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<channel>
	<title>Mechanik's Union</title>
	<atom:link href="http://www.hecate.ca/union/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.hecate.ca/union</link>
	<description>All things mechanikal, magikal, clockwerk, and mundane</description>
	<lastBuildDate>Fri, 25 Nov 2011 03:53:03 +0000</lastBuildDate>
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		<title>Scrap Cannon</title>
		<link>http://www.hecate.ca/union/2011/11/24/scrap-cannon/</link>
		<comments>http://www.hecate.ca/union/2011/11/24/scrap-cannon/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 03:40:27 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1254</guid>
		<description><![CDATA[A blunt and uncomplicated device by the standards of most inventions, the Scrap Cannon is made up of a thick wire stock housing a cylindrical induction engine. The &#8216;barrel&#8217; in this case is a large circular disk of armor plate, with bunched conduiting and coils behind its scarred and dented surface. A simple gun trigger [...]]]></description>
			<content:encoded><![CDATA[<p>A blunt and uncomplicated device by the standards of most inventions, the Scrap Cannon is made up of a thick wire stock housing a cylindrical induction engine. The &#8216;barrel&#8217; in this case is a large circular disk of armor plate, with bunched conduiting and coils behind its scarred and dented surface. A simple gun trigger rests in the usual position, rigged up to the engine choke. The butt houses a stormchamber socketed into the device, which glows a brilliant  blue.</p>
<p>As a move action the Scrap Cannon can gather up unattached/unattended fine, tiny and small ferrous metal items (nuts, bolts, tools, scrap, machine parts, weapons) within a 15ft cone. And pin it in a mass against the front armor plate. Once a mass of metal items is &#8216;loaded&#8217; into the scrap cannon it can be fired as a standard ranged attack in a 30ft cone, dealing 4d6 slashing, piercing and bludgeoning damage to targets within 15ft. This is reduced to 2d6 slashing, piercing and bludgeoning damage to targets within 30ft. (Reflex save DC10 + attack roll).</p>
<p>When used against a metal target heavier than the Scrap Cannons user, they must make a Strength check DC20 to avoid being disarmed. If attached to its harness there is no chance of being disarmed, but the user must make a Strength check DC15 or be knocked prone and move 5ft towards the target.</p>
<p>While versions of this device have been rumored to have been used as weapons, they mainly served for a time as prototype heavy lifting equipment before being shelved as a waste of funding.</p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Induction Engine</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Engine Housing</em></td>
<td>300gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Plate, polarization<br />
</em></td>
<td>9900gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Plate, polarization<br />
</em></td>
<td>9900gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Mechanikal Trigger<br />
</em></td>
<td>200gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Stormchamber, heavy</em></td>
<td>2500gp</td>
<td>5lb.</td>
</tr>
<tr>
<td><em>Conductive Cable<br />
</em></td>
<td>1000gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Socket, hybrid</em></td>
<td>450gp</td>
<td>0lb.</td>
</tr>
<tr>
<td>Gun</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Stock</em></td>
<td>30gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Harness</em></td>
<td>12gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Conduiting</em></td>
<td>8000gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>32392gp</td>
<td>17lb.</td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		</item>
		<item>
		<title>A Land Of Guns</title>
		<link>http://www.hecate.ca/union/2011/07/19/a-land-of-guns/</link>
		<comments>http://www.hecate.ca/union/2011/07/19/a-land-of-guns/#comments</comments>
		<pubDate>Tue, 19 Jul 2011 08:55:25 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1227</guid>
		<description><![CDATA[Here are some of the famed gunwerks of Immoren and the common characteristics their bespoke gun designs may have. These are all applicable to the standard quality generic pistols, carbines and rifles that have been made by these companies and bear their makers mark. (bearing in mind that this also takes into consideration the optional [...]]]></description>
			<content:encoded><![CDATA[<p>Here are some of the famed gunwerks of Immoren and the common characteristics their bespoke gun designs may have. These are all applicable to the standard quality generic pistols, carbines and rifles that have been made by these companies and bear their makers mark. (bearing in mind that this also takes into consideration the optional rule that a natural 1 on any attack roll with a gun grants it one of the flawed characteristics.)</p>
<p>&nbsp;</p>
<p><strong>Clockwerk Arms: </strong>bracing &#8211; cost of the additional barrels customization reduced by 75%.</p>
<p><strong>Radliffe Gunwerks: </strong>multishot &#8211; can customize carbines &amp; rifles with a revolving five shot chamber.<strong><br />
</strong></p>
<p><strong>Blurg Arms:</strong> stubby &#8211; +1 damage at point blank range, flawed barrel quality. (jam chance only)</p>
<p><strong>Vislovski Gunwerks: </strong>powerful &#8211; reroll 1 damage dice, take highest result.<strong><br />
</strong></p>
<p><strong>Crucible Arms: </strong>forged &#8211; reduce targets AC by 1 to confirm a critical threat, double ammunition costs.</p>
<p><strong>Ghordson Heavy Armaments:</strong> reliable &#8211; guns never gain any of the flawed qualities.</p>
<p><strong>Grifter Gunwerks: </strong>tiny &#8211; double DC of search checks to locate pistols, reduce overall weight by 2/3rds.</p>
<p><strong>Dummont Arsenal</strong>: hairtrigger &#8211; readied gun can attack as an immediate action with a -2 penalty to hit.</p>
<p><strong>Enlichter Arms:</strong> balanced &#8211; reduce penalties for shooting from the hip (using two enlichter pistols) by half.</p>
<p><strong>Steelwater Armory: </strong>functional &#8211; no AOO when reloading, flawed receiver quality. (misfire chance only)<strong><br />
</strong></p>
<p><strong>Pitts Pistoltry</strong>: modular &#8211; breakdown customization does not reduce the attack bonus.<strong><br />
</strong></p>
<p><strong>Cygnaran Arms Company: </strong>economical &#8211; damage dealt reduced by 1, reduce ammunition cost by 50%.</p>
<p><strong>Midfast Munitions: </strong>hefty &#8211; guns treated as 1 size larger in melee, increases weight by 1/3rd, never gains the flawed stock quality.</p>
<p>&nbsp;</p>
<p>&lt;<strong>Note:</strong> <em>guns taken apart for maintenance &amp; having major parts replaced outside of the company/workshop they were built in would lose these additional qualities</em>.&gt;</p>
<p>&nbsp;</p>
<p><strong><em><br />
</em></strong></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Velocity Gauntlet: Induction</title>
		<link>http://www.hecate.ca/union/2011/06/04/induction-gauntlet/</link>
		<comments>http://www.hecate.ca/union/2011/06/04/induction-gauntlet/#comments</comments>
		<pubDate>Sat, 04 Jun 2011 13:16:38 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1209</guid>
		<description><![CDATA[This device appears to be a single bulky alchemical gauntlet for the right hand, overlayed with aurum wiring and articulated with brass. The palm is taken up by a shallow circular socket within the rim of which runs ionic coiling. The gauntlet takes up most of the forearm with a automated wrist loader on the [...]]]></description>
			<content:encoded><![CDATA[<p>This device appears to be a single bulky alchemical gauntlet for the right hand, overlayed with aurum wiring and articulated with brass. The palm is taken up by a shallow circular socket within the rim of which runs ionic coiling. The gauntlet takes up most of the forearm with a automated wrist loader on the inner side toward the body, and a length ways socketed heavy accumulator on the outer. A thick gutta-percha pipe within a coil of conductive cable runs from the gauntlet along the top of the arm to the backpack mounted convergence engine. The top of which is a small gravity hopper filled with egg sized metal spheres. Below this the blue light and crackle of a heavy stormchamber is plainly visible socketed into the main engine. The entire device is hung from a body harness to better distribute the uneven weight on the right side of the body. The hopper looks to store around 20 of the small steel balls, each with an aproximate weight of 1lb.</p>
<p>As a swift action, the wrist loader presents a single steel ball from the gravity hopper into the right hand. This is achieved by an exaggerated shrugging motion combined with a twisting the wrist 90 degrees to the left. This motion also charges the &#8216;<em>launch items</em>&#8216; plate from the wrist mounted accumulator, drawing 1 charge. The steel ball may now be flung standard ranged attack (120ft), it deals 1d4 bludgeoning damage. The real power of this device comes from charging the steel ball with unstable voltaic energy before launching. As a full round action the wearer of this device may load and charge and throw a single steel ball, drawing from the stormchamber and the &#8216;<em>shocking grasp</em>&#8216; &amp; &#8216;<em>voltaic capacitor</em>&#8216; plates.  Upon impact; or when the wearers turn ends, the ball deals 5d6 electrical damage in a 30ft radius from its current position (DC16 Reflex for half damage). Note, the steel balls are usually rendered into a molten mess by the discharge if used in this manner.</p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Induction Engine</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Engine Housing</em></td>
<td>300gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Plate, shocking grasp<br />
</em></td>
<td>275gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Plate, voltaic capacitor<br />
</em></td>
<td>9900gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Plate, launch items<br />
</em></td>
<td>137gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Mechanikal Triggers<br />
</em></td>
<td>1200gp</td>
<td>0lb</td>
</tr>
<tr>
<td><em> </em><em>Conduiting</em></td>
<td>6500gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em> </em><em>Stormchamber, heavy<br />
</em></td>
<td>1000gp</td>
<td>5lb.</td>
</tr>
<tr>
<td><em> </em><em>Accumulator, heavy<br />
</em></td>
<td>1000gp</td>
<td>5lb.</td>
</tr>
<tr>
<td><em>Sockets, charge</em></td>
<td>400gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Conductive Cable<br />
</em></td>
<td>1000gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Alchemical Gauntlet</em></td>
<td>2400gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em> </em>Hopper, articulated</td>
<td>15gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em> </em><em> </em>Wrist-loader</td>
<td>30gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em> </em><em> </em>Automator</td>
<td>200gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>24457gp</td>
<td>27lb.</td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		</item>
		<item>
		<title>Immoren&#8217;s Various Power Sources</title>
		<link>http://www.hecate.ca/union/2011/03/10/immorens-various-power-sources/</link>
		<comments>http://www.hecate.ca/union/2011/03/10/immorens-various-power-sources/#comments</comments>
		<pubDate>Thu, 10 Mar 2011 20:14:10 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1163</guid>
		<description><![CDATA[Clockwork: Coil Springs – These are spirals of metal wire compressed and kept under tension either externally or within a small cylinder. These are kept in check by small ratchet gears and allowed to expand slowly to provide motive force for small devices. Larger compression springs can also be fitted to absorb and store physical [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Clockwork:</strong></p>
<ul>
<li><strong>Coil Springs</strong> – These are spirals of metal wire compressed and kept under tension either externally or within a small cylinder. These are kept in check by small ratchet gears and allowed to expand slowly to provide motive force for small devices. Larger compression springs can also be fitted to absorb and store physical pressure for later release. Being compressed down by then locking into place with a simple metal trigger.  Most coil spring power sources only require a small winding key to provide tension, only the larger versions require physical compression.</li>
<li><strong>Clockwork Engine</strong> – This engine uses advanced clockwork winding devices that use the mechanical stress created from stacks of coil springs within oil filed circulal flat-cans. As the energy is released by weights, timed winders or metronome escapements;  smaller pinion gears of various sizes are meshed with larger wheel gears to increase the transferred motive force to actuators. These devices are often hand cranked due to the increased tension they can store in the flat coils.</li>
<li><strong>Hypertension Torque Coils – </strong>Utilizing metal alloys and alchemical reinforcement known only in Immoren, advanced clockwork can achieve tensions far in access of what is physically possible with mere steel components. These Engines use intricate clockwork escapements and ribbons forged of highly elastic yet dense metals. These store energy in long torsion springs kept wound within tall cylinders filled with alchemically enhanced lubricants or powders. The force required to achieve full tension in these devices means that they are often wound via hydraulics or a subordinate steam engine. They are often only used within devices where steam would be impractical, as they are ruinously expensive.</li>
</ul>
<p><strong>Steam:</strong></p>
<ul>
<li> <strong>Pressure Cooker –</strong> Most of these are simple metal crucibles that do not permit air or liquids to escape below a preset pressure. They can run on any sustained heat source and produce low pressure steam when filled with water. Most are utilised in low end industrial work or unsophisticated pneumatics. Nevertheless, because of their small size, pressure cookers have used the heat from an accumulator engine to pressurize miniature pneumatic systems.</li>
<li><strong>Steam Boiler – </strong>While there are several versions of boiler in common use throughout immoren, the basic boiler is a steel fire-tube furnace surrounded by water with one or more smoke flue stacks. This runs on various grades of coal and coke to super-heat water to steam vapor. This is then transferred to reciprocating piston engines to provide motive power to a device. The versions developed for Warjacks have been miniaturized to a great degree, but can develop a power far in excess of their size due to the use of arcane/alchemical alloying in their construction.</li>
<li><strong>Steam Turbine -</strong> The steam turbine is a form of advanced coal-fired engine that makes use of multiple expansion chambers to develop power. This produces far higher pressures that a standard steam engine and is it used to drive a rotary fan to great speeds. The largest of these devices can be found within Rhulic cities and are used for the gigantic heating and ventilation systems.  Smaller versions have yet to be developed for use in portable devices, so far only the arcane turbine utilizes similar principals on a small-scale.</li>
</ul>
<p><strong>Pseudo-Electrical:</strong></p>
<ul>
<li><strong>Galvanic Charger – </strong>This is a crude electrochemical cell that produces a small electrical charge from alchemical reactions taking place within a sealed and insulated capsule. It generally consists of two different metals connected by a salt bridge, or individual half-cells separated by a porous membrane. The power it produces cannot induce arcane devices, but has its uses with various smaller devices that require a voltaic charge to function. While it was an impressive step towards Voltaic principals, the degradation of its materials over time makes it a poor second to its successor.</li>
<li><strong>Storm Chamber &#8211; </strong>The now iconic glass ion coils and alchemically refined copper filaments of the stormchamber are the image of modern day power in Cygnar. They draw on a self sustaining magical effect to feed a pseudo-arcane reaction. This produces a powerful current which is stored in the fluid and released from contact points at the screw-type base. While it is more commonly seen on the battlefield, stormchambers have also been used for more industrial purposes, recent examples are the telegraph system in Cygnar.</li>
<li><strong>Voltaic Dynamo –</strong> These state-of-the-art devices remain a military secret known only to Sebastian Nemo and a few of his most trusted apprentices. Attempts have been made to use voltaic energy to power motors, but like nemo&#8217;s early attempts, they ended in dangerous explosions. These engines transduce voltaic current into mechanical motion via interacting polarity fields with conductive metals. A magnetic field powered by voltaic energy is used to turn a rotary engine or actuator. Its use so far has been limited to military applications such as the towering Thunderhead warjack.</li>
</ul>
<p><strong>Necro-Thaumatic:</strong></p>
<ul>
<li><strong>Blood Pump &#8211; </strong>Small scale necromantic mechanika found most commonly in creations such as mechanithralls. This pump circulates a viscous alchemical fluid redolent with powdered necrotite and charged with thaumatic energies. The fluid charge is constantly refreshed from the arcane sigils etched within the pumps chambers.  This flow provides animating and regenerative power to necromechnikal devices which use a combination of metal parts and dead flesh<strong>.</strong> The pump itself is often supplemented by a small steam boiler.<strong><br />
</strong></li>
<li><strong>Soulfire Furnace -</strong> Using the principals of the coal fired boilers of the mainland, these devices draw on the fragmented soul energy present in chunks of necrotite. The fuel itself burns far hotter and longer than any natural boiler coke and thus provides a significant performance boost. The heat can easily flash-boil water in the boiler in half the time required by normal boilers. However the boiler steel must be especially treated in order to resist the corrosive energies unleashed within its fire-tube. The smoke vented from the flues of these engines is also highly toxic and potentially lethal to living creatures. Interestingly, the inlaid bone and other remains that is used to reinforce the boilers pressure chamber is greatly strengthened by the necrotic emanations. This process is jealously guarded by the metal dens of Dreggsmouth and Blackwater.</li>
<li><strong>Soul Cage -</strong>Drawing directly from trapped souls, these arcane devices provide enormous power at a terrible price. These cages of dark iron and hardened glass are etched with hundreds of small necromantic sigils inside their casing. When unshielded these create a negative energy vortex, similar in arcane principal to the trans-planer shift which draws souls into Urcaen normally. This sucks in disembodied souls nearby and traps them within its shielded casing. The magically forged metal is present in both the material and the immaterial, and thus prevents the souls dissipating across the planar boundary. A release valve at the top of the cages shifts a number of shielding plates across the sigils and releases the soul energy for use as fuel.<strong><br />
</strong></li>
</ul>
<p><strong>Iosan Arcana:</strong></p>
<ul>
<li><strong>Impulse Condenser &#8211; </strong>One of the more commonly seen iosan power sources, this fist sized multi-layered metal sphere is engraved with Shyric glyphs and encased in jade. Each condenser is attuned to different morphic tides of the three moons. It maintains a lower arcane potential than its surroundings when celestial alignment induces increased arcane potential in its locality. This draws energy into its brass lined glass core for later release. This power source is unfortunately only at peak effciecny during the lunar cycle it is attuned to.</li>
<li><strong>Arcantrik Siphon &#8211; </strong>One of the larger more powerful devices rumored to be used in the impressive myrmidon jacks. It is made up of a large stack of etched plates plated with gold. This engine absorbs and concentrates the faint background magic created contantly by geological forces in Immoren (the geomatic field). It draws in this latent energy much like its smaller cousin and stabilizes  it between the emanations of the plates. The storage cells maintains the necessary osmotic sink to retain influx of magical energy and appear as solid sections of engraved jade.<strong><br />
</strong><strong> </strong></li>
<li><strong>Phase Transducer -</strong> An ancient technology annihilated in the cataclysm which ended the iosan golden era, these devices drew on inter-dimensional friction between Caen and Urcaen to create a potential charge. Much like the other iosan devices, these engines worked by a form of osmotic feedback. Apparently transducers used the vastly differing background potentials that can be found on the trans-dimensional border to condense incredible amounts of energy. So much in fact that it had to be contained within chambers constructed of pure force, like miniature suns. How this wonder was once achieved remains a mystery lost to the fury of the Stormlands.<strong><br />
</strong></li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Gaseous Translocation 	Apparatus</title>
		<link>http://www.hecate.ca/union/2011/03/10/gaseous-translocation-apparatus/</link>
		<comments>http://www.hecate.ca/union/2011/03/10/gaseous-translocation-apparatus/#comments</comments>
		<pubDate>Thu, 10 Mar 2011 12:59:39 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1157</guid>
		<description><![CDATA[The effective use of the Kommando squads on the battlefields of Immoren sparked a flurry of new devices to be rushed into dedicated military use. Along with flame projectors, mist engines and other weapons of war from the Llaelese workshops; methods of quick insertion have also been seen in the field. The Gaseous Translocation Apparatus [...]]]></description>
			<content:encoded><![CDATA[<p>The effective use of the Kommando squads on the battlefields of Immoren sparked a flurry of new devices to be rushed into dedicated military use. Along with flame projectors, mist engines and other weapons of war from the Llaelese workshops; methods of quick insertion have also been seen in the field. The Gaseous Translocation Apparatus is more of a designation that an actual title, as no official blueprints have yet found their way onto the black market. However it is an apt description of its use. It resembles a blunderbuss, with a large funnel-like barrel feeding into a mass of copper piping and a pressurized tank. Gutta Percha hoses feed back under the right arm to a backpack mounted steam plant.</p>
<p>When the secondary mechanikal trigger is activated, the convergence engine built into the weighty launcher target one willing subject the apparatus is pointed toward and causes them and their gear to discorporate into a faintly green gas as per the spell &#8216;<em>gaseous form</em>&#8216; (Cl6). The pneumatic vacuum that is activated at the same time, sucks in the gas cloud and stores it within one of the three ammunition spheres. These are lightweight glass spheres bound in copper, with a single pressure valve at their apex. It can store up to three of these sphere in its ammo rack at a time, and once stored in gaseous form the subjects can remain their for 12 minutes before returning to their original form.  Should this happen within the weapon, it is destroyed and the subjects take 1d6 damage. Reloading a rack of three valves is a standard action which requires a Craft: steam engines check (DC 10).  In addition to storing the subjects in this form, the engine also conveys the benefits of the spell &#8216;<em>mage armor</em>&#8216; upon each sphere, which protects it in firing and impact from shattering. This whole process draws 3 charges from a connected accumulator per use.</p>
<p>Pulling the trigger will cause a single sphere to be launched via pneumatic pressure towards a target. On landing it is treated as a random grenade-like effect. After firing the pressure valve is disconnected from the system, and the subject in gaseous form can exit the sphere at any time. In this way, heavily armed and armored agents are delivered into secure locations quickly and quietly.  It has been rumored that larger &#8216;cluster bomb&#8217; versions of these devices are being quietly developed by Khadoran interests in occupied Llaeh for use in their impressive siege artillery, but nothing has yet been proved definitely on that mark.</p>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Dispersal Engine</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Engine Housing</em></td>
<td>300gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Plate, Gaseous Form<br />
</em></td>
<td>4950gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Hybrid Socket</em></td>
<td>450gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Plate, Mage Armor<br />
</em></td>
<td>275gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Mechanikal Trigger<br />
</em></td>
<td>600gp</td>
<td>0lb</td>
</tr>
<tr>
<td><em> </em><em>Conduiting</em></td>
<td>5000gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em> </em>Gun &amp; Pack<em><br />
</em></td>
<td></td>
<td></td>
</tr>
<tr>
<td><em> </em><em>Exchanger</em></td>
<td>60gp</td>
<td>10lb.</td>
</tr>
<tr>
<td><em> </em><em>Pressure Tank</em></td>
<td>70gp</td>
<td>5lb.</td>
</tr>
<tr>
<td><em> </em><em>Portable Steam Plant<br />
</em></td>
<td>235gp</td>
<td>20lb.</td>
</tr>
<tr>
<td><em> </em><em>Pump</em></td>
<td>35gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>11912gp</td>
<td>43lb.</td>
</tr>
</tbody>
</table>
<p>Pneumatic Launcher:-</p>
<p>* Damage: 1d4<br />
* Range: 50ft<br />
* Critical: x2<br />
* Ammo: 3 glass containers (5gp per container)<br />
* Reload:  1 standard action (craft: steam engines DC 5)<br />
* 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.<br />
* Weight: 43lb. [encumbering: requires two handed use]<br />
* Cost: 11677gp<br />
* Special: Dispersing [<em>As a full round action, the gun can cause one willing subject to assume gaseous form as per the spell at CL 6. The subject of the effect is then drawn into one of the glass containers via a vacuum effect and stored there. The second iteration applies the effects of mage armor at CL 1 onto the container</em>. ]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.hecate.ca/union/2011/03/10/gaseous-translocation-apparatus/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Servitor: Guardian</title>
		<link>http://www.hecate.ca/union/2011/02/28/servitor-guardian/</link>
		<comments>http://www.hecate.ca/union/2011/02/28/servitor-guardian/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 02:43:03 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1134</guid>
		<description><![CDATA[The bigger servitors than the manikin servants common to Cygnaran foundries have always been something of a novelty best reserved for the eccentric minority. Most men will cite a warjacks endless durability and reliable firepower over any hulking monstrosity cobbled together by a crackpot in some out of the way workshop. However as this machine [...]]]></description>
			<content:encoded><![CDATA[<p>The bigger servitors than the manikin servants common to Cygnaran foundries have always been something of a novelty best reserved for the eccentric minority. Most men will cite a warjacks endless durability and reliable firepower over any hulking monstrosity cobbled together by a crackpot in some out of the way workshop. However as this machine attests, there are some mechanists out there that just wont take no for an answer. The chassis is much the same as a medium manikin, a humanoid bipedal design, although heavier set to aid with balance. However its engine has of necessity been retrofitted to accommodate the added entropy of the larger pistons and actuators. As such it requires twice as much coal and water as previously. Its gait can best be described as apelike, hunching forward from its waist socket due to better support its torso cowling.</p>
<p>This particular model has been outfitted as a bodyguard, with two reinforced arms built into a large tower shield on the left, and a Engines East pneumatic Turret gun on the right. Two smaller manipulator arms emerge lower down its torso to aid in manual tasks that its fighting arms are incapable of performing. Its flat clam-shell head has optical tubes embedded in both the back and front, allowing it a full 360 vision and negating flanking bonuses against it. Its large Turret gun is built into the steam engine which powers the servitor, and as such prevents it from moving more than a 5ft step when charging pressure and firing.</p>
<p>This lurching machine also has a party piece likely inspired from the Khadoran devastator. On command the servitor crouches down and pulls in its arms, the Turret gun fitting together with the rubber sealed circular section cut out from its shield; forming a solid whole. Mounted on top of the Turret guns barrel is an additional optical tube to give it full vision in-front when locked in its defencive stance. This stance grants the servitor full cover from the tower shield.  In passing it also grants the servitor a +4 bonus when attempting to squeeze though smaller spaces that its large size would normally allow. However this stance reduces the servitors movement to 10ft and its attack roll by -2 due to the fixed firing position.</p>
<p>Lastly its shield has a small convergence engine bolted on behind it. When activated via its mechanikal trigger, it projects a small power field in-front of the servitor. This field acts like the spell &#8216;protection from arrows&#8217; (CL 6) granting 10/magic against ranged attacks. It can absorb up to 60 points of damage from non-magical ranged weapons before being dispersed. Any projectile which doesn&#8217;t penetrate this damage resistance is returned to its source at its original attack roll and damage. This effect lasts for 1 hour until dispelled or dispersed and draws 2 charges from its accumulator per use (5 uses).</p>
<p>&nbsp;</p>
<div>
<table width="235">
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Chassis</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Large, manikin</em></td>
<td>800gp</td>
<td>240lb.</td>
</tr>
<tr>
<td>Engine</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Sandleton Engine</em></td>
<td>350gp</td>
<td>- lb.</td>
</tr>
<tr>
<td>Matrix</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Cerebral Matrices<br />
</em></td>
<td>1000gp</td>
<td>8lb.</td>
</tr>
<tr>
<td><em>Conduiting<br />
</em></td>
<td>4000gp</td>
<td>4lb.</td>
</tr>
<tr>
<td><em>Discriminator</em></td>
<td>700gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Optical Orbs<br />
</em></td>
<td>550gp</td>
<td>4lb.</td>
</tr>
<tr>
<td><em>Trembler<br />
</em></td>
<td>500gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Ranger</em></td>
<td>250gp</td>
<td>1lb.</td>
</tr>
<tr>
<td>Enhancements</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Weapon Arm</em></td>
<td>2260gp</td>
<td>30lb</td>
</tr>
<tr>
<td><em>Shield Arm<br />
</em></td>
<td>300gp</td>
<td>10lb</td>
</tr>
<tr>
<td><em>Secondary Arms</em></td>
<td>3000gp</td>
<td>10lb.</td>
</tr>
<tr>
<td><em> Physical Augmentation</em></td>
<td>400gp</td>
<td>32lb.</td>
</tr>
<tr>
<td>Reflection Engine</td>
<td>9600gp</td>
<td>8lb.</td>
</tr>
<tr>
<td><em> standard accumulator</em></td>
<td>500gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>25000gp</td>
<td>350lb.</td>
</tr>
</tbody>
</table>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<table>
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Reflection Engine</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Engine Housing</em></td>
<td>300gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Plate, reverse arrows<br />
</em></td>
<td>4950gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Hybrid Socket</em></td>
<td>450gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Induction Belt<br />
</em></td>
<td>300gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Mechanikal Trigger<br />
</em></td>
<td>600gp</td>
<td>0lb</td>
</tr>
<tr>
<td><em> </em><em>Conduiting</em></td>
<td>3000gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>9600gp</td>
<td>8lb.</td>
</tr>
</tbody>
</table>
</div>
<div>
<p>&nbsp;</p>
<p><strong>Exotic Weapon Turret Gun:- </strong></p>
<ul>
<li><strong>Damage: </strong>1d10</li>
<li><strong>Range: </strong>30ft</li>
<li><strong>Critical:</strong> x4</li>
<li><strong>Ammo:</strong> 4 explosive rivet rounds (4gp per rivet)</li>
<li><strong>Reload:</strong> 1 standard action</li>
<li><strong>Pressure:</strong> 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.</li>
<li><strong>Weight:</strong> 60lb. [<em>encumbering: two handed use only</em>]</li>
<li><strong>Cost:</strong> 560gp</li>
<li><strong>Special:</strong> Pinning [<em> </em><em>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</em><em> (DC20) </em><em> and does an additional 1d6 damage to the target .</em> A successful Heal check (DC 15 + damage) removes the rivet without further damage.]</li>
<li><strong>Upgrades</strong> –  Cut-off Valve Tanks (<em>can store only 1 rounds worth of pressure, can continue to charge pressure while firing</em>) [1500gp].</li>
</ul>
<p><strong>Large Mechanikal Construct (Servitor):</strong> CR 5; HD    1d10+30, hp 40;   Init -2; Spd 20 ft.; AC 17, touch 12, flat-footed 14;    Base Atk +2, Grp +8; Atk Turret Gun +4 ranged (1d10 x4  piercing); Full Atk Turret Gun +4 ranged (1d10 x4  piercing) &amp; Shield Bash +4 melee (1d6+2) ; SA –; SQ Darkvision 60  feet, Tremorsense 30ft, Mechanikal  Construct traits,  Servitor   traits; AL neutral; SV  Fort +0, Ref -2,  Will +0; Str 14, Dex  14, Con –,   Int 8, Wis 10, Cha  1.</p>
</div>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Crucible Arms Harmonica Pistol</title>
		<link>http://www.hecate.ca/union/2011/02/24/crucible-arms-harmonica-pistol/</link>
		<comments>http://www.hecate.ca/union/2011/02/24/crucible-arms-harmonica-pistol/#comments</comments>
		<pubDate>Fri, 25 Feb 2011 04:59:17 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mundane]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1126</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p>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).</p>
<p>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.</p>
<p>&nbsp;</p>
<p><strong>Exotic Weapon Harmonica Gun:- </strong></p>
<ul>
<li><strong>Damage: </strong>2d4</li>
<li><strong>Range: </strong>40ft</li>
<li><strong>Critical:</strong> 19-20 x3</li>
<li><strong>Ammo:</strong> 6 small pistol ammo (6gp per round)</li>
<li><strong>Reload:</strong> 1 full round action (new sliding breech)</li>
<li><strong>Weight:</strong> 5lb.</li>
<li><strong>Cost:</strong> 425gp</li>
<li><strong>Available Upgrades</strong> –  Embellishment [10-200gp], Barrel Baffle <em> </em>[40gp], Accuracy Customization [300gp], Extra Machined Sliding Breech [20gp].</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Engines East Pneumatic Turret Gun</title>
		<link>http://www.hecate.ca/union/2011/02/24/engines-east-pneumatic-turret-gun/</link>
		<comments>http://www.hecate.ca/union/2011/02/24/engines-east-pneumatic-turret-gun/#comments</comments>
		<pubDate>Thu, 24 Feb 2011 20:49:13 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mundane]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1113</guid>
		<description><![CDATA[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&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;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.</p>
<p>This weapon utilizes Blaine&#8217;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.</p>
<p>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.</p>
<p>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 &amp; 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.</p>
<p>For the purposes of riveting objects together, treat rivets fired from the Turret Gun as rivets from a Vladovar Plategun (No Quarter #8).</p>
<p><strong>Exotic Weapon Turret Gun:- </strong></p>
<ul>
<li><strong>Damage: </strong>1d10</li>
<li><strong>Range: </strong>30ft</li>
<li><strong>Critical:</strong> x4</li>
<li><strong>Ammo:</strong> 4 explosive rivet rounds (4gp per rivet)</li>
<li><strong>Reload:</strong> 1 standard action</li>
<li><strong>Pressure:</strong> 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.</li>
<li><strong>Weight:</strong> 60lb. [<em>encumbering: two handed use only</em>]</li>
<li><strong>Cost:</strong> 560gp</li>
<li><strong>Special:</strong> Pinning [<em></em><em>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</em><em> (DC20) </em><em> and does an additional 1d6 damage to the target . A successful Heal check (DC 15 + damage) removes the rivet without further damage</em>.]</li>
<li><strong>Available Upgrades</strong> –  Embellishment [10-200gp], Two-stage compressor (<em>2 shots worth of pressure per round</em>) [575gp], Cut-off Valve Tanks (<em>can store only 1 rounds worth of pressure, can continue to charge pressure while firing</em>) [1500gp].</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Gun Customization: Accumulator Rounds</title>
		<link>http://www.hecate.ca/union/2011/01/29/gun-customization-accumulator-rounds/</link>
		<comments>http://www.hecate.ca/union/2011/01/29/gun-customization-accumulator-rounds/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 12:00:54 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1089</guid>
		<description><![CDATA[From the cutting edge of Cygnaran ballistics technology comes a self-propelled ammunition charge the likes of which have yet to be perfected by any other nation on Immoren. Originally created to the design specification of Captain Kara Sloan soon after her promotion, it remains a military secret and only select gunworks, including the Steelwater Armory [...]]]></description>
			<content:encoded><![CDATA[<p>From the cutting edge of Cygnaran ballistics technology comes a self-propelled ammunition charge the likes of which have yet to be perfected by any other nation on Immoren. Originally created to the design specification of Captain Kara Sloan soon after her promotion, it remains a military secret and only select gunworks, including the Steelwater Armory have been in trusted with the blueprints. The basic layout utilizes the thermal lance produced by an unfettered accumulator as a propellant to circumvent the laws of ballistic velocity. This allows a relatively small rifle to fire a round with the same momentum and impact values as a small cannon. However this requires the re-tooling of the weapon in question to accommodate the higher caliber round, and resist the initial flare of raw magic, as well as initiating a controlled rupture in the first place. The designs so far have not been successfully tested on anything smaller than a long rifle and with no lesser metals than magelock steel, alloyed serricsteel, or pure serricsteel. The first because magelock metal channels the initial arcane backwash, and the second and third due to the strength and ductility of the material.</p>
<p>The rounds are based around a standard accumulator, with its screw valve release replaced with a circular iris shutter. When fired the round does not explode from the gun, but rather accelerates towards its target after leaving the barrel. This increases the damage die used by the weapon up by one (such as 2d8 becomes 2d10, or 2d6 becomes 2d8). The accumulator sheds one charge per 100ft until expended, at which point it rapidly loses velocity, traveling an additional 10ft per 100ft traveled before its trajectory buries it in the ground. If the shell impacts on a solid surface before all the charges are expended, the remaining charges are expended as per an accumulator explosion detailed in the IKCG (p376) in a 5ft radius. The rounds are treated as quenched serricsteel for the purposes of overcoming damage resistance &amp; hardness.</p>
<p>Due to the extreme temperatures it is subjected to, a serricsteel or serricsteel alloy barrel suffers a -2 penalty to accuracy after 3 consecutive shots and a cumulative 10% chance the weapon will jam.  If a jam occurs the barrel of the gun is ruined, and must be replaced. A magelock barrel being used by a gunmage does not suffer these penalties for firing, as the gunmage can channel the excess arcane bleed off away from the gun with a concentration check (DC  15). A failed concentration check causes 1 point of non-lethal damage per charge in the accumulator round when fired.</p>
<p><strong> Gun Customization, accumulator round firing mechanism:- </strong></p>
<ul>
<li><strong>Cost:</strong> triple base firearm cost for retooling and the new firing mechanism</li>
<li><strong>Ammunition:</strong> 600gp per round</li>
<li><strong>Restrictions: </strong>rifles or larger, blueprints a cygnaran military secret, rounds must be created using an accumulator.</li>
<li><strong>Craft DC: </strong>30</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Handerson Quick-Release</title>
		<link>http://www.hecate.ca/union/2011/01/24/handerson-quick-release/</link>
		<comments>http://www.hecate.ca/union/2011/01/24/handerson-quick-release/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 04:00:30 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=1081</guid>
		<description><![CDATA[The invention of the arcano-dynamic accumulator revolutionised modern mechanika, but save for the mysterious nexus devices kept under careful regard by the Cult of Cyriss the accumulator remains a potential hazard for the unprepared. Even a clumsy fitting can release a spear of raw magical energy, hot enough to sear through flesh like a torch. [...]]]></description>
			<content:encoded><![CDATA[<p>The invention of the arcano-dynamic accumulator revolutionised modern mechanika, but save for the mysterious nexus devices kept under careful regard by the Cult of Cyriss the accumulator remains a potential hazard for the unprepared. Even a clumsy fitting can release a spear of raw magical energy, hot enough to sear through flesh like a torch. But most of all, the volatility imparted to the alchemical fluids by a dispel attempt or deliberate rupturing has left many a mechnika toting hero with less limbs than they started. Enter the Handerson quick-release, a relatively simple device but with great potential for saving lives and expensive equipment. This is an upgrade to a trickle, charge or hybrid socket which changes the manner in which the accumulator is fitted. For a start a powerful spring is fitted to the central channel, and the screw &amp; bolt fitting is replaced with a curious grooved snap-lock connection. This increases the DC required to fit an accumulator to the socket safely by +2, as it is far less secure than the normal connection. However if a small insert button is pressed as an immediate action, the accumulator detaches from its socket and is launched out at considerable speed. Treat its trajectory as a random grenade-like effect traveling 15ft from point of origin. Interestingly enough, using this release on charged accumulator in an upgraded trickle or hybrid socket will result in its rupture as per a failed check in any case. Handy if your looking for a really expensive, and vastly inaccurate last ditch weapon.</p>
<p><strong> Socket Upgrade, Quick Release:- </strong></p>
<ul>
<li><strong>Install DC:</strong> 18</li>
<li><strong>XP Cost: </strong>10xp</li>
<li><strong>Base Cost:</strong> double the cost of the socket</li>
<li><strong>Ability:</strong> launch accumulator from socket 15ft as a random grenade-like effect (immediate action)</li>
</ul>
]]></content:encoded>
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