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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! |
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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. |
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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. Thats 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. |
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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 | Dont scratch your head when this sucker is running, youll 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. |
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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. |
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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 arms socket. Weapons must be made to fit into the socket and cost 25% more than usual (DC 10 to adapt). |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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