Meta Navigation

  • Register
  • Log in
  • XHTML
  • CSS

Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Sunday, May 20, 2012 ~ 11:14 am * PST


Main Navigation

  • About the Union
  • All Posts Index

Steam Armor: ‘Svarog’ Siege Suit

Exotic Armor – Super Heavy Steam Armor:

  • AC – 15
  • DR – -8/serricsteel
  • Spell Failure – 100%
  • Armor Check -8
  • HP – 130
  • Speed - 10ft
  • Strength – 31
  • Cost – 28850 gp
  • Weight – 984lb.
  • Activation – 15min
  • Fuel – 5hrs standard | 1hrs combat (full load)
  • Special: stability
Item Cost Weight
Chassis
super-heavy 18000gp 750lb.
Powerplant
superheavy 3500gp 20%
Rigs
warcannon mount 3300gp 40lb.
warcannon mount 3300gp 40lb.
internal starter 750gp 0lb.
anchor claws
2500gp 4lb.
Total 31350gp 984lb.

Article #984 by TT on December 14, 2010 @ 02:07 AM

This article is categorically filed under Mechanika

No Comments »

Steam Armor Parts

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

Stripped:- [0 slots]

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


Light:-
[0 slots]

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


Heavy:-
[1 slot]

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

Super-Heavy:- [2 slots]

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

A few new Rigs (no slots required):

Parting Gauntlets:-

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

Piercer Lenses:-

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

Engine Baffles:-

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

Internal Chronometer:-

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

New slot equipment:

Anchor Claws:-

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

Firesprayer:-

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

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

This article is categorically filed under House Rules

2 Comments »

Weather Engine

To those familiar with the inner workings of the Cult of Cyriss, the construction of devotional temples on sites of great geological energy is nothing new. However some of the obscure devices placed in these precisely calculated locations are obtuse to all but the visionary creations; who assemble them from divine inspiration and cryptogramatical texts collated by the cult. Knowledge of the so called Weather Engine came to light amongst certain circles in Llael after reports of terrible storms wracking the upper reaches of Hellpass. One peak in particular that had (according to local mining concerns) always attracted a great deal of inclimate weather, had become the eye of a violent weather system and lashed the pass with hurricane force winds, hailstones the size of fists and occasional virulent sheet lightning.

A team assembled under Council in Merywyn and reinforced by a small assembly from the Hundred Houses in Horgenhold made their way with much loss of life to the central peak and uncovered what appeared by be a Cyriss tomb-temple devoid of life and containing a great deal of strange machinery. Exact records are mostly missing, due undoubtedly to well placed agents of the cult quietly removing them from circulation. But it seems that the core purpose of this tomb-temple was to syphon geological energies from the howling winds that made their way down the pass into a vast nexus core beneath. What scraps remained of the human acolytes seemed to verify that they were victim to some plague or fast spreading pseodo-natural malady, leaving only the metal automata to defend the sealed structure.

After the automated defences had been neutralised the team found the central device that was manipulating the weather systems had been badly damaged in a cave in, resetting many of the delicate calculating drums and alchemical fluid-logic valves and causing it to divert the energy gathered from the mountain winds to generating ever more violent storms. Realizing to late the potential disaster of a positive feedback loop, the mechaniks where forced to shut the entire structure down. The process ruined much of the technology in the tomb-temple and removing the device for study was deemed impossible without risking an eruption from the buried nexus core.

It was certainly troubling news at the time, and bodes ill for the world if the mysterious Cult of Cyriss can and have constructed such potentially devastating devices. Thankfully neither the device or copies of it have ever been recovered or put to use in the ever growing conflict in the Iron Kingdoms.

Weather Engine:-

Hardness: 10
HP: 30
Weight: 240lb.
Cost: minor artifact

Main Power:

  • The device can either convert storms, gales or other violent weather systems into arcane charges. Or alter the weather around it as per a ‘control weather’ spell for a radius of 4 miles.

The device is a large metallic star-burst which meets at its central point in a crystal sphere, within which is a series of clockwork mechanisms, vales and sprockets suspended in a blue alchemical fluid. There are also four subsidiary sockets that can be used to connect nexus accumulators. When active the entire device floats a few feet from the ground. When manifesting its powers, the device revolves with increasing speed in the air until it becomes a blue glowing blur.  Separated from wind turbines and a working nexus core its powers are limited to a 4 mile radius.

Use:

DRAW:- If activated by a successful Craft: mechanika check (DC 25, 20 if possessing the Craft Cyriss Tech feat). The device by default will draw on the energy of any nearby storm systems within 4 miles:

  • Natural storms are reduced in radius of effect by 1 mile per minute until they are dissipated entirely. Magically created storms are subject to a targeted dispel (CL 20). Natural storms when drawn into the engine produce 10 charges per round. Magically created storms if successfully dispelled produce a number of charges per spell level. Either way this causes the energy to arc from the spines of the device, doing 1d6 (per charge) electrical damage to anything within a 5ft radius unless channeled into an appropriate device. It can only be successfully stored if a nexus accumulator is connected, or within the especially constructed chambers of a Cyriss Temple.

PRODUCE:- If activated by a successful Craft: mechanika check (DC 30, 25 if possessing the Craft Cyriss Tech feat). The device will channel energy from either a natural storm system, magical storm or connected nexus accumulator:

  • The device can manifest any wind based weather system in a radius of 4 miles (regardless of season) from the device as long as it has at least 7 arcane charges per round running through it. It can run in this manner on the storms it, itself produces as per natural storms (see above). Although it still required an initial 7 charges in to start with. However using it in the manner can cause a dangerous side-effect (see below)

Side-effects:

If the device runs both its draw and produce abilities at the same time, a dangerous charge builds up within the engine at a rate of 3 charges per round. These charges cannot be syphoned off while the produce ability is active. If removed from the sealed and monitored environment of a Cyriss Temple this charge build up causes 1 point of damage to the device per excess charge regardless of Hardness. If reduced to 0 HP, the device detonates in a coruscating sphere of thaumatic potential, vaporising everything within 100ft as per a ‘disintergate’ spell (CL 20, no saving throw, SR does not apply).

Article #977 by TT on December 01, 2010 @ 05:07 AM

This article is categorically filed under Cyriss-Tech

No Comments »

The Cleftrock Device

Named after a now non-existent mining village in the Borokuhn Mountains, this ancient machine defies much of what modern science can bring to bear to analyse it. What little of it is known comes from a small treatise on it the few copies of which were published by a little known Cyriss acolyte in Horgenhold. It is believed he was one of the party that originally recovered the device from the Mountains, although his work is notably close mouthed about how precisely this came about. It appeared to be a machine of complexity rivaling that of some of the more impressive Cyriss-tech, and the author seemed in some awe of its construction which may have tempered his account somewhat. The short of his conclusions being that the device was an extremely advanced form of arcantrik relay.

From a sketch of the device, it appears to resemble a small metallic sphere, although breakdown sketches later on show it in its activated state, splaying out like a jagged petaled flower to reveal what appeared to be a form of  matrix, accumulators and conduiting of unrecognizable design. In many drawings you can see some of the damage this device sustained in some long forgotten disaster, most of it internal fusing. Although the sketch is imprecise, the notes appear to make a great deal out its casing, which appeared in all particulars to be identical to the arcano-conductive alloy used for magelock pistols. Something for which the author could not rational account for in his work, as magelock steel was developed recently (recently in rhulish terms anyway, being some few decades).

The precise method activation is speculated on, but due to an unfortunate cave-in this question was rendered moot. Upon being pressed against the chest of a living humanoid, it embeds into the flesh and bone. Through some manner of biothaumaturgy, the device melts and reforms the ribcage, although thankful it not the organs beneath, to accommodate it. From the authors own witness accounts, this process was fairly painful and the subject took several days of care to recover fully. The Cyrisst takes several pages accounting the subtle changes he perceived during the week it took to return to the southern gateway to Rhul. Although the drawings appear identical, he states that a number of key components rearranged themselves around the more damaged and fused sections, as if the device itself was attempting to repair its flaws (or, as is more darkly hinted; imprinting itself with its hosts arcane talents).

However the story of the Cleftrock device doesn’t end there, and it is the gruesome culmination of the tale that draws a larger audience. A month or so after its discovery the captain of the Militant order of the Arcane Tempest (with whom the device had accidentally bonded) was returning from the dig in Rhul with his squad. According to a missive sent ahead by his second in command, he suffered a sudden convulsion and fell into a coma on route back to Caspia in the village of Meldstead. Despite tending by the local healers he remained insensate. Tales vary as to what occurred a day later, but all agree that about a day after the mans shocking lapse, he awoke and fell into a violent psychotic fit killing his entire squad and everyone in the boarding house. When the local constables broke down the doors they were met with a hail of arcane gunfire and all were killed.

Witnesses after that point are among the few survivors of what occurred next, for the Gunmage is said to have appeared from the boarding house and begun slaughtering the townsfolk with cold systematic precision. The strangest thing about this was not the act itself, but that his tools where no less than eight magelock pistols, which floated several feet above the ground and surrounded him like a school of metal fish. Of the few able to give this account at the nearby town some miles away, all are very clear that the Cleftrock device was still on the mans chest, blazing with a terrible golden light. How far these accounts are to be believed remains in conjecture, but it is a fact that when a body of militia aided by a number of inquisitors entered the town several days later, not a living soul was left alive. What remained of the bodies were riddled with bullets or torn apart by incantations. Of the squad none remained alive, and all nine of them were missing their firearms. Where the device rests today is anyone’s guess, although most who are familiar with the tale will point out any number of missing gunmages on their way to and from war-zones as proof of a dark insidious stalker. But then, many will  claim the depredations of pistol wraiths or Khadoran man-hunters in the same breath.

The Cleftrock Device:-

Weight: 1lb.
Cost: minor artifact

Bullets fired from a Magelock under the Devices control gain:

  1. The properties of Rune bullets (they still need to be bullets that fit the firearm)
  2. The benefit of the Quickened Channeling Feat
  3. the benefit of the Imbued Runes special ability (see: Arcane Tempest PrC, No Quarter Magazine #16 p69)

Main Power:

  • Any object forged of magelock steel within 10ft (+10ft per point of charisma modifier) of a creature implanted with the Cleftrock device can be animated as per the spell ‘animate objects‘ (CL 20) under the creatures control.

This includes objects worn by other creatures, magical objects that are currently held get a Will saving throw to resist animation. Bonded items, item families and magelock pistols which are animated become bonded to the implanted creature regardless of the limited number of times that creature could normal bond with said items. This bond remains as long as the items in question remain within the radius of effect, terminating when they exit the radius with no ill effect to the implanted creature (spells can be channeled through these objects regardless of distance as long as they are within the radius). All objects remain under the implanted creature direct control unless they leave the radius of the effect at which point they return to their original state. These objects also gain a fly speed of 30ft per round (perfect). The implanted creature cant order a number of animated objects to attack, move or otherwise follow a course of action up to his Charisma modifier per round as a move action.

Use:

Implanting the Cleftrock device deals 2d6 points of constitution damage to the target and takes up the amulet slot, removing the device once implanted requires a Heal check (DC 25) and causes 1d6 points of constitution drain. Without a successful Heal check, removing the device kills the implanted creature, causing their brain to rupture inside the skull from empathic feedback.

Side-effects:

Every day after implanting the Cleftrock device there is a percentage chance the side-effects kick in. This percentage begins at 5% and increased by 5% every day it remains attached. If the side-effects come into play the implanted creature must make a Will save (DC 20) or become confused as per the ‘confusion‘  spell for 10 rounds save for the following differences (see below). After 5 failed checks the implanted creature becomes permanently insane and seeks only to gain possession of more magelock forged items and return with them to the hidden location in the Borokuhn Mountains, coldly eliminating anything that threatens that goal.  Removing the device after this point automatically kills the implanted creature, however the entire device can be suppressed by a successful Dispell check or ‘antimagic‘ effect (which is likely the last refuge for a victim of this terrible device).

d%
Behaviour
01-10 Attacks nearby creatures in a panicked manner (natural weapons only)
11-20
Falls into a sleep filled with disturbing dreams (1d6 wis damage unless woken)
21-50
Do nothing but babble incoherently (unrecognisable language: binary code)
51-70
Violent spasms followed by unconsciousness (stunned for 1 round followed by KO)
71-100 Seek out and attempt to take magelock items, by force if necessary

Article #955 by TT on November 23, 2010 @ 06:03 PM

This article is categorically filed under Cyriss-Tech

No Comments »

Caernstone Concussion Gauntlet

From the dirtiest bar-room brawler to the most polished slumming nobleman, everyone at one time or another would like a little more omph behind their fist and a few less broken fingers. The Caernstone brand Concussion Gauntlet combines the latest in miniaturized defensive mechanika with a hefty force amplification matrix. In appearance it seems to be little more than a smooth, well made and articulated steel half gauntlet, with the insides of the fingers and arm left bare. However it has a scalloped metal knuckle-duster melded into the overall design, with four hard point emitters conduited into it at each finger. Beneath the plain metal of the arm guard is a complex coil arrangement which splices into the a cable that then runs along the arm and down to a belt mounted convergence engine is a thick conductive cable. This overall design reduces manual dexterity for that hand by 1. However thanks to its unprepossessing appearance, it gains a +5 to any DC used to determine its actual purpose, +10 if a greatcoat or similar clothing is worn over the top of it. (more than a few luckless muggers have made the mistake of underestimating this device).

When inactive it can be treated as a masterwork gauntlet. However when the convergence engine is powered and running the gauntlet can produce one of two effects. It will project a near invisible field of force to protect against melee attacks as an immediate action once per round, providing a +4 deflection bonus against incoming melee or ranged attacks. If the index finger is crooked 3 times in succession as a swift action, the second effect is activated producing an audible hum and shivering the air around the gauntlets hand. By performing a touch attack with the gauntlet the target is subject to a Bullrush effect with a +10 strength bonus (resolved as normal) and 1d6 force damage. This effect can be used only once before expending its charge, and the charge remains active only for 1 round before fading if not used. The first effect draws 1 charge per hour while the engine is running, the second draws 1 charge per activation.

Item Cost Weight
Convergence Engine
Engine Housing 300 gp 4lb.
Plate, Battering Ram
1650 gp 1lb.
Plate, Shield
275 gp 1lb.
Hybrid Socket 450 gp 0lb.
Conductive Cable 1000 gp 1lb.
Armored Gauntlet
Alchemical Gauntlet 2200 gp 1lb.
Mechanika Trigger
600 gp 0lb.
Reflexive Trigger
1300 gp 0lb.
Conduiting 3000 gp 1lb.
Total 11178 gp* 9lb.

*does not include accumulator

Article #948 by TT on November 23, 2010 @ 03:53 PM

This article is categorically filed under Mechanika

No Comments »

‘Chemic Tattoo’s

Before the tramp of Khadoran boots echoed in the streets of Llael, the Golden Crucible labs produced a number of interesting processes which subsequently vanished when their Head Quarters was raided.  The more loyal or independent minded alchemists scattered across the Kingdoms and took their formuli with them. The process of distilling alchemical inks stable enough to be applied to human flesh without permanent damage was recently recovered from a refugee in Ord and brought to the chapter house of the Fraternal Order in Ceryl.  Its production has since suffered complications from the Strangelight workshops but nevertheless has resulted in a number of popular niche products:-

  • Illuminator: This is one of the cheapest, and thereby the most popular of inks. Derived from the same ‘chemic process that gives Balelight its glow, the patterns drawn by this Ink gives of a similar light after the limb they are attached to is shook vigorously (free action). The tattoo must take up at least a limbs worth of flesh to provide a 5ft radius of greenish illumination and must of course, be uncovered. The process remains imperfect however, and the current tattoo ink only lasts for around a week before breaking down and causing an itchy rash.  So far the Strangelight workshop has refused all offers to share processes which might prolong the inks emerald glow.  Despite its shortcomings, this ink has found many of its buyers among the dilettantes and rebellious younger nobility, who find intricate glowing body markings a scandalous new fashion trend.
  • Galvanic: One of the more expensive inks coming out of Ceryl, it has been designated as military property by Highgate. Galvanic ink only sees civilian use due to the ever present black-market, or dealings with Cygarian stormcasters.  As even the common shop assistants are subject to powerful electrical discharge from time to time. This ‘chemic uses a compound comprised of the same materials as spark powder and liniment of insulation. When the flesh it is tattooed into is subjected to direct electrical damage up to 30 points can be safely absorbed [per day]. This stored energy automatically causes 1 point of nonlethal damage (per original damage die) per round to the bearer of the tattoo regardless of any effects that mitigate subdual damage. The energy build up can be released in a touch attack similar (in all particulars save damage) to the spell ‘shocking grasp‘. If more than 30 points of electrical damage is forced to pass through the galvanic compounds in the flesh over 24 hours, they grow red hot and the damage per round becomes lethal damage. However this overheating method can allow a further 30 points of electrical damage to be absorbed [total of 60 per day]. Be warned however, if more that 60 points of electrical damage passes through the subject within 24 hours, the compounds polarize and the bearer of the tattoo looses its benefits. They instead gain a vulnerability to electrical attacks and receive double damage from that energy until the tattoo fades or is physically removed. This tattoo is a metallic silver and takes up a large portion of the upper torso, running down each arm. Tattooing over the head has been discouraged for fear of permanent damage to the brain, wearing metal accouterments on the hands is also not recommended.
  • Styptic: developed from the powerful solovins seal and several natural adhesives, this ink has found popularity amongst those in dangerous trades. When the skin covered by the tattoo is subject to piercing or slashing damage, the ‘chemics imbued within it rapidly coagulate and seal of the wound preventing bleeding damage, blood drain or wounding effects. This tattoo is a deep cyan, and covers most of the body in order to be effective against all forms of wounds. Although those trudging through steaming jungle swamps tend to prefer covering the lower portion of the body and legs to prevent the attentions of leeches and burrowing parasites.
  • Kinetic: more of an experimental compound derived in part from leatherskin and the powdered metal of destroyed animations, this ink softens the blows of enchanted arms be they arcane or mechanikaly charged. A good seller to tomb robbers and the like, despite the odd rumor of the dreaded animations being particularly attracted to those bearing this ink.  The skin covered by this ash grey tattoo gains a stiffness and rigidity similar to well cured leather, reducing manual dexterity by 1 but providing a +1 natural armor bonus (this does not stack with other effects granting a natural armor bonus). In addition, strikes from weapons (or projectiles) charged with magical potential have their enchantment bonus reduced by 1 point for the purposes of determining attack and damage for that strike. This tattoo usually covers the majority of the torso in order to provide effective protection.
  • Tracer: perhaps unsurprisingly this ink is mostly bought in bulk by the Cygaran authorities for marking dangerous prisoners of war and infamous civilian convicts.  Markedly similar in most respects to Tracer Oil, this tattoo increases the power of ‘locate’ spells cast to find the bearer (only being surrounded by 3 or more inches of lead can prevent this). It also causes them to suffer a -3 penalty to its Will save against any scrying attempt. Unlike other tattoos this ink remains active for at least a year, unless physically removed with acid, fire, or by slicing off the flesh. Due to this, this crimson coloured tattoo usually takes the form of a recognizable serial number and is placed on the face or back of the neck, where forcible removal would prove disfiguring and painful.

Ink Cost Craft
Illuminator 20 gp DC 18
Galvanic 610 gp DC 26
Styptic 320 gp DC 23
Kinetic 545 gp DC 24
Tracer 300 gp DC 20

CREATE ALCHEMICAL TATTOO [ITEM CREATION]

Prerequisite: brew potion, 8 ranks in heal, 5 ranks in craft: caligraphy

Benefit: You can suspend  alchemicals into an ink solution to be impregnated under the skin of a humanoid for later release. Acids, drugs, poisons and the like cannot be used in this way. Creating alchemical Inks requires a Craft: Alchemy check (DC 10 + 1/2 original crafting check to create the alchemical or alchemicals), or risk ruining the base material.   Inks can be tattooed onto the flesh of a living humanoid with a Craft: calligraphy check (DC10 + 1/2 the creation check). This does nonlethal damage equal to the Craft: calligraphy DC and takes half as many hours to complete. These hours need not be consecutive, and the effects and duration of the tattoo ink only begins after completion.  Alchemical Inks remain active for a number of days equal to the check required to create them (not the check to apply them), unless their description indicates otherwise. After this time they fade and remain only as a pale outline in the flesh, only after this has occurred can the tattoo be reapplied (creatures cannot benefit from more than one ink at a time). Unless one or more alchemical used in creation is considered magical, tattoos are not effected by dispel magic or similar effects.

Special: combat alchemists may select this as one of their bonus feats

Article #910 by TT on November 21, 2010 @ 05:15 PM

This article is categorically filed under Alchemical

No Comments »

Repulsion Gel

Since some of the ‘deeper’ research and development labs of the Strangelight Workshop got a’hold of the new raw materials being shipped in from Zu a number of new experimental mixtures have been cautiously placed on sale in some of the more trusted shopfronts under the Strangelight name. This bright orange and faintly luminous gel was developed from the properties of rubber. The elastic qualities of polyisoprene are mores suitable than the common gutta-percha used in the Kingdoms for insulation and waterproof seals.

Commonly found in its stabilized liquid form, this gel is kept in a pressurized metal cylinder with a single solid crystal porthole at the mid-point. A simple release valve at the top can be manipulated to spray a surface or object with the gel. A single full cylinder contains enough gel to cover around 20ft of surface area. After contacting the air, the gel takes 1d4 rounds to destabilize and form a solid rubberized seal (this does not function underwater or in airless environments). Removing an object stuck down in the gel after it hardens takes a strength check [DC20]. Doors sealed over with this hardened gel have a similar strength check requirement in addition to whatever else is necessary to open them in the first place. They are also considered airtight.

However the truly miraculous properties of this alchemical is found when force is applied to a surface covered with the hardened gel:

  • Throwing an object at a surface coated with this gel, or an object coated with this gel for that matter, causes it to rebound with increased force. (eg. a rock thrown 10ft would rebound and travel 20ft, but would be treated as a falling object rather than as a ranged attack) Its ballistic trajectory after impact is determined as a random grenade-like effect.
  • Making a single running jump check using a coated surface as a springboard doubles the distance jumped.
  • Landing on a coated surface negates half of the falling damage as well as propelling the object twice the distance in the opposite direction from impact. Landing repeatedly on the same spot has a similar effect, doubling the height of each jump. However a balance check [DC10 + jump check] must be made after using this method of locomotion to resist falling prone when landing on solid ground once more.*
  • A surface coated with the gel provides illumination similar to a candle. Impacts on the gel cause a small increase in this effulgence from the point of impact, which soon fades back to the background glow.
  • Bludgeoning weapons coated with this gel do only half damage and require a balance check be made by both the wielder and the target [DC10 + attack roll] to resist being knocked prone.

However bullets, arrows and other objects dealing slashing or piercing damage are not effected by the gel. These projectiles simply pierce the hardened gel and shatter against or stick into the surface it is coating.  The gel remains chemically viable until 1d4 hours after application, at which point it loses its glow and becomes extremely brittle. In liquid form, the gel is highly flammable and will burn for 1 round dealing 1d6 fire damage to whatever it is in contact with (sticking to it much like alchemical fire). Once hardened it will melt only if put in contact with open flames, not heated metal or other indirect sources. After losing its properties, the gel is completely inert. The rebounding properties of the gel can also be suppressed by dispel magic as if it were a magical effect.

*caution advised by the Strangelight workshops do not combine two coated surfaces in your endeavours, increasing positive returns deemed hazardous to your health.

Cost: 2000gp+

Craft: alchemy DC 30 / Brew Potion [jump, spider climb, levitate]

Article #886 by TT on November 13, 2010 @ 03:57 AM

This article is categorically filed under Alchemical

No Comments »

Barnaby Blow

While a hearty pair of lungs and a metal whistle have served well throughout Immoren to single a crime in the offing, down the years countless good officers have received a knife through the ribs trying to alert their brother officers of the law. Fear no longer accredited upholders of justice, for the science of pneumatics has developed a simple but effective device to save your breath, in more ways than one.

Outwardly unprepossessing, this squat device may look like the bastard offspring of a train pressure release and a oil applicator, but it is both rugged and durable without any fancy frills to get bumped about in unpredictable dashes across rooftops or uses as a last ditch bludgeon. The canister is in fact a pressurized air container, as the small pressure gauge embedded into one side might indicate. It takes mere moments to fill this canister from a working steam compressor and sports  a handy belt clip for hands free use.

Through the quick twist of a ratchet lock lever on one side of the canister (move action, no AOO), the pressurized gas is released through the large whistle on top of the device, producing a loud drawn out shriek, audible for a good half a mile (-20 to the DC of listen checks to hear this sound). A quick pull on the Barnaby and everyone within earshot will be suitably impressed, not to say deafened.

Craft: steam engines DC15

Cost: 150gp

Article #876 by TT on October 26, 2010 @ 01:07 AM

This article is categorically filed under Mundane

No Comments »

Necromizer

While the application of voltaic technology is more often associated with the blue and gold of Cygnarian battalions and the battlefields of the north, it was inevitable that black market stormchambers would find their way into some of the darker sciences of society. So it is with this reprehensible machine, a blasphemous combination of verridian Cryxian necro-tech and the sparking cyan coils of Sebastian Nemo’s wondrous creation.

Shaped like some hideous insect, it has a short cylindrical body just wide enough to accommodate the components without being to large to hold; below which are four segmented metal calipers. The stripped down elemental emitter is little more than a thin surgical needle surmounted on the conduit coils of the stormchamber above. The top of the casing emitters the sickly corpse-light of a Cyrxian device, its oily valves and coils containing a dark numa spirit. Some have hinted that these devices are not Cryxian but originate instead with the Cephalyx, although most would sooner do business with the still mostly human agents of Lord Toruk rather than the cryptic alien terrors of the underworld.

When clamped to the back of a corpses neck and activated as a full round action (Craft: mechanika DC 10 + HD of the dead creature), the device sinks its emitter into the base of the skull where the spine meets the lower functions. Using the galvanic energy of the stormchamber, the matrix then uses the body much like a clumsy servitor shell. Thus creating a shambling cadaver at the beck and call of the user. This is a zombie of the creature the device is attached to, as per the template (mm p265).  The only difference being that it is treated as a mechanikal construct for purposes of turning or magic that effects the dead, and it has an int of 3.

This process can only work on creatures with a passably similar nervous system to humans, elves and dwarves. Including most humanoid races, animals and many magical beasts. Creatures who are already undead, or radically different from humanoid anatomy such as vermin, oozes and elementals cannot be effected.  If attached to a living creature, the device does 2d6 points of electricity damage per round and they must make a save or become stunned (Fort DC10 + number of rounds attached) until it is removed or the creature is dead. At which point the corpse animates as normal under the matrices control. It has been reliably documented that this process is excruciatingly painful.

The device can maintain the corpse in an active state until natural decay renders it unusable. This is usually 1d4 days after death unless some form of preservation is used, half that time in damp or hot conditions. Any loss of limbs obviously will hinder such a monstrosity in its tasks. Its abilities are to perform menial tasks, attack designated foes or  remembering and following paths as directed. The device can be removed with a similar full around action, but the craft check is unnecessary. Removing the device from a hostile corpse requires it to be pinned in a grapple check before taking a full round to wrench the device free of the back of its neck. Similarly if the Necromizer is sundered or destroyed by targeted fire, the corpse deanimates. The device has a hardness of 10 and 15 hit-points.

Needless to say, possession and use of one of these foul devices is a one way ticket to the gaol or worse in all the continental nations. Still there are mercenaries and explorers that will pay well to avoid the banned magics. After all, why burst a blood vessel hauling back that thousand pound golden idol. Why risk life and limb in an Orgothian death-maze? Why sprint through that hail of gunfire to set of the charge to drop a fortified railbridge? Why risk life and limb when the corpses of those who did, can do the job just as well.

Item Cost Weight
Convergence Engine
Housing 300gp 1lb.
Elemental Emitter 2000gp 1lb.
Stormchamber 500gp 2lb
Cryxian Matrix 1740gp 2lb
Hybrid Socket 450gp 1lb.
Conduiting 1000gp 3lb.
Total 6190gp 10lb.

.

Item Cost Weight
Cryxian Matrix
cephalyx matrix*
500gp 1lb.
navigator 100gp 0lb.
discriminator
700gp 1lb.
targeter
640gp 0lb.
Total 1940gp 2lb.

* This device is only available on the black market, or from the wraithblade emporium around Immoren. Acquiring one from their original creatures would be an adventure in itself.

Article #857 by TT on October 24, 2010 @ 08:07 AM

This article is categorically filed under Mechanika

No Comments »

Piston Spear

Based on the Centurion heavy warjack’s devastating steam driven anti-’jack weapon, this spears party piece comes in the form of the two bladed steam rams fitted either side of the diamond shaped spearhead so that when closed they form a whole. When the mechanikal trigger is depressed on the haft the accumulator furnace fires up and pressurizes the pistons built into the spearhead. When released the two razor sharp blades splay outward with terrific force, cutting through flesh and bone as easily as through cogs and sprockets. As this damage occurs within the target, this effect can only be applied after a successful attack has buried the spearhead into its target. But equally, this bypasses many of the armored cowlings or pseudo-magical hides other weapons might bounce off, ignoring hardness on mechanikal constructs as well as damage reduction on flesh and blood creatures (although not on creatures whose damage reduction is due to entirely solid or ephemeral internals such as elementals).

Once the initial surge of pressure has been released, the pistons slide back and lock in their original positions, allowing the spearhead to be removed from its target for another attack. The spear also has reach, meaning it can be used to attack opponents 10ft away but not ones that are adjacent to the wielder. This weapons oddly weighted head means it cannot be wielded effectively one-handed without the exotic weapon proficiency, but can be used as a martial weapon two-handed.

Masterwork Exotic Weapon Pneumatic Spear:-

  • Damage: 1d8 (+2d6 slashing)
  • Critical: x3
  • Reach: 10ft
  • Power: 1 standard accumulator
  • Weight: 12lb.
  • Cost: 2678gp
  • Special: Disemboweling [As a move action the wielder of the piston spear can depress a mechanikal trigger on the haft to charge the pistons, when the trigger is released after a successful attack as a swift action the spear deals 2d6 slashing damage to the targets internals, ignoring hardness & damage reduction. Each use of this ability draws 1 charge from the accumulator.]

Article #844 by TT on October 17, 2010 @ 02:51 AM

This article is categorically filed under Mundane

No Comments »

MacHorne Stun Sword

Grover Hollenback built this sturdy blade for Sam MacHorne as proof of his skill with mechanika. By attaching salvaged parts from the shock-core of a Talon warjacks ruined lance to a masterwork short sword he created quite an effective anti-’jack weapon. Luckily for Grover – and for Sam – the weapon has proven a reliable frame for the mechanika. Other mechanics have since replicated this innovative design, adding the stall weapon property to other weapon types.

Typically this is a +1 mechanikal long or short sword, with the accumulator fitted snuggly into the handle, its port facing up the fuller. The blade crackles with an intense smoldering yellow aura whenever the stun sword activates. Glyphs blaze along the edges, and the entire sword seems to vibrate and hum.

A steamjack struck by a stun sword must make a DC 15 Will save or be stalled for one round. While stalled, a ‘jacks speed is reduced to 5ft per round, and its Dexterity is reduced to 1 (-5 AC penalty) as the stun swords static discharge interferes with the cortexes motor control. Melee attacks against a stalled steamjack gain a +4 bonus to hit, while ranged attacks gain no special benefit. A stalled ‘jack may still take actions. A +1 mechanikal stun sword will drain 3 charges per day from an accumulator.

Stalling plates have since been developed by Engines East and an arcane method for interrupting singnal flow between a cortex and the internal reflex mechanisms of a mechanikal construct. It remains based of the technology of a Talon light warjacks Stun Pike.  {moderate evocation CL12th, hold monster, Price +2 bonus}

Mechanikal Short Sword:-

  • Damage: 1d6 (stalling)
  • Critical: 19-20 x2
  • Power: 1 standard accumulator (3 charges per day)
  • Weight: 4lb.
  • Cost: 4635gp
  • Special: Stalling [Mechanikal Constructs struck must make a Will Save DC 15 or be 'stalled' for one round.]

<No Quarter #1 p68>

Article #838 by TT on October 17, 2010 @ 02:04 AM

This article is categorically filed under Mechanika

No Comments »

Devildog Slug-Gun

Built to pierce heavy ‘jack armor, slug guns make up for their lack of penetration with sheer power. More a portable cannon than a pistol or a rifle, and rare even among mercenaries, most people must have slug guns custom built. The weapon muzzle loads a silk sachet filled with blasting powder and a three-inch sphere of hard iron. On occasion precision rounds are milled, but cost an additional 10gp per shot.

Due to the way these weapons aim, any attacks made with a slug gun against medium sized or smaller targets suffer a -4 penalty to hit. A slug gun is considered a rifle for purposes of proficiency but uses Craft (cannoneer) checks for all care and reloading. Slug guns are notorious for fouling, and after every four shots they require through cleaning, Craft (cannoneer) check  (DC 10). If not properly cleaned the slug gun suffers the effects of having a flawed receiver, requiring a Craft (cannoneer) check (DC 14) to clear any misfires.

Loading the Slug gun takes a standard action and a Craft (cannoneer) check (DC 10). Ammunition for the slug gun costs 10gp for the blasting powder sachet and 8gp for the iron slug. The sachet and slug weight a total of 5 pounds, adding to the considerable weight of the slug gun. Even those with the exotic weapon proficiency must hold on with both hands when this gun fires, or risk being blown away by the fierce recoil. Using this weapon one handed, or without the exotic weapon proficiency imposes a -10 on attack rolls and a Balance check (DC 20) or be knocked prone when firing.

Exotic Weapon Hand Cannon:-

  • Damage: special*
  • Range: special*
  • Critical: special*
  • Ammo: special*
  • Reload: 1 standard action [Craft: cannoneer DC 10]
  • Weight: 30lb. [encumbering: two handed use]
  • Cost: 1200gp

*Solid Slug: 18-20gp | 5lb | 20ft | 3d8+5 |  x3 | special: impact [on a successful hit another attack roll at -10 for 2d8 damage can be made against a target within 5ft directly behind the first target, if this second attack is successful a final attack can be made at -20 for 1d8 damage against another target within 5ft behind the second.]

Canister Shot: 10-15gp | 4lb | 15ft (cone) | 3d6 | x3 | special: [reflex save DC10 + attack bonus]

<No Quarter #1 p69>

Article #832 by TT on October 17, 2010 @ 01:33 AM

This article is categorically filed under Mundane

No Comments »

Radliffe Firestorm

Burke Radliffe has made more than one fortune to last out his lifetime. He holds several lucrative firearms contracts, has expanded his formerly small Caspian shop into a grand gunwerks and has hired a host of foremen and apprentices who keep his forges lit around the clock. He has become a name in the custom firearms world and is well known for both the Quad-Iron pistol and the Radliffe Twoshot Rifle.

After spending time examining the work of his competition such as Clockwork Arms the gunsmith decided in 602 AR to outdo his previous work. After he disassembled and inspected a repeating long rifle from the Cygnaran army, which he acquired expressly for the purpose of scrutinizing its ammunition wheel, Radliffe found himself inspired to create a pistol with a revolving cylinder that could fire repeated shots before expending itself.

Radliffe’s attempts to replicate this wheel in a pistol proved expensive and difficult. It cost him one of his not inconsiderable fortunes over two years of work to design. He believes the entire experiment was ultimately a wasteful extravagance and does not expect to recover the money spent developing the prototype. One early design innovation was adopting brass shells not dissimilar from the ones used by the Cygnaran army, and the Ghordson sabot system imported from Rhul. Radliffe required brass shells made at a considerably smaller size, which made them costly to manufacture. The costs for reloading became prohibitive and convinced Radliffe the weapon would have no commercial application. He was further discouraged when the Cygnaran Army balked at his proposal because they deemed the pistol to intricate and delicate for the cost.

Burke dubbed his bitter accomplishment the Radliffe Firestorm. He attempted to solicit buyers after its completion but found little interest outside a few specialist collectors. He has given up on the pistol and moved on to more simple and profitable designs. Those who have had occasion to handle a Firestorm find this decision a tragedy and consider the weapon possibly the finest sidearm ever engineered. Radliffe crated exactly three of these exquisite pistols including the original prototype. He has no plans to make more unless commissions for a king’s ransom. Cygnaran nobles with an interest in unusual firearms and unlikely ever to use them in battle, purchased two. Lassiter Polk, master mechanik of the Cygnaran Armory, purchased the prototype and proclaimed it a masterpiece of form and function. That this pistol has fallen to the wayside shows that the buying public does not always appreciate quality nor is every great invention recognised in its day.

Each Firestorm is a masterwork military pistol that grants +1 to attack rolls. The Firestorm has a latched cylinder that unhinges to load up to five brass cartridges. After firing all five shots, a full round action and a Craft (small arms) check (DC 12) is required to release the cylinder, empty expended shells, and load fresh cartridges. This assumes that brass cartridges are accessible on a belt or bandoleer. Brass cartridges include a brass shell (costing 12-20gp each) and normal silk military pistol ammunition (costing 8-10gp). This brings the total cost of each shell to 20-30gp. Only the Radliffe Gunwerks in Caspia can make precisely machined shells for the Firestorm, but a DC 25 Craft (gunsmithing) check could replicate them from a sample.

However if the gunsmith fails the Craft (gunsmithing) check by 5 or more, but refuses to pay half again the raw materials, the shells are considered flawed. Flawed shells have a 50% chance to misfire. Misfiring jams the firing pin into the shell without firing the round and ruins the cartridge. It requires a full round action to dislodge the pin quickly and runs a 20% chance of the the damaged silk casing rupturing and causing a small explosion (1d4). Brass shells can be repaired and used again with a Craft (gunsmithing) check (DC 20). This takes 1 minutes. Using a Gunners Kit allows taking 20 on this check, meaning you can repair 3 shells per hour. Empty and repaired shells can be turned into cartridges by inserting standard silk military pistol ammunition and using a small dot of hot wax to hold the ammunition in place. readying a brass cartridge with materials on hand (empty brass shell, silk military pistol ammunition, and a lit candle) takes a move action, but the wax requires a full minute to harden.

Exotic Weapon Pistol:-

  • Damage: 2d6
  • Range: 70ft
  • Critical: x3
  • Ammo: 5 shells per wheel (20-30gp)
  • Reload: 1 full round action [Craft: small arms DC 16]
  • Weight: 6lb.
  • Cost: 6000gp (represents the amount of money required to commission a new one from Radliffe, or the value of the blueprints on the black market)

<No Quarter #9 p29>

Article #827 by TT on October 16, 2010 @ 07:31 AM

This article is categorically filed under Mundane

No Comments »

Ogrun Battlecannon

The dwarves of Rhul have long appreciated the strength and brawn of their ogrun countrymen and find many unique uses for their size in battle.  Mixed groups of ogrun and dwarven combatants are not uncommon among the varied clans of Ghord, Ulgar, and the outlying fortresses and fortress towns like Griddenguard, Groddenguard, Hammerfall and Horgenhold. Along with favouring pole-arms the ogrun of Rhul have demonstrated great aptitude in metal-crafting and smithing, showing particular skill in the fabrication of quality cannons. Dwarven and Ogrun craftsmen have developed a portable cannon that serves in their hands like an oversized rifle held by a human and delivers tremendous damage at an impressive range.

These battlecannons are so large and bulky only a creature as large as an ogrun can wield them. They require a custom fitted harness and both hands to aim and operate properly. The firing mechanism utilizes a powerful spring driven pin, not dissimilar from that used in smaller firearms, to pierce the oversized packets of blasting powder. The ammunition charge is of a much larger scale and packed nearly as heavy as a small canon one might see deployed aboard an ironclad. However, the battlecannon is considerably more complex and includes a breach for reloading which an ogrun can open comfortably without removing the harness.

Few of these battlecannons have appeared outside of Rhul, although some ogrun mercenaries have sought to bring them to the battlefield. In human cities such weapons always draw unfriendly attention from the authorities who often seize them as an ‘inappropriate weapon for the defence of one’s person’ or ‘a weapon of war liable to be deployed against the public’, even the notorious Five Fingers retains a law forbidding armed ogrun within its limits.

Ogrun currently use three types of ammunition: a solid iron slug, a hollow explosive grenade and an explosive canister round filled with small spherical shot. The solid slugs are most often employed against armored targets like warjacks. The explosive rounds are used against structures and fortifications. The canister shot can decimate troop formation and infantry. These cannons weight over 200 pounds and are extremely awkward. Simply being able to lift the cannon will not suffice to aim it or to compensate for its tremendous recoil.

This light artillery piece requires a large sized operator or creature possessing the large-build quality, of at least 19 strength and wearing the harness to properly carry and wield in battle. It takes 2 full round actions to reload and a Craft (cannoneer) check (DC 14). An assistant may aid the wielder in reloading. A successful Aid Another check reduces the reloading time to 1 full round action. The Ogrun Battlecannon is an exotic weapon, even for ogrun cannot acquire proficiency with it unless trained.

Exotic Weapon Cannon:-

  • Damage: special*
  • Range: special*
  • Critical: special*
  • Ammo: 1 shell per shot (solid slug 30gp, explosive shell 90gp, canister shot 50gp)*
  • Reload: 2 full round actions [Craft: cannoneer DC 14]
  • Weight: 200lb.
  • Cost: 1500gp

*Solid Slug: 6lb | 140ft | 3d10 | 19-20 x3 | special: impact [on a successful hit another attack roll at -10 for 2d10 damage can be made against a target within 10ft directly behind the first target, if this second attack is successful a final attack can be made at -20 for 1d10 damage against another target within 10ft behind the second.]

Explosive Shell: 5lb | 70ft | 4d10 (piercing & fire) | 19-20 x3 | special: kaboom [splash damage in a 10ft radius 2d10 fire & piercing, Reflex Save DC 16 for half damage.]

Canister Shot: 4lb | 60ft (cone) | 4d10 | x3 | special: [reflex save DC10 + attack bonus]

<No Quarter #9 p30>

Article #821 by TT on October 16, 2010 @ 06:56 AM

This article is categorically filed under Mundane

No Comments »

Man-o-War Ice Maul

The famous weapons of the Man-O-War Demolition Corps, the Ice Maul is a +1 mechanikal icy burst large maul, and uses the elemental powers of extreme cold to render a target brittle to the touch. Combined with the impact of the maul’s head, anything this weapon strikes is likely to shatter into a hundred pieces. As a elite military weapon, this device isn’t for sale on the open market.

Large Exotic Weapon Mechanikal Maul:-

  • Damage: 1d12 (+2d10 ice damage on critical hit)
  • Critical: x3
  • Power: 1 standard accumulator (1 charge per day)
  • Weight: 30lb.
  • Cost: 5920gp
  • Special: Shatter [objects or constructs that are subject to the icy burst damage of this weapon take the bludgeoning damage to their hardness, permanently reducing it.]

<No Quarter #11 p79>

Article #817 by TT on October 16, 2010 @ 03:06 AM

This article is categorically filed under Mechanika

No Comments »

« Previous Page — < Previous Entries< Steam Armor: Trencher Steam Chainers | top of page [ ^ ] | Next Entries > — Next Page »Ogrun Battlecannon >

~ 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 ~

  • 12/14/2010: Steam Armor: ‘Svarog’ Siege Suit
  • 07/18/2010: Prosthetic Enhancments: Compartmentalized Cannon Arm
  • 02/01/2008: A Step Past “Sharpshooter”

~ 220 database queries served in 0.638 seconds ~
~ Perishable Press powered by WordPress ~
~ Apathy Theme by Perishable Press ~
~ Copyright © 2012 Mechanik’s Union ~