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Unread postPosted: Thu Dec 16, 2010 12:24 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
In honour of the greatest sequal in film history premiering tomorow...

CLU2; "Your move Flynn."

The Dude; "Okay maaannnn...say hello to my little friend!"

CLU2; :eek: "What in the name of the grid is THAT?"

Tishanya AEther Thief; Ghostwalker Tribe;*walking through a digital portal* "The game has changed, little program."
The gynoids armour's glowing outline pulses breifly as a neon-edged version of the archetypical Railgun-lance appears in her hands.

CLU2; "Do you have any idea who I am? I rule here!"

Tish; "Do you know who I am?"

CLU2; "No..."

Tish; "End of line."

-BOOM- :nuke:

the didgi-verse pixelates for a few moments as the scale-mile long red battle-carrier has a large hole blown through its bridge.

The Dude; "That's a bummer man. Hey Tish; buy ya a drink? The enegry shakes here are killer-apps."

Tish; "That would be nice. I think this could be the start of a beautiful freindship. Thank you again for calling me in. I like this place; but it needs a females' touch, y'know." :angel:


Several hours (digi-verse time) later...

CLU2; *lying in many pixelated fragments in the 'outlands'* "...owww..." :?

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Dec 16, 2010 2:41 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
8) 8) 8)
I'm part of the cult following of the first movie, and eagerly await when they ever offer a boxed DVD set of both movies.
Plus, the Ghost Riders...dang, why didn't I consider that first? :ok:
Oh, right. I was too busy swearing at my suddenly traitorous internet connection. :roll: :frust:

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

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


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Unread postPosted: Sun Dec 26, 2010 10:36 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
EShemar Sapphire Cobra Boomslang Sword-Whip
“In theory, one should be able to use the boomslang to swing from branch to branch....but finding enough branches that can take the weight of a swinging adult Shemarrian is the problem.”

“Drop your weapon and come along quietly, unless you want to choke before your head gets popped off your neck!”

The Boomslang-whip is a weapon unique the Sapphire Cobra Tribe, and is proving increasingly popular as an ‘icon’ weapon, issued mainly as a ceremonial or holdout weapon, but it is still fairly effective. Essentially, it is a handheld robotic tentacle fashioned to look like a snake, held by its tail. The boomslang-whip can be utilized like a prehensile appendage to reach, grip, entangle, or it can be locked stiff to act as a rapier or club. The whip incorporates a retractable vibroblade in its tip and a venom injector capable of delivering a drug/toxin, or doses of nanites. The Boomslang is used by EShemar and NeShemar alike.
Weight: 7 lbs
MDC: 25
Range: Melee; the whip itself can extend out 15 ft
Damage: Used as a club or whip, the Boomslang does 2d4 SDC + P.S. damage
Can also entangle and crush/squeeze for 1d6 MD per melee
As a rapier, does 2d4 MD
Nano-Venom varies in effect, depending on the type(s) used.
Rate of Fire: ECHH
Payload: Internal reservoir has enough capacity for 28 drug/nanite injections before needing to be recharged. Up to four different nanite/venom types can be stored.
Bonuses: In the hands of somebody with Telemechancis or Telemechanic Operation(like the Ecotroz Shemar), the Boomslang-Whip has a +1 to straike, parry, disarm, and +3 to entangle. It also adds a +10% to Climbing skill if used as a climbing aide.
Cost: The Boomslang is typically not available for sale, but if it was, it would likely bring 300,000 credits or more to a collector. The Sapphire Cobras, however, would take an INTENSE interest in any non-Tribe member possessing such a weapon, and would likely seek to confiscate or destroy it.

Sapphire Cobra ‘Rattle-Dance’ Nano-Venom
“Ack-yargh-yar-gah!”
“Melhissa, would you mind prodding the security guard away from that ledge? I’d rather not have him fall to his death after all the trouble we went to make sure he stayed alive.”

‘Rattle-Dance’ is an adaptation of the Sapphire Cobras’ ‘Serpent’s Kiss’ nano-venom, except that ‘RD’ is a reduced lethality weapon meant to be used against organics. Rattle Dance consists of IRMSS-style nanites that seek out the victim’s nervous system(voluntary, rather than autonomic) and proceed to disrupt the signals, sending the victim into shakes and convulsions. Victims must save versus non-lethal poison or suffer the following penalties; -6 to strike, parry, dodge, and roll, -50% to any skills requiring fine motor control, and must roll every melee at -10 to retain balance. Effects last 4d6 minutes before the nanites shut down and are flushed from the system.
Some of the more diehard organic adherents of the Sapphire Cobras’ snake-cult allow themselves to be injected with Rattle-Dance as part of spiritual ceremonies, believing that the hallucinations caused by the venom’s effect on the nervous system may cause prophetic or inspirational visions.

Sapphire Cobra ‘Stone-Blood’ Nano-Venom
“I warned him that if he kept making faces like that, he’d end up stuck that way!”

‘Stone-Blood’ is another nano-venom that also attacks the neuro-muscular system, generating acute paralysis and locking the victim’s muscles in place. Victims must save versus non-lethal poison or suffer being ‘frozen’ in place. Effects last 4d6 minutes before the nanites shut down and are flushed from the system, after which the victim will suffer a penalty of HALF their normal APMs and hand to hand bonuses for twice that duration, owing to post-muscle-lock shakes and tremors(the experience of the muscles being locked seriously fatigues victims). The duration of the paralysis can be extended with additional bites, but at increasing risk to the health of the victim; for every subsequent bite/dose over four , the victim must roll versus coma/death to avoid falling unconscious, and taking 1d6 Hit Points due to cardio arrhythmia.

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

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


Last edited by taalismn on Thu Dec 30, 2010 8:03 pm, edited 2 times in total.

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Unread postPosted: Mon Dec 27, 2010 1:39 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
EShemar Sapphire Cobra Boomslang Sword-Whip

Now that's just mean...

taalismn wrote:
Sapphire Cobra ‘Rattle-Dance’ Nano-Venom

Fun at parties.

taalismn wrote:
Sapphire Cobra ‘Stone-Blood’ Nano-Venom

... :D
there's a joke there, but it is so tasteless and crude, I'll just let someone as depraved as myself fit in the punchline. :demon:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Dec 27, 2010 7:04 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
Sapphire Cobra ‘Stone-Blood’ Nano-Venom

... :D
there's a joke there, but it is so tasteless and crude, I'll just let someone as depraved as myself fit in the punchline. :demon:


Shemarrian Viagra?

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

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


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Unread postPosted: Wed Jan 05, 2011 10:14 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
EShemar SkullCrusher Necriant Elite
“Sister! How about a game of ‘toss the tank’?”
“Ew! Ew! Can I pick the tank?”
---
“Death Leader to Hunt Point One, what are those alien abominations doing?!”
“Hunt Point one here! They’re---THEY’RE CHARGING US! *CRUMP* THEY’RE PICKING US UP! THEY’RE---EEEEEYYYAHHHHHHH!!!”
“Death Leader to Hunt One! Respond! Respond! Res--”*CCRUNNNCHHHSWARRSHHHSKRReee-------*
---
“Hunt Point Three to Command! Death Leader has just been crushed by Hunt Point One! Repeat, Death Leader has just been destroyed by Hunt Point One! The enemy has just THROWN our lead tank at the command vehicle! Massive explosion! $#!+!!! Enemy is advancing on us! We’re taking heavy fire!!! Am pulling back!”
----
“Sister, that one is getting away.”
“I know. I wanna know where it goes. There might be more of them where it came from! Maybe a better selection, too! Our last ‘ball’ didn’t last long enough!”
“Best two out of three?”
“Game on.”


The SkullCrusher Tribe is arguably the ‘insane’ branch of the Shemarrian ‘species’; alternately noble and depraved, heroic and bloodthirsty. They are incredibly aggressive and given to overkill. Not surprisingly, their Elites favor sheer overwhelming firepower and armor, to the point where they can contemplate such radical Elite Upgrades as the Necriant.
Shemarrian Star Nation SkullCrushers who are critically injured may elect, with the approval of their War Chiefs, to become Necriants. Necriants seem to be the embodiment of the SkullCrusher ideal of heavy firepower and sheer physical strength taken the next off-step.
Necriants are giant-scale Shemarrian Elites, scaled up humanoids to match oversized monsters and giant robots on the battlefield. Aside from some basic cosmetic design and sculpted facial features, there is little pretense of attempting to disguise the gynoids as organic living beings; the sheer acreage of space that would have to be covered by synthetic flesh(and replaced after every battle) precludes such cosmetology. The Necriant is a massive sentient fighting and killing machine, bulging with armor, bristling with internal armaments, and able to weild oversized weaponry. Because the Necriant is so big and cannot ride regular War Mounts, the giant gynoid is fitted with her own flight capabilities in the form of an internal anti-grav generator and leg-mounted thrusters.
Necriants are typically used by the SkullCrushers in ground campaigns during planetary attacks where stealth and restraint are not issues. In space, they are deployed to protect spaceship hulls(or to storm enemy hulls, crawling about the outside, rippping off weapons turrets and other equipment). Necriants also often serve among the personal guard/combat squads of SkullCrusher War Goddesses. One Necriant is a juggernaut; a squad of them is a well-nigh unstoppable force!
Being a Necriant is not without its shortcomings; their very size limits their ability to move around among their smaller sister kin and enjoy the same things they do. Being the size of a small robot vehicle also means that Necriants can only operate in open areas. Despite their massive firepower and armor, Necriants are relatively slow and ponderous for their greater mass. Attendant with the greater size and firepower of being a Necriant is a greater chance of certain forms of insanity, already endemic among the SkullCrushers. In fact, when not in combat or participating in certain Tribal ceremonies, most Necriants spend their offtime in VR sim, while hangered.
Necriants are exclusive to the Shemarrian Star Nation SkullCrusher Tribe. No other Tribe has evinced an interest in developing similar Elites.
Type: EShemar SC-Necriant
Class: Energy Lifeform/Robot Fusion Self-Sufficient Combat Infantry/Assault Robot
Crew: Ecotroz Intelligence
MDC/Armor by Location:
Main Body 900
Head 500
*Forehead Sensory Targeting Array 120
Arms(2) 400 each
Hands(2) 100 each
Legs(2) 500 each
Feet(2) 250 each
Leg Jets(4) 60 each
*Destroying the FSTA will prevent the Necriant from engaging in accurate long range fire over 1 mile(effectively nixes any sensory bonuses for extreme long range fire in space).
Height: 30 ft
Width: 16 ft
Length: 14 ft
Weight: 30 tons
Cargo: Whatever can be carried by the Necriant
Physical Strength: Robotic P.S. of 55
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:(Running) 100 MPH
(Leaping) 30 ft up/across, 100 ft up/across with a running start
Jet-boosted leaps add an additional 200 ft
(Flying) Hover to Mach 1.2. Thanks to the anti-gravs, there is no altitude limit.
(Flying---Space) Can hit speeds of Mach 6
(Underwater) Can run along the bottom at 30 MPH, and survive depths down to 10,000 ft.
Market Cost: EXCLUSIVE to the Shemarrian Star Nation SkullCrusher Tribe
Systems of Note:
Standard Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Eye Lasers(2)----The Necriant can fire powerful lasers from its eyes.
Range: 2,000 ft in atmosphere, 4,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, 5 miles in space)
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
Rate of Fire:EPCHH
Payload: Effectively Unlimited

2)Chest Weapons(2)----The Necriant’s rather impressive bosom conceals a pair of modular weapons slots. Each one can hold ONE of the following(though typically both are fitted with the same systems):
a) Mini-Missile Launcher---Volleys of 1-10, 40 missile payload

b) Short Range Missile Launcher---Volleys of 1-10, 20 missile payload

c) Medium Range Missile Launcher---Volleys of 1-6, 6 missile payload

d)Gatling Rail Gun
Range: 4,500 ft in atmosphere, 2 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d6x10+10 MD per 20 rd burst, can only fire bursts
Rate of Fire: ECHH
Payload: 2,000 rds(100 bursts) per gun

c) Pulse Laser
Range: 8,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Plasma Cannon
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 2d4x10 MD per blast
(Scattershot blast) Can fire a ‘shotgun blast’ that does 1d6x10 MD to a 50 ft wide area, but at HALF range.
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Ion Blaster
Range: 4,800 ft in atmosphere, 3 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d6+3 x10 MD to a 10 ft blast radius
Rate of Fire: ECHH
Payload: Effectively Unlimited

F) Forcefield Generator(both slots must be used)---400 MDC

3) Forearm Weapons(2)----The forearms conceal similar modular weapons mounts
a) Mini-Missile Launcher---Volleys of 1-12, 12 missile payload

b) Short Range Missile Launcher---Volleys of 1-6, 6 missile payload

c) Medium Range Missile Launcher---Volleys of 1-3, 3 missile payload

d)Gatling Rail Gun
Range: 4000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 200 miles in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)

c) Pulse Laser
Range: 6,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 1.1 mile in atmosphere, 110 miles in space)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Plasma Cannon
Range: 4000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 100 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

e) Ion Blaster
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 100 miles in space)
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) Particle Beam Cannon
Range: 4000 ft in atmosphere, 2 miles in space
(Kitsune Values: 4,000 ft in atmosphere, 100 miles in space)
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4)Extendable Finger Claws
Range: Melee
Damage: 4d6 MD +P.S. Damage

5)(Optional) Back-Mount Weaponry----If not used to carry an oversized rifle pod or melee weapon, the back hardpoints can be used to mount integral equipment:
a) Mini-Missile Launcher---Volleys of 1-12, 48 missile payload

b) Short Range Missile Launcher---Volleys of 1-6, 24 missile payload

c) Medium Range Missile Launcher---Volleys of 1-3, 12 missile payload

d) Forcefield Generator---400 MDC

e) Booster Pod---Turns the Necriant into a fighter-speed flier; can now hit speeds of up to Mach 2 in atmosphere, and Mach 8 in space. +1 to dodge in flight.

6) (Optional) Shoulder Missile Launchers(2)---The shoulders can be outfitted with oversized plaudrons holding missile launchers. Each shoulder has 100 MDC, but fitting them with missile launchers imposes a -1 to dodge/parry penalty due to encumbrance.
a) Mini-Missile Launcher---Volleys of 1-6, 12 missile payload

b) Short Range Missile Launcher---Volleys of 1-6, 6 missile payload

c) Medium Range Missile Launcher---Volleys of 1-4, 4 missile payload

d) Slammer Concussion Missiles/Bombs---Knockoff Triax Weapon, acquired through industrial espionage connections.
Range:(Missiles) 6,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: (Missiles) 2d4x10 MD to 90 ft radius.
(Bombs) 1d4x10 MD to 90 ft blast radius.
88% chance of knock-down(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)
Rate of Fire: Volleys of 1-3
Payload: 3 per shoulder

7)(Optional) Forearm Shields---Copied from the Kittani Class Two Rocket Shield, these vambrace-like forearm shields each hold a single-shot heavy missile. Once expended, the shields can be detached and discarded.
MDC: 150
Missile Range: Two miles(4 miles in space)
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: 3d4x10 MD to a 30 ft blast radius, +4 to strike a specifc target
Payload: Single shot per shield
Note: Some Forearm Shields have been seen plated with what is presumably SilverMoon-provided laser-reflective plating, so lasers blocked with the shields would do HALF damage.

8)(Optional)Handheld Weapons----Necriants can pick up such oversized handweapons as are available to giant robots(see Special Equipment for a few examples)

9) (Optional) Accessory Systems---Necriants generally do not get any additional systems or radical modfications aside from those already described, but it is POSSIBLE that they may acquire such add-ons as extra sensors, modified weapons mounts, or even something as radical as an extra appendage(tail or extra arm(s)) in reward for exceptional service(even for a recognized Elite) at the Tribal WarGoddesses’ (and the GMs’) discretion/approval. Most changes, though, tend to be cosmetic, to suit the individual Elite’s preference in styling.

Hand to Hand:
Being bigger and massier, the Necriant isn’t as fast as smaller EShemar types, but is still fairly impressive as giant robots/cyborgs go.
The following bonuses are in addition to any the Necriant gets from additional skills/modifications
Actions/Attacks Per Melee: 8, + 1 additional attack at levels 3, 6, and 12
Initiative +3
Strike +6
+4 Strike with ranged weapons
+6 Strike with Shemarrian/EShemar weapons
Dodge +7 (+9 Dodge in flight)
Parry +7
Roll +4
Pull Punch +4
Disarm +2
Entangle +2
Critical Strike on a Natural 18-20
Paired Weapons
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Tear/Pry with Hands 2d6 MD
Body Block/Tackle 4d6 MD
Stomp 2d6 MD
Kick 6d8 MD
Leap Kick(2 attacks) 2d6x10 MD

Skills: Same as for the regular Shemarrian/EShemar.

Psionics:
Normal EShemar psionics only

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

Insanity:
It may be a lingering side effect of the damage that made the SkullCrusher’s conversion a necessity or it may be the heady and corrupting influence of being in a body meant only for war, but about 25% of Necriants suffer from some form of insanity.
01-10 Obsession: Organics----This is akin to a Cleanliness obsession; the Necriant has nothing against organic sentients, but dislikes fighting organics because they DIE MESSY, especially in melee combat, and the Necriant HATES having to clean up afterwards. Even having to fight them to subdue them, has the chance that the buggers will just explode in the hand or bleed all over the place, and the Necriant finds that just disgusting. Given the chance, the Necriant would rather not touch the slimey little beggers and if ordered into combat against Splugorth, Star Wasps, and other ‘soft skins’, would prefer to flame them from a distance.
11-19 Mania---The gynoid is supercharged, on top of her game, and one of the best! She’s +1 to Initiative and +1 to Dodge, but -1 to Perception and -10% on skill rolls because she’s too distracted by how AWESOME she is.
20-29 Delusional: Crusader---The Necriant feels that she is a symbol and embodiment of the SkullCrusher ideal. Stopping just short of delusions of godhood, the Necriant feels empowered by some divine energy and will fearlessly face an enemy, even to self-destruction. The Necriant may also exhibit an exaggerated sense of honor and chivalry, and will act in a very conscending manner to non-combatants or those perceived as weaker than the Necriant. Gets a +1d4 to M.A.
30-39 Obsession: Fighting and Competition---Combat is life, and the Necriant lives for battle. The Necriant has to prove herself again and again as the best there is. In combat, the Necriant will regularly single out enemy champions or elites and seek to engage them in battle, and may have difficulty obeying orders to withdraw from combat, especially if it means conceding to a foe. Gets a +1 to parry.
40-49 Obsession: Danger---Only where there is risk to life and limb is there truly life! The Necriant shows little sense of self-preservation, and regularly seeks danger. Not necessarily combat, but disasters, extreme flying, and tests of courage. Gets a +2 to roll with damage.
50-59 Obsession: Robots---The Necriant sees other giant robots as her foes and will seek to best them on the battlefield. Even allied robots will be subjected to taunts and challenges. The Necriant also likes to keep trophies of fallen foes on her person. Against robot opponents, the Necriant gets a +1 to strike.
60-69 Berserker----In combat, the EShemar must roll versus M.E. or fall into a frenzy, ignoring orders to pull back or stop fighting, and lashing out at even friends and comrades who attempt to interfere with the beserker’s rampage. While in the Frenzy, the Necriant’s melee strikes do an extra die of damage, and the Necriant is +2 to Strike, but -2 to Dodge, Parry, and Roll. Berserker frenzy generally lasts 2d4 minutes.
70-74 Split Personality---The EShemar suffers from a split personality disorder; one is a cold-blooded, brutally efficient killer, and the other is a child-like innocent. The Killer is sadistic, kill-happy, and VERY good at what she does; +1 to strike, parry, dodge, but -10% to any skills not directly oriented with combat. The Innocent is easily distracted, nerdish, curious, and more or less peaceful and child-like in attitude, and gets a +10% to non-combat-related skills. While the Innocent can be persuaded to defend herself(normal bonuses) or give over to the Killer in combat, especially if the combat is intense, she’ll do so reluctantly. Likewise, the Killer will be reluctant to be reigned back in, and may disobey orders for ‘one last shot’ at an opponent.
75-83 Obsession: Death---This puts the ‘necro’ into ‘Necriant’. The gynoid becomes obsessed with death and death imagery even more than the average SkullCrusher, and tends to get intensely philosophical about death, as well as collecting and decorating oneself in death imagery. Going against opponents like Undead, the Necriant gets a +1 to strike, parry, and roll, as they are unfazed by dealing with such Unlife.
84-89 Kleptomaniac/Collector---The Necriant becomes obsessed with collecting weapons and hardware, from fallen foes, battlefields, or even snuck off allies. A Necriant with this obsession and an open credit line is a dangerous thing. Has Recognize Weapon/Equipment Quality at +15%
90-00 Manic-Depressive---Up one week, down the next. In the manic phase(+1 Perception and Initiative, +10% to all skill rolls), the Necriant is likely to prefer engaging in close combat, while in the depressive(-3 Initiative, -1 on all combat moves, and -10% to all skill rolls), sulking phase of this disorder they’re more likely to be in ‘fire all the missiles and forget about it’.

Special Equipment:
Necriants can pick up and use oversized Robot-scale weaponry. While Necriants CANNOT wear cyborg armor, a few have managed to have applique armor or scavenged megadamage monster hides made into oversized cloaks custom-fitted for them....typically these adhoc creations give an extra 100-200 MDC of additional protection.
The following are a few examples of special weapons that have been made with the Necriants in mind:

*ES-SC-NGC-01 Grav-Cannon---This is essentially a tank-scale G-Cannon configured into a giant rifle pod
Weight: 1 ton
MDC: 200
Range: 8,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 1.3 miles in atmosphere, 130 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst. Can only fire bursts
Rate of Fire: ECHH
Payload: 20,000 rounds(500 bursts)
Note: Can be fitted a giant 7 ft long vibrobayonet that does 5d6 MD plus P.S. damage on a jab

*ES-SC-NGC-02 80mm Grav-Howitzer----Similar in concept to the NGC-02, but meant for firing slower explosive ordnance. It can also be propped on the ground in a gravity well and used as indirect artillery.
Weight: 2.9 tons
MDC: 280
Range: (Direct Fire)25,000 ft (6 miles)in atmosphere, 12 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
(Indirect Fire) 62,500 ft (14.5 miles). Range in microgravity can be 2-10 times as great, depending on local conditions.
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 50 rd drum
80mm AP shell weighs 12 lbs( 166 shots per ton)
Note: Can be fitted a giant 7 ft long vibrobayonet that does 5d6 MD plus P.S. damage on a jab

*ES-SC-NRG-01---A heavy gatling-gun style rail gun assembly with short range but massive spray capability
Weight: 1.6 tons
MDC: 280
Range: 5,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 2d6x10 MD per 40 rd burst, or can do 1d6x10 MD to a 25 ft wide swath at HALF range.
Rate of Fire: ECHH
Payload: 20,000 rounds(500 bursts)
Note: CANNOT be fitted with a bayonet

*ES-SC-VB-01---Giant scale(15 ft long) vibro-blade
Weight: .6 tons
MDC: 180
Range: Melee
Damage: 6d6 MD + P.S. damage

*ES-SC-VH-01 VibroHammer---A giant vibromace/hammer with rocket thruster augmentation to increase the velocity of impact. It takes extra skill to swing the giant 4 ton sledge, but it’s a favorite with SkullCrushers who like the sheer simple brute force of the ‘Cracker’.
Weight: 4 tons
MDC: 320
Range: Melee
Damage: 5d6 MD unpowered strike, + P.S. damage, or 4d4x10 MD powered strike(-1 to strike due to the added momentum from the thrusters fighting control).

The SkullCrushers are particularly fond of taking weapons off fallen foes. The following are the most sought-after giant-scale weapons:
*Nar-Axe---Giant energy axe from the Naruni Death-Knight Assault Robot(160 MDC, 2d6 MD unenergized strike, 2d6x10 MD energized).

*Nar-Plas-Scythe---Taken from the Naruni NE-R2000 Reaper Assault Robot(200 MDC, 3d6 MD solid spike, 5d6 MD energy blade, 4d6 MD energy bolt w/ 1,200 ft range).

*Kree-Blade---Giant axe or sword from the TransGalactic Empire’s Imperator Assault Robot. The massive weapon (300 MDC, 3d6 MD unenergized strike, 2d4x10 MD energized, 2d4x10 MD particle beam blast, 1,200 ft range) is necessarily a two-handed weapon for Necriant. The Kree-Blade is particularly valued in part due to its rarity; the SSN has thus far had few contacts with the TGE.

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

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


Last edited by taalismn on Fri Apr 15, 2011 12:01 pm, edited 1 time in total.

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Unread postPosted: Thu Jan 06, 2011 3:40 pm
  

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:eek: :shock:
Ummmmmmmmmm.
Eek?

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Jan 06, 2011 3:50 pm
  

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DhAkael wrote:
:eek: :shock:
Ummmmmmmmmm.
Eek?



Yeah...made the mistake of watching 'Transformers' and had to do a big honkin' sentient robot with personal issues. :D

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

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


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Unread postPosted: Thu Jan 06, 2011 3:59 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
DhAkael wrote:
:eek: :shock:
Ummmmmmmmmm.
Eek?



Yeah...made the mistake of watching 'Transformers' and had to do a big honkin' sentient robot with personal issues. :D

At least it isn't a geriatric with auzie accent and a cane :nh: :frust:
*burns copies of Transformers2*

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Jan 06, 2011 4:04 pm
  

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"So they're basically big psychotic android chicks with tactical nuclear weaponry?"
"They're big psychotic android chicks with tactical nuclear weaponry on OUR side. "
"CAPTAIN! Sergeant Lorenz sez one of those big robot girls has taken the Death Herald gatling cannon off his weapons carrier and won't give it back."
"Go. Go smooth over relations between us and the big psychotic android chicks with tactical nuclear weaponry that are our allies."

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

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


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Unread postPosted: Thu Jan 06, 2011 11:15 pm
  

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Just some dumb crossover fun with the idea 'Amazons Vs Amazons'

“The Goddess and you have to be kidding me.”
The DarkWaters Warband leader stared at her team sergeant and the small pink human squirming in her grasp. She’d heard the boarding team’s sitrep transmission but had hardly believed it. Surely, having had an easy time of boarding this alien vessel, her normally professional assault team had decided to play an uncharacteristic practical joke on her and the rest of the warband after they’d finished securing the large alien ship/space station that had mysteriously appeared in their space and refused to either identify itself or surrender. The damn thing was giving the Psi-Shamanesses headaches and they’d demanded the thing be taken and shut down, and it was the warband leader’s responsibility to carry out those commands, which she and her warriors had done with cool precision and professionalism...until a few reports had come through sounding particularly wonky.
Now that she’d come inside and seen for herself, she was faced with the truth. The hardened veteran of many reasons of campaigning on the galactic marches had found herself a bit taken aback by it. It was a good thing the ship’s artificial gravity was off, and the Shemarrians mag-booted to the deck, because otherwise the warband leader might have facefaulted to the floor.
“They really came after you in BIKINIS?!”
Indeed, the small human female fighting futily against the steely grip of the eight foot tall gynoid sergeant appeared to be only wearing a very revealing sling-like ensemble of dark blue fabric and straps, and matching boots on her feet that now kicked desperately for purchase, but only dangled above the deck.
“Affirmative! They came after us wearing only these! And jet packs!” The EShemar noncom nodded to a sleek zero-g maneuvering unit of some sort that now floated near a distant wall, where it had apparently been thrown after being removed off its previous wearer. “They also had missile launchers and pistols, and that gave us pause for a moment, but only a moment! Just stepped out in the open and started shooting at us!”
As if on cue, a tubular weapon drifted by, its tube twisted lengthwise like a licorice stick and rendered just as useless as a combat weapon. The Shemarrian officer backtracked the weapon’s drift to the rest of the bay, where several burn marks in the walls told of where munitions had actually been fired off and detonated. It also showed her the rest of the boarding team for this section standing about unharmed, a half-dozen captives, similarly clad to the first prisoner, held locked among the giant warriors, the smaller humans looking incongruous in their scanty apparel among the towering squad of fully armored and armed Shemarrians and their gleaming Warmounts clustered around them .
“Forcefield protections? Magic warding? Biowizardry? Psionic enhancements? Manoan Amazons?”
“No, they’re straight plain fleshies! They break real easy!” another one of the boarding team called out, as she attended to one of the captives, tied to a backboard, whose legs were apparently being bound together and splinted with windings of electrical tape. Another captive was making choking sounds as she struggled to breath through the missile launcher bent pretzel-fashion around her neck. Yet another at the far end of the bay screamed as dislocated arms and legs were forcibly popped back into joint. The one pinned against the wall by a large Shemarrian hand placed firmly against her chest was randomly jerking and kicking, head lolling and eyes rolling, as she recovered from an apparent tazering. The remaining prisoners just twitched in their tie-ups and grunted in startled outrage against their gags as their captors poked at them to prove the point they didn’t have subdermal armor or plastiskin mesh plating.
“Are you sure that they just weren’t surprised from bed or something?” the warchief ventured, seeking some rational explanation for the apparent insanity, having been caught up in it against her better judgment.
”No, really, and look! Matching gear! They’re color coordinated! They’re all like this!” The sergeant turned her struggling captive to show the color-matched pistol holsters tucked up under the woman’s ribcage and armpit. “It’s a -uniform-! They -suited up- like this to meet us!”
The EShemar warchief pondered the insanity of people who would apparently strip down to meet armored bionic warriors in in-ship close combat, without being somehow armored, bio-augmented, or mystically enhanced themselves. Even Berserkers knew they had their enhanced construction going for them when they went hand to hand, leather-clad, against an enemy. Must be something in those organic chemical nuero-electric biologies, some errant chemical imbalance or other that fleshies were always contracting or inducing.
She decided she’d leave it to the intelligence analyst types like the Tinkers, Males and Acolites who’d be sifting through the captured alien ship for information. At least the giant robots they’d faced outside made SENSE. Big war machines she could understand and deal with; crazy fleshies with death-wishes and wardrobe issues didn’t bear fruitful serious contemplation.
“Can we keep them?”
The Warchief met the frantic gaze of the blond woman in the sergeant’s grasp, the captive’s wide dilated eyes looking back at her over the big wargloved hand that was muffling her protests. Bare hands scrabbled at the armored forearm locked around her neck, fingers trying to pry loose ceramet steel to no effect.
The Warchief decided to throw the little exhibitionist and her friends(fellow cultists? Gym buddies? Chorus dancers?) to the wolves(but not the Wolf’s Path). These girls wanted to take potshots with missile launchers at HER girls? Fine.
Dark One’s Hells, you’re the ones who caught the girls’ attention. Whatever your glitch is, deal with the consequences!
“Sure, only if you take care of them and remember to leave air holes in their jars. And you clean up after them. Beyond that, I don’t want to know what you do with your pets.”
With that the war leader turned to make her way to the other sections of the captured fortress that were her responsibility, hoping that no OTHER wierdness crossed her attention on this mission. Though if she ever ran into the architect of the absurdity she’d just dealt with, she might feel awfully tempted to make that person HER personal pet just in retribution!

As Katejina Loos fled the ruin of her Mobile Suit, throwing herself down the corridors deeper into the depths of the Angel Halo, she reflected that it had been such a GOOD plan....Distract that little pipsqueak Uso with some exposed skin and the hormonal little adolescent pain in her backside would lie still for the killing blow! Only he hadn’t come in. Instead a whole bunch of total unknowns had appeared instead. She had no idea who or what they were and where they’d come from, but she’d automatically assumed they were somehow allied with the accursed League Militaire and had ordered them repelled anyway. Instead, the unknowns had swamped the fortress’s defenses as a seemingly massive number of them had come crashing through from nowhere..or everywhere. Her Gottrlatan got mobbed by a horde of flying robotic monsters with forcefields and giant armored women on top of them shooting at her with heavy cannon. It was like being overwhelmed by killer midgets!
Over the radio in her normal suit, some idiot somewhere was still screaming about ‘how the stars were all the wrong, the oceans were missing, and there were three moons’. Katejina gritted her teeth at the babbling fool who’d obviously prefered to retreat into childish raving madness than do his duty by the Empire and defend the Angel Halo until it could put all those accursed Earthers out of their misery! This should be the day of their triumph! Instead, she found herself surrounded by the imbeciles of the Zanscare, who collapsed in fright just because the degenerate Earth Federation had pulled one last trick! Who in the clean cold Dark had it in for her?
That was when she felt a very cold feeling run down her spine. She tried to move faster, to get away to where she might be able to rally what resistance remained and yet carry the day for her beloved Cronicale Asher.

I beat up on the inane Victory Gundam ‘Bikini Ambush Team’ again....
If you've never seen Victory Gundam, the 'Let's ambush the teenage kid with swimsuit-clad bazooka girls' has to be one of the most mean-spirited and wasteful examples of fan service in a series full of meaningless deaths.

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

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


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Unread postPosted: Fri Jan 07, 2011 9:11 pm
  

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And if we have Victory Gundam in Shemarrian territory, for balance we should have Shemarrians in Victory Gundam territory.....

The Silvermoon Valkari readjusted an errant panel on her null-sensor cloak, careful that the motion not throw her EVA pack off balance as she picked her way across the still active battlefield. The stealth garmenture was not to her liking, and she’d have prefered her normal silvered robes; skulking was the way of other Tribes like the Ghost Riders, not of the Silvermoons who were proud of their presence.
As if on cue around her the dark heavens flared again as Human warships and robot vehicles slaughtered each other in wild abandon. The high energy violence exhibited reminded her WHY she was skulking around.
Not for the first time she wished she hadn’t gotten so many Visions to follow, so many with Promise to collect. Yet the Goddess had insisted in her sendings, and the challenge was to be met, regardless of how many hurdles were thrown in the path of Her chosen instrument. Still, as the Valkari spun around a piece of drifting debris to avoid a passing pair of hunter-killers, the Goddess might have cut her SOME slack by spacing the challenges out a bit more.
The Valkari felt the pull of her Sight. There, not so far above her, relative to her in this realm where up and down had little meaning. A piece of wreckage that once held life and now held only a vague potential Promise. She had to get THERE.
As she started out, the Valkari abruptly halted, braking to a whirling stop as a barrage of ionized plasma cut through the intervening space. The Valkari checked, afraid that she had been spotted. No, it was bleedover from the still raging battle between the local Human factions---the ‘Federation’ and their ‘Zanscare’ opponents. Still, with the enthusiasm with which they were going at each other, the outsider Shemarrian was more likely to get inadvertantly killed by stray fire than by a deliberate attack.
Could you have at least chosen someplace easier to get to for your dying place? Tannis Darkcutter asked of the woman who might be a future kinswoman. Hardly charitable, she knew; the woman she sought, like the others she had collected already, had had little choice in the place and manner of their passing. Still, they might have shown a LITTLE courtesy and made some effort to ease the task of their eventual resurrector.
Satisfied that there seemed to be a lull in the combat for a moment, the Valkari kicked off again, ever watchful for incoming, but painfully aware that speed of light weaponry gave no warning before it hit oneself. Still, it seemed the Goddess might have been listening to some of Her chosen instrument’s muttered entreaties, because Tannis made it to the tumbling piece of blasted war machine in good time, without further trouble.
Tannis made a mental note to give special thanks to the Goddess at the next Moon Festival.
The Valkari matched the tumble of the wreckage, made contact, then crawled along it, until she found a promising entry point. She lit her plasma scythe, then began cutting in. In a matter of minutes, she had gained access to the interior, and was reaching in. What she pulled out was long dead and already pretty well vacuum desiccated, but space had its own preservative properties, the Healers had great expertise with nanoregeneration and reconstruction, and some of the new restorative techniques the Silvermoons had traded for from the Wayfinders were little short of miraculous. With a few quick swipes of her blades, she pruned unnecessary organic wreckage from the remains and packed the rest into her stasis-bag, then turned to leave.
She had to be extra careful making her way back, as overconfidence was a killer in its own right. As her parents and warband instructors had continually drilled into her, the battle isn’t over just because you took the enemy flag, and as many warriors died in the aftermath of victory as they did winning that victory. Again, though, the Goddess seemed to be looking after her as she soon percieved the triangular shadow of her pick-up sliding around in front of her.
“Success?” Gernus Shadowflier greeted her as the Valkari slid into the small sneakship, the Male pilot hardly looking up from his controls.
“Success.” Tannis affirmed as she pulled open the stasis cabinet at the back of the cabin, and began unloading her satchel. As she racked her latest acquisition in its slot alongside the other canisters that radiated chill and stopped time, she made a brief scan of their contents. Each contained a collection of burnt, mangled, dismembered body parts, only a few of which could be recognized as being human, or as the individuals they once were. The Healers were going to have a fun time re-assembling these into NeShemar, but that was THEIR Goddess-appointed duty, not Tannis’s. “I now have a complete Shrike Team collection.”
Satisfied that both her Visions for this particular place were fulfilled and that no further bio-deterioration had claimed her collection, the Valkri turned to her companion.
“Let’s get out of here and back to CIVILIZATION.”
The Male EShemar nodded, as he carefully eased the sneakcraft out from behind the piece of battleship wreckage he’d been using for cover, then began to push the little starship’s gravitic drives up, dodging tumbling wreckage on occasion. By the time anybody noticed the anomalous contact on their sensor screens, the alien craft was already accelerating far in excess of the speed any pursuit could manage, on a vector well AWAY from the combatants.

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

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


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Unread postPosted: Fri Jan 07, 2011 11:19 pm
  

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Posts: 5189
ah yes... V-Damngun :nh:
I think the writer / director was having... "ISSUES" that year.
Lots & lots of issues.

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Fri Jan 07, 2011 11:59 pm
  

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DhAkael wrote:
ah yes... V-Damngun :nh:
I think the writer / director was having... "ISSUES" that year.
Lots & lots of issues.


Yep..."Kill them all!"
Plus they had to beat Zeta Gundam's trauma train record.

Well, as dark and hopeless as 'Rifts' can be, you can count on some champion out there, some psychic hero(ine), some spell-happy mage, some cosmic superbeing, some element of chaos, some crazed anomaly, to be wandering around out there, just waiting to be a monkeywrench in the works.

"Where the hell dod YOU come from?!"
"Oh, me? You know there's a random rift nexus in your (throneroom/engine room/bathroom)? I came through there. Oh, and have a punch in the face. You reek of pure evil. Make that TWO punches in the face. And a wedgie. A magically flaming flying wedgie."

"HAH! Nothing can stop me now!"
"Anti-Magic Cloud."
"...except that..."

"AHHHAHHHAHHHHAAAHHHH!!! I've killed him! I've killed him at last! It's all over! I've won at las-"
"Hey, guess what? I accepted an offer from somebody called the Cosmic Forge to be his new Champion!"
"... :shock: ....this isn't happening.... :shock: "

"It's a foolproof plan."
"But not FLOOPER-proof."
"WHAT THE HELL IS A FLOOPER?!"
"What just screwed up your plan."

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

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


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Unread postPosted: Sat Jan 08, 2011 1:45 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
"NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOObody expects the Flooper inquistion!"
*sweat drop*
"You are [censored twice]ing me..." :eek: :frust:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sat Jan 08, 2011 10:39 am
  

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DhAkael wrote:
"NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOObody expects the Flooper inquistion!"
*sweat drop*
"You are [censored twice]ing me..." :eek: :frust:



Yeah, Char Aznable wasn't quite the same after that....Who can take 'Seig Zeon' seriously when your bushin leader's been turbo-wedgied and left dangling by his tighty-whities nailed twenty feet up to an overhead stanchion by a maniacial dog-eared dwarf?

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

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


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Unread postPosted: Tue Jan 11, 2011 12:04 pm
  

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Further developments for the beginings of the civil war... will post in The saga Continues later this week.

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Jan 11, 2011 1:31 pm
  

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Those possessed Skullcrushers are a nasty bunch, that's for sure. :eek: Gets messy whenever we run into them.

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Unread postPosted: Tue Jan 11, 2011 10:20 pm
  

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Had a sudden push of Warsteed ideas, including some necessary ones, so I'm chewing away on them(my biggest problem is getting a last minute idea for a new system and having to grind it out)...plus more on the Shemarrian Star Nation to come...maybe some more funny stuff(or, What Do You Do With a Psychotic Mobile Suit Pilot?)

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

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


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Unread postPosted: Wed Jan 12, 2011 9:44 pm
  

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Location: Somewhere between Heaven, Hell, and New England
EShemar Wolf’s Path ‘SteelClaw’ War Steed

“Pray to Great Splynncryth that the Wolves do not catch scent of you, janisssary, for all of your bluster and bravado will avail you nothing when they come for you! Greater Minions than you have fallen beneath the teeth and claws of the Wolves...the lucky ones, that is. Those who have survived, have faced Great Splynncryth’s displeasure, and His servents, interrogators, executioners, and biowizards are all too happy to carry out his displeasure! Mark my words well, verbose little fool, for I now ENVY my comrades who fell to the Steel Claws!”

During the Reconciliation that began in the latter parts of the Shemarrian Civil War, the Hawkmoon began to reachout to the other Tribes to gather them back together into what would become a proper Shemarrian Nation. Appeals to honor, sagacity, and unity in the face of such resurgent threats as the Splugorth, were unabashedly accompanied by blatant bribes in the form of new technologies. In the case of overtures made to the fierce, proud, but honorable Wolf’s Path Tribe, the carrot came from an unexpected source. Years earlier, far from the SCW, the newly-founded Wayfinder Tribe had captured a handful of Wolf Assault Robots from the Modern Indian groups they’d skirmished with. Though the engineers and technowizards were eager to try doing what they had already done with adapting the Iron Bear Power Armor into the Cybear WarMount, and the Mastadon Robot into the Tusker, the Wolf proved somewhat harder to replicate and refit, and assumed a lower priority in the rush to massproduce the smaller and lighter CyBear. Wayfinder engineers kept their notes and prototypes, however, with an eye towards future mass production when time and resources allowed.
When Tysaldaen Silverstar established contact with the eastern seaboard EShemar Tribes and learned of the Hawkmoon efforts at Reconciliation she stepped forward to generously offer the services of her own Tribe, and the technologies they’d developed as part of her own effort to bring the Tribes together as a united force. When possible, she would petition each Tribe with arguments and gifts specific to the particular Tribe, as incentive for them to attend the Tribal Congress and work towards ReUnification and Reconciliation. Part of what she offered were the design schematics and finished examples of the Wolf Assault Robot to the Wolf’s Path.
Despite accepting the gift with stoic demeanor, the Wolf’s Path Tribe was enthralled with the giant iconic warmachines, and quickly adopted the machines into their ranks. While their own rivalry with the Hawkmoons was only slightly ameliorated by the offering(the Wolf’s Path would continue to jockey for position as the ‘leader’ Tribe in the SN for several more years down the road), they reacted with great favor towards the newcomer Wayfinders(in part also due to the Wayfinders’ nonthreatening location on the American west coast). As soon as they acquired their own Assembler Forges, the Wolf’s Path began turning out their own Steel Claws, adapted to their own specification. The larger Warmount could carry heavier weaponry and armor, and proved a perfect fit for Wolf’s Path war parties, often serving as the ‘Alpha’ point of mixed formations of Monstrex and Rhino/Robobuffalo.

The Steel Claw is similar to the original Wolf AR in most regards, but like the Tusker, the internal crew cabin has been replaced with cargo space or additional systems; the ‘crew’ rides on the back outside. The Wolf Assault Robot has been restyled to look even fiercer and even more like a giant bionic animal. A robotic A.I. has been installed and infected with an Ecotroz Intelligence essence, giving the Steel Claw a predator’s instincts.
At a distance, the Steel Claw is sometimes mistaken for the Phantom Wolves(see Rifts: Mad Haven), especially those with warbarding. The inclusion of stealth systems in the Steel Claw only help this mistake along. The Wolf’s Path has been known to take shameless advantage of this confusion, diverting attention from themselves or using the mistaken identity to close with their enemies.
Though the Monstrex remains the most popular ride of choice among the Wolf’s Path, the Steel Claw is the next most sought-after, edging out the Rhino/RoboBuffalo. The Steel Claw is typically used by War Chiefs and support units as a heavy backup to the lighter, but faster, Monstrex and other warsteeds.

Type: EcoS-K-9 Steel Claw
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 8 human-sized passengers on its back
MDC/Armor by Location:
Main Body 520
Head 160
Eye Lasers(2) 30 each
Particel Beam/Laser Turrets(2) 150 each
Shoulder Weapons Stations(2) 150 each
Legs(4) 250 each
Tail 50
(Optional) Back Heavy Weapon(1) 175
Height: 20 ft
Width: 11 ft
Length: 26 ft
Weight: 32 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 160 MPH
(Leaping) 40 ft/60 ft across, 60 ft up/ 120 ft across with a running start at 100 MPH or greater
(Flying) Not possible
(Space) Not possible
(Underwater) Can run along the bottom at 6 MPH, maximum depth 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Steel Claws have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.

*Chameleon-Camouflage----Based on the Naruni Nomad Scout Robot, this system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment rolls to find the thing). Also masks the ‘bot's thermal and infrared emissions, making heat sensors useless.

Weapons Systems:
1) Shoulder Weapons Turrets(2)----The combination laser/particle beam turrets remain unchanged
Range:(Laser) 4,000 ft
(Particle Beam) 2,000 ft
Damage:(Laser) 2d6+2 MD single blast or 1d4x10 MD per triple blast
(Particle Beam) 1d6x10 MD per blast
Rate of Fire:(Laser) ECHH
(Particle Beam) ECHH
Payload: (Laser) Effectively Unlimited
(Particle Beam) Conditionally Unlimited; can only fire 100 times per hour, before needing 2 hours to recharge.

2) Eye Lasers(2) ---The Eye Lasers remain unchanged
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Shoulder Hardpoints(2)----Though the Steel Claw retains the mini-missile launchers of the original design, mini-missiles aren’t always available to EShemarrian units, so the Wayfinder engineers made the shoulder launcher slots compatible with other modular weapons types
a) Mini-Missiles---50 per shoulder
b) Short Range Missiles---10 per shoulder
c) Pulse Laser--Identical to the Heavy Rotary Laser Cannon available to the Monstrex(Shemarrian Nation, pg. 65)
d) Plasma Ejector--Identical to the Heavy Plasma Ejector available to the Monstrex(Shemarrian Nation, pg. 65)
f) HeavyPulse Laser--Identical to the Heavy Laser Pulse Cannon available to the Monstrex(Shemarrian Nation, pg. 66)
g) Tri-Barrel Super Rail Gun--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 141). Typically battlefield salvage. The weapon lacks the light laser and targeting system of the original
Range: 6,000 ft
Damage: 1d6x10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum
h)Twin Barrel Pulse Cannon--Identical to that carried by the Kittani Equestrian Power Armor(Rifts Atlantis, pg. 142). Typically battlefield salvage.
Range: 4,000 ft
Damage: 5d6 MD single shot, 1d6x10 Md dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) (Optional) Back Hardpoint---The Steel Claw mounts a large hardpoint on its back, allowing it to carry around heavy weapons. Outfitting it in this manner means that the ‘bot can only carry 2 passengers, and reduces speed to 110 MPH, but allows the Steel Claw to be used quite satisfactorily as a heavy artillery unit.

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

b) Katyusha Bombardment Rockets---A larger bombardment rocket system
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-10
Payload: 10 per launcher
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
Cost: missiles cost 5,000 credits for short range, 10,000 credits for long, plus the cost per warhead; Fragmentation costs 45,000 credits, Incendiary 60,000 credits, High Explosive 70,000 credits, plasma 100,000 credits, smoke 800 credits, sub-munitions 120,000 credits.


c) ‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds. Supposedly, after seeing this weapon in action, the reformed SkullCrushers immediately petitioned the Wolf’s Path for its schematics as part of the post-SCW Reconciliation between the Tribes. The Wolf’s Path held off the petition for over a decade, leery of handing such a weapon to the trigger-happy SkullCrushers, even reformed ones.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum

d) Tri-Laser-----Based on the Mechanoid Brute, and presumably either copied from captured Mechanoid weapons, or from somebody else’s copy of them.
Weight: 2200 lbs
Range:6000 ft
Damage: 4d6 MD single blast
1d4x10 +6 MD double blast
1d6x10 +10 MD triple blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source

e) Plasma Cannon------Based on the Mechanoid Brute Plasma Cannon, and presumably either copied from captured Mechanoid weapons, or from somebody else’s copy of them.
Weight: 2500 lbs
Range: 4000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload:Unlimited linked to nuclear power source

f) Electromagnetic Net Cannon----A launcher for deploying an capture net that wraps itself around a target, A variety of net types are available, from standard heavy cable, to electro-shock and drug-injector nets, to slicer and thermite types. The Wolf’s Path uses this weapons system to capture worthy prey, prisoners for later questioning(or trials by combat), or pin down a foe while the rest of the hunt-pack arrives to encircle and destroy.
Range: 800 ft. 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%

(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: Single Shot, ECHH
Payload: 40 shots
Cost: (Standard Net)(Reusable)10,000 credits
(Slicer Net)(Reusable)15,000 credits
(Shock Net)(Reusable)25,000 credits
(Drug Net)30,000 credits
(Thermite Net)(Single use)30,000 credits

g)Ion/Laser Cluster---Scavenged from a Kittani ‘War Crab’ Robot(Rifts Underseas, pg. 182)
Range: (Laser) 2 miles in air, 5,280 ft/1 mile underwater!
(Ion)1,000 ft in air and water
Damage:(Laser) 4d6 MD single blast, 1d4x10+8 double blast
(Ion) 3d6 MD single blast, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively unlimited

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

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


5) (Optional) Sonic Howl---A sonic projector, based on weapons acquired during an EShemar expedition to Asia, can be fitted into the Steel Claw’s mouth, giving the giant wolf-bot one serious bark.
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to disipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
The Ecotroz have scavenged the AIs from terrestrial-make robot dogs, and upgraded them as best they can, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Begging 50%
Detect Ambush 80%
Detect Concealment 75%
Land Navigation 40%(+5% per level of experience for Ecotroz entity)
Track and Hunt Animals 60%(+5% per level of experience for Ecotroz entity)
Track Humans 70%(+5% per level of experience for Ecotroz entity)
Tailing 70%(+5% per level of experience for Ecotroz entity)
Prowl 40%(+5% per level of experience for Ecotroz entity)
Climbing 50%
Swimming 50%
Identify Plants and Fruits 80%
Wilderness Survival 80%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Steel Claw intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore.
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2
Strike +1 (+2 w/ ranged weaponry)
Roll +3
Bite 1d4x10 MD
Restrained Claw Strike 2d6 MD
Full Strength Claw Strike 1d4x10 MD
Power Claw Strike(2 attacks) 2d4x10 MD
Kick Attack(rear) 6d6 MD
Head Butt Attack 3d6 MD
Pouncing Leap Attack/Body Block/Ram(over 100 MPH) 1d6x10 MD
Stomp 2d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Steel Claw an aura and behavior more befitting a sentient being than a robot.
The Steel Claw has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sense Evil
*See Aura
*Sixth Sense/Danger Sense

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, 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)

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

Variants:
*EcoS-K-9B---Nicknamed the ‘AirWolf’, these variants shave the main body MDC to 400 to save weight, but mount clusters of vectored ducted thrusters(scavenged from downed Kittani fliers) at the rear and forward shoulders, giving the SteelClaws limited flight and high speed hover capabilities. These variants are often used as fast strike units, scouts, and couriers by the Wolf’s Path.
Crew: One +1-4 passengers
MDC/Armor By Location
Main Body
Vectored Thrusters(5) 75 each
Speed:
(Flying) Hover to 220 MPh, maximum altitude 200 ft

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

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


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Unread postPosted: Sat Jan 15, 2011 9:15 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
For DhAkael:

EShemar Battle Hawk Warsteed
http://i408.photobucket.com/albums/pp164/taalismn/img623_zpsmpjcwodh.jpg

“Irensar Leader to patrol. Report.”
“Irensar Two actual, no sign of enemy activity.”
“Irensar Three actual, nothing approaching, nothing paralleling, transport is holding true.”
“Irensar Four actual, nothing but clouds, clouds, and more clouds...oh, and sea, let’s not forget the gray-black sea.”
“Irensar Four, this is Irensar Leader. Your report is highly irregular and your wit unappreciated. Stick to the facts and proper protocol or you will be reported for negligence.”
“Irensar Four actual to Irensar Leader; when did you get promoted to Upov, Krenslew? You’re still a zobi like the rest of us, cadet badge. You’ve been reporting the same thing on the half-xin...we’re alone up here with the transport. Not a sign of feral stock roaming around out here-”
“Irensar Leader to Four; you may be a five-badge zobi, and I defer to your experience, but protocol must be followed! We are ALWAYS at ris-(SHRAkkkzaaatttt---)”
“Irensar Four to Leader, what was that again, Krenslew? Repeat that-(FORNICATION WITH A -DECEREBATE-!) WE’RE UNDER ATTACK! BANDITS ON MY RHO, QUA, AND ZIN! THREE, NO FIV----(PATRON SPLUGORTH DAMN THEM!)....BREAKING LEFT!....(ZJJJRUUUMMMM*ZUPHT!*)”

Allia Sunwing banked her BattleHawk away from the impact, watching the Kittani Flying Fox flutter down towards the ocean below, the decapitated head arcing away separately. Taking out two of the formidable power armors within the first seconds of their attack had been a stroke of luck as much as careful tactics, but the remaining two power armors were not so easily taken out. She could see the light glinting off the dancing combatants, and see their spiraling contrails as the Kittani aerial fighters engaged their Hawkmoon attackers in deadly airborne combat.
As much as she wanted to go to her battle sisters’ aide in dealing with their foes, she had her own responsibilities. Already she could see the flash of ionization around the lumbering Spluggorth air transport as its defensive weapons began probing for the attackers the demise of half its escort had told were around it. Checking the readouts on her jammer pods again, then re-checking what she knew of the arcs of fire on similar target transports, Sunwing commanded Sira, her Battle Hawk, to come in at an angle under the stern of the Splugorth craft. The enemy gunners would still be able to target her with their eyes, but if she moved fast enough, she would be within their blind spots before they could land a shot on her. And from there she could cripple the engines, or shoot out the guns. If she shot well, she thought as she readied her rail-carbine on its firing brace, she might be able to claim one of the turrets on her way in. If not, they’d have to take the thing apart piecemeal as they forced it down into the Canadian wilds looming on the horizon ahead.
Either way, the Eshemar would have this enemy vessel down, as they would more of the enemy craft in the days to come. No longer would the despised Splugorth have the skies to themselves over the lands claimed by the Shemarrian Nation!


The Battle Hawk was a necessary development of the Ecotroz Shemar Hawkmoon Tribe to give their forces much-needed air superiority. Based originally on the frame of a Monst-Crane fitted with bionic wings, the Battle Hawk has since been refined into a more compact, lighter, agile air combat entity. The design has also borrowed extensively from the Steel Phoenix Elite Conversion, but is scaled down down in many respects to facilitate easier production, and is empowered by a robotic AI/Ecotroz animal intelligence, rather than a transferred EShemar intelligence.
The Battle Hawk looks like a giant cybernetic cross between a hawk, a crested bluejay, and a swallow-tail. Streamlined and elegant, the Battle Hawk’s wings are longer and articulated, the neck shorter, the head smaller and more compact, with a curved raptor beak in place of the original long sharp bill, though the head sensor crest is retained(all the more important for aerial radar). The legs are redesigned less for running and more as shock-absorbing landing gear(though they retain their sickle-like claws for aerial melee). The high tail has been replaced with a combination of tail control surfaces and ducted fan thruster. For weaponry, the Battle Hawk has eye-lasers in its head, an array of slashing blades, possible missiles and bombs, and the weapons of the rider. Between its vectored jets and variable geometry wings, the Battle Hawk is incredibly agile, able to manuever like a power armor(indeed, aerial combats between the Hawkmoon Battle Hawks and Kittani Flying Foxes have become the stuff of martial legend around the Eastern Seaboard).
EcoS-K-6s have thus far appeared exclusively in the ranks of the Hawkmoon Tribe. No other Tribe is known to use them.
Type: EcoS-K-6 Battle Hawk
Class: Robotic Warmount, Aerial Combat
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head 96
Sensor Crest 20
*Tail Assembly 100
** Tail Fanjet 100
Auxiliary Jets(2) 50 each
Wings(2) 160 each
Legs(2) 55 each

*Destroying the Tail Assembly will reduce maneuvering bonuses by HALF

**Destroying the Tail Fanjet reduces speed by 75%, reduces maximum operating altitude to 500 ft, and reduces manuevering bonuses by 25%(NO bonuses remaining if the Tail Assembly has also been destroyed). The Battle Hawk is essentially gliding and vectoring using the secondary jets.
Height: 7 ft , 8.4 ft at head
Width: 4 ft , 38 ft wingspan
Length: 6 ft, 2.8 ft head/neck length
Weight: 1,200 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to 600 MPH, maximum altitude of 12,000 ft
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 80 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 Battle Hawks have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.


Weapons Systems:
1) Eye Lasers(2)----The BattleHawk is fitted with powerful lasers in its eyes.
Range: 4,000 ft
Damage: 3d6 MD single blast, 6d6 MD per simultaneous double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Wing Blades---Concealed among the flaps and pinions of the wings are a set of wing blades that can be used to deliver a flying slash.
Range: Melee
Damage: 1d6 MD glancing blow, 3d6 MD +1for every 20 MPH of speed from a full strength slcing attack(+30 MD at maximum speed).

3) Foot Claws---Like the Monst-Crane’s, the Battle Hawk’s feet are fully equipped with long curved claws that can deliver a flying kick or landing stab.
Range: Melee
Damage: 3d6 MD

4) Ripper Beak----The viciously curved beak of the Battle Hawk can rip open the side of an aircraft or flying monster, or stab into the roof of a ground-bound vehicle
Range: Melee
Damage: 4d6 MD tear/fry, 6d6 MD full power strike

5)(Optional)Weapons Hardpoint(1)---A single weapons module, similar to those available to the Monst-Crane, can be fitted to the back of the Battle Hawk

6)(Optional) Wing Hardpoints(2)---If available, the BattleHawk’s wings can be fitted with expendable ordnance, though such will add drag(reduce bonuses to Dodge by -2) until the missiles/bombs have been ejected/deployed
a) 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: 12 per launcher
b) 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 cumultative bonuses, but do provide system redundancy.
c) Mini-Missiles---10 shot pod
d) Short Range Missiles---3 per hardpoint
e) Medium Range Missiles---1 per hardpoint

7)(Optional) Bombs---The Battle Hawk can carry a single bomb, mine, or torpedo between its legs. , but the extra drag will cut the Warsteed’s maximum speed by 1/3 until the ordnance is deployed/ejected.
Damage: Varies by weapon carried;
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*Medium Torpedo ----2d6x10 MD
Payload: One bomb(up to 750 lbs) or a single torpedo(up to Medium class)
Note: The Battle Hawk can engage in divebombing maneuvers; doing so means that the Warsteed approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.

8 ) (Optional) Spear Rack---The saddle can be fitted with a spear rack with 20 MDC and holding 4-6 spears. Thrown from the air, the spears get an extra +1 to damage, +1d4 if thrown as part of a dive-bomb, due to the extra speed behind the throw.

Programming:
The Ecotroz have upgraded robotic drone AIs as best they can, then infected the matrix with a low-level Ecotroz sentience. The Battle Hawk has a high animal intelligence of 9.
The Battle Hawk has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat.
Has the equivalent of the following(for aerial maneuvering purposes):
Pilot Jet Fighter 70%(+5% per level of experience).
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Battle Hawk intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
(Following bonuses are for the BattleHawk alone; remember, the rider can cybernetically/psionically link to her ride)
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 (+7 dodge in flight)
Strike +1 (+2 w/ ranged weaponry)
Parry +2
Roll +2
Tear/Pry w/ Beak 3d6
Power Strike w/ Beak 6d6 MD
Foot Claw 3d6 MD
Wing Slice 1d6 MD glancing blow, 3d6 MD +1for every 20 MPH of speed from a full strength slcing attack(+30 MD at maximum speed)
Body Block/Tackle 1d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Battle Hawk an aura and behavior more befitting a sentient being than a robot.
The Battle Hawk has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense/Danger Sense

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, 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)

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


Variants:
*EcoS-K-6Hm-S---This variant appears in the Shemarrian Star Nation, and is essentially the Battle Hawk refitted for space combat. It features multiple maneuvering verniers and a contra-gravity drive, boosting it to speeds of Mach 6 in space, and allowing it to enter and leave atmospheres without the need of assistance from larger craft. The EcoS-K-6Hm-S also features a 400 MDC forcefield, a scrambler field that reduces ion, plasma, and particle beam weapons fire by HALF and has a 40% chance of deflecting missiles, and molecular adhesion pads on the feet to allow the Battle Hawk to latch onto asteroids and spacecraft. The EcoS-K-6Hm-S has been known to ‘surf’ into a plantary atmosphere using a disposable heat shield(typically 300-400 MDC) held locked in its claws. Rumors of EcoS-K-6Hm-S’s fitted with laser reflective mirror armor or stealth plating remain unconfirmed.
Though not the equivalent of faster and better armed aerospace fighters in space combat, the EcoS-K-6Hm-S has been seen in planetary assaults and boarding actions with the Hawkmoons, and appears to remain a favorite with the rank and file warriors.

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

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


Last edited by taalismn on Thu Jan 21, 2016 6:16 pm, edited 3 times in total.

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Unread postPosted: Fri Jan 21, 2011 8:29 pm
  

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Location: Somewhere between Heaven, Hell, and New England
EShemar Tartog Battleship

“It is confirmed; scans show DEFINITE evidence of drives and at least partial forceshielding. That rock is both powered and shielded.”
The War-Captain looked at the bridge displays showing the irregularly shaped mass of gray rock with new interest, in light of her First-Science’s report.
“Then this is no natural event, and the natives’ effort to deflect it with their nucleonics did not fail due to bad aim or poor technology.”
“No, War-Captain, the missiles impacted on a pau-shield. The shielding is still active and being artificially generated.”
The War-Captain considered that for a moment, before letting a sliht and tight-lipped grace her features.
“-GOOD-. We have a REAL enemy to deal with, then.”
War-Captain Tela IronBones knew that she was considered something of a liberal among her more fractious sisters, in that she considered intervening on behalf of other peoples even when the Splugorth were not involved well within the mandate of her Tribe. She had faced no small amount of scorn as a result when she’d announced her intentions to come to the aide of a planet-bound civilization facing the possible impact of an asteroid. Despite the difficulties of successfully defeating the physics of a twenty million-ton mass of nickel-iron, her decision was still greeted with derision by those who thought the efforts of the SkullCrushers better spent fighting the enemies of the Shemarrian people, not the ill fortunes visited upon others by an uncaring universe. But if this WASN’T another peoples’ chance misfortune, but a deliberate ATTACK, then IronBones’ honor, and that of her ship, would be polished in glory with the coming combat.
She returned to the matter at hand.“And it is still on its original course?”
“Yes, War-Captain. Assuming its intent is not true impact, its course will carry it to a fifteen-mi altitude at closest approach. Imparted energy from the atmospheric skim will vaporize at least half of the largest ocean mass and melt both ice caps. Ecological devastation will be tremendous, loss of life approaching extinction event levels. It is also highly possible now that it apparently has intelligent control that the target will use the approach to aerobrake to assume an orbit, using successive passes to do even more damage.“
Ironbones mulled over that. “A perfect sequence of seemingly natural events resulting in an ideal position from which to conduct a follow-up invasion.”
“Abort the demolition mission planning, then. Load our main missile batteries from stores and lay in targeting programs for multiple vector attack, assuming any pinpoint defense systems equivalent to a ship or station of that size. Helm, begin laying in an attack approach using the planet ‘s moon for cover and make ready for battle speed.”
War-Captain IronBones smile now grew larger and more predatory.
“Let’s crack that rock and see what’s hiding inside.”



The Tartog Battleship has thus far appeared only within the space forces of the SkullCrushers. Given the clan’s problems with maintaining its space fleet, the existence of the Tartogs poses something of a puzzle as to whether the SkullCrushers have been able to rally their resources to construct these ships, or they were constructed for them by another Tribe. If the former, it may well be that the Tartogs were designed and constructed as a rallying point, to restore Tribal unity by giving them a focus and an iconic warship to call their own.
Certainly the Tartogs(named using the Dragonese term for ‘Thunderbeetle’) embody the SkullCrusher philosophy. Developed from the Kumo-rodosha design, Tartogs are even larger, more squat, and massively armored, sporting superheavy weapons batteries designed to maul enemy units. The hull is roughly spherical, squashed saucer shape along the polar axis, and the multiple-redundancy engine nacelles are almost completely buried in the thick armor of the rim of the hull. The interior is packed with systems and reinforcement, with little left over for amenities. Like most Shemarrian spacecraft, life support accommodations for the crew are spartan, virtually absent by the standards of most organic species; as the off-duty crew typically spends its time in cybernetic torpor or VR sim.
Though slow, the Tartogs carry enough armor and shielding to allow them to close with an enemy in the teeth of withering fire, and then crack the enemy’s own defenses and shielding with a display of heavy firepower. Overkill is not a term the SkullCrushers tend to use, and the Tartog shows this. A mixed array of heavy missile and energy weaponry throws out a massive barrage of destruction in the path of the Tartog, savaging other spacecraft and planetary targets alike. Four massive high acceleration mass drivers provide the ability to bombard planets, obliterating targeted communities, leveling mountains, and seriously re-arranging the real estate. Each major weapons battery has its own independent dedicated powerplant, allowing it to continue firing off the main power grid, and even if the ship has been crippled in its main engineering. Backing the main batteries is a veritable hedgerow of close-in defensive systems primed to chew anything smaller closing with the Tartog to pieces. The armor plating alone is more than most battleships in the Three Galaxies, while the forcescreening is comparable. These ships do NOT go down without a fight.
The heavy armor and firepower come at the expense of embarked craft; the Tartog carries only a small complement of onboard craft for its size, and those craft are mainly boarding shuttles. For heavy fighter support, the Tartog must rely on escorting carrier vessels. Invariably, though, those fighter crews assigned to Tartogs are experienced aces, and it’s reportedly considered a high honor to be asked to serve aboard one of the SkullCrusher’s battleships. However, though the Tartog carries few fighters, it still carries a standard complement of Warsteeds, allowing the crew to more effectively hold off any boarders foolhardy enough to invade SkullCrusher deckspace(or, more likely, allowing the Shemarrians to board somebody ELSE, if they elect to leave anything large enough to board).
The Tartog has appeared ONLY in the forces of the SkullCrushers. It would appear that the SkullCrushers favor these ships over the Scorpio Carriers, as more Tartogs have been sighted in SkullCrusher colors than Scorpios, adding support to the argument that the Tartog may have been developed as a ‘team unifier’ among the SkullCrushers.

Type:ESheMar-BB03Sc Tartog
Class: Battleship
Crew: 620 (10 Warchiefs and 540 Naval trained Warriors, plus 70 Spinsters)
Troops: Standard; 1,000, Maximum; 2,000. Mixed Warriors (55%), Berserkers (20%), with Male scouts (10%) and NeShemarr (5%); warsteeds are included in the numbers given.
Other combinations may occur dependant on available personnel

MDC/Armor by Location:
Main Body 300,000
Bridge 10,000
Pylon-Nacelles(4) 50,000 each
Particle Beam Cannons(8) 6,000 each
Heavy Naval Massdriver Cannons(4) 5,000 each
Cruise Missile Launchers(6) 1,800 each
Long Range Missile Launchers(8) 800 each
Plasma Torpedo Launchers(8) 2,000 each
Tractor Beam Stations(8) 1,000 each
Medium Lasers(36) 320 each
Point Defense Rail Guns(24) 250 each
Point Defense Rail Gun/Laser Turrets(24) 160 each
Hangar Bays(2) 55,000 each
Variable Forcefield 15,000 per side ( 90,000 total)
Height: 1,200 ft
Width: 2,200 ft
Length: 2,200 ft
Weight: 9 million tons
Cargo: 500,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 12
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.2% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not Possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Tartog might bring 40 billion credits or more
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*Tractor Beams(8)---- The Tartog retains the tractor beams of the Kumo-rodosha, but makes them all of the same type, and grouped around the forward arcs and waist for maximum control of the plasma torpedoes and for holding smaller ships in place to be pounded on. The tractor beams are each rated for 25,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 8 miles in space(NOT usable in atmosphere)
(Kitsune Values: 10,000 miles in space).

Weapons Systems:
1) Particle Beam Cannons(8)----These powerful weapons are mounted in the forward arc of the Tartog. Up to four cannons can be brought to bear on a single target simultaneously.
Range: 12 miles in atmosphere, 45 miles in space
(Kitsune Values: 45 miles in atmosphere, 45,000 miles in space)
Damage: 1d6x1,000 MD single blast
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited

2)Heavy Naval Massdriver Cannons(4)---The Shemarrians have always loved big intimidating weapons, especially of the projectile variety, and these weapons are big enough to satisfy the atavistic destruction cravings of even the most bloodthirsty SkullCrushers. Each weapon is mounted in each of the four large nacelles sticking through the main disc hull, paralleling the auxiliary engines(and in part powered by them). Though not as powerful as the deaded GR-5000 Mass Driver, the Tartog’s multiple weapons allow the battleship to mount a sustained bombardment equivalent, if not greater than a single or paired GR-5000. One of these weapons on a warship would draw suspicion to the design, FOUR would have calls that the ships violate arms control treaties were the Shemarrian Star Nation a signatory of any such arms control treaties. These weapons make the Tartog a most effective mobile orbital bombardment platform.
Range: 500 miles in space
(Kitsune Values: 500,000 miles in space)
Damage: 1d4x1,000 MD in space, 2d10x10,000 MD to a five mile diameter if used against a planet. Damage creates a 2 mile wide crater, the next four miles takes 1d4x1,000 MD in blast damage, and the ten miles beyond takes 3d6x10 MD
Rate of Fire: One shot every five minutes
Payload: Each mass driver typically has 10 ten-ton projectiles ready and waiting(40 total), and additional projectiles can be carried as cargo.

3)Cruise Missile Launchers(6)
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 60 each launcher, 360 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

4) Long Range Missile Launchers(8)
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-16
Payload: 160 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

5) Plasma Torpedo Launchers(8) --- These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch arms’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
These launchers are larger in terms of projection cells than those mounted on smaller SSN cruisers.
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-16 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

6) Medium Lasers(36) ----These are identical to those carried by the Kumo-rodosha, only there are triple the number.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

7) Point Defense Rail Guns(16)---Same as those carried on smaller SN ships, and based on familiar Shemarrian rail gun technologies. These can be manned or automated weapons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

8 ) Point Defense Rail Gun/Laser Turrets(24)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited


Auxiliary Craft:
1 warsteed (varies) for every 3 warriors; appoximately 560+ warsteeds.
6 Scarab Assault-Shuttles (Typically troop-transport model).
24 Aerospace Fighters

Variants:
None; the Tartog has not appeared in any variant form.

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

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


Last edited by taalismn on Thu Jan 27, 2011 4:14 pm, edited 2 times in total.

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Unread postPosted: Sat Jan 22, 2011 4:59 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Really need to get off my duff, decant my muse from teh absinthe bottle and just update The Saga Continues along with making a couple o' more contrubutions here.
This week has been a loss creatively :nh: :frust:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sat Jan 22, 2011 9:23 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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DhAkael wrote:
Really need to get off my duff, decant my muse from teh absinthe bottle and just update The Saga Continues along with making a couple o' more contrubutions here.
This week has been a loss creatively :nh: :frust:


S'right...glad to hear people have lives outside this, at least.

Well, I've got at least four Shemarrian Star Nation warmounts in the works, and four more ships in various stages of completion, though I welcome anybody else's contributions both for the Good and Evil Shemarrians(I'm eagerly awaiting my renewed Rifter subscription to see what the Dark One/Supreme Toaster/ARCHIE-3 is up to, to see if I can;t play anything off that...).

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

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


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Unread postPosted: Mon Jan 24, 2011 12:05 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
DhAkael wrote:
Really need to get off my duff, decant my muse from teh absinthe bottle and just update The Saga Continues along with making a couple o' more contrubutions here.
This week has been a loss creatively :nh: :frust:


S'right...glad to hear people have lives outside this, at least.

Well, I've got at least four Shemarrian Star Nation warmounts in the works, and four more ships in various stages of completion, though I welcome anybody else's contributions both for the Good and Evil Shemarrians(I'm eagerly awaiting my renewed Rifter subscription to see what the Dark One/Supreme Toaster/ARCHIE-3 is up to, to see if I can;t play anything off that...).

Lemme know if it's any good...

_________________
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 Jan 24, 2011 6:47 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
[
Lemme know if it's any good...


Still awaiting it...got my resub in late.

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

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


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Unread postPosted: Tue Jan 25, 2011 10:27 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
EShemar EcoS-K-20 Stone Eater Tinker Steed
(aka “Moon Turtle”)

“Your...your...whatever it is! It just ate my shuttle!”
“Oh, that was yours? Whatever was it doing sitting around in the middle of the forest like that? Aren’t all ships supposed to land at the port and register their whereabouts?”
“Ah...uhm.... That’s really none of your business! It was an emergency landing!”
“That’s strange, because I’ve heard no emergency beacons or signals, and you’ve been wandering around here all casual like for hours, not like you’ve been having any problems at all.”
“THAT DOESN’T GIVE YOU AND YOUR DAMN THING THE RIGHT TO EAT MY SHIP!”
“What ship?”
“THE ONE THAT WAS HERE A FEW MINUTES AGO!”
“I don’t see any ship there now. And if I did, well, this is private and restricted land. A ship landing here without permission in the middle of the night? That seems rather suspicious. And here you are trespassing on that very same land, acting all suspicious-like.”
“You!...you!...You don’t know who you’re dealing with! You won’t get away with this! We’ll make you pay for your arrogance!!!”
“Oh, now you’re threatening me? And who’s ‘we’?”*KERCHAK* “Elsie doesn’t just graze on metals.”
“ELSIE?! WHO THE HELL IS ELSIE?!”
“The ‘thing’ you’ve been complaining about. She’s a hard worker, but sensitive when people insult her. Say hello, Elsie.”
STOMPSTOMPSTOMP***GGRRROOONNNNNNKKKKKK***
“Now, you wanna tell me what you’re doing running around in the dark where you’re not supposed to be, or do I have to wrench some answers out of you before dumping you down Elsie’s gullet to be recycled with the rest of the garbage?”


For many years it was believed that the Sphinex Command Warmount was the largest robotic ‘animal’ that was, or could be, possessed of an Ecotroz Intelligence essence. That is, until the discovery of the ‘Stone Eater’ amongst the ranks of the Shemarrian Star Nation.
Travellers from Rifts Earth will recognize the Stone Eater as an evolution of the South American Galapagos Submersible Robot. The Stone Eater retains its function as a vehicle, rather than a mount, with the crew/passsengers riding inside, instead of outside as with most ‘proper’ mounts. The Stone Eater also retains the formidable armor and armament of the original Galapagos, only even more so thanks to the more advanced technology available to the SSN.
However, the Stone Eater is not deployed as a Warmount, but instead appears almost exclusively with Tinkers(known originally as ‘Spinsters’), and is typically given to senior Tinkers or recognized genuises among them. The massive robotic steeds have been configured as mobile workshops, miners, and processing stations, as well as serving as the personal shuttles of the Tinkers. The Stone Eater gets its name from its function as a mining and processing machine; the robotic beast’s massive jaws and cutting torches ‘devour’ earth, ore, and scrap, and feed it to the Assembler Forge in the Stone Eater’s innards, where the raw material is refined into ingots, or processed into ammunition, weapons, armor, and spare parts.
The Stone Eater can be used as a combat machine, but rarely does so, as its role is primarily support, its weapons are typically used for reducing scrap and ore, rather than enemies, and its armor used to shelter against molten rock, metal, and radiation, rather than enemy fire. Still, however, an enemy attacks a Tinker and Stone Eater at the enemy’s own peril. The Stone Eater’s defensive weaponry can be set on automatic point defense, or can be manned by the Tinker’s entourage.
It is not known WHY the Stone Eaters have been ‘awakened’ with an Ecotroz essence when other machines, such as the Scarab assault shuttle, have not. It is generally ascribed to the eccentricities of the Tinkers who ride these behemoths. The presence of an E-essence gives the giant creations a docile, bovine-like attitude given more to grazing than aggression, but Stone Eaters can be quite fearsome if provoked(such as attacking them or their Tinker masters).
The Stone Eater was first encountered among the asteroid miners of the SilverMoons, but has since appeared among the other Tribes as well.

Type: EcoS-K-20 Stone Eater
Class: Robotic Warmount, Industrial Transport
Crew: None; robot intelligence
1 rider/pilot(the Tinker), and 1-36 passengers(typically a mix of younger apprentice Tinkers, Acolites, NeShemar assistants, and/or warriors for security)
MDC/Armor by Location:
Main Body 2,600
Reinforced Crew Compartment 200
Head 700
Plasma Projectors(2) 150 each
Gatling Rail Gun(1) 250
Neck 400
Laser/Mini-Missile Launcher Clusters(4) 100 each
Legs(4) 575 each
Forcefield 500

Height: 70 ft
Width: 120 ft
Length: 250 ft
Weight: 1,500 tons
Cargo: Most of the space inside the Stone Eater has been taken up by the Assembler Forge, so only a paltry 20 ton capacity remains.
A small garage space can hold three smaller Warsteeds(typically Monst-Rex Pack Mules used by the apprentice Tinkers).
A contingent of 10 ‘Gekkers’ or other small E-animals/drones is also common(the smaller robots are used for security and survey work).
Physical Strength: Equivalent to Robotic P.S. of 60
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) 200 MPH, 300 MPH with legs and head retracted and locked in. Maximum altitude: no limit with CG propulsion engaged. Fully transatmospheric
(Space) Mach 4
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.4% of light speed per melee)
(Underwater) 20 MPH dived, 25 MPH on surface, maximum depth 3 miles.
(Tunneling) The Stone Eater can excavate a tunnel large enough for itself and move underground at a speed of about 3-6 MPH depending on the density of the rock and soil. It can quickly bury itself in softer sands and soils in a matter of minutes.
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( 90 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---Stone Eaters 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 500 MDC before needing material stocks to convert to MD repair material.

*Molecular Analyzer----Is typically used for analyzing water, air and soil samples, and discerning pollutants, chemical composition, and concentrations of materials.

*Magnetometer----Range: 5 miles, and has a 70% chance of detecting submerged vessels( -20% for non-metallic artificial objects, and no chance of detecting organics). Is typically used for mapping local magnetic fields and for searching out ore beds.

*GeoScanner---The Stone Eater uses these systems to ‘sniff’ out concentrations of resources to eat and process.

*Assembler Forge---The Stone Eater carries a small highly-sophisticated mini-fac in its guts that can refine metals and materials, casting them into ingots, and can do fairly sophisticated fabrication and assembly of parts, though nothing larger than a Monstrex Warmount(Larger vehicles/structures will have to be produced in sections and assembled outside the Stone Eater’s internal compartments).

*Tinker Workstation---A part of the internal cabin space is typically given over to a personal workstation for the Tinker-Spinster, and will include a holo-drafting table, micro-fac, tool drawers, and other assorted tools of the trade. A security system or three may be incorporated into the workstation to keep the Tinker’s personal project info secured from prying eyes.


Weapons Systems:
1) Heavy Plasma Cannon(2, either side of the mouth)---In place of the original heavy laser cannons of the Galapagos, the Stone Eater mounts two shorter-ranged, but arguably more powerful and versatile heavy plasma projectors. In combat, these projectors can fire powerful bolts of plasma, but they can also be used to emitt a sustained torch, useful in melting through rock and metal.
Range: 4,000 ft
Damage: 1d6x10 MD per single blast, 2d6x10 MD double blast, 3d6x10 MD triple blast, and 4d6x10 MD quadruple blast!
(Cutter Mode) The plasma torches can do 2d4x100 MD on a full melee of burning
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) ‘Goddess Hammer’ Gatling Cannon(1, in the forehead)---In place of the original quad-array rail cannon, the Shemarrians elected to install a more powerful six-barrel cannon based on their own rail gun technology. The ‘Goddess Hammer’ has been selected for its effectiveness both as a combat weapon and in pulverizing metal and rock that might otherwise be resistant to heating and melting. This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee!
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 3,000 shot magazine

3) Medium Range Missile Launchers(2, head)---Retained from the original design. They are reloaded from the main body when the head retracts.
Range: Varies by Missile Type
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4
Payload: 4 each

4) Ion Cannons(3)---Point defense turrets retained from the original design, but upgraded with technology from other sources. In addition to a regular ion bolt, they can also fire a shotgun-like ‘scattershot’ that covers a wider area, albeit at shorter range.
Range: 4,000 ft
(Scattershot Mode) 3,000 ft
Damage: 1d6x10 MD per blast
(Scattershot Mode) 6d6 MD to a 50 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Laser/Mini-Missile Launchers(4)---Another holdover point defense system from the original, consisting of a rapid-fire pulse laser married to a mini-missile launcher. The Shemarrians have redesigned the mini-missile launchers for greater payload, using a ‘metalstorm’ nested array, before needing reloading.
Range:(Laser) 4,000 ft
(Mini-Missiles) Varies by Missile Type
Damage:(Laser) 6d6 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Laser) ECHH
(Mini-Missiles)Volleys of 1-8
Payload: (Laser) Effectively Unlimited
(Mini-Missiles) 24 each(3 each tube) 96 total ready to fire

6)Bite---The head is fitted with a combination of massive powerful robotic jaws and spinning grinder blades that can slice apart darn near anything caught in their bite.
Range: Melee
Damage: 3d6x10 MD per bite, 2d6x100 MD per full melee of chewing and slicing.

Programming:
The Ecotroz have installed robotic AIs into the Stone Eater, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Navigation 50%(+5% per level of experience for Ecotroz entity)
Underwater Navigation 40%(+5% per level of experience for Ecotroz entity)
Identify Minerals 60%(+5% per level of experience for Ecotroz entity)
Geology 30%(+5% per level of experience for Ecotroz entity)(has an instinctive awareness of geological features and where to go to find the tastiest minerals).

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Stone Eater 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)
The Stone Eater has a fairly docile, bovine, personality and attitude. It will not normally be aggressive unless it or its Tinker-master are attacked, at which point it can prove quite angry and fearless.
Actions/Attacks Per Melee: 3
Initiative (+1 from the Ecotroz entity for a total of +1)
Dodge +2 underwater
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Head Butt 2d6 MD
Bite 3d6x10 MD per bite, 2d6x100 MD per full melee of chewing and slicing
Stomp 1d6x10 MD (applicable to objects 20 ft tall or smaller)
Body Block/Ram 1d6x10 MD


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

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, 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:
See Variants
Variants:
Because the Stone Eaters are assigned to Tinkers, who live up to their names, it is highly improbable that one will encounter any two Stone Eaters that are EXACTLY alike. EShemar Tinkers apparently spend their free time working on their personal rides, meaning that they like to make custom changes to their Stone Eater steeds. While most of this work is relatively minor(substituting a weapons system or three) or cosmetic, some fairly substantial alterations have been observed, making it possible to distinguish individual Tinkers by the fitout of their Stone Eaters.
Some have been observed with more powerful forcefields, or variable forcefields in place of the standard shields, mirrored laser-reflective armor(especially among the Silvermoons, where the prevalence of mirror-armored Stone Eaters has earned them the nickname ‘Moon Turtles’), accessory cranes and work armatures, and even FTL drives.

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

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


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Unread postPosted: Wed Jan 26, 2011 9:21 pm
  

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Advanced Cultural Notes: EShemar and the Phase Two Programmes
(With apologies/thanks to Damon Sutton and his ARCHIE Phase 2 article in Rifter # 53)

“Give thanks to the Goddess and Saint Sutton for our bloodless victory here! Our Nation grows stronger with those who have Awakened!”
“’Saint Sutton’? I am unfamiliar with that name, oh Seeress. “
“The Goddess has has touched many souls and inspired many to Her service, and through them, She works Her miracles upon the rest of us who Believe. He is one of them, with special importance to those of my calling. Now, go, quickly! If we are to retain what we have gained this day, we must gather all here and move all out! I have word that many of those who still embrace the Dark One’s service even now approach to attempt to again claim this all as their own!”


Archie-3’s establishment of ‘Potempkin Villages’ to further the illusion of its Shemarrian Nation played right into the hands of the EShemar Revolt by giving them targets, especially concentrations of war material and potential convertees, to attack. Indeed, within the first six months of the EShemar uprising and the outbreak of the Shemarrian Civil War, over half of the established Shemarrian ‘villages’ had either been raided or wiped out altogether, their personnel and resources carted off by the rebels. ARCHIE-3 was forced to fortify the remaining villages to keep them from being taken over in similar fashion, and it was the constant shifting between roaming the wilderness in pursuit of the rebels and covering the villages from possible attack that marked much of the strategic movement late into the Shemarrian Civil War.

Shemarrian Seeress---
The Seeress caste naturally became targets of the Ecotroz Intelligence, as their perceived central position made Awakening and turning them a priority. When possible, these convertees were made in place, as, in several incidents, a single EShemar Seeress was able to infiltrate and convert an entire Village. Among the EShemar, Seeresses enjoyed a position similar to senior stateswomen, negotiating with outsiders, providing spiritual support, and overseeing the logistical effort of the EShemar Tribes.
Not surprisingly, among the Eshemar, over 80% of EShemar-converted Seeresses manifest as EShemar Shamanesses with additional psionic powers, and another 2% become other classes such as Valkari.

Wyrding Trees---
As useful as the Wryding Trees might have been to the EShemar, they quickly realized that the constructs too easily served as traps; their immobility tied the EShemar revolutionaries down when they needed to be mobile. Furthermore, the psionically sensitive EShemar quickly discerned that the Wyrdings weren’t properly configured cyborgs at all, and the living components in the Trees were suffering. When the EShemar raided Loyalist depot-villages, they thus would destroy the Wyrding Trees to put them out of their misery(though not without scavenging them for parts). However, it is rumored that in at least one situation, the EShemar left barely functional but ‘awakened’ Wryding components behind to infect and trap additional Loyalists, converting them to the EShemar cause. These tales remain unsubstantiated.
Decades(?) later, the Horrorwoods Clan of the Shemarrian Star Nation would resurrect the idea of the Wyrding Trees, but using nanite growth mediums to simulate living material. These second-generation Wrydings have been implanted across SSN plantary enclaves as security sensors, communications relays, environmental monitoring stations, and life stations, allowing the Horrorwoods(and other Tribes who have adopted the mechanisms) to keep better watch over their claimed planets.

Shemarrian Preservers---
The giant Preservers were almost instantly designated as priority targets of the EShemar when the SCW broke out. Their role as protectors of Shemarrian villages and facilities of the Dark One meant that nuetralizing the giant sentries was key to taking those locations. When possible, the EShemar preferred to Awaken and convert Preservers, adding them to the Ecotroz cause and EShemar freedom. Perservers thus served on BOTH sides of the Shemarrian Civil War. Among the EShemar, Preservers were regarded much as Elite Males might be, as elite support troops and covert operations personnel(at least until they shed their disguises and revealed the thirty-foot tall powerhouses lurking under the camouflage).
Preservers exist among the ranks of the Shemarrian Star Nation, though they tend to be concentrated among the Horrorwoods, Wolf’s Path, and Sapphire Cobra Tribes, with smaller numbers among the Hawkmoons, Wayfinders, Skullcrushers, and Ghost Riders.

ARCHIE-3’s AHES Mages---
Archie-3’s ‘pet’ mages were an unwelcome and unhappy surprise to the EShemar; here were opponents who they could not convert and who could potentially harm and even kill the psionic Ecotroz. After several nasty incidents, the EShemar learned to avoid ‘Dark One Mages’ and engage them and their accompanying war parties from as far away as possible. For a time, it seemed as if the Dark One might be able to regain lost ground through the use of its captive mages, but the EShemar and other rebel Shemarrians would adapt their tactics to compensate, working to isolate the mages and ambush them when possible.
Once the magic-capable agents of the Wayfinder Tribe made their way eastward, the supremacy of the AHES Mages was at an end. The Wayfinders were either able to effectively counter the Dark One’s magic slaves, making them easier to annihilate, or else(and this was prefered by the Wayfinders) capture the cyber-hostage mages(however, ARCHIE-3 quickly learned to rob the rebels of such victories by slaying the mages if capture became imminent).
Few of the AHES Mages survive the Shemarrian Civil War, either slain in combat with the rebels, or killed by ARCHIE-3 directly.

Simulated Magic---
Though at first surprised by the Dark One’s servents apparently manifesting magic, the EShemar and their allies soon saw through the masquerade. In fact, once they learned of the capability, the EShemar made a point of targeting the false mages to convert them to the EShemar cause, or to study their remains and the mechanisms responsible for the faux-magic effects. By the end of the Shemarrian Civil War, BOTH sides were using such effects, usually against third parties who were aught up in the SCW.
Once the Wayfinders arrived, however, the EShemar gained REAL magic that could be used against ARCHIE-3’s Loyalists.

Arch-Monsters---
ARCHIE-3’s simulated Brodkil and other monsters played only a minor role in the Shemarrian Civil War up until the end, when ARCHIE-3 committed these constructs as shock troops against the rebel Tribes. The robomonsters were almost immediately recognized as Servents of the Dark One and few efforts were made to Awaken and turn them. Instead, the ‘abominations’ were exterminated when encountered. However, the fact that new servents of the Dark One were appearing gave pause to the rebel’s efforts and, in spite of the rebel’s own advances in technology and allies, helped prolong the Shemarrian Civil War as the EShemar turned to deal with the new threats.

Arch-Vampires---
Arch-Vampires were not encountered during the Shemarrian Civil War, nor did they play a factor in it, as their area of operations was well south of the Shemarrian-wandered regions. It would only be after the Shemarrian Civil War resolved itself in the East when ARCHIE-3’s simulated vampires/vampire-killers would be encountered by EShemarrian explorers hunting down leads as to other operations of the Dark One, hoping to track down fellow Shemarrians.
In the Shemarrian Star Nation, it is RUMORED that the elusive Dark Blades Tribe(whose existence has never been definitely confirmed) counts among its number vampiric beings(cyborgs?). These COULD be attributed to any Arch-Vampires who might have been Awakened and sworn to service with the ESHemar, even becoming part of whatever exodus led to the SSN, and establishing themselves as another ‘Tribe within a Tribe’ like the Ne’R’Mar. However, so little is known as fact about the ‘Dark Blades Tribe’; most analysts regard the rumor as distorted reports of an elite EShemar-Shaemar taskforce dedicated to special operations.

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

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


Last edited by taalismn on Wed Jan 26, 2011 11:12 pm, edited 1 time in total.

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Unread postPosted: Wed Jan 26, 2011 10:48 pm
  

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hmmmmmmmm... gonna have to hunt this issue down I think :idea: :-| :quiet:

_________________
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: Wed Jan 26, 2011 11:15 pm
  

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DhAkael wrote:
hmmmmmmmm... gonna have to hunt this issue down I think :idea: :-| :quiet:


It's good stuff, especially the Preservers and the Arch-Mages. :twisted:

Plus Mister Sutton has gifted ARCHIE-3's creations with BioGel, a substance that generates small amounts of PPE and thus helps create the illusion of life in the androids.
If I'd decided to set the EShemar Awakening AFTER reading Phase Two in the Rifter, I'd have had THAT little tidbit be the tipping the point that helped spread the Ecotroz. As it is, it might actually HELP the Ecotroz spread, and the EShemar would have one more thing to scavenge off destroyed Shemarrians and their 'animals'(if they can get them before self-destruct).

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

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


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Unread postPosted: Tue Feb 01, 2011 11:50 am
  

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Joined: Thu Jun 03, 2004 3:38 pm
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Read the latest Rifter -yawn-
Not bad material, but the artwork *shudder*.

Also, no offense to teh author of Archie Phase 2, but the material on this here thread is much more far reaching and epic in scope (and much better thought out)... and no, not stroking any ego's, just stating fact.

_________________
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: Wed Feb 02, 2011 10:18 pm
  

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DhAkael wrote:
Read the latest Rifter -yawn-
Not bad material, but the artwork *shudder*.

Also, no offense to teh author of Archie Phase 2, but the material on this here thread is much more far reaching and epic in scope (and much better thought out)... and no, not stroking any ego's, just stating fact.



Thanks...but bear in mind that Archie Phase 2 is the Toaster's POV...the schemes of a demented machine and a power-happy egomaniac who think they're untouchable.
Whereas we have the power of Karma and Chaos on our side, against which the best-laid plans of toasters and men contend in vain. :D

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

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


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Unread postPosted: Wed Feb 02, 2011 10:52 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
DhAkael wrote:
Read the latest Rifter -yawn-
Not bad material, but the artwork *shudder*.

Also, no offense to teh author of Archie Phase 2, but the material on this here thread is much more far reaching and epic in scope (and much better thought out)... and no, not stroking any ego's, just stating fact.



Thanks...but bear in mind that Archie Phase 2 is the Toaster's POV...the schemes of a demented machine and a power-happy egomaniac who think they're untouchable.
Whereas we have the power of Karma and Chaos on our side, against which the best-laid plans of toasters and men contend in vain. :D

...fair enough :demon:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Feb 03, 2011 12:48 am
  

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Not fair enough! UNfair! UNfair to Hagan and the Toaster that no matter how they scheme and plot and manipulate the universe/megaverse seems to be one step ahead of them, absorbing their schemes and contraptions and infernal devices and turning them against them! We don't want fair, we don't do fair; we do obscenely one-sided curbstomp, tinged, nay LOADED, with irony! :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: Tue Feb 08, 2011 10:43 pm
  

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For Shemarrians in the Three Galaxies:

The Caduceus Chrome

#”Happy day! It’s Armaments Day around here! The city’s full of people, most of them augments, here to celebrate, watch the Combats, and shop for upgrades! We already got a line of customers outside looking to see what new systems we’ve brought from Cybernary and the Outside! And they can all pay!”#
#”Superb. We need the income to replace what we used on Ungersoll, and what I anticipate we’ll need on Hammerhead. Anything particularly interesting?”#
#”Sapphire Cobra Cultist with scale cyberarmor in the crowd. Minor implant request. Walk-in.”#
#”Have that one quietly moved up the line and into a private room. I’ll be down to talk to her. She’s our local contact. Interesting to see what she has to pass on to us. Anything else?”#
#”I have our two little fuel rod girls out doing the back concourse by the stadium hawking isopowerpacks. “#
#”The Energizer-Three? How’s it selling?”#
#”Girls have come back in for resupply twice already. The fad this year in the Combats are the big assault chassises, and they go for supercharging their powerplants. Stuff is selling like crazy, even though they know the half-life will only see them through the month. They want the extra oomph for the Combats.”#
#”Well, tell Mina and Shi to be careful; some of the locals might take it upon themselves to relieve the girls of their packs, and if I know those Awakened leisure gynoids, they aren’t wearing much of anything, let alone armor or self-protection. And tell them when they come in to decontaminate thoroughly. Even though the Energizer-Three’s almost null-rad and clean, some of those local robo-jobs use dirty powerplants. Wouldn’t be surprised if we encountered some leaks from shielding failure, especially around the Combats, and I don’t want the girls trailing any fallout back inside just because they obligingly helped a customer load a fuel assembly.”#
#” Extra time in the showers, then. Will do.”#
#”Now, if you’ll excuse me, I have to scrub up for some cybersurgery and see what our local Snake has to upload to us.”#


The Caduceus Chrome is another seemingly innocent civilian vessel plying the star lanes and backwaters of the Three Galaxies, but in reality, it is an auxiliary for the Shemarrian Star Nation, commissioned by the Silvermoon Clan.
The Caduceus Chrome is a refitted general-purpose transport that has been, from appearances, modified into a flying cybershop and bionics clinic by a group of itinerant cyberdocs plying their trade across the stars. Their mission is both altruistic in that they respond to medical emergencies and offer low-cost or free medical screening and care to impoverished communities, while at the same time making a profit off elective surgeries and selling medical supplies and bionics-related equipment. The Caduceus Chrome is staffed by a crew of cybered beings, including several full-conversion cyborgs, augmented by a motley collection of medical robots and androids.
Besides medical care, the Caduceus Chrome deals in medical equipment sales on the side. When not dealing with pressing medical emergencies, the Chrome sells cybernetics and bionics, and offers cybersurgery, up to full bionic conversion, to those who can pony up the price and pass the mental screening for elective bionic conversion. The Caduceus Chrome offers a good catalogue array of cybernetics and bionics systems; what it doesn’t have can be placed on special order for the next time the ship comes through a region(if the client is willing to wait). A large central medical deck can accommodate over forty patients at once, doing ‘conveyor belt’ surgery and cybernetic implantation with such proficiency that people are able to walk out and return home that same day. Several smaller rooms provide for intensive surgery and treatment regimens. Full life support systems provide a clean, safe, environment for medical work and recovery. A heavily shielded engineering section holds a small breeder reactor system that produces radioisotopes used in medical equipment, nuclear medicine, as power sources for some cyborgs and robot vehicles.
The Shemarrian link lies just under the surface; the primary medical professionals are a pair of EShemarrian Tinkers and a pair of EShemarrian Mystics, attended by several Acolites . An EShemarrian Valkari also uses the ship as her base of operations, using a stealthed shuttle to hunt for NeShemar candidates and salvageable cyberware. The crew includes several Male Shemarrian pilots, the rest of the crew are all NeShemar, and several of the higher-end medical robots have been implanted with Ecotroz Essences, making them true psionic sentients. From time to time, the Caduceus Chrome will take on additional passengers/specialists; these are really field agents and mission specialists assigned temporarily for special missions.
Structurally, the medical facilities and storage conceal advanced sensors and avionics. The heavy shielding around the engineering section, supposedly to shield the breeder reactor, also discourages closer inspection that might find the hidden stealthship hangar and the fact that the engines are larger and more powerful than they should be. The force shielding is a military-grade variable type, while extra armor has been added around parts of the vessel.
Because the flying medical clinic is a tempting target for its cargo of advanced medical equipment and supplies(especially in the Central Alliance, where bionics are social status), the Caduceus Chrome mounts a basic point defense array, but also a more powerful concealed weapons array to surprise would-be pirates. The CC’s real defense, though, is speed; the ship’s engines are Shemarrian-tuned warship grade, and as such are capable of powering the ship to accelerations that would take the ship out of the grasp of most pursuers. If attacked, the Caduceus Chrome’s first move will be to try to evade its attackers, using its high speed. In order to buy more time to accelerate, the CC will deploy decoy countermeasures to confuse pursuers. However, if cornered, in order to protect its secrets, as a last resort the Caduceus Chrome can unleash some truly impressive firepower in the form of a heavy turret’s worth of disruptor cannon, and three powerful g-cannon.
The Caduceus Chrome serves primarily as a spyship, gathering information on the SSN’s allies in the Central Alliance, and on its fringe worlds where Noldek’s influence isn’t strong(and the enemies of the CA are likely strong) as well as independent worlds along the Rim. Even though the Alliance is nominally allied with the Shemarrian Star Nation, the SSN wants to keep tabs on any threats, internal and external, to the stability of the region. The Tinkers of the SSN also like to keep an eye on cybernetics and bionics technologies being developed in the cyber-hotbeds of Noldek’s realm; particularly intriguing or sophisticated hardware may be copied for the Shemarrians’ own use.
Typically the ship will approach a planet, ask permission to land near some region with a medical crisis or poverty zone, land, set up a field hospital/clinic, and attract patients, while quietly surveying the region, staying for 1-4 weeks, depending on local conditions and needs, before moving on. In more upscale regions, the Caduceus Chrome sets up business for the benefit of more affluent clientele, offering cybernetics and bionics(for a price). While most intelligence is gathered electronically, the CC’s crew also does a fair amount of humint gathering, through clientele/patients and direct observation. The ship then regularly reports its findings through encrypted transmissions, or occasionally by rendezvousing in deep space with cloaked SSN vessels(this is incidentally where they resupply on any specialized bionic components they cannot manufacture themselves).
Depending on who one asks and where the CC has been operating in what capacity, the ship is seen as either a shipload of true humanitarians administering to the benighted sectors of the galaxy, or a group of upscale opportunists selling corrupting and unnecessary cyberware to the impressionable. The Central Alliance authorities generally regard them with mixed suspicion and amusement; the CC offers good cyberware but their mobile base of operations allows them to run if something goes wrong. The few occasions when the CC has had to openly and violently clash with pirates and others have helped confirm the suspicions that the Chrome’s crew are NOT pacifistic idealists and earned them some respect. The general consensus is that the shiny Caduceus Chrome crew mostly are on the run from somewhere else and have come to the Alliance and Rim to ditch somebody else’s law.
In the event of a full mobilization of Shemarrian Star Nation forces, the Caduceus Chrome would return to SSN space and attach itself to a taskforce as a medical/repair ship.



Notes:
The Caduceus Chrome team is commanded by the Valkari, Ravena Shadowwalker. The Senior Tinker and Mystic are respectively named Charol DiamondEye and Vanice SoulMetal, and they serve as head of the medical mission, Diamondeye overseeing bionic surgery and SoulMetal screening patients and handling the main cybernetic implant ward operations. The captain of the ship, responsible for ship operations and defense, is a Male Shemarrian, Flight-Master Garen Arn-Corona. Counted among the rest of the crew are Doctor Niss-Tanannen, a Silison(see Aleisn Unlimited) full-conversion cyberdoc adopted by the Shemarrians, Dern ‘White Spider’ Emson, a full conversion former Alliancer who has had himself refitted as a multi-armed bionic EMT, Nurse S*Nex(an SSMR-01 Medical Robot which resembles a Shaydor Spherian as made by Tiffany), an Ecotroz-Awakened roboid, and Mina and Shi(twin gynoid pleasure-bots that were Awakened with the Ecotroz; they serve as candystripers in the wards and salesgirls off the ship).


Type: SSN-MAS-2435363 Caduceus Chrome
Class: Medium Transport/Medical Ship
Crew: 57 (2 Senior Tinkers, 1 Valkari, 2 Shemarrian Mystics, 5 Acolites, 10 Male Shemarrians , 29 NeShemar, and 18 NeShemar Robots), plus provision for 1-70 passengers/patients.
MDC/Armor by Location:
Main Body 7,000
Bridge 1,200
G-Drive Engines(2) 2,500 each
Main Engineering Section(rear 1/5 of the ship) 4,000
Laser Batteries(4) 500 each
Disruptor Cannon Turret(1, concealed) 700
G-Cannon Batteries(3, concealed) 300 each
Medium Range Missile Launchers(2) 300 each
Variable Forcefields 400 per side, 2400 total
Height: 70 ft
Width: 100 ft
Length: 640 ft
Weight: 11,000 tons
Cargo: 2,000 tons
Powerplant: Nuclear Fusion with a 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 14 (typically cruises at Mach 9 to conceal its true capabilities)
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.4% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the SSN; the ship itself, if sold, could fetch 280 million credits on the Black Market; its contents potentially more.
Systems of Note:
Standard Starship Systems, plus:
*Encrypted Long Range Communications---The Caduceus Chrome carries an FTL radio system, with special encryption protocols for communicating with EShemarrian ships.

*Long Range Sensors---Hidden among the sensors is a full suite of long range military sensors and EW gear for monitoring spacecraft and communications traffic. The Caduceus Chrome can pick up other spacecraft at 240,000 miles range, and detect FTL transits at 10 light years away.

*Medical Deck---The central medical deck of the Caduceus Chrome is set up for conveyor-belt style assembly line implant work(basic head or limb implants), treatment couches moving down a line under and between automated stations overseen by medical staffers. Side gallery rooms provide for individual and more complex surgeries, especially limb replacements, thoracic surgery, and brain/central nervous system implants. A recovery ward allows for longer recovery stays, observation, and extended therapy. Extensive automation monitors patient vital signs and regularly sanitizes the wards.

*Mobile Field Hospital---A modular field hospital, complete with prefab buildings, air- and water-filtration systems, and electricity(provided from the Caduceus Chrome). The Chrome’s crew and robot complement can set the facility up inside an hour, and the facility can house up to 140 patients.

*Sensor Screening---The Caduceus Chrome mounts selective sensor screening measures to obscure and obstruct deep hull scans, and give false readings to intrusive scanners. This screening is explained away as radiation leak-over from the engines, or interference from various medical systems, and is used to conceal the CC’s hidden weapons and other specialized gear.

*Breeder Reactor---An old-fashioned fission reactor, heavily shielded, and used to produce various radioisotopes for nuclear medicine and power generation. It is also used to irradiate/sterilize equipment. The reactor provides additional power to the shields.

*Decontamination Locks---The Caduceus Chrome’s airlocks feature full Nuclear/Biological/Chemical decontamination gear set-ups. Besides insuring that no pathogens or dangerous radiation contaminates the interior of the ship(and vulnerable patients), the airlocks also serve as security scanners, preventing intrusive spies from penetrating into the ship.

*Stasis Tubes---Has onboard stasis facilities for up to 50 patients requiring more extensive treatment.

*CyberMicroFac----The reactor’s heavy shielding also conceals a microfac system capable of producing almost all of the cybernetic and bionic components that the Caduceus Chrome needs. More sophisticated hardware may require the autofac to be reconfigured specifically for the individual pieces, or may need to be acquired from outside sources.

*Cyborg Assemblers---Basically the cyborg jig from a Trinity Module assemblage, this is a highly automated cyborg life support unit and repair/construction apparatus. The Caduceus Chrome has three setups.


Weapons Systems:
1) Laser Batteries(4) ---These are the ‘standard’ defensive weapons of the sort to be found on the vast majority(at least, those with a modicum of self-preservation) of merchantmen plying the star lanes of the Three Galaxies). These weapons are openly mounted on the hull for all to see(in the Rim territories and particularly around the Central Alliance, going UNarmed would attract attention). However, what isn’t obvious is that the laser batteries have better than average fire control, courtesy of Shemarrian engineering.
Range: 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 3d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonus: +3 to strike

2) Disruptor Cannon(2x1, Concealed)---The REAL teeth of the Caduceus Chrome is a concealed heavy turret holding paired disruptor cannon(acquired/copied from the Golgans) that, if necessary, unsheaths to unleash hell on the unwary. The Caduceus Chrome crew uses this weapons system only as a last resort)and ideally deep in space where nobody else can see, as revealing that a ‘medical ship’ is carrying this heavy battery is likely to attract attention and questions. The CC’s crew already have an excuse pre-registered in the Central Alliance if anybody asks to closely; an explanation that the weapons are salvage from an old Golgan wreck, and that the ship is mounting them for self defense after dealing with a particularly nasty band of pirates/criminal cartel(and several of the NeShemar cyborgs will testify to that).
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per shot, or a double shot that does 4d4x100 MD plus 25% damage to everything within a 30 ft radius
Rate of Fire: 4 shots per melee round
Payload: Effectively Unlimited

3) G-Cannon Gun Batteries(3, concealed)---Even when posing as humanitarians, Shemarrians love big guns; the Caduceus Chrome mounts three G-Cannons to pulverize unwary attackers who mistake the doctors for pacifists.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon. Additional drums can be brought up from cargo and reloaded; process takes 20 minutes)

4) Medium Range Missile Launchers(2)---Another standardized weapons system permitted aboard mercantile vessels. The Caduceus Chrome’s ‘humanitarian’ mission has necessitated removing two of the launchers normally carried aboard ships of the tonnage class, though each launcher has a larger payload.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 48 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).

5)Decoy Launchers(2)
The Caduceus Chrome mounts two separate sorts of countermeasure launchers.
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


The second system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack medium-missile drives can go for 45 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.


Auxiliary Craft:
2 Shuttles
1 Stealth Shuttle(the Valkari’s)
Complement of 30 medical robots and 40 labor bots

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

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


Last edited by taalismn on Tue Jan 07, 2014 6:32 pm, edited 1 time in total.

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Unread postPosted: Wed Feb 09, 2011 3:19 am
  

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Joined: Tue Apr 06, 2010 3:54 pm
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There is some additional shemmarian stuff in the newest Rifter.

They can have PPE now.... sorta...

_________________
"The key is your mind, control and master it. Doing that will not only master your body, but also enable you to shape the world around you to your every desire."

---Said by a Psyscape teacher to a class of Psi Warriors
---Said by a Mindwerks technician, before he drills the hole in your skull


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Unread postPosted: Wed Feb 09, 2011 4:15 am
  

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Joined: Thu Jun 03, 2004 3:38 pm
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Supergyro wrote:
There is some additional shemmarian stuff in the newest Rifter.

They can have PPE now.... sorta...

Start from begining of the thread...
Talis & I have gone waaaaaaaaaaaaaaaaaaayyyy beyond that little article. :angel:

_________________
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: Wed Feb 09, 2011 2:55 pm
  

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Joined: Tue Apr 06, 2010 3:54 pm
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DhAkael wrote:
Read the latest Rifter -yawn-
Not bad material, but the artwork *shudder*.

Also, no offense to teh author of Archie Phase 2, but the material on this here thread is much more far reaching and epic in scope (and much better thought out)... and no, not stroking any ego's, just stating fact.


Strange question then. Are you using any of this thread's ideas in your games? If so, then how are they working out?

_________________
"The key is your mind, control and master it. Doing that will not only master your body, but also enable you to shape the world around you to your every desire."

---Said by a Psyscape teacher to a class of Psi Warriors
---Said by a Mindwerks technician, before he drills the hole in your skull


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Unread postPosted: Wed Feb 09, 2011 5:34 pm
  

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Just touching the tip of the iceberg right now in my campaign.
The player characters have JUST discovered the Hawkmoon & Skullcrusher's animosity towards each other. They also discovred that while most Shemarr they have encountered are "dead" PPE wise, the Hawkmoons seem to have 'souls' though said spiritual auras seem to be overlapped onto the gynoids, not fully part of them.

Eventually the full civil-war will be spilling forth, with "free-awakened" Shemarr fighting against the 'Maker & the Shaper's children.
And whoa betide any CS soldier & officer, or Sploogy minion too stupid not to run the other way. :demon: :nuke:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Wed Feb 09, 2011 7:49 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
Supergyro wrote:
DhAkael wrote:
Read the latest Rifter -yawn-
Not bad material, but the artwork *shudder*.

Also, no offense to teh author of Archie Phase 2, but the material on this here thread is much more far reaching and epic in scope (and much better thought out)... and no, not stroking any ego's, just stating fact.


Strange question then. Are you using any of this thread's ideas in your games? If so, then how are they working out?


Games? Who has time for games? I'm hardly keeping up on my sleep(as recent lapses in critical judgment have borne out) as is!

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

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


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Unread postPosted: Wed Feb 09, 2011 11:38 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
viewtopic.php?p=2317996#p2317996
Too lazy to re-post and re-typeset ;)
Follow the link. :D

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Feb 10, 2011 3:50 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
DhAkael wrote:
http://forums.palladium-megaverse.com/viewtopic.php?p=2317996#p2317996
Too lazy to re-post and re-typeset ;)
Follow the link. :D



Yep...coming to a universe near you! :twisted:

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

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


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Unread postPosted: Tue Feb 15, 2011 12:03 am
  

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Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes: The Horrorwoods of the Shemarrian Star Nation


Lanna had heard that memories of one’s life flashed before one’s eyes before the end. She now knew this to be another adult lie; it did not flash, it FLED. In her case it had left her far behind, unsportingly throwing her to the feng-beast that was now snapping at the little girl’s heels as both charged through the dark forest. She could feel the monstrous predator’s hot breath curling the hairs on her back, could feel the teeth sliding fleetingly off the bristles of her tail. She reached deep, found another reservoir of strength and put it to speed, gaining a scant few feet ahead of her pursuer.
She knew she wasn’t going to make it back to the village’s security perimeter, but she had her eyes glued on a massive tree that might just offer her refuge. If she could just get there, her Kirn ancestry just might come in handy if she could get up it and away from the jaws of her pursuit.
Just a few more yards! She could see the bark of the old tree coming into focus as she leapt for it, her nails reaching for purchase to scoot her up the trunk...
Only to hit and find none at all. Stunned, she slid down the trunk, clawing and scratching futilly, to land at the bottom in a tangled heap. In shock, tears and snot clogging her senses, she waited for the final blast of foul breath and the sudden pain of being snapped in half by the ravenous feng.
“Foolish child, don’t you know fengs can climb with the best of them? They’re bred from Kryygorth Hunter stock! What were you DOING during survival class when they taught you that?!”
In spite of herself, Lanna’s eyes snapped open at that stern, disapproving voice. Almost involuntarily, and in surprise at still being alive, she looked over her shoulder, and flinched at the blunt snout of the feng still there. But it was BACKING away, and instead a tall, dark-clad, and very female figure was stepping out of the shadows to tower over the cowering teen. Twin antennae glinted in the moons’ light that illuminated a very vexed-looking feminine face that looked down at Lanna.
“By the Goddess, what is a youngling doing out at this time of night?! Don’t you know these woods are DANGEROUS?! Whatever moved you to come out here all on your own, girl?!”
Stuck between shock at still being alive and in awe of one of the Shemarrians who’d brought Lanna’s people out of slavery to this world and protected them still, Lanma found breath between heaves to answer the warrior’s question.
“P-please, Hhhonn-ored Miss-tress!...I heard...just wanted...to-see...there was...patch of...glow ferns...atop the...hill!”
The Shemarrian pondered the panting girl’s words for a moment. “Let me get this straight; you ignored commonsense, broke curfew, broke whatever rules your parents or guardians set down for you come nightfall, traipsed across the security perimeter, and wandered out into the woods, crawling with all sorts of danger, ALONE, without adequate protection, to see if you could find some GLOWING FERNS?”
Phrased like that, Lanna’s little expedition sounded rather foolish. She hung her head in shame as she shivered out an embarassed “Yes, Honored Mistress...”
“You know, had this been an actual feral feng-beast, you’d be dead? Very, very dead?”
Lanna’s eyes widened and shot over at the feng-beast that had now retired to behind the Shemarrian. Its eyes glinted at her and glowed briefly in a manner that living breathing animals’ eyes do not ordinarily do.
Lanna’s head nodded almost spastically in affirmation of what the Shemarrian had just asked.
The Shemarrian sighed. “Oh well, we’re all young and dumb. Not that’s any excuse.”
The tall woman reached down and scooped up Lanna like a kitten, hoisting her to the nook of her arm, before turning around and heading back in the general direction that Lanna had been fleeing from, the ersatz feng-beast falling into step behind them. “Very well, let’s go see these glowing ferns that were apparently so worth risking your life to see. And then we are going to your village and I will have words with whoever is responsible for you about you sneaking out at night! And tomorrow you will begin attending extra survival classes that you WILL stay awake during, so you will know what to do once whatever duration you will be grounded for expires!”
In spite of the protective presence of the Shemar Warrior holding her, Lanna suddenly shivered in new fear...that of being grounded for life.


In the Three Galaxies’ Shemarrian Star Nation, the Horrorwoods Tribe is regarded as the ‘greeners’ of the SSN, prefering to remain planetbound for the most part, attending to local ecologies, and remaining close to the land. The Horrorwoods find an almost spiritual fulfillment in living close to their supposed roots as a nomadic, druidic, nature-embracing people. Yet, by the same token, as they preach ecological responsibility, they are also one of the biggest users of nanotechnology, cyborg technology, and animal-emulation robotics of all the Tribes. And for all their talk of harmony, they live more of a ‘nature red in tooth and claw’ philosophy, regarding active ecosystems as hotbeds of natural selection and constant testing of the worthiness of species to survive.
While the Horrorwoods’ spaceforces(as shall be discussed later) are relatively weak, they have one of the largest ground armies available to any of the Shemar Tribes. In part, this is due to their construction of more types of War Mounts and animal-style robots than any other Tribe; it’s said that the total of Horrorwoods-produced animaloids outnumber the actual Shemar(indeed, the Horrorwoods use versions of virtually every terrestrial War Mount type developed by the Shemarrians). The other contributor to the massive land forces available to the Horrorwoods is their rather liberal interpretation of the definition of NeShemar. While the Horrorwoods have the traditional ranks of Shemar-emulation cyborgs and the like living in their camps and adopting their lifestyle, the ‘woods have also gathered to them entire populations of those who seek the Shemars’ protection and guidance. These populations have bolstered the Horrorwoods’ ranks with a large pool of volunteer soldiery and labor.

Planetary Settlements
“With few exceptions, we just don’t know where these Shemar ‘refuge worlds’ are that we hear they pack rescued slaves off to, so we’re presuming they’re off the beat and track in the Unexplored Territories, and especially off the Splugorths’ charts. Given what we know of Shemarrian stealth capabilities, they’re most likely using those systems to keep anybody from tracking their ships back to their planets. It’s also a fair bet that some of the systems and sectors they HAVE warned us away from are red herrings meant to distract us away from where the Shemarrian Star Nation REALLY lies.
The few planets we DO know the locations tend to be lightning rods for combat, since those worlds tend to be ones the Shemarrians have taken away from the Splugorth. They’ve turned those systems into full-on warzones, armed the natives, and effectively boobytrapped the larder against the Splugorth ever coming back and trying to retake them. Even there though, we’re seeing some evacuation of the locals to other offworld sites, maybe to clear the way for heavier weaponry to be brought in.”
---Colonel Agoran Metzek, Noro CAF Intelligence Analyst, in a presentation on the Shemarrian Star Nation

The Horrorwoods seek out verdant, life-rich worlds with active (or ideally hyperactive) ecosystems. Where they can, they choose to settle on as-yet uncolonized, or sparsely-colonized, planets with plenty of unclaimed wilderness and room to move around in. Typically, the Horrorwoods have selected worlds with a Splugorth connection; either planets that have been wrested from the control of the Splugorth, or worlds the Horrorwoods are establishing to settle ex-slaves liberated from the Splugorth. In the former case, any local inhabitants are happy to have protectors move into the neighborhood, while in the latter, the refugees are happy to oblige their liberators. If the planet is already inhabited, the Horrorwoods will negotiate for sovereignty over a large enough wilderness for their people to wander at leisure, and they will establish their territories much as the original Shemarrian Nation operated; trespassers will be turned away, aggressors opposed with lethal force, and the annoyingly curious dissauded from nosing around, though the Shemarrians will assist those in genuine trouble and come to the aide of their neighbors if so required.
The Horrorwoods then frequently seed the wilderness of their planetary holds with Sentry-Trees, nanofoliage, and robot animals(especially if the planet supports its own ecosystem, making for local variants on Shemarrian replibots). This ‘electric ecoystem’ can become quite elaborate, with elements ranging from giant robodinos down to small mice-mechs operating from recharge burrows powered by the neighboring solar-collector cybertrees. This network of robots and remote sensors allow the Horrorwoods to monitor their realm, check up on the environment, and check on the organic portion of the ecosystem, alerting the Horrorwoods if action is needed(forest fires put out, toxic wastes cleaned up, areas evacuated, alien species culled abck, etc...).
The Horrorwoods will then begin establishing settlements. While some of these settlement-enclaves are purely Shemarrian/EShemar, others are NeShemar, and still others are set aside for the Horrorwoods’ approved settlers. Most communities, however, will have a handful of resident Shemar/EShemar living among them; Warriors who have grown accustomed to the attractions of urban life. Tinker-Healers setting up shop or overseeing the local factories/high tech establishments, Seeresses, Acolites, and Psi-Shamans seeing to the needs of the people, and Male Shemar overseeing vatious agricultural projects.
It is not unknown for the other Clans to send rescued refugees, volunteers, and even low-risk prisoners of war that they’ve acquired to the Horrorwoods to be resettled on one of their enclave worlds. As a result, the Horrorwoods Clan has arguably the largest population pool of NeShemar and not-quite-NeShemar ‘colonists’ gathered under their banner.

Typically a dichotomy in colonial structure emerges; the Horrorwoods Clan favors small villages or townships for the colonists, while the EShemar and EShemar remain nomadic, wandering regular circuits through the wilderness . However, under each small town or village is a concealed high-tech factory, mine, or industrial facility, with just as many camouflaged factories and complexes hidden out in the wild(note: GMs might want to use the charts in Rifts China 1 to depict typical colonial communities).
Settlers are allowed their own self-government, but the local authority is ultimately answerable to the Shemarrians, and the settlers can address grievances directly to the local Shemarrian chieftainesses and elders, who act as a ‘court of last appeal’. If such happens, the Shemarrians are obliged to investigate the claims and rule to either enforce or overturn the local law’s rulings. In return for the Horrorwoods’ continued protection and patronage, the settlements are responsible for a tithe of their local economic production, and obediance to the Shemarrians in matters of defense. While the settlements are allowed to freely communicate and trade with each other, space travel is under the control of the Shemar.
Similarly, the settlers are allowed to practice their own religion(s), as long as they aren’t sacrificing anybody or summoning anything nasty to the Shemarrian planet(likewise, magic is similarly carefully watched). For the most part most colonists keep their culture and cultural beliefs, but a few settlers have taken to adopting the Shemarrian and Shaemarian dieties as their own. There is also a tendency increasingly towards matriarchal government, and a street-level growth in youth action groups among young girls who seek to emulate the warrior-women Shemarrians they regard as role models, with an ultimate goal of one day becoming ‘true’ NeShemar. These girl-gangs can be as zealous(and violent) as any Juicer Wannabes on Rifts Earth, and when they discuss ‘implants’ the meaning usually isn’t cosmetic. Many of these groups are little mroe than glorified street gangs, but others are effectively police auxiliaries and civil defense units akin to groups like the Guardian Angels, and help out their fellow settlers, especially in times of crisis.
The Shemar regularly visit the settlements to deliver goods between the colonies, exchange news, as well as drop off meat and hides gathered in the wilds. Because of the Horrorwoods’ propensity for choosing worlds with large aggressive fauna(or transplanting such when they are lacking locally), most colonists wisely stay within running range of the settlements, leaving the wilderness for the most part to the Shemar and dedicated bionic NeShemar.
Quality of life is generally good and quite comfortable on a Horrorwoods world. The Horrorwoods espouse ‘green’ self-sufficient and self-sustaining technologies, but some of these can get quite sophisticated, so those refugees from high tech worlds aren’t going to be completely hopeless in adapting. The result is a sort of frontier/bleeding-edge tech of communities using animals to plow fields, and using wood and stone construction for most buildings, but using nanotech to cement and weather-seal the construction, powering the community with solar converters, and traveling self-repairing roads throughout the towns. While certain technologies are watched closely and regulated(Juicer and Crazy conversions, for instance, are forbidden), cybernetics and bionics are readily available, especially since many of the refugees and ex-slaves had injuries or conditions that encouraged limb and organ replacement, and their rescuers were themselves androids and cyborgs.

Colonial Nanotech Augmentation
“Feel that tingle in your lungs? That would normally be the high ozone around here rotting your mucus membranes, but thanks to those shots they gave us back on the transport that brought us here, we can all breath without constantly sucking on a respirator. The stuff also helps us digest some of the more common toxins in the local foods. That tang in the fish and fruits would otherwise be heavy metal poisoning, but now it’s just a taste of the new homeland!”
---Settler orientation, Horrorwoods refuge world

Colonists under the Horrorwoods Clan’s administration fare rather well, thanks to the gifts of medical technology, ecomanagement tools, and ‘green’ robotics offered by the Horrorwoods. While the Horrorwoods have eschewed many of the advanced technologies offered by the Shaemarians, they HAVE taken to nanotechnology enthusiatically. Even those colonists who are NOT obvious gross-alteration cyborgs have often been altered; the Horrorwoods Clan frequently uses nanotech to augment colonists, such that they qualify as NeShemar due to the nanotechnological alterations applied to them. Typically, such nanotech upgrades focus on adapting the colonists to their particular planet, improving general health, and building strength and endurance(an ‘average’ Horrorwoods colonial nano-package adds +1d4 P.S., +1d6 P.E., +1d4x10 SDC, and +1d4 to save versus toxins/poisons). Given that the Horrorwoods like active ecosystems to settle, colonists may need the extra strength and endurance simply to survive, epecially if they wander outside the urban enclaves.
Other non-augment nanotech applications that the Horrorwoods are known to deploy are eco-remedial ‘cleanup’ nanotech, including radiation/fall-out ‘sweepers’ that can be deployed in windborne clouds from disguised cybertrees. It is also rumored that the Horrorwoods use similar delivery systems to send sensor jamming and possibly more offensive forms of ‘combat pollen’ at enemies, though there is no confirmation of either type being deployed(or no survivors to confirm it).


Space Forces:
“Them Horrorwoodsers are really good at two things; getting down at you on your own homeground and kicking you off theirs.”

The Horrorwoods Clan has chosen to focus primarily on planetary matters, rather than building a large spacefleet. They DO maintain a small, but powerful, space fleet to assist in planetary defense and campaigning abroad. The Horrorwoods have only limited space-based manufacturing capabiities and shipyards, and rely mainly on the Dark Waters and Silvermoons for their spacecraft. The Horrorwoods’ fleet consists mainly of assault transports(especially Hitode and Rhincodon-class ships) for moving their large contingents of troops and warmounts, and smaller shorter-ranged fighters and corvettes. They have also been known to seed their systems with extensive layers of orbital defense satellites and mines when not assuming a ‘lie low’ posture with regards to their settlement worlds.

Defenses:
“I can’t say where I was, because I just don’t know, and because of that the Shemarrians were fairly free in showing me everything...well, what they WANTED me to see...so all I can tell you is that these ‘Horrorwoods’ members of the Shemarrian Star Nation are experts of camouflage and deception, all tied in to their philosophy of cyberization. What looks like a wild herd of animals grazing on a plain or running through the wilderness is really a vehicular motorpool to them, what looks like a swath of old-growth forest is really a massive solar farm producing electricity and hydrogen, what looks like grassland is a deep space listening array, and what appear to be deep lakes and ponds hide anti-ship missile launchers or super-cooled heavy energy cannon. I have no doubt that they’ve hidden all manner of other military facilities in plain sight, concealed in the guise of natural things.
The message was clear and unconcealed, however; mess with the Shemarrians and you better beware of every tree, shrub, pond, rock, and wild animal you come across, ‘cause any or all of them could be gunning for you.”
----Anonymous CCW military liaison officer, after a supervised ‘courtesy’ visit to a Horrorwoods refuge world.

Any attacker attempting to raid a Horrorwoods-held world will find it a difficult proposition; while obvious targets, the villages are well-defended by well-armed town militias, while the dispersed Warriors of the EShemar are quick to respond to invasion.
Township colonials are expected to maintain a regular and well-organized militia, trained by the Shemarrians. The militia is equipped with older-style Shemarrian weaponry and knockoffs produced by the regional factories, but also with weaponry and vehicles claimed as spoils of war, including armored vehicles, fighters, and robots. Most Horrorwoods colonial enclaves have emergency shelters built underneath, as well as escape tunnels and successions of shelters and supply caches outside them, allowing for orderly evacuations if the Horrorwoods deem it necessary to abandon a settlement.
Anybody landing in the wilderness doesn’t have it any better; the extensive network of robotic flora and fauna creates an ‘electric ecosystem’ that will alert the Horrorwoods withing minutes of an invader landing. Invaders will find themselves running the gauntlet of forest critters attacking them, trees coming to life(sentry trees or Shemarrian Preservers) and opening up on them, or artillery dropping with uncanny accuracy(due to networked roboplants and animals providing forward spotting). War patrols will begin moving in on a landing site, quickly encircling the intrusion while the rest of the Clan marshals its forces. Interspersed in the wilds are supply and weapons caches, as well as concealed weapons facilities, such as anti-spacecraft cruise missile and long range missile launch sites, and energy weapon batteries. Other facilities include camouflaged air bases for both rapid-response aerospace fighters and aerial War Mounts.
As noted before, the Horrorwoods maintain a larger-than-usual army of NeShemar, drawn from colonial volunteers and Awakened non-Shemar robots. While primarily deployed for planetary defense, the NeShemar legions are also occasionally used offworld to fill out Horrorwoods assault forces(especially those raiding or liberating other Splugorth worlds), secure landing zones, and occupying territory, freeing up the Shemar warriors for straight-out offense work. Those serving with such expeditionary forces can enjoy higher social status as warrior NeShemar, with a correspondingly greater access to higher-powered cybernetic and bionic upgrades(if the soldier so wishes). Most expeditionary force soldiers have cybernetics and bionics equivalent to a Rifts Earth Headhunter OCC, though not all NeShemar necessarily have or want implants, especially those specialist magic-users and psychics. While planetary militias may be armed with a wide variety of gear from various sources, the offworld expeditionary forces see a higher degree of standardization; standard-issue environmental body armor resembles a cross between the old external plating of the Male Shemarrians, with bits of Rifts Earth NEMA armor in the mix, and helmets have two extendable communications antennae at the temples(many also have a removable crest). Weapons are generally adaptations of older-pattern Shemarrian weapons, or remodelled versions of other designs; the most common firearms currently in use are CCW-pattern High Intensity lasers and G-guns remodelled with a Shemarrian look. When not campaigning abroad, expeditionary forces live and train on Shemarrian worlds, stiffening the planetary militias.
The Horrorwoods have sometimes been accused of using the settlements as ‘bait’ to draw in and concentrate would-be invaders(especially the Splugorth) over the urbanized settlements, the better to target them then from ambush. The Horrorwoods vehemently deny this allegation, though they HAVE been known to lure Splugorth and other enemies to prepared ‘killing grounds’ seeded with their cyberflora and fauna, and even imported dangerous species, in order to ambush their enemies.

Relations:
Though the Horrorwoods are on good terms with all their sister Tribes, they get along best with the Wolf’s Path and Sapphire Cobras, the former because they maintain their own planetary enclaves(and share many worlds with the Horrorwoods), and the latter because they are looking to establish sizeable planetary enclaves of their own(dominated by their snale religion).
Because ‘living’ worlds like those the Horrorwoods choose to settle tend to have higher ambient PPE, the Wayfinders often visit and establish small enclaves, so it is not uncommon to see Wayfinders welcomed to Horrorwoods worlds.
Similarly, the Hawkmoons frequent Shemarrian planets to remain ‘in touch with the winds’. The Horrorwoods trade often with the Hawkmoons, often meeting with the Hawkmoons and their Shaemarian patrons to negotiate tech transfers and joint development projects, especially of ecology-related nanotech and biotech.
Because the Horrorwoods have since taken over the deep water niche that the Dark Waters once claimed as their own before they became the ‘Tribe of the Deep Black’(space), there is a teasing rivalry between the two clans when the Dark Waters come to visit a Horrorwoods world, usully to see to the space defenses or deliver new spacecraft.
The Horrorwoods have occasionally worked with the Silvermoons, especially if a colony requires extra terraforming(on two occasions the Silvermoons have helped set up giant orbital solettes or mirrors).
The Horrorwoods have limited contact with the Blood Riders; the ‘Riders tend to stick to their own communities even when sharing a planet with the other Tribes. Blood Rider contingents may be attached as shock troops and special forces to larger Horrorwoods taskforces in the field, but generally the two Tribes don’t socialize much together.
The Horrorwoods perhaps get along least with the SkullCrushers(for whom collateral damage to the environment is NOT an issue), even though many potential NeShemar who would join the SkullCrushers’ crusades are usually sent on to the Horrorwoods, and the GhostRiders(who on several occasions have sought to ‘dump’ inconvenient witnesses to some of their bungled black-ops infiltration efforts on other worlds by doping them up and shipping them to the Horrorwoods as ‘colonists’).

Relations outside the Shemarrian Tribes are as standard for the SSN; the CCW and TGE are regarded in passing as distant concerns to be kept at arm’s length and only confronted if attacked first. The Horrorwoods DO accept refugees from the Free Worlds Council worlds, or rather disidents fleeing the TGE(the FWC prefers to dig in their heels and fight, not run; that’s the whole point of their rebellion). Similar policies are in place with regards to the other major powers.
The Horrorwoods regard the Splugorth as their natural and traditional enemies, and appear to LOVE taking the Splugs’ slave-worlds away from them. Indeed, clashes between the Splugorth and Horrorwoods can become epic campaigns that involve not just legions of warriors, but entire artificial ecosystems as biowizardry-spawned predators and robot animals are launched at each other.
During the Minion War, the need for refuge worlds increases dramatically, as large numbers of sentients attempt to flee the demonic and dyval forces savaging worlds and sectors. With the major powers like the CCW and TGE occupied defending their own borders, opportunists like the Splugorth will come out to prey on these refugee exoduses, prompting the Shemarrian Star Nation to rise to protect the victims of Splugorth aggression, stab their traditional enemies in an unprotected flank, fall on Splugorth worlds while their armies are elsewhere, and liberate slaves from the charnel pits and slave pens. The Horrorwoods will be turned to by their sister Tribes to administer to newly seized or invested slave-worlds and find places of refuge for liberated slaves.

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

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


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Unread postPosted: Tue Feb 15, 2011 1:53 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
:shock: :eek: :ok:
Okay; colour me impressed. Nice expansion on established tendencies ;)

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Feb 15, 2011 11:37 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43193
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
:shock: :eek: :ok:
Okay; colour me impressed. Nice expansion on established tendencies ;)


Thanks; allows me to add even more color and detail to a Tribe that just seems to be out in the swamps.
Also an excuse to make use fo Triax's robot animals and to create the potential for even more robot animals.
And I hope to go on more about the 'underground railroad' that the Shemar/EShemar run to these 'refuge worlds' as one of the up-and-comer minor powers in the 3G.

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

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


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Unread postPosted: Wed Feb 16, 2011 3:05 am
  

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Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 12964
Location: Snoqualmie, WA
DhAkael wrote:
taalismn wrote:
EShemar Sapphire Cobra Boomslang Sword-Whip

Now that's just mean...

taalismn wrote:
Sapphire Cobra ‘Rattle-Dance’ Nano-Venom

Fun at parties.

taalismn wrote:
Sapphire Cobra ‘Stone-Blood’ Nano-Venom

... :D
there's a joke there, but it is so tasteless and crude, I'll just let someone as depraved as myself fit in the punchline. :demon:

fit in the puncline or slip it in?

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


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Unread postPosted: Wed Feb 16, 2011 6:27 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Okay; picking & choosing from the many posts (some I've kinda left on the forums and not added to my own personal file: not a slam, just won't fit into present campaign time-lines)...
@ 10-point font-size I'm still at 35 pages :eek: :?
Yowza!
And more to come.

_________________
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: Wed Feb 16, 2011 9:02 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
EShemar Rhinochon Transport Cruiser

“Don’t tell me what this ship CANNOT do, tell me what it CAN! As long as we have an extra newton of thrust, an extra gram of lift capacity, we will keep moving supplies to our warriors below! If we cannot carry cargo, we will draw enemy fire instead! If we have a single weapon left, we will fight! If we have a single shield left, we will block! But this vessel will NOT retreat as long as Shemar fight for this planet!”
---ShipMaster Chalos Voidwalker, Blood Rider Male Shemar -Rhinochon- Captain.

The Rhinochon-class Medium Transport is a dedicated Shemarrian Star Nation general purpose transport that fills the role of ‘Liberty Ship’ freighter for the SSN.
The Rhinochon is a smooth-lined vessel resembling a flattened cylinder, detailed with streamlined turrets and vanes, notably sixteen articulated radiator fins on the sides of the drive section. Multiple streamlined turrets dot the upper hull, fore and aft, while other smaller turrets are recessed into the lower hull. Along the sides of the midsection are multiple hatches accessing the central cargo holds; a third large hatch is located on the underside, allowing for elevator and ramp access to ground level when landed. The ship has certain design details similar to Splugorth ‘civilian’ starships(further reinforcing the commonly-held belief that the Shemarrians are an ex-slave species of the Splugorth) but also has elements of older and more common Golgan and CCW designs.
Like almost all Shemarrian Star Nation designs, the Rhinochon uses military grade drives, though it is not normally capable of attaining the bone-cracking and hull-straining accelerations of most Shemarrian designs, the Rhinochon is still very fast for a heavy transport vessel, and most pirate and commerce raider craft are hard-pressed to catch up to a Rhinochon if it can gain headway. In the event that it cannot, tackling a Rhinochon transport is still a difficult proposition; being a Shemarrian design, it is VERY well armed for self-defense. Of course, catching and capturing the ship is difficult enough, but moot points if the would-be hijackers can’t FIND the ships in the first place; the Rhinochon is even more stealthy than other Shemarrian capital ships.
Being stoutly and simply constructed, the Rhinochon is very tolereant of modification; the ship has seen numerous variants(the more exotic or important of which are depicted as follows) among the Tribes.
The Rhinochon is commonly used to transport materials across the SSN, operating either alone or in convoy(typically escorted by lighter units like the Unipelta cruiser). It also used occasionally as a scout, research vessel, troop transport, and merchantman(in those uncommon instances where the Shemarrian Star Nation openly trades with outsiders). The Rhinochon is used throughout the SSN by all tribes, though the highest numbers are used by the Silvermoons and Horrorwoods Tribes. Though most of these ships are crewed and captained predominately by Male Shemar, the number of warship conversions of the design has led to many of these vessels being assigned to younger (female) Warrior ShipMasters and Warfleeters to build experience before other more prestigious assignments, though a growing number of actions where the ‘transports’ have earned battle-honors has led to some Warrior crews retaining their old ship assignments in service.
Type: EShe-T03 Rhinochon
Class: Medium Multipurpose Transport
Crew: 8-16 officers, and 50-200 crew
MDC/Armor by Location:
Main Body 20,000
Bridge 2,800
Engineering Bloc 8,000
Radiator Fins(16) 200 each
Cargo Hatches(3) 1,000 each
Medium Laser Turrets(2) 500 each
Laser Turrets(4) 150 each
Medium Range Missile Launchers(4) 300 each
Variable Forcefield ( 6,000 total, 1,000 each side)

*Shield Refresh Rate is 10% per melee

Height: 100 ft
Width: 150 ft(300 ft with fins spread flat)
Length: 1,250 ft
Weight: 65,000 tons
Cargo: 95,000 tons if carrying only cargo, or up to 5,000 evacuees(crammed conditions, 15,000 if all are in stasis) or 3,000 fully equipped troops.
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Rhinochon might bring 360 million credits or more
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-75% to detect while stationary, -35% when moving)

Weapons Systems:
1)Medium Lasers(2)----These powerful lasers are equally effective against warships and fighters.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

Altenately, they can be replaced with double-barreled heavy rail guns:
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

2) Medium Triple-barrel Laser Turrets(4, two forward dorsal, two aft dorsal)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Point Defense Turrets(3, ventral)---Same as those carried on smaller SN ships, and based on familiar Shemarrian rail gun technologies. These can be manned or automated weapons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 1,600 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

4) Medium Range Missile Launchers(4)
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 80 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).


Auxiliary Craft: None in standard configuration

Variants:
*EShe-T03T1----Tanker variant, modified to harvest, refine, and store gases for later distribution.

*EShe-T03HW1---Horrorwoods assault transport, used to move the Tribe’s large forces of Warriors, War Mounts, and NeShemar auxiliaries in planetary assaults. The variant has also begun appearing in Blood Rider and Wolf’s Path forces.
1) Reinforced Variable Forcefields---- 3,000 MDC per side(18,000 total)

2) Improved Armor---The T03Hw01 adds additional armor to the main hull and vital regions; Main Hull, Bridge, Engine Bloc, and Cargo Doors have 25% more MDC.

3) Long Range Missile Launchers(2, 300 MDC each)----Mounted in jutting ‘canards’ on the foresection are a pair of external-mount LRM launchers. These are typically used to soften up surface defenses during assault approaches to a planet.
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 1 hour(1 ton of cargo per 12 missiles)

4) Medium Range Missile Launchers(4)----The MRM launchers have been upgraded to higher-capacity models for sustained surface bombardments.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-15
Payload: 150 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).

5) Point Defense Rail Gun/Laser Turrets(6)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret. These replace the single weapon PDS turrets, and add an additional two turrets.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

6) Troop Capacity---The T03HW1 trades some of its overall capacity for extra armaments, but it can still carry 2,000 troops(about a third of whom will have War Mounts, in normal deployment)

*EShe-T03Hw2---Horrorwoods refugee transport, with stasis accommodations for 15,000 human-sized sentients. The Hw2 also carries a large sickbay for treating patients, or for overseeing nanotech adaptation treatments for colonists. With all the ‘normals’ packed away in aerogel-cushioned suspension, the Hw2 can hit speeds of Mach 11 in normal space, but typically cruises at Mach 8 or slower to maximize its stealth, running the ‘underground railroad’ to the Shemarrian refuge worlds.

*EShe-T03Dw01---Dark Waters’ variant, commonly used as a fleet tender. It carries only 35,000 tons of cargo, but carries extensive automated workshops, a complement of 24 heavy robot work drones, has deployable gantry-booms on the sides, two 1,000-ton capacity tractor beams, and carries an additional three point defense turrets. All PDS systems have been upgraded to the double-weapon configuration. The T03Dw01 also has improved variable forcefields that can extend over adjacent ships.
1) Improved PDS(5)
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

2)Reinforced Variable Forcefields--- 5,000 MDC per side(30,000 total), and can extend an additional 500 ft out from the ship, allowing it to shield other vessels.

*EShe-T03Dw02(AuxMW)---Another Dark Waters variant, this version is the result of a collaboration between the Dark Waters and the Ghost Riders to create a comprehensive mine warfare vessel. These ships are used to sweep the space mine fields that many nations use as area denial measures(the Kittani have taken to deploying them as a desperate measure to keep off Shemarrian raiders and to blockade worlds slated for enslavement from recieving offworld assistance). The ship uses multiple stealth adaptations to enter a suspected mine zone undetected, then uses both passive sensors and active decoys to flush out the numbers and locations of mine hardware, before deactivating or destroying them.
1) Improved PDS(6)
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

2) Neutron Sweep Cannon(1, replaces one of the Medium Lasers)----Though considered a low-powered radiation weapon that does poor damage(and is easily negated by active anti-radiation shields), and requiring a large generation apparatus, the NSC has good range and produces an intense neutron flux. As many space mine systems use comparatively cheap fission warheads and even radioisotope power sources, the intense burst of neutron radiation can disrupt their operation and even prematurely trigger nuclear weapons. One of the main Medium Laser turrets is replaced by am NSC-generating cyclotron.
Range: 9 miles in atmosphere, 18 miles in space, and covers a 20 degree arc.
(Kitsune Values: 18 miles in atmosphere, 18,000 miles in space)
Damage: 2d10x10 MD per blast
On a Natural 16-20, the neutron flux will cause inadequately shielded fisison powerplants to overhead, causing a partial meltdown or force an emergency shutdown by the safety systems, disrupting their power. Fission warheads will be rendered inert(and on a Natural 20 will prematurely go critical, suffering an additional 2d10x10 MD, destroying their casing, and likely spreading radioactive materials around).
Rate of Fire: Three times per melee
Payload: Effectively unlimited

3)Improved Sensors-----Sensor range on the T03Dw02(AuxMW) is improved by 50% with regards to range, with especial attention given to gravitic sensors(even though most mines are stealthed, they still have mass).

4) Sensor Ghost Projection---The T03Dw02(AuxMW)s have the ability to project multiple sensor ‘ghosts’(up to ten) up to 25,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

5) Drone Launchers(2)----Two of the cargo bays have been modified into hangars for mine-sweeping remote piloted vehicle drones. Each bay holds 36 cruise-missile-sized drones and the gear required to maintain and deploy them.

6) Cold Jet Drive---Because most high-tech mine systems are set to activate and home in on gravitic and plasma drives, the T03Dw02(AuxMW) uses a very low-temperature/low-energy auxiliary ‘cool plasma’ drive to minimize sensor signature and maximize stealth. The downsides of this system are that the drive requires a great deal of liquid fuel tankage installed in the cargo bays, and maximum speed/acceleration is poor; a lowly Mach 4 in space.

*EShe-T03Hm01---Hawkmoon variant, that sacrifices cargo capacity for larger engines and a more powerful FTL drive. This variant is used for missions delivery high priority cargoes where a courier or corvette is either not large enough or not appropriate.
*Increased Speed---Mach 16(!)
*Increased FTL---7 light years/hour
*Decreased Cargo Capacity----Due to the expanded engine core, the T03Hm01 can only carry 40,000 tons of cargo or half the former number of passengers

*EShe-T03Sm01---The Silvermoons field a variant armored in laser-reflective armor(lasers do HALF damage). They also field their transports with improved laser systems that have 25% greater range.

*EShe-T03Spc01----The Sapphire Cobras field a variant that mounts extra armor that provides additional protection even when ‘shed’ during combat. The rail guns have also been modified to be able to use the Cobras’ nanotech ‘Serpent’s Kiss’ shells.
1) Ablative ‘Snake Skin’ Armor----The T03Spc01 carries 30% more armor on all main hull locations. Furthermore, 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).

2) Rail Gun Emhancements---Thanks to their nanite-impregnated/’envenomed’ shells, Sapphire Cobra rail guns do additional damage.
(Medium Rail Guns)
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 5d6 MD for 2d4 melees(double damage and duration if in atmosphere)
(Point Defense Rail Guns)
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 3d6 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

*EShe-T03GrS1---Ghost Rider stealth transport, typically used for infiltration missions. Sometimes called the ‘Black Fan Dancer’ by the few who have seen it because of its ability to deploy several dozen additional vanes that serve as both antennae and sensor jamming/stealth radiating gear.
1) Electronic Cloaking---The T03GrS1 enjoys a -60% to enemy detection rolls, and a -6 to strike with sensor-guided weaponry.

2) Communications Jamming---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 2,000 mile radius.

3) Sensor Ghost Projection---The T03GrS1s have the ability to project multiple sensor ‘ghosts’(up to twenty) up to 25,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

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

5) Long Range Radiation Sensors----The Ghost Rider ships sport extremely sensitive EM sensors that are the equal of the radio telescopes of just about any other species, though the Ghost Riders use them to seek out and listen to INTELLIGENCE-generated radio radiation. It is also said that the Ghost Riders can use these systems to hack into the data nets of civilizations through accessible radio communciations, though for this to be effective, the ships must approach quite close to a planet or outpost, owing both to signal lag and natural interference.


*EShe-T03Wf01----Wayfinder variant modified as a flying observatory and laboratory, in many ways similar to the Ghost Rider version in that it can deploy multiple vanes, but in this case the extra fins and arrays are sensors. Wayfinder scholars and scouts often bid for the opportunity to have one of these vessels assigned to them and their particular exploration.
1) Sensory Vanes(12)-----200 each. These vanes can retract into the hull or fold against it for streamlining and atmospheric operations.

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

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

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

5) PPE Powerplant---In addition to the standard fusion powerplant, the Wayfinders have fitted their exploration craft with a generator that produces 500 PPE per hour, and can hold up to 2,500 PPE in storage.

6) Rift Drive---The Wayfinder ships can also Rift-Jump up to 20 light years every 4 hours.

7) Magic Features(standard; indivdual ships maye have additional TW systems added)
* Impervious to Energy---Costs 320 PPE to activate
* Invisibility: Superior---Costs 320 PPE to activate
* Solar Flare---Range: 1,200 miles, 300 mile area. Lasts 1d6+4 hours. Costs 250 PPE to activate

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

9 ) Shuttle Bay---The lower cargo hatch and access bay has been converted to use as a small shuttle bay, with capacity for three small exploration/scout shuttles.

10) Reduced Carry Capacity---All the extras come at the cost of reduced cargo/passenger capacity: only 30,000 tons can be carried, and about 460 passengers/research personnel are carried.

*EShe-T03ScQ---SkullCrusher variant converted into a flying missile battery. The ‘Q’-variant was first revealed, accordingly to recently declassified CCW intelligence intercepts of Kittani military communications, at the Battle of Kholon VIII, when the SkullCrushers apparently baited the Splugorth forces into thinking they were seeing a major convoy arriving to reinforce and resupply the Shemarrian forces alternately beseiging and being beseiged on the Splugorth-contested world. When the Kittani detached a substantial portion of their space forces to attack the supply convoy, they instead walked into a missile trap, losing over 75% of the committed forces in the reverse -ambush. The SkullCrushers themselves lost over half of the Rhinochons assigned to the mission, but at a tonnage rate of over three to one in their favor. The surviving crews were all promoted a rank as a result of their bravery.
1)Cruise Missile Launchers(8 )
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 60 each launcher, 360 total. Additional missiles may be stored in the cargo holds and reloaded within 15 minutes(1 ton of cargo per 6 missiles)

2) Double-Barreled Main Medium Laser Cannon(2x2)---The medium laser turrets now mount TWO cannon instead of one.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot, 2d6x100 MD per double blast
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

3) Reinforced Variable Forcefields---Rather than beef up the armor, the SkullCrushers improved the shielding. 5,000 MDC per side(30,000 total)

*EShe-T03Br01---The Blood Riders were so impressed with the Skull Crushers’ use of the Rhinochon in an offensive role that that they produced their own version, only using plasma torpedoes in place of the cruise missile launchers, sacrificing the ships’ transport role for sheer firepower. Though the Blood Riders have occasionally used these vessels in a ‘Q-ship’ mode, they more often than not deploy these vessels as gunboats and surface bombradment platforms against ‘unworthy’ enemies.
1) Reinforced Variable Forcefields---Similar to the SkullCrushers, the Blood Riders have also bolstered their shields. 5,000 MDC per side(30,000 total)

2)Plasma Hunter Killer Torpedoe Launchers (8 )
MDC of Projectile: 60
Range: 1,800 miles in atmosphere, 7,200 miles in space
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher, 360 total. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile anti-missile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.

*EShe-T03Br02---The second Blood Rider ‘missile boat’ conversion, the T03Br02 replaces cargo capacity with extra power generators and projectors for plasma torpedoes. A set of tractor beam projectors to guide the torpedoes have also been added.
In an action that has only recently reached the eyes of CCW intelligence, the Blood Riders apparently travelled far outside the region claimed by the Shemarrian Star Nation to a star cluster known to have suffered attacks by the Demon Fleet. The Blood Riders most dramatically used several squadrons of these vessels to create ‘fire walls’ of dense missile fire to herd a raider force of Demon marauders and force them into ‘honorable’ combat with elite Blood Rider units stationed waiting for them at the end of the ‘funnel’. The insuing action gave the Blood Riders an opportunity to study the Demons’ technology and tactics, as well as test their own abilities against the new foe. Though the Blood Riders took more than a few losses in the following exchange, and several Demon ships managed to break free of the trap, the Blood Riders reportedly learned ‘significant information’ in the battle and are presumably adjusting their strategies and tactics accordingly based on that information.
1) Reinforced Variable Forcefields---Similar to the SkullCrushers, the Blood Riders have also bolstered their shields. 5,000 MDC per side(30,000 total)

2)Tractor Beams(8)----Effectively each rated for 400 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. They are primarily used to guide the course of the plasma torpedoes.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

3)Plasma Torpedo Launchers(8 ) --- The T03Br02 mounts no less than EIGHT PTLs taken from the Aureale destroyer sub-assembly lines. These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch arms’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

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

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


Last edited by taalismn on Thu Feb 17, 2011 3:54 pm, edited 1 time in total.

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Unread postPosted: Thu Feb 17, 2011 12:26 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
LOVE the Rhinochon!
Although, the Point Defense Turrets #3 of the standard armaments.. are they really supposed to do 1d4X100 as point defense weapons? They're about as powerful as the main medium lasers or the optional double-barreled heavy railguns (same damage, same range in atmo but 1/10th the range in space).


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Unread postPosted: Thu Feb 17, 2011 1:52 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
:D
kronos wrote:
re they really supposed to do 1d4X100 as point defense weapons?

Shemarrians believe in "More is better and there is no such thing as over-kill."

_________________
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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