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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:42 am * PST


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A Land Of Guns

Here are some of the famed gunwerks of Immoren and the common characteristics their bespoke gun designs may have. These are all applicable to the standard quality generic pistols, carbines and rifles that have been made by these companies and bear their makers mark. (bearing in mind that this also takes into consideration the optional rule that a natural 1 on any attack roll with a gun grants it one of the flawed characteristics.)

 

Clockwerk Arms: bracing – cost of the additional barrels customization reduced by 75%.

Radliffe Gunwerks: multishot – can customize carbines & rifles with a revolving five shot chamber.

Blurg Arms: stubby – +1 damage at point blank range, flawed barrel quality. (jam chance only)

Vislovski Gunwerks: powerful – reroll 1 damage dice, take highest result.

Crucible Arms: forged – reduce targets AC by 1 to confirm a critical threat, double ammunition costs.

Ghordson Heavy Armaments: reliable – guns never gain any of the flawed qualities.

Grifter Gunwerks: tiny – double DC of search checks to locate pistols, reduce overall weight by 2/3rds.

Dummont Arsenal: hairtrigger – readied gun can attack as an immediate action with a -2 penalty to hit.

Enlichter Arms: balanced – reduce penalties for shooting from the hip (using two enlichter pistols) by half.

Steelwater Armory: functional – no AOO when reloading, flawed receiver quality. (misfire chance only)

Pitts Pistoltry: modular – breakdown customization does not reduce the attack bonus.

Cygnaran Arms Company: economical – damage dealt reduced by 1, reduce ammunition cost by 50%.

Midfast Munitions: hefty – guns treated as 1 size larger in melee, increases weight by 1/3rd, never gains the flawed stock quality.

 

<Note: guns taken apart for maintenance & having major parts replaced outside of the company/workshop they were built in would lose these additional qualities.>

 


Article #1227 by TT on July 19, 2011 @ 01:55 AM

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Immoren’s Various Power Sources

Clockwork:

  • Coil Springs – These are spirals of metal wire compressed and kept under tension either externally or within a small cylinder. These are kept in check by small ratchet gears and allowed to expand slowly to provide motive force for small devices. Larger compression springs can also be fitted to absorb and store physical pressure for later release. Being compressed down by then locking into place with a simple metal trigger.  Most coil spring power sources only require a small winding key to provide tension, only the larger versions require physical compression.
  • Clockwork Engine – This engine uses advanced clockwork winding devices that use the mechanical stress created from stacks of coil springs within oil filed circulal flat-cans. As the energy is released by weights, timed winders or metronome escapements;  smaller pinion gears of various sizes are meshed with larger wheel gears to increase the transferred motive force to actuators. These devices are often hand cranked due to the increased tension they can store in the flat coils.
  • Hypertension Torque Coils – Utilizing metal alloys and alchemical reinforcement known only in Immoren, advanced clockwork can achieve tensions far in access of what is physically possible with mere steel components. These Engines use intricate clockwork escapements and ribbons forged of highly elastic yet dense metals. These store energy in long torsion springs kept wound within tall cylinders filled with alchemically enhanced lubricants or powders. The force required to achieve full tension in these devices means that they are often wound via hydraulics or a subordinate steam engine. They are often only used within devices where steam would be impractical, as they are ruinously expensive.

Steam:

  • Pressure Cooker – Most of these are simple metal crucibles that do not permit air or liquids to escape below a preset pressure. They can run on any sustained heat source and produce low pressure steam when filled with water. Most are utilised in low end industrial work or unsophisticated pneumatics. Nevertheless, because of their small size, pressure cookers have used the heat from an accumulator engine to pressurize miniature pneumatic systems.
  • Steam Boiler – While there are several versions of boiler in common use throughout immoren, the basic boiler is a steel fire-tube furnace surrounded by water with one or more smoke flue stacks. This runs on various grades of coal and coke to super-heat water to steam vapor. This is then transferred to reciprocating piston engines to provide motive power to a device. The versions developed for Warjacks have been miniaturized to a great degree, but can develop a power far in excess of their size due to the use of arcane/alchemical alloying in their construction.
  • Steam Turbine - The steam turbine is a form of advanced coal-fired engine that makes use of multiple expansion chambers to develop power. This produces far higher pressures that a standard steam engine and is it used to drive a rotary fan to great speeds. The largest of these devices can be found within Rhulic cities and are used for the gigantic heating and ventilation systems.  Smaller versions have yet to be developed for use in portable devices, so far only the arcane turbine utilizes similar principals on a small-scale.

Pseudo-Electrical:

  • Galvanic Charger – This is a crude electrochemical cell that produces a small electrical charge from alchemical reactions taking place within a sealed and insulated capsule. It generally consists of two different metals connected by a salt bridge, or individual half-cells separated by a porous membrane. The power it produces cannot induce arcane devices, but has its uses with various smaller devices that require a voltaic charge to function. While it was an impressive step towards Voltaic principals, the degradation of its materials over time makes it a poor second to its successor.
  • Storm Chamber – The now iconic glass ion coils and alchemically refined copper filaments of the stormchamber are the image of modern day power in Cygnar. They draw on a self sustaining magical effect to feed a pseudo-arcane reaction. This produces a powerful current which is stored in the fluid and released from contact points at the screw-type base. While it is more commonly seen on the battlefield, stormchambers have also been used for more industrial purposes, recent examples are the telegraph system in Cygnar.
  • Voltaic Dynamo – These state-of-the-art devices remain a military secret known only to Sebastian Nemo and a few of his most trusted apprentices. Attempts have been made to use voltaic energy to power motors, but like nemo’s early attempts, they ended in dangerous explosions. These engines transduce voltaic current into mechanical motion via interacting polarity fields with conductive metals. A magnetic field powered by voltaic energy is used to turn a rotary engine or actuator. Its use so far has been limited to military applications such as the towering Thunderhead warjack.

Necro-Thaumatic:

  • Blood Pump – Small scale necromantic mechanika found most commonly in creations such as mechanithralls. This pump circulates a viscous alchemical fluid redolent with powdered necrotite and charged with thaumatic energies. The fluid charge is constantly refreshed from the arcane sigils etched within the pumps chambers.  This flow provides animating and regenerative power to necromechnikal devices which use a combination of metal parts and dead flesh. The pump itself is often supplemented by a small steam boiler.
  • Soulfire Furnace - Using the principals of the coal fired boilers of the mainland, these devices draw on the fragmented soul energy present in chunks of necrotite. The fuel itself burns far hotter and longer than any natural boiler coke and thus provides a significant performance boost. The heat can easily flash-boil water in the boiler in half the time required by normal boilers. However the boiler steel must be especially treated in order to resist the corrosive energies unleashed within its fire-tube. The smoke vented from the flues of these engines is also highly toxic and potentially lethal to living creatures. Interestingly, the inlaid bone and other remains that is used to reinforce the boilers pressure chamber is greatly strengthened by the necrotic emanations. This process is jealously guarded by the metal dens of Dreggsmouth and Blackwater.
  • Soul Cage -Drawing directly from trapped souls, these arcane devices provide enormous power at a terrible price. These cages of dark iron and hardened glass are etched with hundreds of small necromantic sigils inside their casing. When unshielded these create a negative energy vortex, similar in arcane principal to the trans-planer shift which draws souls into Urcaen normally. This sucks in disembodied souls nearby and traps them within its shielded casing. The magically forged metal is present in both the material and the immaterial, and thus prevents the souls dissipating across the planar boundary. A release valve at the top of the cages shifts a number of shielding plates across the sigils and releases the soul energy for use as fuel.

Iosan Arcana:

  • Impulse Condenser – One of the more commonly seen iosan power sources, this fist sized multi-layered metal sphere is engraved with Shyric glyphs and encased in jade. Each condenser is attuned to different morphic tides of the three moons. It maintains a lower arcane potential than its surroundings when celestial alignment induces increased arcane potential in its locality. This draws energy into its brass lined glass core for later release. This power source is unfortunately only at peak effciecny during the lunar cycle it is attuned to.
  • Arcantrik Siphon – One of the larger more powerful devices rumored to be used in the impressive myrmidon jacks. It is made up of a large stack of etched plates plated with gold. This engine absorbs and concentrates the faint background magic created contantly by geological forces in Immoren (the geomatic field). It draws in this latent energy much like its smaller cousin and stabilizes it between the emanations of the plates. The storage cells maintains the necessary osmotic sink to retain influx of magical energy and appear as solid sections of engraved jade.
  • Phase Transducer - An ancient technology annihilated in the cataclysm which ended the iosan golden era, these devices drew on inter-dimensional friction between Caen and Urcaen to create a potential charge. Much like the other iosan devices, these engines worked by a form of osmotic feedback. Apparently transducers used the vastly differing background potentials that can be found on the trans-dimensional border to condense incredible amounts of energy. So much in fact that it had to be contained within chambers constructed of pure force, like miniature suns. How this wonder was once achieved remains a mystery lost to the fury of the Stormlands.

Article #1163 by TT on March 10, 2011 @ 01:14 PM

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Dragonmech Parts

Here is the crafting table from Steam Warriors, I personally like this method of combining functions to create effects (as will the ones I picked out for cerebral matrix add-ons, prices will likely vary):-

Air Generator: 70gp | 10 lb. [An air generator is simply a pressurized metal tank that stores and dispenses breathable air. A single air generator can provide enough air to sustain one medium creature for one hour. It has a single gauge at the release valve to indicate the remaining pressure within. This duration is doubled for each size category the creature is smaller than medium, and halved for each it is larger.]

Automator: 200gp | 1/2 object [An automator is a collection of springs, coils and bolts that can be used to automate another device, allowing it to perform a task of up to three simple steps. The other device must be something that lacks the parts needed to do the task at hand. ]

Autoforge: 1000gp | 20 lb. [This complicated apparatus resembles a gutted mechanical spider. It is heated by coal and cooled with a water supply. It contains a set of articulated mechanical arms, hammers and an anvil surface. The autoforge can produce a single type of armor, tool or other weapon, and functions as if it had 10 ranks in the related Craft (armorer, blacksmith, or weaponsmith) skill. Since it is without intelligence, the total check is +10. Although it works continuously, it only produces the same amount as a smith working at a forge. It takes a week and costs 100gp to retool a forge to make something else. An autoforge cannot make masterwork items unless it has a discriminator. Adding additional automators and tools to the autoforge reduces the the time it takes to make an object by 5%. The time cannot be reduced further than 50%] <requires a cerebral matrix to function>

Balloon: 10gp | 3 lb.  [A balloon is a large expanding container in which air or liquid can be stored, a medium balloon can hold 100 quarts of material, inflating a balloon without mechanical assistance requires 10 minutes. Using billows reduces the base time to 1 minute. A balloon can also be used as a flotation device. If filled with air or some other gas that is lighter than water, a balloon will hold an object of 200 pounds afloat. When combined with a heat-producing object, a balloon can be turned into a hot-air balloon.  A hot air balloon can safely raise or lower itself 10 feet per round and can raise 100 pounds of weight. These values double for every increase in size above medium. A balloons surface hardness is 3, any damage that penetrates this deflates it.]

Billows: 5gp | 3 lb. [A billows mixes air with a pumps output to create clouds. A billows converts a normal attack into a cone with a range equal to its previous edge. The cone's width at its furthest point is equal to its range.]

Boiler: 40gp | 20 lb. [A boiler increases the force that the steam engine can exert. It makes physical outputs of the steam engine more powerful. A steam engine with a boiler can generate twice the force it previously could. This doubles the weight it can support and the strength of any attacks. For example, a boiler allows the steam engine to turn a rotor arm of twice the normal length. Boilers can be stacked, within reason and space. Their effects accumulate arithmetically, not exponentially. Each boiler requires fueling to function.]

Clockwork Locks: simple (DC 20) 40gp, average (DC 25) 80gp, good (DC 30) 160gp, superior (DC 40) 300gp. | 1 lb. [A clockwork lock uses hydraulics and interlocking gears to interfere with a devices proper functioning, unless the required key is used. Restrictions on a locking device can shut down the entire thing or just one aspect of its function, This is determined on creation and cannot be altered. Every additional mechanism combined with a clockwork lock (such as an identifier) increases the Disable Device DC by 10 to a maximum of twice the locks DC.]

Heat-sink: 100gp | 2 lb. [Tubes of air-cooled water, vents, gear driven fans, or corrugated metal grills help the device bleed excess heat faster. The cooler grants the device and its contents a +4 bonus on saving throws against heat and fire effects.]

Dehumidifier: 20gp | 30 lb. [A dehumidifier uses 100gp worth of extremely fine silk to pull moisture from the air. In normal conditions, it produces half a pint of water each hour. In rainy conditions, this is doubled in arid conditions, this is halved. In extremely dry areas, the rate may be quartered. Although a steam-powered dehumidifier may make little sense, keep in mind that many steam engines are powered by materials other than water. Moreover, even a water powered dehumidifier produces more moisture than it consumes.]

Diffuser: 10gp | 1 lb. [A diffuser is a small device that takes any sort of energy output and distributes it in weaker form over a large area. A diffuser attached to a pilot light, for example, would provide comfortable heat over a 20ft by 20ft area. A water generator combined with a diffuser fills an area with a fine mist. Or even aerate a water tank using a air generator.]

Exchanger: 60gp | 20 lb. [An exchanger is used to exchange one substance for another. The most common exchange is to swap air and water, often to empty an area of water and fill it with air. This effect can be used to drain flooded areas or to create an airlock system. An exchanger neither creates nor destroys air and water, it merely moves it from one place to another. It can move a 5ft cube of material over the course of a minute. ]

Expander: 500gp | 1/6 weight of subject [The expander makes an item larger. The expander is some-what easier to install than a folder, but it also cannot be removed without its destruction. A single expander can affect an object of up to medium size; two expanders are needed to affect a Large object, for for a Huge object and so on. When the expander is activated, it causes the affected object to become one size level larger. This does not increase the devices mass, so an equipped device comes with some additional weight to retain structural integrity, objects with an expander weight 15-% more than normal. Expanding a medium device or smaller takes a full round action, increasing by one full round action per increase in size from medium.]

Extender: 100gp | 5lb. [Whether by concentric hydraulics, folding joints, or overlapping plates of metal, an extender allows the device to which it is attached to unfurl to a reach of 10ft as a standard action. Additional extenders increase reach by another 10ft each but double the weight and time to reach full extent.]

Fan: 30gp | 10 lb. [Built of a rotating set of blades, fans are able to direct air currents within a limited area. They can be used to disperse clouds of dust, smoke, or similar materials and direct them in a specific location. When a fan is placed, its direction must be decided. Once it is placed, any gas, fog, or smoke in squares directly or diagonally in front of the squares is busted back one 5ft square. Beyond this range the wind created by the fan is not strong enough to move the gas further. Increasing the size of the fan increases its facing, the number of squares it affects, and pushes the fog back 5ft further, meaning a Large fan will push 15ft.  Gusts generated by a fan is considered a moderate wind for the purpose of dispelling obscuring mist and similar effects. If a fan is attached to a flying or floating vehicle, it will move that vehicle forward 5ft per round, increasing 5ft by size as above. A fin must be attached to it to direct the effect however.]

Filter: 50gp | 1 lb. [This small device removes impurities from an element. Attached to a face mask, this can provide a +4 fortitude bonus vs inhaled poisons and diseases. Applied to a source of water, it can filter out impurities from the liquid in order to make it safe to drink. This excludes corrosives and poisons, but can make dirty or waste contaminated water potable.]

Fin Apparatus: 35gp | 8 lb. [A fin apparatus has a variety of functions. It can be used to steer any sort of aerial or submersible vessel. It can also be used to direct the current of energy from a device (excluding sonic). Multiple fins can be combined to create an S shaped flow.]

Flywheel: 280gp | 3 lb. [A flywheel is a series of cogs and gears with teeth of different measurements. The flywheel can be used to speed up the functioning of any other device. A device fitted with a flywheel operates twice as fast as normal. This doesn't affect power output or damage, nor does it let the character gain an extra attack. It only improves the speed of objects that move or require a specified amount of time to function. No more than one flywheel can be fitted to each device.]

Folder: 2000gp | 1/6 of object [The folder is an apparatus of springs, pipes and joints that can be especially fitted for a construct or mechanical object. When activated, a folder will compress the object it is built into, compacting it and sliding components together until it is much smaller than it started out. It effectively reduces it by one size incriment, the device can no longer function when folded. Folding an object takes one full round per size increment above medium.]

Fuel Tank/Hopper: 10gp | 6 lb. [A fuel tank/hopper increases the length of opperation time available for items. By increasing the size of the fuel tank/hopper, the amount of fuel and thus the length of use doubles, as does the cost and weight of the fuel tank.]

Gearbox: 50gp | 4 lb. [A gearbox is a set of changeable gears, ranging from the small to the large. They transform the ratio of power in a physical action, such as a melee attack. A small gear makes the device move slower and steadier, providing more accuracy. A large gear provides tremendous power, but the resulting action is fast, shaky, and less accurate. The device can add or subtract up to 5 (but no more than the user's bab) from its base attack bonus and apply that to damage for melee weapons. Once an amount is chosen, it cannot be changed until the gear are changed. Changing gears is a movement action. A discriminator allows the gearbox to change once per round as a free action. Each flywheel increases the amount you may change or increase by another 2.]

Springs: 20gp | 10 lb. [A large set of springs that can be used to boost a creatures ability to jump or cushion a creatures fall. Two springs must be used for medium creatures, this doubles for every size increase. Springs may be in two states, compressed or open. While compressed, the springs can be activated as part of a Jump check to gain a +4 bonus. Compressing the springs again requires a full-round action. When uncompressed, springs can be used to reduce falling damage, By making a Tumble check (DC 10), the wearer can orient the springs down and reduce falling damage by 1d6. Objects without a dexterity score can benefit from this if they are purposefully dropped in such a fashion that they land on the springs. Doubling the number of springs doubles the bonus gained and the falling damage reduction, but the number of springs can only be doubled three times before the item can hold no more.]

Hydraulic Arm: 100gp | 15 lb. [A hydraulic arm can be any manner of mechanical device that performs a single movement with great power, such as bending metal beams, hammering with nails , or breaking wood into smaller pieces. when a hydraulic arm is constructed, it must be designed to perform a single task, which it does with a Strength of 20. The hydraulic arm may be built for use in combat, but it suffers a -4 penalty to attack rolls due to its awkward shape and rough controls.]

Pilot Light: 120gp | 6 lb. [The device produces a tiny flame, the flame cannot be extinguished unless it is submerged or cut off from a supply of oxygen. The flame is too small to be used as a light source; it illuminates only a 5ft by 5ft area. It must be connected to a flammable liquid or gaseous fuel source to remain lit, and can in turn light inflammable materials it comes into contact with. It is however to small to deal more that 1 point of fire damage in melee.]

Pump: 35gp | 2 lb. [Adding a pump allows the steam engines output to be directed into different devices, or for reservoirs of liquid or gas to be projected into or out of an area.  This item needs to be powered to function.]

Rotor Arm: 500gp | 10 lb. [A rotor arm is a metal rod that rotates. A normal steam engine can support a steel rod up to 5ft in length. The rotor arm can rotate at various speeds. At its highest settings, the rotor arm has a number of uses. Held in front of a character it can cause 1d8 damage on a successful attack, although it has a -4 penalties to use due to its unwieldy nature. A shaped rotor arm can also provide a crude form of  lift. A normal rotor arm can lift 40 pounds at a speed of 40ft per round with clumsy maneuverability.]

Release Valve: 15gp | 2 lb. [A release valve is a small device that activates other steam powered devices when certain criteria are met. This is most commonly used as a safety shutdown for high pressure boilers, venting the steam if it reaches dangerous levels.]

Seal: 5gp | 0.5 lb. [A gutta-percha seal can be used to stop the escape or entry of gases or liquids. Each use of a seal can secure one medium device or point of entry from either all gases or all liquids. Used on a device, this can protect the inner workings of the device from damage by water or other substances. A seal breaks down when exposed to extreme environments such as acids, corrosive gases, lava and other similar substances.]

Spring Winder: 200gp | 5 lb. [Spring winders are added to devices that run off clockwork power. Once installed, the spring winder may be activates as a swift action, boosting the host devices physical abilities by +4 and increasing the host's movement by +10ft. These bonuses last for ten rounds and may only be used once per day. for devices that don't have physical abilities, the spring winder doubles the power of a clockwork device for 1 minute, much in the same fashion as a boiler does for steam-powered devices.]

Stabilizer: 75gp | 25 lb. [A stabilizer provides extra balance to an object or person through a gyroscope and a series of small lead weights. The stabilizer provides a +4 Balance checks, and a +4 bonus to resisting bull rushes and similar attacks. In addition, the device cancels circumstantial attack penalties of up to -4 causes by high winds, unstable ground, or other situations related to poor balance.]

Steam Jet: 50gp | 15 lb. [A steam jet produces an extremely high pressure burst of steam, which can be used as a rudimentary propulsion system for the short time that the wearer stays in the air. A single steam jet will allow a medium creature to fly with a speed of 10ft and poor maneuverability for ten rounds. Alternately, if attached to a Medium water craft of flying device, the speed of the vehicle may be increased by 10ft for one minute by using a steam jet. Anyone in the square immediately behind an active steam jet is dealt 1d12 points of fire damage, reflex save (DC 14) for no damage.]

Water Generator: 45gp | 12 lb. [A water generator is a one-gallon water reservoir connected to a mechanical distributor. Multiple water generators can be combined to allow a larger reservoir. Alone a water generator is little more than a mechanical canteen.]

Article #1018 by TT on December 16, 2010 @ 07:00 AM

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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

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Critical Hits, Called Shots and Mechanikal Constructs

The basic template for a Mechanikal Construct states that it is not subject to critical hits. However mechanikal constructs are not simply shells of material animated by magic like Golems. Such constructs suffer no ill effects from being hit in ‘critical areas’, indeed they don’t possess anything critical to their survival that can be damaged. Only taking them to pieces is sufficient to destroy them because the magic is uniform and only effected by powerful dispelling. Mechnikal Constructs however, require a number of critical components located in various body compartments to function correctly. So it makes a certain sense that they should be subject to critical hits from weapons, powers and magic capable of seriously damaging something made of solid metal in one hit. Including:-

  • attacks that bypass hardness <vital parts getting stabbed, disintegrated, blown up and carved off>
  • demolish special ability <messing with the mechbits gives ‘jacks a headache>
  • powerful firearms <can damage the cortex or puncture the boiler, even blow off an arm or leg>

From steamjacks to servitors, most mechanical constructs would have the following basic points of weakness if anyone is using a different system of critical hits, or called shots:-

  1. Leg Hydraulics [reduces = dexterity - speed] <slashing>
  2. Arm Hydraulics [reduces = strength - attack] <slashing>
  3. Boiler [reduces = speed - strength - attack] <piercing>
  4. Sensory Devices [blinds or deafens] <bludgeoning>
  5. Cortex / Matrix [shuts down] <piercing>

However the Mechanikal Construct Malfunction Damage table covers most of these, and if a construct is subject to critical hits, the 50 damage threshold is a far more reachable target for high end weapons and spells.

Article #435 by TT on July 31, 2010 @ 05:01 PM

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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 & reflex saves 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‘. Cyriss Tech additions require the Feat to make and install into a matrix. Voltaic Tech items require an electrical power source, most likely from a stormchamber. All additions require the ‘Craft: Cerebral Matrix’ feat to create and install.

Bloodhound: 350gp | 4 lb. [A bloodhound allows the device to detect scents. Range of detection is 30ft, double if the scent's source is upwind or half if it is downwind. Strong scents can be detected at twice the normal range, and overwhelming scents at triple range. A bloodhound can only sense the general direction of a source except when within 5ft, at which point it can be more specific.] <cyriss tech>

Discriminator: 350gp | 4 lb. [A discriminator is a heavy metal orb containing a tightly packed series of adjustable fluid-logic valves that can hold information about people and creatures. The most common model will use this information to discriminate friend from foe and react accordingly. Each additional person above the creator to be designated a friend must be taught with a jack handling check and cannot exceed the devices intelligence.]

Identifier: 500gp+ | 10 lb. [An identifier can ID almost any natural, nonmagical substance placed within its analyser tray. It can break down foods and poisons to their component ingredients and point out the source of a particular flavor or toxin. It acts as if it has 20 ranks in the relevant Knowledge skill to identify the substance, the sample is destroyed during identification. Building an identifier requires a full six months of work, and an endless variety of natural samples, as each new sample requires a jack handling check. An identifier can only ID a material it has processed this way.] <cyriss tech>

Metal Ear: 35gp | 4 lb. [The metal ear is an artificial listening device that can hear about as well as a normal human ear, and transmit those vibrations to a connected device.]

Navigator: 50gp | 2 lb. [The navigator is a small box of clockwork drums that can detect and keep track of distances moved and turns taken. It will 'remeber' any path it travels up to two miles. A single navigator can store any number of paths at a time, provided to total distance is not more than two miles. Navigators can be stacked to increase this distance. A navigator combined with an automated quill could produce maps on paper for example.] <cyriss tech>

Noisemaker: 300gp | 3lb. [A noisemaker is a wax cylinder conduited to a small ionic coil and paper cone arrangement. It can be used to record and replay noises it receives from a connected device.] <voltaic tech>

Optical Orb: 275gp | 2 lb. [A small glass eyeball or optical tube which can perceive the world around it and revolve to follow moving objects. The images are transmitted to a connected device. While it can see in colour like the human eye, it only has hardness 3 and 3 hit points, and can be easily shattered.]

Randomizer: 50gp | 1 lb. [The randomizer is a small attachment that causes one aspect of the device to be completely randomized. Elements of a device that can be randomized include but are not limited to: damage, range, direction, attack type and target. Once installed the function that is randomized cannot be changed without adding a new randomizer, however a successful Craft: Mechanika check (DC 15) can reprogram the drums to a different form of random decision.] <cyriss tech>

Ranger: 240gp [A collection of incremetal measuring slides fitted on bearings within a short barrel, the ranger acts like a small adjustable sight. Devices fitted with a ranger gain a +1 bonus to ranged attacks beyond 30ft. Multipal rangers do not stack.]

Scanner: 800gp | 20 lb. [A flat boxlike device, the scanner can detect a specific material within 100ft that has been used it its creation (minimum of 100 samples). The scanner translates the location and distance to the material to a connected device and can make a rough estimate of the quantity present. Scanners designated material cannot be changed once it is constructed. Scanners cannot be set to detect non-physical properties.] <cyriss tech>

Skill Box: 200gp+ | 1 lb. [A complex device the skill box contains multiple drums and valve arrangements that allows a specific set of coordinated movements to be recorded and stored, allowing the connected device to use a physical skill. The builder of the skill box must have at least 8 ranks in the skill to be put into the skill box. The device with a skillbox installed is considered to have 4 ranks in the skill. Multiple skill boxes of the same skill cannot be installed to provide a greater bonus. ] <cyriss tech>

Skill Recorder: 500gp | 2 lb. [This steel drum contains a tightly wrapped spool of metal sheeting that contains information punched into its surface. As a standard action, the device can provide a +5 circumstance bonus to a skill check. Each recorder is good for one skill only, only physical skills can be recorded in this manner and a device incapable of putting the skill into practice gains no benefit from this bonus.] <cyriss tech>

Targeter: 320gp | 1 lb. [A targeter is a complex arrangement of crystal tubes and processing drums which automatically acquires a target for a ranged weapon connected to the device. By itself a targeter always aims for the nearest living creature, whether friend of foe. Combined with a discriminator it will aim at the nearest hostile instead. Combined further with a scanner it can automatically pick out certain types of target. This device removes the penalties to attacks for using an unfamiliar or non-proficient weapon. The targeter cannot target anything the attached device cannot perceive.] <cyriss tech>

Timer: 30gp | 1 lb. [allows it to function at specific times or intervals.]

Trembler: 500gp | 1 lb. [A trembler allows a device to act as if it had tremorsense as long as it is in contact with the ground, or underwater.]

Trigger: 50gp | 1 lb. [A trigger allows the device to activate another device or a power when a specific set of conditions is arrived at, each trigger can only react to a single even. For example the device could be set to activate when there is motion within 10ft, if the temperature reaches a certain level, or when a door is opened.]

Vocalizer: 200gp | 10 lb. [Allows the device it is attached to to give primitive vocal feedback, its buzzing mechanical voice can only produce words, not inflections or emotions and must be taught its vocabulary with a jack handling check.] <voltaic tech>

<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 cannot 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. This does not apply to starting classes for races who lack such a technological background.
  • exotic firearms such as the clockwork pistols, radliffe firestorm, chain-gun etc require the exotic weapon prof. feat to use effectively. I’d suggest three new feats on that front:

Exotic Weapon Proficiency: pneumatic (weapons based on compressed gas and pumps)

Exotic Weapon Proficiency: repeater (multiple barrel or chamber weapons)

Exotic Weapon Proficiency: cannon (heavy guns from bombards to artillery pieces)

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 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

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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

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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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