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Laura cursed as her cybernetic legs gave out from the damage they suffered as she attacked the Minions that ambushed her squad, cutting her and the other NeShemars with her off from the rest of the Shemarrian war party. Climbing up the body of the Minion she had impaled on her spear before her legs gave out to look for any battle sisters, finding no one else still alive. In the distance she could hear the distinct sounds of Shemarrian railguns and Splugorth Minions fighting.

The sound of branches snapping behind her caught her attention as a group of Blind Warriors entered the clearing she was stuck in. Raising her laser and fired the last of the e-clip into one Warrior's head, dropping it, the other 3 closing in. Laura drew her knife, ready to fight to her last breathe.

A screech from over head called just before a mass of fur, feathers and claws landed upon the Blind Warriors, tearing into the Blind Warriors. Another figure landed beside Laura, it's majestic raptor head looking her over for a moment before stepping over her, the creature's barrel body opening up and wrapping around her before taking wing. The last thing Laura saw before losing consciousness as her repair systems were overridden by the creature was the sky filled with her winged battle sisters and Rapt-Rexs beside them.


The Rapt-Rex is an EShemarrian  e-nimal that is loosely based on a gryphon in style, a bit larger than the Shemarrian Kantaran (Wolf), with the head, wings and fore legs shaped like hawk with a cardinal style crest, powerful taloned legs, over sized wings, and rear quarters similar but scaled down, Monst-Rex, including prehensile tail and two of the spines, behind the wings. The torso is large and fairly barrel shaped.

The Rapt-Rex was partly inspired by the Wolf's Path Phalanx Gestalt modified Kantarans, only instead of a group of these creatures forming an exo-armour around a warrior, a single Rapt-Rex would act as armour and additional weapons and flight pack for a Shemarrian, up to the size of a War Goddess. The other purpose is to act as a form of Search and Rescue, where the Rapt-Rex could find a downed warrior, engulf them and carry the wounded away to safety.

While used in a manner similar as a Kantaran, the Rapt-Rex is usually either paired with one Shemarrian, or works in flocks of other Rapt-Rexs or other e-nimals and Warmounts, acting as scouts, flankers, and as armour for close by warriors or to rescue downed warriors, as the need rises.

The Rapt-Rex has concealed contra-grav coils and thrusters built into its back to give it respectable speed and flight, able to fly in space and atmosphere. The eyes contain the standard eye lasers, while the crest contains additional sensors, like radar. The fore-legs contain a dual shot mini missile launcher, and the wings contain feather launchers. The spines are sharp and used just like the Monst-Rex, impaling grappled targets, and the bladed tail is excellent for slashing targets on flybys. It incorporates a force field generator, while on its own, the generator provides modest protection, but when linked to a warrior, the combined power sources improves the forcefield protection value and regeneration rate.

To act as armour, the Hawkmoons studied the Phalanx closely and applied what they learned, and used many memory materials to aid in the Rapt-Rex's transformation. The chest opens and wraps around the Warrior's torso, with the head and neck resting atop the Warrior's head and protecting the back of neck. The fore legs open and wrap around the arms, with the talons around the warrior's hands to add their damage to the warrior's unarmed strike. The Rapt-Rex's forelegs are open enough to allow the Warrior's claw and laser vambraces still use their laser, but the talons are usually more powerful. The legs extend round to protect the warrior's legs, and the rear paws engulf the feet, with the toes adding stability and better grip for climbing. While acting as armour, the Rapt-Rex's nanite repair system supercharges the Warrior's own repair system, aiding in repairing and stabilizing a wounded warrior.


Type EcoS-KRP25/AAEx28Hw
Class Robotic Animal Ground/Air
Crew Robotic AI / Ecotroz Fragment
Number of Riders 1 Wearer
Original Tribe Hawkmoon
MDC By Location
Head 60
Main Body 180
Tail 50
Main Wings 100 (2)
Force Field 150

20 MD/melee

Front Legs (2) 70
Rear Legs (2) 80
Spines (2) 25
Physical Size
Height 4.1 ft at shoulders

5 to 5.4 ft from top of head to toes

Length 7 ft to rump, tail adds 6 ft
Width 5.5 ft at shoulders
Main Wingspan 25 ft
Weight 900 lbs
Physical Attributes
IQ 10
PS 30 Robotic
PP 22
PB 10+1d4

SPD 110 mph
Flying Speed Hover to 500 mph
Speed in Space Mach 3
Maximum Altitute 10,000 ft
Leaping 30 ft across/high standing

running + 80 ft long, +20 ft high

Swim Speed 15 mph
Maximum Depth 200 ft
Cargo Strapped across back
Power System Nuclear 20 year
Other Attributes
Standard Sensors Yes
Addition Sensor1 PPE Sensor
Additional Sensor2 Integral Laser Designator
Additional Sensor3 Radar Detection
Special Systems
Cybernanite Repair 4d6 MD /hr 70 MDC
Special System 1 Kinetic Baffling
Special System 2 Acoustic Stealth
Special System 3 Armour Mode
Weapon Systems
Primary Weapon Beak
Secondary Weapon Eye Lasers (2)
Third Weapon Wing Blades
Fourth Weapon Mini Missiles
Fifth Weapon Feather Launcher
Sixth Weapon Talons (2)
Seventh Weapon Spines (2)
Eighth Weapon Prehensile Tail

Sensor Systems[]

PPE Sensor[]

This is identical to the SNARLSystem deployed as a gun sight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.

Integral Laser Designators[]

The Rapt-Rex has optically-integrated laser-illumination systems built into its eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.

Radar Detection[]

Can ‘see’ radar and targeting lasers.

Special Systems[]

Kinetic Baffling[]

The fur and feathers on the Rapt-Rex provide some protection from blunt force melee combat strikes such as punches, kicks, hammer strikes, falls, and concussive explosions do HALF damage. 

Acoustic Stealth[]

The feathers and fur muffle sound and the ability of the Rapt-Rex vocal apparatus able to generate ‘white noise’ to counter any sounds the Rapt-Rex makes, granting  +10% to Prowl. 

Armour Mode[]

The Rapt-Rex is able to function as a type of power armour for a warrior, up to the size of a standard War Goddess, granting additional armour protection, sensor awareness, weapons and flight capabilities. The armour provides the following bonuses.


Add the Rapt-Rex's MDC to the wearer's, which is reduced first (head to head, forelegs to arms, rear legs to legs, main body to warrior's body).

Kinetic Baffling[]

Blunt force melee combat strikes such as punches, kicks, hammer strikes, falls, and concussive explosions do HALF damage. 

Acoustic Stealth[]

Between the feathers muffling sound and the ability of the Rapt-Rex vocal apparatus able to generate ‘white noise’ to counter any sounds the host makes, the wearer gets a +10% to Prowl. 

Sensory Bonuses[]

The Rapt-Rex's own eyes and sensors give the wearer a much reduced chance of being surprised; +1 to initiative, +1 to dodge, +2 to Perception rolls. Gains access to all the Rapt-Rex's sensors, including radar detection, radar, etc.

Regeneration Supercharger[]

Lifted from the aviars armour system the Rapt-Rex can borrow their host’s regeneration systems to repair themselves. They can also return the favor, supercharging the host’s self-repair capabilities, effectively increasing the repair rate by 75%.


If the wearer has lower strength than the Rapt-Rex, use the Rapt-Rex score, if higher, adds +2 to the user's strength.


Adds 2 additional attacks, the tail and spines to the user's attacks, Or the Rapt-Rex can use the tail and spines itself to fend off attacks or attack enemies within reach, but only has 3 attacks per melee.


The wearer can use the Rapt-Rex's flight systems to fly, however top speed is only 450 mph, speed unaffected in space.

Enhanced Forcefield[]

The forcefield has improved protection and regeneration rate once the Rapt-Rex is joined with a wearer, providing 250 MDC, and regenerates at 30 MDC per melee.

Autonomous Mode[]

If the wearer is unconscious, or unable to move under their own power, the Rapt-Rex is able to move on its own, but at 3/4 land speed, and 450 mph flight, using its own combat bonuses. In this mode, the Rapt-Rex will try to take the quickest, and safest escape route to take its charge to safety.

Weapons Systems[]


Range Melee
Damage 3d6 MD Tear/Pry
Damage2 5d6 MD Full power strike

The beak of the Rapt-Rex is well suited for tearing apart creatures and aircraft alike, based on the BattleHawk's.

Eye Lasers (2)[]

Range 4000 ft
Damage 2d6 MD
Damage2 4d6 MD dual blast
Rate of Fire ECHH
Payload Unlimited

The Rapt-Rex is fitted with powerful lasers in its eyes, giving it a stare of death.

Wing Blades[]

Range Melee
Damage 1d6 MD glancing blow
Damage2 2d6 +1 /20 mph full strength

Max +30 MD at full speed

Concealed among the flaps and pinions of the wings are a set of wing blades that can be used to deliver a flying slash. Rapt-Rex use the wing blades as part of flying tackles or rams, adding their damage when attacking aerial targets.

Mini Missiles[]

Range varies by missile, typically 1 mile
Damage Varies by missile
Rate of Fire Volleys 1, 2, 3 or 4
Payload 4, 2 each foreleg

Concealed on the forelegs are a set of two mini missiles each, giving the Rapt-Rex a little heavier punch.

Feather Launcher[]

Range 500 ft
Damage 2d6 MD
Rate of Fire Volleys 1 to 5 per wing
Payload 10 blades per wing

The Rapt-Rex has a series of feather shaped blades in its wings that it can launch through the use of artificial muscles. The blades can be replenished at a rate of 4 blades per hour using 8 MDC.

Talons (2)[]

Range Melee
Damage 5d6 MD

The talons on the forelegs are powerful, able to rend armour with ease.

Spines (2)[]

Range Melee 6 ft reach
Damage 1d4 MD thrust
Damage2 2d4 MD dual spine thrust

The Rapt-Rex has two spines similar to the Monst-Rex, only smaller, used to stab targets as it grapples, also aid in climbing.

Prehensile Tail[]

Range Melee 6 ft reach
Damage 1d4 MD slash/stab

The 6 foot tail has a sharp blade on the end. A favourite tactic while grappling is to use the tail to slash at lower appendages such as legs to further hamper a target.


The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. 

Typically programmed similar to the Monst-Crane but also includes aerial movement and combat, with the Shemarrian Wolf scouting skills.

50% (+5% per leve 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 ---- intelligence and design is such that it is limited to skill selections from Lores and Technical Languages.

  • Climb 70%
  • Navigate Air/Land 80%


Attacks Per Melee 6
Initiative +3
Dodge +4, +6 in air
Parry +2
Auto Dodge +5
Strike +6 melee

+2 w/ranged weapons

Roll +5
Pull Punch Unknown
Disarm Unknown
Entangle Unknown
Knockout/Stun Unknown
Critical Strike Unknown

The Rapt-Rex is well suited to melee combat, both on the ground and the air, preferring to strike from above before engaging in melee combat on the ground.


As the Rapt-Rex is Awakened, it has a psionic aura, possessing 1d8+4 ISP on average, and higher level Rapt-Rex's could gain more ISP and even develop more psionic powers.

Has the following Psionic Powers at no cost:

  • *Sixth Sense
  • *Sense Magic
  • *See Aura

The Ecotroz intelligence fragment inhabiting the ‘bot gives the ---- an aura and behavior more befitting a sentient being than a robot. The Rapt-Rex acts similar to the Shemarrian Wolves, protective of its Shemarrian companions, working well in groups, eager to please and fight along side warriors and warmounts alike. They are quick to rush to the rescue of a downed warrior. When not engaged in combat, they can be playful, but also enjoy lounging like cats, watching everything that is going on around them. 

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).


The Rapt-Rex can be fitted with a number of options including the following:

Wing Hardpoints (2)[]

The Rapt-Rex can be fitted with two hardpoints, one each wing, similar to those of the BattleHawk, only with half the capacity, incurring the same penalties that the BattleHawk would with similar mounted equipment.

Blurr Camouflage[]

The Rapt-Rex's whole body is covered with feathers, with the many feathers breaking up light and make it harder for visual lock-on the e-nimal; the faster the Rapt-Rex moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike. Laser targeting is also ineffective in locking on to the wearer, even when standing still. These bonuses also work in armour mode.

Gecko’ Grips[]

These are molecular adhesion pads on the feet that allow the Rapt-Rex greater proficiency in clinging to perches, including walls and ceilings that can support its weight. 

Quill Shooter[]

Range 1000 ft
Damage 2d6 SDC + chemical effect
Damage2 1d4 MD energized
Rate of Fire ECHH volleys 1-4
Payload 200 rds

Quill-shooters can be fitted in the forelegs, and in armour mode the wearer can now shoot high-velocity darts from their arms.

The Rapt-Rex can ‘grow’ new quills at a rate of 12 per hour and 10 MDC consumed.

Flit Launcher[]

The Rapt-Rex can carry several flit-projectiles, the Shemarrian version of the Northern Gun NMX-18 Stinger Anti-Flyer Mine. Typically 2d4+2 flits can be carried, located on the shoulders and upper torso. The wearer can fire them when the Rapt-Rex is in armour mode.

‘Death Screech’ Sonic Blaster[]

Range 1500 ft
Damage 1d4x10 MD +2d6 MD 10 ft area
Damage2 Double damage underwater
Rate of Fire ECHH
Payload Unlimited

This sonic weapon was developed by the Wolf's Path, and several examples were gifted to the Hawkmoon, and can be fitted into the mouth of the Rapt-Rex. Instead of a howl, the Rapt-Rex releases a powerful screech. Although this version isn't quite as powerful as the Wolf's Path version. 

The screech also does 1/4 damage as SDC through body armor (but not EBA), and can be modulated to stun; the victim must make a save versus non-lethal poison of be rendered unconscious for 1d4 melees. Even on a successful save, victims are shaken by the intense vibrations, and are -2 on initiative, strike, parry, and dodge for 1d6 melees. 

TW Augmentation[]

The Rapt-Rex can be augmented with TW enhancements, including a small PPE generator or battery. Typical TW systems added include:

Armour of Ithor, Impervious to Energy, Invisibility (Simple), Wind Rush, and other defensive spells.

Kantaran Options[]

The Rapt-Rex can make use of several of the Kantaran options, including different fur options (silver, shredder fur, etc).