Board index » MDC Worlds » Rifts®

 


Post new topic Reply to topic
Author Message
Unread postPosted: Mon Aug 05, 2019 11:10 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
DarkWaters Skulian Elite
(aka ‘Waterstrider’, ‘Surfmar’)/quote]

Nice!



Yep, after a week of unproductiveness, I find myself closing in on a posting surge, maybe because August signals the downslope of summer, and I want to get those water-themed ideas out there. .
Then again, that's when I find myself tweaking and adding entirely new stuff instead of pruning, that stuff gets drawn out.

Oh, and the Ignis Spitter looks fun too. 8)

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

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


          Top  
 
Unread postPosted: Mon Aug 05, 2019 11:04 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
TyraClaw Robot Drone
(aka ‘Krab-Brother’, ‘Crab-Lord’, ‘Heiken’, Carcinusor’)

“This thing looks so authentically Kittani, I’d almost suspect you of being Kittani engineers working in disguise under our noses, in which case I’d have to destroy you.”
---Warchief Halda DeathDepth, DarkWaters DeepWatch, on seeing the first TyraClaws in development.

“Fairly easy to introduce myself to the Dark Pharaoh’s portside minions as a Horune-drek free agent out of Atlantis hunting the African coast for goodies to send back home. They looked rather enviously at my TyraClaw, but otherwise didn’t give it a second glance. Stuck around long enough to scope out the place and be seen around the local bars. Meanwhile, my dumber half was getting a good look at the port facilities and routines from the inside. When the rest of my war flotilla arrived, we made sure there were some rather violent fires, lots of smoke, and plenty of chaos, in the warehouses immediately adjacent to the port defense center. Still, there was enough organized resistance that I had to sacrifice my exoframe. Made damned sure that I gave it and my cover a heroic sendoff, though, doing an epic stand against the ‘invaders’ in the thick of the fighting before -unfortunately- suffering a critical reactor breach right next to the garrison lord’s command vehicle. I rather liked the big lug-claw, but since I heard we extracted over five hundred kids who were otherwise destined for the necropolis complexes further north, I don’t mind losing some hardware.”
---Monika Skinshadow, Yurei

“Do I have anything about fighting War Crabs, seeing as I am part of one? Hells no! I’m just harvesting bones for brothers!”
----Haager Hull-biter, Awakened TyraClaw

“Excellent work convincing those Horune you were on their side as field agents of their Splugorth benefactor, then getting right in the middle of their raiding formation. They must have LOVED the idea of having you along as heavy support on this operation of theirs. Psychics or not, they had no idea of what was happening when you cut loose on them and released both torpedoes and gill-clogger right in their faces. The Blood Tide Reapers are virtually extinct after today”

<<“-Mission Phase Four initiated. Despite resistance, Dameselle Tias successfully extracted and aboard. Tracer station destroyed. Trojan and Voiceover Protocols deployed. Multiple points pursuit detected, but none in immediate vicinity. Proceeding to Vanishing Point.”>>
----Anonymous TyraClaw operative during deep operations in the Indian Ocean

The TyraClaw is an EShemarrian robot drone developed from scavenged wrecks of ARV-RV War Crab robot vehicles. While War Crabs yielded up some of the first bits of battlefield salvage that went into the first generations of EShemar Warmounts(such as the EcoS-K-8 Ironback). But whereas the Ironback used the lower torso and weapons of the War Crab, the TyraClaw uses the upper hemi-humanoid torso and completes it as a biped humanoid robot drone with two fully functional legs, and onboard AI.
DarkWaters Tinkers completed the hemi-humanoid configuration by grafting on a pair of legs taken from Northern Gun’s AX-44 Bison Battler, made some cosmetic changes to match the Kittani upper torso, and added several hydrojets and maneuvering thrusters. Several larger thrusters copied(or salvaged) from the Kittani War Fish power armor have been mounted on the back. Additional tubing has been added to the shoulders, holding additional sensors or weaponry. The weaponry has been further beefed up, with improved eye lasers and concealed mounts in the large crab-claw forearms. A deliberate effort has been made NOT to incorporate obvious proprietary Shemarrian weapons and technology, so as to mislead enemies about the true origins of this ‘Kittani robot’.
A robot artificial intelligence, programmed with both utility work and military combat has been installed, No longer merely a ‘puppet’ part of a larger ‘bot, as in the complete War Crab, the TyraClaw is a powerful humanoid combat unit in its own right. They are often programmed with intelligence on known Kittani/Minion, Horune, Nruni, and other threat forces’ communications protocols, military etiquette, tactids and procedures, the better to anticipate and exploit them.
Despite its odd proportions and heavy armor plating, the TyraClaw is surprisingly agile both in and out of the water, and its sinewy grace lead some people to assume the ‘bot is actually some form of giant alien cyborg.
The TyraClaw looks like a Kittani product, is often mistaken for one, and a logical spinoff of the War Crab at that, and that’s what concerns many EShemar Tribal elders, who fear that deployment of the TyraClaw might give the Kittani ideas on improving their robotics. The Tinkers who created the TyraClaw don’t think that’s necessarily a bad idea, because it will allow the TyraClaw even greater opportunities to infiltrate Kittani and Splugorth ports and facilities if it can blend in with other similar ‘bots. Indeed, that’s how the TyraClaw has been used successfully in attacking Splugorth outposts along the African and Asian coasts. Still, even though the majority of War Crab parts are scavenged in the Atlantic, the EShemar Tribal Elders have limited the use of the TryaClaw in that region, and it is mainly used in actions in the Pacific and Indian oceans. For their part, the few times the TyraClaw has been identified in actions against Splugorth concerns, it’s been misidentified as a rogue unit, Naruni knockoff or the work of a rival Splugorth’s Kittani.
TyraClaws originally appeared as special equipment assigned to Yurei commandos charged with sabotaging Splugorth operations around the globe. They’ve been used in a number of ‘false flag’ operations against Splugorth trade outposts, the Horune, and the Naut’yll. However, a number have appeared in regular Warrior formations, where it is presumed by outsiders that the ‘bots are spoils of war captured by the Kittani-hating Shemarrians.
A real sign of acceptance of the ‘special equipment’ by the rank and file EShemar was when combat units began Awakening their assigned TyraClaws, effectively making the former drones oreseme or sgen, and Upgrading them with Shemar-tech as regular and proper Tribe members. The Gilloc sgen of the Pacific Coast have nicknamed these Awakened TyraClaws ‘crab-brothers’.
The TyraClaw currently appears only in DarkWaters service; aside from a few Eccentrics and Awakened free agents, no other Tribe has yet taken up the design, though they have traded parts of Kittani ‘mechs to the DarkWaters for TyraClaw creation. It is -rumored- that the ShadowBlades operate the design, though whether theirs were built in-Tribe or they were acquired from the DarkWaters remains an unknown, as just about anything concerning the ShadowBlades is.

Type: EcoS-KRP-50 TyraClaw
Class: Robotic Drone
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 420
Head 100
Hydraulic Hands (2) 20 each
Giant Crab Claws (2) 200 each
Back Thruster Tubes(4) 110 each
Launcher Tubes(2-4) 70 each
Directional Thrusters(16; 4 each leg, 1 each forearm, 6 torso) 15 each
Legs(2) 210 each
Height: 18 ft
Width: 10 ft at shoulders
Length: 8 ft
Weight: 12 tons
Cargo: None, except what can be carried in the claws.
Physical Strength: Equivalent to Robotic P.S. of 50, small arms 25.
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 60 MPH
(Leaping) 8 ft up/across, With a running start, can go 12 ft up/18 ft across, and a jet-assisted leap out of water can hit 25 ft up and 35 ft across.
Can perform a jet-assisted leap straight up out of the water and hover for 1d6x10 seconds at an altitude of up to 60 ft.
(Flying) Not possible
(Space) Not possible
(Underwater) can run along the bottom at 20 MPH, or swim, using thrusters, at 35 MPH on the surface, 25 MPH underwater. Maximum depth of tolerance of 3 miles.

Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Voice Synthesizer---The TyraClaw has a voice, that can be, along with the language programming, modulated to sound like a Kittani, a Horune, or any of a number of the more common Minion species or known Naruni apprentice/ally species.

*Loudspeaker----80 decibels

*Hydraulic Extendable Hands---The smaller hands inside the crab-claw forearms can extend on the ends of hydraulic pylons up to 12 ft. Unlike the original War Crab hands, however, the TyraClaw’s have been improved for greater articulation, removing any penalties for doing fine manipulation work.

*Sonar---30 mile range

*Sensory Antennae(4)---Useful for feeling a way through dark or murky water: +1 to dodge, and penalties for blindness are HALF.

Weapons Systems:
1) Eye Lasers(2)----The TyraClaw replaces the weak heat-beams of the WarCrab with more powerful variable mode eye lasers. The TyraClaw typically uses the lower power and range settings for utility work or when trying to appear as a legitimate Kittani minion-bot, but cranking up the power for full combat.
Range: 200 ft lower range setting, but higher power is 2,000 ft
Damage: 1d4 SDC-3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Back Launchers(2-4) ---Inspired by Triax designs and the shoulder launchers of the Kittani Destroyer Power Armor, EShemar Tinkers have added the option of up to four back tube launchers. These tubes can hold other systems as well, such as countermeasure, decoy, and EW systems.
a) Mini-Torpedoes----10 per tube

b) Short Range Torpedoes----3 per tube

c) Mini-Missiles----10 per tube

d) Short Range Missiles----3 per tube

e) Grenades---The EShemar initially couldn’t acquire a reliable supply of Kittani rocket-grenades, so they substituted a Northern Gun design instead. This has actually worked to the EShemars' advantage, as forensic analysis of the munitions’ remains have further confused Splugorth investigators.
Range: 1,000 ft
Damage:
(Fragmentation) 3d6 MD to 12 ft blast radius
(High Explosive-Armor-Piercing)4d6 MD to 3 ft blast radius
(Plasma) 6d6 MD to 5 ft blast radius
(Smoke/Gas) Varies, but generally creates a cloud 25-40 ft in radius.
Rate of Fire: ECHH
Payload: 20 per launch tube

f) Rocket Grenades--Some EShemar enclaves have gotten lucky and captured supplies of Kittani rocket-grenades, or gone the extra mile to reverse-engineer and set aside some of their production capacity to manufacture their own. The grenades are hideously short-ranged, but can do double-duty as depth-charges.
Range: 300 ft in air, 1 mile depth as depth charges
Damage:(High Explosive) 5d6 MD to a 12.5 ft radius
(Fragmentation) 3d6 MD to a 20 ft radius
(Concussion) 4d6 MD to a 10 ft radius, plus 2d6 MD to an additional 20 ft radius. 01-35% chance of stunning life forms caught i the center area for 1d4 melees
(Gill Clog) Effective only in water; creates a cloud 20 ft in diameter that lingers for 1d4 minutes. Water-breathers attempting to breath the gunk are -6 on initiative/ strike/ parry/ and dodge, reduce APMs by HALF, and skill performance by -50% as they struggle to breath. A saving throw of 16 or better means the victim only suffers HALF penalties. Leaving the cloud means the victim can start breathing again unhindered, but the aftereffects will linger for 2d4 minutes. Staying in the cloud longer than a minute will almost certainly(1-79% chance) kill the victim.
Rate of Fire: ECHH
Payload: 10 per launch tube

g) Decoy Launcher
Range: Launches decoys up to 500 ft away
Damage:(Varies)
a)Acoustic ‘Screamer’----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub 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, plus acoustic-homing weapons will break target lock to attack the decoy.
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.
Note: Screamers will affect the user’s own sonar systems.

b) 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.
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 1-2
Payload: 6 decoys per tube

h) Smoke/Chemical Pot----The tube can hold instead a chemical charge that when lit off can produce a cloud of chemical smoke, or, if in the water, dissolve into a chemical slick in the water.
Range: Produces a cloud in the air or water
Damage:(Varies)
a) Smoke---Covers a 100 ft wide area in thick choking smoke. Anyone caught in the cloud of thick, obscuring smoke is unable to see, except with thermal optics. Inhaling, or exposure through unprotected soft tissues like the eyes, the vapor does 1d6 SDC/Hit Points per melee of exposure, and victims are -4 to dodge, strike, and parry, even for 1d4 melees after being removed from the cloud.
Smoke persists for 1d4+3 melee rounds.
b) Ink----Usable only in water. It covers a 60 ft diameter area and persists for 1d6+1 melees before dispersing. No damage, but those caught in the fog are -4 to strike, parry, dodge, disarm, and entangle while caught in the cloud. Targeting lasers automatically lose lock through the cloud, and lasers, even blue-green modulated, do HALF damage trying to pierce the murk.
c) *Fizz’ ----This is a foaming chemical compound that shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 500 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
d) Gill Clog---Same as for the grenade version, only a larger cloud is released; 80 ft diameter.
Rate of Fire: ECHH
Payload: 10 chemical shots per tube

i) Rocket Anchor/Winch Module---For bridging and self-extraction purposes, the TyraClaw can be fitted with an electromagnetic catapult that fires a grapple, trailing a cable, to find purchase in distant ground, after which the ‘bot can winch itself up or down. The mounting holds a reusable grapple-anchor, and a heavy winch with 500 ft of cable. It can hold up to 30 tons. Great for scaling coastal cliffs and the sides of marine structures.

j) Jamming Module---A radio jamming module that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Mounting multiple jamming pods adds systems redundancy, but not cumulative bonuses.

k) ECM Module---electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Mounting multiple jamming pods adds systems redundancy, but not cumulative bonuses.

3) Concealed Crab-Claw Weapons(2)---The large heavily-armored crab claw forelimbs conceal direct-fire weapons. Each forelimb can conceal ONE of the following:
a) Rail Gun---A rail gun is concealed in each claw, with two small firing apertures betraying their presence.
Range: 2,500 ft in air, 1,000 ft underwater
Damage: 1d4 MD single shot, 1d4x10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 2,000 rd drum

b) Harpoon Launcher --Patterned on Naut’yll designs.
Range: 500 ft w/ attached line, 2,000 ft free-flying
Damage: Cable-harpoon does 1d6 MD on impact(and another 1d6 MD if torn out) and trails 500 ft of high-strength cable behind it, allowing the ‘bot to reel in ‘pooned targets.
Explosive-tipped darts do MD in water, and MD in air.
Rate of Fire: ECHH
Payload: 100 dart magazine

c) Blue-Green Laser Blaster
Range: 4,000 ft in air and water
Damage: 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Ion Blaster
Range: 1,000 ft in air and water
Damage: 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Ion Claws---These emulate Kittani plasma weaponry in that the claws are lined with superconducting elements that can channel extremely high voltage through them to deliver a shocking and incapacitating stab-strike. They can also fire a powerful, if short-ranged, ion blast.
Range:(Shock Claws) Melee
(Ion Blast) 500 ft
Damage:(Shock Claws)(variable) 4d6 SDC-3d6 MD
Against machines, roll on the following:
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.
Against organic targets, the Electro-Shok has the following effects: victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
(Ion Blast) 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) Particle Beam Blaster ---This is a double-barrel weapon based on examples taken off salvaged War Pods.
Range: 2,000 ft
Damage: 1d4x10+4 MD per blast, 2d4x10+8 MD per twin blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Particle Beam Blaster(N) ---This is actually based on a Naruni weapon. This is a deliberate attempt to confuse forensic damage analysis, and is part of what has led some Splugorth Minions to speculate that Naruni is behind some of the attacks on Splugorth interests.
Range: 1, 200 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

h) Plasma Cannon---This is actually based on a Naruni weapon(not one of the cartridge types) and, like the particle beam, is meant to confuse the issue of responsibility for attacks with the blast signature and plasma ratios indicative of Naruni weaponry.
Range: 2,000 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

i) Plasma Claws---This emulates Kittani plasma melee weaponry in using the claws as conduits for the plasma; the weapon can enhance melee strikes and fire off short range plasma blasts.
Range:(Plasma Claws) Melee
(Plasma Blast) 200 ft
Damage:(Plasma Claws) Energized strike adds +2d4x10 MD
(Plasma Blast) 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

j) Plasma Cannon---This is simply the same weapon as mounted on the War Fish Power Armor
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Projectable Body Spikes(6-12) ----The shoulder spikes of the War Crab have been retained and added to, so the TyraClaw carries more of them.
Range: Melee
If fired as projectiles, they have a range of 400 ft in air, 200 ft underwater
Damage: +1d4 MD to a body block/ram.
If fired as a projectile, does 1d6 MD.
Rate of Fire: Volleys of 1-3
Payload: 3 -6 per shoulder
Note: If the TyraClaw has a Bionic Cybernanite Repair System installed, it can replace/re-grow lost spikes, Each spike has 5 MDC.

5) Self-Destruct---Having gone through enough trouble to gather the salvage to construct a TyraClaw, the EShemar aren’t about to let the reassembled parts fall back into the hands of their enemies. A self-destruct system is built into the ‘bot to prevent its capture/salvage, and take its secrets(and hopefully a few of its enemies) with it.
Range: Self
Damage: Completely destroys the war-beast. Thermal-explosives can do an additional 4d6x10 MD to a 40 ft radius, plus 80% chance of setting combustibles in the area of effect alight in a 30 ft radius beyond that. Thermal-corrosive charges do 2d4x10 MD to a 15 ft radius, but can ‘splatter’, doing an additional 2d4 MD to a 60 ft radius of effect, and 1d6 MD for an additional 1d4 melees afterwards.

6) (Optional) Use of Small, Handheld Weaponry----The TyraClaw can grasp and use human-scaled weapons in its smaller utility hands. Though better articulated than the War Crab’s, however, the hands are not ideally positioned for accurate marksmanship, and using forearms with the smaller hands are still at -1 to strike.

Programming:(Artificial Intelligence)
Typically has the following:

Radio: Basic 94%
Military Etiquette 96%
Mathematics: Basic 98%
Land Navigation 94%
Underwater Navigation 80%(+5% per level of experience for Ecotroz entity)
Intelligence 85%(+5% per level of experience for Ecotroz entity)
Detect Ambush 75%(+5% per level of experience for Ecotroz entity)
General Repair & Maintenance 80%(+5% per level of experience for Ecotroz entity)
Salvage 80%(+5% per level of experience for Ecotroz entity)
Marine Salvage 80%(+5% per level of experience for Ecotroz entity)
Excavation 85%
Rope Works 88%
Demolitions 94%
Demolitions Disposal 92%
Demolitions: Underwater 94%
Naval Tactics 70%(+5% per level of experience for Ecotroz entity)
Climb 80%/76%
Weapons Systems 90%
W.P. Blunt
W.P. Paired Weapons
W.P. Sword
W.P. Heavy MD Weapons
W.P. Harpoon/Speargun
W.P. Torpedo

TyraClaws are programmed to speak/understand Dragonese, Kittani, Horune, Gobbeley, Naut’yll , Naruni, Trade Four and Shemarrian, all at 94%. Depending on the desired effect, they may shout out words and phrases in those languages to give the impression of a pilot or operative of a respective species or organization.
They are also programmed to recognize common Kittani and Splugorth associated hardware, weapons, and military ranks, as well as Horune and Naut’yll vessels.

If Awakened TyraClaws can also learn 3 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.


Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3,+4 underwater
Strike +4 (+3 w/ ranged weaponry)
Parry +4
Roll +4, +5 underwater
Pull Punch +3
Critical Strike on an Unmodified 19-20
Restrained Claw Strike/Punch 1d6 MD
Full Strength Claw Strike/Punch 3d6 MD
Power Claw Strike(2 attacks) 6d6 MD
Scissor-Claw 1d4x10 MD
Claw Crush 3d6 MD
Elbow Spike Strike 1d6 MD
Hydraulic Utility Hand Punch/Crush 1d4 MD
Head Butt 1d6 MD
Kick 1d6 MD
Stomp 1d4 MD

Options:
Many individual operators of TyraClaws may add mission-specific tweaks to their ‘special equipment’, but Awakened TyraClaws are eligible for Upgrade, same as other Tribesmembers. The sgen oreseme often get themselves upgraded with expanded skill memory capacity(+2 additional skill programs/blocs) or even Neural Intelligence upgrading(adding the capacity for +3 additional skill programs/blocs, and an additional Secondary skill at each appropriate level of advancement) , greatly expanding their mental capabilities(one Awakened TyraClaw reportedly took advanced communications programming and learned performance skills so it could better imitate and taunt enemies over the airwaves).

*Internal Compartment---( 100 MDC) A small concealed internal cargo compartment can be added to the ‘bot. Can hold up to a 7 ft tall humanoid, or 500 lbs of cargo.

*Biting Jaws---A small pair of biting jaws can be added, doing 2d4 MD. This is often taken by Awakened TyraClaws in conjunction with a Nanite Self-Repair/Regeneration System, allowing the ‘bot to feed itself.

*Bionic Cybernanite Repair Systems--- This feature is typically part of the Upgrades given Ecotroz-Awakened TyraClaws to bring them up the same standard as the EShemar have refitted themselves with. These systems repair 4d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.

*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the TyraClaw can be fitted with the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though.

*Back-Mount Weapon----This is mostly seen with Awakened TyraClaws, and adds a heavy weapon mount between the launcher tubes and jet thrusters. The heavy weapon can swivel up to fire over the shoulders. ONE of the following can be mounted:
a) Heavy Rail Gun----Typically a scavenged Kittani weapon such as a TriBarrel Super Rail Gun(statted here), but other makes have also been fitted, such as Coalition States or Triax weapons.
Range: 6,000 ft (not usable underwater)
Damage: 1d6x10 MD per 40 rd burst; can only fire bursts
Rate of Fire: Up to six bursts per melee
Payload: 4,000 rd drum

b) Heavy Laser Cannon
Range: 10,000 ft in air, 5,280 ft water
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Plasma Cannon
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited


*Flight Jets----This adds a cut-down set of thrusters and part of the armored rear fin from, in keeping with the ‘Kittani second-hand goods’ theme, the ARV-RV Creax Armored Rover. This installation takes up two of the missile launch tube slots(the remaining pair can be relocated to the sides of the flight pack-carapace)
Weight: +6 tons
MDC:
Rear Armoed Fin/Carapace 175
Thrusters(2, under fin) 50 each
Maneuvering Jets(2) 50 each
Speed:
(Running) Reduce top running speed by 20% due to the extra weight.
(Leaping) Reduce unassisted leap distance by HALF, but can make a powered leap, using the thrusters, of 60 ft up/180 ft across, and a jet-assisted leap out of water can hit 75 ft up and 240 ft across.
(Flying) Hover to 70 MPH, maximum altitude of 300 ft.


*Krab-Link----(aka ‘Krab-Ball’, ‘Cancer-Ball’, ‘CrustaCastle’, ‘KlawFort’) Another option seen with TyraClaws embedded with EShemar units. The ‘bot can link with EcoS-KRP41 Grunder Robotic Warbeast/Watchbeasts similar in fashion to the related EcoS-KRP41SkcC Phalangite Crab Robo-Gestalt. It takes a total of 29 Grunders to effectively cover the TyraClaw, and even that leaves some gaps, so protection isn’t total(the TyraClaw will typically carry an additional 3-4 crabs as reserves), but each robo-crab retains its senses and attacks per melee(5), acting as an impressive point defense system. Armor protection is also impressive, surpassing some warships for megadamage ratings, and each Grunder contributes a forcefiedl as well, resulting in very durable defenses.
The down side is that the crab-armor adds weight and , virtually immobilizing the TyraClaw. Krab-Link is thus not recommended for operations requiring speed, agility, or stealth.
MDC/Armor by Location:
*Head(3 Grunders form a cowl) +870
**Main Body/Torso ( 8 Grunders) +2,320
Crab Claws(2)(4 Grunders) +1,160 each
Legs(2) (5 Grunders each) +1,450 each
Eyestalk Lasers(58) 30 each
Small Claws/Gunmounts(29) 80 each
Large Claws(29) 150 each
Forcefield(Combined Forcefield of all 29 Grunders) 3,400

The ‘wearer’ is still somewhat exposed and can be targeted, but is partially shielded by the bulk of the gestalt armor( main body is -4, legs and legs are -3 to strike, head is -4).

Weight: + 10 tons
Speed:(Running) Reduce the TyraClaw’s maximum running speed to 20 MPH
(Leaping) Can no longer jump under the added weight of the appliqué armor.
(Water) Reduce speed by 50%
Penalties:
No dodge bonus, HALF Parry/Strike/Roll bonuses
Systems of Note:
Same features as the Grunder, plus:
*Bionic Cybernanite Repair Systems---ALL Grunder 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. In the individual Grunder, these systems repair 4d6 MD per hour, and can repair 90 MDC before needing material stocks to convert to MD repair material. Combined into gestalt-mode, however, the system is even more effective, and can 8d6 MD per hour, and can repair 540 MDC before needing fresh material stocks.

*Mine-Resistant Armor---The body shell is shaped such that explosions around the combined Grunders are channeled around the body, and do 25% LESS damage(this is less than the smaller Phalangite armor because the TyraClaw’s overall covering is not as complete. .

Weapons Systems:
1)Eye Lasers(58)---Each Grunder has two laser eyestalks. As a combined Phalangite techno-gestalt, the eye lasers can fire in an anti-projectile/antipersonnel mode, creating an area of denial around the ‘bot.
Range: 500 ft
Damage: 1d6 MD per single blast, 2d6 MD for both eyes firing simultaneously, up to 4 eyes can be brought to bear to fire on the same target.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: + 2 to strike(+4 to strike total)

2) Small Foreclaw Hardpoints(29)---The smaller foreclaw that can be fitted with a standard cyborg forearm weapon, tool, or melee blade. This feature is retained by the combined techno-gestalt.

3) Taser-Claw Shock Attack---The Grunder can do a stabbing punch with its superconducting claw, and then use it to deliver a massive charge of electricity directly to the target. This often shorts out electrical systems, and does serious stun and burn damage to organic beings, similar to the infamous Triax Lightning Blaster(Rifts: Triax and the NGR, pg. 129).
Damage and effects are particularly pronounced because of the contact involved. This is retained on the combined Phalangite, only each arm can deliver a taser-attack, as can a kick.
Range: Melee
Damage: Normal claw damage+4d6 MD shock damage
Organic/Living Beings take a stun penalty of HALF APMs, hand to hand bonuses, and lose initiative for 1d4 melees.
Mechanical systems take damage from the following:
01-15 No additional damage!
16-30 Lose 1 APM and initiative as the the controls flicker out for 1d4 seconds
31-45 All weapons systems temporarily off lIne and minor fires break out. One weapons system returns after 1d4 melee rounds
46-60 All systems temporarily out, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 Systems are fried and functions are at minimum efficiency! Pilot must go to manual controls(if any) and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 maximum speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, -1 APM.
91-00 All systems locked and burned out! Abandon ship!
Rate of Fire: Once per melee per limb
Payload: Effectively Unlimited

4) Electrical Arc---As the Phalangite Grunders combine synergistically, their taser-claws can now produce more powerful electrical arcs not only between the pincer tips of individual claws, but between the claw-limbs themselves. The Phalangite is able to create a kill-zone of arcing electricity around itself that can electrocute most any opponents trying to grapple with it.
Range: 50 ft(100 ft underwater)
Damage: 3d6 MD per melee caught in the zone of effect
If a target is caught directly between two or more Zapper Claws, it takes 5d6 MD.
Rate of Fire: Maintaining a two-claw arc takes 2 APMs, while maintaining a full-body electrical field takes up 4 APMs.
Payload: Effectively Unlimited

5) Magnetic Shield----The linked electrical systems of the Grunders combine to generate an EM field that can disperses particle beam weaponry fire(does HALF damage), and ordinary missiles and torpedoes are 35% to be deflected(throws off navigational compasses and gyros). Magnetically-fused torpedoes have a 35% chance of detonating prematurely, doing only HALF damage.

6)Hand to Hand Combat---In melee combat, the Phalangite gestalt can pinch with its giant claws on each limb unit. The TyraClaw seems to sprout smaller claws from every part of its body. Anybody stupid enough to try climbing or landing on the ‘bit will find themselves stabbed, jabbed, and pinched by claws sprouting from the armor.
Restrained Small Arm Punch 1d4 MD
Full Strength Small Arm Punch 1d6 MD
Small Arm Power Punch(2 APMs) 2d6 MD
Claw Punch/Gouge 2d6 MD
Tear/Pry 2d4 MD
Restrained Big Arm Punch 1d6 MD
Full Strength Big Arm Punch 3d6 MD
Big Arm Power Punch(2 APMs) 1d6x10 MD
Large Claw Punch/Gouge 4d6 MD
Tear/Pry 3d6 MD

Variants:
*EcoS-KRPA-50---This modifies the Internal Cargo Compartment option into a fully equipped cockpit( 100 MDC), making the TyraClaw into a robot vehicle for a smaller pilot. The KRPA-50 retains the AI, though, allowing the drone intelligence to assume action if the pilot is incapacitated.
Awakened TyraClaws disable, or remove altogether, the controls in the cockpit and instead use the compartment to hold passengers or prisoners.
It is rumored that TyraClaws of this sort have been supplied to several units of liberated ex-Splugorth slaves that have formed resistance units to strike back at the Splugorth and their minions.
As a piloted robot vehicle, the KRPA-50 has the following bonuses, in addition to those gained from Basic and Elite Robot Combat training:
+1 on initiative, +1 strike(melee and ranged), +2 parry, +3 dodge.

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

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


Last edited by taalismn on Sun Aug 11, 2019 9:12 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Tue Aug 06, 2019 12:31 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
TyraClaw Robot Drone
(aka ‘Krab-Brother’, ‘Crab-Lord’, ‘Heiken’, Carcinusor’)


Nice!
What book is the war crab in again? As I was reading this, had a few ideas pop in my head (partly for the one crab-like warmount I need to finish), but need to remember what the upper torso looks like on the original unit.


          Top  
 
Unread postPosted: Tue Aug 06, 2019 1:49 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
TyraClaw Robot Drone
(aka ‘Krab-Brother’, ‘Crab-Lord’, ‘Heiken’, Carcinusor’)


Nice!
What book is the war crab in again? As I was reading this, had a few ideas pop in my head (partly for the one crab-like warmount I need to finish), but need to remember what the upper torso looks like on the original unit.


Rifts Underseas.

Yeah, playing with combining bits from the parts bin(basically any book with a good selection of robots and vehicles in it) can yield some fun combos to build on.
That's rather why I like Clan Gothic; you can make serious frankenmecha with then, Its also why creating similar charts for North America are rather a headache for me, because the American robot parts market is just so freaking HUGE...In the meantime between attempts to summit that challenge, however, there are lesser projects that I can make headway on.

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


          Top  
 
Unread postPosted: Fri Aug 09, 2019 7:54 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Clan Armorand PsiRam Cannon
(aka ‘Emotocannon’)

“You get hit with a psi-ram blast, you’re getting hit with the combined hatred, anger, and desperation of at least an entire squad of them Armorandy rankers. I’m not joking; between the concussion and the pain of getting slapped by the blast, you can TASTE the emotion fueling it. It bounces around inside your brain, while you’re still trying to get the blood out of your mouth.”

The PsiRam Cannon is a psychically-powered heavy weapon meant to take advantage of three things endemic to Clan Armorand; a high incidence of psionic abilities in their population, large quantities of psylite on their homeworld, and the practice of tightly coordinated group tactics in their military.
Just as Armorandites are trained to link and interlock shields and fields of fire. the PsiRam is powered by pooled psionic abilities, allowing a group of Armorand warriors to mutually power the weapon. The psi-ram works on the idea that the main limitation to powers like psi-bolt is the psychic’s inability to control and physically handle higher levels of energy without damaging themselves. By combining individually lower levels of energy through a collector and focusing element, the psychic cannon can channel much higher amounts of psychic energy.
The psi-ram resembles a squat four-sided obelisk-like cage holding stacked plates of psilyte crystal, with a multi-position pivot and gunnery station at one end, and an emitter array at the narrow end, all mounted atop a traverse platform(usually vehicle-mounted). Transmission lines of stabilized ectoplasmic fiber or tubules containing ectoplasm can be reeled out from the base and attached to collars or bracelets of psychics contributing to the weapon’s power reservoirs. Thus, a squad of psychic soldiers can hook up to a PsiRam and contribute their ISP to power the weapon.
Clan Vespa has also evinced an interest in the PsiRam, due to lingering interest in insectile hiveminds, and their own studies of acquired Xiticix weaponry.

Weight: 450 lbs for the psi-ram projector and psi-collector
MDC: 120
Range: 5,000 ft
Damage:(Varies) (SDC)1d6 SDC per 3 ISP
(MDC) 1d4 MD per 10 ISP pumped into the cannon
Currently, the Psi-Ram has an upper damage limit of 4d6x10 MD(or 600 ISP per shot)
Rate of Fire: EGCHH
Payload: Psi-Links; in theory there’s no limit to how many psychics can link in with enough ecto-cable, but the standard rig has connectors for up to 30 ISP-donors,
Can use Noro Crystal-cells, each good for 160 ISP.
Special Features:
*+4 to Strike(adding +5 ISP per shot raises this to +8 to strike)
*Leylines and nexus points DOUBLE range and damage.
Cost: Not for sale; exclusive to Clan Armorand, but if an example WERE to become available on the galactic black market, it could fetch upwards of 900,000 credits
Options:
Most options for this weapon are usually mountings; the standard mount is atop a hoverplatform or hover vehicle that can carry the projector and its connector gear, but Warmount-mountings seem likely as the Armorandites acquire more and more of them.
Variants:
-Now that they’ve had the opportunity to study weapons like the Noro Crystal Paralyzer and Crystal Assault Rifle, the Armorandites have been experimenting with using the Psi-Ram to project accompanying psionic powers/effects, such as paralysis, or other bio-manipulation forms. The most promise so far has been with Empathic or Telepathic sendings, along the lines of ‘Go Away!’ or ‘#### You!’.

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


          Top  
 
Unread postPosted: Sat Aug 10, 2019 6:09 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
Psi-Barrier

The Psi-Barrier takes advantage of the advances in psychically-powered technology introduced by the PsiRam Cannon, allowing Clan Armorand to create a defensive barrier for their forces that grants improved protection against the supernatural. This shield generator has a standard power generator but is also powered, and enhanced by pooled psionic abilities, allowing a group of Armorand warriors to mutually power the shield for greater effect. The Psi-Barrier uses the Telekinetic Force Field psionic power, with the use of psylite and Clan Armorand's expertise in shielding technology, to create a field with a base area of 50 feet in diameter, with 150 M.D.C. And runs for 50 minutes. The generator is a pyramid shaped cage holding stacked plates of psylite crystals, with an emitter mounted on top, mounted on a hover plate for easier transportation, with transmission lines of stabilized ectoplasmic fiber or tubules containing ectoplasm that can be reeled out from the base and attached to collars or bracelets of psychics contributing to the generator's power reservoirs. Thus a group of support crew and warriors can provide power for greater protection and duration.
Unlike the normal Telekinetic Force Field power, which those protected by the field are unable to fire weapons through, the Psi-Barrier's field is modified to allow those inside to fire energy or weapons with physical ammunition, but at half range. Magical and psionic weapons can not pass through the field without damaging it. In addition, any psionic or magical attacks that normally bypass shields, such as attacks that affect a target's mind, all those protected by the field gain a +2 to their saves.
The Psi-Barrier does have a standard force field as a backup for when there isn't enough psionic powered users available, or they use up their psionic reserves.

Weight: 480 lbs for the Psi-Barrier projector and psi-collector
MDC: 120
Range: 50 ft radius standard shield, TK Field 50 ft base, +10 feet for every 15 ISP added for area.
Field MDC: 200 MDC for standard shield, 150 MDC TK Field base, +25 MDC for every 20 ISP added for MDC, upper limit of 500 MDC. Additional ISP will only regenerate depleted MDC, or used for increased duration or area.
Duration: Standard shield runs for 1 hour, regenerating 10 MDC per melee round not drain of MDC with use of a high capacity generator that can provide power for 6 months of heavy use. TK Field base duration 50 minutes, +5 minutes per 20 ISP added.
Payload: Psi-Links; in theory there’s no limit to how many psychics can link in with enough ecto-cable, but the standard rig has connectors for up to 30 ISP-donors,
Can use Noro Crystal-cells, each good for 160 ISP. 
Special Features:
TK Field grants +2 to saves against magical or psionic attacks.
*Leylines and nexus points DOUBLE area and MDC. 
Can not run both standard force field and Telekinetic Force Field at the same time.
Cost: Not for sale; exclusive to Clan Armorand, but if an example WERE to become available on the galactic black market, it could fetch upwards of 900,000 credits

Options:
Most options for this device are usually mountings; the standard mount is atop a hoverplatform or hover vehicle that can carry the projector and its connector gear, but Warmount-mountings seem likely as the Armorandites acquire more and more of them. 

Variants:
None exist, but experimentation with different types of defensive psionic powers are being attempted to incorporate into the shield. So far only this version exists, and no larger or smaller versions exist, but work is being done to create versions for starships, bases and personal ones.


          Top  
 
Unread postPosted: Sat Aug 10, 2019 8:45 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Psi-Barrier

The Psi-Barrier takes advantage of the advances in psychically-powered technology introduced by the PsiRam Cannon, .


...wow.....that was QUICK. :shock: 8)

Have another Warmount(and I hope to follow it up soon with another. Yep, it's surge time.)

EcoS-K-155 Galeosar---Darkwaters Aquatic Warmount
(aka ‘Frog-Shark’, ‘Bruce’, ‘Spiker-Shark’, ‘Amity Island Sea Demon’)

“It’s NEVER safe to go back in the waters in Shemarrian territory...if you’re a Splugorth, Horune, or pirate that it is.Anybody else? Come on in, the water’s fine!”

“We are not the lords of the sea here, greenscum. Best keep your wits about you at all times.”
The Horune old salt could see he was not getting through to all of the new deckhands, some of them still retaining the skin paleness of hatchlings, particularly the one in the back, spawn-get of a ship’s chieftain-kaptan, and all the more arrogant for it. He’d quickly established himself as the leader of the small gang of new swabbies the old salt had found himself saddled with, and the youngster already assumed the airs of the kaptan he thought he’d be. That included ignoring the advice of his elders. It was, unfortunately, an attitude that was catching amongst the younglings seeking to curry favor with who they saw as a rising star.
“Esepecialy these waters; you want to keep at least two eyes on the water, and at least an arm’s length from the rail.”
The would-be kaptan flicked one eye dismissively at the warning, smiled indulgently, wincked at his followers, and leaned back against the shp’s railing. The sky was clear, the water calm, and the raidership sailing true.
*Shuk*
The hatchling had a brief moment to look confused at the black spike sticking through his chest, before he was suddenly pulled overboard and into the sea.
The old salt reached behind him for his trident as the alarms began screeching, and the deck began shaking from multiple impacts. Screams began sounding from other parts of the ship as the waters around it suddenly thrashed into violence.
“Case in point. Now follow me to stations!”
Though there would be hell to pay from a certain kaptan, there was one bright spot the old salt was grateful for; the greenscum swabbies were now all VERY attentive to following his lead.


“THEY’RE SHARKS! WITH LASERS!”

Pirate:(Looking at part of their ship, which has been gnawed off, drifting off) “We’re going to need a bigger boat.”

This new DarkWaters Warmount was at first believed by Wayfinder observers as an effort to quickly and expediently create a new marine attack warmount by aquatizing the ubiquitous A-001/002 Monst-Rex, fitting it with fins, tail, and head(at first thought to have been) scavenged or copied from Kittani ‘Warshark’ mini-submarines(but now understood to be scaled-down copies). Only later did they learn that they were only partially right, and that a great deal of original design work had gone into the layout and mechanicals of the Galeosar.
The Galeosar has the barrel chest and torso of the Monst-Rex, with a prominent monster shark head and jaw, powerful tail, and various sharp fins projecting from it. The front pectoral fins are especially long and muscular, ending in extendable sharp blades. The Galeosar retains the prehensile spines of the Monst-Rex, and these are frequently used for spearing targets or pinning prey in place, while the giant shark jaws rip it to pieces. The saddle is a light specially-shaped pod that nestles up against the front of the dorsal fin, with a specially reinforced bar frame that anchors a streamlining body shield and protects the rider’s head by diverting waterflow and objects up and into the dorsal vibrofin.
The Galeosar’s main strengths are its speed underwater, sharp teeth and fins, and relatively simple configuration. Its lack of any particularly sophisticated new systems greatly facilitates speedy manufacture, allowing more to be turned out, without need of exotic materials and components.
Galeosars are so far exclusive to the DarkWaters, though Clan Shelley’s Gilloc reportedly greatly admire the warmounts with almost reverent awe(calling them, for some reason, ‘Bruces’). The Galeosar has begun to replace some older types of Warmount, such as the EcoS-K-7 SeaSword in some DarkWater formations, with the older types being relegated to escort duties or neShemar troupes. Galeosar riders tend to have fierce rivalries with Shebu riders(what Wayfinders call a ‘shark vs dolphin’ rivalry) over who has the better warmount, and will often strive to show up each other.

Type: EcoS-K-155 Galeosar
Class: Robotic Warmount, Aquatic
Crew: None; robot intelligence
1 rider/pilot
MDC/Armor by Location:
Main Body 460
Head 190
Saddle Cockpit*
Ripper Fins(3; lateral and dorsal) 120 each
Prehensile Spines(4) 55 each
Tail 250

*The Cockpit shell offers partial cover to the rider, and attempts to target the rider are at -6 to strike.

Height: 13 ft
Width: 8 ft
Length: 32 ft
Weight: 6 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can crawl rather awkwardly on land at a lurching 7 MPH
(Leaping) Can perform a swimming leap out of the water of 50 ft up and 80 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Very fast; can hit speeds of 80 MPH, maximum depth tolerance of 7 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in 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 Galeosars 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 180 MDC before needing material stocks to convert to MD repair material.

*Sonar---60 mile range

*Magnetometer ---Detects disturbances in the local magnetic fields, signaling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up rail guns can be detected at TWICE normal range.

*Passive Stealth---The Galeosar is -25% to be detected by enemy sensor systems.

Weapons Systems:
1) Eye Lasers(2)---- Each eye is a blue-green laser, optimized for underwater penetration.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Mini-Torpedo Tubes(5)----Mounted in the head are five mini-torpedo tubes; each tube has four mini-torpedoes for a total of 20.

3) Vibroblades(3, lateral fins ad dorsal)---The lateral fins and dorsal fin are fitted with extremely sharp and energetic vibroblades and are stoutly reinforced for high speed collisions and slashing attacks.
Range: Melee
Damage: 4d6 MD +1d6 MD per every 20 MPH of speed

4) Prehensile Spines(4)---Identical to those mounted on the baseline Monstrex, save that the armatures are arranged more towards and around the head. Each has a 12 ft reach. They can stab for 1d6 MD each.

5) Weapons Hardpoints(2)----The Galeosar can be fitted with two large hardpoint pods straddling its dorsal fin. Mounting these reduces maximum swimming speed due to water-drag.
Note: These weapons pods are compatible with other aquatic Warmount such as the Shebu. As the Galeosar is a later development, several new pods have become available.
a) Mini-Torpedoes--- One 10 shot pod can be mounted per side. Reduce speed by 10% for one pod, 20% for two pods.

b)Short Range Torpedoes---Three can be mounted per side. Reduce speed by 10% for one, 20% for two.

c) Medium Range Torpedoes---One can be mounted per side. Reduce speed by 15% for one, 30% for two.

d) Spear/Harpoon Gun----One can be mounted per side. Reduce speed by 10% for one, 20% for two.
Range: 600 ft
Damage: 4d6 SDC for regular harpoons, 1 MD for MD penetrator harpoons.
Rate of Fire: ECHH
Payload: 48 per pod

e) Pulse Lasers
Range: 4,000 ft in air and water
Damage: 3d6 MD per single shot, or 6d6 MD for a double blast
Rate of Fire: ECHH
Payload: Effectively unlimited

f) Pulse Lasers, Heavy
Range: 2,000 ft
Damage: 3d6 MD per shot, 1d6x10+4 MD pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited

g) Rail Gun
Range: 4,000 ft in air, 2,000 ft underwater
Damage: 1d4x10 MD per short burst.
Rate of Fire: ECHH
Payload: 100 bursts

h) Machine Gun---Modified Shemarrian Assault Rifle
Range: 3,000 ft in air, 1,500 ft underwater
Damage: 4d6 MD per single 6-round burst, 1d4x10 MD per 12 round burst
Rate of Fire: ECHH
Payload: 1,2000 rounds

i) Ion Blaster
Range: 2,000 ft in air and underwater
Damage: 3d6 MD per shot, 1d6x10 MD pulse burst
Rate of Fire: EPCHH
Payload: Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Underwater Navigation 50%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 60%(+5% per level of experience for Ecotroz entity)

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

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge None on dry land, +6 underwater
+3 AutoDodge underwater
Strike +4 (+2 w/ ranged weaponry)
Roll +3 underwater
Pull Punch/Slash/Bite +2
Bite 2d4x10 MD
Fin Slash 4d6 MD +1d6 MD per every 20 MPH of speed
Tail Lash 6d6 MD
Spine Spike 1d6 MD
Body Block/Ram 2d6 MD+1d4 MD per every 20 MPH of speed

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Galeosar an aura and behavior more befitting a sentient being than a robot. Despite being based on the Monstrex, Galeosars are patterned mentally on sharks(albeit very clever sharks) with a cold, merciless, predatory demeanor that translates into relentless pursuit and savage kills. The warmounts seem to regard Shebus as rivals for the same environmental/tactical niche, and respond readily to their riders’ urgings to compete with their opposite numbers. Galeosars are also the born/built nemesis of Horune Dolphin and Land Shark drones, and will seek to destroy them whenever encountered. They’re not terribly fond of Shadow Sharks either.

The Galeosar has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 5th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic

Immune to Horror Factor

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:
*Gill Chemical Dispensers---The ‘gill’ vents(actually part of the hydrojet and cooling system) can be used to disperse various chemical agents into the water.
Range: Produces a cloud in the air or water
Damage:(Varies)
a) Ink----Usable only in water. It covers a 60 ft diameter area and persists for 1d6+1 melees before dispersing. No damage, but those caught in the fog are -4 to strike, parry, dodge, disarm, and entangle while caught in the cloud. Targeting lasers automatically lose lock through the cloud, and lasers, even blue-green modulated, do HALF damage trying to pierce the murk.
b) *Fizz’ ----This is a foaming chemical compound that shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 500 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
c) Gill Clog---Creates a cloud 80 ft in diameter that lingers for 1d4 minutes. Water-breathers attempting to breath the gunk are -6 on initiative/ strike/ parry/ and dodge, reduce APMs by HALF, and skill performance by -50% as they struggle to breath. A saving throw of 16 or better means the victim only suffers HALF penalties. Leaving the cloud means the victim can start breathing again unhindered, but the aftereffects will linger for 2d4 minutes. Staying in the cloud longer than a minute will almost certainly(1-79% chance) kill the victim.
Rate of Fire: ECHH
Payload: 10 chemical shots per gill array

Variants:
* EcoS-K-155B---(aka 'Bomber-Shark')This variant has a bulging forehead that conceals a small, but powerful, breech-loading ballistic mortar(based on the 82mm mortar-cannon of the QGBM-7-70 ‘Taurus’ Glitterboy). The warmount surfaces, the head paneling peels back, and the weapon is cleared for action. It has a limited direct-fire mode as well, but the ballistic mode is used more often. Limited payload, so it is most often used in ‘shoot and scoot’ attacks on shore targets.
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Note: CANNOT be fired underwater
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: 3 times per melee
Payload: 15 rds

* EcoS-K-155C----This variant differs only from the baseline Galeosar in having horizontal tail flukes, similar to a Shebu’s, as opposed to vertical fins. It is sometimes mistaken for a Shebu.

* EcoS-K-155F---- Feral variant, with only 300 main body MDC, false skinning, and only able to reach 60 MPH underwater. Schools of these orbit Shemarrian underwater communities as picket-beasts.

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


          Top  
 
Unread postPosted: Sat Aug 10, 2019 9:18 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
kronos wrote:
Psi-Barrier

The Psi-Barrier takes advantage of the advances in psychically-powered technology introduced by the PsiRam Cannon, .


...wow.....that was QUICK. :shock: 8)

Have another Warmount(and I hope to follow it up soon with another. Yep, it's surge time.)

EcoS-K-155 Galeosar---Darkwaters Aquatic Warmount
(aka ‘Frog-Shark’, ‘Bruce’, ‘Spiker-Shark’, ‘Amity Island Sea Demon’)


Nice. Although surprised you didn't make a hammerhead variant, similar to the Shebu variant I made.


          Top  
 
Unread postPosted: Sun Aug 11, 2019 12:11 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
TyraClaw variants

EcoS-KRP-50b aka Pinscyther
The Pinscyther variant of the TyraClaw is meant for heavy close combat, with heavier armour, the claws modified with vibroblades along the outer edge. The Pinscyther's claws lack the smaller hands, and mounts a second set of arms with fully articulated hands, which are also fitted with retractable vibroblades and particle beam weapons for a heavy ranged strike. Mounted around its body are a series of short ranged ion blasters used for attacking anyone attempting to sneak up on it, or for clearing the decks of pirate ships it boards.
The extra weight of the armour and arms does slow the Pinscyther, thus it has more powerful thrusters to help it maintain its original speed underwater.

Changes/Modifications:
MDC/Armor by Location:
Main Body 470
Head 110
Giant Crab Claws (2) 220 each
Lower Arms (2) 160 each
Hands (2) 30 each
Back Thruster Tubes(4) 120 each
Launcher Tubes (2-4) 70 each
Directional Thrusters (16; 4 each leg, 1 each forearm, 6 torso) 15 each
Legs (2) 240 each
Height: 18 ft 
Width: 11 ft at shoulders
Length: 8 ft
Weight: 14 tons
Cargo: None, except what can be carried in the claws and arms
Physical Strength: Equivalent to Robotic P.S. of 50, lower arms 35. 
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 55 MPH
(Leaping) 8 ft up/across, With a running start, can go 12 ft up/18 ft across, and a jet-assisted leap out of water can hit 25 ft up and 35 ft across. 
Can perform a jet-assisted leap straight up out of the water and hover for 1d6x10 seconds at an altitude of up to 60 ft. 
(Underwater) can run along the bottom at 20 MPH, or swim, using thrusters, at 35 MPH on the surface, 25 MPH underwater. Maximum depth of tolerance of 3 miles. 

*ECM suite --- Electronic jamming system, mounted in the dorsal fin, that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius (-2 to strike). They system also affects torpedoes, but they are only at -2 to strike, and only affects a 5 mile radius under water.

Weapons Systems:
7) EShe-WpPB30 Particle Beam Rifle (2) --- An older but excellent Darkwater particle beam weapon mounted on the lower set of arms for a heavy ranged damage.
Range: 4,000 ft (8,000 ft in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: Unlimited
Bonuses: +1 to strike from the laser spot sight.

8 ) Vibroblades (2) --- Mounted on the lower arms are a set of retractable vibroblades for added close combat carnage.
Range: melee, blades are 3 feet long
Damage: 5d6 MD

9) Ion Blasters - A series of ion blasters are scattered about the Pinscyther's frame, about a dozen, allowing it to strike at any target around it, or to fill the area around it with ion bolts, perfect for clearing ship decks, or for swarming swimmers.
Range: 100 ft, or 50 ft for all firing at once
Damage: 3d6 MD, up to 3 can be focused on a single target, 6d6 MD for 2, 9d6 MD for 3 all focused on the same target.
Rate of Fire: ECHH
Payload: Effectively unlimited
Note: When firing all of the ion blasters fire, everyone within 50 ft of the Pinscyther can dodge or parry at -2

Actions/Attacks Per Melee: 8
Parry +5
Claw Slash 3d6 MD
Lower Hand Punch 1d6 MD


EcoS-KRP-50m aka MagneClaw
This variant of the TyraClaw is equip with weapons similar to those of the Naut'Yll; to cause confusion and make the Kittani and Splugorth thing the Naut'Yll have captured their technology, if every seen visually, and using it against them, to give it greater fire power. Mounted on the shoulders are two large horns, which contain a particle wave gun each. At the base of the claws, between the pincers is a bulbous pod, one a potent sonic cannon, the other an EM Vortex weapon, the design given to the Darkwaters by the Steel Gaians. The MagneClaw also includes an ECM suite to help protect it against missiles and torpedoes.

Changes/Modifications:
MDC/Armor by Location:
Shoulder Horns (2) 70 each
Giant Crab Claws (2) 220 each
Height: 20 ft with horns

*ECM suite --- Electronic jamming system, mounted in the dorsal fin, that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius (-2 to strike). They system also affects torpedoes, but they are only at -2 to strike, and only affects a 5 mile radius under water.

Weapons Systems:
7) Wave Particle Gun (2) - Weapons reversed engineered from Naut'Yll and installed into two large horns
Range: 4,000 ft 
Damage: 1d4x10+5 MD per blast, 2d4x10+10 MD for both.
Rate of Fire: ECHH
Payload: Effectively unlimited

8 ) Sonic Cannon --- Mounted in the bulbous pod in the right crab claw is a potent sonic weapon.
Range: 3,000 ft in water, 1,500 ft in air
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
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. 
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack (DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this. 
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees. 
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves. 
Firing the weapon underwater will give away the MagneClaw's position underwater, however weapon can be set to create a large sonic burst that disrupts sonar, temporarily knocking out all sonar in a 2 mile radius for 1d4 melee rounds.
Rate of Fire: ECHH
Payload: Effectively Unlimited

9) EM Bolt/Electromagnetic Vortex Cannon - This weapon was given to the Darkwaters by the Steel Gaians who copied it from their neighbours Greater New England and Paladin Steel
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


          Top  
 
Unread postPosted: Sun Aug 11, 2019 1:08 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
TyraClaw variants


Also fast!
And good!
Yeah, for a 'bitzer', the TyraClaw's agot potential

I'll be putting up a pic of the TyraClaw up on my photo bucket account(if it will let me!) Monday or Wednesday. :bandit:

I've also updated the Codex with the recent additions.

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


          Top  
 
Unread postPosted: Sun Aug 11, 2019 9:16 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Updated the TyraClaw post with a flight pack option..

and new stuff....

*Sigh* I must be really missing my lost island summer sanctuary...I seem to be on a marine robotics kick, wanting to get stuff out before summer is over:

EcoS-K-156 Xebis ---Aquatic Warmount
(aka ‘Mockerserpent’)

“I’m familiar with the sailing phrase ‘bone in the teeth’, but unless I’m very mistaken, that schooner over yonder has FANGS!”

“Working the deck of a Xebis with the holoprojectors on is like working aboard a ship of ghosts; I kept finding myself tryng to interact with the other deck crew, only to realize they were optic shades. Kept frustrating and scaring me, and I knew what was happening, so I can imagine what it must be like for people watching from afar, thinking they are seeing a fully-crewed sailing ship.”

<<“Ah, looks like those sea-scum are taking the bait! They’ve quit trailing us and are picking up speed, circling to flank us! Okay, all ehana*, you can quit sunbathing! Either grab body armor, or get below! The rest of you; rifles and guns, but stay low and hold your fire until I give the order! Remember, we’re still supposed to be a helpless touring boat of d-bee tourists! Let’s reel them in close!”>>

“Looks like the Gloucester Sea Serpent’s back.”
“Which ones?”

<<“Wonder if that patrolcraft crew will EVER figure out that our ‘schooner’ WAS that sea serpent reported earlier.”>>

“Wait, that was an ESCORT? I thought that was their FLAGSHIP! How many new contacts are you picking up? The same size as the one we just fought? Ohbo-”



(*ehana----Literally ‘soft-skin’---Unarmored, non-megadamage beings, including SDC cyborgs. By extension, scantily-clad ‘squishies’ or nudists; those who really should be wearing real armor.)

The Xebis is a relatively new Darkwaters warmount in the ‘superheavy’ category, and takes advantage of the watery medium favored by the terrestrially-based Darkwaters to support fairly heavy warmount frames. The Xebis started out originally as a variant of the EcoS-K-99 Mixcoatla, but went through revision hell when it looked for a while that the Tinkers would end up making it a vehicle instead. The degree of changes became so great that it was decided that the newly-dubbed Xebis would be recognized as a separate Warmount in its own right.
The Xebis sacrifices the Mixcoatla’s ability to fly in favor of being able to swim and deep-dive as a submersible. The Xebis is less effective on dry land, barely able to crawl on the short extendable legs that it inherited from the Mixcoatla. The Xebis is skinned in a dark anechoic material that defeats sonar systems, affording the swimming warmount a degree of stealth.
The Xebis‘s real trick is the ability to exude masts and spars of ‘smart’ plastics into vanes and sails, allowing it to catch the wind on the ocean’s surface. Additional ‘smart matter’ pores on the dorsal surface can create a high-sided parapet or false upper hull(compared to a ‘waterline’ or ‘sailors’ model’). The Xebis can also imitate and disguise itself as a number of other small watercraft. This charade can be enhanced further by the use of holographic projectors simulating movement on decks and other activity. The same re-configurable ‘smartskin’ also doubles as a anechoic hull covering, deflecting or absorbing sonar pulses and serving to obscure the true shape, even the presence, of the Xebis to such sensors.
The Xebis carries its crew/passengers in several large internal compartments, but can also reconfigure its deck, when surfaced, with walled, but open-topped, parapets akin to classic sailing craft.
The Xebis carries a heavy armament of various weapons types in several bays along its length, giving it firepower equivalent to a heavy patrol boat or light destroyer. In addition, it can carry aquatic commandos with their own personal weaponry.
The Xebis is most often found with the DarkWaters, especially DeepWatch, on maritime patrol. They can be found operating in packs, as escorts for other warmounts/vessels, or as lone hunter-killers. They often operate similar to ‘Q-ships’, imitating sailing or motor vessels, baiting pirates and sea monsters into attacking them, before running out their guns and blasting the surprised attackers. Several have also appeared in the ranks of the Wayfinders, the templates most likely having been traded to them in return for technowizardry systems. The Wayfinder examples have been known to be used in explorations around the Pacific. The Ghost Riders are also claimed to have acquired a few for infiltrating interesting worlds, by posing as innocuous watercraft.

Type: EcoS-K-156 Xebis
Class: Robotic Warmount, Aquatic
Crew: None; robot intelligence
1 rider/pilot, and room for 1-18 passengers
MDC/Armor by Location:
Main Body 1,000
Head 400*
Crew Parapets(2, dorsal surface, extendable) 150 each**
Crew Compartments(2) 250 each
Extruded Spars(7) 80 each
Propulsion Gills/Ducts(8) 180 each
Lateral Weapons Bays(2) 300 each
Aft Weapons Bays(2) 200 each
Utility Arms(4) 45 each
Legs(4) 100 each
*Destroying the Head will nullify ALL bonuses and actions; the warmount will be reduced to a floating hulk. The crew can conceivably assume direct control of the warmount’s remaining systems by directly connecting to the control net(use Pilot Boat/Sailing Ship for piloting skill, Read Sensory Instruments, Navigation, Weapons Systems, and Radio skills where appropriate), but will be unable to use the central AI.
**The parapet walls offer partial cover to the riders, and attempts to target the rider and passengers are at -6 to strike. An awning or hardtop roof frame can be added, providing an additional 120 MD of protection, but interferes with vision/arc of fire above the parapet.
Height: 15 ft main body, masts and fins can open that up to 60 ft
Width: 13 ft main body, masts and fins can open that up to 40 ft
Length: 112 ft
Weight: 130 tons
Cargo: Can carry up to 12 tons of cargo in internal bays.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can awkwardly crawl on dry land at about 5 MPH
(Flying) Not possible
(Space) Not possible
(Underwater) Can sail un-powered on the surface at up to 16 knts/18 MPH, or motor/swim along at 35 MPH. Underwater, it can make 40 knts/46 MPH, and dive to depths of 1.8 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in 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 Xebis have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.

*Long Range Sonar----(Passive) 100 miles, (Active) 10 miles

*Magnetic Anomaly Detector----Mounted in the ‘head’ is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----60 mile range

*Smart Matter Extruders----The dorsal surface of the Xebis is outfitted with a layering of naote-laced ‘smartskin’ and several ports that can exude similar ‘smartmatter’, a mix of programmable memory materials and builder nanites. These can be programmed to build a false boat or ship hull(or ‘sailor’s model’---i.e. from the water line up) complete with functional masts and deck fittings. It takes roughly 2d6 minutes to exrude a complete disguise in this manner, and 1d6 minutes to withdraw it all back into the warmount to be recycled and reprogrammed. In an emergency, or if too badly damaged, the entire disguise can be cut loose and jettisoned, whereupon it breaks down into molecular goo within 2d4 minutes; the materials pool is replenished in the standard fashion from the warmount’s Cybernanite Repair System.

*Variable Optical Camouflage Suite---The smartmatter can also be programmed to assume the colors and textures of various shipbuilding materials and paint jobs.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls to detect the Warmount hidden under the disguise.

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

*Stealth---The Xebis is particularly resistant to being detected by sonar systems. Effectively invisible to active and passive sonar systems when traveling at speeds under 37 MPH, and are -50% to detection rolls when traveling faster. Sonar-guided weapons are -3 to strike.

*Stealth Sheathing----The Xebis has only an 11% chance of being spotted by radar and active sonar.

*Silent Running----The Xebis has only an 10% chance of being detected by passive sonar, when using its fins to swim. Chance of detection rises to 30% if the hydrojets are engaged.

*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the Xebis has the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though.

Weapons Systems:
1)Laser Eyes(2)----The Xebis is fitted with the heavier model eye-lasers. These are larger and more powerful versions of the standard Shemarrian warmount eye-lasers. They have also been adjusted to fire in the blue-green frequency for maximum penetration underwater.
Range: 4,000 ft(3,000 ft 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: ECHH
Payload: Effectively Unlimited

2) Mouth/Nostrils Water Blaster/Water Ram---A powerful seawater-pumping system. often mistaken in operation for an air-breather’s spouting. It can also be used to abruptly slow the charging Xebis to a dead stop.
Range: 900 ft in air, 300 ft underwater.
Damage: 1d4 MD at full pressure, or 1d4x100 HP to vampires. At ranges of 600 ft or less, humanoid-sized beings(7 ft or smaller) will have an 98% chance of being knocked over and pushed 1d6x10 ft by the water blast, as well as a 75% chance of being stunned or knocked out. Creatures and bots weighing over 3 tons, or standing 8-24 ft, will only have a 50% chance of being knocked over, and only a 25% chance of being stunned. Creatures and 'bots taller than 25 ft, will be unaffected.
Underwater, the water-ram will throw human-sized targets/swimmers back 5d6 ft with a 50% chance of stun/knockout. Creatures and vessels weighing over 15 tons, will only have a 40% chance of being knocked away, and only a 15% chance of being stunned. Creatures and vessels over 25 tons in displacement will be unaffected.
Rate of Fire: Once per melee, but can pan the stream along a target, sluicing down multiple targets.
Payload: Effectively unlimited

3) Tail Ion Cannon----Concealed in the Xebis’ tail flukes is a powerful ion cannon. Its rearward-aiming orientation means it is mainly used in dissuading attackers from behind. Those observers from the Three Galaxies who are familiar with the Golgan species and their starship design habit of mounting the heaviest weaponry in the rear hull to fire in retreat have nicknamed this installation the ‘Golgan Tail’.
Range: 6,000 ft in air and underwater
Damage: 3d4x10 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

4) Torpedo Bay---The Xebis sports a large ventral bay that typically holds torpedoes or naval mines, though it can also hold cargo.
a) Mini-Torpedoes---- 128(Volleys of 1-12)
b) Light Torpedoes---- 64(Volleys of 1-6)
c) Medium Torpedoes---- 32 (Volleys of 1-4)
d) Heavy Torpedoes---- 18(Volleys of 1-3)
e) Sea/Air Rocket-Torps
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-3
Payload: 18
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 Harpoon III, but more powerful. +3 to strike

f) Mines---- Equivalent to respective torpedo warhead types, only DOUBLE the blast radius.

g) Garage---Warmounts/Vehicles---The cargo bay can be used to carry smaller submarine vehicles and warmounts. Typically can carry 10-20 waterscooters , 8-10 small warmounts like the EcoS-K-7 SeaSword or EcoS-K-46 Aquilon, 4-6 larger ones such as the EcoS-K-24 Shebu or EcoS-K-56 Mantazee, or 2 EcoS-K-25 Octas, EcoS-K-26 Nautika, EcoS-K-8 Ironback, or EShe-AUSDV-02 ‘Scarin’.

h) Hutch----E-Animals----The Xebis can ‘brood’ schools of aquatic e-animals; can store and service 200-300 EcoS-KaSSc-01/KRP-26 Darkeels, 30-50 EcoS-KRP41 Grunders, 10-25 EcoS-KRP-37 Dayat or EcoS-KRP-38 Orthocon, 10-15 EcoS-KRP21 Airquid or Eco-KRP23 Sabersharcs, or 6-8 EcoS-KaG1KD-02 Cyvern Robotic Warbeasts.

i) Cargo----60 tons

5) Lateral Weapons Bays(2)----The Xebis sports two smaller shoulder-located weapons bays. These bays can mount the same weapons as available to the EcoS-K-8 Ironback, only with greater magazine capacity for torpedo/missile launchers.
a) Mini-Torpedoes----80
b) Light Torpedoes---20 tube launcher
c) Medium Torpedoes---12 tube launcher
d) Heavy Torpedoes----6 each
e) Sea/Air Missiles---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6 per hardpoint
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)Twin-Mini-Missile Launcher(2x1)----Somehow, the Eshemar managed to get of a stock of Paladin Steel PS-MMLR-14 Mini-Missile Launcher Rifles, copies of the Coalition States’ CCT-M20 Missile Rifle, complete with mini-lasers. Two Rifles are mounted on a single turret mounting, and can even be detached to be used as handheld weapons. The only difference is that the mini-lasers have been modified for underwater use.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft in air/Underwater
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
(6d6 MD for three lasers firing simultaneously, 1d6x12 MD for all six firing simultaneously on one target).
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(or up to 24 missiles from all six launchers firing simultaneously!)
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(80 mini-missiles total between all four launchers!)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.

g) Sonic Cannon----The DarkWaters had no scruples about re-using a weapons system from another Warmount of theirs, in this case the EcoS-K- 24 Shebu, as a modular weapon on the Xebis.
Range: 2,000 ft, 4,000 ft underwater
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing/natural sonar are particularly vulnerable to this attack(DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.

Rate of Fire: ECHH
Payload: Effectively Unlimited

h) Particle Wave Cannon----These are knockoffs of Naut’yll weapons. This is frequently rewarded as an Upgrade or given to special raider units. Besides being powerful, the PWC has the advantage of not being known as standard Shemarrian weaponry; if the attacking Xebis is not actually seen and identified, the attack is often mistaken for originating from the Naut’yll, making for common use by EShemar forces during ‘false flag’ operations.
Range: 4,000 ft in air and underwater
Damage: 1d6x10+10 MD per blast, 2d6x10+20 MD for a dual blast (counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

i) Pulse Laser--taken from a Mark 5 Shark Mini-Sub
Range: 4,000 ft
Damage: 1d6x10 MD per pulse blast
Rate of Fire: ECHH
Payload: Effectively unlimited

j) Rail Guns
Range: 6,000 ft
Damage: 1d6x10 MD per 40 rd burst, 2d6x10 MD for a simultaneous burst from both guns(counts as one attack)
Rate of Fire: ECHH
Payload: 20,000 rds(500 bursts) per gun.

k) Ion/Laser Cluster
Range: (Laser) 2 miles in air, 5,280 ft/1 mile underwater!
(Ion)1,000 ft in air and water
Damage:(Laser) 4d6 MD single blast, 1d4x10+8 double blast
(Ion) 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively unlimited

l) Quad Plasma Turret
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per single blast, 2d6x10 MD double blast, 3d6x10 MD triple blast, and 4d6x10 MD quadruple blast!
Rate of Fire: ECHH
Payload: Effectively unlimited

m) Laser Lance Trinary Cluster---A cluster of three Kittani Laser Lances, modified for underwater operation
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode, in both air and water
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: Effectively unlimited

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

o) Napalm Projector---More than a flame-thrower, this owes more to ‘Greek Fire’ projectors in spraying a thick napalm-like substance that burns even on water. CANNOT be fired underwater.
Range: 800 ft
Damage: 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire: ECHH
Payload: 100 bursts

p) Spray Cannon---Identical to the one mounted in the mouth, but adds redundancy and multiple attack capability.

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

r) Wave Launcher---A TW weapon, created by the Wayfinders. It unleashes a tidal wave, but requires a source of PPE to power it.
Range: 2,000 ft
Damage: Creates a tidal wave roughly 150 ft high, 3,000 ft long/wide, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Rate of Fire: ECHH
Payload: 80 PPE per shot

s) Storm Cannon---A TW weapon, created by the Wayfinders. It unleashes a violent storm, but requires a source of PPE to power it.
Range: 5,000 ft
Damage: Creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.
Rate of Fire: ECHH
Payload: 150 PPE per shot

t) Tentacle---Sacrifices ranged combat for better melee combat: a coiled-up combat tentacle is concealed inside the bay.
Tentacle MDC: 450
Range: Melee. 90 ft.
Damage: (Robotic P.S. of 50)
(Lash/Punch) 3d6 MD
(Crush/Squeeze) 2d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks)1d6x10 MD
Rate of Fire: ECHH

u) Harpoon Launcher---A heavy harpoon trailing a heavy cable(typically 300 ft of line). Often fitted with a shaped charge explosive warhead that explodes inside the target and fixes the barbs of the harpoon.
Range: 300 ft
Damage: 1d8 MD inert, 4d6 MD explosive head. Critical strike on an unmodified 18-20 due to the special armor-piercing shape of the harpoon head.
Rate of Fire: Once per melee
Payload: Single shot, but the launcher bay typically has 15 harpoons ready to be fired.
Note: The cable requires 25 MDC to cut.

v) Gun-Howitzer---A dual-mode breech-loading ballistic mortar(based on the 82mm mortar-cannon of the QGBM-7-70 ‘Taurus’ Glitterboy).
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Note: CANNOT be fired underwater
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: 3 times per melee
Payload: 6 shot internal magazine; takes 1 APM to load a fresh round into the magazine.

w) TW Power Bolt Cannon---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: ECHH
Payload: 10 PPE per shot

6) Aft Lateral Weapons Bays(2)---Two smaller weapons bays are located at the base of the tail, above the aft fins. These bays cannot accommodate teh same reserves of ammunition as the larger forward bays, nor the larger weapons types, but can still mount some impressive firepower.
a) Mini-Torpedoes----50
b) Light Torpedoes---10 tube launcher
c) Medium Torpedoes---6 tube launcher
d) Heavy Torpedoes----3 each
e) Sea/Air Missiles---3 each

f)Twin-Mini-Missile Launcher(2x1)-----As above

g) Sonic Cannon-----As above

h) Particle Wave Cannon-----As above

i) Pulse Laser-----As above

j) Rail Guns-----As above

k) Ion/Laser Cluster-----As above

l) Quad Plasma Turret-----As above

m) Laser Lance Trinary Cluster---As above

n) Laser/Plasma Gun---As above

o) Napalm Projector---As above

p) Dragnet---The rear bays can be used to deploy dragnets for fishing or capturing swimmers. The large megadamage cable mesh nets can be spooled out to 1,000 ft behind/underneath the Xebis.
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d6 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher), in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and unable to effectively swim until they can disentangle themselves,.

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. A favorite when fishing for Horune or Naut’yll enemies.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage, current being fed down the tow cable. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% 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. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.

v) Gun-Howitzer---As above

w) TW Power Bolt Cannon---As above

7) Countermeasure Launcher---Mounted under the tail, it can fire off either deep flares or acoustic decoys:
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 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, plus acoustic-homing weapons will break target lock to attack the decoy.
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.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 20 per launcher.
---
*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: 18 Deep Flares

’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multiple purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 300 ft wide by 900 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.

8 ) Hull-Zapper System---Emulates the electric eel by discharging a powerful electrical current into the skin and surrounding water, powerful enough to stun or kill unprotected targets.
Range: Contact+ 1-5 ft from the hull in the water.
Damage: 1d4 MD per contact with the hull, plus has effects similar to a Neural Mace.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following, in addition to the baseline Monstrex programming:
Underwater Navigation 50%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 60%(+5% per level of experience for Ecotroz entity)
Forecast Weather 40%(+5% per level of experience for Ecotroz entity)
Pilot Sailing Ships 50%(+5% per level of experience for Ecotroz entity)
Disguise(for assuming the appearance of specific vessels) 65%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Xebis intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2 in water
Strike +2 (+3 w/ ranged weaponry)
Roll +3
Bite 2d6x10 MD
Claw 1d8 MD
Tail Swat 1d4x10 MD
Ram 4d6 MD+1d6 MD per every 20 MPH of speed

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Xebis an aura and behavior more befitting a sentient being than a robot. The Xebis is a cunning and patient predator of the deep. It is clever enough that when assuming the guise of a surface vessel, it can behave just like a sailing ship or motor vessel. Xebises are just as effective operating as lone hunter-killers as they are acting in coordinated packs. As creatures of the waters, they have an instinctive sensitivity to the ways of water and wind, and have a feel for reading currents and weather.

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:
The most common optional Upgrades are TW magic systems, made available from the Wayfinders.

*PPE Powerstone Sources:
(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

*Mystic Weather Tower----This is a powerful weather alteration device, resembling an old-style collapsible smokestack, and CRAMMED with booster elements and weather-control spells:
*Call Lightning---1,000 ft range, 1d6x10 MD per blast, 8 PPE per activation
*Summon Fog---100 mile range(but typically deployed line of sight), 20 mile area, 10 hour duration, 70 PPE per activation
*Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke. The Xebis will typically use this distraction to reabsorb its upper works and crash-dive behind the cover of the smokescreen. PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
* Wind Blast---5.000 ft range. 2d4x10+30 MD, +6 to strike, 50 PPE per activation
* Atmosphere Manipulation---6,000 ft radius, 5 hour duration, 25 PPE per activation
* Hurricane--1,200 ft range, 340 ft area, 10 minute duration. 25 PPE per activation
* Tornado/Waterspout---1,200 ft range, 10 minute duration. 30 PPE per activation
*Snow Storm---1,000 ft range, 600 ft area, 20 minute duration. 25 PPE per activation
* Summon Storm---10 mile range, 10 hour duration. 50 PPE per activation
* Protection From Lightning---25 minute duration. 13 PPE per activation
* Wall of Wind---200 ft range, 100 ft x60 ft in size, has a Supernatural Strength of 42, 50 minute duration, 20 PPE per activation
* Calm Storms---10 mile area, 10 hour duration. 100 PPE per activation

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

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

*Detect Unseen---A combination of Detect Concealment and several other detection spells, used to search the water for mines(‘torpedoes’, to use the original Civil War language) ahead of the ship. 400 ft range, 1 hour duration, 30 PPE.


*Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense, though it was originally designed as a buffer against nuclear torpedoes and tidal waves. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater

**TW ‘Sea Buffer’ Defense System--- The ‘Sea Buffer’ system uses modified Water Wall and Calm Waters spells to ‘harden’ the water around the vessel and provide a counter-pressure against the effects of an underwater nuclear blast, negating damage from them. Detection of a sudden water overpressure around the vessel will automatically trigger the system. The system isn’t 100% effective due to reaction-lag, but it is considered a much better defense than none at all.
Effect: Reduce damage from tidal waves and underwater explosions to 25%.
Cost to activate: 200 per activation

*Ley Line Storm Defense---Shields the Warmount and any mystech systems from Ley Line Storms.

*TW Sensors(Cribbed from Kitsune’s TW Starship Systems)
   - See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1 mile. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
-     See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2 miles. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. .
-     Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200 miles Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
-     Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 50 miles Effects / Abilities: Detects the presence of Rifts .

Variants:
*EcoS-K-156F---- ‘Feral’ variant. It differs from the regular Xebis model in having no obvious external weaponry, and in having its dorsal smartmatter able to mimic plant growth, rather than small craft. EcoS-K-156Fs often lurk close to shore or in river estuaries, imitating small islands, shoals or sandbars. It is rumored(or the rumor has been spread) that the observed -186Fs are a juvenile stage of the regular Xebis(entirely untrue, if only because the -186F is the same size as the baseline Xebis). Has Camouflage as a skill, at 78%(+5% per level of experience for Ecotroz entity)

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


          Top  
 
Unread postPosted: Wed Aug 14, 2019 12:56 am
  

User avatar
Explorer

Joined: Tue May 11, 2010 10:23 pm
Posts: 103
Hey taalismn,

I've looked at this thread a number of times throughout the years and found it interesting, but I never really fully understood what is going on with this new Shemarrian faction. With the amount of information you have written here, it is a bit intimidating for me to dive in and really absorb it all.

From what I have gathered in the early posts in this thread, sometime ago a batch of Archie's Shemarrian robot warriors became infected with energy entities/virus called Ecotroz that rewrote their programming and took over their minds, and now the Shemarrian's think that the fictional culture that Archie and Hagan made up for them is all true, and have added a bunch onto it. As the culture developed new variations of the bots and vehicles popped up and they became a faction unto themselves.

What I don't get is how they went from a small faction on the east coast of the US to becoming a huge space faring race of conquerors with dozens of space ship classes including 6 different battleship designs. Did they make it to the Three Galaxies? In your games have they conquered most or all of the Earth?

I understand that what you have made here in this forum is a depository of different Shemarrian designs and classes for people to draw from and incorporate into their own games, but what is the story of the Shemarrian Nation in your own games that lead you to create all of these different things?


          Top  
 
Unread postPosted: Wed Aug 14, 2019 2:05 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
DD The Shmey wrote:
Hey taalismn,

I've looked at this thread a number of times throughout the years and found it interesting, but I never really fully understood what is going on with this new Shemarrian faction. With the amount of information you have written here, it is a bit intimidating for me to dive in and really absorb it all.

From what I have gathered in the early posts in this thread, sometime ago a batch of Archie's Shemarrian robot warriors became infected with energy entities/virus called Ecotroz that rewrote their programming and took over their minds, and now the Shemarrian's think that the fictional culture that Archie and Hagan made up for them is all true, and have added a bunch onto it. As the culture developed new variations of the bots and vehicles popped up and they became a faction unto themselves.

What I don't get is how they went from a small faction on the east coast of the US to becoming a huge space faring race of conquerors with dozens of space ship classes including 6 different battleship designs. Did they make it to the Three Galaxies? In your games have they conquered most or all of the Earth?

I understand that what you have made here in this forum is a depository of different Shemarrian designs and classes for people to draw from and incorporate into their own games, but what is the story of the Shemarrian Nation in your own games that lead you to create all of these different things?


In a nutshell.. you got part of it right, Ecotroz psionic entity took over and incorporated the Shemarrian false history, and expanded it. EShemarrians rebelled against A3, created their own nation.
Launched some members into space.. rifty-timy-whimy-wormholey stuff launched that group BACK in time, allowed the group to expand and form the EShemarrian Star Nation over time. They met up with their Rift Earth counterparts, all rejoice and share info, tech, etc.

Groups try to join the EShemarrians and some succeed and form fringe tribes, some groups are 'absorbed' instead.

Due to the Psionic nature of the Ecotroz, these robots now have psionics, and combined with the technology they've collected and developed, some new class/robot/cyborg frames are spontaneously created at an EShemarrian's 'birth'. (one explanation of how we got some of our ideas).

With many of the new warmounts, ships, classes, and fringe tribes, a little more Ecotroz history and info is added. taalismn also creates Advanced Cultural Notes that has different information on various topics for the EShemarrians.. treatment of prisoners, sports, some holidays, some religion, sometimes just random stuff and EShemarrian encounters with some different people.

Now that I think of it, we need some more A3 stuff.. like what he and Hagan are up to these days post Shemarrian Civil War.. we've bounced a few ideas around here and there, but not much has come up from it..

We do have a wikia that taalismn started and I took over https://eshemarrian.fandom.com/wiki/EShemarrian_Wiki . and haven't updated for quite awhile due to.. stuff.. I need to get updating it and combining all the different little bits of info from all the sources..

taalismn, myself and DhAkael have been the primary contributors. But there have been others, like 89er, who've contributed ideas or even fully statted creations. We're always happy for critiques or ideas for new stuff.
We have a unique enemy for the EShemarrians thanks to DhAkeal's BlackSteel, which is an evil entity that could be considered the opposite to the Ecotroz.

Hope this helps somewhat. Have any questions, feel free to ask here, or PM myself, taalismn or even DhAkael might be a bit slower to respond sometimes.


          Top  
 
Unread postPosted: Wed Aug 14, 2019 1:31 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5183
If you find the glut of information intimidating and somewhat confusing; "Congratulations, welcome to Rifts(tm)!"
ROTFLMBOE! :lol:
-ahem- In all seriousness though, a prospective GM or (GM willing) player does not need ALL of the expanded Shemarrian Nation material presented here or even the truncated ammount in the wikkia. Pick & choose which tribe catches your fancy and then archive dive. OR if you are a completionist, make up a couple of pots of coffee, limber up your Cut-&-Paste hand and start downloading and saving... THEN have about 2 to 3 days free to read through. :demon: :ok:

Just don't look for a coherent A-to-B-to-C progression. This thread has been a stream of conciousness for the contributing members.
Sadly, I haven't added much in recent years, but that's due to the fact I've been trying to "play-out" the Civil War in my own campaign, along with the over-arching metaplot I've been doing for nearly 25 years.

Feel free to ask any questions though if you wish. As Kronos stated though, the reason why they are now a Tri-galactic spanning empire of nomads is yes...Timey-Wimey Rift(tm) shennanigans, plus cyber-neural nanite reproduction (Progen) and a whole other bunch of factors. :shock: :erm:

P.S.; (In this continuity) Somehow Hagen managed to dream-up his gynoid sex-doll killers, without realizing that there was a version that actually DID exist in another 'verse... but he mixed things up with his Boris Valjeo / Frank Frazetta inspired fever dreams when using "the helmet" to inspire His Toasterness A-3.

_________________
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


          Top  
 
Unread postPosted: Wed Aug 14, 2019 11:00 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Gets even more complex when you consider that Paladin Steel and Greater New England are intertwined with many EShemar Nation posts and material. This was largely so I could steal stuff from myself without developing the wheel eight or nine times, but it makes things complicated. So you can accept mentions of PS and the GNE, with the North East/New England getting rather crowded, with two different cultures living a stone's throw from each other and being very polite to each other,...or, if you want, you can ignore the PS/GNE stuff and claim the Shemarrians are getting the stuff from d-bees and random rifts, or developed it on their own.

(I was HOPING to post some more Warmount images, but Photobucket has been claiming, out of the blue, that I went over my storage limit and wants money. I've tried setting up an Imgur account, but they're quite uncorporative and unworkable..I can't figure what I'm doing wrong there. I'm tempted to start posting to my deviantart account, but think it's wasteful to set up an entire new page for a single quick sketch. Any suggestions?)

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


          Top  
 
Unread postPosted: Thu Aug 15, 2019 2:21 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Gets even more complex when you consider that Paladin Steel and Greater New England are intertwined with many EShemar Nation posts and material. This was largely so I could steal stuff from myself without developing the wheel eight or nine times, but it makes things complicated. So you can accept mentions of PS and the GNE, with the North East/New England getting rather crowded, with two different cultures living a stone's throw from each other and being very polite to each other,...or, if you want, you can ignore the PS/GNE stuff and claim the Shemarrians are getting the stuff from d-bees and random rifts, or developed it on their own.

(I was HOPING to post some more Warmount images, but Photobucket has been claiming, out of the blue, that I went over my storage limit and wants money. I've tried setting up an Imgur account, but they're quite uncorporative and unworkable..I can't figure what I'm doing wrong there. I'm tempted to start posting to my deviantart account, but think it's wasteful to set up an entire new page for a single quick sketch. Any suggestions?)


You have a deviantart page? I've got one.. I post d20 (Modern/Future) stats on it mostly..


          Top  
 
Unread postPosted: Thu Aug 15, 2019 5:10 am
  

User avatar
Explorer

Joined: Tue May 11, 2010 10:23 pm
Posts: 103
Thanks guys for filling in some of the blanks for me. Time travel through a rift into the Three-Galaxies, ... that was what I was missing. With the enthusiasm you three have replied, it seems clear to me that you are having a fun time with this faction and its related adventure arcs.

Honestly as a casual observer, with only a sparse understanding of the background of these Ecotroz Shemarrians, I find myself rooting for Archee and his minions. I find it difficult to root for a faction whose cultural identity is a lie. I can't help but think that eventually ... down the road ... the true nature of the Ecotroz will be revealed to the Ecotroz Shemarrians, and learning that their entire culture is a lie will inevitably destroy them.

From the content I've read, it seems that most of your PC groups tend to follow the Ecotroz 'free born' side of the war. Do you guys have any compelling stories from your own games that demonstrate how cool the Ecotroz 'free born' faction is, and why your parties like to roll with them?


          Top  
 
Unread postPosted: Thu Aug 15, 2019 1:09 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
DD The Shmey wrote:
Thanks guys for filling in some of the blanks for me. Time travel through a rift into the Three-Galaxies, ... that was what I was missing. With the enthusiasm you three have replied, it seems clear to me that you are having a fun time with this faction and its related adventure arcs.

Honestly as a casual observer, with only a sparse understanding of the background of these Ecotroz Shemarrians, I find myself rooting for Archee and his minions. I find it difficult to root for a faction whose cultural identity is a lie. I can't help but think that eventually ... down the road ... the true nature of the Ecotroz will be revealed to the Ecotroz Shemarrians, and learning that their entire culture is a lie will inevitably destroy them.

From the content I've read, it seems that most of your PC groups tend to follow the Ecotroz 'free born' side of the war. Do you guys have any compelling stories from your own games that demonstrate how cool the Ecotroz 'free born' faction is, and why your parties like to roll with them?


I've got a game of Ecotroz Shemarrian that started shortly after the Ecotroz 'infection' started.. While in the start, most incorporated the False History, but they began to learn it was all lies, and that's part of what lead to the Civil War. In my games, and how i've been going, is while they know what they "knew" as their history is lies, it's all they knew, and decided to make it their own and make it better. There are some that believe the Goddess Shemar influenced Hagan with the false history to give their culture life. That's why we have the Shamans still, and some Elites that spontaneously are created I forget the name of them off hand.. but they've a more crystalline appearance if I'm remembering correctly..

If I'm not mistaken.. there is reference somewhere about the Ecotroz and some of it's history.. society that changed to psionic energy or something, and is slowly influencing the EShemarrians.. Don't quote me on that part though.

For me.. this started as additional info to add to my games.. and I enjoyed it so much I wanted to add to it, and here I am..


          Top  
 
Unread postPosted: Thu Aug 15, 2019 9:03 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
For me it's a big fun romp in world-building, even though it started with somebody else's puppets. Whether it's mashing together bits of technology or creating stuff whole cloth, it's really fun to visualize and stat out hardware, beings, entire planets, and imagine them having histories all their own. Failed designs, grand successes, unlikely hero(In)es, rescued innocents, sexy robots, crazy prophets fearsome abominations, misunderstood monsters, and much much more.

Oh, and the Shemarrians being destroyed by the truth? The Lost Eclipse suspects the Truth, and that shapes their insanity, and the Ghost Riders pretty much know the truth(being true AI), but here's the thing, and it's rather like the theme of David Brin's The Postman(the book, not Kevin Costner's wretched movie), that a simple Lie can become a shining Truth, if people imbue it with reality...In the case of second and third generation Shemarrians, and especially the Shemarrian Star Nation, they've succeeded in establishing cultures that will continue, even if you knocked out the legendary backdrop of their origins....

With Paladin Steel, I feel some constraints to build up to certain benchmarks of technological/territorial development.
The EShemar? Not so much. Oh, I've created some ground rules, but the many Tribes and the addition of Fringe Tribes means that there's a LOT of leeway to bring in new stuff.

Humans in Palladium are presented as both the vermin and the most flexible of species in the Megaverse.
The Shemarrians are arguably the children of Humanity, so they can benefit from the halo effect of Human flexibility.

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


          Top  
 
Unread postPosted: Fri Aug 16, 2019 11:40 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Raiding the spare parts bin again.....

Twetani---Hawkmoon Aerial Drone
(aka ‘Tengutron’, ‘Twi-T’, ‘Stock-Part Sturkey’, ‘Scrap-Bird’, ‘Snips-Beak’, ‘Twee’, ‘Kleeg-Bird’)

“Not the most graceful bird we’ve ever built, but it drives the Splugorth nuts, so I guess we can call it beautiful in its own unique way. Who programmed it with the parrot screeches, though?”
--- Vivia StrongWing, Hawkmoon Warchief.

“Those accursed ‘mechs HAVE to be the work of that Styggroth-damned Yongrrllyth’s war-techs! They always profane the labors of those better than themselves! He’s wanted a stakehold in this sector but we beat him to it, so he seeks to spoil our success and make us bleed for our prize! Well, once we’ve stamped out his insurgents, we’ll make his damned kingdom bleed in return!”

“Give a Shemarrian Tinker access to a Kittani motorpool and by the end of the week you won’t have a single intact vehicle in the hangar. You will, however, have a dozen new Warmounts ready to rampage.”

“Bastard mech-bird reached into our hideout with those long fingerclaw-probes and fished out my wingman like a noster plucking grubs out of a tree trunk. Then it came groping for me-”

“At Pola Ridge we traded our Twees three for one against Kittani Centipede armor. But those drones soaked up missiles that would have been dropping on our troops or going after our fliers. A single Twee could tank a dozen missiles before going down. If nothing else the Snips depleted the Kittani artillery train and gave us umbrella fire against their long guns. Once the scrap-birds closed into range, though, they showed gunship blood in skragging Minion-ass and carving a new horizon-line in those badlands.”

“I’ve heard of Kittani officers suiciding rather than admit to their superiors that their commands were annihilated by giant robotic cuckatoos.”

Perhaps encouraged by the Darkwaters’ success with their TyraClaw, the Hawkmoons decided to try their hand at creating a similar faux-Kittani design using bits and pieces of battlefield salvage as the basis. In the case of the Twetanis, the basis is the body frame of a K-PF20 Patrol Flier or K-ATV-RV Hover Jet, a pair of legs off an Insecton Land Rover, the left arm grab-claw off the Creax Armored Rover, a pair of modified Creax grasper hands, and various parts and weapons off other Kittani vehicles.
The grab-claw is fitted as the head of the Twetani, giving the finished ‘bot the look of a giant robotic parrot. Many operators add the plates off the Creax Rover’s head to the claw to give the Twetani a distinctive ‘crest’. The folding wings, and long retrodigigrade legs further the appearance of a large bird. To those unfamiliar with the Kittani, the long probing skeletal fingers of the Twetani’s hands resemble the membrane-less finger bones of an atrophied or repurposed second set of wings.
Like the TyraClaw, the Twetani is run by a semiautonomous A.I. , but lacks any ability to be written like a Warmount or vehicle. Also like the TyraClaw, the ‘bot can be, if expendability is not an issue, Awakened with an Ecotroz essence fragment, acquiring a personality and true self-awareness in the process. This is the case with roughly 10% of Twetanis created so far.
Twetanis are typically used as air pickets, light gunships, and counterinsurgency units. They provide distraction for enemy fire and overhead artillery interception and counterbattery fire. They are also often used in false flag operations against Splugorth locations and borderers.
Twetanis are particularly common in the Hawkmoon ranks in the Thundercloud holdings thanks mainly to the capture intact of a massive Kittani industrial plant on Cobolis IV. The large factory complex turned out vehicle and robot parts for Splugorth forces and was not demolished during the Shemarrian annexation of the planet. Rather than waste Trinity Modules on producing Twetanis, the Hawkmoons repaired the factory complex, automated it, and turned it to producing robots for the Shemarrian forces. Twetanis played in a role in hindering the advance of Splugorth forces in the Thundercloud Galaxy’s Garetta Nebula. Several squadrons of Twetanis, fitted with stolen Kittani transponders, were used to strike Minion supply and servicing depots. The raids were rumored to be the work of rogue Kittani or the forces of rival Splugorth lords and kept the local Splugorth security forces chasing rumors, and their base construction efforts halted, for months.
Twetanis remain a part of the Hawkmoon arsenal, with no other Tribes known to deploy the type. They sometimes appear in ‘flocks’ of Cyverns, Cybertones, and Shygers. Though not approaching the popularity of the TyraClaws that inspired it, the Twetani is still respected by the Hawkmoons.

Type: EcoS-KRP-51 Twetani
Class: Robotic War Drone, Aerial
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 260
Head 125
Head Claw-Arms(2) 25 each
Arms(2) 100 each
Shoulders(2) 150 each
Shoulder Particle Beam Blasters(2) 50 each
Arm Lasers(4, 2 each hand) 30 each
Wings(2) 100 each
Wing Lasers(2, small ) 10 each
Directional Jets(12) 5 each
Legs(2) 200 each
(Optional) Missile Pod 100
(Optional) Wing Missile Packs(2-4)(Short Range Missile Launcher) 20 each
(Mini-Missile Launcher) 45 each
Height: 18 ft standing up fully, 9 ft w/legs folded (+3 ft w/ Missile Pod and wings raised
Width: 14 ft, 24 ft wingspan fully extended
Length: 19 ft
Weight: 12 tons
Cargo: Small 3x3 ft cargo space in the torso.
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 100 MPH
(Leaping) Can make a standing jump of 10 ft up/across, 25 ft up/across w/ running start.
(Flying) Hover to 620 MPH, maximum altitude of 23,000 ft.
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual operators.

*EM/Laser Detectors----Alerts the AI if the ‘bot is hit with radar or targeting lasers.

Weapons Systems:
1) Wing Lasers(2)---The small wing lasers are carried over from the Kittani Patrol Flier
Range: 2,000 ft
Damage: 2d6 MD single blast, 4d6 MD both wings firing in synch simultaneously
Rate of Fire: ECHH
Payload: Effectively unlimited

2) Arm Lasers(4, 2 each arm) ---Mounted on the back of each hand is a pair of light laser cannon.
In the alternative, these lasers can be replaced by a pair of Kittani energy lances; this is generally reserved for special duty models.
a) Lasers--Each laser has 30 MDC
Range: 2,000 ft
Damage: 3d6 MD single blast, 6d6 MD both arm lasers firing in synch simultaneously
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Energy Lances---Each Lance has 90 MDC
Range: 3,000 ft short mode, 6,000 ft in long range mode
Damage: 6d6 MD per single blast short mode, 3d6 MD single blast in long range mode , x2 both arm lasers firing in synch simultaneously
(Lance Blade) +2d4 MD single lance. +4d4 MD to a punch for both lances energized in a strike
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Shoulder Particle Beam Blasters(2)---These are taken off defunct Two Man War Pods.
Range: 2,000 ft
Damage: 1d4x10+4 MD single blast, 2d4x10+8 MD per twin blast, 4d4x10+16 MD both shoulder cannons firing in synch simultaneously
Rate of Fire: ECHH
Payload: Effectively unlimited

4) (Optional) Missile Pod---Taken off the Patrol Flier is the dorsal modular missile pod, that can hold 24 mini-missiles, 4 short range missiles, or 2 medium range missiles.

5) (Optional) Wing Missile Packs(2-4)---The wings can be fitted with accessory missile launchers, either a four-shot mini-missile pack, or a three-shot short range missile launch tube per wing hardpoint.

6) (Optional) Self-Destruct----The EShemar are well aware that, just as they have reverse-engineered much Kittani gear and repurposed it in new ways, the Kittani, experts at copying others’ technology, are not adverse to stealing good ideas, especially when the good ideas involve technology they originally developed. Therefore Twetani units, especially those operating against Splugorth Minion forces, are fitted with self-destruct systems, to prevent affording anybody the opportunity to analyze and reverse-engineer what the EShemar have done.
Range: Self
Damage: Completely destroys the war-beast. Thermal-explosives can do an additional 4d6x10 MD to a 40 ft radius, plus 80% chance of setting combustibles in the area of effect alight in a 30 ft radius beyond that. Thermal-corrosive charges do 2d4x10 MD to a 15 ft radius, but can ‘splatter’, doing an additional 2d4 MD to a 60 ft radius of effect, and 1d6 MD for an additional 1d4 melees afterwards.


Programming:(Artificial Intelligence)
Typically has the following:
Radio: Basic 94%
Military Etiquette 96%
Mathematics: Basic 98%
Land Navigation 94%
Navigation, ALW 80%(+5% per level of experience for Ecotroz entity)
Intelligence 85%(+5% per level of experience for Ecotroz entity)
Detect Ambush 75%(+5% per level of experience for Ecotroz entity)
General Repair & Maintenance 80%(+5% per level of experience for Ecotroz entity)
Demolitions 94%
Demolitions Disposal 92%
Climb 80%/76%
Weapons Systems 90%
Pilot Jet Fighter 70%(+5% per level of experience for Ecotroz entity)(for aerial maneuvering purposes)

Twetani are programmed to speak/understand Dragonese, Kittani, Horune, Gobbeley, Naruni, Trade Four and Shemarrian, all at 94%. Depending on the desired effect, they may shout out words and phrases in those languages to give the impression of a pilot or operative of a respective species or organization.
They are also programmed to recognize common Kittani and Splugorth associated hardware, weapons, and military ranks, as well as Horune and Naut’yll vessels.

If Awakened Twetani can also learn 3 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.

Actions/Attacks Per Melee: 7
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +3, +5 in flight
Strike +2 (+3 w/ ranged weaponry)
Roll +2, +5 in flight
Parry +3
Pull Punch +3
Beak Bite 6d6 MD
Beak Jab/Pry 3d6 MD
Head Arms Punch 1d4 MD
Restrained Claw Punch(one finger strike) 1d4 MD
Full Strength Punch/Rake 3d6 MD
Power Punch/Rake(2 attacks) 1d4x10 MD
Kick 3d6 MD
Flying Kick (2 attacks) 6d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Twetani an aura and behavior more befitting a sentient being than a robot. Awakened Twetanis initially acquire rather raucous personalities with a propensity for tearing at things, or probing with their long claw hands in places, or stealing interesting stuff(not always from the enemy), though some mellow out of these behaviors.

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:

*Bionic Cybernanite Repair Systems---Twetani can be fitted with the standard nanite repair systems that are a characteristic of mainstream EShemar ‘biology’. The systems available to the Twetani repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Wing Blades---Allow for sideswipe rakes that do 1d6 MD +1d4 MD per every additional 20 MPH of speed over 25 MPH.

*Plasma Claws----This outfits the ends of the long grasping claw fingers with the dual-mode plasma-conductive blades of Kittani plasma melee weaponry. In addition to energizing the blades to cut through armor like hot knives through butter, the blades can also project short-ranged plasma blasts.
Range:(Claw) Melee
(Plasma Blast) 100 ft
Damage:(Claw) +2d6 MD to strike damage per finger energized, +6d6 MD for all three blades energized
(Plasma Blast) 4d6 MD per single claw finger, 1d6x10+12 MD for all three blade-fitted fingers firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Wing Pods---In place of the wing missile launchers, the following pods can be mounted instead:
a) Autocannon Pod---Adapted from the Creax Rover’s armaments. Can be modified to fire specialized rounds, like wood or silver. Takes up a missile launcher hardpoint.
Range: 2,000 ft
Damage: 3d6 MD per burst
Rate of Fire: ECHH
Payload: 100 bursts

b) Rail Gun Pod---Adapted K-500 Rail Gun
Range: 4,000 ft
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst
Rate of Fire: ECHH
Payload: 1,800 rds(60 bursts)

c) Laser Spider-Pod---A K-1000 Spider Gun System(or copy of it) can be mounted, one on each hardpoint. In addition to tapping into the Twetani’s power(for unlimited shots and fire control system to fire as gunpods, they can be dropped to ground troops or as autonomous harrassers.

d) Plasma Ejector---Adapted K-E4 Plasma Ejector. Takes up a missile launcher hardpoint.
Range: 2,000 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Ion Pulse Pod---Adapted K-30 Ion Pulse Rifle. Takes up a missile launcher hardpoint.
Range: 1,000 ft
Damage: 4d6 MD per single blast , 1d6x10+6 MD per triple pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) Plasma Net Launcher---Taking a cue from Shemarrian Warmounts with net launchers, but using the Kittani Plasma Net, this weapons system, though the ammunition is rather expensive, is a horrific way of distracting opponents. Even if it doesn’t strike and entangle and opponent, the plasma net can still be used to destroy structures, as normal firefighting methods cannot extinguish the self-generated plasma flames as the net burns its way through materials. The net, however, has 20 MDC, so weapons fire can still destroy it.
Range: 600 ft
Damage: 1d6x10 MD per melee. Has enough power for 15 minutes(60 melees) of operation.
Rate of Fire: ECHH
Payload: 4 nets per tube
Note: The net can be set to self-destruct by meltdown if the Shemar do not want the nets to be recovered by the enemy

g) Jamming Module---A radio jamming module that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Mounting multiple jamming pods adds systems redundancy, but not cumulative bonuses.

h) ECM Module---electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike). Mounting multiple jamming pods adds systems redundancy, but not cumulative bonuses.

i) Flare/Chaff Rack----Countermeasure launcher attached to one side of the gondola-cab.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

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


          Top  
 
Unread postPosted: Sat Aug 17, 2019 12:35 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Raiding the spare parts bin again.....

Twetani---Hawkmoon Aerial Drone
(aka ‘Tengutron’, ‘Twi-T’, ‘Stock-Part Sturkey’, ‘Scrap-Bird’, ‘Snips-Beak’, ‘Twee’, ‘Kleeg-Bird’)


Nice new drone.
I was going to mention having something like the K-1000 as wing pods but then I noticed it.

Something I just thought of, but can't find the stats for off hand.. A Flit-Striker pod that can either be fired while attached on the wings, or dropped/placed by the Twetani.. could even make the launcher egg shaped so looks like the Twetani is placing its egg(s) somewhere..


          Top  
 
Unread postPosted: Sat Aug 17, 2019 8:01 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
ARCHIE-3 Punisher Titan Combat Robot

“Expect a cornered animal to turn on you. Expect a cornered animal to surprise you. Expect a cornered animal to shock you. NEVER presume that an enemy is well and truly broken until you have personally dismembered the corpse and burnt its heart to ashes.”
---Wolf’s Path proverb.

“Certainly, that thing stands out and draws attention, but it’s also its own high ground. We can’t move past it without dealing with it, and every moment it has us stalled here dealing with it, is more time for its reinforcements to come up.”

((“Hagan, I wish we had something more ...innovative...to throw against these abominations-”))
“Yeah, sorry, there, Archie-buddy. Guess I haven’t been getting enough sleep. But maybe the big guns we’re deploying will buy us some time to think up something game-changing.”
((“Hagan, this game may already be lost. We may wish to revisit some of our other plans, the more serious contingencies-”))

“Titan Robotics has been holding out on its customers; get a load of these two Titans on vid our scouts shot in the old Penns territories. Damned if those things aren’t moving like combat ‘borgs! And those weapons don’t look like showroom offerings! And they’re fighting the Shemarrians! My guess is we’re seeing an elite Ti-Rob team with the cutting edge stuff...stuff they stole from the Shemarrians! And the Shemar are -phissed- about it! This explains so much! The weapons on the robots, the pinch-off of Titan goods these last few months....we’re looking at a copyright and licensing war gone very very hot! But what I really want to know is; is Titan going to be hiring mercs to protect its facs and if they are, can I get me one of them elite Titans as a signing bonus?”
---Gerald Carthage, Headhunter, Stonewall Legion.

The Punisher Titan was a late Shemarrian Civil War introduction to the forces defending ARCHIE-3’s shrinking domain as the rebel EShemar increasingly gained the upper hand.
The Titan Punisher is a fully autonomous variant of the Titan Robotics TR-004; it doesn’t require a pilot to direct it. Instead, it has its own robotic A.I. running the show. ARCHIE-3 made some changes from the mass market version, improving the armor slightly and modifying the actuators for smoother movement. The chassis motors were enhanced to carry the extra weight of armor and ordnance that would be added to the Titan.
ARCHIE-3 armed the Punisher with a number of systems he and Hagan would not otherwise have equipped the Titan robots with, for fear of attracting the wrong sort of outsider attention(it finally got through to them what a mistake it had been arming the TR-004 Heavy Combat Titan with a Shemarrian-style rail gun arm had been), but it is a sign of how desperate the two had become to defend their imperiled domain that they started pulling out the stops. Ironically, their choice of weapons in some cases led to the few outsider reports of the Punished in action being mistaken as a Totan Robotics knockoff of Northern Gun designs, especially the Variable Projectile Cannon.
It was decided to give the Punisher a heavy ranged weapon on each arm, so as to allow the ‘bot to counter attacks from all angles with maximum firepower. The right arm mounts a heavier copy of the Mechanoids’ particle beam cannon common to both the Exterminator and Wasps, while the bulky left arm holds four smaller energy weapons wrapped in a thick cooling jacket. The belly ion turret was replaced with a rapid-fire laser cannon. These higher-end energy weapons draw more heavily on the ‘bot’s powerplant, reducing its effective life span in the long run, but Archie and Hagan were less concerned about durability at this point, and more about getting heavy firepower out to their front lines.
Backing the energy weapons are several missile systems that allow the Punisher to act as an artillery platform, bombarding clusters of rebel EShemar forces. Punishers frequently operated in cooperation with other forces that could spot for missile artillery fire.
For its size and mass, the Punisher moves with remarkable agility: ARCHIE and Hagan wanted it to be able to respond effectively to airborne opponents as well as ground -bound ones. Freed of the vulnerabilities of organic pilots, the Punisher can snap-spin its torso around incredibly fast to track speeding targets, and can leap and even roll like a much smaller power armor(though it pays for this with increased fatigue on the parts, but the ARCHIE and Hagan figured that by the time this became an issue, they;d have either won the war, and would have the time to refurbish their robot soldiers, or the war would be lost and it wouldn’t matter at all).
The Titan Punisher came too little and too late to play any decisive role in the Shemarrian Civil War. By the time it appeared on the scene, the EShemar rebels were debuting their own increasingly powerful new warmounts and Elites. The Titan Punishers went down fighting, but they went down all the same. Nevertheless, the Punisher claimed its share of blood and metal with its powerful armaments., and EShemar troops came to both respect and despise the Punisher for its tenacity and firepower.
Today, only a scant handful of Titan Punishers survive(most assembled from spare parts scrounged from the overrun factories they were being assembled in, active units having committed nuclear suicide upon being overwhelmed), mainly in the ranks of the Ghost Rider’s dormant Trollheim reserves. Since coming around and reconciling, the Skullcrushers have petitioned the ‘Riders to let them have a few, but the Ghost Riders have refused the request.

Type: TR-004P Titan Punisher
Class: Assault Robot
Crew: None; Robot Intelligence
MDC/Armor by Location:
Main Body 500
Head 180
Upper Shoulders(2) 150 each
Shoulder Missile Launchers(2) 100 each
Right Arm 170
Particle Beam Blaster(1, right arm) 100
Blaster Arm(1, left) 200
Hands(2) 50 each
Belly Laser Turret 50
*Sensor Tower 90
Free Mass Driver Cannon 150
Legs(2) 250 each
Leg Grenade Launchers(2) 25 each

*Destroying the Sensor Tower drops the ranged weapon bonus to strike to +2

Height: 24 ft
Width: 13 ft
Length: 10 ft
Weight: 21 tons
Cargo: None
Powerplant: Nuclear, w/ 12 year energy life
Physical Attributes: Equal to Robotic PS. 40, PP. 18,.
Speed:
Running: 100 MPH
Jumping: 20 ft up/across, +10 ft w/ running start(the extra mass is compensated for by the extra strength)
Flying: Not possible
Underwater: Can run along the bottom at 30 MPH. Maximum depth tolerance of 1,000 ft
Market Cost: Exclusive to ARCHIE-3/Titan Robotics’ forces
Systems of Note:
Standard Titan Robotics systems, plus:

*EM Sensors----The Punisher can detect and track radio activity in a 10 mile radius.

Weapons Systems:
1) Free Mass Driver Cannon(1, shoulder-mounted)---This is ARCHIE-3’s effort to use some of the contra-gravity technology he’d managed to crib from the Mechanoids to produce his own version of Northern Gun’s NG-C58 Variable Projectile Cannon. Instead of using compressed air, however, the Free Mass Driver Cannon uses directed gravity pulses to push projectiles at high velocity. Though not as focused as the I-beam weaponry of the Megaversal Legion, the Free Mass Cannon can throw objects farther and more accurately than the NG-C58.
The Free Mass Driver Cannon freed the Titan Punisher from dependence on a specialized ammunition supply for the weapon(ironically, ARCHIE-3 would be recapitulating the same sort of logistics decisions forced on the rebel EShemar earlier in the war).
The FMDC can accommodate munitions up to 155mm and mass up to 350 lbs.
Range: (varies) 1) Battlefield scrap and junk typically flies about 1,000 ft. Loose garbage can ‘shotgun’ in 30 ft radius. No strike bonuses.
2) Roughly aerodynamic projectiles such as spheres and cylinders go 2,000 ft. Loose garbage can ‘shotgun’ in 30 ft radius. Half strike bonus.
3) Proper artillery shells and mortar bombs designed for the gun can travel 5,000 ft. Half strike bonus.
Damage:(varies)
1)SDC scrap and non-aerodynamic projectiles/junk typically does 6d6 SDC, +30 SDC for every 150 lbs of heaved weight. Megadamage scrap will do 4d4 MD +10 MD for every 150 lbs of heaved weight.
2) Spheres and cylinders will do damage similar to 1), depending on whether they’re SDC or MDC.
3) Original-issue NG artillery shells tend to do 1d6x10 MD to a 10 ft radius. 120mm high explosive tank shells do 6d6 . MD to a 10 ft radius, Armor Piercing 1d6x10 MD to a 3 ft radius, 155mm does 3d4x10 MD to a 30 ft radius for Plasma, 2d4x10 MD to a 15 ft radius for HE, 1d6x10 MD to a 30 ft radius for DP Fragmentation, 1d4x10 MD to a 50 ft radius for AP Fragmentation.
Rate of Fire: ECHH
Payload: 45 rds

In the alternative, some late examples of the Punisher carried a copy of the Mechanoid Mantis Medium Range Plasma Cannon, with a 3,000 ft range, and doing 1d6x10 MD per blast.

2) Blaster Arm(1, left)---The Punisher’s left arm is wrapped in a thick cooling jacket supporting four powerful energy projectors, either four plasma rifles(ARCHIE-3’s early attempt to duplicate the Mechanoids’ M-15 plasma rifle, which he would eventually, but his early efforts required add-on heavy cooling) or rapid-fire lasers copied from the Mechanoid Exterminator. Nicknamed the ‘Evaporator’, both because of the steam wafting off the housing after each rapid-sucession burst, and because of its ability to vaporize opponents in one or two blasts.
a) Plasma Projectors(4)
Range: 4,000 ft
Damage: 1d4x10 MD single shot, 4d4x10 MD quadruple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Rapid-Fire Lasers(4)
Range: 2,000 ft
Damage: 2d6 MD single shot, 1d4x10+6 MD quadruple shot burst
8d6 MD for all four lasers firing simultaneously, 4d6x10+24 MD for all four in rapid fire mode(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Particle Beam Blaster(1, right arm)---The right arm features a Mechanoid-style double-barreled particle beam blaster
Range: 4,000 ft
Damage: 1d4x10 MD single blast, 2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Giant VibroBlade)1, Right Arm)----A large robot-scaled vibroblade can be extended from a sheath on the right arm
Range: Melee
Damage: 3d6 MD

5) Belly Laser---ARCHIE-3 and Hagan replaced the two-barrel ion projector turret with a more powerful rapid-fire multi-barrel laser cannon, copied from the Mechanoid Exterminator.
Range: 2,000 ft
Damage: 2d6MD single shot, 1d4x10+6 MD quadruple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

6) Shoulder Medium Range Missile Launchers(2)---For added long range firepower, the Punisher adds a set of missile launchers to its shoulders. As A3’s realm shrinks and easy resupply becomes problematic, Punishers will use these weapons sparingly, typically to bombard concentrations of EShemar troops that other A3 units have scouted and designated for artillery.
Range: Varies by Missile Type(Medium Range)
Damage: Varies by Missile Type(Medium Range)
Rate of Fire: Volleys of 1-5
Payload: 5 each side, 10 total

7) Chest Mini- Missile Launchers(2)---These were carried over from the TR-004
Range: 1 mile
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-6
Payload: 12 each side, 24 total

8 ) Leg Grenade Launchers(2)---These were carried over from the TR-004
Range: 2,000 ft
Damage: Varies, but typically 4d6 MD for high explosive, 2d6 MD for fragmentation, and smoke that covers a 40 ft area
Rate of Fire: Volleys of 1-6
Payload: 24 per leg, 48 total

9) Self-Destruct----ARCHIE-3 knew that the EShemar were somehow subverting his forces, and that something similar was happening at one of his factory complexes. He and Hagan decided that a powerful unit such as the Punisher could NOT fall into enemy hands and be turned against their own forces, so the two decided to have the Punishers fitted with ‘spoiler’ charges that would explosively scuttle the ‘bot.
Range: 60 ft radius
Damage: 1d6x100 MD

Programming/Skills:
Detect Ambush 65%
Detect Concealment 60%
Radio: Basic 98%
Radio: Scramblers 90%
Mathematics Basic 98%
Intelligence 90%
Land Navigation 94%
Military Etiquette 98%
Cryptography 90%
Computer Operation 98%
Electronic Countermeasures 92%
Read Sensory Equipment 98%
W.P. Blunt (+3 strike/parry)
W.P. Chain (+2 strike/parry)

Actions/Attacks Per Melee: 8
Initiative +2
Dodge +5
Parry +5
Strike +6 (+5 w/ ranged weaponry)
Roll +4
Pull Punch +3
Critical Strike on a Natural 18-20
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Claw Strike 2d6 +5 MD
Kick 4d8 MD
Leap Kick(2 attacks) 5d8 MD
Stomp 1d8 MD(targets 10 ft tall or smaller)
Body Block/Tackle 3d6 MD

Variants:
It is not known what changes, if any, the Ghost Riders might have made to their warehoused Trollheim Punishers.

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


          Top  
 
Unread postPosted: Sat Aug 17, 2019 11:02 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
ARCHIE-3 Punisher Titan Combat Robot


Nice. I need to get my but in gear and get finishing some projects, and starting on some new ideas for ARCHIE as well.


          Top  
 
Unread postPosted: Sat Aug 17, 2019 11:46 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
I'm waiting on the Titan Robotics book; it might have more fun stuff to kit bash.
And, of course, there's the Mechanic stuff Archie stole. Maybe some Kittani stuff too.

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


          Top  
 
Unread postPosted: Sun Aug 18, 2019 12:58 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
I'm waiting on the Titan Robotics book; it might have more fun stuff to kit bash.
And, of course, there's the Mechanic stuff Archie stole. Maybe some Kittani stuff too.


Oh yeah.. He'd probably have some Kittani stuff that he didn't destroy while the Shemarrians were under his control. And maybe some captured magical/techno-wizard stuff from Atlantis as well that he might study. While he wouldn't use any of that stuff.. he could make faux-magic versions to use against the Kittani to make them think Splugorth are fighting them..


          Top  
 
Unread postPosted: Sun Aug 18, 2019 1:11 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Indeed, ARCHIE-3 and Hagan might be too hard pressed to come out with designs as exotic as the Shemarrians themselves during the SCW, but they might haul out some of their various espionage designs, especially if they thought faking a Minion attack might distract the Shemarrians(it might, for a short time, but the psychic EShemar would quickly figure out theire fighting robots and quickly scrap them for parts).

Heck...when I had Paladin Steel copy the old NEMA flying hover platform, I had them take it a step up to create a cyborg based on the Splugorth Slaver and Hover-Barge.

ARCHIE-3, who CAN produce the general range of NEMA equipment, might think of(or Hagan might suggest it) doing something similar. Instead of a cyborg, though, he'd create a wholly robotic Slaver as a decoy unit.

There's also A3's secret supply subs. The DarkWaters may have found parts of one, but I don't think we ever considered what his subs(with Mechanoid-inspired stealth propulsion) might be like(again, maybe the TR book will cover it, and if not, we have another design to create).

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


          Top  
 
Unread postPosted: Sun Aug 18, 2019 1:23 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Indeed, ARCHIE-3 and Hagan might be too hard pressed to come out with designs as exotic as the Shemarrians themselves during the SCW, but they might haul out some of their various espionage designs, especially if they thought faking a Minion attack might distract the Shemarrians(it might, for a short time, but the psychic EShemar would quickly figure out theire fighting robots and quickly scrap them for parts).

Heck...when I had Paladin Steel copy the old NEMA flying hover platform, I had them take it a step up to create a cyborg based on the Splugorth Slaver and Hover-Barge.

ARCHIE-3, who CAN produce the general range of NEMA equipment, might think of(or Hagan might suggest it) doing something similar. Instead of a cyborg, though, he'd create a wholly robotic Slaver as a decoy unit.

There's also A3's secret supply subs. The DarkWaters may have found parts of one, but I don't think we ever considered what his subs(with Mechanoid-inspired stealth propulsion) might be like(again, maybe the TR book will cover it, and if not, we have another design to create).


A3 could have one sub still out there.. helping him re-establish himself somewhere post Civil War thanks to that sub.. According to Rifter 4, it uses a form of anti-gravity propulsion cannibalized from Mechanoid units (he probably learned how to build some on his own by the time the Civil War happened) to silently push it.


          Top  
 
Unread postPosted: Sun Aug 18, 2019 8:44 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
‘Zoot-Scoot’ Hovercycle
(aka ‘Zooter’)

“Oh, for the love of the Holy, why did they have to come up with THAT?! First time I saw one in the neshie camp, I dove for cover while grabbing for my guns, and hollering at everybody to run! Even now, every time one of those things buzzes by, I can’t help but flinch! I saw enough of them zoot-killers during the Meckoid War! Those things were murderers, and they shouldn’t be treated as novelties!
----Mancoszi, Psi-Stalker and recognized veshemar---’Friend of the Shemar’

“Until I can arrange for a proper cyber-mount for my new servant-girl, she’ll just have to ride a zooter.”
----Valda Mindwriter, Ghost Rider Domimatrix

The Zoot-Scoot is a light hovercycle based on the Mechanoid Assault Probe. The EShemar found a stock of the ‘bots that ARCHIE-3 had created from plans the Mechanoids gave him while they were looking to convert his factory-complexes to produce war material for them. The Earth-made Assault Probes may have been earmarked for ARCHIE-3’s false flag operations against Atlantis, but were never sent, nor deployed against the EShemar during the SCW.
The EShemar decided to make over the Probes into light hovercycles, replacing the AI systems with manual controls, adding a saddle and handlebars to the outside. The forward sensor visor is now a large headlight. The ‘Zoot’ uses a replaceable nuclear power cell with a slightly shorter energy life than the original compact Mechanoid power core. The ‘zooter’ is fast, quiet, maneuverable(especially in close quarters), and reliable, but is seen by rank and file Shemarrians as not fit for combat, in contrast to ther prefered Warmounts.
The Zoot-Scoot is mainly found throughout the Tribes in use by N’R’Mar and neShemar, and is occasionally available to outsiders. Despite its origins, the bulbous Zooter is fairly popular with riders, though most Shemarrians disdain it as a ‘mere contrivance’ fit only as basic transportation by the ‘bladeless’ classes.

Type: SheHC02 Zoot-Scoot
Class: Hovercycle
Crew: One
MDC/Armor by Location:
Main Body 60
Headlight 30
Rear Thrusters(2) 10 each
Lower Jets(3) 15 each
Extendable Windshield 10

Height: 3 ft
Width: 3 ft
Length: 5 ft
Weight: 225 lbs
Cargo: None
Powerplant: Nuclear Power Cell w/ 2 year energy life
Speed:(Flying) Hover to 150 MPH, maximum altitude of 2,000 ft
Market Cost: Occasionally available to the open market, in which case a fully operational example can bring 80,000 credits.
Systems of Note:
*Headlight---The front ‘visor’ of the hovercycle holds a powerful normal ight/IR headlight with a 500 ft range.

*Folding Windshield----A thin, but tough, mega-plexiglass windshield sides up from the front to afford the rider some protection from slipstream at high speed(not normally a problem as many neshemar are partial or full-conversion cyborgs or augments).

*Quiet Operation---The Zooter’s thrusters are remarkably quiet, giving the ‘cycle an effective Prowl rating of 50%.

Weapons Systems: None standard(see Options)

Options:
*Gun Mounts(2)----The Zooter has two slots under the sensor visor/headlight for a pair of weapons. These can be different types, or a matched set(for ease of synchronization). Each side can hold ONE of the following:
a) Ion Blasters----This adds back the paired ion blasters of the original, using IP30E Ion Pistols
Range: 1,000 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst

(Ion Scatter-Shot Mode)---This mode turns the pistol into a short range shotgun with an area of effect blast. Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area.

(Ion Step-Down Mode)---This mode rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon in effect a ‘super-taser’(albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode.
Range:(SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.

(Ion Focal Booster Mode)---Aka ‘Puncher’---This mode improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot. Note, however, that the weapon also suffers sharp ‘kickup’ giving it a -1 to strike, when fired single-handed

Note: It normally would take a regular person 2 melee actions to switch between modes on this weapon(it’s not designed for manual switching, so mode selection actually requires some complicated adjustments to the safeties and barrel), but for the Ecotroz, with their Telemechanic psionics, it takes NO actions to actually change between modes. NeShemar cyborgs seem to have some sort of technomechanical linkage that allows them to switch modes as well without losing an APM.

Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Rail Guns---ESSPA heavy gauss machine pistol. Limited payload, but they hit hard.
Range: 2,000 ft
(DU/U Rounds) 1,500 ft
Damage: 1d4x10 MD at ranges of 600 ft or less, 5d6 MD out to 2,000 ft, plus human and human-sized targets must make a roll on a twenty-sided, at -6, to match or surpass the Shemarrian’s ‘to strike’ roll. A successful roll means the target is only staggered(lose initiative) by the heavy round’s impact, while failure means the target is knocked off their feet, flung 8-10 ft, lose initiative and 1 APM, and HALF all combat bonuses for the rest of that turn. Power armors, full conversion cyborgs, robots, superhuman and supernatural creatures are +6 to save versus knockback/knockdown, but lose initiative from heavy round strikes.
(Fletchette) A shotgun-style ‘streetsweeper’ round that does 1d4x10 MD at ranges of 500 ft or less, 3d6 MD out to 2,000 ft, but to a 20-degree wide cone of effect, due to the ‘spray’ of high-density needle-fletchettes. No knockdown effects.
(DU/U Rounds)1d6x10 MD at ranges of 600 ft or less, 6d6 MD out to 2,000 ft, plus possible radiation damage/effects from the DU/U-rounds. Same knockdown effects apply.
(Incendiary Round*)1d4x10 MD at ranges of 600 ft or less, 4d6 MD out to 2,000 ft, but spatters a thermal-chemical/phosphorus tracer mixture that does an additional 2d6 MD for 1d6 melee rounds(immersion in water does NOT put the fire out), plus an 80% chance of setting combustibles on fire. Same knockdown effects apply.
(Silver Round*)1d4x10 MD at ranges of 600 ft or less, 4d6 MD out to 2,000 ft, plus possible silver poisoning damage(5d6 HP) to supernatural creatures. Same knockdown effects apply.
(Wood Round*) 5d6 MD at ranges of 400 ft or less, 2d6 MD out to 2,000 ft, 6d6 HP to vampires and other supernatural beasts vulnerable to wood. Same knockdown effects apply.
(‘Serpent’s Kiss’ Nanite Round**) 6d6 MD at all ranges, plus 3d6 MD damage per melee, for 1d4 minutes. Can be set to dissolve only metal, plastic, or other specific substances. No knockdown effects.

*These rounds are considered too fragile to be effectively used in a regular rail gun rifle. If used, they do only 1d4 MD at all ranges, and in the case of the Incendiary Round, incendiary effects are reduced to 25%.

**Exclusive to the Sapphire Cobras.
Rate of Fire: Standard
Payload: 50 rd box magazine

c) Particle Beam Blasters----Copied Northern Gun NG-45LP ‘Long Pistol’
Range: 1,200 ft
Damage: 5d6 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Plasma Blasters---Adapted cyborg forearm weapon
Range: 1,000 ft
Damage: 4d6 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Stunner---Short range non-lethal stun blaster
Range: 100 ft
Damage: Save vs non-lethal poison or be -10 to strike, parry and dodge for 2d4 melees.
Rate of Fire: ECHH
Payload: Effectively unlimited

*Laser Headlight---Mounts a powerful laser projector behind the headlight reflector.
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per blast .
Rate of Fire: ECHH
Payload: Effectively unlimited

*Sensors---This adds back some sensor systems, the data=feed of which can be viewed by a small screen/HUD, or direct ‘jack-link.
-Multi-Optics
-Radar--2 mile range
-Radiation Detector
-Motion Detector(+1 to dodge. +2 if ‘linked)

*Radio----50 mile range

*AI Autopilot---Restores some Artificial Intelligence to the Probe in the form of a limited ‘smart’ pilot assist system. Flies at a skill rating of Pilot Hoverycle 92%, and +10% to the pilot’s piloting rolls.

*Remote Control Link---This allows for wireless remote direction of the Zooter. The hovercycle can be summoned by command, and can be directed as a remote control drone(including firing weapons). Such combat actions use the operator’s APMs and require their attention.

Variants:
*SheHC02B ---This is a slightly longer-bodied(+1.2 ft to length) version using a larger and longer-lived(5 year energy life) nuclear powerplant. The extra length also allows for a second passenger or a small luggage rack to be carried behind the pilot. Otherwise identical to the baseline Zoot-Scoot.

*Drone---It is rumored that the EShemar have used AI drones virtually identical in programming and performance to the original Assault Probes, but this seems very unlikely, given the EShemar preference for using e-animals for the same roles.

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


          Top  
 
Unread postPosted: Sun Aug 18, 2019 9:06 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
Nice little hover bike.

Also.. while going through some of the A3 units we have.. I noticed the ARCHIE-BOZZ has some errors.. it weighs only 50 lbs? and in the description has experimental plasma power source, yet has a nuclear power plant with 20 year life... What's the actual weight as I was going to use the BOZZ as a starting point for a new ARCHIE unit.


          Top  
 
Unread postPosted: Sun Aug 18, 2019 10:29 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
My aquatic-themed summer posting surge continues....


Koilus Superheavy Aquatic Warmount
(‘Titanython’)

“Riding as an observer in a Titanython on a war patrol is an exercise in surviving long periods of excruiating boredom and short bursts of bone-snapping concussive discombobulating stomach-wrenching terror. I had to be practically fused to a wall to keep me from whiplashing to death, and I upchucked so many times I couldn’t eat for three days afterwards. The way Koil-riders maneuver, they have NO stomaches, inner ears, or sense of up or down.”

(Hull breaking noises)“I really hate this part.”
---Anonymous pirate during a Koilus encounter

“The DarkWaters sortie tonight to make war upon the Horune. Expect an extra generous number of reports of monster sightings in the channel.”

“I suppose that we should be honored that the local kaiju are attacking us.”

“We might have been able to close with that false beast and take it for the bounty..., my team had the best stealth-swim suits available on the Splynn market...but when we were just about to make contact, the water around that thing lit up with what had to be enough juice to power a city. Fried my electronics including my rebreather, and knocked me clean out. Luckily my biotech lungs weren’t cooked, because they kept me alive to float to the surface. The rest of my team wasn’t so lucky; they either lost active bouyancy and sank to the bottom, or they suffocated when their rebreather comps got wiped and and the mixers fed them bad air. That big sea snake zapped us then swam off into the deep black andeft us behind to the mercies of the sea. Now, either give me enough men and equipment , and TWICE the bonus you offered me the first go around, to hunt that snake down and give it what for what it did to my team, or pay me what you owe me and my teammates’ shares as well and I’m out of here.”
---Gildro Maxeem, Darkith mercenary

“Harbormaster here, Councilor, are you expecting company, as in VERY important personages? Because I have a Shemarrian sea-chariot coming into harbor. Not just any sea-chariot, it’s a three-serpent rig, and not the little ones either. I mean BIG ones, seven hundred footers...they’re going to have to stay in the outer harbor....so we’ve gotta be being visited by a Wargoddess!”
---Savin Allens, Harbormaster, Vineyard Haven, Martha’s Vineyard(Fade Island)

The Koilus takes the ‘sea serpent’ motif of the Xebis up to the next stage. The Koilus is a development of the DarkWaters’ work on developing a deep water ‘super eel’ variant of the EcoS-K-125 Jormungandar. It is unknown if the Koilus is the revised end result or a sidetrack from the original intention of making a submersible ‘sub-train’. The Koilus benefited greatly from development work for the Xebis, and the two warmounts share a number of common traits.
The Koilus is unusual and controversial in that it lacks the raw firepower potential of a fully-armed Jormungandar, trading it in favor of close combat capability. Compared to its land-bound cousin, the Koilus is slimmer, but more muscular, its internal spaces packed with extra artificial muscles. The Koilus cannot swap out body segments as easily as the Jormungandar. It is arguably more agile and stealthier.
The Koilus concentrates its firepower in its head and in its tail. It sacrifices the modular spaces in its body segments(though a few have been retained for special purposes) for mounting even denser and more interwoven myomer bundles connecting its body sections.
The Koilus’s most infamous attack mode is to entangle and capture a vessel and crush it in its coils, or pull it over to capsize. This attack mode has drawn some flack from other Shemarrians in that such close combat for such a large and valuable unit exposes the warmount needlessly to enemy fire. Another criticism is that the long length of body has no point defenses covering it; aside from the tail and head, the massive warmount lacks means of protecting its flanks. Some compensation for these weaknesses is implied in the generous application of stealth technology and TechnoWizardry, allowing the mek-serpent to close with an enemy or evade one, but many veteran EShemar warriors feel the Koilus to be a battlecruiser in concept, dangerously favoring offense over defense.
Riding a Koilus is not for the faint of heart, even for the robotic Shemarrians. The ride is described as vertigo-inducing even in regular travel, and concussion-inducing in the fury of combat. What with the constant motion of the head and gyrations of the body, only those who are completely immune to motion sickness or repeated tumbling injuries need apply to be crew on a Koilus. ‘Securing the observer’ aboard a Koilus going into battle more often than not means immobilizing them in a shock-absorbing cocoon of wrappings that prevent the passenger from being whiplashed into paste on the walls, or asphyxiating on their own stomach contents if they’re organics without the benefit of gyrostabilizing and the lack of a vomit reflex. Ore than one M.O.M, Crazy with a self-professed love of rollercoasters has had that love temporarily changed to a phobia after trip on a dare aboard a Koilus. Even some robot passengers find the sudden changes in attitude and orientation more harrowing than aerial dogfighting.
Koiluses remain exclusive to the DarkWaters. They are rarer than the more versatile EcoS-K-112 Pelaganars, but the Koiluses have their adherents, especially in DeepWatch. A few have become the chosen bodies of Arawa, EShemar, typically veteran or elder individuals, who have sacrifice their humanoid forms to become totemic icon-beasts of their Tribes. The few produced so far have almost all been assigned to hunter-killer patrols and raiding operations, with the remainer being part of the heavy combat retinue of DarkWater Wargoddesses.

Type: EcoS-K-157 Koilus
Class: Robotic Warmount, Superheavy, Aquatic
Crew: None; robot intelligence
1 rider/pilot, and room for 1-20 passengers/gunners
MDC/Armor by Location:
Head 800
Heavy Launchers(7) 120 each
Mini Launchers(4) 80 each
Reinforced Passenger Compartment 400
Main Body (front section of serpentine body) 800
Body Segments(8) 500 each(total 3,800)
Hydro Jets(6 main body, 4 each body segment) 450 each
Slicer Fins(32) 250 each
Tail 500
Tail Jets(4) 450 each
Tail Missile Launcher 120
Tail Laser 100

Height: 35 ft main body, The Slicer Fins/Pylons can extend out 12 ft to either side. The head sports a pair of flange-fins that jut out an extra 15 ft to each side
Width: 35 ft main body, The Slicer Fins/Pylons can extend out 12 ft to either side
Length: 700 ft
Weight: 1,000 tons
Cargo: 15 ft x 9 ft x12 ft cargo compartment in the head for personal gear and supplies.
Physical Strength: Equivalent to Robotic P.S. of 80
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can awkwardly slither its way across the landscape at 9 MPH.
(Flying) Not possible
(Space) Not possible
(Underwater) Can undulate along on the surface at 70 MPH, or swim underwater at 55 MPH. Maximum depth tolerance of 2.5 miles
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in 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 Koiluses 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 2d6x10 MD per hour, and can repair 1,000 MDC before needing material stocks to convert to MD repair material.

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

*Molecular Analyzer----The Koilus has the ability to sample the water and detect traces of various substances, such as oil and blood, in the water. Can effectively track at 75%

*Long Range Sonar--- The Koilus’s long body is lined with sonar receivers, making it large passive array or great sensitivity. Effective range of 150 miles.

*Magnetic Anomaly Detector(MAD)---Like a shark, the Koilus can sense electromagnetic fields and metal objects, such as active electronics, vehicles, powered-up fusion powerplants, and metal-cased(or electronically-fired) mines.
Range: 5 miles, and has a 70% chance of detecting submerged/buried vessels/vehicles(-20% for nonmetallic objects, and no chance of detecting organics).

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

*Silent Running Stealth---The Koilus is particularly resistant to being detected by sonar systems. Effectively invisible(only an 10% chance of being detected) to active and passive sonar systems when traveling at speeds under 37 MPH, and are -50% to detection rolls when traveling faster and the hydrojets are engaged. Sonar-guided weapons are -3 to strike.

*Stealth Sheathing----The Koilus has only an 10% chance of being spotted by radar.

*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the Koilus has the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though.

TechnoWizardry Systems:
*PPE Generators(3)----(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
**Mystic Weather Control---A more refined version of the Multiplexors Mystic Weather Control Tower available to the Xebis, it is also more limited.
-Horror Factor/Fear---Cast over the entire Warmount to give it the illusion of being a supernatural monster. 10 PPE per application(owing to the vessel’s size) and lasts 15 minutes per activation.
-Aura of Death---Cast over the entire serpent to enhance its horror factor. 18 PPE per application(owing to the vessel’s size) and lasts 15 minutes per activation.
- Summon Fog--- 60 mile range. 6 mile area, 6 hour duration, 70 PPE. Perfect for sneaking away or sneaking up.
- Summon & Control Storm---10 mile range, 6 hour duration, 150 PPE. Effective for disrupting water traffic, covering a retreat, or trapping enemy vessels(especially sailing vessels).
- Calm Waters---10 mile radius, 10 hour duration, 150 PPE. Often used to ride out storms.
-Smokescreen---Creates a thick obscuring bank of dark smoke that is equivalent to the Fire Elemental spell Cloud of Smoke....PPE Cost: 10 PPE per activation, covers a 1,000 ft square area, and lasts 10 minutes.
-Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater.

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


Weapons Systems:
1) Eye Lasers(2)---Copied from the Dobharg, these powerful lasers give the mage-serpent a truly lethal gaze.
Range: 6,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Mouth Energy Projector---The Koilus’s mouth conceals a powerful energy projector. The DarkWaters have tried several different configurations; as a result, several different ‘species’ of Koilus have been misidentified.
a) Lasers---Configuration retained from the original Warshark.
Range: 500 ft
Damage: 4d6x100 MD per blast
Rate of Fire: Three times per melee round
Payload: Effectively Unlimited

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

c) Plasma Projector---Starship grade weapon, modified for area of effect. The use of this weapon has sometimes led to the misidentification of the Koilus as an ancient marine dragon.
Range: 1,000 ft.
Damage: 2d4x100 MD to a 60 ft wide area
Rate of Fire: . Twice per melee
Payload: Effectively Unlimited

d) Plasma Torpedo Launcher---Starship grade weapon, typically found only on offworld examples of the Koilus
Range: 25 miles in atmosphere
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: . Once per melee
Payload: Effectively Unlimited

e) Ion Disruptor Cannon---Starship grade weapon, typically found only on off world examples of the Koilus, or when the EShemar want to implicate the Golgans in attacks on Splugorth targets.
Range: 5 miles
Damage: 2d4x100 MD per shot, 25% of that to a 30 ft radius beyond point of impact.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

f) TW Tidal Wave Cannon----This fitout requires a source of PPE to operate properly
Range: 6,000 ft range, and generates a wave 150 ft high and 3,000 ft wide
Damage: 4d6x10 MD
Rate of Fire: 40 PPE per shot, lasts 15 melee rds
Payload: 40 PPE per shot

3) Dual-Mode Heavy Missile/Torpedo Launchers(7)---Retained from the original Kittani WarShark, the heavy torpedo tubes in the nose have been converted to a flexible multi-munition format that allows them to fire heavy torpedoes, long range missiles, or hybrid projectiles.
Range: Varies by Missile Type( Long Range missiles/torpedoes)
Damage: Varies by Missile Type( Long Range missiles/torpedoes)
Rate of Fire: Volleys of 1-7
Payload: 48

-Sea/Air Rocket-Torps
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
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 Harpoon III, but more powerful. +3 to strike


4) Mini-Missile/Torpedo Launchers(4)---Another holdover from the Warshark. LIke the heavy torpedo tubes, the Koilus has had its tubes modified to fire either mini-torps or encapsulated mini-missiles
Range: Varies by Missile Type(Mini-missiles/torpedoes)
Damage: Varies by Missile Type(Mini-missiles/torpedoes)
Rate of Fire: Volleys of 1-4
Payload: 200 total

5) Breath Weapon---The Koilus has two nostrils that can spray either aerosols or TW mists. The Koilus sometimes breathes live steam into the interiors of besieged vessels in order to drive the crew out into the open.
a) Chemicals--- Sprays out various chemical fogs
Range: 800 ft and can cover a 100 ft area.
Damage: Varies by chemical type; typically the Koilus uses obscuring smoke or incapacitating agents like tear gas/CS.
Rate of Fire: Once per melee. Depending on local weather conditions and the Warmount’s own motion, the cloud can persist as long as 2d4 melees, or MINUTES if sprayed into a vessel’s interior.
Payload: Usually carries enough chemical solution for 200 applications.
b) Steam--- Actually a byproduct of the Warmount’s cooling system. It can spray superheated steam up to 150 ft and covers a 50 ft area. Does 2d6 SDC per melee of exposure. The cloud lasts 1d4 melees.
c) TW Cloud of Sleep---180 ft range, 20 ft area, 10 minutes duration, 4 PPE per activation
d) TW Cloud of Fog--- 20 mile range, 2 mile area, 2 hours duration, 70 PPE per activation
e) TW Miasma --- 200 ft range, 20 ft area, 10 minutes duration, 7 PPE per activation
f) TW Aurora Cloud(Northern Lights)---120 ft range, 60 ft area, 3 minutes duration, 6 PPE per activation
g) TW Cloud of Ash --- 180 ft range, 60 ft area, 10 minutes duration, 5 PPE per activation

6) War Bays(8)---Though the Koilus lacks the quick-swap ‘car’ segments of the Jormungandar, its narrower body sections DO hold small cargo spaces. Considered too small and potentially uncomfortable(given the preferred modes of movement and close combat of the Koilus) for holding troops or passengers, and too streamlined for mounting weapons systems like gun turrets or missile launchers, the compartments were deemed usable for deploying mines, sensors, and e-animal drones.
a) Mine Dispensers---- Equivalent to respective torpedo warhead types, only DOUBLE the blast radius. Can be free-floating or anchored. Each bay can hold 32 drop chutes, each cell can hold 30 Mini-Mines, OR 10 Light Mines, OR 5 Medium Mines, OR 1 Heavy Mine.

b) *‘Parasite’ Bays---In lieu of missiles or other ordnance, the Koilus can instead carry internal magazines of smaller robots like EcoS-D09LEDW Boresnakes(modified version able to swim at 15 MPH), KRP-26 Darkeels, KRP29 Bantys, EcoS-KRP41 Grunders, EShe-R292CSh Serpenspines, EcoS-R270Dw Toxote or EcoS-D06LE ‘Cooter’ drones. These are often mistaken for symbiotes or parasites on the larger organism. A common tactic is to entangle a ship and drop swarm drones on the trapped ship’s deck to deal with remaining defenses and crew. Roughly 24-250 e-animals can be stowed aboard each section.

c) Sensors---These are various forms of sensor buoy that can be dropped on the ocean bottom or deployed into open water, allowing the Koilus to set up remote sensor nets(often as part of establishing a ‘hunting territory’). A typical light expendable sensor is similar to the sonubuoys used by many wet navies: a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubuoy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubuoys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range 5-10 miles), and can report a sonar/acoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubuoy to have a sonar range of 5 miles
Sonubuoys are typically laid in a pattern, with multiple Sonubuoys allowing for the triangulation of a target. They are cheap, disposable, and virtually undetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, Sonubuoys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended procedure when using Sonubuoys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubuoys are best used when one is aware that something is there, but not exactly where it is; a pattern of Sonubuoys can help triangulate a target for more accurate firing solutions and weapons targeting(give guided weapons a +1 to strike an underwater target if using information patched in from a sonubuoy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, sonubuoys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
More specialized sensors include EM sensors, chemical sniffers(often tuned to alert on the spore of certain monster types), and radiation detectors, while larger buoys may hold several sensor types and be longer-lived.
Each War-Bay can hold 960 sonubuoy-sized sensors

7) Countermeasure Launchers---Mounted on each section is a launcher system that can fire off either deep flares or acoustic decoys:
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 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, plus acoustic-homing weapons will break target lock to attack the decoy.
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.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 20 per launcher.
---
*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: 18 Deep Flares

8 ’) Water Rams(42)---The body hydrojets are powerful enough to be used as spray cannons. When entangling a vessel, the Koilus will often use these water jets to sluice defenders off their feet and often off the deck entirely.
Range: 200 ft in air, 60 ft underwater.
Damage: 1d4 MD at full pressure, or 1d4x100 HP to vampires. At ranges of 100 ft or less, humanoid-sized beings(7 ft or smaller) will have an 98% chance of being knocked over and pushed 1d6x10 ft by the water blast, as well as a 75% chance of being stunned or knocked out. Creatures and bots weighing over 3 tons, or standing 8-24 ft, will only have a 50% chance of being knocked over, and only a 25% chance of being stunned. Creatures and 'bots taller than 25 ft, will be unaffected.
Underwater, the water-ram will throw human-sized targets/swimmers back 5d6 ft with a 50% chance of stun/knockout. Creatures and vessels weighing over 15 tons, will only have a 40% chance of being knocked away, and only a 15% chance of being stunned. Creatures and vessels over 25 tons in displacement will be unaffected.
Rate of Fire: Once per melee, but can pan the stream along a target, sluicing down multiple targets.
Payload: Effectively unlimited

9) Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system and hydrojets to flush foaming chemical compounds out into the water surrounding the warmount. This has a multiple purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 300 ft wide by 900 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
The Koilus has an effectively unlimited onboard supply of foaming agent.

10) Hull-Zapper System---Emulates the electric eel by discharging a powerful electrical current into the skin and surrounding water, powerful enough to stun or kill unprotected targets. The Koilus’s system is much more powerful than previous defensive systems and can overload the electrical systems of vessels or power armors within close proximity of the warmount’s skin.
Range: Contact+ 60 ft from the hull in the water.
Damage: 6d6 MD per zap
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.
Against organic targets
Rate of Fire: Once per melee
Payload: Effectively Unlimited

11) Tail Multi-Mode Launcher---Mounted atop the tail between the rear jet thrusters is a short range multi-munitions launcher, capable of firing both missiles and torpedoes.
Range: Varies by Missile Type( Short Range missiles)
5 miles for SRTorpedoes
Damage: Varies by Missile Type( Short Range Missiles or Torpedoes)
Rate of Fire: Volleys of 1-6
Payload: 36

12) Tail Laser---Mounted in the tip of the tail is a powerful laser cannon for dissuading pursuers.
Range: 6,000 ft on air, 3,000 ft underwater
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

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


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following
Basic Math 98%
Underwater Navigation 50%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 70%(+5% per level of experience for Ecotroz entity)
Read Sensory Instruments 98%
Tailing 55%
Detect Ambush 60%
Radio: Basic 98%
Basic Math 98%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Koilus 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 +1
Strike +1 (+2 w/ ranged weaponry)
Roll +3
Bite 2d6x100 MD
Chewing Bite 4d6x100 MD
Head Butt 2d4x10 MD
Ramming Attack 1d6x10 MD per every 20 MPH of speed
Tail Lash 2d6x10 MD
Body Sweep(2 attacks) 4d4x10 MD +4d6 MD for every 20 MPH of speed. The goliath warmount basically uses its hydrojets to swing its mass and length into a giant clothes-lining attack; objects under 500 lbs in weight are 99% likely to be knocked over and flung 3d4x10 yards/meters. Targets 500-3,000 lbs have a 70% chance of being bowled over, and getting tossed 1d4x10 yards/meters. Those 4,000 lbs -5 tons in weight only have a 30% chance of being knocked back 6d6 yards. Anything heavier will generally be immune to being knocked over.
Slashing Sideswipe 3d6 MD per every 40 MPH of speed
Squeeze/Crush(takes FOUR melee attacks) 4d4x100 MD per full melee of pressure
Grinding Roll (takes ALL melee attacks) 6d6x100 MD----The Koilus twines around a target, simultaneously crushing it and slicing into it in passing with its cutter-fins. There’s also a 50% chance of capsizing the target vessel.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Koilus an aura and behavior more befitting a sentient being than a robot. Koiluses are cunning, patient, marine predators willing to cooperate with ther crews for succssful hunts. They work well either alone or in hunting packs with other warmounts.

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

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

Options:
*Body Lasers(2-8 each body segment)----A late suggestion that has since been floated as an upgrade would address the point defense problem. A DeepWatch Tinker has suggested fitting the body segments with modified laser ‘headlights’ that appear as bioluminescent spots running the length of the sea serpent, but which are really powerful blue-green lasers. As many as eight can be mounted each body segment, and potentially as many as four could fire on the same target at once.
Another suggestion, accompanying a maximum refit of this sort, would upgrade the Koilus’s fire control to allow as many as 18(!) attacks with this system, directed by the Warmount AI. This has sometimes been refereed to as the ‘Royal Upgrade’.
Range: 4,000 ft in air, 2,000 ft in water
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per blast .
Rate of Fire: ECHH
Payload: Effectively unlimited


*‘StasRac’ Magfield Pressure Resistance Generators
StasRacs are an adaptation of alien electromagnetic forcefield technology acquired from a Shemarrian ally, that has been designed to augment pressure-resistant structures by shoring them up and bleeding off pressure stress. 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(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.
StasRacs also work only on structures that are (relatively) rounded and streamlined, with few appendages and extensions that would break the field and /or increase its surface area, making pressure reinforcement that much more difficult.

-Faux Magic:
The most common optional Upgrades are TW magic systems, made available from the Wayfinders.

*PPE Powerstone Sources: Upgrades the onboard PPE powerplant:
(‘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


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

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

*Detect Unseen---A combination of Detect Concealment and several other detection spells, used to search the water for mines(‘torpedoes’, to use the original Civil War language) ahead of the ship. 400 ft range, 1 hour duration, 30 PPE.

*Wall of Water---Can raise a barrier of water that can act as a shield against low trajectory shells and sea-skimming missiles, and can also be raised underwater as a torpedo defense, though it was originally designed as a buffer against nuclear torpedoes and tidal waves. ....PPE Cost: 25 PPE per activation, 50 ft high/100 ft long, does 1d6x10 MD to anything running into it(plus reduce target speed by half), lasers and large missiles will be -5 to strike passing through the wall, and lasts 10 minutes, half damage/duration underwater

**TW ‘Sea Buffer’ Defense System--- The ‘Sea Buffer’ system uses modified Water Wall and Calm Waters spells to ‘harden’ the water around the vessel and provide a counter-pressure against the effects of an underwater nuclear blast, negating damage from them. Detection of a sudden water overpressure around the vessel will automatically trigger the system. The system isn’t 100% effective due to reaction-lag, but it is considered a much better defense than none at all.
Effect: Reduce damage from tidal waves and underwater explosions to 25%.
Cost to activate: 200 per activation


*TW Sensors(Cribbed from Kitsune’s TW Starship Systems)
   - See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1 mile. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
-     See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2 miles. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. .
-     Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200 miles Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
-     Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: Fighter Mount: 50 miles Effects / Abilities: Detects the presence of Rifts .

Variants:
*EcoS-K-157B---’Great Horned Sea Serpent’---This sports a large combination energy- projector/melee ram horn in the nose, derived from a similar weapon on the EcoS-K-112(SSN-EX) Pelaganar.
MDC of Horn: 450, and extends out an extra 25 ft in front of the head
Range: 2 miles in air and underwater
Damage: (Ram) (Un-energized) +1d6x10 MD to a ram/head butt
(Energized) +3d6x10 MD to a ram/head butt
(Spiral Beam) 4d6x10 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited

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

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


          Top  
 
Unread postPosted: Sun Aug 18, 2019 10:37 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Also.. while going through some of the A3 units we have.. I noticed the ARCHIE-BOZZ has some errors.. it weighs only 50 lbs? and in the description has experimental plasma power source, yet has a nuclear power plant with 20 year life... What's the actual weight as I was going to use the BOZZ as a starting point for a new ARCHIE unit.

Ah, yes,...

Better late than never....
The proper weight should be 60 tons
The power plant is harder to define; it's still got a 20 year energy life, but it's rather more energetic and more compact than a regular Earth-made fission or fusion power system, as described under the listing for the self-destruct system.

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


          Top  
 
Unread postPosted: Sun Aug 18, 2019 10:47 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
Also.. while going through some of the A3 units we have.. I noticed the ARCHIE-BOZZ has some errors.. it weighs only 50 lbs? and in the description has experimental plasma power source, yet has a nuclear power plant with 20 year life... What's the actual weight as I was going to use the BOZZ as a starting point for a new ARCHIE unit.

Ah, yes,...

Better late than never....
The proper weight should be 60 tons
The power plant is harder to define; it's still got a 20 year energy life, but it's rather more energetic and more compact than a regular Earth-made fission or fusion power system, as described under the listing for the self-destruct system.


Then why not call it a plasma or plasmatic reactor, or something to that effect?
I had almost forgotten it used a plasma based reactor (the inspiration for the Ingis Crawler's power source).


          Top  
 
Unread postPosted: Mon Aug 19, 2019 11:49 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Here be posted new Tribal variants:
Because time passes, and, Shemarrian technology being a ‘living’ technology, older designs are continually being updated, upgraded, repurposed, and traded and acquired by more Tribes.


*EcoS-K-1 Monstropede

The armored vanguard came first, presenting a picture of power and intent none could mistake. After the disciplined orderly ranks of terribly-beweaponed warmounts bearing their stoic complements of warriors arranged by rank, by troupe, the ground trembling to their stride, came the greater number of the Tribe.
Behind them come rank upon rank of support mounts bearing the artillery, the missile launchers, the spare weaponry and ammunition bins. Here and there the heavily-decorated saddle-sedans of seers and mystics made their way, flanked by the heavier instruments of war.
Increasingly in the heart of the formation, until their numbers open up to encompass the breadth of the column, are the Tinkers, the Acolites and neShemar, healers, tradeswomen, technicians, crafters, bondsmen, servitors, pets, riding on stodgier-looking mounts, pulled in chariots or riding in wagons, or piloting the odd salvaged vehicle. Here the ranks were less precise, the common gait less measured and coordinated, the appearances less dressed and polished. Hard-shelled carts mingled with fabric- and monster-hide-covered hoverplatforms. Fac-wagons and scrap-beds rattled along together. Here were master craftswomen and their apprentices on their mobile workshop barges pulled by their Pack-Mules. Shepherds directed their clanking and bleeping flocks and pacing watch-animals. Here small family units of neShemar rode by on the slithering serpentine carriages of Monstropedes, the small modules of their humble residences cradled atop them, a few sporting under-clad, if not outright nude, passengers casually sky-bathing atop them, as if in deliberate contrast to the armored and uniformed ranks of warriors at the front of the column and bringing up the rearguard. Here was a tribe on the move.


The Monstropede has been around from the beginning of the EShemar as a robotic beast of burden and impromptu artillery platform. Often overlooked in the stampede of other more glory-reaping designs, the Monstropede has diligently soldiered on as a humble fetch-and-carry
mule and occasional spear-carrier when nothing better was available. However, over the many years of the Reformed Shemarrian Nation, there has been a loyal following of second-echelon EShemar, NeShemar and Tinkers who have stuck by the first ‘new’ Warmount of the Reborn Shemarrian Nation. There has been enough interest in the old EcoS-K-1 that, post-SCW, production capability has been set aside to make new ones, rather than rely on the battlefield salvage that typified early Monstropedes. Some of the older machines have been Upgraded to extravagant degrees, but a few often-requested modifications have been popularized and recognized as distinctive subtypes.

*EcoS-K-1B--’Bricker’ Heavy Cargo Hauler Variant
*aka ‘BigBug’, BruteBug’)

“What do you get when a nearsighted and lust-driven Monstropede falls in love with a HEMTT? You get a Bricker.”

The EcoS-K-1B variant of the Monstropede is an extensive overhaul with caravan transport in mind, reinforcing the frame and redesigning the leg suspension to make it better suited to carry wider and heavier loads. The dorsal spines are reinforced and redesigned to be able to cradle wide loads like cargo modules or camper-pods. The -1B also adds an set of foreclaws based on Northern Gun’s NG-MRU876 Med-Rec’s ‘jaws of life’ feature.
The EcoS-K-1B moves the Monstropede away from the original power armor conversion kludges of the baseline model and into a more purpose-designed and -oriented direction. While some in the Shemarrian Nation(and outside it) have wanted to classify the EcoS-K-1B as a new Warmount in its own right(in which case, it would have been assigned an ID codex number such as -158 or -159), the general attitude is that the ‘Bricker’ is merely a slight improvement and not a significantly different enough machine to warrant an entirely new classification code.
EcoS-K-1Bs mainly use new construct parts, rather than salvaged components. They are replacing the original EcoS-K-1s in the transport role in many Tribes, allowing the smaller models to focus on fire support roles.

Changes/Modifications
MDC/Armor by Location:
ForeClaws(2) 35 each
Legs(20) 50 each
Back Tubes/Spines(18, two each body segment except the first) 25 each

Height: 5 ft at head; can rear its forequarters up 10 ft.
Width: 10 ft foot to foot, 8 ft shoulder to shoulder
Length: 36 ft
Weight: 9 tons
Cargo: Whatever can be tied on the back of the robot. Can carry about 10 tons and pull 30 tons
Speed: Fully loaded, the EcoS-K-1B can only make 20 MPH
Weapons Systems:
2)Air Defense Lasers---Several, if not all, of the optional Short-Missile Launchers(2-18 ) can be replaced with tubes containing long range light air defense lasers:
Range: 6,000 ft
Mega-Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +3 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)

5) Foreclaws---A set of mantis-like foreclaws has been added. Each small forearm mounts a powerful set of hydraulic claws that can be used to snip apart obstacles and debris, cut apart salvage, or pry open containers and vehicles.
Range: Melee
Damage: (Cut) 2d4 MD
(Pry) 2d6+4 MD

6) (Optional) Laser Headlight----This adds a large spotlight/laser projector to the forehead, complementing the existing eye-lasers.
Range: 4,000 ft in air, 2,000 ft in water
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per blast .
Firing in concert with the eye lasers at ranges of 3,000 ft or less, the combined attack(counts as one attack) can do 18d6 MD(or 2d4x10+28 MD)
Rate of Fire: ECHH
Payload: Effectively unlimited

7) (Optional) Flare/Chaff Launchers(2-4)--- Up to four small smoke mortar clusters can be added to the tail.
(Smoke)
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher
(Flares/Chaff)
Range: 1,000 ft
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 bundles per launcher

8 )(Optional) Head Mini-Missile Launchers---The two mini-missile launchers that once adorned the Kittani power armor's shoulders can be added back to the Monstropede in the form of a pair of flanges flanking the Warmount's head. Each fin has 75 MDC and holds three mini-missiles(for a total of six).

*EcoS-K-1C---’Oarsman’ Amphibious variant
“No more groping along the bottom; we’re -swimming- to the islands!”

A further development of the EcoS-K-1B, the -C variant adds improved amphibious capability. Inflatable floatation cells have been added to the body, and deployable vanes/membranes can open on the legs, allowing them to serve as powered oars. With a load of water-sealed cargo modules on its back adding buoyancy, the EcoS-K-1C can negotiate moderate seas without difficulty. Believed to have been originally developed by the DarkWaters, the EcoS-K-1C is in many coastal and riverine areas outnumbering the EcoS-K-1B it was developed from.

Changes/Modifications
MDC/Armor by Location:
Leg Oars(20) 15 each
Speed:
(Water) Can swim along the surface at 22 MPH, using a multi-legged oar-stroke
Systems of Note:
*Sonar---The EcoS-K-1C can trail a sonar drogue in the water behind itself. It has an effective range of 5 miles.

Weapon Systems
2) (Optional) Torpedoes---Instead of missiles or point defense lasers, the launch tubes(if any) can launch torpedoes; 3 short range torpedoes, or 6 mini-torps per tube.

(Optional) Depth Charges/Grenades---Instead of missiles or point defense lasers, the launch tubes(if any) can launch small depth charges.
Range: 2,000 ft launch distance. Grenade charges are typically fused effective to a depth of 120 ft but are good down to 500 ft..
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.

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

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

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

Rate of Fire: Volleys of 1-3
Payload: 6 each tube

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

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


Last edited by taalismn on Sun Aug 25, 2019 12:40 am, edited 1 time in total.

          Top  
 
Unread postPosted: Wed Aug 21, 2019 8:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
EcoS-KRP-52 Rxnid Emergency Medical E-Animal
(aka ‘Bandage-Weaver’)

“Waking up stripped naked, wrapped and bound immobilized in webbing, with several giant spiders with glaring eyes waiting to pounce was NOT what one would regard as a peaceful wakeup call, especially after serious injuries. We had a number of emergency room cases we had to transfer over to a quickly expanded psych ward after their merely physical injuries were treated.
On the positive side, I don’t think I ever heard anybody complain about the bedside manner of our humanoid nurses after that. ”


“Damn things are so scary they frighten the bacteria right out of you.”

“Didn’t help the case for wider deployment of the Rxers when on the last mission they created a webbing platform up in the jungle canopy for our fliers to come in and extract those survivors. The observer thought we’d made a wrong turn and were descending on a giant spider lair, complete with coccooned meals.
That, and the fact that several of the locals we rescued awakened and freed themselves halfway through the extraction. They re-injured themselves even worse trying to get away from the bandy-weavers which automatically moved to re-secure them, which was NOT a plus for our safety record.”

---Delian Kefer-Bloodbinder, Horrorwoods Ezenza (Combat Medic)

The success of the EcoS-KRP-47Rx ’NurseBee’ variant of the MasonryBee drone encouraged the Clan Vespan roboticists to try an even more ambitious design for an emergency medical unit, one patterned on a giant spider. The newer ‘bot would have even more comprehensive and extensive medical programming, as well as expanded capabilities to deliver on-the-spot emergency medical care. Perhaps inspired by accounts of the Splugorth Pathetic Healer symbiotes, Vespan roboticists foresaw a variety of different sizes and models of Rxnid that could be deployed to assist people in need, including fist-sized ‘personal’ models and larger ‘ambulance’ types.
The Rxnid followed a philosophy of form following function, with a pony-sized spider body topped by a head sporting dozens of surgical instrument- and sensor-tipped tendrils. The large abdomen houses a variety of chemical sprayers. Rxnids are quite intelligent for robot drone intelligences, and can learn and improvise.
Rxnids are extremely agile jumpers and climbers, aping leaping spiders in that respect, and well able to negotiate rubble-choked streets, collapsed buildings, crash sites, and wilderness terrain in search of those needing emergency medical assistance. The Rxnid is programmed to be able to roll with unstable ground and take the falls, collisions, and hits of a disaster area. They also have basic self-defense programming, though their main response to danger is to evade it. Their most powerful physical attacks are generally reserved for breaking down doors or making access through obstacles to get at victims or extract them from danger.
Multiple sensors can sniff out trapped or incapacitated disaster victims, and non-invasively diagnose a patient’s internal injuries if any. A Rxnid, or ideally a team of them, can locate a wounded victim, secure the site, stabilize the patient, and signal for extraction. Rxnids interface and coordinate easily with other SAR-bots, often acting as the ground ‘boss’ for such operations in the absence of a living administrator overseeing the rescue.
For all its efficiency and advanced programming, however, the Rxnid has proven a public relations disaster. The Vespans’ adherence to a ‘form follows function’ protocol, while resulting a very efficient and innovative design, unfortunately backfired when it came to selling the Rxnid to the greater public. Completely ignoring the availability of the MP-1202 Colony Med-Bot and its coreworld variants, the Vespans tried marketing the Rxnid to their fringe world affiliates. However, while people MIGHT tolerate a fuzzy, plushy, giant bee with medical markings arriving to help them in their time of need, most human(oid)s were -terrified- by what looked like a giant predatory spider with hypodermic-needle fangs running up at them or dangling from the ceiling over them extending scalpel claws.
Despite this, the Rxnid has still found followings in the Tribes; Clan Vespa uses them, as do the Horrorwoods, Lost Eclipse, and Clan Shelley.

Type: EcoS-KRP-52 Rxnid
Class: Robotic Drone, Emergency Medical
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 200
Head 50
Head Tendrils(20) 1 each
Legs(8 ) 40 each
Height: 2 ft
Width: 2 ft main body, but legs can sprawl out up to 7 ft
Length: 4 ft
Weight: 400 lbs
Cargo: Can carry medical supplies on self-made webbing attached to the body.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 50 MPH
(Leaping) Can jump 15 ft up/across; increase by 50% with a running start.
(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, and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual owners.

*Bionic Cybernanite Repair Systems---ALL Rxnids 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 30 MDC before needing material stocks to convert to MD repair material.

*360-degree jointing---Multiple joints on the Rxnid can swivel a full 360-degrees. This allows the Rxnid, for example, to attach itself to ceilings and operate on patients underneath it.

*Molecular Adhesion Pad Feet---Each foot of the Rxnid ends in a MAP, allowing the ‘bot to cling to just about any surface.

*Molecular Analyzer---- This ”Super Sniffer” actually gives the ‘bot the ability to track by smell (70%), as well as recognize people by scent(80%) provided they have smelled them before. Handy for finding people trapped under debris, and for ID’ing toxins in an environment.

*Bio-Monitor System---By touching the patient, the Rxnid can monitor vital signs, such as body temperature, pulse, blood oxygenation, and skin tension.
*RMK Dispenser---Has enough micro-bots for 30 separate applications, and can retrieve spent microbots for recharging and reuse.
*IRMSS Injector----Holds enough for 120 doses.

*Internal IV Reservoirs---Located in the abdomen are special fluid containers for holding blood plasma substitute and other fluids in stable, sanitary containment until needed. The Rxnid can hold 12 liters total.

*UV Sterilizer Eyebeams----Several of the eye-cells in the large oculi can radiate light in the ultraviolet range, which can be used to help sterilize areas, Gazing too long at them without eye protection can result in temporary blindness(treat as a Blinding Flash spell). Effective range of 5 ft.

*X-Ray Optics/Multi-Position Radiation Imaging System---The Rxnid sports several very sensitive radiation-imaging optics, and several of its legs sport small radiation emitters in the tips. This allows the ‘bot to grasp a body part and take x-ray images using very low-energy/duration radiation emissions. Unfortunately it also has the effect of bring the parts of the Rxnid in very close proximity to the subject being scanned, and some more impressionable patients have gotten the wrong impression of being tasted(that’s the molecular analyzer) before eating.

Weapons Systems: None standard, but some of its medical tools can be used as improvised weapons:
1) Drug Injectors---The fangs each have a powerful needle or hypo-injector, for administering drugs. The needle can be replaced between uses, or can be laser-sterilized by a modification of the Tendril laser-scalpels.
Range: Melee
Damage: 1 SDC plus chemical/drug effects
Payload: 10 doses of up to 4 different chemicals, 40 doses total.

2) Scalpels and Laser Cutters---The Head Tendrils are fitted with a variety of precision cutting instruments for surgery or cutting through entangling debris. Since the Rxnid may be expected to cut patients out of MDC armor(or, god forbid, cut the armor OUT of the patient), or operate on beings with natural MDC protection, some of the cutting tools inflict
megadamage.
Range: Melee -6 ft
Damage: (Scalpel Tendrils) 1d4 SDC
(Laser Tendrils 1d6 , 3d6 SDC, or 1d6 MD, or 2d6 MD.
(Laser Cutter Wand) 1d4, 1d6, 2d6, or 3d6 SDC, or 1 MD
(Retractable Drill) 3d6 SDC or 1d4 MD
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Cardiac Resuscitation Shock Contacts---Special panels in the 'bot's palps can be used to deliver a short, powerful shock...at lower power levels this can be used to shock a failing heart back into action, but at higher levels can be used used to stun.
Range: Melee-contact
Damage: 1d4 SDC at high level, plus stunned for 1d6 melees; -10 to
strike, parry, and dodge, and -50% to all skill rolls.
1d6 SDC at extreme level, stun automatic, plus 20% chance
of stopping the victim's heart(target gets a save vs death/coma)
Rate of Fire: Twice per melee

4) Bandage Sprayer----The Rxnid can spray a rapidly-congealing collagen-based substance that acts as a liquid bandage, or as a restraint. Tough, translucent, and silky to the touch, it looks almost exactly like spider webbing.
Range: 10 ft
Damage: MDC: 2 MDC per foot of material
The adhesive holds with a PS of 30.
Rate of Fire:: ECHH
Payload: Conditionally Unlimited; the Rxnid’s internal ready-reserve has 400 MDC worth of polymer matrix ready to go, but can generate more through consuming MDC materials(at a ratio of 2 consumed MDC to 1 MDC of produced wrapping) that are reprocessed into new wrapping. Or it can recycle old webbing at a 1:1 ratio.

*Flesh-Foam Sprayer--Effectively a non-allergenic ‘liquid bandage’ that can be built up into a limb splint or restraint. A single application will cover a human arm or leg in a stiff plastic foam sheath. Spray range of 5 ft. Has enough for 60 applications.

5) Chemical Sprayer---The Rxnid can spray chemical sprays: More disturbingly, it can ‘drool’ antiseptics
Range: 10 ft radius
Damage: By dispersed agent, Usually holds antiseptic solutions for sterilizing operating fields, but can also be used to deliver sedative aerosols.
Rate of Fire: ECHH
Payload: 50 individual doses (as many as five different chemicals can be carried)


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Rxnids are efficient and business-like, moving fearlessly in to carry out rescues and administer aid. Their behavior, especially when securing patients, prodding and probing them, and examining them for injury, can be mistaken for the behavior of a predator sampling their prey.
Rxnids are occasionally Awakened, in hopes of instilling in them a more benign and acceptable demeanor, as well as to improve their learning ability. Awakened Rxnids develop, as hoped, dedicated altruistic personalities devoted to healing(similar to the Pathic Healers), but they also can become confused and emotionally discombobulated by exhibits of fear in their patients(they also reportedly can become quite sulky after rejection).

Typically has the following:
Math: Basic 98%
Radio: Basic 98%
Navigation 94%
Basic Repair and Maintenance 90%
Climbing 98%
Excavation 85%
Firefighting 80%
Rope Works 88%
Paramedic 90%
Medical Doctor 84%/74%
Cybernetic Medicine 75%
Biology 85%
Field Surgery 85%(-20% for serious injuries)
Rescue Protocol 85%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Rxnid intelligence and design is such that it is limited to skill selections from Medical: (Entomological Medicine, Forensic Medicine, Veterinary Medicine/ Science, Xenology), Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 6
Initiative + (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +1 (+2 w/ ranged weaponry)
Parry +3
Roll +5
Knockout/Stun on an Unmodified 19-20.
Kick/Punch 3d6 SDC
Power Kick/Jab(2 attacks) 1d4 MD

Note: Awakened Rxnids also get the following psionic powers at NO ISP cost, and at a 6th level of proficiency:
*Sixth Sense
*Presence Sense
*Empathy

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


          Top  
 
Unread postPosted: Sun Aug 25, 2019 12:31 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
Another ARCHIE-3/Hagan unit that saw combat at the end of the Civil War.. maybe one (or more) survived...

ARCHIE A-70 Firestorm

"Archie.. We need some heavier guns. You still have the plans for the proposed anti-Xiticix weapon we talked about awhile ago? Well take the BOZZ and add these here.."
-Hagan Lonovich, to ARCHIE-3, discussing new robot design.

While the ARCHIE-BOZZ was designed to be the 'Big Boss' for the Shemarrian Civil War, and if it was destroyed, to let them think they had won while ARCHIE-3 and Hagan laid low and rebuilt, if it came to that, or better to destroy them all. Hagan thought to make the fight even better, and hopefully not lose a potent unit with some additional protection.
The original concept for the A-70 was a possible anti-Xiticix robot, with multiple rapid-fire weapons that can clear large swaths of the sky or ground of the swarming creatures, as the data gathered so far on the Xiticix suggests this might be a useful tactic. While the idea hadn't be tested, ARCHIE-3 and Hagan needed units to fight the rebellious Shemarrians before they overrun their bases. The A-70 Firestorm uses the base ARCHIE-BOZZ frame, with its experimental plasma reactor to give it incredible power resources to power multiple weapons. Instead of a large brain taking up the center of the armoured six-legged chassis, the space is filled with a turret filled with multiple plasma rifles modified with additional cooling jackets to allow them to fire repeatedly without overheating. The A-70 retains most of the weapons of the ARCHIE-BOZZ, although the spines are removed, and the ammunition bays for the rail guns and mini-launchers have been enlarged. Mounted on the sides of the turret are two short ranged missile turrets for heavier ranged artillery or anti-air defense.
So far only 2 A-70s have been built, one to escort the ARCHIE-BOZZ and one hidden near the port that loads his submarine that supplies the Titan Robotics Complex in Manistique Imperium. Depending on how it performs in combat, the A-70 Firestorm might see increased production and will be used to defend satellite factories and even have some hidden at the Titan Robotics Complex in Manistique Imperium, and eventually deployed against Xiticix to see if the weapon system works against its original intended targets.

Civil War Note: During the attack at the facility with the ARCHIE-BOZZ, the A-70 Firestorm lived up to its name as it rained plasma fire on the EShemarrian forces, inflicting heavy loses to the EShemarrian forces at the start of the conflict. It also functioned as an anti-missile defense in the opening sequences of the attack, preventing the EShemarrians from doing as much damage as they could have with what missiles they had available at the time. The A-70 was destroyed by a group of Skullcrushers that weathered the heavy plasma attacks, only to sacrifice themselves as the A-70 self-destructed.


Type: A-70
Class: Robotic Combat Defensive Robot
Crew: None; robot intelligence
MDC/Armor by Location:
Brain Body 700
Plasma Turret 350
Main Body 500
Plasma Containment System 400
Medium Range Missile Launcher (1) 150
Heavy Rail Guns (2) 200 each
Plasma Guns (6) 80 each
Rapid-Fire Light Rail Guns (6) 50 each
Legs (6) 250 each
Mini-Missile Launchers (12) 25 each
Short-Range Missile Launchers (2) 50 each
Height: 46 ft 
Width: 40 ft , legs stretch out another 12 ft on each side
Length: 40 ft , legs stretch out another 12 ft on each side
Weight: 61 tons
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Plasma w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Not possible
(Space) Not possible
(Underwater) Can crawl along the bottom of bodies of water at about 7 MPH, maximum depth of 800 ft. 
Market Cost: Exclusive to ARCHIE-3
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. 

*Electronic Jamming --- The A-70 can jam both targeting systems and communications(the better to foil data-sharing and command-control amongst its enemies). Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone, while a radio jammer, can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 5 mile radius.

Weapons Systems:
1) Heavy Rail Guns (2) --- Mounted on a revolving turret ring under the heavy turret are two giant rail guns, similar to the single one mounted on the TR-004 Assault Robot. Alone, a single cannon of this type is formidable. Two of them represent a serious threat to other robots, armored vehicles, and low-flying aircraft (or enemy warmounts). 
Range: 6,600 ft
Damage: 2d6x10 MD per shot
Rate of Fire: ECHH
Payload: 280 rd drum per cannon

2) Plasma Rifles (6) --- ARCHIE-3 has decided to use some of the Mechanoid plasma rifles he captured to arm the ARCHIE-BOZZ, giving it a hard-hitting energy weapon complement allowing for coverage from all angles. 
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: Five times per melee per cannon
Payload: Effectively Unlimited

3) Rapid-Fire Rail Guns (6) --- Mounted between each leg, slung under the plasma cannons, is a multi-barrel light rail gun. ARCHIE-3 had originally considered laser weapons, but decided to follow Hagan’s advice that kinetic weapons looked more dramatic. To increase the visual violence, the gatling rail guns fire tracer rounds. 
Range: 4,000 ft
Damage: 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 3,500 rds each gun (175 bursts)

4) Mini-Missile Launchers (12) --- Each of the BOZZ’s six legs sports two mini-missile launchers, based on Titan Heavy Combat ‘bot units. Loaded with a combination of high explosive and smoke rounds. 
Range: Varies by missile type
Damage: Varies by missile type
Rate of Fire: Volleys of 1-3 each launcher
Payload: 6 each launcher, 72 total

5) Plasma Cannonade (1) --- The main weapon of the A-70 is a turret fitted with 9 plasma rifles in a 3 x 3 arrangement, that can adjust their angle slightly to allow them to fill a large area with fire, able to hit multiple targets at once, or can focus on a single target for overwhelming fire, making for a near guarantee one shot kill. The weapon can be fired in a rapid sequence firing in a line, clearing a swath of targets.
Range: (Area Blast and Focused Attack) 4,000 ft
(Sequence Fire) 3000 ft
Damage: (Area Blast) 1d4x10 MD per blast covering a 20 foot wide by 20 foot long area (or if targeting in the air, 20 foot wide 20 foot high area),
(Focused Attack) 4d6x10 MD to a single target and 5 foot wide area around it (or 5d6x10 MD to a target over 20 feet)
(Sequence Fire) 2d4x10 MD to a 10 foot wide by 100 foot long area.
Rate of Fire: Five times per melee for Area Blast and Focused Attack. Sequence Fire uses 3 attacks and can only be done up to 2 times per melee
Payload: Effectively Unlimited
Note: Due to the angling of the individual weapons, when firing in a 20 foot by 20 foot area or the sequence fire (10 foot wide by 100 foot long area), targets are -2 to Dodge the attack.

6) Short-Range Missile Launchers (2) --- Mounted on each side of the Plasma Cannonade turret are two short-ranged missile launchers for additional ranged strikes 
Range: Varies by missile type
Damage: Varies by missile type
Rate of Fire: Volleys of 1-3 each launcher
Payload: 12 each launcher, 24 total

6) Plasma Reactor Self-Destruct --- During his take-back of his facilities from his Mechanoid occupiers, ARCHIE-3 managed to terminate a Mechanoid Mantis, but also captured its plasma reactor system intact. Duplicating the potent alien technology has thus far proven beyond even ARCHIE-3’s considerable abilities, but he HAS managed to reverse engineer some aspects of it and produce smaller, less-powerful plasma reactor systems. While the original unit remains at his main headquarters and powers many of his systems, ARCHIE-3 has salted several of his other facilities with experimental models of his own plasma reactors. The ARCHIE-BOZZ is powered by one of them. Like the original, if the containment system is breached, the resulting release of atomic plasma is explosive and catastrophic. Also, unlike the original Mantis, the ARCHIE-BOZZ can deliberately scramble the reactor system into induced self-destruct, on command, as a last resort. One part of the BOZZ’s programming scheme, if circumstances allow, is to go ‘dead’ just before total destruction, luring in its enemies to investigate(and maybe even gloat a bit over) the remains before detonating. 
Note that destroying the plasma containment will INSTANTLY detonate it. If the rest of the BOZZ is destroyed, but the containment chamber is left intact, there’s a 50% chance of the reactor system retaining the back-up boobytrap programming. Even if the containment chamber ISN’T detonated, the throttled-down reactor system will melt itself down in 1d4 days , becoming a useless shell filled with radioactive debris. 
Range: Detonation blast radius is 300 ft
Damage: Detonation blast does 2d4x100 MD


Programming:
The A-70 is designed to go protect the BOZZ from ranged targets and when targets get close, to go out in a blaze of glory, and thus has some independent programming, allowing it to perform tactically (and dramatically). It'll generally take up a position that gives it a clear line of fire, and if possible higher ground to give it the best tactical position to strike as many targets as possible within range.
Has (generally) the same programming as the A-64 Master Robot, altered to reflect the larger size and more limited function of the A-70: 
Detect Ambush 60%
Detect Concealment 60%
Radio: Basic 98%
Mathematics Basic 98%
Intelligence 90%
Land Navigation 94%
Military Etiquette 98%
Cryptography 80%
Computer Operation 88%
Computer Hacking 60%
Computer Programming 90%
Electronic Countermeasures 92%
Read Sensory Equipment 98%


Actions/Attacks Per Melee: 12(!)
Initiative +2 
Dodge No dodge bonus (too large)
Strike +2 (+4 w/ ranged weaponry) 
Roll +2 
Stab 2d4 MD
Kick 3d8 MD
Stomp 1d6 MD against targets smaller than 7 ft tall. 
Body Block/Ram 3d6 MD and 50% chance of knocking over comparably-sized targets off their feet (80% if the target is smaller than 18 ft). Victims of such attacks lose initiative and two melee actions/attacks getting back up. This attack is typically used to ram through walls and other obstacles, and ‘shoulder aside’ opponents.


          Top  
 
Unread postPosted: Sun Aug 25, 2019 12:54 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Another ARCHIE-3/Hagan unit that saw combat at the end of the Civil War.. maybe one (or more) survived...

ARCHIE A-70 Firestorm.



This is...pretty much how I pictured a desperation maximum firepower unit....a plasma calliope of death, as much flash as it is firepower :nuke: .
Good job! 8)


I've already added it to the pg 1 codex listing, along with other updates.

I also added(back) a new weapon system to the K-1 variants last posted.

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


          Top  
 
Unread postPosted: Sun Aug 25, 2019 1:35 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
kronos wrote:
Another ARCHIE-3/Hagan unit that saw combat at the end of the Civil War.. maybe one (or more) survived...

ARCHIE A-70 Firestorm.



This is...pretty much how I pictured a desperation maximum firepower unit....a plasma calliope of death, as much flash as it is firepower :nuke: .
Good job! 8)


I've already added it to the pg 1 codex listing, along with other updates.

I also added(back) a new weapon system to the K-1 variants last posted.


Thanks. I've got another possible heavy firepower unit in mind..
Also.. going over the Punisher.. Is it supposed to be based on the 004 Rapid Strike or the 005 Super Assault? If the 004 Rapid Strike as the numbering suggests, it's way taller than the original.. but too light to be the 005 Super..

I'm thinking of what other modifications can be done to other A3 units.. I want to modify the AA-10, but not sure what besides just strapping a gun or missile launcher to its back.. or applying a few of the lesser modifications that the Shemarrian wolves have seen.


          Top  
 
Unread postPosted: Sun Aug 25, 2019 8:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[
Thanks. I've got another possible heavy firepower unit in mind..
Also.. going over the Punisher.. Is it supposed to be based on the 004 Rapid Strike or the 005 Super Assault? If the 004 Rapid Strike as the numbering suggests, it's way taller than the original.. but too light to be the 005 Super..


It's based on the TR-004 Heavy Combat Robot from Rifts Merc Ops....that's 24 ft tall and 19 tons.
The fact that the Rapid Strike is a Rifter design caused some issues(and a thread argument) over canon status when Merc Ops came out.
I accept the book designation as canon, and retcon the Rapid Strike as a derivative design(maybe call it a TR-004R) though that seems awfully confusing...maybe just use the names?

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


          Top  
 
Unread postPosted: Sun Aug 25, 2019 8:51 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
kronos wrote:
[
Thanks. I've got another possible heavy firepower unit in mind..
Also.. going over the Punisher.. Is it supposed to be based on the 004 Rapid Strike or the 005 Super Assault? If the 004 Rapid Strike as the numbering suggests, it's way taller than the original.. but too light to be the 005 Super..


It's based on the TR-004 Heavy Combat Robot from Rifts Merc Ops....that's 24 ft tall and 19 tons.
The fact that the Rapid Strike is a Rifter design caused some issues(and a thread argument) over canon status when Merc Ops came out.
I accept the book designation as canon, and retcon the Rapid Strike as a derivative design(maybe call it a TR-004R) though that seems awfully confusing...maybe just use the names?


Right.. I had almost forgotten the Heavy Combat Robot from Merc Ops (even though I've got the book open on that page for the last 2 days..)
For our purposes, maybe we should assign the Rapid Assault TR-006, or maybe TR-003R as the 003 Recon Titan is the only one close in height.. unless the Titan Robotics book says otherwise?


          Top  
 
Unread postPosted: Mon Aug 26, 2019 11:42 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[Right.. I had almost forgotten the Heavy Combat Robot from Merc Ops (even though I've got the book open on that page for the last 2 days..)
For our purposes, maybe we should assign the Rapid Assault TR-006, or maybe TR-003R as the 003 Recon Titan is the only one close in height.. unless the Titan Robotics book says otherwise?



Good a solution as any, until canon retcons it.

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

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


          Top  
 
Unread postPosted: Fri Aug 30, 2019 8:14 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes: Cult of Deep Watch(‘The Way of Deep/Dark Waters’)

The moon is full, but the warehouse pier seems dark. The lights are almost all out, the few that remain burning casting little illumination on their own, and the pier is quiet, the only sound that of the waves lapping around its pilings, and the footsteps of the lone figure walking out along the seawall.
The young woman has come to this part of town, and the waterfront in particular, because she has been called upon to make a decision. The sea has called her, as it has for many years, but more vocally as she has approached maturity. Now, tonight, it has given her a choice; continue to admire it from above its waves...or become a part of it. Something greater than the foolish games and petty social intrigues that have characterized her existence ashore up until now. Something vaster.
It isn’t madness that drives her, she now knows. She had fears of being misled, of being decieved, She is aware of the other paths, paths that lead to insanity, death, or worse. She has had nightmares of those other paths, those other callings, but only one seems true, only one that drives the nightmares away. The Others Who Watch, the Deep Watch, those who see the surface-dwellers like herself not as prey but as potentials...potential kin, potential heroes. They have offered her a choice and possibilities. Not an offer of unearned power, but of acceptance and opportunity. They have tested her, in her dreams and in her waking hours, through discrete encounters; the wandering mariners, the sea bard, and the old fishmonger who knew her name and explained what the Others Who Watch were, not through prosyletizing, but through simple explanation and quiet tales. And all that has come down to their offer and this night.
Tonight she KNOWS that Others are nearby, awaiting her decision. They wait now, beyond the breakwaters. This is not some delusion, she knows, not some foolish notion; she has spoken mind to mind to the One who, who has promised to be her mentor and the midwife of the next phase of her life should she choose the path of the waters. The Deep is Watching her, not forcing her, but inviting her into itself.
She looks back at the lights of town. She could go back, reclaim and resume her life, what there was of it, among the others of the land, but even now that seemed a strange prospect, like she was contemplating entering a vaguely familiar, but alien, realm.
The waters call her.
Making her decision, she sheds her land clothing, casting aside jacket, blouse, and shoes, leaving her in the racing swimsuit she wears underneath. She steps to the end of the dock and dives in. She is a strong swimmer, and the outgoing tide will help carry her to those who awaited her.

<<“ -Picked up the Mystic’s follower here, as planned, no problems there aside from having to shove away some sharks that took an interest in her. She’s aboard and secured. You may make way; we have another two potentials at Vendii Cove, and then we can finish the patrol.”>>

“You pray to Triton? Neptune? Gwal’losh? They ever answer? Especially when you’re in trouble? We pray to Sea-mar. She sends the swordbeaks, the ironbacks, the warcrabs, and even Deep Warriors. You wonder why we pray to her in time of need?”

The abyssal darkness outside the small bubble is lit only by bioluminescence, or the approximation of it. Within the bubble, within the circle of Seers and Tinkers, the Mystic sits by the head of a young woman, large hands gently tracing caressing patterns through the smaller woman’s hair.
In this Night of the Deep
You are no longer of the Land,
You are One Of and With the Sea.
Henceforth You Only Visit the Land,
Your True Home is the Waters,
Your Blood is the Waters,
Your Heartbeat is the Tide and the Current,
Flowing from the Deep Black Vents to the Sunlit Shallows,
Beating Gentle as Lagoon Tides, Ferocious as Hurricane Waves.
You shall be as the Dolphin, Cunning and Companionable,
As the Kraken, Fierce and Inexorable,
As the Great Whale, Far-Ranging and Wise,
As the Crab, Resilient and Defiant.
You are the Cradle of Life,
You are the Rage of the Storm,
You are One Among Many,
And You are the All-Encompassing Whole.
This Night you are Reborn
A New Light in the Depths,
To Rise to the Surface,
Sail the Infinite Currents
And Ride the Eternal Waves.

Are You Ready to Truly Enter the Water?


Through half-lidded eyes, the czhenalta looks up, meets the gaze of her etrenasi, smiles and nods.
The circle about the supine czhenalta all acknowledged their witnessing.
From the circle, a Tinker with the sigil of a baotra, steps forward and presses an injector to the young woman’s neck. The initiate’s last sight before she is lowered into the procedural bath of warm saline and drifts into the liquid cradle of unconsciousness is of dancing abyssal lights surrounding her.


The Lord of the Deep and several other aquatic alien intelligences are well-known to have have secretive cults dedicated to them, feeding their presences on the material planes. Other water-based and marine gods also maintain followings, the dark and mysterious nature of deep water often lending a forbidding and secret nature to these groups.
The DeepWatch sept of the DarkWaters also maintains a cult of sorts(known to its adherents and to the Shemarrians variously as ‘The Way of Deep/Dark Waters’, ‘The Eyes of the Sea’, and the ‘Deep Way’ ) which it uses to recruit new neshemar members. It is rumored that the cult actually predates any deliberate effort by the DeepWatch to initiate such an organization, and was founded by coastal dwellers who, in gratitude to their Shemarrian rescuers, but mistaken about the true nature of them, began praying to the DarkWaters for their continued protection. Eventually, the DeepWatch used this following as a liaison point for interacting with shore dwellers. Though many of the Tribe’s neShemar come from survivors of shipwrecks or liberated slaves, a number are shore volunteers, who have offered up themselves to serve the DarkWaters. The DeepWatch gamely accepts these volunteers, culls out the criminally insane(those seeking a pact to do evil) or depraved(the mortality of those thus removed is often seen by cultists ashore as a sign of divine judgment) and those accepted are trained/indoctrinated, modified if necessary, and added to the ranks of the neShemar. The liturgy of the CoDW as it was originally formed was based on appeasement and entreaty of the protective water spirits(as often personified by various ‘feral’ warmounts and e-animals), but the DarkWaters, borrowing elements from the Sapphire Cobras, have infused the Way of Dark Waters with some of the DWs’ own gaiaistic and megacosmic leanings*, with a strong theme of community service and self-enlightenment in contemplation of vastnesses.
Those who join the neshemar ranks on a more or less permanent basis are typically housed in marine habitats along the littoral zone. Only the more extensively cyborged or bio-modded neshemar may safely join the Deep Watch in the deepest enclaves.

Never had she swam so hard or so fast! She was kin to the dolphins she presently resembled, kin to the great whales in her ability to dive to the depths, even kin to the sharks, as she could hunt so well, so fiercely! Though she had been made aware that she was far from invincible, and that there were larger fish still that could prey upon her, she couldn’t help but feel an exultation in the strength she felt coursing through the waters!

Though used mainly to in-gather new recruits, the CoDW increasingly does offer its followers more tangible rewards. Those living in regions policed by the Darkwaters and DeepWatch may enjoy the protection of patrolling Warmounts and E-Animals, warnings of bad weather and approaching marine dangers, the herding of schools of sea animals into range of their nets and fishermen, and gifts, borne on the water, of salvaged goods.
Those who fully embrace the Way of the Dark Waters and become full-fledged eshemar, of course, can expect to receive ‘gifts of power’ in the way of physical metamorphosis such as Yakusha or Tiburon transformations, and access to the technology of the Tribe, though such gifts also come with the responsibilities and obligations of being Tribesmembers.

“That’s right, boy, we drop these baubles with our net floats and leave them for the season. I don’t know if they’re magic or some sort of high-sci wizeroo, but the Watchist monk gave us a good net that won’t rot and promised us another at season’s end if we did this for him.”

Not all followers aspire to join the EShemar in the depths and become neShemar. With the formalization of the Shemarrian Nation, many happily serve as the shore contacts for the DarkWaters, or as civilian operatives and coast watchers in territories outside the formal borders of the SN. Fishermen of the following may be simply required to keep an eye on certain areas or regularly visit and service certain locations/artifacts, sailors to drop artifacts at locations around the waterways and oceans, in return for being recognized as veshemar(’Friend of the Shemar’ ). Such may wear a mark(usually covering a microchip) of the Tribe which earns them the aid of Shemar(or feral warmounts) in the area.

The robed man smiled self-assuredly at the barely humanoid tentacled monstrosities encircling his small cowering flock of believers.
“Think me intimidated by you deluded sellsouls?”
The tallest of the Abyssal cultists began to gibber angrily at the Watchist, when there came a loud bubbling noise. Light erupted from the nearby waters, followed moments later by the emergence of very LARGE armored forms. Within the space of a heartbeat, the Abyss’s followers were surrounded in turn by a half dozen giant crustaceans, snapping powerful claws and aiming large gun barrels at them. Swarming atop them were many more icthyoid humanoids, all aiming various weapons at the mutants.
“My Goddess only asks for my attentiveness. In return she offers me unconditional love and fire support.”

The Gilloc and the Zarath sgen often are associated with the Cult of DeepWatch, if not outright followers of it themselves, and they often help other adherents of the group when encountered. Any true spiritual godhead of the CoDW is seen as a marine aspect of the Shemarrian goddess(es).

“We interrupt your false Call and substitute our own. You will no longer prey on the vulnerable. We will make them strong. And then we will hunt you down and destroy you, wherever you may hide. Perhaps if you go Silent you may buy yourself some time, but in the end, it will matter little; your time was at an end once WE heard your Call. We are the DeepWatch. You cannot escape our Gaze.”

The Cult of DeepWatch is sometimes confused with the Cult of the Lord of the Deep and other more insidious organizations, a misidentification often willingly promoted by enemies of the Shemarrians, such as the Coalition States. DeepWatch has no easy way of defusing these rumors without revealing many of the Nation’s secrets, but they have occasionally used it to their advantage. They have used the confusion to honeytrap demon-cultists and would-be cultists into ambushes, breaking up monster-worshipping cells before they have a chance to do real damage. They’ve also managed to save quite a few involuntary sacrifices from taking place and destroyed the organizations attempting them. However, the number of disappearances of people connected with the CoDW is harder to explain, and thus the beliefs generally regarded with suspicion by larger organizations(such as the Coalition States and New Navy).

CoDW cells tend to be small(no more than a few dozen members), but the belief is spreading enough that some coastal communities have substantial followings, the Watchists displacing less benign groups. Itinerant ‘priests’ (often disguised EShemar or neshemar) are beginning to appear on tour, checking up on the spiritual health and activities of congregations(culling those who are falling into dark beliefs), recruiting potential new members(or correcting or turning away those with the wrong mindset) into the network, and facilitating the transport of worthy prospects to the DarkWaters for full initiation into the Tribe.

“Ah, the ‘Eye of the Waters’. We’re seeing more of them popping up, usually scratched on shore rocks and dock pilings. Gang symbols really. Expect trouble with the fish- and tentacle-worshippers when the water-eye starts appearing. Those groups don’t seem to get along together.”

The symbol of the CoDW mimics the DarkWaters’ own Tribal symbol; a stylized eye looking up from the ocean depths through the waves. Some followers have it tattooed soemwhere on their bodies, while full-fledged members may even have it drawn and implanted in bioluminescent cells on their wrists, chest, or forehead.

“No, you don’t want that.” the woman with the blue snake curled around her arm said, interposing her hand between the young Watchist and the piscean statuette she was reaching for, “That is not an artifact of your faith, nor will it gain you any favors with Sea-mar, or whaever aspect of the Eyes of the Deep you look to. Trust to your faith and your good actions, not to tainted totems such as this.”

Despite the low-key nature of the CoDW and the DarkWaters’ efforts to play its size and existence down, other Tribes have learned of it. The Sapphire Cobras are rather amused that the normally reticent DarkWaters came to them for advice on how to manage the cult. The Lost Eclipse is rather contemptuous of it, seeing it as a charade played on the meat by gynoids themselves role-playing(however, the Nightmares will divert known CoDW members away from true eldritch cults and witchcraft groups, though not without enjoying scaring the hell out of the water-worshippers). The Horrorwoods, who share responsibility for the coastal waters with the DarkWaters, often facilitate the activities of the CoDW, but just as often try turning members to their own gaiaistic- based beliefs. The SkyeKlad have a similar relationship; their basking beaches are often shared by CoDW cells for their waterfront ceremonies, and the Skyeklad often let the cultists in and assist them in meeting their benefactors. However, once the Skyeklad get the water-devotees to strip down, they often try to convert them to the ‘klads’ sun-worshipping ways.

*On DarkWater Religious Beliefs in General:
For their part, the DarkWaters are almost agnostic in their spiritual outlook, but they look for meaning in the extremes of dense waters and gaping void. The DeepWatch subscribes to gaiaistic ideals similar to the Horrorwoods while the space-born DarkWaters look to a greater ocean-like cosmos operating on a much less intimate and vaster scale of evolution. These two extremes would seem to support the belief of many outsiders that the Darkwaters are due to split into two different Tribes with the DeepWatch going their own way, but ironically, against expectations, it seems to actually strengthen the Tribe, giving members the opportunity to choose, or to cycle between the two extreme views.
As the larger number of space-born and -based Darkwaters are required to spend a tour of duty in a hydrosphere, just as DeepWatch members are expected to spend some time in space, those seeking a more intimate relationship with their cosmos (or simply a sabbatical from being intimidated by the vast megaverse) or a perspective on the greater universe, are afforded that by this exchange.
These ideas are finding their way into the Cult of the DeepWaters, giving it more than a protective entreaty liturgy and lending a more abstract spiritual theme to it, beyond it being a front for vetting new neshemar members.

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


          Top  
 
Unread postPosted: Mon Sep 02, 2019 2:05 am
  

Hero

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

"There are a lot of rocks on this beach.. Sure the Greener's won't see us coming from this way?"
"Nah.. We just gotta worry about the Shemarrians, and I don't want to linger here too long, as I'm sure they'll know we're here soon enough. Let's get going."
"Uh boss.. This rock is looking at meeEEEEE!!" *sound of sand being blown and a loud heavy SNAP followed by a wet thud as a bandit's head falls to the ground along with half it's body, followed by screams and weapons fire.*

"The Shemarrians have apparently found a way to use the Scuttler as a base for a new cyborg warmount of theirs. Study them the best you can without drawing attention. There are some interesting innovations they've made to the Scuttler that we can possibly use in future variants or products."
PS R&D board meeting, long distance pictures and video of Raninterra operating around a Steel Gaian camp displaying via holographic projector.

The Raninterra is a crab-like warmount, with six legs spread evenly around it's body, two arms with potent claws behind it's head, which supports an enclosed cabin for riders above it. The back contains a modular weapons mount that can be sealed within its armoured shell, while its underside has an armoured short cone structure. This cone structure is not only designed to deflect damage from mines, it opens to reveal a drill and a potent sonic weapon. This drill and sonic cannon allows the Raninterra to quickly soften the ground to allow it to soften the ground for it to create a whole it can hide in, create soft ground under a target to immobilize it. The drill and sonic weapon can also be used to allow it to attack anything it steps over with it's long legs. The legs are better articulated to allow the Raninterra to lower itself right to the ground, and the wider feet designed not only for rough and soft terrain, but also for digging. The claws, on their long arms, appear to be modelled after the Susanokite, although smaller and lack the railguns, but have the ion cannons and can bleed the ion energy to energize them. As befitting with the Steel Gaian's location, the xxx is fully amphibious, able to operate in the water swimming, or using concealed hydrojets for faster, although less stealthy movement, or can crawl along the bottom.
The Steel Gaian's neighbours, the GNE, will recognize the Raninterra's design influence from their Scuttler multipurpose robot vehicle, although they Steel Gaian's have added to the design, including a head that resembles a crabs, with laser eyes, long arms with claws mounted behind the head and cabin. Instead of the open deck, the back has a sealed armoured shell which can open to reveal its weapons, from projectile or energy weapons to missiles, or even torpedoes if operating close to the water. Some have been known to carry various e-nimals used for additional eyes in patrols or for attack.
Raninterra's tactics are usually those of hiding buried in the dirt then unleashing their back mounted weapons while hidden and popping out of the ground when targets are close. They will also prepare pit traps and sink holes to slow and immobilize infantry and vehicles, or pull them into such prepared traps.
The Steel Gaians seem to have traded the design of the Raninterra with Clan Armorand, although no one outside the tribes knows what the Gaians got in return, as several Raninterra's have appeared in their ranks, where they use them as ambushers and scouts. A few have appeared with some groups of Clan Motron, with the wide feet modified with their signature wheel-feet combinations.

Type: EcoS-K-158 Raninterra
Class: Robotic Warmount,
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger in the cab
MDC/Armor by Location:
Main Body 400
Head 90
Reinforced Crew Compartment 100
Legs (6) 150 each
Arms (2) 150 each
Claws (2) 175 each

Height: 12 ft with legs fully folded up, can stand with a 6 ft clearance off the ground.
Width: 18 ft, 30 ft with legs at full extension
Length: 18 ft, 30 ft with legs at full extension
Weight: 21 tons
Cargo: Small space inside the cab, although if no weapons are installed in the back, can hold 13 tons. 
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH, and can climb a 45 degree grade.
(Burrow) Using just its claws and feet in soft ground can burrow 5 feet per melee, using the drill and sonic cannon, can burrow through soft and hard, packed ground 10 feet per melee, but anything that can detect sounds through the ground (ground sensors, etc) will pick up the use of the drill and the sonic cannon up to 5 miles away.
Leaping is not possible.
(Flying) Not possible
(Space) Not possible
(Swimming) 10 MPH
(Hydrojets) 30 MPH
(Underwater) Raninterra can swim or use its hydrojets, maximum depth of 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar(10 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 Raninterra have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Sonar---30 mile range

*Passive Stealth---The Raninterra is -30% to be detected by enemy sensor systems

*EM Scanners--- The Raninterra, in order to navigate effectively through murky shallow waters, has particularly acute senses, such as a magnetometer and a short-range microwave radar for detecting minefields(in theory, the radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM sources such as charged-up rail guns and the magnetic bottles of fusion powerplants can be detected at TWICE the normal range. 
The radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance. 

*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the Ranintera has the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though. 

Weapons Systems:
1) Laser Eyes (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) Weapons Claws ---- The large claws of the Raninterra incorporate advanced ion blaster cannons, in addition to articulated pincers.  
Range:(Claws) Melee 10 ft
(Ion Cannon) 6,000 ft in air and underwater
Damage: (Claws)Claw Swat 2d6 MD
Claw Punch 5d6 MD
Claw Snap 7d6 MD
Claw Power Strike(2 attacks) 1d4x10+8 MD
(Ion Cannon) 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire:(Claws) ECHH
(Ion Cannon) 4 times per melee
Note: Both claw-arms and their weapons can be fire-linked to fire in synch (counts as one attack)
Payload: (Ion Cannon) Effectively Unlimited

3) Shock Claws ---- The Raninterra can also bleed power from its ion cannons into its claws, allowing it to deliver a powerful electrical shock that can stun organic targets, and overload the electrical systems of vehicles. This can be the only attack, or it can be combined with a punch, tear, pry, or snap(add damage to the melee attack and counts as 1 APM). 
Range: Melee, or up to 50 ft (DOUBLE underwater)
Damage: (variable) 4d6 SDC-3d6 MD
Against machines, roll on the following: 
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. 
Against organic targets, the Electro-Shok has the following effects: victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
Rate of Fire: ECHH
Payload: Effectively unlimited

4) Driller Core --- The cone structure under the Raninterra combines a drill and a weapon the Steel Gaians copied from the GNE and PS, the Muddigrator Sonic Cannon. An experimental climatic/environmental modification device created by the mad scientists of Paragon Progress, sonic cannon that turns soil and gravel into loose mud, liquifying the ground in a process akin to how earthquake vibrations destabilize ground. This can be used to mire down enemy troops, trigger landslides, and destabilize structures. 
Range: (Drill) Melee
(Muddigrator) 5,000 ft and affects a 100 ft wide area to a 10 ft depth. Effects are instant as long as the vibrations are kept turned on the area, and persist for 10 seconds afterwards before the soil re-solidifies. 
Damage: (Drill) 3d6 MD per strike, 7d6 MD power strike (2 actions)
(Muddigrator) 4d6 MD at the point of impact, causes soil to take on the characteristics of liquid mud. Anything trying to make its way through the mud will be at only 25% of its normal land speed, and -2 to dodge. If used on a slope, the ground will destabilize and shift 1d4x100 ft downhill. Structures sited in the liquified ground will take 1d4x100 SDC/1d4 MD as they sink under their own weight, 2d4 MD if they are caught in a landslide downrun, and 3d6 MD if they are on a landsliding slope. . 
Organic targets caught in the area of effect will be struck by deep vibrations that discombobulate them; roll under M.E. or lose initiative, HALF APMs, and -6 to strike, parry, and dodge due to disorientation. A successful roll means penalties are HALF. 
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Notes: Due to the weapons pointing downward and are under the Raninterra, suffers -2 to attack rolls.

5) Back Weapon ---The Raninterra has a modular weapon mount under its shell, which lifts to bring the weapons to bear, and also protects them from any dirt and sand while the Raninterra is hidden.
a) Plasma Cannon (2)
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Options: 
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot cylinder of refined d-gas is good for 30 shots. 

b) Sonic Cannon (2)
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Screecher Sonic Cannon
Range: 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
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: ECHH
Payload: Effectively Unlimited

d) Ion Cannon (2)---This weapon has the added side-effect of electrifying the teeth with power bleed-over. 
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited
Note: Adds +1d4 MD to a bite due to surplus charge arcing between the teeth. Contact with the teeth also can stun; 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). 

e) Mini-Missiles---24 shot pod, volleys of 1-6.
f) Short Range Missiles---10 shot box pod per hardpoint
g) Medium Range Missiles---5 per hardpoint

h) 40mm Automatic Grenade Launcher (2)---Another weapon acquired from allies and black market sources. 
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL

i) Twin PS-HSGC-AAM-11 20mm Six-Barrel Super Vulcan Cannons
Range: 7,000 ft
Damage: (Proximity-fuzed High-Explosive) 4d4 MD single shot (2 ft blast radius)
1d6x10 MD per 5 rd burst
2d6x10 MD per 10 rd burst (but -1 to strike)
6d6x10 MD for a 40 rd burst (takes THREE attacks and is -3 to strike targets smaller than 20 ft long)
(DOUBLE the above damage figures for synchronized firing from BOTH guns; so a three-melee-action superburst does a whooping 1d6x100 MD!)
Rate of Fire: EPCHH
Payload: 4,000 rd drum each gun
Penalty: If more than 4 full 40-rd bursts are fired consecutively, there is a +10% cumulative chance per additional burst of the weapon overheating and seizing up....Takes 1d6 melees to purge the coolant system and unjam the mechanism. Firing multiple lower-volume bursts incurs NO penalty.

j) Twin 40mm ‘Chewer’ Mortar System---Mounts two rack-boxes of 40mm ‘metalstorm’ launchers.
Range: 6 miles
Damage: (Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-18
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds
(so two box launchers hold a total of 360 rounds)

k) Quad T-410 Micro Missile Gun Launcher System -- This is simply a scale up to the 20mm projectiles used in the McMAALR-18 ‘Fire Orchid’ 20mm Anti-Aircraft Micro-Missile Launcher. It uses an electromagnetic massdriver system to fire the projectiles out to maximum range where their own rocket propulsion takes over. With a slightly heavier missile and slightly larger statorring system, the T-410 has improved range, punch, and accuracy. The Raninterra can carry a triple mount (3 guns!) and associated magazines, loading, and fire control.
Range: (T-410) Gun launcher fires the micromissile out to about 8,200 ft, whereafter the rocket propulsion takes over.
(Micromissiles) 8,000 ft for all types
Damage/Bonuses:
(T-410)
Pattern-2a---4d4 MD to 2 ft blast radius
Pattern-2b----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-2c----(Incendiary) 2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Bonuses: (T-410) (All Patterns) (+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: Bursts of 3-40 rds per melee
Payload: Each gun has two 300-round box magazines (for 600 rds per gun)

l) Triple 6000 Rail Guns --- A mount with three Shemarrian 6000 rail guns, with large payload.
Range: 6000 ft
Damage: 2d6x10 MD per round each, both firing at once 4d6x10 MD, or 6d6x10 MD for all three.
Rate of Fire: EPCHH
Payload: 850 rds each

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Raninterra are ambush predators, typically preparing pit traps and sink holes around its ambush site, given time, then burying itself in the ground close to where potential targets will cross, with a clear view to use its ranged weapons while hidden to potentially drive targets towards its traps, or waiting for targets to get within melee range. Raninterra will work in small groups, but typically only up to 4 other Raninterra's, and they can be quite territorial about areas they have prepared. When not in combat, they can be found assisting in excavations, assisting fishing operations or other marine duties. Some awakened Raninterras have been seen creating crude art in the dirt or creating dens for themselves and sunbathing in shallow holes on beaches.
Has the standard Monstrex base programming, plus the following: 
Excavation 85% (+5% per level of experience for Ecotroz entity)
Gardening/Cultivation 75%(+5% per level of experience for Ecotroz entity)
Landscaping 75%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Raninterra intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4 
Strike +2 (+4 w/ ranged weaponry) 
Parry +2
Roll +3
Pull +4
Pin /Incapacitate on a Natural 18-20. This means that the Raninterra uses its great strength and mass to pin a target to the ground, trapping them such that they cannot move. However, the Warmount is then limited to being unable to attack or move without releasing its trapped opponent, the exception that the Raninterra can use its driller core and sonic weapon against anything pinned under it.
Bite 1d4 MD
Claw Punch 5d6 MD
Claw Snap 7d6 MD
Claw Power Strike(2 attacks) 1d4x10+8 MD
Kick 2d6 MD
Body Block /Tackle 1d10 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Raninterra an aura and behavior more befitting a sentient being than a robot. Raninterras are patient skulk-and-snap predators, perfectly able to hide on beaches, soft or even hard dirt areas, swamps, ocean bottom, and shipwrecks for hours, even days, on end, awaiting a command or an opportunity to rush out and pounce on a target. They are also intelligent enough to target vulnerable points on a target; snipping at external antennae, eye stalks, armatures, propeller shafts, and the like, before settling in to tear apart prey and chew it up.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. Points (most Warmounts, unless otherwise noted, have an effective IQ rating of 8; the Raninterra has an IQ of 9), 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:
*Knee Turrets (2-4)---The outermost leg segments can be fitted with small remote-control gun turrets holding either a light pulse laser or a light machine gun. Other options include flamethrowers
and ion pulse cannon.
a) Light Pulse Laser--- A basic light pulse laser
Range: 2,000 ft
Damage: 3d6 MD single shot. 7d6 MD per triple-shot burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b) Light Machine Gun---7.62mm LMGs.
Range: 2,000 ft
Damage: (SDC) 5d6 SDC per rd, 1d6x10 SDC per 10 shot burst
(MD) 2d4 MD per 10 rd burst per single gun
(PSX-1) 1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types, such as silver or wood rounds.
Rate of Fire: Standard
Payload: 200 rds per gun

c) Flame Thrower
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 flamethrower can also be used to cover an area with fluid:
up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: (Direct-Stream Mode) Standard
Payload: (Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).

d) Ion Blaster---Variant of the popular PSIP-2 ‘Smasher’ series.
Mount has a 45-degree arc of fire. Like the handheld version, it can be modified for additional damage effects.
Range: 800 ft
Damage: 4d6 MD single shot
1d4x10 MD per three-shot burst
Rate of Fire: Standard
Payload: Fffectively unlimited
Options: Like the handgun version, the vehicle-mounted version can be similarly modified for extra effect/power:
Note: It takes a person with the Weapons Engineer skill a successful roll and about 5 minutes to install and test one of the following modules, those with the Armorer/Field Armorer skill about 10
minutes, and someone following the printed instructions about 30-45 minutes to install/swap modules.
*Ion Scatter-Shot Module---This is a barrel clip-on that turns the PSIP-2 into a short range shotgun with an area of effect blast.
Reduce range to 400 ft, but does 4d6 MD to a 10 ft wide area.
*Ion Booster Module---Another barrel attachment that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 3d6 MD, but boost range to 1,500 ft.
*Ion Focal Booster Module---Aka ‘Puncher’---This barrel attachment improves the focus of the ion pulse density, improving damage at the cost of range. Reduce range to 400 ft, but up damage to 5d6 MD per shot.
*Ion Step-Down Module---This barrel attachment, rather than increase range or power, actually ‘steps down’ the power of ion bolts into the SDC range, and modulates their effect, making the weapon
in effect a ‘super-taser’ (albeit it with flash-burns). An added power regulation chip allows the weapon to use less power in SDC mode.
CAN be used in conjunction with the the Laser Sight Module.
Switching between MD/SDC modes takes 2 actions. Popular with urban security and police units.
Range: (SDC shots) 600 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is
unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.
Payload: One MD shot equals 10 SDC shots

*Robot Arms (1-6)---Robot arms can be mounted, that unfold from the upper knee of the robot legs, and that can be used for utility work. Maximum P.S. of 30, and maximum P.P. is 24 (base for both is
12).
MDC: 35
Length: 8 ft
Damage: 1d6 MD on a punch

*Robotic Claws (1-6)---Larger and more powerful than manipulator arms, but can only be used to crush or hold, not manipulate objects with any precision.
MDC: 60
Length: 8 ft
Damage: 4d6 MD for a crush/claw

*Robot Tentacles (1-6)---Extra-large tentacle-style limb ending in a bludgeon, spike, or excavator bucket-scoop.
MDC: 50
Length: 12 ft
Damage: 2d4 MD for a lash/whip or crush/squeeze. 2d6 MD if fitted with a vibrospike or blade.

Wheels---The ends of the legs can be fitted with powered wheels, allowing the Raninterra to move at 150 MPH. These are usually found on those found in Clan Motron. The Raninterra will typically lower itself for better control while using its wheels.


Variants
A few variants are available of the Raninterra.

EcoS-K-158H - Hermit Raninterra
This variant has a wider, and much taller armoured shell, a more conical shape, with thicker and more armoured legs to support the weight, which makes it slower. This enlarged shell dominates the main body, with the head a cab tucked partly into it. This larger shell contains heavier weapons, a top mounted retractable Goddess Hammer with ample ammunition, several missile launchers farther down the shell. The Steel Gaians created a few of these to try enticing a trade deal with the Skullcrushers. About one third of the Raninterras used by the Armorands are Hermit Raninterras.
Make the following changes:
MDC/Armor by Location:
Main Body 550
Legs (6) 220 each
Arms (2) 175 each
Claws (2) 200 each

Height: 20 ft with legs fully folded up, can stand with a 6 ft clearance off the ground.
Weight: 29 tons
Speed: (Running) 70 MPH, and can climb a 45 degree grade.

Weapon Systems:
5) ‘Goddess Hammer’ Gatling Cannon - Mounted in a retractable turret at the top of the shell is a Goddess Hammer Gatling Cannon, the same as the Wolf's Path Goddess Hammer gatling cannons, however the barrels are shortened so they fit inside the Raninterra's shell.
Range: 2,000 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

6) Mini Missile launchers (2) - Two sets Mini Missile launchers with retractable covers provide close in defense. Can be switched out for mini-torpedoes.
Range: Typically 1 mile
Damage: Varies by missile, typically plasma or armour piercing
Rate of Fire: In ball mode each launcher can only fire 1, so a volley up to 8 per attack. In normal mode each set can launch a volley of eight.
Payload: 24 missiles per launcher.

7) Short Range Missiles (2) - Two short range missiles gives the Raninterra a long range strike. These missiles can be tied into the Shemarrian tactical net and designated to fire at a target painted by Shemarrian scouts or a target picked by the Raninterra, depending on missile priorities. 
Range: varies by missile, typically 3 to 5 miles
Damage: varies by missile, typically high explosive, fragmentation (light), armour piercing or plasma, or whatever is available.
Rate of Fire: Up to 3 missiles per volley.
Payload: 6 missiles each


EcoS-K-158P - Parasol Raninterra
The Parasol Raninterra has a narrower shell on the back that raises up to a large dome that expands well over the warmount's body. This dome is filled with sensors, and electronic warfare and jammers. The Parasol Raninterra has a whitish-blue colouring, and is also equipped with a variable optical camouflage suite to allow it to hide better as it jams enemy communications and sensors. Parasol Taninterra will typically bury its body and let its dome rest on the ground, using the variable optical camouflage suite to blend in with it's surroundings. The Steel Gaians seemed to have gotten some of the systems from the Ghost Riders and from their GNE neighbours, although if the GNE found out, they might become even more suspicious of them.
Make the following changes:
MDC/Armor by Location:
Dome 300 MDC

Special Systems
*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the Susanokite effectively invisible to eyeball and sensor detection. Great for hiding on the bottom in shallow waters, or on the shore. This feature-variant is sometimes called the ‘ghost crab’.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless.

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

*EMP Shielding---Extensive use of nonconductive materials, shock barriers, capacitator-sponges, redundant systems, and energy-disipation technology protects the aircraft from the damaging effects of electromagnetic pulse, Triax Lightning Cannon, and other anti-electronics directed energy weaponry(Note: this construction technology is being incorporated throughout EShemarrian industry and design, and being retrofitted to existing hardware as time and resources allow, typically through Rituals of Upgrade).

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

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

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

*Communications Jamming---The Treberus features a powerful communciations jamming system that fills the airways with howling static, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 50 mile radius


          Top  
 
Unread postPosted: Mon Sep 02, 2019 8:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Raninterra


Nice! :-D
See how much fun raiding the spare parts bin can be? :bandit:
Already updating the Masterfile to reflect its arrival.


Meanwhile, have an NPC.

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

Bala Moore-Graywing(Hawkmoon NPC)

“She literally waded into a landing force of Kittani, which seriously spooked them, because they began missile-bombing her, but her shoulder guns went point defense and knocked them all out before they could strike. Still, the fratricide concussions must have pounded her pretty bad, even though she was wearing her heavy armor that day, but she just kept standing into them and advancing...later we learned she was using her thruster jets to stay on her feet... Then she got on their deck where they couldn’t bring their heavy weaponry to bear, and they had to move to engage hand to hand...but by them, the rest of us were swarming up or dropping down, on them. They just got so caught up focusing their attention on the ‘chief cruising into them, they didn’t realize the steel tide was surging in on them.”
---Wexla SteelTalon, Hawkmoon Warrior

Bala Moore-Graywing is a second-generation Progen-born Hawkmoon Tribe Warchief, the lovechild of a Warchief and Berserker. She is considered something of an Eccentric for not following conventionality. Though born with the physique of her WarChief parent, in general attitude she favors her Berserker parent, and she has made a number of changes(or been born with them) to her gynoid body to reflect her personal style.
Graywing generally eschews the heavy body armor of a Warchief in favor of a scantier midriff-baring outfit that echoes her Berserker parentage. She does, however, sport integral heavy armor and weaponry in the form of a pair of powered shoulder mounts that typically sport two large armored shield-wings, each one mounting two mini-turrets, each mounting three zhyan-style lasers that allow for excellent anti-projectile point defense. She also retains the forearm plasma ejectors, but these have been modified to be enhanced by special vambraces,
Bala leads one of the sub-tribes/war-camps tasked with guarding the Chesapeake side of old Maryland, and as such has already seen a good amount of action against the Splugorth. Her interest in naval operations and military history has served her in good stead in anticipating and countering Splugorth and Horune amphibious operations. She works well when coordinating with DarkWater naval forces when they operate near her area of responsibility. For a Hawkmoon, Bala is actually more comfortable on land or around water than in the air, and it’s often joked by her colleagues that she might have been mistakenly picked up at her decanting by the wrong parents(and she was meant to be a DarkWater). Her Tribal superiors, however, have learned to make the most of Greywing’s predilections and consider her ‘marine aviation’. Thus far, they’ve been proven correct in their decision; Graywing’s war camp has captured two pirate vessels and sunk three more in the course of operations.

Level of Experience: 6th Level Awakened Neural Intelligence, Progen-Born EShemarrian
Rank: Warchief
Race: Shemarrian(Progen-born)
Alignment: Scrupulous
Land of Origin: Hawkmoon Warcamp/Remains of Baltimore, Maryland, Hawkmoon Territory, Rifts Earth Shemarrian Nation
Age: 19(appears to be in her mid-20s)
Sex: Female
Height: 8.7 ft
Weight: 970 lbs

Physical Description/Appearance:
A tall, attractive young human(oid) female with tan skin, short dark-brown hair, and pale yellow eyes. She almost always has a set of large metal shield-wings attached to her back, and a third finlike jet booster attached to her lower back. She prefers a daring outfit of miniskirt, midriff-baring blouse, demi-longjacket with large cuffs, and hip-boots. She does wear traditional heavy armor, if called for, but most of the time she dresses down like a Berserker.

Disposition:
A serious and dedicated warrior who likes to lead from the front. She is careful and cunning, though, and doesn’t carelessly risk either herself or her people. Bala is a crack marksman, but her Berserker heritage shows through in a proficiency with blades. Her eccentric dress style and passionate nature also bespeaks of her Berserker parent’s side of her background.
Has a great interest in pre-Rifts military history and memorabilia. She also has a better than average knowledge of naval tactics, which she applies to countering Splugorth and Horune incursions. She likes games of strategy, including war games, and she frequently engages her fellows in war-gaming historical pre-Rifts battles in her spare time. She also enjoys boating, especially off the craft she’s seized in her campaigns(those the Elders let her keep), and has recently taken up singing, especially sea chanties and navy-related songs.

Physical Attributes/Superlatives:
IQ: 21
ME: 16
MA: 14
PS: 42(Robotic)
PP: 26
PE:----
PB: 20
SPD:(Running) 90 MPH
(Leaping) Standing jump of 16 ft up/across, +9 ft for a running start in excess of 40 MPH. Jet-assisted leap of 100 ft up/ft across
(Flying) Hover to 120 MPH, maximum altitude of 100 ft, or can make a safe drop from 300 ft.

(ISP):----
(PPE): 8

Hit Points:----
SDC:----
MDC:
Head 90(+ 100 from armored headdress)
Antennae(3) 10 each
Body 325(+60 from longcoat dress, +150 from full armor)
Upper Arms/Shoulders(2) 90 each(+13 from longcoat dress, +30 from full armor)
Forearms(2) 90 each(+10 from longcoat dress, + 16 from full armor)
Hands(2) 20 each
Plasma Projectors(2) 15 each(30 w/ sleeves attached)
Legs(2) 95 each(+15 armored leggings, +45 from full armor)
Jet Booster 60
Shoulder Wings(2) 200 each
Wing Turrets(4, 2 each wing-shield) 50 each
Wing Thrusters(6, 3 each shield) 20 each

Horror Factor:----
Special Abilities/Characteristics/Powers:----
Magic: By item only
Psionics: Standard Ecotroz-Shemarrian psionic abilities:
Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation
Cybernetics/Bionics:(Robot/Gynoid)
Special Features:
Standard Shemarrian Warchief systems, plus:

*Laser Scanners---LIDAR arrays on both wing-shields that also double as an advanced laser targeting system(+2 to strike with direct-fire ranged weapons)

*Laser Designators---Can spot and ‘paint’ for laser-guided weapons. Range: 3 miles.

*Sensor Antennae(3)

*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 90 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Wing -Shield Triple-Barreled Mini-Turrets(4, 2 each wing-shield)---Mounted on each wing-shield is a pair of small turrets, each mounting three lasers, similar to those traditionally carried as wrist weapons in zhyan gauntlets, but with slightly better range due to the longer laser barrels. The turrets can target independently of each other, or can be fire-linked to fire in synch.
Range: 2,400 ft
Damage: 3d6 MD single blast, 9d6 MD for all three lasers in a turret firing simultaneously(counts as one attack), 18d6 MD for both turrets on a shield firing triple-blasts at the same target.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Projectors(2)----The power elements are normally retracted under the skin of the forearms, but can be extended and fire, but weaker than the standard ARCHIE-era Warchiefs. Bala has special jacket cuffs in her clothing and armor that act as forced-draft accelerators, enhancing the plasma generation and projection.
Range: (Bare Forearm) 800 ft
(W/ Sleeve) 1,800 ft
Damage:(Bare Forearm) 3d6 MD per blast
(W/ Sleeve) 4d6+3 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3)Grenades----Bala can attach and launch grenades from the inside of her wing-shields.
Range: 3,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.
Rate of Fire: Volleys of 1-6(all)
Payload: 6 per shield

4)Vibro-Sabers---Also concealed in the arm shields are a set of vibro-blades, two 2d4 MD bayonets and a set of 2d6 MD vibro-sabers patterned after naval weapons.(the last two were a gift from a DarkWaters friend).

5) Vibroclaws
Range: Melee
Damage: +3d6 MD swipe or stab

Skills:(6th level)

Barter 82%
Basic Electronics 92%
Basic Mechanics 90%
Camouflage 85%
Climb 98%/90%
Cryptography 90%
Computer Operation 98%
Computer Hacking 77%
Computer Programming 97%
Demolitions 96%
Demolitions Disposal 94%
Demolitions: Underwater 92%
Detect Ambush 65%
Detect Concealment 60%
Electronic Countermeasures 92%
Escape Artist 85%
Find Contraband 75%
Singing 40%
History 57%
I.D. Undercover Agent 80%
Intelligence 95%
Imitate Voices & Sounds 83%
Land Navigation 94%
Language/Literacy
- American English 94%/90%
- Dragonese 94%/90%
- Shemarrian 94%/90%
- Techno-Can 94%/90%
- Gobbeley 94%/80%
-Euro 90%/94%
- Faerie 94%/80%
- Spanish 94%/80%
Lore: Post-Apocalyptic 82%
Lore: D-Bees 42%
Lore: Demons & Monsters 82%
Mathematics: Basic 98%
Military Etiquette 98%
Naval Tactics 42%
Palming 80%
Pick Locks 95%
Pilot: Boat: Motor, Race & Hydrofoil 72%
Pilot: Warships & Patrol Boats 47%
Pilot: Automobile 98%
Pilot Motorcycle 96%
Pilot Jet Pack 94%
Pilot: Helicopter 90%
Pilot Combat Helicopter 88%
Pilot Airplane 90%
Pilot Tanks & APCs 90%
Prowl 75%( 55% w/ shields attached)
Public Speaking 75%
Radio: Basic 98%
Read Sensor Equipment 98%
Spelunking 96%
Strategy Games
Streetwise 60%
Surveillance 90%
Swim 94%
Tracking(People) 85%
Tailing 90%
Wilderness Survival 94%
(8th Level )
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. Shield( +2 parry, +1 strike)
W.P. Paired Weapons

Actions/Attacks per Melee: 10
Initiative: +3
Strike:+9(+6 w/ ranged weapons, +8 w/ Shemarrian Rail Guns)
Parry::+10
Dodge::+9(+10 in flight)
Jet-Assisted Leap Dodge +11(but must move a minimum of 20 ft with the leap)
Roll: +3
Pull Punch: +3
Disarm +2
Critical Strike on Unmodified 18-20.
SDC Restrained Punch. 2D6+30 SDC
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Claw Strike 4d6 MD
Power Claw Strike(2 attacks) 1d4x10+4 MD
Head Butt 1d6 MD
Kick 5d8 MD
Leap Kick(2 attacks) 1d8x10 MD
Karate/Power Kick(2 attacks)1d6x10 MD+12 MD
Flying Kick(2 attacks) 1d6x10 MD+18 MD
Body Block/Jumping Kick 2d6 MD , plus 50% chance of knocking down targets of 1,200 lbs (or less) weight off their feet
Shield Chop/Strike 4d8 MD
Saves:
+7 vs Magic
+4 Vs Horror Factor
50% Charm/Impress
Notable Possessions/Equipment:
Shemarrian 6000 Rail Gun
2x 38mm PP-01 ESSPA Gauss Pistols
2x naval pattern vibro-sabers
Uniform & Robes/ armor plate inserts
TW Mind Block Headband
Talisman of Armor---War booty
Has several data-cubes full of pre-Rifts military history and lore, a working pre-Rifts NEMA automatic pistol, and several pre-Rifts US Navy artifacts, including a Captain’s hat badge and a silver watch said to have belonged to a WW2 naval officer.

Vehicle:
Warmount: EcoS-K-33 Arzach, but has been known to command from a EcoS-K-45 Cyroc

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


          Top  
 
Unread postPosted: Fri Sep 06, 2019 2:25 am
  

User avatar
Adventurer

Joined: Wed Nov 12, 2008 8:33 pm
Posts: 534
Good to see new arrivals in all their burrowing crab, medkit spider, high seas glory. Now some humor.

"Alright, we sneak into the Holdout, grab what we can carry, get out and sell to my contact. Easy sneak and grab."
20 minutes into the heist...
"The dogs have swords, I repeat, the dogs have swords!!"


          Top  
 
Unread postPosted: Fri Sep 06, 2019 11:27 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
89er wrote:
Good to see new arrivals in all their burrowing crab, medkit spider, high seas glory. Now some humor.

"Alright, we sneak into the Holdout, grab what we can carry, get out and sell to my contact. Easy sneak and grab."
20 minutes into the heist...
"The dogs have swords, I repeat, the dogs have swords!!"


YOINK!! Idea!


          Top  
 
Unread postPosted: Fri Sep 06, 2019 8:30 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Good to see new arrivals in all their burrowing crab, medkit spider, high seas glory. Now some humor.

"Alright, we sneak into the Holdout, grab what we can carry, get out and sell to my contact. Easy sneak and grab."
20 minutes into the heist...
"The dogs have swords, I repeat, the dogs have swords!!"


:lol:
Greater New England and the Reformed Shemarrian Nation are alike in one respect:
Just about EVERYTHING will fight you.

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


          Top  
 
Unread postPosted: Fri Sep 06, 2019 8:32 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
EcoS-K- 159 Spittak Warmount
(aka ‘Tekker’)

“You gotta be careful and firm with a tekker; they ride smooth at high speed, but they accelerate and decelerate in microseks. If you don’t rein them in and teach them to ease you into a run, or stop soft, you might leave something of yours behind, like your rifle or your eyeballs.”

“I rather like to keep my opponents as far away from me as possible. If I’m engaging in beak strikes or kicking attacks in melee with them, I’ve farked up somewhere, probably by not paying enough atention to my surroundings. The Spiitak’s got both the extra senses to keep me informed and the long range firepower to keep my enemies at over arm’s length. No unwelcome surprises, no ambusher stabbing for my neck.“
---Taiza Farstabber, Horrorwoods Male Ranger

“Farstabber trusts entirely too much in his skill. No matter what you do, there’s always a chance you’ll miss something. I’d rather have the ability to engage in close combat and not use it than to not have it and wish I did when I inevitably get surprised. I’ll stick by my old ‘Crane, thank you. I’d rather not take my chances on a glass-reed like the Spittak.”
---Irrazno Fireliner, Horrorwoods Warrior

“Sometimes all that stands between you and death isn’t several inches of armored plate or a multi-planar forcefield, but your skill and a fast ride. Some of us would have it no other way.”

The Spittak is a new Horrorwoods Warmount based on the baseline Monst-Crane, but inspired by a predator found on one of the worlds of the Shemarrian Star Nation Horrorwoods. The Horrorwoods were impressed by the stalking predators they encountered in the high seas of grass that bordered the forest patches on the world, making venturing out into the open plains a potentially fatal proposition.
The Spittak has the Monst-Crane’s familiar biped configuration with a high-held head atop a long neck. What look like two fixed-position back spines or spikes sticking up from the Spittak’s back are really eyestalks. The head mounts a secondary set of eyes and additional specialized sensors, but the predator the Spittak is based on used its head sensory organs primarily in sniffing out and inspecting food, while remaining fully aware of its surroundings through its spine-mounted eyes. The head also mounts a powerful pulse-beamer in place of the poisonous stinger the predator carried. Housed in a groove in the lower front of the body is an extendable tentacle with a sharp beak on the end; this is the Spittak’s feeding mouth; the original predator on which the Spittak is based would ram this beak into prey to suck blood and feed on soft tissues.
What looks like a stub tail, and serving as a backrest for the rider, is a small locker-cavity, normally used for holding personal gear, but the space can be used to house a variety of electronics modules, such as sensor-jammers or a deployable stealth shelter.
Overall, the Spittak is heavier, but more lightly armored, than the Monst-Crane it is based on. Its light protection is offset by its faster reflexes and harder-hitting ranged armaments. The Spittak also has a reputation as a very accurate sniper, and its unique positioning of armament and sensory systems gives it the ability to shoot just as accurately at targets behind it as it runs in retreat, without sacrificing speed at see where it’s going. Despite its sniping skills, however, the Spittak is not recommenced as a front-line combat warmount; both its lack of protection and its nervous nature preclude it from being an effective firefight slugger, compared to heavier warmounts. This suits the rangers it is assigned to just fine, as it encourages them to remain out of enemy fire range, and get closer only to pick at targets of opportunity before running back out of the way of counterfire. The Spittak is thus often assigned to groups of other fast moving, and heavier armed, warmounts like the EcoS-K-12 VelociClaw or EcoS-K-54 Sting Tongue that it can spot for, and which can provide fire support to cover the Spittak’s restreat.
The Spittak is typically assigned to scouts and Male Shemarrians. Occasionally neshemar auxiliaries will be granted right to use these speedy warmounts. The warmount has proven popular with scouts who prefer the Spittak’s speed and ranged accurate attacks over the Monst-Crane’s close combat capabilities. Despite its design strengths, the Spittak is not enjoying ready acceptance from the Monst-Crane riders that would seem its obvious target users. Monst-Crane scouts tend to regard the Spittak as too alien-looking to tempt them away from their beloved A-007s. Those who take make the jump to Spittaks tend to be hyper-enthusiastic about them.
Currently only the Horrorwoods uses the Spittak. There have been reports of N’R’Mar using them, though the androids in question are likely Tribe vassals.

Type: EcoS-K- 159 Spittak
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot
MDC/Armor by Location:
Main Body 220
Head 75
Neck 90
Feeder Tentacle 30
Eye Spines (2) each
Legs(2) 100 each
Height: 10 ft . Head can extend up to 15 ft
Width: 7 ft
Length: 7 ft
Weight: 1,900 lbs
Cargo: Small space behind the saddle-seat for a survival pack and bedroll, few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 250 MPH
(Leaping) 25 ft up/across standing leap, 50 ft up/95 ft across w/ a 60 MPH running start
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 25 MPH. Maximum depth tolerance of 500 ft. The Spittak is not overly fond of getting wet.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Spittak 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 40 MDC before needing material stocks to convert to MD repair material.

*Advanced Peripheral Vision---The Spittack’s multiple eyes allow it to see in a complete 360-degree arc around itself, making it impossible to sneak up on the warmount without advanced stealth capabilities.

*Kirallian Optics----The Spittak can sense/’see’ PPE concentrations similar to the Japanese SNARLsystem. The sense has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities.

*EM Detector----The Spittak can detect active EM sources and radio activity origination points in a 5 mile radius.

*Magnetometer---Detects magnetic fields and metal objects in a 2,000 ft radius, charging rail guns and fusion powerplants at DOUBLE that range.

*Advanced Motion Detector System---The Spittak’s motion detection system is more sensitive than the standard systems, and the long rod eyestalks are part of the sensor configuration. Effective range of 180 ft.

*Molecular Analyzer---Gives the Spittak the ability to track by scent. 75%

*Laser Designator----Illuminates the target for laser-guided munitions. Range: 3 miles

Weapons Systems:
1) Pulse-Pumper(head-mounted)----An ion weapon derived from the TransGalactic Empire’s Energy Pulse guns. The Pulse Pumper has extended range and a higher rate of fire. The Spittak seems to spit glowing particles that explode on contact. The only complaint that riders of the Spittak have about this weapon is that its glowing energy projectiles can give away the scout warmount’s position.
Range: 3,500 ft
Damage: 3d6 MD single shot, 1d6x10 MD per 4 shot burst, 2d6x10 MD for an 8 shot burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Needle Laser----As an alternative, some riders swap out the pulse-pumper for a longer ranged, if less damaging, and less visible, sniper laser.
Range: 4,500 ft
Damage: 6d6 MD per blast; bursts are not possible
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) X-Pulser----A small x-ray laser cannon. Does great damage at good range, but the heat buildup requires the installation of cooling fins on the weapon head, and even then, rate of fire is slow.
Range: 4,000 ft
Damage: 1d4x10 MD per blast; bursts are not possible. Its x-ray frequency modulation allows it to shoot through most laser-reflective armors(like Glitterboy armor) without taking several shots to re-modulate.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited


2) Eye Lasers(2)---The pylon eyes can be fitted with small point defense lasers
Range: 1,000 ft
Damage: 2d6 MD single blast, 4d6 MD from both eyes simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike

3)(Optional) Weapons Module----The Spittak can mount ONE standard Warmount weapons module, with the exception of the heavier pulse laser.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the standard Monstrex base programming, plus the following:
Prowl 60%
Tracking(People) 85%
Track Animals 75%
Blending 60%(+5% per level of experience for Ecotroz entity)
Imitate/Mimic Animal Noises 78%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Spittak intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore.
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +7 running
+6 Automatic Dodge
Strike +4 (+3 w/ ranged weaponry)
Roll +3
Pull Punch/Kick+3
Critical Strike on Unmodified 18-20
Head Butt 1d8 MD
Bite/Feeding Tentacle Stab 1d6 MD
Restrained Kick 1d4 MD
Kick 2d4 MD
Jump Kick(2 attacks) 5d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Spittak an aura and behavior more befitting a sentient being than a robot. Spittak tend to be fidgety and nervous; inexperienced riders often complain of the sudden bolt-and-stop tendencies of the warmounts, and it takes a firm hand to keep them steady.

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:
Most options added to the Spittak come in the form of more specialized sensors added to the sensor-head.

*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2000 ft

*Jammer Pod---Small vehicle-style hamming pod that can be mounted in the tail-locker; 5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

*Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 6

*Smoke Screen Generator---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 60 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 12 clouds.

*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter(and design-stolen by the EShemarrians), only larger to cover the Warmount. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter

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


          Top  
 
Unread postPosted: Fri Sep 06, 2019 10:38 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
New breeds of older warmounts shows the continuing evolution of the EShemarrian creativity and expanding of their nation.

EcoS-K-18S Shield Tuin

"Ah.. Here comes my soldiers now.. With new slaves from those who fled from the nearby systems." The demon captain looked up at the sound of approaching feet.
"Captain! We need more soldiers! The meat have help. The boulders they were hiding behind came to-" The demon captain draw his sword faster than the eye could follow and removed the other demon's head.
"FOOLS! Use the catapults and the rockets! Bombard their rock protection!"
"Sir, we tried that! They have forcefields!" Another demon squeaked as it quickly backed out of sword reach.
"GAH! FOOLS! The meat is right there! JUST GO-" The demon captain was cut off as the tent was tore to shreds then engulfed in flames as multiple hypervelocity rounds flew through it before exploding with plasmic fire, briefly turning the demon camp into a miniature sun.

With the Minion War raging across the megaverse the need for mobile protection for refugees and hastily set up camps, the Horrorwoods petitioned the Silvermoons for the EcoS-K-66 BarrierHog, and while they were able to get some, they were not enough. While they were able to build the forcefield units, it would take too long to build the BarrierHogs needed. Instead they modified a number of their Tuins with the BarrierHog systems. While the Tuin is smaller and slower than the BarrierHog, it can use it's much heavier armour to keep itself safe while it focuses the forcefield around non-combatants. The Shield Tuin sacrifices some of its heavy weapon capacity for lighter weapons, and the forcefield it can project isn't as powerful, it's smaller size does allow more Tuins to be carried to a location easier than the much larger BarrierHog. Another advantage of the Shield Tuin is it can be concealed much easier semi buried in amongst large rocks to look like boulders to prevent them from being discovered as quickly until it deploys the forcefields and its weapons. The forcefield is weaker, and with less range than that of the BarrierHog, partly due to the fewer projector plates, and the Tuin's more aggressive nature.
Make the following changes:

MDC/Armor by Location:
Main Body 800
*Projector Plates (20) 70 each
Variable Forcefield 200 each side (1,200 total)

Weight: 35 tons

Weapon Systems:
2) Medium Dorsal Weapon Turret---The main armament of the Shield Tuin is mounted in this large centrally-located turret on the back of the Warmount. Normally stowed semi-recessed in the back when not in use, the main gun is cleared for action by the sliding of armored plates along its sides and the turret being raised on hydraulics to reveal the weapon and allow it full field of fire(360 degrees rotation). The weapon is normally operated by a gunner slotted into a station at the back of the turret. The Shield Tuin can't mount all of the weapons of the original, mounting medium weapons instead, or the heavier weapons will have half the ammunition capacity of a normal Tuin.

4) Force-Wave --- The with the projector arrays mounted in a more circular arrangement on the Tuin's shield, they can project ranged pulses of force , just not as powerful or concentrated as the as those of the BarrierHog, but have full coverage.
Range: 4,000 ft in air and underwater
Damage: 6d6 MD at point of impact, and affects a 40 ft wide area.
Within a 40 ft swath, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited

5) Forcefield Generation---This is the heart of the Shield Tuin modification. The warmount’s force-projection plates can be used to throw up a six-sectored re-configurable forcefield, or they can be used to project both force barriers and force bubbles at a distance. 
The variable forcefield is remarkable also for its ability to expand to extend protection to an area of effect, allowing the Warmount to shield accompanying infantry, or escorted refugees. The forcefield barrier can extend out in a 50 ft radius without diminishment in strength, or can extend out to a 100 ft radius, but reduce overall shield strength by HALF. 
The Shield Tuin also incorporates the latest refinements of Fringe Tribe Armorand’s synergistic forcefield linkage. The Shield Tuin can link with other similar forcefield-equipped vehicles, Warmounts, and infantry, to produce strengthened phalanx fields;
Vehicles/Warmounts within a 15 ft range can pool forcefield protective values, and also see an individual shield increase of 30%. Infantry/personal forcefields within that 15 ft range also benefit, increasing strength by 30%. Note, however, that vehicle screens only benefit with an increase of 5% per every ten personal/infantry screens within close proximity.
The system is OPTIMIZED for the Barrier Hog, with maximum shield linkage range between Barrier Hogs being 60 ft, and shield strength increasing by 40% per Barrier Hog in the link. 
Shield strength regenerates at 20% per melee. 
Range: 
( Variable Forcefield) 50 -100 ft radius
(Force Barrier) 300 ft, line of sight.
(Force Cocoon) 150 ft, line of sight.
Damage Capacity:
(Variable Forcefield) 200 each side (1,200 total)
(Force Barrier) The warmount can project a roughly hemispherical force field (about 12 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The Barrier has 150 MDC.
(Force Cocoon) This mode produces a spherical forcefield(about 10 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). If used for protecting people, the cocoon is typically used to shield them until the BarrierHog can move closer to cover them with its more powerful main shield. The Force Cocoon has 225 MDC.
Rate of Fire:
(Variable Forcefield) Can be always on in addition to the Warmount’s regular actions. 
(Force Barrier/Force Cocoon) ECHH. Maintaining a projected bubble for a full melee will take all the APMs that melee. At least three projector plates are needed to project and maintain a force bubble. The system can be set such that a cyberlinked operator/rider can manage separate force projection plates, allowing multiple force bubbles to be projected. Up to two additional operators can linked in in this manner. 


          Top  
 
Unread postPosted: Fri Sep 06, 2019 11:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43049
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
New breeds of older warmounts shows the continuing evolution of the EShemarrian creativity and expanding of their nation.

EcoS-K-18S Shield Tuin
.
89er's going to love you for mentioning the BarrierHogs. :D

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

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


          Top  
 
Unread postPosted: Fri Sep 06, 2019 11:27 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1074
taalismn wrote:
kronos wrote:
New breeds of older warmounts shows the continuing evolution of the EShemarrian creativity and expanding of their nation.

EcoS-K-18S Shield Tuin
.
89er's going to love you for mentioning the BarrierHogs. :D


Hope he likes it.
Can't let the Silvermoons have all the fun with forcefield warmounts, and some of the older ones need a little more love.


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: Bing [Bot]


Display posts from previous:  Sort by  
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group