Available once a part
of Stenian Confederacy…
Mechs and Artillary…
All Mechs except the Juggernaut and Iron Giant are available at the list price. All Artillery and weapons are available too. Steam cannons are becoming available too, but currently only on Mechs. Steam Cannons have shorter range then their gun powdered counterparts, but don’t require gun powder and can cause more damage.
Magic Items…
Altair can make any magic item up to his level for the list price in the Players Handbook.
Hirelings…
GP Price pays for one year of Service. You need to have room onboard a mech for any hirelings you recruit. You can now add feats
to your hirelings too by paying extra for their services. Each minion may take
up to two feats. The price of which is below. If you are looking for crew for
your mechs, Dexterity addresses close attacks and
those through the mechs limbs and intelligence is
good for siege weapons.
Soldiers
GP |
Item |
Effect |
75GP |
Human Rabble (Lv 2 minion) |
Equipped with only a club. Work well in groups. |
680 GP |
Human Guard (Lv 3 Soldier) |
Guards are armed with Pole Arms, Crossbows and Chainmail. They are Streetwise and can hit hard. +100 GP Per Feat Added (Can Add up to 2 Feats) |
840 GP |
Human Mage (Lv 4 Artillery) Training |
The mage specializes in magic missiles and attacking multiple targets at once. They are skilled in Arcana and armed with robes, quarterstaffs and wands. +150GP per Feat Added ( Can Add up to 2 Feats) |
840 GP |
Dwarf Bolter (Lv 4 Artillery) |
Armed with a crossbow, chainmail and a hammer, these dwarfs specialize in ranged attacks. They deal extra damage to targets without cover. Dwarfs are good at Dungeoneering and Endurance. +150GP per Feat Added ( Can Add up to 2 Feats) |
1000 GP |
Dwarf Hammerer (Lv 5 Soldier) |
Armed with a heavy shield, a war-hammer, plate armor and throwing hammers, these dwarfs specialize in frontline fighting and pushing around their targets. Dwarfs are good at Dungeoneering and Endurance. +200GP per Feat Added ( Can Add up to 2 Feats) |
560 GP (rare) |
Elf Scout (Lv 2 Skirmisher) |
The Elf Scout is armed with chainmail, a long sword and a short sword. They specialize in two-weapon fighting and are good in Nature and at Stealth. +80GP per Feat Added ( Can Add up to 2 Feats) |
40 GP per Rabble (worth 60) |
Rabble upgrade |
Rabbles replace their clubs and plain clothes for Hide armour, Spears and Crossbows. Attribute increases include +3 to AC, + 2 to melee damage, and a new
ranged basic attack with the following stats... Crossbow (standard, at-will),
Weapon Ranged 15 / 30; +3 vs AC; 3 damage |
Mech Crew and Artillery Masters
GP |
Item |
Effect |
125GP |
Rabble Specialist (Lv 2 minion) |
Same Stats as a rabble but gains one feat (Weapon Proficiency: artillery, cannons or specific mech) |
200GP |
Rabble Mech Pilot (Lv 2 minion) |
Same Stats as a rabble but gains two feats (Weapon Proficiency: specific mech, plus mech piloting) |
150GP |
Laborer |
Same Stats as a rabble but add 10 HP instead of 1 hit equals a kill |
Hirelings…
Altair Can make any magic item up to his level for the list price in the Players Handbook.
Facilities…
GP |
Item |
Effect |
600GP |
1000sq Foot shop in Edge – Orla / Tara |
Messenger service in Edge would generate 10Gp / month, Trade shop in Edge would generate 20Gp / month. Also increases profits in trade to Edge by 20%. |
300GP |
1000sq Foot Shop in Duerok – Orla / Tara |
Messenger service in Duerok would generate 20Gp / month, Trade shop in Edge would generate 10Gp / month. Also increases profits in trade to Edge by 20%. |
200GP |
1000sq Foot Shop in Glatek – Orla |
Trade shop in Glatek would generate 20Gp / month. Also increases profits in trade to Edge by 20%. |