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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:41 am * PST


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Clockbow

While this device retains the basic steel bow arrangement of a light crossbow, everything behind this has been radically re-engineered to take advantage of a rotating torsion mechanism and a redesign of an older repeating bow blueprint.  The major component is  a rotating steel and wood ‘barrel’ on a fixed steel pin tiller connecting the stock to the bow. Four channels with cut groves for flights are inset around the circumference, in which steel bolts for a crossbow can be inserted. Thanks to the design anything short of tipping the entire device vertical and shaking it wont dislodge the bolt. A large winding key is set at the base of the stock, and links to a incremental ratchet and lock winder. The main torsion spring is housed in the long metal cylinder that now takes up most of the stock. The steel cable that makes up the bow-string is also attached to this mechanism via two smaller metal fiber cables which spool from a central pulley.  When the trigger is pulled, assuming the device is sufficiently wound, the bolt will be launched and the string re-strung and locked. The barrel ratchet then unlocks and the next bolt turns  into place ready for firing.  This bow can be fired one handed without reloading four times. The grip is often designed to take advantage of this fact, reducing any penalty for firing a crossbow one handed by 1. Those that purchase this weapon are often found using it in conjunction with the amicable cover provided by a tower shield. Unwound this crossbow behaves like a standard light crossbow.

Martial Weapon Clockwork Crossbow:-

  • Damage: 1d8
  • Critical: 19-20 x2
  • Range: 60ft
  • Reloading: move action per empty slot
  • Power: clockwork winder (1 min of winding per  shot & reload, max 12 min stored)
  • Weight: 10lb.
  • Cost: 800gp
  • Special: Automated [A user can make up to four ranged attacks, up to their maximum attacks per round as a standard action without reloading.]

Article #1064 by TT on January 22, 2011 @ 08:14 PM

This article is categorically filed under Clockwerk, Mundane

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Cable Recoiler

The Cable Recoiler is a simple yet effective climbing aid developed originally from friction grips and locking cable slides used by mountaineers and construction workers in subsurface shaft mines. A cylindrical metal case rests on a thick leather harness which runs across a normal humanoid body to distribute weight. This harness takes a full round to don hastily and the same to wriggle out off. One end of the casing has a sturdy metal ratchet lever which must be griped to slot back and forth. From the other emerges a thin fibrous steel cable that ends in a circular eyelet loop to prevent it being dragged back into the cylinder.

The cable spools out from the cylinder to some 50ft in length easily when the ratchet lever is disengaged. When the lever is set forward however the cable must be forcefully removed with a DC18 strength check (no matter what length is being spooled out). This stores energy in the torsion coil built into one end of the cylinder that can be unleashed by releasing the ratchet-lock. This immediately draws in the slack cable and anything it is attached to, back to the point of origin. This process can be slowed in necessary by using the lever as a brake. Incidentally this braking process can be used to descend the full 50ft from a fixed grapple without physical harm.

Cable Recoiler

  • Length - 50ft
  • Base Strength - 18 [torsion coil]
  • Lift Weight - 30ft per round up to 100lb | 20ft per round up to 200lb | 10ft per round up to 300lb
  • Hardness -5
  • HP – 10
  • Special - torsion for a recoil can be gained either through a Strength Check [DC 18] removing the cable manually before recoiling it, or by using it to rappel down a wall. This device can be plumbed into the firing mechanism for a wrist-harpoon with a Craft: Weaponsmithing [DC 10] or Craft: Clockwork [DC 15]. The metal cable is to thin and frictionless for most people to climb, making the base climb [DC 20] but can only be broken with a Strength Check [DC 23].

Cost: 200gp (not including grappling hook or other attachments)

Upgrades:

quick release latch [detach cylinder from harness as a swift action] 25gp

additional cable [up to 100ft total length] 25gp

miniaturized steam engine [str 23] 1500gp

collapsible grapple (wired) [release fixed grapple from point of origin as a move action] 100gp

Craft: Clockwork [DC 25]

Article #626 by TT on September 05, 2010 @ 08:05 AM

This article is categorically filed under Clockwerk

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Kinetigenic Clockcoil Invigorator

The properties of clockwork have fascinated many mechaniks, but often they are only derivative elements of a designed based on mechanika and the properties of the energy furnace generated by arcanodynamic accumulators. But for the less flashy, or more often, less wealthy inventor clockwork still holds a special place. In this case the Clockcoil Invigorator started life as a exercise device in the Highgate training academy, which used the efforts of the trainees to power a number of treadmills and weight lifts.

However during a routine repair, one of the more dim instructors acquired the services of some cut rate gobber bodgers to fix up the thrown springs. Later that day he discovered just how cut price they really were when the device tore itself apart, hurling several cadets some 50ft out the building, and caving in the entire east wing. It was discovered later, after they dug through the tangled mess, that a great deal of the more sophisticate work had been carefully removed and replaced with cheap parts. Since then devices like the Clockcoil Invigorator have been surfacing as finished products or cobbled together blueprints all over south-western Cygnaran and the Ordic coast.

This mechanism appears at first to be some form of steam armor, with a leather harness supporting hinged metal braces and long thin pistons which run along each arm and leg. The limb mechanisms and servos are flanged and tooled so as to allow the full ranged of moment for the limb they are attached to, and run back along each to a ball joint cam system that themselves connect into a large flat disc-shaped metal casing which is centered on the back of the harness. Within this shell is a set of clockwork sprockets which translate energy from the rotating cams into a powerful torsion spring. Above and within the oily mechanisms of the shell is a 5 speed gearbox that uses a chaindrive to select the size of the main cog that translates the energy. A small red lever emerges from the right hand side of the shell, and a larger gearstick running from 1 – 5 is set opposite on the left hand side.

The purpose of this device is simple, it translates the movements of the wearer into energy and energy into movement. In other words when the small red lever is pulled, this  machine translates the stored power back into the limbs of the wearer giving them a sudden burst of strength and speed. The gear lever selects the level of tension the wearer wishes to impart to the shell spring, and thus the level of encumbrance to the wearer while the spring is still charging. A suit which runs out of tension doesn’t impose any additional penalties if the red lever is not reset, but the device must be activated once it reaches 1 hours worth of stored tension or else it imposes a cumulative -1 to strength and dexterity per round as the servos lock up.

However if the tension coil housing is damaged directly, there is a risk that the ratchet locks holding back the springs energy releases it all at once. This sudden unwinding of the steel coil rips the device apart and deals damage to the wearer equal to 1d6 per minute of use left. The idea of being cut in half by an exploding torsion spring has put of many would be users, but there is always someone crazy enough to strap one of these devices on and charge into a scrap.

Exotic Armor – Light Clockwork Armor:

  • AC – +2
  • DR – -2/piercing
  • Spell Failure – 25%
  • Armor Check - -1
  • Cost –  700gp
  • Weight - 15lb.
  • Activation - standard action
  • Special – While charging the coil, the exoskeleton of pistons and servos imparts a minus to strength and dexterity equal to the setting of the gears (-1 to -5). When the lever is released and the spring translates power back to the wearers limbs, they gain a bonus to strength and speed equal to the setting of the gears (+1 to +5 | +5ft to +25ft). The charging takes 1min per round of use when the spring is released, so the maximum tension (1hr) would provide 10min of use when the red lever is pulled.

Article #380 by TT on July 22, 2010 @ 03:46 PM

This article is categorically filed under Clockwerk

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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]

Article #173 by TT on July 12, 2010 @ 06:27 PM

This article is categorically filed under Clockwerk

1 Comment »

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 »

The Strongbox Servitor and Its Marvelous Load-Bearing Suspension

(Reposted from the Privateer Press Forums.)

Arcane mechaniks and bodgers have so many cool gadgets to play with, but the weight of all that mechanika adds up. Why not make the gadgets carry themselves?

Item Cost Weight
Servitor, Strongbox
Small 200 gp 60 lb.
Medium 400 gp 120 lb.
Enhancement
Load-Bearing Suspension 25% 25% base weight

New Servitor Type:

Strongbox
These crablike servitors look like a cross between an overgrown mite and a steamer trunk. Indeed, that’s what they are. Strongbox servitors take the form of a rectangular, iron-bound chest with a mechanikal undercarriage from which protrude six to eight legs, as well as a quartet of ocular lenses, one pointing in each direction. Not especially helpful in a foundry, where a mechanik would lay out his own tools and a servitor would be of use in directly assisting with the work, strongboxes are designed to assist mechaniks working in the field by carrying equipment and tools for them. Strongboxes make popular mechanikal familiars for adventuring arcane mechaniks and mechanists in particular. Continued »

Article #66 by Infested Paladin on November 28, 2007 @ 10:30 AM

This article is categorically filed under Clockwerk, Mechanika

1 Comment »

Carrion Beetle Melee Attack Servitor

Arcantrik Levitation Device
Type: Size: Small Weight: 10.5
Abilities: Allows a Carrion Beetle servitor to fly Charges: 10
Components: Cost(gp) Cost(xp) Price(gp) Weight
Housing
Arcantrik Convergence Engine Housing n/a n/a 300 5.0
Rune Plates Spell Level Caster Level
Fly 3 3 2,475 198 4,950 n/a
0 0 0 0 0 n/a
0 0 0 0 0 n/a
Conduits
Spell Rune Plate Conduit 1,500 120 3,000 1.0
Conduit for Reflective Matrix 500 40 1,000 1.0
0 0 0 0.0
0 0 0 0.0
0 0 0 0.0
0 0 0 0.0
Other Components
Reflective Arcane Matrix 150 12 300 0.5
Trickle Accumulator Socket 100 8 200 1.0
0 0 0 0.0
0 0 0 0.0
0 0 0 0.0
Material Components
n/a 0 n/a
Accumulators -*Not included in Total Cost (gp), Cost (xp), Price (gp).
Standard 250 20 500 2.0
0 0 0 0.0
0 0 0 0.0
Additional Costs: Days Price(gp) Cost(gp) Cost(xp) DC
Schematics: 6 502.5 251.25 6 23
Component Construction: 7 5,750 3,025 218 varies
Assembly and Fusion: 5 4,000 2,000 160 23
Totals: Includes Schematic Totals. Cost (gp) 5,276.3 Cost (xp) 384
Price (gp) 10,252.5 Days to Complete 18
Brought to you by asura & pensfan @ gamestlouis.com

Base Servitor Levitation device for Broodfather Warjack that carries servitors and launches them into battle. Flies 60 ft. per round. Has a maximum flight ceiling of 60 ft. up or down from point of launch, and 6 minutes combat flight time before needing a recharge. “Carrion Beetle” Melee Attack Servitor
Tiny Construct (Servitor)
HD: 1/2 1d10, hp 3
Init: +3
Spd: 60 ft (see text)
AC: 15
Base Attack: +2
Grapple: -6
Full Attack: Buzz cutter: +2 (2d4 slash)
Dive Bomb: +6 (2d4 slash, see text)
Special qualities: Darkvision 60 ft, Construct Traits, Servitor Traits
Alignment: neutral
Saves: Fort: +0, Ref: +3, Fort: +0
Str 10, Dex 16, Con -, Int 2, Wis 10, Cha 1
Novotski Accumulo-Inducer with a Standard accumulator
Cost: 770 gp

Flight: These servitors fly as though under the effect of a Fly spell cast at 3rd level. They will always try to return to their point of origin before the spell expires. Activation of this ability drains 3 charges from the servitor’s accumulator. These servitors may not move any other way, and if they are grounded, they are immobile. They may re-activate this ability for a further 3 charges.

Dive Bomb: When these servitors charge, they use their momentum to inflict additional damage to their targets. Since they are harder to dodge when moving at such speeds, the servitors gain a +4 to their to-hit roll instead of the standard +2, but take only a -2 to AC. For every 20 feet away from the target the servitor starts its charge, add +1 to the damage for a max of +6.

{Thanks to Psycomancer for above description and stats.}

Article #62 by Tsukasa111 on July 17, 2007 @ 03:20 AM

This article is categorically filed under Clockwerk, Mechanika

3 Comments »

The Helper Holster

[Credit for this idea goes to Peredyne. His post on the Privateer Press forums originated it as far as I can tell. This post merely expounds upon the idea, and converts it to Clockwork instead of magical. I'm sure a mechanikal version can also be made]

The Helper Holster is an oversized pistol holster that is able to automatically reload the weapon. Clockwork mechanisms are mounted in various positions around the space for the weapon, protected by the holster’s outer casing. The ammunition is stored in a felt-lined tube, gravity fed into the clockwork mechanisms (also felt-lined) that loads it into the weapon. Therefore, the Helper Holster will only operate while it is hanging vertically; if the user is laying down or the holster is otherwise not hanging vertically, a small switch in the holster will detect this and prevent the holster from attempting to reload the weapon.

Earlier versions used more forcible means to provide a more solid feed into the weapon, but after several accidental tears of the delicate wrapping of the ammunition resulted in explosions, the vast majority of manufacturers of Helper Holsters use the more gentle-handed approach.

The device is powered by strong wound spring. Fully winding it requires 2 standard actions, and will provide enough power for 20 rounds of reloading time. When the reloading procedure is finished, a small bell in the holster is struck, thus notifying the user that the weapon is reloaded. Removing the pistol before the reloading is finished is not advised. The weapon will be unable to fire, and it may also damage the clockwork mechanisms.

Reloading certain firearms can be a difficult task even for trained gun users. Even the most advanced clockwork mechanisms can only hope to approach the skill of their creator. A standard rule for the ‘skill’ of automated devices can be found on IKCG pg 137. A Helper Holster cannot be created if the DC for reloading the weapon is greater than the effective Craft(small arms) skill of the holster + 5, as that represents the upper limit of acceptable failure rates for the reloading mechanism.

Pistols in the IK vary greatly in their reloading procedure. As a result, a Helper Holster will only accept the specific type of pistol it was designed to reload. Small switches, notches and blocks on the inside of the holster will prevent any other type of pistol from being inserted. Any modifications to the outer shape or reloading procedure for a pistol will require a new Helper Holster. Helper holsters cannot be created for rifles, blunderbusses, shieldguns, etc. Holstered pistols only!

The price of a helper holster is typically 50gp plus 50gp times the effective Craft(small arms) skill of the device. Truly exceptional work, such as that required to reload the various Gunwerks pistols, may cost much more…if it can be done at all. The Craft(clockwork) DC for creation is 20 plus the effective Craft(small arms) skill of the Helper Holster. Helper Holsters are always custom work, and the crafter needs the pistol or one identical to it for the duration of the creation.

Article #28 by Lunatic Calm on February 25, 2006 @ 01:09 PM

This article is categorically filed under Clockwerk

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Clockwork Lockbuster kit

Although clockwork tools have yet to make it into general circulation, they are highly desired by those in the know. They are somewhat bulkier and more delicate than their mundane counterparts, but by automating some or even all of a given task they can provide a great boon to those that need a extra hand or need to do too many things at the same time.

Clockwork tools come in two variations: those that assist the user in their task, and those that can perform a task completely autonomously. More advanced versions can even perform either function, selected by a switch on the tool.

One area in which clockwork tools truly shine is in the task of lockpicking. Clockwork assisted lockpicking sets, or Lockbusters as they are sometimes called, are rapidly becoming a must-have tool for rogues and their ilk.

After a couple good turns of the winding key on the rear of the device, the Lockbuster is attached to the lock by means of a ring of magnets. One knob is set to apply a constant but hands-free torsion to the lock internals, leaving the user two hands to operate the pick device. The pick tool is mounted onto the back of the magnetically-attached part, and has several thin picks mounted side by side, able to be slid into the appropriate depth into the lock. The unwinding spring produces an adjustable wiggle in the active pick, easing it into the appropriate position, where it is then locked in place. This is repeated with additional picks until all the necessary parts have been compromised and the lock has been ‘busted’.

In the fully-automatic option, additional spring powered mechanisms automatically measure and adjust each of the options previously left to the user. However, even the cutting edge of clockwork technology does have its limitations, and as such these automatic lockbusters are never as skilled as creators. See IKCG pg 137 for the details on this limitation.

Typically, Lockbusters can operate for 30 seconds (5 rounds) on a full winding. This provides the user several attempts at picking the lock without having to stop to rewind the device. Winding up the Lockbuster is a standard action, as is mounting the device to the lock.

Details on the construction requirements/costs for clockwork tools of all kinds are listed on IKCG pg 149.

Article #14 by Lunatic Calm on February 08, 2006 @ 06:26 PM

This article is categorically filed under Clockwerk

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Concealed Melee Weapons

This was written up way back in 2003 or so by Clint Staples. Clint is a respected sculpter and writer. You can see his work on his website.

Swordcanes and brandestocks are the names for various sizes of weapon concealed in a walking stick or staff.

  • Swordcanes can hold shorter, lighter weapons with smaller blades, flanges or spikes.
  • Brandestocks do the same for larger weapons.

Axes cannot be so concealed, but picks, maces, swords, even chain weapons can be (remember this is a culture that produces clockwerks).

Ingeniously hidden, the lethal surfaces are deployed though the pressing of a stud or switch. Then a complex array of hinges, springs, and locking pins transform the stick into its martial counterpart.

Because this is a more dangerous world than our own, I have decided that both sizes of weapon are equally fashionable within the culture. It is a question of preference. They can be used as light or heavy maces respectively when the weapon is concealed. A swordcane or brandestock weights the same as a normal weapon of its type.

All Swordcanes and Brandestocks are masterwork weapons and confer +1 to hit in either weapon form or cane form.

Costs are:

Swordcane
500 gp + cost of the weapon; 30-42″ long.
Possible weapons: rapier, longsword, shortsword, sickle, half spear, light hammer, light pick, light springbow (as crossbow)

Brandestock
550 gp + cost of weapon; 40-50″ in length.
Possible weapons: heavy mace, morningstar, short spear, light flail, heavy pick, trident, warhammer, heavy flail, greatsword, scythe, bastard sword, two-bladed sword.

Article #7 by lanval on January 30, 2006 @ 07:42 AM

This article is categorically filed under Clockwerk, Mundane

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