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Unread postPosted: Sun Dec 30, 2018 9:21 pm
  

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EShemar Skullcrusher Wargoddess Delenna Deathringer(NPC)

“Got yourself blown down to one -kyouta- of being eternally flatlined, AGAIN, sister-of-mine? We’re not living in the days of the Tarnish, Delenna. Suicide is not leadership.”
-Regin Shadowscry, just prior to Delenna Deathringer’s refit to her current Battleram body

“You DO realize that the ceegee-pinpoint shield-flanker jump’s meant for CAPITAL ships, don’t you? You’re at best, tonnage-wise, a light patrol craft. What you hope to accomplish with that particular set of calculations both worries and frightens me.”

“Delenna’s not a gentle chime reminding you of something you have to do; she’s the heavy metal toller that tells you your time is DEFINITELY up.”

Skullcrusher Wargoddess Delenna Deathringer of Asina Sector has the distinction of having, before Clan Megalith was discovered, the largest articulated robot body of any individual EShemar in the Tribes.
Deathringer, who has a firm belief in ‘leading from the front’ especially with regards to boarding actions, also has the dubious distinction of having one of the highest counts of total body reconstruction and replacement of any Wargoddess in the Shemarrian Star Nation...and that’s saying something, from a Tribe known for its record of fighting to self near-annihilation. Though ultimately victorious in battle, Deathringer has been totally reconstructed eight times, re-embodied in Upgrade five times, and been technically dead three times, and revived only from near-flatline.
Finally her team of personal Tinkers decided to give her a body built from a salvaged CCW CAF Battleram combat robot, figuring that MAYBE the massive robot body would prove durable enough to withstand Deathringer’s propensity for drawing heavy fire. Lady Delenna promptly showed her appreciation of her new body in her next combat action by flying up to the hull of a Sqaada cruiser and directly ripping several of its weapons turrets out of its hull with her new hands.
The huge body makes it impossible for Deathringer to interact with normal-sized EShemar, or command from a standard CIC setup, so she has to do most of her commanding via commlink and holo-avatar. Fortunately, she has both a competent command staff and a more strategically-minded sister, Regin Shadowscry, who commands the Black Axe Fleet, giving Deathringer the leeway to do what she does best; fight directly and personally. Fortunately, the Elders of the Skullcrushers recognize the Wargoddess’s value as a tactical fighter, rather than a fleet commander, and have allowed the two sister Wargoddesses this arrangement.
Deathringer is also jokingly referred to as the ‘Skullcrusher patron saint of Berserkers’. She’s also the only Wargoddess that another Tribe has attempted to lure into jumping Tribes(the Blood Riders like her style).

Level of Experience: 10th Level Wargoddess
Rank: Skullcrusher Wargoddess
Race: EShemar
Alignment: Scrupulous
Land of Origin: Three Galaxies
Age: 180 years
Sex: Female
Height: 70 ft
Weight: 250 tons
Physical Description/Appearance:
The original lines of the Battleram have been altered to include a more humanoid face below an elaborate headdress/sensor array, a slightly more buxom pectoral region, and added armor flourishes to the legs and arms.
Disposition:
Foolhardy-fearless, Deathringer epitomizes the ‘death holds no fear, only failure’ attitude of many Skullcrushers. She will fly into combat, leading by example. She’s not entirely kill-crazy however, nor is she an entirely self-centered gloryhound; she will stand aside to let others strike the decisive blows, and she will serve as a distraction so that others stand a better chance of affecting a tactical advantage. However, she is something of an action-junky, addicted to the clangor of war and the personal business of destroying an enemy.
Physical Attributes/Superlatives:
IQ: 22
ME: 21
MA: 14
PS: Robotic 70
PP: 18
PE:----
PB: 9
SPD:
Running: 40 MPH
Jumping: Not built for leaping; flies instead
Flying: Hover to Mach 1, no altitude limit(contragravity)
Underwater: 30 MPH, maximum depth limit of 3 miles(she once fought an Alien Intelligence in the liquid core of an ice moon).
Space: Mach 8
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(FTL) With the use of an external contragravity drive pod, can hit speeds of 4 light years per hour.
(ISP):---
(PPE): 8
Horror Factor: Deathringer’s massive size and reputation effectively give her a Horror Factor of 13
Special Abilities/Characteristics/Powers:
See Systems of Note
Hit Points:---
SDC:---
M.D.C. By Location:
Hands(2) 160 each
Arms(2) 480 each
Legs(2) 600 each
Feet(2) 320 each
Head 500.
Main Body 2,500
Long Range Missile Launchers(2, chest) 260 each
G-Cannon Pod 250
Missile Shield 700
Forcefield 500
Systems of Note:
Standard Shemarrian and Battleram Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 500 MDC before needing material stocks to convert to MD repair material.

*FTL Radio----Effective range of 100 light years, signal speed 18 light years/hour.

Weapons Systems:
1) Eye Lasers(2)----- Deathringer mounts the heavy warmount eye lasers.
Range: 4,000 ft in atmosphere, 2.4 miles in space
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)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Arm Lasers(2)---Deathringer’s Tinkers decided to remove the heavy HI-Laser from the shoulder and instead move it to a forearm position, then add a second in the other forearm, displacing the mini-missile launcher.
Range: 2 miles in atmosphere, 8 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 3d6x10 MD single shot
Rate of Fire: ECHH
Payload: Effectively Unlimited


3) Long Range Missile Launchers(4x2)---The chest-mounted missile launchers remain unchanged(aside from a little extra armor coverage).

4) Medium Range Missile Launchers(8x2)----The leg MRMLs remain unchanged.

5) Missile Shield---Rather than just carry a cruise missile on the back, Deathringer’s armorers decided to copy the Kittani and decided to conceal the missile in a large shield(700 MDC).

6) Heavy Gravity Cannon Rifle Pod---The Skullcrushers liked the five-ton gravity cannon mounted on the Battleram, but felt the damage was too paltry for a scaled-up Skullcrusher Wargoddess. So they traded up to a superior GR-2000-rating gravity cannon, a medium-class starship weapon.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, miles in space)
Damage: 1d4x100 per 40 rd burst
Rate of Fire: ECHH
Payload: 800 rd drum

Magic: By item only

Psionics: Standard EShemarrian only

Skills:(10th Level War Goddess)

Speak/Read Dragonese 98%
-American 98%
+Speaks over fifty other languages at 98%, including Splugorthian, Carnaphadian, Kaliondian, Gobbley, Techno-Can, Trade Three, Trade Four, and Trade Five.

Camouflage 85%
Climb 98/90%
Movement/Combat: Zero Gee
Land Navigation 94%
Math: Basic 98%
Military Etiquette 98%
Pilot: Automobile 98%
Pilot Motorcycle 96%
Pilot Jet Pack 94%
Pilot Helicopter 90%
Pilot Combat Helicopter 88%
Pilot Airplane 90%
Pilot Tanks and APCs 90%
Radio Basic 98%
Swim 94%
Wilderness Survival 94%

Basic Electronics 92%
Basic Mechanics 90%
Radio: Basic 98%
Radio: FTL 85%
Cryptography 90%
Computer Operation 98%
Computer Hacking 70%
Computer Programming 90%
Demolitions 98%
Demolitions Disposal 94%
Demolitions Underwater 92%
Detect Ambush 65%
Detect Concealment 60%
Electronic Countermeasures 92%
Escape Artist 85%
Find Contraband 75%
I.D. Undercover Agent 80%
Intelligence 95%
Imitate Voices & Sounds 83%
Land Navigation 96%
Navigation: Space 80%
Palming 80%
Pick Locks 95%
Prowl 75%
Sensory Equipment 98%
Spelunking 96%
Streetwise 60%
Surveillance 90%
Tracking(People) 85%
Tailing 90%

(all at 8th level proficiency)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Heavy Military Weapons
W.P. Rifles
W.P. Handguns
W.P. Blunt
W.P. Knife
W.P. Sword
W.P. Paired Weapons
W.P. Axe(6th level proficiency)

Actions/Attacks per Melee: 11
Initiative: +5
Strike: +3(+7 w/ ranged attacks)
Parry:+2
Dodge: +2 on ground, +4 in flight, +7 flying in space
Automatic Thruster-Assisted Dodge +3
Roll:+3
Pull Punch:+3
Critical Strike on a Natural 17-20
Damage:
Restrained Punch 4d6 MD
Full Strength Punch 2d6x10+14 MD
Power Punch(2 attacks) 4d6x10+14 MD
Crush/Pry/Tear 2d6x10+14 MD
Kick 3d4x10+14 MD
Flying/Leap Kick 4d6x10+14 MD
Body Flip/Throw 4d6+14 MD
Body Block/Ram/Tackle 2d4x10+14 MD
Flying Ram 5d6x10+14 MD
Stomp(targets 15 ft tall or smaller) 6d6+14 MD
Saves:
+3 Vs Psionics
IMMUNE to Horror Factor
Can lose over -50% of her Main Body MDC, before collapsing for good.

Notable Possessions/Equipment:
*Starsplitter----This Dominator weapon was taken off its slain former owner by Deathringer at the hellacious Battle of Medrosaun, which also saw the Wargoddess undergo her fourth full body replacement. The Starsplitter became a favorite trophy of the Asina Sector Fleet, and earned the force the Black Axe name. When Deathringer acquired her new larger body, she also took up the Starsplitter, being large and strong enough to properly wield it.

Vehicle:
Deathringer is too big for a personal vehicle, though she does personally command a Remora-class Medium Cruiser

_________________
-------------
"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 Jan 05, 2019 10:04 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Ah, first new hardware post of the New Year....

Seemaabite ExoDrone
(aka ‘Argentape’, ‘Proxus’, Kailasamite, ‘Fiddafist’, ‘Ginajin’, ‘Lumpbot’, ‘Tidalsmasher’, ‘Thickslammer’, ‘Silver-tsunami’)

“It’s like a personal repair stall on legs. Or a watchdog with a built-in clothing printer and lounge chair.”

<Stop, girl. Your carotid artery has been severed. You try to move, you will be dead in seconds>
“-!”
<Fortunately, there is the means of saving your life immediately at hand. Up and IN you go!>
“-aaa!”((Ssshhufff))
“There, now that the innocent is out of the way, we can focus on the cause of the problem. I am Inquisitor Tadreth, and your depredations, both as an individual and as a member of an organization, on the innocent beings of this world have come to my attention. Your actions against the female I just spoke to are a case in point, but not the only case I see I have immediate evidence for. You will cooperate fully in my investigation or you will face immediate terminal sentence for your crimes.”

“Oh, eventually I would have been able to pry open those doors on my own, but it goes a lot QUICKER with some extra muscle, don’t you think?”

“Last thing I remember was seeing at least four distorted reflections of myself growing larger in my vision REALLY fast before I blacked out in a LOT of pain. Getting punched out by one of those Silvermoon gorilla-bots is NOT happy-times at all. They can sprout those big-ass arms of theirs faster than you think and that silver stuff they’re made of hits like liquid concrete fired through a high-pressure firehose.”

“It might have less firepower than me, it might be slower than me, but I’d rather have that extra firepower and shielding AND another set of sensors and reflexes watching my back than wish I had them.”

The Seemaabite ExoDrone is a combination semiautonomous robot drone and exoframe meant as an adjutant to the Silvermoon Quiksil Elite, and uses some of the same systems, especially the polymorphic nanite material known as ‘smart-silver’ or ‘thicksilver’. Originally meant as a mere accessory unit, the Seemaabite has evolved in development into a heavy equipment-toting adjutant, sentry unit, valet, and mobile service booth with plenty of extras. Some EShemar want to consider the Seemaabite a Warmount, or possibly even a high-functioning Myrmidon, because it can be ridden, piloted, and Awakened with an Ecotroz essence-fragment, but most Tribeswomen consider the Seemaabite simply as a useful(albeit sophisticated) drone.
The Seemaabite resembles a bulbous, hunchbacked, headless humanoid robot the size of a large suit of Northern Gun power armor, though with a broader torso, wide shoulders, two small weapons arms, and a large open cavity where the pilot would go filled with a silvery mutable material like contained quicksilver. When not occupied, the central cavity/reservoir appears as an undulating pool of the silvery material; the Seemaabite drone-AI can be programmed to form basic facial expressions out of the thicksilver. In place of larger arms, there are instead two sockets filled with more of the same puttylike silver material. Despite having no head, the Seemaabite has multiple sensors built into its torso, giving it all-around sensory capability.
The Seemaabite can act as a basic utility and defense drone, but it can also serve as a sort of Shemarrian power armor. Any EShemar or NeShemar cyborg who climbs into the central body cavity becomes coated in the nanite-matrix suspended there, that serves as protection, control linkage, seat restraint and repair support/life support. They can then use the Seemaabite as a form of power armor at a basic level of proficiency.
However, when a Quiksil steps into the link-matrix, they can take full control of the Seemaabite’s nano-matrix. The shoulder pools of matrix material become extensions of the Quiksil’s own mutable limbs.
Though most commonly teamed with a Quiksil, Seemaabitees are sometimes paired up to other Silvermoon operatives. Some Silvermoon Tinkers like having the Seemaabitees as assistants, especially in the Tribe’s mines, and have supposedly worked to unlock some of the special nanite arm attacks for cracking rocks more efficiently, or have experimented with programming the reservoirs to simulate various tools.

Type: EcoS-R301 Seemaabite
Class: Robotic ExoDrone/Augmentation Frame
Crew: None; robot intelligence
1 rider/pilot/ passenger
MDC/Armor by Location:
Main Body 320
Matrix Pool 180
Matrix Arms(2) 150 each
Weapons Arms(2) 90 each
Legs(2) 150 each
Height: 9 ft
Width: 6 ft at shoulders
Length: 4 ft
Weight: 1,850 lbs
Cargo: Small space inside the central body for a few personal possessions and sidearms.
The Seemaabite also has slots for holding additional MDC matrix in the form of ‘bricks’ of easily-assimilated buckyball material that can be consumed/utilized to recharge EShemar/NeShemar regeneration systems. Typically carries 3-8 such ‘bricks’ or ‘sticks’ each of which holds 25 MDC worth of recharge material. These reserves are not automatically connected to the Seemaabite’s own regeneration systems, but can be manually removed from their storage slots and plugged in if so needed.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 80 MPH.
The drone can also form its matrix arms into massive knuckle-running limbs and gallop along on all fours at 100 MPH.
(Leaping) 15 ft up/across standing leap; increase distance/height by 50% with a running start.
(Flying) Not possible(See Options)
(Space) Can survive in space, but lacks thrusters to be able to move about in zero gravity(See Options).
(Underwater) Can run along the bottom at 20 MPH, or can swim using its matrix-arms configured as flippers at 25 MPH. Maximum depth tolerance of 1,000 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( 5 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.

*Basic Robot Audio---The Seemaabite is typically mute, communicating with its Shemarrian mistress via radio, but it can also speak with an obviously synthesized robotic voice. Tends to be laconic and to the point.

*360-degree Waist Rotation---Because the pilot/passenger sits with legs drawn up into the torso, the upper torso can spin a full 360-degrees around.

*Bionic Cybernanite Repair Systems---ALL Seemaabites have a modified version of the 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 8d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.
Note that the standard Seemaabite lacks a mouth or the means to mechanically process/’digest’ additional material on its own for conversion to repair material(See Options).

*Nanosurgeon Programming----The central matrix reservoir acts as a nanite regeneration chamber; any robotic gynoid/android EShemarrian stepping into the cavity will find their cybernanite repair systems bolstered to 6d6 MD per hour, same as with bionic cyborg NeShemar. Quiksil, for who the Seemaabite was designed, will have their regeneration rates jumped to 1d6x10 MD per hour. Note that the Seemaabite can replace a pilot/passenger’s MDC repair numbers from its own MDC reservoir.
The matrix reservoir can also act as a nanosurgical bed for non-shemar, acting as a full body IRMSS. The thicksilver can cover and infiltrate a body to locate and dissolve shrapnel and internal obstructions, kill parasites, chelate toxins, and perform microsurgery. The system can also be used to -disable- cybernetic implants in prisoners, or defuse security measures such as tracking and exploding chips.
If the operator of the Seemaabite is expecting extensive use of this ability for medical purposes, the ‘bot can be further improved with treatment-specific upgrade systems.

*Laser Reflective Skin---Lasers do HALF damage against the Seemaabite’s reflective arms and central torso, and Variable Frequency Lasers CANNOT adjust to compensate.

*Artificial Immune System---The nanotech reservoirs will also actively resist attacks with malnano(malign nanotech), partially ‘immunizing’ the EShemar from attacks with such weapons as Rifts Earth Republic of Japan ‘Dissolver’ nanites and T’zee weapons. Such weapons only do 1/2 their regular damage on their first attack, and 1/4 normal damage on any subsequent attacks(the thicksilver nanotech system ‘remembers’ the attack type).

*Molecular Adhesion---The nanites can also effectively dig into surfaces they come in contact with, acting like a sort of ‘super velcro’, and acting like molecular adhesion pads for purposes of climbing. The ‘bot can cling like an insect to surfaces and structures. The entire surface of the Seemaabite can be covered in a layer of this ‘tacky’ nano-adhesive.

*Nano-Tailor---The Seemaabite’s nanomatrix can also ‘print’ basic clothing if so requested, typically laying down a thin layer of nanotubule fabric on the passenger’s body. This is handy if the operator/passenger requires quick clothing or a disguise. The typical outfit is a formfitting one-piece set of overalls(can include boots, gloves, and a hood) ranging from ‘painted on’ to ‘baggy’ in fit.
The outfit so produced is not made of active nanites, but still has some advanced ‘smart’ properties, including the ability to alter permeability to reflect or retain heat, pass sweat, or become waterproof. A full head covering can be fitted with transparencies over the eyes, and a filter mask(85% effective at filtering out airborne gases and pathogens). The ‘optimal’ nanotubule-weave garment has 30 MDC(comes out of the thicksilver reservoir’s MDC pool and is regenerated as normal by the Seemaabite), but its thin fabric does little to deflect kinetic/concussive attacks(do half damage –through- the fabric) but does stop energy attacks.
Can also generate ‘burnsuit’ skinning; a layer of protective nanite matrix that replaces burnt skin and prevents further fluid loss and infection.
The Seemaabite cannot design clothing/coverings, but works off preprogrammed templates. The operator can input their own designs if they have the appropriate skills(Wardrobe & Grooming/Sewing + Computer Programming).


Weapons Systems:
1) Weapons Arms(2) ---Two small armatures are attached to the Seemaabite’s torso just below the ‘arm pits’ of the Matrix Arms. These armatures end in modular fittings for dedicated ranged weaponry, typically modified cyborg armaments or Warmount modular hardpoint guns. These armatures typically fire forward from under the main arms, but they can also flex-fold backwards and back, to fire backwards or over the shoulders. Different weapons can be fitted to each armature, but typically two of the same kind are fitted, allowing the weapons to be fired in synch(counts as one attack) at the same target without penalties.
a) Pulse Laser---Cyborg pulse laser cannon modified with Silvermoon ‘smart’ optics.
Range: 2,000 ft
Damage: 3d6 MD single shot. 1d6x10 MD triple-pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Plasma Blaster
Range: 1,500 ft
(‘Shotgun’ Bolt) 600 ft
Damage: 6d6 MD
(‘Shotgun’ Bolt) 2d4 MD to an 8 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Blaster
Range: 1,200 ft
Damage: 1d6 MD single blast, 2d6 MD double-shot burst, 1d6x10 MD rapid-fire burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Particle Beam Blaster
Range: 1,000 ft
Damage: 6d6+6 MD per blast, plus does 50% more damage on a Natural 17-20 to strike
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Light Rail Gun
Range:: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon

f) Machine Gun---Standard cyborg-style 5.56mm light machine gun, only gatling style for sustained fire. Can chamber a variety of commercially available 5.56mm round types, so the Shemarrian can ‘live off the land’ if necessary.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
Rate of Fire: ECHH
Payload: 1,000 rd drum per cannon

g) Assault Gun---Shortened version of the Shemarrian Assault Rifle, but belt-fed. It retains the underbarrel bayonet socket, allowing it to be fitted with some extra vibro-cutlery. Unlike ARCHIE-3’s original weapon, the Shemarrians HAVE developed a drum feed for the Assault Gun.
Range: 3,000 ft
Damage: 1d6 MD single round, 4d6 MD six-round burst, 1d4x10 MD for a 12 round burst. Bayonet does 1d6+1 MD.
Rate of Fire: ECHH
Payload: 600 rd drum.


h) Stun Blaster----Copied from the Japanese AT-23 Stun Rifle:
Range: 800 ft
Damage:(Setting One) ‘Soft’ setting; used against children, weak, elderly, sickly. 1d6 SDC.
(Setting Two) Moderate: 2d6 SDC. Teens, adult in poor to average condition, small to medium-sized animals.
(Setting Three) Heavy; 3d6 SDC. Adults in good condition
(Setting Four) Extreme; 6d6 SDC, recommended against Juicers, Crazies, large animals.
(Setting Five) Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, and non-humans
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Matrix Arms(2)---The oversized shoulders of the Seemaabite hold reservoirs of silvery nanomatrix( ‘thicksilver’) that can be deployed to form polymorphic limbs. When acting as a semiautonomous drone or a power armor by an appropriately equipped non-Quicksil Shemar, the Seemaabite can use these reservoirs to form basic limbs such as arms, large hands/claws, and whips, but when a Quiksil is connected to the frame, they can use the reservoirs as extensions of their own limbs, and unlock a number of special abilities. The greater size and available mass in the reservoirs, however, means that the Seemaabite can have a greater reach and do more damage than the baseline Quiksil can. The extra mass available to the Seemaabite arms can also be used to form other things, such as shields, nets, wind turbines, or even be detached in portions and used as projectiles.
Range:(Melee) Blades are typically 6-24 inches long
(Whip) 30 ft
(Drill) 9 ft reach
(Shield Arm) 7 ft(and roughly 4 ft in diameter)
(Wind Blast) 150 ft, and can be target specific or fanned out to affect a 25-ft wide area(50 ft if both arms are used).
(Extensor) 200 ft, each cable has about 6 MDC, and can haul weight equivalent to the Shemarrian’s own Robotic P.S. , If the cable snaps, it retains its MDC for 5 minutes, after which it decays into dust.
(Tangler Tendrils) 25 ft. Branches out into ten smaller tentacles, each with 10 MDC.
(Projectile) 250 ft
(Piledriver) 6 ft
(Pry-Claw) 7 ft
Damage:(Melee) 1d6 SD/MD for simple, single, small blades, 3d6(+P.S. damage)SD/MD for heavy blunt weapons like wedges and morning stars, 4d6(+P.S. damage) SD/MD for swords, axes, and glaives.
(Whip) 3d6 SDC simple lash attack or 3d6 MD razor-whipsaw lash, 2d6 SDC/MD if used as a stabbing weapon, 4d6 SDC/2d4 MD per melee for a constricting crush.
(Drill) 5d6 MD per attack action spent drilling, but is -1 to strike(has to hit dead on and site itself for maximum efficiency).
(Shield Arm) Foam Shield----A large honeycombed shield of foamed nanomaterial can be formed that soaks up kinetic energy; shells, projectiles, and rail gun rounds do HALF damage hitting it. Can have up to 75 MDC(150 MDC if both arms are used to form a common shield)
(Wind Blast) Roughly equivalent to the spell ‘Wind Rush’; targets must roll an 18 or better to prevent being knocked down(lose 1 APM and initiative getting back up), and must find to make progress against the directed 90 MPH gale-force air blast.
(Extensor) Serves as a climbing line grapple; does 1d6 SDC/1 MD if used as a projectile.
(Tangler Tendrils) Branches out into ten smaller tentacles, that can merge into an enclosing mesh with 100 MDC and a restraining /constricting Robotic Strength of 30. The mesh net can be detached from the Seemaabite, whereupon it loses its regenerative abilities(and the Seemaabite temporarily loses 100 MDC from its arm reservoir) and becomes rigid metal/carbon tubule material). The molecular self-destruct of the detached cage can be delayed for up to 6 hours, when the thicksilver breaks down into molecular dust.
(Projectile) The Quiksil can detach part of the Seemaabite nanotech reservoir to create projectile weapons(actually throwing blades, razor darts, or shuriken). Each blade takes 5 MDC from the reservoir’s total MDC, and does 1d4 MD used as a weapon(hand weapon or thrown). The projectile retains solidity for 5 minutes, during which time the projectile can be reabsorbed by the Quiksil and the MDC reclaimed, otherwise at the end of the time period it instantly decays into inert powder.
(Piledriver) Works like a directed charge or hydraulic shaped charge. Does 2d6x10 MD, but takes up all APMs that melee.
(Pry-Claw) Works by sliding in a narrow blade of thicksilver into a crack or seam, then pours more material into it to use hydraulic pressure to tear the material open from the inside. Tears/pries with a Robotic Strength of 40. Normally does 2d6+4 MD but on an initial critical strike roll of 17-20, does DOUBLE damage and the expenditure of an additional 2 APMs the next action to maintain contact, automatically does DOUBLE damage again the next melee. A target so impaled can attempt to break contact by either attacking the thicksilver claw being poured into the gap, or disentangle/break hold/roll, but is -3 to do so.
Rate of Fire: ECHH
(Piledriver) Once per melee
(Pry-Claw) Takes up 2 APMs
Bonuses:
(Shield Arm) +2 Parry
(Extensor) +1 to Entangle. The tendrils also give the Quiksil/Seemaabite combo a +15% to Climbing(and increase climbing speed by 25%).
(Tangler Tendrils) +4 to Entangle.


Programming:
The Seemaabite has a basic robot utility/combat programming. Its personality is dull and drone-like and it takes orders well. Occasionally(20%) Awakened with an Ecotroz to Myrmidon status by its operators.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Computer Operation 80%
Prowl 60%
Climbing/Rappelling 98%/90%
Intelligence 85%
Detect Ambush 60%
Detect Concealment 70%
Tracking 60%
Land Navigation 86%
Wilderness Survival 88%
Language: Can understand 22 different languages
Read Sensory Instruments 94%
General Maintenance and Repair 90%
W.P. Blunt(6th level)
W.P. Sword(6th level)
W.P. Knife(6th level)
Field Surgery/Nano-Surgery(Nanite Bed) 85%

If Awakened the Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature/orientation of the Seemaabite intelligence and design is such that it is limited to skill selections from Mechanical(Basic Mechanics, Automobile) Mechanics Medical(First Aide), Technical (Excavation, Mining, Recycling, Salvage, Carpentry, Language/Literacy(understanding) and Lore), Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Seemaabites are regarded as having an effective IQ rating of 10, unless otherwise modified and Upgraded.

Actions/Attacks Per Melee: 8
Initiative +4 (+1 from an Ecotroz entity for a total of +5)
Dodge +5
Strike +4 (+4 w/ ranged weaponry)
Roll +7
Parry+7
+5 Dodge and Parry attacks from behind
Pull Punch +4
Critical Strike on an Unmodified 19-20.
Restrained Punch/Slap 6d6 SDC
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Weapons Armature Swat/Jab 1d4 MD
Kick 1d6 MD
Body Block/Ram/Tackle 1d4 MD

*Alternate Modes----Rather than be used as power-up or utilities frame for a Quiksil, the Seemaabite can used by/on others.
*EShemar/NeShemar-----Those with the skills of piloting/operating power armor will only be able to access the most basic modes of the Seemaabite, roughly equivalent to Ground Power Armor(Elite) training.
*Non-Shemar----The Seemaabite can be used to capture and transport prisoners or carry passengers, in which case the central cavity nanomatrix pool can be used to envelope the passenger. Sometimes called derisively ‘silver gimp mode’, this application can partially or completely cover the passenger in thicksilver, full coverage acting as sensory deprivation(or the passenger/prisoner can be sedated to avoid this problem).
The Seemaabite can also act as a nanosurgeon in this mode; envelopment in the thicksilver means the nanite covering can perform IRMSS-style surgery on the passenger at the Medical Doctor equivalency of 85%. Or a more qualified bio-Tinker or neShemar doctor with a headjack and VR link can link in and direct the surgery if they have a better/more specialized skill rating.


If Awakened with an Ecotroz Essence, the Seemaabite also gets the following traits:
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Seemaabite an aura and behavior more befitting a sentient being than a robot. Awakened Seemaabites typically exhibit a dogged and dog-like loyalty to their owners/operators, becoming steadfast retainers and assistants to them.

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:
*Silverwings Mod----This Upgrade package adds programming to the matrix structuring and an internal contra-gravity coil, giving the Seemaabite full flight capabilities. The matrix arms can be used to form large wings or any appearance(such as moth, bird, bat, or dragon), though they exist as control airfoils, not as lift and propulsion. The Silverwings Seemaabite also gains a pair of extendable tail-vanes/foils for added aerodynamic control(each has 50 MDC). The Silverwings Seemaabite can hover stationary or fly at 400 MPH, maximum altitude of 30,000 ft(or Mach 1 in space), and has a +3 to dodge in flight(drops to +2 if both the tail vanes are destroyed, and loses all bonuses altogether if one or more of the wings are destroyed). The Seemaabite also can grow(even when carrying a pilot/passenger) antennae from its central cavity reservoir that allow it to detect lasers and radar emissions, and extend its radar range to 25 miles.
The Silverwing Seemaabite can also use the bonuses for Flying Power Armor training.

*Signal Booster---The Seemaabite can be fitted and programmed to shape its thicksilver reservoirs into antennae for better transmission and reception of radio and laser communications. Effective boosted range of 2,500 miles direct LOS.

*Full-Body Laser-Reflective Plating----Initially, Seemaabitees were meant to be drab drones, not outshining their Silvermoon mistresses, especially if the latter were going in disguise(the Seemaabite would be disguised to look like a hulking labor’bot or mundane power armor), but some Quiksils prefer their adjutant units to have the full Silvermoon war-paint. Lasers do HALF damage to the entire ‘bot.

*Runner Legs---This adds larger, longer, more powerful legs to the Seemaabite, that raise its height to 11 ft, weight to 1.1 tons, raise the leg armor to 180 MDC each, increase maximum running speed to 120 MPH, and leaping distance to 25 ft up/across(50% more with a running start). Kick damage is also increased to 2d4 MD. Not all Quiksil and other assignees want this upgrade however, as it makes the companion bot that much more awkward and hard to maneuver in close spaces.

*Medical Upgrades---If the operator is anticipating using the Seemaabite as a mobile medical unit, its capabilities can be improved with such add-ons as a more extensive autodoc drug dispensary, life support systems, and even an emergency medical stasis system for ‘freezing’ patients until they can transferred to more capable medical facilities.

*MD Material Conversion---This Upgrades the Seemaabite to be able to assimilate MDC materials in the field for conversion into repair/replenishment stock material. restocking its reservoirs like more predatory e-animals can, ‘digesting’ kills or battlefield salvage. The Seemaabite has an extendable hopper intake that emerges from the underside like an insect stinger or suction pipe. The Seemaabite cannot ‘bite’ or ‘chew’, but must pulverize/slice material to a consistency fine enough to fit through the hopper intake(can’t be used to dispose of a live body, for instance), and generally takes twice as much starter MDC material, or four times that of SDC material, to create one unit of reserve MDC(so the Seemaabite needs to process 400 SDC or 2 MDC worth of starter material to get 1 MDC into the reservoirs). However, this still allows the Seemaabite(and by extension, its assigned mistress/pilot) to remain in the field without specialized support.

*TW Enhancements----Reportedly the Silvermoons are in negotiations with the Wayfinders for technowizardry enhancements to the Seemaabite, possibly in exchange for the production templates to the design. Such Upgrades would likely include the fitting of TW PE powerstones/generators(with typically a 200-400 PPE reservoir) to power protective spells such as Armor of Ithan, Impervious to Energy, Impervious to Fire, Shadow Cloaking, Sound Cloaking Invisibility, weaponry enhancements such as Silverize, Spinning Blades, Hydra’s Circle, TW weapons in place of the weapons armatures, magic sensors, or enhancements to the repair/medical systems, such as Mend the Broken(for repairing SDC/MDC) or Restore Limb(for healing organics).


Variants:
* EcoS-R301D(?)-----(aka ‘Noctrus’) Rumored variant meant for the Quiksil’s shadowy sister-variant, the Darkling. The Noctrus would be armored in Naruni-derived thermal-stealth armor and replace the thicksilver in its reservoirs with its less glamorous and stealthier counterpart, variously nicknamed ‘nanosoot’ or ‘shadowgoo’.
Capabilities: Noctrus are identical in all regards to the Quiksil Seemaabite except in the following:
*Shadow Stealth---Instead of laser reflective properties, the Noctrus instead absorbs light like a living shadow: Only has a 25% chance of showing up on infrared and thermal optics, and has a +10% to prowl in darkness/shadow.

*Thermal Protection---Megadamage fire, plasma, and magic fire do only HALF damage.

*Kinetic Energy Protection---Kinetic impacts, including explosions, falls, rail gun and projectile strikes, and grenade blasts do HALF damage. Kicks and punches and other melee strikes do full damage.

*Radar Invisibility---The same ability that deflects light and heat also can more effectively absorb or deflect radar emissions; 80% chance of going undetected by radar and microwave motion detection systems.

* EcoS-R301Wf(?)-----Possible Wayfinder variant, if the rumors of a collaboration between the Silvermoons and the Wayfinders to Upgrade the Seemaabite with advanced technowizardry are true. Such a variant would most likely be heavy on TW systems and possibly even magic/psionic amplification systems similar to the ‘Foci’ drones. Some say such a variant is already in service with Silvermoon Mystics and priestesses.

_________________
-------------
"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 Jan 10, 2019 9:32 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Diamond Trees(aka ‘D-trees’)
“We go beyond carbon offsets here; we’re growing diamond armor.”

“####ing she-mar militia drove my hover-cav squad into one of their orchards. Thought we could smash our way through to the other side, but those damned trees had hard crystal cores under the bark. We ran up onto a hedgehog of monomolecular pikes. First hovs to hit the treeline got impaled hard; the rest of us piled up against their exploding remains. Those of us who stopped in time had to face the militia coming hot on our tails.”

Diamond Trees are cybernetic e-plants developed by the Horrorwoods in collaboration with the Radiant Edge as bio-remediation tools in cleaning up planetary environments.
D-Trees use their graphite-branches to gather in ambient carbon and sequester it in the form of first graphene substrates, then as nanite-assembled synthetic diamond crystal. D-Trees can be powered by a variety of sources; wind, geothermal, solar(drawing from adjacent dedicated power-gatherer groves) or from nuclear energy(networked power grids or slow-decay radioisotopes pulled from the environment).
D-Trees serve two major purposes; they act as carbon sinks and they process harvested carbon into industrially-usable forms. The Shemarrian Star Nation uses d-trees to process carbon waste from its industries, terraform carbon-rich planets, and to prevent or reverse runaway carbon pollution on its client worlds.
The more energy available to d-trees, the more easily, efficiently, and quickly they can produce the stronger carbon molecule bonds; it may take solar-powered groves years to produce significant amounts of diamond that a fusion-powered stand can process in a month.
Young d-trees resemble ordinary trees, but mature specimens can resemble towering crystalline spires festooned with collector branches.
Mature d-trees can be quite tough, with crystallized carbon branches having 1d8 MDC each and trunks of 2d4x10 MDC, making a grove of them a potentially deadly obstacle to anybody trying to break through them.

_________________
-------------
"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 Jan 13, 2019 5:11 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
I seem to be having issues with the PM system..
How goes the Warlustress, taalismn?


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Unread postPosted: Mon Jan 14, 2019 12:20 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
I seem to be having issues with the PM system..
How goes the Warlustress, taalismn?



I thought I sent you a finished copy of it, the same I forwarded to DhAkael to spring on his players.
I'll send it to you again soon as I'm able.

_________________
-------------
"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 Jan 14, 2019 8:33 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
I seem to be having issues with the PM system..
How goes the Warlustress, taalismn?



I thought I sent you a finished copy of it, the same I forwarded to DhAkael to spring on his players.
I'll send it to you again soon as I'm able.


Just got it now. Looking good. I think my PM system was shot.. or you might have forgotten.. I know I was having problems sending messages yesterday, but I haven't received anything since Nov 7 *shrugs*


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Unread postPosted: Mon Jan 14, 2019 7:43 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
ESheMar-CV-01Am----’Stellar Armis’, 'Star Armour' or Defender - Clan Armorand variant of the Hitode, designed to act as a defensive unit for their limited fleet. The shields are replaced with slightly more powerful versions, benefiting from Clan Armorand's shield technology allowing these ships to boost shield power of nearby ships, and also boast improved regenerating rates. The storage areas in the arms are filled with back up shield generators that allow the CV-01Am to quickly restore shield power if they collapse and ammunition for the point defense systems and power systems to feed all the added systems. The engines are also beefed up to allow the ships to quickly move about their fleet to protect vulnerable ships. The point defense systems are also increased in numbers to almost double as well as added mini-missile launchers, allowing them to better take out any missile volley, fighters or power armours from getting too close to their charges, allowing them to create a virtual wall of defensive fire. To aid in the 'wall of fire' defense, five tachyon scatter weapons are added, one to each armature.
The first encounter of these ships was a group of three protecting a group of refugee ships fleeing the TGE, where they formed a rotating ring around the ship, their point defense weapons and tachyon scatter cannons easily destroying the missile barrages from 20 TGE Berserkers, and heavily damaging any Berserker lingering too close trying to penetrate their defensive fire.

Changes/Modifications:
Weight: Increase overall mass by 20%
Speed: Increase maximum speed to Mach 12. 
MDC/Armor by Location:
Variable Forcefields---2,000 per side (8,000 total)
Shield Regenerate at 20% per round (400 MDC per round to each side)
Tachyon Scatter Cannons (5) 400 each
Mini-Missile Turrets (7) 100 each

Remove the 2 Plasma Hunter-Killer Torpedo Launchers

*'Phalanx Shielding’ - The Armorandites have learned how to tune the forcefields such that if they are in close proximity, maximum of 100 ft, increases the shield strength of another starship by 25% but only for ships over 100 ft long. Having more than one shield in close proximity does not offer cumulative bonuses, only redundancy in the event people are forced to drop out of proximity. Ships under 100 ft, warmounts and warriors in power armour or elites designed to fight in space also designed with Clan Armorand shielding only gain 10% boost in shield strength while within 100 ft of the CV-01Am.

*Improved Targeting System - The CV-01Am has improved targeting systems for its point defense weapons, granting its gunners and automated turrets +3 to attack rolls against ships, creatures, robots, power armours under 100 ft in length. Against missiles gains +2 to rolls.

*Redundant Shields - In the event of total shield failure, back up shields can be raised, but these shields only have 1,500 MDC per side. This allows the primary shields to regenerate and can be raised once back to full strength and only after the back up shields are lowered. These shields only have a maximum range for allies to benefit the Phalanx shielding of 50 feet.

Weapons Systems:
4)Point Defense Rail Gun/Laser Turrets (60) --- 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 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 3,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

Add 5) Tachyon Scatter Cannons(5) --- 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

Add 6) Mini-Missile Launchers (7)--- 7 mini-missile launchers are added to help against missile volleys, allowing the gunners to block even more enemy fire from passing through their defensive line.
Range: Varies by Missile Type
(Kitsune) 2 miles in atmosphere/ 100 miles in space
(Palladium) Atmospheric Range x 4
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8 missiles
Payload: 128 missiles per launcher. Reloading a turret from the cargo hold takes 1d6 minutes (1 ton of cargo per 96 missiles)


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Unread postPosted: Mon Jan 14, 2019 9:01 pm
  

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kronos wrote:
ESheMar-CV-01Am----’Stellar Armis’, 'Star Armour' or Defender - Clan Armorand variant of the Hitode,



Holy Honkin' WOW 8)

Yeah, now I gotta finish off my other Hitode variants...Ship that versatile, it gets around.

_________________
-------------
"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 Jan 14, 2019 9:23 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
ESheMar-CV-01Am----’Stellar Armis’, 'Star Armour' or Defender - Clan Armorand variant of the Hitode,



Holy Honkin' WOW 8)

Yeah, now I gotta finish off my other Hitode variants...Ship that versatile, it gets around.


I need to get posting to catch up with your numbers. and hopefully be the firost on page 100!

Edit: I'd image that Clan Armorand, once they get enough ships, would probably use the CV-01Am in something like 'defense' wings (instead of attack wings of ships), that can move about a fleet, setting up defensive rings around key ships, or ones that are damaged, allowing them to recover as they keep anything less than heavy energy weapons or heavy kinetic energy weapons from punching through their defensive perimeters. Then again.. against a target that has heavy kinetic weapons, throwing up enough tachyon scatter cannon shots in the direction of the target could destroy any heavy weapon ordanance.

Oooooh... now I'm thinking of some defensive measures I should have added, or could be made available from some other clans.. Gotta go back through notes of who made what to find what I need for ship upgrades made available by other clans.. who said a clan needs to make a whole ship or subclass of ship.. why not just significant components they can trade to other clans for a standard ship fitted with said type component.


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Unread postPosted: Mon Jan 14, 2019 11:51 pm
  

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kronos wrote:
[

I need to get posting to catch up with your numbers. and hopefully be the firost on page 100!


Reaching 100 pages of material on this thread is a goal I've set myself as well.
Because, hey, even if readers don't buy into the Ecotroz or the Shemarrian Civil War, there's gotta be something in all this body of work they can use. :D :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: Thu Jan 17, 2019 9:19 pm
  

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Location: Somewhere between Heaven, Hell, and New England
More Hitode Carrier variants:

*ESheMar-CV-01EWGr----Aka ‘Jamstar’, ‘Hackstar’, ‘BelchStar’. Ghost Rider variant. It carries no troops, but instead carries some of the most powerful communications jammers in the Shemarrian Star Nation, rumored to be capable of jamming radio transmissions across entire SOLAR SYSTEMS. Its secondary communications role arguably makes it the precursor of the Shemarrian Anemone Communications Arrays. Typically Jamstars will try to stay out close proximity to enemy forces and planets, but occasionally they will close, especially during planetary actions, to better disrupt communications.
Changes/Modifications:
MDC/Armor by Location:
Antennae Arrays(10) 3,000 each
Enhanced Radiation Emission Particle Beam Cannon(5) 1,000 each
Systems of Note:
*Hyperspace Communications----Jamstars have enhanced and multiple FTL communications systems, making them well-suited as command/communications vessels. Effective range of the signal is 10,000 light years, and signal propagation is estimated at 120 light years an hour.

*Advanced Active Jamming Systems---These systems light up enemy sensor grids with such a welter of confusing input that it becomes nearly impossible to get reliable daat on anything, such as target locks. Enemy sensor-guided weaponry is -10 to strike, and enemy sensor operators are at a -30% to even get a proximity reading on where the Jamstar is exactly(off by 2d6x1,000 miles). Effective jamming range is 700 miles(700,000 miles in space).

* Area Jamming----CV-01EWGrs can jam planetary communications much like a solar flare screwing with global radio transmissions. The Ghost Riders can effectively selectively jam radio-band communications with 98% effectiveness across a 300,000 km/186,000 mile radius, 85% effectiveness a across a 186,000 mile radius beyond that, 70% effectiveness out to a 600,000 mile radius, owing to response-lag at light speed, or the ship can brute-force blanket jam(99% effectiveness) ALL channels/frequencies out to a 3 million mile radius, with the effectiveness of jamming dropping off by -20% for every doubling of the area of effect radius beyond that(this high-powered attack mode has earned the ships the moniker ‘Belchstars’). The Ghost Riders will frequently use secondary jamming platforms to provide boosted and overlap coverage when ‘snowing’ an area.

Weapons Systems:
2) Cruise Missile Launchers(2)---The Plasma Hunter-Killer Torpedo Launchers are replaced with a pair of more conventional Cruise Missile Launchers. However, the Ghost Riders frequently use stealthed cruise missiles for extended range fire missions, or use the launchers to fire long range probes. The Ghost Riders are particularly fond of using FTL radio-equipped stealth probes to infiltrate developing star systems, using the probes’ electronics to hack global internetworks, the real-time FTL comm linkage allowing hacking from the mothership hiding often at the edge of the solar system outside easy detection range.
MDC of Projectile: 60
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Probes and stealth CMs with restartable propulsion systems can have considerably greater range, as they will frequently shut down(‘going dark’) and coast in to a target area to loiter until fully activated(or, in the case of attack CMs, re-ignite to make terminal approach on a target).
Damage:Varies by Cruise Missile Type
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher, 120 total. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

5) Enhanced Radiation Emission Particle Beam Cannon(5)---On addition to the normal complement of defensive weaponry, the CV-01EWGr sports an array of dual-mode PBCs. In standard mode, these weapons fire armor-blasting particle streams, but they can also fire a longer ranged radiation burst that knocks out electronics. They can be used against planetary power grids and communications networks to take them down.
Range: 60 miles in atmosphere, 120 miles in space
(EM Pulse) 80 miles in atmosphere, 160 miles in space
(Kitsune Values)120 miles in atmosphere, 120,000 miles in space
(EM Pulse) 160 miles in atmosphere, 160,000 miles in space
Damage: 1d4x1,000 MD per blast at full offensive power mode.
The particle beam also has a more innocuous mode that does NO damage, but does enhanced EM damage.
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 120-mile radius(30 miles when in full power offensive mode) of the point of aim. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The beam is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.
Against spacecraft, it acts in the same manner as an Ion Cannon, doing damage as follows:
5d6x100 EMP damage(special) per blast
Shields take 1/4 damage from EM blasts
Does NO PHYSICAL damage to hull, but attacks the electrical systems:
For every 10% of total main body MDC damage inflicted on a target by EM fire, the target will be -1 to strike, parry(if applicable), and Dodge. Acceleration will be reduced by 15%.
At 60% or more main body damage from disruptor blasts, the ship is disabled completely.
.
Rate of Fire: Once per melee
Payload: Effectively unlimited

*ESheMar-CV-01Sm---Silvermoon sub-type, distinguishable by the paneling connecting the five armatures into a pentagon shape. The ‘Silverstar’ can absorb solar radiation and redirect it into supercharging its weapons. The Cv-01Sm also beefs up the firepower with five heavy lasers, one mounted on each armature. Besides providing Silvermoon surface forces with a highly visible morale-bolstering presence overhead, the Silverstar can cover them with accurate orbital laser artillery.
Changes/Modifications:
MDC/Armor by Location:
Heavy Laser Cannons(5, one each armature) 500 each
Solar Arrays(5) 2,000 each
Systems of Note:
*Morphic Laser Resistant Armor----Silvermoon ships are plated in a ‘smart’ material that is normally stealthy as per standard EShemar passive stealth, but can ‘uncloak’ or unfold its outer layers within 1d6 melees to present a laser-reflective aspect(lasers do HALF damage).
*Energy Absorbers----The Cv-01Sm is lined with super-efficient solar convertors that can gather up other forms of energy as well. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 50%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else retasked )
*Solar Reflectors---Conversely, the solar panels can REFLECT light. This is sometimes used to reflect light to the shadow-dark side of planets and other celestial bodies to illuminate areas or slowly heat them up(as with causing ice to subliminate). Effective range of 80,000 miles and can illuminate a 10 mile wide area.

Weapons Systems:
5) Heavy Laser Cannons(5, one each armature)
Range: 20 miles in atmosphere, 55 miles (88km) in space; X10 range when in strategic combat
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space( 200,000 miles in strategic/planetary bombardment combat!))
Damage: 4D6X100 per laser battery shot.
Rate of Fire: 4 shots per battery per melee round
Payload: Effectively unlimited.
Capitol Ship scale= -3 to strike small targets(improved Silvermoon laser targeting).

*ESheMar-CV-01Dw---’Deepstar’----Darkwaters variant, notable mainly because of its amphibious capabilities. Deepstars will frequently land far out at sea where most planetary defense grids have less coverage, and dive deep, deploying submarine forces under cover of deep water.
Changes/Modifications:
Speed:
(Water) Can fully submerge underwater down to a depth of 3 miles, and can move underwater at 20 MPH.
Systems of Note:
*Laser Communications---Typically 5-10 miles underwater using blue-green frequencies, but can reach up into the upper atmosphere above water. Maximum range of 1,000 miles.
*Sonar-----100 mile range

*Magnetic Anomaly Detector----Mounted in the armatures are passive magnetic anomaly detectors(MAD) for locating other submarines and ships. ----60 mile range

*Stealth---The Deepstar is sheathed in sonar-absorbing materials, and other measures are implemented in the design to reduce the ship’s sensor signature. ( -20% to enemy sensory instrument rolls to detect the ship underwater)

Weapons Systems:
5)Torpedo Launchers(10, 2 per armature)---The Deepstar mounts two torpedo launchers per armature.
a) Heavy Torpedoes
Range: 20 miles
Damage: Varies by Torpedo Type(typically 4d6x10 MD)
Rate of Fire: Volleys of 1-6
Payload: 48 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.

b) Medium Torpedoes
Range: 10 miles
Damage: Varies by Torpedo Type(typically 2d6x10 MD)
Rate of Fire: Volleys of 1-12
Payload: 96 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.

c) Short Range Torpedoes
Range: 5 miles
Damage: Varies by Torpedo Type(typically 2d4x10 MD)
Rate of Fire: Volleys of 1-18
Payload: 180 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.

d) Long Range Torpedoes
Range: Varies by Torpedo Type(Long Range)
Damage: Varies by Torpedo Type(Long Range)
Rate of Fire: Volleys of 1-4
Payload: 48 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.

e) Medium Sea-Air Torpedoes---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 90 ready to fire. Additional reloads can be brought up from storage; takes 5 minutes for reloading.
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike

f) Heavy Sea-Air Torpedoes---Copy of the longer-ranged Kittani Long Range Rocket Torpedoes
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 48 ready to fire. Additional reloads can be brought up from storage; takes 5 minutes for reloading.

_________________
-------------
"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 Jan 17, 2019 10:17 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
Nice new variants


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Unread postPosted: Thu Jan 17, 2019 11:20 pm
  

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Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Nice new variants


Thanks.
With regards to FTL communications, it's worth noting that while various FTL communications schemes are noted in the Phase World books, they're not definitive on the subject. The related, if defunct, Manhunter supplement has 'FTL Radio' as a skill, but no description of how such a system works.
I'm going to say that common FTL communications exist in the Three Galaxies, but the efficiency varies...unlike laser and radio systems which have an upper threshold defined by their media(photons/radio waves), depending on the technology and power poured into an FTL radio system, your mileage and signal speed may vary. So not everybody can whip out their wristcomm and talk real-time 30,000 light years to their mom in the Corkscrew to ask her to wire bail money.
So signal speed might vary from barely faster than a courier starship(at 5-6 light years an hour) to 120-200 light years an hour(In which case we're still talking a 6-7 day signal lag one-way between galaxies) for the upper end systems. I figure most Three Galaxy starships have comm systems, linked to their CG drives, that are in the range of 1d8x1,000 light years and have a signal speed of 20-50 light years an hour, while larger dedicated system communications arrays are probably in the 80-100 ly/hr speed range and correspondingly wider broadcast range.
More promising would be quantum entanglement, what Einstein called 'spooky action at a distance', where two matched particles react in the same way at exactly the same time, irregardless of the distance between the two. But that still means that there's a limitation; you need to have Particle A to talk to the present location of Particle B; you can't talk to Particle D, unless you also have Particle C, or can relay through another particle pair, one of which is in the immediate vicinity of a particle you can talk to.
Of course, some of the Ancients had systems that could communicate in real time across DIMENSIONS, but such secrets are not known to the current powers.
It's all part of the background of another Shemarrian starship I'm working on, the Anemone.

_________________
-------------
"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 Jan 18, 2019 12:28 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
*Nod*
Glad to see the 'sparks' still flying on this thread. :ok:
I've slowed down somewhat on the whole "UNcivil war" aspect of my campaign as the PC's are dealing with a much larger and problematic situation. Cormal and her 'children' in the 3G, and back on Terra, Hell-Lord Fury.

_________________
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: Fri Jan 18, 2019 9:22 pm
  

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DhAkael wrote:
*Nod*
Glad to see the 'sparks' still flying on this thread. :ok:
I've slowed down somewhat on the whole "UNcivil war" aspect of my campaign as the PC's are dealing with a much larger and problematic situation. Cormal and her 'children' in the 3G, and back on Terra, Hell-Lord Fury.


Yeah, evil living planets do tend to command attention, don't they?
As do uppity Infernals.
They just invite THEMSELVES to your parties and it's so much trouble to try to diplomatically get them to take their business elsewhere.
:D

Meanwhile, have some more spark-thoughts:

Advanced Cultural Notes: Shemarrian Small Arms Preferences:

“What do you need personal sidearms for? Your whole BODY’S a deadly weapon!”
“Well, a lady likes to -accessorize-.”


A warrior race by admission, the Shemarrians appreciate personal weaponry and will often accumulate large private collections of weapons. However, they tend to have preferences with regards to types that they are willing to spend time and resources developing, refining, and producing on their own. The EShemar have no problems with using weapons they’ve acquired in combat(unless such weaponry is considered tainted or unlucky for having been used by a losing or dishonorable enemy), and they distribute salvaged weaponry to their second echelon neshemar. However, Shemar industry is somewhat pickier about what weapons technologies they will pursue for further refinement to Shemarrian standards.

*Laser Pistols---Lasers are considered more highly in the Shemarrian estimate of weapons technology, but accessory laser weaponry was limited to laser rifles in the original Shemarrian arsenal as designed by ARCHIE-3, and no laser pistols at all existed. This was because the laser arm gauntlets (later called zhyan by the EShemar) filled the role of laser pistol most satisfactorily. This policy has continued under the EShemar and the restored Shemarrian Nation(for rank and file EShemar, zhyan are still considered the laser sidearm of choice, or laser eye implants), the EShe-NPL020/Sm "Shermenikarpal" Laser Pistol being merely a token weapon and reproduction of a NEMA weapon, and considered to be a hold-out weapon for issuance to neshemar second-echelon troops and territory militia.

*Ion Pistols---In general, ion weapons are given low regard by the Shemarrians, though ARCHIE-3 certainly had no qualms about equipping his non-Shemarrian forces with ion pistols, especially the Arch-27 , based on Mechanoid weaponry. Only one ion weapon, the She-IP30 , existed in the original Shemarrian arsenal, and that weapon was generally regarded as a weapon of last resort. With the Shemarrian Civil War, however, with the rebel EShemar scrambling for whatever weapons they could acquire to arm their forces. ion weaponry became more common as a less expensive and more easily produced alternative. However, the versatility and diversity of ion weapons seems to have made an impression on the EShemar, who adapted technology from one of their trade allies to upgrade the She-IP30, post-SCW continued production of the potent Arch-27 as their EShe-IP27, and copied a Kittani weapon as the EShe-KIP-22 , just to thumb their noses at the Minions. Currently the mainstream Tribal arsenals count at least five types of ion pistols being produced, though they are still regarded as at best second-class or close combat weapons.


*Plasma Pistols---Again, plasma weaponry was considered covered by the effective and powerful She-PLR25 Plasma Rifle for the Shemarrian rank and file, and the WarChiefs’ forearm plasma projectors effective enough in the pistol role. In general, though, only the Blood Riders have considered adapting the WarChiefs’ signature plasma weaponry to a zhyan-style gauntlet similar to the Puls-Gauntlet, and available to the rank and file Shemarrian warriors. Among the Blood Riders, though, plasma blades with a secondary plasma blast projection capability, based on Kittani technology, seem to fill the role of plasma pistols.

*Particle Beam Pistols---PBPistols are another weapon type that ARCHIE-3 saw no point in developing for his and Hagan’s proxy soldiers, as the more powerful She-PB20 Particle Beam Rifle was considered preferable to lower-powered pistols if such weaponry was needed.
As with many weapons types, the Shemarrian Civil War forced an interest in a more diversified arsenal as the rebels, out of necessity, snapped up whatever weapons they could lay their hands on. Copying and adapting the designs of others to their purposes became a common practice of the early EShemar arms industry, and notably mounted two NG -45LP Particle Pistols on a forearm gauntlet. This, however, was at best seen as a niche weapon post-SCW, and production and use have remained limited.
Post-SCW, particle beam pistols remain mainly the province of second-echelon militia, with weapons acquired from outside sources, or Tinkers’ prototypes. However, the Dark Waters are reportedly close to making a breaksthough on reverse-engineering the Mechanoids’ close-in particle beam blasters, with the goal of producing a pistol version and/or a zhyan-style vambrace mount. If this weapon catches on, it may change the Tribes’ perception of particle beam small arms and re-ignite interest in the type.


*Laser Rifles---Under ARCHIE-3’s original armaments scheme, laser rifles were regarded as second-tier alternative precison weapons, for situations when rail guns would be overkill. Under the EShemar arsenal diversification plans, laser rifles have gained a lot more respect, with more types entering service. The Silvermoons in particular, have taken a shine to laser weaponry, imitating Wilks in becoming laser system experts and expanding the arsenal to include laser blades, lances, and staffs.

*Ion Rifles---The same general disregard for ion pistols as serious weaponry also appears to have extended to heavier rifles. Though some see it as the lingering legacy of ARCHIE-3, who did not see fit to provide the original Shemarrian legions with heavier ion weaponry, the general consensus among the original Tribes seems to see ion weaponry as unnecessary and a poor use of resources better used in producing other more effective weapons types. Even though smaller ion pistols have become more commonly accepted and distributed, heavier personal ion weapons have failed to gain enough acceptance to warrant Tribal research and production; those EShemar who take up ion rifles acquire them from outside sources(the Steel Gaians in particular get their ion weaponry unaltered from their neighbors in Greater New England). Currently only Clan Gothec seems to seriously bother with ion weaponry, mainly trading in second-hand Triax weapons or their own kludged copies of the WR-17 Wilderness “Double” Rifle.

*Plasma Rifles---ARCHIE-3 DID give his Shemarrian frontwomen plasma rifles, and the EShemar gained a healthy respect for them, especially the more powerful versions ARCHIE-3 and Hagan equipped their inner guard forces with. After re-establishing the Shemarrian Nation, the EShemar approved continued manufacture of the Arch-26 Plasma Rifle as the EShe-PLR26 , and later expanded production of the EShe-NPR470/Br "Nidus" Plasma Rifle and EShe-NPR476 "Volcus" Plasma Cannon. The Blood Riders like plasma weaponry so much, they produce their own plasma rifle, the EShe-BrPR-03.

*Particle Beam Rifles----Shemarrians learned to appreciate the power of particle beam rifles with the original issuance of the She-PB20 Particle Beam Rifle, but the EShemar lacked the means to advance the technology with their own adhoc R&D efforts during the SCW. After the toppling of the Dark One, the reformed Shemarrian Nation eagerly copied the Arch-25 Particle Beam Cannon as the EShe-PB25, and the Wolf’s Path developed their own EShe-WpPB30 Particle Beam Rifle. Though more correctly classified as heavy weapons, the Dark Waters’ versions of the Mechanoid Exterminator Double-Barreled Particle Beam Cannon and the Orbital PBM-15 Rapid Acceleration Particle Beam Mini-Cannon could be considered to be rifles, though only in microgravity or zero-gee.

_________________
-------------
"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 Jan 29, 2019 5:02 pm
  

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Alloun----Clan Pantheron Planetary Enclave

“You will keep her safe for me?”
The cat-goddess brushed her fingers gently across the face of the figure laying motionless on the plinth. The same hand deftly tucked a stray lock of pink hair under the headdress of the sleeper, and straightened a fold in the medical webbing robes covering her. Bast’s eyes swept the chamber, noting with silent approval the ornamentation adorning it, the much more purposeful and functional devices concealed in the decoration, the massive cyberfeline guardians, and the leonine honor guard poised at the doors. Fitting guardians for the sleeper, given her physical nature. Yes, she would be well taken care of here, and protected for the ages.
“As agreed upon. We are in fact, honored to be of such service. In many ways, we regard her as one of our own. An honorary member of our tribe by her very nature. Yes, we will keep her safe, and she will sleep here in peace amongst our sacred treasures until the time has come for her to awaken once again and take her place in her greater destiny. ”
Bast followed her host out of the vault and through the annex of her small temple, nodding to the attendant priestesses of her following who maintained this outpost. Their small procession ascended to the surface, and the wane blue-tinted light that filtered through the overcast sky revealed through their exit passage.
Even for a goddess, the sudden chill snapping at her fur as she stepped out into the open was an eye-opening shock. She would normally say this world wasn’t the sort fit for cats, but apparently it was enough so that a faction of the Shemarrian species would model themselves after a dominant animal on this world. She wholly approved of the end result, if not the means; she was a creature of warmer climes.
Still, she thought, as she followed her hosts to the waiting warmth of another part of the temple complex and a promised repast of local cave-trout and imported cream, the place had its attractions, and for all its stark landscapes, it was very much -alive-.


Alloun is a world that was once much more hospitable, but some planetary catastrophe in its past has currently pitched the planet into a deep ice age. Its scant ecosystem is still borderline habitable, and the surviving species have adapted into hearty and opportunistic forms. What few non-Pantheron visitors there have been to the planet have sometimes wondered if it was the homeworld of another Fringe Tribe, the Aurora Warriors, instead. However, Clan Pantheron maintains that Alloun is -their- world.
Alloun is regarded by most of Clan Pantheron as a ‘spiritual homeworld’; it is said that events that transpired there helped make the Pantherons what they are today, though the exact nature of those events has never been revealed to outsiders. It has been suggested, however, that the original Horrorwoods refugees were saved from some dire fate by the local felinoid predators, and inspired to become Clan Pantheron. Clan lore(as related to outsiders) is mum on much of what went on on Alloun, but does tell of several centuries of struggle on the resource-poor world until they were able to scrape up enough metals to construct the means to reach other worlds(via spacecraft to Katai’s asteroid belts and dimensional gate to other realms). Alloun, however, was not wholly abandoned, only repurposed.
A few small communities of Pantherons still live on Alloun, the largest being a religious complex holding the tribe’s heritage relics and other important artifacts. The same complex is said to host a small pyramid and temple of the cat-goddess Bast, though neither the Pantherons nor Bast have ever publicly made much of this.

Solar System(Katai)
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 4
- Terrestrial(Alloun)
- Gas Giant(Klawyowl)----This gas giant’s four large moons are home to another 13 million Clan Pantherons engaged in mining and resource harvesting. It is also one of the clan’s naval facilities.
- Gas Giant(Mwrel)---Saturn-sized Mwrel possesses only a smattering of small moons of little consequence, so it has been largely ignored for development. The planet MAY possess exotic-biochemistry ‘floater’ lifeforms, however, that have intrigued the more scientifically-minded Pantherons who have recently launched several probes of Mwrel’s upper atmosphere.
-Asteroid/Planetisimal(Katameme)----Large asteroid notable for hosting a large FTL radio relay station

Planet(Alloun)
Type: Terrestrial
Diameter: 24,000 km
Gravity: 1.3 g
Temperature: Warm, but Mars-like
Unusual/Special Features:
-Odd Orbit--- Alloun’s orbit swings out every three hundred years out close to the system’s innermost asteroid belt. For a three year period, the climate is particularly cold and hostile. However, the ecology seems to have evolved to handle this ‘dark period’.
-Odd Rotation---Alloun’s rotation is slowed down during its swing-out period, the day effectively lengthening by as much as 15%, but speeds back up as the planet coasts back down towards its inner orbit.
-Craters---Alloun is pocked with large impact craters, possibly due to the 300-year cycle encounters with the system’s inner asteroid belt. These craters often form the basis of crater lakes, though the Pantherons also found them very good prospecting for certain metals deficient in Alloun’s crust.
Atmosphere: Thin, cold, and barely breathable
Terrain: Exotic; the planet is heavily glaciated, with large dry lake basins and craggy rocky highlands. Many canyons are roofed over with glaciers, concealing flowing rivers and hot spring oasis ‘islands’.
Notable Mineral Concentrations:
- Iron
- Chromium
- Cobalt
- Amethyst
- Calcite
- Talc
- Graphite
- Gypsum
Hydrosphere: Badlands, with open water found in the bottom of large dry basins, river canyons, and oasises, especially in the upper latitudes. Otherwise, water can be found in the form of frequent frosts or locked in the many glaciers dotting the planet’s highlands. Several very large underground lakes have also been discovered, host to a number of cave-adapted amphibians and fish species.
Biosphere: Scant, but hardy. It might even be called diverse, but with evidence that it was much richer in the past. The flora is dominated by various algae, lichens, mosses, and fungi, nestled amongst small oasis-forests of giant ‘stonebark ferns’ and ‘barb-bamboo’, while the fauna are dominated by varieties of small herbivores, and about a dozen species of larger grazers, and a half-dozen species of predators. The two apex land predators are a small lynx-like felinoid, and a larger leopard-like carnivore, though a larger tiger-like predator is also rumored to exist, albeit in far rarer numbers.
Civilization:
Postcolonial; at one time Alloun was heavily settled, but as the tribe acquired the means to settle more attractive worlds, the majority left. A ‘caretaker’ population still remains in residence.
Population:
Roughly 1 million Pantherons still reside on Alloun(at one time the population was nearly ten times that), spread out across the planet
Several sizable cities lay abandoned and partially buried under snow and ice, but have NOT been allowed to go to wreck; the Pantherons have just closed them up and mothballed them, and run regular checks of structural integrity, just in case they are ever needed again.
Technology:
Galactic. The surface settlements are all heavily shielded, and the planet’s near-space is seeded with defensive platforms. The Pantherons have also seeded Alloun’s surface with an ‘electrocology’ of ‘feral’ e-animals and warmounts that would detect and respond to any intruders.
Economy:
Was once Industrial, until the Pantherons could move to a more hospitable world. Currently could now be considered Service-oriented, acting as monastery, spiritual retreat, and clan treasury.
Wealth:
Can be considered Prosperous, as Clan Pantheron maintains the planet as a spiritual retreat and reliquary. Several sub-clans also maintain treasuries on the planet.
Government:
Shemarrian-Matriarchal. Local government can also be considered to be Theocratic, given that most of the permanent population are clan religious members.
Law Level:
Lawful, bordering on Authoritarian. There’s strict laws in place to protect and preserve the local ecology, and the residents, the equivalent of clan nuns, are hardly about to disturb the peace. The last real violation of the peace, in fact, was several decades back when a Temporal Raider stumbled across Alloun and thought to attempt to loot some of the temples....he was shredded by the alerted defenders of the planet. Since then, the Pantherons have stepped up their security against any more intrusions.
Popularity:
Fanatical; the heavily religious remaining colonists take their duties as caretakers of Alloun VERY seriously.
Stability:
Effectively Dynastic; the Kat-Priestesses have been in charge for over a century now, guarding the sacred sites of Clan Pantheron.

_________________
-------------
"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 Feb 01, 2019 11:48 pm
  

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Given the arctic blasts of late, I thought this would eb appropriate:

Glaciton Male Elite
(aka ‘Old Blue, ‘Bluedeth’, ‘Blitzhailer’, ‘IceJaeger’)

“They’re the ultimate cold warriors, forces of nature, sweeping in like a storm front, grinding away like a glacier, burying or blowing their opponents away.”

<< That’s the call-up! Enemy approaching the engagement zone! Time to mount up, partner ...What are you doing?”>>
“Stripping down for battle of course.”
<<I can see that, but why? We’re going into battle and you’ll need that armor->>
“This is going to be a big battle. THE Battle. Everything’s riding on the line here. We’re going to need to be synched the whole time. Don’t tell me we won’t. We’re going to have to hold it over the redline and that means I’m going to wanna stay cool. You’re going to have to frost me. Much easier to do so without all that survival gear on.”
<<But without your body armor you’ll be vulnerable if we take a hit, or you’re forced to eject!>>
“If we’re taking damage that can penetrate your hide, I’m not going to survive much longer even with armor on. And I’m certainly not going to eject in sight of the Infernals. You’ll just have to make sure we don’t get hit, partner. No pressure.”

“When a Glaciton falls back on its rump, legs stretched out in front of it, arm shields at its sides, and that rear coattail flips up, it’s not an accident; that’s hoversledding mode. Means they aim to get someplace -fast-. The only difference between a hovertank and a Glaciton at that point...well, there ISN’T any. They’re fast-moving giant armored slayers of machines, men, and monsters.”

“Aurora Warrior icezerkers will coldly cut you to pieces up close and personal, though there’s nothing personal about those blood-chillling smiles of theirs. Their mobile artillery on the other hand will take you to pieces from over the horizon, smash the ground out from under your feet, and bury you in rubble. Or they can whistle up a storm on top of you. “

Glacitons caused no end of confusion when they were first observed and linked to the Shemarrian Nation. At first believed to be a product of Clan Gothec tribesmen picking the battlefields of far northeastern Europe, then possibly a collaboration between Clan Gothec and the Aurora Warriors, it is now known that they are a wholly AW development, and any link to the Sovietski was likely promoted by the input of the Red Claws, a sub-tribe of the Aurora Warriors, eager for payback against their oppressors.
Glacitons are giant Male Elites that resemble the possible offspring of a Skullcrusher Necriant and a Blood Rider Vulcar. Glacitons are giant Preserver-scale humanoid androids, with broad shoulders wide enough to hang broad shields and two tank turrets on them almost like epaulets.
It was these turrets that caused initial confusion; it was thought they were New Sovietski SU-56 Shockwave tank turrets. That may originally have been the case, but the Aurora Warriors soon discovered that the original STG-45 cannon lacked the sort of oomph Shemarrians were used to with their own personal scava rail guns. Instead, the Aurora Warriors have substituted more powerful 100mm massdriver cannons acquired from other sources. As if that wasn’t enough, the AW mount powerful pulse lasers next to the massdrivers in the same turret. Each long arm sports triple-barrel ion blasters behind the wrists, and the Glaciton can shoot lasers from its eyes, adding to the destruction these giants can wreak.
Perhaps even more stunning is the fact that Glacitons can FLY after a fashion. Their massive bodies are generally slow and awkward, so to offset this, the androids have been fitted with multiple hoverjets(several swivel-mounted jets on the legs, more in the arm shields, and a coattail-like rear ‘fannypack’ of thrusters at the back of the lower torso), adding yet more weight, but giving them the ability to fly through ground effect over the icy tundra and frozen ocean that are their most common home terrain. Glacitons are thus effectively humanoid combat hover tanks, and many an opponent has been thrown off-guard by the rapid redeployment of these “artillery ‘bots” to new positions.
Glacitons generally act like fire support tanks, standing off at a distance and pounding opponents into scrap with ballistic fire. Thus, the ‘dishonorable’ mode of indirect artillery can be relegated to the Males, placating the more conservative Shemarrian warriors. This doesn’t change the fact that the Glaciton is easily as heavily armored and armed as two tanks and can (and will) engage in direct combat to defend his Tribe(and frankly the Aurora Warriors don’t care about ‘honorable combat’ or gender-appropriate combat roles anyway).

The Aurora Warriors also seem to have anticipated developments of the Horrorwoods in their ‘Conjoiner’ research, or perhaps inspired by the Arawa(EShemar who voluntarily Upload into a Warmount body rather than a new replacement humanoid one and become the personal mounts of distinguished individuals), have chest compartments that can serve as interface-cockpits. A Shemar or NeShemar can sit in this compartment and link with the Glaciton, adding their mindpower(much as they would with a Warmount) to the android’s fire control and sensory capabilities. Utilizing this system’s full potential, however, carries the risk of over-stimulation and overwhelming of the linked mind, so the link is sparingly pushed to its limits.

The Glaciton is frequently called ‘Bluedeth’ and ‘Old Blue’ because the androids’ many-faceted heavy armor frequently shimmers with a blue tint reminiscent of old dense ice.

Besides the Aurora Warriors, the Silvermoons also make use of the Glaciton template in limited numbers.

Type: Shemar Glaciton
Class: Robot Android
Crew: Advanced Neural Intelligence, Awakened
M.D.C. By Location:
Hands(2) 100 each
Arms(2) 350 each
Jet-Shields(2) 300 each
Shoulder Turrets(2) 200 each
100mm Massdriver Cannon(2) 150 each
Coaxial Heavy Lasers(2) 100 each
Smoke/Flare/Chaff Launchers(4) 25 each
Legs(2) 860 each
Hover Thrusters(4) 60 each
Torso Hover Tail 250
Head 450
Main Body 900
Chest Compartment 100
Height: 30 ft
Width: 21 ft
Length: 16 ft
Weight: 50 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 65, PP. 24,.
Cargo: Small 2 ft x2 ft x3 ft space behind the seat in the chest compartment.
Speed:
Running: 45 MPH
Jumping: Can make a standing leap of 10 ft up/across, but with a jet-assisted boost, can soar 100 ft across, and 60 ft up.
Flying: Limited; the hoverjets can carry the android 5-6 ft off the ground at speeds of up to 120 MPH. The Glaciton can also ascend up to 50 ft and hover for 1d4x10 seconds.
Underwater: Can survive underwater, down to 500 ft, but works best skimming above the water’s surface at 60 MPH.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 180 MDC before needing material stocks to convert to MD repair material.

*BattleLink----While EShemar can and do routinely link their minds to their Warmounts to take control of individual weapons systems or to enhance performance in battle, the practice is less common with fully sentient AI/Minds because the two consciousesses will, on some level, clash, leading to growing dissonance between the linked minds. The Aurora Warriors have been experimenting with advanced linkages with both AI to AI, and AI to organic minds. While the results have been dramatic, the systems still have many problems that need to be fixed before the practice can become more widely accepted.
With an AI(or transferred intelligence) Shemarrian in link with the Glaciton, the over-all efficiency of the gestalt is increased; +1 to Initiative, +1 to Dodge, +1 to Strike. This state can be maintained for 2d4x10 minutes before the consciousnesses of the two AIs lose ‘handshake’, and cannot re-link for another 12 hours. The AIs can attempt to accelerate this by ‘rebooting’ or consciously resetting their interface protocols, but this results in the linkers being temporarily disoriented(HALF APMs and all bonuses) for 1d8 melees.
With a biological mind linked in, the effect is much more pronounced and dynamic: +1 to Initiative and +1 to Dodge without a time limit, or can initiate an ‘overdrive mode’ of dramatically increased performance: +3 to Initiative, +3 to Perception, +3 to dodge, +3 to Strike and +2 APMs. This Overdrive Mode can be maintained for HALF the organic’s M.E. in melee rounds before the stimulation becomes too much, and the link begins to ‘redline’.
The downside is that the link imposes considerable strain on the biological’s brain; ‘brain fever’ or ‘redline fever’, a condition of high blood pressure and spiking heat levels that can quickly lead to delusional states, unconsciousness, and even coma. The Glaciton can attempt to mitigate the onset of this condition by pumping cold air through the interface helmet and the compartment in general, but sustained colder temperatures carry their own danger of hypothermic shock to the organic.
For every additional melee that the link is maintained over redline, the organic must roll versus coma/death or risk the effects of heatstroke. The early symptoms of this are an increasingly delusional state where they have problems distinguishing hallucination from reality. -50% to skill rolls and the organic will have trouble(30% chance) of being able to remember where they are and who their friends are, even while their brains continue to sustain the link bonuses.
If the organic loses three consecutive rolls they take 1d8 damage direct to their Hit Points, every subsequent failure to save will do an additional 1d6 HP, and any damage sustained to the Glaciton henceforth during this period will create a sympathetic shock that does 25% of its damage as virtual damage the Hit Points of the linked organic. At zero Hit Points, the organic linker lapses into a coma, and will require emergency medical attention.
The Glaciton can attempt to stave off the onset of the ‘redline fever’ and mitigate some of its effects by physically chilling their organic partner, adding +10% to their versus coma/death rolls. However, this is not without its own risk, as the chance of thermal shock crops up. Using the chiller systems extends the bonus period for as many additional melee rounds as the organic linker has P.E. points, after which they begin suffering from hypothermia; -50% to skill rolls, extremities start to go numb, and the link loses 1 APM, -1 to Perception, HALF the combined bonuses, and -(MINUS) 15% to Save Vs Coma rolls as the linker suffers the combined effects of redline fever and hypothermia, until they lapse into a coma.
Backing down from redline before it goes haywire means the interface connection is broken, and even the lower stimulation mode is lost for an hour as the organic partner deals with residual shock. They can attempt to reinitiate the link after making a successful roll under their M.E. -3, or after one hour’s rest. If the link is taken over redline into the damage zone, but broken before zero HP is reached, the organic will lose consciousness but recover normally, albeit with the mother of all headaches.
Longtime Glaciton ‘consorts’ often refer to this problem as the ‘fire and ice dilemma’, as it’s a choice between ‘burning up or freezing solid’. Needless to say, the system is used sparingly, and Glacitons using the link with an organic partner will typically consult a Med-Tinker about getting an auto-medical assist system fitted to their link chambers.


Weapons Systems:
1) Shoulder Turrets(2)---Each turret mounts a powerful 100mm massdriver and a heavy coaxial pulse laser.
a) 100mm Massdriver
Range:(Direct Fire APFSDSDU) 27,000 ft (5.4 miles)
(Indirect Fire) 67,500 ft( 13.7 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range.
Rate of Fire: Four per melee
Payload: 60 rds each turret

b) 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

2) Eye Lasers(2)---The Glaciton’s ‘cold glare of death’.
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)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Forearm Ion Blasters(2)---These are the Preservers’ chest-mounted ion cannon, relocated to the arms for greater play of fire.
Range: 3,000 ft
Damage: 3d6 MD per single shot, 9d6 MD for a three-shot burst
Can also fire in scattershot mode, doing 3d6 MD per barrel to a 20 ft wide area, but range is HALVED. 
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Extendable Finger Claws---Each large hand of the Glaciton can extend large vibro-claws(nicknamed ‘ice cutters’) from the fingers.
Range: Melee
Damage: 4d6 MD +P.S. Damage

5) Air Blast---Directed jet stream from the shoulder shield thrusters; small objects are blown away 20-120 ft, people must roll under their P.P. to avoid being knocked over and bowled away(lose initiative and one APM getting back up, and possibly 1d8 melees gathering up loose items). Range 120 ft, 25 ft wide area.

6) Smoke/Flare/Chaff Launchers(4)---The shoulder turrets mount two flare/chaff launchers each. Each consists of six tubes, each one holding a flare, chaff, or smoke grenade. Can also be fitted to fire regular rifle grenades, but without any bonuses to strike.
Range: 500 ft
Damage: (Smoke) None, covers a 10 ft radius
(Chemical Agents) Varies; typically tear gas or similar gaseous agents . 10 ft radius.
(Grenades) Varies; typically fragmentation doing 4d6 MD to a 12-foot radius or plasma rounds doing 1d4x10+10 to a 5-foot radius.
(Flare/Chaff) None
(Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total per turret.

7 ) (Optional) Hardpoints(2)---The Glaciton mounts two hardpoints, identical to those found on the Monstrex Warmounts, on its back, and compatible with the modular weapons of same. Glacitons typically use these hardpoints to carry missile launchers.

8 ) (Optional)Handheld Weapons----Glacitons can pick up such oversized handweapons as are available to giant robots. The Glacitons are particularly fond of pole arm and lance weapons that they can use while in hovercraft mode. They are also occasionally known to use oversized TW weapons such as TW Wind Bolt Cannon configured as robot-scale rifles.

Programming/Skills:
All standard Shemarrian skill programs, plus:
Pilot Hovercraft(for maneuvering purposes) 90%
Plus, Secondary skill advancement as standard for EShemar. 

Experience Table: Upon becoming a Glaciton, the EShemar uses the Dragon XP table to chart further advancement.

Psionics:
Standard psionics as for the Ecotroz Shemar. 

Actions/Attacks Per Melee: 7
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 3(+1 from the Ecotroz)
Dodge +5
Parry +9
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +5
Pull Punch +5
Disarm +2
Critical Strike on a Natural 18-20
Paired Weapons
Karate Kicks are NOT possible
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Tear/Pry with Hands 2d6 MD
Body Block/Tackle 4d6 MD
Stomp 2d6 MD
Kick 6d8 MD
Leap Kick (2 attacks) 2d6x10 MD
High Speed Ram(in excess of 50 MPH) 1d4x10 MD

Options:

*Laser-Reflective Armor---This is more common among the Silvermoon Glacitons. Lasers do HALF damage.

*Ice Camouflage----Glacitons can use their thrusters in internal heater mode to melt ice and spray the melt water over their bodies forming an outer concealing crust of ice and snow. Sometimes called ‘igloo mode’ , this is a good camouflage in the deep ice fields. It generally takes 3d6 minutes to completely shroud the giant android in a suitably thick covering that masks its thermal signature.

*Cold Spray---This expands on the Ice Camouflage by adding special tanks of liquid ‘quick-freeze’ that is a mixture of water, exothermal chemicals, and a polymer ‘glue’ that can be sprayed on a target to freeze, forming a thick, tough, icy crust. It can be used to form slippery causeways(for sliding heavy objects across) or can be used to encase targets in ice. The icy coating is hard to scrape off, melts three times as slowly as normal water ice, and leaves behind a gooey chemical residue.
Range: 100 ft
Damage:(Special)
Encasing a human’s limb, and has an AR of 10 and 60 SDC, and does 1d4 SDC per minute to exposed, unprotected flesh; encased hands are -25% to perform skills, -88% for BOTH hands, while if one foot is frozen, -10% to speed, prowl, climbing, and swimming. BOTH feet or one entire leg being encased, reduce the previous by 40%.
Encasing an entire person locks them in 100 lbs of ice with an AR of 8 and 60 SDC. Victims take 2d6 points of damage(MD only if they’re susceptible to cold) per melee if unprotected.
Encasing a target’s head causes the victim to be -2 to strike, parry, and dodge until the ice is removed.
Victims caught in the cold vapor must make a save versus non-lethal poison; on a fail, a limb(or limbs) go numb and unresponsive, incurring a reduction in bonuses appropriate to the affected part.
Does 1/3 damage through thick clothing and insulated armor.
Once SDC and HP is reduced to zero, the victim lapses into a hypothermic coma that lasts 1d4x10 minutes, after which treat as normal traumatic injury.
If heat is applied within the first 3d4 minutes after exposure, the victim can be safely revived with minimal damage. Otherwise, special equipment(such as a well-equipped emergency room or suspended animation lab) will be needed.
Rate of Fire: ECHH
Payload: 100 application tank. A single application covers 10 square feet

*PPE Generators/TW Enhancements----The Wayfinders, who frequently trade with the Aurora Warriors, have provided the AWs with PPE generator power stones and the means to outfit the Glacitons with spell-projection systems
PPE Generators: 300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus

-(Spell)Starburst---120 ft range, +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.
-(Spell) North Wind----200 ft radius, 24 minute duration. 4 PPE per activation
-(Spell) Ice----200 ft range, 20 minute duration. 8 PPE per activation
-(Spell) Snow Storm---120 ft area, 200 ft range, 8 minute duration. 25 PPE per activation
-(Spell)Impervious to Energy----- 5 minutes per 20 PPE.
-(Spell)Protective Energy Field-----50 MDC per 10 PPE, 10 minutes per 10 PPE.
-(Spell)Ten Foot Ball of Ice ---120 ft range or can be thrown, 2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC. 4 minutes’ duration, 25 PPE per activation
-(Spell)Summon Storm---10 mile range, 10 hour duration. 50 PPE per activation
-(Spell) Wall of Ice--- 120 ft range, 32 ft area, 160 MDC, 16 minutes’ duration, 10 PPE per activation
-(Spell) Wall of Wind--- 200 ft range, 20 minutes’ duration, 20 PPE per activation

_________________
-------------
"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 Feb 02, 2019 4:43 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
Given the arctic blasts of late, I thought this would eb appropriate:

Glaciton Male Elite
(aka ‘Old Blue, ‘Bluedeth’, ‘Blitzhailer’, ‘IceJaeger’)


Nice new addition. I'm working on an Aurora Warrior warmount actually.. And a Clan Shelley weapon. And that other idea elite idea I talked to you about awhile back..
What number are we up to for warmounts and e-nimals?


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Unread postPosted: Sat Feb 02, 2019 9:31 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
Given the arctic blasts of late, I thought this would eb appropriate:

Glaciton Male Elite
(aka ‘Old Blue, ‘Bluedeth’, ‘Blitzhailer’, ‘IceJaeger’)


Nice new addition. I'm working on an Aurora Warrior warmount actually.. And a Clan Shelley weapon. And that other idea elite idea I talked to you about awhile back..
What number are we up to for warmounts and e-nimals?


K-143's the next available number for Warmounts, and KRP-44 for e-animals.
I had to break up my original Shemarrian file into separate Tribal files, because it was taking too much time scrolling up and down to see what systems and skills I;d built into previous posts and what I could copypasta to newer ones. Now I spend marginally less time scrolling up and down the list of Shemarrian Tribal file... :P

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

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


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Unread postPosted: Sat Feb 02, 2019 11:28 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
taalismn wrote:
Given the arctic blasts of late, I thought this would eb appropriate:

Glaciton Male Elite
(aka ‘Old Blue, ‘Bluedeth’, ‘Blitzhailer’, ‘IceJaeger’)


Nice new addition. I'm working on an Aurora Warrior warmount actually.. And a Clan Shelley weapon. And that other idea elite idea I talked to you about awhile back..
What number are we up to for warmounts and e-nimals?


K-143's the next available number for Warmounts, and KRP-44 for e-animals.
I had to break up my original Shemarrian file into separate Tribal files, because it was taking too much time scrolling up and down to see what systems and skills I;d built into previous posts and what I could copypasta to newer ones. Now I spend marginally less time scrolling up and down the list of Shemarrian Tribal file... :P


I use OneNote.. single file with 'Section Groups' set up for each tribe or major section like Advanced Culture Notes, BlackSteel and ARCHIE forces, and a Section for Elites, Equipment, Warmounts, etc, and each section has a page for each entry.
It's basically creating a notebook and just inserting digital pages where I need, and easily searchable.
Might be something you want to look into.


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Unread postPosted: Sun Feb 03, 2019 12:20 am
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[
I use OneNote.. single file with 'Section Groups' set up for each tribe or major section like Advanced Culture Notes, BlackSteel and ARCHIE forces, and a Section for Elites, Equipment, Warmounts, etc, and each section has a page for each entry.
It's basically creating a notebook and just inserting digital pages where I need, and easily searchable.
Might be something you want to look into.



Sorry, I have a bias against OneNote; it's a hassle when library patrons try to print from it and it fails to talk to our OPAC printers. Same thing with Google Chrome.....It just HATES talking to our printers, so I have to go through all manner of contortions to get it to work and give them their printouts. Gets bad enough that most of the time my backup plan is to save their files to a flash drive and print the stuff off a staff printer. :frust:

_________________
-------------
"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 Feb 03, 2019 9:41 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
[
I use OneNote.. single file with 'Section Groups' set up for each tribe or major section like Advanced Culture Notes, BlackSteel and ARCHIE forces, and a Section for Elites, Equipment, Warmounts, etc, and each section has a page for each entry.
It's basically creating a notebook and just inserting digital pages where I need, and easily searchable.
Might be something you want to look into.



Sorry, I have a bias against OneNote; it's a hassle when library patrons try to print from it and it fails to talk to our OPAC printers. Same thing with Google Chrome.....It just HATES talking to our printers, so I have to go through all manner of contortions to get it to work and give them their printouts. Gets bad enough that most of the time my backup plan is to save their files to a flash drive and print the stuff off a staff printer. :frust:


That's really weird.. maybe an issue with program versions & drivers (could be the OPAC printers are too old?). There might be an alternate program that is similar.. like how there's OpenOffice to replace Microsoft Office suite..
I just like how OneNote is set up like a note book, makes organizing all my RPG stuff so much easier, especially visually.


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Unread postPosted: Sun Feb 03, 2019 12:50 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
New Clan Shelley weapon..

Electro-Plasmic Morphic Staff aka Tesla Staff

"You have a regrettably large head, I would very much like to crack it open like a piñata for science!"
Clan Shelley member wielding a Tesla staff upon meeting a Power Lord.

The Tesla Staff is a large 8-foot heavy pole with what looks like a plasma globe mounted on the top, with several tubes leading from the base of the globe to a point farther down the pole. The bottom two feet is thicker and designed to split open and morph into several different shapes from a heavy axe blade, sledge-like hammer, armour piercing spike or a scythe blade. The plasma globe, with its swirling streams of light within, is actually a multi-mode ion projector, able to stun most living beings, and even disrupt mechanics, or release an armour piercing blast, using technology Clan Shelley acquired in a tech trade with the Steel Gaians that got it from their neighbours.

M.D.C. of the Weapon: 100
Weight: 30 lbs
Range: Ion Beam Mode 100 ft
SDC Beam 200 ft
Ion Bolt Mode 300 ft
Lightning Zapper Mode 50 ft
Shock-Zap Mode 1-3 ft
Multi-Weapon Melee 6 ft
Damage: Ion Beam Mode - 4d6+2 MD per single shot
SDC Beam - 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices (like Armor-dissolving nanites or RMK/IRMSS systems).
Ion Bolt Mode - 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
Lightning Zapper Mode - Does stun damage similar to SDC beam through metal armor and light power armor. On an unmodified roll of 18-20, it causes unshielded BIONICS and
robots to spasm for 1d4 melees (Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage (no physical damage) to a 10 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.
Shock-Zap Mode - Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings.
Cumulative effects same as for Electro-Stunner (see pg 50 of Coalition: Lone Star).
Multi-Weapon - Scythe deals 3d6 MD per slash; hammer deals 4d6 MD per strike, on an unmodified roll of 20 deals triple damage, half is electrical as releases a blast of energy; spike deals 2d6 MD per stab, on an unmodified roll of 18-20 deals double damage. If left in inactive mode, deals 4d6 SDC on a strike.
Rate of Fire: (Ion Beam Mode) Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee (takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Multi-Weapon
Payload: 25 plasma blasts. One charge provides enough power to energize the fire smasher with plasma fire for one melee round. In the hands of a Shemarrian, the fire smasher can draw power through their hands, recharging the weapon and providing near unlimited payload. The fire smasher can also accept a Shemmarian standard e-clip for NeShemar use.
Special Bonuses: While linked to a Shemarrian AI gains +1 to ranged attacks with the ion beam.
Multi-Weapon: Takes 1 action to shift the weapon between spike, hammer, scythe or inactive.


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Unread postPosted: Sun Feb 03, 2019 8:58 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
Tesla Staff. 8)
"She blinded me with SCIENCE!"

_________________
-------------
"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 Feb 04, 2019 12:20 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
Some repurposed canon stuff to fill out the EShemar weapons locker:

EShemar EShe-DwPB25 ‘Krakler’ Heavy Particle Beam Rifle

“That sounds you hear are heavy nuclear particles rapidly ablating your ship’s skin. Care to surrender now?”

Based on the Mechanoid Exterminator Double-Barreled Particle Beam Cannon, the DarkWaters focused on a lightened, single-barrel weapon that could deliver the same impressive range and heavy damage. Even at a little less than half the weight of its ancestor, the EShe-DwPB25 is still a very hefty weapon, and only the larger and stronger(or zero-gee troopers in micro-gravity) EShemar can proficiently wield it. The main draw of the weapon is its excellent range for a particle beam cannon, but the weapon is facing stiff competition in the favor of Dark Waters marines from the EShe-DwPB26 ‘Starstab’, a copy of the shorter-ranged but more-damaging PBM-15 Rapid Acceleration Particle Beam Mini-Cannon deployed on the USA-G15 GB-Mark V Orbital Glitterboy. The Krakler and Starstab have both been increasingly superceded in general use by the lighter(50 lbs) EShe-WpPB30 Particle Beam Rifle with the Dark Waters.
Weight: 450 lbs
MDC: 100
Range: 4,000 ft in atmosphere, double in space
(Kitsune values: 4,000 ft in atmosphere, 400,000 ft in space)
Damage: 1d4x 10 MD single blast
On a Natural 19-20, a particle beam strike does DOUBLE damage.
Rate of Fire: ECHH
Payload: Unlimited linked to nuclear power source. Can be powered by conventional e-clips, but the power draw is very high; a standard e-clip is only good for four shots.
Note: The cannon CANNOT be fitted with a bayonet or other barrel attachment.

EShe-DwPB26(aka ‘Starstab’) , the EShe-DwPB25’s competition.
Weight: 300 lbs
MDC: 100
Range: 3,000 ft in atmosphere, double in space
(Kitsune values: 3,000 ft in atmosphere, 300,000 ft in space)
Damage:1d6x 10 MD single blast
On a Natural 19-20, a particle beam strike does DOUBLE damage.
Rate of Fire: ECHH
Payload: Unlimited linked to nuclear power source. Can be powered by conventional e-clips, but the power draw is very high; a standard e-clip is only good for 15 shots.
Note: The cannon CANNOT be fitted with a bayonet or other barrel attachment.

She-CimHPBR03 Heavy Particle Beam Rifle
(aka ‘Cimtar’)
“Don’t worry, honey; nobody’s going to hurt you. Not anymore. Especially since we’re all carrying our little nuclear organ pipes here. Anything trying to get at you’s going to be vaporized like a fly in a fusion torch.”

This weapon is only a ‘rifle’ by the standards of Clan Immensis, Necriants, and Jotan. To anybody else, it’s a heavy ‘F###me!’ CANNON. Hardly surprising, because it’s based on the main weapon of the AbMechanoid Exterminator, a triple-barrel particle beam cannon.
The reverse-engineering and modification of this piece of directed destruction has been laid at the door of the Clan Immensis weapons engineer Garia Killtan.
The She-CimHPBR03 is heavy, cumbersome, and requires two hands(or shoulder-borne) to hold steady. It also eats power at a prodigious rate. It is also long ranged for a particle beam weapon, and very damaging. It’s caught on infamously with Clan Immensis, who use it as a personal long arm. Other Tribes have begun using it as well, though typically as a vehicle- or Warmount-mounted weapon.
Unlike other particle beam weapons, the She-CimHPBR03 DOES have provision to mount a bayonet or axe blade in a specially located and insulated socket under the heavily reinforced triple-barrel cluster.

Weight: 320 lbs.
MDC: 120
Range: 4,000 ft, double in space
(Kitsune values: 4,000 ft in atmosphere, 400,000 ft in space)
Damage:1d4x10 MD per blast, 3d4x10 MD per triple blast
Rate of Fire: ECHH
Payload: Effectively unlimited attached to a vehicle, warmount, or Immensis-frame nuclear powerplant, and has a back-up e-clip receiver(6 shots per long e-clip). Limited to 3 shots per melee if linked to a regular Shemarrian chassis powerplant
Special Features:
*Axe/Bayonet Mounting.

_________________
-------------
"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 Feb 06, 2019 9:30 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
Hawkmoon ‘Gunhawk’ WingPack
(aka “Two-Gun Dove”)

“You going into combat, girlfriend, you better be wearing more than that wingpack and g-string. Even if you don’t get hit, you’re going to be cold up there.”
“I’m wearing a full conversion cyborg body. I think that will be enough.”
“You’re not wearing a cyborg body, you ARE the cyborg body, and even cyborg senses feel cold, especially a full tactile cover like your faux-skin.”
“The skin sensors are part of my fine control. I NEED to FEEL the air currents to dogfight as best I can. So I can’t layer up and I can’t tone down the sensitivity gain.”
“Okay, then, but don’t complain to me if you ice up.”


The ‘Gunhawk’ is a jet pack/Upgrade consisting of a set of metal-pinioned wings, a contra-gravity pack, and two long-barrel energy rifles. Each wing also has six large pinion ‘feathers’ that are really modular racks for accessory systems/weapons. The unit sports such a weight of firepower for its relatively light size, that it has earned a reputation for being a gunship-in-miniature, hence the ‘gunhawk’ name.
The actuated and articulated wings can operate separately of the operator’s arms, and controled by nueral link, or the wearer can plug their arms into the wings’ ‘sleeves’ and move them directly like an piece of apparel.
The Gunhawk is available as an accessory flight pack for non-winged tribesmembers, or as a wing Upgrade for winged castes such as Warchiefs, Harpies, and Sirins.
Besides the Hawkmoons, the Silvermoons also use the Gunhawk(though they sometimes call it the ‘LanceWing’), having acquired permission to produce it in return for providing the upgraded wing lasers. The Aurora Warriors and Wayfinders are also reportedly interested in the design.

Weight: 280 lbs
Size: 18 ft wingspan
MDC:
Power/Grav Pack 120
Wings(2) 100 each
Long-Barrel Energy Rifles(2) each
Speed:(Flying) Hover to 360 MPH, no altitude limit
Bonus: +1 dodge, +2 in space
Powerplant: Nuclear power cell w/ 5 year energy life
Systems of Note:
*Mini-Radar----10 mile range

*EM Detector---Detects radar and laser targeting.

*Laser Targeting---The LB Energy Rifles sport laser targeting systems, giving them a +1 to strike.

*Fire Synchronization System----The Gunhawk’s wearer can aim each long gun separately(the wing actuators carrying the weight of the guns) or they can be fired in synchronization at the same target(counts as one attack).

Weapons Systems:
1) Long-Barrel Energy Rifles(2)---Running along the leading edge/top of each wing, and acting as a stiffener, is a long-barrel energy projector. Lasers. especially those of Silvermoon manufacture, are favored, but other types are available.
a) Laser---The favored weapon of the Gunhawk; a Silvermoon-enhanced light laser cannon
Range: 6,500 ft
Damage: 4d4 MD per shot, 7d6 MD three-shot burst
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Ion Projector---A long-barreled multimode ‘lightning gun’.
Range: 4,500 ft
Damage: 4d6 MD per shot,
1d4x10 MD double pulse shot,
1d6x10 MD triple pulse shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively unlimited

c) Particle Beam---Extended range PBC.
Range: 4,000 ft
Damage: Two fire modes; 6d6 MD low power and 1d4x10 MD high power mode
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Plasma Launcher---Long range for a plasma weapon, but low-powered. Fires plasma ‘grenades’ that burst with an area of effect.
Range: 4,000 ft
Damage: 4d6 MD to 10 ft blast radius
Rate of Fire: ECHH
Payload: Effectively unlimited

e) E-Bolt Launcher---Fires invisible bolts of electromagnetic force, or shorter-ranged vortices
Range: (EM Bolt) 4,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knockdown(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: EM bolts are -6 to dodge.

f) Force Bolt----Fires a ‘knot’ of gravitonic force.
Range: 3,000 ft
Damage: 6D6 MD
Plus 80% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees). Chance of successful knockdown drops to 65% if the Force Shield is active.
Rate of Fire: ECHH
Payload: Effectively unlimited

g) G-Rifle---Gravitonic Projectile Rifle. Makes use of gravitonic baffling to remove recoil. Not a common fitout because of the dependence on ammunition.
Range: 4,000 ft
Damage: 2d4x10 MD per 10-rd burst
Rate of Fire: ECHH
Payload: 100 shot drum

2) Modular Mini-Pods(6, 3 each wing)---Each wing has four large hollow vanes. Each can hold ONE of the following:
a) Mini-Missiles---3 per pod
b) Flit-Striker---2 per pod

c) Flare/Chaff Launcher---Standard antimissile countermeasure dispenser
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: 3 per launcher

d) Mini-Laser---These are the same lasers and mini-turrets as on the Flying Titan power armor
Range: 4,000 ft
Damage: 2d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Light Machine Gun
Range: 2,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(High Explosive) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: ECHH
Payload: 300 rd drum

f) Razor-Frizzer----C ut-down copy of an imported Russian design). The EShemar like to use shuriken discs that give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 1,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: ECHH
Payload: 20 shots per launcher

g) Smoke Screen Dispenser---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 40 ft area and anyone caught in the cloud of thick, obscuring smoke is -5 on all combat rolls. Has enough smoke-matrix for 6 clouds.

h) Bombs----Each pannier can hold a small bomb, effectively an adapted 80mm mortar shell. Can be dropped ‘dumb’, or can be fitted with a smart bomb guidance package(also adapted from ‘smart shells’).
Range:(Effective Drop Altitude) 4,000 ft
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Payload: 1 per hardpoint
Bonus: Bonuses: (Smart guidance)+3 to strike

i) Insectoid Dispenser----Can hold several dozen(36) robotic insectoids, such as the EcoS-D62cv Carapace Beetle MicroRobot, Eshe-R63Cvp Fiery Wing MicroRobot, or Eshe-R241Cvp Sanitateo MicroRobot, or 50-100 smaller nicro-robots, like Silvamite bugs.

3) Wingblades(2)---These typically take the form of a switchblade-style ‘thumb’ at the leading edge of the wings.
Range: Melee
Damage: 2d4 MD

Options:
*Expanding Wings---Feathers fan out when on the ground/stationary, to produce a more covering ‘wing shelter’. Attacks on the wearer/pilot are -3 to strike, even on a called shot, behind the cover of these shields.

*Laser-Reflective Chroming----Virtually standard with the Silvermoons; lasers do HALF damage.

*Drone Call---Popular with those who want the advantages of wings, but not the encumbrance; this feature allows the assigned user/owner to summon the wingpack via coded radio transmission. The wingpack can fly and navigate its way to link up with the summoner. The wingpack has a +2 to autododge attacks while flying on its own, but CANNOT attack on its own without the direct orders of its operator, and even then, it has no bonus to strike.

Hawkmoon ‘Daggerhawk’ WingPack
(aka ‘SparkWing’, ‘Fireflit’)

“Last thing you were expecting was to be attacked inside your office tower by one of those angels of annihilation? Yeah, those girls look like angels, fly like barnswallows, and strike like eagles. In, out, and if you’re lucky, you’ll be one of the witnesses able to look in awe at the flying prowess you just saw. If you’re UNlucky, you’re the rodent that just got ripped by death from the sky.”

A smaller, lighter wingpack with a shorter wingspan and less integral armaments. It’s meant more for close-quarters flying and aerial infiltration of built-up areas like cities and dense forest. The pack unit features a tail unit and much more flexible wings, allowing for better control in close maneuvering. Like the Gunhawk, the DaggerHawk’s wings can operate separately, leaving the wearer’s arms free, or the pilot can wear and move the wings like sleeves.
Like the GunHawk, the DaggerHawk is available both as an accessory unit and as a wing Upgrade. It is popular with Hawkmoon Berserkers, Yurei operatives, and Sirin NeShemar. The Blood Riders have also expressed an interest in acquiring the DaggerHawk.

Weight: 90 lbs
Size: 10 ft wingspan
MDC:
Power/Grav Pack 90
Wings(2) 75 each
Wing Light Weapon Stations(2) 50 each
Tail Unit 65
Speed:(Flying) Hover to 300 MPH, no altitude limit
Bonus: +3 dodge, +6 in space
Powerplant: Nuclear power cell w/ 5 year energy life
Systems of Note:
*Mini-Radar----5 mile range

*EM Detector---Detects radar and laser targeting.

*Laser Targeting---The weapon hardpoints sport laser targeting systems, giving them a +1 to strike.

Weapons Systems:
1)Wing Light Weapon Stations(2)----The DaggerHawk has a pair of semi-recessed hardpoints at the wing ‘thumb’ positions.
a) Light Machine Gun
Range: 1,000 ft
Damage:(SDC) 1d6x10 SDC per 10 rd burst
(MD) 1 MD single rd, 2d4 MD per 10 rd burst
(High Explosive) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
Rate of Fire: ECHH
Payload: 200 rd drum

b)Fletchette Gun----Electromagnetic rail gun firing small darts. Speed can be regulated allowing for use of drug-carrier darts or armor-piercing penetrators.
Range: (Dart Mode) 300 ft
(Fletchette Mode)1,200 ft
Damage: (Dart Mode)1 SD/MD penetration depending on the target, plus possible attendant drug/chemical effects.
(Fletchette Mode) 1d4 MD per round
(Optional) ---Incendiary---These are rounds made with a coating of a crystalline chemical that rapidly begins combusting once fired, producing a shower of napalm-like flakes that stick and burn. ---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: Bursts of 1-6 shots, ECHH
Payload: 150 rd drum

c) Ion Blaster
Range: 1,650 ft
Damage: 3d6 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.
Rate of Fire: ECHH
Payload: Effectively unlimited

d)Plasma Blaster---Actually a variable-mode plasma projector; the plasma lance is particularly fearsome in operation, as it produces an six-meter scythe of destructive energy the DaggerHawk can use to sideswipe targets.
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage: (Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Particle Beam Blaster
Range: 1,200 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

f) Mini-Laser---This is the same laser and mini-turret as on the Flying Titan power armor
Range: 4,000 ft
Damage: 2d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

2) Shock Field----Various vanes in the wings produce an electrostatic field that helps control airflow and increase maneuverability. They can also produce an powerful contact shock for knocking out targets in melee range.
Range: Melee
Damage: Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Wingblades(2)---These are jagged blades along the trailing edge of the wings.
Range: Melee
Damage: 2d6 MD

Options:
*Drone Call---Popular with those who want the advantages of wings, but not the encumbrance; this feature allows the assigned user/owner to summon the wingpack via coded radio transmission. The wingpack can fly and navigate its way to link up with the summoner. The wingpack has a +2 to autododge attacks while flying on its own, but CANNOT attack on its own without the direct orders of its operator, and even then, it has no bonus to strike.

Variants:
The Hawkmoons are working on a Daggerhawk drone variant that can configure into a raptor/avyet-like avian form with similar drone A.I. and semiautonomous behavior. Development of this variant is reportedly being driven by request of the Hawkmoons’ Yurei covert operations caste.

_________________
-------------
"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 Feb 08, 2019 10:21 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
Zarath Air-Sea Vehicles
“The Dark Waters are -serious- about outfitting their Zarath sgen adjutants; most sgen get a few specialty weapons as gifts, or hand-me-downs that their Shemarrian matras have previously captured or salvaged. The Dark Waters went and apportioned a good chunk of their production resources to designing ships for the Zarath. Mind you, admittedly the Zarath-craft aren’t as advanced or high performance as what the Tribes use for themselves, but they’re still far above what most of the peoples on Rifts Earth are using, and what a lot of the cultures in places like the Three Galaxies have. The Zarath are still getting some serious hardware. Guess the Dark Waters don’t want their sgen feeling like they’re getting the short end of the stick and maybe striking out on their own for something better, or maybe they want to make sure that if their entire Tribe-cluster goes to war, everybody in it’s going to be able to contribute to the line of battle.”

((“-Looks like those damn islanders are having another beachside sacrifice to their water-god. Much as I’d love to go up there and put the fear of the Goddess into them, we can’t be seen in these parts. Zorem, can you take a few of your people up there and fetch that girl? And mess up that bunch of monster worshippers? You can take the cars.”))

Rather than provide Warmounts for the Zarath, the Dark Waters have gone so far as to design and construct special vehicles for them. These vehicles, dual air-water craft, bear a striking resemblance to certain pre-Rifts underwater habitats(those scholars who DO note the similarity, believe the vehicles to have been inspired by Zarath discovery and salvage of Golden Age underwater habitats).
Occasionally the Dark Waters may use these vehicles themselves, especially if they wish to move about, but without using means associated with the Shemarrians.

Zarath AquaSaucer
(aka ‘Zasser’)

“Don’t be ridiculous, there’s no such thing as flying saucers kidnapping people off boa(#FREEEEEEMMMMM#SLAPBUNDLEWRAP*YANK*)mpft----!”

This small scoutship looks like a scaled up and alien version of an oceanic mini-submarine, with a saucer-shaped body, two large glowing portholes, and several extendable tentacles and tool armatures. The AquaSaucer is a fast, stealthy air and sea vessel(some say it is also capable of space travel) used for reconnaissance. It is also very agile, and can hover, drop, levitate, sidestep, and roll with apparent ease, offsetting its relatively slow speed(it’s not much faster than jet-copters in the air) compared to the New Navy and Coalition States’ jet fighters. It’s also used in underwater salvage and recovery operations, as well as an escort for the Zaraths’ larger transports, and a security patroller for their work sites.

Type: ZHC-01 AquaSaucer
Class: Air/Sea Hovercraft
Crew: Can hold two Zarath and 1-3 human-sized passengers
MDC/Armor by Location:
Main Body 300
Eye Ports(2) 60 each
Tentacles(4) 45 each
Manipulator Arms(2) 50 each
Forcefield 180
Height: 19 ft
Width: 30 ft in diameter
Length: 30 ft in diameter
Weight: 35 tons
Cargo: 1. 3 tons
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed: (Flying) Hover to 560 MPH, maximum altitude of 18,000 ft.
(Underwater) 60 MPH, maximum depth of 5 miles.
Bonus: +5 to Dodge/Roll
Market Cost: EXCLUSIVE to the Zarath/Shemarrian Nation
Systems of Note:
Standard aircraft and submarine systems, plus:
*Sonar----25 mile range. Can track 50 targets simultaneously.
*Radar----100 mile range. Can track 50 targets simultaneously
*‘StasRac’ Magfield Pressure Resistance Generator---- The AquaSaucer has the same pressure-resistant forcefield as the Zarath do. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD on the small Aqua Saucer (2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.

*Stealth----Composite construction, and muffled internals minimize sensor returns; -65% chance of detection by sonar or radar at ranges over 3,000 ft, drops to -30% at ranges over 500 ft, and -15% under 500 ft.

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

*Molecular Adhesion Pads---The tentacles of the AquaSaucer are covered with molecular adhesion pads.

Weapons Systems:
1) Blue-Green Lasers(2)----Mounted in the rims of the observation ports are two powerful blue-green frequency laser cannons.
Range: 4,000 ft in air and underwater
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)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) ‘Lightning Gun’---Really an ion projector cannon modeled after Triax’s TX-275 ‘Lightning’ Arc Charge Blaster, only with superior range.
Range: 5,000 ft, 1,000 ft underwater
Damage: 6d6 MD
01-15: No additional 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: EPCHH
Payload: Effectively Unlimited

3) Tentacles(4)---Each of these extremely flexible tendrils can reach out 30 ft. Equivalent to Robotic P.S. of 30.
Entangle+3
Tentacle Restrained Slap 2d6 SDC
Tentacle Punch 2d6 MD
Crush/Squeeze 2d4 MD

4) Manipulator Arms(2)---Jointed claw-arms with a reach of 10 ft . Equivalent to Robotic P.S. of 30.
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Claw Tear/Pry 2d4 MD


Options/Upgrades:
*Suction Trunk---An extendable wide-diameter suction hose, adapted from the EcoS-K-40 Cyclopede Warmount. Can is typically used for clearing silt from underwater wrecks and work sites, but, equipped with the proper filters and packaging mechanisms, can be used to sift for various objects, separate and wrap them for storage. Can also be used for ‘knap and wrap’ abduction actions, sucking up humanoids from the ground or water and wrap-restraining them aboard the saucer.
MDC of Trunk: 100
Range: (Melee) Trunk is 15 ft long
(Suction) 30 ft
(Repulsion) 300 ft
Damage:(Melee) Can swat for 1d4 MD
(Suction) Pulls with an arbitrary P.S. of 40. Acts similar to a Wind Burst, only in reverse. Within 30 ft range, characters must make a roll of 18-20 or lose balance and begin being pulled in. Similarly, loose items held in hands will be pulled off and even loose clothing can be sucked off a person.
(Repulsion) Acts similar to a Wind Burst, at ranges of 200 ft or less,
humanoid-sized beings(7 ft or smaller) will have an 88% chance of being knocked over and pushed 1d6x10 ft by the air blast, as well as a 65% chance of being stunned or knocked out.
Creatures and 'bots weighing over a ton, or standing 8-20 ft, will only have a 40% chance of being knocked over, and only a 15% chance of being stunned.
Creatures and ''bots taller than 21 ft, will be unaffected.
If liquid is being pumped, add +10% to the chance of being knocked over, due to the greater imparted force of the fluid.
(Optional) *Trunk Sensor Head---The end of the trunk sports a sensor ring and fringe of tendrils that act as touch-sensors and motion-detectors, roughly equivalent to a cybernetic multimedia Sensor Hand implant, while the optics band carries basic and low-light optics. The trunk head is ideal for rooting round in murky water, dark rooms, and tight spaces for anything hiding within.
(Optional) Wrapper---- A special device in the hose-way sprays a quick-setting megadamage polymer that can form incredibly tough fibers. The fibers can also be spun into cocoon-wrappings, to construct cargo nets, restraint bags, and water hoses. Besides packaging up sucked up objects/beings, the system can also be used to create waterseals and balloon lift sacks(that can be pumped full of air to lift items to the surface), or fill structures full of lift-foam.
Range: 5 ft
Damage: None. A single 1-inch strand of the synthetic spider-web can hold up to 3 tons and has 1 MDC per 10 ft length; more if braided.
Used to cocoon-spray a target, the cannon can spray up to 50 MDC in one attack, so if the crew uses six attacks on wrapping a single target, it can create a web shell with 300 MDC, generate a 3,000 ft line in a single melee, or create 200 ft of six-inch hose in one melee.
Rate of Fire: ECHH
Payload: The saucer’s ready-reserve has 1,000 MDC worth of polymer matrix ready to go.

*EM Vortex----The saucer can be fitted with an outer ring that generates an intense electromagnetic field that interferes with unshielded electronics, and causes loose metal objects to levitate and fly about. Great for those ‘close encounters’.
Range: 100 ft diameter
Damage: Metal objects up to 50 lbs in weight will be picked up and swept up in the field, doing 3d6 SDC to anything they strike.
Deflects metal projectiles, such as mortar shells, grenades, metal-headed arrows, bullets, shrapnel, and rail gun rounds. Missiles and rockets will be -2 to strike. Ion, Neutron, Particle Beam and Plasma weapons do HALF damage.
Unshielded computer hard drives and magnetic media will be wiped by the intense EM field, compasses will run wild, and unshielded electrical systems will be disrupted; 40% chance or being permanently shorted out.
Organic beings caught in the field must save vs. coma or be shocked unconscious for 1D6 minutes, while making the save, they will still be disoriented by the crackling discharge; -2 to all hand to hand bonuses for 1d6 melees.
Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire: Continuous
Payload: Effectively unlimited
Note: The saucer itself is shielded from the field, and is effectively in ‘the eye of the storm’ as it were.
The downside is that the intense EM field will light up EM detectors and sensors like a christmas tree.

*Waterspout Attack---By hovering over water and revving its thrusters, the Aqua Saucer can generate a short-lived waterspout. The waterspout has no bonuses to strike, but it can suck up and toss around small objects in its path, and drop blinding amounts of water on targets.
Range: The saucer needs to dip 50 ft or lower to the water surface, then can form a 260 ft high waterspout, 50 ft in diameter.
Damage: 50% chance of tipping over small boats(zodiac rafts, rowboats, small sailboats, speedboats), 30% chance of capsizing medium-sized craft(commercial fishing trawlers, small passenger ferries), 10% of tipping over larger craft. Hitting a vessel or structure will lash it with high winds and water; small objects will be tossed about and blown overboard, people must roll an 18 or better, or lose their balance, and the surging water will obscure vision to a distance of 6 ft.
Rate of Fire: Once per melee, and the water spout only lasts 1 minute before collapsing.


Variants:
No variants as yet have appeared(as the Zarath are still fairly young as sgen spinoffs are concerned), but a full contra-gravity-propelled space-capable model would be a logical next step for the Dark Waters.
A fully drone-operated version has also been discussed by Dark Water Tinkers. What additional systems it might possess, and what degree of AI it might have directing it, are still being considered.


Zarath Hydrodome
(aka ‘Domefish’)
“One wonders if the Zarath BUILT them domefish they like to fly around in, or BRED them...they have quite a few similarities, that I won-der if they didn’t e-volve on the same alien tree. Only the Zarath took the path of fast small predator that acquired intelligence, and the domefish became big dumb beasts...Ah course I could be comprletely wrong and they built them like any ather cah or cycle, but it;s hard to tell with eetee d-bees.”

The Hydrodome is a fat, broad, onion-domed craft used as a cargo transport, and doubles as an underwater habitat for the Zarath. It can operate underwater and fly through the air with equal proficiency.
Like the Zarath themselves, the Hydrodome can extend a flexible skirt of pulsing translucent artificial muscle from its underside, allowing it to slowly swim through the water without making noise. It can also extend several tentacles, althogether giving the appearance of a giant shelled jellyfish.
The Hydrodome is a a common sight in Zarath groups, as it allows the nomadic aliens to quickly move their encampments on a moment’s notice. Many are set up as cargo carriers, factory-ships, adn even ‘birthing domes’ for creating new Zarath. Others are outfitted as dedicated weapons platorms, others as electronic warfare carriers.

Type: ZHC-02 Hydrodome
Class: Air/Sea Transport Hovercraft
Crew: Can hold 2-16 Zarath
MDC/Armor by Location:
Main Body 500
Steath Propulsion Umbra-Skirt 120
Landing Gear(4) 90 each
Tentacles( 8 ) 100 each
Forcefield 300
Height: 60 ft
Width: 100 ft in diameter
Length: 100 ft in diameter
Weight: 180 tons
Cargo: 50 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Flying) Hover to 450 MPH, maximum altitude of 18,000 ft.
(Underwater) 50 MPH using thrusters, 20 MPH using pulse-skirts, maximum depth of 3 miles.
Bonus: +2 to Dodge/Roll
Market Cost: EXCLUSIVE to the Zarath/Shemarrian Nation
Systems of Note:
Standard aircraft and submarine systems, plus:
*Sonar----50 mile range. Can track 50 targets simultaneously.
*Radar----100 mile range. Can track 50 targets simultaneously
*‘StasRac’ Magfield Pressure Resistance Generator---- The AquaSaucer has the same pressure-resistant forcefield as the Zarath do. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD on the small Aqua Saucer (2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a bouy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.

*Stealth----Composite construction, and muffled internals minimize sensor returns; -65% chance of detection by sonar or radar at ranges over 3,000 ft, drops to -30% at ranges over 500 ft, and -15% under 500 ft. With the pulse-skort engaged, the detection chance drops to -75%/-45%/-20% respectively with regards to sonar detection.

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

Weapons Systems:
1) Blue-Green Lasers(8 )----Mounted around the edge of the armored ‘bell’ of the Hydrodome are small projectors for blue-green frequency laser cannon.
Range: 4,000 ft in air and underwater
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)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2)Tentacles(8 )---Each of these extremely flexible tendrils can reach out 30 ft. Equivalent to Robotic P.S. of 50
Range: Melee
Damage: 3d6 MD slash, 6d6 MD squeeze

3)(Optional) Torpedoes/Missiles----In the place of cargo, the Hydrodome can carry an extendable tray-launcher for missiles or torpedoes that drop through the ventral cargo bay hatch and home on their targets. The Hydrodome can carry 120 mini-missiles/torpedoes, OR 48 short range missiles/torpedoes, OR 16 medium-range missiles/torpedoes, OR 8 long range missiles/torpedoes.

Small Craft:
The Hydrodome can carry an AquaSaucer docked to its ventral hatch

Options/Upgrades:
*Suction Trunks(1-6)----Same as for the AquaSaucer, the Hydrodome can be fitted to deploy up to six siphon trunks for pumping up silt or prisoners.


*Waterspout Attack---The Hydrodome can perform a larger and more powerful version of the AquaSaucer’s ‘spout attack.
Range: The ‘dome needs to dip 50 ft or lower to the water surface, then can form a 400 ft high waterspout, 100 ft in diameter.
Damage: 70% chance of tipping over small boats(zodiac rafts, rowboats, small sailboats, speedboats), 50% chance of capsizing medium-sized craft(commercial fishing trawlers, small passenger ferries), 15% of tipping over larger craft. Hitting a vessel or structure will lash it with high winds and water; small objects will be tossed about and blown overboard, people must roll a 17 or better, or lose their balance, and the surging water will obscure vision to a distance of 6 ft.
Rate of Fire: Once per melee, and the water spout only lasts 2 minutes before collapsing.

*Jamming Systems----A broad area jamming suite that gives the craft a -8 to be struck by radar-guided weaponry and enjoys a -50% on enemy sensor rolls to be detected by radar. Jams and distorts radar returns in a 30 mile radius of the aircraft, and communications in a 50 mile radius. Hydrodomes outfitted with this system can typically be distinguished by several antennae sprouting from the upper hull.

*Ghost Spoofer---A powerful EW system that can create up to EIGHT sensor ‘ghosts’ and project them up to 10 miles away from the aircraft.


Variants:
As with the AquaSaucer, a fully space-capable CG-drive variant of the Hydrodome would seem likely.

_________________
-------------
"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 Feb 12, 2019 1:00 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
Dark Waters Altamar E-Animal
(aka ‘Hydrocentaur’, ‘Aquacentaur’)

“Somewhere along the line the Atlantean Amazons must have mated with mermaids, because these particular ocean lasses don’t sing the unwary to a watery grave; they slash and shoot them to flotsam. Fortunately, they seem to save their wrath for the true scum of the sea, like the Horune and the Splugorth.”
“Word to you; if you plan on plugging into an altie for a ride, either wear full armor or a one-piece scale-suit. Anything less, you risk losing in the slipstream when you start hitting high speed. I stripped myself naked twice doing that, losing a couple of nice sets of swimwear in the process. Gluing the stuff on just strains the skin, or even tears it, and gets the Tinker mad at you for having to do cosmetic repairs. Also, don’t try leaping out of the water like you see the Selkine and and the Carcharons doing; unless you got some acrobatics skills or quick-set on your tactile sensitivity settings, you blow your landing, you’re feeling the mother of bell flops straight to your pain centers. ”

“Oh, that girl out there looks pretty above the hips, but look below and behind, and you’ll see a death machine as ugly as any torpedo.”

The Altamar e-animal was inspired by the prior Dark Waters Selkine and Carcharon Elites, as well as by the Kittani Warfish Power Armor. The Dark Waters decided to develop a combination drone and vehicle for their NeShemar conversions.
The Altamar resembles a large mechanical shark. Instead of jaws, however, the head opens up and folds away to reveal a socket, into which a NeShemar cyborg or bioborg can slip into up to their waists, and take control of via a spinal jack or EM induction reader. The ‘headless’ Altamar can thus be mistaken for a Carcharon Elite or Kittani naval soldier.
The Altamar mounts five vibro-bladed fins and a lashing tail. A set of eye-lasers and mouth-jaws in shark-mode become a pair of combat vambrace-sleeve armatures that the pilot can don, or the rider can use other handheld weapons. Finally, the shark torso conceals a set of mini-torpedo launchers. Upgrades include tail-mounted lasers, countermeasure launchers, and magic systems(courtesy of the Wayfinders).
The Altamar is almost NEVER Awakened with an Ecotroz essence fragment(and NeShemar lack the ability to do so anyway) so it’s considered an expendable drone.
Altmars are typically used as picket forces and second echelon troop units, backing up the front line Eshemar forces and providing rear area security for Dark Water facilities and vessels. Many ‘sea tenders’ are grouped with Altamar e-animals, when sheparding aquatic harvesters or cargo-haulers.

Type: EcoS-KRP-44 Altamar
Class: Robotic E-Animal Drone, Aquatic
Crew: None; robot intelligence
1 rider/pilot
MDC/Armor by Location:
Main Body 260
Head 70(protects the pilot’s legs when in aquacentaur mode)
Armatures(2) 55 each
Fins(5) 45 each
Mini-Torpedo Launchers(2) 45 each
Tail 75
Height: 6 ft
Width: 7 ft
Length: 12 ft
Weight: 3,000 lbs
Cargo: Small space inside the main body for a few personal possessions and sidearms. Additional gear may be strapped to the outside.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can barely manage to totter awkwardly on dry land at a ponderous and excruciating 3 MPH
(Leaping) Can do a powered leap out of the water up to 10 ft up/25 ft across
(Flying) Not possible
(Space) Not possible
(Underwater) Can cruise at 30 MPH, 65 MPH with tail prop engaged. Depth Tolerance: 2 miles(the real limiter of depth tolerance is the pilot’s)
Can also hydrofoil-skim along the surface of calm seas at 90 MPH.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 10 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.

*Hull-Sucker---Molecular adhesion pads that allow the Altamar to attach itself to larger structures and vessels.

*Sonar-----20 mile range

*Magnetic Anomaly Detection(MAD)
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.

*Buoyancy Regulator---The Altamar can control their own buoyancy through the use of special internal varying-state gel ‘organs’.

*Depth Gauge

*Gill Systems---Bionic Gills. The robot itself doesn’t need them, but they can be used to recharge depleted bionic lungs/oxygen storage cells, and provide bio-mod neshemar with air through a regulator hose and mask.


*Silent Running----The drone moves very quietly and has only an 15% chance of being detected by passive sonar.

Weapons Systems:
1) Eye Lasers(2)----These become part of the armatures that the rider can slip over her arms and use as arm weapons.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Jaw Blades(2)---In shark form, the two blade mandible sets form a biting jaw. With a rider plugged in, the blades are attached to the underside of the eye laser units, and can be used as bladed vambraces for close combat.
Range: Melee
Damage: 2d6 MD

3) Fin Blades(5)----Mounted large vibroblades. The fins are also more articulated(and can rotate 90 degrees to either side) than the stiff fins of an orca, the better to angle the blades for slash attacks and bring the ion blasters to bear on targets.
Range: Melee
Damage: 4d4 MD

4) Mini-Torpedo Launchers(2)----These fold out of the belly of the robot-shark. One 5 shot pod can be mounted per side. Vine Trap warhead mini-torps are a favorite of Altamar pilots.

Programming:
The Ecotroz have installed robotic AIs in the Altamar. The Altamar is almost never Awakened with an Ecotroz essence-fragment
As a drone, the Altamar has the following:
Swimming 98%
Underwater Navigation
Hunting(Sea Creatures) 75%
Radio: Basic 90%

Actions/Attacks Per Melee: 6
Initiative +1
Dodge +4 underwater
Strike +3 (+2 w/ ranged weaponry) underwater
Roll +4 underwater
Bite 4d6 MD
Fin Slash 4d4 MD
Tail Slash 3d6 MD

As a power Armor, the Altamar has the following bonuses(but only in water)
+5 Dodge
+4 Roll
These are in addition to the NeShemar’s own training and bonuses. Essentially treat the manned Altamar as flying (underwater) power armor.

Options:
*Decoy Launcher---Fits the Altamar with the ability to launch small countermeasure packs; sonar-blinding ‘screamers’; Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Effective radius of effect of the screamers is approximately 1,000 ft
The Altamar can carry 6 screamer decoys

*Ink Cloud---Injects a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Enough material for four bursts

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: 6 Deep Flares

*Laser Tail--Adapted blue-green EShe-LPPUW90 Laser Rifle. It is mounted in a special armored housing in the tail and can be used to snipe at targets behind the ‘bot. NeShemar using this modification practice ‘turn and burn’ tactics, firing the lasers after making an evasive turn away from targets, and also luring enemies to pursue them, line them up in the lasers’ sights, and shoot them as they close.
Range: 3,000 ft in air, 2,000 ft underwater
Damage: 2d6 MD single shot, 1d4x10 MD per three-shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Zap Blades----Fits the blades with the ability to deliver an incapacitating electrical shock.
Range: Melee
Damage: 1d4 MD per jolt, 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.
Rate of Fire: ECHH
Payload: Effectively unlimited

*TW Enhancement---This requires outfitting the Altamar with PPE generators and the NeShemar with a TW interface that allows the pilot to access the magic capabilities(the A.I. drone cannot use these abilities):
*PPE Generator: PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus

*Spinning Blades----The jaw-vambrace blades can be fitted with this enhancer: Range: Melee. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft. Damage: When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry). Costs 10 PPE for 7 melee rounds.

*-Communicate With Sea Creature(added to a sonar system)(Range 100 ft, 1 hour’s worth of conversation, 5 PPE)

*-Waterwall(50 ft tall/100 ft long, range of 200 ft, and has the same properties as described in Rifts Underseas pg. 69, or the Book of Magic, pg. 205. Duration 10 minutes on surface, 5 minutes underwater. Costs 5 PPE for an SDC wall, 17 for an MDC wall. )

*-Multiple Image(Creates up to 3 mirror-images of the ship up to 600 ft away. Lasts 12 minutes and costs 10 PPE)

-Impervious to Ocean Depths( 2 hours per 40 PPE pumped into the system)

-Sound Sponge(Affects a 240 ft wide area centered on the ‘bot; 1 hour per 20 PPE.)

-Air Swim----Allows the Altamar to go airborne! 30 minutes per 8 PPE.)

-Coral Armor---Wraps the NeShemar in a suit of coral body armor with 60 MDC, 20 minutes per 23 PPE.

-Invisibility: Simple----Good for going temporarily invisible, though magic -sensing predators and opponents will still be able to sense the user. 18 minutes per 3 PPE.

-Shadowmeld---Excellent for merging into ocean darkness. 5 PPE and lasts 14 minutes.

_________________
-------------
"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 Feb 12, 2019 1:12 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
Okay...serious deja vu....I could have SWORN I updated both the Shemarrian thread and the Paladin Steel storefront last night, and instead found the updates missing today...Anybody else suffer post-cutoff/missing posts overnight?

_________________
-------------
"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 Feb 12, 2019 2:12 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
The switchover borked my auto sign-in settings :P

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Feb 12, 2019 2:57 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
The switchover borked my auto sign-in settings :P



Ah, that explains it. I thought I was going quite mad.


Here's some more missing material:


Zarath Starfish
(aka ‘Zarfish’)
“It’s an ill omen to have the Zarath Star hang above you unless you be a true friend of the sea-people.”

The ‘starfish’ is a four-armed heavier transport and attack vessel. It compensates for its slow speed and awkward handling(compared to other Zarath vehicles) by being heavily armored and armed. The ‘Zarfish’ is fairly rare(there’s one for every twenty-five Hydrodomes) and it typically only shows up as a Zarath ‘enforcer’, when somebody or something needs to be blasted. With each of its four armatures able to be fitted with heavy weapons, the Starfish is a gunship able to take the offensive against enemy positions, or, in a defensive role, fend off attackers from virtually all corners.

Type: ZHC-03 Starfish
Class: Dual-Environment Air/Sea Combat Transport
Crew: Can hold a crew of 4 Zarath, +1-25 Zarath troops
MDC/Armor by Location:
Main Body 600
Armatures(4) 300 each
Landing Gear(4) 90 each
Forcefield 500
Height: 60 ft
Width: 110 ft
Length: 100 ft
Weight: 250 tons
Cargo: 18 tons
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Flying) Hover to 450 MPH, maximum altitude of 18,000 ft.
(Underwater) 40 MPH, maximum depth of 3 miles.
Bonus: +2 to Dodge/Roll
Market Cost: EXCLUSIVE to the Zarath/Shemarrian Nation
Systems of Note:
Standard aircraft and submarine systems, plus:
*Sonar----50 mile range. Can track 50 targets simultaneously.
*Radar----100 mile range. Can track 50 targets simultaneously
*‘StasRac’ Magfield Pressure Resistance Generator---- The AquaSaucer has the same pressure-resistant forcefield as the Zarath do. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD on the small Aqua Saucer (2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.

*Stealth----Composite construction, and muffled internals minimize sensor returns; -50% chance of detection by sonar or radar at ranges over 3,000 ft, drops to -30% at ranges over 500 ft, and -15% under 500 ft.

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

Weapons Systems:
1) Armature Cannon(4)---Each hull armature can extend a pivot-mounted turret. In horizontal fire, up to two turrets can engage the same target, but for targets above or below the Zarfish, all four weapons can be brought to bear for devastating results.
a) Laser Cannon
Range: 6,000 ft in air and underwater
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

b) Ion Cannon---Variable -mode ‘lightning gun’ that can fire straight beams, ‘shotgun blasts’ or longer ranged ‘sniper’ blasts.
Range: 4,000 ft in air and underwater
(Scatter-Shot Mode) 2,000 ft
(Booster Mode) 7,000 ft
Damage: 1d6x10 MD per blast
(Scatter-Shot Mode) 5d6 MD to a 30 ft wide area.
(Booster Mode) 1d4x10 MD
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) Triple-Barrelled Particle-Wave Cannon----Copied from the Naut’yll. A favorite weapon because of its power and because it can be used in ‘false flag’ attacks on the Splugorth and Horune.
Range: 5,000 ft in air and underwater
Damage: 1d6x10 +10 single blast
2d6x10 +12 MD double blast
3d6x10 +20 MD triple blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Sonic Cannon
Range: 3,000 ft in air, 6,000 ft underwater
Damage: 2d4x10 MD per blast, plus 4d6 MD to a 25 ft radius about the target
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.

Rate of Fire: EGCHH
Payload: Effectively Unlimited

e) Plasma Cannon---Believed to have been copied by the Dark Waters from Mechanoid weaponry. This giant plasma projector has incredible range for a plasma weapon, but relatively low damage.
Range: 8,000 ft in air, 2,500 ft underwater
Damage: 2d4x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

f) Light Disrupter Cannon---A possible taste of what to expect if the Dark Waters ever make a fully space-capable version of the Starfish, this fitout adapts a double-barrel mounting of weapons copied from the amphibious Golgans. None of these have yet appeared on Rifts Earth, but in event of all-out war with somebody like the Splugorth, the EShemar can be expected to out out all the stops and arm all their forces to the maximum.
Range: 2 miles in atmosphere, 1 mile underwater
Damage: 2d4x10 MD single barrel firing, 4d4x10 MD for two barrels firing(counts as one attack), at point of impact, then 25% of that in a 20 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited

g) Particle Beam Cannon---Likewise, this fitout hasn’t yet appeared on Rifts Earth-based Starfish, as particle beam weapons are something of a signature weapon of the Dark Waters. However, it could possibly appear on a fully space-capable variant, or a ‘maximum response’ fitout.
Range: 3 miles in atmosphere, 1 mile underwater
Damage: 1d4x100 MD per shot
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

h) Missiles/Torpedoes---Though the Zarath currently avoid using projectile weapons for concern that recovered debris may tie them back to the EShemar, giving the Starfish the ability to be refitted for launching missiles or torpedoes would be an eventual option, or a configuration for total war. Each armature could be fitted to carry and fire 120 mini-missiles/torpedoes(volleys of 1-10), OR 60 short range missiles/torpedoes(volleys of 1-6), OR 30 medium range missiles/torpedoes(volleys of 1-5), OR 12 long range missiles/torpedoes(volleys of 1-3). EShemar copies of the Kittani rocket-torpedo/cruise missiles would be a logical choice of weapon.

2) EM Vortex----The Starfish has as standard a more powerful version of an AquaSaucer optional weapon.
Range: 300 ft diameter
Damage: Metal objects up to 100 lbs in weight will be picked up and swept up in the field, doing 4d6 SDC to anything they strike.
Deflects metal projectiles, such as mortar shells, grenades, metal-headed arrows, bullets, shrapnel, and rail gun rounds. Missiles and rockets will be -2 to strike. Ion, Neutron, Particle Beam and Plasma weapons do HALF damage.
Unshielded computer hard drives and magnetic media will be wiped by the intense EM field, compasses will run wild, and unshielded electrical systems will be disrupted; 60% chance or being permanently shorted out.
The field also delivers a fatal electrical shock; 2d6 MD to anything caught in the field.
Organic beings caught in the field(and haven’t been fried to a crisp) must save vs. coma or be shocked unconscious for 1D6 minutes, while making the save, they will still be disoriented by the crackling discharge; -2 to all hand to hand bonuses for 1d6 melees.
Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire: Continuous
Payload: Effectively unlimited
Note: The Starfish itself is shielded from the field, and is effectively in ‘the eye of the storm’ as it were.
The downside is that the intense EM field will light up EM detectors and sensors like a christmas tree.

Variants:
As with the AquaSaucer, a fully space-capable CG-drive variant of the Starfish would seem likely.

_________________
-------------
"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 Feb 14, 2019 11:13 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Okay, now I gotta update this version of the boards...

Bovoid Utility E-Animal

“That’s not a vehicle park, it’s a Shemar country farm herd....okay, the two may be harder to tell apart for even the experts...”

“Ah, black milk---hydrocarbons! This is a GOOD grazing field.”

“...I’m really glad I sent Garf over to ‘jack that harvester. I was seriously NOT expecting that robot cow to explode like that. Who the HELL booby-traps a robot cow?!”
“Boss, I got a BAD feeling about this planet.....”


Bovoids are another breed of large utility e-animals related to the Mooncalf and Ovidar types. Bovoids resemble a cross between a mechanical cow and a tanker truck. They quickly take on a very used look, being streaked by acid rain, splattered by mud, or caked with sulphur deposits, depending on their working environment. Bovoids are designed to graze planetary surfaces, processing select materials(such as tar sands, lithium dust, mineral salts, or genetically engineered algae), and using specialized onboard microfac-refineries to process and concentrate materials for industrial use. Unloading a Bovoid is either through ventral ‘udders’ positioned for smaller tanker vehicles able to drive under the Bovoid, or via a hose-like tail at the back. Even airless worlds may play host to vast herds of these ‘bots, wandering the surface and collecting raw materials to feed the Shemarrian Star Nation’s industry and dining tables.
Bovoids are not considered to be combat robots, being neither particularly fast or well armored, although some tribes have, on occasion, used them as mobile cover in battle, used them as battering rams, or driven large herds of them to trample opponents(the failed Splugorth landing on Helvestra VII has been attributed to the landing sites being INUNDATED and crushed flat by stampeded bovoid motorpools). Bovouds do make convenient sensor stations, and many tribes mount various sensors on them to collect information on geology, geography, climate, and conditions in general. Thus, intruders on EShemar worlds are advised that even the ‘dumb robot herd animals’ may be reporting their presence to the local planetary defense headquarters node.
Bovoids are found with virtually all the Tribes and many of the fringe tribes.

Type: EcoS-R15 Bovoid
Class: Robotic Utility E-Animal
Crew: None; robot drone intelligence
Some Bovoids feature a top platform for a rider-observer-overseer and 1-6 passengers.
MDC/Armor by Location:
Main Body 260
Head 90
Legs(4) 80 each
Height: 35 ft
Width: 25 ft
Length: 60 ft
Weight: 60-90 tons
Cargo: Can hold up to 40 tons of havested and processed materials.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 10 year energy life. Some Bovoids are powered by solar, thermal, or radiation absorbed from the local environment.
Speed: (Running) 50 MPH
(Climbing) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser distancing, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 50 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.

*Loudspeaker/Warning Horn----Bovoids have audio warnings when moving suddenly or backing up, allowing smaller beings and vehicles to get out of their way. Though loud-beepers are the standard for utility vehicles, the EShemar have kept with the theme of animals with modulating the horn to sound like “MMMMMMOOOOooooooooooo!!!!”.

*Bionic Cybernanite Repair Systems---ALL Bovoids 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 60 MDC before needing material stocks to convert to MD repair material.
The inclusion of a self-repair system on these BDDs(Big Dumb Drones) allows them to remain in the field for protracted periods of time, weathering various accidents and incidental damage, without the constant need to haul damaged ‘bots back to the garage-barn for repair

Weapons Systems:
None standard, though many Bovoids carry short range cutting lasers, drills, jackhammers and cutting heads for breaking rock and scrap metal into smaller pieces(damage generally does not exceed 6d6 MD per attack/action).
Occasionally, SSN militias will mount a manned weapon atop a Bovoid, or even WOMP ordnance packs, making the industrial ‘bots into adhoc artillery platforms.


Programming:
Bovoids are given only the most basic progamming to allow them to carry out their function(wander the landscape scraping up resources). Most Bovoids have just enough intelligence not to walk off cliffs or trample bystanders by accident. They are NEVER Awakened with an Ecotroz essence.
Typically has the following:
Radio: Basic 90%
Land Navigation: 90%
Geology 80%
Surveillance Systems 90%
Trap/Mine Detection 75%

Actions/Attacks Per Melee: 5
Roll +1
Bite 1d6 MD
Stomp/Trample 2d6 MD
Body Block 2d6+2 MD

Options/Variants:
Depending on what the Bovoid is expected to harvest and in what sort of environment, the Bovoid may be fitted with additional sensors(such as molecular analyzers or metal detectors) to help it find fresh grazing. The harvesting mechanism may also be customized, as mentioned above, with lasers, cutters, jackhammers, and other tools. If local conditions are deemed sensitive, a Super Solar engine can be installed instead, with all the advantages and limitations of the baseline system.

The Radiant Edge is known to deploy Bovoids (‘Radcows’) with large radiation collectors and air filters to collect fallout dust (on nuked shatterworlds) in large heavily-shielded tanks for later recycling/disposal.
The Obsidian Dawn uses Bovoids fitted with spray gear to spray pesticides, germicides and other vermin-control chemicals when dealing with mass infestations.
Some Horrorwoods variants feature giraffe-like cherrypicker necks for havesting vegetation and e-tree foliage from the upper branches of trees.

_________________
-------------
"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 Feb 15, 2019 8:25 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
My posts disappear...


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Unread postPosted: Fri Feb 15, 2019 9:10 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
My posts disappear...


Yeah, welcome to the Twilight Zone....now BOTH versions of the boards are gorked with regards of being up to date....

_________________
-------------
"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 Feb 15, 2019 9:19 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
My posts disappear...


Yeah, welcome to the Twilight Zone....now BOTH versions of the boards are gorked with regards of being up to date....


And now the old forum doesn't seem to be accessible.


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Unread postPosted: Sat Feb 16, 2019 12:44 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
Yeah, the rift has closed. Anything that was lost now needs to be reposted.

_________________
-------------
"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 Feb 16, 2019 12:36 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
Reposting my Thousand Dragon wolf breed.

EShe-23TD Kantaran Drakis --- This wolf breed is covered in scales, with a thicker tail, only has fur around neck, shoulders and chest, around the ankles and a tuff on the end of the tail, with reptile eyes, and a lean, powerful and graceful body. The Drakis is a Thousand Dragons breed of the Shemarrian wolf that embodies the grace and power of dragons in the regal way it holds itself. Drakis are prone to excessive grooming their fur and scales when they are not fighting or following other commands. They are also particularly aggressive around members of the Cult of Dragonwright and evil dragons.
Drakis have powerful claws to allow them to tear into the scales of evil dragon and their mouths are fitted with a powerful, if extremely short ranged, plasma blaster where the blasts explode in a small area, and they are quite fond of biting a target and firing the plasma blaster at the same time. The scales grants the Drakis some additional protection, especially against fire and other heat based attacks, such as the fire breathes of dragons and dragon-like creatures.
Drakis have 10% more MDC to all locations; fire, heat and plasma attacks have damage reduced by one-quarter; vibro claws 3D6 M.D. Instead of the normal 3D4; have a plasma blaster that deals 6d6 M.D. To a 10 ft wide area, with a range of 100 ft. If the Drakis has successfully bitten a target and succeeds at grappling the target, if it attacks with the plasma blaster as its next attack, it is a guaranteed hit (not needing to roll to attack but should roll for chance of a critical strike), however if a critical strike, deals triple damage.
Gains Lore: Faeries & Creatures of Magic (in relation to dragons) 50%.
When attacking dragons, dragon-like creatures gains +1 to attack rolls.


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Unread postPosted: Sun Feb 17, 2019 9:01 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Megent Horrorwoods Mobile Base
(aka ‘Muthertree’)

“Wow, when you said you live in a ‘tree house’, I was expecting something rather smaller...”

#”Lorax Prime to all units! Metzla Harvesters have entered prime range. Hold your fire, repeat HOLD your fire until they have crossed mid range, then give them a very WARM welcome to our forest!”#

“Wait. their ‘Holy Tree’ was supposed to be at these coordinates! Did you get those wrong? Because they couldn’t have just picked the thing up and gone someplace else!”

“Leafy Fortresses are what they call them, and the Horrorwoods seeded that planet with several dozen of them, enough to let the Golgans know that it was ‘hands off’ that world.”

<<“This is Dunsunane Wood calling Merry Men. Hold your position, boys; we’re coming as fast as we can.”>>

It is uncertain whether the Horrorwoods Megent should be classed as a vehicle or a warmount; this massive mobile base resembles nothing so much as a giant ambulatory mangrove tree, or a massive tree Earth-Elemental that has taken to walking on its branches. Certainly, in order to keep the massive biotechnological construct in operation requires networked high AI, but also a crew linked into its subsystems to give it direction and keep things moving smoothly.
Megents are GROWN, not manufactured, and thus no two are exactly alike. Megents are as tall as elder terrestrial sequoias, and much more broad, with sprawling arm branches that describe a vast foliage-shaded dome, the far ends of the branches arcing down to touch the ground. The Megent is able to move, ape-like, ‘walking’ on its trunk-roots and outer branch ends. ‘Smart’ leaves and panels of armored photocells and photosynthetic microfacs are attached to the branches, and can be positioned to open up the space underneath the branches to ambient light, or close up to afford maximum protection. A series of integral ramps and catwalks about the trunk and interwoven through the branches allows access to a number of platforms located about the Megent.
Though the size of many starships, the Megent isn’t as well-armored as equivalent warships. To compensate, however, it has a number of protective mechanisms and defenses that still make it a formidable presence on the battlefield and a viable strongpoint on the battle line. The Megent generates a powerful protective forcefield that shields both itself and ground troops encamped under and around it. The shield also scrambles sensors and certain weapon types. Multiple countermeasure launchers can throw enough interference into the air to confuse attackers and throw off the aim of ranged weaponry. Armaments-wise, the Megent carries an array of long- and close-ranged weapons to keep attackers well away. In addition, as a support and command center, the Megent plays host to a potent complement of soldiers, warmounts, and e-animals.
Because Megents are often fitted with both Faux Magic and TechnoWizardry systems, they are often mistaken for Millennium Trees in service to the Shemarrians.
Megents are the creation of the Horrorwoods and they alone are responsible for designing and producing them. They have not given out the templates to anybody else, and other Tribes wanting Megents of their own must commission them from the Horrorwoods, who will deploy a seeder team to oversee the modification and gestation of the Megents for their clients.

Type: Megent
Class: Mobile Surface Base
Crew: Requires a minimum crew of 10 to direct movement and monitor systems.
Can carry up to 500 personnel
MDC/Armor by Location:
Main Body 8,000
Dome Branch Arms(4d4) 1,000 each
Cannon Trees(6d6) 250 each
Tree Platforms(1d6 per branch) 800 each
Leaf Panels(3d8 per branch)200 each
Forcefield 3,000
Height: 360 ft central trunk
Width: Central trunk is 60-80 ft in diameter, and the outer dome branches can sprawl out 300-400 ft.
Length: Central trunk is 60-80 ft in diameter, and the outer dome branches can sprawl out 300-400 ft.
Weight: 1,000-2,500 tons
Cargo: 500 tons, hunk from hoists on the branches
Powerplant: Nuclear Fusion, supplemented by solar and wind.
Speed:
(Running) 25 MPH
(Leaping) Not possible
(Climbing) The Megent can climb escarpments by throwing roots and branches up to take hold and haul itself along, as long as the rock is strong enough to support the weight of the Megent.
(Flying) Not possible
(Space) Not designed for space travel, but CAN, in a folded-up state, be dropped from orbit to make landfall.
(Underwater) Not designed for underwater travel, the best the Megent can do is ford bodies of water up to 50 ft deep.
Market Cost: EXCLUSIVE to the Shemarrian (Star) Nation
Systems of Note:
*Leaf Armor---The outermost fronds of leaves act as standoff ‘splinter armor’; ; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the outer leaves, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or redirect of their kinetic force.

*Sensor Jammers---- Affects a 25 mile radius and are 75% effective at jamming radar and radio. Radar-guided weapons are -6 to strike the jammer-protected ‘tree.

*Magnetic Shield---Ion and Particle Beams do HALF damage, and ordinary missiles have a 35% chance of being deflected.

*Long Range Radar----500 miles.

*Seismic Sensors----Root probes and anchors double as seismic probes;
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1000 ft. .
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running through pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to 5 miles away.

*Molecular Analyzers----The Megent is constantly ‘tasting’ the airflow and soil.

*Water Collection and Purification----The Megent can collect water, either through atmospheric condensation, or pumping it out of the ground, and storing it for use. A circulation system pumps the supply around the Megent’s branches for tap use, cooling or fire control.

*Damage Regeneration---The Megent has advanced self-repair mechanisms that can repair 50 MDC per hour, even without the added attention of its crew.

*Manufactories---Megents carry within them the ability to make Cybertrees, Vine Missiles, Straw Warriors, and other arboreal cyberconstructs. Hive-cones for producing robot insects are frequently attached to its branches and hooked into its power and water supply. It is sometimes called a ‘manufactorTREE’ as a result. Can generally produce a dozen Straw Warriors, 24 Vine Missiles, or 1 Cybertree an hour, with enough raw materials.

*Leaf Dome---The Megent can bend its branches down, spread its leaves, and form a continuous solid dome, providing shelter to those under its cover. If the leaves go all the way to the ground, they can act as a filtering element, providing protection against gases, smoke, and airborne dust equal to a good dust filter mask.

Weapons Systems:
1) Branch Cannons(2-4 per Dome Branch Arms )----The Branch Arms are so massive that smaller trees appear to grow from their bowed tops. These smaller growths are really various disguised weapons operated by gunnery crews.
a) Quakeroid Cannons---These are adapted from the heavy artillery rifles available to Preservers. They are large-caliber(75-80mm) artillery pieces firing explosive shells.
Range:(Direct Fire) 13,000 ft (2.5 miles)
(Indirect Fire) 26,000 ft (5 miles)
Damage: High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
‘Beehive’ Explosive Multi-Munition---Scatters 15 small submunitions over a 50 ft radius. Each submunition does 2d4 MD to a 5 ft blast radius.
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range.
Other munition types are also available/in development; these are the most readily available and common.
Rate of Fire: Four shots per melee
Payload: 12 rds stored inline, but the cannon have an external autofeed that can reload the weapon from magazines in the branch-burls. Typically 200 rounds are available per tree-gun.
Options:
*Branch-Muffler---Heavily foliaged branches around the muzzle help hide any muzzle flash and muffle the sonic boom of firing by some 75%,.

b) Laser Cannon
Range: 2 miles
Damage: 1d6x10+7 MD per blast
Rate of Fire: ECHH
Payload: 120 shot battery. Effectively unlimited

c) Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Option: 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(1d6x10 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.

d)Vortex Cannon EM Bolt/Electromagnetic Vortex Cannon
Range: 8,000 ft
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited

e) ElectroMagnetic Bolt Cannon
Range: 9,000 ft
Damage: 1d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
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: Twice per melee
Payload: Effectively Unlimited

f) Heavy Plasma Cannon----A heavy plasma weapon that first fires a laser to ionize a guidepath for a followup plasma bolt. Sometimes called the ‘firebush’ because of its disguise as a tree.
Range: 7,000 ft
Damage: 2d4x10+10 MD
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonuses: +1 to strike
(Optional) Plasma Cannon Modifications:
-Plasma Scattershot---This modifies the cannon to fire a ‘shotgun’ blast of smaller plasma pulses that do less damage at shorter range, but cover an area of effect. Does 1d6x10 MD to a 25 ft wide area, maximum range 5,000 ft.
-Enhanced Plasma Emission---Also known as ‘Hotshotting’, this enhances the damage potential of the plasma by feeding enriched deuterium gas into the plasma chamber. This causes the plasma to burn hotter, doing 4d6x10 MD per blast. The liquified deuterium is stored in pressurized cryogen tanks near the gun, that provide enough remass for 60 supercharged shots.

g) G-Cannon----Modified starship point-defense weapon. The use of gravitic coils and contra-gravitic baffling reduces recoil and strain on the supporting branches.
Range: 1.1 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 20,000 rd drum per cannon

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

m) TW Meteor Gun----This weapon requires PPE generators to power it(or a convenient mage-gunner to power it up). Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot

n) TW Ice Cannon----This weapon requires PPE generators to power it(or a convenient mage-gunner to power it up). This weapon actually has two modes, familiar to anybody who’s handled one of PS’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of superhard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot

o) TW Barrage Storm Cannon---This weapon requires PPE generators to power it(or a convenient mage-gunner to power it up). Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD, plus all other effects as described for the Barrage spell.
Rate of Fire: EGCHH
Payload: 13 PPE per shot

p) TW Power Bolt Cannon---This weapon requires PPE generators to power it(or a convenient mage-gunner to power it up). Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot

q) TW Windblast Cannon---This weapon requires PPE generators to power it(or a convenient mage-gunner to power it up). Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot

2) Gun Platforms(1d6 per branch)---The branches of the Megent also host numerous small platforms that can host gunnery teams(toom for 1-4 Shemarrians). Typically a crew-served weapon such as a heavy rail gun, laser cannon, or mini-missile launcher can be mounted.

3) Countermeasure Clusters(2d4x10 per branch)---What look like hanging clumps of Spanish Moss on the branches are really countermeasure clusters. When needed, they launch into the air and break up into radar-confusing chaff or burst into IR-fouling flame. Each branch The Megent regenerates these clusters at a rate of 10 an hour.
Damage: None
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.

4) Chemical Spray System---Concealed sprayers in the branches and trunk can dispense a variety of different chemicals, usually sedatives, irritants, or fire retardants.
Range: 100 ft
Damage: Varies by chemical; typically uses tear gas/mace-like agents, soporifics, or anti-laser aerosols.
Rate of Fire: ECHH
Payload: 100 doses of up to 10 different chemicals

5) Leaf Shuriken(1d6x100 per branch)---In extreme situations, the Megent can hurl sharpened metal or hard plastic leaf-blades at opponents, typically as a distraction. Each branch can launch 6 shuriken attacks per melee, but can launch multiple projectiles per attack. These barrages have led some observers to liken the attacks to ‘leafy claymore mines’.
Range: 500 ft
Damage: 1d4 SD or 1d4 MD per leaf-blade
Rate of Fire: ECHH, and can be ‘thrown’ in batches of 1-50
Payload: 100-600 per branch, and the Megent can re-grow them at a rate of 100 per branch per hour for SDC blades, or 10 per branch per hour for MD blades.

6) Vibro-Cutters(1d6x10 per branch)---Razor-edged branches that can slice and dice. The ‘cutters are proximity triggered, and will react to identified targets trying to attack, dislodge, or get past them. Max out at 6 actions per melee.
Range: Melee
Damage: 1d4 MD per blade

7) Spines(2d4x10 per branch)---Similar to those mounted on the original Monstrex Warmounts, these articulated and sharpened branches can stab with great force. They are often inlaid with real wood for use against supernatural creatures vulnerable to such. The spines are proximity triggered, and will react to identified targets trying to attack, dislodge, or get past them. Max out at 6 actions per melee.
Range: Melee
Damage: 1d6 MD on a thrust


Melee Combat
The Megent may be slow and ponderous, but it can still stomp and kick with concrete-pulverizing force. or swing branches with building-cracking brute force.
Actions/Attacks Per Melee: 1
No bonuses to Strike, Parry, or Dodge
Kick----5d6x10 MD
Stomp---1d4x100 MD
Branch Sweep----4d6x10 MD

Faux Magic Systems:
(False Magic)---Inspired by ARCHIE-3’s Spell Approximation systems, the Megent can seemingly cast various spells.

*Befuddle---A directed sonic effect, caused by ultra low frequency noises that affect the inner ear of most beings. Those caught in the area of effect must save vs non-lethal poison(16 or better) or be come increasingly dizzy and disoriented; -2 to strike, parry, and dodge, HALF APMs, and -15% to skills. Beings with acute hearing suffer DOUBLE these penalties. Range is 800 ft and covers a 25 ft wide area. Those with hearing protection(or without audio hearing) are unaffected.

*Summon and Control Insects---What look like a swarm of 1d4x10,000 gnats summoned by the Megent are really MicroRobot drones.

*Windrush----Actually accomplished through high-pressure air fans hidden in the branches.
Range: 200 ft
Damage: 1d4 SDC on impact, and roll an 18 or better or be knocked off one’s feet 1d4x10 ft downwind. Lose initiative and 2 APMs getting back up. Even on a successful save, the targets will be unable to advance advance against the wind blast. Characters of 300 lbs weight or heavier have only a 45% chance of being knocked down, but will have trouble making headway(reduce speed by HALF). Small light objects may be scattered up to 150 ft away.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Extinguish Flames---With a wave of its branches the Megent can cause flames in its vicinity to go out. In reality, this is nothing more than a concealed fire extinguisher system, pumping out a colorless, odorless, inert gas that suffocates combustion. This is a separate system from the aforementioned chemical sprayer network. Range of 100 ft.

* Rust---This is simply the application of specialized nanites that break apart metal, same as the metal-dissolver nanites used in Japan. This is part of the Megent’s mineral absorption system for reducing scavenged materials and recycling them.
Range: 100 ft, and affects a 10 ft square area
Damage: Reduces the MDC of metal-based body armors and light power armors by HALF, heavy power armors and light vehicles by 30%, and heavy robots and vehicles by 10%. Damage takes 4 melees/1 minute, and is obvious by acute discoloration and flaking of the armor. Other effects identical to those of the Japanese nanites(which they were probably based on to begin with).
Rate of Fire: ECHH
Payload: 100 applications

*Electrical Shock Blast---This electrifies the branches and roots, delivering a frying blast to those unwelcome climbers who come in contact with the Megent.
Range: Contact
Damage: (Variable) 3d6 SDC plus Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
OR......1d6 MD

*Create Leaf Armor---This is really just the rapid weaving of light megadamage plastic fronds into crude(non-EBA) armor akin to a tunic, poncho, or cape. These suits weigh about 5-10 lbs and have 1d4x10 MD, and typically have no to -5% prowl/movement penalty. It takes the Megent about 1d6 melees to weave a suit around a cooperative recipient. Each use of this power subtracts MDC from the Leaf Canopy until it is regenerated.

*Leaf Cocoon----This is simply wrapping a patient or prisoner in a sheath of megadamage plastic fabric(leaves). The cocoon has 1d4x10 MD.


Options:
As no two Megents are alike, there is a high degree of variation between them, though a few systems, as follows, have been observed in common:

*Massdriver Branches(1-2)---These are main branches that do NOT dip down to the ground, but remain reaching for the sky. They are hollow, their cores containing large-caliber massdriver cannons. These tend to be in the 250-300mm caliber range and can throw payloads of 900 lbs. They can be calibrated for surface bombardment, or to launch small payloads into low orbit.
A Megent will typically mount no more than TWO of these giant cannons.
Range: 75 miles with regular shot. Rocket-boosted shells can soar as far as 250 miles.
Damage: 900-lb Bomb----6d6x10 MD to 65 ft blast radius
Rate of Fire: Once every 6 minutes
Payload: Single shot, but a dedicated gun-platform Megent will carry up to 150 shells ready to fire.

*Laser Reflective Covering---The leaves look especially waxy of shiny; lasers do HALF damage. This feature is particularly common with Silvermoon ‘Silver Willow’ Megents.


*Energy Absorber Panels----Interspersed among the leaves are panels that are composed of a crystalline matrix and conformal forcefield that actually absorbs and diverts weapons energy into re-tasked energy for the Megent’s own systems. This system actually ABSORBS incoming enemy laser, ion, and particle beam weapons fire and reduces its damage by 75%...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), energy weapons(increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else re-tasked ), or speed(boost base speed by 10% per 50 MD of energy weapon damage; effects are sustained only for 4 melees/1 minute). The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 600 MD per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage).


*TW Magic Systems: ----Some Megents take the resemblance to Millennium Trees that extra inch further and incorporate actual magic systems:

PPE Generators: (Megents will typically have 1-2 Wizard or Sorceror-class powerstones in the main truck, and/or a Light or Medium-class powerstone at the base of major branch.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus


*Path of Green---A more powerful version of the basic small team-oriented spell; this spell magically parts and restores the forest, allowing the giant Megent to cross dense jungle without damaging it, or leaving an obvious trail of disturbed vegetation. Range: 800 ft
Duration: 15 minutes
PPE Cost per Casting: 48(to cover such a large mass moving)

*Summon Fog---- Can call up a dense visibility-impairing fog that covers a 15 mile area, and persists for 15 hours. A favorite tactic is to use this to cover the fortress’s rising to the service, to rendezvous with surface vessels...or to grapple them for capture.
PPE Cost per Casting: 70

*Summon & Control Rain---100 mile area, 10 hour duration. 100 PPE

*Summon & Control Storm---100 mile area, 10 hour duration. 150 PPE


*Hurricane ---Each casting 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. This spell is only effective when cast by a Megent either in shallow water or near a shore. Effects last 15 minutes. Range of 15 miles.
PPE Cost per Casting: 50

*Calm Storms----Calms violent weather in a 15 mile area, for 15 hours.
PPE Cost per Casting: 100

* Illusory Forest--- This spell ‘blends’ the Megent into an existing forest, or creates the illusion of one to camouflage the giant tree. 30,000 ft area, 5 hour duration. 45 PPE

*Summon Ley Line Storm---10 mile area, 50 minute duration. 250 PPE

*Ley Line Storm Defense---180 PPE for 10 minutes, 100 minutes on a ley line, 1,000 minutes at a nexus point.


*Spell Shield---This weaves a network of stabilized EctoFiber Magic Superconductor and other mystic materials in and around the Megent’s body, producing a sort of magic ‘Faraday Cage’ that shields it from most magic attacks. This is ALWAYS on; a permanent feature of the Megent.
Effects: Effectively INVULNERABLE to Magic energy attacks and mind control spells. All crew are +6 to save versus possession, and magic sensors are -2 to spot/detect/discern the Megent.
The Megent can, however, still be affected by indirect attacks like magically summoned wind to blow it around, meteorites, and other natural forces that are summoned, then directed at or near the protected construct.

*Sun Globe-----A more powerful variant on the ‘Globe of Daylight’ spell, this modification causes the Megent’s entire canopy to glow softly with a silver or gold light that looks downright beautiful....and incidentally does damage to vampires, causing them to flee in terror!
Range: 300 ft radius
Damage: None; the area of effect is lit bright as day. Vampires, however, will take 2d4 HP of damage per melee of exposure
Rate of Fire/Duration: 45 minutes per activation
PPE Usage: 10 PPE per activation

*Shockwave----Great for knocking off/away enemies who get too close. Because it mimics a known Millennium Tree property, it’s taken as proof that the Megent is some sort of variant type of Millennium Tree.
Range: 100 ft radius
Damage: 1d4x10 MD plus 01-88% chance of knocking down objects and creatures weighing less than 500 lbs, 50% chance of knocking over things 500-1,000 lbs, and only a 20% chance of knocking over anything up to 1 ton.
Rate of Fire/Duration: ECHH
PPE Usage: 30 PPE per activation

*Mass Healing----Sheds a powerful and soothing healing light on all those under the cover of its branches. This is one of several spells that confuses even outsider mystics and naturalists into thinkig the Megent is a genuine Millennium Tree.
Range: 100 ft radius
Damage: None---Cures ordinary illnesses and repairs 1d6 SDC OR 1d4 Hit Points per person.
Can also temporarily ‘immunize’ people against diseases; immune to bacterial infections, +4 to save versus viral illnesses, and +1 to save versus toxins and poisons!
Rate of Fire/Duration: Instant and permanent
Disease Fortification lasts about 24 hours
PPE Usage: 50 per activation

*LifeBlast----A more powerful directed blast of vital energy.
Range: 300 ft
Damage: As per description on Rifts Book of Magic, pg. 108. The living receive a boost of hope and optimism; +3 to initiative, +1 on all combat rolls, +1 APM, and +1 on all saving rolls for 1 melee. +1 on initiative, +5% on all skill rolls, and +10% to save vs coma/death for the next half hour.
Animated dead are negated.
1d6 damage to mummies and zombies, and acts like a Horror Factor 16 on them. On failed save, they are held at bay for 1d4 melees.
Banshees and Grave Ghouls react as if to a Horror Factor of 19. On a failed save, there is a 01-33% chance of them leaving the area for 1d4 hours, 34-66% leaves for 1d6 days, and 67-00% quits the area permanently.
1d6x10 damage to vampires, and only Master Vampires get a save vs the magic.
Necromancers take 4d6 SDC/HP(or 3d6 MD) and destroys 2 undead appendages. Also interrupts necromantic spells in the process of casting and burns up half the PPE needed to cast the spell.
Rate of Fire: ECHH
Payload: 8 PPE

*Magic Sensors(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship, vehicle or area of ground. 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 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard a vehicle or in an area. 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 ‘tree has any unusual aberrations.
• See the Invisible Sensors: The Megent 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 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’tree 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 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of the Megent 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: The Megent has sensors which effectively allow Rifts to be detected. The system requires no P.P.E. to activate. Range: 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.

Auxiliary Craft:
Numerous vehicles and warmounts can be grappled by branches and pulled up under the main Dome Branch Arms to be serviced and stowed. EcoS-K-4 Chirops aerial warmounts, in particular, like to hang under the branches of Megents, while other avian and aerial types perch on the upper side.
Megents are also home to HUNDREDS of various e-animals.

Variants:
While no two Megents are alike, some of the giants are distinctly specialized with regards to function and features. However, it has also been observed that Megents may be radically reconfigured(“pruned and grafted”) over time in response to changing onsite needs.
Some of the variants thus far identified include:

*Firebase---Firebase(or ‘Firebush’) Megents are noted for having hundreds(1d4x100) of peapod-style modules on their branches and the enhanced ability to ‘grow’ missile munitions that can then be fired from the aforementioned pods. Each pod typically holds 20 mini-missiles, OR 10 short range missiles, OR 4 medium range missiles, and can regenerate a full load of missiles, provided it has access to sufficient materials, within 24 hours.

*Chemtree---These Megents can be distinguished by the fat leaves and large bladder-fruits on their branches; the ‘trees are giant chemical refineries. These Megents play host to cultures of genetically-engineered microorganisms and nanite strains that break down raw materials into constituent chemicals or recombine them into new substances such as fuel stocks.

*Spiderhome---These Megents are noted for having large Cybofab pods(typically 2d6x10) for gestating arachnid-style warmounts (such as the ) and e-animals.

*Radwood-----It is rumored that the Radiant Edge has deployed ay least one modified Megent as part of its shatterworld reclamation efforts. The giant tree-construct is lined with dark radiation-convertors on its branches.

_________________
-------------
"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 Feb 24, 2019 8:44 pm
  

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Location: Somewhere between Heaven, Hell, and New England
EcoS-K-143 Taurotron Warmount
(Aka ‘PyroBull’)

“Looking for the FlameWings? I can’t say I particularly care for them, but if you’ve got your mind set on them, then follow the molten glass footprints and that will take you right to their camp. Better to follow behind them than to be in front of them, because I don’t think they care much for what’s in their way, and they give nary a thought to what they leave behind in their wake.”

“’Bull in a china shop’ doesn’t BEGIN to describe the carnage we can expect when the FlameWings land their ground forces.”

“Morfas tried to sneak into the Shemarrian camp like he volunteered. He didn’t get twenty feet inside their perimeter before one of those giant technowizardry bull-cyborgs musta smelled him or something, because it suddenly got up and spiked him bad, ran over him when he landed, then set him on fire, then gored the gruk out of him for good measure. That apparently woke up the whole camp, because everything came up all at once. I dunno if Ralg and Kral were trying to rush to help Morfas or they were retreating, but the next time I saw them, they’d just been hit and trampled by more of those hell-bison. Damn brodkil invisibility didn’t seem to help’em one bit, so I can say our terror-raid’s a bust.”

The Taurotron grew out of a spat between the Blood Rider Tribe and its even more aggressive spin-off, the FlameWings. The FlameWings sought to acquire the templates of the EcoS-K-76 Dredadon warmount from their parent Tribe, but were rebuffed because of the DeGendis Campaign, where the two EShemarrian sects fought side by side against Splugorth forces. The Blood Riders felt slighted by the FlameWings during the siege of the Garus Valley Line Fortresses; the Blood Riders wanted to take the Kittani-manned bastions by storm and claim glory, loot, and prisoners, but the FlameWings instead expediently obliterated the forts with WMDs. Even though the Dredadon was considered something of a ‘Glory Turkey’ even by the Blood Riders, they denied the FlameWings the requested schematics out of hurt pride and frustration at the loss of anticipated plunder in the Garus Valley.
Rather than contest the denial and challenge their parent Tribe for the plans(which the Blood Riders clearly expected), the FlameWings decided to develop their own version of the Dredadon, and ideally improve on it. Though it took them longer, they copied the parts of the Dredadon they wanted and mounted them on a modified EcoS-K-5 Sphinex frame, creating the Taurotron.
The Taurotron has a bisonoid-like body design, with hoofed legs, and a heavily reinforced head sporting two large sharp horns. The Taurotron, given its expected head-on attack posture, features a fully-enclosed saddle/cockpit, with heavy shielding to the front, just looking over the shoulders. On either side of the cockpit are two extendable wing-like flanges that hold plasma projectors capable of stream- or fan-fire, but can also be used to slash targets in passing. The body ends in a slender tail similar to that of the Monstrex, and ending in a heavy bludgeon-head(often adorned with smaller chains for a ‘hair’ look and intimidating jangling noise). Armament is heavy, and copies much the same pattern as the Dredadon, though the bisonoid body frame allows for the easier mounting of several accessory weapons systems and a towing capability.
The Taurotron is arguably a case of reinventing the wheel, in that the FlameWings initially just transplanted the relevant parts of the Dredadon over to a four-legged chassis. Also arguably the Taurotron is just as limited in its own way as the Dredadon, especially with regards to its armament being mainly oriented for head-on attack. Taurotrons work best when leading the charge, where they can bring their full weight of firepower on an enemy in front of them; they are less able in maneuvering, or bringing up the rear.
Initially, much was made of the irony of a tribe with an icon of wings deploying a ground-pounder unit, while a historically ground-bound Tribe used an avian Warmount(even if it was a non-flier). There was also much joking of how the bigger and more heavily armed Taurotron was a case of ‘overcompensation’ in the FlameWings’ effort to show up the Blood Riders for their snub. Taurotrons soon shed any trace of humor at the Reduction of Kalist, where newly-equipped FlameWing ‘vandal-squads’ thoroughly destroyed the planet’s industrial capability by attending to each and every facility in ‘marching firestorms’.
Recently, EShemar mystics have noted that in Ecotroz-Awakened Taurotrons, there is an increasing tendency for the psi-animal essences to develop extra psionic abilities, most notably a psychic force/damage shield ability that allows the cyberbeast to better blast things out of its way. The FlameWings have taken this psi-mutation as a sign of divine favor in a design derided as a copy of something denied them, and Taurotron riders will rub this development in the face of any Blood Rider Dredadon riders they encounter.
Taurotrons are not, however, the one hundred percent success that their general stats would make them out to be. They are cantankerous and ill-tempered, and require a firm hand to manage; not all riders are tempermentally suited to handle the psi-beasts. Their rampaging combat style also puts considerable strain, wear, and tear on their structure and systems, and they require at least a quarter more maintenance attention between combats than the more slowly developed and refined Dredadon. FlameWing Tinkers assigned to such duty find the easily agitated Warmounts something of a hassle to work on in this regard. Despite this, the FlameWing leadership has approved widespread production and deployment of the type with the tribe’s ground forces.

Type: EcoS-K-143 Taurotron
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 860
Head 290
Saddle/Cockpit Pod 120
Foreward Cockpit Shield 180
Horns(2) 150 each
Plasma Wings(2) 400 each
Legs(4) 300 each
Tail 90
Height: 19 ft
Width: 16 ft at shoulders, 25 ft w/ plasma wings fully extended
Length: 30 ft+10 ft tail
Weight: 55 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH
(Leaping) Can make a standing leap of 15 ft up/across, and a running(in excess of 40 MPH) leap of 30 ft up/50 ft across
(Flying) Not possible
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Taurotrons 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 140 MDC before needing material stocks to convert to MD repair material.

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

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

2) Plasma Scythes(2) ----The Taurotron’s ‘wings’ are actually powerful plasma blades that can spray a ‘firefeather storm’ incinerating wide swathes of area. These arrays are 30% larger than the Dredadon’s and correspondingly more powerful, but they also expend more energy and run hotter. Taurotron powerplants correspondingly need half again more attention and frequent overhaul than Dredadons’, owing to the greater worklord the systems are put to.
Range:(Blade) Melee
(Plasma Blast) 1,600 ft
Damage:(Blade) 4d6 MD un-powered, 9d6 MD powered
(Plasma Blast) 5d6 MD to 25 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Option: ‘Hotshotting’----This is an enhancement to certain plasma weapon types that injects enriched deuterium gas into the thermal-plasma, generating momentary fusion and a hotter, more destructive, plasma stream. This increases the damage of the plasma blast 50%. The Taurotron can hold enough pressurized deuterium gas in internal reservoirs for 150 shots.

3) Blaster Horns(2)---The FlameWings used copied Kittani technology to produce horns that can be sheathed in plasma for armor-vaporizing attacks, and can also fire off energy blasts.
Range:(Horn) Melee
(Blast) 800 ft
(Contact Shock) Melee
Damage:(Horn) 1d4 MD un-powered, 2d6 MD fully powered
(Blast) 5d6 MD per blast, 1d6x10 MD for both horns firing simultaneously.
(Contact Shock) Can also deliver a contact blast that does 2d4x10 MD
Rate of Fire: ECHH
(Contact Shock) Once per melee
Payload: Effectively Unlimited

4) Flame Breath---- Incendiary sprayer, exiting through the Warmount’s nostrils. The Taurotron can set fire to large areas of ground(and enemy) with incendiary substances; the Taurotron will often use this attack to remove lesser opponents from conflict, or to pen in a target, concentrating on those in the center of the ‘pen of flames’ in more personal combat.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 50 blasts
(Napalm)150 blasts
(MD Fluid) 250 blasts
(Incendi-Gel) 250 blasts
(WI Napalm-P) 400 blasts per tank(much more concentrated than the regular gasoline/alcohol).

5)(Optional) Ordnance Pack----The reinforced spine of the Taurotron can support an extra-large ordnance pack of 12x 82mm Mortars, in two banks of six tubes----Based on a Free Quebec Glitterboy weapon(and copied by the EShemar).
MDC: 100
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH. 1-12 mortars can be volleyed at a time.
Payload: 6 rounds, ready to fire, per mortar(72 rds total)

In the alternative, Taurotrons have also been seen in the field carrying standard WOMPs(Warmount Ordnance Missile Packs).

6)(Optional) Modular Weapons(2)---The Taurotron has provision for cockpit-mounting two weapons similar to those standard to the Monstrex. Typically the Taurotron carries the missile pod options, as lasers and plasma weaponry are well-taken care of by the Taurotron’s integral weaponry. These wepaons are usually used to cover the flanks of the Taurotron beyond the range of the plasma scythes or the eye lasers.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the basic Monstrex programming.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Taurotron 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: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +3 (+2 w/ ranged weaponry)
Roll +2
Bite 3d6 MD
Horn Strike 1d4 MD un-powered, 2d6 MD fully powered
Head Butt 6d6 MD
Ram 2d6x10 MD (2 attacks)
Kick/Stomp 2d6 MD
Hind Kick 2d4x10 MD (2 attacks)
Tail Lash 1d8 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Taurotron an aura and behavior more befitting a sentient being than a robot. Taurotrons are aggressive, cantankerous, fearless, and very narrow-minded; once they become fixated on trampling a target they can be hard to dissuade from going through with the attack. They also don’t like to be surprised, and violently react to being startled, attacked, or fooled.

Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but DOUBLE the range.
*See Aura
*See the Invisible

(Optional) ---25% of Awakened Taurotrons exhibit exceptional psionic abilities(for EShemar psi-animals), such exceptions possess ISP pool sand certain Physical psionics. Save as MAJOR psychics.
ISP: 9d6 +(1d6+1) per level of experience. Regains it at a rate of 6 ISP per hour.
*Psychic Body Field(30 ISP, 2 minutes per level of experience, 10 MDC per level of experience).
*Psionic Shock Field ----This ability creates a zone of telekinetic repulsion around the Taurotron’s head that telekinetically heaves objects and people out of the way. The field has a range of 10 ft in front of the Taurotron’s head. Objects(and beings) up to 600 lbs in weight can be tossed up to 2d4x10 ft away. Thrown objects of 100 lbs or more mass take 1d4 MD per 100 lbs from the shock-impact. 10 ISP per attack.

Note: For purposes of abilities that advance in experience, EShemarrian Warmounts ALL count as Full Conversion Cyborgs with regards to Exp. Tables.


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:
*Forcefield Generator---In place of a WOMP, the Taurotron can carry a forcefield generator that provides 300 MDC.

*Gun Chariot---Taurotrons have been seen towing large battle chariots, large enough to sport large turrets and tank-caliber weaponry. The chariot can be detached, and a four-legged base deployed, with the wheels rotating up to become part of the turntable on which the chariot-turret revolves.
The FlameWings will frequently tow these into combat, the chariots’ indirect-fire weapons firing over the warmounts’ heads to provide a creeping barrage, or slashing to the sides, blasting enemy flank forces. Occasionally, the Blood Riders will drop the chariots off mid-battlefield, to form a fallback line to consolidate territory gains or to cover retreating friendly forces.
Crew: 1-3 gunners.
MDC/Armor by Location:
Main Body 280
Reinforced Crew Compartment 100
Wheels(2) 80 each
Height: 10 ft
Width: 10 ft
Length: 12 ft
Weight:(base/empty) 7 tons+ weight of weapon and ammunition(if any)
Powerplant: Nuclear w/ 5 year energy life
Speed: Imposes a penalty of -50% to the maximum speed of the Tauroton.
Cargo: Can accommodate gun system and subsystems up to 20 tons
a) Mini-Missile Carrier-----Twin Retractable Box Launchers(40 shots each) and reloading magazine hold a whooping 240 missiles!. Volleys of 1-20.

b) Short Range Missile Carrier----Vertical Launch Cells hold 200 missiles. Volleys of 1-20.

c) Medium Range Missile Carrier----Vertical Launch Cells hold 50 missiles. Volleys of 1-10.

d) Long Range Missile Carrier-----Retractable Box Launcher and reloading magazine hold 12 missiles.

c) Heavy Plasma Cannon(x2)---Two heavy plasma cannon are mounted. They can be further augmented with the injection of enriched deuterium gas drawn from a tank in the lower part of the chariot-bunker.
MDC: 90 per cannon
Range: 4, 000 ft
Damage: 1d4x10 MD per blast, 2d4x10 MD for both cannon firing simulatneously(counts as one attack)
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited linked to nuclear power source
Deuterium Gas Reservoir has enough gas under pressure for 500 shots.

d) Heavy Ion Cannon
MDC: 110
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.

e) Heavy Pulse Laser
MDC: 120
Range: 6,000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EGCHH
Payload: 300 shot battery. Unlimited linked to nuclear power source

f) Particle Beam Cannon(x2)---Two double-barreled rapid-fire particle beam cannon are mounted.
MDC: 50 per cannon
Range: 4,000 ft
Damage: 1d4x10 MD single blast, 2d4x10 MD double blast(counts as one attack), 4d4x10 MD quadruple blast(counts as one attack),
Rate of Fire: EGCHH
Payload: 100 shot battery, or unlimited if nuclear

g)*ES-BR-DmM03 ‘Firestalk’(x2)---An 81mm dual-mode mortar system that has many similarities to the pre-Rifts Russian ‘Vasilek’(‘cornflower’) automatic mortar, but is really based on Free Quebec’s GBM-7-70M1 High Power Mortar. The gun-chariot can mount two and a generous supply of ammunition.
Weight: 1,300 lbs
Bombs/shells weigh from 7-14 lbs.
MDC: 100 per mortar
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
(Plasma) 1d8x10 MD to 20 ft radius
(Plasma Rain) 5d6 MD to a 40 ft blast radius
Rate of Fire: Six times per melee
Payload: Modified to be automatically belt-fed. A compartment in the lower body of the chariot-turret holds 360 rds.

h)’BlackHammer’ Laser/Missile Cannon(x2)---Two of these weapons can be mounted, plus extra reload drums for the mini-missile launchers
MDC: 300 per cannon
Range:(Laser)6,000 ft(triple in space)
(Mini-Missiles) 1 mile (double in space)
Damage:(Laser) 2d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Laser) ECHH
(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
The lower part of the fighting compartment holds an additional 4 mini-missile drums; it takes 5 minutes to replace a drum.
Special Features:
*Laser Sighting(+1 to strike)

i) Heavy Rail Gun---Glitterboy-style rail gun(x2)---Two heavy rail guns can be mounted.
MDC: 175 each cannon
Range: 12,000 ft in atmosphere
Damage: 3d6x10 MD per 30-rd burst, only fires bursts.
Rate of Fire: EGCHH
Payload: 200 rd drum per gun; the lower compartment of the carriage holds eight additional drums; it takes 5 minutes to replace a drum.

j) Heavy Particle Beam Rifle(x2)--- Two of these Orbital-style PBCs can be mounted. The use of a dedicated powerplant to feed them means a faster rate of recharge.
MDC: 170 each cannon
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 4d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 100 blast battery per gun, recharges at a rate of 1 blast per melee(for both guns)

k) 155 mm LB Massdriver Cannon
Weight: 26,000 lbs(13 tons)
MDC: 120
Range:(Direct Fire) 45,000 ft(9 miles)
(Indirect Fire) 110,000 ft (22 miles)
( Plasma Cluster-Direct Fire) 27,000 ft (5.4 miles)
(Plasma Cluster-Indirect Fire) 70,000 ft (14 miles)
Damage :High Explosive(HE)---- 3d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
Fragmentation---2d6x10 MD to 60 ft radius
Plasma----- 1d6x 40+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 6d6x10 MD out to 20,000 ft, 4d4x10 MD out to maximum range
(Plasma Cluster)---15 submunitions---Does 1d4x100+20 MD to a 20 ft blast radius, 6d6 MD concussion damage to an 80 ft blast radius
Rate of Fire: Twice per melee
Payload Varies; lower compartment has 4 tons’ ammunition capacity
155 mm AP shell weighs 100 lbs( 20 shots per ton)
155 mm Plasma Cluster shell weighs 150 lbs( 13 shots per ton)

l) Forcefield Generator---Adapted from starfighter shielding systems, but modified for area of effect, so the carriage generator protects the towing warmount and an area around it; typically a 50 ft radius. 900 MDC.

Options:
*Morphing Armor--Available only when the chariot is detached and acting as a stationary bunker. The carriage drives down stabilization pylons, then extends armored skirts that dig into the ground and form an armored dome, with the weapons turret at the top. There’s enough dead space inside the skirts to provide shelter for up to 8 Shemarrian-sized humanoids, or twice that number of smaller human-sized ones. The skirts provide an additional 400 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: Mon Feb 25, 2019 9:33 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
EShe-25WP Kantaran Rufus --- This wolf breed is slimmer, with short sleek fur and large ears, built for speed and stealth. The short, striped fur helps the Rufus blend in with wooded areas, the large ears, with built in powerful parabolic microphones to listen in on targets. The eyes are fitted with powerful optics and recording systems to give it greater visual abilities than regular Kantarans, as well as built in laser targeter. The spine and tail conceal a powerful antenna so that it can relay the data it gathers back to its handlers. The lighter, slimmer build with longer legs gives it much greater speed over other breeds, even some warmounts, allowing it to range ahead to scout and return safely, or even to out run any pursuit.
Rufus have 10% less MDC to all locations, speed able to run 210 MPH, height increased by 6 inches, weight reduced to 700 lbs.
Parabolic Microphone--A shotgun mike, mounted in the ears, that can pick up on sounds/conversations up to 3,000 ft away.
Motion Detectors with a 250 ft range.
Passive light amplification (night vision 2,500 ft over standard 2,000 ft), has microscopic vision (x500).
The powerful antenna in the spine and tail allow the Rufus to send or receive massive amounts of data very quickly, and can act as a radio relay for other units. Radio range is 100,000 miles (160,000 km) in atmosphere without satellite or orbiting ship assistance. As a relay, it can be used to enhance range of other Shemarrian units when there isn't satellite or orbiting ships.
Camouflage 50%, Detect Ambush 75%, Detect Concealment 75%, Prowl 70%, Track People 85%, Track Animals 80%, Tailing 65%.


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Unread postPosted: Mon Feb 25, 2019 9:22 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
RRRUUUFFFUUUUUSSSSSSSSSSS!!!!!


Sorry. Just HAD to bellow it. :D :P

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

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


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Unread postPosted: Mon Feb 25, 2019 9:41 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
RRRUUUFFFUUUUUSSSSSSSSSSS!!!!!


Sorry. Just HAD to bellow it. :D :P


Yeah yeah.
Love the Taurotron.


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Unread postPosted: Tue Feb 26, 2019 12:03 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
RRRUUUFFFUUUUUSSSSSSSSSSS!!!!!


Sorry. Just HAD to bellow it. :D :P


Yeah yeah.
Love the Taurotron.



Thanks.
It WAS initially little more than a reiteration of the Dredadon, but when I realized the think could HAUL, and the idea of a random-mutation psionic ramming ability...well, it dovetailed nicely with the FlameWings wanting to flip off the Blood Riders for their refusal to share.

Yes, there's trade and unlikely collaborations between the various tribes, but there's also occasion for petty bickering and some snobbery, especially over operating principles(and in this case, the FlameWings's extreme pragmatism robbing the Blood Riders of GLORY and LOOT).

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

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


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Unread postPosted: Sun Mar 03, 2019 1:33 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
Sphinex Variant Breeds

As the Eshemarrian tribes grow, new warmounts and ideas brought in from the fringe tribes, some of the older warmounts see upgrades or special 'breeding' to keep up or fill roles within the newer tribes.

Plumed Sphinex EcoS-K-5Hm
This breed of Sphinex was first introduced by the Hawkmoons, making it more agile in the skies of their worlds, and not just above them. The body is streamlined, with the 'wings' based on the Creax crawler replaced with large articulated wings that are modelled after a hawk's, the thrusters are improved for increased speed and are more recessed into the body and positioned more to the sides. The head originally based on the Creax crawler's combined with the Kittani Shark mini-sub is slightly longer and narrower, allowing for better aerodynamics, but has a weaker bite, but is reinforced for an armour piercing peck. The head, around the base of the neck and tail have a noticeable metallic feathered plumage, which can vary in colour or size amongst different clans or associated War Goddess.
Changes/Modifications: MDC/Armor by Location:
Remove Thruster Fin
Main Body 1000 (reduced from 1100 due to streamlining)
Add Wings (2) 250 each
Height: 26 ft
Width: 15 ft, wingspan 75 ft
Length: 32 ft
Weight: 37.5 tons
(Leaping) Jet-assisted leap of 300 ft up/across
(Flying) Hover to 200 MPH, maximum altitude of 8000 ft
(Space) Mach 1.5

Dodge +2 when running, +3 in flight
Roll +2, +4 in flight
Bite 5d6 MD
Peck 1d6x10 MD, double damage on natural roll of 19 and 20.


Casque-Head Sphinex EcoS-K-5Sc
This breed has been seen mostly amongst the Skullcrushers and Clan Armorand, and is distinguished by it's larger bulk due to heavier armour, larger head with powerful jaws but short, thick neck with a thick bone-like ridge that starts behind the 'eyes' and ends at the base of the neck, thicker legs and weapon arms, but the legs and arms are longer for greater reach and it is surprisingly fast for its bulk. Instead of the Creax crawler based 'wings', and the back thrusters for limited flight, it has six Monst-Rex based spines, making this breed less maneuverable than others, but has enhanced close combat capabilities. The weapon arms have retractable vibroblades for greater melee attacks. On the back where the thruster fin used to be, is a heavy weapon mount giving the brawler greater ranged attack capability.
MDC/Armor by Location:
Remove Thruster Fin
Main Body 2000
Increase all other locations by 20%
Back Weapon Mount (1) typically 150 to 200
Height: 30 ft, weapon mounts can add 5 to 10 feet depending on weapon
Width: 18 ft
Length: 30 ft
Weight: 41 tons
(Leaping) Jet-assisted leap of 150 ft up/across
(Flying) Hover to 40 MPH, maximum altitude of 200 ft
(Space) 200 MPH

Weapon Systems:
4) Spines (6) --- Based on the spines on the Monst-Rex, only longer, for close in protection, adding in melee attacks or even climbing.
Primary Purpose: Defense.
Secondary Purpose: Holding.
Range: Melee 34 ft
Damage: 1D6+2 with a single spine thrust, 2D6+4 MD for two simultaneous thrust from two spines, 3D6+6 MD from a simultaneous thrust with three spines (counts as two attacks).

5) Weapon Arms Vibroblades (2, 1 per arm) --- Each weapon arm is fitted with a retractable vibroblade to give it greater melee capabilities.
Range: Melee 6 ft reach
Damage: Slash 6d6+6 MD

6) Back Weapon Mount --- The back a heavy weapon mount, which can be fitted with the same weapons as the weapon arms, any weapons the Monst-Rex can be fitted with, or any of the following:
a) Twin Boom Gun---Two RG-14 ‘Boom Guns’ on a tandem mount. 
Range: 11,000 ft
Damage: 3d6x10 MD single shot, 6d6x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: 1,000 rds per gun

b)‘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: ECHH
Payload: 820 shot drum

c) 30mm Quad-Cannon--Four 30mm cannon in an antiaircraft mounting. It is also capable of engaging ground targets. Tends to burn through its ammunition supply fairly quickly, though, requiring frequent resupply. 
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per SINGLE gun firing. All four guns going at maximum rate of fire simultaneously do a whopping 3d6x40 MD! 
Rate of Fire: ECHH
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

d)’SkullShatter’ Cannon---This is a heavy weapon based on the Wolf’s Path ‘Goddess Hammer’ cannon, which was essentially several Shemarrian carbine rail guns bundled into a gatling gun arrangement for rapid fire. The Skullcrushers, after much effort, managed to acquire the schematics for the weapon so they could make their own, but also went about producing an even heavier long-barreled version using standard 6000-series rail guns instead of the shorter 4000-series carbines. The resulting half-ton weapon is too heavy for individual foot soldiers to carry, but it can be hefted by Skullcrusher Necriants, or vehicle/War Steed-mounted. 
Range: 6,000 ft
Damage: 2d6x10 MD per round, 6d6x10 MD for a three shot burst, 1d6MDx100 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.

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

f)’BlackHammer’ Laser/Missile Cannon
Weight: 1.2 tons each
MDC: 300
Range:(Laser)6,000 ft(triple in space)
(Mini-Missiles) 1 mile (double in space)
Damage:(Laser) 2d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Laser) ECHH
(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)

g)‘Longstryke’ Heavy Rail Gun
Weight: 2 tons each
MDC: 250
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 3d6x10+10 MD per single shot. 
Rate of Fire: ECHH
Payload: 36 round heavy drum(the mounting body segment can hold three drums for a total of 108 rds. A dedicated cargo segment can hold six drums) 
Special Features:
*Laser Targeting(+1 to strike)

Bite 3d6x10 MD


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Unread postPosted: Tue Mar 05, 2019 12:03 pm
  

User avatar
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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Sphinex Variant Breeds

Unexpected and beautiful!

Now...if I can only figure out how to unlock this block that seems to shut my home computer off from being able to log in.....The move seems to have zorched my auto-lock-in settings, and even manually keying in my passwords doesn't seem to work...and it sez nothing about cookie permits. :x :x :x

_________________
-------------
"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 Mar 05, 2019 7:15 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
Sphinex Variant Breeds

Unexpected and beautiful!

Now...if I can only figure out how to unlock this block that seems to shut my home computer off from being able to log in.....The move seems to have zorched my auto-lock-in settings, and even manually keying in my passwords doesn't seem to work...and it sez nothing about cookie permits. :x :x :x


Block on the Palladium Books forum? I had a hell of a time for awhile with it logging me out repeated.. then it would work for awhile.. kind of hit and miss with it's log in settings and auto-remember. I think some coding error in the new forum.

I'm slowly going through older warmounts and thinking of new variants.. while putting off an elite I've had in development limbo


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Unread postPosted: Tue Mar 05, 2019 7:37 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[

Block on the Palladium Books forum? I had a hell of a time for awhile with it logging me out repeated.. then it would work for awhile.. kind of hit and miss with it's log in settings and auto-remember. I think some coding error in the new forum.

I'm slowly going through older warmounts and thinking of new variants.. while putting off an elite I've had in development limbo



Yeah, that sounds like what's happening to me now...if I come in using my home computer, it clearly remembers my passwords, or, if I manually key ity in, it tells me I'm logged in, and refreshes the screen...back to the log-in configuration...
From anywhere else? Doesn't seem to have that problem, but I can't work that way. :(
Again: :x :x :x

And yeah, you got me thinking of using those older chassises for new warmounts, but I've got a few radical ones, too.

Though I should really toss in more story-telling fluff, more Cultural Notes...more USING the stuff we've created.

_________________
-------------
"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 Mar 05, 2019 10:49 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
[

Block on the Palladium Books forum? I had a hell of a time for awhile with it logging me out repeated.. then it would work for awhile.. kind of hit and miss with it's log in settings and auto-remember. I think some coding error in the new forum.

I'm slowly going through older warmounts and thinking of new variants.. while putting off an elite I've had in development limbo



Yeah, that sounds like what's happening to me now...if I come in using my home computer, it clearly remembers my passwords, or, if I manually key ity in, it tells me I'm logged in, and refreshes the screen...back to the log-in configuration...
From anywhere else? Doesn't seem to have that problem, but I can't work that way. :(
Again: :x :x :x

And yeah, you got me thinking of using those older chassises for new warmounts, but I've got a few radical ones, too.

Though I should really toss in more story-telling fluff, more Cultural Notes...more USING the stuff we've created.


I've got one AW aquatic warmount, and an AW variant of that Wayfinder one based on a bear power armour.. Plus that one elite idea I had that I mentioned to you awhile back..
Plus gotta get working on that other project. So much to do.. so little time lately.


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Unread postPosted: Wed Mar 06, 2019 2:45 am
  

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kronos wrote:
[
I've got one AW aquatic warmount, and an AW variant of that Wayfinder one based on a bear power armour.. Plus that one elite idea I had that I mentioned to you awhile back..
Plus gotta get working on that other project. So much to do.. so little time lately.



Gppd news is, I seem to be back up from my home computer.....
Also I've unfortunately got lots of time(and an advantage of having to home iMacs and slow download times on one of them, is I can swivel to the offline one and type whatever occurs to me into ongoing WIPs while waiting).

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

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


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Unread postPosted: Thu Mar 07, 2019 10:12 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
EcoS-K-144 Inflammator Warmount
(aka ‘Slagator’)

“Plasma may vaporize, but napalm runs, it drips, it CLINGS.”

“Damn fire-happy FlameWingers parked a dozen of those slagators upriver outside the ‘burg and sprayed hypernapalm down the canal. Got enough of the stuff that it floated on the water without fizzling. That burning stuff got deep inside the old sewer system and set fire to them; combustion gases built up and then exploded, though I’m pretty sure the Flamers also pumped in hard oxygen to fuel the reactions. What Sqaada soldiers there were that were hiding underground either burned to death or suffocated..or else followed the airflows and got popped when they surfaced. Oh, and flames had to be shooting up out of every toilet and drain in half the city. That pretty much took care of what hadn’t been knocked down in the earlier bombardments. Only good thing about there not being any humans left alive when the Sqaada moved in to occupy the place; the FlameWings aren’t going to get billed for the property damage.”

“Die in a fire.”

Hot on the heels, as it were, of the Taurotron, the FlameWings have introduced the Inflammator, as if to prove to their Blood Rider clan-kin that the Taurotron was not a lucky break. The Inflammator uses the same Sphinex chassis as the Taurotron, but radically remodels the layout. The Inflammator relocates the head and enclosed crew cabin to the lower front of the body, while the snake neck and head are now a trunk-like flame-thrower appendage. The weapons armatures have been replaced with tertiary heads, each mounting a ‘slag cannon’ capable of spewing white-hot projectiles of chemically-treated molten obsidian or metal slag. To outsiders, the Inflammator is often believed to be the result of Splugorth biowizardry experiments on saurian stock(this would explain the multiple heads) rather than a naturally-evolved lifeform, and that the Inflammators’ ancestors were among animal stock liberated when the Shemarrians broke free of Splugorth enslavement. The FlameWings have done nothing to discredit this rumor, finding it suits them just fine(for their part, the Splugorth have wondered which of their number was responsible for such work, and don’t know whether to congratulate them for their brilliance, or eat them for their insolence at losing the Shemarrians as slave-stock).
Inflammators are meant to inundate targets in thermochemical fire, setting vast swaths of territory ablaze. While a pass with a plasma torch may scorch and vitrify, the touch is fleeting, while a chemical fire can burn for hours, even days, thoroughly destroying property and sterilizing the ground. The Inflammator is also no slouch in melee combat, with multiple heads, snapping jaws(and in the case of the main head , ‘ripsaw teeth’), jabbing claws and fangs, and a powerful tail striking out at anybody foolish enough to close with the warmount.
The Inflammator’s main shortcoming is its reliance on a chemically-fed main weapon whose ammunition the warmount cannot produce on its own. Inflammators thus must be accompanied in the field by tanker-mounts that can keep their specialized stable-mates supplied with fuel.

Type: EcoS-K-144 Inflammator
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1-3 passengers
MDC/Armor by Location:
Main Body 1,000
Head 300
Reinforced Crew Compartment 200
Flame-thrower Head(1) 120
Neck 150
Top Sensor Fin 60
Slag Cannon Heads(2) 150 each
Legs(4) 425 each
Tail(1) 320
Height: 28 ft. The Flame-thrower Head can rise up as much as 12 ft.
Width: 15 ft
Length: 30 ft+ 25 ft tail
Weight: 34 tons
Cargo: Small space inside/beside the Crew Compartment for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 70 MPH
(Leaping) Can make a standing leap of 15 ft up/across, and a running(in excess of 40 MPH) leap of 30 ft up/50 ft across
(Flying) Not possible
(Space) Not possible
(Underwater) Can run along the bottom at 15 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. 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 Inflammators have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 150 MDC before needing material stocks to convert to MD repair material.

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

*Periscope Optics---The flame-thrower head sports basic robot optics, plus low light vision enhancement. Thus, the main body of the Inflammator can remain behind cover, or even underwater, while the raised head of the flame-thrower peers around.

Weapons Systems:
1) Super-Torch Heavy Flame-thrower---What WAS the Sphinex’s head is now a massive high-pressure flame-thrower/incendiary sprayer, fed from a ‘gizzard’ in the main body. Though technically the Inflammator can use anything that flows and burns, the FlameWings typically use only the most destructive compounds, based on some of the nastier Rifts Earth incendiary mixtures.
Range: 1,000 ft and can cover a 30 ft wide swath
Damage:
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(Hyper-Napalm) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 30 ft per attack used. Used with Incendi-Gel this does 1d8 MD, and with Hyper-Napalm, this does 4d4 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload: (Incendi-Gel) 300 blasts
(Hyper-Napalm) 500 blasts (much more concentrated than the Incendi-Gel)

2) Laser Eyes(6, 2 per head) ---Standard robotic eye lasers, common in the Shemarrian arsenal. Both the main head and the tertiary heads sport these lasers.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Flame-thrower Trunk Plasma Blade-Cannons(2)---The flame-thrower nozzle ‘false head’ mounts four small plasma projectors, based on Kittani energy blades(specifically the Kittani power armor Energy Ax). The blades can also deliver serious damage in melee combat.
Range: 200 ft
Damage: 1d4x10 MD per single blast, or 4d4x10 MD per quadruple blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Slag Cannon Heads(2)---The two tertiary heads are each fitted with a slag cannon(aka ‘Vesuvian Vomiter’) that takes ingested rock or metal(generally what the warmount’s regenerative system cannot use and normally discards as waste), mixes it with various chemicals, superheats it, and ejects it as superheated magma bombs. These weapons have an advantage that, even if a target is immune to heat-based attacks, the projectiles still deliver a powerful kinetic punch, and the semi-liquid state of the slag in flight means that it acts similar to a self-forging warhead, improving its armor-penetrating capabilities.
Range: 4,000 ft
Damage: 6d6 MD per shot. Targets vulnerable to heat take DOUBLE damage, and there is an 80% chance of flammable materials being set on fire by the hot slag material.
Rate of Fire: ECHH
Payload: 200 shots per head, Can generate new ammunition with ingested rock and metal scrap at a rate of 1 shot a minute.

5) Plasma Blaster Tail---The long battle-tail ends in a spiked and flanged mace studded with sharp contact points that not only do stabbing damage backed by the kinetic force of the tail weight, but the contacts can also deliver a blast of explosive shock-plasma.
Range: Melee
Damage:(Un-powered Strike) 5d6 MD
(Powered Strike) 2d4x10 MD

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

Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2
Strike +2 (+2 w/ ranged weaponry)
Roll +2
Bite 2d4x10 MD
Truck Blade Slash(Un-powered) 1d4 MD per blade
(Energized strike) 1d6x10 MD per blade
(Power strike)(2 attacks) 4d6x10 MD(head snaps forward with all four blades energized and aimed to stab at one point)
Tertiary Head Bite 4d6 MD
Tail Lash(Un-powered Strike) 5d6 MD
(Powered Strike) 2d4x10 MD
Kick 3d8 MD
Stomp 4d6 MD(+2d6 MD with vibroclaw toes extended)
Body/Head Butt 2d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Inflammator an aura and behavior more befitting a sentient being than a robot. Inflammators are aggressive predators perfectly willing to engage in close combat, or to wait and burn down an enemy. They also work well in packs, methodically sweeping an area of targets and obstacles.

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

Variants:
* EcoS-K-144b---(aka ‘FireFlower’) Variant that harkens back to the original plasma-armed Taurotrons. In place of the supertorch, the ‘FireFlower’ mounts a more conventional(albeit VERY powerful) plasma ejector, the design of which was copied from a Naruni design. The already impressive damage is further increased by the use of a deuterium injection system, and range is slightly increased through the use of a flower-like electromagnetic reflector/blast-shaper around the ejection head.
Changes/Modifications:
1) Heavy Plasma Ejector---Replaces the supertorch with this Naruni-derived weapon.
Range: 800 ft
Damage: 1d4x100 MD per blast
-“Hot Shotting’(injecting deuterium-gas into the plasma stream) increases damage by 50%.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited, linked to the warmount’s nuclear powerplant.
Has enough onboard deuterium slush tankage for 150 shots before needing refueling.

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