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Extreme Morph Variants

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DivineWrath DivineWrath's picture
Extreme Morph Variants
This is going to be my thread for posting some extreme morph variants. I'm using the word extreme because morph variants are supposed to be within 20 CP of the original morph, but these morphs are going to be anything but that. Hence why I call them extreme variants. My house rule is that morphs that are similar enough to each other can all benefit from the same Right At Home trait. So Right At Home (Arachnoids) allows a transhuman to sleeve into any arachnoid like morph with needing to make any resleeving tests. This works regardless if the morph is a cheap Basic Arachnoid or an expensive Light Battletank Arachnoid.
DivineWrath DivineWrath's picture
Arachnoid, Basic
Arachnoid, Basic A basic Arachnoid robotic shell. It is an Arachnoid morph stripped down to the most fundamental systems. It has no aptitude bonuses and a slightly reduced aptitude cap. It serves as a cheap entry level Arachnoid morph for those new to Arachnoids or cheap temporary shell for experienced users. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 25 Durability: 40 Wound Threshold: 8 Advantages: Armor 8/8 CP Cost: 10 Credit Cost: Expensive (minimum 10,000+) Design Notes: This is supposed to be like the Splicer or Basic Pod of Arachnoids. Cheap. It strips away the aptitude bonuses and even some aptitude cap to make the price drop happen. If you were to reduce the aptitude cap by another 5 points, the morph would be priced 5 CP. I wasn't sure if I should go even that far. ---- Arachnoid, Light Battletank The Light Battletank Arachnoid is a morph that takes the arachnoid frame and rebuilts it as a full fledged combat morph. It is intended to be tougher than common combat morphs, and was built larger to make it happen. Extra work was done to keep it light and mobile, so it retains the agility of its smaller cousins. Enhancements: 360 Degree Vision, Anti-Glare, Cyberclaws, Enhanced Vision, Extra Limbs (10 Arms/Legs), Grip Pads, Lidar, Magnetic System, Neurachem (level 1), Pneumatic Limbs, Radar, Reflex Boosters, Structural Enhancement, T-Ray Emitter, Weapon Mount (4, articulated) Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 40 Speed Modifier: +2 (Reflex Booster, Neurachem (level 1)) Durability: 100 (110 with Structural Enhancement) Wound Threshold: 20 (22 with Structural Enhancement) Advantages: +10 COO, +5 SOM, +5 INT, +5 Any, Armor 12/12 (26/24 with Light Combat Armor) Notes: Large Size trait CP Cost: 125 Credit Cost: Expensive (minimum 125,000+) Design Notes: I wanted a tank like morph for a while, but often the devs seem to avoid making anything like that. I decided to make this Light Battletank variant to be like a Reaper, but be much tougher and a little bit more dangerous. Its not built for flying (at least not better than the morph its modeled after) but it can climb most things. Its high speed rating allows it many attacks per turn (more than the Reaper).
Kojak Kojak's picture
These are really cool. Do you
These are really cool. Do you have the stats for the Assassin and Industrial variants as well?
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
DivineWrath DivineWrath's picture
Glad you like them. The
Glad you like them. The others needed more dusting than others. I'll post them when they're ready.
DivineWrath DivineWrath's picture
Sorry about the delay. I'm
Sorry about the delay. I'm having trouble with the Industrial Arachnoid so I moved on the Assassin Arachnoid. It too gave me trouble as well, but here it is. Arachnoid, Assassin An Arachnoid morph purpose designed for stealth and assassination. It has chameleon cloak, Radar Absorbent, and a skill bonus to infiltration to help avoid detection. It has cyberclaws, eelware, and a nasty bite attack to deal with victims. These weapons are often enhanced with after market mods to give it toxins and nanotoxins. Its small size combined with grip pads and magnetic system allows it to climb and attack from positions that most don't expect. Its frame was designed light in case the owner wants to add flying mobility systems. It was designed for quick kills and, if need be, self-destructing after a mission is complete. Some take this a step further and add explosives to the morph to make it a suicide bomber. Enhancements: 360 Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Cyberclaws, Dead Switch, Eelware, Enhanced Vision, Extra Limbs (10 Arms/Legs), Grip Pads, Hidden Compartment, Lidar, Light Combat Armor (14/12), Magnetic System, Mental Speed, Mnemonic Augmentation, Pneumatic Limbs, Puppet Sock, Radar, Radar Absorbent (p. 149, Panopticon), Weapon Mount (2, articulated) Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 30 Durability: 30 Wound Threshold: 6 Advantages: +10 COO, +10 SOM, Any +5, Armor 4/4 (18/16 with Light Combat Armor), +20 to Infiltration Notes: Small Size trait CP Cost: 60 Credit Cost: Expensive (minimum 60,000+) Design Notes: This was a difficult morph to make. I kept wanting to add more augments, but I was at the limit. Any more and the price of aptitude bonuses would go up so much that the morph would suddenly become 20 CP more expensive. Technically, the bite attack should have push it over that limit long ago, but my spread sheet isn't complex enough to take it into account yet. By the time I realized it was problem, I was already at the limit for augments. I didn't want to remove anything, so I pretended it didn't matter. Its not like there aren't official morphs that don't follow the rules or add up correctly. I did want to add poisons and nanotoxins to this morph, but I already mentioned that the augments was already pushed to the limit. I also noticed that it seems that available poisons and nanotoxins are most dangerous to biomorphs, not synthmorphs. In that way, it became justifiable to skip such augments if they weren't going to work on a sizable chunk of potential targets. ---- Arachnoid, Assassin - Suicide Bomber Refit Some Assassin Arachnoids have abdomens added that contain an explosive charge. Treat this explosive as standard missile (High Explosive) centered on the morph. This explossion will destroy the morph (considered a design feature) and will deal 6d10 + 20 to everyone nearby (avg 53 damage). It will automatically detonate if the morph is disabled by damage (built in dead man switch), so the assassin never has to worry about activating it. A smart assassin will seek to deal some damage first to help ensure that target doesn't survive the explosive blast. If they don't, they risk the target surviving by the skin of their teeth. Refit Cost: 1000 (1 Disposable Missile Launcher). Notes: Doing this refit is a task action Hardware: Robotics. It should take 1 hours to complete. Assuming one has a guide to follow (and proper tools), this should be a simple success test. However, if the pod is being assembled from pieces, then someone with skills in explosives should assemble it. Assembling the explosive is not a simple success test. Alternatively, one could have the Assassin Arachnoid be CM printed with the Suicide Bomber pod already installed. Design Notes: This borrows some work I was doing for the Industrial Arachnoid morph. Namely, some ideas of refitting morphs with special features. This adds a powerful explosive to the morph making it a suicide bomber. I figured it appropriate since it already has puppet sock for remote operations, and dead switch if the assassin decides to risk going in personally. The morph is fragile enough as is that a fire fight will probably end badly for it, so it might as well go out with a bang.
DivineWrath DivineWrath's picture
I had trouble with this morph
I had trouble with this morph. The problem was the stats I started with used to belong to something I called Arachnoid, Tool Shop. I ended up changing enough things that I was practically starting over. Then I started comparing it to the Daitya and then getting competing ideas of what I wanted my morph to be. Long story short, its now Light Industrial. There are some problems that I want to resolve, but I can fix them later. Arachnoid, Light Industrial This Arachnoid is purpose built for heavy lifting and industrial work. It had an abdomen added to the traditional Arachnoid frame for storage, which can store heavy loads and tools inside (this abdomen can be physically removed and replaced with proper tools). Its chameleon skin is used to make the morph stand out in its environment (+20 perception) and radar/lidar is used to help avoid bumping into stuff (its big enough that it will not be a gentle bump). Each of its legs is strong enough to lift the whole morph, and it has a variety of grippers at the end of its feet for holding onto various kind of surfaces. These gives it an advantage in climbing. Its ability to climb finds more use in the wilderness (or exoplanets) where other industrial tools and infrastructure can't be found (such as roads and cranes). Some Light Industrial Arachnoids have been refitted to serve different roles, such as replacing their abdomens with entire tool shops complete with articulated limbs. Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Chemical Sniffer, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Industrial Armor (10/10), Lidar, Mnemonic Augmentation, Muscle Augmentation, Pneumatic Limbs, Puppet Sock, Radar, Retracting/Telescoping Limbs, Structural Enhancement Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 30 Durability: 70 (includes Structural Enhancement) Wound Threshold: 14 Advantages: +10 COG, INT +5, +15 SOM (includes Muscle Augmentation), Any +5, Armor 10/10 (20/20 with Industrial Armor) Notes: Large Size trait CP Cost: 75 Credit Cost: Expensive (minimum 75,000+) Design Notes: It has COG bonuses for hardware skills (such as Hardware: Industrial), and SOM bonuses because its a heavy lifter. The large trait is so it could easily move bigger objects. I increased its durability and armor since construction is a dangerous job. I don't want something falling on it and then taking it out of commission. At the very least, it should reduce the work required on the repair job.
Kojak Kojak's picture
These are both really awesome
These are both really awesome, I'll definitely try to shoehorn them into my next campaign.
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
DivineWrath DivineWrath's picture
I'm glad you like. I finished
I'm glad you like. I finished these after my short break. Arachnoid, Industrial - Tool Shop Refit Some Industrial Arachnoids have replaced with their abdomens with entire tool shops complete with articulated limbs. Its not unusual for such refits to allow other people to operate the articulated limbs through the mesh. Most of these tool shops are for industrial work, but they can be for other skills (such as Hardware: Robotics or Medicine: Paramedic) if someone thinks its a good idea for a large Arachnoid to carry one. Refit Cost: 6000 (1 tool shop + 4 articulated tool mounts). Notes: Doing this refit is a task action Hardware: Robotics. It should take 3 hours to complete, assuming that the mechanic has proper tools to lift the pod or a strong morph to help. This mod has been done before many times and is reasonably well documented. Assuming one has a guide to follow (and proper tools or help), this should be a simple success test. This means failure will cause some flaw to show up, but otherwise the Tool Shop pod will be mounted and controllable. Alternatively, one could have the Industrial Arachnoid be CM printed with the Tool Shop pod already installed. Arachnoid, Industrial - Mountaineer Refit These Industrial Arachnoids have been refited to climb mountains better and to pave the way for others to follow. Each of their legs can machine punch pitons into mountain sides and to seal the hole with a mix of fast drying concrete and nanomachines to seal a piton firmly in place. They have 4 spindles and spindle climbers weapon mounted to their front most and rear most legs. They are placed on the high point of the legs for optimal firing angles. While some argue that you don't need these morphs when you can buy flying machines, these Arachnoids can function in bad weather and not all planets have atmosphere good for flight. Refit Cost: 10,000 (4 spindles and climber + 4 weapon mounts(swivel) + other tools). Notes: Doing this refit is a task action Hardware: Robotics. It should take 8 hours to complete, assuming that the mechanic has proper tools. This mod has been done before many times and is reasonably well documented. Assuming one has a guide to follow (and proper tools), this should be a simple success test. Failure might mean that some flaw shows up (maybe a penalty to some dice rolls), but otherwise all the systems should be mounted and controllable. Alternatively, one could have the Industrial Arachnoid be CM printed with these systems already installed.
DivineWrath DivineWrath's picture
Here is a new morph. I wanted
Here is a new morph. I wanted to make a social style Arachnoid. Arachnoid, Charlotte This Arachnoid is an attempt to try to make a morph that is socially adept. This morph is named after the spider in the children's story "Charlotte's Web". Unfortunately for the pride of the designer, most people don't like spiders, so it hasn't become very popular. Still, some eccentrics and those raise a flipped bird to social standards have used them. Many have used the chameleon skin to take on different paint styles, words, and art. Enhancements: Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Puppet Sock, Radar Mobility System: Walker 4/24, Thrust Vector 8/40, Wheeled 8/40 Aptitude Maximum: 30 Durability: 40 Wound Threshold: 8 Advantages: +5 COO, INT +5, +10 SAV, Any +5, Armor 8/8 CP Cost: 55 Credit Cost: Expensive (minimum 55,000+) Design Notes: There isn't a whole lot of good examples of social synthmorphs. I don't think there are many social morphs period. So there wasn't very many morphs to compare this to. The Galatea had Chameleon Skin, so I gave this morph it as well. Is there much in term of social augments and traits? I found it was far easier to make combat or industrial morphs than social.
DivineWrath DivineWrath's picture
Well, I'm back at it again. I
Well, I'm back at it again. I'm making new morphs. This time its variants of the Dragonfly. I'm trying to push the number of variations to 6. ---- Dragonfly, Basic A basic Dragonfly robotic shell. It is a Dragonfly morph stripped down to the most fundamental systems. It has no aptitude bonuses and a slightly reduced aptitude cap. It serves as a cheap entry level Dragonfly morph for those new to Dragonflys or cheap temporary shell for experienced users. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Mnemonic Augmentation, Puppet Sock Mobility Systems: Walker 2/16, Winged 8/32 Aptitude Maximum: 25 (20 SOM) Durability: 25 Wound Threshold: 5 Advantages: Armor (2/2) Notes: Small Size trait CP Cost: 5 Credit Cost: High Design Note: This is supposed to be the 'splicer' of Dragonfly morphs. Bare bones, no aptitude bonuses, reduced aptitude cap, etc. ---- Dragonfly, Mechanic The Mechanic Dragonfly is a dragonfly morph modified to be a mechanic in the air. It has an articulated weapon mounted to hold, use, and operate tools independently of the flight mechanism. Different tool kits can be fitted on this mount. The ghostrider module allows for a 2nd ego to be carried aid the primary. Enhancements: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Ghostrider Module, Mnemonic Augmentation, Puppet Sock, Retracting/Telescoping Limbs, Weapon Mount (Concealed/Articulated) Mobility Systems: Walker 2/16, Winged 8/32 Aptitude Maximum: 30 (20 SOM) Durability: 25 Wound Threshold: 5 Advantages: Armor (2/2), +20 Flight, +10 COG, +5 REF, +5 SOM Notes: Small Size trait CP Cost: 40 Credit Cost: High (minimum 40,000+) Design Note: I wanted a smart dragonfly variant. I'm not actually sure what I wanted to do with this. I'm still making tweaks as I prepare to post this. I'm temped towards adding enhanced senses, nanoscopic vision, wrist-mounted tools, and electrical sense. I still have doubts of whether or not these should be after market addons.
DivineWrath DivineWrath's picture
I was having trouble coming
I was having trouble coming up with names for these morphs. Then it dawned on me that there are probably different species of dragonflys, all with their own names. I started pairing names with morphs. I decided that the Pondhawk would be a mid level combat morph because it had hawk in its name. The Sanddragon had dragon in the name, so it would be a high end combat morph. ---- Dragonfly, Pondhawk The Dragonfly Pondhawk, or the just Pondhawk, is a medium sized dragonfly combat morph. The larger size allow the morph to be tougher and stronger than its smaller variants. Enhancements: Anti-Glare, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Vision, Mnemonic Augmentation, Puppet Sock, Radar, (2) Weapon Mount (Concealed/Articulated) Mobility Systems: Walker 2/16, Winged 8/32 Aptitude Maximum: 30 Durability: 50 Wound Threshold: 10 Advantages: Armor 6/6 (20/18 with Light Combat Armor), +10 COO, +5 REF, +5 Any CP Cost: 50 Credit Cost: High (minimum 50,000+) Design Notes: I increased its size to medium, added more DUR and armor, gave it some improved senses, etc. I played with the idea of giving it strength boosting augments, such as cyber arm pluses, but then got ride of them as they didn't seem to fit with the idea of a Dragonfly. ---- Dragonfly, Sanddragon The Dragonfly Sanddragon, or the just Sanddragon, is a large sized dragonfly combat morph. Its large size and equipment makes it a war machine on the battle field. Its immense cost has limited its appearance on the battlefield. Enhancements: 360 Degree Vision, Access Jacks, Anti-Glare, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Hardened Skeleton, Heavy Combat Armor, Mnemonic Augmentation, Muscle Augmentation, Pneumatic Limbs, Puppet Sock, Radar, Reflex Boosters, Shape Adjusting, Structural Enhancement, (4) Weapon Mount (Concealed/Articulated) Mobility Systems: Internal Rocket 12/60, Walker 2/16, Winged 8/32 Aptitude Maximum: 40 Durability: 80 (95 with enhancements) Wound Threshold: 16 (19 with enhancements) Advantages: Armor 8/8 (24/24 with Heavy Combat Armor), +10 COO, +5 INT, +10 REF (+20 with enhancements), +10 SOM (+20 with enhancements), +5 any Notes: Large Size trait CP Cost: 130 Credit Cost: Expensive (minimum 130,000+) Design Notes: I made this morph to be a tough insect in the sky. I gave it many reaper morph augments. I also made it really tough, tougher than a reaper. When I was done, I had a morph worth 175 CP. At first, I was satisfied with that big number, but then I started to think it was much too expensive. I compared it to my aracknoid light tank and found it tougher. After that comparison, I started stripping things away. The largest cut was reducing DUR from 120 to 80 (to be less than my light tank).
DivineWrath DivineWrath's picture
Dragonfly, Blue Dasher
Dragonfly, Blue Dasher The Blue Dasher, a Dragonfly variant, is a high speed racing and stunt morph. It has its wings enhanced and has a few pairs added for improved flight control. It even has an internal rocket for a sudden boost of speed. A few augments give it excellent awareness of the local terrain and obstacles. Enhancements: 360 Degree Vision, Access Jacks, Basic Mesh Inserts, Chameleon Skin, Cortical Stack, Cyberbrain, Direction Sense, Echolocation, Enhanced Hearing, Enhanced Vision, Lidar, Mnemonic Augmentation, Puppet Sock, Radar Mobility Systems: Internal Rocket 12/60, Walker 2/16, Winged 8/32 Aptitude Maximum: 30 (20 SOM) Durability: 25 Wound Threshold: 5 Advantages: Armor (2/2), +20 Flight skill, +5 INT, 10 REF, +5 any Notes: Small Size trait CP Cost: 40 Credit Cost: Expensive (minimum 40,000+) Design notes: When I was thinking about Dragonfly variant no. 6, I ended up picking the name first. Blue Dasher. Sounded like a good name for a race car. Everything there after was added to improve its ability to do racing and stunt work.
Xoden Xoden's picture
DivineWrath wrote:
DivineWrath wrote:
Dragonfly, Sanddragon
Now, if you sexually identify as an attack helicopter, you can really fulfill your dream. :)
CordialUltimate2 CordialUltimate2's picture
Xoden wrote:DivineWrath wrote
Xoden wrote:
DivineWrath wrote:
Dragonfly, Sanddragon
Now, if you sexually identify as an attack helicopter, you can really fulfill your dream. :)
It's an old joke in EP universe :-) I will let your imagination run wild, about what incredibly mindtwisting things my group was discussing, when our Async sensed arousal from the bed he was lying down on. (He lost sense of touch and gained ability to sense hormonal responses. Of course lacking organs to perceive them, he got only phantom responses.)
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nerdnumber1 nerdnumber1's picture
You need to look at The Morph
IYou need to look at The Morph Recognition Guide. It actually has a large variant arachniko6ma morph that can carry a passenger. https://robboyle.wordpress.com/eclipse-phase-pdfs/ Also, try to compare your creations to existing morphs. The Fenrir is the premier combat morph, described as a heavy tank and requiring multiple egos to operate. Your sanddragon and light battle tank both have more durability, though less armor. Use the arachnikoma as the base for your light tank and throw on some armor and mods. An off the shelf variant of a normal morph shouldn't be rivaling the gold standard combat morph you can't even buy at character creation. The arachnikoma varient already has reaper durability (more base durability), but reapers aren't large, so that's fine.
DivineWrath DivineWrath's picture
Thank you for your feedback.
Thank you for your feedback. I am aware of The Morph Recognition Guide. I have read it many times, so I'm familiar with its contents. I know that the DUR of some of the morphs I created are higher than the DUR of some combat morphs in the TMRG. It was a conscious decision on my part. The morph creation rules allows for DUR to go up to 200. In fact, there are a few morphs that go beyond 100 DUR. The Daitya, Q-Morph, and Nautiliod are a few examples. The Rorty Dreadnaught from X-Risks (p. 104) goes to 150. I also recall a thread long ago where it was pointed out that the Fenrir seemed too fragile for its role. It has DUR of 70, which barely pushes beyond a Reaper (DUR 60). I was designing morphs for war, not security duty. Also, my light battle tank and sand dragon aren't cheap. They're both more expensive than 100 cp (which is the limit for starting characters).
nerdnumber1 nerdnumber1's picture
DivineWrath wrote:Thank you
DivineWrath wrote:
Thank you for your feedback. I am aware of The Morph Recognition Guide. I have read it many times, so I'm familiar with its contents. I know that the DUR of some of the morphs I created are higher than the DUR of some combat morphs in the TMRG. It was a conscious decision on my part. The morph creation rules allows for DUR to go up to 200. In fact, there are a few morphs that go beyond 100 DUR. The Daitya, Q-Morph, and Nautiliod are a few examples. The Rorty Dreadnaught from X-Risks (p. 104) goes to 150. I also recall a thread long ago where it was pointed out that the Fenrir seemed too fragile for its role. It has DUR of 70, which barely pushes beyond a Reaper (DUR 60). I was designing morphs for war, not security duty. Also, my light battle tank and sand dragon aren't cheap. They're both more expensive than 100 cp (which is the limit for starting characters).
I was aware of the Nautiloid, but it is far larger as a spaceship for a dozen people. It has the "very large" trait which is described as big as a barn rather than "large" which is big as a car (EP page 193). Q-Morph, one could argue it sacrifices all speed for durability. Daitya has no excuse. Exhuman monstrosities might be an unfair comparison since they crank things to 12, and they're willing to combine, hammer, and otherwise warp an ego(s) to fit the morph, rather than make it useable by normal egos. But yeah, if the Fenrir is going to be upgraded, fine (Fenrir really should be tougher). Fenrir is supposed to be the gold standard in combat morphs until you go super custom or exhuman. Off the shelf variants of semi-common morphs in its size class shouldn't beat it. I wasn't thinking morph creation guide (which is why I didn't assume >100CP meant it couldn't be bought in char-gen) but rather setting logic. Car sized variant morphs that are similar enough to benefit from "Right at Home" should probably have trouble competing with the purpose-built, industry standard of combat morphs which need half a dozen egos to work properly. Not saying this particular build is unreasonable in light of an upgraded Fenrir, just explaining my previous reasoning. How durable was the upgraded Fenrir?
DivineWrath DivineWrath's picture
nerdnumber1 wrote:How durable
nerdnumber1 wrote:
How durable was the upgraded Fenrir?
It wasn't upgraded. At least, I don't think it was. Where did you get the idea that it was upgraded? Edit: I did some looking and found an old thread looking to improve the Fenrir. http://eclipsephase.com/wolf-howling-fenrir
nerdnumber1 nerdnumber1's picture
DivineWrath wrote:nerdnumber1
DivineWrath wrote:
nerdnumber1 wrote:
How durable was the upgraded Fenrir?
It wasn't upgraded. At least, I don't think it was. Where did you get the idea that it was upgraded? Edit: I did some looking and found an old thread looking to improve the Fenrir. http://eclipsephase.com/wolf-howling-fenrir
I was referring to the new proposed durability in the thread you mentioned, which I thank you for providing.
DivineWrath DivineWrath's picture
Introducing... The Battle
Introducing... The Battle Buggy! Yours for only 10 grand! -Mars Buggy -Cyberbrain -Cortical Stack -Enhanced Senses (vision & hearing) -Extra limbs (2) -Light Combat Armor -Articulated Weapon Mount (1) This is a morph with 150 DUR and 44/32 armor. A silly idea I had after I read something comparing a Fenrir to a Mars Buggy. Maybe I'll make a stronger version later. This could be the Barsoomian version of the Fenrir. Not only is this morph a tough morph, but it can carry multiple passengers inside itself, each packing weapons or filling some other specialized role.
nerdnumber1 nerdnumber1's picture
Yeah, Fenrir will definitely
Yeah, Fenrir will definitely need upgrading if it's supposed to fit its description. From the Morph Recognition Guide: "Named for the monstrous wolf of Norse legend, the fenrir is one of the most imposing combat morphs ever developed. It is found only in the armed forces of the Hyoden city-state on Callisto (though black-market blueprints/copies are rumored to be available elsewhere). A massive, squat quadrupedal morph designed to be operated by up to six egos simultaneously, the fenrir is more akin to a super-heavy tank than a regular morph." I do like the idea of an improvised combat-morph/vehicle made out of a mars buggy, but it should be a couple steps lower than "one of the most imposing combat morphs ever developed." A half dozen Fenrir should scare the crap out of a small cell of Barsoomians.
DivineWrath DivineWrath's picture
More comments.
More comments. The Battle Buggy has more armor that what a morph can normally have. A synthmorph can have 16/16 from innate armor + 16/16 from heavy combat armor, for a total of 32/32. The battle buggy has 44/32. It started with 30/20 and got 14/12 from light combat armor. The more I think about it, the more I question whether it should have had a type of armor listed, so adding armor would require replacing some armor. Increasing the Fenrir's DUR to 150 will cost 50 cp. Thats 10 times the cost of a buggy. It is quite evident that something needs to change to bring the Fenrir and Mars Buggy in line. Most of the Battle Buggy augments was picked to bring the vehicle in line with other morphs. Cortical stack and mesh inserts cause its standard for most morphs. Enhanced senses because the rules in the Transhuman book says that vehicle senses are terrible when compared to human senses, so I replaced them with enhanced senses. Extra limbs because who would want a physical morph without hands? Armor and weapon mount for combat. I kept it 10k because I think cheap and powerful is a deadly combination. Plus, outside morph creation rules, there is no price break on augments, so I had little reason to give it more than it needs. If anyone thought it didn't have enough, they are free to add to it.
Lazarus Lazarus's picture
nerdnumber1 wrote:Yeah,
nerdnumber1 wrote:
Yeah, Fenrir will definitely need upgrading if it's supposed to fit its description. From the Morph Recognition Guide: "Named for the monstrous wolf of Norse legend, the fenrir is one of the most imposing combat morphs ever developed. It is found only in the armed forces of the Hyoden city-state on Callisto (though black-market blueprints/copies are rumored to be available elsewhere). A massive, squat quadrupedal morph designed to be operated by up to six egos simultaneously, the fenrir is more akin to a super-heavy tank than a regular morph." I do like the idea of an improvised combat-morph/vehicle made out of a mars buggy, but it should be a couple steps lower than "one of the most imposing combat morphs ever developed." A half dozen Fenrir should scare the crap out of a small cell of Barsoomians.
The description of a Fenrir as a super-heavy tank is one of complete hyperbole. Honestly, I've got no idea why it was every written that way to begin with. Consider this; the heaviest weapons a Fenrir is capable of mounting are the equivalent of machine guns and rocket launchers. Even light tanks are considerably better armed than this in the modern era. What's more, there is absolutely no way that a Fenrir should ever be capable of being 'upgunned' to whatever the equivalent of a heavy tank is because it is simply too small. It only has the Large size trait and while it is not terribly clear how large that can allow it is stated that GEVs use the Super Large size trait. Sure, weapons in the timeframe of EP may be more destructive per kilo than weapons in the real world but that simply means that (if that were true) your EP Super-Heavy tank probably carries a gun that can destroy entire city blocks in one shot because its main gun probably weighs at least half of the entire weight of the Fenrir and probably weighs at least several multiples of every single weapon mounted on a Fenrir put together (and then the super-heavy tank probably has a couple of other 'smaller' weapons like machine guns and grenade launchers for dealing with issues that the main gun isn't well suited for). Now you can get around the EP super-heavy tank so badly outclassing the Fenrir, if that really upsets you, but pointing out that while the Fenrir might be the most imposing combat morph ever developed the super-heavy tank simply isn't a morph. Just because someone loads their ego into something that does not automatically make it a morph (although I will admit that lines can be pretty blurry). This will allow you to preserve the idea that the Fenrir is a 'bad-add combat morph'. The notion though that it is as tough as a super-heavy tank is ridiculous and has to die. Yes, I understand that someone wrote that in the book and it was published, but it is quite demonstrably incorrect and not a place to argue from that the Fenrir needs to be upgraded.
My artificially intelligent spaceship is psychic. Your argument it invalid.
nerdnumber1 nerdnumber1's picture
Lazarus wrote:nerdnumber1
Lazarus wrote:
nerdnumber1 wrote:
Yeah, Fenrir will definitely need upgrading if it's supposed to fit its description. From the Morph Recognition Guide: "Named for the monstrous wolf of Norse legend, the fenrir is one of the most imposing combat morphs ever developed. It is found only in the armed forces of the Hyoden city-state on Callisto (though black-market blueprints/copies are rumored to be available elsewhere). A massive, squat quadrupedal morph designed to be operated by up to six egos simultaneously, the fenrir is more akin to a super-heavy tank than a regular morph." I do like the idea of an improvised combat-morph/vehicle made out of a mars buggy, but it should be a couple steps lower than "one of the most imposing combat morphs ever developed." A half dozen Fenrir should scare the crap out of a small cell of Barsoomians.
The description of a Fenrir as a super-heavy tank is one of complete hyperbole. Honestly, I've got no idea why it was every written that way to begin with. Consider this; the heaviest weapons a Fenrir is capable of mounting are the equivalent of machine guns and rocket launchers. Even light tanks are considerably better armed than this in the modern era. What's more, there is absolutely no way that a Fenrir should ever be capable of being 'upgunned' to whatever the equivalent of a heavy tank is because it is simply too small. It only has the Large size trait and while it is not terribly clear how large that can allow it is stated that GEVs use the Super Large size trait. Sure, weapons in the timeframe of EP may be more destructive per kilo than weapons in the real world but that simply means that (if that were true) your EP Super-Heavy tank probably carries a gun that can destroy entire city blocks in one shot because its main gun probably weighs at least half of the entire weight of the Fenrir and probably weighs at least several multiples of every single weapon mounted on a Fenrir put together (and then the super-heavy tank probably has a couple of other 'smaller' weapons like machine guns and grenade launchers for dealing with issues that the main gun isn't well suited for). Now you can get around the EP super-heavy tank so badly outclassing the Fenrir, if that really upsets you, but pointing out that while the Fenrir might be the most imposing combat morph ever developed the super-heavy tank simply isn't a morph. Just because someone loads their ego into something that does not automatically make it a morph (although I will admit that lines can be pretty blurry). This will allow you to preserve the idea that the Fenrir is a 'bad-add combat morph'. The notion though that it is as tough as a super-heavy tank is ridiculous and has to die. Yes, I understand that someone wrote that in the book and it was published, but it is quite demonstrably incorrect and not a place to argue from that the Fenrir needs to be upgraded.
Forget the "super heavy tank" bit, it should still be an industry leading combat morph for its size with the super heavy tank crap being hyperbole. Alternatively, give it the same stats as in the book but a really good marketing campaign. People hear it's badass, but it's really just slightly tougher than a reaper at ten times the weight.
Lazarus Lazarus's picture
It's more than slightly
It's more than slightly tougher. It has 133% of the durability of the Reaper and 200% of the armor (for the stock models). If you move to 'customizing' then it has the ability to launch 6 attacks before the Reaper gets to attack once. Ego Sharing is not the same as bonus physical actions (in fairness, it is unlikely that the Fenrir will make 6 attacks before the Reaper can even move because the Reaper will probably beat at least some of the egos in initiative, but at the same time it is almost guaranteed that it is going to lose initiative to some of them and so the odds that the Reaper gets the first shot off is pretty terrible). And that's just going 'toe-to-toe'. Because of the rules for Ego Sharing the ego controlling movement could undertake a Full Defense action while the other egos that are attacking can all take the quick action of aiming. We can probably also assume that the various egos are more specialized than the one controlling a Reaper so the 'pilot' ego probably has a better Fray/Freerunning skill than your average Reaper pilot (although worse weapon skills) while each 'gunner' ego probably has better weapon skills than your average Reaper pilot (but inferior movement skills). As a result you can probably assume about a +20 to the Fenrir's attacks (+10 for quick aim, +10 for better weapon skill) and +20 to a Fenrir's defenses (+30 for Full Defense +10 for better skill / 2) over a comparably piloted Reaper (arguably the skill bonuses could be even higher if you were to load up the egos with true specialists such as a 'pilot' with practically no weaponry skills at all and 'gunners' who only use one type of weapon and have almost non-existent Fray/Freerunning/Climbing/etc. skills). All in all the Fenrir has quite a considerable advantage over a Reaper. Does that mean a Reaper will never beat a Fenrir? No, of course not. Sometimes the Reaper is going to win, but unless you are giving me good odds on a bet or there's something else going on I'm going to be putting my money on the Fenrir, and let's not forget that the Reaper is a serious piece of military hardware. At 100 CP there are only two morphs with a higher CP cost (the Fenrir at 'Not available' and the Nautiloid at 155) and one morph with the same cost (the Q-Morph).
My artificially intelligent spaceship is psychic. Your argument it invalid.
DivineWrath DivineWrath's picture
My goodness. I checked the
My goodness. I checked the speed, and the mars buggy is also faster than the Fenrir. At its worst, the mars buggy moves at 40 kph is 11.1 meters per second, or 33.3 meters per action turn. Faster, tougher, and by far cheaper. The battle buggy really sends the Fenrir on a run for its money.