I'll try to get all the art for these up tomorrow, before the snows hit.
(Based on an idea/description by 89er)
EcoS-K-37 Hekatonheires (Warmount)(aka ‘Hekkies’)
http://i408.photobucket.com/albums/pp164/taalismn/img273_zpseb0d5d89.jpg“I don’t understand; I was RESCUING her from those mutants, and she just went cardiac on me!”
The Asrai looked with great concern from atop the shoulders of her Hekatonheires, both gleaming wetly under the lights of the moonpool bay of the Darkwaters submarine carrier -Deep Providence-. The subject of her concern lay at the other end of the moonpool, as several Acolites fussed over a smaller form on a transport gurney, massaging the person’s chest and running heat lamps over the exposed skin.
The Tinker who’d climbed up beside the Elite, and who had gotten to work attending to the War Mount’s recently-used sonic cannon, raised an antennae and cocked an eye at the Elite’s consternation.
“Look at it from her perspective; she just got hauled underwater by hideous fishmen for some horrible purpose, and the next thing she sees is what looks like their GOD rising from the dark depths to claim her, that promptly wraps her up in its tentacles and jams one of them down her throat. How is she supposed to know that was an air hose? Of COURSE she’s going to pass clean out.”
A seemingly eldritch glow coming from its three optics, even under the arc lights of the bay, the Hekatonheires only silently twitched its tentacle-hands and facial tendrils in response.
One of the most jarring differences between the old Shemarrian Nation under ARCHIE-3 and the new(often referred to as the ‘reformed’) Shemarrian Nation that emerged from the Shemarrian Civil War has been the latter’s willingness to collaborate with outsiders. Although the Shemarrians still remain aloof and keep their secrets, they have, in comparison to past years, offered what amounts to an unprecedented degree of cooperation with allies.
In the Paladin Steel continua, where part of the Shemarrian Civil War played out affected dramatically by the presence of a large well-armed nation in the NorthEast, and in the Three Galaxies, where the Shemarrian Star Nation and Aegis Stellar Industries coexist, the publicly cool relationship between the Shemarrians and Greater New England conceals an almost familial cooperative spirit. This relationship went from simple copyright infringement(the Shemarrians cheerfully copying PS-made weapons systems and technology, helped along by their effective infiltration of Paladin Steel’s robotic infrastructure) to intense joint research programs such as Outpost Hedoros in the Three Galaxies.
One of the most recent collaborations to see the light of day is the Hekatonheires, a combination Warmount/robot vehicle. The ‘Hekky’, as it is more commonly referred to in the ranks, is a highly modular, readily customized vehicle-drone chassis that is dramatically mutable in appearance and capabilities, so much so that the basic design was deemed permissible for deployment with BOTH the Shemarrians and their Paladin Steel/GNE allies.
The Hekatonheires has been said to resemble a scaled-up ‘gorilla-fied’ Spartoi infantry drone, with disproportionately long and large arms that allow the ‘bot to knucklewalk and sprint on all fours. Indeed, Paladin Steel used experience from its own Mandril combat robot and its involvement with the New Roman Republic’s Luctator heavy power armor in configuring the movement modes. The ‘Hekky’ is one of the heavier War Mounts, and also one of the stronger, possessed of beastly robotic strength, particularly in its massive arms.
Besides being heavily armored, the Hekatonheires is heavily armed; each forearm mounts a concealed battery of light weaponry hidden behind thick shock-absorbing cestus plating. Individually, each weapon does only light damage, but fired in concert, the arm guns can inflict tremendous damage. Shoulder and back hardpoints also provide mountings for heavy weaponry. In melee combat, the Hekatonheires’ tremendous strength can be used to advantage, punching THROUGH opponents, prying loose armor(and limbs), crush-squeezing even other robots into junk, and heaving objects as impromptu projectiles. The Shemarrian version also has a fully articulated jaw for delivering a fearsome bite in close quarters grappling.
Besides the common model, the Hekatonheires is impressive for the variety of variants it has spawned. Every Tribe has come up with its own variant of the common chassis, with a number of the variants almost unrecognizable as sharing the same common Hekatonheires base-design. While some may differ in basic styling or a few Tribe-specific weapons, others, such as the Sapphire Cobras’ version, are virtually total redesigns.
The Hekatonheires has thus far appeared mainly with the Lost Eclipse Tribe in any great numbers, but all of the other Tribes employ small numbers of the new Warmount, and the Greater New England Armed Services have deployed a number of the machines, mainly in support units.
Type: EcoS-K-37 Hekatonheires
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger on the back
MDC/Armor by Location:
Main Body 500
Head 120
Upper Arms(2) 200 each
Forearms(2) 290 each
Legs(2) 240 each
Height: 24 ft
Width: 18 ft
Length: 9 ft
Weight: 37 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running, typically knuckle-walking/running) 50 MPH
(Leaping) ft up/ft across from a standing start; increase distance by 50% with a running start.
(Flying) Not possible(see variants)
(Space) Not possible
(Underwater) Not possible(see variants)
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL Hekatonheires have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
1) Shoulder Weapons Mounts(2)
Can accommodate any of the Monstrex weapons options, and the following:
a)Dual Packs---These are double-mounts of the Cyborg Forearm Weapons (described below), firing in synch with each other.
b) Shemarrian Rail Gun Mounts----Both carbine and regular rifle versions can be mounted, one each hardpoint.
c) Secondary Arms---Fully articulated extra arms can be attached to the shoulders. Each arm has 200 MDC each, a Robotic P.S. of 30, and the pair of extra arms adds a +1 APM and +1 to parry. They can do 1d4 MD on a restrained punch or 2d6 MD on a full strength punch. Power punches are NOT possible with these arms(due to their mounting).
d) Buzzsaw Arms---Similar to the above, only instead of ending in a hand-claw, the arm ends in a powered rotary saw or chainsaw, doing 1d6x10 MD.
2) Forearm Weapons(1-4 each hand)---The oversized forearms sport four armored housings on their backs, each of which can hold a standard cyborg forearm weapon. Individually, on a machine this size, that wouldn’t be very powerful, but firing in batteries of three or four weapons, they can be devastating. Point and shoot.
a) Light Laser Blaster(2,000 ft range, 2d6 MD per blast)
b) Medium Laser Blaster(2,000 ft range, 3d6 MD per blast)
c) Heavy Laser Blaster(1,600 ft range, 4d6 MD per blast)
d) Pulse Laser(1,600 ft range, 6d6 MD per blast)
e) Ion Blaster(1,200 ft range, 3d6 MD per blast)
f) Heavy Ion Blaster(1,000 ft range, 4d6 MD per blast)
g) Plasma Ejector(1,000 ft range, 4d6 MD per blast)
h) Particle Beam(1,000 ft range, 6d6+6 MD per blast)
i) Mini-Machine Gun(2,000 ft range, 1d6x10 SDC/HP per 10 rd burst, 1 MD per single round with MD rounds, or 2d4 MD per 10 round burst, 300 round drum per gun)
j) Grenade Launcher(600 ft range, 2d6 MD or 6d6 MD to a 12 ft blast radius per grenade, 10 grenades per launcher)
k) Flame Thrower( 250 ft ft range, MD Gel does 4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite. Enough fuel for 20 blasts each)
3) Robotic Jaws
Range: Melee
Damage: 2d6 MD bite
4) (Optional) Head Cap Guns---This adds an armored ‘cap’ to the head that mounts four rapid-fire projectile guns(modified Shemarrian Assault Rifles). Adds +240 MDC to the head MDC, but reduce radar range to 1/3 normal and perceptual range by HALF.
Range: 3,000 ft
Damage: 1d6 MD single round, 4d6 MD six round short burst per gun, while a heavy burst(12 rounds) does 1d6x10 MD, so all four guns going simultaneously and spending 48 rounds in a serious burst, does 4d6x10 MD!
Rate of Fire: ECHH
Payload: 240 rd clip per gun
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following, in addition to the baseline Monstrex programming:
Wrestling
Art: Sculpture: 25%(+3% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Hekatonheires intelligence and design is such that it is limited to skill selections from Technical: Language(understanding), Excavation and Lore, Espionage(Detect Ambush, Detect Concealment), Military: Camouflage, Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits), and Ancient Weapons(non-ranged types, like clubs, swords, battle-axes, and the like).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6
Strike +2 (+2 w/ ranged weaponry)
Roll +5
Parry +6
Pull Punch +5
Pin/Incapacitate on 18-20
Bite 2d6 MD
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks) 2d6x10 MD
Tear/Pry 4d6 MD
Crush/Squeeze 4d6 MD
Kick 4d8 MD
Swing Kick(the Warmount plants both forearms on the ground, and swings the legs forward in a power kick)(2 attacks) 2d6x10 MD
Body Block/Tackle 4d6 MD
Head Butt 1d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Hekatonheires an aura and behavior more befitting a sentient being than a robot. Befitting its appearance, the Hekatonheires have personalities akin to those of the great apes; generally passive and curious, but vicious when threatened or roused to combat. One of their eccentricities is an almost childlike liking of piling and mashing together wreckage and debris on the battlefield into artistic ‘sandcastles’ or sculpture.
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, 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).
Variants:
Each of the Tribes deploys its own customized variant of the Hekatonheires, and though they are all based on the same basic Warmount, their stylistic and performance differences can make outside observers wonder if they’re looking at wholly different beasts:
*EcoS-K-37Hm ---
http://i408.photobucket.com/albums/pp164/taalismn/img276_zpscb8531c2.jpg Aka ‘HawkApe’, ‘Horus Ape’, ‘Flying Monkey’ or the ‘Shemarrian Gargoyle’, and immediately distinguishable by its raptor-beaked head and large wings. The legs have been redesigned somewhat to better handle the shocks of repeated high speed landings and launches. Not a great flier, but still a very mobile one.
Changes/Modifications:
MDC/Armor By Location:
Wings(2) 200 each
Jet Thrusters(4) 90 each
Speed:
(Flying) Hover to 270 MPH, maximum altitude of 9,000 ft.
Bonuses: +2 to dodge while flying
Weapons Systems:
a) Feet Claws---3d6 MD
b) Vibro Talons---3d6 MD
c) Slashing Beak---4d6 MD
*EcoS-K-37Br ---
http://i408.photobucket.com/albums/pp164/taalismn/img286_zps52ff19d9.jpg Aka ‘Ash Maker’. Blood Riders variants include limited plasma field defenses and thermal resistant armor.
Changes/Modifications:
MDC/Armor By Location:
Increase MDC by 20% to all locations
Systems of Note:
*Thermal Refractory Armor----Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
Weapons Systems:
1) Plasma Field---An improvement over the Plasma Harness acquired thirdhand from the Splugorth. The field has been perfected in that it now does no damage to the generator, but is fairly weak. Still, seeing the ‘PyroHekk’ striding forward, sheathed in flames, has been known to make weaker-willed opponents turn and flee the battlefield.
Range: 5 ft radius from the Warmount
Damage: 4d6 MD per touch or punch, 1d4x10 MD per melee attack in which an opponent is entangled, embraced, or otherwise trapped within the grasp/range of the field
Rate of Fire: Can maintain the field for an hour, before needing 30 minutes to recharge and reboot.
Payload: Effectively Unlimited.
*EcoS-K-37Wp ---
http://i408.photobucket.com/albums/pp164/taalismn/img275_zps54ad14ea.jpgAka ‘Wolf-Ape’----The Wolf’s Path variant features a stylistic wolf’s head and more powerful jaw, extendable claws on hands and feet, and has repair-carrier modules for a complement of Shemarrian Wolves.
Changes/Modifications:
MDC/Armor By Location:
Wolf Pods(4) 120 each
Weapons Systems:
1) Sonic ‘Howler’ Cannon---Mounted in the head, behind the more powerful jaws, is a powerful sonic cannon.
Range: 3,000 ft
Damage: 1d4x10 MDC to an 8 ft area
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 300 MDC in their main body, or forcefield protection, will NOT be affected.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Enhanced Jaws
Range: Melee
Damage: 2d6+3 MD
3) Ripper Claws---The extendable vibroclaws on the hands and feet use pirated Naruni technology to enhance the delivered damage. Some in-Tribe variants even incorporate the silver-plating, making melee attacks that much more effective against silver-vulnerable opponents.
Range: Melee
Damage: 4d6 MD
4) Wolf Pods(4) ---Mounted in the hips and back are four armored modules for carrying kantaran (Shemarrian Wolves). When in these pods, the ‘bots undergo enhanced automated maintenance and diagnostics, and their self-repair systems will operate faster and more efficiently(repairs 6d6 MD per hour, and can repair 150 MDC before needing material stocks to convert to MD repair material).
*EcoS-K-37Dw ---
http://i408.photobucket.com/albums/pp164/taalismn/img272copy_zps5912a4d6.jpg Aka ‘Lovecraft’---Darkwaters variant, with a particularly fearsome head sprouting multiple mandibles and sensory appendages. The head also seems to flow back over the shoulders, to a bulbous cephalopod-like ‘headsac’ that is really an enclosed saddle-cockpit on the upper back. The body is more streamlined and less angular, the fingers on the hands are somewhat longer and tentacle-like, and multiple hydrothrusters are mounted around the body. Special underwater weapons have been added to the list of available modular weapons.
Changes/Modifications:
MDC/Armor By Location:
Cockpit Pod 150
Head Tentacles(8) 40 each
Speed:(Underwater)---Using its thrusters, the EcoS-K-37Dw can ‘swim’ at 40 MPH. Maximum Depth: 4 miles.
Systems of Note:
*Sonar---40 mile range
*Enclosed Cockpit---The ‘saddle’ is fully enclosed and waterproofed, affording the rider additional protection. Though normally freeflooding(the EShemarrian rider doesn’t need to breath and is far more resistant to deep sea pressure than normal beings), the cockpit can be pressurized with air, allowing air-breathing passengers(or captives) to be carried.
Weapons Systems:
1) Forearm Weapons----In addition to the various cyborg forearm guns available to the standard Hekky, the hardpoints can accommodate the following:
a) Speargun/Harpoons
Range: 200 ft
Damage: 2d6 SDC standard or 5d6 MD exploding head; can also fire Tracer and Flare harpoons
Rate of Fire: Volleys of 1,2, or 3
Payload: 18 harpoons per launcher
2) Shoulder Hardpoints----In addition to the various options available to the standard Hekky, the hardpoints can accommodate the following:
a) Sonic Cannon
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast)Effectively unlimited
b) Triple-Barrel Particle Wave Beam Cannons---Copied from the Naut’Yll. These cannons were initially used to mislead the Splugorth as to the true identity of who was attacking them.
Range: 4,500 ft
Damage: 1d6x10 MD single blast, 2d6x10 MD double blast, and 3d6x10 MD triple blast!
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Mini-Torpedo Launcher---20 per hardpoint
d) Short Range Torpedo Launcher---10 per hardpoint
e) Medium Torpedo Launcher---4 per hardpoint
f) Heavy Torpedo Launcher---2 per hardpoint
3) Head Tentacles(8)---Normally used for fine manipulation or probing in murk, these facial tentacles can also be used to entangle opponents for capture. Each has 40 MDC, a Robotic P.S. of 28, and P.P. of 20. The K-37Dw gets three additional attacks per melee, +2 parry, +1 disarm, and +3 entangle, ONLY with these tentacles.
Some Dark Waters modify one or more of these tentacles with drug injectors for ‘stinging’ targets, or air hoses/injectors for inflating underwater balloon-bags or ‘buddy breathing’ air-breathers stranded underwater.
Range: Melee; average about 10 ft long
Damage: Restrained Slap 4d6 SDC
Full Strength Strike 1d4 MD
Crush/Squeeze 1 MD per squeeze attack
Skills/Programming:
Underwater Navigation 80%
Track and Hunt Sea Animals 70%
Undersea and Sea Survival 94%
*EcoS-K-37Sm---
http://i408.photobucket.com/albums/pp164/taalismn/img271_zpsb722d2f0.jpgAka ‘Silverback’, ‘ChromeTooth’---The Silvermoon variant features all-over laser reflective armor. Like the Wolf’s Path and Hawkmoon variants, the K-37Sm features an enhanced jaw and teeth.
Changes/Modifications:
MDC/Armor By Location:
-Laser Reflective Armor---Lasers do HALF damage
Weapons Systems:
1) Enhanced Shoulder Hardpoints--- The shoulder mounts can accommodate heavier laser weapons(and those enjoy the 25% increase in range and damage due to Silvermoon photonic engineering) and Glitterboy-style ‘BoomGuns’ with greater power than that of the Shemarrian rifles.
2) Enhanced Jaws
Range: Melee
Damage: 3d6 MD
*EcoS-K-37Gr ---
http://i408.photobucket.com/albums/pp164/taalismn/img295_zps161ac282.jpg Aka ‘Wire-Face’, ‘Bristlehead’ . Ghost Rider Hekatonheires variant outfitted as a mobile electronic warfare platform. The head is slightly different, sporting a cluster of mouth and head tentacles somewhat like the DeepWaters variant(but in reality various EM wireless antennae and extendable direct hardlink cabling), the back saddle is far more built up into a semi-enclosure with shrouded workstations, and the shoulders mount various jamming pods. Overall, the K-37Gr looks more streamlined and high-tech.
Changes/Modifications:
MDC/Armor By Location:
Head Antennae(4) 20 each
Systems of Note:
*Jamming Systems---Based on aircraft EW systems, these jammers allow the ‘Wire-Face’ to jam communications and radar systems; 5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 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).
This system has a 01-80% chance of jamming all civilian band communications, and a 01-70% chance of jamming military bands within its 25 mile radius of effect
*ElectroMagnetic Detectors-----These detect EM activity in a 3 mile radius with 80% accuracy
*Magnetic Anomaly Detector(MAD) Sensor----The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
*’Typhoon’ Computer Monitor System----An enhancement on pre-Rifts ‘Tempest’ OBCs, the Typhoon is an inforwar system that allows the operator to read computer displays(including those in vehicles) up to 800 ft away. EM-shielded hardware is IMMUNE to being affected by this system.
Weapons Systems:
1) ElectroMagnetic Pulse(EMP) Projector---Mounted in the head is a more powerful version of the EMP projection system carried by War Goddesses.
Range: 2,000 ft
Damage:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited
*EcoS-K-37Sc ---
http://i408.photobucket.com/albums/pp164/taalismn/img304_zps53bbd959.jpg Aka ‘BoneKrak’---Skull Crusher Hekatonheires generally mount the heaviest available weaponry on all their weapons slots. They also tend to decorate their Warmounts with extra spikes and appliqué armor(+2d4x10 MDC), often made from the skin, bones, and armor of vanquished foes. The Warmounts’ heads are more skull-like and stylized, with distinctive eye sockets(rather than the armored visor typical of other Hekatonheires models). The ‘BoneKrak’ also often carries a giant heavy shield(300 MDC) into combat, that can be wielded to parry attacks, or set on the battlefield to provide cover for other soldiers.
Changes/Modifications:
MDC/Armor By Location:
Head +1d6x10 MD
Main Body +2d4x10 MD
Arms +1d6x10 MD each
Legs +1d4x10 MD each
Heavy Combat Shield 300
Weapons Systems:
1) Enhanced Shoulder Hardpoints---Each shoulder hardpoint can mount TWO heavy weapons(equivalent to any Glitterboy shoulder-mounted weapon), rather than one, or a single heavy weapon and DOUBLE the ammunition capacity.
2) Enhanced Hand to Hand----Due to the number of spikes and other protrudances on the armored shell of the EcoS-K-37Sc, hand to hand combat damage gets a +1d4 MD impalement damage.
*EcoS-K-37Wf ---
http://i408.photobucket.com/albums/pp164/taalismn/img300_zps26d4e49c.jpg Aka ‘Mage Apes’. Wayfinder variants include technowizardy and simulated magic. These Warmounts are essentially walking heavy TW generators, providing PPE for both their mage-riders and their TW systems.
Changes/Modifications:
MDC/Armor By Location:
Weapons Systems:
Mage Projectors(2, shoulders) 150 each
Techno-Wizardry Systems:
*PPE Battery and Generator---Stores and recovers PPE from the environment
PPE Capacity:(Medium)----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
* TW Defense System----A combination of proven TW systems(see Rifts Book of Magic, pg. 334-336)
----Impervious to Energy---5 minutes per 20 PPE expended
----Protective Energy Field----50 MDC per 10 PPE, and lasts 10 melees per 10 PPE expended
*Multiplexor Cannon---PS’s famous ‘SpellCard’ and ‘Magebolt/Pod’ system, as copied by the Wayfinders. This weapon can be powered by PPE Batteries or by an integral PPE TW Generator. The technology(magick?) has been considerably refined, through the use of higher quality natural crystals(acquired from the deep space mining operations), improved microchip manufacturing techniques, metal refining methods, and the use of such exotic materials as EctoFiber low-loss magic-conductive cabling.
The Multiplexor Cannon has the capacity for 5 SpellCards.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
OR...retain the original PPE costs, but increase range and damage by 20-40%(Use your discretion)...While radius of effect spells may cost an additional 5-20% more PPE for the larger area affected(again, use your discretion)
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon supplementary PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
*EcoS-K-37Hw ---
http://i408.photobucket.com/albums/pp164/taalismn/img287_zps322c98ff.jpgAka ‘Woodrue’
Taking a cue from the Preservers, the Horrorwoods variant of the Hekatonheires is covered in a rough-textured armor that gives it the appearance of being clad in wood. Mats of plastic fiber, along with velcro-like patches of material adorned with stuck-on natural materials, akin to a ghillie-suit, complete the illusion of being a creature of nature, not industry.
Changes/Modifications:
MDC/Armor By Location:
Head +60
Main Body +100
Arms +60
Legs +75
Systems of Note:
*Passive Stealth---Standing still, the EcoS-K-Hw is -25% to detect with EM, radar and thermographic sensors.
*’Soft’ Armor----The ‘organic’ appliqué on top of the regular armor may tear off easily, but it also absorbs kinetic strikes more readily. Concussive strikes such as punches, kicks, bites, bullets, shells, and rail gun rounds do HALF damage, until the overlay is torn off.
Skills/Programming:
Camouflage(40%+5% per level of experience)
*EcoS-K-37Scb ---
http://i408.photobucket.com/albums/pp164/taalismn/img274_zpsea72356d.jpgAka ‘Snake Ape’. Rarely seen, but as a temple guardian beast, the Sapphire Cobra variant combines the upper torso of the Hekky with what was originally though to be the serpentine body of the Orobos, but which has proven to be a wholly new snake body, more powerful and better armored. The head is also sculpted, and resembles that of a snake, complete with separate eyes.
Changes/Modifications:
MDC/Armor By Location:
Upper Torso 400
Snake Lower Body 500
Height: 13 ft, but can rear up to HALF of its body length
Width: 18 ft at shoulders, snake body is roughly 6 ft in diameter
Length: 60 ft
Weight: 18 tons
Speed: (Running) 50 MPH
(Flying) Not possible
(Space) Not possible
(Underwater) The K-37Scb can swim at about 15 MPH, and can dive to 500 ft depth.
Weapons Systems:
1) ’Serpent’s Kiss’ Nanite Attack---The K-37Scb can deliver either an armor-piercing fang bite which injects material-destroying nanites, or it can spit a stream of nanomachines. These nanites can be set to devour only metal(or other specific materials) or can be preprogrammed to be more indiscriminate and destroy whatever they land on, depending on the situation.
Range: Melee or Spit 60 ft
Damage: 3d6 MD damage per melee, for 1d4 minutes.
If delivered in a ranged spitting attack, the nanites do slightly less damage, doing only 4d4 MD for 1d4 minutes
Rate of Fire: ECHH
Payload: 50 doses of nanites can be stored inside the , before it needs recharging.
2) Forearm Vibroblades---The forearms sport a single ‘vibrofang’ blade that extends over the forearm weapons housings(these are still present, but arguably better concealed). In addition to slice and punch damage, they can be used to deliver a dose of ‘Serpent’s Kiss’ nanovenom from the common reservoirs.
Range: Melee
Damage: 3d6 MD
3) Tail Blade---The Orobos sports a retractable blade in its tail that can be used to slash or thrust to good effect.
Range: Melee
Damage: 3d6 MD
4) Eye Flash-Blinders(2)---The eyes can project blinding laser-strobes that can flash-blind opponents without adequate eye protection.
Range: 300 ft and covers a 25 ft area
Damage: Unless the victim(s) are wearing tinted goggles or other protection against bright light, they will be blinded(-10 to strke, parry, dodge, and roll) for 1 melee round after being hit. Duration can be extended by 7 seconds(half a melee) for every subsequent melee that the target is kept bombarded by the strobe attack until their eyes manage to adjust.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Melee Combat:
Entangle +5
Cobra Body Strike(counts as two attacks)----This is a lunge using the coiled tail to propel the body forward in a quick body block/attack with all arms. 1d6x10 MD
Tail Strike 3d6 MD
Tail Power Strike(counts as two attacks) 6d6 MD
Crush/Squeeze 4d6 MD per melee of pressure
*EcoS-K-37Le ---
http://i408.photobucket.com/albums/pp164/taalismn/img290copy_zpsf24485d2.jpg Aka ‘Shadowcaster’. Oddly enough, compared to the variants of the other Tribes, the Shadowcaster of the ‘Nightmares’ looks absolutely standard(for a giant robot, that is) and is fairly conservative, save for the projection nodes mounted all over it. The Lost Eclipse variant sports an elaborate system of active holographic projection nodes spaced around its body that are used to project a seemingly solid holographic illusion around the Warmount and its rider. This is frequently used in combat to cloak the true nature of the Warmount and the identity of the attacker; the Warmount will be frequently disguised as a giant monster of another kind, such as a Jotan warrior or Spiny Ravager.
Changes/Modifications:
MDC/Armor By Location:
Holo-Projectors(16)* 45 each
*Destroying 5 or more of the nodes will cause the holographic illusion to flicker 1d4 times per melee. Destroying 8 or more will cause the holographic camouflage to fail altogether.
Systems of Note:
*Holofield Generator--------This system uses ‘Hard Light’ technology to project a visual and EM holographic disguise about the Warmount, painting a conformal field to disguise the carrier-Warmount as another vehicle/creature, or even provide a form of ‘dazzle camou’ to confuse enemy gunners. When rolling to detect the mecha under the disguise, imposes a -60% to Surveillance and Read Sensory Instruments skills.
(Option) By sacrificing BOTH shoulder mounts to mount advanced holoprojectors, the K-37Le can generate moving images at a distance, up to 100 ft away, line of sight. Up to six life-sized holograms can be generated in this manner, allowing the Nightmares to project the impression of far larger numbers.
*EcoS-K-37F----
http://i408.photobucket.com/albums/pp164/taalismn/img341_zpsb4dd33f1.jpg To add confusion to the matter, the Shemarrians have developed a ‘Feral’ variant that has HALF the MDC on all locations, and is clad in fake fur and flesh. The ‘Feral’ is also HALF as fast, and lacks the integral weaponry, relying on its hand to hand combat capabilities(which remain unchanged from the basic version), though many arm themselves with rocks and chew-shaped bludgeons. Some ‘mutant’ versions of the EcoS-K-37F sport fully functional secondary arms attached to the shoulders. ‘Ferals’ are frequently seeded on Shemarrian-claimed worlds where they wander like gorilla troops, frequently declaring their territory with adhoc assemblies of ‘sculpture’ made from materials scrounged in the wilderness. Besides acting as guerilla watchdogs in the wilderness, in an emergency these ‘ferals’ can be directed to work as laborers in support of the Shemarrian war effort.
*PS-K-37---This is the PS-made variant, with substantial cosmetic alterations and a cockpit for a crewmember, rather than an Artificial Intelligence. It is regarded as a good match for the CS’s Hellraiser robot. Its shoulder hardpoints are plumbed to accommodate PS-made weapons packs, and in place of the saddle-rig on the back, a third hardpoint has been added, that can accommodate additional weapons pods or a cargo module. The more advanced systems, such as the AI and nano-repair capability, have been excluded from this model.
(The PS-K-37 will be covered in detail separately in the Paladin Steel thread)