flare Projector---This is a TW Projection System that carries its own PPE generator (800 PPE battery capacity; recharges at 30 PPE per hour, 90 PPE/hour at a leyline, 180 PPE/hour on a nexus). Costs 250 PPE for . Showers last 1d6+5 hours. Additional PPE may be routed from the ship’s own PPE reserves. Effective Range of 1,200 miles(Palladium)(Kitsune: 1.2 million miles)

2) Point Defense Node---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

3) Countermeasure Launchers(2)---Two blisters on the flanks of the Samara contain a three-tiered deployable decoy system.
a) Flare/Chaff---Traditional thermal/radar-scattering material bundles.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 20 each launcher.

b) Nano-Pods---The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs each launcher.

c) Grav-Decoys----The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack short range-missile drives can go for 18 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


4)(Optional) External Ordnance Pods(6)---The Samara carries six semi-external hardpoints that can carry probes or missile pods. Typically these hardpoints are used to carry space probes, beacon pods, or messenger buoys, but they can also be used to carry missiles, and even cargo pods, equipment modules, and even warmounts. The hardpoints can be protected by a sliding semi-retractable shield.
a) Mini-Missiles---24 shot pod per hardpoint
b) Short Range Missiles---10 shot pod per hardpoint
c) Medium Range Missiles---5 shot pod per hardpoint
d)Long Range Missiles---2 per module

Auxiliary Craft: None

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