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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 8:32 am * PST


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Crucible Arms Harmonica Pistol

There have been many stepping stones on the road to the modern day revolving barrel guns and belt fed repeaters. Not all mechanisms have received the support of such an overblown budget as the Cygnaran Military. But a few like the sliding breech firing mechanism has lived on in select pieces. The Order of the Golden Crucible has maintained a number of unique weapon patents over the years, the sliding breech, or harmonica gun being one of them. This mechanism uses a set of 6 breech cylinders set into a solid metal slide.

This is inserted in an opening in the breech action of a gun and can be advanced by releasing the camlock, moving the slide by hand. This requires a move action. While the slide is machined with indents to make this process easier, it is not as precise as might be hoped and takes longer to set than the modern revolving barrels. Loading a new slide into the breech takes a full round action. Loading ammo satchels into each of a slides cylinders takes 6 standard actions and requires an overall Craft: small arms check (DC 12).

Nevertheless it maintains a decent rate of fire, usualy 6 shots in under 30 seconds from a skilled user, so a number of small pistols using this mechanism can usually be found lurking in major guild houses. Unlike ordinary breech loaders or revolving barrel guns, a Harmonica pistol cannot be holstered while loaded. The mechanism was never tested on anything larger, and as it fell out of fashion no further advances were made with the design.

 

Exotic Weapon Harmonica Gun:-

  • Damage: 2d4
  • Range: 40ft
  • Critical: 19-20 x3
  • Ammo: 6 small pistol ammo (6gp per round)
  • Reload: 1 full round action (new sliding breech)
  • Weight: 5lb.
  • Cost: 425gp
  • Available Upgrades –  Embellishment [10-200gp], Barrel Baffle [40gp], Accuracy Customization [300gp], Extra Machined Sliding Breech [20gp].

Article #1126 by TT on February 24, 2011 @ 09:59 PM

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Engines East Pneumatic Turret Gun

The Engines East workshops recently benefited from the acquisition of Simon Blaine, a elderly gunsmith previously in the employ of the Clockwerk Arms gunworks. Blain had worked on plans for clockwerk arms revolving rifles, and had come up with a number of novel ways of achieving a more compact multiple shot device before Burke Radliffe’s revolving barrel design became better known in the Cygnaran long-gunner and trencher firearms. One of these mechanisms was the flat wheel shaped turret rifle. The ammunition was loaded into a flat horizontal wheel with four cylinders bored into it equidistant along its circumference. By pulling back on a small spring loaded lever along the side of the weapon, the wheel would rotate and lock into place, presenting the next satchel for the firing pin. Unfortunately, excessive fouling of the central exchange point lead to misfiring and jams and so the designs were passed over.

This weapon utilizes Blaine’s now patented revolving turret design, but has overcome the fouling problem by removing blasting powder from the equation altogether. The weapon now uses pressurized air from a backpack mounted tank, sacrificing range for reliability. Instead the open wheel system, it now has a central seal valve which the wheel turns around, but locks off all but the desired firing cylinder. Most remarkable however is its ammunition.

Instead of a solid slug the turret gun fires stabilized rivet rounds, a weaponized version of those used by the Vladovar Plategun used on ironclad ships on the Merrdius. Designed to house a small packed charge of blasting powder, the impact of the squared steel head of the rivet on a solid surface causes a small pin to fire backward into the charge piercing its separating membrane. The rivet then self-peens into whatever it has struck, often with gruesome results when used on a living target. Indeed it was the stopping power of this ammunition that Engines East wanted to harness, but firing the rivets with blasting powder was deemed to risky. For if the rivet where to self-peened inside the barrel it would ruin whatever weapon it was fired from. The long cylinder chamber of the revolving turret wheel proved ideal for the task, providing a smooth launch with a compressed gas system and providing passable accuracy.

The turret wheel is far larger than its previous applications, holding no less that 4 rivet rounds at a time (cylinders across the radius). But it is extremely weighty, so much so that it has to be hauled about two handed and the boiler housed on a large backpack harness connected by a gutta-percha pressure tube. The main trigger grip is a heavy duty steel pistol grip with a small wire stock, and the lever is mounted offset to the left on the top of the wheel, acting as the second vertical grip.  It is a swift action to squeeze & ratchet the lever grip 90 degrees and back to its locked firing position. This rotates the turret wheel into a new firing position and then seals the valve airtight as the lever grip locks back into place. Loading a single rivet round into the wheel before rotating it into position takes a standard action but requires no skill check. There are always four cylinder slots open to the air on either side of the wheel facing diagonally forward toward the barrel. The rest slide behind the semicircular metal guard which houses the rear of the wheel turret.

For the purposes of riveting objects together, treat rivets fired from the Turret Gun as rivets from a Vladovar Plategun (No Quarter #8).

Exotic Weapon Turret Gun:-

  • Damage: 1d10
  • Range: 30ft
  • Critical: x4
  • Ammo: 4 explosive rivet rounds (4gp per rivet)
  • Reload: 1 standard action
  • Pressure: The compression chamber must be fed by a working boiler or steam plant, it takes 1 full round to store enough pressure for 1 shot. The chamber can hold 2 rounds worth of pressure (2 shots). Shots taken with half the necessary pressure, reduce range and damage done by half.
  • Weight: 60lb. [encumbering: two handed use only]
  • Cost: 560gp
  • Special: Pinning [If the target of a explosive rivet round is standing within 5ft of a solid object or wall along the line of fire, they must make a reflex save DC14 or become pinned. -4 Dexterity, -2 to Attack rolls, cannot move. Removing the offending rivet takes a Strength check (DC20) and does an additional 1d6 damage to the target . A successful Heal check (DC 15 + damage) removes the rivet without further damage.]
  • Available Upgrades –  Embellishment [10-200gp], Two-stage compressor (2 shots worth of pressure per round) [575gp], Cut-off Valve Tanks (can store only 1 rounds worth of pressure, can continue to charge pressure while firing) [1500gp].

Article #1113 by TT on February 24, 2011 @ 01:49 PM

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Clockbow

While this device retains the basic steel bow arrangement of a light crossbow, everything behind this has been radically re-engineered to take advantage of a rotating torsion mechanism and a redesign of an older repeating bow blueprint.  The major component is  a rotating steel and wood ‘barrel’ on a fixed steel pin tiller connecting the stock to the bow. Four channels with cut groves for flights are inset around the circumference, in which steel bolts for a crossbow can be inserted. Thanks to the design anything short of tipping the entire device vertical and shaking it wont dislodge the bolt. A large winding key is set at the base of the stock, and links to a incremental ratchet and lock winder. The main torsion spring is housed in the long metal cylinder that now takes up most of the stock. The steel cable that makes up the bow-string is also attached to this mechanism via two smaller metal fiber cables which spool from a central pulley.  When the trigger is pulled, assuming the device is sufficiently wound, the bolt will be launched and the string re-strung and locked. The barrel ratchet then unlocks and the next bolt turns  into place ready for firing.  This bow can be fired one handed without reloading four times. The grip is often designed to take advantage of this fact, reducing any penalty for firing a crossbow one handed by 1. Those that purchase this weapon are often found using it in conjunction with the amicable cover provided by a tower shield. Unwound this crossbow behaves like a standard light crossbow.

Martial Weapon Clockwork Crossbow:-

  • Damage: 1d8
  • Critical: 19-20 x2
  • Range: 60ft
  • Reloading: move action per empty slot
  • Power: clockwork winder (1 min of winding per  shot & reload, max 12 min stored)
  • Weight: 10lb.
  • Cost: 800gp
  • Special: Automated [A user can make up to four ranged attacks, up to their maximum attacks per round as a standard action without reloading.]

Article #1064 by TT on January 22, 2011 @ 08:14 PM

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Barnaby Blow

While a hearty pair of lungs and a metal whistle have served well throughout Immoren to single a crime in the offing, down the years countless good officers have received a knife through the ribs trying to alert their brother officers of the law. Fear no longer accredited upholders of justice, for the science of pneumatics has developed a simple but effective device to save your breath, in more ways than one.

Outwardly unprepossessing, this squat device may look like the bastard offspring of a train pressure release and a oil applicator, but it is both rugged and durable without any fancy frills to get bumped about in unpredictable dashes across rooftops or uses as a last ditch bludgeon. The canister is in fact a pressurized air container, as the small pressure gauge embedded into one side might indicate. It takes mere moments to fill this canister from a working steam compressor and sports  a handy belt clip for hands free use.

Through the quick twist of a ratchet lock lever on one side of the canister (move action, no AOO), the pressurized gas is released through the large whistle on top of the device, producing a loud drawn out shriek, audible for a good half a mile (-20 to the DC of listen checks to hear this sound). A quick pull on the Barnaby and everyone within earshot will be suitably impressed, not to say deafened.

Craft: steam engines DC15

Cost: 150gp

Article #876 by TT on October 26, 2010 @ 01:07 AM

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Piston Spear

Based on the Centurion heavy warjack’s devastating steam driven anti-’jack weapon, this spears party piece comes in the form of the two bladed steam rams fitted either side of the diamond shaped spearhead so that when closed they form a whole. When the mechanikal trigger is depressed on the haft the accumulator furnace fires up and pressurizes the pistons built into the spearhead. When released the two razor sharp blades splay outward with terrific force, cutting through flesh and bone as easily as through cogs and sprockets. As this damage occurs within the target, this effect can only be applied after a successful attack has buried the spearhead into its target. But equally, this bypasses many of the armored cowlings or pseudo-magical hides other weapons might bounce off, ignoring hardness on mechanikal constructs as well as damage reduction on flesh and blood creatures (although not on creatures whose damage reduction is due to entirely solid or ephemeral internals such as elementals).

Once the initial surge of pressure has been released, the pistons slide back and lock in their original positions, allowing the spearhead to be removed from its target for another attack. The spear also has reach, meaning it can be used to attack opponents 10ft away but not ones that are adjacent to the wielder. This weapons oddly weighted head means it cannot be wielded effectively one-handed without the exotic weapon proficiency, but can be used as a martial weapon two-handed.

Masterwork Exotic Weapon Pneumatic Spear:-

  • Damage: 1d8 (+2d6 slashing)
  • Critical: x3
  • Reach: 10ft
  • Power: 1 standard accumulator
  • Weight: 12lb.
  • Cost: 2678gp
  • Special: Disemboweling [As a move action the wielder of the piston spear can depress a mechanikal trigger on the haft to charge the pistons, when the trigger is released after a successful attack as a swift action the spear deals 2d6 slashing damage to the targets internals, ignoring hardness & damage reduction. Each use of this ability draws 1 charge from the accumulator.]

Article #844 by TT on October 17, 2010 @ 02:51 AM

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Devildog Slug-Gun

Built to pierce heavy ‘jack armor, slug guns make up for their lack of penetration with sheer power. More a portable cannon than a pistol or a rifle, and rare even among mercenaries, most people must have slug guns custom built. The weapon muzzle loads a silk sachet filled with blasting powder and a three-inch sphere of hard iron. On occasion precision rounds are milled, but cost an additional 10gp per shot.

Due to the way these weapons aim, any attacks made with a slug gun against medium sized or smaller targets suffer a -4 penalty to hit. A slug gun is considered a rifle for purposes of proficiency but uses Craft (cannoneer) checks for all care and reloading. Slug guns are notorious for fouling, and after every four shots they require through cleaning, Craft (cannoneer) check  (DC 10). If not properly cleaned the slug gun suffers the effects of having a flawed receiver, requiring a Craft (cannoneer) check (DC 14) to clear any misfires.

Loading the Slug gun takes a standard action and a Craft (cannoneer) check (DC 10). Ammunition for the slug gun costs 10gp for the blasting powder sachet and 8gp for the iron slug. The sachet and slug weight a total of 5 pounds, adding to the considerable weight of the slug gun. Even those with the exotic weapon proficiency must hold on with both hands when this gun fires, or risk being blown away by the fierce recoil. Using this weapon one handed, or without the exotic weapon proficiency imposes a -10 on attack rolls and a Balance check (DC 20) or be knocked prone when firing.

Exotic Weapon Hand Cannon:-

  • Damage: special*
  • Range: special*
  • Critical: special*
  • Ammo: special*
  • Reload: 1 standard action [Craft: cannoneer DC 10]
  • Weight: 30lb. [encumbering: two handed use]
  • Cost: 1200gp

*Solid Slug: 18-20gp | 5lb | 20ft | 3d8+5 |  x3 | special: impact [on a successful hit another attack roll at -10 for 2d8 damage can be made against a target within 5ft directly behind the first target, if this second attack is successful a final attack can be made at -20 for 1d8 damage against another target within 5ft behind the second.]

Canister Shot: 10-15gp | 4lb | 15ft (cone) | 3d6 | x3 | special: [reflex save DC10 + attack bonus]

<No Quarter #1 p69>

Article #832 by TT on October 17, 2010 @ 01:33 AM

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Radliffe Firestorm

Burke Radliffe has made more than one fortune to last out his lifetime. He holds several lucrative firearms contracts, has expanded his formerly small Caspian shop into a grand gunwerks and has hired a host of foremen and apprentices who keep his forges lit around the clock. He has become a name in the custom firearms world and is well known for both the Quad-Iron pistol and the Radliffe Twoshot Rifle.

After spending time examining the work of his competition such as Clockwork Arms the gunsmith decided in 602 AR to outdo his previous work. After he disassembled and inspected a repeating long rifle from the Cygnaran army, which he acquired expressly for the purpose of scrutinizing its ammunition wheel, Radliffe found himself inspired to create a pistol with a revolving cylinder that could fire repeated shots before expending itself.

Radliffe’s attempts to replicate this wheel in a pistol proved expensive and difficult. It cost him one of his not inconsiderable fortunes over two years of work to design. He believes the entire experiment was ultimately a wasteful extravagance and does not expect to recover the money spent developing the prototype. One early design innovation was adopting brass shells not dissimilar from the ones used by the Cygnaran army, and the Ghordson sabot system imported from Rhul. Radliffe required brass shells made at a considerably smaller size, which made them costly to manufacture. The costs for reloading became prohibitive and convinced Radliffe the weapon would have no commercial application. He was further discouraged when the Cygnaran Army balked at his proposal because they deemed the pistol to intricate and delicate for the cost.

Burke dubbed his bitter accomplishment the Radliffe Firestorm. He attempted to solicit buyers after its completion but found little interest outside a few specialist collectors. He has given up on the pistol and moved on to more simple and profitable designs. Those who have had occasion to handle a Firestorm find this decision a tragedy and consider the weapon possibly the finest sidearm ever engineered. Radliffe crated exactly three of these exquisite pistols including the original prototype. He has no plans to make more unless commissions for a king’s ransom. Cygnaran nobles with an interest in unusual firearms and unlikely ever to use them in battle, purchased two. Lassiter Polk, master mechanik of the Cygnaran Armory, purchased the prototype and proclaimed it a masterpiece of form and function. That this pistol has fallen to the wayside shows that the buying public does not always appreciate quality nor is every great invention recognised in its day.

Each Firestorm is a masterwork military pistol that grants +1 to attack rolls. The Firestorm has a latched cylinder that unhinges to load up to five brass cartridges. After firing all five shots, a full round action and a Craft (small arms) check (DC 12) is required to release the cylinder, empty expended shells, and load fresh cartridges. This assumes that brass cartridges are accessible on a belt or bandoleer. Brass cartridges include a brass shell (costing 12-20gp each) and normal silk military pistol ammunition (costing 8-10gp). This brings the total cost of each shell to 20-30gp. Only the Radliffe Gunwerks in Caspia can make precisely machined shells for the Firestorm, but a DC 25 Craft (gunsmithing) check could replicate them from a sample.

However if the gunsmith fails the Craft (gunsmithing) check by 5 or more, but refuses to pay half again the raw materials, the shells are considered flawed. Flawed shells have a 50% chance to misfire. Misfiring jams the firing pin into the shell without firing the round and ruins the cartridge. It requires a full round action to dislodge the pin quickly and runs a 20% chance of the the damaged silk casing rupturing and causing a small explosion (1d4). Brass shells can be repaired and used again with a Craft (gunsmithing) check (DC 20). This takes 1 minutes. Using a Gunners Kit allows taking 20 on this check, meaning you can repair 3 shells per hour. Empty and repaired shells can be turned into cartridges by inserting standard silk military pistol ammunition and using a small dot of hot wax to hold the ammunition in place. readying a brass cartridge with materials on hand (empty brass shell, silk military pistol ammunition, and a lit candle) takes a move action, but the wax requires a full minute to harden.

Exotic Weapon Pistol:-

  • Damage: 2d6
  • Range: 70ft
  • Critical: x3
  • Ammo: 5 shells per wheel (20-30gp)
  • Reload: 1 full round action [Craft: small arms DC 16]
  • Weight: 6lb.
  • Cost: 6000gp (represents the amount of money required to commission a new one from Radliffe, or the value of the blueprints on the black market)

<No Quarter #9 p29>

Article #827 by TT on October 16, 2010 @ 07:31 AM

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Ogrun Battlecannon

The dwarves of Rhul have long appreciated the strength and brawn of their ogrun countrymen and find many unique uses for their size in battle.  Mixed groups of ogrun and dwarven combatants are not uncommon among the varied clans of Ghord, Ulgar, and the outlying fortresses and fortress towns like Griddenguard, Groddenguard, Hammerfall and Horgenhold. Along with favouring pole-arms the ogrun of Rhul have demonstrated great aptitude in metal-crafting and smithing, showing particular skill in the fabrication of quality cannons. Dwarven and Ogrun craftsmen have developed a portable cannon that serves in their hands like an oversized rifle held by a human and delivers tremendous damage at an impressive range.

These battlecannons are so large and bulky only a creature as large as an ogrun can wield them. They require a custom fitted harness and both hands to aim and operate properly. The firing mechanism utilizes a powerful spring driven pin, not dissimilar from that used in smaller firearms, to pierce the oversized packets of blasting powder. The ammunition charge is of a much larger scale and packed nearly as heavy as a small canon one might see deployed aboard an ironclad. However, the battlecannon is considerably more complex and includes a breach for reloading which an ogrun can open comfortably without removing the harness.

Few of these battlecannons have appeared outside of Rhul, although some ogrun mercenaries have sought to bring them to the battlefield. In human cities such weapons always draw unfriendly attention from the authorities who often seize them as an ‘inappropriate weapon for the defence of one’s person’ or ‘a weapon of war liable to be deployed against the public’, even the notorious Five Fingers retains a law forbidding armed ogrun within its limits.

Ogrun currently use three types of ammunition: a solid iron slug, a hollow explosive grenade and an explosive canister round filled with small spherical shot. The solid slugs are most often employed against armored targets like warjacks. The explosive rounds are used against structures and fortifications. The canister shot can decimate troop formation and infantry. These cannons weight over 200 pounds and are extremely awkward. Simply being able to lift the cannon will not suffice to aim it or to compensate for its tremendous recoil.

This light artillery piece requires a large sized operator or creature possessing the large-build quality, of at least 19 strength and wearing the harness to properly carry and wield in battle. It takes 2 full round actions to reload and a Craft (cannoneer) check (DC 14). An assistant may aid the wielder in reloading. A successful Aid Another check reduces the reloading time to 1 full round action. The Ogrun Battlecannon is an exotic weapon, even for ogrun cannot acquire proficiency with it unless trained.

Exotic Weapon Cannon:-

  • Damage: special*
  • Range: special*
  • Critical: special*
  • Ammo: 1 shell per shot (solid slug 30gp, explosive shell 90gp, canister shot 50gp)*
  • Reload: 2 full round actions [Craft: cannoneer DC 14]
  • Weight: 200lb.
  • Cost: 1500gp

*Solid Slug: 6lb | 140ft | 3d10 | 19-20 x3 | special: impact [on a successful hit another attack roll at -10 for 2d10 damage can be made against a target within 10ft directly behind the first target, if this second attack is successful a final attack can be made at -20 for 1d10 damage against another target within 10ft behind the second.]

Explosive Shell: 5lb | 70ft | 4d10 (piercing & fire) | 19-20 x3 | special: kaboom [splash damage in a 10ft radius 2d10 fire & piercing, Reflex Save DC 16 for half damage.]

Canister Shot: 4lb | 60ft (cone) | 4d10 | x3 | special: [reflex save DC10 + attack bonus]

<No Quarter #9 p30>

Article #821 by TT on October 16, 2010 @ 06:56 AM

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Iron Fang Blast Pike

The Blast Pike is primarily used by the infamous Iron Fang of Khador to demolish ‘jacks on the northern warzones. This weapon is a 10-foot long masterwork pike with a primary head that houses either a spear tip or a blasting cap, and an additional spearhead on the opposite end as a back up weapon. The Blast Pike has reach, you can strike opponents 10ft away with it, but you cant use it against an adjacent foe. If the wielder of the Blast Pike uses a ready action to set it against a charge, the blasting pike will deal double damage of a successful hit against a charging opponent.

Loading a blasting pike is a move action that provoked an attack of opportunity. A successful attack made with a primed Blast Pike causes the target hit to make a reflex save (DC 10 + 1/2 attack bonus) or become prone. A Blast Pike is to large to be used in one hand without special training; thus, it is an exotic weapon. A character can use a Blast Pike two handed as a martial weapon. As a special military force weapon this item is generally not available for purchase.

Masterwork Exotic Weapon Pike:-

  • Damage: 1d8/1d8
  • Range: 30ft
  • Critical: x3
  • Ammo: 1 blasting cap (50gp per cap)
  • Reload: 1 move action (AOO)
  • Reach: 10ft
  • Weight: 18lb.
  • Cost: 500gp
  • Special: if primed with a blasting cap, the first attack with the pike deals 3d8 damage and ignores hardness. Reflex save DC10 + 1/2 attack bonus.  After which the ruined cap needs to be swapped out for a new one or a spear head as a move action.

<No Quarter #1 p74>

Article #768 by TT on October 14, 2010 @ 03:51 AM

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Trencher Commando Weapons

Masterwork Martial/Exotic Weapon Revolving Carbine:-

  • Damage: 2d6
  • Range: 150ft
  • Critical: 19-20 x3
  • Ammo: 5 shells per wheel (15-20gp per shell)
  • Reload: 1 full round action [Craft: Small Arms DC 12]
  • Weight: 12lb.
  • Cost: 5600gp

Masterwork Martial/Exotic Weapon Scattergun:-

  • Damage: 4d6
  • Range: 30ft
  • Critical: x3
  • Ammo: 1 cannister charge (20-30gp per shot)
  • Reload: 1 full round action [Craft: Small Arms DC 8]
  • Weight: 17lb.
  • Cost: 500gp
  • Special: 30ft cone, Refles Save DC 10 + attack bonus

Article #766 by TT on October 14, 2010 @ 03:24 AM

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Chaingun

A radically innovative piece of hardware, the chain gun draws on principles invented for the Sentinel light warjack. A two-man crew is preferred to operate this semi-portable firing platform. The eight barreled rotating firing apparatus and its tripod are heavy and bulky. Taking up a five-foot square, and generally requiring two people to move properly. It takes a full round action to place the chain gun and ready it to fire; it cannot be picked up and used as a weapon without being readied. Wielding a readied chain gun takes a free action. It is a move action to allow someone else to use the gun, and only ne person can fire the chain gun in a given round. The most significant advantage of the chain gun is that it can be fired repeatedly without reloading until its ammunition belt is expended (a fully loaded belt carried 16 shells). Anyone firing the chain gun received cover (+4 to AC) from the gun’s armored panels.

Reloading a chain gun belt requires two craft (small arms) checks (DC 12). These checks may be made separately so that two characters can reload the belt in one round. The chain gun cannot be reloaded and firing in the same round. As a full attack action you can make a strafe attack against an initial target and targets in adjacent squares. You must have line of sight to each target. Allocate a number of attacks to targets in these squares up to your BAB and half the remaining ammunition in the belt.  Make an attack roll for each target at your highest BAB;  attacks suffer a cumulative -2 penalty for each attack beyond the first. For example, if the gunner allocated 7 shots (4 shots to the main target, 1 each to 3 adjacent targets) each attack after the first would be as follows: -2, -4, -6, -8, -10, -12. This attack does not stack with feats such as rapid shot or multishot. A strafe attack consumes 2 bullets for each attack, but damage remains 2d8 per hit.

Exotic Weapon Chaingun:-

  • Damage: 2d8
  • Range: 100ft
  • Critical: x3
  • Ammo: 16 shells per belt (150gp per ammo belt)
  • Reload: 2 full round actions [Craft: Small Arms DC 12]
  • Weight: 200lb.  [heavly encumbering: requires readying]
  • Cost: 10,000gp
  • Special: Strafe [can make a number of attacks to an initial target and targets in adjacent squares. Allocating a number of attacks up to the users BAB and half the number of remaining shells. Each attack is at the users highest bonus, but attacks suffer a cumulative -2 for each additional attack.] & Shield [+4 AC to user]

<No Quarter Magazine #7 p38>

Article #741 by TT on October 14, 2010 @ 12:39 AM

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Slugger

Exotic Weapon Slugger:-

The precursor to the far more reliable and effective Chaingun, sluggers are mostly found in out of the way outposts, or rusting in stockpiles. Many have found their way onto the black market thanks to unscrupulous quartermasters and light fingered scavengers. Its basic configuration is that of a short cylindrical casing containing the cycling barrels, and a early chaingun loading and firing breech lock mechanism that ejects the spend shells out one side and feeds the ammo belt in the other. One large pistol grip rests behind the main breech block of the weapon, and another grip bar runs along the top of the weapon allowing it to be carried less awkwardly. Despite the sluggers inherent unreliability and the expense of finding the correct ammo belts they remain a popular alternative to the ruinously expensive (and highly illegal) chaingun for private investors.

  • Damage: 2d6
  • Range: 50ft
  • Critical: x3
  • Ammo: 10 shells per belt (100+gp per belt)
  • Reload: 2 full round actions per belt [Craft: small arms DC 12]
  • Weight: 100lb. [encumbering: two handed use only]
  • Cost: special [cygnaran military stockpiles or blackmarket]
  • Special: Strafe [can make a number of attacks to an initial target and targets in adjacent squares. Allocating a number of attacks up to the users BAB and half the number of remaining shells. Each attack is at the users highest bonus, but attacks suffer a cumulative -2 for each additional attack.]
  • Unreliable: Cumulative 5% chance of a belt jam after every consecutive shot. Making only a single attack a round avoids this. As strafe effectively uses 2 rounds an attack, the chance is increased 10% per strafe attack. [belt jams require a Craft: small arms check DC 20 and a full round action to free. Every failed check ruins one remaining shell slot in the belt.]

Article #736 by TT on October 13, 2010 @ 10:32 PM

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Engines East Pressure Repeater

In a constant drive to find new and innovative ways of hurling bullets at each other, the problem of rapidity has lead to devices like the slugger and the chain gun, both of which chew through gold faster than they chew through foes.  Pneumatics has seemed a decent stopgap in recent years, even surpassing firearms in some respects, although equally weak and somewhat worse in others. A pressure repeater is the chain gun of its particular science. It is capable of producing a rate of fire in excess of its rival, but at the expense of stopping power. It is also wildly inaccurate, making it a vicious weapon at close range, but laughable over mid to long ranges. It can also be plumbed into the far more advanced engines of a set of Steam armor, producing a deadly short range weapon for these lumbering metal warriors.

The weapon works by using the built up pressure from a reciprocating air compressor powered by a small steam plant to fire a small iron ball at lethal velocities.  The steam plant along with a thick metal compression chamber is slung on a backpack harness and must be fired up and fed prior to strapping in, or by another, either way it takes 1-3min to achieve operational temperatures. Gutta-percha hoses feed from the valves of the chamber to a thick ugly iron stock with a large gravity fed hopper on-top filled with iron balls. Below this are 6 rotating barrels to which the hopper feeds the iron balls seconds before the pressure valve launches them from the weapon as the trigger is depressed.  The handheld version of this device is a lever action gun, with the barrels mounted on a large lateral gear, meshed to a large horizontal gear flat to the left-hand side of the gun and sporting a crank handle. One hand is used to turn the crank to rotate the barrels, the other to depress the trigger and release the pressure valve. If this device is mounted on steam armor the crank is integrated into the steam armors own pneumatics by rotating cam-shaft, and at the cost of -1 strength produced from the power plant all that is needed to fire the repeater is the trigger.

Exotic Weapon Pressure Repeater:-

  • Damage: 1d4
  • Range: 40ft
  • Critical: x3
  • Ammo: 100 balls per hopper (1gp per 10 balls)
  • Reload: 1 full round action [Craft: Clockwork DC 6]
  • Pressure: The compression chamber must be fed by a working boiler or steam plant, it takes 1 full round to store enough pressure for 6 shots. The chamber can contain 5 rounds worth of pressure. Shots taken with half the necessary pressure reduce range and damage done by half.
  • Weight: 50lb. [encumbering: two handed use only]
  • Cost: 1300gp
  • Special: Spray [can make a number of attacks to an initial target and targets in adjacent squares. Allocating a number of attacks up to twice the users BAB and half the remaining pressure & ammunition. Each attack is at the users highest bonus, but attacks suffer a cumulative -2 for each additional attack.]
  • Available Upgrades –  Embellishment [10-200gp], Two-stage compressor (12 shots worth of pressure per round) [575gp], Cut-off Valve Tanks (can store only 2 rounds worth of pressure, can continue to charge pressure while firing) [1500gp].

Article #734 by TT on October 13, 2010 @ 10:30 PM

This article is categorically filed under Mundane

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Bullet Weave Armor

War is a constant struggle between offensive and defensive technologies. The sword’s counter became the shield, cavalry warriors struggled against pike men, and for the past century, the firearm has reined supreme with little defensive rivals beyond magic.  And although a plate-mailed and tower-shield-toting fighter could tank their way to a gun fighter, it wasn’t until an innovative Khadoran Wintergaurd  grew tired of only being allowed to wear his uniform into battle while Long Gunner and Trencher Chain Gun bullets whizzed around him.

Bullet Weave Armor is specifically made to resist the piercing damage of firearms. It’s construction starts similar to any other, where a thin plate of  bronze is hammered into it’s preferred shape. The similarities end as the plate is then sandwiched between two stitched  layers of leather, and further still wrapped in a tightly woven mesh of linen or canvas. The layered shape is then dipped into a vat of chemicals that harden the leather, as well as shrink the linen fibers, where it is baked or set to dry. The end result is a slightly flexible, yet very tough material which becomes incredibly difficult to penetrate, and when struck in a piercing manner, resists and dissipates  impact force.

This does not mean, however, that one who wears the armor is impervious to guns; although the material will stop most bullet calibers, the wearer of the armor will still receive the impact force of the round. The general consensus is, however, that wearers would rather receive large bruises and sore muscles then a lead slug blowing out their back.

Two forms of this armor are currently in use. The initial, lightweight vest is made to be worn over or under normal clothing, and only impedes movement slightly while offering moderate protection. The second, more battle appropriate medium armor is thicker, covers more area, and is meant to be worn as a stand alone suit, offering excellent protection from most piercing attacks.

Light Bullet Weave Armor-

  • AC: 2
  • Max Dex: 5
  • Armor Check: -1
  • Arcane Failure: 10%
  • Speed: 30ft/20ft
  • Special: Piercing attacks under 7 points of damage become non-lethal damage. Critical hits are not affected.
  • Descrip.:  Consists of a single piece vest, which can be worn under normal clothing.

Medium Bullet Weave Armor:

  • AC: 4
  • Max Dex: 2
  • Armor Check: -4
  • Arcane Failure: 20%
  • Speed: 20ft/15ft
  • Special: Piercing attacks under 12 points of damage become non-lethal damage.  Critical hits are not affected.
  • Descrip.: Consists of a two piece vest, shoulder pads, and a sectioned skirt. This armor is bulky, and cannot be worn with other clothing, such as greatcoats, unless tailored to do so.

Article #615 by AnimaRaptor on August 31, 2010 @ 12:14 AM

This article is categorically filed under Mundane

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Engines East Pneumatic Crossbow

Overpriced powder and far to many shoddy firearms has led a number of inventive gunsmiths to turn their minds towards less resource intensive ballistics. The most, or to some minds least, common of these devices has been the gearbow. But a natural progression of crossbow dynamics, coupled with a few interesting advances in dredging suits and pressure valves has resulted in the production of pneumatic bows. This is one of the many designs now circulating amongst the Union and freelance mechaniks.

This device holds the same basic stock as a crossbow, but bares a distinct resemblance to an elongated pistol due to its compact design.  A striped down metal stock holds a solid black pressure canister, whose sealed hose runs past the trigger to a hand pump underneath the barrel. The pump is mounted on a solid fixed slide which allows the user to grip it with a free hand and force it back to compress air into the canister. A circular steam gauge running from green to red increments sprouts of the side of the stock above the trigger to show the overall pressure remaining in the canister.

The barrel itself is actually 8 individual metal tubes mounted on a rotating clockcoil ratchet similar to the Cygnaran Long Rifle. Each barrel rotates clockwise to place a single barrel in line with the ingenious valve mechanism above the trigger. When the trigger is pulled a burst of compressed gas ejects the steel bolt within the tube towards the intended target. Compared to the distinctive thrum of a bowstring or the staccato crack of a pistol retort, this gas release system makes next to no sound, endearing it to the less reputable purveyor of ranged perforation. Releasing the trigger once pulled simultaneously unlocks the rotating ratchet so the next barrel can slot into place. This means the wielder of this weapon can use their full number of attacks (up to 8 of course).

The 8 barrel wheel can be removed when a small latch-lever is released on the side of the weapon, allowing the wheel to be slid off its central pin and replaced with a loaded one as a full round action involving a skill check to rewind the coil. The bolts themselves are typically solid steel rods with squared-off piercing tips to increase the air integrity of the barrel. This is unfortunately one of the reasons the device performs admirably over short to mid ranges, but poorly over longer distances. This weapon is light when compared to repeating crossbows or heavier variants, and its cut down stock and barrels lets it be easily slung from a belt or under a greatcoat. It cannot be fired one handed without the exotic weapon proficiency, it can be used two handed as a martial weapon.

Exotic Weapon Pneumatic Crossbow:-

  • Damage: 1d8
  • Range: 50ft
  • Critical: 19-20 x2
  • Ammo: 8 bolts per wheel [2gp.]
  • Reload: 1 full round action [Craft: Clockwork DC 6]
  • Pressure: The compression chamber must be pumped for one full round (6 seconds) per shot, the steel canister can hold up to 8 shots worth of pressure at any one time. Shots taken with half the necessary pressure reduce range and damage done by half.
  • Weight: 4lb.
  • Cost: 475gp
  • Special: Power Shot [1d8+3 | 18-20 x3 | 80ft ] by over-pressurizing the compression canister with a Strength check (DC 18) as a full round action, the first shot from the bow has added penetrating power. However the safety valves built into the chamber slowly release the pressure back to normal levels to avoid a rupture. After 1d6 rounds the bow must be over-pressurized again to perform the Power Shot.
  • Available Upgrades –  Embellishment [10-200gp], Large Canister (18 shots) [200gp]

Article #547 by TT on August 19, 2010 @ 03:25 PM

This article is categorically filed under Mundane

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