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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:49 am * PST


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Geomorphic Manipulators

Straight from the heart of the Rhulic mechno workshops comes a device ideally suited for those taking a trip into the dark underworld beneath their feet. Based on the theorys and principals of ambient magic energy found in all natural materials (a science better explored by the ios.), and the process of thaumatic resonance, this prototype has earned a certain popularity amongst the wealthy Rhulic prospectors in the Glass Mountains. Equally effective when used for mining, exploration and subterranean defence, it provides many solutions to age old problems. As long as your accumulators hold out against this thirsty engine, it can provide the ability to punch tunnels into solid rock, manipulate stone like putty, and slam shut a mineshaft in the blink of an eye.

This device consists of a neat and polished rhulic convergence engine housing on a tooled leather harness, with two coils of inductive cable running up the wearers back and down each arm to a large softly glowing alchemical gauntlet. The gauntlets themselves are inscribed in the rhulic fashion with the reinforced fingers shaped like the digging claws of a mole. Scalloped black iron gives them a heavy immovable appearance that seems to drag at the air around them. When active they pulse with a warm firelight glow from the vents around the forearm and shiver the air around the fingers like a heat haze. If used as weapons, these gauntlets can be treated as masterwork spiked gauntlets.

By closing each hand into a clenched fist three times and then curling the fingers into claws as a standard action, the wearer can plunge their hands into solid stone as if under the effect of a stoneshape spell, allowing the manipulation and reforming of solid rock as if it were thick clay. This effect ends when the activation sequence is repeated in reverse or when the accumulator runs out of charges (which is more dangerous, as it could leave your hands encased in stone). This power draws 1 charge from the accumulators per 10 cubic feet of rock.  [minimum of 1 charge per activation]

By slapping each gauntlet against opposite stone walls with palms facing inward, then bringing them together in a strained clapping motion; the wearer can cause a 1ft section of a 10ft by 10ft opening to seal itself shut as a full round action. Any partial blockages are pushed to one side of the constriction or other, if fully blocked by a large object or creature the corridor will not close until the obstruction is removed. It requires a Escape Artist check [DC 20] to struggle past the sealed section, or a Strength Check [DC25] to force the walls apart and end the effect. A successful dispel magic or knock spell opens the constriction and it can be dug through like normal material of its type. However once created the effect remains permanently in place until dispelled, broken or tunneled through. It is also hard to tell that the passageway once continued beyond the seal, a Spot check [DC 20] is required to notice the effect in the first place.  Each use of this power draws 3 charges from the accumulator.

By holding one palm flat to a wall or similar surface and punching it with the other hand as a standard action, the wearer can bore a perfectly circular [8ft radius] tunnel 30ft into the material, which remains active for 13 hours before the resonance fades and the material unphases. Worked metal or Ore deposits cannot be bored through in this fashion, the tunnel stops when it meets such material, but continues to phase out stone around it if there is space to do so, often leaving a exposed deposit or metal girder partially blocking a tunnel. Each use of this power draws 3 charges from the accumulator.

The final and most impressive thaumic resonance requires the wearer to hold each palm open, and curl each finger from little finger inward to thumb into a fist in sequence as a standard action. Once this is complete the gauntlets give out an audible hum, and the warm orange glow from the alchemical coils increases, shedding as much light as a candle. Much like the first power, the wearer can plunge their hands into solid stone as if it were thick mud. However instead of manipulating the material, the wearer can cause a huge stoney hand to erupt from any connected surface made of rock, mud, sand, or soil within 50ft.  This hand acts as a large simulacra of the wearers own hand (left or right) and can be used to make attacks, grapple, manipulate objects and just about anything else you could use a giant rock hand for. This power draws 2 charges from the accumulators for every  minute it is activated, deactivating it requires the activation sequence to be repeated in reverse as a standard action (again should the accumulator run dry there is a danger of getting a hand stuck in solid stone). A ‘hand’ may be relocated by the wearer once per round as a move action, by removing the relevant gauntlet from its surface and plunging it back in again with the next location in mind. Each ‘hand’ has the following statistics:

Medium Magical Construct
AC: 18
Hardness: 8
HP: 40
Strength: 24
Dexterity: 10
Attack: [wearers base attack / grapple] +3*
Damage: 1d6+7

* -4 for overall awkwardness in directing the hands

Item Cost Weight
Convergence Engine
Engine Housing 300gp 3lb.
Plate, Stoneshape
9900gp 1lb.
Plate, Earthlock
1650gp 1lb.
Plate, Passwall
16500gp 1lb.
Plate, Stony Grasp 4950gp 1lb.
Alchemical Gauntlets 9600gp 2lb.
Mechanika Triggers
2600gp 0lb.
Hybrid Socket 450gp 5lb.
Conductive Cables 2000gp 1lb.
Conduiting 13000gp 2lb.
Total 61000gp* 17lb.

*does not include accumulator

Article #716 by TT on October 06, 2010 @ 03:27 PM

This article is categorically filed under Mechanika

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Typhoon Cannon

Developed as a riot control device, this bulbous tubular firearm was used to disperse crowds without lethal damage. Retrofitted for the gung ho lifestyle of the roving mercenary or adventurer, it has been dubbed the Typhoon Cannon, and its effects are far from its original concept. In appearance, it closely resembles a 2ft length of steel piping, connected at its base to a spherical elemental chamber which is crawling with a rats nest of pneumatic piping and sturdy shutter valves. It is all held together by a wooden rifle stock and has a simple mechanikal trigger where you’d expect a firearms to be. A thick coil of inductive cable runs from the conducting widgets above the stock to a basic convergence engine housing mounted on a thick leather belt. This device requires both hands to use and a exotic proficiency due to the odd recoil it produces. Non proficient users recieve the usual penaltys, along with being knocked prone unless they succeed a Balance Check [DC10].

When activated, the convergence engine forms the thaumatic potential of the defenestration sphere within the cannons calibrated elemental chamber, which itself acts like a compression chamber for the arcane pressure generated. The many regulator valves maintain the barometric integrity of the chamber to avoid a violent rupture. This whole process draws 3 charges per minute of active use, and requires a standard action to activate.

Once per round the trigger can be pulled to direct the incantations effects out of the cannon. Releasing a spear of super-compressed air in a 30ft line in-front of the cannon, dealing 3d6 points of bludgeoning damage as a ranged touch attack. Anyone caught by the blast must make a Fort save [DC18] or be knocked prone, those knocked prone must also make a second identical Fort save or be launched into the air and hurled 1d8x10 ft in an arc from the point of impact. Survivors of this effect have compared it to being hit with a thrown sledgehammer, or possibly being kicked by a warjack. Needless to say only the first damageing effect functions underwater, with the range being reduced to 15ft.

If some obstacle prevents the subject from reaching this point, it takes 1d6 points of damage for every 10ft of movement it was unable to complete. The surface it impacts on takes half that damage. Unattended, non-magical objects do not get a save against either of these effects but the distance the item moves is reduced by 20ft for every 100lb over 200lb [An object 600lb or heavier cannot be knocked over or moved]. Treat launched objects landing as a random grenade-like effect with a Reflex save [DC10+1 per 10ft traveled], damage from those objects can be treated along the same lines as falling objects [DMG p303].

Exotic Weapon Cost Dmg (M) Critical Range Increment Weight Type
Typhoon Cannon 21350gp 3d6* 20×3 30ft 16 lb. Blugeoning

*see description.

Item Cost Weight
Convergence Engine
Engine Housing 300gp 3lb.
Plate, Defenestrating Sphere
9900gp 1lb.
Hybrid Socket 450gp 0lb.
Cannon
Conductive Cable 1500gp 0lb.
Elemental Chamber 4000gp 2lb.
Mechanika Trigger
200gp 0lb.
Pneumatic Piping
500gp 5lb.
Pneumatic Valves 500gp 3lb.
Conduiting 4000gp 2lb.
Total 21350gp* 16lb.

*does not include accumulator

Article #695 by TT on October 03, 2010 @ 12:25 PM

This article is categorically filed under Mechanika

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Steam Armor & Tactics: Hammerfall Riot Troopers

The great Forts of Rhul specialize in the training of warriors and the development of tactics of which the Iron Kindgoms have yet to experience in full power. Each prides themselves in their own specific type of combat and equipment, and are more frequently then ever advertising their expertise in the art of war. Of all the forts with soldiers for hire, Hammerfall and their Highshield Gun Corps have received the most fame, and more importantly, profits. As the battlefield becomes more and more mechanized, however, warjacks have been stealing the spotlight from which the brave dwarves have fought so hard to keep. Rather then replacing their veteran troops with steamos and battle machines, the stubborn Rhulfolk decided instead to mechanize themselves. Hence, the Hammerfall Riot Troop was born.

First greeted with skepticism, it wasn’t long until foot soldiers heralded the new division as their ‘Big Brothers’ of the battlefield. The suits they use, while not quite as large as Man-o-Wars or other human-fitted heavy steam armors,  are designed for heavy offensive, defensive and support roles; harrowing double barreled rifles pick off, shred up, or punch through enemy lines, sturdy bulwark shields stave off attacks when waves of nasties crash upon them, and steam powered mortars grant the Troopers mid range artillery that can rain down punishment upon its foes.

Quick Stats:

  • AC – 27 (Base 18, +5 Armor, +4 Shield)
  • DR – -5/Serricsteel
  • Spell Failure – 100%
  • Armor Check -8
  • HP – 75
  • Speed – 20ft
  • Strength – 26 (Base 23, +3 Superheavy)
  • Space- 5ft x 5ft (5ft reach)
  • Cost – 26658gp
  • Weight -712 lb. (880lb. fully fueled)
  • Activation – 15min
  • Fuel – 10hrs standard | 2.5hrs combat
Item Cost Weight
Chaise
Medium* 10000gp 400lbs
Plating 4000gp 100lbs
Powerplant
Superheavy 3500gp 80lbs
Rigs
Weapon Mount
800gp -
Total 18300gp 580lbs

*Rhulic Medium Steam Armor- Rhulic technology, although compatible with human’s, tend to be more rugged in design and, of course, must fit the stout, wide bodies of the dwarven frame. So when comparing Rhulic steam armor to the Light and Heavy classes currently built by Caspian and Khadoran steamos, it tends to fall somewhere in the middle.  Rhulic Medium Steam Armor has the following traits:

  • A suit of medium steam armor has a Strength score of 23.
  • A suit of medium steam armor has an AC of 18 (+8 armor bonus).
  • A suit of medium steam armor has 75 Hit Points
  • A suit of medium steam armor has 1 equipment slot, but only behind either shoulder of the armor.
  • The operator has a maximum Dexterity bonus of 0 while wearing the armor.
  • The operator of the armor takes a –5 armor check penalty while wearing the steam armor.
  • The armor’s effective reach is 5 feet, and its base speed is 20 feet.
  • Unarmed medium steam armor has a single slam attack that deals 1d6 points of damage (plus the armor’s Strength modifier).
  • The armor’s fuel efficiency is a ratio of 4/1 , at the cost of doubling a human standard fuel load for heavy armor (i.e., 40 pounds of coal and 16 gallons of water provide 10 hours of normal use, or 2.5 hours of combat use. Human heavy steam armor has a 5/1 ratio, where 20 pounds of coal and 8 gallons of water would provide 5 hours of normal use, 1 hour of combat).
  • This armor is fitted only for dwarves, but can be modified to fit a human for an additional 2/3 to the base cost of the chassis.

Hammerfall Steam Armor is built to perform under the most extreme combat circumstances, and supports a wide array of weapons that could make even a Trencher Commando jealous.

Riot Gun- Based off of the existing Hammerfall Rifle, this heavy barreled design was created to give it’s user a familiar weapon to fire and still offer better performance, including balance, faster reloading, and the option of improvised melee.  The weapon can fire normal rifle carriages (2d8, 160ft) as well as grapeshot satchels (4d6, 30ft cone), but paired with Plate Puncher Ammunition (see article), the weapon can even be used for anti-armor purposes.

Item Cost Weight
Riot Gun
MW Hammerfall Rifle 1800gp 14lbs
Ghordson Breechlock x2 600gp -
Serricsteel Bayonet
318gp 1lbs
Total 2718gp 15lbs

Riot Shield- Much has been left unchanged in the design of the shield. With it’s current versatility for supreme defense, stabilizing ranged weapons, and the area-denial mechanics of its concussion chamber, the Riot Shield is a natural choice for steam armor use. Although the shield cannot be detached and placed in the ground to be used as total cover (as  per a normal bulwark shield), instead the shield provides a +2 stability bonus to resist bull rushes, trip attacks, and ready actions against charges when Fighting Defensively or in Total Defense. Additionally, when mounted to the steam armor, the user does not need the Exotic Proficiency (Riot Shield) to make shield bash or concussive blast attacks.

Item Cost Weight
Riot Shield
MW Rifleman’s Bulwark
390gp 40lbs
Concussion Chamber 375gp 10lbs
Loading and Trigger Assembly 125gp 5lbs
Mounting Frame 50gp 3lbs
Total 890gp 48lbs

Thumper Mortar- When designing the armaments that would be fitted to the steam armor, it was initially decided that the rifle and shield combination familiar to Highshield veterans would be sufficient. Yet, when the engineers working on the suit saw a visiting Blitzer model warjack and the dual grenade launchers it had mounted on its shoulders, they all collectively agreed, “We can do one better.” Although similar in design, the Thumper Mortar is a stouter, heavier barreled cousin of the original Thumper. It fires the same types of shells as a normal grenade launcher with double the base range and range increments of the weapon, and by aiming in a very high arc (half its current max range), the mortar can ignore Total Concealment and Total Cover, so long as there isn’t a sturdy horizontal hindrance (such as a stone roof or very dense treeline).

Item Cost Weight
Thumper Mortar
Thumper Grenade Launcher (Large) 4500gp 65lbs
Steamplant Connection 250gp 4lbs
Total 4750gp 69lbs

-

Tactics- Although still a relatively young regiment, Rhulfolk chosen to become Riot Troopers are usually seasoned  sergeants or crafty soldiers with a knack for mechanikal know-how. The power and armaments granted by the suit make them powerful opponents singularly, but recruits are trained to fight in a squadron of 3 or 4, and have been integrated into Highshield formations and tactics to compliment each other.

  • Aggressive- With the Highshields in a single line formation, the Troopers follow close behind and provide ranking fire over the heads of their unmechanized brothers.
  • Defensive- Providing a shield wall so thick it can safeguard a ‘jack and shun away an angry mob, the Troopers take the lead as the Highshields form up behind them, positioned to cover the flanks and protect the Rioter’s vulnerable boilers.
  • Support- If the need arises for a moderately fortified position to be shelled, or if a hasty retreat is ordered and the remaining soldiers need covering fire, the Troopers will lock down their position, drive their shields into the ground to form an arching wall, and use their mortars as their primary form of attack. In the case of softening an enemy, seeing a fortress of dwarf and steel raining down shrapnel will surely demoralize whomever, and whatever, is left of the position.  Conversely for the latter, this formation can stave off the enemy long enough for troops to clear out, as man, ‘jack, or monster fail to do their best to overrun the stubborn dwarves.

Article #647 by AnimaRaptor on September 08, 2010 @ 08:16 PM

This article is categorically filed under Mechanika

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Steam Armor: ‘Kraken’ Aquatic Assault Suit

The war against the Cryxian abominations has been a long and hard one for the Cygarian Third Army stationed at Highgate. Even with the navy ironclads patrolling the waterways and newly designed Warjacks watching the shores, the terrible black iron terrors of the Cryixian bone factories still make raids on Cygaran soil.  But from the blessings of science have come new weapons with which the 9th Division have armed their forces. One of the most hushed up being a set of aquatic steam armor from the arcane foundries in Ceryl comissioned by Lord Genral Gollan himself. Dubbed the ‘Kraken’ after the legendary sea beast and designed to take the fight to Cryxian forces under the waves, it has been made capable of dishing out punishment even before the operator gets his hands on a weapon.

This suit of steam armor shows a great deal of workmanship for such a hefty lump of metal, with each surface being smoothed and curved like the shell of some monstrous crustacean, even the bolts and screws are flush to the surface to reduce drag. Every joint has been made airtight with the new Gutta-percha seals which are rapidly replacing the old wax ones now that supplies from Zu are increasing. Its helm is a low scalloped dome with a single reinforced glass porthole in the front to allow the operator to view their surroundings, and a complicated one way mouthpiece to release spent breath. The usual stacks and boiler at the back of the steam armor have been retrofitted for sub-aquatic use, glass and gutta-percha tubing linking the first of three air tanks to the furnace.  The other two tanks are connected by tubing running over the shoulders and to the back of the helmet plating, feeding air to the operator.

The most unique feature of the whole creation is found on secondary arm sockets emerging from each shoulder plate. Two metal segmented octopoid arms, reaching some 10ft in full extension are coiled inactive. Tipped with three pronged grasping claws, these tentacles are operated by cerebral relays linked to sensor tabs in the forehead cushions of the helmet. Allowing the operator, with some training, to move them like additional arms. Worse luck for anyone falling into their grasp, for each is supported by a humming convergance engine and small voltaic powersource. As a swift action the opperator can flick over a mechanikal trigger within the suit and charge the claws with voltaic potential, running a lethal current through anything that comes into contact with them as per a ‘shocking grasp‘ spell. The danger this presents underwater has been taken into account by the designers, and layers of liniment of insulation have been trapped between the Gutta-Percha bodysuit which lines the armors coffin to make it resistant to voltaic discharge. Attacks made by the additional arms fall under the rules for multiple attacks and can be considered light weapons for the purposes of working out penalties. Anyone wearing this suit that wishes to make attacks with all its limbs at once would need to take the relevant feats such as two-weapon fighting, multiattack and so on.

Exotic Armor – Heavy Steam Armor:

  • AC – 18
  • DR – -5/serricsteel
  • Resistance - -5/electricity
  • Spell Failure – 100%
  • Armor Check -6
  • HP – 70
  • Speed - 30ft
  • Strength – 28
  • Cost – 45550gp
  • Weight - 540lb. (624lb. fully fueled)
  • Activation – 15min
  • Fuel – 5hrs standard | 1hrs combat (full load +84lb.)
  • Air – 1hr (20min/tank, half time remaining during combat or strenuous activity)
  • Special – shocking grasp effect (5d6 electrical) each round from the two octopoid tentacles. Each tentacle has hp 17 | str 20 | dex 10 | hardness 10 | 10ft reach [grapple checks performed by these devices double the normal constriction damage, resolve each grapple check separately]
Item Cost Weight
Chassis
custom 37800gp 458lb.
Powerplant
superheavy 3500gp 20%
Rigs
aquatic adaptation, insulated 3000gp 0lb.
additional air tanks 500gp 2lb.
internal starter 750gp 0lb.
Total 45550gp 540lb.
Item Cost Weight
Arm
accumulator, standard
500gp 2lb.
cerebral relay
2500gp 0lb.
shock engine
4275gp 7lb.
strength +10
2500gp 0lb.
dexterity +2
500gp 0lb.
octopoid articulation 2500gp 20lb.
Total 12775gp 29lb.
Item Cost Weight
Shock Engine
engine housing
300gp 5lb.
trickle socket
200gp 0lb.
plate: shocking grasp
275gp 0lb.
stormchamber, light
500gp 1lb.
elemental emitter 2000gp 0lb.
conductive cable 1000gp 1lb.
Total 4275gp 7lb.

Article #592 by TT on August 29, 2010 @ 11:19 AM

This article is categorically filed under Mechanika

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Rhulic Warjack: Leadarms Overseer

With all the conflict raging across the Iron Kingdoms, the Rhulfolk have been happily flexing their technological muscles as they build new and innovative warjacks. And although crack teams of specialists like the Highshields and the Forge Guard bring in noticeable profits back to the homeland, the profit margin for a Jack marshal and one or two specialized ‘Jacks are substantially higher, and provide the added bonus of keeping troops out of the line of fire.  For this reason, it’s becoming more common now to have convoys of ‘Jacks being smuggled across borders instead of the tromping boots of dwarven warriors.

The Leadarms Overseer is a light warjack designed for static defense rather then mobile offense. Built around the same time the Escort was in production, the base chassis utilizes the same swivel waist technology and enhanced performance-class boiler as its more agile brother, but the ‘jack’s silhouette is vastly different.

Not unlike the configuration of the Grundback Gunner and Blaster, the Overseer’s water cooled, repeating rifle is mounted directly on top of the jack, and is fed with a high capacity clockwork drum magazine. The Overseer is far more heavily armored however, and in place of weapons mounts on its sides, the ‘jack  sports two shields which can rotate and pivot on short, stubby piston arms. These shields count as part of the ‘jacks natural armor bonus, but when deployed, they twist, shift forward, and lock into place that form a slanted, single piece of armor. In this position, peripheral vision is at a minimum since only a set of notches in the shield’s edge offers enough space to lock around the barrel of the weapon and for the ‘jack to see through, so it has been designed to only deploy its shields when anchored firmly to the ground.

The Overseer is best suited to over-watch missions where it can bunker itself in a prime position, or when a forward position has been taken and needs to be secured. The Cygnaran military has shown particular interest in this design, since it’s tactics reflect that of Trencher Chain Gun crews, require less manpower to operate, and has the option of quickly advancing to a stronger position, or bugging out on its own when a retreat order is issued.

Name: Leadarms Overseer

Height/Weight: 4’11”/ 1.75 tons

Armament: Ghordson Repeater

Initial Service Date: Recent

Hit Dice: 12d10 + 20 (medium construct)

Hit Points: 86

Init: +2

Speed 20 (Base 25, +5 Enhancement, -10 Armor)

AC: 27/29 (+ 10 Armor, +5 Enhancement, +2 Dex/+4 Shield Deploy )

Base Attack Bonus: 10/5

Melee Attack Bonus: -

Ranged Attack Bonus: 12/7

Base Attack Damage: Slam 1d6+2

Space/Reach: 5ft x 5ft (5ft reach)

Saving Throws: Fort 4, Reflex 6,Will 4

Abilities: Str 15  (+14 Base, +1 Enhance) Dex 14 ( +13 Base, +1 Enhance)

Cortex: Aurum Equivalent Dwarven Cortex

Build DC: 35

Construction Time: 15 weeks

Price: 6,000 gp (Chasis) 3,425 gp (Enhancements) 1,500gp (Repeater) 2,600 (Overseer Mode) 22,000 gp (Aurum grade Cortex), 553 Exp (not including Cortex)

Special Attacks: Strafe (Weapon), Overseer Mode

Special Qualities: Mechanical Contruct Traits, Steamjack traits, Damage reduction 10/ Serricsteel, Darkvision 60 feet, lowlight vision

Challenge Rating: 10

Ghordson Repeater-

  • Damage- 2d6 +2
  • Crit- x3
  • Range- 120ft
  • Reload- Automatic
  • Capacity- 30 round drum
  • Ammo: Serric Slugs (Sabot), 150gp per round/ Lead Slugs (Sabot), 100 per round
  • Special: Strafe (Weapon), as per Trencher Chain Gun rules

Overseer Mode- Due to the transforming capabilities of this ‘Jack, the Overseer excels in static defense. While in Normal Mode, the ‘jack may move, fire, and make Strafe (Weapon) attacks, but at a -4 attack penalty. When stationary, the ‘jack may choose to change into Overseer Mode, where the ‘jack anchors it’s legs into the ground, lowers itself completely, and shifts it’s side shields forward into a locked position, essentially turning the ‘jack into a armored fixed turret. In this mode, the ‘jack takes no penalties to ranged attacks, receives a +2 Aim bonus to single ranged attacks, a +4 to AC, and a +4 Stability bonus. Changing from either mode takes a Full Round Action, and the AC bonus only applies to attacks in its front arc.  Also, because of the limited view the Overseer has while in this mode, the number of targets from Strafe (Weapon) attacks can only be made to half the ‘jack’s base attack bonus.

Article #569 by AnimaRaptor on August 25, 2010 @ 03:30 PM

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Rhulic Warjack: Leadarms Escort

The dwarves of Rhul pride themselves in the versatility of their machines; this can be seen every time a Ghordson Driller takes a tool meant for mining ore and makes a mangled wreck out of the interior of an enemy warjack. Even the original design of the speedy Grundback Gunners and Blasters were based off a chassis meant for delivering messages through dwarven mining tunnels. So when the traveling convoys of war merchants needed a way to defend themselves from bandits and patrolling Winterguard, the need for a tough, efficient, and a mobile defense platform arose.

At first glance, the Leadarms Escort carries a similar build to its Runner-style cousins. One of it’s biggest design differences is a swivel locomotion system that mounts its reverse jointed legs into a ‘waist’ instead of directly into the body of the ‘jack. This allows its upper body to swivel a full 360 degrees and still maintain a full and stable range of movement. As well as a larger boiler to add to the Escort’s impressive maneuverability, the ‘jack is outfitted with two weapon mounts flanking its sides instead of one on top, doubling its potential firepower.

Usually deployed in pairs, the Escort truly shines when assigned to traveling convoys and caravans. Placed in flanking positions, the ‘jacks can keep up with the fleeing merchants and still engage targets while moving, even being able to shoot backwards as it runs.

Name: Leadarms Escort

Height/Weight: 4’11”/ 1.43  tons

Armament: Slug Cannon x2

Initial Service Date: Recent

Hit Dice: 10d10 + 20 (medium construct)

Hit Points: 75

Init: +4

Speed 30 (Base 25, +5 Enhancement)

AC: 25 (+ 10 Armor, +1 Enhancement, +4 Dex )

Base Attack Bonus: 8/3

Melee Attack Bonus: -

Ranged Attack Bonus: 12/7

Base Attack Damage: Slam 1d6+2

Space/Reach: 5ft x 5ft (5ft reach)

Saving Throws: Fort 3, Reflex 7,Will 3

Abilities: Str 15 (+14 Base, +1 Enhance) Dex 18 (+13 Base, +5 Enhance)

Cortex: Aurum Equivalent Dwarven Cortex

Build DC: 33

Construction Time: 14 weeks

Price: 5,000 gp (Chasis) 6125 gp (Enhancements) 2000gp (Slug Cannons) 22,000 gp (Aurum grade Cortex), 525 Exp (not including Cortex)

Special Attacks: Strafe (Shot on the Run), 360 Degree Attack Radius

Special Qualities: Mechanical Contruct Traits, Steamjack traits, Damage reduction 10/ Serricsteel, Darkvision 60 feet, lowlight vision

Challenge Rating: 9

Slug Cannons-

  • Damage: 2d8+2
  • Crit: 19-20 x 3
  • Range: 200ft
  • Reload: Move Action
  • Capacity: 12 rounds
  • Ammo: Serric Slugs (Sabot), 190gp per round/ Lead Slugs (Sabot), 140 per round

Strafe (Shot on the Run)- Due to the swivel waist design of the Escort, this ‘Jack has the ability to move and attack as if it had the feat Shot on the Run, as well as attack in any direction and fire at any enemy within range. Moving side to side or backwards on even and level terrain while firing incurs no penalties, but the ‘Jack must pass a Reflex save when moving through rough terrain, no matter what speed, or fall prone.

Article #567 by AnimaRaptor on August 25, 2010 @ 12:29 PM

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The Voltaic Grenade

Designed by the Cygnaran military to offer the electric might of lightening to any blue-clad soldier on the battlefield, The Voltaric Grenade is an experimental, costly, yet extremely potent weapon.

The origins of this weapon started when Trencher units demanded a weapon that could be used to clear out enemy entrenched or fortified defenses properly, but not rely so heavily on the unbiased destruction that fragmentation grenades could only offer. Because electricity usually only targets living enemies, their weapons, and whatever other nasty mechanical tricks they may have brought with them, while usually keeping their fortifications intact, Ironheads began working on a delivery system which could fill an enclosed space and deliver the electric goods.

It wasn’t until a freak accident involving a broken jar of iron shavings and a loose accumulator literally sparked the tech necessary for the weapon delivery system. When the jar of shavings fell, it released a cloud of superfine, yet positively charged particles capable of conducting electricity, and when the loose accumulator arced its charge, the entire cloud of iron turned into a crackling and arcing plume of bolts and static. Once the basic principle of this phenomenon was discovered, it was only a matter of time until a workable device was created.

The Voltaric Grenade consists of a modified grenade housing with three main components: Fine iron shavings, a small charge of blasting powder or alchemical true air, and a small sized accumulator. The grenade is primed and thrown as usual, but instead of disintegrating and sending shrapnel in a deadly radius, the housing is drilled with a pattern of holes that, when detonated, sends a plume of iron shavings into the air. A moment later, the accumulator releases all of its energy at once, and combined with the conductivity of the cloud, becomes a crackling storm of electrical mayhem. Due to the nature of the cloud, the charge lingers for a moment until all of the shavings settle and grounds itself. Unlike most grenades, this weapon can be reused as long as a Craft (Demo) check (DC13) is made every use to clean the weapon and make sure it’s timing mechanism is functional.

Stats: Voltaric Grenade

  • Damage- 5d6 Electrical (1d6 per accumulator charge)
  • Range Increment- 10ft
  • Crit- x2
  • Radius- 10ft
  • Cost- 300 gp (50gp for grenade housing and iron shavings, 250gp for light accumulator)
  • Creation- Craft (Demo) & Craft (Mechanika) DC (29)

Special- Once thrown, the weapon discharges a cloud of iron dust and ignites. On a successful Reflex Save (DC16), targets take half damage. After one Full Round Action, a secondary attack (Damage 2d6) is made to any targets still in the area (Reflex Save for half). Under strong winds, rain, or any other effect that would disrupt the expansion of the iron cloud, this weapon only deals 2d6 electrical damage (Reflex negates), and there is no secondary attack.

*Note- This weapon follows all the rules of normal grenades, including failure checks, as well as failure checks for damaged accumulators. This also includes weakness to Dispel attacks or any other means of draining the accumulator’s energy.

Article #542 by AnimaRaptor on August 17, 2010 @ 11:39 PM

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Aaks Atmospheric Atomizer

When out in the field keeping your mechstuff rust free and your powder dry is near impossible, fear no more with this marvelous and dandy number straight from the ingenious* hands of The Rigs gobbers to your head. Utilizing the principal of negative ionization, or more likely a great deal of trial and error, this device projects a small but potent bubble of static energy which repels moisture. Not only that, but it has the handy added extra of re-styling your hair in the latest Caspian fashion when removed, never have to worry about hair wax again! In appearance it looks to be just  a stovepipe hat coiled in cables and with a large induction belt buckled around it. The belt buckle itself being a flat housing unit for a tiny stormchamber. But dont be fooled friends, the glowing blue light emanating from the chamber makes the power source both obvious and stylish, lending the whole affair a jaunty cast indeed. As long as the stormchamber is attached to its socket and the mechanika is functional, rainwater and surface moisture is repelled in a 5ft radius from the hat, making the wearer able to remain bone dry even if its raining cats’n'dogs (much to his companions annoyance). There has been some speculation as to how much water a larger stormchamber could repel if linked up to this simple device. Coincidentally there has also been a number of submarine explosions in the bays around the Five Fingers in the last few months. Conclusions vary.

*see also: grasping, grubby, on fire

Item Cost Weight
Power
stormchamber, light 500gp 1lb.
Socket
trickle socket 200gp 0lb.
Projector
induction coil 1000gp 1lb.
induction belt 300gp 2lb.
hat, stovepipe
2gp 0lb.
Total 2002gp 4lb.

[disclaimer: aak doent take no responsibility for blokes 'eads catchin fire, s'ploding, gettin all messed up, flying off, turnin blue, gettin religion or otherwise boggled. Try not ta use round children or delicate explosives, cus 'oo wants kids messin 'round with their explosives right guv?]

Article #529 by TT on August 15, 2010 @ 01:31 PM

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Rhulic Warjack: Leadarms Blitzer

As the human nations of the Iron Kingdoms wage war on each other, the dwarves of Rhul watch with amusement as they sit high and dry, away from all the bloodshed and death. This doesn’t mean, however, that they watch with total indifference, and with the continent’s largest military superpowers, Cygnar and Khador requesting mercenary assistance more frequently, the business of war is booming. And although the utilitarian Rhulic ‘Jacks fielded today can very well wreck havoc on their own, the need for battlefield specific ‘Jacks is being recognized.

Que the Leadarms Blitzer, Rhul’s newest answer to Warjacks for hire. The polar opposite of the Ghordson Avalancher  in function, this new ‘Jack features a secondary boiler for increasing performance, and focuses on unrelenting melee offense and short range grenade launchers to break past lines of infantry while  turning enemy ‘Jacks into perforated shells of scrap.

Name: Leadarms Blitzer

Height/Weight: 7’2”/ 8 tons

Armament: Pile Driver x 2, Thumper x 2

Initial Service Date: Recent

Hit Dice: 20d10+30 (Rugged Mechanica: =2 HP per die and +2 AC)

Hit Points: 160

Base Init: -1

Base Speed: 20 (Base 20, Power plant +10,  Armor -10)

AC: 25 (Base 20, Size -1, Dex -1, Enhancement +5, Rugged +2)

Base Attack Bonus: 15/10/5

Melee Attack Bonus: 29/24/ 19

Base Attack Damage: Slam 1d10+14

Space/Reach: 10ft by 10ft (10 foot reach)

Saving Throws: Fort 6, Reflex 5,Will 6

Abilities: Str 38 (Base 30, Enhance +5, Power Plant +3), Dex 9

Cortex: Arcanum Equivalent Dwarven Cortex

Build DC: 35

Construction Time: 27 weeks

Price: 15,000 gp (Chassis) 9,500 gp (Enhancements) 1000 gp (Secondary Boiler Rig) 4000 gp (Pile Drivers)  4000 (Thumpers) 30,000 gp (Arcanum grade Cortex), 1330 Exp (not including Cortex)

Special: Critical Gore, Critical Steam Bleed, Steam Charge Boiler

Special Qualities: Mechanical Construct Traits, Steamjack traits, Damage reduction 10/ Serricsteel, Darkvision 60 feet, Lowlight vision

Challenge Rating: 15

Secondary Furnace-

As there are many more ‘Jack Marshals then Warcasters in Rhul, the Blitzer utilizes a second boiler and a reserve compression tank that generates steam to be stored and used to enhance its speed and attacks. This means that even an ordinary Marshal may increase the effectiveness of the ‘Jack without needing to use focus. Instead of relying on a Wacaster’s arcane abilities, this secondary system creates “Charges” of steam, which can be assigned to one of three systems linked to the compression tank via thick, armored hoses and cowlings. Statistically, when the ‘Jack’s secondary boiler is at full steam, 2 Charges of steam are created per round. These charges must be divided symmetrically between either of these three systems one at a time, so essentially, each weapon or ability system gains 1 Charge per round, and that system continues to receive charges until used. Two separate systems may not be Charged at the same time, nor can one single system be allocated more then 1 Charge at a time.  Examples of these enhancements proceed as follows:

Steam Piles- Mounted one on each arm of the ‘Jack, these pneumatic tempered steel spikes are used to punch and impale hardened targets.

  • Size- Large
  • Damage- 2d8 +2
  • Type- Peircing
  • Critical- 19-20 x3
  • Critical Gore: After a critical hit on a living creature, the target must make a DC18 Fort save. If failed, the target suffers ongoing 1d8 bleeding damage (DC 18 heal check).
  • Critical Steam Bleed: After a critical hit on a Warjack, the target must make a DC18 Fort Save. If failed, the target suffers a cumulative -1 penalty to all Strength based checks.  (DC 18 Craft Mechanika).
  • Charges: Once per round, 2 Charges may be allocated to the Steam Piles, increasing each weapon’s damage by 1d8 +1. This can be done 3 times, for a maximum total of 5d8 +5 for one round.

Steam Thumpers- Mounted behind the shoulders of the ‘Jack, these grenade launchers are essentially wide bore Grundback Gunner-styled weapons that use a drum magazine to reload the weapon. They are light, stout, and can use a variety of ammunitions, although smoke and concussion grenades are most commonly used to disorient the enemy and aid its charge to attack harder targets.

  • Size- Medium
  • Range- 20ft
  • Damage- As per Grenade
  • Crit-x3
  • Reload- Full Round Action
  • Capacity-3+1
  • Charges: Once per round, 2 Charges may be allocated to the Thumpers, increasing the weapon’s range by 10 ft. This can be done 3 times to a maximum range of 50ft for one round.

Steam Burst: What was once a spell reserved for Arcane Mechanics and Wizards can now be mechanically augmented,  thanks to the ‘Jack’s secondary boiler. Once per round, 2 Charges may be allocated to a reserve compression tank that links directly into the ‘Jack’s chassis, which can be used to increase several of its abilities at once. These Charges give the Blitzer a cumulative +5ft speed, +2 Strength and Dexterity, and a +2 damage to Slam attacks for one round. This can be done 3 times, for a maximum, single round burst of +15ft Spd, +6 Str/Dex, and +6 Dam.

Although this application in ‘jack technology is significant, there are risks to using it. For each pair of Charges allocated to the weapons or chassis system, there is a 10% chance of an overpressure failure (Max 30%). This check must be rolled every time Charges are used, and return back to 0% when a weapon or system is successfully activated. If a fail is confirmed, roll a d20 and refer to the table below:

  • Roll 1-4: Slight Delay-  -1 Init For 1 Round
  • Roll 3-6: Minor Steam Bleed- Attack and Damage Suffer -1 Penalty
  • Roll 7-8: What The…?- Roll a 1d6. 1-2 Activates Steam Piles, 3-4 Activates Thumpers, 5-6 Activates Steam Burst
  • Roll 9-10: Moderate Steam Bleed- Attack  Suffers -2 and Damage suffers -1d8 (Piles), Range suffers -5ft, (Thumpers), or halve Enhancement Bonus (Burst)
  • Roll 11: Noticeable Delay- -3 Init for 3 Rounds
  • Roll 12-13: Seriously?- All Systems Activate at once; Piles strike nearest target at -10 Attack, Thumpers fire at max range (Roll Deviation), then the Blitzer charges forward 20ft. Treat this last effect as per the spell Scramble.
  • Roll 14-15: Uncoupled Pressure Valve- 1 hose connecting a weapon system disconnects (Roll 1d4, 1-2 left side, 3-4 right side), and that weapon system is now not functional. In the case of Steam Burst, this ability cannot be used.
  • Roll 16-18: Major Steam Bleed- All enhancements placed upon a system are lost, and all effects of normal use are halved.
  • Roll 19: Roll twice. Suffer 2 Failures
  • Roll 20: Catastrophic Failure- The Secondary Boiler explodes, dealing 1d10 damage per stored charge, weapon systems cannot be used, and the Blitzer is Stalled.

Any attempt to fix a failure involves a Craft (Steam Engine) or Craft (Mechanica) check equal to DC 20 + the 1d20 of the failure, and takes half the roll to in minutes to fix with proper tools. This does not apply to a natural roll of 20. Bodging a system failure is still applicable.

Article #521 by AnimaRaptor on August 14, 2010 @ 11:44 PM

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Steam Armor: Arcwrights Alchemical Arbitrator

This oddly stripped down suit of steam armor has a rather grisly history behind its current schematics. The design was first seen in use by a mercenary group working out Llaelese territory in 603 AR. The group was mainly comprised of rejects from other more successful mercenary groups, those drummed out for laziness, ill discipline and in some cases severe psychotic breaks. The mercs were finally decimated and disbanded 3 years later during the final push by Khador into Llael, it was then uncovered that the group had been employing prisoners as enslaved shock troops. Fitted into a form of steam armor and pumped full of alchemicals, these men would achieve superhuman strength and speed at the cost of deteriorating physical condition and mental health.

After the interrogation of one of the mercenary commanders was leaked, it became apparent that this device had first been created by a well meaning mechanik and alchemist named Boris ‘Badger’ Arcwright. It was designed to make the less stable individuals in the group more pliable and useful in combat. The suits each had a simple cerebral matrix built into them, which would lock up the entire armor on a recognised voice command preventing the wearer from turning on his comrades. It was only later that alchemicals were introduced into the system, and dangerous narcotics filtered into the users daily regime to make them both dependant and obedient. If the users weren’t psychotic when they went into the suits, the daily doses of powerful arcane stimulants and mind altering drugs soon made it hard to tell. A few even started developing dangerous mutations and odd warping effects from their repeated exposure.

This improved version has thankfully been altered from its original murderous design, but the principals remain the same. The suit itself lacks the heavy armor plating and fortification of normal light steam armor, instead focusing on augmenting the users speed and strength. The key to the suits abilities lies in the large cylindrical tank affixed to the back of the suits torso section, and the mechanikal filtration mask that replaces the suits helm. The tank splits open when the lock is disengaged to reveal the steam engine of the armor has been plumbed into a complex pumping and filtration system. There are 6 pressurized tanks in circular group in the upper section of the tank, which run into a selective valve system built around a small cerebral matrix. Vulcanized rubber tubing runs along and under the armors back-plate and over the shoulders to meet with the lower half of the filtration mask.

The matrix is trained to throw a series of valves in the engine when it hears the wearer give a numbered command word, usually ‘activate 1-6′. This releases a steady supply of the pressurized mix in the tank into an arcane atomizer, powered by the roiling energy of a standard accumulator furnace. The resulting gaseous mix is pumped into the sealed mask imbuing the wearer with the effects of the contained alchemical or potion. This whole process takes only a swift action. Each tank can contain enough of a alchemical or potion for 3 uses before it is empty, but must be refilled under the pressure of a hand pump or more advanced mechanism with a Craft: Alchemy check [DC14]. Anything corrosive to the metal tanks, or unable to be effective via ingestion/inhalation has no effect save ruining the engine or asphyxiating the user. A tank can also contain 3min worth of air supply but have to be activated as a standard action, due to the necessity of routing it past the atomizer.

The tank itself is armored enough not to worry about the tanks rupturing accidentally, but deliberate attacks which can bypass the DR and hardness on the tank could cause such an event. In which case roll 1d6 to determine which container ruptures. If the tubing is somehow pierced, melted or cut, the armors special ability can no longer function. The filtration mask can be unsealed as a standard action which provokes an attack of opportunity. The armor has all the airtight properties of the more common aquatic adaptation rig, but lacks the buoyancy effects. Meaning that as long as one of the containers in the tank has an air supply, the steam engine can run even if submerged. Two tanks must be active for submergence to be viable, one for the user to breath and one for the engine.

Exotic Armor – Light Steam Armor:

  • AC – 14
  • DR – -2/serricsteel
  • Spell Failure – 100%
  • Armor Check - -2
  • HP - 20
  • Speed - 30ft
  • Strength – 23
  • Cost – 16500gp
  • Weight - 120lb.
  • Activation - 15min
  • Special – Alchemical Adaptation Engine [can contain 6 beneficial alchemical liquids or arcane potions, with 3 uses of each stored. Activating and in-biding from the device is a swift action.]
Item Cost Weight
Chassis
stripped down
5000gp 100lb.
Powerplant
performance 1500gp 10%
Rigs
alchemical adaptation 10000gp 10lb.
Total 16500gp* 120lb.

*not including ‘chemicals or fuel.

Item Cost Weight
AA Engine
pressure tanks 1200gp 6lb.
alchemical atomizer
4800gp 1lb.
cerebral selector
500gp 2lb.
‘chemical pump
3300gp 2lb.
vulcanized tubing
200gp 1lb.
Total 10000gp 10lb.


Optional Rule ‘Toxic’:-
using even the improved suit over a long period is hazardous to the users health. The suits alchemical functions can be used ‘safely’ over a number of days equal to the users constitution bonus. Removing the suit for an equal number of days or receiving a restoration type spell removes the build up of dangerous chemicals in the users bloodstream. If the user exceeds the critical number of days they must make a Fortitude Save [DC 10 + number of days active] every day they continue to use the suit. A successful save means the user only takes 1d4 points of intelligence and wisdom damage at the end of the day. A failed save results in the user taking 1d6 points of intelligence and wisdom drain, and permanently gaining the acidic ‘Arcane-Blood’ template from Dragon Magazine #350. After this terrible degeneration the user becomes inured to the toxic effects of the rig and the penalties no longer apply.

Article #485 by TT on August 03, 2010 @ 09:37 AM

This article is categorically filed under Alchemical, Mechanika

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Servitor: Gunner

An advanced servitor constructed only by top end mechaniks and mechanist’s, this lumbering metal man is armored against attack and fitted with high grade sprockets and coils to increase its manual dexterity. Its large cranial plate houses a coordinated set of four matrices, linked into a rats nest of other calculating engines and complex gear works. While this makes the servitor at least as intelligent as a fairly stupid human, its lack of instinct and need to communicate between intelligences makes it slow to react to situations. Its intelligence is at a level where it can learn not only basic combat techniques, but also ranged weaponry. This model can rapidly discriminate between those designated friends and those performing hostile actions, and target the former effectively over short ranges. It can also recall traveled routes and locations, and vocalize a limited but effective vocabulary. Its hardwired skillbox and recorder allows it to use the skill Craft: small arms (note the skill recorder requires the servitor to have watched someone perform the relevant skill check successfully to give the +5 bonus). It has an overall +7 to the skill when applying the servitors penalty to intelligence and the basic 4 ranks from the skillbox.

Item Cost Weight
Chassis
Medium, manikin 400gp 120lb.
Engine
Clock-Coil Engine 175gp -lb.
Matrix
Cerebral Matrices
1000gp 8lb.
Conduiting 4000gp 4lb.
Discriminator 700gp 1lb.
Vocalizer 400gp 2lb.
Navigator 100gp 1lb.
Targeter
640gp 1lb.
Ranger
250gp 1lb.
Skillbox: small arms 1000gp 1lb.
Skill Recorder
1000gp 1lb.
Enhancements
Fortification 1 10% 5lb.
Fortification 2 10% 5lb.
Physical Augment 50% 20lb.
Total 16431gp* 170lb.

*not including accumulators or fuel.

Exotic Weapon Pressure Repeater:-

  • Damage: 1d4
  • Range: 40ft
  • Critical: x3
  • Ammo: 100 balls per hopper (1gp per 10 balls)
  • Reload: 1 full round action [Craft: Clockwork DC 6]
  • Pressure: The compression chamber must be fed by a working boiler or steam plant, it takes 1 full round to store enough pressure for 6 shots. The chamber can contain 5 rounds worth of pressure. This weapon is plumbed into the servitors own boiler, and while charging the chamber the servitor may not move.
  • Weight: 15lb.
  • Special: Spray [can make a number of attacks to an initial target and targets in adjacent squares. Allocating a number of attacks up to twice the users BAB and half the remaining pressure. Each attack is at the users highest bonus, but each attacks suffers a cumulative -2 for every additional attack.]
  • Upgrades –  Advanced Compressor (12 shots worth of pressure per round) & Split Tanks (can store only 2 rounds worth of pressure, can continue to charge pressure while firing)

Medium Mechanikal Construct (Servitor): CR 3; HD 1d10+20, hp 25; Init -2; Spd 20 ft.; AC 16 , touch 12, flat-footed 14; Base Atk +3, Grp +5; Atk Pressure Repeater +2 ranged (2d6 x3 piercing); Full Atk  Spray [see weapon]; SA –; SQ Darkvision 60 feet, 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 #458 by TT on August 02, 2010 @ 04:58 AM

This article is categorically filed under Mechanika

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Servitor: Armsman

A hefty mechaniks bodyguard, this servitor is bulked up with additional armored plates and stronger hydraulics. It also sports three linked matrix brains which gives it enough smarts to be trained in basic combat techniques, but slows its initial reactions. While it is a clumsy and unsophisticated combatant, it makes up for it in shear tenacity and strength. It also has additional functions plumed into its matrices, including the ability to announce a few simple terms and acknowledgments in a grating metallic tone. A navigation recorder which gives it the means to store traveled paths and remember its way back to locations, and finally an integrated discriminator which can designate friendly, hostile or neutral combatants within a certain margin of error.

Item Cost Weight
Chassis
Medium, manikin 400gp 120lb.
Engine
Clock-Coil Engine 175gp -lb.
Matrix
Cerebral Matrices
750gp 6lb.
Conduiting 3000gp 3lb.
Discriminator 700gp 1lb.
Vocalizer 400gp 2lb.
Navigator 100gp 1lb.
Enhancements
Fortification 1 10% 5lb.
Fortification 2 10% 5lb.
Physical Augment 50% 20lb.
Total 9393gp* 157lb.

*not including accumulators or fuel.

Medium Mechanikal Construct (Servitor): CR 3; HD 1d10+20, hp 25; Init -3; Spd 20 ft.; AC 14 , touch 10, flat-footed 14; Base Atk +3, Grp +7; Atk Greatsword, cleft +8 melee (2d6+5 18-20 x2 slashing); Full Atk 1 Greatsword, cleft +6 melee (2d6+5 18-20 x2 slashing); SA –; SQ Darkvision 60 feet, Mechanikal Construct traits, Servitor traits; AL neutral; SV Fort +0, Ref -3, Will +0; Str 18, Dex 10, Con –, Int 6, Wis 10, Cha 1.

Article #444 by TT on August 01, 2010 @ 07:33 AM

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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
Chassis
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 mechanical spell trigger, a 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, and only once per immediate activation 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 Mechanical 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: 425 Gp

Article #394 by AnimaRaptor on July 23, 2010 @ 10:58 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: 60GP

Clockwerk Detonator: 5GP

Saboteur Mounting Frame: 10GP

Total Cost: 102-113GP

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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~ Recent Articles ~

  • 11/24/2011: Scrap Cannon
  • 07/19/2011: A Land Of Guns
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~ Recent Comments ~

  • Mechanika Creation Spreadsheet
    05/05/2011 08:37 am
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    05/05/2011 08:33 am
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    05/05/2011 08:30 am
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~ Recent Changes ~

  • Scrap Cannon
    Updated: 11/24/2011
  • A Land Of Guns
    Updated: 11/24/2011
  • Servitor: Guardian
    Updated: 06/09/2011

~ Random Articles ~

  • 07/04/2010: Convergence Engine: Meromorphic Miasma Machine
  • 11/21/2010: ‘Chemic Tattoo’s
  • 07/24/2010: Expanded Cerebral Matrices

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