Friday, 8 January 2021

Modifying automatons (A.K.A. Junk Bots)

While most mechanists use blueprints and libraries to create perfect designs which they then inflict upon the world some choose a different path. Many have no grand design or form for their automatons and instead cobble together designs based of the works of others to create uniquely new and undocumented automatons. Often samples drawn from destroyed designs are used as insiration leading to cluttered and messy workshops full of broken and junked automatons in various states of disrepair.

Following these rules, a functional automaton must exist that is the primary recipient of the modification. The secondary design may be a sample (destroyed automaton that is usable as a blueprint) or an intact and functional automaton (that won't retain this status for long). If the secondary automaton is functional it becomes destroyed through the modification process and usable only as a sample in future projects. For secondary automatons that are already a destroyed sample they become unusable junk once the process is complete.

Through the modification process the mechanist “designs” a new automaton following the guidelines below, though no blueprint is created. Instead the primary automaton in the process is modified to reflect the nature of the new design. Once completed, this new automaton may be used as a sample for future projects and used as a “blueprint” under the normal rules for samples.

Step 1: Designing the modified automaton

A primary automaton and secondary automaton must be declared, these are the base models. The new hybrid design is referred to as the new design. Once the new design is approved by the judge the primary automaton will receive the changes to make it reflect the new design.

All three designs must have a HD that is equal to or less than twice the mechanist’s level. Additionally, they must all have a number of special abilities less than the mechanist’s level. 

Only special abilities from either of the base designs are available, though they may be removed or reduced as required. Either step through the full design principles or this simple approach from the crossbreeding rules framework:
Hit Dice: The new design must have a hit dice at or between the base models.
Movement: The mechanist may assign the new design the movement capabilities of either or both the primary or secondary automatons.
Armor Class: While the automatons base AC is determined by its Hit Dice it may take AC modifiers up to the maximum of either of the base models.
Attacks: The new design should be assigned the attacks of either or both progenitors. If either or both have restricted or no attacks this should be reflected. The final damage inflicted by the attacks will be scaled up proportionate to the increase in Hit Dice.
Special Abilities: The new design may have the special abilities of one, both, or none of its base models but may only draw on those present in the base models. 

The final design will not be converted into a blueprint but will still require judge approval and should reflect an addition to the primary design or a hybrid design to honour the nature of these rules. The build class level, build penalty time taken and cost should be determined as per a normal blueprint. No test is required to create this new design as a blueprint once created, it moves immediately to the modifying phase that consumes these progenitor automatons.

Step 2 Apply the modifications 

To complete the modification process the mechanist spends time in their workshop modifying the primary automaton to the new design through a build throw. This throw uses the following modifications to the normal build process, and failure destroys both automatons used and any additional parts:

Workshop: The mechanist must have a workshop suitable for the new design, with bonuses to their throw following the normal rules using the new designs full cost as the benchmark.
Cost: The cost increase from the primary design to the new design and reduction of the secondary design to sample or junked. 
Build throw penalty: From the new design. Additional quality materials may be expended through the modification to gain a bonus to the throw as per normal, the limit refers to the total cost of the new design.
Modification time: Half the time required to fully build the new design.

The "junk bot" house rule: Generous judges may allow the secondary design to be “in spirit” only. Using destroyed robots as inspiration for the new build to allow grafting of modern and old designs into a hideous amalgams of technology. The difficulty here is the robot being used was never built as an automaton so strong guidance is needed. I leave this one up to the judge.

Example build: Ballista mounted clockwork stevedore (B-POCS)

This takes the Clockwork Auto-Stabilizing Light Ballista and mounts it on a Pilot-operated Clockwork Stevedore (POCS). This gives an Aliens like power suit with an over the shoulder light ballista mount! Both are covered in machinery to the max, jump on the Autarch Patreon to grab a copy.

We allocate the POCS to the primary and the Ballista to the secondary.

We will use: 
Hit Dice: 5 hit dice, as the POCS.
Movement: as the POCS.
Armor Class: as the POCS.
Attacks: add Ranged attack (10’ multiplier) ##; remove Reduced attack (Half) ####.
I’m hoping that the extra damage covers us for the ballista… The added attack is - 
Attacks: 1 light ballista bolt (1d10 damage, +2 to hit, ROF 1/2, range 120’, effective damage 6). 
add Requires ammunition (light ballista bolts, 1lb/1gp count as an item) ## (not a full #### from the secondary automaton as it only applies to less than half the damage, yes I’m being tight here as its 6 damage not 7.5).
The POCS punch does 8, which is half 15 rounded up, so the full 15 will definitely fit that.
Special Abilities: No other changes applied. 

Final design:
Ballista Mounted Pilot-operated Clockwork Stevedore (B-POCS)
Hit dice: 5 (20 HP, save F3)
Armor class:
Move: 60’ (20’)
Weight: 250 st. (1.8 ton)
Carry: 125 st. (1 passenger, ammunition for ballista)
Attacks: 1 fist (1d8) and 1 light ballista bolt (1d10 damage, +2 to hit, ROF 1/2, range 120’, effective damage 6). 
Positive abilities (total): Automaton immunities *, Increased AC (+3) ###, Passenger (1) #, Ranged attack (10’ multiplier) ##. (* #### ##)
Negative abilities (total): Requires ammunition (light ballista bolts, 1lb/1gp count as an item) ##, Requires operator (mechanist, learned or labor (stevedore)) *. (* ##) 
Cost (net abilities): 12,500 (####)

The upgraded B-POCS design can be built by a 3rd level machinist at a +3 build penalty taking 20 days with a base construction cost of 12,500gp.

The modification requires:
Workshop: to the value of 12,500 minimum.
Cost: 2,500 gp in mechanical materials, if the ballista is functional the remaining parts after modification grant the player a non-function sample for later use. 
Build throw penalty: a build throw at +3, modified by additional workshop value and quality materials.
Modification time: 10 days in the workshop (half the new design).

You now have an artillery mounted POCS perfect for those dungeon explorations where you open up with a ballista then wade into melee… Ahhh the joys of automatons in dungeon explorations.

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