Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(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.
Last edited by taalismn on Mon Jun 17, 2024 7:21 pm, edited 1 time in total.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

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.
Nice, been awhile since we've had anything for our road warriors. Missing damage for the wing sideswipe.

I've been busy with work to do much lately myself.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Thanks. Missing stat applied.
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
------------
User avatar
taalismn
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Posts: 48197
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

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
------------
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