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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Wednesday, February 8, 2012 ~ 9:14 am * PST


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Bullet Weave Armor

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

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

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

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

Light Bullet Weave Armor-

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

Medium Bullet Weave Armor:

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

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

This article is categorically filed under Mundane

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Grenade: Maglock Melter

Necessity is the mother of all invention, and when you have Khadoran Warjacks stomping around your streets necessity is the word. The Khadorans stranglehold on red powder production in Llael presented a distinct problem to the resistance movements. After all, it takes a lot of powder to make a dent in a Khadoran ‘jack or demolish a reinforced bridgehead. Thermite reactions had been in development since 588 AR as a way of getting pure iron without the use of carbon in smelting. Using a mixture of powdered rust and magnesium to produce an intense exothermic reaction over a small area, it has only risen in popularity after the invasion reduced the availability of red powder for reactions.

The Maglock uses a small perforated metal tube of spark powder as its primary ignition source, set off in this case by a clockwork flint striker wound up from a keyslot in the grenades upper casing. The clockwork is set to 6 seconds as standard, and note that without a winding key it cannot be activated. This tube is wrapped with magnesium ribbon, which is  ignited by the spark powder and in turn serves to activate a shaped charge satchel of the compound mixture. The grenade casing itself is a flattened half-sphere with four hinged flanges on each compass point. A thin metal handle runs along the upper casing and incorporates a simple clockwork winder at the central point, which can be set to a maximum of 1min before detonation. However the most important part of this munition rests in the flanges, as each of them has a powerful magnetic lodestone embedded within it, allowing the grenade once thrown to adhere to ferrous metal surfaces with great tenacity.

When the compound powder ignites, it burns a molten hole through the surface it rests on and continues into whatever rests behind it. Should this be a Warjack, the damage to the internal mechanisms can be crippling. Not to mention the sort of damage it could deal to any unfortunate steam armored soldiers that get this device attached to them. Fortunately for those in the firing line, the radius of this grenade is very limited. It can only do full damage if attached to an object, otherwise it can only damage something in the same 5ft square as itself and grants a Reflex saving throw for half damage. Although on the plus side for the user, as this item is purely alchemical it cannot be dispelled by that enraged warcaster bearing down on you.

Maglock Melter Grenade:

  • Range - thrown
  • Weight - 2 lbs
  • Damage - 4d6+6 [fire]
  • Saving Throw - Reflex DC 14
  • Special - bypasses objects hardness | no splash damage | no saving throw for attached target | Strength DC 20 to remove from ferrous metal surface | 50% chance of sticking to ferrous metal surface if thrown at it, 100% chance if placed.

Cost: 150gp

Craft: Demolitions DC 7  / Alchemy DC 20

Article #609 by TT on August 30, 2010 @ 04:56 AM

This article is categorically filed under Alchemical

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Steam Armor: ‘Kraken’ Aquatic Assault Suit

The war against the Cryxian abominations has been a long and hard one for the Cygarian Third Army stationed at Highgate. Even with the navy ironclads patrolling the waterways and newly designed Warjacks watching the shores, the terrible black iron terrors of the Cryixian bone factories still make raids on Cygaran soil.  But from the blessings of science have come new weapons with which the 9th Division have armed their forces. One of the most hushed up being a set of aquatic steam armor from the arcane foundries in Ceryl comissioned by Lord Genral Gollan himself. Dubbed the ‘Kraken’ after the legendary sea beast and designed to take the fight to Cryxian forces under the waves, it has been made capable of dishing out punishment even before the operator gets his hands on a weapon.

This suit of steam armor shows a great deal of workmanship for such a hefty lump of metal, with each surface being smoothed and curved like the shell of some monstrous crustacean, even the bolts and screws are flush to the surface to reduce drag. Every joint has been made airtight with the new Gutta-percha seals which are rapidly replacing the old wax ones now that supplies from Zu are increasing. Its helm is a low scalloped dome with a single reinforced glass porthole in the front to allow the operator to view their surroundings, and a complicated one way mouthpiece to release spent breath. The usual stacks and boiler at the back of the steam armor have been retrofitted for sub-aquatic use, glass and gutta-percha tubing linking the first of three air tanks to the furnace.  The other two tanks are connected by tubing running over the shoulders and to the back of the helmet plating, feeding air to the operator.

The most unique feature of the whole creation is found on secondary arm sockets emerging from each shoulder plate. Two metal segmented octopoid arms, reaching some 10ft in full extension are coiled inactive. Tipped with three pronged grasping claws, these tentacles are operated by cerebral relays linked to sensor tabs in the forehead cushions of the helmet. Allowing the operator, with some training, to move them like additional arms. Worse luck for anyone falling into their grasp, for each is supported by a humming convergance engine and small voltaic powersource. As a swift action the opperator can flick over a mechanikal trigger within the suit and charge the claws with voltaic potential, running a lethal current through anything that comes into contact with them as per a ‘shocking grasp‘ spell. The danger this presents underwater has been taken into account by the designers, and layers of liniment of insulation have been trapped between the Gutta-Percha bodysuit which lines the armors coffin to make it resistant to voltaic discharge. Attacks made by the additional arms fall under the rules for multiple attacks and can be considered light weapons for the purposes of working out penalties. Anyone wearing this suit that wishes to make attacks with all its limbs at once would need to take the relevant feats such as two-weapon fighting, multiattack and so on.

Exotic Armor – Heavy Steam Armor:

  • AC – 18
  • DR – -5/serricsteel
  • Resistance - -5/electricity
  • Spell Failure – 100%
  • Armor Check -6
  • HP – 70
  • Speed - 30ft
  • Strength – 28
  • Cost – 45550gp
  • Weight - 540lb. (624lb. fully fueled)
  • Activation – 15min
  • Fuel – 5hrs standard | 1hrs combat (full load +84lb.)
  • Air – 1hr (20min/tank, half time remaining during combat or strenuous activity)
  • Special – shocking grasp effect (5d6 electrical) each round from the two octopoid tentacles. Each tentacle has hp 17 | str 20 | dex 10 | hardness 10 | 10ft reach [grapple checks performed by these devices double the normal constriction damage, resolve each grapple check separately]
Item Cost Weight
Chassis
custom 37800gp 458lb.
Powerplant
superheavy 3500gp 20%
Rigs
aquatic adaptation, insulated 3000gp 0lb.
additional air tanks 500gp 2lb.
internal starter 750gp 0lb.
Total 45550gp 540lb.
Item Cost Weight
Arm
accumulator, standard
500gp 2lb.
cerebral relay
2500gp 0lb.
shock engine
4275gp 7lb.
strength +10
2500gp 0lb.
dexterity +2
500gp 0lb.
octopoid articulation 2500gp 20lb.
Total 12775gp 29lb.
Item Cost Weight
Shock Engine
engine housing
300gp 5lb.
trickle socket
200gp 0lb.
plate: shocking grasp
275gp 0lb.
stormchamber, light
500gp 1lb.
elemental emitter 2000gp 0lb.
conductive cable 1000gp 1lb.
Total 4275gp 7lb.

Article #592 by TT on August 29, 2010 @ 11:19 AM

This article is categorically filed under Mechanika

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Rhulic Warjack: Leadarms Overseer

With all the conflict raging across the Iron Kingdoms, the Rhulfolk have been happily flexing their technological muscles as they build new and innovative warjacks. And although crack teams of specialists like the Highshields and the Forge Guard bring in noticeable profits back to the homeland, the profit margin for a Jack marshal and one or two specialized ‘Jacks are substantially higher, and provide the added bonus of keeping troops out of the line of fire.  For this reason, it’s becoming more common now to have convoys of ‘Jacks being smuggled across borders instead of the tromping boots of dwarven warriors.

The Leadarms Overseer is a light warjack designed for static defense rather then mobile offense. Built around the same time the Escort was in production, the base chassis utilizes the same swivel waist technology and enhanced performance-class boiler as its more agile brother, but the ‘jack’s silhouette is vastly different.

Not unlike the configuration of the Grundback Gunner and Blaster, the Overseer’s water cooled, repeating rifle is mounted directly on top of the jack, and is fed with a high capacity clockwork drum magazine. The Overseer is far more heavily armored however, and in place of weapons mounts on its sides, the ‘jack  sports two shields which can rotate and pivot on short, stubby piston arms. These shields count as part of the ‘jacks natural armor bonus, but when deployed, they twist, shift forward, and lock into place that form a slanted, single piece of armor. In this position, peripheral vision is at a minimum since only a set of notches in the shield’s edge offers enough space to lock around the barrel of the weapon and for the ‘jack to see through, so it has been designed to only deploy its shields when anchored firmly to the ground.

The Overseer is best suited to over-watch missions where it can bunker itself in a prime position, or when a forward position has been taken and needs to be secured. The Cygnaran military has shown particular interest in this design, since it’s tactics reflect that of Trencher Chain Gun crews, require less manpower to operate, and has the option of quickly advancing to a stronger position, or bugging out on its own when a retreat order is issued.

Name: Leadarms Overseer

Height/Weight: 4’11”/ 1.75 tons

Armament: Ghordson Repeater

Initial Service Date: Recent

Hit Dice: 12d10 + 20 (medium construct)

Hit Points: 86

Init: +2

Speed 20 (Base 25, +5 Enhancement, -10 Armor)

AC: 27/29 (+ 10 Armor, +5 Enhancement, +2 Dex/+4 Shield Deploy )

Base Attack Bonus: 10/5

Melee Attack Bonus: -

Ranged Attack Bonus: 12/7

Base Attack Damage: Slam 1d6+2

Space/Reach: 5ft x 5ft (5ft reach)

Saving Throws: Fort 4, Reflex 6,Will 4

Abilities: Str 15  (+14 Base, +1 Enhance) Dex 14 ( +13 Base, +1 Enhance)

Cortex: Aurum Equivalent Dwarven Cortex

Build DC: 35

Construction Time: 15 weeks

Price: 6,000 gp (Chasis) 3,425 gp (Enhancements) 1,500gp (Repeater) 2,600 (Overseer Mode) 22,000 gp (Aurum grade Cortex), 553 Exp (not including Cortex)

Special Attacks: Strafe (Weapon), Overseer Mode

Special Qualities: Mechanical Contruct Traits, Steamjack traits, Damage reduction 10/ Serricsteel, Darkvision 60 feet, lowlight vision

Challenge Rating: 10

Ghordson Repeater-

  • Damage- 2d6 +2
  • Crit- x3
  • Range- 120ft
  • Reload- Automatic
  • Capacity- 30 round drum
  • Ammo: Serric Slugs (Sabot), 150gp per round/ Lead Slugs (Sabot), 100 per round
  • Special: Strafe (Weapon), as per Trencher Chain Gun rules

Overseer Mode- Due to the transforming capabilities of this ‘Jack, the Overseer excels in static defense. While in Normal Mode, the ‘jack may move, fire, and make Strafe (Weapon) attacks, but at a -4 attack penalty. When stationary, the ‘jack may choose to change into Overseer Mode, where the ‘jack anchors it’s legs into the ground, lowers itself completely, and shifts it’s side shields forward into a locked position, essentially turning the ‘jack into a armored fixed turret. In this mode, the ‘jack takes no penalties to ranged attacks, receives a +2 Aim bonus to single ranged attacks, a +4 to AC, and a +4 Stability bonus. Changing from either mode takes a Full Round Action, and the AC bonus only applies to attacks in its front arc.  Also, because of the limited view the Overseer has while in this mode, the number of targets from Strafe (Weapon) attacks can only be made to half the ‘jack’s base attack bonus.

Article #569 by AnimaRaptor on August 25, 2010 @ 03:30 PM

This article is categorically filed under Mechanika

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Rhulic Warjack: Leadarms Escort

The dwarves of Rhul pride themselves in the versatility of their machines; this can be seen every time a Ghordson Driller takes a tool meant for mining ore and makes a mangled wreck out of the interior of an enemy warjack. Even the original design of the speedy Grundback Gunners and Blasters were based off a chassis meant for delivering messages through dwarven mining tunnels. So when the traveling convoys of war merchants needed a way to defend themselves from bandits and patrolling Winterguard, the need for a tough, efficient, and a mobile defense platform arose.

At first glance, the Leadarms Escort carries a similar build to its Runner-style cousins. One of it’s biggest design differences is a swivel locomotion system that mounts its reverse jointed legs into a ‘waist’ instead of directly into the body of the ‘jack. This allows its upper body to swivel a full 360 degrees and still maintain a full and stable range of movement. As well as a larger boiler to add to the Escort’s impressive maneuverability, the ‘jack is outfitted with two weapon mounts flanking its sides instead of one on top, doubling its potential firepower.

Usually deployed in pairs, the Escort truly shines when assigned to traveling convoys and caravans. Placed in flanking positions, the ‘jacks can keep up with the fleeing merchants and still engage targets while moving, even being able to shoot backwards as it runs.

Name: Leadarms Escort

Height/Weight: 4’11”/ 1.43  tons

Armament: Slug Cannon x2

Initial Service Date: Recent

Hit Dice: 10d10 + 20 (medium construct)

Hit Points: 75

Init: +4

Speed 30 (Base 25, +5 Enhancement)

AC: 25 (+ 10 Armor, +1 Enhancement, +4 Dex )

Base Attack Bonus: 8/3

Melee Attack Bonus: -

Ranged Attack Bonus: 12/7

Base Attack Damage: Slam 1d6+2

Space/Reach: 5ft x 5ft (5ft reach)

Saving Throws: Fort 3, Reflex 7,Will 3

Abilities: Str 15 (+14 Base, +1 Enhance) Dex 18 (+13 Base, +5 Enhance)

Cortex: Aurum Equivalent Dwarven Cortex

Build DC: 33

Construction Time: 14 weeks

Price: 5,000 gp (Chasis) 6125 gp (Enhancements) 2000gp (Slug Cannons) 22,000 gp (Aurum grade Cortex), 525 Exp (not including Cortex)

Special Attacks: Strafe (Shot on the Run), 360 Degree Attack Radius

Special Qualities: Mechanical Contruct Traits, Steamjack traits, Damage reduction 10/ Serricsteel, Darkvision 60 feet, lowlight vision

Challenge Rating: 9

Slug Cannons-

  • Damage: 2d8+2
  • Crit: 19-20 x 3
  • Range: 200ft
  • Reload: Move Action
  • Capacity: 12 rounds
  • Ammo: Serric Slugs (Sabot), 190gp per round/ Lead Slugs (Sabot), 140 per round

Strafe (Shot on the Run)- Due to the swivel waist design of the Escort, this ‘Jack has the ability to move and attack as if it had the feat Shot on the Run, as well as attack in any direction and fire at any enemy within range. Moving side to side or backwards on even and level terrain while firing incurs no penalties, but the ‘Jack must pass a Reflex save when moving through rough terrain, no matter what speed, or fall prone.

Article #567 by AnimaRaptor on August 25, 2010 @ 12:29 PM

This article is categorically filed under Mechanika

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Engines East Pneumatic Crossbow

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

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

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

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

Exotic Weapon Pneumatic Crossbow:-

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

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

This article is categorically filed under Mundane

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The Voltaic Grenade

Designed by the Cygnaran military to offer the electric might of lightening to any blue-clad soldier on the battlefield, The Voltaric Grenade is an experimental, costly, yet extremely potent weapon.

The origins of this weapon started when Trencher units demanded a weapon that could be used to clear out enemy entrenched or fortified defenses properly, but not rely so heavily on the unbiased destruction that fragmentation grenades could only offer. Because electricity usually only targets living enemies, their weapons, and whatever other nasty mechanical tricks they may have brought with them, while usually keeping their fortifications intact, Ironheads began working on a delivery system which could fill an enclosed space and deliver the electric goods.

It wasn’t until a freak accident involving a broken jar of iron shavings and a loose accumulator literally sparked the tech necessary for the weapon delivery system. When the jar of shavings fell, it released a cloud of superfine, yet positively charged particles capable of conducting electricity, and when the loose accumulator arced its charge, the entire cloud of iron turned into a crackling and arcing plume of bolts and static. Once the basic principle of this phenomenon was discovered, it was only a matter of time until a workable device was created.

The Voltaric Grenade consists of a modified grenade housing with three main components: Fine iron shavings, a small charge of blasting powder or alchemical true air, and a small sized accumulator. The grenade is primed and thrown as usual, but instead of disintegrating and sending shrapnel in a deadly radius, the housing is drilled with a pattern of holes that, when detonated, sends a plume of iron shavings into the air. A moment later, the accumulator releases all of its energy at once, and combined with the conductivity of the cloud, becomes a crackling storm of electrical mayhem. Due to the nature of the cloud, the charge lingers for a moment until all of the shavings settle and grounds itself. Unlike most grenades, this weapon can be reused as long as a Craft (Demo) check (DC13) is made every use to clean the weapon and make sure it’s timing mechanism is functional.

Stats: Voltaric Grenade

  • Damage- 5d6 Electrical (1d6 per accumulator charge)
  • Range Increment- 10ft
  • Crit- x2
  • Radius- 10ft
  • Cost- 300 gp (50gp for grenade housing and iron shavings, 250gp for light accumulator)
  • Creation- Craft (Demo) & Craft (Mechanika) DC (29)

Special- Once thrown, the weapon discharges a cloud of iron dust and ignites. On a successful Reflex Save (DC16), targets take half damage. After one Full Round Action, a secondary attack (Damage 2d6) is made to any targets still in the area (Reflex Save for half). Under strong winds, rain, or any other effect that would disrupt the expansion of the iron cloud, this weapon only deals 2d6 electrical damage (Reflex negates), and there is no secondary attack.

*Note- This weapon follows all the rules of normal grenades, including failure checks, as well as failure checks for damaged accumulators. This also includes weakness to Dispel attacks or any other means of draining the accumulator’s energy.

Article #542 by AnimaRaptor on August 17, 2010 @ 11:39 PM

This article is categorically filed under Mechanika

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Aaks Atmospheric Atomizer

When out in the field keeping your mechstuff rust free and your powder dry is near impossible, fear no more with this marvelous and dandy number straight from the ingenious* hands of The Rigs gobbers to your head. Utilizing the principal of negative ionization, or more likely a great deal of trial and error, this device projects a small but potent bubble of static energy which repels moisture. Not only that, but it has the handy added extra of re-styling your hair in the latest Caspian fashion when removed, never have to worry about hair wax again! In appearance it looks to be just  a stovepipe hat coiled in cables and with a large induction belt buckled around it. The belt buckle itself being a flat housing unit for a tiny stormchamber. But dont be fooled friends, the glowing blue light emanating from the chamber makes the power source both obvious and stylish, lending the whole affair a jaunty cast indeed. As long as the stormchamber is attached to its socket and the mechanika is functional, rainwater and surface moisture is repelled in a 5ft radius from the hat, making the wearer able to remain bone dry even if its raining cats’n'dogs (much to his companions annoyance). There has been some speculation as to how much water a larger stormchamber could repel if linked up to this simple device. Coincidentally there has also been a number of submarine explosions in the bays around the Five Fingers in the last few months. Conclusions vary.

*see also: grasping, grubby, on fire

Item Cost Weight
Power
stormchamber, light 500gp 1lb.
Socket
trickle socket 200gp 0lb.
Projector
induction coil 1000gp 1lb.
induction belt 300gp 2lb.
hat, stovepipe
2gp 0lb.
Total 2002gp 4lb.

[disclaimer: aak doent take no responsibility for blokes 'eads catchin fire, s'ploding, gettin all messed up, flying off, turnin blue, gettin religion or otherwise boggled. Try not ta use round children or delicate explosives, cus 'oo wants kids messin 'round with their explosives right guv?]

Article #529 by TT on August 15, 2010 @ 01:31 PM

This article is categorically filed under Mechanika

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Rhulic Warjack: Leadarms Blitzer

As the human nations of the Iron Kingdoms wage war on each other, the dwarves of Rhul watch with amusement as they sit high and dry, away from all the bloodshed and death. This doesn’t mean, however, that they watch with total indifference, and with the continent’s largest military superpowers, Cygnar and Khador requesting mercenary assistance more frequently, the business of war is booming. And although the utilitarian Rhulic ‘Jacks fielded today can very well wreck havoc on their own, the need for battlefield specific ‘Jacks is being recognized.

Que the Leadarms Blitzer, Rhul’s newest answer to Warjacks for hire. The polar opposite of the Ghordson Avalancher  in function, this new ‘Jack features a secondary boiler for increasing performance, and focuses on unrelenting melee offense and short range grenade launchers to break past lines of infantry while  turning enemy ‘Jacks into perforated shells of scrap.

Name: Leadarms Blitzer

Height/Weight: 7’2”/ 8 tons

Armament: Pile Driver x 2, Thumper x 2

Initial Service Date: Recent

Hit Dice: 20d10+30 (Rugged Mechanica: =2 HP per die and +2 AC)

Hit Points: 160

Base Init: -1

Base Speed: 20 (Base 20, Power plant +10,  Armor -10)

AC: 25 (Base 20, Size -1, Dex -1, Enhancement +5, Rugged +2)

Base Attack Bonus: 15/10/5

Melee Attack Bonus: 29/24/ 19

Base Attack Damage: Slam 1d10+14

Space/Reach: 10ft by 10ft (10 foot reach)

Saving Throws: Fort 6, Reflex 5,Will 6

Abilities: Str 38 (Base 30, Enhance +5, Power Plant +3), Dex 9

Cortex: Arcanum Equivalent Dwarven Cortex

Build DC: 35

Construction Time: 27 weeks

Price: 15,000 gp (Chassis) 9,500 gp (Enhancements) 1000 gp (Secondary Boiler Rig) 4000 gp (Pile Drivers)  4000 (Thumpers) 30,000 gp (Arcanum grade Cortex), 1330 Exp (not including Cortex)

Special: Critical Gore, Critical Steam Bleed, Steam Charge Boiler

Special Qualities: Mechanical Construct Traits, Steamjack traits, Damage reduction 10/ Serricsteel, Darkvision 60 feet, Lowlight vision

Challenge Rating: 15

Secondary Furnace-

As there are many more ‘Jack Marshals then Warcasters in Rhul, the Blitzer utilizes a second boiler and a reserve compression tank that generates steam to be stored and used to enhance its speed and attacks. This means that even an ordinary Marshal may increase the effectiveness of the ‘Jack without needing to use focus. Instead of relying on a Wacaster’s arcane abilities, this secondary system creates “Charges” of steam, which can be assigned to one of three systems linked to the compression tank via thick, armored hoses and cowlings. Statistically, when the ‘Jack’s secondary boiler is at full steam, 2 Charges of steam are created per round. These charges must be divided symmetrically between either of these three systems one at a time, so essentially, each weapon or ability system gains 1 Charge per round, and that system continues to receive charges until used. Two separate systems may not be Charged at the same time, nor can one single system be allocated more then 1 Charge at a time.  Examples of these enhancements proceed as follows:

Steam Piles- Mounted one on each arm of the ‘Jack, these pneumatic tempered steel spikes are used to punch and impale hardened targets.

  • Size- Large
  • Damage- 2d8 +2
  • Type- Peircing
  • Critical- 19-20 x3
  • Critical Gore: After a critical hit on a living creature, the target must make a DC18 Fort save. If failed, the target suffers ongoing 1d8 bleeding damage (DC 18 heal check).
  • Critical Steam Bleed: After a critical hit on a Warjack, the target must make a DC18 Fort Save. If failed, the target suffers a cumulative -1 penalty to all Strength based checks.  (DC 18 Craft Mechanika).
  • Charges: Once per round, 2 Charges may be allocated to the Steam Piles, increasing each weapon’s damage by 1d8 +1. This can be done 3 times, for a maximum total of 5d8 +5 for one round.

Steam Thumpers- Mounted behind the shoulders of the ‘Jack, these grenade launchers are essentially wide bore Grundback Gunner-styled weapons that use a drum magazine to reload the weapon. They are light, stout, and can use a variety of ammunitions, although smoke and concussion grenades are most commonly used to disorient the enemy and aid its charge to attack harder targets.

  • Size- Medium
  • Range- 20ft
  • Damage- As per Grenade
  • Crit-x3
  • Reload- Full Round Action
  • Capacity-3+1
  • Charges: Once per round, 2 Charges may be allocated to the Thumpers, increasing the weapon’s range by 10 ft. This can be done 3 times to a maximum range of 50ft for one round.

Steam Burst: What was once a spell reserved for Arcane Mechanics and Wizards can now be mechanically augmented,  thanks to the ‘Jack’s secondary boiler. Once per round, 2 Charges may be allocated to a reserve compression tank that links directly into the ‘Jack’s chassis, which can be used to increase several of its abilities at once. These Charges give the Blitzer a cumulative +5ft speed, +2 Strength and Dexterity, and a +2 damage to Slam attacks for one round. This can be done 3 times, for a maximum, single round burst of +15ft Spd, +6 Str/Dex, and +6 Dam.

Although this application in ‘jack technology is significant, there are risks to using it. For each pair of Charges allocated to the weapons or chassis system, there is a 10% chance of an overpressure failure (Max 30%). This check must be rolled every time Charges are used, and return back to 0% when a weapon or system is successfully activated. If a fail is confirmed, roll a d20 and refer to the table below:

  • Roll 1-4: Slight Delay-  -1 Init For 1 Round
  • Roll 3-6: Minor Steam Bleed- Attack and Damage Suffer -1 Penalty
  • Roll 7-8: What The…?- Roll a 1d6. 1-2 Activates Steam Piles, 3-4 Activates Thumpers, 5-6 Activates Steam Burst
  • Roll 9-10: Moderate Steam Bleed- Attack  Suffers -2 and Damage suffers -1d8 (Piles), Range suffers -5ft, (Thumpers), or halve Enhancement Bonus (Burst)
  • Roll 11: Noticeable Delay- -3 Init for 3 Rounds
  • Roll 12-13: Seriously?- All Systems Activate at once; Piles strike nearest target at -10 Attack, Thumpers fire at max range (Roll Deviation), then the Blitzer charges forward 20ft. Treat this last effect as per the spell Scramble.
  • Roll 14-15: Uncoupled Pressure Valve- 1 hose connecting a weapon system disconnects (Roll 1d4, 1-2 left side, 3-4 right side), and that weapon system is now not functional. In the case of Steam Burst, this ability cannot be used.
  • Roll 16-18: Major Steam Bleed- All enhancements placed upon a system are lost, and all effects of normal use are halved.
  • Roll 19: Roll twice. Suffer 2 Failures
  • Roll 20: Catastrophic Failure- The Secondary Boiler explodes, dealing 1d10 damage per stored charge, weapon systems cannot be used, and the Blitzer is Stalled.

Any attempt to fix a failure involves a Craft (Steam Engine) or Craft (Mechanica) check equal to DC 20 + the 1d20 of the failure, and takes half the roll to in minutes to fix with proper tools. This does not apply to a natural roll of 20. Bodging a system failure is still applicable.

Article #521 by AnimaRaptor on August 14, 2010 @ 11:44 PM

This article is categorically filed under Mechanika

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Steam Armor: Arcwrights Alchemical Arbitrator

This oddly stripped down suit of steam armor has a rather grisly history behind its current schematics. The design was first seen in use by a mercenary group working out Llaelese territory in 603 AR. The group was mainly comprised of rejects from other more successful mercenary groups, those drummed out for laziness, ill discipline and in some cases severe psychotic breaks. The mercs were finally decimated and disbanded 3 years later during the final push by Khador into Llael, it was then uncovered that the group had been employing prisoners as enslaved shock troops. Fitted into a form of steam armor and pumped full of alchemicals, these men would achieve superhuman strength and speed at the cost of deteriorating physical condition and mental health.

After the interrogation of one of the mercenary commanders was leaked, it became apparent that this device had first been created by a well meaning mechanik and alchemist named Boris ‘Badger’ Arcwright. It was designed to make the less stable individuals in the group more pliable and useful in combat. The suits each had a simple cerebral matrix built into them, which would lock up the entire armor on a recognised voice command preventing the wearer from turning on his comrades. It was only later that alchemicals were introduced into the system, and dangerous narcotics filtered into the users daily regime to make them both dependant and obedient. If the users weren’t psychotic when they went into the suits, the daily doses of powerful arcane stimulants and mind altering drugs soon made it hard to tell. A few even started developing dangerous mutations and odd warping effects from their repeated exposure.

This improved version has thankfully been altered from its original murderous design, but the principals remain the same. The suit itself lacks the heavy armor plating and fortification of normal light steam armor, instead focusing on augmenting the users speed and strength. The key to the suits abilities lies in the large cylindrical tank affixed to the back of the suits torso section, and the mechanikal filtration mask that replaces the suits helm. The tank splits open when the lock is disengaged to reveal the steam engine of the armor has been plumbed into a complex pumping and filtration system. There are 6 pressurized tanks in circular group in the upper section of the tank, which run into a selective valve system built around a small cerebral matrix. Vulcanized rubber tubing runs along and under the armors back-plate and over the shoulders to meet with the lower half of the filtration mask.

The matrix is trained to throw a series of valves in the engine when it hears the wearer give a numbered command word, usually ‘activate 1-6′. This releases a steady supply of the pressurized mix in the tank into an arcane atomizer, powered by the roiling energy of a standard accumulator furnace. The resulting gaseous mix is pumped into the sealed mask imbuing the wearer with the effects of the contained alchemical or potion. This whole process takes only a swift action. Each tank can contain enough of a alchemical or potion for 3 uses before it is empty, but must be refilled under the pressure of a hand pump or more advanced mechanism with a Craft: Alchemy check [DC14]. Anything corrosive to the metal tanks, or unable to be effective via ingestion/inhalation has no effect save ruining the engine or asphyxiating the user. A tank can also contain 3min worth of air supply but have to be activated as a standard action, due to the necessity of routing it past the atomizer.

The tank itself is armored enough not to worry about the tanks rupturing accidentally, but deliberate attacks which can bypass the DR and hardness on the tank could cause such an event. In which case roll 1d6 to determine which container ruptures. If the tubing is somehow pierced, melted or cut, the armors special ability can no longer function. The filtration mask can be unsealed as a standard action which provokes an attack of opportunity. The armor has all the airtight properties of the more common aquatic adaptation rig, but lacks the buoyancy effects. Meaning that as long as one of the containers in the tank has an air supply, the steam engine can run even if submerged. Two tanks must be active for submergence to be viable, one for the user to breath and one for the engine.

Exotic Armor – Light Steam Armor:

  • AC – 14
  • DR – -2/serricsteel
  • Spell Failure – 100%
  • Armor Check - -2
  • HP - 20
  • Speed - 30ft
  • Strength – 23
  • Cost – 16500gp
  • Weight - 120lb.
  • Activation - 15min
  • Special – Alchemical Adaptation Engine [can contain 6 beneficial alchemical liquids or arcane potions, with 3 uses of each stored. Activating and in-biding from the device is a swift action.]
Item Cost Weight
Chassis
stripped down
5000gp 100lb.
Powerplant
performance 1500gp 10%
Rigs
alchemical adaptation 10000gp 10lb.
Total 16500gp* 120lb.

*not including ‘chemicals or fuel.

Item Cost Weight
AA Engine
pressure tanks 1200gp 6lb.
alchemical atomizer
4800gp 1lb.
cerebral selector
500gp 2lb.
‘chemical pump
3300gp 2lb.
vulcanized tubing
200gp 1lb.
Total 10000gp 10lb.


Optional Rule ‘Toxic’:-
using even the improved suit over a long period is hazardous to the users health. The suits alchemical functions can be used ‘safely’ over a number of days equal to the users constitution bonus. Removing the suit for an equal number of days or receiving a restoration type spell removes the build up of dangerous chemicals in the users bloodstream. If the user exceeds the critical number of days they must make a Fortitude Save [DC 10 + number of days active] every day they continue to use the suit. A successful save means the user only takes 1d4 points of intelligence and wisdom damage at the end of the day. A failed save results in the user taking 1d6 points of intelligence and wisdom drain, and permanently gaining the acidic ‘Arcane-Blood’ template from Dragon Magazine #350. After this terrible degeneration the user becomes inured to the toxic effects of the rig and the penalties no longer apply.

Article #485 by TT on August 03, 2010 @ 09:37 AM

This article is categorically filed under Alchemical, Mechanika

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Servitor: Gunner

An advanced servitor constructed only by top end mechaniks and mechanist’s, this lumbering metal man is armored against attack and fitted with high grade sprockets and coils to increase its manual dexterity. Its large cranial plate houses a coordinated set of four matrices, linked into a rats nest of other calculating engines and complex gear works. While this makes the servitor at least as intelligent as a fairly stupid human, its lack of instinct and need to communicate between intelligences makes it slow to react to situations. Its intelligence is at a level where it can learn not only basic combat techniques, but also ranged weaponry. This model can rapidly discriminate between those designated friends and those performing hostile actions, and target the former effectively over short ranges. It can also recall traveled routes and locations, and vocalize a limited but effective vocabulary. Its hardwired skillbox and recorder allows it to use the skill Craft: small arms (note the skill recorder requires the servitor to have watched someone perform the relevant skill check successfully to give the +5 bonus). It has an overall +7 to the skill when applying the servitors penalty to intelligence and the basic 4 ranks from the skillbox.

Item Cost Weight
Chassis
Medium, manikin 400gp 120lb.
Engine
Clock-Coil Engine 175gp -lb.
Matrix
Cerebral Matrices
1000gp 8lb.
Conduiting 4000gp 4lb.
Discriminator 700gp 1lb.
Vocalizer 400gp 2lb.
Navigator 100gp 1lb.
Targeter
640gp 1lb.
Ranger
250gp 1lb.
Skillbox: small arms 1000gp 1lb.
Skill Recorder
1000gp 1lb.
Enhancements
Fortification 1 10% 5lb.
Fortification 2 10% 5lb.
Physical Augment 50% 20lb.
Total 16431gp* 170lb.

*not including accumulators or fuel.

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. This weapon is plumbed into the servitors own boiler, and while charging the chamber the servitor may not move.
  • Weight: 15lb.
  • 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. Each attack is at the users highest bonus, but each attacks suffers a cumulative -2 for every additional attack.]
  • Upgrades –  Advanced Compressor (12 shots worth of pressure per round) & Split Tanks (can store only 2 rounds worth of pressure, can continue to charge pressure while firing)

Medium Mechanikal Construct (Servitor): CR 3; HD 1d10+20, hp 25; Init -2; Spd 20 ft.; AC 16 , touch 12, flat-footed 14; Base Atk +3, Grp +5; Atk Pressure Repeater +2 ranged (2d6 x3 piercing); Full Atk  Spray [see weapon]; SA –; SQ Darkvision 60 feet, 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.

Article #458 by TT on August 02, 2010 @ 04:58 AM

This article is categorically filed under Mechanika

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Servitor: Armsman

A hefty mechaniks bodyguard, this servitor is bulked up with additional armored plates and stronger hydraulics. It also sports three linked matrix brains which gives it enough smarts to be trained in basic combat techniques, but slows its initial reactions. While it is a clumsy and unsophisticated combatant, it makes up for it in shear tenacity and strength. It also has additional functions plumed into its matrices, including the ability to announce a few simple terms and acknowledgments in a grating metallic tone. A navigation recorder which gives it the means to store traveled paths and remember its way back to locations, and finally an integrated discriminator which can designate friendly, hostile or neutral combatants within a certain margin of error.

Item Cost Weight
Chassis
Medium, manikin 400gp 120lb.
Engine
Clock-Coil Engine 175gp -lb.
Matrix
Cerebral Matrices
750gp 6lb.
Conduiting 3000gp 3lb.
Discriminator 700gp 1lb.
Vocalizer 400gp 2lb.
Navigator 100gp 1lb.
Enhancements
Fortification 1 10% 5lb.
Fortification 2 10% 5lb.
Physical Augment 50% 20lb.
Total 9393gp* 157lb.

*not including accumulators or fuel.

Medium Mechanikal Construct (Servitor): CR 3; HD 1d10+20, hp 25; Init -3; Spd 20 ft.; AC 14 , touch 10, flat-footed 14; Base Atk +3, Grp +7; Atk Greatsword, cleft +8 melee (2d6+5 18-20 x2 slashing); Full Atk 1 Greatsword, cleft +6 melee (2d6+5 18-20 x2 slashing); SA –; SQ Darkvision 60 feet, Mechanikal Construct traits, Servitor traits; AL neutral; SV Fort +0, Ref -3, Will +0; Str 18, Dex 10, Con –, Int 6, Wis 10, Cha 1.

Article #444 by TT on August 01, 2010 @ 07:33 AM

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Critical Hits, Called Shots and Mechanikal Constructs

The basic template for a Mechanikal Construct states that it is not subject to critical hits. However mechanikal constructs are not simply shells of material animated by magic like Golems. Such constructs suffer no ill effects from being hit in ‘critical areas’, indeed they don’t possess anything critical to their survival that can be damaged. Only taking them to pieces is sufficient to destroy them because the magic is uniform and only effected by powerful dispelling. Mechnikal Constructs however, require a number of critical components located in various body compartments to function correctly. So it makes a certain sense that they should be subject to critical hits from weapons, powers and magic capable of seriously damaging something made of solid metal in one hit. Including:-

  • attacks that bypass hardness <vital parts getting stabbed, disintegrated, blown up and carved off>
  • demolish special ability <messing with the mechbits gives ‘jacks a headache>
  • powerful firearms <can damage the cortex or puncture the boiler, even blow off an arm or leg>

From steamjacks to servitors, most mechanical constructs would have the following basic points of weakness if anyone is using a different system of critical hits, or called shots:-

  1. Leg Hydraulics [reduces = dexterity - speed] <slashing>
  2. Arm Hydraulics [reduces = strength - attack] <slashing>
  3. Boiler [reduces = speed - strength - attack] <piercing>
  4. Sensory Devices [blinds or deafens] <bludgeoning>
  5. Cortex / Matrix [shuts down] <piercing>

However the Mechanikal Construct Malfunction Damage table covers most of these, and if a construct is subject to critical hits, the 50 damage threshold is a far more reachable target for high end weapons and spells.

Article #435 by TT on July 31, 2010 @ 05:01 PM

This article is categorically filed under House Rules

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