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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:40 am * PST


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Scrap Cannon

A blunt and uncomplicated device by the standards of most inventions, the Scrap Cannon is made up of a thick wire stock housing a cylindrical induction engine. The ‘barrel’ in this case is a large circular disk of armor plate, with bunched conduiting and coils behind its scarred and dented surface. A simple gun trigger rests in the usual position, rigged up to the engine choke. The butt houses a stormchamber socketed into the device, which glows a brilliant  blue.

As a move action the Scrap Cannon can gather up unattached/unattended fine, tiny and small ferrous metal items (nuts, bolts, tools, scrap, machine parts, weapons) within a 15ft cone. And pin it in a mass against the front armor plate. Once a mass of metal items is ‘loaded’ into the scrap cannon it can be fired as a standard ranged attack in a 30ft cone, dealing 4d6 slashing, piercing and bludgeoning damage to targets within 15ft. This is reduced to 2d6 slashing, piercing and bludgeoning damage to targets within 30ft. (Reflex save DC10 + attack roll).

When used against a metal target heavier than the Scrap Cannons user, they must make a Strength check DC20 to avoid being disarmed. If attached to its harness there is no chance of being disarmed, but the user must make a Strength check DC15 or be knocked prone and move 5ft towards the target.

While versions of this device have been rumored to have been used as weapons, they mainly served for a time as prototype heavy lifting equipment before being shelved as a waste of funding.

 

Item Cost Weight
Induction Engine
Engine Housing 300gp 3lb.
Plate, polarization
9900gp 1lb.
Plate, polarization
9900gp 1lb.
Mechanikal Trigger
200gp 0lb.
Stormchamber, heavy 2500gp 5lb.
Conductive Cable
1000gp 2lb.
Socket, hybrid 450gp 0lb.
Gun
Stock 30gp 3lb.
Harness 12gp 2lb.
Conduiting 8000gp 2lb.
Total 32392gp 17lb.

Article #1254 by TT on November 24, 2011 @ 08:40 PM

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Velocity Gauntlet: Induction

This device appears to be a single bulky alchemical gauntlet for the right hand, overlayed with aurum wiring and articulated with brass. The palm is taken up by a shallow circular socket within the rim of which runs ionic coiling. The gauntlet takes up most of the forearm with a automated wrist loader on the inner side toward the body, and a length ways socketed heavy accumulator on the outer. A thick gutta-percha pipe within a coil of conductive cable runs from the gauntlet along the top of the arm to the backpack mounted convergence engine. The top of which is a small gravity hopper filled with egg sized metal spheres. Below this the blue light and crackle of a heavy stormchamber is plainly visible socketed into the main engine. The entire device is hung from a body harness to better distribute the uneven weight on the right side of the body. The hopper looks to store around 20 of the small steel balls, each with an aproximate weight of 1lb.

As a swift action, the wrist loader presents a single steel ball from the gravity hopper into the right hand. This is achieved by an exaggerated shrugging motion combined with a twisting the wrist 90 degrees to the left. This motion also charges the ‘launch items‘ plate from the wrist mounted accumulator, drawing 1 charge. The steel ball may now be flung standard ranged attack (120ft), it deals 1d4 bludgeoning damage. The real power of this device comes from charging the steel ball with unstable voltaic energy before launching. As a full round action the wearer of this device may load and charge and throw a single steel ball, drawing from the stormchamber and the ‘shocking grasp‘ & ‘voltaic capacitor‘ plates.  Upon impact; or when the wearers turn ends, the ball deals 5d6 electrical damage in a 30ft radius from its current position (DC16 Reflex for half damage). Note, the steel balls are usually rendered into a molten mess by the discharge if used in this manner.

 

Item Cost Weight
Induction Engine
Engine Housing 300gp 3lb.
Plate, shocking grasp
275gp 1lb.
Plate, voltaic capacitor
9900gp 1lb.
Plate, launch items
137gp 1lb.
Mechanikal Triggers
1200gp 0lb
Conduiting 6500gp 3lb.
Stormchamber, heavy
1000gp 5lb.
Accumulator, heavy
1000gp 5lb.
Sockets, charge 400gp 0lb.
Conductive Cable
1000gp 2lb.
Alchemical Gauntlet 2400gp 1lb.
Hopper, articulated 15gp 3lb.
Wrist-loader 30gp 1lb.
Automator 200gp 1lb.
Total 24457gp 27lb.

Article #1209 by TT on June 04, 2011 @ 06:16 AM

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Gaseous Translocation Apparatus

The effective use of the Kommando squads on the battlefields of Immoren sparked a flurry of new devices to be rushed into dedicated military use. Along with flame projectors, mist engines and other weapons of war from the Llaelese workshops; methods of quick insertion have also been seen in the field. The Gaseous Translocation Apparatus is more of a designation that an actual title, as no official blueprints have yet found their way onto the black market. However it is an apt description of its use. It resembles a blunderbuss, with a large funnel-like barrel feeding into a mass of copper piping and a pressurized tank. Gutta Percha hoses feed back under the right arm to a backpack mounted steam plant.

When the secondary mechanikal trigger is activated, the convergence engine built into the weighty launcher target one willing subject the apparatus is pointed toward and causes them and their gear to discorporate into a faintly green gas as per the spell ‘gaseous form‘ (Cl6). The pneumatic vacuum that is activated at the same time, sucks in the gas cloud and stores it within one of the three ammunition spheres. These are lightweight glass spheres bound in copper, with a single pressure valve at their apex. It can store up to three of these sphere in its ammo rack at a time, and once stored in gaseous form the subjects can remain their for 12 minutes before returning to their original form.  Should this happen within the weapon, it is destroyed and the subjects take 1d6 damage. Reloading a rack of three valves is a standard action which requires a Craft: steam engines check (DC 10).  In addition to storing the subjects in this form, the engine also conveys the benefits of the spell ‘mage armor‘ upon each sphere, which protects it in firing and impact from shattering. This whole process draws 3 charges from a connected accumulator per use.

Pulling the trigger will cause a single sphere to be launched via pneumatic pressure towards a target. On landing it is treated as a random grenade-like effect. After firing the pressure valve is disconnected from the system, and the subject in gaseous form can exit the sphere at any time. In this way, heavily armed and armored agents are delivered into secure locations quickly and quietly.  It has been rumored that larger ‘cluster bomb’ versions of these devices are being quietly developed by Khadoran interests in occupied Llaeh for use in their impressive siege artillery, but nothing has yet been proved definitely on that mark.

 

Item Cost Weight
Dispersal Engine
Engine Housing 300gp 3lb.
Plate, Gaseous Form
4950gp 1lb.
Hybrid Socket 450gp 0lb.
Plate, Mage Armor
275gp 1lb.
Mechanikal Trigger
600gp 0lb
Conduiting 5000gp 2lb.
Gun & Pack
Exchanger 60gp 10lb.
Pressure Tank 70gp 5lb.
Portable Steam Plant
235gp 20lb.
Pump 35gp 1lb.
Total 11912gp 43lb.

Pneumatic Launcher:-

* Damage: 1d4
* Range: 50ft
* Critical: x2
* Ammo: 3 glass containers (5gp per container)
* Reload:  1 standard action (craft: steam engines DC 5)
* Pressure: The compression chamber must be fed by a working boiler or steam plant, it takes 1 full round to store enough pressure for 1 shot. The chamber can hold 2 rounds worth of pressure (2 shots). Shots taken with half the necessary pressure, reduce range and damage done by half.
* Weight: 43lb. [encumbering: requires two handed use]
* Cost: 11677gp
* Special: Dispersing [As a full round action, the gun can cause one willing subject to assume gaseous form as per the spell at CL 6. The subject of the effect is then drawn into one of the glass containers via a vacuum effect and stored there. The second iteration applies the effects of mage armor at CL 1 onto the container. ]

Article #1157 by TT on March 10, 2011 @ 05:59 AM

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Servitor: Guardian

The bigger servitors than the manikin servants common to Cygnaran foundries have always been something of a novelty best reserved for the eccentric minority. Most men will cite a warjacks endless durability and reliable firepower over any hulking monstrosity cobbled together by a crackpot in some out of the way workshop. However as this machine attests, there are some mechanists out there that just wont take no for an answer. The chassis is much the same as a medium manikin, a humanoid bipedal design, although heavier set to aid with balance. However its engine has of necessity been retrofitted to accommodate the added entropy of the larger pistons and actuators. As such it requires twice as much coal and water as previously. Its gait can best be described as apelike, hunching forward from its waist socket due to better support its torso cowling.

This particular model has been outfitted as a bodyguard, with two reinforced arms built into a large tower shield on the left, and a Engines East pneumatic Turret gun on the right. Two smaller manipulator arms emerge lower down its torso to aid in manual tasks that its fighting arms are incapable of performing. Its flat clam-shell head has optical tubes embedded in both the back and front, allowing it a full 360 vision and negating flanking bonuses against it. Its large Turret gun is built into the steam engine which powers the servitor, and as such prevents it from moving more than a 5ft step when charging pressure and firing.

This lurching machine also has a party piece likely inspired from the Khadoran devastator. On command the servitor crouches down and pulls in its arms, the Turret gun fitting together with the rubber sealed circular section cut out from its shield; forming a solid whole. Mounted on top of the Turret guns barrel is an additional optical tube to give it full vision in-front when locked in its defencive stance. This stance grants the servitor full cover from the tower shield.  In passing it also grants the servitor a +4 bonus when attempting to squeeze though smaller spaces that its large size would normally allow. However this stance reduces the servitors movement to 10ft and its attack roll by -2 due to the fixed firing position.

Lastly its shield has a small convergence engine bolted on behind it. When activated via its mechanikal trigger, it projects a small power field in-front of the servitor. This field acts like the spell ‘protection from arrows’ (CL 6) granting 10/magic against ranged attacks. It can absorb up to 60 points of damage from non-magical ranged weapons before being dispersed. Any projectile which doesn’t penetrate this damage resistance is returned to its source at its original attack roll and damage. This effect lasts for 1 hour until dispelled or dispersed and draws 2 charges from its accumulator per use (5 uses).

 

Item Cost Weight
Chassis
Large, manikin 800gp 240lb.
Engine
Sandleton Engine 350gp - lb.
Matrix
Cerebral Matrices
1000gp 8lb.
Conduiting
4000gp 4lb.
Discriminator 700gp 1lb.
Optical Orbs
550gp 4lb.
Trembler
500gp 1lb.
Ranger 250gp 1lb.
Enhancements
Weapon Arm 2260gp 30lb
Shield Arm
300gp 10lb
Secondary Arms 3000gp 10lb.
Physical Augmentation 400gp 32lb.
Reflection Engine 9600gp 8lb.
standard accumulator 500gp 2lb.
Total 25000gp 350lb.

———————————————-

Item Cost Weight
Reflection Engine
Engine Housing 300gp 3lb.
Plate, reverse arrows
4950gp 1lb.
Hybrid Socket 450gp 0lb.
Induction Belt
300gp 2lb.
Mechanikal Trigger
600gp 0lb
Conduiting 3000gp 2lb.
Total 9600gp 8lb.

 

Exotic Weapon Turret Gun:-

  • Damage: 1d10
  • Range: 30ft
  • Critical: x4
  • Ammo: 4 explosive rivet rounds (4gp per rivet)
  • Reload: 1 standard action
  • Pressure: The compression chamber must be fed by a working boiler or steam plant, it takes 1 full round to store enough pressure for 1 shot. The chamber can hold 2 rounds worth of pressure (2 shots). Shots taken with half the necessary pressure, reduce range and damage done by half.
  • Weight: 60lb. [encumbering: two handed use only]
  • Cost: 560gp
  • Special: Pinning [ If the target of a explosive rivet round is standing within 5ft of a solid object or wall along the line of fire, they must make a reflex save DC14 or become pinned. -4 Dexterity, -2 to Attack rolls, cannot move. Removing the offending rivet takes a Strength check (DC20) and does an additional 1d6 damage to the target . A successful Heal check (DC 15 + damage) removes the rivet without further damage.]
  • Upgrades –  Cut-off Valve Tanks (can store only 1 rounds worth of pressure, can continue to charge pressure while firing) [1500gp].

Large Mechanikal Construct (Servitor): CR 5; HD 1d10+30, hp 40; Init -2; Spd 20 ft.; AC 17, touch 12, flat-footed 14; Base Atk +2, Grp +8; Atk Turret Gun +4 ranged (1d10 x4 piercing); Full Atk Turret Gun +4 ranged (1d10 x4 piercing) & Shield Bash +4 melee (1d6+2) ; SA –; SQ Darkvision 60 feet, Tremorsense 30ft, Mechanikal Construct traits, Servitor traits; AL neutral; SV Fort +0, Ref -2, Will +0; Str 14, Dex 14, Con –, Int 8, Wis 10, Cha 1.

Article #1134 by TT on February 28, 2011 @ 07:43 PM

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Gun Customization: Accumulator Rounds

From the cutting edge of Cygnaran ballistics technology comes a self-propelled ammunition charge the likes of which have yet to be perfected by any other nation on Immoren. Originally created to the design specification of Captain Kara Sloan soon after her promotion, it remains a military secret and only select gunworks, including the Steelwater Armory have been in trusted with the blueprints. The basic layout utilizes the thermal lance produced by an unfettered accumulator as a propellant to circumvent the laws of ballistic velocity. This allows a relatively small rifle to fire a round with the same momentum and impact values as a small cannon. However this requires the re-tooling of the weapon in question to accommodate the higher caliber round, and resist the initial flare of raw magic, as well as initiating a controlled rupture in the first place. The designs so far have not been successfully tested on anything smaller than a long rifle and with no lesser metals than magelock steel, alloyed serricsteel, or pure serricsteel. The first because magelock metal channels the initial arcane backwash, and the second and third due to the strength and ductility of the material.

The rounds are based around a standard accumulator, with its screw valve release replaced with a circular iris shutter. When fired the round does not explode from the gun, but rather accelerates towards its target after leaving the barrel. This increases the damage die used by the weapon up by one (such as 2d8 becomes 2d10, or 2d6 becomes 2d8). The accumulator sheds one charge per 100ft until expended, at which point it rapidly loses velocity, traveling an additional 10ft per 100ft traveled before its trajectory buries it in the ground. If the shell impacts on a solid surface before all the charges are expended, the remaining charges are expended as per an accumulator explosion detailed in the IKCG (p376) in a 5ft radius. The rounds are treated as quenched serricsteel for the purposes of overcoming damage resistance & hardness.

Due to the extreme temperatures it is subjected to, a serricsteel or serricsteel alloy barrel suffers a -2 penalty to accuracy after 3 consecutive shots and a cumulative 10% chance the weapon will jam.  If a jam occurs the barrel of the gun is ruined, and must be replaced. A magelock barrel being used by a gunmage does not suffer these penalties for firing, as the gunmage can channel the excess arcane bleed off away from the gun with a concentration check (DC  15). A failed concentration check causes 1 point of non-lethal damage per charge in the accumulator round when fired.

Gun Customization, accumulator round firing mechanism:-

  • Cost: triple base firearm cost for retooling and the new firing mechanism
  • Ammunition: 600gp per round
  • Restrictions: rifles or larger, blueprints a cygnaran military secret, rounds must be created using an accumulator.
  • Craft DC: 30

Article #1089 by TT on January 29, 2011 @ 05:00 AM

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Handerson Quick-Release

The invention of the arcano-dynamic accumulator revolutionised modern mechanika, but save for the mysterious nexus devices kept under careful regard by the Cult of Cyriss the accumulator remains a potential hazard for the unprepared. Even a clumsy fitting can release a spear of raw magical energy, hot enough to sear through flesh like a torch. But most of all, the volatility imparted to the alchemical fluids by a dispel attempt or deliberate rupturing has left many a mechnika toting hero with less limbs than they started. Enter the Handerson quick-release, a relatively simple device but with great potential for saving lives and expensive equipment. This is an upgrade to a trickle, charge or hybrid socket which changes the manner in which the accumulator is fitted. For a start a powerful spring is fitted to the central channel, and the screw & bolt fitting is replaced with a curious grooved snap-lock connection. This increases the DC required to fit an accumulator to the socket safely by +2, as it is far less secure than the normal connection. However if a small insert button is pressed as an immediate action, the accumulator detaches from its socket and is launched out at considerable speed. Treat its trajectory as a random grenade-like effect traveling 15ft from point of origin. Interestingly enough, using this release on charged accumulator in an upgraded trickle or hybrid socket will result in its rupture as per a failed check in any case. Handy if your looking for a really expensive, and vastly inaccurate last ditch weapon.

Socket Upgrade, Quick Release:-

  • Install DC: 18
  • XP Cost: 10xp
  • Base Cost: double the cost of the socket
  • Ability: launch accumulator from socket 15ft as a random grenade-like effect (immediate action)

Article #1081 by TT on January 24, 2011 @ 09:00 PM

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Servitor Enhancement: Remote Condenser

One of the many additions perfected by the tinkering mechanist’s of the Kingdoms, this pattern blueprint has become something of a standard amongst the more advanced in their craft. This is in short a Arcane Condenser stripped down to its bare essentials and bolted within the chassis of the servitor in question. Additional wire conducting is required to link up the cerebral matrix to the arcanik dynamos and ionic coils but otherwise the device remains the same. However this upgrade is only capable of functioning on a servitor bonded to a Mechanist of sufficient power and learning, indeed building and installing one of these devices is often a mark of achievement amongst that eccentric group. Specifically this device allows a bonded servitor to channel touch spells through its cerebral matrix and recharge any accumulators it has installed. This includes inbuilt weapon power sources and its own power source, if it is powered by a Novotski Accumulo-inducer. For a Mechanist of sufficient level (eg. high enough to grant bonded servitors the ‘channel touch spells’ ability, or capable of Omnipresence) this means they can recharge a servitor remotely by sacrificing touch spells as if they were channeling those spells through a familiar.

Servitor Enhancement, remote condenser:-

  • Build DC: 20
  • Install DC: 22
  • XP Cost: 30
  • Base Cost: 3000 (plus 500 per connected accumulator)
  • Weight: 9lb.
  • Ability: can channel touch spells into accumulator charges.

Article #1071 by TT on January 24, 2011 @ 08:27 PM

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Caernstone Shattershield

This is one of the latest in the Caernstone range of personal protective gear, this slim circular targe packs a good amount of mechnika under its deceptively mundane exterior. Mainly marketed in the citys of the Cygnarian south near Caspia it retained its popularity with the Llaelese before the Khadorian annexation, and has since filtered into Ord as most things do. Behind the steel outer facing is a tightly packed arcano-conductive coil wired to conduited emitters and inset lodestones. The arm attachment is more complicated than the usual double strap or hand-bar of other shields, instead this targe has a thick wrap-around bracelet clasp which holds the conductive cable in place and runs it discreetly down the wearers arm to a belt mounted convergence engine. Mounted on the inside surface of this arm clasp is the mechnikal trigger for the device which allows the whole mechanism to be triggered as a swift action, its power remaining active for 1 round before disengaging, [this device takes up a bracer slot].

When activated the flat surface of the targe produces a powerful magnetic attraction, ferrous metal objects impacting on it become stuck and require a Strength check [DC 24] to remove. Once a metallic object (usually a knife or sword blade) has become entrapped this way, the feedback from the connected metal object triggers the second plate; targeting the object with a ‘shatter‘ spell effect. Any non-magical object up to 40lb. in weight can be destroyed in this manner (the entire process draws 3 charges from an attached accumulator per use). The unobservant, or badly informed will miss the mechnikal nature of this device and lose their weapon in the process.

Item Cost Weight
MW Buckler 165 gp 5 lb.
Conductive Cable 1000 gp 2 lb.
Mechanikal Trigger 1200 gp 0 lb.
Engine Housing 300 gp 2 lb.
hybrid socket 450 gp 0 lb.
Plate, shatter 1650 gp 1 lb.
Plate, polarization
9900 gp 1 lb.
Conduiting 6000 gp 0 lb.
Total 20665 gp 11 lb.

Article #1030 by TT on December 25, 2010 @ 09:46 PM

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Steam Armor: ‘Svarog’ Siege Suit

Exotic Armor – Super Heavy Steam Armor:

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

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

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Caernstone Concussion Gauntlet

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

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

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

*does not include accumulator

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

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Necromizer

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

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

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

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

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

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

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

.

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

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

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

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MacHorne Stun Sword

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

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

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

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

Mechanikal Short Sword:-

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

<No Quarter #1 p68>

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

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Man-o-War Ice Maul

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

Large Exotic Weapon Mechanikal Maul:-

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

<No Quarter #11 p79>

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

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Steam Armor: Trencher Steam Chainers

For years, the Khadoran Mon-O-War Heavy Steam Armor has been the most standardized,  most successful, and most feared form of mechanized infantry seen on a battlefield. Due to the lack of readily available high grade Cortices, the necessity of building resilient and efficient war machines stacked with the need for something, or someone, to pilot them. Otherwise, the few other examples of steam armor pale in comparison, considering most are cobbled together bits of warjack plates, steam boilers, and pneumatics that can only be operated by its creator.

This changed the day Cygnar sanctioned their own specialized, one-of-a-kind mechanized infantry, dubbed the Steam Chainers. Influenced by the extraordinary and inspiring tactics of Captain Maxwell Finn, it only made since to ask him what kind of weapons platform would pair with a lighter, more mobile steam armor. Knowing the superior firepower a trencher Chain Gun offered, yet knowing its limitations as a fixed defense, the sudden opportunity to eliminate its weakness through a steam suit made for a prime idea.

The classic Trencher Chain Gun, although suitable for the role, had to have some adjustments made to be operated by a single soldier. First and foremost, the trigger mechanism, once impossible to be held alone, was altered to resemble and be wielded like it’s older cousin, the Slugger. To save on weight, its shield is trimmed down on the shooter’s leading side to allow a proper grip and view.  And, although the strength the armor provides is suitable for proper wielding,  the weapon is fitted with hard points for heavy straps and lashings in the event one should lose their grip.

Although making the chain gun man-portable for the strength enhancing abilities of steam armor wasn’t too difficult, finding a new way to reload it was. What was once a two man job now had to became automated, so with a little help of some Cygnaran ingenuity, a mammoth accumulator powered spool was mounted behind the right shoulder of the armor, capable of smoothly feeding the belt fed Chain Gun with an unheard of maximum capacity. Built like a nautilus shell, the armored spool extends as a sectioned, flexible chain that leads all the way to the weapon, ensuring that the bullet laced material belt is not disturbed.

Considering its purpose, the armor is tailored specifically to its chain  weapon and its Finn influenced fighting style. With the size of the weapon, and the wide, aggressive stance needed to wield it, most of the steam armor’s extra plating is layered on the leading side of the wearer. This way, when chain gun and steam armor are combined, its enemies face an imposing display of plated armor and whirling gun barrels.

Quick Stats:

  • AC – 24 (Base 18, +3 Armor, +2 Shield, +1 Buckler)
  • DR – -5/Serricsteel
  • Spell Failure – 100%
  • Armor Check -8
  • HP – 40
  • Speed – 20ft
  • Strength – 22 (Base 20, +2 Oversized)
  • Space- 5ft x 5ft (5ft reach)
  • Cost – 16065gp
  • Weight -732lb. (760lb. fully fueled)
  • Activation – 15min
  • Fuel – 4hrs standard | 1hr combat
Item Cost Weight
Chaise
Light Steam Armor 8000gp 500lbs
Plating +3 1000gp 75lbs
MW Buckler 165gp 2lbs
Powerplant
Oversized 2250gp 75lbs
Rigs
Extra slot 1500gp
Ammo Spool Mount 400gp 20lbs
Ammo Spool* 2750gp 60lbs

*Does not include standard accumulator.

Weaponry-

Exotic Weapon, Chaingun:

  • Damage: 2d8
  • Range: 100ft
  • Critical: x3
  • Ammo: 80 shell spool (750gp per spool)
  • Reload: 5 full round actions [Craft: Mechanika DC 16, cannot be reloaded by wearer]
  • Weight: 140lb.
  • Cost: 11,150gp
  • Special: Strafe, +2 AC (Only applies when making ranged attacks. This bonus is lost when in melee combat, or if somehow the chain gun is dropped.)

Chainer Trench Knife:

  • Damage: 1d4 + 1
  • Critical: 19-20 x 2
  • Weight: 2lbs
  • Cost: 630gp
  • Details: Dagger, Masterwork, Barbed

Article #783 by AnimaRaptor on October 14, 2010 @ 12:39 PM

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Horgenhold Pneumatic Hammer

A weapon developed and used primarily by the implacable Horgenhold Forge Guard, its raw power complementing their near impenetrable armor. This over-sized maul does serious damage by itself, capable of crushing bone with ease. But it is  the patented rhulic piston ram that makes it truly capable of pulverizing metal and toppling warjacks. The head of this hammer appears similar to the Pneumatic hammers found on the Rhulic warjacks, a conical work head with a sliding piston on the opposite face. The device has a internal accumulator furnace to vaporise the small water reservoir within the haft to produce the steam to drive the pneumatics, all cunningly miniaturised in typical rhulic fashion. When the flat bar of the mechanikal trigger is depressed on the haft, the piston charges; releasing on impact and slamming the conical metal tip of the hammer into the target with concussive force. Despite the wondrous attention to detail and spare uncluttered mechanika that the Rhulfolk are famed for, the entire weapon remains monstrously heavy and can only be wielded effectively by those with the exotic weapon proficiency, and even then only two-handed.

Large Exotic Weapon Mechanikal Maul:-

  • Damage: 1d12 (+2d6 bludgeoning)
  • Critical: x3
  • Power: 1 standard accumulator
  • Weight: 35lb.
  • Cost: 4020gp
  • Special: Steam Slam [as a move action the wielder may arm the pneumatic steam-ram housed in the hammers head. This delivers an additional 2d6 worth of bludgeoning damage  on a successful melee attack and forces targets to make a Fort Save DC 19 to avoid being hurled back 5 ft and knocked prone, this costs 1 charge from the accumulator per activation.]

Article #775 by TT on October 14, 2010 @ 10:22 AM

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