Homebrew

Medieval fantasy mechs powered by steam, magic, or the labor of a thousand slaves.

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Harley Stroh
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Homebrew

Post by Harley Stroh »

  • “Tell me again why I should be pouring good ale into your steam engine?”
    “See da steam engine provides da ‘eat to bring ‘er to a boil. Da methel boils off first.”
    “And what’s left behind?”
    “Da ethel.”
    “And what’s ‘da ethel’?”
    Homebrew.”
Dispatch from the Front: the Orc Hordes
Newcomers to the theater of mechanized combat, the Orc Hordes are feared more for their violent abandon than sophisticated mech designs. This is beginning to change as ambitious warlords cease their dogged imitation of civilized mechs and begin to create variants uniquely suited to the Horde’s strength: the willingness to embrace any means necessary to conquer their foes.


Steam Cannon Rounds: Boarder Munitions
Boarder munitions are a ranged derivative of the bore puncher, used to terrifying effectiveness against enemy mechs. Boarder munitions are created by sealing an undead inside a clay sphere, which is then encased in a metal sheath.

The rounds are desgined to be shot from a steam cannon. Upon striking an enemy mech, the metal sheath shears off as the round punches through the mech’s armor. The clay sphere breaks open inside the mech, releasing the undead to wreak havoc against the mech’s crew.

To determine if a boarder munition defeats a mech’s armor, roll for damage as per a normal steam cannon round. If the damage beats a mech’s hardness by 10 or more points, the armor has been breached and the undead payload is released inside the mech. Only 1/3 of the damage rolled is recorded against the mech; this reflects the munition’s nature: once the metal shell is discarded, the round does little actual damage.

A colossal steam cannon can fire munitions large enough to carry a single medium-sized undead. Colossal II cannon rounds can hold up to 2 medium-sized undead. Colossal III rounds can hold up to 4 medium-sized undead. Steam cannons smaller than colossal do not fire rounds large enough to hold effective undead combatants, although rumors whisper of retreating orc forces firing “spite” rounds with payloads of gray ooze and crumble bugs. (Dwarf engineers assure us that these stories are only hearsay: “Stupid pig-jockeys need to capture as many mechs as they can get their grubby hands on.”)

Ghouls, ghasts and wights all make excellent boarder munitions. While multiple-undead payloads are more attractive to orcs, often a single undead gets the job done, transforming low-ranking crew members into a mob of undead that swarm the pilot.

The smoking dead do not make good munitions because their steam power requires water, air and exhaust, while other undead can be stored indefinitely.

After a battle, brazen orc cleric/mech jockeys comb the battlefield, rebuking the undead and bringing captured mechs home.

The usefulness of boarder munitions has given rise to breeding farms where a single ghoul or ghast is nailed to posts, or buried up to its neck in the soil. Captured slaves are bound in the fetal position and fed to the stationary undead. Before the bound slaves can rise as spawns they are placed inside a pre-hardened munition cast, which is sealed with additional layers of clay, then finally wrapped in hammered iron.



Alternative Power Source: Undead
Simpler to build than true necromantic mechs, “man-powered” mechs can also be powered by animated zombies. Unlike slaves, undead do not sleep, tire or revolt. No amount of endless labor, though, can make up for poor design; zombie-powered mechs remain the slowest thing on the battlefield. (Their crew needs, however, drop to low.)

Zombie-powered mechs are alluring to the Hordes for two reasons: first, they are far easier for orcs to create than true undead mechs; second, when zombie-powered mechs are downed they spill their evil cargo, filling the battlefield with hordes of the walking dead.

This implicit tactic has led many a battle-hardened jockey to quip: “What’s worse than a zombie-powered mech? A downed zombie-powered mech.”



Unique Weapon: Hell Chain
Before he vanished into the Endless East, Sauru the Mad built this specialized changler for the Orc Hordes. Sauru began with a colossal changler, then used thick iron belts to bind over 200 human slaves to the chains. Then the changler was placed in a locked hanger with a wight for a single night.

It was said that the desperate cries of the trapped slaves could be heard leagues away. Come dawn, 200 clawing, screaming wights were bound to the Hell Chain’s ten long chains.

Unlike traditional changlers, the Hell Chain is intended to be used against foot troops. The changler is built onto a handle; it can be wielded by a mech like a normal changler, but the chains cannot be wound in, nor can the chains detach without destroying the changler.

The Hell Chain’s existence is unknown outside of the Orc Hordes, and the changler has yet to see use on the battlefield. Some orc warlords mutter that even the creator did not know what effect his weapon would have when loosed upon an army. For now the weapon howls in secret, waiting for the day when the Orc Lords are desperate enough to field the Hell Chain.

Chain Sweep(Ex): The Hell Chain attacks an area, and cannot discriminate between specific targets in the affected area. The sweep affects a half circle with a diameter of 30 ft., centered on the mech’s wielding arm. The sweep deals 4d8 damage, plus energy drain. Affected characters can attempt Reflex saves, DC 20 to avoid.

Energy Drain(Su): Living creatures hit by the Hell Chain gain one negative level. A DC 14 Fortitude save removes the negative level. The save DC is charisma based.

Create Spawn(Su): Any humanoid slain by the Hell Chain becomes a wight in 1d4 rounds. They do not possess any of the abilities they had in life.

Frightful Wail(Ex): The wights bound to the Hell Chain emit a constant cacophony of anguish that unsettles nearby foes. Creatures within a radius of 200 ft. are subject to the effect if they have fewer than 10 HD. A potentially affected creature that succeeds on a Will save (DC 20) remains immune to the frightful wail for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds, and those with 5 or more HD become shaken for 4d6 rounds. Evil-aligned allies of the mech wielding the Hell Chain ignore the frightful wail.
Last edited by Harley Stroh on Mon Oct 18, 2004 5:45 am, edited 3 times in total.
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Harley Stroh
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Post by Harley Stroh »

Disclaimer for above:

A. I'm a newcomer to the boards. Let me know if my contributions duplicate any previous posts.

B. I'm also pretty fuzzy about DragonMech balance. It seems that a lot of care has been put into keeping the lid on "modern" sensibilities, so my "sheath-discarding ghoul sabot round" might be over the top.

Still, for the right game it might make sense, and I'm a BIG fan of orcs. Can't wait for the Horde supplement. ;)

Also, we need a common sticky thread for homebrew. I think I read through all the other homebrew posts, but it would have been easy to miss one.

Hell Chain appendix: the balance for this weapon is that it works well on foot soldiers but is easily destroyed by a brave mech pilot willing to wade through an army of undead.

Just don't fall down. :)
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Post by Guest »

New Feats: Grogslayers
Recently discovered documents from the 1st Age of Walkers suggest that the original impetus for experimenting with steam power was to build moonshine stills for dwarf miners.

The title "coglayer" is actually a mistranslation from an Early Dwarf Tongue. The progenitors of today’s steam engineers were actually termed "grog-slayers," or more accurately, "one who slays with grog."

Whether or not there was really ever collectives of dwarf tinkers called the Grogslayers, and whether or not they really contributed to the evolution of steam science, is a matter best left to historians. All that is certain is that there exist anarchic schools of steam science that resort to inebriation for inspiration, and practice fly-by-night steam research that emphasizes results over safety or reliability.

Steam scientists aspiring to the Grogslayer ideal should beware: for every drunken genius producing works of steam-wrought brilliance, there are a hundred burnt-out tinkers drowning the misery of their failed lives in grog and ale.

New Feats:
The Grogslayers were 1st Age miner-tinkers, inferior to Coglayers in every way. Some of their class special abilities still persist, though, in the form of feats that can be taken by modern Coglayers idealizing the Grogslayer ideal. (GMs hell-bent on including rough and ready Grogslayers in their campaign can approximate the class by using the Coglayer as a base, increasing their Hit Die to 1d8, dropping all special powers, and cutting their allotted steam powers in half. Grogslayers always had 3 ranks in Profession (Brew master).)

KITBASH (Meta-mechanic)
When assembling steam powers, you can forsake precision for speed, at the cost of longevity. Tomorrow? You need that flame-throwing chattersword now.
Prerequisites: Ability to use steam powers.
Benefit: The labor time required for assembling steam powers is cut in half. For every day the steam power is in operation, there is a cumulative 1% chance of catastrophic failure. This roll should be made in secret by the GM at the beginning of every day, any failure taking place at a suitably dramatic moment.
Normal: Assembly time for steam powers is equal to 1 complete day (8 hours) for every 1,000 gp of value or fraction thereof.

ON THE FLY (Meta-mechanic)
A kitbashed design is never really perfected. You can tune and optimize your design’s performance “in the moment.”
Prerequisites: Kitbash, dex 13+.
Benefit: You can spend a move action to fiddle with your steam power. Make a Knowledge (steam engine) roll, DC 10 + 5 for every steam power in the assembly. If you succeed, treat the steam power’s effect as if an amplifier had been added for the next round.

WHA-? (Meta-mechanic)
You can intentionally cause your steam engine’s pressure tank to overload, maximizing a steam power’s effect. “I’ve always wanted to push the red button -”
Prerequisites: On the Fly.
Benefit: You can rig your steam power to overload its pressure tanks. Make a Knowledge (steam engine) roll, DC 10 + 5 for every steam power in the assembly. If you succeed, treat the steam power’s effect as if 3 amplifiers had been added to the assembly. The maximization can be kept up for a number of rounds equal to 3 + your Int bonus, after which the assembly invariably breaks down, requiring 2 hours of repair before it can be used again.

NATURAL SELECTION (Meta-mechanic)
You have an uncanny ability to survive steam-related disasters. “And this scar came from the time me and the boys tried to tap a fire elemental as a fuel source.”
Prerequisites: Kitbash, Con +13.
Benefit: You get a +1 bonus to all Fort and Ref saves, and your chance of catastrophic failure resulting from a kitbashed steam power is cut in half.

MAD GENIUS (General)
Indomitable passion drives your creations as much as science. “It’s alive! Alive!”
Prerequisites: Int 13+, Chr 13+, ability to use steam powers.
Benefit: You have the ability to use one extra steam power.
Special: You may take this feat a number of times equal to your Charisma bonus.
Harley Stroh
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Post by Harley Stroh »

Heh. Tough to edit your post when you don't log in. :oops: :oops: :oops:

I posted the grogslayers as a joke in another thread, but the appeal of drunken dwarf mechanics was too great to pass up, so I whipped these up last night.

An utter and complete lack of playtesting, plus the debilitating influence of my own homebrewed grog means that the above feats come with absolutely no pretence of balance.

Sorta like the grogslayers. :)

Use at your own risk.
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goodmangames
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Post by goodmangames »

Heh heh, this is great. I love the "Grogslayer." This could make for a good side trek... :)
Joseph Goodman
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www.goodman-games.com
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