H. Shiva's new Artillery WM
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- krispy
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H. Shiva's new Artillery WM
Scorpion WM
The Behemoth has been the foundation of Splicers artillery for a long time. A Formidable and devastating WM which lacks one key element which makes it vulnerable, it is a large sluggish WM that takes time to accelerate, which makes it an easy target
The Enlightened One wanted a more fast and agile artillery WM and hence the Scorpion was created
Though not as large and heavily armored as other WM the Scorpion makes up for it with its speed, agility, smaller dimensions (smaller target to hit) and better maneuverability
M.D.C
Head/Maw area: 250
MB: 450
Legs (6): 160 e
Tail: 200
Cannon Club Arms (2): 180 e
Eyes (6) 30 each
War saddle: 110
Speed:
Running: 180 mph with a cruising speed of 90mph (it can reach 65mph in 3.5 seconds)
Leaping: 14 feet high or across plus 21feet with a running start and double when running at full tilt
Digging: 20mph through sand or dirt, half in rocky or clay
Flight: not possible
Swimming: the tail can be used as a flipper propelling the WM through the water like a dolphin or whale to a speed of 65 mph
The WM can climb vertical surfaces with ease but not crawl on ceilings
Statistical Data:
Height: 3.5 feet (flat on stomach), 5 feet when weight is on legs
Width: 4 feet at the body
Length: 16 feet (5m) from head to tail. The arms are also 6 feet long
Weight: 2 tons
Cargo: the WM cant really carry anything but it can drag 3 tons
Physical Strength: 1D6 +30 supernatural
Production Cycle: 2 years gestation plus 2.5 years growth
Operational Lifetime: 60 years
Bio-regeneration Rate: 4D6 per hour to the MB & 2D6 per hour for all other locations
Horror Factor: 13
Senses & Features: standard
Feeding: the Scorpion is a Lithovore and needs to eat 55kg of dirt rock & minerals each day
Sleep requirements: 4 hour standard
Attributes: I.Q. 2D4+2 high animal intelligence, M.E. 1D6+6, M.A. 2D4, PS 31 – 36 supernatural
P.P. 1D6+15, P.E. 2D4+15, P.B. 1D4, Speed as above
Attacks: 4
Combat Bonuses (on top of any attribute bonuses):
+2 initiative, +2 Strike in H2H combat, +3 strike with ranged weapons, + 4 parry, +2 dodge, +3 roll with punch/fall/impact, + 2 pull punch, +2disarm, impervious to horror factor, disease & poison
Equivalent (instinctive) Skills of note: Climb 85%, Swim 75%, land navigation 80%, understand native language 70%
Combat Capabilities:
restrained Club Strike: 5D6
Spike Club strike: 1D4×10+20
Power Club Strike (counts as 2 attacks): 2D4*10+40
Body Block/Ram: 5D6
leg stomp: 2D4
Tail Swipe: 1D6*10+10
Weapon Systems:
1. Tail Catapult: instead of the standard stinger that a scorpion has the Enlightened One went old school for a new idea. With the Flame Halo enhancement being such a success on the battle field a larger bomb version was designed that could strike larger numbers of the enemy without the need of a sole HA/WM going into the fold and setting off the halo causing damage to themselves as well. Thus the Flame Halo Cannon Ball was created
The tail catapult can hurl Flame Halo Cannon Balls in 100m increments from 100m to 1km
the tail catapult is used mostly in the same fasion a standard scorpion strike action but the tail is prehensile which enables it to direct shots with accuracy on any angled surface it stands on, even whilst crawling up a cliff face
Catapult attack can only be used once per melee round (due to reloading, positioning, stabilizing and cocking the tail) - when you choose to fire the catapult (1st, 2nd or 3rd shot etc) it takes a full melee rd to shoot again, so the same attack or later in the next melee rd
Flame Halo Cannon Balls: 2 ft in diameter
Mega-Damage: 3D8×10 M.D to everything within 60 feet (18.27m) of the blast centre, 1D8×10+15 to everything between 61 feet to 150 feet
Maximum effective range: 150 feet
Payload: 8
Due to the complexity of these bombs it takes 1 hour + 1D6×10 minutes to make one
If choose Ultra upgrade it will speed the production to a flat 45 min but it does not double the payload, instead additional cannon balls can be purchased for 20 Bio-E each to a maximum payload of 12 (that’s 12 not 20)
2. Casting Cannon Spike Clubs:
Instead of pincers the arms are cylindrical spiked clubbed Casting Cannons
The Spikes on the cannon are for the occasional close encounter causing 1D4×10+20 M.D
Casting Cannon:
M.D: 1D8×10+30 M.D per individual round, with a blast radius of 30 feet
Rate of Fire: one shell at a time and both cannons can fire at the same target
Range: 11,000 feet (3353m)
Payload: each arm has 20 rounds for a total of 40 rounds (can ultra-upgrade, 20 Bio-e for each)
3. Organic Rockets (32): 16 OR are placed between the spikes of the Casting Cannon on both arms
Damage: 5D10 per rocket (can Mega-upgrade them)
Maximum effective range: 1.6km (1 mile)
Note: You can select Super-Upgrade for the Catapult but at a cost of 30 Bio-E: (hope this works) you dont double the rate of fire but instead there is a 4 attack delay/gap between shots. what this means is if you choose to fire the catapult with your 1st attack of the MR you have to wait till your 6th attack to fire it again and then your 11th of the MR. This goes a bit against this upgrade but i think it helps the weapon flow. if the last shot of the MR is the catapult you have to wait till your 5th in the next MR
You cannot choose Mega or Omni Upgrade for the catapult
The Behemoth has been the foundation of Splicers artillery for a long time. A Formidable and devastating WM which lacks one key element which makes it vulnerable, it is a large sluggish WM that takes time to accelerate, which makes it an easy target
The Enlightened One wanted a more fast and agile artillery WM and hence the Scorpion was created
Though not as large and heavily armored as other WM the Scorpion makes up for it with its speed, agility, smaller dimensions (smaller target to hit) and better maneuverability
M.D.C
Head/Maw area: 250
MB: 450
Legs (6): 160 e
Tail: 200
Cannon Club Arms (2): 180 e
Eyes (6) 30 each
War saddle: 110
Speed:
Running: 180 mph with a cruising speed of 90mph (it can reach 65mph in 3.5 seconds)
Leaping: 14 feet high or across plus 21feet with a running start and double when running at full tilt
Digging: 20mph through sand or dirt, half in rocky or clay
Flight: not possible
Swimming: the tail can be used as a flipper propelling the WM through the water like a dolphin or whale to a speed of 65 mph
The WM can climb vertical surfaces with ease but not crawl on ceilings
Statistical Data:
Height: 3.5 feet (flat on stomach), 5 feet when weight is on legs
Width: 4 feet at the body
Length: 16 feet (5m) from head to tail. The arms are also 6 feet long
Weight: 2 tons
Cargo: the WM cant really carry anything but it can drag 3 tons
Physical Strength: 1D6 +30 supernatural
Production Cycle: 2 years gestation plus 2.5 years growth
Operational Lifetime: 60 years
Bio-regeneration Rate: 4D6 per hour to the MB & 2D6 per hour for all other locations
Horror Factor: 13
Senses & Features: standard
Feeding: the Scorpion is a Lithovore and needs to eat 55kg of dirt rock & minerals each day
Sleep requirements: 4 hour standard
Attributes: I.Q. 2D4+2 high animal intelligence, M.E. 1D6+6, M.A. 2D4, PS 31 – 36 supernatural
P.P. 1D6+15, P.E. 2D4+15, P.B. 1D4, Speed as above
Attacks: 4
Combat Bonuses (on top of any attribute bonuses):
+2 initiative, +2 Strike in H2H combat, +3 strike with ranged weapons, + 4 parry, +2 dodge, +3 roll with punch/fall/impact, + 2 pull punch, +2disarm, impervious to horror factor, disease & poison
Equivalent (instinctive) Skills of note: Climb 85%, Swim 75%, land navigation 80%, understand native language 70%
Combat Capabilities:
restrained Club Strike: 5D6
Spike Club strike: 1D4×10+20
Power Club Strike (counts as 2 attacks): 2D4*10+40
Body Block/Ram: 5D6
leg stomp: 2D4
Tail Swipe: 1D6*10+10
Weapon Systems:
1. Tail Catapult: instead of the standard stinger that a scorpion has the Enlightened One went old school for a new idea. With the Flame Halo enhancement being such a success on the battle field a larger bomb version was designed that could strike larger numbers of the enemy without the need of a sole HA/WM going into the fold and setting off the halo causing damage to themselves as well. Thus the Flame Halo Cannon Ball was created
The tail catapult can hurl Flame Halo Cannon Balls in 100m increments from 100m to 1km
the tail catapult is used mostly in the same fasion a standard scorpion strike action but the tail is prehensile which enables it to direct shots with accuracy on any angled surface it stands on, even whilst crawling up a cliff face
Catapult attack can only be used once per melee round (due to reloading, positioning, stabilizing and cocking the tail) - when you choose to fire the catapult (1st, 2nd or 3rd shot etc) it takes a full melee rd to shoot again, so the same attack or later in the next melee rd
Flame Halo Cannon Balls: 2 ft in diameter
Mega-Damage: 3D8×10 M.D to everything within 60 feet (18.27m) of the blast centre, 1D8×10+15 to everything between 61 feet to 150 feet
Maximum effective range: 150 feet
Payload: 8
Due to the complexity of these bombs it takes 1 hour + 1D6×10 minutes to make one
If choose Ultra upgrade it will speed the production to a flat 45 min but it does not double the payload, instead additional cannon balls can be purchased for 20 Bio-E each to a maximum payload of 12 (that’s 12 not 20)
2. Casting Cannon Spike Clubs:
Instead of pincers the arms are cylindrical spiked clubbed Casting Cannons
The Spikes on the cannon are for the occasional close encounter causing 1D4×10+20 M.D
Casting Cannon:
M.D: 1D8×10+30 M.D per individual round, with a blast radius of 30 feet
Rate of Fire: one shell at a time and both cannons can fire at the same target
Range: 11,000 feet (3353m)
Payload: each arm has 20 rounds for a total of 40 rounds (can ultra-upgrade, 20 Bio-e for each)
3. Organic Rockets (32): 16 OR are placed between the spikes of the Casting Cannon on both arms
Damage: 5D10 per rocket (can Mega-upgrade them)
Maximum effective range: 1.6km (1 mile)
Note: You can select Super-Upgrade for the Catapult but at a cost of 30 Bio-E: (hope this works) you dont double the rate of fire but instead there is a 4 attack delay/gap between shots. what this means is if you choose to fire the catapult with your 1st attack of the MR you have to wait till your 6th attack to fire it again and then your 11th of the MR. This goes a bit against this upgrade but i think it helps the weapon flow. if the last shot of the MR is the catapult you have to wait till your 5th in the next MR
You cannot choose Mega or Omni Upgrade for the catapult
Last edited by krispy on Sat Nov 19, 2011 1:26 am, edited 5 times in total.
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- krispy
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Re: H. Shiva's new Artillery WM
thank you Chrnos
its still a work in progress,
i wanted to make a variety of different cannon balls but thought it would be too taxing on the WM
but then i thought of an entourage - when the WM is being grown, say 3 smaller escort creatures are grown at the same time that are linked to the Scorpian. this entourage, these escorts also make cannonballs (each making different ones) and help in the loading of the catapult whilst also defending the Scorpion
these entourage creatures operate much like the gorehounds, naga snakes & black talon war hawk, highly intelligent, com linked to the WM and can receive commands from the pilot of the Scorpion
still a way to go...
its still a work in progress,
i wanted to make a variety of different cannon balls but thought it would be too taxing on the WM
but then i thought of an entourage - when the WM is being grown, say 3 smaller escort creatures are grown at the same time that are linked to the Scorpian. this entourage, these escorts also make cannonballs (each making different ones) and help in the loading of the catapult whilst also defending the Scorpion
these entourage creatures operate much like the gorehounds, naga snakes & black talon war hawk, highly intelligent, com linked to the WM and can receive commands from the pilot of the Scorpion
still a way to go...
connecting the dots
Re: H. Shiva's new Artillery WM
nice to see someone else saw the benefit of using a scorpion for a war mount mine is more of a combat
warmount but i can see mine being a guard to your artillery units and will defiantly be working yours in when its done
warmount but i can see mine being a guard to your artillery units and will defiantly be working yours in when its done
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- krispy
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Re: H. Shiva's new Artillery WM
kevarin wrote:nice to see someone else saw the benefit of using a scorpion for a war mount mine is more of a combat
warmount but i can see mine being a guard to your artillery units and will defiantly be working yours in when its done
a scorpion for a WM is a given....right?
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Last edited by krispy on Sat Jun 02, 2012 9:04 pm, edited 1 time in total.
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- krispy
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Re: H. Shiva's new Artillery WM
Todd Yoho wrote:Very nice.
thank you, and again best of luck with your endeavors
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- krispy
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Re: H. Shiva's new Artillery WM
i have an idea for another devastating Cannon Ball for the Catapult system
Omega Cell Cannon Ball: follow the Kamikaze for damage and range of damage
i was thinking that due to the complexity of the bomb that it can only be made by the Engineers and the WM can carry a couple/few of them into the battlefield
Omega Cell Cannon Ball: follow the Kamikaze for damage and range of damage
i was thinking that due to the complexity of the bomb that it can only be made by the Engineers and the WM can carry a couple/few of them into the battlefield
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- Aramanthus
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Re: H. Shiva's new Artillery WM
Very nice! I like this. I'm still trying to catch up.
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HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- krispy
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Re: H. Shiva's new Artillery WM
Aramanthus wrote:Very nice! I like this. I'm still trying to catch up.
thanks mate
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Re: H. Shiva's new Artillery WM
A most excellent WM. Well done!
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- krispy
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Re: H. Shiva's new Artillery WM
Kakuma wrote:A most excellent WM. Well done!![]()
![]()
Thank you
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