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“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[]

Blastrons
Weapon Stats
Model Unknown
Type Defensive
Weight varies approx 5 lbs
Range 100 ft
Damage 5d6 MD cone 50 ft long x 10 ft wide
Rate of Fire Volley 1-4
Payload 3-4 / Shoulder
Original Tribe Darkwaters
Special Note Reactive

Directional Explosive Armor Attachments

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. 

Reactive

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. 

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