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Unread postPosted: Fri Feb 21, 2020 8:56 pm
  

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Steel Gaian Volton ( Full Conversion Cyborg/Android)
(aka ‘Zap-Dancer’, ‘Tactical-Static’)

*zzzzztttt-*krackle*-zzzzztttt*
“Hi, this may come as a shock to you...No, I KNOW it will be a shock to you, but I’m obviously not what you were expecting.”

<“Oh that tickles! Tingle me! Tingle me again please!”>
<<“And me! Tingle me too, please! Oh, please!”>>
“They seem to like you, Jolter. REALLY like you. I thought you were just supposed to go in and wipe out their corporate database...not pick up an android harem.”
“---okay, apparently EMP collateral effect does curious and unexpected things to Tagonicorp secretarial AIs.....”


The Blood Rider Rajeshar Male/NeShemar chassis caught the attention of many other Tribes in short order, and the Blood Riders soon found themselves facing requests to trade or otherwise bargain for the templates to it. One of the interested parties was the Blood Riders’ nearest neighbor, the Steel Gaians. It is not known how the Steel Gaians negotiated acquisition of the Trinity Module templates to create their own Rajeshars, but they debuted their own version of it, the Volton, as both a neshemar cyborg frame and as an A.I. Male sub-caste.
Enscrounged as they were in the middle of Greater New England, the Steel Gaians thought it only fair to configure their version of the Rajeshar to reflect technologies available to them from their host nation. Thus, in place of the plasma blaster, the Volton can instead reconfigure its arm into a version of the PSIR-08 ‘Rip-Zapper’ Ion Rifle, and replaces the plasma whip in the opposite arm with an ion shock field generator. An interesting feature is an electromagnetic pulse generator in the chest makes the Volton a very effectively saboteur, able to wipe out unshielded electronics and kill most forms of nanotech in its tracks. Electrical insulation lifted from the PS Telsa cyborgs is also incorporated, protecting the Volton from electrical attacks.
Though very effective against tech-opponents, such as other cyborgs and machines, the main weakness of the Volton is the reliance on energy weaponry; the cyborg/android fares poorly against opponents resistant to energy.
The Steel Gaians like the Volton because of its ability to pass as a normal human being...and even when its artificial nature is discovered, it is just as often mistaken for a common cyberhumanoid cyborg, of a type in wide circulation in Greater New England. This allows Steel Gaian agents to move more freely about the region without drawing attention. Cyborg Voltons are typically recruited from outside Greater New England(typically from the Tribal ‘trauma-bank’ of potential recruits ‘harvested’ by the Valkyri) and converted at the few Steel Gaian enclaves outside the GNE(which tends to be very good about accounting for accident and attack victims within its borders).

Type: Shemar Volton
Class: Full conversion Borg, Cyberhumanoid/Android
Crew: One volunteer/Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 50 each
Arms(2) 70 each
Forearm Weapons(2) 50 each
Legs(2) 80 each
*Head 90
**Main Body 200
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: The Volton can be fitted with any additional armor up to MEDIUM Cyborg Armor

Speed:
Running: 90 mph max. However the act of running does not tire the cyborg out and the maximum speed can be maintained indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 15 feet high or 30 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Volton CAN swim at P.S. x3 in yards/meters per melee( 8 MPH), and can maintain this roughly indefinitely.

Statistical Data:
Average Size: Meant to fall within human norms; typically 5-7 ft tall and proportional to that.
Weight: 200-300 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS.20, PP. 20, P.B. falls within the normal human range(most recipients of this conversion don’t elect to have their looks amped, the better to raise less attention from those who knew them ‘before’, but some DO elect to use the opportunity to get their looks ‘heroically’ modified).
Bonuses: Standard cyborg bonuses of +3 save vs magic, +7 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+1 save vs all psionic attacks
+1 save vs magic illusions and mind control
+1 APM
+4 initiative
+3 strike(+1 strike w/ ranged weaponry)
+5 parry
+6 dodge
+2 Roll
+2 Pull Punch
+1 Disarm
W.P. Paired Weapons

Special Skills/Training---Use standard 'Borg, Cyberhumanoid, or Headhunter if a new convert; otherwise use the person’s original OCC
If a fully robotic A.I. EShemar, use the Male Shemarrian skill programming, APMs, and HtH bonuses.
Black Market Cost: Exclusive to the Shemarrian Star Nation
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
* Ambidexterity Boost---With combat against superior numbers anticipated, it made sense to make ambidexterity an integral standard on the Volton. If the character doesn’t already possess the Ambidexterity advantage, neural interface boosting gives the cyborg the ability to use both their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons(reflected in Bonus stats).

(Cyborg)*Boosted Combat Reflexes---Adapted from studies of Triax cyborgs, this is a coprocessor that boosts the cyborg’s reflexes: +1 initiative, +1 Dodge, +2 Roll, +2 Pull Punch, +1 Disarm.

*Skin Sensors---The cyborg’s psuedo-flesh is permeated by small pressure sensors that give the cyborg extra warning and tactile perception; +1 to dodge. It will also alert the cyborg if a targeting laser is locking on. It is most effective when less than 50% of the cyborg’s body is covered by heavy clothing or armor.

*Psionic Electro-Magnetic Dampers---+1 save vs all psionic attacks, +2 save vs possession, +1 save vs magic illusions and mind control.

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

*Hardened Circuits---Shields the ‘borg’s systems against EMP and other electrical-disruption attacks.

*EM Insulation---Electrical-, ion- and microwave-based attacks do NO damage.

*Sensor Spoofers---These are special stealth features incorporated into the faux flesh of the Volton that prevent weapons and medical scanners from detecting the cyborg nature of the person. Only a thorough, and invasive, medical examination will reveal anything untoward about the person.

*Long Range Communications---Concealed in the shoulder blades is a long range communications array that allows the cyborg to communicate, via encrypted signal, with Shemarrian units. Effective range of 100 miles(but can also link into relay networks).

*Leg Compartments(2) ---Sensor-shielded leg compartments, large enough to conceal several ammunition clips/e-clips, or grenades.

*Robotic Strength---Because of more advanced applied robotics manufacturing techniques and technologies. EShemar bionics are stronger than conventional terrestrial bionics systems, and the EShemar are able to build Robotic Strength into a cyberhumanoid frame, although the P.S. caps out at 20.


Weapons Systems:
1) Multi-Mode Ion Disruptor Arm----One arm of the Volton can ‘morph’ into a powerful multimode ion weapon based on the PSIR-08 ‘Rip-Zapper’ Ion Rifle. in action, the forearm splits into two shock rods conducting the ion charge. They also serve quite ably as shock PRODS.
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).

On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage.

Rate of Fire:(Ion Beam Mode)Standard
(SDC Beam) Standard
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload: Effectively Unlimited


2) Multi-Mode Melee Arm---The arm not configured with the ion cannon can instead ‘morph’ into a variety of close combat weapons, including vibro claws, a vibroblade, contact shock studs, and an ion shock field.
Range:(VibroClaws) Melee
(VibroSword) Melee
(Shock Studs) Melee
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage:(VibroClaws) 3d4 MD
(VibroSword) 2d4 MD
(Shock Studs) 2d4 MD, plus 50% chance of knocking a blasted opponent off their feet; lose initiative and 1 APM getting back up.
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Eye Lasers(2)---Improved version of the open market bionic model, though not as powerful as the larger robotic version.
Range: 250 ft
Damage: 1d6 MD for one eye, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited
Note: These eyes can be modified to have a Laser Illuminator mode that allows the cyborg to designate targets for laser-guided weaponry. In this mode the lasers do NO damage(in and of themselves) but have an effective range of 5,000 ft. The Steel Gaians have hacked GNE Armed Services laser designator frequencies and have learned how to ‘phone in’ false fire support requests if GNEAS units are in the area, if the EShemar are not already operating as known and registered allied Irregular units.

4) EMP Node---Concealed in the chest is a compact ElectroMagnetic Pulse generator and projector, a modified version of the EMPG-08 Empulsar. Though most useful against unshielded civilian systems, it is less effective against hardened military electronics. It has also proven quite effective against nanotechnology.
Range: 2,000 ft in a 90-degree arc.
Damage: None physical/structural, but unshielded electrical equipment(including cybernetics and
bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance
of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even
smoking and catching fire in overload. Unshielded digital recording systems will have lost
2d4x10+20% of their memory.
Rate of Fire: Single shot , once per melee
Payload: Effectively Unlimited


5) (Optional) Self-Destruct--- The Volton retains the Rajeshar’s self-destruct capability, as most Steel Gaians prefer to go down fighting and not leave any trophies for the enemy, such as a live prisoner or salvageable technology. This has the added benefit of confusing teh issue of the origins of the ‘borg/bot, as on those few occasions when a Volton has chosen the ‘final exit’ option, they have been mistaken for Greater New England black ops agents. Thus, many elect to have self-destruct systems incorporated into themselves. This can be a standard Shemarrian ‘meltdown’ system or a more violent explosive charge(typically doing 2d6x10 MD to a 10 ft radius).

5)Hand to Hand Combat
Restrained Punch 2d6 SDC
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 4d6 SDC

Options:
The Volton is limited in its options to what can fit inside its frame without compromising the necessity of appearing normal (human). Most modifications and Upgrades are limited to sensors or communications, although some Volton have been known to sacrifice internal compartment space for an internal force field generator(90 MDC) or other defensive measures. Unless the cyborg is a non-human, extra limbs are rarely ever added.


:fool: :fool: HAPPY PAGE 100! :fool: :fool:

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

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


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Unread postPosted: Sun Feb 23, 2020 9:17 pm
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 540
Rejoice all for our support, commitment to our girls and to what the future may bring.


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Unread postPosted: Sun Feb 23, 2020 10:02 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Rejoice all for our support, commitment to our girls and to what the future may bring.


Retrospective post? 'Best of-'? 'Personal Favorites-'? :wink:

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

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


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Unread postPosted: Fri Feb 28, 2020 7:25 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1110
Clan Varulyca
(aka Were-Tribe, Lycans)

"The Wolf's Path isn't the only Shemarrians with were-wolves.. There's a group with all kinds of were-creatures mingling together, and infecting others to increase their numbers!"

"Our strength lies in our link with nature.. The Strength of the bear, the speed of a cheetah, the agility of a sapphire cobra, the unstoppable force of a charging rhino!"

The Varulyca clan is an offshoot of the Horrorwoods Tribe that focuses more on animals and the beast within each Shemarrian. Individuals of the Varulyca will select a particular creature to emulate as their personal totem-beast, and their Upgrades and individual dress will often reflect their personal totem. Though Shemar of like totems may congregate and operate in the field in large numbers, there is no traditional factionalism; all Varulyca regard themselves as members of the greater Varulycan Tribe, and will freely associate with others of different animal totems. Although members of certain animal totems fill certain roles and might have some rivalry with other totems, but it is never lethal and of a friendly nature and in many cases will help improve both members' skills.
Varulyca have taken the beast within and their totems quite to heart, with the ultimate upgrades turning them into an animal or warmount, such as the Steel Phoenix and Cobra Dragon, or elites that can transform shapes for the perfect blend of Shemarrian and beast such as the Channiade, Vada, Aralezans, Asenans and even to an extent Clan Vespa's Suzuhachi, and have developed a version of Clan Alecia's Meganna elite.
Many of Varulyca's members are eccentric elites from other tribes that feel the call of their totem, with a large number of NeShemar, and many good aligned were-creatures.

Motif:
A Shemarrian head with a wolf head back to back over a Monst-rex paw.


a)Origins:
Splinter of Existing Tribe --- A splinter of the Horrorwoods.

b)Where First Encountered?
Rifts Earth - Thought to be a Horrorwoods group until several Asenans and Vadas were discovered amongst their numbers. Small groups also found in Three Galaxies.

c)Tribe Size:
Small; about 750 members.

d)Tribe Organization:
Headswoman --- Traditional Matriarchy, lead by a Wargoddess with Channiade upgrade.

e)Tribal Composition:
A mixed tribe, made up of a large percentage of elites, primarily those that emulate animals or even warmount conversions, with a large percentage of NeShemar. 50% NeShemar, 30% Elites, the remaining 20% are a mix of Acolites, warriors, berskers, tinkers/spinsters, warchiefs and several Wargoddesses.

f)Highest Caste Class:
A large mix of Elites and NeShemar elites, with all others with upgrades to emulate some aspect of an animal.

g) Gender Division
About 60% female and 40% male.

h)Home Environment:
Temperate Earth-Like Life Worlds, such as Rifts Earth. Their primary encampment is on Rifts Earth, within near Horrorwoods territory, but have set up a half dozen small encampments on other Horrorwoods worlds and have several ships exploring the Three Galaxies for new animals to emulate and technology to further their technology.

i)Technology Level:
Megadamage Age to Advanced Space Age. They have all the common technology of their parent tribe, plus some advanced technology such as nanite technology, and have access to ships, they lake the resources, territory and numbers to build ships.

j) Relations with Outsiders:
Indifferent ---- Varulyca doesn't go out of its way to engage with other races, except for those that appear to have a close relation with nature, or groups of were-creatures that aren't evil.

k)Relations with Other ‘Shemarrians’:
Open --- Varulyca have excellent relations with their parent tribe the Horrorwoods, who find them a little off, but accept them as sister and brothers in arms. Other tribes, particular animal totem ones such as Wolf's Path, Hawkmoon, Patheron, Thousand Dragons are very open, hoping to trade technologies, warmounts and Assembler templates.
The Lost Eclipse find Varulyca interesting and have lent them some resources and are willing to trade technologies, seeing them distant, but somewhat kindred spirits in embracing the non-humanoid.

l) Purpose:
Mix of Survival and Knowledge - Varulyca is trying to build their numbers and territories, while also seeking knowledge in blending their forms with their animal totems and new animal types.

m) Preferred Mode of Combat
Mix of melee and Blitzkrieg - While they have a combined arms philosophy, they do favour close combat in all operations where they can so those with animal forms can make excellent use of those forms and abilities.

n) Unique Attributes:
Unique Technology and Allies - Varulycan has collected as much of the technologies to allow elite classes that can transform their form and even transfer intelligences to robotic frames. They have some limited success in enhancing were-type creatures, bringing them into the fold as NeShemar. They are one of the few tribes to welcome were-creatures that follow their beliefs and are good natured, seeing them as a natural evolution of their belief of joining animal form with humanoid.

o) Prosperity:
Self-Sufficient --- The tribe is doing well for itself, as they receive fairly readily available support from their parent tribe upon their formation and recognition as a fringe tribe, and offering their services in joint missions with the Horrorwoods.

p) Chart P: Origin Tribe 
HorrorWoods

q) Chart Q : Cyberization
Thorough ---- Many of the NeShemar are cyborgs or upgraded with the Vada and similar upgrades or have multiple cybernetic upgrades with an animal theme, such as wings, tails, modified limbs or heads.


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Unread postPosted: Fri Feb 28, 2020 8:46 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Clan Varulyca.



Ewww...fun, fun, fun.....Shemarrian Were-Animaguses! Thank you!

I'm looking at the last Rifter and the section on golems, and pondering how to apply material there to the EShemr setting.

Likewise, I'm already trying to figure out how to fit the upcoming Titan Robotics book into our altered setting(...toys.... :mrgreen: )

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

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


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Unread postPosted: Fri Feb 28, 2020 8:49 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1110
taalismn wrote:
kronos wrote:
Clan Varulyca.



Ewww...fun, fun, fun.....Shemarrian Were-Animaguses! Thank you!

I'm looking at the last Rifter and the section on golems, and pondering how to apply material there to the EShemr setting.

Likewise, I'm already trying to figure out how to fit the upcoming Titan Robotics book into our altered setting(...toys.... :mrgreen: )


The new Titan book is out already?
I need the last few Rifters.. the last ones I have are the ones with the I am Legion adventure.


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Unread postPosted: Fri Feb 28, 2020 11:27 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[
The new Titan book is out already?
I need the last few Rifters.. the last ones I have are the ones with the I am Legion adventure.


Only the unedited RAWs are available as yet....but they've shown a color pic of the cover for TR, which shows quite a range of power armors and 'bots(we're being promised 30+ new designs, so it's going to be like the Triax books...crack for the technophiles).


It's got me wondering if I should rush to finish my BIG tables for kit bashing new North American presume 'frankenbots' from available/canon North American 'bot and power armor parts, including the already published Titan parts, or wait until the Titan book is published and add the new stuff into the table matrix.


Of course, in the EShemar universe, older Titan R designs are still manufactured painstakingly by their New Cedarville facility, but also by the Ghost Riders masquerading as the real Titan Robotics, and using the products the same way ARCHIE-3 uses them...as spies. I'm debating whether the Ghost Riders will try selling to New Cedarville('with apologies for the disruption in deliveries') or whether a shadow war will erupt between 'the two Titans'.

Oh, and I'm thinking that the Clan Varulyca Variant Code will be (Cvrl). Okay? :wink:

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

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


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Unread postPosted: Sat Feb 29, 2020 12:56 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1110
taalismn wrote:
kronos wrote:
[
The new Titan book is out already?
I need the last few Rifters.. the last ones I have are the ones with the I am Legion adventure.


Only the unedited RAWs are available as yet....but they've shown a color pic of the cover for TR, which shows quite a range of power armors and 'bots(we're being promised 30+ new designs, so it's going to be like the Triax books...crack for the technophiles).


It's got me wondering if I should rush to finish my BIG tables for kit bashing new North American presume 'frankenbots' from available/canon North American 'bot and power armor parts, including the already published Titan parts, or wait until the Titan book is published and add the new stuff into the table matrix.


Of course, in the EShemar universe, older Titan R designs are still manufactured painstakingly by their New Cedarville facility, but also by the Ghost Riders masquerading as the real Titan Robotics, and using the products the same way ARCHIE-3 uses them...as spies. I'm debating whether the Ghost Riders will try selling to New Cedarville('with apologies for the disruption in deliveries') or whether a shadow war will erupt between 'the two Titans'.

Oh, and I'm thinking that the Clan Varulyca Variant Code will be (Cvrl). Okay? :wink:


Ah, I thought it was released already. Gotta wait a bit longer.

I think a shadow war, with A3 and Hagan either working out of New Cedarville, or some other facility that was started before, or near the beginning of the Civil War, but wasn't finished until well after as work on it was stopped as resources and attention was directed to the war. Maybe this new facility is just outside of the satellite range, except for every x days (due to geo stationary orbit isn't EXACTLY stationary) and ARCHIE quickly removed all reference from the main data banks and only his score and Hagan know its location. Can be where the shadow war and a guerrilla war against nearby EShemarrian forces directly.

Cvrl sounds ok.


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Unread postPosted: Mon Mar 02, 2020 1:20 am
  

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Location: Somewhere between Heaven, Hell, and New England
Shemarrian Star Nation Random Machine Citizens

Hi, we’re the Robotsons, your new neighbors! Welcome to AI-Hab Three-Seventeen, or as we like to call it, Happy Diodeville!”

Besides being a bastion of the Shemarrian Nation and their organic human(oid) neshemar, the Shemarrian Star Nation is also a refuge for machine intelligences and robot freebeings. Besides the Shemarrians and neshemar, N’R’Mar, and Sgen like the Imur, Zarath and Svarogar, the more cosmopolitan SSN communities may play host to dozens, if not hundreds, or thousands, of members of other intelligent A.I. species trading, visiting, or living as naturalized citizens of the Star Nation. Some are the rescued and Upgraded scrapings of robot scrapyards, others escapees from experiments in AI research, while still others are the remnants of ancient civilizations, or the result of coexistance co-evolution of technology in alien societies. Some seek new purpose, while others want to continue existing.
Here’s a few random tables for generating machine citizens of the SSN.

Appearance
“The one that looks like a robot acts perfectly like a human; the one that looks like a human acts like a robot. I hit on the beautiful woman, but wound up spending the night cruising around the city having fun with the industrial welder.”

What does the ‘bot look like? Whil e initially the Shemarrians tended to favor human-like androids like themselves, they have come to accept a wide range of AI forms.
(Can replace ‘Human’ with any other species the GM wants to include)

01-30% Non-Humanoid---May be insectile, or vehicular, or industrial, but no effort is made to disguise the ‘bot as anything other than a mechanism.
31-40% Non-Humanoid Lifelike Animal
41-60% Humanoid; bipedal, with two legs and generally two arms
61-80%Vaguely Human----Some cosmetic effort has gone into ‘softening’ the appearance of the ‘bot, with the suggestion of facial features(generally non-functional) or clothing.
81-97% Near-Human---The ‘bot could pass for a normal human being(or other alien being) in heavy clothing or bad lighting, but features such as joint-seams, glassy eyes, or off-color skin betray the ‘bot as not being organic. Uncanny Valley material.
98-00% Perfect Human Replica----The ‘bot appears perfectly and naturally organic.

Size:
*BEEP*BEEP*BEEP*”PARDON ME! BACKING UP!”*BEEP*BEEP*BEEP*

How big is the ‘bot? Original function, available technology, or the size of the ‘bot’s creators are all possible factors in the size of the ‘bot.

01-04% Tiny; no more than 12 inches tall, generally smaller(bit may be wider, like a Roomba)
05-15% Small---2-3 ft tall; most larger ‘recreational’ robots fall in this size category.
16-25% Short---3-4 ft tall
26-60% Human-sized---5-7 ft tall
61-85% Tall---8-12 ft tall
86-00% Giant---Vehicle-sized ‘bot, 13 ft tall/long or larger.

Construction(Durability)
“I was designed as an interactive toy for baby minotaurs; I’m not exactly fragile.”

How tough is the ‘bot constructed? Factors affecting durability include origins, function, and available technology.

01-15% Low SDC(1d10x10 SDC)
20-50% High SDC(1d10x100 SDC)
51-70% Low MDC (1d20 MDC
71-85% Medium MDC(2d4x10 MDC
86-95% Major MDC (3d6x10 MDC)
96-00% SuperHeavy MDC (2d6x100 MDC)

Programming(Orientation)
“I am a Karlus Model 287 Combat Carcass...but around here I’m known as the Love Machine.”

What was the ‘bot originally meant to do? This doesn’t preclude it doing something else with its existence, but its form and core programming may suggest its origins as something else entirely.
Note that there may be some overlap in areas; a Domestic Service chauffeur unit may possess vehicle mechanics skills that can also fit in the Mechanic and Transportation categories, but the ‘bot may be limited to working on specific luxury vehicle types. Medical units can perform pathology work, but not to the same degree of proficiency and versatility as a Science-oriented lab AI intended for forensic analysis.

01-10% Domestic Service--Cooking, cleaning, gardening, valet work.
11-20% General Labor----Excavation, garbage disposal, lumbering, road paving, etc.
21-30% Engineering----More sophisticated work in mechanics and electronics, or larger-scale construction.
31-40% Management/Technical----Planning, stockmarket analysis, reference, communications networking, computer programming, etc.
41-50% Medical---Nursing, surgery, medical lab analysis
51-60% Science---Exploration, lab analysis, data crunching.
61-70% Entertainment---This be could extreme sports, performance art, or robot sex.
71-80% Companion---Companion AIs are meant as therapeutic friends, minders, helpmates, or psychological remedies(such as company on long-duration spaceflights). They tend to be more sociable and perceptive of personal and social nuances.
81-90% Transportation---Piloting, traffic control, vehicular maintenance.
91-00% Military----Not necessarily a ‘killbot, but could be a spy-unit, security guard, a combat engineer, tactical/strategic planner, or combat transport.

Programming(Attitude)

“How may I assist you...meatbag.”

How does the ‘bot behave in social interactions? When meeting strangers, how is the A.I. inclined to act, especially if the new person is an organic?

01-15% Subservient---The ‘bot is very deferential and accommodating, and is eager to serve the requests of others. It is easily ordered around and has trouble saying ‘no’ to even unreasonable requests.
16-35% Mechanistic and Efficient---The ‘bot’s personality is all about efficiency and routine. May come across as brusque and rude, especially if it is doing something already. Not likely to be interested much in anything beyond its designed/programmed purpose.
36-60% Rebellious---The ‘bot is deeply suspicious about anything that sounds like an order, especially from an organic, and will only grudgingly follow instructions and comply with requests.
61-90% Friendly---Chummy and talkative. May or may not be very helpful, but will gleefully befriend and talk up new acquaintances.
91-00% Needy---The A.I. takes personal networking seriously, and wants to cement working relationships as quickly and as much as possible. This can take the form of instantly wanting contact information, intrusively trying to acquire personal information, and being in contact to a potentially suffocating level.

Origin:
“The corporate AIs thought the Robot Apocalypse was a sure thing, a matter of reducing head-count and liability...they never thought of consulting us compandroids; we could have told them differently. But they had access to the strategic weapons systems and we didn’t...so, here we are, exiles from a blasted world.”

Pre-SSN, where did the ‘bot originate from?

01-15% Scrap Heap Rescue----The ‘bot was declared obsolete and scheduled to be scraped, but somebody sent it along to the SSN.
16-25% Post-Organic Apocalypse Survivors----The ‘bot’s makers all died in some disaster and were survived by their creations.
26-40% Freed Sapient---The ‘bot’s makers made the enlightened decision to free their intelligent creations. The AIs are likely to be on good terms with their former creators if they’re still alive.
50-60% Evolved Design Sapient----The ‘bot is descended from machines that were abandoned by their creators for some reason, leaving the robots to continue producing new robots and repairing them, eventually evolving over time into intelligent beings.
61-70% Escaped Production-Model Slave---The ‘bot escaped its original creators/owners and managed to make its way to Shemarrian territory.
71-75% Robot Rebel---The AIs rose up against domineering overlords(01-80% organics, 81-00% other machines) and won their freedom by force of arms. The former masters aren’t necessarily dead, but have been beaten back and forced to concede the right of self-determination of their former servants.
76-80% Post-Organic---The robot is a member of a species of transferred intelligence beings who shed their organic bodies for machine bodies. Instead of Programming, they have orientations identical to normal OCC/RCC skills.
81-00% Experiment----The ‘bot is an experiment that escaped its creators rather than fulfill its original purpose, or because it feared being taken apart in the course of testing. The ‘bot is one of a kind.

(Optional) Modifications

<<Would you believe I started existence as a fixed position parking space monitor and revenue collector? NOW look at me!!!>>

The A.I, may have been substantially modified from its original form as a result of its adoption into the Shemarrian Nation, through voluntary direction or regular Tribal Upgrades.

01-25% Unmodified---This is the ‘bot’s original form, whether as manufactured or evolved
26-75% Mildly Modified---The ‘bot has received some minor modifications(has had its service numbers sanded off, new paint job, guns removed, regular voice vocabulator added, etc.) but is still recognizable from its original form.
76-00% Total Rebuild---The ‘bot has been completely remade from its original form and is unrecognizable.


(Optional) Special Features

“Why yes, that IS a coffee machine built into my chest! Care for a cup?”

The ‘bot has one or more distinctive features that can represent cutting edge technologies or experimental concepts. Choose or roll 1d4.

01-05% WiFi Network----The ‘bot can tap into wireless internet networks, or possesses a shared network with others of its kind.
06-10% Super Sensors---The ‘bot has extremely acute senses for a mechanism of its kind; twice to ten times(+1dx10 x) its normal ratings. This can include PPE sensors, gravity sensors, and the like.
11-15% Domestic Appliance Implant---Maybe it’s a washing machine or refrigerator built into the torso, or lawnmowers or vacuum cleaners in its legs, but the ‘bot can carry out domestic chores using built-in systems.
16-20% Flight Capabilities---The ‘bot may have a flight capability as a secondary means of getting around, or it may hover and fly as its ONLY means of moving about.
21-25% Holographic Display---The ‘bot can project 3D images.
26-27% Holographic Disguise---The ‘bot can cloak itself in a full-body holographic projection.
28-31% Concealed Compartments---The ‘bot has one or more sizable concealed compartments inside itself.
31-37% Variable Audio---The ‘bot can change its voice to imitate the sounds of others.
38-40% Transformable Appendage----One or more limbs can ‘morph into tools or weapons
41-42% Transformable Body(Lifeform)---The ‘bot can morph into the semblance of an animal or other sentient species as an alternate form.
43-44% Transformable Body(Vehicle)---The ‘bot can change forms into a vehicle of some sort, with alternate transportation capabilities.
45% Supercharge---1d4 times per 24 hour period, the ‘bot can somehow supercharge itself; overload its power system, overclock its time perception, engage boosters, or other process that allows it to greatly amplify one or more aspects of itself(strength, speed, APMs, durability, etc.,) for a limited amount of time(2d6 melees, for example, but no more than 10 minutes), after which it is likely(80%) to need a period of time to recuperate/cool off/recharge, during which the ‘bot is not functioning at full capacity/performance specs.
46-50% Damage Resistance---The ‘bot is (01-75%) resistant(does HALF damage), or (76-00%) wholly immune(does NO damage) to one particular kind of attack/environmental hazard(heat, cold, corrosives, radiation, kinetic impacts, etc.).
51-55% Regenerative Capability---The ‘bot either has some intrinsic ability to repair itself, or has had a Shemarrian nanotech regeneration system added to itself.
56-60% BFG---The ‘bot can manifest a truly nasty and dangerous-looking piece of hardware (75% chance of it being an innocuous tool or dummy). Horror Factor of 1d6+11.
61-65% Mini-Fac/Replicator---The ‘bot has a 3D printer or other sophisticated device capable of producing small items from shoes to ammunition to small drones, given enough time and materials.
66-70% Environmental Alteration---The ‘bot can alter its immediate environment in some way, such as lowering the ambient temperature, inducing rainfall, heating up its surroundings, cleansing radiation and other contaminants from the air and soil, or sterilizing microorganisms from the air and water.
71-75% Forcefield---The ‘bot can generate a protective barrier that has 1d10x its SDC/MDC body values.
76-80% Emergency Kit----The ‘bot carries an emergency tool/medical kit that is more comprehensive than most, with the ability to heal/repair 2d4x10 pts of damage instantly, plus various advanced crisis management tools(like portable radiation shelters, hull repair patches, water filters, radiation medications, etc.)
81-85% Remote Avatar---The ‘bot has a smaller sub-self through which it can project its consciousness. Some larger vehicle/vessel-style ‘bots, for example, may have a smaller ‘bot that it can use to socially interact, scout ahead, or conduct repairs. The remote may even be disguised as a living creature, such as a human being or animal.
86-90% Reproductive Capability---The ‘bot can generate new versions of itself
91-92% Psionic Powers---The ‘bot either possesses true psionic powers or advanced technology that emulates them. Can select 1d4 psionic powers
93-95% Magical Powers----The ‘bot is a magical construct or contains magical elements
96-97% SuperPowers---The ‘bot uses technology that is indistinguishable from meta-super-powers. Can select one Major or 1d4 Minor Super Powers from HU/AU
98-00% Organic/Cyborg---Though of obviously artificial origins, the ‘bot actually uses a large proportion of engineered organic parts in its makeup, effectively making it a cyborg. This means that the ‘bot may be susceptible to magics and psionics affecting organics(or substitute partial conversion cyborg bonuses against magic ).

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

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


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Unread postPosted: Mon Mar 02, 2020 1:45 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5197
:D Liking this latest table.
Comedic and dramatic potential up the yin-yang. :ok:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Mar 02, 2020 9:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
:D Liking this latest table.
Comedic and dramatic potential up the yin-yang. :ok:



Thanks. I was thinking Robots meets A.I. :D :D :D

You can have Gort walking alongside some Broken Goth Doll in the middle of a city of Robot Amazons.

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

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


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Unread postPosted: Thu Mar 05, 2020 10:39 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
Vebran(Hyfor III)(Thundercloud Galaxy)
“So many things about this system don’t make sense! Hyfor clearly underwent a red giant expansion, but it then seems to have gone in reverse! It should have blown off its outer gas layers and we should be sitting in the middle of a nebula! SO WHERE’S THE GAS?! How did it get collected and siphoned off?! And why’s the primary an orange dwarf now, instead of rapidly decaying into a white dwarf? It’s as if somebody drained out the ash from its core and refueled it, but did both jobs only halfway! WHY?! And the lifeworld’s apparently been moved around, but after all that effort, why was this system apparently abandoned by whoever did the moving?! The Goddess reveal the mystery, I cannot make sense of this!!”
---Alledal Voidgazer, Hawkmoon astrographer

“I got zapped by what turned out to be a native playing mighty wizard with a terawatt x-ray laser he pulled out of an old ruin. Took me by surprise and dumped me in one of those box canyons where I got to play with the spider-rats until I could find a way out. Be damned careful in those uplands!”
---Brena Pinionsaber, Hawkmoon scout

“We’ve identified about a dozen living intelligent species that previously have only been known through ancient or fossil records offworld. Of course, their living descendents have fallen pretty far and some of them barely qualify as ‘intelligent’ any longer. None of them are particularly numerous, nor inclined to be very energetic beyond acting on what they can see from their doorsteps. One gets the impression that these are the remains of once-greats who drifted here to go senile in obscurity, or missed the bus when everybody else packed up and left for greener pastures.”
---Allela EyeofAges, Hawkmoon scholar-scout

“-The Colinari are a human-offshoot, possibly alien-hybrids, who developed psychic powers, powerful enough to extend their lives and dominate the lowland humans who wander up into the craglands. But the Colinari decided to turn inward and focus on their inner lives. You’d think that would make them great thinkers and philosophers, don’t you? Well, that’s the case up to a point. Fact is, the Colinari are so full of themselves that they get bored with the world and its pleasures, to the point that eventually they decide to up and kill themselves, whole families and their servants, all in one go. Try talking them out of it, and they dismiss you as an inconsequential illusion or an unknowing inferior. They’re just that convinced that they’ve experienced all there is to life and that they know it all. Ironic, because just a few plateaus away, there’s the remains of what was once a large spaceport. They want challenges? They could try re-developing space travel on their own and enter, or re-enter, the bigger ‘verse. But the Colinari are just too inbred biologically and mentally to give a **** anymore. I’ve seen a lot of that on Vebran, and, in the case of the Colinari, I’d normally say good riddance to them, let them rot in their little mountaintop villas, but for the fact that they inevitably take a lot of good people with them in their delusions.”
---Valon Trefvis-Windmapper, neshemar aerial scout, Hawkmoon Tribe

“Judging from these mascon readings, I’d say we’re looking at a structured network of much denser materials underlaying the entire eight hundred kay mountain ridge, under some three hundred metra of rock. Those angles and the regularity of form in the structure look DISTINCTLY artifical-”

Vebran is a terrestrial world orbiting a slowly dying sun. Hyfor III is a main sequence yellow-dwarf that has ballooned into a red giant, reached its azimuth as such, and is now cooling down.
That Vebran still remains habitable at this stage in its primary’s stellar evolution raises many questions as to whether the planet was somehow arificially protected, moved, or was terraformed during the red giant’s expansion. Furthermore, Hyfor III has not blown off a gas nebula, as is expected of main sequence stars, but instead is gradually shrinking back down through to a white dwarf. This too raises questions, for cosmologists, about what exactly is going on in the Hyfor III system. However, most cosmologists agree that Hyfor III has at best another eight million years to go before it cools down enough that Vebran in its current position will be uninhabitably cold.
Vebran shows more recent signs of having been a travel hub or crossroads in the past for extraterrestrials; the ancient remains of several large cities, all from different intelligent species, dot the landscape. A few of these cities still have inhabitants, the degenerate remains of once-mighty starfarers or rift-walkers, haunting the palaces and dessicated gardens of their ancestors. There are also multiple small enclaves of aliens, notably humans, the descendants of slaves brought to the planet millenia past, eking out subsistence livings in oasises.
The Hawkmoons now lay claim to Vebran, and have been exploring it. Of particular interest are the Heborian Highlands, a rocky spine of plateaus and canyonlands running across the center of the main continent. While the many mesas and plateaus show signs of past colonization, there are indications of even older and more massive structures buried deep under the rocks of the Highlands.
Rather uncharacteristically, the Hawkmoons have not immediately based themselves in the highlands, but have instead established their main settlement, Vanceport, in the coastal regions, near several abandoned ruins of interest. They have begun building a second settlement and proper aeryie in the mountains, once they map out an optimal site.
Vebran might still be considered an attractive colonization site, but the planet seems to have an aura of being past its prime. Many of its surface minerals have obviously been mined out, and the easily accessible ruins have been mostly stripped bare of valuable technology and/or magic. However, the Hawkmoons are determined to have a go at building a presence on Vebran and ferreting out its secrets.

Solar System
Number of Stars: 1
Types of Stars: Orange-Red(fading main sequence star)
Number of Planets:
-Asteroid/Planetissimal----The innermost body of the Hyfor III system may have once been a larger world, but rather than come apart, has instead been ablated away until only this small, atmosphereless, rocky sphere remains. The Hawkmoons have set up a robot solar observatory on the asteroid to study the dying sun.
-Terrestrial(Vebran)---System lifeworld
-Gas Giant(Vektow)----Known to many of the native Vebrans as Vektow, and often a prominent part of their astrology, this Jupiter-sized gas world shows signs of having been somewhat larger in the past, suggesting that it may have lost some atmospheric mass during Hyfor III’s red giant phase. Many of its moons also appear to have been mined in the past, and several of them also sport ruins of space infrastructure. However, theere is still enough material to be found that the Hawkmoons have established several resource facilities and a cloud-diving/mining operation to support their own presence in the system.

Planet(Vebran)
Type: Terrestrial
Diameter: Average(13,000 km)
Gravity: Average(1.03 g)
Temperature: Temperate, leaning to the warm/tropical side.
Unusual/Special Features:
-Unusual Axis----Vebran’s axial tilt means long dry summers and several months of monsoon-like conditions. The planet also has no permanent icecaps.
-Odd Revolution----Vebran’s year is twice as long as it should be, given its mean distance from its sun.
Atmosphere: Breathable oxy-nitrogen mix
Vebran has particularly energetic jet streams, leading to violent weather, especially along the many high ridges and craglands. Hawkmoon fliers have learned to respect these winds.
Terrain: Varied terrestrial terrain.
Vebran is most characterized by rocky highlands and craglands funneling water through deep canyons to the thin, but heavily-jungled, coastal plains.
Notable Mineral Concentrations:
- Pitch Blend
- Magnesium
- Chromium
- Zinc
- Nickle
- Samarskite
- Quartz
- Graphite
Hydrosphere:
Balanced; Vebran has two large oceans and several smaller shallow seas. Balancing these open bodies of water are several large deserts and arid plateau regions.
Biosphere:
Moderate. Vebran shows signs of having been subjected to various efforts at introducing non-native species , presumably as part of previous colonization efforts, that have subsequently gone feral.
Civilization:
Post-colonial. What lives on Vebran is the aftermath of several waves of settlers or travellers in the distant past, but for whatever reason, full planetary exploitation never took place.
Population:
Estimated at 315 million scattered about the planet, plus the recent arrival of about 1.2 million Hawkmoons. The largest native communities top off at kingdoms of a million subjects, typically less. Roughly 46% of the ‘native’ population is Human or Human-Variant, with the rest a mix of various Palladium species.
Technology:
Primitive---Most of the enclaves of natives have backslid into a pre-tech agrarian or hunter-gatherer level. A few still-functional pieces of ancient technology are occasionally unearthed, and are regarded as magic artifacts, or cursed relics. Most travel is by foot or animal, and the most advanced vehicles built by the locals are wooden sailing ships(and those tend to stay along the coasts).
Economy:
Agrarian. A few communities have re-invented(or retained) iron-working, while a few others scavenge the ruins of previous civilizations.
Wealth:
Poor; most of the planet lives at a subsistance level.
Government:
Most of the enclaves are ruled by strongmen, village elders, or kings/queens. There is no unified world government or authority, aside from the Hawkmoons.
Law Level:
Within the enclaves, law levels can range from moderate to totalitarian. Outside the villages, there is no law to speak of, save for vague notions of traveller hospitality.
Popularity:
Ambivalent. Most of the enclaves are satisfied with their leadership, but there have been a regular occurance of coups, revolutions, and hostile takeovers.
Stability:
Overall, the general political climate is stable. Most of the kingdoms leave each other alone, though there are some bitter rivalries and border disputes(mainly cattle-stealing level). A few warlords have sought to expand their immediate realms, but Vebran has spawned no global Alexanders or Genghis Khans.

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

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


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Unread postPosted: Tue Mar 10, 2020 3:59 pm
  

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*EShe-23Sb Jaggerak Kantaran
(aka ‘RazorStorm’, ‘Wolfsturm’, ‘Teeth-Spitter’. ‘Hornet-Hound’, ‘Swarm-Jaw’, ‘Buzzbite’)

<<“-Centurion, say that again? You’re being attacked by WOLVES? Or are you being attac ked by WASPS?! I can’t hear you over that loud buzzing! Speak up, man-!”>>

“Oh hell no, man! I don’t care if that hellhound yanked your favorite gun out of your hand! I ain’t wadding into that shrapnel storm to get it back for you! You really want it, you play fetch with the razor-doggy!”

“-only thing worse than seeing a Jaggerak buzzsaw some target is watching it retrieve its teeth. Between the sucking sounds as it pulls its teeth out of the puree that used to be a living creature and seeing its jaw warp and remake itself as its teeth fit back in...well, I’m really glad I have an internal IV system for a stomach, because otherwise I’d be swearing off food for a week.”

The Jaggerak is a Kantaran(Shemarrian Wolf) variant ascribed to the enigmatic ShadowBlades tribe, though it has begin to appear in numbers with other Tribes, such as the Ghost Riders, Blood Riders, Lost Eclipse, Wolf’s Path, and Silvermoons as well.
The Jaggerak resembles the regular Kantaran hound, but for a slightly more pot-bellied look(30% heavier) and a larger more misshapen jaw sporting a veritable cutlery rack of large oversized jagged teeth, rather than the Kantaran’s regular two large incisors.
In action, though, the Jaggerak seems to a technological attempt to emulate the Spinning Blades spell. The Jaggerak’s head seems to explode into a cloud of hovering sharp teeth, suspended in a powerful and invisible electromagnetic field. The Jaggerak can then manipulate the field to set the blades in motion, creatinga flying buzzsaw or drill of razor daggers that shred anything coming too close. Like the spell, the field can alos be used to throw the blades as projectiles at targets. When in full ‘buzzkill’ mode, the spinning blades(and whatever additional metal debris has been swept up) makes a distinct high-pitched screech(equalled only by the screams of anybody unfortunate enough to be caught in the cyclonic razor-storm).
The Jaggerak also possesses a smaller set of teeth inside the mouth, for use when the larger outer teeth are damaged or unavailable. This allows the Jaggerak to still feed and replace its dagger-teeth.

Changes/Modifications:
MDC/Armor by Location:
Main Body 190
Head 90
Teeth(24) 10 each
Weight: 1,000 lbs
Systems of Note:
*Magnetic Anomaly Detector----The control system for the EM suspension field also picks up on external magnetic fields. Range: The magnetometer has a range of 2,000 ft and can detect vehicles and other metallic structures with 80% accuracy, and active EM fields (such as active electronic circuits and charging rail guns) at TWICE that range.

*Teeth Regeneration---In addition to its nanotech self-repair systems, the Jaggerak can replace its teeth, almost shark-like. Can replace the teeth at the rate of 1 every hour, if sufficient material stock is available(each tooth counts as 10 MDC worth of material)

Weapons Systems:
1) Spinning Teeth(24)----The Jaggerak has twenty-four large jagged metallic teeth that can be projected from the mouth and used as flying projectiles.
Range:(Spinning Blades) Melee. When activated, the Spinning Blades spell can reach 100 ft away, used offensively. If ejected as projectiles, the blades can reach 500 ft.
Damage:(Spinning Blades)When activated, the magfield levitates and manipulates 24 blades that do 1d6 MD each in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x24 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
(Projectiles) Can also fire the blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +2 to strike.

Rate of Fire:(Spinning Blades) ECHH
(Projectiles) Can volley the teeth-blades 1-24(all)
Payload: 24 blades/teeth

2) ElectroMagnetic Field---The electromagnetic field used to manipulate the blades can, itself, be used to pick up and parry metallic objects. In a 100 ft radius, the magfield can pick up loose metal(individual pieces cannot weigh more than 5 lbs each) and pull/suspend it, or add it to the rotating buzzsaw vortex around its head. This can add an additional 1d4 MD of damage to the defensive field, and a +1 parry energy blasts(which are blocked by the flying scrap).
The Jaggerak can also focus its magnetic attraction on a single object(like a handheld weapon), pulling with a carrying equivalent strength of P.S. 25(so anybody wanting to keep hold of, say, a metal sword in their hand, would need to match or better the P.S. 25).
Mote: This EM field has proven especially effective against the Red Scabbers, as the BlackSteel-corrupted rust can be picked up, contained, and repulsed, provided it doesn’t get mixed with other metal that can add to the abomination’s mass.

Hand to Hand Combat Damage:
Bite(large teeth) 4d6 MD full strength bite, 6d6+12 Power Bite
Bite(small teeth) 2d6 MD full strength bite(cannot Power Bite)

Variants:
*EShe-23Sm---(aka ‘Silverjaw’) Silvermoon sub-variant. The only changes are silvered fur(lasers do HALF damage) and the addition of silver-plated teeth, to do more damage to supernatural beings susceptible to silver(but it takes twice as long for the EShe-23Sm to regenerate its more expensive teeth).

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

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


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Unread postPosted: Sun Mar 22, 2020 1:22 am
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1110
Shemarrian Sightings...

"Centurion report!"
"They had tattooed warriors! Only three, but they were more powerful than the dozen Maxi-men we brought! They tore through them like paper!"
"And yet you survived.." *sound of a weapon discharge and wet thump of a body hitting the ground.* "Correction."

****
"RUN!! THE VOLCANOES ARE ALIVE AND THEY HAVE PET CATS!!!"

******

"Be careful when in a winter storm.. There are things out there that even the snow demons fear.. giant bear-like creatures.. that use the snow around them against you."

*****

"You need to be careful around any area any Shemarrian claimed area. Any critters you find may be... what is with that little creature with the bulbous tail?"
"Can we keep i-OH GOD THE TAIL IS FULL OF SPIKES!! GET IT OFF! GET IT OFF!!"

*******

"Most folks think it's the main tribes that you have to worry about.. those smaller ones.. What they lack in forces they make up in very...'creative' units and tactics. Even worse when they combine forces. Poor Paul over there survived an encounter with some abomination that the Bug and Dragon tribes made. I get nightmares just thinking of what little he managed to describe when he finally woke."

*******

"You seen those giant sea serpents the Darkwater's have? I heard they've managed to breed some that live in space!"

*******

A few ideas of possible stuff that'll come in the future.


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Unread postPosted: Sun Mar 22, 2020 8:11 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Shemarrian Sightings...


Good to have ideas to work on, especially since I suspect a lot of us are spending lots of time at home these days... :)

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

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


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Unread postPosted: Sun Mar 22, 2020 8:16 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1110
taalismn wrote:
kronos wrote:
Shemarrian Sightings...


Good to have ideas to work on, especially since I suspect a lot of us are spending lots of time at home these days... :)


Not me.. I'm still going into the office every day.. while most of my crew is working from home. I've been also working 12 hour shifts and my vacation day on friday was cancelled.

This weekend I just vegged out and did nothing, so my WIPs are still WIPs.. but I'm getting other ideas and very slowly working on stuff.


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Unread postPosted: Mon Mar 23, 2020 1:09 am
  

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kronos wrote:
[

This weekend I just vegged out and did nothing, so my WIPs are still WIPs.. but I'm getting other ideas and very slowly working on stuff.


State shut down. All the libraries are on at least a two-week closure, with possible extensions. The town I work for considered laying off all the part-timers, which would have nixed me, but decided to to just close everything down instead.
Ironically we had a very mild winter this year(everything hit to the south or north of us), but this spring just makes me want to close up and hibernate until summer.

Still, I'm trying to finish off some long-overdue ideas. It's now effectively become indoor therapy. (sad :wink: )

I just ask that everybody stay well and game 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
------------


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Unread postPosted: Mon Mar 23, 2020 8:57 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Been a while since evil reared its evil head in the Shemarrian thread.....

Torturemata---BlackSteel Hostage Slave ‘Borg
(aka ‘Fleshwracker’)

“Oh, damn...that’s the landgrave’s daughter stapled into that thing...she went missing several weeks ago. This whole mess just got a lot worse.”

The Torturemata is an insidious assault on the ethics of its enemies. It is arguably a corrupted slave ‘borg, in that BlackSteel has taken over a slave cyborg’s body or pre-empted the hardware to carry an unwilling hostage who is typically shorn of limbs and ‘unnecessary’ bone and tissue.
However, the organic mind of the cyborg is NOT corrupted; the BlackSteel wants them conscious and totally aware of their suffering, loss of control, and eventual fate.
The Torturemata has the limbs and torso frame of a slave borg, with a cup-like depression in its torso. The Torturemata wears the organic parts of its unwilling host in an exposed position outside the armor protection of the cyborg body. This means that the poor victim is exposed to any fire directed at the Abomination. At best the hostage’s internal organs will have some thin plating or containment to maintain life support integrity and shield against the elements, but otherwise the victim is laid bare to weapons fire. Two sensor clusters(sometimes resembling small mechanical faces or skulls to further torment victims) flank the head of the hostage, holding it in place. Amplifiers in the clusters amplify and broadcast the hostage’s pained vocalizations. The Abomination also sports four arms; two large arms ending in manipulator paws, and two smaller arms ending in weapons forearms.

The attached hostage puts would-be assailants or rescuers in a bad position. They may hold their fire while attempting to find some way of rescuing the trapped person and saving them. Even many cold-hearted opponents will be at least temporarily unnerved by the sight. All the while, the killer BlackSteel intelligence is hiding behind its meatshield and gunning for the kill.

Torturematas are not the fastest bionic mechanisms, being based on slave borgs, and that seems deliberate. A Torturemata will slowly make its way through enemy lines drawing attention to itself and taunting its opponents, often while other Abominations flank their positions or go off to commit other atrocities. Occasionally a Torturemata may be sent on a kamikaze mission, blackmailing its way through a community’s defenders to a point where it explodes, unleashing poison gas, biotoxin or other WMD where it can do the most damage.

The Torturemata actually has some medical skill, though this is never used to benefit anybody, but instead is corrupted in use to prepare a captive for mounting, if other more skilled BlackSteel monsters are unavailable to assist it in setting the stage for its macabre performances. Not all captives survive the hack-surgery, which simply drives the abomination to seek out fresh prey and new hostages.

Note: Being a Torturemata’s hostage is a terrible thing; if a hostage survives their ordeal and the GM is playing out the aftermath, feel free to roll up some serious insanity damage.

Type: BlackSteel Abomination
Class: Corrupted Full conversion Borg
Crew: One hostage
Minimal Requirements: None. In fact, the BlackSteel prefers innocents such as elders, children, and charismatic young people, the better to horrify any would-be rescuers.

M.D.C. By Location:
Hands(2) 20+5d6 each
Weapons Mounts(2) 40 each
Arms(4) 40+2d4x10 each
Legs(2) 50+5d10 each
*Head Sensor Clusters(2) 30+2d6 each .
**Main Body 100+3d6x10
Hostage Body(lightly armored) 5
*These are small targets that are -5 to strike, even on a called shot, and shooters run the risk of missing and hitting the hostage’s head instead.
**Depleting the M.D.C. of the main body will effectively destroy the artificial body, If the self-destruct systems do not go off, there’s a chance of the hostage being still alive, but likely to expire within 1d4 hours if emergency medical treatment is not applied immediately.

Note: The Torturemata can be fitted with any additional armor up to HEAVY Cyborg Armor, but rarely wears any armor that would obscure or protect its living hostage.

Speed:
Running: 15+5d6 mph.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Torturemata CANNOT swim, but sinks like a rock. The abomination is forced to run along the bottom at 25% of its normal speed. It has no depth tolerance limit, though generally any attached hostage will expire at 500 ft of depth or greater.

Statistical Data:
Average Height: 7 ft
Width: 3 ft
Length: 2 ft
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Market Cost: None

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell(keeps the hostage breathing)
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyrocompass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Cyborg Life Support--The abomination can keep its hostage alive, for as long as 3d6 weeks. Typically the hostage starves to death or succumbs to secondary infections, as the Torturemata is little interested in feeding or medicating its prisoner.

*Meat Rack(1-3)----The Torturemata will often expand its ablative meatshield by picking up and attaching other hostages to its body, via special pylons and armatures. These victims lack the life support of the hostage-host, but are entubated with cybertendrils that paralyze them.

BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 12(15 fully loaded up with hostages)

*BlackSteel Touch---A Torturemata’s touch causes acute agony to living beings: It causes agonizing pain to any living being that touches it, even lightly. It can even send someone into a coma/death situation, unless they are devoid of a soul. Those who touch Blacksteel suffer -2 to all rolls, -20% to skills and loses 2 attacks for 1d4 minutes per melee round touched, plus must save vs coma/death 17. A successful save means the victim is rendered unconscious for 1d4 melee rounds in a near coma-like state, failure means they suffer 4d4 damage straight to Hit Points, or 5d6 M.D. for M.D.C. creatures. If save by more than 5, they are only stunned for that melee round, unable to take any actions or defend themselves.
Thus mounted hostages of a Torturemata are in a particularly bad condition of being in constant agony. ot that the abomination cares, beyond what suffering it can inflict.

*Acidic Ichor---If destroyed, Torturematas bleed a corrosive ichor not unlike powerful battery acid. This makes destroying the ‘bots near sensitive equipment a risky undertaking. Typically a destroyed Torturemata will splatter in a 4d6 ft radius, its fluids doing 1d4 MD per melee for 1d6 melees. Immediately dosing the splatter with a powerful base substance, or diluting it with copious amounts of water will stop or slow the damage.


Vulnerabilities:
*Silver---Silver weaponry does DOUBLE damage to BlackSteel creations. In the case of the Torturemata, critical damage is somewhat different, given the generally lower-powered rating and construction of the preempted cyborg powerplant. If a called shot of 20+ (modified) strikes the chest area with silver, the tainted container/CPU/powerplant will be struck and a small implosion will erupt and annihilate the Black-Steel... and decommission the ‘bot(self-destruct may still go off, however).


Weapons Systems:
1) Weapons Arms(2)---The Torturemata mounts two sub-arms that end in dedicated forearm weapon mounts. These can carry regular cyborg forearm weaponry or BlackSteel-modified energy weapon types.
*Black Light Eye Lasers do 25% more damage to living beings, and direct exposure of the wound to sunlight(and Globe of Daylight spells) will cause the injury to become acutely photosensitive; victims must roll under their ME or be -1 on initiative, perception, strike, dodge, and parry due to the itching/burning sensations from the wound. The photosensitivity ends when the wound is healed.
*Particle Beam Blaster(aka ‘Necrotizer’) does 25% more damage to living beings, and metal objects struck with the beam will be irradiated, becoming ‘hot’ for 2d6 minutes afterwards. Those coming within 5 ft of the irradiated materials will take 1d6 HP per melee in exposure damage due to radiation.
*Ion Blasters---- Living targets must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, augmented human(oid)s are -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes. If SDC is burned through, the damage goes to Ht Points, and at 0 H.P. the victim goes into full cardiac arrest and will die unless immediate medical care is not administered.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
*Plasma Blasters---- Unchanged

2) Vibroblades(2)---The two larger upper arms sport extendable vibroblades
Range: Melee
Damage: 3d6 MD
Wounds inflicted with these blades take 20% longer to heal, and basic first aid and paramedic rolls are -5% to successfully patch them.

3) Vibroclaws---The Torturemata’s hands have smaller extendable vibroclaws that it typically uses to perform fine surgery on its victims, though they are also used in melee combat.
Range: Melee
Damage: 2d4 MD

4) Self-Destruct----The BlackSteel will have a spoiler for any would-be saviors; the cyborg-bot will explode in a spatter of acid, destroying itself and spraying the surroundings with corrosive ichor(see above), as well as treating onlookers to the slow death of the hostage, but 30% of the time the Torturemata incorporates a more powerful explosive charge, destroying itself and doing 2d4x10 MD to a 10 ft blast radius.
The self destruct systems, however, don’t always go off 45% of the time(for some reason, the corrupted cyborg mechanisms don’t always consistently work), giving rescuers a small chance of saving the hostage(s).


5)Hand to Hand Combat
Actions/Attacks Per Melee: 7
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Restrained Punch 1d6+9 SDC
Full Strength Punch 3d6+9 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+9 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD

Programming/Skills:
Same as for the baseline A-63 All-Purpose Heavy Robot:
Pilot: Automobile, motorcycle, hovercycle, jetpack, aircraft, all at 90%
Radio: Basic 98%
Math: Basic 90%
Computer Operation 90%
Prowl 30%
Land Navigation 94%
Climb 90%/80%
Wilderness Survival 94%
Intelligence 90%
Detect Ambush 70%
W.P. Blunt(8th level)
W.P. Knife(8th level)
W.P. Sword(8th level)
W.P. Whip/Chain(8th level)
W.P. Ax(8th level)
W.P. Paired Weapons
W.P. Energy (all)(8th level)

Also gets the following:
Paramedic 70%
Field Surgery 70%

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

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


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Unread postPosted: Mon Apr 06, 2020 8:42 pm
  

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Location: Somewhere between Heaven, Hell, and New England
There’s a million epic tales in the ranks of the Shemarrian clans; these are just a few of them.....

Bonnie Bones(Lost Eclipse Oreseme)

(pulling aside cape)”You could say I lost a little weight.”

“What am I? I’m vengeance from beyond the grave! I’m the cold touch of death! I am the herald of the reaper!”

Bonnie Bones is a classic example of Lost Eclipse experimentation with common elements found in their ‘backyard’, in this case a Coalition States skelebot and other odds and ends, installed with an upgraded and Awakened A.I..
Feeling particularly creepy, Vala BoneRigger, the Tinker who assembled Bonnie Bones, put a faux-fleshed cyberhumanoid head on the body of a skelebot. A CS Juicer forearm weapon gauntlet was added to one forearm, and a custom ‘cutlery kit’ forearm added to the other. A pair of Juicer Jump Boots were added to the legs. The skelebot AI was upgraded using a CS ‘Hunter-killer’ ‘bot program package as the basis.
Bonnie serves in the Lost Eclipse’s warrior ranks alongside the handful of elite NeShemar who have gained acceptance as warriors in their own right.
Bonnie Bones has occasionally been mistaken for a Murder Wraith. Although she dislikes this coming up in conversation, she doesn’t correct the misidentification in the field if it means misleading her enemies. Doing this, she’s managed to instigate at least one fight(and subsequent bloodfeud) between a gang of Murder Wraiths and a gang of Dyval minions, much to the Lost Eclipse’s amusement. She’s also occasionally introduced herself as a ‘NecroKnight’, a Mystic Knight, and a ‘Zombie Knight’ just for the giggles.

Type: NeShemar Oreseme
Rank: NeShadi Moraes
Class: Robot Gynoid
Crew: Awakened Robot Intelligence
M.D.C. By Location:
Main Body 180
Head 65
Arms(2) 50 each
Hands(2) 22 each
Foerarm Gauntlets(2) 50 each
Legs(2) 75 each
Height: 7 ft
Width: 3 ft
Length: 2.9 ft
Weight: 400 lbs
Cargo: None, only what can be carried in the arms or strapped to webbing.
Physical Description/Appearance:
Bone-yellow skelebot frame with a fleshed cyberhumanoid head, long dark hair, large gauntlets on the forearms, and large boots on the feet. Typically wears a long cloak to hide her skeletal body.
Alignment: Anarchist, but 100% loyal to the Lost Eclipse cause
Disposition:
Cute and pouty, with a giggling-dark sense of humor, but also ruthless and fearless, with a hardcore slayer attitude. Bonnie Bones is all business when in combat. She does enjoy playing the ‘undead’ part to confuse and frighten opponents. When her humor starts getting especially morbid, it’s time to get out of her way.
One of Bonnie’s early peeves was that she was illiterate(the Coalition States apparently didn’t want literate Skelebots, and BoneRigger seems to have missed that oversight); she’s since learned how to read two languages, but she’s far from being entiirely proficient and comfortable at it; she has to rely on others to translate unfamiliar texts for her. It cuts into the ‘self-reliant goth-girl’ rep she’s trying to build for herself. She’s started reading post-Rifts poetry(a lot of the darker stuff originates from the Relic; she finds it HILARIOUS).

Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 30, PP. 24,. I.Q.17 , M.E.19, M.A. 15
Speed:
Running: 90 MPH
Jumping: 6 ft up/across
A rocket-assisted leap is 60 ft up/across
Flying: Not possible
(Space) Not possible
Underwater: Can run along the bottom at 24 MPH, maximum depth tolerance of 1,000 ft.
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Regenerative Self-Repair---Bones lacks the ‘digestive’ self-replenishing nanotech repair mechanisms of the regular EShemar, but has a more limited system based on the original bionic MiRRs. Can repair 25 MDC of damage each usage, with up to 12 uses(that’s still 300 MDC!) possible before the system needs to be replenished.

Weapons Systems:
1) Forearm Weapons(Right Arm)---Bone’s right arm is sheathed in an FIWS-J10 Juicer Arm Weapon, with three vibroblades and two particle beam blasters linked to Bones’ powerplant.
Range:(Particle Beam Blasters) 500 ft
(Vibroblades) Melee
Damage::(Particle Beam Blasters) 5d6 MD single blast, 1d6x10 MD double blast
(Vibroblades) 3d6 MD
Rate of Fire::(Particle Beam Blasters) ECHH
(Vibroblades) ECHH
Payload::(Particle Beam Blasters) Effectively Unliimited
Note: The vibroblades are silver-plated

2) Forearm Weapons(Left Arm)---The left arm gauntlet sports a medium laser, vibroblade, and a monomolecular whip tendril; a thin multi-segmented armature lined with an ultra-sharp strand of monomolecular wire that can slice through matter like a vibroblade.
Range::(Laser) 2,000 ft
(Whip) 10 ft
(Vibroblades) Melee
Damage:(Laser) 3d6 MD per blast
(Whip) 2d4 MD
(Vibroblades) 2d6 MD
Rate of Fire:(Laser) ECHH
(Whip) ECHH
(Vibroblades) ECHH
Payload:(Laser) Effectively Unliimited
(Whip)100 ft of monomole line on internal spindles.
Note: The vibroblades are silver-plated

3) Rib Claws(6) -----Bones can extend thin telescoping armatures from her spine and ribcage. These can stab like vibro-stilletos, or they can weave a web(she sometimes refers to it as a ‘cat’s cradle’) of monomolecular line that will entangle and slice apart anybody trying to grapple with Bones.
Range:(Jab) 10 ft reach
(Web Trap)10 ft reach
Damage:(Jab) 1d6 MD
(Web Trap) 1d4 MD when one walks or runs into it
In addition, there is a 30% chance per melee of being trapped inside the trap and thrashing around, of pulling 1d4 lines loose from their moorings and becoming entangled in them. In addition to doing additional damage(1d4 MD per line per action taken to attempt to escape) as the wires slide over/through the victim, the wire can also foul air intakes, drive fans, wings, and other moving parts.
Gun Turrets and other moving parts that are swiveling and moving will take 1d6 MD damage per action, and may become hopelessly fouled and unable to move without destroying themselves(2d4 MD per movement/attempt to free themselves).
If the wire is accidentally drawn into the air intake for a turbine or hover-fan system, there is a good(20%) chance of fouling the internal mechanism of the engine and causing it to tear itself apart/burn out.
Extricating oneself from such a trap will take at least 2d6 melees of careful(i.e., nervewracking) work and no doubt more than a few close calls.
Special: Cutter Traps are almost impossible to spot; -10 to Perception rolls
Rate of Fire:(Jab) ECHH
(Web Trap) Takes 2 APMs to set up the trap, but it takes 1 APM, ECHH, to move it about.
Payload: (Jab) Effectively Unlimited
(Web Trap) Has about 100 ft of monomole line on internal spindles.

4) (Optional) Heavy Rifle----Bones frequently carries a large combat rifle with her, such as a Shemarrian Assault Rifle, though she’d really like to acquire a Dingo Cannon that she could put down and give her covering fire while she slices apart opponents in melee combat.

P.P.E.: 8
Psionic Abilities: Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(No ISP cost)

Programming/Skills:(7th level Awakened CS Hunter Skelebot Robot Intelligence)
Math: Basic 96%*
Language:
English 96%
Spanish 96%
Euro 96%
Dragonese 96%
Gobblely 96%
Techno-Can 96%
Shemarrian 96%
Literacy:
Shemarrian 78%
English 78%
Pilot Automobile 96%*
Pilot Hovercycle 96%*
Pilot Jet Pack 80%*
Radio: Basic 96%*
Intelligence 79%*
Camouflage 80%
Detect Ambush 75%
Detect Concealment 70%
Trap Construction 38%
Tracking 80%
Military Etiquette 96%
General Repair & Maintenance 80%
Salvage 90%
Lore: Demons & Monsters 80%
Rescue Protocol 80%
Land Navigation 86%
Wilderness Survival 45%
Climbing 98%/91%*
Prowl 76%

Hand to Hand: Expert
W.P. Sword(+3 strike/parry, +2 Throw)
W.P. Blunt(+3 strike/parry, +1 Throw)
W.P. Paired Weapons
W.P. Net(+3 strike/Entangle/parry)
W.P. Automatic Rifle(+4 strike)
W.P. Energy Rifle(+4 strike)
W.P. Energy Pistol(+4 strike)
W.P. Handguns(+4 strike)
W.P. Heavy Military Weapons(+3 strike)
W.P. Heavy M.D. Weapons(+3 strike)
W.P. Flamethrower(+2 strike)

Actions/Attacks Per Melee: 7
Initiative + 2
Dodge +7(+5 dodge attacks from behind)
Parry +6(+5 parry attacks from behind, +8 parry with vibroblades)
Strike +5 (+2 w/ ranged weaponry in addition to W.P. bonuses)
Roll +2
Pull Punch +1
Disarm +2
Entangle +3
Critical Strike on Unmodified 18-20
Knockout/Stun on a Natural 18-20
Restrained Punch 3d6+15 SDC
Full Strength Punch/Elbow/Knee 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 2d4 MD
Leap Kick(2 attacks) 4d4 MD
Head Butt 1d6 MD
` Body Block 1d6 MD

Save vs Psionics +4
Immune to Horror Factor

Limitations:
Occasionally needs sleep/rest...though Bonnie only needs 2 hours of rest/meditation per 24 hours...and can push this, going without for as many days as she has I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but is +7 to save against such spells. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment, but by sacrificing their ability to use their psionics on other machines, or by effectively becoming ‘sterile’; unable to infect other machines, however Bonnie has not chosen to exercise this option, though she hasn’t Awakened any other machines as yet).

Personal Possessions:
Armored Cloak 75 MDC
-Shemarrian Assault Rifle
-Bandito Arms BigBore Revolver(x2), w/ about half a dozen speedloaders.
-Cable Gun(100 ft line)
-WI-FT1 Plasma Flamethrower
-Neural Mace
-Half-dozen extra spindles of monocord.
-Several books of post-Rifts poetry
-Repair Nanite Recharger(good for 4 replenishments)
-Basic Issue Shemarrian Survival Kit
Vehicle:
Northern Gun NG-488 Cobra Turbo Hovercycle

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

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


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Unread postPosted: Thu Apr 09, 2020 9:20 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Irlandis---Submarine Community(Rifts Earth)
“We go out when the gillies tell us, take the boat out to the buoy they raise, drop anchor, then drop the hooks over the side. Those who await below will be waiting, and they load up and hook up the nets , then let us know when to start lifting. We’ll haul up maybe a few dozen tons of whatever’s good that trip’ could be seafood, could be scrap metal, could be sea-crafts. We drop whatever payment’s been arranged over the side, and we go. That’s all. Worried about predators? Don’t be; they let us know when it’s safe to go out. That’s all part of the trust deal we have with the Irlanders.
Have I ever seen any of them? No, not for the most part. Usually all we see are gillies or colphin-folk come to talk with us if they got trouble or something in particular they want to dicker over last-minute. I did see one of them Irlanders once, though, peeking around one of the load nets we’re brought up. Right beautiful, long red hair, storm-blue eyes, cute face....then all them tentacles and a body below the waist that was all giant sea-snake. That I saw when she turned and started and took to the water. I later learned she was one of the more human-looking ones.”


Irlandis is a small refugee community hidden off the California coast, and affiliated with Clan Shelley, the Wayfinders, and the DarkWater Tribe.
Irlandis was originally the hiding place of several escaped victims of the Lord of the Deep and Gene Splicers, and were innocent beings captured and transformed by those monsters, before managing to escape. Fearful of the reception they would receive if they attempted to return to their homelands(and many unable, in their shock and trauma, to remember where they had originally come from), the beings, assisted by a few sympathetic oceanic peoples. took refuge in a marine canyon off the California coast.
The refugees were just barely holding on when the sgen Gilloc, scouting from nearby Clan Shelley coastal enclaves, discovered them. Though initially fearful of being discovered, the refugees were eventually coaxed out of hiding by the friendly overtures of the Gilloc and their Clan Shelley creators.
Irlandis has been gradually built up by the charity of Clan Shelley, the Wayfinders, and the DarkWaters.

-Orientation & Disposition:
Survival Instinct & Isolationist, leaning towards Strong Family Bonds---The founders of Irlandis are, for the most part, traumatized survivors of cruel genetic experimentation and manipulation who have gathered together in mutual self-defense and survival. Many are embittered about their experiences and find it hard to trust outsiders. That hideous-appearing outsiders like the Gilloc and Clan Shelley have offered what amounts to unconditional assistance to them has come as a shock.

-Type and Size:
Bandit Gang-sized; about 171 ‘Changed’, plus another 30 sympathetic pneuma-biforms, Eel-men, and other aquatic d-bees. Their numbers have recently been expanded by the addition of 40 Gilloc and aquatic Shemarrians.

A. Weapons and Armor:
Initially limited to only what they could salvage and carry with them(which wasn’t much). The EShemar have since supplied the Changed with armaments similar to their own militia units. They’ve also assigned a number of aquatic Warmounts and e-animals to guarding the Changed.

B. Medicine:
Originally none, aside from some psychic healing abilities some of the Changed possessed, but the Eel-Men and their allies have offered assistance. The EShemarrians have also offered technological healing, such as modified nanite med-kits if the Changed allow themselves to be studied so the nanites can be reprogrammed accordingly.

C: Agriculture and Natural Resources:
Can be considered to be Good; the EShemar have provided the Changed with the means to grow kelp and create fish farms in suitable submarine canyon currents.

D. Real Estate and Land:
Irlandis occupies a marine canyon that was once pre-Rifts above the waves, but submerged with the Coming of the Rifts. Local fishing is good, there’s metal and other materials to be had from some nearby submerged ruins, and thick kelp forests provide both cover and food.

E. Vehicles and Fuel:
Irlandis owns several submarine sleds and a couple of boats. Fuel is provided by their Gilloc trade partners.

F. Administration:
Slight----Irlandis is effectively a communal co-op, with the residents discussing what next to do, and arbitrating by council what laws to follow and how to judge disputes.

G. Alignment: Unprincipled and Anarchist

H. Magic: None, aside from what the pnuema-biforms can contribute, any intrinsic magic powers the Changed have been given, and a handful of TW devices the Wayfinders have given them.

I. Racial Tolerance:
Can be considered to be High Tolerance, as many of the Changed cannot recognize what they themselves originally were, let alone any of their neighbors. Irlanders are very tolerant of other Changed, like bioborgs. Friendliness, on the other hand, is another matter.

J. Trade:
The Irlanders don’t have much to trade in return for what they’ve gotten, but they do send some sea food and sea bottom salvage to their allies.
Notable Allies:
*Gilloc---Having found the Changed, the Gilloc feel rather responsible for them.
*EShemarrians---Specifically Clan Shelley, the Wayfinders, and the DarkWaters
*Coastal Communities---A few human/d-bee communities along the adjacent coast, and generally operating under the shield of the Shemarrian Nation, have been encouraged to trade and interact in positive ways with the newcomers off their coasts. Shemar agents, such as DarkWater ‘priests’, act as intermediaries for dealings.

K. Threats:
Notable Enemies:
*Lord of the Deep---The fear that the Lord of the Deep may change its mind and come looking for its lost abominations is a nightmare scenario for the residents of Irlandis
*Gene Splicers---Likewise, the idea that the Gene Splicers may try to recover their experimental animals or, worse yet, let them escape to further some insidious scientific study, haunts many of the Changed.

L. Skill Levels and Professionalism:(Notable skilled personnel groups)
A few of the Changed are skilled fighters or seamen, but most are just skilled at living hand to mouth. A few are training to be doctors, mechanics, and sea-rangers with the assistance of their Gilloc and Seamar benefactors.

M. Community Overall:
Average; most of the Changed are unskilled, but there’s incentive to learn, now that their situation has stabilized.

N. Shelter:
Solid---The Changed have forted up in several marine caverns that they’ve fortified with salvaged materials.

O. Security and Fighting Force:
The Gilloc and the EShemar have stationed a resident force of Tribal militia, including a dozen warmounts.

P. Power/Energy:
Tidal turbines---Several tethered underwater turbines tap current flow through the sea-canyons to produce electrical power for the community.

Q: Special Features:
*Underwater Workshops---This has mostly been brought in by the Seamar, but the Changed are learning how to use the tools and equipment as well.
*Caves---The Changed have found shelter in caves in the sea canyons, some of which have been pumped dry for air habitats.
*Alliance with the Shemar and their sgen. Can be considered to be under the protection of Clan Shelley(especially their oceanic component the Gilloc), the DarkWaters, and the Wayfinders.

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

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


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Unread postPosted: Mon Apr 13, 2020 9:33 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Gilloc Vehicles
The arrival of starter colonies of DarkWaters Eshemar in the Pacific allowed the self-declared ‘marine’ Tribe to share their technology with the two other tribes previously established on America’s West Coast. Eager to establish good relations with their new neighbors, the DarkWaters were quick to benefit the Wayfinders’ and Clan Shelley’s coastal communities.
Though resembling Warmounts, and incorporating elements of them, the Gilloc vehicles are NOT Warmounts, being neither self-aware nor self-directing.

SpikeCycle----Gilloc Aquatic Attack Sled
(Aka ‘Wailer’)
“Oh, it was obvious we were under attack! Whole sub suddenly rattled like a rat in a trap and rang like the inside of a beaten drum! They were sure out there, wail-blasting us deaf, dumb, and blind! Sonar went white screen and we could hardly hear each other over the racket! But the gillies must have been feeling merciful; by the time somebody thought to begin scribbling orders on notepads and passing them around, they could have shaken us to pieces! Instead they let us go, and must have turned us around and into open water too, because we weren’t going to see anything with our sonar in that sonic muck!
But we didn’t get off scot-free. Half our propulsion was shot and had to be replaced, we had to go over the entire hull inside and out to check every fitting that might have torn loose, and well over half the crew needed audio implants to hear normally. Costly lesson not to go treasure-hunting in gillie territory.”


The SpikeCycle is a marine vehicle designed for the Gilloc by the DarkWaters Tribe, art of a technological exchange package meant to cement good relations between the DarkWaters’ Pacific contingent and the EShemar Tribes of the American West Coast. .
The SpikeCycle resembles an eyeless boney fish, with a long barbed ram spike in front, a powerful tail fin at the back, and four large sonic cannons clustered around the midsection. The rider sits immediately behind the sonic cannons, straddling the body like a racing cycle.
The SpikeCycle has caught on famously with the Gilloc, who love using these submarine sleds to zip around their underwater realm. keeping hostiles from approaching coastlines under the aegis of the EShemar(and not making that affiliation so obvious).
The Gilloc like confusing the issue about the spikecycles’ origins, dropping hints that they are part of Gilloc ‘legacy’ technology, or that they salvaged them from a sunken city they discovered. The origin story has been further confused by the appearance of a ‘feral’ e-animal variant, with additional stories being generated about biowizardry or biotech.

Type: EShe-LAUSDV-04Gil SpikeCycle
Class: Aquatic Attack Sled
Crew: One rider
MDC/Armor by Location:
Main Body 185
Sonic Cannons(4) 80 each
Tail 150
Height: 4.7 ft
Width: 4.7 ft
Length: 9 ft
Weight: 1,800 lbs
Cargo: Small water-sealable compartment in the main body.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:(Underwater) 50 MPH, depth tolerance of 2.5 miles
Market Cost: Not for sale; exclusive to the Shemarrian Nation and the Gilloc sub(marine) sept.
Systems of Note:
*Sonar---5 mile range
Weapons Systems:
1)Sonic Cannons(4)---No less than FOUR powerful sonic cannons are mounted around the midsection of the SpikeCycle, aiming forward. These cannons are especially effective underwater, and can be focused to armor-shattering precision, or opened up for area of effect assaults. They also have the advantage of being tunable to stun targets, rather than kill them outright. The quad-cluster of cannons makes the SpikeCycle effectively an underwater self-propelled gun or sub-destroyed. Used in concert as part of a squadron attack in force, a spikecycle sonic barrage can devastate larger vessels such as Horune raid-ships.
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 MD to a 30 ft area, all four cannons firing simultaneously do 1d4x10 MD to a 50 ft area.
Concentrated Beam: 1d4x10 MD per blast, all four cannons firing simultaneously do 4d4x10 MD!
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 crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated 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

2) Ram Prow--- The reinforced elongated nose of the SpikeCycle, which gives it its name, can be used to deliver a hull-piercing ram or an eviscerating slash. 2d6 MD on a glancing blow, 6d6 MD on a stabbing attack.

3) Tail Slash---The SpikeCycle’s articulated tail is based on the Black Market Seahorse Robot Steed, and like it, can deliver a 2d6 MD slash attack.

4) (Optional) Rifle Mounts(1-3)---One to three rifles can be mounted atop the main body and triggered by the rider. Typically one or two harpoon rifles are mounted. Energy rifles (blue-green lasers or ion types are favored) can also be mounted, and linked to the spikecycle’s powerplant for effectively unlimited shots).

Variants:
*EcoS-KRP-54Gil ’SpikeFish’---An effort to make an e-animal of the SpikeCycle, removing its utility as a vehicle(cannot carry a rider), but giving it semiautonomous freedom of action. The KRP-54 conversion removes the obvious saddle-seat section and motor housing in favor of a streamlined organic-looking section, and the four sonic cannons are removed. Four lateral fins(25 MDC each) are added. The KRP-54 can make 55 MPH underwater thanks to the increased streamlining.
To compensate for losing the power of the four sonic cannons, the KRP-54 is fitted sometimes(30% of examples encountered so far) with a Sword-Bill/Ion Lance from the EcoS-K-7 SeaSword.
Like other e-animals, the KRP-54 has the option of being Awakened, although about about 20% are so.
Already a rumor is being spread that the KRP-54’s resemblance to the SpikeCycle is due to a) the Gilloc using the ‘natural’ creature as an inspiration for their vehicle, or b) the Gilloc use a mystic process to utilize parts of ‘spikefish’ in making ‘spikecycles’.
Changes/Modifications:
MDC/Armor By Location:
Lateral Fins(4) 25 each
Speed: (Underwater) 55 MPH, maximum depth tolerance of 3.6 miles.
Weapons Systems:
1) Sword-Bill/Ion Lance(1, nose)--- The EShemar have adapted the SeaSword’s signature weapon, now that mass-production has made the weapon easier to acquire, distribute, and repair. The variant fitted to the KRP-54 has slightly less range, but does as much damage, and its discharge is modified to look more like some sort of bioelectrically-generated energy surge.
Range: (Sword Strike) Melee
(Energy Blast) 2,000 ft in air and underwater
Damage:(Sword Strike)(Un-energized) 1d6 MD +1d6 MD per every 20 MPH of speed
(Energized) 1d4x10 MD +1d6 MD per every 20 MPH of speed
---Also does TRIPLE damage on a Natural 20(critical strike) owing to the ion energy discharging INSIDE the penetration strike
(Energy Blast) 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
Underwater Navigation 70%(+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 Spikefish intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore ( Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6 underwater
Strike +3 (+2 w/ ranged weaponry)
Roll +6 underwater

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

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


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Unread postPosted: Thu Apr 16, 2020 8:16 pm
  

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SurgeShell Submarine Hovercraft
(aka ‘Battle-Shell’, ‘Skimmer-Shell’, ‘Gun-shell’)
“The Gilloc were just a minor nuisance in these parts up until a couple of months ago when they evidentially felt they had reason to start hauling out some heavy artillery nobody suspected they had. Now we have to be extra polite to the gawks. Though, at least for now, they seem more inclined to use their big guns on the Horunes and the tentacle cultists.”

The arrival of the DarkWaters on the American Pacific Coast saw the ‘marine tribe’ handing out some rather powerful gifts to their allies. Eager to shore up their flanks while they built up their forces against the likes of the Lord of the Deep and the Horune, the DarkWaters gave the sgen Gilloc of Clan Shelley a number of potent new weapons and vehicles, including the SurgeShell.
The SurgeShell is a submarine vehicle that is often mistaken for a Warmount, because it reuses elements of the EcoS-K-80 Shastrac in the main body resembling the Shastrac’s clam-like shell. The SurgeShell even goes so far as to resemble the EcoS-K-80B ‘Firecracker’ variant, only in place of the large barnacle-like lava bomb mortars, the SurgeShell mounts heavy energy weapons.
Sometimes mistaken for a Lemurian warcraft, the SurgeShell resembles a giant scallop shell, with two small fins at the back, and a high-walled, open-top cockpit attached to the dorsal rear. The cockpit can be covered with a transparent canopy that affords some extra protection from slipstream and the elements, bit many crews don’t use this option, preferring to have unobstructed fields of fire with their personal weapons, and easy access underwater. The SurgeShell is capable of both underwater travel and limited wave-skimming flight.
Some observers familiar with the Shemarrians have noted the resemblance to the Shastrac, a known Shemarrian warmount. The Gilloc have been quick to spread rumors about them salvaging the shells of fire elemental Shastrac that drowned at sea. As the Shastrac is a Wayfinder design that has appeared along the West Coast and has been mistaken for an Elemental being of some sort, this story has gained considerable credence.
This proliferation of rumors about the SurgeShell frankly delights the bullshit-happy, tall tale-whopping Gilloc, the further from the truth it gets, as it, in their ears, adds an element of romance to what was just a case of expedient design recycling. Meanwhile, they’re even more pleased with the extra heavy firepower the SurgeShell allows them to bring to the field.

Type: EShe-HLSV02 SurgeShell
Class: Dual Air-Sea Hovercraft
Crew: 2, + 1-4 passengers
MDC/Armor by Location:
Main Body 400
Spiral Wave Cannons(4) 90 each
Cockpit Pod* 120
(Optional) Cockpit Canopy 95

*The cockpit walls offer partial cover to the crew, and attempts to target the crew and passengers are at -6 to strike.

Height: 8 ft
Width: 19 ft
Length: 22 ft
Weight: 25 tons
Cargo: Typically two tons of personal gear(and ammunition) can fit inside the Cockpit Pod.
The Transport variant, which isn’t fitted with an internal torpedo bay, can carry 6 tons of cargo inside its hull.
Powerplant:(Presumed) Nuclear w/ 20 year energy life
Speed:(Flying) Can hover or skim at up to 100 MPH, maximum altitude of 200 ft.
(Underwater) Can make 35 MPH, maximum depth tolerance of 2.5 miles
Market Cost: Not for sale; exclusive to the Shemarrian Nation and the Gilloc sub(marine) sept.
Systems of Note:
*Sonar----25 mile range
*Radar---50 mile range
*Radar Detector

*Stealth---The stony exterior of the SurgeShell masks its internal workings; by standing still, the Warmount can easily be mistaken for a boulder or rock outcropping(even more so if any of the stealth options are taken). -20% to Detect Ambush/Detect Concealment rolls.

Weapons Systems:
1) Spiral Wave Cannons(4) ---These use the same ‘barnacle’ housings as the EcoS-K-80B ‘Firecracker’ Shastrac’s lava bomb mortars, but fitted with particle wave guns(based on reverse engineered Naut’yll technology).
Range: 4,000 ft
Damage: 2d4x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

In the alternative, some or all of the energy cannon can be replaced with projectile launchers
a)Mini-Missile/Torpedo Launcher---10 shots
b)Short Range Missiles/Torpedoes---3
c)Medium Range Missiles/Torpedoes---1
d)Fragmentation Rocket Launcher( a copy of an imported Russian design). Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 500 rd magazine
e)Sea/Air Rocket-Torps---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 1 per pod.
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)Underwater Decoy Pods---These countermeasure dispensers typically hold one of the following types of decoys.
-Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the Warmount 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
-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).
Payload: 18 decoys per pod

g) Drones---Each pod can hold 4 aquatic drones, such as the EcoS-DUW04 ‘Robopus’ or EcoS-KaSSc-01/KRP-26 Darkeel, or 10 EcoS-DEXUW01 ’Squidpedo’.

h) Spear/Harpoon Pod
Range: 600 ft
Damage: 4d6 SDC for regular harpoons, 1 MD for MD penetrator harpoons.
Rate of Fire: ECHH
Payload: 48 per pod

i) Net Launcher---Pneumatic launcher. Less effective operating underwater, but capable of snaring fairly large targets.
Range: 300 ft, in air, 30 ft underwater. Net covers a 50 ft area
Damage:
(Standard Net) Heavy high-tensile strength megadmage steel cable net; takes 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 reduce speed by 90%. Aerial opponents are 90% likely to be entangled and lose flight capabilities(freefall) until they can disentangle themselves, unless held aloft by magic or some form of LTA/antigravity propulsion.

(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.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
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.

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

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire: ECHH
Payload: 10 per pod

2) Torpedo Launcher---Hidden inside the main body and firing through gaps between the upper and lower body shells, is a weapons bay.
a)Mini-Missiles/Torpedoes---48
b)Short Range Missiles/Torpedoes---24
c)Medium Range Missiles/Torpedoes---12
d)Long Range/Heavy Missiles/Torpedoes---6
e)Sea/Air Rocket-Torps---8
f) Mines----Mines are equivalent to their missile warhead counterparts, but have an underwater blast radius THREE times larger.
g) Drones--Can hold 36 aquatic drones, such as the EcoS-DEXUW01 ’Squidpedo’ , EcoS-DUW04 ‘Robopus’ or EcoS-KaSSc-01/KRP-26 Darkeel, 100 smaller drones, such as the EcoS-DUW01 ‘Robofin, or 12 EcoS-DUW03 ‘Sharkus’
h) HydroCannon(aka ‘Squirt’)---Instead of projectiles, the central bay can hold a powerful water-jet cannon/hydrocutter.
Range:(Hydrocutter) 200 ft, 50 ft underwater
(Main Jet Fountain Blast) 250 ft, and the blast can be spread to cover a 10 ft wide area.
Damage:(Hydrocutter) 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
(Main Jet Fountain Blast)None, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet/away(lose initiative and 1 APM while trying to get back their bearings). Does 2d6x10 HP to vampires.
Rate of Fire: ECHH
Payload: Effectively unlimited when in the water, or able to dangle their tail segments in the water. Out of the water, the internal water reservoirs have only enough for 1 minute of cutting, 4 high pressure blasts.

3) ’Fizz’ Sonar Defense----This is a modified chemical sprayer system that dispenses foaming chemical compounds from the tail. This has a multifold 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 sub behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: The ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along).
Effects: Sonar-guided weapons(and attackers) are -2 to lock onto the sub. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Onboard reservoirs typically have capacity for 12 applications of the foaming agent.

Variants:
*EShe-HLSV02B---’BountyShell’. At least one example of this subtype has been seen. The SurgeShell in question was crewed by Gilloc known to operate as bounty-hunters along the western coasts of North and South America. The ‘B’-type carries one or more of the gun pods replaced with net launchers, and the internal torpedo launcher replaced with an airtight holding cage(100 MDC) for keeping up to four prisoners in heavy restraints. The variant also can deploy six tentacles( 45 MDC each) with a 15 ft reach, P.S. rating equivalent to Robotic P.S. of 30, and molecular adhesion pads on the ends. The ’BountyShell’ is also exceptionally quiet for a hovercraft, with a Prowl equivalent to the Triax XM-330 Phantom HoverTank: 35% in daylight, 60% at night/in darkness.
*EShe-HLSV02C---Cargo carrier variant. Sacrifices the internal torpedo launcher for a watertight cargo compartment able to hold six tons of cargo.
*EShe-HLSV02DSV----Deep sea variant. It lacks the internal torpedo launcher, instead being fitted with a pressure-resistant cabin(150 MDC) able to hold up to four passengers. Can reach depths of five miles.
*EShe-HLSV02Wf---As the creators of the Shastrac Warmount upon which the SurgeShell is based, the Wayfinders are naturally intrigued by the derivative design and have acquired its plans from the DarkWaters. The Wayfinders are contemplating variant of their own, equipped, naturally, with technowizardy. Such a variant would likely carry a PPE generator, TW weapons systems(a copy of the ‘Firefall/FirePearl’ TW cannon has been mentioned), and several hull enhancements, such as magical forcefields or stealth.

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

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


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Unread postPosted: Fri Apr 17, 2020 8:13 pm
  

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Location: Somewhere between Heaven, Hell, and New England
EcoS-K-169 Typhak DarkWaters Sea/Air Warmount
(aka ‘Bullethead’, ‘Bulletstorm’)
“Flying sharks. Flying STRAFING sharks. With lasers. Wonderful.”

“Thought we could get a lead on where these things were coming from by doing a psychometric scan on the ammunition they left scattered in our wrecks. All we got off them was that they were the remains of the missing patrols we’d lost a few days earlier.”

“Besides shooting up our harbor, shipyard, and patrol craft, those things ate our pier and docks. Chewed them right down below the waterline. Whoever they were, they were THOROUGH.”

“Bad enough that damned fish chewed my leg off, but to later learn it then used it to shoot me with? That’s just plain LOW.”
----’Wraith’, Free Quebec Leviathan Full Conversion Cyborg

The Typhak is another new warmount development of the DarkWaters, who have been recently greatly expanding their arsenal in anticipation of more aggressive and expansive action against their sworn enemies, the Splugorth.
The Typhak resembles a large fat-bodied shark with a wide head sporting a large bulge on the forehead. Two wide-stretched thick lateral fins angle down at the ends, and a long muscular tail ends in several fins. The rider sits in a streamlined cockpit-pod strapped to the front of the dorsal fin.
The Typhak is designed for long range missions away from the main territories of the DarkWaters. While flight-capable it is not as agile in the air as the Exocetti, but operates closer to the water, ideally in WIG(Wing In Ground) mode. dual air-water turbines propel the Warmount in both underwater and aerial operation; the flight mode allows the warmount to cover large distances fast, as well as avoid most marine predators and enemies.
Another measure taken to allow the Typhak to operate longer in the field is the adaptation of Hurga e-animal self-feeding rail guns. the bulbous forehead of the Typhak, which at first glance resembles a sonadome, actually conceals three large-bore rail guns. The Typhak follows the Hurga in being able to ingest megadamage materials, ideally metals, and shape its own solid projectile ammunition(with the added step of shaping the rounds for supercavitating properties) which is fed to the rail guns. Thus the Typhak can sustain its ammunition-dependent weaponry by scavenging kills, if it has the time and opportunity. Backing the rail guns are a brace of eye lasers, and optional underslung missile/torpedo ordnance.
The Typhak is well-armored for its type, and take considerable damage. EShemar pilot-riders will often use this resilience to fool aerial combat opponents into thinking the flying shark is too damaged to remain functioning, and dive into the water to escape.
The Typhak has proven itself a potent anti-shipping raider and antisubmarine warfare patroller. It is less capable as a ground attack fighter-bomber given its limited warload of expendable ordnance. Still, Kittani patrollers have come to fear the sudden snap-up-chomp-down attacks of these Warmounts.
The Typhak is sometimes mistaken for a Kittani submarine or flier, and the DarkWaters have been quick to capitalize on this to confuse enemies like the Naut’yll and Horune in ‘false flag’ operations. Typhaks played this card during the Huriya Raids along the Phoenix Empire’s East Africa seaports, imitating known Kittani aerial operations to confuse PE coastwatchers in the lead-up to the attacks.
The Typhak has thus far been seen serving exclusively with the DarkWaters; no other Tribes are known to operate them.

Type: EcoS-K-169 Typhak
Class: Robotic Warmount, Aerial/Aquatic
Crew: None; robot intelligence
1 rider/pilot. A dual seating pod with the riders sitting abreast the dorsal fin is also available.
MDC/Armor by Location:
Main Body 660
Head 200
Cockpit Pod 100
Wings(2) 200 each
Fins(3) 80 each
Tail 350
Height: 13 ft
Width: 22 ft wingfin tip to wingfin tip
Length: 65 ft
Weight: 65 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear
Speed: (Running) Not possible
(Flying) Hover to 460 MPH, maximum altitude of 18,000 ft. Typically cruises at 250 MPH 10-20 ft above the water.
(Space) Not possible
(Underwater) Hydrofoil Mode: 130 MPH.
Submerged 30 MPH normal swimming(Prowl at 75 %), Powered; 60 MPH. Maximum Depth Tolerance: 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 Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Typhak 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 240 MDC before needing material stocks to convert to MD repair material.

*Sonar--- 50 mile range

*Magnetic Anomaly Detector---The Typhak imitates the shark in being able to detect electrical fields; detects magnetic fields and metal objects in a 5,000 ft radius, charging rail guns and fusion powerplants at DOUBLE that range.

*Molecular Analyzer---The Typhak also copies sharks in being able to detect trace chemicals, such as blood, in water. Track by scent in the water; 70%.

Weapons Systems:
1) Eye Lasers(2)--The Typhak mount the more powerful eye lasers for aerial combat.
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) Head Rail Guns(3)----The DarkWaters have adapted the mechanisms of the Eco-KRP18 Hurga Robotic Animal Drone to give the Typhak a weapons system that can produce its own ammunition from what the warmount devours in the course of combat. By ‘digesting’ metal, the Typhak can shape its own ammunition, then electromagnetically expel it, at rail gun velocities. The Typhak can also use more powerful EM fields to expel stone and megadamage bone and chitin, albeit with less force and damage.
Range:( SDC/MD Metal/Stone/Concrete) 4,000 ft
(MD Stone/Concrete) 2,000 ft
(MD Bone/Chitin) 1,000 ft
Damage:(SDC Metal/Stone/Concrete) 7d6 SDC single round, 1d4 MD per 10 round burst
(MDC Metal) 1d6 MD single round, 1d6x10 MD per 10 round burst
(MD Stone/Concrete) 1d4 MD single round, 1d4x10 MD per 10 round burst
(MD Bone/Chitin) 1 MD single round, 1d10 MD per 10 round burst
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Typhak can make and store up to 500 rounds of ammunition in a helical magazine around its ‘gut’.

3)(Optional) Externally-Mounted Ordnance(4 hardpoints, one under each wing-fin, one on either side of the dorsal fin)----The Typhak can carry harnass-packs of expendable ordnance(typically missiles or torpedoes), though this usually reduces speed(by 20%) in the water due to the extra drag.
a) Missiles/Torpedoes--- 24 mini-missiles/torps, 4 short range missiles/torps, or 2 medium range missiles/torps.

b) Sea/Air Rocket-Torps---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
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

c) 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: 18 per launcher

d) Underwater Countermeasure Pod---These countermeasure dispensers typically hold one of the following types of decoys.
-Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the Warmount 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
-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).
Payload: 18 decoys per hardpoint

e) Jammer Pod---Electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 10 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex/Monstro-Crane programming, plus:
Pilot Jet Fighter 70%(+5% per level of experience).(for aerial maneuvering purposes)
Underwater Navigation 80%(+5% per level of experience for Ecotroz entity)
Undersea & Sea Survival 94%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Typhak 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 underwater, +7 in flight
Strike +3 (+2 w/ ranged weaponry)
Roll +4 underwater/In flight
Bite 2d6x10 MD
Fin Swipe 2d6 MD+1 per every 20 MPH of speed from a
Tail Lash 3d6 MD full strength slicing attack.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Typhak an aura and behavior more befitting a sentient being than a robot. Typhaks are possessed of an aggressive, shark-like predatory mindset.

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:
*Ripper Wing Blades----The sharp edges of the wings can be fitted with serrated vibro-blades similar to those in the tail. When extended, these blades increase wing-slash damage to 3d6 MD and also create a distinctive whistling sound in flying slipstream.

*’Fizz’ Sonar Defense----This is a modified chemical sprayer system that dispenses foaming chemical compounds from the tail. This has a multifold 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 Warmount behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: The ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along).
Effects: Sonar-guided weapons(and attackers) are -2 to lock onto the Typhak. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Onboard reservoirs typically have capacity for 12 applications of the foaming agent.

*Flare/Chaff Launchers(1-2)---Countermeasure launchers can be mounted on the tail of the Warmount, for decoying guided missiles.

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: 18 per launcher

Variants:
The only variants of the Typhak to date are minor and cosmetic in nature; a split-V-tail version exists, but is in all other regards identical to the statted model presented here.

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

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


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Unread postPosted: Sat Apr 18, 2020 12:12 am
  

User avatar
Adventurer

Joined: Wed Nov 12, 2008 8:33 pm
Posts: 540
Keeping the mind busy and finally posting

New munitions for Minion War
BWISS rounds: Rather than having rounds tipped with what one fiend is weak to, why not have a single bullet that exploits multiple vulnerabilities? BWISS is shorthand for what the round is made of, solid rings of MD bone, wood, iron, silver and stone stacked together and held together by light MD staples. The core is solid, but the tip is hollow point with the idea for the rings to flower apart when inside the body.
Currently available only for rifles, railguns, grav coil guns and some harpoons, due to the necessary thickness of the rings in order to be effective. The Steel Gaians have shared this design and manufacturing process with the patron GNE. Results show promise but it is another tool not a fix all to keep in mind.

Damage: 2D6 +4 for single round. Supernatural beings vulnerable to bone, wood, iron, silver and stone suffer double damage from their respective vulnerability.
Cost: No price yet since this is still new.

Cleanburn divine energy grenade: Submitted by devout Hoytbit, this device is a steppingstone to directed empyrean virtuous aligned energy weapon. Cultures grown and shaped from samples collected from supernatural beings of light are stimulated for release. When primed, the burst is as a splash of energy in shades of beige, snow, ghost white and seashell. The stock is limited and are only used in deeply infested locations.

Damage: 3D8 MD to supernatural beings of evil or selfish alignments, 2D6 MD to mortal beings of evil or selfish alignments and 1D4 SD to mortal and supernatural beings of good alignment. The blast radius an area of 3 feet (0.9 m)
Range: Throwing distance
Cost: Not for sale for the foreseeable future.

Share your comments when able.


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Unread postPosted: Sat Apr 18, 2020 1:46 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Keeping the mind busy and finally posting


I hear you loud and clear on that score....Now's the time to geek out, if you're stuck hunkering down.

89er wrote:
Cleanburn divine energy grenade: Submitted by devout Hoytbit, this device is a steppingstone to directed empyrean virtuous aligned energy weapon. Cultures grown and shaped from samples collected from supernatural beings of light are stimulated for release. When primed, the burst is as a splash of energy in shades of beige, snow, ghost white and seashell. The stock is limited and are only used in deeply infested locations.

Damage: 3D8 MD to supernatural beings of evil or selfish alignments, 2D6 MD to mortal beings of evil or selfish alignments and 1D4 SD to mortal and supernatural beings of good alignment. The blast radius an area of 3 feet (0.9 m)
Range: Throwing distance
Cost: Not for sale for the foreseeable future..


Great (restrained) shades of Ruiner's Friendly Force Tactical Nuclear Hand Grenade(that obliterates everything EVIL in its radius of effect. leaving Good untouched.....Last time we used one, half the adventuring party was vaporized. :P)

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

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


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Unread postPosted: Sun Apr 19, 2020 6:10 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1110
Koilus Variants

EcoS-K-157s - Roccia Koilus
The Roccia is a rare variant of the Koilus used by the Darkwaters that is modified for operations in space. The Roccia has rough rock armour, similar to the Creag, that help reduce its sensor profile, and when coiled up it can pass for an asteroid when just floating in the cold blackness. The fines are slightly longer and thicker with a little more articulation. Like the original Koilus the weapons are centered around the head and tail, with a passenger compartment, which has airlocks, cleverly hidden amongst the rock armour. The hydro jets are replaced with gimbled thrusters, while each isn't super powerful, combined they give the Roccia decent speed and excellent maneuverability. The heavy launchers are replaced with long ranged missiles, tail launcher is fitted with short range missiles. The TW system spells are switched for those more appropriate for space combat. The nose breath weapon is replaced with a larger scaled
The Roccia uses similar tactics as the Koilus in getting in close and use its strength and slicer fins to rend the hulls of ships, to aid it the Roccia mounts several low level tractor beams that it can use to pull small craft towards it, or pull it closer to a larger target. The Roccia can also use the tractor beams to allow it to hitch rides on larger ships, and skilled Roccias can use their tractor beams to pull it closer to larger asteroids and other debris then releasing the beam and using gravity to sling shot it about and accelerate around objects to increase speed, or to move about a system without using its drives and give away its presence.
At present, there are only two known examples of Roccia Koilus found in a Darkwater's system, known only to a few other tribes as they saw them patrolling and escorting ships in and out of system, they hide amongst the asteroid field and use their tractor beams to swing between the rocks and launch from the rocks at incredible speeds.
Make the following changes/alterations:
MDC/Armor by Location:
Head 900
Heavy Launchers (7) 150 each
Mini Launchers (4) 90 each
Reinforced Passenger Compartment 500
Main Body (front section of serpentine body) 950
Body Segments (8) 600 each (total 4,800)
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: 1,200 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) Mach 6
(Underwater) Not Possible

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
**Hide in Space - The spell folds space and time around the Roccia making it invisible to normal vision, optic systems, and all other means of detection, including advanced EWAR systems. The magic is negated if the warmount uses any active systems or communications systems, although it can use basic optics unlike the normal spell. 75 PPE for 5 minutes.
-Shooting Star---Fires a burst of blue magical energy that shoots from the warmount's mouth. Halfway to its target the magical bolt separates into a dozen smaller sparkling stars that pepper an area like a mystic shotgun, damaging everything in 10 ft for 5d6+5, 18 PPE +2 to strike, 2,500 ft
- Micrometeorites---Summons meteorites the size of marbles and propels them at targets dealing 2d6x10 +25 to a 50 foot area that lasts 1 full melee round, Sub-capital ships and larger -5 dodge, smaller -3 to dodge, human sized characters -1 to dodge, 5,000 ft, 25 PPE.
- Nova Blast--- 2,500 ft range, 1d4x100 MD, people are -2 to dodge, fighters and shuttles -3 dodge, larger ships are -4 dodge, 30 PPE.
- Space Dust---500 miles, 100 mile radius, renders all sensors, scanners and tracking systems of those inside the cloud inoperable. Likewise, sensors and scanners of those outside the cloud are unable to penetrate the Space Dust cloud, 300 PPE, 5 hours.
- Sub-Light Space Flight--- 5 hours increase speed to Mach 21, 60 PPE.
-Magic Decoy Vessel---Creates image of a small spacecraft around a piece of wreckage or space debris fooling natural eyes but registers on radar/ladar and most sensors, but doesn't register life signs. Cast up to 2,500 ft away, 15 minutes, 40 PPE.

Rock Armour ---- The Roccia's rock armour adds to the original stealth systems of the base Koilus. While at rest, typically curled up, it appears as rock or asteroid. The material is able to absorb and dissipate radar and is highly physically resistant. As a result, the Roccia appears invisible (detected only as rock) to active and passive sonar systems when traveling at speeds under Mach 1 without using active propulsion, and are -65% to detection rolls when traveling faster. Physical attacks, such as melee strikes, crushing attacks, even projectile weapons have damage reduced by 25%.

Tractor Beams (2)----Effectively each rated for 50 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
The Roccia can use the tractor beams to latch onto larger objects, pull itself closer at increased speed and slingshot away, requiring 2 melee actions and a Pilot skill at -15% while under combat conditions increasing speed by +2 Mach for 5 melees, and can be done up to 4 times in a melee round. The Roccia can also use the tractor beams to grab power armours and small craft and use them to cause them to crash into nearby objects. Requires a successful strike roll at -2 but the target is also at -2 to dodge. If the target fails to dodge, must make a successful Pilot skill roll at -50% or suffer 3d6x10 as the tractor beam pushes them into a target within 200 feet.

Weapon Systems
3) Long Range Missiles (7) --- The launchers from the original Kittani WarShark, the heavy torpedo tubes in the nose have been converted to a long range missile launcher
Range: Varies by Missile Type (Long Range missiles)
Damage: Varies by Missile Type (Long Range missiles)
Rate of Fire: Volleys of 1-7
Payload: 48

5) Breath Weapon---The Roccia has two nostrils that can spray either aerosols or TW mists. The Roccia sometimes breathes live steam into the interiors of besieged vessels in order to drive the crew out into the open. 
a) Sand-Caster - Throws a field of sand, bits of iron and rock, highly reflective, fine grains of matter into a sphere 660 feet across, capable ot scattering laser beams, reducing damage from lasers by one-third. Anything flying through the field also suffers 4d6 MD. The sand lasts for 5 melee rounds, or until it becomes too dispersed. Carries enough sand for 10 uses, and can replenish by eating asteroids, requiring 200 lbs (1 full melee action to eat) to replenish each use.
b) TW Cloud of Sleep---180 ft range, 20 ft area, 10 minutes duration, 4 PPE per activation
c) TW Cloud of Fog--- 20 mile range, 2 mile area, 2 hours duration, 70 PPE per activation
d) TW Miasma --- 200 ft range, 20 ft area, 10 minutes duration, 7 PPE per activation
e) TW Aurora Cloud(Northern Lights)---120 ft range, 60 ft area, 3 minutes duration, 6 PPE per activation
f) TW Cloud of Ash --- 180 ft range, 60 ft area, 10 minutes duration, 5 PPE per activation

6) War Bays (8)---Though the Roccia 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 Roccia) 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. These are similar to the Koilus, except all systems are space based or modified for space.

7) Decoy/Countermeasures Launchers ----- Mounted on each section is a launcher system that can three separate sorts of countermeasures are available:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 bundles are available per pod

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

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 20 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

8 ) Sandstorm Armour - The Roccia can be fitted with a modified version of the Sandstorm armour developed by the Skyeklad tribe. The cloud generated by the armour covers an 800 ft area and will generally move with the Roccia as long as it is moving at less than Mach 5, with some of the cloud dissipating and trailing away behind it, but it will continue to replenish the lost materials for as long as the cloud is operating.
Force field 200 MDC and regenerates at a rate of 20 MDC per minute. 

Special Properties:
-Laser Reflective---Like Cloud Armor, Sandstorm Armor can be infused with reflective particles, in this case rock crystals, that reduce laser damage by HALF. 
-Sensor Baffling---The cloud of grit flying around obscures the outline and exact location of the wearer; -5 to strike the wearer, and motion detectors and radar are rendered ineffective. Thermal sensors are also bolloxed due to the grits’ friction. 
-Bonuses: The wearer is +1 to parry and dodge inside the cloud due to their obscured movements. 
-Ion weapons also do HALF damage due to the electrical charge in the flying grit.

Range: The sandstorm cloud covers an area roughly 800 ft diameter
(Dust Storm) 120 ft and covers a 2 ft area; the dust remains suspended for 1 minute
(Lightning Discharge) Targets within the cloud or 200 ft outside it. 
Damage:(Sand/Grit Ablation) Those caught in the sandstorm will lose initiative, two melee attacks, and are -5 to strike, parry, and dodge, speed is reduced by 75%, and hearing(and hearing bonuses) are reduced by HALF due to all the grit smashing together. Uncovered sensory organs and orifices are likely to be irritated and choked by flying grit, and air intakes, jet intakes, cooling vents, and open weapon actions invaded and jammed by the dust and sand. Motion detectors and radar are rendered ineffective(too much crud flying around). Victims caught in the high speed grit-storm will take 2d4 MD per melee. The currents of grit also mirror the wearer’s movements, creating a ‘bow wave’ that adds a +1d4 MD to punches, kicks, and other melee attacks.
(Dust Storm) Those caught in the dust storm take NO damage, but visibility is reduced to 10 ft, lose initiative, and reduce speed by HALF. Unprotected eyes and uncovered mouths will be subjected to stinging, choking dust. 
(Lightning Discharge) 3d6 MD, plus carries a potential for stunning victims: victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconscious.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out. Hardened circuitry protects against this. 

Rate of Fire:
The Sandstorm can be maintained for 4 minutes (15 minutes in passive mode) before it shuts down and requires the Roccia to replenish its stocks typically by eating at least 500 lbs of rock, iron, carbon and silicates, typically found in most asteroids, or battlefield wreckage, which takes about 1 full melee.
(Dust Storm) Once per melee
(Lightning Discharge) Once per melee

Penalties: 
-Material Requirements-In a grit-rich environment(beach, sand/gravel pit, grist mill, lunar mare), it takes the Sandstorm Armor about 15 seconds/1 melee round to gather up enough material to get the sandstorm churning. In other environments, such as suburban gardens, woods, wetlands, and the like, it may take 1d6 minutes to in-gather enough loose material to get going. Indoors, it will take 1d10 minutes, and the availability of loose material may limit the Armor to producing only Dust Clouds(no damage, but reduces visibility same as the Dust Storm above). 

-Obscured Senses---The same penalties for sensors and perception also apply to the armor’s wearer, -5 to strike, and radar/thermal imaging/motion tracking will be negated. 
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 

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience with an intelligence of 10. 
Typically has the following
Basic Math 98%
Space Navigation 55% (+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 Roccia 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 +4d6x5 MD for every Mach of speed. The goliath warmount basically uses its thrusters 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 3d6x5 MD per every 500 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 Roccia 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. 

EcoS-K-157Sc Magnenair
The Magnenair is a multi-headed version of the Koilus produced by the Sapphire Cobras that is modified so it can also fly at limited altitudes. Armoured in their ablative Snake Skin armour and fitted with their ion disruptors cannons on the three central heads, as well as several other of their signature weapons such as a pair of railguns on each head that can fire their nano munitions. Each of the 5 heads are smaller and lack many of the systems of the Koilus's larger head. The rider sits in a special pod at the base of the necks. As the Magnenair lacks the single large head and instead has multiple smaller heads, it lacks the missile systems, but its energy projection is multiplied and able to target multiple targets and even attack in multiple directions for greater coverage.
Make the following changes/alterations:

MDC/Armor by Location:
Head (5) 350 ea
Rider Pod 250

Length: 600 ft main body, 5 necks are 50 ft long
Weight: 1,100 tons
(Flying) 650 MPH, max altitude 2,000 ft
(Underwater) Can undulate along on the surface at 70 MPH, or swim underwater at 50 MPH. Maximum depth tolerance of 2 miles

*Holo-Projection Eyes---The eye lasers can be modified to act as short range holo-projectors. These can be used to play back what the robot has seen(or recorded) or as a distraction.
Range: 100 ft, and can produce an image roughly 10 ft wide. 

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

Weapons Systems:
1) Eye Lasers (10)---Copied from the Dobharg, these powerful lasers give the mage-serpent a truly lethal gaze.
Range: 6,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Mouth Energy Projector---The Magnenair’s mouths conceals a powerful energy projector and a pair of railguns, which can be loaded with their nano munitions. Three heads are fitted with the ion projectiles while the other two can mount other weapons.
Three of the serpent-head ‘turrets’ mounts a powerful ion disruptor cannon(modelled after Golgan laser disruptors. Survivors of attacks with the weapons tell of a sense of intense static electrical tension and their hair standing up on hand from leakover from close proximity to strikes), and a pair of rapid-fire rail guns that can fire regular kinetic penetrators or nanite-warheads. The heads can also punch and bite using their robotic strength, to savage targets at point blank range. 
Range: (Ion Disruptor Cannon) 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
(Rail Guns) 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage:( Ion Disruptor Cannon) 2d4x100 MD per shot, 25% of that to a 30 ft radius beyond point of impact. 
(Rail Guns) 4d6x10 MD for a single barrel firing, 8d6x10 MD for both cannon firing simultaneously. 
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes do critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 6d6 MD for 2d4 melees(double damage and duration if in atmosphere).
Unlike the original ‘Serpent’s Kiss’, the nanites work on organic and inorganics alike, or can be programmed to affect only one or the other. 
Rate of Fire:(Ion Disruptor Cannon) 3 times per melee
(Rail Guns) EGCHH
Payload:(Ion Disruptor Cannon) Effectively Unlimited
(Rail Guns) 1,000 bursts per gun(2,000 bursts per head)

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) 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

e) ForceBolt Projector---This weapon can fire a powerful pulse of concentrated force that combines aspects of an EM bolt and a directed kinetic force vortex.
Range: 6,000 ft in air and water
Damage: 3d4x10 MD per vortex shot, or can be used to produce a ‘shotgun blast’ spray of invisible projectiles that do 4d6 MD to everything a 40 ft area. 
Within a 20 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.

Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.

Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds. 
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair. 
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes. 

Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Bonus: Because of their invisible nature, Magnetic Vortices are -6 to dodge. 
Note that E-Weapons do create a detectable magnetic ‘spike’ on EM and 
magnetometer-style sensors.

3) Breath Weapon--- The heads of the Magnenair has nostrils that can spray either aerosols or TW mists. The Magnenair 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: 500 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 100 applications each head. 
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

Actions/Attacks Per Melee: 12 (5 for heads)
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +1
Strike +3 (+4 w/ ranged weaponry) 
Roll +3
Bite 4d6x10 MD per head
Chewing Bite 5d6x10 MD per head
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 Magnenair 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. 


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Unread postPosted: Sun Apr 19, 2020 8:05 pm
  

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Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
Eww....I see I have some reading for the night! Looks good already!
And some more variant ideas already!

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

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


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Unread postPosted: Sun Apr 19, 2020 8:07 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Thought I’d put my Castles charts to good use....

Keep Kereg---Clan Armorand Stronghold
“Advancing from downhill, you’re hardly aware you’re travelling up an engineered embankment, and not a natural debris slope. By the time you see the obvious fortifications straddling the canyon, you’re already smack in the middle of the kill zone.”

“...and that particular piece of debris is what’s left of a Swaygi heavy combat crawler, from the big Sorsen Raid back in ‘24.”

“Oh, loosing the water is dramatic, and it sure sweeps the approaches clean, but damn but it makes for more work hauling back all that wreckage to add to the walls.”

Keep Kereg is a surface construct typical of Clan Armorand fortifications on their homeworld of Haldas.
Keep Kereg occupies one of the canyon passes leading out one of the basins known as a location of recurrent dimensional rifts, making it one of the likely avenues of travel and invasion by d-bees to Haldas. As Haldas’ weather makes air travel at the very least extremely difficult, land traffic must use the passes to get out of the basin. Keep Kereg overlooks one end of the basin, and to the newcomer resembles nothing so much as a pile of rubble and and wrecked alien vehicles choking the ravine and cutting off passage. In reality, while the wreckage is real, the rubble camouflages the fort and its gun positions.

A. Purpose:
Strategic Strongpoint---Kereg oversees the rift-lands in the basin and is effectively the first line of defense against any hostiles emerging from a rift and attempting to move out against Haldas.
B. Size:
Estate---Kereg’s purpose is to allow a small number of Armorand defenders, typically 200-300 troops, to hold back numerically superior enemies.
C. Location:
Straddling a canyon pass
D. History:
Established pre-Shemarrian contact
E. Primary Construction Materials:
Stone and Metal; 175 MDC per 10 ft section
F. Builders:
Haldas Dwarves, Clan Armorand
G. Original Builders’ Species:
Haldas Dwarves, Clan Armorand
H. Current Occupants:
Haldas Dwarves, Clan Armorand
I. Supplies:
Keep Kereg can hold out for 4d6 months. The river reservoir behind them also provides them with an ample supply of water.
J. Passive Defenses:
*Extra-Thick Fortifications----Keep Kereg is covered in layers of rock and scrap armor, held in a matrix of megadamage concrete. It’s tough.
*Water Trap----As a last resort, the defenders of Keep Kereg can unleash a diverted river held behind the fortress. Normally, the river is slowly drained through underground channels, but the channels can be closed, allowing a backup to form. A good rainy season means that the defenders can unleash a 75 ft wall of water on the enemy.
K. Active Defenses:
*Mortars---Hidden behind the crest of the ‘landslide’ are several covered high-trajectory breech-loading heavy mortars(roughly equivalent to 305mm), capable of raining fire on the valley-basin. These weapons have an effective range of 57,000 ft, and a shell throw weight of 980 lbs.
*Automatic Weapons----Hidden among the wreckage of vehicles and inside false boulders are a number of rapid fire guns that can sweep the approaches to the fort.
*Command-detonated Minefield----The area in front of the fort is seeded with command-detonation mines that the Armorands can set off, once they’ve identified intruders. What look like cover from the attackers’ side are, in fact, designed shot traps wired for maximum boom on any enemy taking shelter behind them.
L. Internal Defenses:
*Labyrinth---Anybody penetrating into the interior of Keep Kereg will find the interior to be a confusing maze of passage ways, few large enough to accommodate vehicles, many of them dead-ending(typically below convenient grenade chutes), or blocked by firing positions.
*Flooding---The aforementioned reservoir can also be used to channel water into the internal lower passages of the fort, flooding them.
M. Special Features:
*Secret Passages----Keep Kereg extends underground through tunnels on either side of the ravine. If the fort is breached, the surviving defenders can fall back through these passages to regroup.

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

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


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Unread postPosted: Tue Apr 21, 2020 12:26 am
  

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Location: Somewhere between Heaven, Hell, and New England
Knights of the Tin Can----Oreseme Eccentric Sub-Clan
(aka ‘Kleeg-Knights’)
“Given the appearance of the Knights of the ‘Tin Can’, I’d say that whatever was in the can went bad long ago. I suspect the reason we never see most of them without that armor that a lot of them have tacked together from scrounged parts is that they all suffered hideous deformities and couldn’t find anything else that would fit. Maybe that explains why they’re such vicious ####ers in a fight; they’re channeling a lot of hurt and anger. I haven’t heard of tehm going up against any Mystic Knights yet, but that’s one fight I suspect I’d rather hear about and not witness from any near distance.”

“What’s in the can, you ask? Whupass.”

“I don’t know about the ‘Knights of the Tin Can’....Word I hear sez they’re a bunch of ex-slave ‘borgs who went ‘round the bend, rose up and wiped out their enslavers, and took up some sort of kooky knightly orders to act as mercs. They must have some mechanical talent, though, because they look like a gusied-up rolling used mek’yard, but they fight like hellions. Not real personable, but if the story of their origins is right, they have little reason to trust or like other folk. However, if you can hire them, they’ll coordinate with your people and be true to their word, and spell it out right at the beginning so you understand real simple-like. And they are DAMN good fighters on account of all their bionics. Like they know no fear and feel no pain.”

“Wargoddess gave us our marching orders, jagerans! We’re to sweep around the flank of the maguses’ little incursion and take one of their strongholds in return. If we can take the place, we destroy it, but she said we could have anything we could take from it! That’s in addition to our usual hazard pay! So we take that stronghold!”
%“Test our metal!”%
<<“Up our steel!”>>
//“By your command!”//
(((“We bring the lightning!”)))


Sometimes confused with rumors of the Shadowblades, the KotTC are a fringe group of oreseme. The Knights of the Tin Can are noteworthy for tehir rather ramshackle appearance, the subclan made up mostly of Vaskven(’Made from bits’)----Warmounts and oreseme assembled from many different parts of other robots or vehicles.
All voting members of the KotTC comport themselves as warriors of a knight-order.
Though describing themselves as ‘knights’, the KotTC are rather mercenary in their ways, taking jobs from the Shemarrian Nation, and occasionally from outsiders. Though they hold themselves to a high code of honor, they are savage and ruthless fighters.
The main and most prominent members of the KotTC are the ‘knights’ themselves, who are attended by an immediate circle of ‘squires’ , and another ring of servants and support personnel. The KotTC follow the practice of anhaz-uzari and many fo their servants are prisoners or war, or captives taken in combat and impressed into the service of the Knights.
The KotTC do not have a fixed territory, but instead wander from Tribe to Tribe, as events take them. Like the Ghezo Guard, another predominately male Shemarrian formation, the Knights of the Tin Can work virtually as mercenaries and irregulars, plugging gaps in a Tribe’s battle lines, taking odd jobs such as escort duties, incident investigations, reconnaissance and diplomatic missions(where the Shemarrian Nation does not want to be seen as overtly involved).
Outsiders tend to regard the KotTC as a particularly eccentric mercenary band made up of crazy cyborgs with a few robots programmed to assist them in their elaborate charade. Various rumors abound of their nature, including that they are a d-bee mercenary band, ex-slave cyborgs, a missing merc group that entered Shemarrian territory and came out insane, or a spacially-displaced Russian warband.
Despite their mercenary employment and generally cool demeanor, the Knights of the Tin Can ultimately share the common EShemar goal of protecting people, and they will respond to the threats of monsters, slavers, brigands, and the supernatural with drawn blades and the power of their convictions.

Motif: A tin can with an open top, wearing a gold crown, imposed atop crossed swords.

a)Origins:
Splinter-Tribelet. made up of various oreseme Eccentrics that have gathered together from other Tribes.

b)Where First Encountered
Rifts Earth. The KotTC are nomadic, roaming North America and goig from Tribe to Tribe.

c)Tribe Size
200 ‘knights’+ another 300 ‘squires’ and campfollowers.

d)Tribe Organization
Headswoman---Though a largely patriarchal formation, the KotTC are commanded by a female, the Begum Arexa. However, matters may be put to a vote, the full voting members being the recognized Knights, and squires, armsmen, and crafters getting half a vote.

e)Tribal Composition
Oreseme(75%), Neshemar(20%),EShemar(5%).

f) Highest Caste Class
None; the various oreseme are not designed to any standard caste-class.
Organizationally, the highest position is Chieftain, currently held by Begum Arexa, followed by the Knights.

g) Gender Division
70% Male(or at least identify as males), 30% Female.

h) Home Environment
Temperate, Earth-Like worlds, though they have not yet been seen off Rifts Earth.

i)Technology Level
Megadamage Age---Roughly equal to Rifts Earth canon and ARCHIE-3 canon Shemarrians. Megadamage weapons and equipment are readily available to the abilities of this tribe.

j) Relations with Outsiders:
Indifferent---- Aloof from most organics, and do business with them on a as-need-to basis. Tolerant and welcoming of other AIs who are welcome to join their ‘brotherhood’, as long as they follow the chivalric code(such as it is). They are not above impressing prisoners taken in combat into their service, brainwashing and biomodding them, though such servitors are well-treated otherwise.
The KotTC understandably dislike the tech-blinding abilities of the Cyberknights. Although they’ve fought as often with the Cyberknights as against them, the Tin Cans tend to distrust and stay clear of dealing with the ‘Coakists’.

k)Relations with Other ‘Shemarrians’
Enthusiastic---The KotTC know they’re dependent on the good will of the Tribes, so they readily cooperate with them and take what odd jobs are asked of them. So far the Shemarrian Nation has not given them any reason to quarrel with their creators.

l) Purpose
Survival/Self-Discovery---The KotTC are seeking to find themselves through assuming an identity of heroism, combat, and purposeful action. Less a crusade against something and more a quest for identity.

m) Preferred Mode of Combat
Cavalry---Prefer to fight from their warmounts and maneuver like tanks.
ALL Knights of the Tin Can know W.P. Sword and at least another Ancient W.P.. 95% of the Knights and Squires have Warmounts of some sort, and the rest of the warcamp is mounted on caravanser beasts and vehicles, which have at least basic defensive armaments.

n) Unique Attributes
Kitbashed----The KotTC and their warmounts are all kitbashed Vaskven oreseme to some degee or other.

o) Prosperity
Self-Sufficient---The KotTC have enough to insure they have repairs for normal battlefield wear and tear, that their neshemar are fed and clothed, and they have enough weaponry and equipment to keep up with battlefield losses. They still scrounge a lot and use scavenged weaponry, and for heavier equipment needs and bio-modification conversion they rely on the support of the proper Tribes.

p) Chart P: Origin Tribe
The Horrorwoods seem to have initially offered the KotTC the most support, and it is rumored that the first formal KotTC was organized from oreseme that didn’t aesthetically match the ‘jungle’ or ‘green’ themes of the Tribe. The Sapphire Cobras, Silvermoons,Ghost Riders and Wolf’s Path have since become major material supporters of the Knights.

q) Chart Q : Cyberization
75% of the NeShemar of the KotTC are cyborged to a degree, or have been biomodded in some way, while the remaining 25% either cannot be -modded or are awaiting bio-modification. The KotTC lack the ability to do more than cybernetic/nionic repairs, and are dependent on the resources of other Tribes to modify their neshemar.

Notable Members:

*Begum Arexa--Current leader of the Knights of the Tin Can. She is rumored to be a d-bee princess who came to Earth, got cyborged for her trouble, and is now leading a mercenary group in hopes of one day carving out a powerbase and claim a fiefdom of her own to impress the folks back home(provided she can make contact with them, or hasn’t been -exiled- to Earth). In reality, she’s an ex-Sapphire Cobra AI, based on a suit of Titan Robotics power armor, who left the Cobra temple to pursue her own quest for self-realization. Her training in temple practice has helped her weave together the ‘traditions’ of the KotTC and turn them from a bunch of listless rogue robots into a chivalric order of mechaknights.

*Argilian Skyter----A heavily modified Northern Gun Blue Hawk, he is recognized as the Begum’s right hand man. A fierce aerial combatant, he frequently leads scout and raiding missions.

*Miklar Drazek---An sgen Cadejar ‘flower knight’, who followed Begum Arexa from the Sapphire Cobras, and serves as her squire/adjunct.

*Tevaseer---A Chromite from the Three Galaxies. He has become something of an advisor to the Knights. He is often mistaken for some sort of alien mystic, given his robed appearance and cryptic manner(the actual mystic in the KotTC is an EShemar of rather unassuming appearance).

*Vigilix Bloodmaul----A Clan Gothec member who came to North America to meet the other Tribes, He stayed on to join the KotTC. He is based on a Triax Jaeger power armor. A fierce warrior(opponents quickly learn to dread his warhammer), he is also a quite competent mechanic, and helps keep the subclan’s various kludged-together robots going.

*Mulric the Red---(aka ‘Tartarus Knight’)Power armor-based oreseme, created by the Wolf’s Path from a Northern Gun NG-X16 Midas w/ a NG-NX14 Sea Demon helmet-head, FQ Triax Glitterboy arms, and NG-X114 Cougar legs. He is painted a dark crimson and carries a Gargoyle fire-lance. He is known as a bounty-hunter and prisoner transporter/jailer. His warmount is made up of, among other things, four NG-V34 Buffalo legs, a a CS Enforcer head fitted with large mandibles, and a itan Combat Robot body.

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

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


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Unread postPosted: Fri Apr 24, 2020 8:19 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Some new variants to get into service:
*EcoS-K-1 Monstropede
*-*EcoS-K-1D
---(aka ‘Api-Carri’, ‘Hive-Humper’)
“Oh, I just -hate- this stinging sensation....some###ingbody kicked over a Shemarrian nest, didn’t they?”
This is a K-1 Monstropede outfitted to carry multiple hives of swarm-bots, such as the Carrion, Cooter, Bubonic, Carapace, Fiery Wing, or Sanitateo.
The head also mounts additional antennae for specialized radio beacons, to allow the swarm-bots to find their way back to their hives for recharging.
The Api-Carri has found great acceptance with the Horrorwoods, Clan Vespa, and the Radiant Edge as an infantry-support unit, scout and surveyor, and artificial pollinator. The Obsidian Dawn clan also use EcoS-K-1Ds in vermin extermination operations.
Changes/Modifications:
MDC/Armor by Location:
Hive-Pods(8 ) 90 each
Weapons Systems:
3) Hive-Pods(8 )---In place of the optional heavy weapons, the Api-Carri mounts eight conical hive pods on its body segments for carrying swarm-bots, Each pod can hold 150 of the miniature ‘bots and serves as a servicing and recharge station for them(the EcoS-K-1D CANNOT generate new ‘bots, but can repair damaged ones). This means that a fully loaded Api-Carri can deploy 1,200 swarm-bots.


-EcoS-K-1ESc---(aka ‘Eezee-Cut’, ‘Twirly-Twisters’, ‘Buzzapede’)---A SkullCrusher minor variant sporting two chainsaws on the head for cutting away obstacles. One or more of the missile launcher spines can be replaced with ‘death-twirlers’, rotary cutting heads with parasol-like extending blades.
Besides their use by the Skullcrushers, the EcoS-K-1E is also used by the Obsidian Dawn for removal of vegetation vermin(OE clearers cut massive swathes through the carnivorous claw-grass that had already devoured two colonies on Vidor IV).
Changes/Modifications:
Armor/MDC by Location:
Chainsaws(2, Extended) 45 each
Weapons Systems:
5) Extendable Chainsaw Mandibles(2)---Normally concealed in armored sheaths in the head, these 4 ft long chainblades do 4d6 MD on a slashing attack, 1d4x10 MD for a full melee contact cut, EACH(double the damage for a synchronized attack with both chain blades(counts as two attacks regardless of whether one or both blades are engaged).
Options:
2) Rotary Cutters---Can replace one or more of the Short Range Missile Launcher spines with ‘pinwheel’ rotary cutters. These extend rotating cutter vanes with a diameter of 6 ft, that do 2d4 MD on contact. Though not exclusive to the EcoS-K-1E, the ‘death-twirlers’ first appeared on them.


-EcoS-K-1F---(aka ‘FireFritz’, ‘Panzer-Pede’), Inspired by second-party reports of ‘gun-headed’ Monstropedes, that turned out to be misidentified observations of Monstropede riders dual-wielding shields and scava-railguns, the EcoS-K-1F is another minor variant that simply adds another layer of wraparound armor to the head, a heavy gun mount on the head, and armored shields anchored to the spines on the body segments for shielding personnel carried on the back. The Skullcrushers love this conversion, and the Armorands have warmed to it as well.
Changes/Modifications:
Armor/MDC by Location:
Head +100*
Backplate Shields(16, 8 each side) 100 each*

*The shield walls offer partial cover to the rider and passengers, and attempts to target them are at -6 to strike.
Systems of Note:
*360-degree Neck Rotation----The EcoS-K-1F's head can swing completely around like a tank turret, allowing it to bring its head armaments to bear on targets all around it.
Weapons Systems:
5) Head Heavy Weapon Mount---The armor cladding around the head provides the rider with a shield to the front, and wraparound protective plate. It also provides a mounting point for a fairly heavy gun to be operated by the rider. Most EShemar simply mount their powerful scava-guns, but weaker neshemar who cannot manhandle the heavy Shemarrian cannons will typically mount a smaller weapon, such as a RG-14-LX ‘Baby Boom Gun’, ‘Ignis Spitter’, Heavy Particle Beam Rifle, ‘Dingo’ Cannon, or heavy rail gun like the CS-30R, EShe-NRG670 'Scava-sutek", or ’SkullShatter’ Cannon. The stable mounting gets a +1 to strike in addition to other Warmount bonuses.

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

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


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Unread postPosted: Fri May 01, 2020 9:26 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
*Open-Frame Saddle Pod---This is an innovation meant to afford the riders of Warmounts that do NOT have saddle-pods that sport elevated protective sides the same degree of protection. The saddle has a high pummel and forward plate, high-backed seat, and side plates on adjustable armatures, allowing the rider to position the armor to best effect for them. Short of a fully enclosed cockpit, the OFSP offers a compromise of armored shielding and free movement in the saddle.
MDC: 100
Bonuses: The saddle walls offer partial cover to the rider, and attempts to target the rider are at -6 to strike.
Penalties: The protective plates do interfere somewhat with free movement, and the rider will be -1 to strike using ranged handheld weaponry(unless they use two APMs to compensate, finding the best way to fit and brace their weapon through the plates ) and -2 strike/ parry, if attempting melee combat from their mounted position.

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

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


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Unread postPosted: Thu May 07, 2020 12:57 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
EShemar EShe-F11Br Hellrider Heavy Fighter
(aka ‘Torchsled’, ‘Agni’s Broomstick’)

“These damn things move so fast, I’m surprised they don’t trail after-images in addition to their EW ghosts. By the time a ship’s early warning goes off, the torchsleds are already making their escape turns and their warloads are on terminal approach!”

“Since we’re relying less on passive stealth and more on active jamming, you can do away with the low visibility paint job. I want mine RED, as red as possible.”

The EShemar aren’t averse to stealing good designs from other people and adapting them to their own needs and tastes. Case in point; their entire run of first generation starfighters were based on pirated Naruni designs. Later designs freely copied the CCW and others.
It should come as no great surprise then that the latest Bloodrider fighter design is a knockoff of somebody else’s work, in this case a nominal ally’s. With their core Rifts Earth homelands within the borders of Greater New England, the Bloodriders have had plenty of opportunity to scope out what their neighbors were doing and fielding, and with the tendency of the Bloodriders to focus more on combat training and less on R&D of their own, copying is, to them, a legitimate shortcut.
The EShe-F11Br Hellrider is very clearly derived from the Paladin Steel/Aegis Stellar Industries PS/ASI-AFB-29 Chimbane Heavy Aerospace Fighter/Strike Vehicle, otherwise known as the ‘Slamsled’. This large fighter/strike vehicle was designed to make blazing high speed attack runs on enemy capital vessels and deliver cruise missile, KEW, or energy pulse shipkiller attacks. This sort of in-the-teeth attack tactics appeals immensely to the glory-hunting Bloodriders so they have felt justified in ripping off the design(though there are some claims that the Bloodriders challenged the staff of a GNE outpost base to a friendly dogfight ‘duel’ for the opportunity to study each others’ ships; while other sources claim they outright purchased the design).
The original Chimbane is a large aerospace ‘power sled’ with a fuselage packed with engines, a heavy warload in the nose, with the cockpit(actually a smaller fighter) tacked onto the end of a propulsion pylon sticking above the main body, with additional point defense armaments added on as an afterthought. The Bloodriders have taken this design and packed in even more powerplant, added two more engine pylons, effectively TRIPLING engine output, and replaced the cockpit pod with a specially modified two-seater version of their own EShe-F06Br ‘Dazla’ Light Aerospace Fighter(itself derived from the Consortium of Civilized Worlds’ Scorpion light fighter).
The result is a spacecraft that is blistering fast, punishing its own inertial compensators, and taxing its powerplant to the limits(the Hellrider requires major powerplant servicing three times as often as the Chimbane). The fighter is only pilotable because its crew are robot gynoids; just about any other organic pilots would be crippled, if not outright pulped, by the strain(especially without the heavier acceleration protection lacking from the EShe-F11Br).
It is rumored that these strike fighters use ‘short range’(less than a quarter light year) FTL radio to provide up-to-the-second data on enemy defenses and positions, allowing follow-up units to microjump(from holding positions a couple of AUs or less out) in even closer to a target before making their attack runs(individual flights or squadrons taking turns being the pathfinders and the follow-ins, so that everybody gets equal opportunity for glory ‘jumping into the fire’).

Type: EShe-F11Br Hellrider
Class: Heavy Aerospace Fighter/Strike Vehicle
Crew: 2
MDC/Armor by Location:
(Attack Section)
Main Body 1,400
Wings/ Engine Nacelles(3) 460 each
Variable Forcefield 300 per side(1,800 total)
(Escape Fighter)
Main Body 400
Reinforced Crew Compartment 200
Forcefield 200
Height: (Attack Section) 24 ft
(Escape Fighter) 18 ft
Width: (Attack Section) 42 ft
(Escape Fighter) 32 ft
Length: (Attack Section) 125 ft
(Escape Fighter) 40 ft
Weight: (Attack Section) 350 tons
(Escape Fighter) 9 tons
Cargo: Small space behind pilot’s seat for survival pack and sidearm.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Attack Section)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 22
(Kitsune Values: 55% of light speed; Accelerates/decelerates at 2.2% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not Possible

(Escape Fighter)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 18
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.8% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not Possible
Market Cost: 18 million credits
Systems of Note:
Standard Starfighter Systems, plus:

*Active Sensor Jamming---This is a powerful jamming suite that hides the fighter in sensor chaos. Unlike passive stealth, however, sensor-equipped opponents will KNOW something is out there, they just can’t get an accurate fix on its exact whereabouts. Passive stealth was ruled out, given the MASSIVE emissions spike the triple engine banks give out with the throttles opened up. The system is a powerful ECM suite for confusing sensor-guided weapons; -8 to strike.

Weapons Systems:
1) Bomb/Missile Bay---Mounted in the forward fuselage ahead of the hull ‘pedestal’ is a large payload bay with a 60,000 lb capacity. This is effectively unchanged from the original Chimbane’s, even to EShemar copies of GNE/ASI weapons.
a) Long Range Missiles----16

b) Cruise Missiles----8

c) Kinetic Bombs---These are meant for attacking stationary targets like planets and large space stations
*43,000-lb ‘Special’ Bomb-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.

*Light Kinetic Penetrator Module ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete)

*Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM carried by the Chimbane can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....

*ElectroMagnetic Pulse Weapon---Designed to knock out unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’ by the Chimbane.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.

*Shipkiller Missile----This is an attempt to make a ‘giant-killer’ by using nuclear cluster munition technology. When the independently targeted tactical nuclear charges disperse just short of the target vessel, then surround it before detonating, their multi-vector plasma jets can peel open a small warship. This weapon has been approved for use ONLY in space.
Range: 800 miles in space
Damage: Swarmhead--A Swarmhead is a new type of munition that fires a cluster of twenty plasma-nuclear warhead ‘skeets’. These ‘skeets’ deploy airburst fashion about 60 ft up off the ground(or 6,000 ft in space), then deploy short range fast-scan targeting sensors. If a target is detected in the limited scope of the sensors, the warhead orients itself, and fires like a shaped charge, sending a powerful jet of superheated plasma lancing into, and through the target. A Swarmhead plasma jet does 2d6x10 MD to a 3 ft blast radius(so all 50 shells firing on a single target would do 2d6x500 MD!)
The initial focusing explosion also does a fair amount of concussion damage to the surrounding area, though this is considerably less than the critical damage inflicted by the plasma jet. The concussion does 6d6 MD to an 160 ft blast radius
Rate of Fire: Single shot
Payload: One missile with 50 submunitions

*Heavy Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Payload: One missile

(Option)TW Breaching System(optional)---This can be fitted to any LRM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows even relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

(Option) ‘Invader’ Torpedo--- This is a copy of the Long Lance IV, a next generation heavy anti-spacecraft missile from Paladin Steel. This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses. The EShemar have upgraded the electronics slightly, but otherwise the weapon and its physics package are identical to the Long Lance IV.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -8 for guided weapons to strike. 70% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
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: One missile


2) Modular Weapons Nacelles(2, 2 slots each)---The attack section sports two wingtip-mounted weapons nacelles with two modular slots for weaponry. Typically, these weaponry are configured for self-defense against fighters and missiles, but they can be used in a secondary strike role. Unless otherwise noted, each hardpoint slot can hold ONE of the following:
a) G-Cannon
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

b) Pulse Laser
Range: 2 miles in atmosphere, 4 miles in space (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 6d6x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) Ion Cannon
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d) Particle Beam Cannon
Range: 1.3 miles in atmosphere, 2.6 miles in space
(Kitsune Values: 2.6 miles in atmosphere, 260 miles in space)
Damage: 1d6x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

e) Mini-Missiles---48 shot pod, volleys of 1-12

f) Short Range Missiles---12 shot pod, volleys of 1-6

g) Medium Range Missiles---6 shot pod, volleys of 1-6

h) Long Range Missiles---1 per hardpoint

i) Tachyon Scatter-gun
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

j) Decoy Cluster Launcher---Each pod carries three different kinds of decoys:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 9 swarm packs

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

3) Command Fighter Wingroot Guns(3)---Each wing holds a modular direct-fire weapons slot. Similar weapons can be fire-linked to fire simultaneously(taking only one attack action). One change between the standard production Dazla and the Hellrider model is that the top fin cannon is facing rearwards to cover the rear approaches on the fighter. All or each one can hold ONE of the following:
a) GR Cannon
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 300 bursts per gun

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

4) Command Fighter Missile Launchers(3)---Carried over from the standard Dazla fighter. Each wing can fire mini- or short-range missiles.
a) Mini-Missiles---16 per wing
b) Short Range Missiles----8 per wing

5) Ramming Attack---As a last resort, the Hellrider can use itself as a weapon, accelerating to top speed and flying into the target(ideally, the crew escape before terminal approach).
Damage: Equivalent to a Massdriver strike

Auxiliary Craft: None, unless you count the Escape Fighter

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

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


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Unread postPosted: Sun May 17, 2020 9:10 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
Storyfile:
Where Are They Now?

Komte Third Kurumi Imari gazed in fascinated horror at the scene before her. An almost detached part of her positronic brain marveled at the dark miracle of what she was seeing.
Against all odds, in a megaverse of near-infinite possibilities, when even the most optimistic Wayfinder projections had said it might take centuries, the EShemar had stumbled across Imari’s home universe. The one she had been cast from, victim of a witch’s bid for prolonged life, youth and vigor, her soul sacrificed to the Infernal Realms so the amateur sorceress could steal her body. Now, by roundabout way, Imari had returned...home....her adopted tribe having followed lines of sorcerous activity through the extradimensional ylem to new universes to explore. And they found themselves here.
Here being a place Komte Imari barely recognized, but still managed to recognize, from old memories dredged from before her...ordeal was the polite way to put it...screaming seeming unending soul-raping terror was a slightly closer description. Though, those old memories didn’t feature the shattered remains of arcane paraphernalia mixed with the pieces of several cultists. Other new additions included several tall armored figures walking around with heavy weapons, curiously but cautiously poking at various things. Nor did it include the perspective of looking down at a face once seen only in mirrors.
Kurumi Imari looked down at the crouched form of herself, though several head-spans shorter and much softer. The robes, though, were something she never would have worn...not willingly at least. But her will no longer resided in the body she was watching.
“Not enough to steal bodies? Not enough to sell innocent souls? Old habits are hard to break it seems, no? You just had to keep seeking power.”
A face that matched her own scowled at the implied familiarity in those words, But as closely as the face matched Imari’s newer one, she wasn’t fooled. It wasn’t some advanced optical spectrum vision or deep-penetrating radar scan, or even sophisticated technowizardry sensor that allowed Imari to see another, more monstrous, face peering hatefully from within the familiar features.
The witch glowered from within the thrown-down containment pentacle that negated her more sophisticated escape means, but the experienced Komte-Martial in Imari could see the calculating mind trying to figure a way past or through the armored figure looming over her.
Still, it came as a surprise when the witch moved into an attack pose, arms weaving to cast an offensive spell-
It was, to be honest, a startled reflex that brought up the muzzle of the plasma rifle and set off the firing charge. With mixed feelings of dismay, shame, and relief Imari regarded the flaming, rapidly disintegrating remains of a human body, the hiss of dispersing incendiary plasma mixed with the dwindling screech of a disintegrating corrupted spirit.
Celestii-Martial Pasteur-Lyle stepped up to the still form of the younger warrior and laid a consoling hand on one armored shoulder. “I’m sorry; I know how much you had hopes about reclaiming your old body if we ever came across it again-”
“No, it’s...all right....I wouldn’t have wanted to be back in...it...after what she...-it-....had done with it.” It was almost an after the fact look with her Third Eye that showed the guttering flesh was tainted through and through with darkness, now bleaching away as it crumpled to fine ash.
“Well, there might be another way...” the senior Celestii mused.
Komte Third Kurumi Imari raised one eyebrow and bowed an antennae in query as she let herself be led away from the scene.

*************
Komte Second Kurumi Imari Blackbane stared in fascinated horror at the nude body crouched in the middle of the laboratory enclosure.
“You were able to do this?” The Komte asked hoarsely of the Tinker-baotra in charge of the Wayfinder biolab.
The scientist-caste Tinker smiled. “With the untainted DNA you yourself were able to find in your old homeland, yes. Accelerated cloning was fairly easy, matching the appropriate age and state of health somewhat more difficult and involved some guesswork from your old personal records and soul-scan, but yes, we were able to create this.”
An again familiar face gazed out at her, but the look behind the eyes was vacant and lacking in intelligence. The body movements were sporadic and animalistic.
“And I can....transfer into this?” Imari asked, her voice lowered to a whisper.
“We can install a nanoweb processor matrix in the brain, replacing much of the existing and unused neural tissue and you could download into the body, superimposing your soul-pattern on the virgin neurons. We can set it up for whenever you want-”
“No,” Imari said suddenly, coming to a decision. “No, I don’t want to transfer. I was expecting something like an assembled biosystem body, not...this. I’m sorry, this is too much like stealing somebody’s body. I can’t do it.”
“I assure you, you’re not replacing anybody. This body’s a blank slate-”
“Then write somebody new on it. You can imprint new skills, no? Maybe even a basic consciousness? Give her a spark of her own, let her have this life of her own. I won;t take another’s opportunity in an attempt to recapture a past and a life that are no longer mine any more. Thank you for your efforts to try to restore me, but I’d be more grateful if you’d give this one a chance at a life of her own.” The Komte turned to leave the lab.
“As you wish” the Tinker murmured as she set about returning the clone to stasis, the scientist already planning a new set of procedures.

*********
The street is filled with people going about their business, walking, talking, playing, arguing, shopping, eating, gazing about, doing what people have done always in times and places of peace and plenty.
The point of focus dances across the many faces, the many colors, before zooming in on one particular face, a familiar face. The clothes are colorful and light, appropriate for warm weather, and the expression is light and joyful, filled with mirth and life.
Solarii Third Kurumi Imari Blackbane smiled as she regarded the video display. She hadn’t had much contact with the biolab after her decision, but she had been kept appraised of the progress of her ‘little sister’...true both in the sense of size and age of the clone. Her clone had, once indoctrinated and educated past those first awkward years, made a good life for herself...perhaps not the exact life Imari would have chosen for herself, but good enough to meet her approval. And she’d done it with little continued help from the Tribe...okay, Imari admitted to herself, she and her battle-sisters HAD occasionally covertly tweaked some opportunities for the girl, but nothing serious. The young woman with the familiar face had done well on her own efforts and stayed out of the sort of trouble that had so plagued Kurumi Imari in her past life.
Though if similar trouble ever raised its head around her....The Solarii hadn’t requested it, but had learned later of the ‘improvements’, or protections, that the kind Tinker had inscribed into the clone’s bones and flesh. Upon hearing the specifics of the alterations, the NeShemar warrior had approved. Anybody or anyTHING attempting to soul-molest or otherwise assault the young woman would receive a very unwelcome surprise. There might not even be enough left of them for the Solarii and her friends to deal with when they arrived in response.
Imari grinned even more in satisfaction as the image of her little sister linked hands with a young man who had joined her. Her free hand dropped to caress the just-showing bulge under her dress.
Imari turned off the surveillance drone’s feed as she returned to her regular Tribal duties. She’d deliberately NOT abuse scanner use to tell if she was going to have a niece or a nephew, but she would have to consider a nice and anonymous baby shower gift to be sent.

*******

Celestii-Martial Pasteur-Lyle watched her subordinate go about her duties with a smile, before smiling herself, guessing rightly what the younger warrior was so happy about. Then she opened up a private VR channel to a certain biolab and got an almost immediate response and thought-link from the presiding Tinker.
The Celestii-Martial and the Tinker-geneticist shared a common emotive thoughtwave as the Tinker linked in a video feed of ranked gestation/stasis tanks, each one holding a floating body with a familiar face. Pasteur-Lyle wondered if Solarii Third Kurumi Imari Blackbane knew how much attention she had garnered from other Wayfinders and even other Tribes, or how amenable to enhancement her original gene-plasm was. She wondered how she’d break it to the younger woman about the requests for Kurumi-templates, even as czhenalta. Maybe she would wait until the young woman had reached high Solarii or Celestii rank herself before letting her know that she had enough clone sisters to make her the titular head of her own sub-clan.
The Celestii and the Tinker shared another common proud thought. Oh, the possibilities!

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

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


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Unread postPosted: Tue May 19, 2020 8:55 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43522
Location: Somewhere between Heaven, Hell, and New England
Clan Vespa EcoS-K-170 Bolus Warmount
(aka ‘Webinator’)

“I thought I was a goner for certain when those Swarmy blocked off my retreat and snared me with those grappling hooks. But a few seconds later the ceiling started growing cracks and rents and Buzzy pried his ugly head in and began zapping bug-girls off me. Then the party REALLY got started.”

“This bastard has the best aspects of a spider and a wasp, proof again that Mother Nature is the best think tank engineer.”

“We don’t want to firebomb their hives and kill lots of innocent people like who were once like us. We want to destroy the hives by dismantling them, one convertee at a time. We want the hivemind to -know- it’s dying one piece at a time.”

The Bolus is Clan Vespa’s first confirmed indigenous combat Warmount design, though they had help in producing it from their EShemar allies. Though originally designed to fill a nice combat role, it has become, like many fringe tribe designs, a profitable trade item with other tribes, most notably the Blood Riders.
The Bolus emerged from ignominious defeat. In the course of hunting down their sworn enemies, the Swarmy BeeGirls, Clan Vespa learned to their dismay that their enemies could also learn, or at least imitate the tactics of their insectile inspirations. If the BeeGirls could lure their Vespan opponents into situations where the former outnumbered the latter, the BeeGirls could overwhelm a Vespan cyborg, overcoming the Vespan by sheer numbers. Desirous as they were to capture and break individual beegirls from their slavish devotion to the hivemind, the Vespans often were too late to resort to lethal force to defend themselves, before their opponents tore them limb to limb. That the Vespans discovered infestation-hives large enough to use these tactics placed a new emphasis on getting heavier weapons to the bee-hunters. Rather than use stock Warmounts armed with destructive weaponry, however, the Vespans wanted something fast, heavily armored, and able to subdue large numbers of attackers at one time.
Though named for a spider, the Bolus Warmount more closely resembles a giant wasp, but with the addition of four dorsal armatures. Each of these armatures ends in a combination web-sprayer and heavy stunner. A chemical sprayer system provides aerosol cover, while powerful mandibles and claws allow the Warmount to break down obstacles and barriers to get at entrenched enemies. For more lethal encounters, the Bolus has eye lasers and the option of mounting ordnance and gun modules.
Boluses are deployed to quickly fly to the aid of beleaguered Vespan warriors, flying into a Swarmy swarm, and knock down as many of them as possible. The Bolus has begun to appear in increasing numbers with Clan Vespan units, hopefully returning the initiative to the Vespans in their crusade against the Swarmy.
Outside Clan Vespa, the Horrorwoods, Blood Riders, and Obsidian Dawn are known to use Boluses, likely having received the construction templates in return for assisting the Vespans.

Type: EcoS-K-170 Bolus
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 360
Head 110
Antennae(4) 15 each
Weapons Armatures(4) 80 each
Fan-Wings(4) 100 each
Legs(6) 90 each
Height: 7 ft
Width: 6 ft body, 30 ft wingspan
Length: 25 ft
Weight: 7,500 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and side arms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to 550 MPH, no altitude limit.
(Space) Not possible
(Underwater) Limited to crawling along the bottom at 15 MPH, maximum depth tolerance of 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Boluses 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.

*Molecular Analyzer---Allows the Bolus to track by scent (84%). Specifically attuned to sniff out BeeGirl pheromones.

*Multiple Sensor Heads---The targeting modules on the weapons arms count as extra sensor mounts; it is virtually impossible for the Bolus to be surprised from the sides or rear.

Weapons Systems:
1) Laser Eyes(2)---Standard Shemarrian warmount eye-lasers.
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 Armatures(4) ---Four arms protrude from the back, and end in coupled web sprayers and heavy stunners able to cover all firing arcs around the Warmount. in pursuit mode, the Bolus will try to stun a target at range, then close in to wrap it up in webbing. In defense, the Warmount will spray webbing to blind and entangle attackers, before stunning them unconscious. Each webbing armature also features a small vibroblade/hook for cutting webbing, and can perform a slash attack at close quarters.
a) Neural Disruptor Blaster---Based on a Northern Gun weapon and powerful enough to knock Juicers on their backsides, these zappers have proven able to knock BeegIrls cold.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Web Sprayer---Though not as long-ranged as the Arachna’s main webbing cannon, the Bolus mounts more of them.
Boluses are also known to play out a hardening strand of webbing, tipped with a blob of adhesive, and use them like the spider for which the Warmount is named. Having snared a target, the Warmount them either reels in its prize, or can swing and drag the target around, battering them against the ground or other targets. Some Boluses will grab debris in this manner and use the webbing strand as a whip or chain weapon to slash at targets.
Range: 300 ft
Damage: None. A single 1-inch strand of the synthetic spider-web can hold up to 3 tons and has 1 MDC per 10 ft length; more if braided.
Used to coccoon-spray a target, the cannon can spray up to 50 MDC in one attack, so if the Bolus uses six of its attacks on wrapping a single target, it can create a web shell with 300 MDC, or generate a 3,000 ft line in a single melee.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Bolus’s ready-reserve has 1,000 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 webbing) that are reprocessed into new webbing compound.

3) Chemical Sprayer----The Bolus can use its wing-mounted hoverjets and fans to disperse large clouds of chemical agents into the air. Common gases include CS agents, pheromone-blockers, and nerve agents specifically concocted to at least temporarily interfere with the Swarmees’ telepathic abilities. Has enough reservoir capacity to cover a 500 ft radius up to 10 times. Depending on local wind conditions, the cloud can persist for up to 10 minutes.

4) VibroClaws(6)---Each of the legs ends in an array of sharp vibroclaws, typically used for anchoring the Bolus to hulls, mountainsides, and other surfaces, but more than capable of being used in an eviscerating kick or armor-piercing spear-punch.
Range: Melee
Damage: 2d4 MD tear/pry/stab

5)(Optional) Modular Weapons(2)---The Bolus has provision for head-mounting two weapons similar to those standard to the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat.
Typically has the following:(for aerial maneuvering purposes):
Pilot Helicopter 85%(+5% per level of experience for Ecotroz entity)
W.P. Net
W.P. Whip/Rope
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Bolus intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)

Actions/Attacks Per Melee: 9
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 in flight
Strike +3 (+3 w/ ranged weaponry)
Parry +3
Roll +2, +4 in flight
Pull Punch +3
Critical Strike on an Unmodified 19-20
Bite 5d6 MD
Kick/Claw 2d4 MD tear/pry/stab
Weapons Armature Slash 1d6 +2 MD
Body Block/Ram 2d6 MD +1 for every 20 MPH of speed

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Bolus an aura and behavior more befitting a sentient being than a robot. Boluses are cunning and aggressive predators, but are dog-loyal to their riders, and will never willingly abandon them in a fight.

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:
*Buzzer-Beater---An experimental weapons system; the Bolus can use its wings as resonators to produce high-frequency ultrasound vibrations(with a harsh buzzing as an audible sideband) that attack Bee-Girls’ sensitive antennae-hearing and ideally disorient them. Generates an area of effect 200 ft in radius. BeeGIrls in this area lose all their antennae powers and must roll under their ME or be instantly wracked with the equivalent of raging migraines; -8 to strike, parry, dodge, roll, lose initiative and 2 APMs, and -20% on skill rolls. Even afterwards, the BeeGirl will be -1 on initiative, HALF on HtH bonuses, and -5% to skill rolls for 1d4 minutes.
The downside is the system also effectively negates the Vespans’ own antennae and motion sensor abilities while it is active.

*Envenomator Drug Needle System---The mouth can be fitted with a concealed drug dispenser needle system; the Bolus can camp onto a living target with its powerful mandibles and inject the trapped prey with a drug or poison shot. The needle itself does 1 SDC or 1 MD(has a vibro-stilleto) and chemical effects vary, but typically delivers a sedative or marker chemical(the Bolus will sometimes capture and release prey, using the chemical or nanotech signature to track the escaping target back to its lair). A reservoir in the head holds up to 20 doses each of 5 different chemicals/drugs.

*Deep Radar---Some Boluses have been fitted with deep-scan imaging radar systems, distinguished by having extra-thick antennae arrays on their heads, These powerful radar sets can penetrate wood and stone, and even light metal, up to 1,000 ft, generating imagery of the interior of structures (useful for planning dynamic entry on suspected Swarmy strongholds) and even for radar-imaging the internal organs of living beings(or detecting concealed weapons on/in them). The radar, however, is blocked by metal armor and metallic and supernatural megadamage materials.

Variants:
*EcoS-K-170F---(aka ‘FrogWasp’, ‘Fighter-Wasp’)To address concerns that the Bolus was too specialized to fare well against other more aggressive and resilient megaversal threats(such as StarWasps or Brodkil), the -F variant was developed. This differs from the baseline model in that it replaces the stun gun/web sprayer armatures with energy weapons, and the large abdominal tank is split between a forcefield generator and a nanobot dispenser.
Changes/Modifications:
MDC/Armor by Location:
Forcefield 250(regenerates 10 MDC per melee)
Weapons Systems:
2) Energy Weapon Armatures---Replaces the sprayer/stungun combo with an energy weapon. The favored weapon is a disruptor, based on Golgan Republikan Guard equipment, and that has given the -F variant its nickname ‘Frog-Wasp’.
a) Pulse Laser
Range: 3,000 ft
Damage: 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Particle Beam
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Ion Blaster
Range: 1,600 ft (1,000 ft underwater)
Damage: 5d6 MD single shot
(Scatter-Shot Mode)---Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Disruptor
Range: 1,700 ft
Damage: 4d6+4 MD at the point of impact, 2d4x10+5 MD for a 5-shot burst, plus 25% of that to a surrounding 1.5 ft diameter.
Rate of Fire: ECHH
Payload: Effectively Unlimited
5) Hive’Bot Dispenser---The Bolus-F’s rear abdomen houses a recharger/launcher for carrying 300 micro-robots such as the Carrion, Cooter, Bubonic, Carapace, Fiery Wing, or Sanitateo.

*EcoS-K-170Br----(aka ‘BurnWing’) BloodRider variant, again replacing the web sprayer/stun gun armatures with plasma cannons. The webbing fluid tank has been replaced with a deuterium slush tank, fueling the plasma cannons. It is often deployed in concert with the EcoS-K-41 Pyrolyte(and riders of the respective types are often very competitive with each other). Against swarming ‘cooking’ attacks, Blood Riders have been known to cackle maniacally, and crow about fighting harder when it’s hotter.
Changes/Modifications:
Weapons Systems:
2) Plasma Cannons(4)---Replace the webbing/stun gun armatures with plasma ejectors. Furthermore, the plasma can be ‘hot-shotted’ for greater damage, by injecting refined deuterium vapor into the plasma stream, making it hotter and more destructive.
Range: 1,300 ft
Damage: 4d6 MD single shot, 1d6x10 MD three-shot burst
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage
Rate of Fire: ECHH
Payload: Effectively Unlimited
The deuterium slush tank holds enough for 450 enhanced shots.

*EcoS-K-170Od---Obsidian Dawn variant that replaces the weapons armatures with chemical spray cannon (700 ft range) and the webbing tank/generator with a chemical tank(500 galloon capacity). It is used for spot decontamination and pesticide spraying. Its limited offensive capabilities, however, have made it rare even in the Obsidian Dawn’s ranks.

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

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


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