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Unread postPosted: Sun May 22, 2011 4:09 pm
  

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DhAkael wrote:
So...sea-life based hulls huh? *Thinkers pose*
Ah hah! *slow, evil grin* :demon: fair enough; will still be in keeping with the "non-agressive" design... but I think I have the Wayfinder's next hull.
And it even ties in with already established material (well, material in another thread but HEY!...) :D


'Non-aggressive'? Well, bear in mind the Wayfinders went to the Darkwaters for the Delphin, so the Wayfinders would insist on a given degree of 'aggressiveness' in the design...just in case they ran into Splugorth the back of nowhere.
(incidentally, I also drew inspiration from Chinook Indian totem plaques of orcas and whales, and was a little upset that there is no specific Chinook word for 'dolphin', only 'whale'....however, I mean to keep that in mind as a name for any larger Wayfinder vessels...it would make sense, given the Wayfinders' 'homeland' in the American NorthWest to draw names and ideas from the rich folklore there).

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

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


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Unread postPosted: Sun May 22, 2011 4:20 pm
  

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kronos wrote:
[

What about insects as a model for inspiration?


Currently I don't see any of the Tribes using insects as an inspiration for starships...Warmounts and smaller vehicles(Like the Scarab Assault Shuttle), yes, but not starships. The big shipbuilders among the Tribes of the Shemarrian Star Nation are the Darkwaters, Hawkmoons, and Silvermoons. The Darkwaters have the 'fish' thing going, the Hawkmoons like avian and dragon designs, the Silvermoons 'standardized' designs of mixed Darkwater/Splugorth design heritage(with lots of chroming). The Sapphire Cobras are building a few specialized designs of their own, with a reptile theme going(expect snakes, sea serpents. sea tortoises, and dragons) with the proceeds from their expanding cult, and the Skullcrushers are building a few big, bad, blunt-ugly battleships(with Darkwater assistance). The Wayfinders build their own specialized ships piecemeal like research institutes would acquire oceanographic vessels, modify existing stuff they get from other sources, or use modified versions of the standardized stuff the Darkwaters and Silvermoons build.
The Horrorwoods, Wolf Riders, and Blood Riders do some building of their own, but it's smaller ships, nothing bigger than a medium transport or a corvette, acquiring their larger ships from the space-based Tribes.

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

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


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Unread postPosted: Sun May 22, 2011 8:00 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7161
kronos wrote:
taalismn wrote:
kronos wrote:
So we'll be seeing things based on lionfish or swordfish designs? what about sea serpents for Sapphire Cobras? Lizard design robots?


I've got a Sapphire Cobra design already in the works(even working on an illo for it)...and I've been looking at primitive(or at least prehistoric) fish for design inspirations...The ostracoderms, in particular, have some fish bodyforms that look more like alien spacecraft than living critters...and it helped that my father had me researching them so he could do some wooden models of them for a friend.
The Shemarrians are also into stealing (at least initially) designs from enemies like the Splugorth, which helps lend credence to the popular rumor that they're an ex-Splugorth slave race that freed themselves and are no looking to settle a score with their former masters. However, the Shemarrians are also not above 'borrowing' technologies from the Golgans, TGE, and others(and sometimes they even pay their unintentional benefactors back by protecting their ships/worlds, or at least not shooting them up).


What about insects as a model for inspiration?

starting to sound like spelljammer here (not that i have a problem with that ^^ )


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Unread postPosted: Mon May 23, 2011 12:03 am
  

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Blame the damn dirty apes for starting it ;)

_________________
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 May 23, 2011 1:58 pm
  

Palladin

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DhAkael wrote:
Blame the damn dirty apes for starting it ;)


that's just silly. the grommam had nothing to do with it :D

(well, maybe the hadozee though... i understand they're swiped from another setting somewhere :P )


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Unread postPosted: Mon May 23, 2011 6:47 pm
  

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DhAkael wrote:
Blame the damn dirty apes for starting it ;)



"Who you callin' an ape, monkey-boy?!"

_________________
-------------
"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 May 23, 2011 8:54 pm
  

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Latest project is moving slowly, but surely towards completion.
-hic-
Half a bottle of wine though and my muse decided to swan dive into her absinthe bottle again to keep me company.
Whoops. :oops: :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: Mon May 23, 2011 10:35 pm
  

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DhAkael wrote:
Latest project is moving slowly, but surely towards completion.
-hic-
Half a bottle of wine though and my muse decided to swan dive into her absinthe bottle again to keep me company.
Whoops. :oops: :frust:


Because alcohol's a DEPRESSANT!!!!!! YOU. DO. NOT. DEPRESS. YOUR. MUSE!
Those who tell you that suffering yields great art are flapping their gums to justify neglect of personal hygiene.

_________________
-------------
"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 May 23, 2011 11:07 pm
  

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taalismn wrote:
DhAkael wrote:
Latest project is moving slowly, but surely towards completion.
-hic-
Half a bottle of wine though and my muse decided to swan dive into her absinthe bottle again to keep me company.
Whoops. :oops: :frust:


Because alcohol's a DEPRESSANT!!!!!! YOU. DO. NOT. DEPRESS. YOUR. MUSE!
Those who tell you that suffering yields great art are flapping their gums to justify neglect of personal hygiene.

No foolin' ;)
I don't listen to those arm-chair artsies. I tell 'em if art was meant to hurt, they'd have put barbed wire on the paint-brushes :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: Mon May 23, 2011 11:14 pm
  

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DhAkael wrote:
[
No foolin' ;)
I don't listen to those arm-chair artsies. I tell 'em if art was meant to hurt, they'd have put barbed wire on the paint-brushes :angel:


Or release hungry wolves into the orchestra pit.

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

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


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Unread postPosted: Tue May 24, 2011 10:17 am
  

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Meanwhile, over in the 3 galaxies.

Valis Starseeker; "Matriarch? I have found the beacon. It is faint, but it IS the prototype."

Magister Polyanna; -sigh- "How many times have I told you Ensign Starseeker; I'm a Magister, NOT matriarch."

V.S.; "Sorry Matriarch."

M.P.; :nh: "...very well. Where is the prototype vessl then?"

V.S.; "My third eye detects it within the digital verse, located on a male human's home computing system sometime in the old callendar year Anno-Dominae 2011."

M.P.; "Swell... Engines all ahead full. Set railgun batteries to 'Fourth-wall buster" ammo type. Time to go kick some ass."

V.S.; "Why would we wish to kick a pack animal?"

M.P.; :frust: "Valis?... Shut up."

_________________
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 May 24, 2011 7:22 pm
  

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"....ack!....Okay, let's not ever sidetrip into passcode-protected files like that.....that was just plain disturbing...." :shock:
"Agreed. Ordering brain-degaussers from stores."
"Good idea. And Devia? We WILL be scrubbing your console against any unauthorized recordings."
"Awwwww shucks...!!!" :(
"What do corn shells have to do with this?" :?:
:frust: :frust: :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: Wed May 25, 2011 4:24 pm
  

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http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc6/253403_2083772571781_1169109879_32554054_7570181_n.jpg
Based on the AEther-Hawk medium strike cruiser, Darkwaters tribe shipwrights decided to modify and alter the basic hull design for their sister tribe The Wayfinders. Using more refined CG drive coils and smoother hull-lines, the Hawk-Ray is able to enter, operate, and leave planetary gravity wells and atmopshere. However, standard doctrine (even for Wayfinder scout parties) is to send one of their 2 Scarab assault shuttles to the destination and then use the Circle of Travel teleport grid to move supplies and personnel.

The material used for the hull is an organic crystal, which channels & amplifies PPE and is highly resistant to energy attacks. To create a Hawk-Ray, the shipwrights first create a skelletal frame work to support the 'standard' ship system (sensors, life-support, engineering, etc.), then they place clusters of the raw crystal material onto key points and just flood the dry-dock with raw PPE. Eventually the crystals grow and flow around the superstructure, creating the hull and internal structures. The result, an organic looking starship that looks like a ray-like sea-creature made from mother-of-pearl or opal (colours vary from ship to ship; slightly violet, pink, blue, etc). Even the Starfire Pulse-cannons & anti-ship laser turrets look like they grew from the hull. Each vessel takes up to a year & a half to grow.

Typical crew composistion is made up of Wayfinders of various castes (with at least 2 Pathfinders as bridge crew), and anywhere from 10 to a full 90 Ne-Shemarr or even fully organic allied crew beings. Catyr and Kiirn are the most common, with Star-elves, Smithy Dwarves and even Humans being present.

Hawk-Ray Eshemmar TW Strike Cruiser
Model Type: Hawk-Ray Cruiser Class: Medium Cruiser
Crew: 18 Bridge crew, 90 ship-hands, 124 Warriors (includes warmounts of Monst-rex size or smaller or smaller).
Can also accommodate up to 120 extra passengers in an emergency.
M.D.C. By Location:
*Bridge - 8,000
Wings (2) - 8,000 each
Prism-Cannon (Bow) - 1,500
Laser Batteries (2) - 1200 each
Flame Cannons (4) - 1,000 each
**Starfire Pulse-Cannon Turrets (10) - 100 each
**Railgun Point-Defense Turrets (10) – 100 each
Variable Shields - 1000 per facing; 6000 total
Outer Hull 40ft. section - 150
Inner Hull 40ft. section - 100
~Main Centerline Engine / engineering - 10,000
~~Main Body - 20,000
Notes: * Destruction of the bridge will reduce sensors and combat bonuses by half.
** These systems are normaly concealed and are - 3 to hit on a called shot, and the outer armour must be destroyed first (150MDC).
~ Destruction of the main engine will eliminate FTL capabilities, and force the vessel to rely TW systems..
~~ Destroying the main body will render the vessel a drifting hulk with no life support or power. If the ship is reduced to -20,000MDC, it explodes doing 3D6X1,000 MD to anything in a 1.6 km radius.
Speed:
Flying: Exatmo = Mach 10 combat speed & 0.2C sublight. Inatmo = Mach 1.3
FTL: 5 LY/hr. using Contragravity. Also see Later for Luminance Drive TW system.
Range: 35 months with full crew, using reycylers and hydroponics (only if organic crew are included), otherwise range is indefinite with EShemarr.
Statistical Data:
Height: (at highest point): 95 meters / 313.5ft. Length: 200 meters / 660ft. (+20% with wings)
Width: (At widest point): 95 meters / 313.5ft. (+30% with wings)
Weight: 80,000 tonnes with 1,400 tonnes of shuttle craft (2 Scarab class shuttles).
Cargo: 371 modules of cargo space / modification space. Also 4 external cargo docks.
Drive Type(s): Primary; Contragravity drive rated for 5 LY/ hr.
: Luminance Drive for long-range travel. See later for details.
Power System: Anti-matter reactor rated for 50 years at maximum output for conventional systems. Cosmic ley-line PPE siphons for techno-wizard devices; 1,000 PPE/hr. and crystal storage cells with 10,000 PPE capacity.
Market Cost: Approximately 700 million UT credits (minus auxiliary vehicles), for a fully operational vessel. None known to be sold.

Weapon Systems
1) Prism cannon: The Hawk-Ray carries a TW enhanced primary laser weapon copied from the UWW’s Brightwandir mounted in the bow of the ship.
Mega-Damage: 2D8X1000 per shot; 50% greater output on a ley-line & X2 if on a nexus. R.O.F.: 1 shot per round.
Range: 144km (90miles) Exatmo, 22.4km (14 miles) Inatmo. Range is doubled on a ley-line or nexus. Payload: Effectively unlimited;1,000 PPE per 12 hours of operation. Battleship Ship scale= -14 to strike small targets. Note: Inflicts full damage to undead, and 50% to supernatural creatures . constructs otherwise not effected by energy beams.

2) Antiship Laser Batteries (2): Located on the dorsal & ventral hull of the Hawk-Ray are 2 turreted heavy laser batteries with 360 degree field of fire.
Mega-Damage: 3D6X100 per laser battery shot, or 6D6X100 for both targeting one ship. R.O.F.: 2 shots per battery / rnd.
Range: 880km (550miles) in space. Payload: Effectively unlimmited (powered by reactor). Captiol Ship scale= -10 to strike small targets.

3) Flame Cannons (4): To back up the Anti Ship Laser Cannons, Hawk-Ray cruisers have been equipped with the same heavy TW flame cannons as the Dwarven Iron-ships, mounted side by side under along the wings. The Hawk-Rays’ fire blasts are brilliant blue white in colour and seem to self-guide towards their targets. This effectively negates the need for missile launchers. The only drawback is the limmited range.
Mega-Damage: 1D4x1000 M.D with Blast Radius of 300 feet (91.5 m). R.O.F.: 2 shots per cannon per melee (8 total).
Range: 32 km (20 miles) in space. Payload: 500 PPE per gun for 24 hours operation, but may fire indefinately during that time.
Notes: Automatic to-hit of 18 (target vessel must dodge or parry with shields), and is captiol ship scaled (can NOT target fighters).

4) Starfire Pulse-Cannon Point Defense turrets (10): Pop-up TW point defense guns are spaced evenly across the Hawk-Rays' hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
Mega-Damage: 2D6X10 per burst. R.O.F.: 1 per gunners action or 3 attacks automated. Range: 1.83 km (6000ft.).
Payload: 100 PPE per gun, per hour (1,000 total). Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved). Due to their magical nature, the bursts from these guns will damage objects & creatures normaly immune to energy.

5) Point Defense Rail Guns (10): Standard Shemarrian-pattern long barrel railgun.
Mega-Damage: 4D6X10 damage per shot. R.O.F.: as per gunners actions. Range: 6.4km (4 miles), ½ Inatmo.
Payload: 2,000 rounds per gun. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
Light Ship scale= No penalties. Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).

Defensive Systems
ECM Suite (Anti-EM & Holo-fields); on a successful 'electronic warfare' skill roll, the ship becomes +4 to dodge all incomming attacks, and all homing missles are +6 to dodge. The Ship visibly seems to blur and distort and go transparrent.
Crystallis Armour; The outer hull &/ armour plating is a bio-metalic crystal matrix. First, all energy weapons will do only 50% damage. Secondly; one minute (4 melees), after combat has ended, all damage to the armour will begin to regenerate spontaneously, using the energy diffracted to heal its crystaline latice. This applies to coherent energy weapons only (Lasers, particle beams, etc); kinetic weapons will still do full damage.
Manoeuvre Enhancement Package; See below for bonuses (2 Lvls. above normal). Manoeuvres almost like a shuttle or heavy interceptor. The Hawk-Ray resembles the creature it’s named after while in motion & combat.

Sensors
Advanced & Military Sensors; Can track and identify up to 2000 targets with a 400,000km range (250,000 miles); 1/2 range Inatmo. Objects as small as a golf ball can be seen at a distance of 300 miles Inatmo, or 41,600km in space (26,000 miles). Communications range is32,000km (200,000 miles) in space. See later for combat bonuses.
Scientific Sensor Array; Full I.R., U.V, and Thermographic optical sensors with a range of 4LY and computer programs to sort and enhance incoming data. Adds +15% to navigation rolls. Can detect objects as small as a battleship from 4LY away, but takes 5D4 minutes to complete the scan.
Super-navigation Computer & Auto-pilot; 50% skill for FTL and Sublight navigation, and 50% Skill for piloting.

Other Systems
Recreation Areas; Mediation garden and lounge.
Medical / Repair Facility; Nano-forge units (8), and regenerator tanks for up to 10 biological crew / passengers at a time.
Artificial Gravity; Provides standard 1g environment within the ship.
Crew Quarters; Each crew member has their own private room with; bed, footlocker, computer unit & refresher.
Type 2 Recycling system (Atmosphere & consumables); Can continuously provide recycled, breathable air for 35 days for the crew plus passengers; other consumables can be recycled for up to 350 days.
Hull Breach Auto-Repair; Triple redundancy system, prevents catastrophic loss of atmosphere from hull breaches.
[u]FTL Life-boats (17); See "AU; Galaxy Guide" Pg. 181 for details.
FTL Accelerators;[/u] This system allows the ship to go from Speed 0 (relative) to factor 1 (0.01 Ly/ hr.) in less than 5 seconds, eliminating the acceleration time needed to "port" into FTL.

TW Systems
TW Sensors: Ley-line sensor, Sense Magic, Sense Dimensional Anomaly, See Dimensional Anomaly. Draws directly from the storage batteries. See Carl Gleba’s ‘Rifts: Three Galaxies’ Pg. 108-109 for descriptions, though ranges are based on the ’normal’ sensor suite (tied directly normal sensors).
Impervious to energy: 100 PPE / 20 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Invisibility superior: 100 PPE / 30 minutes. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
Sustain: 60 PPE / 8 days. Draws directly from the storage batteries, but can be activated by others from the bridge. Equal to 8th level power.
**Note; the above systems are not as refined as comparable UWW TW systems, and use 5 times the PPE required.
Spaceflight superior: 38 PPE / 10 hours. Draws directly from the storrage batteries, but can be activated by others from the bridge. Used when / if primary power is disrupted to the main engines. Equal to 8th level power = 38,400 km/h (24,000mph).
Pin-point deflectors: 70 PPE / 2 minutes per deflector (up to 10). Same effect as Targeted-Deflection spell, but cover a 10ft. area per barrier. Draws directly from the storage batteries, but can be activated by others from the bridge. Must be manually controlled. Equal to 8th level power.
Teleport grid: 30 PPE / use. Circle of Travel system connected to the Scarab assault shuttle(s); making for secure and rapid transit from ship-to-surface for planetary missions. Requires at least one shuttle to be at the destination point. Equal to 8th level = 10,240km (6400 miles) range.
Luminance Drive (Special): 1012 PPE / 16 hours. Based on the Pehonix Light spell, this TW drive allows for travel at 2 LY/hr. per level of the helmswoman / helmsman operating the system. The visual effect as the drive is engaged is the entire hull seems to be lined in glowing lines of power as the vessel accelerates to FTL. A special room & control couch, equipped with a Sustain enchantment is used for this TW system, as the “pilot” is required to maintain concentration for the entire duration of the FTL transit. An added bonus effect is mystical space-navigation sense of 88%. Draws directly from the storage batteries. Equal to 8th level power.

Attack Craft
4 external docking collars can be used to carry additional attack shuttles, Hvy. Fighter-bombers and / or cargo pods. Typically carries 2 Scarab Assault Shuttles (with full crew) durring combat missions.
Bonuses
+4 Intiative, +5 to dodge, +1 to strike with all weapons and +35% to combat piloting rolls and +10% to weapon systems lock-ons.
Notes
Vessels auto-repair / regrow damage done at 10% per location every 24hrs. Completely destroyed systems require time in drydock to replace.

_________________
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


Last edited by DhAkael on Thu May 26, 2011 3:06 am, edited 2 times in total.

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Unread postPosted: Wed May 25, 2011 6:18 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
Beautiful...simply beautiful... 8) 8) 8)

Also updated the Shemarrian Codex on Page 1. :bandit:

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

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


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Unread postPosted: Thu May 26, 2011 3:08 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
taalismn wrote:
Beautiful...simply beautiful... 8) 8) 8)

Also updated the Shemarrian Codex on Page 1. :bandit:

Picture now added. :crane:

viewtopic.php?p=2367620#p2367620

-sigh- not up to my usual standards but what do you want for an "OMG! I gotta get this done or I'll lose the idea!" at @2:30am? :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 May 26, 2011 3:50 pm
  

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You're kidding me, right? Better looking than my efforts.

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

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


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Unread postPosted: Thu May 26, 2011 7:59 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
taalismn wrote:
You're kidding me, right? Better looking than my efforts.

Well it IS a P-Shoop job and all... but usually my Cut & Splice is much more seamless. That was literally a "I gotta get this done now" jobbie. 45 minutes from raw stock to final post.

_________________
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 May 26, 2011 8:16 pm
  

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DhAkael wrote:
taalismn wrote:
You're kidding me, right? Better looking than my efforts.

Well it IS a P-Shoop job and all... but usually my Cut & Splice is much more seamless. That was literally a "I gotta get this done now" jobbie. 45 minutes from raw stock to final post.



I wind up cutting and pasting then using the Eraser function in P-Shop to remove the unslightly white 'matrix' around my foreground image(because the stupid cookier-cutter feature almost always lops something off(an antennae, a wheel, a finger, a breast--ouuuchhh!!!, gun barrels). Takes up most of the time and requires a lot of fine control.

_________________
-------------
"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 May 28, 2011 7:17 pm
  

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Advanced Cultural Notes:(Shemarrian Star Nation) Wayfinders

“Do not underestimate scholars as being weak, distracted, or obsessed with clever plans and convoluted strategies when it comes to combat. True, many become enraptured with their own cleverness and do not manifest the casual disregard for lives in the heart of battle that wins charges and frontal assaults, but the DANGEROUS scholar-warriors are those who can disregard casualties, discard parochial concepts of honor and fair play, and who can study their targets thoroughly. THOSE scholars, they will know EXACTLY where to hit you.”

Founded by a refugee mage who’d managed to overwrite her soul onto one of ARCHIE-3’s long range scouts, the Wayfinders became the magic-users and the far-ranging scouts of the emergent rebel Shemarrians.
The Wayfinders would not have a serious influence on the Shemarrian Civil War until relatively late. Because of logistical concerns(the Wayfinders could not simply add converts like the Ecotroz could), distance(the Wayfinders had established themselves on the distant American West Coast to get AWAY from likely enemies), and other more pressing issues(such as the Wayfinders’ covert efforts against the Coalition States), the Wayfinders had a delayed entry into the SCW.
However, the Wayfinders would have a profound influence on the outcome and aftermath of the SCW; Wayfinder diplomacy and the many gifts they had developed during their time of separation helped smooth the transitions of the Reconciliation and ReUnification. It was Wayfinder diplomatic overtures that headed off what might have been ugly friction between the Hawkmoons and the Wolf’s Path for the dominant leadership position in the new Shemarrian Nation(though, it was rumored, at the sacrifice of Tysaldaen Silverstar’s own ambitions of wielding the Shemarrians as a weapon against the Coalition States). It is also suspected that the Wayfinders had a strong influence on the formation of the Shemarrian Star Nation.
Though relatively small as a Tribe(roughly the same size as the Blood Riders) the Wayfinders have an influence far wider and farther than many of the other Tribes. The Wayfinders are the seekers, the guides, the intrepid explorers. If there is a Tribe that will find things, it is the Wayfinders. If there is a Tribe that will get into trouble sticking its nose places, it is the Wayfinders. Their diplomacy with other species and their tendancy to collect interesting things makes them among the wealthier Tribes, when they are inclined to part with any of the treasures they find.
While the Wayfinders may have the highest percentage of overtly non-combat classes in their Tribal population, the Wayfinders are NOT slouches when it comes to combat. As nearly every Tribeswoman/man has spellcasting/psionic abilities or TW augmentation, Wayfinders are dangerous and unpredictable. Scholars and academics they may be, but they are WARRIOR scholars and academics, never to be underestimated.
Wayfinders have made sure that they aren’t restricted by the commonly held beliefs that magic and high technology don’t mix, and that the stuff of magic, PPE, cannot be born of robotics. Using combinations of refined PPE-gel organics and crystal power matrices, Wayfinders almost to a member, have high PPE. Many also use psi-mechanisms or psylite amplification crystals to boost their psionic potential.
Wayfinder society is almost the reverse of traditional Shemarrian society, owing to the circumstances of the founding of the Tribe. Initially, Wayfinder society was over ninety percent NeShemar, transferred intelligences of magic users and Tolkeen scholars making up the bulk of the Tribe’s numbers, and only a small percentage of ‘true’ Ecotroz Shemarrians coming in late to the organization. Later, as Progen became available and the transferred intelligence arcano-borgs availed themselves of the opportunity to start families, the percentage of natural-born psi-borgs/bots increased. However, the specifics of their parentage led to the problem that many of the new generations of Wayfinders started out with less of the ‘standardized’ programming common to the other Tribes. This meant that newly-born Wayfinders had to go to school to learn much of what their Ecotroz kindred were imprinted with. Fortunately, in a society obsessed with the acquisition of knowledge, there is no shortage of scholars, teachers, mentors, and instructors willing to impart their knowledge to young minds. While it may take slightly longer for a young Wayfinder to match the ‘instinctive’ levels of expertise in certain fields that EShemar may possess, Wayfinders often exceed their kin in the broadness of their educations and diversity of skills.

In the Three Galaxies the Wayfinders are equally at home on planets or in space. Though nominally they are nomadic in nature, driven to wander and explore, they have established many planetary enclaves, typically small outposts, often around worlds colonized by the other Tribes, usually centered around things of interest(astronomical phenomenon, archeological dig, strong PPE source, alien artifact). The Wayfinders have a powerful space fleet, heavily enhanced with magic and mystech, for both combat and exploration. About half of their fleet is heavily modified designs acquired from other sources; commercial transports and refurbished derelicts made over into research vessels and technowizardry warships. The other half of their fleet consists of specially designed elite units that show just what a combination of cutting edge technology and applied arcanotech can do. The expertise of Wayfinder Pathfinders in navigation, especially in the Unknown Regions, gives Wayfinder fleet forces(and those helmed by them) some considerable advantages in long range campaigns and operations.

The Wayfinders’ magical nature and presence in the far corners of the Three Galaxies makes them tempting targets for the Infernals in the Minion War, but it also makes the Wayfinders the Shemarrian Star Nation’s most potent weapon against the demonic and dyvall forces.

Relations:
Wayfinders consort with and get along best with the Hawkmoons and Darkwaters; the former for their willingness to embrace magic and the latter for their deep space exploration efforts.
Silvermoons are respected for their piety to their ideals, and are seen as good trade partners, especially for those hard-to-get materials that the Wayfinders rely on for their technowizardry creations.
The Wayfinders watch the curious spiritual development of the Sapphire Cobras with great interest and amusement; there’s just so much going on in the Cobras’ heads that the Wayfinders can’t make much sense of it, and that intrigues them to no end.
The Horrorwoods, Wolf’s Path, Ghost Riders, and Blood Riders are all respected for the various paths their respective cultures are taking them. There is occasionally some friction between the Wayfinders and the Blood Riders, who feel the scholarly Wayfinders ‘lack fire’, but such disagreements rarely last long, especially on the battlefield, and after the Wayfinders have deployed some spectacular magic weapon against the SSN’s foes.
The Skullcrushers are treated with respectful sympathy and some well-concealed pity. For all their grim-dark bluster, the Skullcrushers are seen as a Tribe laboring under its own burden of mis-assumed guilt, earnestly striving to redeem itself. The Skullcrushers’ repeated rebuffing of Wayfinder efforts to literally and metaphorically exorcise the Skullcrusher ‘taint’ is a constant source of frustration in Wayfinder dealings with the Tribe.
In general, the Wayfinders get along with most everybody, regarding their fellow Tribes with bemusement and affection.

Composition Notes:
*Shemarrian Mystics---Wayfinder Mystics are more often(75%) full-on Mystics, rather than simply high-psionic potential lore-masters.

*Shemarrian Males---The Wayfinders have a higher percentage of Males among them than any other Tribe(25%), and Wayfinder men suffer far less pigeonholing than among the other Tribes.

*NeShemar---After the HorrorWoods, the Wayfinders have perhaps the highest percentage of NeShemar among their number, nearly forty percent. This is a result of the continuation of the policy of the Wayfinders offering mages and scholars of interest to them a ‘second chance’ at life as a psiborg or transfered intelligence. Indeed, the Wayfinder Valkyri have been occasionally accused of having an undue bias in collecting magic users. This is not entirely true, as the Wayfinders regularly pass on ‘finds’ to other Tribes, but they do tend to keep mages and psychics for themselves.

Stat Bonuses:
-Magic: Nearly 80% of all Wayfinders possess some form of magic, even if it’s only a handful of cantrip spells powered by an implanted PPE crystal battery.
*Magic Users---Among the 45% of the population that can be said to be full-blown magic users, roughly 30% are TechnoWizards, 15% are Spacial Mages , 15% Ley Line Walkers, 12% are Mystics, and 5% are Dimensional Shifters. The remaining 23% are a mix of all manner of magic classes, with the exception of Necromancy, Witch-Pacts, and other evil-oriented schools of magic, which are banned from the Wayfinders.

-Third Eye Implant---The 3rd Eye implant that is the distinguishing physical characteristic of Wayfinders has evolved to be more than simply an extra optic; the SSN Wayfinders have refined it until it has the properties of the ARS-500 Arcane Scanner, with the following powers:
-Sense Ley Lines---3 miles(rifts at 6 miles)
-Sense Supernatural---450 ft
-Sense Magic---120 ft area
-Decipher Magic---72%
-Presence Sense---120 ft area
-See Aura
-Eyes of Thoth
-Sense/See Dimensional Anomaly

-PPE Generation Gel-Packs/TW Crystal Generators---Most Wayfinders sport TW PPE Powerstone Generators or enhanced PPE Gel Packs integrated into them; the former, especially in the case of the larger and more powerful systems, are made evident by obvious crystalline implants visible in the torso, forearms, or at the temples/skull. PPE-Gel is manifest as softer psuedo-tissues that are more susceptible to damage, but are relatively easier to hide and regenerates PPE at a slightly higher rate.
Crystalline---Add 2 lbs per 20 PPE capacity.
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----200 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----300 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 400 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus. The crystalline generators will be most obvious as large swaths of skin replaced by crystalline scaling or protrudances on the torso, limbs, or head.

Gel Batteries---Add 5 lbs per 20 PPE capacity. Note that the Gel Batteries are implanted close to the Shemarrian’s psuedo-flesh skin;
(Light)----80 PPE battery capacity; recharges at 12 PPE per hour, 24 PPE/hour at a leyline, 45 PPE/hour on a nexus
(Medium)-----140 PPE battery capacity; recharges at 14 PPE per hour, 45 PPE/hour at a leyline, 90 PPE/hour on a nexus
(‘Wizard’)----300 PPE battery capacity; recharges at 18 PPE per hour, 60 PPE/hour at a leyline, 150 PPE/hour on a nexus

Sample Weapons/Equipment:
The Wayfinders can use any of the common TW weapons and cybernetics/bionics of Rifts Earth, and will likely try to reverse-engineer any of the less common types they can acquire for study. Thus, Wayfinders have perhaps the most eccentric layout of available weapons, armor, and equipment.

*TW Cloak---This is a thick cloak of layered megadamage plastics and treated natural fibers. Typically white or silver-gray in color with metallic or blue accents/broaching. Besides being tough, the cloaks have several TW protection spells woven into them:
MDC: 60
Spell Protections(Equivalent typically to 6th level, or more depending on the standing of the wearer)
-Armor of Ithan(5 PPE, 60 MDC, 1 minute per level of creator)
-Impervious to Energy(10 PPE, 2 minutes per level of creator)
-Energy Field(5 PPE, 10 MDC/ 1 minute per level of creator)
-Impervious to Energy(3 PPE, 5 minutes per level of creator)
-Blast Shield(9 PPE, 10 ft radius, 1 melee per level of creator)

_________________
-------------
"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 May 28, 2011 11:40 pm
  

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Knight

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taalismn wrote:
Advanced Cultural Notes:(Shemarrian Star Nation) Wayfinders


Thank you kindly... saved ME a heck of a lot of work ;)

..and get outta my head mind reader :P

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sun May 29, 2011 1:19 pm
  

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DhAkael wrote:
taalismn wrote:
Advanced Cultural Notes:(Shemarrian Star Nation) Wayfinders


Thank you kindly... saved ME a heck of a lot of work ;)

..and get outta my head mind reader :P



The book ain't anywhere complete on the Wayfinders(or any of the Tribes)...this thing is still a WIP, but that's what I could come up with so far. :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: Sun May 29, 2011 2:02 pm
  

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Knight

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I will be sure to add my own contributions as the muse allows. :D :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: Sun May 29, 2011 3:27 pm
  

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Of course, there's still the Darkwaters and Hawkmoons to cover. :D
I'm almost finished with a write up on the former, but I'm holding out for some last minute ideas to pop up(what delays a lot of my Paladin Steel stuff; a simple design gets delayed because I think of a variant, slew of options, or new system I want to testbed on the original 'simple' design...result: a months-long delay on completion and a one-page write-up runs to three or more pages). :P

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

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


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Unread postPosted: Sun May 29, 2011 8:04 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
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Yeah...got a drabble for the First-Flight of the Hawkmoon into the outer-black.
It still needs time to gel-together though. We'll see how I feel tomorow. :erm:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sun May 29, 2011 8:13 pm
  

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DhAkael wrote:
Yeah...got a drabble for the First-Flight of the Hawkmoon into the outer-black.
It still needs time to gel-together though. We'll see how I feel tomorow. :erm:



Here it's flaming hot and while my mind is racing a mile a minute, humidity and heat are making any effort to get it all down damn near impossible.
It's not a matter of stuff not gelling, it's a matter of it not MELTING. :x

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

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


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Unread postPosted: Wed Jun 01, 2011 1:13 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
Real life (re: girlfriend not giving me a single day to self) has curtailed any writing.
Oh well... :roll:
I'll get to stuff eventually.

_________________
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 Jun 01, 2011 1:20 pm
  

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To plug the gap(or slither through it)

EShemar ‘StarCobra’ Destroyer
http://i408.photobucket.com/albums/pp164/taalismn/img137.jpg
“They attack a world that we have touched! A Sister calls to us from her Temple, trapped beneath one of those invaders! She protects those who have taken shelter under the sanctuary of the Serpent, but she cannot hold forever!
So let us strike now and strike deep! Let these invaders feel the bite of our fangs and the swift fire of our venom!”


The ‘StarCobra’ is a fast strike starship that has thus far appeared only in the forces of the Sapphire Cobra clan, though it is presumed that the Sapphire Cobras sought the assistance of the DarkWaters in designing this high-powered vessel. It is perhaps a sign of the Sapphire Cobras’ growing affluence, through the expansion of their cult, that they have commissioned a warship type specifically to advertise their particular and peculiar iconic philosophy. The growing wealth of the Tribe means that these ships are starting to appear in greater numbers, supplementing, and in some cases supplanting, older designs.
The StarCobra resembles an oval manta-ray with a particularly long tail, or else a stretched-out cobra with its hood spread. The crew areas and weaponry are concentrated in the forward hood portion; the elongated tail is dedicated largely to sensor spoofing gear and stealth systems. Armament is heavy; two ‘fang’ g-cannon firing nanite warhead projectiles and a mix of plasma and missile systems. A powerful shield system protects the ship, while an ablative scaling to the armor provides last-ditch protection.
Like the Aureale, the StarCobra is a pure warship, designed for fast, hard, and direct strikes. It has no provision for internal hangaring of fighters, shuttlecraft, or War Steeds(though the crew will normally carry a complement of cybersnakes as assistants and repair drones). Crew amenities are scarce, as the EShemar and their cyborg NeShemar adjutants spend their off-duty time in ‘capsule’ compartments in VR repose. This saves on space and energy, which is devoted to weapons, armor, shields, and engines. The tougher physiology of the Shemar crews also allows the ships to perform at higher accelerations without the need of more advanced inertial damping; the StarCobras are ‘blindingly fast’(as one observer put it) compared to other Three Galaxies destroyer models.
The Star Cobra first appeared in Sapphire Cobra ‘enforcer’ flotillas dispatched to protect their enclave worlds, but it has also been seen escorting flights of Cobra-cult pilgrims. It has also begun appearing in raids against Splugorth worlds.

Type: ESheMar-DD06Sc Star Cobra
Class: Destroyer
Crew: 27+ about 12-36 cybersnakes
MDC/Armor by Location:
Main Body 5,000
Bridge 1,400
Engines(2) 1,600 each
Heavy G-Cannon Turret(2) 540 each
Medium Laser Cannon(2) 540 each
Plasma Torpedo Launchers(5) 400 each
Long Range Missile Launchers(2) 500 each
Point Defense Turrets(6) 100 each
Variable Forcefield 1,500 each side(9,000 total)
Height: 60 ft
Width: 110 ft at the widest part of the ‘hood’
Length: 480 ft(mostly the elongated ‘tail’
Weight: 7,900 tons
Cargo: 200 tons in a small cargo bay
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 20
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 2% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the Shemarrian Star Nation
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)

*Sensor Decoy Generation----The StarCobra’s advanced ECM system can generate up to six sensor ‘ghosts’ up to 300 miles away from the ship. These projections cannot be definitely discerned for what they realy are at ranges less than 1,000 miles(by Galactic-standard sensors) or visual conformation.

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

*Tractor Beams(4)---- The Star Cobra mounts four light tractor beam projectors at the outboard ends of the hood, mainly as directors for the plasma torpedoes, but they are occasionally used to capture and hold small craft. The light tractor beams are each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1)Heavy G-Cannon Turret(2)---Mounted in the front are two heavy g-cannon that can fire nanite-warhead ‘Serpent’s Kiss’ munitions.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
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 1d4x10 MD for 2d4 melees(double damage and duration if in atmosphere)
Unlike the original ‘Serpent’s Kiss’, the nanites can work on organic and inorganic materials alike
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)

2) Medium Laser Cannon(2)---Mounted in the upper ‘jaw’ above the G-cannon turret are two fixed-forward heavy laser cannons
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

3) Plasma Torpedo Launchers(5)---Built into the leading edge of the ‘hood’ are four plasma torpedo launchers. A fifth smaller launcher is built into the tail, firing aft.
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 1-6 plasma bolts each array. The tail array fires volleys of 1-4. Three volleys per melee.
Payload: Effectively Unlimited
Note: The PTLs come with integral Tractor Beams, mainly as directors for the plasma torpedoes, but they are occasionally used to capture and hold small craft. The light tractor beams are each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

4) Long Range Missile Launchers(2)----Mounted behind the plasma torpedo launchers and firing through scale-shaped hatches in the underside of the ‘hood’ are two long range missile launchers.
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: 80 missiles per launcher, 160 missiles total

5)Point Defense Rail Gun/Laser Turrets(6)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret. Four are mounted in the ‘hood’, and the remaining two are mounted ventrally and dorsally protecting the tail.
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: None

Variants:
*Eshemar-DD-06ScB---Nicknamed the ‘Sun Cobra’, this variant replaces the plasma torpedoes with an array of twelve x-ray laser cannon(in 3x4 arrays), giving the ship a vicious close-in direct fire capability.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d6x100 MD per cannon firing, so all twelve firing at once does 12d6x100(or, if you want to save rolling buckets of dice, 2d6x1200 MD)(!)
Ignores laser-reflective armors
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

*Eshemar-DD-06ScC---Nicknamed the ‘Shock Cobra’, this variant replaces the plasma torpedoes with Golgan-style twelve disruptor cannons(in 3x4 arrays). The combined area of effect of these weapons firing in battery has proven devastating against larger targets such as capital ships, space stations, and surface installations.
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 15,000 miles in space)
Damage: 1d4x100 MD per cannon firing, so all twelve firing at once does 8d6x100 MD(!). Plus, does 25% damage to everything in a 30 ft radius of the point strike.
Rate of Fire: Four shots 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 Wed Jun 01, 2011 3:40 pm, edited 1 time in total.

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Unread postPosted: Wed Jun 01, 2011 1:44 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
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taalismn wrote:


SWEEEEEEEEEEEEEEEEEEEEEEEEEET :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: Wed Jun 01, 2011 1:47 pm
  

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DhAkael wrote:
taalismn wrote:


SWEEEEEEEEEEEEEEEEEEEEEEEEEET :D



Thanks. It was nice to be able to present the whole package(art, fluff, and stats) at once.

_________________
-------------
"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 Jun 01, 2011 3:20 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7161
i am a bit confused why anyone would swap out the PTL weaponry...

for example, a full volley from the PTLs (ie 6 torpedoes) will deal 12d4x100 MD to a 100 ft radius, and can fire 3 times per round. this is an average output of 3,000 damage per attack, or 9,000 damage per round, if all hit, per launcher. their range is 25/100 miles.

in comparison, a full volley from one bank of x-ray lasers is 3d4x100 (no AOE), and can fire 4 times per round. this is an average output of only 750 damage per attack, or 3,000 per round, if all hit, per bank. their range is 8/16 miles.

a full volley from one bank of golgan disruptor-cannons is the same as the x-ray lasers, except it also deals 25% of that damage to a 30 foot radius as well. range is 5/14

so... 1/3 the damage per round, shorter range... why would you do it? i'm trying to grasp the reasoning for this... pound-for-pound, the plasma torpedo launcher is the best choice, and not just by a small amount either.


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Unread postPosted: Wed Jun 01, 2011 3:35 pm
  

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Shark_Force wrote:
i am a bit confused why anyone would swap out the PTL weaponry...

for example, a full volley from the PTLs (ie 6 torpedoes) will deal 12d4x100 MD to a 100 ft radius, and can fire 3 times per round. this is an average output of 3,000 damage per attack, or 9,000 damage per round, if all hit, per launcher. their range is 25/100 miles.

in comparison, a full volley from one bank of x-ray lasers is 3d4x100 (no AOE), and can fire 4 times per round. this is an average output of only 750 damage per attack, or 3,000 per round, if all hit, per bank. their range is 8/16 miles.

a full volley from one bank of golgan disruptor-cannons is the same as the x-ray lasers, except it also deals 25% of that damage to a 30 foot radius as well. range is 5/14

so... 1/3 the damage per round, shorter range... why would you do it? i'm trying to grasp the reasoning for this... pound-for-pound, the plasma torpedo launcher is the best choice, and not just by a small amount either.


Ouch...I claim stat fatigue
But I'm going to bump the X-ray laser damage up to 2d6x100 MD...that way with the faster rate of fire they are a BIT better than what they were.

As for the Disruptors? I'd say that only the rate of fire is better, allowing the 'Cobra to strafe more targets, rather than saturate one or two. It's also cheaper.

Also remember that Plasma Torps can be shot down/disrupted with point defense systems; lasers can't.

All in all, though, the variants are produced in small numbers as special purpose platforms or experiments(shaving costs, energy expenditure, etc.).

But thanks for ctahcing me on that. :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 Jun 01, 2011 9:03 pm
  

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taalismn wrote:
Shark_Force wrote:
i am a bit confused why anyone would swap out the PTL weaponry...

for example, a full volley from the PTLs (ie 6 torpedoes) will deal 12d4x100 MD to a 100 ft radius, and can fire 3 times per round. this is an average output of 3,000 damage per attack, or 9,000 damage per round, if all hit, per launcher. their range is 25/100 miles.

in comparison, a full volley from one bank of x-ray lasers is 3d4x100 (no AOE), and can fire 4 times per round. this is an average output of only 750 damage per attack, or 3,000 per round, if all hit, per bank. their range is 8/16 miles.

a full volley from one bank of golgan disruptor-cannons is the same as the x-ray lasers, except it also deals 25% of that damage to a 30 foot radius as well. range is 5/14

so... 1/3 the damage per round, shorter range... why would you do it? i'm trying to grasp the reasoning for this... pound-for-pound, the plasma torpedo launcher is the best choice, and not just by a small amount either.


Ouch...I claim stat fatigue
But I'm going to bump the X-ray laser damage up to 2d6x100 MD...that way with the faster rate of fire they are a BIT better than what they were.

As for the Disruptors? I'd say that only the rate of fire is better, allowing the 'Cobra to strafe more targets, rather than saturate one or two. It's also cheaper.

Also remember that Plasma Torps can be shot down/disrupted with point defense systems; lasers can't.

All in all, though, the variants are produced in small numbers as special purpose platforms or experiments(shaving costs, energy expenditure, etc.).

But thanks for ctahcing me on that. :D


Orrrrrr... use tools available. Plasma Torp emmitors may be harder to manufacture / use more exotic materials. I know it's a Kevin Siembiada-ism explanation, but hey... it's a valid as, say, a complete second CS army sponteaneously appearing and defeating Tolkeen ;)

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Unread postPosted: Wed Jun 01, 2011 10:39 pm
  

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DhAkael wrote:
Orrrrrr... use tools available. Plasma Torp emmitors may be harder to manufacture / use more exotic materials. I know it's a Kevin Siembiada-ism explanation, but hey... it's a valid as, say, a complete second CS army sponteaneously appearing and defeating Tolkeen ;)


no, that's a much better reason than was given for the march through xiticix-infested territory that took several months, with no supplies, no rest stops, no food breaks, no sleep breaks, no potty breaks, without anyone making a mistake that would have gotten the entire army killed... managing to somehow come out on the other side with troops that were somehow psychologically fit for combat. and then somehow proceeded to invade from behind without a single person managing to get out a warning, and apparently without anyone noticing the massive army on any sort of sensors. this is particularly absurd when you consider that there shouldn't *be* a behind; the CS has the capacity to airlift troops over or around the xiticix territories in a very short time. leaving no troops whatsoever on the other side of the nation for defense would be brain-crushingly stupid, and any general who did something like that would likely be shot for incompetence and/or treason before it could actually get executed.

lack of supplies is at least somewhat plausible, though not quite so plausible when the description basically says the cobra cult was getting so rich they could afford to mass-produce their own ships... but it's definitely more plausible than the siege on tolkeen storyline. not that that's saying much.


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Unread postPosted: Wed Jun 01, 2011 11:28 pm
  

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Shark_Force wrote:
DhAkael wrote:
Orrrrrr... use tools available. Plasma Torp emmitors may be harder to manufacture / use more exotic materials. I know it's a Kevin Siembiada-ism explanation, but hey... it's a valid as, say, a complete second CS army sponteaneously appearing and defeating Tolkeen ;)


... though not quite so plausible when the description basically says the cobra cult was getting so rich they could afford to mass-produce their own ships... but it's definitely more plausible than the siege on tolkeen storyline. not that that's saying much.


hey..playing 'Shaper's Advocate' here ;)

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Unread postPosted: Thu Jun 02, 2011 7:51 pm
  

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Well, I'll be more circumspect about handing out the stats in future designs.
Though the Sapphire Cobras DO thank you, Shark_Force, since they got a more powerful variant(add up that forward attack from all the weapons, I dare you) out of the deal. 8) :bandit:
Mind you, they aren't going to sleep with you or anything, but they're still very grateful to you. But they might very well put in a good word for you if you ever run afoul of the Shemarrians somewhere(and aren't immediately vaporized in the ensuing melee). :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: Tue Jun 07, 2011 7:56 pm
  

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Shemarrian Caravan Wagons
“INCOMING!”
The young NeShemar shepardess turned and ran, whistling sharply to her Wolves as she did so, the saber-toothed watch animals immediately herding the flock to cover in the woods. The shepardess herself ran to her assigned wagon, leapt up, caught the edge of the wagon frame, pulled herself up and inside, hastily pulling the skin fabric door flap closed behind her, then scrabbled up through the turret ring, pushing aside the tarp there. Within moments she had seated herself, checked and charged the ammo feeds of the two heavy machine guns, and unlocked the ring. Her feet stroked the pedals, and the ring rotated, left, right, while her hands worked the pressure plates, elevating and depressing the guns.
“READY!” Her shout is echoed by other voices up and down the line of the wagons. She spares a glance out of the corner of her eye; sees single, double, and in one case quad, weapon mounts uncovered. Then her gaze returns to the skies, searching for the enemy the picket has said is coming.
When the Kittani flier and its gargoyle escorts break into view over the trees, they run into a wall of fire as the caravansers open up with everything they have. The lucky attackers are pulverized in the exchange; the two unlucky ones live long enough to tumble to the ground, their wings shredded, their limbs shot through. For them, their agonies are protracted when the Tribesmembers not manning guns emerge from cover and converge on them.
By the time it is over, the shepardess will be nailing the flensed skull of a gargoyle on her family’s wagon, and her Wolves will have fresh bones to chew on.



While ARCHIE-3 has worked to give the illusion that the Shemarrians are a nomadic people, he has focused on the effectiveness of the Shemarrians as FIGHTERS first, before fleshing out the illusion of Shemarrian culture and society. Thus, he has only fairly recently begun equipping the Shemarrians with villages and cargo transport between camp sites.
With the Shemarrian Civil War, with both sides attempting to create their own independent logistical infrastructure, the Ecotroz rebels had to have those things for REAL. Campsites and industrial facilities, field factories, and transport to move the large amounts of materials they needed to keep their war effort going...or to move them out of the reach of their enemies. While most Shemarrians are happy enough pitching a tent (if even that much!) beside their War Mount, field workshops, labs, arsenals, medical facilities, bulk materials, wounded and convalescents, and heavier goods must be moved by other means. The EShemar have unconsciously copied the ways of Rifts Earth Gypsies and Road Nomads in their means of moving about with their Caravan Wagons.
Shemarrian Caravan Wagons on Rifts Earth typically use hovertrucks as chassis, while later models use constant-state contragravity, gravi-magnetic resist, or magical levitation. Few employ wheels, in order that Shemarrian movements not leave easily-followed trails. To save energy, the wagons are towed by beasts of burden, typically War Mounts and other cyberanimals, though the wagons can move independentally, albeit slowly(no more than 30 MPH) on their own.
While not meant for combat, Shemarrian wagons have to be armored to handle attacks that do strike them, as well the assaults by environment and random monsters. Most wagons are armored in what salvaged plate can be scared up off found wrecks, or are draped in MDC monster skins cured and mounted as adhoc armor fabric. Wagons will also mount one or more weapons, including powered turrets. Initially, the wagons were armed with what weaponry the rebels could find that was second-rate, or lacked sufficient available reloads to be continually used by front-line troops, but later on, as the EShemar began to establish reliable lines of supply and manufacturing, standardization set in and replaced the stopgaps with more powerful weaponry.
Also, EShemar wagons were typically manned and protected by Male Shemarrians and NeShemar who constituted the ‘second echelon’ in Shemarrian society.
Depending on the purpose for whch a wagon is fitted out, as well as its owners/passengers, exact features may vary; typically the EShemar outfit their wagons with available salvage.
In the Shemarrian Star Nation, the transport wagons will be relatively more advanced, with better propulsion, materials, power systems, weapons, and accessory gear. The Wolf’s Path, Horrorwoods, Blood Riders, and Skullcrushers still use similar vehicles extensively in their planet-based operations, but the other Tribes retain similar vehicles for traditional functions and work(the Silvermoons, for example, have ther own versions for prospecting airless moons and planets).
The Shemarrians have also been known to acquire and use other hoverplatforms as the basis of their Wagons. Hoveryachts, TW Battle Skimmers, Tech Flying Platforms, Chinese-style Sky Barges, and Russian Throne Barges have all been known to be used by the Shemarrians. In world-lines where the Shemarrian Nation lies adjacent to the Paladin Steel/Greater New England nation-state, the Shemarrians have acquired GMR platforms and hoverbeds for their use(one of the few outsiders allowed to acquire the proprietary technology). The Darkwaters are even known to have used pieced-together(and thoroughly deodorized) Metzla shells as the basis of wagons.

Type: Shemarrian Caravan Wagon
Class: Transport Wagon/Mobile Home, Hover/ContraGrav/Levitation Platform
Crew: Typically one driver and 1-3 gunners, plus 1-20 passengers
MDC/Armor by Location:
Main Body 300-500(100+1d4x100)
Height: 10-15 ft
Width: 10-24 ft
Length: 30-40 ft
Weight: 6-20 tons
Cargo: 20-50 tons
Powerplant: Rechargeable Electric, Solar-Electric, or nuclear(5-15 year energy life)
Supplemental power provided by portable solar panels, wind turbines, and PPE generators/accumulators.
Speed: 30 MPH on its own, 80-100 MPH being pulled by a War Mount(or hitched team of them). Altitude of 3-15 ft.
Market Cost: Exclusive to the Shemarrians.
Systems of Note:
Depending on their purpose, Shemarrian wagons will have only basic systems(lights, basic radio, and tool kit) to extensive fitouts(radar, fire extinguisher systems, NBC-sealed life support, power tool tables, etc.). Wayfinder, Hawkmoon, and Sapphire Cobra wagons may sport TW modifications, and Darkwater wagons more likely than not have amphibious capabilities.
Weapons Systems: Typically will mount 1-2 weapons turrets, each holding 1-4 rifle-style weapons or heavy infantry weapons.
In the early days, these mounts typically held heavy machine guns firing ramjet rounds, recoilless rifles, and battlefield-salvaged energy weapons. Later configurations would mount Shemarrian-pattern rail guns and energy rifles, 20mm-40mm autocannon, mini-missile launchers, and even short range missile launchers. Radar- and laser-guidance are often added to improve the accuracy of the weapons.


Options:
*Increased Speed----A more powerful engine can be added, improving overall speed, but at greater expense; these souped-up vehicles are often called ‘dust-hounds’ or ‘scream-kings’ from the dust and racket kicked up by the engines......
Speed: Can improve top speed by up to 40%

*Amphibious Hull---This allows the wagon to float on water, without using hoverjets or other powered means.

*Splinter Shielding---This is a set of heavy mesh applique panels mounted on a vehicle and offset by 3-6 inches, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force. And, for additional cost, it can be ensorcelled with an Armor of Ithan(50 MDC, HALF damage from magic fire/lightning/cold, 5 PPE per 5 minutes, +28,000 credits). Energy Field(60 MDC, 5 PPE per 5 minutes, +12,000 credits), or Magic Shield(60 MDC, 3 PPE for 10 minutes, +25,000 credits) spell.

*Gunports---Allows the crew inside to blast away with their own weapons at the bad guys outside, without compromising their own safety and the vehicle’s environmental integrity, with these special gunports with one-way locks(they let the troops inside shoot out, but keep the outside from getting in). Gunports impose a -1 to strike because of the limited field of fire. Heavy Weapons CANNOT fit in the gunports.

*Mini-Crane---Includes a 12 ft deployable boom, 200 ft of MDC cable, and a winch capable of hauling up to 5 tons.
Weight: 1,000 lbs

*Logging/Loading Arm---A crude oversized robotic armature used for picking up and loading logs, pipes, and other cargo. It has a reach of 12 ft.
MDC: 15 MD
Strength: Can lift up to 1.5 tons

*Cherry-Picker Assembly-----Basically a 30 ft long robot arm with
an armored basket on the end, which can be equiped with tools, spray
cannon, or weaponry. Great for firefighting and construction. PS 40 for
lifting/carrying purposes
MDC: 20

*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
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

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft

*Tear Gas/Smoke/Flare Launchers---Can be fitted just about anywhere on the vehicle. Each launcher has 10 shots, and a 100 ft range.

*Fletchette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as anti-personnel grenades.This is one of several similar systems currently in service/under development by PS.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the APC(sides, front, back) can be fitted with 10 fletchette packs each(40 total)

*Fore and Aft Winch and Cable---This thing can pull up to 20 tons(provided the vehicle is adequately braced)

*Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----3 mile range, Designates targets for laser-guided munitions/weapons
Laser targeting System(+1 to strike)

*Long Range Radar----An erectable antenna that has a 60 mile range.

*Camouflage Net----A camouflage net that can be quickly drawn/erected over the vehicle to conceal it while parked.

*Reduced IR/Thermal signature: the use of exhaust “coolers” and thermal insulation give the Boone a reduced heat signature. Reduce skill rolls to track the wagon by IR/thermo-imaging by 50%

*Reduced Accoustic Signature---In ground mode, the quiet motors are further baffled to reduce noise by some 30%.

_________________
-------------
"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 Jun 09, 2011 11:11 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
taalismn wrote:
Shemarrian Caravan Wagons

Cute...
Did NOT think of something like this ;)
Shoulda; after all, the NeShemarr & Progen-born who haven't earned their own war-mount need something to ride along with the tribe(s).

Hmmm....
I still need to get around around to Prelude #2 'First flight'.
Oh well, after I deal with my doctors' apointment and such, I may be able to think of some fluff-text.

_________________
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 Jun 09, 2011 2:50 pm
  

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Mobile workshops, mobile homes, mobile hospitals, mobile factories...yeah, the Shemarrian Nation doesn't like to be tied down too heavily and become vulnerable. :-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 Jun 09, 2011 3:00 pm
  

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Joined: Tue Jul 06, 2004 1:59 pm
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Shark_Force wrote:
kronos wrote:
taalismn wrote:
kronos wrote:
So we'll be seeing things based on lionfish or swordfish designs? what about sea serpents for Sapphire Cobras? Lizard design robots?


I've got a Sapphire Cobra design already in the works(even working on an illo for it)...and I've been looking at primitive(or at least prehistoric) fish for design inspirations...The ostracoderms, in particular, have some fish bodyforms that look more like alien spacecraft than living critters...and it helped that my father had me researching them so he could do some wooden models of them for a friend.
The Shemarrians are also into stealing (at least initially) designs from enemies like the Splugorth, which helps lend credence to the popular rumor that they're an ex-Splugorth slave race that freed themselves and are no looking to settle a score with their former masters. However, the Shemarrians are also not above 'borrowing' technologies from the Golgans, TGE, and others(and sometimes they even pay their unintentional benefactors back by protecting their ships/worlds, or at least not shooting them up).


What about insects as a model for inspiration?

starting to sound like spelljammer here (not that i have a problem with that ^^ )

Nah, sounds like Battletech Clan names like Smoke Jaguar... you know 80% of the time they work all the time ^_^

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Unread postPosted: Thu Jun 09, 2011 3:01 pm
  

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taalismn wrote:
Mobile workshops, mobile homes, mobile hospitals, mobile factories...yeah, the Shemarrian Nation doesn't like to be tied down too heavily and become vulnerable. :-D

Nah... they are just the trailer trash of the Rifts Era. :P There is a concept for ya

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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: Thu Jun 09, 2011 3:10 pm
  

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Zer0 Kay wrote:
taalismn wrote:
Mobile workshops, mobile homes, mobile hospitals, mobile factories...yeah, the Shemarrian Nation doesn't like to be tied down too heavily and become vulnerable. :-D

Nah... they are just the trailer trash of the Rifts Era. :P There is a concept for ya



Backs away from Zero Kay.....

_________________
-------------
"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 Jun 09, 2011 8:48 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
taalismn wrote:
Zer0 Kay wrote:
taalismn wrote:
Mobile workshops, mobile homes, mobile hospitals, mobile factories...yeah, the Shemarrian Nation doesn't like to be tied down too heavily and become vulnerable. :-D

Nah... they are just the trailer trash of the Rifts Era. :P There is a concept for ya



Backs away from Zero Kay.....


ZK;"Funny...the thread troll almanac didn't say anything about a total eclipse..."

D;*Watches from five mile safe-zone as large geodesic mobile assault fort lands on the ZK* "Oh man thats gotta hoit!"

_________________
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 Jun 09, 2011 10:15 pm
  

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"NOBODY expects the Shemarrian Inquisition! Our chief weapon is surprise... surprise and fear...fear and surprise.... Our two weapons are fear and ...*AHEM* NOBODY expects the Shemarrian Inquisition! Our THREE weapons are surprise and fear and ..."
"Okay, what's the bit with the red robes?"
"It must be a Ghostrider thing..."

_________________
-------------
"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 Jun 09, 2011 10:27 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
taalismn wrote:
"NOBODY expects the Shemarrian Inquisition! Our chief weapon is surprise... surprise and fear...fear and surprise.... Our two weapons are fear and ...*AHEM* NOBODY expects the Shemarrian Inquisition! Our THREE weapons are surprise and fear and ..."
"Okay, what's the bit with the red robes?"
"It must be a Ghostrider thing..."

BUWAHAHAHAHAHA HA HA HA HAWWWW...and now for something completely different.

_________________
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 Jun 10, 2011 5:10 pm
  

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The importance of not being seen(around this thread)?

_________________
-------------
"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 Jun 11, 2011 1:31 pm
  

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Advanced Cultural Notes:(Shemarrian Star Nation) Darkwaters

“Let our enemies learn to fear the fall of night, let them tremble in terror at the sight of the vast night sky, knowing the Great Dark Ocean is OUR domain, surrounding them, looking down upon them with its many eyes. Let them know that the coming of darkness offers them no shelter from us! Let those of dark hearts and souls choose rather to run and burn in the sunlight than to face the prospect of another night at our mercy! ”

During the Shemarrian Civil War, the Darkwaters were divided between two fronts; the SCW raging at their southern borders, and the suddenly active Splugorth(who were seeking to take advantage of the internal dispute dividing their continental foes) from the sea. Through brilliant tactics and strategy, the Darkwaters were able to keep the Splugorth fended off, while keeping their strength from being drawn off by ARCHIE-3 to deal with the EShemar rebels. The Ecotroz were able to take over only by not threatening the line of resistance against the Splugorth, and indeed by showing that EShemar were BETTER at fighting the slavers than the unAwakened. Once the rebel Darkwaters had settled their hash with the loyalists, they uncomplainingly turned back to the task of dealing with the Splugorth threat; in fact, so dedicated to the task of retaking ground from the Splugorth were the Darkwaters, that the First Council of Reconciliation between the triumphant Tribes had to be delayed for several weeks, as anyone senior enough to serve as the Darkwaters’ delegate(s) was at the Splugorth front, fighting!
With the peace brought by the Reconciliation and the reformation of the Shemarrian Nation, the Darkwaters were able to make steps to pursue more aggressive campaigns against the Splugorth and Horune, extending their reach into the Atlantic Ocean to intercept and ambush Minions and pirates well before the latter thought they could be in danger from continental foes. The Darkwaters were the first Tribe to embrace the use of regular vehicles, as few of the original pattern War Steeds were appropriate for long range oceanic combat. Initially, though, the Darkwaters’ deep water combat capabilities were severely limited, as most available maritime combat equipment was scaled for smaller humanoids, and more specialized gear was needed. In time, though, the Darkwaters were able to acquire, copy, and adapt various weapons and hardware to their own purposes. Once the Darkwaters were able to capture several Splugorth vessels, Kittani submarines, and (the greatest prize) one of ARCHIE-3’s stealth supply submarines, the Darkwaters were able to start making serious aggressive moves against the Splugorth and Horune far out at sea. The experience in adapting, maintaining, and operating large submarine vessels came in very handy when the Hawkmoons shared out information on the Kittani spacecraft they’d captured and studied, giving the Darkwaters an edge in spacecraft construction. The Darkwaters soon proved they were as adept at space combat as they were underwater combat.
The Darkwaters have become the Shemarrian Star Nation’s ‘silent service’; though occasionally seen participating in surface operations, they are more commonly encountered in deep space combat. Their space forces are second only to the Hawkmoons, and arguably their starships have the edge in quality.
The Darkwaters have almost entirely taken up living in deep space; their planetary enclaves tend to be on remote cold planets outside the ‘life zone’ of their stars, that few other species would look at twice as possible colonial prospects. The few enclaves the Darkwaters maintain on or around lifeworlds tend to be space stations, or deep undersea habitats, hidden from the eyes of others in the case of the latter.

If the Hawkmoons are said to like magic weapons, the Silvermoons lasers, the Sapphire Cobras chemical and nanotech, the Skullcrushers projectile weaponry, and the Blood Riders plasma ordnance, the Darkwaters specialize in exotic particle weapons. Particle beams, nuetron blasters, tachyon sprayers, gravitic lances, and the like are the specials of the Darkwater arsenal.
Though the Darkwaters seem to prefer to fight from spacecraft, they’re no slouches at personal combat. Their orbital drop forces are among the best trained and equipped, and for close-in combat in zero gravity, they are second to none. Even more feared is their profficiency at naval combat; the Darkwaters have by no means turned it ALL over to the Horrorwoods, and they continue to maintain a potent marine combat force in the DeepWatch. A favorite strategy of Darkwater attack forces is to drop into the depths of a planetary hydrosphere, often the largest and most unguarded region of a planet, going deep and running silent, to assault an enemy’s surface forces from the oceans and waterways.

Darkwaters are often regarded as aloof, standoffish, and emotionally distanced from their Tribe-kin. They tend to keep their thoughts to themselves and mind their own business, though they socialize as much as anybody with the other Tribes. They are very duty-bound and take their responsibilities very seriously. Like the Wolf’s Path, the Darkwaters are very team-oriented; few starships can operate effectively with one person, so teamwork is essentially in a ship crew. Even when off-duty and mingling with other Tribes, Darkwaters tend to cluster together along crew lines, watching out for each other in social groups that take on the familiarity of families. Assigned a duty, they are all business, and can sometimes come off as rude and brusque with their attention to the job at hand. That having been said, Darkwaters ARE indivdiuals with their own dreams and aspirations, arts, and hobbies that they freely indulge in on their own time. While there might not be much personal privacy aboard a ship, what there is is vigorously respected by fellow crewmates, although pleasurable events and experiences are often shared with each other; ‘collective joy’ is a common aspect of Darkwaters’ arts and celebrations, with participation by a starship’s or spacestation’s entire complement. For their part, Darkwaters delight in the freedom of the depths of deep ocean and deep space, and marvel at the beauty of the universe to a degree equal to that of any Wayfinder mystic.

Atlantis East
Atlantis East was one of the Darkwaters’ secret aces during their offensive against the Splugorth and Horune. Atlantis East was an experimental underwater community complex established pre-Rifts off the Eastern Seaboard not far from New York City. The facility was part undersea workshop and part environmental laboratory, set up to oversee the environmental cleanup of the continental shelf in the area, and monitor the re-establishment of the once-rich fishing grounds thereabouts. Built with the latest megadamage materials and underwater technologies, the complex was also being developed to serve eventually as an underwater resort(the New Jersey gambling establishments had a hand in driving this), but those plans were quietly quashed when NEMA decided that the facility would also make a nice underwater bunker complex for security operations. Whatever Atlantis East might have eventually become became a moot point with the Coming of the Rifts. Though surprisingly much of the complex survived the massive upheavals attendant with the Rifts and the rising of Atlantis, the occupants were all either killed trying to escape to shore or by monsters that caught them in the open ocean. The complex, partially buried and coincidentally shielded by the massive amounts of debris swept back from the coastal cities, was rediscovered by chance by Shemarrian underwater scouts. Though much of the usable technology had been destroyed or decayed by time and exposure to the elements, the structures themselves had held up remarkably well, and the power systems could still carry power, once the generators were replaced. The Darkwaters quickly refurbished the complex into a submarine haven where their deepwater patrols and strikeforces could take shelter and rearm between missions.
Though never very comfortable by the standards of other species, Atlantis East nevertheless gave the Darkwaters experience in underwater operations, that would be applied to other outposts, both on Rifts Earth and on other worlds.

DeepWatch
Though the Horrorwoods Tribesmembers are generally acknowledged as the planetary combat experts of the SSN, including marine combat, the Darkwaters have not entirely given up their early role in the Shemarrian Nation. The Darkwaters continue to maintain the DeepWatch, effectively a tribe within the Tribe, consisting of specialists in marine combat. While the Horrorwoods typically stays close to continental plain and litoral zones, the Deepwatch typically keeps to open ocean and deep water. The Deepwatch maintains permament facilities in the oceanic abyssal and hadal zones, where they can hide assets from probing spacecraft, giving the Darkwaters the means to stage surprise attacks on invaders or wreak havoc on marine transport, coastal commerce, and submarine communications and industry.

Relations:
The Darkwaters get along best with the Silvermoons and Hawkmoons, both extensively space-based Tribes. They also deal extensively with the Wayfinders, both because of the dominant role of the Pathfinders as navigators, and because of the specialized spacecraft orders the Wayfinders frequently commission of the Darkwaters. They do considerable business with the Skullcrushers, largely due to the latter’s diminished spacecraft-production capabilities. The Darkwaters hardly have any contact with the Sapphire Cobras, beyond the odd spacecraft contract or joint military operation, though they are amused and intrigued by some of the Cobras’ latest ship designs. Relations with the other Tribes are usually joint military operations or through necessary interstellar trade and other space-based projects.

Composition Notes:

*Spinsters/Tinkers---The Darkwaters have one of the highest percentages of Tinkers(nearly 25%) in their Tribal population.

*Preservers---The Preservers(or rather their equivalent) of the Darkwaters are focused less on camouflaging themselves as natural foliage, and more on disguising themselves as TECHNOLOGY at remote, farflung, outposts of the Darkwaters’ deep space network. Those few outsiders who have stumbled across what they thought were uninhabited automated industrial satellites, listening post, communications relays, or robotic mining platforms, full of Shemarrian technology ripe for the taking, have been rudely surprised to discover a caretaker (or force of them) lurking, disguised as a communications antennae, pump tower, or other miscellaneous piece of hardware. The Darkwater Preservers are the equivalent of lighthouse keepers, doing long lonely tours of duty, contemplating the magnificent solitude of the cosmos around them, while performing a vital role in maintaining the network of waystations and relays that keep the Shemarrian Star Nation running. At a moment’s notice, the Darkwater Preservers are ready to spring into action to defend their facilities against enemies, or render aide to a Shemarrian starship in need.

*NeShemar---The Darkwaters draw their NeShemar primarily from deep space professions and locations(typically wrecked spacecraft), and occasionally from coastal/hydrosphere regions(wrecked ships). More than a few NeShemar have come to the Darkwaters as year-or-more-frozen corpses found in the depths of space. The profficiency of the DarkWaters at resurrecting such finds has earned them the nickname ‘space angels’ in some quarters.
The Darkwaters draw no distinctions between regular Shemar and NeShemar when it comes to promoting ability; there’s little room in starships for ‘class’ politics and segregration.

Stat Bonuses:
*Space Training---Darkwaters all have the following skills(in addition to their normal programmed/transferred skills):
-Movement: Zero Gravity(+5%)
-Hand to Hand Combat: Zero Gravity
-EVA--75%(+5% per level of experience)
-Navigation: Space--- 70%(+5% per level of experience)
-Basic Mechanics(Repair and Maintenance)70%(+10%)
-Pilot Small Spacecraft---70%(+3% per level of experience)

*Repulsor Tethers---One Upgrade that is unique to the Darkwaters is the Repulsor Tether. Darkwater members are modified with implants that allow them to fly effortlessly inside and around their spacecraft when in zero-gee without the need of kicking off surfaces or wasteful reaction jets, but by alternate attraction/repulsion between their own bodies and the structures of their ships. With the RT system, Darkwaters crewmembers can flit about their ships at running speed, effortlessly. The RT system also provides a safety net when performing EVAs; the crewmembers can fly about (at up to x4 times their maximum running speed) their spacecraft like orbiting satellites(effective range; 12-15 ft for ships of 15 tons mass or less, up to 50 ft for ships of up to 6,000 tons mass, and up to 200 ft for ships of 50,000 tons mass or more), making them deadly adversaries in close combat about their spacecraft.

*Multitool Hand---It was first seen among Darkwater Tinkers, but this Upgrade quickly spread among the other Tribes. This Upgrade replaces/modifies a Shemarrian hand to incorporate a nanotech Multitool(see Rifts Dimension Book Two: Phase World, pg. 143, for full details on the Multitool) able to reconfigure into the appropriate tool the possessor needs. This Upgrade is common among Darkwater supporting personnel such as Tinkers and Acolites, but is less common among dedicated combat personnel, such as Warriors and Elites.

Sample Weapons/Equipment:
*Stealth Systems---Most Darkwaters body armor carries properties copied from Naruni Enterprises’ Thermo-Kinetic Armor.

*Shooting Star Battle Armor---This is a suit of Medium Cyborg EBA fitted with launchers for the Shemarrian knock-off copy of the Naruni Enterprises MicroMissile. The armor has all the properties of Thermo-Kinetic Armor, a powerful anti-gravity pack, and micromissile launchers in the forearms, shoulders, and legs, turning the Darkwater warrior into a miniature fightercraft.
-250 MDC
-Anti-Gravity Propulsion: 400 MPH in atmosphere, Mach 1 in space
-Micro-Missile Launchers---Identical in performance to the regular NE micromissiles with regards to speed, range, and accuracy, but the Shemarrian version sports slightly more powerful warheads
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 20 miles in space)
Damage: 6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-4
Bonuses: Smart micro-missiles get a +4 to strike.
Payload: 4 each forearm, 8 each shoulder, 6 each leg(36 total)

*EShe-HLW04Dw---The HLW04 started as a copy of the Kittani Spider Gun, but the Darkwaters saw fit to modify it to taste, using different technologies. First, they eliminated the separate lower-powered laser and inside used a variable-mode, variable-frequency main laser barrel to combine the functions of both the light and heavy barrels. The Darkwater Tinkers then used some of the savings in weight to add a superior beam focusing system and smart-sight. Finally, the three-shot smoke grenade launcher was replaced with a six-shot Naruni-style micromissile launcher. The HLW04 retains the spider-legs and automated robotic AI of the original design and thus can be set as a watchdog, rearguard, or hull defender.
Weight: 75 lbs
Range:(Laser) 4,000 ft in atmosphere, 12,000 ft(roughly 2 miles) in space
(Micromissiles)2 miles in atmosphere, 4 miles in space
(Kitsune Values: 2 miles in atmosphere, 20 miles in space)
Damage:(Laser)(Variable) 4d6 MD or 1d4x10 MD per blast
(Micromissiles) 6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
(Incendiary)2d4 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire:(Laser) ECHH
(Micromissiles) Single shot or rapid-fire burst of 2-3
Payload:(Laser) 100 light blasts or 40 heavy; recharges in 30 minutes.
(Micromissiles) 6 micromissiles
Bonuses: (Laser)+3 to strike
(Micromissiles)Smart micro-missiles get a +4 to strike.
Special Features: All other properties identical to the Kittani spidergun.

*EShe-HLW04DwC---The HLW04DwC is a modification of the HLW04, only with a small contragravity generator replacing the spider-legs. The weapon can now float/fly alongside its operator, being fired remotely, or respond as a separate flyng gun platform. Up to six HLW04DwCs can be remotely operated/attached to a warrior in combat, often assuming positions at the cardinal points when in zero gee.
Weight: 100 lbs
Speed: 80 MPH in atmosphere, maximum altitude of 100 ft.
300 MPH in space.

*EShe-WpPB30 Particle Beam Rifle---This is a Darkmoon favorite using technology acquired through trade with an alien partner, and adapted to use a more compact and powerful portable particle source-generator and accelerator than the original design, that relied on isotopic rods for the particle source.
Weight: 50 lbs
Range: 4,000 ft(8,000 ft in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: Single shot, ECHH
Payload: 20 shots from a long E-Clip, 80 shots from an e-canister
Bonuses: +1 to strike from the laser spot sight.

_________________
-------------
"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 Jun 11, 2011 2:53 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
Nice to see the sailors of both water and void sea given an excellent upgrade into the SSN. :ok:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Jun 14, 2011 1:24 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 Mooncalf Robot
Lise felt, rather than heard, the blowout before she saw it. She felt it as a trembling coming up through her boots. Moments later the electronic squalling of her charges rang in her emsense and her gaze snapped up to see the rising mushroom of white vapor ascending into the jet-black sky...then saw the shockwave crinkling the surface ice as it shot towards her. She had just enough time to throw herself flat before the landscape bucked and buckled under her.
When the shaking subsided, she stood up and sent out a pulse signal to the herd. Moments later she had her answer; all four of her herders replied immediately, and sixteen out of her twenty cows responded from ground level. The other four; her eyes tracked skyward, her optics zooming in at several bulbous forms, legs windmilling futily against ground that just wasn’t there, high in the sky just now beginning to arc back to the surface.
Sighing, she dispatched her four herders to track the skyborne grazers and watch where they landed, the canibots loping off into the distance. With any luck the tough harvesters would survive the low-gravity fall with a few dings and scratches and still be functional. If not, well, she’d have them ground up for scrap to add to the sector’s harvest, though recycling your harvesters was generally not considered to be a profit measure.
Already the harvester nearest to her was back to work, scraping away surface ice looking for the chemical-rich substrata below, the big white ‘bot placidly chewing away as ammonia snow began to fall around the re-organizing herd. Lise leaned against it as she contemplated the column of vapor still geysering into space.
Another damn subcrustal pocket of subliminated gas! Either she’d have to speak to the vet-mechs about programming the cows to be more careful in their surface-mining or else get better charts of the pasture-sector! She hated working a potential minefield!


The ‘Mooncalf’ is a robot drone(not an Ecotroz-infused Enimal) that was first developed by the Silvermoon Tribe as a semi-autonomous surface mining and mineral gathering rig, able to maneuver places that a conventional chassis mining rig could not easily go. The ‘bots are also occasionally used as beasts of burden, carrying externally-slung loads or pulling wagons and sledges. They can also be used as excavators, digging trenches and pits, or uncovering subsurface structures and mineral deposits.
The Mooncalf has a roughly arachnoid-like body, with a bulbous abdomen, hemispherical head covered in multiple optics, but only four high-kneed legs. The ‘bot is well armored against the rigors of long deployment exposed to the elements, and can take quite a lot of abuse. The underside of the head sports a set of vibro drills and gouges arrayed around a conical mouth tube that is used to draw up finely ground ore into the ‘gullet’ of the Mooncalf. The bulk of the body holds a minifac refinery for processing metals and minerals(though only fairly simple extractions and refinements, not more sophisticated distillations or refining), rendering the raw material into ingots, bricks, or compacted concentrate. The processed bricks or ingots can be carried in an expanding net attached to the rear of the Mooncalf’s body, or ejected to lie on the ground to be picked up by other robots/vehicles.
The Silvermoons set loose herds of these robots to gather minerals and metals, ‘farming’ them like certain ant species farm aphids. The herds are rotated back to a base camp for repairs, though units that collapse in the field are typically junked for parts and recycled for their metals(often chewed up by other drones).
As robot drones, Mooncalves are rather dull-witted, slow, and passive, more concerned with slow, patient, toil grazing on rock and mineral sands for days on end, than in anything else. They are fairly simpleminded, but are capable of cooperative behavior, fanning out to map and graze an area, and converging on a rich find. Mooncalves have no real offensive capabilities, being unarmed, but they can be programmed to report any anomalous activity around them, including intruders, and can be ordered by Shemarrians to attack a target, in which case they are limited to rushing, kicking, and trampling an opponent. Mooncalves are NOT 'awakened' with any Ecotroz splinter essence; they're rather dumb, personality-less robotic cows/mining drones.
The N’Re’Mar and NeShemar are often found as ‘shepards’ of Mooncalf herds, often with the assistance of smaller robots and e-animals such as Shemarrian Wolves.
Though originally developed by the Silvermoons, Mooncalves have since begin appearing in the stables of other Tribes, especially those with space-based mining operations, as well.
Type: EShemar MCRD-01Sm Mooncalf
Class: Mineral Collection Robot Drone
Crew: Robot Drone
MDC/Armor by Location:
Main Body 300
Head 200
Legs(4) 100 each
Height: 6 ft, 11 ft standing up.
Width: 6 ft main body, 15 ft overall
Length: 14 ft
Weight: 9 tons
Cargo: Can hold up to 3 tons of refined materials
Physical Strength: Robotic P.S. of 30
Powerplant: Nuclear w/ 5 year energy life; some sport ‘wings’ of solar collectors for additional power, or run entirely off solar energy.
Speed:(Running) 55 MPH
(Climbing) 75%
(Leaping) 20 ft across/ 10 ft up
(Flying) Not possible
(Underwater) Limited; can run along the bottom at 5 MPH. Maximum depth of 500 ft.
Market Cost: Exclusive to the Shemarrian Star Nation. Another robotics firm could probably duplicate them for 11 million credits
Systems of Note:
Basic Robot Optical and Audio, plus:
*Molecular Analyzer
*Magnetometer
*Locator Beacon---A radio transponder/locator tag, for finding and identifying the mineral gatherer.

Weapons Systems:
1) Short Range Laser Torch---Mounted in the mouth is a short-range laser cutter meant for melting rock ores and ice. It is too short-ranged to be an effective weapon at anything other than point-blank range.
Range: 5 ft
Damage: 3d6 SD, 6d6 SD, 1d6x10 SD, 1d4-6d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

Hand to Hand Combat(Basic)
Actions/Attacks Per Melee: 5
Strike +1
Parry +2
Dodge +2
Roll +2
Pull Punch +2
Bite 4d6 MD
Kick 1d6 MD
Stomp 2d6 MD
Head Butt 1d4 MD
Bodyblock/Ram 3d6 MD

Programming:
Navigation 80%
Climbing 75%
Spelunking 80%
Excavation 85%
Mining 90%
Recycling 80%
Salvage 80%

Variants:
Depending on what is being harvested/collected, and how extensively it is being processed onsite, there are different ‘breeds’ of Mooncalf. The ones deployed on Scenkelko IV, with its shallow and mineral-rich seas(evaporating under the heat of its expanding sun) have large broad moth-like ‘antennae’ that are really filters for sifting the waters and shoreline silts. The Mooncalves deployed to mine hexen on Malrundos use acid jets to break down the tough natural fullerenes enough that they can be quickly sucked up. The herds scrapping up arenex-bauxite on Arend B17 are studded with over a dozen long cylindrical radiators for cooling the internal smelters used in processing the exotic ore.

_________________
-------------
"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 Jun 17, 2011 11:15 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5192
Really need this darned thing stickied
*BUMP*

_________________
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 Jun 18, 2011 8:02 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43257
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Really need this darned thing stickied
*BUMP*

That's why I occasionally rub it across my hair while shuffling my feet through thick carpeting... :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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