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Rhulic Warjack: Leadarms Blitzer

As the human nations of the Iron Kingdoms wage war on each other, the dwarves of Rhul watch with amusement as they sit high and dry, away from all the bloodshed and death. This doesn’t mean, however, that they watch with total indifference, and with the continent’s largest military superpowers, Cygnar and Khador requesting mercenary assistance more frequently, the business of war is booming. And although the utilitarian Rhulic ‘Jacks fielded today can very well wreck havoc on their own, the need for battlefield specific ‘Jacks is being recognized.

Que the Leadarms Blitzer, Rhul’s newest answer to Warjacks for hire. The polar opposite of the Ghordson Avalancher  in function, this new ‘Jack features a secondary boiler for increasing performance, and focuses on unrelenting melee offense and short range grenade launchers to break past lines of infantry while  turning enemy ‘Jacks into perforated shells of scrap.

Name: Leadarms Blitzer

Height/Weight: 7’2”/ 8 tons

Armament: Pile Driver x 2, Thumper x 2

Initial Service Date: Recent

Hit Dice: 20d10+30 (Rugged Mechanica: =2 HP per die and +2 AC)

Hit Points: 160

Base Init: -1

Base Speed: 20 (Base 20, Power plant +10,  Armor -10)

AC: 25 (Base 20, Size -1, Dex -1, Enhancement +5, Rugged +2)

Base Attack Bonus: 15/10/5

Melee Attack Bonus: 29/24/ 19

Base Attack Damage: Slam 1d10+14

Space/Reach: 10ft by 10ft (10 foot reach)

Saving Throws: Fort 6, Reflex 5,Will 6

Abilities: Str 38 (Base 30, Enhance +5, Power Plant +3), Dex 9

Cortex: Arcanum Equivalent Dwarven Cortex

Build DC: 35

Construction Time: 27 weeks

Price: 15,000 gp (Chassis) 9,500 gp (Enhancements) 1000 gp (Secondary Boiler Rig) 4000 gp (Pile Drivers)  4000 (Thumpers) 30,000 gp (Arcanum grade Cortex), 1330 Exp (not including Cortex)

Special: Critical Gore, Critical Steam Bleed, Steam Charge Boiler

Special Qualities: Mechanical Construct Traits, Steamjack traits, Damage reduction 10/ Serricsteel, Darkvision 60 feet, Lowlight vision

Challenge Rating: 15

Secondary Furnace-

As there are many more ‘Jack Marshals then Warcasters in Rhul, the Blitzer utilizes a second boiler and a reserve compression tank that generates steam to be stored and used to enhance its speed and attacks. This means that even an ordinary Marshal may increase the effectiveness of the ‘Jack without needing to use focus. Instead of relying on a Wacaster’s arcane abilities, this secondary system creates “Charges” of steam, which can be assigned to one of three systems linked to the compression tank via thick, armored hoses and cowlings. Statistically, when the ‘Jack’s secondary boiler is at full steam, 2 Charges of steam are created per round. These charges must be divided symmetrically between either of these three systems one at a time, so essentially, each weapon or ability system gains 1 Charge per round, and that system continues to receive charges until used. Two separate systems may not be Charged at the same time, nor can one single system be allocated more then 1 Charge at a time.  Examples of these enhancements proceed as follows:

Steam Piles- Mounted one on each arm of the ‘Jack, these pneumatic tempered steel spikes are used to punch and impale hardened targets.

  • Size- Large
  • Damage- 2d8 +2
  • Type- Peircing
  • Critical- 19-20 x3
  • Critical Gore: After a critical hit on a living creature, the target must make a DC18 Fort save. If failed, the target suffers ongoing 1d8 bleeding damage (DC 18 heal check).
  • Critical Steam Bleed: After a critical hit on a Warjack, the target must make a DC18 Fort Save. If failed, the target suffers a cumulative -1 penalty to all Strength based checks.  (DC 18 Craft Mechanika).
  • Charges: Once per round, 2 Charges may be allocated to the Steam Piles, increasing each weapon’s damage by 1d8 +1. This can be done 3 times, for a maximum total of 5d8 +5 for one round.

Steam Thumpers- Mounted behind the shoulders of the ‘Jack, these grenade launchers are essentially wide bore Grundback Gunner-styled weapons that use a drum magazine to reload the weapon. They are light, stout, and can use a variety of ammunitions, although smoke and concussion grenades are most commonly used to disorient the enemy and aid its charge to attack harder targets.

  • Size- Medium
  • Range- 20ft
  • Damage- As per Grenade
  • Crit-x3
  • Reload- Full Round Action
  • Capacity-3+1
  • Charges: Once per round, 2 Charges may be allocated to the Thumpers, increasing the weapon’s range by 10 ft. This can be done 3 times to a maximum range of 50ft for one round.

Steam Burst: What was once a spell reserved for Arcane Mechanics and Wizards can now be mechanically augmented,  thanks to the ‘Jack’s secondary boiler. Once per round, 2 Charges may be allocated to a reserve compression tank that links directly into the ‘Jack’s chassis, which can be used to increase several of its abilities at once. These Charges give the Blitzer a cumulative +5ft speed, +2 Strength and Dexterity, and a +2 damage to Slam attacks for one round. This can be done 3 times, for a maximum, single round burst of +15ft Spd, +6 Str/Dex, and +6 Dam.

Although this application in ‘jack technology is significant, there are risks to using it. For each pair of Charges allocated to the weapons or chassis system, there is a 10% chance of an overpressure failure (Max 30%). This check must be rolled every time Charges are used, and return back to 0% when a weapon or system is successfully activated. If a fail is confirmed, roll a d20 and refer to the table below:

  • Roll 1-4: Slight Delay-  -1 Init For 1 Round
  • Roll 3-6: Minor Steam Bleed- Attack and Damage Suffer -1 Penalty
  • Roll 7-8: What The…?- Roll a 1d6. 1-2 Activates Steam Piles, 3-4 Activates Thumpers, 5-6 Activates Steam Burst
  • Roll 9-10: Moderate Steam Bleed- Attack  Suffers -2 and Damage suffers -1d8 (Piles), Range suffers -5ft, (Thumpers), or halve Enhancement Bonus (Burst)
  • Roll 11: Noticeable Delay- -3 Init for 3 Rounds
  • Roll 12-13: Seriously?- All Systems Activate at once; Piles strike nearest target at -10 Attack, Thumpers fire at max range (Roll Deviation), then the Blitzer charges forward 20ft. Treat this last effect as per the spell Scramble.
  • Roll 14-15: Uncoupled Pressure Valve- 1 hose connecting a weapon system disconnects (Roll 1d4, 1-2 left side, 3-4 right side), and that weapon system is now not functional. In the case of Steam Burst, this ability cannot be used.
  • Roll 16-18: Major Steam Bleed- All enhancements placed upon a system are lost, and all effects of normal use are halved.
  • Roll 19: Roll twice. Suffer 2 Failures
  • Roll 20: Catastrophic Failure- The Secondary Boiler explodes, dealing 1d10 damage per stored charge, weapon systems cannot be used, and the Blitzer is Stalled.

Any attempt to fix a failure involves a Craft (Steam Engine) or Craft (Mechanica) check equal to DC 20 + the 1d20 of the failure, and takes half the roll to in minutes to fix with proper tools. This does not apply to a natural roll of 20. Bodging a system failure is still applicable.

Article #521 by AnimaRaptor on August 14, 2010 @ 11:44 PM

This article is categorically filed under Mechanika

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