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Name Nomad Mule Mangler Mule:

Height/Weight 12’5”, 8 ½ tons 12’1”, 9 tons 12’1”, 9.3 tons Steam lobber (Ex): This is a deviating weapon (NQM #2 p.
Armament Battle Blade Steam Lobber, Battle Mace Wrecker, punching spike 52) with a range of 40 ft. that can be fired once per round.
Initial service date 455 AR 459 AR   The cannon shots explode on impact, causing 4d10
damage in a 20 ft. radius (Ref. DC 19 halves).
Hit Dice 18D10+30 18D10+30 18D10+30
Steam pressure (Ex): As a full-round action the mule can
Hit Points 129 129 129 make a high pressure shot, increasing the range increment
Base initiative -1 -1 -1 of the steam lobber cannon to 60 ft.
Speed 25 Ft. (5 squares) 25 Ft. (5 squares) 25 Ft. (5 squares)  
Armor Class 24 (-1 size, -1 dex, +12 armor, +2 24 (-1 size, -1 dex, +16 armor) 24 (-1 size, -1 dex, +16 armor) Mangler:
buckler) Touch 10, Flat-footed 20 Touch 10, Flat-footed 20 Touch 10, Flat-footed 20 Circular strike (Ex): As a standard action, the Mangler can
BaB/Grapple +13/ +27 +13/ +27 +13/ +27 sweep its Wrecker in a circular motion, hitting all opponents
Melee attack Battle blade +22, 2d8+10/19-20 Battle mace +22, 2d8+10 Wrecker +22, 2d8+10 within reach at the same time. Make a single attack roll
Slam +17, 1d10+10   Punching spike +17, 2d6+10 using the highest BaB, and compare it to the AC of all
Ranged attack - Steam Lobber +11 (see below). - creatures within the Mangler’s melee reach. Each creature
Space/Reach 10 ft. x 10 ft. / 10 ft. reach 10 ft. x 10 ft. / 10 ft. reach 10 ft. x 10 ft. / 15 ft. reach hit suffers a normal Wrecker damage roll.
Saving Throws Fort. +6, Ref. +5, Will +6 Fort. +6, Ref. +5, Will +6 Fort. +6, Ref. +5, Will +6
Abilities Str 30, Dex 9 Str 30, Dex 9 Str 30, Dex 9
Cortex Aurum Grade (int 8, Wis 11) Aurum Grade (int 8, Wis 11) Aurum Grade (int 8, Wis 11)
Build DC      
Construction Time      
Price      
Special attacks   Steam pressure, steam lobber Circular strike
Special Qualities Mechanical construct traits, Warjack Mechanical construct traits, Warjack Mechanical construct traits, Warjack
traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision
60 ft, Low-light vision, 60 ft, Low-light vision, 60 ft, Low-light vision,
Challenge Rating 12 13 13
 
Name Ghordson Driller Wroughthammer Rockram
Height/Weight     Ghordson Driller:
Armament Grappler, Drill Pulverizer, Sledge cannon Grappler (Ex): If the Grappler hits, all drill attacks this turn made against the same target will
Initial service date     automatically hit.
Drill (Ex): the drill can score critical hits against constructs, and when targeting constructs the
Hit Dice 22d10+30 22d10+30
Driller counts as having the Improved Critical feat (giving the Drill a crit chance of 19-20/x3).
Hit Points 151 151  
Base initiative -1 -1 Wroughthammer Rockram:
Speed 20 ft. (4 squares) 20 ft. (4 squares) Sledge cannon: Shots fired from the sledge cannon count as tempered serricsteel for the
Armor Class 23 (-1 size, -1 dex, +15 armor) 23 (-1 size, -1 dex, +15 armor) purpose of overcoming damage reduction. Additionally, Sledge cannon can score critical hits
Touch 8, flat-footed 23 Touch 8, flat-footed 23 against constructs, and when targeting constructs the Rockram counts as having the Improved
BaB/Grapple +16/+31 +16/+31 Critical feat (giving the sledge cannon a crit chance of 17-20/x3).
Melee attack Grappler +27, 2d6+11 Pulverizer +27, 2d8+11 Bellringer (Ex): As a full-round action, by pounding its own peculiar shaped armor plating, the
Drill +22, 2d8+11/x4 Rockram can deafen all within range. All targets within 15 ft. of the Rockram must succeed a fort.
Ranged attack - Sledge cannon +15, 4d8 Save (DC 19) or become deafened for 1d4 rounds and Dazed for 1 round (DMG p. 300).
Space/Reach 10 ft. by 10 ft. / 10 ft. 10 ft. by 10 ft. / 10 ft. The rockram can forgo walking and continue to use this for multiple turns. When doing so,
Saving Throws Fort. +7, Ref. +7, Will +7 Fort. +7, Ref. +7, Will +7 targets entering within 15 ft of the rockram as well as targets that previously made their save
must succeed on the same fortitude save. Creatures that failed their save are deafened for the
Abilities Str. 32, Dex. 9 Str. 32, Dex. 9
duration of bellringer and for 2d6 rounds after it ends, and dazed for the duration of bellringer
Cortex Aurum grade: Int 8, wis 11 Aurum grade: Int 8, wis 11
and 1d3 rounds after it ends.
Build DC     Batter (Ex):  Ignore hardness of materials when damaging objects or structures with the
Construction Time     Pulverizer.
Price    
Special attacks
Name Drill
Grundback Gunner Bellringer, Batter
Grundback Blaster
Special Qualities
Height/Weight Mechanical
4’6” construct traits, Warjack Mechanical
4’6” construct traits, Warjack Grundback Gunner:
Armament traits,
Cannon DR 10/serricsteel, Darkvision traits, DR cannon
Hail-shot 10/serricsteel, Darkvision Powerful Blast (Ex): When using warcaster focus to boost the to hit-roll of the Cannon, boost the
Initial service date 60
  ft, Low-light vision, 60
  ft, Low-light vision, damage roll by the same amount.
Challenge  
Hit Dice Rating 13
10d10+30 13
10d10+30
Grundback Blaster:
Hit Points 85 85 Hail-shot cannon: Make 1 attack roll. The hail-shot cannon fires lead pellets and shrapnel in a 30
Base initiative +1 +1 ft. cone, dealing 3d8 damage to all creatures affected. A successful reflex save (DC = attack roll)
Speed 25 ft. (5 squares) 25 ft. (5 squares) halves the damage. The hail-shot cannon holds up to 10 shots.
Armor Class 22 (-1 size, +1 dex, +12 Armor) 22 (-1 size, +1 dex, +12 Armor)
Touch 10, Flat-footed 21 Touch 10, Flat-footed 21
BaB/Grapple +7/+16 +7/+16
Melee attack Bash +11, 1d6+5 Bash +11, 1d6+5
Ranged attack Cannon +7, 3d8/x3 Hail-shot Cannon +7, (see below)
Space/Reach 10 ft. by 10 ft. / 5 ft. 10 ft. by 10 ft. / 5 ft.
Saving Throws Fort. +3, Ref. +4, Will +3 Fort. +3, Ref. +4, Will +3
Abilities Str 20, Dex 12 Str 20, Dex 12
Cortex Aurum grade: int 8, Wis 11 Aurum grade: int 8, Wis 11
Build DC    
Construction Time    
Price    
Special attacks Powerful blast -
Special Qualities Mechanical construct traits, Warjack Mechanical construct traits, Warjack
traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision
60 ft, Low-light vision, 60 ft, Low-light vision,
Challenge Rating 8 8
Name Freebooter Buccaneer Mariner Freebooter:
Height/Weight     Amphibious (Ex): The Freebooter does not have the
Armament 2 pneumatic Clamps   Furnace vulnerability trait and can move at full speed
Initial service date     underwater.
Sea legs (Ex): The Freebooter gains a +4 bonus on all rolls
Hit Dice 18D10+30 12d10+30
made to prevent being knocked prone.
Hit Points 129 96 Lash (Ex): Medium-sized or smaller creatures adjacent to
Base initiative +1 +2 the Freebooter gain the Benefits of the Sea legs ability.
Speed 25 Ft. (5 squares) 30 ft. Jury-rigged (Ex): The freebooter can take 2d6 damage to
Armor Class 21 (-1 size, +1 dex, +11 armor) 21 (-1 size, +2 dex, +10 armor) increase its speed by 10 ft. for 1 turn. If it does so, there is
Touch 10, Flat-footed 20 Touch 11, Flat-footed 19 a 10% chance the freebooter suffers from a damaged
BaB/Grapple +13/ +27 +9/+19 movement system (Liber Mechanica P. 25). Each time the
Melee attack 2 Clamps +22. 2d6+10 Gaff +14, 2d6+6 Freebooter uses this ability the chance of a damaged
Ranged attack - - movement system increases by 10% until the freebooter is
Space/Reach 10 ft. by 10 ft. / 10 ft. 10 ft. x 10 ft. / 15 ft. repaired.
Saving Throws Fort. +6, Ref. +6, Will +6 Fort +4, Ref. +6, Will +4 Brawler (Ex): The freebooter has the effects of the
Improved Grapple feat and gains a +4 bonus on all grapple
Abilities Str 30, Dex 9 Str 22, Dex 14
checks.
Cortex Aurum grade: Int 8, Wis 11 Aurum grade: int 8, Wis 11
 
Build DC     Buccaneer:
Construction Time     Drag (Ex): When the Buccaneer hits with a Gaff attack, it
Price     may choose to drag its target adjacent to it so it can use its
Special attacks Brawler Drag, Net net. The target must succeed at a reflex save (DC 20) or be
Special Qualities Mechanical construct traits, Warjack Mechanical construct traits, Warjack dragged directly toward the Buccaneer. The target stops its
traits, DR 10/serricsteel, Darkvision traits, DR 5/serricsteel, Darkvision 60 movement in the nearest adjacent square.
60 ft, Low-light vision, Amphibious, ft, Low-light vision, Sea legs Net (Ex): This attack is a standard action, and can be
Sea legs, lash, Jury-rigged made as part of a charge. It can only be used against
Challenge Rating 12 8 targets adjacent to the buccaneer, and can be made in
addition to the Gaff attack as a full attack action. Roll
normal attack roll, but instead of rolling damage, the target
must succeed at a reflex save (DC = Attack roll). If it fails,
the target becomes Entangled and can attempt to break
free with a strength- or escape artist check at DC 25. The
target is automatically freed when another net attack is
attempted.
Sea legs (Ex): The buccaneer gains a +4 bonus on all rolls
made to prevent being knocked prone.

Mariner:
Amphibious (Ex): The Mariner does not have the Furnace
vulnerability trait and can move at full speed underwater.
Sea legs (Ex): The Mariner gains a +4 bonus on all rolls
made to prevent being knocked prone.
Lash (Ex): Medium-sized or smaller creatures adjacent to
the Mariner gain the Benefits of the Sea legs ability.
Ship cannon: This is a Deviating Weapon (NQM #2 P. 52)
with a range of 50 ft. Creatures within 15 ft. of the point of
impact are also affected, and may make a reflex save (DC 
19) for half damage.
Manual Reload (Ex):  the Ship Cannon must be manually
loaded. Doing  so takes 2S and requires the loader to be
adjacent to the Mariner.
 
Name Talon Renegade Vanguard Talon:
Height/Weight     8’7”, 3.8 tons Stall (Su): Targets hit by the Stun lance must succeed on a
Armament Stun lance, Shield Obliterator, Shredder Guisarme, tower shield, shield reflex save (DC 17) or become Entangled (DMG p. 300) for
cannon 1 round.
Initial service date     566 AR  
Renegade:
Hit Dice 14d10+30 16d10+30 14d10+30
Obliterator: This is a deviating weapon (NQM #2 p. 52) with
Hit Points 107 118 107 a range of 35 ft. that can be fired only once. All creatures in
Base initiative +1 +2 +1 the area of effect take 4d8 damage and are knocked prone.
Speed 30 ft. (6 squares) 25 ft. (5 squares) 30 ft. (6 squares) A successful reflex save (DC 18) halves the damage and
Armor Class 23 (-1 size, +1 dex, +9 armor, +3 24 (-1 size, +2 dex, +11 armor, +2 25 (-1 size, +1 dex, +9 armor, +5 prevents the prone effect.
shield) Touch 10, flat-footed 22 buckler) Touch 11, flat-footed 22 shield) Touch 10, flat-footed 24 Shred (Ex): when the Renegade hits with its shredder, it
BaB/Grapple +10/+19 +12/+21 +10/+21 make an additional shredder attack at +11 to hit.
Melee attack Stun Lance +14, 2d6+5 Shredder +16, 2d6+5 Guisarme +16, 2d6+7/x3 Faulty arc-node (Ex): The faulty arc-node had a hardness
Ranged attack - Obliterator +13 (see below) Shield gun +10, 2d8/19-20/x3 of 10 and 20 HP. A Warcaster with a Renegade within 10
Space/Reach 10 ft. by 10 ft. / 15 ft. 10 ft. by 10 ft. / 10 ft. 10 ft. by 10 ft./10 ft. ft. per caster level of it that it controls may channel spells
Saving Throws Fort. +4, Ref. +6, Will +4 Fort. +5, Ref. +7, Will +5 Fort. +4, Ref. +5, Will. +4 through the Renegade as though it were its point of origin.
Each time it does so, the Arc-node loses 1 hardness per
Abilities Str 20, Dex 12 Str 20, Dex 14 Str 24, Dex 12
spell level and is dealt 1d6 damage. When either hardness
Cortex Aurum grade: Int 8, Wis 11 Aurum grade: Int 8, WIs 11 Arcanum grade: int 10, wis 11
or HP reaches 0, the Arc-node becomes useless.
Build DC        
Construction Time       Vanguard:
Price       Assault: During a charge the Vanguard may make a Shield
Special attacks Stall Shred, faulty arc-node Assault gun attack against its charge target. The vanguard can
Special Qualities Mechanical construct traits, Warjack Mechanical construct traits, Warjack Mechanical construct traits, Warjack move before and after this attack, provided the total
traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision traits, DR 10/serricsteel, Darkvision distance moved is not greater than the charge distance.
60 ft, Low-light vision, 60 ft, Low-light vision, 60 ft, Low-light vision,
Challenge Rating 10 11 11

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