“BLAST THOSE CORVETTES!!!”
“Never mind the corvettes! KILL THOSE OTHER THINGS!!! Several dozen just dropped next to the station! BLAST THEM BEFORE THEY CAN GET UNDER THE GUNS!!!”
“What the HELL are those things?! I just blasted one of them with the Demolisher Guns and it kept coming!”
“What things?! I can’t see them!!!”
“THAT’S BECAUSE THEY’RE ALREADY UNDER OUR TURRET ARCS!!!! THEY’RE -CRAWLING- ALONG THE OUTER HULL!!”
“##--##!!!##--##!!!Just lost Turret Eighteen!!!”
“That’s next to the main hangar hatch!!! Get me visuals on it!”
“We’ve got red lights across the board there! Breach imminent!”
“WHAT WAS THAT??!!”
“---ozen just came in! #@@-ring in the central ba---”
“That’s it, then! Attention!! All security troops, draw heavy weapons and converge on the main docking bay tunnel! Prepare to repel boarders!”
Nautika Deep Space Warmount
Nautika | ||
---|---|---|
Type | EcoS-K-26 | |
Class | Space Robotic Warmount | |
Crew | Robot Intelligence/Ecotroz | |
Number of Riders | 1 | |
Number of Passengers | 1-2 | |
Original Tribe | Darkwaters | |
MDC By Location
| ||
Head | Unknown | |
Main Body | 960 | |
Tentacle | 50 (6) | |
Force Field | 400 | |
Reinforced Crew Compartment | 250 | |
Sesnor eyes (2) | 160 | |
Claws (4) | 80 | |
Heavy Laser Cannon | 180 | |
Physical Size
| ||
Height | 30 ft | |
Length | 50 ft | |
Width | 12 ft (20 w/ lateral weapons array) | |
Weight | 30 tons | |
Physical Attributes
| ||
IQ | 6 | |
PS | 45 Robotic | |
SPD | Can't run | |
Flying Speed | 300 mph, hover | |
Flying Range | no limit | |
Speed in Space | Mach 8 | |
Maximum Altitute | No limit | |
Swim Speed | 50 mph | |
Maximum Depth | 5 miles | |
Cargo | Small space | |
Power System | Nuclear 20 year | |
Other Attributes
| ||
Sensors
| ||
Standard Sensors | Standard | |
Addition Sensor1 | Radar 60 mile | |
Special Systems
| ||
Cybernanite Repair | 4d6 MD/hr 200 MDC | |
Special System 1 | Molecular Clamp | |
Weapon Systems
| ||
Primary Weapon | Pulse Laser | |
Secondary Weapon | Claw Armatures (4) | |
Third Weapon | Tentacles | |
Fourth Weapon | Optional Lateral Weapon Rings | |
The ‘Nautika’ is another strange Warmount, one meant for space operations, but also adapted for marine operations (it’s unclear which came first). It first appeared in the ranks of the DarkWaters.
Description
The Nautika is a spinoff design of the ‘Octas’. Like the Octas, the Nautika Warmount is actually controlled from a cabin INSIDE the vehicle/roboid, rather than from an external saddle. Like the Octas, however, the Nautika is known to be possessed of an animalistic Ecotroz Entity essence.
The Nautika resembles a chambered nautilus mollusc, or perhaps a Murex Metzla (a known Minion species of the Shemarrian’s detested and racial enemies, the Splugorth). The main body is a heavily armored shell, with an armored cockpit buried in the front end. Immediately in front of the cockpit bulge are six retractable tentacles and four claw manipulators. Unlike the Octas, the Nautika is propelled by a contra-gravity engine, so it can actually fly in atmosphere, albeit somewhat awkwardly. In space, the Nautika is perfectly capable and highly maneuverable, and can serve as a fighter or light gunship.
Use
Heavily armored and capable of carrying quite heavy armaments, the Nautika is however primarily used as a utility vehicle, asteroid mining craft, and hazardous environment exploration ‘mule’. Its combat capabilities allow it to conduct its work relatively unmolested. However, when called upon, the Nautika is a potent combatant, frequently used a gunboat picket, defense escort, and as a weapons platform in support of station assaults and boarding actions.
Thus far, the Nautika has appeared only among the DarkWaters and SilverMoons.
Abilities
The Nautika is not designed for ground movement, but is able to crawl about using its tentacles, but generally uses its contra-grav propulsion system to fly about.
Can make atmospheric re-entry without assistance, but has difficulty climbing back OUT of a gravity well. It is possible, but will take a long time.
Sensors
Standard warmount/robot vehicle sensors
Radar
A radar with a range of 60 miles is standard on Nautikas
Special Systems
Molecular Clamps
Used to attach the Warmount to a parent carrier spacecraft, asteroid, or enemy spacecraft/space station.
Weapons Systems
Pulse Laser
Range | 5 miles |
---|---|
Range2 | 10 mile space |
Damage | 6d6x10 MD |
Rate of Fire | ECHH |
The main weaponry of the Nautika is a single medium (by starship standards) pulse laser mounted in the nose.
Claw Armatures (4)
Range | Claw Melee |
---|---|
Range2 | Laser 2000 ft, 6000 ft space |
Damage | Claw 4d6MD |
Damage2 | Laser 2d6 MD |
Rate of Fire | ECHH |
These powerful robotic claws can nip through a spacesuited arm or leg, or pry open an airlock or hull panel with ease. Each claw also mounts a small pulse laser in it, that can be used as a cutting tool.
Tentacles (6)
Range | Melee 20 ft |
---|---|
Damage | 3d6 MD slash |
Damage2 | 6d6 MD squeeze |
Each of these extremely flexible tendrils can reach out 20 ft.
(Optional) Lateral Weapons Rings (2, 2 hardpoints each)
The Nautika sports two revolving axial ring-points, each fitted with two articulated hardpoints that can be used to mount weapons. Each hardpoint can hold ONE of the following:
Mini-Missile/Laser Launcher
Range | Mini-Missile varies |
---|---|
Range2 | Laser 2000 ft/6000 ft space |
Damage | Mini-Missile varies |
Damage2 | Laser 2d6 MD |
Rate of Fire | Volley 1, 2 or 4
Laser ECHH |
Payload | 20 mini-missiles per launcher |
These are mini-missile/laser weapons, similar to mini-missile rifles found on the Ironback, but are fixed weapons. Each carries 20 mini-missiles and a single laser. These launchers would become one of the more common point defense weapons on large warmounts and starships used by the Darkwaters and many of the other Tribes.
Short Range Missile Launcher
A 6 shot short range missile pod.
Medium-Range Missile Launcher
A 3 shot medium range missile pod.
Rail Gun
Range | 6500 ft |
---|---|
Range2 | 13000 ft space |
Damage | 2d6x10 |
Rate of Fire | ECHH |
Payload | 840 rd |
A standard rail gun, based on the Shemarrian 6000 series. A common weapon on many warmounts and ships.
Pulse Laser
Range | 8000 ft |
---|---|
Range2 | 16000 ft space |
Damage | 2d4x10 MD |
Rate of Fire | EGCHH |
A fairly common pulse laser design for warmounts and fighters. A common alternative to the rail gun mount. Many mount a mix of the laser and rail guns.
Ion Cannon
Range | 4000 ft air & water |
---|---|
Damage | 1d6x10 MD |
Rate of Fire | EGCHH |
An ion cannon modified to operate underwater, and has a scatter shot mode, quite useful in affecting a large number of targets, especially useful during boarding operations.
Ion Scatter-Shot Mode: Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
Plasma Cannon
Range | 4000 ft |
---|---|
Range2 | 8000 ft space |
Damage | 1d4x10 MD |
Rate of Fire | EPCHH |
A common plasma cannon design.
Particle Beam Cannon
Range | 4000 ft |
---|---|
Range2 | 8000 ft space |
Damage | 1d4x10 MD |
Damage2 | 2d4x10 MD double |
Rate of Fire | EPCHH |
A particular favourite weapon among the Darkwaters, boasting decent range and able to fire double blasts.
Electronic Cloaking Pod
Integrates with the Nautika’s own aeroshield/forcefield to electronically mask the ‘steed from detection. A single ECP adds +20% chance of eluding detection (or -20% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +15%
Plasma Torpedo Pod
Range | 3 miles |
---|---|
Range2 | 6 miles space |
Damage | 2d6x10 MD 15 ft blast radius |
Rate of Fire | 3/melee |
This weapon was acquired from the Blood Riders as a heavy weapon option for the Nautika for use against larger targets.
Programming
The Ecotroz have installed robot AIs into the Nautikas then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Skill | % |
---|---|
Navigation: Space | 85 |
Movement: Zero Gravity | 98 |
Math: Basic | 98 |
Radio: Basic | 90 |
Basic Maintenance | 75 |
Underwater Navigation | 40 +5/lvl |
Track and Hunt Sea Animals | 50 +5/lvl |
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Nautika intelligence and design is such that it is limited to skill selections from Technical: Language (understanding) and Lore, Espionage (Detect Ambush, Detect Concealment), Wilderness (Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Combat
Attacks Per Melee | 5 | |
---|---|---|
Bonuses
| ||
Initiative | +3 (+2 +1 Ecotroz) | |
Dodge | +3 | |
Parry | Unknown | |
Auto Dodge | Unknown | |
Strike | +1, +2 ranged | |
Roll | +2 | |
Pull Punch | Unknown | |
Disarm | Unknown | |
Entangle | +4 | |
Knockout/Stun | Unknown | |
Critical Strike | Unknown | |
Attacks
| ||
Restrained Punch | 1d6 MD | |
Full Punch | 4d6 MD | |
Power Punch | 1d6x10 MD (2 attacks) | |
Bite | 1d6 MD | |
The Nautika uses its ranged weapons as it closes, then smashes, pries and squeezes its targets with its tentacles. It does have a small mouth with which it can make bite attacks.
Ecotroz Fragment
The Ecotroz intelligence fragment inhabiting the ‘bot gives the Nautika 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, 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)
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
EcoS-K-26Dw2
Submarine version used by the DeepWatch. It has slightly better handling and speed underwater, acoustic stealth, better underwater sensors, and a range of specialized underwater weaponry. Moving underwater or hovering over the water, it is frequently mistaken for a Murex Metzla.
Improved Underwater Handling
Maximum speed of 60 MPH, depth limit of 10 miles
Sonar
200 mile range.
Magnetic Anomaly Detector
Used for detecting metallic objects or items that give off a magnetic field, such as powerful electrical sources, mines, etc.
Anechoic Stealth
Stealth systems for underwater. Similar to the ECP, but does not take up a hardpoint and works against sonar.
Blue Green Lasers
Any and all lasers are modified to the blue-green frequency.
Underwater Armaments
In addition to the aforementioned lateral array accessory weapons, the K-26Dw2 can mount the following:
- Mini-Torpedos 20 shot pod
- Short Range Torpedos 6 shot pod
- Medium Range Torpedos 3 shot pod
- Long Range Torpedos One per hardpoint
Sonic Cannon
Range | 3000 ft |
---|---|
Range2 | 6000 ft water |
Damage | 1d6x10 MD, 3d6 MD 10 ft area |
Rate of Fire | ECHH |
A heavy sonic weapon, proving to be quite deadly underwater.
Underwater the area damage is doubled as is the blast area.
EcoS-K-26Sm
Silvermoons version with laser-reflective chrome plating (lasers do HALF damage), and laser systems have 25% more damage and range.