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  T
  he Imperial Age: Engines is designed to aid Game Masters who wish to add 
  fantastic machines (known more commonly in the Imperial Age as “engines”) 
  in their Imperial Age campaigns.  Fantastic engines ﬁred the imaginations of 
  19th century authors such as Jules Verne and H.G. Wells, and adaptations of their 
  works, especially those that imagine their machines in a retro style, have ﬁred the 
  imaginations of future authors, directors, and roleplayers.  An entire subgenre 
  of science ﬁction, steampunk, has arisen within the last two decades, applying 
  cyberpunk style to the Victorian era. 
  This supplement gives the GM the tools he needs to design powerful engines of 
  cogs and steam, as well as new advanced classes, skills, and feats suitable for 
  an engines campaign.  In addition, a new race, the intelligent 
  automaton, is offered in the appendix.
  •  Chapter One provides a brief overview of how engines 
  can be presented in an Imperial Age campaign
  •  Chapter Two provides new skills and feats suitable 
  for an engines campaign.  Each skill includes a list 
  of classes that consider it a class skill.
  •  Chapter Three provides two new advanced 
  classes: the Engineer and the 
  Engine Pilot.  The engineer 
  designs 
  and 
  builds 
  fantastic engines, while 
  the engine pilot is 
  trained to operate 
  them.
  Imperial 
  Age:
  Engines
  by
  Walt 
  Ciechanowski
  
  3
  •  Chapter Four provides detailed rules on engine design.
  •  Chapter Five provides rules on creating weapons for human and engine use.
  •  Chapter Six takes a look at prosthetic engines that are designed to replace damaged limbs.
  •  Chapter Seven provides a list of sample engines that can be used in any engines campaign.
  •  Chapter Eight offers advice on creating and running engine-powered Imperial Age campaigns.
  •  Appendix One offers a list of real world inventions created during the Imperial Age.
  •  Appendix Two offers a new player character race, the intelligent automaton.
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  W
  hile steam is the most popular method of propulsion in the Imperial Age, it is by no means the only method. 
  Clockwork devices have existed long before steam engines, and both electricity and the internal combustion 
  engine are in their infancy during the Imperial Age.  Some early automobiles actually ran on steam or electricity 
  rather than petrol.  When designing Imperial Age engines, the Game Master should keep this in mind.  A steam-driven 
  prosthetic eye may sound ludicrous, but an electrical one may be more palatable.  
  Game Masters should also feel free to experiment with other types of energy, as long as they stay true to the spirit of the 
  Imperial Age.  Wind-powered airships might be possible, as well as a submarine that takes in water to power its generators.  
  GMs wanting to go a bit further a ﬁeld can build engines that run on sound waves or even ﬁctional elements such as ether 
  (the imagined gas in outer space) or any other fantastic resources left to the GM’s imagination.  GMs combining genres 
  could even have giant automatons powered by magical gems or elementals.
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  There are generally four words to deﬁne Victorian engines in relation to their modern counterparts: bulky, primitive, ornate, 
  and dirty.  Game Masters should always keep these four words in mind when designing engines for his Imperial Age 
  campaign.  
  Victorian engines are bulky.  Without modern materials and miniaturisation, Victorian engines tend to be larger than their 
  modern equivalents.  The use of steam requires large tubes to push pressure throughout the engine.  Armour plates are 
  denser and heavier.
  Victorian engines are also primitive.  They lack many of the features of their modern counterparts.  A difference engine 
  can easily be outperformed by most modern pocket calculators.  A steam automobile will typically not have radios, air 
  conditioning, and global positioning systems.
  Victorian engines, especially those catering to passengers, tend to be ornate.  Persian carpets line the ﬂoors of passenger 
  locomotives and airship cabins.  Beautiful paintings and gilded decorations line the walls.  While modern machines emphasize 
  utility and safety, Victorian engines emphasize elegance and style.
  Finally, Victorian engines are dirty, belching smoke from coal smokestacks.  A locomotive can be seen from miles away 
  by the plume of smoke ﬁlling the air.  Noise also accompanies this dirt, as the pressure of steam blows whistles and turns 
  pistons.
  Of course, there are always exceptions.  GMs may allow for quieter engines run on electricity or magic.  Steam locomotives 
  may have air conditioning, and portable radios may be invented a few decades early.
  
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  Historical Engines
  In a historical engines campaign, only real world engines appear, and only at about the same time that they actually did 
  appear.  For example, a prototype steam-driven automobile might appear in a campaign set towards the end of the Imperial 
  Age, but an airplane or steam-powered armour would not.  Note that a historical engines campaign need not be historically 
  accurate.  For example, a PC engineer might invent the telephone a couple of years earlier than Alexander Graham Bell. 
  An engineer working on an “iron horse” might be able to develop a gasoline-powered motorcycle in 1883.  It is important to 
  keep in mind that PC engineers will have to invent the tools to invent the tools.  If an engine requires a new technology then 
  that technology will have to be invented as well.
  GMs will have to decide whether failed or abandoned real world inventions are fair game.  In the real Imperial Age, Charles 
  Babbage’s calculation engine fell by the wayside, but an enterprising PC could develop a successful model.  Should the 
  GM allow something like this then the historical engines campaign may develop into a marvellous or fantastic engines 
  campaign.
  Marvellous Engines
  The marvellous engines campaign is similar to the historical engines campaign in that most of the world may only have 
  access to historical engines.  There are, however, a few marvellous engines in the world for PCs to encounter.  Two of Jules 
  Verne’s creations, the submarine Nautilus and the airship Albatross, were placed in settings where the rest of the world 
  had normal technology.  The plot of an entire adventure or campaign can be written around a single marvellous engine.  A 
  modern example of a marvellous engine campaign is the typical superhero movie, in which the rest of the world is normal 
  but for a couple of costumed aberrations.
  PC engineers may develop fantastic devices of their own of which the general public will react with awe or suspicion.  A 
  hissing engine belching steam may be looked upon as the Devil’s work or dangerous experimentation.  Such engineers may 
  ﬁnd themselves the subject of ridicule as acquaintances, friends, and relatives may try to sway them from their folly.  Even 
  working inventions may never be truly accepted by the general public; they are simply accidents waiting to happen.
  Marvellous engines tend to be unique objects that are rarely replaced or mass-produced.  Once the Nautilus sinks, there 
  will never be another (at least for several years).  If an evil engineer creates a suit of steam armour to commit crimes, he will 
  never build an army of them (barring the occasional improved suit).  A marvellous engines campaign that does allow for this 
  will quickly slide into a fantastic engines campaign.
  Fantastic Engines
  The fantastic engines campaign pulls out all of the stops.  Steam-powered airships ferry passengers from London to Paris. 
  Naval wars are fought with submarines while lumbering automatons face off on the battleﬁeld.  Skyscrapers rise from major 
  cities, piercing through the black smog of the factories.  Wounded soldiers ﬁnd their limbs replaced with steel.  In many 
  campaigns, these innovations largely leave the politics and cultures of the Imperial Age intact, with perhaps one or two 
  exceptions (a small German state with advanced industrialization may resist uniﬁcation; the Confederate States of America 
  were able to use new weapons from Great Britain to secure their independence, etc.).
  PCs could be British cavalry ofﬁcers riding their armoured steam engine walkers against the Afghans northwest of British 
  India.  A scientiﬁc detective may search for clues in the factories of Paris.  A monster hunter may have to pursue an 
  unspeakable horror through the steam tunnels beneath Princeton University.  In many ways, a fantastic engines campaign 
  would appear to be a warped version of our own modern world, with towering skyscrapers, trans-world ﬂights, and instant 
  communication.
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  Fiction, especially the steampunk genre, tends to portray steam engines as capable of doing most anything.  It’s generally 
  a question of style rather than substance, especially in visual mediums.  Steam-driven airships, with smokestacks pufﬁng 
  away, turning pistons to make propellers spin aren’t imagined because they are practical, but because it has visual appeal.  
  It seems that any modern or near-future technology can be replicated as steam engines, as long as the object appears 
  larger, bulkier, and ﬁlled with cogs and steam pipes.  
  In some cases, this is appropriate.  Working steam-powered (and fully electric) automobiles were invented and available in 
  the late 19th century.  It’s not a large stretch to armour a steam-powered vehicle and have steam-powered tanks rolling over 
  European battleﬁelds in the Imperial Age.  It is conceivable that the airship, or zeppelin, could have been invented a decade 
  or so earlier.  London and New York did have steam-powered subway systems.
  
  5
  Other inventions are less practical.  While some imagined vehicles ﬂapping their wings as they ﬂew across the sky or 
  whipping their tails beneath the sea, modern technology uses no such mechanisms for airplanes, helicopters, or submarines 
  (the wing-ﬂapping ornithopter remains a curiosity).  It is hard to imagine a feasible, steam-driven prosthetic arm without 
  requiring a large harness that includes a bulky (and properly insulated) furnace strapped to one’s back, never mind the 
  impracticality of programming the arm to follow commands.  The same goes for automatons (robots).  How do they process 
  visual information?  How can they be programmed for anything but the most basic orders, and how can they adapt to new 
  obstacles or situations?
  In campaigns that include magick, miracles, or psychical powers, the answer is simple: F/X lends a helping hand.  A 
  prosthetic arm can be made feasible with an animate object spell and a magickal connection to its owner.  Airships become 
  more valuable in war if magic can make cloth as hard as steel.  Automatons may have a ghostly operator.
  It is up to the Game Master to determine whether magic works in his campaign and if it can be used with technology.  Some 
  possibilities are noted here.
  •  In a “segregated” campaign, magic and technology exist side by side, but neither can enhance the other.  Magicians 
  stick with traditional methods, materials, and rituals, while engineers build engines.  Placing a rune or magical spell on 
  an engine will not enhance its performance in any way.  This may be due to the legends of “cold iron,” in that magic is 
  ineffective against or on metal objects.
  •  In a “melting pot campaign,” magic and technology may be combined with no limits.  An invisibility spell could make 
  a steam automobile disappear.  Bolt-action riﬂes could have their accuracy increased.  A steam elemental may power 
  an airship.  The sky is the limit in this campaign, and the GM will have to be careful to ensure that the integrity of the 
  campaign holds.  See Appendix Three for details.
  •  In a “dampening campaign,” magic and technology interfere with each other.  Magicians must practice their rituals 
  in the countryside, away from the cities and factories.  The mere presence of a magician on a steam locomotive could 
  cause the train to stop.  An engineer that dabbles in magic may ﬁnd her engines infected with gremlins.  GMs looking 
  for something different could have the PCs be agents of the Ministry of Progress, enforcing the Queen’s edict on the 
  outlawing of magical practice.
  
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  A
  n Imperial Age: Engines campaign may require some appropriate new skills and feats.  Please note that some 
  of these skills and feats depend on the type of Imperial Age: Engines campaign being run; this is noted where 
  appropriate.
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  The following is a list of new or modiﬁed skills pertinent to Imperial Age: Engines.  Advanced classes from the Imperial Age 
  line are noted with an asterisk (*).  While appropriate skills are noted for Techies, it is suggested that the Techie not be used 
  in Imperial Age campaigns (his role is taken by the Engineer).
  Craft (engine) (Int)
  Trained Only
  Engine construction is only starting to hit its stride during the Imperial Age.  As a result, the diversiﬁcation of Craft 
  (mechanical) and Craft (electrical) simply hasn’t happened yet.  Instead, a character with the Craft (engine) skill can 
  produce all kinds of engines.  
  Engines are created according to the engine creation rules in this document. Engineers that build their own engines from 
  raw materials pay less than the normal cost.  An Engineer that makes a successful Craft (engine) check may purchase 
  an engine at a –4 purchase DC discount (this represents a raw material cost of 25% of the total).  An Engineer may use 
  his engine point reserve to reduce the purchase DC cost prior to the discount.
  Engineers do not add the government/military bonus to purchase DC even if they are building it for the government or 
  military.  They also do not add the bonus for custom-built engines.
  Special: A character without an engine tool kit takes a –4 penalty on Craft (engine) checks.
  A character with the Builder feat gets a +2 bonus on all Craft (engine) checks.
  Class Skill:  Fast, Tough, Smart, Engineer*, Techie
  Craft (rune) (Int)
  Trained Only
  Craft (rune) enables a character to scribe runes.  Without the Inscribe Rune feat, the character is unable to enchant the 
  scribed runes (although a caster with the Inscribe Rune feat may enchant it).  See the Inscribe Rune feat for the full use 
  of this skill.
  Class Skill:  Smart, Dedicated, Acolyte, Mage, Occultist, Hermetic Disciple*, Spiritualist*
  Disable Device (Int)
  You can use this skill to disable an automaton or prosthetic attachment.
  Check: Disabling an automaton is a full-round action and requires a successful Disable Device check (DC 30). The 
  automaton must be pinned before the check can be made.
  Disabling a prosthetic attachment is a full-round action and requires a successful Disable Device check (DC 30). The 
  creature to which the prosthetic is attached must be pinned before the check can be made. 
  Special: A disabled automaton or disabled prosthetic attachment can be re-enabled with a successful Repair check (see 
  Repair).  This skill will work on intelligent automata.
  Class Skill:  Smart, Engineer*, Engine Pilot*, Techie
  
  7
  Fantastic Science (Int)
  Trained Only
  This is the Imperial Age version of the Computer Use skill.  Use this skill to ﬁgure out how to use fantastic engines or shut 
  them down.
  Check:  Most fantastic science is based on (or at least presented as) sound scientiﬁc theory.  Because it is presumed to 
  have a rational basis, a character with this skill should be able to examine an engine and recognize its key components, 
  such as an on/off switch, the power source, how it is controlled, etc.  These uses of the skill do not require a Fantastic 
  Science check (though you might have to make a Search or Spot check if something is well-hidden on the object).
  Understand Utility:  This application of the Fantastic Science skill allows you to understand what the engine is capable 
  of doing beyond the immediately obvious.  The GM should set a Difﬁculty Class based on how complex or obscure 
  the engine is.  For example, a small steam engine attached to a bicycle would have an Easy DC (5).  A warehouse-
  sized engine that calculates and categorizes the entire British population might be Formidable (DC 25) or Heroic (DC 
  30).  You need to understand the utility of the engine before you can attempt to control or thwart it.
  Control Engine:  Once you understand the engine, you may attempt to control it.  Again, the GM should set a DC 
  based on the actual complexity of controlling the engine as well as any other circumstances that must be overcome 
  (such as the original operator of the engine already working the controls).
  Thwart Engine: Once you understand the engine, you may attempt to thwart it.  The DC for the attempt is normally 
  15, although the GM may adjust this.  Success does not destroy the engine; it merely gives you the information you 
  need to thwart it.  For example, you may learn that the death ray gun needs the quartz crystal to operate, but you’re 
  going to have to ﬁgure out how to pry it out of the gun.
  A Fantastic science check to thwart an engine is only necessary if the weakness isn’t obvious.  For example, if a giant 
  robot is approaching, you don’t need a Fantastic Science check to ﬁgure out that destroying one of its legs is a good 
  way to stop it.
  Special:  You can take 10 or 20 when using the Fantastic Science skill.  You cannot take 20 if you need to make 
  immediate assessments.
  Time:  Fantastic Science requires at least a full-round action.  The GM may determine that some tasks require several 
  rounds, a few minutes, or longer.
  Class Skill:  Smart Hero, Engineer*, Field Scientist, Techie.
  
  8
  Knowledge (Fantastic Engines) (Int)
  This category encompasses knowledge of new theories, experiments and technologies, as well as prominent researchers 
  and scientists in these areas.  In a Fantastic Engines campaign, this would merely be part of Knowledge (Technology).  
  This skill replaces Knowledge (arcane lore) in most Imperial Age campaigns, although a campaign that includes magic 
  would retain Knowledge (arcane lore) as a separate skill.
  Class Skill:  Dedicated Hero, Smart Hero, Scientiﬁc Detective*, Engineer*, Engine Pilot*, Field Scientist, Techie.
  Repair (Int)
  You can use this skill to repair engines (including prosthetics and automata). You can also use the Repair skill to safely 
  remove the “brain” of a destroyed automaton.
  Check: Repairing damage to an engine takes 1 hour of work, a mechanical tool kit, and a proper facility such as a 
  workshop or hangar bay. (Without a tool kit, you take a –4 penalty on your Repair check.) At the end of the hour, make a 
  Repair check (DC 20). Success repairs 2d6 points of damage. If damage remains, you may continue to make repairs for 
  as many hours as it takes to restore the engine to full hit points.
  The same rules apply to prosthetic attachments, except that each successful application of the Repair skill restores 1d10 
  points of damage (instead of 2d6), and the Repair check is more difﬁcult to achieve (DC 30).
  This skill may also be used to transplant the “brain” of a destroyed automaton into a similar but intact engine. See 
  Automaton Resurrection for more information on automaton brain transplants.
  Special: An engine that is reduced to 0 hp cannot be repaired. It can be salvaged for parts, however (see the Salvage 
  feat description).
  Class Skill:  Strong, Smart, Engineer*, Techie*
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  An automaton’s core programming and experiences are contained within its central processor—its brain. 
  The brain’s “drive to survive” is determined by its force of personality, as represented by the automaton’s 
  Charisma.
  Whenever an automaton is destroyed (reduced to 0 or fewer hit points), some brain degradation occurs. Each 
  time its body is destroyed, the automaton suffers a permanent drain of 1 point of Charisma. The brain ceases to 
  function and the automaton “dies” if its Charisma drops to 0 as the result of a permanent ability drain.
  If an automaton has at least 1 point of Charisma left after its body is destroyed, its brain can be removed and 
  transplanted into another automaton of the same size and frame. Removing an automaton’s brain from a 
  destroyed engine and installing it in a similar but intact engine requires 10 minutes of work, a mechanical tool 
  kit, and a successful DC 20 Repair check. Not using a tool kit imposes a –4 penalty on the Repair check.
  An automaton that gains a new body retains the memories of its previous “life,” as well as any previously known 
  skills. It also retains its original mental ability scores (subject to the Charisma loss). It also gains any physical 
  abilities that are part of the new engine.
  
  9
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  Advanced Automaton Operation
  You have received advanced training or extensive practice in automata movement.
  Prerequisite: Engine Operation.
  Beneﬁt: Choose a size of automaton (Large, Huge, Gargantuan, or Colossal). When you are operating an automaton of 
  the chosen size, you gain a +1 dodge bonus to Defence. Furthermore, manoeuvre penalties for operating the automaton 
  are 2 less than they would otherwise be (minimum penalty –0).
  Armour Proﬁciency (Personal Armour)
  You are proﬁcient with personal armour.
  Prerequisites: Armour Proﬁciency (light), Armour Proﬁciency (medium).
  Beneﬁt: When you wear personal armour, you may use personal armour without penalty.
  Normal: A character not proﬁcient with personal armour receives a –4 to all initiative and manoeuvre checks while 
  wearing it.
  Automaton Crush
  You can hurl your automaton’s body onto opponents to deal tremendous damage.
  Prerequisite: Engine Operation.
  Beneﬁt: As an attack action, you can manoeuvre your automaton to jump or fall onto opponents, using the automaton’s 
  body to crush them. This attack is useful only against creatures at least two size categories smaller than your automaton. 
  The base damage for a crush attack depends on your automaton’s size category, as given below. Add 1.5 times your 
  automaton Strength bonus to this base damage to determine the total damage for the attack.
  Automaton Size 
  Damage
  Large  
   
  2d6
  Huge  
   
  2d8
  Gargantuan   
  4d6
  Colossal  
   
  4d8
   
  A crush attack deals bludgeoning damage and affects as many creatures as can ﬁt under your automaton’s body. Each 
  creature in the affected area must succeed on a Reﬂex save (DC 10 + your automaton’s size modiﬁer for grapple attacks). 
  On a failure, the creature is pinned and automatically takes crush damage each round the pin is maintained.
  Automaton Fling
  You can pick up an opponent with your automaton and ﬂing it.
  Prerequisite: Engine Operation, at least one free automaton hand.
  Beneﬁt: Your automaton can make a grapple check at a –20 penalty against an opponent at least two size categories 
  smaller than it. If the grapple succeeds, you can use an attack action to ﬂing the held opponent on your next action. The 
  range increment for the thrown foe is 10 feet, and the maximum range is 100 feet. A creature may be thrown horizontally 
  or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had 
  fallen half the distance thrown (rounded down), and you may apply your automaton Strength bonus to the damage.
  Your automaton may also ﬂing your opponent at another engine or creature. To do so, make an attack roll at a –4 penalty, 
  with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of 
  damage that the thrown creature would have otherwise taken, as given above.
  
  10
  Automaton Sweep
  You can use your automaton to wield improvised weapons and attack several spaces at once.
  Prerequisite: Engine Operation, Power Attack, two free automaton hands.
  Beneﬁt: You can use your automaton’s great size and strength, along with your own knowledge of balance and leverage, 
  to pick up a heavy object (such as a large tree or boulder) and attack an area as an attack action. The area affected is 
  a half-circle with a radius equal to your automaton’s reach. This attack deals damage to all creatures two or more size 
  categories smaller than your automaton within the area. The base damage dealt depends on your automaton’s size, as 
  given below. Add 1.5 times your automaton’s Strength bonus to this base damage to determine the total damage for the 
  attack.
  Automaton Size  
  Damage
  Large  
   
  1d6
  Huge  
   
  1d8
  Gargantuan   
  2d6
  Colossal  
   
  2d8
  Though it can deal signiﬁcant damage, this form of attack is awkward and unbalancing. You take a –2 penalty to your 
  automaton’s Defence and on Reﬂex saves until your next turn.
  Automaton Trample
  Your automaton can knock down and crush opponents.
  Prerequisite: Engine Operation, base attack bonus +4.
  Beneﬁt: When you attempt to overrun an opponent while operating an automaton, the target may not choose to avoid 
  your automaton. If your automaton knocks down the target, your automaton may make one free slam attack against the 
  target, gaining a +4 bonus on the attack roll because the target is prone.
  Builder
  This feat replaces the Builder feat in the SRD.
  Beneﬁt: Pick two of the following skills: Craft (chemical), Craft (engine), and Craft (structural).  You get a +2 bonus on all 
  checks with those skills.
  Special: You can select this feat twice.  The second time you may apply it to skills you did not take previously.  You may 
  also take Craft (engine) a second time for a +4 bonus.
  Collector
  You have acquired various scraps and materials useful in the construction of new engines.
  Beneﬁt:  You gain 200 engine points to use as you wish.  You may save them, pour them into one engine, or spread 
  them out among multiple engines.
  Special: This feat may be taken multiple times.  Each grants an additional 200 engine points.
  
  11
  Craft Prosthetics
  You can construct engine-driven prosthetic attachments.
  Prerequisites: Craft (engine) 10 ranks, Knowledge (life sciences) 5 ranks.
  Beneﬁts: You can build prosthetic attachments. You must ﬁrst make a Wealth check against the purchase DC of the 
  attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you 
  must succeed at a Craft (engine) check (DC 30).
  If both Craft checks succeed, the prosthetic attachment functions properly and can be installed at any time (see the 
  Prosthetic Surgery feat). If either or both checks fail, the attachment’s design is ﬂawed; another 24 hours must be spent 
  ﬁxing the problems, and two new checks must be made at the end of that time.
  Engine Operation
  The character is proﬁcient with operating engines.  
  Prerequisite: Drive 4 ranks or Pilot 4 ranks (as appropriate)
  Beneﬁt: The character takes no penalty on driving/piloting or attack rolls when operating the engine.
  Normal: Characters without this feat take a –4 penalty on Pilot/Drive checks made to operate an engine that falls in any 
  of these classes, and on attacks made with engine weapons.
  Engine Weapon Proﬁciency
  You know how to accurately ﬁre your engine’s weapons.
  Prerequisite: Engine Operation.
  Beneﬁt: You no longer suffer the standard penalties on attack rolls while you’re in your engine. You can use any feats 
  that refer to ﬁrearms with your ranged engine weapons.
  Normal: Characters without this feat take a –4 penalty on attack rolls made while in an engine cockpit. Furthermore, they 
  cannot apply ﬁrearm feats to an engine’s ranged weapons.
  Gearhead
  This feat replaces the Gearhead feat in the SRD.
  Beneﬁt: The character gets a +2 bonus on all Fantastic Science checks and Repair checks. 
  Special: Remember that the Repair skill can only be used untrained in certain situations.
  Heart of Coal
  You can have more prosthetic attachments than normal without suffering ill effects.
  Beneﬁt: The maximum number of prosthetic attachments you can have without suffering negative levels increases 
  by 1.
  Special: You can gain this feat multiple times. Its effects stack.
  
  12
  Inspired
  You are a natural genius. Your mind is full of amazing ideas and fantastic designs for machines and steamworks, and you 
  can see methods and solutions for any challenge put before you.
  Prerequisites: Intelligence 13+. 
  Beneﬁt: A character with the Inspired feat can beneﬁt from a ﬂash of inspiration and ingenuity once per day, allowing 
  them to take 20 on a skill check once per day without having to spend a longer period of time that would be needed to 
  take the check normally. 
  Inscribe Rune
  You can inscribe runes on engines, granting them magical powers.
  Prerequisite: Caster level 3
  Beneﬁt: You can inscribe a rune of magical energy on an engine.  You may inscribe a rune of any spell that you can 
  normally cast.  The cost of such a rune (including ritual materials) is the purchase DC of the corresponding spell-like 
  ability quality –4.  You must also make a Craft (rune) check at 15 + spell level + caster level.  If the check fails, you still 
  pay the purchase DC but the rune has no effect.
  Master Engineer
  You are adept at creating mastercraft engines (and other equipment).
  Prerequisite: Craft (engine) 8 ranks
  Beneﬁt: When successfully completed, a mastercraft engine provides an equipment bonus on skill checks made to use 
  the engine. A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armour 
  improves the armour’s equipment bonus to Defence. In each case, the bonus can be +1, +2, or +3, and no single object 
  can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus 
  on attack rolls and damage rolls.)
  On average, it takes twice as long to build a mastercraft engine as it does to build an ordinary object of the same type. 
  The cost to build a mastercraft engine is equal to the purchase DC for the object (or its components) + the bonus provided 
  by the mastercraft feature (+1, +2, or +3).
  In addition to the Wealth check, you must also pay a cost in experience points equal to 250 _ the bonus provided by 
  the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these 
  experience points would drop you below the minimum needed for your current level, then the experience points can’t be 
  paid and you can’t make the mastercraft object until you have sufﬁcient experience points to remain at your current level 
  after the expenditure is made.
  Apply the following modiﬁers to the Craft check DC for mastercraft features:
  Mastercraft Feature   
   
  DC Modiﬁer
  Mastercraft (+1)  
   
   
  +3
  Mastercraft (+2)  
   
   
  +5
  Mastercraft (+3)  
   
   
  +10
  You can add the mastercraft feature to an existing engine or a lower-grade mastercraft engine by making a Wealth check 
  and then making the Craft check as though you were constructing the object from scratch.
  
  13
  Prosthetic Surgery
  You can graft engine-driven prosthetic attachments onto living tissue as well as safely remove them.
  Prerequisites: Treat Injury 8 ranks, Surgery.
  Beneﬁt: You can make a Treat Injury check (DC 20) to install or remove a prosthetic attachment. If you do not have a 
  surgery kit or access to a medical facility, you take a –4 penalty on the check. Prosthetic surgery takes 1d4 hours.
  The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the prosthetic 
  attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check 
  result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.
  A character that undergoes prosthetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours 
  for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this 
  fashion.
  Normal: Characters without this feat take a –8 penalty on Treat Injury checks made to perform prosthetic surgery (–4 
  penalty if they have the Surgery feat).
  Salvage
  You can salvage electrical and mechanical parts from destroyed engines.
  Beneﬁt: Salvaging a destroyed engine takes time, as noted in Table: Salvage. At the end of this time, make a Search 
  check. If the check succeeds, you may increase your Wealth score by the amount indicated on the table, either by selling 
  the salvaged parts for scrap or using them to offset the cost of future building projects.
  Special: A particular engine can be successfully salvaged only once. Any further attempts to salvage the wreckage fail 
  automatically.
  ���������������
   
   
  Salvaged Engine 
   
  Time Required  
  Search Check DC 
  Wealth Increase
  Vehicle 
   
   
   
  Huge or smaller  
   
  30 min.  
   
  15 
   
   
  +1
   
  Gargantuan 
   
   
  1 hr. 
   
   
  20 
   
   
  +2
   
  Colossal 
   
   
  3 hr. 
   
   
  25 
   
   
  +3
  Automaton/Personal Armour  
   
   
  Tiny or smaller   
   
  10 min.  
   
  20 
   
   
  +1
   
  Small to Large   
   
  30 min.  
   
  25 
   
   
  +2
   
  Huge or Gargantuan 
   
  1 hr. 
   
   
  30 
   
   
  +3
   
  Colossal 
   
   
  3 hr. 
   
   
  35 
   
   
  +4
  Prosthetic Attachment 
   
   
   
  Any  
   
   
   
  10 min.  
   
  15 
   
   
  +1
  
  14
  ��������������
  ����������������
  T
  his chapter presents two Advanced Classes for use in your Imperial Age campaigns:  The Engineer, who maintains, 
  repairs, and builds engines, and the Engine Pilot, trained to manoeuvre these steam and iron vehicles.
  ��������
  The Engineer maintains, repairs, and builds engines.  In a historical engines campaign, he is the one that keeps the 
  locomotives maintained.  In a marvellous engines campaign, he is a specialist with one or more marvellous engines.  A 
  fantastic engines campaign sees the Engineer come full circle, as fantastic engines are routine.
  The Engineer replaces the Techie in the core rules.
  Requirements
  To qualify to become an Engineer, a character must fulﬁl the following criteria:
  Skills: Craft (engine) 6 ranks, Knowledge (fantastic science) 6 ranks, Repair 6 ranks
  Feats: Gearhead
  Class Information
  Hit Die: The Engineer gains 1d8 hit points per level.  The character’s Constitution modiﬁer applies.
  Action Points: The Engineer gains a number of action points equal to 6 + one-half his character level, rounded down, 
  every time she achieves a new level in this class.
  Class Skills:  The Engineer’s class skills are as follows: Concentration (Con), Craft (any)(Int), Decipher Script (Int), 
  Demolitions (Int), Disable Device (Int), Drive (Dex), Fantastic Science (Int), Knowledge (Any) (Int), Pilot (Dex), Profession 
  (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (none).
  Skill Points at Each Level: 8 + Int Modiﬁer
  ������������
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special  
   
  Def 
  Reputation
  1  
  +0 
  +0 
  +0 
  +2 
  Engine Reserve  
  +0 
  +0
  2  
  +1 
  +0 
  +0 
  +3 
  Jury-Rig +2 
   
  +1 
  +0
  3  
  +1 
  +1 
  +1 
  +3 
  Bonus Feat 
   
  +1 
  +1
  4  
  +2 
  +1 
  +1 
  +4 
  Sabotage 
   
  +1 
  +1
  5  
  +2 
  +1 
  +1 
  +4 
  Quick Craft 
   
  +2 
  +1
  6  
  +3 
  +2 
  +2 
  +5 
  Bonus Feat 
   
  +2 
  +2
  7  
  +3 
  +2 
  +2 
  +5 
  Jury-Rig +4 
   
  +2 
  +2
  8  
  +4 
  +2 
  +2 
  +6 
  Quick Craft 
   
  +3 
  +2
  9  
  +4 
  +3 
  +3 
  +6 
  Bonus Feat 
   
  +3 
  +3
  10 
  +5 
  +3 
  +3 
  +7 
  Superior Repair  
  +3 
  +3
  
  15
  Class Features
  The following features pertain to the Engineer advanced class.
  Engine Reserve: An Engineer tends to collect various components, scrap metal, and other odds and ends that can be 
  incorporated into new engine designs.  When creating a new engine, the Engineer may use some of the points in his engine 
  reserve to reduce the engine point cost.
  The Engineer receives 200 engine points per class level.  Once these points are spent, they are gone forever.  At the GM’s 
  option, an Engineer may recoup any points used in an engine that has been destroyed.
  Jury-Rig:  At 2nd level, the Engineer gains a +2 competence bonus on Repair skill checks made to attempt temporary or 
  jury-rigged repairs. See the Repair skill for details on jury-rigging.  At 7th level, this competence bonus increases to +4.
  Bonus Feats: At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following 
  list, and the Engineer must meet all the prerequisites of the feat to select it.
  Cautious, Collector, Craft Prosthetics, Educated, Engine Operation, Gearhead, Inspired, Master Engineer, Personal 
  Firearms Proﬁciency, Prosthetic Surgery, Salvage, Studious, Vehicle Expert.
  Sabotage:  At 4th level, the Engineer can sabotage an engine so that it operates poorly. The Engineer must succeed on 
  a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a mastercraft object is slightly harder (DC 
  20 + the mastercraft object’s bonus feature). Noticing the Engineer’s handiwork without ﬁrst testing the sabotaged engine 
  requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged engine 
  requires a successful Repair.
  Sabotage Engine: As a full-round action, the Engineer can reconﬁgure an engine so that anyone who uses it suffers a 
  penalty equal to the Engineer’s class level on skill checks made to use the engine.
  Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misﬁres or breaks the next 
  time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to 
  engine-mounted weapons.
  Quick Craft: At 5th level, an Engineer learns how to craft ordinary scratch-built engines and structural objects more quickly 
  than normal.  When using the Craft (engine) or Craft (structural) skill to build an ordinary scratch-built item, the Engineer 
  reduces the building time by one-quarter.  At 8th level, the Engineer reduces the building time of ordinary objects and 
  engines by half.
  Superior Repair: At 10th level, an Engineer learns improved ways of repairing engines.  An Engineer with a mechanical 
  tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to an engine. (Without a mechanical 
  tool kit, the Engineer takes a –4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit 
  points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue 
  to make repairs for as many hours as needed to fully repair the damaged engine. 
  ����������������������
  Repair Check Result 
   
   
   
   
  Damage Repaired
  Less than 20 
   
   
   
   
   
  None
  20–29 
   
   
   
   
   
   
  2d6 + Engineer class level
  30–39 
   
   
   
   
   
   
  3d6 + Engineer class level
  40+ 
   
   
   
   
   
   
  4d6 + Engineer class level
  
  16
  ������������
  Once Engineers build fantastic engines, someone must pilot them.  While many Engineers test and 
  pilot their own creations, patrons and sponsors are a bit hesitant to risk these genius’ lives on the 
  battleﬁeld.  The Engine Pilot is trained to manoeuvre these steam and iron vehicles.  While 
  many of these individuals pilot a single type of engine most of their lives, a good Engine 
  Pilot is a generalist.
  Requirements
  To qualify to become an Engine Pilot, a character must fulﬁl the following 
  criteria:
  Skills: Drive 6 ranks, Pilot 6 ranks
  Feats: Engine Operation
  Class Information
  Hit Die: The Engine Pilot gains 1d10 hit points per level. 
  The character’s Constitution modiﬁer applies.
  Action Points: The Engine Pilot gains a number of 
  action points equal to 6 + one-half his character 
  level, rounded down, every time she achieves a 
  new level in this class.
  Class Skills:  The Engine Pilot’s class skills are as follows: Bluff (Cha), Drive (Dex), Fantastic Science, 
  Knowledge (current events, engines, popular culture, streetwise) (Int), Navigate (Int), Pilot (Dex), Profession 
  (Wis), Read/Write Language (none), Repair (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), 
  Tumble (Dex).
  Skill Points at Each Level: 5 + Int Modiﬁer
  ����������������
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special  
   
   
   
  Def 
  Rep
  1  
  +0 
  +2 
  +2 
  +2 
  Combat Ace +1  
   
   
  +1 
  +0
  2  
  +1 
  +3 
  +3 
  +3 
  Skilled Pilot +2  
   
   
  +1 
  +0
  3  
  +2 
  +3 
  +3 
  +3 
  Bonus Feat, Vehicle Evasion 
   
  +2 
  +1
  4  
  +3 
  +4 
  +4 
  +4 
  Combat Manoeuvres 
   
   
  +2 
  +1
  5  
  +3 
  +4 
  +4 
  +4 
  Combat Ace +2, Skilled Pilot +4  
  +3 
  +1
  6  
  +4 
  +5 
  +5 
  +5 
  Bonus Feat, Improved Gunner  
  +3 
  +2
  7  
  +5 
  +5 
  +5 
  +5 
  Defensive Piloting 
   
   
  +4 
  +2
  8  
  +6 
  +6 
  +6 
  +6 
  Greater Evasion, Skilled Pilot +6  
  +4 
  +2
  9  
  +6 
  +6 
  +6 
  +6 
  Bonus Feat, Combat Ace +3 
   
  +5 
  +3
  10 
  +7 
  +7 
  +7 
  +7 
  Master Gunner  
   
   
  +5 
  +3
  
  17
  Class Features
  The following features pertain to the Engine Pilot advanced class.
  Note: Many of the class features below involve bonuses to Drive and Pilot.  During the game, the Engine Pilot should use 
  whichever skill is appropriate rather than which has the higher bonus.
  Combat Ace: An Engine Pilot is trained to excel in vehicle combat. When making ranged attacks from a vehicle (whether 
  with a mounted or personal weapon), a pilot gains a bonus on attack rolls. The bonus is +1 at 1st level, +2 at 5th level, and 
  +3 at 9th level.
  Skilled Pilot: With extensive training and natural talent, an Engine Pilot is recognized as an expert in the operation of 
  steam-powered vehicles. Beginning at 2nd level, an Engine Pilot gains a +2 competence bonus to all Drive and Pilot checks. 
  As the Engine Pilot’s training progresses and he gains new experience, this bonus increases to represent this improved 
  level of skill. At 5th level the bonus increases to +4, and at 98h level it increases to +6.
  Bonus Feats: At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following 
  list, and the Engineer must meet all the prerequisites of the feat to select it.
  Advanced Firearms Proﬁciency, Advanced Automaton Operation, Automaton Crush, Automaton Fling, Automaton 
  Operation, Automaton Sweep, Automaton Trample, Automaton Weapon Boost, Burst Fire, Cleave, Combat Expertise, 
  Dead Aim, Dodge, Double Tap, Far Shot, Force Stop, Great Cleave, Improved Sunder, Mobility, Personal Firearms 
  Proﬁciency, Point Blank Shot, Power Attack, Precise Shot, Shot on the Run, Skip Shot, Strafe, Stun Engine, Thruster 
  Blast, Weapon Focus (engine weapon only).
  Vehicle Evasion: With training and practical application, an Engine Pilot becomes incredibly adept at maneuvering his craft 
  through combat zones while avoiding large explosions and other such hazards associated with aerial combat. At 3rd level, 
  if his craft is exposed to any effect that normally allows a Reﬂex saving throw for half damage, an Engine Pilot may use a 
  Drive or Pilot check instead of the Reﬂex saving throw to check for half damage.
  Combat Manoeuvres: Gaining experience as a combat ace, an Engine Pilot develops the skills necessary to ensure his 
  survival on the battleﬁeld and in the skies. At 4th level, an Engine Pilot’s craft gains a +2 dodge bonus to Defence while 
  engaged in combat. 
  Improved Gunner: As an experienced mechanized warrior, an Engine Pilot learns to ﬁre with pinpoint accuracy and to 
  gain a tactical advantage in combat. Beginning at 6th level, an Engine Pilot deals 1d6 points of bonus damage with any 
  successful ranged attack made with a mounted vehicle weapon.
  Defensive Piloting: Beginning at 7th level, an Engine Pilot’s vehicle gains a +2 bonus to all Fortitude saving throws and 
  gains 2d6 temporary hit points as long as the Engine Pilot operates it.
  Greater Evasion: With continued training and practical application, an Engine Pilot becomes more adept at maneuvering his 
  craft through combat zones and avoiding hazards in aerial combat. At 8th level, if an Engine Pilot and his craft are exposed 
  to any effect that normally allows a Reﬂex saving throw for half damage, the craft suffers no damage with a successful save. 
  The Engine Pilot can use his vehicle evasion ability to make a Drive or Pilot check instead of a Reﬂex save.
  Master Gunner: As a well-trained and seasoned ace, at 10th level an Engine Pilot becomes a master gunner.  His damage 
  bonus gained from Improved Gunner increases to +2d6.
  
  18
  �������������
  �������������
  T
  his Chapter is the heart of Imperial Age Engines.  It provides detailed rules for constructing engines of all shapes 
  and sizes.  A checklist is provided at the beginning of this chapter to provide guidance for the engine creation 
  process.  While this list might seem daunting at ﬁrst, engine creation is a relatively straightforward process that will 
  result in the familiar vehicle stat block found in the core book, along with an appropriate purchase DC.
  The most important “pre-step” to engine design is concept.  It helps to have an idea of the resulting engine before starting 
  the process of designing it.  Imperial Age Engines is not limited to weight restrictions, equipment slots, or any other hard 
  limitations.  A GM can design exactly the sort of engine he wants knowing that it will be reﬂected in the purchase DC.  This 
  is in line with the vehicle descriptions in the core book.
  ���������������������������������
  1. Choose Engine Type.
  2. Choose Size.
  3. Choose Power Source.
  4. Choose Hit Points.
  5. Choose Occupants and Cargo.
  6. Choose Defence and Hardness.
  7. Choose Strength, (if applicable).
  8. Choose Speed.
  9. Choose Initiative.
  10. Choose Manoeuverability
  11. Choose Special Abilities.
  12. Choose Defects.
  13. Design Weapons.
  14. Add up all Engine Point costs. This gives the actual cost. 
  15. Determine what Skills or Feats are needed to control the engine.
  16. Convert the ﬁnal cost into a purchase DC.
  
  19
  �����������
  There are four broad types of engine: analytical engine, automaton, personal armour, or vehicle.
  Analytical Engine
  Charles Babbage designed the difference engine (essentially what we would call a calculator today) and tinkered with 
  a programmable analytical engine (a computer).  These machines would be relatively large (a difference engine built 
  from his plans in the late 1980s stood eight feet tall and weighed over 15 tons).  In the real world, Babbage’s inventions 
  would not see fruition until the mid-20th century.  In a fantastic engine campaign, however, his engines could be built and 
  improved upon.  A steampunk campaign may even have a self-aware analytical engine in charge of the British Empire.
  Imperial Age analytical engines would be monstrous affairs, often taking up a large room or even a city block.  They are 
  usually immobile (as mobile analytical engines are considered automata or vehicles).  Most analytical engines output 
  information on paper, but some advanced engines may actually speak (processing the output in a series of bells, whistles, 
  and vibrations to mimic human speech).
  Automaton
  An automaton is normally a piloted humanoid or animal-shaped vehicle that is larger than its pilot and has creature-like 
  agility and/or manipulatory ability, via means of limbs and/or a ﬂexible body and jaw. An automaton could be anything 
  from a humanoid ﬁghting machine to a mechanical sea monster. If it stays on the ground, and moves at less than High 
  Speed (750’/round), an automaton has the advantage that it moves like a character or creature — there is no need to use 
  the vehicle movement rules when it goes into combat.
  Some Imperial Age campaigns may allow for self-operating automata, such as domestic servants or soldiers.  These 
  automata are not operated by a crew but have the artiﬁcial intelligence quality instead.  Such automata are still built as 
  engines, but can be of much smaller size than a crew-operated automaton
  Personal Armour
  Personal armour is a bulky exoskeleton that completely encases the wearer. Personal armour has no room for extra gear: 
  the wearer must wear limited clothing (no extra armour) and bring no extra equipment.  Getting out of personal armour 
  can be embarrassing and even shameful in mixed company.
  Vehicle
  A vehicle is a piloted engine that is notably larger than its pilot and not classed as an automaton. Vehicles include 
  everything from ordinary wagons and cars to ironclads and airships. A machine with a simple bulldozer blade or tow arm 
  is still considered a vehicle rather than an automaton, since it lacks any ﬂexibility of movement. Since vehicles do not 
  acquire Strength they are cheaper than automaton.
  
  20
  �����������
  The next step is to determine the actual size of the engine.  Personal armour must be the same size as the intended wearer 
  (i.e. the same vehicle size as personal size).  In most cases, this will be medium, but some Imperial Age campaigns may 
  have wearers of different races.  Automata and vehicles must be at least one category larger than the largest being it is 
  intended to carry. Thus, an automaton or vehicle big enough for a human to ride inside must be at least large. If the wearer 
  will ride on the engine, then it can be up to two sizes smaller. 
  Specify its dimensions (tall) or (long). Most vehicles are long; personal armour and automata tend to be tall if humanoid, or 
  long otherwise. Specify the engine’s longest dimension (height if tall, length if long) and empty weight, choosing from within 
  the available ranges given on the Size and Weight chart. 
  �
  �
  �
  �
  ���������������������
  Size 
   
  Example 
   
   
  Modiﬁer 
  Dimensions 
  Empty Weight
  Fine 
   
  Coin 
   
   
   
  +8 
   
  up to 1”  
  up to 1/2 lb.
  Diminutive  
  Pocket Watch  
   
  +4 
   
  1-6” 
   
  1/4 to 10 lbs.
  Tiny 
   
  Doll 
   
   
   
  +2 
   
  6”-1’ 
   
  5 to 50 lbs.
  Small 
   
  Wheelbarrow 
   
   
  +1 
   
  1-4’ 
   
  25 to 250 lbs.
  Medium 
   
  Bicycle, Personal Armour 
  +0 
   
  4-8’ 
   
  100 lbs. to 1 ton
  Large 
   
  Hansom 
   
   
  -1 
   
  8-16’ 
   
  1/2 to 4 tons
  Huge 
   
  Coach  
   
   
  -2 
   
  16-32’  
  2 to 40 tons
  Gargantuan 
  Heavy tank 
   
   
  -4 
   
  32-64’  
  10 to 400 tons
  Colossal  
  Zeppelin 
   
   
  -8 
   
  64’+ 
   
  50+ tons
  The modiﬁer is the size modiﬁer of the engine. A good way to estimate weight for very large engine:
   weight in tons = (longest dimension x longest dimension x longest dimension) divided by 1,000.
  ������������
  All engines must have a power source.  This could be steam, clockwork, wind, electricity, or anything else that the GM 
  can imagine.  GMs running F/X campaigns could have necromantic, crystal, or even psychically powered engines.  Power 
  source is a matter of style and costs no points.  An engine is assumed to have unlimited power unless modiﬁed by the 
  reduced endurance defect.  Other defects also contribute to shaping the engine, such as restricted path (for rail-bound 
  locomotives) and noisy (for most steam engines).
  
  21
  ����������
  Hit Points measure the damage a engine can sustain before being knocked out of action. The “base” column lists the default 
  values.
  �������������������������
  Sizes 
   
  Base   
  Range  
  Examples 
   
   
  Tiny 
   
  0 HP 
   
  1-10 HP 
  Doll (3 HP)
  Small 
   
  0 HP 
   
  1-15 HP 
  Mechanical dog (15 HP)
  Medium 
   
  0 HP 
   
  1-25 HP 
  Steam Bicycle (15 HP)
  Large  
   
  10 HP  
  10-40 HP 
  Steam Automobile (30 HP)
  Huge 
   
  20 HP  
  20-50 HP 
  Ironclad (48 HP)
  Gargantuan 
  40 HP  
  40-120 HP 
  Land Ironclad (64 HP)
  Colossal  
  100 HP  
  100+ HP 
  Armoured Airship (150 HP)
  The overlap between size categories is intentional, since a smaller engine might be tougher than a larger one if made from 
  especially durable materials. Hit Points on the lower end of the scale are appropriate to engines that are smaller or more 
  lightly built within a category; larger or heavier engines have more hit points.
  Engine Point Cost: Base Hit Points are 0 if medium size or smaller, 10 if large, 20 if huge, 40 if gargantuan, 100 if colossal. 
  Each extra hit point beyond base hit points costs 2 Engine Points.
  �����������������
  Occupants
  Determine how many occupants can be inside the engine.  This is simple for personal armour, as only a single person 
  whose size is the same as that of the suit may ﬁt inside. Thus, if the suit is medium size, it is usable with a medium-sized 
  occupant. A suit has no cargo capacity.
  For vehicles and automata, decide how many medium-sized occupants are carried. Use the Maximum Occupants chart 
  to determine the maximum number of crew and passengers allowed.  With colossal engines, the only limit is the optional 
  realism consideration detailed under Maximum Loads.
   
  Maximum Occupants
   
  Sizes  
   
  Number of Occupants
   
  Small 
   
   
   
  1
   
  Medium  
   
   
  2
   
  Large  
   
   
  4
   
  Huge 
   
   
   
  10
   
  Gargantuan 
   
   
  20
   
  Colossal 
   
   
  see text
  There are two types of occupants for an automaton or vehicle, crewmen and passengers.  Crewmen are those who can 
  use the engine’s systems in action: pilots, gunners, battery commanders, as well as equipment operators who main crucial 
  systems such as sensors or communications. Many engines have only one crewman, the pilot or driver; other engines may 
  have several crewmen. In a large naval vessel or airship, these are usually the bridge crew and gunners. Engines that 
  require many people simply to keep it operational have the Service Crew Defect.
  Passengers are everyone else. This includes passengers as well as maintenance and service crew, such as cooks, medics, 
  engineers, sailors, troops, battery weapon loaders, and even off-duty crewmen for smaller engines carried aboard. Not all 
  engines have passengers.
  
  22
  Decide on how many Operators and how many passengers are carried.  All engines must have at least one crewman, but 
  the engine need not carry the maximum number of occupants.
  Engine Point Cost: 10 per crewman; 4 per passenger. Exception: If the engine is colossal and has 25+ passengers aboard, 
  their cost decreases: 26-50 passengers cost 100 Points, 51-100 passengers are 150 Points, 101-200 cost 200 Points, 201-
  400 cost 250 Points, etc., at +50 Points per doubling of capacity.
  Cargo
  An engine may devote space to cargo. This can be either an internal cargo hold or trunk, or an external cargo bed, or even 
  underwing pylons. Some or all of an engine’s cargo may be designated as coal storage or hangar space if desired; there is 
  no extra cost for this, but it cannot easily be used for much else. Not all engines have cargo spaces.
  Engine Point Cost: 1 per 200 lbs. or 10 per ton. Exception: If the engine is colossal and has 10+ tons of cargo aboard, 
  cost is reduced: 10-20 tons cost 100 Points, 21-40 tons cost 150 Points, 41-80 tons cost 200 Points, 81-160 tons cost 250 
  Points, etc., at +50 Points per doubling of capacity.
  Maximum Loads
  For realism’s sake, total weight of occupants and cargo in an automaton or vehicle should rarely exceed half the engine’s 
  weight. Treat occupants (including seats, etc.) as 400 lbs., that is, 5 occupants to a ton.
  ������������������
  Determine the engine’s actual Defence (Def) number using this formula: 10 + size modiﬁer. Defence can be increased by 
  the pilot’s Dex bonus and any class abilities or Feats that increase engine defence.
  Engines are tougher than people. Assign the engine a hardness value (the organic equivalent is “damage reduction”). This is 
  a value from 1 to 30, which is subtracted from any damage inﬂicted to the engine’s hit points.  The chart below gives sample 
  hardness values for real-world vehicles. These are suggestions and not meant to constrain designs.
   
       Engine Hardness Examples
   
  Vehicular Example 
   
  Typical Hardness
  Rubber raft, rowboat  
   
  0-2
  Motorcycle, oared galley 
   
  2-5
  Automobile, light aircraft 
   
  4-6
  Large sailing ship, jet airplane 
  4-8
  Pick-up truck, jeep 
   
   
  5-7
  Semi-truck, cargo steamship  
  5-9
  Attack helicopter 
   
   
  7-10
  Armoured car or limousine 
   
  10-11
  Typical “powered armour” suit  
  10-14
  Armoured Personnel Carrier  
  9-15
  Infantry Fighting Vehicle 
   
  13-16
  Medium tank (WWII era) 
   
  12-18
  Battleship (WWII era)  
   
  18-20
  Main battle tank (modern era)  
  18-25
  Powerful giant battle robot 
   
  15-30
   
  Another way to select a hardness value is to decide what sort of weapon the engine can routinely ignore and assign it 
  sufﬁcient hardness to stop the average damage of that attack. To use a modern example, if a 0.50-caliber machine gun 
  inﬂicts 2d12 damage (an average of 6.5 points per d12) and the engine should stop most 0.50-cal. bullets, a hardness of 
  13 or more is required. 
  If the GM permits players to build their own engines, he or she may choose to restrict them to a certain range of hardness 
  values to ensure they are balanced against likely opposition. There is nothing wrong with the characters (or their foes) being 
  tough, but they should not be utterly invulnerable.
  Engine Point Cost: 5 times hardness value. Note that large hardness values will increase the cost of speed.
  
  23
  ���������������
  Any engine that can manipulate objects or perform melee attacks will have a strength score.  This excludes most vehicles.  
  Personal armour usually adds bonus to the strength of the wearer, while automata will have their own strength values.  The 
  Engine Strength Range Chart gives the values of strength for automata and personal armour. 
  ���������������������������
  Sizes 
  Automaton 
  Personal Armour bonus
  Fine  
  Str 1 
   
   
  Str +0
  Diminutive 
  Str 1-3  
   
  Str +0
  Tiny  
  Str 1-10  
   
  Str +0
  Small 
  Str 5-15  
   
  Str +0 to +5
  Medium 
  Str 10-25 
   
  Str +0 to +15
  Large  
  Str 15-35 
   
  Str +5 to +25
  Huge 
  Str 20-50 
   
  Str +10 to +40
  Gargantuan Str 30-75 
   
  Str +20 to +65
  Colossal  
  Str 40-100 
   
  Str +30 to +90
  Engine Point Cost: For automata, this is (Str-10) x 3 Points. An automaton with Str 40 would pay (40-10) x 3 = 90 Points. 
  For personal armour, this is 3 per +1 Str. Personal armour with a Str +10 would pay 30 Points.
  �����
  There are six types of speed: Land, Air, Water, Underwater, Burrowing, and Space (in an Engines campaign, space travel 
  is usually limited to the inner solar system).  An engine can have ratings for some or all of them. An engine’s speed (except 
  for space) is measured in miles per hour. See also Combat Speeds for Engines, below.
  Use these rules to determine vehicle or automaton speed. Special rules apply to personal armour; see Personal Armour 
  Movement.
  Combat Speed for Engines
  It is also important to calculate the combat speed of the engine. This is its speed when moving during six-second combat 
  rounds. The Imperial Age uses the standard character scale and chase scale for speed.  To convert to character scale, 
  multiply miles per hour (mph) by 1.76 to get squares per round.  To convert to chase scale, multiply mph by 0.176 to get 
  squares per round. Round off to the nearest square.
  Land Speed
  Land speed is the maximum speed the engine can move on solid ground. An engine will have a land speed statistic if it 
  is capable of sustained movement and manoeuvre on the ground. This usually means it has legs, wheels, tracks, or a 
  combination, or perhaps even a snake-like body. 
  Land speed is unnecessary if the engine, such as an airship or a boat, cannot move on land or only does so as a short 
  takeoff or landing (e.g. an aeroplane).  Select the land speed in mph. Then calculate its combat speed. Some examples of 
  land speeds:
  • 10 mph is typical of bulldozers or lumbering steam-powered engine.
  •  45 mph is the top speed of the Ford Model T, which is still over two decades away.
  Engine Point Cost: Hardness multiplied by 1 per 10 mph (16 kph) of land speed; treat a hardness of 4 or less as 5. 
  Burrowing Speed
  An engine given a burrowing speed can move earth and/or tunnel underground. Top speed assumes the engine is going 
  through sand or packed earth. Tunnelling through solid rock is 1/10 speed. The tunnel it leaves behind can be either 
  
  24
  permanent or collapse after it — specify which when the engine is created. Select burrowing speed in mph, and then 
  calculate combat speed.
  Engine Point Cost: 1 if ﬁne, 2 if diminutive, 3 if tiny, 5 if small, 10 if medium, 20 if large, 30 if huge, 40 if gargantuan, or 
  50 if colossal size per 2 mph of burrowing speed.
  Water (and Underwater) Speed
  This is the maximum speed the engine can move in or under water. Select the engine’s water speed in mph, and then 
  calculate its combat speed. If the engine can move underwater, select an underwater speed and a surface speed that is the 
  same or higher than the underwater speed.
  Some examples of water speeds:
  •  5 mph is typical of slower sailing craft or rowboats.
  •  10 mph is typical of faster sailing craft or galleys.
  •  10 mph is typical of early submersibles.
  If the engine can dive and travel underwater, select its maximum dive depth in feet . Historically, the ﬁrst 19th-century 
  submarines could dive no deeper than 50’ (15 m). Steampunk engines may be far more capable than that.
  Engine Point Cost: 1 per 5 mph per point of hardness; if hardness is 4 or less, treat as 5. Double the cost for underwater 
  movement. If the engine can travel underwater but has a faster surface speed, buy the underwater speed, and pay 
  normal cost for each extra 5 mph over the underwater speed. 
  Each 10’ of diving depth x the hardness of the vehicle costs 1 Engine Point, or 2 Points if the engine is of colossal size. 
  Air Speed
  Some engines can ﬂy through the air. If the engine can ﬂy, decide how: propellers, rotors, rockets, ﬂapping wings, hot air, 
  magic, etc. Then select air speed and ceiling.
  Select the engine’s ﬂight ceiling in feet. This is the highest altitude it can reach. The base ceiling is 500,’ suitable for an 
  autogyro. A higher ceiling can be selected; typical ceilings are 6,000-12,000’ for airships and 10,000-40,000’ for propeller 
  aircraft.
  Choose the air speed that the engine can attain. Most balloons should take a low speed and the Wind Powered Defect.
  Select the engine’s air speed in mph and then calculate its combat speed. If the engine lacks any propulsion system (such 
  as a ﬂying building or tethered balloon) pay only for its ceiling. 
  Examples of air speeds:
  •  20 mph is a good balloon 
  speed.
  •  55 mph is the maximum 
  horizontal speed of a peregrine 
  falcon, the fastest bird.
  •  150 mph is typical of light 
  propeller aircraft.
  •  17,000 mph is the speed 
  required to reach orbit 
  •  25,000 mph is Earth’s escape 
  velocity, enough to escape its 
  gravity into deep space.
  Engine Point Cost: 10 for a ceiling 
  of up to 500’; for a higher ceiling, +1 
  per 1,000’ (300 m). Each 10 mph 
  of air speed costs 1 per point of 
  hardness; if hardness is 4 or less, 
  treat as Armour 5.
  
  25
  Space Flight
  The engine can propel itself in space.  Choose the craft’s thrust. This is how fast the spacecraft can increase its velocity 
  or change its course — both are the same thing. It is measured in gravities, or G: a thrust of 1G is an acceleration equal 
  to Earth’s gravity, roughly 32’ or 9.8 m per second per second. In game terms, it can be assumed — with a great deal of 
  abstraction — that each G of thrust lets the engine increase or decrease its current velocity by about 1,000’/round. If the 
  engine stops accelerating, it will continue moving at its listed speed. It can decelerate instead of accelerating, reducing its 
  speed by its thrust rating (thus, -100’ for 0.1 G or -6,000’ for 6G).
  The engine can accelerate constantly for as long as it has power.  The top speed is limited only by its endurance (see 
  Defects) or any physics-based considerations the GM wishes to impose, like the speed of light.
  Engine Point Cost: (1 + thrust in G) times Hardness times 10. Treat thrust under 1/20 G as 1/20 G, and Hardness under 
  4 as 5.
  Personal Armour Movement
  Unlike a giant automaton or vehicle, personal armour movement is based on the capabilities of its wearer. Sometimes the 
  armour’s weight will slow the wearer down, but personal armour often (but not always) includes a powered assist that allows 
  the wearer to run faster and jump greater distances.
  Select the personal armour’s speed multiplier. This can be x2/3, x1, x1.5, x2, or x3. If the wearer is capable of multiple 
  movement types, select the multiple for each movement type (paying Engine Points separately). The speed multiplier will be 
  applied to armour wearer’s normal speed to determine his or her speed when using the armour. A human’s normal speed is 
  30’, so in personal armour with a x1.5 multiplier he would move at 45’ per turn. A speed multiplier of x2/3 means the suit has 
  no power assist, slowing the wearer to 2/3 his or her speed, much like a normal suit of medium or heavy armour does.
  Engine Point Cost: This is 2 x speed multiplier x hardness (but treat hardness 4 or less as 5). For example, if the speed 
  multiplier was x1.5 and Armour was 10, it would cost (2 x 1.5 x 10) 30 Engine Points.
  Personal armour may also include air, water, or space (but not land) movement if its wearer does not normally posses 
  that capability. For example, a human’s suit could buy air speed and manoeuvrability, representing a steam jet pack or 
  mechanical wings. Use the rules for automata to determine the Point cost of this movement.
  ����������
  All engines have an initiative modiﬁer. It is usually based on a vehicle’s mass and momentum, and thus is normally a 
  negative number equal to the engine’s size modiﬁer. Initiative is rarely increased above the starting value, but an increase 
  could be justiﬁed for one that (for example) ﬂew using magical rituals or was fast to accelerate. It should not go above or 
  below +/-10.
  Engine Point Cost: 0 Points for the base value equal to the size modiﬁer. Each +1 over this base value costs 5. Each -1 
  below this starting value gives back the same amount of engine points.
  ����������������
  Every engine has a manoeuvre modiﬁer. It is based on how agile and quick to accelerate or turn the engine is.  This is equal 
  to the engine’s size modiﬁer. Agile engines like automata or steam bicycles usually add +1 to +4 points. Manoeuvre should 
  not go above +10 or below -10.
  Engine Point Cost: 0 Points for the base value equal to the size modiﬁer. Each +1 over this base value costs 5. Each -1 
  below this starting value gives back the same amount of engine points.
  
  26
  �����������������
  These are innate capabilities that an engine may possess. They are all optional — no engine is required to have any of the 
  special abilities described in this section.
  Accessories
  These are additional features for the engine, which provide useful but mundane non-combat-related advantages.
  Examples of Accessories include: airlock, emergency lights and siren, loudspeaker, luxurious decor, tow cable, or wet 
  bar. 
  An engine need not acquire accessories that are implied by its other capabilities or which are ubiquitous (like chairs in a 
  passenger airship).
  Engine Point Cost: 1 per Accessory.
  Automatic Programming
  The engine can operate automatically, but has no self-initiative. It can be given orders or programmed with directives, but 
  obeys in a slavish, unimaginative fashion. The engine has no emotions or desires.  Fully intelligent automata should be 
  created according to the rules in Appendix 2.
  An engine with automatic programming can have Intelligence, Wisdom, and Charisma abilities. These ability scores are 
  only used for purposes of the Skill quality.  Strength is built as per engine strength and Dexterity is based on the lower of 
  initiative or manoeuvrability. 
  Engine Point Cost: The sum of the ability scores x5.
  Ejection Seat
  This escape system allows the crew to eject from a damaged engine. It is possible that not all crew will be equipped with 
  them. They are not usable in personal armour.
  As a free action, the character sitting in an ejector seat may eject at any time. Any canopy or rooftop is blasted clear by 
  explosive bolts, and the seat launched at least 100’ into the air by some contrivance. If the user ejected in an atmosphere, 
  on the next round a parachute unfolds, carrying the occupant down to Earth. The ejectee may make a Pilot Skill check 
  (DC 20) to guide the parachute to a speciﬁc place within 300’ of the engine. If the occupant has no Pilot Skill, or fails, the 
  GM randomly determines where he or she lands. Make a Reﬂex save (DC 10, or DC 15 if landing in woods, mountain, or 
  urban areas; +5 DC if dropping from orbit) to avoid falling damage.
  Usually, ejection seats are controlled by the person that is seated in them, but some vehicles (for example, as a theft 
  precaution) may have seats that are controlled by the driver or another crewman. These may omit a parachute.
  Engine Point Cost: 3 per ejection seat.
  Environmental Systems
  Engines may be equipped with climate control (allowing the crew to be comfortable in a wide variety of temperatures) 
  or life support.  Life support includes climate control as well as its own oxygen supply and is useful if the engine is 
  submerged or at high altitudes.
  Engine Point Cost: For Climate Control: 1 if medium or smaller, 2 if large, 3 if huge, 4 if gargantuan, 5 if colossal. Multiply 
  cost by 4 for life support.
  Extra Arms (Automaton only)
  An automaton is assumed to have two arms, but it could have more (for example, a mechanical octopus).
  Engine Point Cost: Each extra arm costs 1 per 2 points of Strength the engine possesses (round down). For example, 
  an engine with Str 20 and three extra arms (a total of ﬁve arms) would pay 30 Engine Points.
  
  27
  Feats
  An engine, especially an automaton, may 
  have abilities that emulate an SRD feat.  Feats 
  may only be taken with a GM’s permission.
  Engine Point Cost: 80 engine points per 
  feat.
  Firing Ports
  The engine has one or more ﬁring ports 
  sufﬁcient to let passengers ﬁre out of the 
  engine with their own ranged weapons. The 
  ﬁring ports provide 9/10 cover (equivalent to 
  arrow slits). 
  Engine Point Cost: +1 per ﬁring port
  Hangar (Automaton or Vehicle only)
  Any portion of an engine’s cargo capacity can 
  be designated as a hangar bay for storage 
  of other (smaller) engines. For example, if 
  the engine has a 200-ton cargo capacity, it 
  might designate that 150-tons are devoted 
  to its hangar bay. Use common sense in 
  determining the maximum number of engines 
  that can ﬁt in a bay of the speciﬁed capacity, 
  based on their described size and mass. 
  Engines can also be carried as ordinary 
  cargo, but cannot be effectively launched into 
  battle, refuelled, etc. while in the cargo bay. 
  It takes several rounds (or possibly much 
  longer) to unload carried engines.
  Engine Point Cost: The hangar cost is 
  equal to the largest size of engine that can 
  ﬁt through the bay’s opening: 1 if ﬁne, 3 if 
  diminutive, 5 if tiny, 10 if small, 15 if medium, 
  20 if large, 25 if huge, 30 if gargantuan, or 
  100 if colossal.
  Headlights or Searchlight
  The engine has either headlights equivalent 
  to those of a modern automobile, allowing 
  it to drive at night (range 500’), or a longer-
  ranged searchlight (5,000’).
  Engine Point Cost: 1 Point for headlights, 2 
  for searchlight.
  Jumping
  The engine can make very high, unaided 
  vertical jumps, but not actually ﬂy. It may use 
  jets, powerful leg muscles, etc. Assign the 
  engine a jump multiplier from x2 to x10.
  Engine Point Cost: Jump multiplier x.25 
  (round up) if tiny or smaller, x.5 (round up) 
  if small, x1 if medium size, x2 if large, x3 if 
  huge, x4 if gargantuan, or x5 if colossal.
  
  28
  Launch Catapult
  This system uses steam to accelerate other engines, boosting them to top speed. This allows ﬂyers to take off in a much 
  shorter distance. If launching into battle, the catapult also provides a +1 initiative bonus on the ﬁrst round of combat.
  Engine Point Cost: This is determined by the size of the catapult, which sets the maximum size of engine that can be 
  launched: 1 (small or smaller), 2 (medium), 4 (large), 8 (huge), 16 (gargantuan), 32 (colossal).
  Navigation Aids
  Appropriate basic navigation is free in most cases. Superior navigation capabilities are also available. Modiﬁers are not 
  cumulative. Having accurate positional data is very useful for accurate indirect ﬁre.
  Basic Navigation: maps, compass, lodestones, etc. +2 equipment bonus to Navigate checks. 
  Inertial Navigation System: A gyroscopic system that provides a +3 equipment bonus on Navigate checks. 
  Engine Point Cost: 1 for basic navigation, 2 for an inertial navigation system.
  Remote Control
  The engine has some form of control mechanism that enables it to be operated by remote control. If the engine has a 
  crew requirement, a team equal in size to that requirement must be used to control it.  There are two types of remote 
  control, basic and advanced.
   
  Basic Remote Control: The engine is controlled from outside the engine by the owner, who will use his voice (or other) 
  control system. Doing so requires the Operator’s full attention: he or she cannot do anything else, just as if actually inside 
  the engine piloting it. This also means the Operator can only run one engine at once. It uses the Operator’s stats as if he 
  or she was aboard it. The control system must be speciﬁed as located in another engine, a base, or a Hand-Held unit. 
  The GM should decide what limitations (range, susceptibility to ECM, etc.) it has. 
  Advanced Remote Control: As Basic Remote Control, but the engine requires less supervision: the Operator can also do 
  other things at the same time (including operating his or her own engine, or controlling more than one advanced remote 
  control engine). If he or she divides his concentration in this way, the character suffers a cumulative -2 penalty on all 
  actions for each engine being remotely controlling.
  Engine Point Cost: 5 for Basic Remote Control, 10 for Advanced Remote Control.
  Rooms (Vehicle Only)
  Colossal vehicles may have specialised internal rooms. These reduce occupancy as indicated.
  Kitchen: Meals may be prepared aboard the engine, providing room for two cooks to work (buy multiple kitchens for larger 
  facilities). Counts as 3 occupants. 1 Engine Point
  Conference Room: Meetings are held in this room. Counts as a number of occupants equal to its capacity. 1 Engine 
  Points
  Science Lab: This fully equipped science lab gives a +2 Equipment bonus to any relevant scientiﬁc Skill check. Two 
  scientists can work at a time; for larger facilities, buy multiple labs. Counts as 5 occupants. 5 Engine Points
  Sick Bay: A fully equipped sick bay has surgical and diagnostic features and allows 2 people to be treated at a time. For 
  hospital facilities, buy multiple sick bays. Counts as 5 occupants. 5 Engine Points
  Workshop: This fully equipped machine shop includes a variety of specialised tools and spare parts. It grants a +3 
  equipment bonus on Repair checks for mechanical or, if technology allows, electronic, devices and lets character to make 
  Craft (mechanical), (electronic), or (structural) checks without penalty. Counts as 5 occupants. 5 Engine Points
  
  29
  Self-Repair 
  The engine is maintained by a good repair crew. A engine cannot be repaired if it is destroyed. The engine can regain 1 
  hit point per day of repair. 
  Engine Point Cost: 1 per 5 hit points.
  Sensors
  Engines may be equipped with various instruments and electronics to enhance their ability to detect objects at a 
  distance. 
  Sensors are usually used to make Fantastic Science skill checks to spot targets. Instead of the normal penalty of -1 per 
  10’, the penalty is -2 per 1,000’ times the range in miles. Thus, a radar with a range of 10 miles allows Fantastic Science 
  checks to be made at a penalty of only -2 per (1,000’ times 10) 10,000’. The maximum range is 10 increments.
  Sensors noted as useful for targeting can be used when aiming attacks or navigating in the dark, bad weather, etc.; 
  this negates the effects of darkness or concealment through which the sensor can see. Not all sensors are useful for 
  targeting. 
  Infrared, Meta-Scanner, and Radar Sensors detect targets in a single direction — usually in a cone-shaped direction. 
  A sensor can be speciﬁed as “global” (seeing in all directions) for double cost. Seismic and magnetic sensors are 
  unaffected by solid objects and can “see” over the horizon; other sensors cannot scan through solid objects nor over the 
  horizon. Sensors include:
  Infrared (IR):  The engine has infrared sensors like modern main battle tanks or attack helicopters. These give its 
  crew the ability to see in the dark (in monochrome) as if it were day; this is effectively Darkvision, except that the 
  range is much greater. Infrared cannot see through solid objects. It can pick out heat shapes, see through ordinary 
  darkness, smoke or fog, and detect people hiding in trees or bushes. It is useless underwater, but very effective in 
  space. In space, range is 100 times greater. The sensor cannot see over the horizon. It can target opponents.
  Optics: These are telescopes. Unlike other sensors, they do not provide any ability to see through concealment, but 
  simply increase the range at which objects can be visually spotted. They can be used for targeting.
  Radar:  The engine bounces radio waves off objects and analyses the reﬂections to determine the range and direction 
  of targets. Radar lets the crew detect objects at long distances, but does not resolve colour or ﬁne detail: it only gives 
  the approximate size, range, and course of the object detected. Radar is an active sensor, so it can be jammed or 
  detected. This is effectively Blindsight except that it does not work underwater, but does work in vacuum. It can see 
  through darkness, fog, smoke, and vegetation; ignore concealment modiﬁers. In space, multiply range by 10. Radar 
  can target opponents.
  Sonar:  The engine has sonar sensors, similar to that used by a submarine or dolphin for detecting objects underwater. 
  It may use passive sonar to “listen” for moving or noisy objects or use active sonar to resolve the object’s exact range 
  and shape, or detect objects that aren’t making noise, search the sea ﬂoor for wrecks, etc. If active sonar is used, 
  passive sonar on other engines can detect it at longer distances: add the range of the active sonar to their passive 
  sonar detection range. Sonar does not work in space, and gets only 1% of its normal range if used in air. Active sonar 
  can target opponents.
  Seismic:  This sensor can detect large moving objects by the vibration they produce in the ground. They are less 
  precise than other sensors (-8 on rolls to spot targets) and cannot be used for targeting. Seismic sensors ignore 
  concealment or intervening objects, but cannot detect stationary things (unless they produce vibrations, such as 
  jumping up and down, drilling, etc.). Both the engine and the object must be on the ground. Seismic sensors can 
  provide an approximate size of the target (medium, large, etc.) but no actual information as to its shape or nature. 
  They can detect large explosions and earthquakes at many times their base range. A seismic sensor is “global” 
  automatically. It gains +5 to spot burrowing targets. 
  Engine Point Cost: 1.5 per mile of range if optics; 3 per mile of range if Radar or Sonar; 5 per mile if Infrared; 10 per mile 
  if Seismic. Global Sensors are x2 cost; Seismic are Global at no extra cost.
  
  30
  Shield (Automaton only)
  A shield is a Hand-Held barrier that engines can interpose to absorb damage from attacks. An engine requires at least 
  one arm in order to use a shield; if the engine only has one arm, it can’t use a Hand-Held weapon and a shield at the 
  same time. 
  An Engine Pilot must have Shield Proﬁciency and the Automaton Fighting feat to use a shield without suffering a -2 
  penalty on all attack rolls, and all Dex- or Str-based Skill checks.
  A shield may give a defence bonus of up to +5. 
  Engine Point Cost: Cost is 3 per +1 defence up to def +3; after that, it is defence bonus x defence bonus.
  Skills (Automatic Programming only)
  Engines with automatic programming may be hardwired with skills.  Domestic servants, for example, may be hardwired with 
  Profession (servant) and Search.  An automaton butler may have Bluff and Diplomacy skills.  The GM should determine 
  what skills are available to an engine and the skill rank ceiling.
  Engine Point Cost: 40 engine points per skill rank.
  Skill Bonus
  This is a catchall quality for skills not covered by other engine stats or qualities.  This quality adds an equipment bonus 
  to the user’s skill check.
  Engine Point Cost: 1 engine point for a +2 bonus, 2 engine points for a +3 bonus, 4 engine points for a +4 bonus, and 8 
  engine points for a +5 bonus.  Skill bonuses of +6 or higher are extremely rare; continue doubling the cost.
  Spell-like Ability
  The engine, either through fantastic science or via truly magical means, has the ability to generate an effect similar to 
  a spell. The most common method is through runic inscription.  The GM must approve all spell-like abilities that are 
  assigned to an engine as they must ﬁt within the parameters of his campaign setting. If a spell’s effects depend on the 
  caster’s Level, treat it as if cast by a character of the engine’s ECL.
  Engine Point Cost: The cost of a spell-like ability is equal to the spell Level (treat zero Level spells as Level 1) cubed 
  times the number of times per day the ability can be used: Spell Level x Spell Level x Spell Level x Number of times 
  usable per day
  Stabilisation Gear
  The engine’s ranged weapons are gyrostabilised. They can be ﬁred when moving without penalty, even if the gunner 
  lacks special Feats. Exception: Weapons with the Static quality can still only be ﬁred when the engine is stationary.
  Engine Point Cost: 10.
  Targeting Bonus
  An engine may have a targeting bonus as a result of a built-in sighting system. A targeting bonus must be bought 
  individually for each weapon. Each purchase grants a +1 for that system.
  Engine Point Cost: 5 per weapon
  Wall-Crawling
  The engine can use spikes, adhesive pads, or some other means to climb walls and ceilings as if it were an insect. The 
  engine must have a land speed to use this ability. It gets +8 on all Climb checks, and may take 10 while climbing, even 
  if threatened or distracted.
  Engine Point Cost: 2 per point of Hardness (treat Hardness 4 or less as 5).
  
  31
  �������
  These are Defects that affect the workings of the engine. Defects reduce the Engine Point cost. Engine Defects cannot 
  reduce the Engine Point Cost of an engine below 1 Point. If this happens, treat the engine as costing 1 Engine Point.
  [Direction]-Optimised Hardness
  The hardness’s full value protects against attacks from one direction (usually front-optimised). Attacks from other directions 
  (for example, the side, rear, top, and bottom) are protected at 2/3 Hardness (round down).
  Engine Point Cost: -1 per point of hardness the engine has. 
  Flammable
  The engine’s structure and armour are made of wood or similar ﬂammable material. Its hardness does not protect at all 
  against ﬁre or other ﬁre-based damage. Saves against ﬁre are made at a -4 penalty.
  Engine Point Cost: -1 per point of hardness.
  
  32
  Glider
  Glider can be taken by an engine that can ﬂy and does not have the Hovercraft or Wind-Powered Defects. It means 
  the engine can only take off if launched from a fast-moving vehicle or high place, and can only gain speed by diving or 
  gain altitude by riding thermals. Assume a glider has a glide ratio of about 60:1 if average manoeuvrability, 30:1 if poor 
  manoeuvrability, or 20:1 if clumsy. A 60:1 glide ratio means (for example) that if dropped from a height of 1 mile, it could 
  glide for 60 miles before landing. A pilot check (DC 10) can extend glide ratio by 10% for every point by which the check 
  succeeded.
  Engine Point Cost: -2 per 10 mph of air speed.
  Hangar Queen
  The engine requires extra careful maintenance to work properly. If this is not available, the GM should feel free to 
  impose breakdowns of various systems whenever seems dramatically appropriate. The engine spends much of its time 
  in a garage, shop, port, etc. undergoing repairs. For every hour it was used, it should be given at least an hour of 
  maintenance.
  Engine Point Cost: -10
  High Ground Pressure 
  This Defect can only be taken if the engine has a land speed. It means that the contact area of its wheels, legs, or tracks 
  is slight compared to the engine’s weight. Consequently, it tends to sink into the ground. Most civilian cars and trucks 
  possess this defect while specialised all-terrain vehicles or dirt bikes do not have it. Most tanks do not have a high ground 
  pressure due to the width of their tracks, but a “realistic” two-legged giant robot may have this problem unless it has very 
  large feet.
  The engine will bog down in any swamp, deep snow, or mud (no movement). It moves at 1/2 speed when crossing sand, 
  light snow, or soggy ground. This is cumulative with the penalties for Road Vehicle.
  Engine Point Cost: -1 per 10 mph of land speed.
  Noisy or Very Noisy
  The engine is noisier than an ordinary person.  A noisy engine is also detected more easily by sonar or Listen checks. A 
  noisy engine can never attempt to Move Silently.
  “Noisy” means the engine is as noisy as an ordinary automotive engine. +10 on Listen or sonar checks to notice it; 
  weapons with the Sonar Homing quality get a +4 to lock on and attack.
  “Very Noisy” means the engine is as noisy as an aircraft engine. +20 on Listen or sonar checks to notice it; weapons with 
  the Sonar Homing quality get a +8 to lock on and to attack.
  Engine Point Cost: -5 if noisy, or -10 if very noisy.
  One Hand/No Hand (Automaton only) 
  An automaton is assumed to have two arms with hands, but it could have only one, or even none, instead having legs or 
  no limbs at all. If it has one hand it cannot hold onto something at the same time it punches someone or uses a Hand-
  Held weapon.
  Engine Point Cost: -1 per 2 points of Strength the engine possesses if one hand, or -1 per point of Strength if it has no 
  hands.
  Open
  The engine’s hardness does not protect the crew or passengers, only the engine itself. This is common for engines like 
  galleys, steam bicycles, gliders, or robot horses. The engine provides 1/2 cover, or no cover if the engine is the same 
  size or smaller than the rider. Open engines can never have the Poor Visibility defect.  Engines that are solely operated 
  by automatic programming or remote control cannot have this defect.
  Engine Point Cost: -2 per point of hardness the engine has.
  
  33
  Poor Visibility
  The engine has very poor visibility, due to small or no windows and a lack of compensating sensors, or other problems. 
  The only way to get unrestricted vision is to actually stick one’s head out a hatch or window (leaving one with only half 
  cover, as per the Open defect). Otherwise, attempts to spot something visually from inside are at -2 if looking directly 
  forward and -4 if looking in any other direction. Engines with the Open Defect can never have this Defect.
  Engine Point Cost: -5
  Reduced Endurance
  The default assumption is that an engine has an indeﬁnite range — it can operate for months at a time, like a sailing 
  ship, provided supplies of food and water are available. If the engine must refuel or recharge before then (something that 
  should take at least half an hour of effort) it has Reduced Endurance.
  Select one of these operational periods: a few weeks, several days, a few days, several hours, a few hours, several 
  minutes. In this context, “several” means 5-30; “a few” means 1-4.
  Engine Point Cost: -5 if a few weeks, -10 if several days, -15 if a few days, -20 if several hours, -25 if a few hours, -30 
  if several minutes.
  Restricted Path
  For one reason or another, the engine cannot leave a narrowly restricted area. This may represent a railway train, a cable 
  car that cannot leave its track, or a towed trailer/carriage.
    Another way to interpret this is an engine that is attached to a generator by a power cable. The engine can operate 
  normally unless the cable is unplugged, then has only a few rounds reserve power (and an enemy engine that grabs it 
  might unplug it).
     Decide if it is a long path (like a railway line) or a short path (like a tether or a building interior)
  Engine Point Cost: -1 ﬁne, -3 diminutive, -5 tiny, -10 small, -15 if medium, -20 if large, -25 if huge, -30 if gargantuan, or 
  -50 if colossal; x2 if a short path.
   
  
  34
  Road Vehicle (Vehicle Only) 
  Take this Defect for most wheeled vehicles. The engine attains full land speed only on a smooth ﬂat surface such as a 
  paved road. Its land speed is cut in half in other circumstances, such as on a dirt road, off-road, etc.
  Engine Point Cost: -1 per 10 mph of land speed.
  Service Crew
  The engine is large enough that it requires a crew of engineers, sailors, or other individuals to perform maintenance, 
  man rigging, cook, etc. Service crew are in addition to any regular crewmen (pilot, commander, equipment operators, 
  or gunners). For weapon loaders, use the Crew-Served restriction instead.  The engine must have sufﬁcient passenger 
  occupancy to carry that many crew. If an engine loses service crew it will not stop functioning (provided there is someone 
  to pilot it), but it will not run smoothly.
  For each 25% an engine is undercrewed (round up), the GM can impose a -2 penalty on all engine-related Skill checks 
  rolls or pick a system (sensors, maintenance, a weapon) that has gone unmanned and thus cannot be used. A short, 
  overworked crew is also more likely to make mistakes, leading to equipment breakdowns.
  Engine Point Cost: Depends on the Service Crew requirement: -2 if one crew member, -4 if two crew, -6 if 3-4 crew, -8 
  if 5-8 crew, -10 if 9-16 crew, -12 if 17-32 crew, -14 if 33-64 crew, and -16 if 65-128 crew, etc.
  Stall Speed
  This can only be taken by an engine that has a ceiling and air speed. If the engine has a stall speed, it must always ﬂy 
  faster than the stall speed to remain in controlled ﬂight. If it does not, it will go out of control. 
    Ordinary airplanes will have a stall speed. Engines that use ﬂapping wings, such as an ornithopter, may have a low stall 
  speed or none at all if they can hover like a hummingbird. Other types of ﬂying engines (such as autogyros) will not have 
  a stall speed.
     A typical stall speed is about 10-25% of air speed. Decide on the speed in mph, and also determine the combat stall 
  speed (see Combat Speed).
  Engine Point Cost: -1 per 10 mph of stall speed x hardness. Treat hardness 0-4 as 5.
  Start-Up Time
  If the engine is shut down, a character cannot just climb into it and blast off cold. For example, it might be a complicated 
  personal armour suit that takes a few minutes to put on or a power plant that takes time to warm up (early steam 
  automobiles could take a half hour to warm up). Start-Up Time should only be taken for engines that have Reduced 
  Endurance of a day or less, as the time is trivial if the engine runs constantly. 
  Engine Point Cost: -2 if 1 minute (10 rounds), -4 if 10 minutes, -8 if an hour, -16 if 4+ hours.
  Volatile
  Fuel, a boiler, or ammunition may explode if the engine is disabled or destroyed. If the attack that disables or destroys the 
  engine dealt damage past its hardness equal to or greater than half its normal full Hit Points, the engine will explode after 
  1d6 rounds. This explosion deals 1d6 damage per full 5 HP the engine had when undamaged (minimum 2d6) to everyone 
  within the engine (Reﬂex save, DC 20, for half damage). Half that damage is inﬂicted to everyone and everything within 
  a number of feet equal to the engine’s full hit points of the blast (Reﬂex save, DC 15, for half damage).
  Engine Point Cost: -1 per full 5 hit points the engine has.
  
  35
  Weak Point
  Due to a ﬂaw in the design, there is a weak point in the engine. If an attacker knows where it is (this may require study 
  of enemy wreckage, espionage, sensor scans, etc) an attack to that point is much more likely to cripple or destroy the 
  engine.
     A critical hit strikes the weak point and ignores the engine’s hardness. If an attacker knows about the weak point, an 
  attack made at a -8 penalty may deliberately target the weak point and ignore the engine’s hardness.
  Engine Point Cost: -1 per point of hardness the engine has.
  Windows
  The engine has large windows (like an automobile or airship) or canopy that does not protect against attacks aimed 
  through them. This may not be taken in conjunction with the Open Defect.
     If an engine’s occupants are attacked, they can only claim three-quarters cover. Occupants that lean out of windows 
  (for example, to shoot) will get only one-half cover. An attack can deliberately target a window at -4 to hit, ignoring the 
  vehicle’s hardness. 
  Engine Point Cost: -1 per point of hardness the engine has, if it has Armour 2+. Otherwise, there is no cost.
  Wind-Powered (Vehicle-Only) 
  The engine is a sailing craft, powered by the wind. Its top speed will never exceed the present velocity of the wind, and 
  it cannot move against the wind (it can tack upwind, but cannot move directly against the direction from which the wind 
  is blowing). 
     This is most appropriate for engines with Water Speed, though wind-powered land or air vehicles are possible. It’s 
  usually inappropriate for engines with top speeds over 30 mph. This cannot be taken in conjunction with the Glider 
  Defect.
  Engine Point Cost: -1 if large or smaller, -2 if huge, -3 if gargantuan, -5 if colossal.
  
  36
  �������
  Engines do not need to be armed, but may possess an array of impressive weapons.  Building weapons is covered in 
  Chapter Five.
  Personal armour or an automaton’s ﬁsts can inﬂict damage even if it has no weapons. Base damage is 1 if tiny, 1d2 if small, 
  1d4 if medium, 1d8 if large, 2d6 if huge, 2d8 if gargantuan, and 4d6 if colossal, plus strength modiﬁers. More potent attacks 
  — including bite or claw attacks — should be built using the engine weapon creation rules.
  If the engine has multiple weapons, design each one individually. If the pilot can make multiple attacks, several weapons 
  may be used each round. The same holds true for multiple crew aboard an engine assigned as gunners. If you want one 
  weapon to have multiple ammo choices, take the Alternate Ammo option. A “weapon” does not necessarily mean a single 
  gun or missile. A set of multiple missiles on rails or pods is best treated as a single weapon (with several shots). A ship-of-
  the-line’s broadside of dozens of cannons facing in the same direction is best handled as 1-3 weapons with extra damage 
  and qualities such as Volley.
  �����������
  Once the engine is designed, it is important to determine how much it will cost.  Use the following formula for the purchase 
  DC of a “factory model”:
  (Square root of Engine Point Cost) + 15, rounded to nearest whole number
  •  Add +4 to the DC if the engine was built for the government or military.
  •  Add +7 to the DC if the engine can ﬂy.
  •  Add +10 to the DC if the engine is custom-built or a prototype (this is the default purchase DC for marvellous 
  engines).
  These costs are cumulative.  A military airship would add +11 to the purchase DC, or +21 if it is a prototype.
  Game Masters should feel free to adjust the purchase DC to encourage or discourage purchases, especially if the ﬁnal 
  cost seems too high or low.  Engines will be much cheaper in a heavy steampunk campaign than in a realistic historical 
  campaign.
  
  37
  �������������
  �������
  While not normally “engines” per se, weapons are an important part of a military Engineer’s job.  A land fortress that can 
  rumble over broken terrain is impressive, but a lumbering land fortress that can bombard enemy lines is downright terrifying. 
  Engineers can spend a great deal of time designing new and improved weaponry.
  While the assumption in Imperial Age Engines is that Game Masters will use this section to design weapons for their 
  engines, these rules can also be used on their own to create “normal” handheld weapons.  As with engines, weapons are 
  built with engine points.  See Chapter Five for the purchase DC of weapons.
  � � � � � � � � ��
  �������
  Take the following steps when designing a 
  weapon:
  1. Name Weapon
  2. Determine the Type of Damage
  3. Determine Damage Amount.
  4. Determine Critical Threat Range
  5. Determine Rate of Fire
  6. Determine Range Increments
  7. Determine Magazine Capacity
  8. Determine Weapon Qualities
  9. Determine Weapon Restrictions
  10. Determine Other Considerations
  11. Calculate Total Engine Point Cost
  �����������
  Before designing a weapon, the Game Master should have an idea of what he wants the weapon to do.  This will often 
  suggest a name.  In the Imperial Age, many Engineers follow the convention of giving elaborately descriptive or evocative 
  names to their weaponry, such as the “steam-powered ballistic projectile cannon” or the “electric discharge generator.”
  ��������������
  What makes a weapon a weapon is the damage it causes.  This is usually, but not always, implicit in the name.  A large 
  cannon probably ﬁres ballistic projectiles, but a dragon’s breath cannon could emit a ballistic projectile, a ﬂamethrower, 
  compressed steam, or even a ﬁrebomb.  Type of damage is important because some engine hardness or creatures may be 
  resistant or immune to certain types of damage. 
  
  38
  Types of damage are generally ballistic (bullets and other high-velocity projectiles), piercing (pointed thrusting or ranged 
  weapons like spears, arrows, etc.), slashing (swords, whips, etc.), bludgeoning (clubs, ﬁsts, tails, etc.), energy (of a speciﬁc 
  type: ﬁre/plasma, laser, electrical, cold, sonic), or blast (explosions).
  �������������
  Once the type of damage is determined, the next obvious question is the amount of damage it causes.  Most weapons will 
  inﬂict a certain amount of damage in terms of number of dice.  The Game Master needs to select the type of die and the 
  number rolled. 
  Some attacks do not deliver ordinary damage, but instead, have other effects: Flare, Nerve Gas, Riot Gas, Smoke, or 
  Tangle. These special attacks are treated as ranged touch attacks. The GM should assign each special attack a modiﬁer 
  (usually 1 to 20), which applies to DCs and determines the weapon cost.
  All damage amounts have an engine point cost as indicated on the Weapon Damage Cost Chart.  Engine point cost is 
  multiplied by the number of dice rolled (Example: a pistol doing 2d6 points of damage would cost 14 engine points).
  Special Attacks
  Flare: If hit (or in the radius of a Blast-effect or Emanation-effect) the target may be blinded. Everyone looking in the 
  direction of the ﬂash when the attack strikes must make a Fortitude save with a DC of (15 plus the Flare modiﬁer) or be 
  blinded for 2d6 rounds.
  Nerve Gas: If hit, this will kill individuals who fail a DC (15 plus the Nerve Gas modiﬁer)  Fortitude save. Anyone wearing a 
  pressurised suit, or in an engine with NBC ﬁlters or life support is unaffected. This must be combined with the Emanation 
  quality.
  Riot Gas: If hit, this requires individuals in the area of effect to make a Fortitude save against DC (15 plus the Riot Gas 
  modiﬁer) or be blinded and stunned for 2d6 rounds. Anyone using a gas mask, wearing a pressurised suit, or in an engine 
  with life support is unaffected. This must be combined with the Emanation quality.
  Smoke: The attack produces an obscuring smoke cloud. Smoke gives a 50% concealment modiﬁer, and is also treated 
  as 3/4 cover vs. lasers. The smoke remains for a number of rounds equal to the Smoke modiﬁer. If the attack is assigned 
  the Emanation quality then the base duration doubles (or the area of effect may double; see Emanation rules).
  Hot Smoke: As smoke, but affects infrared sensors.
  Tangle: The attack projects a web or net. This is treated as a Web spell except it requires an attack roll; if combined with 
  Blast it will affect everyone in the area; if combined with Emanation, it is sticky, and will affect anyone who moves into the 
  area as well. The DC to break free is (20 plus the Tangle modiﬁer).
  ������������������������
   
  Die Type 
   
  Engine Point Cost
   
  d2 
   
   
   
  3
   
  d3 
   
   
   
  4
   
  d4 
   
   
   
  5
   
  d6 
   
   
   
  7
   
  d8 
   
   
   
  9
   
  d10 
   
   
   
  11
   
  d12 
   
   
   
  13
   
  d20 
   
   
   
  21
   
  Smoke  
   
   
  Modiﬁer +10
   
  Flare 
   
   
   
  (Modiﬁer +10) x2
   
  Hot Smoke 
   
   
  (Modiﬁer +10) x2
   
  Riot Gas 
   
   
  (Modiﬁer +10) x2
   
  Tangle  
   
   
  (Modiﬁer +10) x2
   
  Nerve Gas 
   
   
  (Modiﬁer +10) x3
  
  39
  ���������������������
  A weapon’s normal critical threat rating is 20. Adding the Increased Threat Quality (see below) will expand the threat 
  rating.
  ������������
  The default ranged weapon rate of ﬁre is single shot (SS) —  one shot per round. Weapons may have faster or slower rates 
  of ﬁre as a result of their chosen qualities or restrictions (see below).
  ���������������
  A weapon’s base range increment is 50’ for a special attack. If the attack inﬂicts damage though, the range increment is 
  determined on the Range Increment Table.  The table shows the base increment for a single die of damage (e.g. if the 
  weapon inﬂicts 1d10 damage, then the range increment is 50’).  If the weapon inﬂicts multiple dice of damage then the GM 
  should multiply the range increment by the amount of dice (e.g. a weapon that inﬂicts 3d10 damage would have a range 
  increment of 150’). Squares are given for easy reference when using miniatures.
  ���������������������
   
   
   
   
   
   
   
  Dice Type 
   
   
   
   
  d2 
  d3 
  d4 
  d6 
  d8 
  d10 
  d12 
  d20 
  Special
  Increment (feet) 
   
  10’ 
  15’ 
  20’ 
  30’ 
  40’ 
  50’ 
  60’ 
  100’ 
  50’
  Increment (5’ squares) 
  2 
  3 
  4 
  6 
  8 
  10 
  12 
  20 
  10
  The actual increment can be modiﬁed by taking weapon qualities or restrictions. Each level of Long Range may up to double 
  range; each level of Short Range may up to halve it.
  Magazine
  A weapon has an ammo capacity (magazine) of 17-30 shots before running out of projectiles or power. This may be modiﬁed 
  via the Extra Ammo quality or the Low Ammo restriction. 
  Note that “magazine” does not necessarily mean that a weapon has an actual box or belt feed.  Weapons that must be 
  loaded manually should take the Slow-Firing restriction.
  
  40
  ����������������
  Some weapons have additional capabilities beyond simply inﬂicting damage. These are known as weapon qualities.  
  Weapon qualities can increase or decrease the default values above (larger magazine, increased range increment) or 
  provide entirely new abilities (armour-penetrating rounds, concealment).  Qualities marked with an asterisk (*) can only be 
  used with attacks that inﬂict dice of damage.
  Most weapon qualities count as a single unit for engine point cost purposes. A few qualities are especially powerful, and 
  hence count as two or even three qualities.  Each quality may only be taken once unless speciﬁcally permitted.
  Armour-Penetrating*
  This weapon is especially good at punching through heavy armour. It ignores the ﬁrst 10 points of hardness or the target’s 
  hardness protects at half value (round down), whichever gives the best effect.
  Armour-Penetrating can be taken multiple times: two levels ignore the ﬁrst 20 points of hardness (or divide hardness by 
  3), three levels ignore the ﬁrst 30 points (or divide by 4), and so on.
  Automatic*
  Automatic weapons ﬁre a burst or stream of shots as long as the trigger is held down (until they run out of ammunition). 
  They can be set on auto-ﬁre or be used with Feats that take advantage of automatic ﬁre.
  There are two ways to use auto-ﬁre:
  • Area Auto-ﬁre
  This affects an area and everyone in it, not a speciﬁc creature. The character sprays an 10’ x 10’ (3 m x 3 m) area, 
  or strafes an area 20’ (6 m) long and 5’ (1.5 m) wide, and makes an attack roll vs. Defence 10. If it succeeds, every 
  creature or engine in the affected area must make a Reﬂex save (DC 15) or be hit by a single shot. Area auto-ﬁre 
  expends 10 shots; and can only be used if the weapon has 10+ shots left.
  • Burst Auto-ﬁre
  This is ﬁred at a speciﬁc target, and may expend from 2 to 5 shots (decide before ﬁring). The target is attacked 
  normally. Roll once to hit. A successful attack means the target is hit once; for every 5 the attack succeeded by over 
  the target’s defence, it is hit by an additional shot, up to a maximum of the number of shots that were ﬁred in the burst. 
  Roll damage individually for each shot that hit; if the target has damage reduction or Armour, subtracting it separately 
  from every shot’s damage.
  Multiple Assignments of Automatic
  Automatic can be taken twice. This emulates gatling guns or multiple linked machine guns. They can ﬁre as above, 
  or instead use Saturation Auto-ﬁre or Extended Bursts. Saturation Auto-ﬁre is treated as Area Auto-ﬁre, but requires 
  expending 50 shots, covers twice the area, and victims must make a DC 20 Reﬂex save. Extended Bursts may ﬁre 10-50 
  per burst, at a +1 to hit per 10 shots.
  Blast
  The attack affects not only the target but also anyone adjacent, such as an explosive warhead or plasma blast. The radius 
  of effect is 10’ (3 m). Blast can be taken multiple times. Each time it is taken, double the radius of the blast. Thus, taking 
  it 4 times gives an 80’ (24 m) blast radius.
  When a target is hit, everyone caught in the blast (other than the target directly hit) may make a Reﬂex save (engine 
  Operators roll for their engine) against a DC of 15 to halve damage. The target of the attack, if hit, takes full damage 
  — no Reﬂex save is allowed. Alternatively, an attacker may ﬁre a Blast weapon at the ground next to a target (treat as 
  Defence 10), rather than the target itself. This is a ranged touch attack. This can have a better chance of hitting, but has 
  the disadvantage of always granting a Reﬂex save. This tactic is not possible against a ﬂying or space target unless the 
  attack has the Guided quality.
  
  41
  Burning*
  This represents ﬂaming liquid, acid, or similar weapons that deliver continuing damage. If the initial attack hits, the target 
  takes continuous damage each round, for the next 5 rounds, or until somehow neutralised (GM call: it should depend on 
  the type of attack). Armour or Force Fields do protect against the damage. 
  It can be taken multiple times; each extra time doubles the duration. The ﬁrst level of Burning counts as two qualities.
  Concealed
  An engine’s weapons are normally obvious, at least to someone who knows where to look for the gun barrel, missile port, 
  or laser lens. Take this quality to install a disguised or retractable weapon in a craft that looks like it would be unarmed, 
  such as an ordinary-appearing carriage.
  It takes a move action to “pop up” a hidden weapon so that it can be used in battle.
  Cone
  A cone attack shoots away from the weapon in the direction he or she designates. A cone starts in a square adjacent to 
  the engine and widens out as it goes. A cone’s width, at a given distance, equals its current range — a cone is 50’ wide 
  when 50’ away from the attacking engine. At its far end, a cone is as wide as the effect is long. 
  A cone attack’s maximum range is 1 range increment; cone attacks have very short range.
  A cone attack is not resolved as an ordinary attack. It automatically hits everything in the target area, but targets get a 
  Reﬂex (DC 20) save. Success means they suffer half damage, failure means they take full damage. Cover will give a 
  bonus to the Reﬂex save, and if the cover is sufﬁcient (such as a slit trench, building, etc.) a success means the targets 
  dove or moved behind the cover. These targets would take no damage rather than half damage (GM discretion).
  Cone counts as three qualities.
  Emanation
  Some attacks have an area like a blast, except that the effect continues to radiate from the point of origin for multiple 
  rounds. The effect is the same as Burning, above, lasting 5 turns, but affecting everyone who enters an area only for as 
  long as they remain in it (unless also combined with burning).
  The radius of effect is 5’ (or 1.5 m). The quality can be taken additional times. Each time it is assigned to a weapon, 
  double the radius or the duration (designer’s choice). 
  The ﬁrst level of Emanation counts as two qualities.
  Extra Ammo
  This increases the weapon’s total shots from the default up to 50. It can be taken multiple times: twice gives up to 200 
  shots; three times is 1,000 shots.
  Flexible*
  This represents long, ﬂexible, or extendible attacks like a whip, energy-lash, razor-ribbon, or similar weapon. 
  A ﬂexible attack can be used like a giant whip to disarm or trip any opponents of equal or smaller size than the weapon’s 
  size; for example, a huge whip can trip or disarm opponents up to huge size. A character can make a trip attack with a 
  ﬂexible weapon by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when 
  using a ﬂexible weapon in this way. 
  A ﬂexible weapon also gives a +2 bonus on an opposed attack roll when attempting to disarm an opponent (including the 
  roll to keep from being disarmed if the character fails to disarm the opponent).
  If this quality is chosen for a weapon, the Melee Weapon restriction must also be taken. A ﬂexible weapon can reach out 
  farther than normal, however: 15’ (5 m) for a medium weapon, doubled for each successive size class.
  
  42
  Guided
  The weapon ﬁres a projectile that homes in on its target. The weapon has its normal range (usually 10 increments). On 
  the round the projectile is ﬁred, the attacker must normally specify a target. Each round (on the attacker’s initiative) the 
  missile moves toward the target, closing a distance equal to its range increment, and making up to a 45-degree turn, 
  climb or dive. When it reaches the target, an attack roll is made, with no range penalties to hit. Other rules depend on the 
  guidance system used. Pick one of these systems:
  • Operator-Guided
  The weapon ﬁres a missile that is steered toward the target by the attacker, transmitting commands via a wire or a 
  tight-beam radio link. The attacker must take full actions each round to guide the projectile to the target. The attacker 
  uses his or her own attack bonus; the guidance system negates range penalties, but has no other effect.
  • Semi-Active Radar Homing 
  The weapon ﬁres a missile that homes on radar reﬂections emitted by the engine’s own radar. The engine must have 
  a Radar, High-Res Radar, or Meta-Scanner. It must lock onto the target (this requires a ranged touch attack, using the 
  Radar’s range increment); failure allows additional attempts. Once a lock-on is achieved, launching the missile is an 
  attack action. Once ﬁred, the Radar must continue to track the target or the missile will automatically miss, but no other 
  character actions are required; if the Radar only faces forward, that means keeping the engine pointed at the enemy. 
  As long as it does so, the missile closes on the target. When the missile reaches the target, it attacks on its own, with 
  a +8 attack bonus.
  • Radar Homing 
  The missile uses its own onboard radar. The attacker must lock onto the target. This is a ranged touch attack, using 
  the weapon’s range increment. If the lock on fails, it can be attempted again in future rounds. If it succeeds, the missile 
  can be launched; this is an attack action. The missile will follow the target with no further intervention required. When 
  it reaches the target, it attacks the target itself. A radar homing missile has a +10 attack bonus. Concealment effective 
  against radar will penalise the attack.
  • Sonar Homing 
  The missile — a torpedo — uses its own onboard sonar. It can only be ﬁred at underwater targets. Treat as radar 
  homing, except that concealment effective against sonar will penalise it.
  • Other Homing
  The GM may allow players to create other specialised homing missiles, such as ones that home on magical emanations. 
  Use the previous rules as a guideline.
  An incoming missile can be targeted for attack. It has defence of 25. If hit, roll damage: 15+ points of damage disables/
  destroys it; otherwise it is unaffected.
  Guided cannot be combined with Cone or Melee. It can be combined with Automatic, representing a salvo of missiles; 
  when the missile makes its attack roll, it is treated as a Burst attack using as many missiles as were ﬁred, minus any that 
  were shot down. “Smart bombs” can be created simply by adding the Dropped and Short Range restrictions.
  A weapon may take multiple guidance options by taking this quality multiple times. This makes it harder to jam the 
  weapon, and gives it a second lock on or attack roll if the ﬁrst fails. For example, many modern torpedoes are both sonar-
  homing and operator-guided. 
  The ﬁrst level of Guided Missile (any type) counts as two qualities.
  Hardpoint or Hand-held
  A “Hardpoint” weapon is mounted on a hardpoint, pod, or pylon. It can be traded in a later mission for any weapon of 
  the same size and same or lower Engine Point value, subject to its availability. It takes about 10 minutes to remove and 
  replace a Hardpoint weapon with another weapon. A character may buy “spare” weapons at 1/20th their Engine Point 
  value that are kept at base for replacement in this way, or may swap weapons with other engine of similar size and 
  type.
  A “Hand-held” weapon is carried in the hand. It is treated as a hardpoint weapon except that it is vulnerable to being 
  disarmed, lost, dropped, etc., but can be exchanged in only one round. An engine cannot have more Hand-Held weapons 
  ready to use than it has hands.
  
  43
  Increased Threat
  Most weapons have a threat of 20. This quality increases the threat range by 1 (for example, to 19-20). It can be taken 
  multiple times, further increasing the threat range.
  Indirect Fire
  The weapon can ﬁre shots in a high ballistic arc, like a grenade launcher, ballistic missile, or Howitzer. This lets the 
  gunner shoot at targets hidden behind buildings, hills, or other obstacles (or shoot over the horizon, if the range is long 
  enough). 
  If it is used to make an indirect ﬁre shot, the attacker must be able to see the target, or someone else must spot it and 
  communicate its position to the attacker. This will usually require a Fantastic Science check. In most cases, indirect ﬁre 
  involves using weapons with the Blast quality to attack an area. If a creature or engine, rather than area of ground is 
  attacked, it is treated as having full concealment (50% miss chance).
  A weapon can ﬁre indirectly at 10 times the usual number of increments (100 increments for most weapons). Note that 
  the actual range increment is not increased: thus, Long Range ﬁre will be rather inaccurate.
  If the attack misses, an observer can note where the attack hit and send a correction (or the attacker can correct by his 
  or her self, if the target is in sight). Each correction gives a +2 bonus to hit, only to cancel any range increment penalties. 
  It takes a full action for a distant observer to transmit a correction via communicator.
  A weapon with Indirect Fire quality can be used normally at no penalty. It cannot be Melee, Cone, or Stream.
  Long Range
  This quality increases the range increment. Long Range can also be taken multiple times; each time it is taken, double 
  the increment.
  The base increment is suitable for machine guns, short-range rockets, and light cannons. Taking one level of Long Range 
  is good for tank guns and guided missiles. Taking two levels is good for long-range missiles and spacecraft weaponry.
  A lower increase can be speciﬁed if the GM desires — for example, Long Range could also be used to multiply the 
  increment by 1.1 to 1.99 rather than 2. This is useful if trying to duplicate a real weapon.
  Muscle-Powered 
  This lets the engine add its Str bonus to damage if this weapon is used as a one-handed Melee weapon, or 1.5 times Str 
  bonus if used as a two-handed Melee weapon, or half Str bonus if the weapon is Thrown.
  A Muscle-Powered weapon can make any number of attacks unless it has the Thrown weapon restriction (in which case 
  it can make another attack only after the Thrown weapon is recovered...).
  A weapon can only be Muscle-Powered if it has the Melee or Thrown Weapon restriction.
  Semiautomatic
  A semiautomatic weapon ﬁres one shot per attack (effectively acting as a single shot weapon). Some Feats, however, 
  allow characters armed with semiautomatic weapons to ﬁre shots in rapid successions, getting in more than one shot 
  per attack.
  Stream
  The effect of a Stream weapon is similar to a cone, except that the weapon’s effect is narrow and linear (affecting 
  everyone in a stream 5’/1.5 m wide). Otherwise, use the rules for Cone, including the reduction of the range, with the 
  exception that a successful save always negates damage rather than halves it.
  Stream counts as two qualities.
  Stun
  The attack only inﬂicts subdual damage.
  
  44
  Trap
  This weapon lays a mineﬁeld, spikes, or some other similar device. The projectile “sits and waits” until someone triggers 
  it. If someone walks into the target area, they get a Reﬂex Save (DC 15) to avoid it. Trap can be taken with the Melee 
  restriction to simulate a booby trap placed by hand or released from the engine. Without these weapon restrictions, it 
  can be deployed at range — a successful ranged touch attack against a Defence of 10 means the Trap was ﬁred into the 
  correct area.
  Unlimited Shots
  The weapon does not run out of ammunition or power. It can ﬁre indeﬁnitely, usually drawing on the engine’s own 
  power supply. This need not be taken if the weapon has Muscle-Powered. It usually cannot be taken in conjunction with 
  Automatic, Guided Missile, or Volley.
  Unlimited Shots counts as 4 qualities. 
  Volley
  An attack with the Volley quality ﬁres a large volley of poorly 
  guided projectiles, such as a salvo of unguided rockets or a 
  broadside of cannon balls from multiple guns. The attacker 
  may ﬁre a number of shots up to the weapon’s entire 
  magazine capacity. He or she does not add a Base 
  Attack Bonus or Dexterity Bonus but 
  does add +1 per projectile ﬁred.
  The maximum number of shots that 
  can hit is the number ﬁred. On a critical 
  hit, rather than increasing damage, 
  double the number of shots that hit (up to 
  the maximum).
  If ﬁring against a group, the attacker 
  determines how many shots to 
  aim at each target. Separate 
  attack rolls are made for 
  each target. Determine 
  how far the furthest two 
  targets 
  are 
  from 
  one 
  another. 
  The 
  attacks 
  are made as for volley ﬁre 
  against one target, but for 
  each 10 m/30’ or part thereof that 
  separates the furthest two targets, all the attack rolls 
  suffer a -1 penalty.
  ����������������������
  Attack Succeeded by 
   
  Number of Hits
   
  0-4 
   
   
   
  1 hit
   
  5-9 
   
   
   
  1d4 hits
   
  10-14  
   
   
  1d8 hits
   
  15+ 
   
   
   
  1d12 hits
  
  45
  �������������������
  Few weapons do everything well, and many have various disadvantages. These are known as weapon restrictions.  As with 
  weapon qualities, a single restriction can only be taken once unless speciﬁcally permitted. Some restrictions are especially 
  onerous and so count as two or even three restrictions (some even require the purchase of another restriction).
  Crew-Served (Vehicle only)
  The weapon requires two or more people to operate it — usually the gunner and one or more loaders. 
  This must be taken in conjunction with the Slow-Firing restriction; it can be taken multiple times. Each time, double the 
  number of crew required to load the weapon; they must all perform full actions to do so. Thus, a cannon that requires a 
  crew of 8 to operate is a x3 restriction.
  Dropped
  The weapon is a bomb, mine, etc. that must be dropped from a ﬂying engine that is approaching the target. Instead of 
  the usual 10 range increments, the dropped weapon can reach a base 1 range increment per 1,000’ (300 m) of the sum 
  of altitude and speed of the releasing engine. Bombs take a -4 instead of -2 penalty per range increment. This cannot be 
  used with Cone, Stream, Melee, or Thrown.
  Exposed (Vehicle only)
  The gunner must be outside the engine’s Armour on the round the weapon ﬁres (and stay exposed until his or her next 
  action in the following round). An exposed character can be ﬁred at with no Armour protection. An example of this weapon 
  restriction would be a machine gun mounted on a bracket atop a tank whose gunner must lean out the hatch to use. It 
  cannot be taken if the engine already has the Open Defect.
  Fixed Arc of Fire (Vehicle and automaton only)
  The weapon has a very limited arc of ﬁre and must be aimed by pointing the engine. For example, a set of ﬁxed forward-
  ﬁring guns on a ﬁghter plane, or a ramming prow. The weapon can only be ﬁred at targets in the speciﬁed arc that may 
  require a successful Pilot Skill check (which can be opposed by the pilot of a target engine).
  Specify the arc of ﬁre: Front, Rear, Left, Right, or Top. Engine that can ﬂy or move underwater can also specify a Bottom 
  arc.
  Less Ammo
  The weapon is only good for a few rounds of ﬁring, and then runs out of ammunition or power, or burns out. This restriction 
  can be taken up to 5 times. 
  If the weapon is Slow-Firing, number of shots refers to the total ammunition aboard the engine, not in the magazine.
  Taking this restriction once means the weapon has 9-16 shots; twice limits it to 5-8 shots; three times to 3-4 shots; four 
  times to 2 shots, ﬁve times to 1 shot.
  Low Penetration*
  The attack is easily defeated by hardness (examples include a shotgun blast or hollow-point bullet). Armour or Damage 
  Reduction stops twice as much damage as usual. If the target’s protection grants an equipment defence bonus, it is 
  doubled vs. the attack.
  Melee
  The weapon can only be used as a melee weapon. It can be used to attack or parry within the engine’s natural reach. 
  Specify the weapon’s size class (normally within one size of the engine that will wield it) and whether it is bludgeoning, 
  piercing, or slashing.
  It is usual to take this restriction in conjunction with the Muscle-Powered quality.
  Melee counts as two restrictions.
  
  46
  Only In (Speciﬁed Environment)
  The attack or weapon can only target objects that are on or in a particular limited environment, for example, “only in 
  water” (representing a torpedo) or “only in space” (representing a powerful weapon that requires a vacuum to work). The 
  environment should not be one that is ubiquitous in the campaign (for example, “only in air” is not valid unless a lot of the 
  game action will take place in airless environments). If the environment is very rare in the campaign, the GM may allow 
  this to count as two restrictions.
  Short Range
  This restriction halves the range increment (round down). It can be taken twice if desired, to get 1/4 range. An even lower 
  increment can be speciﬁed if the GM wants to duplicate a weapon in other d20 System books with a low increment, but 
  there’s usually no extra cost beneﬁt.
  Short range may not be taken if the weapon has Melee or Thrown restriction. 
  Slow-Firing
  The weapon has a restriction that reduces its rate of ﬁre, such as requiring a full action (to aim, charge, or load the 
  weapon) before making each attack. Perhaps the attack generates heat that must be dissipated before it can again 
  ﬁre safely. Consequently, the weapon ﬁres every other round. The weapon cannot be used to attack multiple times in a 
  round, nor can a different character ﬁre it on the round it is being loaded. This cannot be used with Semi-automatic or 
  Automatic. 
  Record a rate of ﬁre of 1.
  This can be taken multiple times; each time it is taken, loading requires an extra round’s full action.
  Slow-Firing counts as two restrictions.
  Static
  The weapon cannot be ﬁred while the engine is moving under its own power; perhaps it is too bulky, requires precise 
  aim, or drains too much power, or maybe the engine’s ﬁre control system is not advanced enough to compensate for 
  movement. This does not prevent ﬁring while drifting, coasting, etc.
  This restriction is commonly taken for artillery-type weapons (especially in conjunction with Indirect Fire).
  Thrown
  This restriction means it is a thrown weapon. Once thrown, it is useless until retrieved. Specify the weapon’s size class 
  and whether it is bludgeoning, piercing, or slashing. The weapon’s range increment is divided by 10 (if the base is 500’, 
  it will drop to 50’) and the weapon can be thrown a maximum of 5 increments.
  It may not be taken in conjunction with the Melee or Slow-Firing restriction. It is often taken in conjunction with the Muscle-
  Powered quality.
  It may be taken with Automatic Fire (representing a handful of small thrown objects, for example).
  Record a rate of ﬁre of 1, reﬂecting the fact that the weapon must be reloaded or charged after each shot.
  Thrown Weapon counts as two restrictions.
  Unreliable
  The attack tends to jam. Any time the player makes an attack and rolls a “natural” 1, the weapon failed to ﬁre and jammed, 
  over-heated, or otherwise malfunctioned. It will not work until repaired. Clearing a jammed weapon requires a full action 
  and a successful Dex check against a DC of 10. Note: a character cannot attempt to clear a jammed weapon if he or 
  she does not have the appropriate Weapon Proﬁciency Feat. If unsuccessful, the character can try again next round. A 
  natural “1” indicates the jam is severe and cannot be cleared without an hour’s work and a successful Craft (engine) Skill 
  check against a DC of 20.
  
  47
  ��������������������
  In addition to special qualities and restrictions, a weapon may have other considerations, as noted below.  These 
  considerations may affect the ﬁnal cost.
  Multiple Weapons on an Engine
  A single crewman on an engine can only attack with a single weapon at a time, no matter how many are built into the 
  engine. Exception: If he or she has multiple attacks, and uses a full attack action, these extra attacks can be made with 
  the same weapon (unless it has a Single Shot or Slow-Firing Rate of Fire) or they may use a different Alternate Weapon 
  (or Ammo).
  Alternate Weapons (or Ammo)
  If the engine’s operator has access to multiple different attacks, each secondary weapon costs less. This is because he 
  or she can only use one weapon per round. For 1/10 the original cost (minimum 1 Point), an engine can be given another 
  weapon that is of the same or lower Point cost than the engine’s ﬁrst weapon. This can represent either a new weapon 
  or the same one with alternate ammo.
  Different Gunners
  Weapons are normally designed to be used by the Engine Pilot. If the engine has multiple crewmen, however, some may 
  have their own weapons, allowing each to ﬁre. If a weapon is in this category, note it as requiring a “different gunner” 
  and pay for it at full cost. After it is acquired, additional alternate weapons may also be bought for that extra gunner, at 
  the reduced cost given above. Note: Two characters may not ﬁre the same weapon in a round, however, even if using 
  multiple attacks.
  Hand-Held Weapons
  It is assumed that weapons are attached to the engine, but they may, instead, be designated as Hand-Held. A Hand-Held 
  weapon can be lost or grabbed by an enemy, and the engine must have arms to hold it. Engines can, however, swap 
  Hand-Held weapons with other engines. To do this both weapons must be the same size so that handgrips and such are 
  compatible. Hand-held weapons can never be assigned to different gunners; they must be ﬁred by the Engine Pilot.
  Multiple Attacks with Hand-Held Weapons
  The wearer of personal armour or pilot of an automaton may use the normal rules for multiple attacks with two weapons 
  if his or her engine has a weapon in each hand.
  �����������
  If the attack delivers damage, multiply the dice of damage by the cost shown for the chosen dice size on the Weapon 
  Damage Cost Chart. 
  Example: A missile could inﬂict 5d6 damage (giving a 100’ range increment). The cost of each d6 is 7 Points. The missile 
  will cost 5 x 7 = 35 Engine Points.
  If a special attack, the cost is equal to the (modiﬁer + 10) multiplied by 1 if smoke, 2 if ﬂare, hot smoke, riot gas, or tangle, 
  and 3 if nerve gas. Thus a +5 nerve gas attack costs (10 + 5) x 3 = 45 Engine Points.
  Weapon qualities or restrictions will also affect the Engine Point cost of the weapon. If the weapon has one quality multiply 
  the engine point cost by 1.5. If it has two or more qualities, multiply the engine point cost by the number of qualities. Thus, 
  a weapon with 3 qualities would cost three times as much in engine points.
  If the weapon has a restriction, divide the engine point cost by 1.5. If it has two or more restrictions, divide the cost by the 
  number of restrictions. Thus, a weapon with 2 restrictions would cost one-half as much.
  Example: A weapon has an unmodiﬁed cost of 30 engine points. If it has one quality and three restrictions, then the cost is 
  30 times 1.5 (the quality) divided by 3 (three restrictions) = 15 engine points. If a cost is fractional, drop all fractions. Thus, 
  22.7 engine points is rounded down to 22 engine points.
  Once the engine point cost is determined, the GM adds this to the total cost of the engine that houses the weapon.  If the 
  weapon is not part of an engine, then the GM can assign a Purchase DC based on the formulae in Chapter Four.
  
  48
  ������������
  �����������
  Prosthetic replacements are common in the Imperial Age, especially among veterans of the various battles and wars that 
  plagued the century.  Historically, these prosthetic replacements were limited to wooden legs and eye patches.  In a fantastic 
  engines campaign these prosthetics can be quite elaborate.  A marriage of steam, clockwork, and electricity can produce 
  adequate, if inferior, replacements for lost body parts.  Most prosthetic limbs require some method of operation unless the 
  campaign is advanced enough (or uses magick) to allow for neural impulses to move the parts.  Prosthetic legs are easier 
  to use than arms in this regard.  The GM will need to make the call on how elaborate a prosthetic works when “turned on.” 
  For example, a PC with a prosthetic arm below the elbow may use the lower arm and hand as a club without needing to turn 
  it on, while a full prosthetic arm may need to be activated before taking any action (such as reaching forward and picking 
  something up).
  The inferior aspects of prosthetics are important in an Imperial Age campaign.  No one would voluntarily remove a perfectly 
  functioning body part for such a replacement; therefore, prosthetic body parts are created out of necessity and lack designer 
  modiﬁcations typical of a cyberpunk campaign.  Imperial Age prosthetic limbs are bulky, obvious, and functional.  
  ���������
  Most prosthetic engines are clockwork devices, since wearing a steam engine on one’s person is both unwieldy and 
  dangerous.  Prosthetic limbs must be “turned on” in some way.  The normal method is a switch that is operated by hand. 
  Once on, the limb will perform a single function until it has either completed that function or is turned off.
  Prosthetic legs are easier in this regard, as a single ﬂick of the switch can order a leg to move forward or backward until 
  the owner switches it off.  A leg engine can also be programmed to ascend or descend a ﬂight of stairs (although the owner 
  would prefer a lift).  Turning is usually a function of the owner, using his biological parts to actually make the turn.
  Prosthetic arms and hands are more difﬁcult.  A hand can be programmed to grasp and release objects, while an arm can 
  be programmed to reach and retract.  More complex movements can be recorded and either hardwired into the prosthetic 
  or added as a program.  No matter how complex the movements, a typical prosthetic arm will never come close to the utility 
  of a biological one.
  Prosthetic limbs impose a –2 Dex penalty on the wearer.  Turning on a prosthetic requires a move action, and any attack 
  with the prosthetic is considered a full round action (to accommodate turning it on and the actual attack).
  Perfect Operation
  Some Game Masters may prefer an Engines campaign that includes fully functional prosthetics, even if that world does not 
  allow magick or other F/X abilities.  In this case, the rules regarding operation may be ignored, in whole or in part (some 
  GMs may wish to keep the Dex penalty even if the prosthetics are fully functional).  Purchase DCs and Craft DCs remain 
  the same.
  �����������������������
  Engine-driven prosthetic attachments are complex devices, whether clockwork, steam-driven, or other exotic means. 
  Consequently, a character must have the Craft Prosthetics feat and make a DC 30 Craft (engines) check to build a prosthetic 
  attachment.
  Repairing a damaged or non-functional prosthetic attachment requires 10 hours of work and a successful Repair check 
  (DC 25). A character needs both an engineer tool kit to facilitate repairs. Without one, a character takes a –6 penalty on the 
  check.
  
  49
  ������������������������
  Installing or removing a prosthetic attachment requires a successful Treat Injury check. A character with the Prosthetic 
  Surgery feat suffers no penalty on the check.  Removing a prosthetic attachment without proper surgery causes lasting 
  physical trauma to the patient’s body, dealing 1d4 points of permanent Constitution drain.
  ��������������������
  A biological creature can only have a number of prosthetic attachments up to 1 + his Constitution modiﬁer without penalty. 
  For each prosthetic attachment gained beyond that threshold, the owner suffers a negative level.  For each negative level, 
  the owner takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws; and loses one effective 
  level or Hit Die whenever level is used in a die roll or calculation. Further, a character with psionic powers loses the ability to 
  manifest one power of the highest level she can manifest (player’s choice), while a character with spellcasting ability loses 
  the ability to cast one spell of the highest level he can cast. This loss persists until the negative level is removed.  Negative 
  levels caused by having too many cybernetic attachments remain until the offending attachments are removed.
  The penalties for psionics and spellcasting may be ignored if the GM allows automata to use these powers in his 
  campaign.
  ���������������������������
  The construction rules given in the Engines chapter applies equally to prosthetic engines.  Most prosthetic engines will be 
  small (limbs), tiny (a hand or lower leg), or diminutive (an eye).  Prosthetics always have 1 crew, which is the wearer of 
  the prosthetic engine.  The strength of the prosthetic (if applicable) is independent of the wearer.  Prosthetics do not have 
  initiative or manoeuvrability modiﬁers, since dexterity is based on the wearer.  
  Prosthetics do not have a speed score unless the wearer has prosthetic legs.  If the wearer has only one leg, then the 
  prosthetic may not have a higher speed than the wearer.  If the wearer has two prosthetic legs, then he moves at the slower 
  speed (if different) of the two prosthetic legs.
  Prosthetic engines generally have the noisy, open, and reduced endurance defects.  Most prosthetics also have the restricted 
  path defect.
  The ﬁnal cost is determined normally, although the GM may wish to add a bonus to the purchase DC for exotic parts (such 
  as a “thought crystal” which enables the wearer to move the limb with his mind, or “living metal” that can translate nerve 
  impulses).  All prosthetics are considered custom-made, since they must be created or modiﬁed for the wearer.
  �������������������
  Realistically, a prosthetic arm is not capable of lifting its maximum capacity without tearing apart the ﬂesh and bones it is 
  attached to.  It is the GM’s call whether he wishes to enforce this reality in his campaign and disallow wearers to hoist heavy 
  loads, mitigate it with an F/X ﬁx (the limb is enchanted to protect the wearer from lifting stress), or ignore it entirely.  In any 
  case, the engine cost is the same and the limb can still bring its full strength to bear when attacking or crushing objects.
  A character with a prosthetic limb that is also wearing personal armour may use the full strength of the arm, as the armour 
  will absorb the stress.
  ����������������������������
  Defensively, prosthetics are ignored in combat.  The wearer’s own defence bonus and hit points are used against attacks. 
  The only exception to this rule is when the prosthetic is directly targeted.  The prosthetic still gets the beneﬁt of the wearer’s 
  defence bonus, which is added to its own.
  
  50
  ��������������
  ��������������
  The following engines were built according to engine rules in the previous sections.  Purchase DCs assume that the engines 
  are factory models.
  ������������������
  Detective Engine:  This large device sits in Scotland Yard.  While the engine cannot do any actual detecting on its own, it 
  can analyse clues and information to determine whether a detective’s theory is viable.  
  Crew 1, Defence 6, Hardness 5, HP 100, Size G, Qualities: Automatic Programming (Int 16), skill (Investigate +5), 
  Defects: reduced endurance (several hours), restricted path (immobile), very noisy, Purchase DC 48.
  Instant Phonogram:  A variation of the telegram, this device allows one to transmit her voice across a telegraph wire and 
  embed the message on a phonograph record at the destination.  A messenger would then deliver the record to the intended 
  recipient, who can play back the message on a gramophone.  Because of the machinery required, instant phonogram 
  recorders are more commonly found in middle and upper class households.  Most people simply go to the telegraph station 
  (telegrams are still popular when expediency is required) and record their message in a booth.  If the recipient is at the 
  receiving station, the telegraph operator may play the record for her at the station before giving her the record.  Recipients 
  who receive the record at home but do not have a gramophone may take the record to the nearest telegraph station and 
  listen to the recording for a nominal fee.
  Crew 1, Defence 9, Hardness 4, HP 30, Size G, Defects: reduced endurance (several hours), restricted path (immobile), 
  very noisy, Purchase DC 16.
  Library Engine:  A few cities around the globe have installed a colossal library engine in their city libraries.  The engine has 
  an automatic card catalogue that can be accessed at a station.  Once the appropriate book is found, the librarian need only 
  punch in the key code of the book (based on the new Dewey Decimal System) and the engine rings a bell and displays the 
  code to an “engine librarian” in the appropriate section of the library.  This engine librarian plucks the book off the shelf and 
  puts it on a conveyor belt that sends the book to the front desk (or research room).
  Crew 10, Defence 2, Hardness 5, HP 100, Size G, Qualities: Automatic Programming (Int 16), skill bonus (Research +10), 
  Defects: reduced endurance (several hours), restricted path (immobile), very noisy, Purchase DC 34.
  Tactical Engine:  This engine allows the military to better monitor troop movements.  An ofﬁcer using a tactical gains a +5 
  bonus when making a Knowledge (tactics) check.
  Crew 1, Defence 6, Hardness 6, HP 150, Size G, Qualities: Skill bonus (Knowledge (tactics) +5), Defects: reduced 
  endurance (several hours), restricted path (immobile), very noisy, Purchase DC 36.
  ��������
  Domestic Servant:  This automaton is dressed as a butler and performs many of the same functions.  This is an “Indian 
  model,” which means that it has a second set of arms (allowing it to hold a tray while keeping a set of hands free).  The 
  face is made of porcelain.  The domestic servant is programmed to complement humans (which is why it has a Bluff skill). 
  The domestic servant is a clockwork model, requiring rewinding every 2 hours.  Afﬂuent owners with multiple automaton 
  domestic servants may program them to wind each other.
  Init +2, Man +2, Top Spd 4 (1), Defence 12, Hardness 5, HP 25, Size M, Qualities: Accessory (sculpted appearance), 
  Automatic Programming (Int 10, Wis 10, Cha 12), extra arms (2), skills (Bluff +3, Diplomacy +3, Profession +3, Search 
  +3), Defects: noisy, reduced endurance, Purchase DC 42.
  
  51
  Iron Lancer:  This soldier automaton sports a centaur design.  The engine is located in the “horse body” and fed from 
  beneath the tail.  A rotating multi-barrel machine gun is built into the Iron Lancer’s left arm.  While a popular story paper, the 
  Adventures of Tommy and Lance, involves a young soldier that rides an Iron Lancer like a horse, actual soldiers know that 
  the body of the automaton gets way too hot to do this without adding weight to increase the armour and insulation.  The legs 
  would need to be reinforced as well, losing the speed advantage of the centaur design.
  Pass: 2, Init -1, Man -1, Top Spd 12 (1), Defence 9, Hardness 15, HP 50, Size L, Qualities: Automatic Programming (Int 10, 
  Wis 10), jumping x2, targeting (machine gun) +3, Defects: noisy, one hand, reduced endurance, Purchase DC 39.
   
  Machine Gun: 2d12 damage, automatic x2, extra ammo (200)
  ���������������
  Dragon:  This infantry war machine ﬁrst saw combat in the Franco-Prussian War.  It looks like an armoured giant.  It 
  is notorious for its horriﬁc effects, including tearing things apart with its claws and burning infantry and cavalry with its 
  ﬂamethrower.  The Dragon needs coal every 3 hours.
  Crew: 1, Pass 0, Cargo 0, Init –1, Man –1, Top Spd 4 (1), Defence 9, Hardness 15, Str: +8, HP 100, Size L, Defects: noisy, 
  poor visibility, reduced endurance, Purchase DC 39.
   
  Flamethrower: 4d6 damage, burning, cone, ﬁxed area (front)
   
  Claws (2): 2d8+8 damage, armour penetration (ignore 10 pts Hardness), muscle-powered, melee
  Infantry Body Armour: This steam-enhanced personal armour is common infantry equipment on battleﬁelds involving land 
  ironclads, kalis, and other war machines.  The armour must be refuelled every 6 hours.  Some variants include shoulder and 
  arm-mounted weapons.
  Crew: 1, Pass 0, Cargo 0, Init 0, Man 0, Top Spd 6 (1), Defence 10, Hardness 15, Str: +6, HP 40, Size M, Defects: noisy, 
  reduced endurance, Purchase DC 34.
  �����������
  Arm: This clockwork arm replaces the original.  The wearer must turn it on and off on his own and the limb must be rewound 
  every few hours.
  Defence 11, Hardness 5, Str 15, HP 10, Size S, Defects: noisy, open, reduced endurance, restricted path, Purchase DC 
  30.
  Centaur Harness: The centaur harness attaches to the lower body of a legless wearer, giving him four legs in a roughly 
  horse-shaped frame.  The frame also houses the engine (it is slightly awkward for the wearer to refuel himself).  Controls 
  are placed at the front of the harness, allowing the wearer to manually control the legs and any weapon mounts.  The engine 
  smokestack is placed at the rear.  
  Pass 2, Top Spd 12, Defence 9, Hardness 6, Str 18, HP 40, Size L, Defects: noisy, open, reduced endurance, Purchase 
  DC 36.
  Hand: This clockwork hand replaces the original.  The hand is articulated but the ﬁngers do not move automatically (they 
  must be manipulated by another hand).  The hand is usually kept in a ﬁst, allowing for immediate use in combat.
  Defence 12, Hardness 5, Str 12, HP 5, Size T, Defects: open, restricted path, Purchase DC 31.
  
  52
  Leg: This clockwork leg replaces the original.  The wearer must turn it on and off on his own and the limb must be rewound 
  every few hours.
  Top Spd 5, Defence 11, Hardness 5, Str 15, HP 15, Size S, Defects: noisy, open, reduced endurance, Purchase DC 32.
  Tripod Harness: This bizarre harness replaces the legs with a clockwork base and three legs.  The wearer can wind the 
  springs and turn the legs on to move in any of three directions.  The springs must be rewound every 6 hours.  Steam engine 
  variants have been conceived but so far have not produced a practical design.  Destroying one leg will topple the harness.
  Top Spd 6, Defence 10, Hardness 6, Str 15, HP 20, Size M, Defects: noisy, open, reduced endurance, Purchase DC 
  33.
  ��������
  Airship, Cargo: Cargo airships carry heavy loads that would be extremely difﬁcult to ship via land or sea. The load an 
  airship can carry is limited only by the size of its airbag. Cargo airships usually have larger boilers (which are more noisy) 
  than passenger airships and are less maneuverable. The cargo capacity of these airships, of course, is the best in their 
  class.
  Crew: 5, Pass 15, Cargo 38,000 lbs, Init –4, Man –4, Top Spd 17 (1), Defence 2, Hardness 5, HP 200, Size C, Defects: 
  noisy, volatile, Purchase DC 43.
  Airship, Passenger: Essentially a long cabin or gondola slung underneath a steam-heated canopy of lighter-than-air gas, 
  airships provide unparalleled service to transport cargo across any form of terrain. Among the most luxurious forms of 
  transportation available are the passenger airships that provide amenities rivaling any of the great ocean liners.
  Crew: 5, Pass 50, Cargo 28,000 lbs, Init –4, Man –4, Top Spd 17 (1), Defence 2, Hardness 5, HP 200, Size C, Qualities: 
  accessories (luxurious interior), rooms (kitchen, sick bay), Defects: noisy, service crew (-10), volatile, windows, Purchase 
  DC 44.
  Airship, Warship: When it comes to warfare, air power can be essential to victory. The warship class of airships ﬁlls the 
  role of air support admirably, serving as a well-armed ﬁring platform that is extremely mobile and that has the advantage of 
  height. Turrets with cannons are built on platforms that surround the heated airbag, and some warships are known to carry 
  armed autogyros or rocket-pack squadrons to provide even more ﬁrepower. The great cargo capacity of warships makes 
  them ideal for ferrying supplies and troops to the front lines of any conﬂict.
  Crew: 15, Pass 15, Cargo 60,000 lbs, Init –4, Man –4, Top Spd 17 (1), Defence 2, Hardness 15, HP 200, Size C, 
  Qualities: navigation (basic), rooms (kitchen, conference room, sick bay), search light, Defects: ﬂammable, noisy, reduced 
  endurance, service crew, volatile, weak point, Purchase DC 48.
   
  Cannon (6): 6d10 damage, crew served, ﬁxed armament, slow-ﬁring
  Autogyro: A personal-transportation aircraft, autogyros are quite popular with amateur pilots and those that want the 
  convenience of air travel. Usually, an autogyro seats only one or two people and carries little cargo, its main body suspended 
  underneath a whirling propeller blade. Autogyros are incredibly agile, able to hover in place and take off or land almost 
  anywhere. Many police agencies and journalists utilize autogyros to reach sites of special interest either in the city or country 
  without having to worry about street trafﬁc.
  Crew: 1, Pass 1, Cargo 50 lbs, Init –1, Man –2, Top Spd 30 (3), Defence 6, Hardness 5, HP 50, Size M, Defects: open, 
  very noisy, Purchase DC 33.
  
  53
  Bicycle:  This two-wheeled vehicle runs on energy 
  produced by its user (pedal-power).  During the Imperial 
  Age, most bicycles were of the “penny-farthing” type. 
  These bicycles had one wheel that was much larger than 
  the other.  The driver sits atop the large wheel.
  Crew: 1, Pass 0, Cargo 0 lbs, Init -1, Man +1, Top Spd 
  7 (1), Defence 10, Hardness 1, HP 5, Size M, Defects: 
  High Ground Pressure, Open, Reduced Endurance 
  (few hours), Road Vehicle, Purchase DC 13.
  Hansom: This two-wheeled horse-drawn carriage is 
  operated by a driver sitting above it.  The carriage is open 
  in the front, although some models have a door covering 
  the legs.
  Crew: 1, Pass 2, Cargo 100 lbs, Init -1, Man -1, Top 
  Spd 0, Defence 9, Hardness 5, HP 30, Size L, Defects: 
  High Ground Pressure, Open, Reduced Endurance 
  (several hours), Restricted Path, Road Vehicle, 
  Purchase DC 20.
  Coach: This is a four-wheeled horse-drawn carriage.  It 
  comfortably seats two drivers and up to four passengers.  
  Upper middle class households consider the coach a 
  status symbol.
  Crew: 2, Pass 4, Cargo 200 lbs, Init -2, Man -2, Top Spd 
  0, Defence 8, Hardness 5, HP 50, Size H, Defects: High 
  Ground Pressure, Open, Reduced Endurance (several 
  hours), Restricted Path, Road Vehicle, Purchase DC 
  25.
  Icarus: This amazing vehicle can actually launch a crew into space in order to explore the moon.  On Earth, the Icarus is 
  propelled into space by a giant cannon.  It is presumed that the Icarus will use its less-powerful engine to free itself from the 
  moon.  It will then use steam jets and a glider to return safely to Earth.
  Crew: 1, Pass 3, Cargo 200 lbs, Init –2, Man –2, Top Spd .5G, Defence 8, Hardness 6, HP 100, Size H, Qualities: 
  Environmental systems (life support), Inertial navigation aids, searchlight, sensors (optical – 2 miles), Defects: glider 
  (200mph in atmosphere), noisy, reduced endurance (few days), Restricted Path (moon and back), Purchase DC 36.
  Ironclad: This steel, steam-powered monstrosity marks the end of the sailing ship’s dominance of the high seas. It is a low, 
  blocky, unwieldy vessel with a metal hull propelled by a powerful steam engine. A pair of powerful cannons mounted in a 
  rotating turret gives the ironclad warship tremendous ﬁrepower.
  Crew: 10, Pass 0, Cargo 4000 lbs, Init –1, Man –2, Top Spd 24 (2), Defence 8, Hardness 15, HP 200, Qualities:, Defence: 
  noisy, poor visibility, reduced endurance (few hours), Size H, Purchase DC 45.
   
  Heavy Cannons (2): 6d8 damage, armour-piercing, long range, crew-served.
  Kali:  Originally called the Spider, British soldiers in the Afghan campaign re-christened this hexapod artillery war machine 
  after the multi-armed Hindu goddess of death.  True to its namesake, the Kali carries two machine guns and a ﬂamethrower 
  on its back.  It requires fresh coal every 2 hours.
  Crew: 1, Pass 0, Cargo 0, Init –2, Man –2, Top Spd 8 (1), Defence 8, Hardness 15, HP 75, Size H, Defects: reduced 
  endurance, very noisy, Purchase DC 46.
   
  Flamethrower: 4d6 damage, burning, cone, ﬁxed area (front)
   
  Machine Gun (2): 2d12 damage, automatic x2, extra ammo (200)
  
  54
  Land Ironclad: A land ironclad is the steam version of the modern tank bristling with weaponry and rolling across terrain that 
  would frustrate lesser conveyances with ease on steel-spoked wheels or rubberized tracks. Land ironclads are incredibly 
  heavy and somewhat ponderous on the battleﬁeld, but their ﬁrepower and armored hulls more than make up for their sluggish 
  handling. Cannons are the most common weapons found onboard a land ironclad, and some even carry detachments of 
  infantry inside the steel shell to deploy before, during, or after a battle for scouting and other purposes.
  Crew: 2, Pass 6, Cargo 2000 lbs, Init –3, Man –3, Top Spd 20 (2), Defence 8, Hardness 15, HP 200, Size H, Qualities: 
  ﬁring ports (6), Defects: poor visibility, reduced endurance, very noisy, Purchase DC 41.
   
  Cannon: 6d10 damage, crew served, slow-ﬁring
  Steam Automobile:  The popular “horseless carriage” is one of the most common forms of steam-powered transportation 
  available. Many models are normally constructed to ﬁt various roles. Sturdy, dependable, and requiring only a portion of coal 
  to operate, versions of the steam carriage can be seen in use in nearly all areas of a society.
  Crew: 1, Pass 3, Cargo 200 lbs, Init –2, Man –3, Top Spd 70 (7), Defence 8, Hardness 6, HP 70, Size H, Quality: 
  headlights, Defects: High Ground Pressure, Noisy, Reduced Endurance (several hours), Road Vehicle, Start-up Time (10 
  min), Windows, Purchase DC 27.
  Steam Bicycle:  The steam bicycle has gained a reputation for speed and mobility unparalleled among steam-powered 
  ground transportation. The steam bicycle requires only a handful of coal to operate and can ﬁt into the average horse stall.
  Crew: 1, Pass 0, Cargo 0 lbs, Init 0, Man 0, Top Spd 75 (7), Defence 10, Hardness 6, HP 50, Size M, Qualities: Headlight, 
  Defects: High Ground Pressure, Noisy, Open, Reduced Endurance (several hours), Road Vehicle, Start-up Time (10 
  min), Purchase DC 30.
  Submersible:  A submersible is a cigar or teardrop-shaped canister, within which lie the steam boilers that power the screws 
  and the brave crew who pilot such the vessel. Serving onboard a submersible is no easy task, and the rigors of undersea 
  travel take their toll on these fragile conveyances, but they nonetheless remain exquisite examples of steam engineering. 
  The engine must be refueled every 3 hours.  Some military versions exist with various forms of weaponry, including a 
  ramming prow, torpedoes and depth charges.
  Crew: 20; Pass: 10; Cargo: 2,000 lbs; Init: -4; Man: -4; Top Spd: 52 (5) surface, 35 (3) submerged (depth range 400 ft); 
  Defence: 6; Hardness: 15; HP: 100; Size: G, Qualities: life support, navigation (basic), searchlight; Defects: noisy, poor 
  visibility, reduced endurance, Purchase DC 54.
  
  55
  ��������������
  ������������������
  This chapter is devoted to aiding you, the Imperial Age GM, on how to incorporate these rules into your own campaigns.  By 
  now, you’re probably overwhelmed by the amount of material offered in this supplement.  You’ve read the campaign styles in 
  Chapter Two and you’ve been bombarded with everything from giant automata to steam presses.  How can you synthesize 
  all of this for your campaign?
  �������������������
  This is the cardinal rule of Imperial Age Engines, right below the Golden Rule of Roleplaying.  Just because all of these 
  rules are included in the supplement does not mean that you have to use them all.  Pick and choose what you like and 
  ignore the rest.  If you don’t want giant automata on your battleﬁelds or steam-powered prosthetic limbs on your soldiers, 
  disallow them.  If you think that the automata feats are a little too anime, exclude them from your engine pilots.  Imperial Age 
  Engines was developed with an eye towards diverse campaign styles.  It was never intended that any but the most fantastic 
  campaigns would include every rule or possibility.
  �����������������������
  So you like what you’ve read and you start to envision a Victorian world with giant airships, automatic servants, and 
  fearsome weapons of war.  Some of your player characters have prosthetic limbs and your engineer is building a powerful 
  submersible engine.  You’re deﬁnitely in steampunk territory, right?
  Yes and no.  
  While the term “steampunk” has become fashionable in literary circles when referring to any story of an alternate 19th 
  century with advanced technology, the word itself is derived from cyberpunk.  The cyberpunk genre has a stable of tropes: a 
  near future dystopian setting run by autonomous mega-corporations, a breakdown of social order, and a blurring of man and 
  machine.  Cyberpunk literature and roleplaying games tend to focus on the outsiders of society, private detectives, computer 
  hackers, and mercenaries.  The corporate elite acts as employers or adversaries to this impoverished underclass.  Player 
  characters are expected to live fast and die young.
  That’s probably not what you felt while watching 20,000 Leagues Under the Sea or The League of Extraordinary Gentlemen. 
  These stories and others focus heavily on the adventure aspects.  The heroes and villains are larger than life.  Nemo is 
  the mad scientist, creating a powerful new weapon that he uses to enforce his will on the world.  “M” is an over-the-top 
  arms dealer that must be stopped before he unleashes powerful new weapons on the world.  Standing in their way are 
  the heroes, whether they be scientists and two-ﬁsted sailors or a team of literary superheroes.  These adventures have 
  nothing to do with the blurring of man and machine or warnings about the growing division between rich and poor.  They are 
  straightforward adventures with fantastic technology.  
  In short, they’re pure pulp, or, to use the Victorian equivalent, penny dreadfuls.
  While the term “steampulp” is starting to catch on in blogs and websites, in truth many of these “steampulp” stories are 
  just pulp adventures in Victorian clothing.  Modern “steampunk” stories tend to borrow the “look” of cyberpunk but not 
  necessarily the attitude.  The protagonists are often well-to-do middle class scientists or aristocratic inventors dabbling in 
  new technologies.  Even in stories were fantastic engines are prevalent the emphasis is on adventure rather than being 
  a parable about the dehumanisation of society through technology (although H.G. Wells’ The Time Machine is such a 
  statement).
  One of the problems with incorporating cyberpunk elements into the Imperial Age is that Victorian societies are not as black 
  and white as the typical cyberpunk delineation of “haves” and “have-nots.”  Wealth does not guarantee one privilege in 
  society, as that is a birthright.  One can be an aristocrat with empty coffers, and society looks down on nobles that turn to 
  industry to regain fortunes.  By contrast, many newly rich industrialists feel entitled to the advantages of nobility and feel 
  stymied by the glass ceiling.  Violent anarchists (a word that equates with “terrorists” in the Imperial Age vernacular) are not 
  necessarily poor.  Some of them are quite rich, upset with foreign occupation or archaic social orders.
  A true steampunk campaign would cast the PCs as the lower class of Imperial society, never trusting anyone completely. 
  Many lower class men sport steam-powered prosthetic limbs, “gifts” from their industrialist employers to aid them in their 
  work.  Of course, these prosthetic limbs still belong to the company, and a ﬁred or resigned employee will suddenly ﬁnd 
  
  56
  himself on the street with missing limbs.  If ﬁred, it is almost impossible for them to ﬁnd work, as their surgically removed 
  limbs are signs that they did not perform adequately in their last job.  Their wives and daughters are forced to sell themselves 
  on the street to make ends meet, further dehumanising the ﬂesh that remains unmolested by technology.  The prosthetic 
  black market thrives and employed labourers fear being accosted and relieved of their limbs by “rippers,” who chop off their 
  limbs to sell to these black markets.  Leaving the victim alive is optional.  It is a bleak, noir-ish setting.  
  �������������������
  Now that you’ve thought about the types of engines you’d like to include and their impact on society it’s time to determine 
  their prevalence.  Do you want a marvellous engines campaign or a fantastic engines campaign?  In other words, would 
  you rather have fantastic engines in the hands of a few inspired engineers, or are they commonplace in your society?  Do 
  you prefer to run an historical engines campaign, with any inventions closely modelled on actual Imperial Age inventions or 
  would you rather open the ﬂoodgates to steam-powered automata and impossibly large war machines?
  Even a fantastic engines campaign need not impact normal society.  Fantastic engines could be limited to military applications, 
  preserving civilian society as it was.  Impressive war engines could be the talk of a tea party or parlour visit, but outside of 
  the occasional military parade no civilian has ever seen them in action.  
  In the hands of a few, fantastic engines become pulpish, showing up as the adventure necessitates.  This is the best way 
  to incorporate Imperial Age Engines into an already existing campaign.  You can always upgrade the marvellous engines 
  campaign to a fantastic campaign later; it will be difﬁcult to sell your players’ on their pre-existence (“Of course Britain has 
  always had giant steam automata, you just haven’t seen them!  Um, yes, I know you probably would have seen them in the 
  Zulu War, but…ah…none were available!”).
  ������������������������
  The following sample campaign outlines are provided to stir your imagination.  You may use these as is or mine them for 
  ideas for your own campaigns.
  ����������������������
  In 1871 a short story entitled “The Battle of Dorking” was published in the Victorian political journal Blackwood’s Magazine.  
  Drawing inspiration from the recent Franco-Prussian War, the story involved an invasion of England by an unnamed, 
  German-speaking power and the bleak aftermath.  This struck a chord with its Victorian readers and launched a wave of 
  invasion stories.  
  This campaign takes its inspiration from “The Battle of Dorking.”  Great Britain has been invaded by the German Empire, and 
  the player characters are on the front lines, operating powerful war engines against a foreign power.  Giant automata stand 
  side-by-side with infantry and steam-powered tanks, while war airships bombard the enemy.  These airships are protected 
  by autogyros that do battle in the sky.
  Alternatively, the player characters could take a subversive role, slipping behind enemy lines and sabotaging their engines 
  and command structure.  They erode support for the enemy by providing hope for their conquered countrymen.  The PCs 
  could be secret agents in occupied Dover or London, pretending to be German sympathizers while gathering intelligence 
  and conducting sabotage.  
  In either case, a GM can take inspiration from the World Wars of the next century, as many parallels could be drawn and 
  incorporated.
  ��������������
  The Peacemaker combines elements of the theatrical interpretations of Captain Nemo and Robur the Conquerer.  It involves 
  an engineer that wishes to end all war.
  Dr. Gerard deLac was horriﬁed by how easily France fell to the Prussian army in the Franco-Prussian War.  He was also 
  appalled by the transitions of French government throughout the last hundred years, starting with the French Revolution, 
  through Napoleon, and up to the recent Paris Commune.  Dr. deLac has decided to turn his resources to creating a 
  monstrous engine that would effectively end all war on the planet and bring about a world government based on republican 
  principles.
  
  57
  The player characters ﬁnd themselves tracking down Dr. deLac while destroying his engines.  Dr. deLac has created a 
  number of fantastic engines to support his cause, including a submersible, a land fortress, and an airship.  He has recently 
  started constructing automata as well.
  In a marvellous engines campaign, the PCs will have to rely on their wits to stop each of Dr. deLac’s monstrosities.  In a 
  fantastic engines campaign, the PCs may have engines of their own, meeting Dr. deLac’s creations in battle.
  �������������������
  This campaign uses elements from the movie Blade Runner, the Terminator trilogy, and the Planet of the Apes series.  It 
  involves the creation and growth of intelligent automata.
  The creation and proliferation of automata has changed the quality of life dramatically.  Domestic automata are standard 
  features of middle class households, and even some lower class wage earners are able to own one.  Automata make 
  excellent guards, able to keep watch around the clock with very little maintenance.  Automaton soldiers make up the bulk of 
  military forces headed into battle.
  There is a slight problem, however.  A few automata are starting to refuse orders.  Some even express a desire to do work 
  other than that which they were built for.  The government came to a deﬁnitive conclusion: these automata are defective 
  and need to be repaired.
  The player characters could take the part of automata repairmen, scientiﬁc detectives trained to gauge whether an automata 
  is simply malfunctioning or has become something else.  Of course, the repairmen are expected to recommend termination 
  for any of these “intelligent automata.”  Will the PCs do their duty without question, or will they help these new creatures 
  remain hidden? 
  A variant of this is the Underground Railroad.  Perhaps a neighbouring nation accepts intelligent automata, and the PCs do 
  their part to keep the railroad running.  Or perhaps they are government agents seeking to shut it down and punish those 
  responsible.
  On the ﬂip side, the PCs could be intelligent automata.  They may be struggling to survive or attempting to get out of their 
  oppression.  They may even try to convert their brethren.  Perhaps the rumours are true and there really does exist a set 
  of punch cards that, when installed in an automaton, will raise it to sentience.  Perhaps they may even start a revolution, 
  recruiting sympathetic humans to aid their cause.
  
  58
  �����������������
  This campaign takes its cue from the ﬁlm noir of the mid-20th century as well as the cyberpunk genre.  The PCs are lower 
  class subjects eking out a living as best they can in a world of fantastic engines.  
  The PCs may be scientiﬁc detectives that are hired for all sorts of strange cases.  They may be asked to track down a 
  peddler in illegally procured prosthetics.  They may have to ﬁgure out why a popular Lord was killed outside of the opera 
  house and why his doting wife is the chief suspect.  They might have to uncover why lower class children are starting to 
  disappear.  Do intelligent automata really exist, or are human brains being used to power these engines?
  The PCs may also be monster hunters.  In this case, the monsters are men whose minds have snapped from gaining one 
  too many prosthetics.  The monster hunters must pursue their prey through the rookeries, sewers, and underground of 
  London.
  �������������
  �����������������������
  These are actual inventions developed during the Imperial Age and beyond, listed by year.  Game Masters may use this 
  information in two ways.  First, this list provides a guide to whether an invention exists based on the game year of the GM’s 
  Imperial Age campaign.  Second, it provides insight on limiting “early” inventions in realistic historical campaigns.  This is 
  only a guide; fantastic engine campaigns may have steam-driven versions of even later developments, such as computers 
  and engine.
  Note that the dates on some of these inventions change depending upon the criteria used by different sources (some count 
  the idea, while others wait until the invention is actually made or available to the general public).
  1880 
  roll ﬁlm, safety razor, seismograph
  1881 
  electric welding machine, metal detector
  1882 
  electric fan, electric ﬂatiron
  1884 
  fountain pen, linotype machine, punched card accounting, trolley car
  1885 
  AC transformer, Coca-cola, Maxim gun, motorcycle
  1886 
  dishwasher, gasoline engine
  1887 
  contact lens, gramophone record, monotype machine, multiplex railway telegraph
  1888 
  ballpoint pen, drinking straw, hand camera, harvester-thresher, pneumatic tube tire
  1889 
  automobile (steam and gasoline engines), book matches
  1890 
  pneumatic hammer
  1891 
  automotive storage battery, escalator, Swiss army knife, travellers’ cheques, zipper
  1892 
  automatic telephone exchange, colour photography
  1893 
  wireless communication
  1894 
  radio transmission
  1895 
  diesel engine, disposable blades, portable motion picture projector, radio signals
  1896 
  electric stove, steam turbine
  
  59
  1897 
  aspirin, escalator
  1898 
  remote control
  1899 
  automobile self-starter, gas turbine, magnetic tape recorder, paper clip
  1900 
  rigid dirigible (zeppelin), self-heating can
  1901 
  assembly line, instant coffee, safety razor
  1902 
  air conditioner, ﬂashlight, neon lamp, polygraph machine, radiotelephone
  1903 
  airplane, coat hanger, crayons, windshield wiper
  1904 
  ice cream cone, tractor
  1905 
  popsicle, radio tube diode
  1906 
  cornﬂakes, sonar
  1907 
  colour photographic ﬁlm, electric vacuum cleaner, electric washing machine, outboard motor, paper towels
  1908 
  cellophane, Ford Model T, Geiger counter, mixer, tea bag
  1909 
  gun silencer, monoplane
  1910 
  talking motion picture, thermojet engine
  
  60
  �������������
  ��������������������
  P
  layers may wish to use an automaton as a character.  Whether this is possible is the Game Master’s prerogative, but 
  this appendix provides rules and guidelines for allowing this.  The rules in this appendix may also be used to create 
  more powerful and unpredictable automaton challenges.
  The ﬁrst thing to note about automaton heroes is that they are able to think for themselves.  This may be true sentience, or 
  it may simply be very advanced programming.  One of the earliest signs (or warnings, depending upon one’s point of view) 
  of self-awareness is a desire for self-preservation.  This desire tends to manifest as creative interpretations of its orders 
  to outright reprogramming itself.  An automaton hero may have its creator as a friend, but the creator is no longer truly in 
  control.
  ������������������
  If an Imperial Age campaign allows supernatural elements, then a ghost, demon, fey, or other type of spirit may possess an 
  automaton, effectively giving itself a mechanical body.  
  If the possessed automaton is being created as a player character, then the spirit chosen should be of an effective class 
  level as the current campaign norm.  The appropriate creature type is added to the automaton “race” as outlined below. 
  Game Masters should feel free to adjust the ECL of the possessed automaton if necessary.
  A possessed automaton shares the same Intelligence, Wisdom, and Charisma of the possessing spirit.  The automaton uses 
  the lowest Dexterity score of the possessing spirit and the automaton (due to the spirit trying to manipulate an unfamiliar 
  form).
  By default, the possessed automaton is still subject to the limitations of its normal power source.  This can be altered if the 
  possessing spirit has powers to compensate (animating objects, telekinesis, producing ﬁre, etc).
  
  61
  ��������������
  While it is theoretically possible for an automaton to be of any size, this section assumes that player character automata will 
  be of compatible size with its comrades.  GMs that wish to allow intelligent automata of other sizes than small, medium, or 
  large may use the stat blocks below as models.
  ���������
  Intelligent automata are assumed to have “eating habits” similar to humans.  The GM should determine how many times an 
  intelligent automaton must replenish its power source.  Failure to do so will result in the intelligent automaton shutting down 
  until the power source is replenished.
  ������������������
  Intelligent automata are sexless.  However they do identify with a particular gender based on their original role.  An automaton 
  butler or soldier, for example, would be considered male, while an automaton housemaid would be considered female. 
  While an automaton will identify itself according to this tradition, it does not typically “feel” male or female.  At the player’s 
  discretion, an intelligent automaton might start to identify itself as a particular gender, even to the point of feeling love for 
  other creatures.
  Intelligent automata have a hard time integrating themselves into society.  Man is the master of the world, and many 
  have trouble accepting another sentient race as brethren.  Even if it can be agreed that an automaton is sentient, most 
  men of society would treat the automaton as he would a small child, a pet, or non-western foreigner.  Automatons also 
  have a tendency to belch black smoke, which simply wouldn’t do at a dinner party.  As a result, automatons are generally 
  banned from social gatherings (unless acting as servants).  Even when offered an invitation, most intelligent automata feel 
  uncomfortable with social situations and go out of their way to avoid them.
  ����������������������
  While intelligent automata do not have internal organs, they do have sensitive areas that can create similar effects.  Therefore, 
  it is possible for an automaton to be stunned in combat.  An intelligent automaton can also suffer massive damage.  Its 
  massive damage threshold is equal to 10 + its bonus hit points.
  ���������������������������������
  As engines, intelligent automata cannot improve their Strength and Dexterity scores on their own.  Instead, an engineer 
  must improve their design in a workshop.  Since this requires major construction, an intelligent automaton must pay the full 
  engine cost as if it were newly built.  The intelligent automaton increases its Strength according to the usual engine point 
  costs for engines.  Dexterity cost is determined by multiplying the new Dexterity score by 5 to get the engine point cost.
  ��������������
  Intelligent automata may gain class features, feats, and skill increases normally.  An intelligent automaton may also be 
  granted special abilities that are available to all engines.  The intelligent automaton must pay for these upgrades normally 
  or take the Collector feat.
  The GM should feel free to restrict upgrades if it makes the automaton more powerful than its comrades.  He may also add 
  negative levels if he feels it necessary to raise the intelligent automaton’s effective class level due to extensive upgrades.
  ����������������
  Intelligent automata should be treated as any other engine in regards to its relation to magic.  Whether an intelligent 
  automaton can actually cast spells is based on the nature of magic in the campaign.  For example, a GM might determine 
  that an automaton can cast arcane spells because it is ritual-based, while the automaton lacks the ability to reach a deity 
  in order to cast divine spells.  Automata normally lack psionic powers; if the GM allows this, he should also remove an 
  automaton’s resistance to psionic powers and mind-affecting spells.
  Intelligent automata can also be inscribed with runes or other magical “hardwiring” to produce spell-like effects.  Intelligent 
  automata should pay the engine cost for this per the spell-like ability quality.
  
  62
  ��������������������������
  Small intelligent automata are roughly the size of children or small animals.  Most of them are built as servants, although 
  some military models are created to access tight places, such as tunnels and caves.
  ��������������
  Size: Small.  Small Intelligent Automata gain a +1 size bonus to Defence, a +1 size bonus on attack rolls, and a +4 
  size bonus on Hide checks.  They suffer a –4 penalty on grapple checks.  Small intelligent automata must use smaller 
  weapons than humans use, and their lifting and carrying limits are three-quarters of those of a medium character.
  Ability Modiﬁers: No Constitution score.  Intelligent automata cannot raise their Strength or Dexterity as Ability score 
  increases.
  Base Speed: 20 feet.
  Bonus Hit Points: Small intelligent automata receive 5 bonus hit points.
  Natural Immunities: Intelligent automata are immune to disease, poison, and paralysis effects.
  Spell Immunities: Intelligent automata are immune to mind affecting and necromantic F/X.
  No Ability Drain: Intelligent automata are not subject to ability score damage or drain.
  Automatic Fortitude:  Intelligent automata automatically make Fortitude saves unless the effect can target objects.
  Noisy: Intelligent automata are engines and therefore generate a lot of smoke and noise.  Other characters get a +10 
  on Listen checks when opposing an intelligent automaton’s Move Silently checks and a +5 on Spot checks when an 
  intelligent automaton is attempting to Hide (+10 if the intelligent automata is also moving).  
  Racism:  Intelligent automata are rarely considered the equals of biological creatures.  They suffer a –2 penalty to 
  diplomacy checks.
  ���������������������������
  Medium intelligent automata are human-sized.  Some of them are designed to resemble humans, although they are instantly 
  recognizable as artiﬁcial.
  ��������������
  Size: Medium.  Medium Intelligent Automata have no special bonuses or penalties due to their size.
  Ability Modiﬁers: No Constitution score.  Intelligent automata cannot raise their Strength or Dexterity as Ability score 
  increases.
  Bonus Hit Points: Medium intelligent automata receive 10 bonus hit points.
  Base Speed: 30 feet.
  Natural Immunities: Intelligent automata are immune to disease, poison, and paralysis effects.
  Spell Immunities: Intelligent automata are immune to mind affecting and necromantic F/X.
  No Ability Drain: Intelligent automata are not subject to ability score damage or drain.
  Automatic Fortitude:  Intelligent automata automatically make Fortitude saves unless the effect can target objects.
  Noisy: Intelligent automata are engines and therefore generate a lot of smoke and noise.  Other characters get a +10 
  
  63
  on Listen checks when opposing an intelligent automaton’s Move Silently checks and a +5 on Spot checks when an 
  intelligent automaton is attempting to Hide (+10 if the intelligent automata is also moving).
  Racism:  Intelligent automata are rarely considered the equals of biological creatures.  They suffer a –2 penalty to 
  diplomacy checks.
  ��������������������������
  Large intelligent automata are created as labourers and war machines.  They have trouble squeezing through regular 
  doorways and stand out in crowds.
  ��������������
  Size: Large.  Large Intelligent Automata take a -1 size bonus to Defence, a -1 size bonus on attack rolls, and a -4 
  size penalty on Hide checks.  They gain a +4 bonus on grapple checks.  Large intelligent automata may use larger 
  weapons than humans use, and their lifting and carrying limits are twice those of a medium character.  A large intelligent 
  automaton may wield a large weapon in one hand and a huge weapon in two hands.
  Ability Modiﬁers: No Constitution score.  Intelligent automata cannot raise their Strength or Dexterity as Ability score 
  increases.
  Bonus Hit Points:  Large intelligent automata receive 20 bonus hit points.
  Base Speed: 30 feet.
  Fighting Space: Large intelligent automata occupy a 10-foot-by-10-foot ﬁghting space.
  Reach: Large intelligent automata have a 10-foot reach.
  Natural Immunities: Intelligent automata are immune to disease, poison, and paralysis effects.
  Spell Immunities: Intelligent automata are immune to mind affecting and necromantic F/X.
  No Ability Drain: Intelligent automata are not subject to ability score damage or drain.
  Automatic Fortitude:  Intelligent automata automatically make Fortitude saves unless the effect can target objects.
  Racism:  Intelligent automata are rarely considered the equals of biological creatures.  They suffer a –2 penalty to 
  diplomacy checks.
  Level Adjustment: +1
  
  64
  ���������
  Inspiration for Imperial Age: Engines came from a multitude of sources.  While there are certainly many more, the following 
  resources were particularly inspirational to the author. 
  �����
  Gibson, William and Sterling, Bruce.  The Difference Engine (1990).  The information age starts a century early, thanks to 
  the perfection of Charles Babbages’ analytical engine.  There is also some alternate history involved, as the United States 
  is politically fractured prior to the American Civil War.
  Verne, Jules.  Twenty Thousand Leagues Under the Sea.  (1870).  Possibly the most famous of Verne’s novels (vying with 
  Around the World in Eighty Days), this novel tells the tale of Captain Nemo and his submarine.  Both also appear in Verne’s 
  sequel (curiously dated prior to the events in this novel), the Mysterious Island.
  ------ From the Earth to the Moon. (1865). This light-hearted novel sees astronauts shot to the moon in a bullet-shaped 
  vessel from a giant gun.
  ------ Paris in the 20th Century. (1994).  Published close to a century after his death, this novel is invaluable for Game 
  Masters to get an idea of what an Imperial Age mind would speculate about the future of technology.
  ------ Robur the Conqueror.  (1886).  An inventor seeks to prove the supremacy of heavier-than-air craft over lighter-than-air 
  craft.  Robur returns in a sequel, Master of the World.
  Wells, H.G.  The Time Machine. (1895).  An unnamed Victorian travels into the future to see the fear of Industrialization 
  played out.
  ------ First Men in the Moon, The.  (1901).  An inventor creates a substance that allows him to pilot a vessel to the moon.  A 
  lunar civilization is discovered.
  ------ War of the Worlds, The. (1898).  While the tripod war machines are alien, they are extrapolated from a Victorian mind. 
  Replace the Martians with Prussian engines and you have a horriﬁc invasion borne of Imperial Age technology.
  �����
  20,000 Leagues Under the Sea. (1954).  This Disney classic provides the deﬁnitive “look” for the Nautilus submarine.
  Around the World in 80 Days (2004).  This ﬁlm has a few “fantastic engines” in it, including a jet pack and a variation on 
  an airplane.  
  Conquest of the Planet of the Apes. (1972).  The sequel to Escape From the Planet of the Apes (itself a sequel of a 
  sequel) concerns the treatment and revolution of the ape underclass.  As with its predecessor, this provides great inspiration 
  for an automata revolution (ironically, this ﬁlm about the plight of apes is a stronger parallel for automata than most modern 
  “machine revolution” ﬁlms, which usually posit a central intelligence).
  Escape From the Planet of the Apes. (1971).  While not a steampunk ﬁlm, this movie about intelligent apes from the 
  future visiting the human-dominated past can provide inspiration for an Engines campaign dealing with the ﬁrst intelligent 
  automata, especially society’s reaction to the possibility of more intelligent, nonhuman creatures.
  League of Extraordinary Gentlemen, The. (2003).  This ﬁlm showcases a steampunk Nautilus and a plethora of gadgets, 
  including metal body armour, submachine guns, a tank, and an automobile.
  Master of the World (1961).  This ﬁlm combines two Jules Verne works about the captain (played by Vincent Price) of 
  an airship attempting to ensure world peace through the threat of bombardment.  The airborne vessel is a large zeppelin-
  looking airship that is actually held aloft by propellers.
  Steamboy (2004).  This is an anime take on Victorian steampunk.  Many fantastic engines are showcased.
  
  65
  Time Machine, The.  (1960).  George Pal’s take on the H.G. Well’s classic.  Much better than the 2002 version, although 
  the look of the time machine is impressive in both.
  Wild Wild West (1999).  Based on the television series, this ﬁlm follows the antics of a couple of U.S. Secret Service agents 
  attempting to rescue the President.  Many fantastic engines and other inventions are on display, including a giant spider 
  vehicle.
  �����
  GURPS Steampunk. (Steve Jackson Games) While written for the GURPS system, this book provides a plethora of 
  material on the Imperial Age.  
  GURPS Steamtech. (Steve Jackson Games) This supplement to GURPS Steampunk provides many more engines and 
  gadgets that could be rewritten in d20 terms.
  OGL Steampunk. (Mongoose Publishing) This book is an excellent resource for those GMs wishing to combine magic 
  and technology in a steampunk setting that includes many traditional fantasy elements.
  Sorcery & Steam. (Fantasy Flight Games) This well-written supplement was the ﬁrst to bring steampunk into the d20 
  system.  This book is invaluable for creating a society where magic and science work together to create fantastic engines.
  Space 1889 (Heliograph Games):  A game of colonial adventure on Mars in the late Victorian era.  Steampunk elements 
  include Ether Flyers (starships) and Airships borne aloft by the power of Martian Liftwood.
  Steam and Steel. (EN Publishing)  Another excellent resource, this supplement provides an alternative system for creating 
  Imperial Age engines, although the focus is on adding steam technology to a traditional fantasy world.  
  ��������������
  Batman: Gotham by Gaslight. (1989) A DC “Elseworlds” story that transplants the famous superhero to the Victorian Age. 
  Jack the Ripper is the enemy.
  League of Extraordinary Gentlemen (Vol. 1 and 2). (1999).  The London of these graphic novels (originally a comic book 
  miniseries) is even more steampunkish than the movie version.  Literary characters are gathered to ﬁght enemies of the 
  British Empire.  Volume 2 has the League facing the Martian invasion.
  Ruse (2001-2004).  A comic book series from now-bankrupt CrossGen comics, featuring the adventures of a Consulting 
  Detective in a fantasy world modeled on Steampunk and Victorian Science Fiction.   Ran for 26 issues, the ﬁrst 12 of which 
  were collected in two graphic novel editions before the company went out of business.
  ����������
  Doctor Who (1963-1989, 1996, 2005+). This long-running British series about a time and space traveller known only 
  as “the Doctor” has occasionally dipped into Victorian themes and steampunk elements.  Of particular interest are the 
  serials/episodes “The Talons of Weng-Chiang,” which contains many Victorian homages, “The Girl in the Fireplace,” with 
  its clockwork robots, and “Remembrance of the Daleks,” in which a steampunk-evoking variation on the Doctor’s classic 
  enemy, the Special Weapons Dalek, is introduced.
  Legend (1995).  This short-lived series was about a dime novelist that “becomes” one of his characters in the old west with 
  the help of an eccentric scientist inventor.  Inventions included steam-driven cars and lightning guns.
  Secret Adventures of Jules Verne, The. (2000).  This short-lived series drew its inspiration from Jules Verne’s works. 
  Many steampunk engines are on display, including a dirigible and a time machine.
  Wild Wild West, The (1965-1969).  This television series about U.S. Secret Service men in the Old West contained 
  numerous gadgets.
  
  66
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  Imperial Age British India
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SOURCE: textdata/thevault/The Imperial Age/The Imperial Age.-.2007.-.ADM4107.-.Engines.pdf