Meta Navigation

  • Register
  • Log in
  • XHTML
  • CSS

Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:34 am * PST


Main Navigation

  • About the Union
  • All Posts Index

Misanthrope

This Orgoth-styled longbow was recently discovered within a temple built for an ancient and revered cleric hunter. Although the name of the assassin has yet to be translated, scholars can confirm that no less then 17 mid to high ranking priests had been slain through the use of the bow, and despite the generous, yet questionable offers from unknown collectors, the weapon is not for sale and currently housed in Victor Pendrake’s collection of artifacts.

The bow itself features a screaming face motif hand guard, and its string makes no sound when an arrow is notched and fired, although it strums as normal when drawn unarmed. Furthermore, when gripping the bow through its hand guard, the metal is cool to the touch when aimed at normal arcane spellcasters, but warms significantly when the bow is aimed at individuals with divine casting powers, or exceptionally strong faith in their deity. Lastly, if the target previously mentioned is hit by an arrow fired from this bow, the subject is muted as per the spell Silence with no Spell Resistance, and receives a negative to all Will saves equal to the amount of damage taken. Although the duration of the spell can be prolonged with subsequent attacks, the negatives to Will saves do not stack.

Moderate Abjuration and Illusion; CL 14: Craft magic Arms and Armor, Requires the sacrifice of at least 60 otherwise- healthy humans, and the tongue of a heretic; Price 57,650 crowns

Article #923 by AnimaRaptor on November 22, 2010 @ 12:15 PM

This article is categorically filed under Magikal

No Comments »

Steam Armor: Trencher Steam Chainers

For years, the Khadoran Mon-O-War Heavy Steam Armor has been the most standardized,  most successful, and most feared form of mechanized infantry seen on a battlefield. Due to the lack of readily available high grade Cortices, the necessity of building resilient and efficient war machines stacked with the need for something, or someone, to pilot them. Otherwise, the few other examples of steam armor pale in comparison, considering most are cobbled together bits of warjack plates, steam boilers, and pneumatics that can only be operated by its creator.

This changed the day Cygnar sanctioned their own specialized, one-of-a-kind mechanized infantry, dubbed the Steam Chainers. Influenced by the extraordinary and inspiring tactics of Captain Maxwell Finn, it only made since to ask him what kind of weapons platform would pair with a lighter, more mobile steam armor. Knowing the superior firepower a trencher Chain Gun offered, yet knowing its limitations as a fixed defense, the sudden opportunity to eliminate its weakness through a steam suit made for a prime idea.

The classic Trencher Chain Gun, although suitable for the role, had to have some adjustments made to be operated by a single soldier. First and foremost, the trigger mechanism, once impossible to be held alone, was altered to resemble and be wielded like it’s older cousin, the Slugger. To save on weight, its shield is trimmed down on the shooter’s leading side to allow a proper grip and view.  And, although the strength the armor provides is suitable for proper wielding,  the weapon is fitted with hard points for heavy straps and lashings in the event one should lose their grip.

Although making the chain gun man-portable for the strength enhancing abilities of steam armor wasn’t too difficult, finding a new way to reload it was. What was once a two man job now had to became automated, so with a little help of some Cygnaran ingenuity, a mammoth accumulator powered spool was mounted behind the right shoulder of the armor, capable of smoothly feeding the belt fed Chain Gun with an unheard of maximum capacity. Built like a nautilus shell, the armored spool extends as a sectioned, flexible chain that leads all the way to the weapon, ensuring that the bullet laced material belt is not disturbed.

Considering its purpose, the armor is tailored specifically to its chain  weapon and its Finn influenced fighting style. With the size of the weapon, and the wide, aggressive stance needed to wield it, most of the steam armor’s extra plating is layered on the leading side of the wearer. This way, when chain gun and steam armor are combined, its enemies face an imposing display of plated armor and whirling gun barrels.

Quick Stats:

  • AC – 24 (Base 18, +3 Armor, +2 Shield, +1 Buckler)
  • DR – -5/Serricsteel
  • Spell Failure – 100%
  • Armor Check -8
  • HP – 40
  • Speed – 20ft
  • Strength – 22 (Base 20, +2 Oversized)
  • Space- 5ft x 5ft (5ft reach)
  • Cost – 16065gp
  • Weight -732lb. (760lb. fully fueled)
  • Activation – 15min
  • Fuel – 4hrs standard | 1hr combat
Item Cost Weight
Chaise
Light Steam Armor 8000gp 500lbs
Plating +3 1000gp 75lbs
MW Buckler 165gp 2lbs
Powerplant
Oversized 2250gp 75lbs
Rigs
Extra slot 1500gp
Ammo Spool Mount 400gp 20lbs
Ammo Spool* 2750gp 60lbs

*Does not include standard accumulator.

Weaponry-

Exotic Weapon, Chaingun:

  • Damage: 2d8
  • Range: 100ft
  • Critical: x3
  • Ammo: 80 shell spool (750gp per spool)
  • Reload: 5 full round actions [Craft: Mechanika DC 16, cannot be reloaded by wearer]
  • Weight: 140lb.
  • Cost: 11,150gp
  • Special: Strafe, +2 AC (Only applies when making ranged attacks. This bonus is lost when in melee combat, or if somehow the chain gun is dropped.)

Chainer Trench Knife:

  • Damage: 1d4 + 1
  • Critical: 19-20 x 2
  • Weight: 2lbs
  • Cost: 630gp
  • Details: Dagger, Masterwork, Barbed

Article #783 by AnimaRaptor on October 14, 2010 @ 12:39 PM

This article is categorically filed under Mechanika

No Comments »

Steam Armor & Tactics: Hammerfall Riot Troopers

The great Forts of Rhul specialize in the training of warriors and the development of tactics of which the Iron Kindgoms have yet to experience in full power. Each prides themselves in their own specific type of combat and equipment, and are more frequently then ever advertising their expertise in the art of war. Of all the forts with soldiers for hire, Hammerfall and their Highshield Gun Corps have received the most fame, and more importantly, profits. As the battlefield becomes more and more mechanized, however, warjacks have been stealing the spotlight from which the brave dwarves have fought so hard to keep. Rather then replacing their veteran troops with steamos and battle machines, the stubborn Rhulfolk decided instead to mechanize themselves. Hence, the Hammerfall Riot Troop was born.

First greeted with skepticism, it wasn’t long until foot soldiers heralded the new division as their ‘Big Brothers’ of the battlefield. The suits they use, while not quite as large as Man-o-Wars or other human-fitted heavy steam armors,  are designed for heavy offensive, defensive and support roles; harrowing double barreled rifles pick off, shred up, or punch through enemy lines, sturdy bulwark shields stave off attacks when waves of nasties crash upon them, and steam powered mortars grant the Troopers mid range artillery that can rain down punishment upon its foes.

Quick Stats:

  • AC – 27 (Base 18, +5 Armor, +4 Shield)
  • DR – -5/Serricsteel
  • Spell Failure – 100%
  • Armor Check -8
  • HP – 75
  • Speed – 20ft
  • Strength – 26 (Base 23, +3 Superheavy)
  • Space- 5ft x 5ft (5ft reach)
  • Cost – 26658gp
  • Weight -712 lb. (880lb. fully fueled)
  • Activation – 15min
  • Fuel – 10hrs standard | 2.5hrs combat
Item Cost Weight
Chaise
Medium* 10000gp 400lbs
Plating 4000gp 100lbs
Powerplant
Superheavy 3500gp 80lbs
Rigs
Weapon Mount
800gp -
Total 18300gp 580lbs

*Rhulic Medium Steam Armor- Rhulic technology, although compatible with human’s, tend to be more rugged in design and, of course, must fit the stout, wide bodies of the dwarven frame. So when comparing Rhulic steam armor to the Light and Heavy classes currently built by Caspian and Khadoran steamos, it tends to fall somewhere in the middle.  Rhulic Medium Steam Armor has the following traits:

  • A suit of medium steam armor has a Strength score of 23.
  • A suit of medium steam armor has an AC of 18 (+8 armor bonus).
  • A suit of medium steam armor has 75 Hit Points
  • A suit of medium steam armor has 1 equipment slot, but only behind either shoulder of the armor.
  • The operator has a maximum Dexterity bonus of 0 while wearing the armor.
  • The operator of the armor takes a –5 armor check penalty while wearing the steam armor.
  • The armor’s effective reach is 5 feet, and its base speed is 20 feet.
  • Unarmed medium steam armor has a single slam attack that deals 1d6 points of damage (plus the armor’s Strength modifier).
  • The armor’s fuel efficiency is a ratio of 4/1 , at the cost of doubling a human standard fuel load for heavy armor (i.e., 40 pounds of coal and 16 gallons of water provide 10 hours of normal use, or 2.5 hours of combat use. Human heavy steam armor has a 5/1 ratio, where 20 pounds of coal and 8 gallons of water would provide 5 hours of normal use, 1 hour of combat).
  • This armor is fitted only for dwarves, but can be modified to fit a human for an additional 2/3 to the base cost of the chassis.

Hammerfall Steam Armor is built to perform under the most extreme combat circumstances, and supports a wide array of weapons that could make even a Trencher Commando jealous.

Riot Gun- Based off of the existing Hammerfall Rifle, this heavy barreled design was created to give it’s user a familiar weapon to fire and still offer better performance, including balance, faster reloading, and the option of improvised melee.  The weapon can fire normal rifle carriages (2d8, 160ft) as well as grapeshot satchels (4d6, 30ft cone), but paired with Plate Puncher Ammunition (see article), the weapon can even be used for anti-armor purposes.

Item Cost Weight
Riot Gun
MW Hammerfall Rifle 1800gp 14lbs
Ghordson Breechlock x2 600gp -
Serricsteel Bayonet
318gp 1lbs
Total 2718gp 15lbs

Riot Shield- Much has been left unchanged in the design of the shield. With it’s current versatility for supreme defense, stabilizing ranged weapons, and the area-denial mechanics of its concussion chamber, the Riot Shield is a natural choice for steam armor use. Although the shield cannot be detached and placed in the ground to be used as total cover (as  per a normal bulwark shield), instead the shield provides a +2 stability bonus to resist bull rushes, trip attacks, and ready actions against charges when Fighting Defensively or in Total Defense. Additionally, when mounted to the steam armor, the user does not need the Exotic Proficiency (Riot Shield) to make shield bash or concussive blast attacks.

Item Cost Weight
Riot Shield
MW Rifleman’s Bulwark
390gp 40lbs
Concussion Chamber 375gp 10lbs
Loading and Trigger Assembly 125gp 5lbs
Mounting Frame 50gp 3lbs
Total 890gp 48lbs

Thumper Mortar- When designing the armaments that would be fitted to the steam armor, it was initially decided that the rifle and shield combination familiar to Highshield veterans would be sufficient. Yet, when the engineers working on the suit saw a visiting Blitzer model warjack and the dual grenade launchers it had mounted on its shoulders, they all collectively agreed, “We can do one better.” Although similar in design, the Thumper Mortar is a stouter, heavier barreled cousin of the original Thumper. It fires the same types of shells as a normal grenade launcher with double the base range and range increments of the weapon, and by aiming in a very high arc (half its current max range), the mortar can ignore Total Concealment and Total Cover, so long as there isn’t a sturdy horizontal hindrance (such as a stone roof or very dense treeline).

Item Cost Weight
Thumper Mortar
Thumper Grenade Launcher (Large) 4500gp 65lbs
Steamplant Connection 250gp 4lbs
Total 4750gp 69lbs

-

Tactics- Although still a relatively young regiment, Rhulfolk chosen to become Riot Troopers are usually seasoned  sergeants or crafty soldiers with a knack for mechanikal know-how. The power and armaments granted by the suit make them powerful opponents singularly, but recruits are trained to fight in a squadron of 3 or 4, and have been integrated into Highshield formations and tactics to compliment each other.

  • Aggressive- With the Highshields in a single line formation, the Troopers follow close behind and provide ranking fire over the heads of their unmechanized brothers.
  • Defensive- Providing a shield wall so thick it can safeguard a ‘jack and shun away an angry mob, the Troopers take the lead as the Highshields form up behind them, positioned to cover the flanks and protect the Rioter’s vulnerable boilers.
  • Support- If the need arises for a moderately fortified position to be shelled, or if a hasty retreat is ordered and the remaining soldiers need covering fire, the Troopers will lock down their position, drive their shields into the ground to form an arching wall, and use their mortars as their primary form of attack. In the case of softening an enemy, seeing a fortress of dwarf and steel raining down shrapnel will surely demoralize whomever, and whatever, is left of the position.  Conversely for the latter, this formation can stave off the enemy long enough for troops to clear out, as man, ‘jack, or monster fail to do their best to overrun the stubborn dwarves.

Article #647 by AnimaRaptor on September 08, 2010 @ 08:16 PM

This article is categorically filed under Mechanika

2 Comments »

Bullet Weave Armor

War is a constant struggle between offensive and defensive technologies. The sword’s counter became the shield, cavalry warriors struggled against pike men, and for the past century, the firearm has reined supreme with little defensive rivals beyond magic.  And although a plate-mailed and tower-shield-toting fighter could tank their way to a gun fighter, it wasn’t until an innovative Khadoran Wintergaurd  grew tired of only being allowed to wear his uniform into battle while Long Gunner and Trencher Chain Gun bullets whizzed around him.

Bullet Weave Armor is specifically made to resist the piercing damage of firearms. It’s construction starts similar to any other, where a thin plate of  bronze is hammered into it’s preferred shape. The similarities end as the plate is then sandwiched between two stitched  layers of leather, and further still wrapped in a tightly woven mesh of linen or canvas. The layered shape is then dipped into a vat of chemicals that harden the leather, as well as shrink the linen fibers, where it is baked or set to dry. The end result is a slightly flexible, yet very tough material which becomes incredibly difficult to penetrate, and when struck in a piercing manner, resists and dissipates  impact force.

This does not mean, however, that one who wears the armor is impervious to guns; although the material will stop most bullet calibers, the wearer of the armor will still receive the impact force of the round. The general consensus is, however, that wearers would rather receive large bruises and sore muscles then a lead slug blowing out their back.

Two forms of this armor are currently in use. The initial, lightweight vest is made to be worn over or under normal clothing, and only impedes movement slightly while offering moderate protection. The second, more battle appropriate medium armor is thicker, covers more area, and is meant to be worn as a stand alone suit, offering excellent protection from most piercing attacks.

Light Bullet Weave Armor-

  • AC: 2
  • Max Dex: 5
  • Armor Check: -1
  • Arcane Failure: 10%
  • Speed: 30ft/20ft
  • Special: Piercing attacks under 7 points of damage become non-lethal damage. Critical hits are not affected.
  • Descrip.:  Consists of a single piece vest, which can be worn under normal clothing.

Medium Bullet Weave Armor:

  • AC: 4
  • Max Dex: 2
  • Armor Check: -4
  • Arcane Failure: 20%
  • Speed: 20ft/15ft
  • Special: Piercing attacks under 12 points of damage become non-lethal damage.  Critical hits are not affected.
  • Descrip.: Consists of a two piece vest, shoulder pads, and a sectioned skirt. This armor is bulky, and cannot be worn with other clothing, such as greatcoats, unless tailored to do so.

Article #615 by AnimaRaptor on August 31, 2010 @ 12:14 AM

This article is categorically filed under Mundane

No Comments »

Rhulic Warjack: Leadarms Overseer

With all the conflict raging across the Iron Kingdoms, the Rhulfolk have been happily flexing their technological muscles as they build new and innovative warjacks. And although crack teams of specialists like the Highshields and the Forge Guard bring in noticeable profits back to the homeland, the profit margin for a Jack marshal and one or two specialized ‘Jacks are substantially higher, and provide the added bonus of keeping troops out of the line of fire.  For this reason, it’s becoming more common now to have convoys of ‘Jacks being smuggled across borders instead of the tromping boots of dwarven warriors.

The Leadarms Overseer is a light warjack designed for static defense rather then mobile offense. Built around the same time the Escort was in production, the base chassis utilizes the same swivel waist technology and enhanced performance-class boiler as its more agile brother, but the ‘jack’s silhouette is vastly different.

Not unlike the configuration of the Grundback Gunner and Blaster, the Overseer’s water cooled, repeating rifle is mounted directly on top of the jack, and is fed with a high capacity clockwork drum magazine. The Overseer is far more heavily armored however, and in place of weapons mounts on its sides, the ‘jack  sports two shields which can rotate and pivot on short, stubby piston arms. These shields count as part of the ‘jacks natural armor bonus, but when deployed, they twist, shift forward, and lock into place that form a slanted, single piece of armor. In this position, peripheral vision is at a minimum since only a set of notches in the shield’s edge offers enough space to lock around the barrel of the weapon and for the ‘jack to see through, so it has been designed to only deploy its shields when anchored firmly to the ground.

The Overseer is best suited to over-watch missions where it can bunker itself in a prime position, or when a forward position has been taken and needs to be secured. The Cygnaran military has shown particular interest in this design, since it’s tactics reflect that of Trencher Chain Gun crews, require less manpower to operate, and has the option of quickly advancing to a stronger position, or bugging out on its own when a retreat order is issued.

Name: Leadarms Overseer

Height/Weight: 4’11”/ 1.75 tons

Armament: Ghordson Repeater

Initial Service Date: Recent

Hit Dice: 12d10 + 20 (medium construct)

Hit Points: 86

Init: +2

Speed 20 (Base 25, +5 Enhancement, -10 Armor)

AC: 27/29 (+ 10 Armor, +5 Enhancement, +2 Dex/+4 Shield Deploy )

Base Attack Bonus: 10/5

Melee Attack Bonus: -

Ranged Attack Bonus: 12/7

Base Attack Damage: Slam 1d6+2

Space/Reach: 5ft x 5ft (5ft reach)

Saving Throws: Fort 4, Reflex 6,Will 4

Abilities: Str 15  (+14 Base, +1 Enhance) Dex 14 ( +13 Base, +1 Enhance)

Cortex: Aurum Equivalent Dwarven Cortex

Build DC: 35

Construction Time: 15 weeks

Price: 6,000 gp (Chasis) 3,425 gp (Enhancements) 1,500gp (Repeater) 2,600 (Overseer Mode) 22,000 gp (Aurum grade Cortex), 553 Exp (not including Cortex)

Special Attacks: Strafe (Weapon), Overseer Mode

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

Challenge Rating: 10

Ghordson Repeater-

  • Damage- 2d6 +2
  • Crit- x3
  • Range- 120ft
  • Reload- Automatic
  • Capacity- 30 round drum
  • Ammo: Serric Slugs (Sabot), 150gp per round/ Lead Slugs (Sabot), 100 per round
  • Special: Strafe (Weapon), as per Trencher Chain Gun rules

Overseer Mode- Due to the transforming capabilities of this ‘Jack, the Overseer excels in static defense. While in Normal Mode, the ‘jack may move, fire, and make Strafe (Weapon) attacks, but at a -4 attack penalty. When stationary, the ‘jack may choose to change into Overseer Mode, where the ‘jack anchors it’s legs into the ground, lowers itself completely, and shifts it’s side shields forward into a locked position, essentially turning the ‘jack into a armored fixed turret. In this mode, the ‘jack takes no penalties to ranged attacks, receives a +2 Aim bonus to single ranged attacks, a +4 to AC, and a +4 Stability bonus. Changing from either mode takes a Full Round Action, and the AC bonus only applies to attacks in its front arc.  Also, because of the limited view the Overseer has while in this mode, the number of targets from Strafe (Weapon) attacks can only be made to half the ‘jack’s base attack bonus.

Article #569 by AnimaRaptor on August 25, 2010 @ 03:30 PM

This article is categorically filed under Mechanika

No Comments »

Rhulic Warjack: Leadarms Escort

The dwarves of Rhul pride themselves in the versatility of their machines; this can be seen every time a Ghordson Driller takes a tool meant for mining ore and makes a mangled wreck out of the interior of an enemy warjack. Even the original design of the speedy Grundback Gunners and Blasters were based off a chassis meant for delivering messages through dwarven mining tunnels. So when the traveling convoys of war merchants needed a way to defend themselves from bandits and patrolling Winterguard, the need for a tough, efficient, and a mobile defense platform arose.

At first glance, the Leadarms Escort carries a similar build to its Runner-style cousins. One of it’s biggest design differences is a swivel locomotion system that mounts its reverse jointed legs into a ‘waist’ instead of directly into the body of the ‘jack. This allows its upper body to swivel a full 360 degrees and still maintain a full and stable range of movement. As well as a larger boiler to add to the Escort’s impressive maneuverability, the ‘jack is outfitted with two weapon mounts flanking its sides instead of one on top, doubling its potential firepower.

Usually deployed in pairs, the Escort truly shines when assigned to traveling convoys and caravans. Placed in flanking positions, the ‘jacks can keep up with the fleeing merchants and still engage targets while moving, even being able to shoot backwards as it runs.

Name: Leadarms Escort

Height/Weight: 4’11”/ 1.43  tons

Armament: Slug Cannon x2

Initial Service Date: Recent

Hit Dice: 10d10 + 20 (medium construct)

Hit Points: 75

Init: +4

Speed 30 (Base 25, +5 Enhancement)

AC: 25 (+ 10 Armor, +1 Enhancement, +4 Dex )

Base Attack Bonus: 8/3

Melee Attack Bonus: -

Ranged Attack Bonus: 12/7

Base Attack Damage: Slam 1d6+2

Space/Reach: 5ft x 5ft (5ft reach)

Saving Throws: Fort 3, Reflex 7,Will 3

Abilities: Str 15 (+14 Base, +1 Enhance) Dex 18 (+13 Base, +5 Enhance)

Cortex: Aurum Equivalent Dwarven Cortex

Build DC: 33

Construction Time: 14 weeks

Price: 5,000 gp (Chasis) 6125 gp (Enhancements) 2000gp (Slug Cannons) 22,000 gp (Aurum grade Cortex), 525 Exp (not including Cortex)

Special Attacks: Strafe (Shot on the Run), 360 Degree Attack Radius

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

Challenge Rating: 9

Slug Cannons-

  • Damage: 2d8+2
  • Crit: 19-20 x 3
  • Range: 200ft
  • Reload: Move Action
  • Capacity: 12 rounds
  • Ammo: Serric Slugs (Sabot), 190gp per round/ Lead Slugs (Sabot), 140 per round

Strafe (Shot on the Run)- Due to the swivel waist design of the Escort, this ‘Jack has the ability to move and attack as if it had the feat Shot on the Run, as well as attack in any direction and fire at any enemy within range. Moving side to side or backwards on even and level terrain while firing incurs no penalties, but the ‘Jack must pass a Reflex save when moving through rough terrain, no matter what speed, or fall prone.

Article #567 by AnimaRaptor on August 25, 2010 @ 12:29 PM

This article is categorically filed under Mechanika

No Comments »

The Voltaic Grenade

Designed by the Cygnaran military to offer the electric might of lightening to any blue-clad soldier on the battlefield, The Voltaric Grenade is an experimental, costly, yet extremely potent weapon.

The origins of this weapon started when Trencher units demanded a weapon that could be used to clear out enemy entrenched or fortified defenses properly, but not rely so heavily on the unbiased destruction that fragmentation grenades could only offer. Because electricity usually only targets living enemies, their weapons, and whatever other nasty mechanical tricks they may have brought with them, while usually keeping their fortifications intact, Ironheads began working on a delivery system which could fill an enclosed space and deliver the electric goods.

It wasn’t until a freak accident involving a broken jar of iron shavings and a loose accumulator literally sparked the tech necessary for the weapon delivery system. When the jar of shavings fell, it released a cloud of superfine, yet positively charged particles capable of conducting electricity, and when the loose accumulator arced its charge, the entire cloud of iron turned into a crackling and arcing plume of bolts and static. Once the basic principle of this phenomenon was discovered, it was only a matter of time until a workable device was created.

The Voltaric Grenade consists of a modified grenade housing with three main components: Fine iron shavings, a small charge of blasting powder or alchemical true air, and a small sized accumulator. The grenade is primed and thrown as usual, but instead of disintegrating and sending shrapnel in a deadly radius, the housing is drilled with a pattern of holes that, when detonated, sends a plume of iron shavings into the air. A moment later, the accumulator releases all of its energy at once, and combined with the conductivity of the cloud, becomes a crackling storm of electrical mayhem. Due to the nature of the cloud, the charge lingers for a moment until all of the shavings settle and grounds itself. Unlike most grenades, this weapon can be reused as long as a Craft (Demo) check (DC13) is made every use to clean the weapon and make sure it’s timing mechanism is functional.

Stats: Voltaric Grenade

  • Damage- 5d6 Electrical (1d6 per accumulator charge)
  • Range Increment- 10ft
  • Crit- x2
  • Radius- 10ft
  • Cost- 300 gp (50gp for grenade housing and iron shavings, 250gp for light accumulator)
  • Creation- Craft (Demo) & Craft (Mechanika) DC (29)

Special- Once thrown, the weapon discharges a cloud of iron dust and ignites. On a successful Reflex Save (DC16), targets take half damage. After one Full Round Action, a secondary attack (Damage 2d6) is made to any targets still in the area (Reflex Save for half). Under strong winds, rain, or any other effect that would disrupt the expansion of the iron cloud, this weapon only deals 2d6 electrical damage (Reflex negates), and there is no secondary attack.

*Note- This weapon follows all the rules of normal grenades, including failure checks, as well as failure checks for damaged accumulators. This also includes weakness to Dispel attacks or any other means of draining the accumulator’s energy.

Article #542 by AnimaRaptor on August 17, 2010 @ 11:39 PM

This article is categorically filed under Mechanika

No Comments »

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

No Comments »

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 mechanical spell trigger, a 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, and only once per immediate activation 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 Mechanical 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: 425 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: 60GP

Clockwerk Detonator: 5GP

Saboteur Mounting Frame: 10GP

Total Cost: 102-113GP

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

No Comments »

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

No Comments »

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

No Comments »

‘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 extends a short distance with great acceleration, and in most cases, can  punch a perfectly clean hole through jack 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- 3d8
  • Type- Peircing
  • Critical- 19-20 x3
  • Special- After resolving a successful melee Slam attack, immediately make a second attack with this weapon as a free action and hit automatically (I.e. feat: Bayonet Charge). This attack ignores hardness of 5.
  • Special- After resolving a successful Grapple attack or check, immediately roll a second attack with this weapon. If successful, this attack ignores hardness of 5.

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 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 16 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 -2 penalty to all Strength based checks.  (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.

*Edit- Because this weapon system is directly hooked into the steam boiler of a ‘Jack, the power of the pile actually benefits from the size of it’s power plant. For every boiler enhancement above normal, the weapon gains a +1 damage bonus. This stacks with the Str bonus the boiler adds to melee attacks.

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

This article is categorically filed under Mechanika

No Comments »

< Previous Entries< Copperfist Entry Rifle | top of page [ ^ ] | Next Page »SCARAB, Iron Kingdom RPG Tournament, January 14-16, 2011 Columbia, SC >

~ Categories ~

  • Cyriss-Tech (3)
  • Arcanika (2)
  • Clockwerk (10)
  • Magikal (6)
  • Mundane (21)
  • House Rules (13)
  • Mechanika (67)
  • Alchemical (13)
  • Retrofits (5)
  • Classes (4)
  • Game Connections (3)

~ Pages ~

  • About the Union
  • All Posts Index

~ Authors ~

  • alistairenix (1)
  • AnimaRaptor (16)
  • John Fitzgerald (13)
  • Randy Newnham (1)
  • Den (2)
  • Andrew Linstrom (1)
  • jwalk (1)
  • lanval (14)
  • Lunatic Calm (2)
  • netminder69 (1)
  • Psychomancer (1)
  • SCARAB (1)
  • SeraphyGoodness (1)
  • Six (1)
  • mike cook (3)
  • TheTwitWarjack (1)
  • Tsukasa111 (2)
  • TT (66)
  • Wraithshadow (1)
  • yanthegobberish (1)

~ Recent Articles ~

  • 11/24/2011: Scrap Cannon
  • 07/19/2011: A Land Of Guns
  • 06/04/2011: Velocity Gauntlet: Induction

~ Recent Comments ~

  • Mechanika Creation Spreadsheet
    05/05/2011 08:37 am
    7 Comments
  • Dragonmech Parts
    05/05/2011 08:33 am
    1 Comment
  • Servitor: Guardian
    05/05/2011 08:30 am
    1 Comment

~ Recent Changes ~

  • Scrap Cannon
    Updated: 11/24/2011
  • A Land Of Guns
    Updated: 11/24/2011
  • Servitor: Guardian
    Updated: 06/09/2011

~ Random Articles ~

  • 07/03/2010: Fearsome Firearms
  • 10/26/2007: Anti-Gravity Warhammer
  • 01/24/2011: Servitor Enhancement: Remote Condenser

~ 223 database queries served in 0.662 seconds ~
~ Perishable Press powered by WordPress ~
~ Apathy Theme by Perishable Press ~
~ Copyright © 2012 Mechanik’s Union ~