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  Aeronautical Navigation (Smarts) – While Piloting will take care of most of the
  immediate requirements of flying an airship, it takes a different skill entirely to fly the
  airship in the right direction. Winds in the sky change even faster than those at sea, and
  without a solid understanding of Aeronautical Navigation, a pilot is likely to become
  quickly and hopelessly lost.
  Gunsmith (Agility/Smarts) – This skill is used not only to construct black powder
  weapons, but also to customize them and keep them in good repair. Many specialized
  weapons cannot be used effectively without constant maintenance and modification.
  Such weapons provide a -4 penalty to both Shooting and damage when used by
  someone without the Gunsmith skill, in addition to any individual penalties a particular
  weapon might apply for not meeting its prerequisites.
  Sabotage (Agility) – Disabling mechanical devices may seem easy. (Smash it enough
  and it stops working.)  However, a skilled Saboteur can disable even the most powerful
  and well-protected devices with fearsome efficiency. Sabotage in combat often involves
  some form of targeted attack, with the Sabotage skill rolled first to find the correct
  location to target. It is up to the GM to determine the attack modifier, but we would
  suggest that a smaller target area should do more damage to the device.
  If the original Sabotage roll is spectacularly successful, the GM may want to offer a -4
  or more for the called shot, but allow successful damage to disable the device entirely.
  Note that making a Sabotage roll and an attack in the same turn incurs the multi-action
  penalty.
  Steamsmith  (Strength/Smarts) – Upon taking this skill, the Steamhand is able to
  operate and repair all steam-powered vehicles, weapons, and other devices, though
  obviously some are more complex than others. However, the ability to design new
  devices requires advancement on the Steamhand Edge Tree. For many uses of this
  skill, the Steamhand will need an appropriate workshop with common blacksmithing
  tools, including a forge and anvil. Without such tools, some repairs and designs may be
  simply impossible. The McGyver edge cannot compensate for the lack of a forge and
  anvil.
  Electromagnetism  (Smarts) – This skill represents both the knowledge and the
  application of the various formulae for electricity and magnetism. Most electrical
  devices are essentially "untamed," in that they require constant tuning and upkeep to
  use them at all. Upon taking this skill, the Spark Wrangler is able to use the most basic
  functions of a spark wand. Additional functions require advancement on the Spark
  Wrangler Edge Tree.
  The basic abilities of a spark wand with no edge powers applied are as follows:
  Ÿ Static Discharge (1 power point) – Range 3/6/12, Damage 1d6+1, Ignores armor
  Ÿ Electromagnetic Induction (2 power points) – Range 1/2/4, Target automaton
  must make a Vigor roll or shut down
  Most powers in the edge tree are used to modify one of these two attacks, but
  there are some that add other abilities to the spark wand. Note that these rules for
  spark wands replace the rules for electrical powers on page 106 of Savage Worlds Deluxe.
  Extended Range (+2 power points) – Doubles the range profile of the attack.
  Fork (x2 power points, requires Extended Range) – Attack may be directed at two
  targets. Apply the multi-action penalty to both attacks.
  Blast (x3 power points, requires Fork) – Use the cone template to determine targets
  hit by the attack. Apply a -2 penalty to all attacks rather than the usual multi-action
  penalty. This can be combined with Fork to create two separate cones, in which case all
  attacks would be at -4.
  Capacitance (+4 power points) – This power can be applied up to three times for
  additional cost. Each application adds a d6 to the Static Discharge attack or a -2
  modifier to target’s roll on Induction and Stun attacks. (There is no effect on
  Supercharge or Shock.)
  Conductivity (x2 power points, requires Capacitance) – Converts the damage die type
  for all dice to d12 instead of d6.
  Advanced Condensors (Requires Conductivity) – Allows the Spark Wrangler to
  make and use condensors with 20 power points each.
  Supercharge (new basic ability, 3 power points) – Range 1/2/4, Target automaton
  receives a bonus of +2 to all Agility, Strength, and Spirit attribute and linked skill rolls,
  including recovering from shaken. This lasts for three rounds. However, the automaton
  must make an immediate Vigor roll or it is shaken instead of receiving the bonus.
  Shock (new basic ability, 1 power point, requires Supercharge) – Range 1/2/4, Target
  human may make an immediate roll to recover from shaken.
  Stun (new basic ability, 2 power points, requires Shock) – Range 3/6/12, Target human
  must make a Vigor roll at -2 or be shaken. If the target is already shaken, the attack
  does no damage but instead renders the human unconscious.
  
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  Mechanical Programming (Smarts/Agility) – Upon taking this skill, the
  Gearsmith is limited to working with automatons and other clockwork devices that do
  not exceed d4 in the relevant attribute (meaning that a novice Gearsmith can work on
  an automaton with a d8 Smarts and a d4 in everything else, as long the Gearsmith does
  not try to work on anything related to the automaton's Smarts). The Gearsmith's
  understanding of complex machinery is then increased through the Gearsmith Edge
  Tree. (See Chapter 4.)
  Because parts are highly specialized and not directly interchangeable, Mechanical
  Programming rolls suffer negative modifiers when a Gearsmith tries to do work
  outside of his or her own well-stocked workshop. Also, the McGyver edge cannot
  normally compensate for lack of equipment in Mechanical Programming rolls. Use the
  following sample modifiers as a guide:
  Someone else's workshop: -1
  Steamhand's shop or non-Gearsmith laboratory: -2
  Nothing but your tool kit: -4
  Not even your tool kit: -8
  Ÿ Outside: -1 (in addition to tool penalties)
  On a moving vehicle (ship, train, zeppelin): -2 (in addition to others)
  Racial Template: Automaton
  Construct – Automatons add +2 to recover from being shaken, don't suffer from
  wound modifiers, and are immune to poison and disease. Automatons cannot heal
  naturally. To heal an automaton requires the Repair skill, which is used like the Healing
  skill but with no "Golden Hour."  Automatons do not bleed out or otherwise die,
  though they can suffer injuries from incapacitation. All such injuries are considered
  permanent until repaired. Typically, these repairs require additional parts, since the
  original parts were lost to damage. Also, a result of "brain damage" on the injury table
  will be accompanied by significant loss of memory and personality that cannot be
  recovered. Mental and social abilities should be reduced or eliminated accordingly, at
  the GM's discretion.
  Man of Iron – Automatons are considered to have 2 points of armor in all hit
  locations.
  Less Than Human – Even in the most enlightened circles, automatons are not truly
  accepted as people. They suffer a -2 to their charisma when interacting with humans
  normally, and a -4 among humans that are particularly opposed to technology.
  Culturally Naive – Automatons are not educated or socialized to be like people, and
  therefore suffer a -2 to Common Knowledge rolls. (This may be canceled by the Jack
  of All Trades edge, in addition to that edge's normal effect.)
  Clockwork Upgrades –  After character creation, automatons may purchase skills as
  normal, but may only increase attributes and purchase edges with the help of a fully-
  equipped Gearsmith. The GM should make this an appropriately difficult process with
  regards to the time, skill, and resources required. Some edges may therefore be easier to
  acquire than others. (See the Gearsmith Edge Tree for guidelines.) One possible
  exception to this is that it may be relatively easy for an automaton character to gain a
  professional edge, since automatons are expected to have a purpose.
  Carts and Airships
  Vehicle 
  ACC/TS Toughness 
  Crew 
  Notes
  Steam Cart
  5/12
  10 (2)
  1+3
  1 weapon mount
  Armored Steam Cart
  4/10
  16 (3)
  1+3
  2 weapon mounts, heavy armor
  Courier Airship
  15/40
  10 (1)
  2+4
  Climb  -2 (may increase with release of ballast or gas)
  Cargo Airship
  10/50
  14 (2)
  3+10
  Climb  -2 (may increase with release of ballast or gas)
  
  ©2013 Four-in-Hand Games. You may reprint for personal use. 
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  Common Use Weapons
  Type 
  Range 
  Dmg 
  RoF 
  Cost* 
  Weight 
  Shots 
  Min Str 
  Notes
  Rifles
  Sharps Carbine (.50) 
  15/30/60 2d10 
  1 
  300 
  8 
  1 
  d6 
  AP2
  Henry Repeater (.44) 
  24/48/96 2d8 
  2 
  400 
  10 
  16 
  - 
  AP1
  Martini-Henry Mark I 
  30/60/120 2d8 
  1 
  250 
  8 
  1 
  - 
  AP2, Snapfire
  Pistols
  Colt 1860 Army (.44) 
  12/24/48 2d6+1 1 
  200 
  4 
  6 
  - 
  Revolver
  Remington Pocket (.31) 08/16/32 2d6 
  1 
  150 
  2 
  5 
  - 
  Revolver
  Remington 1858 Navy 
  15/30/60 2d6 
  1 
  300 
  3 
  6 
  - 
  Revolver
  Artillery
  Revolving Cannon 
  40/80/160 3d6 
  1 
  1200 
  Mounted 
  5 
  - 
  AP4, Hvy Weapon,
   
   
   
   
   
   
   
   
  (See cannon shot rules)
  Gunslinger Weapons
  Type 
  Range 
  Dmg 
  RoF 
  Cost 
  Weight 
  Shots 
  Min Str 
  Notes
  LeMat Revolver 
   
   
   
  500 
  6 
   
  - 
  Custom, MinAg d8
       (Cylinder) 
  12/24/48 2d6+1 1 
   
   
  9 
   
  AP1, Revolver
       (Buckshot) 
  05/10/20 1-3d6 
  1 
   
   
  1 
   
  (See shotgun rules)
  Colt Revolving Rifle 
  24/48/96 2d10 
  1 
  300 
  10 
  5 
  d6 
  Custom, AP2,
   
   
   
   
   
   
   
   
  Revolver, Misfire
  Starr Revolver 
  12/24/48 2d6+1 2 
  400 
  4 
  6 
  - 
  Custom, MinAg d10,
   
   
   
   
   
   
   
   
  Revolver, see text
  Duckfoot Volley Pistol 03/06/12 2d6 
  - 
  200 
  3 
  - 
  d6 (MR) 
  Custom, see text
  Saboteur Weapons
  Type 
  Dmg 
  Weight  
  Cost 
  Notes
  Tomahawk 
  Str+d8 
  8 
   
  300
  Bartitsu Cane 
  Str+d4 
  3 
   
  200 
  Parry +1
  Steamhand Personal Weapons
  Type 
  Range 
  Dmg 
  RoF 
  Cost 
  Weight 
  Shots 
  Min Str 
  Notes
  Steam Rocket 
  24/48/96 4d8 
  1 
  750 
  15 
  4 
  d8 (MR) 
  Steam Tank, AP5,
   
   
   
   
   
   
   
   
  Hvy Weapon
  Hand Gatling 
  15/30/60 2d8 
  3 
  900 
  20 
  45 
  d10 (MR) 
  Steam Tank, AP2,
   
   
   
   
   
   
   
   
  Hvy Weapon, Auto
  Steamthrower 
  Cone tplt 
  2d8 
  1 
  300 
  12 
  10 
  d8 
  Steam Tank, no effect on
   
   
   
   
   
   
   
   
  machinery
  Customized
  All Gunslinger weapons have the Custom trait, which
  means that they require constant maintenance and adjustment.
  Gunslingers habitually maintain their weapons after every use
  and have the appropriate skill to do so. However, anyone
  without the Gunsmith skill suffers a -4 penalty to both
  Shooting and damage rolls when using a Customized weapon.
  Massive Recoil
  Weapons with massive recoil are denoted by (MR) next to
  their minimum strength rating. Firing such a weapon
  automatically damages any shooter with less than the minimum
  strength. Apply the Shaken condition immediately after firing.
  No attempt to recover from Shaken may be made until the
  following round.
  Minimum Agility
  Some weapons are more complicated than just the
  standard "point-and-shoot" paradigm. They may have a variety
  of switches for different settings, or require a specific loading
  sequence, or simply have a firing mechanism that tends to jam.
  Such weapons are designated by (MinAg) followed by the
  appropriate die type in the Notes. A weapon used by someone
  with less than the required agility is reduced to a Rate of Fire
  of 1 and requires a full action to reload.
  Misfire Penalty
  Some weapons are unstable and have a higher tendency
  to backfire on the shooter. Weapons with the Misfire trait can
  jam or backfire and potentially damage the shooter. When a 1
  is rolled on the Shooting die (not the Wild Die), the gun
  misfires. Roll the weapon's full damage dice and apply half the
  result (rounded up) to the shooter instead of the intended
  target. (The intended target receives none.) Note that this can
  be avoided by the use of a Benny to reroll the 1.
  Steam Tank
  Most Steamhand weapons have steam-powered launching or
  firing mechanisms, which require the use of an attached steam
  compressor. These tanks are extremely heavy (20 lbs fully
  loaded) and must be carried individually on the Steamhand's
  back. When a weapon with the Steam Tank trait reaches its full
  allotment of shots, the tank is spent and cannot be used again
  in that combat. It takes approximately 30 minutes to refill and
  boil a fresh tank back to full pressure.
  
  ©2013 Four-in-Hand Games. You may reprint for personal use. 
  www.steamscapes.com
  
  ©2013 Four-in-Hand Games. You may reprint for personal use. 
  www.steamscapes.com
  
  ©2013 Four-in-Hand Games. You may reprint for personal use. 
  www.steamscapes.com
  
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