At 3rd level, the Techno’s calibration capacity transitions from utility gadgets and personal defenses into heavy military ordnance. These schematics consume significant power and thermal cooling capacity, essentially turning the Techno into a walking heavy-weapons platform. This blog post picks right up from
Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave's Arduin Grimoires - Converting The Techno PC Class To ACKS II
Following the precise balancing math of ACKS II, these 3rd-level Arcane equivalent schematics are devastating but bound by the rules of tactical positioning, area radii, and situational deployment.
3rd Level Heavy Ordnance Schematics
1. Shoulder-Mounted Micro-Missile Pod
ACKS II Original Spell: Fireball (Arcane 3)
Range: 240 ft
Area of Effect: 20-ft radius sphere
Execution: A compact launcher mounted on the Techno's shoulder rig flips upward, painting the target area with a laser designator before unleashing a swarm of high-explosive micro-missiles.
Mechanical Translation: Deals 1d6 explosive/fire damage per class level of the Techno (maximum 20d6) to all targets within the blast radius. Targets may make a Saving Throw vs. Blast/Breath (replaces Save vs. Spells for physical explosions) for half damage.
Arduin Campaign Environmental Note: Because this is a physical kinetic explosion, it can cause severe structural collapse in tight dungeon corridors, requiring a localized structural integrity check if used underground.
2. Directed EMP & Plasma Suppression Beam
ACKS II Original Spell: Lightning Bolt (Arcane 3)
Range: 180 ft
Area of Effect: 60-ft long by 5-ft wide linear beam
Execution: The Techno overclocks their central power core, unleashing a blinding, linear discharge of superheated plasma combined with a high-intensity electromagnetic pulse.
Mechanical Translation: Deals 1d6 electrical/plasma damage per class level (maximum 20d6) to all creatures caught in the line of fire. Targets may make a Saving Throw vs. Blast/Breath for half damage.
The Techno Twist: Constructs, droids, power armor, and cybernetic entities take a -2 penalty to their saving throws against this schematic. If they fail, they are also Stunned (unable to act) for 1 round as their systems reboot.
3. High-Frequency Sonic Disruption Field
ACKS II Original Spell: Dispel Magic (Arcane 3)
Range: 120 ft
Area of Effect: 30-ft cube
Execution: The Techno drops a specialized sonic resonance beacon or fires a wide-dispersion sound cannon that emits counter-vibrations designed to shatter magical matrixes and scramble active electronic frequencies.
Mechanical Translation: Operates exactly like Dispel Magic to neutralize active spells, enchantments, or curses.
The Techno Twist: This field is equally effective at neutralizing enemy technology. It can shut down active force fields, deactivate holographic traps, or temporarily brick enemy comms/scanners within the zone for 1 turn per level of the Techno.
4. Flash-Bang / Cryo-Gas Mortar
ACKS II Original Spell: Hold Person (Arcane 3 / Divine 2 up-scaled)
Range: 120 ft
Area of Effect: Up to 4 targets within a 20-ft forward arc
Execution: The Techno fires a multi-chambered grenade launcher that blankets the target area in a blinding magnesium flash combined with a localized endothermic (freezing) gas cloud.
Mechanical Translation: Targets must successfully make a Saving Throw vs. Paralysis (representing physical freezing/stunning). Failure means they are completely immobilized and incapacitated for 1d4+1 turns.
Heavy Ordnance Combat Constraints
To ensure these military-grade weapons don't entirely invalidate the martial classes in your ACKS II campaign, enforce the following structural limits:
Thermal Overload: Firing a 3rd-level Heavy Ordnance schematic vents massive amounts of superheated exhaust. After activating any of these schematics, the Techno's Armor Class is reduced by 2 points for the next round as their cooling vents open, making them highly vulnerable to counter-attacks. Furthermore, they cannot activate back-to-back Heavy Ordnance schematics on consecutive combat rounds.
To integrate high-tech gear fabrication into the rigorous economy of ACKS II, a Techno cannot simply pull gadgets out of thin air. They must operate under the exact mathematical laws governing standard ACKS II magical cross-breeding and item creation, adapted here into the Technic Workshop Rules.
Instead of rare monster parts and alchemical ingredients, the Techno uses Technic Salvage Value (SV)—the gold-piece equivalent of recovered microchips, wiring looms, radioactive cores, and exotic alloys harvested from ruins or crashed starships.
1. The Technomantic Engineering Formula
In ACKS II, item creation costs are tied directly to the item's mechanical power and utility. To build a permanent piece of tech, a Techno requires a Functional Workshop (costing a minimum of 2,000gp in specialized tools, diagnostic computers, and soldering rigs).
The base production rate for a Techno working alone is 25gp of Salvage Value processed per day (175gp per 7-day week).
Hiring Lab Assistants (Accelerating Production)
A Techno can hire assistant engineers or salvaged labor-droids to speed up the process. Each assistant increases the workshop's weekly output:
Apprentice Mechanic: Costs 15gp/month; adds +25gp to weekly production.
Master Cyberneticist: Costs 125gp/month; adds +100gp to weekly production.
Max Assistants: A Techno can supervise a maximum number of assistants equal to their level.
2. Techno Workshop Crafting Table
The following table dictates the Salvage Value (SV) in gold pieces required to build permanent items, along with the standard solo fabrication time.
| Tech Item | ACKS II Functional Blueprint | Salvage Value (SV) | Solo Time Required | Battery / Fuel Requirements |
| Glow-Rod / Flashlight | Light (Permanent Item) | 250 gp | 10 Days | Built-in kinetic winding generator. |
| Comms-Headset (Pair) | Telepathy (Limited to 1 mile) | 1,000 gp | 40 Days | 1 Power Cell provides 48 hours of talk time. |
| Plasteel Riot Shield | Shield (+2 AC passive bonus) | 1,500 gp | 60 Days | None (Non-powered alloy). |
| Phaser Pistol / Laser Sidearm | Magic Missile (1d6+1 energy damage) | 3,000 gp | 120 Days | 1 Power Cell yields 20 shots. |
| Med-Scanner Visor | Detect Magic & Disease (Visual spectrum) | 4,000 gp | 160 Days | 1 Power Cell yields 10 hours of active use. |
| Blaster Rifle / Laser Carbine | Web / Scorching Ray hybrid (2d6 damage) | 6,000 gp | 240 Days | 1 Power Cell yields 10 heavy shots. |
| Jet-Pack Rig | Fly (Speed 120 ft, 10 min max per use) | 10,000 gp | 400 Days | Requires 100gp worth of Promethium Fuel per flight. |
| Personal Deflector Field | Protection from Normal Missiles | 15,000 gp | 600 Days | 1 Power Cell drains completely per combat encounter. |
3. The Fabrication Process & Mishap Check
When a Techno begins a project, they must commit the required Salvage Value upfront. At the end of the calculated crafting time, the Techno must make a Proficiency Check using their Technological Aptitude (Thievery re-allocation) or a custom Engineering proficiency.
[End of Fabrication Time]
|
[Roll Proficiency Check]
|
+---------------------+---------------------+
| |
[Success: Stable Build] [Failure: Fabrication Glitch]
| |
Item works flawlessly. Roll 1d6 on Mishap Table.
The Modification & Mishap Table (On a Failed Check)
If the Techno fails their engineering check, the item isn't necessarily a total loss, but it suffers an Arduinian quirk. Roll 1d6:
Catastrophic Overload: The components melt into radioactive slag. All Salvage Value is lost. The workshop is offline for 1 week for decontamination.
Power Leak: The item functions perfectly, but it drains power cells at double the standard rate.
Volatile Intermittent Glitch: Whenever the item is used or fired in combat, a natural attack roll or check roll of 1–3 causes it to jam, requiring a full round to clear.
Unintended Radiation: The item works, but using it forces the user to make a Saving Throw vs. Poison/Radiation once per day or suffer 1 point of temporary Constitution damage.
Sub-Optimal Calibration: The item works, but its range, damage, or structural effectiveness is permanently reduced by 25%.
Unstable Success: The item works, but the next time the Techno fails an engineering check on any item in this workshop, this item explodes dealing 3d6 explosive damage to anyone nearby.
In David A. Hargrave’s Arduin, Power Armor turns a user into a walking dreadnought capable of shrugging off dragon fire and energy blasts alike. To implement this artifact within ACKS II, it must fit precisely into the system’s structural grid: encumbrance, tactical combat maneuver constraints, structural domain wealth, and mass combat Battle Factors.
Here is the mechanical breakdown of Arduinian Power Armor designed for the ACKS II chassis.
1. Blueprint & Construction Requirements
Power Armor is treated as a Tier 4 Legendary Artifact Vehicle/Exoskeleton. It cannot be bought on standard markets, nor can it be built without a dedicated High-Tech Foundry (Workshop value: 10,000+ gp).
Blueprints Required: Arduinian Exoskeletal Matrix AND Cold-Fusion Internal Reactor.
Fabrication Cost: 25,000 gp in Technic Salvage Value (SV).
Time to Build: 1,000 Solo Crafting Days (reducible by hiring Master Cyberneticists and Labor Droids to a minimum floor of 100 days).
Prerequisite: Techno Class Level 9+ or an Engineer with the Ancient Lore (Technology) proficiency.
2. Combat Framework & AC Benefits
When fully powered, the armor completely alters the character’s baseline combat mechanics.
Armor Class (AC) & Protections
Base Armor Class: AC 11 (Equivalent to AC 0 in legacy systems). It replaces all standard armor and shields. Dexterity bonuses to AC do not apply while inside the armor, as its mechanical reactions dictate dodging speed.
Hardened Plating: Grants a passive +3 bonus to all Saving Throws vs. Blast/Breath and Poison/Radiation.
Kinetic Shielding: The armor absorbs the first 15 points of damage from any non-magical, primitive missile attack (arrows, bolts, slings) per combat encounter before the kinetic gel layers require a reset turn.
Offensive Augmentation
Hydraulic Actuators: The user's physical Strength is mechanically treated as 18 (+3) for melee attack damage, forcing doors, or lifting barriers, regardless of the pilot's natural stats.
Integrated Hardpoints: The suit features two weapon hardpoints. The Techno can hard-mount Heavy Ordnance schematics or Technic Ranged Weapons directly into the forearms/shoulders, reducing their individual encumbrance footprint to 0 stone while worn.
3. Encumbrance & Tactial Penalties
Power Armor is incredibly heavy, transforming the user's tactical limits.
[Powered State] [Unpowered State]
• Encumbrance: 4 Stone (Active) • Encumbrance: 25 Stone (Dead Weight)
• Movement: 90 ft / round • Movement: 0 ft / round (Immobilized)
• Swim/Climb: Automatic Failure • Swim/Climb: Automatic Failure
The Active vs. Dead-Weight Encumbrance Math
When Active: The suit bears its own weight. It registers on the character's sheet as 4 stone of encumbrance (representing the structural strain of piloting the rig). The user’s baseline tactical exploration speed is locked to 90 feet per turn (30 feet per round in combat scaling).
When Depleted/Unpowered: If the suit runs out of power cells or is hit by a devastating EMP, the servo-motors seize. The suit instantly collapses into 25 stone of dead-weight encumbrance. The user is entirely Immobilized (0 feet movement) and cannot exit the suit without spending 3 full rounds manually turning emergency safety release valves.
Environmental Penalties: Regardless of power status, the density of the plasteel frame means the user automatically fails all Swimming checks and Sink/Swim hazards, plunging straight to the bottom of any liquid mass. It also prevents the use of standard Thievery skills like Hide in Shadows or Move Silently.
4. The Fuel Engine: Core Drain
The suit is driven by standard Arduinian Heavy Power Cells or a rare Plutonium Core.
Combat Drain: A single standard Power Cell provides exactly 1 hour (6 turns) of active exploration, or 2 full combat encounters.
Overclocking: The Techno can choose to Overclock the armor's systems to guarantee an automatic maximum damage roll on a heavy ordnance weapon or an automatic success on a physical strength check. Doing so instantly drains 50% of the currently loaded cell's remaining lifespan and vents superheated plasma, blinding anyone standing directly behind the suit for 1 round.
5. Domain & Mass Combat Integration
When your Techno rules a domain or leads armies using the Domains at War mechanics, a single suit of Arduinian Power Armor shifts the strategic balance of the entire hex hex-crawl grid.
Domain Law Enforcement & Upkeep
If a high-level Techno garrisons their stronghold with themselves or henchmen in Power Armor, the local Domain Unrest modifier drops permanently by -1 due to the sheer psychological deterrence of the automated juggernauts.
Logistical Cost: Keeping a suit maintained within a domain costs 250 gp per month in refined lubricants, tech calibration metrics, and circuit-swaps. This must be paid directly from the domain treasury or the suit suffers a cumulative 5% structural failure rate every month it is neglected.
Mass Combat: The Single-Unit Juggernaut
In the mass combat system of ACKS II, a warrior in Arduinian Power Armor does not fight as a standard infantryman. They are deployed as a Heroic / Fantastic Unit onto the hex grid.
Battle Factor (BF): The armor grants the pilot an effective +4 Battle Factor increase.
Shock Troop Trait: When charging primitive medieval infantry, the suit possesses the Shock trait, forcing an immediate morale check on any unit of Class Zero or Class 1 troops (goblins, peasants, basic militia) before melee dice are even rolled.
Siege Damage Resistance: The hardened frame treats standard field artillery (ballistas, light catapults) as normal missile attacks, completely ignoring their typical structural damage multipliers against human-sized targets.
