Download Hand Cannon 7 PDF

TitleHand Cannon 7
TagsLicense Derivative Work Copyright Logos Trademark
File Size774.6 KB
Total Pages19
Document Text Contents
Page 2

- Designed By -
Lucas Smith

- Editors -
Brandon Gromis
Bryce Hedquist
Matt Kutchins
Timothy Nahm

- Cover Art By -
Matt Wilson

- Hosting By -
Anthony Bouvier

- Special Thanks -
To Richard Luke, Jason Lang,
Stephen Thomas, Stew Walker,

Jeremy Morton and
the crew in #PrivateerPress.

Page 9

Two days later Dermot was awoken
by agents of the Unseen Hand, who had been
dispatched by King Baird, who was under dip-
lomatic pressure from Cygnar to capture this
upstart. Baird, however had his own agenda.
Dermot was brought before King Baird and
informed that as far as Cygnar was concerned,
he was dead. Baird gave Dermot a choice ...
he could hang, or he could start working for
the Ordic crown. Dermot became a “patriot” in
quite a hurry.
Since then Dermot has honed his craft
as a warcaster in various mercenary compa-
nies, biding his time until he is called to fight
for his King and his country.
In combat, Dermot favours two double-
barreled sword cannon combination weapons.
Perhaps poking fun at one of his Protectorate
opponents, he has dubbed his blades slice and
dice.

FEAT: HIJACK
As a child, Dermot Corcoran used to
“hijack” steamjacks for fun. Later he “’jacked
‘jacks” for various crime syndicates in Five
Fingers. Dermot’s ability was never strong
enough to highjack warjacks, but by draw-
ing deeply on his arcane powers, Dermot can
sometimes disrupt the connection between a
warcaster and his warjacks.
All enemy warjacks in Dermot’s Con-
trol Area are “disconnected” from their con-
trolling warcaster or jack marshal and become
autonomous warjacks. Autonomous warjacks
function normally, but cannot be marshaled or
allocated focus, though they may receive focus
from other sources. These warjacks can be re-
controlled by their warcaster or jack marshal as
outlined on pg. 17 of WARMACHINE: Escala-
tion.

DERMOT CORCORAN

It is well known in the Iron Kingdoms
that the Ordic city of Five Fingers is a disrepu-
table spot; a place where the seamy underbelly
of Ordic society is exposed for all to see. What
is less known is that among the rogues and cut-
throats of Five Fingers, are those who exhibit
arcane ability, including one who can control
warjacks with the best of the Iron Kingdom’s
warcasters.
Dermot Corcoran’s origins could best
be described as murky. It is probable that he
never knew his father; and if he knew his
mother, he never speaks of her. What is known,
is that he was one of the countless street
urchins who run in packs through the streets,
alleys, and sewers of Five Fingers. Dermot
knew he was different at an early age, when he
used to wrest control of steamjacks from their
handlers for the amusement of his pack mates.
One such escapade caught the notice of one of
the leading lights of the Five Fingers under-
world. Dermot was quickly whisked away and
taught to use his arcane ability for profit rather
than fun.
For the next few years Dermot learned
the rogue’s trade, as he used his talents as a “
‘Jack ‘Jacker” to line the pockets of his em-
ployers and keep himself in women and drink.
As his skill grew, so did his arrogance which
eventually led to his downfall ... and ultimately
his redemption.
Dermot went out that night full of
confidence, looking forward to a new chal-
lenge which he was sure he was up to. A small
Cygnaran Battlegroup was encamped near Five
Fingers, and Dermot’s bosses wanted one of
the warjacks. Dermot located the Battlegroup
easily enough and attempted to gain control
of a Lancer; unfortunately, Dermot had un-
derestimated the security protocols in military
‘jacks. While he managed to sever the arcane
connection between the ‘jack and its ‘caster, he
was unable to control the warjack. It located
and charged him. Only Dermot’s arcane escape
abilities saved his skin. He managed to slip
into the darkness and back to Five Fingers.

9

Page 10

Chain shot is used in naval combat to damage
the rigging of sailing ships, but enterprising
Ordic Fitters realised that it was perfect for en-
tangling the legs of opposing warjacks. Grape-
shot is the standard anti-personnel ammunition,
sending out a spray of lead shot guaranteed to
decimate enemy infantry.
The auto-loading mechanism is in-
tricate and while generally reliable, it can on
occasion jam, rendering the heavy gun useless.

SPECIAL RULES

HEAVY GUN
Critical Jam – On a critical Attack Roll which
misses, the auto-loading heavy gun jams and is
unusable unless repaired by a Fitter.

Chain Shot (* Attack) – RNG 6; ROF 1; POW
14; When used against warjacks, one point of
damage, in addition to normal damage, is ap-
plied to the first available movement box, and
the warjack is knocked down.

Grape Shot (* Attack) – RNG SP; ROF 1;
POW 12.

Modeling Suggestion:
I will be using a Nomad Heavy Warjack
for this model. For its Right Arm I plan to use
a Bombard from a Khadoran Destroyer Heavy
Warjack modified to make the barrel longer.

SPECIAL RULES
DOUBLE-BARRELED HAND CANNON
Volley (* Attack) – If Dermot has not made a
ranged attack this activation, he may make a
Volley Special Attack. Dermot simultaneously
discharges both barrels of both guns for a dev-
astating attack. Make one roll for the attack. If
it succeeds, the target model suffers two POW
16 damage rolls. Dermot cannot spend focus to
make additional ranged attacks after a Volley
attack.

WARJACKS

A Note On Ordic Warjacks
Ord is a poor kingdom where resources
are scarce, as a result the Ordic military has to
make do with the basic mercenary warjacks,
modified for Ordic use. All Ordic Heavy
Warjacks are designed on the basic Nomad
frame, and their Light Warjacks are based on
the Talon frame. Like Khador, the Ordic mili-
tary doesn’t use arcnodes. Ordic warcasters can
also use the Nomad Heavy Warjack, the Talon
Light Warjack and any other generic merce-
nary warjacks, in the same manner as Merce-
nary warcasters.

FRIGATE HEAVY WARJACK

The Frigate is the standard Heavy
Warjack in the Ordic arsenal. Based on the
Nomad frame, it is primitive compared to the
Heavy warjacks of the other Iron Kingdoms.
However this warjack does have a modifica-
tion in the form of a naval pattern auto-loading
heavy gun which helps it to pull its weight and
then some on the battlefield.
The auto-loading heavy gun is a fairly
recent innovation in the Ordic armoury. The
gun is capable of firing three types of ammu-
nition common in naval combat: round shot,
chain shot, and grape shot. Round shot is the
most common and has the longest range, it is
used to punch large holes in its target.

10

Page 18

18

Handcannon Legal Page:
Wizards of the Coast copyrights:

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed
Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works
and translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products contributed to the Open
Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or
“Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the
Open Game Content may only be Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of
this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You
a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

Page 19

19

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and
fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Privateer Press Copyrights:

Many referances to Privateer Press properties are made in this magazine. No challange to the
ownership of these trademarks is intended. Trademarks owned by Privateer Press include, but are not
limited to: Privateer Press, Iron Kingdoms, The Witchfire Trilogy, WARMACHINE, Warcaster, Warjack,
Cygnar, Khador, Cryx, Menoth, Protectorate Of Menoth, Protectorate, Full-Metal Fantasy, Steam
Powered Miniatures Combat, and all other character names, their distinctive likenesses, and faction
symbols are property of Privateer Press, Inc. and © 2000-2005 Privateer Press.

Hand Cannon Copyrights:

All other materials contained herein are considered property of their respective artists and
authors, save where they are the property of Privateer Press’ or Wizards of the Coast (the “Companies”).
Please contact the respective parties if you wish to use their material. No challange to any existing
copyright, trademark, or other intellectual property is intended, nor is any endorsement by the
Companies implied. Any similarities to any persons, living or dead, is coincidental. Tip your waitress.
Goodnight.

Similer Documents