Shemarrian-related fan creations
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- SolCannibal
- Champion
- Posts: 2431
- Joined: Wed Sep 21, 2011 1:25 pm
- Location: Rio de Janeiro, Brazil
Re: Shemarrian-related fan creations
For some reason now i'm imagining some Splugorth kind of "replicating" this drone's aesthetic/gimmick by ploping Eyes of Eilor with combat-oriented spell sets on one or more "headless" slave races with a cephalothorax body arrangement of sorts like crustaceans, chelicerata or similar beings in alien worlds.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
SolCannibal wrote:For some reason now i'm imagining some Splugorth kind of "replicating" this drone's aesthetic/gimmick by ploping Eyes of Eilor with combat-oriented spell sets on one or more "headless" slave races with a cephalothorax body arrangement of sorts like crustaceans, chelicerata or similar beings in alien worlds.
Or a BioWizardry mod enveloping the bioBorg's head in a fleshy collar, and they have to 'see' via the Eye....maybe the gastro-intestinal tract gets rebuilt with a mouth in the chest or stomach...
-------------
"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
------------
"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
------------
- SolCannibal
- Champion
- Posts: 2431
- Joined: Wed Sep 21, 2011 1:25 pm
- Location: Rio de Janeiro, Brazil
Re: Shemarrian-related fan creations
taalismn wrote:SolCannibal wrote:For some reason now i'm imagining some Splugorth kind of "replicating" this drone's aesthetic/gimmick by ploping Eyes of Eilor with combat-oriented spell sets on one or more "headless" slave races with a cephalothorax body arrangement of sorts like crustaceans, chelicerata or similar beings in alien worlds.
Or a BioWizardry mod enveloping the bioBorg's head in a fleshy collar, and they have to 'see' via the Eye....maybe the gastro-intestinal tract gets rebuilt with a mouth in the chest or stomach...
Many possibilities indeed, though i was going with the simplest build of sorts, i guess.
Still have get some time just to sketch out a splugorth dominion of my own, custom minions and all, with maybe some extra gimmicks, resources and whatnot.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Hawkmoon ‘Auran’ Oreseme-Conversion
(aka ‘Goldwing’, ‘Golden Spitballs’, ‘Golden Comets’)
“Those golden sammies are said to the spirits of dead SAMAS and Flying Titan pilots who got soul-salvaged by the Shemarrian valkyries. They live forever on the winds of the ley lines, eternally fighting the good fight on the wing.”
“The beak attack may not seem like much, but when one of those goldywings is up close and grappling with you, that beak’s spearing for your face, your eyes, your throat. Kind of hard to ignore that. Unless you got extra arms, you got the choice of being impaled through an eye socket, mutilated at the least, or opening yourself up to an evisceration.”
The ‘Aurans’ are Hawkmoon Tribe AI-conversions of the Republican USA-R107 ‘Golden Eagle’ SAMAS. During the Shemarrian Civil War, the Hawkmoons intercepted and captured a Republican patrol attempting to use the distraction of the SCW to steal a production run of power armors from ARCHIE-3’s Factory Eight. Colonel Isabelle Copper wasn’t in charge of the operation, so it’s now felt that it was initiated by an ambitious underling of Director Eliot’s, hoping to ingratiate themselves to the Director with a fiat accompli of additional power armors. Without all the insider information confided to Col. Copper, however, and with ARCHIE-3 on high alert during the SCW, the mission was almost certain to end in disaster, so being captured by the EShemar probably saved the Republicans’ lives. Strip-searching and interrogating the courier yielded a chip-drive with the encoded production instructions for the R107 SAMAS. The EShemar would eventually repatriate their captives after the war, but would keep a copy of the plans.
Before their informal agreement with General Emmel’s NEMAns and Colonel Copper not to flood the market with the propietary Republican designs, the EShemar ran a production run of several dozen Golden Eagle SAMAS, but modified them into fully robotic AI units for their own use.
The ‘Auran’ SAMAS-oreseme resembles, at first glance, an ordinary USA-R107 ‘Golden Eagle’ SAMAS, but the internal changes are substantial. The head/helmet differs slightly in having a more pronounced beak, that conceals a fully articulated mouth. It adds back in the hinted-at laser-reflective chroming, and the internal space meant to hold a pilot now holds robotics and avionics. A self-repair nanite regeneration system has been added. A Neural Intelligence AI runs things.
Initially, the Aurans were retained and held in reserve if the EShemarrians ever wanted to run ‘false flag’ operations against the Republicans, but as the Shemarrian Nation’s relations with the NEMAns of New LIberty and the splintering Republicans have improved, the Aurans have been allowed greater leeway in missions and activities, with more allowances made for the use of non-Republican equipment and features. SIghtings of these oreseme have been interpreted by observers as New Liberty/NEMAn units conducting joint operations with the neigboring Shemarrians. It is likely that the EShemar have expanded the numbers of these oreseme past the original handful as their usefulness becomes mor evident.
*(Aternate Origin Story: ARCHIE-3 set a trap for the Republicans the next time they tried to sneak in and subvert him into producing new warmachines for them. He managed to copy the production templates, when the Republicans tried to erase them from his system. He and Hagan decided to produce a few fully robotic drone versions for future use in false flag operations incriminating the Republicans. Instead, the EShemar captured and subverted the fake-SAMAS units. )
Type: Shemar ‘Auran’ Oreseme
Class: Robot Android(SAMAS conversion )
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 18 each
Arms(2) 100 each
Legs(2) 160 each
Head 90
Main Body 370
Main Thrusters(2) 90 each
Lower Thrusters(2) 50 each
Wings(4) 125 each
Height: 7.9 ft
Width: 3.5 ft at shoulders, 10 ft wingspan
Length: 4.6 ft
Weight: 440 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 25, PP. 24,.
Cargo: Only what can be strapped to the body with combat webbing or carried in the arms(typically carries a bandolier of grenades or fusion blocks)
Speed:
Running: 60 MPH
Jumping: Standing jump of 15 ft up/across, jet-assisted leap of 100 ft up/200 ft across.
Flying: Hover to 300 MPH, maximum altitude of 5,000 ft.
Underwater: Can survive being submerged and manually swim at 4 MPH, 30 MPH using thrusters underwater, 50 MPH skimming along the surface. Maximum depth 1,000 ft
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.
*Laser-Resistant Armor---The Republicans either couldn’t or didn’t plate their new SAMAS in laser-resistant chroming; the EShemar have both the time and resources to add the extra protection. The Aurans are covered in iridescent gold-tint mirror-chrome that partially reflects laser attacks; lasers do HALF damage.
*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 100 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
1) Eye Lasers(2)---The ‘Eagle’s Gaze’ is now more than glaring, it’s piercing, thanks to powerful attack lasers behind the lenses.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Forearm Blasters(2)---The space normally accommodating a living pilot’s arms and hands is now filled with extra equipment, including forearm-mounted armaments. The Aurans were originally outfitted with ion blasters in the arms that would use the same superconductor conduits as the weapon power links, but as the Aurans acquired more individual preferences, some replaced the ion weapons with other types.
Range: 1,200 ft
Damage: 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
3)Vibroclaws---In addition to the hands, the feet are fitted with extendable vibroclaws. The head also features an extendable ‘beak’ for close combat.
Range: Melee
Damage:(Claw/Talon Strike) +1d4 MD to hand and foot attacks
(Beak Strike) 1d4 MD
Note: Can be silver-plated for extra damage against supernatural opponents
4) (Optional) Wing-Mounted Weaponry(2 hardpoints)---If heavy combat is expected, then hardpoints on the wings can be used to carry extra ordnance:
a)Micro-Missiles---25 shot pod
b)Mini-Missiles---3 per hardpoint
c)Short-Range Missiles---1 per hardpoint
d)‘Black Talon’ LSAM/LAAM----2 per hardpoint
e)Mini-Laser---Similar to those mounted on the Titan Works Flying Titan power armor.
Range: 4,000 ft
Damage: 2d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
f)Mini-grenade Dispenser/Launcher
Range: Can accurately drop them from as far up as 4,000 ft
Damage: 2d6 MD to 6 ft area
Rate of Fire: Volleys of 1-10
Payload: 20 grenades
g) Bombs----Equivalent to missiles in numbers/damage, but DOUBLE the blast radius
h) Mini-Gun Pod---Standard mini-machinegun in its own pod with independent ammunition supply
Range: 1,200 ft
Damage: (SDC) 1d6x10 SDC per 10 shot burst, single gun
(MDC-standard) 2d4 MD per 10 rd burst per single gun
4d6 MD per 30 rd burst from one gun cluster
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types
Rate of Fire: Standard
Payload: 400 round drum/magazine per gun
i)Rocket Booster--These are single-use JATO pods used to temporarily boost speed up to 50% for a duration of 1d6 melees. Typically fired off in pairs---one on each wing(lighting off only one on one wing causes only a 10% increase in speed, and a -25% to the piloting roll). JATO units can be made from modified SRMs(-10% to Armorer roll to adapt them) .
j)Chaff/Flare Pod
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
k) Flit-Strikers----5 per hardpoint
l) ECM Pod-----A mini-radio jammer, 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 5 mile radius.
m) Radar Jammer Pod---1.5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -4 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
5) (Optional) Handheld Weaponry---The Auran can pick up and use human-scale or cyborg-heavy weaponry. The USA-40R Rail Gun is often used, as intended by the Republicans, but other weapons can be used instead.
Note that energy weapons can be powered by induction by linkage to the android’s own powerplant.
Programming/Skills:(Neural Intelligence)
Mathematics: Basic 98%
Language
- American-English, Spanish, Gobbeley, Techno-Can 94%
Literacy:
- American-English, Shemarrian 94%
Climbing 96%/86%
Intelligence 90%
Land Navigation 96%
Navigation: ALW 85%
General Repair & Maintenance 80%
Military Etiquette 96%
Parachuting 90%
Pilot: Hovercraft 92%
Radio: Basic 94%
Read Sensory Instruments 94%
Weapons Systems 90%
Hand to Hand: Expert
W.P. Sword(+4 strike, +6 parry)
W.P. Blunt(+3 strike/parry, +1 Throw)
W.P. Paired Weapons
W.P. Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Weapons
-Military Intelligence
Camouflage 80%
Detect Ambush 75%
Detect Concealment 68%
Tracking(People) 80%
-Military Communications
Cryptography 80%
Electronic Countermeasures 94%
Laser Communications 94%
Photography 94%
Surveillance 90%
TV/Video 94%
-Military Communications, Language:
Dragonese, Euro, Japanese, Chinese, Faerie, Demongogian, all at 94%
-Aerial Combat
Pilot Jetpack 90%
Acrobatics 85%
-Technical
Computer Operation 94%
Lore: Demons and Monsters 80%
Lore: D-bee 80%
Lore: Faeries and Creatures of Magic 80%
-Secondary Skills---As Awakened Neural Intelligences, Aurans can learn secondary skills; 3 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 1
Dodge +8, +10 flying
Parry +9
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4, +5 flying
Pull Punch +2
Disarm +2
Knockout/Stun on a Natural 18-20
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch( 2 attacks) 2d4 MD
Kick 1d6 MD
LeapKick 2d4 MD
Power Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD
Variants:
The Aurans have been around long enough that their Awakened neural intelligences have begun developing their own personalities, preferences, and histories, including Upgrades.
The most commonly requested Upgrades are improvements to propulsion(one Ayran requested a full wing replacement with the wings off a CS Death Wing Air Assault Armor and more powerful boosters) and protection(another had integral jammers installed, and another had a forcefield generator built in).
(aka ‘Goldwing’, ‘Golden Spitballs’, ‘Golden Comets’)
“Those golden sammies are said to the spirits of dead SAMAS and Flying Titan pilots who got soul-salvaged by the Shemarrian valkyries. They live forever on the winds of the ley lines, eternally fighting the good fight on the wing.”
“The beak attack may not seem like much, but when one of those goldywings is up close and grappling with you, that beak’s spearing for your face, your eyes, your throat. Kind of hard to ignore that. Unless you got extra arms, you got the choice of being impaled through an eye socket, mutilated at the least, or opening yourself up to an evisceration.”
The ‘Aurans’ are Hawkmoon Tribe AI-conversions of the Republican USA-R107 ‘Golden Eagle’ SAMAS. During the Shemarrian Civil War, the Hawkmoons intercepted and captured a Republican patrol attempting to use the distraction of the SCW to steal a production run of power armors from ARCHIE-3’s Factory Eight. Colonel Isabelle Copper wasn’t in charge of the operation, so it’s now felt that it was initiated by an ambitious underling of Director Eliot’s, hoping to ingratiate themselves to the Director with a fiat accompli of additional power armors. Without all the insider information confided to Col. Copper, however, and with ARCHIE-3 on high alert during the SCW, the mission was almost certain to end in disaster, so being captured by the EShemar probably saved the Republicans’ lives. Strip-searching and interrogating the courier yielded a chip-drive with the encoded production instructions for the R107 SAMAS. The EShemar would eventually repatriate their captives after the war, but would keep a copy of the plans.
Before their informal agreement with General Emmel’s NEMAns and Colonel Copper not to flood the market with the propietary Republican designs, the EShemar ran a production run of several dozen Golden Eagle SAMAS, but modified them into fully robotic AI units for their own use.
The ‘Auran’ SAMAS-oreseme resembles, at first glance, an ordinary USA-R107 ‘Golden Eagle’ SAMAS, but the internal changes are substantial. The head/helmet differs slightly in having a more pronounced beak, that conceals a fully articulated mouth. It adds back in the hinted-at laser-reflective chroming, and the internal space meant to hold a pilot now holds robotics and avionics. A self-repair nanite regeneration system has been added. A Neural Intelligence AI runs things.
Initially, the Aurans were retained and held in reserve if the EShemarrians ever wanted to run ‘false flag’ operations against the Republicans, but as the Shemarrian Nation’s relations with the NEMAns of New LIberty and the splintering Republicans have improved, the Aurans have been allowed greater leeway in missions and activities, with more allowances made for the use of non-Republican equipment and features. SIghtings of these oreseme have been interpreted by observers as New Liberty/NEMAn units conducting joint operations with the neigboring Shemarrians. It is likely that the EShemar have expanded the numbers of these oreseme past the original handful as their usefulness becomes mor evident.
*(Aternate Origin Story: ARCHIE-3 set a trap for the Republicans the next time they tried to sneak in and subvert him into producing new warmachines for them. He managed to copy the production templates, when the Republicans tried to erase them from his system. He and Hagan decided to produce a few fully robotic drone versions for future use in false flag operations incriminating the Republicans. Instead, the EShemar captured and subverted the fake-SAMAS units. )
Type: Shemar ‘Auran’ Oreseme
Class: Robot Android(SAMAS conversion )
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 18 each
Arms(2) 100 each
Legs(2) 160 each
Head 90
Main Body 370
Main Thrusters(2) 90 each
Lower Thrusters(2) 50 each
Wings(4) 125 each
Height: 7.9 ft
Width: 3.5 ft at shoulders, 10 ft wingspan
Length: 4.6 ft
Weight: 440 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 25, PP. 24,.
Cargo: Only what can be strapped to the body with combat webbing or carried in the arms(typically carries a bandolier of grenades or fusion blocks)
Speed:
Running: 60 MPH
Jumping: Standing jump of 15 ft up/across, jet-assisted leap of 100 ft up/200 ft across.
Flying: Hover to 300 MPH, maximum altitude of 5,000 ft.
Underwater: Can survive being submerged and manually swim at 4 MPH, 30 MPH using thrusters underwater, 50 MPH skimming along the surface. Maximum depth 1,000 ft
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.
*Laser-Resistant Armor---The Republicans either couldn’t or didn’t plate their new SAMAS in laser-resistant chroming; the EShemar have both the time and resources to add the extra protection. The Aurans are covered in iridescent gold-tint mirror-chrome that partially reflects laser attacks; lasers do HALF damage.
*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 100 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
1) Eye Lasers(2)---The ‘Eagle’s Gaze’ is now more than glaring, it’s piercing, thanks to powerful attack lasers behind the lenses.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Forearm Blasters(2)---The space normally accommodating a living pilot’s arms and hands is now filled with extra equipment, including forearm-mounted armaments. The Aurans were originally outfitted with ion blasters in the arms that would use the same superconductor conduits as the weapon power links, but as the Aurans acquired more individual preferences, some replaced the ion weapons with other types.
Range: 1,200 ft
Damage: 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
3)Vibroclaws---In addition to the hands, the feet are fitted with extendable vibroclaws. The head also features an extendable ‘beak’ for close combat.
Range: Melee
Damage:(Claw/Talon Strike) +1d4 MD to hand and foot attacks
(Beak Strike) 1d4 MD
Note: Can be silver-plated for extra damage against supernatural opponents
4) (Optional) Wing-Mounted Weaponry(2 hardpoints)---If heavy combat is expected, then hardpoints on the wings can be used to carry extra ordnance:
a)Micro-Missiles---25 shot pod
b)Mini-Missiles---3 per hardpoint
c)Short-Range Missiles---1 per hardpoint
d)‘Black Talon’ LSAM/LAAM----2 per hardpoint
e)Mini-Laser---Similar to those mounted on the Titan Works Flying Titan power armor.
Range: 4,000 ft
Damage: 2d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
f)Mini-grenade Dispenser/Launcher
Range: Can accurately drop them from as far up as 4,000 ft
Damage: 2d6 MD to 6 ft area
Rate of Fire: Volleys of 1-10
Payload: 20 grenades
g) Bombs----Equivalent to missiles in numbers/damage, but DOUBLE the blast radius
h) Mini-Gun Pod---Standard mini-machinegun in its own pod with independent ammunition supply
Range: 1,200 ft
Damage: (SDC) 1d6x10 SDC per 10 shot burst, single gun
(MDC-standard) 2d4 MD per 10 rd burst per single gun
4d6 MD per 30 rd burst from one gun cluster
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
*Can be loaded with specialized ammunition types
Rate of Fire: Standard
Payload: 400 round drum/magazine per gun
i)Rocket Booster--These are single-use JATO pods used to temporarily boost speed up to 50% for a duration of 1d6 melees. Typically fired off in pairs---one on each wing(lighting off only one on one wing causes only a 10% increase in speed, and a -25% to the piloting roll). JATO units can be made from modified SRMs(-10% to Armorer roll to adapt them) .
j)Chaff/Flare Pod
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
k) Flit-Strikers----5 per hardpoint
l) ECM Pod-----A mini-radio jammer, 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 5 mile radius.
m) Radar Jammer Pod---1.5 mile range. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -4 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.
5) (Optional) Handheld Weaponry---The Auran can pick up and use human-scale or cyborg-heavy weaponry. The USA-40R Rail Gun is often used, as intended by the Republicans, but other weapons can be used instead.
Note that energy weapons can be powered by induction by linkage to the android’s own powerplant.
Programming/Skills:(Neural Intelligence)
Mathematics: Basic 98%
Language
- American-English, Spanish, Gobbeley, Techno-Can 94%
Literacy:
- American-English, Shemarrian 94%
Climbing 96%/86%
Intelligence 90%
Land Navigation 96%
Navigation: ALW 85%
General Repair & Maintenance 80%
Military Etiquette 96%
Parachuting 90%
Pilot: Hovercraft 92%
Radio: Basic 94%
Read Sensory Instruments 94%
Weapons Systems 90%
Hand to Hand: Expert
W.P. Sword(+4 strike, +6 parry)
W.P. Blunt(+3 strike/parry, +1 Throw)
W.P. Paired Weapons
W.P. Rifles
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Weapons
-Military Intelligence
Camouflage 80%
Detect Ambush 75%
Detect Concealment 68%
Tracking(People) 80%
-Military Communications
Cryptography 80%
Electronic Countermeasures 94%
Laser Communications 94%
Photography 94%
Surveillance 90%
TV/Video 94%
-Military Communications, Language:
Dragonese, Euro, Japanese, Chinese, Faerie, Demongogian, all at 94%
-Aerial Combat
Pilot Jetpack 90%
Acrobatics 85%
-Technical
Computer Operation 94%
Lore: Demons and Monsters 80%
Lore: D-bee 80%
Lore: Faeries and Creatures of Magic 80%
-Secondary Skills---As Awakened Neural Intelligences, Aurans can learn secondary skills; 3 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 1
Dodge +8, +10 flying
Parry +9
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4, +5 flying
Pull Punch +2
Disarm +2
Knockout/Stun on a Natural 18-20
Restrained Punch 6d6 SDC
Full Strength Punch 1d4 MD
Power Punch( 2 attacks) 2d4 MD
Kick 1d6 MD
LeapKick 2d4 MD
Power Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d4 MD
Body Block/Ram: (2 attacks) 1d6 MD
Variants:
The Aurans have been around long enough that their Awakened neural intelligences have begun developing their own personalities, preferences, and histories, including Upgrades.
The most commonly requested Upgrades are improvements to propulsion(one Ayran requested a full wing replacement with the wings off a CS Death Wing Air Assault Armor and more powerful boosters) and protection(another had integral jammers installed, and another had a forcefield generator built in).
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
EcoS-KRP-57 Lycgeest
Sargent Smith ran for his life, he normally wasn't afraid of supernatural creatures.. But this.. Thing.. Just scared him! He ran through the door of the damaged APC, slammed it shut, however part of the upper door was missing, not much bigger than his fist, but the door was over an inch thick of reinforced material. There were no other holes, so it was the best place to hold up. The creature slammed into the door, it vibrated from the impacted and he could hear it growling from the other side.
Smith fumbled to replace the e-clip in his pistol as the creature clawed and bashed against the door trying to get through. It's jaws poking through the hole as it gnashed, barked and howled at him in frustration.
Smith chuckled a little as he leaned back and lifted the pistol up to take shots at the snapping jaws with the green wispy smoke floating about it. His chuckle stopped quickly as he noticed the 'smoke' become more solid and oozed through the opening surprisingly quickly. He fired several shots as it poured onto the floor before rearing up to engulf him. He didn't even get a scream out as it poured over him, forcing part of itself down his through and nose as it expanded, choking him.
The Lycgeest is an outgrowth of the research into the Luscatral and Liquidus e-nimal, combining the abilities of the ooze creatures with a solid frame, hoping to create an e-nimal with unique abilities, and have the ability to split into two separate units as a force multiplier. The Lycgeest uses a modified Shemarrian Wolf frame that looks like a skeletal version, only with thicker 'bones', the chest contains a sac of 'organs', with the whole creature surrounded by what appears to be an ethereal aura that glows an eerie green. The ethereal aura is essentially a modified Liquidus which alters its shape to look like an aura and releases gases.
While together, the Lycgeest is one unit, gaining damage resistance of the amorphous outer layer, which also provides attacks from pseudopods and other body weapons, as well as make use of chemicals such as acids or anti-magic micro-organisms which are generated/stored in the 'organ' sack in the chest. When split, the ooze outer layer functions just like an Liquidus e-nimal, while the wolf skeleton functions similar to a Shemarrian wolf, just skeletal in appearance. The two function as a pair, working together to attack a target from multiple angles, or the Liquidus component can get into areas the whole can not. The liquidus outer layer can rejoin the wolf skeleton to recharge and replenish any lost mass, and the two are whole again.
Both halves share memories and if awakened, the same 'essence' and if one part if one part is destroyed, the memories and full essence transfers to the surviving half. The destroyed half can be replaced, but takes a month of recalibrating and joining the essence to the new part, that the Lycgeest is effectively useless as it spends time adjusting and joining. Non-Awakened take about 15 days for the combining of systems and making the necessary calibrations for the two halves to function.
Type: EcoS-KRP-57 Lycgeest
Class: Robotic Animal
Crew: None; robot intelligence
Joined
MDC/Armor by Location:
Liquidous Outer Layer 70*
Main Body 170
Head 45
Front Legs (2) 55 each
Hind Legs (2) 75 each
Tail 20
Note: While joined, 10% of damage is done to the outer layer first, with the rest dealt to area of skeleton struck, this is after the 10% reduction of damage to physical attacks.
Height: 3.8 ft at shoulders, about 4.6 to 5 ft from head to toe.
Width: 2.3 ft at the shoulders
Length: 6.3 ft to the rump, plus 3.2 feet of tail
Weight: 1000 lbs
Cargo: none
Physical Strength: Equivalent to Robotic P.S. of 30, Jaws 40
Stats IQ 11, PP 20, PB 10.
Horror 14
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 180 MPH
(Leaping) 20 ft up and across. A running leap in excess of 60 mph adds 80 ft lengthwise and a height of 20 ft to a leap. Can use pseudopods and hydraulic pressure to increase height and length of jumps by an additional 15 feet.
(Climbing) Can climb with a proficiency of 75%
(Flying) Not possible
(Space) Not possible
(Underwater) Can dogpaddle at about 20 MPH, and can stay afloat for about 3d6 minutes. Otherwise, it can crawl along the bottom at 10 MPH, maximum depth 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Radio---The Lycgeest has the equivalent of a short range cellphone chip system, with a communications range of about 5 miles.
*Thermal Sensors---300 ft
*Motion Sensors---200 ft
*Acute Hearing----The entire outer layer of the Lycgeest can pick up on vibrations, essentially making it a giant ear with the equivalent of Advanced Robot Audio.
*Physical Attack Resistance - While joined, physical attacks against the Lycgeest, such as kicks, punches, claws, bullets, suffer -10%.
*Molecular Analyzer System---Track by Smell 84%, Recognize Scent 84%.
*PPE Sensor---This is identical to the SNARL System deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*Bionic Cybernanite Repair Systems---ALL Lycgeest 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. The outer layer can regenerate 50 MDC without draining MDC stock due to its amorphous nature and storage of material in the 'organ sac' while joined.
*PPE Gel Packs (from Rifter #53, Damon Sutton) --- These provide a miniscule PPE signature (about 4d4 PPE).
*Adaptive Camouflage --- While joined, the outer layer is translucent and the wolf skeleton is visible, but it can alter its surface coloration and texture to better blend into its surroundings; takes 1d4 melees to blend in.
*Chemical Storage/Factory - The 'organ sac' in the chest stores a number of chemicals and substances that can be released through the ooze body, and stores acid for the acid spit when the ooze is detached from the skeleton. Stores the acid and chemicals for its various attacks. Given time and ingredients it can ingest, it can replenish its supplies, typically 5 lbs and 20 minutes of the correct ingredients/components it can replenish a single dose of the designed chemical. It can not change a chemical until all does of one are used.
Weapons Systems:
1) Vibroclaws (4) --- All four paws are fitted with retractable vibroclaws
Range: Melee
Damage: 3d4 MD
Rate of Fire: Each swipe or stab with claws counts as one melee attack/action.
2) Bite --- The oversized mouth may be fitted with sharp teeth, but it’s still strong enough to grind down armor or crush a limb between them to a pulp.
Range: Melee
Damage: 1d6x10 SDC or 1d4 MD restrained nip. 3d6 MD full strength, 6d6 MD power bite (counts as 2 attacks)
3) Form Body Weapons----The Lycgeest has such fine control over its psuedo-slime body, plus being anchored to the skeletal frame, that it can form multiple limbs, and control specific density to the point it can form molecularly-sharp edges on them, and then back them in striking with hydraulic force. The tendrils can form into powered drills, broad leaf-like shielding limbs, articulated claw-fingers, edged blades, darting spikes, lashing whips, or launch as guylines. If severed from the main body, they can be quickly (within 5 melee rounds) reabsorbed into the Lycgeest (instantly recovering 50% of the limb’s maximum MDC), or else they quickly decay into a fine dust.
Range:(Varies)
(Shield) 4 ft long/wide
(Claw/Blade) 10 ft
(Drill) 5 ft
(Spike) 10 ft
(Whip) 15 ft
(Cable) 50 ft
(Snake) 100 ft
Damage:
(Shield) +1 to Parry
(Claw)* 2d6 MD, 5d6 MD on a multiple-claw raking attack**
(Blade)* 3d6 MD**
(Drill) (2 attacks) 6d6 MD **
(Spike)* 3d6 and does Critical Damage on a ‘to Strike’ roll of 18-20**
*These appendages can also be used to embed themselves in an MDC target and ‘chew’, absorbing MDC at a rate of 2d6 MD per melee.
(Whip) 2d4 MD**
**Add +1d6 MD if the tentacle limbs are reinforced with MD debris/shrapnel
(Cable) 1d4 MD on a lash-strike on a lash-strike, but are really meant to assist the Luscatral in climbing and retrieving objects.
(Snake) 3d6 SDC on a lash-strike or up to 1d4 MD crush/squeeze
4) Chemical Spray/Release System --- While the ooze is attached to the skeleton, it can release chemicals into the ooze, which can be released during bites and claw attacks for any contact poisons or toxins, or through the permeable ooze skin, using hydraulic pressure to release the chemical a great distance.
Range: Melee if injected via claw or bite, 50 ft if sprayed, or a cloud around itself up to 20 feet in diameter filled in the attack it is released.
Damage: Varies by chemical used.
Rate of Fire: ECHH
Payload: 20 doses of up to 4 different drugs/chemicals
*A standard nerve toxin will require a save versus non-lethal poison or the victim will be beset by delusions (-1 APM, -3 initiative, -3 dodge/parry/roll/strike, -20% to skill performance and speed, for 2d6 minutes).
*A mild acidic spray does 1d6 SDC, and victims are -4 to dodge/parry/roll/strike for 1d4 melees. More concentrated acids do 4d6, 6d6, 1d4x10, or 1d6x10 SDC, or 1d4 MD, burning for 1d4 melee rounds.
Miasma Cloud --- A cloud of acidic vapor
Range: 100 ft, and covers a 50 ft area. Cloud can persist for up to three minutes depending on local wind conditions
Damage: Acidic vapor does 1d6 SDC/Hit Point damage per melee of exposure. DOUBLE damage if inhaled.
*Cloud of Smoke/Ash ---- Releases a thick cloud of dark particulate vapor. Range of 100 ft, and covers a 100 square ft area. Depending on local air/wind conditions, the cloud persists for 1d6 melees. Those caught in the cloud are -8 to strike, parry, and dodge, and -1 to initiative, while the grit component will do 1d4 Hit Point inhalation damage per melee to those without respiratory protection.
Programming:
Same as the Shemarrian wolf, typically Awaken.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Prowl 72%
Tracking 65%
Land Navigation 86%
Language: Can understand 22 different languages
Climbing 75%
Begging 78%
Find Contraband 50%(+5% per level of experience for Ecotroz entity)
Detect Concealment 60%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Kintori intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
The Lycgeest has the following Natural Psionic Abilities (no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*Sense Evil
Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6
Automatic Dodge +8 while running at speeds in excess of 60 mph
Strike +5
Parry +4
Roll +2
+5 to pull punch/claw bite
Critical Strike on Natural roll of 19 or 20.
Kick (using hind leg to kick behind) 1D4 MD
Leaping Pounce 2d6+3 MD, 65% chance of knocking man-sized opponents down, loss of initiative and one melee attack/action and is -2 to strike, parry and dodge when fighting the Lycgeest in a prone position. Can also make a free Liquidus engulfing attack, the target suffering further -2 to Dodge to avoid the attack.
Head Butt/Body Block 2d6 MD
Split Liquidus
Main Body 60
Note: Liquiduses take only 10% damage from PHYSICAL attacks like punches, kicks, bullets, and vibroblades.
Explosive attacks like grenades and contact explosives do normal damage.
Energy attacks do DOUBLE damage.
Height: Default mode is a sphere about 6 ft in diameter
Width: Default mode is a sphere about 6 ft in diameter
Length: Default mode is a sphere about 6 ft in diameter
Weight: Typically around 300 lbs
Cargo: Only what can be carried or suspended inside the blob.
Physical Strength: Equivalent to Robotic P.S. of 25 , but it holds engulfed targets with the equivalent of a Supernatural P.S. of 40.
Powerplant: Chemical battery good for 36 hours of full activity before needing recharging.
Speed: (Running) 50 MPH
In liquid form, on flat and level ground, the Liquidus can ooze at a Speed of 11(7.5 MPH). On a slope, the Liquidus can hit much higher speeds with gravity pulling it.
(Leaping) Can bounce up to 10 ft up/across
(Climbing) The Liquidus is an adept climber(equivalent skill of 95%), and coming down is even easier; it can plop down or rain down from great heights without taking any damage.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at roughly 12 MPH, no depth limit.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Radio---The Liquidus has the equivalent of a short range cellphone chip system, with a communications range of about 1 mile.
*Visual Sensors---The Liquidus has pathetically poor visual sensors; roughly equivalent to a scallop’s(relative to body mass/size), with an effective range of 150 ft. The Nightmares are working on programming the Liquidus to be able to extrude and form lenses on the end of tentacles, allowing it to have visual acuity equal to, if not superior to, organic lifeforms.
*Thermal Sensors---300 ft
*Motion Sensors---200 ft
*Acute Hearing----The entire BODY of the Liquidus can pick up on vibrations, essentially making it a giant ear with the equivalent of Advanced Robot Audio.
*Bio-Sensors---The Liquidus can monitor an engulfed prisoner’s life signs, detecting when, for example, a prisoner needs more air to breath, or an assassination target has finally ceased life functions.
*Molecular Analyzer---The Liquidus is constantly ‘sniffing’ its surroundings, looking for chemical clues. Furthermore, by sampling an organic subject, priming special microchips, then injecting them into the Liquidus, the enimal can be ‘primed’ to track specific substances or individuals. Can effectively track by smell 84%
*Bionic Cybernanite Repair Systems---ALL Liquidus have a derivative nanotech repair system based on the 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. The Liquidus cannot convert raw material into new MDC material, but needs special polymers(typically left around its operating area in the form of cone- or cylinder-shaped ‘salt licks’) that it can ingest.
*Adaptive Camouflage---In its normal state, the Liquidus is translucent, but it can alter its surface coloration and texture to better blend into its surroundings; takes 1d4 melees to blend in.
Weapons Systems:
1) Punch/Entangle----The Liquidus’s main attack is to throw out pseudopodia of its own substance and attempt to entangle its target(s).
Range: Melee; the Liquidus’s pseudopodia can reach up to 10 ft.
Damage:(Punch) The Liquidus can punch with hydraulic pressure behind its blows: 6d6 SDC, Power Punch/Kick(2 attacks) 1d6 MD.
(Entangle)The Liquidus can hold targets with an effective grip that takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees.
Rate of Fire: ECHH
2) Engulfing Attack---Once the Liquidus has successfully entangled its target, it can engulf it, and either suffocate it, or subject it to chemical attack, using various chemical agents impregnated into its aerogel ‘flesh’.
Range: Melee
Damage:(Chemical) Varies by chemical type, typically a respiratory or skin-absorption delivered non-lethal sedative.
(Suffocation) A typical air-breather will smother in 60-75 seconds.
Rate of Fire: ECHH
Payload: Typically carries about 50 doses of chemical
Actions/Attacks Per Melee: 5
Initiative +2
Dodge +1, +3 underwater
Strike +2
Parry +2
Roll +5
Pull Punch +4
Entangle +5
Critical Strike on a Natural 19-20
Knockout on a Natural 18-20.
Punch/Kick 6d6 SDC
Power Punch/Kick(2 attacks) 1d6 MD
Split Wolf
MDC/Armor by Location:
Main Body 170
Head 45
Front Legs (2) 55 each
Hind Legs (2) 75 each
Tail 20
Height: 3.8 ft at shoulders, about 4.6 to 5 ft from head to toe.
Width: 2.3 ft at the shoulders
Length: 6.3 ft to the rump, plus 3.2 feet of tail
Weight: 700 lbs
Cargo: none
Physical Strength: Equivalent to Robotic P.S. of 30, Jaws 40
Stats IQ 11, PP 20, PB 10.
Horror 10
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 180 MPH
(Leaping) 20 ft up and across. A running leap in excess of 60 mph adds 80 ft lengthwise and a height of 20 ft to a leap.
(Climbing) Can climb with a proficiency of 75%(but often acts clumsy so as to appear helpless)
(Flying) Not possible
(Space) Not possible
(Underwater) Can dogpaddle at about 1 MPH, and can stay afloat for about 3d6 minutes. Otherwise, it can crawl along the bottom at 1 MPH, maximum depth 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Molecular Analyzer System---Track by Smell 84%, Recognize Scent 84%.
*PPE Sensor---This is identical to the SNARL System deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*Bionic Cybernanite Repair Systems---ALL Lycgeest 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.
*PPE Gel Packs (from Rifter #53, Damon Sutton) --- These provide a miniscule PPE signature (about 4d4 PPE).
Weapons Systems:
1) Vibroclaws (4) --- All four paws are fitted with retractable vibroclaws
Range: Melee
Damage: 3d4 MD
Rate of Fire: Each swipe or stab with claws counts as one melee attack/action.
2) Bite --- The oversized mouth may be fitted with sharp teeth, but it’s still strong enough to grind down armor or crush a limb between them to a pulp.
Range: Melee
Damage: 1d6x10 SDC or 1d4 MD restrained nip. 3d6 MD full strength, 6d6 MD power bite (counts as 2 attacks)
3) Acid Spit ---- The Lycgeest can spit corrosive acid at targets.
Range: 100 ft and covers a 10 ft wide area
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees.
Rate of Fire: ECHH
Payload: 30 shots before needing refill.
Attacks and skills exactly like a normal Shemarrian Wolf, 6 per attack, etc.
Variants
*EcoS-KRP-57T --- Technowizardry-enhanced version --- This Lycgeest variant lines the internal wolf skeleton with PPE accumulator crystals and impregnates the polymorphic matrix of the e-nimal with genengineered PPE-active microlife similar to the PPE-gel packs available to Wayfinder TWizard conversions (the PPE algae-packs themselves derived from original ARCHIE-3 developed ‘lifeforce-decoy’ packs; see Rifter #53, Damon Sutton). Maintaining the microlife requires the Lycgeest to regularly take in organic material to feed its microlife cultures (making it one of the few mounts/e-nimals that actually has to ‘eat’ for organic-biological reasons).
The magic variant is typically outfitted with spells to insure the survival of the pilot, but some special operatives use different spell configurations. The listed spell list is for a general survival configuration.
The downside is that the Luscatral registers as a magic creature to PPE sensitives.
Power Systems: (Wolf) Crystalline--- PPE Capacity: (Light) --- 100 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Liquidus) Gel Batteries----PPE Capacity: (Light)----50 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 15 PPE/hour on a nexus.
While joined the PPE capacity and regen is combined, but while separate use stats above for each part.
-Impervious to Energy--- 5 minutes per 20 PPE
-Fists of Flurry---5 melees per 2 PPE
-Shadowmeld---Virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. 10 PPE per 30 minutes.
-Sense Mines & Traps--8 minutes per 6 PPE.
-Invisibility to Sensors---16 minutes per 10 PPE.
-Erase Trail---80 minutes per 8 PPE.
-Megadamage Haymaker---5 PPE per strike, +1 to strike, and does +2d6 MD.
- Armor Bizarre---8 minutes per 8 PPE, +120 MDC, Horror Factor 13. With this on, the warmount truly looks like a lovecraftian monstrosity.
-Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*EcoS-KRP-57AT --- ”Anti-Technowizardry-enhanced’ version based on the TW variant, only, instead of maintaining cultures of PPE-enhanced microlife that is antithetical to magic and psionics.
1)Anti-Theron Generator System ---- The Lycgeest holds a reservoir of genetically-modified bacteria in a special life support pockets secreted about its mass and in the 'organ sac'. The psychically-active organisms can be stimulated to produce energy that disrupts active PPE. This energy can be piped about via special silver stabilized ectoplasmic channels, resulting in an aura of magic disruption about the cyborg. This is particularly telling when the warmount engages in hand to hand combat with supernatural creatures, as each strike, and even close proximity, will cause an opponent’s PPE to destabilize.
Because the anti-therons are not projected very far, as with anti-theron projection weapons, the organisms can last somewhat longer in their life support medium. However, the culture-tank still needs to be changed out every six months and replaced with a fresh culture.
Range: Anti-theron field radiates about 12 inches out from the Lycgeest
Effects of Anti-Theron Weaponry:
Damage: Varies according to the attack type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices (including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike. They still take damage from the cyborg’s punches and kicks, but take no extra damage from the strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. The cyborg’s melee attacks in this case do 25% MORE damage.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x 1.5(or 50% more damage). Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automatons will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each strike NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
-Integral EctoWeb Armor Protection----Incorporated into the Lycgeest’s structure is a weave of stabilized ectoplasmic fibers that serves as a sort of ‘magic Faraday Cage’, helping deflect and ground-out magic attacks made at the cyborg. Magical energy attacks to the Lycgeest are reduced in damage by 1/3, and the rider gets to save +1 versus magic. Psionic attacks are unaffected. This affects the Lycgeest while joined and separate. On the skeleton it appears as glowing mystic runes
Sargent Smith ran for his life, he normally wasn't afraid of supernatural creatures.. But this.. Thing.. Just scared him! He ran through the door of the damaged APC, slammed it shut, however part of the upper door was missing, not much bigger than his fist, but the door was over an inch thick of reinforced material. There were no other holes, so it was the best place to hold up. The creature slammed into the door, it vibrated from the impacted and he could hear it growling from the other side.
Smith fumbled to replace the e-clip in his pistol as the creature clawed and bashed against the door trying to get through. It's jaws poking through the hole as it gnashed, barked and howled at him in frustration.
Smith chuckled a little as he leaned back and lifted the pistol up to take shots at the snapping jaws with the green wispy smoke floating about it. His chuckle stopped quickly as he noticed the 'smoke' become more solid and oozed through the opening surprisingly quickly. He fired several shots as it poured onto the floor before rearing up to engulf him. He didn't even get a scream out as it poured over him, forcing part of itself down his through and nose as it expanded, choking him.
The Lycgeest is an outgrowth of the research into the Luscatral and Liquidus e-nimal, combining the abilities of the ooze creatures with a solid frame, hoping to create an e-nimal with unique abilities, and have the ability to split into two separate units as a force multiplier. The Lycgeest uses a modified Shemarrian Wolf frame that looks like a skeletal version, only with thicker 'bones', the chest contains a sac of 'organs', with the whole creature surrounded by what appears to be an ethereal aura that glows an eerie green. The ethereal aura is essentially a modified Liquidus which alters its shape to look like an aura and releases gases.
While together, the Lycgeest is one unit, gaining damage resistance of the amorphous outer layer, which also provides attacks from pseudopods and other body weapons, as well as make use of chemicals such as acids or anti-magic micro-organisms which are generated/stored in the 'organ' sack in the chest. When split, the ooze outer layer functions just like an Liquidus e-nimal, while the wolf skeleton functions similar to a Shemarrian wolf, just skeletal in appearance. The two function as a pair, working together to attack a target from multiple angles, or the Liquidus component can get into areas the whole can not. The liquidus outer layer can rejoin the wolf skeleton to recharge and replenish any lost mass, and the two are whole again.
Both halves share memories and if awakened, the same 'essence' and if one part if one part is destroyed, the memories and full essence transfers to the surviving half. The destroyed half can be replaced, but takes a month of recalibrating and joining the essence to the new part, that the Lycgeest is effectively useless as it spends time adjusting and joining. Non-Awakened take about 15 days for the combining of systems and making the necessary calibrations for the two halves to function.
Type: EcoS-KRP-57 Lycgeest
Class: Robotic Animal
Crew: None; robot intelligence
Joined
MDC/Armor by Location:
Liquidous Outer Layer 70*
Main Body 170
Head 45
Front Legs (2) 55 each
Hind Legs (2) 75 each
Tail 20
Note: While joined, 10% of damage is done to the outer layer first, with the rest dealt to area of skeleton struck, this is after the 10% reduction of damage to physical attacks.
Height: 3.8 ft at shoulders, about 4.6 to 5 ft from head to toe.
Width: 2.3 ft at the shoulders
Length: 6.3 ft to the rump, plus 3.2 feet of tail
Weight: 1000 lbs
Cargo: none
Physical Strength: Equivalent to Robotic P.S. of 30, Jaws 40
Stats IQ 11, PP 20, PB 10.
Horror 14
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 180 MPH
(Leaping) 20 ft up and across. A running leap in excess of 60 mph adds 80 ft lengthwise and a height of 20 ft to a leap. Can use pseudopods and hydraulic pressure to increase height and length of jumps by an additional 15 feet.
(Climbing) Can climb with a proficiency of 75%
(Flying) Not possible
(Space) Not possible
(Underwater) Can dogpaddle at about 20 MPH, and can stay afloat for about 3d6 minutes. Otherwise, it can crawl along the bottom at 10 MPH, maximum depth 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Radio---The Lycgeest has the equivalent of a short range cellphone chip system, with a communications range of about 5 miles.
*Thermal Sensors---300 ft
*Motion Sensors---200 ft
*Acute Hearing----The entire outer layer of the Lycgeest can pick up on vibrations, essentially making it a giant ear with the equivalent of Advanced Robot Audio.
*Physical Attack Resistance - While joined, physical attacks against the Lycgeest, such as kicks, punches, claws, bullets, suffer -10%.
*Molecular Analyzer System---Track by Smell 84%, Recognize Scent 84%.
*PPE Sensor---This is identical to the SNARL System deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*Bionic Cybernanite Repair Systems---ALL Lycgeest 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. The outer layer can regenerate 50 MDC without draining MDC stock due to its amorphous nature and storage of material in the 'organ sac' while joined.
*PPE Gel Packs (from Rifter #53, Damon Sutton) --- These provide a miniscule PPE signature (about 4d4 PPE).
*Adaptive Camouflage --- While joined, the outer layer is translucent and the wolf skeleton is visible, but it can alter its surface coloration and texture to better blend into its surroundings; takes 1d4 melees to blend in.
*Chemical Storage/Factory - The 'organ sac' in the chest stores a number of chemicals and substances that can be released through the ooze body, and stores acid for the acid spit when the ooze is detached from the skeleton. Stores the acid and chemicals for its various attacks. Given time and ingredients it can ingest, it can replenish its supplies, typically 5 lbs and 20 minutes of the correct ingredients/components it can replenish a single dose of the designed chemical. It can not change a chemical until all does of one are used.
Weapons Systems:
1) Vibroclaws (4) --- All four paws are fitted with retractable vibroclaws
Range: Melee
Damage: 3d4 MD
Rate of Fire: Each swipe or stab with claws counts as one melee attack/action.
2) Bite --- The oversized mouth may be fitted with sharp teeth, but it’s still strong enough to grind down armor or crush a limb between them to a pulp.
Range: Melee
Damage: 1d6x10 SDC or 1d4 MD restrained nip. 3d6 MD full strength, 6d6 MD power bite (counts as 2 attacks)
3) Form Body Weapons----The Lycgeest has such fine control over its psuedo-slime body, plus being anchored to the skeletal frame, that it can form multiple limbs, and control specific density to the point it can form molecularly-sharp edges on them, and then back them in striking with hydraulic force. The tendrils can form into powered drills, broad leaf-like shielding limbs, articulated claw-fingers, edged blades, darting spikes, lashing whips, or launch as guylines. If severed from the main body, they can be quickly (within 5 melee rounds) reabsorbed into the Lycgeest (instantly recovering 50% of the limb’s maximum MDC), or else they quickly decay into a fine dust.
Range:(Varies)
(Shield) 4 ft long/wide
(Claw/Blade) 10 ft
(Drill) 5 ft
(Spike) 10 ft
(Whip) 15 ft
(Cable) 50 ft
(Snake) 100 ft
Damage:
(Shield) +1 to Parry
(Claw)* 2d6 MD, 5d6 MD on a multiple-claw raking attack**
(Blade)* 3d6 MD**
(Drill) (2 attacks) 6d6 MD **
(Spike)* 3d6 and does Critical Damage on a ‘to Strike’ roll of 18-20**
*These appendages can also be used to embed themselves in an MDC target and ‘chew’, absorbing MDC at a rate of 2d6 MD per melee.
(Whip) 2d4 MD**
**Add +1d6 MD if the tentacle limbs are reinforced with MD debris/shrapnel
(Cable) 1d4 MD on a lash-strike on a lash-strike, but are really meant to assist the Luscatral in climbing and retrieving objects.
(Snake) 3d6 SDC on a lash-strike or up to 1d4 MD crush/squeeze
4) Chemical Spray/Release System --- While the ooze is attached to the skeleton, it can release chemicals into the ooze, which can be released during bites and claw attacks for any contact poisons or toxins, or through the permeable ooze skin, using hydraulic pressure to release the chemical a great distance.
Range: Melee if injected via claw or bite, 50 ft if sprayed, or a cloud around itself up to 20 feet in diameter filled in the attack it is released.
Damage: Varies by chemical used.
Rate of Fire: ECHH
Payload: 20 doses of up to 4 different drugs/chemicals
*A standard nerve toxin will require a save versus non-lethal poison or the victim will be beset by delusions (-1 APM, -3 initiative, -3 dodge/parry/roll/strike, -20% to skill performance and speed, for 2d6 minutes).
*A mild acidic spray does 1d6 SDC, and victims are -4 to dodge/parry/roll/strike for 1d4 melees. More concentrated acids do 4d6, 6d6, 1d4x10, or 1d6x10 SDC, or 1d4 MD, burning for 1d4 melee rounds.
Miasma Cloud --- A cloud of acidic vapor
Range: 100 ft, and covers a 50 ft area. Cloud can persist for up to three minutes depending on local wind conditions
Damage: Acidic vapor does 1d6 SDC/Hit Point damage per melee of exposure. DOUBLE damage if inhaled.
*Cloud of Smoke/Ash ---- Releases a thick cloud of dark particulate vapor. Range of 100 ft, and covers a 100 square ft area. Depending on local air/wind conditions, the cloud persists for 1d6 melees. Those caught in the cloud are -8 to strike, parry, and dodge, and -1 to initiative, while the grit component will do 1d4 Hit Point inhalation damage per melee to those without respiratory protection.
Programming:
Same as the Shemarrian wolf, typically Awaken.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Prowl 72%
Tracking 65%
Land Navigation 86%
Language: Can understand 22 different languages
Climbing 75%
Begging 78%
Find Contraband 50%(+5% per level of experience for Ecotroz entity)
Detect Concealment 60%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Kintori intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
The Lycgeest has the following Natural Psionic Abilities (no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*Sense Evil
Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6
Automatic Dodge +8 while running at speeds in excess of 60 mph
Strike +5
Parry +4
Roll +2
+5 to pull punch/claw bite
Critical Strike on Natural roll of 19 or 20.
Kick (using hind leg to kick behind) 1D4 MD
Leaping Pounce 2d6+3 MD, 65% chance of knocking man-sized opponents down, loss of initiative and one melee attack/action and is -2 to strike, parry and dodge when fighting the Lycgeest in a prone position. Can also make a free Liquidus engulfing attack, the target suffering further -2 to Dodge to avoid the attack.
Head Butt/Body Block 2d6 MD
Split Liquidus
Main Body 60
Note: Liquiduses take only 10% damage from PHYSICAL attacks like punches, kicks, bullets, and vibroblades.
Explosive attacks like grenades and contact explosives do normal damage.
Energy attacks do DOUBLE damage.
Height: Default mode is a sphere about 6 ft in diameter
Width: Default mode is a sphere about 6 ft in diameter
Length: Default mode is a sphere about 6 ft in diameter
Weight: Typically around 300 lbs
Cargo: Only what can be carried or suspended inside the blob.
Physical Strength: Equivalent to Robotic P.S. of 25 , but it holds engulfed targets with the equivalent of a Supernatural P.S. of 40.
Powerplant: Chemical battery good for 36 hours of full activity before needing recharging.
Speed: (Running) 50 MPH
In liquid form, on flat and level ground, the Liquidus can ooze at a Speed of 11(7.5 MPH). On a slope, the Liquidus can hit much higher speeds with gravity pulling it.
(Leaping) Can bounce up to 10 ft up/across
(Climbing) The Liquidus is an adept climber(equivalent skill of 95%), and coming down is even easier; it can plop down or rain down from great heights without taking any damage.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at roughly 12 MPH, no depth limit.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Radio---The Liquidus has the equivalent of a short range cellphone chip system, with a communications range of about 1 mile.
*Visual Sensors---The Liquidus has pathetically poor visual sensors; roughly equivalent to a scallop’s(relative to body mass/size), with an effective range of 150 ft. The Nightmares are working on programming the Liquidus to be able to extrude and form lenses on the end of tentacles, allowing it to have visual acuity equal to, if not superior to, organic lifeforms.
*Thermal Sensors---300 ft
*Motion Sensors---200 ft
*Acute Hearing----The entire BODY of the Liquidus can pick up on vibrations, essentially making it a giant ear with the equivalent of Advanced Robot Audio.
*Bio-Sensors---The Liquidus can monitor an engulfed prisoner’s life signs, detecting when, for example, a prisoner needs more air to breath, or an assassination target has finally ceased life functions.
*Molecular Analyzer---The Liquidus is constantly ‘sniffing’ its surroundings, looking for chemical clues. Furthermore, by sampling an organic subject, priming special microchips, then injecting them into the Liquidus, the enimal can be ‘primed’ to track specific substances or individuals. Can effectively track by smell 84%
*Bionic Cybernanite Repair Systems---ALL Liquidus have a derivative nanotech repair system based on the 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. The Liquidus cannot convert raw material into new MDC material, but needs special polymers(typically left around its operating area in the form of cone- or cylinder-shaped ‘salt licks’) that it can ingest.
*Adaptive Camouflage---In its normal state, the Liquidus is translucent, but it can alter its surface coloration and texture to better blend into its surroundings; takes 1d4 melees to blend in.
Weapons Systems:
1) Punch/Entangle----The Liquidus’s main attack is to throw out pseudopodia of its own substance and attempt to entangle its target(s).
Range: Melee; the Liquidus’s pseudopodia can reach up to 10 ft.
Damage:(Punch) The Liquidus can punch with hydraulic pressure behind its blows: 6d6 SDC, Power Punch/Kick(2 attacks) 1d6 MD.
(Entangle)The Liquidus can hold targets with an effective grip that takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees.
Rate of Fire: ECHH
2) Engulfing Attack---Once the Liquidus has successfully entangled its target, it can engulf it, and either suffocate it, or subject it to chemical attack, using various chemical agents impregnated into its aerogel ‘flesh’.
Range: Melee
Damage:(Chemical) Varies by chemical type, typically a respiratory or skin-absorption delivered non-lethal sedative.
(Suffocation) A typical air-breather will smother in 60-75 seconds.
Rate of Fire: ECHH
Payload: Typically carries about 50 doses of chemical
Actions/Attacks Per Melee: 5
Initiative +2
Dodge +1, +3 underwater
Strike +2
Parry +2
Roll +5
Pull Punch +4
Entangle +5
Critical Strike on a Natural 19-20
Knockout on a Natural 18-20.
Punch/Kick 6d6 SDC
Power Punch/Kick(2 attacks) 1d6 MD
Split Wolf
MDC/Armor by Location:
Main Body 170
Head 45
Front Legs (2) 55 each
Hind Legs (2) 75 each
Tail 20
Height: 3.8 ft at shoulders, about 4.6 to 5 ft from head to toe.
Width: 2.3 ft at the shoulders
Length: 6.3 ft to the rump, plus 3.2 feet of tail
Weight: 700 lbs
Cargo: none
Physical Strength: Equivalent to Robotic P.S. of 30, Jaws 40
Stats IQ 11, PP 20, PB 10.
Horror 10
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 180 MPH
(Leaping) 20 ft up and across. A running leap in excess of 60 mph adds 80 ft lengthwise and a height of 20 ft to a leap.
(Climbing) Can climb with a proficiency of 75%(but often acts clumsy so as to appear helpless)
(Flying) Not possible
(Space) Not possible
(Underwater) Can dogpaddle at about 1 MPH, and can stay afloat for about 3d6 minutes. Otherwise, it can crawl along the bottom at 1 MPH, maximum depth 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Molecular Analyzer System---Track by Smell 84%, Recognize Scent 84%.
*PPE Sensor---This is identical to the SNARL System deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*Bionic Cybernanite Repair Systems---ALL Lycgeest 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.
*PPE Gel Packs (from Rifter #53, Damon Sutton) --- These provide a miniscule PPE signature (about 4d4 PPE).
Weapons Systems:
1) Vibroclaws (4) --- All four paws are fitted with retractable vibroclaws
Range: Melee
Damage: 3d4 MD
Rate of Fire: Each swipe or stab with claws counts as one melee attack/action.
2) Bite --- The oversized mouth may be fitted with sharp teeth, but it’s still strong enough to grind down armor or crush a limb between them to a pulp.
Range: Melee
Damage: 1d6x10 SDC or 1d4 MD restrained nip. 3d6 MD full strength, 6d6 MD power bite (counts as 2 attacks)
3) Acid Spit ---- The Lycgeest can spit corrosive acid at targets.
Range: 100 ft and covers a 10 ft wide area
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees.
Rate of Fire: ECHH
Payload: 30 shots before needing refill.
Attacks and skills exactly like a normal Shemarrian Wolf, 6 per attack, etc.
Variants
*EcoS-KRP-57T --- Technowizardry-enhanced version --- This Lycgeest variant lines the internal wolf skeleton with PPE accumulator crystals and impregnates the polymorphic matrix of the e-nimal with genengineered PPE-active microlife similar to the PPE-gel packs available to Wayfinder TWizard conversions (the PPE algae-packs themselves derived from original ARCHIE-3 developed ‘lifeforce-decoy’ packs; see Rifter #53, Damon Sutton). Maintaining the microlife requires the Lycgeest to regularly take in organic material to feed its microlife cultures (making it one of the few mounts/e-nimals that actually has to ‘eat’ for organic-biological reasons).
The magic variant is typically outfitted with spells to insure the survival of the pilot, but some special operatives use different spell configurations. The listed spell list is for a general survival configuration.
The downside is that the Luscatral registers as a magic creature to PPE sensitives.
Power Systems: (Wolf) Crystalline--- PPE Capacity: (Light) --- 100 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Liquidus) Gel Batteries----PPE Capacity: (Light)----50 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 15 PPE/hour on a nexus.
While joined the PPE capacity and regen is combined, but while separate use stats above for each part.
-Impervious to Energy--- 5 minutes per 20 PPE
-Fists of Flurry---5 melees per 2 PPE
-Shadowmeld---Virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. 10 PPE per 30 minutes.
-Sense Mines & Traps--8 minutes per 6 PPE.
-Invisibility to Sensors---16 minutes per 10 PPE.
-Erase Trail---80 minutes per 8 PPE.
-Megadamage Haymaker---5 PPE per strike, +1 to strike, and does +2d6 MD.
- Armor Bizarre---8 minutes per 8 PPE, +120 MDC, Horror Factor 13. With this on, the warmount truly looks like a lovecraftian monstrosity.
-Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.
*EcoS-KRP-57AT --- ”Anti-Technowizardry-enhanced’ version based on the TW variant, only, instead of maintaining cultures of PPE-enhanced microlife that is antithetical to magic and psionics.
1)Anti-Theron Generator System ---- The Lycgeest holds a reservoir of genetically-modified bacteria in a special life support pockets secreted about its mass and in the 'organ sac'. The psychically-active organisms can be stimulated to produce energy that disrupts active PPE. This energy can be piped about via special silver stabilized ectoplasmic channels, resulting in an aura of magic disruption about the cyborg. This is particularly telling when the warmount engages in hand to hand combat with supernatural creatures, as each strike, and even close proximity, will cause an opponent’s PPE to destabilize.
Because the anti-therons are not projected very far, as with anti-theron projection weapons, the organisms can last somewhat longer in their life support medium. However, the culture-tank still needs to be changed out every six months and replaced with a fresh culture.
Range: Anti-theron field radiates about 12 inches out from the Lycgeest
Effects of Anti-Theron Weaponry:
Damage: Varies according to the attack type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices (including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike. They still take damage from the cyborg’s punches and kicks, but take no extra damage from the strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. The cyborg’s melee attacks in this case do 25% MORE damage.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x 1.5(or 50% more damage). Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automatons will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Other Effects:
*Magic Disruption----Each strike NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.
-Integral EctoWeb Armor Protection----Incorporated into the Lycgeest’s structure is a weave of stabilized ectoplasmic fibers that serves as a sort of ‘magic Faraday Cage’, helping deflect and ground-out magic attacks made at the cyborg. Magical energy attacks to the Lycgeest are reduced in damage by 1/3, and the rider gets to save +1 versus magic. Psionic attacks are unaffected. This affects the Lycgeest while joined and separate. On the skeleton it appears as glowing mystic runes
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:EcoS-KRP-57 Lycgeest
....ewwww...
Nightmare Tribe/Wolf's Path collaboration? This thing's SCARY....and appropriate given it's October and autumn...
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:EcoS-KRP-57 Lycgeest
....ewwww...
Nightmare Tribe/Wolf's Path collaboration? This thing's SCARY....and appropriate given it's October and autumn...
It's not as powerful as I was originally envisioning as some abilities just didn't work right.. but I like how it turned out. I struggled with a name for a month on this thing.
I'm toying with another wolf idea.. covered in multiple eyes.. not sure if it'd be a BlackSteel or might fit one of the other Elemental Evils.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:[
I'm toying with another wolf idea.. covered in multiple eyes.. not sure if it'd be a BlackSteel or might fit one of the other Elemental Evils.
Ouch...Eye lasers galore? Argushound....
Argh....Now I'm seeing a Blacksteel-corrupted Behemoth Explorer becoming a traveling haunted house- abomination-spawner.
I already got too much stuff to finish.
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:[
I'm toying with another wolf idea.. covered in multiple eyes.. not sure if it'd be a BlackSteel or might fit one of the other Elemental Evils.
Ouch...Eye lasers galore? Argushound....
I wasn't thinking eye lasers, at least not all of them.. I was thinking some are spell/other ability emitters.. maybe some 'weep' acid, throw fire/plasma balls.. can hypnotize a target.. maybe petrify/turn to stone.. would be at least the size of a monst-trex most likely.
Re: Shemarrian-related fan creations
Thorn Burst Missiles
After the success and wide spread use of the Vine missiles, the Horrorwoods expanded their research in biotech weapons. Instead of releasing a bunch of tentacles, these missiles upon striking the target, release a burst of thorn-like projectiles, shredding anything within the burst radius. After the initial release, these thorns begin wriggling and digging into those struck, dealing additional damage for a short period, allowing continuing damage and hampering of targets. A surprising bonus attribute of these weapons is they deal increased damage to the undead, the thorns seeming to thrive in undead flesh and burrow and shred even more. These thorns can also damage creatures vulnerable to wood. Thorns can be removed, but it can be difficult as they dig towards the center of mass before moving out again. As each missile carries dozens, it's possible a single target could be filled with a handful to a dozen, and each has to be removed .
Once the thorns run out of energy, they easily break down, fertilizing the ground, helping restore war torn areas.
Mini-Missiles
Range: 1 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 10 ft radius.
Each target within the radius that fails to dodge suffers a hit from 1d4 thorns, targets larger than 6 feet are hit by 2d4 thorns, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
Short Range Missiles
Range: 4 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 20 ft radius.
Each target within the radius that fails to dodge suffers a hit from 1d6+1 thorns, targets larger than 6 feet are hit by +1d6 thorns per 6 additional feet of height/length within the blast radius, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
Medium Range Missiles
Range: 40 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 25 ft radius.
Each target within the radius that fails to dodge suffers a hit from 2d6 thorns, targets larger than 6 feet are hit by +1d6 thorns per 6 additional feet of height/length within the blast radius, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
Long Range Missiles
Range: 500 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 30 ft radius.
Each target within the radius that fails to dodge suffers a hit from 3d6 thorns, targets larger than 6 feet are hit by +1d6 thorns per 6 additional feet of height/length within the blast radius, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
After the success and wide spread use of the Vine missiles, the Horrorwoods expanded their research in biotech weapons. Instead of releasing a bunch of tentacles, these missiles upon striking the target, release a burst of thorn-like projectiles, shredding anything within the burst radius. After the initial release, these thorns begin wriggling and digging into those struck, dealing additional damage for a short period, allowing continuing damage and hampering of targets. A surprising bonus attribute of these weapons is they deal increased damage to the undead, the thorns seeming to thrive in undead flesh and burrow and shred even more. These thorns can also damage creatures vulnerable to wood. Thorns can be removed, but it can be difficult as they dig towards the center of mass before moving out again. As each missile carries dozens, it's possible a single target could be filled with a handful to a dozen, and each has to be removed .
Once the thorns run out of energy, they easily break down, fertilizing the ground, helping restore war torn areas.
Mini-Missiles
Range: 1 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 10 ft radius.
Each target within the radius that fails to dodge suffers a hit from 1d4 thorns, targets larger than 6 feet are hit by 2d4 thorns, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
Short Range Missiles
Range: 4 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 20 ft radius.
Each target within the radius that fails to dodge suffers a hit from 1d6+1 thorns, targets larger than 6 feet are hit by +1d6 thorns per 6 additional feet of height/length within the blast radius, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
Medium Range Missiles
Range: 40 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 25 ft radius.
Each target within the radius that fails to dodge suffers a hit from 2d6 thorns, targets larger than 6 feet are hit by +1d6 thorns per 6 additional feet of height/length within the blast radius, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
Long Range Missiles
Range: 500 Mile
MDC: Each thorn has 1 MD
Damage: 2d6 upon impact plus launches thorns in a 30 ft radius.
Each target within the radius that fails to dodge suffers a hit from 3d6 thorns, targets larger than 6 feet are hit by +1d6 thorns per 6 additional feet of height/length within the blast radius, with each thorn dealing 1d6 MD per round for 5 rounds. These thorns cause a lot of pain in living targets, causing targets to suffer -1 to strike, dodge and -5% to all skills, increasing by an additional -1 to rolls and -5% to skills for every additional 4 thorns. Thorns can be removed by cutting them out, requiring First Aid or Field Surgery check at -5% per round the thorns have been digging in the target. If the target is undead, the thorns deal an additional 1d6 MD damage and dig for another 2 rounds.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Thorn Burst Missiles.
Oh, DEFINITELY adding these(or at least their warheads) to my latest Warmount....
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:Thorn Burst Missiles.
Oh, DEFINITELY adding these(or at least their warheads) to my latest Warmount....
Trying to think of other fun plant weapons..
A mine that released basic thorn/spikes (non digging type). Could be useful as defense on Cybertrees as they can grown then drop and let it keep shooting until it runs out of thorns/spikes.
Maybe some variants on the flower lasers (like the slayflowers and the small ones on the Straw Warrior variants)..
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Interestingly enough, a lot of my Horrorwoords inspirations come from looking at trees and bushes in my backyard.....sometimes the plant fronds suggest wings, or legs, or a leafy dragon's head...or, late in the evening, silhouetted against the sky, a dragon made of coral.
Of course, a lot of Tenets get inspired by trees I see...'say, that branch looks like a three-fingered claw'...or 'that limb up there looks like it could shade a head protruding from the trunk further down',
Of course, a lot of Tenets get inspired by trees I see...'say, that branch looks like a three-fingered claw'...or 'that limb up there looks like it could shade a head protruding from the trunk further down',
-------------
"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
------------
"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
------------
- SolCannibal
- Champion
- Posts: 2431
- Joined: Wed Sep 21, 2011 1:25 pm
- Location: Rio de Janeiro, Brazil
Re: Shemarrian-related fan creations
taalismn wrote:Interestingly enough, a lot of my Horrorwoords inspirations come from looking at trees and bushes in my backyard.....sometimes the plant fronds suggest wings, or legs, or a leafy dragon's head...or, late in the evening, silhouetted against the sky, a dragon made of coral.
Of course, a lot of Tenets get inspired by trees I see...'say, that branch looks like a three-fingered claw'...or 'that limb up there looks like it could shade a head protruding from the trunk further down',
And then one comes in with the wonders of biotechnology and nanomachines to shape up things into that direction!
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Camenae----Mini-Mek (She)Mermaids
“Those little swimmers can surprise you! I had one of those damn mer-shemar dead in my sights when a whole school of those miniatures swept in and blindsided me! Came in like a swarm of lampreys ad started poking, jabbing, and stabbing at whatever they could reach! That meant my gills, my fingers, my eyes, and what not. While that was distracting me, they got the access paneling on my warsled open and began cutting wires, busting gauges, punching holes in the insulation and waterproofing! Before I knew it, I was dead in the water, no power, no guns, two eyes and three fingers left, cut up and leaking like a chum-bucket, and my original target had disappeared! I didn’t even get to swat any of those tig-biters before they dispersed, they wuz so small an’ fast!”
---Anonymous Horune sea-raider
“Cute as those mini-mermaids may look, DON’T try picking one up without her permission; they’re covered in sharp edges and they really know how to use those mini-tridents and spears they like carrying around.”
Though the DarkWaters are long known for a fondess for small companion utility ‘bots such as the Teuthy, Empac and Banty, they were still charmed enough when they first encountered Clan Vespa’s Vespina MicroRobot Asssistant that they immediately wanted a version for their own, and contracted with the Vespans to develop an aquatic version.
The Camenae resembles a Vespina, but with a mechanical or cybernetic mermaid’s tail grafted on in place of legs. Two large razor-edged fins fan out to the sides of the tail. Two modified restartable mini-hydrojets, drived from micro-torpedo engines, are mounted on the tail as well.
Camenae are often issued, or favor, a small trident weapon. This consists of three vibro-stilleto blades mounted on a staff that typically carries another weapon, such as a neural stinger, mini-laser, or injector. In GNEverse settings, Camenae have occasionally been seen carrying Paladin Steel-pattern Smallkin weapons, suggesting trade with the GNE’s coastal Smallkin communities.
Type: EcoS-Kcvsp-02Dw Camenae
Class: MicroRobot Asssistant
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 30
Head 9
Arms(2) 8 each
Tail 22
Fins(2) 8 each
Height: 14 inches
Width: 4 inches at shoulders , 9 inch finspan
Length: 3 inches
Weight: 1.6 lbs
Cargo: Only what can be carried in the ‘bot’s arms or strapped to its back
Physical Strength: Equivalent to human P.S. of 10
Powerplant: Nuclear microcell w/ 3 year energy life, though many supplement their core power by regularly sucking on electrical sockets or specially equipped perches.
Speed: (Running) Can crawl on dry land at an awkward Speed of 6.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 15 MPH.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Telescoping Zoom Lens(2 mile range)
*Thermo-Optics(1,000 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio w/ scrambler capability. Range: 50 miles
*Laser Distancer(2,000 ft range)
*Molecular Analyzer Chip
*Motion Detector(100 ft range)
*Recording Chip---Stores up to 48 hours of recorded observations.
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. The following are common add-ons:
*Modulating Voice Synthesizer Chip---Allows the Camenae to imitate a variety of natural sounds, such as animal calls.
*Sonar---Echo-location system with a 900 ft range.
Weapons Systems:
1) Razor Fins(3) ---The tail and lateral fins can unsheath vibroblade edging:
Range: Melee
Damage: 1d4 MD
Programming:
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Lore: Demons and Monsters 65%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 22 different languages 80%
Sing(also imitating sealife and other animals) 80%
W.P. Knife(+2 Strike, +3 Parry, +3 Throw)
W.P. Trident/Forked(+3 Strike/Entangle, Parry, +1 Throw)
W.P. Spear(+3 Strike, +3 Parry, +2 Throw)
(Optional) Ecotroz Aawakening:
The AI matrix can be infected with a low-level Ecotroz sentience.
The aforementioned skills thereafter get a +5% per level of experience for the 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 Vespina intelligence and design is such that it is limited to skill selections from Domestic(Cooking, Dancing, Sewing, Basic Maintenance), Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +7 underwater
Automatic Dodge +3
Strike +1 (+2 w/ ranged weaponry)
Roll +4 underwater
Parry +2
Fin Slash/Tail Lash 1d4 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Camenae an aura and behavior more befitting a sentient being than a robot. Like their Vespina cousins, most Camenaes exhibit flighty, inquisitive, hyper-active personalities that remind many of small birds in attitude and disposition. They tend to attach themselves as ‘familiars’ to a larger host-person.
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:
*Extendable Arm Stinger Vambraces---The arms of the Camenae can be fitted with external vambraces to extend a needle-like blade of one of the following types:
a)Drug Needle and Injector---Stinger needle does 1 SDC damage, plus chemical effects. Can carry enough chemical for 3 doses.
b)Neural Stinger---Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The Vespina arm neural-stinger has enough power for 5 stings, then recharges at a rate of 5 stings per hour.
c) Stinger Blade--Extendable stilleto that does 1d4 SDC or 1 MD.
* Tracer Chip Dispenser---The Camenae can attach(via adhesive or injection under the skin) a small micro-tracer to a target. The chip can act as a passive transponder or as an active ‘pinger’(3,000 ft range, 48 hour battery life). Can carry up to 20 chips.
* Micro-Explosive(s)---The Camenae can deposit a small explosive device, ranging from a detonator chip(does 1 SDC and useful for destroying circuitry or setting off larger explosives....up to 36 ‘barnacle bombs’ can be carried) to larger explosive devices. Also consult the following for other micro-explosives:
Weight:(.22) 1.9 grams
(5.56mm/.22 ‘long’) 2.8 grams
(7.62mm) 8 grams
(9mm) 115 grams
(15mm) 120 grams
(20mm) 130 grams
Damage:
(.22) 2d6 SDC to eight inch ft blast radius
(5.56mm/.22 ‘long’) 6d6 SDC to 1 ft blast radius
(7.62mm) 1d6x10 SDC to 1.5 ft blast radius
(9mm) 9d6 SDC to a 2 ft blast radius
(15mm) 2d4x10 SDC to a 2 ft blast radius
(20mm) 4d6x10 SDC to a 3 ft blast radius
(MD)
(.22) 1d4 MD to six inch ft blast radius
(5.56mm/.22 ‘long’) 1d4 MD to 1 ft blast radius
(7.62mm) 1d4 MD to 1.5 ft blast radius
(9mm) 1d4 MD to 2 ft blast radius
(15mm) 3d6 MD to 2 ft blast radius(*uses more recent chemical technology)
(20mm) 4d4 MD to 2 ft blast radius
Features:
-Exploder Chip---A multi-mode detonator that be set for as little as a fifteen second count to as long as five minutes, or can be radio detonated.
Payload: The Camenae can carry up to 150 grams of micro-explosives
* Mini-Laser----Possibly developed from acquired examples of the Japanese AT-6 Laser Pistol. Effective range of 300 ft, does 1d6 MD, and has enough battery power for 6 shots; recharges at 4 shots per hour.
* Neural Stinger---Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The Camenae neural-stinger has enough power for 10 stings, then recharges at a rate of 6 stings per hour.
* Ink Jet---Dispenses a thick obscuring chemical camouflage that clouds up the waer ina 10 ft area, Has enough for 6 shots.
* Flash-Blinder---Light panels in the fins and tail and running along the body are actually a high-powered illumination sources that can light up a 30 ft area, but can also produce a strobing effect similar to a Blinding Flash spell 6(has enough battery power for 12 such flashes, recharges at a rate of 12 flashes an hour).
-Body Armor---Camenaes normally go about unclothed or wearing very little(such as a few pieces of strategically-placed seaweed or seashells), but when necessary they can be dressed in (very) light armor for additional protection.
Camenae body armor generally comes in three varieties:
*Seaweed Armor---This resembles a smock or hoodie of braided and pleated seaweed; in reality it’s high-tech M-factor fabric. 6-8 MDC.
*Shell Suit---This looks like seashells connected with natural fibers or fishnet. Some of it actually may be harvested natural materials, but more likely space-age ceramics and composites. 15 MDC.
* Hardshell Suit---This is an articulated suit of ceramic and light alloy plates that affords the mini-mermaid maximum protection, but at the cost of encumberance. 25 MDC, but reduce speed and hand to hand bonuses by 25%.
* Mini-Trident
This was specially created for the Camenae as an accessory weapon; it has since become a favorite standard of them.
Weight: 0.5 lb
MDC: 5
Range:(Blades)Melee
Damage:(Blades) 1d4 SDC or 1 MD each
Rate of Fire:(Blades) ECHH
Payload:(see Options)
Special Features:
*Neutral Buoyancy
Options:
*Mini-Laser( 2d6 SD/1d6 MD per shot, 500 ft range in air and underwater, 50 SD shots/10 MD shots. Recharges off the ‘bot at 1 MD shot per hour, or can be plugged into a power outlet for faster recharging)
*Venomator---10 doses of drug or poison
*Neural Stinger--- Same as above
“Those little swimmers can surprise you! I had one of those damn mer-shemar dead in my sights when a whole school of those miniatures swept in and blindsided me! Came in like a swarm of lampreys ad started poking, jabbing, and stabbing at whatever they could reach! That meant my gills, my fingers, my eyes, and what not. While that was distracting me, they got the access paneling on my warsled open and began cutting wires, busting gauges, punching holes in the insulation and waterproofing! Before I knew it, I was dead in the water, no power, no guns, two eyes and three fingers left, cut up and leaking like a chum-bucket, and my original target had disappeared! I didn’t even get to swat any of those tig-biters before they dispersed, they wuz so small an’ fast!”
---Anonymous Horune sea-raider
“Cute as those mini-mermaids may look, DON’T try picking one up without her permission; they’re covered in sharp edges and they really know how to use those mini-tridents and spears they like carrying around.”
Though the DarkWaters are long known for a fondess for small companion utility ‘bots such as the Teuthy, Empac and Banty, they were still charmed enough when they first encountered Clan Vespa’s Vespina MicroRobot Asssistant that they immediately wanted a version for their own, and contracted with the Vespans to develop an aquatic version.
The Camenae resembles a Vespina, but with a mechanical or cybernetic mermaid’s tail grafted on in place of legs. Two large razor-edged fins fan out to the sides of the tail. Two modified restartable mini-hydrojets, drived from micro-torpedo engines, are mounted on the tail as well.
Camenae are often issued, or favor, a small trident weapon. This consists of three vibro-stilleto blades mounted on a staff that typically carries another weapon, such as a neural stinger, mini-laser, or injector. In GNEverse settings, Camenae have occasionally been seen carrying Paladin Steel-pattern Smallkin weapons, suggesting trade with the GNE’s coastal Smallkin communities.
Type: EcoS-Kcvsp-02Dw Camenae
Class: MicroRobot Asssistant
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 30
Head 9
Arms(2) 8 each
Tail 22
Fins(2) 8 each
Height: 14 inches
Width: 4 inches at shoulders , 9 inch finspan
Length: 3 inches
Weight: 1.6 lbs
Cargo: Only what can be carried in the ‘bot’s arms or strapped to its back
Physical Strength: Equivalent to human P.S. of 10
Powerplant: Nuclear microcell w/ 3 year energy life, though many supplement their core power by regularly sucking on electrical sockets or specially equipped perches.
Speed: (Running) Can crawl on dry land at an awkward Speed of 6.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 15 MPH.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Telescoping Zoom Lens(2 mile range)
*Thermo-Optics(1,000 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio w/ scrambler capability. Range: 50 miles
*Laser Distancer(2,000 ft range)
*Molecular Analyzer Chip
*Motion Detector(100 ft range)
*Recording Chip---Stores up to 48 hours of recorded observations.
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. The following are common add-ons:
*Modulating Voice Synthesizer Chip---Allows the Camenae to imitate a variety of natural sounds, such as animal calls.
*Sonar---Echo-location system with a 900 ft range.
Weapons Systems:
1) Razor Fins(3) ---The tail and lateral fins can unsheath vibroblade edging:
Range: Melee
Damage: 1d4 MD
Programming:
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Lore: Demons and Monsters 65%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 22 different languages 80%
Sing(also imitating sealife and other animals) 80%
W.P. Knife(+2 Strike, +3 Parry, +3 Throw)
W.P. Trident/Forked(+3 Strike/Entangle, Parry, +1 Throw)
W.P. Spear(+3 Strike, +3 Parry, +2 Throw)
(Optional) Ecotroz Aawakening:
The AI matrix can be infected with a low-level Ecotroz sentience.
The aforementioned skills thereafter get a +5% per level of experience for the 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 Vespina intelligence and design is such that it is limited to skill selections from Domestic(Cooking, Dancing, Sewing, Basic Maintenance), Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +7 underwater
Automatic Dodge +3
Strike +1 (+2 w/ ranged weaponry)
Roll +4 underwater
Parry +2
Fin Slash/Tail Lash 1d4 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Camenae an aura and behavior more befitting a sentient being than a robot. Like their Vespina cousins, most Camenaes exhibit flighty, inquisitive, hyper-active personalities that remind many of small birds in attitude and disposition. They tend to attach themselves as ‘familiars’ to a larger host-person.
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:
*Extendable Arm Stinger Vambraces---The arms of the Camenae can be fitted with external vambraces to extend a needle-like blade of one of the following types:
a)Drug Needle and Injector---Stinger needle does 1 SDC damage, plus chemical effects. Can carry enough chemical for 3 doses.
b)Neural Stinger---Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The Vespina arm neural-stinger has enough power for 5 stings, then recharges at a rate of 5 stings per hour.
c) Stinger Blade--Extendable stilleto that does 1d4 SDC or 1 MD.
* Tracer Chip Dispenser---The Camenae can attach(via adhesive or injection under the skin) a small micro-tracer to a target. The chip can act as a passive transponder or as an active ‘pinger’(3,000 ft range, 48 hour battery life). Can carry up to 20 chips.
* Micro-Explosive(s)---The Camenae can deposit a small explosive device, ranging from a detonator chip(does 1 SDC and useful for destroying circuitry or setting off larger explosives....up to 36 ‘barnacle bombs’ can be carried) to larger explosive devices. Also consult the following for other micro-explosives:
Weight:(.22) 1.9 grams
(5.56mm/.22 ‘long’) 2.8 grams
(7.62mm) 8 grams
(9mm) 115 grams
(15mm) 120 grams
(20mm) 130 grams
Damage:
(.22) 2d6 SDC to eight inch ft blast radius
(5.56mm/.22 ‘long’) 6d6 SDC to 1 ft blast radius
(7.62mm) 1d6x10 SDC to 1.5 ft blast radius
(9mm) 9d6 SDC to a 2 ft blast radius
(15mm) 2d4x10 SDC to a 2 ft blast radius
(20mm) 4d6x10 SDC to a 3 ft blast radius
(MD)
(.22) 1d4 MD to six inch ft blast radius
(5.56mm/.22 ‘long’) 1d4 MD to 1 ft blast radius
(7.62mm) 1d4 MD to 1.5 ft blast radius
(9mm) 1d4 MD to 2 ft blast radius
(15mm) 3d6 MD to 2 ft blast radius(*uses more recent chemical technology)
(20mm) 4d4 MD to 2 ft blast radius
Features:
-Exploder Chip---A multi-mode detonator that be set for as little as a fifteen second count to as long as five minutes, or can be radio detonated.
Payload: The Camenae can carry up to 150 grams of micro-explosives
* Mini-Laser----Possibly developed from acquired examples of the Japanese AT-6 Laser Pistol. Effective range of 300 ft, does 1d6 MD, and has enough battery power for 6 shots; recharges at 4 shots per hour.
* Neural Stinger---Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The Camenae neural-stinger has enough power for 10 stings, then recharges at a rate of 6 stings per hour.
* Ink Jet---Dispenses a thick obscuring chemical camouflage that clouds up the waer ina 10 ft area, Has enough for 6 shots.
* Flash-Blinder---Light panels in the fins and tail and running along the body are actually a high-powered illumination sources that can light up a 30 ft area, but can also produce a strobing effect similar to a Blinding Flash spell 6(has enough battery power for 12 such flashes, recharges at a rate of 12 flashes an hour).
-Body Armor---Camenaes normally go about unclothed or wearing very little(such as a few pieces of strategically-placed seaweed or seashells), but when necessary they can be dressed in (very) light armor for additional protection.
Camenae body armor generally comes in three varieties:
*Seaweed Armor---This resembles a smock or hoodie of braided and pleated seaweed; in reality it’s high-tech M-factor fabric. 6-8 MDC.
*Shell Suit---This looks like seashells connected with natural fibers or fishnet. Some of it actually may be harvested natural materials, but more likely space-age ceramics and composites. 15 MDC.
* Hardshell Suit---This is an articulated suit of ceramic and light alloy plates that affords the mini-mermaid maximum protection, but at the cost of encumberance. 25 MDC, but reduce speed and hand to hand bonuses by 25%.
* Mini-Trident
This was specially created for the Camenae as an accessory weapon; it has since become a favorite standard of them.
Weight: 0.5 lb
MDC: 5
Range:(Blades)Melee
Damage:(Blades) 1d4 SDC or 1 MD each
Rate of Fire:(Blades) ECHH
Payload:(see Options)
Special Features:
*Neutral Buoyancy
Options:
*Mini-Laser( 2d6 SD/1d6 MD per shot, 500 ft range in air and underwater, 50 SD shots/10 MD shots. Recharges off the ‘bot at 1 MD shot per hour, or can be plugged into a power outlet for faster recharging)
*Venomator---10 doses of drug or poison
*Neural Stinger--- Same as above
Last edited by taalismn on Tue Oct 04, 2022 2:32 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
------------
"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
------------
- SolCannibal
- Champion
- Posts: 2431
- Joined: Wed Sep 21, 2011 1:25 pm
- Location: Rio de Janeiro, Brazil
Re: Shemarrian-related fan creations
taalismn wrote:Camenae----Mini-Mek (She)Mermaids
What is the "she" supposed to mean here? Because if it is about identifying gender, that would be kind of redundant with being mermaids, instead of mermen or merfolk.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
SolCannibal wrote:taalismn wrote:Camenae----Mini-Mek (She)Mermaids
What is the "she" supposed to mean here? Because if it is about identifying gender, that would be kind of redundant with being mermaids, instead of mermen or merfolk.
SHEmarrians....
-------------
"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
------------
"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
------------
- SolCannibal
- Champion
- Posts: 2431
- Joined: Wed Sep 21, 2011 1:25 pm
- Location: Rio de Janeiro, Brazil
Re: Shemarrian-related fan creations
taalismn wrote:SolCannibal wrote:taalismn wrote:Camenae----Mini-Mek (She)Mermaids
What is the "she" supposed to mean here? Because if it is about identifying gender, that would be kind of redundant with being mermaids, instead of mermen or merfolk.
SHEmarrians....
Ah, that definitely explains it.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
New EShemarrian Psionics
Snake-Bolt(Super)(Sapphire Cobras)
Range: Can cover 132 ft per melee
Effects:
-1d6 SDC----9 ISP
-3d6 SDC--- 18 ISP
-6d6 SDC--- 30 ISP
-2d4 MD for 60 ISP
Duration: 1 melee per level of experience
Saving Throw: Dodge
ISP Cost: 60
Snake-Bolt creates an ectoplasmic construct resembling a large serpent or group of smaller ones, that slithers through the air after its target. Unlike Mind Bolts, the Snake-Bolt is longer-lived and can follow its targets around corners, and even flow through cracks and under doors. It lasts 15 seconds per level of experience, so even if the target dodges it once, the psi-snake can make multiple attacks until its energy-duration runs out.
The Snake-Bolt moves at a speed of 44( 30 MPH) and cannot be destroyed by material means; only magic or psionic means(it has 3d6 points of damage per level of the psychic’s experience), has 3 attacks per melee(the psychic can add to them by expending one of their own APMs for each added to the Snake-Bolt), has a Horror Factor of 14, and has a +1 to strike. The caster will know when the ecto-construct makes a successful strike and when it is destroyed.
This psi-ability is available only to Sapphire Cobra Tribe EShemar and NeShemar psychics. The emergence of this exclusive psionic power is regarded by tribesmembers as another sign that ‘the Sapphire Cobra is watching’.
Snake-Bolt(Super)(Sapphire Cobras)
Range: Can cover 132 ft per melee
Effects:
-1d6 SDC----9 ISP
-3d6 SDC--- 18 ISP
-6d6 SDC--- 30 ISP
-2d4 MD for 60 ISP
Duration: 1 melee per level of experience
Saving Throw: Dodge
ISP Cost: 60
Snake-Bolt creates an ectoplasmic construct resembling a large serpent or group of smaller ones, that slithers through the air after its target. Unlike Mind Bolts, the Snake-Bolt is longer-lived and can follow its targets around corners, and even flow through cracks and under doors. It lasts 15 seconds per level of experience, so even if the target dodges it once, the psi-snake can make multiple attacks until its energy-duration runs out.
The Snake-Bolt moves at a speed of 44( 30 MPH) and cannot be destroyed by material means; only magic or psionic means(it has 3d6 points of damage per level of the psychic’s experience), has 3 attacks per melee(the psychic can add to them by expending one of their own APMs for each added to the Snake-Bolt), has a Horror Factor of 14, and has a +1 to strike. The caster will know when the ecto-construct makes a successful strike and when it is destroyed.
This psi-ability is available only to Sapphire Cobra Tribe EShemar and NeShemar psychics. The emergence of this exclusive psionic power is regarded by tribesmembers as another sign that ‘the Sapphire Cobra is watching’.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Okay, color me intrigued by the latest press release on the Cyberworks book....the mention of the syntharoid race'' has me drooling about how they'll fit into the EShemarrian setting here...New allies or new enemies? BlackSteel minions or breakaway rogue robots?
ARGGHHHH!!!! The delays!
ARGGHHHH!!!! The delays!
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Gilloc Gronk
(aka ‘Water-Walloper’, ‘Sea-Kong’)
“GGGGRRRRRROOOOOOOOOOOOONNNNNNNNNKKKKKKKKKKKK!!!”
“When those giant fishmen emerged from the sea, I knew for certain the seawall was coming DOWN. Lord of the Deep’s support or not, the Keep of the Depths was going to get trashed this night. And I was right; either the Lord of the Deep refused to listen to Patre Tanglar’s call for help, or those mer-giants struck too fast for him to get off a prayer to his patron, but his castle by the sea came tumbling down, and it didn’t look as though the waters exactly welcomed it into its embrace. I’m glad I saw the Light just in time to get away from either those castle-tumblers or whatever retribution the Lord of the Deep might have decided to hand out for the destruction of one of its cult strongholds. Either way, I’m staying away from the sea and defrocked sea-priests from now on.”
“I wonder how many times deep cultists have greeted what they thought was a sending of theri underwater masters, only to be stomped flatter than tissue paper when it turned out to be the Gilloc on coast duty?”
Gronks are even larger Gillocs. It’s joked that Gronks were created because a Gilloc sage didn’t think the Grodek were ‘brute-y’ enough.
Gronks have a hulking, broad-shouldered appearance that makes some in the know suspect that that Clan Shelley used a Coalition IAR-4 Hellraiser robot(others claim a Triax robot Gurgoyle Drone was used) as the base frame for the Gronk. That frame’s been loaded down with thick protective armor, skinned i faix-flesh, and programmed for war. Gill slits in the neck and ribcage conceal powerful hydrojets.
The Gronk features all the main features common to Gilloc and Grodek. Its eye lasers, however, are of the more powerful Warmount type, and the super-strong machine punches like a piledriver.
Gronks are deliberately programmed to be ‘dumber’ than the Grodeks; indeed, the massive ‘bots are less technically skilled than the ‘neanderthal’ Grodek. They are brute muscle and assault stormers, and some EShemar regard them as little more than an elaborate myrmidon class. Others see them as just shy of being Warmounts, especially after seeing the Gilloc strap weapons harnesses on the giants and direct them from saddles on ther backs. When not being used as mobile siege engines, Gronks can be found performing heavy labor, like dredging channels, clearing underwater debris, and hauling barges of material. ‘Strong as a Gronk’ is becoming a common saying among Gilloc for levels of physical strength.
Following the pattern of misinformation established with the Gilloc, Gronks are subject to much outsider speculation; they are failed late-stage Zitheron transformations, mutant male hatchlings, or the result of Gene-Splicer or Splugorth growth-hormone experiments on captive Gilloc.
Since their introduction, Gronk have appeared in small numbers with Gilloc assault forces, where they are regarded with respect by their fellow Awakened ‘bots. The Grodek, in particular, treat their simpler-minded ‘cousins’ with affection, as if sensing that the Gronk are the ‘ogre’ concept taken to its extreme with the Gronk.
Type: Shemar Gilloc-Gronk
Class: Robot Android, Amphibious Operations
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 90 each
Arms(2) 350 each
Legs(2) 400 each
Head 350
Main Body 900
Tail 420
Height: 18 ft
Width: 10 ft at shoulders
Length: 6 ft
Weight: 36 tons.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 50, PP. 18, P.B. 1d6.
Cargo: Only what can be carried in the arms or strapped to harness-webbing
Speed:
Running: 90 MPH
Jumping: 15 ft up/across, increase distance by 10 ft with a running start in excess of 40 MPH.
Flying: Not possible
Underwater: Can swim at 25 MPH, maximum depth 2.2 miles.
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 200 MDC before needing material stocks to convert to MD repair material.
*Depth Gauge---Gilloc/Gronks have an integral sense of pressure and depth.
*Adjustable Buoyancy----Gillocs/Gronks can actively adjust their own buoyancy through special artificial swim bladders and flotation mechanisms inside their bodies.
*Mini-Sonar---Gillocs/Gronks possess miniaturized active sonar, w/ 2 mile active range. Note that the active ‘click’ of this system can be detected by others with sonic sensors. To avoid detection, Gillocs will use passive senses.
*Passive Sonar---Gronks have excellent underwater hearing. +2 initiative in the air(+4 underwater), +1 parry, +2 dodge.
*Acoustic Stealth----The same rubbery false-flesh covering baffles the Gronk against sonar systems; has only a 20% chance of appearing on sonar detection systems.
*Damage Resistance---Underlaying the false-flesh is a layer of protective insulation that cushions the ‘bot from physical attacks; punches, kicks, blunt blows, bullets and concussive shock do HALF damage.
*Suction Cups----The fingers and toes are lined with small adhesion pads for clinging to watercraft and rocks, or climbing up coastal cliffs and the sides of ships.
Weapons Systems:
1) Eye Lasers(2) ---The ‘laser stare’ is an increasingly popular feature of many Elites. Gronks take it up to the next level with Warmount-strength 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
Bonus: +2 to strike (in addition to any other bonuses)
2) Chemical Sprayer---Typically set to release a cloud of sense-confusing ink or repellent chemical into the water around the Gilloc/Grodek. The system can also be used to coat the Gilloc in contact poisons(good for getting large predators to leave the Gilloc alone) or spray their surroundings with incapacitating chemicals.
Range:(Spray) 50 ft, covers a 10 ft area
(Skin Mist) Typically 5-10 ft around the android, depending on local air conditions
Damage: Varies by chemical used, but the Gilloc most commonly use a smoke-like synthetic ink for distraction purposes, or a reactive luminescent solution(especially effective in the dark abyss). Yet another favorite is ‘sonic alka-seltzer’, which hisses and bubbles on contact with water, spoiling sonar fixes. When they can, the Gilloc will attempt to acquire supplies of Splugorth ‘gill clog’, typically from the stocks of Horune pirates.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 different chemicals
3) Retractable Claws
Range: Melee
Damage: +3d6 MD to a punch or kick
4) Vibrospines---The back, elbows, and legs of the Gronk are lined with retractable vibrospines hidden in the fins there, that can extend to deliver painful raking wounds on opponents.
Range: Melee
Damage: 1d6 per single spike, but a body slam, tackle, or arm lock does 3d6 MD.
Some Gilloc will have silver-plated spikes to do extra damage to supernatural foes. or will even apply toxins to the quills to poison any raking cuts.
5) Megadamage Bite---Gronk possess a much larger and more powerful jaw than the regular Gilloc, and can thus deliver a more devastating bite.
Range: Melee
Damage: 2d4 MD per bite
6) Thrasher Tail---This is a larger and more powerful version of the Slasher Tail ‘mutation’ available to the regular Gilloc.
Range: Melee
Damage: 4d6 MD slash, +1 strike/parry.
7) Sonic Breath---Rather than an ion gland, Gronk have an arguably more limited ability to project destructive sound waves from their mouths,
8 )(Optional) Use of Handheld weapons---Gronk have a limited ability to pick up and use handheld weapons,. These are, of necessity, oversized and basic weapons such as clubs and battleaxes, but Clan Shelley and Gilloc Tinkers have been working on creating some basic firearms similar to Gargoyle Empire weapons.
Programming/Skills:(Neural Intelligence)(*Ecotroz Awakened)
-(General)(Basic Military Combat)
Climb 96%/86%
Underwater Navigation 94%
Land Navigation 94%
Math: Basic 98%
Military Etiquette 96%
Radio: Basic 94%
Weapons Systems 90%
W.P. Paired Weapons(6th level)
W.P. Blunt(6th level)
W.P. Sword or Knife(6th level)
W.P. Axe(6th level)
W.P. Heavy Energy or Heavy M.D. Weapons(6th level)
-Physical
Swimming 90%
-Boxing
-Wrestling
-W.P. Shield(6th level)
-W.P. Net
-Labor:
Excavation 85%
Mining 90%
Salvage 80%
Masonry 80%
-Labor:
Ropeworks 88%
Carpentry 85%
Whittling & Sculpture 75%(+3% per level of experience*)
Art 55%(+5% per level of experience*)
- W.P. Ancient
FIVE of choice, all at 6th level. Typically set choices consist of Polearm, Spear, Net, Trident, and Grappling Hook
-W.P. Modern
FOUR of choice, all at 6th level. Typically set choices include Torpedo and Harpoon/Speargun.
-Wilderness
FOUR, at 88%
-Elective Skill Program--Can select an extra skill program from Military(Support, Physical,Communications Basic) or Non-Military(Specialized Heavy Labor, Mining, Technnical: Rescue, Technical: Commerce, Communications: Literacy(any), Technical: Resources).
Can also learn 2 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the Gronk ’s elective training
Initiative + 3 initiative in the air(+5 underwater)
Dodge +4 (+5 running, +6 underwater)
Parry + 5
Strike +2 (+4 w/ ranged weaponry)
Roll +2(+3 underwater)
Pull Punch +2
Disarm +1
Knockout/Stun on a Natural 18-20
Bite 6d6 SDC or 4d4 MD
Restrained Punch 1d6 MD
Punch 3d6 MD
Power Punch 1d6x10 MD(counts as two attacks)
Claw Strike 3d6 MD
Head Butt 1d8 MD
Kick 5d8 MD
Leap Kick 1d8 MDx10 MD(counts as two attacks)
BodyBlock/Tackle 2d4
Crush/Squeeze 2d4+15 SDC per attack
Special Equipment:
Gronks are typically armed with massive clubs or giant two-handed cleaver blades that they can push out in front of themselves as they swim, using them as icebreaker prows or rams. Being able to lift and carry 1,250 lbs means they can carry some formidable weaponry.
*Combat Harness---Features two shoulder hardpoints that can be fitted with standard Shemarrian Warmount modular weaponry. Also the following:
a) Electro-Stunner--Copied off the original Coalition IAR-4 Hellraiser’s mini-turret weapon
Range: 200 ft in air, 400 ft underwater
Damage: Variable settings: 1d6x10 SDC, 2d6 MD, or 4d6 MD sinle blast. Each shot has a 55% chanceof shorting out unshielded electronics, and a 60% chance of stunning unarmored targets(-10 on initiative, strike, dodge, and parry, and reduced to 1 APM for 1d4 melees). If damage exceeds the victim’s damage capacity, they are electrocuted raher than stunned.
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Mines---These are ‘slap and go’ mines(the equivalent of a long range missile warhead) with a magnetic ormolecular adhesion pad to stick them to targets. Up to four can be carried on the harness.
c) Harpoon Cannon--Heavy ‘whaler’-style harpoon cannon with 600 ft of cable spooled behind it. Hand-loaded.
Range: 500 ft in air, 380 ft underwater
Damage: Armor-Piercing head does 2d6+4 MD, High Explosive does 8d6 MD, flare, transmitter, and cable-hook as usual.
Rate of Fire: Single shot
Payload: Single shot
4 addiional harpoons can be carried, but hand-reloading one takes a minute.
Handheld Weapons:
*Hack-Stick---What looks like the wire cutter off the bow of a WW2-vintage submarine is really a ‘ripper’-style vibroblade.
Weight: 0.3 tons
MDC: 150
Range: Melee
Damage: + 5d6 MD MD to a punch, plus the jagged slash wounds take longer to heal
*Combat Mace---Heavy spiked maul.
Weight: 0.6 tons
MDC: 200
Range: Melee
Damage: + 4d6 MD MD to a punch
*Combat Cleaver---A massive crescent-shaped blade; a reconfiguration of the ES-SC-VB-01 vibro-blade
Weight: 0.6 tons
MDC: 180
Range: Melee
Damage: 6d6 MD + P.S. damage
*Battle Axe---A massive double-bladed weapon copied in part from that of a TransGalactic Empire’s Imperator Assault Robot
Weight: 0.7 tons
MDC: 300
Range: Melee
Damage: 3d6 MD un-energized strike, 2d4x10 MD energized
*Warshield---A massive plate of armor, usually looking like it was cut froma giant crustacean(indeed, many are made from the hulls of Kittani and Naut’yll warmachines). It is large enough to provide cover for accompanying infantry and can be set into the ground to serve as a temporary bulwark-fortification.
Weight: 0.6 tons
MDC: 300
* Anchor Grapple---This is a staff weapon with a large anchor-like double axe blade at on end and a more conventional anchor blade at the other. Besides able to be used as a staff, polearm, or axe, the weapon’s anchor-axe head can be fired as a grapple(fired by a gauss-coil powered through induction by the Gilloc-Gronk carrying the weapon), pulling a chain of super-strong braided molecular chain that is coiled in the staff, behind it. The Gilloc can use this to climb up or can set the other end in the ground to anchor things like boats and airships in place.
Weight: 0.6 tons
MDC: 140
Range:Melee
Grapple-Launcher: 350 ft.
Damage: Club/Anchor Hook: 1d6 MD + punch damage
Axe Blade: 4d6 MD + punch damage
Grapple-Launcher does 5d6 MD if used as a projectile weapon.(No strike bonus unless also possessing W.P. Grappling Hooks)
Rate of Fire: ECHH.
Grapple-Launcher is single shot
Payload: Grapple-Launcher is single shot
Special Features:
*Cable is strong enough to hold up to 200 tons
*Hand-Crank allows the grapple to be reeled back in and the launcher reset. Generally takes 5-10 melees to reel the hook back in and plugged back in for another launch attempt.
Options:
Some Anchor-Grapples carry Atlas-Chain-style snap fire monofilament that with a twist turns the chain into a cutter-trap; Damage: 1d4 MD when one walks or runs into it, +1 MD point for every 5 MPH of speed
*Pod-Launcher---What looks like a bundle of thick bamboo sections lashed together is actually a ‘metalstorm’-style inline magazine rocket-torpedo launcher firing supercavitating rocket-propelled grenades. Generally eight tubes are carried in a budle, though some heavier types have as many as 16 tubes.
Weight: 0.4 tons
MDC: 40 MDC per tube(so a bundle of 8 has 320 MDC)
Range: 1,000 ft in air, 500 ft underwater
Damage: Varies by grenade type but High Explosive does 5d6 MD to5 ft radius, Fragmentation does 3d6 MD to a 40 ft radius, Concussion rds do 4d6 MD to a 20 ft radius, plus 2d6 MD to an additional 40 ft radius.
Flare rounds burn for 60 seconds and illuminate a 150 ft radius; they also act as Deep Flares underwater.
Other grenade types are available/in development.
Rate of Fire: Voleys of 1-8
Payload: Six grenades each tube-stalk(48 rds total)
(aka ‘Water-Walloper’, ‘Sea-Kong’)
“GGGGRRRRRROOOOOOOOOOOOONNNNNNNNNKKKKKKKKKKKK!!!”
“When those giant fishmen emerged from the sea, I knew for certain the seawall was coming DOWN. Lord of the Deep’s support or not, the Keep of the Depths was going to get trashed this night. And I was right; either the Lord of the Deep refused to listen to Patre Tanglar’s call for help, or those mer-giants struck too fast for him to get off a prayer to his patron, but his castle by the sea came tumbling down, and it didn’t look as though the waters exactly welcomed it into its embrace. I’m glad I saw the Light just in time to get away from either those castle-tumblers or whatever retribution the Lord of the Deep might have decided to hand out for the destruction of one of its cult strongholds. Either way, I’m staying away from the sea and defrocked sea-priests from now on.”
“I wonder how many times deep cultists have greeted what they thought was a sending of theri underwater masters, only to be stomped flatter than tissue paper when it turned out to be the Gilloc on coast duty?”
Gronks are even larger Gillocs. It’s joked that Gronks were created because a Gilloc sage didn’t think the Grodek were ‘brute-y’ enough.
Gronks have a hulking, broad-shouldered appearance that makes some in the know suspect that that Clan Shelley used a Coalition IAR-4 Hellraiser robot(others claim a Triax robot Gurgoyle Drone was used) as the base frame for the Gronk. That frame’s been loaded down with thick protective armor, skinned i faix-flesh, and programmed for war. Gill slits in the neck and ribcage conceal powerful hydrojets.
The Gronk features all the main features common to Gilloc and Grodek. Its eye lasers, however, are of the more powerful Warmount type, and the super-strong machine punches like a piledriver.
Gronks are deliberately programmed to be ‘dumber’ than the Grodeks; indeed, the massive ‘bots are less technically skilled than the ‘neanderthal’ Grodek. They are brute muscle and assault stormers, and some EShemar regard them as little more than an elaborate myrmidon class. Others see them as just shy of being Warmounts, especially after seeing the Gilloc strap weapons harnesses on the giants and direct them from saddles on ther backs. When not being used as mobile siege engines, Gronks can be found performing heavy labor, like dredging channels, clearing underwater debris, and hauling barges of material. ‘Strong as a Gronk’ is becoming a common saying among Gilloc for levels of physical strength.
Following the pattern of misinformation established with the Gilloc, Gronks are subject to much outsider speculation; they are failed late-stage Zitheron transformations, mutant male hatchlings, or the result of Gene-Splicer or Splugorth growth-hormone experiments on captive Gilloc.
Since their introduction, Gronk have appeared in small numbers with Gilloc assault forces, where they are regarded with respect by their fellow Awakened ‘bots. The Grodek, in particular, treat their simpler-minded ‘cousins’ with affection, as if sensing that the Gronk are the ‘ogre’ concept taken to its extreme with the Gronk.
Type: Shemar Gilloc-Gronk
Class: Robot Android, Amphibious Operations
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 90 each
Arms(2) 350 each
Legs(2) 400 each
Head 350
Main Body 900
Tail 420
Height: 18 ft
Width: 10 ft at shoulders
Length: 6 ft
Weight: 36 tons.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 50, PP. 18, P.B. 1d6.
Cargo: Only what can be carried in the arms or strapped to harness-webbing
Speed:
Running: 90 MPH
Jumping: 15 ft up/across, increase distance by 10 ft with a running start in excess of 40 MPH.
Flying: Not possible
Underwater: Can swim at 25 MPH, maximum depth 2.2 miles.
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 200 MDC before needing material stocks to convert to MD repair material.
*Depth Gauge---Gilloc/Gronks have an integral sense of pressure and depth.
*Adjustable Buoyancy----Gillocs/Gronks can actively adjust their own buoyancy through special artificial swim bladders and flotation mechanisms inside their bodies.
*Mini-Sonar---Gillocs/Gronks possess miniaturized active sonar, w/ 2 mile active range. Note that the active ‘click’ of this system can be detected by others with sonic sensors. To avoid detection, Gillocs will use passive senses.
*Passive Sonar---Gronks have excellent underwater hearing. +2 initiative in the air(+4 underwater), +1 parry, +2 dodge.
*Acoustic Stealth----The same rubbery false-flesh covering baffles the Gronk against sonar systems; has only a 20% chance of appearing on sonar detection systems.
*Damage Resistance---Underlaying the false-flesh is a layer of protective insulation that cushions the ‘bot from physical attacks; punches, kicks, blunt blows, bullets and concussive shock do HALF damage.
*Suction Cups----The fingers and toes are lined with small adhesion pads for clinging to watercraft and rocks, or climbing up coastal cliffs and the sides of ships.
Weapons Systems:
1) Eye Lasers(2) ---The ‘laser stare’ is an increasingly popular feature of many Elites. Gronks take it up to the next level with Warmount-strength 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
Bonus: +2 to strike (in addition to any other bonuses)
2) Chemical Sprayer---Typically set to release a cloud of sense-confusing ink or repellent chemical into the water around the Gilloc/Grodek. The system can also be used to coat the Gilloc in contact poisons(good for getting large predators to leave the Gilloc alone) or spray their surroundings with incapacitating chemicals.
Range:(Spray) 50 ft, covers a 10 ft area
(Skin Mist) Typically 5-10 ft around the android, depending on local air conditions
Damage: Varies by chemical used, but the Gilloc most commonly use a smoke-like synthetic ink for distraction purposes, or a reactive luminescent solution(especially effective in the dark abyss). Yet another favorite is ‘sonic alka-seltzer’, which hisses and bubbles on contact with water, spoiling sonar fixes. When they can, the Gilloc will attempt to acquire supplies of Splugorth ‘gill clog’, typically from the stocks of Horune pirates.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 different chemicals
3) Retractable Claws
Range: Melee
Damage: +3d6 MD to a punch or kick
4) Vibrospines---The back, elbows, and legs of the Gronk are lined with retractable vibrospines hidden in the fins there, that can extend to deliver painful raking wounds on opponents.
Range: Melee
Damage: 1d6 per single spike, but a body slam, tackle, or arm lock does 3d6 MD.
Some Gilloc will have silver-plated spikes to do extra damage to supernatural foes. or will even apply toxins to the quills to poison any raking cuts.
5) Megadamage Bite---Gronk possess a much larger and more powerful jaw than the regular Gilloc, and can thus deliver a more devastating bite.
Range: Melee
Damage: 2d4 MD per bite
6) Thrasher Tail---This is a larger and more powerful version of the Slasher Tail ‘mutation’ available to the regular Gilloc.
Range: Melee
Damage: 4d6 MD slash, +1 strike/parry.
7) Sonic Breath---Rather than an ion gland, Gronk have an arguably more limited ability to project destructive sound waves from their mouths,
8 )(Optional) Use of Handheld weapons---Gronk have a limited ability to pick up and use handheld weapons,. These are, of necessity, oversized and basic weapons such as clubs and battleaxes, but Clan Shelley and Gilloc Tinkers have been working on creating some basic firearms similar to Gargoyle Empire weapons.
Programming/Skills:(Neural Intelligence)(*Ecotroz Awakened)
-(General)(Basic Military Combat)
Climb 96%/86%
Underwater Navigation 94%
Land Navigation 94%
Math: Basic 98%
Military Etiquette 96%
Radio: Basic 94%
Weapons Systems 90%
W.P. Paired Weapons(6th level)
W.P. Blunt(6th level)
W.P. Sword or Knife(6th level)
W.P. Axe(6th level)
W.P. Heavy Energy or Heavy M.D. Weapons(6th level)
-Physical
Swimming 90%
-Boxing
-Wrestling
-W.P. Shield(6th level)
-W.P. Net
-Labor:
Excavation 85%
Mining 90%
Salvage 80%
Masonry 80%
-Labor:
Ropeworks 88%
Carpentry 85%
Whittling & Sculpture 75%(+3% per level of experience*)
Art 55%(+5% per level of experience*)
- W.P. Ancient
FIVE of choice, all at 6th level. Typically set choices consist of Polearm, Spear, Net, Trident, and Grappling Hook
-W.P. Modern
FOUR of choice, all at 6th level. Typically set choices include Torpedo and Harpoon/Speargun.
-Wilderness
FOUR, at 88%
-Elective Skill Program--Can select an extra skill program from Military(Support, Physical,Communications Basic) or Non-Military(Specialized Heavy Labor, Mining, Technnical: Rescue, Technical: Commerce, Communications: Literacy(any), Technical: Resources).
Can also learn 2 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the Gronk ’s elective training
Initiative + 3 initiative in the air(+5 underwater)
Dodge +4 (+5 running, +6 underwater)
Parry + 5
Strike +2 (+4 w/ ranged weaponry)
Roll +2(+3 underwater)
Pull Punch +2
Disarm +1
Knockout/Stun on a Natural 18-20
Bite 6d6 SDC or 4d4 MD
Restrained Punch 1d6 MD
Punch 3d6 MD
Power Punch 1d6x10 MD(counts as two attacks)
Claw Strike 3d6 MD
Head Butt 1d8 MD
Kick 5d8 MD
Leap Kick 1d8 MDx10 MD(counts as two attacks)
BodyBlock/Tackle 2d4
Crush/Squeeze 2d4+15 SDC per attack
Special Equipment:
Gronks are typically armed with massive clubs or giant two-handed cleaver blades that they can push out in front of themselves as they swim, using them as icebreaker prows or rams. Being able to lift and carry 1,250 lbs means they can carry some formidable weaponry.
*Combat Harness---Features two shoulder hardpoints that can be fitted with standard Shemarrian Warmount modular weaponry. Also the following:
a) Electro-Stunner--Copied off the original Coalition IAR-4 Hellraiser’s mini-turret weapon
Range: 200 ft in air, 400 ft underwater
Damage: Variable settings: 1d6x10 SDC, 2d6 MD, or 4d6 MD sinle blast. Each shot has a 55% chanceof shorting out unshielded electronics, and a 60% chance of stunning unarmored targets(-10 on initiative, strike, dodge, and parry, and reduced to 1 APM for 1d4 melees). If damage exceeds the victim’s damage capacity, they are electrocuted raher than stunned.
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Mines---These are ‘slap and go’ mines(the equivalent of a long range missile warhead) with a magnetic ormolecular adhesion pad to stick them to targets. Up to four can be carried on the harness.
c) Harpoon Cannon--Heavy ‘whaler’-style harpoon cannon with 600 ft of cable spooled behind it. Hand-loaded.
Range: 500 ft in air, 380 ft underwater
Damage: Armor-Piercing head does 2d6+4 MD, High Explosive does 8d6 MD, flare, transmitter, and cable-hook as usual.
Rate of Fire: Single shot
Payload: Single shot
4 addiional harpoons can be carried, but hand-reloading one takes a minute.
Handheld Weapons:
*Hack-Stick---What looks like the wire cutter off the bow of a WW2-vintage submarine is really a ‘ripper’-style vibroblade.
Weight: 0.3 tons
MDC: 150
Range: Melee
Damage: + 5d6 MD MD to a punch, plus the jagged slash wounds take longer to heal
*Combat Mace---Heavy spiked maul.
Weight: 0.6 tons
MDC: 200
Range: Melee
Damage: + 4d6 MD MD to a punch
*Combat Cleaver---A massive crescent-shaped blade; a reconfiguration of the ES-SC-VB-01 vibro-blade
Weight: 0.6 tons
MDC: 180
Range: Melee
Damage: 6d6 MD + P.S. damage
*Battle Axe---A massive double-bladed weapon copied in part from that of a TransGalactic Empire’s Imperator Assault Robot
Weight: 0.7 tons
MDC: 300
Range: Melee
Damage: 3d6 MD un-energized strike, 2d4x10 MD energized
*Warshield---A massive plate of armor, usually looking like it was cut froma giant crustacean(indeed, many are made from the hulls of Kittani and Naut’yll warmachines). It is large enough to provide cover for accompanying infantry and can be set into the ground to serve as a temporary bulwark-fortification.
Weight: 0.6 tons
MDC: 300
* Anchor Grapple---This is a staff weapon with a large anchor-like double axe blade at on end and a more conventional anchor blade at the other. Besides able to be used as a staff, polearm, or axe, the weapon’s anchor-axe head can be fired as a grapple(fired by a gauss-coil powered through induction by the Gilloc-Gronk carrying the weapon), pulling a chain of super-strong braided molecular chain that is coiled in the staff, behind it. The Gilloc can use this to climb up or can set the other end in the ground to anchor things like boats and airships in place.
Weight: 0.6 tons
MDC: 140
Range:Melee
Grapple-Launcher: 350 ft.
Damage: Club/Anchor Hook: 1d6 MD + punch damage
Axe Blade: 4d6 MD + punch damage
Grapple-Launcher does 5d6 MD if used as a projectile weapon.(No strike bonus unless also possessing W.P. Grappling Hooks)
Rate of Fire: ECHH.
Grapple-Launcher is single shot
Payload: Grapple-Launcher is single shot
Special Features:
*Cable is strong enough to hold up to 200 tons
*Hand-Crank allows the grapple to be reeled back in and the launcher reset. Generally takes 5-10 melees to reel the hook back in and plugged back in for another launch attempt.
Options:
Some Anchor-Grapples carry Atlas-Chain-style snap fire monofilament that with a twist turns the chain into a cutter-trap; Damage: 1d4 MD when one walks or runs into it, +1 MD point for every 5 MPH of speed
*Pod-Launcher---What looks like a bundle of thick bamboo sections lashed together is actually a ‘metalstorm’-style inline magazine rocket-torpedo launcher firing supercavitating rocket-propelled grenades. Generally eight tubes are carried in a budle, though some heavier types have as many as 16 tubes.
Weight: 0.4 tons
MDC: 40 MDC per tube(so a bundle of 8 has 320 MDC)
Range: 1,000 ft in air, 500 ft underwater
Damage: Varies by grenade type but High Explosive does 5d6 MD to5 ft radius, Fragmentation does 3d6 MD to a 40 ft radius, Concussion rds do 4d6 MD to a 20 ft radius, plus 2d6 MD to an additional 40 ft radius.
Flare rounds burn for 60 seconds and illuminate a 150 ft radius; they also act as Deep Flares underwater.
Other grenade types are available/in development.
Rate of Fire: Voleys of 1-8
Payload: Six grenades each tube-stalk(48 rds 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
------------
"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
------------
Re: Shemarrian-related fan creations
Beach Defender Armour aka Sand Bag, or Sand Castle Armour.
Further development of the 'translucent armour' developed by the SkyeKlads, Beach Defender armour expands on the Sandstorm armour, but instead of creating a large area effect and stealth oriented based, the Beach Defender is geared towards combat and heavier defense, and providing heavy protection when needing to appear defenseless.
Instead of creating a cloud of sand and particulates around the user, obscuring vision, the armour uses combination of force fields, static attraction and magnetic fields to create an armour layer around the wearer made of sand, which can also be used to form melee weapons, or launch small bundles of hardened sand like bullets.
The armour itself is made up of a pair of bracers, anklets, a neckpiece and a belt, which contain the power systems, force field generator, and even small supply of sand and other particles to create parts of the armour even if there is no sand or particulate matter available to the user in the local environment. The combination of the force field and static field turns the sand into a layer of armour that is strong as mega damage metal, but flows, allowing most to full range of moment, and able to absorb damage and even replenish parts that have suffered damage with more local sand and particulates. The wearer can even use the sand and fields to create bludgeons, whip-like tentacles, spikes, but no blades. Alternatively can even form dense small bundles of sand into bullet-like shapes and fire them like small bullets at short ranges. The user can still release sand in area effects, but doing so sacrifices some of its protection.
When active, the wearer can choose a few different options for coverage of armour, while the force field is active in all versions, the amount of additional armour and protection, as well as movement restrictions is different. The lightest armour setting covers the torso, forearms and lower legs and feet in a layer of hardened sand and creates an open faced helmet. Medium setting covers most of the body in hardened sand, similar to most armours with armour plating, with flowing sand around the joints, but reduces movement slightly. The heavy setting the wearer is completely covered, appearing almost like an earth elemental made of sand instead of stone, providing the heaviest protection, while reducing movements.
The wearer can store different types of particulates with different properties, but only one can be used, such as laser reflective or energy resistant materials, or even ones that can generate energy such as electro-piezo crystals.
Weight: Bracers , greaves, necklace and belt together weigh a total of 30 lbs
MDC: Bracers , greaves, necklace and belt have 40 MDC each. The force field component grants 75 MDC and regenerates at a rate of 6 MDC per minute.
Light armour adds 50 MDC to torso, 40 to forearms/hands, lower legs/feet and head. Able to regenerate 5 MDC every 5 rounds with enough material nearby.
Medium armour adds 70 to torso, 50 to all other locations. Able to regenerate 5 MDC every 5 rounds with enough material nearby.
Heavy armour adds 100 to torso, 70 to all other locations. Able to regenerate 5 MDC every 5 rounds with enough material nearby.
Special Properties:
-Spikes --- The Beach Defender Armour can grow sharp spikes on the hands and feet, giving a +1d4 MD to punches and kicks.
-Form Weapon --- The Beach Defender Armour can from large bludgeons around the user's hands, adding 2D6 MD (can be combined with spikes), or a large spike type blade dealing 2D4 MD, critical natural 19 or 20 x2 damage, or a whip dealing 1d6 MD. Takes 1 melee action to form a melee action and uses up 15 MDC worth of sand from the armour, can be pulled from all locations to reduce overall reduction to a specific location.
-Ion weapons also do three-quarter (75%) damage due to the magnetic and static fields holding the sand and particulates together.
-Passive Camouflage --- Beach Defender Armor has a textured covering that can act as camouflage. As EShemar do not need to breath, this covering can be used in conjunction with self-burial to hide in sand dunes or rubble pits. 90% chance of going undetected if staying absolutely still, 70% chance if moving 2 ft per melee or slower.
Range: Self
*Formed Weapon --- The bludgeon has range of melee, the spike is melee plus 2 feet, whip has range of 20 feet.
*Stone Bullet ---- The Beach Defender Armor bracers can also shape and mold a dense bullet of stone and fire it like a railgun, out to 1000 ft, dealing 3d6 MD.
*Stone Throw ---- The Bead Defender Armor bracers can also shape and mold a dense ball of small stones and project them at high speed like a shotgun blast, out to 500 ft, and doing 2d4 MD to an 8 ft wide area. This attack can be launched once per melee.
*Dust Storm --- 120 ft and covers a 2 ft area; the dust remains suspended for 1 minute, reduces MDC provided by sand by 25%
Those caught in the dust storm take NO damage, but visibility is reduced to 10 ft, lose initiative, and reduce speed by HALF. Unprotected eyes and uncovered mouths will be subjected to stinging, choking dust.
Rate of Fire:
The Beach Defender can be maintained for 30 minutes before it shuts down and requires 1d4 minutes to gather enough sand and other particles for use. The system can store enough material to create the light armour, or melee weapon. If he wearer is in an environment rich in small sand and gravel particles (sand pit, beach, lunar surface) the recharge time is reduced by HALF.
Stone Bullet --- Once per melee.
Stone Throw ---- Once per melee.
Dust Storm --- Once per melee, can be done up to four times before depleting the sand available and requires replenishing the armour's sand.
Penalties:
With Light armour none, medium armour imposes a -1 to Dodge, while heavy imposes -2 to dodge, also any built-in weaponry requires 1 action to cause the sand armour to open and shape around the weapon to allow it to be used.
-Material Requirements-In a grit-rich environment (beach, sand/gravel pit, grist mill, lunar mare), it takes the Sandstorm Armor about 15 seconds/1 melee round to gather up enough material to get the sandstorm churning. In other environments, such as suburban gardens, woods, wetlands, and the like, it may take 1d6 minutes to in-gather enough loose material to get going. Indoors, it will take 1d10 minutes, and the availability of loose material may limit the Armor to producing only Dust Clouds(no damage, but reduces visibility same as the Dust Storm above).
-Dust Storm Obscured Senses---The same penalties for sensors and perception also apply to the armor’s wearer, -5 to strike, and radar/thermal imaging/motion tracking will be negated. When used, reduces MDC to all locations by 25%.
Options
Depending on the type of particulates carries by the armour, of which only one type can be used, can grant the armour various additional properties.
-Laser Reflective --- Like Cloud Armor, Beach Defender can be infused with reflective particles, in this case rock crystals, that reduce laser damage by HALF.
-Fire Resistance --- Ceramic particulates, combined with the magnetic field are infused in the armour, granting the armour resistance to fire, normal and magical and plasma weapons. SDC fire deals no damage, MD and magical fire and plasma weapons have damage reduced by one-quarter (25%).
-Piezo-Electric --- Piezoelectrical crystals are infused in the armour giving it several properties. When struck by ion or electrical damage, normal, MD or magical, the sand armour is strengthened. The attack deals no damage, and instead heals 1 MD of damage for every 5 MD of damage done. When making unarmed strikes or using the Form Weapon ability, adds 1d6 MD of electrical damage.
-Metallic Particulates --- These particulates are made of MDC metals and react with the magnetic and static fields, increasing the MDC of the armour by 10% (round down). Stone bullet and Stone throw increase damage by 1 die type (d6 becomes d8).
-Psylite Particulates --- Bits of psylite crystal are infused in the armour, creating a matrix that is useful for a user with psionic abilities. It grants the wearer +1 to strike, dodge and saves with and against psionic abilities, and increases the range of their psionic abilities by 10%. This option is typically only available to SkyeKlads who've worked with Clan Armorand or Clan Armorand members themselves.
*Magic Augmentation---As with the Sandstorm Armour, the Wayfinders have expressed an interest in acquiring Beach Defender Armour, with an eye towards augmenting it with technowizardry. Some suggested additions:
-Armor of the Earth(Spell)
-Sandstorm(Spell)
-Electrical Field(Spell)
-Throwing Stones(Spell)
-Invisibility to Sensors(Spell)
-Choking Blast & Dust Cloud(Spell)
*Electromagnetic Attack(Spell)
Further development of the 'translucent armour' developed by the SkyeKlads, Beach Defender armour expands on the Sandstorm armour, but instead of creating a large area effect and stealth oriented based, the Beach Defender is geared towards combat and heavier defense, and providing heavy protection when needing to appear defenseless.
Instead of creating a cloud of sand and particulates around the user, obscuring vision, the armour uses combination of force fields, static attraction and magnetic fields to create an armour layer around the wearer made of sand, which can also be used to form melee weapons, or launch small bundles of hardened sand like bullets.
The armour itself is made up of a pair of bracers, anklets, a neckpiece and a belt, which contain the power systems, force field generator, and even small supply of sand and other particles to create parts of the armour even if there is no sand or particulate matter available to the user in the local environment. The combination of the force field and static field turns the sand into a layer of armour that is strong as mega damage metal, but flows, allowing most to full range of moment, and able to absorb damage and even replenish parts that have suffered damage with more local sand and particulates. The wearer can even use the sand and fields to create bludgeons, whip-like tentacles, spikes, but no blades. Alternatively can even form dense small bundles of sand into bullet-like shapes and fire them like small bullets at short ranges. The user can still release sand in area effects, but doing so sacrifices some of its protection.
When active, the wearer can choose a few different options for coverage of armour, while the force field is active in all versions, the amount of additional armour and protection, as well as movement restrictions is different. The lightest armour setting covers the torso, forearms and lower legs and feet in a layer of hardened sand and creates an open faced helmet. Medium setting covers most of the body in hardened sand, similar to most armours with armour plating, with flowing sand around the joints, but reduces movement slightly. The heavy setting the wearer is completely covered, appearing almost like an earth elemental made of sand instead of stone, providing the heaviest protection, while reducing movements.
The wearer can store different types of particulates with different properties, but only one can be used, such as laser reflective or energy resistant materials, or even ones that can generate energy such as electro-piezo crystals.
Weight: Bracers , greaves, necklace and belt together weigh a total of 30 lbs
MDC: Bracers , greaves, necklace and belt have 40 MDC each. The force field component grants 75 MDC and regenerates at a rate of 6 MDC per minute.
Light armour adds 50 MDC to torso, 40 to forearms/hands, lower legs/feet and head. Able to regenerate 5 MDC every 5 rounds with enough material nearby.
Medium armour adds 70 to torso, 50 to all other locations. Able to regenerate 5 MDC every 5 rounds with enough material nearby.
Heavy armour adds 100 to torso, 70 to all other locations. Able to regenerate 5 MDC every 5 rounds with enough material nearby.
Special Properties:
-Spikes --- The Beach Defender Armour can grow sharp spikes on the hands and feet, giving a +1d4 MD to punches and kicks.
-Form Weapon --- The Beach Defender Armour can from large bludgeons around the user's hands, adding 2D6 MD (can be combined with spikes), or a large spike type blade dealing 2D4 MD, critical natural 19 or 20 x2 damage, or a whip dealing 1d6 MD. Takes 1 melee action to form a melee action and uses up 15 MDC worth of sand from the armour, can be pulled from all locations to reduce overall reduction to a specific location.
-Ion weapons also do three-quarter (75%) damage due to the magnetic and static fields holding the sand and particulates together.
-Passive Camouflage --- Beach Defender Armor has a textured covering that can act as camouflage. As EShemar do not need to breath, this covering can be used in conjunction with self-burial to hide in sand dunes or rubble pits. 90% chance of going undetected if staying absolutely still, 70% chance if moving 2 ft per melee or slower.
Range: Self
*Formed Weapon --- The bludgeon has range of melee, the spike is melee plus 2 feet, whip has range of 20 feet.
*Stone Bullet ---- The Beach Defender Armor bracers can also shape and mold a dense bullet of stone and fire it like a railgun, out to 1000 ft, dealing 3d6 MD.
*Stone Throw ---- The Bead Defender Armor bracers can also shape and mold a dense ball of small stones and project them at high speed like a shotgun blast, out to 500 ft, and doing 2d4 MD to an 8 ft wide area. This attack can be launched once per melee.
*Dust Storm --- 120 ft and covers a 2 ft area; the dust remains suspended for 1 minute, reduces MDC provided by sand by 25%
Those caught in the dust storm take NO damage, but visibility is reduced to 10 ft, lose initiative, and reduce speed by HALF. Unprotected eyes and uncovered mouths will be subjected to stinging, choking dust.
Rate of Fire:
The Beach Defender can be maintained for 30 minutes before it shuts down and requires 1d4 minutes to gather enough sand and other particles for use. The system can store enough material to create the light armour, or melee weapon. If he wearer is in an environment rich in small sand and gravel particles (sand pit, beach, lunar surface) the recharge time is reduced by HALF.
Stone Bullet --- Once per melee.
Stone Throw ---- Once per melee.
Dust Storm --- Once per melee, can be done up to four times before depleting the sand available and requires replenishing the armour's sand.
Penalties:
With Light armour none, medium armour imposes a -1 to Dodge, while heavy imposes -2 to dodge, also any built-in weaponry requires 1 action to cause the sand armour to open and shape around the weapon to allow it to be used.
-Material Requirements-In a grit-rich environment (beach, sand/gravel pit, grist mill, lunar mare), it takes the Sandstorm Armor about 15 seconds/1 melee round to gather up enough material to get the sandstorm churning. In other environments, such as suburban gardens, woods, wetlands, and the like, it may take 1d6 minutes to in-gather enough loose material to get going. Indoors, it will take 1d10 minutes, and the availability of loose material may limit the Armor to producing only Dust Clouds(no damage, but reduces visibility same as the Dust Storm above).
-Dust Storm Obscured Senses---The same penalties for sensors and perception also apply to the armor’s wearer, -5 to strike, and radar/thermal imaging/motion tracking will be negated. When used, reduces MDC to all locations by 25%.
Options
Depending on the type of particulates carries by the armour, of which only one type can be used, can grant the armour various additional properties.
-Laser Reflective --- Like Cloud Armor, Beach Defender can be infused with reflective particles, in this case rock crystals, that reduce laser damage by HALF.
-Fire Resistance --- Ceramic particulates, combined with the magnetic field are infused in the armour, granting the armour resistance to fire, normal and magical and plasma weapons. SDC fire deals no damage, MD and magical fire and plasma weapons have damage reduced by one-quarter (25%).
-Piezo-Electric --- Piezoelectrical crystals are infused in the armour giving it several properties. When struck by ion or electrical damage, normal, MD or magical, the sand armour is strengthened. The attack deals no damage, and instead heals 1 MD of damage for every 5 MD of damage done. When making unarmed strikes or using the Form Weapon ability, adds 1d6 MD of electrical damage.
-Metallic Particulates --- These particulates are made of MDC metals and react with the magnetic and static fields, increasing the MDC of the armour by 10% (round down). Stone bullet and Stone throw increase damage by 1 die type (d6 becomes d8).
-Psylite Particulates --- Bits of psylite crystal are infused in the armour, creating a matrix that is useful for a user with psionic abilities. It grants the wearer +1 to strike, dodge and saves with and against psionic abilities, and increases the range of their psionic abilities by 10%. This option is typically only available to SkyeKlads who've worked with Clan Armorand or Clan Armorand members themselves.
*Magic Augmentation---As with the Sandstorm Armour, the Wayfinders have expressed an interest in acquiring Beach Defender Armour, with an eye towards augmenting it with technowizardry. Some suggested additions:
-Armor of the Earth(Spell)
-Sandstorm(Spell)
-Electrical Field(Spell)
-Throwing Stones(Spell)
-Invisibility to Sensors(Spell)
-Choking Blast & Dust Cloud(Spell)
*Electromagnetic Attack(Spell)
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Beach Defender Armour aka Sand Bag, or Sand Castle Armour.)
Another emphasis that the Skyeklad are NUDE(unclothed), not NAKED(defenseless).
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:Beach Defender Armour aka Sand Bag, or Sand Castle Armour.)
Another emphasis that the Skyeklad are NUDE(unclothed), not NAKED(defenseless).
Some updates/alternate uses for older tech.
I'm debating on if a gauntlet based on the diamond armour that just creates shield/weapons/diamond shard launcher is useful or not.. might be more common than the full armour as only a single piece of 'clothing' and still have combat options.
Also thinking of what the Blood Rider version of Cloud Armour would look like.. they already have the Zealot upgrade that engulfs in flames.. maybe a mini fire tornado? rolling flame front.. ??
Any luck with finishing any of the other Elemental Evils ??
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:taalismn wrote:kronos wrote:Beach Defender Armour aka Sand Bag, or Sand Castle Armour.)[
Also thinking of what the Blood Rider version of Cloud Armour would look like.. they already have the Zealot upgrade that engulfs in flames.. maybe a mini fire tornado? rolling flame front.. ??
Any luck with finishing any of the other Elemental Evils ??
Nope on finishing up the other E-Evils...had a succession of bookstalls and I'm constantly distracted by the new acquisitions and trying to finish up other stuff.
As for Blood Rider cloud armor? Maybe a charged ion thunderstorm....swirling fireballs, a giant magnesium flare....or something like a static fireworks display.
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:taalismn wrote:kronos wrote:Beach Defender Armour aka Sand Bag, or Sand Castle Armour.)[
Also thinking of what the Blood Rider version of Cloud Armour would look like.. they already have the Zealot upgrade that engulfs in flames.. maybe a mini fire tornado? rolling flame front.. ??
Any luck with finishing any of the other Elemental Evils ??
Nope on finishing up the other E-Evils...had a succession of bookstalls and I'm constantly distracted by the new acquisitions and trying to finish up other stuff.
As for Blood Rider cloud armor? Maybe a charged ion thunderstorm....swirling fireballs, a giant magnesium flare....or something like a static fireworks display.
Hmmm.. maybe not cloud armour for this.. how many Blood Rider male elites do we have besides the preserver and similar scaled walking volcanoes?
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Gunkraal E-Animal
(aka ‘Gunkraala’)
“Those spit-islands used to be a good place to temporarily pull ashore for repairs after a raid...until the damn crabs moved in. Swarms of them. All fast and sharp and nasty. And they got guns...I forget to mention the guns? Yeah, they got guns. I don’t know if somebody else is equipping and directing them, or if they’re some sort of new intelligent d-bees, but they use guns and enthusiastically! They come up out of the surf at you in the sort of numbers that you can run out of ammo trying to hold back! Good thing me and the mate wuz checking the kedging anchor with the small boat, because otherwise we wouldn’t have gotten away when the crabs overran the -Blood-Chant- before Captain Karse could get it off the sandbar. They were already cutting up our ship by the time we managed to clear the channel and get clear away! Now you couldm’t pay me to go near those islands ever again! After spiders, I hate crabs! Damn things clawing all over the place with too many legs, too many arms!”
“Most people put up a ‘Private Beach’ sign...the DarkWaters oughta put up ‘Enforced by Gun-Toting Crustaceans’ signs.”
The Gunkraal is a fairly basic(relatively speaking) e-animal employed by the DarkWaters Tribe. The Gunkraal resembles a large crab similar to the EcoS-KRP41 ‘Grunder’ only smaller and more basic, with a one-piece main body. The Gunkraal is akin to the Coalition States’ Skelebots; a basic expendable infantry drone. The Gunkraal very obviously is a tool of war, resembling a mutant or alien giant crab that has been cyborged with the addition of a rapid-fire light weapon grafted to the front of its shell, belt-fed from an ammunition drum or powerack attached to the rear of the carapace.
Gunkraals aren’t very intelligent and they are rarely Ecotroz-Awakened. They are most often deployed in troop-swarms to overwhelm an opponent. They often bury themselves in shallow sand or mud as sentries, surging up ready to fight from ambush if and when their sensors are disturbed by intruders.
Type: EcoS-KRP60 Gunkraal
Class: Robotic E-Animal
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 150
Eye Stalks(2) 30 each
Foreclaws(2) 80 each
Legs(6) 50 each
Rear Propulsor Fins(2) 50 each
Rapid-Fire Gun(1)
Ammunition Drum(1)
Height: 3 ft
Width: 4.8 ft; legs can extend out to the sides up to 7 ft
Length: 4 ft
Weight: 320 lbs
Cargo: Only what can be carried in the foreclaws or strapped to the body.
Physical Strength: Equivalent to Robotic P.S. of 25
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 40 MPH
(Climbing) The ‘kraala can climb up rock walls and ship hulls with the aid of electromagnetic clamps, and climbing claws, with a skill proficiency of 80% .
(Flying) Not possible
(Space) Not possible
(Underwater) Can submerge and walk along the bottom of rivers, oceans, and lakes without ill-effect(reduce speed to 15 MPH), and can swim with thruster assist at 20 MPH. Maximum Depth: 3 miles
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 1 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual operators/owners.
*Bionic Micro-Repair Robot Systems---Gunkraal are too small to have 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, but they do have a more limited cyborg system capable of repairing up to 80 MDC of basic structural damage before needing to be recharged, The micro-robots are often mistaken for some sort of sea-lice infesting the crabs .
*Mine-Resistant Lower Armor---The lower body shell is shaped such that explosions underneath the Gunkraal are channeled around the body, and do HALF damage.
*Locking Joints
*Motion Detector System 100 ft range
* External Audio/Visual Surveillance System w/ Recording System
*Depth Gauge
*Mini-Sonar: 1 mile range
*Sensory Antennae(4)---Useful for feeling a way through dark or murky water: +1 to dodge, and penalties for blindness are HALF.
*Molecular Analyzer----Gunkraals can sniff and sample their surroundings, looking for trace chemicals that can lead them to carrion or salvage.
Weapons Systems:
1) Gun Mount(1)---The Gunkraal mounts a powered servo-bracket between its eyes at the front of the carapace. This is used to carry a light rapid-fire weapon belt-fed from an ammunition drum or powerpack attached to the rear of the body. The weapon is usually a light rail gun similar to the Coalition States’ C-200 ‘Dead Man’ Rail Gun, supplied with supercavitating ammunition for underwater use. However, other types of weapon are also available, including light grenade launchers, spear-launchers, and energy weapons.
a) Light Rail Gun
Range: 4,000 ft, 2,000 ft underwater
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
b) Grenade Launcher ---Useless underwater, but can sweep a ship deck or beach clear of opposition in seconds.
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: 90 rounds
c) Light Grenade Launcher --- Lighter explosive load and shorter range, but more payload.
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and other specialized munition types.
Rate of Fire: ECHH
Payload: 180 shot magazine
d)Spiker ---Fires darts similar to those used in the Gilloc Urchin Spike Rifle
Range: 2,500 ft in air, 1,000 ft underwater
Damage:1d4 MD per spike; a 5-rd burst does 5d4 MD, a 1--shot burst 1d4x10 MD
(Option) Darts can have an internal reservoir for holding a dose of drugs/toxins.
Rate of Fire: Single shot, 5- or 10-shot bursts,
Payload: 500 rd drum magazine
e) Laser Blaster--Copied from a cyborg forearm weapon, this laser weapon is powered by a rechargeable battery drum.
Range: 1,600 ft in air and underwater
Damage: 6d6 MD pulse burst(only fires bursts)
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the drum battery holds enough power for 40 bursts, and then can slowly recharge off the ‘bot’s power systems at a rate of 1 shot-burst every 15 minutes.
f) Flamethrower ---Useless underwater, but a potential terror on ships and ashore. Multi-Fuel capacity.
Range: 50 ft for regular fuels, 500 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. Any combustible materials within contact, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 10-16 blasts
g) Plasma Cartridge Machine Gun---Of limited use underwater, this cheap bastardized knockoff of Naruni tech has been known to confuse enemies who think they’re facing a new Naruni weapon.
Range: 2,000 ft in air, 700 ft underwater
Damage: 1d4x10 MD single shot. 2d6x10 MD 10-shot burst.
Rate of Fire: ECHH
Payload: 200 plasma cartridge drum
h) MD Chainsaw---It’s rare, but sometimes ranged weapon capability is sacrificed for close quarters cutting ability. And having a crab-monster charging with a roaring chainsaw blade has often been enough to make many opponents turn and run.
Range: Melee
Damage: 5d6 MD per strike
2) VibroClaws---The foreclaws are fitted with scizzoring vibro-blades, while the legs mount vibro-stilletos(useful too for digging into surfaces to cling to or climb up them.
Range: Melee
Damage: (Foreclaws) 2d6 MD
(Legs) 1d6 MD
3)(Optional) Self-Destruct Charge---Gunkraals are often fitted with a powerful self-destruct charge, turning them into mobile kamikaze mines.
Damage: 2d6x10 MD to an 80 ft blast radius
4)(Optional) Use of Handheld Melee Weapons---Gunkraals can pick up and use simple tools and hand weapons(no firearms, slings, or archery weapons) such as halfted weapons, spears, and blads.
Programming:
The Ecotroz have installed robotic AIs, fairly simple machine intelligences that can perform simple tasks and engage in swarm-group coordination.
Typically has the following:
Radio: Basic 94%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Underwater Navigation 80%
Climbing 80%
Intelligence 76%
Excavation 80%
Camouflage 50%
Detect Ambush 60%
Detect Concealment 60%
W.P. Chain
W.P. Blunt (+3 strike/parry)
W.P. Knife(+2 strike, +2 parry, +2 strike w/ throw)
W.P. Sword (+4 strike/parry, +1 Throw)
W.P. Spear(+3 strike/parry, +2 strike w/ throw)
Actions/Attacks Per Melee: 6
Initiative +2
Dodge +2, +4 underwater
Strike +2 (+3 w/ ranged weaponry)
Parry +3
Roll +2
Pull Punch/Claw +4
Bite 1d4 MD
Claw Punch/Gouge 2d6 MD
Tear/Pry 2d6 MD
Kick 1d4 MD
Body Block/Tackle 1d4 MD
(aka ‘Gunkraala’)
“Those spit-islands used to be a good place to temporarily pull ashore for repairs after a raid...until the damn crabs moved in. Swarms of them. All fast and sharp and nasty. And they got guns...I forget to mention the guns? Yeah, they got guns. I don’t know if somebody else is equipping and directing them, or if they’re some sort of new intelligent d-bees, but they use guns and enthusiastically! They come up out of the surf at you in the sort of numbers that you can run out of ammo trying to hold back! Good thing me and the mate wuz checking the kedging anchor with the small boat, because otherwise we wouldn’t have gotten away when the crabs overran the -Blood-Chant- before Captain Karse could get it off the sandbar. They were already cutting up our ship by the time we managed to clear the channel and get clear away! Now you couldm’t pay me to go near those islands ever again! After spiders, I hate crabs! Damn things clawing all over the place with too many legs, too many arms!”
“Most people put up a ‘Private Beach’ sign...the DarkWaters oughta put up ‘Enforced by Gun-Toting Crustaceans’ signs.”
The Gunkraal is a fairly basic(relatively speaking) e-animal employed by the DarkWaters Tribe. The Gunkraal resembles a large crab similar to the EcoS-KRP41 ‘Grunder’ only smaller and more basic, with a one-piece main body. The Gunkraal is akin to the Coalition States’ Skelebots; a basic expendable infantry drone. The Gunkraal very obviously is a tool of war, resembling a mutant or alien giant crab that has been cyborged with the addition of a rapid-fire light weapon grafted to the front of its shell, belt-fed from an ammunition drum or powerack attached to the rear of the carapace.
Gunkraals aren’t very intelligent and they are rarely Ecotroz-Awakened. They are most often deployed in troop-swarms to overwhelm an opponent. They often bury themselves in shallow sand or mud as sentries, surging up ready to fight from ambush if and when their sensors are disturbed by intruders.
Type: EcoS-KRP60 Gunkraal
Class: Robotic E-Animal
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 150
Eye Stalks(2) 30 each
Foreclaws(2) 80 each
Legs(6) 50 each
Rear Propulsor Fins(2) 50 each
Rapid-Fire Gun(1)
Ammunition Drum(1)
Height: 3 ft
Width: 4.8 ft; legs can extend out to the sides up to 7 ft
Length: 4 ft
Weight: 320 lbs
Cargo: Only what can be carried in the foreclaws or strapped to the body.
Physical Strength: Equivalent to Robotic P.S. of 25
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 40 MPH
(Climbing) The ‘kraala can climb up rock walls and ship hulls with the aid of electromagnetic clamps, and climbing claws, with a skill proficiency of 80% .
(Flying) Not possible
(Space) Not possible
(Underwater) Can submerge and walk along the bottom of rivers, oceans, and lakes without ill-effect(reduce speed to 15 MPH), and can swim with thruster assist at 20 MPH. Maximum Depth: 3 miles
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 1 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual operators/owners.
*Bionic Micro-Repair Robot Systems---Gunkraal are too small to have 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, but they do have a more limited cyborg system capable of repairing up to 80 MDC of basic structural damage before needing to be recharged, The micro-robots are often mistaken for some sort of sea-lice infesting the crabs .
*Mine-Resistant Lower Armor---The lower body shell is shaped such that explosions underneath the Gunkraal are channeled around the body, and do HALF damage.
*Locking Joints
*Motion Detector System 100 ft range
* External Audio/Visual Surveillance System w/ Recording System
*Depth Gauge
*Mini-Sonar: 1 mile range
*Sensory Antennae(4)---Useful for feeling a way through dark or murky water: +1 to dodge, and penalties for blindness are HALF.
*Molecular Analyzer----Gunkraals can sniff and sample their surroundings, looking for trace chemicals that can lead them to carrion or salvage.
Weapons Systems:
1) Gun Mount(1)---The Gunkraal mounts a powered servo-bracket between its eyes at the front of the carapace. This is used to carry a light rapid-fire weapon belt-fed from an ammunition drum or powerpack attached to the rear of the body. The weapon is usually a light rail gun similar to the Coalition States’ C-200 ‘Dead Man’ Rail Gun, supplied with supercavitating ammunition for underwater use. However, other types of weapon are also available, including light grenade launchers, spear-launchers, and energy weapons.
a) Light Rail Gun
Range: 4,000 ft, 2,000 ft underwater
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
b) Grenade Launcher ---Useless underwater, but can sweep a ship deck or beach clear of opposition in seconds.
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: 90 rounds
c) Light Grenade Launcher --- Lighter explosive load and shorter range, but more payload.
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and other specialized munition types.
Rate of Fire: ECHH
Payload: 180 shot magazine
d)Spiker ---Fires darts similar to those used in the Gilloc Urchin Spike Rifle
Range: 2,500 ft in air, 1,000 ft underwater
Damage:1d4 MD per spike; a 5-rd burst does 5d4 MD, a 1--shot burst 1d4x10 MD
(Option) Darts can have an internal reservoir for holding a dose of drugs/toxins.
Rate of Fire: Single shot, 5- or 10-shot bursts,
Payload: 500 rd drum magazine
e) Laser Blaster--Copied from a cyborg forearm weapon, this laser weapon is powered by a rechargeable battery drum.
Range: 1,600 ft in air and underwater
Damage: 6d6 MD pulse burst(only fires bursts)
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the drum battery holds enough power for 40 bursts, and then can slowly recharge off the ‘bot’s power systems at a rate of 1 shot-burst every 15 minutes.
f) Flamethrower ---Useless underwater, but a potential terror on ships and ashore. Multi-Fuel capacity.
Range: 50 ft for regular fuels, 500 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. Any combustible materials within contact, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 10-16 blasts
g) Plasma Cartridge Machine Gun---Of limited use underwater, this cheap bastardized knockoff of Naruni tech has been known to confuse enemies who think they’re facing a new Naruni weapon.
Range: 2,000 ft in air, 700 ft underwater
Damage: 1d4x10 MD single shot. 2d6x10 MD 10-shot burst.
Rate of Fire: ECHH
Payload: 200 plasma cartridge drum
h) MD Chainsaw---It’s rare, but sometimes ranged weapon capability is sacrificed for close quarters cutting ability. And having a crab-monster charging with a roaring chainsaw blade has often been enough to make many opponents turn and run.
Range: Melee
Damage: 5d6 MD per strike
2) VibroClaws---The foreclaws are fitted with scizzoring vibro-blades, while the legs mount vibro-stilletos(useful too for digging into surfaces to cling to or climb up them.
Range: Melee
Damage: (Foreclaws) 2d6 MD
(Legs) 1d6 MD
3)(Optional) Self-Destruct Charge---Gunkraals are often fitted with a powerful self-destruct charge, turning them into mobile kamikaze mines.
Damage: 2d6x10 MD to an 80 ft blast radius
4)(Optional) Use of Handheld Melee Weapons---Gunkraals can pick up and use simple tools and hand weapons(no firearms, slings, or archery weapons) such as halfted weapons, spears, and blads.
Programming:
The Ecotroz have installed robotic AIs, fairly simple machine intelligences that can perform simple tasks and engage in swarm-group coordination.
Typically has the following:
Radio: Basic 94%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Underwater Navigation 80%
Climbing 80%
Intelligence 76%
Excavation 80%
Camouflage 50%
Detect Ambush 60%
Detect Concealment 60%
W.P. Chain
W.P. Blunt (+3 strike/parry)
W.P. Knife(+2 strike, +2 parry, +2 strike w/ throw)
W.P. Sword (+4 strike/parry, +1 Throw)
W.P. Spear(+3 strike/parry, +2 strike w/ throw)
Actions/Attacks Per Melee: 6
Initiative +2
Dodge +2, +4 underwater
Strike +2 (+3 w/ ranged weaponry)
Parry +3
Roll +2
Pull Punch/Claw +4
Bite 1d4 MD
Claw Punch/Gouge 2d6 MD
Tear/Pry 2d6 MD
Kick 1d4 MD
Body Block/Tackle 1d4 MD
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Had to go back and do some grotty renumbering of my e-animals...don't worry, the Lycgeest is safe and doesn't need to be renumbered, but I hand't added the Kroctor or the Kriller to the list, and they needed to be re-sequenced.
THAT part of the Master Codex I believe is reliably up to date.
There are no other BR male Elites the I see, so if you're planning giant Tasmanian devil firestorm, go right ahead...
kronos wrote:[
Hmmm.. maybe not cloud armour for this.. how many Blood Rider male elites do we have besides the preserver and similar scaled walking volcanoes?
THAT part of the Master Codex I believe is reliably up to date.
There are no other BR male Elites the I see, so if you're planning giant Tasmanian devil firestorm, go right ahead...
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
Speaking of Cloud Armour.. I think the SkyeKlad need some warmounts.. Bird that has massive cloud armour capabilities.. a turtle maybe? with sandstorm armour capabilities?
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Speaking of Cloud Armour.. I think the SkyeKlad need some warmounts.. Bird that has massive cloud armour capabilities.. a turtle maybe? with sandstorm armour capabilities?
They got invisibke jeyfish and adaptations of other types, but yah, at this point they can likely afford to have some more indigenous design warmounts to their stables.
Sand, beaches, sun, and invisibility/stealth are good things to bear in mind for their equipment.
Startling the hell out of opponents who think'Hey, naked people! Easy pickings!"*GARG!* is a good way to go...
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
Crystaleon
Ann stretched and rolled onto her back to watch the clouds float by. She blinked as the sky seemed to shimmer a bit, causing the rabbit shaped cloud she was admiring to distort.
"George.. Did the brochure say anything about this beach being haunted?"
"No.." George, Ann's husband, and fellow mercenary, looked up scratching his head and slowly reached for the laser pistol in the picnic basket beside him.
Ann kept very still as the distorted air shifted and a pair of eyes looked down at her, and she could feel hot breath blowing onto her face. "Well either this place is haunted, or some invisible stalker is breathing on me."
Ann and George both looked to the side as they heard multiple footsteps come from the bushes not far away as a group of tall, and quite naked, women with a pair of antennae on their head approached. "There you are Opal!" The one in the lead called out, the air above Ann shimmered and a large sparkling wolf appeared above her before leaping off to nuzzle the hand of the one that called it.
"This beach is private property.. But you seem harmless as Opal didn't bite. Would you care to join our Summer Soloist celebration?"
The Crystaleon is a breed of Shemarrian Wolf, or Kantaran, was developed by the SkyeKlad with assistance from the Silvermoons. A Crystaleon appears as a Shemarrian Wolf, except made of crystals, and glitters in light, with a bundle of several large crystals that make up the tail, with limited movement, mostly up, down and to the sides. The crystalline fur, while can be mesmerizing to look at, has several special properties, including able to diffuse and redirect laser weaponry, it can also redirect light, giving it a limited form of camouflage, as it bends light around itself. Besides being able to diffuse or redirect lasers, the Crystaleon has a system similar to the Volt Absorber of the Schillgus Scarnus, but instead uses laser energy. Besides the basic teeth and claws, the Crystaleon can release a burst of crystal shards like quills to attack numerous foes around it.
The SkyeKlad use Crystaleons to guard many of their beaches, as they enjoy lounging on beaches, bending the light around them, making them virtually invisible on the beach, ready to attack any intruders. In combat, they make excellent ambushers as they will stalk a target while camouflaged, then striking. They also will glad charge into the middle of a group of enemies, letting them and allies fire lasers at them, which the Crystaleon will use first to boost their systems, then redirect the excess into the enemy. Male snipers can even use Crystaleons to extend their range, or allow them to shoot around corners, firing at a Crystaleon, with the laser blast directed from its position.
MDC/Armor by Location:
Main Body 190
Head 50
Front Legs (2) 55 each
Hind Legs (2) 75 each
Tail 80
Height: 3.8 ft at shoulders, about 4.6 to 5 ft from head to toe.
Width: 2.3 ft at the shoulders
Length: 6.3 ft to the rump, plus 3.7 feet of tail
Weight: 900 lbs
Cargo: none
Physical Strength: Equivalent to Robotic P.S. of 30, Jaws 40
Stats IQ 11, PP 20, PB 10.
Awe Factor 10
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 170 MPH
(Leaping) 20 ft up and across. A running leap in excess of 60 mph adds 80 ft lengthwise and a height of 20 ft to a leap.
(Climbing) Can climb with a proficiency of 75%(but often acts clumsy so as to appear helpless)
(Flying) Not possible
(Space) Not possible
(Underwater) Can dogpaddle at about 1 MPH, and can stay afloat for about 3d6 minutes. Otherwise, it can crawl along the bottom at 1 MPH, maximum depth 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Molecular Analyzer System---Track by Smell 84%, Recognize Scent 84%.
*PPE Sensor---This is identical to the SNARL System deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*Bionic Cybernanite Repair Systems---Crystaleon 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.
*Sonic Vulnerability --- Due to the crystalline nature of the Crystaleon, it suffers 25% more damage from sonic based attacks.
*Laser and Light Energy Immunity - The Crystaleon is immune to lasers and other light energy attacks, although magical light energy still deals half damage. However, extremely power lasers can still damage the Crystaleon, such as starship grade lasers (deal more than 5d6x10 MD per blast), which deal half damage (which can still destroy the Crystaleon).
*Chameleon ---- The Crystaleon can bend light that strikes its fur, allowing it to become almost invisible. When standing still, the Crystaleon blends into its surroundings, 10% undetectable when standing still, 40% when moving 2 ft per melee round of slower, 70% if going 60 ft per melee or slower.
*Laser Absorber - This system absorbs and converts laser and light energy attacks into usable energy for the Crystaleon. Every 20 points of laser or light energy damage it would suffer (it does not suffer damage from none magical attacks, and only 50% damage from magical sources), the Crystaleon can use that energy for several purposes:
1 - Boost strength by +2 for every 20 points of damage for 5 melee rounds to a maximum of +10 strength. Once at maximum strength, additional energy diverted only increases duration.
2 - Boost speed by 5 mph for every 20 points of damage for 5 melee rounds, to a maximum of +50 mph.
3 - Boost repair systems, for every 20 points of damage the Crystaleon would suffer, the repair system requires only half as much MDC stock to repair for 5 melee rounds, example it can repair 10 MD but only uses up 5 MD of stock. OR can increase the rate of repair by +1d6 for every 20 points of damage for 2 melee rounds, to a maximum of +4d6.
4 - Release laser blast pulse, the Crystaleon can release multiple, weaker laser pulses, requiring targets to dodge, Crystaleon makes a strike roll, unmodified, or suffer 25% of the damage that would have be dealt to the Crystaleon.
*Redirect Laser Attack - The Crystaleon can attempt to redirect the attack back to where it originated or a specific within range. Make a parry roll (at +3 from Parry Laser/Light Attack), then as a strike (counts as one melee attack/action) causes the attack to strike the desired target, on an unmodified die strike, dealing the damage the original attack would do to the new target. If a Shemarrian is firing a laser at the Crystaleon for purposes of 'bouncing' a shot, the Crystaleon doesn't need to make a parry roll, and gains a +2 bonus to strike roll for the redirected blast.
Weapons Systems:
1) Vibroclaws (4) --- All four paws are fitted with retractable vibroclaws
Range: Melee
Damage: 3d4 MD, critical on a natural roll of 19 or 20, dealing triple damage.
Rate of Fire: Each swipe or stab with claws counts as one melee attack/action.
2) Bite --- The oversized mouth may be fitted with sharp teeth, but it’s still strong enough to grind down armor or crush a limb between them to a pulp.
Range: Melee
Damage: 1d6x10 SDC or 1d4 MD restrained nip. 3d6 MD full strength, 6d6 MD power bite (counts as 2 attacks). Critical strike on a natural roll of 19 or 20, dealing triple damage.
Programming:
Same as the Shemarrian wolf, typically Awaken.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Prowl 72%
Tracking 65%
Land Navigation 86%
Language: Can understand 22 different languages
Climbing 75%
Begging 78%
Find Contraband 50%(+5% per level of experience for Ecotroz entity)
Detect Concealment 60%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Kintori 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 +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6
Automatic Dodge +8 while running at speeds in excess of 60 mph
Strike +5
Parry +6
Roll +2
+5 to pull punch/claw bite
Critical Strike on Natural roll of 19 or 20.
Kick (using hind leg to kick behind) 1D4 MD
Leaping Pounce 2d6+3 MD, 65% chance of knocking man-sized opponents down, loss of initiative and one melee attack/action and is -2 to strike, parry and dodge when fighting the Lycgeest in a prone position. Can also make a free Liquidus engulfing attack, the target suffering further -2 to Dodge to avoid the attack.
Head Butt/Body Block 2d6 MD
Ann stretched and rolled onto her back to watch the clouds float by. She blinked as the sky seemed to shimmer a bit, causing the rabbit shaped cloud she was admiring to distort.
"George.. Did the brochure say anything about this beach being haunted?"
"No.." George, Ann's husband, and fellow mercenary, looked up scratching his head and slowly reached for the laser pistol in the picnic basket beside him.
Ann kept very still as the distorted air shifted and a pair of eyes looked down at her, and she could feel hot breath blowing onto her face. "Well either this place is haunted, or some invisible stalker is breathing on me."
Ann and George both looked to the side as they heard multiple footsteps come from the bushes not far away as a group of tall, and quite naked, women with a pair of antennae on their head approached. "There you are Opal!" The one in the lead called out, the air above Ann shimmered and a large sparkling wolf appeared above her before leaping off to nuzzle the hand of the one that called it.
"This beach is private property.. But you seem harmless as Opal didn't bite. Would you care to join our Summer Soloist celebration?"
The Crystaleon is a breed of Shemarrian Wolf, or Kantaran, was developed by the SkyeKlad with assistance from the Silvermoons. A Crystaleon appears as a Shemarrian Wolf, except made of crystals, and glitters in light, with a bundle of several large crystals that make up the tail, with limited movement, mostly up, down and to the sides. The crystalline fur, while can be mesmerizing to look at, has several special properties, including able to diffuse and redirect laser weaponry, it can also redirect light, giving it a limited form of camouflage, as it bends light around itself. Besides being able to diffuse or redirect lasers, the Crystaleon has a system similar to the Volt Absorber of the Schillgus Scarnus, but instead uses laser energy. Besides the basic teeth and claws, the Crystaleon can release a burst of crystal shards like quills to attack numerous foes around it.
The SkyeKlad use Crystaleons to guard many of their beaches, as they enjoy lounging on beaches, bending the light around them, making them virtually invisible on the beach, ready to attack any intruders. In combat, they make excellent ambushers as they will stalk a target while camouflaged, then striking. They also will glad charge into the middle of a group of enemies, letting them and allies fire lasers at them, which the Crystaleon will use first to boost their systems, then redirect the excess into the enemy. Male snipers can even use Crystaleons to extend their range, or allow them to shoot around corners, firing at a Crystaleon, with the laser blast directed from its position.
MDC/Armor by Location:
Main Body 190
Head 50
Front Legs (2) 55 each
Hind Legs (2) 75 each
Tail 80
Height: 3.8 ft at shoulders, about 4.6 to 5 ft from head to toe.
Width: 2.3 ft at the shoulders
Length: 6.3 ft to the rump, plus 3.7 feet of tail
Weight: 900 lbs
Cargo: none
Physical Strength: Equivalent to Robotic P.S. of 30, Jaws 40
Stats IQ 11, PP 20, PB 10.
Awe Factor 10
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 170 MPH
(Leaping) 20 ft up and across. A running leap in excess of 60 mph adds 80 ft lengthwise and a height of 20 ft to a leap.
(Climbing) Can climb with a proficiency of 75%(but often acts clumsy so as to appear helpless)
(Flying) Not possible
(Space) Not possible
(Underwater) Can dogpaddle at about 1 MPH, and can stay afloat for about 3d6 minutes. Otherwise, it can crawl along the bottom at 1 MPH, maximum depth 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Molecular Analyzer System---Track by Smell 84%, Recognize Scent 84%.
*PPE Sensor---This is identical to the SNARL System deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*Bionic Cybernanite Repair Systems---Crystaleon 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.
*Sonic Vulnerability --- Due to the crystalline nature of the Crystaleon, it suffers 25% more damage from sonic based attacks.
*Laser and Light Energy Immunity - The Crystaleon is immune to lasers and other light energy attacks, although magical light energy still deals half damage. However, extremely power lasers can still damage the Crystaleon, such as starship grade lasers (deal more than 5d6x10 MD per blast), which deal half damage (which can still destroy the Crystaleon).
*Chameleon ---- The Crystaleon can bend light that strikes its fur, allowing it to become almost invisible. When standing still, the Crystaleon blends into its surroundings, 10% undetectable when standing still, 40% when moving 2 ft per melee round of slower, 70% if going 60 ft per melee or slower.
*Laser Absorber - This system absorbs and converts laser and light energy attacks into usable energy for the Crystaleon. Every 20 points of laser or light energy damage it would suffer (it does not suffer damage from none magical attacks, and only 50% damage from magical sources), the Crystaleon can use that energy for several purposes:
1 - Boost strength by +2 for every 20 points of damage for 5 melee rounds to a maximum of +10 strength. Once at maximum strength, additional energy diverted only increases duration.
2 - Boost speed by 5 mph for every 20 points of damage for 5 melee rounds, to a maximum of +50 mph.
3 - Boost repair systems, for every 20 points of damage the Crystaleon would suffer, the repair system requires only half as much MDC stock to repair for 5 melee rounds, example it can repair 10 MD but only uses up 5 MD of stock. OR can increase the rate of repair by +1d6 for every 20 points of damage for 2 melee rounds, to a maximum of +4d6.
4 - Release laser blast pulse, the Crystaleon can release multiple, weaker laser pulses, requiring targets to dodge, Crystaleon makes a strike roll, unmodified, or suffer 25% of the damage that would have be dealt to the Crystaleon.
*Redirect Laser Attack - The Crystaleon can attempt to redirect the attack back to where it originated or a specific within range. Make a parry roll (at +3 from Parry Laser/Light Attack), then as a strike (counts as one melee attack/action) causes the attack to strike the desired target, on an unmodified die strike, dealing the damage the original attack would do to the new target. If a Shemarrian is firing a laser at the Crystaleon for purposes of 'bouncing' a shot, the Crystaleon doesn't need to make a parry roll, and gains a +2 bonus to strike roll for the redirected blast.
Weapons Systems:
1) Vibroclaws (4) --- All four paws are fitted with retractable vibroclaws
Range: Melee
Damage: 3d4 MD, critical on a natural roll of 19 or 20, dealing triple damage.
Rate of Fire: Each swipe or stab with claws counts as one melee attack/action.
2) Bite --- The oversized mouth may be fitted with sharp teeth, but it’s still strong enough to grind down armor or crush a limb between them to a pulp.
Range: Melee
Damage: 1d6x10 SDC or 1d4 MD restrained nip. 3d6 MD full strength, 6d6 MD power bite (counts as 2 attacks). Critical strike on a natural roll of 19 or 20, dealing triple damage.
Programming:
Same as the Shemarrian wolf, typically Awaken.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Prowl 72%
Tracking 65%
Land Navigation 86%
Language: Can understand 22 different languages
Climbing 75%
Begging 78%
Find Contraband 50%(+5% per level of experience for Ecotroz entity)
Detect Concealment 60%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Kintori 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 +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6
Automatic Dodge +8 while running at speeds in excess of 60 mph
Strike +5
Parry +6
Roll +2
+5 to pull punch/claw bite
Critical Strike on Natural roll of 19 or 20.
Kick (using hind leg to kick behind) 1D4 MD
Leaping Pounce 2d6+3 MD, 65% chance of knocking man-sized opponents down, loss of initiative and one melee attack/action and is -2 to strike, parry and dodge when fighting the Lycgeest in a prone position. Can also make a free Liquidus engulfing attack, the target suffering further -2 to Dodge to avoid the attack.
Head Butt/Body Block 2d6 MD
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Dang....that was spot on.
I'm rather picturing them as a beefier version of the crystal foxes from the eighth Star Wars movie, the ones that went out the back door of the Rebel base the First Order kicked in...
I'm rather picturing them as a beefier version of the crystal foxes from the eighth Star Wars movie, the ones that went out the back door of the Rebel base the First Order kicked in...
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:Dang....that was spot on.
I'm rather picturing them as a beefier version of the crystal foxes from the eighth Star Wars movie, the ones that went out the back door of the Rebel base the First Order kicked in...
Pretty much the inspiration for the appearance.. except the tail is like a bunch of large quartz style crystals that grow out of its rump. primary part that absorbs/directs the lasers.
I actually whipped this up in about an hour while watching the movie today as I took today off.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:[
Pretty much the inspiration for the appearance.. except the tail is like a bunch of large quartz style crystals that grow out of its rump. primary part that absorbs/directs the lasers.
I actually whipped this up in about an hour while watching the movie today as I took today off.
Ever read J.G. Ballard's The Crystal World? I's about a guy discovering a strange infestation in the jungle that is turning everything into ...crystal.
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:[
Pretty much the inspiration for the appearance.. except the tail is like a bunch of large quartz style crystals that grow out of its rump. primary part that absorbs/directs the lasers.
I actually whipped this up in about an hour while watching the movie today as I took today off.
Ever read J.G. Ballard's The Crystal World? I's about a guy discovering a strange infestation in the jungle that is turning everything into ...crystal.
No I haven't. I'll have to see if I can find a copy
Re: Shemarrian-related fan creations
Flesh Stripper Blades
The devil laughed as it landed on the ledge above the Shemarrian berserker, nearly two hundred feet below. "HA! Without your rifle you can't reach me, while I can leisure---" *thud thud thud as several silver coated blades lodged into its chest* "That's a neat trick.." the devil fell to the ground as the blades pulled out of its chest and locked to the outstretched sword with several smaller blades spinning around it like a weed wacker with a loud buzzing sound, the berserker was pointing at it before turning away to find her next target.
These swords are large, similar to the Berserker Executioner swords, only with wider and thicker blades. The six foot blades are able to split off ten 1 foot long blades, five from each side, that float and spin around the blade, leaving the main sword blade with a thinner middle section, but the tip section has a hook on each side allowing the user to use it as a hook to trip a target, in addition to slashing and hacking. The ten spinning smaller blades float and spin around the main blade to emulate the spinning blades spell, using electromagnetic fields and small antigrav generators in the blades. In addition to spinning around the main blade, each of the smaller blades can launch forward to strike a target at range, and can be recalled to orbit the weapon again, or dock with the weapon.
M.D.C. of the Weapon: 80 MD + 5 per small blade (total 130 when all blades are attached to the weapon)
Weight: 60 lbs
Range: (Sword) melee
(Buzzsaw) 10 ft radius of the sword
(Projectile) 200 ft
Damage: (Sword) 4d6 MD
(Buzzsaw) 1d4 MD per blade, 1d4x10 MD with all blades (reduce by 1 per missing blade) in offensive ‘buzzsaw’ mode (enemy CANNOT parry).
(Projectile) 1d4 MD per projectile
Rate of Fire: (Buzzsaw) ECHH
(Projectile) Volleys of 1-10 (all)
Bonuses: (Buzzsaw) +4 to parry, +1 to parry energy attacks
(Projectile) Only the wielder’s standard ranged combat bonus
+2 to parry metal objects
+1 to trip an opponent when blades are deployed
Payload: 10 blades
Options:
Depending on the Tribe, individual operator, and mission requirements, some use silver-edged blades, or use thermal-resistant materials for the blades.
The devil laughed as it landed on the ledge above the Shemarrian berserker, nearly two hundred feet below. "HA! Without your rifle you can't reach me, while I can leisure---" *thud thud thud as several silver coated blades lodged into its chest* "That's a neat trick.." the devil fell to the ground as the blades pulled out of its chest and locked to the outstretched sword with several smaller blades spinning around it like a weed wacker with a loud buzzing sound, the berserker was pointing at it before turning away to find her next target.
These swords are large, similar to the Berserker Executioner swords, only with wider and thicker blades. The six foot blades are able to split off ten 1 foot long blades, five from each side, that float and spin around the blade, leaving the main sword blade with a thinner middle section, but the tip section has a hook on each side allowing the user to use it as a hook to trip a target, in addition to slashing and hacking. The ten spinning smaller blades float and spin around the main blade to emulate the spinning blades spell, using electromagnetic fields and small antigrav generators in the blades. In addition to spinning around the main blade, each of the smaller blades can launch forward to strike a target at range, and can be recalled to orbit the weapon again, or dock with the weapon.
M.D.C. of the Weapon: 80 MD + 5 per small blade (total 130 when all blades are attached to the weapon)
Weight: 60 lbs
Range: (Sword) melee
(Buzzsaw) 10 ft radius of the sword
(Projectile) 200 ft
Damage: (Sword) 4d6 MD
(Buzzsaw) 1d4 MD per blade, 1d4x10 MD with all blades (reduce by 1 per missing blade) in offensive ‘buzzsaw’ mode (enemy CANNOT parry).
(Projectile) 1d4 MD per projectile
Rate of Fire: (Buzzsaw) ECHH
(Projectile) Volleys of 1-10 (all)
Bonuses: (Buzzsaw) +4 to parry, +1 to parry energy attacks
(Projectile) Only the wielder’s standard ranged combat bonus
+2 to parry metal objects
+1 to trip an opponent when blades are deployed
Payload: 10 blades
Options:
Depending on the Tribe, individual operator, and mission requirements, some use silver-edged blades, or use thermal-resistant materials for the blades.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Spinning Blades is one of my favorite spells; it has both awesome defensive and offensive capabilities.
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:Spinning Blades is one of my favorite spells; it has both awesome defensive and offensive capabilities.
Yes, I see it's quite generous use on Paladin Steel products, time for some neighbours to take a few notes, even in a non-magical form.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Sapphire Cobra EcoS-K-187 ’SkyeKobra’ Aerial Warmount
(aka ‘KaiKobra’)
“-we really should have known better when we first heard of this thing; the Shemarrians NEVER do anything normal.”
“Shredwings may be more agile, Kondars more heavily armed and armored, but the Kai has its own place in-between the the two, and, despite the initial misgivings and predictions of a few critics, it fills it quite well. We have no shortage of volunteers and candidates willing to saddle up on a SkyeKobra.”
“Never call these things ‘fangless’. They may not be dripping with guns and bomb racks like those damn Kondors, but they’re actually better armed than the early BattleHawks, and we know damned well how effective THOSE were! The ‘cobras are slippery in the air and unpredictable; I once encountered a group of them hiding clinging to the side of a slum high rise in Soutmurica lurking in the narrow alley between buildings. They popped up and blew away half my Flying Fox squad before we knew they were there! Would have had the rest of us if we hadn’t volleyed all our missiles and forced them to scramble and dodge while we went boosters and burnt our thruster jets getting out of there.”
When rumors and distorted observations of this construct first surfaced, the ‘SkyeKobra’ was initially misidentified as a rare Shemarrian vehicle, a variant of a retrofit replica of a pre-Rifts conventional aircraft, the P-39/63 Airacobra/KingCobra, of World War Two vintage. In fact, the SkyKobra is a warmount, albeit one of bizarre appearance and providence.
The SkyeKobra bears only a superficial resemblance to the piston-powered aircraft that evidentially inspired it; the nose and enclosed cockpit-saddle resemble the P-39/63’s, but the wings are bat-like and fully articulated. The rear fuselage is long, fully flexible, and snakelike aside from a set of P-39-like fins halfway down its length. The SkyeKobra retains the P-39’s tricycle landing gear, but the two main gear are like a bird of prey’s, but have a combination of wheels and claws. A nose gear is also present, and flexes like an osprey’s reversible fish-catching talon-claws. The Warmount has a small barely-visible mouth in the underside of the fuselage, behind the nose gear; the SkyeKobra uses its prop-blades and foreclaw to chop its prey into smaller pieces and feed material into its gullet.
The SkyeKobra has a spinning nose prop like that of the EcoS-K-90 Kondar’s. It apes the original P-39 in mounting a heavy weapon in the prop-spinner’s axis; in this case the Sapphire Cobras have replaced the TW energy weapon of the P-39TW in favor of returning to a projectile weapon. The other nose and wing weapons have been replaced with energy weapons, allowing the warmount to stay in combat once its nose cannon ammunition has been used up.
The SkyeKobra is skinned in scaled armor of metallic iridescence, tinted dark-blue/purple(‘sapphire’). This also gives the Warmount limited stealthing against being seen on thermal imaging systems(most useful when hiding on the ground) and resistance to both kinetic and thermal damage.
The Sapphire Cobras use the SkyeKobra as a light aerial scout and raider. Not as heavily armed as other aerial Warmounts such as the Kondor, the SkyeKobra relies on its speed and agility to hit fast and evade to strike again, rather than soak up counterfire.
The exact means via which the SkyeKobra came into being is unknown; at first it was presumed to have been inspired by the EShemarrians’ contacts in the Romanov-Kolodenko lands of Greater Ukraine, where Paladin Steel/Greater New England have sold many P-39TWs. However, it is now suspected that a source closer to the EShemarrians’ homelands is more likely; trade contacts with the ‘urbanized’ Steel Gaian clan may have provided the Sapphire Cobras with the basic plans to the P-39TW, and the Cobras subsequently traded with other Tribes for specific subsystems and additions.
Type: EcoS-K-187 SkyeKobra
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head/Propeller Array 90
Cockpit Pod 100
Wings(2) 150 each
Legs(3) 90 each
Tail 160
Height: 15.5 ft
Width: 39 ft wingspan at full extension, 9 ft w/ wings folded up
Length: 42.2 ft
Weight: 4 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
Integral PPE Powerstone: (Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Running/Taxiing) 20 MPH
(Flying) Hover to 450 MPH, maximum altitude of 22,000 ft.
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL SkyeKobras 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.
*Stealth Armor ---SkyeKobras are skinned in a kinetically-resistant thermal-camouflage material derived from reverse-engineering Naruni armors. Has only a 25% chance of showing up on thermal sensor megadamage thermal weaponry does only HALF damage, megadamage kinetic attacks(punches, kicks, explosions, rail gun/cannon rounds, etc.) do only HALF damage.
Weapons Systems:
1) Nose Cannon(1)---The Sapphire Cobras have decided to not go with an energy weapon like the P-63TW’s, but have instead returned to something more like the original P-63’s 37mm cannon. However, in this case, the EShemar have installed a rail gun based on their own familiar Shemarrian 6000 ‘Scava’ Rail Gun. Besides being a familiar weapon, the Shemarrian gun can shoot a variety of different specialized munition types, including the Sapphire Cobras’ special ‘Serpent’s Kiss’ rounds.
Range: 6,000 ft
Damage: 2d6x10 MD single rd, plus possible special effects.
Rate of Fire: ECHH
Payload: 820 rd drum
In the alternative, some Warmounts carry alternate armaments in the nose:
a)30mm MicroMissile Launcher Gun---Clearly a Steel Gaian addition using micromissile tech acquired from their Paladin Steel hosts, this option trades damage and payload for range and accuracy, the micromissiles being ‘fire-and-forget’ with terminal target-seeking on their own.
Range: Gun launcher fires the micromissile out to about 8,000 ft, where after the rocket propulsion takes over. 11,000 ft rocket range
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Both the EShemar and Paladin Steel have reputedly been experimenting with adapting TW micro-/mini-rocket warhead enhancement to micromissiles.
Rate of Fire: Bursts of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, infrared Sensing Chip.
Payload: 100 rds
b) TW Lightning Cannon---In keeping with the symbolism between snakes and lightning bolts, a powerful TW energy cannon can be fitted. The version fitted to the SkyeKobra uses both barrel-boosting technology and triple the crystals of the standard model lightning-caster.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited, but the spells must be reenergized every six months.
2) Nose Lasers(2)---The nose-mounted .50-caliber machine guns have been replaced with pulse lasers, albeit ones of Silvermoon providence, with extended range.
Range: 4,000 ft in atmosphere, 12,000 ft(roughly 2 miles) in space
Damage:(Variable) 4d6 MD or 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Wing Lasers(2)--The outboard wing machine guns have similarly been replaced with pulse lasers.
Range: 4,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
4)Wing Hardpoints(4)---The SkyeKobra has four wing-mounted hardpoints. Each is capable of carrying ONE of the following:
Note that the wings CANNOT be folded for high speed flight or diving while ordnance is still attached to the wings. A fully loaded SkyeKobra is also slower than normal; -2 to dodge and reduce maximum speed by 20% until the wing ordnance has either been at least 50% expended, or jettisoned altogether.
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---500-lb capacity per hardpoint
250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
h) Any of the original modular weapons available to the Monstrex Warmount.
5) Spinning Blades-----A modified application of the Spinning Blades spell, this system converts conventional propellor blades(or, in the case of the grav-props, material ornamentation on the spinners) into powerful melee weapons.....When activated, a series of mystical blades(typically 3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor. These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). In the case of the SkyeKobra, the prop-blades can also fire short range projectiles of force in front of the Warmount.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out
(Projectile) 1,000 ft
Damage: Does 2d6 MD per blade (so the four-blade set does 8d6 MDC on a strike)
(Projectile)2d6 MD per blade fired
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
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 Jet Fighter 70%(+5% per level of experience).
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the SkyeKobra intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 , +5 in flight
Strike +2 (+2 w/ ranged weaponry)
Roll +2 , +4 in flight
Entangle(w/Tail)+2
Pull Punch/Strike +2
Bite 2d4 MD
Prop Chew 8d6 MDC
Claw 3d6 MD
Dual Claw Strike/Rake 6d6 MD
Triple Claw Aerial Rake/Pounce 9d6 MD
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)
Body Block/Tackle 1d4 MD
Tail Lash 1d6x10 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the SkyeKobra an aura and behavior more befitting a sentient being than a robot. SkyeKobras are hummingbird-like in their awareness of their environment and in their ferocity, showing great courage in facing off against opponents larger than themselves. They are fast and agile and determined when committed to combat.
The SkyeKobra has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense/Danger Sense
*See Aura
*Sense Magic
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).
(aka ‘KaiKobra’)
“-we really should have known better when we first heard of this thing; the Shemarrians NEVER do anything normal.”
“Shredwings may be more agile, Kondars more heavily armed and armored, but the Kai has its own place in-between the the two, and, despite the initial misgivings and predictions of a few critics, it fills it quite well. We have no shortage of volunteers and candidates willing to saddle up on a SkyeKobra.”
“Never call these things ‘fangless’. They may not be dripping with guns and bomb racks like those damn Kondors, but they’re actually better armed than the early BattleHawks, and we know damned well how effective THOSE were! The ‘cobras are slippery in the air and unpredictable; I once encountered a group of them hiding clinging to the side of a slum high rise in Soutmurica lurking in the narrow alley between buildings. They popped up and blew away half my Flying Fox squad before we knew they were there! Would have had the rest of us if we hadn’t volleyed all our missiles and forced them to scramble and dodge while we went boosters and burnt our thruster jets getting out of there.”
When rumors and distorted observations of this construct first surfaced, the ‘SkyeKobra’ was initially misidentified as a rare Shemarrian vehicle, a variant of a retrofit replica of a pre-Rifts conventional aircraft, the P-39/63 Airacobra/KingCobra, of World War Two vintage. In fact, the SkyKobra is a warmount, albeit one of bizarre appearance and providence.
The SkyeKobra bears only a superficial resemblance to the piston-powered aircraft that evidentially inspired it; the nose and enclosed cockpit-saddle resemble the P-39/63’s, but the wings are bat-like and fully articulated. The rear fuselage is long, fully flexible, and snakelike aside from a set of P-39-like fins halfway down its length. The SkyeKobra retains the P-39’s tricycle landing gear, but the two main gear are like a bird of prey’s, but have a combination of wheels and claws. A nose gear is also present, and flexes like an osprey’s reversible fish-catching talon-claws. The Warmount has a small barely-visible mouth in the underside of the fuselage, behind the nose gear; the SkyeKobra uses its prop-blades and foreclaw to chop its prey into smaller pieces and feed material into its gullet.
The SkyeKobra has a spinning nose prop like that of the EcoS-K-90 Kondar’s. It apes the original P-39 in mounting a heavy weapon in the prop-spinner’s axis; in this case the Sapphire Cobras have replaced the TW energy weapon of the P-39TW in favor of returning to a projectile weapon. The other nose and wing weapons have been replaced with energy weapons, allowing the warmount to stay in combat once its nose cannon ammunition has been used up.
The SkyeKobra is skinned in scaled armor of metallic iridescence, tinted dark-blue/purple(‘sapphire’). This also gives the Warmount limited stealthing against being seen on thermal imaging systems(most useful when hiding on the ground) and resistance to both kinetic and thermal damage.
The Sapphire Cobras use the SkyeKobra as a light aerial scout and raider. Not as heavily armed as other aerial Warmounts such as the Kondor, the SkyeKobra relies on its speed and agility to hit fast and evade to strike again, rather than soak up counterfire.
The exact means via which the SkyeKobra came into being is unknown; at first it was presumed to have been inspired by the EShemarrians’ contacts in the Romanov-Kolodenko lands of Greater Ukraine, where Paladin Steel/Greater New England have sold many P-39TWs. However, it is now suspected that a source closer to the EShemarrians’ homelands is more likely; trade contacts with the ‘urbanized’ Steel Gaian clan may have provided the Sapphire Cobras with the basic plans to the P-39TW, and the Cobras subsequently traded with other Tribes for specific subsystems and additions.
Type: EcoS-K-187 SkyeKobra
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head/Propeller Array 90
Cockpit Pod 100
Wings(2) 150 each
Legs(3) 90 each
Tail 160
Height: 15.5 ft
Width: 39 ft wingspan at full extension, 9 ft w/ wings folded up
Length: 42.2 ft
Weight: 4 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
Integral PPE Powerstone: (Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Speed: (Running/Taxiing) 20 MPH
(Flying) Hover to 450 MPH, maximum altitude of 22,000 ft.
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL SkyeKobras 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.
*Stealth Armor ---SkyeKobras are skinned in a kinetically-resistant thermal-camouflage material derived from reverse-engineering Naruni armors. Has only a 25% chance of showing up on thermal sensor megadamage thermal weaponry does only HALF damage, megadamage kinetic attacks(punches, kicks, explosions, rail gun/cannon rounds, etc.) do only HALF damage.
Weapons Systems:
1) Nose Cannon(1)---The Sapphire Cobras have decided to not go with an energy weapon like the P-63TW’s, but have instead returned to something more like the original P-63’s 37mm cannon. However, in this case, the EShemar have installed a rail gun based on their own familiar Shemarrian 6000 ‘Scava’ Rail Gun. Besides being a familiar weapon, the Shemarrian gun can shoot a variety of different specialized munition types, including the Sapphire Cobras’ special ‘Serpent’s Kiss’ rounds.
Range: 6,000 ft
Damage: 2d6x10 MD single rd, plus possible special effects.
Rate of Fire: ECHH
Payload: 820 rd drum
In the alternative, some Warmounts carry alternate armaments in the nose:
a)30mm MicroMissile Launcher Gun---Clearly a Steel Gaian addition using micromissile tech acquired from their Paladin Steel hosts, this option trades damage and payload for range and accuracy, the micromissiles being ‘fire-and-forget’ with terminal target-seeking on their own.
Range: Gun launcher fires the micromissile out to about 8,000 ft, where after the rocket propulsion takes over. 11,000 ft rocket range
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Both the EShemar and Paladin Steel have reputedly been experimenting with adapting TW micro-/mini-rocket warhead enhancement to micromissiles.
Rate of Fire: Bursts of 1-6
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, infrared Sensing Chip.
Payload: 100 rds
b) TW Lightning Cannon---In keeping with the symbolism between snakes and lightning bolts, a powerful TW energy cannon can be fitted. The version fitted to the SkyeKobra uses both barrel-boosting technology and triple the crystals of the standard model lightning-caster.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited, but the spells must be reenergized every six months.
2) Nose Lasers(2)---The nose-mounted .50-caliber machine guns have been replaced with pulse lasers, albeit ones of Silvermoon providence, with extended range.
Range: 4,000 ft in atmosphere, 12,000 ft(roughly 2 miles) in space
Damage:(Variable) 4d6 MD or 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Wing Lasers(2)--The outboard wing machine guns have similarly been replaced with pulse lasers.
Range: 4,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
4)Wing Hardpoints(4)---The SkyeKobra has four wing-mounted hardpoints. Each is capable of carrying ONE of the following:
Note that the wings CANNOT be folded for high speed flight or diving while ordnance is still attached to the wings. A fully loaded SkyeKobra is also slower than normal; -2 to dodge and reduce maximum speed by 20% until the wing ordnance has either been at least 50% expended, or jettisoned altogether.
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---500-lb capacity per hardpoint
250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
h) Any of the original modular weapons available to the Monstrex Warmount.
5) Spinning Blades-----A modified application of the Spinning Blades spell, this system converts conventional propellor blades(or, in the case of the grav-props, material ornamentation on the spinners) into powerful melee weapons.....When activated, a series of mystical blades(typically 3- 12) appear in a floating circle ahead and slightly wider than the arc of the converted propellor. These blades then spin like a demonic buzzsaw, protecting the engine and shredding anything that gets in front of them(acting as a limited protective mechanism). In the case of the SkyeKobra, the prop-blades can also fire short range projectiles of force in front of the Warmount.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out
(Projectile) 1,000 ft
Damage: Does 2d6 MD per blade (so the four-blade set does 8d6 MDC on a strike)
(Projectile)2d6 MD per blade fired
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation
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 Jet Fighter 70%(+5% per level of experience).
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the SkyeKobra intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 , +5 in flight
Strike +2 (+2 w/ ranged weaponry)
Roll +2 , +4 in flight
Entangle(w/Tail)+2
Pull Punch/Strike +2
Bite 2d4 MD
Prop Chew 8d6 MDC
Claw 3d6 MD
Dual Claw Strike/Rake 6d6 MD
Triple Claw Aerial Rake/Pounce 9d6 MD
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)
Body Block/Tackle 1d4 MD
Tail Lash 1d6x10 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the SkyeKobra an aura and behavior more befitting a sentient being than a robot. SkyeKobras are hummingbird-like in their awareness of their environment and in their ferocity, showing great courage in facing off against opponents larger than themselves. They are fast and agile and determined when committed to combat.
The SkyeKobra has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense/Danger Sense
*See Aura
*Sense Magic
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).
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
Feratu (BlackSteel-corrupted NG-X39 Mantis Power Armour)
(aka Demon Mantis)
Talin had never known fear until today. Her patrol started off as any other, follow the route given, check reports of mercenaries moving through the area to ensure they didn't get close to any camps or follow any Shemarrian units returning from outside their territory, the standard fair. That is until today when she encounter this.. DEMON! She had stopped a lone traveller in one of those new Northern Gun power armours, a Mantis.. Identified by the large curved blades attached to the arms. It had responded to her initial inquiries like a typical human traveler, just going from point A to point B, but when she started to turn her Monst-rex, Smiley, to leave, it growled a warning just as the lone traveler jumped as it let out a demonic roar as its face split open to reveal fang filled mouth, an extra pair of arms with blades raised, it's armour seeming to become more blistered and take on an organic look, was descending upon her and Smiley, its four clawed arms slashing through Smiley's neck and head, dropping the mighty beast sideways, it's head rolling away and its body pinning her leg under its weight. Reflexively she fired the lasers on her gauntlets in the direction of the creature before it disappeared from sight.
Twisting Talin tried to get out from under the dead Monst-rex before jerking in pain as two scythe blades pierced her shoulders, pinning her to the ground. Turning her head she looked up to see the fang filled mouth, the two mandibles shaking as it made some sort of noise, drool-like liquid dripping from the edges as the head slowly descended towards her face.
"I thought we had routed out all the demons in the area after the Hell Pit was destroyed." The soldier poked what was once an armoured humanoid that originally looked like a set of NG power armour that changed to take on a demonic appearance when it attacked, with his silver sword. The carcass was melting in a bubbling puddle which hissed and boiled away where the sword touched it. "Seems like the survivors just got smarter and started to take on the appearance of armoured soldiers to keep hidden."
The Feratu at first glance looks like one of Northern Gun's newer NG-39 Mantis power armour, with it's insectoid inspired helmet, large scythe blades mounted on each arm, jet thrusters on its back. However it has what appears to be small armoured pods on each side of its back, pushing the thruster exhausts more inward, the armour appears somewhat pitted and scorched and discoloured, as if from combat. This appearance is merely a disguise for the corrupted power armour, its innards filled with techno-organic servos and muscles, allowing the corrupted power armour to move, powered by a splitter of the BlackSteel essence. While in its disguise, it acts like a human mercenary with limited speech capabilities, limited to simple sentences, and fights in combat as a skilled user of Mantis power armour, leaping about, using the two scythe blades and the two weapons on the shoulders, and laser on the head, although favouring the blades and melee combat. However, it prefers to target magic users, supernatural creatures and psionic users and beings. To aid in fighting its favoured prey, the Feratu is resistant to magic and psionic powers, and emits a field that interferes with magic and psionic abilities. As a hunter of psionic entities, particularly the Eshemarrians, it gains a short boost upon consuming the spark of an Eshemarrian.
When it attacks such a target, its true nature will usually come out, armour taking on a more organic appearance, the jaw section of the helmet splits open to reveal a pair of mandibles that protect a fang filled mouth. The armoured pods on the back open to reveal a second set of arms that end in wicked scythe blades, although smaller than the primary Mantis blades on the main arms, these arms have greater reach, excellent for pinning targets as the main blades hack and slash.
The Feratu in its natural form forgoes speech, letting out demonic sounding roars, growls, and clicks with its mandibles. In combat the Feratu are incredibly fast and deadly, slashing, stabbing and tearing into targets with four blades, able to move incredibly quickly due to the thrusters. They prefer to wound and incapacitate targets, slicing off legs and arms, instilling fear and helplessness in their targets before eating the heads and draining the targets of their PPE and ISP.
Feratus usually hunt in pairs or small groups, but will operate with other Corrupted robots that can disguise their appearance, allowing them to get close to their preferred targets of magic users, supernatural and psionic users and psionic entities. If not for their BlackSteel origins and sadistic natures, Feratus in combat are incredibly effective and scary to behold as watching them is like watching a ballet of slaughter, blood and limbs flying about like trailing ribbons as they spin, leap and dash about the battlefield.
Type: BlackSteel Abomination --- Feratu
Class: Robot
Crew: Corrupted Robot Intelligence
M.D.C. By Location:
Head - 85
Head laser (1, top) - 20
Head searchlights (2) - 10 each
Shoulder Armoured Weapon Housings (2) - 60 each
Shoulder BlackSteel Plasma Ejector (1, right inside shoulder housing) - 30
Shoulder BlackSteel Ion Blaster (1, left inside shoulder housing) - 25
Arms (2) - 80
Forearm Mantis Blades (2, large) - 110 each
Legs (2) - 120 each
Leg Thrusters (4) - 15 each
Main Jump Jets/Thrusters (4, back) - 40 each
Booster Jets (2, lower back) - 15
Main Body - 205
Secondary Arms and Blades (2) - 60 each
Height: 7.2 feet
Width: 2.7 feet
Length: 3 feet
Weight: 600 lbs.
Power System: Nuclear(?)
Physical Attributes: Equal to Robotic PS. 30, PP. 25, IQ 17.
Cargo: None, other than what can be carried in arms
Speed:
Running: 90 MPH
Jumping: Unassisted can reach 30 feet straight up or across, increase by 50% with a running start. A leap assisted by the leg thrusters only can reach 60 feet high or across, increase by 50% with a running start.
VTOL Leaps Upwards: Main back thrusters are designed for angled and straight up and down leaps. A full jet thruster assisted leap from a stationary position or a running start can propel the Feratu upward or lengthwise 300 feet. Once in the air, it has incredible control and can adjust its angle of trajectory and slow its descent easily.
Power Jumping Travel: 180 MPH. The integrated jet thrusters with VTOL capabilities give the Feratu good speed and versatility, with running, jump (soaring upward and forward), land and repeat. Height of jumps are controlled, limited between 20 and 50 feet during high speed travel.
Flying: Not possible without special jetpacks or lifter gear. Can hover for 1d4+1 melee actions before quickly drifts to the ground.
Underwater: Limited to running along the bottom at 6 MPH. Estimated depth limit of 900 ft. It can use thrusters to travel underwater at 15 MPH.
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%
*Cat-Like Landings From Great Heights --- The thruster system, combined with high reflexes, allows the Feratu to slow its decent from considerable heights of up to 800 feet and land on its feet like a cat. Drops from heights greater than 800 feet up to 1200 feet are trickier and may suffer damage. Roll 1d20 to determine the success of the landing. 1-5 the Feratu hits the ground hard, taking 1d4 MD, losing 1d4 melee actions/attacks before back on its feet. On a roll of 6-20 it sticks the landing, and can continue to move/jump/run without damage or delay.
Drops from greater heights are not possible without potentially increased damage: 3d4x10 MD, stunning the Feratu for 1d4 melee rounds before recovers from the fall.
*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.
*Magical/Psionic Resistance - The Feratu is highly resistant to magical and psionic abilities, with a +5 bonus against Magical and Psionic affects. Magical or Psionic abilities that deal damage directly have their damage reduced by half. Spells or psionics that deal damage by using other objects (such as lifting up a rock and launching) deal damage as normal.
*Anti-Magic/Psionic Field - The Feratu can create a spherical field with a 50 foot radius around itself that lasts for 5 rounds. Magical or psionic powered items can't function while within the field and for 1d4 rounds after they leave the field. Spells and psionic powers can't be used unless the spell caster or psionic makes a save vs Magic or Psionic against the Feratu's save (+5), and if they beat the Feratu roll, they can cast their spell or use the psionic ability, but at double cost, with half range, duration and damage. The Feratu can use this field 10 times per day.
*Consume Spark --- If a Feratu can kill/destroy an EShemar's robot body, it can also attempt to consume the psionic entity itself before it gets an chance to disperse into the ether. The Ecotroz gets a final save versus magic to avoid being consumed; if successful, the entity vanishes (evaporates into random energy or ascends to another plane of existence, whatever). If the save fails, the spark is consumed by the Feratu, who gets a temporary power-up; +2 to initiative, +2 to strike, and hand to hand strikes do 50% more damage for 2d4 melees, +5 to save versus magic/psionic attacks for 2d4 melees, and also instantly regenerates 1d6x10 MD.
BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 12 when reveals its true nature and extends its second set of arms.
*BlackSteel Touch---A Feratu'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.
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 Head Laser ---- The head laser 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: 1200 ft
Damage: 2d6 MD per blast.
Does 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) Left Shoulder Ion Cannon ---- The ion blaster 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: 1,000 ft
Damage: 3d6 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 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) Right Shoulder Plasma Ejector --- Similar to the original plasma ejector, but appears to have been altered to deliver a lingering plasmic charge that continues to burn for several seconds after initial impact.
Range: 200 ft
Damage: 5d6 MD single blast. Residual plasma forms a cloud that clings via an imparted static charge around the target that does an extra 1d6 MD for an extra 1d4 melees. The cloud can be dispelled by the static field being grounded, or another person can touch the victim, taking 1d6 MD themselves in the process.
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Vibro-Mantis Blades (2) --- The Feratu retains the blades of the Mantis power armour, but are more serrated and wicked looking. Sharp on both sides, measuring 4 feet in length, used to slash, impale and sever and chop, and even scale vertical surfaces and ceilings like an insect.
Praying Mantis leap strike, similar to the Mantis armour, the Feratu makes a leap (jet assisted if necessary), arms raised above head in the "praying" position, blades extended from forearms and pointed downward. See Rifts World Bool 34 Northern Gun 2 pg 117 for more details
Range: Melee 3-4 feet past arms reach.
Damage: Restrained Slash/Cutting Action - 1d6 MD
Full Strength Slash/Cutting Action 3d6 MD
Full Strength Double Slash with both blades Simultaneously - 6d6 MD, counts as two melee attacks.
Full Strength Stab/Chop Attack - 4d6 MD
Full Strength Double Stab with both blades simultaneously - 1d4x10+2 MD, counts as two melee attacks. Can't parry with these arms for one melee action immediately thereafter.
Power Stab/Impalement (one blade) - 1d4x10+6 MD, but counts as two melee attacks, cannot parry with blade for one melee action immediately thereafter.
Praying Mantis Leap Strike to Cut/Slash (special) - 4d6 MD
Praying Mantis Spinning Leap Strike to Cut/Slash (special) - 5d6 MD
Praying mantis Power Stabbing Leap Strike (special) - 1d6x10+3 MD, but counts as three melee attacks and can't parry with main blades for one melee action immediately thereafter.
Praying mantis scissor Strike/pinning attack (serrated edge) - 3d6 MD. With blades in standard position it can hook the blades on limbs, hoses, cables, gun barrels, etc and close shut (blade snapping shut against the forearm). Object caught takes 3d6 MD, remains pinned/held by the Feratu until released or object is severed from main body of target. Tugging or pulling out the object caught takes 1d6 MD per each tugging action, increasing to 3d6 MD if pulls really hard.
Praying Mantis Lock Grip (special) - similar to scissor strike/pinning attack, excepts grabs onto a giant limb, wing, strut, etc and hangs on. Serrated end digs into armour and flesh and secures the hold. Trying to shake or pull off the Feratu inflicts 1d6 MD, shaking hard does 3d6 MD but has a 01-35% chance of shaking the Feratu loose with each attempted (roll percentile dice).
Note: Rolls a critical on a natural roll of 19 or 20, dealing triple damage, except on the Praying Mantis Lock Grip attack and damage.
5) Secondary Arm Vibro-Blades (2) --- The Feratu has a secondary set of arms that end in three foot blades used to slash, impale and sever and chop, and even scale vertical surfaces and ceilings like an insect. They can also be used to parry attacks.
Praying Mantis leap strike, similar to the Mantis armour, the Feratu makes a leap (jet assisted if necessary), arms raised above head in the "praying" position, blades extended from forearms and pointed downward. See Rifts World Bool 34 Northern Gun 2 pg 117 for more details
Range: Melee 10 feet reach
Damage: Restrained Slash/Cutting Action - 1d4 MD
Full Strength Slash/Cutting Action 2d6 MD
Full Strength Double Slash with both blades Simultaneously - 4d6 MD, counts as two melee attacks.
Full Strength Stab/Chop Attack - 2d6 MD
Full Strength Double Stab with both blades simultaneously - 1d6x5 MD, counts as two melee attacks. Can't parry with these arms for one melee action immediately thereafter.
Power Stab/Impalement (one blade) - 1d6x5+3 MD, but counts as two melee attacks, cannot parry with blade for one melee action immediately thereafter.
Praying Mantis Leap Strike to Cut/Slash (special) - 2d6 MD
Praying Mantis Spinning Leap Strike to Cut/Slash (special) - 4d6 MD
Praying mantis Power Stabbing Leap Strike (special) - 1d6x5 MD, but counts as three melee attacks and can't parry with main blades for one melee action immediately thereafter.
These blades can also be used at the same time as the primary blades (using same attack roll as the primary blades, or roll separately, but uses additional attacks).
6) Bite - The mouth of the Feratu in its normal form is large, filled with multiple rows sharp teeth pulls the mandibles, it can consume a target's PPE and ISP with its bite.
Range: melee
Damage: 3d6+4 MD
Power Bite (2 attacks) 7d6+10, only can perform if successfully grapples the target.
7) Use of Handheld Weapons --- The Feratu 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 Feratu also will frequently carry a rail gun and ammunition drum slung on its back for ready use.
Programming/Skills:
Similar to baseline A-64 All-Purpose Master, plus a few extras:
Pilot: Automobile, jetpack all at 90%
Basic Mechanics 90%
Electronics: Basic 90%
Math: Basic 90%
Radio: Basic 98%
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%
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 plus 4 for secondary arms
Initiative +4 (+2 from the BlackSteel entity)
Dodge +6
Parry +6 (+1 from the BlackSteel entity) +2 for one of the secondary arms, +4 with both secondary arms
Strike +6 melee (+4 w/ ranged weaponry) (+1 from the BlackSteel entity)
Roll +3
Pull Punch +5
Disarm +4
Entangle +4
Critical Strike on a Natural 18-20
Head Butt 3d6 MD
Body Block 1d6 MD
Judo Throw 1d6 MD
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch (2 attacks) 4d6 MD
(aka Demon Mantis)
Talin had never known fear until today. Her patrol started off as any other, follow the route given, check reports of mercenaries moving through the area to ensure they didn't get close to any camps or follow any Shemarrian units returning from outside their territory, the standard fair. That is until today when she encounter this.. DEMON! She had stopped a lone traveller in one of those new Northern Gun power armours, a Mantis.. Identified by the large curved blades attached to the arms. It had responded to her initial inquiries like a typical human traveler, just going from point A to point B, but when she started to turn her Monst-rex, Smiley, to leave, it growled a warning just as the lone traveler jumped as it let out a demonic roar as its face split open to reveal fang filled mouth, an extra pair of arms with blades raised, it's armour seeming to become more blistered and take on an organic look, was descending upon her and Smiley, its four clawed arms slashing through Smiley's neck and head, dropping the mighty beast sideways, it's head rolling away and its body pinning her leg under its weight. Reflexively she fired the lasers on her gauntlets in the direction of the creature before it disappeared from sight.
Twisting Talin tried to get out from under the dead Monst-rex before jerking in pain as two scythe blades pierced her shoulders, pinning her to the ground. Turning her head she looked up to see the fang filled mouth, the two mandibles shaking as it made some sort of noise, drool-like liquid dripping from the edges as the head slowly descended towards her face.
"I thought we had routed out all the demons in the area after the Hell Pit was destroyed." The soldier poked what was once an armoured humanoid that originally looked like a set of NG power armour that changed to take on a demonic appearance when it attacked, with his silver sword. The carcass was melting in a bubbling puddle which hissed and boiled away where the sword touched it. "Seems like the survivors just got smarter and started to take on the appearance of armoured soldiers to keep hidden."
The Feratu at first glance looks like one of Northern Gun's newer NG-39 Mantis power armour, with it's insectoid inspired helmet, large scythe blades mounted on each arm, jet thrusters on its back. However it has what appears to be small armoured pods on each side of its back, pushing the thruster exhausts more inward, the armour appears somewhat pitted and scorched and discoloured, as if from combat. This appearance is merely a disguise for the corrupted power armour, its innards filled with techno-organic servos and muscles, allowing the corrupted power armour to move, powered by a splitter of the BlackSteel essence. While in its disguise, it acts like a human mercenary with limited speech capabilities, limited to simple sentences, and fights in combat as a skilled user of Mantis power armour, leaping about, using the two scythe blades and the two weapons on the shoulders, and laser on the head, although favouring the blades and melee combat. However, it prefers to target magic users, supernatural creatures and psionic users and beings. To aid in fighting its favoured prey, the Feratu is resistant to magic and psionic powers, and emits a field that interferes with magic and psionic abilities. As a hunter of psionic entities, particularly the Eshemarrians, it gains a short boost upon consuming the spark of an Eshemarrian.
When it attacks such a target, its true nature will usually come out, armour taking on a more organic appearance, the jaw section of the helmet splits open to reveal a pair of mandibles that protect a fang filled mouth. The armoured pods on the back open to reveal a second set of arms that end in wicked scythe blades, although smaller than the primary Mantis blades on the main arms, these arms have greater reach, excellent for pinning targets as the main blades hack and slash.
The Feratu in its natural form forgoes speech, letting out demonic sounding roars, growls, and clicks with its mandibles. In combat the Feratu are incredibly fast and deadly, slashing, stabbing and tearing into targets with four blades, able to move incredibly quickly due to the thrusters. They prefer to wound and incapacitate targets, slicing off legs and arms, instilling fear and helplessness in their targets before eating the heads and draining the targets of their PPE and ISP.
Feratus usually hunt in pairs or small groups, but will operate with other Corrupted robots that can disguise their appearance, allowing them to get close to their preferred targets of magic users, supernatural and psionic users and psionic entities. If not for their BlackSteel origins and sadistic natures, Feratus in combat are incredibly effective and scary to behold as watching them is like watching a ballet of slaughter, blood and limbs flying about like trailing ribbons as they spin, leap and dash about the battlefield.
Type: BlackSteel Abomination --- Feratu
Class: Robot
Crew: Corrupted Robot Intelligence
M.D.C. By Location:
Head - 85
Head laser (1, top) - 20
Head searchlights (2) - 10 each
Shoulder Armoured Weapon Housings (2) - 60 each
Shoulder BlackSteel Plasma Ejector (1, right inside shoulder housing) - 30
Shoulder BlackSteel Ion Blaster (1, left inside shoulder housing) - 25
Arms (2) - 80
Forearm Mantis Blades (2, large) - 110 each
Legs (2) - 120 each
Leg Thrusters (4) - 15 each
Main Jump Jets/Thrusters (4, back) - 40 each
Booster Jets (2, lower back) - 15
Main Body - 205
Secondary Arms and Blades (2) - 60 each
Height: 7.2 feet
Width: 2.7 feet
Length: 3 feet
Weight: 600 lbs.
Power System: Nuclear(?)
Physical Attributes: Equal to Robotic PS. 30, PP. 25, IQ 17.
Cargo: None, other than what can be carried in arms
Speed:
Running: 90 MPH
Jumping: Unassisted can reach 30 feet straight up or across, increase by 50% with a running start. A leap assisted by the leg thrusters only can reach 60 feet high or across, increase by 50% with a running start.
VTOL Leaps Upwards: Main back thrusters are designed for angled and straight up and down leaps. A full jet thruster assisted leap from a stationary position or a running start can propel the Feratu upward or lengthwise 300 feet. Once in the air, it has incredible control and can adjust its angle of trajectory and slow its descent easily.
Power Jumping Travel: 180 MPH. The integrated jet thrusters with VTOL capabilities give the Feratu good speed and versatility, with running, jump (soaring upward and forward), land and repeat. Height of jumps are controlled, limited between 20 and 50 feet during high speed travel.
Flying: Not possible without special jetpacks or lifter gear. Can hover for 1d4+1 melee actions before quickly drifts to the ground.
Underwater: Limited to running along the bottom at 6 MPH. Estimated depth limit of 900 ft. It can use thrusters to travel underwater at 15 MPH.
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%
*Cat-Like Landings From Great Heights --- The thruster system, combined with high reflexes, allows the Feratu to slow its decent from considerable heights of up to 800 feet and land on its feet like a cat. Drops from heights greater than 800 feet up to 1200 feet are trickier and may suffer damage. Roll 1d20 to determine the success of the landing. 1-5 the Feratu hits the ground hard, taking 1d4 MD, losing 1d4 melee actions/attacks before back on its feet. On a roll of 6-20 it sticks the landing, and can continue to move/jump/run without damage or delay.
Drops from greater heights are not possible without potentially increased damage: 3d4x10 MD, stunning the Feratu for 1d4 melee rounds before recovers from the fall.
*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.
*Magical/Psionic Resistance - The Feratu is highly resistant to magical and psionic abilities, with a +5 bonus against Magical and Psionic affects. Magical or Psionic abilities that deal damage directly have their damage reduced by half. Spells or psionics that deal damage by using other objects (such as lifting up a rock and launching) deal damage as normal.
*Anti-Magic/Psionic Field - The Feratu can create a spherical field with a 50 foot radius around itself that lasts for 5 rounds. Magical or psionic powered items can't function while within the field and for 1d4 rounds after they leave the field. Spells and psionic powers can't be used unless the spell caster or psionic makes a save vs Magic or Psionic against the Feratu's save (+5), and if they beat the Feratu roll, they can cast their spell or use the psionic ability, but at double cost, with half range, duration and damage. The Feratu can use this field 10 times per day.
*Consume Spark --- If a Feratu can kill/destroy an EShemar's robot body, it can also attempt to consume the psionic entity itself before it gets an chance to disperse into the ether. The Ecotroz gets a final save versus magic to avoid being consumed; if successful, the entity vanishes (evaporates into random energy or ascends to another plane of existence, whatever). If the save fails, the spark is consumed by the Feratu, who gets a temporary power-up; +2 to initiative, +2 to strike, and hand to hand strikes do 50% more damage for 2d4 melees, +5 to save versus magic/psionic attacks for 2d4 melees, and also instantly regenerates 1d6x10 MD.
BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 12 when reveals its true nature and extends its second set of arms.
*BlackSteel Touch---A Feratu'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.
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 Head Laser ---- The head laser 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: 1200 ft
Damage: 2d6 MD per blast.
Does 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) Left Shoulder Ion Cannon ---- The ion blaster 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: 1,000 ft
Damage: 3d6 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 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) Right Shoulder Plasma Ejector --- Similar to the original plasma ejector, but appears to have been altered to deliver a lingering plasmic charge that continues to burn for several seconds after initial impact.
Range: 200 ft
Damage: 5d6 MD single blast. Residual plasma forms a cloud that clings via an imparted static charge around the target that does an extra 1d6 MD for an extra 1d4 melees. The cloud can be dispelled by the static field being grounded, or another person can touch the victim, taking 1d6 MD themselves in the process.
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Vibro-Mantis Blades (2) --- The Feratu retains the blades of the Mantis power armour, but are more serrated and wicked looking. Sharp on both sides, measuring 4 feet in length, used to slash, impale and sever and chop, and even scale vertical surfaces and ceilings like an insect.
Praying Mantis leap strike, similar to the Mantis armour, the Feratu makes a leap (jet assisted if necessary), arms raised above head in the "praying" position, blades extended from forearms and pointed downward. See Rifts World Bool 34 Northern Gun 2 pg 117 for more details
Range: Melee 3-4 feet past arms reach.
Damage: Restrained Slash/Cutting Action - 1d6 MD
Full Strength Slash/Cutting Action 3d6 MD
Full Strength Double Slash with both blades Simultaneously - 6d6 MD, counts as two melee attacks.
Full Strength Stab/Chop Attack - 4d6 MD
Full Strength Double Stab with both blades simultaneously - 1d4x10+2 MD, counts as two melee attacks. Can't parry with these arms for one melee action immediately thereafter.
Power Stab/Impalement (one blade) - 1d4x10+6 MD, but counts as two melee attacks, cannot parry with blade for one melee action immediately thereafter.
Praying Mantis Leap Strike to Cut/Slash (special) - 4d6 MD
Praying Mantis Spinning Leap Strike to Cut/Slash (special) - 5d6 MD
Praying mantis Power Stabbing Leap Strike (special) - 1d6x10+3 MD, but counts as three melee attacks and can't parry with main blades for one melee action immediately thereafter.
Praying mantis scissor Strike/pinning attack (serrated edge) - 3d6 MD. With blades in standard position it can hook the blades on limbs, hoses, cables, gun barrels, etc and close shut (blade snapping shut against the forearm). Object caught takes 3d6 MD, remains pinned/held by the Feratu until released or object is severed from main body of target. Tugging or pulling out the object caught takes 1d6 MD per each tugging action, increasing to 3d6 MD if pulls really hard.
Praying Mantis Lock Grip (special) - similar to scissor strike/pinning attack, excepts grabs onto a giant limb, wing, strut, etc and hangs on. Serrated end digs into armour and flesh and secures the hold. Trying to shake or pull off the Feratu inflicts 1d6 MD, shaking hard does 3d6 MD but has a 01-35% chance of shaking the Feratu loose with each attempted (roll percentile dice).
Note: Rolls a critical on a natural roll of 19 or 20, dealing triple damage, except on the Praying Mantis Lock Grip attack and damage.
5) Secondary Arm Vibro-Blades (2) --- The Feratu has a secondary set of arms that end in three foot blades used to slash, impale and sever and chop, and even scale vertical surfaces and ceilings like an insect. They can also be used to parry attacks.
Praying Mantis leap strike, similar to the Mantis armour, the Feratu makes a leap (jet assisted if necessary), arms raised above head in the "praying" position, blades extended from forearms and pointed downward. See Rifts World Bool 34 Northern Gun 2 pg 117 for more details
Range: Melee 10 feet reach
Damage: Restrained Slash/Cutting Action - 1d4 MD
Full Strength Slash/Cutting Action 2d6 MD
Full Strength Double Slash with both blades Simultaneously - 4d6 MD, counts as two melee attacks.
Full Strength Stab/Chop Attack - 2d6 MD
Full Strength Double Stab with both blades simultaneously - 1d6x5 MD, counts as two melee attacks. Can't parry with these arms for one melee action immediately thereafter.
Power Stab/Impalement (one blade) - 1d6x5+3 MD, but counts as two melee attacks, cannot parry with blade for one melee action immediately thereafter.
Praying Mantis Leap Strike to Cut/Slash (special) - 2d6 MD
Praying Mantis Spinning Leap Strike to Cut/Slash (special) - 4d6 MD
Praying mantis Power Stabbing Leap Strike (special) - 1d6x5 MD, but counts as three melee attacks and can't parry with main blades for one melee action immediately thereafter.
These blades can also be used at the same time as the primary blades (using same attack roll as the primary blades, or roll separately, but uses additional attacks).
6) Bite - The mouth of the Feratu in its normal form is large, filled with multiple rows sharp teeth pulls the mandibles, it can consume a target's PPE and ISP with its bite.
Range: melee
Damage: 3d6+4 MD
Power Bite (2 attacks) 7d6+10, only can perform if successfully grapples the target.
7) Use of Handheld Weapons --- The Feratu 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 Feratu also will frequently carry a rail gun and ammunition drum slung on its back for ready use.
Programming/Skills:
Similar to baseline A-64 All-Purpose Master, plus a few extras:
Pilot: Automobile, jetpack all at 90%
Basic Mechanics 90%
Electronics: Basic 90%
Math: Basic 90%
Radio: Basic 98%
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%
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 plus 4 for secondary arms
Initiative +4 (+2 from the BlackSteel entity)
Dodge +6
Parry +6 (+1 from the BlackSteel entity) +2 for one of the secondary arms, +4 with both secondary arms
Strike +6 melee (+4 w/ ranged weaponry) (+1 from the BlackSteel entity)
Roll +3
Pull Punch +5
Disarm +4
Entangle +4
Critical Strike on a Natural 18-20
Head Butt 3d6 MD
Body Block 1d6 MD
Judo Throw 1d6 MD
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch (2 attacks) 4d6 MD
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Feratu (BlackSteel-corrupted NG-X39 Mantis Power Armour)
(aka Demon Mantis)
Added to the Codex
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
"Hmmmmm...good wire salad. You make it yourself?"
"Drew the copper wire myself. Like the shredded aluminum foil?"
"Scrumptious. Is that gold spray-deposited on it? Adds a nice bit of color."
"My maternal progenitor suggested it. Excuse me; anybody want seconds on the Skull Walker?"
"Yes, please, and could you please pass down the fiberglass and the steel wool?"
"Coming your way! Now, where were we? Ah, my mamma introduced me to vapor-deposition in a vacuum crock-"
Yes, the EShemar girls are enjoying a nice Thanksgiving this year. Hope yours is just as nice(even if you have to sit at the NeShemar table).
"Drew the copper wire myself. Like the shredded aluminum foil?"
"Scrumptious. Is that gold spray-deposited on it? Adds a nice bit of color."
"My maternal progenitor suggested it. Excuse me; anybody want seconds on the Skull Walker?"
"Yes, please, and could you please pass down the fiberglass and the steel wool?"
"Coming your way! Now, where were we? Ah, my mamma introduced me to vapor-deposition in a vacuum crock-"
Yes, the EShemar girls are enjoying a nice Thanksgiving this year. Hope yours is just as nice(even if you have to sit at the NeShemar table).
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
EMPDawg---Shemarrian Wolf Variant
(aka “Elmo-hound’, ‘Shokdog’, ‘Sparkjaw’)
“If I hadn’t gotten a few sparkjaws in with the rest of my escort pack, we’d likely never have gotten past that guard meck in time to save those girls. The bat-mek’s sonics would have trashed the glasswolves, but the empdawgs got close enough to at least temporarily fry the bat-kludge and we were able to catch its disembarked pilot utterly by surprise before he could murder his prisoners. Goes to show the value of mixing breeds in a pack.”
“Damn power-leeches keep trying to steal my ‘dawgs! Eat supersonic buckshot, you varmints!”
“Oh damn, power just suddenly went out...this can’t be good.”
The Empdawg is a variant kantaran ‘breed’ focused on bringing tech-disruptive electromagnetic pulse(EMP) to the battlefield. The Empdawg variant resembles an exceptionally shaggy Shemarrian Wolf(some compare them in appearance to Newfoundland Waterdogs).
EMPdawgs generate poweful electromagnetic charges that can wipe out uninsulated electronics and at least temporarily cripple sensitive systems such as radar, radio, and computer systems. They also can generate low-level scrambler fields that screen them from sensors, and their thick electrical insulation protects them in turn from electrocution and ion weapon attacks.
Because of the high amount of energy required to generate an EMPulse of any real tactical power, discharge is frequently accompanied by showers of sparks from the empdawg’s mouth, and an unfortunate tendency to static-shock anybody standing in contact or close proximity(1-2 ft) to them. Empdawgs, when not on active duty, also tend to snooze a lot, recharging their batteries, usually in close proximity to an external power source, like another warmount or electrically-powered vehicle.
Changes/Modiifications:
Systems of Note:
*Electrical Resistance----Ion weapons and electrical attacks do NO damage to the empdawg.
*Sensor Stealth----Undoubtably derived from Juicer personal sensor scramblers; the Empdawg has only a 15% chance of being detected by standard thermal optics and sensors, motion detectors and radar. Guided missiles are -2 to strike, and laser targeting loses lock.
Weapons Systems:
1) ElectroMagnetic Pulse---The Empdawg can generate an electromagnetic pulse, accompanied by a discharge of sparks from its mouth and a static discharge from its coat.
Range: 3,000 ft in a 90-degree arc.
Damage: None physical/structural, but unshielded electrical equipment(including cybernetics and bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance
of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even
smoking and catching fire in overload. Unshielded digital recording systems will have lost
2d4x10+20% of their memory.
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Static Discharge) Those personnel without proper electrical protection standing in contact or withn 2 ft of the empdawg as it fires risk getting tazered by a collateral static discharge; victim must save at 16 or higher, or on a failure is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 1d6 melees
Rate of Fire: Once per melee
Payload: Effectively Unlimited
(aka “Elmo-hound’, ‘Shokdog’, ‘Sparkjaw’)
“If I hadn’t gotten a few sparkjaws in with the rest of my escort pack, we’d likely never have gotten past that guard meck in time to save those girls. The bat-mek’s sonics would have trashed the glasswolves, but the empdawgs got close enough to at least temporarily fry the bat-kludge and we were able to catch its disembarked pilot utterly by surprise before he could murder his prisoners. Goes to show the value of mixing breeds in a pack.”
“Damn power-leeches keep trying to steal my ‘dawgs! Eat supersonic buckshot, you varmints!”
“Oh damn, power just suddenly went out...this can’t be good.”
The Empdawg is a variant kantaran ‘breed’ focused on bringing tech-disruptive electromagnetic pulse(EMP) to the battlefield. The Empdawg variant resembles an exceptionally shaggy Shemarrian Wolf(some compare them in appearance to Newfoundland Waterdogs).
EMPdawgs generate poweful electromagnetic charges that can wipe out uninsulated electronics and at least temporarily cripple sensitive systems such as radar, radio, and computer systems. They also can generate low-level scrambler fields that screen them from sensors, and their thick electrical insulation protects them in turn from electrocution and ion weapon attacks.
Because of the high amount of energy required to generate an EMPulse of any real tactical power, discharge is frequently accompanied by showers of sparks from the empdawg’s mouth, and an unfortunate tendency to static-shock anybody standing in contact or close proximity(1-2 ft) to them. Empdawgs, when not on active duty, also tend to snooze a lot, recharging their batteries, usually in close proximity to an external power source, like another warmount or electrically-powered vehicle.
Changes/Modiifications:
Systems of Note:
*Electrical Resistance----Ion weapons and electrical attacks do NO damage to the empdawg.
*Sensor Stealth----Undoubtably derived from Juicer personal sensor scramblers; the Empdawg has only a 15% chance of being detected by standard thermal optics and sensors, motion detectors and radar. Guided missiles are -2 to strike, and laser targeting loses lock.
Weapons Systems:
1) ElectroMagnetic Pulse---The Empdawg can generate an electromagnetic pulse, accompanied by a discharge of sparks from its mouth and a static discharge from its coat.
Range: 3,000 ft in a 90-degree arc.
Damage: None physical/structural, but unshielded electrical equipment(including cybernetics and bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance
of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even
smoking and catching fire in overload. Unshielded digital recording systems will have lost
2d4x10+20% of their memory.
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Static Discharge) Those personnel without proper electrical protection standing in contact or withn 2 ft of the empdawg as it fires risk getting tazered by a collateral static discharge; victim must save at 16 or higher, or on a failure is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 1d6 melees
Rate of Fire: Once per melee
Payload: Effectively Unlimited
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Rekker ExoArmor
(aka ‘Rekka’, ‘drudge-coat’)
“-just what the HELL were you fighting in those ruins?! I’ve been picking out nails, grommets, and bottlecaps out of your body armor and skin for the past hour while you were unconscious! You tangle with a tectonic entity with a scattergun?”
The EShemar, while not averse to using specialized vehicles, are not known for using powered armor, prefering to use their own Upgraded bodies or warmounts instead. However, there are circumstances where a powered exoskeleton is a desirable tool. Skullcrusher Assault Suits, for instance, Seemaabite or the Phalangite Crab Robo-Gestalt.
Rekker gear is a heavy suit of powered exoarmor optimized for salvage and heavy construction work. It is a heavy, cumbersome construct that provides added strength, protection, and utility, at the cost of agility and speed. It is primitive by EShemar standards, and ugly to boot. Barrel-chested, with elephantine legs, and thick, bulky arms, Rekker armor is slow and cumbersome.
Rekker gear is regarded as ‘unworthy’ by most rank and file EShemar, who refuse to wear it. It is considered to be a poor combat asset(as signified by the fact that many users don’t even bother adding a helmet or head protection to it). Typically only Male Shemarrians, the occasional Acolite, and NeShemar operate Rekker gear. A Warrior using this gear has either been handed a punishment detail, or is operating under extreme conditions requiring ALL available personnel to pitch in on a task.
Rekker gear first appeared with the Ghost Riders, but it has also appeared in the greatest numbers with the Wayfinders(who have a myrmidon variant using a repurposed and reprogrammed Skelebot as the core) and the Radiant Edge(who similarly have a myrmidon version for those really dirty and tedious jobs). The Ne’R’Mar also occasionally use Rekker gear in their salvage work.
Type: ESHe-Exo01B Rekker
Class: Powered Exoskeleton, Utility
Crew: One
MDC/Armor by Location:
Main Body 360
Arms(2) 150 each
Legs(2) 200 each
(Optional) Head Cover 60
Height:+2 ft
Width:+2 ft
Length:+2 ft
Weight: 800 lbs
Physical Strength: Robotic P.S. of 40 or +10 to the wearer’s own Robotic Strength; whichever is greater
Cargo: Only what can be carried externally
Powerplant: Nuclear w/ 10 year energy life.
Speed:(Running) Plods at 20 MPH
(Leaping) Not possible
(Flying) Not Possible
(Space)Not Possible without space propulsion pack
(Underwater) Limited to running along the bottom at about 6 MPH, with a depth tolerance of about 800 ft. The Rekker is NOT environmentally sealed, so the operator better be waterproofed themselves.
Mobility:
-15% to Climbing, -30% to Prowl, and HALF all hand to hand bonuses.
Market Cost: EXCLUSIVE to the Shemarrian Nation
Systems of Note:
*Magnetic Grippers---The broad ponderous feet are fitted with powerful magnets allowing the armor to anchor itself in place on buildings and ship hulls.
*Locking Joints--The exoarmor can lock and brace in place. Even though the Shemar themselves have locking joints, a frequent complaint about Rekkar gear is that the joint locks engage spontaneously, or fail to deactivate, trapping the wearer inside the suddenly rigid exoframe. However, no Tinker has ever been able to find evidence that the locking system in Rekkar gear is any more prone to failure than that used on other Shemarrian equipment.
*Shoulder Mount---This is a powered hardoint typically used to carry a winch, heavy drill, spotlight, or imager sensory equipment.
Weapons Systems:
1) ElectroMagnetic Generator---One arm ends in a large, flared-palm crude three-fingered claw containing a powerful electromagnet. This device is powerful enough to generate a focused electromagnetic field that can reach out and grab metallic objects and draw them to the Rekka’s grasp. The field can also reverse, violently expelling magnetic material with the force of a cannon.
The field can also be tuned to produce a very strong localized electromagnetic pulse that can short out electronics, wipe computers, and wreak havoc with EM systems such as magnetic compasses.
Note that the Rekka gets NO bonus to strike with the Magnetic Repulsion effect; it is not meant as a weapon, and any attached/attracted metal scraps are not optimized as projectiles. However, the outbound material CAN be ‘shotgunned’ with an area of effect.
Range:(Magnetic Attractor) 30 ft
(Magnetic Repulsion) 50 ft
(EMPulse) 2,000 ft in a 90-degree arc.
Damage:(Magnetic Attractor) 1,000 lbs pull capacity
(Magnetic Repulsion) Pushes with 1,000 lbs equivalent of force
Metal objects(including people clad in metal armor) in range of the repulsion beam will be knocked back by the charge.
(SDC Scrap) 3d6 SDC to a 10 ft wide area
(MDC Scrap) 1d4 MD to a 10 ft wide area
(EMPulse)None physical/structural, but unshielded electrical equipment(including cybernetics and bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even smoking and catching fire in overload. Unshielded digital recording systems will have lost
2d4x10+20% of their memory.
Rate of Fire:(Magnetic Attractor) ECHH
(Magnetic Repulsion) ECHH
(EMPulse) Once per melee
Payload: Effectively Unlimited
Bonuses:
+1 to parry metal weapons
+1 to disarm opponents using metal weapons(can knock or pull a rifle, for example, out of the hands of an opponent)
2) Modular Hardpoint---The arm not mounting an EMG can instead mount a forearm bracket that can be fitted with any of the Mining Cyborg Forearm Attachments or weapons.
Melee Combat
The Rekkar can still punch fairly well, augmenting the wearer’s own strength, but its legs are poorly configured for kick attacks
Magnetic Arm Palm Strike--- Wearer’s punch damage+1d4 MD
Magnetic Arm Claw Strike--- 4d6 MD
Tool Arm Restrained Punch---1d4 MD
Tool Arm Full Strength Punch--- 3d6 MD
Tool Arm Power Punch(2 attacks)---4d6 MD
Kick 1d8 MD(leap kicks are NOT possible)
Body Block/Tackle 2d4 MD
(aka ‘Rekka’, ‘drudge-coat’)
“-just what the HELL were you fighting in those ruins?! I’ve been picking out nails, grommets, and bottlecaps out of your body armor and skin for the past hour while you were unconscious! You tangle with a tectonic entity with a scattergun?”
The EShemar, while not averse to using specialized vehicles, are not known for using powered armor, prefering to use their own Upgraded bodies or warmounts instead. However, there are circumstances where a powered exoskeleton is a desirable tool. Skullcrusher Assault Suits, for instance, Seemaabite or the Phalangite Crab Robo-Gestalt.
Rekker gear is a heavy suit of powered exoarmor optimized for salvage and heavy construction work. It is a heavy, cumbersome construct that provides added strength, protection, and utility, at the cost of agility and speed. It is primitive by EShemar standards, and ugly to boot. Barrel-chested, with elephantine legs, and thick, bulky arms, Rekker armor is slow and cumbersome.
Rekker gear is regarded as ‘unworthy’ by most rank and file EShemar, who refuse to wear it. It is considered to be a poor combat asset(as signified by the fact that many users don’t even bother adding a helmet or head protection to it). Typically only Male Shemarrians, the occasional Acolite, and NeShemar operate Rekker gear. A Warrior using this gear has either been handed a punishment detail, or is operating under extreme conditions requiring ALL available personnel to pitch in on a task.
Rekker gear first appeared with the Ghost Riders, but it has also appeared in the greatest numbers with the Wayfinders(who have a myrmidon variant using a repurposed and reprogrammed Skelebot as the core) and the Radiant Edge(who similarly have a myrmidon version for those really dirty and tedious jobs). The Ne’R’Mar also occasionally use Rekker gear in their salvage work.
Type: ESHe-Exo01B Rekker
Class: Powered Exoskeleton, Utility
Crew: One
MDC/Armor by Location:
Main Body 360
Arms(2) 150 each
Legs(2) 200 each
(Optional) Head Cover 60
Height:+2 ft
Width:+2 ft
Length:+2 ft
Weight: 800 lbs
Physical Strength: Robotic P.S. of 40 or +10 to the wearer’s own Robotic Strength; whichever is greater
Cargo: Only what can be carried externally
Powerplant: Nuclear w/ 10 year energy life.
Speed:(Running) Plods at 20 MPH
(Leaping) Not possible
(Flying) Not Possible
(Space)Not Possible without space propulsion pack
(Underwater) Limited to running along the bottom at about 6 MPH, with a depth tolerance of about 800 ft. The Rekker is NOT environmentally sealed, so the operator better be waterproofed themselves.
Mobility:
-15% to Climbing, -30% to Prowl, and HALF all hand to hand bonuses.
Market Cost: EXCLUSIVE to the Shemarrian Nation
Systems of Note:
*Magnetic Grippers---The broad ponderous feet are fitted with powerful magnets allowing the armor to anchor itself in place on buildings and ship hulls.
*Locking Joints--The exoarmor can lock and brace in place. Even though the Shemar themselves have locking joints, a frequent complaint about Rekkar gear is that the joint locks engage spontaneously, or fail to deactivate, trapping the wearer inside the suddenly rigid exoframe. However, no Tinker has ever been able to find evidence that the locking system in Rekkar gear is any more prone to failure than that used on other Shemarrian equipment.
*Shoulder Mount---This is a powered hardoint typically used to carry a winch, heavy drill, spotlight, or imager sensory equipment.
Weapons Systems:
1) ElectroMagnetic Generator---One arm ends in a large, flared-palm crude three-fingered claw containing a powerful electromagnet. This device is powerful enough to generate a focused electromagnetic field that can reach out and grab metallic objects and draw them to the Rekka’s grasp. The field can also reverse, violently expelling magnetic material with the force of a cannon.
The field can also be tuned to produce a very strong localized electromagnetic pulse that can short out electronics, wipe computers, and wreak havoc with EM systems such as magnetic compasses.
Note that the Rekka gets NO bonus to strike with the Magnetic Repulsion effect; it is not meant as a weapon, and any attached/attracted metal scraps are not optimized as projectiles. However, the outbound material CAN be ‘shotgunned’ with an area of effect.
Range:(Magnetic Attractor) 30 ft
(Magnetic Repulsion) 50 ft
(EMPulse) 2,000 ft in a 90-degree arc.
Damage:(Magnetic Attractor) 1,000 lbs pull capacity
(Magnetic Repulsion) Pushes with 1,000 lbs equivalent of force
Metal objects(including people clad in metal armor) in range of the repulsion beam will be knocked back by the charge.
(SDC Scrap) 3d6 SDC to a 10 ft wide area
(MDC Scrap) 1d4 MD to a 10 ft wide area
(EMPulse)None physical/structural, but unshielded electrical equipment(including cybernetics and bionics) is temporarily knocked out of commission/performs erratically for 2d6 minutes. 50% chance of the electrical system suffering a MAJOR short requiring extensive repairs, and possibly even smoking and catching fire in overload. Unshielded digital recording systems will have lost
2d4x10+20% of their memory.
Rate of Fire:(Magnetic Attractor) ECHH
(Magnetic Repulsion) ECHH
(EMPulse) Once per melee
Payload: Effectively Unlimited
Bonuses:
+1 to parry metal weapons
+1 to disarm opponents using metal weapons(can knock or pull a rifle, for example, out of the hands of an opponent)
2) Modular Hardpoint---The arm not mounting an EMG can instead mount a forearm bracket that can be fitted with any of the Mining Cyborg Forearm Attachments or weapons.
Melee Combat
The Rekkar can still punch fairly well, augmenting the wearer’s own strength, but its legs are poorly configured for kick attacks
Magnetic Arm Palm Strike--- Wearer’s punch damage+1d4 MD
Magnetic Arm Claw Strike--- 4d6 MD
Tool Arm Restrained Punch---1d4 MD
Tool Arm Full Strength Punch--- 3d6 MD
Tool Arm Power Punch(2 attacks)---4d6 MD
Kick 1d8 MD(leap kicks are NOT possible)
Body Block/Tackle 2d4 MD
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
So, wanna see something neat?”
“Hearing that coming from a Domimatrix threatens to overload my circuits with dread-”
“Oh, come on, we’re not THAT bad...okay, we’re badddddd, but not -bad-. Besides, this doesn’t work on other Shemarrians. That Sunaj spy over there on the other hand-”
“(!)”
@PHOMPF!@
WHAMPF!
/scrambleslitherslidestrapslapshimmy/
“.....Okay, you fitted a restraint strap launcher with holiday-colored ammo that giftwraps the target with bow-ties and bangles. But Sunaj tend to suicide when caught and can’t esc-”
****ZBRAKKKKKK****
(“ naigh hyagai haigaigi#ook#” )
“---Neural tazer circuitry woven into the strap material.”
“Okay, that IS neat.”
“And convenient, too! That finishes up my holiday shopping now that I caught a gift for my cousin Psyche-Twister!”
“Ah, tis the season...”
“Hearing that coming from a Domimatrix threatens to overload my circuits with dread-”
“Oh, come on, we’re not THAT bad...okay, we’re badddddd, but not -bad-. Besides, this doesn’t work on other Shemarrians. That Sunaj spy over there on the other hand-”
“(!)”
@PHOMPF!@
WHAMPF!
/scrambleslitherslidestrapslapshimmy/
“.....Okay, you fitted a restraint strap launcher with holiday-colored ammo that giftwraps the target with bow-ties and bangles. But Sunaj tend to suicide when caught and can’t esc-”
****ZBRAKKKKKK****
(“ naigh hyagai haigaigi#ook#” )
“---Neural tazer circuitry woven into the strap material.”
“Okay, that IS neat.”
“And convenient, too! That finishes up my holiday shopping now that I caught a gift for my cousin Psyche-Twister!”
“Ah, tis the season...”
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
Sparkscale Naga
"My sweet viper, my skin tingles at your touch. I think I'm in love."
-Sweetheart, the last person would have, but I believe his screams of pain before his lungs were burnt to a crisp prevented such.-
"Babe, you DO know the sweetest things to say!"
*Danny's head broke the surface of the water as her teammate looked over at the floating body that was smoking with burns all over it, burnt ozone filled her nostrils* "I think jumping in and releasing your full charge was a little overkill."
*Danny climbed up on the beach and coiled her tail and reached for a towel,* "He called me a poor excuse for an electric eel. I needed to correct him."
Sparkscales is an upgrade, or variant, to the Naga and Basilisa, although this upgrade is seen more on Nagas than Basilisas so far. The elite is fitted with additional electrical insulation, the arms are fitted with potent ion cannons, claws and fangs are fitted with variable level electrical discharge nodes and contacts. The body is fitted with a potent electrical and ion discharge system for a short range area attack. The body is also fitted with a system that absorbs and lessens ion and electrical damage, which can use the energy to boost systems.
Make the following changes to Naga or Basilisa:
Reduce MDC of Main body by 30 (some armour and reinforcing had to be removed to make room for new systems)
Reduce MDC of Lower Snake body by 30 (some armour and reinforcing had to be removed to make room for new systems)
Systems of Note:
*Volt Absorber - This system absorbs and converts electrical and ion energy into usable energy for the Sparkscale. Every 20 points of electrical or ion damage the Sparkscale would suffer, the Sparkscale can use that energy for several purposes:
1 - Boost strength by +2 for every 20 points of damage for 5 melee rounds to a maximum of +10 strength. Once at maximum strength, additional energy diverted only increases duration.
2 - Boost speed by 5 mph for every 20 points of damage for 5 melee rounds, to a maximum of +50 mph.
3 - Boost energy weapons by +1d6 MDC for every 20 points of damage it would suffer for 5 melee rounds to a maximum of +5d6.
4 - Boost repair systems, for every 20 points of electrical damage the Dire Quillback would suffer, the repair system requires only half as much MDC stock to repair for 5 melee rounds, example it can repair 10 MD but only uses up 5 MD of stock. OR can increase the rate of repair by +1d6 for every 20 points of damage for 2 melee rounds, to a maximum of +4d6.
*Energy Resistance --- Ion weapons do HALF damage, and electrical attacks do NO damage. Sparkscales are unaffected by EMP.
Additional Weapons:
1) Zapper System --- Emulates the electric eel by discharging a powerful electrical current into the skin and surrounding water, powerful enough to stun or kill unprotected targets. The system is powerful enough it can overload the electrical systems of vessels or power armors within close proximity of the Sparkscale’s skin.
Range: Contact+ 30 ft from the Sparkscale in the water.
Damage: 5d6 MD per zap
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Against organic targets
Rate of Fire: Once per melee
Payload: Effectively Unlimited
2) Lightning Blaster (1-2) ---- Similar in effect to the Triax TX-275 ‘Lightning’ Arc Charge Blaster, only with longer range, more damage, and a slower rate of fire. This is a special attack that looks as if the Sparkscale is gathering electricity out of the air before throwing it at a target.
Range: 12,000 ft
Damage: 3d6x10 MD to a 10 ft area
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d10 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Once per melee
Payload: Effectively Unlimited
Bonus: +2 to strike metal objects
3) Shock Field ---- Creates a short range ‘shock zone’ shot for close-defense, and can be set in ‘sentry mode’, automatically zapping anything that enters the shock zone.
Range:(Shock Zone) Can be projected 100 ft, and affects a 30-ft wide area, or can completely encircle the Sparkscale in a 30 ft radius.
Damage: (Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Shock Zone) Effectively Unlimited
4) Electrified Contacts ---- The claws, tail blades, knuckles and fangs of the Sparkscale can be electrified, dealing small sparks that are harmless to lethal levels. Damage is added in addition to normal damage from the physical attack.
Light Prod: Soft’ setting; used against children, weak, elderly, sickly. 1d6 1d4 SDC/HP
Moderate Prod: Moderate: Teens, adults in poor to average condition, small to medium-sized animals.: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Maximum Zap: +1d6 MD.
Each setting , the target 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, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with succcessive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Payload: Effectively unlimited
"My sweet viper, my skin tingles at your touch. I think I'm in love."
-Sweetheart, the last person would have, but I believe his screams of pain before his lungs were burnt to a crisp prevented such.-
"Babe, you DO know the sweetest things to say!"
*Danny's head broke the surface of the water as her teammate looked over at the floating body that was smoking with burns all over it, burnt ozone filled her nostrils* "I think jumping in and releasing your full charge was a little overkill."
*Danny climbed up on the beach and coiled her tail and reached for a towel,* "He called me a poor excuse for an electric eel. I needed to correct him."
Sparkscales is an upgrade, or variant, to the Naga and Basilisa, although this upgrade is seen more on Nagas than Basilisas so far. The elite is fitted with additional electrical insulation, the arms are fitted with potent ion cannons, claws and fangs are fitted with variable level electrical discharge nodes and contacts. The body is fitted with a potent electrical and ion discharge system for a short range area attack. The body is also fitted with a system that absorbs and lessens ion and electrical damage, which can use the energy to boost systems.
Make the following changes to Naga or Basilisa:
Reduce MDC of Main body by 30 (some armour and reinforcing had to be removed to make room for new systems)
Reduce MDC of Lower Snake body by 30 (some armour and reinforcing had to be removed to make room for new systems)
Systems of Note:
*Volt Absorber - This system absorbs and converts electrical and ion energy into usable energy for the Sparkscale. Every 20 points of electrical or ion damage the Sparkscale would suffer, the Sparkscale can use that energy for several purposes:
1 - Boost strength by +2 for every 20 points of damage for 5 melee rounds to a maximum of +10 strength. Once at maximum strength, additional energy diverted only increases duration.
2 - Boost speed by 5 mph for every 20 points of damage for 5 melee rounds, to a maximum of +50 mph.
3 - Boost energy weapons by +1d6 MDC for every 20 points of damage it would suffer for 5 melee rounds to a maximum of +5d6.
4 - Boost repair systems, for every 20 points of electrical damage the Dire Quillback would suffer, the repair system requires only half as much MDC stock to repair for 5 melee rounds, example it can repair 10 MD but only uses up 5 MD of stock. OR can increase the rate of repair by +1d6 for every 20 points of damage for 2 melee rounds, to a maximum of +4d6.
*Energy Resistance --- Ion weapons do HALF damage, and electrical attacks do NO damage. Sparkscales are unaffected by EMP.
Additional Weapons:
1) Zapper System --- Emulates the electric eel by discharging a powerful electrical current into the skin and surrounding water, powerful enough to stun or kill unprotected targets. The system is powerful enough it can overload the electrical systems of vessels or power armors within close proximity of the Sparkscale’s skin.
Range: Contact+ 30 ft from the Sparkscale in the water.
Damage: 5d6 MD per zap
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Against organic targets
Rate of Fire: Once per melee
Payload: Effectively Unlimited
2) Lightning Blaster (1-2) ---- Similar in effect to the Triax TX-275 ‘Lightning’ Arc Charge Blaster, only with longer range, more damage, and a slower rate of fire. This is a special attack that looks as if the Sparkscale is gathering electricity out of the air before throwing it at a target.
Range: 12,000 ft
Damage: 3d6x10 MD to a 10 ft area
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d10 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Once per melee
Payload: Effectively Unlimited
Bonus: +2 to strike metal objects
3) Shock Field ---- Creates a short range ‘shock zone’ shot for close-defense, and can be set in ‘sentry mode’, automatically zapping anything that enters the shock zone.
Range:(Shock Zone) Can be projected 100 ft, and affects a 30-ft wide area, or can completely encircle the Sparkscale in a 30 ft radius.
Damage: (Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Shock Zone) Effectively Unlimited
4) Electrified Contacts ---- The claws, tail blades, knuckles and fangs of the Sparkscale can be electrified, dealing small sparks that are harmless to lethal levels. Damage is added in addition to normal damage from the physical attack.
Light Prod: Soft’ setting; used against children, weak, elderly, sickly. 1d6 1d4 SDC/HP
Moderate Prod: Moderate: Teens, adults in poor to average condition, small to medium-sized animals.: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Maximum Zap: +1d6 MD.
Each setting , the target 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, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with succcessive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Payload: Effectively unlimited
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
I'm SHOCKED!!!!!
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:I'm SHOCKED!!!!!
I've got an idea for an anti-magic Nega.. spell resistant scales, anti-thoren weapon.. but also want to give it a nice little punch... the Pico-Missiles from the Grizzly something or other Augmentation from Paladin Steel.. just not sure how the EShemarrians got it yet..
Re: Shemarrian-related fan creations
Frost Bitten Skeleton
Frost Bitten Skeletons are robotic drones developed by the Aurora Warriors with aid from Clan Shelley, to function as guards and cannon fodder in their tundra homes. It appears as a humanoid skeleton bones appear frozen and brittle, but they are as hard as steel. It carries a pair of swords, and has layers of spiked ice covering parts of its body, adding additional protection. They are good melee combatants, but to provide some ranged capabilities a pair of low level cryolasers are fitted in the eyes for a freezing gaze. A single laser is fitted to one of the arms as a back up.
Type: EShe-R303aw Frost Bitten Skeleton
Class: Robotic Attack Drone
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body: 110
Head: 50
Arms (2): 40 each
Hands (2): 15 each
Legs(2) 50 each
Vibro-Blade (2): 20
Salvaged Armour: 20-75
Height: 6-7 ft
Width: 2-3 ft
Length: 2.5-3.4 ft
Weight: 450 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 5 year energy life
Speed: (Running): 90 MPH
(Flying) None possible
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Snow-Shoes --- The feet/boots can expand into more effective snowshoes. Reduce penalties for running across soft ground like deep snow or mud by HALF.
*Ice Armor --- Installs a super heatsink system. Under conditions of 50% or more humidity (or if standing in water), the drone can create a sheath of superhard ice from ambient atmospheric water. The resulting icy cladding isn’t as effective as purpose-built armor (all bonuses to dodge and roll , and speed are HALVED), but the armor is renewable, and cuts damage from lasers by HALF (the ice vaporizes rather spectacularly when hit). +70 MDC Main Body, +30 MDC Arms and Legs, +20 MDC head.
The ice coating is also slippery, making attacks to Entangle it strike at -2.
Ice Armor takes 1d4 melees actions to fully form. With an adequate supply of moisture, it can be regenerated at 5 MDC per melee per location.
The Frost Bitten Skeleton, when not operating in areas with ample humidity or water, can carry a supply of water that allows for one use of the Ice Armour with enough reserve to replenish 50% damage done to the Ice Armour.
*Secondary Sensors - The drone has a back up set of sensors in its torso to allow it to keep fighting if the head is removed, however all bonuses are halved and it can not use the acid spit attack. When the head is destroyed, it will immediately move as quickly as possible to the nearest enemy and engage its self-destruct system.
Weapons Systems:
1) Fists - The fists of the Frost Bitten are designed for combat, larger than normal and reinforced for smashing targets to rubble.
Damage: 3D6 M.D
Rate of Fire: ECHH
Special: The dissolver can release a larger amount of acid that will burn the target for 2D6. M.D. and will continue to deal damage for 1d6 rounds for 1D6 M.D. each round unless neutralized.
Payload: Has enough acid for 50 such attacks.
2) CryoLaser --- The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The cryolaser has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range: (Beam Mode) 1,000 ft
(Spray Mode) 500 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma, still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Vibro-Blades - The Frost Bitten carries two swords, one in each hand.
Damage: 4D4 MD
Rate of Fire: ECHH
4) Concealed Laser - This is a concealed laser based on the ones common to all Shemarrians built in their arms.
Range: 2,000 ft
Damage: 3D6 M.D.
Rate of Fire: ECHH
Payload: Effectively unlimited
5) (Optional): The Frost Bitten can use any melee weapon or other ranged weapon it can pick up. However if it is still pretending to be a zombie, it will only use melee weapons.
6) Self-Destruct - The drone is equipped with a self-destruct system that will engage when it is destroyed or if the dissolver engages it as part of a suicide attack when it has less than 10 M.D.C. remaining of its main body. The self-destruct releases a special reservoir of extremely powerful acid, damaging all within 15 feet of the dissolver for 4D6 M.D. and continues to melt for 1D6 rounds dealing 2D6 M.D. unless neutralized. The dissolver is melted into a bubbling puddle that is dangerous to touch for at least 1D6+3 rounds. Anyone touching the puddle will suffer 1D6 M.D. acid damage.
Programming:
The robot has an effective I.Q. of 12, and programmed to act as a typical zombie. Frost Bitten Skeletons are never infected with the Ecotroz entity as they are expendable combat drones.
Typically has the following:
W.P. sword, W.P. Rifle, W.P. energy pistol, W.P. energy rifle, W.P. paired weapons
Radio: Basic 96%
Land Navigation 86%
Climbing 96%/86% (4x faster than average humanoid)
Languages: Dragonese, English, any 3 others, usually at least one common to the race the dissolver zombie is designed to emulate.
Track 70%(+5% per level of experience for Ecotroz entity)
Speech: The dissolver zombie generally doesn't speak except to make moans, groans, growls and similar noises. When it does speak it is usually guttural and slow.
Programmed to recognize most common types of undead, demons, deevils, Splugorth Minions, and other common enemies of the Shemarrians, plus common pieces of equipment or items used by magic users, such as necromancers, shifters, etc.
Actions/Attacks Per Melee: 4
Initiative +2
Dodge +4
Strike +5 (+2 melee for total +7 for melee strikes)
Parry +4
Roll +2
EShe-R303sk Sand Bitten Skeleton - This variant of the Frost Bitten Skeleton takes on a more sun bleached skeleton, and replaces the Ice Armour system with either the Diamond Dust or Sandstorm armour systems of the Skyeklad Clan, with enough reserves of material to fully form them armour 2 times. The Aurora Warriors traded these with the Skyeklad for resources and plans for their warmounts. While the Sand Bitten hasn't appeared in large numbers amongst the Skyeklad, it has shown up on a few beaches rumoured to be haunted, slowly clearing unwanted residents before the Skyeklad moves in, or to protect a few beach areas they don't want to share with anyone.
Besides the change of the Ice Armour to the Diamond Dust or Sandstorm systems, all other weapon systems are the same. The use of a cryolaser on a beach has surprised many an intruder, and helps create a ready supply of ice for beverages.
Frost Bitten Skeletons are robotic drones developed by the Aurora Warriors with aid from Clan Shelley, to function as guards and cannon fodder in their tundra homes. It appears as a humanoid skeleton bones appear frozen and brittle, but they are as hard as steel. It carries a pair of swords, and has layers of spiked ice covering parts of its body, adding additional protection. They are good melee combatants, but to provide some ranged capabilities a pair of low level cryolasers are fitted in the eyes for a freezing gaze. A single laser is fitted to one of the arms as a back up.
Type: EShe-R303aw Frost Bitten Skeleton
Class: Robotic Attack Drone
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body: 110
Head: 50
Arms (2): 40 each
Hands (2): 15 each
Legs(2) 50 each
Vibro-Blade (2): 20
Salvaged Armour: 20-75
Height: 6-7 ft
Width: 2-3 ft
Length: 2.5-3.4 ft
Weight: 450 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 5 year energy life
Speed: (Running): 90 MPH
(Flying) None possible
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, 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.
*Snow-Shoes --- The feet/boots can expand into more effective snowshoes. Reduce penalties for running across soft ground like deep snow or mud by HALF.
*Ice Armor --- Installs a super heatsink system. Under conditions of 50% or more humidity (or if standing in water), the drone can create a sheath of superhard ice from ambient atmospheric water. The resulting icy cladding isn’t as effective as purpose-built armor (all bonuses to dodge and roll , and speed are HALVED), but the armor is renewable, and cuts damage from lasers by HALF (the ice vaporizes rather spectacularly when hit). +70 MDC Main Body, +30 MDC Arms and Legs, +20 MDC head.
The ice coating is also slippery, making attacks to Entangle it strike at -2.
Ice Armor takes 1d4 melees actions to fully form. With an adequate supply of moisture, it can be regenerated at 5 MDC per melee per location.
The Frost Bitten Skeleton, when not operating in areas with ample humidity or water, can carry a supply of water that allows for one use of the Ice Armour with enough reserve to replenish 50% damage done to the Ice Armour.
*Secondary Sensors - The drone has a back up set of sensors in its torso to allow it to keep fighting if the head is removed, however all bonuses are halved and it can not use the acid spit attack. When the head is destroyed, it will immediately move as quickly as possible to the nearest enemy and engage its self-destruct system.
Weapons Systems:
1) Fists - The fists of the Frost Bitten are designed for combat, larger than normal and reinforced for smashing targets to rubble.
Damage: 3D6 M.D
Rate of Fire: ECHH
Special: The dissolver can release a larger amount of acid that will burn the target for 2D6. M.D. and will continue to deal damage for 1d6 rounds for 1D6 M.D. each round unless neutralized.
Payload: Has enough acid for 50 such attacks.
2) CryoLaser --- The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) currently under development by Paladin Steel, based on recovered pre-Rifts files attributed to the eccentric Elliot Group, a secretive think-tank that was working with the US government during the Golden Age. The cryolaser has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range: (Beam Mode) 1,000 ft
(Spray Mode) 500 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma, still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Vibro-Blades - The Frost Bitten carries two swords, one in each hand.
Damage: 4D4 MD
Rate of Fire: ECHH
4) Concealed Laser - This is a concealed laser based on the ones common to all Shemarrians built in their arms.
Range: 2,000 ft
Damage: 3D6 M.D.
Rate of Fire: ECHH
Payload: Effectively unlimited
5) (Optional): The Frost Bitten can use any melee weapon or other ranged weapon it can pick up. However if it is still pretending to be a zombie, it will only use melee weapons.
6) Self-Destruct - The drone is equipped with a self-destruct system that will engage when it is destroyed or if the dissolver engages it as part of a suicide attack when it has less than 10 M.D.C. remaining of its main body. The self-destruct releases a special reservoir of extremely powerful acid, damaging all within 15 feet of the dissolver for 4D6 M.D. and continues to melt for 1D6 rounds dealing 2D6 M.D. unless neutralized. The dissolver is melted into a bubbling puddle that is dangerous to touch for at least 1D6+3 rounds. Anyone touching the puddle will suffer 1D6 M.D. acid damage.
Programming:
The robot has an effective I.Q. of 12, and programmed to act as a typical zombie. Frost Bitten Skeletons are never infected with the Ecotroz entity as they are expendable combat drones.
Typically has the following:
W.P. sword, W.P. Rifle, W.P. energy pistol, W.P. energy rifle, W.P. paired weapons
Radio: Basic 96%
Land Navigation 86%
Climbing 96%/86% (4x faster than average humanoid)
Languages: Dragonese, English, any 3 others, usually at least one common to the race the dissolver zombie is designed to emulate.
Track 70%(+5% per level of experience for Ecotroz entity)
Speech: The dissolver zombie generally doesn't speak except to make moans, groans, growls and similar noises. When it does speak it is usually guttural and slow.
Programmed to recognize most common types of undead, demons, deevils, Splugorth Minions, and other common enemies of the Shemarrians, plus common pieces of equipment or items used by magic users, such as necromancers, shifters, etc.
Actions/Attacks Per Melee: 4
Initiative +2
Dodge +4
Strike +5 (+2 melee for total +7 for melee strikes)
Parry +4
Roll +2
EShe-R303sk Sand Bitten Skeleton - This variant of the Frost Bitten Skeleton takes on a more sun bleached skeleton, and replaces the Ice Armour system with either the Diamond Dust or Sandstorm armour systems of the Skyeklad Clan, with enough reserves of material to fully form them armour 2 times. The Aurora Warriors traded these with the Skyeklad for resources and plans for their warmounts. While the Sand Bitten hasn't appeared in large numbers amongst the Skyeklad, it has shown up on a few beaches rumoured to be haunted, slowly clearing unwanted residents before the Skyeklad moves in, or to protect a few beach areas they don't want to share with anyone.
Besides the change of the Ice Armour to the Diamond Dust or Sandstorm systems, all other weapon systems are the same. The use of a cryolaser on a beach has surprised many an intruder, and helps create a ready supply of ice for beverages.
- taalismn
- Priest
- Posts: 48600
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:
I've got an idea for an anti-magic Nega.. spell resistant scales, anti-thoren weapon.. but also want to give it a nice little punch... the Pico-Missiles from the Grizzly something or other Augmentation from Paladin Steel.. just not sure how the EShemarrians got it yet..
The upper echelon Paladins either know a lot more about the EShemar than they reveal to anybody else, and are cooperating with them on an unprecedented level....or the EShemar have infiltrated the GNE and PS incredibly deeply and may in fact be running the show in large chunks of the polity/corporation.
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"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
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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