Explosive Efferention Engine
The life of a trencher is typified by blood, mud and bullets. Retreating from dugouts under heavy enemy fire contains all three of these unpleasant classifications in one cramped package, so its not surprising that it is widely cursed amongst the troops. Yet because no true trencher worth their swan would abandon a position willingly, bailing out at the last moment leaves them little time to deny the positions amenities to the enemy. A few well placed explosives can make all the difference between a fortified bunker and a smoking hole in the ground, but the time it takes to set up such munitions has made their effective use scarce at best. Fortunately, as many great ideas do, an idea to simplify this problem occurred to a less than balanced individual amongst the Cygnaran Mechaniks.
The EEE, is a small metal canister about the size of an inverted metal bucket. It sports eight scalloped tubular channels spiraling outward and at a slight elevation from its upper section. The lower half appears to be a powerful clockwork spring attached to a flywheel mechanism and eight adjustable metal calipers attached to a chain belt. Into these calipers is loaded grenades or alchemical agents in similarly spherical containers. From the devices central portion runs a long friction cord with a simple wooden pull. A metal handle is attached to the very top to aid in carrying the otherwise unwieldy contraption. Installing the munitions correctly so they don’t foul within the machine requires a Craft: Demolitions check (DC 10), but remains a simple enough task that most savvy Trenchers can set one of these devices.
When the ripcord is pulled with sufficient strength (DC 18) the primary coil is placed under tension and its subsidiary springs begin a precisely geared countdown, the length of which is predetermined on construction but is set at 30 seconds as standard. After this time the main coil is released and the eight contained explosives are violently propelled out of the tubes that splay out in each direction from its upper portion to a distance of some 20ft from point of origin. At which point they follow the rules for a missed thrown splash weapon, landing in a randomly determined square within a 5ft radius of impact.
Should the Craft: Demolitions check required to load any of the munitions fail, then during firing the item fouls within the launch tube and activates within the device itself. If the items loaded into the EEE where of explosive nature then this results in a short but vicious storm of shrapnel as the machine tears itself apart. All the devices munitions activate at the point of origin and deal damage within their usual 10ft radius. If these items where explosive such as normal or concussion grenades then in addition to this damage, anyone within 15ft must make a Reflex save (DC 16) to avoid being hit by bits of clockwork and metal casing and taking 1d10 piercing & slashing.
This device has seen limited use, if only because soldiers where a bit leery of carrying around such a potentially explosive bundle, in spite of its inability to launch anything without the ripcord being pulled. However when loaded with concussion grenades, a number of Trencher units have found the EEE significantly slows an enemies pursuit if they are forced to abandon their lines. The wave of concussive force from the unleashed munitions having flattened whoever was running after them. Some units have also deployed them is a more offencive manner, using flash and smoke grenades in hidden EEE’s to stall an enemy advance in time for a brutal counter-attack. The unnamed designer seemingly had a wearable version in mind from his blueprints, which depicted a belt-like device which would in theory propel wholesale destruction all around the wearer while leaving them unaffected. These plans where scrapped as soon as they passed over the board for inspection, having been deemed ‘suicidally stupid’.
EEE (or Explosive Efferention Engine)
- Range- 20ft (Increment)
- Weight- 15 lbs (empty)
- Damage- As per Grenade or Alchemical
- Reload- Craft: Demolitions DC (10), standard action for each
Cost: 600gp (not including munitions)
Craft: Clockwork DC 25 [x8]