As a thank you to our stockholders and our loyal customers over the years, we have decided to allow our standard stock, usually only available to licenced mercenary outfits via invite-only contract, available to anyone with the coin and a clean criminal background. We pass on the profits to you all!
Ars Mechanika
The Arnhiem Gunsentry is a large, heavily fortified and secured gun-turret that can be built into the defenses of any building. It requires the building possess a steam-trunk system to provide it power, but while powered it is capable of producing a 500 foot radius "security zone" within which it can engage and destroy hostile or unauthorized entrents. It has some similar design principle to warjacks, but requires signifigantly less maintance or investment, and MUCH less training to deploy and use, though a Warcaster can control them via their cortex if authorized by its cortex locks to do so.
Arnhiem Gunsentry
HD: 6 (40 hit points Internal, 150 hit points armor)
Initiative: +15
Speed: Immoble
AC: 25 (+10 heavy steel plates, +5 Blast Shield), 28 with Shield activated.
Base Attack: +6
Grapple: -
Full Attack: Heavy Slugger (+14/+14/+8/+2: 2d6 damage + 3d6 Fire damage: Target Aquisition target.) +6/+1: 2d6 damage +3d6 Fire otherwise.
Space/Reach: 5 feet/5 feet
Special Attacks: Target Aquisition, Suppression Fire, Explosive Ammo
Special Qualities: Construct Traits, Fortified Armor Plating, True Sight, Blast Shielding, Shield Spell, Cortex
Saves: Fort +14, Ref: -, Will: -
Abilities: Str: 30, Dex: 10, Con: -, Int: 3, Wis: 1, Cha: 1
Special Attacks:
-Target Aquisition: The gunsentry makes a ranged touch attack against any target within 500 feet of it. If it hits, it "paints" the target, and may use its fully enhanced attack profile against that target.
-Suppression Fire: Place a 20 foot AOE zone anywhere within 300 feet; anything entering that area is subjected to 1d3 hits by the main weapon.
-Explosive Ammo: Each shot explodes for 3d6 damage in a 5 foot radius, Reflex DC14 to avoid if not directly struck.
Special Qualities:
-Fortified Armor Plating: The sentries very thick armor and very tough construction grant it DR20/Serricsteel and Immunity to critical strikes. Furthermore, this grants it 150 extra hit points in a similar manner to Steam Armor.
-True Sight: The sensor pod attached to the sentry allows it a 500 foot range True Sight ability; it can instantly see through invisibility and stealth effects within that radius.
-Blast Shielding: The heavy duty ablative shield cowling that covers the main body is designed to minimize blast damage; the Senty automatically passes any Reflex saves it would be required to take.
-Shield Spell: The sentry is equipped with a Shield (as per the spell), granting it bonuses to AC and immunity to Magic Missile and other Force descriptor spells.
-Cortex: The sentry is equipped with a low-quality laborjack Cortex, customized for target recognition. It can recognize up to 15 people, and under those peoples orders will not shoot anyone they are with.
Cost: 20000 gold.
Arnhiem Concussion Rifle
Cost: 15000 gold
Range: 200 feet
Damage: 3d10, 10 foot radius, Force damage, Reflex DC18 half unless direct hit.
Special: Recharge: May only fire once per round.
The Arnhiem Concussion Rifle isn't so much a rifle as it is a large mechanika wand of Force Missile built with a rifle stock, attached to a small steam engine to provide it with power, which the user wears like a backpack. The "barrel" of the weapon itself is equipped with several advanced runeplates that chain the "extend Spell" effect, allowing for much greater range then the normal spell. Due to the extended range, and fact that its not actually a spell per-se, users must still make Ranged Touch Attacks to hit targets.
Arnhiem Personal Emergency Force Capsule
Cost: 6000 gold
Range: Personal
Damage: -
Special: Single use.
The Arnhiem Personal Emergency Force Capsule is a single use mechanika device about the size of a dinner plate; when placed on the ground, it creates a short duration Wall of Force in the dome configuration around the user; this Wall of Force effect lasts for 24 seconds (4 rounds), and is designed to save users from fatal enviromental effects or massive attack damage, such as being charged by a warjack or getting caught in the open by an Artillary gun.


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