Ah, first new hardware post of the New Year....
Seemaabite ExoDrone(aka ‘Argentape’, ‘Proxus’, Kailasamite, ‘Fiddafist’, ‘Ginajin’, ‘Lumpbot’, ‘Tidalsmasher’, ‘Thickslammer’, ‘Silver-tsunami’)
“It’s like a personal repair stall on legs. Or a watchdog with a built-in clothing printer and lounge chair.”
<Stop, girl. Your carotid artery has been severed. You try to move, you will be dead in seconds> “-!”
<Fortunately, there is the means of saving your life immediately at hand. Up and IN you go!> “-aaa!”((Ssshhufff))
“There, now that the innocent is out of the way, we can focus on the cause of the problem. I am Inquisitor Tadreth, and your depredations, both as an individual and as a member of an organization, on the innocent beings of this world have come to my attention. Your actions against the female I just spoke to are a case in point, but not the only case I see I have immediate evidence for. You will cooperate fully in my investigation or you will face immediate terminal sentence for your crimes.” “Oh, eventually I would have been able to pry open those doors on my own, but it goes a lot QUICKER with some extra muscle, don’t you think?”
“Last thing I remember was seeing at least four distorted reflections of myself growing larger in my vision REALLY fast before I blacked out in a LOT of pain. Getting punched out by one of those Silvermoon gorilla-bots is NOT happy-times at all. They can sprout those big-ass arms of theirs faster than you think and that silver stuff they’re made of hits like liquid concrete fired through a high-pressure firehose.”
“It might have less firepower than me, it might be slower than me, but I’d rather have that extra firepower and shielding AND another set of sensors and reflexes watching my back than wish I had them.” The Seemaabite ExoDrone is a combination semiautonomous robot drone and exoframe meant as an adjutant to the Silvermoon Quiksil Elite, and uses some of the same systems, especially the polymorphic nanite material known as ‘smart-silver’ or ‘thicksilver’. Originally meant as a mere accessory unit, the Seemaabite has evolved in development into a heavy equipment-toting adjutant, sentry unit, valet, and mobile service booth with plenty of extras. Some EShemar want to consider the Seemaabite a Warmount, or possibly even a high-functioning Myrmidon, because it can be ridden, piloted, and Awakened with an Ecotroz essence-fragment, but most Tribeswomen consider the Seemaabite simply as a useful(albeit sophisticated) drone.
The Seemaabite resembles a bulbous, hunchbacked, headless humanoid robot the size of a large suit of Northern Gun power armor, though with a broader torso, wide shoulders, two small weapons arms, and a large open cavity where the pilot would go filled with a silvery mutable material like contained quicksilver. When not occupied, the central cavity/reservoir appears as an undulating pool of the silvery material; the Seemaabite drone-AI can be programmed to form basic facial expressions out of the thicksilver. In place of larger arms, there are instead two sockets filled with more of the same puttylike silver material. Despite having no head, the Seemaabite has multiple sensors built into its torso, giving it all-around sensory capability.
The Seemaabite can act as a basic utility and defense drone, but it can also serve as a sort of Shemarrian power armor. Any EShemar or NeShemar cyborg who climbs into the central body cavity becomes coated in the nanite-matrix suspended there, that serves as protection, control linkage, seat restraint and repair support/life support. They can then use the Seemaabite as a form of power armor at a basic level of proficiency.
However, when a Quiksil steps into the link-matrix, they can take full control of the Seemaabite’s nano-matrix. The shoulder pools of matrix material become extensions of the Quiksil’s own mutable limbs.
Though most commonly teamed with a Quiksil, Seemaabitees are sometimes paired up to other Silvermoon operatives. Some Silvermoon Tinkers like having the Seemaabitees as assistants, especially in the Tribe’s mines, and have supposedly worked to unlock some of the special nanite arm attacks for cracking rocks more efficiently, or have experimented with programming the reservoirs to simulate various tools.
Type: EcoS-R301 Seemaabite
Class: Robotic ExoDrone/Augmentation Frame
Crew: None; robot intelligence
1 rider/pilot/ passenger
MDC/Armor by Location:
Main Body 320
Matrix Pool 180
Matrix Arms(2) 150 each
Weapons Arms(2) 90 each
Legs(2) 150 each
Height: 9 ft
Width: 6 ft at shoulders
Length: 4 ft
Weight: 1,850 lbs
Cargo: Small space inside the central body for a few personal possessions and sidearms.
The Seemaabite also has slots for holding additional MDC matrix in the form of ‘bricks’ of easily-assimilated buckyball material that can be consumed/utilized to recharge EShemar/NeShemar regeneration systems. Typically carries 3-8 such ‘bricks’ or ‘sticks’ each of which holds 25 MDC worth of recharge material. These reserves are not automatically connected to the Seemaabite’s own regeneration systems, but can be manually removed from their storage slots and plugged in if so needed.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 80 MPH.
The drone can also form its matrix arms into massive knuckle-running limbs and gallop along on all fours at 100 MPH.
(Leaping) 15 ft up/across standing leap; increase distance/height by 50% with a running start.
(Flying) Not possible(See Options)
(Space) Can survive in space, but lacks thrusters to be able to move about in zero gravity(See Options).
(Underwater) Can run along the bottom at 20 MPH, or can swim using its matrix-arms configured as flippers at 25 MPH. Maximum depth tolerance of 1,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 5 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.
*Basic Robot Audio---The Seemaabite is typically mute, communicating with its Shemarrian mistress via radio, but it can also speak with an obviously synthesized robotic voice. Tends to be laconic and to the point.
*360-degree Waist Rotation---Because the pilot/passenger sits with legs drawn up into the torso, the upper torso can spin a full 360-degrees around.
*Bionic Cybernanite Repair Systems---ALL Seemaabites have a modified version of the 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 8d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material.
Note that the standard Seemaabite lacks a mouth or the means to mechanically process/’digest’ additional material on its own for conversion to repair material(See Options).
*Nanosurgeon Programming----The central matrix reservoir acts as a nanite regeneration chamber; any robotic gynoid/android EShemarrian stepping into the cavity will find their cybernanite repair systems bolstered to 6d6 MD per hour, same as with bionic cyborg NeShemar. Quiksil, for who the Seemaabite was designed, will have their regeneration rates jumped to 1d6x10 MD per hour. Note that the Seemaabite can replace a pilot/passenger’s MDC repair numbers from its own MDC reservoir.
The matrix reservoir can also act as a nanosurgical bed for non-shemar, acting as a full body IRMSS. The thicksilver can cover and infiltrate a body to locate and dissolve shrapnel and internal obstructions, kill parasites, chelate toxins, and perform microsurgery. The system can also be used to -disable- cybernetic implants in prisoners, or defuse security measures such as tracking and exploding chips.
If the operator of the Seemaabite is expecting extensive use of this ability for medical purposes, the ‘bot can be further improved with treatment-specific upgrade systems.
*Laser Reflective Skin---Lasers do HALF damage against the Seemaabite’s reflective arms and central torso, and Variable Frequency Lasers CANNOT adjust to compensate.
*Artificial Immune System---The nanotech reservoirs will also actively resist attacks with malnano(malign nanotech), partially ‘immunizing’ the EShemar from attacks with such weapons as Rifts Earth Republic of Japan ‘Dissolver’ nanites and T’zee weapons. Such weapons only do 1/2 their regular damage on their first attack, and 1/4 normal damage on any subsequent attacks(the thicksilver nanotech system ‘remembers’ the attack type).
*Molecular Adhesion---The nanites can also effectively dig into surfaces they come in contact with, acting like a sort of ‘super velcro’, and acting like molecular adhesion pads for purposes of climbing. The ‘bot can cling like an insect to surfaces and structures. The entire surface of the Seemaabite can be covered in a layer of this ‘tacky’ nano-adhesive.
*Nano-Tailor---The Seemaabite’s nanomatrix can also ‘print’ basic clothing if so requested, typically laying down a thin layer of nanotubule fabric on the passenger’s body. This is handy if the operator/passenger requires quick clothing or a disguise. The typical outfit is a formfitting one-piece set of overalls(can include boots, gloves, and a hood) ranging from ‘painted on’ to ‘baggy’ in fit.
The outfit so produced is not made of active nanites, but still has some advanced ‘smart’ properties, including the ability to alter permeability to reflect or retain heat, pass sweat, or become waterproof. A full head covering can be fitted with transparencies over the eyes, and a filter mask(85% effective at filtering out airborne gases and pathogens). The ‘optimal’ nanotubule-weave garment has 30 MDC(comes out of the thicksilver reservoir’s MDC pool and is regenerated as normal by the Seemaabite), but its thin fabric does little to deflect kinetic/concussive attacks(do half damage –through- the fabric) but does stop energy attacks.
Can also generate ‘burnsuit’ skinning; a layer of protective nanite matrix that replaces burnt skin and prevents further fluid loss and infection.
The Seemaabite cannot design clothing/coverings, but works off preprogrammed templates. The operator can input their own designs if they have the appropriate skills(Wardrobe & Grooming/Sewing + Computer Programming).
Weapons Systems:
1) Weapons Arms(2) ---Two small armatures are attached to the Seemaabite’s torso just below the ‘arm pits’ of the Matrix Arms. These armatures end in modular fittings for dedicated ranged weaponry, typically modified cyborg armaments or Warmount modular hardpoint guns. These armatures typically fire forward from under the main arms, but they can also flex-fold backwards and back, to fire backwards or over the shoulders. Different weapons can be fitted to each armature, but typically two of the same kind are fitted, allowing the weapons to be fired in synch(counts as one attack) at the same target without penalties.
a) Pulse Laser---Cyborg pulse laser cannon modified with Silvermoon ‘smart’ optics.
Range: 2,000 ft
Damage: 3d6 MD single shot. 1d6x10 MD triple-pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Plasma Blaster
Range: 1,500 ft
(‘Shotgun’ Bolt) 600 ft
Damage: 6d6 MD
(‘Shotgun’ Bolt) 2d4 MD to an 8 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Ion Blaster
Range: 1,200 ft
Damage: 1d6 MD single blast, 2d6 MD double-shot burst, 1d6x10 MD rapid-fire burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Particle Beam Blaster
Range: 1,000 ft
Damage: 6d6+6 MD per blast, plus does 50% more damage on a Natural 17-20 to strike
Rate of Fire: ECHH
Payload: Effectively Unlimited
e) Light Rail Gun
Range:: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon
f) Machine Gun---Standard cyborg-style 5.56mm light machine gun, only gatling style for sustained fire. Can chamber a variety of commercially available 5.56mm round types, so the Shemarrian can ‘live off the land’ if necessary.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
Rate of Fire: ECHH
Payload: 1,000 rd drum per cannon
g) Assault Gun---Shortened version of the Shemarrian Assault Rifle, but belt-fed. It retains the underbarrel bayonet socket, allowing it to be fitted with some extra vibro-cutlery. Unlike ARCHIE-3’s original weapon, the Shemarrians HAVE developed a drum feed for the Assault Gun.
Range: 3,000 ft
Damage: 1d6 MD single round, 4d6 MD six-round burst, 1d4x10 MD for a 12 round burst. Bayonet does 1d6+1 MD.
Rate of Fire: ECHH
Payload: 600 rd drum.
h) Stun Blaster----Copied from the Japanese AT-23 Stun Rifle:
Range: 800 ft
Damage:(Setting One) ‘Soft’ setting; used against children, weak, elderly, sickly. 1d6 SDC.
(Setting Two) Moderate: 2d6 SDC. Teens, adult in poor to average condition, small to medium-sized animals.
(Setting Three) Heavy; 3d6 SDC. Adults in good condition
(Setting Four) Extreme; 6d6 SDC, recommended against Juicers, Crazies, large animals.
(Setting Five) Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, and non-humans
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Matrix Arms(2)---The oversized shoulders of the Seemaabite hold reservoirs of silvery nanomatrix( ‘thicksilver’) that can be deployed to form polymorphic limbs. When acting as a semiautonomous drone or a power armor by an appropriately equipped non-Quicksil Shemar, the Seemaabite can use these reservoirs to form basic limbs such as arms, large hands/claws, and whips, but when a Quiksil is connected to the frame, they can use the reservoirs as extensions of their own limbs, and unlock a number of special abilities. The greater size and available mass in the reservoirs, however, means that the Seemaabite can have a greater reach and do more damage than the baseline Quiksil can. The extra mass available to the Seemaabite arms can also be used to form other things, such as shields, nets, wind turbines, or even be detached in portions and used as projectiles.
Range:(Melee) Blades are typically 6-24 inches long
(Whip) 30 ft
(Drill) 9 ft reach
(Shield Arm) 7 ft(and roughly 4 ft in diameter)
(Wind Blast) 150 ft, and can be target specific or fanned out to affect a 25-ft wide area(50 ft if both arms are used).
(Extensor) 200 ft, each cable has about 6 MDC, and can haul weight equivalent to the Shemarrian’s own Robotic P.S. , If the cable snaps, it retains its MDC for 5 minutes, after which it decays into dust.
(Tangler Tendrils) 25 ft. Branches out into ten smaller tentacles, each with 10 MDC.
(Projectile) 250 ft
(Piledriver) 6 ft
(Pry-Claw) 7 ft
Damage:(Melee) 1d6 SD/MD for simple, single, small blades, 3d6(+P.S. damage)SD/MD for heavy blunt weapons like wedges and morning stars, 4d6(+P.S. damage) SD/MD for swords, axes, and glaives.
(Whip) 3d6 SDC simple lash attack or 3d6 MD razor-whipsaw lash, 2d6 SDC/MD if used as a stabbing weapon, 4d6 SDC/2d4 MD per melee for a constricting crush.
(Drill) 5d6 MD per attack action spent drilling, but is -1 to strike(has to hit dead on and site itself for maximum efficiency).
(Shield Arm) Foam Shield----A large honeycombed shield of foamed nanomaterial can be formed that soaks up kinetic energy; shells, projectiles, and rail gun rounds do HALF damage hitting it. Can have up to 75 MDC(150 MDC if both arms are used to form a common shield)
(Wind Blast) Roughly equivalent to the spell ‘Wind Rush’; targets must roll an 18 or better to prevent being knocked down(lose 1 APM and initiative getting back up), and must find to make progress against the directed 90 MPH gale-force air blast.
(Extensor) Serves as a climbing line grapple; does 1d6 SDC/1 MD if used as a projectile.
(Tangler Tendrils) Branches out into ten smaller tentacles, that can merge into an enclosing mesh with 100 MDC and a restraining /constricting Robotic Strength of 30. The mesh net can be detached from the Seemaabite, whereupon it loses its regenerative abilities(and the Seemaabite temporarily loses 100 MDC from its arm reservoir) and becomes rigid metal/carbon tubule material). The molecular self-destruct of the detached cage can be delayed for up to 6 hours, when the thicksilver breaks down into molecular dust.
(Projectile) The Quiksil can detach part of the Seemaabite nanotech reservoir to create projectile weapons(actually throwing blades, razor darts, or shuriken). Each blade takes 5 MDC from the reservoir’s total MDC, and does 1d4 MD used as a weapon(hand weapon or thrown). The projectile retains solidity for 5 minutes, during which time the projectile can be reabsorbed by the Quiksil and the MDC reclaimed, otherwise at the end of the time period it instantly decays into inert powder.
(Piledriver) Works like a directed charge or hydraulic shaped charge. Does 2d6x10 MD, but takes up all APMs that melee.
(Pry-Claw) Works by sliding in a narrow blade of thicksilver into a crack or seam, then pours more material into it to use hydraulic pressure to tear the material open from the inside. Tears/pries with a Robotic Strength of 40. Normally does 2d6+4 MD but on an initial critical strike roll of 17-20, does DOUBLE damage and the expenditure of an additional 2 APMs the next action to maintain contact, automatically does DOUBLE damage again the next melee. A target so impaled can attempt to break contact by either attacking the thicksilver claw being poured into the gap, or disentangle/break hold/roll, but is -3 to do so.
Rate of Fire: ECHH
(Piledriver) Once per melee
(Pry-Claw) Takes up 2 APMs
Bonuses:
(Shield Arm) +2 Parry
(Extensor) +1 to Entangle. The tendrils also give the Quiksil/Seemaabite combo a +15% to Climbing(and increase climbing speed by 25%).
(Tangler Tendrils) +4 to Entangle.
Programming:
The Seemaabite has a basic robot utility/combat programming. Its personality is dull and drone-like and it takes orders well. Occasionally(20%) Awakened with an Ecotroz to Myrmidon status by its operators.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Computer Operation 80%
Prowl 60%
Climbing/Rappelling 98%/90%
Intelligence 85%
Detect Ambush 60%
Detect Concealment 70%
Tracking 60%
Land Navigation 86%
Wilderness Survival 88%
Language: Can understand 22 different languages
Read Sensory Instruments 94%
General Maintenance and Repair 90%
W.P. Blunt(6th level)
W.P. Sword(6th level)
W.P. Knife(6th level)
Field Surgery/Nano-Surgery(Nanite Bed) 85%
If Awakened the Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature/orientation of the Seemaabite intelligence and design is such that it is limited to skill selections from Mechanical(Basic Mechanics, Automobile) Mechanics Medical(First Aide), Technical (Excavation, Mining, Recycling, Salvage, Carpentry, Language/Literacy(understanding) and Lore), Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Seemaabites are regarded as having an effective IQ rating of 10, unless otherwise modified and Upgraded.
Actions/Attacks Per Melee: 8
Initiative +4 (+1 from an Ecotroz entity for a total of +5)
Dodge +5
Strike +4 (+4 w/ ranged weaponry)
Roll +7
Parry+7
+5 Dodge and Parry attacks from behind
Pull Punch +4
Critical Strike on an Unmodified 19-20.
Restrained Punch/Slap 6d6 SDC
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Weapons Armature Swat/Jab 1d4 MD
Kick 1d6 MD
Body Block/Ram/Tackle 1d4 MD
*Alternate Modes----Rather than be used as power-up or utilities frame for a Quiksil, the Seemaabite can used by/on others.
*EShemar/NeShemar-----Those with the skills of piloting/operating power armor will only be able to access the most basic modes of the Seemaabite, roughly equivalent to Ground Power Armor(Elite) training.
*Non-Shemar----The Seemaabite can be used to capture and transport prisoners or carry passengers, in which case the central cavity nanomatrix pool can be used to envelope the passenger. Sometimes called derisively ‘silver gimp mode’, this application can partially or completely cover the passenger in thicksilver, full coverage acting as sensory deprivation(or the passenger/prisoner can be sedated to avoid this problem).
The Seemaabite can also act as a
nanosurgeon in this mode; envelopment in the thicksilver means the nanite covering can perform IRMSS-style surgery on the passenger at the Medical Doctor equivalency of 85%. Or a more qualified bio-Tinker or neShemar doctor with a headjack and VR link can link in and direct the surgery if they have a better/more specialized skill rating.
If Awakened with an Ecotroz Essence, the Seemaabite also gets the following traits:
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Seemaabite an aura and behavior more befitting a sentient being than a robot. Awakened Seemaabites typically exhibit a dogged and dog-like loyalty to their owners/operators, becoming steadfast retainers and assistants to them.
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
, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Options:
*Silverwings Mod----This Upgrade package adds programming to the matrix structuring and an internal contra-gravity coil, giving the Seemaabite full flight capabilities. The matrix arms can be used to form large wings or any appearance(such as moth, bird, bat, or dragon), though they exist as control airfoils, not as lift and propulsion. The Silverwings Seemaabite also gains a pair of extendable tail-vanes/foils for added aerodynamic control(each has 50 MDC). The Silverwings Seemaabite can hover stationary or fly at 400 MPH, maximum altitude of 30,000 ft(or Mach 1 in space), and has a +3 to dodge in flight(drops to +2 if both the tail vanes are destroyed, and loses all bonuses altogether if one or more of the wings are destroyed). The Seemaabite also can grow(even when carrying a pilot/passenger) antennae from its central cavity reservoir that allow it to detect lasers and radar emissions, and extend its radar range to 25 miles.
The Silverwing Seemaabite can also use the bonuses for Flying Power Armor training.
*Signal Booster---The Seemaabite can be fitted and programmed to shape its thicksilver reservoirs into antennae for better transmission and reception of radio and laser communications. Effective boosted range of 2,500 miles direct LOS.
*Full-Body Laser-Reflective Plating----Initially, Seemaabitees were meant to be drab drones, not outshining their Silvermoon mistresses, especially if the latter were going in disguise(the Seemaabite would be disguised to look like a hulking labor’bot or mundane power armor), but some Quiksils prefer their adjutant units to have the full Silvermoon war-paint. Lasers do HALF damage to the entire ‘bot.
*Runner Legs---This adds larger, longer, more powerful legs to the Seemaabite, that raise its height to 11 ft, weight to 1.1 tons, raise the leg armor to 180 MDC each, increase maximum running speed to 120 MPH, and leaping distance to 25 ft up/across(50% more with a running start). Kick damage is also increased to 2d4 MD. Not all Quiksil and other assignees want this upgrade however, as it makes the companion bot that much more awkward and hard to maneuver in close spaces.
*Medical Upgrades---If the operator is anticipating using the Seemaabite as a mobile medical unit, its capabilities can be improved with such add-ons as a more extensive autodoc drug dispensary, life support systems, and even an emergency medical stasis system for ‘freezing’ patients until they can transferred to more capable medical facilities.
*MD Material Conversion---This Upgrades the Seemaabite to be able to assimilate MDC materials in the field for conversion into repair/replenishment stock material. restocking its reservoirs like more predatory e-animals can, ‘digesting’ kills or battlefield salvage. The Seemaabite has an extendable hopper intake that emerges from the underside like an insect stinger or suction pipe. The Seemaabite cannot ‘bite’ or ‘chew’, but must pulverize/slice material to a consistency fine enough to fit through the hopper intake(can’t be used to dispose of a live body, for instance), and generally takes twice as much starter MDC material, or four times that of SDC material, to create one unit of reserve MDC(so the Seemaabite needs to process 400 SDC or 2 MDC worth of starter material to get 1 MDC into the reservoirs). However, this still allows the Seemaabite(and by extension, its assigned mistress/pilot) to remain in the field without specialized support.
*TW Enhancements----Reportedly the Silvermoons are in negotiations with the Wayfinders for technowizardry enhancements to the Seemaabite, possibly in exchange for the production templates to the design. Such Upgrades would likely include the fitting of TW PE powerstones/generators(with typically a 200-400 PPE reservoir) to power protective spells such as Armor of Ithan, Impervious to Energy, Impervious to Fire, Shadow Cloaking, Sound Cloaking Invisibility, weaponry enhancements such as Silverize, Spinning Blades, Hydra’s Circle, TW weapons in place of the weapons armatures, magic sensors, or enhancements to the repair/medical systems, such as Mend the Broken(for repairing SDC/MDC) or Restore Limb(for healing organics).
Variants:
* EcoS-R301D(?)-----(aka ‘Noctrus’) Rumored variant meant for the Quiksil’s shadowy sister-variant, the Darkling. The Noctrus would be armored in Naruni-derived thermal-stealth armor and replace the thicksilver in its reservoirs with its less glamorous and stealthier counterpart, variously nicknamed ‘nanosoot’ or ‘shadowgoo’.
Capabilities: Noctrus are identical in all regards to the Quiksil Seemaabite except in the following:
*Shadow Stealth---Instead of laser reflective properties, the Noctrus instead absorbs light like a living shadow: Only has a 25% chance of showing up on infrared and thermal optics, and has a +10% to prowl in darkness/shadow.
*Thermal Protection---Megadamage fire, plasma, and magic fire do only HALF damage.
*Kinetic Energy Protection---Kinetic impacts, including explosions, falls, rail gun and projectile strikes, and grenade blasts do HALF damage. Kicks and punches and other melee strikes do full damage.
*Radar Invisibility---The same ability that deflects light and heat also can more effectively absorb or deflect radar emissions; 80% chance of going undetected by radar and microwave motion detection systems.
* EcoS-R301Wf(?)-----Possible Wayfinder variant, if the rumors of a collaboration between the Silvermoons and the Wayfinders to Upgrade the Seemaabite with advanced technowizardry are true. Such a variant would most likely be heavy on TW systems and possibly even magic/psionic amplification systems similar to the ‘Foci’ drones. Some say such a variant is already in service with Silvermoon Mystics and priestesses.