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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Sunday, February 12, 2012 ~ 1:03 am * PST


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CF’s ‘Masterkey’ Pistol Kit

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

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

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

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

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

Statistics:

Masterkey Pistol-

Damage: 2d8 Fire

Range: 5ft (Melee)

Critical: x4

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

Special: Ignores Hardness up to 8

Costs-

Masterkey Pistol: 1025G

Incinerator Charge: 20G Each

Gun Solvents and Maintenance: 50G

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

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

This article is categorically filed under Alchemical, Mechanika

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Prosthetic Enhancments: Compartmentalized Cannon Arm

Mechanikal Prosthetics and their users tend to arise from the ranks of the adventurous, larcenous and militaristic; or in other words anyone gungho enough to afford one. But there remain countless occasions when hauling around a giant spike studded, gun festooned mechanical killing device is considered inappropriate. Disarming for these folk is quite literal, and having to leave ones limb behind at a guard station is both tedious and unhealthy. Most tend to make do with small compartments and the occasional built in pistol, but few truly powerful weapons can be hidden away without a massive rebuild of the arm itself.

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

The forefingers lock down and slide back forming the grip and trigger mechanism, the thumb of the hand flips up and back instead forming the charging lever. The forearm splits into four sections along its length and flowers open to reveal the brass cannon barrel itself. Shutting the arm is a standard action, as the casing has to be physically closed the and the wrist spring reset. Reloading after each shot requires the arm be straightened fully and held verticaly to the side before sliding back the chargeing lever. The clockwork shutter mechanism then propels the spent brass sabot casing from the side of the arm above the barrel. When released the charging lever springs back allowing gravity to slide the next shell into place from the magazine. When the forearm is cocked back 90 degrees to the upper arm, the magazine is locked off and the weapon is ready to fire. This process takes one standard action.

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

Exotic Weapon – Scaled Down Ghordson:

    • Damage: special*
    • Range: special*
    • Critical: special*
    • Ammo: special*
    • Reload: 1 standard action [Craft: cannoneer DC 10]
    • Spell Failure: +20%
    • Spot Check: DC 25 to notice hidden compartment
    • Search Check: DC 18 to find release
    • Cost: 3500 gp

    *Solid Slug: 15-18gp | 3lb | 50ft | 2d8+4 |  x3 | special: bounce [on a successful hit another attack roll at -10 for 1d8 damage can be made against a target within 5ft directly behind the first target.]

    Canister Shot: 10-13gp | 2lb | 15ft (cone) | 3d6 | x3 | special: [reflex save DC10 + attack bonus]

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

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

    This article is categorically filed under Mechanika

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    Convergence Engine: Gyroscopic Gravimeter

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

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

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

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

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

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

    *does not include standard accumulator

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

    This article is categorically filed under Mechanika

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    Steam Armor Rig: Anti-’Jack Detainment Device

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

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

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

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

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

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

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

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

    *does not include heavy accumulator.

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

    This article is categorically filed under Mechanika

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    Voltaic Arc Blade

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

    On first impression it seems to be a two-handed battle blade hilt, a secondary handle projecting at right angles from the first. The hilt has a large ovoid container, housing a coil of flexable steel ribbon. It also sports large heat sinks and significant cowling, the handles themselves are even rubberized to isolate the more dangerous voltaic discharges. The control feature of this device is a large mechanical trigger on its main hilt resembling what would usually be found on a military pistol.  A hefty arcano-conductive coil runs from the hilts tag to the housing for two military grade heavy storm-chambers mounted on a belt harness. Finally there is a salvaged temperature gauge from a steam boiler on the hilt itself, with an arrow to designate green through to red measurements.

    Instead of a blade this weapon has is a U shaped bonding jumper facing inward toward the hilt. This is made up of two  ionic coil capacitors, coupled with elemental emitters on each end. There are two matching cylinders and emitters on the guard itself, which match up to those placed on the jumper. These are in turn conduited to the convergence engine built around the Storm-chambers, which contain three puissant etched plates, two of Polarization (repulsion field / attraction field) and one of Chain Lightning.

    When the trigger is held down, the convergence engine powers up as a standard action. This charges the Ionic coils at the same time it produces a powerful field between the nodes. The Polarization plates imbue the capacitors with magnetically opposing charges, repelling the flexible metal ribbon from its where it is stored in the hilt coil out to the length of an average bastard sword. The Chain Lightning plate feeds through the cable to the capacitors, connecting a coruscating arc of voltaic energy between the ionic coils. Effectively creating two constant ‘edges’ of searing plasma barely stabilized by the opposing magnetic fields.

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

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

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

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

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

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

    This article is categorically filed under Mechanika

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    Warcaster Armor: Absonant Acoustic Amplifier

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

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

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

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

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

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

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

    * does not include instrument, accumulators or replacement eardrums

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

    This article is categorically filed under Mechanika

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    The Copperfist Thumper

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

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

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

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

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

    Weapon Statistics:

    Copperfist Thumper (Grenade Launcher)

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

    Costs:

    Copperfist Thumper: 2250G

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

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

    Extras:

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

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

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

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

    *Update:

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

    Cost- 125 Gp (Does not include steam engine)

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

    This article is categorically filed under Clockwerk, Mechanika

    2 Comments »

    Copperfist Plate Puncher Ammunition

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

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

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

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

    Ammunition Cost:

    Initial Weapon Ammo: 8-12 G

    Serricsteel Plate Puncher Ammo: +10 G

    Sabot Casing: x10

    Projected cost per round: 180-280 G

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

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

    This article is categorically filed under Alchemical, Mechanika

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    Copperfist Riot Shield

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

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

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

    Components:

    Masterwork Rifleman’s Bulwark – 190 G

    Concussion Chamber – 375G

    Loading and Trigger Assembly – 125G

    Concussion Charge – 25G Each

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

    This article is categorically filed under Mechanika

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    Convergence Engine: Meromorphic Miasma Machine

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

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

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

    Components:-

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

    Total: 4300gp

    not including the five uses of Muting Mist or Standard Accumulator

    *Dragon Magazine #309

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

    This article is categorically filed under Mechanika

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    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 5lb.
    Engine
    Novotski Accumulo-inducer
    285gp -
    Enhancement
    Jasenovs Glyph Gate 325gp 0lb.
    Add-ons
    Inflatable Expansion Unit 300gp 1lb.
    Observation Engine 5150gp 2lb.
    Mundane Equipment
    Hat, good
    1gp 0lb.
    Telescope (conduited)
    4000gp 1lb.
    Brain
    Cerebral Matrix
    250gp 1lb
    Navigator
    100gp 0lb
    Noisemaker
    600gp 0lb
    Total
    11111gp* 10lb.

    *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 for 6min per cycle. The ocular lenses it uses to ‘see’ are cannibalized from a high powered telescope which is then 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 to 120ft and 240ft respectively.

    The cerebral brain of this tiny device has two additional calculating engines hardwired into its system, allowing it to record and remember specific routes and locations for later reference in finding its way as well as the ability to record and playback a scratchy but audible minutes worth of sound it can ‘hear’. However without the disembodied guidance of a powerful mechanist, this device isn’t capable of reaching its full potential.

    [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 120 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

    This article is categorically filed under Mechanika

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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

    This article is categorically filed under Mechanika

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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

    This article is categorically filed under Mechanika

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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 extends a short distance with great acceleration, and in most cases, can  punch a perfectly clean hole through jack 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- 3d8
    • Type- Peircing
    • Critical- 19-20 x3
    • Special- After resolving a successful melee Slam attack, immediately make a second attack with this weapon as a free action and hit automatically (I.e. feat: Bayonet Charge). This attack ignores hardness of 5.
    • Special- After resolving a successful Grapple attack or check, immediately roll a second attack with this weapon. If successful, this attack ignores hardness of 5.

    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 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 16 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 -2 penalty to all Strength based checks.  (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.

    *Edit- Because this weapon system is directly hooked into the steam boiler of a ‘Jack, the power of the pile actually benefits from the size of it’s power plant. For every boiler enhancement above normal, the weapon gains a +1 damage bonus. This stacks with the Str bonus the boiler adds to melee attacks.

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

    This article is categorically filed under Mechanika

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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

    This article is categorically filed under Mechanika

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