Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
I can see one that deals with decontaminating worlds.. go well with modified warmounts that already can make decon chemicals. Could make use of those radiation sponge things I made awhile back.. I did post those didn't I?


Giant radiation-absorbing moths, maybe?
-------------
"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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Just a quick question. The Schpeltor fringe-tribe (the high-level cosmic scale builders); what were their Origin Tribe?
Just need t'know so I can fill in the gaps with my present arc in-game (re; finding the origin of the Progen technology and possible source of the Ecotroz becoming energy state beings for their own survival).
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:Just a quick question. The Schpeltor fringe-tribe (the high-level cosmic scale builders); what were their Origin Tribe?
Just need t'know so I can fill in the gaps with my present arc in-game (re; finding the origin of the Progen technology and possible source of the Ecotroz becoming energy state beings for their own survival).


Sure, easy enough! 8)
Splinter of the Silvermoon Tribe.


Here's my current Fringe Tribe Affiliation list:

Fringe Tribe Affiliations/Patronage

#HawkMoon
-(Sponsored) The IronHearts
-(Sponsored) Clan Gothec
-(Spin-Off) The Steel Gaians
-(Spin-Off) Clan Shelley
#DarkWaters
#Blood Riders
-(Spin-Off) The Radiant Edge
-(Spin-Off) Thousand Dragons
-(Spin-Off) The FlameWings
#Ghost Riders
-(Spin-Off) Clan Alecia
#SkullCrushers
-(Spin-Off) The Obsidian Dawn
#HorrorWoods
-(Spin-Off) Clan Pantheron
#Wolf’s Path
-(Sponsored) Chromites
#SilverMoon
-(Sponsored) Clan Armorand
-(Spin-Off) Aurora Warriors
-(Spin-Off) Clan Scelptor
*Sapphire Cobra
-(Spin-Off) The SkyeKlad
*WayFinder
-(Spin-Off) Clan Shinden
-(Spin-Off) Ghezo Guards
-(Sponsored) Clan Vespa

*Lost Eclipse/Nightmare
-(Sponsored)Clan Immensis
-(Spin-Off)The Lollipops
-(Spin-Off) Clan Motron
-(Spin-Off) The IceFlames

Clan Megalith(Unknown Shemarrian benefactors)
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

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Silvermoons Lunesa Warchief/Wargoddess Upgrade
http://i408.photobucket.com/albums/pp164/taalismn/Lunesa_zpsu7cmd8ox.jpg

“The moon is up! Let the silver glory of its light purge this land of its darkness!”

“Darn it, she didn’t have to hit me full strength with that thing!”
“You called her headdress a ‘giant banana’ and asked if she’d seen Carmen Miranda. You gave her the RIGHT to smite you full-on.”

The Lunesa Upgrade is the Silvermoons’ equivalent of the Hawkmoons’ Thunderwing, Skullcrusher Bonebane, Blood Rider Inferno Well, and Lost Eclipse Necromancer in being a Warchief/Wargoddess ‘Power-Up’. The Lunesa Upgrade consists mainly of a suit of armored robes with shoulder-arrays made up of small crescents. It also makes an unusually heavy use of TW power-ups(in place of faux magic contrivances), demonstrating the Silvermoons’ increasing interest in technowizardry and the growing numbers of psychics in the Tribe.

*Crescent Head Horn---Part of the Lunesa’s headdress piece. It gives a +1d6 MD to head butts, but can also be made to GLOW with an embedded Globe of Daylight spell( 120 ft radius, 30 minute duration, 2 PPE/4 ISP per activation ).

*Moon Glaive---A very functional Weapon of Office. This polearm weapon ends in a crescent-shaped blade. The blade does 4d6 MD on a strike, and is silver-lined, allowing it to do damage to supernatural creatures vulnerable to silver, but the real power arguably rests in that the Glaive is a TW device. It features a TW crystal generator in the hilt that has a 300 PPE battery capacity and recharges at 2 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid. The PPE crystal powers the following enhancements:
-Lunar Tide(Mystic Water Blast)--- 180 ft range, does 2d6+6 HP to vampires, 2d6+6 MD to Fire Elementals and other beings vulnerable to water. Targets are -1 to dodge. Each blast costs 5 PPE per shot
-Luna Blade(Frost Blade)---Extends 3 ft out from the glaive edge, 4d6 MD per strike, organic targets must save versus magic or be stunned/numbed by the intense cold(lose 1 APM, -2 to initiative, -1 strike, parry, dodge, and roll, and speed is reduced by 10%. for 1d4 minutes), lasts 16 minutes per activation, 4 PPE per activation.
-Moonquake(Shockwave)---Generates a shockwave from the point of impact(the glaive-weilder is NOT affected) that radiates out in a 100 ft radius, does 1d4x10 MD, plus does knockdown(see Rifts Book of Magic, pgs. 123-124). 23 PPE per strike.
-Lunacy(Mental Blast)---200 ft range, does 5d6 direct to Hit Points, or MD to MDC beings(DOUBLE damage if the glaive blade actually touches the target), works through body armor, and leaves the victims, on an unsuccessful save vs magic, -2 on initiative, strike, parry, and dodge, and -20% on skill rolls for 1d4 melees, 8 PPE per blast.

*Lunar Armor(220 MDC)---Looks like combination of hard armor and ceremonial robes. Enhanced Laser Reflective(lasers do 1/4 normal damage). The armor also has its own regeneration system, able to self-repair at a rate of 6d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material. The armor can be linked to the wearer’s own regenerative system to restock, or prepared blocks of MDC matrix can be ‘fed’ into the armor via special pockets.
The armor can also seemingly Shadow Meld, though this is actually a form of electrophoto thermal- and optically-adapative camouflage using the same ‘smart mirrorlets’ that give the armor its laser-resistance. Only a 25% chance of showing up on thermal sensors, -25% to others’ Detect Ambush/Concealment rolls when the Lunesa is hiding in deep shadow. +6% to Prowl skill. However, some Lunesas actually DO have a TW Shadow Meld enhancement(20 minutes duration, 5 PPE/10 ISP per activation)

*Anti-Grav Float System---A combination of electromagnetic repulsion and silent hoverjets allows the Lunesa to fly in limited fashion, floating 1-15 ft off the ground quietly, and move at up to 90 MPH. Can also safely make drops from 500 ft. The system also helps offset the added weight of extra armor and systemry, allowing the Lunesa to move without encumberance penalties, plus look REALLY cool, effortlessly moving around. +1 to dodge in flight.

*Lunatic Strength---The armor enhancement actually adds +10 pts of strength to the android wearer, through power boosters and frame reinforcement. Recalculate HTH damage accordingly.

*Summon Wings of the Night----This is actually an encrypted radio system that allows the Lunesa to remotely call up a swarm of robotic bats or giant (luna) moths. 2d6x100 bats/moths can be summoned in this manner.
-Bats/Moths are identical in stats to the EcoS-AAR-01 Chirt or EcoS-D64Hm Aviar/Aviarmor

Note: Drone swarms under the direction of a Lunesa get a +1 to Initiative/Strike.

*Lunites(1-10)---These are circular shield plates, each lofted by its own integral contra-gravity generator, that float in formation around the Lunesa. The Lunites are powered by battery packs(good for 48 hours of continuous activity) but are recharged via power transmission from the Lunesa. Lunites serve as point-defense blocking and parrying shields, intercepting attacks aimed at the Warchief/Wargoddess to which they are tied. Each Lunite weighs 25 lbs, has 180 MDC, and is 3 ft in diameter. They fly at 60 MPH, but rarely go farther than 100 ft from their ‘parent’ Lunesa. Under autonomous control they have 4 actions per melee, are +4 to strike/dodge, and +6 to parry. If directly controlled by the Lunesa, they use the operator’s bonuses instead. Lunites do 1d4 MD on a ramming/blocking attack.
Lunites can be further modified with the following:
a) Laser Reflective Armor(lasers do HALF damage)
b) Thermal Resistance(cuts the damage from plasma and other heat based attacks by 3/4)
c) Flash armor(Effective strobe-blinds targets in a 50 ft radius; those without optical filtration(such as welder’s glasses) will be -10 to strike, parry, and dodge, with a 50% chance of falling for every 10 ft of distance they attempt to move. Effects last 1d4 melees. Those looking at the wearer through unfiltered telescopic optics will be unable to get a hard lock on the target or make out any details; optical and laser-targeting systems will be -4 to strike due to the optical dazzle.).
d) Forcefield Shield---This shield adds a small portable forcefield projector to the rear; powered by transmission from the Lunesa. In a pinch, e-clips can provide emergency power to the shields’ onboard batteries. 65 MDC; protects the forward arc of the shield(+2 ft to either side), 10 hour power duration.

e) Repulser Field---An electromagnetic repulsion field; ion weapons and rail gun projectiles do HALF damage trying to shoot through it, and metal bullets, shells, grenades, and other projectiles are tossed aside by it(has an 10 ft range)...Melee weapons must be wielded by a PS of 24(or Superhuman PS of 18 or better) or greater to be pushed against the field, or be knocked aside/away. Like the forcefields, it extends 2 ft to either side of the shield. An e-clip powers the repulser for 8 hours of continuous operation.

TW enhancements include Armor of Ithan, Sheltering Force, Magic Shield, Deflect, Reflect, and Ricochet Shot. TW enhancement adds an 80 PPE battery that can be recharged via linkage to a PPE crystal generator/accumulator, obliging mage/psychic, or several hours’ recharge time in a dimensional pyramid.
Last edited by taalismn on Tue May 09, 2017 5:04 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
------------
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Thankee kindly Talis... now just have to hunt down the page it's written up on ;-)
Update: FOUND it!
Duvweight huh...hmmm. *nods, pondering* okay; complicates the thrust of the plot BUT I can work it. :D

If there's one thing I excell in, is taking concepts and splicing them into the metaplot with very few seams.
The Forge works in mysterious ways, and when assissting a fellow "creator" power will use what tools are available without revealing his/her hand in the proceedings.
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

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DhAkael wrote:Thankee kindly Talis... now just have to hunt down the page it's written up on ;-)
Update: FOUND it!
Duvweight huh...hmmm. *nods, pondering* okay; complicates the thrust of the plot BUT I can work it. :D

If there's one thing I excell in, is taking concepts and splicing them into the metaplot with very few seams.
The Forge works in mysterious ways, and when assissting a fellow "creator" power will use what tools are available without revealing his/her hand in the proceedings.


Indeed...I look forward to seeing what you do with the bits from my lego kit. :-D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48641
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

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

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48641
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

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

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice art talisman. I've been stupid busy lately, so haven't had a chance to work on anything lately. in June I should be more free.
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Working in-game to close the loop on the origin of the Trinity Pods and the Ecotroz; things gonna go wibbly-wobbly timey-wimey...stuff. :? :shock:

Sadly (and because it's MY game campaign to run, not Kevin Siembiada's; despite what he may scream about at cons) I AM borrowing heavily from other sources.. but hey, I go by the words he printed in the FIRST Edition FIRST printing of the *gasp* :eek:
Conversion Book 1 "...use common sense when taking from other game systems for assigning stats and numbers."

The lawyers can go suck it.
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

S'right...I gotta get my car fixed and other things. Like big library book sale season. :D
I've decided the time is ripe to try to close a gap in the Warmounts list and, using 89er's notes, tackle the technical challenge of doing his Gunkyard and Burblewrack concepts...like doing a technical climb on a South American granite spire, with the understanding that I'm going to have to come up with some new techniques along the way.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1272
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:S'right...I gotta get my car fixed and other things. Like big library book sale season. :D
I've decided the time is ripe to try to close a gap in the Warmounts list and, using 89er's notes, tackle the technical challenge of doing his Gunkyard and Burblewrack concepts...like doing a technical climb on a South American granite spire, with the understanding that I'm going to have to come up with some new techniques along the way.


Sounds like fun.
I don't think I've seen all of 89er's notes for warmounts and the like.. I remember a few here and there, but not many.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:S'right...I gotta get my car fixed and other things. Like big library book sale season. :D
I've decided the time is ripe to try to close a gap in the Warmounts list and, using 89er's notes, tackle the technical challenge of doing his Gunkyard and Burblewrack concepts...like doing a technical climb on a South American granite spire, with the understanding that I'm going to have to come up with some new techniques along the way.


Sounds like fun.
I don't think I've seen all of 89er's notes for warmounts and the like.. I remember a few here and there, but not many.


Broad concepts...very intriguing...
Hard stats, particularly size...not so much...
But of I schmooze my conventional conservatism into unconsciousness long enough for my fantastic to start tossing out numbers...I can make some headway on the crazier ideas so that my rationality can be convinced to work with them.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48641
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Sapphire Cobra TW Crystal Bracers

“That haze of joy you were feeling at that snake-fest? It wasn’t just the atmosphere; there was enough active psi-casting going on there that I’m not surprised you were feeling randy. At least you had enough strength of will to leave and find a room first.”

“Ah, bad news, Allista....Those fancy crystal ‘cuffs our hosts just locked on you? If they’re what I think they are, they’re more than just expensive bracelets. They got plans for you, otherwise they’d keep you in the cheap stuff like the rest of us. I think...we’re going to have a floor show and you’re the center attraction.”

These are TW devices commissioned of the Wayfinders for the Sapphire Cobras. Each device is a large bracelet, vambrace, or necklace made of crystals which are enchanted/psionically imprinted to act as meta-effect casters. Incorporated into the crystals are several sapphires, the color of which determines the abilities conveyed by the device. Some Bracers have only one type of crystal, while some have two or three, and the types are often assigned or rewarded to correspondingly deserving recipients.
Crystal Bracers can be activated anybody with ISP or PPE, and thus are favored by EShemar Psi-Mystics, and psionically-active NeShemar.
A variant of the Crystal Bracer is the Crystal Shackle, which focuses the effect, with incapacitating results, on the wearer. A wearer of a Crystal Bracer can remotely activate the ‘Shackle, inducing the programmed effect on the prisoner. The main advantage of this over regular TW remote casting is that the wearer of the ‘Shackle is subjected to a much more intense effect, and less likely to be able to resist it. Needless to say, the Sapphire Cobras love using them to ‘reeducate’ prisoners and convert them to the Sapphire Cobra cause. Similar to the Bracers, Crystal Shackles may have one, two, or all three of the sapphire types incorporated into them, depending on the intent for the prisoner locked into them.

Weight: Each bracelet weighs 1 lb.
MDC: 50 each
Range:(Crystal Bracer)(Black Sapphire)Self
(Star Sapphire) 240 ft
(Sapphire) 90 ft
(Crystal Shackle) Touch(wearer)
A Bracer can activate a Shackle from as far away as 500 ft.
Damage:(Crystal Bracer)(Black Sapphire) Shadowmeld---For 5 PPE/10 ISP, the wearer can hide in shadows for up to 20 minutes per activation.
(Star Sapphire) Bio-Manipulation--- Inflicts Deafness, Blindness, Muteness, Pain, Paralysis, Shock, or Irritation on targets for 2d6 minutes, for 3 PPE/6 ISP.
(Sapphire) Empathic Transfer--- Projects Despair, Confusion, Fear, Anger, Love, Peacefulness or Trust for 2d6 minutes, for 3 PPE/6 ISP.

(Crystal Shackle)(Black Sapphire) Sensory Deprivation---The wearer is suddenly wrapped in total darkness that also muffles all sound and sensation up to 60 minutes per activation. Even if they are unrestrained, they will be -5 to initiative, -10 to strike, dodge, parry, and roll, and will have no tactile sensation at all(75% chance of stumbling and falling if moving at anything faster than a slow crawl). 5 PPE/10 ISP per activation.
(Star Sapphire) Bio-Manipulation---The wearer can be afflicted with Deafness, Blindness, Muteness, Pain, Paralysis, Shock, or Irritation on targets for 2d6 minutes. 3 PPE/6 ISP per activation.
(Sapphire) Empathic Transfer---The wearer can be afflicted with emotions such as Despair, Confusion, Fear, Anger, Love, Peacefulness or Trust for 2d6 minutes, typically as part of operative conditioning efforts. 3 PPE/6 ISP per activation.
Note: Wearers of Crystal Shackles save at -3 versus the effects inflicted on them.

Rate of Fire: ECHH
Payload:
(Crystal Bracer) Bracers can be fitted with the equivalent of a PPE talisman(50 PPE) and be recharged by personal PPE/ISP or dimensional pyramid.
(Crystal Shackle) None, typically, it’s powered by a Crystal Bracer, but for longer-duration ‘sessions’, it can be fitted with a PPE talisman(50 PPE).
Special Features:
(Crystal Bracer)
*Shackle Tracer---The Bracer can detect and pinpoint any Crystal Shackles in a 500 ft radius.
(Crystal Shackle)
*Tracer Chip---The Shackle has a tracer beacon that IDs the wearer and their location for anybody wearing a Crystal Bracer.
* Advanced Lock---The shackle locking mechanisms use piezoelectric connection, liquid metal links, and nanite couplings, making them -30% to Pick Locks and Escape Artist rolls.
Options:
(Crystal Bracer)
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius.

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft.

(Crystal Shackle)
As a hedge against especially resistant prisoners, some Crystal Shackles are fitted with neural mace-style tazer contacts, effectively electronically bludgeoning them when more subtle means fail.
Crystal Shackles can also be fitted with anti-tampering devices, such as a venom injector that doses the wearer if they attempt to remove the shackle.
The Shackles can also be made to flash brightly if the wearer attempts to use magic or psionics(PPE/ISP-sensitive crystal matrices can be added).

Cost: (Crystal Bracer)12,000 credits a pair
(Crystal Shackle)15,000 credits a pair
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Advanced Cultural Notes: Shemarrian Mercenaries of the Three Galaxies

“Foolish ones. We do not fall so easily as others. Now learn the true enormity of your mistake.”

“We can protect you from your enemies, but not your own stupidity. Do not mistake safety for invulnerability. Do not mistake reprieve for license. This lesson comes free of charge because we respect you. Do not abuse that respect.”

“Whatever the Shemarrians are asking for their help, pay it! The four hundred murder-tramps and gun-punks that have aleady answered your call aren’t collectively worth ten of those Shemarrian warriors! The Shemarrians will do what’s necessary to complete the defense, and then they’ll leave when the job is done. Those others who’ve come? Provided half of them don’t quit when the fighting starts, they’ll be hanging around afterwards, expecting additional ‘gratitude’ and eating us out of house and harvest!”

Though not as well known as the Trensik Mercenaries or as illustrious as the Three Galaxies Mercenary Service, the mysterious Shemarrians of the Three Galaxies DO hire out their services as mercenaries on occasion. Shemarrian warriors have been observed serving in a variety of conflicts across the Three Galaxies for a number of employers. It is not known if these Shemarrians are rogues, or are official representatives of the Shemarrian government, but they have accumulated a strong record for being effective operatives.
One doesn’t go to a location to hire Shemarrian mercenaries; they come to you. Shemarrian war parties or ships simply appear where there’s a request for hired muscle, and apply. Generally their fees are higher than the normal asking price, but with a few exceptions, the Shemarrians supply themselves and provide 24/7 service. On a few occasions, if the cause is right, the Shemarrians will agree to work for LESS than what is being offered. The Obsidian Dawn fringe tribe is the exception to this; their vermin extermination business requires that clients be able to contact them, and so public contact drops are known to exist on several prominent Rim transport hub worlds and stations.
It’s not just ground troops or security details; Shemarrian starships may be hired to escort other vessels and conduct anti-piracy actions(though, arguably and ironically, in some areas the Shemarrians ARE pirates).
Though the Shemarrian mercs certainly have a large proportion of Unattacheds, ALL Shemarrian mercenary actions are sanctioned/sponsored by one or more of the Tribes. The High Councils know who’s going where, hired by whom, fighting whoever, and the profits from such actions flows back to the Shemarrian Star Nation’s coffers, along with a flow of information. While the ‘rogues’ may seem to be free operators, in fact it is the High Councils that have final say and direction on who the Shemarrians are willing to work for.
The reasons for this are manyfold; gather intelligence about the Three Galaxies and the players in it, discover new resources and line up allies, acquire new technology, learn experience in fighting various possible threats, earn valuable income, and spread reliable information about the Shemarrians to counter hearsay(or, in the alternative, muddy the waters by spreading DISinformation about Shemarrians).
And for every visible Shemarrian mercenary, there’s a greater number of disguised SSN units moonlighting as mercenaries. Wandering Central Alliance cyborg soldiers of fortune, for instance, are a favorite disguise of these SSN covert ops warriors. Cyberhacking work is a favorite mercenary profession for those of the Ghostriders and Chromite orders. Fringe Tribes also tend to see a greater incidence of hiring out of services, as they work to establish credibility and gain resources. The Steel Gaians, Motrons, Ironhearts, and Ghezo Guards have been known to take contracts, as have Clan Armorand and Clan Immensis. Several units of Svarogar have also appeared in the service of Bushido Federation Oni concerns, the heavily Japanese-influenced appearance and culture of the Oreseme being apparently enough to overcome both the Onis’ normal distrust of gaijan and mercenary ronin.
The Shemarrians get to cherrypick who they work for, and it’s generally regarded as an honor and a status-maker if the Shemarrians agree to work for somebody. Very few Altess, for instance, have managed to get Shemarrian bodyguard details and Naruni Enterprises has tried futily for over a decade to hire the Shemarrians. Similarly, the Free Worlds Council has had little luck hiring Shemarrian mercenaries to help them in their war against the Kreeghor, but the Shemarrians HAVE agreed to escort refugee convoys out of TGE space and protect supply convoys heading TOWARDS FWC space through unclaimed territory where ‘pirates’ are known to lurk. And any attempt to abuse or subvert a contract with the Shemarrians is grounds for IMMEDIATE dropping of service. The PS/GNE Alliance(sometimes known as the United Systems Alliance) has had good luck regularly hiring Shemarrian mercenaries to escort their convoys through contested space.

Mercenary Contracting:

*Blood Riders---- Individuals and groups up to company strength may go looking for work as raiders and headhunters. Occasionally may appear as itinerant gladiators.
*DarkWaters----Starship escorts, underwater scouting, privateering.
*Ghost Riders---- None publicly, but are extent in the sight-unseen world of data hacking and cyberwar.
*HawkMoon----Starship escorts and special operations such as extractions, hostage rescue, and scout missions. Privateering.
*HorrorWoods----Field combat up to battalion strength.
*Lost Eclipse/Nightmare----Rare, but the occasional assassin, headhunter, or raider, up to company strength, may be found. Also the occasional freelance ‘nightmare for hire’.
*Sapphire Cobra----Rare, but occasionally a ‘freelance’ Sapphire Cobra headhunter, scout, or interrogation team may be on the market, looking for work.
*SilverMoon----Starship escorts and garrison troops.
*SkullCrushers----Planetary battalion-strength general combatants, raiders, and artillery specialists.
*WayFinder----Exploration work(though, unless otherwise stipulated in the contracts, the EShemar typically get first pick of anything found in these expeditions) , ‘ghostbusting’ and ‘heavy caliber exorcism’.
*Wolf’s Path----Planetary scouts, headhunters, battalion-strength general combatants, raiders, and starship escorts.

*Shadowblades---Unknown, as is most verything about this rumored Tribe.

*Clan Alecia---Occasional ‘hero for hire’ work.
*Clan Armorand----Up to battalion strength general combatants, especially defensive garrison troops, are hireable.
*Aurora Warriors ----None.
*Chromites----Anti-robot/tech soldiers, cyberwar, and hacking specialists.
*The FlameWings----Rare, but the occasional raider unit may be hireable. They tend to leave little, if anything, left of their targets, and produce collateral damage on a scale with the Dirty Pair Lovely Angels.
*Ghezo Guards----Raiders, headhunters, and starship escorts.
*Clan Gothec ----Platoon-strength skirmishers, salvagers, and motorized infantry.
*The IceFlames----None(too busy fighting their own war to get involved in any others)
*Clan Immensis----Body/honorguards, artillery specialists, and company-strength armored cavalry are occasionally available.
*The IronHearts----Raiders, company-strength mechanized infantry and headhunters.
*The Lollipops----None.
*Clan Megalith ----Sometimes a mekarc can be hired as a garrison unit, or construction work can be commissioned of them.
*Clan Motron----Scouts, raiders, and caravan escorts.
*The Obsidian Dawn----Openly for hire as vermin exterminators, colony securing, and eco-scouting.
*Clan Pantheron----Occasionally hireable as raiders.
*The Radiant Edge----None.
*Clan Scelptor----Rare, but they will do the odd bit of contract construction work...on a LARGE scale.
*Clan Shelley----None, although the occasional freelance vampire hunter or ‘monster for hire’ may be associated with them.
*Clan Shinden----In Rifts Asia, the occasional raider, privateer, or armed convoy escort may be hired. Less obvious ‘ronin’ sell-swords are also part of the clan’s operations.
*The SkyeKlad----None, rumors of nude bodyguards not withstanding.
*The Steel Gaians----Scouts, raiders, motorized infantry, and caravan escorts. Mercenary mechanics and weaponsmiths as well.
*Thousand Dragons----Starship escorts, raiders, and scout missions. Privateering.
*Clan Vespa----Occasional ‘hero for hire’ work. Vesparii Technologies & Hornet Security Inc. also work as contract security and troubleshooters.
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Even More Shemarrian Wolf Breeds:

“Damned Night-Shredders virtually cut me in half! Almost got the rest of me too, if the wolfers hadn’t found me first. Good doggies helped seal off the damage, boosted my heart-cell, and gave me a good shot of liquid reinforcement, as well as hauled legless hemi-me to safety! By the Goddess, but I love these slobbering furballs!”

*EShe-22WfKantaran Bernardus---A husky Wolf breed meant as a rescue animal. It can bite or lick a damaged EShemar or NeShemar, its saliva actually delivering a dose of repair nanites that add 30 MD in repair potential to an existing regeneration system, or a one-time repair ‘bandage’ of 4d6 MD to those without. Internal reservoir holds 100 applications of repair nano. By laying down on a damaged/injuried Shemar or cyborg, the Barnardus can also fuse its power systems and boost the android’s power systems or the cyborg’s life support as a sustainer. The Bernadus will also scan the damaged robotics/bionics and provide a diagnostic update to rescuers, and has programming for First Aid/General Repair and Maintainence, both at 90%, Excavation/Mining at 80%, Firefighting at 80% and the Rescue Protocol Program at 85%. Traditionally, the EShe-22Wf carries a Shemarrian survival pack on its back and an RMK/IRMSS kit and bottle of medicinal alcohol attached to its collar. Reportedly some Wayfinder Tinkers also add a fire extinguisher between the EShe-22Wf’s rear legs. Though developed by the Wayfinders, the breed has since been disseminated to other Tribes as well.
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Using Kronos’ radiation sponges:

Nimboid Utility E-Animal
(aka ‘Rad-floater’, ‘Air Buoys’, ‘Strontium Flier’)

“I saw one of the aliens’ cleanser factories...ugly big thing squatting on the plains outside what used to be a major city before the nukes came...Looked like a giant sea anemone, only every now and then it would belch out a big silvery tentacled balloon that would fill up and take off like a giant jellyfish polyp. Pretty frightening sight at first, until I learned those things were actually helping restore our world.”

Nimboids are one of a number of mass-produced drone ‘e-animals’ developed and deployed by the Radiant Edge fringe tribe as part of their planetary remediating operations. Nimboids arguably fall below the requirements of ‘proper’ e-animals, but because they possess robot AIs, an ability to move under their own power, and have some basic manipulatory ability, Nimboids are generally regarded as e-fauna.
Nimboids are robotic lighter-than-air drones that carry large atmosphere-cleansing arrays under or attached to large Rozière-style hybrid hot air/helium- or hydrogen-filled gas envelopes. They act like massive aerial jellyfish, pumping contaminated air through their gas envelopes, and collecting toxins in special filters. They are powered by a combination of flex-fabric solar cells and radiation sponge RTGs(using collected radioactive particles) Their main advantage over cumulans is that they don’t require active propulsion systems to remain flying, but instead can use relatively small trickles of power(typically from solar power) to separate water vapor into oxygen and hydrogen lift gas, making them more self-sufficient and easier to manufacture. Aerial flocks of nimboids can also be set to flow with a planet’s winds and air currents, taking them where contaminants are most likely to be carried.
Nimboids use a combination of variable ballast/gas venting and small propellor systems to move about and change course and position. They can also use aerial wing-sails to tack in the atmosphere. Long dangling ‘smart cords’ act like tentacles, allowing the nimboid to anchor itself to convenient surface features, or to pick up interesting artifacts from a planet’s surface. The gas envelope has been fitted with self-repairing mechanisms, allowing the balloon-beast to quickly repair punctures and rips.
Nimboids’ primary task is to help remove contaminants, particularly nuclear fallout, from a planetary atmosphere, but they also act as airborne surveillance and monitoring drones, communications relays, and early warning semi-sats. On worlds where the Radiant Edge isn’t trying to hide its presence, vast aerial shoals of Nimboids and Cumulans are a sign of a global cleanup underway.

Type: EcoS-KRP-Re-30 Nimboid
Class: Robotic E-animal, Aerial
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body/Gas Envelope 160
Head/Gondola 90
Eye Nodes(9) 5 each
Tentacles(6) 20 each
Directional Spotlights(6) 10 each
Mini-Thrusters(9) 5 each
Height: 180 ft fully inflated
Width: 80 ft fully inflated
Length: 80 ft fully inflated
Weight: 4,000 lbs
Cargo: Small space inside the gondola for 500 lbs of samples.
Physical Strength: Equivalent to Robotic P.S. of 18(combined lift strength of 2,700 lbs)
Powerplant: Combination solar power and radio-thermal power generation. Depending on the local conditions, a Nimboid can remain aloft and functioning for up to a hundred years.
Speed: (Running) 50 MPH
(Flying) Generally moves about 5-10 MPH slower than the prevailing winds. In a dead calm, the Nimboid can move at about 10 MPH using its thrusters. Maximum altitude has been determined to be 100,000 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( 100 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.

*Laser Communications----Nimboids can talk to each other via directional laser communicator, thus eliminating telltale radio emissions. Range: Line of sight, 200 miles.

*Molecular Analyzer---Nimboids are constantly ‘tasting’ the air around them for temperature, humidity, signs of toxins and particularly of radioactive substances.

*Bionic Cybernanite Repair Systems---ALL Nimboids 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 60 MDC before needing material stocks to convert to MD repair material.

*Tentacles(6)---These are fairly standard bionic tentacles, with a P.S. and P.P. of 18, and are otherwise unremarkable except for their length; up to 100 ft long. They can be fitted with molecular adhesion patches or electromagnets for more secure grips/anchorage, and for picking up samples.

*Radiation Sponges---A hallmark technology of the Radiant Edge, Radiation Sponges are not actually a sponge, but they soak up radiation from an area and convert it into electrical power which can be stored in batteries, e-clips, or fed straight into a power grid for areas so badly saturated with radiation that it will provide power for years. Alternative, the collected radiation can be collected and transfer to material not normally radioactive to give it temporary radioactive properties, with the use of special equipment.
Radiation sponges come in different sizes and shapes, depending on purpose and how large of an area that needs to be decontaminated.
No matter the shape or size, the sponge has a frame that contains a block, or slab, of black material that looks like foam, or thousands of layers of fine mesh bonded together, that is made of nanotubes knitted together made from a material that attracts neutrons, alpha, beta and x-rays and holds it within the tubes, which then converts it into electricity, which when connected to power converters and a source to store or use the electricity, can be used to power virtually anything.
The Nimboid uses rod conduits of Radiation Sponge woven through its structure. It collects radiation through large externally hanging curtain fins and through pumping air through large air cells in its interior and filtering out radiation particles. The Nimboid uses some of the gathered particles to power itself, beam microwaves to other facilities to use as power, and can store other particles for safe disposal.


Weapons Systems:
1) Eye Lasers(6)----The directional spotlights around the edge of the Nimboids’ ‘gondola’ double as point defense and tool lasers
Range: 1,000 ft
Damage: 2d6 MD single eye blast. Typically, up to three lasers can be brought to bear on a target(counts as one attack).
All six lasers can be brought to bear on targets underneath the Nimboid, the combined strike doing 12d6 MD.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2)(Optional) Microwave Beam---Some Nimboids are rigged to convert collected radiation into electrical power, then use a directional microwave to beam the power to a collection rectenna for use elsewhere. The beam is normally narrow and directional, and fairly harmless(unless one is sitting in the beam, soaking it up for long duration), but it CAN be used as a weapon. A networked flock of microwave-beamer Nimboids, firing on a common target, can be quite devastating.
Range: 25 miles energy transfer, 9,000 ft as a focused weapon. Can be ‘fanned’ to cover a 50 ft wide area.
Damage: 4d6 SDC, plus stun effects; roll under P.E. or be stunned with pain; -10 to strike, parry, dodge, and effects persist for 1d8 melees.
It also has a 70% chance of knocking unshielded electronics out of commission, causes sparks to fly from metal surfaces and objects, and will disrupt radio systems for 1d4 melees.
Works through padded and plastic armor types.
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs into the e-animals, then (occasionally) infected the matrix with a low-level Ecotroz sentience(Nimboids are rarely Awakened).
Nimboids are very simple-minded and lack what could be called personalities; they are content to drift, ‘feed’, and occasionally investigate anomalies. They are not aggressive unless provoked, or are directed to attack. Awakened Nimboids aren’t much different, except for being slightly more curious and aware of their environment.
Typically has the following:
Radio: Basic 94%
Laser Communications 94%
Read Sensory Instruments 94%
Navigation: Air 94%
Meteorology(Weather Forecasting) 84%
Pilot Airship/LTA Vehicles 92%

If Awakened, the Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Nimboid 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)
Strike +1 (+3 w/ ranged weaponry)
Parry +3
Roll +3 in flight
Entangle +3
Tentacle Lash/Crush/Squeeze 2d6 SDC to 2d6 MD

Nimboids have also been known to carry aloft crude ballast mass, such as rocks or wreckage, and drop it on targets below. This rock-bombing typically does 3d6-6d6 SDC and has no bonuses to strike.

Options:
Some Nimboids carry attendant complements of several dozen smaller robot animals, such as Chitterlings or Chirts, that can be dropped (or fly free) to investigate surface activity. These smaller robots are typically recharged off the Nimboids’ power grid.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions! ! And nice use of my rad sponge!
Hopeful after I get back from Anime North I'll have time to actually work on stuff, like the wiki. Been so busy with work and the convention (I'm staff that answers all the silly questions), I need a break and create something!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions! ! And nice use of my rad sponge!
!


And I ain't finished yet!
The Cumulans will be the heavier-than-air version of the Nimboids.
When the Radiant Edge decides to clean up a planet, they don't mess around... :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

*Hag-Rider(BlackSteel-mutated AA-72 Raw Material Acquisition Robot)(Opposition Forces)
(aka ‘Bodyhacker’, ‘Spine-stealer’, ‘Murder-Robo’)

“Hey, Dan, what’s up? You’re barely moving! What’s going on? What did that guy want? Hey, what’s that on your shoulder, Dan? D-”(sound of heavy weapons fire)

“Getting attacked by one of those things...the only way I can describe it is that it’s the closest a full conversion cyborg can feel to being raped...it’s a violation, losing control of your own body, becoming a prisoner in your own skull, being forced to watch as someTHING else uses what was yours to do things you would never do...like attack your friends, slaughter innocence, or walk to what you know is going to be your death. I don’t want to know what else I might have done if my comrades hadn’t seen my unwelcome rider and took the shot, at considerable risk to themselves, that knocked that thing off me, but I doubt it would have been pleasant, and I only hope that I would have died quick. But I got the impression, while I was being controled by that thing, that I wouldn’t be so lucky. That’s what stays with me most about that.”
----Tasco Winez, Full Conversion Cyborg, after encountering a Hag-Rider

Although it was an AA-72 ‘R’Mar’ robot that first brought BlackSteel to ARCHIE-3’s Factory #5 and started the process that would unleash the BlackSteel entity on Earth in force, it was comparatively late that the BlackSteel Citadel began producing BlackSteel-mutated AA-72s. ‘Subtle’ was hardly an aspect of the BlackSteel, and resource gathering was already being performed in bulk by the Gorgers. Still, the BlackSteel tended to pervert all it came in contact with, and it worked its demented ways on even the resource hunter-gatherers that attended Factory #5.
While it might have made better sense to assign the role of the techno-saboteur to the R’Mar, or at least a modified A-51 Spybot, rather than the A-49, the BlackSteel entity apparently had other ideas. While the original R’Mar body remains generally and externally unchanged except for an general amplification of physical performance, the BlackSteel twisted the AA-72 to scout and acquire resources in a more insidious manner.
Hag-Riders’ most devious aspect is their ability to hack other robots. While the detachable head of the original AA-72 was meant as a recon device, in the Hag-Rider, it is a means to parasitize other machines. The Hag-Rider’s skull-bot has a ‘tail’ that is tipped with forceful infiltration tools and interface jacks. The Hag-Rider will attempt to attach itself to a robot’s or cyborg’s head or upper back and access its control systems/central nervous system, hijacking the host body by cutting into the control leads and splicing its own controls into the wiring. Hag-Riders have been known thereafter to use pirated robot and cyborg bodies to attack their colleagues, or to march their acquisitions to be harvested for parts in a particularly ghoulish form of cyber-chopping(one survivor of BlackSteel captivity told an especially harrowing tale of witnessing Hag-Ridden cyborgs being walked, still alive and conscious, directly into an active smelter to be melted down).
Hag-Riders are most effective against cyborgs and pure robots; they cannot completely take over EShemar, because the psionic component of the Ecotroz seems to give them the ability to bypass the Hag-Riders’ purely physical control routes. The Ghost-Riders, too, might seem vulnerable to the Hag-Riders’ attacks, but the ‘cyberpunk Tribe’ seems able to counter-hack attempts to pre-empt control of their bodies. Similarly, Transferred Intelligences, such as the Wayfinders, are also immune to Hag-Rider highjacking.
The Hag-Rider’s head and body act as a hunting team; the humanoid body, the absence of its head masked by the traditional R’Mar hood and mesh veil, acting to distract or subdue an opponent long enough for the head to situate itself for a hack-attack. The body CANNOT perform a body-jacking attack, but CAN engage in conventional computer hacking. The two parts can act independently of one another, but can communicate in perfect synch via some unknown means(it isn’t radio, as far as the EShemar have been able to discern).
Besides literally headhunting other robots, Hag-Riders are also malicious computer saboteurs, and they will frequently seek to corrupt networked systems that they cannot take with them. Given access to a computerized system, they can quickly infect it with a viral program, or alter its programing to malfunction. In this aspect of their evil, Hag-Riders will often work alongside Grimwrenchers, however grudgingly, in spoiling opponents’ hardware.
Hag-Riders seem to be untypical in cunning and individualistic behavior amongst the abomination-minions of the BlackSteel, and exhibit a especially malicious nature, particularly against those they consider sworn enemies. A Hag-Rider may haunt and hound a particularly attractive target, taking care to harass and harm those around the target, as if to persuade the latter that it’s easier to give in than resist. Hag-Riders may also take hostages to lure other robots and cyborgs into ambushes, and they are known to seemingly hold grudges against those who have disrupted the Hag-Riders’ operations(and damaged them in the process).
Since their discovery, Hag-Riders have become regarded as especially heinous abominations by the EShemar, and the Ghost Riders see them with particular venom(partly because of the nonAwakeneds’ vulnerability to them, and because they see them as evil counterparts in the field of computer hacking).

Type: BlackSteel Abomination---Hag-Rider
Class: Robot
Crew: Corrupted Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 25 each
Tool Utility Arms(2) 30 each
Arms(2) 60 each
Legs(2) 110 each
Head 100
Insect Legs(4, head) 5 each
Tail(head) 15
Main Body 220
Height: 6.6 ft
Width: 3 ft
Length: 2 ft
Weight: 900 lbs.
Power System: Nuclear
Physical Attributes: Equal to Supernatural PS. 30, PP. 24,.
Cargo: None. Only what can be carried.
Speed:
Running: (Body) 90 MPH
(Head) 20 MPH
Jumping: (Body) 10 ft up/across. +10 ft with a running start in excess of 40 MPH.
(Head) 6 ft up/across
Flying: (Body) Not possible with a jetpack
(Head) Small flight jets allow the head to fly at 60 MPH, maximum altitude of 50 ft.
Underwater: (Body) Can swim or run along the bottom at 15 MPH, maximum depth of 800 ft.
(Head) Can swim via its thrusters at 20 MPH, maximum depth of 800 ft.
Market Cost: EXCLUSIVE to the BlackSteel Citadel
Systems of Note:
Standard Robot Sensory Systems:
*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%.
*Circuit Reader----Close range EM detector similar to that in the bionic Schematic Sensor Hand. It allows the Hag-Rider to detect and trace electronic circuits, and help it pinpoint potential points of entry for its hack attacks.
*Tool Utility Arms--Retained from the R’Mar. These use the same bionic tool attachments as standard cyborgs(and stripping the appendages off prey is a favorite pastime of the Hag-Riders)/

*Modulating Voice Synthesizer---Hag-Riders can mimic a variety of voices, the better to disguise their true nature.

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

BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 13

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) Concealed Forearm Blasters(2)---The original AA-72 lacked built-in weaponry, but the BlackSteel’s more aggressive nature just wouldn’t stand for that, so the Hag-Rider now sports cyborg-style laser blasters concealed in its forearms. This being BlackSteel, the lasers are further corrupted to inflict especially painful injuries to organic beings.
Range: 2,000 ft
Damage: 3d6 MD per single blast
Do 25% more damage to living beings, and direct exposure of the wound to sunlight(and Globe of Daylight spells) will cause the injury to become acutely photosensitive; victims must roll under their ME or be -1 on initiative, perception, strike, dodge, and parry due to the itching/burning sensations from the wound. The photosensitivity ends when the wound is healed.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Concealed Forearm VibroBlades/Claws---Another unwelcome addition to the corrupted AA-72 are extendable vibroblades or claws for lethal slicing.
Range: Melee
Damage: 3d6 MD

3) Handheld Weapons---The Hag Rider can pick up and use any infantry-scale weapons. Stolen weapons are favored. The R’Mar Multi-Purpose Staff is a favorite, as it allows the Hag Rider to better appear as an innocuous scavenger-bot from a distance.

4) Laser Torch/Drills---The skull-unit of the Hag-Rider has a powerful laser torch in its ‘tail’, that is cleared for action when the body and skull are detached.
The laser torch does have one shortcoming, however; even the BlackSteel cannot conjure up a power source compact and powerful enough to fit inside the Hag-Rider’s skull unit to give the laser cutter unlimited power. To recharge its laser-burner, the skull unit MUST reconnect with its humanoid body.
Backing the laser torch is a set of megadamage self-sharpening drills.
Range:(Laser Torch) 10 ft
(Drills) Melee
Damage:(Laser Torch) 6d6 MD per melee attack
(Drills)1d6 SDC-1d6 MD per melee attack
Rate of Fire: ECHH
Payload:(Laser Torch) Conditionally Unlimited; can only cut for 25 shots before needing to recharge(takes 3 minutes attached to a power source such as the Hag-head’s body)
(Drills) Effectively Unlimited

5) Hag-Rider Cyberjacking---The Hag-Rider’s signature attack is the ability of the skull-unit to cut into and suborn a robot’s or cyborg’s internal control systems. The skull-unit’s spine-like ‘tail’ has several cutting and splicing instruments, and a universal interfacing system.
To accomplish its hideous feat, the skull-unit must make contact with the target and get access to the ‘bot/cyborg’s control systems(usually the back, neck, or skull), and cut through any armor protecting it. In the absence of a conveniently exposed control line or interface plug, if the Hag-Rider can do 25% of Main Body or Head damage, it can access enough internal circuitry to attempt its takeover.
To complete its hack, the Hag-Rider must make both a successful Robot Electronics and a Computer Hacking roll. Successfully making both means the BlackSteel abomination now has control of the ‘borg or ‘bot and can manipulate it at its will. The controlled ‘bot/borg subsequently uses the Hag-Rider’s APMs and strike/dodge/parry bonuses instead of its own. Note that if the Hag-Rider makes even ONE successful roll for either Robot Electronics of Computer Hacking, it can still impair the ‘borg/’bot’s performance; HALF all bonuses, APMs, and Speed as their normal smooth movement becomes jerky and spastic.
Cyborgs and pure AIs are most susceptible to this attack.
Ecotroz-Awakened ‘bots, AIs, transferred intelligence AIs(such as the Wayfinders), and cyborgs with residual psionic abilities are effectively immune to full control take over, but they are still susceptible to being crippled by the interference attack.
Ghost Rider AIs(and other AIs with computer hacking abilities and presumably stronger firewall protections) can attempt to counter-hack the Hag-Rider’s control, trying once per melee to attempt to seize back command of their bodies.

6) Agonizer Attack--The Hag-Rider can also attack those with cyberjacks in their bodies, not necessarily full bionics. By forcibly plugging(This requires a successful melee ‘to strike’ roll, albeit at -3 to hit such a small target) into the cyberjack, the Hag-Rider can attempt to overload the connection through brute force, inflicting agony on the cyberjacked person. Victims of an Agonizer attack react as if hit with a high-powered electric shock-prod; 4d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-20% against large or inhumanly strong/powerful animals/d-bees. A successful save versus lethal poison 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 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.

Note: Hardened Circuits will stop this attack cold.

7) Virus Attack---Even if a Hag-Rider cannot take over a robot or cyborg, it may still attempt to drop a spoiler in its circuitry, by infecting the software with a computer virus. The virus may have immediate effects, such as locking down a bionic limb or fire control system, or it may be a sleeper program that works over time, periodically shutting down the robotics/bionics, or causing other forms of mischief, like causing a shutdown of cooling systems, turning off targeting system bonuses, or causing radio systems to suddenly begin broadcasting. Creating and installing a successful computer virus tales both a successful Computer Programming and Hacking roll, and 2 APMs. Removing it requires a successful counter Programming roll, though full removal and recovery may require replacement of burned-out circuitry.
Note: 10% of Hag-Riders also carry Cyber-Rabies nanites.These nanites attack an organic victim’s nervous system, attaching themselves to nerve endings and interfering with a person’s ability to move. Victims will be beset by convulsions, severe trembling, trouble breathing(causing the person to alternately choke and scream as their diaphragm muscles convulse).
In any event the toll on the victim is terrible; the victim’s nervous system is swisscheesed with damage, and long term problems like acute arthritis loom in their future sooner than they’d fear.
Incubation: 1d4 minutes
Duration: 8d6 hours
Effects: The victim loses control of their voluntary muscles, going into muscle tremors and herky-jerky movements when they try to move their limbs; NO Initiative, -2 APM, and reduce all bonuses for physical movement by HALF. Just standing up is nearly impossible; the victim must roll under their P.P. (-2) or fall down. P.E. is HALVED, as the lungs spasm, cough, and choke.
If not treated, the Cyber-Rabies does eventually burn out, but victims must make a roll versus non-lethal poison(16 of better) or suffer the following long-term damage: -1 to initiative, -1 P.E., -2% to skills requiring fine motor control, and has a 20% chance of developing arthritis-like symptoms within the next 2d4 years.
Treatment: Cyber-Rabies can be successfully countered with specially programmed counter-nanites, or generous use of Purge spells.

Programming/Skills:
Pilot: Automobile, motorcycle, hovercycle, jetpack, aircraft, all at 90%
Automotive Mechanics 90%
Electronics: Basic 90%
Math: Basic 90%
Computer Operation 90%
Computer Programming 85%
Computer Hacking 75%
Artificial Intelligence 75%
Navigation: (ALW) 90%
Read Sensory Instruments 90%
Weapons Systems 90%
Prowl 70%
Swim 94%
Land Navigation 94%
Climb 90%/80%
Wilderness Survival 94%
Escape Artist 75%
Imitate Voices and Sounds 88%
Intelligence 70%
Find Contraband 80%
Trap & MIne Detection 80%
Palming 85%
Pick Locks 98%
Tracking 90%
Tailing 95%
Spelunking 96%
Boxing
Wrestling
Detect Ambush 70%
Detect Concealment 70%
Demolitions & Demolitions Disposal 90%
Sniper
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: (Body) 7
(Head) 6
Initiative (Body)+ 1
(Head)+2
Dodge(Body)+ 4
(Head) +5
Parry (Body)+ 5
(Head)+5
Strike (+4 w/ ranged weaponry)
(Body)+ 5
(Head) +5
Roll (Body)+ 3
(Head)+4
Pull Punch +3
Disarm +3
Entangle +2
Pin/Incapacitate on a Natural 18-20.

SDC Punch 2d6+15 SDC
Restrained Punch 1d4 MD (6d6 SDC secondary arms)
Full Strength Punch 1d6 MD (1d4 MD secondary arms)
Power Punch(2 attacks) 2d6 MD (2d4 MD secondary arms)
Kick 2d4 MD
Leap/Karate Kick 2d8 MD
Body Flip/Throw 1d8 MD
Body Block/Tackle 2d4 MD
Crush/Squeeze 3d6 MD

Bite 1d6 MD
Head Tail Lash 3d6 SDC
Head Tail Straggle/Squeeze 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
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Cumulan Utility E-Animal
(aka ‘Nukeflutters’)

“Nuclear winter has been called off short on account of an unexpectedly early giant butterfly spring.”

Cumulans are large e-animals developed by the Radiant Edge tribe as part of their planetary remediation efforts. Cumulans come out when the Radiant Edge doesn’t feel the need to conceal their presence on a wreck-world, and are taking active measures to remediate the enviroment. Although large enough to be ridden as Warmounts, Cumulans are considered to be too slow and lacking in armaments to be effective combat mounts, so at best they are considered utility ‘mounts. They are also fairly fragile for their size, making them a poor choice for a weapons system. They are considered to be more versatile and mobile than the freefloating Nimboids which are also used by the Radiant Edge in clean-up actions, as the more mobile Cumulans can actively hunt concentrations of fallout.
Sometimes confused with the Lepidopterror weapons platform Warmount, Cumulans resemble giant moths or butterflies. They are held aloft, however, by anti-gravity systems, as their wings are actually giant radiation sponges. Cumulans fly through the contaminated skies of post-nuke wreckworlds, soaking up atmospherically-suspended fallout and other toxins. Multiple Cumulans can link end to end to form giant serpentine air-cleansers patroling the skies. When a Cumulan reaches saturation, it will fly to a collection point and exchange its contaminated wings for new ones, the old ones being disposed of(typically recycled via plasma conversion). In the course of this work, Cumulans will also be conducting detailed surveys of the planet’s surface, surviving ecology, and possible survivors. Cumulans will spend most of their operational lives flying, but they may descend from time to time to the surface to collect samples, contact survivors, and ‘feed’ on particularly rich concentrations of radiation(some observers have noted vast flocks or ‘butterfly picnics’ of Cumulans collected around detonation craters and abandoned nuclear reactors).
Like the Nimboids, Cumulans are robot drones, and rarely ever upgraded or Awakened with Ecotroz essences.

Type: EcoS-KRP-Re-31 Cumulan
Class: Robotic E-animal, Aerial
Crew: None; robot intelligence
CAN carry 1-2 passengers, though this is rare.
MDC/Armor by Location:
Main Body 100
Head 40
Wings(4) 60 each
Legs(6) 10 each
Height: 20 ft
Width: 250 ft wingspan
Length: 65 ft
Weight: 8 tons
Cargo: Small space inside the hull for about 300 lbs of samples.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Combination solar power and radio-thermal power generation. Depending on the local conditions, a Cumulan can remain aloft and functioning for up to 50 years.
Speed: (Running/crawling) 5 MPH
(Flying) 180 MPH, maximum altitude 25,000 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 Spinsters or at the behest of individual riders/owners.

*Radio Communications---500 mile range.

*Laser Communications----Cumulans can talk to each other via directional laser communicator, thus eliminating telltale radio emissions. Range: Line of sight, 200 miles.

*Molecular Analyzer---Cumulans are constantly ‘tasting’ the air around them for temperature, humidity, signs of toxins and particularly of radioactive substances.

*Bionic Cybernanite Repair Systems---ALL Cumulans 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 90 MDC before needing material stocks to convert to MD repair material.

*Radiation Sponge Wings---A hallmark technology of the Radiant Edge, Radiation Sponges are not actually a sponge, but they soak up radiation from an area and convert it into electrical power which can be stored in batteries, e-clips, or fed straight into a power grid for areas so badly saturated with radiation that it will provide power for years. Alternative, the collected radiation can be collected and transfer to material not normally radioactive to give it temporary radioactive properties, with the use of special equipment.
Radiation sponges come in different sizes and shapes, depending on purpose and how large of an area that needs to be decontaminated.
No matter the shape or size, the sponge has a frame that contains a block, or slab, of black material that looks like foam, or thousands of layers of fine mesh bonded together, that is made of nanotubes knitted together made from a material that attracts neutrons, alpha, beta and x-rays and holds it within the tubes, which then converts it into electricity, which when connected to power converters and a source to store or use the electricity, can be used to power virtually anything.
The Cumulan’s massive wings are giant Radiation Sponges that draw fallout radiation out of the air passing over them, denaturing the radioactive fallout and incidentally helping power the Cumulans.

Weapons Systems:
1) Eye Lasers(2)---Cumulans mount small lasers for self-defense and for utility purposes(cutting for samples, laser spectrography)
Range: 1,000 ft
Damage: 2d6 MD single eye blast, 4d6 MD for a dual blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Bite and Claws----Cumulans have powerful jaws and small claws that are typically used to cut through rubble and debris, but can be used in self defense.
Range: Melee
Damage: 1d6 MD for a bite or claw

3)(Optional) Microwave Beam---Some Cumulans are rigged to convert collected radiation into electrical power, then use a directional microwave to beam the power to a collection rectenna for use elsewhere. The beam is normally narrow and directional, and fairly harmless(unless one is sitting in the beam, soaking it up for long duration), but it CAN be used as a weapon.
Range: 25 miles energy transfer, 9,000 ft as a focused weapon. Can be ‘fanned’ to cover a 50 ft wide area.
Damage: 4d6 SDC, plus stun effects; roll under P.E. or be stunned with pain; -10 to strike, parry, dodge, and effects persist for 1d8 melees.
It also has a 70% chance of knocking unshielded electronics out of commission, causes sparks to fly from metal surfaces and objects, and will disrupt radio systems for 1d4 melees.
Works through padded and plastic armor types.
Rate of Fire: ECHH
Payload: Effectively Unlimited


Programming:
The Ecotroz have installed robotic AIs into the e-animals, then (occasionally) infected the matrix with a low-level Ecotroz sentience( Cumulans are rarely Awakened). Cumulans are passive-aggressive in their behavior; unless attacked or directed otherwise, they are non-aggressive.
Typically has the following:
Radio: Basic 94%
Laser Communications 94%
Read Sensory Instruments 94%
Navigation: Air 94%
Meteorology(Weather Forecasting) 84%
Pilot Airplane(for maneuvering purposes) 94%
Pilot: Glider 90%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Cumulan 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 +3
Strike +1 (+3 w/ ranged weaponry)
Roll +4 in flight
Bite 1d6 MD
Claw 1d6 MD

Note:
Cumulans are occasionally known to carry droppable survival pods, containing basic radiation shelter tents, air and water filters, a supply of concentrated nutrients, and a radio beacon, in the event they encounter survivors in the aftermath of a planetary catastrophe. These pods can be dropped to sustain survivors until evacuation can arrive. In a few cases, the Cumulans may descend and land to embark refugees and carry them to safety.
Other Cumulans have been known to carry aloft drop-buckets or spray hoppers for releasing various chelation chemicals, scavenger nanites, tailored bio-remediation organisms(such as radiation-resistant seeds), and precipitation catalysts into the atmosphere to assist in clean-up efforts.

Variants:
Wing design may vary from world to world, owing to the fact that the Cumulans do not rely entirely on aerodynamic lift for flight, but otherwise the overall design is unchanged from operations area to operations area.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Cryolisk E-Animal
(aka ‘Iceboxy’)
http://i408.photobucket.com/user/taalismn/media/cryolisk%20copy_zpst3vetdzf.jpg.html

“I’d have said NOTHING could have survived a transit of the Cauldron Desert, let alone a load of living icecubes.”
“Cryolisk express. We also do ice creams.”

<<“-and as soon as this last one gets packed, we can blow this place-”>>
-Cold awakened her even as it tried to rob her of consciousness. She didn’t know which she would have prefered; both were equally unattractive given her circumstances, as memory came back to her.
-Fleeing as the unthinkable happened; her House broken into, its defenders overwhelmed by alien creatures that responded not to mind-magicks and which shrugged off the damage of feared eldritch weapons hastily summoned from the House vaults. Seeing her Mistress and Her kin falling back, yelling in the, to them, alien tones of fear and panic, as their retainers fell in combat. The feeling of cold bitter wind howling through the manor of her Mistress; and inane thoughts of how her Mistress would be displeased with the cold if she was not already more angry with the intruders.
-Attempting to hide, to squirrel herself away from the sounds of violence, of peering fearfully between the boards of a deep cabinet, only to find herself looking into giant cold eyes of obsidian blackness. Claws tearing away at stones and timbers as she squeezed herself as far back as she could in the crawlspace, praying to whatever dark goddesses would listen that the monster could not reach her.
-The flash of blue lightning fire, the shudder of shocked muscles, the dimming awareness of long thin arms reaching for her legs.
-The return to the here and now, dangling above the wreckage of the demesne’s courtyard, curiously empty of bodies, suspended above a cloud of roiling vapor. The sense of being watched, of being exposed totally to alien eyes.
-Purple eyes met glowing white eyes. It was her failing that she met the alien gaze not with the defiance of legend, but with pleading appeal. A call for succor that, like her belated prayers of before, met with seeming indifference.
-Then numbness swept up her body and from the back of her neck as she was lowered into whiteness, and her world became blankness.
<“Most people I know when they go on a picnic take a thermos and an insulated cooler box.”>
<<“Most people you know don’t collect drow for a hobby. I find them fascinating, even the slaves of the species, but they tend to go rotten if you try keeping them alive and conscious. This way I can keep them fresh until I’m ready to play with them.”>>


Though large enough to be a Warmount, and initially believed to be a derivative of the IceFlame tribe’s CryoTherm, the Cryolisk is in fact a large e-animal developed by Clan Motron from refrigerated transport trucks. The design quickly evolved to a semi-automous support e-animal refining and storing cryogenic liquids and gases and carrying cold-storage cargoes, with a secondary combat role.
The Cryolisk sports deployable radiator frills on its neck and long tail to block and radiate heat. A large and deep dorsal hump protects a large-capacity refrigerated compartment for holding cargo. The hold has an inner lining which can be removed in its entirety from the Cryolisk, making for easier and faster unloading to other facilities.
The tail is very long and dexterous and ends in a complicated utility arm-equipped tool head and hoist, which also includes a cryolaser and a pair of stun cannon. Like the Slingtail, the Cryolisk uses its tail as its primary manipulatory appendage, and the tail is dexterous enough to move quickly about the e-animal, can extend to reach far beyond the e-critter’s normal reach, and its sub-appendages can be used to root out, capture, disarm/disrobe, and then lower a captive into the cryogenic holding bay on its back.
The Cryolisk shows its Clan Motron heritage in having two small powered road wheels on each foot, between the toes. These allow the Cryolisk to motor along at faster speed along level and firm ground.
In time, the Cryolisk would be adopted by the IceFlames as an adjutant to the CryoTherm, small support ‘herds’ of Cryolisks accompanying the larger Warmounts and keeping them supplied with cryogens. The Cryolisk is also used by the Wayfinders to capture and transport animal specimens, and its combat role to subdue and convey prisoners. Outside the Motrons, IceFlames, and Wayfinders, the Cryolisk is much less common, being mainly found with rear echelon support elements of various Tribes, or in the hands of individuals. Some Tinkers and Vatfathers have Cryolisks to keep experiments cold and give them a convenient supercooler for special materials, while some Domimatrixes and Nahsi have obtained Cryolisks to keep special prisoners ‘on ice’(the Ghostriders are looking at ways of more efficiently interrogating supercooled organic brain tissue). A Motron-Steel Gaian Progen-hybrid is said to maintain a Cryolisk as a refrigerated vending transport, offering cool drinks/coolant, and cold refreshments to tribe members.

Type: EcoS-KRP-32 Cryolisk
Class: Robotic E-Animal
Crew: None; robot intelligence, though 1 rider/pilot could conceivably ride on the head(awkward and uncomfortable, but possible)

MDC/Armor by Location:
Main Body 400
Refrigerated Dorsal Compartment 200
Head 120
Legs(4) 100 each
Road Wheels(8, 2 each foot) 50 each
Cryolaunchers(2) 60 each
Tail 120
Tail Manipulators(10) 8 each
Height: 12 ft, tail can reach up to 30 ft
Width: 18 ft
Length: 25 ft, tail adds an additional 36 ft at maximum extension
Weight: 7 tons
Cargo: Can carry up to 5 tons or 16 human-sized lifeforms in the refrigerated cargo compartment.
Can also carry up to 3 tons of cryogens in internal tankage(+5 additional tons if the cargo bay is dedicated to cryogen storage).
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Wheels) 55 MPH
(Leaping) Can manage a weak leap of 10 ft up/across, increase distance by 50% with a running start.
(Climbing) Fairly good climber; skill of 65%
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to walking along the bottom of bodies of water at about 9 MPH. Depth tolerance of 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Cryolisks 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 100 MDC before needing material stocks to convert to MD repair material.

*Supercooler/Cryogen Manufactory---The Cryolisk uses reverse-engineered alien superSCIENCE to produce and maintain a super heatsink that allows it to produce a point of supercold, and use it to cool ambient atmospheric gases to liquid, and even solid, state. The Cryolisk can thus produce dry ice(frozen carbon dioxide), liquid oxygen, nitrogen, helium, and even solid metallic liquid hydrogen and store it in special insulated bladder-tanks inside its body. Radiator frills along the tail and neck also provide supplemental cooling.

*Thermal Resistant Armor--Cryolisks are plated in insulated, thermal-resistant armor akin to aerospace craft heatshielding, further backed by a circulatory cooling system that pulls heat down and shunts it into the super heatsink. Thermal weapons and attacks such as plasma projectors only do 1/4 their normal damage.

*Thermal Stealth---Cryolisks can regulate their thermal signature, and can easily cool down to match their surroundings, making them effectively invisible to thermal sensors.

*Stasis Systems---The Cryolisk’s refrigeration systems include an automated biostasis process for safely storing live subjects in coldsleep hibernation. Living beings are stunned and then sprayed with a protective gel that insulates them from damaging extremes of cold, before being locked inside the refrigerated compartment for safekeeping. The system is 95% effective for most carbon-based lifeforms.


Weapons Systems:
1) Eye Lasers(2)---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Cryogen Sprayers(2, forehead)--Two small nozzles in the forehead can be used to spray freezing liquid.
Range: (Cryogen) 1,000 ft
Damage:(Cryogen) 4d6 MD per blast; living targets must also roll versus lethal poison(or better) or be struck with the effects of bitter hypothermia; (note, beings specifically immune to cold-based attacks will be immune to this effect). Megadamage organic flesh struck by this weapon will also be , on a ‘To Strike’ roll of 16-20, be temporarily embrittled for 1 melee round afterwards, and melee attacks will do 25% more damage.
*The cryogen cannon can also be used to ENCASE objects (in a solitary attack) in ice with the injection of special chemicals into the cryogen stream. Each blast covers a 10 ft area and human-sized targets will find themselves encased them in 200 lbs of ice with an AR of 10 and 100 SDC. Victims take 4d6 points of damage(MD only if they’re susceptible to cold) per melee if unprotected. If only a target’s legs are encased, then the target is effectively immobilized(though those with a superhuman, robotic, or supernatural P.S. of 30 or more, will still be able to move, albeit with speed reduced by 40%).
Rate of Fire: ECHH
Payload: (Cryogen) Cryogen Gel Reservoir has enough gas under pressure for 100 shots, but regenerates at 10 shots per hour.

In the alternative, the Cryolisk can generate a flame-thrower from liquified natural gas;
Range: 200 ft
Damage: 2d6 MD per blast to a 15 ft wide area.
Rate of Fire: ECHH
Payload: 200 shots

3) Cryolaunchers(2)---Two launchers on the rear legs/pelvis. These are multi-chambered supercoolers that produce large ‘slugs’ of supercooled gases and expelling them great distances. The slugs then explosively sublimate into clouds of freezing vapor. The effects can be varied by the type and mix of gases used, and degree of compression applied.
Range: 3,000 ft
Damage: (‘Light Frag’) Ice shrapnel and compressed nitrogen does 1d4x10 SD to a 15 ft blast radius, before sublimating into cold vapor.
(Fragmentation)---Water ice and metallic hydrogen that explodes in icy shrapnel doing 2d4 MD to a 12 ft blast radius.
(HE) Concussive high explosive metallic hydrogen doing 4d6 MD to a 10 ft blast radius, plus generates a cloud of freezing vapor that causes cold-stun and frostbite damage to a 30 ft blast radius. Organic targets must roll vs non-lethal poison (16 or better) or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.
(Cryoslime)---A cold wet goo that covers a 10 ft area and freezes more or less solid; human-sized targets will find themselves encased them in 200 lbs of ice with an AR of 10 and 100 SDC. Victims take 4d6 points of damage(MD only if they’re susceptible to cold) per melee if unprotected. If only a target’s legs are encased, then the target is effectively immobilized(though those with a superhuman, robotic, or supernatural P.S. of 30 or more, will still be able to move, albeit with speed reduced by 40%). The material sublimates in 2d8 minutes.

Rate of Fire: Volleys of 1-4
Payload: 4 cells per launcher. New gas projectiles take 15 minutes to form.

4) Cryolaser(Tail)--The tail mounts an atomic cooler laser.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 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: Conditionally Unlimited; the capacitor has enough power for 20 shots, and recharges at 1 shot every ten minutes. A special ‘freon battery’ can be clipped in, for an extra ten shots in an emergency.

5) Stun Blasters(2, tail)--The tail also mounts two neural stun blasters for subduing organic targets.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -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.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
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

6) Drug Injector---The Cryolisk mounts a hypodermic injector system for dosing captive subjects with various sedative and cryo-preservative chemicals.
Damage: 1d4 SDC, plus chemical effects.
Payload: Up to 40 doses of up to 5 different chemicals.

7) Faux Magic:
-Summon Fog---Can exude a cold, moist, fog that covers a 100 ft radius around the Cryolisk. Visibility in the cloud is dropped to 15 ft. Depending on local conditions, the fog bank can persist as long as 30 minutes.
-Wave of Frost---Side effect of the cryolasers----Inflicts withering frost conditions on a 12 ft area around point of impact for the freezers.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
In addition to the standard Monstrex programming, typically has the following:

Operate Stasis Systems 80%(+5% per level of experience for Ecotroz entity)
Paramedic 90%(+5% per level of experience for Ecotroz entity)
Biology(with regards to preserving specimens) 92%(+5% per level of experience for Ecotroz entity)
Botany(with regards to preserving specimens) 92%(+5% per level of experience for Ecotroz entity)

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Cryolisk intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +2 (+3 w/ ranged weaponry)
Parry +5
Roll +4
Pull Punch +4
Bite 1d6 MD
Blunt Claw Strike 1d6 MD
Claw 4d4 MD
Kick 4d6 MD
Pounce/Body Block 1d6 MD
Tail Lash 1d8 MD
Tail Punch 1d6 MD
Tail Utility Arm Punch/Tear/Pry 5d6 SDC or 1d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Cryolisk an aura and behavior more befitting a sentient being than a robot. Cryolisks tend to be very calm and collect; ‘cool’ under heat and pressure. They make good ambush predators.

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).

Variants:
The Wayfinders are reportedly experimenting with a variant that uses a fusion of technowizardry and Elemental magic to enable spellcasting capabilities, such as Ten Foot Ball of Ice, Snow Storm and Hail, although there is some confusion as to whether this variant is being developed in place of, or in addition to, a known ‘snowballer’ variant of the EcoS-K-52 Slingtail Warmount.
Last edited by taalismn on Fri Jun 09, 2017 9:49 am, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions! I hope to get working again on the wikia and my own creations soon, just life is getting in the way of creating time!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

-------------
"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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »


Sorry; due to my ad-blockers set to "Aw hell naw!" & "Cheyenne Mountain-scale Security level" Photoupchuck is refusing to let me see your illo *shrug*
It's too bad really, I love the work you've done but I do NOT drop my ad-blockers for anyone... once bitten (and $200 computer tech bill to remove the 275 virus infections by add banner hijack THROUGH 3 anti-virus programs), 10 trillion times shy.
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:

Sorry; due to my ad-blockers set to "Aw hell naw!" & "Cheyenne Mountain-scale Security level" Photoupchuck is refusing to let me see your illo *shrug*
It's too bad really, I love the work you've done but I do NOT drop my ad-blockers for anyone... once bitten (and $200 computer tech bill to remove the 275 virus infections by add banner hijack THROUGH 3 anti-virus programs), 10 trillion times shy.


Got access to a public library with public internet? That's my fallback, what with my un-updated home PC.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Mortorb/Hessar Drone
(aka ‘Skuler’, ‘Wisper’, ‘Slaytron’., ‘Foo-bots’, ‘Skullfire’, ‘Phantazzer’)

“IT’S THE TRIAX HEADS!!!! THEY’VE COME LOOKING FOR THEIR BODIES! -ANY- BODIES!!! RUN!!! RUNNNNNN!!!”

<<“-another bunch of true believers in that rumor about the lost Triax troops on North American soil, the ones who were supposed to be decapitated when they got lost on the way to Chi-Town and landed to ask for directions?”>>
<“Oh yes, you should have seen them run! In fact, I’ll download you the video. Such delicious terror.”>
<<“Think we should roll out some headless bodies on the other side of our territory just to complement the rumor?”>>
<“No. I’d prefer not to leave tracks. A lumbering body is too easy to be figured out. A flying disembodied HEAD on the other hand is much more mysterious and frightening.”>
<<‘In other words....Nightmare fuel.”>>
#Sinister Laughter#


The Mortorb is a low-level E-animal/robot drone based on the generic Flying Probe. The basic basketball-sized robot has been substantially modified, however, to resemble an alien skull, or, in many cases, is actually built out of an extensively modified body armor helmet(Coalition States are very popular) . A flying skull is scary to look at in and of itself, but the Nightmares have further modified it to generate a low-powered plasma field that englobes the robot. This gives it, depending on the power level and local ambient atmosphere, an intense bright fiery corona or a cold luridly-glowing aura. Their ‘eyes’ can also project low level lasers beams. The downside of all these powered systems is that Mortorbs have short energy lives, their power cores draining fairly rapidly, and requiring frequent recharges and replacement. Most mortorbs are destroyed, or destroy themselves in kamikaze attacks, long before then, however.
As deployed, Mortorbs are sometimes confused with will-o-the-wisps, as they are often deployed in wilderness areas where they seemingly pop up out of nowhere. They are used to distract and harry intruders on Shemar territory, and to swarm and slash at enemies, the flaming spheroids streaking in like living meteors to deliver scorching plasma burns and death-gaze strikes. Deployed in massive ‘fireskull storms’, Mortorbs can be especially terrifying and effective. Even in smaller numbers, with creative use of terrain and tactics, a few Mortorbs can cause more superstitious opponents to flee in terror, rather than venture further where the EShemar do not want them to go.
‘Hessars’ are the nickname given to those Mortorbs made from scavenged helmets. Old-style CS helmets are especially favored for their already built-in death’s head appearance. Hessars have the added bonus of being familiar in an unfamiliar context; their plasma-wreathed appearance has started rumors that they are the ghosts of dead CS soldiers come back to haunt the living. Even when they are NOT seen as supernatural manifestations, the assumption is that they are some sort of new CS weapon.
Since their introduction, Mortorbs have become very popular with the Nightmares, and the various Tribe Tinkers love to snap together new ones with whatever they have at hand, and can whip up. False animal/monster(such as Xiticix) skulls are also popular(the real skulls tend to burn up too quickly). Dangling chains and blades are also popular, though they must be made of special refractory metals, lest they burn off the moment the plasma field is activated.
Mortorbs were initially the exclusive property of the Lost Eclipse, but the more morbid Blood Riders took a shine to the design when they saw it in action, and challenged the Lost Eclipse for the templates. The elusive Nightmares managed to avoid the challengers for as long as they could, figuring that the Blood Riders, having created the plasma field system originally(or, at least adapted it from a Kittani design), would likely figure out an equivalent design themselves. With several sightings of Mortorb-like entities near Blood Rider encampments, either the Blood Riders have managed to pin the Nightmares down long enough to get the design out of them, or have indeed developed their own. Recently, similar phenomena have been seen around the Horrorwoods and Aurora Warriors; whether these are Mortorbs, and how they came into the possession of those tribes, or if they are possibly independent developments, remains unknown at this time.

Type: EShe-R290Le Mortorb
Class: Robotic Drone, Aerial
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 50
Height: 1 ft
Width: 1 ft
Length: 1 ft
Weight: 12 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 3
Powerplant: Nuclear w/ 1.5 year energy life
Speed: (Running) Not possible
(Flying) 45 MPH, maximum altitude of 1,000 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 heat detection, built-in motion detector( 100 ft 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 owners.

*PPE Decoy---To add to the idea that the Mortorbs are supernatural, they carry a vial of PPE algae/bacterial gel that gives the robot a signature of 1d6 PPE.

*Sensor Jammer---Developed from the ‘spoofers’ in Juicer body armor, this compact ECM system allows the Mortorb to evade sensor lock-ons, especially when its plasma field is down. Without the plasma field on, there is only a 15% chance of detecting the Mortorb with thermal sensors and motion detectors. Guided missiles and sensor-guided weapons are -2 to strike the ‘bot.

*EM Shielding---This protects the Mortorb’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the ‘bot suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static.

* Thermal Shielding---The Mortorb takes NO damage from its own plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). Helmet conversions get a layered spray-on coating of superconductor circuitry and thermal insulation. With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).

Weapons Systems:
1) Plasma Field--Inspired by the Blood Rider Zealots, the Lost Eclipse fitted the Mortorb with a system that surrounds the ‘bot-ball with a cloud of high-energy plasma. The field is relatively low-powered, compared to other plasma weapons, but the whole weapons system is amazingly compact. The plasma field allows for armor-vaporizing kinetic strikes and shields the ‘bot from plasma attacks in return. The high energy expenditure, though, rapidly drains the small power-bottle, and contributes to the short energy life of the Mortorb.
Range: Plasma field extends out 1d4 ft from the robot
Damage: 2d6 MD on contact
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
Rate of Fire: ECHH
Payload: Conditionally unlimited; the field can be maintained at 15 minutes at a stretch, before needing to cool down and recharge for 25 minutes.

2) Eye Lasers(1-2)---Standard bionic eye lasers; look, lock, and shoot.
Range: 150 ft
Damage: 1d6 MD per eye blast
Rate of Fire: ECHH
Payload: Effectively unlimited

3) (Optional) Blades---Some Mortorbs, especially those based on CS Officer or Psi-Stalker helmets, mount vibroblades that allow them to perform high speed raking slash maneuvers on targets.
Range: Melee
Damage: 1d6 MD on a raking or ramming attack.

4) Self-Destruct---As a weapon of last resort, the Mortorbs can redline their RTG powerplants(by letting in water and letting steam pressure build) and activate explosive linings, turning the ‘bots into flying bombs. Does 6d6 MD to a 12 ft blast radius.


Programming:
The Ecotroz have installed robotic AIs in the Mortorbs. They are rarely ever infected with with a low-level Ecotroz sentience. If they are, the personas are like those of small vicious predators like cats or weasels.
Typically has the following:
Math: Basic 98%
Radio: Basic 98%
TV/Video(internal system)
Prowl 72%
Detect Ambush 50%
Tracking 60%
Land Navigation 86%

If ‘Awakened’ with an animalistic Ecotroz essence fragment, the Mortorb gets a bonus of +5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Mortorb intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +7 in flight
Strike +1 (+3 w/ ranged weaponry)
Roll +4
Parry +4
Pull Punch/Strike +2
Flying Body Block/Ram 4d6 SDC

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

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(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).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1272
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new addition!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Hey, can't go wrong with flaming flying heads....EXPLODING flaming flying heads.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

EShemarrian Lost Eclipse ‘Fangstorm’-class Battlecruiser
(aka ‘Teeth-Thrower’, ‘Cheshire Deathbird’, ‘Grinning Death’)

“The Fangstorm is the Nightmares’ lethal way of leaping out and saying ‘boo’ on a capital scale. A potential target’s composure isn’t spared any by the ship’s appearance; coincidence or not, the Fangstorm’s forward sensory arrays just HAPPEN to look like a grinning fanged mouth, and the whole thing looks like some sort of monstrous carrion-flyer. Of course, if you’re actually close enough to SEE a Fangstorm decloaked, you’re pretty well #####ed.”

“The Enthusans thought they were the baddest bastards in the galaxy, on account of having conquered and fist-humped just about every intelligent species they came across in their corner of the universe. Then they decided to march into Lost Eclipse space.
First sign they had that anybody was home was three Nightmare heavy cruisers jumping into pointblank window-polishing range of the Enthusan flagship. LAST thing they ever saw was a hellstorm of heavy ordnance launched inside their shields. Decapitated an entire arm of the ‘thusans’ government and wiped out all but one of the fleet escorts. THAT one fled all the way back to its homebase to spread the news...and no sooner did its captain start making her report than the Nightmares finished the job and did the same to the ‘thusan base, they having followed the survivor home. That sent a VERY clear message about who were the true badasses in that galaxy.”


The Lost Eclipse Tribe of the Shemarrian Star Nation has long been suspected of having a starfleet of its own, but the Nightmares’ space assets have rarely been seen, and what little has been reliably observed and reported beggars description and strains credibility. The ‘Fangstorm’ fits firmly into that realm of ambiguity, and has been a subject of debate and controversy on so many points since its first appearance.
The Fangstorm seems to have been built around a whim---a battlecruiser built around a massive battery-array of cruise missile launchers. The Fangstorm’s primary role and tactic is to get close to enemy targets and then swamp them with a ‘missile massacre’ attack that overwhelms all but the heaviest interceptor grids and point defenses.
Though the Fangstorm has several secondary banks of energy weapons and projectile cannon batteries, these are limited by the amount of power the ship expends on active stealth systems. The Fangstorm is also heavily armored, given that its intended attack is virtually pointblank cruise missile strikes(often with exotic matter warheads), having the ability to collateral blast from its own ordnance was seen as a plus. The Fangstorm’s real defense, though, is its ability to remain virtually undetected until it can decloak within terminal missile range.
The Fangstorm is also unusual for a warship in carrying its own industrial plant to produce its own missiles. Though the battleship lacks the material reserves and capacity to supply itself under protracted combat and maximum ammunition expenditure, and the onboard factories occupy onboard space that in other vessels could be used for other systems, the capability does allow the Fangstorm to remain on patrol longer and lightens the logistical load on the rest of the Nightmare starfleet. Still, the Fangstorm will rely on an unseen retinue of Rhinochons, Ikas, and Kumo-rodoshas to remain resupplied between battles.
Finally, some observers contend that the Fangstorm’s -appearance- is a weapon. With an uncharacteristically beamy configuration(it’s actually wider than it is long), the Fangstorm reminds those few who have gotten a god look at it(and survived) of a giant bird of prey, or draconic predator, antennae arrays and weapons mounts sticking from its hull like the pinions of massive wings, and sensor paneling that resembles a giant be-toothed grin.
While unarguably stealthy and hard-hitting, the Fangstorm suffers from a number of deficiencies. Its specialization means that it has no room for an integral fighter/small craft contingent or troop carrying capacity(making land assaults and boarding actions virtually impossible), and its weapons array, past its impressive cruise missile salvos, is fairly modest(and to some, inadequate) for remaining in heavy combat. It also has, for a Shemarrian vessel, modest acceleration due to the diversion of power to maintain its cloaking systems.
Exact provence of the more advanced systems aboard the Fangstorm has led to speculation of the Lost Eclipse variously working with the Ghost Riders, the Skullcrushers, the DarkWaters, and even Clan Alecia, but no such connections have been definitely proven.
The Fangstorm saw its first deployment in one of several smaller island-galaxies of the Three Galaxies, where the ships savaged the armadas of one of the regional powers there.

Type: EShe-BCM05 Fangstorm
Class: Space Battlecruiser, Missile Carrier
Crew: 300
MDC/Armor by Location:
Main Body 125,000
Bridge 6,000
Cruise Missile Launcher Arrays(48 individual cells) 500 each
Heavy Lasers(6) 1,000 each
Medium Lasers (18 ) 500 each
Heavy G-Cannon (6) 1,000 each
Medium G-Cannon(10) 500 each
Point Defense Rail Gun/Laser Turrets(16 ) 200 each
Variable Forcefield 10,000 per side, 60,000 total

Height: 750 ft
Width: 1,980 ft
Length: 980 ft
Weight: 7 million tons
Cargo: 78,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 11
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.1% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Fangstorm might bring 50 billion credits or more.
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*EW Jamming Systems---In combat, the Shemarrian vessel will attempt to use its electronic warfare suite to confuse enemy sensors as to the ship’s exact position and activity. Communications Jamming has a 15,000 mile range, is 98% effective against civilian systems, and is 75% effective against more sophisticated channel-jumping military communications suites. Missiles and sensor-guided weapons are -6 to strike.

*Stealth Screening---The Fangstorm further improves its stealth through the use of an active gravitic stealth system that can actually refract light around it, allowing it to conceal itself from optical detection, even at relatively close range. Has an 80% chance of going undetected by visual sensors, and even if it’s seen, the effect appears as a heat-distortation-style ripple against the background.

*Missile Manufactory----The Fangstorm has a limited capability to produce its own cruise missiles.
Depending on available stocks of materials and the sophistication of the missile being produced, the Fangstorm’s internal factories can produce a standard (nuclear fusion) cruise missile at a rate of 1 per 48 hours, while a singularity weapon takes 14 days. The factory modules have FOUR lines available for simultaneous production.

*Micro-Jumping---Following the lead of the successful Tyrannastar, the Fangstorm is one of a growing number of EShemar vessels specially engineered to be able to perform micro-jumps; sudden and short bursts of FTL speed meant to bring the vessel within pointblank range of an enemy vessel, then instantly accelerate or brake to match speeds, the better to hammer the enemy more accurately and/or bring down their shields by other means other than pure firepower attrition. This is a hellishly difficult tactic that requires extreme accuracy, fast reflexes on the part of the Jumping crew, and precise data on the target vessel or structure; a miscalculation, or flawed target data, can set the Jumping vessel off course and out of position, easy prey for the defenders’ guns, or put the two vessels in the same space, with catastrophic results. Using long range scans to glean data on a target’s position, shield strength and coverage, and their speed and heading is problematic in that the distance between scanner and target is hampered by signal lag. Sensor jamming and stealth systems on the part of the target can further degrade the data, and jeopardize the success of a tactical micro-jump.
Micro-jumping tactically in this manner works best if the Jumper has ‘spotters’ already in place, close enough to keep scan-lag to a minimum, that can constant stream data via FTL link to the Jumping vessel immediately prior to the latter making ts move. The most ideal circumstances under which this might take place or in a battle action, where several friendly warships surrounding a target vessel can effectively draw the target’s attention, and incidentally create a navigation ‘grid’ around the enemy, allowing the jumper to appear suddenly on an unprotected side. The other ‘perfect’ situation is having an enemy vessel shadowed by stealth scouts, that can then case the target for a surprise attack.
In a successful micro-jump attack, regardless of whether the Jumper has special attacks(like shield-breaking technology), the attacking vessel will have the Initiative for one melee.


Weapons Systems:
1) Cruise Missile Launchers(3x48 launchers)----The Fangstorm takes missile armament to an almost absurd extreme; its entire wide wing areas are faced with multiple triple-tube cruise missile launchers.
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-3 each cell, for a grand salvo of 144 missiles(!)
Payload: 30 missiles per launcher, ready to fire. Additional missiles may be loaded from storage(typically takes 15-30 minutes)(1 ton of cargo per 6 missiles).

2) Heavy Lasers (2x6)---Direct fire energy weapon backup to the CMLs.
Range: 30 miles in atmosphere, 100 miles in space
(Kitsune Values: 30 miles in atmosphere, 30,000 miles in space)
Damage: 1d4x1,000 MD per single blast, 2d4x1,000 MD per double-barrel volley.
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited

3) Medium Lasers(18 ) ---These provide a heavier punch against small warships, heavy fighters, and attack craft.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

4) Heavy G-Cannon (6)---These can fire hull-smashing heavy slugs, or fragmenting ‘shotgun’ rounds that can spray volleys of missiles and formations of fighters.
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 30 miles in atmosphere, 30,000 miles in space)
Damage:(Kinetic Penetrator) 3d6x100 MD to 15 ft radius
(Multi-Munition Fragmentor) 3d6x10 MD to 300 ft radius
(Heavy Plasma) 2d6x100 MD to 150 ft blast radius
Rate of Fire: Three times per melee
Payload: 100 shells per cannon. Additional shells may be stored in the cargo holds and reloaded within 30 minutes(3 shells per ton of cargo)

5) Medium G-Cannon (10)---Heavy backups to the PDS turrets. The Shemarrian love of projectile ordnance shows in the multiple cannons.
Range: 3 miles in atmosphere, 10 miles in space
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst
Rate of Fire: EGCHH
Payload: 32,000 rds per cannon(800 bursts)

6) Point Defense Rail Gun/Laser Turrets(16)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

Auxiliary Craft:
5 shuttles

Variants:
*EShe-BCP05 “Firestorm”---At least one example of the Fangstorm has been reconfigured with plasma torpedo launchers in place of the cruise missile launchers. The missile manufactories have been almost all replaced with additional power reactors to power the PTLs. A single long range missile launcher system has been added, and the remaining factory module re-tasked to producing LRMs for it. The Firestorm’s powerplants and active stealth systems reportedly have to work extra-hard to mask the massive power buildup attendant with the PTLs’ firing, as the ship has to get that much closer to its intended targets before it is able to unmask and open fire.
1) Plasma Torpedo Launchers(3x48 )
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 25 miles in atmosphere, 25,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-3 plasma bolts each launch cell, or 144 per full battery volley. Three volleys per melee
Payload: Effectively Unlimited

2) Long Range Missile Launcher(1)
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-32
Payload: 160 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

*EShe-BCT05 ‘Fanghive’----Perhaps in an attempt to squeeze as much utility out of a common spaceframe design as possible, the Lost Eclipse has also produced an assault transport variant of the Fangstorm. The ‘Fanghive’ replaces ALL the cruise missile launchers and missile factory equipment with space for two battalions of Tribal marines(1,280 warriors) and two launch bays for fighters(48) and assault shuttles(18), and 600 Warmounts). Facilities on a Shemarrian troop transport are rather more spartan than on those vessels of other nations, owing to the gynoids and cyborgs needing less life support and ‘living’ space.

*EShe-BCF05 ‘Fanglocker’---Another apparent attempt to make the most of an existing spaceframe is this fleet tender variant. The ‘Fanglocker’ removes the missile batteries, drops the main lasers to single-barrel turrets, and replaces them with extra cargo space and another four missile factory lines, raising cargo capacity to 330,000 tons, and production capacity to 8 standard cruise missiles per 48 hours. The EShe-BCF05 is considered to be very rare, however, as the Lost Eclipse prefers to use available battlecruiser frames for combat effectives. It is rumored that the handful of EShe-BCF05s that exist were the result of a secret Lost Eclipse shipyard having to be hastily moved to avoid detection by a hostile force. Rather than destroy equipment in place, the Nightmares converted the spaceworthy battlecruiser frames they had into factory transports, so they could continue munitions production while looking for a place to relocate their facilities.
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Just had the inane realization that while I haven't done much for the Hawkmoons, I DID make them the first Tribe to effectively have grandkids.
Hawkmoons---->Fringe Tribe Clan Shelley---->Gillocs(standardized Oreseme)

Though the Hawkmoon Tribal Elders might not be entirely happy their grandkids are FISH(raised by HALLLOWEEN COSPLAYERS)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1272
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Just had the inane realization that while I haven't done much for the Hawkmoons, I DID make them the first Tribe to effectively have grandkids.
Hawkmoons---->Fringe Tribe Clan Shelley---->Gillocs(standardized Oreseme)

Though the Hawkmoon Tribal Elders might not be entirely happy their grandkids are FISH(raised by HALLLOWEEN COSPLAYERS)


So that would technical make the Gillocs ARCHIE''s great grandchildren? Wonder what he'd think of that if he ever found out.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Just had the inane realization that while I haven't done much for the Hawkmoons, I DID make them the first Tribe to effectively have grandkids.
Hawkmoons---->Fringe Tribe Clan Shelley---->Gillocs(standardized Oreseme)

Though the Hawkmoon Tribal Elders might not be entirely happy their grandkids are FISH(raised by HALLLOWEEN COSPLAYERS)


So that would technical make the Gillocs ARCHIE''s great grandchildren? Wonder what he'd think of that if he ever found out.


"I shoulda made more submarines."
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Chintage---Skullcrusher Enclave World
(aka ‘Plastic Paradise’, ‘Uncanny Valley World’)

“RUN! IT’S THE PLANET OF THE LIVING EVIL STORE MANNEQUINS!”
---Calro Betani, (highly impressionable) merchant midshipman, Free Trader Laso’s Promise, first outsider ship to land on Chintage, post-settlement.

Chintage is a surprisingly Earth-like planet orbiting a red dwarf star in the Thundercloud Galaxy. It is surprisingly dense for its size, with a gravity slightly higher than Earth-standard. It is closer, relatively, to its small cool star than Earth is, in proportion to its sun, and so gets just as much sunlight. Evolution on Chintage is fairly slow, and its biosphere is just into the land colonization phase.
Chintage is arguably most unusual not for its hospitable terrestrial climate, though that’s fairly rare in itself, but for who has colonized it. A sign of the zeitgeist turnaround in the Skullcrusher Tribe, Chintage is a garden world that has been claimed by the normally grim-demeanored Tribe, and is being settled by one of their few patronaged NeShemar populations. Specifically, Chintage is being colonized by transplanted populations from the environmental hellhole of Carnaphade. There, alien biotech warped the environment and its lifeforms, including the human colonists, into strange hybrids of the organic and the inorganic. After suffering for several generations of environmental collapse, rampant mutation, and the depredations of a tyrannical global nihilist cult, the surviving descendants of the original colonists were liberated by the arrival of the Skullcrushers, who saw the violent and desperate world as an opportunity to redeem themselves for their antagonistic roles in the Shemarrian Civil War. Though the Skullcrushers have begun stabilizing the conditions on Carnaphade, including neutralizing a number of virulent nanotech mutagens, life was still hard for the average human-descent Carnaphaden. Having recently come across the warm and unclaimed Earth-like Chintage in the process of expanding their territories, the Skullcrushers decided to develop it as a reservation and preserve for the Carnaphadens. Several colonial enclaves have been started on the planet and colonists, once they cleared the still rigorous quarantine imposed on anything coming off Carnaphade, allowed to settle.
Most of the transplanted Carnaphadens have elected to take up an even simpler lifestyle on Chintage, eschewing offers of advanced technology to tide them through. Chintage’s warm climate even discourages heavy clothing, so many of the ex-Carnaphadens make due with only grass skirts, moss capes, and reed hats. The fact that the Carnaphadens could be mistaken for animatronic shop mannequins with their stiff plastic skin, glassy eyes, and large obviously mechanical joints, and that they are as tough as the humaniform cyborgs of some species, makes for surreal scenes in the blooming farming and gathering villages starting to dot Chintage.
Ironically, Chintage is being colonized almost as an afterthought to the development around Chintali 378’s three main gas giants. The SkullCrushers are building several large shipyards there to service their fleets and supply their armies. When completed, the Rhadaboc, Podonese, and Gethorn complexes will be a major fleet depot in the Thundercloud.
Chintage’s hospitable environment would make it an envied colony site for many other civilizations, but the strong SkullCrusher presence makes sure any attempts to claimjump come to naught but disaster for the offending parties. Two aggressive attempts by private parties have been made to stake claim to the lifeworld; the derelict remains of one of the large transports involved in one of those attempts remains in orbit of Chintage as a reminder and warning to anybody else seeking to conquer the planet. And anybody not taking the hint will have to contend with at least three Skullcrusher battleships, and over twenty-five ships of the line currently being based in the system.


Solar System (Chintali 378)
Number of Stars: 1(Chintali 378)
Types of Stars: Red Dwarf
Number of Planets: 5
-Terrestrial(Chintage)--System lifeworld and site of the Carnaphaden colonal project.
-Gas Giant(Rhadaboc)(average)---Rhadaboc’s seven large moons are being developed as a large SkullCrusher base-colony.
-Gas Giant(Podonese)(Large)---Similar to Rhadaboc, ringed Podonese is being considered for development as an orbital SkullCrusher habitat/shipyard site.
-Gas Giant(Gethorn)(Enormous)---The Gethorn moon system(18 sizeable bodies( is being developed as a large SkullCrusher base-colony.
-Gas Giant(small)--Unnamed but for a long astronomical registration code, this small Uranus-sized gas giant orbits distantly around Chintali 378.


Planet( Chintage)
Type: Terrestrial
Diameter: 5,000 km
Gravity: 1.25g(unusually high for the planet’s size; the Skullcrushers suspect even more exotic mineralogy in Chintage’s core, and that Chintaginite is only a hint of some of the potential minerals found in the planet).
Temperature: Temperate
Unusual/Special Features:
-Unusual Axial Tilt--Chintage’s axial orientatin is 45 degrees off true; this contributes to an annual total melting of its ice caps and dramatic flooding of the lower lands twice a year; a good reason why the settlement sites are well inland.
-Moons(4)---These are really not much more than large asteroids that were caught by Chintage. The Skullcrushers have seeded them with sensor arrays as part of the planet’s in-place defenses.
-Rings---Chintage has a small ring system that appears to be the remains of a minor moon that pulverized.
Atmosphere: Warm, humid, and breathable
Terrain: Varied terrain, plus Unusual Mineralogy
Notable Mineral Concentrations:
- Colombite
- Gold/Silver
- Tin
- Pitch Blend
- Talc
- Platinum
- Calcite
- Diamond
*Chintaginite---A mineral unique to Chintage, and found in moderate abundance , as a light purple pumice-like crystal in pyroclastic flow deposits. It is actually fairly workable, the crystal structure being surprisingly flexible. It is no-toxic, but reacts violently(fumes and heat) if treated with an acidic solvent. Its unique property, and one of potential value, is that it seems to fold part of its crystalline structure into a subspace pocket(this may explain part of its flexibility; portions are simply pushed ‘out’ and into this subspace). The Skullcrushers are still trying to figure out potential uses for these properties; the Carnaphadens make shapechanging jewelry from nugget-crystals of the stuff.
Hydrosphere: Moist; 65% of the planet’s surface is covered in open water.
Biosphere: Moderate. Land life on Chintage hasn’t moved much beyond simple insects, though plant life is fairly diverse. Ocean life has evolved primitive boned fishes, various forms of nautilus, crustaceans and mollusks.
Civilization:
Colonial
Population:
Some 50,000 Carnaphadens have already been settled on Chintage, in addition to some 20,000 EShemar(there are actually more SkullCrushers in orbit than on the planet).
Technology:
Mix of Iron Age and Rifts Golden Age; villagers rely mainly on muscle and animal power for most of their daily work, and get by just fine using natural materials, but the village healer is more likely to be a certified cyberdoc with a medicine bag of medical nanotech, while the village headperson will have access to a radio comlink and global weather forecasting.
Economy:
Agricultural; mainly at the small village level. Some of the crops, though, are really industrial feedstock or are nanite-impregnated plants growing bioplastics or sequestering metals. The livestock includes a number of robo-animals such as the Ovidar, Mooncalf and Bovinator, which are harvesting mineral resources and extruding steel wool, mineral ingots, and chemical stocks.
Wealth:
Can be considered to be prosperous, given the meager needs of the colonies. There’s enough surplus, already, from the e-animals, to trade to the Skullcrushers(though the ‘crushers would readily supply their Carnaphaden wards with whatever they need).
Government:
The EShemar operate as a matriarchy overseeing overall development of the planet, while the Carnaphaden colonists operate on a village headsman/headswoman level. About twice a year, each village sends a delegate to a Planetary Council, overseen by the EShemar, to discuss matters of common interest.
Law Level:
Lawful. The Carnaphadens are too busy making the most of their new world to make trouble.
Popularity:
Very Popular/Beloved; the Carnaphadens honor and respect their EShemar benefactors.
Stability:
Solid; the Carnaphadens are grateful for the opportunity to settle a world that isn’t actively trying to kill them(the twice-yearly flooding of the lowlands being predictable and easily avoidable).
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

This one is one of 89er’s brainchildren, and includes some fluff text of his originally written as ideas/guidelines.
Any monkeywrenching and shoehorning, chopwork and repainting done to that is my fault and responsibility.

EcoS-K-93 Gunkyard Sabotage and Salvage Warmount
(aka ‘Gungooer’, ‘Gungooper’, ‘Technotwine’, ‘Kludgeyard’, ‘Sludgomatic’)

“This thing was a nightmare to develop. Over a hundred times I thought we’d just created inert and very expensive sillyputty, and another several dozen times I thought we were looking at a rampant gray goo situation. Even the Vatfathers were complaining of netcrash dealing with all the bugs in the hardware and software of this thing. And that was AFTER we decided to formally pursue the project as a whole, and not simply as a kludge of a dozen or so different programs. I’m just glad it’s out.”
---Microwrench-Sister Alna TuringsBlade, Tinker

“Wretched things slippped in before we knew they were there! Next we know, they’ve infested the powerhouse and turned it into a fortress using OUR own guards’ bodies and armor to secure it! That’s why power is out across the base! THEY control it! They’ve sealed every way in with that goo, or else have weapons sticking out of ways in! I CAN’T get power back up to the wall defenses! Yes, I can dislodge them, but I risk destroying the powerplant! As far as I can tell, they’ve filled the building with tentacles and gunk! THEIR tentacles! And my men have to cut their way through the gunk! And when we tried teleporting in, the teams drowned in MORE gunk! You’re going to have to run the wall systems off backups until we can figure another way to kill those abominations without blowing us all up in the process!”
---Kittani Centurion L’kash Avog, Splugorth Long Island outpost, at the eve of the attack that ousted the Splugorth from Long Island.

“That thing just ate my Titan robot! Worse, that’s MY robot’s railgun it just picked up! THAT’S MY RAILGUN YOU’RE POINTING AT ME, YOU SLIMEY ALIEN BASTAR-okay, less shouty, more runny.....”

“Your scoutship was DELICIOUS, and I really like the new weapons that my warmount added to itself. All that encrypted data on your AI? Oh, that was nice too. So nice, in fact, I had to share it with my sisters. But my warmount here smells tech inside you, too, and it wants it and I want it. I may not have psychic powers like you do, but I can pull all sorts of interesting things from neural’ware. I bet you keep your tasty personal secrets on your wetware. So, you threatened to have my head? It’s -your- head I’ll be having.”

Conceived of as an ‘ultimate’ concept Warmount gleam in the eyes of the Hoytist Tinkers and Vatfathers, the Gunkyard became an R&D hot potato for creating something that would represent the planet Hedoro and its fine staff. Originating from a potluck of budget skunk works projects, the Gunkyard was a neat concept that came out at the wrong time. Inspired by pre-rifts elemental embodiments of corrosion and gunk in machines, in-depth study of Malvorian anatomy with paid volunteers formed the concept. At first it was going to be a blob warmount with advanced recycling tech, but the team had to be disbanded due to Minion War reapplication of assets. The real story, however was because of creative differences. The blob faction was getting results(and would roll out the EcoS-K-D11LEx Liquidus Robotic Animal and EcoS-K-91 Myxomyte ), but the adaptive recycler design team became caught up with Malvoran biology, so it was becoming a stringy, muscle bag covering a scrapyard art piece.
Using a programmable ooze intertwined with a smart fiberglass understructure, the original was designed for infiltration and sabotage of high tech enemies. However, the results were less than ideal, due to imperfect designs and execution(early prototypes tended to fall apart after several days or even hours of activity). The mount itself moved so quickly that it threw the rider off and pulled itself apart. Engineers adapted by having the Gunkyard create an exoskeleton for itself out of common mega damage plastics, ceramics and salvage. The exoskeleton would help protect the warmount from damage and keep the rider on. Later experiments adapted a pod similar to that used in the related Mxyomyte, to which the Gunkyard could attach scavenged armatures and structures. Common exoskeletons are hodgepodges of scrapyard animal sculptures with smart glass muscular system and glossy muck dripping from it. Ultimately, after much frustration, experimentation, and reconfiguring, the design crew finally came out with a design that would hold together, accomplish the appointed roles, and be durable enough for the combative lifestyle of the EShemar.
The Gunkyard resembles a mass of thin hair-like tendrils immersed on a flowing pool of thick oily sludge, sprinkled with bits and pieces of scavenged tech and metal structure. The warmount is a controlled heap of nanotech and ‘smart’ materials which can grip, rip, reconfigure and redeposit materials at the molecular level. Its amorphous shape allows it to flow over terrain and obstacles like an octopus, or a slime mold, while its tendrils can extend, braid, and reach to pull it up and lower it down vertical obstructions. The same lack of rigidity also allows it to absorb kinetic impacts, and shrug off purely physical hits and falls.
Besides being a disassembler/assembler, the Gunkyard is also a chemical generator; it is able to produce useful chemicals and ‘breed’ nanites from raw material stock. This adds to its overall complexity, but also gives the amorphous Warmount a fantastic rate of damage regeneration.
The Gunkyard is something of an autistic savant when it comes to mechanical engineering skill. While other Warmounts may be instinctive predators, the Gunkyard is an instinctive mechanic and electrician, able to quickly scan and evaluate technology, then incorporate it into itself.
The Gunkyard can split its glassy tendrils into smaller and smaller cilia/digits to allow for ultra-fine manipulation of machinery and electronics at near microscopic and beyond levels. While they can integrate weaponry into their body, they prefer small energy weapons as to not add extra weight and fuel off their own core. If heavier weapons are desired, then the Gunkyard will typically seek to assimilate salvage with a powerplant, such as robot or combat vehicle, and incorporate the power source into its extra tonnage. Any metal in the guns, unless absolutely essential to the weapon’s operation, is replaced by a durable ceramic analog.
An astounding feat discovered is that multiple Gunkyards in one area can merge and separate to complete massive tasks, one amazing example being of a Squirm (Group of Gunkyards) working to animate a Living Death into a Demon base until the last moment when Eshemar burst out.
The main problem with the Gunkyard is that it lacks a stiff mounting structure, so any new additions tend to be temporary, and the Gunkyard cannot carry very large amounts of added equipment without the added mass substantially slowing the Warmount down. It is also a very complex Warmount to produce, so it is actually fairly rare. Ironically, their versatility as field mechanics and salvagers means that most operators of the Gunkyards thus far deployed have found cause to keep the Warmounts out of the front lines, except when salvage and recovery work brings them into contested territory. This has caused some EShemar and Lazlo academicians to want to classify the Gunkyard as a SUPPORT Warmount, and not as a combat type.
As of now, most Gunkyards are being tested by the Ghost Riders who love them to pieces for being able to piggyback onto them without a saddle(they seem to ‘swim’ in the rippling cyber-goo), Steel Gaians to defend places of importance and recycling centers, while a Squirm or two is working under Clan Scelptor to test their capabilities. The Silvermoons also have several to clean up battlefields after them, and already have their own variant.

Type: EcoS-K-93 Gunkyard
Class: Sabotage and Salvage Warmount
Crew: None; robot intelligence
One or two riders may ride on or -in- it.
Height: 7-9 ft
Width/Length: A sinewy mass of tentacles and jelly roughly 30 ft long/wide, it can stretch itself out as long as 60 ft, and narrow itself down to 6 ft.
Weight: 9,500 pounds to start with, but in its ‘mature’ form, it can weigh up to 50 tons.
Powerplant: Fusion w/ 30 year energy life
Physical Attributes: Equivalent to Robotic P.S. of 30
Cargo: Small space inside/beside the saddle-seat pod for a few personal possessions and sidearms.
Speed: (Crawling) Can slither at a rapid 50 MPH; can hit 70 MPH by laying down a path of super-slipspray ahead of itself on a flat firm surface.
(Leaping) Not possible
(Climbing) Excellent climber; can climb with the skill equivalency of 98%
(Flying) Not possible
(Space) Can operate in space, but has no propulsion system.
(Underwater) Can paddle at about 10 MPH, maximum depth of 5,000 ft.

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 Gunkyards 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 6d6 MD per hour, and can repair 250 MDC before needing material stocks to convert to MD repair material.

*Sense Vibrations/Motion Detection---The Gunkyard is very sensitive to vibrations, and can sense motion through otherwise imperceptible ground shocks. Can listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

*Molecular Analyzer---like its Liquidus ancestor and Myxomyte kindred, the Gunkyard is constantly ‘sniffing’ its surroundings, looking for chemical clues. A favorite tactic is to send a feeler ‘sniffing’ after a target, snaking into buildings and close quarters where they might have taken shelter, before the bulk of the Gunkyard tears a way in to grab them. It also likes to send tendrils into debris piles, seeking metals and usable chemicals like oils and solvents. Can effectively track by smell 84%.

*Magnetic Imaging---By wrapping its tendrils around an object, the Gunkyard can map its magnetic field and produce a 3d image of the object, including its interior structure, in a process similar to an MRI(Magnetic Resonance Imaging) device. Very handy for scrutinizing an object prior to assimilating it.

*Magnetic Senses---The many superconductive fibers in the Gunkyard’s body act as a Magnetic Anomaly Detector(MAD). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Can pick up active rail guns, electrical systems, and fusion reactor containment fields at 8,000 ft.


*Kinetic Resistance---As a ‘blobster’ the Gunkyard takes only 1/4 damage from projectile and kinetic damage, such as rail gun rounds, punches, kicks, and impacts.

* Integrate Armor---The Gunkyard can armor itself in bits and pieces of scrap, held together by its fibers and secreted cements. In the same way as the Myxomyte, the Gunkyard can increase its physical armor by attaching materials(typically battlefield wreckage) to itself. It can add as much as 600 MDC before becoming encumbered(reduce speed by HALF, and -1 to dodge if carrying over 600 MDC of extra material reinforcement). Maxes out at 1,000 MDC at which point the Warmount can barely move(no dodge bonuses).

*Melding Nodes---Gunkyards can merge with others of their kind to form synergistic ‘Squirms’ that dramatically increase the rate of regenerative self-repair and internal chemical production. The naturally occurring organs that allow for Squirms to merge also allow them to separate with no strain(takes one melee/15 seconds).
Squirms lose the agility(-1 if merged with another Gunkyard, -2 of with two others, lose ALL dodge bonuses if merged with three or more other Gunkyards) and speed(reduce speed by 10% with each added warmount) of individual Gunkyards, but gain the following bonuses:
-Increase Chemical Secretion production(see respective chemical weapons).
-Increase Regenerative Rate by 50% per each additional Gunkyard in the Squirm.
-Increase Physical Strength by 50% per each additional Gunkyard in the Squirm.
-Increase Tendril Length/Reach by 50% per each additional Gunkyard in the Squirm.


*(Optional) Ejector Pod--- Same as for the Myxomyte, the Gunkyard can be controlled from a special enclosed cockpit pod. However, many GhostRiders like to interface directly with the amorphic Warmount. The Command Pod is fully enclosed and equipped with booster jets capable of blasting the pod free of a destroyed or compromised Warmount and lofting it some 11,000 ft away. Some ‘riders go even further and have a hoverjet system installed(150 MPH, maximum altitude of 800 ft) allowing the ‘rider to get even further away, or to continue the fight still ‘in the saddle’.

*Horror Factor----The Gunkyard is just so ALIEN in its movements that it gets an effective H.F. of 13

*Nano Assembler: Breaks down salvage and incorporates it into its body.

*Fractal Digits: Splits its limbs into two and onwards into ultra-fine manipulators for machinery and electronics. Can also disassemble an enemy with cold affinity.

Weapons Systems:
1) Gunk Squirt---The Gunkyard can generate and expel various useful chemical secretions.
Range: 150 ft, and can cover a 15 ft wide area per application.
Damage: Varies:
(Ink-Paint)----Indelible paint. It takes several HOURS of hard scrubbing with chemical solvents, or several minutes with a sandblaster, to remove the stuff. We’re talking days or weeks before the stuff begins to fade if it stains skin.
(Lubricant/Slipspray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across the lubricant must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like a Behemoth Explorer) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either.
(Mire-Munge)---A material similar to foamed concrete. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1.
(Nano-Disassembler)---Tears apart stuff, doing 4d6 MD for 1d6 melees.
(Molecular Cement)---A ‘superstickum’ normally used to hold together kludged-up weapons and armor. The goo takes 1d4 melees to take hold, after which it holds with the equivalent of a molecular adhesion pad.
(Resin)---This is a thick, translucent silicon-based resin that hardens into a glassy shell. It sets in 1d6 melees, and has 5d6 MD per application, which can cover 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll.. Sprayed on a living being, it can be used as temporary armor, or can suffocate them like a fly caught in amber.
Rate of Fire: ECHH
Payload: 40 applications of each secretion. Or 200 applications total. The Gunkyards systems can catalyze and produce a new tankload of ONE of the above secretions within 24 hours. If merged with another Gunkyard, the Warmounts can produce TWO tankloads of different secretions per 24 hours.

2) Fractal Lash----The micro-fine molecular assembly/disassembly appendages act like a monomolecular chainsaw.
Range: Can reach up to 25 ft
Damage: 4d6 MD on a slash, 6d6 MD if it is allowed to ‘bite in’, beginning to disassemble the target.

3) Integrated Firearms----The Gunkyard’s trademark attack is to assimilate and integrate scavenged weaponry.
While the Gunkyard can effortlessly integrate multiple small arms such infantry pistols and rifles, larger weapons take considerably more effort to successfully integrate and power up. Self-contained weapons such as cyborg- and robot-scaled handheld rail guns and missile launchers will require a successful Armorer roll. Larger weapons will require a successful Mechanical Engineering roll to add such features as cooling systems and targeting systems not already integrated into the weapon, and Electrical Engineering if adding an accessory powerplant is necessary.
Example: A Gunkyard comes across an abandoned Coalition HellRaiser and the remains of its crew and instinctively decides to rearm itself. The dropped CS laser rifles and pistols are easily assimilated and linked up, but removing and mounting the H-4 Quatro Gun will take a successful Mechanical Engineering roll to repair and remount, and an Electrical Engineer roll if the Gunkyard decides on removing the Hellraiser’s still-operable nuclear powerplant and hook it up.

4) Pod Weapons(2)----These are heavy weapons mounted directly to the upper sides of the command pod. The command pod can spin in its gelatinous seating as fast as any mechanical turret in order to bring these weapons to bear.
a) Shemarrian Long Rifle---Standard and familiar heavy-hitter for the Shemarrians.
Range: 6,000 ft
Damage: 2d6x10 MD per shot
Rate of Fire: EGCHH
Payload: 820 rd drum

b) Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting).
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: Effectively unlimited
Bonus: +2 to strike

c) Ion Cannon---Giving a nod to the Obsidian Edge, some Gunkyard crews have modified their ion cannons to stun and paralyze targets for capture(or for enhanced psychological horror).
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -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.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
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.

d) Particle Beam Cannon---(Un)Friendly atoms.
Range: 3,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Plasma Cannon----Based on an ARCHIE-3 knockoff of a Mechanoid weapon. Rumored to have been acquired through trade with the Blood Riders.
Range: 4,000 ft
Damage: 1d4x10 MD per blast. Can also fire a scatterbolt that does 4d6 MD to a 15 ft wide area, but reduce range by HALF.
Rate of Fire: EPCHH
Payload: Effectively unlimited

f) Flame-thrower-----Fire and slime seem a curious mix, but being caught between being devoured alive by two inexorable forces seems to drive some opponents into gibbering mad flight from the battlefield.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: If given time and preparation(and chemical stocks, especially petrochemicals or wood), the Gunkyard CAN synthesize gasoline/alcohol equivalents, producing enough for 10 blasts per hour. Increase this rate by 50%(to 15) if merged with other Gunkyards(so between them, three merged Gunkyards could recharge their supplies by 15 per hour each, or 45 total).

g) 40mm Grenade Launcher----Mini-artillery, allowing the Lost Eclipse to pin down opponents before they’re even seen, and allowing the Gunkyard to make an unhindered approach.
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
(Chemical) Varies, but typically creates a cloud 15 ft in diameter
Rate of Fire: Standard
Payload: 250 rds

h)Dual Laser/Mini-Missile Launcher----Somehow, the Eshemar managed to get hold of a stock of Paladin Steel PS-MMLR-14 Mini-Missile Launcher Rifles, copies of the Coalition States’ CCT-M20 Missile Rifle, complete with mini-lasers.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft in air
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited

5) Laser Headlights(2)---Another weapon mounted directly to the command pod.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

6) Engulfment Attack-----The Gunkyard can hold targets with an effective grip that takes a robotic or supernatural PS of 50 or greater to break free. Creatures with a greater strength can break free in 1d4 melees. The Gunkyard can also contract on an entrapped target, crushing it.
Range: Melee
Damage:
(Suffocation) A typical air-breather will smother in 60-75 seconds.
(Crush/Squeeze) 2d6 MD


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Gunkyard is programmed as a mechanic savant with a proficiency for salvage and repair.
Typically has the following:
Climbing 98%
Prowl 65%
Land Navigation 94%
Radio: Basic 94%
Weapons Systems 90%
Mathematics: Basic 98%
Salvage 80%
Recycle 88%
Jury-Rig 80%
Basic Mechanics 90%
Mechanical Engineer 86%
Electrical Engineer 86%
Armorer 70%(+5% per level of experience for Ecotroz entity)(applicable only to itself)
Demolitions Disposal 92%
Trap/Mine Detection 91%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Energy Heavy
W.P. Heavy
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Gunkyard 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: 10(!)
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 (-1 if merged with another Gunkyard, -2 of with two others, lose ALL dodge bonuses if merged with three or more other Gunkyards)
Strike +3 (+3 w/ ranged weaponry)
Roll +4
Parry +5
Pull Punch +5
Entangle +6
Disarm +4
Tendril Lash 4d6 MD on a slash, 6d6 MD if it is allowed to ‘bite in’, beginning to disassemble the target.
Tendril Crush 2d4 MD
Body Crush/Squeeze 2d6 MD
Body Block/Ram 1d8 MD (+1d8 MD per Gunkyard in the Squirm)

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Gunkyard an aura and behavior more befitting a sentient being than a robot. Gunkyards, though, come off as strange combinations of curious tech-seeking animals and idiot-savant mechanics. They are happiest when sorting technological debris and playing in wreckage, seeking out useful things.

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).

Variants:
-Transluquid(aka ‘Lucistorm’)---Silvermoon variant that relies on a pure smartglass body. The variant loses its nanite corrosion capabilities, but the translucent material can absorb and redirect laser beams similar to Shemarrian Elites such as the Celestar.
*Laser Energy Absorption---The Transluquid takes NO damage from laser beams up to 500 MDC per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage with the overkill), and it can redirect the laser energy down fiber optic conduits and reradiate it as either harmless (if very bright) light or more concentrated laser beams, albeit at HALF the range of the original strike. The Transluquid can also split a laser attack, dividing up the MDC of the beams in variable pulses, and fired in different directions(example, the warmount gets hit with a laser that does 2d4x10 MD with a range of 4,000 ft; the damage rolled is 20 MD. The warmount can split the attack into two attacks that do 1d10 MD, with a range of 2,000 ft. If attack damage cannot be evenly split into diceable damage, add the remainder damage as bonus points; if the attack had done 25 MD, the warmount can fire a beam doing 1d10+3 MD and the other 1d10+2 MD, for example).


-Barnicade--Older and more massive Gunkyards, and Gunkyard Squirm-Gestalts, can reach a critical mass that allows them to metamorphose into a giant barnacle-like static installation form. The Gunkyard digs into the ground(ideally into a seam or deposit of minerals, although deep ruins or very large wreck do just as well) and becomes roughly bowl shaped, with a large massive central cavity lined with tendrils, and roofed over by a hard thick layer of armor plates(2d4x1,000 MD). Particularly long(can stretch up to 300 ft) and strong (effectively Supernatural PS of 40, and 200 MDC each) tentacles line the rim of the upper end, reaching to draw in additional material to feed the new machinery lining the interior. Absorbed weaponry also line the rim, providing the transformed Warmount with ranged defensive capabilities. The chemical sprays now have an effective range of 500 ft, and effectively endless supply to spray(some barnicades will build up a cone-shaped mound of hardened resin, gunk, and mixed junk around their upper works). Enemies unlucky enough to be grabbed for ‘recycling’ are dropped into a corrosive nano-bath that does 1d6x10 MD per melee, on top of being physically disassembled by lasers, plasma cutters, and mechanical tearers. The Barnicade now acts as a refinery, factory, and repair depot equivalent to an Assembly Forge, turning out chemical stocks, MDC stocks, refined materials, and circuitry. The Barnicade can also repair/refurbish Warmounts and equipment dropped inside.
In an emergency, the Barnicade’s core can still disengage and flee as a regular Gunkyard, but it reverts back to its original stats, and the rest of its built-up being is presumably destroyed(or, without its controlling intelligence, quickly breaks down in self-destruct).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

-------------
"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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Chintage---Skullcrusher Enclave World
(aka ‘Plastic Paradise’, ‘Uncanny Valley World’)

“RUN! IT’S THE PLANET OF THE LIVING EVIL STORE MANNEQUINS!”
---Calro Betani, (highly impressionable) merchant midshipman, Free Trader Laso’s Promise, first outsider ship to land on Chintage, post-settlement.

Chintage is a surprisingly Earth-like planet orbiting a red dwarf star in the Thundercloud Galaxy. It is surprisingly dense for its size, with a gravity slightly higher than Earth-standard. It is closer, relatively, to its small cool star than Earth is, in proportion to its sun, and so gets just as much sunlight. Evolution on Chintage is fairly slow, and its biosphere is just into the land colonization phase.

:D :ok: :angel:
...And the agent of the Ecotroz's transmigration to the realm of Rifts Earth has been discovered (and made whole). He (or it) has given the EShemarr the greatest gift of all: freedom to forge their own path and the tools to do it.
Full functioning trinity modules and the plans to replicate more of them.

The second phase of the Shemarrian Civil war begins. :nuke: :mrgreen: :crane:

Addendum: There are also a few "awakened" Skullcrushers now roaming free along the spacetime laneways. Next time the PC's shunt over to the Tri-Gal verse they're gonna be in for a suprise. :lol:
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:[
:D :ok: :angel:
...And the agent of the Ecotroz's transmigration to the realm of Rifts Earth has been discovered (and made whole). He (or it) has given the EShemarr the greatest gift of all: freedom to forge their own path and the tools to do it.
Full functioning trinity modules and the plans to replicate more of them.

The second phase of the Shemarrian Civil war begins. :nuke: :mrgreen: :crane:

Addendum: There are also a few "awakened" Skullcrushers now roaming free along the spacetime laneways. Next time the PC's shunt over to the Tri-Gal verse they're gonna be in for a suprise. :lol:


You rock! 8)
We all rock! :bandit:
The Legend Grows!

This is the most fun shared universe I've ever been in. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
DhAkael wrote:[
:D :ok: :angel:
...And the agent of the Ecotroz's transmigration to the realm of Rifts Earth has been discovered (and made whole). He (or it) has given the EShemarr the greatest gift of all: freedom to forge their own path and the tools to do it.
Full functioning trinity modules and the plans to replicate more of them.

The second phase of the Shemarrian Civil war begins. :nuke: :mrgreen: :crane:

Addendum: There are also a few "awakened" Skullcrushers now roaming free along the spacetime laneways. Next time the PC's shunt over to the Tri-Gal verse they're gonna be in for a suprise. :lol:


You rock! 8)
We all rock! :bandit:
The Legend Grows!

This is the most fun shared universe I've ever been in. :D


Hear Hear!!

Also.. I'm finally getting back into some free time for myself. Going to finish a Vespa elite.. got some ideas for Thousand Dragon enimals and warmounts.. like a whole slew of them.. might make some just variants of a base-line.. but dragon/lizard units will be coming!
And hopefully I'll also do some more uploading to the wikia.. I know.. I know, it's been seriously lacking in updates.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

I'm catching up on some art, got some Darkwater motherships/mobile bases and some vehicles in the works, working towards finishing up the other of the 89er-inspired Warmounts, and hope to get back to humorous cultural notes/sidetrips with our favorite gynoids chewing the scenary...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

I forget.. where can I find the Swarmy/Bee Girls info?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:I forget.. where can I find the Swarmy/Bee Girls info?


Halfway down the page, here: http://palladium-megaverse.com/forums/viewtopic.php?f=28&t=68194&start=2400 :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:I forget.. where can I find the Swarmy/Bee Girls info?


Halfway down the page, here: http://palladium-megaverse.com/forums/viewtopic.php?f=28&t=68194&start=2400 :P


Thanks!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:
kronos wrote:I forget.. where can I find the Swarmy/Bee Girls info?


Halfway down the page, here: http://palladium-megaverse.com/forums/viewtopic.php?f=28&t=68194&start=2400 :P


Thanks!


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

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:
kronos wrote:I forget.. where can I find the Swarmy/Bee Girls info?


Halfway down the page, here: http://palladium-megaverse.com/forums/viewtopic.php?f=28&t=68194&start=2400 :P


Thanks!


Reference. It's what I do. :bandit:


Especially since it's also your creation :D
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Especially since it's also your creation :D


That just makes it easier to find, as opposed to, say, "What is Justinian Law Code and how has it affected our marriage traditions?"(actual reference question I got)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[

Especially since it's also your creation :D


That just makes it easier to find, as opposed to, say, "What is Justinian Law Code and how has it affected our marriage traditions?"(actual reference question I got)


Oh yeah.. you work in a library don't you?
I've worked help desk at a convention. We've gotten some interesting or fun.. and some just plain stupid question.
I should have my Clan Vespa elite up... soonish.. just can't think of a name for it.. influenced by praying mantis in design.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
I should have my Clan Vespa elite up... soonish.. just can't think of a name for it.. influenced by praying mantis in design.


Do what I do often...look up the wiki entry on an animal or insect, and look at the entymology and family tree...find an interesting bit of latin in the name of the family or an interesting subspecies, and mangle the formal latin a little to make it sound cool(er)...generate several(you can use the rest for any variants).
Such Warmounts as the Stormapod, Scapterus, Pomolar, Myxomyte, Trigadar, Sphyrn, Susanokite, Trogladilium, Buthidid, and Lepidopterror all came from messing with latin associated with describing butterflies, mole cickets, amoebas, searbins, hammerhead sharks, lobsters, crabs, srorpions...
An Elite I'm working on(among other things) owes her name to the name for leeches..Hirudite.
I've used mythology for the names of some Elites, and names for priest castes for some NeShemar.
Word-fruit salad, courtesy of finger-walking through the internet pages. :bandit: :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Archus Mantis


As Clan Vespa expands their ranks, and exploring the galaxy at large with their Shemarrian sponsors, the pressing need for a heavier combat unit made itself apparent. Not only to protect themselves from normal problems in the Three Galaxies, but also to take the fight to the Swarmy, to free as many as they can from their control. Queen Kusunoki Masako looked to predatory insects and settled on the praying mantis as a basis.
The Acus Mantis is tall, with a triangular head, which can be a helmet for those who wish to retain a more human face, on a flexible, although armoured, neck attached to an armoured segmented body for increased mobility. The torso bends at the bottom for four legs and ends in a modular mount for different types of abdomens for different missions or weapon loads. The Archus has two primary thick, long arms that have armoured hands, which are equipped with neural stunners. The underside of the arms contains the large and powerful scythes that can snap forward and close incredibly fast, allowing for powerful stabs and slashes. The hands are position so that the scythe blades can snap fully forward beside them without interfering with the hands, so a range weapon can be held still. The blades can be energized with plasma, a gift from the Blood Riders. One arm contains a rapid fire plasma cannon that can be set to deal damage over an area for use against swarming targets, while the other arm is fitted with a cold blaster thanks to trade with the IceFlames tribe.
The legs, while appearing from a distance delicate, they are well armoured and designed for powerful leaps and short bursts of speed. The legs end in clawed grasping feet equipped with molecular adhesion and magnets for climbing almost any surface. The front legs are designed so that they can act as a secondary set of arms for grappling and tearing at targets in melee range, with the rear ones slightly thicker and stronger to handle the full weight of the cyborg for short periods of time.
The back has a pair of armoured 'wings' that protect a concealed contra-grav and thruster system to give the Archus flight capabilities and quick jet assisted leaps for quick strikes, especially from ambush, like its inspiration. The wings act as flight control surfaces while in flight, although long distance flight is slow, as the thruster is designed for quick powerful thrusts to get the Archus to striking distance quickly.
The abdomen is modular and can be configured for different purposes. Most are different weapons, ranging from retractable dual energy weapons on small turrets that can act as defensive weapons, or a heavy ranged punch, being level with about the 'waist'. Other options include mini missile or grenade launchers or even micro bot storage for bots like the fiery wings, carrion flies or carapace beetles, and chemical release systems. A common weapon is a restraint caster or goop system to restrain any disabled drones for rehabilitation. Other equipment abdomens such as more powerful contra-grav unit and thruster for enhanced flight, including space (although the cyborg can't reach orbit), extra sensors or just storage for equipment and ammunition for hand held weapons. Techno-Wizard options are also becoming available, focusing on cold or restraining spells for use against drones, while other combat or protective spells for combat against other opponents.
To aid the Archus Mantis in combating Swarmys, psionic protection systems are installed to protect the cyborg from mental attacks and possession. A psionic disruption system is installed that disrupts the psychic link the queen has with any of her drones within a short range around the Archus, making it easier for to disable or dispatch them entirely. The Mantis is also fitted with a few passive stealth systems to allow it to lay in wait to strike targets including thermal shielding, lowering EM emissions in a standby mode, and the armour surface can change colour to blend in with its background. Also when moving slowly, it is virtually silent right before it charges the short distance to its target.
So far all examples of the Archus Mantis are all cyborg conversions, but variant models can be full gynoids with an Ecotroz fragment, such as those offered to the other tribes.

Type: Shemar Archus Mantis
Class: Cyborg Gynoid, Combat
Crew: One transplantee
M.D.C. By Location:
Hands (2) 35 each
Arms (2) 140 each
Scythe Blades (2) 100 each
Fore Legs(2) 125 each
Rear Legs (2) 130 each
Feet (& Foot Pads) (4) 60 each
Antennae(2) 20 each
*Head# 120 
**Main Body 290 
***Wing Carapace 150
Abdomen Pod 150
#Optional Helmet - The Cyborg can opt to have a human hand with their face and have a retractable helmet that looks like a praying mantis' head. The human head will have 50 MDC and the helmet will have 110 MDC.
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep him alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.
***The wing carapace takes damage to the main body from behind. The entire wing assembly and jet thruster can be jettisoned in an emergency, but exposes the cyborg’s main body to attack from behind. 

Speed:
Running: 90 mph max, short bursts of up to 200 mph running (charging), 300 mph jet assist charge. However the act of running does not tire the operator out and the maximum speed can be maintained
indefinitely.
Jumping: The powerful robotic legs are strong and capable of leaping 50 feet high or 100 ft lengthwise. A running leap adds 50% to
distance/height. A thruster-assisted leap allows for leaps of 200 ft up/300 ft across.
Flying: Hover to 200 MPH, maximum altitude of 2,000 ft. 
Underwater: Sinks like a rock. Limited to running along the bottom at 6 MPH, maximum depth tolerance of 600 ft. 

Statistical Data:
Average Height: 9 feet 
Width: 2.5 feet
Length: 5 feet without abdomen, +5 feet with abdomen
Weight: 1,850 lbs. Abdomen can weigh anywhere from 50 lbs to several hundred.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 28,.
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to bio-manipulation.
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. 

*Molecular Adhesion Pads---The cyborg can cling to just about any surface like an insect, thanks to these pads in the feet and hands. 

*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 80 MDC before needing material stocks to convert to MD repair material.

*Passive Stealth - The Mantis is shielded against thermal and IR sensors, with only a 70% of not being detected, 85% when in standby mode.

*Standby Mode - This mode lowers the cyborg's EM signature significantly, 80% chance to not be detect by EM sensors, and its thermal and IR signatures even more. This, combined with the camouflage of the armour, allows the Mantis to remain virtually undetected while motionless. The standby mode has a quick start that allows the cyborg to instantly (.0005 seconds) move at full power to quickly strike, making it the perfect ambusher.

*Chameleon Stealth---- The cyborg is sensor-stealth-sheathed in ‘brilliant’ materials that adapt to match both the surrounding colors and textures; -15% for others to Detect Ambush/Detect Concealment, +15% to prowl, and has a 60% chance of remaining undetected if standing still (70% if standing in dim/indirect light). Has only a 15% chance of showing up on radar/motion detection systems, and is, combined with the existing thermal shielding, only 10% likely to show up on thermal sensors. It takes 1d4 melees for it to ‘blend’ with its surroundings. 

*Acoustic Stealth---The Mantis is very quiet, and gets an additional +10% to prowl rolls if moving across firm ground, or moving at less than 1 MPH.

*Psionic Scramblers(NeShemar)---Because of her prior experience with being mind-controlled, Doctor Kusunoki was quick to incorporate psi-scrambler protections into her new body design as soon as she became aware of the existence of such technology. Suzuhachi come standard with mental-scrambling gear that protect them from further malign influences. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks.

*Ambidexterity Boost---If the character doesn’t already possess the Ambidexterity advantage, a combination of neural interface boosting and gene-therapy gives the cyborg the ability to use all their hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons. 

*Hardened Circuitry---The cyborg’s systems are shielded against EMP and other power-surge disruptions.

*Modular Abdomen Mount - The Mantis has a modular mount for the abdomen, allowing the cyborg to quickly change, or eject the abdomen quickly between missions or to effect a quicker escape. Without the abdomen the cyborg is 10% faster.
Weapons Systems:
1) Plasma Scythes (2)---These were acquire from the Blood Riders, loosely Kittani technology. The blades can be energized with a surrounding plasma field, while an emitter system built into the top of the blade allows for projection of plasma blasts. If the Archus Mantis can grab ahold of the target, can use a scythe to hold and cut the target.
Range:(Blade) Melee (12 ft reach)
(Plasma Blast) 500 ft
Damage:(Blade) 2d6 MD unenergized, 6d6 MD fully energized slash, 4d6 stab but criticals on natural roll 19-20.
Full Melee Cut 5d6 unenergized, 9d6 fully energized, also grants +2 to maintain hold on the target.
(Plasma Blast) 4d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forearm Plasma Cannon ---- The Mantis has one arm (user's choice) fitted with a heavy rapid fire capability, and can spray its damage over a larger area for dealing with swarming attacks.
Range: Plasma Blast 1000 ft
Plasma Spray 350 ft
Damage: Plasma Blast 6d6+6 MD, double blast 12d6+12 but suffers -2 to strike roll, triple blast 3d6x10 but -4 to strike roll.
Plasma Spray 2d6+2 MD to a 30-degree arc(or roughly 15 ft wide area)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Forearm Cryogen Blaster - This weapon was acquired from the IceFlames through trade, as cold based weapons are effective against the Swarmy/BeeGirl drones. It also has some effects on some supernatural creatures.
Range: 400 ft
Damage: 4d4 MD per blast; living targets must also roll versus lethal poison (or better) or be struck with the effects of bitter hypothermia; (note, beings specifically immune to cold-based attacks will be immune to this effect). Megadamage organic flesh struck by this weapon will also be , on a ‘To Strike’ roll of 16-20, be temporarily embrittled for 1 melee round afterwards, and melee attacks will do 25% more damage. 
*The cryogen blaster can also be used to ENCASE objects (in a solitary attack) in ice with the injection of special chemicals into the cryogen stream. Each blast covers a 10 ft area and human-sized targets will find themselves encased them in 200 lbs of ice with an AR of 10 and 100 SDC. Victims take 4d6 points of damage (MD only if they’re susceptible to cold) per melee if unprotected. If only a target’s legs are encased, then the target is effectively immobilized(though those with a superhuman, robotic, or supernatural P.S. of 30 or more, will still be able to move, albeit with speed reduced by 40%), but uses up 4 shots worth of gas.

If both arm weapons weapons are used at the same time, on an unmodified ‘Strike’ roll of 17-19, the weapons’ combined damage will be increased by 50%, DOUBLE on a Natural 20. 
Every time a critical damage roll is made, there is a 20% chance of a temporary FIRESTORM (or ‘firenado’) getting ignited; a vortex of uncontrolled thermal gradient. High velocity (60-80 MPH) sucking winds will draw anything loose (up to 150 lbs) into a column of combustion that does 2d4 MD per melee to anything caught in its winds. The ‘flamenado’ moves randomly about at a speed of 25 MPH (roughly SPD 35) , and covers a 50 ft wide area. Those caught in the 90 MPH rotating winds must roll a save of 17 or better, or be dragged off their feet, caught up in the firestorm for 1d4 melees, then spat out 1d6x10 yards. Even those that make the save will be unable to attack or do anything other than fight the wind (reduce speed to 1/10th) and try not to get knocked down. The firestorm will last approximately 1d6+1 melee rounds before petering out. Unfortunately, the firestorm doesn’t distinguish between friendly and enemy forces, and can prove as dangerous to allied troops as the enemy. 
Rate of Fire: ECHH
Payload: Cryogen Gel Reservoir has enough gas under pressure for 50 shots.

3) Shock-Knuckles----The hands of the Mantis are fitted with neural disruptors, similar to a neural mace, allowing the cyborg to stun opponents with a strike or while holding them.
Range: Melee
Damage: Non-lethal, save vs 16 or higher non-lethal poison. Stun lasts for 2d4 melee rounds, increased by 2d4 rounds each hit and failed save. Stunned victims -8 to strike, parry and dodge, speed and attacks per round reduced by half. Four or more strikes, even with successful saves (or 1 full melee rounds of contact/being held) the target is stunned into unconsciousness for 2d4 melee rounds. Upon recovering suffers stunned penalties for 1d4 minutes. See Rifts main book neural mace for further details.
Rate of Fire: ECHH
Payload: Effectively unlimited

4) Foot Claws (4) - The feet have claws that aid in climbing and entangling foes, but they are also excellent melee weapons.
Ranged: Melee
Damage: 2d6 MD + PS each foot

5) Psionic Disruptor - This device emits energy that disrupts psionic abilities and communications, particularly those of the Swarmy/BeeGirls, in a 50 foot radius area. The system prevents all forms of psionic communications and links, and anyone attempting to use any psionic powers within the 50 foot radius must roll to save vs psionic 17 or better to even attempt to use a psionic power, and it costs an extra attack action and 25% more ISP to use the power. BeeGirls suffer all the penalties of being cut off from their queen while in the area of effect.

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

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

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

d) Chemical Sprayer - This abdomen has a chemical sprayer system.
Range: 90 ft, and can be narrow-spray or area of effect, typically a 20 ft wide area for stench attacks or mists
Damage: Varies by chemical. If filled with water, each blast does 5d6 HP to vampires. 
Rate of Fire: ECHH
Payload: 50 doses of up to 2 different chemicals each (or 100 applications total).

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

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

g) Mini-Missile - This pod has 10 hatches, 5 each side just off the center line, is fitted with a mini-missile launcher, giving the cyborg a heavy ranged punch.
Range: varies by missile, typically 1 mile
Damage: varies by missile type
Rate of Fire: Volleys 1-10
Payload: 30 mini missiles

h) Grenade Launcher - Similar to the mini-missile abdomen pod.
Range: 1200 ft
Damage: varies by grenade type
Rate of Fire: Volleys of 1-10
Payload: 50 grenades

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

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

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

k) Hive Abdomen - This abdomen contains a swarm of 250 swarm microbots, typically a mix of carrion flies, carapace beetles and fiery wings. As other swarm microbots become available they may be swapped out. The pod has the capability of recharging and conducting repairs, using the cyborg's own repair systems, but can not manufacture new microbots. Repairing the bots uses up 1 MDC to fully repair one microbot.

l) Contra-Grav Thruster Abdomen - This is a more powerful contra-grav and thruster system, giving the Archus greater speed and max altitude. Can also be used in space.
Increase fly speed to 500 mph, max altitude of 10,000 ft. In space, can create speeds of Mach 5. Can not reach orbit.

m) Cargo Abdomen - This pod is designed to carry cargo, can carry up to 300 lbs in a 5 ft x 3 ft x 3 ft area. Can be fitted with heating or cooling systems for temperature sensitive cargo. A person can squeeze in, but suggested to have some sort of air supply as the pod seals and any air inside will run out in minutes.

7) (Optional)Handheld Weaponry---The Reaper can pick up and use handheld weaponry. Many Reapers prefer TWizard weaponry to add to the image of being supernatural warriors. 

Programming/Skills:
(NeShemar) Varies by the convert’s original skill-set; or can use the Cyber-Humanoid OCC, plus the following skills:
Acrobatics (+10% where applicable)
Camouflage +10%, or base 50% if doesn't have skill
Climb +20%, can climb virtually any surface except slippery or extremely loose material, can even cling upside down from ceilings, and metallic structures, as long as it can hold the cyborg's weight.
W.P. Hand to Hand Expert (if a HtH skill is not already possessed)-Can be changed to Martial Arts or HTH: Assassin or Commando for the cost of two ‘other’ skills. 

Actions/Attacks Per Melee: +1
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +4 
Dodge +7, +9 in flight
Automatic Dodge (takes no actions) +2
Strike +7 (+7 w/ ranged weaponry, +9 w/ Shemarrian Rail Guns) 
Parry +9
Roll +2, +4 in flight
Pull Punch +3
Disarm +2
Entangle +4, +6 if using front legs.

Hand to Hand Combat
Restrained Punch 1d4 MD
Full Strength Punch 2d4 MD
Power Punch (2 attacks) 4d4 MD
‘Mantis Punch’( 2 attacks) 4d4 MD
Kick 2d8 MD
Leap Kick (2 Attacks) 4d4 MD
Running Charge attack adds 2d6+2 to all melee attacks. If the cyborg was concealed and not detected, the target is surprised, loses initiative and -4 to dodge or parry the attack.
Jet Thrust Charge attack adds 4d6+4 damage to all melee attacks. If the cyborg was concealed and not detected, the target is surprised, loses initiative and -4 to dodge or parry the attack.

Options:
The Archus Mantis can be fitted with any of the standard cybernetic and bionic features in the Rifts books. Favorite options include fitting the 'borg with extra sensors and cosmetic flourishes. 

*Stealth-Sheathing---This skins the Reaper in a layering of Shemarrian version of Thermal-Kinetic armor: 
*Kinetic attacks(explosions, bullets, rail guns, grenades) do HALF damage.
*Plasma and megadamage fire do HALF damage.
*Only 25% chance of showing up on IR/thermal sensors. 


*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma blaster or scythes to do 50% more damage. 

*Eye Lasers---Whether it’s a mounting in the regular eyes or a third eye in the forehead, these optical lasers are proving very popular with those who like the ‘burning gaze’. 
Range: 1,000 ft
Damage: 2d6 MD single eye, 4d6 MD both eyes, 6d6 MD for three eyes
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike.

*Chemical Spray---Many Archus Mantis like to add a chemical sprayer system, particularly in their throats/mouths, allowing them to project ‘breath of death’, especially in close combat situations. Based on the cyborg version.
Cost: 40,000 credits

*Extra Plasma Scythes (2)
The wing carapace is removed, but the contra-grav and thruster are still present, and replaced with two armatures that end in scythes. Some observers believe these are based on the Paladin Steel Reaper cyborg. It is possible that the design for the scythes might have come from contacts in the Steel Gaians. The blades can be energized with a surrounding plasma field, while an emitter system built into the top of the blade allows for projection of plasma blasts. The plasma blasters come with a ‘spray’ mode that allows for area of effect attacks at close range. The armatures are able to reach round the body of the Archus, with a 15 foot reach, which is greater than the arm scythes, but they lack the punching power of the arm scythes. With the removal of the wing carapace, the cyborg loses some of its maneuverability in flight, all bonuses in flight are reduced by -2.
Range:(Blade) Melee
(Plasma Blast) 500 ft
(Plasma Spray) 350 ft
Damage:(Blade) 2d6 MD unenergized, 6d6 MD fully energized
(Plasma Blast) 4d6 MD
(Plasma Spray) 2d6 MD to a 30-degree arc(or roughly 15 ft wide area)
Rate of Fire: ECHH
Payload: Effctively Unlimited

Variants

Pyromelus Mantis - Blood Rider variant
The Pyromelus variant of the Mantis was developed in part as payment for the plasma weaponry and other material support for Clan Vespa. This variant has the wing carapace removed and the extra plasma scythe arms added at the shoulders. It is also armoured with thermal reflective material, enhanced EM shielding and a plasma field generator is added. The Cryogen blaster is removed and replaced with a second rapid fire plasma blaster to match the one in the other arm.

*Thermal Shielding---Modifications to the Mantis’s skin and cooling systems allow them to take NO damage from the plasma field, and NO damage from heat-based attacks (magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage (the plasma stream still has some kinetic kick to impart). 
*EM Shielding---This protects the cyborg’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the cyborg suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static. 
*Enhanced Nanotech Repair System---The Mantis’s nanite repair system is souped up for dealing with extra damage. These systems repair 5d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.
Weapons Systems added: 
1) Plasma Field---This is a body conformal plasma field that incinerates anything that comes too close to the Zealot. 
Range:1-2 ft, plasma bolt has a range of 60 ft. 
Damage: 5d6 MD per touch or punch, 1d6x10 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons. 
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
The Zealot can also throw a bolt of plasma that does 4d6 MD. 
Payload: Can maintain the plasma field for 15 minutes and recharge in 15 minutes, or for 30 minutes, requiring a full 60 minute recharge period afterward. The Zealot can reboot the field before then, but the extra power draw will cause the EShemar to be -1 on initiative, and -2 to dodge, strike and parry, and reduce maximum running speed by 25%.
2) Extra Plasma Scythes (2)
The wing carapace is removed, but the contra-grav and thruster are still present, and replaced with two armatures that end in scythes. Some observers believe these are based on the Paladin Steel Reaper cyborg. It is possible that the design for the scythes might have come from contacts in the Steel Gaians. The blades can be energized with a surrounding plasma field, while an emitter system built into the top of the blade allows for projection of plasma blasts. The plasma blasters come with a ‘spray’ mode that allows for area of effect attacks at close range. The armatures are able to reach round the body of the Archus, with a 15 foot reach, which is greater than the arm scythes, but they lack the punching power of the arm scythes. With the removal of the wing carapace, the cyborg loses some of its maneuverability in flight, all bonuses in flight are reduced by -2.
Range:(Blade) Melee
(Plasma Blast) 500 ft
(Plasma Spray) 350 ft
Damage:(Blade) 2d6 MD unenergized, 6d6 MD fully energized
(Plasma Blast) 4d6 MD
(Plasma Spray) 2d6 MD to a 30-degree arc(or roughly 15 ft wide area)
Rate of Fire: ECHH
Payload: Effctively Unlimited


Archus-Rex - Skullcrusher variant
Loosely based on boxer mantis, this variant was developed, with only a few examples produced so far, as a means to entice the Skullcrushers for the Assembler Forge templates for the Buthidid and Trogladilium warmounts. Boasting heavier armour, enhanced leg servos to maintain speed, increased overall strength, and the wing carapace with contra-grav generator and thruster are removed, making this version land locked, but the back mounts a heavy weapon mount that goes over the shoulder. This mount can have dual light to medium weapons, one over each shoulder, or a single heavy weapon, such as the Skullshatter cannon. It is covered in heavy thermo-kinetic armour to allow it to absorb a lot of damage. One of the scythes is replaced with a new system, a retractable heavy plasma mace. This was selected as any target that is embrittled by the cryogen blaster will take even more damage from the mace. The mace was also selected to give the mantis a more "crushing" attack fitting to the Skullcrushers.

Increase MDC to all locations by 25%.
Increase PS to 40 Robotic, reduce PP to 24., adjust dodge bonuses accordingly.
*Thermo-Kinetic Armour - Using stolen plans from the Naruni, the Archus-Rex is layered in thick armour coated in thermo-kinetic armour. Thermal sensors only have 01-25% chance of detecting the trogladilium. Normal fires deal 5% of normal damage only after being exposed for more than 10 minutes. Mega-damage fire, heat, plasma and magic fire deal half damage. S.D.C. kinetic energy attacks do no damage, while M.D kinetic energy attacks deal half damage. Note low speed kinetic impact from punches at bionic, robotic and supernatural strength do full damage.
Weapons added:
1) Plasma Mace - This weapon replaces one of the plasma scythes. When not in use, the parts of the mace split and slide back into the arm, but can quickly snap out and cover the hand, making it unavailable when the mace is in use. The energy weapon (either the cryogen blaster or plasma blaster, depending on which is selected for that arm) is still useable.
Range:(Mace) Melee
(Plasma Blast) 500 ft
(Plasma Spray) 350 ft
Damage:(Mace) 3d6 MD unenergized, 7d6 MD fully energized, on critical strike roll of natural 20, deals triple damage instead of double.
(Plasma Blast) 4d6 MD
(Plasma Spray) 2d6 MD to a 30-degree arc(or roughly 15 ft wide area)
Rate of Fire: ECHH
Payload: Effctively Unlimited
Note: When used against an embrittled, or otherwise frozen target, deals 50% more damage instead of 25% more damage.
2) Back Mount - This powered mount can mount a heavy weapon, or two light to medium weapons with ample ammunition supply. A typical mounting would be dual Shemarrian 6000 rail guns with 220 round ammo drums each, to light warmount weapons, such as those for the Monst-Rex, or even the Skullshatter cannon, but only with 200 rounds. A heavy weapon slows the Archus-Rex by 25%.
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