Prefab Augmentation List

Contents of this page
Body plating, Full Pneu Drill
Body Plating, Partial Pneu Hammer
Leg Augment, Full Power Claw Arm
Leg Augment, Lower Power Saw Arm
Melee Weapon Augment Steam Gatling
Pistol Arm Augment Tool Unit Arm
Rifle Arm Augment  

Back to Deadlands Augmentations Central

Name Power Claw Arm Augmentation
Type Medium Standard Augmentation
Cost $2500 each
Requirements Str 12+; loose one of your arms entirely.
Reliability 1
Fuel/Ghost Rock 1 oz per 2 days (48 hours), 5 oz storage. Always on.
Abilities
/Bonuses
One Arm gives you +4 Strength, raising it to a minimum of 13, and has unarmed damage of 1d6 (lethal and subdual) critical 20/x2, but only with that arm.
Two power claw arms Give you a TOTAL of +6 Strength that you can use all the time when upper body moves are required.

The arms have -4 to attacks when trying to hold other weapons in the steam claw, and are at -4 to fine skills (crafts, healing, pickpocketing, picklock, etc.) with the arm. But unarmed combat moves and feats work just fine most of the time.
Attachments Spring Loaded Blades,$30:  Damage +1d4 to unarmed damage of the arm, +2 holdout rolls when retracted, can be quick drawed.

Cartridge Pepper Box(.22),$50: damage 2d4, range 20, critical 19-20/x2, load: 8.

Secret Compartment, $15:  large enough for a pistol, or two darringers, or three sticks of TNT, or 12 bullet sized items, +3 holdout rolls.

Armour shielding, $150: +1 AC against flanking attacks.

Extra Power, $250: Increases storage to 10 oz.

Description A powerful shovel like claw on the end a bulky arm which houses the powerful 50 horsepower engine that powers the claw. The arm is designed for heavy labour and battle so don't try to sew up your britches with your new hand!

back to contents of Prefab Augment List

Name Power Saw Forearm Augmentation
Type Medium Standard Augmentation
Cost $2000
Requirements Str 13+; loose one of your forearms.
Reliability 2
Fuel/Ghost Rock 1 oz per 10 melee rounds of use, 5 oz storage, cost 1/2 oz to turn it on or off.
Abilities
/Bonuses
Does 3d4 damage, plus half normal strength bonuses, critical 19-20/x2 and is considered an armed slashing attack. You may take the weapon focus or other feats, but NOT improved critical.

Skills are at -6 with the saw arm, except sawing wood of course.

Armed attacks with other weapons are virtually impossible with this arm

Attachment Extra Power, $250: Let's you increase fuel storage to 10 oz.
Description Can really cut your way through the compition with this fine weapon and it is also good for chopping wood. but be careful and turn it off when doing your duty, if you know what I mean.

back to contents of Prefab Augment List

Name Pneumonic Hammer
Type Medium Standard Augmentation
Cost $2000
Requirements Str 13+; loose one of your lower arms.
Reliability 2
Fuel/Ghost Rock 1 oz per 10 melee rounds of use; costs 1/2 oz to start up or shut off.  5 oz stored.
Abilities
/Bonuses
Damage 1d10, plus half normal strength bonuses, critical 19/x2, 20/x3. That’s right the critical does more on a 20 than 19. This is considered an armed blunt atttack.  You may take the weapon focus or other feats, but NOT improved critical.

Skills are at -6 per pneumonic hammer attached, except pounding…wait is that a skill?

Armed attacks with other weapons are virtually impossible with this arm

Attachments Extra Power, $250: Let's you increase fuel storage to 10 oz.
Description Your lower arm is now a pounding monster of death!  The arm looks like A large cylinder with a fist-sized ball on the end that moves in and out and extremely high speed when powered up. The ghost rock engine powers a hissing compressor that runs the hammer.  When not powered it is actually not a very menacing looking weapon...who am I kidding? This thing's nasty.

back to contents of Prefab Augment List

Name Pneumonic Drill
Type Medium Standard Augment
Cost $2000
Requirements Str 13+, loose a lower arm
Reliability 2
Fuel/Ghost Rock 1 oz per 10 melee rounds, 1/2 oz to start up on or shut off; 5 oz storage
Abilities
/Bonuses
Drill: Damage varies, critical 20/x3, plus half your strength bonuses. Damage varies depending on how long you hold on your target, ie what kind of attack you are doing:

Forced Partial Attack/Attack of Opportunity:  1d4 damage

Move equivalent action/normal attack: 1d8 damage

Full round action (taken as first and only attack):  1d12 damage.

This attack is considered an armed piercing attack.  You may take the weapon focus or other feats, but NOT improved critical.

Skills are at -6 per pneumonic drill arm attached-you know the drill.

Armed attacks with other weapons are virtually impossible with this arm

 Attachments Extra Power, $250: Let's you increase fuel storage to 10 oz.
Description Don’t scratch your head when this sucker is running, you’ll get a real bad headache.  Like the pneumonic hammer the base contains the ghost rock engine that runs the air compressor for the drill.  The drill it self is about 5 inches long, and will make everyone, except the deaf, a wee bit uncomfortable with its high pitched wailing sound.

 


back to contents of Prefab Augment List

Name Tool Unit Augmentation
Type Small Complex Augmentation
Cost $600, +$200 per skill
Requirements  Dex 10+, Int 10+,the associated skill, replaces top portion of your forearm.
Reliability 2
Fuel/Ghost Rock 1 oz per week (7 days)
Abilities
/Bonuses
When you purchase this augmentation you start off with basic tools that give you +3 to tinkering rolls.
For every $200 you spend you can add another tool set giving you +3 to another hand related skill (Appraise, Crafts (any one), Disable device, Escape artist, Open lock, Sciences (any one).
A maximum of 3 tools can be added to the unit; the bonuses cannot be doubled up on the same skill.
Other manipulative skills are at -3 with the arm, but still have use of that hand.
If you do not have the associated skill, the tool arm is usless to you.
Attachments None
Description When you get this augment make sure you get some useful tools, a martini mixer is good at a party, but not really practical. Some typical tools are leather punches, mini saws, mini grinders, lockpicks,and of course screwdrivers. Note that you still have use of your normal hand since this augment is attached to your real arm, though it can be little ackward.

back to contents of Prefab Augment List


Name Melee Weapon Augmentation
Type Medium Simple Augmentation
Cost $250, plus cost of weapons +25%
Requirements Weapon proficiencies, replaces a forearm
Reliability 1
Fuel/Ghost Rock None
Abilities
/Bonuses
The weapon bits are impossible to disarm in normal combat,and receive +1 attack rolls.
It takes partial action that provokes an attack of opportunity to change weapon bits, even with quick draw feat. Damage depends on what kind of melee weapon you decide to buy. Weapon bits are limited to small or medium sized melee weapons only.
Of course normal skills with this arm are penalized, -4 to manipulative skills, so if you have an itch just leave it.
Attachments Weapon clamps, $50: Upto three weapons can fit in holding clamps around that arm. Can change these weapons with partial action without causing an attack of opportunity.

Speed Socket, $200: Requires the weapon clamp attachment, and give you the ability to change the weapons on the clamp as if you had the quick draw feat.
Description Your forearm is designed like a large multi-head screwdriver; expect the bits are melee weapons that screw into the arm’s socket. Weapons must be made to fit into the socket and cost 25% more than usual (DC 10 to adapt).

back to contents of Prefab Augment List

Name Pistol arm Augmentation
Type Medium Simple Augmentation
Cost $500, plus the cost of the guns.
Requirements Pistol Weapon proficiency, Replaces a forearm.
Reliability 1
Fuel/Ghost Rock None, unless required by gun
Abilities
/Bonuses
Allows you to attach a pistol(s) to your arm.The weapons are impossible to disarm in normal combat, and receive +1 attack rolls. Other skills and melee combat attacks that require use of the arm are at -4.

The pistol is a permanent part of the arm, and once put in cannot be taken out without some serious tinkering (DC 20. 1d6 hours).
Up to 4 pistols or derringers can be put into the arm, though they cannot be linked to fire all at once you change from one to the next as a free action, speedloader still work normally

For ease of use only cartridge (ie shelled bullets, no cap and ball allowed) style pistol can be installed.

“Over-Under” or double barrel guns such as the grapeshot pistol take up two slots in the arm. The Gatling pistol, electro pistol or acid pistols and other mad science gun like gadgets take up three slots, but cannot benifit from the ammo storage attachment unless they actually use bullets.
 
Attachments Ammo storage, $20:  though they do not automatically load, an extra 30 bullets can be stored in the arm.
Description Your forearm now can rain a hail of lead death apon your foes. The forearm looks like a round mettalic cylinder with numerous gun ports on it. The weapons are at fired by flexing the ligaments that were formerly used for fingers.

back to contents of Prefab Augment List

Name Rifle arm Augmentation
Type Medium Standard Augmentation
Cost $750, plus the cost of the gun
Requirements Rifle Weapon proficiency, Replaces forearm
Reliability 2
Fuel/Ghost Rock None, unless required by weapon
Abilities
/Bonuses
Like the pistol arm, except for a single rifle attachment. The weapon is impossible to disarm in normal combat, and receive +1 attack rolls. The real advantage to attaching a rifle in this way is that it can be fired single handily without penalty. 
This arm augmentation is needed to attach ranged weapons considreed rifles or rifle like mad scientist weapons.
 
Of course skills with this arm at penalized, -4 to skills and melee attacks with this arm.
Attachments Ammo box, $100+10% cost of the weapon: Increases effective load of your rifle by 25%.

Retractable Bayonet, $65: Damage 1d6, half strength bonuses, crit 20/x3, elimates the melee penalty with this arm when using the bayonet.
Description Seeing the end of rifle pointing at you is a scary prospect, it's even scarier if it's attached to the guy holding it.

back to contents of Prefab Augment List

 

Name Steam Gatling Augmentation
Type Medium Standard Augmentation
Cost $5000
Requirements Auto Weapon proficiency, loose whole arm
Reliability 3
Fuel/Ghost Rock 1/2 oz for each firing action, 10 oz storage.
Abilities
/Bonuses
.45 calibre Gatling Gun: Damage: 2d8+2, Crit: 18-20/x2, Range: 100 ft, Load: 50
Besides being considered an automatic weapon, you gain ONE additional firing attack with the gun as long as you still can take partial actions (effectivly giving you the Rapid Fire feat) and the weapon is capable of Supression fire.
Other skills or melee attacks are at -6 with this arm.

Attachments Ammo belt, $1000: doubles the load of the weapon.

Retractable Bayonet, $65: Damage 1d6, half strength bonuses, crit 20/x3, elimates the melee penalty with this arm when using the bayonet.

Fuel Storage, $500: increases the storage to 20 oz.

Stabalizers, $500: Gives +1 attack bonus from being more steady of aim.

Armour Shilding, $150: Gives you +1 AC from flanking attacks.
Description One of the most deadly creations of Augment science. A gatling gun that is run on short burst of steam to fire volleys of hot lead. A single Scrapper equipped with this weapon with all the bell's and whistles is a force to be reckoned with. It's only draw back is it's small ammo storage and need for large quanties of ghost rock.



back to contents of Prefab Augment List


Name Lower Leg (Shin) augmentation
Type Medium Standard Augmentation
Cost $500 each
Requirements Lose a lower leg (knee down)
Reliability 1
Fuel/Ghost Rock None, needs tightening every two days or so.
Abilities
/Bonuses
Restores the characters normal movement if they have lost their normal lower leg.
If you choose only to get a single shin augment your dexterity is at –1 and speed is at –5
Attachments Concealed compartment, $10: Big enough for one pistol per leg, +4 holdout.

Springs, $100:  Gives +5 to jump skill takes one minute to reload the spring after using it

Blade toe, $20:  1d4 damage, critical 20/x3, +2 holdout, and +1 initative if used at the start of combat.
Description On its own the shin replacement is pearly cosmetic and really is only a slight step up from getting a peg leg. Of Course the sub-attachments are a big selling feature on their own.

back to contents of Prefab Augment List

Name Full Leg Augment
Type Large Standard Augmentation
Cost $2500 each
Requirements Str 10+, Dex 10+.  Loose your leg, can't wear pants!
Reliability 3
Fuel/Ghost Rock 2 oz per week, 8 oz storage.
Abilities
/Bonuses
Gives you a movement base of 40 even when encumbered, and don't suffer fatigue from running a long as the ghost rock holds up.

If the ghost rock runs out your movement is at 10 feet and will suddenly feel like your carrying a 100 pounds of iron...which you are!

Also get +1 natural AC for a pair of full leg augment since a large portion of your body is now artifical

If you only get one leg replaced you still suffer encumbrance, don't get the AC bonus and are at –3 to dexterity rolls, you really should get a pair.
Attachments Concealed compartment, $20: Big enough for 24 bullet sized items, or 4 sticks of TNT, or 4 derringers, or two pistols or one saw-off in each leg, +4 holdout

Springs, $100:  Gives +5 to jump skill takes minute to reload if you use it. Requires both legs to be replaced

Blade toe, $20:  1d4 damage, critical 20/x3, +2 holdout, and +1 initative if used at the start of combat.

Quick holster, $35 (1 per leg max): +3 initiative during first round of combat, Pistol or Sawed off.

Enhanced Engine, $1000: Speed is 60 feet, +1 dex, fuel is 4 oz per week. Requires both legs to be replaced

Extra Rock, $300: Can hold a total of 16 Oz. of ghost rock.   
Description Massive legs powered by engines and supported by super strong springs and gears. It's pretty hard to hide this augment since real pantaloons that are big enough are hard to come by, even chaps are often to small, so you'll need to get a loincloath or snap on breifs...beware of chafing.
       

back to contents of Prefab Augment List

Name Partial Body Plating
Type Large Standard Augment
Cost $3000
Requirements Str 10+, Loose 1 point of charisma.
Reliability 1
Fuel/Ghost Rock None
Abilities
/Bonuses
AC +3, no movement penalty, no armour check penalty and is considered natural armour. You are also considered be proficient with your implanted armour.
Attachments Tempered Plating, $1000: Resistance 10 vs fire, heat and explosions of non-magical origin.

Storage pockets, $50: Pockets all over the place, enough room for 2 derringers, 2 pistols, 4 sticks of TNT (or 8 vials, or 8 cigars, or 2 speed load chambers), and 12 individual bullets or slugs, +1 holdup rolls.

Extra Armour, $1000: +1 AC extra with no extra hinderance.
Description Partial Body plating covers 30-40% of the body,covering major vital areas with lightweight ghost steel plates that can easily be maintained. However the numerous incisions and anchors leave nasty scars, making you look a little gory to look at. Also adds 10% to your body weight. You may still wear an armoured duster with this armour.

back to contents of Prefab Augment List

 

Name Full Body Plating
Type Large Complex Augment
Cost $7000
Requirements Str 12+, Con 10+, Loose 1 charisma point, see penalties.
Reliability 1
Fuel/Ghost Rock None
Abilities/Bonuses AC +6, body hardness of 5 (damage reduction vs blunt, peircing and slashing attacks, but NOT explosions or magical attacks) and is considered natural armour. You are also considered be proficient with your implanted armour.
You suffer -10 speed, -3 armour check penalty until you can compensate with other augments or the sub-attachment below.
Sub-attachments Compensators, $500: negate the speed and armour check penalties of this augment.

Tempered Plating, $1000: Resistance 10 vs fire and heat of all kinds, this (but not "dry" explosions such as TNT).

Storage pockets, $50: Pockets all over the place, enough room for 2 derringers, 2 pistols, 4 sticks of TNT (or 8 vials, or 8 cigars, or 2 speed load chambers), and 12 individual bullets or slugs, +1 holdup rolls.

Under Padding, $500: Gives +2 reflex and Fort rolls against falls, explosions, crashes, massive damage or other high impact attack/situations, does not count against most spells, melee attacks (including pinning or knockdown attacks), and normal (non-explosive) attacks.

Extra Armour, $1000: +1 AC extra with no extra hinderance.
Description This armour covers nearly every square inch of your body leaving only small parts of the joints free.
The chest is also covered with much larger plates that prevent you from wearing any additional normal armour or even shirts. Of course you may buy large sized clothes (+50% cost) items to compensate for this, but never armour (do you really need it?).
This armour adds 25% to your body weight and you look more like a Automanton than guy just with super heavy armour.

back to contents of Prefab Augment List