Meta Navigation

  • Register
  • Log in
  • XHTML
  • CSS

Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Sunday, May 20, 2012 ~ 11:16 am * PST


Main Navigation

  • About the Union
  • All Posts Index

Steam Armor: Krieger Suppression Suit

Exotic Armor – Light Steam Armor:

  • AC – 19
  • DR – -5/serricsteel
  • Spell Failure – 100%
  • Armor Check - -5
  • HP - 40
  • Speed - 30ft
  • Strength – 23
  • Cost – 44200gp
  • Weight - 466lb.
  • Activation - 15min
  • Special –
  1. detainment device [1d4+2 | x2 | piercing | str 25 | built into left arm, can still use hand to manipulate objects]
  2. steam shears [2d6+6 | x3 | slashing | built into right arm, cannot use hand to manipulate objects]*
  3. cloud venting [obscuring mist | 20ft radius | 5 rounds]
  4. anchoring [+5 vs bull rush, trip, overrun]
  5. mist-piercer lenses [can see through mist or cloud effects up to 100ft]

*alternate rule: slow squeeze [as a full round action steam shears can perform a single attack which provokes an AOO, but ignores the first 5 points of an objects hardness.]

Item Cost Weight
Chassis
light 8000gp 300lb.
plating 250gp 21lb.
anchoring 3000gp 0lb.
Powerplant
superheavy 3500gp 90lb.
Rigs
cloud venting 800gp 4lb.
anti’jack DD 25950gp 35lb.
steam shears 200gp 15lb.
Misc
mist-piercer helm
2500gp 1lb.
Total 44200gp* 466lb

*not including accumulators or fuel.

Article #414 by TT on July 27, 2010 @ 05:25 AM

This article is categorically filed under Mechanika

2 Comments »

Expanded Cerebral Matrices

The basic nature of  a non-cyriss cerebral matrix is perfectly understandable given that cortex’s have to be so large to achieve any great deal of sentience. But considering the increase in intelligence displayed by servitor swarms in the Liber Mechanika, there should be some way of enhancing how smart you can make a servitor or matrix run device.

The first idea for a ruling was that you could conduit together up to four cerebral matrices in series, each having an int of 2 combining to a max int of 8. Which is an improvement, but still puts it below the power of a cyriss swarm or the most powerful cortex’s. Balancing this with the advance in cortex technology is that the ‘thinking’ of such a device is effectively by committee. So its reactions are far slower than a steamjack of similar intelligence, making it more ponderous and robotic overall. (minus to initiative & reflex saves equal to number of matrices conduited, cannot perform swift or immediate actions.)

Conduiting two Cerebral Matrices: 2000gp

Conduiting three Cerebral Matrices: 3000gp

Conduiting four Cerebral Matrices: 4000gp

The second plan was to expand on the Task Plate idea that privateer press sort of left hanging, aka introducing devices you added on to a cerebral matrix to give it additional capabilities at additional weight and cost. The Dragonmech books provided a large resource of ideas for these sorts of devices, (as well as some interesting ones for mechanika, but that’s another story). So these act as small additional mechanika that you can conduit onto a matrix, the actual info for each can be found in the Dragonmech book ‘Steam Warriors‘. Cyriss Tech additions require the Feat to make and install into a matrix. Voltaic Tech items require an electrical power source, most likely from a stormchamber. All additions require the ‘Craft: Cerebral Matrix’ feat to create and install.

Bloodhound: 350gp | 4 lb. [A bloodhound allows the device to detect scents. Range of detection is 30ft, double if the scent's source is upwind or half if it is downwind. Strong scents can be detected at twice the normal range, and overwhelming scents at triple range. A bloodhound can only sense the general direction of a source except when within 5ft, at which point it can be more specific.] <cyriss tech>

Discriminator: 350gp | 4 lb. [A discriminator is a heavy metal orb containing a tightly packed series of adjustable fluid-logic valves that can hold information about people and creatures. The most common model will use this information to discriminate friend from foe and react accordingly. Each additional person above the creator to be designated a friend must be taught with a jack handling check and cannot exceed the devices intelligence.]

Identifier: 500gp+ | 10 lb. [An identifier can ID almost any natural, nonmagical substance placed within its analyser tray. It can break down foods and poisons to their component ingredients and point out the source of a particular flavor or toxin. It acts as if it has 20 ranks in the relevant Knowledge skill to identify the substance, the sample is destroyed during identification. Building an identifier requires a full six months of work, and an endless variety of natural samples, as each new sample requires a jack handling check. An identifier can only ID a material it has processed this way.] <cyriss tech>

Metal Ear: 35gp | 4 lb. [The metal ear is an artificial listening device that can hear about as well as a normal human ear, and transmit those vibrations to a connected device.]

Navigator: 50gp | 2 lb. [The navigator is a small box of clockwork drums that can detect and keep track of distances moved and turns taken. It will 'remeber' any path it travels up to two miles. A single navigator can store any number of paths at a time, provided to total distance is not more than two miles. Navigators can be stacked to increase this distance. A navigator combined with an automated quill could produce maps on paper for example.] <cyriss tech>

Noisemaker: 300gp | 3lb. [A noisemaker is a wax cylinder conduited to a small ionic coil and paper cone arrangement. It can be used to record and replay noises it receives from a connected device.] <voltaic tech>

Optical Orb: 275gp | 2 lb. [A small glass eyeball or optical tube which can perceive the world around it and revolve to follow moving objects. The images are transmitted to a connected device. While it can see in colour like the human eye, it only has hardness 3 and 3 hit points, and can be easily shattered.]

Randomizer: 50gp | 1 lb. [The randomizer is a small attachment that causes one aspect of the device to be completely randomized. Elements of a device that can be randomized include but are not limited to: damage, range, direction, attack type and target. Once installed the function that is randomized cannot be changed without adding a new randomizer, however a successful Craft: Mechanika check (DC 15) can reprogram the drums to a different form of random decision.] <cyriss tech>

Ranger: 240gp [A collection of incremetal measuring slides fitted on bearings within a short barrel, the ranger acts like a small adjustable sight. Devices fitted with a ranger gain a +1 bonus to ranged attacks beyond 30ft. Multipal rangers do not stack.]

Scanner: 800gp | 20 lb. [A flat boxlike device, the scanner can detect a specific material within 100ft that has been used it its creation (minimum of 100 samples). The scanner translates the location and distance to the material to a connected device and can make a rough estimate of the quantity present. Scanners designated material cannot be changed once it is constructed. Scanners cannot be set to detect non-physical properties.] <cyriss tech>

Skill Box: 200gp+ | 1 lb. [A complex device the skill box contains multiple drums and valve arrangements that allows a specific set of coordinated movements to be recorded and stored, allowing the connected device to use a physical skill. The builder of the skill box must have at least 8 ranks in the skill to be put into the skill box. The device with a skillbox installed is considered to have 4 ranks in the skill. Multiple skill boxes of the same skill cannot be installed to provide a greater bonus. ] <cyriss tech>

Skill Recorder: 500gp | 2 lb. [This steel drum contains a tightly wrapped spool of metal sheeting that contains information punched into its surface. As a standard action, the device can provide a +5 circumstance bonus to a skill check. Each recorder is good for one skill only, only physical skills can be recorded in this manner and a device incapable of putting the skill into practice gains no benefit from this bonus.] <cyriss tech>

Targeter: 320gp | 1 lb. [A targeter is a complex arrangement of crystal tubes and processing drums which automatically acquires a target for a ranged weapon connected to the device. By itself a targeter always aims for the nearest living creature, whether friend of foe. Combined with a discriminator it will aim at the nearest hostile instead. Combined further with a scanner it can automatically pick out certain types of target. This device removes the penalties to attacks for using an unfamiliar or non-proficient weapon. The targeter cannot target anything the attached device cannot perceive.] <cyriss tech>

Timer: 30gp | 1 lb. [allows it to function at specific times or intervals.]

Trembler: 500gp | 1 lb. [A trembler allows a device to act as if it had tremorsense as long as it is in contact with the ground, or underwater.]

Trigger: 50gp | 1 lb. [A trigger allows the device to activate another device or a power when a specific set of conditions is arrived at, each trigger can only react to a single even. For example the device could be set to activate when there is motion within 10ft, if the temperature reaches a certain level, or when a door is opened.]

Vocalizer: 200gp | 10 lb. [Allows the device it is attached to to give primitive vocal feedback, its buzzing mechanical voice can only produce words, not inflections or emotions and must be taught its vocabulary with a jack handling check.] <voltaic tech>

<note: prices would vary up/down when translating across campaigns, creation of these would be craft mechanika, with craft wondrous item for certain bits and pieces, a matrix cannot have more additions than it has int points>

Article #400 by TT on July 24, 2010 @ 06:34 PM

This article is categorically filed under House Rules

No Comments »

Accumulator Overdrive Socket

Although the benefits of mechanika offer endless combinations of versatility to armor and weapons, the curiosity and innovation  of man demands that guns shoot louder, hammers smash harder, and that every ounce of arcane energy be squeezed out of arcanodynamic accumulators. And, as is also human nature, if the risks of harming another outweighs harming oneself, it’s obviously worth it. So, when young, ambitious arcane mechaniks proposed the idea of increasing the power output of rune plates with only a ‘slight’ chance of failure to equally young and ambitious adventurers, the plans turned to products faster then a Journeyman making off with an abandoned ‘Jack.

The Accumulator Overdrive Socket is a component that can be used both in armor and weapons, which increases a rune plate’s effective power by sending an increased flow of arcane energy from an accumulator. By modifying either a Charge, Trickle, or Hybrid accumulator socket to a secondary mechanical spell trigger, a shutter in the socket widens, which in turn allows a greater flow of energy to be sent through the rune plate. This means that the spell engraved in the plate, whether passive or aggressive, will instantly become more potent or damaging.

Statistically, when an Accumulator Overdrive Socket is activated, the amount of charges needed to power a spell is doubled, and in turn, the potency of the spell is increased by 50%. For instance, if a set of plate armor with a Resist Energy (Fire) Rune plate is fitted with a Reflective trigger, and the secondary trigger for  the Overdrive Socket is flipped, a fire based attack would increase the plate’s Fire Resistance from 5 to 8 (7.5 rounded up) at the cost of 6 charges of energy from the accumulator. Further, if a Flaming Long Rifle with a similar configuration (with an offensive trigger, of course) activated the Overdrive, the damage will increase to 1d6 + 1d3 for the cost of 2 charges per day. This increase in power output also increases DC checks of offensive spells according to the spell enhancement bonus (+2 enhancement = +2 DC).

It’s obvious, however, that if double the charge is needed to provide a 50% boost of power, then not all of that arcantrik energy is being properly put to use.  As a result of forcing that extra charge, some of the energy escapes as heat, some as harmless static, and but the majority of this extra energy creates a small disruptive wave of feedback that could potentially damage the accumulator. Whenever the Overdrive  Socket is used (Once per activation for immediate spells, and only once per immediate activation for passive spells), there is a cumulative 5% that the feedback will cause the accumulator to rupture, as per Pg 326 of the IK Player’s Handbook. This figure is based on the enhancement bonus of the spell, so an enhancement bonus of +5  will cause a feedback rupture of 25%.  This failure rate lowers as the unused energy is dissipated by a rate of 5% for every  full minute that that Overdrive Socket is deactivated, the accumulator runs out of energy, or that the accumulator is carefully removed with a Craft (Mechanika) check (DC20).

Costs:

Accumulator Overdrive Socket (Charge or Trickle): x3 Gp

Accumulator Overdrive Socket (Hybrid): x5 Gp

Secondary Mechanical Trigger: Varies per spell

Improvements-

Arcanodynamic Energy Insulators- This simple, structural  enhancement involves a series of layered, alchemicaly treated strips of steel that surround the accumulator. Not only does this add an extra layer of protection (AC +1, HP +2) to the delicate machinery, but when the feedback energy of the accumulator is released, that energy is absorbed and dissipated faster then the accumulator could release on its own. Decrease the recovery time of an overcharged accumulator by 1/2. Cost: 425 Gp

Article #394 by AnimaRaptor on July 23, 2010 @ 10:58 PM

This article is categorically filed under Mechanika

2 Comments »

CF’s ‘Jack Cracker Explosives

It is undeniable that the demand for serricsteel, both normal and quenched, are in high demand for anti-’jack purposes. Although many Rhulic smithies are thrilled at the increase of production and sales, Glenrock Copperfist brooded long and hard in his office, thinking about a cheaper, yet equally effective way to defeat ‘Jack plating. Although technically a failure, yet still one of his favorite inventions, the old weaponsmith would often be seen twirling his Masterkey Pistol between his fingers, and it was the fiery Incinerator charges for this weapon that inspired him to create what he would proudly call the ‘Jack Cracker Explosive Device.

The components of the weapon are deceivingly simple, yet the application and results can be devastatingly brilliant. Starting with what is essentially a heavily reinforced steel bucket or bell, this canister is filled with roughly an entire rifler’s pound of blasting powder, and nearly twice that amount of incendiary powder over it. The final layer is actually a concave plate of brass, secured in place by an iron ring. The rear part of the ‘bucket’ has a small hole drilled into it for a clockwork detonator, not unlike the kind found on grenades. When complete, the whole package looks nothing less then a giant, 10 pound grenade with a shiny bottom, but the results of this device are much more sinister then its appearance.

Essentially, the ‘Jack Cracker is a shaped explosive charge that turns a copper plate into a molten projectile capable of tearing through metal as if it were rice paper. When the detonator ignites the charge, all of the explosive force of the powder is focused in one direction. With all the force of the blast, and the heat of the incendiary powder focused at the copper, all of this energy turns the plate into a superheated bolt of slag that melts its way through just about any form of fabricated material.

Due to the unwieldy nature of the weapon, its application is best suited in defensive or premeditated tactics. In other words, this device can either be used as a mine with a pressure sensitive trigger, or as a bomb with a magnetic clamp that locks onto the frame of a machine.

‘Jack Cracker Stats:

Damage- 3d10 piercing / 3d10 fire

Range- 5ft (melee touch)

Critical- 18-20 x3

Special- Ignores all hardness

Mine Configuration: The ‘Jack Cracker must be placed into the ground and covered over with dirt, foliage, or other debris with a Craft (Nature, Geography, or Tactics) check, and every success of 2 over the DC carries over to the difficulty of it being spotted (minimum DC 10). This action takes at least 2 full rounds with a DC (16), and every extra round used to hide the device lessons the check by 2 (Minimum DC10). The fuse can then be attached to either a tripwire, a lever, or other pressure sensitive device needed for the enemy ‘Jack to activate. A Craft (Demo) DC (14) can be used to arm it, or a Craft (Mechanika) DC (16) can be used to arm it with 2 Standard actions. A rogue or similar class with the trap-finding ability can arm it with a Move action. When a ‘Jack trips the fuse, it is entitled to a Reflex Save (DC16) for half damage.

Saboteur Configuration: Instead of the device needing to be hidden with a pressure sensitive fuse, the Cracker is mounted to a steel frame with 4 magnetic cylinders. This process may be slightly noisy, as the strength of the magnets needed to hold the device solidly to the target may make a loud clang, which can be noticed with a Listen check of (DC10) in a 30 ft radius. A Strength or Dexterity check (DC16) used to carefully place the device onto its target may increase the Listen Check (DC12). Once secure, a trip wire or timer may be used to arm the weapon with the same checks or DC’s as above. If the device goes off while the ‘Jack is deactivated or unaware of the Cracker, this attack is considered an automatic critical hit with no save.

Costs-

Reinforced Steel Bucket/Cast Iron Bell: 1-10GP

16oz copper Plate: 50SP-2GP

Rifler’s Pound (Blasting Powder): 25GP

Incendiary Powder: 60GP

Clockwerk Detonator: 5GP

Saboteur Mounting Frame: 10GP

Total Cost: 102-113GP

Assembly: Craft (Demo) check (DC 24)

Article #371 by AnimaRaptor on July 22, 2010 @ 11:26 AM

This article is categorically filed under Alchemical, Mechanika

No Comments »

CF’s ‘Masterkey’ Pistol Kit

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

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

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

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

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

Statistics:

Masterkey Pistol-

Damage: 2d8 Fire

Range: 5ft (Melee)

Critical: x4

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

Special: Ignores Hardness up to 8

Costs-

Masterkey Pistol: 1025G

Incinerator Charge: 20G Each

Gun Solvents and Maintenance: 50G

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

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

This article is categorically filed under Alchemical, Mechanika

No Comments »

Ivanov Annihilator

Amongst the talented gunsmiths that Vislovski Gunwerks has drawn in to work alongside the great Grigor himself, there have been more than a few who excelled at their work. One of those few that rankled under Grigors teachings was Daniil Ivanov, a Khard who had spent time amongst the workshops of Caspia, Llael and even Rhul while a mercenary sharpshooter. Although he was a patriot, Ivanov would gripe endlessly about the Gunwerks refusal to make use of more advanced technology in Vislovski weapons. He had witnessed first hand the sort of devastation a coordinated group of Hammerfall Corps could deal against attacking forces, and seen a squad of the heaviest plated Khadoran ‘jacks get taken apart at range by the precision shots of Hunter Light Warjacks. But Grigor always extolled the virtues of the tried and tested, bigger makes better approach to firearms, ignoring Ivanovs petitions for innovation.

Eventually this came to a head and after a shouting match devolved into a fistfight and Ivanov was forced to leave the Gunwerks. But before he left, Ivanov took both his and several other key prototype blueprints with him. Dubbed a traitor and hunted by the Khadoran Military Police,  Ivanov escaped into Ord by dint of shear determination and not a little dumb luck, finaly vanishing into the port of Five Fingers.  Some have it that he gained employment with the secretive Four Star Syndicate on Crane Island, producing a number of custom firearms for their forces. The ‘Annihilator’ itself surfaced mainly as rumors concerning its use and various black market blueprints. Its link to Ivanov was speculated due to the unique combination of Khadoran power, Cygnaran precision and no nonsense Rhulic mechanisms.

The basic chaise looks to have been salvaged from the Longarm Cannon of a Hunter Light Warjack, but stripped down to allow it to be carried by a person rather than a smoke belching machine. Its length is still considerable, almost 5 feet in length with added muzzle brake, the barrel itself being mostly serricsteel alloy to reduce bulk and weight without compromising strength. The mechanism incorporates the Ghordson shutter breachlock design,  allowing spent shells to be ejected from the weapon as a new one is loaded. Three consecutive shots can be fired in this manner with only a short pause for reloading. But afterward the barrel needs to be thoroughly cleaned with a Craft: Cannoneer check (DC 14). Instead of a wooden stock, there is a sliding section of steel piping surrounding a heavy duty shock absorbing spring. This is padded to fit the shoulder of the user and prevent it being shattered by the rifles kick. A folding metal bi-pod is affixed to the weapons barrel to support it during firing, a process which itself would require the user to lie prone to avoid being thrown over backward by the tremendous recoil the charge produces.  The weapon also has a set of basic iron sights on most of the blueprints but retains a rail along its upper portion for a scope of preference. Around and above this rail set is a thick metal handle with a leather grip around the top bar, positioned in the approximate center of balance for the weapon to allow it to be moved around with greater ease.

This vast rifle, dubbed the ‘Annihilator’, has earned its fair share of flak from more seasoned veterans who deride the deafening retort and massive payload as typical Khadoran overkill, and prefer to be on the move rather than lying around. However it is undoubtedly one of the few weapons fielded by a single operator that can demolish a Heavy Warjack with a few precise shots, and do so from a range usually only achieved by light artillery pieces. This has gained it niche appeal to those riflemen that are forced up against heavily armored targets and aren’t afraid to shell out a hefty sum for ammunition that can make a very big hole in them.

Exotic Weapon – Retrofitted Hunter Longarm Cannon:

  • Damage – 3d8+5
  • Range – 400ft
  • Critical: 19-20 x3
  • Reloading – 1 standard action [requires cleaning every 3 shots or risk fouling the barrel]
  • Cost –  4000+gp (rare:- often only found as blueprints rather than finished product)
  • Weight - 45lb [encumbering: two handed use only, 4-5ft in length]
  • Ammo - Ghordson Sabots 100-200gp per round. [alchemically hardened]*
  • Special – Must be set up before firing with adjustable bi-pod stand and user must fire while prone (2 full rounds to get into position). Failure to do so imposes a -10 penalty on attack rolls, additionally the user must make a Balance check (DC 20) or be knocked prone by the recoil. Users with the stability racial feature may add their +4 bonus to this check to avoid being knocked over.
  • Available Upgrades – Breakdown [8000+gp], Scope [75gp], Embellishment [10-200gp]

*when fired from this rifle, the ammunition is treated as quenched serricsteel for the purposes of overcoming resistances, and doubles the weapons threat range against mechanikal constructs as if the user had the Improved Critical feat.

Article #344 by TT on July 20, 2010 @ 06:42 PM

This article is categorically filed under Mundane

5 Comments »

Prosthetic Enhancments: Compartmentalized Cannon Arm

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

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

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

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

Exotic Weapon – Scaled Down Ghordson:

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

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

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

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

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

    This article is categorically filed under Mechanika

    No Comments »

    Convergence Engine: Gyroscopic Gravimeter

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

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

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

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

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

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

    *does not include standard accumulator

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

    This article is categorically filed under Mechanika

    No Comments »

    Steam Armor Rig: Anti-’Jack Detainment Device

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

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

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

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

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

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

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

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

    *does not include heavy accumulator.

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

    This article is categorically filed under Mechanika

    1 Comment »

    Voltaic Arc Blade

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

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

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

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

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

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

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

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

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

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

    This article is categorically filed under Mechanika

    No Comments »

    Warcaster Armor: Absonant Acoustic Amplifier

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

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

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

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

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

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

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

    * does not include instrument, accumulators or replacement eardrums

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

    This article is categorically filed under Mechanika

    No Comments »

    Copperfist Plate Puncher Ammunition

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

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

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

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

    Ammunition Cost:

    Initial Weapon Ammo: 8-12 G

    Serricsteel Plate Puncher Ammo: +10 G

    Sabot Casing: x10

    Projected cost per round: 180-280 G

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

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

    This article is categorically filed under Alchemical, Mechanika

    5 Comments »

    « Previous Page — < Previous Entries< Copperfist Riot Shield | top of page [ ^ ] | Next Entries > — Next Page »The Copperfist Thumper >

    ~ Categories ~

    • Cyriss-Tech (3)
    • Arcanika (2)
    • Clockwerk (10)
    • Magikal (6)
    • Mundane (21)
    • House Rules (13)
    • Mechanika (67)
    • Alchemical (13)
    • Retrofits (5)
    • Classes (4)
    • Game Connections (3)

    ~ Pages ~

    • About the Union
    • All Posts Index

    ~ Authors ~

    • alistairenix (1)
    • AnimaRaptor (16)
    • John Fitzgerald (13)
    • Randy Newnham (1)
    • Den (2)
    • Andrew Linstrom (1)
    • jwalk (1)
    • lanval (14)
    • Lunatic Calm (2)
    • netminder69 (1)
    • Psychomancer (1)
    • SCARAB (1)
    • SeraphyGoodness (1)
    • Six (1)
    • mike cook (3)
    • TheTwitWarjack (1)
    • Tsukasa111 (2)
    • TT (66)
    • Wraithshadow (1)
    • yanthegobberish (1)

    ~ Recent Articles ~

    • 11/24/2011: Scrap Cannon
    • 07/19/2011: A Land Of Guns
    • 06/04/2011: Velocity Gauntlet: Induction

    ~ Recent Comments ~

    • Mechanika Creation Spreadsheet
      05/05/2011 08:37 am
      7 Comments
    • Dragonmech Parts
      05/05/2011 08:33 am
      1 Comment
    • Servitor: Guardian
      05/05/2011 08:30 am
      1 Comment

    ~ Recent Changes ~

    • Scrap Cannon
      Updated: 11/24/2011
    • A Land Of Guns
      Updated: 11/24/2011
    • Servitor: Guardian
      Updated: 06/09/2011

    ~ Random Articles ~

    • 05/12/2006: Mechanika Creation Spreadsheet
    • 08/02/2010: Servitor: Gunner
    • 07/13/2010: Warcaster Armor: Absonant Acoustic Amplifier

    ~ 220 database queries served in 0.360 seconds ~
    ~ Perishable Press powered by WordPress ~
    ~ Apathy Theme by Perishable Press ~
    ~ Copyright © 2012 Mechanik’s Union ~