Shemarrian-related fan creations

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
DhAkael
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Railcannon / Mass-driver from the Blacktower at the final moments SCW.
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
pad300
Wanderer
Posts: 93
Joined: Tue Jan 09, 2018 2:14 am

Re: Shemarrian-related fan creations

Unread post by pad300 »

Blacksteel? Blacktower? I assume there is a reference that I am missing? (Is this something in the Titan Robotics Raw Preview?)
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

(I don’t normally like creating monsters, especially gory ones, but this idea wouldn’t let me go)

Skull-Eater(BlackSteel-corrupted A-64 All-Purpose Master Robot)
(aka ‘Quillord’)

“Yes, I killed NeShemar Ovathan; he was in the grip of that abomination, and it was going to chew his head off...slowly, horribly. I couldn’t destroy the thing before it would, I couldn’t act in time to save him, but I could deliver him to the Goddess’s blessed hand and spare him any further agony. It was not the action I wish I could have taken, but it was the only one I COULD that had any chance of success, and I would do it again if I had to. I vaporized him, and robbed the monster of its prize.”

“You want to keep one of your plasma blades unsheathed and buckled by your collarbone blade up like -so-....that way the moment you feel something dropping down around your head you can trigger a plasma blast straight up. You might burn some of your own skin and hair off, but you also just might be able to damage the head-eater enough to allow you to escape.”

Initially mistaken in reports for a Clawspawn, the Skull-Eater is now known to be a VARIANT BlackSteel-corrupted A-64 All-Purpose Master Robot.
From a distance, the Skull-Eater resembles a distorted and bloated A-64, but lacks the fearsome cutlery of the ClawSpawn. Instead, In place of the ClawSpawn’s Tendril Tail, the Skull-Eater features a lamprey-like head on the underside of the lower torso. A favorite tactic of the Skull-Eater is to drop down on a target and engulf the victim’s head and shoulders with this lower mouth and bite them off, or pin a target and eviscerate them with the circular jaws.
Skull-Eaters are even more sadistic than their ClawSpawn brethren, leaving victims alive to slowly chew on them with the lower mouth, in order to draw out any would-be rescuers.

Type: BlackSteel Abomination--- Skull-Eater
Class: Robot
Crew: Corrupted Robot Intelligence
M.D.C. By Location:
Hands(2) 20 each
Forearms(2) 120
Upper Arms(2) 90 each
Chest Cannons(2) 25 each
Legs(6) 120 each
Chewer Mouth 100
Head 95.
Main Body 400
Height: 18 ft fully extended
Width: 4 ft, 20-36 ft fully extended
Length: 12 ft
Weight: 1,500 lbs.
Power System: Nuclear(?)
Physical Attributes: Equal to Robotic PS. 40, PP. 20, IQ 20.
Cargo: None
Speed:
Running: 150 MPH
Jumping: 15 ft up/across
Flying: Not possible without special jetpacks or lifter gear
Underwater: Limited to running along the bottom at 30 MPH. Estimated depth limit of 8,000 ft.

Market Cost: EXCLUSIVE to the BlackSteel Citadel
Systems of Note:
Standard Robot Sensory Systems, plus:
*Basic, Low-Light/Night Vision(2,000 ft range), Infrared, Thermo-Imaging(2,000 ft range), telescopic (6,000 ft)and Magnification(x60) Optics.
*Amplified Hearing(can hear noises as low as 10 decibels at 500 ft), plus ultrasonic band hearing.
*Laser Targeting
*Motion Detector----100 ft range; 45-degree arc in front of the head
*Molecular Analyzer---Can track by scent 80%, and recognize specific scents 84%.
*360-degree Waist Rotation
*Mini-Radar(8 mile range)
*Radar Detector---Detects radar and motion detection systems.

*Molecular Analyzer---Track by smell 80%

*Command Capability----Continuing on up the hierarchal chain, Skull-Eaters have the ability to boost the efficiency of the lesser ‘bots and BlackSteel spawn under their command. Lesser units within a 1 mile radius of a ClawSpawn/Skull-Eater are +1 to Initiative, +1 to strike, and +3 to Perception.

*Modulating Voice Synthesizer--- Skull-Eaters will frequently mimic their victims to disconcert them, or imitate such things as distressed children or wounded comrades to lure potential victims into ambushes(though having real victims to make noises is even better).

*Self-Destruct---Standard. Just as ARCHIE-3’s ‘bots will destroy all evidence of themselves, the BlackSteel also leaves little trace of its creations. Completely obliterates itself(1d4x100+250 to immediate vicinity, and 2d4x10 MD to a 10 ft radius). Any remains will be a black slag-like material that slowly evaporates away with the taint of evil.


BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 12, 13 when the lower mouth is seen in action.

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

*Stealth Armor----Like the Night-Shredders they command, the Skull-Eaters are covered in a dark psuedo-organic-looking material that appears ‘greasy’ and unreal to vision, blurring the outlines of the ‘bot. Laser targeting systems are -1 to lock on to the ‘bots, and even Mark One Eyeball is -1 to strike them(-2 under low light conditions) when they are moving. There is only a 25% chance of spotting them on thermal optics.

Vulnerabilities:
*Silver---Silver weaponry does DOUBLE damage to BlackSteel creations. If a called shot of 20+ (modified) strikes the skull or chest area with silver, the tainted container/CPU/powerplant will be struck and an explosion of 6D6 MDC to a 3 ft. radius will erupt and annihilate the Black-Steel... and decommission the ‘bot(self-destruct will still go off, however).
*Holy Magic---Attacking with Holy Magic will cause the normal materials of the ‘bot to expel the BlackSteel. The ‘bot will still fight on using its original programming, but it will lose its viciousness and malevolent cunning(reduce initiative by HALF), and BlackSteel properties, and all other aspects of its operation remain unchanged. However, the expelled BlackSteel will remain a threat if picked up and incorporated into other machines.

Weapons Systems:
1) Black Light Laser Forearm Blasters(2)----The forearm lasers remain much the same, but somehow deliver a form of ‘corrupt light’ that appears as black beams, and does additional damage to living tissue.
Range: 2,000 ft
Damage: 3d6 MD per blast, 6d6d MD for both arms firing on the same target simultaneously(counts as one attack)
Do 25% more damage to living beings, and direct exposure of the wound to sunlight(and Globe of Daylight spells) will cause the injury to become acutely photosensitive; victims must roll under their ME or be -1 on initiative, perception, strike, dodge, and parry due to the itching/burning sensations from the wound. The photosensitivity ends when the wound is healed.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Chest Ion Cannons(2)----The ion chest blasters remain much the same, but have been modified to deliver the ranged equivalent of the BlackSteel touch; the ion blasts will disrupt the nervous systems of most living beings, stunning them or, in some cases, causing fatal defibrillation and nervous system failure.
Range: 2,000 ft
Damage: 4d6 MD single blast, 8d6 MD for both cannon firing simultaneously on the same target(counts as one attack)
Living targets must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, augmented human(oid)s are -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes. If SDC is burned through, the damage goes to Ht Points, and at 0 H.P. the victim goes into full cardiac arrest and will die unless immediate medical care is not administered.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Forearm Vibroblades(2)---The Skull-Eater ’s arm blades are larger and more jagged than the A-64 Master’s, there’s two blades each arm, and they act like large scissors, cutting across each other
Range: Melee
Damage: 2d6 MD slash, 5d6 MD scissor clamp-cut.

4) Body Quills---The Skull-Eater is covered in short thorn-like spikes or quills that provide extra abrasion damage to a kick. The Skull-Eater will also sometimes stick badly wounded or dead prey to these quills, and use their bodies as meatshields.
The Skull-Eater can also break off these quills in an opponent’s body, the minute amounts of BlackSteel, or BlackSteel-taint, enough to cause rust-like deterioration in synthetic materials and necrotizing wounds in organcs.
The head also sports an impressive rack of horns reminiscent of the Thornhead Demon’s. These horns have the added unwelcome surprise of being able to be fired off like projectiles.
Range: Melee
(Head Horns) Melee or can be ejected up to 300 ft
Damage: +1d4 MD to a kick, punch, head butt or body block
(Head Horns) 2d6 MD on a gore or projectile strike
On an unmodified ‘to strike’ roll of 18-19, the thorns can become lodged in the target. On organic targets, this results in a gangrene-style infection; roll versus lethal poison, or take 1d4 SDC/Hit Point damage per minute that the thorns are still lodged inside a wound. The damage quits accumulating when the thorns are removed, but the wounds will take twice as long to heal naturally.
Against material targets, the BlackSteel thorn attack reduces the MDC of metal-based body armors and light power armors by HALF, heavy power armors and light vehicles by 30%, and heavy robots and vehicles by 10%. Damage takes 4 melees/1 minute, and is obvious by acute discoloration and flaking of the armor. Other effects identical to those of Japanese nanites.
Payload: Each leg sports 10 quills, the arms 6 each, the body, and the head 10(5 each antler). The Skull-Eater can regenerate the quills at a rate of 5 an hour.

5) Chewer Mouth---- In place of the ClawSpawn’s Tendril Tail, the Skull-Eater features a lamprey-like head on the underside of the lower torso. Because of its favored attacks, the Chewer Mouth is more likely to do massive critical damage to a victim’s head and upper torso.
Range: Melee; 10 ft reach
Damage: 1d8x10 MD
Penalty: The Chewer Mouth is not ideally placed for melee combat, being hampered by its nether position and the placement of the legs around it. Against targets not directly underneath the Skull-Eater, the Chewer Mouth is -2 ro strike and dodge.

6) Use of Handheld Weapons---The Skull-Eater can pick up and use infantry weapons. It typically uses power-armor scale rail guns(typically loaded with grinder rounds) or large energy rifles(the BsP-15 Plasma Rifle is favored). The Skull-Eater also will frequently carry a rail gun and ammunition drum slung on its back for ready use.

Programming/Skills:
Same as the baseline A-64 All-Purpose Master, plus a few extras:
Pilot: Automobile, jetpack, aircraft, all at 90%
Basic Mechanics 90%
Electronics: Basic 90%
Math: Basic 90%
Radio: Basic 98%
Cryptography 98%
Computer Operation 90%
Computer Programming 90%
Computer Hacking 70%
Navigation: (ALW) 90%
Read Sensory Instruments 98%
Weapons Systems 90%
Prowl 75%
Land Navigation 94%
Climb 90%/80%
Wilderness Survival 94%
Escape Artist 85%
Intelligence 98%
Find Contraband 80%
Trap & MIne Detection 80%
Palming 85%
Pick Locks 98%
Imitate Voices and Sounds 88%
Tracking 90%
Tailing 95%
Spelunking 96%
Detect Ambush 70%
Detect Concealment 70%
Demolitions & Demolitions Disposal 98%
Demolitions: Underwater 97%
W.P. Blunt
W.P. Knife
W.P. Sword
W.P. Whip/Chain
W.P. Paired Weapons
W.P. Energy (all)

Actions/Attacks Per Melee: 10
Initiative + 2(+2 from the BlackSteel entity)
Dodge +6
Parry +6(+1 from the BlackSteel entity)
Strike +5 (+4 w/ ranged weaponry)(+1 from the BlackSteel entity)
Roll +3
Pull Punch +5
Disarm +4
Entangle +3
Critical Strike on a Natural 18-20
Bite 2d6 MD
Head Butt 3d6 MD
Chewer Mouth 1d8x10 MD
Body Block 1d6 MD
Judo Throw 1d6 MD
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Forearm Blade Stab 2d6 MD
Power Stab(2 attacks) 6d6 MD
Pincer Shear(2 attacks) 5d6 MD
Kick 3d8 MD
Stomp (targets 8 ft tall or shorter) 3d6 MD
Foot Claw Slash 1d6 MD
Foot Claw Snip 3d6 MD
Pounce Attack(2 attacks)---Dropping from a height, the Skull-Eater can ape the drop-attack of its Master antecedent, doing 4d6+2 MD+10 MD if drop distance is more than 100 ft(but the intended target gets a +2 to dodge), plus 76% chance of knocking targets 2200 lbs or light off their feet, lose initiative and 1 APM.
Pinning Attack(2 attacks)---Similarly, the Skull-Eater can do a pinning attack that does 2d6+2 MD, with 2-4 of its legs. 60% chance of knocking the intended victim down and holding them in place, and victim cannot get back up or attack unless they they have extra limbs to spare, have a Supernatural PS of 35 or robotic PS of 50 or greater, and even then, such escape efforts to overpower the alien ‘bot take 2 APMs, Unlike the Master, however, the Skull-Eater WILL use this opportunity to attack a pinned opponent, usually with its lower mouth.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

pad300 wrote:Blacksteel? Blacktower? I assume there is a reference that I am missing? (Is this something in the Titan Robotics Raw Preview?)



*ahem*
BlackSteel is a fan creation by our very own DhAkael for this thread and his Shemarrian campaign. It is a mystic metal compounded of pure evil, which, if incorporated into machinery, mutates the material into a monstrous form with often supernatural powers of hate, fear, and torture(think Stephen King's Mangler meets Killdozer).
It is the antithesis of the Ecotroz, also an original creation for this thread, a psychic energy lifeforms that, like a tectonic entity possessing machinery, has inhabited the Shemarrians and embued them with true sapience, psionic powers, and a desire to be free of evil computer overlords.

The Blacktower is from the Chaos Earth Resurrection supplement. It is an arcane-necromantic artifact that acts like a form of nanotech in that it raises the dead and often mutates the corpses into undead war machines. It was last seen during the turmoil of the Coming of the Rifts, but may be a regular plague across the mega verse. The BlackTower -may- be related to the BlackSteel or they may just be two forms of inorganic evil with the same snazzy taste in color.

The Citadel in this thread is a former ARCHIE-3 satellite factory complex whose resource drones recovered an amount of BlackSteel and began using it for both robot production and repairs to itself. The BlackSteel took over and turned the factory complex, after cutting it loose of ARCHIE-3's control, into the sort of thing you'd expect if a Detroit factory became a haunted house...or the Event Horizon crashed into Silicon Valley or had a lovechild with Skynet.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Have some more evil....

*Shrieker(BlackSteel-corrupted Flying Mechanoid Probe/Naruni Observation Drone Robot?)

“Damn metal phantasms...they don’t look like much but they can ruin your day, especially if there’s more than one. You may not realize how dependent you are on your wireless comms to coordinate with your buddies until you run into a Shrieker that turns your battle-chatter into fingers-on-asphalt. You can spend all day chasing the idiot things down, either to see what they’re hiding or to kill their jamming....that’s time you’re not spending chasing things like infectus packs or night-shredders. Damn black-tin ghosts.”
----Rajol Pakfiser, Wolf’s Path Territorial Militia.

“MAKEITSTOPTHESHRIEKINGMAKRITSTOPPPP!!!!”
---Anonymous Hawkmoon Warrior, under jamming attack

The Shrieker is a small robot Abomination that isn’t based on an existing ARCHIE-3 production ‘bot, but seems to be an original Black Steel mutation of a work-on-progress at the Factory/Temple-5. The design reminds the more knowledgeable EShemar of a Mechanoid Assault Probe or a Naruni observation probe, so, given that ARCHIE-3 is known to have copied Mechanoid robots(as part of a false flag operation against the Splugorth), it’s conjectured that the Maker and the Shaper may have been using their purloined Mechanoid technology to ape Naruni designs in yet another psych-ops move. The fake Naruni ‘bots may have in testing at Factory/Temple-5 when the BlackSteel took over and recycled them for its own purposes.
The Shrieker resembles an upright teardrop, silvery in color, shot through with black streaks, borne aloft by a cluster of small vanes and thrusters. The side of the teardrop is sculpted to resemble a scooped-out gaping maw, frozen in a terrible shriek. A single cyclopean eye gazes balefully from atop the teardrop.
The Shrieker is not very physically imposing by itself, and it carries only a pair of lighter energy weapons for direct attack, but the ‘bot’s real purpose is as a jamming platform and EW decoy. Shriekers can continually broadcast broad-spectrum radio noise that effectively jams radio-based communications and disrupts radar systems around them. The disruption is such that it even affects the Shemarrians’ communications, and for a species to whom radio communication is second nature, the shrieking static the Abominations belt out over the airwaves is actually painful to the gynoids.
While Shriekers readily paint themselves as active EM sources, because of their jamming, coordinating strikes against them can be problematic. Once targeted with EM-homing munitions, however, the Abominations quickly become scrap. The problem is, there can be so many of them in a given area, that they distract attention away from other BlackSteel units that can be moving in accordance with a preset plan.
The BlackSteel Citadel would send out swarms of several dozen Shriekers to blanket an area in interference, disrupt enemy patrols, decoy enemies looking for EM activity, and provide communications cover for terror-bots(cutting off radio cries for help). The drones are considered to be expendable.

Type: BlackSteel Abomination---Shrieker
Class: Robot Drone
Crew: None; Robot Drone
M.D.C. By Location: .
Main Body 90
Sensor Eye 15
Ion Blaster Node(1) 20
Main Hoverjets(3) 10 each
Directional Vanes(3) 10 each
Height: 6 ft
Width: 2 ft
Length: 2 ft
Weight: 300 lbs.
Power System: Nuclear(?)
Physical Attributes: PP. 20,.
Cargo: None
Speed::
Flying: Hover to 90 MPH, maximum altitude of 2,000 ft
Market Cost: EXCLUSIVE to the BlackSteel
Systems of Note:
Standard Robot Sensory Systems, plus:

*Motion Detector----100 ft range

*Molecular Analyzer---Track by smell 80%

*Detect Radio Emissions--- Shriekers can pick up and track radio emissions; 70%

*Communications/Radar Jamming-----Shriekers emit a broadband storm of radio interference that can overpower most radio communications systems, and jam radar systems as well. Jams radar sensors and radio transmissions with 90% effectiveness (range: 1.5 mile radius). The Shrieker’s jamming seems to be more than just radio-band static, some witnesses proclaim, because the jamming comes across the airwaves as a deeply disturbing mournful wail or hungry howl.
This theory may have some credence: a Shrieker’s jamming attack also has the unwelcome side-effect that Ecotroz Shemarrians tuning in their integrated radios while under a jamming field must save versus psionic attack or be temporarily stunned by the infernal jamming; HALF initiative and strike bonuses, and lose 1 APM for 1d4 melees every time they try to use their radio communications. While some analysts claim that this is evidence of a psionic component to the jamming, others point out that is more likely the result of the EShemars’ habituation to internal radio communications; Ghost Riders suffer a similar loss of 1 APM and initiative, but only for 1 melee.
Wolf’s Path ‘pack-comms’ lose all bonuses to this form of jamming. Horrorwoods’ ‘forest networking’ seems unaffected by it, as long as the communicating parties remain within an ‘electrocology’ that seems to shield and link them.
The only positive note about the Shrieker’s jamming

*Self-Destruct---Standard. Just as ARCHIE-3’s ‘bots will destroy all evidence of themselves, the BlackSteel also leaves little trace of its creations. Completely obliterates itself(1d4x100 to immediate vicinity, and 1d4x10 MD to a 10 ft radius). Any remains will be a black slag-like material that slowly evaporates away with the taint of evil.


BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 12
Vulnerabilities:
*Silver---Silver weaponry does DOUBLE damage to BlackSteel creations. If a called shot of 20+ (modified) strikes the skull or chest area with silver, the tainted container/CPU/powerplant will be struck and an explosion of 6D6 MDC to a 3 ft. radius will erupt and annihilate the Black-Steel... and decommission the ‘bot(self-destruct will still go off, however).

Weapons Systems:
1) Eye Laser---The Shrieker’s cyclopean eye hides a DarkLight Laser. Factory #5’s complement of A-63s were just starting to get the eye laser upgrade when the BlackSteel took over. The BlackSteel malignancy adopted and modified it as a standard feature when it starting pumping out its modified version of the A-63 eye laser . The lasers now somehow deliver a form of ‘corrupt light’ that appears as black beams, and does additional damage to living tissue.
Range: 1,200 ft
Damage: 1d6 MD per blast,
Do 25% more damage to living beings, and direct exposure of the wound to sunlight(and Globe of Daylight spells) will cause the injury to become acutely photosensitive; victims must roll under their ME or be -1 on initiative, perception, strike, dodge, and parry due to the itching/burning sensations from the wound. The photosensitivity ends when the wound is healed.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Ion Blaster(1)-----Low in the body in the Shrieker’s ‘chin’ is a single ion blaster node with the same shock-stun enhancement as those mounted on the ClawSpawn.
Range: 1,200 ft
Damage: 2d6 MD single blast
Living targets must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an Unsuccessful save, augmented human(oid)s are -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes. If SDC is burned through, the damage goes to Ht Points, and at 0 H.P. the victim goes into full cardiac arrest and will die unless immediate medical care is not administered.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.

Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Sonic Attack----The Shrieker’s ‘mouth’ concavity serves as a focusing horn for a sonic attack. This is simply a high-decibel sound blast similar to a sonic boom(and a Glitterboy’s Boomgun blast), but since many opponents facing a Shrieker are forced to switch off their radio communications and use direct speech to communicate. they often get caught off-guard by the deafening sound blast.
It has been suggested that this attack capability was added deliberately to target the Shemarrians’ organic allies, as the sonic attack doesn’t affect robots.
Range: 600 ft and affects a 100 ft wide area
Damage: Those without proper hearing protection will be momentarily deafened and staggered for 1d6 minutes; -8 on Initiative, -3 to parry and dodge. Those inside environmental body armor, light MDC vehicle, or power armor ill suffer the same penalties only for 2d4 melees. People sheltered inside heavier vehicles, and those with cybernetic/bionic sound filtration will be shaken by the blast, but otherwise unaffected.
Rate of Fire: Once per melee
Payload:: Effectively Unlimited

Programming/Skills:
Radio Basic 98%
Radio: Scramblers 94%
Electronic Countermeasures 94%
Detect Ambush 60%
Detect Concealment 70%
Land Navigation 94%
Prowl 85%(floats soundlessly)

Actions/Attacks Per Melee: 5
Initiative +2
Dodge +6
Strike +4 w/ ranged weaponry
Roll +2
Body Block/Ram(2 attacks)

Variant:
*’Blood-Ghost’----An unwelcome variant of the Shrieker is the so-called ‘Blood-Ghost’(or ‘Tear/Fear-Tanker’), a drone which lacks the jamming capabilities of its cousin, but seems to be mostly a hollow internal attack holding a large quantity of poisonous ichor it can spit or ‘weep’ on targets. If the ‘Blood-Ghost’ is destroyed or self-destructs, it will throw out a spatter of the oily corrosive. ‘Blood-Ghost’ attacks tend to be kamikaze, against any real resistance. though the drones have been known to terror-attack unarmed people.
Range: Can spit or spray up to 80 ft away.
In a self-destruct strike, it can throw spatter in a 100 ft blast radius
Damage: 1d6 MD per melee for 1d6 melees. Immediately dosing the splatter with a powerful base substance, or diluting it with copious amounts (10 gallons or more) of water will stop or slow the damage.
Rate of Fire: ECHH
Payload: Roughly 50 gallons. enough for 50 spray attacks.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Howler Wasp

"I thought Japan had giant wasps, but these are just demonic! RUN FASTER!"
-Overheard over radio communications from a mercenary team attempting to infiltrate a Vesparii Technologies controlled facility.

The Howler Wasp is a large wasp, almost the size of a Shemarrian wolf, boasting a large head with oversized mouth with powerful jaws, with no mandibles. The abdomen is proportionally small, with four wings and only two 'arms' that end in wicked long, sharp claws. The thorax is large, with a modular section for various different weapons or equipment. The mouth is equipped with a powerful sonic weapon, capable of different modes, from a disorienting sonic attack, which is quite useful for disrupting the sensitive antennae of insectile beings, including the Swarmy/Bee Girls, to armour shattering blasters. The Howler rarely lands, and when it does, usually perches on ledges using its claws and molecular pads just above the base of the claw, usually remaining in flight or hovering using a contra-grav system, the droning of their beating wings the only sound.
The Howler Wasp was developed originally as an anti-Swarmy unit, using the Earth analogy of many wasps species that hunt bees, but Clan Vespa found them to be quite useful against multiple targets. Howler Wasps fitted with a swarm hive thorax carrying drone swarms seem to be a favoured unit as the swarm carrying Howlers are even more effective against swarming attacks as they can use the swarm for additional attacks and improved defense, and the Howler's own sonic disrupting attacks are enhanced with the droning abilities of the swarms.
Upon the Howler Wasp's destruction, it sprays the area with a chemical that marks all within the area. This chemical shows up brightly in Clan Vespa sensors, allowing them to easily target those marked for attack.

Type: EcoS-KRP-49 Howler Wasp
Class: Robotic E-Animal, Aerial
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 120
Head 65
Wings (4) 50 each
Arms (2) 60 each
Height: 3 ft, 4 ft resting on their claws
Width: 3 ft at shoulders, 14 ft wingspan
Length: 6 ft
Weight: 500 lbs
Cargo: None 
Physical Strength: Equivalent to Robotic P.S. of 25
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can waddle awkwardly at 4 MPH
(Flying) Hover to 200 MPH, maximum altitude of 14,000 ft
(Space) Not possible
(Underwater) Not possible (Howler Wasps absolutely hate water)
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 50 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. 

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

*Molecular Adhesion Pads---The Howler Wasp can cling to just about any surface like an insect, thanks to these pads on the arms.

*Death Marker Chemical --- Upon the destruction of the Howler Wasp, all within 40 feet of the Howler Wasp are sprayed with a chemical that marks them on Clan Vespa sensors and targeting systems. All Clan Vespa units (elites, warriors, drones, e-nimals, warmouts, power armours) gain +1 to attack rolls against those marked. The chemical lasts 5 minutes before breaking off, or if washed off.

Weapons Systems:
1) Sonic Projector -- Built into the Howler Wasp's mouth is a sonic transducer that can radiate an omnidirectional sonic screech that throws off enhanced hearing systems, or can direct more powerful and focused pulses at individual targets.
Note: The Howler can also broadcast sonic frequencies equivalent to pest repellents such as the widely available sonic insect repellent collar. 
Range: (Screecher) 200 ft radius in air, 2,000 ft underwater
(Stun) 250 ft
(Disruptor) 220 ft
(Heavy MD Shot) 100 ft
Damage: (Screecher) Broadcasts a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target (sonar) locks, and allowing the ‘bot (and companions) to escape opponents using sonar to detect or track them. -60% to track the ‘bot via sonar while the Screech is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock. Insect-like beings and those with antennae, such as the Swarmy, Xiticix must save versus psionic attack (14 or better, non insectiles save againt 12) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees.
In air, the Screech has the same effects as the spell Thunderclap with regards to shock and stun; save versus Horror Factor 8, and the Empac gains +5 on initiative, +1 to strike/dodge while everybody else is stunned/distracted by the sudden loud noise. Those without ear protection will be temporarily deafened for 1d4 minutes; -4 on initiative, -2 to parry and dodge. Those inside EBA, light MDC vehicles or power armor will be only distracted for 2d4 melees. 
Note: If a target is suffering from the buzzing drone, Buzz-Dirge or similar ability of any swarm, or other Clan Vespa e-nimal or warmount, targets must make their saves at -2.

(Stun) 1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration. 
(Disruptor) 4d6 SDC, or 1d6 MD per blast.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area. 
(MD Shots) 2d4 MD per blast
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected. 
Rate of Fire: ECHH
Payload: Effectively Unlimited for all modes
Note: If fired in the area any drone swarm, or other e-nimal, unit or warmount with the buzzing drone, Buzz-Dirge or similar ability used that ability, damage is increased by 25%. This was an unexpected surprise to Clan Vespa, but one that they use to great effect.

2) Laser Eyes (2) --- Almost as an afterthought, the Wasp Howler has standard eye lasers as back-up. 
Range: 2,000 ft
Damage: 2d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike

3) Vibroclaws (2) --- The arms have large, curved vibroclaws that are excellent for slashing and stabbing targets.
Range: Melee
Damage: 3d4 MD ea, on a natural roll of 19 or 20 deals double damage.

4) Abdomen - The abdomen is a modular detachable pod that can be switched out or ejected if damaged quickly. The weapons use the e-nimal's own sensors, but some have additional sensors to aid in targeting. The following are some of the currently available abdomens with others being developed or considered for production:

a) Dual Lasers - This abdomen mounts two lasers, which are retractable when not in use, mounted on turrets, allowing the Mantis to use them to attack in nearly any direction. The system uses the cyborg's own power core, but has a back up one and sensors that it can be dropped and used as a static defense.
Range: 2500 ft
Damage: 4d6 MD ea, 8d6 dual blast Rate of Fire: ECHH
Payload: Unlimited while attached. Unattached has enough power for 200 shots each barrel.
Notes: When detached and used as a static defense weapon, has +3 to attack rolls, basic visual, thermal and IR sensors with IFF to identify friendly units from foes and image recognition, plus remote target designation from the Mantis that deployed it, designating friendlies from foes without transponders. 3 attacks/melee. Enough power for 3 days of operating the sensors.

b) Dual Plasma - Similar to the laser abdomen, only with heavier plasma cannons.
Range: 1500 ft
Damage: 6d6+6 MD ea, 12d6+12 dual blast Rate of Fire: ECHH
Payload: Unlimited while attached. Unattached has enough power for 200 shots each barrel.
Notes: When detached and used as a static defense weapon, has +3 to attack rolls, basic visual, thermal and IR sensors with IFF to identify friendly units from foes and image recognition, plus remote target designation from the Mantis that deployed it, designating friendlies from foes without transponders. 3 attacks/melee. Enough power for 3 days of operating the sensors.

c) Defense Laser - This abdomen is fitted with two light, but rapid fire lasers with targeting systems to act as a defensive system. The sensors and turrets are fast enough to track missiles, grenades and large, heavy caliber weapons (tank cannons), but can't intercept railguns or most energy weapons, except plasma torpedoes and similar weapons.
Range: 2000 ft
Damage: 2d6 MD ea Rate of Fire: ECHH
Payload: Unlimited while attached. Unattached has enough power for 250 shots each laser.
Notes: The system has +5 to strike, 5 attacks/melee. Target prioritizes missiles, grenades and large caliber weapons, then any enemies that come within 250 ft of the cyborg.
When detached and used as a static defense weapon, has +3 to attack rolls, basic visual, thermal and IR sensors with IFF to identify friendly units from foes and image recognition, plus remote target designation from the Mantis that deployed it, designating friendlies from foes without transponders. 3 attacks/melee. Enough power for 3 days of operating the sensors.

d) Chemical Sprayer - This abdomen has a chemical sprayer system.
Range: 90 ft, and can be narrow-spray or area of effect, typically a 20 ft wide area for stench attacks or mists
Damage: Varies by chemical. If filled with water, each blast does 5d6 HP to vampires. 
Rate of Fire: ECHH
Payload: 30 doses of up to 2 different chemicals each (or 100 applications total).

e) Webbing Cannon ----The Howler Wasp can mount a rear mini-turret in the abdomen with a pivoting spinneret-cannon that sprays a quick-setting megadamage polymer that can form incredibly tough fibers. The fibers can also be spun into coccoon-wrappings, allowing the cyborg to construct protective fiber-walls, barriers, restraint bags, and even emergency shelters.
The webbing matrix itself is generated by a nanite-impregnated microfac in the cyborg's bulbous abdomen that renders megadamage materials, particularly plastics and composites, into a fine slurry that cures rapidly when sprayed and formed into strands or sheets. This abdomen is large, and decreases all speed by 10%.
Range: 150 ft
Damage: None. A single 1-inch strand of the synthetic spider-web can hold up to 3 tons and has 1 MDC per 10 ft length; more if braided. 
Used to coccoon-spray a target, the cannon can spray up to 50 MDC in one attack, so if the Aracha uses all six of its attacks on wrapping a single target, it can create a web shell with 300 MDC, or generate a 3,000 ft line in a single melee. 
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the bot's ready-reserve has 200 MDC worth of polymer matrix ready to go, but can generate more through consuming MDC materials (at a ratio of 2 consumed MDC to 1 MDC of produced webbing) that are reprocessed into new webbing compound.

f) Gooper----This pod is fitted with a cannon that fires an expanding ball of rapid-set quickdry megadamage epoxy ‘goop’ that can blind an enemy’s sensors, lock up limbs, plug leaks, or block internal corridors.   Each application covers about five cubic feet,. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed.
   The epoxy sets within seconds, and can be used underwater. Unlike the 
industrial strength Goo used in the Goo Gun, the Glooper uses a weaker, cheaper, bio-degradable grade of MDC cement, more like a thick lather or foam, for building temporary structures and filling corridors. The foam typically breaks down after exposure to air for 1d4 days, or faster(4d6 hours) under the effects of severe weather. If the foam structure is to be permanent, then the foam must be treated with a spray sealant that hardens the foam and stops its breakdown. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Once the two tanks are emptied, the twin bottles, which are 
sold and attached together as a pair, can be quickly exchanged for fresh ones in one melee action, like changing an e-clip. For larger jobs, a backpack tank holding additional chemicals is available.
The Goop Blaster can also be used to generate a much lighter mass of bubbles that don’t have as much overall strength as a normal ‘blob’ of the cement, but which expands to fill up more space (15 square ft per application). This mass of bubbles will only slow down augmented or power armored troops (reduce speed by 50%), but will most effectively contain/restrain anyone without a supernatural or robotic PS of 30 or better..this mode is designed to effectively neutralize ship crews by blocking corridors and sealing access without damaging the vessel’s structure. A special solvent spray can be used to dissolve the bubble mass in 2d6 melees. 
Damage: None, Gloop has 2d4 MDC (1d4 MD in ‘bubble mode’) per application, but if treated with the binder solution, hardens to 2d6 +1 MDC after curing for 1d4 hours. Gloop has a strength of 1,000 lbs per cubic foot.
After 1d4 days (depending on local conditions), reduce the MDC of the Gloop by 25% per 24 hours until you're into SDC, at which point the Gloop is so brittle it flakes away into dust.
Rate of Fire: Spray
Range: 300 ft
Payload: 30 applications.

g) Mini-Missile - This pod has 10 hatches, 5 each side just off the center line, is fitted with a mini-missile launcher, giving the cyborg a heavy ranged punch.
Range: varies by missile, typically 1 mile
Damage: varies by missile type Rate of Fire: Volleys 1-10
Payload: 20 mini missiles

h) Grenade Launcher - Similar to the mini-missile abdomen pod.
Range: 1200 ft
Damage: varies by grenade type Rate of Fire: Volleys of 1-10
Payload: 30 grenades

i) Mage-Pod - This abdomen has a series of runes that glow when active. There is also a small PPE generator and battery. The battery can store 150 PPE and can restore 5 PPE every minute, 10 on leyline, 20 at a nexus or pyramid. Spell selection will usually be based on the type of mission assigned, such as anti Swarmy/BeeGirl will usually include restraint or stunning type and cold based spells, while anti-supernatural fighting will have appropriate type combat or defensive spells.
Based on Paladin Steel’s famous ‘SpellCard’ and ‘Magebolt/Pod’ system. This system can be powered by the Squire's PPE battery and generator. The technology (magick?) has been considerably refined, through the use of higher quality natural crystals (acquired from the deep space mining operations), improved microchip manufacturing techniques, metal refining methods, and the use of such exotic materials as EctoFiber low-loss magic-conductive cabling. The Shemarrians have managed to miniaturize the system with help from Clan Vespa.
The Mage-Pod has the capacity for 4 SpellCard.
Range: Varies by spell, but spell projection boosters DOUBLE range. 
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF. 
OR...retain the original PPE costs, but increase range and damage by 20-40% (Use your discretion)...While radius of effect spells may cost an additional 5-20% more PPE for the larger area affected (again, use your discretion)
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle). 
Payload: Draws from the main PPE Battery, but can also draw upon supplementary PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE. 
Bonuses: As per spell (if any)

Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

j) Forcefield - This abdomen is fitted with a potent forcefield generator. The abdomen can be detached and run off its own battery, but is unable to regenerate any damage to the forcefield until it is reattached to the cyborg.
MDC: 400 MDC forcefield
Regenerates 10 MDC per melee. If completely depleted can not reactivate for 6 hours.
If detached, the shield can run for 4 hours and cover a 20 foot area, but can not regenerate.

k) Hive Abdomen - This abdomen contains a swarm of 100 swarm microbots, typically a mix of carrion flies, carapace beetles and fiery wings. As other swarm microbots become available they may be swapped out. The pod has the capability of recharging and conducting repairs, using the cyborg's own repair systems, but can not manufacture new microbots. Repairing the bots uses up 1 MDC to fully repair one microbot.

l) Cargo Abdomen - This pod is designed to carry cargo, can carry up to 300 lbs in a 3 ft x 3 ft x 3 ft area. Can be fitted with heating or cooling systems for temperature sensitive cargo. A person can squeeze in, but suggested to have some sort of air supply as the pod seals and any air inside will run out in minutes.

M) Psionic Disruptor - This device emits energy that disrupts psionic abilities and communications, particularly those of the Swarmy/BeeGirls, in a 50 foot radius area. The system prevents all forms of psionic communications and links, and anyone attempting to use any psionic powers within the 50 foot radius must roll to save vs psionic 17 or better to even attempt to use a psionic power, and it costs an extra attack action and 25% more ISP to use the power. BeeGirls suffer all the penalties of being cut off from their queen while in the area of effect. This device was first deployed on the Archus Mantis, and after its successful testing, is deployed on some Howler Wasps deployed against Swarmy hives to further disorient and disrupt their defenses before warriors are sent in.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. 
Typically has the standard EShemarrian e-animal programming, plus the following: 
Pilot Helicopter (for maneuvering purposes) 75% (+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the e-animal intelligence and design is such that it is limited to skill selections from Technical: Language (understanding) and Lore, Espionage (Detect Ambush, Detect Concealment), Wilderness (Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 6
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +8 in flight
Automatic In-Flight Dodge +4
Strike +4 (+2 w/ ranged weaponry) 
Roll +6 in flight
Parry +3
Bite 2d6 MD
Flying Claw Strike(2 attacks) 4d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Howler Wasp an aura and behavior more befitting a sentient being than a robot. Howler Waps are brave and fearless, and not above attacking opponents larger than themselves. They are incredibly territorial of Clan Vespa territory, and will attack any insect-like targets first.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. Points (most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Howler Wasp

"I thought Japan had giant wasps, but these are just demonic! RUN FASTER!"
-Overheard over radio communications from a mercenary team attempting to infiltrate a Vesparii Technologies controlled facility.


You've managed to encompass both the casual annoyance and terror of the backyard with these overgrown Yellowjackets. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Howler Wasp

"I thought Japan had giant wasps, but these are just demonic! RUN FASTER!"
-Overheard over radio communications from a mercenary team attempting to infiltrate a Vesparii Technologies controlled facility.


You've managed to encompass both the casual annoyance and terror of the backyard with these overgrown Yellowjackets. :twisted:


No one likes wasps.. And supposedly Japan has some pretty nasty ones.. And bees that cook wasps alive (big ball of bees surrounding the wasp and COOK IT!!!).
What's scarier than wasps.. GIANT wolf sized wasps! That SCREAM death at you.
User avatar
DhAkael
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Sit-rep?
The team had to advance to the rear DOUBLE-TIME due to going against not 4, not 6 but...well
2 Monstrex-mounted warriors
4 Infantry warriors
8 Berserkers
PLUS a Hunter-Slayer (Splicers for raw stats), 4 'harvesters' (Chuck waltons' Legion book) & two Sentinel towers (splicers main).
Oh, did we mention they were Blacksteel infested?
...
and that the Rail-lances had grinder rounds?
Yeah.

Tactical advance to the rear indeed.
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
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Slitherite Robo-Gestalt Armor(Sapphire Cobras)
(aka ‘Vlurmsuit’)

The ex-hostage, or so she had hoped, looked in shock at her rescuer, the shadowed woman who had just broken into this demons’ lair, killed her captors, and freed her from sacrificial preparations, breaking her free of the rack she had been shackled to. But what her rescuer now asked her to do made her doubt whether she was going to survive this ordeal after all.
“Now, come on; we have to cross back out of the coven house.” Her new companion hissed, almost literally it seemed. Now that she could see her better, the young ex-prisoner thought her would-be rescuer seemed to have something...snakelike...about her. A worry that she had been rescued from demons only to fall into the clutches of snake-monsters began to form.
“I...I can’t go out there! I’ll get killed!” She gestured at her state of undress; her monstrous captors hadn’t left her anything to even protect her modesty. It certainly wouldn’t protect her from being noticed in a corrupted temple swarming with demonites and their deranged sycophantic allies.
“Right...you soft-skins lack integral armor. That just won’t do.”
The newcomer really did hiss this time. There was sudden movement all around the two as the shadows seemed to bend and slither. The previous fear of snake monsters now seemed all too real as a mass of squirming tendrils reared up out of the darkness and pounced on her.
“EEEKKK!!!” The ex-hostage screamed as she was suddenly enveloped in a tangle of slithering leathery bands that contracted around her into a squirming ball, the muffled cries cut off.
The ball bulged and shifted, the delineation between separate animals becoming less distinct, like bands of wet clay merging. Then the ball stood up on two quivering legs that hardened and grew steadier. Two muscular arms erupted, growing steel-shod fingers that in turn extended jagged claws. Pectorals bulged in a broad, muscular chest. Several more snake forms intertwined, rose above now hulking shoulders, and formed a skull-like head complete with very sharp fangs.
“Now you’re armored.” The snake-woman smiled at the large masculine demonoid standing next to her. “Come on, let’s get out or here.”
There was a quiver and a low keening wail from behind the fangs of the demonoid.
The snake-woman sighed. “Okay, this could be going a LOT better. Very well.” She hissed again, the wailing cut off and the demonoid jerked into motion, the humanoid moving at first as if it were trying to find its own bones, then moving with steadier, silky movements after its smaller mistress as they exited the chamber.

Slitherites are a new e-animal body armor concept, similar to Carapace Beetles, Kantaran Phalanxes, Phalangite Crabs, and Aviar/Aviarmor, but using the CyberCyper Cybersnake. The Sapphire Cobras who developed this armor may have been inspired by either the monstrous WormWraiths(for which the Slitherite Gestalt is sometimes mistaken) or suits of mystic tendril armor they have encountered elsewhere in the megaverse. Observations of the EcoS-K-94 Burblewrack’s morphable ‘black-skin’ may have also played an inspirational role in the development of the Slitherite.
Slitherite armor consists of several dozen(20-60) specially modified Cybersnakes that can envelope a humanoid and cocoon them in a flexible exoframe that acts like a linear-truss ‘super muscle’ suit, padding the wearer from damage, and amplifying the strength of their movements. The Slitherite armor absorbs shocks and impacts, but unless wrapped around a megadamage being like a Shemarrian, its melee strike strength and speed have to be moderated so as not to inadvertently maim its wearer by tearing arms and legs out sockets with sudden movements or megadamage kinetic shocks. When worn by ‘soft skins’ like SDC beings, the Slitherite Gestalt will attempt to use whip-strike motions taking advantage of its flexible components, rather than putting its combined weight behind punches and kicks, as, in such cases, it lacks an internal skeleton able to stand the shock of full strength strikes.
While each Slitherite component carries its own personal armaments, most of these tend to be rendered inoperable/inaccessible when in ‘armor’ mode, though a few such weapons may be able to be used depending on the armor’s configuration(tail blades or mouth fangs, for instance, can appear as finger weapons or tentacle appendage weaponry). If the wearer is untrained for combat, or incapacitated and unable to fight(or make decisions) the linked robotic intelligences of the Slitherite Gestalt can take over and move for the wearer.
Furthermore, using nanite ’smart-matter’, the merged cybersnakes can manipulate their outer skinning like self-molding clay and assume the outward appearance of a variety of humanoids. This allows the Gestalt to pass itself as a number of other monsters, going unnoticed until it can sneak close up to attack, or slip away unchallenged.
The concept of the Slitherite armor mode has since spawned a number of more specialized component-snakes to address specific issues the Sapphire Cobras discovered when deploying the Slitherites operationally. In general, Slitherites will be deployed in numbers with at least 50% more than are necessary to cover an intended wearer, with the extra component-serpents acting as mobile reserves, replacement parts, or forming extra appendages such as tails or tentacles.
Slitherite Gestalts CAN be Awakened, and they can form quite intelligent collective organisms with the aura of true life and enhanced psionic abilities. Though individual components may be expendable, the Gestalt quickly incorporates new components into the shared intelligence. Experienced Awakened Gestalts can become proper Oreseme in their own right, and are accorded Tribe member rights.
Slitherite Gestalts are used by Sapphire Cobra priestesses and Yurei, and sometimes issued to faithful followers. The Skyeklad also have a few, as they are a splinter tribe of the Cobras. The Sand Blades have also considered acquiring some, though with a rattlesnake theme to match their desert environments.

Safe within the walls of the Sapphire Cobra sanctuary, the Cobra Yurei turned to her silent hulking companion.
“You can come out now” she whistled.
The demonoid momentarily took on the look of a humanoid made of multiple bicycle inner tubes before breaking apart into dozens of serpentine forms that scattered across the room, slithering into shadows or down holes in the walls and floor. In their place, the young human woman swayed knock-kneed, sweat-sheened and wild-eyed, as she tried to reorient with reality.

~Trapped inside the snug coils of the mass of serpents, half-choked by one that had forced its way into her mouth, seeing ghostly images projected with great clarity onto the insides of her eyelids, feeling herself moved like a marionette, she had been an unwillingly conscious witness to their escape. The snake woman had practically slithered through the dark halls, the snake pile demonoid following almost as silently behind, until inevitably they’d been discovered. The disguise wrapped around her had caused the other monsters momentary confusion, which the snakeskin had capitalized on, striking out with cobra speed, clawed hands taking half a demon’s head off in one swipe. Another arm stretching out impossibly far and coiling around the neck of another cultist and squeezing her head off. A confusingly fast period of madness had followed as the snake woman and her captive companion had TORN their way out, fangs and claws, and explosions, all running together such that now she couldn’t remember them in any sequence. Vague recollections of dangling over open deep shafts, yawning abysses, jumping or falling in a river, floating, climbing over rocks, sliding through dark woods, until finding herself here, in the middle of a brightly lit room. With the snake woman.
Though she ached all over, she had enough presence of mind to wonder why she hadn’t dislocated any limbs...and why she was alive at all. She wanted to scream again, to run from the crazy snake woman now approaching her, to go blissfully mad, but she lacked the strength, barely standing on rubbery legs.
Thus she could only manage a shiver as the snake-woman caught her up in an embrace(a WARM embrace, some part of her addled brain noted) and patted her gently on the back.~
“There, there, you’re safe now. The Sapphire Cobra protects.”

Type: EcoS-KaSSc-03ges Slitherite
Class: Unmanned Semiautonomous Utility Drone/Mini-Bot, Robotic gestalt
Crew: None; semiautonomous robot.
Later models will have a micro-Ecotroz Essence fused to them.
MDC/Armor By Location:
(Cyper Component)
Main Body 40
Height: 6 inches
In Armor-Gestalt Mode, it adds 1-3 ft to the wearer’s height.
Width: 6 inches
In Armor-Gestalt Mode, it adds 6 inches-3 ft to the wearer’s width.
Length: 10 ft
In Armor-Gestalt Mode, it adds 1-3 ft to the wearer’s length/depth.
Weight: 6 lbs
In Armor-Gestalt Mode, it can weigh 120-360 lbs, in addition to the wearer’s weight.
Physical Strength: (Cyper Component) Each individual component-slitherite has an effective body P.S. of 12 for constriction purposes.
(Armor-Gestalt mode) Combined strength is equivalent to Robotic P.S. of 27. If the wearer possesses Superhuman, Robotic, or Supernatural P.S., this can be added.
Cargo: None
Powerplant: Nuclear microcell w/ 3 year energy life, though many supplement their core power by regularly sucking on electrical sockets or rest in specially equipped dens. Attached to a Shemarrian, they can live off induction currents.
Speed: (Crawl)Can crawl along at Spd 10
In Armor-Gestalt Mode, it increases the wearer’s Speed by 10% due to the longer stride and ‘spring’ action, without discomfort, or 20% up to the wearer’s P.E. endurance limit, before the action of running becomes painful.
(Climbing) Can climb at a skill equal to 75%
In Armor-Gestalt Mode, it adds +10% to the wearer’s climbing skill(if any).
(Jumping)--The cybersnake can coil a part of its body and literally spring up in a jump; 6 ft up/across.
Armor-Gestalt Mode, it can spring up to 10 ft up/across, or make easy falls of 18 ft down.
(Swim) Can serpentine along at Spd 12
In Armor-Gestalt Mode, it can float, but adds no bonuses to swimming speed.
Features of Note:
*Basic Robot Audio/Optics w/ Low-Lite, Thermo-Imaging, Infrared, and Passive Nightvision

*Bionic Cybernanite Repair Systems--- All Slitherite ‘bots have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 2d6 MD per hour, and can repair 20 MDC before needing material stocks to convert to MD repair material.

*Self-Destruct---Some Slitheritess are fitted with micro-SD devices that rapidly decompose the robot into a pile of dust and melted goo if captured/destroyed.

*Protective Armor Mode---In armor mode, Slitherite ‘bots cover a host(typically about 20-60 are needed to completely cover a Shemarrian or NeShemar; usually 10-12 main body, 5 each arm, 8 each leg and 3 around the head), link special velcro-like scales, and form a leathery suit of armor. The armor has the following properties:
- 400-480 MDC main body, 200 MDC each arm, 320 MDC each leg, and 120 MDC head.
-Heating & Cooling---The component ‘snakes can circulate their internal hydraulic fluids to act as cooling or heating for the wearer(note, however, that this does not provide for respiratory needs. See Variants)
-Blur Camouflage---The scaly skin breaks up light and make it harder for visual lock-on the wearer; the faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike. Laser targeting is also ineffective in locking on to the wearer, even when standing still.
- Kinetic Baffling---Blunt force melee combat strikes such as punches, kicks, hammer strikes, falls, and concussive explosions do HALF damage.
- Acoustic Stealth---With the cushioning properties of the rubbery pseudo-flesh muffling sound and the lack of cumbersome mechanical actuators , the wearer gets a +10% to Prowl.
-Sensory Bonuses---The multiple eyes and combined senses of the gestalt armor give the wearer a much reduced chance of being surprised; +1 to initiative, +1 to dodge, +2 to Perception rolls, and cannot be surprised from behind.
-Regeneration Supercharger---Slitherites can borrow their host’s regeneration systems to repair themselves. They can also return the favor, supercharging the host’s self-repair capabilities, effectively increasing the repair rate by 50% and increasing the available reserve MDC by 8 MD per Slitherite in the covering.
-Disguise Mode---The outer layers of faux snakeskin can meld and morph to hide the distinctions between intertwined animals. It can also assume the appearance of other creatures, mainly humanoids, such as d-bees, full conversion cyborgs, brodkil, minor demons/dyvals, and the like. However, the appearance is akin to a rubber prosthetic overlay and will not pass an up-close detailed inspection. The Slitherite Gestalt can use a preprogrammed template(typically six can be stored in memory) or it can accept a template download from a Shemarrian or other AI with the Disguise skill(use the other’s Disguise skill).
-Extra Appendages(Armor-Gestalt mode) ---If the Gestalt has components to spare, they can form extra appendages; typically 3-8 can form an extra limb such as a tentacle or tail. Even if they take on the appearance of a jointed limb, they move and behave as tentacles with a Robotic P.S. of 25. Each additional limb created in this manner adds +1 APM to the Gestalt.

-Extra Armor---It IS possible to add additional armor in the form of extra layers of ‘snakes, beyond the maximum ‘smooth’ ratings listed, but for every additional 120 MDC (that’s 3 Slitherite Components) added to a location, impose a -1 to Strike/Dodge/Parry/Roll, as the extra girth gets in the way of movement(sometimes called the ‘Michelin Man Effect’ for some reason by Wayfinders). 



Weapons Systems: None standard, and their size limits what the robots can carry. Each component Slitherite has two slots in its head that can be fitted with the following:
a) Vibroblade Fang
Range: Melee
Damage: 1d4 MD
Rate of Fire: ECHH

b) Drug Injector
Range: Melee
Damage: 1d4 SDC, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses

c) Drug Injector/Vibro-Stilleto---A hollow-bodied vibroblade for penetrating light armor and tough skin
Range: Melee
Damage: 1 MD, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses

d) Buzzsaw ---The mouth can extend this powerful mini-grinding disc/buzzsaw that can rip through materials. It can also be sacrificed as a one-shot projectile.
Range: Melee. As a projectile, can reach up to 200 ft
Damage: 2d6 MD swipe/projectile throw, 5d6 MD full melee cut

e) Laser Torch---Copied from the cybernetic laser finger option. Powered by the ‘snake’s own powercell for unlimited shots.
Range: 50 ft
Damage: 1d6 or 3d6 SDC
Rate of Fire: ECHH
Payload: Effectively unlimited

f) Short Range Pulse Laser--- Mouth laser blaster. Powered by the ‘snake’s own powercell for unlimited shots.
Range: 300 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

g) Microchip Tagger---This allows the cybersnake to bite a target and implant a small microchip. Sometimes used to mark and locate its assigned wearer.
The microchip can be a tracer, biomonitor, surveillance device(or combination of all). Can carry up to 20 microchips ready to use in each slot.

h) Chemical Sprayer---Can ‘spit’ a fine mist or stream of chemical compounds.
Range: 60 ft, point targeting or 5 ft area
Damage: Varies by chemical type
Rate of Fire: ECHH
Payload: 15 shot reservoir

i) Camera---Still photography optics with 50-shot high-res digital chip memory.

j) Tazer Bite---Save at 16 or better or be -6 to strike, parry, dodge, and roll, HALF speed and APMs, for 1d4+1 melee rounds, +1d4 if the ‘snake was able to bite soft tissues(like the neck, lips, back of the knee or inside of the elbow).

k)Micro-Grenade---One shot launcher; range of 100 ft and does 2d4 MD to a 10 ft area-

Bonuses:
Hand to Hand Combat:(* from combat programming)
Actions/Attacks per Melee: 2(*5 from combat programming)(+1 if ‘Awakened’ with an Ecotroz fragment)
In semiautonomous ‘Armor’-mode, the gestalt gets 3 APMs normally, or 6 with combat programming(+1 if ‘Awakened’ with an Ecotroz fragment)
Initiative: +1* (+1 if ‘Awakened’ with an Ecotroz fragment)
Strike: +2* (+1 if ‘Awakened’ with an Ecotroz fragment)(+4 in Armor-Gestalt mode)
Parry: +2* (+4 in Armor-Gestalt mode)
Dodge: +2* (+2 if ‘Awakened’ with an Ecotroz fragment)
Roll:+2* (+1 if ‘Awakened’ with an Ecotroz fragment)
Pull:+2* (+3 in Armor-Gestalt mode)
Entangle: +3(+6 in Armor-Gestalt mode)
Damage:
(Cyper Component)
Head Punch 1d6 SDC
Tail Slap 1d4 SDC
Choke Hold 2d4 SDC

(Armor-Gestalt mode)
If worn by an EShemar or other being:
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 1d6 MD
Also add in any damage bonuses for Superhuman, Robotic, or Supernatural P.S.

If worn by an SDC being:
Restrained Punch 3d6 SDC
Full Strength Punch 1d4 MD
Power Punch(2 attacks) 1d6 MD
Kick 1d4 MD

Whip Appendage Attack 1d4+1 MD

Programming:
Navigation 80%
Climbing 75%
Spelunking 80%
Prowl 85%
Swimming 85%

Ecotroz-Awakened Cypers also get the following:
Tracking 70%
Blend 60%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Slitherite intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment, Disguise, Camouflage), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)

Options:

*Nano-Jacks---Added as an option when it became evident that wrapping somebody up in all-covering bands of robot snake didn’t do a thing for their ability to see and sense; early ‘Armor’-mode wearers complained about sensory deprivation issues unless they dared to open up space between the ‘snakes around their heads enough to make vision slits to see out. And not all neShemar wearers have headjacks, so provision has been made for specialized mouth nanotendrils that can extend and link to a wearer’s optical nerves, and feed data HUD-style to them. The process of connection is rather jarring and not for the squeamish(who wants a snake licking their eyeball?) and takes 1d4 melees to establish comfortably.

*Molecular Pads---Allow the cybersnake to climb just about ANY surface without problem.

*Disguise---The Cyper can be disguised with a false skin covering and sculpted features to resemble a real snake.

*Chameoline Skin---Takes the disguise skin a step farther and allows the ‘snake to assume just about any skin pattern/coloration. Great for disguises and camouflage(+10% to such skills if possessed).

*Thermal Sensors----3,000 ft range.

*Tail Computer Jack---Allows the ‘snake to jack into computer ports.

*Tail Vibroblade--- 1d8 MD. This feature typically appears in ‘Armor’-mode as a fingertip blade(a five-fingered claw strike thus doing 5d8 MD on a swipe)

*Tail Stinger---Identical to the Bionic version. +1 to strike, +2 to Parry, +1 to Dodge, and 4d6 MD for an energized ‘sting’.

*HoopSnake Conversion---This substantially modifies the Cyper to be able to stiffen its body into a hoop shape, and roll like a wheel, at a speed of 25.

*Constrictor---Adds more myomer fibers and actuators to give the cybersnake the ability to SQUEEZE an entangled target. Equivalent Robotic P.S. of 28 for damage purposes; does 2d6 MD per melee of constriction . If added to ALL the component-snakes in a Gestalt, raises effective combined P.S. to Robotic 30

*Extensor---This adds extension sections that allow the cybersnake to stretch as much as an additional 6 ft. In ‘Armor’-mode this allows for ‘rubber-limb’ extension strikes.

*Exploding Body Segments---The Cybersnake can be fitted with a false tail consisting of detachable explosive segments. The ‘snake can be fitted with up to 12 light explosive charges or 5 heavy explosive charges; light charges do 2d4 MD to a 10 ft area, heavy charges do 2d6 MD to a 20 ft area(or 6d6 MD to a 12 ft area for demolition charges). Can be laid as delayed-action/remote detonation mines, or can whip-thrown by tail action up to 40 ft away. In ‘Armor’-mode this can be used to produce small hand grenades or arm whip appendages that can snap-toss explosive charges.

Ecotroz-Inhabited Cypers:

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Cyper an aura and behavior more befitting an animal than a robot; the Cyper may complain non-verbally when overworked, scream when damaged, and react to intruders or strangers appropriately. The Cyper entity is not terribly intelligent, but is instinctive and cunning, with an intelligence fairly high for a snake(roughly equivalent to an IQ of 3, though some of the Sapphire Cobra variants used by priestesses and Yurei can have an intelligence of 5 or 6).
The Cyper has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense
*Sense Magic
*See Aura

(Gestalt-mode)
*Alter Aura
* Mind Block(protects the wearer)

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
(Note that Slitherite Gestalts can keep moving with as much as 50% of their number ‘asleep’ at any one time)
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience)

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


Variants:
Operational deployment of the Slitherite Gestalts, especially with neShemar wearers, soon showed the need for certain features not covered by the standard Slitherite component. To address these shortcomings, the Sapphire Cobras have developed some specialized ‘snakes:

*EcoS-KaSSc-03gesA---(aka ‘Airsnake’, ‘Snorkel-Snake’) Although the Armor-configuration Slitherite Gestalt could be twined together tight enough to become airtight/watertight, unless the wearer had their own oxygen supply, they could quickly asphyxiate in prolonged combat/wearing situations. To remedy this situation, the Sapphire Cobras developed the EcoS-KaSSc-03gesA component, which forgoes weaponry in favor of a oxygen filtration and storage system running the length of the cybersnake’s body. The ‘Airsnake’ breathes through its tail, and releases clean air through an extendable IROU-style respirator in its mouth(thus leading to various ribald comments about users ‘getting deep tongue’ or ‘breathing snake gut air’). The ‘snake also has oxygen-storage capacity equal to a bionic Oxygen Storage Cell, with enough capacity for 2 hours self-contained breathing.
-03gesAs are often part of dedicated ‘suit’ Slitherite complements to provide life support for organic wearers.
Despite the (to some) creepy operation of the breather, the Airsnake has proven quite useful for the Sapphire Cobras’ organic followers.

*EcoS-KaSSc-03gesD---(aka ‘NurseSnake’) Snakes are often associated with healing, and the Sapphire Cobras thought to capitalize on those beliefs with this variant cybersnake. It features a drug dispenser system with enough space for up 50 shots of 5 different drugs/chemicals, has a bio-monitor system, and can act as a tourniquet. It has a diagnostic First Aid skill of 90%.
-03gesDs are often part of dedicated ‘suit’ Slitherite complements to provide medical support to wearers(or drug augmentation).
-03gesDs are also often used as part of Sapphire Cobra ‘healing’ sessions, being handed out to inoculate or diagnose attendees of ‘Cobra ceremonies.
Last edited by taalismn on Tue Jul 02, 2019 10:09 pm, edited 1 time in total.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Slitherite Robo-Gestalt Armor(Sapphire Cobras)
(aka ‘Vlurmsuit’)


Nice!

Possible additional options..
Lost Eclipse Boresnakes.. a few mixed in can add some nice armour shredding to a melee strike.. or on tentacles.

Modified Cobra hoods that instead of carrying additional chemicals, are actually concealed blades, and when in armour mode, these hoods stick up as double rows of blades, adds to melee damage, particularly while grappling or using an extending limb to choke/strangle something, or as a bladed whip to strike multiple targets around it.

Maybe a modification that allows those with the Exploding Body Segments to shoot them a greater distance than throwing them as a hand grenade.. not as good as a dedicated grenade launcher, but greater than throwing.

I don't see mention of if more snakes are used for additional armour (MDC), just extra appendages.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Possible additional options..
Lost Eclipse Boresnakes.. a few mixed in can add some nice armour shredding to a melee strike.. or on tentacles.

Modified Cobra hoods that instead of carrying additional chemicals, are actually concealed blades, and when in armour mode, these hoods stick up as double rows of blades, adds to melee damage, particularly while grappling or using an extending limb to choke/strangle something, or as a bladed whip to strike multiple targets around it.

Maybe a modification that allows those with the Exploding Body Segments to shoot them a greater distance than throwing them as a hand grenade.. not as good as a dedicated grenade launcher, but greater than throwing.

I don't see mention of if more snakes are used for additional armour (MDC), just extra appendages.



I'd considered adding Boresnakes, but wanted to get the basic concept out.
I wanted to avoid adding obvious guns, and instead use artificial muscle tension or whiplash effects to toss the grenades.

As for he snakes as additional armor? D'oh! My bad!
Wait...I did think about it, but thought that if one added too many 'snakes, it might encumber movement....you'd end up like the Michelin Man, too over-layered to move smoothly.

I suppose I should update it to have penalties for layering on extra snake-armor beyond that amount already listed.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[
Possible additional options..
Lost Eclipse Boresnakes.. a few mixed in can add some nice armour shredding to a melee strike.. or on tentacles.

Modified Cobra hoods that instead of carrying additional chemicals, are actually concealed blades, and when in armour mode, these hoods stick up as double rows of blades, adds to melee damage, particularly while grappling or using an extending limb to choke/strangle something, or as a bladed whip to strike multiple targets around it.

Maybe a modification that allows those with the Exploding Body Segments to shoot them a greater distance than throwing them as a hand grenade.. not as good as a dedicated grenade launcher, but greater than throwing.

I don't see mention of if more snakes are used for additional armour (MDC), just extra appendages.



I'd considered adding Boresnakes, but wanted to get the basic concept out.
I wanted to avoid adding obvious guns, and instead use artificial muscle tension or whiplash effects to toss the grenades.

As for he snakes as additional armor? D'oh! My bad!
Wait...I did think about it, but thought that if one added too many 'snakes, it might encumber movement....you'd end up like the Michelin Man, too over-layered to move smoothly.

I suppose I should update it to have penalties for layering on extra snake-armor beyond that amount already listed.


I was thinking the same thing about too many would get a Michelin Man effect :lol: but sometimes you want a little extra squish between you and the big bad.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

-Okay, I added a bit about adding extra armor/snakes to the Slitherite. Hope it helps.

I'm also leaving open the door to upgrading the Slitherite with 'patches' by adding additional specialized Components. :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
Adventurer
Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Shemarrian-related fan creations

Unread post by 89er »

Hello to all, I have been away but observing and bring you the potential escalation of the BlackSteel, with your blessings.

Blacksteel was only the beginning, its origins of an elemental evil imbued into a metal that corrupted all that it touched. Some would see this as just another example of the Megaverse spitting up another threat to life, but others more In tune with the elements knew this was only a harbinger of future danger. A small task force of Techno wizards, warlocks, and assorted others investigated this ElEv (Elemental Evil) and others like it. Their studies took them to the trenches of the very Elemental planes where elemental were being sacrificed to keep a dying dimension alive. Amidst the violence, sings of Blacksteel was present but there with other ElEvs that stalked the battlefields. Pools of organic matter that moved like dancing oil, radioactive Techno wizardry constructs that drained life, and breezes that slipped between ears bringing madness. These other forces seem to have a connection with the Blacksteel entity as those ElEvs also hail from the astral void, just a different jurisdiction.
With the Minion war across the Megaverse, it is possible that the other entities have made their way to Rifts Earth and are slowing spreading their influence. Below is a brief, but not finalized summary of the missing three in this quartet of elemental evil.

Water ElEv: DreadFluid, DreadSlick, CruelFluid, CruelSlick, or DireWash
Dark colored liquid of various viscosity that mutates and binds organic tissue into new amphibious creatures. Infects best with mortal creatures and physical supernatural ones. Makes new organism a great swimmer, capable of dimming lights.
Inspiration: Leviathan (1989), SOMA’s Structure gel, and body horror support beam The Thing (1982).

Fire ElEv: VileBurn or RuinBurn
Similar to Blacksteel in that it infects the inanimate, only the transmission is via energy transfer including powerpacks, reactors and other sources. It also infects arcane constructs and TW machines, draining heat, electricity, life and any other sources of sufficient power, leaving enough that turns victims into charred thralls. Often irradiates areas with radioactive and eldritch fallout.

Air ElEv: NoxAir orWoeAir
Most subtle of the three, this entity attacks minds to dissolve restraints and cause havoc. As fickle at the breeze, little is recorded of this force due to lack of records and evidence.
Gird yourselves readers, the future is going to be weird and destructive.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:Hello to all, I have been away but observing and bring you the potential escalation of the BlackSteel, with your blessings.

Blacksteel was only the beginning,
Air ElEv: NoxAir orWoeAir
Most subtle of the three, this entity attacks minds to dissolve restraints and cause havoc. As fickle at the breeze, little is recorded of this force due to lack of records and evidence.
Gird yourselves readers, the future is going to be weird and destructive.



OOoooowwwwwwwwwwwww.........

I can see 'Clouds of Madness' and 'Ill Winds' in that last.

You get the :twisted: :twisted: :twisted: Evil Award :twisted: :twisted: :twisted:for the week, 89er. Whatta way to roar back!


All I'm working on at present for opposition forces is organics corrupted by Black Steel, including some Mechanoids infected by BlackSteel illusions.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
89er wrote:Hello to all, I have been away but observing and bring you the potential escalation of the BlackSteel, with your blessings.

Blacksteel was only the beginning,
Air ElEv: NoxAir orWoeAir
Most subtle of the three, this entity attacks minds to dissolve restraints and cause havoc. As fickle at the breeze, little is recorded of this force due to lack of records and evidence.
Gird yourselves readers, the future is going to be weird and destructive.



OOoooowwwwwwwwwwwww.........

I can see 'Clouds of Madness' and 'Ill Winds' in that last.

You get the :twisted: :twisted: :twisted: Evil Award :twisted: :twisted: :twisted:for the week, 89er. Whatta way to roar back!


All I'm working on at present for opposition forces is organics corrupted by Black Steel, including some Mechanoids infected by BlackSteel illusions.


More ideas to add to the WIP board..
I've got one Elite that's kind of sitting around haven't worked on in awhile (Shemarrian version of a t-man. just to throw in some huh????!? from atlantis), I have a warmount to finish (what number are we up to in warmounts now?)
Another elite/wargoddess/chieftess design for the Horrorwoods...
Another Clan Vespa microbot...

A few Blacksteel variants of some early EShemarrian warmounts.. and maybe also some Orbital BlackSteel infested thanks to DhAkael's suggestion..
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:I've got one Elite that's kind of sitting around haven't worked on in awhile (Shemarrian version of a t-man. just to throw in some huh????!? from atlantis), I have a warmount to finish (what number are we up to in warmounts now?)

-153 is the next available number. :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
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian Anemone
(aka ‘Star Flowers’, ‘Zen-Sats’)

“There are spirits in the deep between the stars, beautiful goddesses who sing to the darkness and the faint fires in the night, flowers that bloom only under the attenuated light of a trillion distant suns.”

Shemarrian Anemones are hard to classify; they are mobile deep-space communications arrays, navigational beacons, and sensor platforms ‘inhabited’ by a self-aware AI or a hybrid cyborg-AU gestalt.
Anemones are essential to maintaining the lines of communication across the vast wide-strewn expanses of the Shemarrian Star Nation. In emergencies they also serve as life stations, offering temporary refuge to shipwrecked travelers. The secret network of commstations allows the far-flung outposts of the Shemarrian Star Nation to remain in touch with each other.
Shemarrian Anemones resemble the flowers they are named for, in having a flower -like configuration...only the size of a large radio telescope installation. Like flowers, they can fold their many vanes into a more compact and stealthier shape when they must move undetected.
Shemar Anemones are ‘aware’; their directing intelligences are fully sapient and sentient. The central intelligence often physically manifests as a large female figure wrapped in fronds of circuitry or a priestess sitting in contemplative pose in a central hall or annex chamber in the Anemone’s hull. They tend to be quiet, meditative, contemplative, serene, and incredibly patient in their attitudes, given that they may spend years, even decades, between having actual visitors to their stations. While some Anemone AIs are ‘born’ for the purpose, others are merged gestalts of EShemar Mystics, Warchieftains, or NeShemar who are ‘retiring’ from more active service in favor of the slower-paced and reclusive existence of station-keeper.
Despite their apparent solitude, however, Anemones are NOT alone...the EShemar are fully aware of the hazards of solitude. Many Anemones are actually parts of small mutual service ‘clusters’; an Anemone may have one or more nearby(relatively speaking) Male Preservers manning mining establishments on icy bodies, who regularly send supplies(consumables such as ice, Helium-3, repair materials) to their assigned Anemone. These other station-keepers also maintain backup arrays and reserves of defensive drones to come to an Anemone’s aide, and hopefully hold off an enemy until heavier reinforcements can arrive on the scene. Others may have dedicated ‘brainship’ warships laying cloaked in nearby orbits
Shemarrian Anemones are not designed for combat, and have only point defense systems and retinues of drones for ranged defense. If discovered, an Anemone will attempt to cloak and escape, rather than be drawn into a confrontation.

Type: EShemar-AGMCI-01 Anemone
Class: Deep Space Communications/Sensor Platform, Mobile
Crew: AI or AI-Cyborg gestalt
Most Anemones have provision for housing up to 100 visitors in emergencies.
MDC/Armor by Location:
Main Body 120,000
Bridge 12,000
Sensory Arrays (12) 6,000 each
Communication Lasers(6) 300 each
Point Defense Nodes(18) each
Variable Forcefield 10,000 per side ( 60,000 total)
Height: 750 ft
Width: 3,200 ft ; can retract to 400 ft
Length: 3,200 ft ; can retract to 400 ft
Weight: 230,000 tons
Cargo: 800 tons, mainly spare parts and emergency supplies. The AI/cyborg herself needs little in the way of life support.
Powerplant: Matter/Anti-Matter with an estimated energy life of 100 years
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric. Rarely visits a planet
(Sublight) Mach 5
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.5% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Standard Starship Systems, plus:
*Dual Minds---Like a dolphin’s ‘swim while asleep’ capability, Anemones have a compartmentalized brain-intelligence that allows them to continue operating at full capacity even as the invested Ecotroz essence goes ‘asleep’. Some aspect of the Anemone persona is ALWAYS awake, aware, and on duty around the clock.

* FTL Radio----Anemones are built around massive and powerful long range FTL radio arrays. Effective range of the signal is 50,000 light years, and signal propagation is estimated at 200 light years an hour(in comparison, standard commercial starship FTL radio sets can attain signal speeds of 20-30 ly/hr, military sets 45-50, and large static arrays 80-120).

*Quantum Entanglement---Quantum entanglement communications are the current thing in long range communications; using ‘spooky action at a distance’, QE systems use bonded/entangled particle pairs that mirror each others’ actions instantaneously regardless of the distance between the particles. This allows instant FTL communications across galactic distances. The problem is, quantum pairs are difficult to produce, and communications can only take place between the pair; they cannot communicate with other pairs.
The Anemone can generate quantum-entangled particle pairs, allowing the ship/stations to gift visiting starships, or to remain in communication with a ship by giving them one particle while retaining the other.

*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-80% to detect while stationary, -40% when moving)

*Sensor Jamming---Active sensor jamming can be employed at shorter ranges to jam and confuse enemy sensors, as well as interfere with communications. The downside is that the amount of interference pumped out will alert EW-savvy opponents of the presence of a jamming platform. Effective Range: 2,000 miles. -8 to target the ship with active sensors

*Long Range Sensors---Extreme range of 9 million miles.

*Long Range Astrometric Sensors---These sensors are the equivalent of a military early warning array(something that has military authorities quite vexed) though they’re somewhat slower at detecting small targets like military craft(takes three times as long) due to their being calibrated for stellar phenomena. However, the arrays can still pick up the FTL fingerprint of starships traveling up to 36 light years away, and can detect the gravity wells of planets and planetoids(of down to Plutonian size) up to 40 light years away within minutes of scanning(rather than days of observation). Can also measure solar flux from as far away as 15 light years away.
Other sensors in this group include radio astronomy, gravimetric charting, quantum particle detectors, and space/time flux registers. Additional instruments may be ‘plugged in’ as needed/developed.

*Long Range Jamming---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 600 mile radius in atmosphere, 60,000 mile radius in space.

*Ghost Projection----The Anemone can also manage to create sensor ‘ghosts’ that register as solid targets some distance from itself. Effective range of 10,000 miles and up to 8 separate sensor ghosts can be generated. This is in addition to any deployed technological decoys, such as spoof-sats or missile-borne ‘noise-makers’.


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

Magic Systems:
*PPE Generators---6 PPE Generators and each regenerates at 50 PPE per hour(300 PPE per hour total). Each also has an adjacent PPE Battery Bank, that can hold up to 500 PPE each(3,000 PPE total,)

*Impervious to Energy(160 PPE, 10 minutes)

*Cloak of Darkness:(96 PPE, 10 minutes)

*Invisibility: Superior(160 PPE, 6 minutes)

*Star Light(120 PPE per activation, duration of 20 minutes per activation). Causes the starship to glow brightly in a 6,000 ft diameter sphere, making it impossible for anyone to get a hard optical lock on the spacecraft or parts of it. Similarly, radar and other sensors cannot able to make out anything inside the area of the sphere(only the sphere itself). Vampires, most undead, and other creatures vulnerable to sunlight will take 2d6x10 points of damage if exposed directly to the light and face a Horror Factor of 19 even if not.

*Create Nebula(500 PPE, lasts 10 hours, 20 mile range, covers a 50 mile wide area)

*Space Dust(150 PPE per activation, duration of 10 hours per activation, 500 mile range---500,000 mile Kitsune range, and 100 mile radius)

*Solar Flare(250 PPE per activation, duration of 1d6 hours +5 hours per activation, 1,200 mile range---120,000 mile Kitsune range )

*Summon Meteor Shower(150 PPE per activation, duration of 10 minutes per activation, 3 mile range---300 mile Kitsune range)

*Summon Ion Storm--Can generate up to a Level/Magnitude 5 ion storm (150-250 PPE per activation, duration of 1d6x10 minutes per activation, 10 mile range---10,000 mile Kitsune range)

*Nexus Space Warp(380 PPE)


Skills/Programming:
All standard Shemarrian skill programs, plus:
Singing(+10%)
FTL Radio 98%
Laser Communications 98%
Cryptography 98%
Optics Systems 98%
Physics 98%
Mathematics: Advanced 99%
Navigation: Interstellar 98%
Robot Mechanics 85%*
Nanotechnology 85%*
Recycle 85%*
Mechanical Engineer 85%*
Chemistry 85%*
Artificial Intelligence 80%*

(*plus any I.Q. bonuses)

Actions/Attacks Per Melee: 10
Initiative + 2
Strike +5 (w/ ranged weaponry)
Roll +1

Weapons Systems:
1) Point Defense Nodes(18)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH (or 6 APM in autodefense mode)
(Laser) EGCHH (or 6 APM in autodefense mode)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

2) Communication Lasers(6)----Though meant as long range communications systems and backup photonic drive units, these arrays can be used to communicate more aggressive messages. These lasers are sometimes called ‘the Anemone’s Thorns’
Range: 80 miles in atmosphere, 160 miles in space
(Kitsune Values: 160 miles in atmosphere, 160,000 miles in space)
Damage:(Variable) Can be powered up or down from 1d6 MD to a maximum of 1d6x100 MD per shot.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

3) Hyper-Gravitic/EM Blast---The Anemone can also use its powerful transmitter capabilities to project a powerful surge of Hyper-Gravitic/EM energy that can blind sensors, fry circuitry, and even scramble minds.
Range: 50 miles in atmosphere, 500 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage:1d4x1,000 pts of ‘virtual’ damage per blast,
Rather than physical damage, the cannon does virtual damage. Percentage of virtual damage is determined in relation to target’s shields/main body((damage/main body)x100=percentage).
Against shields, the virtual damage reflects penetration; the shields are still effective against other damage, but not against the more subtle gravitic harmonics and electromagnetic pulse thrown at them. The shields recover normally after a hyper-gravitic strike. On a critical strike, however, even the machinery succumbs to the energy being poured into them, and the shields fail.
For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in virtual damage, the ship or vehicle will be disabled. All communications, navigation, targeting, and sensor systems will shut down and need to be rebooted, taking 1d4 minutes. On a critical strike, CG drive systems fail, and will need to be restarted, again taking 1d4 minutes.
The Hyper-Gravitic/EM Blast is equally effective against bionics, taking voluntary systems(not autonomics like life support) temporarily off-line.
If the wave is able to penetrate the forcefields and vessel armor, then the nervous systems of the crew and passengers are potentially at risk. Save at 16 or higher or be rendered unconscious for 2d6 minutes. Even on a save, the person will be -8 to initiative, strike, parry, dodge, and roll for 2d4 melees. Temporary memory loss, sensory cross-confusion(sounds taking on colors, colors taking on smells, tactile sensations acquiring sounds, etc.), and/or acute nausea are also common side effects.
Save: Standard; 16 or higher
(Memory Loss) In addition to the above, people hit with a stun shot make a second roll to see if they suffer short term memory loss, succeeding at 16 or better. Failure means that the target loses 1d4 minutes of memory of what happened around the time the stun was applied
Rate of Fire: Once per melee
Payload: Effectively Unlimited

4) Countermeasure Launchers(4)----Anemones can ‘shed’ clouds of sensor-baffling chaff and active countermeasures to further confuse opponents
. a)Chaff/Flare Launchers---Standard radar-reflective strips and thermal flares
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 per launcher ready to fire; typically carries 240 per launcher

b) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher ready to fire; typically carries 180 per launcher

c) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3, per launcher ready to fire; typically carries 150 per launcher.


Auxiliary Craft:
Typically maintain a small fleet of 10-30 EVA maintenance ‘bots/modified space-adapted Wamounts(such as the Octas, Nautika, Aracha or Lepidopterror) that double as defense drones.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

A possible meeting that happened months after the fall of the Citadel.. no records of this meeting happened, a possible nightmare of a survivor of the Battle at the Citadel.. or the BlackSteel sending out false information before its destruction to send would-be heros on wild goose hunt while it licks its woulds and rebuilds else where....

<*The holoprojector was silent for a moment then came to life with a burst of static and distorted image before finally consolidating into a fuzzy image of a dark room, the walls seemingly organic, but appeared wrong. Occasionally lines of distortion ran through the image and the colour faded in and out, or went solid green, which made gave the already horrid looking room and even more disturbing apearance. The view seemed to be side ways, as if someone laying down with their head slighly turned.
A dark, greasy and just wrong looking figure entered the field of vision, started speaking, the audio out of sync and fading in and out at times with bursts of static.
"Now..*burst of static or volume completely cuts out for a moment* then I'll being the fun part of draining you dry." The disjointed voice was more than 5 seconds behind the slightly distorted mouth, belonging to a figure that looked like a tall Spinster, with black tainted skin. The figure seemed to caresss something with its large fingers just out of view near the camera as a flexible tubule could be seen moving farther out of the field of vision before the view shook uncontrolably for several seconds as an inhuman painful scream cut in and out of bursts of static..
A taller figure appeared next to the first, a grotesque, black, greasy, humanoid torso with a head with large mandibles on its head appeared to speak to the first figure, causing it to stop whatever it was doing.
"*static burst and low volume gravely voice, like gravel down a chalkboard*on the east si...."
The first figure waved its thick fingers with extended claws dismissively," Yes.. *sound distorts mixed with static* Moonraker is ready and *more static, the view goes dark and a deep red for several seconds before brightening and going green then full colour again* Mad Max left three cycles ago." *The sound of rushing liquids can be heard as the other figure's mandibles open and snap shut repeatedly before it disappears.*
"Now.. where were we.. the first figure said several seconds after its mouth moved and it put its hands on its hips before snapping and another tubule appears and disappears off screen. "Shame you *burst of static* lots of squishy organics in *sound of metal being twisted as the view shakes sharply for a few seconds* all just floating around up there, waiting *a casual gesture to the ceiling as the audio cuts out again and the view turns blue* and some interesting new creatures in the swamps I hear.. but listen to me.. going on like a chatty Cathy.. now.. let's restore those vocal systems and hear those lovely screams some more." The view shakes slightly and rapidly turns to show the desicrated body of a Shemarrian, arms and legs spread out but still attached by a cables, the stomach open with tubes and parts pulled out and piled up beside it, the head split open like an orange, one eye staring blankly back at the eye camera, obviosly still attached by a visible cable.
The display freezes at that scene, the four figures around the display stare stoicly at the display before one speaks.
"This is the last we were able to restore after 6 months of work." A short figure said, a look of resignation and regret breifly flashed on her face.
"This could explain the two missiles launched just before the Citedal was breached." A heavily armoured Chieftess placed a datapad on the now turned off holodisplay.
The tallest figure, and obviously a War Goddess looked at the pad grimly and remained silent for several seconds before speaking, "We can not tell the other Tribes yet. This is our burden. We must find a way into orbit any way we can, scour the south and swamps, listen to any rumours hinting at BlackSteel. IF found, and the infestation proves to great for our teams to handle, then we shall call in the others. We will destroy ALL traces of this taint before we can forgive ourselves.>
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Ow.....yeah, and I can likely work Mechanoid-BlackSteel interaction into this as well(though frankly it goes less happily for the Mechanoids as the BlackSteel is just as hateful of them as any other competitive lifeforms).
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Ow.....yeah, and I can likely work Mechanoid-BlackSteel interaction into this as well(though frankly it goes less happily for the Mechanoids as the BlackSteel is just as hateful of them as any other competitive lifeforms).


There could be some mechanoid frames that A3 built as he has the plans for some of them, just lacking the Mechanoid organism, that BlackSteel built at the Citadel that we just never thought to create conversions for..
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Ow.....yeah, and I can likely work Mechanoid-BlackSteel interaction into this as well(though frankly it goes less happily for the Mechanoids as the BlackSteel is just as hateful of them as any other competitive lifeforms).


There could be some mechanoid frames that A3 built as he has the plans for some of them, just lacking the Mechanoid organism, that BlackSteel built at the Citadel that we just never thought to create conversions for..


Remember, it's canon that ARCHIE-3 built a number of fake Mechanoids('bots and cyborgs) and smuggled them to Atlantis for a false flag operation to rile up the Kittani, so it's not that far fetched.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:Ow.....yeah, and I can likely work Mechanoid-BlackSteel interaction into this as well(though frankly it goes less happily for the Mechanoids as the BlackSteel is just as hateful of them as any other competitive lifeforms).


There could be some mechanoid frames that A3 built as he has the plans for some of them, just lacking the Mechanoid organism, that BlackSteel built at the Citadel that we just never thought to create conversions for..


Remember, it's canon that ARCHIE-3 built a number of fake Mechanoids('bots and cyborgs) and smuggled them to Atlantis for a false flag operation to rile up the Kittani, so it's not that far fetched.


Wait.. he built actually Mechanoid cyborgs? using Mechanoid organisms? Cloned or used grown organisms or possibly humans?
Need source, I gotta look at this.. if cloned and modified Mechanoid organism.. just think of BlackSteel with actual psionic powers?!
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Wait.. he built actually Mechanoid cyborgs? using Mechanoid organisms? Cloned or used grown organisms or possibly humans?
Need source, I gotta look at this.. if cloned and modified Mechanoid organism.. just think of BlackSteel with actual psionic powers?!


No, sorry, he built robots RESEMBLING them. And the Mechaniod 'mock men' true robots most likely ARE Mechanoid-spec 'bots, since the Mechanoids were looking to retool A3's factories to expand their robot armies.
The caper is outlined in the 2nd Atlantis(Dimensional Market) book.

The idea was to use them at opportune moments to panic the Minions.

But on a related note, I am working on what happens if BlackSteel is inserted into a Crazy. :twisted: :twisted: :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[
Wait.. he built actually Mechanoid cyborgs? using Mechanoid organisms? Cloned or used grown organisms or possibly humans?
Need source, I gotta look at this.. if cloned and modified Mechanoid organism.. just think of BlackSteel with actual psionic powers?!


No, sorry, he built robots RESEMBLING them. And the Mechaniod 'mock men' true robots most likely ARE Mechanoid-spec 'bots, since the Mechanoids were looking to retool A3's factories to expand their robot armies.
The caper is outlined in the 2nd Atlantis(Dimensional Market) book.

The idea was to use them at opportune moments to panic the Minions.

But on a related note, I am working on what happens if BlackSteel is inserted into a Crazy. :twisted: :twisted: :twisted:


The potential is scary.. BlackSteel juicers are already not fun (and they can multiply temporarily by infecting actual juicers)
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

*EShe-GrPB32 “Neega” Particle Beam Rifle
(aka ‘Snubby’)

“This is -my- wand; I point it at something I don’t like, and POOF! that thing I don’t like disappears. If not, I repeat until it DOES disappear. It tends more often than not to work as I said. It’s almost magic.”

While the DarkWaters and Immensians raced each other to come up with a practical heavy particle beam weapon to replace or compliment the old stalwart She-PB20 Particle Beam Rifle, the Ghost Riders won by simply asking. Their new EShe-GrPB32 is simply a copy of the Consortium of Civilized Worlds’ GroundPounder Power Armor’s arm-mounted particle beam cannon. By ‘ask’, what they really did was hack into the company databases of the contractors producing the weapons for the CAF and copied the files., along with the service manuals for them.
Lighter and more powerful than the other types of heavy particle beamers in service to other Tribes, the ‘Neega”(after a Shemarrian word for ‘lightning bolt”) is becoming a hot item with EShemar warriors. The Ghost Riders have not cannily yet licensed their production templates to their tribe-kin, but have currently kept the weapon as a trade good, both on the Tribal and individual levels(this has caused some grumbling amongst the other Tribes and halfhearted threats of initiating their own reverse-engineerig programs). They like to make public relations gold of the number of shots available to e-clip-powered mode, drawing reference between the eleven shots and the eleven Founding Tribes of the Shemarrian Nation. Whether they actually believe any spiritual significance is unlikely, but it makes good press copy.

Weight: 60 lbs
MDC: 80
Range: 4,000 ft
Damage: 2d4x10 MD per shot
Rate of Fire: Single shot, ECHH
Powered directly by a Shemarrian’s own internal powerplant, the cannon is limited to four shots per melee, as the weapon is not linked to a compact antimatter powerplant such as the GroundPounder’s.
Payload: Unlimited linked to nuclear power source. Can be powered by conventional e-clips, but the power draw is very high; a standard e-clip is only good for eleven shots.
Note: The cannon CANNOT be fitted with a bayonet or other barrel attachment.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Some Juicer Drug Harness-inspired creations:

Psycho-Harness


”...oh wow...look, a boschala...i’m so scared right now.”

Psycho-Harnesses are modified Juicer bio-comp systems that monitor the wearer/implantee’s brain activity and adjust/regulate certain behaviors. Sometimes called the ‘MOM-Juicer’, Psycho-Harnesses notably numb Horror Factor response and mitigate the effects of some psychic attacks. Psycho-Harnesses operate by picking up on certain physiological cues of a panic attack or acute anxiety, which triggers the micro-pharmacopeia into administering doses of counteractive drugs. The system isn’t 100% effective at alleviating the effects of Horror Factor, as it takes a moment or two from the first shock to the drugs cutting in full effect, but the Psycho-Harness does keep the wearer from going completely into shock or ineffectual fear paralysis. .
Psycho-Harness rig is believed to have originated with the Ghost Rider Shemarrians, as a means of shielding prisoners and allies from the effects of MadHaven, but it’s been rumored that the design specs have been leaked to Psyscape or the Black Market.

MDC: 35

Bonuses:
+6 vs Horror Factor
+4 vs Psionics
+4 vs Psychic Possession
Penalties:
The drugs and counteragents deployed by the PHarness do interfere slightly with normal neural activity: -1 on initiative, and -1 to parry and dodge.

-If worn by an M.O.M Crazy or other artificially mentally-enhanced being, the effects of the Harness are HALVED(either overridden entirely or neutralized by the wearer’s enhancements).

-The same chemicals that block outside psionics also interfere with any the wearer has.; roll versus non-lethal poison; on a successful save, the psychic’s powers are only reduced in range, potency, and duration by 25%. On a fail, powers are reduced by 50%

-Psycho-Harnesses are generally good for a week of continious use before needing refilling.

Cost: 95,000 credits.
Options:
-Pscillitron---An ecosphere of psi-sensitive algae that bioluminesces if psionics are used in a 10 ft radius of the wearer. The same effect can be used to trigger the Harness’s anti-psionic drug protocols. Cost: 3,000 credits


Doze-Locs Restraint Harness
“Just enough length on the wrist tethers that they can take care of their business when we let them have restroom privileges, but not enough that they can try tampering with the ‘comp. Though if they do try to pry into the plate, the harness picks up on it and both sounds an alarm and goes to full pumper overdrive and knocks them right out.”

“...woooowwwwwwwww.....pretty, pretty...flowers and stars...oh myyyyyyyyy...”
“Come along, little thief; we’ll get you to your new bed for a nice lie-down where you can enjoy the pretty colors dancing on the ceiling of your brain.”

“Careful there; this one’s one of those superpowered martial artist types that can rip doors off and throw troopers around like confetti...when they’re awake and aware. Keep an eye on the drug reservoirs; even with the special chems we use on these people, a lot of them have high drug resistances and body chemistry control. That’s why this one’s got all the extras plugged in and leads connected. Keeping a careful balance; we don’t want them too aware or they try to fight and too out of it and they leak all over the floor. Should get her through the sentencing hearing with only a little moaning and wobbling, and then we can load her into stasis afterwards.”

Doze-Locs are another derivative of Juicer augmentation bio-comp harnesses, only the intent here is not to enhance performance, but to HINDER it. Doze-Locs are used to restrain prisoners for long duration transport or temporary holding before being moved to incarceration. A combination of surface-aplication and injected bio-monitors keep tabs on the prisoner’s life-signs. If certain signs show agitation, aggressive behavior, or anxiety beyond preset values, or at a command from a jailer, the doze-loc injects the prisoner with a cocktail of drugs and electro-stimuli that sedates them or knocks them clean out. The harness can also be modified to deliver various forms of malnano.
The workings of the doze-lock harness are concealed inside a conformal plastic chest plate to which additional restraints can be attached. Doze-locs are often combined with other restraint devices such as shock collars, tazer pads, anesthesia inhalers and joy-janglers.
Though thought to have originated with the Shemarrians, doze-loc harnesses have become available to the Black Market.

MDC: 35
Special Features:
*Bio-Monitor---Monitors the vital signs of the wearer.
*Tracer Circuit---A transmitter that can be activated to pinpoint the wearer’s location and staus. Effective range of 15 miles.

*Doze-Loc Harnesses are generally good for a week of continious use before needing refilling. Long-duration usage is not recommended, as prolonged sedation may lead to issues of prisoner hydration, nourishment, muscle /deterioration, and hygiene.

*Anti-Tampering---Unauthorized attempts to access the workings of the harness or damage it will result in a maximum response from the harness, which will launch ALL chem-configurations to incapacitate the wearer.

*Drug Injectors---Similar to Juicer and Psi-Harnesses, the doze-loc can inject its wearer with various drugs, in this case performance-inhibiting chemicals and nanotech.
Effects:(Varies)
Those strapped into doze-loc gear can roll against non-lethal poison against the following, but at -2 due to the harness bio-comp being able to readjust the dosage levels.

*Hypnotics(aka ‘zombie’)---Reduces victim’s M.E. by 75% and they will be very susceptible to suggestion. They can be coerced to follow simple instructions(“Pick that up”, “Follow me”, “Sit Down’) but will be confused by more sophisticated instructions or actions that run contrary to their alignment(25% chance of being forced awake if forced to try to do anything like killing a loved one, or divulging a personal secret, etc.).Effects last 1d6x10 minutes per dose. On a successful save, all effects and duration are HALVED.

*Brain-Fog---Interferes with sensory inputs to induce a sort of low-level sensory deprivation. On a failed save, victims are effectively blinded(vision appears blurry or hallucinatory), partially deaf, and numb. -10 to Perception, -6 on Initiative, strike, dodge, and parry. Skills requiring manual dexterity are at -25%. Effects last 2d4x10 minutes per dose. On a successful save, all effects and duration are HALVED.

*Neural Block---This drug combination interferes with the use of voluntary muscle groups; -15% to Maintain Balance, reduce Strength class to normal human, P.S. and Speed by 75%. P.P,-based bonuses are reduced by 75% . Skills requiring manual dexterity are at -25%. The victim is extremely clumsy, slow, and unsteady on their feet. There’s also a 10% chance of losing bowel control, and of drooling thanks to the slackness of the muscles. A dose of muscle relaxant lasts 2d4x10 minutes.On a successful save, all effects and duration are HALVED.

*Spinal Anesthesia---Induces chemical paralysis; either partial(numbing everything below the waist) or total. Victim is still conscious, but unable to do much about it. Effects last 30+4d6 minutes. On a successful save, all effects and duration are HALVED.

*Sleeper---Deep sedation drugs that knock the victim out cold for 2d4x10 minutes(5d6 minutes if a successful save is made).

*Psi-Hobbler---A cocktail of drugs that hinders or outright negates psychic abilities. Psychics who fail the saving throw will find their powers negated for 2d6x10 minutes, while those who DO make the save will be at only HALF power with regards to range, duration, and effect.

*‘Buzz Fuzz”-----This concoction interferes with the delicate biochemistry of magic users, similar to ‘Brain Fuzz’. It will knock out a mage’s ability to perform magic for 2d6 minutes on an injection, or will curtail their abilities(range, damage, duration, available PPE) by HALF for 2d6 minutes on a successful save.

“Tracer’---A combination pheromone/aura-altering drug that gives the victim a distinct scent ‘tag’ that can be identified only by beings with acute senses of smell or special pheromone trackers. The chemical also causes the person’s aura to take on an unusual and distinctive pattern that can be readily detected by anyone with See Aura or a PPE/Kiralian Scope. Effects last 48 hours. No save.

*Truth Serum---This is simply drugs that make the prisoner more prone to gab, at length, without inhibitions. Roll versus non-lethal poison or for the next 1d4x10 minutes, the prisoner is at -25% to Resist Torture, and Interrogators questioning the prisoner will be +20% to Interrogation and Seduction rolls.

*Adrenal-Stop---This variety of m-nano attacks a victim’s adrenal system, clamping down on a person’s ability to produce adrenaline and sustain physical activity---a victim simply cannot engage in anything physically exerting---like fighting or fleeing, without becoming extremely fatigued, short of breath, and rapidly burnt out.
Incubation: 2d6 minutes
Duration: 2d6 hours
Effects: Victim fatigues 2-4 times as fast(roll a 1d4, with ‘1-2’ meaning double fatigue rate). -1 to strike, parry, dodge, and reduce Speed by 1/4.
Treatment: Powerful stimulants and artificial adrenaline analogues can supply what’s being cut off, though the recipient will feel even more like $&$# even with correct dosages.

Cost: 95,000 credits.

Options:
Many doz-locs get redundant restraints built in, such as aerosol inhalers(delivered from small gas cylinders attached to the backplate), shackles, hobbles, shock collars/tazer pads(deliver electrical shocks) and ‘joy -janglers’(that incapacitate through the delivery of intense or at least distracting PLEASURABLE stimuli). The overall effect being to incapacitate a resisting prisoner.
-------------
"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
------------
User avatar
DhAkael
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Well... the team did it; and mostly (90%) through role-play as opposed to roll-play.
They got rid of the Black Obelisk part of the Black-Steel / Cyber-Zombie-Base team up in one of the most creative ideas I've seen in a decade.

For context, there used to be a challange among my face-to-face table top group ages ago, to "Make the GM blink and go 'wut?'" Okay... we're on the same page? Good: carrying on.


The team analyzed the transmissions about 'death is only the beginning' and found that yes, there was a mystic component and that is broadcast on the ultra low frequency and ultra high frequency bands. A few IQ checks and skill rolls later (Magic lore & electronic warfare), the cyber knight asks;

"Hey captain; you originally studied to be a shrine-maiden, right? Blessings and exorcisms? Well, I was thinkin'; what if we have our resident shifter and technowizard team up along with you, record your exorcism ritual ALONG with the psionic / magic component and then re-broadcast it back at what's sending out these signals."

*GM blinks*
"Make the TW construction rolls and we'll talk."

Cutting long story short; rolls were made, device built, Captain dressed up pretty in religeous robes and did her thang, recording wide-cast using very powerful com gear, Black Obelisk did NOT save.

Choas Earth; Ressurection book put back into bookshelf until further notice.
Time for the dungeon crawl through one of the Blacksteel factories. :D :demon: :nuke: :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
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:
Choas Earth; Ressurection book put back into bookshelf until further notice.
Time for the dungeon crawl through one of the Blacksteel factories. :D :demon: :nuke: :ok:



OOOHHHHHSSSHHHHHIIIIIIIIIIIIIIIIIIIIII-

THat's going to be 'Event Horizon meets Skynet Touring a Detroit Auto-Factory(with attached steel mill)'.
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-153 Abomitor Warmount
(aka ‘Scorp-corpse’, ‘Titanozom’, ‘Rotitan’)

“They desecrated the graves of ancient Titans that were killed on leyline nexi, and bolted demon blood-tainted metal to the corpses, infused them with unholy alchemetic gore on the day of a total solar eclipse, and raised them from the dead to fight their battles! Those blacksun Shemar women are necromancers of the darkest order!”
----Survivor of an encounter with teh Lost Eclipse’s Abomitors.

“I really couldn’t have come up with a better origin story than that if I tried. Let’s keep it!”
----Gara-Ayn Shroudsewer, Abomitor Rider.

The Abomitor resembles the unholy offspring of a NG-V67 Grizzly and some alien monster from the rifts. Overall, the combination of ragged faux flesh and various kludged components from other sources gives the Abomitor the appearance of a giant undead cyborged monster-corpse rekindled into some horrible form of unlife to serve the Nightmares.
The Abomitor is believed to be the brainchild of a sub-tribe of the Lost Eclipse, the Witched River Gaunts , who blunted a major war party of the Infernals, but at great loss of most of their warmount pool. The Gaunts were ordered back to re-mount, though their Warchief protested, volunteering her remaining warriors as foot infantry in support of the cavalry of other sub-tribes. Her offer was refused, and the Gaunts were ordered out of their regular operating area and back to a Tribal rear assembly area for refurbishment. Grudgingly, the Gaunts took up rear echelon security duties while their Tinkers labored to make up for the Gaunts' operational losses. Knowing that other groups antithetical to the Shemarrian Nation might seek to take advantage of the Tribes’ known combat losses against the Infernals to make trouble, the Gaunts wanted to be remounted as soon as possible, so as to maximize their available power and impact.
However, one of the senior Warriors proposed that rather than wait to re-equip with stock warmount types such as the Monstrex, a wholly new Warmount might convince any hostile observers that the Shemarrians were getting deadly new reinforcements. The Warrior suggested using battlefield salvage from several large confrontations between mercenary forces and Infernal war parties to offset the time needed to develop a new Warmount-type. The new Warmount would also be especially hideous , the better to shock and awe observers. Thus was the Abomitor born, from scraps of others’ war equipment and the fiendish imagination of the Lost Eclipse.
The Abomitor resembles the upper torso of some giant humanoid beast sprawled prone on the ground. Plates of metal and sections of robotics seem cruelly bolted to the torn and withered flesh(made of various sections of artificial skin and cured megadamage monster hide) of the beast, its head hidden inside the armor taken from a Northern Gun Grizzly robot. Two massive forearms reach forward, ending in giant paws, and over a half-dozen distended ribs seem to sprout from the torso behind the arms, animated to serve as legs. A trailing section of spinal column becomes an elongated tail similar to the Northern Gun Scorpion Battler and its EShemar derivative, the EcoS-K-58 Vorpine, sprouting articulated spines and ending in a scissor-tail, the appearance suggesting something cobbled together from monster corpses and wrecked robots. The back mounts several articulated gun mounts sprouting from the back like hinged spinal flanges wrapped in detached nerves or muscle fibers.
The louvered head of the Grizzly’bot actually opens up to reveal a maw ringed with long stretching tentacles. While the Abomitor does use this opening to eat to feed its regeneration systems, it also can pull prisoners inside itself and shunt them to a reinforced compartment inside its body for imprisonment.
The Abomitor’s rider(s) sit inside an accessory enclosed saddle/cockpit pod that can be attached to the back behind the turret of the head. This provides them with protection and gunnery stations, though the warmount’s head does interfere somewhat with the forward view.
The new Abomitor made its debut when, just as the Gaunts’ Warchief had predicted, a war-clan of Hell Lord Rune-affiliated Septumbrans and associated necromanaphiles attempted to raid villages in the rear areas of the campaigns against the Infernals, militia forces having been pulled from those towns to reinforce other areas. The Gaunts sprung the surprise of the Abomitors on the death-cultists with the desired impact of shocking them. Especially horrifying was that the Abomitors approached the raiders while the Warmounts were apparently carrying trophies from a previous combat: each Abomitor carried a dozen or so armored corpses impaled on their tail spines. Then the warmounts dropped the corpses, which dropped to the ground, then stood back up and attacked the cultists, immune to the cultists’ magic weapons and necromantic attempts to wrest control of the apparent zombies(the ‘corpses’ were, in fact, robotically animated suits of salvaged body armor, with a few Awakened psuedo-zombies or reanimates in the mix). The savage battle that followed so broke the fanatical will of the Septumbrans that the survivors fled in total disorder. The new Abomitors had had an effect far greater than their scant numbers, For their foresight and battle skill, as well as for their new Warmount design, the Gaunts were lauded by the Lost Eclipse Elders, and granted Upgrades and a choice of fresh campaign assignments. The Gaunts, rather than return to their previous area of operations, asked to be allowed to take the offensive and pursue the Septumbrans to their assembly grounds and finish them off, before doing a sweep around the Nation’s flanks and deal with any other cultists who might be lurking out on the borders. It is the Gaunts’ hunter-killer sweeps that have earned the Abomitor a growing and vicious reputation.
The Gaunts have learned to capitalize on the Abomitor’s fearsome appearance to shock opponents. A favorite tactic of them is to bury the warmount in a shallow depression, then lurch out in ambush like a giant zombie, smacking aside or piledriving opponents with its giant forelimbs. Although Abomitors have been reviled for apparently eating people(more often than not, they’re being captured by the mouth tendrils and stuffed into the internal holding cells), the truth is that the warmounts(and the Lost Eclipse in general) have been -saving- people by eliminating monsters and other predators.
The main complaints about the Abomitor are a general lack of mobility and of heavy missile armaments. Thus the Abomitor is often shadowed by more mobile warmounts or artillery-carriers if a need for either is anticipated and the units are available.
Abomitors have thus far only appeared with the Lost Eclipse, and mainly with the Witched River Gaunts, with the design slowly making its way to other sub-tribes of the Nightmares.

Type: EcoS-K-153 Abomitor
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
Another 1-8 passengers/gun crew can ride on the back
Interior cabin space for 1-6 prisoners
MDC/Armor by Location:
Main Body 780
Head 230
Mouth Tendrils(8) 40 each
Mini-Missile Launchers(2) 70 each
Forelegs(2) 300 each
Forepaws(2) 250 each
Legs(8) 100 each
Tail 230
Tail Spikes(12) 40 each
Tail Mace 250
Dorsal Gun Mounts(4)* 90 each
Dorsal Guns(4) 150 each
Saddle/Cockpit Pod 250

*The gun mounts are thin and agile and hard to hit: -2 to strike.

Height: 13 ft,+ tail can rear up 25 ft
Width: 15 ft
Length: 35 ft main body, + 18 ft of tail
Weight: 25 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 80 MPH
(Leaping) Can awkwardly leap, using its powerful forelimbs, 15 ft up and 25 ft across. Increase height & distance by 50% with a running start.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to crawling along the bottom at 20 MPH. Maximum depth tolerance of 8,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Abomitors have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material.


Weapons Systems:
1) Eye Lasers(2)---The narrow vision slots of the Grizzly ‘bot head conceal standard Shemarrian eye-lasers.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Mini-Missile Launchers(2, either side of the head)----The Abomitor retains these two seven-shot mini-missile launchers from the NG-Grizzly, 35 mini-missiles each, for a total of 70.

3) Dorsal Gun Mounts(4)---These are powered articulated gun mounts that surround the dorsal saddle-pod and can swivel to cover the front, sides, and rear arcs of the warmount. The mounts are relatively fragile, so the Nightmares typically fit them with salvaged weaponry, such as the following:
a) Grenade Launcher
Range: 1,800 ft
Damage:
(Fragmentation) 3d6 MD to 12 ft blast radius
(High Explosive-Armor-Piercing)4d6 MD to 3 ft blast radius
(Plasma) 6d6 MD to 5 ft blast radius
(Smoke/Gas) Varies, but generally creates a cloud 25-40 ft in radius.
Rate of Fire: ECHH
Payload: 120 rds

b) Rail Gun
Range: 4,000 ft, 2,000 ft for special rds(wood, silver)
Damage: 1d4 MD single shot, 1d6x10 MD 60 rd burst
Rate of Fire: ECHH
Payload: 2,250 rd drum

c) Laser Cannon
Range: 3,000 ft
Damage: 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Ion Cannon
Range: 2,000 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Particle Beam
Range: 1,600 ft
Damage: 6d6 +6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

f) Plasma Projector
Range: 1,500 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

g)Flame-thrower
Range: 400 ft
Damage: 1d4x10 MD per blast to a 10 ft area
Rate of Fire: ECHH
Payload: 50 blasts

h)Mini-Missile Launcher----Somehow, the Eshemar managed to get hold of a stock of copies of the Coalition States’ CCT-M20 Missile Rifle, complete with mini-lasers.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.

i) Spider Guns----With the Gaunts getting the wherewithal to Upgrade their Warmounts, some Abomitor riders have experimented with mounting EShe-HLW05Wp ‘Dingo’ Cannons(themselves derivatives of the Kittani K-1000 Spider Gun System). Though more expensive than using battlefield salvage guns, the ‘Dingos’ have the advantage that if their powered mountings are damaged or destroyed, the guns can detach and skitter into battle on their own to continue fighting.

4) Tail Tri-Cannon---The tail features three barrels for an energy weapon. The barrels. spaced equidistant around the sides of the heavy tail mace and spike, can position to fire on the same target, spray area-of-effect, and fold back behind an armored collar for protection when the tail mace/spike is being used in melee combat.
a) Particle Beam Blasters
Range: 1,600 ft
Damage: 6d6 +6 MD per blast. If all three blasters are firing on one target, they can do 2d6x10 MD..
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blasters
Range: 1,600 ft
Damage: 5d6 MD per blast, or can do 2d6+3 MD to a 6 ft blast radius . If all three blasters are firing on one target, they can do 1d6x10+30 MD to a specific point, or 1d4x10 MD to a 8 ft blast radius.
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Plasma Cannons
Range: 2,000 ft
Damage: 5d6 MD per blast. If all three blasters are firing on one target, they can do 1d6x10+30 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Forepaw ElectroShock---In addition to smiting with the force of colliding train cars, the giant foreleg fists can deliver a powerful electrical charge, capable of vaporizing lesser beings and stunning more monstrous ones.
Damage: +4d6 MD to a Forepaw Punch attack

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

(Against Organics)
Save versus non-lethal poison(16 or higher) or targets in half armor, mafic armor, or Armor of Ithan are -8 to strike, parry and dodge for 2d4 melees, Naturally MDC beings lose initiative and 1 APM. Those who save successfully only lose initiative.

Those beings vulnerable to electricity take DOUBLE damage.

Rate of Fire: Twice per melee round
Payload: Effectively Unlimited

6) Chemical Spray---The Abomitor can expel a powerful chemical attack; aerosol gas through pores in its ‘skin’. Aerosol psychotropics or respiratory attack(especially simulated ‘stench of the dead’) gases are favorites.
Range: (Gas) 60 ft; generally covers a 15 ft wide area.
(Acid) 80 ft
Damage: Varies by chemical used:
(Nightmare Gas)---A powerful hallucinogen that affects humans(and human-related beings). A save versus non-lethal poison is required, or the victim is trapped in a delusional state where the sights are too bright, the noises too loud, and just about any stimuli will trigger a rampant escalation of sounds and images , typically based on the victim’s fears and anxieties. Effects last 6d6 minutes, during which the victim is -10 to all combat actions.
(Acid) 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: (Gas) 50 doses each of 6 different chemicals(or 300 doses of one)
(Acid) 30 shots per sprayer before needing refill; the Abomitor does NOT have an onboard chemical microfac capable to refilling the reservoirs.

7) Tail Spikes(12)--- The tail/spine of the Abomitor is festooned with rows of these articulated spikes. These are taken from the Monstrex’s articulated spines, and each has a 12 ft reach. On a side-swipe with the tail, these spikes can lance a target, adding extra puncture damage. Their most infamous use, however, was to skewer targets as grotesque trophies...or so it seemed to the bandts who first observed the Abomitor in action.
Range: Melee(12 ft reach)
Damage: 1d6 MD each. On a side tail lash, up to three of these spikes can skwer the same human-sized target, adding +3d6 MD to the tail strike damage.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following, in addition to the baseline Monstrex programming:
Wrestling
Excavation 85%
Camouflage 60%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Abomitor intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 9
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +4 (+3 w/ ranged weaponry)
Roll +3
Parry+5
Entangle(Mouth Tentacles) +9
Pull Punch +5
Pin/Incapacitate on 18-20
Bite 1d8 MD
Restrained Mouth Tentacle Punch 1d4 MD
Full Strength Mouth Tentacle Punch 1d6 MD
Restrained Punch 1d6 MD
Full Strength Punch 3d6+9 MD
Power Punch(2 attacks) 1d6x10+12 MD
Slap 1d4 MD +55% chance of knockdown(targets lose initiative and 2 APMs getting back up)
Piledriver Punch(2 attacks)1d6x10+30 MD
Double Fist Piledriver Punch(3 attacks) 2d6x10+60 MD
Crush/Squeeze 3d6+9 MD
Kick 1d4 MD
Tail Lash 2d8 MD
Tail Mace Spike 3d8 MD
Body Block/Tackle 4d6 MD
Head Butt 1d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Abomitor an aura and behavior more befitting a sentient being than a robot. Abomitors exhibit aggressive, predatory personalities. They are unrelenting and fearless, and seem to take a savage joy in terrifying opponents, especially when striking from ambush. They have been described as having the attitudes of junkyard dogs.

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

Options/Upgrades:
*Shoulder Harpoons(1-5 each shoulder)----Each shoulder can be fitted with 1-5 protruding spikes that can be fired off as harpoons, each trailing a length of strong cabling(looks like black sinew to the uninitiated), that can be reeled back in afterwards. These harpoons can be used to assist in climbing, but they are more often used to skewer targets to haul them back within melee range for the Abomitor to maul.
Each spike has 15 MDC, and the trailing cable has 10 MDC.
Range: 100 ft
Damage: +1d6 MD to a Body Block/Ram
1d8 MD if used as a projectile
Rate of Fire: Volleys of 1-5(all)
Payload: 1-5 spikes can be added each shoulder.

*Microbot Tanks(1-2)----One of the Upgrades awarded by their clan elders that the acclaimed Gaunts added to their Abomitors was saddle-tanks holding EcoS-D61cv Carrian Fly MicroRobots. Each tank, which appears as a skin-conformal bloat-blister or swelling on the already decayed-looking torso of the Abomitor, can hold 500 of the tiny microbots. When released, they give the visual impression of a dark cloud of scavenging flies surrounding a giant corpse.

*Anti-Monster Growl---Trade with the Wolf’s Path gained Clan Motron data on Northern Gun’s ‘Wolf’s Howl’ Anti-Monster System(see Northern Gun Book One, pgs 133-14). The Lost Eclipse apparently traded with the Motrons or the Wolves for it, because at least one of the Witched River Gaunt Abomitors has since exhibited this weapon.
Range: 900 ft
Damage: 1d6 MD, plus targets are struck by painful sonic sidebands. Reduce speed by 10%. -1 attack per melee, -3 to perception rolls, -2 on initiative, -1 to parry/dodge/pull punch, and -15% on performance of ALL skills for 1d4 melees. The attack also has an EM aspect to it, so ELECTRONIC systems will be temporarily fazed; -15% to Sensory Equipment and ALL Radio communications rolls/attempts for 1d4 melees while the targets struggle to reset or readjust their equipment.
Rate of Fire: ECHH
Payload: Effectively Unlimited


*Forcefield Generator----At least one Abomitor crew has added a small forcefield geenrator to the cockpit/saddle pod, providing an additional 250 MDC of shielding to the warmount and its passengers. This feature would appear to be a part of the saddle module and not the warmount itself, and would appear to have its own dedicated power system(though it may still draw some power from the warmount’s own powerplant), making further improvements possible.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:EcoS-K-153 Abomitor Warmount
(aka ‘Scorp-corpse’, ‘Titanozom’, ‘Rotitan’)

the Witched River Gaunts


Nice new warmount.
And from a sub-tribe. Hmm.. we need more info on some sub-tribes.. maybe even some that specialize in certain tactics or warmounts within a tribe..
Like the Witched River Gaunts seem to me a group that would use more zombie-like warmounts, drones and the like maybe.. Maybe they have a large number of Necromancer elites? We have more info on them?

I wonder what other sub-tribes we can come up with now..
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
I wonder what other sub-tribes we can come up with now..



Well, DeepWtach is effectively(and literally) a sub-tribe of the DarkWaters. :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
------------
User avatar
89er
Adventurer
Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Shemarrian-related fan creations

Unread post by 89er »

Good ideas than could be expanded upon.

Mix some triax with some Arkhon tech of South America, since both like the mono eye style.

As for undead robots, try big wraith for flying, headless centaur for quick attack and VoorheesZilla, masked reclaimer of souls, for heavy fighting.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

I'm considering an idea using the 'nanotech master' idea proposed earlier, only taking it a step farther to create a Shemarrian 'Genie' Elite composed of a cloud of nanites, a collective swarm intelligence that is just one individual.

Such a genie-cloud would be able to flow like vapor, infiltrate small spaces, dissolve objects via nano-goo, and create objects via a form of free frame 3D printing(genie 'wishes').

But because nanites can't combine to create a very strong body(unless it takes the time to laboriously print a proper robotic one), the Elite is of necessity rather weak, needs to charge up frequently using a genie-'lamp'(actually a container/recharging station) and is susceptible to being blown apart(requiring the Elite to time-consumingly pull herself together).
-------------
"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
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-154 ‘Kamar’ Aerial Warmount
(aka ‘Duralinium Hind’, ‘Road-Buzzer’, ‘Grab-Fly’)

“Knew a guy who decided to cut across Shemar territory. Camped up overnight on a hillside inside his vehicle, and woke up to find hs truck flying a thousand meters off the ground. Seems the Shemar decided to literally pick him up for questioning as to what he was doin’ in their parts.”

“How the hell did they get all that heavy gear set up there so fast?! There’s hardly any sort of road or trail up that mountain and the winds would challenge any pilot worth a damn!”

“Those road-buzzer things look like some sort of alien techno-parasite infected an Iron Eagle. Maybe that’s really what happened, seeing as them Shemar are part alien tree. We know that can plant vines that ear metal, sprout barbed wire, spawn straw golems, and grow a jungle overnight. Even when we’re talkin’ and not shootin’ at each other, I like to keep my distance, and especially our vehicles, away from them Shemar just in case it’s catchin’.”

“They just dropped in from above, cut the roof off the security building, lifted it off, reached in, grabbed the modules, and carried them off! Just like that!”

When the Tribal Council of the Shemarrian Nation put out word that it wanted to diversify its tactical airlift capabilities with a new Warmount to supplement the Cyroc and the GaleHawk, the surprise winning entry came from Clan Motron, a fringe tribe better known for ground-based vehicle-themed Warmount designs.
That the Kamar is something of a ‘bitzer’, obviously borrowing parts from other sources, comes as no surprise, but the way they have been made to work together is the astonishing accomplishment. The overall configuration is of a winged four-legged cervid/demon-deer or griffin. The head comes from an Iron Eagle attack helicopter, jet thrusters from various combat helicopters, wings copied from Triax designs(with the added feature of inset rotary lift fans), rear legs off a Kittani Hover Jet, and various subsystems copied from a half-dozen other vehicles. The Kamar has a set of six articulated ‘ribs’ that are really grasping armatures for gripping payloads under the belly of the flying warmount.
The Kamar mounts eye lasers, a nose turret, foreleg weapon mounts, a rear defense turret, and countermeasure launchers. If extra firepower is desired, wings similar to that of the NG-HC1000 Dragonfly can be mounted, adding hardpoints for expendable ordnance. The Kamar tries to fight at a distance, as it is fairly fragile and its limbs and bite(via a small mandible’ed mouth located under the cockpit behind the nose turret) are all fairly weak.
Kamars on transport missions are frequently accompanied by squadrons of Spazzdrakon or Cyertone War Beasts, the latter providing EW cover for the heavily-encumbered carriers.
Since their introduction Kamars have appeared in a number of Tribes; the Horrorwoods use the most, Clan Armorand has acquired several, as has Clan Vespa. The Hawkmoons have a few, though they prefer their signature Cyroc and Galehawks. Clan Motron, though they originated the design, possess only a handful, mainly for ferrying ground-based warmounts over terrain they could not otherwise cross, and to recover wrecked warmounts from the field. Clan Gothec reportedly has a few that they use sparingly and in eastern Europe, away from the radar of the NGR.

Type: EcoS-K-154 Kamar
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, copilot and room for 1 passenger/rear gunner
MDC/Armor by Location:
Main Body 460
Head 200
Reinforced Crew Compartment 150
Nose Turret 100
Jet Thruster Pods(4) 100 each
Wings/Rotor Assemblies(2) 250 each
Gripper Arms(6) 135 each
Fore Legs(2) 130 each
Rear Legs(2) 150 each
Rear Crew Compartment 75
Tail Turret 100
(Optional) Weapons Mount Wings(2) 70 each

*Composite Armor---The megadamage composite fiber armor of the Kamar is of interest in that it reduces damage by projectile weapon strikes(autocannon, rail guns, fragmentation missiles, arrows, spears) by 20%.

Height: 19 ft
Width: 13 ft, 45 ft maximum wingspan
Length: 36 ft
Weight: 32 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Can carry an underslung load up to 30 tons.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to 360 MPH, maximum altitude of 18,000 ft.
Carrying maximum load, reduce maximum speed by 30%.
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 80 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Kamar have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.

*Radar/EW Detector---Detects radar or electromagnetic wave activity near the Kamar.
*Laser Detector---Alerts if the Kamar is scanned or locked by a laser beam

*Multiple Optics----The Kamar has all-around vision optics, including tail ‘eyes’ and eyes in its belly to insure it properly lines up with payloads to be carried. Cannot be ambushed from behind or below by optically-visible opponents.

*ECM Suite---The Kamar mounts a powerful ECM suite, the better to survive enemy detection and attack. Enemy radar-guided weapons are -4 to strike

*Winch---100 ft of line, and can winch up to 7,000 lbs.

*Molecular Adhesion Pads----The legs and cargo suspension claws are fitted with molecular adhesion pads for better grips on payloads, and landing surfaces.

Weapons Systems:
1) Eye Lasers(2)---These are larger and more powerful versions of the standard Shemarrian warmount eye-lasers.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Nose Turret----Mounted under the nose is a small weapons turret that can mount ONE of the following:
a) Rapid-Fire Rail Gun---A Shemarrian copy of the C-30R Rail Gun
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon

b) Pulse Laser
Range: 4,000 ft
Damage:(Variable) 4d6 MD or 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Cannon
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Grenade Launcher
Range: 6,000 ft
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.
Rate of Fire: Single shot or rapid-fire burst of 2-3
Payload: 150 rd magazine

e) Autocannon---This option supposedly originated with Clan Gothec, and is long-barrel aviation autocannon firing a copy of the Triax Pump shell, modified with a heavier propellant cartridge(so the weapon cannot use stock Pump rds).
Range: 1,600 ft
Damage: 4d6 MD single shot, 1d4x10+10 MD per 3-rd burst, and 4d4x10 MD for a 9-rd burst.
Rate of Fire: EGCHH, single shot, 3-shot burst, or 9 rd bursts.
Payload: 500 rd magazine

3) Foreleg Weapon Mounts(2)---Each of the forelegs can mount a weapon, akin to a cyborg weapons mounting. These are identical to weapons mounted on the legs of the EcoS-K-90 Kondar.
a) Pulse Laser
Range: 1,600 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blaster
Range: 1,000 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Plasma Blaster
Range: 1,000 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Particle Beam
Range: 1,000 ft
Damage: 6d6+6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Light Rail Gun
Range: 4,000 ft
Damage: 1 MD per single shot, 2d4 MD per 10 rd burst
*Can also use wood, silver, rubber, or other specialized rounds
Rate of Fire: Standard
Payload: 2,000 rds per gun

4)Tail Gun---Mounted in the tail to discourage pursuit, is another weapons turret, similar to the one in the nose.

5)(Optional) Weapons Wings(2)---Two wings, similar to those on the NG-HC1000 Dragonfly, can be mounted, adding two hardpoints each for gun pods and missile launchers.
a) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
b) Jammer Pod---Electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 10 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
c) Mini-Missiles---10 shot pod
d) Short Range Missiles---3 per hardpoint
e) Medium Range Missiles---1 per hardpoint
f) Fragmentation Rocket Launcher( a copy of an imported Russian design). Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 500 rd magazine
g) Bombs---(Available only to the lower set of wings)---Can carry up to 325 lbs of bombs (650 lbs total) under each wing.
(Modified 35-60mm Rifle Grenade)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius--- 300 rd dispenser/pannier
(Fragmentation-MD) 3d6 MD to 25 ft blast radius--- 200 rd dispenser/pannier
(High Explosive) 6d6 MD to 10 ft blast radius--- 200 rd dispenser/pannier
(Anti-Armor HEAT) Very heavy projectile. Does 2d4x10 MD to a 1 ft diameter area(shaped charge)--- 100 rd dispenser/pannier
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius--- 120 rd dispenser/pannier
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees--- 180 rd dispenser/pannier
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)--- 40 rd dispenser/pannier
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius--- 60 rd dispenser/pannier
(Illumination) Can illuminate a 500 ft radius for 4d4 melees. --- 300 rd dispenser/pannier

*250-lb Bomb----2d4x10 MD to 50 ft blast radius

*(Nets)Net covers a 50 ft area----These can be dropped on targets on the ground, or released back into the slipstream to open and entangle targets flying behind the Kamar.--- 20 rd dispenser/pannier
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%. Aerial opponents are 90% likely to be entangled and lose flight capabilities(freefall) until they can disentangle themselves, unless held aloft by magic or some form of LTA/antigravity propulsion.

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.

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

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat.
Has the equivalent of the following(for aerial maneuvering purposes):
Pilot Helicopter 85%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Kamar intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 6
Initiative + (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 in flight
Strike +3 (+3 w/ ranged weaponry)
Roll +2, +4 in flight
Bite 2d6+2 MD
ForeLeg Kick 3d6 MD
ForeLeg Power Stomp(2 attacks) 5d6 MD
Rear Leg Kick 4d6 MD
Flying Kick(2 attacks)
Wing Slice 1d6 MD glancing blow, 3d6 MD +1 for every 20 MPH of speed from a full strength slicing attack(+30 MD at maximum speed)

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Kamar an aura and behavior more befitting a sentient being than a robot. Kamars tend to be skittish and quick to jump and flit aside when facing danger, so a rider has to keep their cool and rein in the warmount if it needs to hold still under fire.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

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

Options:
*Alternate Weapons Wings----In the alternative, weapons pylons similar to those carried by the Coalition CH-12 Demon Locust can be mounted. Each wing holds 4 medium-range missiles, 3x10-shot mini-missile launchers, and a wingtip railgun(4,000 ft range, 1d4x10 MD per 40 rd burst, 6,000 rd magazine)

*Stealth Design---The Kamar can be refitted with sensor-defeating skinning, such that ir is -25% to detect with Read Sensory Instrument rolls, and radar-guided weaponry is -1 to strike

*’Hush’ Props--Effectively cut the rotary wing and thruster noise down to the point where it only be effectively heard from 300 ft away.

Variants:
* EcoS-K-!54Wf---Wayfinder variant, which expands on the base Powerstone to add even more TW accessories. The Powerstone is sometimes upgraded to a ‘Wizard’-class----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus.
TW Features:
*Armor of Ithan---------100 MDC, duration 40 melees(10 minutes). Activation PPE/ISP: 15 PPE/25 ISP

*Impervious to Energy( 5 minutes per 20 PPE)

*Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged). The aircraft is protected from mach compressibility issues when going supersonic by modifications to the spell.

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

*Featherlight----Enchants up to 1,600 lbs of mass to weigh only as much as a feather. Range: 10 ft, Duration: 80 minutes, 5 PPE per activation.


*‘HellRotor’ TW Attack System---This is a wide area attack system that uses special ectofiber conduits in the rotor blades to project area-of-effect attacks...An extremely effective, and spectacular, application of TW innovation(and copied from an ally).

*FireStorm---A combination of Ballistic Attack and Barrage, the rotor blade ends seem to burst into flame like infernal sparklers, and begin shedding a shower of white hot fire balls that seek and destroy targets. Best used against massed enemy forces .
Range: 100 ft radius; creates a ‘ring of death’ from a 15 ft radius of the copter out to 100 ft(so one could conceivably hide directly under the helicopter from this attack)
Damage: 1d6 MD per firebolt
Rate of Fire: Every potential human-sized target inside the area of effect rolls 2d4 to see how many firebolts they get struck by. Giant-sized targets(10 ft and larger) roll 4d6. Mobile targets are -10 to dodge. Large stationary targets like ships take 3d6x10 MD from the rain of megadamage fire.
Payload: Lasts one melee per activation; pumping in additional 45 PPE can extend the duration of the FireStorm
PPE Usage per Activation: 45

*Hurricane---The ‘copter can whirl up a hurricane, then quickly fly out of it, leaving the storm to slam into some luckless target.
Range: 120 ft area
Damage: Does 3d6x10 MD per melee to ships and coastal structures, plus unprotected persons take 1d6 MD per melee from flying debris.
Rate of Fire: One mini-hurricane created per activation
Payload: Lasts 10 minutes per activation; pumping in additional 60 PPE can extend the duration of the hurricane
PPE Usage per Activation: 60

*Tornado/Waterspout----A more localized cyclonical storm, that is generated and directed just like the Hurricane.
Range: 100 ft area...copter can safely exit the tornado at 600 ft altitude
Tornado travels at 150 MPH
Damage: Stationary structures suffer 4d6x10 MD and trees uprooted in 15 seconds. Anything actually sucked into the funnel takes 3d6x10 MD per melee, then is ejected after 1d6 melees, suffering an additional 2d6x10 MD. If on water; 50% chance of capsizing small craft, 30% chance of capsizing medium-sized ships(coast guard cutter sized), 10% chance of overturning large vessels, no chance of upsetting carrier- and supertanker-sized vessels(may mess up the upper works, though).
Rate of Fire: 1 tornado created per activation
Payload: Lasts 10 minutes per activation; pumping in additional PPE can extend the duration of the waterspout
PPE Usage per Activation: 90
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

EShemar EShe-CvPC40 'Ingis Spitter' Plasma Cannon

The Ingis Spitter is a heavy plasma weapon that uses the same plasma battery technology that powers the Ingis Crawler micro drones, only on a larger, and somewhat more stable form. The weapon appears to be covered in what appears to be an insect exoskeleton, which is actually a form of thermal-kinetic armour, to help protect the weapon from damage as they are prone to explosive detonation if the plasma battery is breached. The Ingis Spitter fires potent bolts of plasma that after striking continue to burn for several seconds, making these weapons extremely useful against heavy armour or reinforced structures. In addition to the potent plasma bolt, the Ingis Spitter has a spray fire mode for room clearing, and can fire a much larger plasma grenade that deals heavy damage, but with short range, and extremely limited rate of fire as it draws a large amount of plasma directly from the battery.
The plasma batteries provide the Ingis Spitter with ample power, but due to its unstable nature and increased cost of production, these weapons are deployed sparingly, usually in siege and heavy anti-armour purposes. Clan Vespa has also used these weapons against swarming enemies used by heavily armoured units, as the burning plasma not only continues to burn and wound the targets, but causes incredible pain which disorients the target, allowing the wielders to switch targets quicker.

Weight: 90 lbs
MDC: 150
Range: 3,000 ft in atmosphere, double in space
Plasma Spray 100 ft long, 50 ft wide cone area, double in space
Plasma Grenade 1,500 ft, 30 foot radius, double in space
Damage: 2d6x10 MD single blast, target struck will suffer 4d6 MD for 1d6+1 rounds
Plasma Spray 5d6 MD, targets struck will suffer 2d6 MD for 1d4 rounds
Plasma Grenade 3d6x10+5 MD, targets in blast area will suffer 5d6 MD for 2d6 rounds
Rate of Fire: ECHH
Plasma Spray 4 times per melee
Plasma Grenade once per melee, can not be fired same round as plasma spray.
Payload: 50 shots, regenerates 1 shot every melee, can replenish full 50 up to 3 times before battery is drained.
Note: Weapon is fitted with thermal-kinetic armour, reducing heat, plasma, kinetic attacks (punches, railgun, bullets) damage by 25%. If the wielder is struck with an area attack, roll d20 plus their Dodge bonus save against 16 to reduce damage to the weapon by a further 25%.
Living targets struck suffer -2 to all rolls, -20% to skills that require concentration due to the pain for the duration that the plasma continues to burn.
If the weapon is reduced to 20 MD, there is a cumulatively 5% chance per shot the weapon will detonate, dealing 1d6x10 MD per shot left currently in the battery to a 50 foot area. Each MD below 20 adds a further 5% chance the weapon detonates. If reduced to 0 MD there is a 75% chance the weapon will detonate.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

DarkWaters Skulian Elite
(aka ‘Waterstrider’, ‘Surfmar’)

“The Horune don’t always like to bring in their big ships first and foremost to intimidate the coastals before they haul them away, more often than not they’ll send in free-swimmers to infiltrate, scout, and terrorize before bringing in the transports. That gives the defenders a chance of cutting short a raid, or at least of buying time to evacuate inland. Of course, if the raiders can be stopped before they even reach the shore, that’s even BETTER.”
“In that case, would you be interested in buying some Horune weapons I took off some raiders about five or six miles off the coast here? Hardly used. Ichor stains are already washed off.”

“They...they just rode the blast wave off a tactical nuclear explosion right into that port facility! They’re mad! Stark, ravingly, circuit-shorting, magnificently MAD!!!”

“Great Kahuna commands ye! ATTACK!”

Skulians are a joint Steel Gaian-Dark Waters modification of the Berserker frame, with an unusual inspiration; pre-Rifts anime. Inspired by pre-Rifts ‘mecha masamune’ or ‘ship masamune’ media, the Steel Gaians thought it would be amusing to create a gynoid frame based on a masamune caricature of one of their host nation’s warship types, specifically the PS-PCFG-11‘Skuld’-class Air Cushion Escort Corvette, itself based on pre-Rifts heavy patrol hovercraft design studies.
The Skulian is a modification of the ‘Berserker’ chassis modified to be better suited to the harsh marine environment. Though not as ‘aquatized’ as the Asrai Elite, Skulians are still superb swimmers and divers able to survive in the open ocean, but their real focus is the SURFACE of the water.
The Skulians are configured to interface with a personal hoverboard (known as a ‘Surfen’) which is powered by induction-contact with the gynoid, but also has supplemental power packs in its body. The ‘board acts both a vehicle and a personal extension of the Skulian. In imitation of the PS-PCFG-11‘Skuld’, the Surfen generates a surface-effect hover-cushion that skims the ‘board across the water at high speed. For rougher water, the ‘board can drop fins that act as stabilizers and hydrofoil vanes. The Surfen also mounts a weapons module that allows it to fire missiles or torpedoes, just like the hover-corvette it imitates.
Other naval holdovers from the ‘Skuld’ can be found incorporated into the Skulian’s body itself. The Skulian can mount wrist-mounted micromissile launchers and a hands-free shoulder-mounted rifle-cannon clipped to his or her back, in imitation of the Skuld’s multi-cell missile launchers and 80mm turret gun, as well as a grenade launcher that fires miniature depth charges.
The Skulian conversion is available to both females and males.
Because of their light armor and armament, Skulians are typically deployed as scouts and raiders, using mobility as their best defense, and quickly laying passing blows to an enemy, and seeking weak flanks and backsides to attack. In action, Skulians are hit and run speedsters, skimming along the water’s surface, occasionally porposing below and above the water, dodging in close to enemes to pepper them with missile or gun fire, or launch a torpedo attack, before skimming back out of range. While unable to deliver the sort of firepower that can sink large vessels, Skulians are effective high-seas guerillas, and even more effective closer in-shore. They are particularly vicious against Horune aqua-sled riders, who they consider natural enemies. One action against the Horune and their affiliated pirate scum involved pairs of Skulians towing megadamage fiber fishing nets to encircle and entangle pirate swimmers, an effective and humiliating tactic that bagged the EShemarrians several dozen would-be coastal raiders.
Skulians have been known to ride the shockwaves from TW storm and tsunami weapons into battle. This reportedly particularly impressed the Skullcrushers who had just launched a WMD ‘Pall Bringer’ missile strike on a bay anchorage of Horune ships, and watched Dark Water Skulians ride the shockwaves effectively inland to take advantage of the chaos and attack the disorganized shore base in the flood waters.
The Skulian appears in the ranks of the Dark Waters, and to a lesser extent the Steel Gaians. The Skyeklad are also reportedly interested in the caste-chassis.

Type: Shemar Skulian
Class: Robot Gynoid/Android
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 18 each
Arms(2) 160 each
Legs(2) 130 each
Head 90
Antennae(2) 10 each
Main Body 250
Shoulder Cannon/Grenade Launcher(2) 80 each
Hoverjetboard 250

Skulians tend to wear only light formfitting armor, patterned after swimwear or wetsuits) with 35-60 MDC, and headgear/Relis(75 MDC)

Height: 8 ft
Width: 2.5 ft
Length: 2 ft
Weight: 750 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Cargo: Only what can be carried in the arms or strapped to the body; most Skulians will carry a diving knife or two strapped to their legs.
The Surfen can carry a survival pack and sidearms clipped to its topside.
Speed:
Running: 120 MPH. 98 MPH if carrying their board.
Jumping: Standing jump of 25 ft up/across, + 35 ft with a running start in excess of 40 MPH.
Can make powered leaps off the water using the jetboard as a booster; attaining heights of up to 50 ft and distances of up to 150 ft.
Flying: Not possible
Can skim above firm, solid, level ground on the hoverboard, 1-3 ft off the ground, at 100 MPH.
Underwater: Perfectly capable of swimming at 58(about 40 MPH)+16 (total speed 74 or about 50 MPH) if wearing little or no clothing/armor., but is best at skimming above the waves on the hoverboard at 130 MPH.

Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

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

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

*Depth Gauge---Can tell the depth if submerged.

*Command Link----The Skulian has a special radio communications link to his or her board, and can remotely command it from as far away as 10 miles. When aboard it, the Skulian can link by induction through her feet or via a fiber-optic link(mistaken for a tether).

Weapons Systems:
1) Wrist-Mount Micro-Missile Launchers(1-2)----The Steel Gaians have copied their hosts’ micro-missile technology and created a cyborg bracer-mounted launcher.
Range: 7,500 ft
Damage: 6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Rate of Fire: Volleys of 1,2,3, 4, or all 5!
Payload: 5; the Skulian will typically carry four 5-shot speedloaders on her board(takes 2 APM to reload a fresh box of mcro-missiles into the arm magazine)
Bonuses: +4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
The following bonuses ALSO apply:
The Micro-Missile Launcher is +3 to strike on a called shot at distances of less than 1000 ft, +2 to strike at distances of 1000-2000 ft, and +1 to strike up to 3,000 ft. That’s in addition to WP and skill bonuses(that’s +6 to strike on a called shot!)
Plus, the missile can be ‘wriggled’ in its flight course up to 270 degrees(so you can’t shoot yourself) so if the gunner has enough information on the flight path, they can fire the missile, direct it to make a 90-degree turn around a corner, then make another 30 degree turn to clear a wall, then angle 80 degrees down to nail its target from above!
It can also follow a moving target, once it’s been locked on target, so dodging one of these is that much more difficult...

2) Shoulder-Mount Rifle Pod---Long-barrel 20mm cannon, part of a backpack worn by the Skulian and control-linked directly to their nervous system. The cannon is mounted on a powered swivel that fires it over one shoulder.
Range:(20mm)4,000 ft, 7,200 ft for the Model 2N
Damage:(20mm) 1d4 MD per shell
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 2 ft blast radius(single shot)
(20mm PSX-1) 4d4 MD single rd
1d6x10 MD per 5 rd burst
Airburst does 4d4 MD to 2 ft blast radius
Rate of Fire: Standard
Payload: 1,000 rd drum

3) Shoulder-Mount Grenade Launcher----Imitates, on a smaller scale, the Skuld-class corvette’s antisubmarine depth charge launchers. The Steel Gaians have instead substituted Paladin Steel’s 40mm ‘Dhunker’ miniature anti-swimmer grenades. The Skulian’s backpack carries a cluster of three ‘metal-storm’ tubes, each holding four grenades, that fire over the shoulder.
Range: 2,000 ft. Grenade charges are typically fused effective to a depth of 120 ft.
Note: CANNOT operate underwater.
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
High Explosive/Concussion rounds do 5d6 MD to a 32 -foot radius.
and Plasma rounds do 1d4x10+10 to a 5-foot radius.

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

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

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

Rate of Fire: Volleys of 1-3
Payload: 4 each tube, total of 12.

4) Eye Lasers(2)---The Skulian has standard Shemarrian eye lasers.
Range: 1,000 ft in air and underwater
Damage: 2d6 MD single blast, 4d6 MD from both eyes simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike (in addition to any other bonuses)

5) Finger-Claws---Standard Shemarrian hand-blades.
Range: Melee
Damage: 3d6 MD +P.S. damage

6)(Optional) Use of Handheld Weapons---The Skulian can pick up and use any appropriately scaled weaponry. Typically has a rifle-style weapon and a melee weapon locked on brackets on her board.


Hoverboard Weapons:

1) Hoverboard Vibroblades(3)---The hoverboard can extend special vibrobades that double as hydrofoil vanes.
Range: Melee
Damage: 3d6 MD on a high speed pass

2) Hoverboard Weapons Module---The Surfen Board conceals an internal weapons space for expendable ordnance(it is believed to have been inspired by Kittani power armor missile shields).
a) Mini-Missiles---4
b) Mini-Torpedoes----4
c) Short Range Torpedoes---3
d) Medium Range Torpedoes---2
e) SeaFire Missile ---Reverse-engineered dual-mode sea/air rocket-torpedo.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Single shot
Payload: 1
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

f) Laser Blade----This modification generates a short-range sustained laser/plasma bow wave that spears out in front of the ‘board and acts as a photonic ram. Great for delivering sideswipes.
Range: 15 ft
Damage: 1d4x10 MD
Rate of Fire: The blade can be sustained for 4 melees( 1 minute) before needing another minute to recharge.
Payload: Conditionally unlimited; it takes 4 melees to recharge between activations.

g) Sonic Cannon---This is a high-powered sonic projector that sends a powerful shockwave out ahead of the ‘board. Its extreme vibratory force and area of effect make it useful for clearing the way ahead of the speeding Skulian. The downside is a slow rate of fire/recharge period.
Range: 600 ft underwater, 1,200 ft in air
Damage: 2d4x10 MD concentrated blast, or 4d6 MD to a 30 ft wide area in front of the projector
Rate of Fire: Single shot, once every minute(4 melees)
Payload: Conditionally unlimited; it takes 4 melees to recharge between shots.

h) Harpoon /Spear Launchers(2)
Range: 200 ft
Damage These weapons can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Rate of Fire: Volleys of 1 or 2
Payload: 8 eacn

i)Ion Blaster
Range:(Ion Bolt) 1,900 ft
(Shock Zone) 50 ft, and affects a 50-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot
(Shock Zone) 2d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming/Skills:
Same as for regular Shemarrian Warriors or Berserkers, plus the following:
Pilot Hovercycle(for maneuvering purposes) 98%
Surfing 98%

Actions/Attacks Per Melee: 7
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 4
Dodge +8, +8 on Surfen Board moving at speed
Automatic Dodge(takes no actions) +2, +1 on Surfen Board moving at speed
Parry +10
Strike +9 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +5, +4 on Surfen Board moving at speed
Pull Punch +6
Disarm +5
Entangle +2
Maintain Balance +7
Critical Strike on Unmodied 18-20.
Knockout/Stun on a Natural 18-20

Options:

*Backpack Options---Some Skulians drop the 20mm cannon and grenade launcher pack in favor of other weapon configurations. Modified Skulian backpacks can carry TWO weapons from the following list
a) Flamethrower---Often filled with napalm, which floats and burns. Arson at sea is still particularly frightening for seamen.
Range: 50 ft for regular fuels, 300 ft for napalm gels
Damage:
(Regular liquid fuels) 5d10 SDC, plus ignition of combustible materials
(Plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 10-16 blasts

b) Pulse Laser(M-BiLar AT-5000 /PSMBL-5000B)
Range: 6,000 ft in air/3,000 ft underwater
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Blaster
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister. Effectively unlimited linked to a nuclear power cell.

d) Plasma Cannon
Range: 3,300 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
Rate of Fire: ECHH
Payload: 6 shots standard e-clip, 18 shots long e-clip, 48 shots with an e-canister. Effectively unlimited linked to a nuclear power cell.

e) Particle Beam Cannon
Range: 4,000 ft
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 Effectively unlimited linked to a nuclear power cell.

f) Micro-Missile Launcher----25 micro-missiles.

g) Mini-Missile Launcher----6 mini-missiles.

h) Short Range Missile----1

i) Grenade Launcher
Range: 3,000 ft
Damage:Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.
Rate of Fire:Single shot or rapid-fire burst of 2-3
Payload:12 grenades

j)7.62mm General Purpose Machine Gun
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(Advanced High Explosive) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

[quote="taalismn"]DarkWaters Skulian Elite
(aka ‘Waterstrider’, ‘Surfmar’)/quote]

Nice!
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:DarkWaters Skulian Elite
(aka ‘Waterstrider’, ‘Surfmar’)/quote]

Nice!



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

Oh, and the Ignis Spitter looks fun too. 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

TyraClaw Robot Drone
(aka ‘Krab-Brother’, ‘Crab-Lord’, ‘Heiken’, Carcinusor’)

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

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

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

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

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

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

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

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

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

*Loudspeaker----80 decibels

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

*Sonar---30 mile range

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

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

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

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

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

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

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

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

g) Decoy Launcher
Range: Launches decoys up to 500 ft away
Damage:(Varies)
a)Acoustic ‘Screamer’----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.

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

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

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

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

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

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

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

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

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

e) Ion Claws---These emulate Kittani plasma weaponry in that the claws are lined with superconducting elements that can channel extremely high voltage through them to deliver a shocking and incapacitating stab-strike. They can also fire a powerful, if short-ranged, ion blast.
Range:(Shock Claws) Melee
(Ion Blast) 500 ft
Damage:(Shock Claws)(variable) 4d6 SDC-3d6 MD
Against machines, roll on the following:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Against organic targets, the Electro-Shok has the following effects: victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
(Ion Blast) 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

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

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

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

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

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

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

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

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

Programming:(Artificial Intelligence)
Typically has the following:

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

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

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


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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

Variants:
*EcoS-KRPA-50---This modifies the Internal Cargo Compartment option into a fully equipped cockpit( 100 MDC), making the TyraClaw into a robot vehicle for a smaller pilot. The KRPA-50 retains the AI, though, allowing the drone intelligence to assume action if the pilot is incapacitated.
Awakened TyraClaws disable, or remove altogether, the controls in the cockpit and instead use the compartment to hold passengers or prisoners.
It is rumored that TyraClaws of this sort have been supplied to several units of liberated ex-Splugorth slaves that have formed resistance units to strike back at the Splugorth and their minions.
As a piloted robot vehicle, the KRPA-50 has the following bonuses, in addition to those gained from Basic and Elite Robot Combat training:
+1 on initiative, +1 strike(melee and ranged), +2 parry, +3 dodge.
Last edited by taalismn on Sun Aug 11, 2019 9:12 pm, edited 1 time in total.
-------------
"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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:TyraClaw Robot Drone
(aka ‘Krab-Brother’, ‘Crab-Lord’, ‘Heiken’, Carcinusor’)


Nice!
What book is the war crab in again? As I was reading this, had a few ideas pop in my head (partly for the one crab-like warmount I need to finish), but need to remember what the upper torso looks like on the original unit.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:TyraClaw Robot Drone
(aka ‘Krab-Brother’, ‘Crab-Lord’, ‘Heiken’, Carcinusor’)


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


Rifts Underseas.

Yeah, playing with combining bits from the parts bin(basically any book with a good selection of robots and vehicles in it) can yield some fun combos to build on.
That's rather why I like Clan Gothic; you can make serious frankenmecha with then, Its also why creating similar charts for North America are rather a headache for me, because the American robot parts market is just so freaking HUGE...In the meantime between attempts to summit that challenge, however, there are lesser projects that I can make headway on.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Clan Armorand PsiRam Cannon
(aka ‘Emotocannon’)

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

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

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

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Psi-Barrier

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

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

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

Variants:
None exist, but experimentation with different types of defensive psionic powers are being attempted to incorporate into the shield. So far only this version exists, and no larger or smaller versions exist, but work is being done to create versions for starships, bases and personal ones.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Psi-Barrier

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


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

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

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

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

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


“THEY’RE SHARKS! WITH LASERS!”

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

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

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

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

Height: 13 ft
Width: 8 ft
Length: 32 ft
Weight: 6 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can crawl rather awkwardly on land at a lurching 7 MPH
(Leaping) Can perform a swimming leap out of the water of 50 ft up and 80 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Very fast; can hit speeds of 80 MPH, maximum depth tolerance of 7 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Galeosars have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 180 MDC before needing material stocks to convert to MD repair material.

*Sonar---60 mile range

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Immune to Horror Factor

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

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

Variants:
* EcoS-K-155B---(aka 'Bomber-Shark')This variant has a bulging forehead that conceals a small, but powerful, breech-loading ballistic mortar(based on the 82mm mortar-cannon of the QGBM-7-70 ‘Taurus’ Glitterboy). The warmount surfaces, the head paneling peels back, and the weapon is cleared for action. It has a limited direct-fire mode as well, but the ballistic mode is used more often. Limited payload, so it is most often used in ‘shoot and scoot’ attacks on shore targets.
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Note: CANNOT be fired underwater
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: 3 times per melee
Payload: 15 rds

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

* EcoS-K-155F---- Feral variant, with only 300 main body MDC, false skinning, and only able to reach 60 MPH underwater. Schools of these orbit Shemarrian underwater communities as picket-beasts.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Psi-Barrier

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


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

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

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


Nice. Although surprised you didn't make a hammerhead variant, similar to the Shebu variant I made.
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

TyraClaw variants

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

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

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

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

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

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

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


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

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

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

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

8 ) Sonic Cannon --- Mounted in the bulbous pod in the right crab claw is a potent sonic weapon.
Range: 3,000 ft in water, 1,500 ft in air
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor. 
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast. 
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack (DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this. 
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees. 
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves. 
Firing the weapon underwater will give away the MagneClaw's position underwater, however weapon can be set to create a large sonic burst that disrupts sonar, temporarily knocking out all sonar in a 2 mile radius for 1d4 melee rounds.
Rate of Fire: ECHH
Payload: Effectively Unlimited

9) EM Bolt/Electromagnetic Vortex Cannon - This weapon was given to the Darkwaters by the Steel Gaians who copied it from their neighbours Greater New England and Paladin Steel
Range: 8,000 ft 
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:TyraClaw variants


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

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

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

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Updated the TyraClaw post with a flight pack option..

and new stuff....

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

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

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

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

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

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

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

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



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

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

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

*Bionic Cybernanite Repair Systems---ALL Xebis have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.

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

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

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

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

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

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

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

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

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

Weapons Systems:
1)Laser Eyes(2)----The Xebis is fitted with the heavier model eye-lasers. These are larger and more powerful versions of the standard Shemarrian warmount eye-lasers. They have also been adjusted to fire in the blue-green frequency for maximum penetration underwater.
Range: 4,000 ft(3,000 ft underwater)
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

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

3) Tail Ion Cannon----Concealed in the Xebis’ tail flukes is a powerful ion cannon. Its rearward-aiming orientation means it is mainly used in dissuading attackers from behind. Those observers from the Three Galaxies who are familiar with the Golgan species and their starship design habit of mounting the heaviest weaponry in the rear hull to fire in retreat have nicknamed this installation the ‘Golgan Tail’.
Range: 6,000 ft in air and underwater
Damage: 3d4x10 MD per shot
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Torpedo Bay---The Xebis sports a large ventral bay that typically holds torpedoes or naval mines, though it can also hold cargo.
a) Mini-Torpedoes---- 128(Volleys of 1-12)
b) Light Torpedoes---- 64(Volleys of 1-6)
c) Medium Torpedoes---- 32 (Volleys of 1-4)
d) Heavy Torpedoes---- 18(Volleys of 1-3)
e) Sea/Air Rocket-Torps
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-3
Payload: 18
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

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

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

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

i) Cargo----60 tons

5) Lateral Weapons Bays(2)----The Xebis sports two smaller shoulder-located weapons bays. These bays can mount the same weapons as available to the EcoS-K-8 Ironback, only with greater magazine capacity for torpedo/missile launchers.
a) Mini-Torpedoes----80
b) Light Torpedoes---20 tube launcher
c) Medium Torpedoes---12 tube launcher
d) Heavy Torpedoes----6 each
e) Sea/Air Missiles---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6 per hardpoint
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike

f)Twin-Mini-Missile Launcher(2x1)----Somehow, the Eshemar managed to get of a stock of Paladin Steel PS-MMLR-14 Mini-Missile Launcher Rifles, copies of the Coalition States’ CCT-M20 Missile Rifle, complete with mini-lasers. Two Rifles are mounted on a single turret mounting, and can even be detached to be used as handheld weapons. The only difference is that the mini-lasers have been modified for underwater use.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft in air/Underwater
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
(6d6 MD for three lasers firing simultaneously, 1d6x12 MD for all six firing simultaneously on one target).
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(or up to 24 missiles from all six launchers firing simultaneously!)
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(80 mini-missiles total between all four launchers!)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.

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

Rate of Fire: ECHH
Payload: Effectively Unlimited

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

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

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

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

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

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

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

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

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

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

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

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

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

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

v) Gun-Howitzer---A dual-mode breech-loading ballistic mortar(based on the 82mm mortar-cannon of the QGBM-7-70 ‘Taurus’ Glitterboy).
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Note: CANNOT be fired underwater
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: 3 times per melee
Payload: 6 shot internal magazine; takes 1 APM to load a fresh round into the magazine.

w) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: ECHH
Payload: 10 PPE per shot

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

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

g) Sonic Cannon-----As above

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

i) Pulse Laser-----As above

j) Rail Guns-----As above

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

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

m) Laser Lance Trinary Cluster---As above

n) Laser/Plasma Gun---As above

o) Napalm Projector---As above

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

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

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

v) Gun-Howitzer---As above

w) TW Power Bolt Cannon---As above

7) Countermeasure Launcher---Mounted under the tail, it can fire off either deep flares or acoustic decoys:
Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 20 per launcher.
---
*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: 18 Deep Flares

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

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

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

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

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

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


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

*PPE Powerstone Sources:
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

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

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

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

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


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

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

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

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

Variants:
*EcoS-K-156F---- ‘Feral’ variant. It differs from the regular Xebis model in having no obvious external weaponry, and in having its dorsal smartmatter able to mimic plant growth, rather than small craft. EcoS-K-156Fs often lurk close to shore or in river estuaries, imitating small islands, shoals or sandbars. It is rumored(or the rumor has been spread) that the observed -186Fs are a juvenile stage of the regular Xebis(entirely untrue, if only because the -186F is the same size as the baseline Xebis). Has Camouflage as a skill, at 78%(+5% per level of experience for Ecotroz entity)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Post Reply

Return to “Rifts®”