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Sherak.jpg

“Pray, if you ever encounter Sheraks, that they have riders. Then you just might have a chance of surviving. If you don’t see a rider, you’re well and truly ####ed. Those things have a sadistic streak longer than a devil-unicorn’s.”

EcoS-K-61 Sherak []

aka ‘Catboard’, ‘Landsurfer’, ‘Tigerrug’, ‘Battle-slinky’

The ‘Sherak’ is another new Horrorwoods Warmount that came to them courtesy of the feline-obsessed Clan Pantheron. The EcoS-K-62 is based on the Dragoncat; a long, sleek, highly intelligent six-legged feloinoid predator. The head is wide, flat, and sleek, with two large triangular ears. A long tail trails behind, and can be used to swat opponents, or steer like a rudder in the water. Two upper arms sprout from the back and end in modular claws or weapons pods. 

Sheraks are used by the Pantherons as scouts and raiders; their fast speed, low profile, and great agility make them good strike-and-fade cavalry mounts. Their low, sleek, appearance, running low to the ground, rider perched atop them, has earned them such nicknames as ‘catboard’, ‘landsurfer’, and ‘tigerrugger’. The ride is decidedly uncomfortable (even for robots!) though, as the rider is perched atop a narrow, undulating chassis (one cyborg passenger compared it to ‘riding a giant slinky’), and the rider has to be well-secured to the saddle during hard maneuvering such as leaping and climbing. 

The major complaint about the Sherak is its light weight, low armor, and comparatively light firepower. Compared to its Monstrex cousins, however, the Sherak is more agile, stealthier, and has better firepower (at least until other tribes began copying the Pantherons’ use of modified rifle armaments as modular fitouts). The Sherak isn’t designed for standup/knockdown combat, and is fairly fragile compared to other Warmounts. Smart Sherak-riders keep out of tangling in close combat and try to stay always on the move. 

Sheraks are used primarily by the Pantheron tribe, though the design has also apparently been adopted in small numbers by the Horrorwoods as well. 

Abilities[]

Sherak
Type EcoS-K-61
Class Warmount, Scout
Crew Robot AI/Ecotroz Fragment
Number of Riders 1
Number of Passengers 1
Original Tribe Clan Pantheron
MDC By Location
Head 90
Main Body 260
Legs 180 (6)
Tail 180
Weapon Arms (2) 150
Physical Size
Height 7 ft at top of back
Length 16 ft +14 ft tail
Width 7 ft
Weight 2600 lbs
Physical Attributes
IQ 8
PS 30 Robotic
SPD 90 mph
Leaping 35 ft up/across

+6d6 yards across, +15 ft up >60 mph

Swim Speed 15 mph
Cargo Small space in saddle
Power System Nuclear 20 year
Other Attributes
Sensors
Standard Sensors Yes
Addition Sensor1 Kirillan Vision Optics
Special Systems
Cybernanite Repair 4d6 MD/hr 40 MDC
Special System 1 Variable Optical Camouflage Suite
Weapon Systems
Primary Weapon Eye Lasers (2)
Secondary Weapon Armature Weapons (2)

Climbing[]

The Sherak is an accomplished climber; can climb at a skill of 80%.

Sensor Systems[]

Kirillian Vision Optics[]

Similar to the Japanese SNARLsystem.

Special Systems[]

Variable Optical Camouflage Suite[]

Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the Sherak effectively invisible to eyeball and sensor detection. A folding ‘smartfabric’ canopy can be erected around the rider to allow them to be camouflaged as well. 

Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless.

This system is ineffective when the Sherak is in motion. 

Weapons Systems[]

Eye Lasers (2)[]

Range 2000 ft
Damage 3d6 MD
Damage2 6d6 MD double
Rate of Fire ECHH
Payload Unlimited

Standard robotic eye lasers, common in the Shemarrian arsenal. 

Armature Weapons (2)[]

The Sherak sports two upper arms that can end in slashing claws or in weapons pods. The latter are of particular note; rather than mount the common modular weapons systems introduced on the Monst-rex and common throughout Shemarrian Nation designs, the Pantherons instead elected to adapt the common Shemarrian long arms to the hardpoints. The weapons tended to have better range and damage than the common-mount weapons modules, had equal MDC, and were often lighter in weight. Though slightly more expensive to produce per unit, the modified long arms allowed the heavy-industry-strapped fringe tribe to use their existing infantry weapon production capability to outfit both their own people and warmounts, without having to set up and maintain separate production capability for inferior Warmount accessory weapons. This simple move is being studied with great interest by other tribes, who have started to adopt it. 

Grappling Claws[]

Four-clawed paw that can pick up, carry, and throw objects (but cannot use hand weapons), or extend vibro-claws to rip and tear. They can tear for 2d6 MD. 

Scythe Claws[]

Large scythe-like blades that deal 3d6 MD.

Plasma Scythes[]

Copied from d-bee designs; can perform an un-powered strike of 2d6 MD, an energized plasma strike of 6d6 MD, or can fire a plasma blast out to 500 ft, that does 4d6 MD per blast. 

Rail Gun Pod[]
Range 4000 ft
Damage 2d6x10 MD
Rate of Fire ECHH
Payload 200 rd

Shemarrian ‘Short’ Rail-Gun. Rather heavy for the small weapons armatures, but the alternatives under consideration were knockoffs of heavier, and less effective Northern Gun weapons. Again, shopping home industry was the more viable option. 

Pulse Laser Pod[]
Range 3000 ft
Damage 1d6 MD
Damage2 4d6 MD pulse
Rate of Fire ECHH
Payload Unlimited

Slightly modified E/She-LPP80 Laser Pulse Rifle

Ion Blaster Pod[]
Range 1700 ft
Damage 4d6 MD
Damage2 1d6x10+10 MD triple shot burst
Rate of Fire ECHH
Payload Unlimited

This is the only new energy weapon type developed for the Sherak. Good damage for relatively short range.

Plasma Blaster Pod[]
Range 2000 ft
Damage 1d4x10 MD
Rate of Fire ECHH
Payload Unlimited

Slightly modified E/She-PLR25 Plasma Rifle

Particle Beam Pod[]
Range 2000 ft
Damage 1d6x10 MD
Rate of Fire ECHH
Payload Unlimited

Slightly modified E/She-PB20 Particle Beam Rifle

Mini-Missile Pod[]

6 shot mini-missile launcher

Assault Gun Pod[]
Range 3000 ft
Damage 1d6 MD
Damage2 4d6 MD 6 rd burst
Damage3 1d4x10 MD 12 rd burst
Rate of Fire ECHH
Payload 720 rd

Slightly modified Shemarrian Assault Rifle

Programming[]

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

Typically has the following in addition to normal Monst-rex programming: 

  • Camouflage 50% (+5% per level of experience for Ecotroz entity)
  • Prowl 65%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Sherak intelligence and design is such that it is limited to skill selections from Technical: Language (understanding) and Lore.

Combat[]

Attacks Per Melee 9 (2 are arm attacks, 1 is tail attack)
Bonuses
Initiative +3 (+2, +1 Ecotroz)
Dodge +7
Parry Unknown
Auto Dodge Unknown
Strike +2, +2 w/ranged
Roll +2
Pull Punch +5
Disarm Unknown
Entangle Unknown
Knockout/Stun Unknown
Critical Strike 19-20
Attacks
Bite 1d6 MD
Restrained Claw 1d4 MD
Full Strength Claw 2d6 MD
Power Claw (2 attacks) 4d6 MD
Punch with Weapon Arms 2d4 MD
Pounce/Leap Attack (2 attacks) 1d6x10 MD
Tail Slash 2d6 MD

Although not heavily armed or armoured, the Sherak is deadly, favouring quick hit and fade attacks, luring prey into traps, tiring them out, playing elaborate games of cat and mouse. Once in melee, they bite, tail slash and claw with six legs, using their agility and great leaping ability to pounce and rake, leap away before any counter attacks, then pounce again.

Ecotroz Fragment

The Ecotroz intelligence fragment inhabiting the ‘bot gives the Sherak an aura and behavior more befitting a sentient being than a robot. Sheraks are aggressive, cunning predators with tigerish attitudes. They love the stalk and hunt, and may toy with targets they have already crippled. Though warm and affectionate with their riders and tribesmembers, they are hunters of just about everybody else, if only in practice. 

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).

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