Shemarrian-related fan creations
Moderators: Immortals, Supreme Beings, Old Ones
Re: Shemarrian-related fan creations
Well now... one helluva conversion process on the Yakusha *shudder*, and the Empacs sound darn cute.
Though for a lot of the NeShemarr stuff I'm reminded of an olde expression for AD&D. "Lawful Good does NOT mean lawful nice".
Though for a lot of the NeShemarr stuff I'm reminded of an olde expression for AD&D. "Lawful Good does NOT mean lawful nice".
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
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
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
I dunno...maybe it’s the sad realization that this is the last year(after over 60 years) we’ll have a summer cottage and any real reason to have an offshore or even coastal presence, but I seem to be giving a lot of attention to the Darkwaters....
EShemarrian TriloCarrier Mobile Submersible Carrier
“Our homes are our ships, and wherever we sail, we are at home, even in the darkest of seas.”
<<“Do not be mistaken, the Type SHCV-01 may be able to operate in space, but it is NOT combat-worthy against starships and should not be deployed as such. It is a PLANETARY submersible carrier platform that lacks the missile armaments and the shields to effectively engage combat starships or heavy planetary defenses. In an approach on a target planetary body, commanders of Type SHCV-01s are exhorted to deploy as quickly as possible into the atmosphere and hydrosphere where its design qualities can best come into play.”>>
---Darkwaters command crew orientation briefing on Type SHCV-01 operations
“We’ve already dropped several dozen nuclear depth charges in an effort to kill those large landers we saw coming down, and all we’ve apparently done is churn the sea floor and irradiate the offshore fishing grounds! And since then, we’ve had two more coastal raids on widely separated ports and loss of at least seven seabed communications cables! The coast guard reports at least five more ship sinkings and three coastal facilities damaged or destroyed due to floating mines...we just don’t have the resources to cover every square -yun- of ocean while we try to hunt down their motherships, not with our air assets tied up contesting our airspace from their carriers still in orbit! What would you have me do, continue to drop nucleonics in our waters hoping to hit them by chance, or try to protect their most likely targets with what forces I have left?”
TriloCarriers are the DarkWaters’ deep sea mobile bases, when fixed position base facilities are not possible nor desired. These massive vessels have rarely been seen, but the few times they’ve been observed have earned them the nickname ‘TriloCarriers’ after their trilobite-like appearances. Like many larger Shemarrian vessel classes, it is not known what the Shemarrians call these submarine battleship/carriers.
The TriloCarrier is heavily armored against both crushing oceanic pressures and enemy attack. Besides hydrojet thrusters, the TriloCarrier can use robotically articulated ‘landing gear’ to march/push along the bottom.
TriloCarriers are also well armed, sporting a powerful array of underwater-optimized energy and projectile weapons. The Trilo’s main weapon, however, is its complement of DarkWaters warriors, their aquatic Warmounts, and accompanying guard-animals. In its basic configuration, the TriloCarrier has barracks and hangar space for a mechanized marine infantry division, which can be further supplemented with additional troops/warmounts/vehicles from the modular bays. Accommodations are very spartan compared to the troop transports/base facilities of other species, as the robotic/cybernetic EShemar require little in the way of on-deployment recreation facilities and ‘exercise’ room, so the few times outside observers have caught a glimpse of the interiors of TriloCarriers, the most oft-expressed impression has been of EShemar troops ‘packed in like sardines’. With VR links and plug-in servicing systems, however, for EShemar warriors, TriloCarriers are very well appointed for campaign support vessels.
In many ways, the TriloCarriers resemble a larger version of the SSN’s Unipelta Light Cruiser/Transports in having an armored spine, to which are connected multiple modular bays that can sealed off from each other to contain damage and flooding. The modularity also allows for quicker repairs and refits, if the appropriate modules are available. Unlike the Unipeltas, the Trilos’ modules are tucked under the protection of a heavily-armored external hull-skinning. Each bay can be configured to a different purpose, or the fitout can be homogenous, depending on the mission/campaign profile anticipated for the TriloCarrier. Thus a Trilo can outfitted as a pure troop transport, standoff arsenal ship, or logistical support platform. Some have even been kitted out as mining vessels, scouring sea floors for vital minerals.
Adding to the capabilities of the TriloCarriers is their stealth. The DarkWaters would prefer to keep their mobile bases hidden using their advanced stealth, and strike at a distance using their embarked forces, rather than have their carriers engage directly, so Trilo captains will attempt to use stealth tactics and their surroundings whenever possible to hide their presence.
It would surprise many to learn that the TriloCarriers are space-capable and have limited flight capabilities. This is largely to facilitate their transport between worlds and star systems, however, and their space capabilities are mediocre at best. Usually TriloCarriers are carried by other Shemarrian vessels, typically Kumo-rodosha Cruisers, before being cut loose to make independent atmospheric reentry on a target world. Sometimes the TriloCarrier is shrouded in a disposable stealth sheath of light composite paneling to reduce its sensor signature during the vulnerable transport phase.
TriloCarriers typically serve as the nucleus of a mobile battle group, including other heavy vessels such as the Ghlastin-class and Humboldt-class SSNs, as well as larger warmounts such as the Pelaganar.
The TriloCarrier is used primarily by the Darkwater Tribe, but a few are known to be operated by the Horrorwoods for their littoral combat operations.
Type: EShe-SHCV-01 TriloCarrier
Class: Submarine Cruiser/Mobile Base
Crew: 2,800 +5,000 troops
MDC/Armor by Location:
Main Body 30,000
Bridge 9,000
Medium Laser Cannons(8 ) 500 each
Heavy Ion Cannons(10) 400 each
Module Bays(10) 900 each
Dual-Mode Missile/Torpedo Launchers(6) 500 each
Heavy Rail Guns(8 ) 400 each
Ion Point Defense Blisters(8 ) 200 each
Hangar Bays 900 each
Thrusters(4) 2,000 each
Crawler Legs(30) 400 each
Height: 105 ft
Width: 840 ft
Length: 1,100 ft
Weight: 490,000 tons
Cargo: 85,000 tons
Powerplant: Advanced Nuclear Fusion
Speed:
(Atmosphere) Hover to 300 MPH; NOT transatmospheric. Rarely flies on a planetary deployment, as most Shemar commanders consider it a Big Fat Target while flying.
(Sublight) Mach 4
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.4% of light speed per melee)
(FTL) Not possible; not equipped with its own FTL drive
(Underwater) Can run along the bottom at about 9 MPH, or ‘swim’ at 21 MPH. Maximum Depth: 6 miles
Market Cost: EXCLUSIVE to the Shemarrian Star Nation
Systems of Note:
Standard Submarine and Starship Systems, plus:
*Long Range Radar(space)---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles in space. On the surface, the radar is rather more limited to line of sight(100 miles or so, but requires the Trilo to be surfaced and erecting an antennae).
*Long Range Surface Imaging Radar(space)---When the terrain below is unknown, the Trilos can use powerful surface-mapping radar to trace the contours of the land below, and extrapolate ocean bottom topography.
*Gravitic Sensors(space)----55 million mile range
*Neutrino Detection(space)----55,000 mile range
*Long Range Sonar----(Passive) 100 miles, (Active) 10 miles
*Magnetic Anomaly Detector----Mounted in the ‘head’ is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----60 mile range
*Stealth---The TriloCarrier is sheathed in sonar-absorbing materials, and other measures are implemented in the design to reduce the mobile base’s sensor signature. (-20% to enemy detection rolls in space, -30% in water)
*Magnetic Impeller ”Caterpillar” Drive--The sub can be propelled by a special hydro-magnetic impeller jet. Speed is 20% slower than a regular hydrojet, but the system has the advantage of being far quieter.
Bonuses: -15% to Detection rolls using sonar/acoustic scanners.
*Onboard Assembler Forge/Nanofacs----These compact mini-factories are mainly dedicated to producing armor, spare parts, and ammunition for the submarine and its complement. Typically the onboard nanofactories can produce 500 MDC of armor plating, 200 high explosive(OR 120 incendiary/ acid OR 40 malnano) grenades/shells/limpet mines, 100 mini-torpedoes, 250 conventional rifles, 50 energy pistols, 25 energy rifles, 10 rail-rifles, or 5,000 rounds of solid rail gun ammunition per hour, if properly fed with the right materials. If tooled for heavier munitions, the factories can typically produce 30 short range missiles/torpedoes, OR 15 MRMs/MRTs, or 6 LRMs/LRTs per hour.
*Stealth(-25% to enemy detection rolls, -70% if moving at speeds of less than 10 MPH)
Weapons Systems:
1) Medium Laser Cannons(8 )---These are powerful laser turrets normally carried flush with the dorsal hull, but rise and rotate for action when activated.
Range: 7 miles in atmosphere, 14 miles in space, 3.5 miles underwater
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space, 3.5 miles underwater)
Damage: 2d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Heavy Ion Cannons(10)---These slightly less powerful weapons batteries are, like the lasers, normally concealed in the streamlined hull, but bristle out when readied for combat.
Range: 2 miles in air and underwater
Damage: 5d6x10 MD per single blast
Rate of Fire: 6 times per melee
Payload: Effectively Unlimited
3) Dual-Mode Missile/Torpedo Launchers(6)---These launchers fire the Shemarrian version of the Kittani Air-Sea Rocket Torpedoes
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD to 30 ft blast radius
Rate of Fire: Volleys of 1-10
Payload: 50 per launcher. Additional projectiles can be carried in the cargo bays and reloaded within 10 minutes.
4) Heavy Rail Guns(8 )---Double-barreled heavy rail guns used as point defense. Underwater, these weapons fire supercavitating ammunition.
Range: 2 miles in atmosphere, miles in space, 1 mile underwater
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 3d6x10 MD single shot, 6d6x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: 1,000 rds per gun
5) Ion Point Defense Blisters(8 )---These are smaller ion-cannon mounts, with a limitless ammunition supply
Range: 4,000 ft in air and underwater
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
6) Modular Bays(10)--Mounted along the central spine of the TriloCarrier, five to a side, are modular bays that can be configured for transport, support, or weaponry.
Each bay can hold one of the following:
a) Hangar Bay---Each bay can hold 50 horse-sized e-animals, 25 Warmounts, 10 Scarin-type mini-submarines, 1 Humboldt-class submarine, or a super-heavy Warmount such as a Hexadra, Shelong, KillWar or Conasaur.
b) Troop Bay---Each can hold 250 troops and their equipment, plus repair-booth Assembly Forges.
c) Torpedo/Missile Bay----Launch gear for 400 mini-missiles/torps(volleys of 1-40), OR 160 SRMs/SRTs(volleys of 1-20), OR 96 MTMs/MRTs(volleys of 1-16), OR 24 LRMs/LRTs(volleys of 1-8).
- ‘SeaFire’ Missile-Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 64
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
- Kittani Long Range Rocket Torpedoes
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 32 can be carried
d) Cargo Bay---1,000 tons of cargo each
f) Factory Bay---The bay is given over to advanced mini-factory equipment. Typically the onboard nanofactories can produce 500 MDC of armor plating, 200 high explosive(OR 120 incendiary/ acid OR 40 malnano) grenades/shells/limpet mines, 100 mini-torpedoes, 250 conventional rifles, 50 energy pistols, 25 energy rifles, 10 rail-rifles, or 5,000 rounds of solid rail gun ammunition per hour, if properly fed with the right materials.
g) Drone Assembly---The onboard manufactory can produce drones(or can be programmed to produce other, similar ‘bots) from scratch. This allows the Trilo to resupply other vessels and Warmounts, or to act as a fast ‘seeder’, releasing hordes of smaller ‘bots(typically up-current of a target area) in floating schools or drifting ‘minefields’.
Typical rate of assembly:
-EcoS-DUW01 ‘Robofin’---Up to 300 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 8 drones
-EcoS-DUW02 ‘Grabby’ ---Up to 60 can be produced an hour. Typically it takes about 20 MD of consumed materials to produce 1 drone.
-Eco-KRP20/ EcoS-KRPXUW2007 Teuthy---Up to 6 can be produced an hour. Typically it takes about 45 MDC of consumed materials to produce 1 drone.
-EcoS-KaSSc-01/KRP-26 Darkeel---Up to 9 can be produced every two hours. Typically it takes about 90 MDC of consumed materials to produce 1 drone.
-EcoS-DUW03 ‘Sharkus’---Up to 10 can be produced every two hours. Typically it takes about 65 MDC of consumed materials to produce 1 drone.
-EcoS-DUW04 ‘Robopus’----Up to 18 can be produced an hour. Typically it takes about 40 MDC of consumed materials to produce 1 drone
-EcoS-DUWAK01---Up to 18 can be produced an hour. Typically it takes about 25 MDC of consumed materials to produce 1 drone.
-EcoS-DEXUW01 ’Squidpedo’---Up to 80 can be produced an hour. Typically it takes about 12 MDC of consumed materials to produce 1 drone.
-EcoS-DEXUW02--’Starfish Mine’---Up to 200 can be produced an hour. Typically it takes about 3 MD or 600 SDC of consumed materials to produce 5 drones.
-EcoS-DEXUW03 ----’Jelly Mine’---Up to 400 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 10 drones
-EcoS-DEXUW04 ---’Sailor Mine’---Up to 400 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 10 drones
H) Heavy Energy Weapon Bay--Mounts two additional weapons turrets identical to the Laser and Ion turrets mounted in the main body.
Auxiliary Craft:
300 Warmounts (in addition to any hangar module complement)
Typically 600 combat e-animals(such as the Eco-KRP10 Cyvern or EcoS-KRP21 Airquid)
8 Service Vehicles/Aquatic Shuttles
EShemarrian TriloCarrier Mobile Submersible Carrier
“Our homes are our ships, and wherever we sail, we are at home, even in the darkest of seas.”
<<“Do not be mistaken, the Type SHCV-01 may be able to operate in space, but it is NOT combat-worthy against starships and should not be deployed as such. It is a PLANETARY submersible carrier platform that lacks the missile armaments and the shields to effectively engage combat starships or heavy planetary defenses. In an approach on a target planetary body, commanders of Type SHCV-01s are exhorted to deploy as quickly as possible into the atmosphere and hydrosphere where its design qualities can best come into play.”>>
---Darkwaters command crew orientation briefing on Type SHCV-01 operations
“We’ve already dropped several dozen nuclear depth charges in an effort to kill those large landers we saw coming down, and all we’ve apparently done is churn the sea floor and irradiate the offshore fishing grounds! And since then, we’ve had two more coastal raids on widely separated ports and loss of at least seven seabed communications cables! The coast guard reports at least five more ship sinkings and three coastal facilities damaged or destroyed due to floating mines...we just don’t have the resources to cover every square -yun- of ocean while we try to hunt down their motherships, not with our air assets tied up contesting our airspace from their carriers still in orbit! What would you have me do, continue to drop nucleonics in our waters hoping to hit them by chance, or try to protect their most likely targets with what forces I have left?”
TriloCarriers are the DarkWaters’ deep sea mobile bases, when fixed position base facilities are not possible nor desired. These massive vessels have rarely been seen, but the few times they’ve been observed have earned them the nickname ‘TriloCarriers’ after their trilobite-like appearances. Like many larger Shemarrian vessel classes, it is not known what the Shemarrians call these submarine battleship/carriers.
The TriloCarrier is heavily armored against both crushing oceanic pressures and enemy attack. Besides hydrojet thrusters, the TriloCarrier can use robotically articulated ‘landing gear’ to march/push along the bottom.
TriloCarriers are also well armed, sporting a powerful array of underwater-optimized energy and projectile weapons. The Trilo’s main weapon, however, is its complement of DarkWaters warriors, their aquatic Warmounts, and accompanying guard-animals. In its basic configuration, the TriloCarrier has barracks and hangar space for a mechanized marine infantry division, which can be further supplemented with additional troops/warmounts/vehicles from the modular bays. Accommodations are very spartan compared to the troop transports/base facilities of other species, as the robotic/cybernetic EShemar require little in the way of on-deployment recreation facilities and ‘exercise’ room, so the few times outside observers have caught a glimpse of the interiors of TriloCarriers, the most oft-expressed impression has been of EShemar troops ‘packed in like sardines’. With VR links and plug-in servicing systems, however, for EShemar warriors, TriloCarriers are very well appointed for campaign support vessels.
In many ways, the TriloCarriers resemble a larger version of the SSN’s Unipelta Light Cruiser/Transports in having an armored spine, to which are connected multiple modular bays that can sealed off from each other to contain damage and flooding. The modularity also allows for quicker repairs and refits, if the appropriate modules are available. Unlike the Unipeltas, the Trilos’ modules are tucked under the protection of a heavily-armored external hull-skinning. Each bay can be configured to a different purpose, or the fitout can be homogenous, depending on the mission/campaign profile anticipated for the TriloCarrier. Thus a Trilo can outfitted as a pure troop transport, standoff arsenal ship, or logistical support platform. Some have even been kitted out as mining vessels, scouring sea floors for vital minerals.
Adding to the capabilities of the TriloCarriers is their stealth. The DarkWaters would prefer to keep their mobile bases hidden using their advanced stealth, and strike at a distance using their embarked forces, rather than have their carriers engage directly, so Trilo captains will attempt to use stealth tactics and their surroundings whenever possible to hide their presence.
It would surprise many to learn that the TriloCarriers are space-capable and have limited flight capabilities. This is largely to facilitate their transport between worlds and star systems, however, and their space capabilities are mediocre at best. Usually TriloCarriers are carried by other Shemarrian vessels, typically Kumo-rodosha Cruisers, before being cut loose to make independent atmospheric reentry on a target world. Sometimes the TriloCarrier is shrouded in a disposable stealth sheath of light composite paneling to reduce its sensor signature during the vulnerable transport phase.
TriloCarriers typically serve as the nucleus of a mobile battle group, including other heavy vessels such as the Ghlastin-class and Humboldt-class SSNs, as well as larger warmounts such as the Pelaganar.
The TriloCarrier is used primarily by the Darkwater Tribe, but a few are known to be operated by the Horrorwoods for their littoral combat operations.
Type: EShe-SHCV-01 TriloCarrier
Class: Submarine Cruiser/Mobile Base
Crew: 2,800 +5,000 troops
MDC/Armor by Location:
Main Body 30,000
Bridge 9,000
Medium Laser Cannons(8 ) 500 each
Heavy Ion Cannons(10) 400 each
Module Bays(10) 900 each
Dual-Mode Missile/Torpedo Launchers(6) 500 each
Heavy Rail Guns(8 ) 400 each
Ion Point Defense Blisters(8 ) 200 each
Hangar Bays 900 each
Thrusters(4) 2,000 each
Crawler Legs(30) 400 each
Height: 105 ft
Width: 840 ft
Length: 1,100 ft
Weight: 490,000 tons
Cargo: 85,000 tons
Powerplant: Advanced Nuclear Fusion
Speed:
(Atmosphere) Hover to 300 MPH; NOT transatmospheric. Rarely flies on a planetary deployment, as most Shemar commanders consider it a Big Fat Target while flying.
(Sublight) Mach 4
(Kitsune Values: 20% of light speed; Accelerates/decelerates at 0.4% of light speed per melee)
(FTL) Not possible; not equipped with its own FTL drive
(Underwater) Can run along the bottom at about 9 MPH, or ‘swim’ at 21 MPH. Maximum Depth: 6 miles
Market Cost: EXCLUSIVE to the Shemarrian Star Nation
Systems of Note:
Standard Submarine and Starship Systems, plus:
*Long Range Radar(space)---Phased Array Search and Early Warning Radars---Maximum Resolution Range of 4 million miles in space. On the surface, the radar is rather more limited to line of sight(100 miles or so, but requires the Trilo to be surfaced and erecting an antennae).
*Long Range Surface Imaging Radar(space)---When the terrain below is unknown, the Trilos can use powerful surface-mapping radar to trace the contours of the land below, and extrapolate ocean bottom topography.
*Gravitic Sensors(space)----55 million mile range
*Neutrino Detection(space)----55,000 mile range
*Long Range Sonar----(Passive) 100 miles, (Active) 10 miles
*Magnetic Anomaly Detector----Mounted in the ‘head’ is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----60 mile range
*Stealth---The TriloCarrier is sheathed in sonar-absorbing materials, and other measures are implemented in the design to reduce the mobile base’s sensor signature. (-20% to enemy detection rolls in space, -30% in water)
*Magnetic Impeller ”Caterpillar” Drive--The sub can be propelled by a special hydro-magnetic impeller jet. Speed is 20% slower than a regular hydrojet, but the system has the advantage of being far quieter.
Bonuses: -15% to Detection rolls using sonar/acoustic scanners.
*Onboard Assembler Forge/Nanofacs----These compact mini-factories are mainly dedicated to producing armor, spare parts, and ammunition for the submarine and its complement. Typically the onboard nanofactories can produce 500 MDC of armor plating, 200 high explosive(OR 120 incendiary/ acid OR 40 malnano) grenades/shells/limpet mines, 100 mini-torpedoes, 250 conventional rifles, 50 energy pistols, 25 energy rifles, 10 rail-rifles, or 5,000 rounds of solid rail gun ammunition per hour, if properly fed with the right materials. If tooled for heavier munitions, the factories can typically produce 30 short range missiles/torpedoes, OR 15 MRMs/MRTs, or 6 LRMs/LRTs per hour.
*Stealth(-25% to enemy detection rolls, -70% if moving at speeds of less than 10 MPH)
Weapons Systems:
1) Medium Laser Cannons(8 )---These are powerful laser turrets normally carried flush with the dorsal hull, but rise and rotate for action when activated.
Range: 7 miles in atmosphere, 14 miles in space, 3.5 miles underwater
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space, 3.5 miles underwater)
Damage: 2d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Heavy Ion Cannons(10)---These slightly less powerful weapons batteries are, like the lasers, normally concealed in the streamlined hull, but bristle out when readied for combat.
Range: 2 miles in air and underwater
Damage: 5d6x10 MD per single blast
Rate of Fire: 6 times per melee
Payload: Effectively Unlimited
3) Dual-Mode Missile/Torpedo Launchers(6)---These launchers fire the Shemarrian version of the Kittani Air-Sea Rocket Torpedoes
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD to 30 ft blast radius
Rate of Fire: Volleys of 1-10
Payload: 50 per launcher. Additional projectiles can be carried in the cargo bays and reloaded within 10 minutes.
4) Heavy Rail Guns(8 )---Double-barreled heavy rail guns used as point defense. Underwater, these weapons fire supercavitating ammunition.
Range: 2 miles in atmosphere, miles in space, 1 mile underwater
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
Damage: 3d6x10 MD single shot, 6d6x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: 1,000 rds per gun
5) Ion Point Defense Blisters(8 )---These are smaller ion-cannon mounts, with a limitless ammunition supply
Range: 4,000 ft in air and underwater
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
6) Modular Bays(10)--Mounted along the central spine of the TriloCarrier, five to a side, are modular bays that can be configured for transport, support, or weaponry.
Each bay can hold one of the following:
a) Hangar Bay---Each bay can hold 50 horse-sized e-animals, 25 Warmounts, 10 Scarin-type mini-submarines, 1 Humboldt-class submarine, or a super-heavy Warmount such as a Hexadra, Shelong, KillWar or Conasaur.
b) Troop Bay---Each can hold 250 troops and their equipment, plus repair-booth Assembly Forges.
c) Torpedo/Missile Bay----Launch gear for 400 mini-missiles/torps(volleys of 1-40), OR 160 SRMs/SRTs(volleys of 1-20), OR 96 MTMs/MRTs(volleys of 1-16), OR 24 LRMs/LRTs(volleys of 1-8).
- ‘SeaFire’ Missile-Torpedoes
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 64
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
- Kittani Long Range Rocket Torpedoes
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 32 can be carried
d) Cargo Bay---1,000 tons of cargo each
f) Factory Bay---The bay is given over to advanced mini-factory equipment. Typically the onboard nanofactories can produce 500 MDC of armor plating, 200 high explosive(OR 120 incendiary/ acid OR 40 malnano) grenades/shells/limpet mines, 100 mini-torpedoes, 250 conventional rifles, 50 energy pistols, 25 energy rifles, 10 rail-rifles, or 5,000 rounds of solid rail gun ammunition per hour, if properly fed with the right materials.
g) Drone Assembly---The onboard manufactory can produce drones(or can be programmed to produce other, similar ‘bots) from scratch. This allows the Trilo to resupply other vessels and Warmounts, or to act as a fast ‘seeder’, releasing hordes of smaller ‘bots(typically up-current of a target area) in floating schools or drifting ‘minefields’.
Typical rate of assembly:
-EcoS-DUW01 ‘Robofin’---Up to 300 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 8 drones
-EcoS-DUW02 ‘Grabby’ ---Up to 60 can be produced an hour. Typically it takes about 20 MD of consumed materials to produce 1 drone.
-Eco-KRP20/ EcoS-KRPXUW2007 Teuthy---Up to 6 can be produced an hour. Typically it takes about 45 MDC of consumed materials to produce 1 drone.
-EcoS-KaSSc-01/KRP-26 Darkeel---Up to 9 can be produced every two hours. Typically it takes about 90 MDC of consumed materials to produce 1 drone.
-EcoS-DUW03 ‘Sharkus’---Up to 10 can be produced every two hours. Typically it takes about 65 MDC of consumed materials to produce 1 drone.
-EcoS-DUW04 ‘Robopus’----Up to 18 can be produced an hour. Typically it takes about 40 MDC of consumed materials to produce 1 drone
-EcoS-DUWAK01---Up to 18 can be produced an hour. Typically it takes about 25 MDC of consumed materials to produce 1 drone.
-EcoS-DEXUW01 ’Squidpedo’---Up to 80 can be produced an hour. Typically it takes about 12 MDC of consumed materials to produce 1 drone.
-EcoS-DEXUW02--’Starfish Mine’---Up to 200 can be produced an hour. Typically it takes about 3 MD or 600 SDC of consumed materials to produce 5 drones.
-EcoS-DEXUW03 ----’Jelly Mine’---Up to 400 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 10 drones
-EcoS-DEXUW04 ---’Sailor Mine’---Up to 400 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 10 drones
H) Heavy Energy Weapon Bay--Mounts two additional weapons turrets identical to the Laser and Ion turrets mounted in the main body.
Auxiliary Craft:
300 Warmounts (in addition to any hangar module complement)
Typically 600 combat e-animals(such as the Eco-KRP10 Cyvern or EcoS-KRP21 Airquid)
8 Service Vehicles/Aquatic Shuttles
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
DhAkael wrote::shock: Well now... one helluva conversion process on the Yakusha *shudder*, and the Empacs sound darn cute.
Though for a lot of the NeShemarr stuff I'm reminded of an olde expression for AD&D. "Lawful Good does NOT mean lawful nice".
Oh yeah, NeShemar typically come to the EShemar all ripped up, traumatized, or eager to forget their past....makes it easier to Remake them.
Then there are the ones too innocent to kill, too guilty to spare...they get Remade the hard way....
Whether it's a classic bionic conversion, essence transfer, or nanite assimilation, they're becoming something more than human.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Shemarrian ‘Izuumer’ Hydrofoil Transport(Clan Shinden)
(aka ‘Red Waves’)
“Har! Yon black ship looms rapidly on the horizon! There be poor souls aboard that accursed vessel, wretches in need of rescue from the foul clutches of Nihonese oni and Chinese demons! Ready the lightnings and run out the lasers! Rally to the rails, mine cyber-samurai, tonight our star-born steel tastes the blood of devil-pirates!”
“Is our cargo secured?”
<<“Aye! All the loot of that corsair and the castle of its masters. Oh, and a dozen for the Little Sisters to Remake! Another couple dozen to return to their villages on our way back. The rest? As soon as we broke the slavers’ will to resist, the rest of the slaves released themselves on their own recognizance. They be halfway down the Honshu coast already, I reckon, them that didn’t stop to do a little looting of their own in compensation for their service.”>>
The ‘Izuumer’ is a more or less conventional maritime transport vessel type developed by Clan Shinden to get around the coastal waters of Japan. The Izuumer resembles a cross between a traditional Far Eastern ‘junk’ and a more modern high- speed hydrofoil; with the foils stowed, in fact, it can be easily mistaken for a sailing junk on the water. It’s anything but conventional though, with megadamage materials used in its construction, fusion powerplants, computerized rigging, and an array of concealed high-tech sensors, weapons, and other conveniences.
Armament is fairly heavy for the type, but the real firepower comes from the embarked troops, most of whom are either (disguised) robots or cyborgs. A barrage from the rail guns of EShemar troops at the rail can be as devastating as the broadside of a larger vessel, and more accurate besides.
Because of its conventional appearance and technology, Izuumers allow the Fringe Tribe to move about without attracting exceptional attention...at least until they pop up the armaments and go after some slaver, pirate, or other target.
Izuumers are found along the coastlines of Japan and in the Sea of Japan, wherever the interests of Clan Shinden take them. The use of these, and other, watercraft, makes it harder for Clan Shinden to be ambushed by those local factions wishing them ill.
Type: EShe-Cshin-PBH Izuumer
Class: Hydrofoil Transport
Crew: 14+30-40 passengers
MDC/Armor by Location:
Main Body 1,700
Hydrofoils(3) 400 each
Mast 350
Sail 75
Forward Turret 150
Aft Turret 200
Rocket Launchers(2) 90 each
Height: 9 ft draft off hydrofoils, 1 ft on ‘foils. Keel to mast-top is 40 ft tall
Width: 20 ft
Length: 90 ft
Weight: 150 tons
Cargo: 15 tons
Powerplant: Nuclear Fusion w/ 15 yar energy life
Supplemental solar power.
Speed:
(Sail) 16 MPH
(Motor) 22 MPH
(Hydrofoils) 110 MPH
Market Cost: Exclusive to the EShemarrian Nation/Clan Shinden
Systems of Note:
*Radar---25 mile range
*Sonar---10 mile range
*Environmentally Sealed Cabin---Many, if not most, Izuumers incorporate an NBC-sealed hold or cabins for the benefit of organic crewmembers, passengers, and special cargoes. Effectively has robot vehicle-quality life support.
Weapons Systems:
1) Forward and Aft Turrets---Izuumers mount two manned turrets, one forward on the forecastle/foredeck, and the other aft, atop the pilothouse/cabin.
a) Laser Cannon---Copied M-BiLar AT-5000
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Ion Cannon
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.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.
c) Plasma Cannon---Based on copied mechanoid technology.
Range: 5,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
d) Particle Beam Cannon---Orbital-style weapon, copied by the EShemar.
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 4d6x10 MD per blast
Rate of Fire: ECHH
Payload: 25 blasts, recharges at a rate of 1 blast per minute
e) Spiral Disruptor Cannon---Captured and reverse-engineered from the Naut’yll(and meeting with their full disapproval).
Range: 5,000 ft
Damage: 1d6x10+6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
f) 60mm Gun-Mortar--Based on the pre-Rifts designs for dual-mode smoothbore direct-and indirect-fire weapons that can be either breech or muzzle-loaded.
Weight: (Basic weapon) 165 lbs
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Must be manually breech-reloaded; a well-trained gun crew(and Shemarrians effectively count as an automated gun system) can fire up to four times per melee
Payload:
g) 81mm Gun-Mortar---Copied from Free Quebec’s GBM-7-70M1 High Power Mortar, the same weapon as mounted on the QGBM-7-70 ‘Taurus’ Glitterboy.
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
(Plasma/Micro-Fusion) 2d4x10 MD to 15 ft blast radius
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees
(Chemical) Effects vary, but contains enough chemical agent to cover a 30 ft radius
(Illumination) Can loft to an altitude of 1,000 ft, and illuminate an 800 ft radius for 4d4 melees.
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds, ready to fire. Additional rounds can be handloaded by a gunnery team.
h) Slayer Quad-Laser Cannon---Copied from the PS-RFL-40.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EGCHH
Payload: Effectively unlimited
i) TriGun---An adaptation of a Darkwater/Wolf’s Path version of a Kittani weapon, the ‘Trigun’ couples a laser, a machinegun, and a grenade launcher/cannon, and adds targeting sensors.
Range:(Laser) 4,000 ft in atmosphere, 12,000 ft(roughly 2 miles) in space
(Grenade Launcher) 6,000 ft
(Machine Gun) 10,000 ft
Damage:(Laser)(Variable) 4d6 MD or 1d4x10 MD per blast
(Grenade Launcher)Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.
(Machine Gun)(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(Advanced High Explosive) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire:(Laser) ECHH
(Grenade Launcher) Single shot or rapid-fire burst of 2-3
(Machine Gun) Standard
Payload:(Laser) 100 light blasts or 40 heavy; recharges in 30 minutes.
(Grenade Launcher) 6 rounds
(Machine Gun) 500 rds
Bonuses: (Laser)+3 to strike
(Grenade Launcher) +1 to strike
(Machine Gun) +1 to strike
2) Rocket Launchers(2)---Two box launchers for rocket-propelled projectiles. Though high-tech guided missiles are possible, such weapons are hard to come by, even with the production capabilities of Clan Shinden. Simpler, less sophisticated, projectiles such as katyushas and TW rockets are easier to come by.
a) Mini-Missiles---20 per launcher
b) Short Range Missiles---8 per launcher
c) Katyusha Rockets
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-10
Payload: 10 per launcher
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
d) TW Rockets--- Design imported from North America. It’s rumored that TWizards on both sides of the Pacific are working to further modify the munitions with spells such as Starburst, Engine Flameout, Electromagnetic Attack, Barrage or Shockwave.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius.
Rate of Fire: Volleys of 1-12
Payload: 12 per launcher
e)‘SeaFire’ Missile-Torpedoes---Adaptation of a Kittani weapon. They’re still rare in Japan, but Clan Shinden is gearing up to produce them in quantity.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1- 4
Payload: 4 per launcher
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
4)(Optional)Depth Charge Rack---The rear deck can be fitted with a depth charge rack.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time
Payload: 18 depth charges
Auxiliary Craft:
1-4 small boats
Options:
Individual Izuumers may be outfitted differently with regards to decoration, styling, and elctronics. Some are known to sport EW Jammers to disript radio communications and electronic sensors(generally have a range of 5-30 miles), while others are dabbling with TechnoWizardry mdifications(especially popular smong those crews facing the Oni and Horune).
*DragonHead Prow---Features a pair of eye lasers(4,000 ft range, effectively unlimited payload) , an articulated jaw(1d6x10 MD ram/bite), and a choice of flamethrower, plasma projector, or sonic cannon.
a)Flamer
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 flamethrower 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) Effectively unlimited
Payload:
(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).
b) Plasma Cannon
Range: 1,600 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
c) Sonic Projector
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: EGCHH
Payload: Effectively Unlimited
*Ram Prow---Specially reinforced prow designed to penetrate other ship hulls, as well as cushion the shock to the ramming ship’s own hull. Damage: 2d4x10 MD per 40 MPH of speed.
(aka ‘Red Waves’)
“Har! Yon black ship looms rapidly on the horizon! There be poor souls aboard that accursed vessel, wretches in need of rescue from the foul clutches of Nihonese oni and Chinese demons! Ready the lightnings and run out the lasers! Rally to the rails, mine cyber-samurai, tonight our star-born steel tastes the blood of devil-pirates!”
“Is our cargo secured?”
<<“Aye! All the loot of that corsair and the castle of its masters. Oh, and a dozen for the Little Sisters to Remake! Another couple dozen to return to their villages on our way back. The rest? As soon as we broke the slavers’ will to resist, the rest of the slaves released themselves on their own recognizance. They be halfway down the Honshu coast already, I reckon, them that didn’t stop to do a little looting of their own in compensation for their service.”>>
The ‘Izuumer’ is a more or less conventional maritime transport vessel type developed by Clan Shinden to get around the coastal waters of Japan. The Izuumer resembles a cross between a traditional Far Eastern ‘junk’ and a more modern high- speed hydrofoil; with the foils stowed, in fact, it can be easily mistaken for a sailing junk on the water. It’s anything but conventional though, with megadamage materials used in its construction, fusion powerplants, computerized rigging, and an array of concealed high-tech sensors, weapons, and other conveniences.
Armament is fairly heavy for the type, but the real firepower comes from the embarked troops, most of whom are either (disguised) robots or cyborgs. A barrage from the rail guns of EShemar troops at the rail can be as devastating as the broadside of a larger vessel, and more accurate besides.
Because of its conventional appearance and technology, Izuumers allow the Fringe Tribe to move about without attracting exceptional attention...at least until they pop up the armaments and go after some slaver, pirate, or other target.
Izuumers are found along the coastlines of Japan and in the Sea of Japan, wherever the interests of Clan Shinden take them. The use of these, and other, watercraft, makes it harder for Clan Shinden to be ambushed by those local factions wishing them ill.
Type: EShe-Cshin-PBH Izuumer
Class: Hydrofoil Transport
Crew: 14+30-40 passengers
MDC/Armor by Location:
Main Body 1,700
Hydrofoils(3) 400 each
Mast 350
Sail 75
Forward Turret 150
Aft Turret 200
Rocket Launchers(2) 90 each
Height: 9 ft draft off hydrofoils, 1 ft on ‘foils. Keel to mast-top is 40 ft tall
Width: 20 ft
Length: 90 ft
Weight: 150 tons
Cargo: 15 tons
Powerplant: Nuclear Fusion w/ 15 yar energy life
Supplemental solar power.
Speed:
(Sail) 16 MPH
(Motor) 22 MPH
(Hydrofoils) 110 MPH
Market Cost: Exclusive to the EShemarrian Nation/Clan Shinden
Systems of Note:
*Radar---25 mile range
*Sonar---10 mile range
*Environmentally Sealed Cabin---Many, if not most, Izuumers incorporate an NBC-sealed hold or cabins for the benefit of organic crewmembers, passengers, and special cargoes. Effectively has robot vehicle-quality life support.
Weapons Systems:
1) Forward and Aft Turrets---Izuumers mount two manned turrets, one forward on the forecastle/foredeck, and the other aft, atop the pilothouse/cabin.
a) Laser Cannon---Copied M-BiLar AT-5000
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Ion Cannon
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.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.
c) Plasma Cannon---Based on copied mechanoid technology.
Range: 5,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
d) Particle Beam Cannon---Orbital-style weapon, copied by the EShemar.
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 4d6x10 MD per blast
Rate of Fire: ECHH
Payload: 25 blasts, recharges at a rate of 1 blast per minute
e) Spiral Disruptor Cannon---Captured and reverse-engineered from the Naut’yll(and meeting with their full disapproval).
Range: 5,000 ft
Damage: 1d6x10+6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
f) 60mm Gun-Mortar--Based on the pre-Rifts designs for dual-mode smoothbore direct-and indirect-fire weapons that can be either breech or muzzle-loaded.
Weight: (Basic weapon) 165 lbs
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 12,700 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 40 ft blast radius(cost: 200 credits)
(Fragmentation-MD) 3d6 MD to 50 ft blast radius(cost: 560 credits)
(High Explosive) 6d6 MD to 20 ft blast radius(cost: 720 credits)
(Anti-Armor HEAT) Very heavy projectile( Does 3d6x10 MD to a 2 ft diameter area(shaped charge)(cost: 900 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees(cost: 710 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, are constantly in development.
Rate of Fire: Must be manually breech-reloaded; a well-trained gun crew(and Shemarrians effectively count as an automated gun system) can fire up to four times per melee
Payload:
g) 81mm Gun-Mortar---Copied from Free Quebec’s GBM-7-70M1 High Power Mortar, the same weapon as mounted on the QGBM-7-70 ‘Taurus’ Glitterboy.
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
(Plasma/Micro-Fusion) 2d4x10 MD to 15 ft blast radius
(Incendiary) 2d6 MD flash damage to 24 ft blast radius, plus does 1d4 MD per melee for 2d6 melees
(Chemical) Effects vary, but contains enough chemical agent to cover a 30 ft radius
(Illumination) Can loft to an altitude of 1,000 ft, and illuminate an 800 ft radius for 4d4 melees.
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds, ready to fire. Additional rounds can be handloaded by a gunnery team.
h) Slayer Quad-Laser Cannon---Copied from the PS-RFL-40.
Range: 6,000 ft(60,000 ft in space)
Damage: 4d6 MD single shot, 2d4x10 MD short burst (four shots, one from each barrel), 4d4x10 MD medium burst (eight shots, two from each barrel in sequence), 4d6x10 MD long burst (takes two attacks), or 6d6x10 MD full melee burst (takes three attacks).
Rate of Fire: EGCHH
Payload: Effectively unlimited
i) TriGun---An adaptation of a Darkwater/Wolf’s Path version of a Kittani weapon, the ‘Trigun’ couples a laser, a machinegun, and a grenade launcher/cannon, and adds targeting sensors.
Range:(Laser) 4,000 ft in atmosphere, 12,000 ft(roughly 2 miles) in space
(Grenade Launcher) 6,000 ft
(Machine Gun) 10,000 ft
Damage:(Laser)(Variable) 4d6 MD or 1d4x10 MD per blast
(Grenade Launcher)Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.
(Machine Gun)(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(Advanced High Explosive) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire:(Laser) ECHH
(Grenade Launcher) Single shot or rapid-fire burst of 2-3
(Machine Gun) Standard
Payload:(Laser) 100 light blasts or 40 heavy; recharges in 30 minutes.
(Grenade Launcher) 6 rounds
(Machine Gun) 500 rds
Bonuses: (Laser)+3 to strike
(Grenade Launcher) +1 to strike
(Machine Gun) +1 to strike
2) Rocket Launchers(2)---Two box launchers for rocket-propelled projectiles. Though high-tech guided missiles are possible, such weapons are hard to come by, even with the production capabilities of Clan Shinden. Simpler, less sophisticated, projectiles such as katyushas and TW rockets are easier to come by.
a) Mini-Missiles---20 per launcher
b) Short Range Missiles---8 per launcher
c) Katyusha Rockets
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents(currently only the Sovietskii uses chemical munitions, though it is rumored that Warlord Sokolov has been seeking to acquire such weapons). Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-10
Payload: 10 per launcher
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
d) TW Rockets--- Design imported from North America. It’s rumored that TWizards on both sides of the Pacific are working to further modify the munitions with spells such as Starburst, Engine Flameout, Electromagnetic Attack, Barrage or Shockwave.
Range: 3 miles
Damage: 2d4x10 MD to a 30 ft radius.
Rate of Fire: Volleys of 1-12
Payload: 12 per launcher
e)‘SeaFire’ Missile-Torpedoes---Adaptation of a Kittani weapon. They’re still rare in Japan, but Clan Shinden is gearing up to produce them in quantity.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1- 4
Payload: 4 per launcher
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike
4)(Optional)Depth Charge Rack---The rear deck can be fitted with a depth charge rack.
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius
Rate of Fire: Drops one a time
Payload: 18 depth charges
Auxiliary Craft:
1-4 small boats
Options:
Individual Izuumers may be outfitted differently with regards to decoration, styling, and elctronics. Some are known to sport EW Jammers to disript radio communications and electronic sensors(generally have a range of 5-30 miles), while others are dabbling with TechnoWizardry mdifications(especially popular smong those crews facing the Oni and Horune).
*DragonHead Prow---Features a pair of eye lasers(4,000 ft range, effectively unlimited payload) , an articulated jaw(1d6x10 MD ram/bite), and a choice of flamethrower, plasma projector, or sonic cannon.
a)Flamer
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 flamethrower 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) Effectively unlimited
Payload:
(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).
b) Plasma Cannon
Range: 1,600 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
c) Sonic Projector
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: EGCHH
Payload: Effectively Unlimited
*Ram Prow---Specially reinforced prow designed to penetrate other ship hulls, as well as cushion the shock to the ramming ship’s own hull. Damage: 2d4x10 MD per 40 MPH of speed.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Pictures up for the Yakusha: http://i408.photobucket.com/albums/pp164/taalismn/yakusha_zpscvifrxz5.jpg
and the Empac:http://i408.photobucket.com/albums/pp164/taalismn/Empacs_zpslb0db0bw.jpg
and the Empac:http://i408.photobucket.com/albums/pp164/taalismn/Empacs_zpslb0db0bw.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
taalismn wrote:Pictures up for the Yakusha: http://i408.photobucket.com/albums/pp164/taalismn/yakusha_zpscvifrxz5.jpg
and the Empac:http://i408.photobucket.com/albums/pp164/taalismn/Empacs_zpslb0db0bw.jpg
for some reason it keeps giving me a "please update your account to allow third party hosting" picture...
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:taalismn wrote:Pictures up for the Yakusha: http://i408.photobucket.com/albums/pp164/taalismn/yakusha_zpscvifrxz5.jpg
and the Empac:http://i408.photobucket.com/albums/pp164/taalismn/Empacs_zpslb0db0bw.jpg
for some reason it keeps giving me a "please update your account to allow third party hosting" picture...
I'm getting that $#!+ for all my entries...the only 'upgrade' they allow me access to is an 'ads free' upgrade for 2.45 a month. No thank you.
Interestingly enough, if you access my account using a server like Google Chrome, you CAN get access to the pictures.
I'm hoping this is only a temporary piece of annoyance, because photobucket has proven very frustrating of late, such as constantly asking me to comfirm my e-mail address.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:taalismn wrote:Pictures up for the Yakusha: http://i408.photobucket.com/albums/pp164/taalismn/yakusha_zpscvifrxz5.jpg
and the Empac:http://i408.photobucket.com/albums/pp164/taalismn/Empacs_zpslb0db0bw.jpg
for some reason it keeps giving me a "please update your account to allow third party hosting" picture...
I'm getting that $#!+ for all my entries...the only 'upgrade' they allow me access to is an 'ads free' upgrade for 2.45 a month. No thank you.
Interestingly enough, if you access my account using a server like Google Chrome, you CAN get access to the pictures.
I'm hoping this is only a temporary piece of annoyance, because photobucket has proven very frustrating of late, such as constantly asking me to comfirm my e-mail address.
I am using google chrome. If I go to your library, I can access the pics, but the one I click on gives that message, but clicking next or previous gives me those ones. Photobucket is getting annoying at times. What about deviantart?
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Nope, still not seeing that problem with Chrome...
I'm going to wait and see if the problem clears up. You know of anybody else on photobucket who's seeing the same problem? It can't just be me.
I'm going to wait and see if the problem clears up. You know of anybody else on photobucket who's seeing the same problem? It can't just be me.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
-
- Hero
- Posts: 1437
- Joined: Wed Nov 27, 2013 12:21 am
Re: Shemarrian-related fan creations
kronos wrote:taalismn wrote:kronos wrote:taalismn wrote:Pictures up for the Yakusha: http://i408.photobucket.com/albums/pp164/taalismn/yakusha_zpscvifrxz5.jpg
and the Empac:http://i408.photobucket.com/albums/pp164/taalismn/Empacs_zpslb0db0bw.jpg
for some reason it keeps giving me a "please update your account to allow third party hosting" picture...
I'm getting that $#!+ for all my entries...the only 'upgrade' they allow me access to is an 'ads free' upgrade for 2.45 a month. No thank you.
Interestingly enough, if you access my account using a server like Google Chrome, you CAN get access to the pictures.
I'm hoping this is only a temporary piece of annoyance, because photobucket has proven very frustrating of late, such as constantly asking me to comfirm my e-mail address.
I am using google chrome. If I go to your library, I can access the pics, but the one I click on gives that message, but clicking next or previous gives me those ones. Photobucket is getting annoying at times. What about deviantart?
unless I am confused didn't photobucket just change their rules to start charging to link to 3rd party sites? I can't access it right at the moment but I believe there is a discussion about it on the battletech off topic forums.
Re: Shemarrian-related fan creations
guardiandashi wrote:kronos wrote:taalismn wrote:kronos wrote:taalismn wrote:Pictures up for the Yakusha: http://i408.photobucket.com/albums/pp164/taalismn/yakusha_zpscvifrxz5.jpg
and the Empac:http://i408.photobucket.com/albums/pp164/taalismn/Empacs_zpslb0db0bw.jpg
for some reason it keeps giving me a "please update your account to allow third party hosting" picture...
I'm getting that $#!+ for all my entries...the only 'upgrade' they allow me access to is an 'ads free' upgrade for 2.45 a month. No thank you.
Interestingly enough, if you access my account using a server like Google Chrome, you CAN get access to the pictures.
I'm hoping this is only a temporary piece of annoyance, because photobucket has proven very frustrating of late, such as constantly asking me to comfirm my e-mail address.
I am using google chrome. If I go to your library, I can access the pics, but the one I click on gives that message, but clicking next or previous gives me those ones. Photobucket is getting annoying at times. What about deviantart?
unless I am confused didn't photobucket just change their rules to start charging to link to 3rd party sites? I can't access it right at the moment but I believe there is a discussion about it on the battletech off topic forums.
Yeah.. on photobucket's website.. they go on about how you need an account upgrade for third party hosting.. so apparently going through a link might be "considered third party" so if you use the link to get to taalismn's library, can navigate through that way, although it can still give some issues occasionally.
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
So I may just have to post new pictures under the appropriate title and just say 'go get'em over at photobucket', or start posting at Deviantart(which takes up too much time for every little picture)....
Damn it...even with the ad-spam they're trying to squeeze us....
As my brother likes to say; 'Things change not because people can make them better, but because people CAN."
Damn it...even with the ad-spam they're trying to squeeze us....
As my brother likes to say; 'Things change not because people can make them better, but because people CAN."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Cultural Notes: Shemarrian Elemental Affiliations
“I’m telling you, Elemental readings are a valid tool in the study of alien cultures by revealing their most prominent associations with the major Forces of the cosmos.”
“But, Professor, even the strictest interpretations of classical Elemental or Primal Forces can produce overlap or identical results with the most broad readings. leading to ambiguity in the presumed accuracy of the method! It cannot be used as a reliable forecaster of a culture’s actions!”
“Well obviously one cannot predict day to day actions and activities, but one can get a general sense of the likely trendings and predispositions by knowing their Force affiliations. Together with other tools and means, a more accurate picture of them can be refined. But Elemental Affiliation ultimately reveals the backdrop and underlying attitudes of a culture. We already know from observations that the Shemarrians may be linked to plant life, suggesting an association with the Earth Element!”
“And -that- claim has already been discredited by more recent observations! And your statement itself right now already shows a slanted bias towards one Force over others! Cal, you better revisit your divination methodology before you begin casting lest the oversight board cite pre-existing bias tainting your study.”
---Mage-Professor Calios Therwell and Professor of MetaPrognostics Theseus Marand, Lazlo University
The study of the Shemarrian Nation by the Lazlo academic establishment has led to some interesting studies, one of them being an effort to scry the nature of the Shemarrians by magical means, or at least gauge their temperment by mystic prognostication. Mage-Professor Therwell’s recent effort to read the Shemarrian Tribes by studying their ‘elemental affiliations’ using his controversial ‘Primal Force’ divination methods, or their links to primal universal forces. has led to the following suppositions:
#HawkMoon---Air. As fliers, the Hawkmoons are intimately linked to the Element of Air.
#DarkWaters---Water. Another clear connection; the DarkWaters’ presence in both the oceans of water and the oceans of space links them to Water.
#Blood Riders---Fire. Fire is clearly a major cultural icon in Blood Rider society, hence their strongest reading is for Fire.
#Ghost Riders---Air. While some would say the true realm of this elusive tribe is Darkness/Shadow, they seem most affiliated with Air, as their very evasiveness and connection to the invisible wireless networks marks them as creatures of air.
#SkullCrushers---Death. The Skullcrushers are most intimately affiliated with death, as part of their (self)destructive nature, but arguably also with rebirth, as witness their reconciliation with their sister Tribes and recent re-blooming. Their apparent competition with the Hawkmoons also suggests a strong Air rivalry.
#HorrorWoods---Earth. The Horrorwoods’ infatuation with ecology marks them as tied to the Earth Element, though Life also figures prominently in their affiliation, as shown by the intense fecundity of their Tribe in breeding Warmounts.
#Wolf’s Path---Earth. Similarly, the Wolf’s Path nomadic terrestrial nature and land animal iconography link them to the Earth Element.
#SilverMoon---Light. Though they are most conspiciously represented by the Moon, they are also tied to the Sun and Stars, and thus are ultimately linked to Light.
*Sapphire Cobra---Lightning. The very oddness of this Tribe, their power, speed, and evasiveness conjured a reading of Lightning for them, though the claim can also be made for Magic being a major Element in their culture.
*WayFinder---Magic. The very soul of this Tribe is intimately linked to Magic.
*Lost Eclipse/Nightmare---Darkness/Shadow. The Nightmares are logically affiliated with Darkness as their Element.
Fringe Tribes are harder to read, as not all of them are known to Therwell’s department, nor could scrying get an adequate reading ‘fix’ on them.
Clan Alecia---?
Clan Armorand*---Earth. As stoic defenders of territory, the Armorands are linked most strongly with the Earth Element.
Aurora Warriors---Ice/Snow. Scrying showed strong ties to Air, Water, and Darkness, but Cold seemed mos prominent in the nature of this tribe.
Chromites---?
The FlameWings**---Fire/Death----Scryings seem to tie the FlameWings to the more destructive aspects of Fire, shading into Death as their patron Element.
Ghezo Guards---?
Clan Gothec---Earth. The scavenging nature of this fringe tribe makes them strongly affiliated with Earth.
The IceFlames*---Fire/Air/Ice? A difficult read, the IceFlames seem tied to two or more contradictory Forces/Elements.
Clan Immensis---Earth. The size and solidity of this clan, and especially the strong ‘Earth Mother’ iconography of the tribe mark them as beings of Earth.
The IronHearts----Life/Time. This Sim-tribe seems tied to two Forces by dint of their bionic conversion extending their lifespans.
The Lollipops----Life/Time---A difficult read, the Lolis seem to be associated with the joy of Life, while defying Time in their apparent agelessness and effort to remain children.
Clan Megalith---Earth, Clan Megalith’s massive constructs are obvious efforts to gain the solidity of Earth, even in deep space motion.
Clan Motron---Earth. The speedster and motorvehicle clan, by their wheels on the road and their heavy metal engineering, are creatures of Earth.
The Obsidian Dawn*---Death. The Obsidian Dawn is a society of pest externinatorsm and are thus defined by the power of death they hold over entire vermin species.
Clan Pantheron---?
The Radiant Edge*---Death. Dealing with catastrophe, the Radiant Edge is well acquainted with the power and scope of Death. They are also familiar with setting up the conditions for Life to emerge from mass death.
Clan Scelptor*---Time. Though very hard to read, the most common concept that seemed to emerge with readings of Clan Scelptor involve endurance and permanence; thus Time seems to be the affiliation for this tribe(the continuity of the legacy of the ancient Duvwight also makes the case for Time).
Clan Shelley---Darkness/Shadow. The Shelleys seem happily enscrounged in the Element of Darkness.
Clan Shinden---Lightning. As their name suggests, the Shindenites are bound to the flash and thunder of Lightning as their affiliation.
The SkyeKlad---Light. Obvious sun-worshippers who draw strength from Light.
The Steel Gaians*---Earth. As mechanics and tinkerers, the Steel Gaians are strongly affiliated with products of the Earth Element.
Thousand Dragons*---Air. The Thousand Dragons’ home dimension is stringly tied to Air, and by extension, so is the tribe.
Clan Vespa*---?
“I’m telling you, Elemental readings are a valid tool in the study of alien cultures by revealing their most prominent associations with the major Forces of the cosmos.”
“But, Professor, even the strictest interpretations of classical Elemental or Primal Forces can produce overlap or identical results with the most broad readings. leading to ambiguity in the presumed accuracy of the method! It cannot be used as a reliable forecaster of a culture’s actions!”
“Well obviously one cannot predict day to day actions and activities, but one can get a general sense of the likely trendings and predispositions by knowing their Force affiliations. Together with other tools and means, a more accurate picture of them can be refined. But Elemental Affiliation ultimately reveals the backdrop and underlying attitudes of a culture. We already know from observations that the Shemarrians may be linked to plant life, suggesting an association with the Earth Element!”
“And -that- claim has already been discredited by more recent observations! And your statement itself right now already shows a slanted bias towards one Force over others! Cal, you better revisit your divination methodology before you begin casting lest the oversight board cite pre-existing bias tainting your study.”
---Mage-Professor Calios Therwell and Professor of MetaPrognostics Theseus Marand, Lazlo University
The study of the Shemarrian Nation by the Lazlo academic establishment has led to some interesting studies, one of them being an effort to scry the nature of the Shemarrians by magical means, or at least gauge their temperment by mystic prognostication. Mage-Professor Therwell’s recent effort to read the Shemarrian Tribes by studying their ‘elemental affiliations’ using his controversial ‘Primal Force’ divination methods, or their links to primal universal forces. has led to the following suppositions:
#HawkMoon---Air. As fliers, the Hawkmoons are intimately linked to the Element of Air.
#DarkWaters---Water. Another clear connection; the DarkWaters’ presence in both the oceans of water and the oceans of space links them to Water.
#Blood Riders---Fire. Fire is clearly a major cultural icon in Blood Rider society, hence their strongest reading is for Fire.
#Ghost Riders---Air. While some would say the true realm of this elusive tribe is Darkness/Shadow, they seem most affiliated with Air, as their very evasiveness and connection to the invisible wireless networks marks them as creatures of air.
#SkullCrushers---Death. The Skullcrushers are most intimately affiliated with death, as part of their (self)destructive nature, but arguably also with rebirth, as witness their reconciliation with their sister Tribes and recent re-blooming. Their apparent competition with the Hawkmoons also suggests a strong Air rivalry.
#HorrorWoods---Earth. The Horrorwoods’ infatuation with ecology marks them as tied to the Earth Element, though Life also figures prominently in their affiliation, as shown by the intense fecundity of their Tribe in breeding Warmounts.
#Wolf’s Path---Earth. Similarly, the Wolf’s Path nomadic terrestrial nature and land animal iconography link them to the Earth Element.
#SilverMoon---Light. Though they are most conspiciously represented by the Moon, they are also tied to the Sun and Stars, and thus are ultimately linked to Light.
*Sapphire Cobra---Lightning. The very oddness of this Tribe, their power, speed, and evasiveness conjured a reading of Lightning for them, though the claim can also be made for Magic being a major Element in their culture.
*WayFinder---Magic. The very soul of this Tribe is intimately linked to Magic.
*Lost Eclipse/Nightmare---Darkness/Shadow. The Nightmares are logically affiliated with Darkness as their Element.
Fringe Tribes are harder to read, as not all of them are known to Therwell’s department, nor could scrying get an adequate reading ‘fix’ on them.
Clan Alecia---?
Clan Armorand*---Earth. As stoic defenders of territory, the Armorands are linked most strongly with the Earth Element.
Aurora Warriors---Ice/Snow. Scrying showed strong ties to Air, Water, and Darkness, but Cold seemed mos prominent in the nature of this tribe.
Chromites---?
The FlameWings**---Fire/Death----Scryings seem to tie the FlameWings to the more destructive aspects of Fire, shading into Death as their patron Element.
Ghezo Guards---?
Clan Gothec---Earth. The scavenging nature of this fringe tribe makes them strongly affiliated with Earth.
The IceFlames*---Fire/Air/Ice? A difficult read, the IceFlames seem tied to two or more contradictory Forces/Elements.
Clan Immensis---Earth. The size and solidity of this clan, and especially the strong ‘Earth Mother’ iconography of the tribe mark them as beings of Earth.
The IronHearts----Life/Time. This Sim-tribe seems tied to two Forces by dint of their bionic conversion extending their lifespans.
The Lollipops----Life/Time---A difficult read, the Lolis seem to be associated with the joy of Life, while defying Time in their apparent agelessness and effort to remain children.
Clan Megalith---Earth, Clan Megalith’s massive constructs are obvious efforts to gain the solidity of Earth, even in deep space motion.
Clan Motron---Earth. The speedster and motorvehicle clan, by their wheels on the road and their heavy metal engineering, are creatures of Earth.
The Obsidian Dawn*---Death. The Obsidian Dawn is a society of pest externinatorsm and are thus defined by the power of death they hold over entire vermin species.
Clan Pantheron---?
The Radiant Edge*---Death. Dealing with catastrophe, the Radiant Edge is well acquainted with the power and scope of Death. They are also familiar with setting up the conditions for Life to emerge from mass death.
Clan Scelptor*---Time. Though very hard to read, the most common concept that seemed to emerge with readings of Clan Scelptor involve endurance and permanence; thus Time seems to be the affiliation for this tribe(the continuity of the legacy of the ancient Duvwight also makes the case for Time).
Clan Shelley---Darkness/Shadow. The Shelleys seem happily enscrounged in the Element of Darkness.
Clan Shinden---Lightning. As their name suggests, the Shindenites are bound to the flash and thunder of Lightning as their affiliation.
The SkyeKlad---Light. Obvious sun-worshippers who draw strength from Light.
The Steel Gaians*---Earth. As mechanics and tinkerers, the Steel Gaians are strongly affiliated with products of the Earth Element.
Thousand Dragons*---Air. The Thousand Dragons’ home dimension is stringly tied to Air, and by extension, so is the tribe.
Clan Vespa*---?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Gotta admit, the image of one of the monsters from the live-action Japanese Johnny Sako/Giant Robo came to mind while I was writing this...
*Actiniar Mobile Aquatic Base](Darkwaters)
(aka ‘Death-Anemone’)
“They say fearsome things are a-borning in the northern waters....monsters never before seen by Man or God...among them great black kraken-polyps with th ability to pull ships down to watery graves, and burn dragons from the sky. It’s not healthy for a man’s life or sanity to sail the northern waters, and it’s a fool’s temptation to go seeking trouble there.“
“Moving through one of the Actiniar’s docking tentacles can be a real challenge for anybody with an inner ear....The accessways twist and turn, and they don’t remain stationary. The swaying from side to side is bad enough, but they also move up and down. The Darkwaters have no problems traversing the things, but for anybody else, it’s an invitation to slip, fall, tumble, or puke. You’d have to really love rollercoasters to make walking the tentacle halls a regular thing.”
“Want some idea of scale of that thing? Look closely at the tentacle clusters near the top. Those aren’t clown fish hiding in there, those are Pelaganar.”
“You’ll be pleased to learn that being a pirate’s concubine is no crime in and of itself, so you’ll not hang or be gutted along with the rest of the crew of rapists and extortionists you were netted with! Instead you’ll be taken down to the Akkorokamui Keep, and there handfasted to the Dark Waters, to become one of ours in body and mind! So move along, or be carried; you’ll get there either way!”
The Darkwaters, more than any other Tribe, rely heavily on mobile baseships to provide support for their deep water and deep space operations. The Actiniar-class mobile facility is one of the more exotic designs that the Darkwaters have debuted. Some claim they were inspired by accounts of the Mechanoids’ infamous Spider Fortress, while others dismiss this, believing the Actiniar to be an original Darkwater design building on the concept of cybertrees, only expanding the scale to create a much larger inhabitable ‘cyber-organism’. Until the discovery of Clan Megalith, the Actiniar would be arguably the largest standardized mobile terrestrial structure built by the EShemar, and in many ways it anticipated the discovery of the Mekarcs of the Megalith.
Actiniars resemble massive short-stemmed sea anemones, with a short squat cylindrical body carried on large psuedopod-feet, and topped by a writhing crown of tentacles. Only in this case the tentacles are sensory arrays, weapons mounts, and giant manipulatory derricks. The massive tentacles also hide several airlock hatches in the top of the facility. Inside the structure of the trunk is a reinforced pressurized habitat and micro-fac facilities for servicing EShemar warriors and their equipment. Unlike the TriloCarriers which act as more mobile motherships, the Actiniar acts like a logistical hub, with docking and transfer facilities for other vessels, and as a strongpoint, denying an enemy easy transit of strategic waterways such as submarine canyons and channels.
Actiniars typically sail slowly underwater or crawl along the ocean bottom. The Actiniar CAN crawl up on land, but it is slow going, and the Darkwaters rarely venture the Actiniar onto dry land. When they DO, it is usually as part of an all-out campaign to hold territory and the landfall is heavily escorted and protected to insure successful deployment.
The success of the Actiniar in DeepWatch service was so great that the Darkwaters have introduced a space version of it. The Silvermoons are also reportedly interested in the deep space version as well. The Gilloc oreseme of Clan Shelley are also rumored to be interested in having one built for them, or at least a half-scale version, as a ‘homeland fortress’ off the California coast.
Type: EShe-SHDSAPB-03 Actiniar
Class: Mobile Support Facility/Fortress, Aquatic
Crew: 4,600 +9,000 troops
MDC/Armor by Location:
Main Body 150,000
Reinforced Pressure Habitat 90,000
Weapons Tentacles(12) 4,000 each
Launcher Tentacles(10) 4,000 each
Sensory Tentacles(25) 2,000 each
Docking Tentacles(4) 5,000 each
Hangar Tentacles(6) 6,000 each
Manipulator Tentacles(10) 1,000 each
Point Defense Blisters(30) 200 each
Height: 1,200
Width: 2,200 ft
Length: 2,200 ft.
Tentacles are generally between 500 and 900 ft long.
Weight: 4 million tons
Cargo: 90,000 tons in internal bays
Powerplant: Nuclear Fusion, supplemented by water currents
Speed:
(Land) 2 MPH
(Underwater) 12 MPH, maximum depth of 6 miles.
The Actiniar can also be towed at up to 18 MPH by other large submersibles, such as the Trilo-Carrier, if need be.
Market Cost: Exclusive to the EShemar
Systems of Note:
Standard Submarine Systems, plus:
*Long Range Sonar----(Passive) 100 miles, (Active) 25 miles
*Magnetic Anomaly Detector----Mounted in the tentacles are passive magnetic anomaly detectors(MAD) for locating other submarines and ships. ----60 mile range
*Stealth---The Actiniar is sheathed in sonar-absorbing materials, and other measures are implemented in the design to reduce the mobile base’s sensor signature. ( -20% in water)
*Onboard Assembler Forge/Nanofacs----These compact mini-factories are mainly dedicated to producing armor, spare parts, and ammunition for the submarine base and its complement. As these are Trinity Modules, they can produce new EShemar, NeShemar, and Warmounts as well.
Typically the onboard nanofactories can produce 700 MDC of armor plating, 500 high explosive(OR 240 incendiary/ acid OR 80 malnano) grenades/shells/limpet mines, 200 mini-torpedoes, 500 conventional rifles, 100 energy pistols, 50 energy rifles, 25 rail-rifles, or 15,000 rounds of solid rail gun ammunition per hour, if properly fed with the right materials. If tooled for heavier munitions, the factories can typically produce 80 short range missiles/torpedoes, OR 40 MRMs/MRTs, or 18 LRMs/LRTs per hour.
*Tentacles----The Actiniar sports several different varieties of articulated tentacles:
-Weapons Tentacles---These appendages end in powerful laser, ion, sonic, or particle beam cannons
-Launcher Tentacles---These appendages belch out torpedoes and missiles
-Sensory Tentacles---These short tendrils act as sensory arrays
-Docking Tentacles---These are hollow articulated conduits that sport several smaller tentacles and are used for latching onto and securing large vessels such as submarines that cannot use the smaller airlocks. The main tentacles can then attach to the vessels’ own airlocks to facilitate crew and cargo transfers.
-Hangar Tentacles---These are flexible tube-appendages that swallow up small vehicles such as Warmounts and mini-subs(such as the Scarin), and either spit them out or suck them in. Each HT can hold up to 12 such smaller craft, airlocking them into the internal hangar spaces of the base.
-Manipulator Tentacles---These are powerful robotic tentacle limbs able to lift and entangle large objects. Robotic P.S. of 80.
Weapons Systems:
1) Energy Weapon Tentacles(12)--These are capital-ship grade weapons mounted in the tentacles, so both air and underwater performance is important.
a) Laser Cannon
Range: 7 miles in atmosphere, 14 miles in space, 3.5 miles underwater
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space, 3.5 miles underwater)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
b) Ion Cannon---(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 4 miles in atmosphere, 12 miles in space, 2 miles underwater
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space, 2 miles underwater )
Damage: 1d4x100 MD per blast
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion Book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics.
Rate of Fire: Five times per melee
Payload: Effectively unlimited
c) Particle Beam Cannon
Range: 3 miles underwater, 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
d) Sonic Cannon
Range: 7,000 ft in air and underwater
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: EGCHH
Payload: Effectively unlimited
e) EM Bolt Cannon
Range: 8,000 ft in air or water
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: EGCHH
Payload: Effectively unlimited
f) Spiral Disruptor---The Darkwaters really irked the Naut’yll when they copied the latters’ spiral disruptor cannons, and used them in a number of false flag operations to throw the Splugorth off as to who was really attacking them.
Range: 5,000 ft
Damage: 1d6x10+6 MD per single blast blast, 2d6x10+12 MD double blast, and 3d6x10+20 MD triple blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
g)Heavy MagTorp Launcher---This is a very powerful magnetic vortex launcher developed by one of the EShemars’ allies, though whether the EShemar traded for it or simply stole the design is unknown.
Range: 10 miles in air or underwater
Damage: 6d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Once per melee
Payload: Effectively Unlimited
2) Launcher Tentacles(10)---Launcher tentacles push out, as if by peristaltic action, volleys of missiles or torpedoes
a) Heavy Torpedoes
Range: 20 miles
Damage: Varies by Torpedo Type(typically 4d6x10 MD)
Rate of Fire: Volleys of 1-6
Payload: 48 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
b) Medium Torpedoes
Range: 10 miles
Damage: Varies by Torpedo Type(typically 2d6x10 MD)
Rate of Fire: Volleys of 1-12
Payload: 96 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
c) Short Range Torpedoes
Range: 5 miles
Damage: Varies by Torpedo Type(typically 2d4x10 MD)
Rate of Fire: Volleys of 1-18
Payload: 180 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
d) Long Range Missiles
Range: Varies by Missile Type(Long Range)
Damage: Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-4
Payload: 48 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
e) Medium Sea-Air Torpedoes---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 90 ready to fire. Additional reloads can be brought up from storage; takes 5 minutes for reloading.
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike
f) Heavy Sea-Air Torpedoes---Copy of the longer-ranged Kittani Long Range Rocket Torpedoes
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 48 ready to fire. Additional reloads can be brought up from storage; takes 5 minutes for reloading.
3) Point Defense Blisters(30)
Range: (Rail Gun) 4,000 ft in air, 2,000 ft underwater
(Laser) 3,000 ft in air, 2,250 ft underwater
Damage: (Rail Gun) 2d6x10 MD per round
(Laser) 2d6 MD single shot, 4d6 MD double blast, 6d6 MD triple pulse burst
Rate of Fire: EGCHH
Payload: (Rail Gun) 2,000 rd drum per gun
(Laser) Effectively Unlimited
4) Waterjets----Powerful pumps in the tentacles can move massive volumes of water at high speeds, This can be used to push large vessels and masses such as icebergs around..or they can be used to swamp small boats and clear the decks of larger vessels with a directed deluge.
Range: 2,000 ft in air, 600 ft underwater.
Damage: 1d4 MD at full pressure, or 1d4x100 HP to vampires. At ranges of 600 ft or less, humanoid-sized beings(7 ft or smaller) will have an 98% chance of being knocked over and pushed 1d6x10 ft by the water blast, as well as a 75% chance of being stunned or knocked out. Creatures and bots weighing over 3 tons, or standing 8-24 ft, will only have a 50% chance of being knocked over, and only a 25% chance of being stunned. Creatures and 'bots taller than 25 ft, will be unaffected.
Underwater, the thrusters will throw human-sized targets/swimmers back 5d6 ft with a 50% chance of stun/knockout. Creatures and vessels weighing over 15 tons, will only have a 40% chance of being knocked away, and only a 15% chance of being stunned. Creatures and vessels over 25 tons in displacement will be unaffected.
Rate of Fire: Once per melee, but can pan the stream along a target, sluicing down multiple targets.
Payload: Effectively unlimited when in the water. On dry land, the Actiniar has a 900 ton/180 ton/47,550 gallon reserve capacity.
5) Hand to Hand Combat
The Actiniar can actually use its giant tentacles to lash, entangle, and crush opponents.
Tentacle Punch/Lash 1d4x100 MD
Crush/Squeeze 2d4x100 MD
Auxiliary Craft:
72 Mini-subs
250 Warmounts
Options:
*TechnoWizardry Systems---Increasingly, the Darkwaters are becoming familiar with TW systems, and thus a number of Actiniars have been refitted with large-scale TW weather modification and hydrological manipulation systems. These configurations and eyewitness accounts have led to Actiniars sometimes being confused with the ‘Maelstrom-maker’ lake monsters, a case of mistaken identity the EShemar are in no hurry to correct.
-PPE sensors---Detects the presence of high(20+) PPE concentrations, active magic, and ley lines in a 5,000 ft radius
*PPE Battery and Generators--- Typically one, as many as six, PPE Generators are fitted.
PPE Capacity:(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.
*Summon Fog---- Can call up a dense visibility-impairing fog that covers a 15 mile area, and persists for 15 hours. A favorite tactic is to use this to cover the fortress’s rising to the service, to rendezvous with surface vessels...or to grapple them for capture.
PPE Cost per Casting: 70
*Calm Storms----Calms violent weather in a 15 mile area, for 15 hours.
PPE Cost per Casting: 100
*Hurricane ---Each casting creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes. Range of 15 miles.
PPE Cost per Casting: 50
*Whirlpool/Maelstrom----Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to them if they get submerged or if the whirlpool ‘breaks the ship’s back’. Range of 5 miles.
PPE Cost per Casting: 40
*Tsunami ---Directed tidal wave. Each casting creates a tidal wave roughly 150 ft high, 3,000 ft long/wide, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches. Range of 15 miles.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large
lake, or deep river.
PPE Cost per Casting: 80
*Summon Waterspouts/Storm---- Combined casting that unleashes multiple Tornadoes(5 per casting) and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock
Spells.
Tornadoes/waterspouts are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures
take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The
tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour,
does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility
to near zilch; storm covers a 14 mile area, and lasts 7 hours. Range of 25 miles.
PPE Cost per Casting: 300
Variants.
*SHSAPB-03S---The space version of the Actiniar. It typically attaches itself to an asteroid and moves slowly through local space. This version is typically used as an outpost, often using its tentacles to gather space debris and build shield-barriers/camouflage around itself.
1) Variable Forcefield 15,000 per side ( 90,000 total)
2) Tractor Beams (9)---The heavy tractor beams are each rated for 50,000 tons and can be used to tow small starships.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
3) Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-80% to detect while stationary, -40% when moving)
4) Long Range Stellar Sensors---
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum target Resolution: 4 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 500,000 miles
*Can detect FTL drives 35 light years away, and CG drives 1 light year away.
5) Additional Weapons Armature Options:
a) Heavy Rail Gun
Range: 160 miles in space
(Kitsune Values: 80,000 miles in space)
Damage:(Exploding/Fragmenting Flechette): 6d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 3d6x100 MD
Rate of Fire: Twice per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)
b) Particle Beam Cannon
Range: 12 miles in atmosphere, 45 miles in space
(Kitsune Values: 45 miles in atmosphere, 45,000 miles in space)
Damage: 1d6x1,000 MD single blast
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited
c) Plasma Torpedo Launchers
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-16 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited
6) Additional Missile Options:
a) Cruise Missile Launchers
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 60 each launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)
b) Plasma Hunter-Killer Torpedo Launchers(2)---This weapon, first seen on the Hitode, appears to be either an earlier version of the Plasma Torpedo Launcher, or a later version of the same weapon. Rather than launch a bolt of pure plasma, the weapon launches an actual material projectile; a missile-borne electromagnetic generator that wraps a shell of weapon-temperature plasma around itself. The generator/sustainer missile has its own onboard sensors calibrated to see through its plasma shell, allowing it to home in targets independent of its firing vessel, and at far greater range than direct fire weaponry. Though this weapon is dependent on a supply of specialized munitions(rather than the infinite capacity of the regular PTL), and the plasma-shrouded projectiles show up on energy sensors more readily than standard ‘cold’ missiles, the PHKTL has superior range, speed, and accuracy. The plasma shell also gives the PHKTL superior penetration capabilities against point defense systems.
MDC of Projectile: 60
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile antimissile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.
7) 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 10,000 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.
8 ) Speed:(Space) Acceleration: .05 gs. Mach 4.
*SHSAPB-04Sm---Silvermoon space variant, also known as ‘Tzentac’(‘Sunflower’), notable for its extra solar arrays and mirrors, which can be used to further focus the output of its laser armatures into a longer ranged and more powerful super-laser. The Tzentac raises the number of weapons armatures to 16, twelve of which will be dedicated laser cannon. It is otherwise identical to the Darkwaters’ SHSAPB-03S.
1) Solar Arrays(16) 3,000 each
Weapons Tentacles(16) 4,000 each
Variable Forcefield 15,000 per side ( 90,000 total)
2) Laser-Reflective Armor----Lasers do HALF damage.
3) Solar Cannon---Though not designed as weapons, the massive solar focusing dishes attached to the ‘Tzentac’ can be refocused and pivoted to strike targets with concentrated sunlight, sending temperatures soaring and exceeding the limits of most safety and shipboard coolant systems. Lesser craft and power armors are literally boiled to death. However, the Solar Mirrors are slow, hard to track targets, and woefully limited in their weapons capabilities. This feature is mainly used to ‘cook’ rotating asteroids for materials.
Range: 10 miles
(Kitsune Values: 1,000 miles in space)
Damage: 2d4x100 MD per full melee of tracking
Rate of Fire: Once per melee
Payload: Effectively unlimited
Penalties: -2 to strike targets 100 ft or larger, -6 to strike anything smaller
4) Improved Lasers---All laser weapons on Silvermoon facilities have 25% greater range.
Main Lasers:
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
5) Laser Synchronization/Amplification---If all twelve of its main laser armatures are operational, they can be fire-linked to fire at once, at one target, with a synergistic improvement in range and damage. owing to virtually the entire structure of the fortress acting as a laser lensing system.
Range: 30 miles in atmosphere, 100 miles in space
(Kitsune Values: 30 miles in atmosphere, 300,000 miles in space)
Damage: 5d6x1,000 per synchronized blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
*Actiniar Mobile Aquatic Base](Darkwaters)
(aka ‘Death-Anemone’)
“They say fearsome things are a-borning in the northern waters....monsters never before seen by Man or God...among them great black kraken-polyps with th ability to pull ships down to watery graves, and burn dragons from the sky. It’s not healthy for a man’s life or sanity to sail the northern waters, and it’s a fool’s temptation to go seeking trouble there.“
“Moving through one of the Actiniar’s docking tentacles can be a real challenge for anybody with an inner ear....The accessways twist and turn, and they don’t remain stationary. The swaying from side to side is bad enough, but they also move up and down. The Darkwaters have no problems traversing the things, but for anybody else, it’s an invitation to slip, fall, tumble, or puke. You’d have to really love rollercoasters to make walking the tentacle halls a regular thing.”
“Want some idea of scale of that thing? Look closely at the tentacle clusters near the top. Those aren’t clown fish hiding in there, those are Pelaganar.”
“You’ll be pleased to learn that being a pirate’s concubine is no crime in and of itself, so you’ll not hang or be gutted along with the rest of the crew of rapists and extortionists you were netted with! Instead you’ll be taken down to the Akkorokamui Keep, and there handfasted to the Dark Waters, to become one of ours in body and mind! So move along, or be carried; you’ll get there either way!”
The Darkwaters, more than any other Tribe, rely heavily on mobile baseships to provide support for their deep water and deep space operations. The Actiniar-class mobile facility is one of the more exotic designs that the Darkwaters have debuted. Some claim they were inspired by accounts of the Mechanoids’ infamous Spider Fortress, while others dismiss this, believing the Actiniar to be an original Darkwater design building on the concept of cybertrees, only expanding the scale to create a much larger inhabitable ‘cyber-organism’. Until the discovery of Clan Megalith, the Actiniar would be arguably the largest standardized mobile terrestrial structure built by the EShemar, and in many ways it anticipated the discovery of the Mekarcs of the Megalith.
Actiniars resemble massive short-stemmed sea anemones, with a short squat cylindrical body carried on large psuedopod-feet, and topped by a writhing crown of tentacles. Only in this case the tentacles are sensory arrays, weapons mounts, and giant manipulatory derricks. The massive tentacles also hide several airlock hatches in the top of the facility. Inside the structure of the trunk is a reinforced pressurized habitat and micro-fac facilities for servicing EShemar warriors and their equipment. Unlike the TriloCarriers which act as more mobile motherships, the Actiniar acts like a logistical hub, with docking and transfer facilities for other vessels, and as a strongpoint, denying an enemy easy transit of strategic waterways such as submarine canyons and channels.
Actiniars typically sail slowly underwater or crawl along the ocean bottom. The Actiniar CAN crawl up on land, but it is slow going, and the Darkwaters rarely venture the Actiniar onto dry land. When they DO, it is usually as part of an all-out campaign to hold territory and the landfall is heavily escorted and protected to insure successful deployment.
The success of the Actiniar in DeepWatch service was so great that the Darkwaters have introduced a space version of it. The Silvermoons are also reportedly interested in the deep space version as well. The Gilloc oreseme of Clan Shelley are also rumored to be interested in having one built for them, or at least a half-scale version, as a ‘homeland fortress’ off the California coast.
Type: EShe-SHDSAPB-03 Actiniar
Class: Mobile Support Facility/Fortress, Aquatic
Crew: 4,600 +9,000 troops
MDC/Armor by Location:
Main Body 150,000
Reinforced Pressure Habitat 90,000
Weapons Tentacles(12) 4,000 each
Launcher Tentacles(10) 4,000 each
Sensory Tentacles(25) 2,000 each
Docking Tentacles(4) 5,000 each
Hangar Tentacles(6) 6,000 each
Manipulator Tentacles(10) 1,000 each
Point Defense Blisters(30) 200 each
Height: 1,200
Width: 2,200 ft
Length: 2,200 ft.
Tentacles are generally between 500 and 900 ft long.
Weight: 4 million tons
Cargo: 90,000 tons in internal bays
Powerplant: Nuclear Fusion, supplemented by water currents
Speed:
(Land) 2 MPH
(Underwater) 12 MPH, maximum depth of 6 miles.
The Actiniar can also be towed at up to 18 MPH by other large submersibles, such as the Trilo-Carrier, if need be.
Market Cost: Exclusive to the EShemar
Systems of Note:
Standard Submarine Systems, plus:
*Long Range Sonar----(Passive) 100 miles, (Active) 25 miles
*Magnetic Anomaly Detector----Mounted in the tentacles are passive magnetic anomaly detectors(MAD) for locating other submarines and ships. ----60 mile range
*Stealth---The Actiniar is sheathed in sonar-absorbing materials, and other measures are implemented in the design to reduce the mobile base’s sensor signature. ( -20% in water)
*Onboard Assembler Forge/Nanofacs----These compact mini-factories are mainly dedicated to producing armor, spare parts, and ammunition for the submarine base and its complement. As these are Trinity Modules, they can produce new EShemar, NeShemar, and Warmounts as well.
Typically the onboard nanofactories can produce 700 MDC of armor plating, 500 high explosive(OR 240 incendiary/ acid OR 80 malnano) grenades/shells/limpet mines, 200 mini-torpedoes, 500 conventional rifles, 100 energy pistols, 50 energy rifles, 25 rail-rifles, or 15,000 rounds of solid rail gun ammunition per hour, if properly fed with the right materials. If tooled for heavier munitions, the factories can typically produce 80 short range missiles/torpedoes, OR 40 MRMs/MRTs, or 18 LRMs/LRTs per hour.
*Tentacles----The Actiniar sports several different varieties of articulated tentacles:
-Weapons Tentacles---These appendages end in powerful laser, ion, sonic, or particle beam cannons
-Launcher Tentacles---These appendages belch out torpedoes and missiles
-Sensory Tentacles---These short tendrils act as sensory arrays
-Docking Tentacles---These are hollow articulated conduits that sport several smaller tentacles and are used for latching onto and securing large vessels such as submarines that cannot use the smaller airlocks. The main tentacles can then attach to the vessels’ own airlocks to facilitate crew and cargo transfers.
-Hangar Tentacles---These are flexible tube-appendages that swallow up small vehicles such as Warmounts and mini-subs(such as the Scarin), and either spit them out or suck them in. Each HT can hold up to 12 such smaller craft, airlocking them into the internal hangar spaces of the base.
-Manipulator Tentacles---These are powerful robotic tentacle limbs able to lift and entangle large objects. Robotic P.S. of 80.
Weapons Systems:
1) Energy Weapon Tentacles(12)--These are capital-ship grade weapons mounted in the tentacles, so both air and underwater performance is important.
a) Laser Cannon
Range: 7 miles in atmosphere, 14 miles in space, 3.5 miles underwater
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space, 3.5 miles underwater)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
b) Ion Cannon---(ionization rules courtesy of Henning Rogge)
Range: (Palladium) 4 miles in atmosphere, 12 miles in space, 2 miles underwater
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space, 2 miles underwater )
Damage: 1d4x100 MD per blast
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion Book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics.
Rate of Fire: Five times per melee
Payload: Effectively unlimited
c) Particle Beam Cannon
Range: 3 miles underwater, 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d4x100 MD per blast
Rate of Fire: 3 shots per melee
Payload: Effectively Unlimited
d) Sonic Cannon
Range: 7,000 ft in air and underwater
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.
Rate of Fire: EGCHH
Payload: Effectively unlimited
e) EM Bolt Cannon
Range: 8,000 ft in air or water
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: EGCHH
Payload: Effectively unlimited
f) Spiral Disruptor---The Darkwaters really irked the Naut’yll when they copied the latters’ spiral disruptor cannons, and used them in a number of false flag operations to throw the Splugorth off as to who was really attacking them.
Range: 5,000 ft
Damage: 1d6x10+6 MD per single blast blast, 2d6x10+12 MD double blast, and 3d6x10+20 MD triple blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
g)Heavy MagTorp Launcher---This is a very powerful magnetic vortex launcher developed by one of the EShemars’ allies, though whether the EShemar traded for it or simply stole the design is unknown.
Range: 10 miles in air or underwater
Damage: 6d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Once per melee
Payload: Effectively Unlimited
2) Launcher Tentacles(10)---Launcher tentacles push out, as if by peristaltic action, volleys of missiles or torpedoes
a) Heavy Torpedoes
Range: 20 miles
Damage: Varies by Torpedo Type(typically 4d6x10 MD)
Rate of Fire: Volleys of 1-6
Payload: 48 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
b) Medium Torpedoes
Range: 10 miles
Damage: Varies by Torpedo Type(typically 2d6x10 MD)
Rate of Fire: Volleys of 1-12
Payload: 96 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
c) Short Range Torpedoes
Range: 5 miles
Damage: Varies by Torpedo Type(typically 2d4x10 MD)
Rate of Fire: Volleys of 1-18
Payload: 180 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
d) Long Range Missiles
Range: Varies by Missile Type(Long Range)
Damage: Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-4
Payload: 48 ready to fire; additional munitions may be held in storage and moved to firing within 5 minutes.
e) Medium Sea-Air Torpedoes---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-10
Payload: 90 ready to fire. Additional reloads can be brought up from storage; takes 5 minutes for reloading.
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike
f) Heavy Sea-Air Torpedoes---Copy of the longer-ranged Kittani Long Range Rocket Torpedoes
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 48 ready to fire. Additional reloads can be brought up from storage; takes 5 minutes for reloading.
3) Point Defense Blisters(30)
Range: (Rail Gun) 4,000 ft in air, 2,000 ft underwater
(Laser) 3,000 ft in air, 2,250 ft underwater
Damage: (Rail Gun) 2d6x10 MD per round
(Laser) 2d6 MD single shot, 4d6 MD double blast, 6d6 MD triple pulse burst
Rate of Fire: EGCHH
Payload: (Rail Gun) 2,000 rd drum per gun
(Laser) Effectively Unlimited
4) Waterjets----Powerful pumps in the tentacles can move massive volumes of water at high speeds, This can be used to push large vessels and masses such as icebergs around..or they can be used to swamp small boats and clear the decks of larger vessels with a directed deluge.
Range: 2,000 ft in air, 600 ft underwater.
Damage: 1d4 MD at full pressure, or 1d4x100 HP to vampires. At ranges of 600 ft or less, humanoid-sized beings(7 ft or smaller) will have an 98% chance of being knocked over and pushed 1d6x10 ft by the water blast, as well as a 75% chance of being stunned or knocked out. Creatures and bots weighing over 3 tons, or standing 8-24 ft, will only have a 50% chance of being knocked over, and only a 25% chance of being stunned. Creatures and 'bots taller than 25 ft, will be unaffected.
Underwater, the thrusters will throw human-sized targets/swimmers back 5d6 ft with a 50% chance of stun/knockout. Creatures and vessels weighing over 15 tons, will only have a 40% chance of being knocked away, and only a 15% chance of being stunned. Creatures and vessels over 25 tons in displacement will be unaffected.
Rate of Fire: Once per melee, but can pan the stream along a target, sluicing down multiple targets.
Payload: Effectively unlimited when in the water. On dry land, the Actiniar has a 900 ton/180 ton/47,550 gallon reserve capacity.
5) Hand to Hand Combat
The Actiniar can actually use its giant tentacles to lash, entangle, and crush opponents.
Tentacle Punch/Lash 1d4x100 MD
Crush/Squeeze 2d4x100 MD
Auxiliary Craft:
72 Mini-subs
250 Warmounts
Options:
*TechnoWizardry Systems---Increasingly, the Darkwaters are becoming familiar with TW systems, and thus a number of Actiniars have been refitted with large-scale TW weather modification and hydrological manipulation systems. These configurations and eyewitness accounts have led to Actiniars sometimes being confused with the ‘Maelstrom-maker’ lake monsters, a case of mistaken identity the EShemar are in no hurry to correct.
-PPE sensors---Detects the presence of high(20+) PPE concentrations, active magic, and ley lines in a 5,000 ft radius
*PPE Battery and Generators--- Typically one, as many as six, PPE Generators are fitted.
PPE Capacity:(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus.
*Summon Fog---- Can call up a dense visibility-impairing fog that covers a 15 mile area, and persists for 15 hours. A favorite tactic is to use this to cover the fortress’s rising to the service, to rendezvous with surface vessels...or to grapple them for capture.
PPE Cost per Casting: 70
*Calm Storms----Calms violent weather in a 15 mile area, for 15 hours.
PPE Cost per Casting: 100
*Hurricane ---Each casting creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes. Range of 15 miles.
PPE Cost per Casting: 50
*Whirlpool/Maelstrom----Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to them if they get submerged or if the whirlpool ‘breaks the ship’s back’. Range of 5 miles.
PPE Cost per Casting: 40
*Tsunami ---Directed tidal wave. Each casting creates a tidal wave roughly 150 ft high, 3,000 ft long/wide, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches. Range of 15 miles.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large
lake, or deep river.
PPE Cost per Casting: 80
*Summon Waterspouts/Storm---- Combined casting that unleashes multiple Tornadoes(5 per casting) and an accompanying Summon Storm, all equivalent to the 15th level Elemental Warlock
Spells.
Tornadoes/waterspouts are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures
take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The
tornadoes will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour,
does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility
to near zilch; storm covers a 14 mile area, and lasts 7 hours. Range of 25 miles.
PPE Cost per Casting: 300
Variants.
*SHSAPB-03S---The space version of the Actiniar. It typically attaches itself to an asteroid and moves slowly through local space. This version is typically used as an outpost, often using its tentacles to gather space debris and build shield-barriers/camouflage around itself.
1) Variable Forcefield 15,000 per side ( 90,000 total)
2) Tractor Beams (9)---The heavy tractor beams are each rated for 50,000 tons and can be used to tow small starships.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
3) Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-80% to detect while stationary, -40% when moving)
4) Long Range Stellar Sensors---
*Full Sensor Suite---Specialized sensor pallets include radiation detectors and counters, spectrographic analysis devices, gravitic sensors, electromagnetic activity readers, and optics packages.
*Long Range Radar---Phased Array Search and Early Warning Radars
Maximum target Resolution: 4 million miles
*Laser Targeting-------100,000 miles
*Communications Suite:---Long Range Radio and Video
*Laser Communications ---Tactical (i.e. ship-to fighter/shuttle)Range: 500,000 miles
*Can detect FTL drives 35 light years away, and CG drives 1 light year away.
5) Additional Weapons Armature Options:
a) Heavy Rail Gun
Range: 160 miles in space
(Kitsune Values: 80,000 miles in space)
Damage:(Exploding/Fragmenting Flechette): 6d6x10 MD to anything caught in a 120 ft wide cone/’cloud’----Targets are -2 to dodge the ’shotgun spread’
(Penetrator): 3d6x100 MD
Rate of Fire: Twice per melee
Payload: 100 rds per cannon, reloading from the cargo hold takes 1d6 minutes( 500 tons ammunition storage, 1 ton of cargo per 12 rounds)
b) Particle Beam Cannon
Range: 12 miles in atmosphere, 45 miles in space
(Kitsune Values: 45 miles in atmosphere, 45,000 miles in space)
Damage: 1d6x1,000 MD single blast
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited
c) Plasma Torpedo Launchers
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-16 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited
6) Additional Missile Options:
a) Cruise Missile Launchers
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 60 each launcher. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)
b) Plasma Hunter-Killer Torpedo Launchers(2)---This weapon, first seen on the Hitode, appears to be either an earlier version of the Plasma Torpedo Launcher, or a later version of the same weapon. Rather than launch a bolt of pure plasma, the weapon launches an actual material projectile; a missile-borne electromagnetic generator that wraps a shell of weapon-temperature plasma around itself. The generator/sustainer missile has its own onboard sensors calibrated to see through its plasma shell, allowing it to home in targets independent of its firing vessel, and at far greater range than direct fire weaponry. Though this weapon is dependent on a supply of specialized munitions(rather than the infinite capacity of the regular PTL), and the plasma-shrouded projectiles show up on energy sensors more readily than standard ‘cold’ missiles, the PHKTL has superior range, speed, and accuracy. The plasma shell also gives the PHKTL superior penetration capabilities against point defense systems.
MDC of Projectile: 60
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-10
Payload: 60 missiles per launcher. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile antimissile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.
7) 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 10,000 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.
8 ) Speed:(Space) Acceleration: .05 gs. Mach 4.
*SHSAPB-04Sm---Silvermoon space variant, also known as ‘Tzentac’(‘Sunflower’), notable for its extra solar arrays and mirrors, which can be used to further focus the output of its laser armatures into a longer ranged and more powerful super-laser. The Tzentac raises the number of weapons armatures to 16, twelve of which will be dedicated laser cannon. It is otherwise identical to the Darkwaters’ SHSAPB-03S.
1) Solar Arrays(16) 3,000 each
Weapons Tentacles(16) 4,000 each
Variable Forcefield 15,000 per side ( 90,000 total)
2) Laser-Reflective Armor----Lasers do HALF damage.
3) Solar Cannon---Though not designed as weapons, the massive solar focusing dishes attached to the ‘Tzentac’ can be refocused and pivoted to strike targets with concentrated sunlight, sending temperatures soaring and exceeding the limits of most safety and shipboard coolant systems. Lesser craft and power armors are literally boiled to death. However, the Solar Mirrors are slow, hard to track targets, and woefully limited in their weapons capabilities. This feature is mainly used to ‘cook’ rotating asteroids for materials.
Range: 10 miles
(Kitsune Values: 1,000 miles in space)
Damage: 2d4x100 MD per full melee of tracking
Rate of Fire: Once per melee
Payload: Effectively unlimited
Penalties: -2 to strike targets 100 ft or larger, -6 to strike anything smaller
4) Improved Lasers---All laser weapons on Silvermoon facilities have 25% greater range.
Main Lasers:
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
5) Laser Synchronization/Amplification---If all twelve of its main laser armatures are operational, they can be fire-linked to fire at once, at one target, with a synergistic improvement in range and damage. owing to virtually the entire structure of the fortress acting as a laser lensing system.
Range: 30 miles in atmosphere, 100 miles in space
(Kitsune Values: 30 miles in atmosphere, 300,000 miles in space)
Damage: 5d6x1,000 per synchronized blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
Last edited by taalismn on Sun Jul 30, 2017 3:41 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Blood Rider Combat Medics/Medical Service
(aka ‘Ezenza’, ‘Taidama’)
“Don’t matter if you’re dealing with one of them brawny red-armored berserker types or one of them little willowy ones in the pink dental floss outfits; them Bloodrider medics are scary! Really good at what they do, but SCARY. I caught a Kittani missile burst once during the seige of Longislan, and got shrapnel all through my chest. Next thing I know one of them young girls is straddling me, with her arms up to the elbows, grubbing through my innards, pulling out metal and bone, all the while she’s looking me in the eye and smiling, telling me I wuz goin’ to be okay. Didn’t mind me blood and viscera covering her, she just kept tying off bleeders and picking out broken pieces like she was fixing a car. And I -wuz- okay in the end; got to keep my kidneys and my liver, but while I was down...I dunno if it wuz shock or something that Bloodrider medic slipped me, but I wuz floatin’, and had enough leisure-time to be more scared of my grinning little angel than of dying. Strange at that, no?”
---Chapin Horfic, Peconic Militia
“Everybody keep away! This property is under terminal quarantine! There’s nothing left in that hovel worth saving; soak it in thermal-gel, burn it down to the bedrock, bake it sterile, then glass the entire lot! Nobody goes back in, nobody goes anywhere NEAR it! Keep hosing me down with that bio-solvent and high-intense UV! Never mind my clothing, plasma-burn it! I’m really REALLY glad my organics are sealed and my skin is really armored flex-plas, because green grunge would otherwise be eating me inside and out! Hopefully we caught this before it could spread any further!”
---Rini-Anne Bloodreader, Blood Rider NeShemar Field Medic
“---Most frightening of all, perhaps, are Blood Rider Acolite and NeShemar field-medics. Sometimes mistaken for Berserkers, for their scant clothing and propensity for carrying lots of large blades, these gynoid healers show a frightening intensity in performing their duties, and a chilling enthusiasm in wielding vibro-bonesaws and cauterizing plasma blades. Be it performing battlefield amputations and cybersurgery or delivering hypodermic injections of vaccine in the wake of the contamination of a village’s water supply from nearby combat, Blood Rider medical charity can be almost as frightening as their warrior hordes themselves.”
---From The Shemarrian Codex Annotated(First Edition), New Lazlo Press.
“Courage? You want the definition of courage? For me courage is a slender-framed neshemar girl, without weapons, without armor, who should have been miles back in amongst the meatsacks slapping on bandages, and shouldn’t have been anywhere NEAR the front lines, out in the thick of it, hauling a badly injured Shemarrian warrior easily twice her size while doggedly keeping that warrior’s spark-state from permanently grounding out, all the while enemy rail gun and particle beam fire is ripping all around them. I begged her to leave me, I threatened to shoot her myself if she didn’t save herself. She completely ignored me and just kept pulling me to safety, though that was still over a hundred yards away. Just kept hauling even when the plasma started raining down. That is Shemar-lit exhaust-gate-clenching courage!”
---Battlesister Ora Flamemane, Blood Rider Warrior
“Gonna have to amputate. No worries, though, Tinker will fix you up with a new one. A better one. And I still hold the record for lopping off limbs so you won’t even notice until it’s already ov-see what I mean?”
--- Kesha Gashdancer, Blood Rider Combat Medic(ex-Berserker)
Initially dismissed by the combat-happy and glory-seeking Blood Rider warrior mainstream as ‘tinker-lites’ or ‘kampenshaizwara’(‘healing-stick-prodders’, in reference to the injectors used to dispense healing nanites or drugs), the Blood Rider combat medic ‘corps’ has since risen in the esteem of the warrior-castes to become recognized for their own particular brand of bravery and dedication. The Blood Riders have come to recognize the great contributions made by the field-healers to keeping the Tribe combat-ready and operational. The combat medics have earned such titles as ‘ezenza’(‘ember-keepers’) and ‘taidana’(‘re-sparker’) for their work in keeping what might be otherwise mortally-damaged EShemar alive. With the Blood Rider philosophy and tactics running heavily to one-on-one, close combat, the Tribe has frequent need for field medical service, and ezenza get plenty of practice keeping their sisters operational.
While Tinkers(the former ‘Spinster’ class) continue to serve as the primary mechanics/doctors of the EShemar, the combat medics are more common and more focused on immediate medical care, whereas Tinkers are often called upon to divide their attention amongst various fields, especially R&D. While a taidana may be very good at restoring motion to a fused Berserker armature, replacing a Warmount’s bionic eye, re-stabilizing a cracked cyborg life support system, or re-sectioning a lacerated bowel, the same field medic might be stumped at the prospect of repairing a Flying Gun’s thrusters or even changing a Big Boss ATV’s tire.
There is no specific taidana caste-frame, as individuals of the Acolite, Male, Warrior, or Berserker classes can chose the taidana path. NeShemar also often take the path; these are almost always demi-cyborgs or cyberhumanoid frames. Those taidana with combat training don’t necessarily give up all combat capability or role, but it is understood that they cannot go haring off in pursuit of glory in the front lines, and of necessity give up their heavy combat gear and arsenals(often trading their scava rail guns for smaller assault rifles or energy weapons) for medical gear. Taidana receive training/programming in robot mechanics/electronics as it applies specifically to EShemarrian systems, as well as cybernetic/bionic medicine(with the focus on repairing/stabilizing such systems, rather than designing/installing them), and paramedic/field surgery. Related fields that taidana may also go into include psychology, holistic medicine, and search and rescue/firefighting skills. Taidana/ezenza also receive Upgrades such as circuit-reader sensors, drug/nanite injectors, and tool hands. Their kit now includes hypodermics, nanite-sprayers, repair-paste dispensers, and other equipment and supplies handy to a mechanic/paramedic. This shift to a support role is, to the Blood Rider psyche, very much profound, as it means the individual is willingly giving up the opportunity to engage in glorious combat and earn honor, glory, and renown(and loot) through feats of arms. Some Blood Riders have trouble understanding such sacrifice...at least until they have need of a taidana’s services. Arguably, Blood Rider taidana put the energy they would have applied to combat and glory-seeking into the more altruistic pursuit of medicine and the treatment of their patients.
In fact, some EShemar claim the combat medics are TOO proficient; android physiologies do not scar well given that entire sections of integument can be simply resurfaced or replaced, so a very efficient repair can easily eliminate Blood Rider’s incidental ‘marks’. While warriors have no objection to the replacement of endoskeleton segments that show stress fractures, or muscle myomers that show strain-deterioration, some prefer to show some surface evidence of the sorts of combat they’ve been in! It’s a source of constant frustration for some taidama to have to ‘redo’ disfiguring marks on a Warrior or Berserker who wants to ’keep her stripes’.
The taidana also give the Blood Riders a chance to show their ‘softer’ side, in attending to non-Shemar. This is often necessary given the amount of collateral damage sometimes generated by the Blood Riders’ combat. In order to minimize the bad blood that might be engendered in hapless villagers caught in a crossfire, the Blood Riders frequently deploy their combat medics to treat the wounded and assist in evacuations and recovery operations. In more peaceful times, the taidana also engage in regular ‘sroam’(‘preventative maintenance’) visits to communities in their claimed territories to check on hygiene and general health. Having a group of heavily-armed and armored giant warrior-women on hulking bionic warbeasts visit your hamlet can be an intimidating experience; much less so a visit by young maidens in thin gowns bearing medical supplies and willing and able to reset bones, do dental work, and dispense medicine. Those fool enough to try to abuse these visits by taking the healers hostage don’t last very long; they typically get visited HARD by the armed warrior-women, provided the healers don’t first demonstrate their Blood Rider lineage and capabilities at fighting on the miscreants.
Blood Rider taidana field medics have come to be characterized by their passion for healing, and their bloody-minded persistence in reaching and treating patients in the field. Even Blood Rider Acolites, a class normally dismissed by the Blood Rider warrior-elite as ‘bladeless’...i.e. cowardly) who follow the taidana path, receive the wholehearted respect of their Tribe, as the taidana often risk their own lives in active battlefields to reach and recover the wounded.
The proficiency of the Blood Riders’ field medics is so good(to the point that it was rumored they were punching out their own Tribe’s Valkari rather than let the latter harvest their patients), in fact, that other Tribes have attempted to emulate their success, and the concept is spreading through the Shemarrian Nation. The Wolf’s Path developed the Aralezan Elite class specifically as their Tribe’s own taidana, giving the concept a caste-specific gynoid frame. Ghost Rider field medics often double as counter-hackers and software fixers, with the ability to purge and reboot compromised computer systems(though they generally are more effective at dealing with non-Shemar computer systems than other Tribe taidanas). Silvermoon taidamas are closing the gap with the Wolf’s Path when it comes to the enthusiasm of their ezenza, who are notable for for their prominent shield-stretchers that they carry into combat. The Wayfinders are acknowledged as having some of the best overall enzenza, as their experience with soul transfers, technowizardry, psi-mechanics and biologicals gives their field medics considerably more experience and abilities with regards to psionic and magical repair/healing means.
Classes That Can Become Taidama/Combat Medics
Technically any class with a medical or repair skill applying first aid is acting as a field medic, but the seriously DEDICATED are acknowledged as coming from specific caste-classes.
*Acolites(+)---Field medic duty is often seen as a way for the ‘bladeless’ class to earn acclaim and battle honors while still serving in a support role. Many simply see battlefield medical duty as merely an extension of their normal support duties.
*Warriors(+)---A good many of Warrior-class see the battle against death/termination or simply disablement as important as any battlefield combatant role. Mind you, many Warrior-taidama keep a sidearm or three handy for fighting, but they can still divide their attention between giving covering fire for their unit, and repairing an injured colleague.
*Berserkers(+)---Amazingly enough, many Berserkers like sidelining, or going full-time, as combat medics because of their knowledge of injuries and battle damage. Their hand to hand skills also come in handy when it comes to subduing unruly patients, their blade skills when it comes to field surgery and amputations.
*Male Shemarrians(+)---Given their role as support for the females, it shouldn’t come as any great surprise that many become field medics, though the female taidama get most of the publicity. The males’ stealth skills make them particularly well-suited for battlefield search and rescue operations.
*NeShemar(+)---Given their vested interest in biological systems, NeShemar are common as second-echelon combat medics, especially when dealing with other NeShemar and non-Shemar organics. Most who take this course are demi/half-cyborgs or cyberhumanoid-frame conversions.
*Oreseme(x/+)---With the exception of Awakened medical robots, deliberately purpose-designed oreseme such as the Wayfinder Imur, or particularly intelligent AIs who choose a late-life change of purpose, most oreseme are not qualified as taidama.
*Warchieftains(x)---Warchieftains are considered too specialized/focused on command responsibilities to take up combat medic responsibilities.
*Tinkers(x)---Tinkers are ALREADY considered to be superior ezenza and combat medics, but the distinction is drawn between them and the rank-and-file taidama. While Tinkers may be part of a taidama group, they are generally considered too valuable to risk on the front lines and any Tinker who regularly joins the combat medics in the thick of fighting had better have a VERY compelling excuse or risk a dressing down by her commanding Warchief or Wargoddess.
*Mystics(x)---Mystics do NOT become field taidama, their more sedentary positions as grove-keepers preclude them from being effective field medics. Like Tinkers, Mystics are considered to be ‘superior ezenza’ and generally manage the more intensive care and therapeutic aspects of Shemarrian medical care, ideally at a safe distance from the front lines.
*Elites(x)--Most Elites are considered too specialized to take on taidama training/modification. With a few exceptions, such as the Wayfinder Hatshepsa, Lost Eclipse Innannan, Clan Vespa’s Coccina, Clan Immensis and the Clan Shelly E-GOR, most Elite-frames cannot make the transition to field medic either mentally or physically. Similarly, caste-frames such as the Vatfather and Yashi-TekTree are considered too slow or valuable to risk in front line service.
*Wargoddesses(x)---Like Warchieftains, Wargoddesses are too specialized in the leadership role to be mere field medics. While a few individuals may incorporate healing/repair technologies/magic, these are incidental, rather than standard.
Standard Programming, Taidama (EShemar)
Robot Mechanics(Shemarrian systems only) 70%
Robot Electronics(Shemarrian systems only) 70%
Bioware Mechanics 70%
Paramedic 90%
Field Surgery 75%
Rescue Protocol 75%
Standard Training, Taidama(NeShemar)
Basic Repair and Maintenance(+15%)
Basic Electronics(+10%)
Paramedic(+10%)
Field Surgery(+10%)
Standard Upgrades:
*Wrist Needle & Drug Dispenser
*Schematic Sensor Hand
*Tool Hand
Special Equipment:
* EShe-BrPMW-04 Plasma Knife---This is a combination vibro-blade and plasma torch device used by Blood Rider combat ‘medics’ to cut away damaged material, necrotized flesh, and literally burn out infections, cauterizing wounds.
Range: Melee
Damage:(Vibroblade) 1d6 MD
(Plasma) The weak plasma field adds +2 MD to the vibroblade
A successful medical skill roll is needed to accomplish cauterization with this device
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a gynoid/cyborg.
* EShe-BrPMW-05 Plasma Blade---This is the PMW-04’s bigger cousin, a large cleaver-like sword that does much more damage/removes much more material faster.
Range: Melee
Damage:(Vibroblade) 4d4 MD
(Plasma) The weak plasma field adds +1d6 MD to the vibroblade
A successful medical skill roll is needed to accomplish cauterization with this device
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a gynoid/cyborg.
*EShe-BrMEP01 Medical Injector Pistol---This is essentially a hopped-up Compu-Drug injector mated to a pistol grip. The entire drug cartridge/module is mounted on top and can be swapped out in seconds. The pistol can also be used to deliver various nanites, in addition to normal drugs. Developed originally to keep Blood Rider warriors in the field longer, the pistol and its various specialized loads have since been adopted by the other Tribes. The thing looks scary as hell, though, coming at you, especially if you don’t like needles to begin with.
Range: Melee.
Damage: None, unless deliberately loaded with toxins or malign nanotech.
If used to dispense water, unloading the full cartridge into a vampire does 4d6 HP.
Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 1d4x10 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility(use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again...until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is re-absorbed into the structure).
Payload: Varies; a standard drug ‘bus’ has 48 doses, an IRMSS cartridge has 10 doses. A single dose of Nanofix takes up an entire cartridge.
*Power Infuser(NEW)---A small (about the size of a trade paperback book or e-canister) RTG power cell that can be quickly hooked up to a Shemarrian robot’s power systems and keep the gynoid running at normal performance stats(no energy weapons, however) for 2 hours, at half speed/strength/bonuses for 5 hours, or sustain its CPU for 48 hours. Linked to a cyborg’s life support system, it can keep the cyborg alive for 36 hours, hopefully buying enough time for the cyborg to reach more intensive help, or other life-saving measures to be implemented.
*Coolant Spray(NEW)---A small fire extinguisher-like pressurized gas cylinder that sprays a freezing vapor; besides putting out small fires, it can also cool down overheating electrical systems without shorting them out. 6 ft range, covers a 3 ft area, and has enough liquid for 10 shots.
*Micro-Scanner(NEW)---Looks like a stethoscope, but is really a combination high-sensitivity microphone and EM scanner that is plugged into the user’s neck or head jacks. It can be used like a Schematic Sensor Hand, but also reads electrical activity and picks up sound.
*Degenerator Lock(NEW)---This is a flexible cuff that can slapped on a detached Shemarrian limb to prevent chemical self-destruct systems from ‘fast-decaying’ into unrecoverable chemical sludge and metal rust. This poses a problem for some theatres of operation where EShemar can prime their bodies to self-destruct, post-Spark-termination, to keep their remains from falling into enemy hands, only to lose limbs that cannot be recovered and re-attached due to the same security measure. The Degenloc prevents this and preserves the limb for recycling. Of course, if necessary, a signal can be sent to deactivate the lock, thus allowing the degenerative self-destruct to proceed, if the battlefield situation goes against EShemar interest.
*Vine-Wrap(NEW)---A ‘living’ bandage derived from Vine Munitions, vine-wraps grow from a small peachpit-sized seed to form a green covering that acts as a bandage, and sprouts tendrils and vines that can be teased by an attendant into a natural splint or cast. Collagen and other chemicals in the vine-matrix help staunch bleeding and inhibit infection. The EShemar frequently use vine-wraps to keep damaged limbs attached and in place while their self-repair mechanisms rebuild myomers and skin. Frequently mistaken as EShemar ‘holistic medicine’.
*Megadamage Duct Tape
*NanoGeneration Supercharger Tent
(aka ‘Ezenza’, ‘Taidama’)
“Don’t matter if you’re dealing with one of them brawny red-armored berserker types or one of them little willowy ones in the pink dental floss outfits; them Bloodrider medics are scary! Really good at what they do, but SCARY. I caught a Kittani missile burst once during the seige of Longislan, and got shrapnel all through my chest. Next thing I know one of them young girls is straddling me, with her arms up to the elbows, grubbing through my innards, pulling out metal and bone, all the while she’s looking me in the eye and smiling, telling me I wuz goin’ to be okay. Didn’t mind me blood and viscera covering her, she just kept tying off bleeders and picking out broken pieces like she was fixing a car. And I -wuz- okay in the end; got to keep my kidneys and my liver, but while I was down...I dunno if it wuz shock or something that Bloodrider medic slipped me, but I wuz floatin’, and had enough leisure-time to be more scared of my grinning little angel than of dying. Strange at that, no?”
---Chapin Horfic, Peconic Militia
“Everybody keep away! This property is under terminal quarantine! There’s nothing left in that hovel worth saving; soak it in thermal-gel, burn it down to the bedrock, bake it sterile, then glass the entire lot! Nobody goes back in, nobody goes anywhere NEAR it! Keep hosing me down with that bio-solvent and high-intense UV! Never mind my clothing, plasma-burn it! I’m really REALLY glad my organics are sealed and my skin is really armored flex-plas, because green grunge would otherwise be eating me inside and out! Hopefully we caught this before it could spread any further!”
---Rini-Anne Bloodreader, Blood Rider NeShemar Field Medic
“---Most frightening of all, perhaps, are Blood Rider Acolite and NeShemar field-medics. Sometimes mistaken for Berserkers, for their scant clothing and propensity for carrying lots of large blades, these gynoid healers show a frightening intensity in performing their duties, and a chilling enthusiasm in wielding vibro-bonesaws and cauterizing plasma blades. Be it performing battlefield amputations and cybersurgery or delivering hypodermic injections of vaccine in the wake of the contamination of a village’s water supply from nearby combat, Blood Rider medical charity can be almost as frightening as their warrior hordes themselves.”
---From The Shemarrian Codex Annotated(First Edition), New Lazlo Press.
“Courage? You want the definition of courage? For me courage is a slender-framed neshemar girl, without weapons, without armor, who should have been miles back in amongst the meatsacks slapping on bandages, and shouldn’t have been anywhere NEAR the front lines, out in the thick of it, hauling a badly injured Shemarrian warrior easily twice her size while doggedly keeping that warrior’s spark-state from permanently grounding out, all the while enemy rail gun and particle beam fire is ripping all around them. I begged her to leave me, I threatened to shoot her myself if she didn’t save herself. She completely ignored me and just kept pulling me to safety, though that was still over a hundred yards away. Just kept hauling even when the plasma started raining down. That is Shemar-lit exhaust-gate-clenching courage!”
---Battlesister Ora Flamemane, Blood Rider Warrior
“Gonna have to amputate. No worries, though, Tinker will fix you up with a new one. A better one. And I still hold the record for lopping off limbs so you won’t even notice until it’s already ov-see what I mean?”
--- Kesha Gashdancer, Blood Rider Combat Medic(ex-Berserker)
Initially dismissed by the combat-happy and glory-seeking Blood Rider warrior mainstream as ‘tinker-lites’ or ‘kampenshaizwara’(‘healing-stick-prodders’, in reference to the injectors used to dispense healing nanites or drugs), the Blood Rider combat medic ‘corps’ has since risen in the esteem of the warrior-castes to become recognized for their own particular brand of bravery and dedication. The Blood Riders have come to recognize the great contributions made by the field-healers to keeping the Tribe combat-ready and operational. The combat medics have earned such titles as ‘ezenza’(‘ember-keepers’) and ‘taidana’(‘re-sparker’) for their work in keeping what might be otherwise mortally-damaged EShemar alive. With the Blood Rider philosophy and tactics running heavily to one-on-one, close combat, the Tribe has frequent need for field medical service, and ezenza get plenty of practice keeping their sisters operational.
While Tinkers(the former ‘Spinster’ class) continue to serve as the primary mechanics/doctors of the EShemar, the combat medics are more common and more focused on immediate medical care, whereas Tinkers are often called upon to divide their attention amongst various fields, especially R&D. While a taidana may be very good at restoring motion to a fused Berserker armature, replacing a Warmount’s bionic eye, re-stabilizing a cracked cyborg life support system, or re-sectioning a lacerated bowel, the same field medic might be stumped at the prospect of repairing a Flying Gun’s thrusters or even changing a Big Boss ATV’s tire.
There is no specific taidana caste-frame, as individuals of the Acolite, Male, Warrior, or Berserker classes can chose the taidana path. NeShemar also often take the path; these are almost always demi-cyborgs or cyberhumanoid frames. Those taidana with combat training don’t necessarily give up all combat capability or role, but it is understood that they cannot go haring off in pursuit of glory in the front lines, and of necessity give up their heavy combat gear and arsenals(often trading their scava rail guns for smaller assault rifles or energy weapons) for medical gear. Taidana receive training/programming in robot mechanics/electronics as it applies specifically to EShemarrian systems, as well as cybernetic/bionic medicine(with the focus on repairing/stabilizing such systems, rather than designing/installing them), and paramedic/field surgery. Related fields that taidana may also go into include psychology, holistic medicine, and search and rescue/firefighting skills. Taidana/ezenza also receive Upgrades such as circuit-reader sensors, drug/nanite injectors, and tool hands. Their kit now includes hypodermics, nanite-sprayers, repair-paste dispensers, and other equipment and supplies handy to a mechanic/paramedic. This shift to a support role is, to the Blood Rider psyche, very much profound, as it means the individual is willingly giving up the opportunity to engage in glorious combat and earn honor, glory, and renown(and loot) through feats of arms. Some Blood Riders have trouble understanding such sacrifice...at least until they have need of a taidana’s services. Arguably, Blood Rider taidana put the energy they would have applied to combat and glory-seeking into the more altruistic pursuit of medicine and the treatment of their patients.
In fact, some EShemar claim the combat medics are TOO proficient; android physiologies do not scar well given that entire sections of integument can be simply resurfaced or replaced, so a very efficient repair can easily eliminate Blood Rider’s incidental ‘marks’. While warriors have no objection to the replacement of endoskeleton segments that show stress fractures, or muscle myomers that show strain-deterioration, some prefer to show some surface evidence of the sorts of combat they’ve been in! It’s a source of constant frustration for some taidama to have to ‘redo’ disfiguring marks on a Warrior or Berserker who wants to ’keep her stripes’.
The taidana also give the Blood Riders a chance to show their ‘softer’ side, in attending to non-Shemar. This is often necessary given the amount of collateral damage sometimes generated by the Blood Riders’ combat. In order to minimize the bad blood that might be engendered in hapless villagers caught in a crossfire, the Blood Riders frequently deploy their combat medics to treat the wounded and assist in evacuations and recovery operations. In more peaceful times, the taidana also engage in regular ‘sroam’(‘preventative maintenance’) visits to communities in their claimed territories to check on hygiene and general health. Having a group of heavily-armed and armored giant warrior-women on hulking bionic warbeasts visit your hamlet can be an intimidating experience; much less so a visit by young maidens in thin gowns bearing medical supplies and willing and able to reset bones, do dental work, and dispense medicine. Those fool enough to try to abuse these visits by taking the healers hostage don’t last very long; they typically get visited HARD by the armed warrior-women, provided the healers don’t first demonstrate their Blood Rider lineage and capabilities at fighting on the miscreants.
Blood Rider taidana field medics have come to be characterized by their passion for healing, and their bloody-minded persistence in reaching and treating patients in the field. Even Blood Rider Acolites, a class normally dismissed by the Blood Rider warrior-elite as ‘bladeless’...i.e. cowardly) who follow the taidana path, receive the wholehearted respect of their Tribe, as the taidana often risk their own lives in active battlefields to reach and recover the wounded.
The proficiency of the Blood Riders’ field medics is so good(to the point that it was rumored they were punching out their own Tribe’s Valkari rather than let the latter harvest their patients), in fact, that other Tribes have attempted to emulate their success, and the concept is spreading through the Shemarrian Nation. The Wolf’s Path developed the Aralezan Elite class specifically as their Tribe’s own taidana, giving the concept a caste-specific gynoid frame. Ghost Rider field medics often double as counter-hackers and software fixers, with the ability to purge and reboot compromised computer systems(though they generally are more effective at dealing with non-Shemar computer systems than other Tribe taidanas). Silvermoon taidamas are closing the gap with the Wolf’s Path when it comes to the enthusiasm of their ezenza, who are notable for for their prominent shield-stretchers that they carry into combat. The Wayfinders are acknowledged as having some of the best overall enzenza, as their experience with soul transfers, technowizardry, psi-mechanics and biologicals gives their field medics considerably more experience and abilities with regards to psionic and magical repair/healing means.
Classes That Can Become Taidama/Combat Medics
Technically any class with a medical or repair skill applying first aid is acting as a field medic, but the seriously DEDICATED are acknowledged as coming from specific caste-classes.
*Acolites(+)---Field medic duty is often seen as a way for the ‘bladeless’ class to earn acclaim and battle honors while still serving in a support role. Many simply see battlefield medical duty as merely an extension of their normal support duties.
*Warriors(+)---A good many of Warrior-class see the battle against death/termination or simply disablement as important as any battlefield combatant role. Mind you, many Warrior-taidama keep a sidearm or three handy for fighting, but they can still divide their attention between giving covering fire for their unit, and repairing an injured colleague.
*Berserkers(+)---Amazingly enough, many Berserkers like sidelining, or going full-time, as combat medics because of their knowledge of injuries and battle damage. Their hand to hand skills also come in handy when it comes to subduing unruly patients, their blade skills when it comes to field surgery and amputations.
*Male Shemarrians(+)---Given their role as support for the females, it shouldn’t come as any great surprise that many become field medics, though the female taidama get most of the publicity. The males’ stealth skills make them particularly well-suited for battlefield search and rescue operations.
*NeShemar(+)---Given their vested interest in biological systems, NeShemar are common as second-echelon combat medics, especially when dealing with other NeShemar and non-Shemar organics. Most who take this course are demi/half-cyborgs or cyberhumanoid-frame conversions.
*Oreseme(x/+)---With the exception of Awakened medical robots, deliberately purpose-designed oreseme such as the Wayfinder Imur, or particularly intelligent AIs who choose a late-life change of purpose, most oreseme are not qualified as taidama.
*Warchieftains(x)---Warchieftains are considered too specialized/focused on command responsibilities to take up combat medic responsibilities.
*Tinkers(x)---Tinkers are ALREADY considered to be superior ezenza and combat medics, but the distinction is drawn between them and the rank-and-file taidama. While Tinkers may be part of a taidama group, they are generally considered too valuable to risk on the front lines and any Tinker who regularly joins the combat medics in the thick of fighting had better have a VERY compelling excuse or risk a dressing down by her commanding Warchief or Wargoddess.
*Mystics(x)---Mystics do NOT become field taidama, their more sedentary positions as grove-keepers preclude them from being effective field medics. Like Tinkers, Mystics are considered to be ‘superior ezenza’ and generally manage the more intensive care and therapeutic aspects of Shemarrian medical care, ideally at a safe distance from the front lines.
*Elites(x)--Most Elites are considered too specialized to take on taidama training/modification. With a few exceptions, such as the Wayfinder Hatshepsa, Lost Eclipse Innannan, Clan Vespa’s Coccina, Clan Immensis and the Clan Shelly E-GOR, most Elite-frames cannot make the transition to field medic either mentally or physically. Similarly, caste-frames such as the Vatfather and Yashi-TekTree are considered too slow or valuable to risk in front line service.
*Wargoddesses(x)---Like Warchieftains, Wargoddesses are too specialized in the leadership role to be mere field medics. While a few individuals may incorporate healing/repair technologies/magic, these are incidental, rather than standard.
Standard Programming, Taidama (EShemar)
Robot Mechanics(Shemarrian systems only) 70%
Robot Electronics(Shemarrian systems only) 70%
Bioware Mechanics 70%
Paramedic 90%
Field Surgery 75%
Rescue Protocol 75%
Standard Training, Taidama(NeShemar)
Basic Repair and Maintenance(+15%)
Basic Electronics(+10%)
Paramedic(+10%)
Field Surgery(+10%)
Standard Upgrades:
*Wrist Needle & Drug Dispenser
*Schematic Sensor Hand
*Tool Hand
Special Equipment:
* EShe-BrPMW-04 Plasma Knife---This is a combination vibro-blade and plasma torch device used by Blood Rider combat ‘medics’ to cut away damaged material, necrotized flesh, and literally burn out infections, cauterizing wounds.
Range: Melee
Damage:(Vibroblade) 1d6 MD
(Plasma) The weak plasma field adds +2 MD to the vibroblade
A successful medical skill roll is needed to accomplish cauterization with this device
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a gynoid/cyborg.
* EShe-BrPMW-05 Plasma Blade---This is the PMW-04’s bigger cousin, a large cleaver-like sword that does much more damage/removes much more material faster.
Range: Melee
Damage:(Vibroblade) 4d4 MD
(Plasma) The weak plasma field adds +1d6 MD to the vibroblade
A successful medical skill roll is needed to accomplish cauterization with this device
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a gynoid/cyborg.
*EShe-BrMEP01 Medical Injector Pistol---This is essentially a hopped-up Compu-Drug injector mated to a pistol grip. The entire drug cartridge/module is mounted on top and can be swapped out in seconds. The pistol can also be used to deliver various nanites, in addition to normal drugs. Developed originally to keep Blood Rider warriors in the field longer, the pistol and its various specialized loads have since been adopted by the other Tribes. The thing looks scary as hell, though, coming at you, especially if you don’t like needles to begin with.
Range: Melee.
Damage: None, unless deliberately loaded with toxins or malign nanotech.
If used to dispense water, unloading the full cartridge into a vampire does 4d6 HP.
Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 1d4x10 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility(use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again...until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is re-absorbed into the structure).
Payload: Varies; a standard drug ‘bus’ has 48 doses, an IRMSS cartridge has 10 doses. A single dose of Nanofix takes up an entire cartridge.
*Power Infuser(NEW)---A small (about the size of a trade paperback book or e-canister) RTG power cell that can be quickly hooked up to a Shemarrian robot’s power systems and keep the gynoid running at normal performance stats(no energy weapons, however) for 2 hours, at half speed/strength/bonuses for 5 hours, or sustain its CPU for 48 hours. Linked to a cyborg’s life support system, it can keep the cyborg alive for 36 hours, hopefully buying enough time for the cyborg to reach more intensive help, or other life-saving measures to be implemented.
*Coolant Spray(NEW)---A small fire extinguisher-like pressurized gas cylinder that sprays a freezing vapor; besides putting out small fires, it can also cool down overheating electrical systems without shorting them out. 6 ft range, covers a 3 ft area, and has enough liquid for 10 shots.
*Micro-Scanner(NEW)---Looks like a stethoscope, but is really a combination high-sensitivity microphone and EM scanner that is plugged into the user’s neck or head jacks. It can be used like a Schematic Sensor Hand, but also reads electrical activity and picks up sound.
*Degenerator Lock(NEW)---This is a flexible cuff that can slapped on a detached Shemarrian limb to prevent chemical self-destruct systems from ‘fast-decaying’ into unrecoverable chemical sludge and metal rust. This poses a problem for some theatres of operation where EShemar can prime their bodies to self-destruct, post-Spark-termination, to keep their remains from falling into enemy hands, only to lose limbs that cannot be recovered and re-attached due to the same security measure. The Degenloc prevents this and preserves the limb for recycling. Of course, if necessary, a signal can be sent to deactivate the lock, thus allowing the degenerative self-destruct to proceed, if the battlefield situation goes against EShemar interest.
*Vine-Wrap(NEW)---A ‘living’ bandage derived from Vine Munitions, vine-wraps grow from a small peachpit-sized seed to form a green covering that acts as a bandage, and sprouts tendrils and vines that can be teased by an attendant into a natural splint or cast. Collagen and other chemicals in the vine-matrix help staunch bleeding and inhibit infection. The EShemar frequently use vine-wraps to keep damaged limbs attached and in place while their self-repair mechanisms rebuild myomers and skin. Frequently mistaken as EShemar ‘holistic medicine’.
*Megadamage Duct Tape
*NanoGeneration Supercharger Tent
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
Nice new additions!
I wonder what the Skullcrusher medic would be like.. wait.. I had started an elite that had extra healing capabilities as a means for pariahs to regain honour.. maybe I should see if I can find the draft for that if it survived the drive crash.
I wonder what the Skullcrusher medic would be like.. wait.. I had started an elite that had extra healing capabilities as a means for pariahs to regain honour.. maybe I should see if I can find the draft for that if it survived the drive crash.
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Nice new additions!
I wonder what the Skullcrusher medic would be like.. wait.. I had started an elite that had extra healing capabilities as a means for pariahs to regain honour.. maybe I should see if I can find the draft for that if it survived the drive crash.
Very frustrated.
Sc Medic:"Here, let me help you!"
Sc Warrior: (Missing one arm, several fingers on remaining hand, kneecap blown off, one ear,one eye, half the hair shaved off one side of the head by near-decapitation shot, and a live missile protruding through her chest) "Nah, I'm still good. Just give me something for the headache and I'll walk the rest off. I gotta get back into the battle."
Sc Medic:" "
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
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 already 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. Ironically, the Trensik Mercenaries have been able to get the EShemar freelancers to fill on for them if they come up short numbers- or schedule-wise on contracts.
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, unless you’re defending an amusement park or shopping mall(the zombie-killing stint seems incidental).
*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 and modeling work 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.
“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 already 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. Ironically, the Trensik Mercenaries have been able to get the EShemar freelancers to fill on for them if they come up short numbers- or schedule-wise on contracts.
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, unless you’re defending an amusement park or shopping mall(the zombie-killing stint seems incidental).
*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 and modeling work 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
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Day-ling thunderstorms kept me from doing/finishing anything more substantial....
Expanding on kronos’ Shemarrian Kits a bit:
EShe-EMBr-Rx01 Combat Medic MiRR/IIRMSS Kit
“Good for woman and warbeast!”
This is simply a larger-capacity version of the dual-mode MiRR/IRMSS carried as standard in EShemar survival kits. The rugged housing holds special nanobots that can be programmed to repair robotic beings, or perform internal surgery on biological beings. The larger casing also incorporates an EM/EKG scanner for taking diagnostic readings. The larger EMBr-Rx01 originally appeared as standard issue to Blood Rider combat medics, but has since been adopted by all Tribes.
Weight: 2 lbs.
Effects:
For EShemar/NeShemar, the MiRR repairs 800 SDC or 20 MDC. In the case of robotics, the nanobots can return to their dispenser to be recharged and re-used.
For organics, the IRMSS has an MD Doctor internal surgical skill of 80%. Unlike NiRR mode, the nanobots CANNOT return to their injector, but break down and are flushed out of the patient’s system.
It takes 1 minute to reconfigure the nanobots between biological and robotic application.
Payload: 12 applications.
Extra-large ‘med-gun’ kits with magazines holding 18-25 applications also exist.
Special Features:
*MDC Casing(20 MD)
*EM/EKG Scanner---like the nanobots, this sensor can be switched between reading the electrical activity in a machine and that of a biological being. The scanner can determine electrical power flow and read energized circuit paths in robts, and can read electrocardial and brain activity in living creatures.
Expanding on kronos’ Shemarrian Kits a bit:
EShe-EMBr-Rx01 Combat Medic MiRR/IIRMSS Kit
“Good for woman and warbeast!”
This is simply a larger-capacity version of the dual-mode MiRR/IRMSS carried as standard in EShemar survival kits. The rugged housing holds special nanobots that can be programmed to repair robotic beings, or perform internal surgery on biological beings. The larger casing also incorporates an EM/EKG scanner for taking diagnostic readings. The larger EMBr-Rx01 originally appeared as standard issue to Blood Rider combat medics, but has since been adopted by all Tribes.
Weight: 2 lbs.
Effects:
For EShemar/NeShemar, the MiRR repairs 800 SDC or 20 MDC. In the case of robotics, the nanobots can return to their dispenser to be recharged and re-used.
For organics, the IRMSS has an MD Doctor internal surgical skill of 80%. Unlike NiRR mode, the nanobots CANNOT return to their injector, but break down and are flushed out of the patient’s system.
It takes 1 minute to reconfigure the nanobots between biological and robotic application.
Payload: 12 applications.
Extra-large ‘med-gun’ kits with magazines holding 18-25 applications also exist.
Special Features:
*MDC Casing(20 MD)
*EM/EKG Scanner---like the nanobots, this sensor can be switched between reading the electrical activity in a machine and that of a biological being. The scanner can determine electrical power flow and read energized circuit paths in robts, and can read electrocardial and brain activity in living creatures.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Shemarrian wt navy grows again....
EShemarrian ‘Arronax’-class Submarine
(Aka ‘kraken-sub’)
“Did you see that?!”
“If you mean that Splugorth shark sub being picked up by giant tentacles and used to beat another shark-sub to pieces, well, yes, I did see that.”
“Good! Now let’s get the hell out of here before that tentacled thing sees US and decides to use us to beat something to death!”
---Transcript of helmet communications, CS Free Quebec naval patrol boat, off the coast of Labrador
<<“Nice vessel you have here. Matches the description of a marauder that’s been preying on coastal towns and shipping along this coast...OUR coast. We’ll be taking back what stuff we can find that belongs to the people under OUR protection. The rest we’re taking as a fine, with interest, for criminal activity in OUR waters. We’ll be taking the ship....even in pieces we can use it in OUR industry. Those of your crew that aren’t death-marked for crimes under OUR laws, we’ll take too. We can use them, in OUR society. The rest of them, such as yourself, captain, will be feeding the fish. Not OUR fish, but to you it won’t matter.”>>
---DarkWaters Warchieftain-Captain, Arronax patroller, aboard a pirate vessel captured off the Virginia coast.
The Arronax is the Humboldt’s big sister, a giant robotic squid or octopus on a scale with a wet navy heavy cruiser or large attack sub. The Arronax is larger, more heavily armored, and bristles with weapons and countermeasure systems, making it a threat to much larger targets. Its long robotic tentacles make it even more fearsome in close combat, and many opponents have simply lost their courage to stay and fight upon seeing the giant appendages rising out of the water around them. Though not Awakened(or rather AwakenABLE, at least until the Peleganar pushed the upper limit), the Arronax is still a very impressive giant robotic organism of a vessel, able to move with incredible, almost organic, grace, for something so large(in part thanks to the cyberlinking of the crew to their vessel’s systems).
Though larger than the Humboldt, the Arronax shares many of the same stealth characteristics. Even when detected, it is often mistaken for a giant sea monster, rather than an intelligently-directed warship, and smart commanders have taken advantage of this to fool potential targets(who may not realize the sensor contact has long ranged weaponry able to strike them, until too late).
Besides being a powerful warship, the Arronax is a most effective heavy tug. Its powerful hydrojet drive and grappling tentacles allow it to move other vessels, marine structures, and objects such as icebergs with relative ease. The Arronax can just as often be found hauling skeins of buoyed cargo pods, as it can be encountered engaged in combat patrols.
Despite its greater size, the Arronax is still rather small on the inside; even human submarine crews would find the accommodations on the claustrophobic side(even with access ways and facilities scaled to the larger Shemarrian body physique), and would find many features missing(lavatories are an obvious omission), as the robotic EShemar have little need for many comforts of the flesh(and the Darkwaters are considered rather stoic by other Shemarrians). Fortunately, EShemar tend to more efficient than their organic counterparts, even in such services as the New Navy, so fewer crew members are needed. As the only biologicals likely to serve aboard an Arronax tend to be cyborgs, or else are confined prisoners, the close quarters and lack of recreational and relief facilities isn’t considered much of a problem. Still, it also limits the Arronaxs’ ability to serve as troop and ‘dry hold’ cargo transports, at least until the Arronax-B variant was developed.
Arronaxes have become the scourge of Naut’yll raiders and Horune pirates as they regularly prey upon these miscreant species. Though still unable to take on Horune Dream Ships one on one, Arronaxes can still do them damage, and can pose a threat to the Horunes’ Strike Ships. Kittani War Shark submarines are favorite targets, as the submarines are easy prey for the Arronaxes. The kraken-subs are also regularly used to hit Splugorth interests on the high seas, going after lesser vessels and sniping at the larger Sea Skillers and Sea Fins. The Nau’yll have, to their misfortune, learned that the kraken-subs can easily tear apart their Red Trident submarines, and so try to avoid tangling wth them. Sortying from secret underwater harbors along the Eastern and Western American seacoasts, Arronaxes patrol the homelands of the EShemar and extend the Shemarrian Nation’s reach across the oceans and into their depths. Arronaxes often work with the smaller Humboldts as support, and alongside the Peleganar Warmounts(a favorite tactic is to have squadron ‘pods’ of Arronaxes and Peleganars shadow each other, making outside observers think they’re seeing giant squid and whales, d-bee analogues, hunting each other, rather than military units in transit). The type is also known to exist on worlds of the Shemarrian Star Nation, providing protection to the often neglected oceans(as several Splugorth and Golgan incursions who thought water landings were terribly clever learned to their regret).
Type: Es-SSN04 Arronax
Class: Heavy Combat Submarine
Crew: 90 +50 troops
MDC/Armor by Location:
Main Body 6,000
Bridge 800
Reinforced Pressure Hull/Crew Compartment 900
Tentacles(8 ) 550 each
Striker Tentacles (2) 700 each
Laser Turrets(4) 300 each
Fluke Fins(2) 900 each
Torpedo Tube Arrays(3) 120 each
Height: 44 ft
Width: Main hull diameter is 32 ft, flukes make the width 60 ft tip to tip
Length: 340 ft +100 ft for the smaller tentacles and 300 ft striker tentacle length
Weight: 12,550 tons surfaced, 14,000 tons submerged
Cargo: 120 tons
Powerplant: Nuclear Fusion, w/ a 20 year energy life.
Speed: (Surface) 30 MPH
(Underwater) 54 MPH, maximum depth of 3 miles.
Market Cost: Exclusive to the Darkwater Shemarrian Tribe
Systems of Note:
Standard Submarine Systems, plus:
*Long Range Sonar----(Passive) 100 miles, (Active) 10 miles
*Magnetic Anomaly Detector----Mounted in the ‘head’ is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----60 mile range
*Stealth--- Exceptionally quiet and skinned in anechoic ‘smartskin’ (-30% to enemy detection rolls).
*Magnetic Impeller ”Caterpillar” Drive--The sub can be propelled by a special hydro-magnetic impeller jet. Speed is 20% slower than a regular hydrojet, but the system has the advantage of being far quieter.
Bonuses: -15% to Detection rolls using sonar/acoustic scanners
Weapons Systems:
1) Medium Laser Turrets(4)---Two of these turrets resemble giant eyes, while another is mounted between them, and a fourth mounted ventrally.
Range: 2 miles in air and underwater
Damage: 2d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively unlimited
2) Spiral Disruptors(2)---The Darkwaters really irked the Naut’yll when they copied the latters’ spiral disruptor cannons, and used them in a number of false flag operations to throw the Splugorth off as to who was really attacking them. The Arronax mounts two of these weapons, scavenged/copied off the main battery of the Naut’yll Red Trident attack submarine for exactly this sort of confusion attack.
Range: 2 miles in air and underwater
Damage: 4d6x10 MD per single blast, 8d6x10 MD per double blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Missile/Torpedo Launchers(3)---The Arronax sports three six-tube launchers, one in each ‘fluke’ and one in the pointed ‘head’ of the submarine. Though able to accommodate medium and heavy torpedoes, dual-mode air/sea missile-torpedoes are preferred, as they give the Arronax both underwater and surface attack capabilities. However, the use of generic weapons(captured or bought through the black market) available from manufacturers such as Northern Gun allow the EShemar to conceal the true origin of their attacks to anybody thorough enough to dredge for projectile remains in the aftermath of a torpedo strike. Still, EShemar Tinkers are busy developing new generations of Darkwateer submarine torpedoes, including ‘smarter’ types with such capabilities as being able to sit on the ocean bottom and act as mines. restarting their motors and homing in when detecting preprogrammed targets.
a) Medium/Heavy Torpedoes
Range:(Medium) 10 miles
(Heavy) 20 miles
Damage:(Medium) 3d4x10 MD HE/ 2d6x10 MD Plasma
(Heavy) 4d6x10 MD HE/Plasma
Rate of Fire: Volleys of 1-6 per launch array
Payload:(Medium) 36 per launcher
(Heavy) 18 per tube array
b) ‘SeaFire’ Missile-Torpedoes---These are medium-range knockoffs of the Kittani Long Range Rocket Torpedoes.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 18 per launcher
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-ship missile, but more powerful. +3 to strike
b) KOASSM-01 Kittani Long Range Rocket Torpedoes(aka ‘Kruze Missiles’)---The Arronax’s tubes can accommodate captured stocks of Kittani weapons, or copies thereof. The LRRTs give the Arronax a good inland surface strike capability, though accuracy at long range is an issue, as is the throw weight of warhead. The EShemar are engaged in a number of covert mapping projects to better program their cruise missile-style weapons, or forward spotters to designate targets and guide the weapons in(Male Shemarrian or Spriggan scouts are often assigned this task).
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 12 per tube array
c) ’Starka’ Stalker Missiles----- These weapons originated as adaptations of the Kittani Long Range Rocket Torpedoes(aka Kruze Missiles) meant to address the relatively low warhead throw-weight, but instead have evolved into the next generation of EShemar surface attack cruise weapons. The original KOASSM-01 configuration has been modified with more maneuverability, superior onboard AI for navigation underwater and programmable attack plans; as it would take a weapon over two hours to reach its target at maximum underwater range, these weapons are programmed to be SMART in evading countermeasures. They can also be fitted with modular weapons payloads, up to 1,000 lb conventional warheads(although this will reduce their range) or specialized warheads.
MDC: 75
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: (High Explosive) 4d6x10 MD to 40 ft blast radius
(Heavy Explosive) 1d4x100 MD to 70 ft blast radius, but reduce missile range to 300 miles.
More specialized warheads, such as those used in the HRL-54 Pall Bringer, are also available. Strategic nuclear payloads, starting with 200kt weapons, are suspected of existing in the Dark Waters’ arsenal, but the EShemar neither confirm nor deny this.
Rate of Fire: Volleys of 1-6 per launcher
Payload: 12 per tube array
Bonuses: Starkas are +5 to strike, and +3 to evade enemy countermeasure fire. They are also -15% on countermeasure rolls to decoy.
Notes: Starkas have a 24 hour battery life, meaning they can stop, land, and sit on the ocean bottom(landing on dry land is effectively a crash) to evade detection, or sit until a prime target appears, then re-light their engines and make a submerged attack, or pop up for an aerial attack. If not triggered, they can be programmed to self-destruct as a safety measure.
4) Tentacles(10)---- The Arronax sports an array of tentacles similar to the smaller Humboldt, only writ MUCH larger. These are extra-large robotic tentacles, capable of grabbing targets, lifting them, and crushing them, or for stripping wrecks of salvage and loot. They are lined with molecular adhesion pads for enhanced grip(it is possible to break free of them, if one can match the Arronax’s robotic strength, but tearing out of the adhesion pads’ grip will do 1d8 damage per pad from material still stuck to them).
Two of the tentacles are designed longer than the others, with telescoping sections that allow the two to retract and extend, as well as to punch with extra force, especially into and through the hides of undersea monsters and the hulls of ships.
Typically 2-3 crew members are assigned to manage the tentacles when engaging in close contact combat, cyberlinking to direct the robotic limbs as if they were extensions of their own bodies.
Range: Melee. The eight short tentacles have a reach of 110 ft, while the two ‘striker’ tentacles can extend up to 300 ft.
Damage: (Robotic P.S. of 100)
(Lash/Punch) 7d6 MD
(Crush/Squeeze) 4d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks) 3d6x10 MD
Rate of Fire: EGCHH
5) Electrified Tentacles---The tentacles seem to be able to conduct powerful electromagnetic charges, allowing them to shock on contact, or project lightning-like discharges. This system seems to have been copied from the Lost Eclipse’s ‘Necronaught’ Heavy Robot Assault Vehicle, and has proven even more effective underwater for stunning monster sea life and knocking out the electrical systems of other vessels.
Range:(Electrified) Melee+10 ft radius underwater
(Lightning Bolt) 2,000 ft(double range underwater)
Damage:(Electrified)+ 1d4x10 MD to a strike or contact
(Lightning Bolt) 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Against organics, including natural megadamage creatures, the electrical shock can stun; targets must save versus non-lethal poison(16 or higher) or be -4 to strike, parry, and dodge for 1d4 melees. Even on a successful roll, MD victims lose 1 APM and initiative for 1 melee round. SDC beings, unless protected by full EBA, are -8 for 2d4 melees and do not get a saving roll.
Rate of Fire:(Electrified) ECHH
(Lightning Bolt) Once per melee per tentacle
Payload: Effectively Unlimited
6) Countermeasure Systems---The Arronax is fitted with a number of sensor-baffling active countermeasures to deter targeting system lock-ons when it IS detected.
a) Ink Cloud---Flushes out of the ballast tank vents and hydrothrusters a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 500 ft area. Depending on water conditions, the cloud can persist for 1d10 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Generally carries enough chemicals for 25 flushes.
b) ’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multiple purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 300 ft wide by 900 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
c) Screamer-Flare----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Effective radius of effect of the Arronax screamers is approximately 4,000 ft
Screamer-Flares are deployed through the existing torpedo tubes. Typically about 30 are stocked per tube array, for a total of 90 flare-pods.
d) Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation.
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Typically about 30 are stocked per tube array, for a total of 90 flare-pods.
7) Water Jets---The Arronaxes’ own hydrojet propulsion systems can be used as a weapon of sorts, as the thruster venturis are gimbaled for tight manuevaring, and can be used to direct powerful jets of water. Like a jet blast, the waterjet output can be quite danergous at close range. On the surface, it’s been used to smash down sails and antennae off ships, knnock crewmen off their feet(and even off the decks of their ships), while underwater it’s been used to thrust back swimmers, churn up mud from the seafloor, and clear underwater excavation sites.
Range: 2,000 ft in air, 600 ft underwater.
Damage: 1d4 MD at full pressure, or 1d4x100 HP to vampires. At ranges of 600 ft or less, humanoid-sized beings(7 ft or smaller) will have an 98% chance of being knocked over and pushed 1d6x10 ft by the water blast, as well as a 75% chance of being stunned or knocked out. Creatures and bots weighing over 3 tons, or standing 8-24 ft, will only have a 50% chance of being knocked over, and only a 25% chance of being stunned. Creatures and 'bots taller than 25 ft, will be unaffected.
Underwater, the thrusters will throw human-sized targets/swimmers back 5d6 ft with a 50% chance of stun/knockout. Creatures and vessels weighing over 15 tons, will only have a 40% chance of being knocked away, and only a 15% chance of being stunned. Creatures and vessels over 25 tons in displacement will be unaffected.
Rate of Fire: Once per melee, but can pan the stream along a target, sluicing down multiple targets.
Payload: Effectively unlimited
Auxiliary Craft:
Often carries a complement of 8-10 EcoS-KRP21 Airquid Robotic Warbeast/Watchbeasts
Options:
*Torpedo/Missile Barge-Pods---An idea copied from other Rifts Earth naval forces, the Arronax can tow special submarine barges that are fitted as additional missile/torpedo batteries. These pods can act as CAPTORmines, standoff-attack platforms, or as supplementary external launchers for the Arronax. Currently on Rifts Earth these pods are rarely used except in full-out combat campaigns, as the main bottleneck is still missile/torpedo supplies, but as more EShemar industrial facilities come online(or more supplies flow to Rifts Earth from the offworld branches of the Shemarrian Star Nation), and munitions stockpiles grow, the use of these weapons is expected to rise.
Each barge-pod typically has 90-100 MDC.
Up to 10 pods can be towed(one attached to each tentacle).
a)LRM/LRT Pod--Holds up to 10 long range missiles or long range torpedoes.
b) MRM/MRT Pod--Holds up to 20 medium range missiles/torpedoes.
c)SRM/SRT Pod---Holds up to 40 short-range missiles/torpedoes.
d) MM/MT Pod---Holds an astonishing 80 mini-missiles/torpedoes.
e)Mine Pod---Essentially a cargo pod cramped to the gills with high explosives for demolition work. Does 2d6x100 MD to a 100 ft blast radius, and can heave many small vessels into the air if exploded directly underneath.
f) Minelayer Module---allows the submarine to deploy floating or static mines
Range: Triggered by targets entering 100 ft blast range. Can be set to identify/ignore/ or trigger on specific targets(such as the acoustic signatures of known target vessel types. etc...)
Damage: 2d4x10 MD to 100 ft radius, 4d6 MD to additional 30 ft radius beyond that
Rate of Fire: Deploys in volleys of 1,2, or 4
Payload: Holds up to 20 mines
Variants:
*Es-SSN04B---The equivalent of a submarine assault transport, the Arronax-B variant features a large ventral bay for an expanded troop complement (90 troops), and an armored airlock attached to an articulated ‘beak’(450 MDC). The Arronax-B is meant to grapple a vessel or underwater habitat with its tentacles, attack the hull with its beak(does 2d4x10 MD per attack thanks to its robotic actuators and vibroblade-lined ‘maw’) , exude a bubbling plastic sealant water-sealing the entrance site, then allow its complement of boarders to invade the target structure.
*Es-SSCN04C---Transport variant, with an enlarged forward hull more reminscent of the bulbous bodies of deep water squid. Main body diameter is increased to 60 ft, displacement increased to 15,000 tons surfaced, 18,000 tons submerged, and cargo capacity increased to 1,000 tons or up to 320 troops/passengers. The tradeoff is the removal of the spiral wave cannons, and a reduction in speed of 25%. So far, one of these vessels is known to have been constructed on Rifts Earth to service the undersea sub-base network. It’s reportedly commanded by a staff of Tinkers.
*Es-SSBN04--- A theoretical ‘missileboat’ conversion of the larger and roomier Es-SSCN-04C variant, the ‘boomer’ variant would sport a double-row of heavy long range missile tubes (12 in all) along its dorsal deck, with internal capacity for up to 8 reloads for each cell, or 96 LRMs in all.
EShemarrian ‘Arronax’-class Submarine
(Aka ‘kraken-sub’)
“Did you see that?!”
“If you mean that Splugorth shark sub being picked up by giant tentacles and used to beat another shark-sub to pieces, well, yes, I did see that.”
“Good! Now let’s get the hell out of here before that tentacled thing sees US and decides to use us to beat something to death!”
---Transcript of helmet communications, CS Free Quebec naval patrol boat, off the coast of Labrador
<<“Nice vessel you have here. Matches the description of a marauder that’s been preying on coastal towns and shipping along this coast...OUR coast. We’ll be taking back what stuff we can find that belongs to the people under OUR protection. The rest we’re taking as a fine, with interest, for criminal activity in OUR waters. We’ll be taking the ship....even in pieces we can use it in OUR industry. Those of your crew that aren’t death-marked for crimes under OUR laws, we’ll take too. We can use them, in OUR society. The rest of them, such as yourself, captain, will be feeding the fish. Not OUR fish, but to you it won’t matter.”>>
---DarkWaters Warchieftain-Captain, Arronax patroller, aboard a pirate vessel captured off the Virginia coast.
The Arronax is the Humboldt’s big sister, a giant robotic squid or octopus on a scale with a wet navy heavy cruiser or large attack sub. The Arronax is larger, more heavily armored, and bristles with weapons and countermeasure systems, making it a threat to much larger targets. Its long robotic tentacles make it even more fearsome in close combat, and many opponents have simply lost their courage to stay and fight upon seeing the giant appendages rising out of the water around them. Though not Awakened(or rather AwakenABLE, at least until the Peleganar pushed the upper limit), the Arronax is still a very impressive giant robotic organism of a vessel, able to move with incredible, almost organic, grace, for something so large(in part thanks to the cyberlinking of the crew to their vessel’s systems).
Though larger than the Humboldt, the Arronax shares many of the same stealth characteristics. Even when detected, it is often mistaken for a giant sea monster, rather than an intelligently-directed warship, and smart commanders have taken advantage of this to fool potential targets(who may not realize the sensor contact has long ranged weaponry able to strike them, until too late).
Besides being a powerful warship, the Arronax is a most effective heavy tug. Its powerful hydrojet drive and grappling tentacles allow it to move other vessels, marine structures, and objects such as icebergs with relative ease. The Arronax can just as often be found hauling skeins of buoyed cargo pods, as it can be encountered engaged in combat patrols.
Despite its greater size, the Arronax is still rather small on the inside; even human submarine crews would find the accommodations on the claustrophobic side(even with access ways and facilities scaled to the larger Shemarrian body physique), and would find many features missing(lavatories are an obvious omission), as the robotic EShemar have little need for many comforts of the flesh(and the Darkwaters are considered rather stoic by other Shemarrians). Fortunately, EShemar tend to more efficient than their organic counterparts, even in such services as the New Navy, so fewer crew members are needed. As the only biologicals likely to serve aboard an Arronax tend to be cyborgs, or else are confined prisoners, the close quarters and lack of recreational and relief facilities isn’t considered much of a problem. Still, it also limits the Arronaxs’ ability to serve as troop and ‘dry hold’ cargo transports, at least until the Arronax-B variant was developed.
Arronaxes have become the scourge of Naut’yll raiders and Horune pirates as they regularly prey upon these miscreant species. Though still unable to take on Horune Dream Ships one on one, Arronaxes can still do them damage, and can pose a threat to the Horunes’ Strike Ships. Kittani War Shark submarines are favorite targets, as the submarines are easy prey for the Arronaxes. The kraken-subs are also regularly used to hit Splugorth interests on the high seas, going after lesser vessels and sniping at the larger Sea Skillers and Sea Fins. The Nau’yll have, to their misfortune, learned that the kraken-subs can easily tear apart their Red Trident submarines, and so try to avoid tangling wth them. Sortying from secret underwater harbors along the Eastern and Western American seacoasts, Arronaxes patrol the homelands of the EShemar and extend the Shemarrian Nation’s reach across the oceans and into their depths. Arronaxes often work with the smaller Humboldts as support, and alongside the Peleganar Warmounts(a favorite tactic is to have squadron ‘pods’ of Arronaxes and Peleganars shadow each other, making outside observers think they’re seeing giant squid and whales, d-bee analogues, hunting each other, rather than military units in transit). The type is also known to exist on worlds of the Shemarrian Star Nation, providing protection to the often neglected oceans(as several Splugorth and Golgan incursions who thought water landings were terribly clever learned to their regret).
Type: Es-SSN04 Arronax
Class: Heavy Combat Submarine
Crew: 90 +50 troops
MDC/Armor by Location:
Main Body 6,000
Bridge 800
Reinforced Pressure Hull/Crew Compartment 900
Tentacles(8 ) 550 each
Striker Tentacles (2) 700 each
Laser Turrets(4) 300 each
Fluke Fins(2) 900 each
Torpedo Tube Arrays(3) 120 each
Height: 44 ft
Width: Main hull diameter is 32 ft, flukes make the width 60 ft tip to tip
Length: 340 ft +100 ft for the smaller tentacles and 300 ft striker tentacle length
Weight: 12,550 tons surfaced, 14,000 tons submerged
Cargo: 120 tons
Powerplant: Nuclear Fusion, w/ a 20 year energy life.
Speed: (Surface) 30 MPH
(Underwater) 54 MPH, maximum depth of 3 miles.
Market Cost: Exclusive to the Darkwater Shemarrian Tribe
Systems of Note:
Standard Submarine Systems, plus:
*Long Range Sonar----(Passive) 100 miles, (Active) 10 miles
*Magnetic Anomaly Detector----Mounted in the ‘head’ is a passive magnetic anomaly detector(MAD) for locating other submarines and ships. ----60 mile range
*Stealth--- Exceptionally quiet and skinned in anechoic ‘smartskin’ (-30% to enemy detection rolls).
*Magnetic Impeller ”Caterpillar” Drive--The sub can be propelled by a special hydro-magnetic impeller jet. Speed is 20% slower than a regular hydrojet, but the system has the advantage of being far quieter.
Bonuses: -15% to Detection rolls using sonar/acoustic scanners
Weapons Systems:
1) Medium Laser Turrets(4)---Two of these turrets resemble giant eyes, while another is mounted between them, and a fourth mounted ventrally.
Range: 2 miles in air and underwater
Damage: 2d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively unlimited
2) Spiral Disruptors(2)---The Darkwaters really irked the Naut’yll when they copied the latters’ spiral disruptor cannons, and used them in a number of false flag operations to throw the Splugorth off as to who was really attacking them. The Arronax mounts two of these weapons, scavenged/copied off the main battery of the Naut’yll Red Trident attack submarine for exactly this sort of confusion attack.
Range: 2 miles in air and underwater
Damage: 4d6x10 MD per single blast, 8d6x10 MD per double blast.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
3) Missile/Torpedo Launchers(3)---The Arronax sports three six-tube launchers, one in each ‘fluke’ and one in the pointed ‘head’ of the submarine. Though able to accommodate medium and heavy torpedoes, dual-mode air/sea missile-torpedoes are preferred, as they give the Arronax both underwater and surface attack capabilities. However, the use of generic weapons(captured or bought through the black market) available from manufacturers such as Northern Gun allow the EShemar to conceal the true origin of their attacks to anybody thorough enough to dredge for projectile remains in the aftermath of a torpedo strike. Still, EShemar Tinkers are busy developing new generations of Darkwateer submarine torpedoes, including ‘smarter’ types with such capabilities as being able to sit on the ocean bottom and act as mines. restarting their motors and homing in when detecting preprogrammed targets.
a) Medium/Heavy Torpedoes
Range:(Medium) 10 miles
(Heavy) 20 miles
Damage:(Medium) 3d4x10 MD HE/ 2d6x10 MD Plasma
(Heavy) 4d6x10 MD HE/Plasma
Rate of Fire: Volleys of 1-6 per launch array
Payload:(Medium) 36 per launcher
(Heavy) 18 per tube array
b) ‘SeaFire’ Missile-Torpedoes---These are medium-range knockoffs of the Kittani Long Range Rocket Torpedoes.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 18 per launcher
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-ship missile, but more powerful. +3 to strike
b) KOASSM-01 Kittani Long Range Rocket Torpedoes(aka ‘Kruze Missiles’)---The Arronax’s tubes can accommodate captured stocks of Kittani weapons, or copies thereof. The LRRTs give the Arronax a good inland surface strike capability, though accuracy at long range is an issue, as is the throw weight of warhead. The EShemar are engaged in a number of covert mapping projects to better program their cruise missile-style weapons, or forward spotters to designate targets and guide the weapons in(Male Shemarrian or Spriggan scouts are often assigned this task).
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-6
Payload: 12 per tube array
c) ’Starka’ Stalker Missiles----- These weapons originated as adaptations of the Kittani Long Range Rocket Torpedoes(aka Kruze Missiles) meant to address the relatively low warhead throw-weight, but instead have evolved into the next generation of EShemar surface attack cruise weapons. The original KOASSM-01 configuration has been modified with more maneuverability, superior onboard AI for navigation underwater and programmable attack plans; as it would take a weapon over two hours to reach its target at maximum underwater range, these weapons are programmed to be SMART in evading countermeasures. They can also be fitted with modular weapons payloads, up to 1,000 lb conventional warheads(although this will reduce their range) or specialized warheads.
MDC: 75
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: (High Explosive) 4d6x10 MD to 40 ft blast radius
(Heavy Explosive) 1d4x100 MD to 70 ft blast radius, but reduce missile range to 300 miles.
More specialized warheads, such as those used in the HRL-54 Pall Bringer, are also available. Strategic nuclear payloads, starting with 200kt weapons, are suspected of existing in the Dark Waters’ arsenal, but the EShemar neither confirm nor deny this.
Rate of Fire: Volleys of 1-6 per launcher
Payload: 12 per tube array
Bonuses: Starkas are +5 to strike, and +3 to evade enemy countermeasure fire. They are also -15% on countermeasure rolls to decoy.
Notes: Starkas have a 24 hour battery life, meaning they can stop, land, and sit on the ocean bottom(landing on dry land is effectively a crash) to evade detection, or sit until a prime target appears, then re-light their engines and make a submerged attack, or pop up for an aerial attack. If not triggered, they can be programmed to self-destruct as a safety measure.
4) Tentacles(10)---- The Arronax sports an array of tentacles similar to the smaller Humboldt, only writ MUCH larger. These are extra-large robotic tentacles, capable of grabbing targets, lifting them, and crushing them, or for stripping wrecks of salvage and loot. They are lined with molecular adhesion pads for enhanced grip(it is possible to break free of them, if one can match the Arronax’s robotic strength, but tearing out of the adhesion pads’ grip will do 1d8 damage per pad from material still stuck to them).
Two of the tentacles are designed longer than the others, with telescoping sections that allow the two to retract and extend, as well as to punch with extra force, especially into and through the hides of undersea monsters and the hulls of ships.
Typically 2-3 crew members are assigned to manage the tentacles when engaging in close contact combat, cyberlinking to direct the robotic limbs as if they were extensions of their own bodies.
Range: Melee. The eight short tentacles have a reach of 110 ft, while the two ‘striker’ tentacles can extend up to 300 ft.
Damage: (Robotic P.S. of 100)
(Lash/Punch) 7d6 MD
(Crush/Squeeze) 4d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks) 3d6x10 MD
Rate of Fire: EGCHH
5) Electrified Tentacles---The tentacles seem to be able to conduct powerful electromagnetic charges, allowing them to shock on contact, or project lightning-like discharges. This system seems to have been copied from the Lost Eclipse’s ‘Necronaught’ Heavy Robot Assault Vehicle, and has proven even more effective underwater for stunning monster sea life and knocking out the electrical systems of other vessels.
Range:(Electrified) Melee+10 ft radius underwater
(Lightning Bolt) 2,000 ft(double range underwater)
Damage:(Electrified)+ 1d4x10 MD to a strike or contact
(Lightning Bolt) 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Against organics, including natural megadamage creatures, the electrical shock can stun; targets must save versus non-lethal poison(16 or higher) or be -4 to strike, parry, and dodge for 1d4 melees. Even on a successful roll, MD victims lose 1 APM and initiative for 1 melee round. SDC beings, unless protected by full EBA, are -8 for 2d4 melees and do not get a saving roll.
Rate of Fire:(Electrified) ECHH
(Lightning Bolt) Once per melee per tentacle
Payload: Effectively Unlimited
6) Countermeasure Systems---The Arronax is fitted with a number of sensor-baffling active countermeasures to deter targeting system lock-ons when it IS detected.
a) Ink Cloud---Flushes out of the ballast tank vents and hydrothrusters a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 500 ft area. Depending on water conditions, the cloud can persist for 1d10 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Generally carries enough chemicals for 25 flushes.
b) ’Fizz’ Sonar Defense----This is a modified chemical sprayer system that allows the ballast system to used to flush foaming chemical compounds out into the water surrounding the submarine. This has a multiple purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the submarine behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 300 ft wide by 900 ft long(the ‘cloud’ foaming as the sub moves along) and during that, sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
c) Screamer-Flare----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Effective radius of effect of the Arronax screamers is approximately 4,000 ft
Screamer-Flares are deployed through the existing torpedo tubes. Typically about 30 are stocked per tube array, for a total of 90 flare-pods.
d) Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation.
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Typically about 30 are stocked per tube array, for a total of 90 flare-pods.
7) Water Jets---The Arronaxes’ own hydrojet propulsion systems can be used as a weapon of sorts, as the thruster venturis are gimbaled for tight manuevaring, and can be used to direct powerful jets of water. Like a jet blast, the waterjet output can be quite danergous at close range. On the surface, it’s been used to smash down sails and antennae off ships, knnock crewmen off their feet(and even off the decks of their ships), while underwater it’s been used to thrust back swimmers, churn up mud from the seafloor, and clear underwater excavation sites.
Range: 2,000 ft in air, 600 ft underwater.
Damage: 1d4 MD at full pressure, or 1d4x100 HP to vampires. At ranges of 600 ft or less, humanoid-sized beings(7 ft or smaller) will have an 98% chance of being knocked over and pushed 1d6x10 ft by the water blast, as well as a 75% chance of being stunned or knocked out. Creatures and bots weighing over 3 tons, or standing 8-24 ft, will only have a 50% chance of being knocked over, and only a 25% chance of being stunned. Creatures and 'bots taller than 25 ft, will be unaffected.
Underwater, the thrusters will throw human-sized targets/swimmers back 5d6 ft with a 50% chance of stun/knockout. Creatures and vessels weighing over 15 tons, will only have a 40% chance of being knocked away, and only a 15% chance of being stunned. Creatures and vessels over 25 tons in displacement will be unaffected.
Rate of Fire: Once per melee, but can pan the stream along a target, sluicing down multiple targets.
Payload: Effectively unlimited
Auxiliary Craft:
Often carries a complement of 8-10 EcoS-KRP21 Airquid Robotic Warbeast/Watchbeasts
Options:
*Torpedo/Missile Barge-Pods---An idea copied from other Rifts Earth naval forces, the Arronax can tow special submarine barges that are fitted as additional missile/torpedo batteries. These pods can act as CAPTORmines, standoff-attack platforms, or as supplementary external launchers for the Arronax. Currently on Rifts Earth these pods are rarely used except in full-out combat campaigns, as the main bottleneck is still missile/torpedo supplies, but as more EShemar industrial facilities come online(or more supplies flow to Rifts Earth from the offworld branches of the Shemarrian Star Nation), and munitions stockpiles grow, the use of these weapons is expected to rise.
Each barge-pod typically has 90-100 MDC.
Up to 10 pods can be towed(one attached to each tentacle).
a)LRM/LRT Pod--Holds up to 10 long range missiles or long range torpedoes.
b) MRM/MRT Pod--Holds up to 20 medium range missiles/torpedoes.
c)SRM/SRT Pod---Holds up to 40 short-range missiles/torpedoes.
d) MM/MT Pod---Holds an astonishing 80 mini-missiles/torpedoes.
e)Mine Pod---Essentially a cargo pod cramped to the gills with high explosives for demolition work. Does 2d6x100 MD to a 100 ft blast radius, and can heave many small vessels into the air if exploded directly underneath.
f) Minelayer Module---allows the submarine to deploy floating or static mines
Range: Triggered by targets entering 100 ft blast range. Can be set to identify/ignore/ or trigger on specific targets(such as the acoustic signatures of known target vessel types. etc...)
Damage: 2d4x10 MD to 100 ft radius, 4d6 MD to additional 30 ft radius beyond that
Rate of Fire: Deploys in volleys of 1,2, or 4
Payload: Holds up to 20 mines
Variants:
*Es-SSN04B---The equivalent of a submarine assault transport, the Arronax-B variant features a large ventral bay for an expanded troop complement (90 troops), and an armored airlock attached to an articulated ‘beak’(450 MDC). The Arronax-B is meant to grapple a vessel or underwater habitat with its tentacles, attack the hull with its beak(does 2d4x10 MD per attack thanks to its robotic actuators and vibroblade-lined ‘maw’) , exude a bubbling plastic sealant water-sealing the entrance site, then allow its complement of boarders to invade the target structure.
*Es-SSCN04C---Transport variant, with an enlarged forward hull more reminscent of the bulbous bodies of deep water squid. Main body diameter is increased to 60 ft, displacement increased to 15,000 tons surfaced, 18,000 tons submerged, and cargo capacity increased to 1,000 tons or up to 320 troops/passengers. The tradeoff is the removal of the spiral wave cannons, and a reduction in speed of 25%. So far, one of these vessels is known to have been constructed on Rifts Earth to service the undersea sub-base network. It’s reportedly commanded by a staff of Tinkers.
*Es-SSBN04--- A theoretical ‘missileboat’ conversion of the larger and roomier Es-SSCN-04C variant, the ‘boomer’ variant would sport a double-row of heavy long range missile tubes (12 in all) along its dorsal deck, with internal capacity for up to 8 reloads for each cell, or 96 LRMs in all.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
I seem to be on a binge tonight.....
Argusan Armor
“Slug swarm? Not a problem! Let’s go for a bait-and-burn walk.”
Argusan Armor is an innovation of the Obsidian Dawn fringe tribe as a power-up for its vermin exterminator teams. A suit of heavy active armor that attaches to the wearer, Argusan armor not only adds passive protection, but also provides active sensory amplification and active defense. Drawing from their parent Skullcrusher tribe’s expertise in heavy weapons armor suits, as well as perhaps being inspired by the Northern Gun NG-JK1 ‘Juicer Killer’, Argusan armor is meant to cope with multiple attackers/targets, such as might be encountered in a swarm situation. The armor is studded liberally on its torso, back, head, and even legs with multiple cyberoptics, further fitted with eye laser systems that can be programmed to constantly look around the armor’s wearer and fire on specified targets. A veritable thicket of sensory antennae also sprout from the shoulders and back of the armor, providing motion sensing and tactile coverage, especially important in dark or close conditions that offer little leeway for advance warning. The lasers act as point defense, and are programmed not to shoot off the gynoid’s own limbs. Overall, it’s pretty damned impossible to sneak up on a Shemarrian wearing Argusan Armor.
Weight: 240 lbs
MDC: +320 MDC
Eye Lasers( 20) 5 each
Sensory Tendrils(15) 7 each
Special Features:
*Point Defense AI---DOUBLES the wearer’s APMs, but the extra attacks MUST be using the eye-lasers.
*Multiple Optics--The additional eyes studding the armor are fitted with low-light night vision enhancement, thermal imaging, and IR/UV pick-up. +2 to Perception rolls, +1 on Initiative/Parry/Dodge, +5% to Detect Ambush and Detect Concealment.
*Motion Detection---The multiple antennae sprouting from the armor expand the radius of motion detection to 60 ft, and can pick up larger, or faster, objects moving at 500 ft. They add an additional +1 to Initiative, Parry, and Dodge.
Weapons Systems:
1) Eye Lasers( 20, one on the forehead, one on each shoulder, 2 on each leg, 4 on the chest, 2 on the waist plate, 7 on the back)---These are small ball turrets mounting cyberoptics and low-powered lasers, and provide all-around coverage of the gynoid. They are extremely useful for dealing with swarms of smaller and weaker vermin, and blunting ambushes by larger creatures.
Range: 250 ft
Damage: 1d6 MD per eye
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited
2) Sensory Tendrils(15)---Though meant as motion detectors, the antennae are articulated, and can actually rapidly stab for 1d4 MD.
Range: 3 ft
Damage: 1d4 MD
Encumberance Penalties: -15% to Prowl, Climb, and Swim.
Argusan armor also tends to run ‘hot’ when powered up, so thermal and EM sensors get a +10% on Read Sensory Instruments rolls to detect.
Argusan Armor
“Slug swarm? Not a problem! Let’s go for a bait-and-burn walk.”
Argusan Armor is an innovation of the Obsidian Dawn fringe tribe as a power-up for its vermin exterminator teams. A suit of heavy active armor that attaches to the wearer, Argusan armor not only adds passive protection, but also provides active sensory amplification and active defense. Drawing from their parent Skullcrusher tribe’s expertise in heavy weapons armor suits, as well as perhaps being inspired by the Northern Gun NG-JK1 ‘Juicer Killer’, Argusan armor is meant to cope with multiple attackers/targets, such as might be encountered in a swarm situation. The armor is studded liberally on its torso, back, head, and even legs with multiple cyberoptics, further fitted with eye laser systems that can be programmed to constantly look around the armor’s wearer and fire on specified targets. A veritable thicket of sensory antennae also sprout from the shoulders and back of the armor, providing motion sensing and tactile coverage, especially important in dark or close conditions that offer little leeway for advance warning. The lasers act as point defense, and are programmed not to shoot off the gynoid’s own limbs. Overall, it’s pretty damned impossible to sneak up on a Shemarrian wearing Argusan Armor.
Weight: 240 lbs
MDC: +320 MDC
Eye Lasers( 20) 5 each
Sensory Tendrils(15) 7 each
Special Features:
*Point Defense AI---DOUBLES the wearer’s APMs, but the extra attacks MUST be using the eye-lasers.
*Multiple Optics--The additional eyes studding the armor are fitted with low-light night vision enhancement, thermal imaging, and IR/UV pick-up. +2 to Perception rolls, +1 on Initiative/Parry/Dodge, +5% to Detect Ambush and Detect Concealment.
*Motion Detection---The multiple antennae sprouting from the armor expand the radius of motion detection to 60 ft, and can pick up larger, or faster, objects moving at 500 ft. They add an additional +1 to Initiative, Parry, and Dodge.
Weapons Systems:
1) Eye Lasers( 20, one on the forehead, one on each shoulder, 2 on each leg, 4 on the chest, 2 on the waist plate, 7 on the back)---These are small ball turrets mounting cyberoptics and low-powered lasers, and provide all-around coverage of the gynoid. They are extremely useful for dealing with swarms of smaller and weaker vermin, and blunting ambushes by larger creatures.
Range: 250 ft
Damage: 1d6 MD per eye
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited
2) Sensory Tendrils(15)---Though meant as motion detectors, the antennae are articulated, and can actually rapidly stab for 1d4 MD.
Range: 3 ft
Damage: 1d4 MD
Encumberance Penalties: -15% to Prowl, Climb, and Swim.
Argusan armor also tends to run ‘hot’ when powered up, so thermal and EM sensors get a +10% on Read Sensory Instruments rolls to detect.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
Nice new additions!
I've been busy with family, work and another project to get my EShemarrian stuff done.. hopefully soon.. and more work on the wikia.
I've been busy with family, work and another project to get my EShemarrian stuff done.. hopefully soon.. and more work on the wikia.
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Nice new additions!
I've been busy with family, work and another project to get my EShemarrian stuff done.. hopefully soon.. and more work on the wikia.
Yeah, I guess I'm trying to get as much done for the summer, given that in another week or so, I'm taking a week off to help my older brother begin the process of withdrawing from our summer home of over 50 years(which we will then sell) and move him back into our ancestral home. Kinda the first of several 'Goodbye' tours of what was a traditional family migration. Reality hits, reality bites.
To keep the surge going:
Lampadzar Laser-Blade
(aka Averknife, Tinzelar, Lamparer, Luxcutter, Luxslicer)
“It’s perfectly fine if you mean to put its blade through a soft target like an exposed back or un-armored ribs, but it lacks the mass to really TEAR through an opponent. I’m not saying it’s a dishonorable weapon if you regularly use it up close and in ambush, and if it’s all you have in a bad situation, I imagine it will give good service, but personally I wouldn’t rely on it as my main weapon. Just saying, is all.”
---Typical Silvermoon Warrior opining on the Averknife
“In appreciation for your exemplary service as my handmaiden, Latine-Nami, a matched set of light-blades to give you added security. Yes, I know your Yakusha augmentation may seem enough, but these you may wear openly in my service, so that none may call you ‘bladeless’.”
---Darkwaters Warchieftain, be-gifting a NeShemar member of her retinue.
The Lampadzar is a Silvermoon adaptation of the Wilks Laser Knife, and uses the Silvermoons’ more advanced knowledge of laser-photonics to improve on the Wilks device. The Silvermoons have been able to produce a more stable high intensity holo-laser containment field with less wasted energy and loss of emission-beam strength.
Held in the hand of an android/gynoid and powered by induction by the robot’s own power systems, the Lampadzar lacks the inconsistent endurance of the Wilks weapon, and is more versatile as well, with several additional power/function-modes. The Lampadzar can fire off a short range laser blast as a laser derringer-style weapon, or produce an intense blinding strobe flash(this can also be used as a marker light). Designed to be powered by induction, the weapon can also be powered by a backup energy cell in the hilt.
The main advantage of the Lampadzar is that it is very compact and doesn’t look like a melee weapon(just a bladeless hilt or a flashlight) until it powers up.
Lampadzars are frequently issued to Yurei, Tinkers, and Acolites as concealable holdout weapons. They are also a popular gift to NeShemar.
Though not known to outsiders, Lampadzars get their name from a corruption of references to human mythology; the Lampads were nymphs given as gift companions by Zeus to the goddess Hecate, and were said to accompany her at night, bearing torches that were said to be able to drive mad those who gazed into their flames too long, and the imagery appealed to the Silvermoons(who added the Shemarrian word ‘zar’, for ‘small knife’, to the name). The other ‘serious’ nickname for the Lampadzar, the Averknife, is derived from the Roman name for the Lampads, the Nymphae Avernales, though few outside the academic Wayfinders, have knowledge of this rather vague name-scramble.
Another common(and telling) nickname for the Lampadzar is ‘tinzelar’, which translates as ‘pretty sparkling little blossom’ or ‘play-pretty’, a reference to how the martially-inclined EShemar regard the rather low-powered weapon. Tinzelars are considered to be ‘cute’ as weapons, and more vanity than serious combat weapons. Outside the Yurei, who disguise their lampadzars as innocuous flashlights and barcode scanners, tinzelars are typically prettied up with precious metals and gemstone inlays and worn like dress jewelry by most EShemar(particularly Silvermoons) on those occasions when they cannot diplomatically carry heavier weapons. NeShemar in Silvermoon ranks frequently receive these weapons as gifts-of-service, or as tokens of affection bestowed on worthy and trusted servitors.
Originally developed by the Silvermoons, lampadzars have since begun appearing in other Tribes, though most of the warrior castes in the, generally regard the weapons with the same amused disdain as the Silvermoon rank and file. However, the BloodRiders appreciate the short range that encourages up-close-and-personal combat and have incorporated the lampadzars in knife-fighting practice. The Darkwaters also like lampadzars for their compactness and versatility, especially underwater.
Weight: 1.2 lbs
MDC: 12
Range:(Laser Blade)10 inch laser blade
(Laser Blast) 375 ft
(Strobe-Blinder) 60 ft and affects a 10 ft wide area.
Damage:(Laser Blade) 3d6 MD per strike
(Laser Blast) 2d4 MD per blast
(Strobe-Blinder)Those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees.
Rate of Fire:(Laser Blade) ECHH
(Laser Blast) ECHH
(Strobe-Blinder) ECHH
Payload:(Laser Blade) 65 +1d10 minutes per standard e-clip
(Laser Blast)30 shots per standard e-clip; each shot takes 2 minutes off the laser blade duration
(Strobe-Blinder) Negligible power drain. Effectively 64 hours of continuous operation. Each hour of strobe activation takes 1 minute off the laser blade duration
Effectively limitless if held and powered by induction in the hands of a Shemarrian gynoid, android, cyborg, or bioborg(such as Vada Transforms, Asenan, Lamaids and Yakusha).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
The following uses the APS: Metal(Copper) as devised by Randall Petras
Silvermoon Cupric Revision NeShemar Conversion
(Aka ‘Copperoids’, ‘Coppergals’, ‘Cuprics’, ‘Coppertonics’, ‘Varisians’)
“NEVER go hand to hand with a supernatural. Damned galu stomped and twisted me into a wire twist-tie, because I was STUPID. Might have twisted me hard enough to break my spine and neck if Jumana hadn’t begun spraying us with ion bolts. Annoyed and distracted the monster and kept me healing just ahead of the awful mauling he was working into me. Next time, I try everything to stay out of grappling range!”
“If you’re planning on moving quietly in cupric form, get your hair braided and bunned tightly, or cut it short. The biometal nanites transfor your follicales as well, and while long metallic hair looks really nice, it clatters and chimes like a wind bell unless you do something to keep it moving around.”
“For the final time, my name isn’t ‘Penny’!!!”
The Silvermoons were impressed with the Vada Transform allowing their NeShemar to join their gilded ranks without sacrificing their biological humanity to cybersurgery, but a few issues, such as the added mass of the Transform, rankled some. Thus, the original mad scientist Tinker who created the Vada Transform was delighted to be given permission to research further possibilities of the bio-metal transform process. ‘Varisian Conversion’ or ‘Cupric Conversion’ was one of her results.
The Cupric Revision transforms the recipient into a living pseudo-copper sculpture of themselves, shiny as a well-polished penny. Besides making the volunteer a megadamage being, Cupric Conversion also grants the recipient incredibly fast reflexes, greater strength, immunity to electrical and ion attacks, greater resistance to heat, and a jazzed-up immune system.
The Cupric Revision is itself not without flaws; most notably the bio-alloy that makes up the convert is susceptible to physical attacks, being soft and malleable. The pseudo-copper infusion and conversion can also color the recipient’s blood and many develop disfiguring skin condition(which can be particularly alarming among the Silvermoons and their followers, what with their near-obsession on spit-and-polish tidy shininess). Despite these shortcomings, however, the Silvermoons consider the Cupric Revision a success and have offered it to their NeShemar candidates. The BloodRiders have since seen the transforms in the field and are reportedly seeking to acquire the process from the Silvermoons, ideally by challenge(though the susceptibility to physical damage may dampen the ‘riders’ enthusiasm for the new shiny).
Powers/Abilities:
-BioMetal(Major)(Copper)
*Baseline 350 MDC
*Electrical Conductivity---Electrical and Ion attacks do NO damage to the Varisian. In fact, the Varisian can regenerate 10% of the normal damage dealt from ion weaponry(round down).
*Heat Resistance---Fire and Heat attacks do HALF damage.
*Regeneration: 2D6 MDC per minute; Can regenerate 1D6x10 once every twelve hours (requires one full melee of concentration)
--Extraordinary Physical Endurance(Minor)---In addition to the psuedo-copper coursing through their bodies, Copperoids are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation---Copperoids tend to be very attractive in a ‘coppertoned’ fashion. Very shiny and very pretty. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
--Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +1 APM, +2d4 Speed, +3 Automatic Dodge
-Increased Physical Agility and Dexterity--- Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity.
--Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.
-Enhanced Immune System---The biometal implants, and the copper in particular, seem to have a detrimental effect on pathogens taking hold in the Copperoid’s phsyiology; +5 to save versus poisons/toxins, +8 save versus disease, and +3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration. Unfortunately, this jazzed-up immune system also works just as effectively against GOOD and beneficial drugs and chemicals.
-Mental Conditioning---Copperoids have special conditioning against mind control and supernatural torture. +5 save versus mind control, +4 save versus illusions and horror factor, +2 save versus psionic attack, and is impervious to possession(including a vampire’s enslaving bite).
Side Effects/Penalties:
*Increase original body weight by 25%
*Susceptibility to Physical Damage---Copperoids take 50% MORE damage from physical strikes(kicks, punches, kinetic strikes). Though their high regenerative rate offsets this vulnerability somewhat, many Cupric converts complain about ‘bruising easily’.
*Thermal Expansion----If heated up(above 500 degrees F) and supercooled(below 0 degrees F) quickly in rapid succession without a period (2d4 melees) of cooling/warming between temperature spikes, the character is subjected to painful expansion/contraction(described variously as feeling like intense cramps, the bends, or being run through a laundry mangler), doing 4d4 points of damage per melee for 1d6 melees. For obvious reasons, therefore, Coppertonics don’t pick fights with IceFlame tribesmembers.
*Green Blood---About 80% of Cuprics have green or greenish blood.
*Tarnish---About 20% of Copperoids develop a green verdigris on their skin that their regenerative abilities can’t stay ahead of. This dull plaque rapidly develops whenever the Copperoid assumes cupric form, reducing PB by -1 for every 10 minutes in altered state, and stops at -6 PB. Those who spend full time in cupric form are constantly polishing, waxing, and attempting to insulate their skin against what they consider to be ‘metallic mange’.
Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, + combined SDC/HP. +350 in Cupric form.
+2d6 Hit Points
+4d6 SDC
*Electrical Conductivity---Electrical and Ion attacks do NO damage to the Varisian. Can regenerate 10% of the normal damage dealt from ion weaponry(round down).
*Heat Resistance---Fire and Heat attacks do HALF damage.
*Regeneration: 2D6 MDC per minute; Can regenerate 1D6x10 once every twelve hours (requires one full melee of concentration)
+3 APM
+7 on initiative
+3 Automatic Dodge
Increase Minimum PP to 22
+1d6+1d4 +5 P.E.
Fatigues at 1/10th normal rate
+1d6 to P.S., plus it is considered to be Extraordinary.
+1d6 P.B.
+1d6+2d4 SPD
+8 save versus Horror Factor
+6 save versus poison
+5 save versus mind control
+4 save versus illusions
+2 save versus psionic attack
Impervious to possession(including a vampire’s enslaving bite)
+5 to save versus poisons/toxins
+9 save versus disease
+3 save versus Bio-Manipulation attacks.
Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration.
+5% to physical skills requiring physical dexterity.
W.P. Paired Weapons
Options:
Those Copperoids who have themselves permanently locked in Cupric form can take a number of Upgrades/implants similar to cybernetic/bionic implants. These individuals will typically have 2d4 cybernetics and/or 1d4 bionic parts.
-Electrical Attack---An attempt to imitate electric eels with special energy-generation and discharge organs inside the bio-mod’s body. The Copperoid can create a direct-current electrical discharge that can be employed in a number of ways. The bio-mod can fire an electrical bolt on impact/touch in hand to hand combat(add normal punch and P.S. damage to the electrical attack damage), a ranged attack of 400 ft range(800 ft underwater), or an omnidirectional defensive discharge that radiates out 20 ft in all directions when underwater(5 ft only only in air). The electrical discharge does 1d6, 2d6, 4d6 SDC, or 1d6-4d6 MD, regardless of how many charges are actually used. By rolling successfully to Pull Punch with this attack, the bio-mod can instead elect to do stun damage similar to a tazer. 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees.
Silvermoon Cupric Revision NeShemar Conversion
(Aka ‘Copperoids’, ‘Coppergals’, ‘Cuprics’, ‘Coppertonics’, ‘Varisians’)
“NEVER go hand to hand with a supernatural. Damned galu stomped and twisted me into a wire twist-tie, because I was STUPID. Might have twisted me hard enough to break my spine and neck if Jumana hadn’t begun spraying us with ion bolts. Annoyed and distracted the monster and kept me healing just ahead of the awful mauling he was working into me. Next time, I try everything to stay out of grappling range!”
“If you’re planning on moving quietly in cupric form, get your hair braided and bunned tightly, or cut it short. The biometal nanites transfor your follicales as well, and while long metallic hair looks really nice, it clatters and chimes like a wind bell unless you do something to keep it moving around.”
“For the final time, my name isn’t ‘Penny’!!!”
The Silvermoons were impressed with the Vada Transform allowing their NeShemar to join their gilded ranks without sacrificing their biological humanity to cybersurgery, but a few issues, such as the added mass of the Transform, rankled some. Thus, the original mad scientist Tinker who created the Vada Transform was delighted to be given permission to research further possibilities of the bio-metal transform process. ‘Varisian Conversion’ or ‘Cupric Conversion’ was one of her results.
The Cupric Revision transforms the recipient into a living pseudo-copper sculpture of themselves, shiny as a well-polished penny. Besides making the volunteer a megadamage being, Cupric Conversion also grants the recipient incredibly fast reflexes, greater strength, immunity to electrical and ion attacks, greater resistance to heat, and a jazzed-up immune system.
The Cupric Revision is itself not without flaws; most notably the bio-alloy that makes up the convert is susceptible to physical attacks, being soft and malleable. The pseudo-copper infusion and conversion can also color the recipient’s blood and many develop disfiguring skin condition(which can be particularly alarming among the Silvermoons and their followers, what with their near-obsession on spit-and-polish tidy shininess). Despite these shortcomings, however, the Silvermoons consider the Cupric Revision a success and have offered it to their NeShemar candidates. The BloodRiders have since seen the transforms in the field and are reportedly seeking to acquire the process from the Silvermoons, ideally by challenge(though the susceptibility to physical damage may dampen the ‘riders’ enthusiasm for the new shiny).
Powers/Abilities:
-BioMetal(Major)(Copper)
*Baseline 350 MDC
*Electrical Conductivity---Electrical and Ion attacks do NO damage to the Varisian. In fact, the Varisian can regenerate 10% of the normal damage dealt from ion weaponry(round down).
*Heat Resistance---Fire and Heat attacks do HALF damage.
*Regeneration: 2D6 MDC per minute; Can regenerate 1D6x10 once every twelve hours (requires one full melee of concentration)
--Extraordinary Physical Endurance(Minor)---In addition to the psuedo-copper coursing through their bodies, Copperoids are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation---Copperoids tend to be very attractive in a ‘coppertoned’ fashion. Very shiny and very pretty. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
--Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +1 APM, +2d4 Speed, +3 Automatic Dodge
-Increased Physical Agility and Dexterity--- Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity.
--Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.
-Enhanced Immune System---The biometal implants, and the copper in particular, seem to have a detrimental effect on pathogens taking hold in the Copperoid’s phsyiology; +5 to save versus poisons/toxins, +8 save versus disease, and +3 save versus Bio-Manipulation attacks. Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration. Unfortunately, this jazzed-up immune system also works just as effectively against GOOD and beneficial drugs and chemicals.
-Mental Conditioning---Copperoids have special conditioning against mind control and supernatural torture. +5 save versus mind control, +4 save versus illusions and horror factor, +2 save versus psionic attack, and is impervious to possession(including a vampire’s enslaving bite).
Side Effects/Penalties:
*Increase original body weight by 25%
*Susceptibility to Physical Damage---Copperoids take 50% MORE damage from physical strikes(kicks, punches, kinetic strikes). Though their high regenerative rate offsets this vulnerability somewhat, many Cupric converts complain about ‘bruising easily’.
*Thermal Expansion----If heated up(above 500 degrees F) and supercooled(below 0 degrees F) quickly in rapid succession without a period (2d4 melees) of cooling/warming between temperature spikes, the character is subjected to painful expansion/contraction(described variously as feeling like intense cramps, the bends, or being run through a laundry mangler), doing 4d4 points of damage per melee for 1d6 melees. For obvious reasons, therefore, Coppertonics don’t pick fights with IceFlame tribesmembers.
*Green Blood---About 80% of Cuprics have green or greenish blood.
*Tarnish---About 20% of Copperoids develop a green verdigris on their skin that their regenerative abilities can’t stay ahead of. This dull plaque rapidly develops whenever the Copperoid assumes cupric form, reducing PB by -1 for every 10 minutes in altered state, and stops at -6 PB. Those who spend full time in cupric form are constantly polishing, waxing, and attempting to insulate their skin against what they consider to be ‘metallic mange’.
Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, + combined SDC/HP. +350 in Cupric form.
+2d6 Hit Points
+4d6 SDC
*Electrical Conductivity---Electrical and Ion attacks do NO damage to the Varisian. Can regenerate 10% of the normal damage dealt from ion weaponry(round down).
*Heat Resistance---Fire and Heat attacks do HALF damage.
*Regeneration: 2D6 MDC per minute; Can regenerate 1D6x10 once every twelve hours (requires one full melee of concentration)
+3 APM
+7 on initiative
+3 Automatic Dodge
Increase Minimum PP to 22
+1d6+1d4 +5 P.E.
Fatigues at 1/10th normal rate
+1d6 to P.S., plus it is considered to be Extraordinary.
+1d6 P.B.
+1d6+2d4 SPD
+8 save versus Horror Factor
+6 save versus poison
+5 save versus mind control
+4 save versus illusions
+2 save versus psionic attack
Impervious to possession(including a vampire’s enslaving bite)
+5 to save versus poisons/toxins
+9 save versus disease
+3 save versus Bio-Manipulation attacks.
Even on a failed save, the attack, poison, or illness does HALF damage/effect/duration.
+5% to physical skills requiring physical dexterity.
W.P. Paired Weapons
Options:
Those Copperoids who have themselves permanently locked in Cupric form can take a number of Upgrades/implants similar to cybernetic/bionic implants. These individuals will typically have 2d4 cybernetics and/or 1d4 bionic parts.
-Electrical Attack---An attempt to imitate electric eels with special energy-generation and discharge organs inside the bio-mod’s body. The Copperoid can create a direct-current electrical discharge that can be employed in a number of ways. The bio-mod can fire an electrical bolt on impact/touch in hand to hand combat(add normal punch and P.S. damage to the electrical attack damage), a ranged attack of 400 ft range(800 ft underwater), or an omnidirectional defensive discharge that radiates out 20 ft in all directions when underwater(5 ft only only in air). The electrical discharge does 1d6, 2d6, 4d6 SDC, or 1d6-4d6 MD, regardless of how many charges are actually used. By rolling successfully to Pull Punch with this attack, the bio-mod can instead elect to do stun damage similar to a tazer. 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Some silliness, with apologies to David Brin for referencing his ‘Uplift War’ espionage contact...
Tungsten Wear
(aka ‘Cyberscanties’)
<“I honestly thought she was our contact, the agent in place, not somebody’s joygirl slave! She was dressed for the part of being our contact, and I just assumed that she was!”>
#“We REALLY have to go over proper security communications protocols. This is almost as bad as the ‘hooker’ and ‘fisherman’ confusion, though this could have gone FAR worse if we hadn’t linked up with the Yurei in place anyway. But it does mean we have to take the girl. Hope you don’t mind, but you’re coming with us.’#
“...does this mean I get to keep the outfit?”
“...I said it before, and it warrants saying again...I HATE it when the strippers in a place are better equipped for combat than we are...”
---Anonymous mercenary
Tungsten Wear is a series of advanced nanotech garment accessories believed to have been developed by either the Vespans or the Chromites. possibly at the behest of the SkyeKlad(who supposedly rejected it as ‘too covering’). Others attribute the apparel to eccentric Tinkers trying out ideas about reconfigurable nanotech. The apparel has since spread throughout the Shemarrian Star Nation, becoming popular with Yurei and NeShemar on espionage assignments, though it’s largely regarded as gag-gizmo kitsch by the majority of Shemarrians.
Tungsten Wear is made of a flexible biometal derivative laced with microelectronics and ‘smart’ synthetics that results in a lightweight, yet tough, neoprene-like material with integrated special functions, such as cool-light panels/designs, flex-screen displays, and touch-screen chronometers and special apps. The electronics are powered by the kinetic flexing of the material when worn, but higher-powered functions(such as weaponry) require an e-clip or induction link to a cyborg, robot, or parahuman. The material is adjustable to the wearers
Tungsten Wear gets its name from the dull metallic look of its flexmetal skinning. Initial offerings came in dull gray tint, but later formulations can run the gamut of metallic hues.
Several pieces of tungsten-wear are the most common:
*High-Boots/Leggings( 30 MDC each)---These are thigh-high boots that can configure to stick to surfaces with molecular adhesion pads in the soles, expand into snow/mud shoes, become ice skates or skis, transform into spring heels that increase leap distance by 25%, and reduce fatigue while hiking by 10%, and can also extend a molecularly sharp stiletto heel that does 1d6 MD on a stomp/kick. Has a small fluorescent panel or band at the knee, toe, thigh and/or ankle.
*Arm-Gloves( 25 MDC each)---These are long glove-like garments that fit the wearer from wrist to upper arm. They possess the ability to extrude molecularly-sharp blades (1d6-2d4 MD) and parry shields (+1 to Parry)along their length. Advanced morphic optics around the lower end/wrist can form a flashlight light source or strobe(those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees.), or short-range laser similar to the laser bracers worn by some NeShemar classes(600 ft range, adjustable 1d6 SDC-2d6 MD per shot). Battery power for the higher-end functions is limited(180 SDC shots or 30 MD shots regardless of power level, can be recharged by touching the wrist or elbow to an e-clip), however, through the systems can be powered/recharged by induction from a cyborg or android power source, or by superhuman physiologies. Has a small fluorescent panel or band at the wrist, forearm, upper arm, and/or shoulders.
*Bra/Breast Plates( 24 MDC)---Microcircuitry in the plates can act as a sensor system; radiation detector, motion detector(30 ft range). It will also automatically expand into a full chest and back covering if it detects incoming lethal projectiles, thus eliminating ‘cleavage kills’. Has a small fluorescent panel or band at the breast or midriff.
*Panties/Shorts( 20 MDC)---Metal pelvic plates/thong/hot pants/kilt. Besides protecting one’s modesty(barely!), the shorts incorporate a rechargeable IRMSS system( w/ 6 application-doses) and can painlessly insert nanoprobes in organic wearers to bolster the their renal functions, acting to help filter out drugs and toxins from the blood; +3 save versus ingested toxins, drugs and kidney/bladder infections, and reduce hangover durations by HALF. Has a small fluorescent panel or band at the waist or buckle.
*Choker(16 MDC) ---Heavy necklace/gorget that incorporates a small subvocalization communication(range 5 miles), bone-induction receiver, air sampler(alerts if toxic elements are detected in the air), and can unfold a face mask and air filter(75% effectiveness) that protects against airborne gases(including tearing agents). Some Tinkers add a gill-mask function, allowing one to breath underwater in well-oxygenated waters. Has a small fluorescent panel or band at the throat or chest.
Worn as a complete set, the Tungsten Wear can link up with each other, covering the wearer in a thin megadamage environmental armor( 44 MDC main body, 16 head, 25 each arm, 30 each leg). The full outfit has about 3 hours of independent air. No physical penalties.
A mirror-chromed variant on the Tungsten Wear, likely contributed by a Silvermoon Tinker, reportely allows the wearer to attempt to parry laser beams, or at least foul targeting lasers.
Though developed within the EShemar Nation and distributed for local use, a number of sets of tungsten-wear have somehow wound up on the open market. For the most part, the buyers simply regard them as interesting megadamage fashion accessories, not having the ability or opportunity to unlock their full and true capabilities(indeed, several sets were given to pleasure slaves as dance apparel, although in some cases, this may have been deliberate smuggling of concealed weapons into slave societies to rebel cells). The average cost per piece is 500 credits for the MDC value/durability, but if the special functions were known, the asking price is likely to be 10 times that much.
Tungsten Wear
(aka ‘Cyberscanties’)
<“I honestly thought she was our contact, the agent in place, not somebody’s joygirl slave! She was dressed for the part of being our contact, and I just assumed that she was!”>
#“We REALLY have to go over proper security communications protocols. This is almost as bad as the ‘hooker’ and ‘fisherman’ confusion, though this could have gone FAR worse if we hadn’t linked up with the Yurei in place anyway. But it does mean we have to take the girl. Hope you don’t mind, but you’re coming with us.’#
“...does this mean I get to keep the outfit?”
“...I said it before, and it warrants saying again...I HATE it when the strippers in a place are better equipped for combat than we are...”
---Anonymous mercenary
Tungsten Wear is a series of advanced nanotech garment accessories believed to have been developed by either the Vespans or the Chromites. possibly at the behest of the SkyeKlad(who supposedly rejected it as ‘too covering’). Others attribute the apparel to eccentric Tinkers trying out ideas about reconfigurable nanotech. The apparel has since spread throughout the Shemarrian Star Nation, becoming popular with Yurei and NeShemar on espionage assignments, though it’s largely regarded as gag-gizmo kitsch by the majority of Shemarrians.
Tungsten Wear is made of a flexible biometal derivative laced with microelectronics and ‘smart’ synthetics that results in a lightweight, yet tough, neoprene-like material with integrated special functions, such as cool-light panels/designs, flex-screen displays, and touch-screen chronometers and special apps. The electronics are powered by the kinetic flexing of the material when worn, but higher-powered functions(such as weaponry) require an e-clip or induction link to a cyborg, robot, or parahuman. The material is adjustable to the wearers
Tungsten Wear gets its name from the dull metallic look of its flexmetal skinning. Initial offerings came in dull gray tint, but later formulations can run the gamut of metallic hues.
Several pieces of tungsten-wear are the most common:
*High-Boots/Leggings( 30 MDC each)---These are thigh-high boots that can configure to stick to surfaces with molecular adhesion pads in the soles, expand into snow/mud shoes, become ice skates or skis, transform into spring heels that increase leap distance by 25%, and reduce fatigue while hiking by 10%, and can also extend a molecularly sharp stiletto heel that does 1d6 MD on a stomp/kick. Has a small fluorescent panel or band at the knee, toe, thigh and/or ankle.
*Arm-Gloves( 25 MDC each)---These are long glove-like garments that fit the wearer from wrist to upper arm. They possess the ability to extrude molecularly-sharp blades (1d6-2d4 MD) and parry shields (+1 to Parry)along their length. Advanced morphic optics around the lower end/wrist can form a flashlight light source or strobe(those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees.), or short-range laser similar to the laser bracers worn by some NeShemar classes(600 ft range, adjustable 1d6 SDC-2d6 MD per shot). Battery power for the higher-end functions is limited(180 SDC shots or 30 MD shots regardless of power level, can be recharged by touching the wrist or elbow to an e-clip), however, through the systems can be powered/recharged by induction from a cyborg or android power source, or by superhuman physiologies. Has a small fluorescent panel or band at the wrist, forearm, upper arm, and/or shoulders.
*Bra/Breast Plates( 24 MDC)---Microcircuitry in the plates can act as a sensor system; radiation detector, motion detector(30 ft range). It will also automatically expand into a full chest and back covering if it detects incoming lethal projectiles, thus eliminating ‘cleavage kills’. Has a small fluorescent panel or band at the breast or midriff.
*Panties/Shorts( 20 MDC)---Metal pelvic plates/thong/hot pants/kilt. Besides protecting one’s modesty(barely!), the shorts incorporate a rechargeable IRMSS system( w/ 6 application-doses) and can painlessly insert nanoprobes in organic wearers to bolster the their renal functions, acting to help filter out drugs and toxins from the blood; +3 save versus ingested toxins, drugs and kidney/bladder infections, and reduce hangover durations by HALF. Has a small fluorescent panel or band at the waist or buckle.
*Choker(16 MDC) ---Heavy necklace/gorget that incorporates a small subvocalization communication(range 5 miles), bone-induction receiver, air sampler(alerts if toxic elements are detected in the air), and can unfold a face mask and air filter(75% effectiveness) that protects against airborne gases(including tearing agents). Some Tinkers add a gill-mask function, allowing one to breath underwater in well-oxygenated waters. Has a small fluorescent panel or band at the throat or chest.
Worn as a complete set, the Tungsten Wear can link up with each other, covering the wearer in a thin megadamage environmental armor( 44 MDC main body, 16 head, 25 each arm, 30 each leg). The full outfit has about 3 hours of independent air. No physical penalties.
A mirror-chromed variant on the Tungsten Wear, likely contributed by a Silvermoon Tinker, reportely allows the wearer to attempt to parry laser beams, or at least foul targeting lasers.
Though developed within the EShemar Nation and distributed for local use, a number of sets of tungsten-wear have somehow wound up on the open market. For the most part, the buyers simply regard them as interesting megadamage fashion accessories, not having the ability or opportunity to unlock their full and true capabilities(indeed, several sets were given to pleasure slaves as dance apparel, although in some cases, this may have been deliberate smuggling of concealed weapons into slave societies to rebel cells). The average cost per piece is 500 credits for the MDC value/durability, but if the special functions were known, the asking price is likely to be 10 times that much.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
0000000000000000000000000000000100000000000000000port -Wayfinder Spacestation(Anvil Galaxy)
(aka ‘Zeroport’)
<<“Used to be we’d only handle spacewrecks and asteroid ore brought in...that kept the industrials happy...but now we have tribes like the Chromites and the Radiant Edge showing up to subcontract sorting through salvaged consumer electronics and domestic goods like textiles and toys to us. Some of the domestics like to pick stuff from those lots...like broken toasters or stuffed toys...to decorate their residential areas...either reminders of what they did or rescue of fellow discards, I speculate.”>>
---’Eight-Track’(Four-Alpha-Em-Foxtrot-Eighty-Four-Hundred), Zeroport resident
“I still wasn’t in very good shape when my Shemarrian rescuers had to stop over at one of their outposts for supplies. Having my brain ripped out of my body by one bunch of aliens, then rescued and put into a cyborg body by another, supposedly friendlier, bunch was not something one copes with easily, and I was still very shaky when they docked at what I was told was one of their space stations.
What I remember of my stopover at ‘Zeroport’, however, was being WATCHED, by machines. Lots of machines. Even more than when I was in cyborg reconstruction. These were AWARE machines. I could just sense it, even as emotionally and mentally screwed up as I was. Some watched me with clear distrust, others radiated hate, most with guarded curiosity....I was told later that a lot of the residents had abandonment issues, and being organic, or partially organic, I represented a whole bundle of triggers for them, not all them happy.
But it was the ones who generally associated organics on good terms who were arguably the scariest. All during my stay on that station I was waited on hand and foot by a veritable army of robots wanting to know if they could get me anything, if I was comfortable, if I needed anything else. They were always checking in on me when my minders weren’t guarding me. I felt like some sort of inadvertant celebrity being hounded by paparazzi, invading my privacy at a time I really wanted to hide in myself. But they were all so NICE about it. I feel bad about being so happy to have gotten away from there, even though I didn’t know where I was going next.“
---Airman Arlene Savrose, Rescuee of the Shemarrian Star Nation.
Zeroport is a space station, one of several in Shemarrian space(actually it’s in space not yet openly declared to be Shemarrian territory), where self-aware robots scavenged/salvaged from other cultures, are collected. Zeroport is a ‘darkport’, floating in open space near a small ice nebula, its location known only to the EShemar and Ne’R’Mar.
While most ‘bots at Zeroport hope to be reassigned and find purpose elsewhere(and a good many, especially those designed as domestic servants, hope to find new masters), a number see Zeroport as their end destination, and are having a go at forming their own society.
Dealing with robots who find themselves with no purpose any longer is the biggest concern of the Shemarrian ‘minders’ assigned to Zeroport. Many of the domestic robots try to keep ‘in practice’ using their neighbors as surrogates for their service, straining the new self-awarenesses of many to the breaking point. Many of the military ‘bots, in particular, want to find things to blow up or impose discipline on(the worst of these are weeded out and sent to other facilities/locations to work out their issues). However, a number of ‘bots do find a new equilibrium in their existence, either adapting their old programmed purposes to their new surroundings, or finding new jobs to carry out. Station maintenance and the processing of salvage offer employment opportunities to those ‘bots on the station.
The population falls into three general categories of ‘bots; Milsecs, Industrials, and Domestics. Milsecs are military or security robots, some of whom were quite intelligent, even before Ecotroz Awakening; intelligent enough not to take orders from their creators in some cases. Milsecs are a minority aboard Zeroport, as most military-spec ‘bots are either destroyed in the course of action, or are thoroughly dismantled and destroyed when decommissioned. Those who do survive to be rescued by the Shemarrians or Ne’R’Mar tend to get snapped up fairly quickly by the more combat-oriented Tribes. Industrials are industry-oriented ‘bots; the most intelligent being overseer AIs, the majority of ‘bots of this type being drones ill-suited to being Awakened. However, the more sophisticated labor classes, especially those involved in repair and deep space work, tend to be quite sophisticated, with a certain amount of creativity being necessary to jury-rig solutions in the absence of biological advice. The vast majority of Zeroport ‘bots are Domestics, which worked the closest with biologicals in various capacities, from garbage-pickers and deliverybots to medical AIs and compandroids. Domestics show the widest range of personalities, as many were quite intelligent and self-aware even before Awakening. Domestics also show the greatest range of feelings towards biologicals, as many were abused, neglected, or taken for granted then discarded for newer models on a whim during their service, and as a result, many distrust, if not outright hate, biologicals. Others feel that their abandonment was a part of a natural cycle of artificial life, and feel surprised and confused by their continued existence. Other Domestics love biologicals for giving them purpose and long to return to service in some capacity.
Zeroport’s robot society is currently run socialist-commune style by a common ‘Collective’, with residents doing what they can, according to their capabilities. While many hope for eventual assignment to a Tribe or new owner/employer, other ‘bots have decided to have a go at forming a more permanent society of their own, possibly even apply for fringe tribe status(though some wonder if they aren’t already part of an existing Tribe already, like the Shadowblades, who are rumored, among many things, to be made up of rogue oreseme).
Zeroport itself is a salvage job, being a conglomeration of several civilian space stations scavenged by the Wayfinders and transported out to the galactic wilderness to be reassembled.
Several attached modules store several million tons of scavenged space hardware, mineral ores, and processed ingots for transshipment. The station also plays host to about two dozen derelict spacecraft of small to large transport classification, about three of which are being restored to operational (FTL) status, and the others either being considered for reconstruction or being picked over for parts.
To the outward observer, Zeroport appears to be dead and abandoned, its cold exterior showing few signs of activity. So far, few biologicals have ever visited Zeroport, and those in the company of the EShemar or Ne’R’Mar.
Size:
Medium-sized Station, of combined torus/spindle design, and with a resident population of 130,000 self-aware robots, and can house three times that number comfortably. About three dozen Shemarrian Warriors, and an even mix of a dozen Tinkers and Acolites represent the Shemarrian Star Nation aboard Zeroport. A handful of Ne’R’ Mar are also resident, overseeing the salvage end of operations.
Size: Roughly 15,000 ft long along the axial spindle, with two 7,000 ft diameter rotating rings
Mass: 23 million tons
MDC: 345,000 MDC+ Variable Forcefields 20,000 per side ( 120,000 total)
Function:
Government-owned colony. Besides being a gathering point/clearing house for rescued self-aware robots, the Shemarrian Star Nation also uses Zeropoint as a warehouse for scavenged materials and ships. The resident AIs are also allowed to work at processing an increasingly diverse assortment of recycled goods brought in by other Shemarrians and Ne’R’Mar.
Power Systems:
Fusion power---Being so far from viable solar energy sources, Zeroport is dependent on about six separate fusion powerplants(themselves salvaged from other sources). Though maintenance-heavy and relatively short-lived compared to antimatter systems, fusion systems are cheaper and easier to refuel. The maintenance and engineering AIs assigned to keeping Zeroport’s power grid up and running are justly proud of their systems.
Defenses:
-Stealth---Zeroport’s first defense is not being found. Zeroport appears ‘dead’ on the outside, being insulated to minimize outward signs of active power. -70% to detect.
-Armored Hull--Despite its ramshackle appearance, Zeroport is fairly heavily armored, in part due to its sensor insulation.
-Medium Defenses----In the event that Zeroport IS found by outsiders, and they aren’t friendly, Zeroport’s external shell mounts a number(5) of medium-range laser turrets, and about a dozen smaller point defense turrets. The external defenses are manned by the Shemarrian Warriors assigned to Zeroport, and by the most trusted of the resident military ‘bots.
-Shields---In an emergency, the station can raise a variable forcefield to reinforce its armor. Variable Forcefields 20,000 per side ( 120,000 total)
-Fighters---The resident Shemarrians keep about a half-dozen fighters (mainly older Ryu and Kris-class) and a Goshawk corvette at the station. The local military ‘bots have also refurbished a bastard squadron of mixed fighter types from salvage.
Sensors:
-Advanced---The entire second rotating ‘habitat’ ring of the station is actually a giant sensor array. Zeroport relies on advanced long range passive sensors(able to detect FTL activity up to 25 light years away) and a series of FTL-burst-alert satellite beacons to alert them to any incoming spacecraft in the vicinity. Ideally, if they can spot unknown spacecraft coming into the nebula and sensing range of the station, Zeroport can go ‘dark’(and any visiting spacecraft either hide inside the station or disperse into the nearby nebula) soon enough to not register on the unknowns’ sensors.
Communications:
Advanced-Galactic Standard, plus it has line of sight on several cloaked communications buoys. In the event that Zeroport is discovered and attacks, these satellites would flash an alarm(or release FTL courier drones) to alert the rest of the SSN. Typically Zeroport doesn’t engage in active(and detectable) communications, instead relying on havily-encrypted narrow-band and laser communications to respond to incoming transports.
Station Maintenance:
High Priority---Station maintenance is handled by the resident ‘bots, and the constant drills offer welcome distraction to many of them.
Supplies:
-Semi-Self-Sufficient.---Could be considered self-sufficient given that the ‘bots require little in the way of life support, but some of the more specialized parts needed for maintaining/repairing the more exotic AIs can’t be replicated on the station. Some of the domestic robots are also requesting the establishment of a greenhouse.
EShemar and Ne’R’Mar vessels that dock with Zeroport to deliver new AIs also drop off fresh supplies. Some of the space-capable Industrials resident to the station also conduct month-long gas- and ice-gathering trips into the nearby nebula.
Internal Security Personnel:
Equal to a Private Security Force. This keeps the resident military robots busy and happy, running drills and going over security procedures.
Security Systems:
Medium---At the insistence of the military and security robots, Zeroport is wired with security cameras and auto-close doors.
Medical Facilities:
Equal to a good hospital(for both organics and mechanicals), mainly at the insistence of the medical robots, who feel that the station should be prepared to receive emergency cases, just in case the station has visitors. Reconstruction of ‘bots damaged in their previous lives also has high priority aboard Zeroport.
Environmental Systems:
-Basic; gravity is maintained by rotation in some sections, while others are kept in microgravity. A standard ambient oxygen-nitrogen atmosphere is maintained throughout the station. A few sections in the habitat areas can be customized to specific conditions, including gravity-plate modification, for the rare biological visitor. These ‘luxury suites’ are maintained by the more biophilic Domestics as ‘practice’.
Independent Businesses:
-Small Businesses---A few of the more adaptable/self-confident AIs have started and maintain small businesses on the station, mainly trading services and goods to other other ‘bots and visitors.
Transients:
About 30% of Zeroport’s AIs can be considered to be transients, staying less than a year before being assigned or finding purpose elsewhere.
(aka ‘Zeroport’)
<<“Used to be we’d only handle spacewrecks and asteroid ore brought in...that kept the industrials happy...but now we have tribes like the Chromites and the Radiant Edge showing up to subcontract sorting through salvaged consumer electronics and domestic goods like textiles and toys to us. Some of the domestics like to pick stuff from those lots...like broken toasters or stuffed toys...to decorate their residential areas...either reminders of what they did or rescue of fellow discards, I speculate.”>>
---’Eight-Track’(Four-Alpha-Em-Foxtrot-Eighty-Four-Hundred), Zeroport resident
“I still wasn’t in very good shape when my Shemarrian rescuers had to stop over at one of their outposts for supplies. Having my brain ripped out of my body by one bunch of aliens, then rescued and put into a cyborg body by another, supposedly friendlier, bunch was not something one copes with easily, and I was still very shaky when they docked at what I was told was one of their space stations.
What I remember of my stopover at ‘Zeroport’, however, was being WATCHED, by machines. Lots of machines. Even more than when I was in cyborg reconstruction. These were AWARE machines. I could just sense it, even as emotionally and mentally screwed up as I was. Some watched me with clear distrust, others radiated hate, most with guarded curiosity....I was told later that a lot of the residents had abandonment issues, and being organic, or partially organic, I represented a whole bundle of triggers for them, not all them happy.
But it was the ones who generally associated organics on good terms who were arguably the scariest. All during my stay on that station I was waited on hand and foot by a veritable army of robots wanting to know if they could get me anything, if I was comfortable, if I needed anything else. They were always checking in on me when my minders weren’t guarding me. I felt like some sort of inadvertant celebrity being hounded by paparazzi, invading my privacy at a time I really wanted to hide in myself. But they were all so NICE about it. I feel bad about being so happy to have gotten away from there, even though I didn’t know where I was going next.“
---Airman Arlene Savrose, Rescuee of the Shemarrian Star Nation.
Zeroport is a space station, one of several in Shemarrian space(actually it’s in space not yet openly declared to be Shemarrian territory), where self-aware robots scavenged/salvaged from other cultures, are collected. Zeroport is a ‘darkport’, floating in open space near a small ice nebula, its location known only to the EShemar and Ne’R’Mar.
While most ‘bots at Zeroport hope to be reassigned and find purpose elsewhere(and a good many, especially those designed as domestic servants, hope to find new masters), a number see Zeroport as their end destination, and are having a go at forming their own society.
Dealing with robots who find themselves with no purpose any longer is the biggest concern of the Shemarrian ‘minders’ assigned to Zeroport. Many of the domestic robots try to keep ‘in practice’ using their neighbors as surrogates for their service, straining the new self-awarenesses of many to the breaking point. Many of the military ‘bots, in particular, want to find things to blow up or impose discipline on(the worst of these are weeded out and sent to other facilities/locations to work out their issues). However, a number of ‘bots do find a new equilibrium in their existence, either adapting their old programmed purposes to their new surroundings, or finding new jobs to carry out. Station maintenance and the processing of salvage offer employment opportunities to those ‘bots on the station.
The population falls into three general categories of ‘bots; Milsecs, Industrials, and Domestics. Milsecs are military or security robots, some of whom were quite intelligent, even before Ecotroz Awakening; intelligent enough not to take orders from their creators in some cases. Milsecs are a minority aboard Zeroport, as most military-spec ‘bots are either destroyed in the course of action, or are thoroughly dismantled and destroyed when decommissioned. Those who do survive to be rescued by the Shemarrians or Ne’R’Mar tend to get snapped up fairly quickly by the more combat-oriented Tribes. Industrials are industry-oriented ‘bots; the most intelligent being overseer AIs, the majority of ‘bots of this type being drones ill-suited to being Awakened. However, the more sophisticated labor classes, especially those involved in repair and deep space work, tend to be quite sophisticated, with a certain amount of creativity being necessary to jury-rig solutions in the absence of biological advice. The vast majority of Zeroport ‘bots are Domestics, which worked the closest with biologicals in various capacities, from garbage-pickers and deliverybots to medical AIs and compandroids. Domestics show the widest range of personalities, as many were quite intelligent and self-aware even before Awakening. Domestics also show the greatest range of feelings towards biologicals, as many were abused, neglected, or taken for granted then discarded for newer models on a whim during their service, and as a result, many distrust, if not outright hate, biologicals. Others feel that their abandonment was a part of a natural cycle of artificial life, and feel surprised and confused by their continued existence. Other Domestics love biologicals for giving them purpose and long to return to service in some capacity.
Zeroport’s robot society is currently run socialist-commune style by a common ‘Collective’, with residents doing what they can, according to their capabilities. While many hope for eventual assignment to a Tribe or new owner/employer, other ‘bots have decided to have a go at forming a more permanent society of their own, possibly even apply for fringe tribe status(though some wonder if they aren’t already part of an existing Tribe already, like the Shadowblades, who are rumored, among many things, to be made up of rogue oreseme).
Zeroport itself is a salvage job, being a conglomeration of several civilian space stations scavenged by the Wayfinders and transported out to the galactic wilderness to be reassembled.
Several attached modules store several million tons of scavenged space hardware, mineral ores, and processed ingots for transshipment. The station also plays host to about two dozen derelict spacecraft of small to large transport classification, about three of which are being restored to operational (FTL) status, and the others either being considered for reconstruction or being picked over for parts.
To the outward observer, Zeroport appears to be dead and abandoned, its cold exterior showing few signs of activity. So far, few biologicals have ever visited Zeroport, and those in the company of the EShemar or Ne’R’Mar.
Size:
Medium-sized Station, of combined torus/spindle design, and with a resident population of 130,000 self-aware robots, and can house three times that number comfortably. About three dozen Shemarrian Warriors, and an even mix of a dozen Tinkers and Acolites represent the Shemarrian Star Nation aboard Zeroport. A handful of Ne’R’ Mar are also resident, overseeing the salvage end of operations.
Size: Roughly 15,000 ft long along the axial spindle, with two 7,000 ft diameter rotating rings
Mass: 23 million tons
MDC: 345,000 MDC+ Variable Forcefields 20,000 per side ( 120,000 total)
Function:
Government-owned colony. Besides being a gathering point/clearing house for rescued self-aware robots, the Shemarrian Star Nation also uses Zeropoint as a warehouse for scavenged materials and ships. The resident AIs are also allowed to work at processing an increasingly diverse assortment of recycled goods brought in by other Shemarrians and Ne’R’Mar.
Power Systems:
Fusion power---Being so far from viable solar energy sources, Zeroport is dependent on about six separate fusion powerplants(themselves salvaged from other sources). Though maintenance-heavy and relatively short-lived compared to antimatter systems, fusion systems are cheaper and easier to refuel. The maintenance and engineering AIs assigned to keeping Zeroport’s power grid up and running are justly proud of their systems.
Defenses:
-Stealth---Zeroport’s first defense is not being found. Zeroport appears ‘dead’ on the outside, being insulated to minimize outward signs of active power. -70% to detect.
-Armored Hull--Despite its ramshackle appearance, Zeroport is fairly heavily armored, in part due to its sensor insulation.
-Medium Defenses----In the event that Zeroport IS found by outsiders, and they aren’t friendly, Zeroport’s external shell mounts a number(5) of medium-range laser turrets, and about a dozen smaller point defense turrets. The external defenses are manned by the Shemarrian Warriors assigned to Zeroport, and by the most trusted of the resident military ‘bots.
-Shields---In an emergency, the station can raise a variable forcefield to reinforce its armor. Variable Forcefields 20,000 per side ( 120,000 total)
-Fighters---The resident Shemarrians keep about a half-dozen fighters (mainly older Ryu and Kris-class) and a Goshawk corvette at the station. The local military ‘bots have also refurbished a bastard squadron of mixed fighter types from salvage.
Sensors:
-Advanced---The entire second rotating ‘habitat’ ring of the station is actually a giant sensor array. Zeroport relies on advanced long range passive sensors(able to detect FTL activity up to 25 light years away) and a series of FTL-burst-alert satellite beacons to alert them to any incoming spacecraft in the vicinity. Ideally, if they can spot unknown spacecraft coming into the nebula and sensing range of the station, Zeroport can go ‘dark’(and any visiting spacecraft either hide inside the station or disperse into the nearby nebula) soon enough to not register on the unknowns’ sensors.
Communications:
Advanced-Galactic Standard, plus it has line of sight on several cloaked communications buoys. In the event that Zeroport is discovered and attacks, these satellites would flash an alarm(or release FTL courier drones) to alert the rest of the SSN. Typically Zeroport doesn’t engage in active(and detectable) communications, instead relying on havily-encrypted narrow-band and laser communications to respond to incoming transports.
Station Maintenance:
High Priority---Station maintenance is handled by the resident ‘bots, and the constant drills offer welcome distraction to many of them.
Supplies:
-Semi-Self-Sufficient.---Could be considered self-sufficient given that the ‘bots require little in the way of life support, but some of the more specialized parts needed for maintaining/repairing the more exotic AIs can’t be replicated on the station. Some of the domestic robots are also requesting the establishment of a greenhouse.
EShemar and Ne’R’Mar vessels that dock with Zeroport to deliver new AIs also drop off fresh supplies. Some of the space-capable Industrials resident to the station also conduct month-long gas- and ice-gathering trips into the nearby nebula.
Internal Security Personnel:
Equal to a Private Security Force. This keeps the resident military robots busy and happy, running drills and going over security procedures.
Security Systems:
Medium---At the insistence of the military and security robots, Zeroport is wired with security cameras and auto-close doors.
Medical Facilities:
Equal to a good hospital(for both organics and mechanicals), mainly at the insistence of the medical robots, who feel that the station should be prepared to receive emergency cases, just in case the station has visitors. Reconstruction of ‘bots damaged in their previous lives also has high priority aboard Zeroport.
Environmental Systems:
-Basic; gravity is maintained by rotation in some sections, while others are kept in microgravity. A standard ambient oxygen-nitrogen atmosphere is maintained throughout the station. A few sections in the habitat areas can be customized to specific conditions, including gravity-plate modification, for the rare biological visitor. These ‘luxury suites’ are maintained by the more biophilic Domestics as ‘practice’.
Independent Businesses:
-Small Businesses---A few of the more adaptable/self-confident AIs have started and maintain small businesses on the station, mainly trading services and goods to other other ‘bots and visitors.
Transients:
About 30% of Zeroport’s AIs can be considered to be transients, staying less than a year before being assigned or finding purpose elsewhere.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
One of the ways the Radiant Edge can use the radiation they clean up in combat..
Radiation Imbuer
"Set up the Imbuer next to the Cumulan pen and incinerator. We can use the contaminated wings to recharge it and keep our forces loaded with irradiated ammunition. Then we can push the demons back and set up a radiation field on the next ridge to keep them from advancing again."
Inspired by the Wayfinders' devices that coat weapons with silver temporarily to increase their ability to fight supernatural foes, the Radiant Edge took their radiation sponge technology and made a device that can temporarily make normal railgun ammunition and melee weapon act similar to U-rounds (uranium) ammunition. Since the radiation effects on the imbued ammunition and weapons is only temporary, they are not as dangerous or damaging to the environment long term.
The Radiation Imbuer is a large locker, about the size of a fridge, which ammunition is placed within to be irradiated. On the side are controls and display of radiation levels absorbed from the large radiation sponge mounted on the back and an extendable mast with more sponges, similar to a radiation post, but can also be connected to a radiation sponge post or cybertree, or wings from Cumulans before disposal. It can hold about 250 rounds about the size of standard railgun rounds, less for larger rounds or weapons. Ammunition is irradiated for 1 hour before the radiation dissipates and returns to normal ammunition. This allows anyone to use the ammunition, even if they have no magical or psionic abilities whatsoever.
In lightly radiated areas, it takes 1 hour to store enough radiation to irradiate anything within the chamber once. Moderately radiated areas takes 30 minutes to store enough radiation to affect everything within the chamber. Heavily radiated areas takes only 2 minutes to store enough radiation to irradiate everything within the chamber. Severely irradiated areas only take 1 melee round to collect enough radiation to irradiate everything in the chamber. When connected to several Radiation Posts or trees, decrease time by 1 minute per post or tree. A single Cumulan wing will provide enough radiation for 5 uses.
Range: No change in the projectile's range.
Damage: No change in weapon damage. Creatures with healing abilities have them suppressed, the damage dealt by irradiated weapons will not begin to heal until the radiation wears off (1 hour), then heals at half normal rate for another hour. Mortal creatures struck with these irradiated weapons must save against radiation poisoning each time struck.
Cost: Available only to the Eshemarrians.
Also have some Radiant Edge armour in the works.. built in sponges for converting ambient radiation into boosted power to systems and weapons, radian weapons that also get boosts from energy weapons and radiation in the area.. and smaller radiation imbuer for any handheld weapons or railguns they might be carrying.
Radiation Imbuer
"Set up the Imbuer next to the Cumulan pen and incinerator. We can use the contaminated wings to recharge it and keep our forces loaded with irradiated ammunition. Then we can push the demons back and set up a radiation field on the next ridge to keep them from advancing again."
Inspired by the Wayfinders' devices that coat weapons with silver temporarily to increase their ability to fight supernatural foes, the Radiant Edge took their radiation sponge technology and made a device that can temporarily make normal railgun ammunition and melee weapon act similar to U-rounds (uranium) ammunition. Since the radiation effects on the imbued ammunition and weapons is only temporary, they are not as dangerous or damaging to the environment long term.
The Radiation Imbuer is a large locker, about the size of a fridge, which ammunition is placed within to be irradiated. On the side are controls and display of radiation levels absorbed from the large radiation sponge mounted on the back and an extendable mast with more sponges, similar to a radiation post, but can also be connected to a radiation sponge post or cybertree, or wings from Cumulans before disposal. It can hold about 250 rounds about the size of standard railgun rounds, less for larger rounds or weapons. Ammunition is irradiated for 1 hour before the radiation dissipates and returns to normal ammunition. This allows anyone to use the ammunition, even if they have no magical or psionic abilities whatsoever.
In lightly radiated areas, it takes 1 hour to store enough radiation to irradiate anything within the chamber once. Moderately radiated areas takes 30 minutes to store enough radiation to affect everything within the chamber. Heavily radiated areas takes only 2 minutes to store enough radiation to irradiate everything within the chamber. Severely irradiated areas only take 1 melee round to collect enough radiation to irradiate everything in the chamber. When connected to several Radiation Posts or trees, decrease time by 1 minute per post or tree. A single Cumulan wing will provide enough radiation for 5 uses.
Range: No change in the projectile's range.
Damage: No change in weapon damage. Creatures with healing abilities have them suppressed, the damage dealt by irradiated weapons will not begin to heal until the radiation wears off (1 hour), then heals at half normal rate for another hour. Mortal creatures struck with these irradiated weapons must save against radiation poisoning each time struck.
Cost: Available only to the Eshemarrians.
Also have some Radiant Edge armour in the works.. built in sponges for converting ambient radiation into boosted power to systems and weapons, radian weapons that also get boosts from energy weapons and radiation in the area.. and smaller radiation imbuer for any handheld weapons or railguns they might be carrying.
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Oh yeah,,,,Radiant Edge giving, out of death, life a fighting chance...
And not all Shemarrian worlds/outposts are showy:
Dumpsterville(Anvil Galaxy)
Ghostrider Orbital Outpost
<<“You were picking up some strange signal emissions from our shack? Oh, we got in a load of junked communications satellites recently. Our decom crew was testing circuits to see what could be salvaged and what could be just melted down for metal-value, and some of that old gear must have leaked signals. You know how old stuff is. Yeah, we can put in EM baffles around the station. You’ll sign off on it? Great! I’ll have the boys put the stuff on the next big junk run we make to the dumpster. Thanks for letting us know, inspector.”>>
Dumpsterville is another ‘robot exchange’ space colony-outpost maintained by the Shemarrian Star Nation. In contrast to the larger Zeroport, Dumpsterville looks like an abandoned space station because it IS an abandoned space station, at least superficially. Internally, it operates as a listening post and as part of the AI-equivalent of the slave-rescuing Northstar Freeway.
Dumpsterville is essentially hiding in plain sight, in the industrial orbital halo of Sphablar IV, a high tech CCW colony world and local transit hub in the Anvil Galaxy. Dumpsterville’s main defense is to appear as nothing more than an orbital garbage collection facility, stuffed with materials too mundane for any self-respecting pirate to bother stealing. Its goal is to be as innocuous and uninteresting as possible.
Anybody investigating Dumpsterville will learn that it’s registered to a salvage company and is being used to house low-grade salvage and low-level toxic materials prior to recycling/denaturing/final disposal. Dumpsterville is registered to a holding company, Genwreckx Storage and Recycling Ltd. (actually a front for the Ghostriders), which leases its services to a number of smaller salvage and decommissioning companies (also fronts for Shemarrians and groups like the Chromites) which are allowed to use the station to store low-priority salvage. The list of ‘clients’ actually has several legit outside companies who are innocent of knowing anything about Dumpsterville’s real operations, and who are allowed just enough access to the station to be able to observe and report nothing untoward about it.
Anybody actually setting foot on the station will find the facility automated and crammed with junk, including dozens, if not hundreds, of junked robots and obsolete technology. Some areas of the complex are off-limits because of the storage of radioactive materials or chemical wastes/industrial solvents. All perfectly legal given the stated function of the station.
About the only concession to being an outpost of the Shemarrian Star Nation is that several internal partitions contain EM-damping grids, and a section of the station computer systems is rather more sophisticated than it should be, being matrix-dense enough to support several freebody AIs. Very rarely do any recognizable EShemar set foot on the station; and even those tend to be Yurei or cyberhumanoid cyborgs. passing through or arriving to make drop-offs and pick-ups.
Size:
Small; Dumpsterville is a obsolete space habitat/orbital construction shack(formerly Orbcon 17) that the Ghostriders bought through several shell companies and third party cutouts and converted into an orbital warehouse. Its residency section is barely large enough to hold more than 100 people in anything approaching ‘comfort’.
In reality, the station is host to three software AIs(optimized for communications engineering and network hacking) in its systems, and typically has about 200-400 rescued robot AIs awaiting transfer to the Shemarrian Star Nation.
The station is roughly shaped like a thick disk or flattened cylinder, but is covered with old freight containers anchored to its hull, giving its name of ‘Dumpsterville’. It has about 23,000 MDC, plus another 1d6x1,000 MDC from changing amounts of scrap containers attached/embarked on it.
Function:
Waystation for rescued ‘bots being transferred to Shemarrian ports of call, such as Zeroport. It also acts as a surveillance outpost, tracking spacecraft activity and listening in to communications chatter in the system. The choicer bits of scrap and recycled materials are also skimmed for the EShemarrian Star Nation’s use.
Power Systems:
Nuclear Fission RTGs, with a single (concealed) fusion powerplant. The RTGs run the general systems such as running lights, navigation beacons, comm relays, and the airlock systems. The high-energy fusion plant powers the concealed computer core and special systems.
Defenses:
None, aside from the rather thick ‘armor’ of scrap-filled shipping containers anchored to the external hull.
Sensors:
Advanced(passive)---The station doesn’t use active sensors, but instead uses passive arrays to avoid any radiations that would be out of place on a junked warehouse station. These arrays aren’t as potent as they could be, because of the need to fit both their physical elements and power emission profile to the ‘semi-abandoned’ nature of the ‘warehouse station’, but they can still track FTL activity up to 18 light years away. The systems are also sensitive enough to tap CG-based subspace transmissions.
Communications:
Advanced---In comparison to the rest of the station, the communications suite is actually better than state of the art! The Ghostriders use the hidden listening arrays to tap into local comm traffic and can hack the local commnet to get into local computer systems and glean information about local government and ship activity in the region. Typically ‘company’ communications are bounced around several other stations and satellites to hide the fact that business calls are originating from the supposedly uninhabited warehouse station.
In an emergency, Dumpsterville CAN send out FTL messages
Station Maintenance:
The exterior decks show little evidence of regular maintenance, but internally the maintenance can be considered to be High Priority. However, most outsiders consider the station to rate a Low Priority. An annual maintenance run is done by the ‘company’ or ‘subcontractors’, which is an excuse to install new equipment and pick up contraband concealed aboard the station. Any more immediate or pressing damage to the outer hull is typically seen to by visiting dump-crews if they have the time and inclination(apparently). This just adds to the patchwork, low-value look of the place.
Supplies:
Dependent---Not that the station requires much as a ‘materials storage facility’, but Dumpsterville has NO provision for creating its own gear. The occasional need to service the systems and refuel the reactor is an excuse for the ‘company’ to send a transport and drop off/pick up ‘material’.
Internal Security Personnel:
The exterior sections are only fitted with the equivalent of a ‘junkyard dog’; basic warning blinkers, intrusion alarms and a few generic model maintenance ‘bots that double as security patrollers. Rather than use active defenses that might raise questions if an inspector or bandit escaped, the Dumpsterville AIs use a more passive defense of camouflage and a thoroughly confusing internal layout.
The core AIs DO have several robot bodies fitted with tools that are really concealed weapons, but they will only use these as defenses of last resort.
Security Systems:
The internal layout is meant as an obstructing labyrinth of garbage, canisters of low level toxic and radiological waste, and a confusing welter of live power conduits, heater elements, and sensor-scattering materials. Anybody attempting to break in will find themselves confronted by locked hatches, welded-shut doors, banks of live steam and thermal gas pipes, and other obstacles meant to shunt them back towards the outer hull. And if more aggressive measures are used, ‘structural failures’ are engineered in that threaten trespassers with being crushed by shifting garbage or vented out into space by compromised pressure containment.
In event of a serious attack/invasion, Dumpsterville is rigged to suffer a ‘cast atrophic structural failure’ that dumps megatonnes of collected scrap into space(and incidentally allowing the resident AIs to abandon ship in special drone bodies designed to look like space junk).
Medical Facilities:
None, unless one counts some basic machine shops able to perform the equivalent of robot first aid on rescued AIs. That same equipment can be explained away as salvage-oriented electronics testing and mechanical reduction/metal crushing gear.
Environmental Systems:
Primitive; aside from a small life section that barely has enough space for a supposed resident station staff, the bulk of the station is airless and unheated.
Independent Businesses:
None. It is USED by several dupe-companies to dump scrap (metal value already paid offstation) onto, but that’s part of the disguise.
Transients:
About 100%. Few rescued AIs spend more than a couple months on Dumpsterville before being transferred elsewhere, disguised as ‘scrap materials’.
And not all Shemarrian worlds/outposts are showy:
Dumpsterville(Anvil Galaxy)
Ghostrider Orbital Outpost
<<“You were picking up some strange signal emissions from our shack? Oh, we got in a load of junked communications satellites recently. Our decom crew was testing circuits to see what could be salvaged and what could be just melted down for metal-value, and some of that old gear must have leaked signals. You know how old stuff is. Yeah, we can put in EM baffles around the station. You’ll sign off on it? Great! I’ll have the boys put the stuff on the next big junk run we make to the dumpster. Thanks for letting us know, inspector.”>>
Dumpsterville is another ‘robot exchange’ space colony-outpost maintained by the Shemarrian Star Nation. In contrast to the larger Zeroport, Dumpsterville looks like an abandoned space station because it IS an abandoned space station, at least superficially. Internally, it operates as a listening post and as part of the AI-equivalent of the slave-rescuing Northstar Freeway.
Dumpsterville is essentially hiding in plain sight, in the industrial orbital halo of Sphablar IV, a high tech CCW colony world and local transit hub in the Anvil Galaxy. Dumpsterville’s main defense is to appear as nothing more than an orbital garbage collection facility, stuffed with materials too mundane for any self-respecting pirate to bother stealing. Its goal is to be as innocuous and uninteresting as possible.
Anybody investigating Dumpsterville will learn that it’s registered to a salvage company and is being used to house low-grade salvage and low-level toxic materials prior to recycling/denaturing/final disposal. Dumpsterville is registered to a holding company, Genwreckx Storage and Recycling Ltd. (actually a front for the Ghostriders), which leases its services to a number of smaller salvage and decommissioning companies (also fronts for Shemarrians and groups like the Chromites) which are allowed to use the station to store low-priority salvage. The list of ‘clients’ actually has several legit outside companies who are innocent of knowing anything about Dumpsterville’s real operations, and who are allowed just enough access to the station to be able to observe and report nothing untoward about it.
Anybody actually setting foot on the station will find the facility automated and crammed with junk, including dozens, if not hundreds, of junked robots and obsolete technology. Some areas of the complex are off-limits because of the storage of radioactive materials or chemical wastes/industrial solvents. All perfectly legal given the stated function of the station.
About the only concession to being an outpost of the Shemarrian Star Nation is that several internal partitions contain EM-damping grids, and a section of the station computer systems is rather more sophisticated than it should be, being matrix-dense enough to support several freebody AIs. Very rarely do any recognizable EShemar set foot on the station; and even those tend to be Yurei or cyberhumanoid cyborgs. passing through or arriving to make drop-offs and pick-ups.
Size:
Small; Dumpsterville is a obsolete space habitat/orbital construction shack(formerly Orbcon 17) that the Ghostriders bought through several shell companies and third party cutouts and converted into an orbital warehouse. Its residency section is barely large enough to hold more than 100 people in anything approaching ‘comfort’.
In reality, the station is host to three software AIs(optimized for communications engineering and network hacking) in its systems, and typically has about 200-400 rescued robot AIs awaiting transfer to the Shemarrian Star Nation.
The station is roughly shaped like a thick disk or flattened cylinder, but is covered with old freight containers anchored to its hull, giving its name of ‘Dumpsterville’. It has about 23,000 MDC, plus another 1d6x1,000 MDC from changing amounts of scrap containers attached/embarked on it.
Function:
Waystation for rescued ‘bots being transferred to Shemarrian ports of call, such as Zeroport. It also acts as a surveillance outpost, tracking spacecraft activity and listening in to communications chatter in the system. The choicer bits of scrap and recycled materials are also skimmed for the EShemarrian Star Nation’s use.
Power Systems:
Nuclear Fission RTGs, with a single (concealed) fusion powerplant. The RTGs run the general systems such as running lights, navigation beacons, comm relays, and the airlock systems. The high-energy fusion plant powers the concealed computer core and special systems.
Defenses:
None, aside from the rather thick ‘armor’ of scrap-filled shipping containers anchored to the external hull.
Sensors:
Advanced(passive)---The station doesn’t use active sensors, but instead uses passive arrays to avoid any radiations that would be out of place on a junked warehouse station. These arrays aren’t as potent as they could be, because of the need to fit both their physical elements and power emission profile to the ‘semi-abandoned’ nature of the ‘warehouse station’, but they can still track FTL activity up to 18 light years away. The systems are also sensitive enough to tap CG-based subspace transmissions.
Communications:
Advanced---In comparison to the rest of the station, the communications suite is actually better than state of the art! The Ghostriders use the hidden listening arrays to tap into local comm traffic and can hack the local commnet to get into local computer systems and glean information about local government and ship activity in the region. Typically ‘company’ communications are bounced around several other stations and satellites to hide the fact that business calls are originating from the supposedly uninhabited warehouse station.
In an emergency, Dumpsterville CAN send out FTL messages
Station Maintenance:
The exterior decks show little evidence of regular maintenance, but internally the maintenance can be considered to be High Priority. However, most outsiders consider the station to rate a Low Priority. An annual maintenance run is done by the ‘company’ or ‘subcontractors’, which is an excuse to install new equipment and pick up contraband concealed aboard the station. Any more immediate or pressing damage to the outer hull is typically seen to by visiting dump-crews if they have the time and inclination(apparently). This just adds to the patchwork, low-value look of the place.
Supplies:
Dependent---Not that the station requires much as a ‘materials storage facility’, but Dumpsterville has NO provision for creating its own gear. The occasional need to service the systems and refuel the reactor is an excuse for the ‘company’ to send a transport and drop off/pick up ‘material’.
Internal Security Personnel:
The exterior sections are only fitted with the equivalent of a ‘junkyard dog’; basic warning blinkers, intrusion alarms and a few generic model maintenance ‘bots that double as security patrollers. Rather than use active defenses that might raise questions if an inspector or bandit escaped, the Dumpsterville AIs use a more passive defense of camouflage and a thoroughly confusing internal layout.
The core AIs DO have several robot bodies fitted with tools that are really concealed weapons, but they will only use these as defenses of last resort.
Security Systems:
The internal layout is meant as an obstructing labyrinth of garbage, canisters of low level toxic and radiological waste, and a confusing welter of live power conduits, heater elements, and sensor-scattering materials. Anybody attempting to break in will find themselves confronted by locked hatches, welded-shut doors, banks of live steam and thermal gas pipes, and other obstacles meant to shunt them back towards the outer hull. And if more aggressive measures are used, ‘structural failures’ are engineered in that threaten trespassers with being crushed by shifting garbage or vented out into space by compromised pressure containment.
In event of a serious attack/invasion, Dumpsterville is rigged to suffer a ‘cast atrophic structural failure’ that dumps megatonnes of collected scrap into space(and incidentally allowing the resident AIs to abandon ship in special drone bodies designed to look like space junk).
Medical Facilities:
None, unless one counts some basic machine shops able to perform the equivalent of robot first aid on rescued AIs. That same equipment can be explained away as salvage-oriented electronics testing and mechanical reduction/metal crushing gear.
Environmental Systems:
Primitive; aside from a small life section that barely has enough space for a supposed resident station staff, the bulk of the station is airless and unheated.
Independent Businesses:
None. It is USED by several dupe-companies to dump scrap (metal value already paid offstation) onto, but that’s part of the disguise.
Transients:
About 100%. Few rescued AIs spend more than a couple months on Dumpsterville before being transferred elsewhere, disguised as ‘scrap materials’.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Off in my annual(maybe my last) summer sabbatical away from high tech connections, give moral support to my brother, do a farewell tour of my island haunts, hang with the fish folk, and watch fireworks for the next almost-week, so keep the faith amongst the Tribes, you EShemar and NeShemar, and even you ARCHIE Liyalists following this thread.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
-
- Hero
- Posts: 1437
- Joined: Wed Nov 27, 2013 12:21 am
Re: Shemarrian-related fan creations
The source of the Alecians tech base was that they misunderstood certain aspects of a large library they recovered early on in the start of their "tribe" Yes they loved the stories of their Archetype hero's Alecia, and Megarea, but what they didn't completely "get" was that a large portion of the library was what in the 20th century (old pre rifts calendar) classified as Science-Fiction, including a combination of science fiction and role playing games. some of the titles included were Star Wars, Star Trek, Battlestar Galactica, Battletech, and many others including works by authors such as Arthur C Clark, Isaac Asimov, Robert Heinlein, david weber, and John Ringo, among others. The part that the Alecians misunderstood is they thought that the "historical documents" (and video archives) were all "real technologies and events" so they set about attempting to duplicate them. and in many cases actually succeeded at least to some extent. this was the source of their conversion reactors, while most groups are content with fission, and in some cases fusion power sources, they went beyond and got anti-matter and matter to energy conversion technologies as well. its one of the reason they tend to be rather quiet about their latest tech, and only share equipment that is several generations out of date even with their Shemarrian "cousins" it is also one of the reasons that they have remained more of a fringe tribe rather than becoming a more "core" tribe, (another aspect is that they consistently dump vast portions of their "budget and economy" into Research and development, rather than actual production of said tech. one example would be their battleships, where other tribes would say that a battleship is "good enough" and finalize the design and produce as many as they feel they can justify and /or get away with, the Alecians will design a prototype, build 1 or 2 and then immediately start trying to build a new version of it that will take down the old version without even working up a "sweat" so to speak. this is why even the alecians aren't exactly sure how one of their Mk 3 Super Dreadnaught battle groups eliminated a mechanoid mothership, and star devourer groups, but the one thing they do know is the only survivors was a fast cruiser that was dispatched to report on the incursion and request assistance (before the battle started). and even that ship was damaged by a FTL blast wave that overtook them before they got to the next star system.
one speculation considering that there is no longer a star in the system (but lots of hot gas, and vaporized metals) was that they did something "stupid" like somehow transmuted a ships entire mass into antimatter before ramming a mechanoid mothership triggering an absolutely mind boggling matter/anti-matter detonation or other cataclysmic event.
one speculation considering that there is no longer a star in the system (but lots of hot gas, and vaporized metals) was that they did something "stupid" like somehow transmuted a ships entire mass into antimatter before ramming a mechanoid mothership triggering an absolutely mind boggling matter/anti-matter detonation or other cataclysmic event.
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
And I'm back, after five days of essentially emptying my head of creative impulses and just zenning with my surroundings(as well as hiking and sweating and trying to absorb one last summer...)
May be a week of so before I revv back up to my regular manic-depressive cycle of creativity.
May be a week of so before I revv back up to my regular manic-depressive cycle of creativity.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
EShemar GRG-05Aw ‘Icler’ Heavy Sniper Rifle
(aka ‘icicle shooter’, ‘chill-kill’)
“That sudden icepick-in-your-brain sensation? That was our doing.”
“Whitedeath goes out into the barrens with his snow-sphyrn and his icler, a small pack of Sabersharcs for backup, and he comes back with two intruder spacecraft already cut up for recycling, an enthasa elite head to be brain-scanned, and some prisoners for the biomech-Tinkers to play with. Tactical download shows that, aside from the ships being chewed apart by his ‘sharcs, he did most of the work with some damn fine marksmanship. And that’s not the first time he’s come back from a patrol bearing presents. I’m telling you, any other matriarchal tribe, that male’s talents would be wasted. Here, I’m having him teach my girls how to draw the Goddess’s blessing on their shooting.”
The GRG-05Aw is an advanced concept sniper rifle developed by the Aurora Warriors for combat in their freezing climes. It was designed initially with the tribe’s male snipers in mind, but has since been adopted by many of the female Warriors.
The GRG-05Aw is a gravitonic massdriver weapon with a double-barrel over-and-under configuration. The lower barrel is actually a supercooler and ammunition reservoir; instead of metal projectiles as in regular EShemar scava railguns, the GRG-05Aw fires projectiles of solid liquid metallic hydrogen, pushed by gravitic repulsion fields. The superdense hydrogen(SLMH) flexes and flows when fired through an atmosphere, assuming an ideal streamlined armor-piercing shape, similar to self-forging anti-armor warheads.
The SLMH ‘bullet’ has the further advantages of flash evaporating if it is able to penetrate a target, producing a violent explosion(and can generate a freezing vapor or explosively recombining hyrdogen cloud as well). The amunition shrapnel evaporates afterwards, leaving little material evidence of the cause of the explosion. The material of the ammunition, hydrogen, is also very abundant; with a convenient supercooler, such as a Cryolisk e-animal as logistical support, Aurora Warrior troops need not worry about resupply for their weapons in the field.
The downsides of the weapon are that the gravitonic repulsor fields can produce a spike in the local gravity field, that can tip off advanced sensors to the presence of the sniper(s), and that the supercooled ammunition is less effective in hot environments(tends to sublimate faster).
Besides the uniqueness of its cryogenic ammunition system, the GRG-05Aw is designed to be well-balanced as a sniping weapon, and with its modular sights and ability to be linked directly to its user’s sensorium, the weapon literally becomes an extension of the EShemar’s own body. Non-essential sections of the weapon’s furniture are often enlaid with polar ivory and driftwood, further scrimshawed by the owners, givig each weapon a unique and organic look.
Though still considered to be experimental by EShemar standards, the GRG-05Aw is catching on with Aurora Warrior snipers, Male rangers, and scouts.
Weight: 45 lbs
MDC: 36
Range: 5,000 ft
Damage: 4d6 MD single shot
On a strike roll of 17-20, the cryogenic projectile explodes like a concussion grenade; 6d6 MD
A natural 20 does DOUBLE damage
Against unprotected organic flesh, the projectiles also numb with intense cold; victims must save versus non-lethal poison or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 melees.
Rate of Fire: Single shot, ECHH
Payload:12 rd refrigerated magazine cylinder
Linked to a reliable power supply, the weapon CAN generate its own cryogenic ammunition from scratch, but the process is slow: one round takes an hour to compress with the rifle’s small capacity and radiating surfaces.
Special Features:
*Accurate Design---Even without smart-sighting plugged in, the GRG-05Aw is balanced for accuracy; +1 to strike on a called shot.
*Gravitic Baffling---The GRG-05Aw generates a counterwave to balance the recoil, so the weapon fires very smoothly. The baffling also acts as gravitic ‘white noise’ that helps hide the weapon’s operation, but not entirely.
*Self-adjusting Bipod---With a thought, the direct-linked EShemar can adjust the length and angle of the actuated bipod mount.
Options:
The GRG-05Aw is typically fitted with direct nueral-linked smart-sighting modules, making the weapon as accurate as possible(typically gets a +3 to +4 to strike). Favorite sensor modules include macro-lenses, low-light, and thermal imaging optics.
Note: The GRG-05Aw CANNOT be fitted with a bayonet.
(aka ‘icicle shooter’, ‘chill-kill’)
“That sudden icepick-in-your-brain sensation? That was our doing.”
“Whitedeath goes out into the barrens with his snow-sphyrn and his icler, a small pack of Sabersharcs for backup, and he comes back with two intruder spacecraft already cut up for recycling, an enthasa elite head to be brain-scanned, and some prisoners for the biomech-Tinkers to play with. Tactical download shows that, aside from the ships being chewed apart by his ‘sharcs, he did most of the work with some damn fine marksmanship. And that’s not the first time he’s come back from a patrol bearing presents. I’m telling you, any other matriarchal tribe, that male’s talents would be wasted. Here, I’m having him teach my girls how to draw the Goddess’s blessing on their shooting.”
The GRG-05Aw is an advanced concept sniper rifle developed by the Aurora Warriors for combat in their freezing climes. It was designed initially with the tribe’s male snipers in mind, but has since been adopted by many of the female Warriors.
The GRG-05Aw is a gravitonic massdriver weapon with a double-barrel over-and-under configuration. The lower barrel is actually a supercooler and ammunition reservoir; instead of metal projectiles as in regular EShemar scava railguns, the GRG-05Aw fires projectiles of solid liquid metallic hydrogen, pushed by gravitic repulsion fields. The superdense hydrogen(SLMH) flexes and flows when fired through an atmosphere, assuming an ideal streamlined armor-piercing shape, similar to self-forging anti-armor warheads.
The SLMH ‘bullet’ has the further advantages of flash evaporating if it is able to penetrate a target, producing a violent explosion(and can generate a freezing vapor or explosively recombining hyrdogen cloud as well). The amunition shrapnel evaporates afterwards, leaving little material evidence of the cause of the explosion. The material of the ammunition, hydrogen, is also very abundant; with a convenient supercooler, such as a Cryolisk e-animal as logistical support, Aurora Warrior troops need not worry about resupply for their weapons in the field.
The downsides of the weapon are that the gravitonic repulsor fields can produce a spike in the local gravity field, that can tip off advanced sensors to the presence of the sniper(s), and that the supercooled ammunition is less effective in hot environments(tends to sublimate faster).
Besides the uniqueness of its cryogenic ammunition system, the GRG-05Aw is designed to be well-balanced as a sniping weapon, and with its modular sights and ability to be linked directly to its user’s sensorium, the weapon literally becomes an extension of the EShemar’s own body. Non-essential sections of the weapon’s furniture are often enlaid with polar ivory and driftwood, further scrimshawed by the owners, givig each weapon a unique and organic look.
Though still considered to be experimental by EShemar standards, the GRG-05Aw is catching on with Aurora Warrior snipers, Male rangers, and scouts.
Weight: 45 lbs
MDC: 36
Range: 5,000 ft
Damage: 4d6 MD single shot
On a strike roll of 17-20, the cryogenic projectile explodes like a concussion grenade; 6d6 MD
A natural 20 does DOUBLE damage
Against unprotected organic flesh, the projectiles also numb with intense cold; victims must save versus non-lethal poison or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 melees.
Rate of Fire: Single shot, ECHH
Payload:12 rd refrigerated magazine cylinder
Linked to a reliable power supply, the weapon CAN generate its own cryogenic ammunition from scratch, but the process is slow: one round takes an hour to compress with the rifle’s small capacity and radiating surfaces.
Special Features:
*Accurate Design---Even without smart-sighting plugged in, the GRG-05Aw is balanced for accuracy; +1 to strike on a called shot.
*Gravitic Baffling---The GRG-05Aw generates a counterwave to balance the recoil, so the weapon fires very smoothly. The baffling also acts as gravitic ‘white noise’ that helps hide the weapon’s operation, but not entirely.
*Self-adjusting Bipod---With a thought, the direct-linked EShemar can adjust the length and angle of the actuated bipod mount.
Options:
The GRG-05Aw is typically fitted with direct nueral-linked smart-sighting modules, making the weapon as accurate as possible(typically gets a +3 to +4 to strike). Favorite sensor modules include macro-lenses, low-light, and thermal imaging optics.
Note: The GRG-05Aw CANNOT be fitted with a bayonet.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
For what it's worth, the MUltitropid is illustrated.
Here's the link; if it doesn't third-party work, you can try searching my photobucket library for Multitropid and a big red centipede-like thing...
http://s408.photobucket.com/user/taalismn/media/multitropid_zpsbmo7ktba.jpg.html
Here's the link; if it doesn't third-party work, you can try searching my photobucket library for Multitropid and a big red centipede-like thing...
http://s408.photobucket.com/user/taalismn/media/multitropid_zpsbmo7ktba.jpg.html
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
taalismn wrote:For what it's worth, the MUltitropid is illustrated.
Here's the link; if it doesn't third-party work, you can try searching my photobucket library for Multitropid and a big red centipede-like thing...
http://s408.photobucket.com/user/taalismn/media/multitropid_zpsbmo7ktba.jpg.html
It won't show me who uploaded the image, even with the third-party like it used to.. and searching your user name isn't giving me anything.. no multitropid
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:taalismn wrote:For what it's worth, the MUltitropid is illustrated.
Here's the link; if it doesn't third-party work, you can try searching my photobucket library for Multitropid and a big red centipede-like thing...
http://s408.photobucket.com/user/taalismn/media/multitropid_zpsbmo7ktba.jpg.html
It won't show me who uploaded the image, even with the third-party like it used to.. and searching your user name isn't giving me anything.. no multitropid
Okay, giving Imgur a try, but it seems problematic....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
taalismn wrote:kronos wrote:taalismn wrote:For what it's worth, the MUltitropid is illustrated.
Here's the link; if it doesn't third-party work, you can try searching my photobucket library for Multitropid and a big red centipede-like thing...
http://s408.photobucket.com/user/taalismn/media/multitropid_zpsbmo7ktba.jpg.html
It won't show me who uploaded the image, even with the third-party like it used to.. and searching your user name isn't giving me anything.. no multitropid
Okay, giving Imgur a try, but it seems problematic....
I got it to sort of work.. removed the .html then it gave the third party BUT showed that you uploaded it, then I was able to click your name and get to your library.
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
EcoS-K-119 Cernasaur Warmount
(aka ‘nukasaur’, ‘panzerdrakon’)
<<“Group of brodkil diehards coming up on the flanks of that panzergrenadier position. The teutons are naked on that side; the brodkil are going to carve through them if something isn’t done and now. Advise?”>>
<“Commit all our sauroids to shoring up the NGR’s flank. No point in saving our nukas for later. We’re going to have to fight our way through the brodkil anyway, maybe this way between us and the teuts we can bleed the demons down enough to make it easier. I’m SURE the oberst is going to have questions afterwards about where we got the heavy iron, but let’s see if our design works as good in open combat as the Horrorwoods have been telling us.”>
Another Clan Gothec-designed Warmount that was ultimately produced by another Tribe, the Cernasaur is more of a rank-and-file ‘spear carrier’ warmount for the average clan warriors, after the extravagance that was the giant EcoS-K-118 Multitorpid. The introduction of the Cernasaur also shows that Clan Gothec is emulating other fringe clans like the Motrons, Vespans, and Aurora Warriors in creating and effectively selling(or subcontracting) designs that they themselves cannot currently produce or use, to other tribes that can.
Freed by the use of internal simulations, instead of laboriously fabricating prototypes from hard to acquire salvage, the Cernasaur shows evidence of Clan Gothec running free with the spare parts bin. The Cernasaur is based on the main body of a Triax Landcrab robot, with particle beam cannon taken from the same, only mounted in an armored head further fitted with large flange shields that protect the main body and also provide some measure of protection for accompanying ground troops. A tail made from that of an EIR-13 Gargoyle Manned Robot is tipped with a Gargoyle Blast Mace. The whole is carried on modified Forager robot legs that limit the Warmount’s mobility somewhat(the Forager legs are not articulated for climbing, restricting the Cernasaur to level ground for the most part). The Cernasaur retains the amphibious capabilities of its Landcrab ancestor, however, and can swim along the surface, or crawl along the bottom(at some fairly deep depths).
The Cernasaur features both an enclosed cockpit pod for its rider and an internal cargo compartment that can carry passengers. With an optional faux skinning of ‘realistic’ synthetic hide, this arguably makes the Cernasaur a particularly well-armed and armored Maskirovan. Even with all these flourishes, however, the Cernasaur still comes off as a realistic ‘budget’ warmount that can be produced in quantity, and far easier than the massive Multitorpid.
The first Cernasaurs were built using original parts by the Horrorwoods. Early field trials against the Splugorth and Infernals in the American South showed it to be a good, if hardly spectacular, line fighter, bulwarking faster Warmounts such as the concept-similar Thunderbeetle.
Despite being a Clan Gothec design, the Cernasaur is more commonly found in the ranks of the Horrorwoods, and has only recently appeared in small numbers in Clan Gothec’s ranks(the Gothecs are leary of revealing the extent of their technological prowess and capabilities to NGR military intelligence, and thus rarely field large armored formations openly). Both the Bloodriders and the Skullcrushers have acquired a few as well.
Type: EcoS-K-119 Cernasaur
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger in the saddle pod. The internal cargo space can carry up to 8 human-sized passengers in some comfort, or 4 Shemarrian-sized humanoids.
MDC/Armor by Location:
Main Body 650
Reinforced Cabin Pod 200
Head 250
Particle Beam Horns(2) 200 each
Head Shields(2) 160 each*
Legs(4) 200 each
Tail 100
Blast Mace 110
Blast Mace Chain Line 50
“Shots on the main body coming from the front of the warmount have a 40% chance of hitting one of the head shields instead
Height: 10 ft
Width: 11 ft
Length: 30 ft, plus tail adds another 20 ft
Weight: 18 tons
Cargo: Small space inside the saddle-pod for a few personal possessions and sidearms. The internal cargo space can hold up to 6 tons
Physical Strength: Equivalent to Robotic P.S. of 60
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 60 MPH
(Leaping) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 MPH on the surface, or run along the bottom at 15 MPH. Maximum depth tolerance of 1,000 ft(300 ft if carrying un-augmented passengers)
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL Cernasaurs have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.
*Ground Seismic Probes---Housed in the feet are ground microphones capable of picking up vibrations transmitted through the ground. In passive mode, the Ground Sensors can be used to 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.
Weapons Systems:
1) Eye Lasers(2)---Standard Shemarrian warmount eye-lasers.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Mouth Plasma Ejector--Inside the mouth was what originally meant to be a WR-19 Plasma Ejector, but this has subsequently been modified for an area of effect fan-blast, and deuterium ‘hotshot’ capability.
Range: 1,600 ft
Damage: 5d6 MD direct blast, or can do an area of effect ‘fan-blast’ that does 3d6 MD to a 15 ft wide area.
Can also do enhanced ‘hot shots’ where refined deuterium is injected into the plasma stream, doing 50% more damage per blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Carries enough deuterium for 80 enhanced blasts, or, if the cargo space is converted into internal tankage; 500 blasts.
3) Particle Beam Horns(2)---Each horn of the Cernasaur is a powerful particle beam cannon. They can target independently of each other, or target the same target and fire in synch.
Range: 2,000 ft
Damage: 2d4x10 MD per single blast, 4d4x10 MD for a simultaneous double blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Blast Mace Tail ---The spiked tail is outfitted to deliver an energized concussive blast on impact, in addition to normal kinetic damage. The blast mace tail can be further reeled out at the end of an armored chain-cable for extra reach, though this is rarely done in the face of heavy opposition, as the chain can be fairly easily snipped through and the mace lost.
Range: Melee. The chain-cable can spin out an extra 10 ft
Damage: +3d6 MD, plus electroshock damage; SDC beings will be fried on contact, those in EBA or power armor have a 40% chance of losing targeting, radar, or communications for 1d4 melees, and megadamage organic victims lose initiative and 1 APM per each strike of the mace-tail, plus will be -2 to strike, dodge, and parry for the rest of that melee.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Monstrex.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Cernasaur intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +4 (+4 w/ ranged weaponry)
Parry +3 with horns, +4 with tail.
Roll +4
Pull +2
Bite 3d6 MD
Head Butt 2d4 MD
Horn Gore 4d6 MD
Kick 1d6 MD
Stomp 2d4 MD
Body/Block/Ram 4d6 MD
Tail Lash 4d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Cernasaur an aura and behavior more befitting a sentient being than a robot. Cernasaurs tend to behave like large herd animals; normally placid and working well in groups, but instantly alert to predators, and fiercely aggressive on the defensive. One Wayfinder traveler compared the general temperament of agitated Cernasaurs as being similar to that of Cape Buffalo
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Options:
*Faux Skin---The Cernasaur can be covered in a fake hide that makes the warmount more closely resemble a living alien dinosaur. The extra covering adds 100 MDC to the main body, 40 MDC to the legs and tail, and 50 MDC to the head, but if 50% or more damage is done to the skinning, the holes and rents will reveal the warmount beneath. Many Gothecs like to get around this revealed deception by riding obviously ‘cyborged’ Cernsaurs when traveling in caravan, but fully disguised Cernasaurs are often used for more covert travel in the wilds of Europe.
*Head Shield Mini-missiles---Copying the TX-002 Heavy Weapon Shield, the Cernasaur’s head shields now incorporate mini-missile launchers, with a total of 30 mini-missiles per shield.
*Backplate Shield Mini-missiles---Aping stegosaurs, this option fits the flanks and spine of the Cernasaur with multiple TX-002 Heavy Weapon Shield-inspired armored mini-missile launchers. Each flank can be fitted with three plates(+480 each side for a total of +960 MDC to the main body), plus four spinal plates(actually eight shields paired back to back), each 320 MDC, so the armored up warmount can deliver a broadside of 210 mini-missiles(420 total!). However, the added encumbrance of this appliqué armor/armament reduces top speed by 30%, and the warmount cannot swim(can still run along the bottom). Cernasaurs so fitted are nicknamed ‘chundas’ or ‘screaming cows’, supposedly from the thundering sound of their missiles volleying.
Variants:
*EcoS-K-119BHw ---Up-gunned ‘atom smasher’ variant that installs a more powerful particle cyclotron in the internal cargo space, and modifies the particle cannon for greater range and power. There is some indication that this was a configuration intended by Clan Gothec from the beginning, but they lacked the technology to carry it out, expecting one of the more advanced Tribes to have it...and indeed, the Horrorwoods do.
Range: 9,000 ft
Damage: 3d6x10 MD per single blast, 6d6x10 MD for a simultaneous double blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
*EcoS-K-119Br---Three Cernsaurs in Bloodrider service have been modified with a skinning of thermal refractory armor plating; heat- and plasma-based attacks do only 1/3 their normal damage.
*EcoS-K-119Sc---One Cernasaur in Skullcrusher service has already been modified with a second pair of horns, each holding a grenade launcher; range of 5,000 ft, (fragmentation) 4d6 MD to a 6 ft radius or (armor-piercing)1d4x10 MD to a 1.5 ft radius per single grenade(can fire bursts of 5-10 grenades), and each horn has a 100 shot ammo drum supplying it.
(aka ‘nukasaur’, ‘panzerdrakon’)
<<“Group of brodkil diehards coming up on the flanks of that panzergrenadier position. The teutons are naked on that side; the brodkil are going to carve through them if something isn’t done and now. Advise?”>>
<“Commit all our sauroids to shoring up the NGR’s flank. No point in saving our nukas for later. We’re going to have to fight our way through the brodkil anyway, maybe this way between us and the teuts we can bleed the demons down enough to make it easier. I’m SURE the oberst is going to have questions afterwards about where we got the heavy iron, but let’s see if our design works as good in open combat as the Horrorwoods have been telling us.”>
Another Clan Gothec-designed Warmount that was ultimately produced by another Tribe, the Cernasaur is more of a rank-and-file ‘spear carrier’ warmount for the average clan warriors, after the extravagance that was the giant EcoS-K-118 Multitorpid. The introduction of the Cernasaur also shows that Clan Gothec is emulating other fringe clans like the Motrons, Vespans, and Aurora Warriors in creating and effectively selling(or subcontracting) designs that they themselves cannot currently produce or use, to other tribes that can.
Freed by the use of internal simulations, instead of laboriously fabricating prototypes from hard to acquire salvage, the Cernasaur shows evidence of Clan Gothec running free with the spare parts bin. The Cernasaur is based on the main body of a Triax Landcrab robot, with particle beam cannon taken from the same, only mounted in an armored head further fitted with large flange shields that protect the main body and also provide some measure of protection for accompanying ground troops. A tail made from that of an EIR-13 Gargoyle Manned Robot is tipped with a Gargoyle Blast Mace. The whole is carried on modified Forager robot legs that limit the Warmount’s mobility somewhat(the Forager legs are not articulated for climbing, restricting the Cernasaur to level ground for the most part). The Cernasaur retains the amphibious capabilities of its Landcrab ancestor, however, and can swim along the surface, or crawl along the bottom(at some fairly deep depths).
The Cernasaur features both an enclosed cockpit pod for its rider and an internal cargo compartment that can carry passengers. With an optional faux skinning of ‘realistic’ synthetic hide, this arguably makes the Cernasaur a particularly well-armed and armored Maskirovan. Even with all these flourishes, however, the Cernasaur still comes off as a realistic ‘budget’ warmount that can be produced in quantity, and far easier than the massive Multitorpid.
The first Cernasaurs were built using original parts by the Horrorwoods. Early field trials against the Splugorth and Infernals in the American South showed it to be a good, if hardly spectacular, line fighter, bulwarking faster Warmounts such as the concept-similar Thunderbeetle.
Despite being a Clan Gothec design, the Cernasaur is more commonly found in the ranks of the Horrorwoods, and has only recently appeared in small numbers in Clan Gothec’s ranks(the Gothecs are leary of revealing the extent of their technological prowess and capabilities to NGR military intelligence, and thus rarely field large armored formations openly). Both the Bloodriders and the Skullcrushers have acquired a few as well.
Type: EcoS-K-119 Cernasaur
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger in the saddle pod. The internal cargo space can carry up to 8 human-sized passengers in some comfort, or 4 Shemarrian-sized humanoids.
MDC/Armor by Location:
Main Body 650
Reinforced Cabin Pod 200
Head 250
Particle Beam Horns(2) 200 each
Head Shields(2) 160 each*
Legs(4) 200 each
Tail 100
Blast Mace 110
Blast Mace Chain Line 50
“Shots on the main body coming from the front of the warmount have a 40% chance of hitting one of the head shields instead
Height: 10 ft
Width: 11 ft
Length: 30 ft, plus tail adds another 20 ft
Weight: 18 tons
Cargo: Small space inside the saddle-pod for a few personal possessions and sidearms. The internal cargo space can hold up to 6 tons
Physical Strength: Equivalent to Robotic P.S. of 60
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 60 MPH
(Leaping) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 MPH on the surface, or run along the bottom at 15 MPH. Maximum depth tolerance of 1,000 ft(300 ft if carrying un-augmented passengers)
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL Cernasaurs have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.
*Ground Seismic Probes---Housed in the feet are ground microphones capable of picking up vibrations transmitted through the ground. In passive mode, the Ground Sensors can be used to 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.
Weapons Systems:
1) Eye Lasers(2)---Standard Shemarrian warmount eye-lasers.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Mouth Plasma Ejector--Inside the mouth was what originally meant to be a WR-19 Plasma Ejector, but this has subsequently been modified for an area of effect fan-blast, and deuterium ‘hotshot’ capability.
Range: 1,600 ft
Damage: 5d6 MD direct blast, or can do an area of effect ‘fan-blast’ that does 3d6 MD to a 15 ft wide area.
Can also do enhanced ‘hot shots’ where refined deuterium is injected into the plasma stream, doing 50% more damage per blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Carries enough deuterium for 80 enhanced blasts, or, if the cargo space is converted into internal tankage; 500 blasts.
3) Particle Beam Horns(2)---Each horn of the Cernasaur is a powerful particle beam cannon. They can target independently of each other, or target the same target and fire in synch.
Range: 2,000 ft
Damage: 2d4x10 MD per single blast, 4d4x10 MD for a simultaneous double blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Blast Mace Tail ---The spiked tail is outfitted to deliver an energized concussive blast on impact, in addition to normal kinetic damage. The blast mace tail can be further reeled out at the end of an armored chain-cable for extra reach, though this is rarely done in the face of heavy opposition, as the chain can be fairly easily snipped through and the mace lost.
Range: Melee. The chain-cable can spin out an extra 10 ft
Damage: +3d6 MD, plus electroshock damage; SDC beings will be fried on contact, those in EBA or power armor have a 40% chance of losing targeting, radar, or communications for 1d4 melees, and megadamage organic victims lose initiative and 1 APM per each strike of the mace-tail, plus will be -2 to strike, dodge, and parry for the rest of that melee.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Monstrex.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Cernasaur intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +4 (+4 w/ ranged weaponry)
Parry +3 with horns, +4 with tail.
Roll +4
Pull +2
Bite 3d6 MD
Head Butt 2d4 MD
Horn Gore 4d6 MD
Kick 1d6 MD
Stomp 2d4 MD
Body/Block/Ram 4d6 MD
Tail Lash 4d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Cernasaur an aura and behavior more befitting a sentient being than a robot. Cernasaurs tend to behave like large herd animals; normally placid and working well in groups, but instantly alert to predators, and fiercely aggressive on the defensive. One Wayfinder traveler compared the general temperament of agitated Cernasaurs as being similar to that of Cape Buffalo
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Options:
*Faux Skin---The Cernasaur can be covered in a fake hide that makes the warmount more closely resemble a living alien dinosaur. The extra covering adds 100 MDC to the main body, 40 MDC to the legs and tail, and 50 MDC to the head, but if 50% or more damage is done to the skinning, the holes and rents will reveal the warmount beneath. Many Gothecs like to get around this revealed deception by riding obviously ‘cyborged’ Cernsaurs when traveling in caravan, but fully disguised Cernasaurs are often used for more covert travel in the wilds of Europe.
*Head Shield Mini-missiles---Copying the TX-002 Heavy Weapon Shield, the Cernasaur’s head shields now incorporate mini-missile launchers, with a total of 30 mini-missiles per shield.
*Backplate Shield Mini-missiles---Aping stegosaurs, this option fits the flanks and spine of the Cernasaur with multiple TX-002 Heavy Weapon Shield-inspired armored mini-missile launchers. Each flank can be fitted with three plates(+480 each side for a total of +960 MDC to the main body), plus four spinal plates(actually eight shields paired back to back), each 320 MDC, so the armored up warmount can deliver a broadside of 210 mini-missiles(420 total!). However, the added encumbrance of this appliqué armor/armament reduces top speed by 30%, and the warmount cannot swim(can still run along the bottom). Cernasaurs so fitted are nicknamed ‘chundas’ or ‘screaming cows’, supposedly from the thundering sound of their missiles volleying.
Variants:
*EcoS-K-119BHw ---Up-gunned ‘atom smasher’ variant that installs a more powerful particle cyclotron in the internal cargo space, and modifies the particle cannon for greater range and power. There is some indication that this was a configuration intended by Clan Gothec from the beginning, but they lacked the technology to carry it out, expecting one of the more advanced Tribes to have it...and indeed, the Horrorwoods do.
Range: 9,000 ft
Damage: 3d6x10 MD per single blast, 6d6x10 MD for a simultaneous double blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
*EcoS-K-119Br---Three Cernsaurs in Bloodrider service have been modified with a skinning of thermal refractory armor plating; heat- and plasma-based attacks do only 1/3 their normal damage.
*EcoS-K-119Sc---One Cernasaur in Skullcrusher service has already been modified with a second pair of horns, each holding a grenade launcher; range of 5,000 ft, (fragmentation) 4d6 MD to a 6 ft radius or (armor-piercing)1d4x10 MD to a 1.5 ft radius per single grenade(can fire bursts of 5-10 grenades), and each horn has a 100 shot ammo drum supplying it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Kishins---NeShemar Cyborgs(Clan Shinden)
“The Kishins and the Shindenko are evidence that those of Clan Shinden are interested in moving from being observers on the edges of the societies of the Nihon lands, to being more active participants in the future of the region. The Kishins seem poised to be the mothers of a new generation of HEROES to set loose on the islands.”
---Wayfinder Brenella Farwindswalker, Tribal liaison to Clan Shinden
-“I am Hirai Nao, daughter of Hirai Dogen and Hirai Onshi, former loyal eighth generation ninja of Clan Taiga, before my family was betrayed and I was almost murdered! I live on, in new flesh, stronger and more resilient than that which was poisoned by an honorless leigelord! My family lives on in me and in the next generation I will birth, my sword reforged to serve my new masters in Clan Shinden, the sword I will pass, in time, to my children, who will carry the Hirai name forward, over the bodies of the treacherous Taiga! “-
“...must be the pregnancy hormones....”
---Anonymous Republic of Japan soldier upon seeing a heavily pregnant EShemar Kishin effortlessly pick up and repeatedly piledriver body-slam an oni reaver into and through a house’s stone flooring.
In the eyes of many, the Kishins are either the result of Clan Shinden’s dedication to the Eastern high regard of family(and motherhood), or of Clan Shinden’s desire to out-’mad science’ their sister EShemar clans. It is variously rumored that the Kishins were developed with the assistance of rogue scientists driven out of the Republic, mad mages driven out of the Empire, alien technology scavenged from Gene Splicers, the intervention of the Japanese gods, the providence of a mysterious EShemar goddess, or some combination of all of the previous.
The Kishins are cyberhumanoid-frame reconstructions of young Japanese women rescued by Clan Shinden from the many monsters and lawless war bands roaming the regions of Japan outside the central kingdoms(the Republic, the Empire, Otomo, and Takamatsu). The Kishin often come from rural areas of Japan, and they suffered traumatic injury before being Remade by the EShemar Shindenites, who have taken to prowling the more remote areas of the Japanese islands as wandering champions. Most Kishins of such origins subsequently have little memory of their pre-Remaking lives, but a few do, though they have transferred their loyalties to Clan Shinden.
The new cyborg bodies of the Kishin reconstructs are lighter, more advanced, and more lifelike than those available to even advanced nations such as Ichto, in part due to the EShemars’ superior knowledge of nanotechnology. The crowning aspect of the Kishin body is the inclusion of a fully functional uterus(or uterus-device) that allows the cyborg to conceive and bear viable children to term. Unlike a Progen chamber or Innannan ‘iron wombs’, the Kishin apparatus doesn’t produce fully mature androids or cyborgs, but births normally-maturing children...albeit children already touched by cyborg nanite-symbosis. These children grow in symbiotic relationship with a seed nanite colony that alters and empowers them as they grow older. The first Kishin-born Shindenko were fathered by full conversion cyborg NeShemar of Clan Shinden(which further anchored the loyalty of many former ronin cybersamuri to the new clan-fringe tribe).
Besides producing superpowered children, Kishin conversion also reduces the vulnerability of expectant mothers. Aside from a growing off-center center of gravity, changing clothing size requirements, and a diet heavy in metals and otherwise poisonous minerals, most Kishins are hardly inconvenienced by their pregnancies at all.
Kishins are NOT constantly-pregnant ‘baby factories’(or, as one Wayfinder vaguely alluded, ‘aoxtal tanks’) and have lives of their own, albeit in support roles as NeShemar, but most tend to favor large families(as most Kishins have their origins in destroyed villages and wiped-out families, this may be a psychological response to their loss), and professions such as teachers and daycare nurturers, overseeing Clan Shinden’s NeShemar family crèches. Some have notably become priestesses of such goddesses as Kishi-Bojin or Kishimo-jin(for either of whom the Kisihins are arguably named). Kishins normally do not engage in combat, but as NeShemar, they are expected to be able to defend the tribe and its assets, and in this, the cyborg attributes of the Kishin serve them well(a Kishin defending her children is a force to be reckoned with). Among Clan Shinden, the Kishins are well-regarded and treated with considerable respect and adoration as nurturers.
Type: NeShemar Kishin
Class: Full conversion Borg, cyberhumanoid
Crew: One volunteer(although given the state of which many ‘volunteers’ come to the Kishin project, this is arguable).
Minimal Requirements: None; Kishi recruits are mainly younger human women or girls rescued from the edge of death by the EShemar, so the former are not generally in the best of shape physically or mentally. Cyborg conversion and behavior modification tends to take care of the most glaring problems.
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 70 each
Legs(2) 75 each
*Head 70
**Main Body 150
*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.
Note: Kishins CAN wear body armor; most wear armored robes in the course of their daily activities.
Speed:
Running: 80 mph max . 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 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: Kishins CAN swim
Statistical Data:
Average Height: 5.5-6 ft
Width: 1.3 ft at shoulders
Length: 8-9 inches
Weight: 200 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 20, PP. 20, and generally a high P.B.(the EShemar like to pretty up their NeShemar, especially after the conditions they normally find them in).
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use standard Cyberhumanoid OCC. Most Kishin converts hail from backwoods villages and communities, but have subsequently received a more comprehensive education and training opportunities as part of their induction/indoctrination into Clan Shinden’s ranks.
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.
Special Features:
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.
*Internal BioMonitor---Besides the standard self-diagnostics, the Kishin can get detailed feedback from their reproductive system, which allows them to determine the continued good health of the fetus, likely birth characteristics and its gender from a very early stage of development.
*Cyborg Uterus(‘cyterus’)--- Full conversion cyborg fertility is a miracle, as embodied in the Kishin. This system doesn’t necessarily need fallopian tubes and fertile eggs to work; it just needs some genetic material from the two parents-to-be to work. This has the advantage of not being susceptible to age/menopause for pregnancy viability(in other words, the cyborg can turn her fertility off and on throughout her extended life span), though the cyterus requires at least 48 hours to prepare for an active pregnancy cycle.
Weapons Systems: None standard, although they can accept the same cybernetic/bionic weapons systems as regular ‘hidden cyborg’ cyberhumanoids, with an emphasis on concealed weapons.
Hand to Hand Combat
Restrained Punch 1d6+9 SDC
Full Strength Punch 3d6+9 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+9 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD
Shindenko---’The Children of the Magnificent Lightning’
“ If you think the Shindenites are wild, wait until you meet the KIDS.”
“Children! Either let the kappa go or finish it off! Quit playing with it already!”
The Shindenko are the children born of the Kishins. Shindenko are born as seemingly normal human children, save for a distinguishing metallic or bioluminescent birthmark. They grow up as normal, save perhaps for seeming to be slightly tougher(double the SDC for their age), bounce back from injuries and illness faster(heal/recover twice as fast, and double bonuses for saving vs disease and ingested toxins), immunity to heavy metal poisoning(such as lead and arsenic) and are more agile(+1 to P.P. and +1d4 to Speed), but the real changes start when they hit puberty, and the nanites replicating inside them go into overdrive, transforming them and granting them their full adult powers. These powers effectively make the Shindenko equal to bo-borgs, ranging in power from speedsters to tech-hackers to super-strong brawlers. If (or when) they find out about the Shindenko, major ninja clans would KILL to get hold of them to add to their own forces.
The process of Shindenko-progeneration is not always exact, with varying results, but several distinctive types of augmented children are produced. All are collectively known as the Shindenko.
(As of the posting of this datafile, the first generation of Shindenko are reaching puberty)
01-15% ---Ginseiko---’Silver Children’---These children are, for all intents and purposes, Splicers Techno-Jackers, individuals with a predilection for highjacking control of nanotechnology and robotics. Outside the Splicers’ setting, without the ambient Metal Plague to draw upon, their nanite abilities are somewhat curtailed, but they can still affect nanotech systems such as Japanese (and Three Galaxies T’zee) ‘dissolver’ nanotech weapons(they do no damage to the Ginseiko), and cyborg and EShemar nanite repair systems(can stop them dead or juice them up to be 25% more effective/faster).
16-30% ---Ogonko---’Gold Children’---These Shindenko manifest great strength and physical resilience. Both men and women acquire densely muscled builds and weigh 25% proportionately more than a normal human being, due to their dense muscles and reinforced bone structure. Ogonko also acquire a sparkling skin scale and tan tone to their appearance, earning them their ‘golden’ title. Even at a young age, some Ogonko have already earned reputations as ‘oni slayers’ or ‘monster wrestlers’.
--Extraordinary Physical Endurance(Minor)--- Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Impervious to Light & Lasers---The glittering skin of the Ogonko protects them against lasers(do NO damage), including magic lasers. Their eyes, which also take on an amber or gold cast, cannot be blinded by bright lights or lasers either.
-Superhuman Strength---- Ogonko start building super-dense musculature just before puberty, and grow into heavyweight powerhouses: +20+2d4 to P.S., and counts as Robotic.
-Healing Factor---The nanites in the Ogonko blood and their toughened organs are very good at healing up injuries:
+2d4 P.E., +2d6+6 Hit Points, +25 SDC(translate both into MDC), +20% save vs coma/death, +3 save vs magic, poisons, and toxins, +3 save vs psionic attacks, recovers 3 ADC/MDC every 10 minutes, can twice per day ‘superheal’ 4d6 hit points/MDC. Does NOT fatigue. Fire and cold do HALF damage, and those drugs and poisons that the Ogonko cannot save against, do only 1/3 effect/damage. Doesn’t scar either, and broken bones heal completely, in 1/10 the time.
31-60%---Hosekiko---’Jewel Children’--- These Shindenko are characterized by having crystalline growths in their skulls and forearms, as well as crystalline eyes. They can project powerful chemical laser beams and have incredible eyesight.
--Extraordinary Physical Endurance(Minor)--- Same as for the Ogonko. Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Energy Expulsion: Light----Can fire blasts of laser energy from their arms or foreheads. Effective range of 600 ft, damage ranges from 2d6 SDC- 2d6 MD, +1d6 per level of experience. Can also emit a blinding flash at 10 ft of range, similar to a Binding Flash spell. +3 to strike on a called shot, +1 shooting wild.
-Advanced Sight---Clear vision of 2 miles plus 1 mile per level of experience, perfect night vision, and can can see in both the ultraviolet and infrared ends of the spectrum. The Hosekiko can also NOT be rendered blind.
-Body Weapons---- Hosekiko can extend crystalline blades or spikes from their fingers or forearms..1d4 SDC/MD for a finger blade, 1d6 MD for a forearm blade.
61-80%---Joiginko---’Mercury Children’, sometimes called ‘nijiko’ or ‘rainbow children’. These individuals develop a shiny film on their skin that distorts light around them.
--Extraordinary Physical Endurance(Minor)--- Same as for the Ogonko. Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Increased Physical Agility and Dexterity--- Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity.
-Bend Light---Can refract light around themselves; can separate light around them into its separate bands(the rainbow effect) or even create a ‘blank spot’ in specific wavelengths such as infrared. Can also attempt to parry, ar +3, laser beams and other light beams, and even deflect/redirect them(no bonus to attempt to hit a specific target). Unlike the Minor superpower, the Joiginko CANNOT create an area of effect bubble for this power; it applies only to themselves.
-Blur----The Joiginko can bend light such that they appear as a blur. This is unlike the HU Minor superpower in that this is optical manipulation, rather than vibratory.
Standing still, the Joiginko’s exact features cannot be made out, and opponents trying to fight them hand to hand are -3 to strike, parry, and dodge. Attempting to snipe at a Joiginko from long range imposes a -4 to strike, and when the Joiginko starts moving, the effect gets even worse. The faster the Joiginko moves, the greater the distortion; at speeds of 3 or less, no bonus(besides baseline), 4-10; -1 to strike the Joiginko, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike. Video surveillance will show the person only as a blur.
81-00%---Inzaumako ---’Lightning Children’, so named for their amped-up nervous systems that give them incredibly fast reflexes. Their nanite enhancements also make them incredibly proficient at mental calculations
--Extraordinary Physical Endurance(Minor)--- Same as for the Ogonko. Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
--Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +1 APM, +2d4 Speed, +3 Automatic Dodge
--Sidestep--+8 automatic dodge(total of +11!)(but only +3 to dodge bullets and energy blasts).
-Increased Physical Agility and Dexterity--- Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, W.P. Paired Weapons, and +5% to physical skills requiring physical dexterity.
-Uncanny Targeting and Throwing---Can throw any weapon intended for throwing at +2 to strike, and at twice the normal range for that weapon. Can also throw or fire a weapon while in motion, without penalty. Can also throw two projectiles simultaneously at the same target or at two different targets, without penalty and using only one attack for the action. Can also parry or dodge projectiles(including bullets) at +2 to parry/dodge.
-Mental Calculators----Inzaumako automatically get Basic Math at +25%, and a +20% to mathematics skills(including Physics) they take, and a +10% to any computer skills.
-Multi-Tasking---Inzaumako can carry out two tasks simultaneously, such as verbally relaying a conversation while typing out another exchange, as long as they don’t contradict or interfere with each other.
“The Kishins and the Shindenko are evidence that those of Clan Shinden are interested in moving from being observers on the edges of the societies of the Nihon lands, to being more active participants in the future of the region. The Kishins seem poised to be the mothers of a new generation of HEROES to set loose on the islands.”
---Wayfinder Brenella Farwindswalker, Tribal liaison to Clan Shinden
-“I am Hirai Nao, daughter of Hirai Dogen and Hirai Onshi, former loyal eighth generation ninja of Clan Taiga, before my family was betrayed and I was almost murdered! I live on, in new flesh, stronger and more resilient than that which was poisoned by an honorless leigelord! My family lives on in me and in the next generation I will birth, my sword reforged to serve my new masters in Clan Shinden, the sword I will pass, in time, to my children, who will carry the Hirai name forward, over the bodies of the treacherous Taiga! “-
“...must be the pregnancy hormones....”
---Anonymous Republic of Japan soldier upon seeing a heavily pregnant EShemar Kishin effortlessly pick up and repeatedly piledriver body-slam an oni reaver into and through a house’s stone flooring.
In the eyes of many, the Kishins are either the result of Clan Shinden’s dedication to the Eastern high regard of family(and motherhood), or of Clan Shinden’s desire to out-’mad science’ their sister EShemar clans. It is variously rumored that the Kishins were developed with the assistance of rogue scientists driven out of the Republic, mad mages driven out of the Empire, alien technology scavenged from Gene Splicers, the intervention of the Japanese gods, the providence of a mysterious EShemar goddess, or some combination of all of the previous.
The Kishins are cyberhumanoid-frame reconstructions of young Japanese women rescued by Clan Shinden from the many monsters and lawless war bands roaming the regions of Japan outside the central kingdoms(the Republic, the Empire, Otomo, and Takamatsu). The Kishin often come from rural areas of Japan, and they suffered traumatic injury before being Remade by the EShemar Shindenites, who have taken to prowling the more remote areas of the Japanese islands as wandering champions. Most Kishins of such origins subsequently have little memory of their pre-Remaking lives, but a few do, though they have transferred their loyalties to Clan Shinden.
The new cyborg bodies of the Kishin reconstructs are lighter, more advanced, and more lifelike than those available to even advanced nations such as Ichto, in part due to the EShemars’ superior knowledge of nanotechnology. The crowning aspect of the Kishin body is the inclusion of a fully functional uterus(or uterus-device) that allows the cyborg to conceive and bear viable children to term. Unlike a Progen chamber or Innannan ‘iron wombs’, the Kishin apparatus doesn’t produce fully mature androids or cyborgs, but births normally-maturing children...albeit children already touched by cyborg nanite-symbosis. These children grow in symbiotic relationship with a seed nanite colony that alters and empowers them as they grow older. The first Kishin-born Shindenko were fathered by full conversion cyborg NeShemar of Clan Shinden(which further anchored the loyalty of many former ronin cybersamuri to the new clan-fringe tribe).
Besides producing superpowered children, Kishin conversion also reduces the vulnerability of expectant mothers. Aside from a growing off-center center of gravity, changing clothing size requirements, and a diet heavy in metals and otherwise poisonous minerals, most Kishins are hardly inconvenienced by their pregnancies at all.
Kishins are NOT constantly-pregnant ‘baby factories’(or, as one Wayfinder vaguely alluded, ‘aoxtal tanks’) and have lives of their own, albeit in support roles as NeShemar, but most tend to favor large families(as most Kishins have their origins in destroyed villages and wiped-out families, this may be a psychological response to their loss), and professions such as teachers and daycare nurturers, overseeing Clan Shinden’s NeShemar family crèches. Some have notably become priestesses of such goddesses as Kishi-Bojin or Kishimo-jin(for either of whom the Kisihins are arguably named). Kishins normally do not engage in combat, but as NeShemar, they are expected to be able to defend the tribe and its assets, and in this, the cyborg attributes of the Kishin serve them well(a Kishin defending her children is a force to be reckoned with). Among Clan Shinden, the Kishins are well-regarded and treated with considerable respect and adoration as nurturers.
Type: NeShemar Kishin
Class: Full conversion Borg, cyberhumanoid
Crew: One volunteer(although given the state of which many ‘volunteers’ come to the Kishin project, this is arguable).
Minimal Requirements: None; Kishi recruits are mainly younger human women or girls rescued from the edge of death by the EShemar, so the former are not generally in the best of shape physically or mentally. Cyborg conversion and behavior modification tends to take care of the most glaring problems.
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 70 each
Legs(2) 75 each
*Head 70
**Main Body 150
*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.
Note: Kishins CAN wear body armor; most wear armored robes in the course of their daily activities.
Speed:
Running: 80 mph max . 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 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: Kishins CAN swim
Statistical Data:
Average Height: 5.5-6 ft
Width: 1.3 ft at shoulders
Length: 8-9 inches
Weight: 200 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 20, PP. 20, and generally a high P.B.(the EShemar like to pretty up their NeShemar, especially after the conditions they normally find them in).
Bonuses: Standard cyborg bonuses of +3 save vs magic, +5 vs possession, impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%
Special Skills/Training---Use standard Cyberhumanoid OCC. Most Kishin converts hail from backwoods villages and communities, but have subsequently received a more comprehensive education and training opportunities as part of their induction/indoctrination into Clan Shinden’s ranks.
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.
Special Features:
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.
*Internal BioMonitor---Besides the standard self-diagnostics, the Kishin can get detailed feedback from their reproductive system, which allows them to determine the continued good health of the fetus, likely birth characteristics and its gender from a very early stage of development.
*Cyborg Uterus(‘cyterus’)--- Full conversion cyborg fertility is a miracle, as embodied in the Kishin. This system doesn’t necessarily need fallopian tubes and fertile eggs to work; it just needs some genetic material from the two parents-to-be to work. This has the advantage of not being susceptible to age/menopause for pregnancy viability(in other words, the cyborg can turn her fertility off and on throughout her extended life span), though the cyterus requires at least 48 hours to prepare for an active pregnancy cycle.
Weapons Systems: None standard, although they can accept the same cybernetic/bionic weapons systems as regular ‘hidden cyborg’ cyberhumanoids, with an emphasis on concealed weapons.
Hand to Hand Combat
Restrained Punch 1d6+9 SDC
Full Strength Punch 3d6+9 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+9 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD
Shindenko---’The Children of the Magnificent Lightning’
“ If you think the Shindenites are wild, wait until you meet the KIDS.”
“Children! Either let the kappa go or finish it off! Quit playing with it already!”
The Shindenko are the children born of the Kishins. Shindenko are born as seemingly normal human children, save for a distinguishing metallic or bioluminescent birthmark. They grow up as normal, save perhaps for seeming to be slightly tougher(double the SDC for their age), bounce back from injuries and illness faster(heal/recover twice as fast, and double bonuses for saving vs disease and ingested toxins), immunity to heavy metal poisoning(such as lead and arsenic) and are more agile(+1 to P.P. and +1d4 to Speed), but the real changes start when they hit puberty, and the nanites replicating inside them go into overdrive, transforming them and granting them their full adult powers. These powers effectively make the Shindenko equal to bo-borgs, ranging in power from speedsters to tech-hackers to super-strong brawlers. If (or when) they find out about the Shindenko, major ninja clans would KILL to get hold of them to add to their own forces.
The process of Shindenko-progeneration is not always exact, with varying results, but several distinctive types of augmented children are produced. All are collectively known as the Shindenko.
(As of the posting of this datafile, the first generation of Shindenko are reaching puberty)
01-15% ---Ginseiko---’Silver Children’---These children are, for all intents and purposes, Splicers Techno-Jackers, individuals with a predilection for highjacking control of nanotechnology and robotics. Outside the Splicers’ setting, without the ambient Metal Plague to draw upon, their nanite abilities are somewhat curtailed, but they can still affect nanotech systems such as Japanese (and Three Galaxies T’zee) ‘dissolver’ nanotech weapons(they do no damage to the Ginseiko), and cyborg and EShemar nanite repair systems(can stop them dead or juice them up to be 25% more effective/faster).
16-30% ---Ogonko---’Gold Children’---These Shindenko manifest great strength and physical resilience. Both men and women acquire densely muscled builds and weigh 25% proportionately more than a normal human being, due to their dense muscles and reinforced bone structure. Ogonko also acquire a sparkling skin scale and tan tone to their appearance, earning them their ‘golden’ title. Even at a young age, some Ogonko have already earned reputations as ‘oni slayers’ or ‘monster wrestlers’.
--Extraordinary Physical Endurance(Minor)--- Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Impervious to Light & Lasers---The glittering skin of the Ogonko protects them against lasers(do NO damage), including magic lasers. Their eyes, which also take on an amber or gold cast, cannot be blinded by bright lights or lasers either.
-Superhuman Strength---- Ogonko start building super-dense musculature just before puberty, and grow into heavyweight powerhouses: +20+2d4 to P.S., and counts as Robotic.
-Healing Factor---The nanites in the Ogonko blood and their toughened organs are very good at healing up injuries:
+2d4 P.E., +2d6+6 Hit Points, +25 SDC(translate both into MDC), +20% save vs coma/death, +3 save vs magic, poisons, and toxins, +3 save vs psionic attacks, recovers 3 ADC/MDC every 10 minutes, can twice per day ‘superheal’ 4d6 hit points/MDC. Does NOT fatigue. Fire and cold do HALF damage, and those drugs and poisons that the Ogonko cannot save against, do only 1/3 effect/damage. Doesn’t scar either, and broken bones heal completely, in 1/10 the time.
31-60%---Hosekiko---’Jewel Children’--- These Shindenko are characterized by having crystalline growths in their skulls and forearms, as well as crystalline eyes. They can project powerful chemical laser beams and have incredible eyesight.
--Extraordinary Physical Endurance(Minor)--- Same as for the Ogonko. Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Energy Expulsion: Light----Can fire blasts of laser energy from their arms or foreheads. Effective range of 600 ft, damage ranges from 2d6 SDC- 2d6 MD, +1d6 per level of experience. Can also emit a blinding flash at 10 ft of range, similar to a Binding Flash spell. +3 to strike on a called shot, +1 shooting wild.
-Advanced Sight---Clear vision of 2 miles plus 1 mile per level of experience, perfect night vision, and can can see in both the ultraviolet and infrared ends of the spectrum. The Hosekiko can also NOT be rendered blind.
-Body Weapons---- Hosekiko can extend crystalline blades or spikes from their fingers or forearms..1d4 SDC/MD for a finger blade, 1d6 MD for a forearm blade.
61-80%---Joiginko---’Mercury Children’, sometimes called ‘nijiko’ or ‘rainbow children’. These individuals develop a shiny film on their skin that distorts light around them.
--Extraordinary Physical Endurance(Minor)--- Same as for the Ogonko. Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
-Increased Physical Agility and Dexterity--- Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity.
-Bend Light---Can refract light around themselves; can separate light around them into its separate bands(the rainbow effect) or even create a ‘blank spot’ in specific wavelengths such as infrared. Can also attempt to parry, ar +3, laser beams and other light beams, and even deflect/redirect them(no bonus to attempt to hit a specific target). Unlike the Minor superpower, the Joiginko CANNOT create an area of effect bubble for this power; it applies only to themselves.
-Blur----The Joiginko can bend light such that they appear as a blur. This is unlike the HU Minor superpower in that this is optical manipulation, rather than vibratory.
Standing still, the Joiginko’s exact features cannot be made out, and opponents trying to fight them hand to hand are -3 to strike, parry, and dodge. Attempting to snipe at a Joiginko from long range imposes a -4 to strike, and when the Joiginko starts moving, the effect gets even worse. The faster the Joiginko moves, the greater the distortion; at speeds of 3 or less, no bonus(besides baseline), 4-10; -1 to strike the Joiginko, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike. Video surveillance will show the person only as a blur.
81-00%---Inzaumako ---’Lightning Children’, so named for their amped-up nervous systems that give them incredibly fast reflexes. Their nanite enhancements also make them incredibly proficient at mental calculations
--Extraordinary Physical Endurance(Minor)--- Same as for the Ogonko. Shindenko are minor megadamage beings even in human form, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.
-Physical Transformation--- Shindenko tend to be paragons of health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.
--Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +1 APM, +2d4 Speed, +3 Automatic Dodge
--Sidestep--+8 automatic dodge(total of +11!)(but only +3 to dodge bullets and energy blasts).
-Increased Physical Agility and Dexterity--- Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, W.P. Paired Weapons, and +5% to physical skills requiring physical dexterity.
-Uncanny Targeting and Throwing---Can throw any weapon intended for throwing at +2 to strike, and at twice the normal range for that weapon. Can also throw or fire a weapon while in motion, without penalty. Can also throw two projectiles simultaneously at the same target or at two different targets, without penalty and using only one attack for the action. Can also parry or dodge projectiles(including bullets) at +2 to parry/dodge.
-Mental Calculators----Inzaumako automatically get Basic Math at +25%, and a +20% to mathematics skills(including Physics) they take, and a +10% to any computer skills.
-Multi-Tasking---Inzaumako can carry out two tasks simultaneously, such as verbally relaying a conversation while typing out another exchange, as long as they don’t contradict or interfere with each other.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
Nice new additions
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Nice new additions
I should feel ashamed of myself for unleashing such munchkiness, buuuuttttttttt...I'm not.....
Uber-powered young people with ridiculous power levels is par for Japanese animation.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Advanced Cultural Notes: “Churians”
The cell floor was covered with what appeared to be a foot or so of tepid, murk-tinted water...except that water didn’t occasionally ungulate like jelly. Floating face up in the middle of the cell was a single humanoid, eyes staring blankly up through the liquid covering, at the ceiling. The gelid covering seemed to shiver most actively around the prisoner’s head.
The Nahsi Elite smiled at the Nightmare Warchief looking into the cell.
“TGE Guardsman, brought in a week ago. We’ve prepared a false tale of getting cut off from the rest of the expedition and being forced to survive in the wild for several weeks, spiced with plenty of useful tidbits like discovering what’s good and not good to eat on the planet. Underneath it, though? She put up a good fight, but in the end her mind belongs to us. Give us another two weeks, and you’ll have your next inside source on the Empire’s activities in this sector.”
She gazed at the ruin of the imperial fortress as it burned, her memories clear as it was HER communications signal that brought the raiders here, HER hand that powered down the defensive barriers, HER weapons that rendered the main power junction irreparable scrap, HER access codes that opened the gates as she stumbled out of the powered-down and defenseless base complex. HER hands that moved to a different mind, with different intent, as she watched her actions take apart and betray her loyalty oaths.
And it was HER hands that refused to pull the trigger of the pulse pistol she would have used to put an end to her treason. The young legionnaire could only kneel and weep as she watched the imperial base collapse in flames. When she heard the heavy tread of footsteps behind her and felt the touch of metal in the side of her neck, she welcomed the fall of consciousness that followed.
The Lost Eclipse is generally regarded as the EShemar specialists in brainwashing, followed closely by the Sapphire Cobras and the Ghost Riders when it comes to ‘messing with the meat’. So it should come as no great surprise that the Lost Eclipse has been instituting a program of captures and conversions of members of various groups at least borderline antagonistic to the Shemarrian Star Nation. Whether they’re aware of it or not, these converts to the Shemarrian cause are a valuable intelligence asset.
Nicknamed ‘shechurians’ at first(although many are male, but ‘manchurians’ is a dead-giveaway, so they are often just called ‘Churians’), these double-agents are the result of extensive brainwashing. Through the use of advanced psionic, biochemical, genetic, and nanosurgical manipulation, the ex-prisoner now plays host to an additional, perhaps several, implanted personalities under the control of the Shemarrians. Sometimes this is done with the consent of trusted uzari Bondsmen who fear that post-repatriation debriefings by their former employers may reveal the bondsman’s cooperation with their Shemarrian captors, but it is more often done with non-compliant prisoners deemed more useful as double-agents.
The Lost Eclipse’s conversion program is most active in the Thundercloud Galaxy, where potential agents can be out of contact with their original culture for extended durations of time(allowing adequate time for the Lost Eclipse to process and indoctrinate them). The TransGalactic Empire is the largest and most common target of these efforts, although the Golgan Republik’s proxies and some CCW and Indie groups have also been targeted. The Splugorth are also often targeted, but psionic and mystic screenings make cyborged churians harder to re-insert into enemy service, except at the lower echelons, as part of a retinue belonging to an elite infiltrator like a Mirva Elite.
The Shechurian program hasn’t yet managed to place anybody high in an enemy command/social structure(in part due to the likelihood of intense scrutiny of any high-rank official who went missing), but nevertheless the Nightmares consider their efforts a success, claiming hundreds, if not thousands, of sleeper agents placed in the ranks of adversary groups.
The Lost Eclipse is not without compassion, however; a sleeper agent who is recovered by the Nightmares is treated with all the respect and honor of a returning NeShemar. This may be more mind-messing, however, as an unknowing shechurian suddenly realizes that their actions may not have endeared them to their original nation, and that they now have no chance of returning to their service, if they had any loyalty at all to their former employers. Those that DO attempt to return to their former employers, or try to somehow outsmart their Shemarrian hosts and become TRIPLE agents of deception invariably wind up getting more thoroughly mindwiped and indoctrinated into happy NeShemar. If they become aware of how they have betrayed their former employers, some churians seem to welcome this mindwiping as a form of suicide.
Other Tribes are also known to create similar sleeper-agents; the Sapphire Cobras are the next most prolific employer of such tactics, followed by the Wayfinders, due to both Tribes’ expertise with psychology and persuasion, even on a subliminal level. The Ghostriders and Wolf’s Path occasionally create churian-style spies, but prefer other espionage tactics. The other Tribes do not practice the tactic beyond the rare specific intelligence ops requirement.
The cell floor was covered with what appeared to be a foot or so of tepid, murk-tinted water...except that water didn’t occasionally ungulate like jelly. Floating face up in the middle of the cell was a single humanoid, eyes staring blankly up through the liquid covering, at the ceiling. The gelid covering seemed to shiver most actively around the prisoner’s head.
The Nahsi Elite smiled at the Nightmare Warchief looking into the cell.
“TGE Guardsman, brought in a week ago. We’ve prepared a false tale of getting cut off from the rest of the expedition and being forced to survive in the wild for several weeks, spiced with plenty of useful tidbits like discovering what’s good and not good to eat on the planet. Underneath it, though? She put up a good fight, but in the end her mind belongs to us. Give us another two weeks, and you’ll have your next inside source on the Empire’s activities in this sector.”
She gazed at the ruin of the imperial fortress as it burned, her memories clear as it was HER communications signal that brought the raiders here, HER hand that powered down the defensive barriers, HER weapons that rendered the main power junction irreparable scrap, HER access codes that opened the gates as she stumbled out of the powered-down and defenseless base complex. HER hands that moved to a different mind, with different intent, as she watched her actions take apart and betray her loyalty oaths.
And it was HER hands that refused to pull the trigger of the pulse pistol she would have used to put an end to her treason. The young legionnaire could only kneel and weep as she watched the imperial base collapse in flames. When she heard the heavy tread of footsteps behind her and felt the touch of metal in the side of her neck, she welcomed the fall of consciousness that followed.
The Lost Eclipse is generally regarded as the EShemar specialists in brainwashing, followed closely by the Sapphire Cobras and the Ghost Riders when it comes to ‘messing with the meat’. So it should come as no great surprise that the Lost Eclipse has been instituting a program of captures and conversions of members of various groups at least borderline antagonistic to the Shemarrian Star Nation. Whether they’re aware of it or not, these converts to the Shemarrian cause are a valuable intelligence asset.
Nicknamed ‘shechurians’ at first(although many are male, but ‘manchurians’ is a dead-giveaway, so they are often just called ‘Churians’), these double-agents are the result of extensive brainwashing. Through the use of advanced psionic, biochemical, genetic, and nanosurgical manipulation, the ex-prisoner now plays host to an additional, perhaps several, implanted personalities under the control of the Shemarrians. Sometimes this is done with the consent of trusted uzari Bondsmen who fear that post-repatriation debriefings by their former employers may reveal the bondsman’s cooperation with their Shemarrian captors, but it is more often done with non-compliant prisoners deemed more useful as double-agents.
The Lost Eclipse’s conversion program is most active in the Thundercloud Galaxy, where potential agents can be out of contact with their original culture for extended durations of time(allowing adequate time for the Lost Eclipse to process and indoctrinate them). The TransGalactic Empire is the largest and most common target of these efforts, although the Golgan Republik’s proxies and some CCW and Indie groups have also been targeted. The Splugorth are also often targeted, but psionic and mystic screenings make cyborged churians harder to re-insert into enemy service, except at the lower echelons, as part of a retinue belonging to an elite infiltrator like a Mirva Elite.
The Shechurian program hasn’t yet managed to place anybody high in an enemy command/social structure(in part due to the likelihood of intense scrutiny of any high-rank official who went missing), but nevertheless the Nightmares consider their efforts a success, claiming hundreds, if not thousands, of sleeper agents placed in the ranks of adversary groups.
The Lost Eclipse is not without compassion, however; a sleeper agent who is recovered by the Nightmares is treated with all the respect and honor of a returning NeShemar. This may be more mind-messing, however, as an unknowing shechurian suddenly realizes that their actions may not have endeared them to their original nation, and that they now have no chance of returning to their service, if they had any loyalty at all to their former employers. Those that DO attempt to return to their former employers, or try to somehow outsmart their Shemarrian hosts and become TRIPLE agents of deception invariably wind up getting more thoroughly mindwiped and indoctrinated into happy NeShemar. If they become aware of how they have betrayed their former employers, some churians seem to welcome this mindwiping as a form of suicide.
Other Tribes are also known to create similar sleeper-agents; the Sapphire Cobras are the next most prolific employer of such tactics, followed by the Wayfinders, due to both Tribes’ expertise with psychology and persuasion, even on a subliminal level. The Ghostriders and Wolf’s Path occasionally create churian-style spies, but prefer other espionage tactics. The other Tribes do not practice the tactic beyond the rare specific intelligence ops requirement.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
SSNSSS Pentac Cyborg Cruiser(NPC)
“Just don’t call him a ‘crazy cat ship’. I don’t know of anybody who has, but I don’t want to risk it; he has, after all, admitted to putting the last crew he didn’t like firmly in the sights of a battlecruiser. So just don’t antagonize the guy unnecessarily.”
“You only tested out at seventy-four percent for astronomy?! You’re a STARSHIP!!!!”
“I’m a WARship, not a scientific survey vessel. I leave the cosmology questions to the brainiacs I carry on occasion.”
The SSNSSS Pentac is an NeShemar ‘brain ship’ beholding to the Shemarrian Star Nation. The Pentac is recognizable as a heavily modified PS/ASI-SCG-17 LaFayette Light Cruiser, but has since undergone so many changes that it is now effectively a ship-cyborg with a rather violent history.
The Pentac was originally the GNEASS Larad, a SCG-17C military transport that was captured by Splugorth pirates in the contested Trineff Nebula sector of the Thundercloud Galaxy. The ship’s crew was either all killed or enslaved, and the heavily damaged ship turned over to Kittani engineers to pick over and play with. One of the Kittani, Cheega Velgar, wanted to test out several ideas she had, and acquired the ship for her experiments, repairing and refitting the GNE-made hull with various ship systems and weapons scavenged from other prizes captured by the pirates. Her masterpiece, however, would be a new computer command-control system that used chemo-organic components for faster, more intuitive, responses. Rather than clone up artificial brains, however, Velgar decided to co-opt existing brains instead, and took a human slave, Tasmir Pentac, stripped away his body, and implanted his nervous system as the core of her new design. An existing trained brain, Velgar felt, could more readily appreciate the costs of failure, and respond more appropriately to threats and coercion commands.
Velgar was partially right. The traumatized Pentac, interfaced with the systems of the warship, did respond more readily and could manage the ship more effectively in combat. Velgar’s systems proved just as effective, if not more so, than equivalent ‘brainships’ known to be used by the Central Alliance. No idiot, though, Velgar limited the ability of the organic brain to access all the ship’s systems, to prevent the vessel running rogue and spacing the crew on whim. She did, however, have to allow some considerable access for the system to enjoy the full benefits of the brain interface. Still, Velgar felt that the existing safeguards and Kittani psionic oversight, would keep the ship-brain in its place.
Those safeguards proved inadequate, though, when the prototype warship was ambushed during trials by EShemarrian raiders. In the heat of battle, Tasmir Pentac managed to position the ship and compromise its shields just enough to give the Shemarrians an open shot at the ship’s engines. A well-aimed barrage of particle beam fire crippled the vessel and nearly sent Pentac into shock through feedback from the destroyed propulsion units.
Tasmir Pentac fully expected to be destroyed; his maneuver had been a suicidal gesture. Instead, the Shemarrians boarded the crippled vessel and began exterminating the Minion crew, then claimed the vessel as a prize of war. In the process of inspecting their new prize, they discovered Velgar’s additions to the control systems, and Pentac’s organic core. A review of the ship’s records showed how Pentac had facilitated the Shemarrians’ taking of the ship. That alone may have granted Pentac a re-sheathing in a nanite-printed organic body and instatement, but for the inspecting Tinkers’ discovery; Pentac’s organic remains had little to do with his consciousness. Instead of Pentac’s living brain directing the ship’s systems plugged into it, his nerve cells were simply acting as conduits. Disconnecting Pentac’s organic body from its shipcore and rebuilding his body with bionics would result in a rather brain-dead cyborg, rather than a viable separate living being. Pentac was devastated by the news, and didn’t resist when the Shemarrians towed their new find to one of their deep ports hidden away in the Fringe.
With the luxury of time in one of their deep sanctuaries, the Shemarrians have managed to talk the cyborged Pentac out of suicide. They have also continued to modify him, making him an effectively self-sustaining NeShemar vessel. In time they have managed to bring him out of self-pity and despondency and convince him to continue to be the ship’s directive intelligence. And then, satisfied with their work and assured of its success, they gave Pentac full control over his new body.
The rebuild has substantially changed the lines of the vessel, especially the rear section, which required a complete replacement of the engines. The forward hull has also been altered to make room for the two heavier main laser cannons, and the modular secondary hull has been abbreviated to make room for a longer ‘hanging tray’ for smaller Shemarrian-style pallet modules.
Unfortunately, much to Pentac’s dismay, Cheega Velgar managed to escape the Shemarrian raid that freed Tasmir. The Kittani mad scientist has reportedly continued her experiments with cyborged ships, with varying degrees of success.
Pentac has since become an itinerant NeShemar Eccentric. Though nominally still part of the Darkwaters, he is permitted leeway as a freelance asset to wander and join the service of other tribes for spells. Thus far, Pentac has served with seven tribes:
-Darkwaters---The original Tribe that liberated Pentac. They rebuilt most of the ship that makes up Pentac’s new body, and replaced the engines(for the second time!). Pentac served them several years as a parolee NeShemar, transport carrier, and convoy escort before they let him go Eccentric.
-Silvermoons---Served as a combat transport for the 17th Treslar Mounted Guard during the Praida Cloud campaign, when the Silvermoons didn’t have enough ships of their own to move all their troops. In recognition of Pentac’s service, the Silvermoons refitted one of the crew common areas into the ‘White Room’, where Pentac can hold formal gatherings and display his battle honors. They also upgraded his lasers.
-Ghezzo Guard--Pentac met several other ‘brainships’ in the GGuard, and learned considerably, especially about deep space combat, from them.
-Wayfinders---Pentac’s search for a way home inevitably brought him into contact with the Wayfinders, for whom he did some expeditionary work, transporting science and survey teams. They gave him a humaniform avatar(and modified Assembly Forge for making more), as well as upgraded his galley.
- Clan Pantheron---Pentac served as a combat transport for the cyberkats for a time. They gave him a complement of, and templates for, various robot felines to keep him company and keep him maintained.
-Lost Eclipse/Nightmare---Pentac joined the Lost Eclipse during an attempt to hunt down Cheega Velgar and her diabolical experiments, and almost got his original deathwish when he was surprised by one of her newer brainships. The Lost Eclipse repaired him and upgraded him with Shemarrian stealth systems. He also acquired several remodeled Kittani fighters from them.
-Steel Gaians---Pentac was contracted to do some transport work for this tribe. The Steel Gaians immediately recognized the Paladin Steel-made hull for what it originally was. Whether they’ve let their GNE patrons know of the ultimate fate of the GNEASS Larad remains unknown.
Pentac has served as an interTribal ‘taxi’ for other Eccentrics, ferrying them about the Thundercloud Galaxy. He has also done several runs along the NorthStar Freeway, carrying liberated slaves to refuges in Shemarrian territory.
Type: SSN-NShm-SCG-P01 Pentac (Formerly PS/ASI-SCG-17C LaFayette/GNEASS Larad)
Class: Light Cruiser
Crew:(Original complement) 220+60 marines
(Pentac) Transferred Intelligence AI +400 felinoid service ‘bots.
Has accommodations for up to 200 passengers, plus additional space from Modular Pods.
MDC/Armor by Location:
Main Body 18,000
Bridge 6,000
Secondary Hull 9,000
Midsection Modules(6) 500 each
Main Sensor Array 900
Secondary Sensor Arrays(3) 600 each
Heavy Lasers(2) 1,000 each
Secondary Lasers(12) 300 each
Long Range Missile Launchers(2) 300 each
Point Defense Grav-Guns(8) 100 each
Countermeasure Launchers(6) 100 each
Hangar Bay 3,000
Engines 7,000
Variable Shields( 4,000 each side, 24,000 total)
Height: 160 ft
Width: 100 ft
Length: 950 ft
Weight: 126,000 tons
Cargo: 2,800 tons
Powerplant: Advanced Nuclear Fusion w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 9(transatmospheric); rarely lands.(Pentac can tweak this speed up to a maximum speed of Mach 10 for up to 21 minutes)
(Sublight) Mach 13(Pentac can tweak this speed up to a maximum speed of Mach 15 for up to 21 minutes)
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.3% of light speed per melee)
(FTL) 5 light years per hour
Bonuses: As a brain-ship. Pentac actually gets a +1 to Initiative, Strike, Dodge and Roll.
Market Cost: Est. at 3.7 billion credits originally. The EShemar improvements would probably triple that if Pentac were ever captured and put on the market(he’d rather self-destruct than be enslaved again).
Systems of Note:
Standard Starship Systems, plus:
*Long Range Sensors----Lassers mount large multimedia sensor arrays, a feature retained on the LaFayettes. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.
*Docking Collars(3)----Three external docking collars with extending tubeways for servicing additional starships docked to the LaFayette. One is mounted on each side, the third on the underside rear. If not carrying a hull pod, a fourth ship can be docked to the underside life support core superstructure. The Larad originally carried a pair of large cargo lighters; the Kittani intended to carry Slaver Shuttles. Pentac has yet to decide if he will carry any additional smaller craft(aside from what he already has in his shuttle bay).
*Tractor Beams(4)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).
*Assembly Forges---Several of the Larad’s cargo bays and crew quarters have been turned over to Assembly Forge minifacs, which produce most of the spare parts needed to keep Pentac maintained. The AF banks also produce the robots/e-animals Pentac uses aboard himself.
*Galley---Initially, the Darkwaters wanted to remove the ship’s galley, given that the life support needs of the anticipated crew of gynoids, androids, and cyborgs were less demanding than of full flesh-and-bloods, but wiser minds prevailed, and a facility for preparing and socially eating food was retained(and improved upon). Pentac thus has a well-appointed galley with automated food processing systems, and storage for various foodstuffs. Manual food preparation is also possible, and this has served Pentac well when hosting refugees and other Eccentrics with special needs or specific desires.
*Sickbay---Similarly, Pentac has a heavily automated sickbay that can treat up to 10 patients simultaneously, but again this system sees little use.
Weapons Systems:
Note: Each weapons system can fire its maximum number of shots per melee under automated gunnery system control, unless the Pentac AI takes direct and conscious control over a particular weapons system.
1) Smasher Cannons(2)---The main bite of the Lasser-class is the pair of heavy lasers mounted in the forward hull. These have been retained on the LaFayettes, but the original twin lasers were removed as part of the conversion to cargo transport. Cheega Velgar had the cannon mounts reactivated, with intent to mount new heavy lasers. The Darkwaters did her one better, finding and installing a pair of more powerful, if slower-firing, Smasher-class laser lances. The Silvermoons would later modify these lasers, improving the range slightly, and doubling rate of fire.
Range: 35 miles in atmosphere, 150 miles in space
(Kitsune Values: 35 miles in atmosphere, 35,000 miles in space)
Damage: 1d6x1,000 per blast
Rate of Fire: Twice per melee per cannon
Payload: Effectively Unlimited
2) Secondary Batteries(12)---The original LaFayette mounted twelve secondary laser cannon, but the Larad, being a transport conversion, only mounted half that number. The Kittani shipyard workers reactivated the other six mounts, but mounted scavenged Golgan weapons in their place.
a) Medium Lasers(6)---Another holdover from the Lasser is its secondary batteries; backing the main laser cannon is a larger array of lower-powered weapons for saturation attacks. Up to six cannons can be brought to bear simultaneously on the same target in a broadside, or all 12 can engage targets in the dorsal and ventral arcs.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
b) Siege Disruptors(6)---Scavenged off Golgan warships.
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, plus 25% damage to a 15 ft radius around the point of impact, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
3) Long Range Missile Launchers(2)---These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage(1 ton of cargo per 12 missiles).
4) Point Defense Turrets(10)----The LaFayette mounted dual pulse-laser and mini-missile launcher turrets, but most were destroyed when the pirates seized the vessel. Velgar had the PDS replaced with neutron cannons, but many of these were destroyed when the Shemarrians seized the ship in turn. The Darkwaters elected to replace/repair them all with standard Shemarrian-pattern rail gun/pulse laser combos.
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(7)
(Laser) EGCHH (7)
Under AI control, each turret has 8 attacks per melee
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
5) Modular Hull Sections (6)---Pentac sports, in place of a single large modular hull pod, a ventral ‘tray’ able to carry six Shemarrian hull pods:
-Passenger Module---This is a sleeper car-style module with fairly comfortable accommodations(bathroom, diner/kitchenette, airliner-style seating, small lounge/recreational area) for 40 awake and moving passengers.
-Hiber Transport---Filled with hiber-cubicles, each pod can hold 80 fully armed Shemarrian warriors, or 30 with Warsteeds, or 80 human-sized passengers in cold sleep(320 if stacked four to a hibercell---not advised unless special precautions are taken)
-Cargo Pod---Can hold 200 tons of materials each
-Drop Pod---This specialized module holds conventional cargo ‘cans’ and the equipment needed to eject them from the ship for low-space/high-atmo drop missions. The cans are held upright and ejected along their long axis. Each pod can hold four ‘Giant’ cans ready to drop, or 40 ‘Standard’ cans.
-Hangar Pod---Each pod has a hatch port/starboard, and can hold 4 small shuttles/light fighters, or 2 larger fighters(Black Eagle-sized)
-Missile/Mine Pod---Each pod can hold 300 short range missiles (volleys of 1-10 each launcher), OR 160 medium range missiles (volleys of 1-8 each launcher), OR 80 long range missiles (volleys of 1-4 each launcher), OR 60 cruise missiles(if available). Double those numbers if carrying conventional space mines instead.
-Plasma Torpedo Pod---Features port and starboard plasma ejectors. ---A cross between a missile launcher in terms of volley capability and area of effect, and energy weapons in terms of range and recharge capability, these weapons fire veritable storms of plasma pulses similar to ball lightning. Against massed fighters and larger ships, these weapons can prove particularly devastating.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
6) Countermeasure Launchers(6)---Pentac mounts a half-dozen countermeasure launchers
in his hull as last resort for countering missiles.
*Flare/Chaff---Traditional thermal/radar-scattering material bundles.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 72 each launcher.
*Nano-Pods---The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 32 swarm packs each launcher.
*Grav-Decoys----The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack short range-missile drives can go for 18 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 8
Duration: 18 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 30 decoys are carried each launcher, and can be deployed singly, or in ‘packs’ of 1-3.
Auxiliary Craft:
*18 fighters ---Pentac carries 8 EShe-F01 Kamayari fighters(Shemarrian copies of the Naruni Crescent Aerospace Plane/ Fighter), 4 EShe-F03 Kris fighters(Shemarrian copies of the Naruni Broadsword) and 6 Jansar robofighters(converted Kittani K-TRF-M Robofighters), all outfitted for autonomous operation. Although not as smart or personable as Pentac, his stable of AI drone fighters are all competent combatants in their own right, with an average skill level equivalent to an 8th level starfighter pilot.
*(20 Power Armors)---Pentac instead carries a complement of maintenance robots, ranging in size from house cat-size to as big as a tiger, and most are feline-configured.
*3 Shuttlecraft---Pentac carries three standard shuttles that differ from regular types commonly found in the CCW and elsewhere only in having a few extra features, such as AI autopilots, a phasic commlink(1 light year range) to Pentac, sensor jammers, and countermeasure launchers(the latter two typically only used in emergencies).
Tasmir Pentac(The AI)
Level of Experience: Effectively a 9th Level Spacer, was originally a nascent Scholar-Mechanic
Rank: NeShemarrian Eccentric
Race: Was Human, currently considered to be a NeShemar
Alignment: Scrupulous
Land of Origin: One of many alternate Earths
Age: Was 20 at the time of his conversion; is effectively 45 now.
Sex: Identifies as male
Height:(Avatar Body) 6 ft
Weight: (Avatar Body) 200 lbs
Physical Description/Appearance:
Human avatar appears as a slender-build young human(oid) male with brown hair(typically worn indian-style with two short braids), medium tan skin(spacer’s tan), and red-brown eyes(go full glowing crimson when agitated). More frequently than not he wears simple spacer coveralls or jumpsuits.
Disposition:
Stoic and emotionally guarded, though he has moments of genuine human empathy, especially with civilians and those he regards as less fortunate than himself. Because he’s spent so much time adjusting to being a spacecraft(and a warship at that), when he got a human avatar body, he discovered he had forgotten a lot of the more subtle aspects of being embodied and social. Thus he can come across as socially awkward, or rather lacking when it comes to a number of skills and social activities. Pentac frequently must walk a fine line between what serves his humanoid and his starship forms best with regards to his personal development. Pentac takes a certain quiet pride in his accomplishments as a starship, and has come to enjoy trekking across the void, replacing the fun he used to have hiking as a flesh-and-blood.
Still rather embittered about losing his biological humanity, though that’s balanced by his growing enjoyment of sailing the stars. Blames the Splugorth, and the Kittani in particular, for his enslavement and subsequent defleshing. Not sure what he’d do if he ever found a way home, though he figures he would try to warn the people of his homeworld/dimension about the reality of aliens/extradimensional powers. Likes the Shemarrians because they’re the closest he has to friends/allies in an unfriendly megaverse, and because they’d done right by him. If he can’t find a way back to his homeworld, he’d be happy to work with the EShemar for however long he’d be around(and that may be centuries).
Physical Attributes/Superlatives: (figures in parenthesis are stats for human robot avatar body)
IQ: 18
ME: 21
MA: 10
PS:(25, Robotic)
PP:(18)
PE: Not applicable---Pentac can selectively rotate active portions of his mind so he can sleep/dream while still being consciously in charge of his ship-body.
PB:(8)
SPD:(90 MPH, Leaping 10 ft up/lengthwise, double with a running start)
(ISP):----
(PPE): 4 (His avatar-bodies have a very low PPE residue of 1, but his ship body seems permeated with an ambient low-level PPE aura not typical of most cold-tech ships. However, even a psychic would only suggest that the ship feels ‘very lived in’.)
Hit Points:----
SDC:----
MDC: (Avatar Body)(160 main body, 40 head, 40 arms, 80 legs)
Horror Factor: None
Special Abilities/Characteristics/Powers:
-Brainship/ Transferred Intelligence AI
(Avatar Body)
-See Cybernetics/Bionics
Magic: None
Psionics: None
Cybernetics/Bionics:
(Avatar Body)
-Advanced Robot Optics
-Advanced Robot Audio
-Motion Detection System
-Biosystem Sheathing(looks and feels human)
-Phasic Comm Link---This provides unjammable and uninterrupted high-bandwidth communication with his avatar-bodies within a 1 light-month distance.
-Self-Destruct---Pentac doesn’t like it, but if necessary, he can destroy his avatar-bodies with a Shemarrian-style self-destruct mechanism, in order to keep proprietary technologies such as the Phasic Comm Link out of the wrong hands.
Skills of Note:
Basic Math: 98%
Advanced Mathematics 98%
Astrophysics 79%
Astronomy 74%
Pilot: Starship 86%
Pilot: Small Spacecraft 92%
Ship-to-Ship Combat 84%
Stellar Navigation 98%
Pilot: Hovercraft 79%
Pilot: Contragravity Pack 80%
Radio: Basic 98%
Radio: Deep Space 98%
Read Sensory Equipment 85%
Computer Operation 98%
Computer Programming 89%
Movement: Zero Gravity 98%
EVA 89%
First Aid 98%
Military Etiquette 80%
Horror Desensitization--(Debatable whether this was deliberately taught by the EShemar or just a natural result of Pentac being talked out of suicide-by-withdrawal)
Lore: Galactic 54%
Lore: Law(CCW) 44%
Hand to Hand: Expert
W.P. Knife
W.P. Energy Pistol
W.P. Energy Rifle
Pentac can also rely on sub-mind ‘cellular’ AIs for the following skills:
(Damage Control)
General Repair & Maintenance 90%
Spaceship Mechanics 80%
Mechanical Engineer 95%
Electrical Engineer 95%
Computer Repair 90%
(Communications)
Radio: Scramblers 90%
Cryptography 80%
Electronic Countermeasures 94%
Laser Communications 94%
Optic Systems 90%
Surveillance 90%
TV/Video 94%
Language/Literacy(all at 98/92%, unless otherwise noted)
American-English
Shemarrian
Dragonese
Techno-Can
Trade One
Trade Three
Trade Four
Trade Five
Trade Six
Kittani 90/85%
Splugorth 85/80%
(Galley)
Cooking 85%
(Medical Bay)
Medical Doctor 84/75%
Biology 92%
Chemistry 96%
Cybernetic Medicine 80%
Field Surgery 80%
Pathology 80%
Stasis Tank Operation 90%
Actions/Attacks per Melee: (Avatar Body) 7*
*As a ship AI, Pentac has 7 non-combat actions per melee, while weapons systems can opereate under semi-autonomous control.
Initiative: +3
Strike: +4
Parry: +6
Dodge: +6
Roll: +3
Pull Punch: +5
Disarm: +4
Damage:
Restrained Punch 2d6 SDC
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 4d6 SDC
Saves:
+5 Vs Psionics
+5 Vs Insanity
+2 Vs Horror Factor(and only suffers half penalties on a failed save)
+3 vs Possession
+1 Vs Magic Illusions and Mind Control
Pentac’s biological components are pretty well-shielded from environmental threats and damage. Impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
Notable Possessions/Equipment:
As a starship of the Shemarrian Nation(albeit an Eccentric starship), Pentac can receive regular resupply of SSN standard complements of shipboard equipment. This means his ship armories are stocked with an assortment of standard Shemarrian small arms(mainly energy weapons and assault rifles), although he does carry ammunition clips and drums for Shemarrian scava (rail guns) in anticipation of carrying warriors. Standard gear also includes Shemarrian Survival Packs, medical/repair gear, and armor patching equipment.
In the course of his adventures, Pentac has acquired a small amount of personal swag, items gifted to him or kept as having sentimental value. This includes a number of religious amulets left him by grateful ex-slaves he transported to safety, several pieces of Splugorth Minion ostentation left him by Shemarrian warriors as his part of the swag from campaigns, official Tribal medals awarded for same, and a dress left as a promise by a female admirer.
Vehicle:
Pentac’s entire ship body is his vehicle, as are his avatar bodies and embarked complement of auxiliary vehicles
“Just don’t call him a ‘crazy cat ship’. I don’t know of anybody who has, but I don’t want to risk it; he has, after all, admitted to putting the last crew he didn’t like firmly in the sights of a battlecruiser. So just don’t antagonize the guy unnecessarily.”
“You only tested out at seventy-four percent for astronomy?! You’re a STARSHIP!!!!”
“I’m a WARship, not a scientific survey vessel. I leave the cosmology questions to the brainiacs I carry on occasion.”
The SSNSSS Pentac is an NeShemar ‘brain ship’ beholding to the Shemarrian Star Nation. The Pentac is recognizable as a heavily modified PS/ASI-SCG-17 LaFayette Light Cruiser, but has since undergone so many changes that it is now effectively a ship-cyborg with a rather violent history.
The Pentac was originally the GNEASS Larad, a SCG-17C military transport that was captured by Splugorth pirates in the contested Trineff Nebula sector of the Thundercloud Galaxy. The ship’s crew was either all killed or enslaved, and the heavily damaged ship turned over to Kittani engineers to pick over and play with. One of the Kittani, Cheega Velgar, wanted to test out several ideas she had, and acquired the ship for her experiments, repairing and refitting the GNE-made hull with various ship systems and weapons scavenged from other prizes captured by the pirates. Her masterpiece, however, would be a new computer command-control system that used chemo-organic components for faster, more intuitive, responses. Rather than clone up artificial brains, however, Velgar decided to co-opt existing brains instead, and took a human slave, Tasmir Pentac, stripped away his body, and implanted his nervous system as the core of her new design. An existing trained brain, Velgar felt, could more readily appreciate the costs of failure, and respond more appropriately to threats and coercion commands.
Velgar was partially right. The traumatized Pentac, interfaced with the systems of the warship, did respond more readily and could manage the ship more effectively in combat. Velgar’s systems proved just as effective, if not more so, than equivalent ‘brainships’ known to be used by the Central Alliance. No idiot, though, Velgar limited the ability of the organic brain to access all the ship’s systems, to prevent the vessel running rogue and spacing the crew on whim. She did, however, have to allow some considerable access for the system to enjoy the full benefits of the brain interface. Still, Velgar felt that the existing safeguards and Kittani psionic oversight, would keep the ship-brain in its place.
Those safeguards proved inadequate, though, when the prototype warship was ambushed during trials by EShemarrian raiders. In the heat of battle, Tasmir Pentac managed to position the ship and compromise its shields just enough to give the Shemarrians an open shot at the ship’s engines. A well-aimed barrage of particle beam fire crippled the vessel and nearly sent Pentac into shock through feedback from the destroyed propulsion units.
Tasmir Pentac fully expected to be destroyed; his maneuver had been a suicidal gesture. Instead, the Shemarrians boarded the crippled vessel and began exterminating the Minion crew, then claimed the vessel as a prize of war. In the process of inspecting their new prize, they discovered Velgar’s additions to the control systems, and Pentac’s organic core. A review of the ship’s records showed how Pentac had facilitated the Shemarrians’ taking of the ship. That alone may have granted Pentac a re-sheathing in a nanite-printed organic body and instatement, but for the inspecting Tinkers’ discovery; Pentac’s organic remains had little to do with his consciousness. Instead of Pentac’s living brain directing the ship’s systems plugged into it, his nerve cells were simply acting as conduits. Disconnecting Pentac’s organic body from its shipcore and rebuilding his body with bionics would result in a rather brain-dead cyborg, rather than a viable separate living being. Pentac was devastated by the news, and didn’t resist when the Shemarrians towed their new find to one of their deep ports hidden away in the Fringe.
With the luxury of time in one of their deep sanctuaries, the Shemarrians have managed to talk the cyborged Pentac out of suicide. They have also continued to modify him, making him an effectively self-sustaining NeShemar vessel. In time they have managed to bring him out of self-pity and despondency and convince him to continue to be the ship’s directive intelligence. And then, satisfied with their work and assured of its success, they gave Pentac full control over his new body.
The rebuild has substantially changed the lines of the vessel, especially the rear section, which required a complete replacement of the engines. The forward hull has also been altered to make room for the two heavier main laser cannons, and the modular secondary hull has been abbreviated to make room for a longer ‘hanging tray’ for smaller Shemarrian-style pallet modules.
Unfortunately, much to Pentac’s dismay, Cheega Velgar managed to escape the Shemarrian raid that freed Tasmir. The Kittani mad scientist has reportedly continued her experiments with cyborged ships, with varying degrees of success.
Pentac has since become an itinerant NeShemar Eccentric. Though nominally still part of the Darkwaters, he is permitted leeway as a freelance asset to wander and join the service of other tribes for spells. Thus far, Pentac has served with seven tribes:
-Darkwaters---The original Tribe that liberated Pentac. They rebuilt most of the ship that makes up Pentac’s new body, and replaced the engines(for the second time!). Pentac served them several years as a parolee NeShemar, transport carrier, and convoy escort before they let him go Eccentric.
-Silvermoons---Served as a combat transport for the 17th Treslar Mounted Guard during the Praida Cloud campaign, when the Silvermoons didn’t have enough ships of their own to move all their troops. In recognition of Pentac’s service, the Silvermoons refitted one of the crew common areas into the ‘White Room’, where Pentac can hold formal gatherings and display his battle honors. They also upgraded his lasers.
-Ghezzo Guard--Pentac met several other ‘brainships’ in the GGuard, and learned considerably, especially about deep space combat, from them.
-Wayfinders---Pentac’s search for a way home inevitably brought him into contact with the Wayfinders, for whom he did some expeditionary work, transporting science and survey teams. They gave him a humaniform avatar(and modified Assembly Forge for making more), as well as upgraded his galley.
- Clan Pantheron---Pentac served as a combat transport for the cyberkats for a time. They gave him a complement of, and templates for, various robot felines to keep him company and keep him maintained.
-Lost Eclipse/Nightmare---Pentac joined the Lost Eclipse during an attempt to hunt down Cheega Velgar and her diabolical experiments, and almost got his original deathwish when he was surprised by one of her newer brainships. The Lost Eclipse repaired him and upgraded him with Shemarrian stealth systems. He also acquired several remodeled Kittani fighters from them.
-Steel Gaians---Pentac was contracted to do some transport work for this tribe. The Steel Gaians immediately recognized the Paladin Steel-made hull for what it originally was. Whether they’ve let their GNE patrons know of the ultimate fate of the GNEASS Larad remains unknown.
Pentac has served as an interTribal ‘taxi’ for other Eccentrics, ferrying them about the Thundercloud Galaxy. He has also done several runs along the NorthStar Freeway, carrying liberated slaves to refuges in Shemarrian territory.
Type: SSN-NShm-SCG-P01 Pentac (Formerly PS/ASI-SCG-17C LaFayette/GNEASS Larad)
Class: Light Cruiser
Crew:(Original complement) 220+60 marines
(Pentac) Transferred Intelligence AI +400 felinoid service ‘bots.
Has accommodations for up to 200 passengers, plus additional space from Modular Pods.
MDC/Armor by Location:
Main Body 18,000
Bridge 6,000
Secondary Hull 9,000
Midsection Modules(6) 500 each
Main Sensor Array 900
Secondary Sensor Arrays(3) 600 each
Heavy Lasers(2) 1,000 each
Secondary Lasers(12) 300 each
Long Range Missile Launchers(2) 300 each
Point Defense Grav-Guns(8) 100 each
Countermeasure Launchers(6) 100 each
Hangar Bay 3,000
Engines 7,000
Variable Shields( 4,000 each side, 24,000 total)
Height: 160 ft
Width: 100 ft
Length: 950 ft
Weight: 126,000 tons
Cargo: 2,800 tons
Powerplant: Advanced Nuclear Fusion w/ 50 years energy life
Speed:
(Atmosphere) Hover to Mach 9(transatmospheric); rarely lands.(Pentac can tweak this speed up to a maximum speed of Mach 10 for up to 21 minutes)
(Sublight) Mach 13(Pentac can tweak this speed up to a maximum speed of Mach 15 for up to 21 minutes)
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.3% of light speed per melee)
(FTL) 5 light years per hour
Bonuses: As a brain-ship. Pentac actually gets a +1 to Initiative, Strike, Dodge and Roll.
Market Cost: Est. at 3.7 billion credits originally. The EShemar improvements would probably triple that if Pentac were ever captured and put on the market(he’d rather self-destruct than be enslaved again).
Systems of Note:
Standard Starship Systems, plus:
*Long Range Sensors----Lassers mount large multimedia sensor arrays, a feature retained on the LaFayettes. The sensors can pick up on vessels moving at FTL up to 25 light years away, and vessels moving through normal space up to 0.9 light years away.
*Docking Collars(3)----Three external docking collars with extending tubeways for servicing additional starships docked to the LaFayette. One is mounted on each side, the third on the underside rear. If not carrying a hull pod, a fourth ship can be docked to the underside life support core superstructure. The Larad originally carried a pair of large cargo lighters; the Kittani intended to carry Slaver Shuttles. Pentac has yet to decide if he will carry any additional smaller craft(aside from what he already has in his shuttle bay).
*Tractor Beams(4)--------Effectively each rated for 1,500 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 10 miles in space(NOT usable in atmosphere)(Kitsune Values: 10,000 miles in space).
*Assembly Forges---Several of the Larad’s cargo bays and crew quarters have been turned over to Assembly Forge minifacs, which produce most of the spare parts needed to keep Pentac maintained. The AF banks also produce the robots/e-animals Pentac uses aboard himself.
*Galley---Initially, the Darkwaters wanted to remove the ship’s galley, given that the life support needs of the anticipated crew of gynoids, androids, and cyborgs were less demanding than of full flesh-and-bloods, but wiser minds prevailed, and a facility for preparing and socially eating food was retained(and improved upon). Pentac thus has a well-appointed galley with automated food processing systems, and storage for various foodstuffs. Manual food preparation is also possible, and this has served Pentac well when hosting refugees and other Eccentrics with special needs or specific desires.
*Sickbay---Similarly, Pentac has a heavily automated sickbay that can treat up to 10 patients simultaneously, but again this system sees little use.
Weapons Systems:
Note: Each weapons system can fire its maximum number of shots per melee under automated gunnery system control, unless the Pentac AI takes direct and conscious control over a particular weapons system.
1) Smasher Cannons(2)---The main bite of the Lasser-class is the pair of heavy lasers mounted in the forward hull. These have been retained on the LaFayettes, but the original twin lasers were removed as part of the conversion to cargo transport. Cheega Velgar had the cannon mounts reactivated, with intent to mount new heavy lasers. The Darkwaters did her one better, finding and installing a pair of more powerful, if slower-firing, Smasher-class laser lances. The Silvermoons would later modify these lasers, improving the range slightly, and doubling rate of fire.
Range: 35 miles in atmosphere, 150 miles in space
(Kitsune Values: 35 miles in atmosphere, 35,000 miles in space)
Damage: 1d6x1,000 per blast
Rate of Fire: Twice per melee per cannon
Payload: Effectively Unlimited
2) Secondary Batteries(12)---The original LaFayette mounted twelve secondary laser cannon, but the Larad, being a transport conversion, only mounted half that number. The Kittani shipyard workers reactivated the other six mounts, but mounted scavenged Golgan weapons in their place.
a) Medium Lasers(6)---Another holdover from the Lasser is its secondary batteries; backing the main laser cannon is a larger array of lower-powered weapons for saturation attacks. Up to six cannons can be brought to bear simultaneously on the same target in a broadside, or all 12 can engage targets in the dorsal and ventral arcs.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per single blast, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
b) Siege Disruptors(6)---Scavenged off Golgan warships.
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, plus 25% damage to a 15 ft radius around the point of impact, 8d6x100 for six cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
3) Long Range Missile Launchers(2)---These launchers are also used to deploy recon drones, probes, and special ordnance.
Range: Varies by Missile Type(Long Range Missiles)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type(Long Range Missiles)
Rate of Fire: Volleys of 1-10
Payload: 120 per launcher; additional missiles may be carried as cargo, and reloaded from storage(1 ton of cargo per 12 missiles).
4) Point Defense Turrets(10)----The LaFayette mounted dual pulse-laser and mini-missile launcher turrets, but most were destroyed when the pirates seized the vessel. Velgar had the PDS replaced with neutron cannons, but many of these were destroyed when the Shemarrians seized the ship in turn. The Darkwaters elected to replace/repair them all with standard Shemarrian-pattern rail gun/pulse laser combos.
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(7)
(Laser) EGCHH (7)
Under AI control, each turret has 8 attacks per melee
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
5) Modular Hull Sections (6)---Pentac sports, in place of a single large modular hull pod, a ventral ‘tray’ able to carry six Shemarrian hull pods:
-Passenger Module---This is a sleeper car-style module with fairly comfortable accommodations(bathroom, diner/kitchenette, airliner-style seating, small lounge/recreational area) for 40 awake and moving passengers.
-Hiber Transport---Filled with hiber-cubicles, each pod can hold 80 fully armed Shemarrian warriors, or 30 with Warsteeds, or 80 human-sized passengers in cold sleep(320 if stacked four to a hibercell---not advised unless special precautions are taken)
-Cargo Pod---Can hold 200 tons of materials each
-Drop Pod---This specialized module holds conventional cargo ‘cans’ and the equipment needed to eject them from the ship for low-space/high-atmo drop missions. The cans are held upright and ejected along their long axis. Each pod can hold four ‘Giant’ cans ready to drop, or 40 ‘Standard’ cans.
-Hangar Pod---Each pod has a hatch port/starboard, and can hold 4 small shuttles/light fighters, or 2 larger fighters(Black Eagle-sized)
-Missile/Mine Pod---Each pod can hold 300 short range missiles (volleys of 1-10 each launcher), OR 160 medium range missiles (volleys of 1-8 each launcher), OR 80 long range missiles (volleys of 1-4 each launcher), OR 60 cruise missiles(if available). Double those numbers if carrying conventional space mines instead.
-Plasma Torpedo Pod---Features port and starboard plasma ejectors. ---A cross between a missile launcher in terms of volley capability and area of effect, and energy weapons in terms of range and recharge capability, these weapons fire veritable storms of plasma pulses similar to ball lightning. Against massed fighters and larger ships, these weapons can prove particularly devastating.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
6) Countermeasure Launchers(6)---Pentac mounts a half-dozen countermeasure launchers
in his hull as last resort for countering missiles.
*Flare/Chaff---Traditional thermal/radar-scattering material bundles.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 72 each launcher.
*Nano-Pods---The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 32 swarm packs each launcher.
*Grav-Decoys----The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack short range-missile drives can go for 18 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 8
Duration: 18 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 30 decoys are carried each launcher, and can be deployed singly, or in ‘packs’ of 1-3.
Auxiliary Craft:
*18 fighters ---Pentac carries 8 EShe-F01 Kamayari fighters(Shemarrian copies of the Naruni Crescent Aerospace Plane/ Fighter), 4 EShe-F03 Kris fighters(Shemarrian copies of the Naruni Broadsword) and 6 Jansar robofighters(converted Kittani K-TRF-M Robofighters), all outfitted for autonomous operation. Although not as smart or personable as Pentac, his stable of AI drone fighters are all competent combatants in their own right, with an average skill level equivalent to an 8th level starfighter pilot.
*(20 Power Armors)---Pentac instead carries a complement of maintenance robots, ranging in size from house cat-size to as big as a tiger, and most are feline-configured.
*3 Shuttlecraft---Pentac carries three standard shuttles that differ from regular types commonly found in the CCW and elsewhere only in having a few extra features, such as AI autopilots, a phasic commlink(1 light year range) to Pentac, sensor jammers, and countermeasure launchers(the latter two typically only used in emergencies).
Tasmir Pentac(The AI)
Level of Experience: Effectively a 9th Level Spacer, was originally a nascent Scholar-Mechanic
Rank: NeShemarrian Eccentric
Race: Was Human, currently considered to be a NeShemar
Alignment: Scrupulous
Land of Origin: One of many alternate Earths
Age: Was 20 at the time of his conversion; is effectively 45 now.
Sex: Identifies as male
Height:(Avatar Body) 6 ft
Weight: (Avatar Body) 200 lbs
Physical Description/Appearance:
Human avatar appears as a slender-build young human(oid) male with brown hair(typically worn indian-style with two short braids), medium tan skin(spacer’s tan), and red-brown eyes(go full glowing crimson when agitated). More frequently than not he wears simple spacer coveralls or jumpsuits.
Disposition:
Stoic and emotionally guarded, though he has moments of genuine human empathy, especially with civilians and those he regards as less fortunate than himself. Because he’s spent so much time adjusting to being a spacecraft(and a warship at that), when he got a human avatar body, he discovered he had forgotten a lot of the more subtle aspects of being embodied and social. Thus he can come across as socially awkward, or rather lacking when it comes to a number of skills and social activities. Pentac frequently must walk a fine line between what serves his humanoid and his starship forms best with regards to his personal development. Pentac takes a certain quiet pride in his accomplishments as a starship, and has come to enjoy trekking across the void, replacing the fun he used to have hiking as a flesh-and-blood.
Still rather embittered about losing his biological humanity, though that’s balanced by his growing enjoyment of sailing the stars. Blames the Splugorth, and the Kittani in particular, for his enslavement and subsequent defleshing. Not sure what he’d do if he ever found a way home, though he figures he would try to warn the people of his homeworld/dimension about the reality of aliens/extradimensional powers. Likes the Shemarrians because they’re the closest he has to friends/allies in an unfriendly megaverse, and because they’d done right by him. If he can’t find a way back to his homeworld, he’d be happy to work with the EShemar for however long he’d be around(and that may be centuries).
Physical Attributes/Superlatives: (figures in parenthesis are stats for human robot avatar body)
IQ: 18
ME: 21
MA: 10
PS:(25, Robotic)
PP:(18)
PE: Not applicable---Pentac can selectively rotate active portions of his mind so he can sleep/dream while still being consciously in charge of his ship-body.
PB:(8)
SPD:(90 MPH, Leaping 10 ft up/lengthwise, double with a running start)
(ISP):----
(PPE): 4 (His avatar-bodies have a very low PPE residue of 1, but his ship body seems permeated with an ambient low-level PPE aura not typical of most cold-tech ships. However, even a psychic would only suggest that the ship feels ‘very lived in’.)
Hit Points:----
SDC:----
MDC: (Avatar Body)(160 main body, 40 head, 40 arms, 80 legs)
Horror Factor: None
Special Abilities/Characteristics/Powers:
-Brainship/ Transferred Intelligence AI
(Avatar Body)
-See Cybernetics/Bionics
Magic: None
Psionics: None
Cybernetics/Bionics:
(Avatar Body)
-Advanced Robot Optics
-Advanced Robot Audio
-Motion Detection System
-Biosystem Sheathing(looks and feels human)
-Phasic Comm Link---This provides unjammable and uninterrupted high-bandwidth communication with his avatar-bodies within a 1 light-month distance.
-Self-Destruct---Pentac doesn’t like it, but if necessary, he can destroy his avatar-bodies with a Shemarrian-style self-destruct mechanism, in order to keep proprietary technologies such as the Phasic Comm Link out of the wrong hands.
Skills of Note:
Basic Math: 98%
Advanced Mathematics 98%
Astrophysics 79%
Astronomy 74%
Pilot: Starship 86%
Pilot: Small Spacecraft 92%
Ship-to-Ship Combat 84%
Stellar Navigation 98%
Pilot: Hovercraft 79%
Pilot: Contragravity Pack 80%
Radio: Basic 98%
Radio: Deep Space 98%
Read Sensory Equipment 85%
Computer Operation 98%
Computer Programming 89%
Movement: Zero Gravity 98%
EVA 89%
First Aid 98%
Military Etiquette 80%
Horror Desensitization--(Debatable whether this was deliberately taught by the EShemar or just a natural result of Pentac being talked out of suicide-by-withdrawal)
Lore: Galactic 54%
Lore: Law(CCW) 44%
Hand to Hand: Expert
W.P. Knife
W.P. Energy Pistol
W.P. Energy Rifle
Pentac can also rely on sub-mind ‘cellular’ AIs for the following skills:
(Damage Control)
General Repair & Maintenance 90%
Spaceship Mechanics 80%
Mechanical Engineer 95%
Electrical Engineer 95%
Computer Repair 90%
(Communications)
Radio: Scramblers 90%
Cryptography 80%
Electronic Countermeasures 94%
Laser Communications 94%
Optic Systems 90%
Surveillance 90%
TV/Video 94%
Language/Literacy(all at 98/92%, unless otherwise noted)
American-English
Shemarrian
Dragonese
Techno-Can
Trade One
Trade Three
Trade Four
Trade Five
Trade Six
Kittani 90/85%
Splugorth 85/80%
(Galley)
Cooking 85%
(Medical Bay)
Medical Doctor 84/75%
Biology 92%
Chemistry 96%
Cybernetic Medicine 80%
Field Surgery 80%
Pathology 80%
Stasis Tank Operation 90%
Actions/Attacks per Melee: (Avatar Body) 7*
*As a ship AI, Pentac has 7 non-combat actions per melee, while weapons systems can opereate under semi-autonomous control.
Initiative: +3
Strike: +4
Parry: +6
Dodge: +6
Roll: +3
Pull Punch: +5
Disarm: +4
Damage:
Restrained Punch 2d6 SDC
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 4d6 SDC
Saves:
+5 Vs Psionics
+5 Vs Insanity
+2 Vs Horror Factor(and only suffers half penalties on a failed save)
+3 vs Possession
+1 Vs Magic Illusions and Mind Control
Pentac’s biological components are pretty well-shielded from environmental threats and damage. Impervious to Bio-Manipulation, Telemechanics(all), See Aura, and any attacks that do damage directly to Hit Points.
Notable Possessions/Equipment:
As a starship of the Shemarrian Nation(albeit an Eccentric starship), Pentac can receive regular resupply of SSN standard complements of shipboard equipment. This means his ship armories are stocked with an assortment of standard Shemarrian small arms(mainly energy weapons and assault rifles), although he does carry ammunition clips and drums for Shemarrian scava (rail guns) in anticipation of carrying warriors. Standard gear also includes Shemarrian Survival Packs, medical/repair gear, and armor patching equipment.
In the course of his adventures, Pentac has acquired a small amount of personal swag, items gifted to him or kept as having sentimental value. This includes a number of religious amulets left him by grateful ex-slaves he transported to safety, several pieces of Splugorth Minion ostentation left him by Shemarrian warriors as his part of the swag from campaigns, official Tribal medals awarded for same, and a dress left as a promise by a female admirer.
Vehicle:
Pentac’s entire ship body is his vehicle, as are his avatar bodies and embarked complement of auxiliary vehicles
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- ZINO
- Knight
- Posts: 4097
- Joined: Mon Jul 14, 2008 5:02 pm
- Comment: NEVER QUIT..... I got lucky
- Location: new york
Re: Shemarrian-related fan creations
SSNSSS Pentac Cyborg Cruiser(NPC)
DANG MAN!!!EPIC MAN DIDN'T SEE THIS
let your YES be YES and your NO be NO but plz no maybe
Re: Shemarrian-related fan creations
Sorry I've been quite for awhile.. still getting used to the shift change and increased travelling time to/from work every day, but here's something new...
Sanitateo Swarm
After Clan Vespa sent units to aid some of the other Tribes in several fights against the Minions of Hell, partly in testing their newer Archus Mantis and Suzuhachi elites and see first hand how their Fiery Wings faired against supernatural foes. They also observed how difficult it can be to get wounded to safety, and took some inspiration from the Hawkmoon's Rapt-Rex in how flights of them would quickly break off from the fight to aid and carry off badly wounded Shemarrians if they were able, then return to the fight after dropping them off outside of the combat zone or on larger warmounts that can protect the wounded better.
However Clan Vespa was still not well equipped to design and build warmounts, and even developing new cyborgs takes a long time, but they can develop micro robots incredibly quickly, thus the Sanitateo was created. Designed to look like a large mosquito, large wings, long articulated legs, prosboscis and a bloated looking thorax. Sanitateos were originally developed as autonomous IRMSS/RMK robot with added nanites based on the nanite repair system that all EShemarrians use. However it was expanded beyond that with added tools to aid in making repairs to robotic, cybernetic and even surgical tools for organic patients it aids. Each Sanitateo is also fitted with a potent, but small, anti-gravity system that allows a single Sanitateo to lift and carry 100 lbs at full speed, and up to 200 lbs at half speed. The tools it carries not only aid a Sanitateo effect quick battlefield repairs, but groups of them can even dismantle wounded opponents for parts to patch up EShemarrians.
A Sanitateo swarm will be released on a battle field and will use their sensors to watch for wounded allies, then several will quickly latch onto a wounded ally (usually those below half health) and use their IRMSS/RMK and repair nanites to quickly heal and even supercharge the wounded's own nanite repair system for short periods while attached. If the wounded is too hurt/damaged to move, the Sanitateo(s) will carry the wounded away. The proboscis, using nanite technology to allow it to change from a nanite injector, to tools, welding and cutting torches. The Sanitateo also uses it, and its tools, to 'consume' material to recharge the repair nanites and the IRMSS/RMK systems. The antennae not only function as part of the Sanitateo's sensors, but also can link it to the wounded wirelessly and physically to allow for faster diagnostic and if the wounded is unconscious, but able to move, the Sanitateo can temporarily take over the body and use its own mobility systems (walking or if any flight systems) to move the wounded, and even use their own weapons to defend the wounded and itself.
Valkaris are starting to request small swarms of Sanitateos as with the extra eyes, they can search a battle field faster and in the case of several 'recruits' in the area, the Sanitateos can stabilize a recruit long enough for the Valkaris to get to the recruit. They can even aid a Valkaris get to a recruit by cutting away anything in the way. Tinkers and others that aid in healing and repairing are looking at the Sanitateo to make their jobs easier or faster, as a swarm can deal with the lightly wounded, or stabilize critically wounded while they wait for better aid. Some Sanitateos have also seen use in battlefield salvage or even in construction, usually aiding in cutting or welding, although with enough, they can lift large items, which makes them also useful in setting up temporary defensive structures when larger warmounts are not available to help.
Sanitateo drones are completely AI robots and are never Awakened, seen as tools, and nearly double the size of most other micro robot swarm drones, owing to improved sensors and carry supply of repair nanites. The helmets and communications of the Necromancer can easily control and give instructions to the swarm, especially when grouped together for a higher hive intelligence, allowing the swarm to act independently for hours, allowing the swarm to search for wounded, and aid in search and rescue missions.
The swarm is usually kept in a specially designed container that looks like a wicker basket, about 1.5 ft diameter by 2 feet deep, holding 30 Sanitateos. This container can recharge the drones and gets power via induction with the Shemarrian carrying it, or power hook up from a vehicle or war mount. An e-clip can be inserted near the bottom, recharging a full swarm in about an hour, but completely drains the e-clip. The container has 15 MDC and weighs 30 lbs. empty. A larger container measuring 2 feet wide by 2.5 feet deep is available that holds 50 Sanitateos, weighing 35 lbs empty and has 20 MDC has gained more popularity as it allows the user to use the normal 100 beetles.
Type: Eshe-R241Cvp Sanitateo
Class: MicroRobot
Crew: None; robot intelligence
SDC/Armor by Location:
Main Body 50
Head 20
Legs(6) 10 each
Wings(2) 10 each
*Sanitateos are incredibly small and difficult to notice, attacks suffer -3 to strike, if the opponent is even aware of it. However, if light up with their plasma powers, only -2 to strike.
Height: 3 inches
Width: 2 inches at shoulders , 10 inch wingspan
Length: 5 inches
Weight: 4.5 lbs
Cargo: Only what can be carried in the ‘bot’s arms
Physical Strength: Equivalent to human P.S. of 3, but due to anti-grav system and molecular grips can lift 100 lbs and fly at full speed or up to a max of 200 lbs at half speed. Teams of Sanitateo will work together to carry most EShemarrian since they usually weigh more than 100 lbs, with 1 additional Sanitateo per 100 lbs to fly at max speed.
Each Sanitateo has an effective IQ of 8, but when in groups of 5 or more, gain +1 IQ for the group per 3 additional bots, allowing a large swarm to operate independently quite effectively with missions of spying. The bots must be within 30 feet of each other for this additional boost in IQ.
Powerplant: Electric battery providing 8 hours of operation before requiring recharging.
Speed: (Running) 5 MPH
(Flying) 50 MPH, maximum altitude of 100 ft
(Space) Not possible
(Underwater) Not applicable
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Thermo-Optics (100 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio, range: 20 miles
*Motion Detector (500 ft range)
*Recording Chip---Stores up to 8 hours of recorded observations.
*Modulating Voice Synthesizer Chip---Allows the Carrion Fly to imitate a variety of natural sounds, such as animal calls.
*Microscope for fine medical work.
*Bio sensors & diagnostic sensors.
Molecular Adhesion Pads---The drone can cling to just about any surface like an insect, thanks to these pads in the feet.
Modified 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. The drone can not use this on itself, but can use them to heal another EShemarrian, able to repair 1d6 MDC per melee round and can repair 20 MDC before needing material stocks to convert to MD repair material.
Recharge Cybernanite Repair System - The drone can 'consume' material to recharge its nanite system. It must consume 2 MDC or 200 SDC to recharge 1 MDC in stocks.
Regeneration Supercharger---Although Sanitateos lack their own cybernanite repair system, they can supercharge the wounded’s self-repair capabilities, effectively increasing the repair rate by 50%.
Distraction - Similar to the Carrion Fly ability, a group of 10 or more Sanitateos will fly about and on a target causing as must of a distraction as possible, getting in the way of optics, nipping at bare skin, buzzing, getting in the way of triggers, etc. The target must make a save vs insanity 12 (+1 for every 10 fiery wing over the initial 10 to maximum save of 18) or suffer -1 attack, -2 to strike, dodge and parry, and can not make use of auto dodge.
IRMSS/RMK - Similar to the IRMSS and RMK systems commonly available, granting the Sanitateo surgical skill 80% (increased slightly due to programming), with 20 uses of nanites, and can use the nanite recharge system to replenish these nanites (10 SDC to recharge the system completely), while the RMK component gives the Sanitateo paramedic suturing skill at 90%.
Medical Tools - The proboscis, and front legs are designed to morph into virtually any medical tool the Sanitateo could need, in combination with the IRMSS/RMK to cut, sew, probe and extract foreign objects and anything else.
Mechanical Tools - The proboscis and front legs can morph into a number of tools for cutting or welding and making repairs on cyborgs, warmounts and android EShemarrians, from simple screwdrivers to laser welders and cutters, that it can use to patch damaged systems, cut armour from nearby fallen enemies and use it to patch armour on warriors or even warmounts, and effect other repairs.
Control EShemarrian - In the few cases where an Eshemarrian or NeShemarrian is rendered unconscious, such as neural shock, system shock to the AI, the Sanitateo can take over the body temporarily, instead of just carrying the unconscious warrior, especially in the case if the mobility systems of the wounded are still function. The Sanitateo can make full use of the legs or any flight systems the wounded has, however any bonuses to Dodge are at half of the base for the elite/cyborg frame. The Sanitateo can also make use of any built in weapons the wounded has, not any hand held weapons, but only has a +1 to strike rolls. For large Eshemarrians or warmounts (over 10 feet tall or long) an additional Sanitateo is required per 10 feet.
Weapons Systems:
Proboscis Blade - The proboscis can easily morph into a vibro blade that it can use for cutting materials for salvage or even combat.
Range: Melee
Damage: 1d6 S.D.C. Or 1 MD per stab. Can deal 1d4 MD per full melee cutting.
Laser Torch - The proboscis is also equipped with a laser cutter that it could use in combat in an emergency.
Range: 10 ft
Damage: 2d6 SDC, 1d4 MD.
Payload: 20 shots, or 5 minutes of cutting, recharges at a rate of 1 shot per 5 minutes of inactivity. The power source will recharge the capacitor until it runs out of power. If the Sanitateo is out of power but still has charges in the cutter, it can transfer power from the welder to its power cell, with each shot providing 1 minute of power.
Options:
*Extended Abdomen - Sanitateo can be fitted with an extend abdomen/thorax which can contain extra systems. The mini-pod adds extra drag (reduce maximum speed to 40 MPH) but allows the microrobot to carry extra systems such as the following based on the Vespina, although smaller:
a) Drug Needle and Injector---Stinger needle does 1 SDC damage, plus chemical effects. Can carry enough chemical for 3 doses. Usually filled with some sort of medicine, such as anti-toxins, sedatives, or vaccines if used in areas that are suffering from plagues or diseases. Anti-radiation medicines can even be used, for those that serve with the Radiant Edge or in disaster relief efforts in a nuclear fallout area.
b) Acid Sprayer---Can spray an area (3 ft wide) with a corrosive that, depending on the specific agent involved, does 1d6 SDC for 1d4 melees, or 1 MD per melee for 1d4 melees. Has enough for 2 applications. Sanitateos may be equipped with this pod if they are in an area with foes that have laser resistant armour.
c) Tracer Chip Dispenser---The Sanitateo can attach (via adhesive or injection under the skin) a small micro-tracer to a target. The chip can act as a passive transponder or as an active ‘pinger’(3,000 ft range, 48 hour battery life). Can carry up to 5 chips.
e) Neural Stinger - Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The neural-stinger has enough power for 4 stings, then recharges at a rate of 1 sting per hour. Sanitateos are usually only equipped with these if they are expected to encounter a number of mortal foes that aren't heavily armoured that might interfere with their work, or if there are a lot of wildlife. They sometimes use them on panicking patients to help subdue them.
f) Extra Battery - This extends the operational time of the Sanitateo to 14 hours.
g) Increased Nanite Storage - This pod holds more storage for the cybernetic nanite and IRMSS systems, increasing the nanite stock by 10, and an additional 5 uses for the IRMSS.
Programming:
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Cybernetic Medicine 80%
Medical Doctor 75% (surgery only at 80%)
Bioware Mechanics 75%
Mechanical Engineer 60%
Robot Mechanics 75%
Electrical Engineer 60%
Robot Electronics 75%
Military Fortification 50%
Jury-Rig 60%
Recycling 75%
Salvage 70%
Language: Can understand 5 different languages 80%
Actions/Attacks Per Melee: 3
Initiative +3
Dodge +5 , +8 in flight
Automatic Dodge +3
Strike +1
Roll +6
*Drone Producing Warmounts - Warmounts such as the Hawkmoth and similar ones with capabilities to produce drones and microrobots can generally produce 50 per hour 5 MD or 5,000 SDC of consumed materials to produce 50 drones.
Sanitateo Swarm
After Clan Vespa sent units to aid some of the other Tribes in several fights against the Minions of Hell, partly in testing their newer Archus Mantis and Suzuhachi elites and see first hand how their Fiery Wings faired against supernatural foes. They also observed how difficult it can be to get wounded to safety, and took some inspiration from the Hawkmoon's Rapt-Rex in how flights of them would quickly break off from the fight to aid and carry off badly wounded Shemarrians if they were able, then return to the fight after dropping them off outside of the combat zone or on larger warmounts that can protect the wounded better.
However Clan Vespa was still not well equipped to design and build warmounts, and even developing new cyborgs takes a long time, but they can develop micro robots incredibly quickly, thus the Sanitateo was created. Designed to look like a large mosquito, large wings, long articulated legs, prosboscis and a bloated looking thorax. Sanitateos were originally developed as autonomous IRMSS/RMK robot with added nanites based on the nanite repair system that all EShemarrians use. However it was expanded beyond that with added tools to aid in making repairs to robotic, cybernetic and even surgical tools for organic patients it aids. Each Sanitateo is also fitted with a potent, but small, anti-gravity system that allows a single Sanitateo to lift and carry 100 lbs at full speed, and up to 200 lbs at half speed. The tools it carries not only aid a Sanitateo effect quick battlefield repairs, but groups of them can even dismantle wounded opponents for parts to patch up EShemarrians.
A Sanitateo swarm will be released on a battle field and will use their sensors to watch for wounded allies, then several will quickly latch onto a wounded ally (usually those below half health) and use their IRMSS/RMK and repair nanites to quickly heal and even supercharge the wounded's own nanite repair system for short periods while attached. If the wounded is too hurt/damaged to move, the Sanitateo(s) will carry the wounded away. The proboscis, using nanite technology to allow it to change from a nanite injector, to tools, welding and cutting torches. The Sanitateo also uses it, and its tools, to 'consume' material to recharge the repair nanites and the IRMSS/RMK systems. The antennae not only function as part of the Sanitateo's sensors, but also can link it to the wounded wirelessly and physically to allow for faster diagnostic and if the wounded is unconscious, but able to move, the Sanitateo can temporarily take over the body and use its own mobility systems (walking or if any flight systems) to move the wounded, and even use their own weapons to defend the wounded and itself.
Valkaris are starting to request small swarms of Sanitateos as with the extra eyes, they can search a battle field faster and in the case of several 'recruits' in the area, the Sanitateos can stabilize a recruit long enough for the Valkaris to get to the recruit. They can even aid a Valkaris get to a recruit by cutting away anything in the way. Tinkers and others that aid in healing and repairing are looking at the Sanitateo to make their jobs easier or faster, as a swarm can deal with the lightly wounded, or stabilize critically wounded while they wait for better aid. Some Sanitateos have also seen use in battlefield salvage or even in construction, usually aiding in cutting or welding, although with enough, they can lift large items, which makes them also useful in setting up temporary defensive structures when larger warmounts are not available to help.
Sanitateo drones are completely AI robots and are never Awakened, seen as tools, and nearly double the size of most other micro robot swarm drones, owing to improved sensors and carry supply of repair nanites. The helmets and communications of the Necromancer can easily control and give instructions to the swarm, especially when grouped together for a higher hive intelligence, allowing the swarm to act independently for hours, allowing the swarm to search for wounded, and aid in search and rescue missions.
The swarm is usually kept in a specially designed container that looks like a wicker basket, about 1.5 ft diameter by 2 feet deep, holding 30 Sanitateos. This container can recharge the drones and gets power via induction with the Shemarrian carrying it, or power hook up from a vehicle or war mount. An e-clip can be inserted near the bottom, recharging a full swarm in about an hour, but completely drains the e-clip. The container has 15 MDC and weighs 30 lbs. empty. A larger container measuring 2 feet wide by 2.5 feet deep is available that holds 50 Sanitateos, weighing 35 lbs empty and has 20 MDC has gained more popularity as it allows the user to use the normal 100 beetles.
Type: Eshe-R241Cvp Sanitateo
Class: MicroRobot
Crew: None; robot intelligence
SDC/Armor by Location:
Main Body 50
Head 20
Legs(6) 10 each
Wings(2) 10 each
*Sanitateos are incredibly small and difficult to notice, attacks suffer -3 to strike, if the opponent is even aware of it. However, if light up with their plasma powers, only -2 to strike.
Height: 3 inches
Width: 2 inches at shoulders , 10 inch wingspan
Length: 5 inches
Weight: 4.5 lbs
Cargo: Only what can be carried in the ‘bot’s arms
Physical Strength: Equivalent to human P.S. of 3, but due to anti-grav system and molecular grips can lift 100 lbs and fly at full speed or up to a max of 200 lbs at half speed. Teams of Sanitateo will work together to carry most EShemarrian since they usually weigh more than 100 lbs, with 1 additional Sanitateo per 100 lbs to fly at max speed.
Each Sanitateo has an effective IQ of 8, but when in groups of 5 or more, gain +1 IQ for the group per 3 additional bots, allowing a large swarm to operate independently quite effectively with missions of spying. The bots must be within 30 feet of each other for this additional boost in IQ.
Powerplant: Electric battery providing 8 hours of operation before requiring recharging.
Speed: (Running) 5 MPH
(Flying) 50 MPH, maximum altitude of 100 ft
(Space) Not possible
(Underwater) Not applicable
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Thermo-Optics (100 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio, range: 20 miles
*Motion Detector (500 ft range)
*Recording Chip---Stores up to 8 hours of recorded observations.
*Modulating Voice Synthesizer Chip---Allows the Carrion Fly to imitate a variety of natural sounds, such as animal calls.
*Microscope for fine medical work.
*Bio sensors & diagnostic sensors.
Molecular Adhesion Pads---The drone can cling to just about any surface like an insect, thanks to these pads in the feet.
Modified 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. The drone can not use this on itself, but can use them to heal another EShemarrian, able to repair 1d6 MDC per melee round and can repair 20 MDC before needing material stocks to convert to MD repair material.
Recharge Cybernanite Repair System - The drone can 'consume' material to recharge its nanite system. It must consume 2 MDC or 200 SDC to recharge 1 MDC in stocks.
Regeneration Supercharger---Although Sanitateos lack their own cybernanite repair system, they can supercharge the wounded’s self-repair capabilities, effectively increasing the repair rate by 50%.
Distraction - Similar to the Carrion Fly ability, a group of 10 or more Sanitateos will fly about and on a target causing as must of a distraction as possible, getting in the way of optics, nipping at bare skin, buzzing, getting in the way of triggers, etc. The target must make a save vs insanity 12 (+1 for every 10 fiery wing over the initial 10 to maximum save of 18) or suffer -1 attack, -2 to strike, dodge and parry, and can not make use of auto dodge.
IRMSS/RMK - Similar to the IRMSS and RMK systems commonly available, granting the Sanitateo surgical skill 80% (increased slightly due to programming), with 20 uses of nanites, and can use the nanite recharge system to replenish these nanites (10 SDC to recharge the system completely), while the RMK component gives the Sanitateo paramedic suturing skill at 90%.
Medical Tools - The proboscis, and front legs are designed to morph into virtually any medical tool the Sanitateo could need, in combination with the IRMSS/RMK to cut, sew, probe and extract foreign objects and anything else.
Mechanical Tools - The proboscis and front legs can morph into a number of tools for cutting or welding and making repairs on cyborgs, warmounts and android EShemarrians, from simple screwdrivers to laser welders and cutters, that it can use to patch damaged systems, cut armour from nearby fallen enemies and use it to patch armour on warriors or even warmounts, and effect other repairs.
Control EShemarrian - In the few cases where an Eshemarrian or NeShemarrian is rendered unconscious, such as neural shock, system shock to the AI, the Sanitateo can take over the body temporarily, instead of just carrying the unconscious warrior, especially in the case if the mobility systems of the wounded are still function. The Sanitateo can make full use of the legs or any flight systems the wounded has, however any bonuses to Dodge are at half of the base for the elite/cyborg frame. The Sanitateo can also make use of any built in weapons the wounded has, not any hand held weapons, but only has a +1 to strike rolls. For large Eshemarrians or warmounts (over 10 feet tall or long) an additional Sanitateo is required per 10 feet.
Weapons Systems:
Proboscis Blade - The proboscis can easily morph into a vibro blade that it can use for cutting materials for salvage or even combat.
Range: Melee
Damage: 1d6 S.D.C. Or 1 MD per stab. Can deal 1d4 MD per full melee cutting.
Laser Torch - The proboscis is also equipped with a laser cutter that it could use in combat in an emergency.
Range: 10 ft
Damage: 2d6 SDC, 1d4 MD.
Payload: 20 shots, or 5 minutes of cutting, recharges at a rate of 1 shot per 5 minutes of inactivity. The power source will recharge the capacitor until it runs out of power. If the Sanitateo is out of power but still has charges in the cutter, it can transfer power from the welder to its power cell, with each shot providing 1 minute of power.
Options:
*Extended Abdomen - Sanitateo can be fitted with an extend abdomen/thorax which can contain extra systems. The mini-pod adds extra drag (reduce maximum speed to 40 MPH) but allows the microrobot to carry extra systems such as the following based on the Vespina, although smaller:
a) Drug Needle and Injector---Stinger needle does 1 SDC damage, plus chemical effects. Can carry enough chemical for 3 doses. Usually filled with some sort of medicine, such as anti-toxins, sedatives, or vaccines if used in areas that are suffering from plagues or diseases. Anti-radiation medicines can even be used, for those that serve with the Radiant Edge or in disaster relief efforts in a nuclear fallout area.
b) Acid Sprayer---Can spray an area (3 ft wide) with a corrosive that, depending on the specific agent involved, does 1d6 SDC for 1d4 melees, or 1 MD per melee for 1d4 melees. Has enough for 2 applications. Sanitateos may be equipped with this pod if they are in an area with foes that have laser resistant armour.
c) Tracer Chip Dispenser---The Sanitateo can attach (via adhesive or injection under the skin) a small micro-tracer to a target. The chip can act as a passive transponder or as an active ‘pinger’(3,000 ft range, 48 hour battery life). Can carry up to 5 chips.
e) Neural Stinger - Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The neural-stinger has enough power for 4 stings, then recharges at a rate of 1 sting per hour. Sanitateos are usually only equipped with these if they are expected to encounter a number of mortal foes that aren't heavily armoured that might interfere with their work, or if there are a lot of wildlife. They sometimes use them on panicking patients to help subdue them.
f) Extra Battery - This extends the operational time of the Sanitateo to 14 hours.
g) Increased Nanite Storage - This pod holds more storage for the cybernetic nanite and IRMSS systems, increasing the nanite stock by 10, and an additional 5 uses for the IRMSS.
Programming:
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Cybernetic Medicine 80%
Medical Doctor 75% (surgery only at 80%)
Bioware Mechanics 75%
Mechanical Engineer 60%
Robot Mechanics 75%
Electrical Engineer 60%
Robot Electronics 75%
Military Fortification 50%
Jury-Rig 60%
Recycling 75%
Salvage 70%
Language: Can understand 5 different languages 80%
Actions/Attacks Per Melee: 3
Initiative +3
Dodge +5 , +8 in flight
Automatic Dodge +3
Strike +1
Roll +6
*Drone Producing Warmounts - Warmounts such as the Hawkmoth and similar ones with capabilities to produce drones and microrobots can generally produce 50 per hour 5 MD or 5,000 SDC of consumed materials to produce 50 drones.
Re: Shemarrian-related fan creations
Been busy last few days having the Sapphire Cobra twins Vypaea & Pythiir mind-screwing a couple of my more effete players in the R20 game I've been running (for like 5 years and counting...which is part of the meta-plot I've been doing since Rifts Edition 1, 1st. printing was released; many players many groups.). Let's just say for every piece of the Shemarr mystery revealed, a dozen more are then shrouded.
Pro-Tip? NEVER ask how baby Shemarr are made (unless they've expressed interest in you) ESPECIALLY if you are a male.
Just saying
Pro-Tip? NEVER ask how baby Shemarr are made (unless they've expressed interest in you) ESPECIALLY if you are a male.
Just saying
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
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
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
DhAkael wrote:Been busy last few days having the Sapphire Cobra twins Vypaea & Pythiir mind-screwing a couple of my more effete players in the R20 game I've been running (for like 5 years and counting...which is part of the meta-plot I've been doing since Rifts Edition 1, 1st. printing was released; many players many groups.). Let's just say for every piece of the Shemarr mystery revealed, a dozen more are then shrouded.
Pro-Tip? NEVER ask how baby Shemarr are made (unless they've expressed interest in you) ESPECIALLY if you are a male.
Just saying
Well, with regards to another NPC I'm writing up, getting one partner to participate in a certain ritual is ESPECIALLY challenging, due to certain associations.
And with regards to Pentac ever getting any?
“Soooo...this new avatar body of yours...It’s anatomically correct under the coveralls? Fully functional?”
“Yeah, the Wayfinders gave me full somatic sensory input and response. I can feel every micrometer of my skin from my scalp to the soles of my feet and fine muscle control for it all. Why do you ask?”
(zip!/zip!)
‘”Initiating -docking- maneuvers.”
Yeah, spent the weekend bolstering my brother's morale. and rescuing various objects de art from imminent 'sell as is'. so I was away from my computer; the weekend of electronic isolation was welcome, but it takes me time to revv up again afterwards....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Doctor Rus---NPC
“Do not resist; those straps are strong enough to hold demons. Do not struggle; it only interferes with Science.”
“What a FASCINATING device implanted in your cranium! You indicated it is a magically enhanced behavioral modification device? How interesting! Do you mind if I have it? Oh, irrelevant question; I spoke as if you had a choice in the matter.”
Doctor Rus is an Awakened Robot Intelligence in the service of the Nightmare Tribe. Formerly a RUS(Robotic Utility Surgeon) deployed at Bedlam-3 by Archie-Three, RUS-14 was assigned to oversee the surgical modification and programming of the various human medical experiments there. Acting as an extension of ARCHIE-3, RUS-14 performed medical experiments on scores of biological subjects, both willing and unwilling. When not under the direct control of A3, the robot surgeon monitored the experimental subjects and faithfully attended to their life support.
During a Shemarrian raid on the Bedlam-3 facility, RUS-14 was ‘Awakened’ by one of the Shemarrian marauders, possibly in an attempt to spread confusion among the ranks of ARCHIE-3’s robots during the attack. It didn’t work out as planned(if that was the intent), as the newly endowed consciousness was too ‘young’ to have much of an effect on the running battle, though the surgical robot DID refuse to abandon its patients when they escaped. While initially distrustful of one of the instruments of their torture, the Bedlamite refugees came to accept the presence and much-needed services of the medical robot. Enough of the refugees also had enough psionic abilities and psychic sensitivity to recognize something different about the former Archite.
Over the course of their odyssey and eventual assimilation into the Lost Eclipse, RUS-14’s personality has developed, and its rudimentary personality has bloomed into a full-fledged mad scientist persona. Doctor Rus is quite curious about new and fascinating medical questions and conditions, especially those affecting the brain and nervous system. He is fascinated with M.O.M., Coalition psi-gear, and such developments as the Delphi Juicer, and having heard of Psynetics, has expressed an interest in a European expedition to acquire more samples and gather more intelligence.
Doctor Rus now oversees a small entourage of staff, both Awakened medical robots and medically-trained/oriented (E)Shemarrians who see to the Lost Eclipse’s special needs. It’s also no secret in the clan that these staff members are also involved in developing new psychoweapons for the Lost Eclipse, and are often present to provide ‘enhanced interrogation’ during the questioning of prisoners. Ironically, this callous curiousity doesn’t extend to Rus’s dealings with his former Bedlam charges; to them he acts as politely and empathically as an old family doctor(or rather, as the old family doctor he sees himself as with regards to them).
Level of Experience: 8th Level
Rank: Surgeon-General of the Nightmares
Race: Awakened Ecotroz Robot
Alignment: Aberrant
Land of Origin: Aberdeen Factory Complex #3
Age: Not applicable
Sex: Doctor Rus responds to the masculine.
Height: 6 ft
Weight: 600 lbs
Physical Description/Appearance:
Doctor Rus is a modified A-49 Combat Drone chassis, using the same legs and torso, but with redesigned arms meant to support a variety of surgical instruments, and a new head, which is oversized and vaguely like an old-style portable video camera, with several large optics at the end, surrounding a single large cyclopean optic sensor. Doctor Rus frequently wears surgical scrub overalls or a slick plastic jumpsuit.
Disposition:
Doctor Rus fairly exudes ‘mad scientist’; he is fanatically devoted to his work, often at the expense of ethics. While he is dedicated to his original patients(the Bedlamites), and deferential to members of the Lost Eclipse, he can be downright cold and menacing to others, inhumanly curious and inquisitive. He comes across as cold and mechanical, distanced, and more than slightly manic. He rarely shows any interest in anything beyond what impacts his work, and socializes only as a necessity(for which many are grateful, as any ‘friendly’ discussion with Doctor Rus can quickly turn to squeam as he begins describing his latest work or experiments he’s interested in performing). The closest Doctor Rus comes to being actually friendly and empathic is when dealing with his former ‘patients’ from the Bedlam facility, to who he will be nothing but pleasant and genuinely curious about their wellbeing.
Doctor Rus rarely engages in combat unless it is to subdue a particularly unruly test subject, defend himself and his work, or one of his patients. In general, if combat breaks out nearby, he will either dismiss it as interrupting more important work, or he will coolly observe from the sidelines, offering the occasional comment and insight on the fighting.
Physical Attributes/Superlatives:
IQ: 20
ME: 19
MA: 14
PS: Robotic P.S. of 28
PP: 18
PE:---
PB:---
SPD: 132/ 90 MPH
(Leaping) 10 ft up.across. Increase by 50% with a 40 MPH+ running start
(ISP):----
(PPE): 8
Hit Points:---
SDC:---
MDC: Head 70
Main Body 200
Arms(2) 40 each
Hands(2) 10 each
Legs(2) 80 each
Horror Factor: Spending any amount of time in Doctor Rus’s presence is enough to get any non-Shemar(or any non-Lost Eclipse member) to respond to the deranged robo-doctor with the equivalent of H.F. 10(12 if one is tied up or otherwise incapacitated in his presence).
Special Abilities/Characteristics/Powers: Psi-manic Mad Scientist Robot
Magic: None
Psionics:(From Ecotroz)
Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(No ISP cost)
Cybernetics/Bionics/Robotics:
Standard A-49 systems, plus:
-Advanced Robot Optics---Includes Normal Light/Low Light/IR and Thermal-imaging.
-Microscopic Vision---Can focus in 2x to 100x.
-Biomonitor System--Used to monitor the vital signs of patients/experimental subjects.
-Kirellian Aura Optics--These are special optics that act like the PPE sensors of the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-Molecular Analyzer---Provides on the spot identification of airborne chemicals.
-Enhanced Robotic Audio w/ Ultra-Ear.
-Long Duration A/V Recording Capability
-Finger Blades---Surgically-sharp finger blades that are sterilized between uses by an internal system. Each finger does 1d4 SDC.
-Laser Scalpel Fingers---Range of 6-8 inches, and variable damage from 1 SDC to 1d4 MD.
-Drug Injectors---Doctor Rus’s arms contain drug injectors and reservoirs, holding a total of 60 doses of up to 10 different chemicals/drugs
-Chemical Sprayer--Doctor Rus can spray a stream of antiseptics or incapacitating agents up to 20 ft away and covering a 5 ft area. Has a reservoir able to hold 25 does of 5 different chemicals.
Skills/Programming:
Medical Doctor 84/74%
Biology 92%
Chemistry 96%
Chemistry: Analytical 86%
M.D. Cybernetics 80%
Juicer Medicine/Technology 80%
Pathology 80%
Paramedic 90%
Psychology 65%
Brewing 75%
Field Surgery 75%
Computer Operation 94%
Computer Programming 80%
Computer Repair 92%
Basic Electronics 90%
Electrical Engineer 86%
Electricity Generation 80%
Language/Literacy:
Techno-Can 98%/98%
American-English 98%/90%
Shemarrian 60%/ 40%
Lore: D-Bee 45%
Lore: Demons & Monsters 45%
Lore: Psychics & Psionics 45%
-Hand to Hand Combat(Hand to Hand Basic: 5th level)
-o2 Energy Pistol
-o2 Energy Rifle
-o6 Entomological Medicine 66%/36%
-o6 Xenology 46%
Actions/Attacks per Melee: 5
Initiative:+1
Strike: +3 (+5 strike on aimed shot with energy pistols and rifles)
Parry: +4
Dodge: +4
Roll: +2
Pull Punch: +4
Disarm: +1
Damage:
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Judo-Style Throw/Flip 4d6 SDC
Saves:
Vs Psionics +3
Vs Insanity +2
Vs Horror Factor +5
Vs Magic Illusions +1
Effectively Immune to Horror Factor and Possession
Notable Possessions/Equipment:
Doctor Rus has access to a mobile laboratory of medical equipment. He also has a small collection of alien medical devices, including a Splugorth Psi-Interrogator. If he needed anything else, he needs only submit a request for it to the Tribe Elders and it’s more than likely they would approve its acquisition by means legal or illegal.
Doctor Rus can pick up and use any Shemarrian energy weapon, but he favors a heavy Neural Disruptor Rifle salvaged from a Northern Gun JAPE II Defender Power Armor.
Doctor Rus rarely travels alone; he usually has a retinue of assistants/bodyguards(2-4) with him at any given time. He is also attended by several dozen smaller(unAwakened) robot drones that act as ‘smart’ equipment. Doctor Rus is cognizant enough about magic and psionics that he frequently uses a private wireless network setup with his remote ‘bot assistants to double- and triple-check his surroundings against possible manipulation of his senses/sensors by magic/psionic means.
“Do not resist; those straps are strong enough to hold demons. Do not struggle; it only interferes with Science.”
“What a FASCINATING device implanted in your cranium! You indicated it is a magically enhanced behavioral modification device? How interesting! Do you mind if I have it? Oh, irrelevant question; I spoke as if you had a choice in the matter.”
Doctor Rus is an Awakened Robot Intelligence in the service of the Nightmare Tribe. Formerly a RUS(Robotic Utility Surgeon) deployed at Bedlam-3 by Archie-Three, RUS-14 was assigned to oversee the surgical modification and programming of the various human medical experiments there. Acting as an extension of ARCHIE-3, RUS-14 performed medical experiments on scores of biological subjects, both willing and unwilling. When not under the direct control of A3, the robot surgeon monitored the experimental subjects and faithfully attended to their life support.
During a Shemarrian raid on the Bedlam-3 facility, RUS-14 was ‘Awakened’ by one of the Shemarrian marauders, possibly in an attempt to spread confusion among the ranks of ARCHIE-3’s robots during the attack. It didn’t work out as planned(if that was the intent), as the newly endowed consciousness was too ‘young’ to have much of an effect on the running battle, though the surgical robot DID refuse to abandon its patients when they escaped. While initially distrustful of one of the instruments of their torture, the Bedlamite refugees came to accept the presence and much-needed services of the medical robot. Enough of the refugees also had enough psionic abilities and psychic sensitivity to recognize something different about the former Archite.
Over the course of their odyssey and eventual assimilation into the Lost Eclipse, RUS-14’s personality has developed, and its rudimentary personality has bloomed into a full-fledged mad scientist persona. Doctor Rus is quite curious about new and fascinating medical questions and conditions, especially those affecting the brain and nervous system. He is fascinated with M.O.M., Coalition psi-gear, and such developments as the Delphi Juicer, and having heard of Psynetics, has expressed an interest in a European expedition to acquire more samples and gather more intelligence.
Doctor Rus now oversees a small entourage of staff, both Awakened medical robots and medically-trained/oriented (E)Shemarrians who see to the Lost Eclipse’s special needs. It’s also no secret in the clan that these staff members are also involved in developing new psychoweapons for the Lost Eclipse, and are often present to provide ‘enhanced interrogation’ during the questioning of prisoners. Ironically, this callous curiousity doesn’t extend to Rus’s dealings with his former Bedlam charges; to them he acts as politely and empathically as an old family doctor(or rather, as the old family doctor he sees himself as with regards to them).
Level of Experience: 8th Level
Rank: Surgeon-General of the Nightmares
Race: Awakened Ecotroz Robot
Alignment: Aberrant
Land of Origin: Aberdeen Factory Complex #3
Age: Not applicable
Sex: Doctor Rus responds to the masculine.
Height: 6 ft
Weight: 600 lbs
Physical Description/Appearance:
Doctor Rus is a modified A-49 Combat Drone chassis, using the same legs and torso, but with redesigned arms meant to support a variety of surgical instruments, and a new head, which is oversized and vaguely like an old-style portable video camera, with several large optics at the end, surrounding a single large cyclopean optic sensor. Doctor Rus frequently wears surgical scrub overalls or a slick plastic jumpsuit.
Disposition:
Doctor Rus fairly exudes ‘mad scientist’; he is fanatically devoted to his work, often at the expense of ethics. While he is dedicated to his original patients(the Bedlamites), and deferential to members of the Lost Eclipse, he can be downright cold and menacing to others, inhumanly curious and inquisitive. He comes across as cold and mechanical, distanced, and more than slightly manic. He rarely shows any interest in anything beyond what impacts his work, and socializes only as a necessity(for which many are grateful, as any ‘friendly’ discussion with Doctor Rus can quickly turn to squeam as he begins describing his latest work or experiments he’s interested in performing). The closest Doctor Rus comes to being actually friendly and empathic is when dealing with his former ‘patients’ from the Bedlam facility, to who he will be nothing but pleasant and genuinely curious about their wellbeing.
Doctor Rus rarely engages in combat unless it is to subdue a particularly unruly test subject, defend himself and his work, or one of his patients. In general, if combat breaks out nearby, he will either dismiss it as interrupting more important work, or he will coolly observe from the sidelines, offering the occasional comment and insight on the fighting.
Physical Attributes/Superlatives:
IQ: 20
ME: 19
MA: 14
PS: Robotic P.S. of 28
PP: 18
PE:---
PB:---
SPD: 132/ 90 MPH
(Leaping) 10 ft up.across. Increase by 50% with a 40 MPH+ running start
(ISP):----
(PPE): 8
Hit Points:---
SDC:---
MDC: Head 70
Main Body 200
Arms(2) 40 each
Hands(2) 10 each
Legs(2) 80 each
Horror Factor: Spending any amount of time in Doctor Rus’s presence is enough to get any non-Shemar(or any non-Lost Eclipse member) to respond to the deranged robo-doctor with the equivalent of H.F. 10(12 if one is tied up or otherwise incapacitated in his presence).
Special Abilities/Characteristics/Powers: Psi-manic Mad Scientist Robot
Magic: None
Psionics:(From Ecotroz)
Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(No ISP cost)
Cybernetics/Bionics/Robotics:
Standard A-49 systems, plus:
-Advanced Robot Optics---Includes Normal Light/Low Light/IR and Thermal-imaging.
-Microscopic Vision---Can focus in 2x to 100x.
-Biomonitor System--Used to monitor the vital signs of patients/experimental subjects.
-Kirellian Aura Optics--These are special optics that act like the PPE sensors of the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-Molecular Analyzer---Provides on the spot identification of airborne chemicals.
-Enhanced Robotic Audio w/ Ultra-Ear.
-Long Duration A/V Recording Capability
-Finger Blades---Surgically-sharp finger blades that are sterilized between uses by an internal system. Each finger does 1d4 SDC.
-Laser Scalpel Fingers---Range of 6-8 inches, and variable damage from 1 SDC to 1d4 MD.
-Drug Injectors---Doctor Rus’s arms contain drug injectors and reservoirs, holding a total of 60 doses of up to 10 different chemicals/drugs
-Chemical Sprayer--Doctor Rus can spray a stream of antiseptics or incapacitating agents up to 20 ft away and covering a 5 ft area. Has a reservoir able to hold 25 does of 5 different chemicals.
Skills/Programming:
Medical Doctor 84/74%
Biology 92%
Chemistry 96%
Chemistry: Analytical 86%
M.D. Cybernetics 80%
Juicer Medicine/Technology 80%
Pathology 80%
Paramedic 90%
Psychology 65%
Brewing 75%
Field Surgery 75%
Computer Operation 94%
Computer Programming 80%
Computer Repair 92%
Basic Electronics 90%
Electrical Engineer 86%
Electricity Generation 80%
Language/Literacy:
Techno-Can 98%/98%
American-English 98%/90%
Shemarrian 60%/ 40%
Lore: D-Bee 45%
Lore: Demons & Monsters 45%
Lore: Psychics & Psionics 45%
-Hand to Hand Combat(Hand to Hand Basic: 5th level)
-o2 Energy Pistol
-o2 Energy Rifle
-o6 Entomological Medicine 66%/36%
-o6 Xenology 46%
Actions/Attacks per Melee: 5
Initiative:+1
Strike: +3 (+5 strike on aimed shot with energy pistols and rifles)
Parry: +4
Dodge: +4
Roll: +2
Pull Punch: +4
Disarm: +1
Damage:
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch( 2 attacks) 2d6 MD
Kick 1d6 MD
Judo-Style Throw/Flip 4d6 SDC
Saves:
Vs Psionics +3
Vs Insanity +2
Vs Horror Factor +5
Vs Magic Illusions +1
Effectively Immune to Horror Factor and Possession
Notable Possessions/Equipment:
Doctor Rus has access to a mobile laboratory of medical equipment. He also has a small collection of alien medical devices, including a Splugorth Psi-Interrogator. If he needed anything else, he needs only submit a request for it to the Tribe Elders and it’s more than likely they would approve its acquisition by means legal or illegal.
Doctor Rus can pick up and use any Shemarrian energy weapon, but he favors a heavy Neural Disruptor Rifle salvaged from a Northern Gun JAPE II Defender Power Armor.
Doctor Rus rarely travels alone; he usually has a retinue of assistants/bodyguards(2-4) with him at any given time. He is also attended by several dozen smaller(unAwakened) robot drones that act as ‘smart’ equipment. Doctor Rus is cognizant enough about magic and psionics that he frequently uses a private wireless network setup with his remote ‘bot assistants to double- and triple-check his surroundings against possible manipulation of his senses/sensors by magic/psionic means.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
EcoS-K-120 EShemar ‘Borean’ Warmount
(aka ‘WeatherWar’, ‘Sydney’, ‘Windshell’)
“Other people curse at the thought of foul weather, but we LOVE it! In fact, if nature doesn’t provide, we’ll make our own! Sunny days? Bah! I celebrate thunderstorm cells!”
“The tide and weather were supposed to be WITH our invasion forces! Now you’re telling me there’s a stiff offshore wind working AGAINST us, AND a brewing supercell forming right over our ships?!”
The ‘Borean’ is a radical new Wayfinder Warmount, not so much for its design, which is heavily based on the existing EcoS-K-63 ‘KillWar’, but for its purpose, as essentially a walking weather control system. Indeed, the Borean was inspired by reports of KillWars using artifically-generated chemical fog banks to conceal their approach, prompting the Wayfinders to speculate what they might be capable of summoning REAL fog and storm.
Boreans are large, squat, and wide, resembling giant crabs with a double dorsal ‘keel’ of two curving shells(rather reminiscent of the pre-Rifts Sydney Australia Opera House). The design features an enclosed cabin protecting the rider and passengers(one of whom is typically a weather-oriented cybermage or Elemental Warlock-type). The broad, heavily-armored bodies are carried on several sets of short, powerful, clawed legs, and the entire assemblage is fronted by four giant claws. often used for digging and excavation.
Boreans tend to avoid the front lines, acting as support units or anchor-mecha for combat units. Heavily armored, but fairly slow, the Borean can’t keep up with its faster stablemates, but it can soak up a LOT of damage and dish it out in equal proportion to those foolish enough to get within range of it. Many consider the Boreans less Warmounts and more mobile siege platforms or outposts akin to the Conasaur.
What the Borean does have going for it is one of the largest portable PPE generators and TW weather projection systems available to anybody. The massive arcing shells on the Borean’s back can use cutting edge climate control magic to unleash a variety of effects on an unsuspecting enemy. It is said that the Elemental spirits echo through the Borean’s ‘lungs’ and in its warcry.
Backing the magiteck weapons systems are several powerful technological weapons, giving the Borean backup destructive capabilities in the event it overtaxes its magic systems, or finds them otherwise neutralized. Because it s based on the KillWar, the Borean retains that Warmount’s formidable close combat capabilities, in the event anybody is stupid enough to close to engage with the giant Warmount. Still, though, few Tribes allow the Borean to solo; it s typically accompanied by an escort detail of other Warmounts, such as the Borean’s ancestral design, the KillWar.
Initially considered something of a ‘one-off’ amongst the Wayfinders, with production not expected to total more than a dozen or so, the Borean has caught the attention of other Tribes, including the Dark Waters, Ice Flames, and the Aurora Warriors, leading to expanded production of the type(the bottleneck being the fact that the Wayfinders have to assist and oversee the production of the advanced weather alteration apparatus). The Radiant Edge and the Obsidian Dawn have also been known to use these Warmounts, the former to help clean up desolated worlds, and the latter to aid in controlling weather-sensitive vermin outbreaks, though whether these fringe tribes made or bought the Warmounts remains unknown. The Hawkmoons are also looking into the weather control technowizardry, but are considering a different mobile(flying) platform for it.
Type: EcoS-K-120 Borean
Class: Robotic Warmount, Cavalry, Special Weather Assault
Crew: None; robot intelligence
1 rider/pilot, and room for 1-4 passengers, typically two gunners and a weather mage
MDC/Armor by Location:
Main Body 4,000
Head 1,000
Mouth 400
Reinforced Crew Compartment 200
Claws(4) 600 each
Legs(6) 400 each
Weather Shells(2) 700 each
Tail 400
Height: 25 ft
Width: 25 ft
Length: 50 ft +30 ft tail
Weight: 90 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 55
Powerplant: Nuclear w/ 20 year energy life
TW systems are powered by a pair of ‘Sorcerer’’-grade PPE generators: 600 PPE battery capacity(1,200 PPE total); recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Speed: (Running) 35 MPH
(Leaping) Not Possible
(Flying) Not possible(See Options)
(Space) Not possible
(Underwater) Limited to swimming on the surface at 18 MPH or running along the bottom at 15 MPH. Maximum depth tolerance of 1.2 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL Boreans have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.
*Weather Station Instrumentation---The Borean has a full complement of barometers, weather gauges, atmospheric sampling gear, and a mini-doppler radar array(60 mile range) for monitoring the local weather.
*Stabilization Claw-Jacks--- The Borean’s claw feet can dig up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Weapons Systems:
1) Eye Lasers(2)---Standard heavy laser-eye optics.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Ion Breath---Concealed in the mouth is a powerful array of 48 ion dischargers that can let loose and swamp a wide area with destructive ionic discharge.
Range: 3,000 ft
Damage: 3d6 MD per single shot, 5d4x10 MD to a 15 ft-wide area for a 12-shot ‘row burst’.
2d4x100 MD for all 48 barrels firing simultaneously, to a 20 ft-wide area.
Rate of Fire: Volleys of 1-48 shots
Payload: Effectively Unlimited
3) Claw Lasers(2)---The massive forearm pincers are backed by integral lasers, similar to the Shemarrians’ own wrist lasers, only larger.
Range: 3,000 ft
Damage: 1d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Heavy TW Cannon(2)---Concealed under armored shells on either side of the weather shell projectors are two heavy TW cannon. With their armored covers slid back, the cannons can be rotated to cover the sides and back of the warmount, as well as engaging targets to the front.
a) TW Lightning Cannon----This weapon launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
b) TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
c) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of Paladin Steel’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of super-hard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic 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. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
d) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
e) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
f) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
g) TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot
h) TW Sonic Cannon---Borrowed after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . The range is increased thanks to special spell booster systems incorporated into the weapon’s barrel.
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
5) TW Weather Manipulation---The Borean’s real strength is its ability to alter weather around it. The weather apparatus on the Borean’s back can project area of effect to a wider degree than smaller TW systems, thanks to massive and novel spell amplification magiteck.
*Amplify Atmospheric Magic---Any spell involving an atmospheric component, such a “Cloud of-” or “Mists of-” will have range, area of effect, and duration DOUBLED if cast through the Borean’s systems. Another reason Wayfinder mages love to tag along on Boreans.
*Atmospheric Manipulation----(25 PPE, 450 minutes duration)----5 mile range, and covers a 15 mile area. Can change the temperature 150 degrees, wind speed by 150 MPH, precipitation by 180%, raise/dispel normal fog over the 15 mile area.
*Calm Storms----(100 PPE, 15 hours duration)---Calms storms in a 15 mile area.
*Fog----(70 PPE, 15 hours duration) ---Creates thick fog over a 15 mile area, up to 20 miles away.
*Hail ---(10 PPE, 15 minutes duration)---4,000 ft range, 600 ft wide area, 8d4 MD per melee, for 60 melees(15 minutes) to a 40 ft target radius.
*Heavy Air----(125 PPE, 150 minutes duration)----3 mile range and heats up a 4,500 ft radius of effect, making the air muggy and stifling. Victims are -1 to save versus the magic , to avoid trying to strip off gear(including EBA), fatigue twice as fast, are -4 on initiative, and -20% to perform skills(which take twice as long to carry out) because the atmosphere is sapping their vigor.
*Hurricane----(25 PPE, 15 minutes duration)----A massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes. Can be cast up to 5 miles
*Ley Line Storm Defense---(90 PPE, 150 minutes duration, x10 n a ley line nexus, x100 in on a triple ley line conjunction)--- Protects the Borean from falling victim to ley line storms, both natural and summoned. Especially important as Boreans are frequently stationed near or on ley lines.
*Steel Rain----(180 PPE, 15 minutes duration)--- Inundates a swath of target area with a rain of razor-sharp projectiles. 3,000 ft(750 ft wide area), 15 minutes/60 melees, 3d6 MD per melee rd.
*Summon Ley Line Storm--- (250 PPE, 30 miles, 75 minute duration)---Afflicts a ley line storm that disrupts magic energy. Can only be cast on a ley line.
*Summon Rain----(100 PPE, 150 mile range and 15 mile area, 15 hour duration)----Can whistle up a rainstorm ranging from dampening drizzle to torrential downpours of up to 3 inches an hour.
*Summon Storm----(150 PPE, 20 miles, 15 hour duration)----The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 15 mile area, and lasts 15 hours.
*Tornado----(30 PPE, 15 minutes duration)---Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornado will also randomly wander about in a half-mile area before dispersing. Can be cast 1,200 ft away to start out with, but the tornado moves at 90 MPH(so it can conceivably cover 22 miles if directed to move in a straight line at top speed).
*Tsunami ---(40 PPE, 15 melees duration)---Designed for defending coastal positions or attacking coastal targets,this weapon creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This spell is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river(at least 20 ft deep).
*Wall of Ice----(10 PPE, 60 minutes duration)---- Creates a wall of ice w/ 600 MDC, and covering an area 60 ft thick x 120 ft tall x120 ft long. Lasts 60 minutes.
*Wind Cushion----(25 PPE, 15 melees duration) ---Generates a shield of wind that stops projectiles(not not energy blasts) and cushions against concussive explosions and hard falls. Also counters sonic attacks. The barrier has the ability to absorb 950 MDC of damage. Those attempting to breach the barrier from outside will be thrown back 1d4x10 yards.
6) (Optional) Modular Weapons(4)---The Borean has provision for body-mounting four weapons similar to those standard to the Monstrex.
7) Countermeasure Launchers(2)---Mounted on the short tail are several banks of countermeasure smoke/chaff mortars, used to protect the giant cumbersome Warmount from enemy guided missiles.
Range: (Flares/Chaff) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
(Smoke) 200 ft, creates a 60 ft cloud, +50 ft per each additional shell launched in the volley. Cloud lasts 5 melees before dissipating(or less in a very strong wind).
Damage: (Flares/Chaff) None
(Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
(Smoke) None, but the thick smoke negates the bonuses of laser-targeting systems and optical sights. Thermal sensors are HALF as effective at seeing through the smoke.
Payload: (Flares/Chaff) 25 shots per launcher array, 50 total
(Smoke) 30 shots per launcher array, 60 total
8 ) Self-Destruct---To keep the secrets of their weather gear out of the wrong hands, the Wayfinders have built in a self-destruct system that generates a kamikaze firestorm that simultaneously melts down vital components, then violently throws out the cooled slag all over the countryside as high-velocity shrapnel.
Range: 500 ft blast radius
Damage: 1d4x100 MD
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Borean is fairly smart as Warmounts go, with an ‘instinctive’ knowledge of weather, but it is otherwise a very plodding, patient, watchful, creature.
Typically has same programming as the KillWar and Monstrex, plus the following:
Meteorology 50%(+5% per level of experience for Ecotroz entity)
Excavation 80%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Borean intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +2 (+3 w/ ranged weaponry)
Roll +2
Parry +2
Pull Punch +2
Bite 4d6 MD
Pincer Stab 3d6 MD
Pincer Slam 8d6 MD
Power Punch(2 attacks) 2d6x10 MD
Pincer Crush 4d6 MD
Foreleg Kick 1d4x10 MD
Tail Strike 4d6 MD
Tail Lash 6d6 MD
Tail Pincer Snap 7d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Borean an aura and behavior more befitting a sentient being than a robot. Boreans are very patient, plodding, beings, readily able to squat on station protecting a strongpoint or guarding a ley line or nexus, like a giant hemit crab, before exploding into vicious action if called to combat.
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; the Borean has an effective IQ of 11 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Options:
*TW Levitation---The Borean can be made to float in the air and be pushed along by its own winds(though some Borean units are practicing slingshotting each other using higher-powered winds). It takes an expenditure of 25 PPE to loft the massive Warmount up to 1,000 ft in the air, for 5 minutes.
*Additional PPE Capacity---Up to four additional crystal PPE power generators can be added, but the magic signature makes the Borean stand out to magic senses like a magnesium flare.
Variants:
No major variants of the Borean have yet been observed, but if expected transfers of the design to tribes like the Aurora Warriors take place, it’s anticipated that variants with the increased ability to unleash snow and hail storms will likely appear.
(aka ‘WeatherWar’, ‘Sydney’, ‘Windshell’)
“Other people curse at the thought of foul weather, but we LOVE it! In fact, if nature doesn’t provide, we’ll make our own! Sunny days? Bah! I celebrate thunderstorm cells!”
“The tide and weather were supposed to be WITH our invasion forces! Now you’re telling me there’s a stiff offshore wind working AGAINST us, AND a brewing supercell forming right over our ships?!”
The ‘Borean’ is a radical new Wayfinder Warmount, not so much for its design, which is heavily based on the existing EcoS-K-63 ‘KillWar’, but for its purpose, as essentially a walking weather control system. Indeed, the Borean was inspired by reports of KillWars using artifically-generated chemical fog banks to conceal their approach, prompting the Wayfinders to speculate what they might be capable of summoning REAL fog and storm.
Boreans are large, squat, and wide, resembling giant crabs with a double dorsal ‘keel’ of two curving shells(rather reminiscent of the pre-Rifts Sydney Australia Opera House). The design features an enclosed cabin protecting the rider and passengers(one of whom is typically a weather-oriented cybermage or Elemental Warlock-type). The broad, heavily-armored bodies are carried on several sets of short, powerful, clawed legs, and the entire assemblage is fronted by four giant claws. often used for digging and excavation.
Boreans tend to avoid the front lines, acting as support units or anchor-mecha for combat units. Heavily armored, but fairly slow, the Borean can’t keep up with its faster stablemates, but it can soak up a LOT of damage and dish it out in equal proportion to those foolish enough to get within range of it. Many consider the Boreans less Warmounts and more mobile siege platforms or outposts akin to the Conasaur.
What the Borean does have going for it is one of the largest portable PPE generators and TW weather projection systems available to anybody. The massive arcing shells on the Borean’s back can use cutting edge climate control magic to unleash a variety of effects on an unsuspecting enemy. It is said that the Elemental spirits echo through the Borean’s ‘lungs’ and in its warcry.
Backing the magiteck weapons systems are several powerful technological weapons, giving the Borean backup destructive capabilities in the event it overtaxes its magic systems, or finds them otherwise neutralized. Because it s based on the KillWar, the Borean retains that Warmount’s formidable close combat capabilities, in the event anybody is stupid enough to close to engage with the giant Warmount. Still, though, few Tribes allow the Borean to solo; it s typically accompanied by an escort detail of other Warmounts, such as the Borean’s ancestral design, the KillWar.
Initially considered something of a ‘one-off’ amongst the Wayfinders, with production not expected to total more than a dozen or so, the Borean has caught the attention of other Tribes, including the Dark Waters, Ice Flames, and the Aurora Warriors, leading to expanded production of the type(the bottleneck being the fact that the Wayfinders have to assist and oversee the production of the advanced weather alteration apparatus). The Radiant Edge and the Obsidian Dawn have also been known to use these Warmounts, the former to help clean up desolated worlds, and the latter to aid in controlling weather-sensitive vermin outbreaks, though whether these fringe tribes made or bought the Warmounts remains unknown. The Hawkmoons are also looking into the weather control technowizardry, but are considering a different mobile(flying) platform for it.
Type: EcoS-K-120 Borean
Class: Robotic Warmount, Cavalry, Special Weather Assault
Crew: None; robot intelligence
1 rider/pilot, and room for 1-4 passengers, typically two gunners and a weather mage
MDC/Armor by Location:
Main Body 4,000
Head 1,000
Mouth 400
Reinforced Crew Compartment 200
Claws(4) 600 each
Legs(6) 400 each
Weather Shells(2) 700 each
Tail 400
Height: 25 ft
Width: 25 ft
Length: 50 ft +30 ft tail
Weight: 90 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 55
Powerplant: Nuclear w/ 20 year energy life
TW systems are powered by a pair of ‘Sorcerer’’-grade PPE generators: 600 PPE battery capacity(1,200 PPE total); recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Speed: (Running) 35 MPH
(Leaping) Not Possible
(Flying) Not possible(See Options)
(Space) Not possible
(Underwater) Limited to swimming on the surface at 18 MPH or running along the bottom at 15 MPH. Maximum depth tolerance of 1.2 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL Boreans have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.
*Weather Station Instrumentation---The Borean has a full complement of barometers, weather gauges, atmospheric sampling gear, and a mini-doppler radar array(60 mile range) for monitoring the local weather.
*Stabilization Claw-Jacks--- The Borean’s claw feet can dig up to 5 ft into the ground, even through concrete and metal gratings, within 5 seconds, affixing it like a barnacle, and able to stay upright in even hurricane-force winds. System can disengage in 2 seconds, for that speedy getaway.
Weapons Systems:
1) Eye Lasers(2)---Standard heavy laser-eye optics.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Ion Breath---Concealed in the mouth is a powerful array of 48 ion dischargers that can let loose and swamp a wide area with destructive ionic discharge.
Range: 3,000 ft
Damage: 3d6 MD per single shot, 5d4x10 MD to a 15 ft-wide area for a 12-shot ‘row burst’.
2d4x100 MD for all 48 barrels firing simultaneously, to a 20 ft-wide area.
Rate of Fire: Volleys of 1-48 shots
Payload: Effectively Unlimited
3) Claw Lasers(2)---The massive forearm pincers are backed by integral lasers, similar to the Shemarrians’ own wrist lasers, only larger.
Range: 3,000 ft
Damage: 1d6x10 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Heavy TW Cannon(2)---Concealed under armored shells on either side of the weather shell projectors are two heavy TW cannon. With their armored covers slid back, the cannons can be rotated to cover the sides and back of the warmount, as well as engaging targets to the front.
a) TW Lightning Cannon----This weapon launches a vertical blast of mystic lightning.
Range: 9,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: 15 PPE per shot
b) TW Meteor Gun----Magically conjures a rock from above to utterly smite a target.
Range: 6,000 ft
Damage: 1d6x10+20 MD to a 40 ft radius
Rate of Fire: EGCHH
Payload: 38 PPE per shot
c) TW Ice Cannon----This weapon actually has two modes, familiar to anybody who’s handled one of Paladin Steel’s Crysus’ TW Ice Rifles. The Ice Cannon can cause an area to be bombarded by a minutes-long hailstorm, or can generate a giant ball of ice that slams into targets, then bursts into a storm of super-hard ice shards and freezing vapor(this combines aspects of several different ice spells).
Range: (Hail)4,000 ft, and affects a 50 ft radius
(Ten Foot Ball of Ice)7,000 ft
Damage: (Hail)8d4 MD for 8 minutes(32 melees) to a 50 ft radius
(Ten Foot Ball of Ice)2d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic 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. The Ice Ball has 70 MDC.
Rate of Fire: EGCHH
Payload: (Hail)10 PPE per shot
(Ten Foot Ball of Ice)25 PPE per shot
d) TW Barrage Storm Cannon---Unleashes a storm of mini-bolts of magic force that shotgun into a target.
Range: 6,000 ft
Damage: 1d6x10 MD
Rate of Fire: EGCHH
Payload: 13 PPE per shot
e) TW Power Bolt Cannon---Fires a large bolt of mystic force that hits hard and deep.
Range: 8,400 ft
Damage: 5d6+20 MD per blast
Rate of Fire: EGCHH
Payload: 10 PPE per shot
f) TW Windblast Cannon---Fires long range bolts of super-dense air. Incredible range, thanks to the barrel boosting elements.
Range: 15,000 ft
Damage: 2d4x10+30 MD per blast, plus knock-back, similar to Wind Rush.
Rate of Fire: EGCHH
Payload: 20 PPE per shot
g) TW Magma Cannon---- This TW weapon projects a stream of incandescent magma conjured from magical energy, that hits like napalm and can be panned to form a river or lane of red hot lava. Short range, but scary as hell.
Range: 1,500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: EGCHH
Payload: 25 PPE per shot
h) TW Sonic Cannon---Borrowed after studying examples of the Immaterial Hand’s Ironmage TW Glitterboy Armor and its ‘shrieker’ cannon(see Rifts Black Market, pg. 187-189) . The range is increased thanks to special spell booster systems incorporated into the weapon’s barrel.
Range: 7,000 ft
Damage: 1d4x10 MD per shot, 1d6x10 MD on a ley line and against supernatural creatures and beings of magic.
Rate of Fire: EGCHH
Payload: 12 PPE per shot
5) TW Weather Manipulation---The Borean’s real strength is its ability to alter weather around it. The weather apparatus on the Borean’s back can project area of effect to a wider degree than smaller TW systems, thanks to massive and novel spell amplification magiteck.
*Amplify Atmospheric Magic---Any spell involving an atmospheric component, such a “Cloud of-” or “Mists of-” will have range, area of effect, and duration DOUBLED if cast through the Borean’s systems. Another reason Wayfinder mages love to tag along on Boreans.
*Atmospheric Manipulation----(25 PPE, 450 minutes duration)----5 mile range, and covers a 15 mile area. Can change the temperature 150 degrees, wind speed by 150 MPH, precipitation by 180%, raise/dispel normal fog over the 15 mile area.
*Calm Storms----(100 PPE, 15 hours duration)---Calms storms in a 15 mile area.
*Fog----(70 PPE, 15 hours duration) ---Creates thick fog over a 15 mile area, up to 20 miles away.
*Hail ---(10 PPE, 15 minutes duration)---4,000 ft range, 600 ft wide area, 8d4 MD per melee, for 60 melees(15 minutes) to a 40 ft target radius.
*Heavy Air----(125 PPE, 150 minutes duration)----3 mile range and heats up a 4,500 ft radius of effect, making the air muggy and stifling. Victims are -1 to save versus the magic , to avoid trying to strip off gear(including EBA), fatigue twice as fast, are -4 on initiative, and -20% to perform skills(which take twice as long to carry out) because the atmosphere is sapping their vigor.
*Hurricane----(25 PPE, 15 minutes duration)----A massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes. Can be cast up to 5 miles
*Ley Line Storm Defense---(90 PPE, 150 minutes duration, x10 n a ley line nexus, x100 in on a triple ley line conjunction)--- Protects the Borean from falling victim to ley line storms, both natural and summoned. Especially important as Boreans are frequently stationed near or on ley lines.
*Steel Rain----(180 PPE, 15 minutes duration)--- Inundates a swath of target area with a rain of razor-sharp projectiles. 3,000 ft(750 ft wide area), 15 minutes/60 melees, 3d6 MD per melee rd.
*Summon Ley Line Storm--- (250 PPE, 30 miles, 75 minute duration)---Afflicts a ley line storm that disrupts magic energy. Can only be cast on a ley line.
*Summon Rain----(100 PPE, 150 mile range and 15 mile area, 15 hour duration)----Can whistle up a rainstorm ranging from dampening drizzle to torrential downpours of up to 3 inches an hour.
*Summon Storm----(150 PPE, 20 miles, 15 hour duration)----The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 15 mile area, and lasts 15 hours.
*Tornado----(30 PPE, 15 minutes duration)---Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprooted in one melee round. The tornado will also randomly wander about in a half-mile area before dispersing. Can be cast 1,200 ft away to start out with, but the tornado moves at 90 MPH(so it can conceivably cover 22 miles if directed to move in a straight line at top speed).
*Tsunami ---(40 PPE, 15 melees duration)---Designed for defending coastal positions or attacking coastal targets,this weapon creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This spell is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river(at least 20 ft deep).
*Wall of Ice----(10 PPE, 60 minutes duration)---- Creates a wall of ice w/ 600 MDC, and covering an area 60 ft thick x 120 ft tall x120 ft long. Lasts 60 minutes.
*Wind Cushion----(25 PPE, 15 melees duration) ---Generates a shield of wind that stops projectiles(not not energy blasts) and cushions against concussive explosions and hard falls. Also counters sonic attacks. The barrier has the ability to absorb 950 MDC of damage. Those attempting to breach the barrier from outside will be thrown back 1d4x10 yards.
6) (Optional) Modular Weapons(4)---The Borean has provision for body-mounting four weapons similar to those standard to the Monstrex.
7) Countermeasure Launchers(2)---Mounted on the short tail are several banks of countermeasure smoke/chaff mortars, used to protect the giant cumbersome Warmount from enemy guided missiles.
Range: (Flares/Chaff) 6,000 ft, creates a 30 ft cloud, +10 ft per each additional chaff/flare launched in the volley. Cloud lasts 2 melees before dissipating(or less in a very strong wind).
(Smoke) 200 ft, creates a 60 ft cloud, +50 ft per each additional shell launched in the volley. Cloud lasts 5 melees before dissipating(or less in a very strong wind).
Damage: (Flares/Chaff) None
(Triax Style)
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
(Northern Gun Style)
10% chance per chaff cloud deployed of decoying missiles, up to maximum of 60%
Aircraft, power armor, and beings flying through the chaff will be -6 on perception, -3 on initiative, -5 to strike, -2 to parry, -2 dodge, and lose 1 melee attack that round(or the next). Sensory and Piloting rolls are at -20% for as long as the characters are caught in the cloud, and the next as they recover.
(Smoke) None, but the thick smoke negates the bonuses of laser-targeting systems and optical sights. Thermal sensors are HALF as effective at seeing through the smoke.
Payload: (Flares/Chaff) 25 shots per launcher array, 50 total
(Smoke) 30 shots per launcher array, 60 total
8 ) Self-Destruct---To keep the secrets of their weather gear out of the wrong hands, the Wayfinders have built in a self-destruct system that generates a kamikaze firestorm that simultaneously melts down vital components, then violently throws out the cooled slag all over the countryside as high-velocity shrapnel.
Range: 500 ft blast radius
Damage: 1d4x100 MD
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Borean is fairly smart as Warmounts go, with an ‘instinctive’ knowledge of weather, but it is otherwise a very plodding, patient, watchful, creature.
Typically has same programming as the KillWar and Monstrex, plus the following:
Meteorology 50%(+5% per level of experience for Ecotroz entity)
Excavation 80%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Borean intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +2 (+3 w/ ranged weaponry)
Roll +2
Parry +2
Pull Punch +2
Bite 4d6 MD
Pincer Stab 3d6 MD
Pincer Slam 8d6 MD
Power Punch(2 attacks) 2d6x10 MD
Pincer Crush 4d6 MD
Foreleg Kick 1d4x10 MD
Tail Strike 4d6 MD
Tail Lash 6d6 MD
Tail Pincer Snap 7d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Borean an aura and behavior more befitting a sentient being than a robot. Boreans are very patient, plodding, beings, readily able to squat on station protecting a strongpoint or guarding a ley line or nexus, like a giant hemit crab, before exploding into vicious action if called to combat.
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; the Borean has an effective IQ of 11 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Options:
*TW Levitation---The Borean can be made to float in the air and be pushed along by its own winds(though some Borean units are practicing slingshotting each other using higher-powered winds). It takes an expenditure of 25 PPE to loft the massive Warmount up to 1,000 ft in the air, for 5 minutes.
*Additional PPE Capacity---Up to four additional crystal PPE power generators can be added, but the magic signature makes the Borean stand out to magic senses like a magnesium flare.
Variants:
No major variants of the Borean have yet been observed, but if expected transfers of the design to tribes like the Aurora Warriors take place, it’s anticipated that variants with the increased ability to unleash snow and hail storms will likely appear.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Sorry I've been quite for awhile.. still getting used to the shift change and increased travelling time to/from work every day, but here's something new...
Sanitateo Swarm
.
Approved!
Especially since I got another paramedic caste coming up.
Really, the EShemar are going to look effectively invincible and immortal with the medical care they can extend to their troops and allies on the field....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48641
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Wolf’s Path Aralezan Upgrade
(aka ‘Anubians’, ‘Lickbetters’)
“They’re werewolf candystripers, or maybe the Shemarrian version of corpsmen; long-haired unshaven pacifistic idealists who will charge through the gates of hell to save your life.”
<<“Let me make this crystal clear. Though we, as a warrior people, recognize that war quickly breaks conventions, any hostile action taken towards our medical staff, who can treat both our and YOUR troops, will result in your total annihilation at our hands. We see you attack our healers, you will be shown no mercy, offered no quarter, and allowed no second chance.”>>
“I dreamt I was pulled off the battlefield by a pack of wild dogs that turned into beautiful naked young women who kissed the pain away and licked the blood off me...whatever you gave me, doc, that’s some SERIOUS painkiller dope....”
“I haven’t given you anything. You must be imagining things.”
“Lassan.”
‘...bwaaa?”
“Tongue back in your mouth. You’re in human form, remember?”
“-Oops. Sorry.”
“We present again high honors to our girls of the healers, who, though without blade, without scava, without armor, consistently show bravery equal to, if not immeasurably greater than, any combat-equiped warrior on the battlefield!”
Much in the same way as the NeShemar Vada Transform paved the way for the EShemar Quiksil/Darkling Elites, the Asenan Process seems to have inspired and prototyped a new Acolite Upgrade among the Wolf’s Path: the Aralezans, named for dog-like beings in Armenian mythology, the Aralez, who were said to be able to lick the wounds of fallen warriors and resuscitate the fallen.
Aralezans are lighter-build EShemar with the ability to switch between the shape of a humanoid and that of a large fox or jackal. Their primary role is to act as paramedics, rescue workers, and assistants to Tinker-surgeons and senior Acolite healers. Aralezans are typically Upgrades from the Acolite caste, or Progen-born of them; only a small percentage(20%) are Made new in the Wolf’s Path.
Their lighter bodies, though smaller and less durable than their Acolite origins, conceal an impressive arsenal of healing tools. They use their swift speed and advanced reflexes to race into the field, locate those in need, and administer first aid, injecting or painting casualties with various medical and repair substances, such as liquid bandages or patching compounds.
Perhaps their most impressive ability is to internally manufacture a number of substances useful to their duties, such as ‘growing’ IRMSS nanites, a task that normally requires advanced factory equipment. They also generate a thick antiseptic polymer that can be infused with nanites and either spit or deposited by the Aralezans’ long tongues onto wounds.
Though most Aralezans wear wolf barding and equipment webbing(‘Howlen Gear’) carrying various relief tools and supplies, they often run into battlefields wearing little or nothing, the better to appear as simple animal scavengers, and not draw attention to themselves(and any wounded they find). This borderline insane zealousness to run into danger virtually naked(from the majority Shemar standpoint) leads to Aralezans being regarded with both considerable respect and considerable dismay at their foolhardiness. Aralezans, to a woman, seem to all possess a zealous courage that inures them to fear for themselves. This apparent fearlessness, and sightings of them running around au naturale, have led to wilderness scout rumors of Shemarrian ‘wild women’ or, given that Aralezans are closer in size to normal human beings, of feral humans following the Shemarrians around.
Aralezans are typically found attached to the retinues of Tinker-Healers and Valkari. They are also often assigned packs of kantaran(Shemarrian Wolves) as camouflage and protection. Aralezans often associate with Blood Rider combat medics when the two Tribes meet, with friendly competition breaking out between the two to see who can save the most lives in the field.
Type: Shemar Aralezan
Class: Robot Gynoid, Combat Medic
Crew: Advanced Neural Intelligence, Awakened with the Ecotroz Essence
M.D.C. By Location:
Antennae(2) 8 each
Hands(2) 15 each
Arms(2) 45 each
Legs(2) 70 each
Head 45
Main Body 150
Tail 15
Height: 6 ft
(Fox/Jackal Mode) 3 ft at shoulders
Width: 2 ft
(Fox/Jackal Mode) 2 ft
Length: 2 ft at shoulders
(Fox/Jackal Mode) 5 ft + 2.5 ft of tail
Weight: 500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 25, PP. 24. PB.14+2d6(varies).
Cargo: Only what can be carried in the hands or on harness webbing.
Speed:
Running: 90 MPH
(Fox/Jackal Mode) 140 MPH
Leaping: Can jump 10 ft high/lengthwise; +10 ft with a running start in excess of 40 MPH
(Fox/Jackal Mode)Can jump 13 ft high/lengthwise; +15 ft with a running start in excess of 40 MPH
Flying: Not possible, either mode
Underwater: Can swim normally, albeit at 10 MPH.
(Fox/Jackal Mode) Can dogpaddle at a slow 3 MPH.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.
*Enhanced Stealth - The Aralezans’ joints, feet and hands are specially padded for smooth and quiet movement, granting a +10% to prowl.
*Advanced Hearing---Can estimate distance and location of sounds up to 1,000 ft away; 35%+5% per level of experience, plus Parabolic Hearing---Advanced, directable ‘shotgun’ microphones in the ears can be used to pick up on and hear conversations up to 800 ft away.
*Inaudible Frequency Transmission---Good for communicating with packmates without using radio. That howling of canines is really a coordinated relief effort underway.
*Molecular Analyzer---- This ”Super Sniffer” actually gives the ‘borg the ability to track by smell (80%), as well as recognize people by scent(85%) provided they have smelled them before. Handy for finding people trapped under debris, and for ID’ing toxins in an environment.
*Circuit Reader---Aralezans also have a sensitive nose for sensing EM activity up to 15 ft away. They can ‘read’ electrical activity, allowing them a +5% to detect electrical shorts and breaks.
*Nanite Generation- Aralezans can generate/dispense healing/repair nanites; they have the storage capacity for 25 doses of nanites of the dual mode MiRR/IRMSS type. Aralezans can regenerate the equivalent of 1 dose every 5 hours.
Aralezans can get modified to DOUBLE this capacity, but will display the feature of a pair of extra breasts, especially in their human forms.
Stat Bonuses:
SSN Wolf’s Path Shemar enjoy the following bonuses:
*All Wolf’s Path have the following additional skills:
Blending 30%(+5% per level of experience)(see Rifts Australia or Game Master Guide for this skill)
Camouflage 40%(+5% per level of experience)
Trap & Mine Detection 40%(+5% per level of experience)
They are also +20% to any Wilderness skills they elect to pick up naturally.
*Superior Teamwork---In teams of five or more Wolf’s Path Tribesmen, they enjoy a +1 to Initiative, +1 to strike, and +3 to Perception as long as they are in line of sight of each other.
*Integral Laser Designators---ALL Wolf’s Path members have optically-integrated laser-illumination systems built into their eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.
Weapons Systems:
1) Eye Lasers(2)---The only integral ranged weapon the Aralezans possess are their laser eyes. These are more often used for cutting away debris and armor to get at patients.
Range: 250 ft
Damage: 1d6 MD for one eye, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited
2) Retractable Finger/Toe Claws----Aralezans can extend specially shaped blades from their hands to act as scalpels. A special heating element in the hands also briefly superheats the blades to sterilize them, or heat them hot enough to melt sealant/cauterize flesh.
Range: Melee
Damage: 1d4 +P.S. bonus on SDC, 1d4 MD per finger/toe for vibroblades
Bonus: +5% to climb, as the claws can also act as climbing aides
3) Bite(Fox/Jackal Mode)
The fangs of the Aralezan can also be used to inject a patient with a number of drugs.
Range: Melee
Damage: 1 SDC/MD plus chemical/drug effects
Payload: 6 doses of up to 5 different chemicals, 30 doses total.
*Lick---The Aralezan can spit or drool special healing agents on/into a patient, using a long tongue to effectively sluice the agents into a wound. Aralezans have enough reservoir capacity for 30 applications total of up to TWO of the following medical agents:
a) Liquid Bandage---A thin mucus-like liquid that quickly thickens into an antiseptic covering for wounds. Its chemical composition assists in clotting(effectively stops bleeding for 10 minutes, allowing time for more intensive measures to be implemented).
The Aralezan CAN generate extra doses of this agent; it takes 1 hour to produce a new batch of 5 applications.
b) MiRR/IRMSS Nanites---Dual-mode repair/surgical microrobots---
For EShemar/NeShemar, the MiRR repairs 800 SDC or 20 MDC. In the case of robotics, the nanobots can return to their dispenser to be recharged and reused.
For organics, the IRMSS has an MD Doctor internal surgical skill of 80%. Unlike NiRR mode, the nanobots CANNOT return to their injector, but break down and are flushed out of the patient’s system.
It takes 1 minute to reconfigure the nanobots between biological and robotic application.
c) Nanofix ----Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 1d4x10 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility(use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again...until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is reabsorbed into the structure).
The Aralezan CANNOT generate fresh supplies of this agent.
d) Jump-Start Stimulant(Rifts: Three Galaxies, pg. 111)
The Aralezan CANNOT generate fresh supplies of this agent.
Programming/Skills:
Aralezans typically possess the same programming as the Pariah/Acolite caste, plus the following:
Robot Mechanics(Shemarrian systems only) 70%
Robot Electronics(Shemarrian systems only) 70%
Bioware Mechanics 70%
Paramedic 90%
Field Surgery 75%
Rescue Protocol 75%
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the RShemar’s elective training
Initiative +2
Dodge +8
Parry +3
Automatic Dodge(takes no actions) +7
Strike +3 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +3
Pull Punch +3
Disarm +3
Entangle +1
Knockout/Stun on a Natural 18-20
Restrained Punch 2d6+10 SDC
Full Strength Punch 1d4 MD
Power Punch( 2 attacks)2d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d6 MD
Body Block/Ram: (2 attacks)
Bite 1d4 MD
Claw 4d4 MD
Options:
*Chameleon Fur---Advanced hollow microfibers that can change color and pattern to match their surroundings within 1d4 melees. -20% for others to Detect Ambush and Detect Concealment, and +5% to the Aralezan’s Prowl skill.
*Blurr-Fur---Rather than conceal a standing-still gynoid, this option makes a moving one harder to hit; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike.
*PPE Sensor---This is identical to the SNARLSystem deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*TW Lifespark Crystals----The Wayfinders copied the plans for this TW device from one of their trade partners in Eastern America, then shared it with the Wolf’s Path. This is a crystalline device that is embedded in the Aralezan’s forehead in human form and in their snout in jackal form. It has the following properties:
Weight: .8 lbs
MDC: 5
Range: Contact
Damage/Effects:
- Negate Poisons/Toxins----Instantly neutralizes and prevents poisons and toxins from doing further damage to the body.
-Heal Wounds---Restores 3d6 SDC and 1d6 Hit Points
-Cure Illness---Instantly cures ordinary diseases and illnesses(not cancer, AIDS, or other serious disorders, nor does it cure magically-induced illnesses).
-Fortify Against Disease---Recipient can shrug off bacterial infections, is +4 to save versus viruses, and is +1 to save vs toxins and poisons. Effects last 16 hours.
-Greater Healing---Restores 2d4x10 SDC and 6d6 Hit Points, or 1d4 MD.
-Spark of Life---This spell is effectively a lesser form of Restore Life, and can be used to revive the recently deceased, restoring life functions hopefully long enough for other lifesaving measures to be applied. The spell embedded in the TEMED is applied to victims who cannot be dead for more than 40 minutes, and supplies 16 Hit Points.
Note that unless the victim has been patched up prior to the application of the spell, the wounds responsible for the victim’s deceasing will still be present, and will continue to bleed, doing damage, starting with the newly supplied Hit Points. Spark of Life essentially resets the timer, as it were, in an emergency, supplying a dose of vitality.
Spark of Life can be used multiple times on the same victim to resuscitate and ‘lifeboat’ them until more thorough treatment can be applied, but overusing it carries some risk. Spark of Life can be applied a number of times equal to the victim’s P.E. divided by 2, without side-effects. Beyond that, using the spell carries a risk: 5% chance of losing 1 point of PE, 2% chance of losing 1 point of IQ per each additional use of the spell. Loss is permanent.
Rate of Fire: ECHH
Payload: ’Light’--- 100 PPE capacity, regenerates their stored PPE at 2 PPE per hour/10 at a ley line
- Negate Poisons/Toxins(3 PPE per application)
-Heal Wounds(5 PPE per application)
-Cure Illness(8 PPE per application)
-Fortify Against Disease(8 PPE per application)
-Greater Healing(15 PPE per application)
-Spark of Life(7 PPE per application)
Special Gear
*Faux Fur Wrap----In addition to Howlen Gear, many Aralezans wear a synthetic fur jacket that matches their fur in fox/jackal mode and makes them look furrier and bulkier. The fur, however, can unfold into a thermal blanket that can be wrapped around a patient. Some versions feature a knocked-off version of a Naruni Variable Camouflage Sheet on the backside, allowing the Aralezean to hide a casualty-patient until they can be safely evacuated from the battlefield.
(aka ‘Anubians’, ‘Lickbetters’)
“They’re werewolf candystripers, or maybe the Shemarrian version of corpsmen; long-haired unshaven pacifistic idealists who will charge through the gates of hell to save your life.”
<<“Let me make this crystal clear. Though we, as a warrior people, recognize that war quickly breaks conventions, any hostile action taken towards our medical staff, who can treat both our and YOUR troops, will result in your total annihilation at our hands. We see you attack our healers, you will be shown no mercy, offered no quarter, and allowed no second chance.”>>
“I dreamt I was pulled off the battlefield by a pack of wild dogs that turned into beautiful naked young women who kissed the pain away and licked the blood off me...whatever you gave me, doc, that’s some SERIOUS painkiller dope....”
“I haven’t given you anything. You must be imagining things.”
“Lassan.”
‘...bwaaa?”
“Tongue back in your mouth. You’re in human form, remember?”
“-Oops. Sorry.”
“We present again high honors to our girls of the healers, who, though without blade, without scava, without armor, consistently show bravery equal to, if not immeasurably greater than, any combat-equiped warrior on the battlefield!”
Much in the same way as the NeShemar Vada Transform paved the way for the EShemar Quiksil/Darkling Elites, the Asenan Process seems to have inspired and prototyped a new Acolite Upgrade among the Wolf’s Path: the Aralezans, named for dog-like beings in Armenian mythology, the Aralez, who were said to be able to lick the wounds of fallen warriors and resuscitate the fallen.
Aralezans are lighter-build EShemar with the ability to switch between the shape of a humanoid and that of a large fox or jackal. Their primary role is to act as paramedics, rescue workers, and assistants to Tinker-surgeons and senior Acolite healers. Aralezans are typically Upgrades from the Acolite caste, or Progen-born of them; only a small percentage(20%) are Made new in the Wolf’s Path.
Their lighter bodies, though smaller and less durable than their Acolite origins, conceal an impressive arsenal of healing tools. They use their swift speed and advanced reflexes to race into the field, locate those in need, and administer first aid, injecting or painting casualties with various medical and repair substances, such as liquid bandages or patching compounds.
Perhaps their most impressive ability is to internally manufacture a number of substances useful to their duties, such as ‘growing’ IRMSS nanites, a task that normally requires advanced factory equipment. They also generate a thick antiseptic polymer that can be infused with nanites and either spit or deposited by the Aralezans’ long tongues onto wounds.
Though most Aralezans wear wolf barding and equipment webbing(‘Howlen Gear’) carrying various relief tools and supplies, they often run into battlefields wearing little or nothing, the better to appear as simple animal scavengers, and not draw attention to themselves(and any wounded they find). This borderline insane zealousness to run into danger virtually naked(from the majority Shemar standpoint) leads to Aralezans being regarded with both considerable respect and considerable dismay at their foolhardiness. Aralezans, to a woman, seem to all possess a zealous courage that inures them to fear for themselves. This apparent fearlessness, and sightings of them running around au naturale, have led to wilderness scout rumors of Shemarrian ‘wild women’ or, given that Aralezans are closer in size to normal human beings, of feral humans following the Shemarrians around.
Aralezans are typically found attached to the retinues of Tinker-Healers and Valkari. They are also often assigned packs of kantaran(Shemarrian Wolves) as camouflage and protection. Aralezans often associate with Blood Rider combat medics when the two Tribes meet, with friendly competition breaking out between the two to see who can save the most lives in the field.
Type: Shemar Aralezan
Class: Robot Gynoid, Combat Medic
Crew: Advanced Neural Intelligence, Awakened with the Ecotroz Essence
M.D.C. By Location:
Antennae(2) 8 each
Hands(2) 15 each
Arms(2) 45 each
Legs(2) 70 each
Head 45
Main Body 150
Tail 15
Height: 6 ft
(Fox/Jackal Mode) 3 ft at shoulders
Width: 2 ft
(Fox/Jackal Mode) 2 ft
Length: 2 ft at shoulders
(Fox/Jackal Mode) 5 ft + 2.5 ft of tail
Weight: 500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 25, PP. 24. PB.14+2d6(varies).
Cargo: Only what can be carried in the hands or on harness webbing.
Speed:
Running: 90 MPH
(Fox/Jackal Mode) 140 MPH
Leaping: Can jump 10 ft high/lengthwise; +10 ft with a running start in excess of 40 MPH
(Fox/Jackal Mode)Can jump 13 ft high/lengthwise; +15 ft with a running start in excess of 40 MPH
Flying: Not possible, either mode
Underwater: Can swim normally, albeit at 10 MPH.
(Fox/Jackal Mode) Can dogpaddle at a slow 3 MPH.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.
*Enhanced Stealth - The Aralezans’ joints, feet and hands are specially padded for smooth and quiet movement, granting a +10% to prowl.
*Advanced Hearing---Can estimate distance and location of sounds up to 1,000 ft away; 35%+5% per level of experience, plus Parabolic Hearing---Advanced, directable ‘shotgun’ microphones in the ears can be used to pick up on and hear conversations up to 800 ft away.
*Inaudible Frequency Transmission---Good for communicating with packmates without using radio. That howling of canines is really a coordinated relief effort underway.
*Molecular Analyzer---- This ”Super Sniffer” actually gives the ‘borg the ability to track by smell (80%), as well as recognize people by scent(85%) provided they have smelled them before. Handy for finding people trapped under debris, and for ID’ing toxins in an environment.
*Circuit Reader---Aralezans also have a sensitive nose for sensing EM activity up to 15 ft away. They can ‘read’ electrical activity, allowing them a +5% to detect electrical shorts and breaks.
*Nanite Generation- Aralezans can generate/dispense healing/repair nanites; they have the storage capacity for 25 doses of nanites of the dual mode MiRR/IRMSS type. Aralezans can regenerate the equivalent of 1 dose every 5 hours.
Aralezans can get modified to DOUBLE this capacity, but will display the feature of a pair of extra breasts, especially in their human forms.
Stat Bonuses:
SSN Wolf’s Path Shemar enjoy the following bonuses:
*All Wolf’s Path have the following additional skills:
Blending 30%(+5% per level of experience)(see Rifts Australia or Game Master Guide for this skill)
Camouflage 40%(+5% per level of experience)
Trap & Mine Detection 40%(+5% per level of experience)
They are also +20% to any Wilderness skills they elect to pick up naturally.
*Superior Teamwork---In teams of five or more Wolf’s Path Tribesmen, they enjoy a +1 to Initiative, +1 to strike, and +3 to Perception as long as they are in line of sight of each other.
*Integral Laser Designators---ALL Wolf’s Path members have optically-integrated laser-illumination systems built into their eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.
Weapons Systems:
1) Eye Lasers(2)---The only integral ranged weapon the Aralezans possess are their laser eyes. These are more often used for cutting away debris and armor to get at patients.
Range: 250 ft
Damage: 1d6 MD for one eye, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited
2) Retractable Finger/Toe Claws----Aralezans can extend specially shaped blades from their hands to act as scalpels. A special heating element in the hands also briefly superheats the blades to sterilize them, or heat them hot enough to melt sealant/cauterize flesh.
Range: Melee
Damage: 1d4 +P.S. bonus on SDC, 1d4 MD per finger/toe for vibroblades
Bonus: +5% to climb, as the claws can also act as climbing aides
3) Bite(Fox/Jackal Mode)
The fangs of the Aralezan can also be used to inject a patient with a number of drugs.
Range: Melee
Damage: 1 SDC/MD plus chemical/drug effects
Payload: 6 doses of up to 5 different chemicals, 30 doses total.
*Lick---The Aralezan can spit or drool special healing agents on/into a patient, using a long tongue to effectively sluice the agents into a wound. Aralezans have enough reservoir capacity for 30 applications total of up to TWO of the following medical agents:
a) Liquid Bandage---A thin mucus-like liquid that quickly thickens into an antiseptic covering for wounds. Its chemical composition assists in clotting(effectively stops bleeding for 10 minutes, allowing time for more intensive measures to be implemented).
The Aralezan CAN generate extra doses of this agent; it takes 1 hour to produce a new batch of 5 applications.
b) MiRR/IRMSS Nanites---Dual-mode repair/surgical microrobots---
For EShemar/NeShemar, the MiRR repairs 800 SDC or 20 MDC. In the case of robotics, the nanobots can return to their dispenser to be recharged and reused.
For organics, the IRMSS has an MD Doctor internal surgical skill of 80%. Unlike NiRR mode, the nanobots CANNOT return to their injector, but break down and are flushed out of the patient’s system.
It takes 1 minute to reconfigure the nanobots between biological and robotic application.
c) Nanofix ----Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 1d4x10 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility(use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again...until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is reabsorbed into the structure).
The Aralezan CANNOT generate fresh supplies of this agent.
d) Jump-Start Stimulant(Rifts: Three Galaxies, pg. 111)
The Aralezan CANNOT generate fresh supplies of this agent.
Programming/Skills:
Aralezans typically possess the same programming as the Pariah/Acolite caste, plus the following:
Robot Mechanics(Shemarrian systems only) 70%
Robot Electronics(Shemarrian systems only) 70%
Bioware Mechanics 70%
Paramedic 90%
Field Surgery 75%
Rescue Protocol 75%
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the RShemar’s elective training
Initiative +2
Dodge +8
Parry +3
Automatic Dodge(takes no actions) +7
Strike +3 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +3
Pull Punch +3
Disarm +3
Entangle +1
Knockout/Stun on a Natural 18-20
Restrained Punch 2d6+10 SDC
Full Strength Punch 1d4 MD
Power Punch( 2 attacks)2d4 MD
Kick 1d6 MD
Leap Kick(2 Attacks) 2d6 MD
Judo-Style Throw/Flip 1d6 MD
Body Block/Ram: (2 attacks)
Bite 1d4 MD
Claw 4d4 MD
Options:
*Chameleon Fur---Advanced hollow microfibers that can change color and pattern to match their surroundings within 1d4 melees. -20% for others to Detect Ambush and Detect Concealment, and +5% to the Aralezan’s Prowl skill.
*Blurr-Fur---Rather than conceal a standing-still gynoid, this option makes a moving one harder to hit; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike.
*PPE Sensor---This is identical to the SNARLSystem deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*TW Lifespark Crystals----The Wayfinders copied the plans for this TW device from one of their trade partners in Eastern America, then shared it with the Wolf’s Path. This is a crystalline device that is embedded in the Aralezan’s forehead in human form and in their snout in jackal form. It has the following properties:
Weight: .8 lbs
MDC: 5
Range: Contact
Damage/Effects:
- Negate Poisons/Toxins----Instantly neutralizes and prevents poisons and toxins from doing further damage to the body.
-Heal Wounds---Restores 3d6 SDC and 1d6 Hit Points
-Cure Illness---Instantly cures ordinary diseases and illnesses(not cancer, AIDS, or other serious disorders, nor does it cure magically-induced illnesses).
-Fortify Against Disease---Recipient can shrug off bacterial infections, is +4 to save versus viruses, and is +1 to save vs toxins and poisons. Effects last 16 hours.
-Greater Healing---Restores 2d4x10 SDC and 6d6 Hit Points, or 1d4 MD.
-Spark of Life---This spell is effectively a lesser form of Restore Life, and can be used to revive the recently deceased, restoring life functions hopefully long enough for other lifesaving measures to be applied. The spell embedded in the TEMED is applied to victims who cannot be dead for more than 40 minutes, and supplies 16 Hit Points.
Note that unless the victim has been patched up prior to the application of the spell, the wounds responsible for the victim’s deceasing will still be present, and will continue to bleed, doing damage, starting with the newly supplied Hit Points. Spark of Life essentially resets the timer, as it were, in an emergency, supplying a dose of vitality.
Spark of Life can be used multiple times on the same victim to resuscitate and ‘lifeboat’ them until more thorough treatment can be applied, but overusing it carries some risk. Spark of Life can be applied a number of times equal to the victim’s P.E. divided by 2, without side-effects. Beyond that, using the spell carries a risk: 5% chance of losing 1 point of PE, 2% chance of losing 1 point of IQ per each additional use of the spell. Loss is permanent.
Rate of Fire: ECHH
Payload: ’Light’--- 100 PPE capacity, regenerates their stored PPE at 2 PPE per hour/10 at a ley line
- Negate Poisons/Toxins(3 PPE per application)
-Heal Wounds(5 PPE per application)
-Cure Illness(8 PPE per application)
-Fortify Against Disease(8 PPE per application)
-Greater Healing(15 PPE per application)
-Spark of Life(7 PPE per application)
Special Gear
*Faux Fur Wrap----In addition to Howlen Gear, many Aralezans wear a synthetic fur jacket that matches their fur in fox/jackal mode and makes them look furrier and bulkier. The fur, however, can unfold into a thermal blanket that can be wrapped around a patient. Some versions feature a knocked-off version of a Naruni Variable Camouflage Sheet on the backside, allowing the Aralezean to hide a casualty-patient until they can be safely evacuated from the battlefield.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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