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Re: Shemarrian-related fan creations

Posted: Wed Mar 08, 2017 8:27 pm
by taalismn
DhAkael wrote:Happy International Woman's Day
From the entirety of the Shemarrian Star Nation, Terran Freeholds and the various fringe-tribes!


Mothers, daughters,sisters, co-workers, companions. Appreciate them in every role.

Re: Shemarrian-related fan creations

Posted: Sat Mar 11, 2017 10:54 am
by taalismn

Re: Shemarrian-related fan creations

Posted: Sun Mar 12, 2017 11:53 pm
by kronos
Uploaded Leecher, RageRanger, Pelaganar and added picture to the Ifrita to the wikia

Re: Shemarrian-related fan creations

Posted: Mon Mar 13, 2017 8:43 pm
by taalismn
Have the feeling the Aurora Warriors are going to be camping out in my front yard tomorrow, what with 12-16 inches of snow predicted...state-wide shutdown predicted.

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 1:02 am
by kronos
taalismn wrote:Have the feeling the Aurora Warriors are going to be camping out in my front yard tomorrow, what with 12-16 inches of snow predicted...state-wide shutdown predicted.


Already got a start here in Ontario, although not much yet.. only supposed to be about 15 cm.. it's been pretty brown here for most of the winter.

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 10:04 am
by DhAkael
kronos wrote:Uploaded Leecher, RageRanger, Pelaganar and added picture to the Ifrita to the wikia

Still have yet to see the original 10 tribes 'colours' posted. :-?

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 10:06 am
by DhAkael
kronos wrote:
taalismn wrote:Have the feeling the Aurora Warriors are going to be camping out in my front yard tomorrow, what with 12-16 inches of snow predicted...state-wide shutdown predicted.


Already got a start here in Ontario, although not much yet.. only supposed to be about 15 cm.. it's been pretty brown here for most of the winter.

My part of Toronto is ummmm... well we GOT snow, but it drifted oddly so we have some areas nearly clear of all snow and others that have like close to a foot & a half.
"Welcome to Southern Ontario. We have weather: ALL OF IT."

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 10:11 am
by DhAkael
FINAL post blitz for today. :D
In-game, the heroes are just two steps (metaphoricaly speaking) from discoving the origin of Progen and quite possibly of the Ecotroz transmigration. :shock:

Stay tuned megaversal travelers... :fl:

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 11:15 am
by kronos
DhAkael wrote:
kronos wrote:Uploaded Leecher, RageRanger, Pelaganar and added picture to the Ifrita to the wikia

Still have yet to see the original 10 tribes 'colours' posted. :-?


I apparently lost the images for their icons.. anyone have a copy?

Which part of TO are you in? I'm up near the airport.

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 12:51 pm
by DhAkael
kronos wrote:
DhAkael wrote:
kronos wrote:Uploaded Leecher, RageRanger, Pelaganar and added picture to the Ifrita to the wikia

Still have yet to see the original 10 tribes 'colours' posted. :-?


I apparently lost the images for their icons.. anyone have a copy?

Which part of TO are you in? I'm up near the airport.

https://www.dropbox.com/s/ak5xx9fi767wyom/Shemarrian%20Heraldry%20copy.jpg?dl=0
That's answer to #1. :ok:

#2, Near the Danforth / Bloor train-yards off of Greenwood.

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 1:20 pm
by kronos
DhAkael wrote:
kronos wrote:
DhAkael wrote:
kronos wrote:Uploaded Leecher, RageRanger, Pelaganar and added picture to the Ifrita to the wikia

Still have yet to see the original 10 tribes 'colours' posted. :-?


I apparently lost the images for their icons.. anyone have a copy?

Which part of TO are you in? I'm up near the airport.

https://www.dropbox.com/s/ak5xx9fi767wyom/Shemarrian%20Heraldry%20copy.jpg?dl=0
That's answer to #1. :ok:

#2, Near the Danforth / Bloor train-yards off of Greenwood.


Thank you, and out near Scarberia? :P

Re: Shemarrian-related fan creations

Posted: Tue Mar 14, 2017 9:15 pm
by taalismn
....eeeeggghhhhhh...16 inches, maybe 18, across my yard....that's 2.5 ft of plowed-up snow blocking my driveway...
Gonna be a coupla days digging out and sore shoulders....
I've got a serious case of snow blower envy right now.
Really wanting one of my SDC plasma flamethrowers....

Yeah, I should also work on the icons for the Fringe Tribes that don't yet have them too...Thing is, every tie I try doing the Clan Pantheron icon, I keep ending up with the KAT(Tractor) logo. :P

Re: Shemarrian-related fan creations

Posted: Thu Mar 16, 2017 1:21 pm
by DhAkael
kronos wrote:
DhAkael wrote:
kronos wrote:
DhAkael wrote:
kronos wrote:Uploaded Leecher, RageRanger, Pelaganar and added picture to the Ifrita to the wikia

Still have yet to see the original 10 tribes 'colours' posted. :-?


I apparently lost the images for their icons.. anyone have a copy?

Which part of TO are you in? I'm up near the airport.

https://www.dropbox.com/s/ak5xx9fi767wyom/Shemarrian%20Heraldry%20copy.jpg?dl=0
That's answer to #1. :ok:

#2, Near the Danforth / Bloor train-yards off of Greenwood.


Thank you, and out near Scarberia? :P


Thankfully NO; Scarberia doesn't START until Main St. so I'm about 3 TTC stops before that concerete wasteland.
We still have tress and green space where I live ;)

Re: Shemarrian-related fan creations

Posted: Thu Mar 16, 2017 2:58 pm
by kronos
DhAkael wrote:Thankfully NO; Scarberia doesn't START until Main St. so I'm about 3 TTC stops before that concerete wasteland.
We still have tress and green space where I live ;)


Ah, my bad. 2 inches of snow here. but melting. Gotta love how the GTA varies in weather within only 30 to 45 min city driving :P Aurora Warriors moving around the city with Flamewings I think.

Re: Shemarrian-related fan creations

Posted: Thu Mar 16, 2017 4:34 pm
by taalismn
Vibroshovels...definitely adding vibroshovels(not recommended for chipping ice off your car/vehicle, though). :D
Six hours of straight shoveling......cybernetic muscle replacement looking REAL good right now...

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 2:37 pm
by kronos
I'm attempting to upload the Sistrus.. but it's lacking MDC for its legs...
Also.. SOOO many optional weapons!!!

Also.. the Gatar.. you don't list any weapons on it.. although the description lists eye lasers and mini turrets.. are these the exact same as the Sistrus?
And lacking the nanite repair system..?? And combat bonuses are missing.

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 8:10 pm
by taalismn
Because I hadn't done a starship in a while...

EShemar ‘Peregrinator’ Heavy Frigate

“’Peaceful scholars’ my bronze-plated ass. These are academics who trade ideas for weapons and tactics, crunch numbers, and run ever so sophisticated war-games to test out their pet ideas. Problem is, they then take it all to the hardware stage and try it all out in the REAL world. Supposedly the Battle of Kalcan Drift was won using tactics inspired by music theory and weapons based on some obscure Dwarven mathematics treatise. It’s a special level of hypocrisy to claim one only seeks knowledge and understanding with a background display of orchestrated detonating nucleonics and tearing gravitic disruptors to put the lie to it. ”
-Frias Kalpa-Dinjos, Golgan Republik Argosy Naval Observer, Thundercloud Galaxy

“Within every bookworm there must lurk a conqueror wyrm, a corsair straining to cast off for the far reaches in search of mayhem and plunder. The Wayfinders seem to have embraced that belief quite ably, and provided themselves with the means to live out their more aggressive dreams.”
-Vayane Inados Calia-Severia-Atchison, Free Wanderer

“Claiming that thing’s a ‘science ship’ is like claiming a nuclear bazooka is a signaling device! Your ‘energetic communications’ with those pirates was a rather impressive show of x-ray laser diplomacy! We readily approve!”
-Wulfen convoy captain to the Wayfinder Peregrinator squadron that just drove off a pirate raid in the reaches of the Agin Expanse, Thundercloud Galaxy.

While the Wayfinders were ecstatically pleased with their Delphin frigate, useful both as a scout and corsair, they realized that the small agile starships lacked the capacity for extended combat. A larger vessel was called for, and the Tribe shipwrights looked to the strengths of the Delphin as a guideline.
The Peregrinator is a scaled-up version of the Delphin, sacrificing some of the latter’s speed and agility for greater endurance and firepower. The Peregrinator drops the external cargo pods(and expands the internal cargo space) as too vulnerable, downgrades the science sensor suite in favor of tactical and targeting sensors, and effectively doubles the number of available weapons systems. The hull has been lengthened, and a wider ‘wing’ added to the rear, allowing for the inclusion of a small hangar bay, larger missile pods, and a beefed-up fantail armament. Interior accommodations are still very spartan, and auxiliary facilities such as science systems are sorely lacking, but the Peregrinator is meant as a warship, though it can still carry out some data-collection capabilities.
The Peregrinator is a rather impressive ‘pocket cruiser’, with a demonstrated ability to punch above its weight-class, though it seldom operates alone. Since their introduction, hunter-killer packs consisting of Peregrinators accompanied by scout Delphins have appeared in EShemar space, interdicting intruders, or raiding the enemies of the Shemarrian Star Nation in turn. The Peregrinator is found mostly with the Wayfinders, but the DarkWaters are also known to operate small numbers of these vessels, likely having acquired the design in return for their support of the Wayfinders. The Ghost Riders are also rumored to operate a variant of the Peregrinator, giving some teeth to their ‘snooper’ squadrons.

Type: ESheMar-FG08Wf Peregrinator
Class: Heavy Frigate
Crew: 75.
Up to 15 passengers can be carried normally, but onboard accommodations are spartan. Additional passengers(up to 20) can be carried, but conditions are cramped, and unless the passengers are able to handle extreme cold and thin air, they’ll need supplemental life support(spacesuits or magical systems) or travel in stasis(as cargo).
MDC/Armor by Location:
Main Body 5,000
Heavy Energy Lance 960
Bridge 1,500
Upper Sensory Array 1,600
Lower Secondary Sensory Arrays(4) 800 each
Forward Optical Array 800
Lateral Weapons Pods(2) 900 each
Long Range Missile/Probe Racks(2) 400 each
Rear Medium Laser Cannons(3) 400 each
Point Defense Turrets(8 ) 100 each
Hangar Bay 900
Variable Forcefield 2,000 each side, 12,000 total

Height: 120 ft. At full extension, the sensor booms add an additional 70 ft.
Width: 200 ft
Length: 430 ft
Weight: 10,500 tons
Cargo: 50x50x80 ft cargo bay.
Powerplant: Nuclear Fusion w/ 40 year energy life
Supplemental PPE Generator w/2,000 PPE capacity. Recharges at 500 PPE/hour
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 17
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.7% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Bonus: Thanks to the close-knit cyberconnections of its crew and its advanced tactical sensors, the Peregrinator’s weapons all have an additional +1 to strike.
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-80% to detect while stationary, -40% when moving)

*Long Range Sensors---Extreme range of 9 million miles.

*Long Range Military Sensors--- While the Peregrinator retains some astronomical sensors, the main arrays of the Delphin have been given over to military-grade long range sensors. These are rather more robust than the CAF’s DLA(Deployable Listening Array) and can be operated at full speed, although with a slight diminishment in range and acuity, and the array fins can be stowed much more easily(1d4 melees). However, the arrays can still pick up the FTL fingerprint of starships traveling up to 20 light years away, and can detect the gravity wells of planets and planetoids(of down to Plutonian size) up to 30 light years away within minutes of scanning(rather than days of observation). Can also measure solar flux from as far away as 12 light years away.
Other sensors in this group include radio astronomy, gravimetric charting, quantum particle detectors, and space/time flux registers. Additional instruments may be ‘plugged in’ as needed/developed.

*Dimensional Flux Shielding---The large ‘vanes’ produce a powerful space/time ‘anchor’ that shields the ship and its crew from external space/time flux...In a way, this is a technological equivalent of an Astral or Spacial Mage’s feat of creating an Astral/Spacial Realm, only much cruder and limited(the crew cannot change the laws of physics within the field to suit their needs/desires.....though supposedly research is looking into that promising aspect of the technology). This also means that it is nearly impossible for magical or dimensional teleports to happen inside the ship while the vanes are in operation.
This also means that the ship enjoys a +15% to piloting rolls to maneuver to break out of gravitational and dimensional storms and other phenomena. Damage associated with ley line storms, dimensional vortexes, and Rift Cannon are reduced by 75%.
Magic Sensors:(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.


Magic Systems:
Retained unchanged from the Delphin-class.
Depending on the individual vessel and crew composition, the exact TW systems may vary, but the following are the standard/more commonly installed systems:
*LeyLine Speed Doubler(40 PPE)

*Magic Space Tether(11 PPE, 30 minutes, 200 ft. 130,000 tons)

*Impervious to Energy(160 PPE)

*Invisibility: Superior(160 PPE)

*Star Light(23 PPE, lasts 10 minutes and covers a 2,000 ft area)

*Triangulated Teleportation (80 PPE, 1 million miles)---This spell system is used in conjunction with a beacon at the point of arrival(typically a beacon deployed aboard an LRM probe or by other Away teams. To reverse it, the ship must drop its Flux shielding to recover Teleported crew).

*Hull Regeneration(1,440 PPE, limit of 30% of the hull. Repairs are Permanent)

*Solar Flare(250 PPE, lasts 1d6+5 hours, range of 1,200 miles)

*Create Nebula(500 PPE, lasts 10 hours, 20 mile range, covers a 50 mile wide area)

*Nexus Space Warp(380 PPE)


Weapons Systems:
1) Long Range Heavy Laser Lance--- The Peregrinator restores the heavy energy weapon lance dropped from the original Delphin, but installs a larger weapon, with Silvermoon photonic enhancements. This weapon has earned the Pereginator a reputation as a ’sniper’ in some campaigns.
Range: 20 miles in atmosphere, 40 miles in space
(Kitsune Values: 40 miles in atmosphere, 40,000 miles in space)
Damage: 2d4x100 MD single blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

2) Modular Lateral Weapons Pods(2)--These are carried over unchanged from the Delphin, but have been moved to lateral mounts. These allow the ship to be quickly refitted for specific missions, updates, and to obscure the specific capabilities of the class.
a) Long Range Heavy Lasers(1 per pod)---These lasers are actually an improvement over the original TGE weapons, as they are acquired from the Silvermoon Tribe, the expert optical engineers of the SSN.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 1d6x100+160 MD single blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

b) Light Laser Cluster(3 per pod)---Replaces the heavy lasers with a cluster of lower-powered, but faster recharging and firing, light lasers.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 6d6x10 MD per barrel, 2d6x100 MD for all three cannons firing simultaneously
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) Siege Disruptors(1 per pod)---Adapted from Golgan designs
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 at point of impact, plus 25% damage to a 30 ft radius
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

d) Particle Beam Cannon(1 per pod)
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: Three shots per melee
Payload: Effectively Unlimited

e) Tachyon Scatter Cannons(1 per pod)
Range: 5 miles in atmosphere, 10 miles in space w/ 4 mile wide arc
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space w/ 12 mile wide arc)
Reduce arc size in atmosphere to 1/4
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EGCHH
Payload: Effectively Unlimited

f) Plasma Torpedo Launchers( 1 three-shot launcher per pod)
These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight ’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
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 1-3 plasma bolts each array, once per melee.
Payload: Effectively Unlimited

g) Long Range Missile Launchers(1 per pod)
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 40 missiles per pod ready to launch

h) Cruise Missile Launchers (1 per pod)
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 1-8
Payload: 32 each launcher, 64 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 6 missiles)

i) TW Ion Storm Cannon---This is a TW Projection System that carries its own PPE generator (800 PPE battery capacity; recharges at 30 PPE per hour, 90 PPE/hour at a leyline, 180 PPE/hour on a nexus). It can summon up to a Magnitude 5 ion storm at a cost of 250 PPE. Effective Range of 10 miles(Palladium)(Kitsune: 10,000 miles)

j) TW Meteor Storm Cannon---This is a TW Projection System that carries its own PPE generator (800 PPE battery capacity; recharges at 30 PPE per hour, 90 PPE/hour at a leyline, 180 PPE/hour on a nexus). Costs 150 PPE for a Type One shower, 175 PPE for a
Type Two, 200 PPE for a Type Three, 225 PPE for a Type Four, and 250 PPE for a Type Five. Showers last 10 minutes. Additional PPE may be routed from the ship’s own PPE reserves. Effective Range of 3 miles(Palladium)(Kitsune: 3,000 miles)

k) Long Range Jamming Pod---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 600 mile radius in atmosphere, 60,000 mile radius in space.

3) Long Range Missile/Probe Racks(2)---These have also been carried over from the original Delphin, but the wider wing of the Peregrinator means the wingtop pods can be increased in size and capability.
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 70 missiles per pod ready to launch, 140 total

4) Rear Medium Laser Cannons(3)---The Wayfinders took a page from the Golgan Republik’s book in mounting a powerful rear-facing weapons battery in the form of three medium laser cannons. This allows the swift frigate to engage targets coming and going, and to cover its retreat from an (enraged) enemy.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per shot, 3d4x100 MD for all three turrets firing on one target.
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

5) Point Defense Turrets(8 )---The Peregrinator retains the heavy PDS fitout of the smaller Delphin; opponents speak of these ships being ‘webbed in fire’ during attempted fighter, power armor, or missile swarm atatcks on them. Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

Auxiliary Craft:
Has a small hangar with the ability to accommodate two Scarab Battle Landers, and two large shuttles or six fighters can be carried externally under the wings. The large airlock also has provision for up to 16 medium-sized(Monstrex-sized) Warmounts.

Variants:
* ESheMar-FG08Dw---DarkWaters variant that drops the magic systems in favor of an even more powerful dual-mode tachyon accelerator main cannon, capable of firing either a spray of destruction, or a longer-ranged concentrated pulse.
Range: (Spray)15 miles in atmosphere, 60 miles in space w/ 6 mile wide arc*
(Kitsune Values: 15 miles in atmosphere, 15,000 miles in space w/ 12 mile wide arc*)
* Scatter width is reduced to 1/4th in atmosphere

(Beam-Pulse) 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 25 miles in atmosphere, 25,000 miles in space
Damage: (Spray) 1d6x100 MD per shot
(Beam-Pulse) 2d6x100 MD per shot
Rate of Fire: Three times per melee
Payload: Effectively Unlimited


*ESheMar-FG08Gr---Ghost Rider variant, more similar to the DarkWater variant in that it drops the magical systems in favor of more electronic countermeasure and stealth gear. It can be distinguished by the greater abundance of folding antennae mounts around the regular sensor arrays, and around the lance-prow.

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 8:18 pm
by taalismn
kronos wrote:I'm attempting to upload the Sistrus.. but it's lacking MDC for its legs...
Also.. SOOO many optional weapons!!!

Also.. the Gatar.. you don't list any weapons on it.. although the description lists eye lasers and mini turrets.. are these the exact same as the Sistrus?
And lacking the nanite repair system..?? And combat bonuses are missing.


Ow...how'd I miss THAT?!

Okay...100 MDC each leg...that's fairly standard...but the wheels also provide armor, and it IS a conversion of a PS 'stable' vehicle that came with lots of plug-ons and variants.

And this should be part of the Gatar description(U thought I posted it with):
Maybe your copy-pasta cut it off?

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

2) Weapons Turrets(2)---Emulating the EcoS-K-70, the Steel Gaians have elected to replace the the single turret on the AAV7A1 with TWO similar turrets, doubling the firepower. The design remains the same, though, and they can be fitted with a variety of light infantry weapons systems, the most common and popular four configurations presented here;
The standard turret typically bought/mounted has a 40mm grenade launcher and light rail gun in side-by-side mountings.
a) Dual Light Rail Gun/Grenade Launcher
Range:(Rail Gun) 4,000 ft
(40mm Grenade Launcher) 7,000 ft
Damage:(Rail Gun)4d6 MD per 20 rd burst
(40mm Grenade Launcher) (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire:(Rail Gun) ECHH
(40mm Grenade Launcher) ECHH
Payload:(Rail Gun)5,000 rd drum
(40mm Grenade Launcher) 250 rds

b) IH-34L Laser Turret (PS-34L)
Range:4,000 ft
Damage: 6d6 MD per dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) IH-100 Rail Gun (PS-100)
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:ECHH
Payload:12,000 rd drum(200 bursts)

d) PS PTT-M20 Missile Rifle---Combination mini-missile and light laser weapon.
Range: Usually about a mile for the missiles, 2000 feet for the laser
Damage: Depends on missile type. The Laser does 2d6 MDC
Rate of Fire: Volleys of 1, 2, or 4 for the missiles, Single shots with laser.
Payload: 20 missiles total (10 per tube), laser has Effectively Unlimited blasts
Bonuses: +1 to strike from laser targeting

e) Monstrex Weapons Modules---Any of the ‘standard’ Monstrex-style weapons modules can be fitted into the turrets instead.

3) Smoke Mortars(Optional)(1-4)
Range: 500 ft
Damage: Smoke or chemical to 15 ft radius
Rate of Fire: Volleys of 1, 2, 3, or 4
Payload: 4 shells per launcher

4) Rear Weapons/Equipment Module(Optional)
a) Rear Weapons Turret---A powered ring-pintle mount can be fitted with a light automatic weapon, Shemarrian ‘short’ rail gun, 2x Shemarrian Assault Rifles, or 2x Shemarrian energy rifles.

b) Mini-Missile Launcher---VLS(vertical launch system) array with 36 rounds.

c) Short Range Missile Launcher---VLS array(vertical launch system) with 18 rounds.

d) 36-tube 40mm Mortar Launcher----Adaptation of the PS 40-mm ‘Chewer’ launcher system, this consists of electrically-fired tubes loaded in ‘Metalstorm’ inline fashion
Range: 6 miles
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) 1d4x10+3 MD to 1.5 ft blast radius
Rate of Fire: Volleys of 1-36
Payload: Each barrel holds 5 40-mm projectiles for a total of 180 rds

e) 120mm Breech-loading Mortar(sometimes called a ‘Thurd Launcher’)
Range:(Standard Shell) 8,900 yards
(Heavy Shell)7,100 yards
Damage:(Standard Shell) Fragmentation: 3d6 MD to a 30 ft blast radius
High Explosive: 6d6 MD to a 12 ft blast radius
Plasma: 1d6x10 MD to an 18 ft blast radius
(Heavy Shell)Fragmentation: 4d6 MD to a 35 ft blast radius
High Explosive: 1d6x10 MD to a 20 ft blast radius
Plasma: 2d6x10 MD to 35 ft radius
Rate of Fire: 1-2 shots per melee
Payload: Stowage space for 50 rds

f)PS-L-CIWS Vulcan Chain Gun(aka “Button Gun”)---This installation, introduced on the Type 9 Weapons Carrier, then adapted as an air defense weapon option for the VW Camper Gunship, has been adapted for shipboard use as PS’s standard light maritime weapons system, but is often mounted on other vehciles as well. The system is a very compact and neat installation that takes up little space, and has been compared to the pre-Rifts Russian ADMG-630 30mm Gatling CIWS that saw extensive service aboard Russian warships. The PS-L-CIWS is often called the “Button Gun” because of its squat, flattened dome-like turret.
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst(can only fire bursts)
Rate of Fire: EGCHH, as an automated defense system linked to a radar/sensor system, the “Button Gun” has a +2 to strike, and four attacks per melee.
Payload:4,000 rd drum(100 bursts)

g) SeaFire Missile Launcher
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-2
Payload: 2
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


h)Kittani Long Range Rocket Torpedo---This is captured enemy ordnance, typically used to confuse enemy positions when they are attacked by their own weaponry.
Range:(Underwater) 500 miles
(Air) 1,800 miles
Speed:(Underwater) 200 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Single shot
Payload: 1

i) Torpedo Launcher---A trainable box-style launcher that can be swung to fire over the back or sides. Can hold 18 mini-torpedoes, 6 light torpedoes, 2 medium torpedoes, or 1 heavy torpedo.

j) Heavy Flamer---Fires can be especially horrifying on the water, and this option seeks to take full advantage of that. It can be esepcially frightening when the surface of the water is set ablaze with floating napalm. A turreted nozzle is mounted atop internal fuel tanks(that can be ejected in an emergency).
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) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).


k) Utility Pod---Adds a winch and crane w/ 4.6 ton lifting capacity, fusion welder rig, air compressor, and portable generator.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Gatar has an effective IQ of 8.
Typically has Monstrex base programming, plus the following:
Navigation: Water 70%(+5% per level of experience for Ecotroz entity)
Hunt Sea Life 70%(+5% per level of experience for Ecotroz entity)
Excavation 60%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Gatar intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2 (+3 underwater)
Strike +2 (+2 w/ ranged weaponry)
Roll +4
Bite 4d6 MD
Claw 3d6 MD
Spinning Tread Claw/Sandpaper 2d4 MD, but leaves large, wide, abraded wounds that take twice as long to heal.
Body Block/Ram 3d6 MD
A favorite tactic of the Gatar is to clamp a target in its oversized mouth, and then nose under the water to drown it, or ram it into a wall or other obstacle, crushing it between the obstacle and the Gatar’s bulk.


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Gatar an aura and behavior more befitting a sentient being than a robot. The Gatar seems slow-witted, but tenacious and vicious when provoked or engaged in combat, and can react remarkably fast when need be.

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:
*Stealth Refit----An expensive conversion that accentuates the angular radar-deflecting shape of the main body, adds radar-absorbant paint, and adds special insulation and an exhaust/heatsink system to reduce the thermal signature.
Bonuses: Radar and thermal detection systems are -15% to detect the APC.

*Applique Armor---A limited amount of additional armor can be fitted and bolted on externally. Up to 100 MDC of additional armor can be added, mainly in the form of replacement tread lengths bolted to the sides of the Warmount.
*Laser Ablative Armor(Option)---PS laser-ablative ceramic, based on alien materials. Lasers do HALF damage. VFLs can NOT adjust to compensate. As an added bonus, Arkhon triphase weapons do 1/10 less damage.

*Thermal Resistant Heat-Refractory Tile Armor(Option)---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do HALF damage

*Chemical Resistant Armor(Option)----PS’s patented chemically inert armor that sheds the effects of corrosive chemicals and stick’ums. Acids and chemical weapons do NO damage.

*Jettisonable Armor(Option)---Special pre-cut division channels, break points, and integral explosive bolts allow the vehicle crew to jettison the applique armor, shedding it, usually to restore mobility(in the case of medium- and heavy-armors), lose contaminated outer plates, or shed unwanted riders. Once jettisoned, the applique armor CANNOT be re-attached without extensive reconstruction and refurbishment(if anything is left at all of the original material)....Essentially, one has to re-buy the applique and/or jettisonable armor option to regain its benefitts.
OPTIONAL: The explosive bolts, at the GM’s discretion, can explode off with enough force to do 1d6 MD to an 15 ft radius around the vehicle, due to flying armor fragments.

*Flechette Packs----Located around the hull are special ‘reactive armor’ panels that can be also be triggered as antipersonnel grenades.This is one of several similar systems currently in service/under development by PS, and adopted by the Steel Gaians, who have found it particularly useful for dealing with tentacled sea menaces fond of entangling victims.
Range: 100 ft(50 ft underwater)
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the tank takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the tank must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the tank, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-10
Payload: Each side of the Gatar can be fitted with 20 flechette packs each, while the front and back can each take 8.



*TW Systems---Adds a supplemental TW crystal matrix PPE generator and spell-casting abilities, especially the ability to breath out mystic vapors through ‘nostril’-vents in the prow. A very popular modification with the Steel Gaians.
Spells:
-Cloud of Steam(5 PPE, 190 ft range, 30 ft area, lasts 40 melees and does 2d6 SDC burn damage per every melee spent in the hot steam)
-Create Fog(3 PPE, 600 ft range, 1,000 ft radius, lasts 50 minutes)
-Fog of Fear(4 PPE, 200 ft area, lasts 10 minutes)
-Water Pulse(1 PPE, 100 ft range, does 2d6 SDC)
-Water Rush(8 PPE, 100 ft range and can create a 20 ft wide swathe)


Variants:
*EcoS-K-71Dw ‘Speedy’---Regarded as an Upgrade, developed at the behest of the DarkWaters, meant to distinguish the Gatar from being simply a weaker Sistrus, the EcoS-K-71Dw variant adds a large blade-like spur to each leg, and adds a short bulbous ending a a contra-rotating eight-bladed propellor appendage. On land, the spurs can be lowered to act as slicer blades, typocally for clearing brush, and the tail can be swing side to side , the megadamage props buzzsawing into opponents. Once in water, though, the tail is lowered into the water and becomes a high speed marine propulsion unit, and the spurs are lowered further to beome hydrofoil vanes, allowing the Gatar to ‘stand up’ on the water to hit high speeds. The EcoS-K-71Dw is most commonly found with the DarkWaters Tribe, but several examples have been seen with the Steel Gaians.
Changes/Modifications:
MDC/Armor By Location:
Tail 100
Vane-Spurs(4) 70 each
Length: Tail adds 7 ft to length
Weight:+2 tons
Speed:
(Water-Hydrofoil) 95 MPH
Weapons Systems:
Same as for the Gatar, plus:
1) Spur-Blades(4)
Range: Melee
Damage: 2d6 MD on a slash

2) Propellor Tail
Range: Melee. The tail can be swung side to side, up, and down 60 degrees.
Damage: 2d6 MD on a tail lash, 1d4x10 MD on a buzzsaw cut with the propellor.
Note: If the TW Generator Upgrade is also taken, the tail prop is often enchanted with the Spinning Blades spell, turning the tail into an even more lethal weapon.
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out.
If used to fire mystic projectiles, in volleys of 1-2, the range is 600 ft.
Damage: Does 2d6 MD per blade (so the EcoS-K-71Dw‘s eight-blade set does 16d6 MDC on a strike!)
2d6 MD per blade if fired as projectiles.
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the tail.
PPE Activation Cost: 20 PPE per activation

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 10:04 pm
by kronos
taalismn wrote:
kronos wrote:I'm attempting to upload the Sistrus.. but it's lacking MDC for its legs...
Also.. SOOO many optional weapons!!!

Also.. the Gatar.. you don't list any weapons on it.. although the description lists eye lasers and mini turrets.. are these the exact same as the Sistrus?
And lacking the nanite repair system..?? And combat bonuses are missing.


Ow...how'd I miss THAT?!

Okay...100 MDC each leg...that's fairly standard...but the wheels also provide armor, and it IS a conversion of a PS 'stable' vehicle that came with lots of plug-ons and variants.

And this should be part of the Gatar description(U thought I posted it with):
Maybe your copy-pasta cut it off?



I checked the original post.. it's missing all that, except it had the variant.
What's the Nanite repair system rate? The standard 4d6 MD/hr with a 75-100 MDC supply?

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 10:19 pm
by taalismn
kronos wrote:[

I checked the original post.. it's missing all that, except it had the variant.
What's the Nanite repair system rate? The standard 4d6 MD/hr with a 75-100 MDC supply?


That's so strange...I'm pretty sure my hardcopy had everything in it... :-?

And yeah, the variant has the same 4d6 MD/hr, 100 MDC supply.

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 10:28 pm
by kronos
taalismn wrote:
kronos wrote:[

I checked the original post.. it's missing all that, except it had the variant.
What's the Nanite repair system rate? The standard 4d6 MD/hr with a 75-100 MDC supply?


That's so strange...I'm pretty sure my hardcopy had everything in it... :-?

And yeah, the variant has the same 4d6 MD/hr, 100 MDC supply.


Sometimes we miss stuff. Like I've noticed in the PDF for Paladin Steel, some of the entries have some errors (a missing number here or there for distance, or an MDC location missing how much MDC, minor stuff), but it's not a lot of them, and I can't remember which ones off hand.

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 10:59 pm
by kronos
Ok.. wikias been updated.. Kantaran has a page listing many of the breeds (let me know if I'm missing any, I know the puppy, hellhound and phalanx aren't uploaded yet), Gatar and Sistrus uploaded

Re: Shemarrian-related fan creations

Posted: Sat Mar 18, 2017 11:14 pm
by taalismn
kronos wrote:[

Sometimes we miss stuff. Like I've noticed in the PDF for Paladin Steel, some of the entries have some errors (a missing number here or there for distance, or an MDC location missing how much MDC, minor stuff), but it's not a lot of them, and I can't remember which ones off hand.


Tell me about it...I cringe sometimes looking back at my earlier posts...and today I discovered a hole in my memory, in that I thought I'd posted an entire vessel-class called the 'Farragut', only to find no trace of it in my on-PC files.

Re: Shemarrian-related fan creations

Posted: Wed Mar 29, 2017 9:02 pm
by taalismn
*BlackSteel Cyrot (Opposition Force)
(aka ‘Demon-borg’, ‘Flesh-melter’,’rad-rot’, ‘zomborg’ )
(based on the ARCHIE-3 ‘Borg Robot from Mark Sumimoto’s A.R.C.H.I.E. Three vs. The World in Rifter # 4)

“It’s one of those damn local metalniks you hired on! It came in through the cargo bays where we were unloading, went through the security doors and got into the engine room! It’s barricaded itself in there and I haven’t been able to contact anybody in Engineering! I think they’re all dead! I don’t know what it’s doing in there, but it can’t be anything good!”

<<FLESH IS EVIL!!! FLESH IS CORRUPTION!!! BURN THE FLESH!!! ALL FLESH MUST BURN!!!>>

Cyrots are another ‘masquerade’ abomination made by ARCHIE-3 and corrupted by the BlackSteel. Like the RageRanger, the Cyrot can more readily approach and infiltrate other augmented soldiers without giving away its true nature as a corrupted robot.
Cyrots resemble ordinary full-conversion cyborgs save for a few features like darker outer armor, sharp angled features, extra large ‘teeth’ or claws, and a generally reclusive attitude. Like RageRangers, they tend to be gruff, taciturn, and gutteral in their speech and manner when around others.
It’s when in full combat that a Cyrot is likely to be seen to reveal its true colors; the cyborg ‘morphs to become more monstrous-looking(rusty, pitted, and decayed, but still VERY functional), its dark aura becomes more manifest, and the insideous nature of its built-in weapons revealed. They have the strength of dragons in combat, and are equiped with a range of weapons with the added effect of doing extra hideous damage to living beings.
Cyrots are most effective against people unable to detect, or unfamiliar with, the taint of BlackSteel, as they can approach travelers, caravans, and communities, and get close enough to wreak havoc. Even to those familiar with the BlackSteel, Cyrots will appear as a horrifying new twist on the alien metallic infection; apparent cyborgs corrupted by the BlackSteel. Cyrots will typically use their abilities to specifically terrorize organic beings, apparently taking great pleasure in maiming non-cyborgs, and often chanting pro-’borg/anti-flesh slogans while targeting vulnerable people such as families and children, leading many witnesses to these attacks to believe the Cyrots are insane ex-slave’borgs or part of some sort of cyborg-oriented cult(this has the added benefit of making people suspicious and distrustful of cyborgs in general, which benefits the BlackSteel immensely in dividing its opponents).

Type: BlackSteel Abomination---Cyrot
Class: Robot
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 50 each
Arms(2) 220 each
Legs(2) 290 each
Head 110
Main Body 750
Height: 8 ft
Width: 3.5 ft
Length: 2.5 ft
Weight: 1,200 lbs.
Power System: Nuclear
Physical Attributes: Equal to Supernatural P.S. 40, PP. 24,.
Cargo: None; only what can be carried.
Speed:
Running: 120 MPH
Jumping: 15 ft up/across standing jump, DOUBLE distance/height with a running start.
Flying: Not possible without a jetpack
Underwater: Limited to running along the bottom at 20 MPH. Estimated depth limit of 2,000 ft.
Market Cost: EXCLUSIVE to the BlackSteel Citadel
Systems of Note:
Standard Robot Sensory Systems:
*Basic, Low-Light/Night Vision(2,000 ft range), Infrared, Thermo-Imaging(2,000 ft range), telescopic (6,000 ft)and Magnification(x60) Optics.
*Amplified Hearing(can hear noises as low as 10 decibels at 500 ft), plus ultrasonic band hearing.
*Laser Targeting

*Disguise---Though not as sophisticated as the false-flesh cybernetic disguises available to cyberhumanoids, the Cyrot can still vary its appearance as much as 40%, allowing it to appear as slightly different cyborgs from time to time(a common tactic in terrorizing a region is to make several passes through the local communities, altering its appearance each time to give the illusion of different cyborgs, until the locals become paranoid about ANY full-con ‘borg coming through). However, other cues, such as smell and aura, CANNOT be so disguised.

*Self-Destruct---Standard. Just as ARCHIE-3’s ‘bots will destroy all evidence of themselves, the BlackSteel also leaves little trace of its creations. Completely obliterates itself(1d6x100+250 to immediate vicinity, and 2d6x10 MD to a 10 ft radius). Any remains will be a black slag-like material that slowly evaporates away with the taint of evil.

BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 10 when fully ‘borged out’.

*Acidic Ichor---If destroyed, Cyrots bleed a corrosive ichor not unlike powerful battery acid. This makes destroying the ‘bots near sensitive equipment a risky undertaking. Typically a destroyed Cyrot will splatter in a 4d6 ft radius, its fluids doing 1d4 MD per melee for 1d6 melees. Immediately dosing the splatter with a powerful base substance, or diluting it with copious amounts of water will stop or slow the damage.

Vulnerabilities:
*Silver---Silver weaponry does DOUBLE damage to BlackSteel creations. If a called shot of 20+ (modified) strikes the skull or chest area with silver, the tainted container/CPU/powerplant will be struck and an explosion of 6D6 MDC to a 3 ft. radius will erupt and annihilate the Black-Steel... and decommission the ‘bot(self-destruct will still go off, however).
*Holy Magic---Attacking with Holy Magic will cause the normal materials of the ‘bot to expel the BlackSteel. The ‘bot will still fight on using its original programming, but it will lose its viciousness and malevolent cunning(reduce initiative by HALF), and BlackSteel properties, and all other aspects of its operation remain unchanged. However, the expelled BlackSteel will remain a threat if picked up and incorporated into other machines.

Weapons Systems:
1) Forearm Particle Beam Blaster(aka ‘Necrotizer’)----This is carried over from the original A-100B, but has been altered by the BlackSteel to be slightly more powerful and have rather more indiscriminate side effects.
Range: 1,200 ft
Damage: 6d6 +10 MD.
The Necrotizer also does 25% more damage to living beings, and metal objects struck with the beam will be irradiated, becoming ‘hot’ for 3d6 minutes afterwards. Those coming within 5 ft of the irradiated materials will take 1d8 HP per melee in exposure damage due to radiation.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Acidic Breath---The BlackSteel took a throat-mounted chemical sprayer and made it an even more hideous weapon with the ability to spit up a flaming and caustic chemical napalm that burns and dissolves on contact.
Range: 60 ft
Damage: 1d6 MD per melee for 1d6 melees.
Rate of Fire: ECHH
Payload: Has enough for 15 blasts per hour.

4) Acidic Smoke---The coolant tubes/vents on the ‘cyborg’s back actually are vents for a thick smog-like smoke that has effects similar to really powerful acid rain or flouride gas compound. Besides obscuring the battlefield, it can choke unprotected air breathers and irritate(if not outright dissolve) exposed eyes and sinuses. The Cyrot, incidentally, appears to be immune to its own acidic vapors. A favorite tactic is to dash inside an inhabited structure and set off an acid cloud where the inhabitants are unable to escape the burning vapors, and, even if they can, the building and its contents are likely to be lost due to damage.
Range: Covers a 50 ft area.
Damage: 1d4 MD per melee. The smoke aspect of it causes those caught in the cloud to be --6 to strike, parry, and dodge, and standard optics are useless(thermal optics will still work, but the acid may burn exposed sensory apparatus).
Rate of Fire: Once per melee. Depending on local air flow, the cloud persists for 1d4 melees.
Payload: Has enough for 10 blasts per hour.

5) Retractable Vibroblades---The blades on the Cyrot are particularly wickedly barbed and jagged, producing specially messy lacerations.
Range:Melee
Damage: 3d6 MD
Wounds inflicted with these blades take 20% longer to heal, and basic first aid and paramedic rolls are -5% to successfully patch them.

6) Use of Handheld Weapons---Cyrots can pick up and use just about any infantry-scaled weaponry, and are strong enough to use cyborg-scale weaponry as well. If subtlety is not an issue, then the Cyrots can be equipped with BlackSteel-Corrupted weapons like the BsP-15 Plasma Rifle.

Programming/Skills:
Same as for the baseline A-63 All-Purpose Heavy Robot:
Pilot: Automobile, motorcycle, hovercycle, jetpack, aircraft, all at 90%
Radio: Basic 98%
Math: Basic 90%
Computer Operation 90%
Prowl 70%
Swim 94%
Land Navigation 94%
Climb 90%/80%
Wilderness Survival 94%
Swimming 94%
Intelligence 90%
Detect Ambush 70%
W.P. Blunt(8th level)
W.P. Knife(8th level)
W.P. Sword(8th level)
W.P. Whip/Chain(8th level)
W.P. Ax(8th level)
W.P. Paired Weapons
W.P. Energy (all)(8th level)

Actions/Attacks Per Melee: 8
Initiative + 3
Dodge +6
Parry +6
Strike +5 (+4 w/ ranged weaponry)
Roll +2
Pull Punch +3
Disarm +4
Critical Strike on a Natural 18-20
Bite 1d4 MD
Head Butt 1d4 MD
Restrained Punch 6d6 SDC
Full Strength Punch 5d6 MD
Power Punch(2 attacks) 1d6x10 MD
Kick 6d6 MD
Leap Kick(2 attacks) 1d6x10 MD
Body Block/Tackle 1d8 MD

Re: Shemarrian-related fan creations

Posted: Thu Mar 30, 2017 2:39 pm
by kronos
Nice new Blacksteel addition!

Re: Shemarrian-related fan creations

Posted: Thu Mar 30, 2017 4:02 pm
by taalismn
kronos wrote:Nice new Blacksteel addition!


Yep...felt I was neglecting the opposition and needed to field some EVIL. :twisted: :twisted: :twisted:

Again, it was another case of something loitering too long on a backburner/back of the fridge, in Development Hell, until suddenly ZORP!...everything fell into place and I finished it in a evening.

Re: Shemarrian-related fan creations

Posted: Mon Apr 03, 2017 7:59 pm
by taalismn
Leonite E-Animal
(aka ‘mini-roar’)

“I think ya shouldn’t’ave have sworn at them feral cats about ‘spayin’ and neuterin’ the lot of ‘em. I think they took it too literally. Ya’ see how they burst our tires and dragged down the LaBowksis? That purrin’s rising again, just like it did before the twins disappeared! So git with making a plan with gettin’ us out of here, willya!? I dunno about them mini-lions out there being kings of the beasts, but they certainly are the beasts of this here ruin!”

The Leonite is a small Clan Pantheron e-animal resembling a lion plushie or miniature lion/puma. Based on the Black Market Robot Cat, the Leonite is meant as a combat and companion animal, and so gives up the hidden cargo compartment in favor of stronger frame reinforcement, nuclear power cell, and expanded and more versatile programming. The faux-flesh exterior covering incorporates a kinetic energy absorption mesh, allowing the robot to shrug off kicks, physical strikes, and falls, and bounce back to its feet. Cybernetic-grade claws and teeth, and a sonic weapon in the mouth give the Leonite the ability to claw above its weight and inflict grievous damage at range.
With Clan Pantheron pushing to increase feline e-animals for their own clan to the same numbers as canine(kantaran)-types are in mainstream Tribes like the Wolf’s Path, the Leonite is quickly becoming a common sight in clan groups. ‘Mini-prides’ of Leonites are used to patrol and guard Pantheron territories and properties, the ‘kitties’ converging on intruders and harassing them until heavier units can arrive. Leonites have occasionally been seen working in concert with robo-mice spybots and roborodent-bombs in flushing out entrenched enemies. Leonites are often also kept as pets by Pantheron EShemar and NeShemar, especially children(this has some Wolf’s Path and Wayfinders accusing the Pantherons of trying to pull a public relations coup with cuddly cats over the canine-oriented Tribes)

Type: EcoS-KRP28 Leonite
Class: Robotic E-Animal
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 40
Head 20
Legs(4) 15 each
Height: 1.3 ft
Width: 0.5 ft
Length: 1.5 ft
Weight: 12 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 8
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 16 MPH
(Leaping) 8 ft up/across
(Flying) Not possible
(Space) Not possible
(Underwater) Can manage an awkward cat-paddle at about 2 MPH.
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, robot audio, a molecular analyzer chip, and a mini-radio with 10 mile range. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Kinetic Absorption Covering---Explosions, kicks, punches, falls, rail guns, high impacts do HALF damage.

*Enhanced Balance---The Leonite emulates small cats in having an extremely flexible body structure and acute sense of balance. This means that even if the ‘bot is knocked off its feet, it gets a second roll to Maintain Balance. A successful save means the Leonite regains/lands on its feet and suffers no penalties for knockback/down.

Weapons Systems:
1) Sonic Roar----The Leonite mounts a sonic pistol-grade weapon in its mouth. This multimode weapon can hum up from a subsonic purr to a nerve-ripping ultrasonic screech that can tear through armor.
Range:(Stun)250 ft
(Disruptor)220 ft
(Heavy MD Shot)100 ft
Double all ranges underwater
Damage:(Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
(Disruptor)4d6 SDC, or 1d6 MD per blast.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
(MD Shots)5d6 MD per blast
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
Rate of Fire: ECHH
Payload: Effectively unlimited.

2) Retractable Claws---Copied from cybernetic implants. These claws also assist in climbing.
Range: Melee
Damage: +1 SDC per claw, +5 SDC for all five claws

3) Bite---Another body weapon adapted from cybernetic systems. The Leonite can deliver a sharp little bite.
Range: Melee
Damage: 1d6 SDC

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. About 75% of Leonites are Awakened with an Ecotroz intelligence wisp, giving them an aura and behavior befitting a living creature.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
TV/Video(Internal system) 98%
Prowl 90%
Detect Ambush 60%
Camouflage 50%
Tracking 60%
Track Animals 50%
Intelligence 76%
Land Navigation 86%
Lore: Demons and Monsters 70%
Language/Literacy: Can understand 22 different languages
Climbing 60%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Leonite intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness( Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +5, +6 while running
Strike +3 (+3 w/ ranged weaponry)
Roll +4
Punch Punch +2
Maintain Balance +4
Bite 1d6 SDC
Restrained Claw 1d6 SDC
Full Strength Claw 2d6 SDC
Power Claw Strike(2 attacks) 4d6 SDC

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

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:

*Silver-Plated Claws/Teeth---Handy for attacking supernatural creatures susceptible to silver.

*Cat-Scratch---This is a cybernetic drug needle implanted in the paw, which is often used to deliver an incapacitating chemical dose to a victim. The needle does 1 SDC, and the system has enough capacity for 8 doses before needling recharging.

*Vibroclaw---This fits a small retractable vibroblade in the paw that does 1d4 MD.

*StealthCoat---This is a full-blown knockoff of Naruni’s Thermo-Kinetic Armor, and has the same kinetic absorption properties (explosions, falls, rail guns, missiles, high impacts do HALF damage), and normal fires do 5% damage, megadamage, plasma, and magic fires do HALF damage, and there’s only a 25% chance of showing up on thermal detection systems. Leonites fitted with this coat look like miniature black panthers.

Re: Shemarrian-related fan creations

Posted: Tue Apr 04, 2017 12:13 am
by kronos
taalismn wrote:Leonite E-Animal
(aka ‘mini-roar’)


Nice. Now I've got some ideas for some larger warbeasts.. not sure on warmounts yet.. for the Pantherons.

Re: Shemarrian-related fan creations

Posted: Tue Apr 04, 2017 7:42 pm
by taalismn
kronos wrote:
taalismn wrote:Leonite E-Animal
(aka ‘mini-roar’)


Nice. Now I've got some ideas for some larger warbeasts.. not sure on warmounts yet.. for the Pantherons.


I'll try to have some cartoonish imagery of the Leonite up within the week.
Yeah, cats and dogs. :P

Re: Shemarrian-related fan creations

Posted: Wed Apr 05, 2017 12:08 am
by kronos
taalismn wrote:
kronos wrote:
taalismn wrote:Leonite E-Animal
(aka ‘mini-roar’)


Nice. Now I've got some ideas for some larger warbeasts.. not sure on warmounts yet.. for the Pantherons.


I'll try to have some cartoonish imagery of the Leonite up within the week.
Yeah, cats and dogs. :P


Heh, awesome.
I suddenly have an image of something.. you remember the old loony toons/bugs bunny show with the big guard dog that looks after the little kitten? where it would climb onto the dog's back, do that clawing thing and the dog would hold in screams of pain as the kitten slowly finished its clawing and curls up.

Re: Shemarrian-related fan creations

Posted: Wed Apr 05, 2017 8:12 pm
by taalismn
kronos wrote:I suddenly have an image of something.. you remember the old loony toons/bugs bunny show with the big guard dog that looks after the little kitten? where it would climb onto the dog's back, do that clawing thing and the dog would hold in screams of pain as the kitten slowly finished its clawing and curls up.


Yeaj, it's sort of like that with kantarran and leonites. Great watchguard combos, but the Wolf's Path and the Pantherons would sooner chew off one of their own limbs than admit that.

Re: Shemarrian-related fan creations

Posted: Thu Apr 06, 2017 1:11 pm
by taalismn

Re: Shemarrian-related fan creations

Posted: Thu Apr 06, 2017 2:47 pm
by kronos


LOL! "say hello to my little furry friend!"

Re: Shemarrian-related fan creations

Posted: Thu Apr 06, 2017 3:58 pm
by taalismn
kronos wrote:


LOL! "say hello to my little furry friend!"



Based, loosely, on a plushie overlooking my personal library(let a robotic cat near my computer? Are you nuts?)

Re: Shemarrian-related fan creations

Posted: Sun Apr 09, 2017 8:56 pm
by taalismn
Raise Root Wall(Horrorwoods Upgrade)

“The Mother Trees will protect us! Stay close to them!”

Raise Root Wall is a faux-magic Upgrade available to Horrorwoods Warchiefs, Wargoddesses, and Mystics, as part of Tribal efforts to keep these high-echelon castes up to date and still relevent. It allows the EShemar to command nearby Cybertrees to hypercharge their root systems to accelerate their growth and push up their ends up above the soil to form a lattice-work fence, typically as a defensive barrier.
The root wall typically emerges 10-20 ft from its parent tree(s), and can rise to a height of 10 ft. A typical root wall acts like vehicular ‘Splinter Shielding’, with 1d4x10 MD per 10 ft length of fence, and it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the cage bars, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force.
If summoned up UNDER an opponent, Raise Root Wall can be used to impale an enemy, doing 1d8 MD due to the sharp-ended roots shooting up, plus a 50% chance of knocking human-sized targets off their feet(or rather, hoisting them off their feet). The root attack has no bonuses to strike, only the summoning EShemar’s initiative and any entangle bonuses. On a ‘to strike’ roll of 17-20, if the roots have struck megadamage material, they can start to -assimilate- MDC at a rate of 1d6 MD per melee. The roots typically have a Robotic PS of 10 for those attempting to break free of them.
Raise Root Wall can only be used once per day, as it taxes the nanotech regenerative abilities of the cybertrees. However, the aforementioned Horrorwoods Warchiefs, Wargoddesses, and Mystics can link their own regenerative abilities and reserve MD pools, as well as those of any Warmounts they can touch, to supercharge the ‘trees’ abilities(a process often referred to as ‘paying back the forest’).
A Warchief can command five cybertrees to Raise Root Wall per action, a Mystic can raise as many as ten, and a Wargoddess can order an entire linked cyber FOREST to Root Raise at once.

Re: Shemarrian-related fan creations

Posted: Fri Apr 14, 2017 8:05 pm
by taalismn
EcoS-KRP29 ‘Banty’ Robotic Companion-Beast
(aka ‘Flying Beanbag’, ‘Aqua-Canary’)
http://s408.photobucket.com/user/taalismn/media/banties_zpstr72d1g1.jpg.html

“They’re so CUTE!”
“That’s because you’re not seeing several hundred of them racing at you with their wing blades out and sharp, ready to cut you to pieces. They’re not looking so cute THEN, I’d tell you.”

“Ever see a school of bantys take on a devil-ray? Crazy little bugfish; they fly all over the beast like sparrows mobbing an eagle, slashing and burning and individually not doing much damage, but get enough of them and it adds up. Especially when the little flying beanbags are smart enough to aim for the eyes. Even saw a couple fly in the monster’s open mouth and out the gills...after they’d hooked those explosive eggcases of theirs on the inside the gills. THAT hurt the beast a bloody bunch when they went off, I could tell.”

‘Bantys’ are small amphibious e-animals that resemble miniature loose-skinned manta rays or skates about the size of a large songbird(robin or mockingbird). They can swim at great speed underwater and fly like a bird above the water. Though constantly described as ‘incredibly cute’, Bantys are very capable little robots packed with sophisticated cybertechnology, including regenerative nanite systems.
Bantys have been programmed to emulate birds in their behaviors and personalities. They have parrot-like intelligences, including the ability to mimic sounds they hear. They work well in groups, and can coordinate their actions quite well.
Bantys are typically used as messenger-animals, scouts, and companion-animals. Larger formations of bantys are also used as watch-animals around EShemar facilities and encampments. Initially developed by the Darkwaters, Bantys have also appeared with the Horrorwoods, and with the Clan Shelley Gilloc .

Type: EcoS-KRP29 Banty
Class: Robotic Companion-Beast
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 12
Height: 4 inches
Width: 1 ft
Length: 1.6 ft
Weight: 2 lbs
Cargo: None. Could carry keys, computer cassette, or an e-clip in their mouth
Physical Strength: Equivalent to Robotic P.S. of 3
Powerplant: Nuclear microcell w/ 3 year energy life, though many supplement their core power by regularly sucking on electrical sockets or specially equipped perches.
Speed: (Running) Can crawl at a Speed of 2
(Flying) Can fly at a Speed of 32(21 MPH), maximum altitude of 7,000 ft
(Space) Not possible
(Underwater) Fully amphibious; can swim at a Speed of 36(22 MPH), maximum depth of 9,000 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Basic Robot Audio/Optics w/ Low-Lite, Thermo-Imaging, Infrared, and Passive Nightvision
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Micro-Sonar---1,000 ft range

*Bionic Cybernanite Repair Systems---ALL Banties 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 2d6 MD per hour, and can repair 10 MDC before needing material stocks to convert to MD repair material.

*Lamprey Pad---The underside of the Banty has a suction surface that allows it to cling to other objects(and creatures).

*Adaptive Camouflage---The upper surface of the Banty is covered in a chroma-adaptive material that changes, like an octopus’s skin, in color and pattern to match the Banty’s surroundings. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment rolls to find the thing). Also masks the ‘bot's thermal and infrared emissions, making heat sensors useless.

*Modulating Sound Synthesizer--- Befitting its songbird-like size and demeanor, Bantys can sample and imitate a wide range of sounds they hear, with an 80% proficiency. They cannot speak, but can copy a variety of animal and natural sounds.


Weapons Systems: None standard, but can be fitted with the following:
1) Eye Lasers(2)----Little eye laser projectors, roughly equivalent to laser finger blasters.
Range: 200 ft
Damage: 1d4, 1d6, 2d6 SDC, or 1d4 MD per eye blast
Rate of Fire: ECHH
Payload: Conditionally unlimited; has a 30 shot battery(and one MDC shot equals 100 SDC shots), that recharges at 5 shots an hour.

2) Tail Stinger---Equivalent to the cybernetic or bionic finger stinger---Stinger needle does 1 SDC damage, plus chemical effects. Can carry enough chemical for 8 doses.

3) Hardpoint----Some Bantys have been fitted with the ability to carry a small weapon hardpoint on their backs.
a) Micromissile/microtorpedo( range of 100 ft and does 2d4 MD to a 10 ft area)---1

b) Mini-Laser----Effective range of 300 ft, does 1d6 MD, and has enough battery power for 6 shots; recharges at 4 shots per hour.

b) 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 10 stings, then recharges at a rate of 6 stings per hour.

c) Mini-Gun---Fires a .22 round with a range of 300 ft and does, depnding on the bullet type, 2d6 SDC, 6d6 SDC, or 1d4 MD. Carries 2 shots.

d) Stinger Blade--Extendable stilleto that does 1d6 SDC or 1 MD.

e) Micro-Grenade ‘Layer’---Bionic Finger Grenade charges, reconfigured to look like small ‘eggs’(or skate egg cases), that can be stuck to a target(the casing is covered with sticky fibers and has gripping hooks). Up to 6 can be carried. 2d4 MD to 10 ft area.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Navigation(Underwater) 80%
Spelunking 70%
Prowl 88%
Swimming 99%
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Lore: Demons and Monsters 65%
Basic Math 98%
Radio: Basic 98%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 22 different languages 80%
Sing(imitating songbirds and other animals) 80%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Banty intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 underwater, +4 in flight
Strike +3 (+2 w/ ranged weaponry)
Roll +2
Pull Punch +3
Bite 1d6 MD
Body Block/Ram(delivered when flying in excess of 18 MPH) 3d6 SDC

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Banty an aura and behavior more befitting a sentient being than a robot. About 60% wind up being Awakened, giving them extra quirkiness. Most Bantys have personalities akin to parrots; flock-oriented, friendly, chatty, and companionable, though Awakened Bantys can be attention-demanding(and prone to sulk when not cuddled or attended to). Tend to react aggressively to threats, specially when in flocks/schools, the Bantys mobbing a predator or intruder, distracting them and raising the alarm if nothing else. They tend not to be too fond of Dragonfish or the larger devil-rays.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*Chem-Diffuser---A plastic ‘gland’(essentially a water-permeable teabag) that allows the Banty to release special chemicals into the water. This can be used if the Banty is being used to trace larger targets, the Banty ‘painting’ the target’s hull/body with patches of the chemical, or when attached to the target itself to leave a trail of tracer chemical. The chemical can show up quite readily to molecular analyzers, and is useful when a sonar pinger or radio beacon would alert the tagged target that they’ve been marked.

*Wing-Blades---The normally soft wings can be edged with molecularly-sharp blades that do 1d6 SDC or 1 MD on a sideswipe/ram.

Variants:
The DarkWaters are currently working on a variant of Banty that copies the Hawkmoons’ Aviarmor in that flocks or ‘schools’ of Banties can assemble on an EShemar or NeShemar and form an armored suit.

Re: Shemarrian-related fan creations

Posted: Sat Apr 15, 2017 6:13 pm
by kronos
Nice new additions!

Re: Shemarrian-related fan creations

Posted: Sat Apr 15, 2017 9:05 pm
by taalismn
kronos wrote:Nice new additions!


Inspired by a plushie found in a second-hand store...rescued muses. :D :P :hug:
Yeah, the Darkwaters use a LOT of robotic sealife to guard their underwater facilities...and some of it translates to deep space organisms as well...asteroid 'reefs' patrolled by 'spacefishes' using the same gravitational tethers the DWaters incorporate so they don't gfloat away from their ships...reactionless close-order space maneuvering systems without bulky RCS and remass tankage!

Re: Shemarrian-related fan creations

Posted: Sat Apr 15, 2017 9:41 pm
by kronos
taalismn wrote:
kronos wrote:Nice new additions!


Inspired by a plushie found in a second-hand store...rescued muses. :D :P :hug:
Yeah, the Darkwaters use a LOT of robotic sealife to guard their underwater facilities...and some of it translates to deep space organisms as well...asteroid 'reefs' patrolled by 'spacefishes' using the same gravitational tethers the DWaters incorporate so they don't gfloat away from their ships...reactionless close-order space maneuvering systems without bulky RCS and remass tankage!


Inspiration in the oddest of places.

Re: Shemarrian-related fan creations

Posted: Sat Apr 15, 2017 10:34 pm
by taalismn
Yah....And the Raise Root Wall Upgrade? I still haven't forgotten about Upgrading the Watchiefs and Wargoddesses. Just a slow time for me around now.

Re: Shemarrian-related fan creations

Posted: Sun Apr 16, 2017 10:49 pm
by kronos
taalismn wrote:Yah....And the Raise Root Wall Upgrade? I still haven't forgotten about Upgrading the Watchiefs and Wargoddesses. Just a slow time for me around now.


I know what that's like.. I've got several things in the works and just haven't had the time to really finish them.

Re: Shemarrian-related fan creations

Posted: Wed Apr 19, 2017 1:25 pm
by taalismn

Re: Shemarrian-related fan creations

Posted: Sat Apr 22, 2017 8:12 pm
by taalismn
Terror-Trike
(aka ‘terrtrike’)
http://s408.photobucket.com/user/taalismn/media/triketerror_zpsmfrgy0nt.jpg.html

*Dingle-dingle*
“AAAAAUUUGGGHHHH!!!! RUN! RUN AWAY HARD!!!!”

“See?! I should NEVER have given up my old bigwheels!”
---Anonymous M.O.M. Crazy, after witnessing a ‘ride-by’ by Clan Lollipop Kildren.

“Once ‘ad the misfortune of bein’ curbside witness to a trike-race ‘tween some of dem Kildren and a dread of haunt-tots. Nevah seen rubber spin so hard like that, or knew even spectral rubbah could burn, but dey wuz, dem chillren were peddlin’ so hard an’ furious. They just plowed thru anything in they way, or went over it...meybe they wuz airborne a couple of times, I be pretty shure of it. Not shure who won, ‘cause I counted meself lucky to have just gotten away unnoticed like. I not be liken’ my chances if either of dem little demons decided to ride me down.”
--- Simon ’Ol Mildew’ Matthews, Pathfinder, Georgia Territories

“-what’s the butcher’s bill from last night’s trike-raid?”
“They destroyed two hoverjeeps, a jetcycle, and the chief tells me it will take a week to get three of the trucks back up and running, and that’s only if he cannibalizes the fourth. The doc sez he’ll need two prosthetic legs, so we’ve got ten soldiers effectively disabled until they can get the missing bits either sewed back on or replaced. The latrine got firebombed, the gasohol tanks got torched as you saw, half of our grenade supply’s either destroyed or missing-”
“...#groan#...”
“...and the mess truck’s reporting every can of malt-mix and piece of fresh fruit and candy’s gone. Plus all the cake Cookie was making for Prosek Day.”
“...those little d-bee BASTARDS!!”

“Are those TIRE tracks on your front and back?!”
“-i dunwannatalkaboutit-”

***“BANZAI!”***
---ZOOOM!---

“We’re never having kids.”
“I’m pregnant.”

The Terror-Trike is a piece of equipment specially constructed for the Lollipop fringe tribe. Initially, the plan was to construct simple tricycles out of megadamage materials, but the Tinkers given the project quickly realized that without the chain-and-gearing of a bicycle, the peddle-power of a tricycle, even with an android’s mechanical leg strength, would be little faster than if the Kildren it was meant for were just running.
Rather than abandon the project in favor of regular(well, hardly regular, considering the use of MDC tubing, high-strength chains, and integral lubricant coatings on the bearings) bicycles, the Tinkers continued to work at the idea until they came up with the TerrTrike.
TerrTrikes look for standard kids’ tricycles, with bright enamel paint and chromed parts, but the similarities are only superficial.
The front wheel, instead of exposed spokes, has a solid disk in the center. This hides the flywheel power storage system in the center. The tire on the front wheel actually coasts in its own separate track, independent of the center peddle-axle. The peddles can be cranked/peddled to power a kinetic power converter that generates electrical power that is stored in the front power-battery disk. Later, when it is needed, this power can be fed to the rim motors on the front wheel, the peddles locked, and the trike becomes a front-wheel electric drive vehicle.
TerrTrikes and bicycles haven’t replaced Warmounts as the primary transportation for the Lollipops, but they are a popular and fun secondary means of getting around and sowing chaos, especially inside shopping malls and other structures.

Note: Use Pilot: Bicycle to pilot the TerrTrike.

Type: EShe-TT1(Lp)Terror Trike
Class: Combat Tricycle
Crew: One; an additional passenger can stand on the back wheel bar-deck.
MDC/Armor by Location:
Main Body 30
Wheels(3) 10 each
Height: 2.4 ft
Width: 2.4 ft
Length: 4 ft
Weight: 25 lbs
Cargo: Limited to what the riders can carry, though generally an additional 10-25 lbs can be carried in a handlebar basket, or lashed to the rear deck of the trike.
Powerplant: Electro-Kinetic
Speed: Typically 15% over the rider’s normal running speed(thanks to the gearing)
35 MPH if running off stored power(30 minutes of peddling will power the battery for an hour)
Market Cost: Exclusive to the Lollipop Fringe Tribe of the Shemarrian Nation
Systems of Note: See Options
Weapons Systems: None standard. See Options
Options:
*Molecular Whip Handlebar Tassles---These apparently decorative strands of plastic actually hide a reel and plum-bob for a molecular whip. A twist of the handlebars can deploy the whip and send it arcing out to slice through whatever it encounters.
Range: 5 ft
Damage: 1d4 MD

*Extendable Rear Axle Spokes---These are normally stowed under the rear structural crossbar, but can extend out the axles of the small rear wheels, extending out about 18 inches to each side. The spokes can be used to slash at tires or ankles in passing.
Damage: 4d6 SD for standard blades, 1d6 MD for vibroblades.

*Headlamp---Normal/IR light. Can incorporate a strobe with the equivalent effect of a Blinding Flash spell.

*Horror Horn---It looks like a rubber-bulbed squeeze-horn, but of course it isn’t. Honking it broadcasts a sonic blast that acts like a Thunderclap spell.

Sonic Blaster---It looks like a rubber-bulbed squeeze-horn, but of course it isn’t(didn’t you read the last option?). Squeezing the bulb HARD powers (it uses a variant of the incredibly efficient kinetic power converter used in the NA-B1 Laser Bow)a short range sonic blaster.
Range:(Stun)80 ft
(Disruptor)90 ft
Damage:(Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
(Disruptor)4d6 SDC, or 1d4 MD per blast.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
Rate of Fire: ECHH
Payload: One robotic P.S. squeeze= 1 shot. Effectively unlimited.

*Holographic Handlebar Ornament---This is a small projector that generates a small 3d image floating in midair that both hides the face of the hider, and can be used to confuse or frighten observers. Popular images include cartoon ponies, flaming skulls, dragon heads, demonic faces, growling wolves or lions, and giant teeth.

*Wheel Grenades(1-2)---These look like extra wheels tacked outboard of the rear wheels, on the same axle, but they are actually detachable grenades. With a quick brake or turn, the rider can detach one or both of them, and send them rolling at an opponent; they can be set to angle off from the bike’s path or keep rolling straight ahead. They do not interfere with the extendable axle spike option. Use Rider’s hand to hand bonuses to strike, and to dodge against.
Effective Range: Accurate range is about 300 ft.
Speed: About 10% slower than the speed of the trike at time of release.
Damage: (High Explosive) 3d6 MD to 8 ft blast radius
(Fragmentation) 2d6 MD to 20 ft radius(the spokes act like nails)
Can also be set to act as a mine(command-detonated or sensor-fused)

*Front Shield---A shield (shamelessly copied off another company’s products) can be mounted on the front handlebars, angled to protect the front wheel and giving some cover to the rider:
Light Shield---Weight: 4 lbs, MDC: 25
Medium Shield---Weight: 8 lbs, MDC: 60
a) Thermal Resistance ---Developed from pre-Rifts aerospace heatshielding materials. Cuts the damage from plasma and other heat based attacks by 3/4!
b) Laser-Ablative---Bonds a layer of laser resistant material that cuts laser damage by HALF.
c) Forcefield Shield---This shield adds a small portable forcefield projector to the rear; 45 MDC for light, 65 for medium; protects the forward arc of the shield(+2 ft to either side) runs on E-clips(12 hours for the light, 10 hours for the medium).
d) Repulsor Field---An electromagnetic repulsion field; ion weapons and rail gin projectiles do HALF damage trying to shoot through it, and metal bullets, shells, grenades, and other projectiles are tossed aside by it(has an 10 ft range)...Melee weapons must be wielded by a PS of 24(or Superhuman PS of 18 or better) or greater to be pushed against the field, or be knocked aside/away. Like the forcefields, it extends 2 ft to either side of the shield. An e-clip powers the repulsor for 8 hours of continuous operation.
e) Spikes---Spikes can be added, that add +1d6 SDC(or 1d6 MD if vibroblade spikes are mounted) to a strike(or impact) with the shield. PS also produces a ‘memory plastic’ material that appears as flat plate, but with a brief electrical charge, undergoes a state-change to suddenly bristle with spikes.
f) Tazer-Strips---ideal for riot duty. (Shock Damage---Generally nonlethal)
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 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 on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Payload: 80 lethal (strong)shocks, or 150 moderate from a standard E-clip

g) Zap-Tap Studs----(2-6) Damage: 2d4 MD per strike, 50 blasts from a Standard E-Clip pack .

h) TW Mini-Missile---4,000 ft, 4d6 MD----Up to 4 can be mounted.

Re: Shemarrian-related fan creations

Posted: Sat Apr 22, 2017 10:55 pm
by kronos
Brings back memories of running around the neighbourhood on my big wheel.
Love the Terr Trike!

Re: Shemarrian-related fan creations

Posted: Sun Apr 23, 2017 1:42 pm
by taalismn
kronos wrote:Brings back memories of running around the neighbourhood on my big wheel.
Love the Terr Trike!


Given that in the past I've weaponized security blankets, plushies, desktop toys, made starships of summer cottages, spun entire alternate universes of country walks...yep, a trike was inevitable. Though this surprisingly lingered in development hell, caught on a few points of development(such as gearing), until I finally just up and finished it in one sudden surge-sitting.
And yes, I owned a big old rusty white and blue tricycle as a nipper...fond memories of my older brother hijacking it with me aboard and pushing it down the road up to the screaming sound barrier. Ah, good memories....
Now I just gotta do the art for this. It demands art, but my first couple of tries left me less than happy with the result.

Re: Shemarrian-related fan creations

Posted: Sun Apr 23, 2017 10:02 pm
by kronos
taalismn wrote:
kronos wrote:Brings back memories of running around the neighbourhood on my big wheel.
Love the Terr Trike!


Given that in the past I've weaponized security blankets, plushies, desktop toys, made starships of summer cottages, spun entire alternate universes of country walks...yep, a trike was inevitable. Though this surprisingly lingered in development hell, caught on a few points of development(such as gearing), until I finally just up and finished it in one sudden surge-sitting.
And yes, I owned a big old rusty white and blue tricycle as a nipper...fond memories of my older brother hijacking it with me aboard and pushing it down the road up to the screaming sound barrier. Ah, good memories....
Now I just gotta do the art for this. It demands art, but my first couple of tries left me less than happy with the result.


Heh, good times. My big wheel had a ping pong ball longer on it that I loved shooting pop cans with.

Re: Shemarrian-related fan creations

Posted: Mon Apr 24, 2017 1:13 pm
by taalismn
(drifts into memory lane mode)Mine had a wooden disc covering the wheel spokes. Made the thing look like a solid-wheeled battering ram. Then again, given that it was made of STEEL, it was heavy enough to act as one. No shock absorbers either, and on the summer town roads that were more stratified cold patches than pavement, it was rough sailing all the way...

Re: Shemarrian-related fan creations

Posted: Tue Apr 25, 2017 1:47 am
by kronos
taalismn wrote:(drifts into memory lane mode)Mine had a wooden disc covering the wheel spokes. Made the thing look like a solid-wheeled battering ram. Then again, given that it was made of STEEL, it was heavy enough to act as one. No shock absorbers either, and on the summer town roads that were more stratified cold patches than pavement, it was rough sailing all the way...


Mine was made from mostly plastic and I think had He-man on it.

Re: Shemarrian-related fan creations

Posted: Tue Apr 25, 2017 5:16 pm
by taalismn
kronos wrote:[

Mine was made from mostly plastic and I think had He-man on it.



Legacy-tech; I grew up with it. :bandit:
Back in the days when the best 'supersoaker' was a repurposed detergent bottle. :P


Hmmm...maybe I should have a 'sanitation arsenal' or caste for the Radiant Edge tribe for cleaning up waste-worlds? :D

Re: Shemarrian-related fan creations

Posted: Wed Apr 26, 2017 1:10 am
by kronos
taalismn wrote:
kronos wrote:[

Mine was made from mostly plastic and I think had He-man on it.



Legacy-tech; I grew up with it. :bandit:
Back in the days when the best 'supersoaker' was a repurposed detergent bottle. :P


Hmmm...maybe I should have a 'sanitation arsenal' or caste for the Radiant Edge tribe for cleaning up waste-worlds? :D


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