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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Saturday, July 31, 2010 ~ 5:33 am * PST


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Servitor: O’Stivich’s Arachnomorphic Acuity Automaton

This nifty little pile of cogs was the brainchild of a brilliant yet deranged Mechanist living out of Five Fingers and the land around the Bay of Stone in the years before the great Khadoran push into the Gnarls. It compacts the functions of a optical conversion engine and mobile observation device into one neat inconspicuous package. Namely it appears to be an ordinary, if slightly large and heavy bowler or stove-pipe hat. Only on activation does a quartet of barrel lenses extend from the nominal front of the hat, and eight articulated spider-like metal legs extend from the interior. Based it seems of a few recovered scraps of Vasily Jasenov’s notebooks recovered over a lifetimes searching, this device only truly comes into its own when possessed by a skilled Mechanist.

Item Cost Weight
Servitor, Hat
Tiny 100gp 5 lb.
Engine
Novotski Accumulo-inducer
285gp
Engine Housing
300gp 3lb.
Enhancement
Jasenovs Glyph Gate 325gp 1 lb.
Add-ons
Inflatable Expansion Unit 300gp 0 lb.
Observation Engine 6800gp 3 lb.
Mundane Equipment
Hat, good 1gp 0 lb.
Telescope (conduited)
4000gp 1 lb.
Brain
Cerebral Matrix
250gp 1lb
Total
12361gp* 14 lb.

*costs not including ‘true air’ gas and light accumulator.

This little servitor can unfold into a spider-like form, in which it can scuttle and climb on its eight metal legs at a base speed of 20ft. However on command or via the prompting of a Mechanist, it can deploy a tough rubberized balloon that is inflated via a pressurized canister containing an alchemical mixture similar to ‘true air’ found in concussion grenades. This allows for 5 hours on sustained lift before it is exhausted. Each refill costs 50gp+ or requires a DC 25 Craft: alchemy check to create with access to a Alchemists Lab.

The balloon expands from the hats lining and hence flips the servitor over,  each of its articulated legs can lock halfway along the joint into a small propeller-like prop. Additionally the eight legs can all turn in tandem as their base rotates left or right at speed, creating the propulsion required to raise or lower the device. Using these limbs it can maintain a steady position, ascend, descend or to slowly drift to another one at a base speed of 10ft. However wind conditions above moderate make this form of locomotion impossible. While in this reversed position, the servitor can aim its barrel of scopes in a 90 degree arc along its axis and realign using its propellers to observe anything below it.

This servitor also possesses a compact convergence engine at its very apex, which can be activated manually, or by a Mechanist possessing the servitor via Omnipresence.  The effects it is able to produce for the servitor is Arcane Sight and Invisibility at basic caster level and duration. The ocular lenses it uses to ‘see’ are cannibalized from a high powered telescope which has been conduited into the output matrix of the convergence engine, allowing the servitor to double the effective range of  its own dark-vision as well as the Arcane Sight effect.

This servitor has the same stats as a mite servitor of its size, saving that the gasbag it uses to float is very vulnerable to attack, more than 5 points of piercing or slashing damage directed at the gasbag will rupture the rubberized skin and cause the servitor to plummet to the ground within 1d4 rounds.

Tiny Construct (Servitor): CR 1/2; HD 1/2d10, hp 5; Init +3; Spd 20 ft.; AC 15, touch 13, flat-footed 12; Base Atk +2, Grp -6; Atk claw +2 melee (1d2+1 piercing); Full Atk 1 claw +2 melee (1d2+1 piercing); SA –; SQ Darkvision 60 feet, Construct traits, Servitor traits; AL neutral; SV Fort +0, Ref +3, Will +0; Str 10, Dex 16, Con –, Int 2, Wis 10, Cha 1.

Article #114 by TT on July 03, 2010 @ 03:01 PM

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Prosthetic Enhancments: Grapple Hand

First developed in 592 AR by a pioneering mechanik and pirate sailing out of Five Fingers, this handy little device was a stopgap for the sea-dog with less limbs than sense. Tired of hauling out those he had outfitted with mechanikal replacement limbs every time one fell into the drink, this mechanik developed a variation of the ever popular punch piston design. Incorporating additional expansion chambers and pumps for compression, a spool of metal cable attached to a powerful clockwork spring-coil, reflexive wrist-locking mechanisms and solid metal ratchet locks for the fingers.

With this mechanikal addition to a prosthetic arm, the wearer may charge the compression pumps and launch the arms hand as a full round action upon making a DC 15 Concentration check. The hand can shoot up to 40ft in the desired direction, and automatically attempts to clamp and lock onto whatever it hits. The wearer of the prosthetic arm may as a free action will the hand to unlock, however rewinding it back into the arm requires a standard action which provokes an attack of opportunity.

If the wielder is using the arm to winch themselves towards whatever object the hand has attached itself to, the speed at which the rewinding occurs depends on the characters weigh, for example a standard action for light or no encumbrance and a full round action for medium encumbrance, heavily encumbered characters are usually to much for the clock-coil spring to handle, unless a more powerful motor is installed into such a device by a mechanik who knows his gear-stuff, then the character will likely just have to climb the cable.

Since its invention and spread through the Fingers steamshops, many adventurous sorts have found other uses for this ‘handy’ extension of their mechanikal limbs. With a DC 18 Concentration check, the wielder of a Grapple Hand may used it as a ranged attack dealing 1d8 damage on a successful hit. In addition to clobbering their opponents from a relatively safe distance, a skilled user might even try immobilizing them as the more common wrist harpoon is want to do by grabbing them in its crushing grip. This action required a DC 18 Concentration check and is subject to the usual attacks of opportunity a grapple attempt provokes, although in this case the attack would be directed at the prosthetic limb itself. As you might expect, the extended cable of the Grapple Hand means it can be used to make Trip attempts, such are subject to the usual rules for attempting a trip, but in the case of this device, the wielder cannot avoid being tripped in turn by dropping the Grapple Hand. Use of the Grapple Hand as a weapon in this manner without the traditional -4 penalty to attack rolls requires an Exotic Weapon Proficiency: grapple hand.

Although not in the original design blueprints, a few other like minded bodgers have added their own innovative modifications to this device. One of which bulks up the arm considerably by adding a second launching device and cable spool, resembling a small harpoon projecting from the rear of the prosthetic arms elbow.  This addition can be launched as part of the full round action as mentioned above, increasing the concentration check by +3, or on its own with a DC 15 Concentration check. If the harpoon section and the hand section of this modified device are attached to solid objects, the wielder of the prosthetic arm may use it as a rip line. This modification does however have its drawbacks, removing the harpoon from a solid object requires a DC 20 strength check, which can prove fatal if the wielder of the prosthetic arm would like to be elsewhere fast.

The Grapple Hand is not a precise instrument and as such is not of much use for grabbing fine or delicate items from across a room, even if it where to get hold of them its powerful grasping action would likely crush the item it was trying to retrieve.

Exotic Weapon – Grapple Hand:

  • Damage – 1d8 x3 [bludgeoning]
  • Damage additional harpoon – 1d4 x3 [piercing]
  • Range – 40ft
  • Special – passive +2 to all climb checks when hand is retracted
  • Hit Points – +2 (+4 for  rip-line device)
  • Cost – 1500 gp

{-500 gp if the arm already has a Punch Piston installed, in which case the Grapple Hand replaces the Punch Pistons function, +1000 for rip-line device]

Article #99 by TT on July 03, 2010 @ 09:01 AM

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SCARAB, Iron Kingdom RPG Tournament, January 14-16, 2011 Columbia, SC

SCARAB (South Carolina Area Roleplayers and Boardgamers) is an annual gaming convention held in Columbia, South Carolina. The first convention is scheduled for January 2011. SCARAB was founded in November 2009 by Columbia area gaming enthusiasts to promote gaming in the local community.

The convention encompasses many genres of gaming including role-playing games (RPGs), board games, card games,collectable card games (CCGs), miniature wargaming, strategy games, and many others. SCARAB features games in both tournament and open gaming formats, as well as a vendor’s area.

Website: www.s-c-a-r-a-b.com

News

Mar 1, 2010

Looking for writers and artists

We want to make our Convention booklet different from the rest. We’ll have all the standard stuff of course, but not only are we looking for advertisers; we are looking to publish short stories, poems and artwork from the community at no cost to the artists. This is your chance to get your work published and circulated to hundreds of people and companies in the gaming world. Keep checking back for more details. 

Feb 21, 2010

SCARAB now on Facebook

Check out our fan page on Facebook. Keep up to date with what is going on with the convention planning and chat with our hardworking staff. 

Feb 11, 2010

The Second and Third annual conventions have dates and venues.

We are pleased to announce that we have booked the Scottish Rite Convention Center in Columbia, SC to host the second and third SCARAB events on Martin Luther King weekends of January 2012 and 2013. Each of these events will be 4 day events. Continue to check back on this website for more information.  

Feb 1, 2010

The first annual convention has a date and a venue.

We are pleased to announce that we have booked the Scottish Rite Convention Center in Columbia, SC to host the very first SCARAB event on the weekend of January 14th through the 16th of 2011. This first event will be a three day event, but we hope in the future to make this a four day event. 

Mission Statement

To support the roleplaying and boardgaming community and industry by hosting an annual convention that brings gamers together in the spirit of competition and fellowship. Thanks,
SCARAB

Prepaying for your room has a huge benefit. If you book the hotel room online at Magnuson Hotels website within the next couple of weeks you can get your room for [color=#FF0000]$47.20 [/color]per night for a single king or two double beds or [color=#FF0000]$52 [/color]a night for a single king or two double bed suite. Conditions are [u]you have to prepay for the room and there is no refund[/u]. This makes the price of the room for the entire weekend less than the price of one night at just about all of the other cons in the whole of the southeast.[i] If you’re planning on coming to SCARAB, you’re crazy if you miss this opportunity![/i]

[b]Don’t miss our Iron Kingdoms RPG Tournament![/b]

Article #92 by SCARAB on March 22, 2010 @ 08:50 PM

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‘Jack Armements: Pile Drivers

As ‘Jack warfare becomes more frequent, the brilliant minds that create these machines are constantly innovating new tactics and equipment for battlefield victory. One of the most valuable abilities a ‘Jack can offer however, is to simply leave one of its hands open so it may perform grappling or throwing attacks. Although many designs call for turning an entire ‘Jack arm into a weapon, attaching a weapon to the forearms of a ‘jack and keeping its hand free is becoming a more common practice. From the Kodiak’s armored fists, the Mangler’s punching dagger, and even the terrifying new Cygnaran Cyclone’s chain guns, mounting weapons without sacrificing a Jack’s fists gives it’s wielder a tactical upper hand (pun intended).

The Pile Driver utilizes this principle, and besides it’s already impressive ability to punch through steel, turns a rather utilitarian looking device into a devastating weapon, as well as offering a ‘Jack more options or special attacks to choose from.

In short, the Pile is a long, tempered steel spike attached to a large steam piston assembly and armored in a plate housing. Much like the Khadoran Marauder, the system is powered directly by the Jack’s engine via thick armored hoses connecting to the rear of the piston. When activated, the spike travels a very short distance with great acceleration, and in most cases, can  punch a perfectly clean hole through serric armor. Instead of replacing the entire arm, however, the assembly is specially mounted onto the forearm of the ‘jack with a custom heavy duty frame.

Stats:

  • Size- Large
  • Damage- 3d10 +4
  • Type- Peircing
  • Critical- x3
  • Special- After a successful melee Slam attack, immediately make a second attack as a free action and hit automatically (I.e. feat: Bayonet Charge). This attack ignores hardness.
  • Special- After making a successful Grapple attack or check, immediately roll a second attack. If successful, this attack ignores hardness.

While having one of these weapons on a ‘Jack is beneficial, mounting two of these weapons (one on each arm) grants devastating abilities.

Critical Gore: After resolving a full round attack on a living creature,  the target must make a DC18 Fort save. If failed, the target suffers ongoing 1d8 bleeding damage (DC 16 heal check).

Critical Steam Bleed: After resolving a full round attack on a Warjack, the target must make a DC18 Fort Save. If failed, the target suffers a cumulative -2 penalty to attack, damage, and AC  (DC 18 Craft Mechanika).

Installment:

  • 3500G Pile Driver assembly/ 1750G, Exp 89, DC22
  • 300G Engine Coupling mod/ 150G, Exp 20, DC20
  • 200G Mounting bracket/ 100G, Exp 15, DC15
  • Weight- 180lbs each complete system.

Article #85 by AnimaRaptor on February 07, 2010 @ 11:37 PM

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Copperfist Entry Rifle

As the Dwarves of Rhul settle themselves in the lands of men, word of their military expertise and ingenuity spread as well. It’s rare to see a dwarf that is both skilled and humble, so when a fine Rhulic weapon design is improved upon, word gets out fast.

One example of this is the Copperfist Entry Rifle. While most human riflemen in the Iron Kingdoms are trained as scouts, snipers or assassins, the Rhulfolk tend to take a different approach. Like the Hoplites of our time, units such as the Hammerfall High Sheild Gun Corps utilize solid defense and harrowing offense to deal with their problems, their bulwark shields and double barreled serric rifles working with deadly accuracy on the battlefield.

The Copperfist Rifle however, is designed for close quarters and urban environments, when one doesn’t always have the benefit of a shield-walled platoon. Essentially a shortened yet heavier version of its original cousin, the Entry Rifle is a +1 Breech Lock Sound Burst Double Barreled Serric Rifle (it’s a mouthfull, isn’t it?) capable of making devastating surprise round attacks.

Components include:

  • Hammerfall Rifle
  • 2 +1 Enhancement Rune Plates
  • 1 Sound Burst Rune Plate
  • Conduits
  • Accumulator Socket
  • Heavy Accumulator
  • 2 Breech Lock Mechanisms

Stats Include:

  • Range- 120 ft
  • Weight- 18 lbs
  • Length- 3’1″
  • Damage- 2d8 (per barrel) + 1d8 Force
  • Crit- 19 – 20 x 2
  • Effects- Stun (Fort DC 16)
  • Reload- 1 Standard (per barrel)

Despite it’s weight (A single +1 rune plate is needed for each barrel, while only 1 Sound Burst plate is needed for the effect), the heavy accumulator needed to power it, and the diligent maintenance needed to clean a breech lock and it’s sabot rounds, the owner of a Copperfist Entry Rifle can literally be the proverbial “SWAT Dwarf” of the IK world.

Article #80 by AnimaRaptor on February 04, 2010 @ 12:34 AM

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The Strongbox Servitor and Its Marvelous Load-Bearing Suspension

(Reposted from the Privateer Press Forums.)

Arcane mechaniks and bodgers have so many cool gadgets to play with, but the weight of all that mechanika adds up. Why not make the gadgets carry themselves?

Item Cost Weight
Servitor, Strongbox
Small 200 gp 60 lb.
Medium 400 gp 120 lb.
Enhancement
Load-Bearing Suspension 25% 25% base weight

New Servitor Type:

Strongbox
These crablike servitors look like a cross between an overgrown mite and a steamer trunk. Indeed, that’s what they are. Strongbox servitors take the form of a rectangular, iron-bound chest with a mechanikal undercarriage from which protrude six to eight legs, as well as a quartet of ocular lenses, one pointing in each direction. Not especially helpful in a foundry, where a mechanik would lay out his own tools and a servitor would be of use in directly assisting with the work, strongboxes are designed to assist mechaniks working in the field by carrying equipment and tools for them. Strongboxes make popular mechanikal familiars for adventuring arcane mechaniks and mechanists in particular. Continued »

Article #66 by Infested Paladin on November 28, 2007 @ 10:30 AM

This article is categorically filed under Clockwerk, Mechanika

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Anti-Gravity Warhammer

You need:

  •  Anti-Grav engine(see below)
  • Masterwork Warhammer
  • 3 rune plates: 1.+5 enhancement 2.Energy burst(level 5) 3.Concussion blast(level 5)
  • Field Generator (cost like an arcantrix engine with 3 level 5 spells)
  • mechanical trigger
  • 4 conduits

Anti-Grav engine

  • engine housing
  • 3 rune plates: 1. Energy blast(lvl 5) 2. Containing Field(lvl 5) 3. see magic
  • reflective arcane matrix
  • alchemical goggles
  • heavy hybrid socket
  • 5 conduits

Stats:

Damage(M): 1d8 X 3

Critical: X3

Weight: 25 lb

Type Bludgeoning

Special:

When pushing the trigger, the containing field will cease to exist. When you will hit something which makes 1d8 X 5 of damage (instead of 3) + 3d8 of pure energy (don’t apply any DR or resistance to the hit) and the target is thrown 5 ft X strenght modifier. If there is a wall the damages are multiplied by 15 (no DR) and use the result of a d20+Attack bonus against the hardness of the wall if the result exceeds by 5 or more the target is thrown through the wall if the check result is 5 under the “DC” the  wall cracks. In all cases the target is stun or unconsious (DM’s choice)

Article #65 by TheTwitWarjack on October 26, 2007 @ 03:36 PM

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The Rune Airship

What makes it go up? Rune plates of levitate. Each rune plate individually lacks the power to lift the whole ship (they are created a Caster level 3 to keep math simple and nix permanent hit point loss for creating 200+ exp items) each plate contributes to lifting 300lbs

The construction of one of the rune plates would require a wizard (or other class of caster) with scribe scroll and etch rune plate. They cost 1,650gp in materials and 132exp and 3 days to create.

However: the spell harnessed by the rune plate is power hungry, every five minutes of operation the rune plate draws a charge from its power source, you will see the dilemma soon

Displacement is a measure of how heavy a ship is sort of: its really a measure of how much water is not in the space taken up by the boat and therefore how much lighter the boat is than the water it has displaced, I will use this to calculate the number of rune plates needed to provide lift.

(For the mathematically savvy you will realize a ship is by definition lighter than its displacement, plus the air in the space held apart by the hull has a bit of something to do with buoyancy. But for the sake of argument we will assume that providing the lift to equal the ships displacement in water will provide enough force to hold the ship in the air too with enough wiggle room to mess around with a bit of extra weight here or there)

The USS Monitor (an early American Ironclad) displaced 776 tons (roughly 1,552,000 lbs) it would require 5,174 rune plates to lift (but it has a whopping 8 inches of iron plate armor…)

The USS Constellation with 1,278 tons displacement would require 8,520 rune plates to lift.

Both of these ships are prime examples of vessels available in the Iron Kingdoms.

Now we can fudge the plates a little to boost there lifting power but increase there cost dramatically or ‘GM Fudge’ the power out put of the plates for the sake of flight.

An alternate plate design calling for a casting of empowered levitate (making it a level 4 spell cast by a 7th level caster has a lifting power just over 1,000lbs [.5 tons] each of these plates would cost 7,700gp in materials + 616exp and 7 days to create.

Back to the Monitor, with its 5,174 rune plates it would need another 5,174 series conduits to link them all together 100gp + 8 exp to create each.

On to a source of power (bwa haha!)
The monitor had 2 steam engines (adequate for outrigger props but what about the rune plates?) each rune plate needs to suck up a charge ever 3 minutes (30 rounds) now comes in the arcane turbine(s) if the rune plates are linked together into banks that draw there charges at the same time (during the same round) we still need a way to generate 173 charges a round, as the rune plates are bundled into 30 sets of 173 plates; also requiring 30 mechanical triggers to start each bank Every 6 seconds another bank is turned on until all 30 banks are running and full lift is generated. Note that all 30 banks must be running at all times the rune ship is in flight, losing just one bank turns your flying ship into a 51,900 lb rock. Warcaster arcane turbines build 6 charges a round but only power 5 items we would need 21 of them just to power the rune plates or a larger arcane turbine or two (or five) LM describes larger turbines providing more charges but not being practical for warcaster armor, but we aren’t making warcaster armor we are making a Runeship.

Looking at arcane turbines I surmise the following: it generates one charge for every 1,333.3r gp + 106 exp to create in cost and they weigh 15 lbs at 6 charges but as a warcaster could easily lift 30 lbs for 12 charges/round I must assume they become weight prohibitive on a compounding scale so I would factor the weight if a player was making the turbine (probably by adding = 15 lb for ever extra charge so: [15 lb at 6 charges would be 30 lb at 7 charges and 45 lb at 8 charges ect.]

The turbines I am fitting my runeship with will be 450 lbs each there are five of them powered by two steam engines they cost 46,690 gp + 3736 exp to make. They generate 35 charges per round.

The Runeship can ascend/descend 20ft per round with the use of a control surface and there’s a single extra rune place mounted on the dead center of the keel and one amid ship on the top to provide sky ballast (a fraction of weight to pull the ship towards the earth or heavens that is neutralized by the other plate pulling in the opposite direction when/if it starts to roll on its axis. The amount of force that can be generated is 300 lbs in each direction, these plates could also be used to force the ship to roll but why would you want to do that?)

That all together creates the bare bones of a Runeship based on the Monitor
It would cost

  • 233,500gp + 18,680 exp to make the arcane turbines (467,000gp to contract there construction and 56 days to make each one)
  • 8,540,400 gp + 683,132 exp to make the rune plates (17,080,800 gp to contract there construction and 3 days to make each one [or 15,528 days consecutively just under 43 Iron Kingdom years for one person])
  • 517,400 gp + 41,392 exp to make the series conduits connecting the rune plates to one another (1,034,800 gp to contract the construction)
  • 500 gp + 40 exp to link the arcane turbines to one another with series conduits (1,000 gp to contract the construction)
  • 3,000 gp + 240 exp For 30 mechanical triggers to turn the series connected rune plate banks on and off (10,000 gp to contract the construction of these)
  • Control surfaces to manipulate all of the rune plates (part of the cost to link them all together)
  • And the cost of the ironclad to which it is all attached. The USS monitor cost $195,000 US$ to build in 1862 the price of gold was $35 an ounce that works itself out to being 560$ / 50 gp

That works out to costing 17,410.7 gp to make the ship all the mechanika is attached to.

It took the US 4 months to make the Monitor

A player making this ship would be spending on the order of 9,312,210 gp and about 744,977 exp, it would take him/her about 18,625 days [about 51.3 years]

A nation contracting this project over a large number of workers would be spending about 18,624,420 gp

Could a nation make one? Hell yes!

Movement would be based on the props connected to the steam engines and its mass, I imagine it would move at around 16 knots (double what the monitor could pull off in the water, not factoring in wind) it would ascend descend at up to 20 ft/round (200 ft a minute)

Cargo: 15,000 cu ft

I would build it into a ship shape to allow for its already natural displacement to keep it afloat allowing one to land in rivers, lakes and what not.

It would probably have a 16 hour coal endurance (based on the Monitor and it’s endurance) fuel stores for 47,920 lbs.. When the coal runs out the arcane turbines would spin down and the ship would become a rock (unless you also added 130 heavy accumulators to power the rune plates, you would need 130 of them for every three minutes you wanted to stay aloft)

Article #64 by Six on October 19, 2007 @ 06:43 AM

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BroodFather, Heavy Warjack of Renown

Broodfather Heavy Warjack
Height/Weight: 10 ft./8.7 tons
Armament: Dual Chainblades, Harpoon Cannon, Beetle servitors
HD: 18d10+30
HP: 129
Base Initiative: +1
Speed: 25 ft.
AC: 23
BAB: +13/+8/+3
MAB: +26/+8/+3
RAB: +15/+8/+3
BAD: 1d10
Space/Reach: 10 ft. by 10 ft./10 ft.
Saving Throws: Dex +8, Will +8, Fort +6
Abilities: Str: 36, Dex 14
Cortex: Arcanum Grade, Int 10, Wis 15
Build DC: 31
Construction Time: 28 weeks
Price: 57950 gp
Special Attacks:
ChainBlades (‘jack melee weapon, 1 in each hand)
These vicious weapons act on a chain belt mechanism that spins razor-sharp “teeth” at immense speeds. The teeth are infused with arcane energy upon activation, and as the teeth spin a whirling energy surrounds the blade, able to melt armor and flesh alike with ease. Not only that, but the wounds these weapons inflict are horrible, jagged cuts that will tear if the target is foolish enough to ignore them, causing further damage.

These weapons are essentially Large chainsaws that have reflexive arcane matrices built into the teeth. When the weapon is activated (a move equivalent action), the 4 Scorching Ray rune plates send the spell energy to each “tooth”, which emit that energy as the chain moves each along. The result is a blade surrounded by whirling red energy that tears through armor with ease (ignores hardness), and also leaves wounds that can tear open further. Should a target that is capable of moving under it’s own power attempt to do so after being damaged by these weapons, there is a cumulative 20% chance for each action taken that the wounds will tear open further, dealing one-third of the damage dealt by the initial blow.
These weapons are accumulator powered, and draw one charge per round of use.

Size: Large
Damage: 2d10 (extra, see description)
Special Qualities: Ignores hardness
Cost: 5500 gp each (must be equipped as a pair to function properly) plus rune plate and accumulator
Craft Check DC and XP cost: DC 20, 89 XP each
Weight: 400 lb.

Harpoon Cannon (‘jack ranged weapon, equipped on torso)
Drawing upon the instruments that whalers use to catch their prey, this weapon uses a 3 sectioned barbed harpoon as ammunition. When the weapon is fired, the three sections whirl to life, spinning independently of one another at breakneck speed. Upon impact, the weapon bores into the target, and once secured, begins to reel in the round.

This weapon is a ‘jack mounted, powered harpoon. Once fired, the boring action of the three sections deals damage for 2 rounds. After that, the round is secured enough that the chain can reel the round in (a move equivalent action). This can be used to drag the opponent closer, perhaps into range for melee weaponry. The weapon is mounted onto the torso, and can use the ‘jacks own weight to help pull in addition to the winding mechanism. For each round the chain is wound, the opponent is drawn one-third the distance fired.

Size: Large
Damage: 3d8 (special, see description)
Special qualities: (pulling, see description)
Range: 120 ft.
Cost: 3000 for gun, 1500 for arm, plus cortex costs.
Craft check DC and XP cost: DC 25, 130 XP for gun, 60 xp for arm.
Weight: 200 lb.

‘Jack-mounted Servitor Bay
Much like the servitor bays on steam armor, however this can deploy 8 tiny or four small servitors. They are usually mounted on the back of a ‘jack, with an extended version that mounts on the front, allowing for a further 8 tiny or four small servitors to be deployed.
Unlike a steam armor, however, a ‘jack can use some of its own power to recharge the accumulators in its servitors at a rate of 1 charge per accumulator per minute.
For an additional 500 gp, a relay to the ‘jack’s cortex can be installed, allowing a jack handler to give instructions to the servitors before they deploy through the ‘jack, using its cortex and modifiers to the DC of the Jack Handling check if one is required. Once deployed, the servitors can receive no further orders in this manner until they return. However, it may be given orders via ‘Jack Handling checks as normal.

Whenever a ‘jack’s damage threshold is reduced (see the LM, p. 24 “Mechanikal Construct Traits” callout), there is a cumulative 20% chance that the servitor bay is rendered inoperable by the damage.
Cost: 2000 gp for normal, 4000 gp for extended, + 500 gp for command
Special Qualities: Mechanikal Construct traits, Steamjack traits, damage reduction 10/serricsteel, Darkvision 60 ft, lowlight vision.
Challenge Rating: 15

A band of ragamuffins and their stolen battlegroup, two Talons and a Nomad, are fleeing the police. Having evaded them, they turn a corner and are met by a young man. “Get out of our bloomin’ way!” their leader shouts. The young man simply smiles and snaps his fingers. A tremendous buzzing fills the air, and the heavy footsteps of a warjack begin to resound throughout the streets. The leader barely has time to shout at his ‘jacks to attack, before eight tiny spheres charge from seemingly all directions, their spinning weapons tearing through the most lightly armored of the bandits like tissue paper. The Talons, responding to their master’s order, charge, swatting at as many of the spheres as possible. But the spheres are nimble, and evade with ease. Soon, one of the Talons drops, as a spinning drill-like weapon pierces it’s right leg, soon followed by its brother. The two spheres that fired the charges quickly stream away, to make room for the heavy warjack that now charges through the alleyway, it’s two blades spinning with arcane fury. The Nomad, having just reached the young man, raises it’s blade and is impaled by a strange form of drill similar to the ones that had immobilized the Talons. The man steps aside, and the Nomad is pulled by a chain into reach of the massive blades wielded by the warjack. In a moment it is over, the bandits that still live groaning in pain, the stolen battlegroup immobilized, and the leader in the young man’s grasp. When the police arrive, they find the bandits tied to a tree, and the ‘jacks in pristine condition, keeping watch over their former masters.

The Broodfather is a ‘jack designed with multiple roles in mind. First, it is an assault ‘jack, with its dual chainblades and torso mounted harpoon cannon. When working in tandem, the Broodfather can pull the enemy in with the Harpoon Cannon, then dice it to ribbons with the chainblades. It can also handle multiple lightly armored enemies and light warjacks by means of a devious servitor delivery system. Flying Carrion Beetle servitors harrass lightly armoured foes, while Ripper Beetles take down light warjacks with a smaller, accumulator powered version of the Harpoon Cannon, the Ripper Cannon. Able to store a full battle squadron of eight Carrion and four Ripper Beetles, the Broodfather can also use its internal power to recharge its servitor’s accumulators. It is also able to run much longer on a full boiler than most others of its class, and it can generally outlast its opponents if all else fails.
It is also, however, a ‘jack that due to its Carrion Beetle’s backup manipulators, and its own, brute strength, can perform much heavier manual labor than any laborjack on the market. It can lift several tons of weight, and is also capable of dextrous manipulation when neccesary.
The Broodfather is a one of a kind machine, and is the loving invention of an as of yet unidentified young mechanik. If this is his first work, who knows what will come next?

“Carrion-Beetle” Attack Servitor

Tiny Construct (Servitor)
HD: 1/2 1d10, hp 3
Init: +3
Spd: 60 ft (see text)
AC: 15
Base Attack: +2
Grapple: -6
Full Attack: Buzz cutter: +2 (2d4 slash)
Dive Bomb: +6 (2d4 slash, see text)
Special qualities: Darkvision 60 ft, Construct Traits, Servitor Traits
Alignment: neutral
Saves: Fort: +0, Ref: +3, Fort: +0
Str 10, Dex 16, Con -, Int 2, Wis 10, Cha 1
Novotski Accumulo-Inducer with a Standard accumulator
Cost: 770 gp[/b]

Flight:
These servitors fly as though under the effect of a Fly spell cast at 6th level. They will always try to return to their point of origin before the spell expires. Activation of this ability drains 3 charges from the servitor’s accumulator. These servitors may not move any other way, and if they are grounded, they are immobile. They may re-activate this ability for a further 3 charges.

Dive Bomb: When these servitors charge, they use their momentum to inflict additional damage to their targets. Since they are harder to dodge when moving at such speeds, the servitors gain a +4 to their to-hit roll instead of the standard +2, but take only a -2 to AC. For every 20 feet away from the target the servitor starts its charge, add +1 to the damage for a max of +6

“Ripper-Beetle” Attack Servitor

Small Construct (Servitor)
HD: 1d10, hp 6
Init: +3
Spd: 60 ft (see text)
AC: 15
Base Attack: +2
Grapple: -6
Full Attack: Buzz cutter: +2 (2d4 slash)
Dive Bomb: +6 (2d4 slash, see text)
Special qualities: Darkvision 60 ft, Construct Traits, Servitor Traits
Alignment: neutral
Saves: Fort: +0, Ref: +3, Fort: +0
Str 10, Dex 16, Con -, Int 2, Wis 10, Cha 1
Novotski Accumulo-Inducer with a Standard accumulator
Cost: 4270 gp

Flight: These servitors fly as though under the effect of a Fly spell cast at 6th level. They will always try to return to their point of origin before the spell expires. Activation of this ability drains 3 charges from the servitor’s accumulator. These servitors may not move any other way, and if they are grounded, they are immobile. They may re-activate this ability for a further 3 charges.

Ripper Cannon (Servitor-mounted ranged weapon)
Similar to the Harpoon Cannon, this weapon fires a sectioned, barbed harpoon. This one, however, is designed to be operated inside a target without being attached to a chain. It can be reeled in, but only after the round stops moving, generally after combat has ended.

This weapon acts exactly as a Harpoon Cannon, but there is no chain attached when fired. The round contiuously bores into the target until it runs out of power, dealing its damage each combat round until powerdown. There is a chain that can be used, but only when retrieving the round. Once attached, the round spins in the opposite direction until it is free, then pulled in with the chain. The process takes all of 10 minutes to complete.
The Ripper round uses an accumulator, and draws one charge per round of use.

Size: Medium
Damage: 1d10 (special, see description)
Special Qualities: (powered, see description)
Range: 120 ft.
Cost: 3500 plus accumulator
Craft Check DC and XP Cost: DC 25, 160 XP
Weight: 30 lb.

Article #63 by Tsukasa111 on October 13, 2007 @ 09:07 AM

This article is categorically filed under Mechanika

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Carrion Beetle Melee Attack Servitor

Arcantrik Levitation Device
Type: Size: Small Weight: 10.5
Abilities: Allows a Carrion Beetle servitor to fly Charges: 10
Components: Cost(gp) Cost(xp) Price(gp) Weight
Housing
Arcantrik Convergence Engine Housing n/a n/a 300 5.0
Rune Plates Spell Level Caster Level
Fly 3 3 2,475 198 4,950 n/a
0 0 0 0 0 n/a
0 0 0 0 0 n/a
Conduits
Spell Rune Plate Conduit 1,500 120 3,000 1.0
Conduit for Reflective Matrix 500 40 1,000 1.0
0 0 0 0.0
0 0 0 0.0
0 0 0 0.0
0 0 0 0.0
Other Components
Reflective Arcane Matrix 150 12 300 0.5
Trickle Accumulator Socket 100 8 200 1.0
0 0 0 0.0
0 0 0 0.0
0 0 0 0.0
Material Components
n/a 0 n/a
Accumulators -*Not included in Total Cost (gp), Cost (xp), Price (gp).
Standard 250 20 500 2.0
0 0 0 0.0
0 0 0 0.0
Additional Costs: Days Price(gp) Cost(gp) Cost(xp) DC
Schematics: 6 502.5 251.25 6 23
Component Construction: 7 5,750 3,025 218 varies
Assembly and Fusion: 5 4,000 2,000 160 23
Totals: Includes Schematic Totals. Cost (gp) 5,276.3 Cost (xp) 384
Price (gp) 10,252.5 Days to Complete 18
Brought to you by asura & pensfan @ gamestlouis.com

Base Servitor Levitation device for Broodfather Warjack that carries servitors and launches them into battle. Flies 60 ft. per round. Has a maximum flight ceiling of 60 ft. up or down from point of launch, and 6 minutes combat flight time before needing a recharge. “Carrion Beetle” Melee Attack Servitor
Tiny Construct (Servitor)
HD: 1/2 1d10, hp 3
Init: +3
Spd: 60 ft (see text)
AC: 15
Base Attack: +2
Grapple: -6
Full Attack: Buzz cutter: +2 (2d4 slash)
Dive Bomb: +6 (2d4 slash, see text)
Special qualities: Darkvision 60 ft, Construct Traits, Servitor Traits
Alignment: neutral
Saves: Fort: +0, Ref: +3, Fort: +0
Str 10, Dex 16, Con -, Int 2, Wis 10, Cha 1
Novotski Accumulo-Inducer with a Standard accumulator
Cost: 770 gp

Flight: These servitors fly as though under the effect of a Fly spell cast at 3rd level. They will always try to return to their point of origin before the spell expires. Activation of this ability drains 3 charges from the servitor’s accumulator. These servitors may not move any other way, and if they are grounded, they are immobile. They may re-activate this ability for a further 3 charges.

Dive Bomb: When these servitors charge, they use their momentum to inflict additional damage to their targets. Since they are harder to dodge when moving at such speeds, the servitors gain a +4 to their to-hit roll instead of the standard +2, but take only a -2 to AC. For every 20 feet away from the target the servitor starts its charge, add +1 to the damage for a max of +6.

{Thanks to Psycomancer for above description and stats.}

Article #62 by Tsukasa111 on July 17, 2007 @ 03:20 AM

This article is categorically filed under Clockwerk, Mechanika

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+2 Shocking Burst Carbine (Military)

Components Gold Cost Gold to Create XP to Create Enhancement
Masterwork Carbine (Military) 900 - - -
Shocking Burst Rune Plate 3360 1680 134 -
Rune Plate (+2) 2400 1200 96 2
Conduits 11520 5760 461 2
Hybrid Accumulator Socket 450 225 18 -
Heavy Accumulator 1000 - - -
Totals 19630 8865 709 4

Fusion DC: 21
Market value: 19630 gold
Total Cost: (8865 gold + 709 XP to create)

Article #61 by lanval on September 06, 2006 @ 10:39 AM

This article is categorically filed under Mechanika

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Mechanikal Flametongue

A conversion from the DMG. This is a +1 mechanikal flaming burst longsword. The sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.

Component DC Mod Caster Level Cost GP Cost XP Days to Create Price
MW Longsword +1 N/A N/A N/A N/A 315
+1 Enhancement Runeplate +1 5th 300 24 1 600
Flaming Burst Runeplate +1 7th 2,880 231 6 5,760
Scorching Ray Runeplate +2 3rd 1,650 132 4 3,300
Offensive Spell Trigger +1 6th 600 48 2 1,200
Mechanikal Trigger +1 3rd 300 24 1 600
Standard Hybrid Socket +1 3rd 225 18 1 450
Conduits (2 plates, +3 total) +2 3rd 3,510 281 8+1 7,020
Spell Plate Conduit (2nd level spell) +1 3rd 200 16 N/A 400
+11 7th 9,665 774 24 19,645

Project Costs: Blueprints 9 days to draft, Price 966 gp 5 sp, Cost 483 gp 2 sp 5 cp + 9 XP; Component construction 15 days, Price 11,910 gp, Cost 5,955 + 477 XP + masterwork longsword; Assembly & Fusion 9 days, Price 7,420 gp, Cost 3,710 gp + 197 XP.

Components: masterwork longsword, +1 enhancement rune plate, flaming burst runeplate, scorching ray spell rune plate, offensive spell trigger, mechanikal trigger, hybrid accumulator socket, conduits.

Moderate evocation; CL 7th; Craft Wondrous Item, Etch Rune Plate, Craft (Mechanika) 8 ranks; Craft (Mechanika) fusion check (DC 26); Price 19,645 gp; Cost 9,665 gp + 774 XP + schematic costs; Weight 6 lbs., 8 lbs. with accumulator.
Schematics = 484 gp, 9 xp; Craft (Mechanika) DC 26; 9 days

EDIT: Corrected costs for the Mechanikal Trigger (was showing costs for a +2 equivalent, but Flaming Burst and +1 enhancement are a +3 equivalent total)

Article #57 by netminder69 on May 18, 2006 @ 07:10 AM

This article is categorically filed under Mechanika, Retrofits

5 Comments »

Mechanika Creation Spreadsheet

I found a copy of the Mechanika Creation Spreadsheet on a backup disk.

Originally created by asura and posted on the Privateer Press IKRPG Forum.

*

Note: I don’t think that it’s been updated to include LM info.

Mechanika Creation Spreadsheet

Article #54 by lanval on May 12, 2006 @ 12:53 PM

This article is categorically filed under Mechanika

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Basic Mechanikal Armour

This post is intended to be a quick reference for the cost of some basic mechanikal armour. The first section is armour with one heavy accumulator, the second set is for people would prefer duracel and the armour contains two heavy accumulators

Important: You must add the cost of masterwork armour. I didn’t add them in to keep the charts versatile.

Note: If you wish to add a Mechanikal Trigger to turn on the mechanikal enhancements for a 24-hour period, you can add the cost as follows:

  • +1 armour: +200 gp market, +100 gp cost, +8 xp cost, and +1 to DC
  • +2 armour: +400 gp market, +200 gp cost, +16 xp cost, and +1 to DC
  • +3 armour: +600 gp market, +300 gp cost, +24 xp cost, and +1 to DC
  • +4 armour: +800 gp market, +400 gp cost, +32 xp cost, and +1 to DC

Armour with one accumulator:

Armour +1 Armour +2
Costs Market GP XP Market GP XP
Rune plate 660 330 24 1200 600 48
Conduits 250 125 10 2200 1100 88
Trickle Socket 200 100 8 200 100 8
Heavy Accumulator 1000 - - 1000 - -
Totals 2110 555 42 4600 1800 144
DC 20
Charge last 20 days
DC 20
Charge last 10 days
Armour +3 Armour +4
Costs Market GP XP Market GP XP
Rune plate 3240 1620 130 6240 3120 250
Conduits 4410 2205 177 7360 3680 295
Trickle Socket 200 100 8 200 100 8
Heavy Accumulator 1000 - - 1000 - -
Totals 8850 3925 315 14800 6900 553
DC 20
Charge last 6 days
DC 20
Charge last 5 days

Armour with two accumulators:

Armour +1 Armour +2
Cost Market GP XP Market GP XP
Rune plate 660 330 24 1200 600 48
Conduits 250 125 10 2200 1100 88
Trickle Socket x2 400 200 16 400 200 16
Heavy Accumulator x2 2000 - - 2000 - -
Totals 3310 655 50 5800 1900 152
DC 21
Charge last 40 days
DC 21
Charge last 20 days
Armour +3 Armour +4
Costs Market GP XP Market GP XP
Rune plate 3240 1620 130 6240 3120 250
Conduits 4410 2205 177 7360 3680 295
Trickle Socket x2 400 200 16 400 200 16
Heavy Accumulator x2 2000 - - 2000 - -
Totals 10050 4025 323 16000 7000 561
DC 21
Charge last 13 days
DC 21
Charge last 10 days

 

Article #48 by lanval on April 17, 2006 @ 05:54 PM

This article is categorically filed under Mechanika, Retrofits

6 Comments »

+2 mechanikal melee weapon v2

Here at the Union we pride our selves on making the best schematics exclusively for our union workers. This schematic is a little easier than most but generally costs more. Since it’s easier to produce this way you save a lot on having less mishaps. Now keep in mind this may take a bit longer and cost a lot more than expected if done improperly.

dc cl xp gp time market price enhancement bonus components
- - 4 140* 4 days 280* - schematics
+1 - - 300** - 300** - mwk melee weapon
+1 5th 48 600 1 day 1,200 +2 +2 rune plate
+1 3rd 144 1,800 2 days 3,600 - conduit(1 plate)
+1 3rd 8 100 1 day 200 - trickle socket
19 5th 204 2,800*** 12 days 5,300*** +2 total

*when you add the cost of the weapon in, remember to add its cost divided by 20 here and double for the market price
**add the weapon cost here and remember don’t double it for the maket price
***the added cost for * and** are added here

Article #45 by spyder on April 10, 2006 @ 05:16 PM

This article is categorically filed under Mechanika, Retrofits

5 Comments »

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