Author Topic: ACKS automatons  (Read 122 times)

Chimera

  • Incessant
  • *****
  • Posts: 316
ACKS automatons
« on: 31 May, 2018, 16:46:34 »
Ok, automatons... they will be a thing in this setting, so I want to build a library of common designs for both player reference and for NPC use.

Overall I will not focus on the basic builds HD stuff as it is fairly linear. That said a post of the commonlevels may be good.

I will end up adding lots of alternative positive and negative miomodifiers along the way to see how far I can stretch this beast. Ultimately it’s just descended from the construct rules, so let’s pull this thing wide open.

Each post will be a new item to keep them contained.

Chimera

  • Incessant
  • *****
  • Posts: 316
Re: ACKS automatons
« Reply #1 on: 31 May, 2018, 16:50:08 »
Airship
Blimp? Look! It’s the good year blurb?
As fast as a medium horse? 180’ turn
Base 60’, double 120’, double 240’ +2
That’s a light horse
Flight +1
Hover +1
16 - Passenger +5 - needs more???? 32 as a troop transport with 2 crew? +6 also a mass people transporter.
Protected compartment +1

Sticking with light horse needs 20 stone.
Needs carry of 640 for 32 people.
Need 12 HD, 1440 stone frame weight, 720 carry weight. 22.5 stone per passenger.
That’s about the same base weight as the current goodyear blimp (this is 10 ton, gyb is 9.5), This carries more people though, but I want it to have a reason to exist. It is slower though.
This works surprisingly well.
AC6

Requires operator -1
Uncontrollable in strong winds -1 (guarantee crash, must be tied down.) (new power)
No damage -1
Vulnerable to fire -1 (new power)
AC is too high, leather and light metals.
Need to allow the AC add power to be reversed. (New power)
-4 AC (AC 2) -2

Net: +11 -6 = +5
Cost is
24000 + 25000 = 49,000

Write up

The most excellent gnome blimp
12 HD (60 hp), AC2, Move 240’(80’), Weight 1,440 (10 ton). 32 protected crew (2 operators).
Net abilities: 5
Positive: Flight +1, Hover +1, Immunities +1, Move +2, Protected passengers +4.
Negative: Requires Operator -1, Uncontrollable in strong winds -1, No damage -1, Vulnerable to fire -1, Reduced armor -2.
Cost: 49,000

Chimera

  • Incessant
  • *****
  • Posts: 316
Re: ACKS automatons
« Reply #2 on: 31 May, 2018, 16:57:32 »
Tank
Build a tank???
Visitor tank sets a precedence.
It is 10 HD, 10 AC, 4 crew, 60(20) move
5d8, 300’ range, AOE 10’, max damage 40
314.2 area -> AOE/25 = 12.6
Effective max, 502 damage :) being 168 HD!!!!

8 HD? Gives 24 dmg max. Give it a crossbow mount, and a cannon. AC 4 add +2 armor. Give it more weight?
640, 4.5 tons, double, double, double 36 tons?
3 pound gun (stats and rules from guns of war), 3d10 damage, 5’x20’ AOE, ROF 1/18. Damage max 30 x (80/25) x 1/18 -> 96 x 1/18 = 5.3
With 12 ROF is 8, could give it two crossbows then.
Or 6 ROF would be 16. Assuming a loading mechanism.
(Gun rules are in guns of war)
Needs the ranged gun ability.
Vickers and cruiser tanks were 12 tons, so only 2 doubles would be fine. Some were even lighter, it’s really aimed at these early designs. So 9 tons would do it.

Giant Slayer Tank
8 HD (40 hp), AC 6, Move 60’(20’), Weight 1,280 (9 ton), carry 640. 4 protected crew. 3 pound gun (3d10 damage, 5’x20’ AOE, ROF ⅙), crossbow (1d8).
Net abilities: 8
Positive: Immunities +1, Weight +1, Ranged (gun) +2, Armor +1, Protected passengers +4.
Negative: Requires Operator -1
Cost: 56,000

It interesting how much cheaper it is as a golem. Even atripping our the weight.

Ogre Auto Combat Tank
8 HD (40 hp), AC 6, Move 60’(20’), Weight 640 (5 ton). 3 pound gun (3d10 damage, 5’x20’ AOE, ROF ⅙), crossbow (1d8).
Net abilities: 4
Positive: Immunities +1, Ranged (gun) +2, Armor +1
Negative: None
Cost: 36,000

Normally in systems you pay for automation, but here you are paying for turning it into a transport.