HOME | DD

#armor #bioweapon #conceptart #demolitions #eod #game #guyver #hostarmor #illustration #pilot #predator #rifts #rpg #scifi #sweeper #bioarmor #palladiumbooks #splicers #chuckwalton
Published: 2016-04-28 18:37:10 +0000 UTC; Views: 20177; Favourites: 371; Downloads: 278
Redirect to original
Description
Written by Splice Master, Chris "Slappy " Kluge, the Sweeper is a new Splicers RPG character class that made it’s debut in the issue of a Rifter# 73, Adventure Article with all "Official" source material titled “Splicers: I Am Legion,” the second episode published by Palladium Books.
palladium-store.com/1001/produ…
Below is the write-up which speaks for itself:
Sweeper
Sweepers are the demolitions experts of the Resistance. Their main responsibility is to disarm bombs and land mines planted by the Machine and rival Great Houses, but their training also makes them expert saboteurs. They wear an experimental suit of Host Armor called Shellback Armor that gives them the tools to disarm or detonate nearly any type of explosive device, plus some of the thickest armor in the Resistance in case things go wrong. Sweepers are among the handful of people that know how to disarm Bio-Tech explosives, and they are the only humans (other than Technojackers) capable of dismantling bombs that use metallic components.
For decades, the task of sniffing out bombs and land mines was the responsibility of Packmasters and the Gorehounds under their command. While they were very effective at finding explosive devices, there was little they could do to actually disarm them. Conventional bombs set by rival Great Houses could be disarmed, but the majority of explosive devices were placed by the Machine’s forces and it was nearly impossible for a human to safely touch them. These devices were primarily composed of metal, and the Nanoplague made most attempts to disarm them suicide. Really all Packmasters could do was mark them for other troops to avoid, or detonate them with Chigs and Squigs (which was not very helpful when they were trying to maintain a low profile).
This all changed with the creation of the Sweepers. Their Shellback Armor gave them the tools to safely disarm any of the Machine’s devices (in spite of the Nanoplague) and the protection to survive nearly any sized blast in case the pilot failed. The armor has dozens of eight-foot long retractable tentacles that the pilot uses to operate on explosive devices from a relatively safe distance. Plus as an extra precaution, the suit is able to create a containment field around the device by covering it in experimental Bio-Tech insects known as Impact Beetles. Sweepers are trained to work quickly in order to prevent a Nanoplague Response, but if it does happen, the tentacles are designed to take the brunt of the damage. The excessive amount of limbs allows the pilot to continue working even as the Nanoplague tears tentacle after tentacle apart. If all else fails and a device proves too difficult to disarm, Sweepers are also equipped with multiple types of explosive chemicals and Bio-Tech devices that they can use to detonate the bomb. Sweepers are also trained how to use their explosive payloads for maximum effect against the Machine’s robot minions and installations.
Since members of the Resistance knew very little about the Machine’s technology, the first batch of Sweepers were actually trained by Technojackers. Fortunately, since few humans could safely handle N.E.X.U.S. manufactured explosives, the Machine did not bother creating complicated devices, so it did not take long to educate the first Sweepers how to properly disarm them. Once they mastered this skill, their training quickly switched to understanding how to best utilize their explosive payloads against the Machine. The Sweepers have worked out better than anyone could have imagined. Their presence in the field has prevented hundreds of Splicers from falling victim to explosive booby traps, and their demolitions skills have allowed the Resistance to reap incredible destruction upon the Machine.
Alignment: Any, but typically good or selfish.
Special Skills:
Disarm Bio-Tech Explosives: Sweepers have been trained how to disarm Bio-Tech explosives like Migs and Trench Foot Mines. Usually, once these devices have been set, even touching them will trigger the explosive. Shellback Armor is equipped with a special Bio-Toxin that is capable of paralyzing small Bio-Tech devices. This gives the Sweeper enough time to surgically severe any of the devices triggering mechanisms. The skill roll determines if the Sweeper successful cuts all triggers. On a failed roll, at least one trigger remains and the device immediately detonates once the effects of the Bio-Toxin wear off.
Disarm Metallic Explosives: The Nanobot Plague makes touching metallic objects a dangerous and often deadly affair. Sweepers, however, are trained on how to disarm bombs that use metal components. Shellback Armor is designed to take the brunt of the damage from a Nanoplague Response, but sometimes despite their best efforts, the Nanobots actually trigger the device. Sweepers are trained how to prevent this from happening, but it is by no means one hundred percent. On a successful skill roll, the device is successfully disarmed. On a failed roll, a Nanoplague Response is triggered. Roll on the standard Nanoplague Response Table to see the effects, plus roll to see if the device itself is accidentally triggered (01-30% chance).
Shellback Host Armor: Sweepers receive an experimental Host Armor design known as Shellback Armor. The Sweeper is genetically bonded to one specific Shellback Armor. Biological Enhancements and Weapon Systems selections can be made from any of the categories, but most Sweepers focus on Biological Defenses in order to give themselves better protection in the field and the unique Bio-Enhancements that are only available to Shellback Armor.
Standard Equipment: Military fatigues, a suit of non-organic body armor for back up or disguise, dress clothing, survival knife, utility belt, first aid kit, 2 Slap Patches, Face Wrap, tinted goggles, hatchet for cutting wood, one light Bio-Weapon and one heavy Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, a good Mega-Horse for transportation, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items.
The Upside: You are a walking explosives factory with the knowledge and skill to make the most of it. You can bring down nearly any obstacle, structure, or opponent with a few cleverly placed charges. Your skills at finding and disarming explosives make you a hero among your fellow soldiers, and they make sure to return the favor by watching your back in the field.
The Downside: You are a walking explosives factory, which does have its drawbacks in the middle of a war zone. When allowed to operate in peace, the bombs you place can inflict unimaginable devastation upon the Machine, but it is rare that any human can find a moment of peace in the field. Your thick armor does protect you somewhat from the Machine’s fury, but it also makes you a slow and easy target to hit. You may have the tools to disarm metallic bombs, but the Nanoplague makes your success rate far from perfect. You know how to work around these Nanobots, but no one knows how to completely stop them. You have taken more than your fair share of explosive blasts at point blank range, and it is always in the back of you mind that your Shellback Armor might not survive the next one.
Shellback Armor
Shellback Armor is a specialized suit of Host Armor specifically designed for demolitions and demolitions disposal. It gets its name from the thick turtle shell mounted on the back of the armor. This shell does provide the pilot with additional protection, but its main purpose is to shield the nearly one hundred pounds of explosive chemicals and Bio-Tech organisms that the suit continuously produces. The original intent of these explosives was to detonate bombs and mines when all attempts at disarmament failed, but Resistance leaders realized that the sheer amount of destructive power these suits carried made Sweepers ideal saboteurs and demolitionists as well. The suit combines some of the latest breakthroughs in Bio-Technology with the thickest armor ever produced for a suit of Host Armor. This bulky armor allows the pilot to work around the problems posed by the Nanobot Plague while disarming bombs using metallic components, and the strength to survive nearly any sized blast in case he fails.
Mounted on each forearm of the suit are over a dozen eight foot long retractable tentacles that the Pilot uses to work on explosive devices from a relatively safe distance. Each tentacle is as articulate as the pilot’s own fingers and many of them are tipped with useful tools that make the pilot’s job even easier. The reason for the excessive number of tentacles is to give the pilot back up limbs to work with as the Nanoplague destroys them. As long as the Nanoplague does not actually trigger the device, a Pilot can continue to work uninterrupted as the Nanobots tear through tentacle after tentacle. Once the job is done, the incredible regenerative powers of these limbs quickly restore any damage done.
Before starting work on any explosive device, the pilot first covers it with strange Bio-Tech Insects known as Impact Beetles in order to create a containment field. This is a safety measure meant to absorb the bulk of the blast in case of failure. Each bug is capable of generating a small Bio-Force Field, and when they combine their strength, they can create a force field strong enough to contain almost any sized blast. The energy field hovers a few inches over the device, so even if the explosion completely destroys the containment field, the power of the blast is greatly diminished (the remaining M.D. that pierces the field is halved, as is the blast radius). Shellback Armor is the only other suit of armor capable of growing Bio-Tech Insects. These Impact Beetles are slightly different than the ones generated by Hive Armor. They are unable to propel themselves at sonic speeds and the force fields they create are much smaller in size (although much more powerful). They may not be as versatile, but they are perfectly suited for the task of demolitions disposal.
Shellback Armor offers some of the best protection in the Resistance, but this increased shielding does come at the cost of decreased speed and mobility. They can run at a decent speed for their size, but the thick armor makes them somewhat ponderous and cumbersome in battle. This usually is not much of an issue since Sweepers rarely engage in frontline combat. Their role is to clear the field of enemy explosives or cover it with their own traps.
Class: Host Armor
Crew: One Sweeper
Speed:
Running: 4D6+20 mph (32 to 64 km). The act of running does tire out the pilot, but at only 10% of the normal fatigue rate.
Leaping: Only 10 feet (3 m) high or 15 feet (4.5 m) across.
Digging: 20 mph (32 km) through sand or dirt, but one quarter as fast through rock or concrete. Digging tires out its pilot, but at half the usual fatigue rate. To dig down enough to adequately hide from enemies on the surface takes 3D6 minutes.
Swimming: 10 mph (8 km); swimming tires the pilot but at 10% the usual rate.
Underwater Depth: Shellback Armor can withstand pressure up to 1000 feet (305 m) down.
Statistical Data:
Height: Approximately 2-3 feet (0.6 to 0.9 m) is added to the height of the pilot.
Width: About 4 to 5 feet (1.2 to 1.5 m), based on the size of the pilot.
Length: About 3 to 4 feet (0.9 to 1.2 m), based on the size of the pilot.
Weight: Adds about 500 to 700 pounds (225 to 315 kg) to the weight of the pilot.
Cargo: Contained within the turtle shell on the suit’s back is about 100 pounds (45 kg) of explosive chemicals and Bio-Tech Organisms.
Production Cycle: Six month gestation, plus 6 months growth time.
Operational Lifetime: 2D10+50 year life span.
Trade Value: None, because each Shellback Armor is bonded to a specific pilot and will not function for any other person.
Senses and Features: Standard Host Armor features and Combat Bonuses plus the following:
Enhanced Sense of Taste and Smell: Track by smell, special bonus of +10% when attempting to detect or track explosive chemicals. The character can also recognize the distinct scents and smells of individuals and can detect when people experience extremes of emotions. Enhanced sense of taste gives the Sweeper the ability to recognize the exact components in anything the armor tastes, special bonus of +10% when tasting explosive chemicals.
Seismic Sense: Able to detect miniscule vibrations in the ground, feeling earthquakes, thunder, explosions, and even the approach of heavy vehicles, robots, troop movement, and stampeding animals up to 12 miles away.
Reinforced Exoskeleton.
Resistance to Physical Attacks: A layer of heavy tissue filled with impact resistant fluid cushions Shellback Armor from blunt attacks, falls, and explosive concussions (all inflict half damage).
Emergency Explosive Payload Dump: If the turtle shell is ever breeched, the explosive chemicals and Bio-Tech creatures within become completely exposed to enemy fire. At this point it takes very little to set off a devastating chain reaction within the armor. The armor is capable of quickly expunging all explosive chemicals in an emergency with a simply mental command from the pilot. The turtle shell actually rips itself open and spits the entire payload in one massive glob about 10 feet (3 m) away. It is not quite far enough away to protect the armor in case this explosive glob is detonated, but it does give the pilot a small head start. Even the slightest spark will ignite this high-explosive concoction, so it is best to take cover. Detonating this explosive glob inflicts 4D6x10 to a 40-foot (6.1 m) area. The pilot can perform an emergency payload dump at any time, but most will wait until the last possible second since it has pretty rough on the armor. The Shellback Armor is incapable of generating any new explosives for 36 hours while the turtle shell recovers from this incredibly damaging maneuver.
Feeding: Even though the Sweeper may look carnivorous to some, it is indeed a Lithovore, the suit eats 60 to 90 pounds (13.5 to 27 kg) of minerals (stones, rocks, dirt, clay, etc.) a day.
Sleep Requirements: Shellback Armor requires 3D4 hours of sleep/rest/inactivity per day, during the day or night hours.
Combat Bonuses: +1 to strike, +5 to parry (mainly due to the retractable tentacles), -1 to dodge, +3 to entangle, +1 to disarm, and +4 to roll with punch.
Demolitions Tools and Weapon Systems:
1. Retractable Tentacles (28): A ring of fourteen small holes runs around each wrist of the armor. The pilot can extend an eight-foot long tentacle from each one of these holes. Each tentacle is incredibly articulate and when multiple tentacles are used together, it feels as natural to the pilot as using his own hands. Several of the tentacles on each arm are tipped with different tools to better help the pilot perform his duties. In order to safely work from a distance, one tentacle on each wrist has a standard eye mounted on the tip. Most Sweepers enhance these eyes with Macrovision, but in the beginning they are just regular human eyes. Another pair of tentacles (one on each arm) is tipped with tiny bone spikes. They are shaped like a screwdriver head and can be used like a chisel to pry open bomb casings, or they can actually be used as screwdrivers. Another set of tentacles are tipped with razor sharp scalpels to allow the Sweeper to disarm Bio-Tech explosives, and a final set of tentacles are equipped with tiny pincers that can be used as tweezers for delicate procedures. The rest of the tentacles act as disposable fingers that can be torn apart be the Nanobot Plague and quickly replaced. They are designed to automatically detach if they are ever exposed to anything that would threaten the armor (like the Nanoplague Response that creates a metallic poison). Each Tentacle regenerates at a rate of 1D6 M.D. per melee round, and severed tentacles will completely regenerate within 1D4 hours.
Primary Purpose: Demolitions Disposal.
Secondary Purpose: Defense.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 8 feet (2.4 m).
2. Mini-Hive: Within the armor’s turtle shell is a miniature hive that is capable of generating special Bio-Tech insects known as Impact Beetles. These powerful insects are used to create a containment field around explosive devices before the Sweeper begins working. Each bug is capable of generating a small four inch by four inch Bio-Force Field, and when dozens of these bugs combine their strength by overlapping their force fields, they can contain nearly any sized blast. The energy field hovers a few inches over the device, so even if the explosion completely punches through the containment field, the power of the blast is greatly diminished (the remaining M.D. that pierces the field is halved, as is the blast radius). The insects sit on the device and project their force fields over their heads. This means they actually sit inside the containment field, so if the bomb detonates they are all instantly destroyed. However, the field actually remains a few milliseconds after their bugs’ demise, which is more than enough time to absorb the brunt of the explosion.
The Sweeper decides how many Impact Beetles to use for the containment field and then releases them through a small opening in the turtle shell by a simple metal command. The armor transmits a mental image of the target to the insects, and once released, they speed directly to the target and activate their force fields as soon as they land. They can maintain their force fields for 4D6+10 minutes before they run out of energy and die. Even if the Sweeper finishes working before this time elapses, the Sweeper has no way to deactivate the bugs or recollect them. Note: Individual Impact Beetles will automatically shift or deactivate their force fields as necessary to allow the Shellback Armor’s tentacles access through the containment field. These small openings do not reduce the overall protection of the field.
Primary Purpose: Demolitions Containment.
Secondary Purpose: Defense.
Duration: The force field can be maintained for 4D6+10 minutes before the insect runs out of energy and dies.
Rate of Fire: Requires one melee attack to release the Impact Beetles.
Effective Range: Typically 10 feet (3 m), but Sweepers can direct the insects to a target up to 50 feet (15.2 m) away.
Payload: 10 Impact Beetles. One spent insect is regrown every 4D6 minutes. The maximum payload of Impact Beetles can be increased at a cost of 5 Bio-E for each insect up to a maximum of 30 Impact Beetles.
3. Squig Generator: Shellback Armor is capable of growing the organic blasting caps known as Squigs within its enormous turtle shell. While not very powerful on their own, these detonators are the primary component of nearly every explosive device the Sweepers create. They are generated and stored within the turtle shell. When the pilot needs one, a simple mental command causes the suit to squeeze one Squig through the suit’s internal ductwork where it emerges in the armor’s palm. The pilot can determine which hand the Squig will appear in.
Primary Purpose: Demolitions.
Secondary Purpose: Demolitions Disposal.
Rate of Fire: Requires one melee action to summon a Squig.
Payload: 24 Squigs. Shellback Armor can create one Squig every 12 hours to replace spent detonators. The maximum payload of Squigs can be increased at a cost of 5 Bio-E for every 2 Squigs up to a maximum of 40 Squigs.
4. Tech Paralyzer Bio-Toxin: Mounted on the right forearm is a small tube that is capable of spraying a special Bio-Toxin known as Tech Paralyzer up to 10 feet (3 m) away. It was designed to only affect small Bio-Tech devices like Migs and Trench Foot Mines, but it can also be used to incapacitate Bio-Tech pistols, small melee weapons, and other small Bio-Tech devices (larger devices are completely unaffected no matter how many doses they are sprayed with). Any device sprayed with the chemical must make a roll to save vs. non-lethal poison of 16 or higher or else by completely paralyzed for 2D6 melee rounds. Sweepers are very adept at spotting the signs of a successfully paralyzed device, so they know when it is safe to operate.
Primary Purpose: Demolitions Disposal.
Secondary Purpose: Defense.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: 10 feet (3 m).
Payload: 5 doses of Bio-Toxin. Spent blasts are regenerated 24 hours after they are used. The maximum payload of doses can be increased at a cost of 5 Bio-E per dose up to a maximum of 20 doses.
Bio-Enhancements Only Available to Shellback Armor:
1. Primer Cord Generator: The left forearm of the armor can be equipped with a hollow tube capable of creating a special explosive rope known as primer cord. It is composed of a high-explosive chemical wrapped in an outer casing of Mega-Damage silk. It is processed within the armor’s turtle shell and then squeezed through the forearm tube like toothpaste. It is completely dry by the time it is expelled from the armor. The Sweeper can choose what length he wants the suit to produce. No matter how long the primer cord is, the entire length detonates almost instantly. It is primarily used as a detonator to link multiple charges together across a distance, but it also packs pretty impressive destructive power when wrapped around an object. Sweepers routinely wrap primer cord around multiple support beams in order to collapse buildings and other structures. The Mega-Damage silk surrounding the primer cord protects it from premature detonation and makes it difficult to cut, but it can still be detonated with a Squig. Every one foot (0.3 m) length of cord has 1D4 M.D.C. Spent primer cord is regenerated within the turtle shell at a rate of 10 feet (3 m) every 12 hours.
Primary Purpose: Demolitions.
Secondary Purpose: Assault.
Rate of Fire: Requires one melee action to create 10 feet (3 m) of primer cord, so creating 40 feet (12.2 m) of cord would require 4 melee actions.
Bio-E Cost: 10 Bio-E for every 10 feet (3 m) of primer cord up to a maximum payload of 100 feet (30.5 m).
2. Mig Generator: Shellback Armor can have up to two Mig Generators mounted on the underside of the turtle shell, just behind the hips. The Sweeper just reaches back and plucks them off. These Migs are somewhat different than the standard versions. They are not self sustaining, so once they are removed from the armor, they will dry up and die within 48 hours if not used. It takes 24 hours to grow a new Mig once one is removed.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Rate of Fire: Requires one melee action to remove a Mig from the armor.
Bio-E Cost: 20 Bio-E per Mig Generator, up to a maximum of 2.
3. Agitation Mine Generator: The turtle shell can be Bio-Enhanced to create small baseball sized explosives known as Agitation Mines. The tiny mines are designed to detonate if they are disturbed in any way. Even the vibrations from heavy robots traveling too close to the mines can set them off. They are grown within the turtle shell and released through a small opening behind the left or right shoulder (pilot’s choice). Each mine looks like a lumpy ball of mottled brown and tan colored flesh (to better help them blend in with the environment). To activate the mine, the wielder first squeezes a small nerve cluster on top of the mine. He then has four seconds to place the mine before it becomes active. Once activated, the slightest touch will detonate the mine. Even the Sweeper that created the mine cannot touch it without setting it off. These mines are surprisingly powerful on their own, but they are primarily used as detonators to set off larger traps. Sweepers love to use agitation mines in combination with primer cord wrapped around support beams to drop thousands of tons of debris on top of the enemy. This is a great way to immobilize dangerous threats like Assault Slayers.
Primary Purpose: Demolitions.
Secondary Purpose: Assault.
Rate of Fire: Equal to the number of attacks per melee.
Effective Range: Can be thrown up to 200 feet (6.1 m).
Bio-E Cost: 8 Bio-E for every Agitation Mine up to a maximum of 20 mines.
4. High Explosive Putty Generator: Shellback Armor can be Bio-Enhanced to create a special high explosive putty. It has the consistency of clay, and can be hand molded into any shape the pilot desires. It is generally used to create shaped-charges capable of punching through heavy armor. The putty is rather durable and will not explode if exposed to normal S.D.C. fire, explosives, or electricity. It can only be detonated by Mega-Damage fire, energy blasts, or explosives (like Squigs). The putty is generated and stored within the turtle shell. When the pilot needs some, a simple mental command causes the suit to squeeze one pound of putty through the suit’s internal ductwork where it emerges in the armor’s palm. The pilot can determine which hand the putty will appear in. Spent putty regenerates at a rate of 1 pound (.45 kg) every 12 hours.
Primary Purpose: Demolitions.
Secondary Purpose: Assault.
Rate of Fire: Requires one melee action to summon one pound (.45) of putty.
Bio-E Cost: 15 Bio-E for every pound of putty up to a maximum of 20 pounds (9 kg).
Hope you ENJOY! More to come, so stay tuned, get the Rifters and experience this cinematic adventure as it continues to unfold.
Related content
Comments: 12
xANUBIS-IS-SAVAGEx [2016-10-21 12:23:54 +0000 UTC]
Love your Art bro, do you commission Art? I'm trying to find an artist to do some original work for me.
👍: 0 ⏩: 0
Icydoor [2016-06-13 16:39:48 +0000 UTC]
How long does it take to make one of these amazing creations of yours? I'm a big fan. Everything you do is so gold and epic. I think black and white looks pretty boring most of the time, but your work looks so much more interesting than most colored art i've seen.
👍: 0 ⏩: 0
Epistellar [2016-05-02 04:06:41 +0000 UTC]
That's pretty awesome. This caused me to read up on Splicers and Rifts, and it sounds pretty great. Is there a feature on the grunts in the background?
👍: 0 ⏩: 1
ChuckWalton In reply to Epistellar [2016-05-02 20:01:32 +0000 UTC]
Thank you kindly!
Glad you checked out the Splice and Rifts, both are addictive!
The grunts are called "Roughnecks." and they are adorned in Living Body Armors and Host Armors.
They are covering the Sweeper while he disarms the NEXUS "device," which will actually deactivate the "keep away beacon" of several packs of Necroborgs that are locked below the loose soil to be activated.
The Eve Personality placed these jammers here, but these Splicers from a different Great House territory didn't know it.
👍: 0 ⏩: 0
ChuckWalton In reply to Groudan383 [2016-05-02 19:59:00 +0000 UTC]
Thank you. it was my first Lithovore Metabolism Host Armor.
Wasn't sure how to pull off a fierce looking tapir headed design, XD
👍: 0 ⏩: 0