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Steam Armor Parts

A few ideas for the basic chaise of the steam armor in Liber Mechanika.

Stripped:- [0 slots]

  • STR: 22
  • AC: 14
  • HP: 30
  • Height: [pilot]
  • Max Dex: 2
  • Penalty: -2
  • Reach: 5ft
  • Speed: 25ft
  • Unarmed: 1d4
  • Fuel: 10 coal / 5 water
  • Special: Stripped (only DR -2/serricsteel), Light (can run)
  • Cost: 5000gp


Light:-
[0 slots]

  • STR: 20
  • AC: 18
  • HP: 50
  • Height: 6ft
  • Max Dex: 0
  • Penalty: -4
  • Reach: 5ft
  • Speed: 20ft
  • Unarmed: 1d6
  • Fuel: 10 coal / 5 water
  • Cost: 8000gp


Heavy:-
[1 slot]

  • STR: 25
  • AC: 17
  • HP: 100
  • Height: 8-10ft
  • Max Dex: 0
  • Penalty: -6
  • Reach: 10ft
  • Speed: 20ft
  • Unarmed: 1d8
  • Fuel: 20 fuel / 8 water
  • Cost: 12000gp

Super-Heavy:- [2 slots]

  • STR: 28
  • AC: 15
  • HP: 150
  • Height: 12ft
  • Max Dex: 0
  • Penalty: -8
  • Reach: 10ft
  • Speed: 5ft
  • Unarmed: 2d6
  • Fuel: 30 coal / 12 water
  • Special: Support (mounted & held weapons weigh 1/2 actual weight), Bulk (-8/serricsteel)
  • Cost: 18000gp

A few new Rigs (no slots required):

Parting Gauntlets:-

  • Special: as a swift action the gauntlets of the armor spring open along a central seam, when open this removes the armors dexterity penalties for delicate work with the hands such as picking locks. (this does not remove spellcasting penalties) The armor suffers a -1 AC penalty while the gauntlets are open. It is a move action to close the gauntlets and provokes an AOO.
  • Cost: 250gp

Piercer Lenses:-

  • Special: incorporates a set of mist piercer lenses into the sealing helm of a suit, the wearer can see through concealment granted by cloudy or foggy conditions up to 100ft.
  • Cost: 2750gp

Engine Baffles:-

  • Special: this modification pads the joints of the armor and adds alchemical baffles to the engine exhausts to reduce the overall noise signature of the armor, this increases the Listen DC to hear an active suit by 2. This modification lasts for approximately a week unless subjected to harsh conditions or constant strenuous use.
  • Cost: 750gp

Internal Chronometer:-

  • Special: A small well made clock with balelight marked increments is placed inside the visor of the steam armor so the wearer can keep track of fuel usage and synchronize movements in the noisy confines of the armor.
  • Cost: 150gp

New slot equipment:

Anchor Claws:-

  • Special: Adds articulated bird claws to the armors feet tipped with serric-steel, the armors overall speed is reduced by 5ft but the wearer gains stability as per the dwarven racial feat. Those wearers who already possess stability gain an additional +4 to all opposed checks.
  • Slot: 1
  • Cost: 2500gp

Firesprayer:-

  • Special: Bulks up a single arm with a sealed metal tank of pressurized alchemical fire with a pump plumbed into the armors motor. This can be triggered as a standard action to spray a 30ft cone of alchemical fire from the arm dealing 2d6 points of damage (Reflex save DC 15 for half damage), all other rules pertaining to alchemists fire apply to this effect. The tank has hardness 8 and 10 HP, if destroyed it spills the remaining goop over the armor. This deals 2d6 points of damage per round until the fuel is expended. A single tank contains enough for 5 such uses, but must be refilled when the armor is powered down with a craft: mechanika check DC 10. (other substances may be substituted, as long as they don’t dissolve the metal tank)
  • Slot: 1
  • Cost: 870gp

Article #985 by TT on December 14, 2010 @ 01:41 AM

This article is categorically filed under House Rules

2 Comments »


2 Comments »

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#1 | Comment #16333 by AnimaRaptor on December 14, 2010 @ 10:00 pm

So, the main use of this new steam armor class is to use heavy/mounted weapons more freely?

#2 | Comment #16334 by TT on December 14, 2010 @ 11:41 pm

In essence. Its built to be a heavy lifter rather than a toe to toe fighter. It can move huge loads, but cant get about very fast.

The Khadoran design I posted earlyer mounts two brassbarrel warcannon on each shoulder, and would likly carry another heavy weapon in its hands. Firepower over manuverability.

You could also stick two or three servitor bays on it and use it as a carrier, as it could still move around even under full load.

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