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‘Jack Armements: Pile Drivers

As ‘Jack warfare becomes more frequent, the brilliant minds that create these machines are constantly innovating new tactics and equipment for battlefield victory. One of the most valuable abilities a ‘Jack can offer however, is to simply leave one of its hands open so it may perform grappling or throwing attacks. Although many designs call for turning an entire ‘Jack arm into a weapon, attaching a weapon to the forearms of a ‘jack and keeping its hand free is becoming a more common practice. From the Kodiak’s armored fists, the Mangler’s punching dagger, and even the terrifying new Cygnaran Cyclone’s chain guns, mounting weapons without sacrificing a Jack’s fists gives it’s wielder a tactical upper hand (pun intended).

The Pile Driver utilizes this principle, and besides it’s already impressive ability to punch through steel, offers a ‘Jack more options or special attacks to choose from.

In short, the Pile is a long, tempered steel spike attached to a large steam piston assembly and armored in a plate housing. Much like the Khadoran Marauder, the system is powered directly by the Jack’s engine via thick armored hoses connecting to the rear of the piston. When activated, the spike travels a very short distance with great acceleration, and in most cases, can  punch a perfectly clean hole through serric armor. Instead of replacing the entire arm, however, the assembly is specially mounted onto the forearm of the ‘jack with a custom heavy duty frame.

Stats:

  • Size- Large
  • Damage- 2d10
  • Type- Peircing
  • Critical- x3
  • Special- After a successful melee Fist attack, immediately make a second attack as a free action and hit automatically (I.e. feat: Bayonet Charge). This attack ignores hardness.
  • Special- After making a successful Grapple attack or check, immediately roll a second attack. If successful, this attack ignores hardness.

While having one of these weapons on a ‘Jack is beneficial, mounting two of these weapons (one on each arm) grants devastating abilities.

Critical Gore: After resolving a full round attack on a living creature,  the target must make a DC16 Fort save. If failed, the target suffers ongoing 1d8 bleeding damage (DC 16 heal check).

Critical Steam Bleed: After resolving a full round attack on a Warjack, the target must make a DC16 Fort Save. If failed, the target suffers a cumulative -2 penalty to attack, damage, speed and AC  (DC 16 Craft Mechanika).

Installment:

  • 3500G Pile Driver assembly/ 1750G, Exp 89, DC22
  • 300G Engine Coupling mod/ 150G, Exp 20, DC20
  • 200G Mounting bracket/ 100G, Exp 15, DC15
  • Weight- 180lbs each complete system.

Article #85 by AnimaRaptor on February 07, 2010 @ 11:37 PM

This article is categorically filed under Mechanika

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