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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

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Man-o-War Ice Maul

The famous weapons of the Man-O-War Demolition Corps, the Ice Maul is a +1 mechanikal icy burst large maul, and uses the elemental powers of extreme cold to render a target brittle to the touch. Combined with the impact of the maul’s head, anything this weapon strikes is likely to shatter into a hundred pieces. As a elite military weapon, this device isn’t for sale on the open market.

Large Exotic Weapon Mechanikal Maul:-

  • Damage: 1d12 (+2d10 ice damage on critical hit)
  • Critical: x3
  • Power: 1 standard accumulator (1 charge per day)
  • Weight: 30lb.
  • Cost: 5920gp
  • Special: Shatter [objects or constructs that are subject to the icy burst damage of this weapon take the bludgeoning damage to their hardness, permanently reducing it.]

<No Quarter #11 p79>

Article #817 by TT on October 16, 2010 @ 03:06 AM

This article is categorically filed under Mechanika

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Steam Armor: Trencher Steam Chainers

For years, the Khadoran Mon-O-War Heavy Steam Armor has been the most standardized,  most successful, and most feared form of mechanized infantry seen on a battlefield. Due to the lack of readily available high grade Cortices, the necessity of building resilient and efficient war machines stacked with the need for something, or someone, to pilot them. Otherwise, the few other examples of steam armor pale in comparison, considering most are cobbled together bits of warjack plates, steam boilers, and pneumatics that can only be operated by its creator.

This changed the day Cygnar sanctioned their own specialized, one-of-a-kind mechanized infantry, dubbed the Steam Chainers. Influenced by the extraordinary and inspiring tactics of Captain Maxwell Finn, it only made since to ask him what kind of weapons platform would pair with a lighter, more mobile steam armor. Knowing the superior firepower a trencher Chain Gun offered, yet knowing its limitations as a fixed defense, the sudden opportunity to eliminate its weakness through a steam suit made for a prime idea.

The classic Trencher Chain Gun, although suitable for the role, had to have some adjustments made to be operated by a single soldier. First and foremost, the trigger mechanism, once impossible to be held alone, was altered to resemble and be wielded like it’s older cousin, the Slugger. To save on weight, its shield is trimmed down on the shooter’s leading side to allow a proper grip and view.  And, although the strength the armor provides is suitable for proper wielding,  the weapon is fitted with hard points for heavy straps and lashings in the event one should lose their grip.

Although making the chain gun man-portable for the strength enhancing abilities of steam armor wasn’t too difficult, finding a new way to reload it was. What was once a two man job now had to became automated, so with a little help of some Cygnaran ingenuity, a mammoth accumulator powered spool was mounted behind the right shoulder of the armor, capable of smoothly feeding the belt fed Chain Gun with an unheard of maximum capacity. Built like a nautilus shell, the armored spool extends as a sectioned, flexible chain that leads all the way to the weapon, ensuring that the bullet laced material belt is not disturbed.

Considering its purpose, the armor is tailored specifically to its chain  weapon and its Finn influenced fighting style. With the size of the weapon, and the wide, aggressive stance needed to wield it, most of the steam armor’s extra plating is layered on the leading side of the wearer. This way, when chain gun and steam armor are combined, its enemies face an imposing display of plated armor and whirling gun barrels.

Quick Stats:

  • AC – 24 (Base 18, +3 Armor, +2 Shield, +1 Buckler)
  • DR – -5/Serricsteel
  • Spell Failure – 100%
  • Armor Check -8
  • HP – 40
  • Speed – 20ft
  • Strength – 22 (Base 20, +2 Oversized)
  • Space- 5ft x 5ft (5ft reach)
  • Cost – 16065gp
  • Weight -732lb. (760lb. fully fueled)
  • Activation – 15min
  • Fuel – 4hrs standard | 1hr combat
Item Cost Weight
Chaise
Light Steam Armor 8000gp 500lbs
Plating +3 1000gp 75lbs
MW Buckler 165gp 2lbs
Powerplant
Oversized 2250gp 75lbs
Rigs
Extra slot 1500gp
Ammo Spool Mount 400gp 20lbs
Ammo Spool* 2750gp 60lbs

*Does not include standard accumulator.

Weaponry-

Exotic Weapon, Chaingun:

  • Damage: 2d8
  • Range: 100ft
  • Critical: x3
  • Ammo: 80 shell spool (750gp per spool)
  • Reload: 5 full round actions [Craft: Mechanika DC 16, cannot be reloaded by wearer]
  • Weight: 140lb.
  • Cost: 11,150gp
  • Special: Strafe, +2 AC (Only applies when making ranged attacks. This bonus is lost when in melee combat, or if somehow the chain gun is dropped.)

Chainer Trench Knife:

  • Damage: 1d4 + 1
  • Critical: 19-20 x 2
  • Weight: 2lbs
  • Cost: 630gp
  • Details: Dagger, Masterwork, Barbed

Article #783 by AnimaRaptor on October 14, 2010 @ 12:39 PM

This article is categorically filed under Mechanika

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Horgenhold Pneumatic Hammer

A weapon developed and used primarily by the implacable Horgenhold Forge Guard, its raw power complementing their near impenetrable armor. This over-sized maul does serious damage by itself, capable of crushing bone with ease. But it is  the patented rhulic piston ram that makes it truly capable of pulverizing metal and toppling warjacks. The head of this hammer appears similar to the Pneumatic hammers found on the Rhulic warjacks, a conical work head with a sliding piston on the opposite face. The device has a internal accumulator furnace to vaporise the small water reservoir within the haft to produce the steam to drive the pneumatics, all cunningly miniaturised in typical rhulic fashion. When the flat bar of the mechanikal trigger is depressed on the haft, the piston charges; releasing on impact and slamming the conical metal tip of the hammer into the target with concussive force. Despite the wondrous attention to detail and spare uncluttered mechanika that the Rhulfolk are famed for, the entire weapon remains monstrously heavy and can only be wielded effectively by those with the exotic weapon proficiency, and even then only two-handed.

Large Exotic Weapon Mechanikal Maul:-

  • Damage: 1d12 (+2d6 bludgeoning)
  • Critical: x3
  • Power: 1 standard accumulator
  • Weight: 35lb.
  • Cost: 4020gp
  • Special: Steam Slam [as a move action the wielder may arm the pneumatic steam-ram housed in the hammers head. This delivers an additional 2d6 worth of bludgeoning damage  on a successful melee attack and forces targets to make a Fort Save DC 19 to avoid being hurled back 5 ft and knocked prone, this costs 1 charge from the accumulator per activation.]

Article #775 by TT on October 14, 2010 @ 10:22 AM

This article is categorically filed under Mechanika

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Grenade: Mulciberian Diffuser

This glass and metal banded grenade has a rather narrow band of usefulness, but one that makes it eminently suitable to the modern battlefield. A product of Llaelese combat alchemists in exile (some rumor even the wolf himself used something similar), they combine arcane brewing and a simple impact activated grenade shell to deliver a torrent of thaumaticaly active goo onto its target and the adjacent squares.  Any metal that hasn’t received magi reinforcement or is part of some mechanikal construct will melt and run like thick muddy water, reforming moments later into solid metal in whatever form gravity has dictated. For a Sword-knight clumping around in his full-plate, there are few more devastating effects than having his armor melt and reform into a iron prison around him. Equally useful if you wish to disarm that pistol slinging gunman busy trying to fill you full of holes. These device is also useful for weakening metal supports and crippling vehicular transports.

Melt Metal Grenade:

  • Range - thrown [ranged touch splash]
  • Weight - 1 lbs
  • Damage - none
  • Special - all non-magical ferrous metal objects within 5ft of the target square (up to 50lb*) melts and runs as if under the effect of the spell ‘melt metal‘. The metal returns to its previous solid state after 1 round in whatever form gravity or manipulation has dictated and gives off no heat throughout. If the item was worn by a creature and no effort was made to remove the liquid metal, that creature suffers a -1 to dexterity & -5ft to speed per 5lb of metal reformed. Items in a creatures possession get a Will Save [DC 18] to resist the transformation.

* if there is more than 50lb of metal within the radius, the effect focuses on the largest metal object and reduces it by 50lb.

Cost: 2025gp

Craft: Demolitions DC 7  / Alchemy DC 25 / Brew Potion <combat alchemist>

Article #728 by TT on October 14, 2010 @ 04:58 AM

This article is categorically filed under Alchemical

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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

This article is categorically filed under Mundane

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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

This article is categorically filed under Mundane

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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

This article is categorically filed under Mundane

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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

This article is categorically filed under Mundane

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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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Geomorphic Manipulators

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

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

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

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

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

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

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

* -4 for overall awkwardness in directing the hands

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

*does not include accumulator

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

This article is categorically filed under Mechanika

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Grenade: Instant Iceberg

Between military salvage operations and Ordic salvagers preying on the ironclad carcasses left by the clashing of the kingdoms, there has been more activity in the depths than ever before. Which means of course, more contact with their less agreeable denizens. A fire and forget method for blocking up submerged corridors, plugging holes and inconveniencing pursuing beasties was in demand, and to some extent this explosive fulfills them. It it far larger than your average grenade, more of a large clay jug than anything. Instead of a stopper there is a small winding key for a air-tight clockwork flint striker, set to spin in approximately 6 seconds [1 round] after being wound. The impressive bit is all hidden away in layers of clay and glass. Within the clay casing is enough flashfreeze to solidify some 200 gallons or more of water. Suspended in the center of this alchemical mix are two glass containers, one within the other. The inner tube is full of spark powder and is what the flint striker ignites when it spins. The striker also shatters the inner glass tube, exposing the sudden intense heat to the mixture of liquefied true air in the outer glass tube. This in turn promotes a rapid expansion which shatters the entire device apart and spreads the flashfreeze into the surrounding environment. Freezing all water within a 10ft radius of the blast almost instantly, leaving a large rough ball of ice in its wake

Ice Grenade:

  • Range - thrown*
  • Weight - 4 lbs
  • Damage - 1d6 [cold]
  • Saving Throw - Reflex DC 16
  • Special - Freezes a 10ft radius from point of effect into a ball of  ice [Str Check DC15 to fracture a 5ft square]. Anything within the radius of the blast is encased in ice and trapped unless it breaks free, it takes 1d6 points of cold damage each round it is encased.

*can only be effective underwater or against mostly water targets such as elementals.

Cost: 120gp [40gp true air, 5gp spark powder, 25gp sealed clockwork flint striker, 48gp flashfreeze x4, 2gp casing]

Craft: Demolitions DC 6  / Alchemy DC 15

Article #705 by TT on October 05, 2010 @ 10:21 PM

This article is categorically filed under Alchemical

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Typhoon Cannon

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

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

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

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

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

*see description.

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

*does not include accumulator

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

This article is categorically filed under Mechanika

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Gremlin Sphere

This large rough iron orb is surprisingly light for its size, its central core hidden behind a latticework of beaten metal inscribed with eerie Shyric sigils. When exposed to sunlight, each layer of metalwork slowly clicks and revolves lazily around its own axis. If held up to the ear, a faint chattering can be heard. It also displays a remarkable attraction for ferrous metal, much like a natural lodestone it sticks with precocious force to any metallic surface it comes into contact with. The device produces a somnolnant effect on fey due in part to the use of unquenched raw iron in its construction as well as its osculating enchantment field. Thankfully, whats crammed inside it doesn’t need to eat or breath, and can live for longer than most mortals.

The true diabolical nature of this device comes into play when it is attached to a mechanical construct or other complex machine. Upon impact the metal layers spring apart releasing a swarm of miniature and rather irritable Gremlins. The Gremlins, understandably annoyed at their long stasis will immediately target the nearest or largest mechanikal device in the vicinity before running amok. The sphere can also be set to release its rambunctious cargo up to a maximum time of 1 hour, with a Craft: Mechanika check [DC 20].

These calamitous contraptions are most often found only as broken parts of deactivated empty casings in recently demolished factories, particularly if industrial sabotage has been suspected. It is rumored that the Retribution is ultimately the power behind their construction and distribution in Immoren.

Gremlin Sphere

  • Range - thrown
  • Damage – nil
  • Special - timed delay

Cost: 2000+gp [black market, carrying one of these anywhere near a military facility or warjack factory is considered an offence comparable with treason by both Khadoran and Cygnaran authorities]

Gremlin, swarm: CR 5;  tiny fey (grymkin); HD 6d6-6; hp 30; Init +2; Spd 20 ft. (2 squares); AC 16 (+4 size, +2 dex), touch 16, flat-footed 14; Base Atk +2; Grp -; Atk Swarm (2d6); Full Atk Swarm (2d6); Space/Reach 10 ft./0 ft.; SA Distraction;  SQ Darkvision 90 ft; Glitch, Device Merge, Natural Invisibility; immune to weapon damage, swarm traits; AL CN; SV Fort +0, Ref +4, Will +2; Str 2, Dex 15, Con 10, Int 10, Wis 11, Cha 8

Skills and Feats: Listen +7, Spot +5, Climb +7, Disable Device +10, Hide +13, Move Silently +5, Open Lock +5; Alertness

Device Merge: the gremlin swarm may use this ability five times as a full round action, but loses 5hp every time it does so, until the swarm breaks up. The Fort Save for a magical or attended device is [DC 15]. The device is reduce at a rate of 5 hardness per day and 5hp per hour.
Natural Invisibility: the gremlin swarm may become invisible as a standard action, this ability does not affect felines.
Glitch: cause malfunction in complex device, attended or magical devices may make a Fort Save [DC 15], the swarm may use this ability once a round on every device in contact with the swarm.

Article #677 by TT on September 16, 2010 @ 11:55 AM

This article is categorically filed under Arcanika

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Weird and Wonderful Names

Here’s a list of item names taken from the card game Bodgers: Infernal Contraption & Sabotage. I have no idea what any of them could be, but they are inventive sounding terms. Perfect to spout preposterously during games with appropriately grandiose gestures.*

Power Sources:

Clockwork Apparatus
Pressure Cooker
Coil Springs
Steam Boiler
Hydro Crank
Steam Turbine
Hyperbaric Crucible
Storm Chamber
Impulse Pump
Voltaic Dynamo
Galvanic Charger
Geothermic Condenser
Omni Generator
Amphortic Multiplier
Phase Transducer

Contraptions:

Arcane Mill
Arcantric Funnel
Chthonic Grinder
Entropic Processor
Flux Inducer
Incantric Disposal
Inertial Neutralizer
Infinity Drive
Mekano Scales
Polarity Stabilizer
Quantum Vacuum
Radiometric Disruptor
Resurrection Well
Subharmonic Resonator
Viscous Siphon
Temporal Compactor
Redolent Remunerator

Upgrades:

Ionic Coil
Overdrive Widget
Overpower Samoflange
Positronic Crankshaft
Pneumatic Processor
Torque Sublimator
Cascade Valve
Wind-up Accumulator
Heat Sink

Consumables:

Alignment Regulator
Arcane Conveyor
Barometric Boomerang
Diabolic Devourer
Equalizer Engine
Improbability Matrix
Magneto Claw
Omega Laser
Paradox Converter
Pulse Conductor
Recycler Circuit
Ultrasonic Transmogrifier
Bifurcation Conduit
Polyphonic Lubricator
Autotronic Overhaul
Pneumatic Shredder
Redirection Junction

Sabotages:

Kinetic De-stabilizer
Matter Disintegrator
Exothermic Reactor
Aether Screw
Reflex Trigger
Gremlin Sphere
Hermetic Corrosive
Inductive Repeater

*”Behold cretins! my Hyperbaric Quantum Collapser”

Stuck-for-a-name? Generator:

Roll once or twice on the adjective column, then once on the device column. Finaly, either add the name of the inventor, a word describing the actual function of the device, or both.

d10 Adjective Device
1 Vulcanized Engine
2 Patent Apparatus
3 Steam-Driven Automaton
4 Reinforced Machine
5 Marvelous -vator
6 Perpetual Generator
7 Automated Assemblage
8 Clockwork Instrument
9 Repeating Contraption
10 Electrified -omatic

Also heres a link to a site dedicated to unusual terminology and scientific jargon: http://phrontistery.info/instrum.html

Article #664 by TT on September 15, 2010 @ 12:48 PM

This article is categorically filed under Game Connections

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Steam Armor & Tactics: Hammerfall Riot Troopers

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

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

Quick Stats:

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

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

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

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

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

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

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

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

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

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

-

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

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

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

This article is categorically filed under Mechanika

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