Shemarrian-related fan creations

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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Clan Megalith gets an illlo:
http://i408.photobucket.com/albums/pp164/taalismn/Clan%20Megalith%20copy_zps8e7s1vji.jpg
(actually a repurposed photo of a waterspout off Oak Bluffs, Martha's Vineyard)


Nice
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Clan Megalith gets an illlo:
http://i408.photobucket.com/albums/pp164/taalismn/Clan%20Megalith%20copy_zps8e7s1vji.jpg
(actually a repurposed photo of a waterspout off Oak Bluffs, Martha's Vineyard)


Nice



Clan Megalith's going to be a little(okay, a LOT) different because initially all they were was 'Big Robots', so I randomly rolled the rest of their stats, but came up with a 'Wannabe' tribe...which didn't mesh with a subconscious pre-conceived notion of them, so I backburnered them. Then when I took a second look at them and started them off as an offshoot tribe, I discovered I'd done a mental 180, and that the challenge of working them as a Wannabe was much more demanding. Then...having them have a possible previous history...maybe even with pre-SCW Shemarrians....now they're starting to get interesting again...
Yeah, they don't have many or (ANY) of the post-SCW technologies, and have been influenced by a different techbase. Give them time and exposure, and they already pretty well idolize the Shemarrians who their history tells them rescued them, and they'll be popping out all over with Warmounts and Progen and the like when they have the means to trade with the rest of the SSN.

That means that in place of Warmounts and other 'givens' of SSN tech, they'll be using other means...more conventional vehicles or big robots(up to Pacific Rim Jaeger scale).
And their Mechano-Arc(ologie)s are going to take some doing; imagine a mobile town or city....more than just a capital starship on legs in terms of weight, MDC, armaments, and general features, each will have a distinct character of its own that portraying properly is going to be a technical challenge of itself.
I'm already working on a client-world in the Megalithians's domain, and have laid the beginnings of two small mechano-arcs, including some NPCs associated with both the world and the communities.

I recall similar ideas in Marvel Comics(one planet had giant ant-cities) and one issue of Conan the Barbarian had a utopia city built inside a giant steampunk tortoise. But these suckers are going to be statted out; I'm already looking at real world megastructures and large vessels for pointers on mass and capacity, and ideas for things like urban 'vertical farms' to gain some ideas for self-sustaining urban environs.

So, they're still going to be part of the Shemarrian landscape, but they're going to be a DISTINCT part of it. :bandit:
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:Clan Megalith gets an illlo:
http://i408.photobucket.com/albums/pp164/taalismn/Clan%20Megalith%20copy_zps8e7s1vji.jpg
(actually a repurposed photo of a waterspout off Oak Bluffs, Martha's Vineyard)


Nice



Clan Megalith's going to be a little(okay, a LOT) different because initially all they were was 'Big Robots', so I randomly rolled the rest of their stats, but came up with a 'Wannabe' tribe...which didn't mesh with a subconscious pre-conceived notion of them, so I backburnered them. Then when I took a second look at them and started them off as an offshoot tribe, I discovered I'd done a mental 180, and that the challenge of working them as a Wannabe was much more demanding. Then...having them have a possible previous history...maybe even with pre-SCW Shemarrians....now they're starting to get interesting again...
Yeah, they don't have many or (ANY) of the post-SCW technologies, and have been influenced by a different techbase. Give them time and exposure, and they already pretty well idolize the Shemarrians who their history tells them rescued them, and they'll be popping out all over with Warmounts and Progen and the like when they have the means to trade with the rest of the SSN.

That means that in place of Warmounts and other 'givens' of SSN tech, they'll be using other means...more conventional vehicles or big robots(up to Pacific Rim Jaeger scale).
And their Mechano-Arc(ologie)s are going to take some doing; imagine a mobile town or city....more than just a capital starship on legs in terms of weight, MDC, armaments, and general features, each will have a distinct character of its own that portraying properly is going to be a technical challenge of itself.
I'm already working on a client-world in the Megalithians's domain, and have laid the beginnings of two small mechano-arcs, including some NPCs associated with both the world and the communities.

I recall similar ideas in Marvel Comics(one planet had giant ant-cities) and one issue of Conan the Barbarian had a utopia city built inside a giant steampunk tortoise. But these suckers are going to be statted out; I'm already looking at real world megastructures and large vessels for pointers on mass and capacity, and ideas for things like urban 'vertical farms' to gain some ideas for self-sustaining urban environs.

So, they're still going to be part of the Shemarrian landscape, but they're going to be a DISTINCT part of it. :bandit:


Interesting.. i'd definitely be willing to help with ideas.. PM me with anything you get stuck on or whatever. I wanted to make something for them but wasn't sure of their feel yet.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Well, I am stumbling over what explains the Megalithians' skewed proportions of genders....whether there's something in their environment that favors male births(and this might necessitate that Megalith women have large families) or that they might be using something like exowombs(remember, Clan Megalith doesn't yet have Progen, they'd need to use other technologies to really expand with their gender-ratio tilt).
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Well, I am stumbling over what explains the Megalithians' skewed proportions of genders....whether there's something in their environment that favors male births(and this might necessitate that Megalith women have large families) or that they might be using something like exowombs(remember, Clan Megalith doesn't yet have Progen, they'd need to use other technologies to really expand with their gender-ratio tilt).


Hmm... what's their NeShemar population like?
As for higher male ratio.. something in their Genome/matrix/dna/rna/algorithms seems to be more predisposed to males.. like in humans the sperm carries one of two chromosomes, well with the Megalitians, perhaps theirs is similar, but the chances of matches that makes female is lower (could be three chromosomes or four, for all we know, and requires a certain combination, and most combos produce male or something more akin to tinkers, while a standard female has a very specific combination that is harder to get due to this, for bots.. eeeehhh... code equivalent mumbo jumbo..).

Could also have a rare disorder/condition that affects females, and only recently (relatively speaking) it has been cured, or at least reduced enough to allow enough females for viable diversity in breeding..

Any of that help?
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Re: Shemarrian-related fan creations

Unread post by guardiandashi »

kronos wrote:
taalismn wrote:Well, I am stumbling over what explains the Megalithians' skewed proportions of genders....whether there's something in their environment that favors male births(and this might necessitate that Megalith women have large families) or that they might be using something like exowombs(remember, Clan Megalith doesn't yet have Progen, they'd need to use other technologies to really expand with their gender-ratio tilt).


Hmm... what's their NeShemar population like?
As for higher male ratio.. something in their Genome/matrix/dna/rna/algorithms seems to be more predisposed to males.. like in humans the sperm carries one of two chromosomes, well with the Megalitians, perhaps theirs is similar, but the chances of matches that makes female is lower (could be three chromosomes or four, for all we know, and requires a certain combination, and most combos produce male or something more akin to tinkers, while a standard female has a very specific combination that is harder to get due to this, for bots.. eeeehhh... code equivalent mumbo jumbo..).

Could also have a rare disorder/condition that affects females, and only recently (relatively speaking) it has been cured, or at least reduced enough to allow enough females for viable diversity in breeding..

Any of that help?

urk... sounds like an opposite version of the genetic "oops" that graysons have in david webers "honorverse"
in that the founders did a genetic hack to increase their decedents resistance to heavy metal poisoning, the good news is it worked pretty well, the bad news it caused issues with a "fragile" x chromosome that effectively aborted the zygote at an early stage if it had the defective chromosome... since females have 2 x chromosomes it gives them better odds of not having that defective chromosome express itself so they survived to term ... ~3-4x as often.

now how you would have something increase male ratios to ~4:1 vs females without it be due to genetic engineering, or genetic "choosing" without being something like "Chinese" choosing not to have female children would take a smarter person than me (in regards to genetics) to come up with a plausible answer.

of course the "simple" answer is something in their culture prefers male children and so their reproductive method skews hard male and has for long enough for their population to reflect it...

unless they really have a more balanced population ... but most of the females are never "seen" as all "outsiders" ever see is the equivalent of their military ... which is skewed male.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

guardiandashi's idea seems the most likely...
The Megalithians technically don't have NeShemar...They're the descendents of a group of Solugorth slave-stock that were freed by several Silvermoons(early SCW), the whole group of which had to run through a blind Rifts to escape Splugorth pursuers.
Now, I've gotten around to building two solar systems in the Clan Megalith territories, the two effectively bookendingthe clan's development....One being their 'homeworld', explaining their origins and what happened to their Shemarrian saviors, and having ample opportunity to mutate their genes. The other is a recent addition to their realm, showing how they're adding new members to their fold. Ironically, it's the latter which is finished first, while I'm still working details on their first starsystem.
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian Worlds: Kuragow(Clan Megalith)(Thundercloud Galaxy)

“The Splugorth didn’t waste time when it came to abusing their new acquisitions on Kuragow. Millions of the locals got worked over by the Shakdan biowizards and Kittani scientists prior to being shipped offworld back to the Splugorth market worlds. It was a real health crisis for a while after we stomped out the minions; we had to cut, amputate, rebuild, and hold the new hands of hundreds of thousands of locals as they tried to cope with their new existences. Then we had to deal with getting them back into societies that in many cases no longer existed.
The locals speak of becoming bionic as the ‘Gilding’, maybe because we use a lot of the local gold, silver, and chromium in on-site produced bionic components. Some treat the process almost like a gift from the gods, while others may as well call it the ‘Gelding’...there’s still a lot of suspicion and apprehension about cyborgs on Kuragow. Then there are the Gilded; a lot of them are released back into the world and they try to go back to their old lives only to find people have moved on, or, more often than not, their old communities and everybody in them have been destroyed, lost, or scattered to the winds. Most of them simply find it easier to let go of their pasts, lose their cultural, and sometimes personal, identities and join Clan Megalith.”
---Clan Megalith work section chief, in an interview with a Wayfinder anthropologist, Kuragow.

Kuragow is a terrestrial world in the Creche Clouds, coreward of Splugorth territory. Earth-like and inviting, Kuragow seems to have been re-seeded with new life after the Great Extinction of the War Against the Dominators. Whoever did the re-settling is unknown, but they seem to have favored what is called a ‘Palladium-mix’ by some scholastic circles, dropping a variety of humanoid lifeforms on Kuragow, from cultures in an early iron-age phase of development. The new colonists were subsequently left to their own devices, developing as they would.
Civlization would proceed in fits and starts until they had reached a steam age/early electrical state of technological advancement when they made their first galactic contact. Unfortunately, it was with the Splugorth, who were attracted to Kuragow’s hospitable environment and found the primitive locals to be a welcome bonus. Almost overnight, centuries of social and technological progress were overturned as the Splugorth announced their presence with violence. After destroying several cities outright, butchering the armies hastily raised to oppose them, and severing communications and travel networks as shows of force, the Splugorth Minions settled in to start harvesting the locals. Those nations they didn’t outright occupy were given the order to pay tribute in materials and slaves for the privilege of remaining ‘free’ for a bit longer, though it was obvious that the alien invaders meant eventually to possess ALL of the world. Still, with no other choices, most Kuragowan nations acceded to the Splugorth demands. So asssured of the cooperation of their new acquisitions, the Splugorth Minions settled in to what promised to be a profitable new source of wealth in their new Thundercloud possession.
Thus, the Splugorth were VERY surprised when they in turn were attacked from space, this time by a new group they’d never heard of, Clan Megalith. Flush from obliterating several large Splugorth scouting expeditions elsewhere in the Creche Clouds, Clan Megalith’s fearsome war machines now descended from the skies to sow havoc and reap destruction upon the Splugorth. Turnabout being fair play, so sudden and brutal was this second assault, that the Splugorth occupation force was almost entirely obliterated, and their space capability and communications destroyed outright. Once the shooting stopped, and Minion bodies stopped raining down in pieces, the Megalithians turned their attention to the matter of the natives. After no small amount of tension and trepidation, the Megalithians managed to convince the cowed Kuragowans that they had not simply swapped one set of brutal alien overlords for a new equally terrible ones(given the cultural upheaval to follow, though, some of the locals might argue that would still turn out to be the case).
Today, Kuragow is a world in transition, the Kuragowan nations trying to acquire and adjust to the new technologies and new realities imposed upon them. Infusions of new knowledge and revelations of alien new ideas, including the existence of magic, and technologies that may as well BE magic, have shaken the old traditions and insititutions to the core, and to implosion. Old religions have fallen and new schools of thought have rushed in, insititutions of reason have been cast down in some places and new superstitions arisen to take their place. Old regimes are in the process of collapsing, with new governments emerging based on the new models introduced by their Clan Megalith saviors. Some nations struggle to retain their identities, and try to adapt the new technologies on their terms, while others, virtually extinguished by the Splugorth, have become Megalithians in all but name. Some kingdoms, such as Vann-Chalese, were reduced to a shadow of their former selves, and have outright become part of Clan Megalith, going so far as becoming almost entirely cyborg, and rebuilding their city-seats as mechano-arks like Clan Megalith’s. Other kingdoms have attempted to withdraw entirely from contact with others, fearful of the changes sweeping their planet. Cults idolizing the Megallithians(and by extension, Shemarrians), cyborg conversion, and a new age of Changes, or castigating the outsiders as heavenly trials, have sprung up all over the planet.
Clan Megalith is supervising the reconstruction of Kuragow into a part of their Clan, knowing that it’s only a matter of time before Desslyth’s Minions again come calling, looking to avenge their lost fleet and reclaim Kuragow. Clan Megalith has recently allowed other Shemarrians to visit Kuragow, perhaps to garner interest in helping defend the planet.

There are rumors that the Splugorth had found traces of Ancient artiftacts on Kuragow, and were investigating various sites where ‘sacred relics’ were to be found, possibly dating back to the settlement of the planet or even before. Clan Megalith has not yet had any opportunity to investigate these rumors themselves, but a few Kuragowan governments and cults have set out to find them, in hopes of finding something to bolster the planet’s fortunes or establish themselves as powers to be reckoned with in the face of the new offworld realities.

Solar System(Katen)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 5
- Terrestrial(Arandar)---Giant Venus-style ‘hot rock’, Aranadar was similarly regarded as a ‘romantic’ celestrial body by the Kuragowans, until fairly recently. Arandar MIGHT be terraformable, although its high gravity would still make settlement problematic. Still, a number of specialist Clan Megalith gi-bots have been surveying the planet for exploitable resources.
-Planetesmial/Dwarf Planet(Serphus)---This Pluto-sized world is being developed as a Clan Megalith naval base. Serphus describes a rather fast orbit about Katen, and its name means ‘fast flier’ in the scientific language of Kuragow.
-Terrestrial(Kuragow)----System lifeworld
- Gas Giant(Kitipau)---Without any significant moons of note, Kittipau is of little interest to the location- and resource-seeking Megalithians, so, aside from a few cursory probes sent to examine it, the gas giant has been left alone.
- Gas Giant(Yegow)---Yegow also lacks significant moons of any size, but its large rings suggest its role of ‘sweeping’ the system of space junk that woudl threaten the inner worlds.

Planet(Kuragow)
Type: Terrestrial
Diameter: Average; about 11,000 km in diameter
Gravity: .9 g
Temperature:
Temperate, shading towards tropical-warm. The planet has small ice caps(surrounded by deep swamps).
Unusual/Special Features:
-Strange Orbit--Kuragow’s orbital track is angled nearly 50 degrees off the average ecliptic of the rest of the system.
-Moons---Kuragow has 13 moons, most of which are small captured asteroids. The largest three moons average 40, 30, and 15 miles in diameter respectively. In the past, the orbital positions of these moons played a large role in most of Kuragowan civilization’s cosmology and astrology. Today, many of them have been seeded by Clan Megalith as part of the planet’s new space defense system.
Atmosphere:
Normal, shading towards Dense.
Terrain:
Exotic---Besides a full range of terrain types, including large grasslands, Kuragow possesses some rather spectacular crystalline geological formations, and outcroppings of gold, quartz, and other minerals.

Notable Mineral Concentrations:
- Pitch Blend
- Chromium
- Gold/Silver(very abundant)
- Wolframite
- Flourite
- Quartz(very abundant)
- Platinum
- Ruby

Hydrosphere:
Balanced---Kuragow possesses a number of Mediterranean-sized seas that tip the balance of water coverage slightly over 60%.

Biosphere:
Dense---Kuragow possesses a rich ecosystem, including obviously introduced species. The Splugorth also began bringing in their own animals and plants, some of which have begun posing a problem to the established ecosystem.

Civilization:
Settled. Prior to the Splugorth invasion, Kuragow was home to some 700 million people. Post-liberation, that number is closer to 380 million.
Nearly 500,000 Clan Megalithians are also currently in residence, in over a dozen mechano-arks and a mobile space arcology, supervising the construction of orbital defenses and the education of the Kuragowans into a member-state of their clan.

Population:
Mixed; Humans make up nearly 60% of the population, followed by fairly even percentages of Wulfen, Minotaurs, Dwarves, and Elves.
In the aftermath of the Splugorth occupation, some 20% of the survivors have required surgical reconstruction of one sort or another(obvious cybernetic or bionic reconstruction being locally known as ‘gilding’), and another 5% still bear the marks of biowizardry (bioborg construction, parasite infestation, or symbiote implantation).

Technology:
Kuragow was in its Steam Age, with early industrial applications of electricity(telegraphs, electric lighting) when the Splugorth hit. Under Clan Megalith’s tutelage, the planet is being bootstrapped into Megadamage Age technology, using Megalithian-gifted technology and scavenged Splugorth equipment.

Economy:
Agrarian, with a growing industrial component.

Wealth:
Would be Rich, but the Splugorth rapine stripmining of the planet’s resources, cultures, and population has reduced them to Poor, verging on Impoverished but for Clan Megalith intervention. If Clan Megalith can successfully ease Kuragow into its fold, the planet is likely to rise to Rich, potentially Wealthy, status.

Government:
Fractured; most Kuragowan governments pre-Splugorth were Aristocractic(Strongman in the Minotaur communities). Post-Liberation, only a handful of aristocracies have survived(and it’s noteworthy that those tend to be matriarchal). Several new democracies, modeled after the Megalithians’ meritocracy, have been hastily established and are shakily trying to survive. Many areas have fallen back on local headsmen or have simply given up all together, and look to the Megalithians for governance.

Law Level:
Moderate---Despite the best efforts of Clan Megalith to moderate the situation, the trauma inflicted on the Kuragowans tends to break out in lawlessness on occasion. Try as they might, the Megalithans can’t be everywhere at once, and traditional local law organizations can’t always keep apace with the changes ongoing in their global society.

Popularity:
Fanatical--Clan Megalith and anything Megalithian attracts desperate attention from the Kuragowans.

Stability:
Stable---There are outbreaks of unrest, typically against local governments trying to hold on to the vestiges of their power, not doing enough to rebuld, or against unwelcome change. However, everybody recognizes that Clan Megalith is there to stay and they’re MUCH better than the alternative.
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:guardiandashi's idea seems the most likely...
The Megalithians technically don't have NeShemar...They're the descendents of a group of Solugorth slave-stock that were freed by several Silvermoons(early SCW), the whole group of which had to run through a blind Rifts to escape Splugorth pursuers.
Now, I've gotten around to building two solar systems in the Clan Megalith territories, the two effectively bookendingthe clan's development....One being their 'homeworld', explaining their origins and what happened to their Shemarrian saviors, and having ample opportunity to mutate their genes. The other is a recent addition to their realm, showing how they're adding new members to their fold. Ironically, it's the latter which is finished first, while I'm still working details on their first starsystem.


Yeah, guardianashi's is more likely. I was just coming up with some possibilities.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Some quick sigil work for the Lollipops:
(aka "The Sucker of Doom', 'Sugary Death', 'Jawbreaker o' Pain')
http://i408.photobucket.com/albums/pp164/taalismn/lolli%20copy_zps9bb4wuyf.jpg
And the Skyeklad:
http://i408.photobucket.com/albums/pp164/taalismn/skyeklade%20copy_zps2t05adcp.jpg
'Bare it all!"

Of course, more elaborate versions likely exist in the tribal heraldry, but these are the basics.

Ben considering expanding the entries on both of them to the longer, more comprehensive format for Fringe Tribes and adding some additional illos to them.
(And in the case of the Skyeklad, the ingenuity of positioning weapons just SO so that the unmentionables are covered :bandit: )
-------------
"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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Some quick sigil work for the Lollipops:
(aka "The Sucker of Doom', 'Sugary Death', 'Jawbreaker o' Pain')
http://i408.photobucket.com/albums/pp164/taalismn/lolli%20copy_zps9bb4wuyf.jpg
And the Skyeklad:
http://i408.photobucket.com/albums/pp164/taalismn/skyeklade%20copy_zps2t05adcp.jpg
'Bare it all!"

Loremistress Shemarazahd approved :D :ok: :demon:
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Figured I better get an Aurora Warrior Warmount out of the way early, even though they're not well known for Warmounts:


EcoS-K-104 Invictor Warmount

The dark of the five month night is lit by the cold glow of the auroral lights far overhead, and by the strobing flash of eldritch lightnings. The cold light reflects off chitinous armor as insectile shapes seem to glide with lethal purpose out of the shadows, converging on a beseiged mining community. The flames of burning buildings and defenders gleam in reflection off inhuman multi-facted eyes, as the attackers dispassionately dissect the defense.
Then suddenly there is a great crash of white. Powerful bolts of force streak out of the darkness, slamming into the sides of the multi-limbed warmachines. Insectile limbs are vaporized, shattered, or simply blown aside. Armor ablates, cracks into molecular dust. A second flurry of superheated gas hammers into the still-stunned targets. Exotic metals heat and twist, or melt and flow, and at least one of the eldritch war-mechs falls over, unbalanced by the loss of so many of its limbs. Its comrades return fire, beams of the psuedo-lightning, or rays of twisted gravity, probing into the darkness.
Then sudden concussion, contact, the tearing of armor as massive claws drag screeching through carapace-shell. Insectile heads turn with alarm as canopy tissue suddenly bulges and tears, and fanged snouts push inside, jaws opening with hungry intent, as buzzing screams begin to ring over the dark cold landscape.


The Invictor is a new Warmount that recently appeared in the ranks of the Aurora Warriors, despite the fact that the clan is both still small and already well-equipped with Warmounts, and has been focusing on e-animals as force multipliers. The introduction of a wholly new Warmount by the fringe tribe is believed to be more of an exercise than to meet a pressing need. Regardless, the Invictor is still an impressive creation that shows promise for the new tribe.
The Invictor is said to have been inspired by the Aurora Warriors’ encounters with a group of dimensionally wandering soldiers, and the Warmount supposedly takes its form from a combination of a giant wolverine and an alien mecha of their allies’ acquaintance. The Invictor has a squat appearance, with a long narrow head ending in a fearsomely betoothed maw, and a heavily armored body carried on four muscular legs. The paw-feet on all four legs can expand extra-wide for better purchase on ice, and reduced ground pressure on soft snow.
Observers would be surprised that the Invictor can FLY, albeit slowly. Because of the often treacherous frozen terrain, and unreliable sea ice, that the Aurora Warriors operate in, the ability to fly was seen as an advantage, and so they equippped the Warmount with both flight thrusters and an electromagnetic levitation system. Smaller thruster nodes on the legs provide stabilizing secondary thrust. The Warmount is also fully amphibious, allowing it to endure freezing bodies of water with relative impunity(and occasionally to ambush unwary ice-crossers from below).
The Invictor’s main armaments are two integral heavy particle beam cannon that make up most of the upper rear back of the Warmount. Backing this powerful main array is a multi-mode plasma cannon in the Warmount’s head, eye lasers, and a combination of vicious teeth and claws, powered by extra-powerful actuators in the limbs. Invictor crews will often snip targets at long range, cripping them long enough for the Warmounts to close the distance and either finish them off, or totally incapacitate them for capture, with a mauling at close quarters.
If the Aurora Warriors have a complaint about the Invictor, it’s that the placement of the main armament interferes with peripheral arc of vision and fire of the rider; the Shemarrian has to either crouch low or sit high to see around the massive cannon. The fixed positions of the cannons also mean that the Warmount has to aim itself in order to take best advantage of the cannons.
The Invictor currently strains the Aurora Warriors’ available industrial capacity, so only a half-dozen of them have appeared in their ranks so far. Early reports of them in action, however, have attracted the attention of the Skullcrushers, Wolf’s Path, and Horrorwoods, who may all seek to acquire examples of the design, or even the templates for its replication.

Type: EcoS-K-104 Invictor
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 480
Head 120
Particle Cannon* (2) 200 each
Main Thruster Nodes (2) 95 each
Secondary Thruster Nodes (8 ) 60 each
Legs(4) 180 each

*The cannons provide partial cover to the rider, making her -5 to strike from behind and the sides.

Height: 20 ft
Width: 30 ft
Length: 24 ft
Weight: 26 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 110 MPH
(Leaping) 30 ft up/across, increase by 50% with a running start. 100 ft up/across with jet-assist.
(Flying) Hover to 360 MPH, maximum altitude of 10,000 ft. Can only maintain flight for five hours, before needing two hours to cool down
(Space) Fully capable of operating in space: 400 MPH.
(Underwater) 22 MPH running along the bottom, or 90 MPH using its thrusters Maximum dive depth of 8,000 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Invictor 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.

*Thermal-Kinetic Armor---The Invictor is sheathed in a production-intensive knockoff of Naruni Enterprise’s Thermal-Kinetic armor. As a creature of the cold, the Warmount’s infrared and thermal emissions are masked, with only a 25% chance of showing up on thermal sensors. MD fire/heat attacks do HALF damage, and high speed impact damage attacks(bullets, rail guns, grenades, missiles, explosions, falls, and collisions) do HALF damage. This armor is another feature that makes the Invictor more difficult to mass-produce.

*Snow-Paws---The paw-pads can expand into more effectuve snowshoes. Reduce penalties for running across soft ground like deep snow or mud by HALF.


Weapons Systems:
1) Heavy Particle Cannon (2)----The two massive particle cannon sprouting from the back of the Invictor dominate its appearance. An engineer would recognize these weapons as being based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, but the larger and more advanced powerplant of the Invictor allows TWO of these cannons to operate together, with a faster recharge rate than that available to the Glitterboy. The cannon muzzles can swivel 45 degrees side to side/up/down, and the entire cannon array can be tilted up 60 degrees. These weapons are rarely ever given over to the control of the Warmount itself, but are triggered by the rider.
Range: 11,000 ft(double in space)
Damage: 4d6x 10 MD single blast, 8d6x10 MD for a simultaneous blast from both cannons(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Blaster(1)----The Invictor mounts a single plasma emitter in the center of its nose, allowing it to spew plasma fire(often mistaken for fiery breath).
Range: 2,000 ft
Damage: 1d4x10 MD per blast, or can fire an area of effect ‘spray’ that does 5d6 MD to a 30 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Thruster Blast (8 nodes) ---The Invictor can use its secondary thruster nodes as short range concussion weapons, capable to knocking away opponents who attempt to close with the Warmount.
Range: 75 ft
Damage: 1d4 MD at ranges of 30 ft or less, 1d4x10 SDC out to 75 ft
small objects are blown away 20-120 ft, 88% chance of knock-down(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: ECHH
Payload: Effectively Unlimited

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

5) (Optional) Modular Weapons(2)---The Invictor has provision for torso-mounting TWO weapons similar to those standard to the Monstrex

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex programming.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Invictor intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6, +8 running in excess of 75 MPH, +7 in flight
Strike +1 (+2 w/ ranged weaponry)
Parry +4
Roll +4, +6 in flight
Pull +4
Pin/Incapacitate on a Natural 18-20
Bite 4d6 MD
Restrained Punch/Kick 1d6 MD
Foreclaw Slash 3d6 MD
Hind Claw Slash 2d6 MD
Power Punch/Kick(2 attacks) 1d6x10 MD
Body Block/Tackle/Ram 4d6 MD, plus 01-65% chance of knocking an opponent (of 3,000 lbs mass or less) down and making them lose initiative and 2 APMs. Opponents so trapped/pinned, lose-2 on all combat bonuses while knocked down.
Power Pounce (4 attacks) 3d6x10 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Invictor an aura and behavior more befitting a sentient being(or a giant predatory animal) than a robot. Invictors have vicious predatory personalities akin to a wolverine’s, with a tendency to go kill-crazy in combat, unless reined in by their riders. In close combat, they are particularly savage, mauling and pinning opponents with their forepaws, then jamming their narrow snouts into available rents or wounds in an oppoent’s skin/armor, and chewing on the insides. Invictors can still recognize friends and allies, but they tend to be territorial, with regards to personal space. Most Shemarrians find Invictors to be tempermental and hard to ride, and the thinking is that, as a first effort on the part of the Aurora Warriors to create a Warmount, the Invictor is flawed with regards to its intractable personality. Those who learn to tame and ride the vicious cyberbeasts, would disagree, claiming that it’s just a matter of showing the Invictor ‘who’s boss’.

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:
*Ice Armor---Available as an Upgrade, this allows the Invictor to generate a sheath of dense ice that acts as ablative shielding. Can add up to 250 MDC of super-dense ice that lasts 45 minutes. Lasers do 1/3 LESS damage to the shiny ice coat. Note that Strike, Dodge, Roll, and Parry bonuses are HALVED while the ice armor is active, nor can it fly while the ice armor is on. The rider can also be covered, but will be unable to move without shattering and losing the protection of the ice shell over themselves.
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Figured I better get an Aurora Warrior Warmount out of the way early, even though they're not well known for Warmounts:
EcoS-K-104 Invictor Warmount


I've got a weapon in the works for them.. An Ice Maul.. deals cold damage, can encase a target in ice and shatter it (they got the base tech from the Ice Flame's Cyro Rapier, but knocked it up a notch).
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Wait 'till you see what the Invictor looks like....Harmony Gold may come after me... :D

But the Aurora Warriors will have mostly e-animals as their big-ticket autonomals, and those will be pretty unusual.

I'd toyed briefly with the idea of a Shemarrian fringe tribe made up of Russian cyborgs, but now I'm thinking that it might make more sense if Russian Shemarrian-wannabes wound up enfolded into the Aurora Warriors. :D
-------------
"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
------------
kronos
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Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Wait 'till you see what the Invictor looks like....Harmony Gold may come after me... :D

But the Aurora Warriors will have mostly e-animals as their big-ticket autonomals, and those will be pretty unusual.

I'd toyed briefly with the idea of a Shemarrian fringe tribe made up of Russian cyborgs, but now I'm thinking that it might make more sense if Russian Shemarrian-wannabes wound up enfolded into the Aurora Warriors. :D


Oh I'm waiting excitedly.
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

An Aurora Warrior weapon...

Eshe-AWH01 Ice Maul

After Tinkers from the Aurora Warriors visited the IceFlames, the brought back the technology for their Cryo-Rapiers, and began development of their own ice based melee weapons. The Ice Maul was one development, scaling up the technology from the Cryo-Rapier for a much heavier hitting maul. This heavy two headed hammer always seems to be coated in a thin layer of frost and streams of cold mist trail behind hit as it is swung. The thick 10 foot shaft gives the Ice Maul good reach in melee combat, and freezes anything it strikes, potentially encasing a target in ice. A powerful strike can shatter armour and bones with equal ease, showering those nearby with frozen bits of the victim. It's powerful strikes against frozen targets have proven exceptionally useful in sieges, smashing through walls and barricades.
An additional feature of the Ice Maul is it can focus its cold generating powers to create a line of ice when striking the ground, making the ground both slippery and hazardous as deadly spikes of ice spring up to impale any on the line.

Weight: 35 lbs
MDC of Weapon: 25
Range: Melee with up to 10 foot reach
Mega-Damage: 5d6 M.D. plus frost.
Payload: E-clip allows for 100 strikes with the use of its Frost and Frozen abilities, while Ice Line uses up 5 uses. Also powered by induction through the Shemarrian's hands to allow unlimited payload.
Special Abilities: Frozen, Critical Burst, Ice Line
Frost - 3d6 M.D. of incredible cold damage, plus target suffers --2 initative, -1 to strike, parry, dodge and speed is reduced by 10% for 1d4 minutes. This affects cyborgs and robots as well undead. Living mortal/Hit point creatures who are protected by non-environmental M.D. or magical armour are chilled to the bone and must roll to save vs numbing cold (14 or higher). Failure to save they suffer 1d6 S.D.C/Hit Point damage. Mega-damage beings, like dragons and demons must roll 10 or higher to save vs numbing cold. Failure to save means they suffer 1d4 M.D.
Frozen - If the target failed their save for Frost by 5 points, the target's skin or armour freezes and becomes brittle, increasing the duration of Frost by +2d4 rounds. The next kinetic attack to hit the target (punches, physical melee weapons, railgun or other physical ammunition) deals an extra +2d4 damage (S.D. for S.D.C. creatures or M.D. for M.D.C. creatures and armour), plus bludgeoning attacks (punches, hammers, mauls, clubs, etc) roll for a critical strike on a natural 19 or 20. This lasts for 1d4 rounds.
Critical Burst - On a critical strike (natural roll of 20, 19 or 20 if the target is suffering from Frozen) the Ice Maul deals triple damage both from the weapon and the cold, plus if the target is suffering from Frost and/or Frozen, the target suffers -2 P.B due to horrible scarring from the frozen flesh being shattered, and any targets within 5 feet take 1d4 points of damage from frozen shards flesh/armour bursting from the strike.
Ice Line - As a full melee round action (takes up 4 actions, allowing those with multiple attacks per melee round to still dodge, but no other attacks), the wielder can charge the Ice Maul's head and slam it into the ground, causing it to force all of its cold powers out into a line that is 10 feet wide and 50 feet long, covering the ground in slippery ice mixed with jagged ice spikes. Those in the line will suffer 1d6 MD points of damage from being impaled by the spikes plus 2d6 MD points of cold damage. Those on the line, risk slipping and impaling themselves, moving at half speed only 01-32%, going fasters is a 80% chance of falling, suffering 1d6 plus 2d6 md points of cold damage from the spikes. While moving on the ice, suffering -4 to strike, parry or dodge. This line lasts for 1d4 minutes in temperate areas, or indefinitely in temperatures of freezing or below. After using this ability, the Ice Maul can not use its Frost or Freeze abilities for 1 minute as the system recharges.
Note - Against creatures vulnerable to cold (fire elementals for example), suffer double damage from Frost, plus their saves are +4 higher (18 for S.D.C./Hit Point creatures, 14 for mega-damage creatures). Against creatures made of ice, they don't suffer any cold damage from Frost, but considered to be Frozen, allowing the Ice Maul to deal its additional 2d4 damage, plus all critical strikes take advantage of the Critical Burst ability.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Nice...I'll have to sketch it up.... :D 8)

Cultural Notes: Fringe Tribes---The Story of the Red Claws

“It’s said of the Red Claws that they drink the blood of their enemies, they sharpen their claws on the bones of the assassins sent after them, and vodka antifreeze runs through their bionic arteries in place of blood. I give scant credence to the first and the second, but the third is entirely possible.”

For several years rumors had reached the West of a Shemarrian Tribe calling itself the Red Claws operating in the Russian vastness. The more knowledgeable Shemarrian ‘experts’ at Lazlo, and indeed the Wayfinders, tentatively classified this group as a Fringe Tribe, possibly incepted during the European Grand Tour initiated by the Reformed Shemarrian Nation, which was said to have penetrated as far as the Russian steppes. It would take increased contact with the Shemarrian Nation and growing Wayfinder exploration of the Far North to finally verify the truth of these rumors from Russia.
It is now known that the Red Claws were once a sub-warband of Warlord Sokolov’s domain. Some two-thousand strong at their height, the Red Claw Band was successful in patrolling their region, with a string of successes(and atrocities) to their name as could be expected from a warband in Sokolov’s service. With their successes, however, came a growing number of enemies, and increasing attention from Sokolov, not all of it welcome, especially after the Red Claws’ leaders politely rebuffed several strongly-worded suggestions that the band merge with larger Camps that had the Warlord’s favor, or send their better warriors to join Sokolov’s service.
Their end came when the Red Claws encountered a Silvermoon Warchief(indeed, one of the EGT group) and joined forces with the foreigner in fighting a demonic infestation threatening several communities in the region. The battles were hard, but in the end the demons were vanquished, and both the Red Claws and the Silvermoon party found a respectful admiration for the martial prowess and bravery of the other. Warlord Sokolov, having gotten word of the powerful foreigner in his lands, immediately ordered the Red Claws to seize the Shemarrian and her technology. Guessing rightly what their recent ally’s fate would be in Sokolov’s hands, and having bonded ‘in blood and steel’ with a fellow warrior, the Red Claws instead let her and her retinue escape.
Incensed by the Red Claws’ disobedience, and egged on by the band’s enemies in his court, Sokolov ordered the Red Claws captured, and sent his own troops to destroy the village where the Claws’ dependents were settled. The Red Claws barely escaped, and fled across the border into neighboring territories. Sokolov, angered even more, declared the warband traitors(including accusing them of collaborating with his imagined nemesis Kolodenko in robbing him of what was ‘rightfully’ his), posting a bounty for their heads, and ordering a purge of the Red Claws’ district.
For the next three years, the Red Claws meandered across Russia, seeking refuge. They at first attempted to sell their services as mercenaries to various other Warlords, but discovered that those they could reach were not inclined to offer them shelter. Orloff was as insane as Sokolov and eager to claim the bounty offered by his fellow tyrant, Burgasov was ill-inclined to offer succor to a warband that had once raided his territories, Kolodenko’s lands were closed off to the Red Claws by Sokolov’s diligent hunters, and neither Romanov nor the Sovietski were enthused by the checkered past of the Claws(especially after trumped-up accounts of their ‘crimes’ reached them), and rebuffed their tentative inquiries.
The Red Claws also discovered that the grudge-obsessed Sokolov had sent Reaver Assassins after them, and several attacks that claimed several more of their number, even in villages that they thought were safe, convinced them that staying anywhere near Sokolov was a bad idea.
An attempt to reach the relatively distant lands of Warlord Alekseyenna(who was reacting to an invasion from the Far North and might be less inclined to question the backgrounds of recruits to bolster his army) via the haunted region of the White Sea instead brought them into contact with scouts from the Aurora Warriors, a splinter of the Silvermoon Shemarrians. Hearing the Red Claws’ tale, knowing of the experiences of a member of their progenitor Tribe with the warband, and the debt owed them, the Aurora Warriors offered the Russians sanctuary, if they were willing to tough it out with the cold warriors. Seeing no other more attractive options, the Red Claws, now down to under half their original strength, accepted the offer.
Rather than form a distinctive Fringe Tribe of their own, the surviving Red Claws have been enfolded into the Aurora Warriors as a NeShemar band. They still retain much of their cultural identity, even in so far as sporting their red-clawed sigil at the center of the ‘frozen star’ of the Aurora Warriors, but they operate very much as a part of the Shemarrians. They increasingly use Shemarrian equipment and weaponry, and the use of Progen has led to an increasing number of cyborg hybrids filling their ranks.
Meanwhile, Warlord Sokolov has created a new Red Claws warband of his own fanatical followers(who have been quick to taint the name with blatant atrocities) and given them leave to slay ANYONE else attempting to use the name. They are not yet aware that the original Red Claws are now a part of the Aurora Warriors, but such knowledge would likely NOT be well-received by Sokolov, especially if he knew of the connection between the Aurora Warriors and the Silvermoon wanderer whose attempted capture triggered the Red Claws’ effective excommunication.

Note: Video has surfaced of several Red Claws Demonfist Shocktroopers refitted with larger ‘snowshoe’ feet, and appliqué ‘ice armor’ sprouting wicked-looking icicles in place of the demon spikes. Whether the new armor skinning is hardened diamond-crystal armor or renewing ice armor is not known. The same video is low in quality in parts, making specifics hard to discern, but apparently it shows that the twin back-mounted plasma weapons have been upgraded to have DOUBLE their normal range. Given that the Sokolov Demonfist cyborg is an older design, and that the Shemarrians have access to Mechanoid plasma weapon database acquired by ARCHIE-3(and later acquired by the EShemar), such upgrades using the more advanced EShemar techbase do not seem unrealistic.
-------------
"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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Re: Shemarrian-related fan creations

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Eco-KRP23 Sabersharc War Beast
(aka ‘Chopper-Shark’, ‘Pizza-Cutter’, ‘Trike-Slicer’)

“What’s that ripping sound?”
“Oh shi-GROOV-no, SABERSHARCS!!! RUUUUNNN!!!!!”


“Great...land sharks with ####ing LASERS on their foreheads. I’m about to die in a ####ing meme.”

The Sabersharc is an Aurora Warrior fringe tribe war beast patterned after an alien predator they encountered in another universe.
The Sabersharc resembles a large shark, white in color, carried across the ground by three razor-edged buzzaws, one in the tail and two in place of the lateral fins. These buzzsaws can be angled to form a tricycle support, or effectively a bicycle configuration; in either case they leave distinctive groove-tracks in the ground. Between the buzzsaws, vibroblade-fins, and teeth, the Sabersharc is a vicious melee combatant, especially with its trademark slashing strikes. The addition of laser eyes to its arsenal gives it a ranged attack capability.
Sabersharcs also have advanced sensory capabilities, especially with regards to detecting electromagnetic activity in their vicinity. Sabersharcs are frequently used by the Aurora Warriors to sniff out minefields, landlines, and hidden enemy vehicles. They are also fair trackers, both on land and in water, though the Warriors tend to rely on the Shemarrian Wolf(their winterized version) more often for the former environment.
Sabersharcs are deployed in hunting schools of 4-12 around Aurora Warrior encampments and formations. Their amphibious capabilities allow them to harry prey both in and out of the water, and they can be especially dangerous if two or more schools can corner a target near water, with the e-animals attacking from both land and water.

Type: Eco-KRP23 Sabersharc
Class: Robotic Warbeast/Watchbeast
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 260
Dorsal Fin 35
Sawfins(3) 50 each
Tail 100
Height: 2.5 ft +3 ft from top fin
Width: 8 ft
Length: 14 ft
Weight: 950 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Driving) 200 MPH
(Flying) Not possible
(Space) Not possible
(Underwater) Fully amphibious; can swim underwater at 60 MPH, maximum depth of 2.5 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 3 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Sabersharcs 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 80 MDC before needing material stocks to convert to MD repair material.

*Sonar---5 mile range

*Mine Detector-----A detection coil integrated into the nose, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordnance. 85% accuracy.

*EM Scanners--- The Sabersharc emulates its shark inspiration by having particularly acute senses, such as a magnetometer and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM sources such as charged-up rail guns and the magnetic bottles of fusion powerplants can be detected at TWICE the normal range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.

*Molecular Analyzer--- Can effectively track by smell in the water; 84%, and in air at 65%.

Weapons Systems:
1) Eye Lasers(2)
Range: 2,000 ft
Damage: 3d6 MD for one eye blast, 6d6 MD for both firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Buzzsaw Fins(3)----In place of the lateral fins and the lower part of the tail, the Sabersharc sports three powered buzzsaw blades that it can use to carry itself at high speed across the ground. The forward two rotary blades can be angled outer for wider posture and greater stability, or they can be angled in so the three blades effectively roll inline(leaving a distinctive groove path cut in the ground).
Range: Melee
Damage: 6d6 MD per slash, 1d8x10+10 MD per full three-blade ‘pizza-cutter’ attack

3) Vibroblade Fins(2)---Both the dorsal fin and the tail are lined with vibroblades, allowing them to be used in fearsome slash attacks. The dorsal fin is of more use underwater, and is often used to slice sea ice from below(typically to pitch enemies into the cold sea).
Range: Melee
Damage: 2d6 MD on a slash

4) (Optional) Modular Forehead Weapon Mount---- If heavy combat is anticipated, the Sabersharc can be fitted with a standardized modular weapon identical to those available to the Monstrex. The fitting is mounted on the forehead(mini-missile launcher can be replaced with mini-torpedoes for underwater combat).

Programming:
The Ecotroz have installed robotic AIs. Occasionally they have infected the matrix with a low-level Ecotroz sentience. Sabersharcs exhibit a very aggressive predatory attitude and will mercilessly harry and savage targets they fixate on. They hunt well in schools/packs, and can coordinate with other Shemarrian predators(such as Shemarrian Wolves) in taking down large or multiple prey. Their demeanor has been described as ‘colder’ and more ‘mechanical’ than Shemarrian Wolves, in keeping with their being modeled on sharks(‘the eating machines of the deep’).
Typically has the same programming as for the Monst-rex and Monst-crane, plus the following:
Underwater Navigation 70%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 60%(+5% per level of experience for Ecotroz entity)

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Sabersharc intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +6 underwater
Strike +3 (+2 w/ ranged weaponry)
Roll +2, +6 underwater
Bite 2d6 MD
Buzzsaw Strike 6d6 MD per slash, 1d8x10+10 MD per full three-blade ‘pizza-cutter’ attack
Fin Slash 2d6 MD
Tail Slash 3d6 MD
Body Block/Ram 2d4 MD

If Awakened with an Ecotroz mini-essence, the Sabersharc has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*See Aura

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, 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).
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Eco-KRP23 Sabersharc War Beast
(aka ‘Chopper-Shark’, ‘Pizza-Cutter’, ‘Trike-Slicer’)

“What’s that ripping sound?”
“Oh shi-GROOV-no, SABERSHARCS!!! RUUUUNNN!!!!!”


“Great...land sharks with ####ing LASERS on their foreheads. I’m about to die in a ####ing meme.”


Heheh.. All I wanted were fricken sharks with fricken lasers on their heads, and how we have them!
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Eco-KRP23 Sabersharc War Beast
(aka ‘Chopper-Shark’, ‘Pizza-Cutter’, ‘Trike-Slicer’)

“What’s that ripping sound?”
“Oh shi-GROOV-no, SABERSHARCS!!! RUUUUNNN!!!!!”


“Great...land sharks with ####ing LASERS on their foreheads. I’m about to die in a ####ing meme.”


Heheh.. All I wanted were fricken sharks with fricken lasers on their heads, and how we have them!



Considering the Aurora Warriors are based on a Shemarrian encounter with the Robotech Ice Guard, who practically breath the trope/meme 'Exiled to Siberia/Become Superhuman' , you gotta expect strangeness....
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:Eco-KRP23 Sabersharc War Beast
(aka ‘Chopper-Shark’, ‘Pizza-Cutter’, ‘Trike-Slicer’)

“What’s that ripping sound?”
“Oh shi-GROOV-no, SABERSHARCS!!! RUUUUNNN!!!!!”


“Great...land sharks with ####ing LASERS on their foreheads. I’m about to die in a ####ing meme.”


Heheh.. All I wanted were fricken sharks with fricken lasers on their heads, and how we have them!



Considering the Aurora Warriors are based on a Shemarrian encounter with the Robotech Ice Guard, who practically breath the trope/meme 'Exiled to Siberia/Become Superhuman' , you gotta expect strangeness....


I gotta get caught up on my Robotech..
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Re: Shemarrian-related fan creations

Unread post by kronos »

I was thinking of something.. would Clan Shinden, following some of the old traditions of Japan, have some reverence for spirits.. like Kami.. spirits in various things (river, forest, battlefields, forges, mountains, markets, etc) of the Shinto belief system?
And if so.. their own versions of e-nimals would be such things? Although some might be more purpose focused, like Kami would be.. but in their elements, they would be a boon to any Shemarrians with them, and to themselves.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:I was thinking of something.. would Clan Shinden, following some of the old traditions of Japan, have some reverence for spirits.. like Kami.. spirits in various things (river, forest, battlefields, forges, mountains, markets, etc) of the Shinto belief system?
And if so.. their own versions of e-nimals would be such things? Although some might be more purpose focused, like Kami would be.. but in their elements, they would be a boon to any Shemarrians with them, and to themselves.


Indeed....You could probably make a pretty good robo-tanuki using the basis of a robot cat.
There's also the idea of Tsukumogami (https://en.wikipedia.org/wiki/Tsukumogami) household items that, because of their connections to living things, take on life themselve(my idea for Haunted Vehicles is vindicated!).
This might be used to explain Ecotroz-Awakened robots infiltrated into the high tech kingdoms of Japan(of course, the world-wise defense forces of those same kingdoms might assume possession by malign entities like Tectonic Entities, and just blast them).
Ah yes, and my collage-style depiction of a Sabersharc and a quick illo of the Ice Maul should be up on Sunday(when the Spring blizzard hits my area). :D
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

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A heads up of what I've got in the works.. after I sort out screw balls life is throwing me (also why I haven't updated the wikia in awhile, sorry, my bad)... Horrorwoods Wargoddess/chieftess upgrade, Skyeklad cloud armour.. update the wikia with Aurora Warriors, more Horrorwoods updates, Hawkmoon, then onto either Skullcrusher or Wolf's Path.
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Re: Shemarrian-related fan creations

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Big Illo Day for the Aurora Warriors:
Sabersharc(quick collage using some commercial circular saw blade photos)
http://i408.photobucket.com/albums/pp164/taalismn/sabersharc_zps9efqrkzm.jpg

The Ice Maul:
http://i408.photobucket.com/albums/pp164/taalismn/sabersharc_zps9efqrkzm.jpg

The Invictor(showing off its obvious inspiration/lineage)
http://i408.photobucket.com/albums/pp164/taalismn/img732_zpscdf87vcg.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

kronos wrote:A heads up of what I've got in the works.. after I sort out screw balls life is throwing me (also why I haven't updated the wikia in awhile, sorry, my bad)... Horrorwoods Wargoddess/chieftess upgrade, Skyeklad cloud armour.. update the wikia with Aurora Warriors, more Horrorwoods updates, Hawkmoon, then onto either Skullcrusher or Wolf's Path.



I've been wondering what to make for the Skyklade...glad to see somebody else was thinking about our cyber-nudists. :D
-------------
"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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Re: Shemarrian-related fan creations

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Blastrons---Directional Explosive Armor Attachments

“This is another reason you don’t want to get up close and personal with a Shemarrian. Those big ugly armored shoulder plates aren’t just passive defense, they’re active murder. Unless you WANT to get kissed with hypersonic buckshot in the face, stay away from rubbing shoulders with the Shemarrians.”

Blastrons are simply directional explosive charges strapped to Shemarrian shoulder armor plates and triggered as anti-personnel weaponry. The idea started with the DarkWaters, when a Warchief grabbed some available Northern Gun claymore mines and mounted them on her shoulder plaudrons, just prior to wading into combat aboard a Splugorth slave barge, where heavy close combat against the crew was expected. The Warchief survived to pass on the idea to the rest of the Shemarrian Nation, and the concept was quickly snapped up by the Blood Riders, Wolf’s Path, and Skullcrushers.
Blastrons are occasionally used as reactive armor to thwart attacks with anti-armor weapons like mini-missiles, but they are more commonly used to deal with multiple attackers attempting to surround and overwhelm a Shemarrian in close quarters. With a thought, the Shemarrian wearer can trigger a mine, spraying an area to her sides with lethal shrapnel.
Modern refinements of the idea look more angular and squarish, like the traditional medieval Japanese sode shoulder armor plates, carrying 3-4 directional charges, but improvised types using commercially-available directional explosive mines can still be found in use among the Tribes.
Tribal variants exist as well; the Obsidian Dawn is known to lace their charges with various toxins known to be effective against various macro-vermin(like Xiticix). The Blood Riders have been experimenting with incendiary pellets that burn on contact, and can lodge in a wound, charring the injury(any cauterization effect being little consolation for the extra damage done). The Radiant Edge has been known to use radioactive materials, giving their pellets extra damage effects similar to DU- and U-rounds.

Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide.
Used as reactive armor against plasma and armor-piercing missiles, the charges act as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the armor takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the Shemarrian must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once.
Rate of Fire: One at a time or can be simultaneously fired in volleys of 1-4
Payload: Each shoulder plate can mount from 3-4 charges.

EShemarrian EM Blade(The SkyeKlad)

“Even their weapons are naked; invisible, but for their deadly essence. See their violence and know them for real.”

SkyeKlad Clan EM Blades are virtual constructs of shaped electromagnetic or gravitic force, so powerful that they can tear apart matter on contact. Aside from their hilts, though, all that is visible of the ‘blade’ is a slight distortion in the air that refracts light ever so slightly, like a heat ripple. This allows the SkyeKlad to be fully ready for combat even while appearing unarmed; opponents don’t realize it until the invisible blades begin slicing into them. The technology is a modification of hardware acquired second-hand from the Steel Gaians.

Weight: 5 lbs.
MDC: 45 for the hilt.
Range: The ‘blade’ is typically 3-6 ft long.
Damage: 3d6+4 MD per hit
Rate of Fire: ECHH
Payload: A standard E-clip can power an EM Blade for 45 minutes. Those held in the hands of a Shemarrian gynoid/android or cyborg are powered effectively indefinitely by induction.
Bonuses: EM Blades are -6 to dodge; only those with the ability to see energy fields, or are perceptive enough to see the slight ripple in the air(75% chance of going unnoticed) will be able to effectively dodge the cutting field without penalty.
Notes:
* The Skyeklad have special app-programs in their sensorium that can tell them where the ‘blade’ is while they’re holding and using the weapon, allowing them to use the blades without penalty. Others using the weapon, unless they can see electromagnetic or gravitic energy, will be -3 to strike with the blades.


EM Punch-Blade

“They’re not shadowboxing, those women. They’re Furies, tearing the life out of your men. Watch and learn the truth of your foolish supposition. Anybody wandering around unclad and unarmored like that is NOT helpless, and you should question WHY they are so self-confident to be undressed so. And there is your answer, written on the broken bodies of your comrades.”

This is a further refinement of the standard EM Blade in that it has multiple modes---a standard invisible ‘blade’, a vortex projection, and a personal magnetic repulsor defense shield for blocking and parrying. The material (and visible) component of the weapon resembles a wrap-around set of brass knuckles or punch-dagger hilt, and can be powered by either a standard e-clip or by induction direct from the gynoid/cyborg’s powerplant.
Weight: 6 lbs.
MDC: 50 for the hilt.
Range: (EM Blade) The ‘blade’ is typically 3-6 ft long.
(EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortice) 300 ft
(EM Field) Roughly 5 ft in diameter
Damage: (EM Blade) 3d6+4 MD per hit
(EM Bolt) 3d6 MD per blast
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 4d6 SDC per bolt
(Stun Vortice) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(EM Field) Material object attacks can be blocked/parried(the field has 50 MDC), but metal objects(bullets, rail gun rounds, metal weapons, and metal-sheathed limbs, including most cybernetic/bionic limbs) are +2 to block/parry/deflect and do NO damage to the field on a successful block/parry. Does NOT affect energy attacks.
Rate of Fire: ECHH
Payload: (EM Blade) A standard E-clip can power an EM Blade for 1 hour, a long e-clip for 3 hours.
(EM Bolt)10 shots per standard e-clip, 30 shots long e-clip. Each bolt takes 6 minutes off e-clip duration.
(Scattershot Bolt) 1 ‘shotgun bolt’ equals 2 EM bolts
(SDC Shot) 6 SDC shots equal 1 MDC shot
(Stun Vortice) 6 Stun Vortices equals 1 MDC shot
(EM Field)A standard E-clip can power the EM field for 45 minutes, a long e-clip for 2 hours.
. Those held in the hands of a Shemarrian gynoid/android or cyborg are powered effectively indefinitely by induction.
Bonuses: EM Blades are -6 to dodge; only those with the ability to see energy fields, or are perceptive enough to see the slight ripple in the air(75% chance of going unnoticed) will be able to effectively dodge the cutting field without penalty.
Special Features:
*Wrap-around Hand Guard---Gives a +1 to damage in a punch.
Notes:
* The Skyeklad have special app-programs in their sensorium that can tell them where the ‘blade’ is while they’re holding and using the weapon, allowing them to use the blades without penalty. Others using the weapon, unless they can see electromagnetic or gravitic energy, will be -3 to strike with the blades, -3 to parry with the shield. No penalty for striking with the vortex-bolts.
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Blastrons---Directional Explosive Armor Attachments


I guess my mention of making something for the Skyeklad got your brain going for some stuff for them too, eh?
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Blastrons---Directional Explosive Armor Attachments


I guess my mention of making something for the Skyeklad got your brain going for some stuff for them too, eh?



I already had the wearable directional charges inspired after seeing a video game heroine with RIDICULOUSLY huge shoulder armor pieces(and virtually non-existent chest covering), but yeah, the invisible weaponry came off my PS EM bolt hardware when I remembered the EM vortices were effectively invisible, so why the heck not?
Of course, now I've got a few other ideas raising their hands, but they all seem to come from bad/innuendo-laced jokes....'flash', 'bump/grind' , 'lethal exposure', etc... :twisted:

bad-bad-bad-bad....
-------------
"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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Re: Shemarrian-related fan creations

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Shemarrian Hurga War Animal
(aka ‘guncrawla’, ‘gun-cootie’)
http://i408.photobucket.com/albums/pp164/taalismn/img263_zpsp1bn1vfz.jpg

“Lord G’raal, I submit the situation report for our recent battle with the Shemarrians. I am honored to report that we have driven them back offworld, but I regret that I cannot provide an estimate of when the Sre’ulka shipyard facility can reopen. Nor can I provide you with a final casualty listing....our losses are still mounting. The accursed Shemarrians have, in their cowardly retreat, infested the shipyards and mines with their detested animals, each of which acts like a k!tek rifleman in its own right. As far as we can determine, the worms are eating the shipyard structure, the ships under construction, and the very ore needed for our industry, and throwing it back at us as projectiles! Our salvage and reconstruction crews cannot resume work until every one of the vermin has been found and neutralized, and they have proven difficult to dislodge in that regard. The elimination squads I have sent in have been come under near-continous fire from every corner of the shipyards, and even when they do manage to destroy the creatures, more often than not they explode or dissolve, such that they do further damage to the very facilities we seek to reclaim! It is even worse in the mines; I have already lost several platoons to collapsing tunnels. I request that you send me more slaves to use to lead the extermination teams; those I have already sent in have either all been destroyed or have disappeared once they enter the facility. I request more time and manpower if I am to restore this facility to full working order in your name.”

The Hurga is an exotic Shemarrian cybermal created by the Horrorwoods Tribe. This cyber-creature resembles a large predatory caterpillar with a head on each end, with clusters of short leg-claws at either end, and a long flexible main body segment in-between.
The Hurga can be considered to be a walking self-loading rail gun. Running the length of the Hurga’s body, with the muzzle in the throat of one head(regarded as the ‘front’ end) is a gauss cannon accelerator. Multiple eye and sensor clusters around the firing end triangulate for accurate fire, and the eye lasers double as secondary weapons.
The Hurga manufactures its own ammunition from megadamage scrap it devours and masticates using its rear head. The Hurga works best with metal, but it can process and expel megadamage stone and bone, albeit with far less range and damage potential(the Hurga can ‘spike’ these materials with enough metal scrap for its stator magnets to take hold and pull the adhoc projectiles along).
Hurgas are almost never ‘Awakened’, but are kept as robot drones, owing to their rather simplistic function and anticipated high attrition rate. They are considered to be expendable assets, and are often left behind or seeded in enemy territory to continue to harass enemy forces. Many EShemar consider the Hurga little more than a slightly more sophisticated version of the ‘Dingo’ Cannon.
Hurgas are typically used to establish skirmish lines and defense-in-depth, but they are also used in numbers to harass an enemy’s position with nuisance fire. They are also often infiltrated into an enemy’s position to act as mobile booby-traps, sniping at targets of opportunity and disrupting enemy organization.
Hurgas remain primarily used by the Horrorwoods, although both the Skullcrushers and Lost Eclipse have evinced an interest in the gun-beast(perhaps in part thanks to the image of a living weapon that creates ammunition from the gear and corpses of its fallen enemies). The Fringe tribe Clan Motron seems to have beat the two larger Tribes to deploying a new version first, however, thanks to collaboration with the Horrorwoods in producing a new, more mobile, variant that has appeared in numbers in Clan Motron territory.

Type: Eco-KRP18/ EcoS-KG47 Hurga
Class: Robotic Animal Drone
Crew: None; robot intelligence. Hurgas are rarely ever Awakened with an Ecotroz Essence.
MDC/Armor by Location:
Main Body 150
Head 90
Rear Head 80
Legs(16) 3 each
Height: 4 ft (can rear up 10 ft)
Width: 4 ft
Length: 20 ft
Weight: 380 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 5 year energy life
Speed: (Running) 50 MPH
(Leaping) Can perform a springing leap of 15 ft up/20 ft across
(Tunneling) Hurga can tunnel through soft earth/soil at 4 MPH, or soft rock/pavement at 2 MPH.
(Flying) Not possible
(Space) Not possible. Cannot fly in space; limited to crawling along ship/structure hulls.
(Underwater) Limited to crawling along the bottom at 5 MPH. Maximum depth of 1,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 5 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters/Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Hurga 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 40 MDC before needing material stocks to convert to MD repair material.

Molecular Adhesion Pads---Hurgas are fitted with pad-appendages to allow them to climb up over large obstacles and buildings, as they are often directed to seize high ground for optimal sniping positions.

Weapons Systems:
1) Body Rail Gun(1)---In place of a gastrointestinal tract, the Hurga sports a massdriver system running through its body. By ‘digesting’ metal at one end, the Hurga can shape its own ammunition, then electromagnetically expel it, at rail gun velocities, out the other end. The Hurga can also use more powerful EM fields to expel stone and megadamage bone and chitin, albeit with less force and damage.
Range:( SDC/MD Metal) 4,000 ft
(MD Stone/Concrete) 2,000 ft
(MD Bone/Chitin) 1,000 ft
Damage:(SDC Metal) 7d6 SDC single round, 1d4 MD per 10 round burst
(MDC Metal) 1d6 MD single round, 1d6x10 MD per 10 round burst
(MD Stone/Concrete) 1d4 MD single round, 1d4x10 MD per 10 round burst
(MD Bone/Chitin) 1 MD single round, 1d10 MD per 10 round burst
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Hurga can make and store up to 500 rounds of ammunition in a helical magazine around its ‘gut’. If situated on a good supply of megadamage materials, such as a wrecked vehicle or monster corpse, the Hurga can chew up 10 rounds’ worth of ammunition per melee at one end of its body, and shoot with the other end.

2) Eye Lasers(4)---These are mini-lasers, two at each end, that are typically used to help carve up MDC materials for use as cannon-fodder, but they can also be used for antipersonnel work.
Range: 800 ft.
Damage: 2d4 MD single blast, 4d4 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) (Optional) Self-Destruct---Hurga are frequently equipped with thermal-explosive or thermal-corrosive self-destruct charges to prevent their capture if overrun by an enemy.
Range: Self
Damage: Completely destroys the gun-beast. Thermal-explosives can do an additional 4d6x10 MD to a 40 ft radius, plus 80% chance of setting combustibles in the area of effect alight in a 30 ft radius beyond that. Thermal-corrosive charges do 2d4x10 MD to a 15 ft radius, but can ‘splatter’, doing an additional 2d4 MD to a 60 ft radius of effect, and 1d6 MD for an additional 1d4 melees afterwards.

Programming:
The Ecotroz have installed robotic AIs into the Hurga. They are rarely infected with a low-level Ecotroz sentience. Hurgas tend to be rather simple, combat-oriented warmachines in their programming.
Radio: Basic 98%
Math: Basic 96%
Land Navigation 86%
Intelligence 76%(knows enough to identify and prioritize targets like enemy officers and heavy weapons, or target specific points on armored vehicles)
Prowl 75%
Detect Ambush 60%
Track Humanoids 50%
Sniper(+2 to strike on aimed shots)
Climbing 98%/90%(and x5 faster than the average humanoid)

If infected with an Ecotroz Essence, the Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Hurga intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage( Detect Concealment, Camouflage), Wilderness(Track Animals, Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Parry +3
Strike +2 (+3 w/ ranged weaponry, +6 with an aimed shot, from the sniper skill, +2 with bursts)
Roll +4
Pull Punch/Body Ram +2
Bite(either end) 1d8 MD
Claw 1d6 MD
Body Block/Ram(can rear up and slam half of its body into a target) 1d6 MD plus knockdown on a Natural 19-20(target loses initiative and 1 APM getting back up)


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Hurga an aura and behavior more befitting a sentient being than a robot. Ecotroz-invested Hurgas, however, seem little different from their unAwakened brethren, except for perhaps slightly greater cunning and creativity in stalking targets and setting up firing positions.

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, 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).

Variants:
*KRP18Cmo ‘Rollergun’---Experimental collaboration between the Horrorwoods and Clan Motron to adapt the same ‘roller mode’ as used by the latter’s KRP16 Rozrezard Warbeast, allowing the Hurga to roll itself up into a tire-shape and roll at speeds up to 90 MPH. Examples of this variant were first sighted in combat against Infernal war parties in the ruins of various cities bordering Clan Motron territory near the Magic Zone, Ohio and Michigan regions.
Last edited by taalismn on Mon Mar 28, 2016 1:04 pm, edited 2 times 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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Shemarrian Hurga War Animal
(aka ‘guncrawla’, ‘gun-cootie’)


Nice. I was just thinking the other tribes would be making something of their own versions of the Dingo.. like a heavily armoured creature with a ram plate head for the Skullcrushers (carry a heavy gun and smash anything that gets too close).
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Tagla----Sapphire Cobra Cyberanimal
(aka ‘Capture Weed’, ‘Tentacle-tree’)

The captive writhed and struggled in the tight grip of the tentacles wrapped around her. Sweat beaded her skin as she squirmed under the gaze of the tall snake-haired figure looming over her. The many-tentacled beast holding her lifted and turned her so she had no choice but to meet the eyes of the Shemarrian priestess.
“I’m disappointed in you, Miyku. Not surprised, but disappointed. You were welcomed into the House of the Cobra. We knew your criminal background, but you were welcomed nevertheless; we’ve accepted harder cases into our ranks, and you had equal, if not greater potential. I’d really hoped we’d be able to turn you to our cause through letting you see us at our best, but you seem to be inordinately loyal to your mission of betrayal. Admirable, your loyalty, I suppose, given the temptations and alternatives offered you, but in this case, it’s just annoying.”
The Medusa-priestess picked up and looked at the miniature deep-scanner and the sophisticated lockpicks concealed in the discarded pieces of apparel scattered about the floor of the temple antechamber, thrown there when the intruder had been forcibly divested of them by the temple guardian-beasts.
“So, who were you planning on selling our secrets to? Not the Golgans, but the Kreeghor? The Gun Brothers? The Sunaj? The Blood Coven?”
The captive stayed silent, not because of the tentacle jammed in her mouth; she’d been screaming muffled cries and denials from the moment of her capture, but the mention of some of the worst criminal groups in the Three Galaxies made her clam up, though her eyes bulged .
“Oh, that -will- come out in the interrogation. And I promise you a much more THOROUGH one than your entrance exam. We WILL turn you to our side, only this will be much harder and less pleasant...at least for you....than the earlier alternative. And this time you will STAY loyal to us.”
The prisoner’s skin paled and her cheeks suddenly bulged before subsiding. The Medusa raised an eyebrow in concern; the panicked prisoner had vomited in fright, only the tagla’s breather tube keeping her from choking on her own spew. Even as the tubules sucked away the caustic acids, and others sprayed antacid to repair esophageal damage, the Medusa-priestess directed the tagla to sedate its captive and convey her to the interrogation chambers. No point in putting off the inevitable, and the Tribe Indoctrinators were eager to ply their craft.


The Tagla is a Sapphire Cobra robot ‘animal’, developed in part as watchbeast and adjutant to the Tribe’s temple guardians.
Resembling a giant eight-headed aquatic hydra(the microfauna, not the monster), the Tagla moves by slithering and tumbling its way along the ground, and by swimming with its many tentacles. It is also an adroit climber, using molecular adhesion to attach itself to surfaces. It is also an accomplished ambush-predator, taking up an stationary position(often times on a ceiling) to catch its targets as they pass by.
The Tagla is a ‘soft skin’ machine in that it uses artificial myomer musculature to stretch and bend, and it is surfaced in a tough, but very flexible, megadamage fiber sheath. The Tagla can bend in ways that would make a gymnast weep, but it is tough enough to resist even megadamage-strength efforts to break free. The ‘softskin’ also means the e-animal is stealthier, with the noise of more mechanical actuators.
The Tagla is often deployed to capture intruders on Sapphire Cobra territory, but it is also occasionally sent out with the Tribe’s headhunters to track down and subdue targets, such as enemy officers and escaped criminals. It is not unusual for Taglas to be grouped with CyberCypers in ‘slither teams’ sent to ambush and restrain fugitives.

Type: Eco-KRP17/EcoS-Ka08Sc Tagla
Class: Robotic Warbeast/Watchbeast
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body Stalk 140
Tentacles(8 ) 40 each
Height: 8 ft
Width: 1 ft diameter for the thickest body truck, but the ‘branches’ can splay out 15 ft
Length: 1 ft for the thickest body truck, but the ‘branches’ can splay out 15 ft
Weight: 300 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
Equivalent P.P. of 26
Powerplant: Nuclear w/ 3 year energy life
Speed: (Running) Can slither or run on its tentacles(like a tumbleweed) at 50 MPH
(Leaping) Can spring-leap 15 ft up/across
(Climbing) Can climb quite adeptly with a proficiency of 98%
(Flying) Not possible
(Space) Can survive in space, but not fly.
(Underwater) Very good swimmer; can swim at roughly 15 MPH. Maximum depth of 8,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in sonar( 6 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Tagla 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 40 MDC before needing material stocks to convert to MD repair material.

*Molecular Adhesion Pads---The trunk base and arms are fitted with small molecular adhesion grippers that allow the Tagla to cling and climb, and also to grip prey more effectively.

*Bio-Sensors---The Tagla can scan a target’s life signs, such as pulse and respiration, picking up on cues such as when a lifeform is likely asleep or awake and agitated. Once wrapped around a target, the Tagla can monitor an engulfed prisoner’s life signs, detecting when, for example, a prisoner needs more air to breath, or an assassination target has finally ceased life functions.

*Molecular Analyzer---The Tagla can ‘smell’ through pores in its skin, and identify trace chemicals. Can effectively track by smell 84%

* Air-Tendril----Each tendril also sports a medical tendril similar to the IROU Internal Robot Oxygen Unit that can be inserted into a captive’s respiratory tract. This serves several purposes; in an aquatic ambush, it keeps a prisoner from drowning, it allows the Tagla to provide life support to a wounded or incapacitated prisoner, it can be used to keep a stubborn prisoner sedated, and it can effectively gag a noisome one.

*Chameleon Skin----The Tagla’s skin can change shade and texture to blend into its background, affording it a 75% chance of going undetected. A favorite tactic is to disguise itself as a small tree, or, if lurking in the overheads, as pipes and conduits. Changing color-mode takes about 30 seconds(2 melee rounds).

Weapons Systems:
1) Vibro-Blades(8 ) --- Each arm sports a retractable vibroblade that does 1d6 MD

2) Laser Eye(1)---The Tagla mounts a single laser eye at the top of its main body trunk, between the arm branches.
Range: 800 ft.
Damage: 2d4 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Drug Injectors--Each arm is fitted with a drug injector and a vibro-stilleto needle.
Range: Melee
Damage: 1d4 SD or 1 MD, plus chemical injection (typically a sedative or other incapacitating drug).
Rate of Fire: ECHH
Payload: 20 doses per arm

4) Neural Shock Touch---Each arm of the Tagla can deliver a shocking tazer-like touch-pulse.
Range: Melee
Damage:
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Payload: Effectively Unlimited


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Radio: Basic 98%
Math: Basic 96%
Land Navigation 86%
Intelligence 76%(knows enough to identify and prioritize targets and spot likely security measures)
Prowl 85%
Detect Ambush 60%
Track Humanoids 50%
Spelunking 90%
Swimming 90%
Climbing 98%/90%(and x4 faster than the average humanoid)
Wrestling
First Aid 50%(+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 Tagla 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, Blend).

Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +10
Strike +8 (+2 w/ ranged weaponry)
Parry +10
Roll +3
Disarm +3
Entangle +7
Pull Punch +2
Pin/Incapacitate on a Natural 18-20
Stab 1d6 MD
Restrained Punch/Slap 1d6 SDC
Full Power Punch/Smack 1d4 MD
Crush/Squeeze 2d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Tagla an aura and behavior more befitting a sentient being than a robot. The Sapphire Cobras Awaken only about HALF of their Taglas, the unAwakened examples having the advantage of not needing periodic ‘sleep’ and not registering to PPE-sensitive beings/devices.

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).
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Eco-KRP22 Cyertone War Beast
“We were legging it out that GNE incursion zone to report on what they’ve been doing towards our border when we got jumped on by those damned cyborg demon-deer. Gerald was keying our transmitter when he began getting nothing but static, and we were repositioning to try to get a better shot at punching a signal through to one of our aerostat receivers when our roof got punched in by over a dozen of the damned things. Oh, we took down quite a few, but they were raining down on us like skelebots, and they tore apart our big radio and comm gear. Had to pull a running retreat, and every time we tried to ring up our comms, they’d be back on top of us, or coming at us through the trees. Even our personal comms were apparently lighting us up for them. That got bad when we got separated in the dark. That’s why it took the survivors of my squad a week to make it to civilization and why we couldn’t radio ahead. A full week they could have done all sorts of things back in the zone; relocated their bases, fortified their bases, moved their convoy routes.....we won’t know unless we risk going back and checking, and by then we might have lose some big opportunities to change the balance of power in that area. ”
---Sergeant Gregory Waltrip, CS Ranger, Coalition States

The Cyertone is a new warbeast from the Steel Gaians, and it is meant as an expendable EW platform.
The Steel Gaian tribe, because of its close proximity to large numbers of witnesses in the Greater New England state in which they live, has made no attempt to hide the fact that many of their Warmounts and e-animals are robots, rather than cyborg’ed animals, given the obvious mechanical nature of their design. On a few occasions, however, the Steel Gaians have pushed, and managed, to pull off blatant lies about their creations. Why they chose to follow this course with the Cyertone, is unknown.
The Cyertone is a quad-legged aerial warbeast patterned after the Peryton demon-deer that have been known to infest the skies of the American NorthEast. While the GNE government has issued bounties on the aerial predators, which has substantially reduced the population of, and threat posed by, the beasts, perytons are still known to grab livestock and the occasional unwary solitary traveler. The Steel Gaians have been known to participate in the extermination hunts aimed at culling these creatures, but they also claim to have captured and cyborgized the occasional example.
The supposed use of lobotomized supernatural predators as the basis of cyborg war-drones has met with mixed reactions from the Steel Gaians’ neighbors. On one hand, the GNE, which already uses cyborg animals(including cloned animal stock) appreciates the effectiveness of cyborgs, but on the other hand, not everybody finds the use of animal brains ethical, or entirely trusts that the ‘lobotomized’ perytons are 100% trustworthy. This conflict of ethics has kept many people at arms’ length from the Steel Gaians, which is exactly as they’ve planned, affording them some privacy.
In reality, the Steel Gaians do NOT use any brains, peryton or otherwise, in the construction of Cyertones. Instead, with the thriftiness they’ve become known for, they’ve used Black Market robot horses(particularly the Monster Pegasus) as the basis of the design. There are some modifications, of course, such as a reshaping of components to better suit the ‘monster cyborg’ story. While most Cyertones are NOT Awakened with an Ecotroz essence-fragment, enough are to give psionic-sensitive observers the impression that ALL Cyertones are cyborged organisms.
The Cyertone’s main feature is a powerful jamming suite, a capability suggested by the aerial-like shape of the Cyertone’s antlers and tail. Flocks of cyertones have been known to be used to provide large radar decoys, or blanket jamming, obscuring attempts by the Coalition States and the Splugorth to gather useful ELINT along the GNE’s borders and near its territories and affiliates. On the offensive, cyertones regularly foul enemy sensors and shut down communications. Cyertones have also been used as EW ‘headhunters’, backtracking radar and radio transmissions to their source and attacking. Cyertones are fitted with powerful eye lasers, and a variety of vibroblades in the head and legs. The antlers(which some Wayfinders have compared to looking like the nose-aerials off a pre-Rifts WW2 nightfighter) are not really intended for combat, but they are still durable enough to deliver a sharp jab. If resistance is too heavy, the cyertones can act as laser designators, ‘painting’ targets for laser-guided ordnance from other platforms.
Cyertones CAN be ridden by the smaller and lighter(typically NeShemar) Steel Gaian members, making them borderline Warmounts, but the Shemarrians do not class them as Warmounts, preferring to use them as semiautonomous warbeasts. The Steel Gaians have been known to deploy small flocks of Cyertones as aerial overwatch, patrol drones, and EW decoys.

Type: Eco-KRP22 Cyertone
Class: Robotic Warbeast/Watchbeast
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 220
Head 90
Jet Nodes(4) 20 each
Legs(4) 80 each
Wings(2) 120 each
Antlers(2) 18 each
Tail 15
Height: 5 ft at shoulders
Width: 2.7 ft at shoulders, 18 ft wingspan
Length: 8 ft +2 ft tail
Weight: 1,600 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 100 MPH
(leaping) 10 ft up/15 ft across standing leap, 20 ft up/50 ft across w/ running start, jet-assisted leap carries the cyertone some 180 ft. Is also fond of gliding from heights.
(Flying) Hover to 150 MPH, maximum altitude of 800 ft. Can safely glide from heights of 10,000 ft.
(Space) Not possible
(Underwater) Limited to running along the bottom at 10% of normal running speed. Maximum depth of 400 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 15 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Cyertones 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 40 MDC before needing material stocks to convert to MD repair material.

* Laser Designator---The Cyertone can designate targets for laser-guided weaponry. Effective range of 1 mile.

*EW System----The cyertone can pick up and backtrack EM emissions, such as those associated with radio and radar systems. Alone, a cyertone may have to fly back and forth, trying to get enough of a signal sampling to pinpoint its origin, but a flock can coordinate and use multiple members to triangulate a fix on the signal point of origin.

*Jamming Systems---Electronic jamming system that gives radar-guided weaponry a -4 to strike the cyertone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike)
A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.
The system can also be used to project radar ‘ghosts’ or obscure the true nature of the cyertone(giving it the illusion of being, for instance, a low-flying transport aircraft). -35% to enemy Read Sensory Instruments rolls to correctly identify/count the cyertone.

Weapons Systems:
1) Eye Lasers(2)---The main ranged weapon of the cyertone is a pair of eye-lasers. These weapons can prove particularly effective if the targets are still assuming the approaching cyertone are normal peryton monsters.
Range: 2,000 ft
Damage: 3d6 MD for one eye blast, 6d6 MD for both firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Vibro-Fangs(2)---The Steel Gaians took notice of the ‘wing blades’ mounted on new-generation CS skelebots, and decided to mount a similar pair on the head of the cyertone; these blades unfold from the sides of the warbeast’s muzzle and resemble large mandibles, adding to the fearsome appearance of the beast. They are used in headbutts or slashing moves.
Range: Melee
Damage: 2d6 MD on a slash

3) Vibro-Claws---The Cyertone is covered in military-grade cutlery. The forelegs are fitted with vicious vibroclaws and a mantis-style spring-loaded vibro-bayonet blade on the top front of the legs. The rear legs are fitted with vibro-claws, and the wings sport extra-sharp edging.
Range: Melee
Damage: Foreclaw strike does 3d6 MD on a slash, +1d6+2 MD with the springblade striking, Rear claws do 3d6 MD, Wing Slaps 1d4 MD.

4) (Optional) Self-Destruct---Because of their sensitive EW systems, cyertone are frequently equipped with thermal-explosive or thermal-corrosive self-destruct charges to prevent their capture and study. If no other options are available, cyertones may act as HARMs(Homing Anti-Radiation Missile), kamikazing themselves on an enemy radar array or radio transmitter.
Range: Self
Damage: Completely destroys the war-beast. Thermal-explosives can do an additional 4d6x10 MD to a 40 ft radius, plus 80% chance of setting combustibles in the area of effect alight in a 30 ft radius beyond that. Thermal-corrosive charges do 2d4x10 MD to a 15 ft radius, but can ‘splatter’, doing an additional 2d4 MD to a 60 ft radius of effect, and 1d6 MD for an additional 1d4 melees afterwards.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Typically only about 25% of the Steel Gaians’ Cyertones are Awakened, and those are kept close to the Gaians’ enclaves, in order to further maintain the illusion of cyborg monsters rather than cold robots.
Typically has same programming as the Shemarrian Wolf, plus the following:
Electronic Countermeasures 94%
Pilot Jet Fighter 70%(+5% per level of experience)(for aerial maneuvering purposes)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Cyertone intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6 , +7 in flight
Strike +5 (+2 w/ ranged weaponry)
Parry +5
Roll +2
Disarm +2
Bite 1d4 MD
Head Slash 2d6 MD
Kick 1d6 MD
Leap Kick 2d6 MD
Foreclaw Strike 3d6 MD
Foreleg Spring Blade 1d6+2 MD
Power Foreclaw Strike(2 attacks) 4d6+4 MD
Rear Leg Claw 3d6 MD
Wing Slap 1d4 MD
Headbutt 1d6 MD
Antler Jab 1d6 MD
Tail Slap 1d4 MD
Running/Flying Body Block 1d6 MD

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

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

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
-------------
"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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Two new additions to the stables, and looking good!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Yeah, I've finally got some go-mojo on languishing e-animal projects, all with different flavors...and expansion on the two 'fun-loving' fringe tribes, the Lollipops and the SkyeKlad, to give more detail to their cultures and resources(using random rolls for colorful results). I somehow rolled a 'prosperous' roll for the SkyeKlade, so I now have to figure out how they made their big money.....
Speaking of 'cloud armor' for the SkyeKlad.....Aerogel foam? :-D
Electrified conducting aerogel for a 'thundercloud' variant?
Maybe a water-spraying 'downburst' variant for anti-vampire work?
Magical potion 'sun tan' lotion that actually GLOWS with enough residual solar energy to drive off vampires?
Megadamage sunscreen? (PS has a version, based on the 'liquid armor' the lizards in Rifts Australia were using.

And the Lollipops...more to come on these 'Peter Pans'(or is it 'Penny Pans'?) of the Shemarrian clan, as I've discovered a few things about them that I never suspected before).

But not to worry, I have at least one adversary monster in the works(admittedly a minor one, but still...)
-------------
"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
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Yeah, I've finally got some go-mojo on languishing e-animal projects, all with different flavors...and expansion on the two 'fun-loving' fringe tribes, the Lollipops and the SkyeKlad, to give more detail to their cultures and resources(using random rolls for colorful results). I somehow rolled a 'prosperous' roll for the SkyeKlade, so I now have to figure out how they made their big money.....
Speaking of 'cloud armor' for the SkyeKlad.....Aerogel foam? :-D
Electrified conducting aerogel for a 'thundercloud' variant?
Maybe a water-spraying 'downburst' variant for anti-vampire work?
Magical potion 'sun tan' lotion that actually GLOWS with enough residual solar energy to drive off vampires?
Megadamage sunscreen? (PS has a version, based on the 'liquid armor' the lizards in Rifts Australia were using.

And the Lollipops...more to come on these 'Peter Pans'(or is it 'Penny Pans'?) of the Shemarrian clan, as I've discovered a few things about them that I never suspected before).

But not to worry, I have at least one adversary monster in the works(admittedly a minor one, but still...)


The cloud armour idea is a low level force field/magnetic field that expands out around the warrior, and it's filled with various particles for different effects making a cloud around them, between 2 and 5 feet out.. Makes it hard to see the wearer so penalty to attack them, can have laser reflective properties, electrically charged for when in melee combat, could be filled with modified water/ice particles (particularly useful in space) that can absorb damage (on top of the low level force field holding it together), and debating on making able to be wielded as a weapon (electrified version makes for lightning enhanced tentacles maybe?).

At least this is the idea I had floating in my head..
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

-------------
"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: 49554
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 »

kronos wrote:[

The cloud armour idea is a low level force field/magnetic field that expands out around the warrior, and it's filled with various particles for different effects making a cloud around them, between 2 and 5 feet out.. Makes it hard to see the wearer so penalty to attack them, can have laser reflective properties, electrically charged for when in melee combat, could be filled with modified water/ice particles (particularly useful in space) that can absorb damage (on top of the low level force field holding it together), and debating on making able to be wielded as a weapon (electrified version makes for lightning enhanced tentacles maybe?).

At least this is the idea I had floating in my head..



"Clouds and the Rain", man. :D
But a particle cloud would make it much easier to build up a shock charge, so that works out just fine. 8)
-------------
"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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Re: Shemarrian-related fan creations

Unread post by taalismn »

The following is an expansion on the Lollipop Fringe Tribe, in keeping with the expanded format established for Fringe Tribes(the first Lollipop post predated this layout)

( The Lollipops Expanded)

“Considering they only took your SAMAS and left you in a clown suit, I’d say you got off easy, Murchison. I heard about some hardass colonel with one of Lyboc’s crews who got-”
---Anonymous Coalition States Captain, to a recent victim of a Lollipop ‘action’.

a)Origins:
Splinter Tribe---Rogue hooky-players from the Lost Eclipse

b)Where First Encountered
Rifts Earth

c)Tribe Size
The ‘poppers have grown slowly, as most aren’t interested in Progen(those who do, typically Upgrade to a more adult form), but they get enough in the way of defectors from other Kildren-using tribes(especially the Lost Eclipse) that their numbers are roughly about 900 currently. The recent sighting of several Lost Eclipse Innannan in the company of the Kildren may signal a future growth spurt in the tribe.

d)Tribe Organization
Anarchy---If there’s any order in the Lollipoppers it would take a team of experts in chaos physics and heavy duty pattern recognition computers to ferret out. Lollipoppers drift from one pursuit to another, and follow whoever they want, usually the one at the moment who is ‘the most fun’.

e)Tribal Composition
90% Kildren Elite
Interesting enough, the Tribe has attracted several Skullcrusher Pariahs and, it is rumored, at least one Vatfather as ‘toymaker’. Several Lost Eclipse Innannan have also been sighted in the company of the Kildren.
Typically the non-Kildren are support staff or ‘camouflage’(serving as apparent ‘responsible adults’ when dealing with outsiders).

f) Highest Caste Class
VatFather and Lost Eclipse Innannan Elite, although that means little, as the Kildren are known to run circles around them.

g) Gender Division
About 85% Female, 15% male

h) Home Environment
Lollipoppers like temperate terrestrial worlds with plenty of ‘play space’, and resident populations of sentients that provide a supply of playmates and targets to tease and prank. They can be found around playgrounds, amusement parks, park lands, malls, and other places appealing to juveniles, but just about any place that attracts their attention with the prospect of something fun to see/find can draw the Lollipoppers(like military testing grounds, in several spectacular, and spectacularly embarrassing, incidents).

i)Technology Level
Megadamage Age----Equal to the average Rifts Earth Tribe, although the Lollipoppers seem to focus their attention on making their equipment ‘sparkly’ and harmless-looking(or turn harmless-looking things into lethal weaponry).
Known Warmount Types associated with the Lollipoppers:
#A-001/002 Monst-Rex
#A-003 Monst-Rex “Pack Mule”
#A-006/007 Monst-Crane
# Robo-Rhino-Buffalo
* EcoS-K-11 Cybear
*EcoS-K-31 Brightmare
* EcoS-K-98 Shambulator
The Lollipoppers are also known to be fond of keeping Kintori Wolfpups and Vorpal Bunny Slippers.

j) Relations with Outsiders:
The Lollipoppers would claim their relations with non-Shemar(especially children) are Friendly, but some outsiders would claim it’s Aggressive. Lollipoppers freely associate with outsiders they regard as ‘fun’ or ‘kid-friendly’, but will scam, tease and prank(sometimes to the point of injury) those they dislike. Slavers, child-abusers, and other monsters are tortured and killed, often in some humiliating manner(showing some of the tribe’s Nightmare origins).

k) Relations with Other ‘Shemarrians’
Friendly; the Lollipoppers are generally on good terms with the other Tribes, on a case-by-case, and individual-by-individual basis. As with non-Shemar, those people they find interesting will gain their (sometimes unwelcome) attention, while those who annoy them will be mercilessly teased and pranked. Generally those who are too stoic, authoritarian, and demanding will draw their ire. Those who are good sports may earn themselves a reprieve after being ‘tested’. Virtually EVERY Tribe that has meet the Lollipoppers has had members regard them as ‘adorable little tykes’ or ‘insufferable little $#!*s”.
The Lollipoppers have also taken a shine to the ‘goddess’ Aiva, who dotes on them when they encounter each other. Anybody disparaging Aiva within earshot of Lollipoppers has just drawn a target on themselves for pranking.

l) Purpose
Enjoyment---The Lolipoppers exist to play and enjoy perpetual youth. ‘Young at heart’ is their philosophy.

m) Preferred Mode of Combat
Sneak Attack---Ever been ambushed by elementary school brats? The Lollipoppers are EXPERTS at juvenille guerilla warfare. Whether it’s from a bunch of helpless-looking kids(and occasionally their harmless-looking minders), or from concealment, Lollipoppers are good at getting the drop on people. There’s also the element of Terror involved, especially if the targets are amongst those the ‘poppers regard as natural enemies. The occasional Lollipopper psychic may cloud minds, while the rest of the rugrats take the victims for all they’re worth.

n) Unique Attributes
*Unique Rituals----Kids seem to speak a language all their own and live in worlds of their own creation, and the Lollipoppers are no exception; that’s what makes them so unpredictable. Of course, when a call for a game of ‘kick the can’ becomes a wholesale assault on the power armor or cyborg in an enemy group, it suddenly becomes not so endearing or funny.

o) Prosperity
Self-Sufficient----The Lollipoppers scam enough, save enough, scavenge enough, and make enough (from lemonade stands, animal walking, and other minor jobs) to meet their needs, plus just enough for the occasional toy give-away to deserving children.

p) Chart P: Origin Tribe
Lost Eclipse---The Lolis left the Nightmares because they were too dour and bitter. The Lost Eclipse accepts this, but many members regard the rogues as ‘ungrateful punks’ or ‘unruly children’ who want to exist in a perpetual happy adolescent daze. The conservative elements of the Lost Eclipse don’t press this, though, because the Lollipoppers are one of the few groups that can actually successfully out-prank the Nightmares and make THEM feel uncomfortable(or, as the Wayfinders have observed, ‘growing up with the bogieman, one knows what the bogieman is afraid of”).
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

( The SkyeKlad Expanded)

“If you really think cyborg conversion has made you less than human, why are you so modest and ashamed about your body? Come, join us in the light, feel the sun’s warmth on your skin, let it re-affirm that you are real and ALIVE, and then tell me that doesn’t feel GOOD.”
---Lavenda Steelskin, SkyeKlad Berserker, to a new NeShemar convert.

a)Origins:
Splinter of the Sapphire Cobras. The SkyeKlad split off to pursue ‘au naturale’ worship of the hidden Shemarrian goddess(es) as solar or gaian entities.

b)Where First Encountered
Rifts Earth

c)Tribe Size
Since last count, the SkyeKlad have swelled in number to some 7,000 members, though not all of them reside on Rifts Earth.

d)Tribe Organization
Traditional Shemarrian Matriarchy; the senior Elite or Mystic is deferred to.

e)Tribal Composition
Roughly 80% Shemarrian, and 20% NeShemar. 80% female. Of that, 40% are Berserkers, 10% are Quiksil, 5% are Prism Warriors, 5% are Jotan, 5% Zealots.
The SkyeKlad also see a large number of Eccentrics and Unattached taking up temporary membership with the Tribe, ‘just to let it all hang out for a while’.

f) Highest Caste Class
Elites; the SkyeKlad lack a WarGoddess. Shemarrian Mystics lead the tribe in peace times, but the Elite take command in combat.

g) Gender Division
80% female.

h) Home Environment
The SkyeKlad favor temperate Earth-like worlds, and ideally beaches and forests, but just about any environment with lots of sun will suit them just fine.

i)Technology Level
Megadamage Age----Equal to the average Rifts Earth Tribe, but the SkyeKlad have been focusing their efforts on concealable and stealth technologies, ideally allowing them to conceal their true power in plain sight. This borders on Advanced Space Age with regards to their optical manipulation capabilities.
Known Warmount Types associated with the SkyeKlad:
#A-001/002 Monst-Rex
#A-003 Monst-Rex “Pack Mule”
#A-006/007 Monst-Crane
*EcoS-K-2 Equus
The SkyeKlad have also expressed an interest in the Silvermoons’ EcoS-K-17 Majestrex and their parent Tribe’s EcoS-K-48 Quetzal(acquisition of the latter seems more likely, given the close relations between the two familial tribes).

j) Relations with Outsiders:
Indifferent---Just because the SkyeKlad don’t like to cover up doesn’t mean they’ll allow others to stare at them without their permission. Strangers are advised STRONGLY to move along and not bother the Shemarrians, or ELSE. Of course, the SkyeKlad are fully aware of the effect their bared physiques have on many other beings, so they aren’t above testing the mettle of those they come across with some flaunting. Friends on the other hand will be greeted most enthusiastically.

k)Relations with Other ‘Shemarrians’
Enthusiastic---Contact with members of other Tribes is usually followed almost immediately with ‘take those things off and come join us!’. The Sapphire Cobras and Blood Riders are the most likely to accept the invitation(though the Blood Riders will try to turn it into a competitive strip-off), followed by the Hawkmoons, Horrorwoods, and Wolf’s Path(all of whom are known to occasionally streak through their respective environs as part of initiation rituals). Wayfinders appreciate the whole solar worship thing, but the scholars can be rather prudish about ‘displaying their upgrades’. The SkyeKlad get along just fine with the Silvermoons, despite the two being helo-centric and lunar-centric respectively, because both like dancing naked under a celestial body, and both tribes are enemies of creatures of darkness, though the Silvermoons are a bit too attached to their shiny armor for the carefree SkyeKlad. The DarkWaters are also regarded as a little too uptight, except when the DeepWatch comes up on beach to party(the SkyeKlad often can’t reconcile the fact that the DeepWatch are also/still DarkWaters). The Ghostriders think the SkyeKlad are more than a little crazy, but that may be because the ‘riders favor a ‘hacker’s pale complexion as opposed to the tan sported by most SkyeKlad. Both the Skullcrushers and the Lost Eclipse tend to avoid the SkyeKlad, seeing them as frivolous and foolish, especially in their efforts to get them to ‘drop the armor and come have fun’.

l) Purpose
Pleasure---Like the Sapphire Cobras and the Lollipoppers, the SkyeKlad just want to have fun, enjoy themselves, and sample what the megaverse has to offer. The world seems too dark; let’s bask in the sun and let it all hang out.

m) Preferred Mode of Combat
Sneak Attack---The SkyeKlad like to appear, if not always nude and unarmed, at least lightly equipped and not very powerful, to get opponents to underestimate them. They also incorporate elements of Blitzkreig in that they will often appear as being little more than light infantry in strength, when in fact they have either cloaked or concealed Warmounts and air support nearby waiting to add their thunder. On the defensive, they use their apparent lack of heavy gear to bait enemies into traps. On the offensive, they attempt to appear less of a threat than they really are, ideally getting an observing enemy to look elsewhere for the REAL attack, or ignoring them for mopping up later while the enemy focuses on more powerful forces. This manner of warfare has led to more conservative Shemarrians like the SkullCrushers and Armorands to regard the SkyeKlad with no small amount of contempt and disdain, though the Yurei of various Tribes admire the chutzpah of the open air deception.

n) Unique Attributes
*Unique Rituals---The whole nudity angle is the most obvious. The SkyeKlad seem to follow a combination of Greek and Celtic traditions, and it is common for tribe members to take on full body war paint for combat, and lime their hair. Other forms of body decoration are also common for rituals and ceremonies.
*Unique Technologies---Less obvious is the SkyeKlads’ ‘hidden’ technology and weapons. Optical stealth is a feature of much of their larger equipment, including their refitted Warmounts. They are also known to use personal forcefields(technological and magical) when they can acquire them.

o) Prosperity
Prosperous--- Deceptively frugal; the tribe doesn’t want for material and resources, can carry out large scale projects, though these aren’t readily apparent. The SkyeKlad can commission special equipment from other Tribes and keep it off the books. It’s not known WHERE the SkyeKlad are getting their money, but some suspect they own the patents to several skin treatments, including megadamage sunscreen formulations. Other less PC wits have suggested that the SkyeKlad are selling calenders and soft-core of themselves on the megaversal market.

p) Chart P: Origin Tribe
Sapphire Cobras----Many outsiders consider the SkyeKlad to still be just a subsect of the ‘Cobras, since ties between the two remain very close.
-------------
"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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian Worlds:

Basilca
(Clan Megalith, Thundercloud Galaxy)

“Helias shows signs of being a battlefield, there’s no doubt about it. And it was war on an incredible, an obscene, scale that obliterated worlds and left little behind. It should have left Helias Trinary utterly lifeless and uninhabitable, and for the most part, it did. It was either dumb luck in its purest form or the blessings of the Goddesses that our ancestors ended up rifting to the one place in the entire system where they could survive. If they’d arrived some sixty thousand years previous, there’s indications they might have found themselves greeted by an andvanced civilization that spanned the Three Suns System, but in the age they arrived instead, there was but ONE place they could survive more than a few minutes on arrival. Read what you will into that, but I think somebody was looking out for my great-great-grandparents. They found salvation in the middle of an ancient battlefield.”

Basilca can be considered to be the ‘homeworld’ of Clan Megalith in the Thundercloud because it was the first world they came to after escaping from the Splugorth, and it was there that they made the discoveries that helped define them as a tribe.
Basilca is actually a moon of one of the system’s gas giants, and the planetoid got its name as a corruption of the word ‘basilica’, in reference to the lacy, almost gothic, alien city-plex buried under the moon’s crust. It was into this city that Clan Megalith’s founders Rifted to escape Splugorth slavers.
Basilca’s star system appears to have once been home to a highly advanced civilization, and there is ample evidence of at least two, possibly three, alien species co-habiting the system at the same time, suggesting that the system may have been a trading hub at some point. There is also evidence of several later arrivals in the way of species, although these appear at about the same time that catastrophe swept through the system. The presence of several large asteroid belts of (relatively) recent formation suggest the use of planet-cracking weaponry. It is believed that this event was part of the War Against the Dominators, and that the system with all its advanced inhabitants were wiped out as a threat to the Dominators.
(Historians and archaeologists more familiar with the history and past cultures of the Thundercloud might recognize some of the relics in the Helias system as belonging to the Architects, though whether Helias was one of their systems or they were simply visiting cannot be immediately determined)
Basilca appears to have been an overlooked bunker or deep storage complex in the outer reaches of the system. Or perhaps the attackers were destroyed in the same exchange that formed the asteroid belts farther in before they could do a complete sweep of the solar system. In either case, the underground complex on Basilca could not save any of the syystem’s inhabitants, but it could preserve some of their technology in the form of a massive technical archive. Once the refugees from Atlantis managed to unlock and decrypt its contents, they were able to repair the rest of the city complex, then later to build vehicles and ships to allow them to explore and expand off the moon.
Clan Megalith continues to explore and exploit Helias-system, searching it for useful bits and pieces of technology. Helias system has again become something of a crossroads system as many Clan Megalith ships transiting their territories will pass through the system and stop to exchange cargoes or refuel.

Solar System(Helias)
Number of Stars: 3
Types of Stars:
-Yellow Dwarf(Helias Primus)
-Yellow Dwarf(Helias Secundus)
- Red Dwarf(Celesta Barbarosa )
Number of Planets:
- Terrestrial(Richlar) (miniscule)(Thin atmosphere)(Microgravity)---This small planet shows signs of having been larger at one point, before having a good quantity of it blown away, its hot mantle exposed, and the surface somewhat resurfaced with debris falling back to it and other swept up space debris. The exposed mantle has cooled into a new crust, and a new atmosphere reforming, but the new planet is too small to retain much of the outgassing. Its crust is also unstable and thin in locations, making manned exploration hazardous. Still, the new crust is showing signs of being rich in minerals, and the Megalithians have established a few mining outposts on the more stable portions of the crust to exploit the new mineral concentrations.

- Gas Giant(Large)(Sedes)---This gas giant plays host to the large moon Basilca, ‘homeworld’ of Clan Megalith. Besides Basilca, there are five other moons of note(some sporting ruins of their own), and a ring of coarse debris suggesting several moons that weren’t so lucky as to be overlooked by either gravity or war.

-Gas Giant(Large)(Champin)---This Uranus-sized gas giant has little of interest aside from a few very thin rings of metallic particles that may have once been part of a large spacecraft or spacestation that was destroyed.

-Terrestrial(Tempest) (Tiny)(Super-dense atmosphere)(Microgravity)---Clan Megalith planetologists were puzzled by how such a small planet with such low gravity could maintain an almost liquid atmosphere until they discovered the presence of several large automated machine complexes still operating on the planet and maintaining the dense atmosphere. It is believed that Tempest may have been a refueling complex feeding the galactic trade assumed to have been going on in the Helias system, and that the complex, which should have been a priority target, somehow survived. Without regulation, the automated facilities have just kept pushing out fuel- and life-support gases that have piled up. Today, several Clan Megalith mechano-arks are studying and refurbishing the ancient industrial complexes, and assisting in transporting gases offworld to service the tribe’s growing needs.

-Terrestrial(Hydroford) (Enormous)(Earth-like atmosphere)(Punishing gravity)----Freezing cold and possessed of brutally high gravity(x11 Earth normal), Hydroford hardly seems a promising prospect for colonization. Still, its suface is covered over 80% with water ice, and its atmosphere seems to play host to several layers of airborne photosynthesizing algae that somehow manage to get enough sunlight to survive and maintain a layer of perfectly breathable oxygen atmosphere around the planet. Similar colonies of ice-digesting lichens on the surface release enough moisture and other gases into the atmosphere to feed the aerial algae. It has been speculated that Hydroford was part of a terraforming effort cut short by the catastrophe that swept through the system. Clan Megalith has harvested these extremely hardy and efficient photosynthesizers for use in their own mechano-arks’ life support systems. Only full conversion cyborgs descend to Hydroford’s surface, and it has been speculated that Hydroford would be attractive to colonization only with heavy gravity-adapted cyborgs, gene-mods, or extensive use of gravity shielding. At least one sub-tribe has evinced interest in using all three to make the attempt.

-Gas Giant(Large)(Tronis)---Sometimes called ‘the Dark Throne’, this outermost world with its eighteen small moons stands watch over the outer system. Aside from a few small outposts and watch-arrays on its moons, though, Tronis remains unexploited.

Planet(Basilca)
“It was a place of wonders for a people desperate for miracles.”
---The Iesenlan Saga, history of Clan Megalith

Basilca appears to have been a supernova remanent that wandered into Helias system and was captured by Sedes(although there are some Megalithian cosmologists who have speculated that the moon was DELIBERATELY steered into the system). Its mineral-dense crust, covered over with thick ice, helped conceal the deep underground bunker complex that the Megalithians’ ancestors discovered at the end of a blind Rift-jump.
The ex-slaves discovered a giant underground facility, laboratories and warehouses, a compatible atmosphere, and usable resources. This sprawling, deep-sited complex seems to have been intended as an industrial complex, though it is also armored enough to serve as a vast bunker, and, judging from several buried weapons installations, a military base as well. However, for some reason, the complex was unoccupied, and showed no signs of extensive occupation prior to its abandonment. Nor did the complex appear to have been heavily targeted during the war elsewhere in the system, suggesting either that the complex’s presence and importance were not known, or the combatants’ attention was focused elsewhere(this might explain, for instance, how the automated facilities on Tempest survived).
Among the discoveries made by those early explorers would be the remains of an advanced dimensional probing/signaling apparatus that they would later speculate may have ‘attracted’ the Rift that brought them to Basilca. Some Megalithian scientists have speculated that the apparatus may have been used as an ‘escape hatch’ by survivors who took refuge in the complex during the war, and then sought refuge elsewhere, as either conventional space travel was rendered too dangerous by debris or lurking enemies in the system. However, the opening of the Rift destroyed most of the apparatus, making further inquiry impossible.
Another, and unfortunate, discovery would come much later. Chemical and radiation residues in the complex would alter the refugees’ gene-plasm, leading to Megalithian natural births having a higher than normal ratio of males born. This has led to a bottleneck in Megalithian population growth, and Clan Megalith women have been encouraged to have multiple children to maintain a sustainable male-female ratio. This has also further encouraged the Megalithians’ almost worshipful regard of their women. Later efforts to correct the genetic anomaly, as well as mating with outsiders, has begin to tilt the gender ratio towards a more even balance, but Clan Megalith continues to be male-dominated, numbers-wise.
The biggest discovery would be a massive archive of technical information that yielded a treasure trove of technological secrets. Sadly, according to the living historical document of Clan Megalith, the Iesenlan Saga, the unlocking of the ancient data repository took the lives of the refugees’ surviving Shemarrian champions.
But their sacrifice was not in vain; the unlocking of the technical database allowed the refugees to understand, repair, recreate and, in time, improve upon, the technology they found around themselves. With that step up, they quit becoming refugees and became Clan Megalith truly.
Though the Megalithians have gone to other solar systems to seek more habitable worlds, Basilca continues to be something of a historal and spiritual heartland for them. Ark-ships and star-bots transiting through the system will often stop to pay homage to their ancestors, or at least slingshot-orbit around Sedes to see where their Clan began.
The moon is still home to some 150,000 residents, mostly shipyard workers and schoalr-technicians studying the ancient technical archives.
Type: Rocky Moon
Diameter: 5,300 km
Gravity: .7 g
Temperature: Basilca’s surface is freezing cold. The complex itself maintains a cool, but comfortable, terrestrial temperate environment.
Unusual/Special Features:
*Cratered Surface---Some of the large craters on Basilca’s surface are the obvious result of debris spewed out from the inner system and destroyed other planets; graphic evidence of the violence unleashed during what had to be an apocalyptic conflict.
*Dense Core---Basilca has an unusually dense core and gravity for its size; the Megalithians have discerned that this is artificial, as part of the catacomb -bunker construction the precursor species in the system carried out.
Atmosphere: Virtually nonexistent. Within the underground tunnels, a terrestrial-compatible atmosphere is maintained.
Terrain:
Basilca is surfaced in vast plains of ice, and craggy rock outcroppings. There is evidence of several large impacts (from the space debris rife in the system) on the surface, and of at least one ‘mountain range’ that was sheared away entirely.
Notable Mineral Concentrations:
- Aluminum
- Lead
- Gold/Silver
- Colombite
- Nickle
- Quartz
- Iron
- Cobalt
Hydrosphere:
Basilca is heavily covered in thick ice covering nearly 60% of its surface.
Biosphere:
None
Civilization:
Originally an outpost of whatever civilization inhabited Helias system. Now the founding world of Clan Megalith

Population:
150,000

Technology:
Advanced; the technology found on Basilca is, in several fields, several generations in advance of the TGE and CCW. And there’s still much technology on Basilca that hasn’t yet been deciphered(even with the decryption of the Archives).

Economy:
Manufacturing---Basilca is an industrial world, with Research and Development a close second.

Wealth:
Wealthy----In technology alone, Basilca can be considered to be Wealthy. Besides producing mechano-arcs and robots, the industrial complexes on Basilca turn out various high tech components for distribution to the rest of the tribe, and for trade to outsiders.

Government:
Meritocracy---Basilca is where many of the best and brightest in Clan Megalith go to study and research. It’s Nerd Central for most of the gearheads in the clan, and the heads of the local government are Edisonian-level genuises of great achievement.

Law Level:
Strict----Basilca is run by strict, safety-first, guidelines. Nobody wants to be known as the idiot that destroyed centuries of Megalithian heritage because they didn’t follow proper laboratory protocols before throwing on the power switch.

Popularity:
Zealous Loyalty---Basilca’s government commands an almost spiritual loyalty from its citizens. Those with issues with the government typically leave on one of the mechano-arks to join the colonial expansion.

Stability:
Rocksteady---Basilca’s governance is practically set in the megadamage armor foundations of its deep bunkers.
-------------
"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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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Scary thought for the day:

The Lollipops get nine Cyertones, hitch them together to a refurbished NEMA hover-jeep(the disc-shaped thing) and persuade one of their Vatfathers to dress up in a Santa suit.
Much hilarity ensues.
-------------
"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: 49554
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 »

A possible Clan Megalith sigil:
http://i408.photobucket.com/albums/pp164/taalismn/Megalith-a%20Icon%20copy_zps5zp8zt37.jpg

Yes, I realize the original entry for them states that their symbol is a FEMALE figure imposed on a giant hand/claw, but I figure, what with them being mainly male, a more androgynous and stylized figure might be more appropriate...plus I didn't want to recreate a version of the SkyeKlad shield.

HOWEVER, each mechano-arc(ology) can have its own variation on the standard symbol, with the basic elements being a human(oid) figure superimposed on a giant mechanical hand-claw.
-------------
"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
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:A possible Clan Megalith sigil:
http://i408.photobucket.com/albums/pp164/taalismn/Megalith-a%20Icon%20copy_zps5zp8zt37.jpg

Yes, I realize the original entry for them states that their symbol is a FEMALE figure imposed on a giant hand/claw, but I figure, what with them being mainly male, a more androgynous and stylized figure might be more appropriate...plus I didn't want to recreate a version of the SkyeKlad shield.

HOWEVER, each mechano-arc(ology) can have its own variation on the standard symbol, with the basic elements being a human(oid) figure superimposed on a giant mechanical hand-claw.


That sounds like a good idea.
Each enclave of the other tribes I'd imagine might have their variation of their tribe symbol to signify their enclave but still part of the tribe.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

It's scary how I'm actually finding ways to weaponize a child's tricycle.....
-------------
"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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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 »

Blast Gum

“What’s that you’re chewing, little girl?”
“SEMTEX.”

Blast Gum is simply a very malleable form of plastic explosive that is favored by the Lollipoppers for sabotage and their more explosive pranks. It is colored and scented to look and smell like chewing gum(though it tastes AWFUL to humans and organic beings, and cannot be safely digested), and can be safely mechanically masticated(by a dry mouth) without either losing its explosive properties or prematurely detonating. Lollipoppers love to chew the stuff, then stick a wad of it someplace, insert a detonator(typically a false tooth, or piece from, or hidden in, a charm bracelet), then vamoose to a safe distance before the stuff goes off.
Though the blast effect from the relatively small amounts in a gum-wad is relatively contained, Lollipoppers have become expert in placing their wads where they can do the most damage, regularly booby-trapping seats, desks, control consoles, conduits, vehicle parts and equipment cabinets. Rumors of the decimation of a video-theater, popular with Kydians and Kittani in Splugorth London, courtesy of explosives planted under audience seats, remain unsubstantiated.
Blast Gum comes in both SDC and megadamage (MD) ‘flavors’ and is molded in 1.9 and 2.8 gram sticks, though it is possible for a Kildren to mouth up to six sticks, or use a dry pack(typically 10-12 sticks) as a single charge.

Weight:(Standard stick) 1.9 grams
(‘Long’ stick) 2.8 grams
Damage:
(1.9 grams) 2d6 SDC to eight inch blast radius
(2.8 grams) 6d6 SDC to 1 ft blast radius

(MD)
(1.9 grams) 1d4 MD to six inch ft blast radius
(2.8 grams) 1d4 MD to 1 ft blast radius
-------------
"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: 49554
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 »

EShemar Drepanaspis Heavy Cruiser
(aka ‘Drepa’)
“Ah, Captain, we might wanna consider relocating ourselves to the next solar system...or preferably the next galactic arm....There’s a BIG starship that just dropped out behind us and it doesn’t look very friendly.”
http://i408.photobucket.com/albums/pp164/taalismn/Shemar%20ships_zpsbglurndj.jpg
Illo: A Drepanaspis-class Heavy Cruiser in rendezvous with two Wayfinder Delphin-class Scout Sloops

The Drepanaspis-class is an expansion on the concept of the Astrapade, writ larger and meaner. Drepanaspis(or ‘Drepas’ as they are more commonly known) are meant for killing ships of equal or larger size, and their configuration of armor and armament reflects this. The huge spade-like main hull is practically encrusted in armor and armaments.
Like most Shemarrian starships, the Drepanaspis sacrifices creature comforts for power and armor. Main armament consists of several batteries of enhanced range particle beam cannons, backed by cruise missile launchers and tachyon sprayer cannons. A fearsome secondary array of medium range missile launchers and point defense turrets provide protection against missile and fighter attacks, and a small complement of fighters and warmounts allows for recon work and boarding actions.
Despite the added mass of armor and armament, however, the Drepanaspises retain the fearsome speed and stealth that are the hallmark of Darkwater engineering. Like many Darkwaters starship designs, the Drepanaspis is fully amphibious, allowing the ship to use Deep Watch bases and conceal itself in a planet’s hydrosphere.
Since the introduction of the Drepa, the Skullcrushers have reportedly been petitioning the Darkwaters for license to the ship, appreciating its menacing looks, heavy armament, and hardened armor. Thus far, however, the Darkwaters have employed all Drepas produced in their own fleets.

Type: ESheMar-CH07 Drepanaspis
Class: Heavy Cruiser
Crew: 750+250 troops
MDC/Armor by Location:
Main Body 140,000
Bridge 12,000
Heavy Particle Beam Cannons(10) 700 each
Gravitic Slicer Beams(10) 700 each
Tachyon Cannons(6) 600 each
Heavy G-Cannons(6) 600 each
Cruise Missile Launchers(4) 900 each
Medium Range Missile Launchers(8 ) 300 each
Point Defense Turrets(20) 250 each
Hangar Bays(4) 6,000 each
Variable Forcefield 10,000 per side ( 60,000 total)
Height: 760 ft
Width: 520 ft
Length: 2,250 ft
Weight: 255,000 tons
Cargo: 80,000 tons
Powerplant: Nuclear Fusion w/ 40 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 15
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
(FTL) 8 light years per hour
(Underwater) 55 MPH, maximum depth 2 miles
Market Cost: EXCLUSIVE to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-75% to detect while stationary, -35% when moving).

*Sensor Jamming---Active sensor jamming can be employed at shorter ranges to jam and confuse enemy sensors, as well as interfere with communications. The downside is that the amount of interference pumped out will alert EW-savvy opponents of the presence of a jamming platform. Effective Range: 800 miles. -6 to target the ship with active sensors

*Tractor Beams(4)----Effectively each rated for 3,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).

*Command Linkage---The cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.

Weapons Systems:
1) Heavy Particle Beam Cannons(10)---- The main armament of the Drepanaspis are batteries of powerful PBCs.
Note: Darkwater expertise with particle projection technology has given their weapons 25-50% greater range than their CCW/TGE equivalents.
Range: 21 miles in atmosphere, 105 miles in space
(Kitsune Values: 21 miles in atmosphere, 21,000 miles in space)
Damage: 1d4x1,000 MD single blast, up to five cannons can be brought to bear on the same target in the broadside/lateral arcs, six in the forward arc, and four to the rear.
Rate of Fire: 4 shots per melee
Payload:Effectively Unlimited

2) Gravitic Slicer Beams(10)---The DarkWaters have been quick to blatantly knockoff the designs of their Kittani rivals in adopting Slicer Beams into their arsenal.
Range: 9 miles in atmosphere, 18 miles in space
(Kitsune Values: 9 miles in atmosphere, 9,000 miles in space)
Damage: 2d4x100 MD per shot, plus do critical(DOUBLE) damage on an unmodified Natural 19-20.
Rate of Fire: Four times per melee
Payload: Effectively Unlimited

3) Tachyon Cannon(6)---The exotic nature of tachyon weaponry immediately attracted the attention of the DarkWaters, and the Drepanaspis six of the heaviest practical tachyon projectors that the Tribe’s industry could produce.
Range: 15 miles (2,500 m) in atmosphere, 60 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 15 miles in atmosphere, 15,000 miles in space w/ 12 mile wide arc*)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 36d6x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

4) Heavy G-Cannons(6)----Though better known for their affinity for energy weapons, the DarkWaters realize that it’s fairly easy to shield against DEWs, so they haven’t neglected kinetic energy weaponry, and the Drepanaspis mounts the latest fruit of their research. Besides having greater acceleration and range, DarkWater g-cannon have also adopted the idea of being used as projectile launchers, firing warloads that can be proximity-fused to ‘scatter’, producing area of effect ‘buckshot’ or ‘sandblaster’attacks. This adds to the versatility of the weapons, allowing them to be used for anti-fighter and anti-missile work.
Range: 20 miles in atmosphere, 300 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage:(Kinetic Slug) 6d6x100 MD
(Scattershot) 1d6x100 MD to a 1,000 ft wide swath
Rate of Fire: EGCHH(5 times per melee under computer operation)
Payload: 180 shells ready to fire; additional shells can be reloaded from cargo holds within 45 minutes(1 ton of cargo per 6 shells)

5) Cruise Missile Launchers(4)
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 60 each launcher, 120 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

6) Medium Range Missile Launchers(8 ) ----Mounted laterally, typically used for self-defense/antimissile counterfire. As with the cruise missiles, the Dark Waters are working on a variety of instrumented probes, decoys, and stealth missiles.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 80 missiles each launcher. Additional missiles can be carried as cargo and reloaded within 30 minutes.
Note: These launchers can also fire dual-mode rocket-propelled sea-air projectiles(a concept copied from the Kittani).
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the U/AP doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The U/AP has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)--- +3 to strike

7) Point Defense Turrets(20)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

Auxiliary Craft:
8 Shuttles
30 Space Warmounts
48 Aerospace Fighters(or additional space-capable Warmounts)
Last edited by taalismn on Thu Apr 14, 2016 4:08 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
------------
User avatar
taalismn
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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 »

EShemar ‘Verasus’ WarCruiser
http://i408.photobucket.com/albums/pp164/taalismn/img746%20a%20copy_zpsxjpc6olh.jpg

“When planning a fleet offensive with the Blood Riders, one must make allowance for the tendency of their ship commanders to take their own initiative and go off on their own personal wars. Do not count on, or expect, a Blood Rider captain to adhere to a strict fleet-wide control doctrine. To them, such regulation is only a guideline for getting to a target. This can be vexing in the extreme to the fleet commander who seeks full fleet command and control at all times, or who puts Blood Riders in a reserve position and then finds a need for them later rather than sooner. This can even prove dangerous if the Blood Riders peel out of position to pursue personal glory and leave a vulnerable flank exposed. A fleet commander in such a position might well sympathize with any number of ancient Terran monarchs, watching his hotheaded glory-seekers breaking formation to hunt personal glories and ruining the order of battle.
On the other hand, a wise commander takes these proclivities into account; on the matter of history one might well remember the rogue initiatives of Horatio Nelson and the effect he had on the staid British line of battle. The Blood Rider love of tearing into targets of opportunity, thunder-run rampages, and bloody-minded thrusts at enemy prestige targets, against all accepted combat doctrine and commonsense, has often thrown an entire enemy line of battle into disarray, and exploitable chaos.”
----Solarii-Martial Deborah Thane Battleseer, Wayfinder Tribe war-scholar and Attached Dark Water fleet strategist.

The Blood Rider Tribe of the Shemarrian Star Nation is not known to be particularly involved in large starship construction, being generally content to acquire and modify ships from other sources, such as the Darkwaters and Silvermoons. On occasion, however, they’ve been known to allocate the resources and manpower to create their own designs, although with a certain amount of corner-cutting. Such was the case with the Verasus-class cruiser, clearly based on an existing design, the CCW ‘Warshield’.
The Verasus emerged when the Blood Riders had a pressing need for capital warships to secure their space at a time when their traditional sources of ships were sorely taxed meeting other commitments. A recent campaign against Splugorth-held worlds in the Thundercloud Galaxy had Darkwater and Silvermoon shipyards working to make up their respective Tribes’ operational losses and build up reserves against coming actions(including Splugorth retaliations), so the Blood Riders had to either wait or fall back on their own small production assets. Fortunately, as part of negotiations with the Silvermoons to possibly acquire a version of the latter’s Radiant Crescent Heavy Cruiser, the Blood Riders had been given the means to build engine subassemblies for the Crescents. Several small mobile yards capable of building larger hulls(especially transport hulls) had also been transferred to Blood Rider space as part of the deal. The Blood Riders elected to construct a small warship that would meet their immediate needs, using these available resources. However, rather than design a wholly new vessel from scratch, the Riders used an existing and well-known design, the Consortium of Civilized Worlds’ Warshield Cruiser, as the basis of the new cruiser. The Shemarrians had found examples of these long-serving vessels in the remains of battle zones bordering Splugorth space, and occasionally as operational loot(captured ships) in Splugorth ports the Shemarrians had overrun, so they were well-acquainted with the design.
The first and most obvious change was the rebuilding of the rear engineering section of the traditional Warshield ‘slab’; using the engine subassemblies meant for Radiant Crescent-sized vessels, the Blood Riders beefed up the Warshield’s drive performance, doubling the design’s girth, but also greatly increasing speed and available power. Some of that power has gone into pushing the greater mass of the vessels, as armor protection has been increased, the bridge/sensor tower being streamlined into armored farings along the upper hull and a more angular prow shaped. Other changes are less obvious at first glance, but no less substantial. Because the Shemarrians have far less in the way of life support requirements than CCW crews, they could afford to maximize the use of space otherwise devoted to recreation and quality of life facilities. Also, because they had no analogues to the BattleRam Robot, they could better use the apportioned hangar space for other purposes. Heavier weaponry, particularly plasma-based types, has been added, and some of the space savings have gone into giving the new cruisers the ability to carry a company of troops for raiding and boarding operations.
The resulting vessel was effective as a multipurpose combat starship and armed to the satisfaction of the Blood Riders’ philosophy of war. It was also fairly easily produced by the small shipbuilding capabilities of the Blood Rider Tribe, who immediately began deploying the new ships across their territories. The Blood Riders love these vessels because they are tough and well-armed enough to engage in the sort of ‘glory-duels’ the Tribe excels at, and small enough that crewmembers can earn an appreciable portion of personal glory in any action(and not just be a ‘cog’ in a larger crew or battle formation). The aggressiveness of Verasus crews has earned the vessel type the nickname ‘Red Beasts’ among Kittani and Kydian starship crews.
The Verasus is found mainly with the Blood Riders, but a small number have also appeared in the fleets of the Horrorwoods and the Wolf’s Path. It is also rumored that the Lost Eclipse Tribe has acquired a few and sustantially modified the design into something more...nightmarish.

Type: ESheMar-CL03Br Verasus
Class: Light Cruiser
Crew: 200, but can be easily run by 30 crewmembers(Shemarrians are more efficient than organic crews).
Troop Complement: 160 troops plus 80 Warmounts(or 320 infantry if no Warmounts are carried).
MDC/Armor by Location:
Main Body 50,000
Bridge 12,000
Main Engines (4, rear 1/4 of the ship) 12,000 each
Hangar Bay 13,000
Heavy Plasma Torpedo Launcher(1) 2,000
Main Laser Cannon(2) 1,200 each
G-Cannon Turrets(4) 800 each
Secondary Laser Cannons(4) 800 each
Cruise Missile Batteries(2) 1,000 each
Plasma Torpedo Launchers(6) 1,000 each
Point Defense Rail Gun/Laser Turrets(8 ) 160 each
Plasma Cannons(12) 150 each
Mini-Missile Launchers(8 ) 100 each
Variable Forcefield 6,000 per side, 36,000 total
Height: 120 ft
Width: 400 ft
Length: 600 ft
Weight: 160,000 tons
Cargo: 10,000 tons
Powerplant: Nuclear Fusion w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 13
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.3% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Verasus might bring 4 billion credits or more.
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*Tractor Beams(7)---- The Verasus sports seven tractor beams, six light (one to each plasma torpedo launcher) and one heavy(mutually supporting the heavy plasma torpedo launcher and hangar bay). The light tractor beams are each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. The heavy tractor beam is rated for 75,000 tons and can be used to tow small starships.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1) Heavy Plasma Torpedo Launcher(1)---Mounted where the BattleRam launch tube is on a Warshield, this massive weapon fires plasma bolts that are initially guided by tractor beam before continuing on their way as ballistic projectiles. Verasus crews will typically use barrages of HPTs to saturate an enemy’s defenses in what have been described by witnesses as ‘solar flare from hell’ attacks.
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 25 miles in atmosphere, 25,000 miles in space)
Damage: 2d6x100 MD to a 150 ft blast radius per missile/bolt
Rate of Fire: Volleys of 1-10 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

2) Main Laser Cannon(2)---A holdover from the original Warshield, these weapons are mainly used for engaging capital units and pinpoint surface bombardment.
Range: 30 miles in atmosphere, 100 miles in space
(Kitsune Values: 30 miles in atmosphere, 30,000 miles in space)
Damage: 1d4x1,000 MD per single blast
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited

3) G-Cannon Turrets(4) ---A holdover from the original Warshield, and typically used to ‘spray’ for enemy fighters and missiles.
Range: 3 miles in atmosphere, 10 miles in space
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: 1d4x100 MD per 80 rd burst
Rate of Fire: EGCHH
Payload: 32,000 rds per cannon(800 bursts)

4) Cruise Missile Launchers(2)----The Verasus retains the CMLs of the original design, while replacing the LRMLs with plasma torpedoes(The belief being, if you’re going to throw stuff at an enemy, you may as well not go with half-measures). If an enemy survives the extra cruise missile and plasma attention, they’re either then ripe for boarding, or should be avoided altogether.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-32 each launcher
Payload: 32 each launcher, 64 total. Additional missiles may be stored in the cargo holds and reloaded within 30 minutes(1 ton of cargo per 6 missiles)

5) Plasma Torpedo Launchers(4) --- The long range missile launchers have been replaced with Blood Rider signature plasma torpedo launchers, trading range and versatility for effectively unlimited and heavier close-in firepower. These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight ’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch bays’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 25 miles in atmosphere, 25,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited


6) Plasma Cannons(12)----In place of the Warshield ‘s original particle beams, the Verasus instead mounts longer-ranged plasma cannons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 1,600 miles in space)
Damage: 4d6x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively unlimited

7) Point Defense Rail Gun/Laser Turrets(8 )---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret. These replace the Warshield’s Gravity Autocannon Turrets in the point defense role.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

8 ) Mini-Missile Launchers(8 )---These remain unchanged from the original Warshield configuration. For some reason, probably related to the ‘fire and forget’ nature of missiles as opposed to direct fire weapons such as lasers and rail guns, the gunners assigned to these PDS turrets are generally regarded less well for their gunnery skills as those operating the rail gun/laser turrets, and their ammunition consumption more acutely watched and evaluated. This has forced many Blood Rider gunners assigned to the MMLs to become even more studied in ballistics with regards to ‘trick-shooting’ with mini-missiles, and attempt to gain more kills than the other PDS gunners.
Range: Varies by Missile Type
(Kitsune) 2 miles in atmosphere/ 100 miles in space
(Palladium) Atmospheric Range x 4
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-8 missiles
Payload: 128 missiles per launcher. Reloading a turret from the cargo hold takes 1d6 minutes(1 ton of cargo per 96 missiles)


Auxiliary Craft:
12 Aerospace Fighters
4 Scarab Assault Shuttles


Variants:
The relative ease of constructing the Verasus, combined with the economics of the Blood Riders, means that substitution of systems is fairly common in the class across the Tribe’s territories. Typically the smaller weapons will be swapped out for other types of the same damage class, depending on the availability of components(such as g-cannons replaced by rail guns, or plasma cannons for laser weapons).

*ESheMar-CL03BrG----The CL03BrG-configuration replaces the heavy lasers in the nose with Golgan-style Mega-Disruptor Cannons identical in performance to that mounted on the Republik Binda Heavy Cruiser. Though considered a poor replacement for the laser cannons with regards to range, the substitution was necessitated in one Tribal sector by the need to quickly return several damaged cruisers to action, and the Golgan weapons were available from salvage.
Range: 6 miles in atmosphere, 70 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 1d4x1,000 MD per blast, plus 25% damage to a 60 ft radius
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
-------------
"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
Priest
Posts: 49554
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 »

-------------
"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
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »



You've been busy! Looking good. I need to finish stuff.. and get working on the wikia.. life has been getting in the way a lot, and dealing with family health issues.
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