EShemarrian Wiki

“*Sigh* There’s not really much honor and glory in pulverizing our enemies from out of direct line of sight, is there?”

“We’re not fighting honorable enemies here, sister, we’re fighting Splugorth! That’s exterminating VERMIN!”

EcoS-K-18 Tuin War Mount[]

The Eshemar HorrorWoods Tribe apparently got the idea for this Warmount after seeing examples of the Darkwaters Tribe’s EcoS-K-8 Ironback appear in southern seaboard waters in support of the Horrorwoods’ campaigns to expel the Splugorth from the region. Though the Darkwaters had claimed almost all available battlefield-captured/scavenged Kittani War Crabs for the basis of their early Ironbacks, the Horrorwoods had just begun to operate their first Assembler Forges, and so could begin wholly new construction of similar hardware, based on specs acquired from the Darkwaters. The result would be a new second generation heavy Warmount in the service of the Horrorwoods. Though work began fairly early on the design, the Tuin would not be officially identified until much later, in part due to the type’s extensive use of indirect fire weaponry, that allowed the design to go largely unseen for decades. 

The K-18 resembles a massive land turtle, or a bionic cross between a Giant Hunter Turtle (see Rifts Dinosaur Swamp 2) and a prehistoric armadillo. It sports six legs, making for a very stable firing platform, but also means that the Warmount isn’t as capable of the sort of high speed that smaller quadruped Warmounts are capable of dashing at. The Tuin is somewhat taller and heavier-built than its Ironback cousin, with better speed on land, though slower in water. Relatively slow and ponderous, but heavily armored, the Tuin has been compared to a military tank, which is EXACTLY what it is to the Shemarrians. 

When deployed for combat, the upper shell splits open, plates folding back, and the central section of hull-shell rises up to become a heavy rotating weapons turret, manned by a gunner taking a seat at the back of the weapon. Though this turret can mount some fairly impressive and destructive weaponry, the Horrorwoods, in keeping with their ecology-friendly philosophy, favor a number of advanced ‘smart’ weapons of surprising sophistication and destructiveness, such as ‘hornet guns’ and ‘smart mortars’. Other weapons selections include a variety of rapid-fire projectile guns and direct fire energy weapons. For closer defense, the Tuin mounts a pair of pulse lasers in its head, snapping jaws, and a wrecking ball tail. Of course, the giant warmount can also carry a number of passengers, who will typically dismount to use their own weapons to defend the artillery carrier. 

The Horrorwoods deploy the Tuin like a self-propelled gun, using it to rain supporting fire down on their enemies. The Warmount saw its first major use in the Shemarrian Civil War, being used in numbers to lay siege to and reduce an encampment of Loyalist Horrorwoods and the Dark One outpost they were defending. 

The Tuin has thus far remained exclusive to the Horrorwoods, although the reformed Skullcrushers, once they learned of the artillery-packing warmount, petitioned the Horrorwoods Tribe for the design (terms of such an offered deal remain unknown). It is possible that Tuin was part of the inspiration for the Skullcrushers’ later Buthydid heavy warmount, another six-legged and tailed design that carries considerable firepower. 


Type EcoS-K-18
Class Warmount
Crew Robotic AI

Ecotroz Fragment

Number of Riders 1 rider/pilot, 1 gunner
Number of Passengers 1-6
Original Tribe Horrorwoods
MDC By Location
Head 360
Main Body 880
Legs 180 (6)
Tail 150
Torsal Turret 300
Physical Size
Height 13 ft
Length 20 ft +15 ft tail
Width 16 ft
Weight 32 tons
Physical Attributes
IQ 8
PS 50 Robotic
SPD 50 mph
Swim Speed 6 mph along bottom
Maximum Depth 5000 ft
Power System Nuclear 20 year
Other Attributes
Standard Sensors Yes
Addition Sensor1 60 mile radar
Special Systems
Cybernanite Repair 4d6 MD/hr 100 MDC
Weapon Systems
Primary Weapon Head Lasers (2)
Secondary Weapon Heavy Dorsal Turret
Third Weapon Tail Mace

The Tuin is designed to carry heavy weapons, with incredible strength but slow speed.

Weapons Systems[]

Head Lasers (2)[]

Range 2000 ft
Damage 1d6x10+4 MD burst
Damage2 2d6x10+8 MD dual laser burst
Rate of Fire ECHH
Payload Unlimited

Two pulse lasers are mounted next to the Tuin’s eyes, giving the impression of a second set of eyes.

Heavy Dorsal Weapon Turret[]

The main armament of the Tuin is mounted in this large centrally-located turret on the back of the Warmount. Normally stowed semi-recessed in the back when not in use, the main gun is cleared for action by the sliding of armored plates along its sides and the turret being raised on hydraulics to reveal the weapon and allow it full field of fire (360 degrees rotation). The weapon is normally operated by a gunner slotted into a station at the back of the turret. The turret can hold one of the following weapons configurations:

Hornet Gun (Aka ‘Hive Gun’)[]
Range 5000 ft
Damage 5d6 MD 30 ft area
Rate of Fire Bursts 1-12 hornets
Payload 400 Hornet magazine

This surprisingly advanced weapon seems to be based on the Northern Gun NMX-18 Stinger Anti-Flyer Mine (see Rifts Merc Ops, pg. 97-98), in that it fires projectiles that are almost exactly identical to the robotic Stinger flyer-warheads released by that weapon. The Shemarrian projectiles, however, have slightly better range and endurance, can be deployed against ground targets as well, and are deployed from a large six-barrel gatling-style launcher. 

As the Flit-Launcher was later developed along with new munitions, the Hornet Gun can also use the newer types if they are available.

81mm Automatic Mortar System[]
Range 16,000 ft
Damage Fragment 2d6 MD 20 ft radius
Damage2 HE 4d6 MD 6 ft radius
Damage3 Plasma 6d6 MD 12 ft area

Smoke 20 ft area

Rate of Fire 4 rds/melee
Payload 100 rds magazine

A breech-loading mortar system firing high-trajectory shells apparently based on the pre-Rifts ‘Merlin’ mortar system.

Bonuses: +3 to strike

'Goddess Hammer’ Gatling Cannon[]
Range 4000 ft
Damage 2d4x10 MD/rd
Damage2 4d6x10 MD 3rd burst
Damage3 8d6x10 MD 6 rd burst
Rate of Fire ECHH
Payload 820 rd drum

This weapon consists of six rail gun barrels (adapted from the

Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds. This weapon was originally developed by the Wolf’s Path Tribe, but has since begun appearing in other Tribes as the result of trade. 

Twin Boom Gun[]
Range 11,000 ft
Damage 3d6x10 MD
Damage2 6d6x10 MD dual shot
Rate of Fire EGCHH
Payload 1000 rds/gun

Two RG-14 ‘Boom Guns’ on a tandem mount. The mass of the Tuin is enough that it requires no special bracing to handle the recoil of these weapons.

200 mm Autocannon[]
Range 6000 ft
Damage HE 2d6x10 MD 30 ft radius

HEAT 3d6x10 MD 12 ft radius

Damage2 AP 1d6x10 MD
Damage3 APSD 2d6x10 MD
Rate of Fire 3/meee
Payload 80 rds

It’s a big MBT gun, with faster autoloading, usually salvaged from damaged tanks, although later models would be completely new manufactured by the Shemarrians, although newly built ones are rarer, especially amongst the Star Nation Horrorwoods Shemarrians.

Twin 40mm Autocannon[]
Range HV 15,000 ft

Max Alt 13,000 ft

Range2 LV 11,400 ft
Damage Fragment 4d6 MD 6 ft radius
Damage2 HE (HV) 1d4x10+3 MD 1.5 ft radius

(LV) 1d4x10 MD 1.5 ft radius

Rate of Fire up to 30 rds/melee
Payload 200 rds/gun

Dual-mounted 40mm rapid-fire guns (‘pom-poms’) with anti-aircraft capability for striking flying targets. Can be loaded with either high velocity or low velocity rounds, depending on availability and manufacturing capacity.

Twin Tri-Laser[]
Range 8000 ft
Damage 2d4x10 MD
Damage2 4d4x10 MD dual blast
Rate of Fire EGCHH
Payload Unlimited

Adapted from the Glitterboy No. 7 of South America, the plans of which were supposedly given to the EShemar by sympathetic trade partners. Two

tri-lasers are mounted on a tandem mount.

H-Ion Cannon[]
Range 6000 ft
Damage 3d4x10 MD
Rate of Fire 4 / melee
Payload Unlimited

New Navy-derived heavy ion weapon acquired from the Darkwaters tribes. Used mainly by Tuin that participate in amphibious assaults.

Heavy Particle Beam Cannon[]
Range 6000 ft
Damage 3d6x10 MD
Rate of Fire 3/melee
Payload Unlimited

A heavy energy alternative weapon for direct fire assaults, acquired from the Darkwaters tribe.

30mm Quad-Cannon[]
Range 10,000 ft
Damage 4d6 / rd
Damage2 1d6x10 MD 2 rd burst
Damage3 3d6x10 MD 6 rd burst
Rate of Fire EPCHH
Payload 1600 rds, 400 rds/cannon

4 30mm cannon in an anti-aircraft mounting. It is also capable of engaging ground targets. Tends to burn through its ammunition supply fairly quickly, though, requiring frequent re-supply.

All four guns going at maximum rate of fire simultaneousy do a whopping 3d6x40 MD!

Bonuses: Independent laser and radar tracking system (range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner.

Heavy Plasma Cannon/Light Plasma Torpedo Launcher[]
Range Plasma Blast 5000 ft
Range2 Plasma Torpedo 6 mi atmo

40 mi space

Damage Blast 2d4x10 MD

Scattershot 1d4x10 MD 15 ft area

Damage2 Torpedo 1d4x100 MD 50 ft blast
Rate of Fire Blast EGCHH

Torpedo 1/melee

Payload Unlimited

Found among the Star Nation Horrorwoods, this configuration mounts a dual mode plasma cannon that can also fire a longer ranged plasma bolt. 

The normal blast blast has the option of firing a scattershot for dealing damage over an area.

Tail Mace[]

Range Melee 15 ft reach
Damage 6d6 MD

The fifteen foot-long tail ends in a heavy wrecking ball-mace for serious blunt force trauma and dissuading those who would attempt to sneak up on the Tuin from behind. Furthermore, taking a cue from Gargoyle weapons in Europe, the mace end can be energized to deliver a stunning electrical blow, able to temporarily knock out electronics and stun even megadamage constitutions. 

Energized double damage to creatures vulnerable to electricity. Victims must save at 16 or better, or lose initiative, 1 APM, and be -2 to strike, parry, and dodge for the rest of the melee.

Characters in power armor and environmental armor suffer damage, but not stun damage.

01-40% chance of targeting, radar, and communications systems being knocked out for 1d4 melees.

Vehicles only take damage. 


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

The Tuin has the same base programming as the standard Monstrex

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Tuin 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).


Attacks Per Melee 5
Initiative +3
Dodge +1
Parry +2 (w/tail)
Auto Dodge Unknown
Strike +1, +2 w/ranged weapons
Roll +3
Pull Punch Unknown
Disarm Unknown
Entangle Unknown
Knockout/Stun Unknown
Critical Strike Unknown
Kick 4d6 MD

Bite 4d6 MD
Head Butt/Ram 2d4 MD
Tail Strike 6d6 MD
Tail Sweep 4d6 MD + knock down
Stomp 5d6 MD
Body Block/Ram 3d6 MD

The Tuin is not a front line combatant, but is quite patient for lining up its ranged attacks.

Ecotroz Fragment[]

The Ecotroz intelligence fragment inhabiting the ‘bot gives the Tuin an aura and behavior more befitting a sentient being than a robot. The Tuin has the disposition of a well-trained bulldog; ponderous and commanding when at rest, aggressive and fierce when called to combat. The Tuin will eagerly wade into a battle zone when urged, stomping targets and hungrily chomping down enemies, but can be incredibly patient while its riders demolish an opponent with long range fire.

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, 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).