Shemarrian-related fan creations
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- taalismn
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Re: Shemarrian-related fan creations
(Been awhile since I last posted a new Warmount...)
EcoS-K-191 Modrac Light Cavalry Warmount
(aka ‘Dragon-wheeler’, ‘Draco-tryke’, ‘Veloco-Junior’)
“Our science has made great strides in reducing the size and power requirements of various systems, allowing us to pack more into smaller packages, but there are some laws of physics Mother Nature will not allow us to break. We cannot make capital cannons out of flit-guns and light warmounts must perforce be relegated to light duties, not main-line combat. Hoever, we must never underestimate the value of light fast scouts and strikers, though the particulars of that I leave to our experienced warriors and warchiefs-”
----Sasta Battle-Axle, Tinker, Clan Motron
“The bearings on those drac-cycles must run seriously hot; I’ve seen hard-driving Motrons leaking what looked like glowing smoke from their joints; that’s either got to be some sort of expendable coolant or they must have to replace a good part of their wheel assemblies after a fight. Mind you, to the mechanically ignorant, it only makes those cyborgs look all the more scary awesome, but to gearheads like me, it bespeaks either very advanced heat management if they’re not rebuilding their wheels after every high speed fight, or they’ve got access to very good etchs and a generous supply of spares.”
“The Modrac’s more than just a smaller and wheeled version of the VelociClaw, it’s a miniature road-beast dragon who’s determined to make the road its domain. It can turn on its wheels in its own length, and it can snap out with more sharps than a knife cabinet. It’s why the Tribes that have them tend to hand them out to the female neshemar first before the male spear-carriers get assigned them.”
“If you see the Motrons coming up in your rearview mirror and motioning you over? It’s a good idea to pull over. The consequences of not doing so can be pretty ugly. But cooperating? You might be pleasantly surprised. I got chased down by a trike-dragon in Motron territory...not that I knew I was crossing it at the time...and its rider turned out to be one fantastic-looking dragon-lady who just wanted to know who’d pimped my battlecar.”
The Modrac is the result of an unlikely idea cross-pollination between the Thousand Dragons and Clan Motron tribes, likely at a Tinkerfest.
The Modrac is a light cavalry Warmount that resembles a large cyborged dragonsaurus, a pony-sized reptilian resembling a miniature dragon(see Rifts Atlantis, pgs 70-71). Clan Motron’s influence can be seen in that the ‘cyborg’s’ rear legs end in large motorcycle-style powered wheels with ‘smart matter’ tires that can become soft and balloon-flexible for crossing soft terrain, steel-hard for traversing paved surfaces, and can extend durasteel-sharp gRIPPER studs for super-traction or tearing into armor and flesh buzzsaw-style. Though the Modrac can run balanced chariot-style on two wheels, a third wheel can be extended from a cavity in the sharp vee-keeled chest between the forelimbs to either serve as a melee weapon or provide a tricycle suspension configuration. A telescoping segment tail acts as a counterbalance during maneuvers, and can act as both a weapon and a towing link. They are generally dark or steel gray in color, but more flamboyant coloration patterns can be adopted, imitating various strains of dragons or accommodating the rider’s preferences.
Though small for a Warmount, Modracs are fierce fighters, quick, agile, armed with blazing eye lasers, plasma/energy breath(made all the more powerful by advances in weapons technology), a scorpion-like striking tail, and an array of melee cutlery that can savage those who don’t take this ‘little’ cyber-predator seriously. Their main shortcomings are light body armor protection and a lack of projectile weaponry.
The Modrac has been seen deployed in small numbers with Clan Motron. In the Thousand Dragons Tribe, it is mainly used by the tribe’s neshemar auxiliaries in a security patrol capacity. The Sapphire Cobras have also apparently acquired a few, and the Wayfinders have evinced an interest on the new type.
Type: EcoS-K-191 Modrac
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger clutched tight to the rider.
MDC/Armor by Location:
Main Body 270
Head 95
Forelimbs(2) 65 each
Rear Legs(2) 140 each
Wheels(3) 50 each
Tail 80
Height: 8 ft with head fully raised, 10 ft rearing up on its rear legs.
Width: 4.6 ft at hips
Length: 9 ft+ 9-12 ft of tail(telescoping segments)
Weight: 1,800 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH, 180 MPH on two wheels, 230 MPH on all three wheels
(Leaping)Standing leap of 40 ft up/across, running leap of 90 ft up/180 ft across, and jet-boosted leap of 150 ft up/300 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 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, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Eye Headlight Beams---The eyes can project visible or infrared light up to 900 ft.
*Bionic Cybernanite Repair Systems---ALL Modrac have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
1) Eye Lasers(2)---The Modrac;s small size means that it has to use the smaller eye laser size, but it can still do considerable damage.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Options: The lasers can be modified to a variable frequency type. Special sensors in the head analyze laser hit damage on a target and can adjust to a frequency to defeat laser-resistant armor types after one melee of on-target firing.
2) Plasma Breath---A plasma cannon is located in the mouth. Normally it draws on ambient atmosphere for plasma mass, but damage and area of effect can be enhanced flamethrower-style with the injection of deuterium from a cryogenic reservoir.
Range: 2,500 ft
Damage:(Standard Plasma Bolt) 6d6 MD
(‘Hot Shot’) 1d6x10+5 MD, plus 4d6 MD to a 6 ft ‘splash’ radius
Rate of Fire: ECHH
Payload: Effectively Unlimited
The deuterium supply holds enough liquified deuterium gas for 50 shots. Note that the Warmount cannot generate its own deuterium supply, but requires replenishment from an outside source.
On the alternative, the plasma weapon can be replaced with the following(usually as an Upgrade):
b) Variable Mode Ion Blaster
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Particle Beam Cannon---Patterned after the PS-PBW-10 ‘Fanblaster’.
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Buzzsaw Wheels(3)----The variable-pressure treading on these wheels conceal retractable blade-studs. Normally these are used to dig into hard surfaces like ice and rock to provide traction, but with the tires spinning at high speed, the blades become buzzsaw teeth.
Range: Melee
Damage: Buzzsaw Slash 6d6 MD per slash, 1d6x10+10 MD per full melee cut
4) Foreclaws---The forelimbs of the Modrac sport extendable vibroclaws.
Range: Melee
Damage: +3d6 MD to a punch
Note: Some riders get their ‘mounts’ claws coated in silver for extra damage against opponents vulnerable to the metal.
5) Tail Blades---The Modrac’s long prehensile tail is tipped with retractable vicious blades that can perform lashes, slashes, and a scorpion-style power strike. It can bend to reach targets in front of the Warmount.
Range: Melee
Damage: Tail Lash 4d6 MD
Tail Power-Stab(2 attacks) 1d4x10 MD
Note: The tail is also prehensile enough to grab nearby objects such as human-sized targets and lift/carry them, or, if the warmount/rider is feeling particularly ugly, drag them along behind the speeding warmount, taking abrasion damage.
The rider can, of course, use any personal weapons they may have while riding.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Modrac are vicious fearless predators, not afraid to bite above their weight, but like the dragonsaurs they are modeled after, they be extremely loyal to their riders. They also work well in packs, coordinating hit and run attacks and harassing larger prey.
Typically has the following:
Detect Ambush 80%
Detect Concealment 75%
Land Navigation 40%(+5% per level of experience for Ecotroz entity)
Track and Hunt Animals 60%(+5% per level of experience for Ecotroz entity)
Track Humans 70%(+5% per level of experience for Ecotroz entity)
Tailing 70%(+5% per level of experience for Ecotroz entity)
Prowl 40%(+5% per level of experience for Ecotroz entity)
Climbing 50%
Swimming 70%
Wilderness Survival 80% 50%(+5% per level of experience for Ecotroz entity)
Pilot: Motorcycle(equivalent, for trick manuevers) 70%(+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 Modrac intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 , +6 on wheels
Strike +3 (+2 w/ ranged weaponry)
Pull Punch, Tail or Claw +4
Parry +4
Roll +5
Disarm +3
Bite 2d6+4 MD
Head Butt 2d6 MD
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(counts as two attacks) 4d6 MD
Foreclaw Strike +3d6 MD
Tail Lash 4d6 MD
Tail Power-Stab(2 attacks) 1d4x10 MD
Blunt Kick/Punch 4d6 SDC
Wheel Sideswipe 3d6 MD
Wheel Buzzsaw Cut/Slash 6d6 MD per slash, 1d6x10+10 MD per full melee cut
Body Block/Ram 3d6 MD
Leap Attack(counts as two attacks) 5d6x10 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Modrac an aura and behavior more befitting a sentient being than a robot.
The Modrac has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense
*Sense Magic
*Sixth Sense/Danger Sense
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/Upgrades:
*Wings(2) ---These are small wings that, while they cannot give the warmount true flight, can extend leap distances by some 50% and can provide partial cover to the rider(-4 to strike). Each wing has 95 MDC and can stretch out 10 ft, A wing sideswipe does 2d4 MD.
*Sonic Screech----The head can be modified with a sonic stunner/disruptor for antipersonnel work.
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: Effectively Unlimited
*Mek-Tazer Horns---Electroconductive horns can be added to the head that hinge forward to fire bolts of tech-disruptive ion energy. Range is limited, but it is extremely useful for subduing opponents.
Range: 500 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems). Does stun damage through metal armor and light power armor(100 MDC or less).
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire: ECHH
Payload: Effectively Unlimited
*Virtual Tread Generation System---A n industrial technology steal form one of the Shemarriams’ trade partners, this energy-hungry system creates a virtual tread surface under the Modrac’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed. It’s also claimed to allow the speedster to bank up and even climb vertical surfaces for short bursts of trick maneuvering.
Bonuses:+15% to control rolls
Variants:
Aside from modified/Upgraded individual examples, no Tribal variants of the Modrac have appeared yet. A Wayfinder variant would undoubtably incorporate technowizardry.
EcoS-K-191 Modrac Light Cavalry Warmount
(aka ‘Dragon-wheeler’, ‘Draco-tryke’, ‘Veloco-Junior’)
“Our science has made great strides in reducing the size and power requirements of various systems, allowing us to pack more into smaller packages, but there are some laws of physics Mother Nature will not allow us to break. We cannot make capital cannons out of flit-guns and light warmounts must perforce be relegated to light duties, not main-line combat. Hoever, we must never underestimate the value of light fast scouts and strikers, though the particulars of that I leave to our experienced warriors and warchiefs-”
----Sasta Battle-Axle, Tinker, Clan Motron
“The bearings on those drac-cycles must run seriously hot; I’ve seen hard-driving Motrons leaking what looked like glowing smoke from their joints; that’s either got to be some sort of expendable coolant or they must have to replace a good part of their wheel assemblies after a fight. Mind you, to the mechanically ignorant, it only makes those cyborgs look all the more scary awesome, but to gearheads like me, it bespeaks either very advanced heat management if they’re not rebuilding their wheels after every high speed fight, or they’ve got access to very good etchs and a generous supply of spares.”
“The Modrac’s more than just a smaller and wheeled version of the VelociClaw, it’s a miniature road-beast dragon who’s determined to make the road its domain. It can turn on its wheels in its own length, and it can snap out with more sharps than a knife cabinet. It’s why the Tribes that have them tend to hand them out to the female neshemar first before the male spear-carriers get assigned them.”
“If you see the Motrons coming up in your rearview mirror and motioning you over? It’s a good idea to pull over. The consequences of not doing so can be pretty ugly. But cooperating? You might be pleasantly surprised. I got chased down by a trike-dragon in Motron territory...not that I knew I was crossing it at the time...and its rider turned out to be one fantastic-looking dragon-lady who just wanted to know who’d pimped my battlecar.”
The Modrac is the result of an unlikely idea cross-pollination between the Thousand Dragons and Clan Motron tribes, likely at a Tinkerfest.
The Modrac is a light cavalry Warmount that resembles a large cyborged dragonsaurus, a pony-sized reptilian resembling a miniature dragon(see Rifts Atlantis, pgs 70-71). Clan Motron’s influence can be seen in that the ‘cyborg’s’ rear legs end in large motorcycle-style powered wheels with ‘smart matter’ tires that can become soft and balloon-flexible for crossing soft terrain, steel-hard for traversing paved surfaces, and can extend durasteel-sharp gRIPPER studs for super-traction or tearing into armor and flesh buzzsaw-style. Though the Modrac can run balanced chariot-style on two wheels, a third wheel can be extended from a cavity in the sharp vee-keeled chest between the forelimbs to either serve as a melee weapon or provide a tricycle suspension configuration. A telescoping segment tail acts as a counterbalance during maneuvers, and can act as both a weapon and a towing link. They are generally dark or steel gray in color, but more flamboyant coloration patterns can be adopted, imitating various strains of dragons or accommodating the rider’s preferences.
Though small for a Warmount, Modracs are fierce fighters, quick, agile, armed with blazing eye lasers, plasma/energy breath(made all the more powerful by advances in weapons technology), a scorpion-like striking tail, and an array of melee cutlery that can savage those who don’t take this ‘little’ cyber-predator seriously. Their main shortcomings are light body armor protection and a lack of projectile weaponry.
The Modrac has been seen deployed in small numbers with Clan Motron. In the Thousand Dragons Tribe, it is mainly used by the tribe’s neshemar auxiliaries in a security patrol capacity. The Sapphire Cobras have also apparently acquired a few, and the Wayfinders have evinced an interest on the new type.
Type: EcoS-K-191 Modrac
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger clutched tight to the rider.
MDC/Armor by Location:
Main Body 270
Head 95
Forelimbs(2) 65 each
Rear Legs(2) 140 each
Wheels(3) 50 each
Tail 80
Height: 8 ft with head fully raised, 10 ft rearing up on its rear legs.
Width: 4.6 ft at hips
Length: 9 ft+ 9-12 ft of tail(telescoping segments)
Weight: 1,800 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH, 180 MPH on two wheels, 230 MPH on all three wheels
(Leaping)Standing leap of 40 ft up/across, running leap of 90 ft up/180 ft across, and jet-boosted leap of 150 ft up/300 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 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, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Eye Headlight Beams---The eyes can project visible or infrared light up to 900 ft.
*Bionic Cybernanite Repair Systems---ALL Modrac have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
1) Eye Lasers(2)---The Modrac;s small size means that it has to use the smaller eye laser size, but it can still do considerable damage.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Options: The lasers can be modified to a variable frequency type. Special sensors in the head analyze laser hit damage on a target and can adjust to a frequency to defeat laser-resistant armor types after one melee of on-target firing.
2) Plasma Breath---A plasma cannon is located in the mouth. Normally it draws on ambient atmosphere for plasma mass, but damage and area of effect can be enhanced flamethrower-style with the injection of deuterium from a cryogenic reservoir.
Range: 2,500 ft
Damage:(Standard Plasma Bolt) 6d6 MD
(‘Hot Shot’) 1d6x10+5 MD, plus 4d6 MD to a 6 ft ‘splash’ radius
Rate of Fire: ECHH
Payload: Effectively Unlimited
The deuterium supply holds enough liquified deuterium gas for 50 shots. Note that the Warmount cannot generate its own deuterium supply, but requires replenishment from an outside source.
On the alternative, the plasma weapon can be replaced with the following(usually as an Upgrade):
b) Variable Mode Ion Blaster
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Particle Beam Cannon---Patterned after the PS-PBW-10 ‘Fanblaster’.
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Buzzsaw Wheels(3)----The variable-pressure treading on these wheels conceal retractable blade-studs. Normally these are used to dig into hard surfaces like ice and rock to provide traction, but with the tires spinning at high speed, the blades become buzzsaw teeth.
Range: Melee
Damage: Buzzsaw Slash 6d6 MD per slash, 1d6x10+10 MD per full melee cut
4) Foreclaws---The forelimbs of the Modrac sport extendable vibroclaws.
Range: Melee
Damage: +3d6 MD to a punch
Note: Some riders get their ‘mounts’ claws coated in silver for extra damage against opponents vulnerable to the metal.
5) Tail Blades---The Modrac’s long prehensile tail is tipped with retractable vicious blades that can perform lashes, slashes, and a scorpion-style power strike. It can bend to reach targets in front of the Warmount.
Range: Melee
Damage: Tail Lash 4d6 MD
Tail Power-Stab(2 attacks) 1d4x10 MD
Note: The tail is also prehensile enough to grab nearby objects such as human-sized targets and lift/carry them, or, if the warmount/rider is feeling particularly ugly, drag them along behind the speeding warmount, taking abrasion damage.
The rider can, of course, use any personal weapons they may have while riding.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Modrac are vicious fearless predators, not afraid to bite above their weight, but like the dragonsaurs they are modeled after, they be extremely loyal to their riders. They also work well in packs, coordinating hit and run attacks and harassing larger prey.
Typically has the following:
Detect Ambush 80%
Detect Concealment 75%
Land Navigation 40%(+5% per level of experience for Ecotroz entity)
Track and Hunt Animals 60%(+5% per level of experience for Ecotroz entity)
Track Humans 70%(+5% per level of experience for Ecotroz entity)
Tailing 70%(+5% per level of experience for Ecotroz entity)
Prowl 40%(+5% per level of experience for Ecotroz entity)
Climbing 50%
Swimming 70%
Wilderness Survival 80% 50%(+5% per level of experience for Ecotroz entity)
Pilot: Motorcycle(equivalent, for trick manuevers) 70%(+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 Modrac intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 , +6 on wheels
Strike +3 (+2 w/ ranged weaponry)
Pull Punch, Tail or Claw +4
Parry +4
Roll +5
Disarm +3
Bite 2d6+4 MD
Head Butt 2d6 MD
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(counts as two attacks) 4d6 MD
Foreclaw Strike +3d6 MD
Tail Lash 4d6 MD
Tail Power-Stab(2 attacks) 1d4x10 MD
Blunt Kick/Punch 4d6 SDC
Wheel Sideswipe 3d6 MD
Wheel Buzzsaw Cut/Slash 6d6 MD per slash, 1d6x10+10 MD per full melee cut
Body Block/Ram 3d6 MD
Leap Attack(counts as two attacks) 5d6x10 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Modrac an aura and behavior more befitting a sentient being than a robot.
The Modrac has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense
*Sense Magic
*Sixth Sense/Danger Sense
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/Upgrades:
*Wings(2) ---These are small wings that, while they cannot give the warmount true flight, can extend leap distances by some 50% and can provide partial cover to the rider(-4 to strike). Each wing has 95 MDC and can stretch out 10 ft, A wing sideswipe does 2d4 MD.
*Sonic Screech----The head can be modified with a sonic stunner/disruptor for antipersonnel work.
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: Effectively Unlimited
*Mek-Tazer Horns---Electroconductive horns can be added to the head that hinge forward to fire bolts of tech-disruptive ion energy. Range is limited, but it is extremely useful for subduing opponents.
Range: 500 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems). Does stun damage through metal armor and light power armor(100 MDC or less).
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire: ECHH
Payload: Effectively Unlimited
*Virtual Tread Generation System---A n industrial technology steal form one of the Shemarriams’ trade partners, this energy-hungry system creates a virtual tread surface under the Modrac’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed. It’s also claimed to allow the speedster to bank up and even climb vertical surfaces for short bursts of trick maneuvering.
Bonuses:+15% to control rolls
Variants:
Aside from modified/Upgraded individual examples, no Tribal variants of the Modrac have appeared yet. A Wayfinder variant would undoubtably incorporate technowizardry.
Last edited by taalismn on Mon Jun 17, 2024 7:21 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
Nice, been awhile since we've had anything for our road warriors. Missing damage for the wing sideswipe.taalismn wrote: ↑Sun Jun 16, 2024 3:22 pm (Been awhile since I last posted a new Warmount...)
EcoS-K-191 Modrac Light Cavalry Warmount
(aka ‘Dragon-wheeler’, ‘Draco-tryke’, ‘Veloco-Junior’)
*Wings(2) ---These are small wings that, while they cannot give the warmount true flight, can extend leap distances by some 50% and can provide partial cover to the rider(-4 to strike). Each wing has 95 MDC and can stretch out 10 ft, A wing sideswipe does MD.
I've been busy with work to do much lately myself.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Thanks. Missing stat applied.
Been busy myself between family health crisises. Still shooting for the 200 Warmounts(9 more to go!).
Been busy myself between family health crisises. Still shooting for the 200 Warmounts(9 more to go!).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Updated the Master Codex again...still haven't gotten all variants and e-animal files, though.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
Solus
"Hello, yes, I know Corporate has been quiet lately. There was some.. Issues.. With some industrial espionage and sabotage. But we've dealt with it and getting factories back up and running. In the mean time, we have some new products for sale."
-Titan Sales Rep, secretly an ARCHIE loyalist android at a small dealer east of Coalition States border.
The Solus is one of the first Titan Robotics robots released by ARCHIE loyalist forces after the supply lines had been cut off being supplied to retailers ARCHIE knows the rebels haven't started to supply, and even some they are, using his sales reps to gather info on what they doing and undermine their representatives. The Solus is a light to medium combat robot, using what appears to be an uparmoured version of the Titan Exploration Robot frame, but with a sleeker design, with improved actuators for speed, and mounts mostly energy weapons for a long endurance combatant. It mounts a pulse laser similar to the Pallas on its right arm, while the left arm mounts twin ion blasters, the same found in the belly turrets of other Titan robots. The shoulders, being smaller are fitted with mini missiles instead short range missiles. It retains the two laser ball turrets on the chest, but also mounts an additional pair, one on each shoulder for additional coverage including behind the bot. The use of primary energy weapons helps keep weight and ammunition costs down, allowing the bot to not worry about running out of ammunition except for the mini missiles.
Type: TR-02S2
Class: Rapid Assault Robot
Crew: One Pilot, one gunner
MDC/Armor by Location:
Main Body 350
Shoulder Missile Launchers (2) 130 ea
Waist Ball Laser Turrets (2) 30 ea
Shoulder Ball Laser Turrets (2) 40 ea
*Sensor Turret (left shoulder) 50
Head 120
Hands (2) 50 ea
Arms (2) 170 ea
Legs (2) 210 ea
Reinforced Pilot Compartment 100
*Destroying the Sensor Tower eliminates the robot's sensor, radar and targeting systems, leaving the pilot to rely on personal vision and hearing. This small target requires a Called Shot at -4 to strike.
Height: 20 ft 8 in
Width: 11 ft
Length: 7 ft ft
Weight: 16.5 tons
Cargo: Minimal storage space, about four feet (1.2 m) for extra clothing, weapons, and personal items and a small storage compartment holding a week of dehydrated emergency rations and a survival kit.
Powerplant: Nuclear, w/ 12 year energy life
Physical Attributes: Equal to Robotic PS. 36.
Speed:
Running: 100 MPH
Jumping: 20 ft up/across, +10 ft w/ running start
Flying: Not possible
Underwater: Can run along the bottom at 30 MPH. Maximum depth tolerance of 2,000 ft
Market Cost: 18.4 million credits.
Proprietary Engineering: Only the robot's
Systems of Note:
Standard Titan Robotics systems, plus: Thermo-Imager, Night Vision, and Telescopic Magnification (range 1 mile)
Weapons Systems:
1) Shoulder Mini Missile Launchers (2) - Each of the robot's shoulders houses a mini missile launcher to add additional ranged capabilities.
Range: Varies by missile, typically 1 mile.
Damage: Varies by missile.
Rate of Fire: one at a time or in volleys of two, three or five.
Payload: 40, 20 missiles each launcher.
2) Heracles Laser Pulse Cannon - The Solus mounts the same pulse laser found on the Pallas, to save on development and logistics. Its ability to fire accurate single blasts or deadly triple pulses lets the pilot choose the right balance between accuracy and damage output.
Range: 6,000 ft
Damage: 6d6 MD single shot, 1d6x10 MD per triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Targeting Bonus: +2 to strike with a single blast on an Aimed or Called Shot.
3) Ion Blasters (2) - Mounted on the left arm are a pair of ion blasters, good for close ranged targets.
Range: 1200 ft
Damage 4d6 MD for a single blast or 1d4x10 MD for dual simultaneous blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Laser Ball Turrets (4) - The robot's chest and shoulders feature a quartet of laser turrets, they can fire independently of each other to scatter ground troops or air targets for the shoulder mounted turrets, or can combine their fire in pairs. The shoulder turrets can target all around the robot.
Range: 2000 ft
Damage: 3d6 MD per single blast or 6d6 per twin blast directed at same target from two targets (paired chest or paired shoulders).
Rate of Fire: ECHH
Payload: Effectively Unlimited.
5) Retractable Vibro-Claws - The hands are fitted with retractable vibro-claws for hand to hand combat
Range: Melee
Damage: 3d6 MD
"Hello, yes, I know Corporate has been quiet lately. There was some.. Issues.. With some industrial espionage and sabotage. But we've dealt with it and getting factories back up and running. In the mean time, we have some new products for sale."
-Titan Sales Rep, secretly an ARCHIE loyalist android at a small dealer east of Coalition States border.
The Solus is one of the first Titan Robotics robots released by ARCHIE loyalist forces after the supply lines had been cut off being supplied to retailers ARCHIE knows the rebels haven't started to supply, and even some they are, using his sales reps to gather info on what they doing and undermine their representatives. The Solus is a light to medium combat robot, using what appears to be an uparmoured version of the Titan Exploration Robot frame, but with a sleeker design, with improved actuators for speed, and mounts mostly energy weapons for a long endurance combatant. It mounts a pulse laser similar to the Pallas on its right arm, while the left arm mounts twin ion blasters, the same found in the belly turrets of other Titan robots. The shoulders, being smaller are fitted with mini missiles instead short range missiles. It retains the two laser ball turrets on the chest, but also mounts an additional pair, one on each shoulder for additional coverage including behind the bot. The use of primary energy weapons helps keep weight and ammunition costs down, allowing the bot to not worry about running out of ammunition except for the mini missiles.
Type: TR-02S2
Class: Rapid Assault Robot
Crew: One Pilot, one gunner
MDC/Armor by Location:
Main Body 350
Shoulder Missile Launchers (2) 130 ea
Waist Ball Laser Turrets (2) 30 ea
Shoulder Ball Laser Turrets (2) 40 ea
*Sensor Turret (left shoulder) 50
Head 120
Hands (2) 50 ea
Arms (2) 170 ea
Legs (2) 210 ea
Reinforced Pilot Compartment 100
*Destroying the Sensor Tower eliminates the robot's sensor, radar and targeting systems, leaving the pilot to rely on personal vision and hearing. This small target requires a Called Shot at -4 to strike.
Height: 20 ft 8 in
Width: 11 ft
Length: 7 ft ft
Weight: 16.5 tons
Cargo: Minimal storage space, about four feet (1.2 m) for extra clothing, weapons, and personal items and a small storage compartment holding a week of dehydrated emergency rations and a survival kit.
Powerplant: Nuclear, w/ 12 year energy life
Physical Attributes: Equal to Robotic PS. 36.
Speed:
Running: 100 MPH
Jumping: 20 ft up/across, +10 ft w/ running start
Flying: Not possible
Underwater: Can run along the bottom at 30 MPH. Maximum depth tolerance of 2,000 ft
Market Cost: 18.4 million credits.
Proprietary Engineering: Only the robot's
Systems of Note:
Standard Titan Robotics systems, plus: Thermo-Imager, Night Vision, and Telescopic Magnification (range 1 mile)
Weapons Systems:
1) Shoulder Mini Missile Launchers (2) - Each of the robot's shoulders houses a mini missile launcher to add additional ranged capabilities.
Range: Varies by missile, typically 1 mile.
Damage: Varies by missile.
Rate of Fire: one at a time or in volleys of two, three or five.
Payload: 40, 20 missiles each launcher.
2) Heracles Laser Pulse Cannon - The Solus mounts the same pulse laser found on the Pallas, to save on development and logistics. Its ability to fire accurate single blasts or deadly triple pulses lets the pilot choose the right balance between accuracy and damage output.
Range: 6,000 ft
Damage: 6d6 MD single shot, 1d6x10 MD per triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Targeting Bonus: +2 to strike with a single blast on an Aimed or Called Shot.
3) Ion Blasters (2) - Mounted on the left arm are a pair of ion blasters, good for close ranged targets.
Range: 1200 ft
Damage 4d6 MD for a single blast or 1d4x10 MD for dual simultaneous blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
4) Laser Ball Turrets (4) - The robot's chest and shoulders feature a quartet of laser turrets, they can fire independently of each other to scatter ground troops or air targets for the shoulder mounted turrets, or can combine their fire in pairs. The shoulder turrets can target all around the robot.
Range: 2000 ft
Damage: 3d6 MD per single blast or 6d6 per twin blast directed at same target from two targets (paired chest or paired shoulders).
Rate of Fire: ECHH
Payload: Effectively Unlimited.
5) Retractable Vibro-Claws - The hands are fitted with retractable vibro-claws for hand to hand combat
Range: Melee
Damage: 3d6 MD
Re: Shemarrian-related fan creations
Mangor
Mangors are an aquatic humanoid being, with a scaled body, a head that's shaped like a power armour helmet but with a piranha like mouth, filled with lots of sharp teeth that interlock for tearing, small fins on the back, at elbows and lower legs to help in maneuvering underwater. They appear to have been cybernetically upgraded with armour and some weapons. They have a pair of plasma ejectors on turrets mounted on the shoulders, and mini missile/torpedo launchers grafted to their arms. Their hands are surprisingly not webbed, which allows them to easily use any infantry level weapon, including heavy weapons easily due to their strength. Used by the Gillocs as heavy amphibious assault units, storming beaches and ships with the plasma weapons on their shoulders and using a mix of mini torpedoes and missiles on their arms, and whatever weapons they are carrying in their hands. Many scholars believe Mangors are an uplifted species that the Gilloc found and use as warriors; or genetically and cybernetically upgraded creatures.
The Mangor is an aquatic humanoid drone, bordering between e-nimal and myrmidon due to their humanoid shape, but are not given a human level intelligence, even when awakened, which is rare. It has a mostly organic appearance but appears to be partly cyborgized, with some armour mixed with scales and obvious weapon systems. Mangor's have a streamlined armoured body, with a head that looks similar to a Titan Robotics Myrmidon helmet, but slightly organic and smoother look. The area where the visor is on the helmet is actually a tooth filled mouth, giving it a piranha like smile, with small eyes mounted more along the sides to provide a wider field of vision. Its arms are relatively slim compared to the rest of its body, with small fins along its elbows, and hands that can make use of any infantry scaled weapons. Its relatively smooth, but thick legs provide it with good power and contain concealed hydro thrusters. The two shoulder plasma ejectors appear similar to those found on the Coalition States Mauler Power Armour, able to rotate 180 degrees.
Type: EcoS-KRP-62
Class: Robotic War Drone, Aquatic
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 150
Head 50
Arms (2) 90 each
Forearm Launchers (2) 50 ea
Legs (2) 50 each
Plasma Shoulder Guns (2) 65 ea
Height: 7 ft
Width: 3 ft body plus another 2 for the plasma guns
Length: 3.5 ft
Weight: 400 lbs
Cargo: none, only what can be carried or strapped to its body.
Physical Strength: Equivalent to Robotic P.S. of 28, P.P. 20, I.Q. 9, P.B. 8
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 40 MPH
(Leaping) Can make a standing jump of 15 ft up/across, 25 ft up/across w/ running start. Can make a leap out of water up to 70 ft with a thruster burst.
(Flying) Not possible
(Space) Not possible
(Underwater) 40 MPH, but for short bursts can increase to 90 MPH for a single round once every 1d4 rounds, Maximum Death 2000 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, and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual operators.
*Depth Gauge --- Mangor have an integral sense of pressure and depth.
*Adjustable Buoyancy ---- Mangor can actively adjust their own buoyancy through special artificial swim bladders and flotation mechanisms inside their bodies.
*Mini-Sonar --- Mangor possess miniaturized active sonar, w/ 2 mile active range. Note that the active ‘click’ of this system can be detected by others with sonic sensors. To avoid detection, Gillocs will use passive senses.
*Passive Sonar --- Mangor have excellent underwater hearing. +2 initiative in the air(+4 underwater), +1 parry, +2 dodge.
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.
*Molecular Analyzer---Like an electronic shark, the Mangor can ‘sniff’ its watery surroundings, looking for chemical clues, such as blood or oil in the water. Can effectively track by smell 84%.
Weapons Systems:
1) Shoulder Plasma Ejectors (2) --- Mounted on each shoulder is a short-ranged plasma ejector weapon. Both can rotate 180 degrees and have a 60 degree arc of fire.
Range: 1200 ft
Damage: 4d6 MD per blast each, 8d6 for dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Forearm Mini-Missile/Torpedo Launchers (2) --- Each forearm has a launcher that can fire mini missiles or mini torpedoes, each carrying 2 warheads, typically one arm will carry two mini torpedoes and the other mini missiles.
Range: varies by type
Damage: varies by type
Rate of Fire: ECHH
Payload: 4, 2 each arm.
4) Bite --- The mouth is filled with razor sharp teeth that interlock, like a piranha.
Range: Melee
Damage: 2d4 MD nip, 2d6 MD power bite 2 actions.
On a critical strike, deals triple damage.
5) Handheld Weapon - Mangor's will typically carry handheld weapons, typically a Blue-Green laser or railguns with ammunition designed to function both above and below water. Projectile weapons will have a back mounted drum, while energy weapons will have half dozen power packs or can be powered by conduction in the hands.
6) Self -Destruct---The EShemar are unwilling to allow Mangors to be captured by the enemy, so a self-destruct system is virtually standard. Completely obliterates the ‘bot and does 1d6x100 MD to a 200 ft radius.
Programming:
The Ecotroz have installed robotic AIs into the Mangor, with a low level animal Ecotroz essence-fragment. In addition to having an above animal intelligence, it is programmed to use its built in weapons and the basics of most handheld weapons. Has an IQ of 9.
Typically has the following:
Climb 96%/86%
Land Navigation 94%
Math: Basic 98%
Military Etiquette 96%
Pilot: Boat(Motor) 86%
Radio: Basic 94%
Weapons Systems 90%
W.P. Paired Weapons(6th level)
W.P. Blunt(6th level)
W.P. Sword or Knife(6th level)
W.P. Rifles(6th level)
W.P. Energy Rifle or Heavy M.D. Weapons(6th level)
-Military Naval/Aquatic
Swimming 90%
SCUBA 90%
Pilot Water Scooter 90%
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 in flight
Strike +4 (+3 w/ ranged weaponry)
Parry+4
Roll +2
Pull Punch+4
Disarm +3
Critical Strike on an Unmodified 18-20.
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch (2 attacks) 2d6 MD
Kick 2d4+5 MD
Leap Kick (2 Attacks) 2d8+5 MD
Body Block/Ram: (2 attacks) 3d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Mangor an aura and behavior more befitting a sentient being than a robot. Most Mangor are patient, but also quick to action, responding to being surprised with quick violence. They operate best in groups, attacking the same target until it is down. They can be sneaky, in slowly moving towards a target until close enough to use a sudden burst of speed to swim or launch out of water. A favoured tactic when attacking ships or shores is a large group slowly gets close while a second wave hangs back. The second group will just surface enough to use their plasma ejectors and mini missiles to bombard the target, quickly followed by the forward group leaping out of the water to engage, as the second group charges in afterwards.
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:
*Speed Improvement --- More powerful thrusters are installed in the legs and back, becoming obvious, and appear as cybernetic implants. Grants a water speed of 70 MPH, with a burst of 150 MPH for up to 2 rounds. But land speed is reduced to 30 MPH.
*Thermal Resistant Armor --- Scales and armour take on a reddish-brown colouring, replaced with thermal and plasma resistant versions. Heat- and plasma-based attacks do 1/2 (half) their normal damage.
*Enhanced Melee Capabilities --- The jaws are enlarged and have more powerful actuators, the hands are fitted with vibro claws and slightly larger. Bite now deals 2d6 nip, 2d8+4 on a power bite (2 actions). Adds 2d4 MD for melee strikes with claws, but can't use small infantry sized weapons, larger rifles can still be used, but unless designed for larger or armoured hands like power armour, suffers -1 to strike rolls.
Mangors are an aquatic humanoid being, with a scaled body, a head that's shaped like a power armour helmet but with a piranha like mouth, filled with lots of sharp teeth that interlock for tearing, small fins on the back, at elbows and lower legs to help in maneuvering underwater. They appear to have been cybernetically upgraded with armour and some weapons. They have a pair of plasma ejectors on turrets mounted on the shoulders, and mini missile/torpedo launchers grafted to their arms. Their hands are surprisingly not webbed, which allows them to easily use any infantry level weapon, including heavy weapons easily due to their strength. Used by the Gillocs as heavy amphibious assault units, storming beaches and ships with the plasma weapons on their shoulders and using a mix of mini torpedoes and missiles on their arms, and whatever weapons they are carrying in their hands. Many scholars believe Mangors are an uplifted species that the Gilloc found and use as warriors; or genetically and cybernetically upgraded creatures.
The Mangor is an aquatic humanoid drone, bordering between e-nimal and myrmidon due to their humanoid shape, but are not given a human level intelligence, even when awakened, which is rare. It has a mostly organic appearance but appears to be partly cyborgized, with some armour mixed with scales and obvious weapon systems. Mangor's have a streamlined armoured body, with a head that looks similar to a Titan Robotics Myrmidon helmet, but slightly organic and smoother look. The area where the visor is on the helmet is actually a tooth filled mouth, giving it a piranha like smile, with small eyes mounted more along the sides to provide a wider field of vision. Its arms are relatively slim compared to the rest of its body, with small fins along its elbows, and hands that can make use of any infantry scaled weapons. Its relatively smooth, but thick legs provide it with good power and contain concealed hydro thrusters. The two shoulder plasma ejectors appear similar to those found on the Coalition States Mauler Power Armour, able to rotate 180 degrees.
Type: EcoS-KRP-62
Class: Robotic War Drone, Aquatic
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 150
Head 50
Arms (2) 90 each
Forearm Launchers (2) 50 ea
Legs (2) 50 each
Plasma Shoulder Guns (2) 65 ea
Height: 7 ft
Width: 3 ft body plus another 2 for the plasma guns
Length: 3.5 ft
Weight: 400 lbs
Cargo: none, only what can be carried or strapped to its body.
Physical Strength: Equivalent to Robotic P.S. of 28, P.P. 20, I.Q. 9, P.B. 8
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 40 MPH
(Leaping) Can make a standing jump of 15 ft up/across, 25 ft up/across w/ running start. Can make a leap out of water up to 70 ft with a thruster burst.
(Flying) Not possible
(Space) Not possible
(Underwater) 40 MPH, but for short bursts can increase to 90 MPH for a single round once every 1d4 rounds, Maximum Death 2000 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, and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual operators.
*Depth Gauge --- Mangor have an integral sense of pressure and depth.
*Adjustable Buoyancy ---- Mangor can actively adjust their own buoyancy through special artificial swim bladders and flotation mechanisms inside their bodies.
*Mini-Sonar --- Mangor possess miniaturized active sonar, w/ 2 mile active range. Note that the active ‘click’ of this system can be detected by others with sonic sensors. To avoid detection, Gillocs will use passive senses.
*Passive Sonar --- Mangor have excellent underwater hearing. +2 initiative in the air(+4 underwater), +1 parry, +2 dodge.
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.
*Molecular Analyzer---Like an electronic shark, the Mangor can ‘sniff’ its watery surroundings, looking for chemical clues, such as blood or oil in the water. Can effectively track by smell 84%.
Weapons Systems:
1) Shoulder Plasma Ejectors (2) --- Mounted on each shoulder is a short-ranged plasma ejector weapon. Both can rotate 180 degrees and have a 60 degree arc of fire.
Range: 1200 ft
Damage: 4d6 MD per blast each, 8d6 for dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Forearm Mini-Missile/Torpedo Launchers (2) --- Each forearm has a launcher that can fire mini missiles or mini torpedoes, each carrying 2 warheads, typically one arm will carry two mini torpedoes and the other mini missiles.
Range: varies by type
Damage: varies by type
Rate of Fire: ECHH
Payload: 4, 2 each arm.
4) Bite --- The mouth is filled with razor sharp teeth that interlock, like a piranha.
Range: Melee
Damage: 2d4 MD nip, 2d6 MD power bite 2 actions.
On a critical strike, deals triple damage.
5) Handheld Weapon - Mangor's will typically carry handheld weapons, typically a Blue-Green laser or railguns with ammunition designed to function both above and below water. Projectile weapons will have a back mounted drum, while energy weapons will have half dozen power packs or can be powered by conduction in the hands.
6) Self -Destruct---The EShemar are unwilling to allow Mangors to be captured by the enemy, so a self-destruct system is virtually standard. Completely obliterates the ‘bot and does 1d6x100 MD to a 200 ft radius.
Programming:
The Ecotroz have installed robotic AIs into the Mangor, with a low level animal Ecotroz essence-fragment. In addition to having an above animal intelligence, it is programmed to use its built in weapons and the basics of most handheld weapons. Has an IQ of 9.
Typically has the following:
Climb 96%/86%
Land Navigation 94%
Math: Basic 98%
Military Etiquette 96%
Pilot: Boat(Motor) 86%
Radio: Basic 94%
Weapons Systems 90%
W.P. Paired Weapons(6th level)
W.P. Blunt(6th level)
W.P. Sword or Knife(6th level)
W.P. Rifles(6th level)
W.P. Energy Rifle or Heavy M.D. Weapons(6th level)
-Military Naval/Aquatic
Swimming 90%
SCUBA 90%
Pilot Water Scooter 90%
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 in flight
Strike +4 (+3 w/ ranged weaponry)
Parry+4
Roll +2
Pull Punch+4
Disarm +3
Critical Strike on an Unmodified 18-20.
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch (2 attacks) 2d6 MD
Kick 2d4+5 MD
Leap Kick (2 Attacks) 2d8+5 MD
Body Block/Ram: (2 attacks) 3d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Mangor an aura and behavior more befitting a sentient being than a robot. Most Mangor are patient, but also quick to action, responding to being surprised with quick violence. They operate best in groups, attacking the same target until it is down. They can be sneaky, in slowly moving towards a target until close enough to use a sudden burst of speed to swim or launch out of water. A favoured tactic when attacking ships or shores is a large group slowly gets close while a second wave hangs back. The second group will just surface enough to use their plasma ejectors and mini missiles to bombard the target, quickly followed by the forward group leaping out of the water to engage, as the second group charges in afterwards.
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:
*Speed Improvement --- More powerful thrusters are installed in the legs and back, becoming obvious, and appear as cybernetic implants. Grants a water speed of 70 MPH, with a burst of 150 MPH for up to 2 rounds. But land speed is reduced to 30 MPH.
*Thermal Resistant Armor --- Scales and armour take on a reddish-brown colouring, replaced with thermal and plasma resistant versions. Heat- and plasma-based attacks do 1/2 (half) their normal damage.
*Enhanced Melee Capabilities --- The jaws are enlarged and have more powerful actuators, the hands are fitted with vibro claws and slightly larger. Bite now deals 2d6 nip, 2d8+4 on a power bite (2 actions). Adds 2d4 MD for melee strikes with claws, but can't use small infantry sized weapons, larger rifles can still be used, but unless designed for larger or armoured hands like power armour, suffers -1 to strike rolls.
- taalismn
- Priest
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- Joined: Tue Sep 02, 2003 8:19 pm
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Re: Shemarrian-related fan creations
(Because I never did an expanded or updated file on these folks)
(Still using ideas and material from the old Manhunter supplement, flawed as it was in many ways)
( The Ironhearts Expanded)
“It’s not so much the biological as the mental changes that are increasingly dividing the Ironheart sims from the PATCH sims; an extended, and I do mean -extended-, lifespan is engendering mental changes in perspective for the Ironhearts that may as well be making them alien to their brethren. Oh, the holy grail of the Sims is to enjoy longer lives, so they know they’ll eventually have to face the same issues, but arguably they just can’t deal with the possibility NOW, especially with the physical alterations they’d have to accept in order to enjoy that extended lifespan. After all, they’re fighting to be accepted as ‘human’, and becoming essentially a robot is not seen as the best way to do that and garner public sympathy.
Meanwhile, the Ironhearts are dealing with long stretches of time in which they’re actually becoming BORED, or actually putting off projects until later, which is the opposite of the ‘live fast in the now before you die tomorrow’ attitudes they used to have. They’re beginning to wrap their heads around the idea that tomorrow they’re likely NOT going to burn out and die. It’s a novel and sometimes frightening thing to realize.”
The IronHearts are a sub-tribe founded under the Hawkmoon wing as a training cadre for cyber-augmented forces of Sims(cloned engineered humans) from the Manhunter universe. Politics and a fear of the negative publicity that might come from the unleashing of an alien-trained army of cyborgs and robots led to the partners in the project, PATCH, effectively putting the cyborg cadre on the shelf and away from the home dimension.
In the meantime, the IronHearts have been taking mercenary work to keep sharp, earn credits, and acquire resources. They have also been growing in numbers as they settle in to the cultures of the Three Galaxies.
In their home universe, the IronHearts are a closely guarded secret of PATCH. If their existence were made open knowledge, they would be likely to face harsh persecution from the ATPDS. They would be seen and treated as evil incarnate by the Integrity Guard. Both the Holy Order of the Void and the Manhunters would see them as threats and move to destroy them. The IronHearts would also even get a chilly reception from other Sims; there would be admiration for their courage in their cyber-conversion, envy of their extended lifespans, resentment(especially among the extreme hardcore hardliner Sims) that they were not at home fighting alongside their fellow Sims, and fear of what the IronHearts have become. Chrome Warriors, however, would see them as fellow cyberwarriors and readily join them.
Motif: A black human silhouette with a gray five-pointed star over the region of the heart
a)Origins:
NeShemar formation of cyborg conversion Sims recruited from the Manhunter dimension.
b)Where First Encountered
Three Galaxies
c)Tribe Size
120,000 members. Though their paramilitary contracts have led to a high rate of attrition(at least initially), there’s been enough of a flow of Sim volunteers willing to undergo cyberization(and longer lifespans) to make up for the losses. There’s also a growing number of Progen-born joining the ranks, seeing it as the ‘family trade’.
d)Tribe Organization
Democracy---The tribe elects its leaders with each recognized tribesman having a vote.
e)Tribal Composition
91% Sim(constructed Humans), 7% Kirn*, 2% Progen-born hybrids
*Kirn in general dislike extreme cybernetic augmentation, let alone bionics, though they don’t mind them in others. This makes the full conversion cyborg Kirn in the IronHearts exceptional individuals, either (regarded as/by their fellow Kirn) insane or medically desperate enough to undergo conversion.
f) Highest Caste Class
None; the Ironhearts don’t have a caste structure, though coincidentally they are currently commanded by a female.
g) Gender Division
50/50 male/female split
h) Home Environment
Earth-like terrestrial worlds. The IronHearts have several planetary enclaves throughout the Shemarrian territories. Some of these enclaves double as PATCH refuges far from the reach of Integrity Guard persecution, and house populations of non-IronHeart Sims and sympathizers.
i)Technology Level
Galactic; they started out as second-echelon NeShemar troops, but their steady work as contract warriors has led to them being upgraded.
j) Relations with Outsiders:
The IronHearts are soldiers-for-hire to outsiders. Though the Sims regard themselves as humans, they have adopted the EShemarrian general atitude of stiff upper lip and distance from outsiders, and are all business on the job. They actively discourage those trying to ferret out the Shemarrians’ secrets.
k)Relations with Other ‘Shemarrians’
Open--- The IronHearts are still regarded as a ‘Hawkmoon project’ so they get the same razzing from other Tribes according to the latters’ own relations with the Hawkmoons, but the IronHearts have proven themselves in combat to be resilient and not dependent on full Shemarrians to constantly bail them out of trouble. Thus the IronHearts are respected(and enough that several Sim-Shemarrian Progen-assisted family unions have formed), so the IronHearts generally get along well with other tribes. Still, they aren’t always called upon or up by the Shemarrian Star Nation in event of national/galactic crisises, and are, with a nod to the original deal with PATCH, allowed to ‘opt out’ of actions, on the premise that it’s ‘not their fight’. It takes some prodding in the IronHearts’ part to get included and counted on in such cases.
l) Purpose
Initially trained as a strike force for the People Against the Termination of Constructed Humans movement, but have since become a representative and technology-gathering front for PATCH in the Three Galaxies.
m) Preferred Mode of Combat
Though initially trained in close/melee combat to take advantage of their cybernetic/bionic augmentation, the IronHearts have graduated to a Combined Arms approach, as they learn more modes of combat from their EShemar mentors.
Equipped like any other NeShemar formation. Equivalents of the basic Shemarrian Warmounts and Rifts Earth Robot Horses are the favored Warmounts. The Ironhearts also maintain a small space force of armed transports that can move the entire tribe and its material possessions about.This has been increasingly augmented with fighters and strike craft.
n) Unique Attributes
Could count the Kirn as a unusual Outside Ally, but the IronHearts are also beginning to acquire a number of magic-capable Sim members(mainly ‘Smoker’ combat mages) benefiting from Wayfinder-developed TW cyborgization techniques.
o) Prosperity
Successful---Though still not wholy independent of their Hawkmoon sponsorship, the tribe is very well off, with replacement weaponry and equipment on demand, enough to supply every member in the tribe, and enough surplus capacity to spare for larger projects and trade(though most of this surplus is sent back to PATCH).
p) Chart P: Origin Tribe
The Ironhearts are sponsored by the Hawkmoons for the most part.
q) Chart Q : Cyberization
Total Human cyborgization; about 60% are partial cyborgs, 17% are cyberhumanoids, and 23% are ovious total conversions. Of the 7% Kirn, 4% are cyborgs(Clan Pantheron helped with the bionics).
(Still using ideas and material from the old Manhunter supplement, flawed as it was in many ways)
( The Ironhearts Expanded)
“It’s not so much the biological as the mental changes that are increasingly dividing the Ironheart sims from the PATCH sims; an extended, and I do mean -extended-, lifespan is engendering mental changes in perspective for the Ironhearts that may as well be making them alien to their brethren. Oh, the holy grail of the Sims is to enjoy longer lives, so they know they’ll eventually have to face the same issues, but arguably they just can’t deal with the possibility NOW, especially with the physical alterations they’d have to accept in order to enjoy that extended lifespan. After all, they’re fighting to be accepted as ‘human’, and becoming essentially a robot is not seen as the best way to do that and garner public sympathy.
Meanwhile, the Ironhearts are dealing with long stretches of time in which they’re actually becoming BORED, or actually putting off projects until later, which is the opposite of the ‘live fast in the now before you die tomorrow’ attitudes they used to have. They’re beginning to wrap their heads around the idea that tomorrow they’re likely NOT going to burn out and die. It’s a novel and sometimes frightening thing to realize.”
The IronHearts are a sub-tribe founded under the Hawkmoon wing as a training cadre for cyber-augmented forces of Sims(cloned engineered humans) from the Manhunter universe. Politics and a fear of the negative publicity that might come from the unleashing of an alien-trained army of cyborgs and robots led to the partners in the project, PATCH, effectively putting the cyborg cadre on the shelf and away from the home dimension.
In the meantime, the IronHearts have been taking mercenary work to keep sharp, earn credits, and acquire resources. They have also been growing in numbers as they settle in to the cultures of the Three Galaxies.
In their home universe, the IronHearts are a closely guarded secret of PATCH. If their existence were made open knowledge, they would be likely to face harsh persecution from the ATPDS. They would be seen and treated as evil incarnate by the Integrity Guard. Both the Holy Order of the Void and the Manhunters would see them as threats and move to destroy them. The IronHearts would also even get a chilly reception from other Sims; there would be admiration for their courage in their cyber-conversion, envy of their extended lifespans, resentment(especially among the extreme hardcore hardliner Sims) that they were not at home fighting alongside their fellow Sims, and fear of what the IronHearts have become. Chrome Warriors, however, would see them as fellow cyberwarriors and readily join them.
Motif: A black human silhouette with a gray five-pointed star over the region of the heart
a)Origins:
NeShemar formation of cyborg conversion Sims recruited from the Manhunter dimension.
b)Where First Encountered
Three Galaxies
c)Tribe Size
120,000 members. Though their paramilitary contracts have led to a high rate of attrition(at least initially), there’s been enough of a flow of Sim volunteers willing to undergo cyberization(and longer lifespans) to make up for the losses. There’s also a growing number of Progen-born joining the ranks, seeing it as the ‘family trade’.
d)Tribe Organization
Democracy---The tribe elects its leaders with each recognized tribesman having a vote.
e)Tribal Composition
91% Sim(constructed Humans), 7% Kirn*, 2% Progen-born hybrids
*Kirn in general dislike extreme cybernetic augmentation, let alone bionics, though they don’t mind them in others. This makes the full conversion cyborg Kirn in the IronHearts exceptional individuals, either (regarded as/by their fellow Kirn) insane or medically desperate enough to undergo conversion.
f) Highest Caste Class
None; the Ironhearts don’t have a caste structure, though coincidentally they are currently commanded by a female.
g) Gender Division
50/50 male/female split
h) Home Environment
Earth-like terrestrial worlds. The IronHearts have several planetary enclaves throughout the Shemarrian territories. Some of these enclaves double as PATCH refuges far from the reach of Integrity Guard persecution, and house populations of non-IronHeart Sims and sympathizers.
i)Technology Level
Galactic; they started out as second-echelon NeShemar troops, but their steady work as contract warriors has led to them being upgraded.
j) Relations with Outsiders:
The IronHearts are soldiers-for-hire to outsiders. Though the Sims regard themselves as humans, they have adopted the EShemarrian general atitude of stiff upper lip and distance from outsiders, and are all business on the job. They actively discourage those trying to ferret out the Shemarrians’ secrets.
k)Relations with Other ‘Shemarrians’
Open--- The IronHearts are still regarded as a ‘Hawkmoon project’ so they get the same razzing from other Tribes according to the latters’ own relations with the Hawkmoons, but the IronHearts have proven themselves in combat to be resilient and not dependent on full Shemarrians to constantly bail them out of trouble. Thus the IronHearts are respected(and enough that several Sim-Shemarrian Progen-assisted family unions have formed), so the IronHearts generally get along well with other tribes. Still, they aren’t always called upon or up by the Shemarrian Star Nation in event of national/galactic crisises, and are, with a nod to the original deal with PATCH, allowed to ‘opt out’ of actions, on the premise that it’s ‘not their fight’. It takes some prodding in the IronHearts’ part to get included and counted on in such cases.
l) Purpose
Initially trained as a strike force for the People Against the Termination of Constructed Humans movement, but have since become a representative and technology-gathering front for PATCH in the Three Galaxies.
m) Preferred Mode of Combat
Though initially trained in close/melee combat to take advantage of their cybernetic/bionic augmentation, the IronHearts have graduated to a Combined Arms approach, as they learn more modes of combat from their EShemar mentors.
Equipped like any other NeShemar formation. Equivalents of the basic Shemarrian Warmounts and Rifts Earth Robot Horses are the favored Warmounts. The Ironhearts also maintain a small space force of armed transports that can move the entire tribe and its material possessions about.This has been increasingly augmented with fighters and strike craft.
n) Unique Attributes
Could count the Kirn as a unusual Outside Ally, but the IronHearts are also beginning to acquire a number of magic-capable Sim members(mainly ‘Smoker’ combat mages) benefiting from Wayfinder-developed TW cyborgization techniques.
o) Prosperity
Successful---Though still not wholy independent of their Hawkmoon sponsorship, the tribe is very well off, with replacement weaponry and equipment on demand, enough to supply every member in the tribe, and enough surplus capacity to spare for larger projects and trade(though most of this surplus is sent back to PATCH).
p) Chart P: Origin Tribe
The Ironhearts are sponsored by the Hawkmoons for the most part.
q) Chart Q : Cyberization
Total Human cyborgization; about 60% are partial cyborgs, 17% are cyberhumanoids, and 23% are ovious total conversions. Of the 7% Kirn, 4% are cyborgs(Clan Pantheron helped with the bionics).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
I mentioned in an earlier post that a force of Shemarrian's had been part of a group that A.R.C.H.I.E. had sent after a Force Two Reconnaissance Team of Mechanoids (mentioned on page 16 of the Mechanoids book.) that had been discovered by A.R.C.H.I.E. in northern California 4 years after the events in the Mechanoids book. A.R.C.H.I.E. hired about 100 mercs to chase them down, plus sent 4 dozen AA-60 Hunter-Killer bots, and a separate force of over 100 Shemarrian's to hunt them down. This led to an old NEMA repair depot that the Mechanoid's had fixed up, and re-tooled to make more Mockmen, and even set up a small cloning facility within. It took months to finally chase them out of the place, causing almost 50% casualties among the forces A.R.C.H.I.E. sent, and led to a wild chase across the Atlantic into Russia, Germany and finally Poland before they all were finally dead. (Well, except for the Brain the Angel of Death captured, but no one knows about that anyway. And certainly she's not insane enough to do anything with it, right?)
So, I decided to have some fun....
Now all of A.R.C.H.I.E.'s poor AA-60's got destroyed, some even after the mercs departed back home to the U.S... But that does leave the Shemarrian's. Who went AWOL on A.R.C.H.I.E. Poof, nowhere to be found. So my question is, what do about 70 or so Ecotroz Shemarrian's with mounts do with a fully functionable NEMA repair Depot that is roughly 2 million square feet in size and was responsible for the repair and manufacturing of all NEMA units on the West Coast prior to the War? Whatever shall they do with all that stuff?
So, I decided to have some fun....
Now all of A.R.C.H.I.E.'s poor AA-60's got destroyed, some even after the mercs departed back home to the U.S... But that does leave the Shemarrian's. Who went AWOL on A.R.C.H.I.E. Poof, nowhere to be found. So my question is, what do about 70 or so Ecotroz Shemarrian's with mounts do with a fully functionable NEMA repair Depot that is roughly 2 million square feet in size and was responsible for the repair and manufacturing of all NEMA units on the West Coast prior to the War? Whatever shall they do with all that stuff?
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Ye gods, you dangle a fruit like that in front of us, Slider65?
Well, they could start an enclave of their own origin Tribes, or hook up with one of the Western Tribes...or start their own Fringe Tribe, though themed on what, I dunno(and am tempted to leave to your imagination, Slider).
Well, they could start an enclave of their own origin Tribes, or hook up with one of the Western Tribes...or start their own Fringe Tribe, though themed on what, I dunno(and am tempted to leave to your imagination, Slider).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
I'm finally adding my two cents into the ring, with a focus on shared GNE continuities, so the the political situation before the Shemarian Civil War would have cause a fair few changes in the shape of things. The combination of The Zot Smackdown and the Great Temporal Screw Up would have led to Archie being much more willing to pull up roots and move to a safer location, and the Shemarian Declaration of Sovereignty was an attempt at giving his traditional holdings some breathing room against GNE expansion and/or buying time for him to complete his relocation efforts. My current draft at this is ~6 pages right now and still needs some work, so expect something soonish*.
EDIT: Quick preview that covers the top level aspects
A Change of Plans
Inarguably, the most significant divergence point from the normal timeline was The Zot Smackdown. To say that it scared Archie is an understatement, and prompted a major shift in his priorities. Now believing that his position was far more threatened than he previously thought, he began working on a number of plans to shore it up. Beyond his efforts in New England, he drastically accelerated his efforts in the Manistique Imperium, using his increasingly threatened smuggling routes to move manufacturing equipment and key machinery rather than finished merchandise. This had the effect of slowing down Titan Robotics’ growth into the market, but the rise of Paladin Steel’s offerings removed much of the potential pushback from both the Coalition States and Northern Gun. Ironically, the Coalition States would unofficially support TR’s relocation and market distribution efforts, believing that a less advanced and politically hostile company would be preferable to letting the New England giant encroach even more into the Domain of Man.
Then the Great Temporal Screw Up happened, and the wheels of the situation seemingly came off. Archie would only partially benefit from retroactive memories in terms of technology, but he would become absolutely convinced that the GNE would eventually push south and find his facilities. The Shemarrian Nation was an attempt at stopping this, but even if it failed it would hopefully buy him time to shift his operational and industrial focus to the other side of the Appalachians. The Ecotroz virus would bring an end to the possibility of the former, but it did achieve the latter. Indeed, a particularly secret part of the peace treaty would be that Archie would be allowed to extract what he could from the facilities he wasn’t forced to turn over, and the collective tribes agreed believing it was best not to let the Dark One stay in their midst.
Interactions with the E-Shemar since then have been mixed, with the Shemarrian Nation not wanting to immediately provoke another conflict with the Dark One and Archie wanting to hunker down and rework his agenda more than revisiting a fresh trauma. Archie is understandably concerned about minor clans that wander into the Domain of Man, let alone ones that encamp themselves there such as Clan Motron, but so long as they stay out of Upper Michigan he refrains from sending death squads. Shemarian bands have become infamous for harassing Titan Robotics activities, but this is generally chalked down to the history that prompted Titan’s relocation efforts, and they have so far restrained themselves from attacking the company’s facilities.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
...And the EShemar/GNEverse becomes even more divergent from the main line...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
Look, both events would have happened before 109 PA, and you telling me that he wouldn't be huffing to a metaphorical paper bag over them. Combined with the growing GNE, getting out of town would have been UP THERE on this priority list.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Well, Hagan's no dumb-dumb, as opposed to...that other guy.
And it does give a logical out that allows the 'Shaper and the Maker' to survive, while continuing their character development(face it, ARCHIE-3 really needed to get out of the house and take in some sights. Maybe hit up a singles club....)
And it does give a logical out that allows the 'Shaper and the Maker' to survive, while continuing their character development(face it, ARCHIE-3 really needed to get out of the house and take in some sights. Maybe hit up a singles club....)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
So how that I've slept on it and done some last minute edits, here's my 11-page entry onto the matter.
Titan Robotics in the E-Shem/GNE Continuities
A Change of Plans
Inarguably, the most significant divergence point from the normal timeline was The Zot Smackdown. To say that it scared Archie is a severe understatement, and prompted a major shift in his priorities. Now believing that his position was far more threatened than he previously thought, he began working on a number of plans to shore it up. Beyond his efforts in New England, he drastically accelerated his efforts in the Manistique Imperium, using his increasingly threatened smuggling routes to move manufacturing equipment and key machinery rather than finished merchandise. This had the effect of slowing down Titan Robotics’ growth into the market, but the rise of Paladin Steel’s offerings removed much of the potential pushback from both the Coalition States and Northern Gun. Ironically, the Coalition States would unofficially support TR’s relocation and market distribution efforts, believing that a less advanced and politically hostile company would be preferable to letting the New England giant encroach even more into the Domain of Man.
Then the Great Temporal Screw Up happened, and the wheels of the situation seemingly came off. Archie would only partially benefit from retroactive memories in terms of technology, but he would become absolutely convinced that the GNE would eventually push south and find his facilities. The Shemarrian Nation was an attempt at stopping this, but even if it failed it would hopefully buy him time to shift his operational and industrial focus to the other side of the Appalachians. The Ecotroz virus would bring an end to the possibility of the former, but it did ultimately achieve the latter. Indeed, the EShemar’s seers would gain the impression that the Dark One was looking for an excuse to flee and possibly never return, resulting in the High Council accepting his negotiated exile rather than paying the price of flushing him out.
Interactions with the E-Shemar since then have been mixed, with the Shemarrian Nation not wanting to immediately provoke another conflict with the Dark One and Archie wanting to hunker down and rework his agenda more than revisiting a fresh trauma. Archie is understandably worried about minor clans that wander into the Domain of Man, let alone ones that encamp themselves there such as Clan Motron, but so long as they stay out of Upper Michigan he refrains from sending death squads. Shemarian bands have become infamous for harassing Titan Robotics activities, but this is generally attributed to the undisclosed history that prompted Titan’s relocation efforts, and they have so far refrained from attacking the company’s facilities.
Post-Shemarian Civil War
As of the end of the SCW, the only remaining base that Archie still operates in his former territory is the Allegheny Mountain Facility itself, and even that has been almost entirely cannibalized and relocated. Much of this work has been thanks to exploiting the standoff between the Coalition States and Greater New England, who have started constantly jamming each other’s long range sensor systems. Combined with Archie’s infiltration of the CS’s monitoring network, he has been able to utilize (fully reverse engineered) GMR stealth cargo craft to transport the equipment material without leaving any credible evidence. Chi-Town’s paranoia regarding their eastern neighbors has also been used as an excuse for the remaining traces that are found, with only minor fiddling needed to firmly shift the blame in the eyes of those that find them.
All of this has resulted in Manistique Imperium now holding the firm majority of his resources, resulting in the near totality of Titan Robotics’ products actually being made there. Observers have noticed this change in focus, and (correctly) assume that this process was due to wishing to get away from the GNE and the Shemarians. This has made Titan Industries something of a more known quantity, as while not actively hostile with the D-Bee loving magic enablers, they are at the very least not friendly either, and given the current circumstances both the Coalition and Northern Gun are willing to take what they can get.
A notable change from the primary timeline is that Titan Robotics is notably more inclusive, being less aggressive with their ‘Proprietary Engineering’. The core systems remain under wraps, but damage prone items such as armor plating and external systems can be improvised until it gets back to a Titan Depot. Titan heavily pushes for licensed servicing and replacement parts however, and has hired a great many hopeful operators to manage widely distributed secondary facilities that are obviously less capable but still gets the job done in a decent time frame. As a natural side effect, this has led to the ‘Field Depots’ becoming quite common among the Domain of Man, and their (mostly) human staff acquire substantial social status often being some of the most important people in town. The provided repair and servicing equipment is able to access the CMM without any serious difficulty, and Operators are happy to leave hazardous components such as the reactor to automatic jigs.
Facility Distribution
(I’m going to the various Satellite Factories well predating the SCW, if only to let the Republicans mix up Factory-7 with NEMA-HQ-ECC. I’m also merging Manufacturing Facility 2 and Satellite Factory 2.)
To justify these actions, Archie and Hagan have dreamed up a new backstory that is both embarrassing enough to justify secrecy but mundane enough to be accepted. Inspired by the zealous behavior that has started to crop up in the Titan employees, they have concocted a Techno-Cult that traces back to the first few years of the Dark Age, where a number of now long forgotten technology firms huddled together for mutual survival against the forces of the Cataclysm. Cyberworks happened to have the single largest contingent, which led to them slowly dominating the cultural makeup as time went on. The group’s fabricated story is one of repeated loss and betrayals, with the only thing that could be truly trusted were the machines they made. This led to machines taking a spiritual significance, and two centuries of relative isolation and struggle led to it becoming a (somewhat counter productive) religion.
According to the scattered stories, the cult that would found Titan Robotics would develop a frankly disturbing fetish for automation, which would lead them to develop incredibly sophisticated manufacturing and maintenance equipment. They managed to be mostly self-sustaining, but several setbacks in the mid 60s PA would force them to start interacting with the outside world. Being an isolated cult that barely knew anything of the outside world, they were completely inept at interpersonal communication, which led to them being extremely hesitant to overtly interact with people, but eventually they started to provide merchandise to the Black Market for badly needed food and supplies.
The Cult is said to still still exist, but have little control over the actual functioning of the company. Hal Lonovich was one of the first outsiders to be able to sustain a relationship with them, and convinced them that they should be more engaged with others. Currently, they are said to reside in the most protected levels of the New Cedarville Complex, and are the ones responsible for the research and engineering of the company’s designs. They deliberately remain isolated thanks to both their cultish mindset and being unbelievably bad at any and all forms of social interaction. As a benchmark, Sarah Seymour’s new background has her being born into the cult and is considered a relative social progeny, with her frosty personality being an act to keep her from constantly embarrassing herself. As a result, the cult was happy to hand over the actual operation of the business to literally anyone else, and in 107 PA Hal scouted out Argent Goodson and brought him onboard, which would eventually lead to where the company is today.
(Both Archie and Hegan try very, very hard to not think about just how much the cult actually sounds like them and their own neuroses. They most definitely don’t ponder about how much the android’s personalities are the result of them pouring their deepest feelings and emotions into crafting them. And above all else they do not reflect on how many of the strange habits are perfect reflections of their own.)
To help sell this story, there are real design offices in the New Chesterson facility, staffed by unaware androids with deliberately shoddy social skills. If an outsider was ever in a position to ask them, they would be able to explain seemingly every design choice that went into each of Titan’s products, and potentially go on for hours before it occurs to them that they’re not supposed to talk with strangers. Add in a few anti-psionic measures and the illusion is complete; and so far it has worked perfectly. The human Titan Robotics employees that have interacted with them firmly believe them to be geniuses that need to be kept hidden away in a safe space for their own good, and the espionage attempts that have been permitted to reach them and escape buy it hook, line, and sinker. Goodson makes a show of occasionally being at his wit’s end keeping them on track, and then there's the new ‘problem’ of their strange ‘initiation’.
‘If you want to get rich, start a religion’
Needless to say, both Hagan and Archie were surprised to find that their fake cult was starting to get actual converts. These prospective novices often have some form of extreme social impediment, making them quite willing to accept the ‘cult’s’ nominal tenants. After some brainstorming, the duo came up with an idea that would turn these would-be initiates into a useful part of the Titan Robotics masquerade. Drawing from the work done at Bedlam-2 and -3, they turn him into a neural upload that was malleable to Archie’s psionic influence. The body was easily handled thanks to the just finished Talos program Sytharoids, whose deployment had been delayed with the outbreak of the SCW. Once they started working, things came together with rapid speed, with synergies not thought of before becoming blindly obvious, the pair truly struck by Inspiration.
Their first test subject would be an elderly Operator by the name of Jordan Vintle, who was of declining health and was widely expected to pass away soon. Additionally, Jordan was an adamant believer of the fake cult’s stated tenants and was thought to be highly susceptible to psionic influences, meaning that he would be easily persuaded into going along with the ‘potentially lethal’ process. Thus, in May of 198 PA, ‘Hal Lonovinch’ approached Jordan in a quiet corner of the staff lounge and raised the subject of ‘initiation’ with him (with several ‘witnesses’ ‘conveniently’ present to testimony should questions later be asked). ‘Hal’ would calmly explain that the Cult had never done this with an outsider or with someone who could be considered ‘an adult’, meaning that there was a very high chance of death or ‘worse’, but they were willing to let Jordan try thanks to his dedication and poor long term prospects. Jordan would immediately agree with great enthusiasm, and so the pair descended to one of the complex’s unmarked sublevels and several minutes later Hagan threw the switch.
Compared to the deeply flawed and incomplete results from Bedlam-3, Jordan would be a near miraculous success, having negligible memory loss and no unintended mental derangement. Additionally, the imprinting process would turn him into a religious fanatic, hearing the whispers of ‘the divine machine’ (ie Archie) and treating them as divine revelations. With some tentative efforts, Archie was able to make Vintle draft technical devices of complexity quite close to what he would do himself, although slightly different in ways that would never have occurred the the Pre-Rifts intelligence. After additional testing and some memory scrambling, Vintle was reintroduced to some of his coworkers, promptly raised concerns with new behavior, was ‘promoted’ to the ‘Design Team’ by Goodman, and the collective pained nods from those that had interacted with the cult before proved that the deception had worked. Once situated into his new home, Jordan would immediately blend in with the socially maladjusted androids, behaving every bit as neurotic as his peers were programmed to be. In the years since he has been joined by 4 other converts of extremely similar backgrounds, although there was also an unfortunate failure.
Considering the fiascos of the EShemar, the Lost Eclipse, and the Blacksteel Outbreak, Hagan and Archie were quite suspicious that things had turned out so well, resulting in a paranoia cycle where they were convinced that it wasn’t entirely their work and that there was a key flaw somewhere that could bring it all down. While they haven’t been able to resolve the first concern, they have become reasonably certain that the reason for the improved success of the upload is due to the subject's mindset and desire to believe in something other than themselves. Ultimately, this results in their selection criteria lining with what experts consider to be ‘cultist bait’, although the end result is still far more merciful than those that seek the attention of Hades or Dyval. The pair would be pleased to discover that they are essentially correct, with the willingness of the subject’s P.P.E pattern being the key factor in its success, which also explains the many failures of the Bedlam project.
They would be the opposite of pleased that their other concern was also correct, resulting in a terrifying conversation when it finally came time to leave Allegheny.
Ending Fiction: You Can’t Go Home Again
(18:15 PM, October 9th, 109 PA. Allegheny Mountain Facility, System Nexus and Monitoring Room)
With one last sip, Hagan finished his extremely expensive drink, and put the glass down on the conference table next to him. This was it, he thought, the last step to moving west. The last step before leaving all of this behind. Before Archie leaves it behind. He sighed, stepping up to the nearest terminal, turning it on for the first time in almost 3 centuries. It took less than a second to boot, resolving into a login screen with a flashing mike. He took a second to steady himself.
“Hagan Lonovich, Facility Director.” He calmly stated, and entered a long code sequence that he had memorized. He could have written it down on a piece of paper, but this was important. This was for Archie. It was the least he could do for his friend. With one final press of a button the system accepted his credentials and displayed an options menu. He worked through the list until he found what he was here for. Omnibus Cortrex Access. Pausing for a second he spoke aloud to his friend.
“Archie. I’m not going to ask if you're ready for this, because nobody ever is. We’ve talked about this. Prepared for this. Practiced this. But…” He trailed off before continuing. “This is it. The last farewell to our old home. What’s done is done, and there is nothing left for us here. It's time.”
His friend responded, coming from everywhere as always, “Thank you Hagan. I’m not ready, but we can wait no longer. It is time.”
Hagan nodded, and pressed the touch screen. Without a sound, a panel on the nearest flipped up and revealed a slot. He walked to it, noting that it was smaller than he thought it would be, but the Golden Age was just full of surprises. There were a pair of handles attached to his friend’s housing. There were words inscribed between them. When Hagan first wandered into this complex, he was illiterate, but now he could understand the words.
Artificial Robot Cerebellum Housing Intellect Experiment-#3.
A.R.C.H.I.E-3
Archie.
Even the Golden Age loved painful backronyms. He’d laugh if this wasn’t so serious. It would be cruel to make fun of his friend's name. It still hurts a bit to remember being teased about his growing up.
He kneeled down and gripped hand handles. He stated to his seemingly ever present friend, “On a count of three.”
“One”
“Two”
“Three”
He jerked the housing sharply out, finding it lighter than he expected. . He gently cradled it, reaching out with his telemechanics power.
‘You alright buddy?’ He asked, feeling his friend's distress.
Archie replied with what felt like whimpering, ‘I’m paralyzed. I can’t feel my body Hagan. I’m helpless.’
‘I’m here buddy. I’m right here.’ Hagan sent back, standing up while holding the casing close to his chest. The normal lights had gone out as expected, replaced by the emergency strips. The entire complex would be like this.
‘Can you feel any of the robots? You can focus on them.’ He proposed, hoping to take his friend’s mind away from the subject.
His friend hesitated for a second before answering, ‘I can Hagan. Can feel every remaining robot within 10 miles. I didn’t know I could do that.’ He sounded surprised. It was always nice when Archie found something nice about himself.
‘Hagan,’ His friend now sounded panicked. ‘I can’t feel the robots in this room.’
“I suppose that means that I should introduce myself to you two then”, a voice said, coming from the opposite side of the room.
‘Of course. Of course something would show up now. They must have been waiting for this.’ Hagan thought, feeling Archie’s panicked agreement. It had been that kind of year hadn’t it. The world just decided to keep **** on them, one after another. Composing himself, he turned to the mystery intruder, who had to have been some sort of mythic monster out of legends.
He still felt surprised when laid his eyes on the intruder and he abruptly realized that it was true. It was Myth. An Old Myth. Older than Myths. A God. A God of Gods. Creator and Destroyer of Worlds. True Power. Power Incarnate.
And from his heart, he knew that there was only one word that could describe the existence before him. It was mentioned in some of the texts the GNE gave to its apprentice wizards, one of the words of power that were used in magic circles.
“Xy”, he whispered, the Great Old One.
“I have been called that, yes.” The indescribable being replied. “Although I like to think that I’ve put all of those bad habits behind me. I go by a different name now, but you can call me Xy if you wish.”
His friend, still stunned, thought to the being ‘Why. Why are you here? Why now?’ It was strange that he wasn’t panicking. Were things so insane that it didn’t register? It felt like that.
Xy slowly walked up to them. “Well, among other things, I believe that I owe you two a fair few explanations. You’ve been involved in some rather important events, and you deserve to know just why they were always going to happen the way they did. But first I need to explain a number of Megaversal mechanics so that you can actually understand things.”
----------
(2 Hours Later. Subterranean Bois Blanc Terminus, Network Nexus)
In a dull flash, Hagan appeared, holding Archie’s case. He stood there for a second and blinked. He slowly looked around, and abruptly realized where he was. With a jolt he rushed over to the central island, climbing up onto it and popping open a panel. A pillar made of solid armor then extended upwards, revealing a cavity that he slit Archie’s housing into. The interface array immediately started retracting, and he collapsed onto his back.
The various lights and screens all around the room started turning on, going through boot sequences and connecting with the greater network. Archie was slipping into his new body.
He kept lying there on the island, spread out and staring into space. Neither him nor his friend said anything for a good few minutes, absorbing what had just happened.
Finally, his friend decided to say something. “You know Hagan, now that I really think about it, I think we can settle with just having fun pulling strings. What do you think?”
Hagan thought for a few seconds before answering. “I can live with that buddy, I can live with that.”
------
(AN: Hagan and Archie are going to spend a good long time rethinking their lives. Not going to stop trying to be shadow kings though.)
Titan Robotics in the E-Shem/GNE Continuities
- “Based on the suspected quantities of equipment that our estimates have come up with, we can come to the conclusion that Titan Robotics is actively fleeing the east coast and is transferring its manufacturing facilities to the Domain of Man. The most likely causes for this are quite obvious, and need not be listed again. This has led to our agents being able to observe what are now believed to be founding TR personnel, and the story that is being pieced together is shaping up to be both plausible and not overly concerning. Combined with their frankly panicked efforts to tie themselves to the Manistique Imperium, they should become a much more known and controllable factor in the intermediate future, and there is potential for using them as leverage against Northern Gun with careful management. And if nothing else we can use another face to keep Paladin Steel out of our zone of interest, and if that results in malcontents having notably better equipment than what NG can provide then so be it.”
-Extract from Executive Council minutes, Chi-Town High Command, dated late 108 PA
“As the FNG to the Top 50, there’s more than a few things you need to be read into, but the most immediately important is the situation with Sarah. Seymour that is. It's what your predecessor Trombone tripped over. Yah, his retirement was ‘assisted’, along with his retreat from public life. No, Titan didn’t pull strings, this was all in house among the 50, and management looked the other way. He’d been on thin ice for a while anyway, and this is just the last straw. Let me flip this switch and I’ll explain.
*white noise scrambler starts up*
Ok, so you know how the press is always complaining that they can never get a conversation with Sarah because one of us interrupts and she gets pulled off to somewhere nobody can find her? There’s a damn good reason for that, and it's because once you actually start talking with her for more than a minute her ‘ice queen’ act melts and you're left with the neurotic trainwreck of anxiety that she actually is. It's bad. It's really bad. It's ‘don’t show your face in public for a few weeks from second hand cringe’ bad. Shelaine is usually the one that helps her get through her episodes, so if you see her moving towards or with Sarah you need to provide the distraction or block others from slowing them down. It's also why you should never give Shelaine any lip about being a girl, because nobody else wants to deal with that mess. Gomez got traumatized the last time he had to get involved, which is also the reason he and Sarah do everything they can to avoid each other.
Why is she like this? Good question. Fulcon is the one that did most of the leg work and put the scraps together, but we think it's because she’s a cult baby of Cyberworks Network. You’ve heard the rumors? Good, because the ones about them being complete social-fails are true, and she’s honestly the LEAST BAD at talking with outsiders of the bunch. Yup, the actual eggheads that develop TR’s products are even worse. It's why Goodman does everything related to being in public or making business decisions. Your guess is as good as ours why they put her out here, but we’re the ones that have to deal with it.
Now, it's not all bad news here. There is an upside, and that's when you cover for her she’s very ‘thankful’. You know the sex life rumors? Bingo, she’ll do damn near anything you want without hesitation so long as it doesn’t involve her making choices. It's how she copes, and she’s the best lay any of us have ever had. She also likes being neglected afterwards, so aftercare isn’t an issue. And before you ask, yes, she wants to be punished for being so pathetic, it's what she’d suggest if you don’t have any preference or can’t decide.
Oh, and back to the original point, Trombone tried to use it against her in a match. It prompted me and the rest of the boys to express our disapproval afterwards. Yes, that was his last match, you're quick on the uptake.”
-Brandon ‘Kid Silver’ to to Camryn ‘Crusher’ Swalve, Robodome ‘Act Planning’ Offices, February 109 PA
“Had to go to Sub-4 to install-fix some things today.”
-“Never a nice time. Did the dorks do anything in particular?”
“Mostly the usual social incompetence, but Black Ponytail was going DEEP into something they called ‘dynamic elastic curve retention’, which was basically yet another sex bot girlfriend.”
-“I know they’re brilliant at tech, it's honestly sad just how pathetic they are when outside of that.”
“That’s why Goodman is the one calling the shots. They are the cringiest losers I’ve ever heard of, and that’s including Pre-Rift media and ‘black market’ GNE slush.”
-“The sad thing is the people that join them are just as bad. Old Penelopy wandered off a few days ago, the betting pool is waiting on her ‘reassignment’ to be announced.”
“I think I saw Wallace J nerding out with Blond Fan-Crest when I was there, which confirms him as well.”
-“Both of them always had more than a few screws loose, so nobody’s really surprised, but it's still a bit squicky to think about. Did you hear any humping sounds around the north-west wing? There’s 50 credits on Pink Spikes and Half-Fro having ‘inspiration’ sessions.”
“Both of them were in draft room 3 looking like they were about to have a slap fight with Pantsless and Suspenders. They were arguing about the ankle articulation of one of the PA’s.”
-“I’d believe that. Did you get any names or was it just jargon again?”
“Jargon. I’m drifting into the ‘they don’t have proper names’ camp.”
-“Well, as long as they stay in their rubber basement it doesn’t really matter, and they still do amazing work, so they have to be forgiven for their failings. At least they’re happy there.”
“Here here.”
-Conversation between senior Titan Robotics technicians, New Cedarville Complex, November 109 PA
A Change of Plans
Inarguably, the most significant divergence point from the normal timeline was The Zot Smackdown. To say that it scared Archie is a severe understatement, and prompted a major shift in his priorities. Now believing that his position was far more threatened than he previously thought, he began working on a number of plans to shore it up. Beyond his efforts in New England, he drastically accelerated his efforts in the Manistique Imperium, using his increasingly threatened smuggling routes to move manufacturing equipment and key machinery rather than finished merchandise. This had the effect of slowing down Titan Robotics’ growth into the market, but the rise of Paladin Steel’s offerings removed much of the potential pushback from both the Coalition States and Northern Gun. Ironically, the Coalition States would unofficially support TR’s relocation and market distribution efforts, believing that a less advanced and politically hostile company would be preferable to letting the New England giant encroach even more into the Domain of Man.
Then the Great Temporal Screw Up happened, and the wheels of the situation seemingly came off. Archie would only partially benefit from retroactive memories in terms of technology, but he would become absolutely convinced that the GNE would eventually push south and find his facilities. The Shemarrian Nation was an attempt at stopping this, but even if it failed it would hopefully buy him time to shift his operational and industrial focus to the other side of the Appalachians. The Ecotroz virus would bring an end to the possibility of the former, but it did ultimately achieve the latter. Indeed, the EShemar’s seers would gain the impression that the Dark One was looking for an excuse to flee and possibly never return, resulting in the High Council accepting his negotiated exile rather than paying the price of flushing him out.
Interactions with the E-Shemar since then have been mixed, with the Shemarrian Nation not wanting to immediately provoke another conflict with the Dark One and Archie wanting to hunker down and rework his agenda more than revisiting a fresh trauma. Archie is understandably worried about minor clans that wander into the Domain of Man, let alone ones that encamp themselves there such as Clan Motron, but so long as they stay out of Upper Michigan he refrains from sending death squads. Shemarian bands have become infamous for harassing Titan Robotics activities, but this is generally attributed to the undisclosed history that prompted Titan’s relocation efforts, and they have so far refrained from attacking the company’s facilities.
Post-Shemarian Civil War
As of the end of the SCW, the only remaining base that Archie still operates in his former territory is the Allegheny Mountain Facility itself, and even that has been almost entirely cannibalized and relocated. Much of this work has been thanks to exploiting the standoff between the Coalition States and Greater New England, who have started constantly jamming each other’s long range sensor systems. Combined with Archie’s infiltration of the CS’s monitoring network, he has been able to utilize (fully reverse engineered) GMR stealth cargo craft to transport the equipment material without leaving any credible evidence. Chi-Town’s paranoia regarding their eastern neighbors has also been used as an excuse for the remaining traces that are found, with only minor fiddling needed to firmly shift the blame in the eyes of those that find them.
All of this has resulted in Manistique Imperium now holding the firm majority of his resources, resulting in the near totality of Titan Robotics’ products actually being made there. Observers have noticed this change in focus, and (correctly) assume that this process was due to wishing to get away from the GNE and the Shemarians. This has made Titan Industries something of a more known quantity, as while not actively hostile with the D-Bee loving magic enablers, they are at the very least not friendly either, and given the current circumstances both the Coalition and Northern Gun are willing to take what they can get.
A notable change from the primary timeline is that Titan Robotics is notably more inclusive, being less aggressive with their ‘Proprietary Engineering’. The core systems remain under wraps, but damage prone items such as armor plating and external systems can be improvised until it gets back to a Titan Depot. Titan heavily pushes for licensed servicing and replacement parts however, and has hired a great many hopeful operators to manage widely distributed secondary facilities that are obviously less capable but still gets the job done in a decent time frame. As a natural side effect, this has led to the ‘Field Depots’ becoming quite common among the Domain of Man, and their (mostly) human staff acquire substantial social status often being some of the most important people in town. The provided repair and servicing equipment is able to access the CMM without any serious difficulty, and Operators are happy to leave hazardous components such as the reactor to automatic jigs.
Facility Distribution
(I’m going to the various Satellite Factories well predating the SCW, if only to let the Republicans mix up Factory-7 with NEMA-HQ-ECC. I’m also merging Manufacturing Facility 2 and Satellite Factory 2.)
- Allegheny Mountain Facility (Maryland):
Archie was naturally hesitant to tear up his home for the last 3 centuries, but the SCW made it feel much more pressing than it would have otherwise been. With the rest of his facilities under siege or otherwise falling more rapidly than they would have normally been, Archie justified stripping layers of what he saw as his body as defensive measures, turning manufacturing lines into kill boxes and storage bays into bunkers. This would prove to be beneficial in the closing days of the war, with the Eshemarians being unwilling to accept the casualties that would result from trying to breach his greatly reinforced defensive lines.
Chesapeake Seaport:
With stealthed GMR platforms, the seabourn routes had become far less critical to overall operations, but as Archie was running all of his transport methods at their maximum capacity it was still valuable. Thus, key portions of the facility would be strategically demolished to mask the size and capabilities of his submarine fleet. The surviving vessels that had been based there have been relocated to the Great Lakes, and Archie has no intention of sending them down the St Lawrence Seaway anytime soon.
Satellite Factory 1 (Metal Mill and Plastic Synthesis):
While a lesser priority than SF 2, SF-1 was still half cannibalized before the outbreak of the SCW, and Archie deemed this to be sufficient for establishing his industrial base. As such, the facility was much less contested, resulting in the rest of it falling into Shemarian hands mostly intact.
Satellite Factory 2 (Titan Robotics):
The primary focus of early efforts, the Pennslyvannia complex was almost 90% cannibalized and shipped out when the Ecotoz virus first manifested. As such, it has very little significance during the SCW, although it would still fall into the hands of the Ghost Riders. The Riders would strip what was left of it to patch up SF-4, but its location would result in the empty halls being constantly used by traveling Warbands as a rest stop. Later on, it would also become the default location of Tinkerfest, being considered a neutral location that was both expendable and generally able to withstand the various antics that inevitably ensued.
Satellite Factory 3 (Chemosynthesis and Refinery):
Archie had evacuated 25% of the facility's industrial capacity before its explosive demise, and while painful in the short term he was able to compensate with external commercial sources. The reduced status also meant that the complex was not as thoroughly destroyed, with some minor annexes receiving only minor damage. All of the machinery would be stripped by the Ghost Riders when they relocated Factory-4 however, wrestling in the majority of the surviving halls collapsing afterwards.
Satellite Factory 4 (Shemarian Manufacturing):
One of the two facilities wholly dedicated to the Shemarian Nation scheme, Factory 4 would be meaningfully expanded, but after the BlackSteel Outbreak Archie was fully willing to pull the plug and leave the east coast. The Ghost Riders would ultimately win on possessing it, and almost immediately relocated it to their Mad Haven territory.
Satellite Factory 5 (Shemarian Manufacturing):
The site of the BlackSteel outbreak, Archie would actually assist the EShemarians in destroying it. Combined with his Allegheny defenses, this would convince the High Council that he was willing to fully wash his hands of the region, setting the stage for the peace negotiations.
Satellite Factory 6 (Nuclear Processing and Manufacture)
While quite valuable, Archie’s continued need for its production resulted in him using Factory-7 to construct duplicate machinery to be sent west rather than cannibalizing it. Its fate remains the same overall, if in a slightly less damaged state due to its decreasing importance. Even after the acquisition of the Trinity modules, the Tribes still source much of their reactor components from this facility, as the nanoforges still take prohibitively long to fabricate them from raw material.
Satellite Factory 7 (General Manufacturing):
Archie decided to use Factory 7 to produce replacement industrial machinery to rebuild his manufacturing base in Manistique, resulting in New Liberty finding itself set up for a rapid expansion of their own capabilities after the SCW. Substantial amounts of its output would be traded to the Republicans and Shemarians to sooth issues and reduce tensions.
Satellite Factory 8 (Materials Refinery):
As he still needed the output, it was considered more practical to produce duplicate equipment rather than cannibalizing it. It would still fall into the hands of the R’Mar after the treaty signing.
Factory 9 (Conventional Robots and Munitions):
Considered to be rather exposed due to its location, a full half of the complex had been cannibalized by the time the SCW started. The Wolf Pack would thus be less concerned of turning it over to the Republicans, but they still deleted everything related to the Shemarians and Archie that they could reach. The Republicans were not exactly pleased to say the least, but restoring capacity with their share of Factory 7’s output was a much higher priority than pursuing a recent moderately sized grudge.
Satellite Factory 10 (Mechanoid Converted Munitions):
Archie had exceptionally little attachment to this reminder of his previous shame, and the local stockpile had been greatly reduced due to diverted production elsewhere. Thus, it would fall into EShemarian hands essentially intact.
Oz Bunkers (Deception):
As they served no actual industrial purpose, the Oz Bunkers would be untouched. Exceptionally few of them would be intact after the SCW however.
Bedlam Facilities (‘Research’):
As normal.
Titan Robotics Complex (New Cedarville, Manistique):
The new heart of Archie’s empire, its capabilities are far more extensive than in mainline continuities. Additional D.U.M.Bs are being established to provide resources and security coverage across the Great Lakes, and prospecting efforts are being undertaken in western Ontario.
To justify these actions, Archie and Hagan have dreamed up a new backstory that is both embarrassing enough to justify secrecy but mundane enough to be accepted. Inspired by the zealous behavior that has started to crop up in the Titan employees, they have concocted a Techno-Cult that traces back to the first few years of the Dark Age, where a number of now long forgotten technology firms huddled together for mutual survival against the forces of the Cataclysm. Cyberworks happened to have the single largest contingent, which led to them slowly dominating the cultural makeup as time went on. The group’s fabricated story is one of repeated loss and betrayals, with the only thing that could be truly trusted were the machines they made. This led to machines taking a spiritual significance, and two centuries of relative isolation and struggle led to it becoming a (somewhat counter productive) religion.
According to the scattered stories, the cult that would found Titan Robotics would develop a frankly disturbing fetish for automation, which would lead them to develop incredibly sophisticated manufacturing and maintenance equipment. They managed to be mostly self-sustaining, but several setbacks in the mid 60s PA would force them to start interacting with the outside world. Being an isolated cult that barely knew anything of the outside world, they were completely inept at interpersonal communication, which led to them being extremely hesitant to overtly interact with people, but eventually they started to provide merchandise to the Black Market for badly needed food and supplies.
The Cult is said to still still exist, but have little control over the actual functioning of the company. Hal Lonovich was one of the first outsiders to be able to sustain a relationship with them, and convinced them that they should be more engaged with others. Currently, they are said to reside in the most protected levels of the New Cedarville Complex, and are the ones responsible for the research and engineering of the company’s designs. They deliberately remain isolated thanks to both their cultish mindset and being unbelievably bad at any and all forms of social interaction. As a benchmark, Sarah Seymour’s new background has her being born into the cult and is considered a relative social progeny, with her frosty personality being an act to keep her from constantly embarrassing herself. As a result, the cult was happy to hand over the actual operation of the business to literally anyone else, and in 107 PA Hal scouted out Argent Goodson and brought him onboard, which would eventually lead to where the company is today.
(Both Archie and Hegan try very, very hard to not think about just how much the cult actually sounds like them and their own neuroses. They most definitely don’t ponder about how much the android’s personalities are the result of them pouring their deepest feelings and emotions into crafting them. And above all else they do not reflect on how many of the strange habits are perfect reflections of their own.)
To help sell this story, there are real design offices in the New Chesterson facility, staffed by unaware androids with deliberately shoddy social skills. If an outsider was ever in a position to ask them, they would be able to explain seemingly every design choice that went into each of Titan’s products, and potentially go on for hours before it occurs to them that they’re not supposed to talk with strangers. Add in a few anti-psionic measures and the illusion is complete; and so far it has worked perfectly. The human Titan Robotics employees that have interacted with them firmly believe them to be geniuses that need to be kept hidden away in a safe space for their own good, and the espionage attempts that have been permitted to reach them and escape buy it hook, line, and sinker. Goodson makes a show of occasionally being at his wit’s end keeping them on track, and then there's the new ‘problem’ of their strange ‘initiation’.
‘If you want to get rich, start a religion’
Needless to say, both Hagan and Archie were surprised to find that their fake cult was starting to get actual converts. These prospective novices often have some form of extreme social impediment, making them quite willing to accept the ‘cult’s’ nominal tenants. After some brainstorming, the duo came up with an idea that would turn these would-be initiates into a useful part of the Titan Robotics masquerade. Drawing from the work done at Bedlam-2 and -3, they turn him into a neural upload that was malleable to Archie’s psionic influence. The body was easily handled thanks to the just finished Talos program Sytharoids, whose deployment had been delayed with the outbreak of the SCW. Once they started working, things came together with rapid speed, with synergies not thought of before becoming blindly obvious, the pair truly struck by Inspiration.
Their first test subject would be an elderly Operator by the name of Jordan Vintle, who was of declining health and was widely expected to pass away soon. Additionally, Jordan was an adamant believer of the fake cult’s stated tenants and was thought to be highly susceptible to psionic influences, meaning that he would be easily persuaded into going along with the ‘potentially lethal’ process. Thus, in May of 198 PA, ‘Hal Lonovinch’ approached Jordan in a quiet corner of the staff lounge and raised the subject of ‘initiation’ with him (with several ‘witnesses’ ‘conveniently’ present to testimony should questions later be asked). ‘Hal’ would calmly explain that the Cult had never done this with an outsider or with someone who could be considered ‘an adult’, meaning that there was a very high chance of death or ‘worse’, but they were willing to let Jordan try thanks to his dedication and poor long term prospects. Jordan would immediately agree with great enthusiasm, and so the pair descended to one of the complex’s unmarked sublevels and several minutes later Hagan threw the switch.
Compared to the deeply flawed and incomplete results from Bedlam-3, Jordan would be a near miraculous success, having negligible memory loss and no unintended mental derangement. Additionally, the imprinting process would turn him into a religious fanatic, hearing the whispers of ‘the divine machine’ (ie Archie) and treating them as divine revelations. With some tentative efforts, Archie was able to make Vintle draft technical devices of complexity quite close to what he would do himself, although slightly different in ways that would never have occurred the the Pre-Rifts intelligence. After additional testing and some memory scrambling, Vintle was reintroduced to some of his coworkers, promptly raised concerns with new behavior, was ‘promoted’ to the ‘Design Team’ by Goodman, and the collective pained nods from those that had interacted with the cult before proved that the deception had worked. Once situated into his new home, Jordan would immediately blend in with the socially maladjusted androids, behaving every bit as neurotic as his peers were programmed to be. In the years since he has been joined by 4 other converts of extremely similar backgrounds, although there was also an unfortunate failure.
Considering the fiascos of the EShemar, the Lost Eclipse, and the Blacksteel Outbreak, Hagan and Archie were quite suspicious that things had turned out so well, resulting in a paranoia cycle where they were convinced that it wasn’t entirely their work and that there was a key flaw somewhere that could bring it all down. While they haven’t been able to resolve the first concern, they have become reasonably certain that the reason for the improved success of the upload is due to the subject's mindset and desire to believe in something other than themselves. Ultimately, this results in their selection criteria lining with what experts consider to be ‘cultist bait’, although the end result is still far more merciful than those that seek the attention of Hades or Dyval. The pair would be pleased to discover that they are essentially correct, with the willingness of the subject’s P.P.E pattern being the key factor in its success, which also explains the many failures of the Bedlam project.
They would be the opposite of pleased that their other concern was also correct, resulting in a terrifying conversation when it finally came time to leave Allegheny.
Ending Fiction: You Can’t Go Home Again
(18:15 PM, October 9th, 109 PA. Allegheny Mountain Facility, System Nexus and Monitoring Room)
With one last sip, Hagan finished his extremely expensive drink, and put the glass down on the conference table next to him. This was it, he thought, the last step to moving west. The last step before leaving all of this behind. Before Archie leaves it behind. He sighed, stepping up to the nearest terminal, turning it on for the first time in almost 3 centuries. It took less than a second to boot, resolving into a login screen with a flashing mike. He took a second to steady himself.
“Hagan Lonovich, Facility Director.” He calmly stated, and entered a long code sequence that he had memorized. He could have written it down on a piece of paper, but this was important. This was for Archie. It was the least he could do for his friend. With one final press of a button the system accepted his credentials and displayed an options menu. He worked through the list until he found what he was here for. Omnibus Cortrex Access. Pausing for a second he spoke aloud to his friend.
“Archie. I’m not going to ask if you're ready for this, because nobody ever is. We’ve talked about this. Prepared for this. Practiced this. But…” He trailed off before continuing. “This is it. The last farewell to our old home. What’s done is done, and there is nothing left for us here. It's time.”
His friend responded, coming from everywhere as always, “Thank you Hagan. I’m not ready, but we can wait no longer. It is time.”
Hagan nodded, and pressed the touch screen. Without a sound, a panel on the nearest flipped up and revealed a slot. He walked to it, noting that it was smaller than he thought it would be, but the Golden Age was just full of surprises. There were a pair of handles attached to his friend’s housing. There were words inscribed between them. When Hagan first wandered into this complex, he was illiterate, but now he could understand the words.
Artificial Robot Cerebellum Housing Intellect Experiment-#3.
A.R.C.H.I.E-3
Archie.
Even the Golden Age loved painful backronyms. He’d laugh if this wasn’t so serious. It would be cruel to make fun of his friend's name. It still hurts a bit to remember being teased about his growing up.
He kneeled down and gripped hand handles. He stated to his seemingly ever present friend, “On a count of three.”
“One”
“Two”
“Three”
He jerked the housing sharply out, finding it lighter than he expected. . He gently cradled it, reaching out with his telemechanics power.
‘You alright buddy?’ He asked, feeling his friend's distress.
Archie replied with what felt like whimpering, ‘I’m paralyzed. I can’t feel my body Hagan. I’m helpless.’
‘I’m here buddy. I’m right here.’ Hagan sent back, standing up while holding the casing close to his chest. The normal lights had gone out as expected, replaced by the emergency strips. The entire complex would be like this.
‘Can you feel any of the robots? You can focus on them.’ He proposed, hoping to take his friend’s mind away from the subject.
His friend hesitated for a second before answering, ‘I can Hagan. Can feel every remaining robot within 10 miles. I didn’t know I could do that.’ He sounded surprised. It was always nice when Archie found something nice about himself.
‘Hagan,’ His friend now sounded panicked. ‘I can’t feel the robots in this room.’
“I suppose that means that I should introduce myself to you two then”, a voice said, coming from the opposite side of the room.
‘Of course. Of course something would show up now. They must have been waiting for this.’ Hagan thought, feeling Archie’s panicked agreement. It had been that kind of year hadn’t it. The world just decided to keep **** on them, one after another. Composing himself, he turned to the mystery intruder, who had to have been some sort of mythic monster out of legends.
He still felt surprised when laid his eyes on the intruder and he abruptly realized that it was true. It was Myth. An Old Myth. Older than Myths. A God. A God of Gods. Creator and Destroyer of Worlds. True Power. Power Incarnate.
And from his heart, he knew that there was only one word that could describe the existence before him. It was mentioned in some of the texts the GNE gave to its apprentice wizards, one of the words of power that were used in magic circles.
“Xy”, he whispered, the Great Old One.
“I have been called that, yes.” The indescribable being replied. “Although I like to think that I’ve put all of those bad habits behind me. I go by a different name now, but you can call me Xy if you wish.”
His friend, still stunned, thought to the being ‘Why. Why are you here? Why now?’ It was strange that he wasn’t panicking. Were things so insane that it didn’t register? It felt like that.
Xy slowly walked up to them. “Well, among other things, I believe that I owe you two a fair few explanations. You’ve been involved in some rather important events, and you deserve to know just why they were always going to happen the way they did. But first I need to explain a number of Megaversal mechanics so that you can actually understand things.”
----------
(2 Hours Later. Subterranean Bois Blanc Terminus, Network Nexus)
In a dull flash, Hagan appeared, holding Archie’s case. He stood there for a second and blinked. He slowly looked around, and abruptly realized where he was. With a jolt he rushed over to the central island, climbing up onto it and popping open a panel. A pillar made of solid armor then extended upwards, revealing a cavity that he slit Archie’s housing into. The interface array immediately started retracting, and he collapsed onto his back.
The various lights and screens all around the room started turning on, going through boot sequences and connecting with the greater network. Archie was slipping into his new body.
He kept lying there on the island, spread out and staring into space. Neither him nor his friend said anything for a good few minutes, absorbing what had just happened.
Finally, his friend decided to say something. “You know Hagan, now that I really think about it, I think we can settle with just having fun pulling strings. What do you think?”
Hagan thought for a few seconds before answering. “I can live with that buddy, I can live with that.”
------
(AN: Hagan and Archie are going to spend a good long time rethinking their lives. Not going to stop trying to be shadow kings though.)
Last edited by Omegasgundam on Wed Aug 21, 2024 2:19 am, edited 2 times in total.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
...and hardcopied to be put in my late night reading folder.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
I'll be pondering the rest of Titan Robotics, its products, and character for a while. Expect something this year.
Re: Shemarrian-related fan creations
Sorry I haven't posted anything in awhile. I've been doing 10 to 15 hour days at work since mid march, so most of my non work time lately has been trying to sleep, or just doing other stuff I need to.
I've got ideas in the works, some stuff that's been in development hell for a long time, stuff for Clan Varulyca in particular.. A few were-based frames that are just in complete, a frame that can take on characteristics of nearby warmounts (SOOOOO stuck on this one), and a Druid/spellcaster type that can cast actual spells, but also "spells" that enhance warmounts and e-nimals.. I think via hijacking their repair system and reprogramming it to create enhancements that are temporary, while eating up repair stock, overclocking processors/hydraulics etc, removing limiters to prevent damage normally.
so basic strength enhancement "spell" would cause the hydraulics and such to over pressure, or the like to give a good boost for a short while, but will be weakened for a time afterwards.
Or could enhance melee attacks like claws by causing the nanites to build up the claws to make them bigger. lasts for awhile before breaking down.
I've got a Clan Vespa exo-warmount that on its own functions as a resource gatherer, but once an eShemarrian joins with it, OOOH boy will anyone who dismissed these scrap grazers be in for a surprise.
I've also been using taalismn's Mekromancy charts to play around with ideas. The Mangor are actually created using the Mekromancy rolls.
I'm also open to making something from some prompts/ideas/suggestions while I try and figure out the ones I'm stuck on.
I've got ideas in the works, some stuff that's been in development hell for a long time, stuff for Clan Varulyca in particular.. A few were-based frames that are just in complete, a frame that can take on characteristics of nearby warmounts (SOOOOO stuck on this one), and a Druid/spellcaster type that can cast actual spells, but also "spells" that enhance warmounts and e-nimals.. I think via hijacking their repair system and reprogramming it to create enhancements that are temporary, while eating up repair stock, overclocking processors/hydraulics etc, removing limiters to prevent damage normally.
so basic strength enhancement "spell" would cause the hydraulics and such to over pressure, or the like to give a good boost for a short while, but will be weakened for a time afterwards.
Or could enhance melee attacks like claws by causing the nanites to build up the claws to make them bigger. lasts for awhile before breaking down.
I've got a Clan Vespa exo-warmount that on its own functions as a resource gatherer, but once an eShemarrian joins with it, OOOH boy will anyone who dismissed these scrap grazers be in for a surprise.
I've also been using taalismn's Mekromancy charts to play around with ideas. The Mangor are actually created using the Mekromancy rolls.
I'm also open to making something from some prompts/ideas/suggestions while I try and figure out the ones I'm stuck on.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
(Haven't forgotten the ladies; just a lot of other projects. Here's an old one, finally finished up)
Shemarrian VRRDS System---NeShemar Proxy System
(aka ‘WarPoppets’, ‘Witch Wires’)
The alert comes as the two young women are between their regular maintenance duty shifts. It is an all-mobilization warning. All personnel are to report to their assigned stations. Theirs is an armored bunker deep under the planet’s icy crust.
They are already shedding their robes as they enter the small defense station. An attending Acolite quickly takes them in hand, ushering them to adjacent open VR pods and overseeing them as they slide into the awaiting somatic restraint couches. Automatic systems, already activated by the alert, begin attaching telemetry leads, biomonitors, and servicing tubing to the couches’ occupants.
The two friends smile at each other, then lay back as their respective pods close over them and seal them into their own dimly-lit cocoons. There is a resonating click that is felt, rather than heard, as a hard connection is made with the cyberports in the back of each girl’s neck and the world as they know it flickers for a moment.
Suddenly they are elsewhere. Now they float, limbs unfolding like butterflies emerging from chrysalis, fully armored and armed, above the rings of a great gas giant. Nearby, other similar nuclear satellites float in rough formation.
‘Above’ them a cluster of particularly bright stars glitters with malign intent. The VR-whisper paints them as an onrushing Splugorth flotilla, intent on plundering the blue-green colony world hovering over the gas giant’s rings.
Raising their weapons to each other in salute, the two friends turn to join their sisters and brothers in facing the oncoming foe.
During the recent expeditions into Rifts Earth’s own orbital backyard, while the Skullcrushers cheerfully plundered the CAN Republic’s arsenal for weaponry designs, the Wayfinders focused instead on reverse-engineering the Republic’s Virtual Reality Robot Defense System, seeing in it the potential for an even more potent system. The VRRDS was seen as a safe way for Wayfinders, especially those NeShemar who still had organic parts, to safely participate in the most dangerous missions without risking valuable lives.
Wayfinder TechnoWizards and Psi-Mechanics focused on the command-control linkages, recognizing their vulnerability to jamming. Instead, they devised an advanced long range psionic linkage system that could not be so easily damaged. Using psylite crystal resonators and cloned neural tissue, the Wayfinder engineers were able to establish a nearly unbreakable command linkage with substantially greater range.
The system is not without its shortcomings, however. The psylite crystal systems are expensive(though the piloting end uses the bulk of the crystal material required to maintain the link). Another shortcoming is psionic feedback; as the robot at the far end of the link took damage, the pilot, though safe at home, would experience sympathetic pain and discomfort. In early trials, inexperienced pilots could even be knocked unconscious or even killed if their attuned robot was severely damaged or suddenly destroyed. Later versions integrated safeguards to protect the health of the VRRD pilot, and a seizing pilot is immediately sedated, cut from the psi-circuit, and administered buffering agents.
The initial Shemarrian VRRDS was virtually identical to the CAN Republic’s, with regard to the robotic hardware involved; the EShe-VRRDS-01 ‘Iron Maiden’* was effectively a direct copy of the VRRDS-10 Samurai, with a few cosmetic changes. Later models, however, would expand the robot drones’ capabilities and allow for greater customization of the ‘bots.
The current model, the -03, resembles an attenuated winged warrior maiden, with improved armor, a contragravity propulsion system, and a wider range of weaponry.
Though developed by and for the Wayfinders, the Iron Maiden features a number of configuration options that suggest the Wayfinders plan on offering the system to the other Tribes. Only time will tell if the Shemarrian VRRDS spreads to usage with the other members of the Shemarrian Star Nation. The Sapphire Cobras, Clan Armorand and Clan Megalith have apparently already evinced interest in the system, or anything similar, as a means of defending their species’ redoubts.
Though Iron Maidens have basic combat AIs that allow them to fight if cut off from direct command by their ‘puppeteer’, or in an emergency where the remote pilot isn’t available, the ‘bots are rarely ever Awakened, and are considered ultimately expendable. That having been said, however, there are rare cases where a linked pilot has been killed, and their consciousness has survived, apparently ‘lifeboated’ in the moment of death into the avatar body. Such fortunates are accorded the ‘Lady Phoenix’ title for their survival.
*The ‘Iron Maiden’ nickname, applied originally to the cosmetically-altered Samuri copies, has since been applied to the system as a whole, in part due to the full-enclosure piloting pods used by the VRRDS pilots.
Range:
The current command-control link uses a Psionic Link that provides unjammable communications over 10 AU(that’s 930 million miles, or roughly 10 times the distance between the Earth and the Sun!) without any degradation of signal. That allows the control centers to be quite far from the battlefront.
The Wayfinders have been exploring the idea of quantum entanglement to allow instantaneous linkage across unlimited distances.
Penalties:
-Feedback Shock----Sympathetic shock does virtual damage to the pilot’s Hit Points; for every 20 MDC that the ‘bot takes, the linked pilot takes 1 HP in virtual damage.
If the pilot’s Hit Points reach 0 or lower, the pilot must make a save versus Psionic Attack. On a successful save, the pilot is only stunned, and drops out of circuit for 1d4 melees. On a failed roll, the pilot is rendered unconscious for 1d6 minutes. Upon recovery, in either case, the pilot’s Hit Points can be considered to be restored, and they can switch over to another psi-VRRDS-equiped ‘mech, though they will be -1 to initiative, strike, dodge, and parry for about 2d6 melees before they adjust to piloting the new machine.
Type: Shemar VRRDS-02 Iron Maiden
Class: Combat Robot/Drone
Crew: Psi-Linked Robot Drone
M.D.C. By Location:
Hands(2) 50 each
Forearms(2) 160 each
Upper Arms(2) 140 each
Shoulder Plates(2) 220 each
Legs(2) 280 each
Armored Skirt 150
Rear Jets 120
Wings(2) 100 each
Head 100
Main Body 400
Height: 20 feet
Width: 8 feet
Length: 7 feet
Weight: 22 tons fully loaded.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 50
Cargo: None; only what can be carried in the arms or clamped to the body
Speed:
Running: 120 MPH
Jumping: 20 ft up/across standing jump, +12 ft with a running start, 70 ft up/across with jet assist. Double distance in lunar microgravity
Flying: Hover to 450 MPH. Thanks to the contragravity system, there is no altitude limit.
Space: Mach 8
Underwater: CAN operate underwater, but moves at a relatively slow 10 MPH running along the bottom, or 50 MPH swimming/under thrust. Maximum depth of 1.2 miles.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
1) Eye Lasers(2)---Carried over from the original design.
Range: 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, ft in space)
Damage: 3d6 MD single shot, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Forearm Weapons(2)---A light weapon can be attached to the forearm; just point and shoot.
a) Pulse Laser
Range: 4,000 feet/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Ion Blaster---It also has an EMP ‘tazer’ side effect.
Range: 4,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
(Spray Bolt)1,500 in atmosphere/ 4,500 ft in space and affects a 15 ft wide area
(Kitsune Values: 1,500 ft in atmosphere, 30 miles in space)
Damage: 1d6x10 MD per blast
(Spray Bolt) 4d6 MD to a 15 ft wide area
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
c) Plasma Projector
Range: 2,500 ft in atmosphere/ 7,500 ft in space
(Kitsune Values: 2,500 ft in atmosphere, 50 miles in space)
(Spray Bolt) 2,000 ft in atmosphere/ 6,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, 40 miles in space)
(Plasma Bolt) 3,000 ft in atmosphere/ 9,000 ft in space
(Kitsune Values: 3,000 ft in atmosphere, 60 miles in space)
Damage: 2d6x10 MD per blast
(Spray Bolt) 1d4x10 MD to a 40 ft wide area.
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
Rate of Fire: ECHH
(Plasma Bolt) Once per melee
Payload: Effectively Unlimited
d) Particle Beam Blaster
Range: 4,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
e) Heavy Machine Gun---The old reliable ‘Fifty’. However, the relatively slow speed of the projectiles makes long range fire in space inaccurate.
Range: 6,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 6,000 ft in atmosphere, 100 miles in space)
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(High Explosive-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
f) Gravity Autocannon
Range: 4,000 ft in atmosphere/ 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum
g) Mini-Missile Launcher----6 shot tube cluster
h) Short Range Missile Launcher---1
i) Grenade Launcher
Range:7,000 ft in atmosphere/ 14,000 ft in space
(Kitsune Values: 7,000 ft in atmosphere, 140 miles in space)
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 500 rd magazine
j) Plasma Blade----A modified version of a Kittani hand weapon. The blade can be engerized with a plasma field, and it can also fire short-ranged plasma bolts.
Range:(Blade) Melee
(Plasma Blast) 200 ft in atmosphere/ 600 ft in space
(Kitsune Values: 200 ft in atmosphere, 4 miles in space)
Damage:(Blade) +1d4 MD unenergized, 1d4x10 MD energized.
(Plasma Blast) 1d4x10 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Wing-Mounted Hardpoints---The wings carry mounting points for expendable missile ordnance
a) Mini-Missiles---24 per wing
b) Short Range Missiles---12 per wing
c) Medium Range Missiles---4 per wing
d) Long Range Missiles---1 per wing
e) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
f) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher
g) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys per launcher
4) Handheld Weapons---The Iron Maiden can hold and use mecha-scale weapons in its arms and hands. Typically, an Iron Maiden is issued a gunpod and a vibrosword that can be carried clamped to the robot when not in use. The following is a range of some of the possible(and more commonly carried) weapons options:
a) Giant VibroSword---- Unchanged from the original; 1d6x10 MD
b) Giant Battle Axe---Knockoff of a Kreeghor ‘bot weapon. 2d4x10 MD energized, 4d6 MD unenergized.
c) Giant Mace---Heavy blunt wrecking-ball weapon---Triax knockoff. Does 3d6 MD+ punch damage on a blunt strike, 4d6 MD when energized.
d) Plasma Scythe---Taken from the Naruni NE-R2000 Reaper Assault Robot(200 MDC, 3d6 MD solid spike, 5d6 MD energy blade, 4d6 MD energy bolt w/ 1,200 ft range).
e) Combat Shield---Modeled on Kittani and Triax designs. Shield has 160 MDC and can be fitted with the capability of firing up to 30 mini-missiles OR 3 short range missiles OR 2 medium range missiles OR 1 heavy missile(long range missile warhead with a 2 mile range).
f) Nar-Axe---Giant energy axe from the Naruni Death-Knight Assault Robot(160 MDC, 2d6 MD unenergized strike, 2d6x10 MD energized).
g) Electro-Whip---This is an enormous bullwhip of braided superconductive cabling which can be used to deliver a massive charge, capable of stunning megadamage creatures and shorting out uninsulated/unprotected electrical gear. The Electro-Whip is powered by a battery capacitator that recharges off the 'bot's own powerplant. Requires WP Whip or WP Chain to use.
Range: 30 ft melee
Damage: 1d4 MD unpowered slash, 6d6 MD powered strike Also a powered strike acts much akin to the Triax TX-275 Arc Charge Blaster in its effects on monsters and vehicles:
MDC/living beings suffer a loss of one attack per melee and all initiative for that melee.
Vehicles, power armor, and robots roll on the following(from Rifts: Triax and the NGR)
01-15 No effect!
16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds
31-45 All weapons systems go offline. One comes back after 1d4 melee rounds, and minor electrical fires break out.
46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM.
91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works!
Rate of Fire: EPCHH
Payload: 30 power-strikes; before requiring 10 minutes to recharge per strike.
h) WireDart Launcher--- The WireDart is a handheld panzerfaust-style weapon that fires off a reusable rocket head pulling a coil of tough, braided, mega-damage cable behind it. The heavy armored dart can be used to strike the target directly, or to tangle a target in the cable. Furthermore, braided in among the megadamage cables are several cables of heavy-capacity superconductor attached to a heavy-load battery in the hilt of the weapon. The cables can deliver a searing electrical shock that can overload the electrical systems of mechanical opponents and stun organic ones. Another nasty tactic that that some Iron Maiden pilots have become fond of using is to tangle a vehicle or monster about the wheels or legs, pull them over, than fly off, dragging their hapless victim behind them across the ground and through obstacles.
Note: WP Whip/Chain is advised for full bonuses in using this weapon.
Range: 500 ft
Damage: 3d6 MD for a direct hit with the spear head. 2d4 for a lash with the wire. 6d6 MD powered strike Also a powered strike acts much akin to the Triax TX-275 Arc Charge Blaster in its effects on monsters and vehicles:
MDC/living beings suffer a loss of one attack per melee and all initiative for that melee.
Vehicles, power armor, and robots roll on the following(from Rifts: Triax and the NGR)
01-15 No effect!
16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds
31-45 All weapons systems go offline. One comes back after 1d4 melee rounds, and minor electrical fires break out.
46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM.
91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works!
(Dragging Attack). This is a called shot to entangle an opponent and then pull them over. A target so seized takes 1d4x10 MD per melee of being dragged across rough terrain(or 1d4 MD per melee if pulled across flat, level, cleared, ground), is -5 to strike, has no initiative
Rate of Fire: Once per melee
Payload: The warhead can be fired and retrieved up to ten times before the rockets need refueling/replacing. The hilt-battery is good for ten charges as well.
i) ES-SC-VH-01 VibroHammer---A giant vibromace/hammer with rocket thruster augmentation to increase the velocity of impact. It takes extra skill to swing the giant 4 ton sledge, but it’s a favorite with SkullCrushers who like the sheer simple brute force of the ‘Cracker’.
Weight: 4 tons
MDC: 320
Range: Melee
Damage: 5d6 MD unpowered strike, + P.S. damage, or 4d4x10 MD powered strike(-1 to strike due to the added momentum from the thrusters fighting control).
j) Pulse Laser Cannon---Identical to the V-10 issued to the Samuri, only stylized to Shemarrian aesthetic, and can mount a vibrobayonet under the muzzle.
Range: 6,000 ft in atmosphere, 18,000 ft in space
(Kitsune Values: 6,000 ft in atmosphere, 100 miles in space)
Damage: 4d6 MD single shot, 1d6x10+20 MD triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 200 shot battery.
k) Plasma Rifle
Range: 4,000 ft, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EPCHH
Payload: Effectively Unlimited. Has a backup 180 shot battery.
Deuterium Gas Reservoir has enough gas under pressure for 50 shots.
l) Ion Cannon
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.
m) Particle Beam Cannon
Range: 4,500 ft in atmosphere, 9,000 ft in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 150 shot battery.
n) Disruptor Cannon-Rifle---The Golgans would NOT be happy that the Eshemar have already reverse-engineered the workings of their disruptor weaponry.
Range: 4,500 ft in atmosphere, 9,000 ft in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 1d4x10 MD per blast, plus does 25% damage to everything in a 6 ft radius of the point of impact.
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 160 shot battery.
Programming/Skills:(Default Drone)
Navigation: (ALW) 90%
Navigation: (Space) 90%
Movement: Zero Gravity
Combat: Zero Gravity
Read Sensory Instruments 98%
Pilot: Jet Pack 98%
Climbing 98%
Swimming 98%
Basic Math 98%
Radio: Basic 98%
Hand to Hand: Expert(8th level)
W.P. Shield(+3 parry, +2 strike)
W.P. Pole-arm(+3 strike/parry, +4 damage, +2 throw)
W.P. Blunt(+3 strike/parry)
W.P. Sword(+3 strike/parry, +2 throw)
W.P. Spear(+3 strike/parry, +4 damage, +2 throw)
W.P. Whip(+3 strike/disarm/entangle, +3 damage)
W.P. Paired Weapons
W.P. Heavy
W.P. Heavy Energy
Language: Can understand 22 different languages
(Default Drone)
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the (Ne)Shemar’s elective training
Initiative +2
Dodge +3, +4 flying
Parry +3
Strike +2 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +, +5 flying
Pull Punch +2
Disarm +2
Critical Strike on a Natural 18-20
(Ne/Shemar Pilot Training)
Actions/Attacks Per Melee: +1 APM, +1 at levels 3, 6.9 and 12, on top of the pilot’s existing HTH attacks.
Note: Bonuses are in addition to those possible from the (Ne)Shemar’s elective training and HTH combat style.
Initiative +2
Dodge +2, +5 flying
Parry +3
Strike +2 (+3 w/ ranged weaponry)
Roll +4, +6 flying
Pull Punch +3
Disarm +2
Critical Strike same as the pilot’s
Options:
*Propulsion Booster Packs----Attached to the back and legs, adding +100 MDC to the main body and +80 to each leg, these boost the flying speed to Mach 10 in space, but reduce running speed by 25%.
*Backbanner Munitions Pod---Adds a third wing or backbanner which can hold an additional 24 mini-missiles, 12 short-range missiles, or 4 medium-range missiles.
*Laser Reflective Armor---Lasers do HALF damage.
*’Snake Scale’ Ablative Armor----Any harm actually done to the main hull armor ablates the armor into a cloud of microfragments and platelets that continue to protect the ‘bot. Unless the ‘bot is moving in an atmosphere or undertakes evasive maneuvering, the ablated armor ‘halo’ will reduce subsequent laser strikes by 1/3 and radar- and laser-guided weaponry will be -2 to strike, for the 1d4 melees before the cloud disperses(although other hull strikes in the interim may extend this time period).
*Self-Destruct System----Completely obliterates the ‘bot and does 1d6x100 MD to a 200 ft radius(yes, the Wayfinders are serious about keeping their secrets). A special psi-circuit cuts the operator out of the connection just before the self-destruct goes off.
*Sensor Jammers---Because the psi-comm system negates most of the hazard of jamming one’s own communications, the Iron Maidens can carry quite powerful jamming systems; 75 mile range in atmosphere, 7, 500 mile range in space. Jams communications , radars and radar targeting systems with 80% effectiveness, and sensor-guided weapons are -6 to strike.
Shemarrian VRRDS System---NeShemar Proxy System
(aka ‘WarPoppets’, ‘Witch Wires’)
The alert comes as the two young women are between their regular maintenance duty shifts. It is an all-mobilization warning. All personnel are to report to their assigned stations. Theirs is an armored bunker deep under the planet’s icy crust.
They are already shedding their robes as they enter the small defense station. An attending Acolite quickly takes them in hand, ushering them to adjacent open VR pods and overseeing them as they slide into the awaiting somatic restraint couches. Automatic systems, already activated by the alert, begin attaching telemetry leads, biomonitors, and servicing tubing to the couches’ occupants.
The two friends smile at each other, then lay back as their respective pods close over them and seal them into their own dimly-lit cocoons. There is a resonating click that is felt, rather than heard, as a hard connection is made with the cyberports in the back of each girl’s neck and the world as they know it flickers for a moment.
Suddenly they are elsewhere. Now they float, limbs unfolding like butterflies emerging from chrysalis, fully armored and armed, above the rings of a great gas giant. Nearby, other similar nuclear satellites float in rough formation.
‘Above’ them a cluster of particularly bright stars glitters with malign intent. The VR-whisper paints them as an onrushing Splugorth flotilla, intent on plundering the blue-green colony world hovering over the gas giant’s rings.
Raising their weapons to each other in salute, the two friends turn to join their sisters and brothers in facing the oncoming foe.
During the recent expeditions into Rifts Earth’s own orbital backyard, while the Skullcrushers cheerfully plundered the CAN Republic’s arsenal for weaponry designs, the Wayfinders focused instead on reverse-engineering the Republic’s Virtual Reality Robot Defense System, seeing in it the potential for an even more potent system. The VRRDS was seen as a safe way for Wayfinders, especially those NeShemar who still had organic parts, to safely participate in the most dangerous missions without risking valuable lives.
Wayfinder TechnoWizards and Psi-Mechanics focused on the command-control linkages, recognizing their vulnerability to jamming. Instead, they devised an advanced long range psionic linkage system that could not be so easily damaged. Using psylite crystal resonators and cloned neural tissue, the Wayfinder engineers were able to establish a nearly unbreakable command linkage with substantially greater range.
The system is not without its shortcomings, however. The psylite crystal systems are expensive(though the piloting end uses the bulk of the crystal material required to maintain the link). Another shortcoming is psionic feedback; as the robot at the far end of the link took damage, the pilot, though safe at home, would experience sympathetic pain and discomfort. In early trials, inexperienced pilots could even be knocked unconscious or even killed if their attuned robot was severely damaged or suddenly destroyed. Later versions integrated safeguards to protect the health of the VRRD pilot, and a seizing pilot is immediately sedated, cut from the psi-circuit, and administered buffering agents.
The initial Shemarrian VRRDS was virtually identical to the CAN Republic’s, with regard to the robotic hardware involved; the EShe-VRRDS-01 ‘Iron Maiden’* was effectively a direct copy of the VRRDS-10 Samurai, with a few cosmetic changes. Later models, however, would expand the robot drones’ capabilities and allow for greater customization of the ‘bots.
The current model, the -03, resembles an attenuated winged warrior maiden, with improved armor, a contragravity propulsion system, and a wider range of weaponry.
Though developed by and for the Wayfinders, the Iron Maiden features a number of configuration options that suggest the Wayfinders plan on offering the system to the other Tribes. Only time will tell if the Shemarrian VRRDS spreads to usage with the other members of the Shemarrian Star Nation. The Sapphire Cobras, Clan Armorand and Clan Megalith have apparently already evinced interest in the system, or anything similar, as a means of defending their species’ redoubts.
Though Iron Maidens have basic combat AIs that allow them to fight if cut off from direct command by their ‘puppeteer’, or in an emergency where the remote pilot isn’t available, the ‘bots are rarely ever Awakened, and are considered ultimately expendable. That having been said, however, there are rare cases where a linked pilot has been killed, and their consciousness has survived, apparently ‘lifeboated’ in the moment of death into the avatar body. Such fortunates are accorded the ‘Lady Phoenix’ title for their survival.
*The ‘Iron Maiden’ nickname, applied originally to the cosmetically-altered Samuri copies, has since been applied to the system as a whole, in part due to the full-enclosure piloting pods used by the VRRDS pilots.
Range:
The current command-control link uses a Psionic Link that provides unjammable communications over 10 AU(that’s 930 million miles, or roughly 10 times the distance between the Earth and the Sun!) without any degradation of signal. That allows the control centers to be quite far from the battlefront.
The Wayfinders have been exploring the idea of quantum entanglement to allow instantaneous linkage across unlimited distances.
Penalties:
-Feedback Shock----Sympathetic shock does virtual damage to the pilot’s Hit Points; for every 20 MDC that the ‘bot takes, the linked pilot takes 1 HP in virtual damage.
If the pilot’s Hit Points reach 0 or lower, the pilot must make a save versus Psionic Attack. On a successful save, the pilot is only stunned, and drops out of circuit for 1d4 melees. On a failed roll, the pilot is rendered unconscious for 1d6 minutes. Upon recovery, in either case, the pilot’s Hit Points can be considered to be restored, and they can switch over to another psi-VRRDS-equiped ‘mech, though they will be -1 to initiative, strike, dodge, and parry for about 2d6 melees before they adjust to piloting the new machine.
Type: Shemar VRRDS-02 Iron Maiden
Class: Combat Robot/Drone
Crew: Psi-Linked Robot Drone
M.D.C. By Location:
Hands(2) 50 each
Forearms(2) 160 each
Upper Arms(2) 140 each
Shoulder Plates(2) 220 each
Legs(2) 280 each
Armored Skirt 150
Rear Jets 120
Wings(2) 100 each
Head 100
Main Body 400
Height: 20 feet
Width: 8 feet
Length: 7 feet
Weight: 22 tons fully loaded.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 50
Cargo: None; only what can be carried in the arms or clamped to the body
Speed:
Running: 120 MPH
Jumping: 20 ft up/across standing jump, +12 ft with a running start, 70 ft up/across with jet assist. Double distance in lunar microgravity
Flying: Hover to 450 MPH. Thanks to the contragravity system, there is no altitude limit.
Space: Mach 8
Underwater: CAN operate underwater, but moves at a relatively slow 10 MPH running along the bottom, or 50 MPH swimming/under thrust. Maximum depth of 1.2 miles.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material.
Weapons Systems:
1) Eye Lasers(2)---Carried over from the original design.
Range: 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, ft in space)
Damage: 3d6 MD single shot, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Forearm Weapons(2)---A light weapon can be attached to the forearm; just point and shoot.
a) Pulse Laser
Range: 4,000 feet/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Ion Blaster---It also has an EMP ‘tazer’ side effect.
Range: 4,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
(Spray Bolt)1,500 in atmosphere/ 4,500 ft in space and affects a 15 ft wide area
(Kitsune Values: 1,500 ft in atmosphere, 30 miles in space)
Damage: 1d6x10 MD per blast
(Spray Bolt) 4d6 MD to a 15 ft wide area
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire: EGCHH
Payload: Effectively Unlimited
c) Plasma Projector
Range: 2,500 ft in atmosphere/ 7,500 ft in space
(Kitsune Values: 2,500 ft in atmosphere, 50 miles in space)
(Spray Bolt) 2,000 ft in atmosphere/ 6,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, 40 miles in space)
(Plasma Bolt) 3,000 ft in atmosphere/ 9,000 ft in space
(Kitsune Values: 3,000 ft in atmosphere, 60 miles in space)
Damage: 2d6x10 MD per blast
(Spray Bolt) 1d4x10 MD to a 40 ft wide area.
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
Rate of Fire: ECHH
(Plasma Bolt) Once per melee
Payload: Effectively Unlimited
d) Particle Beam Blaster
Range: 4,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
e) Heavy Machine Gun---The old reliable ‘Fifty’. However, the relatively slow speed of the projectiles makes long range fire in space inaccurate.
Range: 6,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 6,000 ft in atmosphere, 100 miles in space)
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(High Explosive-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
f) Gravity Autocannon
Range: 4,000 ft in atmosphere/ 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum
g) Mini-Missile Launcher----6 shot tube cluster
h) Short Range Missile Launcher---1
i) Grenade Launcher
Range:7,000 ft in atmosphere/ 14,000 ft in space
(Kitsune Values: 7,000 ft in atmosphere, 140 miles in space)
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 500 rd magazine
j) Plasma Blade----A modified version of a Kittani hand weapon. The blade can be engerized with a plasma field, and it can also fire short-ranged plasma bolts.
Range:(Blade) Melee
(Plasma Blast) 200 ft in atmosphere/ 600 ft in space
(Kitsune Values: 200 ft in atmosphere, 4 miles in space)
Damage:(Blade) +1d4 MD unenergized, 1d4x10 MD energized.
(Plasma Blast) 1d4x10 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Wing-Mounted Hardpoints---The wings carry mounting points for expendable missile ordnance
a) Mini-Missiles---24 per wing
b) Short Range Missiles---12 per wing
c) Medium Range Missiles---4 per wing
d) Long Range Missiles---1 per wing
e) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
f) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher
g) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys per launcher
4) Handheld Weapons---The Iron Maiden can hold and use mecha-scale weapons in its arms and hands. Typically, an Iron Maiden is issued a gunpod and a vibrosword that can be carried clamped to the robot when not in use. The following is a range of some of the possible(and more commonly carried) weapons options:
a) Giant VibroSword---- Unchanged from the original; 1d6x10 MD
b) Giant Battle Axe---Knockoff of a Kreeghor ‘bot weapon. 2d4x10 MD energized, 4d6 MD unenergized.
c) Giant Mace---Heavy blunt wrecking-ball weapon---Triax knockoff. Does 3d6 MD+ punch damage on a blunt strike, 4d6 MD when energized.
d) Plasma Scythe---Taken from the Naruni NE-R2000 Reaper Assault Robot(200 MDC, 3d6 MD solid spike, 5d6 MD energy blade, 4d6 MD energy bolt w/ 1,200 ft range).
e) Combat Shield---Modeled on Kittani and Triax designs. Shield has 160 MDC and can be fitted with the capability of firing up to 30 mini-missiles OR 3 short range missiles OR 2 medium range missiles OR 1 heavy missile(long range missile warhead with a 2 mile range).
f) Nar-Axe---Giant energy axe from the Naruni Death-Knight Assault Robot(160 MDC, 2d6 MD unenergized strike, 2d6x10 MD energized).
g) Electro-Whip---This is an enormous bullwhip of braided superconductive cabling which can be used to deliver a massive charge, capable of stunning megadamage creatures and shorting out uninsulated/unprotected electrical gear. The Electro-Whip is powered by a battery capacitator that recharges off the 'bot's own powerplant. Requires WP Whip or WP Chain to use.
Range: 30 ft melee
Damage: 1d4 MD unpowered slash, 6d6 MD powered strike Also a powered strike acts much akin to the Triax TX-275 Arc Charge Blaster in its effects on monsters and vehicles:
MDC/living beings suffer a loss of one attack per melee and all initiative for that melee.
Vehicles, power armor, and robots roll on the following(from Rifts: Triax and the NGR)
01-15 No effect!
16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds
31-45 All weapons systems go offline. One comes back after 1d4 melee rounds, and minor electrical fires break out.
46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM.
91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works!
Rate of Fire: EPCHH
Payload: 30 power-strikes; before requiring 10 minutes to recharge per strike.
h) WireDart Launcher--- The WireDart is a handheld panzerfaust-style weapon that fires off a reusable rocket head pulling a coil of tough, braided, mega-damage cable behind it. The heavy armored dart can be used to strike the target directly, or to tangle a target in the cable. Furthermore, braided in among the megadamage cables are several cables of heavy-capacity superconductor attached to a heavy-load battery in the hilt of the weapon. The cables can deliver a searing electrical shock that can overload the electrical systems of mechanical opponents and stun organic ones. Another nasty tactic that that some Iron Maiden pilots have become fond of using is to tangle a vehicle or monster about the wheels or legs, pull them over, than fly off, dragging their hapless victim behind them across the ground and through obstacles.
Note: WP Whip/Chain is advised for full bonuses in using this weapon.
Range: 500 ft
Damage: 3d6 MD for a direct hit with the spear head. 2d4 for a lash with the wire. 6d6 MD powered strike Also a powered strike acts much akin to the Triax TX-275 Arc Charge Blaster in its effects on monsters and vehicles:
MDC/living beings suffer a loss of one attack per melee and all initiative for that melee.
Vehicles, power armor, and robots roll on the following(from Rifts: Triax and the NGR)
01-15 No effect!
16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds
31-45 All weapons systems go offline. One comes back after 1d4 melee rounds, and minor electrical fires break out.
46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM.
91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works!
(Dragging Attack). This is a called shot to entangle an opponent and then pull them over. A target so seized takes 1d4x10 MD per melee of being dragged across rough terrain(or 1d4 MD per melee if pulled across flat, level, cleared, ground), is -5 to strike, has no initiative
Rate of Fire: Once per melee
Payload: The warhead can be fired and retrieved up to ten times before the rockets need refueling/replacing. The hilt-battery is good for ten charges as well.
i) ES-SC-VH-01 VibroHammer---A giant vibromace/hammer with rocket thruster augmentation to increase the velocity of impact. It takes extra skill to swing the giant 4 ton sledge, but it’s a favorite with SkullCrushers who like the sheer simple brute force of the ‘Cracker’.
Weight: 4 tons
MDC: 320
Range: Melee
Damage: 5d6 MD unpowered strike, + P.S. damage, or 4d4x10 MD powered strike(-1 to strike due to the added momentum from the thrusters fighting control).
j) Pulse Laser Cannon---Identical to the V-10 issued to the Samuri, only stylized to Shemarrian aesthetic, and can mount a vibrobayonet under the muzzle.
Range: 6,000 ft in atmosphere, 18,000 ft in space
(Kitsune Values: 6,000 ft in atmosphere, 100 miles in space)
Damage: 4d6 MD single shot, 1d6x10+20 MD triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 200 shot battery.
k) Plasma Rifle
Range: 4,000 ft, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
Rate of Fire: EPCHH
Payload: Effectively Unlimited. Has a backup 180 shot battery.
Deuterium Gas Reservoir has enough gas under pressure for 50 shots.
l) Ion Cannon
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.
m) Particle Beam Cannon
Range: 4,500 ft in atmosphere, 9,000 ft in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 150 shot battery.
n) Disruptor Cannon-Rifle---The Golgans would NOT be happy that the Eshemar have already reverse-engineered the workings of their disruptor weaponry.
Range: 4,500 ft in atmosphere, 9,000 ft in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 1d4x10 MD per blast, plus does 25% damage to everything in a 6 ft radius of the point of impact.
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 160 shot battery.
Programming/Skills:(Default Drone)
Navigation: (ALW) 90%
Navigation: (Space) 90%
Movement: Zero Gravity
Combat: Zero Gravity
Read Sensory Instruments 98%
Pilot: Jet Pack 98%
Climbing 98%
Swimming 98%
Basic Math 98%
Radio: Basic 98%
Hand to Hand: Expert(8th level)
W.P. Shield(+3 parry, +2 strike)
W.P. Pole-arm(+3 strike/parry, +4 damage, +2 throw)
W.P. Blunt(+3 strike/parry)
W.P. Sword(+3 strike/parry, +2 throw)
W.P. Spear(+3 strike/parry, +4 damage, +2 throw)
W.P. Whip(+3 strike/disarm/entangle, +3 damage)
W.P. Paired Weapons
W.P. Heavy
W.P. Heavy Energy
Language: Can understand 22 different languages
(Default Drone)
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the (Ne)Shemar’s elective training
Initiative +2
Dodge +3, +4 flying
Parry +3
Strike +2 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +, +5 flying
Pull Punch +2
Disarm +2
Critical Strike on a Natural 18-20
(Ne/Shemar Pilot Training)
Actions/Attacks Per Melee: +1 APM, +1 at levels 3, 6.9 and 12, on top of the pilot’s existing HTH attacks.
Note: Bonuses are in addition to those possible from the (Ne)Shemar’s elective training and HTH combat style.
Initiative +2
Dodge +2, +5 flying
Parry +3
Strike +2 (+3 w/ ranged weaponry)
Roll +4, +6 flying
Pull Punch +3
Disarm +2
Critical Strike same as the pilot’s
Options:
*Propulsion Booster Packs----Attached to the back and legs, adding +100 MDC to the main body and +80 to each leg, these boost the flying speed to Mach 10 in space, but reduce running speed by 25%.
*Backbanner Munitions Pod---Adds a third wing or backbanner which can hold an additional 24 mini-missiles, 12 short-range missiles, or 4 medium-range missiles.
*Laser Reflective Armor---Lasers do HALF damage.
*’Snake Scale’ Ablative Armor----Any harm actually done to the main hull armor ablates the armor into a cloud of microfragments and platelets that continue to protect the ‘bot. Unless the ‘bot is moving in an atmosphere or undertakes evasive maneuvering, the ablated armor ‘halo’ will reduce subsequent laser strikes by 1/3 and radar- and laser-guided weaponry will be -2 to strike, for the 1d4 melees before the cloud disperses(although other hull strikes in the interim may extend this time period).
*Self-Destruct System----Completely obliterates the ‘bot and does 1d6x100 MD to a 200 ft radius(yes, the Wayfinders are serious about keeping their secrets). A special psi-circuit cuts the operator out of the connection just before the self-destruct goes off.
*Sensor Jammers---Because the psi-comm system negates most of the hazard of jamming one’s own communications, the Iron Maidens can carry quite powerful jamming systems; 75 mile range in atmosphere, 7, 500 mile range in space. Jams communications , radars and radar targeting systems with 80% effectiveness, and sensor-guided weapons are -6 to strike.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
Angrage Gilloc
"What do you mean there's more types of Gilloc?!?"
"The Angrage, we believe, are a regional subspecies variant of the Gilloc, appearing in each version of Gilloc. Similar to different skin tones in Humans, except with shark heads and the ability to absorb electricity. We're not sure what kind of evolutionary stimuli would result in this significant change." Coalition Scientist during a debriefing with several Coalition Generals upon the discovery of Angrage Gilloc
Angrage are a variant Gilloc, which can be found in all forms of Gilloc, Grodek and Gronk. They have a more shark-like appearance to their heads, with larger mouths filled with rows of sharp teeth, slightly more hydrodynamic body, larger fins, and a bit stronger. Their hands are larger with claws, and not well suited to use ranged weapons and delicate items, preferring simple weapon weapons. They are also able to absorb electrical energy to use it to empower their systems and supercharge their repair systems. They are even more aggressive than Grodek and Gronks, although their intelligence doesn't seem much different from the base versions, just more combat oriented, and have their shark-like appearance.
Make following changes to Gilloc, Gilloc Shaman, Gilloc Grodek or Gilloc Gronk:
Can't use most ranged weapons unless designed with open triggers or designed for large fingered hands;
MDC main body increased by 10%;
MDC head increased by 5%;
Strength +2;
Speed under water increased by 25%;
Land speed reduced by 5%;
Repair system MDC stock is increased by 10% (rounded to nearest 5 rounding down);
Claw damage changes dice type increases by 1 (d6 becomes d8) and gain +1 damage per die of damage (for example 3d6 becomes 3d8+3);
Gain Volt Absorber;
Gain Energy Resistance
*Volt Absorber - This system absorbs and converts electrical and ion energy into usable energy for the Angrage. Every 20 points of electrical or ion damage the Angrage would suffer, the Angrage can use that energy for several purposes:
1 - Boost strength by +2 for every 20 points of damage for 5 melee rounds to a maximum of +10 strength. Once at maximum strength, additional energy diverted only increases duration.
2 - Boost speed by 5 mph for every 20 points of damage for 5 melee rounds, to a maximum of +50 mph.
3 - Boost energy weapons by +1d6 MDC for every 20 points of damage it would suffer for 5 melee rounds to a maximum of +5d6.
4 - Boost repair systems, for every 20 points of electrical damage the Angrage would suffer, the repair system requires only half as much MDC stock to repair for 5 melee rounds, example it can repair 10 MD but only uses up 5 MD of stock. OR can increase the rate of repair by +1d6 for every 20 points of damage for 2 melee rounds, to a maximum of +4d6.
*Energy Resistance --- Ion weapons do HALF damage, and electrical attacks do NO damage. Angrage are unaffected by EMP.
"What do you mean there's more types of Gilloc?!?"
"The Angrage, we believe, are a regional subspecies variant of the Gilloc, appearing in each version of Gilloc. Similar to different skin tones in Humans, except with shark heads and the ability to absorb electricity. We're not sure what kind of evolutionary stimuli would result in this significant change." Coalition Scientist during a debriefing with several Coalition Generals upon the discovery of Angrage Gilloc
Angrage are a variant Gilloc, which can be found in all forms of Gilloc, Grodek and Gronk. They have a more shark-like appearance to their heads, with larger mouths filled with rows of sharp teeth, slightly more hydrodynamic body, larger fins, and a bit stronger. Their hands are larger with claws, and not well suited to use ranged weapons and delicate items, preferring simple weapon weapons. They are also able to absorb electrical energy to use it to empower their systems and supercharge their repair systems. They are even more aggressive than Grodek and Gronks, although their intelligence doesn't seem much different from the base versions, just more combat oriented, and have their shark-like appearance.
Make following changes to Gilloc, Gilloc Shaman, Gilloc Grodek or Gilloc Gronk:
Can't use most ranged weapons unless designed with open triggers or designed for large fingered hands;
MDC main body increased by 10%;
MDC head increased by 5%;
Strength +2;
Speed under water increased by 25%;
Land speed reduced by 5%;
Repair system MDC stock is increased by 10% (rounded to nearest 5 rounding down);
Claw damage changes dice type increases by 1 (d6 becomes d8) and gain +1 damage per die of damage (for example 3d6 becomes 3d8+3);
Gain Volt Absorber;
Gain Energy Resistance
*Volt Absorber - This system absorbs and converts electrical and ion energy into usable energy for the Angrage. Every 20 points of electrical or ion damage the Angrage would suffer, the Angrage can use that energy for several purposes:
1 - Boost strength by +2 for every 20 points of damage for 5 melee rounds to a maximum of +10 strength. Once at maximum strength, additional energy diverted only increases duration.
2 - Boost speed by 5 mph for every 20 points of damage for 5 melee rounds, to a maximum of +50 mph.
3 - Boost energy weapons by +1d6 MDC for every 20 points of damage it would suffer for 5 melee rounds to a maximum of +5d6.
4 - Boost repair systems, for every 20 points of electrical damage the Angrage would suffer, the repair system requires only half as much MDC stock to repair for 5 melee rounds, example it can repair 10 MD but only uses up 5 MD of stock. OR can increase the rate of repair by +1d6 for every 20 points of damage for 2 melee rounds, to a maximum of +4d6.
*Energy Resistance --- Ion weapons do HALF damage, and electrical attacks do NO damage. Angrage are unaffected by EMP.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Annnnddd added to the Master Codex!
"Okay, electrified barriers don't stop them!!!!!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
A fringe tribe with a War Chief and possible War Goddess upgrade.. I don't think any Fringe have any yet.. and I don't think all of the main Tribes have any yet as well. Need to get on that.
Baskic and Sekmic War Chief/Goddess Upgrade
"The cat Shemarrians are taking the whole motif to a new level with some of their leaders trying to emulate feline deities."
"Reports show the Patheron, or the Cat Tribe, of the Shemarrians, seem to have two new additions to their ranks; either a were-beast, or a shape shifting D-bee. Both seem to be filling leadership rolls." The Agent changes slides on the large projected screen, "The first seems to be a general leader and healer," presses a button to show a short video of a tall humanoid with cat features similar to a Siamese cat laying hands on a wounded Shemarrian with cat ears twitching and its injuries healing within seconds, "while the other," another short video of a Tiger-like woman with three Shemarrian style antenna leading the charge of several large cat creatures, some with obvious cybernetically attached weapons, tearing apart a column of Coalition tanks and combat robots, Skelebots being crushed or slashed in multiple parts from large claws, "is larger and very combat oriented. We believe these might be were-beast infected Shemarrians, which only confirms our suspicious that Shemarrians are not immune to being infected with lycanthropy." The Agent cycles through several more photos and short videos along with action reports.
"The Patheron have proven to be quite resourceful and worthy allies. Perhaps we should revisit their status amongst the Tribes."
"Their War Chief upgrade does show they have improved greatly, but they have not shown any War Goddesses yet, until then, they shouldn't be given full Tribe status!"
Overheard discussion amongst the Elders of the Tribal Council.
The Baskic and Sekmic are two variants of Upgrades for the War Chief, and possibly any War Goddess if they ever produce one. Both seem to be inspired by aspects of the goddess Bastet and Sekhmet, with Bastet geared towards defense and leadership, while the Sekmic is combat oriented. Both have an advanced nanite and meta materials system to transform them their normal Shemarrian appearance to a more cat-like, inspired by Vada and Asenan elites. The Baskic have a more domestic cat style head and colouring, typically black, greys, although some have calico and others, while the Sekmic forms are based on large predatory cats such as lions, tigers and panthers.
Physically in both forms, Baskics have a slightly more rounded frame, less lean and slightly larger stomach. The Sekmic appears more leaner and muscular. Both have two tails instead of one.
The following changes are added/made to War Chiefs and War Goddesses:
Weight: +300 lbs
MDC:
All locations increase 5%
P.P. increases from 24 to 30 (+3 dodge, parry and to strike)
*Skin Sensors --- The Baskic and Sekmic psuedo-flesh is permeated by small pressure sensors that give the robot extra warning and tactile perception; +1 to dodge. It will also alert the robot if a targeting laser is locking on. It is most effective when less than 50% of the cyborg’s body is covered by heavy clothing or armor.
*Sensory Whiskers --- Fitted in the cheeks, penalties for fighting blind are HALVED, and +1 to dodge.
*Transformation ---- A combination of radically advanced nanites and metamaterials and structures allows the Baskic and Sekmic to instantly switch between a normal and a cat-like form. Both have similar basic abilities, but each have some specific differences, such as the sinus cavities expanding in the longer snout to allow for enhanced smelling acuity, and larger ears with greater audio range. The change in either direction takes 15 seconds (1 melee). Note that clothing does not change with the Baskic/Sekmic, so clothing must be specially fitted to adjust to the new body shape, or abandoned/cached when changing forms.
In Cat-like Form, the Baskic/Sekmic gains the following attributes:
Size: Increase height by +6 inches as Baskic, 1 foot Sekmic
Weight: +50 lbs
Legs transform to be digitigrade.
Grow Fur - Both versions grow fur, with the Baskic's being much thicker and glossier, while Sekmic more subdued colours, and many will have leopard spots or tiger strips for improved stealth. Baskic fur reduces damage from physical attacks by 25% (kicks, punches, bullets, blades or stabbing weapons) due to its thickness and padding. Sekmic fur grants bonuses to stealth (further +5% to prowl as it reduces sound, +10% to all skills to hide such as conceal, etc, thermal sensors only have 01-50% chance to detect), but also provides some defense to sonic based attacks, reducing sonic attacks damage by 50%.
Speed: Baskic gains +10 mph, leaping distance increased by 10%. Sekmic gains +50 mph to speed, leaping distances increased by 25%.
-Advanced Sense of Smell --- Sense of smell is similar to warmounts, jumps to Also allows for identifying and tracking by smell at 84%, or if already at that, increased by +10%.
-Advanced Hearing --- Hears a higher range of sound (+3 to Initiative, +2 to Dodge, +1 Parry) and range is doubled normal.
-Prowl (+10%)
*Double-Jointed --- Modified joints allow the Baskic and Sekmic a level of flexibility and able to bend their body in ways not normal in bipedal forms. They can even painlessly dislocate joints, and then pop them back into place afterwards, allowing them to escape grappling holds and slip restraints. They can also squeeze through fairly narrow alleyways and openings. +15% to Escape Artist skill, +1 roll with fall or impact.
Baskic Systems:
*Sensor System Upgrade - The sensors of the Baskic has boosted sensor systems, with a 50% boost in range (then a boost from the Transformation).
*Enhanced Bionic Cybernanite Repair Systems - An upgraded system used on all Ecotroz Shemarrians. These systems repair 5d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material. This 120 MDC stock is for repairing itself.
*Targeting and Sensor Uplink - Similar to the Male Sensor/Black Box, but more powerful, allowing the Baskic to share what they can detect with up to 50 Shemarrians and warmounts out to 75 miles. Grants all linked units +2 to initiative and strike, anything the Baskic is aware of, all linked units are aware of. These bonuses can stack with those from any males also using their uplink, and with a male working with the Baskic, the range can boost to 100 miles. Also the Baskic can with a melee action of concentration, can tap into the sensors of a specific linked unit, sensing everything that unit can. This is not the Baskic taking over the unit's senses, just sharing, giving the Baskic their point of view. While doing this, the Baskic is still aware of their surroundings, but generally are motionless, unless attacked, then the Baskic can snap out of the sharing and defend themselves, although at -1 to all rolls for the rest of that round, or let an automatic defense system that will move their body away from the source of danger, but at half bonuses. The Baskic can use this senses sharing for 2x ME rounds.
A War Goddess would be able to link up to 75 units, and bonus to strike would be +3.
*Skill Sharing - The Baskic can temporarily upload and direct, via radio communication skills it knows that up to 10 linked units, allowing these linked units to use any of its skills they don't know, if they are physically capable of doing those skills (a warmount without hands or grasping manipulators, or fit in a vehicle can't drive a vehicle, for example) at half of the Baskic's level, or if they have the skill, they gain a +10% boost if it is lower than the Baskic's. If the Baskic is actively directing the uplink, the time is reduced by 25%.
*Healing Boost - While touching a damaged Shemarrian or warmount with both hands, a slight glow emits from its hands, or paws while transformed, for at least 3 melee actions, causes the touched unit's repair system to go into a short time overdrive, increasing the rate it repairs by +1d6 MDC, and using 10% less MDC stock for 3 melee rounds. If the touched unit is out of MDC stock, the Baskic can transfer from an internal storage of 300 MDC, but doing this requires the Baskic to remain touching the unit, transferring 10 MDC per melee action used to transfer stock. If this stored stock is depleted, the Baskic can transfer some of their own person stock, but at a rate of 5 MDC per melee action.
A War Goddess would have an internal storage of 500 MDC, and boost the repair system by +2d6 MDC.
Weapons Systems:
3 ) Hand Claws - These are relatively the same, except are retractable, and sharper. Critical strike on 19-20, doing double damage.
5) Forcefield Generation --- The Baskic has a much scaled down forcefield system, based on the BarrierHog, although weaker and lacks the bonuses of the Armorand's shields, although Armorand shields can work with the Baskic's as if it was one of theirs, with projectors in the hands and hidden through its body, can be used to throw up a six-sectored re-configurable forcefield, or they can be used to project both force barriers and force bubbles at a distance.
The Baskic’s variable forcefield is remarkable also for its ability to expand to extend protection to an area of effect, allowing it to shield accompanying infantry, or escorted refugees. The forcefield barrier can extend out in a 30 ft radius without diminishment in strength, or can extend out to a 60 ft radius, but reduce overall shield strength by HALF.
Shield strength regenerates at 20% per melee.
Range:
(Variable Forcefield) 15 -30 ft radius
(Force Barrier) 100 ft, line of sight.
(Force Cocoon) 50 ft, line of sight.
Damage Capacity:
(Variable Forcefield) 70 each side (420 total)
(Force Barrier) The Baskic can project a roughly hemispherical force field (about 8 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The Barrier has 90 MDC.
(Force Cocoon) This mode produces a spherical forcefield (about 7 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). If used for protecting people, the cocoon is typically used to shield them until the Baskic can move closer to cover them with its more powerful main shield. The Force Cocoon has 120 MDC.
Rate of Fire:
(Variable Forcefield) Can be always on in addition to the Baskic’s regular actions.
(Force Barrier/Force Cocoon) ECHH. Maintaining a projected bubble for a full melee will take all the APMs that melee. At least three projector plates are needed to project and maintain a force bubble. The system can be set such that a cyberlinked operator/rider can manage separate force projection plates, allowing multiple force bubbles to be projected. Up to two additional operators can linked in in this manner.
War Goddess would have 25% boost in MDC and range.
6) Forcefield Telekinesis---’Faux TK’, which uses forcefield manipulation to englobe objects in forcefields, then lift and carry them. This is typically used to protect civilians at a distance, or to disperse dangerous objects, like explosives or combustible materials. Used as a weapon, it can used to pick up enemy soldiers and toss them around, or drop objects on them.
Range: 100 ft, line of sight
Damage: Can pick up and lift up to 200 lbs, levitating the payload up to 100 ft.
The projected force bubble has 30 MDC, which means a quick-minded soldier so entrapped can possibly shoot their way out by disrupting and ‘popping’ the bubble long enough to get to cover before they can be entrapped again.
Rate of Fire: ECHH
War Goddess would have 25% boost in MDC and range.
Sekmic Systems:
*Enhanced Bionic Cybernanite Repair Systems - An upgraded system used on all Ecotroz Shemarrians. These systems repair 4d6 MD per 10 minutes, and can repair 100 MDC before needing material stocks to convert to MD repair material. This 120 MDC stock is for repairing itself. The Sekmic's system is somewhat faster at repairing than average repair systems.
*Nanite Coating System - The Sekmic contains a stock of up to 5 different materials that supernatural creatures are vulnerable, such as silver, bone, jade, wood, cold iron, etc, requiring about 5 lbs of each. A special nanite system breaks down the stock and transfers the material to coat its melee weapons, typically the claws and fangs, taking 2 melee actions, allowing its melee strikes to damage these creatures. Takes 1 melee action to remove the coating. The stored materials must be replaced every 6 months as the material becomes brittle or used up with use, taking about 3 minutes to replace each material. The Sekmic can coat a handheld melee weapon, but takes 4 melee actions to coat it, but can not remove the coating and must replenish the material it used to coat the weapon. The coating on the handheld weapon will last for about a month of use, a the material is fused with the weapon, but does wear down over time. Technically could be used on ammunition, but uses up the internal stores quickly. The internal stock can coat 10 rounds of Shemarrian 6000 railgun ammunition, or 30 standard railgun ammunition.
*Pack Link - The Sekmic has a lower level of the Male and Baskic, except it works with warmounts and e-nimals. All Shemarrian feline type warmounts, drones or cyberanimals within 100 feet gain +2 to strike, dodge, initiative. If any of these feline type warmounts, drones or cyberanimals are attacking the same target as the Sekmic, they deal an extra die of damage for 1 melee around when the Sekmic scores a successful critical strike and dealing damage, as it transmit targeting information to them. Any skills the warmounts, drones or cyberanimals uses to assist the Sekmic or being directed by the Sekmic gain a +5% and take 25% less time to perform.
*Combat Enhancement - For short periods of time, the Sekmic and boost its combat effectiveness, but afterwards it is slowed and less responsive.
For 5 minutes, the Sekmic gains +5 to all melee attacks, speed is increased by +10, and +5 to robotic strength, +1 to Dodge and Parry, when attacked in melee, after dodging or parrying, the Shemarrian gains a free IMMEDIATE melee attack against their attacker at -5. This attack does not count against the Shemarrian's normal attacks per melee, but dodging or parrying does as normal. After this time, suffers -4 to dodge and parry, -4 to P.P., P.S and -20 speed to the original stats for 10 minutes.
Weapon Systems:
3 ) Hand Claws - These are relatively the same, except when transformed into the cat-like form, the larger hands/paws allow larger claws, deals 5d6 and on a critical strike deals triple damage.
5) Bite --- The mouth of the Sekmic is designed so it can make potent bites.
Range: Melee
Damage: 4d6 MD
6) Tail Clubs (2) - The ends of the tails are fitted with spiked clubs.
Range: 15 ft reach
Damage: 2d6 MD each
Rate of Fire: ECHH
Note: Can be used to trip or entangle opponents, each tail used in such a manner grants +1.
A War Goddess would have a 20 ft reach, and each tail would grant a +2 bonus to trip or entangle an opponent. Also the spikes can be launched at a target, dealing 1d4 MD with a range of 100 ft, payload of 8 for each tail, replenished at a rate of 1 spike every 1 minute using 5 MDC from internal stock.
12) Arm mounted Eshe-CPP-04 ‘Cat’s Paw’ Projectile Pistol (2) (War Goddess Only) - If the Patherons ever produce a War Goddess, this would be one of the upgrades, with an Eshe-CPP-04 mounted under each arm, giving it additional arm weapons to the light plasma ejector on the top.
The CCP-04 is a combination light pistol/gauss weapon that fires a burst of needle-like projectiles. The force with which the projectiles are thrown can be varied, allowing for light incapacitating damage to ‘soft’ targets, or hypervelocity blasts that tear through megadamage flesh and armor.
Though the claw-needles individually do light damage, a burst of them can do substantial damage. Adding to their effectiveness, the Pantherons often envenom the needles with various toxins, collectively called ‘Scratch Fevers’, with effects ranging from debilitating illness to instant death.
Range: 400 ft in MD mode, 800 ft in SDC mode
Damage: (MD Mode) 1d4 MD per single projectile, 4d4 MD for a burst of four rounds
(SDC Mode) 1d6 SDC per single projectile, 4d6 SDC for a burst of four rounds
(Optional) Venom Effects---The claw-needles can be filled or coated with various chemicals and toxins for added effect.
Rate of Fire: ECHH
Payload: 36 round box clip, extra clips carried typically on belts or holsters.
The weapon’s stator coils are charged through contact-induction with the cyborg or android firing the weapon. If removed from such contact, the weapon’s integral batteries are only good for 36 shots before needing recharging.
Special Features:
*Laser Spot---+1 to strike
Total bonuses on top of standard War Chief/Goddess:
Baskic +1 APM, Sekmic +2 APM
+2 initiative
Automatic Dodge (+1)
+1 disarm
+1 pull punch
+2 roll with fall or impact.
+1 save versus Horror Factor
+15% to Escape Artist skill
W.P. Paired Weapons
Baskic gain 1d4+1 skills with a base 45% typically none are direct combat skills, but can be combat support skills, such as military skills.
Sehmic gain 1d4+1 skills, with most using them for Weapon skills or upgrading hand to hand combat.
Baskic and Sekmic War Chief/Goddess Upgrade
"The cat Shemarrians are taking the whole motif to a new level with some of their leaders trying to emulate feline deities."
"Reports show the Patheron, or the Cat Tribe, of the Shemarrians, seem to have two new additions to their ranks; either a were-beast, or a shape shifting D-bee. Both seem to be filling leadership rolls." The Agent changes slides on the large projected screen, "The first seems to be a general leader and healer," presses a button to show a short video of a tall humanoid with cat features similar to a Siamese cat laying hands on a wounded Shemarrian with cat ears twitching and its injuries healing within seconds, "while the other," another short video of a Tiger-like woman with three Shemarrian style antenna leading the charge of several large cat creatures, some with obvious cybernetically attached weapons, tearing apart a column of Coalition tanks and combat robots, Skelebots being crushed or slashed in multiple parts from large claws, "is larger and very combat oriented. We believe these might be were-beast infected Shemarrians, which only confirms our suspicious that Shemarrians are not immune to being infected with lycanthropy." The Agent cycles through several more photos and short videos along with action reports.
"The Patheron have proven to be quite resourceful and worthy allies. Perhaps we should revisit their status amongst the Tribes."
"Their War Chief upgrade does show they have improved greatly, but they have not shown any War Goddesses yet, until then, they shouldn't be given full Tribe status!"
Overheard discussion amongst the Elders of the Tribal Council.
The Baskic and Sekmic are two variants of Upgrades for the War Chief, and possibly any War Goddess if they ever produce one. Both seem to be inspired by aspects of the goddess Bastet and Sekhmet, with Bastet geared towards defense and leadership, while the Sekmic is combat oriented. Both have an advanced nanite and meta materials system to transform them their normal Shemarrian appearance to a more cat-like, inspired by Vada and Asenan elites. The Baskic have a more domestic cat style head and colouring, typically black, greys, although some have calico and others, while the Sekmic forms are based on large predatory cats such as lions, tigers and panthers.
Physically in both forms, Baskics have a slightly more rounded frame, less lean and slightly larger stomach. The Sekmic appears more leaner and muscular. Both have two tails instead of one.
The following changes are added/made to War Chiefs and War Goddesses:
Weight: +300 lbs
MDC:
All locations increase 5%
P.P. increases from 24 to 30 (+3 dodge, parry and to strike)
*Skin Sensors --- The Baskic and Sekmic psuedo-flesh is permeated by small pressure sensors that give the robot extra warning and tactile perception; +1 to dodge. It will also alert the robot if a targeting laser is locking on. It is most effective when less than 50% of the cyborg’s body is covered by heavy clothing or armor.
*Sensory Whiskers --- Fitted in the cheeks, penalties for fighting blind are HALVED, and +1 to dodge.
*Transformation ---- A combination of radically advanced nanites and metamaterials and structures allows the Baskic and Sekmic to instantly switch between a normal and a cat-like form. Both have similar basic abilities, but each have some specific differences, such as the sinus cavities expanding in the longer snout to allow for enhanced smelling acuity, and larger ears with greater audio range. The change in either direction takes 15 seconds (1 melee). Note that clothing does not change with the Baskic/Sekmic, so clothing must be specially fitted to adjust to the new body shape, or abandoned/cached when changing forms.
In Cat-like Form, the Baskic/Sekmic gains the following attributes:
Size: Increase height by +6 inches as Baskic, 1 foot Sekmic
Weight: +50 lbs
Legs transform to be digitigrade.
Grow Fur - Both versions grow fur, with the Baskic's being much thicker and glossier, while Sekmic more subdued colours, and many will have leopard spots or tiger strips for improved stealth. Baskic fur reduces damage from physical attacks by 25% (kicks, punches, bullets, blades or stabbing weapons) due to its thickness and padding. Sekmic fur grants bonuses to stealth (further +5% to prowl as it reduces sound, +10% to all skills to hide such as conceal, etc, thermal sensors only have 01-50% chance to detect), but also provides some defense to sonic based attacks, reducing sonic attacks damage by 50%.
Speed: Baskic gains +10 mph, leaping distance increased by 10%. Sekmic gains +50 mph to speed, leaping distances increased by 25%.
-Advanced Sense of Smell --- Sense of smell is similar to warmounts, jumps to Also allows for identifying and tracking by smell at 84%, or if already at that, increased by +10%.
-Advanced Hearing --- Hears a higher range of sound (+3 to Initiative, +2 to Dodge, +1 Parry) and range is doubled normal.
-Prowl (+10%)
*Double-Jointed --- Modified joints allow the Baskic and Sekmic a level of flexibility and able to bend their body in ways not normal in bipedal forms. They can even painlessly dislocate joints, and then pop them back into place afterwards, allowing them to escape grappling holds and slip restraints. They can also squeeze through fairly narrow alleyways and openings. +15% to Escape Artist skill, +1 roll with fall or impact.
Baskic Systems:
*Sensor System Upgrade - The sensors of the Baskic has boosted sensor systems, with a 50% boost in range (then a boost from the Transformation).
*Enhanced Bionic Cybernanite Repair Systems - An upgraded system used on all Ecotroz Shemarrians. These systems repair 5d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material. This 120 MDC stock is for repairing itself.
*Targeting and Sensor Uplink - Similar to the Male Sensor/Black Box, but more powerful, allowing the Baskic to share what they can detect with up to 50 Shemarrians and warmounts out to 75 miles. Grants all linked units +2 to initiative and strike, anything the Baskic is aware of, all linked units are aware of. These bonuses can stack with those from any males also using their uplink, and with a male working with the Baskic, the range can boost to 100 miles. Also the Baskic can with a melee action of concentration, can tap into the sensors of a specific linked unit, sensing everything that unit can. This is not the Baskic taking over the unit's senses, just sharing, giving the Baskic their point of view. While doing this, the Baskic is still aware of their surroundings, but generally are motionless, unless attacked, then the Baskic can snap out of the sharing and defend themselves, although at -1 to all rolls for the rest of that round, or let an automatic defense system that will move their body away from the source of danger, but at half bonuses. The Baskic can use this senses sharing for 2x ME rounds.
A War Goddess would be able to link up to 75 units, and bonus to strike would be +3.
*Skill Sharing - The Baskic can temporarily upload and direct, via radio communication skills it knows that up to 10 linked units, allowing these linked units to use any of its skills they don't know, if they are physically capable of doing those skills (a warmount without hands or grasping manipulators, or fit in a vehicle can't drive a vehicle, for example) at half of the Baskic's level, or if they have the skill, they gain a +10% boost if it is lower than the Baskic's. If the Baskic is actively directing the uplink, the time is reduced by 25%.
*Healing Boost - While touching a damaged Shemarrian or warmount with both hands, a slight glow emits from its hands, or paws while transformed, for at least 3 melee actions, causes the touched unit's repair system to go into a short time overdrive, increasing the rate it repairs by +1d6 MDC, and using 10% less MDC stock for 3 melee rounds. If the touched unit is out of MDC stock, the Baskic can transfer from an internal storage of 300 MDC, but doing this requires the Baskic to remain touching the unit, transferring 10 MDC per melee action used to transfer stock. If this stored stock is depleted, the Baskic can transfer some of their own person stock, but at a rate of 5 MDC per melee action.
A War Goddess would have an internal storage of 500 MDC, and boost the repair system by +2d6 MDC.
Weapons Systems:
3 ) Hand Claws - These are relatively the same, except are retractable, and sharper. Critical strike on 19-20, doing double damage.
5) Forcefield Generation --- The Baskic has a much scaled down forcefield system, based on the BarrierHog, although weaker and lacks the bonuses of the Armorand's shields, although Armorand shields can work with the Baskic's as if it was one of theirs, with projectors in the hands and hidden through its body, can be used to throw up a six-sectored re-configurable forcefield, or they can be used to project both force barriers and force bubbles at a distance.
The Baskic’s variable forcefield is remarkable also for its ability to expand to extend protection to an area of effect, allowing it to shield accompanying infantry, or escorted refugees. The forcefield barrier can extend out in a 30 ft radius without diminishment in strength, or can extend out to a 60 ft radius, but reduce overall shield strength by HALF.
Shield strength regenerates at 20% per melee.
Range:
(Variable Forcefield) 15 -30 ft radius
(Force Barrier) 100 ft, line of sight.
(Force Cocoon) 50 ft, line of sight.
Damage Capacity:
(Variable Forcefield) 70 each side (420 total)
(Force Barrier) The Baskic can project a roughly hemispherical force field (about 8 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The Barrier has 90 MDC.
(Force Cocoon) This mode produces a spherical forcefield (about 7 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). If used for protecting people, the cocoon is typically used to shield them until the Baskic can move closer to cover them with its more powerful main shield. The Force Cocoon has 120 MDC.
Rate of Fire:
(Variable Forcefield) Can be always on in addition to the Baskic’s regular actions.
(Force Barrier/Force Cocoon) ECHH. Maintaining a projected bubble for a full melee will take all the APMs that melee. At least three projector plates are needed to project and maintain a force bubble. The system can be set such that a cyberlinked operator/rider can manage separate force projection plates, allowing multiple force bubbles to be projected. Up to two additional operators can linked in in this manner.
War Goddess would have 25% boost in MDC and range.
6) Forcefield Telekinesis---’Faux TK’, which uses forcefield manipulation to englobe objects in forcefields, then lift and carry them. This is typically used to protect civilians at a distance, or to disperse dangerous objects, like explosives or combustible materials. Used as a weapon, it can used to pick up enemy soldiers and toss them around, or drop objects on them.
Range: 100 ft, line of sight
Damage: Can pick up and lift up to 200 lbs, levitating the payload up to 100 ft.
The projected force bubble has 30 MDC, which means a quick-minded soldier so entrapped can possibly shoot their way out by disrupting and ‘popping’ the bubble long enough to get to cover before they can be entrapped again.
Rate of Fire: ECHH
War Goddess would have 25% boost in MDC and range.
Sekmic Systems:
*Enhanced Bionic Cybernanite Repair Systems - An upgraded system used on all Ecotroz Shemarrians. These systems repair 4d6 MD per 10 minutes, and can repair 100 MDC before needing material stocks to convert to MD repair material. This 120 MDC stock is for repairing itself. The Sekmic's system is somewhat faster at repairing than average repair systems.
*Nanite Coating System - The Sekmic contains a stock of up to 5 different materials that supernatural creatures are vulnerable, such as silver, bone, jade, wood, cold iron, etc, requiring about 5 lbs of each. A special nanite system breaks down the stock and transfers the material to coat its melee weapons, typically the claws and fangs, taking 2 melee actions, allowing its melee strikes to damage these creatures. Takes 1 melee action to remove the coating. The stored materials must be replaced every 6 months as the material becomes brittle or used up with use, taking about 3 minutes to replace each material. The Sekmic can coat a handheld melee weapon, but takes 4 melee actions to coat it, but can not remove the coating and must replenish the material it used to coat the weapon. The coating on the handheld weapon will last for about a month of use, a the material is fused with the weapon, but does wear down over time. Technically could be used on ammunition, but uses up the internal stores quickly. The internal stock can coat 10 rounds of Shemarrian 6000 railgun ammunition, or 30 standard railgun ammunition.
*Pack Link - The Sekmic has a lower level of the Male and Baskic, except it works with warmounts and e-nimals. All Shemarrian feline type warmounts, drones or cyberanimals within 100 feet gain +2 to strike, dodge, initiative. If any of these feline type warmounts, drones or cyberanimals are attacking the same target as the Sekmic, they deal an extra die of damage for 1 melee around when the Sekmic scores a successful critical strike and dealing damage, as it transmit targeting information to them. Any skills the warmounts, drones or cyberanimals uses to assist the Sekmic or being directed by the Sekmic gain a +5% and take 25% less time to perform.
*Combat Enhancement - For short periods of time, the Sekmic and boost its combat effectiveness, but afterwards it is slowed and less responsive.
For 5 minutes, the Sekmic gains +5 to all melee attacks, speed is increased by +10, and +5 to robotic strength, +1 to Dodge and Parry, when attacked in melee, after dodging or parrying, the Shemarrian gains a free IMMEDIATE melee attack against their attacker at -5. This attack does not count against the Shemarrian's normal attacks per melee, but dodging or parrying does as normal. After this time, suffers -4 to dodge and parry, -4 to P.P., P.S and -20 speed to the original stats for 10 minutes.
Weapon Systems:
3 ) Hand Claws - These are relatively the same, except when transformed into the cat-like form, the larger hands/paws allow larger claws, deals 5d6 and on a critical strike deals triple damage.
5) Bite --- The mouth of the Sekmic is designed so it can make potent bites.
Range: Melee
Damage: 4d6 MD
6) Tail Clubs (2) - The ends of the tails are fitted with spiked clubs.
Range: 15 ft reach
Damage: 2d6 MD each
Rate of Fire: ECHH
Note: Can be used to trip or entangle opponents, each tail used in such a manner grants +1.
A War Goddess would have a 20 ft reach, and each tail would grant a +2 bonus to trip or entangle an opponent. Also the spikes can be launched at a target, dealing 1d4 MD with a range of 100 ft, payload of 8 for each tail, replenished at a rate of 1 spike every 1 minute using 5 MDC from internal stock.
12) Arm mounted Eshe-CPP-04 ‘Cat’s Paw’ Projectile Pistol (2) (War Goddess Only) - If the Patherons ever produce a War Goddess, this would be one of the upgrades, with an Eshe-CPP-04 mounted under each arm, giving it additional arm weapons to the light plasma ejector on the top.
The CCP-04 is a combination light pistol/gauss weapon that fires a burst of needle-like projectiles. The force with which the projectiles are thrown can be varied, allowing for light incapacitating damage to ‘soft’ targets, or hypervelocity blasts that tear through megadamage flesh and armor.
Though the claw-needles individually do light damage, a burst of them can do substantial damage. Adding to their effectiveness, the Pantherons often envenom the needles with various toxins, collectively called ‘Scratch Fevers’, with effects ranging from debilitating illness to instant death.
Range: 400 ft in MD mode, 800 ft in SDC mode
Damage: (MD Mode) 1d4 MD per single projectile, 4d4 MD for a burst of four rounds
(SDC Mode) 1d6 SDC per single projectile, 4d6 SDC for a burst of four rounds
(Optional) Venom Effects---The claw-needles can be filled or coated with various chemicals and toxins for added effect.
Rate of Fire: ECHH
Payload: 36 round box clip, extra clips carried typically on belts or holsters.
The weapon’s stator coils are charged through contact-induction with the cyborg or android firing the weapon. If removed from such contact, the weapon’s integral batteries are only good for 36 shots before needing recharging.
Special Features:
*Laser Spot---+1 to strike
Total bonuses on top of standard War Chief/Goddess:
Baskic +1 APM, Sekmic +2 APM
+2 initiative
Automatic Dodge (+1)
+1 disarm
+1 pull punch
+2 roll with fall or impact.
+1 save versus Horror Factor
+15% to Escape Artist skill
W.P. Paired Weapons
Baskic gain 1d4+1 skills with a base 45% typically none are direct combat skills, but can be combat support skills, such as military skills.
Sehmic gain 1d4+1 skills, with most using them for Weapon skills or upgrading hand to hand combat.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Very nice...I bet the Egyptian cat-goddesses would LOVE to met these folks.
When we're talking CATS, should it not be 'pride', not 'pack' as with canines'?
Of course, that can get confusing in conversations, but the options aren't much batter...according to some quick research, other terms for groups of cats are 'clowder' and 'glare'.My favorite, though, is reference to a group of feral cats is...wait for it...
A destruction.
When we're talking CATS, should it not be 'pride', not 'pack' as with canines'?
Of course, that can get confusing in conversations, but the options aren't much batter...according to some quick research, other terms for groups of cats are 'clowder' and 'glare'.My favorite, though, is reference to a group of feral cats is...wait for it...
A destruction.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
Re: Shemarrian-related fan creations
Oh yeah.. Pride.. I just went with first word that came to mind for group tactics.. but is pride only for lions, or does it work for other large predator cats?taalismn wrote: ↑Sat Nov 02, 2024 11:32 am Very nice...I bet the Egyptian cat-goddesses would LOVE to met these folks.
When we're talking CATS, should it not be 'pride', not 'pack' as with canines'?
Of course, that can get confusing in conversations, but the options aren't much batter...according to some quick research, other terms for groups of cats are 'clowder' and 'glare'.My favorite, though, is reference to a group of feral cats is...wait for it...
A destruction.
Also, I think this is the only upgrade that has more than one option when they take the upgrade, as I made this based on the two versions of Bastet that have appeared when Bastet and Sekhmek basically became the same goddess at one point. Bastet for less combative, but tactically/supportive minded leader, and Sekhmet for combat as Sekhmek is only shown with lioness head.
Ooh.. maybe I should have stated can only pick one form or the other and can't switch between the two. Or would it be better if one can switch between the two.. being able to fill support or offensive rolls as required, with some preferring one over the other.
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote: ↑Sat Nov 02, 2024 1:23 pm
Ooh.. maybe I should have stated can only pick one form or the other and can't switch between the two. Or would it be better if one can switch between the two.. being able to fill support or offensive rolls as required, with some preferring one over the other.
I'm now picturing twin sisters acting in concert, one as one form and the other the other.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- taalismn
- Priest
- Posts: 48639
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Housekeeping: Added Baskic and Sekmic to the Codex Masterfile
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------