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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Saturday, July 31, 2010 ~ 5:34 am * PST


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Expanded Cerebral Matrices

The basic nature of  a non-cyriss cerebral matrix is perfectly understandable given that cortex’s have to be so large to achieve any great deal of sentience. But considering the increase in intelligence displayed by servitor swarms in the Liber Mechanika, there should be some way of enhancing how smart you can make a servitor or matrix run device.

The first idea for a ruling was that you could conduit together up to four cerebral matrices in series, each having an int of 2 combining to a max int of 8. Which is an improvement, but still puts it below the power of a cyriss swarm or the most powerful cortex’s. Balancing this with the advance in cortex technology is that the ‘thinking’ of such a device is effectively by committee. So its reactions are far slower than a steamjack of similar intelligence, making it more ponderous and robotic overall. (minus to initiative equal to number of matrices conduited, cannot perform swift or immediate actions.)

Conduiting two Cerebral Matrices: 2000gp

Conduiting three Cerebral Matrices: 3000gp

Conduiting four Cerebral Matrices: 4000gp

The second plan was to expand on the Task Plate idea that privateer press sort of left hanging, aka introducing devices you added on to a cerebral matrix to give it additional capabilities at additional weight and cost. The Dragonmech books provided a large resource of ideas for these sorts of devices, (as well as some interesting ones for mechanika, but that’s another story). So these act as small additional mechanika that you can conduit onto a matrix, the actual info for each can be found in the Dragonmech book ‘Steam Warriors‘.

Bloodhound: 350gp [detects scents]

Discriminator: 350gp [can automatically designate friend or foe]

Identifier: 200gp+ [can identify substances]

Metal Ear: 35gp [can identify a full range of sounds]

Navigator: 50gp [can remember traveled paths]

Noisemaker: 300gp [records and plays sounds]

Optical Orb: 275gp [can see in full colour]

Randomizer: 50gp [can automatically randomize a decision or choice]

Ranger: 240gp [bonus to ranged attacks]

Scanner: 800gp [detects specific material within 100ft]

Skill Box: 200gp+ [allows use of a specific skill]

Skill Recorder: 500gp [gives +5 bonus to recorded  skill]

Targeter: 320gp [can automatically pick targets for weapons]

Timer: 30gp [allows it to function at specific times or intervals]

Trembler: 500gp [tremorsense]

Trigger: 50gp [activates under specified circumstances]

Vocalizer: 200gp [allows limited speech]

<note: prices would vary up/down when translating across campaigns, creation of these would be craft mechanika, with craft wondrous item for certain bits and pieces, a matrix can not have more additions than it has int points>

Article #400 by TT on July 24, 2010 @ 06:34 PM

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Fearsome Firearms

Often as not firearms in Iron Kingdoms, while being iconic and flashy are, rules wise, a crossbow that takes a skill check to reload and grabs the party gold faster than the dwarven rogue. So I have experimented with giving firearms in the Kingdoms a benefit which makes their use and proliferation make some sort of sense rather than have everyone use the far less expensive and equally dangerous bows and crossbows. Namely the ability to ignore base AC [aka non-magical AC bonus] and a reworking the proficiency rules.

Proficiencies:-

  • simple firearms such as pistols, pin locks and the like are usable by any class except Barbarians, Druids and Monks. (just including basic classes here)
  • martial firearms such as carbines, long rifles, military rifles etc, are usable by Fighters, Rangers, Paladins and so on. Rogues get long rifles and carbines.
  • exotic firearms such as the clockwork pistols, radliffe firestorm, chain-gun etc require the exotic weapon prof. feat to use effectively.

Penetration:-

  • pistols, hand guns or anything of similar firepower can ignore the base AC given by light armor unless the armors description says otherwise.
  • carbines & rifles can ignore the base AC given by light and medium armor unless the armors description says otherwise, they can also ignore the first layer of light or sparse cover such as thin wood, foliage, plasterboard walls etc. [although this doesn't help you hit if you still cant see what your aiming at].
  • heavy or exotic weapons such as cannons, chain-guns and other large ordinance ignore all base AC unless the armors description says otherwise. Ignores all but the most solid of cover.

The only issue I’ve come across so far is how to deal with natural armor, mostly I have treated natural armor as medium armor for the purposes of penetration unless its obvious that you’d need some serious heavy ordinance to ignore the targets natural armor, or if such is impossible due to it being made out of solid rock or something similar.

I found that this encouraged players to use cover and go prone during firefights rather than stand around sucking up bullets, provoking a more realistic firefight scenario. Plus, the Damage Resistance given by the greatcoats suddenly made a bit more sense.

I may have to think about the sort of damage a load of bullets punching through armor would cause to such items eventually, but that’s for another time.

Article #108 by TT on July 03, 2010 @ 10:38 AM

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A Step Past “Sharpshooter”

We’ve all seen the “Sharpshooter” feat in the Iron Kingdoms book, and I’m sure we’ve all wondered why a Rifleman or trained sharpshooter can’t take a potshot of someone who moves into their line of fire. It works in the real world. In fact, it works so well, they even have a name for it. Cygnaran Long-gunners and Khadoran Widowmakers alike call it “Overwatch.”

So, in the name of “quasi-realism,” I developed a fairly high-level Feat to allow characters a functional overwatch-style shooting technique. It even works outside the Iron Kingdoms, but that’s not important right now.

Overwatch:

Req: Dex 17+, Combat Reflexes, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Sharpshooter, Weapon Focus (with ranged weapon), BAB +10

A character with a ranged weapon who has not moved this round may make a number of additional Attacks of Opportunity equal to their Dex bonus.  The attacks can be used against any target that enters an area within their front facing line-of-sight with that weapon within its first range increment. The character may only take a the full number of Attacks of Opportunity in one round if they are using a weapon that can make multiple attacks in a single round. The character may only make one attack against a single target and must have clear line of sight to the target when they make the attack. Range and cover modifiers are applied normally against this attack.

Opinions are welcome, your milage may vary, offer not valid in all areas, local laws and regulations still apply.

Article #68 by alistairenix on February 01, 2008 @ 12:43 PM

This article is categorically filed under House Rules, Mundane

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Armour Bonus by Class/Level

The Class bonus is similar to a Dex bonus. It stacks with all others [including class bonuses from multiple classes] but is lost when one is flanked, flat-footed, or similar, just as Dex bonus would be. Classes that cannot be flanked, or caught flat-footed retain their Class Bonus to AC as well. Essentially, anytime the Dex bonus is lost, so too is the Class bonus. Dex Bonus and class bonus also stack regarding armour maximum Dex modifier. So as you progress in level, armour becomes less useful to you. A chain shirt with a max Dex modifier of +4 provides +4 AC and allows a combination of Dex and Class bonus up to +4. So a person with a Dex of 18 would not count any Class Bonus towards AC while in a chain shirt.

Defense progression by Character level (Divisions are based on Base Attack Bonus Progression over levels 1 to 20):

AC = 10 + Dex. Bonus. + Armour Bonus. + Class bonus + Misc. Bonus.

Lvl Weak
[+1 to +10]
Intermediate
[+1 to +15]
Strong
[+1 to +20]
Weak: [+1 to +10]
Arcane Mechanik
Sorcerer
Wizard

Intermediate: [+1 to +15]
Bodger
Cleric
Druid
Fell Caller
Gentleperson
Gun Mage
Monk
Rogue
War Bard

Strong: [+1 to +20]
Beserker
Fighter
Paladin
Scout

1 1 2 2
2
3 3
4 2 3
5 4
6
7 3 4 5
8
9 6
10 4 5
11 7
12
13 5 6 8
14
15 9
16 6 7
17 10
18
19 7 8 11

Article #58 by lanval on June 02, 2006 @ 11:13 AM

This article is categorically filed under House Rules

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Alt Greatcoat Rules

The damage reduction and armor bonus granted by greatcoats is cause for a lot of debate. Some people feel that the bonuses render traditional armors obsolete, others have expressed the feeling that the DR granted by an armored greatcoat is too much (pointing to magical items that offer DR 5/holy or similar bonuses). So I removd the DR and modifed them so the main draw for using great coats is the speed with which they are donned.

Armour Cost AC Max Dex Check Penalty Spell Failure Move Weight Type Don
Armoured Apron 30 gp +2 4 -2 15% 30/20 20 lb. Light
Greatcoat 20 gp +1 8 0 0% 30/20 5 lb. Light 1 rd
Padded 5 gp +1 8 0 5% 30/20 10 lb Light 10 rds
Reinforced Greatcoat 35 gp +2 6 0 10% 30/20 10 lb. Light 1 rd
Leather 10 gp +2 6 0 10% 30/20 15 lbs Light 10 rds
Armoured Greatcoat 75 gp +3 5 -1 15% 30/20 15 lb. Light 1 rd
Studded leather 25 gp +3 5 -1 15% 30/20 20 lbs Light 10 rds
Iron Mantle special +2 4 -3 15% 30/20 20 lb. Light

The Padded, Leather, and Studded Leather entries are as per normal d20 rules, they are there for comparison purposes. So now youre saying why bother with a greatcoat? The big plus to greatcoats is that I allow characters to don or remove greatcoats as a full-round action.

Article #56 by lanval on May 14, 2006 @ 09:46 AM

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Alt Duelling Rules

Step one

Appraise your foe (a.k.a. the is it worth it? stage). Sometimes there is a formal challenge; sometimes it is just a rising tension in the air. Either way, when a duel is about to go down the duelists will look each other over and size up their opponent. The Appraise roll is a BAB + Wis check. There are three things you can determine:

  • The opponents Base Attack bonus
  • Dexterity (and, hence, Initiative and ranged attack bonus)
  • Weapon familiarity (how many feats has he dedicated to using his weapon in addition to basic proficiency)

The DC for this check is:

  • 10 to learn one thing
  • 15 for two
  • 20 for all three

If the opponent knows they are being appraised and can roll a Bluff check higher than your Appraise roll, he may adjust one of the qualities you determine up or down by as much as his Charisma bonus.

For example, Renald decides he wants to know Sherrons BAB and Dexterity before accepting her challenge and rolls an 18 on his Appraise check. He will have a pretty good idea what they are, unless Sherron rolled a 19 or higher on her Bluff check. If she did roll higher, she could use her Charisma bonus of +3 to make Renald think her BAB or Dexterity was three points higher or lower than it really is. It is at this stage that most duelists will decide they are out of their league and yield (or run like cowardly dogs) or decide that they can win and accept the duel.

Step two

The battle of wills: a.k.a. the Evil Eye stage. If neither duelist backs down, or if backing down isnt an option, they proceed to the stare down. This is the part where duelists ask each other if they feel lucky and exchange steely-eyed glares.

Use the Intimidate skill to demoralize an opponent. Your Intimidate check is opposed by the targets modified level check (1d20 + character level + targets modifiers on saves vs. fear). A character immune to fear cant be intimidated, nor can non-intelligent creatures.

If you have the Persuasive feat, you get a +2 bonus on Intimidate checks. If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks. In duelling situations, this check can be performed up to a range of 30 feet. It imposes the Shaken condition on the loser, which gives -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Step three

Fire! Both duelists are considered flat-footed – however see note about sneak attack below – during the first round of the duel, even if they have Uncanny Dodge or a similar ability. If you just want to start diving for cover and shooting and bobbing and weaving, then youre not fighting a duel, youre having a gunfight (for which the normal combat rules should be sufficient).

From this point there are two styles of duels; Judged and non-Judged.

  • Each opponent is considered to be flat-footed, no matter what feats/abilities he or she possesses.
  • Sneak attack damage is not added to successful shots (because then it models the situation of the dirtiest, sneakiest fighter being the best pistol duelist).
  • Shots are considered to happen simultaneously in a judged duels, in order of initiative roll in non-judged duels.
  • Successful shots are assumed to do normal damage, and critical hits do maximum critical damage.
  • If the roll to confirm a critical is within the critical threat range of the weapon, roll to confirm again – confirming this time means the victim is reduced to -1 hp automatically and begins bleeding out.
  • In a non-judged duel, if pistols are holstered at the beginning (so its more of a western showdown), the Quickdraw feat grants its possessor a +4 bonus to Init that stacks with Improved Init.

Article #55 by lanval on May 14, 2006 @ 09:38 AM

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Tordoran Style Fencing

From ship-to-ship struggles on the high seas to fighting off pirate reavers on the coast of the Sea of a Thousand Souls to the battlements of Midfast and the alleys of Five Fingers, a Tordoran gentleman may often be called upon to resort to skill at arms to protect his companions, life, and precious honor. Toward that end, many a skilled fencer has earned a reputation and a livelihood teaching the manly arts of self defense. Hundreds of specific styles have developed, with a vast array of subtle theories, but to the uninitiated, a single broad approach to single combat emerges: the Tordoran Style, differentiated from the methods often employed by Rynnish or Thurian fencers by the use of the off-hand. Challenging a well-schooled Ordic sea-capitain to a duel has proven the doom of many a foolhardy brigand or fop.
Tordoran fencers nearly always begin through basic proficiency with a broadsword or single-handed longsword, followed by an immersion in defensive techniques meant to first and foremost protect the life of the fencer. Towards this end, the use of parrying daggers, swordbreakers, chains, and cloaks are introduced.
Recommended Feats:

  • Martial Weapon Proficiency: Broadsword/Longsword
  • Martial Weapon Proficiency: Light Chain/Swordbreaker
  • Combat Expertise
    • Improved Disarm
  • Dodge
    • Mobility
  • Two-weapon Fighting
    • Improved Two-weapon Fighting
      • Greater Two-weapon Fighting
  • Weapon Focus Broadsword/Longsword
    • Weapon Specialization Broadsword/Longsword
    • Greater Weapon Focus Broadsword/Longsword
      • Greater Weapon Specialization Broadsword/Longsword
  • Weapon Focus Dagger/Light Chain/Swordbreaker

Feats listed in bold are strongly recommended. Few fencing schools will stress the use of a variety of off-hand weapons, preferring instead an intense study of a particular pairing of weapons.

*New feats*

Tordoran Fencer [General, Fighter]

Highly skilled at parrying, with a refined guard and quick reflexes, the well-trained Tordoran-style Fencer is a difficult target to strike a blow at.

Prerequisites: Combat Expertise, Dodge, Two-weapon fighting, Weapon Focus (Broadsword or Longsword), Base Attack Bonus +4
Benefit: When simultaneously wielding a Broadsword or Longsword for which he has the Weapon Focus feat and a light weapon, the character receives a +2 competance bonus to AC versus melee attacks from the subject of his Dodge feat. This bonus explicitly stacks with the bonus granted by the Dodge feat, resulting in a total improvement of +3.

Master Tordoran Fencer [General, Fighter]

A true master of the defensive sword, the master of a Tordoran fencing style’s impeccable footwork leaves no opening and makes him difficult for even multiple opponents to box in.

Prerequisites: Tordoran Fencer, Greater Weapon Focus (Broadsword or Longsword), Improved Two-weapon Fighting, Mobility, 5 ranks Sense Motive, 5 ranks Bluff
Benefit: When simultaneously wielding a Broadsword or Longsword with which he has the Greater Weapon Focus feat and a light weapon, the subject of the character’s Dodge feat is not treated as threatening the character for purposes of flanking or attacks of opportunity.

Article #38 by burrowowl on March 30, 2006 @ 12:31 AM

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3.5 Skill: Knowledge (tactics) (INT)

This skill (written up for me by my friend Rick Neal – who has published works for Atlas Games and others…) represents the training and facility for understanding combat situations. It includes knowledge of tactical doctrine for small units, basic fortifications, study of historical battles, and the ability to think clearly and effectively in the heat of combat.
Check: The DC and effect depend on the task you attempt.

Task Knowledge (tactics) DC
Negate surprise round 15 + 5 for each other
person benefiting
Tactical positioning 10
Set ambush 15 + target creatures Int bonus
Prepare cover 10
Historical/theoretical
knowledge
10 or higher, depending on
obscurity

In any case when someone with the Knowledge (tactics) skill is opposing the attempt of the character to use this skill, add the opposing Knowledge (tactics) bonus to the DC of the task.
Negate surprise round: At the beginning of combat, if you are surprised, you may make a Knowledge (tactics) roll to act during the surprise round. If you succeed on a DC 15 check, you may act during that round. For every 5 points by which you exceed the DC of 15, one other person in your party may also act during the surprise round. Note that acting in the surprise round is limited to a single move or standard action.
Tactical positioning: Once all figures have been placed on the battle mat, but before initiative has been rolled, you may attempt a Knowledge (tactics) roll to maximize your starting position advantage. With a successful DC 10 check, you may move any one figure on the battle mat one square in any direction, as long as it doesn’t place the figure in an impossible position (eg, inside a fire, over a cliff, in the same square as another figure, etc.). For every five points by which you exceed the DC of 10, you may move another figure (or the same one) one square in any direction, subject to the same restrictions.
Set ambush: With ten minutes to prepare, you may make a Knowledge (tactics) roll to establish and execute an effective ambush. The DC is 15 plus the highest Int bonus or Knowledge (tactics) bonus among the target creatures, modified by terrain and available cover at the GM’s discretion. Success grants you and your comrades a surprise round in which to act against your targets.
Prepare cover: With one hour to prepare, you may make a Knowledge (tactics) roll to set up basic earthworks, screens, barricades, and other bits of cover. The DC to do so is 10. For every single point by which the DC is exceeded, one square gains +1 cover. No square may have more than 4 points added to its initial cover bonus.
Historical/theoretical knowledge: Like any other Knowledge skill, Knowledge (tactics) can be used to recover knowledge and information relating to the field. In this, it functions exactly like other Knowledge skills.
Special: A character may only make one Knowledge (tactics) roll per combat. This means it may be used for only one of the first three options by any character in any combat. Multiple characters may attempt different uses, however, though each may attempt only one.

Article #8 by lanval on January 31, 2006 @ 05:04 PM

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