TEXT: 
  The
  Armsmith
  ExTrA
  Copyright 2012 Daniel Burrow, Cracked Monocle.
  This expansion is designed for Tephra: the Steampunk RPG using the Clockwork System.
  Written by Daniel Burrow and Henry White
   revised by Tyler Hudson
  The Armsmith skill already allows you to build some pretty aston-
  ishing things, from frighteningly-accurate sniper rifles to chain-
  sawing, fire-spewing longswords to gear-covered, bulletproofed 
  suits of armor. Firearms, crossbows, melee weapons, bows, armor... 
  you can make even the most pitiful warriors shine with a few good 
  upgrades from Armsmith. 
   
  But today, that’s not enough.
   
  Allow me to present to you the Armsmith ExtrA, an arm-
  smith expansion allowing you to get started crafting advanced mu-
  nitions, special shields, and deployable turrets. 
   
  Munition crafting will allow you to, first, create advanced 
  firearm cartridges, crossbow bolts, or arrows. These rounds might 
  be deafening, made to pierce tank armor, or designed to split in 
  half and inflict two wounds. Once you take beta munitions, each 
  shot is going to be unique and, dare we say, quite deadly.
   
  Shields aren’t used by many Tephran adventurers, but 
  shield crafting might change that. Not only will you be able to 
  make your normal shield very efficient, you’ll also be able to turn it 
  into a weapon, attach explosives to it that burst outward, and set it 
  down to provide you cover from one direction.
   
  Turret crafting is for those of us who just want to use 
  enormous firearms. You’ll be able to deploy your turret on the bat-
  tlefield, sit behind it, and wreck havoc upon your foes - all while be-
  ing protected behind the cover that your turret grants you. If you’re 
  the type to tinker in automata, you might even be able to build an 
  automated turret that can fire on its own every turn. 
   
  We’re trying out some new methods for crafting here, and 
  some of these items will be a little different from what you’re used 
  to. We hope you enjoy them, and - for your sake - we hope your 
  enemies don’t. 
  Augments with Two Marques      
  You’re about to see some augments that only have two 
  marques. These marques are exactly the same as Marque 
  I and Marque III. In effect, we’ve nixed having Marque II 
  and Marque IV for these augments. 
   
  When using these augments, you automatically start 
  off with the first marque. Once you have 15 skill points in 
  Armsmith, you automatically upgrade to the next marque 
  (just as though it was Marque III). 
   
  The cost of the marques also correlate with Marque 
  I and III. If you craft a Marque I out of pocket, it costs 
  1/5th the price. If you craft the higher marque (which cor-
  relates with Marque III), it costs the same as if you were 
  crafting a Marque II augment. 
  
  
   Crafting
  Munitions
  Munitions Crafter
  Armsmith spEciAlty
  From explosive rounds to fire-soaked arrows to bullets designed to 
  shriek as they cross the battlefield, you are a master of designing 
  and forging munitions. You may now craft munitions which can be 
  used for firearms, crossbows, or bows. 
   
  Crafted munitions are made in bulk - that is, you can as-
  sume that if you craft a certain type of munition, you have enough 
  of that ammo to last you for quite some time. When you switch am-
  munition types, it costs 1 action point (except in the case of bows, 
  which can change ammunition type for no cost). 
   
  Without spending any money, you can build and main-
  tain several munitions based on your current Do-It-Yourself (DIY) 
  score. These munitions will allow you to place a single augment on 
  them. 
  NumbEr of muNitioNs you cAN mAiNtAiN  z
  Without needing to buy pieces or parts, you can build some muni-
  tions entirely out of scraps. These munitions must be constantly 
  maintained by you and stop working soon after leaving your care. 
  You can build and maintain a number of munitions based on your 
  DIY score. You can build new munitions or augment old ones dur-
  ing any period of downtime you have.
  your Diy:
  1
  2
  3
  4
  5
  6
  you cAN builD:
  1
  2
  2
  3
  3
  4
  your Diy:
  7
  8
  9
  10
  11
  12
  you cAN builD:
  5
  6
  6
  7
  7
  8
  thE cost of muNitioNs z
  If you need to build a munition that you can’t build for free from 
  your DIY score, you will need to buy the materials for it.
   
  Every augment will increase the price. The higher the 
  marque, the greater the price. The market price for an augment 
  can be found in the chart below.
  mArquE
  I
  II
  III
  IV
  mArkEt pricE
  5 princes
  25 princes
  125 princes
  625 princes
  If you are building the augment, you pay 1/5th the price, which is 
  the same as if you were buying an augment one marque lower. (As 
  in, the material cost for a Marque III augment is the market price 
  fo a Marque II augment.) The material cost for a Marque 1 aug-
  ment is 1 prince.
  Beta Munitions
  Armsmith spEciAlty
  rEquirEs: 4 skill points in Armsmith & Munitions Crafter specialty
  Your munitions have two more slots for you to place augments 
  into, for a total of three augmentable slots. These munitions are 
  very complex and expensive and, generally, only you can figure out 
  how to use them.
   
  Beta munitions are not crafted in bulk. Every beta muni-
  tion is a single round, arrow, or crossbow bolt. Once it is fired, 
  it’s gone. When crafting beta munitions, you can use this chart to 
  determine how many beta munitions you can craft using only your 
  DIY score. 
  your Diy:
  1
  2
  3
  4
  5
  6
  you cAN builD:
  3
  3
  4
  4
  5
  6
  your Diy:
  7
  8
  9
  10
  11
  12
  you cAN builD:
  6
  7
  8
  8
  9
  10
   
  The cost for crafting beta munitions is the same as buying 
  in bulk. 
   
  If anybody other than you attempts to use one of your 
  beta munitions, they must succeed in rolling a science result one 
  tier higher than the highest level marque you have on your muni-
  tion. If your munition has a Marque IV augment, it is impossible 
  for them to use it (unless they can somehow obtain a tier result of 
  5 with their science attribute).
  Prototype Munitions
  Armsmith spEciAlty
  rEquirEs: 16 skill points in Armsmith, Munitions Crafter, & Beta 
  Munitions specialties
  You’ve perfected your beta munitions and made them user-friend-
  ly. Now anybody can use a munition that you designate as being 
  a prototype. 
  p Munition Augments M
  Aerodynamic
  muNitioN AugmENt
  This is a sleeker bullet designed to allow for a more accurate and 
  cleaner shot.
  +1 onto the accuracy of this shot
  +2 onto the accuracy of this shot
  DIY
  +1
  HP
  +4
  Aug
  +2
  DIY
  +1
  HP
  +5
  Aug
  +2
  DIY
  +1
  HP
  +6
  Aug
  +1
  
  
  Anti-Personnel
  muNitioN AugmENt
  By flattening the heads of the munitions and making a few other 
  slight modifications, you’ve made for a more destructive bullet that 
  has a more stopping power against organic creatures and people. 
  +1 damage class when hitting an organic creature
  +2 damage class when hitting an organic creature
  Anti-Tank
  muNitioN AugmENt
  This is a bullet designed to cut through the common alloys that are 
  all too prevalent in most vehicles, causing them extreme damage.
  +1 damage class when hitting a vehicle
  +2 damage class when hitting a vehicle
  Automaton-Destroying
  muNitioN AugmENt
  Automaton-destroying rounds are harder than most ammunitions 
  and much more rounded. This is to insure that after piercing the 
  machine’s metal plating, the bullet ricochets through their inner 
  workings, dealing optimal damage.
  +1 damage class when hitting an automaton
  +2 damage class when hitting an automaton
  Banshee Bullets
  muNitioN AugmENt
  The munitions known as banshee bullets are a longer-than-aver-
  age bullet or arrow with holes set along their sides. When fired, the 
  scream from this munition sound like death as it rips through the 
  air, inspiring fear into even the bravest of hearts. When hearing a 
  banshee bullet, all enemies in ear shot must roll to resist tier 1 fear. 
  A spirit or cunning resist negates this effect.
  Tier 2 resist
  Tier 3 resist
  Demolition rounds
  muNitioN AugmENt
  Demolition rounds are large, unwieldy munitions designed to de-
  stroy stationary objects such as doors, walls, and structures. When 
  determining damage to a stationary objects, the tier of the attack 
  is higher. 
  The shot is 1 tier higher
  The shot is 2 tiers higher
  Devastating Shot
  muNitioN AugmENt
  This ammunition is both easily readied and has the ability to add 
  substantial damaging force.
  The damage class of the shot is increased by 1
  The damage class of the shot is increased by 2
  Drill Shot
  muNitioN AugmENt
  From the moment that drill shot is fired, it spirals at incredible 
  speeds. When making contact with its target, drill shot continues 
  spiraling, penetrating the target’s armor.
  The target soak is lowered by 1 for this attack.
  The target soak is lowered by 2 for this attack.
  Electrically Charged
  muNitioN AugmENt
  By augmenting the ammunion with a small capacitor and a metal 
  coating, you are able to electrically charge it. This deals additional 
  electrical damage that is unsoakable when the target is wet or in 
  metallic armor.
  Deals 1 additional electric damage
  Deals 2 additional electric damage
  Explosive
  muNitioN AugmENt
  After successfully hitting and damaging your target with an explo-
  sive round, it explodes dealing them additional unsoakable dam-
  age. If no damage was taken from the initial hit, the round does 
  not explode.
  The explosion deals 1 unsoakable damage
  The explosion deals 2 unsoakable damage
  The explosion deals 3 unsoakable damage
  The explosion deals 4 unsoakable damage
  Flash-Bangs
  muNitioN AugmENt
  Flash-bang rounds are filled with a fine powder similar to that of 
  flash-powder used for photography. When the shot makes contact, 
  it explodes letting out a bright light that stuns the opponent for 1 
  action point, though a Cunning resist negates this.
  Tier 2 cunning negates
  Tier 3 cunning negates
  Flesh-rending
  muNitioN AugmENt
  Flesh-rending bullets tear through whatever they hit, leaving large 
  bleeding wounds. If no damage was taken from the initial hit, the 
  round does not cause bleeding.
  The target bleeds for 1
  The target bleeds for 2
  The target bleeds for 3
  The target bleeds for 4
  
  
  Heavy
  muNitioN AugmENt
  These are rounds that are designed to make contact with their tar-
  get and knock them backwards a good distance due to the massive 
  impact. Targets hit by this round must make a brute resist against 
  the shooters accuracy tier as though hit with a called shot to the 
  torso.
   
  cost to crAft: The heavy augment has no marques and 
  can be learned by anyone with the muNitioNs crAftEr specialty. It 
  costs 125 princes to buy or 25 princes to craft yourself (if you know 
  the augment). 
  Inkshot
  muNitioN AugmENt
  Inkshot is an ammunition designed to explode on impact, staining 
  the target with a thick black ink where the shot landed. Generally, 
  inkshot is used in war games; however, if a target is struck in any 
  called shots above the neck (to the head, ears, or eyes) with this 
  munition, they are blinded until they can spend 3 action points 
  removing the ink. This is in addition to the normal called shots ef-
  fect. A Brute or Dexterity resist negates this effect. If the target is 
  wearing any eyewear, they receive a +6 to this save.
  Tier 2 resist
  Tier 3 resist
  rubberized
  muNitioN AugmENt
  rubber munitions are among the best tools in a peacekeeper’s arse-
  nal. rubber bullets do not kill, though they may still inflict wound 
  effects. When a target in fatals is struck by a rubber bullet, they are 
  knocked unconcious and do not roll on the fatal wounds chart.
   
  cost to crAft: The rubberized augment has no marques 
  and can be learned by anyone with the muNitioNs crAftEr spe-
  cialty. It costs 5 princes to buy or 1 prince to craft yourself (if you 
  know the augment). 
  Shrapnel-Breaker
  muNitioN AugmENt
  Shrapnel munitions break apart on impart, thoroughly impairing 
  any attempts to heal their target. When wounds or fatal effects are 
  the result of shrapnel munitions, the effects and damage can only 
  be through surgery. They will not heal naturally over time. 
   
  cost to crAft: The shrapnel-breaker augment has no 
  marques and can be learned by anyone with the muNitioNs crAft-
  Er specialty. It costs 25 princes to buy or 5 prince to craft yourself 
  (if you know the augment). 
  Split Shot
  muNitioN AugmENt
  When fired, the shot splits in half, striking the opponent twice 
  (though accuracy is only rolled once). Split shot greatly reduces 
  the munition’s velocity and cuts the attack’s damage class in half, 
  rounded down. While this allows the victim to soak for both attacks 
  individually, they must also resist any effects on the attack twice. 
  Split shot cannot not be applied to bullets that contain a substance, 
  such as syringe, inkshot, flash-bang, et cetera.
   
  For example, if you were to fire a split shot at an oppo-
  nent’s right leg, they would need to resist the called shot twice in 
  order to not fall prone.
   
  cost to crAft: The split shot augment has no marques 
  and can be learned by anyone with the muNitioNs crAftEr spe-
  cialty. It costs 25 princes to buy or 5 prince to craft yourself (if you 
  know the augment). 
  Super-Heated
  muNitioN AugmENt
  When fired from the end of a barrel, the outer casing of this round 
  is ripped off. This rush of oxygen reacts with the bullet causing it 
  to ignite. Targets hit by this round must overcome a brute resist or 
  be burned until their next breather. 
  Tier 2 brute resist of suffer tier 1 burns (-1 on defense)
  Tier 3 brute resist of suffer tier 1 burns (-1 on defense)
  Tier 3 brute resist of suffer tier 2 burns (-3 on defense)
  Tier 4 brute resist of suffer tier 2 burns (-3 on defense)
  Syringed
  muNitioN AugmENt
  Syringed bullets are ammunitions specially crafted to deliver al-
  chemical substances directly to a subject’s bloodstream. While 
  these are commonly used to deal with rampaging animals, in many 
  cases they are also useful for delivering much needed medicines to 
  a target. Syringed munitions lower the damage class of the weapon 
  firing them by 2. If no damage was taken from the initial hit, the 
  ammunition does not inject its target.
  Can carry an alchemical substance with 1 augment
  Can carry an alchemical substance with 2 augments
  Can carry an alchemical substance with 3 augments
  Can carry an alchemical substance with 5 augments
  
  
  Shield Forger
  Armsmith spEciAlty
  Your shields are something more than a piece of metal strapped to 
  somebody’s arm. They are works of beauty, meticulously crafted to 
  ensure that no weapon gets past them, that no bullet finds its way 
  through them, and that no enemy can find a way around them. You 
  are a forger of shields, and nobody could ask for better protection. 
  Shield  
  +4 to evade against melee and ranged attacks
  A shield is strapped onto the forearm and held with the hand. 
  You can hold things with your shield hand, but - while doing 
  so - you cannot make deflections. The shield grants you a +4 
  to evade for deflections, and can be used both against melee 
  and ranged attacks.
  mAtEriAl optioNs: Metal, Organic, or Wood
  VAluE: 4 princes
   
  Without spending any money, you can build and maintain 
  several shields based on your current Do-It-Yourself (DIY) score. 
  These shields can then be upgraded with augments. You’ll learn 2 
  augments from this specialty, which can be selected under “shield 
  augments” below. These augments have marques. At lower levels, 
  you’ll start with Marque I augments. As your skill in Armsmith 
  improves, your marques will increase. See “Crafting” on page 162 of 
  the Tephra Playing Guide for more information.
   
  Each shield can be upgraded with 3 augments. Some ma-
  terials can only be upgraded twice (like wooden shields) or just 
  once (like organic ones). Sometimes an augment will take up mul-
  tiple augment slots. For example, the augment is worth 2 slots, a 
  shield has 1 more more available slot for an augment after the 2-slot 
  augment has been applied.
  NumbEr of shiElDs you cAN mAiNtAiN  z
  Without needing to buy pieces or parts, you can build some shields 
  entirely out of scraps. These shields must be constantly maintained 
  by you and stop working soon after leaving your care. You can 
  build and maintain a number of shields based on your DIY score. 
  You can build new shields or augment old ones during any period 
  of downtime you have.
  your Diy:
  1
  2
  3
  4
  5
  6
  you cAN builD:
  2
  3
  3
  4
  4
  5
  your Diy:
  7
  8
  9
  10
  11
  12
  you cAN builD:
  5
  6
  6
  7
  7
  8
  thE cost of shiElDs z
  If you need to build a shield that you can’t build for free from your 
  DIY score, you will need to buy the materials for it.
   
  Every augment will increase the price. The higher the 
  marque, the greater the price. The market price for an augment 
  can be found in the chart below.
  mArquE
  I
  II
  III
  IV
  mArkEt pricE
  10 princes
  50 princes
  250 princes
  1250 princes
  If you are building the augment, you pay 1/5th the price, which is 
  the same as if you were buying an augment one marque lower. (As 
  in, the material cost for a Marque III augment is the market price 
  fo a Marque II augment.) The material cost for a Marque 1 aug-
  ment is 2 princes.
  Beta Shields
  Armsmith spEciAlty
  rEquirEs: 4 skill points in Armsmith & Shield Forger specialty
  Your shields have two more slots for you to place augments into. 
   
  If anybody other than you attempts to use one of your 
  beta shields, they must succeed in rolling a science result one tier 
  higher than the highest level marque you have on your shield. If 
  your shield has a Marque IV augment, it is impossible for them to 
  use it (unless they can somehow obtain a tier result of 5 with their 
  science attribute).
  Prototype Shields
  Armsmith spEciAlty
  rEquirEs: 16 skill points in Armsmith, Shield Forger, & Beta Shields 
  specialties
  You’ve perfected your beta shields and made them user-friendly. 
  Now anybody can use a shield that you designate as being a pro-
  totype. 
  Shield Crafting Basics
  Armsmith spEciAlty
  rEquirEs: Shield Forger specialty
  You’ve learned the basic augments known most commonly among 
  shield crafters. You learn the following augments: Bulletproofing, 
  Improved Deflection, retractable, Sling Shield, Standing Shield, & 
  Weaponized.
   Crafting
  Shields
  DIY
  +1
  HP
  +6
  Aug
  +2
  DIY
  +1
  HP
  +7
  Aug
  +2
  DIY
  +1
  HP
  +8
  Aug
  +1
  DIY
  +1
  HP
  +5
  Eva
  +1
  
  
  p Shield Augments M
  Barricading
  shiElD AugmENt
  cost: Deflection +1 AP (normally 2 AP reflexively)
  Your shield has folded panels and extra width to it that can provide 
  an intimidating amount of deflection bonus. For 1 additional action 
  point when deflecting, you can add more to the evade roll. This 
  stacks with the normal deflection bonus. 
  +3 on the evade roll
  +4 on the evade roll
  +5 on the evade roll
  +6 on the evade roll
  Bio-Zapper Proofed
  shiElD AugmENt
  Your shield can deflect the essence-manipulating rays of bio-zap-
  pers, and it does so fairly well. In addition to your normal deflec-
  tion bonus, a bio-zapper proofed shield gains an additional evade 
  deflection bonus when used against bio-zappers. 
  +2 on the evade roll
  +4 on the evade roll
  +6 on the evade roll
  +8 on the evade roll
  Blast Protection
  shiElD AugmENt
  Your shield is large enough to help you circumvent explosions and 
  designed to withstand blasts. If you are wielding your shield while 
  using your dexterity to resist an explosion, it gives you an auto-
  matic bonus on your roll.
  +3 to resist explosions
  +6 to resist explosions
  +9 to resist explosions
  +12 to resist explosions
  Breaker Shield
  shiElD AugmENt
  cost: 2 AP reflexively
  Your shield has rough edges designed to catch a melee weapon 
  before it strikes and snap it apart. After successfully deflecting an 
  attack with a melee weapon, you can reflexively use the shield to 
  make a sunder attempt for 2 action points. The sunder automati-
  cally hits. You roll your strike to determine the tier dealt (normally 
  lowering the damage class of their weapon by the tier result of your 
  strike roll). The breaker shield, depending on its marque, grants 
  you a bonus on that strike roll. 
  +4 on the strike roll to determine tier of the sunder
  +8 on the strike roll to determine tier of the sunder
  +12 on the strike roll to determine tier of the sunder
  +16 on the strike roll to determine tier of the sunder
  Bulletproofing
  shiElD AugmENt
  The shield is designed to take bullets. When being shot by a fire-
  arm, the person using this shield gains an additional bonus on the 
  evade roll if it’s used in a deflection.
  +2 on the evade roll
  +4 on the evade roll
  +6 on the evade roll
  +8 on the evade roll
  Concealable
  shiElD AugmENt
  Your shield is small and easily disguised. Unlike most shields, your 
  shield can be concealed. It conceals like a light weapon, but also 
  gains a bonus against cunning rolls to detect it. 
  +4 against cunning rolls to detect the shield
  +8 against cunning rolls to detect the shield
  +12 against cunning rolls to detect the shield
  +16 against cunning rolls to detect the shield
  Electric Deterrent
  shiElD AugmENt
  Your shield is designed to fend off electric attacks. Any attack that 
  is purely made of electric energy (such as those shot from certain 
  weapons or from the primal power of lightning) can be deflected 
  with your shield. Not only do you gain you shield’s normal deflec-
  tion bonus, you gain an additional deflection bonus depending on 
  the marque of this augment. 
  +2 on evade rolls against electric attacks
  +4 on evade rolls against electric attacks
  +6 on evade rolls against electric attacks
  +8 on evade rolls against electric attacks
  Gas Purifier
  shiElD AugmENt
  Your shield has a small purification system built into it that cleans 
  the air around it. The shield will clean the air in the space that the 
  shield is in, protecting its owner from gases. It can’t fully clean out 
  the air of gases stronger than its filtration system. Any gas with a 
  marque higher than the marque of the gAs purifiEr augment is 
  unaffected. 
  cleans the air of Marque I Gases for the wielder 
  cleans the air of Marque II Gases for the wielder 
  cleans the air of Marque III Gases for the wielder 
  cleans the air of Marque IV Gases for the wielder 
  
  
  Improved Deflection
  shiElD AugmENt
  Your shield has been finely tuned to bring you greater blocking 
  power, better stability, and a more streamlined edge that allows 
  your to push aside attacks better. To put it simply, your shield is 
  better at being a shield. When it is used as part of a deflection, it 
  grants a higher bonus on the evade roll.
  +1 on the evade roll (normally for a +5 total)
  +2 on the evade roll (normally for a +6 total)
  +3 on the evade roll (normally for a +7 total)
  +4 on the evade roll (normally for a +8 total)
  Injector
  shiElD AugmENt
  cost: 0 AP reflexively
  Through the use of a trigger system connected to a liquid injector 
  that runs along the forearm, this augment creates a quick injection 
  system that allows the wearer to, through the push of a button, in-
  ject himself with a dose of a chemical. It requires 5 action points to 
  reload a dose of the chemical after it has been used, but no action 
  points to inject it. At any given time, the shield can only hold so 
  many chemicals.
  1 alchemical potion
  2 alchemical potions
  3 alchemical potions
  4 alchemical potions
  NotE: To brew alchemical potions, check out the Alchemy skill 
  in either earlier in this book or on page 164 of the Tephra Playing 
  Guide.
  Installed Explosive
  shiElD AugmENt
  Your shield has a spot for an explosive to be installed into that ac-
  tivates when struck. If you make a shield deflection with the shield 
  that causes the attack to miss, it will activate the installed explosive. 
  When it explodes, the point of origin is the space adjacent to you 
  (in the direction of your assailant). However, the explosion does 
  not go in your direction - it only explodes forward, away from the 
  person holding the shield. 
   
  At marque I, you can only have 1 explosive installed, but 
  higher marques can have several explosives primed. A primed ex-
  plosive can be installed for 1 action point after the first one dis-
  charges. The primed explosives will never go off unless they are 
  primed. 
  0 explosives primed 
  1 explosive primed (rotate the next one in for 2 AP)
  2 explosives primed (rotate the next one in for 1 AP)
  3 explosives primed (rotate the next one in for 0 AP re-
  flexively after the installed one discharges)
  NotE: To build explosives, check out Explosive Crafting on page 
  247 of the Tephra Playing Guide.
  Installed Firearm
  shiElD AugmENt
  Cost: 1 AP reflexively
  Your shield has a firearm built into it. The trigger: the shield be-
  ing hit in combat. The firearm counts as a medium firearm in that 
  it has a damage class of 4 and hits accurately out to 100 feet. The 
  installed firearm can be fired for 1 action point if readied and if the 
  shield is successfully used in a deflection (that is, the shield was 
  used and the incoming attack missed). By default, it fires at the 
  person who attacked you, but you roll your accuracy to determine 
  if it hits and what tier of damage is dealt.
   
  After it is used, the firearm must be readied again. The 
  cost of readying the firearm depends on the marque of this aug-
  ment. 
  4 AP to ready
  3 AP to ready
  2 AP to ready
  1 AP to ready
  NotE: Like a normal firearm, the specialty sNAp rEloAD can be 
  used to decrease the readying time. Once the Installed Firearm 
  augment has been placed on a shield, firearm augments can also 
  be placed on the shield. However, they take up the shield’s aug-
  ment slots. 
  retractable
  shiElD AugmENt
  cost: 0 AP
  The shield is designed to be drawn swiftly and quickly. It can be 
  drawn for 0 action points. This can’t be done reflexively - you still 
  must have the shield drawn in order to use it for a deflection. 
   
  If the rEtrActAblE augment is placed on a shield with 
  the sliNg shiElD augment, the cost for using the sling shield is 
  negated.
   
  cost to crAft: The sling shield augment has no marques 
  and can be learned by anyone with the shiElD forgEr specialty. It 
  costs 10 princes to buy or 2 princes to craft yourself (if you know 
  the augment). 
  Sling Shield
  shiElD AugmENt
  cost: 1 AP reflexively
  The shield is built to fit on your back or upper arm. Generally, it 
  doesn’t need to be held and lets you use your hand freely. For 1 ac-
  tion point reflexively, you can activate the sling and use the shield 
  in a deflection (effectively making the deflection cost 1 extra action 
  point). At your choice, you can either continue holding the shield 
  after activating the sling (so that you don’t have to spend the sling 
  activation cost in the future) or let it slide back into its normal 
  position. If you let go of the shield at any point, it’ll slide back into 
  its sling. 
   
  If the shiElD sliNg augment is placed on a shield with 
  the rEtrActAblE augment, the cost for using the sling shield is 
  negated.
   
  cost to crAft: The sling shield augment has no marques 
  and can be learned by anyone with the shiElD forgEr specialty. It 
  costs 10 princes to buy or 2 princes to craft yourself (if you know 
  the augment). 
  
  
  Split-Second Shield
  shiElD AugmENt
  Your shield is designed to react fast - very fast. You can make a 
  shield deflection with your shield after seeing the results of your 
  evade roll, modifying the results accordingly. Normally you have to 
  decide you’re making a shield deflection before rolling your evade. 
  You cannot use your split-second shield to improve the results of 
  a rolled 1. 
   
  cost to crAft: The split-second shield augment has no 
  marques and can be learned by anyone with the shiElD forgEr 
  specialty. It costs 50 princes to buy or 10 princes to craft yourself 
  (if you know the augment).
  Standing Shield
  shiElD AugmENt
  cost: 1 AP
  Your shield is built to be implanted into the ground, stood up, and 
  used for cover. For 1 action point, you can plant it on the ground. 
  All attacks that come from that side of you (regardless of the angle) 
  treat you as having cover. The shield can be moved to another side 
  or picked up for 1 action point. If the shield is planted into the 
  ground, it cannot be used for a deflection without first picking it 
  up. 
  provides poor cover (+2 on evade rolls)
  provides light cover (+4 on evade rolls)
  provides medium cover (+6 on evade rolls)
  provides heavy cover (+8 on evade rolls)
  Weaponized
  shiElD AugmENt
  Your shield includes a bladed edge, spikes on the front, a flail hang-
  ing from the bottom, and a large front plate excellent for bashing 
  people’s faces in. Your shield can now be treated as a medium 
  weapon. You may choose to apply weapon augments to your wea-
  ponized shield, but they take up augment slots on the shield just as 
  shield augments would. 
   
  cost to crAft: The weaponized augment has no marques 
  and can be learned by anyone with the shiElD forgEr specialty. It 
  costs 10 princes to buy or 2 princes to craft yourself (if you know 
  the augment). 
  Welded Weapon
  shiElD AugmENt
  Your shield is attached to a weapon. They act as separate items (as 
  in, the weapon can be upgraded with weapon augments and the 
  shield can be upgraded with shield augments), but they are drawn 
  at the same time. If one of them breaks (the shield or the weapon), 
  the other will still function as its regular self. 
   
  cost to crAft: The welded weapon augment has no 
  marques and can be learned by anyone with the shiElD forgEr 
  specialty. It costs 10 princes to buy or 2 princes to craft yourself (if 
  you know the augment). 
  
  
  Turrets are very large weapons that are generally mounted and pro-
  vide their users with a small amount of cover. Sometimes these 
  massive weapons are automated to spay a set location with a con-
  tinuous stream of shots, providing cover fire for pinned-down forc-
  es. One major difference between turrets and other large cannons 
  is that turrets can be rendered unusable when dealt a substantial 
  amount of damage.
   
  Massive weapons such as these are generally stationary 
  defenses used in garrisons or war-zone; however, in recent years, 
  advances in arms technologies have allowed for more portable tur-
  rets. These are transported in kits that are then easily assembled 
  once an encounter occurs.
   
  Basic turrets cost 3 action points to assemble in combat. 
  They cost 2 action points to fire, they have a readying cost of 2 AP, 
  a range of 300 feet and have a damage class of 12. Before firing a 
  turret, its user must enter into a footing stance to take control of the 
  turret. Turrets begin with 15 wounds, grant their users’ light cover, 
  and have a damage soak of 1. Even when no longer functioning, 
  turrets still grant cover. Basic turrets cannot fire on their own.
  Turret Builder
  Armsmith spEciAlty
  rEquirEs: Gunsmith specialty
  You are an old hand at building firearms. So when somebody asked 
  you to make them bigger, more portable, and sit them behind a 
  small bit of protection, you said no problem. You are now able to 
  build turrets.
   
  Without spending any money, you can build and maintain 
  several turrets based on your current Do-It-Yourself (DIY) score. 
  These turrets can then be upgraded with augments. You’ll learn 2 
  augments from this specialty, which can be selected under “turret 
  augments” below. These augments have marques. At lower levels, 
  you’ll start with Marque I augments. As your skill in Armsmith 
  improves, your marques will increase. See “Crafting” on page 162 of 
  the Tephra Playing Guide for more information.
   
  Each turret can be upgraded with 3 augments. Some ma-
  terials can only be upgraded twice (like wooden turrets) or just 
  once (like organic ones). Sometimes an augment will take up mul-
  tiple augment slots. For example, the augment is worth 2 slots, a 
  turret has 1 more more available slot for an augment after the 2-slot 
  augment has been applied.
  NumbEr of turrEts you cAN mAiNtAiN  z
  Without needing to buy pieces or parts, you can build some turrets 
  entirely out of scraps. These turrets must be constantly maintained 
  by you and stop working soon after leaving your care. You can 
  build and maintain a number of turrets based on your DIY score. 
  You can build new turrets or augment old ones during any period 
  of downtime you have.
  your Diy:
  1
  2
  3
  4
  5
  6
  you cAN builD:
  1
  1
  2
  2
  2
  3
  your Diy:
  7
  8
  9
  10
  11
  12
  you cAN builD:
  3
  3
  4
  4
  4
  5
  thE cost of turrEts z
  If you need to build a turret that you can’t build for free from your 
  DIY score, you will need to buy the materials for it.
   
  Every augment will increase the price. The higher the 
  marque, the greater the price. The market price for an augment 
  can be found in the chart below.
  mArquE
  I
  II
  III
  IV
  mArkEt pricE
  40 princes
  200 princes
  1000 princes 5000 princes
  If you are building the augment, you pay 1/5th the price, which is 
  the same as if you were buying an augment one marque lower. (As 
  in, the material cost for a Marque III augment is the market price 
  fo a Marque II augment.) The material cost for a Marque 1 aug-
  ment is 4 princes.
  Beta Turrets
  Armsmith spEciAlty
  rEquirEs: 4 skill points in Armsmith, Gunsmith, Turret Builder 
  specialty
  Your turrets have two more slots for you to place augments into. 
   
  If anybody other than you attempts to use one of your 
  beta shields, they must succeed in rolling a science result one tier 
  higher than the highest level marque you have on your shield. If 
  your shield has a Marque IV augment, it is impossible for them to 
  use it (unless they can somehow obtain a tier result of 5 with their 
  science attribute).
  Prototype Turrets
  Armsmith spEciAlty
  rEquirEs: 16 skill points in Armsmith, Gunsmith, Turret Builder, & 
  Beta Turrets specialties
  You’ve perfected your beta turrets and made them user-friendly. 
  Now anybody can use a turret that you designate as being a pro-
  totype. 
   Crafting
  Turrets
  DIY
  +1
  HP
  +4
  Aug
  +2
  DIY
  +1
  HP
  +5
  Aug
  +2
  DIY
  +1
  HP
  +6
  Aug
  +1
  
  0
  Artillery
  Armsmith spEciAlty
  You are able to load the turret with unconventional devices (such 
  as explosives, firebombs, alchemical substances, et cetera) without 
  destroying the firearm or harming the turret. This increases the 
  readying cost of the turret by 1 AP and lowers its damage class by 2. 
  However, if the target is hit, the device launched goes off as though 
  it had been activated and thrown at its intended target.
  Fast Mounting
  Armsmith spEciAlty
  You are able to mount a turret and begin firing without any hesita-
  tion. You no longer need to enter footiNg stance to fire a turret.
  Master Assembler
  Armsmith spEciAlty
  You have become a master of assembling these large cannons in a 
  hurry. Assembling turrets costs you 1 less action point.
  They’re All Guns to Me
  Armsmith spEciAlty
  rEquirEs: Gunsmith & Turret Builder specialties
  You may now apply Gunsmith Augments onto your turret as 
  though it were a standard firearm.
  Turret Crafting Basics
  Armsmith spEciAlty
  rEquirEs: Turret Builder specialty
  You’ve learned the basic augments known most commonly among 
  turret crafters. You learn the following augments: Armored, Belt 
  Fed, Bunker, Mobile, and Tempered. 
  Turret repairs
  Armsmith spEciAlty
  cost: 2 AP
  You’re able to make quick on-the-spot repairs to your turret in or-
  der to keep it up and running.
  You repair 5 damage dealt to the turret
  You repair 10 damage dealt to the turret
  You repair 15 damage dealt to the turret
  You repair 20 damage dealt to the turret
  p Turret Augments M
  Armored
  turrEt AugmENt
  The turret has been heavily re-enforced with armoring in an at-
  tempt to keep it functioning longer.
  The turret’s soak class is increased by 1
  The turret’s soak class is increased by 2
  The turret’s soak class is increased by 3
  The turret’s soak class is increased by 4
  Automated
  turrEt AugmENt
  rEquirEs: 1 skill point in Automata & turret has a 0 AP readying 
  cost
  For a cost of 2 AP, you can set your turret to automatic. When 
  doing so, choose a space within the turret’s range. When passed 
  through or occupied, the victim must roll a dexterity resist or take 
  the turret’s tier 1 damage. This damage is soakable. Damage from 
  occupying the space occurs when the victims’ action points refresh. 
  Automated shots can not hit a victim in cover. Specialties that ne-
  gated damage from areas also negate the damage done by an auto-
  mated turret (such as the blAstproof specialty).
  Tier 2 Dexterity to resist
  Tier 3 Dexterity to resist
  Tier 4 Dexterity to resist
  Irresistible (unless the target can somehow get a tier 5 
  Dexterity result)
  Belt Fed
  turrEt AugmENt
  The turret is fed ammunitions from a box mounted on the side of 
  the device that radically lowers the amount of time needed to ready 
  the turret.
  The turret’s readying cost is lowered by 1 AP
  The turret’s readying cost is lowered by 2 AP
  Bunker
  turrEt AugmENt
  This turret has been crafted with a larger metal shield around it, to 
  better hide its user behind it.
  The turret grants medium cover
  The turret grants heavy cover
  Aug
  +1
  HP
  +7
  Acc
  +1
  Aug
  +1
  HP
  +6
  Acc
  +1
  Aug
  +1
  HP
  +6
  Acc
  +1
  Aug
  +1
  HP
  +6
  Acc
  +1
  DIY
  +1
  HP
  +4
  Acc
  +1
  DIY
  +1
  HP
  +7
  Aug
  +1
  
  
  Body-Part Seeker
  turrEt AugmENt
  rEquirEs: Automated turret
  When the turret is set to automated, choose a called shot location. 
  Victims hit by the turret must resist the indicated shot as though 
  hit with that called shot.
  Tier 2 resist
  Tier 3 resist
  Tier 3 resist
  Tier 4 resist
  Deadly Accurate
  turrEt AugmENt
  rEquirEs: Automated turret
  When automated, the turrets now deal tier 2 damage.
   
  cost to crAft: The deadly accurate augment has no 
  marques and can be learned by anyone with the turrEt builDEr 
  specialty. It costs 200 princes to buy or 40 princes to craft your-
  self (if you know the augment).
  Devastatingly Accurate
  turrEt AugmENt
  rEquirEs: Automated turret with Deadly Accurate augment
  When automated, the turrets now deal tier 3 damage.
   
  cost to crAft: The devastatingly accurate augment 
  has no marques and can be learned by anyone with the turrEt 
  builDEr specialty. It costs 1,000 princes to buy or 200 princes to 
  craft yourself (if you know the augment).
  Fortified
  turrEt AugmENt
  By wielding steel bones in just the right locations, you are able to 
  fortify the turret to take optimal advantage of its natural armor-
  ing.
  The turret gains +2 defense
  The turret gains +4 defense
  The turret gains +6 defense
  The turret gains +8 defense
  Mobile
  turrEt AugmENt
  The turret was built with a small set of treads beneath it and may 
  move a small amount each turn as long as it’s mounted.
  The turret freely moves 5 feet
  The turret freely moves 10 feet
  The turret freely moves 15 feet
  The turret freely moves 20 feet
  reactive Armor
  turrEt AugmENt
  The turret has been coated with armor that is designed to break 
  off, absorbing all damage when hit with a major attack. While 
  the reactive armor is active, the turret’s soak class is 0. Instead, 
  all damage is negated and the attack that destroys the reactive 
  armor is also negated. reactive armor can only be repaired dur-
  ing downtime.
  Armor is destroyed when hit with 5 or more damage
  Armor is destroyed when hit with 10 or more damage
  Armor is destroyed when hit with 15 or more damage
  Armor is destroyed when hit with 20 or more damage
  reflective Armor
  turrEt AugmENt
  This turret has been crafted with angled plating, designed to de-
  flect incoming shots instead of simply taking them.
  The turret gains +1 to evade
  The turret gains +2 to evade
  The turret gains +3 to evade
  The turret gains +4 to evade
  riot Turret
  turrEt AugmENt
  The turret is armed with a spare ammunitions canister that draws 
  water from the air around it allowing it to blast a turret of water. 
  This damage can deal lethal effects and lowers the turrets dam-
  age class by 2 when firing water. The victim is also knocked back 
  5 feet unless they can resist with a brute roll. This blast puts out 
  fires with a successful hit.
  Tier 2 Brute to resist
  Tier 3 Brute to resist
  Tier 4 Brute to resist
  Irresistible (unless the target can somehow get a tier 5 
  Brute result)
  Seek & Destroy System
  turrEt AugmENt
  rEquirEs: Automated augment
  When setting the turret to automated, choose a target instead of 
  a space. If the automated turret’s target is within range, the tur-
  ret will attack its target once when your action points refresh. In 
  all other respects, it acts like a normal automated turret. You can 
  change the turret’s target for 2 action points.
   
  cost to crAft: The seek & destroy augment has no 
  marques and can be learned by anyone with the turrEt builDEr 
  specialty. It costs 200 princes to buy or 40 princes to craft your-
  self (if you know the augment).
  
  
  Spray Shots
  turrEt AugmENt
  rEquirEs: Automated augment
  The turret begins to swivel, blanketing a larger area but firing less 
  accurately. When setting the turret to automatic, you’ll be able to 
  choose a wider area than normal. All of the spaces chosen must 
  be within the turret’s range and adjacent to each other. When 
  somebody passes through one of the spaces or occupies them, 
  they must roll a dexterity resist or take the turret’s tier 1 dam-
  age. They can only be shot by the turret once per turn - moving 
  through consecutive spaces does not provoke numerous attacks.  
  Damage from occupying the space occurs when the victims’ ac-
  tion points refresh.
  1 additional adjacent space
  2 additional adjacent spaces
  3 additional adjacent spaces
  4 additional adjacent spaces
  Targeting System
  turrEt AugmENt
  rEquirEs: Automated augments
  The accuracy has been increased on the turret to allow it to hit its 
  mark more often. The target must now receive a dexterity resist 
  one tier higher in order to avoid an automated turret. 
   
  cost to crAft: The targeting system augment has no 
  marques and can be learned by anyone with the turrEt builDEr 
  specialty. It costs 1,000 princes to buy or 200 princes to craft 
  yourself (if you know the augment).
  Tempered
  turrEt AugmENt
  The turret has been specially designed to continue working, even 
  as pieces of the device begin getting blown off.
  The turret gains 5 hit points
  The turret gains 10 hit points
  The turret gains 15 hit points
  The turret gains 20 hit points
  
SOURCE: textdata/thevault/Tephra/Misc/Tephra - Expansion - Armsmith Extra.pdf