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Vine Missiles[]

The Horrorwoods tribe is known to be more in tune with nature, but that doesn't mean they are weak. The Horrorwoods boasts one of the largest ground forces among all the original tribes. They specialize in blending technology and nature in their use of techno-plants planted throughout their territory to act as eyes and ears and even as remote defense platforms. From this technology the Horrorwoods developed vine weaponry. Warheads in various sizes of missiles are fitted with containers, instead of explosives, which contain genetically engineered plant bundle, infused with nanites.

Upon striking a target, or ground, the warhead opens and releases the plant bundle which seeks to plant roots in the ground, able to burrow in dirt, rock and even megadamage concrete and metals, anchoring it in place as it rapidly grows to cover a larger area, sprouting thick powerful vines. These vines will slap, grab and entangle enemies within reach, or whatever they happen to hit, and will continue to do so for as long as they live.

If the plant bundle roots itself into metal or concrete more than 5 inches thick, it will live for about 5 hours, unless there is a supply of water close by (a good rain will extend the life by 1 hour for every 10 minutes of rain). If it can root into dirt, the vines can live for years, like real plants.

The nanites within the plant help accelerate the plant bundle to cover a large area by delivering growth chemicals, with bundles delivered by different sized missiles covering a certain sized area as a base. These nanites also contain radio receivers that will not attack Shemarrian forces via IFF systems. They can also accelerate healing the plant and vines if damaged in combat.

While some might think these weapons as useless, the Horrorwoods use them extensively, able to create barriers that will slow and even hold infantry and small robots and vehicles, slowing larger ones, allowing them to control the battlefield better. Also these plants do not damage the environment, they actually help it by adding new plant life. When the plants die, they make good fertilizer for future plant life, allowing nature to recover faster after a battle. The plant/vines can live for 5 to 10 years easily without any outside interference. Some battlefields that saw extensive use of Vine Missiles have become thick forests within 20 years with seeds of other plants and trees planted after the battle.

Mini-Missiles[]

Range 1 mile
Damage 2d6 MD + Plant Bundle Rooting

MDC: Vines 30 MDC, root bundle 50, -5 to strike due to vines moving about it. Heals 1d6 MD per melee round.

Anything struck by the missile or within 5 feet of it is immediately strike with vines, wrapping and entangling limbs. Targets must make a Dodge roll vs vines Entangle +2 roll.

The vines and roots will grow to cover a 10 foot wide area, with powerful vines during the round it was deployed. Any new targets entering its 10 ft area during the round it is deployed must dodge vines attempting to entangle them.

The next melee round the vines are full size and will attempt to attack as well as entangle anything not a Shemarrian or Shemarrian friendly. The plant will have 5 attacks, with 5 vines for slapping, +4 to strike, dealing 3d6 MD and can make an immediate entangle attempt upon a successful strike, +6 to entangle. Once a target is entangled, the target will be transferred to shorter stronger vines, freeing the primary vines for attacking. These smaller vines will do 5D6 MD squeezing damage, with an effective Robotic Strength 30. 3 targets up to 8 feet can be held and entangled at a time.

Short Range Missiles[]

Range 4 miles
Range2 4d6 MD + Rooting
Damage Unknown

MDC: Vines 35 MDC, root bundle 70, -5 to strike due to vines moving about it. Heals 1d6 MD per melee round.

Anything struck by the missile or within 10 feet of it is immediately strike with vines, wrapping and entangling limbs. Targets must make a Dodge roll vs vines Entangle +3 roll.

The vines and roots will grow to cover a 20 foot wide area, with powerful vines during the round it was deployed. Any new targets entering its 20 ft area during the round it is deployed must dodge vines attempting to entangle them.

The next melee round the vines are full size and will attempt to attack as well as entangle anything not a Shemarrian or Shemarrian friendly. The plant will have 5 attacks, with 10 vines for slapping, +5 to strike, dealing 4d6+2 MD and can make an immediate entangle attempt upon a successful strike, +7 to entangle. Once a target is entangled, the target will be transferred to shorter stronger vines, freeing the primary vines for attacking. These smaller vines will do 6D6+6 MD squeezing damage, with an effective Robotic Strength 35. 6 targets up to 8 feet can be held and entangled at a time, or 4 up to 15 ft, 1 20 ft. Anything not entangled attempting to move through the area the vines are covering suffers -20% speed and -4 to Dodge attacks from outside sources.

Medium Range Missiles[]

Range 40 mile
Damage 6d6 MD + Rooting

MDC: Vines 40 MDC, root bundle 90, -5 to strike due to vines moving about it. Heals 1d6 MD per melee round.

Anything struck by the missile or within 20 feet of it is immediately strike with vines, wrapping and entangling limbs. Targets must make a Dodge roll vs vines Entangle +4 roll.

The vines and roots will grow to cover a 40 foot wide area, with powerful vines during the round it was deployed. Any new targets entering its 40 ft area during the round it is deployed must dodge vines attempting to entangle them.

The next melee round the vines are full size and will attempt to attack as well as entangle anything not a Shemarrian or Shemarrian friendly. The plant will have 7 attacks, with 15 vines for slapping, +6 to strike, dealing 5d6 MD and can make an immediate entangle attempt upon a successful strike, +8 to entangle. Once a target is entangled, the target will be transferred to shorter stronger vines, freeing the primary vines for attacking. These smaller vines will do 7D6+6 MD squeezing damage, with an effective Robotic Strength 35. 10 targets up to 8 feet can be held and entangled at a time, or 6 up to 15 ft, 3 up 20 ft, 1 up to 40 ft. Anything not entangled attempting to move through the area the vines are covering suffers -30% speed and -4 to Dodge attacks from outside sources.

Long Range Missiles[]

Range 500 mile
Damage 8d6 MD + Rooting

MDC: Vines 45 MDC, root bundle 100, -5 to strike due to vines moving about it. Heals 1d8 MD per melee round.

Anything struck by the missile or within 30 feet of it is immediately strike with vines, wrapping and entangling limbs. Targets must make a Dodge roll vs vines Entangle +4 roll.

The vines and roots will grow to cover a 60 foot wide area, with powerful vines during the round it was deployed. Any new targets entering its 60 ft area during the round it is deployed must dodge vines attempting to entangle them.

The next melee round the vines are full size and will attempt to attack as well as entangle anything not a Shemarrian or Shemarrian friendly. The plant will have 8 attacks, with 30 vines for slapping, +8 to strike, dealing 6d6+4 MD and can make an immediate entangle attempt upon a successful strike, +10 to entangle. Once a target is entangled, the target will be transferred to shorter stronger vines, freeing the primary vines for attacking. These smaller vines will do 9D6+6 MD squeezing damage, with an effective Robotic Strength 40. 20 targets up to 8 feet can be held and entangled at a time, or 10 up to 15 ft, 6 up 20 ft, 3 up to 40 ft, 1 up to 60 feet. Anything not entangled attempting to move through the area the vines are covering suffers -50% speed and -6 to Dodge attacks from outside sources.

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