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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Saturday, July 31, 2010 ~ 5:41 am * PST


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Steam Armor: Krieger Suppression Suit

Exotic Armor – Light Steam Armor:

  • AC – 19
  • DR – -5/serricsteel
  • Spell Failure – 100%
  • Armor Check - -5
  • HP - 40
  • Speed - 30ft
  • Strength – 23
  • Cost – 44200gp
  • Weight - 466lb.
  • Activation - 15min
  • Special –
  1. detainment device [1d4+2 | x2 | piercing | str 25 | built into left arm, can still use hand to manipulate objects]
  2. steam shears [2d6+6 | x3 | slashing | built into right arm, cannot use hand to manipulate objects]*
  3. cloud venting [obscuring mist | 20ft radius | 5 rounds]
  4. anchoring [+5 vs bull rush, trip, overrun]
  5. mist-piercer lenses [can see through mist or cloud effects up to 100ft]

*alternate rule: slow squeeze [as a full round action steam shears can perform a single attack which provokes an AOO, but ignores the first 5 points of an objects hardness.]

Item Cost Weight
Chaise
light 8000gp 300lb.
plating 250gp 21lb.
anchoring 3000gp 0lb.
Powerplant
superheavy 3500gp 90lb.
Rigs
cloud venting 800gp 4lb.
anti’jack DD 25950gp 35lb.
steam shears 200gp 15lb.
Misc
mist-piercer helm
2500gp 1lb.
Total 44200gp* 466lb

*not including accumulators or fuel.

Article #414 by TT on July 27, 2010 @ 05:25 AM

This article is categorically filed under Mechanika

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Accumulator Overdrive Socket

Although the benefits of mechanika offer endless combinations of versatility to armor and weapons, the curiosity and innovation  of man demands that guns shoot louder, hammers smash harder, and that every ounce of arcane energy be squeezed out of arcanodynamic accumulators. And, as is also human nature, if the risks of harming another outweighs harming oneself, it’s obviously worth it. So, when young, ambitious arcane mechaniks proposed the idea of increasing the power output of rune plates with only a ‘slight’ chance of failure to equally young and ambitious adventurers, the plans turned to products faster then a Journeyman making off with an abandoned ‘Jack.

The Accumulator Overdrive Socket is a component that can be used both in armor and weapons, which increases a rune plate’s effective power by sending an increased flow of arcane energy from an accumulator. By modifying either a Charge, Trickle, or Hybrid accumulator socket to a secondary offensive or reflexive spell trigger, the mechanical shutter in the socket widens, which in turn allows a greater flow of energy to be sent through the rune plate. This means that the spell engraved in the plate, whether passive or aggressive, will instantly become more potent or damaging.

Statistically, when an Accumulator Overdrive Socket is activated, the amount of charges needed to power a spell is doubled, and in turn, the potency of the spell is increased by 50%. For instance, if a set of plate armor with a Resist Energy (Fire) Rune plate is fitted with a Reflective trigger, and the secondary trigger for  the Overdrive Socket is flipped, a fire based attack would increase the plate’s Fire Resistance from 5 to 8 (7.5 rounded up) at the cost of 6 charges of energy from the accumulator. Further, if a Flaming Long Rifle with a similar configuration (with an offensive trigger, of course) activated the Overdrive, the damage will increase to 1d6 + 1d3 for the cost of 2 charges per day. This increase in power output also increases DC checks of offensive spells according to the spell enhancement bonus (+2 enhancement = +2 DC).

It’s obvious, however, that if double the charge is needed to provide a 50% boost of power, then not all of that arcantrik energy is being properly put to use.  As a result of forcing that extra charge, some of the energy escapes as heat, some as harmless static, and but the majority of this extra energy creates a small disruptive wave of feedback that could potentially damage the accumulator. Whenever the Overdrive  Socket is used (Once per activation for immediate spells, once per day for passive spells), there is a cumulative 5% that the feedback will cause the accumulator to rupture, as per Pg 326 of the IK Player’s Handbook. This figure is based on the enhancement bonus of the spell, so an enhancement bonus of +5  will cause a feedback rupture of 25%.  This failure rate lowers as the unused energy is dissipated by a rate of 5% for every  full minute that that Overdrive Socket is deactivated, the accumulator runs out of energy, or that the accumulator is carefully removed with a Craft (Mechanika) check (DC20).

Costs:

Accumulator Overdrive Socket (Charge or Trickle): x3 Gp

Accumulator Overdrive Socket (Hybrid): x5 Gp

Secondary Offensive/Reflexive Trigger: Varies per spell

Improvements-

Arcanodynamic Energy Insulators- This simple, structural  enhancement involves a series of layered, alchemicaly treated strips of steel that surround the accumulator. Not only does this add an extra layer of protection (AC +1, HP +2) to the delicate machinery, but when the feedback energy of the accumulator is released, that energy is absorbed and dissipated faster then the accumulator could release on its own. Decrease the recovery time of an overcharged accumulator by 1/2. Cost: 125 Gp

Article #394 by AnimaRaptor on July 23, 2010 @ 10:58 PM

This article is categorically filed under Mechanika

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Kinetigenic Clockcoil Invigorator

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

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

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

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

However if the tension coil housing is damaged directly, there is a risk that the ratchet locks holding back the springs energy releases it all at once. This sudden unwinding of the steel coil rips the device apart and deals damage to the wearer equal to 1d6 per minute of use left. That worrying potential for a severed spinal column has put many off from using this otherwise very beneficial device.

Light Armor – Clockwork Suit:

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

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

This article is categorically filed under Mechanika

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CF’s ‘Jack Cracker Explosives

It is undeniable that the demand for serricsteel, both normal and quenched, are in high demand for anti-’jack purposes. Although many Rhulic smithies are thrilled at the increase of production and sales, Glenrock Copperfist brooded long and hard in his office, thinking about a cheaper, yet equally effective way to defeat ‘Jack plating. Although technically a failure, yet still one of his favorite inventions, the old weaponsmith would often be seen twirling his Masterkey Pistol between his fingers, and it was the fiery Incinerator charges for this weapon that inspired him to create what he would proudly call the ‘Jack Cracker Explosive Device.

The components of the weapon are deceivingly simple, yet the application and results can be devastatingly brilliant. Starting with what is essentially a heavily reinforced steel bucket or bell, this canister is filled with roughly an entire rifler’s pound of blasting powder, and nearly twice that amount of incendiary powder over it. The final layer is actually a concave plate of brass, secured in place by an iron ring. The rear part of the ‘bucket’ has a small hole drilled into it for a clockwork detonator, not unlike the kind found on grenades. When complete, the whole package looks nothing less then a giant, 10 pound grenade with a shiny bottom, but the results of this device are much more sinister then its appearance.

Essentially, the ‘Jack Cracker is a shaped explosive charge that turns a copper plate into a molten projectile capable of tearing through metal as if it were rice paper. When the detonator ignites the charge, all of the explosive force of the powder is focused in one direction. With all the force of the blast, and the heat of the incendiary powder focused at the copper, all of this energy turns the plate into a superheated bolt of slag that melts its way through just about any form of fabricated material.

Due to the unwieldy nature of the weapon, its application is best suited in defensive or premeditated tactics. In other words, this device can either be used as a mine with a pressure sensitive trigger, or as a bomb with a magnetic clamp that locks onto the frame of a machine.

‘Jack Cracker Stats:

Damage- 3d10 piercing / 3d10 fire

Range- 5ft (melee touch)

Critical- 18-20 x3

Special- Ignores all hardness

Mine Configuration: The ‘Jack Cracker must be placed into the ground and covered over with dirt, foliage, or other debris with a Craft (Nature, Geography, or Tactics) check, and every success of 2 over the DC carries over to the difficulty of it being spotted (minimum DC 10). This action takes at least 2 full rounds with a DC (16), and every extra round used to hide the device lessons the check by 2 (Minimum DC10). The fuse can then be attached to either a tripwire, a lever, or other pressure sensitive device needed for the enemy ‘Jack to activate. A Craft (Demo) DC (14) can be used to arm it, or a Craft (Mechanika) DC (16) can be used to arm it with 2 Standard actions. A rogue or similar class with the trap-finding ability can arm it with a Move action. When a ‘Jack trips the fuse, it is entitled to a Reflex Save (DC16) for half damage.

Saboteur Configuration: Instead of the device needing to be hidden with a pressure sensitive fuse, the Cracker is mounted to a steel frame with 4 magnetic cylinders. This process may be slightly noisy, as the strength of the magnets needed to hold the device solidly to the target may make a loud clang, which can be noticed with a Listen check of (DC10) in a 30 ft radius. A Strength or Dexterity check (DC16) used to carefully place the device onto its target may increase the Listen Check (DC12). Once secure, a trip wire or timer may be used to arm the weapon with the same checks or DC’s as above. If the device goes off while the ‘Jack is deactivated or unaware of the Cracker, this attack is considered an automatic critical hit with no save.

Costs-

Reinforced Steel Bucket/Cast Iron Bell: 1-10GP

16oz copper Plate: 50SP-2GP

Rifler’s Pound (Blasting Powder): 25GP

Incendiary Powder: 30GP

Clockwerk Detonator: 5GP

Saboteur Mounting Frame: 10GP

Total Cost: 72-83GP

Assembly: Craft (Demo) check (DC 24)

Article #371 by AnimaRaptor on July 22, 2010 @ 11:26 AM

This article is categorically filed under Alchemical, Mechanika

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CF’s ‘Masterkey’ Pistol Kit

Although the work of the Copperfists have involved keenly honed barrels, intricate reloading mechanisms and robust firepower, nothing discourages a dwarf more then trying to get through a lock with dainty little picks and prys. Granted, the deft, silent fingers of a gobber rogue or a Caspian bodger could prove useful in silently infiltrating a lair or when time is a luxury, but sometimes when impatience wins over will power or when a barricaded door blocks one’s escape, a less subtle yet equally useful tool maybe needed. The Masterkey Pistol Kit uses metal-melting firepower to blast its way through locks, door hinges, or anything else that might get in the way of an adventurer in a hurry.

The heart of the kit is a modified incendiary round called an ‘Incinerator’ charge.  By mixing the usual blasting powder mix of a a bullet with metal shavings and a liberal dose of the alchemical component used for incendiary ammunition. The result is an intense blast of flame and superheated slag which can very quickly melt through various thicknesses of metal or similar materials. When used with a gun, the resulting blast looks more like a sparkling, crackling  gout of flame exiting the business end of the weapon. Originally, this design was made to be used as a way to melt through armor much like a bodger with a blowtorch, but with the volatile nature of the charge, combined with the extremely short effective range, and the immense strain and wear it put in the weapon’s barrel proved the risks unworthy of the rewards. However, the ability for these charges to melt and shear metal clean through saw other uses instead.

The pistol is a shortened, thick barreled military pistol with a side-by-side double barrel configuration.  Designed specifically for the use of the Incinerator charge, there are two noticeable details on the weapon. First, the barrels are 2-3 times thicker in diameter then a normal pistol; the interior lining of the barrel is made of alchemicaly heat tempered steel, enshrouded in copper  heat shield. Secondly, this shield flares, extends and wraps around the handle of the pistol, much like the basket guard hilt. This helps dissipate the heat of the charge as well as protects the user from burning himself from any back blast. The firing mechanism, the trigger, and even the handle themselves are also thickened and heat tempered to maintain durability. Due to the specific design and craft of the weapon, it is considered a Masterwork Military Pistol and incurs the usual +1 attack bonus. If desired, the weapon may be used as a normal military pistol.

When used together, this combination of charge and weapon can blast away door hinges, locks, shackles, or any other mundane metallic device that so happens to be in the way. Statistically, the Masterkey Pistol ignores Hardness up to 8, deals 2d8 fire damage to metallic or similar objects, and instantly lights any other easily flammable material as per a flare gun. Metallic objects with a Hardness greater then 8 are instantly weakened to half it’s hardness for 3 rounds, where it gains 1 point of Hardness back for every 2 rounds of it cooling. An Exotic Proficiency is needed to operate and fire the weapon without taking 1d6 fire damage to the user, and a Craft (Small Arms) check (DC12) is needed to reload the weapon (1 standard action each barrel).

Because of  the extreme nature of the weapon and the ammunition, the Masterkey Pistol deserves alot of maintenance, so the Kit comes with all the necessary tools and solvents to clean the weapon properly.  After 3 consecutive shots fired from each barrel, a special metal tempering solvent must be applied to the lining of the barrel to prevent warping, and requires a Craft (Small Arms) check (DC 16) to apply properly.  Also, a separate compound must also be applied to the trigger and firing assembly to keep it from jamming and requires a Craft (Small Arms) check (DC14) to apply properly. When used with the Kit, the user receives a +4 equipment bonus to maintaining the weapon. Failure to maintain the weapon after 3 consecutive shots may include replacing the barrel, the firing mechanism, or even worse, causing the firearm to explode, dealing full fire damage to its user and anyone in a 5 foot radius.

Statistics:

Masterkey Pistol-

Damage: 2d8 Fire

Range: 5ft (Melee)

Critical: x4

Reload: 1 Standard (Each Barrel), Craft (Small Arms) check (DC12)

Special: Ignores Hardness up to 8

Costs-

Masterkey Pistol: 1025G

Incinerator Charge: 20G Each

Gun Solvents and Maintenance: 50G

Masterkey Pistol Kit: 1200G (Includes Pistol, 10 charges, and 3 applications of solvents)

Article #361 by AnimaRaptor on July 21, 2010 @ 12:31 AM

This article is categorically filed under Alchemical, Mechanika

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Prosthetic Enhancments: Compartmentalized Cannon Arm

Mechanikal Prosthetics and there users tend to arise from the ranks of the adventurous, larcenous and militaristic. As such many are gungho enough to seriously weaponize their limbs, but often suffer serious problems when in an area that requires them to disarm. Because for them that term becomes quite literal, and having to leave ones limb behind at a guard station for the duration of their stay in a city can become a tedious chore and leave them vulnerable to attack themselves. Most tend to make do with small compartments and the occasional built in pistol, but few truly powerful weapons can be hidden away without a massive rebuild of the arm itself.

Enter this complex little number, a special customized Ghordson breach-lock canon scaled down to fit inside the pistons and plating of a prosthetic arm. The barrel itself is built into the forearm, the upper arm is fitted with a 3 shot ammo gravity magazine, allowing for three consecutive shots with the cannon before the arm has to be opened up and reloaded manually. When closed up, the weapon is near undetectable, blending with the other mechanika of the arm itself. With a Concentration Check (DC10) the wearer of the prosthetic arm may twist the wrist 120 degrees counter-clockwise which arms and releases the clockwork tension coils that open the arm itself as a move action.

Most of the hand itself flips down and slides back forming the grip and trigger mechanism, the thumb of the hand flips up and back instead, forming the sliding lever action along the barrel to release the spent shell. The forearm splits into four sections along its length and opens up like a flower to reveal the cannon barrel itself. Shutting the arm however is a standard action to physically close the plate sections and reset the wrist spring. Reloading after each shot requires the arm be straightened fully and held vertical when the thumb lever is pulled back, the clockwork shutter mechanism propels the spent brass sabot casing from the side of the arm above the barrel. When released the thumb lever is sprung back into place allowing gravity to slide the next shell into place from the magazine. When the forearm is cocked back 90 degrees to the upper arm, the magazine is locked off from the barrel and the weapon is ready to fire once more. This process takes one standard action.

The cannon can either fire a solid iron ball or instead fire a grapeshot satchel  for ‘crowd control’. Whatever the selection it must be loaded with a Craft: Cannoneer check (DC 15) to load the shots into the magazine and clean out the barrel [Full Round Action]. Using this weapon without the -4 penalty requires a Exotic Weapon Proficiency: Cannon Arm. Due to the tremendous recoil, both hands are required for firing this weapon unless the prosthetic arm has a +5 strength enhancement or better and the user possesses the Exotic Weapon Proficiency.

Exotic Weapon – Scaled Down Ghordson:

  • Damage – 2d8 x3 [piercing] or 4d6 x3 [Reflex save DC equal to attack roll]
  • Attack – +2 to attack roll [this would reduce the -4 for not being proficient to -2]
  • Range – 50ft or 15ft cone
  • Spell Failure – +20%
  • Spot Check – DC 25 to notice hidden compartment
  • Search Check – DC 18 to find release
  • Cost – 3200 gp

[more powerful coils can be added to this device, that draw one charge from the arms accumulator per activation but allows the wearer to activate the arm as a swift action.]

Article #318 by TT on July 18, 2010 @ 06:58 AM

This article is categorically filed under Mechanika

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Convergence Engine: O’Stivichs Scrutinizing Synchroscope

Put together by a talented Mechanist in the Five Fingers who had more than a little concern for his own well-being in that cut-throat city. This engine uses a unique combination of cerebral matrix technology to analyse and act remove the wearer from a perceived mortal threat. While it is sophisticated, the Synchroscope is not Cyriss tech intelligence and hence is prone to mistakes that make it less than reliable.

The machine is made up of a convergence engine housing on a heavy duty belt, with arcano-conductive cables running both up the back and down the legs of a wearer to a set of coil-boots and a memographic band which acts much like an induction belt but for effects pertaining to the mind. This band is built into a specially conduited set of Alchemical Goggles which houses three additional lenses around its edge that are themselves part of a reverse engineered Burdewelle Sight Link. The final part of this device is a leather harness which houses the cerebral matrix above the convergence engine and links directly to all of the coils before they enter the engine.

When the band & goggles are placed over the users forehead as a standard action, the engine activates its Detect Thoughts plate [1 charge every 3min]. Allowing the cerebral matrix to respond to surface emotions, specifically the one involving imminent physical danger, this takes 3 full rounds for the memograph to sync with the correct thought levels. The matrix must be trained to recognise this emotional state as per the description in the Liber Mechanika. When the cerebral matrix detects the wearer is about to be physically harmed it activates the Greater Slide plate by flipping the mechanikal trigger conduited to whichever lens shows a clear space to move into [1 charge per use]. This induces a thin coating of arcane potential around the coil-boots, canceling friction and supporting the wearer without loss of balance. If there are no squares clear, it fails to activate these switches. While the lenses provide a full half sphere of vision around the wearer, it cannot see in darkness nor any other condition that a human could not.

What this translates to, is that when someone wearing this rig is aware of a melee attack (or ranged attack within 30ft) about to be dealt to them. The engine slides them 5ft (unless further is necessary, max of 20ft) into the nearest unoccupied space away from the line of attack as an immediate action once per round. This causes the attack which triggered the matrix to miss entirely as the target suddenly and inexplicably skids out of the way with blinding speed. If given a choice of areas to move into, directly away from is the most logical for a melee attack, while for a ranged attack it is to either side of the line of effect.  This effect does not apply to any attack that the wearer in unaware off, if the wearer is caught flat-footed the engine cannot react. Equally worrying is that the matrix is unable to process the potential for attacks of opportunity, as such the matrix doesn’t take potential attacks of opportunity into account when it moves its wearer.

Against a single opponent in an open space this makes the wearer almost impossible to hit unless rapid firepower or area effects are brought to bear on them. However against large groups this makes the wearer highly vulnerable to being moved away from one attack, right into another. Being unable to shut of the engine easily also makes it hard to retain an effective position to physically attack from, making it possible for a clever opponent to back the wearer into a corner with a series of attacks. Finlay, there’s the significant risk of running out of power during combat, an additional socket and heavy accumulator are upgrades that are almost an inevitability if this device is pushed into serious fights on a regular basis.

Item Cost Weight
Convergence Engine
Engine Housing 300gp 3lb.
Plate, Detect Thoughts
1650gp 1lb.
Plate, Greater Slide
1650gp 1lb.
Arcanocoil Boots 4800gp 2lb.
Cerebral Matrix 250gp 2lb.
Memographic Band
4800gp 1lb.
Conductive Cables 2000gp 3lb.
Hybrid Socket 450gp 0lb.
Reflexive Spell Trigger 2200gp 0lb.
Alchemical Goggles 8600gp 2lb.
Burdwelle Sight Link 750gp 0lb.
Total 27450gp* 13lb.

* does not include heavy accumulator.

[The potential for this device with a more advanced Cyriss tech Numa Sphere instead of a Cerebral Matrix and a  Glyphweave Garment to replace the lenses would be to eliminate the danger of moving into AOO. This would eliminate the need for the expensive Alchemical Goggles. It is unlikely that a Cerebral Matrix would be able to process the data that a Glyphweave surface could feed into it so both upgrades would be necessary along with the relevant Cyriss tech to allow the Numa Sphere to operate. Alternatively, upgrading it with Darkvision or even Blindsight would also vastly improve its adaptability as well as provide those abilities to the wearer, Arcane Sight would also allow both matrix and wearer to identify and react to magical attacks that don't require a somatic component.]

Article #290 by TT on July 17, 2010 @ 02:11 PM

This article is categorically filed under Mechanika

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Convergence Engine: Gyroscopic Gravimeter

The builders of household protection and military buildings truly have there hands full dealing with magical intruders, particularly when larcenous mechaniks come up with devices like this one. Made up of a convergence engine mounted on a wired induction belt, with arcano-conductive cables running down to a set of heavily padded and metal reinforced coil-boots These boots also have sizable springs built into the heals to give additional bounce to the footwear, as well as to help absorb shock.

When activated via the mechanikal switch on the belt [standard action] this device produces a False Gravity effect upon it wearer, [3min per charge] down being automatically set to wherever the soles of the coil-boots are directed*. Using this ability to ‘fly’ towards a surface requires  a Balance check (DC 10+). When ‘flying’ in this manner, the wearer moves at 30ft per round (+10ft per round spent in motion up to terminal velocity – 160ft per round). Flipping over so as to cancel out the falling velocity adds +1 per 10ft over 30ft to the Balance check.

The reflexive trigger activates {1 charge per activation] the landing plate when the speed of decent towards whatever surface is below the coil-boots exceeds safe limits, allowing the wearer to ignore any falling damage up to 60ft. This dissipates all the kinetic force that would otherwise be directed into the wearer into the surface it impacts upon, dealing half the falling damage that would otherwise be dealt due to the fall as bludgeoning damage to the surface.

The wearer also gains a passive +2 bonus to Jump checks while wearing the boots even unactivated.

*Note that the fall must be directed towards a solid surface not simply mid air.

Item Cost Weight
Convergence Engine
Engine Housing 300gp 3lb.
Plate, False Gravity
4950gp 1lb.
Plate, Landing
600gp 1lb.
Arcanocoil Boots 4800gp 2lb.
Clock Spring Heals 87gp 1lb.
Induction Belt
300gp 1lb.
Conductive Cable 1000gp 1lb.
Hybrid Socket 450gp 0lb.
Reflexive Spell Trigger 1100gp 0lb.
Mechanikal Trigger 400gp 0lb.
Total 13987gp* 6lb.

*does not include standard accumulator

Article #268 by TT on July 17, 2010 @ 10:40 AM

This article is categorically filed under Mechanika

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Steam Armor Rig: Anti-’Jack Detainment Device

The market for anti-jack devices has been a booming one since the full realisation of warjacks on the battlefield, and never more so than this decade. With proud and near suicidal mercs like the Devil Dogs and Steam Armored behemoths like the Khadoran Man-O-War going toe to toe with vastly larger and more powerful machines. This little device takes the tried and tested bounty hunters friend, the wrist harpoon, and combines it with the power output of a set of Steam Armor.

This wrist harpoon has been heavily reinforced with compound pulleys and increased torsion to make the projectile reach far higher velocities. This however has reached such a degree as to make the bow section almost impossible to cock by hand (Strength check DC25), the rewind itself is performed by the small steam engine within the shoulder casing of the armor as a move action. The cable itself is still limited to 40ft in length and the piercing head deals 1d4+2 damage. If used against a biological target, the damage remains the same on impact and the expansion effect is treated as a barbed weapon. However removing this weapon forcefully causes 1d8+1 damage rather than the usual 1d6+1. Creatures with a natural armor bonus above +5 find this expanding head far harder to dislodge, Heal Check (DC15 + damage dealt).

Its metal wire has been replaced by cable made from a combination of arcano-conductive cable and plaited serricsteel strands, the result of which is both arcanikly conductive and strong enough to take the weight of a heavy ‘jack. The piercing head of the harpoon itself has been replaced with a rare Quenched Serricsteel mechanism much like a reverse of the collapsing grapple hook, designed to penetrate warjack armor plates then spread like a flower within the ‘jack to prevent easy removal. The Quenched Serricsteel head ignores hardness up to 20 when it hits a target within 20ft, this is reduced to 10 hardness when hitting a target within 40ft. Removing the head forcefully from a construct target deals 2d8+2 damage to the target, removing it safely requires a Craft: Mechanika check (DC15 + damage dealt)

Finally the entire winding mechanism for the cable is built into the steam engine of a set of Steam Armor, providing far greater power when winding in the device than could be achieved by human muscle alone* . A final coup de gras comes in the form of the small convergence engine in the wrist gauntlet, which houses a Stalling Plate salvaged from a Devil Dog stun-sword. It is activated by a mechanikal trigger near to the release mechanism for the cable. If the harpoon deals damage to a target, and the plate activated any attached construct must make a Will save (DC 15) of become stalled until the plate is deactivated or the cable disconnected. Dexterity is reduced to 1 and -5 to AC, all melee attacks against the stalled construct gain +4 bonus to hit.

Additionally, the strength and power of the cable and its rewinding engine makes the device capable of pulling a suit of steam armor into the air if shot into a solid surface above the wearer successfully. This process is slow even with the more powerful power-plants available, because added power comes with added weight (see the note below for strength bonus engine uses to pull up the combined weight of armor and wearer). The rewinding cable moves the steam armor upward at a speed of 5ft per round. This increases to 10ft per round if the wearer incorporates a set of climbing claws into the boots of the armor set (100gp) and walks up a vertical surface towards whatever the head is embedded in.

This device has gained some approval amongst (of all people) wealthy police forces and militia units in major cites where steamjacks are a constant fixture. There are few who would want to try and stall a frenzied ‘jack from anywhere closer that the 40ft this weapon allows, and when combined with even small suit of steam armor, anything up to a light warjack and be disabled by a handful of brave (or foolish) men.

*[strength bonus for engine by power plant = normal +10, performance +15, over-sized +20, super-heavy +25. This replaces what the steam armor wearer themselves could do if they physically grabbed the cable and tried to haul it in manually, although considering the bonuses of some steam armors they might achieve greater results by doing so.]

Item Cost Weight
Engine Housing 300gp 3lb.
Stalling Plate 16500gp 1lb.
Charge Socket 200gp 1lb.
Mechnikal Trigger 200gp 0lb.
Wrist Harpoon 425gp 3lb.
Serricsteel Cable 500gp 15lb.
Conduction Cable 1000gp 5lb.
Armor Piercing Tip
1650gp 3lb.
Conduiting 5000gp 2lb.
Small Steam Engine 175gp 5lb.
Total 25950gp* 35lb.

*does not include heavy accumulator.

Article #256 by TT on July 16, 2010 @ 10:42 AM

This article is categorically filed under Mechanika

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Voltaic Arc Blade

This invention came from the hands of Mechanik and Monster Hunter, Lambert Ackerly. A man to whom the naturally resistant hides and regenerative properties of the creatures he encountered lead to no end of hat stamping frustration, not to mention a wide array of scars. Upon returning from travels in the Wyrmwall mountains he witnessed the potential for Voltaic technology during a accident in a Caspian workshop when an overloading Storm-chamber conducted its energy halfway across the factory floor to a half finished Centurion shield coil, burning straight through several solid oak support beams along the way. Impressed, and not a little singed by this experience, Lambert set out to devise a method to turn his trusty battle blade into a weapon that could slice through solid steel. After several experiments that at best only emulated the charged potential of a Storm-blade, he decided to try and replicate the accident under more controlled conditions. One burnt down workshop later and Lambert had a new insight on the principals of Voltaic current and the extreme heat a plasma state could generate. He then contacted a number of Rhulic clans to source a metal that wouldn’t simply melt under the furious temperatures a sustained lightning discharge could produce. The final result of his efforts was the Voltaic Arc Blade, a weapon almost as dangerous to the wielder as it is to the enemy. After the construction of the initial prototype Lambert went on to hack and slice his way through many dangerous beasties before vanishing into the depths of the northern mountain ranges. Since his disappearance the blueprints have found a market amongst those with a taste in exotic weapons.

On first impression it seems to be a two-handed battle blade hilt with a secondary handle to right angles of the first and a coil drive built into the center. It also sports an extreme amount of coolant cowling for a mechnikal weapon, unfortunately necessary to dissipate the heat it produces. The handles themselves are even rubberized to isolate the more dangerous voltaic discharges. The control feature of this device is a large mechanical trigger on its main hilt resembling what would usually be found on a military pistol.  A hefty arcano-conductive coil runs from the hilts tag to the housing for two military grade heavy storm-chambers mounted on a belt. Finally there is a salvaged temperature gauge from a boiler on the hilt itself, with an arrow to designate green through to red measurements.

Instead of a blade this weapon has is a U shaped bonding jumper facing inward toward the hilt, with two cylinder like arcano-conductive capacitors and elemental emitters on each end. There are two matching cylinders and emitters on the guard itself, which match up to those placed on the jumper. These are conduited to the convergence engine built around the Storm-chambers, which contain three powerful etched plates, two of Polarization (repulsion field / attraction field) and one of Chain Lightning. When the trigger is held down, the convergence engine powers up as a standard action. The Polarization plates imbue the capacitors with magnetically opposing charges, repelling the flexible metal strip from its where it is stored in the hilt coil out to the length of an average bastard sword. Additionally this polarization grants strength and rigidity to the steel strip preventing it from bending and flexing when swung. The Chain Lightning plate sparks an arc of lightning between the capacitors themselves effectively creating two constant ‘edges’ of searing plasma stabilized by the opposing magnetic fields.

However, in spite of the many different metals and insulation Lambert tried installing in this weapon, it cannot maintain the arc for more than 10 rounds at a time before the entire device spirals into a deadly feedback loop. Any attempt to push the blade over this limit risks rupturing the Storm-chamber’s due to accumulated static feedback from the overloading capacitors. This state deals 1d6 points of damage to the chambers [ignoring hardness] each round over the blade is active the 10 round limit. The blade needs at least 20 rounds to cool down before it can be safely reactivated, if shut down after an overcharge attempt that failed to rupture a Storm-chamber, a Craft Mechanika check (DC 28) must be performed to repair the burnt out conduits before the weapon is once more usable. Additionally, unless like Lambert, the wielder wears some form of insulating clothing (or carries nothing metallic), they take 1 point of electricity damage a round from the earthing effect of the charge on whatever conductive material they are carrying. This increases to 1d4 points of electricity damage per round if the wielder is pushing the blade past overload status.

While this weapon is light enough to be wielded in one hand, it requires a Exotic Weapon Proficiency due to its odd weighting and two handled design. It may be wielded as a martial weapon if used two-handed. Strength bonus is not applicable to this weapon, as added force does not increase the beams damage potential. Instead Dexterity bonus can be applied to weapon damage by those with the Exotic Weapon Proficiency. A wielder with the Exotic Weapon Proficiency may also act as if they possess the Cleave feat, those that already possess the Cleave feat may act as though they possessed the Great Cleave feat.

Exotic Weapon Cost Dmg (M) Critical Range Increment Weight Type
Voltaic Arc Blade 73300gp 15d6 x3 - 15 lb. Electrical*

* as with a battle blade, there is no cutting or piercing tip to this weapon. So while you may be able to slice someones sword in half, you wouldn’t be able to slice open a closed door or a wall simply due to the weapons construction.

[It is said that Lambert's own prototype used a super heavy storm-chamber, the extra charges it produced were used to add an additional functionality to the Blade. By increasing the length of the metal coil strip and adding an additional dial trigger to the hilt (+3350gp), he was able to adjust the weapons overall length to give it 10ft reach as a move action by twisting the lower half of the main hilt. This meant that even with the Exotic Proficiency, he had to use both hands to swing it with any accuracy. Without such Proficiency, the weapon would be unusable in this extended state. When in this state the time remaining till overload is halved.]

Article #206 by TT on July 15, 2010 @ 04:03 PM

This article is categorically filed under Mechanika

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Warcaster Armor: Absonant Acoustic Amplifier

A custom set of armor created for a warcaster who trained in the bardic arts before turning his mind towards more martial affairs. This set of articulated armor is a plain, unadorned steel breastplate with powerful pistons and servo gears running along each arm and leg. The most unique feature comes from the barrage of horns and trumpets which emerge from the arcane turbine housing on the back of the armor and run up and past the shoulders like a dracodiles neck plate and gives the impression that the wearer is welded to a small pipe organ. A great deal of effort has gone into the conduiting of these acoustic funnels, including a portion of serricsteel alloy reinforcing the valves to handle extreme vibrations.  The lower section of plate houses a complex set of rune plates surrounding the arcane furnace of the turbine, from which a long twisted coil of arcano-conductive cables runs out to another device. What appears to be a small adjustable vice with three switches on a steel faceplate, is in fact a cerebral matrix that can attach to most forms of portable acoustic instrument.

The basic chaise of this armor functions like a journeyman warcasters armor, with an 100 point power field and basic mechanikal assistance around a +2 mechanikal breastplate. When attached to a acoustic instrument with a Craft: Mechanika check (DC 15) and one of the mechnikal triggers is activated. Any sound produced by the instrument is translated by the cerebral matrix and fed through the convergence engine in the back of the armor.

In the basic setting this only feeds back through the amplification plate, vastly increasing the volume of the sound produced but not to a dangerous level. It does however mean any effects a Warbard could produce that required the target to hear them, would be effectivly doubled in range.

In the second setting however, the sound produced by the instrument becomes a powerful Shout effect directed in front of the wearer. This deals 5d6 worth of sonic damage in a 30ft cone as per the Shout spell at CL 10. [Fortitude save DC 18 or subject is deafened for 2d6 rounds, 10d6 damage to brittle objects . Successful Fort save also halves damage dealt. Reflex save DC 18 to avoid having fragile items currently in a creatures possession shattered.]

The third and final setting alters the valves and channels within the mechanikaly conduited funnels, turning the 30ft cone into a 10ft radius effect. As this third effect vibrates the ground beneath the point of origin it requires each target in the 10ft area of effect to make a Reflex save (DC 14) or fall prone, including the wearer.

The first effect draws 1 charge per 10min, the second draws 2 charges per round and the third draws 3 charges per round. These three abilities are only effective while the connected instrument is playing or being played.

Item Cost Weight
Convergence Engine
Hybrid Socket 450gp 1lb.
Engine Housing 300gp 4lb.
Rune Plate: Amplify 275gp 1lb.
Rune Plate: Shout 9900gp 1lb.
Funneling (conduited) 5000gp 5lb.
Reflective Arcane Matrix 300gp 0lb.
Sonic Converter
Arcano-conduction Coils 2000gp 1lb.
Cerebral Matrix 250gp 3lb.
Mechanikal Triggers 4000gp 0lb.
Adjustable clamp
5gp 1lb
Warcaster Armor
Arcane Turbine
16000gp 15lb.
Breastplate
850gp 25lb.
Field Generator [100pt]
30000gp 5lb.
Mechanical Assist
4000gp 3lb.
Arcane Focus Chamber
4000gp 2lb.
Total 74330gp* 67lb.

* does not include instrument, accumulators or replacement eardrums

Article #186 by TT on July 13, 2010 @ 11:07 AM

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The Copperfist Thumper

(The ideas and designs for this weapon were originally created by my GM, but through in-game circumstances, as well as her blessing, I’ve updated and revised this weapon with my character’s clan name and stamp of craft)

Although a rather new addition to the standard arsenal of soldiers and the lucky few adventurers out in the field, grenades are expensive, yet devastatingly powerful weapons of war. The fine clockwork mechanisms and large quantities of powder vaporized in a split second are well worth the power to stop the advance of a charging enemy. As well as its cost, one disadvantage to the grenade is the range of which it can be effectively used, for the human arm(or even dwarven for that matter)  is only capable of chucking that weighty metal sphere so far. One of the first designs for a grenade delivery system was built by a younger and less experienced Glenrock Copperfist, but after a catastrophic breech failure and the crippling of his hands, a certain dwarf by the name of Baldaxe stole the rough schematics for it and created a revised, yet still hazardous, model called the Ironstone Grenade Launcher. Years have passed, and recently the newest designs have fallen back into it’s original creators’ (now mechanikal) hands.

The Copperfist Thumper is a smooth bore, short barreled, and sturdy framed rifle that uses compressed air to send a grenade far further and more accurately then simply lobbing one could accomplish. In the original designs of the Ironstone, a breech on the side of the weapon allowed a powder charge and a specially modified grenade to be placed inside. While still a grenade in and of itself, the outer casing is reworked into a smoothed cylinder, instead of the usual pineapple or studded shapes most have, but keeping the clockwork trigger and primer intact. A small, sturdy hook inside the weapon is placed on the clockwork trigger of the grenade, and when the weapon was fired, would launch the now primed grenade a fair distance before detonating soon (but not exactly immediately) after impact. Because of the use of gunpowder to launch the grenade, it’s maximum range (not increment) is 30ft, since adding any more would certainly detonate the grenade instantly. Because of the complex and intricate nature of the loading of the weapon, it took a Craft (Demo or Cannoneer) check (DC 12) as well as a full round action to reload, but on a natural 1 on a d20 craft check or attack roll, the weapon jams, causing the grenade to detonate inside the barrel and destroy the weapon, as well as causing the operator and anyone within the blast radius of the grenade to take damage.

Now, a safer and more effective version of the weapon has been crafted. Still very similar in outer design, the inner workings and the grenadepropulsion have be rethought, adding a bit more cost and maintenance to the weapon, but ensuring its effectiveness.

The first redesign started with the grenades. Following up on sabot technology, the grenade now resembles an oversized projectile, most of the shell casing filled with the contents of various grenade ingredients. The tip of the shell is a dome-shaped cap with a clockwork button that detonates only upon immediate impact (Move action to detonate the grenade by hand, where it then instantly explodes). Secondly, the reloading mechanism now involves the entire barrel unlocking with a heavy latch and sliding forward, allowing a shell to be inserted via a breech at the bottom of the weapon. The barrel must then be slid back and locked in place before it can be fired, eliminating the need for unnecessary intricacy. Lastly, the dreaded excuse to launch an explosive device with more explosives has been replaced by a tank of compressed True Air located in the stock of the weapon. With enough charges to launch 10 grenades, this method eliminates the chance of the grenade detonating during reloading, but on an attack roll of 1, the True Air canister ruptures and only sends the live grenade 1d3 spaces from the user, exploding accordingly. The entire weapon is rendered useless until repaired.

Weapon Statistics:

Copperfist Thumper (Grenade Launcher)

  • Range- 40ft (Increment)
  • Weight- 12 lbs
  • Length- 2’10?
  • Damage- As per Grenade
  • Crit-x3
  • Reload- Craft (Demo/Cannoneer) DC (12),  1 Standard

Costs:

Copperfist Thumper: 2250G

Grenade Sabots: x5, DC (+5) Craft (Demo)

True Air Canister: +50 G, DC (25) Craft (Alchemy)

Extras:

Due to the innovations of the weapon, 2 upgrades have been created to further enhance the weapon’s performance.

Arc Sights- This upgrade installs a sliding iron sight scale that can be used to estimate the arc needed to reach a desired target. During an Aim action, the user my lessen the  range increment penalties by -1 per increment. For example, if a Rhulic fighter were targeting a group of advancing Winterguard 140ft away, an Aim action would lessen the range attack penalty to -3 (3 range increments would normally be a -6 to attack). Cost: 35G

Rifle Mounting Frame- By removing the stock, downsizing to a True Air canister with only one charge of air, and attaching the Thumper beneath the barrel of a rifle using a series of metal rails and leather straps, the user can effectively mount this weapon as per a bayonet. Because the mount unbalances the rifle, all ranged or melee attacks with this weapon combo takes a -2 hit penalty. This penalty is increased to -3 when the launcher is loaded. Cost:170G (For all intensive purposes, this upgrade is partially considered as a Lightweight Customization.)

*Note: As with normal splash weapons, the Thumper and all launcher variants do not need LOS to hit a target, and can be fired over cover, albeit a -2 penalty for Total Cover. Concealmeant and Total Concealment still apply.

*Update:

Steam Power Propulsion-  Although the use of True Air canisters provide excellent portability to the weapon, finding the canisters, creating the alchemical compounds, or simply forking up the money to get it all can be very costly. So instead  of  using alchemy, a hose made out of the same armored, flexible material that arcano coils are made of are hooked up to either a small steam engine, or directly into the steam engine of steam armor. This completely eliminates the need for the canister and offers an almost unlimited power source, but changes some of the weapon’s properties. The base range of the weapon decreases to 20 ft,  but the range of the weapon increases 10ft for every Standard Action of charging the weapon. The Range increment is 20 ft, and every increment beyond it incurs the normal penalties, but unfortunately there is another weakness. For every increment beyond it’s normal range, the increased pressure on the couplings may cause a similar failure as the original canister, but with the addition of inuring a cumulative 5% failure.

Cost- 125 Gp (Does not include steam engine)

Article #166 by AnimaRaptor on July 10, 2010 @ 12:52 AM

This article is categorically filed under Clockwerk, Mechanika

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Copperfist Plate Puncher Ammunition

As the use of technology rises throughout the Iron Kingdoms, it is undeniable that armor is not only thickening, but becoming tougher and tougher to get through. Steam Armor, Warcasters, and even ‘Jacks are becoming more frequently seen prowling through Immoren searching for fortune and mischief, and with such daunting targets, sometimes it takes alittle more power behind a bullet to take the enemy down.

Plate Puncher Ammunition is a highly specialized type of ammp designed to do just as it says, punch its way through plate armor, steel, and even ‘Jacks. Physically, the ammunition is a serricsteel projectile in a brass sabot casing, which means it must be paired with a breechlock mechanism. The round its self is shaped in an odd fashion, the tip a long, thin, tapered point, which ends in a broad, flat surface, much like a thumbtack. This shape makes an initial, concentrated point of impact against a hard target, then follows it up with a full punch of blunt force, inverting the material and forcing a puncture. Because of the immense amount of force needed to punch through steel, and the tremendous amount of pressure needed to fire the round effectively, this ammunition can only be fired from a long rifle, military rifle, or similar rifled firearm with a length of more then 3 feet.

When attacking a living target with an Armor Bonus of +7 more, or a mechanical construct, increase the Critical Multiplier of the weapon by 2 and the Threat Range by 1, on top of the additional +3 equipment damage bonus the round gives to the damage dice of the weapon it’s fired from. For example, a Cygnaran ranger rolls a 18 for attack against a Menite light warjack with a Military Rifle. Not only does he roll 2d8+3 for damage, but he increases his Critical Multiplier from x3 to x5.

There are two drawbacks to the great advantages of this specialized ammunition. Because of the unique, yet un-aerodynamic shape of the round, users incur a -2 penalty to attack.  Secondly, these rounds are very expensive; not only does the serricsteel material require the secret, Rhulic knowledge to forge it, but the added requirement of using sabot shells multiplies the original cost of the round by 10. Because of this, this ammunition is very rare, and is recommended for more experienced adventures, fighting very high priority targets.

Ammunition Cost:

Initial Weapon Ammo: 8-12 G

Serricsteel Plate Puncher Ammo: +10 G

Sabot Casing: x10

Projected cost per round: 180-280 G

*Note:  Because of the nature of the materials, these rounds also ignore hardness up to 15/Serricsteel.

Article #158 by AnimaRaptor on July 06, 2010 @ 10:20 PM

This article is categorically filed under Alchemical, Mechanika

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Copperfist Riot Shield

With the increasing need of cutting edge technology for the Rhulic mercenaries and contracted forces of the Hammerfall Highshields, the master gunsmith Glenrock Copperfist answers the call of one of their soldier’s biggest concerns; dealing with large, rushing mobs of targets.Whether they be angry human peasants or Cryx Thralls, taking apart waves from a distance isn’t a problem with double rifles and ranking fire, but once the enemy gets within striking range, it became quite a struggle to hack away at ripping claws and gnashing teeth with only hand axes. So, instead of trying to reinvent his kin’s melee weapons, Glenrock sought to improve the use of their shields.

The Copperfist Riot Shield is a Masterwork Rifleman’s Bulwark fitted with an extremely short range, wide bore cannon. Instead of firing a projectile like other shield guns, however, an over-sized blasting cap is used to send a concussive wave of pressure out of the barrel, which is used to knock opponents off of their feet. Mechanically, the stout blasting chamber is set just over the forearm of the user, with a rotating handle that slides open a breech at the top of the cannon. A thick, puck-shaped, prepackaged charge of blasting powder is then set into the chamber, which must then be rotated back into its closed position, thus arming the offset trigger. Reloading takes a Craft (Demo) check (DC 12) and 1 full round action.

Because of the unique nature of the weapon, the Riot Shield requires Exotic Weapon Proficiency (Riot Shield) to use it properly. Untrained individuals have suffered serious injuries using them, and many have ended up flat on the ground after using one for the first time. Non-proficient use of this weapon causes the normal -4 penalty to bash attacks, but the user must also make a Strength check (DC16) or suffer 1d6 bludgeoning damage as well as be knocked prone. The trade off, however, is that an attack with the shield is rolled as a Melee Touch attack, and the target must make a Strength check (DC 16) or be knocked back 5 feet and prone. When combined with a charge and/or Bull Rush, the check increases (DC 18).

Components:

Masterwork Rifleman’s Bulwark – 190 G

Concussion Chamber – 375G

Loading and Trigger Assembly – 125G

Concussion Charge – 25G Each

Article #152 by AnimaRaptor on July 05, 2010 @ 08:34 PM

This article is categorically filed under Mechanika

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Convergence Engine: Meromorphic Miasma Machine

Utilizing a rare arcane invocation similar to the more common incantation for creating a billowing fog bank over a small area, this convergence engine produces a obscuring mist effect in a 100ft radius cloud which reaches 20ft high. Mounted like a small backpack, this engine has two large mechanikaly conduited  exhaust flues extending above the bearers shoulders. Between these pipes and the Convergence Engine Housing is mounted a Cabalic Crucible in which a flask of Muting Mist must be installed for the engine to function effectively.

The cloud spreads to its full extend of 100ft by 20ft within 5 rounds [expanding its radius at a rate of 20ft per round and its height at a rate of 5ft per round] and lasts for 5 minutes from activation. The cloud moves with the center of effect on the engine itself at a rate of 10ft per round. Each use of the engine draws 1 charge from a standard accumulator. When the engine is switched off or runs out of fuel, the obscuring mist effect disperses at the same rate as it formed. During this time the cloud remains in the position it was when the engine shut down, and no longer follows the center of effect. The cloud is effected by wind conditions and burning off just as an obscuring mist would be, it also does not function underwater.

These engines have appeared a number of times, mainly amongst military shock troops or elite mercenary units specialising in assaults. As a squad bearing one of these engines and outfitted with Mist Piercer Goggles becomes a lethal fighting force indeed. There are even rumors circulating in the forces near occupied Llael that alchemists with a more psychotic bent have added gaseous inhaled poisons and toxins to the Muting Mist alchemical which these engines use, making the blinding mist they gout out into a choking cloud of death.

Components:-

  • Convergence Engine Housing – 300gp
  • Charge Socket – 200gp
  • Cabalic Crucible – 950gp
  • Cloud Venting System – 800gp
  • Etched Plate [morning mist*] – 1850gp
  • Mechanical Trigger -  200gp

Total: 4300gp

not including the five uses of Muting Mist or Standard Accumulator

*Dragon Magazine #309

Article #137 by TT on July 04, 2010 @ 06:23 AM

This article is categorically filed under Mechanika

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