Time for something sillier.....
EcoS-K-101 Jaegerwagen Warmounthttp://i408.photobucket.com/albums/pp164/taalismn/img724_zpsjqiu9bh8.jpg “Oh great, bad enough we’re in a post-apocalyptic future version of our own world, being hunted by evil monsters and crazed survivalist loons with tactical nuclear weaponry. Now it looks like we somehow dissed off a demonically-possessed Volkswagen dealership, because I’m counting over three dozen Herbie-zombie Bugs coming this way...and they look HUNGRY.”
----CyCo, d-bee strandee(sound of honking and beeping in the background)
“No, I’m not a car salesman, I’m a car SHEPHERD. I herd my cars where they’re needed; border patrol, battlefield cleanup, picket duty, convoy transport. I tend my flock and they drive away any nastiness they ecnounter.”
----Galdan Fendertender, Steel Gaian Male Shemarrian
“What the Steel Gaians call a ‘herd’ looks more like an open air parking lot run amok...”
----Samuel Goldthwait, Greater New England Militia, Woodstock District
The Jaegerwagen appears to be a Steel Gaian attempt to emulate Clan Motron’s Edselator and Willey Warmounts, but using materials found closer to home. When it came to finding the means to quickly creating a new robo-warmount on the cheap, the Steel Gaians didn’t have to go very far. Neighbors Paladin Steel already produced the NuVW SuperBug automobile with the option of being fitted with robot legs to create an ATV robot walker, and the Steel Gaians had already created several one-off e-animal and oreseme examples using the SuperBug frame. The decision to formalize the design with an Assembler Forge template produced the Jaegerwagen.
The Jaegerwagen has the distinctive curved body of the Superbug, but has a powerful be-toothed jaw in place of the front hood, and four legs in place of the wheels. A short, but powerful, tail curves from the back. Like the Cybear, the JaegerWagen is too small for most Shemarrians to ride inside, so they must ride atop the small warmounts. The interior of the automobile body is instead filled with robotics, the windshields and windows serving as additional optical arrays.
Though only lightly armed, Jaegerwagens are very well armored, and they take a lot of killing to put down for good. Their curved armor bodies are particularly good at deflecting projectile fire, and they are agile ground acrobats, rolling with concussions and melee strikes, quickly righting themselves, and rejoining combat.
Jaegerwagens have a reputation for being tough, resilient, little buggers, if not exactly comfortable to ride bareback(riders tend to slide off the curved roof). It is just as often used as a rider-less watchbeast or attack animal as it is a Mount. The sight of a charging, honking, baying, multihued pack of Jaegerwagens on the hunt has been known to send weaker-willed opponents fleeing from the battlefield.
Jaegerwagens have appeared primarily with the Steel Gaians, but smaller numbers have also appeared with Clan Motron(who may feel compelled, like the Horrorwoods, to acquire examples of every ‘themed’ Warmount , in this case wheeled and automotive-inspired, produced by the Shemarrian Nation).
Type: EcoS-K-101 JaegerWagen
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and possible room for 1 passenger, perched behind the rider
MDC/Armor by Location:
Main Body 400
Front Hood/Jaw 90
*Headlights (2) 25 each
Legs(4) 90 each
Tail 250
*These are small targets and are -4 to strike, even on a called shot.
Height: 9 ft
Width: 8 ft at shoulders, legs splay out an extra 3 ft to either side
Length: 10 ft, tail adds another 9 ft
Weight: 1.8 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) 15 ft up, or 20 ft across. Increase distances by 50% with a running start.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim quite ably, albeit at a slow 10 MPH. So long as the Jaegerwagen has one point of MDC in its Main Body, it will float quite serviceably in defiance of common sense.
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 Jaegerwagens 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.
*Curved Armor---The Jaegerwagen’s body armor is particularly well-angled for shot-deflection, and any ‘to strike’ roll more than a 5, but less than 12, will do only HALF damage. This ONLY applies to projectile attacks like bullets, shells, grenades, arrows, rail gun rounds, and missiles, and melee attacks like blades and blunt force.
*Panoramic/Wide-Angle Vision---The windshield and windows are actually wavelength-permeable sections of the main body casting, and provide the equivalent of panoramic vision if unobstructed, in which case the Jaegerwagen enjoys an additional bonus of +2 on Inititiative, +3 dodge, +1 Disarm, and +5% to Detect Ambush, Detect Concealment, ntelligence, and Detect Traps. If carrying a saddle or weapons panniers, vision to the sides is obstructed, and the Warmount only has the bonuses of Wide-Angle Vision; +1 on Initiative and +1 to Dodge.
Weapons Systems:
1) Laser Headlight 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
2) (Optional) Modular Weapons(2)---The Jaegerwagen has provision for head-mounting TWO weapons similar to those standard to the Monstrex
3) (Optional) Mouth-Mounted Weapon---Hidden in the Jaegerwagen’s ‘throat’ , a weapons system can be mounted, firing when the hood mouth is opened.
a) Flame-thrower Breath---The mouth can be modified with a flame-thrower.
Range: 230 ft
Damage: (Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel) 2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: (Direct-Stream Mode) Standard
Payload: (Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
b) Plasma Cannon
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Options:
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot cylinder of refined d-gas is good for 30 shots.
c) Sonic Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Screecher Sonic Cannon
Range: 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: Effectively Unlimited
e) Ion Cannon---This weapon has the added side-effect of electrifying the teeth with power bleed-over.
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited
Note: Adds +1d4 MD to a bite due to surplus charge arcing between the teeth. Contact with the teeth also can stun; similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
4) (Optional) Warmount Ordnance Missile Packs(WOMPs)---Jaegerwagens can be fitted with these saddle-style panniers for various ballistic weapons. Fitting them, however, reduces the Warmount’s maximum speed by 25%, and -2 to dodge/roll due to their encumberance.
a)Mini-Missiles---19 shot pod per hardpoint
b) Short Range Missiles---5 shot box pod per hardpoint
c) Medium Range Missiles---3 per hardpoint
d) Katyusha launcher---Simple and classic 122mm ballistic rocket artillery
Weight: (Rocket)
(Short) 102 lbs
(Long) 170 lbs
Range:(Short) 7 miles
(Long) 13 miles
Damage: Both missile types use a 122mm warhead, typically the following warhead types(damage may vary as much as 50% by the quality of warhead manufacture):
(Fragmentation) 1d6x10 MD to a 60 ft blast radius
(Incendiary) 1d4x10 MD to a 50 ft blast radius, plus 01-75% chance of setting combustible materials aflame
(High Explosive) 2d6x10 MD to a 20 ft blast radius
(Plasma) 3d4x10 MD to a 40 ft blast radius
(Smoke) Covers a 100 ft area in thick obscuring smoke. Typically disperses within 1d6 melees, depending on local wind and humidity conditions.
(Chemical) Varies, but typically used to dispense CS or nerve agents. Rarely used, on Rifts Earth, since ARCHIE-3’s minions didn’t breath, and most Splugorth minions had either supernatural constitutions or magical/technological NBC protections. Typically covers a 100 ft area. Like the smoke, local weather conditions determine the dispersal rate.
(Submunition)---Detonates airburst style over the target and scatters a small cloud of grenade-like sub-mines, that can be used to infilade an area with contact explosives or delayed-fuze mines. Carries over 18 submunitions, scattering over a 100 ft area, and doing 5d6 MD to a 10 ft blast radius each.
Rate of Fire: Volleys of 1-4
Payload: 4 rockets per hardpoint
Penalties: Katyushas use the standard rules for unguided artillery with regard to deviation from target. Best fired in salvoes of 4 or more rockets.
e) Rifle Grenades---Taking advantage of the availability of 30-50 mm rifle grenades, the EShemar fitted each hardpoint with a ‘hedgerow’ of spigot-launchers, topped by a rifle-grenade. Though much shorter-ranged than the other WOMPs, firing them in salvo can prove to have a devastating effect, especially on massed enemy formations.
Range: Typically 1,800 ft
Damage:
(Riot)---Combination flash-bang and rubber pellet charge---Victims are -10 to strike, parry, and dodge, -1 to initiative, and lose 1 APM for 1d4 melees. Rubber pellets do 1d4 SDC damage, but have a 60% chance of knockdown for any human-sized, or smaller, beings, caught in a 10 ft blast radius.....lose initiative and 1 APM for that melee(cost: 80 credits)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius(cost: 100 credits)
(Fragmentation-MD) 3d6 MD to 25 ft blast radius(cost: 280 credits)
(High Explosive) 6d6 MD to 10 ft blast radius(cost: 360 credits)
(Anti-Armor HEAT) Very heavy projectile(range drops to 120 ft) Does 2d4x10 MD to a 1 ft diameter area(shaped charge)(cost: 800 credits)
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius (cost: 800 credits)
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees(cost: 350 credits)
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)(cost: credits)
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius
(Illumination) Can loft to an altitude of 600 ft, and illuminate a 500 ft radius for 4d4 melees. (cost: 15 credits)
Note: Additional grenade types, including TW munitions, can be used as available.
Rate of Fire: Volleys of 1-12
Payload: 12 shots per rack
f) 40mm Automatic Grenade Launcher---Another weapon acquired from allies and black market sources.
Range: 7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
g) 82mm Mortars----Based on a Free Quebec Glitterboy weapon(and copied by both Paladin Steel and the EShemar).
MDC: 100
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Single shot, EGCHH.
Payload: 6 rounds, ready to fire
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 Jaegerwagen 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: 5
Initiative +3 (+1 from the Ecotroz entity for a total of +3)(see also possible bonuses from panoramic/wide-angle vision, listed above)
Dodge +4 (see also possible bonuses from panoramic/wide-angle vision, listed above)
Strike +1 (+2 w/ ranged weaponry)
Roll +2 +2 to Roll
Bite 5d6 MD
Kick 2d4 MD without claws, 3d6+6 MD w/ claws extended
Stomp 1d4 MD
Tail Lash 3d6 MD
Body Block/Ram 1d4 MD (the rounded body shape really doesn’t work well for ramming)
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Jaegerwagen an aura and behavior more befitting a sentient being than a robot. Jaegerwagens have dog-like personalities, ranging from playful loyal companions to vicious pack predators. Interestingly, they don’t seem to get along well with Willeys(unless they are also based off of PS-made components), which sometimes results in squabbles between the two Warmount types if corralled together(Wayfinders refer to these Warmount tiffs as ‘beep- and jeep-fights’).
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:
*Wheel and Leg System----This is effectively a throwback to the original design and a nod to Clan Motron, by adopting their wheel-and-leg system. Each leg features an armored wheel(100 MDC), which allows it to drive at 100 MPH on level, hard surfaces.
* Extending Hub Spikes----Applicable to Wheel and Leg System-equiped Jaegerwagens. Great for tearing out the tires of other vehicles, or mowing down people
on foot.
Range: Can extend up to three feet from the hub.
Damage: 2d6 MD
*Climber Tires---Applicable to Wheel and Leg System-equiped Jaegerwagens. Huge oversized tires covered with spikes, mag-grips, and suction cups, to allow the wheeled Warmount to scale vertical surfaces.
Can climb an up to 90 degree vertical surface at 1/4 speed. Roll piloting skill at a -15% penalty per
50 ft traversed. If roll fails, roll again, again with penalty; if second roll succeeds, the vehicle only
slides back 1d4x10 ft. If second roll fails; vehicle has fallen off climbing surface; brace for impact!
Penalties: Reduce normal road speed by half
* Molecular Adhesion Pads----Feet can be fitted with molecular adhesion pads, allowing the Warmount to cling to just about anything.
*Enhanced/Turbocharged Engines-----Applicable to Wheel and Leg System-equiped Jaegerwagens. Can upgrade the engine , gearing, and overall speed. Increasable in 10 MPH increments, maximum of 160 MPH
* Aqua Thrusters-----Adds propellors/hydrojets capable of pushing the car at up to 20 MPH on
water.
*Morphing Armor---Enfolds the ENTIRE Jaegerwagen in articulated armor plates, armadillo-style,
increasing armor protection, but effectively immobilizing the Warmount.
MDC: +200 MDC when deployed
A variant of this extends multiple spikes that do equivalent damage to anything punching, kicking, or biting the armored-up Warmount(GNE scout troopers like to tell of seeing a large Spiny Ravager that SWALLOWED a Jaegerwagen whole, only to have the mecha-critter go pufferfish on it from INSIDE, resulting in a very shocked and in agony monster).
*Mine Detector-----A detection coil can be installed on the prow, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordinance. 85% accuracy.
*Slip Spray---rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes LOTS of water, roughly 6-10 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the MAC II) will be unaffected, as they simply stomp the effected surface into the subterranean. Hovercraft are NOT affected either.
Rate of Fire: ECHH
Payload: 10 gallon internal tank; an ounce covers 8 square ft...so a gallon’s worth will cover 1,024 ft! (Instant ice rink anyone?)
*Smog Dispenser---The Jaegerwagen can spew a dense, choking, corrosive vapor from its rear tail pipe(s) to inconvenience pursuers and cover its retreat.
Range: Each blast covers a 100 ft area.
Damage: Anyone caught in the cloud of thick, obscuring smoke is unable to see, except with thermal optics. Inhaling, or exposure through unprotected soft tissues like the eyes, the vapor does 1d6 SDC/Hit Points per melee of exposure, and victims are -4 to dodge, strike, and parry, even for 1d4 melees after being removed from the cloud.
Smoke persists for 1d4+3 melee rounds.
Rate of Fire: ECHH
Payload: Has enough smoke-matrix for 12 clouds. Regenerates them at a rate of 1 every six hours(1 hour if fed petrochemicals).
*Hood Horn---This adds a rhino-like horn to the front-center of the hood. angled for ramming. 2d6 MD on a stab, or +2d6 MD to a body block/ram.
*Thagomizer----Adds additional vibro-spikes to the tail. This adds a +3d6 MD to tail strikes.
*Super-Glo Paint Job(Flare Paint)---A specialized coating of highly reflective and electro-
luminescent paint, typically in Day-Glo Orange, Green, Electric Blue, and Psychedelic....extremely
loud and painfully bright to look at....Lasers do 1/3 normal damage, and the vehicle is extremely
easy to spot and difficult to camouflage. The vehicle also seems to glow at night in any sort of
ambient light.
When charged with an electric current, the paint flash-luminesces, with effects similar to a
Blinding Flash spell
Damage: Unless wearing flash-protection equipment, like polarizing goggles, or otherwise
protected, victims are blinded for 4 melees, and are -5 to strike, -10 to parry and dodge.
Range: Omnidirectional: 100 ft range