kronos wrote:Archus Mantis.
I guess it's early Christmas on this thread, because I got a couple to post:
Okay, this owes its genesis to one of 89er’s brain-flips a while ago, and some notes he’s sent to me over the years since he first mentioned the idea. Wanting to plug the (WIP) hole in the Warmount list, I’ve struggled to figure out how to make 89er’s broad brush-strokes into gameable stat-reality.
Well, this thing’s been long in coming, and a real nightmare to figure out how to do, but bloodminded persistence has paid off, I believe, at least to my satsifaction. And so, without further hmming and hawing...
*EcoS-K-94 Burblewrack
(aka ‘Kingslayer’, ‘Krakenwolf’, ‘Tirefighter’, ‘Nettle-tangler’,’Spiker-Wyrm’)
“Going hand to hand with one of these things is like wrestling a giant wormwraith or ball of necro-eels!”
“Try not to stare too long or too hard at that Horrorhunter’s ride; I’ve had two field guards already upchuck from motion sickness just eyeballing the critter.”
Since the start of the 110 PA demon/deevil offensive, the defenders of Rifts Earth and beyond have looked for any edge to overcome the tide of supernatural horror. Relentless study of the Apocalypse plagues have not only saved lives, but have given morally grey minds a new means of killing supernatural predators. Achilles Syndrome, Metabolic Degeneration Syndrome, Mystic Blight and Mind Burn all have interesting capabilities, but needed to be used without the risk of regular viral weapons. Enter the Burblewrack, a warmount designed to hunt down, disable and kill supernatural leading figures(This has earned it the nickname of ‘Kingslayer’). Equipped with nanite impregnated weapons that duplicate the effects of some apocalypse plagues and a corrosive/sonic breath weapon, this fabricated apex predator is new and will inspire fear long after the Minion War is resolved.
The Burblewrack is a high-end Warmount devised to fight Minions and a range of other supernatural foes. The Burblewrack’s appearance is particularly striking and fantastical; a Jabberwocky or wolf-dragon of legend out of an automotive wonderland, skinned in a thick covering of what looks like shredded and compressed TIRES. However, the tire covering seems to be constantly in motion, even when the Warmount is standing still, in a manner that many observers have described as ‘disturbing’(one witness compared it to a ‘boil of black eels’ or a ‘giant wormwraith’). The Burblewrack’s black skin actually constitutes some of the most impressive physical protection available to any Warmount’s, in its resistance to a variety of different threats, and its fabrication is reportedly one of the more difficult aspects of the Warmount’s manufacture. The outer covering is capable of limited shapeshifting and is particularly resistant to physical attacks, such as kinetic strikes, and can even separate into short tendrils that can be thrown around a target at short range to entangle, bind, and crush. Worse yet, these tendrils bring the target into close proximity to the Burblewrack’s concealed internal structure, which seems lined with various studs, blades, and injectors for bringing a variety of different substances to bear on the entangled victim. When facing supernatural opponents, this variety of different potential attacks allows the Burblewrack to test for substance vulnerabilities, or weak spots in a creature’s protective hide or armor, and apply appropriate poisons and pressure.
The Burblewrack can be ridden externally by a rider, or the rider can lay in a cavity on the Warmount’s back and be protectively coccooned by the blackskin tendrils.
The downsides of the Burblewrack are that its complexity makes it difficult to manufacture, limiting its deployment to elite horrorhunter units and individuals, and its narrow specialization. It is, as a grappler, notably lacking in long range firepower, aside from its heavy-model laser eyes. This shortcoming can be a serious liability if its opponents have defense in depth or ranged attacks, so the Burblewrack works best if accompanied by other Warmounts carrying artillery(‘weaponed-up’ Gunkyards, for example) that can pin down a target or surpress any protectors while the Burblewrack closes for the kill.
Originally introduced by the Nightmares, the Burblewrack has also appeared in the ranks of the Horrorwoods, Wayfinders, and Wolf’s Path as part of their more zealous monster hunter teams. A number of Domimatrixes have also chosen the fetish-looking Burblewrack as their warmount of choice.
Type: EcoS-K-94 Burblewrack
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 560
Head 290
Tentacles(60) 5 each
Legs(4) 200 each
Tail 200
Height: 20 ft
Width: 15 ft
Length: 26 ft
Weight: 8.5 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH
(Leaping) Springy jumper; can manage a standing jump of 15 ft up/25 ft across. DOUBLE height and distance with a running start in excess of 45 MPH.
(Climbing) Good climber; can climb with the skill equivalency of 75%
(Flying) Not possible
(Space) Not possible
(Underwater) Fairly capable underwater; can swim at 16 MPH, maximum depth of 5,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.
*PPE Sensors---The Burblewrack has special sensors to detect its chosen prey.
-Kirillian Vision Optics(effective range of 4,000 ft)
-Sense PPE
-See the Invisible
-See Auras
*Bionic Cybernanite Repair Systems---ALL Burblewracks 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 240 MDC before needing material stocks to convert to MD repair material.
*Nano/Chemical Manufactory----The Burblewrack has a limited ability to synthesize its own chemical ammunition stocks. The Burblewrack can slowly regenerate most of its Apoc Plagues(although even then, some of them require special materials), and the corrosive acids for its breath-weapon. It can also generate its own detachable stud-blades.
*Kinetic Resistant Armor---The ‘soft’ armor skinning and network of underlying fluid conduits and air bladders actually helps dissipate kinetic attacks. Takes HALF damage from falls, punches, kicks, projectiles, and concussive attacks.
*Chemically Inert Armor Skinning---The composite skinning resists chemical attacks, such as corrosives. Acid/corrsive chemical attacks do NO damage.
*Magic Shielding---An internal webbing of stabilized ectoplasm provides the Burblewrack with a limited form of shielding against magic attacks. Magical energy attacks are reduced in damage by 1/3, and the riders get to save +1 versus magic that might otherwise affect them.
Weapons Systems:
1) Eye Lasers(2)---Standard Shemarrian heavy eye lasers.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: +4 to strike
2) Apoc Plague Injectors---The Burblewrack mounts injector needles in both its mouth(fangs) and in its concealed body blades. The chemical injectors are used to inject targets with a variety of chemical, biological, and nanotechnological agents that imitate, to varying degrees, the various Minion War plagues, only the latter are meant to disrupt supernatural physiologies:
-’Shredskin’----Inspired by Achilles Syndrome. These are nanites programmed to go after certain long molecules associated with megadamage biologies, and break them down at the molecular level. The result is that megadamage flesh and skin undergoes a breakdown and weakening, like a biological version of the Armorbane spell. The skin becomes patchy and discolored, and may start to crack and flake, and the victim may start exfoliating. Some victims also complain of deep bone aches.
Incubation: 1d4 minutes
Duration: 8d6 hours
Damage: Reduce MDC by 20%, and critical damage rolls against the victim drop by -1d4(so if an attacker normally can only do critical damage on a natural 20 with an attack, and the victim is at -2, the attacker need only roll a natural 18-20 for a critical. Gets worse if the attacker has only modifiers for critical damage). Injuries to the skin take 50% longer to heal.
Treatment: Specially programmed counter-nanites, or generous use of Purge spells.
-’Brainshock’--- The technological equivalent of Mind Burn. It consists of suspended psylite crystals that will each let off a quick piezoelectric charge when exposed to active ISP. The result is an internal electrical shock every time the victim tries to use a psionic ability.
Incubation: 1d4 melees
Duration: 8d6 hours
Damage: Every time a psionic ability is activated, the victim is wracked with acute pain and convulsions. Victims lose all initiative, HALF APMS, NO bonuses, and -20% to all skill rolls. If the victim loses 3 rolls in a row, they must then roll under their P.E. to keep from passing out. With regards to their psionics, the victim must roll versus psionic attack, no bonuses,. On a successful save, the psionic power still works that activation, but all aspects of it are HALVED. If a failure, the psionic power fizzles and the victim lapses into shuddering and groaning as they suffer what feels like a massive migraine.
If not treated, victims must make a roll versus non-lethal poison(16 of better) or suffer the following long-term damage: -1 to initiative, - 1 to Perception., and -3% to skills requiring tactile senses(like Pick Pockets or Pick Locks).
Treatment: Specially programmed counter-nanites, or generous use of Purge spells. Note that using any sort of healing or even diagnostic psionics will effectvely cause a flare-up, even if the active ISP is coming from an external source.
-’Gamma-Rot’--- The technological equivalent of Metabolic Degeneration Syndrome, only using radioactive particles to impede a supernatural creature’s ability to regenerate; same effects as U-rounds.
Incubation: 1d4 minutes
Duration: 8d6 hours
Damage: The injection itself does an additional 25% more damage to the target, due to intense irradiation at the point of injection. Normal super-regenerative abilities are curtailed, and healing magic cast from externally will do only HALF effect. Even after the radioactive material has been flushed from the body, the damage already done will take longer to heal; seconds become hours, hours become weeks. The victim can also be tracked via the faint radiation trace they emitt.
Treatment: Specially programmed counter-nanites, or generous use of Purge spells.
-’Quicksilver Plague’--- In similar fashion to Gamma-Rot, this APlague uses silver dust to cause an allergic reaction in beings susceptible to such. The damage isn’t initially as great as a greater concentration of the material in a more solid form, such as a blade, but the plague-venom has the advantage of being moved by the target’s own circulation system(if any), and the finer distribution leads to debilitating side effects.
Incubation: Instant
Duration: 8d6 hours
Damage: Beings susceptible to silver will suffer a serious allergic reaction, breaking out in boils and rashes that is distracting and irritating. HALF all hand to hand bonuses and actions per melee. A silvery film forms on the eyes(if any), cutting perception rolls by HALF and causing partial blindness. Damage is 1d4 HP/MDC per melee according to the sort of beast the target is. Normal super-regenerative abilities are curtailed.
Treatment: Specially programmed counter-nanites, or generous use of Purge spells.
-’BloodRust’ Nano---This would be nanites carrying particles of Cold Iron...get inside an Infernal and start scouting for vulnerable organs to contaminate. As with the Quicksilver, Bloodrust doesn’t do as much damage initially as a greater concentration of the material in a more solid form, such as a blade, but the plague-venom has the advantage of being moved by the target’s own circulation system(if any), and the finer distribution leads to debilitating side effects.
Incubation: 1d8 minutes
Duration: 8d6 hours
Damage: If susceptible to Iron, the victim suffers symptoms akin to anemia; reduce P.E. and P.E.-based bonuses by HALF. Damage is 1d4 HP/MDC per melee according to the sort of beast the target is. Normal super-regenerative abilities are curtailed.
-‘Bloodfire’ is a form of genetically altered bacteria using DNA from negapsychics, and is meant to emulate Mystic Blight. Injected into a supernatural opponent, the bacteria react badly to ambient PPE and cause intense fever, rising to thermal chemical reactions that burn the creature from the inside out.
Incubation: 1d4 minutes
Duration: 8d6 hours
Damage: MDC for supernatural creatures is reduced by 10%. Victims with high PPE(30 or more points) will be afflicted with a persistant fever, the higher the PPE, the higher the fever, and takes 1d4 HP/MD(depending on what the creature is--see modifiers below) per hour from cell damage. Victim will be -1 to initiatve, strike, parry, dodge, and perception, and speed will be reduced by HALF while staggering under the infection load.
Normal PPE level is HALVED for the duration of the infection.
Every time a magic ability is used or spell cast, the Bloodfire flares up, doing 2d6 HP/MDC damage(based on what the creature is.
Non-magical beings. psychics, and ‘mundanes’ are unaffected .
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers Alien Intelligences and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Treatment: Generous use of Purge spells or Cure Illness. However, the introduction of even healing magic PPE will trigger the bacteria, causing 2d6 HP/MDC(no modifiers).
Range: Melee
Damage: 1 SDC-1d6 MD vibro-needle. Additional damage varies by apoc substrate.
Rate of Fire: ECHH(combined with other attacks)
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Burblewrack CAN slowlu regenerate its stocks of Apoc Plagues, all except the Gamma-Rot, but all of the APlagues require special materials which may not always be readily available.
In general, the Burblewrack can formulate 1 dose of Apoc Plague per hour, making a full restocking a tedious enterprise. Thus, most Burblewracks prefer to travel as part of a support team, with dedicated resupply or material-refining support warmounts as backup.
3) Audio Corrosive Breath Weapon:---A combination weapon, mounted in the throat; the Burblewrack can fire off a concentrated sonic attack that also pushes out pulse-waves of corrosive aerosol. The audible aspect of the sonic attack sounds like a very high-pitched squeal of tires, while the chemical attack leaves an acrid smell in the air, not unlike burning rubber.
Being a fine aerosol mist rather than a concentrated stream, the acid component of the attack does less damage than it might otherwise do, but the shock of the acoustic attack will often mask the tingling burning of the corrosive, delaying appropriate countermeasures being taken in timely fashion.
Note: The acid component is ineffective underwater.
Range:(Sonic) 2,000 ft
(Corrosive) As a shockwave-driven mist, has the same range as the sonic attack, plus can be spread to a 30 ft wide area. As a concentrated stream, has only a 120 ft range.
Damage: (Sonic) 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater), plus targets are struck by painful sonic sidebands. Reduce speed by 10%. -1 attack per melee, -3 to perception rolls, -2 on initiative, -1 to parry/dodge/pull punch, and -15% on performance of ALL skills for 1d4 melees.
(Corrosive) Aerosol wave does 2d6 MD first round, and 1d6 MD per melee for 2d4 melees.
Concentrated stream does 3d6 MD first round, and 2d4 MD per melee for 2d4 melees.
Rate of Fire: ((Sonic) ECHH
(Corrosive) ECHH
Payload:(Sonic) Effectively Unlimited
(Corrosive) 50 shots, and CAN regenerate reserves of the acid at a rate of 10 shots per hour.
4) Chemical Sprayer---Seams and concealed micropores in the ‘tire’ armor can mist a cloud of more conventional chemical agents around the Burblewrack.
Range: 150 ft range
Damage: Varies by chemical
Rate of Fire: ECHH
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Burblewrack does NOT have an onboard microfac to replenish the reservoirs.
5) Chemical Injectors----With a claw, bite, or successful entangle, the Burblewrack can inject its target with various chemicals(the Apoc Injectors are a separate system).
Range: Melee
Damage: 1 SDC-1d6 MD vibro-needle. Additional damage varies by chemical
Rate of Fire: ECHH(combined with other attacks)
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Burblewrack does NOT have an onboard microfac to replenish the reservoirs.
6) Internal Stake-Studs---The stiff inner structure of the Burblewrack is lined with various sharp studs(about 500), not unlike a cyborg’s knuckle blades. These are made of varying substances, such as silver, cold iron, or wood. When the Burblewrack entangles a target, these studs are pressed into contact with the prisoner, ideally pressing through the skin. About 250 of them can be detached, to be left stuck inside the target like an irritating thorn or cactus needle.
Range: Melee
Damage: Typically adds 1d4 SDC to 1d4 MD to a body block/ram or entangle/squeeze, plus any potential material allergic reaction in the target, especially if multiple(typically 1d10) blades are pressed into the target.
Payload: 500 studs, 250 of them detachable. Unless the stud-blades are made of particularly exotic materials, the Burblewrack can easily repair/regenerate more, at a rate of 10 per hour(silver studs will require a supply of silver, and Cold Iron and wooden stakes will require access to iron and wood, of course).
7) Bite ---The Burblewrack has a ‘horribly flexible’ jaw, as one observer put it, and it can expand or contract, and perform a squeeze-bite worthy of an anaconda.
Range: Melee
Damage: 5d6 MD
8.) Claws/Tail Baldes---The Burblewrack’s legs and tail mount extendable silver-bladed ‘ripper’ vibroclaws.
Range: Melee
Damage: +3d6+4 MD to kicks/pounces/tail lashes, plus the jagged wounds take twice as long to heal for beings susceptible to silver.
9) Tendrils---The skin tendrils of the Burblewrack can strangle and crush targets. The ‘Burblewrack Hug’, taken in combination with its Apoc Injectors and Stake-Studs, is to be feared.
Range: 8 ft reach
Damage: Tentacle Slash 3d6 MD
Tentacle Crush/Squeeze 6d6 MD
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex programming, plus the following:
Lore: Demons and Monsters 60%(+5% per level of experience for Ecotroz entity)
Biology 50%(+5% per level of experience for Ecotroz entity)
Nuclear, Biological, Chemical Warfare 50%(+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 Burblewrack 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: 9(!)
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6, +8 to dodge when running in excess of 75 MPH.
Strike +4 (+3 w/ ranged weaponry)
Roll +6
Parry+6
Pull +4
Entangle +7
Disarm +4
Break Hold +5(the squirming exterior of the Burblewrack makes it difficult for others to grapple it in return)
Head Butt 1d6 MD
Bite 5d6 MD
Restrained Kick/Claw 1d4 MD
Claw 3d6 MD
Power Claw(2 attacks) 1d6x10 MD
Body Block/Tackle 2d6 MD plus 1-75% chance of knocking opponents of 2,500 lbs or less down/over(victim loses initiative and 2 melee attacks, and -2 to all combat bonuses when fighting the Warmount from a prone position
Leap Attack(2 attacks) 4d6 MD plus 1-80% chance of knocking opponent down/over(victim loses initiative and 2 melee attacks, and -2 to all combat bonuses when fighting the Warmount from a prone position)
Tentacle Slash 3d6 MD
Tentacle Crush/Squeeze 6d6 MD
Tail Lash 2d4 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Burblewrack an aura and behavior more befitting a sentient being than a robot. Burblewracks come across as fearless, merciless hunters and predators, who will unhestitatingly charge fearsome opponents to grapple with them, but also know how to remain patient and lie in wait for an opportune ambush.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but DOUBLE the range.
*Sixth Sense
*See Aura
*Presence Sense
*Sense Evil
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, while the Burblewrack has an I.Q. of 13, high animal cunning as befits its predator nature), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Options/Upgrades:
*Pneumatic Guns(1-4)---Sometimes refered to, for some obscure reason, as ‘Sims-Dudleys’ or ‘Zalenskis’, these ranged weapons use high pressure compressed air to fire 40mm grenade rounds. An attempt to give the Burblewrack additional long-ranged firepower, they are a mixed success as the slow velocity of the rounds means they can often be dodged, high winds can blow them off trajectory, and the inflation swelling of the warmount’s flanks just prior to firing is a dead giveaway of imminent attack. Also caharcterized by a loud belching sound.....#BBBBLLLPPPHHTTTTT#...sounds like the world’s biggest whoopee-cushion, only the Infernals are the butt of the punchline.
Range: 3,000 ft
Damage:(Chemical) Varies by chemical, but typically covers a 50 ft radius
(Fragmentation) 4d6 MD to blast area of 12 ft
(High Explosive/Armor Piercing) 1d4x10 MD to blast area of 3 ft
Rate of Fire: Four times per melee
Payload: 50 rounds per gun, any combination of munitions
*Striker Tentacles---This adds extra-long tentacles(up to six) that can be carried coiled around the Burblewrack’s body, but which unfurl to strike with near-lightning speed to lance or entangle targets.
MDC: 100
Length: 25 ft
Robotic P.S. of 50
Damage: Punch/Kick 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Crush w/ Tentacle 4d6 MD per melee of pressure
Variants:
The Burblewrack is so specialized that no variants have yet appeared.