Armor |
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| Type | Light/Heavy | Armor | Check | Speed | Price(C) | Weight | Properties |
| Armored Apron | Light | +2 | -1 | - | 30 | 20 lb | Layered, Special |
| Armored Greatcoat | Light | +2 | -1 | - | 75 | 10 lb | Layered, Special |
| Bog Trog Parka | Light | - | - | - | 200 | 3 lb | Special |
| Gobber Poncho | Light | - | - | - | 100 | 1 lb | Special |
| Greatcoat | Light | +1 | - | - | 20 | 2 lb | Layered, Special |
| Iron Mantle | Heavy | +4 | -3 | -1 | Special | 20 lb | Layered, Special |
| Reinforced Greatcoat | Light | +1 | -1 | - | 35 | 6 lb | Layered, Special |
| Serricsteel Chainmail | Light | +5 | -1 | -1 | 2500 | 30 lb | Special |
| Serricsteel Plate Armor | Heavy | +8 | -1 | -1 | 5000 | 40 lb | Special |
| Silk Armor | Light | +1 | - | - | 600 | - | Layered, Special |
Armor
In the Iron Kingdoms even city life can be deadly. As a result, it is not uncommon to see people wearing leather armor, or armored greatcoats, on the streets of major cities. However, the usage of plate or scale armor is very rare indeed outside of mass warfare, if for no other reason than the fact that this armor is not as effective against firearms for all its complications.
Masterwork Armor
Many types of equipment from the Dungeons and Dragons 4th Edition Player's Handbook (PHB) are not appropriate for the Iron Kingdoms world. Every type of “masterwork” armor listed is inappropriate thanks to the lack of materials like “Feyweave” and “Elderhide”. While there are certainly types of armor which are of a master craftsman's quality, they certainly do not have any enhancement bonus requirements. Greatcoats, masterwork craftsmanship and Armor Customization is inteded to replace the AC loss from no longer having masterwork materials.
Reading The Armor Table
In addition to the normal properties or armor, Iron Kingdoms armor may have the following property.
Layered: This armor may be worn on top of or underneath normal armor, and the two armor bonuses stack. The bonus does not apply with heavy armor, and bonuses do not stack for wearing more than one layered armor piece.
Armor Descriptions
Armored Apron: This is a thick leather shop apron that has a metal plate sewn between the two pieces of leather. When working in a foundry or a 'jack production shop many steamos have found that it inadequate to just have a thick piece of leather between you and machinery that is just as likely to work as it is to explode. Thus, they started to work a bit more of a restrictive barrier into the design of their shop clothes. And, it turns out that that which will stop a malfunctioning warjack from injuring a person will also protect a man from gunshots.
Special: Armored Aprons provide Resistance 2 against damage from small arms or projectile weapons.
Bog Trog Parka: This is the craft of a sentient barbaric species of creatures called Bog Trogs. They are crafted to help one blend into a specific environment.Special: When wearing a Bog Trog Parka in the environment for which it was created, you gain a +4 to stealth checks made to hide. This can be worn over light armor, although the check penalty stacks with whatever armor it is being worn over.
Gobber Poncho: This is a specially treated coat that reacts to the secretions that change a gobber's skin color When worn by a gobber, the wearer gains the full +4 bonus to camouflage granted by the racial ability, even when fully clothed.
Greatcoat (Armored and Reinforced): Greatcoats serve as the perfect multifunction garment for the aspiring adventurer. They serve a function within the modern fashion of the kingdoms as a middle class signifier, as the cost of a greatcoat tends to be prohibitive to most of the lower class. However, for those aware that they may be involved in a fight, the greatcoat is also a great piece of extra armor that can be worn without prohibiting movement in any significant way. They are made of a thick hardened leather, and are essentially bulky floor-length trench coats. Reinforced greatcoats have small studs of metal worked into the leather-work, and Armored greatcoats have actual metal plates stitched in.
Special: Greatcoats provide Resistance 2 against damage from small arms or projectile weapons.
Iron Mantle: An Iron Mantle is a very thick iron helmet which covers the entirety of the wearer's head and neck in thick iron. Two thick glass lenses allow the wearer limited visibility. While this heavy and somewhat restrictive garment is indeed unwieldy, it is also nearly impossible to penetrate and provides excellent protection against any attacks to the head.
Serricsteel Chainmail: This suit of chainmail is meticulously crafted by dwarven smiths; almost exclusively from Clan Serric. As a result, it is lighter and easier to move about in. However, it is incredibly expensive to purchase a suit of this sort of armor, if one can even be found.
Special: When made of quenched serricsteel there is no check or speed penalty, and the armor bonus is increased by 1. However, the price is triple the listed value.
Serricsteel Plate Armor: While the lighter serricsteel does make plate armor lighter, its major advantage is that it is hard enough to withstand damage from bullets much more dependably.
Special: Armor made from unquenched serricsteel has resistance 2 to physical attacks. Armor made from quenched serricsteel has resistance 3 against physical attacks, but the cost is triple the listed value.
Silk Armor: Made from thick silk cloth and woven into layers, this is a commonly used armor among the noble class. When a bullet or arrow hits the silk cloth it generally does not break the cloth itself, and the projectile instead ends up lodged into the flesh with the silk still intact. Thus, a pull on the silk and the projectile can be removed. This armor is rarely made, as the quality of silk needed is difficult to find outside of Ios.
Special: Silk armor provides resistance 2 against damage from small arms or projectile weapons. It can be worn underneath light armor or heavy armor, but the armor bonus does not stack.
Armor Customization |
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| Customization | Cost | Type | At Creation | After Creation |
| Custom Fit | 3x Normal Item Cost | All Armor | Yes | No |
| Extra Pockets | +10-100 gp | Greatcoat | Yes | Yes |
| Hidden Compartment | +50 gp | All Armor | Yes | Yes |
| Environmental | +100 gp | All Armor | Yes | Yes (2x Cost) |
| Serricsteel | 3x Normal Item Cost +500 gp | Metal Armor | Yes | No |
| Quenched Serricsteel | 5x Normal Item Cost +1000 gp | Metal Armor | Yes | No |
At/After Creation: This lists whether or not the customization may be applied after the creation of the item.
Cost: The amount that the customization adds to the price of the item. If the entry is a multiplier, then it applies to the unmodified cost of the item. For example, if the entry states “3x Normal Item Cost” then the customization costs three times the price of the item before any customizations or mechanikal components.
Type: The category of item that can have the customization applied to it.
Custom Fit Armor: Armor that is crafted to a person's specifications is more effective than mass produced armor. Such armor has one less check penalty (to a minimum of 0) and provides an additional +1 bonus to AC.
Extra Pockets: Often in the form of holsters worked inside of a coat these can provide either convenient storage for everyday items, or just another place to store a few sidearms. Occasionally actual holsters are sewn into the inside of greatcoats which allow weapons to be drawn from within as if drawing from normal holsters.
Hidden Compartment: Usually worked into the liner or sleeves of a coat this is a pocket which makes it difficult to search for the hidden item on the wearer.
Environmental Protection: By adding fur lining and extra clasps, most armor can provide protection from cold environments. While wearing such armor, you gain a +5 bonus on endurance checks made to weather harsh cold. However, you take a -5 penalty to endurance checks to weather extreme heat.
Serricsteel: Except for those items listed above, serricsteel armor has two major effects. One, decrease the weight of the armor by 10%. Then, if it composed mostly of metal (like scale mail) reduce the check penalty by 1. If the armor has no important metal components (like leather armor) then replacing what metal there is has no major effect. This may not be applied to armor with “Serricsteel” in its name.
Quenched Serricsteel: Except for those items listed below, quenched serricsteel armor has two major effects. One, decrease the weight of the armor by 10%. Then, if it composed mostly of metal (like scale mail) reduce the check penalty by 1 and increase the armor bonus by 1. If the armor has no important metal components (like leather armor) then replacing what metal there is has no major effect. This may not be applied to armor with “Serricsteel” in its name.
Simple Ranged Weapons |
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One Handed |
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| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| Gearbow | +2 | 1d8 | 15/30 | 100 | 5 lb | Projectile | Special, Load Standard |
| Explosive Grenade | +2 | 2d6 | Special | 50 | 2 lb | Grenade | Special |
| Flash Grenade | +2 | - | Special | 50 | 2 lb | Grenade | Special |
| Harpoon | +2 | 2d4 | 10/20 | 10 | 5 lb | Spear | Heavy Thrown, High Crit |
| Rivet gun | +2 | 1d8 | 10/20 | 75 | 5lb | Mech | Load Standard, Special |
| Wrist Gearbow | +2 | 1d6 | 10/15 | 50 | 3 lb | Projectile | Special, Load Move |
| Wrist Harpoon | +2 | 1d6 | 15/30 | 125 | 3 lb | Projectile | Load Move |
Two Handed |
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| Harpoon Gun | +2 | 2d6 | 20/40 | 500 | 12 lb | Projectile | Load Standard, High Crit |
Weapon Groups
There are a few new weapon groups for the Iron Kingdoms, listed below.
Grenade: When listed in the weapon table this refers to a standardized sort of grenade. Grenades other than those listed on the table can be created through the Alchemy or Engineering skills.
Mech: This is a wide category that covers things like every day tools to the steam powered tools used by steamos and grease monkeys across the kingdoms.
Explosive Grenade: Filled with two compartments or powder, the compartments mix when struck after being primed, causing a small explosion.
Special: Priming the grenade takes a minor action and a DC 10 Alchemy or Engineering check. To make an attack with this weapon, make a ranged basic attack, changing the attack to “Dexterity vs Reflex”, and changing the range to burst 1 within 10. This weapon may not be used as part of a power.
Flash Grenade: When thrown, this grenade causes an extremely bright light, temporarily blinding those who look directly at it.
Special: Priming the grenade takes a minor action and a DC 10 Alchemy or Engineering check. To make an attack with this weapon, make a ranged basic attack, changing the attack to “Dexterity vs Reflex”, and changing the range to burst 3 within 10. Any foe hit by the attack takes a -1 equipment penalty to ranged attack rolls (save ends). This weapon may not be used as part of a power.
Gearbow: The gearbow is an odd device developed in the streets of many poor urban areas. It uses springs to fling sharpened gears which have proven quite effective at cutting through flesh. The gears are loaded into a clip of six, and can be fired in quick succession.
Special: The standard action of loading a gearbow represents locking in another clip of six gears.
Harpoon: Harpoons came into use as weapons used at sea for attacking large, powerful creatures. It is essentially a throwing spear with a barbed tip that causes the harpoon to become stuck in its victims' skin. Most often harpoons are attached to a tether of some sort to allow the user to pull his target closer to him.
Special: On a critical hit, you can choose to have the harpoon attach to your foe. Once attached, you can pull the target toward you by making a Strength attack vs the target's Fortitude defense as a standard action. On a hit, the target is pulled toward you three squares. On a miss the harpoon is pulled out of the target.
Rivet Gun: Generally used to make repairs on warjacks, or simply for the many applications of affixing two metal plates together, the rivet gun can also be used as a weapon. It fires a metal rivet through specially packed shots, and the gun holds ten such shots.
Special: A rivet gun may only be fired once per round.
Wrist Gearbow: This is simply a smaller version of the gearbow which is actually held on a bracer and allows the user to fire without having to use his hands. It only has a four shot clip, however, and less powerful spring mechanisms.
Special:The move action to load the weapon represents loading a four shot clip.
Wrist Harpoon: This launches a small harpoon, usually attached to a tether of some sort. There is a small winch that is used both to load the harpoon and to reel in tethered victims.
pecial: On a critical hit, you can choose to have the harpoon attach to your foe. Once attached, you can pull the target toward you by making a Strength attack vs the target's Fortitude defense as a standard action. On a hit, the target is pulled toward you three squares. On a miss the harpoon is pulled out of your foe.
Arrow and Bolt Ammunition |
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| Weapon | Damage | Range | Price | Weight | Group | Properties |
| Barbed | +2 | - | 1 gp per 5 | 1 lb per 10 | Ammunition | Special |
| Cleft | +2 | - | 1 gp | 1 lb per 10 | Ammunition | High Crit |
| Explosive | +1d6 Fire | - | 5 gp | 1 lb per 10 | Ammunition | High Crit |
| Flaming | +1d6 Fire | - | 1 gp per 2 | 1 lb per 10 | Ammunition | - |
| Grappling | - | - | 2 gp | 2 lb | Ammunition | Special |
| Message | - | - | 1 gp per 3 | 1 lb per 10 | Ammunition | Special |
| Screaming | - | - | 1 gp per 5 | 1 lb per 10 | Ammunition | Special |
Barbed: These arrows have hooks facing away from entry that make them difficult to remove without causing a great deal of damage and pain.
Special: These arrows stick in flesh on a hit, and if removed without spending a full minute, deal 1d6 damage.
Cleft: The head of this arrow has two bladed prongs. The blades often catch on bone and flesh.
Explosive: These hollow-headed arrows contain a small amount of blasting powder that combines and explodes on contact.
Flaming: The head of this arrow is covered in flammable materials, and lit before firing. They are effective at catching things on fire from a distance.
Grappling: While not effective in combat, these arrows drag a 100 ft line behind them. The arrowhead drives deep into nearly anything but wood, and can support up to 250 lbs of weight pulling on the rope.
Message: The hollow shaft of this arrow allows short messages to be stored inside.
Screaming: The tip of this arrow causes it to make a high pitched “screaming” sound when fired into the air that can be heard for a mile.
Simple Melee Weapons |
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One Handed |
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| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| Bayonet | +2 | 1d4 | - | 8 | 2 lb | Light Blade | Special |
| Cryxian Dirk | +2 | 1d4 | - | 10 | 3 lb | Light Blade | High crit |
| Cutting Torch | +0 | 1d12 | - | 15 lb | Mech | Reach, Special | |
| Gaff | +1 | 1d4 | - | 2 | 1 lb | Axe | |
| Garrote | +2 | - | - | - | - | Special | Special |
| Jackwrench | +1 | 1d8 | - | 10lb | Mace, Mech | Versatile, Special | |
| Small Hammer | +1 | 1d4 | 5/10 | 8 | 2lb | Hammer, Mech | Heavy Thrown, Off Hand |
| Small Wrench | +1 | 1d4 | 5/10 | 8 | 2lb | Mace, Mech | Light Thrown, Off Hand |
| Springblade | +2 | 1d3 | - | 10 | 1 lb | Light Blade | Special |
| Stiletto | +3 | 1d4 | - | 3 | 1 lb | Light Blade | |
Two Handed |
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| Alder's Chain | +2 | 1d6 | - | 10 | 6 lb | Flail | Reach |
| Gaff Spear | +1 | 1d8 | - | 7 | 7 lb | Spear | Reach |
| Sledgehammer | -1 | 2d8 | - | 20lb | Hammer, Mech | ||
| Staff-spear | +2 | 1d8/1d10 | - | 50 | 8 lb | Spear/Staff | Special |
| Steam cutter | +0 | 1d12 | - | 25 lb | Mech | High Crit, Special | |
Bayonet: The bayonet is an essential weapon in modern warfare. It is shaped like a dirk, but has a fixture on the hilt that allows it to be used in conjunction with a rifle. It is used as a spear when affixed to the end of a rifle, or as a dagger when used on its own.
Special:When affixed as a spear to a carbine or rifle, the bayonet has the listed statistics except that it has reach. When used as a dagger it has the listed statistics except that its proficiency bonus is +3.
Military Melee Weapons |
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One Handed |
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| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| Caspian Battleblade | +2 | 2d4 | - | 22 | 12 lb | Heavy Blade | Versatile |
| Horseman's Axe | +2 | 2d6 | - | 50 | 25 lb | Axe | High Crit, Special |
Two Handed |
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| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| Cleft Greatsword | +2 | 2d6 | - | 350 | 14 lb | Heavy Blade | High Crit |
| Cleft Spear | +2 | 1d10 | - | 300 | 8 lb | Spear | High Crit |
| Hunting Spear | +3 | 1d8 | 5/10 | 25 | 8 lb | Spear | Heavy Thrown |
| Khardic Spear | +3 | 1d8 | 10/20 | 20 | 5 lb | Spear | Light Thrown, Special |
| Maul | +1 | 1d12 | - | 10 | 20lb | Hammer | High Crit |
Caspian Battleblade: These are thick, sharp and heavy longswords often used by Cygnaran horsemen. They are purely used as slashing weapons, since the tip is unsharpened.
Horseman's Axe: Used by Khards and Umbreans alike, this weapon is essentially a large, long cleaver. The handle is specially designed to fit into a user's arm while fighting from horseback, and when used from a horse, the weapon can be deadly. On the ground however, the weapon is large and unwieldy, making it a cavalry weapon only.
Special: While fighting on horseback against unmounted targets, treat this weapon as if you were wielding it with two hands. While fighting on the ground this weapon loses its proficiency bonus to attack.
Military Two-Handed Melee Weapons
Cleft Greatsword, Spear: Cleft weaponry was designed by worshipers of the Devourer Wurm ages ago, and is still in use. Essentially these weapons are the same as their normal counterparts, except that the blade of the weapon has been cut down the middle, with blades being sharpened into the separation. They are difficult to craft, but the separated blades are ideal for ripping through flesh and cutting deep enough to tear arteries and major organs.
Hunting Spear: This weapon was specifically made for hunting animals, on foot or on horseback, as either a stabbing or throwing weapon.. The thick haft keeps it from breaking even under very heavy weight, and the spearhead has enough weight behind it to manage a powerful throw.
Khardic Spear: Developed long ago, the Khardic spear is a commonly used war weapon even in the modern environment of powerful guns and mechanikal swords. The Khardic spear is light and easily thrown a great distance across the battlefield. It is also ideal against other cavalry, since its design allows it be used as a lance.
Special: When you are mounted and this is used against other mounted enemies this weapon deals 2 extra damage on a successful melee attack.
Maul: A maul is essentially the same piece of equipment as a sledgehammer except that it was actually designed for war. As a result the head is not quite as heavy, but this allows the weapon to used effectively against moving opponents. Humans and Dwarves alike favor this weapon for its sheer stopping power.
Superior Melee Weapons |
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Two Handed |
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| Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
| Battleglaive | +3 | 3d4 | - | 50 | 18 lb | Heavy Blade | High Crit |
| Nyss Claymore | +3 | 2d6 | - | Special | 8 lb | Heavy Blade | High Crit, Versatile |
| Ogrun Warcleaver | +3 | 2d8 | - | 40 | 35 lb | Axe, Polearm | Reach, High Crit, Large |
| Umbrean Waraxe | +2 | 1d12/1d6 | - | 40 | 25 lb | Axe, Spear | High Crit, Double |
Battleglaive: The battleglaive is shaped and used very much like the Caspian Battleblade. The tip of the weapon is never sharpened and the weapon is focused toward being used as a chopping and cutting weapon. The battleglaive is simply larger, and often has an elongated hilt to allow more powerful chopping blows.
Nyss Claymore: The ceremonial and battle-tested weapon of the northern elven people, the Nyss Claymore is an expertly crafted blade. Forged in an ancient ceremony with elven skill and precision these blades are balanced enough to feel as light as a rapier when used properly.
They are almost entirely impossible to find on the open market, and the listed price is simply what they might go for if made available.
Ogrun Warcleaver: This weapon is a symbol of the legendary strength and size of ogrun warriors. Existing as far back as the heyday of Morrdh, this weapon is a long polearm with a large halberd blade at the top. The twelve foot long pole and the three foot long cleaver blade make it a frighteningly useful weapon, even up to fifteen feet away from the user.
Special: A large creature using an ogrun warcleaver has reach 3.
Umbrean Waraxe: This ax is a popular design among Khadorans and Umbreans alike. The top has a double headed ax, while the end has a spear attached.
Weapon Customization |
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| Customization | Cost | Type | At Creation | After Creation |
| Barbed | +300 gp | Melee | Yes | No |
| Cleft-Bladed | +300 gp | Bladed Melee | Yes | No |
| Firearm Combination | Cost of Firearm +200 gp | All | Yes | Yes |
| Folding | +20 gp | Bow and Crossbow | Yes | No |
| Hollow Hilt | +10 gp | All | Yes | Yes |
| Hooked | +100 gp | Melee | Yes | No |
| Injector | +100 gp | Piercing Melee | Yes | No |
| Serricsteel | 3x Normal Weapon Cost +500 gp | Metal Melee | Yes | No |
| Serricsteel, Quenched | 4x Normal Weapon Cost +1000 gp | Metal Melee | Yes | No |
| Spring Loaded | +30 gp | Special | Yes | No |
| Twin Bolt | 2x Normal Weapon Cost | Crossbow | Yes | No |
Reading The Weapon Customization Table
Weapon customization entries contain the following information.
After Creation: This lists whether or not the customization may be applied after the creation of the item.
Cost: The amount that the customization adds to the price of the item. If the entry is a multiplier, then it applies to the unmodified cost of the item. For example, if the entry states “3x Normal Item Cost” then the customization costs three times the price of the item before any customizations or mechanikal components.
Type: The weapon group or type of item that can have the customization applied to it.
Weapon Customizations
Through the years smiths have come up with different means for manufacturing weapons. These customizations are often part of a cultural phenomenon, particularly in the case of cleft-bladed weapons.
Barbed: Weapons with this added feature have numerous spikes built into the whole weapon. Add a +2 enhancement bonus to the weapon's damage.
Cleft-Bladed: The blade of this weapon is split down the middle, and catches flesh and bone between the center. Weapons with this customization gain the high crit property.
Firearm Combination: You combine a melee weapon with a pistol. By doing so, you reduce the proficiency bonus for the pistol and the melee weapon by 1, and the load time for the pistol increases by 1 standard action.
Folding Bow: This allows a bow or crossbow to be folded in half through the use of strong, locking hinges, and reassembled quickly. By spending 1 Full Round Action the weapon can be folded or unfolded.
Hollow Hilt: The hilt of these weapons has a hollow section which can be used to store very small items, like lock-picks or a small vial of liquid.
Hooked Weapon: These weapons have protruding hooks that make it easier to control opponents on the battlefield. They originated with goblins, but have come to see use by the watch as a means of stopping criminals without too much injury.
When using powers that force an opponent to move with a push or pull you may increase that movement by one square. In addition, powers that force an opponent to fall prone gain a +1 item bonus to the attack roll when using a hooked weapon for the attack.
Injector: These weapons have an internal mechanism that injects a selected alchemical substance into a foe. A poison can be loaded into the weapon as a standard action, and when thusly stored ignores any rules about using the poison in a specific time frame. In addition the poison's attack roll gains a +2 equipment bonus.
Serricsteel: Crafting a weapon from serricsteel insures that the weapon is harder than almost anything it is to be used against, allowing it to slice through it with ease. Weapons crafted from serricsteel ignore up to 10 points of resistance against physical attacks. In addition, these weapons weigh 20% less than they normally would.
Serricsteel, Quenched: These weapons slice through nearly any substance without difficulty. Ignore all resistance to physical attacks when attacking with a weapon made of quenched serricsteel. In addition, these weapons weigh 20% less than they normally would.
Spring-Loaded: These weapons have hidden weapons loaded into the haft which can be drawn through a mechanism. This customization can be applied so long as the spring loaded weapon would fit into the haft of the hafted weapon. Launching the spring loaded weapon is a minor action.
Twin-Bolt: These crossbows actually have two firing mechanisms. Thus, two shots can be fired before needing to be loaded again.