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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Saturday, July 31, 2010 ~ 5:40 am * PST


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Accumulator Overdrive Socket

Although the benefits of mechanika offer endless combinations of versatility to armor and weapons, the curiosity and innovation  of man demands that guns shoot louder, hammers smash harder, and that every ounce of arcane energy be squeezed out of arcanodynamic accumulators. And, as is also human nature, if the risks of harming another outweighs harming oneself, it’s obviously worth it. So, when young, ambitious arcane mechaniks proposed the idea of increasing the power output of rune plates with only a ‘slight’ chance of failure to equally young and ambitious adventurers, the plans turned to products faster then a Journeyman making off with an abandoned ‘Jack.

The Accumulator Overdrive Socket is a component that can be used both in armor and weapons, which increases a rune plate’s effective power by sending an increased flow of arcane energy from an accumulator. By modifying either a Charge, Trickle, or Hybrid accumulator socket to a secondary offensive or reflexive spell trigger, the mechanical shutter in the socket widens, which in turn allows a greater flow of energy to be sent through the rune plate. This means that the spell engraved in the plate, whether passive or aggressive, will instantly become more potent or damaging.

Statistically, when an Accumulator Overdrive Socket is activated, the amount of charges needed to power a spell is doubled, and in turn, the potency of the spell is increased by 50%. For instance, if a set of plate armor with a Resist Energy (Fire) Rune plate is fitted with a Reflective trigger, and the secondary trigger for  the Overdrive Socket is flipped, a fire based attack would increase the plate’s Fire Resistance from 5 to 8 (7.5 rounded up) at the cost of 6 charges of energy from the accumulator. Further, if a Flaming Long Rifle with a similar configuration (with an offensive trigger, of course) activated the Overdrive, the damage will increase to 1d6 + 1d3 for the cost of 2 charges per day. This increase in power output also increases DC checks of offensive spells according to the spell enhancement bonus (+2 enhancement = +2 DC).

It’s obvious, however, that if double the charge is needed to provide a 50% boost of power, then not all of that arcantrik energy is being properly put to use.  As a result of forcing that extra charge, some of the energy escapes as heat, some as harmless static, and but the majority of this extra energy creates a small disruptive wave of feedback that could potentially damage the accumulator. Whenever the Overdrive  Socket is used (Once per activation for immediate spells, once per day for passive spells), there is a cumulative 5% that the feedback will cause the accumulator to rupture, as per Pg 326 of the IK Player’s Handbook. This figure is based on the enhancement bonus of the spell, so an enhancement bonus of +5  will cause a feedback rupture of 25%.  This failure rate lowers as the unused energy is dissipated by a rate of 5% for every  full minute that that Overdrive Socket is deactivated, the accumulator runs out of energy, or that the accumulator is carefully removed with a Craft (Mechanika) check (DC20).

Costs:

Accumulator Overdrive Socket (Charge or Trickle): x3 Gp

Accumulator Overdrive Socket (Hybrid): x5 Gp

Secondary Offensive/Reflexive Trigger: Varies per spell

Improvements-

Arcanodynamic Energy Insulators- This simple, structural  enhancement involves a series of layered, alchemicaly treated strips of steel that surround the accumulator. Not only does this add an extra layer of protection (AC +1, HP +2) to the delicate machinery, but when the feedback energy of the accumulator is released, that energy is absorbed and dissipated faster then the accumulator could release on its own. Decrease the recovery time of an overcharged accumulator by 1/2. Cost: 125 Gp

Article #394 by AnimaRaptor on July 23, 2010 @ 10:58 PM

This article is categorically filed under Mechanika

2 Comments »

CF’s ‘Jack Cracker Explosives

It is undeniable that the demand for serricsteel, both normal and quenched, are in high demand for anti-’jack purposes. Although many Rhulic smithies are thrilled at the increase of production and sales, Glenrock Copperfist brooded long and hard in his office, thinking about a cheaper, yet equally effective way to defeat ‘Jack plating. Although technically a failure, yet still one of his favorite inventions, the old weaponsmith would often be seen twirling his Masterkey Pistol between his fingers, and it was the fiery Incinerator charges for this weapon that inspired him to create what he would proudly call the ‘Jack Cracker Explosive Device.

The components of the weapon are deceivingly simple, yet the application and results can be devastatingly brilliant. Starting with what is essentially a heavily reinforced steel bucket or bell, this canister is filled with roughly an entire rifler’s pound of blasting powder, and nearly twice that amount of incendiary powder over it. The final layer is actually a concave plate of brass, secured in place by an iron ring. The rear part of the ‘bucket’ has a small hole drilled into it for a clockwork detonator, not unlike the kind found on grenades. When complete, the whole package looks nothing less then a giant, 10 pound grenade with a shiny bottom, but the results of this device are much more sinister then its appearance.

Essentially, the ‘Jack Cracker is a shaped explosive charge that turns a copper plate into a molten projectile capable of tearing through metal as if it were rice paper. When the detonator ignites the charge, all of the explosive force of the powder is focused in one direction. With all the force of the blast, and the heat of the incendiary powder focused at the copper, all of this energy turns the plate into a superheated bolt of slag that melts its way through just about any form of fabricated material.

Due to the unwieldy nature of the weapon, its application is best suited in defensive or premeditated tactics. In other words, this device can either be used as a mine with a pressure sensitive trigger, or as a bomb with a magnetic clamp that locks onto the frame of a machine.

‘Jack Cracker Stats:

Damage- 3d10 piercing / 3d10 fire

Range- 5ft (melee touch)

Critical- 18-20 x3

Special- Ignores all hardness

Mine Configuration: The ‘Jack Cracker must be placed into the ground and covered over with dirt, foliage, or other debris with a Craft (Nature, Geography, or Tactics) check, and every success of 2 over the DC carries over to the difficulty of it being spotted (minimum DC 10). This action takes at least 2 full rounds with a DC (16), and every extra round used to hide the device lessons the check by 2 (Minimum DC10). The fuse can then be attached to either a tripwire, a lever, or other pressure sensitive device needed for the enemy ‘Jack to activate. A Craft (Demo) DC (14) can be used to arm it, or a Craft (Mechanika) DC (16) can be used to arm it with 2 Standard actions. A rogue or similar class with the trap-finding ability can arm it with a Move action. When a ‘Jack trips the fuse, it is entitled to a Reflex Save (DC16) for half damage.

Saboteur Configuration: Instead of the device needing to be hidden with a pressure sensitive fuse, the Cracker is mounted to a steel frame with 4 magnetic cylinders. This process may be slightly noisy, as the strength of the magnets needed to hold the device solidly to the target may make a loud clang, which can be noticed with a Listen check of (DC10) in a 30 ft radius. A Strength or Dexterity check (DC16) used to carefully place the device onto its target may increase the Listen Check (DC12). Once secure, a trip wire or timer may be used to arm the weapon with the same checks or DC’s as above. If the device goes off while the ‘Jack is deactivated or unaware of the Cracker, this attack is considered an automatic critical hit with no save.

Costs-

Reinforced Steel Bucket/Cast Iron Bell: 1-10GP

16oz copper Plate: 50SP-2GP

Rifler’s Pound (Blasting Powder): 25GP

Incendiary Powder: 30GP

Clockwerk Detonator: 5GP

Saboteur Mounting Frame: 10GP

Total Cost: 72-83GP

Assembly: Craft (Demo) check (DC 24)

Article #371 by AnimaRaptor on July 22, 2010 @ 11:26 AM

This article is categorically filed under Alchemical, Mechanika

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CF’s ‘Masterkey’ Pistol Kit

Although the work of the Copperfists have involved keenly honed barrels, intricate reloading mechanisms and robust firepower, nothing discourages a dwarf more then trying to get through a lock with dainty little picks and prys. Granted, the deft, silent fingers of a gobber rogue or a Caspian bodger could prove useful in silently infiltrating a lair or when time is a luxury, but sometimes when impatience wins over will power or when a barricaded door blocks one’s escape, a less subtle yet equally useful tool maybe needed. The Masterkey Pistol Kit uses metal-melting firepower to blast its way through locks, door hinges, or anything else that might get in the way of an adventurer in a hurry.

The heart of the kit is a modified incendiary round called an ‘Incinerator’ charge.  By mixing the usual blasting powder mix of a a bullet with metal shavings and a liberal dose of the alchemical component used for incendiary ammunition. The result is an intense blast of flame and superheated slag which can very quickly melt through various thicknesses of metal or similar materials. When used with a gun, the resulting blast looks more like a sparkling, crackling  gout of flame exiting the business end of the weapon. Originally, this design was made to be used as a way to melt through armor much like a bodger with a blowtorch, but with the volatile nature of the charge, combined with the extremely short effective range, and the immense strain and wear it put in the weapon’s barrel proved the risks unworthy of the rewards. However, the ability for these charges to melt and shear metal clean through saw other uses instead.

The pistol is a shortened, thick barreled military pistol with a side-by-side double barrel configuration.  Designed specifically for the use of the Incinerator charge, there are two noticeable details on the weapon. First, the barrels are 2-3 times thicker in diameter then a normal pistol; the interior lining of the barrel is made of alchemicaly heat tempered steel, enshrouded in copper  heat shield. Secondly, this shield flares, extends and wraps around the handle of the pistol, much like the basket guard hilt. This helps dissipate the heat of the charge as well as protects the user from burning himself from any back blast. The firing mechanism, the trigger, and even the handle themselves are also thickened and heat tempered to maintain durability. Due to the specific design and craft of the weapon, it is considered a Masterwork Military Pistol and incurs the usual +1 attack bonus. If desired, the weapon may be used as a normal military pistol.

When used together, this combination of charge and weapon can blast away door hinges, locks, shackles, or any other mundane metallic device that so happens to be in the way. Statistically, the Masterkey Pistol ignores Hardness up to 8, deals 2d8 fire damage to metallic or similar objects, and instantly lights any other easily flammable material as per a flare gun. Metallic objects with a Hardness greater then 8 are instantly weakened to half it’s hardness for 3 rounds, where it gains 1 point of Hardness back for every 2 rounds of it cooling. An Exotic Proficiency is needed to operate and fire the weapon without taking 1d6 fire damage to the user, and a Craft (Small Arms) check (DC12) is needed to reload the weapon (1 standard action each barrel).

Because of  the extreme nature of the weapon and the ammunition, the Masterkey Pistol deserves alot of maintenance, so the Kit comes with all the necessary tools and solvents to clean the weapon properly.  After 3 consecutive shots fired from each barrel, a special metal tempering solvent must be applied to the lining of the barrel to prevent warping, and requires a Craft (Small Arms) check (DC 16) to apply properly.  Also, a separate compound must also be applied to the trigger and firing assembly to keep it from jamming and requires a Craft (Small Arms) check (DC14) to apply properly. When used with the Kit, the user receives a +4 equipment bonus to maintaining the weapon. Failure to maintain the weapon after 3 consecutive shots may include replacing the barrel, the firing mechanism, or even worse, causing the firearm to explode, dealing full fire damage to its user and anyone in a 5 foot radius.

Statistics:

Masterkey Pistol-

Damage: 2d8 Fire

Range: 5ft (Melee)

Critical: x4

Reload: 1 Standard (Each Barrel), Craft (Small Arms) check (DC12)

Special: Ignores Hardness up to 8

Costs-

Masterkey Pistol: 1025G

Incinerator Charge: 20G Each

Gun Solvents and Maintenance: 50G

Masterkey Pistol Kit: 1200G (Includes Pistol, 10 charges, and 3 applications of solvents)

Article #361 by AnimaRaptor on July 21, 2010 @ 12:31 AM

This article is categorically filed under Alchemical, Mechanika

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The Copperfist Thumper

(The ideas and designs for this weapon were originally created by my GM, but through in-game circumstances, as well as her blessing, I’ve updated and revised this weapon with my character’s clan name and stamp of craft)

Although a rather new addition to the standard arsenal of soldiers and the lucky few adventurers out in the field, grenades are expensive, yet devastatingly powerful weapons of war. The fine clockwork mechanisms and large quantities of powder vaporized in a split second are well worth the power to stop the advance of a charging enemy. As well as its cost, one disadvantage to the grenade is the range of which it can be effectively used, for the human arm(or even dwarven for that matter)  is only capable of chucking that weighty metal sphere so far. One of the first designs for a grenade delivery system was built by a younger and less experienced Glenrock Copperfist, but after a catastrophic breech failure and the crippling of his hands, a certain dwarf by the name of Baldaxe stole the rough schematics for it and created a revised, yet still hazardous, model called the Ironstone Grenade Launcher. Years have passed, and recently the newest designs have fallen back into it’s original creators’ (now mechanikal) hands.

The Copperfist Thumper is a smooth bore, short barreled, and sturdy framed rifle that uses compressed air to send a grenade far further and more accurately then simply lobbing one could accomplish. In the original designs of the Ironstone, a breech on the side of the weapon allowed a powder charge and a specially modified grenade to be placed inside. While still a grenade in and of itself, the outer casing is reworked into a smoothed cylinder, instead of the usual pineapple or studded shapes most have, but keeping the clockwork trigger and primer intact. A small, sturdy hook inside the weapon is placed on the clockwork trigger of the grenade, and when the weapon was fired, would launch the now primed grenade a fair distance before detonating soon (but not exactly immediately) after impact. Because of the use of gunpowder to launch the grenade, it’s maximum range (not increment) is 30ft, since adding any more would certainly detonate the grenade instantly. Because of the complex and intricate nature of the loading of the weapon, it took a Craft (Demo or Cannoneer) check (DC 12) as well as a full round action to reload, but on a natural 1 on a d20 craft check or attack roll, the weapon jams, causing the grenade to detonate inside the barrel and destroy the weapon, as well as causing the operator and anyone within the blast radius of the grenade to take damage.

Now, a safer and more effective version of the weapon has been crafted. Still very similar in outer design, the inner workings and the grenadepropulsion have be rethought, adding a bit more cost and maintenance to the weapon, but ensuring its effectiveness.

The first redesign started with the grenades. Following up on sabot technology, the grenade now resembles an oversized projectile, most of the shell casing filled with the contents of various grenade ingredients. The tip of the shell is a dome-shaped cap with a clockwork button that detonates only upon immediate impact (Move action to detonate the grenade by hand, where it then instantly explodes). Secondly, the reloading mechanism now involves the entire barrel unlocking with a heavy latch and sliding forward, allowing a shell to be inserted via a breech at the bottom of the weapon. The barrel must then be slid back and locked in place before it can be fired, eliminating the need for unnecessary intricacy. Lastly, the dreaded excuse to launch an explosive device with more explosives has been replaced by a tank of compressed True Air located in the stock of the weapon. With enough charges to launch 10 grenades, this method eliminates the chance of the grenade detonating during reloading, but on an attack roll of 1, the True Air canister ruptures and only sends the live grenade 1d3 spaces from the user, exploding accordingly. The entire weapon is rendered useless until repaired.

Weapon Statistics:

Copperfist Thumper (Grenade Launcher)

  • Range- 40ft (Increment)
  • Weight- 12 lbs
  • Length- 2’10?
  • Damage- As per Grenade
  • Crit-x3
  • Reload- Craft (Demo/Cannoneer) DC (12),  1 Standard

Costs:

Copperfist Thumper: 2250G

Grenade Sabots: x5, DC (+5) Craft (Demo)

True Air Canister: +50 G, DC (25) Craft (Alchemy)

Extras:

Due to the innovations of the weapon, 2 upgrades have been created to further enhance the weapon’s performance.

Arc Sights- This upgrade installs a sliding iron sight scale that can be used to estimate the arc needed to reach a desired target. During an Aim action, the user my lessen the  range increment penalties by -1 per increment. For example, if a Rhulic fighter were targeting a group of advancing Winterguard 140ft away, an Aim action would lessen the range attack penalty to -3 (3 range increments would normally be a -6 to attack). Cost: 35G

Rifle Mounting Frame- By removing the stock, downsizing to a True Air canister with only one charge of air, and attaching the Thumper beneath the barrel of a rifle using a series of metal rails and leather straps, the user can effectively mount this weapon as per a bayonet. Because the mount unbalances the rifle, all ranged or melee attacks with this weapon combo takes a -2 hit penalty. This penalty is increased to -3 when the launcher is loaded. Cost:170G (For all intensive purposes, this upgrade is partially considered as a Lightweight Customization.)

*Note: As with normal splash weapons, the Thumper and all launcher variants do not need LOS to hit a target, and can be fired over cover, albeit a -2 penalty for Total Cover. Concealmeant and Total Concealment still apply.

*Update:

Steam Power Propulsion-  Although the use of True Air canisters provide excellent portability to the weapon, finding the canisters, creating the alchemical compounds, or simply forking up the money to get it all can be very costly. So instead  of  using alchemy, a hose made out of the same armored, flexible material that arcano coils are made of are hooked up to either a small steam engine, or directly into the steam engine of steam armor. This completely eliminates the need for the canister and offers an almost unlimited power source, but changes some of the weapon’s properties. The base range of the weapon decreases to 20 ft,  but the range of the weapon increases 10ft for every Standard Action of charging the weapon. The Range increment is 20 ft, and every increment beyond it incurs the normal penalties, but unfortunately there is another weakness. For every increment beyond it’s normal range, the increased pressure on the couplings may cause a similar failure as the original canister, but with the addition of inuring a cumulative 5% failure.

Cost- 125 Gp (Does not include steam engine)

Article #166 by AnimaRaptor on July 10, 2010 @ 12:52 AM

This article is categorically filed under Clockwerk, Mechanika

2 Comments »

Copperfist Plate Puncher Ammunition

As the use of technology rises throughout the Iron Kingdoms, it is undeniable that armor is not only thickening, but becoming tougher and tougher to get through. Steam Armor, Warcasters, and even ‘Jacks are becoming more frequently seen prowling through Immoren searching for fortune and mischief, and with such daunting targets, sometimes it takes alittle more power behind a bullet to take the enemy down.

Plate Puncher Ammunition is a highly specialized type of ammp designed to do just as it says, punch its way through plate armor, steel, and even ‘Jacks. Physically, the ammunition is a serricsteel projectile in a brass sabot casing, which means it must be paired with a breechlock mechanism. The round its self is shaped in an odd fashion, the tip a long, thin, tapered point, which ends in a broad, flat surface, much like a thumbtack. This shape makes an initial, concentrated point of impact against a hard target, then follows it up with a full punch of blunt force, inverting the material and forcing a puncture. Because of the immense amount of force needed to punch through steel, and the tremendous amount of pressure needed to fire the round effectively, this ammunition can only be fired from a long rifle, military rifle, or similar rifled firearm with a length of more then 3 feet.

When attacking a living target with an Armor Bonus of +7 more, or a mechanical construct, increase the Critical Multiplier of the weapon by 2 and the Threat Range by 1, on top of the additional +3 equipment damage bonus the round gives to the damage dice of the weapon it’s fired from. For example, a Cygnaran ranger rolls a 18 for attack against a Menite light warjack with a Military Rifle. Not only does he roll 2d8+3 for damage, but he increases his Critical Multiplier from x3 to x5.

There are two drawbacks to the great advantages of this specialized ammunition. Because of the unique, yet un-aerodynamic shape of the round, users incur a -2 penalty to attack.  Secondly, these rounds are very expensive; not only does the serricsteel material require the secret, Rhulic knowledge to forge it, but the added requirement of using sabot shells multiplies the original cost of the round by 10. Because of this, this ammunition is very rare, and is recommended for more experienced adventures, fighting very high priority targets.

Ammunition Cost:

Initial Weapon Ammo: 8-12 G

Serricsteel Plate Puncher Ammo: +10 G

Sabot Casing: x10

Projected cost per round: 180-280 G

*Note:  Because of the nature of the materials, these rounds also ignore hardness up to 15/Serricsteel.

Article #158 by AnimaRaptor on July 06, 2010 @ 10:20 PM

This article is categorically filed under Alchemical, Mechanika

5 Comments »

Copperfist Riot Shield

With the increasing need of cutting edge technology for the Rhulic mercenaries and contracted forces of the Hammerfall Highshields, the master gunsmith Glenrock Copperfist answers the call of one of their soldier’s biggest concerns; dealing with large, rushing mobs of targets.Whether they be angry human peasants or Cryx Thralls, taking apart waves from a distance isn’t a problem with double rifles and ranking fire, but once the enemy gets within striking range, it became quite a struggle to hack away at ripping claws and gnashing teeth with only hand axes. So, instead of trying to reinvent his kin’s melee weapons, Glenrock sought to improve the use of their shields.

The Copperfist Riot Shield is a Masterwork Rifleman’s Bulwark fitted with an extremely short range, wide bore cannon. Instead of firing a projectile like other shield guns, however, an over-sized blasting cap is used to send a concussive wave of pressure out of the barrel, which is used to knock opponents off of their feet. Mechanically, the stout blasting chamber is set just over the forearm of the user, with a rotating handle that slides open a breech at the top of the cannon. A thick, puck-shaped, prepackaged charge of blasting powder is then set into the chamber, which must then be rotated back into its closed position, thus arming the offset trigger. Reloading takes a Craft (Demo) check (DC 12) and 1 full round action.

Because of the unique nature of the weapon, the Riot Shield requires Exotic Weapon Proficiency (Riot Shield) to use it properly. Untrained individuals have suffered serious injuries using them, and many have ended up flat on the ground after using one for the first time. Non-proficient use of this weapon causes the normal -4 penalty to bash attacks, but the user must also make a Strength check (DC16) or suffer 1d6 bludgeoning damage as well as be knocked prone. The trade off, however, is that an attack with the shield is rolled as a Melee Touch attack, and the target must make a Strength check (DC 16) or be knocked back 5 feet and prone. When combined with a charge and/or Bull Rush, the check increases (DC 18).

Components:

Masterwork Rifleman’s Bulwark – 190 G

Concussion Chamber – 375G

Loading and Trigger Assembly – 125G

Concussion Charge – 25G Each

Article #152 by AnimaRaptor on July 05, 2010 @ 08:34 PM

This article is categorically filed under Mechanika

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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, turns a rather utilitarian looking device into a devastating weapon, as well as offering 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- 3d10 +4
  • Type- Peircing
  • Critical- x3
  • Special- After a successful melee Slam 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 DC18 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 DC18 Fort Save. If failed, the target suffers a cumulative -2 penalty to attack, damage, and AC  (DC 18 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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Copperfist Entry Rifle

As the Dwarves of Rhul settle themselves in the lands of men, word of their military expertise and ingenuity spread as well. It’s rare to see a dwarf that is both skilled and humble, so when a fine Rhulic weapon design is improved upon, word gets out fast.

One example of this is the Copperfist Entry Rifle. While most human riflemen in the Iron Kingdoms are trained as scouts, snipers or assassins, the Rhulfolk tend to take a different approach. Like the Hoplites of our time, units such as the Hammerfall High Sheild Gun Corps utilize solid defense and harrowing offense to deal with their problems, their bulwark shields and double barreled serric rifles working with deadly accuracy on the battlefield.

The Copperfist Rifle however, is designed for close quarters and urban environments, when one doesn’t always have the benefit of a shield-walled platoon. Essentially a shortened yet heavier version of its original cousin, the Entry Rifle is a +1 Breech Lock Sound Burst Double Barreled Serric Rifle (it’s a mouthfull, isn’t it?) capable of making devastating surprise round attacks.

Components include:

  • Hammerfall Rifle
  • 2 +1 Enhancement Rune Plates
  • 1 Sound Burst Rune Plate
  • Conduits
  • Accumulator Socket
  • Heavy Accumulator
  • 2 Breech Lock Mechanisms

Stats Include:

  • Range- 120 ft
  • Weight- 18 lbs
  • Length- 3’1″
  • Damage- 2d8 (per barrel) + 1d8 Force
  • Crit- 19 – 20 x 2
  • Effects- Stun (Fort DC 16)
  • Reload- 1 Standard (per barrel)

Despite it’s weight (A single +1 rune plate is needed for each barrel, while only 1 Sound Burst plate is needed for the effect), the heavy accumulator needed to power it, and the diligent maintenance needed to clean a breech lock and it’s sabot rounds, the owner of a Copperfist Entry Rifle can literally be the proverbial “SWAT Dwarf” of the IK world.

Article #80 by AnimaRaptor on February 04, 2010 @ 12:34 AM

This article is categorically filed under Mechanika

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