You are on page 1of 11

Player Section

Cygnaran Characters Cygnaran Warcaster (Warcaster)


A number of options are available only to characters of Cygnaran Heavily trained and mentored, Cygnaran warcasters are the
origin. These options include a new career, modifications to pride of the nation. In addition to any former military training,
existing careers, a new skill, and kingdom-specific spell lists. each member has graduated from the Strategic Academy and
completed a tour as a journeyman warcaster assigned to serve
Cygnaran Career Options under a senior warcaster in the field.
The options available to Cygnaran characters are described
Only Cygnaran humans can be Cygnaran Warcasters. This
below. A player can choose to use as many career options as he
option must be taken at character creation. A character cannot
wishes during character creation and can take some or all of the
be a Cygnaran Warcaster and a standard Warcaster. A character
options his character meets the requirements for. For example,
starting the game as Cygnaran Warcaster must choose Arcane
a player creating a Cygnaran Gun Mage/Warcaster can decide
Mechanik, Arcanist, Aristocrat, Field Mechanik, Gun Mage,
to take the Arcane Tempest option but decide not to take the
Horseman (p.  179), Knight, Man-at-Arms, Military Officer,
Cygnaran Warcaster option for his character.
Pistoleer, Ranger, Rifleman, Soldier, Sorcerer, Stormblade, or
Arcane Tempest Gun Mage (Gun Mage) Trencher for his second career.
The Militant Order of the Arcane Tempest is a branch of the A character taking this option:
Cygnaran military made up exclusively of gun mages trained
to serve their nation. Arcane Tempest members serve alongside • Begins with Connections (Cygnaran military).
the other service branches of the army, providing fire support • Uses the spell list below instead of the Warcaster spell list in Iron
on the battlefields of Immoren. Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules.
Only Cygnaran humans can be Arcane Tempest Gun Mages. A • Begins with Arcane Bolt and Blur. If the character gains
character cannot have both the Arcane Tempest Gun Mage and Arcane Bolt from both of his starting careers, select one
the standard Gun Mage careers. A character starting the game additional Cost 2 spell from either of the character’s spell lists.
as a member of the Arcane Tempest must choose Aristocrat,
Horseman (p. 179), Military Officer, Pistoleer, Ranger, Rifleman,
Soldier, Spy, or Warcaster for his second career. COST 1 Arcane Strike, Jump Start, Return Fire
A character taking this option:
Arcane Bolt, Aura of Protection, Blur
• Begins with an armored great coat. (p. 91), Dead Eye (p. 91), Disruptor
• Begins with Connections (Cygnaran military). COST 2 (p. 91), Electrify, Fortify, Foxhole,
Heightened Reflexes, Lightning Shroud
• Can gain the Runesmith ability (p. 90) as a career ability. (p. 91), Positive Charge, Refuge, Snipe
• Can gain the Rune Shot: Disruption spell (p. 91) as if it were Arcane Blast (p. 91), Chain Lightning,
on his career spell list. COST 3 Deceleration, Earthquake, Electrical Blast,
Fail Safe, Force Field, Guided Fire
COST 4 Force Hammer, Tide of Steel, Voltaic Lock

87
Cygnar

Illuminated Arcanist (Arcanist)


The arcanists of the Order of Illumination have devoted their
lives to combating the practitioners of black magic wherever
they are found. Many of the order’s arcanists are former
members of the Fraternal Order who were stirred to action by
the perceived corruption among their peers. Possessing holy
magic fueled by faith, the Illuminated Arcanists are among
the Church of Morrow’s foremost soldiers in its war against
the infernal.

Only a human of the Morrowan faith can be an Illuminated


Arcanist. A character cannot be an Illuminated Arcanist and a
standard Arcanist.

A character taking this option:

• Begins with Connections (Order of Illumination).


A character taking this option:
• Uses the spell list below instead of the Arcanist spell list in
Iron Kingdoms Full Metal Fantasy Roleplaying Game: Core Rules. • Starts the game with Riding 1 and the Cavalry Charge
ability but does not start with Cleave or Defender.
• Begins with Eyes of Truth, Guided Blade, and Occultation.
• Begins with an electro lance (p. 92), shield, and a warhorse
Arcane Strike, Guided Blade, Light in the with tack and Storm Knight barding (p. 92) but does not
COST 1
Darkness begin with a storm glaive.

Banishing Ward, Blade of Radiance, Trencher Commando (Ranger/Trencher)


Blessings of War, Eyes of Truth, Exorcism The commandos are an elite branch of the toughest soldiers
COST 2
(p. 91), Occultation, Shield of Faith, True in Cygnar’s formidable army. Extensively trained in the
Sight techniques of the Cygnaran Reconnaissance Service (CRS),
the Trencher Commandos are accustomed to operating behind
Daylight, Hex Blast, Lamentation, enemy lines where their skills in stealth and wetwork can be
COST 3
Purification, Sunburst put to the greatest use.

COST 4 Force Hammer, Force of Faith, Star Fire Only a character who begins the game with the Ranger and
Trencher careers can be a Trencher Commando.
Stormguard (Man-at-Arms/Stormblade) A character taking this option:
The Stormguard are a division of Cygnar’s legendary Storm
Knights. Armed wtih advanced voltaic halberds, the men and • Starts the game with the Anatomical Precision and Prowl
women of the Stormguard serve on the battlefields as well as abilities but does not start with Bayonet Charge or Dig In.
in palaces of Cygnar, acting as the elite defenders of the king. • Begins with a carbine, a trench knife, and three explosive
Only a character who begins the game with the Man-at-Arms grenades but does not begin with a bayonet, entrenching
and Stormblade careers can be a Stormguard. spade, or military rifle.

A character taking this option:

• Starts the game with the Set Defense and Specialization


(Voltaic Halberd) abilities but does not start with Blaster,
Defensive Line, or Specialization (Storm Glaive). Existing Options
• Begins with a voltaic halberd (p. 94) instead of a storm glaive. Along with these new options for Cygnaran characters,
a number of existing options can be modified for a
Storm Lance (Knight/Stormblade) specifically Cygnaran origin. A player familiar with
The Storm Lances are Cygnar’s awe-inspiring, electrically WARMACHINE and wishing to play a Long Gunner
charged heavy cavalry. With both rider and steed encased in character could create a Rifleman/Soldier and start with
layers of galvanically insulated blue steel, the Storm Lances the repeating long rifle option. A player wishing to be a
thunder across the battlefields of western Immoren to the roar Sword Knight might consider playing a Knight/Man-at-
of sky-splitting thunder. Arms. A player who wants to play a Precursor Knight may
choose to make a Knight/Priest (Morrowan).
Only a character who begins the game with the Knight and
Stormblade careers can be a Storm Lance.

88
Stormsmith Prerequisites: Human (Cygnaran)

Abilities: Specialization (Stormcaller and Lightning Rod), Weatherman, Weather Vane


Starting Abilities, Connections: Connections (Cygnaran military)
Connections, and Skills Military Skills: Great Weapon 1
Occupational Skills: Mechanikal Engineering 1 and Stormsmithing 1 (p. 90)
Starting Assets Stormsmith armor (p. 92), stormcaller and lightning rod (p. 93)

Electromancer (p. 90), Eye of the Storm (p. 90), Hit the Deck!, Maestro (p. 90),
Stormsmith Abilities Specialization (Stormcaller and Lightning Rod), Storm Booster (p. 90), Weatherman (p. 90),
Weather Vane (p. 90)
Stormsmith Connections (Cygnaran military)
Connections
Stormsmith Military Great Weapon 2, Hand Weapon 2
Skills
stormsmith General Skills 4, Mechanikal Engineering 3, Stormsmithing 4 (p. 90)
Occupational Skills

A stormsmith is an undisputed master of the elements. With


barely contained exhilaration he marches alongside the Cygnaran
army using sophisticated mechanika to call down thunder and
lightning to consume the enemies of his nation or to manipulate
the temper of the skies. Recruited for his mechanical aptitude
and keen scientific mind, the stormsmith uses the battlefield
as a laboratory in which he manifests the full strength of his
knowledge and skill in the form of fire from the heavens.

Most stormsmiths begin their training by mastering the mighty


stormcaller, a device capable of harnessing the wrath of the
storm with remarkable precision. Holding the lightning rod
aloft and working the complex dials of the caller, a stormsmith
can summon storms from the clearest skies to scorch the earth
with raw voltaic power.

Playing a Stormsmith: The Stormsmithing skill and its myriad


uses hold the key to this career. Not only can the unpredictable
stormsmith call down bolts of lightning to blast apart his
enemies, he can also manipulate weather. The stormsmith has
the capacity to summon pounding rains to hinder his enemy’s
pursuit or to snuff out fires. He can call up winds to fill a sail
or to hammer nearby buildings, and he never wants for a
dramatic rumble of thunder. Although stormsmiths begin play
with a powerful set of mechanikal weaponry, they are not by
necessity Arcanists or Arcane Mechaniks, though this career
pairs thematically with either of those careers. A stormsmith
could also benefit from a second career of Soldier to pick up
some defensive battlefield tactics that help keep him alive
while he works his manipulations. The spectacular nature of
stormcalling, however, does not lend itself particularly well to
careers who rely on stealth, such as Spy or Thief. Stormsmiths
can choose any archetype during character creation.

An experienced stormsmith has access to a number of ways to


deal death via the heavens. Upon reaching the Veteran level, the
character gains access to the Electromancer ability that grants
boosted damage on all his lightning strikes as well as access to
the Eye of the Storm ability, which allows him to unleash the
full fury of the storm without fear of harming his allies.

89
Cygnar

New Abilities During his turn, the gun mage can empower the next rune-
etched round fired by each steamjack he controls with a single
Rune Shot spell. The gun mage empowers these rounds by
Electromancer
casting the Rune Shot spell as if he were casting it on himself.
Prerequisite: Stormsmithing 3 To be empowered, a steamjack must be within 24 feet (4˝) of the
gun mage and the next round loaded in its ranged weapon must
The character’s Stormsmithing lightning strike damage rolls
have been rune-etched.
are boosted.
When a steamjack fires a round empowered by a Rune Shot
Eye of the Storm spell, roll a d6. On the roll of 1, the shot has damaged the ranged
Prerequisite: Stormsmithing 3 weapon. The first time a 1 is rolled the weapon permanently
suffers –1 to its attack rolls. The second time a 1 is rolled the
The character’s command over elements is such that he can weapon is ruined. This damage cannot be repaired.
now protect those around him from the fury of the storm.
While operating a stormcaller and lightning rod, this character Storm Booster
and friendly characters in his command range gain Immunity:
Prerequisite: Stormsmithing 2
Electricity.
The character is able to call upon his manipulation of the storm
Maestro to supercharge nearby steamjacks. While outdoors and exposed
Prerequisite: Stormsmithing 1 to the elements, this character can spend a full action to give a
power token to each friendly steamjack in his command range.
The character has a refined mastery over electrical storms and During each steamjack’s Control Phase, allocate it 1 focus point
can tailor the effects of his lightning strikes to his needs. When per power token it has, then remove its power tokens.
the character makes a Stormsmithing lightning strike skill roll,
he can choose one of the following effects. Using a Maestro Weatherman
effect increases the character’s target number for the lightning
Prerequisite: Stormsmithing 1
strike by +2.
The character can reroll failed Stormsmithing skill rolls. Each
• Ball Lightning: On a direct hit, the lightning strike gains
roll can only be rerolled once as a result of Weatherman.
AOE 3.

• Big One: Increase the POW of the lightning strike electrical Weather Vane
damage roll to 13. Prerequisite: None
• Lightning Generator: On a direct hit, lightning arcs from A character with this ability has the uncanny ability to read
the target to d3 consecutive additional characters. The atmospheric conditions and predict the weather. With a
lightning arcs to the nearest character it has not already successful PER check against a target number of 12 this
arced to within 4˝ of the last character it arced to, ignoring character can predict how the weather will act for the next
this character. Each character the lightning arcs to suffers a twenty-four hours with uncanny accuracy and can tell if the
POW 10 electrical damage roll. weather is being artificially manipulated.

Runesmith
Prerequisite: ’Jack Marshal
New Skill
Members of the Arcane Tempest have developed means of Stormsmithing (Perception)
channeling a gun mage’s arcane power into the ammunition The character is adept at using mechanika to manipulate the
fired by the steamjacks they command. Harnessing these forces weather and call down the wrath of storms. Stormsmithing is
is not without risks, however, and unlike magelocks, steamjack a science that requires the use of advanced mechanika in the
weapons can seldom handle such power for long. form of a stormcaller and lightning rod (p. 93).
Only a steamjack armed with a ranged weapon whose To use this skill, the character must have a stormcaller and
ammunition can be rune-etched can be affected by this ability, lightning rod and be outdoors, exposed to the elements.
and then only when it is firing a pre-etched shot. Flamethrowers
and weapons that generate blasts of voltaic energy do not Untrained Stormsmithing: Characters untrained in
have ammunition that can be etched. Etching a single round Stormsmithing cannot make Stormsmithing rolls. Weather
of steamjack ammunition takes one hour. Because a steamjack manipulation is a complex science best left to the professionals.
cannot be loaded with ammunition in the heat of battle, its Stormsmithing Rolls: Weather Manipulation. A character
controlling gun mage must either make sure all of its rounds with this skill can use a quick action to manipulate local weather
are rune etched or be sure he has a system for determining conditions with a stormcaller and lightning rod. It is a relatively
which rounds are etched, such as if the steamjack’s first and last simple matter to summon a small electrical storm, call up a gust
rounds are always etched. of wind, or cause rain to stop. More extreme applications of this
skill require a great deal of proficiency.

90
Weather manipulation affects a 60-foot radius around the roll succeeds, the target is hit by the lightning strike; otherwise,
character. The character can increase the radius, adding +2 nothing happens. Lightning strikes are not ranged attacks and
to the target number for every 30 feet added to the radius. so are not affected by abilities like stealth and do not suffer
Increasing the radius of an effect once it has been initiated ranged attack roll penalties.
requires an additional die roll.
A character hit by a lightning strike suffers a POW 10 electrical
Once the effect is generated, the character can spend a quick damage roll. Additionally, a steamjack hit by a lightning strike
action during each of his turns to maintain the effect without a suffers Disruption. (A steamjack suffering Disruption loses its
die roll. The effects of the character’s manipulation linger for an focus points and cannot be allocated focus or channel spells for
additional d3 rounds after he has stopped maintaining the effect. one round).

To manipulate the weather, make a PER + Stormsmithing roll Assisted Stormsmithing Rolls: In addition to being able to
against a target number set by the Game Master. triangulate their strikes off one another, teams of stormsmiths
can act in concert to greater effect. The characters operating
The following chart offers a sample range of target numbers.
together nominate one character to lead the attempt. Each
Target
character makes his own PER + Stormsmithing roll. For each
resulting effect character who had a result of 15 or higher, add 1 to the result of
Number
the character who led the attempt.
Summon storm clouds, cause storm

New Spells
11 clouds to crack with thunder, produce
light rain, or cause a mild rain to stop
Summon heavy winds to blow in the COST RNG AOE POW UP OFF
14 direction the character chooses, or
cause or halt an immediate downpour
Arcane Blast 3 10 3 13 No Yes
Call up an obscuring mist; characters A magical energy blast radiates from a single point to strike all
17
in the affected area gain concealment characters in the AOE.
Summon hurricane-force winds,
forcing all characters other than the Arcane Bolt 2 12 — 11 No Yes
20 stormsmith in the affected area to
Magical bolts of energy streak toward the target.
make an AGL roll against a target
number of 12 or be knocked down
Blur 2 6 – – Yes No
Stormsmithing Rolls: Lightning Strikes. A character with this Target character gains +3 DEF against ranged and magic attack
skill can use a stormcaller to call down and direct lightning rolls.
strikes. To call down lightning strikes, there must be electrical
storms in the area, either naturally occurring or as a result of
Deadeye 2 6 – – No No
weather manipulation (see above). The target of a lightning
Target character gains an additional die on his first ranged
strike must be outdoors.
attack roll during his next turn.
Calling down a lightning strike requires a full action. Calling
down a strike, whether successful or not, automatically maintains Disruptor 2 10 – – No Yes
any electrical storms created through weather manipulation. Target steamjack hit loses its focus points and cannot be
When a character makes a lightning strike full action, he can allocated focus or channel spells for one round.
choose one of the following options:
Exorcism 2 Self Ctrl – Yes No
• Single Strike: The character calls down a single strike
Characters in the spellcaster’s control area lose Incorporeal.
targeting one character within 10˝ (60 feet). Make one roll to
determine if the strike hits.
Lightning Shroud 2 6 – – Yes No
• Surge: If the character is within 20˝ (120 feet) of another Target warjack in this character’s battlegroup gains +2 STR and
friendly stormsmith operating a stormcaller and lightning its melee weapons gain Electro Leap. (When a character is hit by
rod, he can target up to two characters on a line between a weapon with Electro Leap, you can choose to have lightning
himself and the other stormsmith. Make a separate roll to arc to the nearest character within 4˝ of the character hit,
hit each target. ignoring the attacking character. The character the lightning
• Triangulation: If a character is within 20˝ (120 feet) of two arcs to suffers an unboostable POW 10 electrical damage roll.)
other stormsmiths operating stormcallers and lightning
rods that are within 20˝ (120 feet) of each other, he can target Rune Shot: Disruption 2 Self – – No No
up to three characters within the triangular area between all If the spellcaster’s next rune shot ranged attack this turn hits
three stormsmiths. Make a separate roll to hit each target. a steamjack, the steamjack suffers Disruption. (A steamjack
suffering Disruption loses its focus points and cannot be
To make a lightning strike, make a PER + Stormsmithing roll
allocated focus or channel spells for one round).
against a target number equal to the DEF of the target. If the

91
Cygnar

The lieutenant gains the Natural Leader ability whether or not


Adventuring Companies he meets the prerequisites.
Illuminated Ones
Each character created as a member of the company gains the
The characters are a band of Illuminated Ones, witch hunters of Find Cover ability.
the Order of Illumination. They are tasked with investigating
cases of infernalism, mesmerism (mind control), and
necromancy for the Church of Morrow. Illuminated Ones take Cygnaran Gear
their work very seriously and have the legal authority to act as
judge, jury, and executioners.
Armor
Storm Knight Barding
Requirements: Each member of the company must be a devout
human Morrowan and must have at least one of the following Cost: 675 gc
careers: Illuminated Arcanist (p. 88), Investigator, Knight, or Description: Storm Knight barding consists of heavy metal
Priest (Morrowan). plates and layers of insulated padding that protects the knight’s
Benefits: The characters in the company are regularly steed from his galvanic weapons.
dispatched to investigate cases of black magic. Though they Storm Knight barding cannot be worn by riding horses.
have broad powers to conduct their investigations and enforce
punishments (up to summary execution), they are still expected A horse wearing Storm Knight barding gains the Immunity:
to act as law-abiding citizens and faithful members of the Electricity ability.
Church of Morrow. Storm Knight barding adds +8 to a horse’s ARM.
Each character created as a member of the company begins
with the Iron Will ability and either a Blessed melee weapon Stormsmith Armor
(flail, mace, maul, spear, or sword) or an Execrator pistol Cost: 80 gc
(p. 95). Blessed weapons are magical weapons and have the SPD Modifier: 0
Blessed ability. (When making an attack with a weapon with DEF Modifier: –1
the Blessed ability, ignore spell effects that add to a character’s ARM Modifier: +5
ARM or DEF.)
Description: This is effectively an insulated armored great coat
Unorthodox Engagement Team that protects the wearer from the galvanic fury of the storm.

The battlefields of the Iron Kingdoms are unpredictable and Special Rules: A character wearing stormsmith armor gains
dangerous places in which modern science intermingles the Immunity: Electricity ability.
destructively with ancient arcane rites, and even the best
planning, training, and equipment cannot support every Melee Weapons
situation. Drawn from a variety of service branches, Cygnar’s Electro Lance
unorthodox engagement teams are sent in wherever they are
Cost: 1,760 gc
required, bringing with them a variety of expertise beyond
Skill: Great Weapon
the ken of more conventional military units. Gun mages and
Attack Modifier: –4 (on foot), 0 (mounted)
military arcanists provide support to trencher demolitions
POW: 7
experts and Stormblade ’jack marshals. Rather than fighting
exclusively on the front lines, UE teams are often tasked Description: The signature weapon of the Storm Lances, this is
with the trickiest, most dangerous, and sometimes strangest a galvanically charged mechanikal lance. Though the weapon
missions imaginable, which test their varied skills to the limits. is balanced for charges from horseback, it also features a shorter
blade above the pommel for close in fighting. The electro lance
Requirements: Each member of the company must be Cygnaran
is powered by a storm chamber.
and must have at least one of the following careers: Arcane
Mechanik, Arcane Tempest Gun Mage (p. 87), Field Mechanik, Rune Points: 4
Ranger (CRS), Rifleman (Long Gunner), Stormblade, Stormsmith
Special Rules: A character must have at least STR 5 to use this
(p. 89), Trencher, or Cygnaran Warcaster (p. 87). The players in
weapon.
the group should designate one member of the company to be
the lieutenant. The lieutenant then designates a sergeant. This weapon can be used two-handed only while on foot.

Benefits: The characters in the company receive regular The electro lance has Reach.
assignments and information of military significance. In
A character armed with this weapon gains +2 POW to charge
addition to any mission-specific gear required, the characters
attack damage rolls while mounted.
can also expect to be resupplied with ammunition, grenades,
and alchemical accumulators.

92
A character armed with an electro lance can use it to make
electrical bolt ranged attacks. Electro lance bolts are RNG 8,
AOE –, POW 12 ranged attacks that cause electrical damage.
When making an electro lance ranged attack, the character
makes the attack roll using his POI.

When a character is hit with a melee or ranged attack made


with this weapon, the wielder can cause lightning to arc to the
nearest character within 4˝ of the character hit, ignoring the
attacking character. The character the lightning arcs to suffers
an unboostable POW 10 electrical damage roll.

Each time a character makes an attack with this weapon, he


suffers a POW 12 electrical damage roll. For this reason it is
advised that a character wielding an electro lance wears
electricity resistant Storm Knight armor (see Iron Kingdoms Full
Metal Fantasy Roleplaying Game: Core Rules).

Fabrication: The material cost of the electro lance housing


is 270 gc. It takes three weeks to construct the device. The
Lightning Rod
pertinent Craft skill for construction is Craft (metal working).

The electro lance’s runeplates require four weeks to scribe and


a successful INT + Mechanikal Engineering roll against a target
number of 16.

Stormcaller and Lightning Rod


Cost: 1,160 gc
Skill: Great Weapon
Attack Modifier: –2 (one-hand), (–1 two-handed)
POW: 3

Description: Not a true melee weapon, the stormcaller is a


complex mechanikal device that enables its wielder to generate
and manipulate electrical storms. Though stout enough to
deliver a blow in combat, the lightning rod is intended for
use as an amplifier for a stormcaller. The rod is powered by a
storm chamber.

The stormcaller is a handheld device roughly the size of a large


pocket watch and is powered by the ambient energy of the rod.

Rune Points: 4

Special Rules: The lightning rod has Reach.

A character must have a stormcaller in one hand and the


lightning rod in the other to use the Stormsmithing skill to
manipulate weather or to call down lightning strikes (p. 90).

Fabrication: The material cost of the lightning rod housing is


90 gc. It takes three weeks to construct the device. The pertinent
Craft skill for construction is Craft (metal working).

Electro Lance The stormcaller and lightning rod’s runeplates require four
weeks to scribe and a successful INT + Mechanikal Engineering
or Stormsmithing (whichever is lower) roll against a target
number of 16.

[not to scale]

93
Cygnar

Voltaic Halberd

Voltaic Halberd Ranged Weapons


Cost: 1,110 gc Chain Gun
Skill: Great Weapon
Attack Modifier: 1 (two-handed) Cost: 180 gc
POW: 6 Ammo: 30 (metal-cased light rounds)
Effective Range: 60 feet (10˝)
Description: The voltaic halberd is the weapon of the Cygnaran Extreme Range: 300 feet
Stormguard. It is an electrically charged mechanikal halberd Skill: Light Artillery
powered by a storm chamber. Attack Modifier: 0
POW: 10
Rune Points: 3
AOE: —
Special Rules: This weapon can only be used two-handed.
Description: The chain gun is a multi-barreled, man-portable
When a character is hit with a melee attack made with this belt-fed support weapon used extensively by trenchers. The
weapon, the wielder can cause lightning to arc to the nearest chain gun is generally operated by a crew in the field with a
character within 4˝ of the character hit, ignoring the attacking gunner manning the weapon and a loader who supplies ammo
character. The character the lightning arcs to suffers an and manages the feed. The loader is also tasked with hauling
unboostable POW 10 electrical damage roll. the chain gun’s folding tripod when on the move.
Each time a character makes an attack with this weapon, he Special Rules: This weapon requires two hands.
suffers a POW 10 electrical damage roll. For this reason it
Once during each of his turns, a gunner firing this weapon
is advised that a character wielding a storm glaive wears
can use Burst Fire instead of making a standard ranged attack.
electricity-resistant Storm Knight armor.
When the character uses Burst Fire, he makes d3 attacks but
Fabrication: The material cost of the voltaic halberd housing expends six rounds of ammunition. His attacks that turn must
is 120 gc. It takes three weeks to construct the device. The target a primary target and any number of secondary targets
pertinent Craft skill for construction is Craft (metal working). within 2˝ of the primary target. Ignore intervening characters
when declaring secondary targets. A secondary target cannot
The voltaic halberd’s runeplates require three weeks to scribe
be targeted by more attacks than the primary target.
and a successful INT + Mechanikal Engineering roll against a
target number of 15.

Chain Gun

94
Though the chain gun is capable of laying down impressive Description: The signature weapon of the Order of Illumination,
covering fire, the belt movement is slightly fiddly and can the Execrator is a silver plated, dual-barrel heavy mechanikal
be sped by a gunner managing the feed while the gun is in pistol. The weapon’s runeplate charges rounds fired from the
operation. Managing the feed requires a full action. If another pistol with holy power that is proof against infernals and the
character spends a full action to manage the feed and the undead. The Execrator’s alchemical capacitor is housed within
gunner makes a Burst Fire attack, the gunner can make three its white oak grip.
additional attacks during his turn.
These ornate weapons are masterpieces of craftsmanship.
Instead of attacking with the weapon, the gunner can instead They are produced exclusively by the Sancteum’s armory
use a full action to lay down covering fire. When the character and generally are available only to members of the Order of
uses covering fire, place a 3˝ AOE anywhere completely within Illumination, though some have made their way into the hands
this weapon’s RNG. The center point of the AOE must be in the of wealthy collectors.
gunner’s LOS, ignoring intervening characters. A character
Rune Points: 3
entering or ending his turn in the AOE suffers an unboostable
POW 10 damage roll. The AOE remains in play for one round or Special Rules: Attacks made with this weapon are magical.
until the gunner is incapacitated or destroyed. Using covering
Add an additional die to Execrator damage rolls against infernal
fire expends ten rounds of ammunition.
and undead characters.
The weapon can only be fired while supported by its tripod.
It takes a quick action to load each of the Execrator’s two barrels.
Folding or unfolding the tripod takes a quick action. Mounting
the chain gun on the tripod takes a full action. A character It costs 4 gc for blasting powder, bullets, and metal casings for
moving the tripod while it is folded suffers –2 SPD and DEF, or five heavy rounds.
–3 SPD and DEF while it is open. A character moving the chain
Fabrication: The material cost of the Execrator housing is
gun suffers –2 SPD and DEF. A character attempting to move
240 gc. It takes five weeks to smith the weapon. The pertinent
the chain gun while it is mounted on the tripod suffers –4 SPD
Craft skill for construction is Craft (metalworking).
and DEF. Reduce SPD and DEF penalties by 1 for characters
with STR 6 or greater. The weapon cannot be moved for three The Execrator pistol’s runeplates require three weeks to inscribe
rounds after being fired, while it cools down. and require a successful INT + Mechanikal Engineering or
Lore (Morrowan faith) roll, whichever is lower, against a target
Replacing this weapon’s ammo belt requires a quick action.
number of 14.
Reloading each round into a belt takes one quick action.

It costs 3 gc for blasting powder, bullets, and metal casings for Light Cannon
five light rounds. An extra ammo belt costs 10 gc. Cost: 170 gc
Ammo: 1
Execrator Pistol
Effective Range: 90 feet (15˝)
Cost: 1,270 gc Extreme Range: 450 feet
Ammo: 2 (heavy round) Skill: Light Artillery
Effective Range: 48 feet (8˝) Attack Modifier: 0
Extreme Range: 240 feet POW: 13
Skill: Pistol AOE: 3
Attack Modifier: 0
Description: This is a standard light artillery weapon used by
POW: 11
trenchers. It is fairly light and easily maneuverable by teams
AOE: —
of three men. However, when possible,
trenchers prefer to construct temporary
earthwork firing positions that offer some
Execrator Pistol
degree of protection from incoming fire.

Special Rules: This weapon requires two


hands to operate and fire.

Reloading this weapon takes a full action.


Generally one crewman assists in reloading
the cannon and the gunner fires it.

A character moving the cannon suffers


–2 SPD and DEF. Reduce this penalty by 1
for each additional character aiding in the
movement of the weapon.

It costs 5 gc for a charge and one round of


ammunition.

95
Cygnar

Mini-Slugger
Cost: 250 gc
Ammo: 30 (metal-cased heavy rounds)
Effective Range: 60 feet (10˝)
Extreme Range: 300 feet
Skill: Light Artillery
Attack Modifier: 0 (on stand), –1 (fired standing)
POW: 11
AOE: —
Radcliffe Firestorm
Description: The mini-slugger is an early rapid-fire assault
weapon. Smaller and more portable than the chain gun, it is
sometimes issued as a trencher platoon support weapon. Radcliffe Firestorm
Cost: 240 gc
Special Rules: This weapon can be carried by any character
Ammo: 5 (metal-cased heavy round)
with STR 5 or greater. However, the weapon can be fired from
Effective Range: 48 feet (8˝)
a standing position only by a character with STR 6 or greater. A
Extreme Range: 240 feet
character with a lower STR must fire it from a seated or prone
Skill: Pistol
position with its stand unfolded. Folding or unfolding the stand
Attack Modifier: –1
takes a quick action.
POW: 12
This weapon requires two hands. AOE: —
Once during each of his turns, a character firing this weapon Description: Produced in very small numbers, the Firestorm
can use Burst Fire. When the character uses Burst Fire, he is a repeating heavy pistol that fires metal-cased rounds. Their
makes d3 attacks but expends six rounds of ammunition. His high cost has ensured that these weapons are found only in
attacks that turn must target a primary target and any number the hands of senior military officers and wealthy nobles with
of secondary targets within 2˝ of the primary target. Ignore a taste for rare and exquisite firearms. The weapon utilizes a
intervening characters when declaring secondary targets. A five-chambered ammo wheel that can be replaced in the heat of
secondary target cannot be targeted by more attacks than the combat instead of reloading each cylinder separately.
primary target.
Special Rules: Replacing this weapon’s ammo wheel requires a
Replacing this weapon’s ammo belt requires a quick action. quick action. Reloading each cylinder of the ammo wheel takes
Reloading each round into a belt takes one quick action. one quick action.
It costs 4 gc for blasting powder, bullets, and metal casings for It costs 4 gc for blasting powder, bullets, and metal casings for
five heavy rounds. five heavy rounds.
An extra ammo belt costs 10 gc. An extra ammo wheel costs 15 gc.

Slugger
Cost: 310 gc
Ammo: 30 (metal-cased heavy rounds)
Effective Range: 60 feet (10˝)
Extreme Range: 300 feet
Skill: Light Artillery
Attack Modifier: –1
POW: 13
AOE: —

Description: The slugger is a heavy rapid-fire cannon. It is not


a mobile support weapon and can be fired only from a fixed
position.

Special Rules: This weapon can be carried by any character


with STR 6 or greater. While carrying this weapon, a character
suffers –2 SPD and DEF and cannot make any attacks or other
actions.

The weapon can only be fired from a fixed position, such a


folding tripod or swivel mount.

This weapon requires two hands.

96
Once during each of his turns, a character firing this weapon
can use Burst Fire. When the character uses Burst Fire, he
Cygnaran Steamjacks
The Cygnaran Armory has the singular distinction of being
makes d3 attacks but expends six rounds of ammunition. His
able to call itself the birthplace of all steamjacks, since its
attacks that turn must target a primary target and any number
factories assembled the great colossals for the Rebellion
of secondary targets within 2˝ of the primary target. Ignore
against the Orgoth. In the years that followed, Cygnar led all
intervening characters when declaring secondary targets. A
the other nations of western Immoren in the production and
secondary target cannot be targeted by more attacks than the
design of new steamjacks. Cygnar pioneered the production of
primary target.
the first true cortexes, created the first arc nodes, and has even
Replacing this weapon’s ammo belt requires a quick action. experimented with new sources of power.
Reloading each round into a belt takes one quick action.
Cygnaran warjacks are the pinnacle of steamjack technology,
It costs 4 gc for blasting powder, bullets, and metal casings for built for speed, strength, and performance. The Cygnaran
five heavy rounds. Armory, assisted by private contractors including Engines East
and the Fraternal Order of Wizardry, constantly improves upon
An extra ammo belt cost 10 gc.
the designs to meet emerging wartime needs.

Chassis and Weapon Systems


The armies of the Iron Kingdoms approach their warjacks as
integrated weapon systems. Each chassis has a host of weapons
The Cost developed specifically for it, most designed for use only in
specific configurations. Mounting these weapons on a chassis
of Steam Power they were not designed to work with can be quite expensive
The logistics of operating steamjacks can be daunting, and labor-intensive.
but the actual costs of fuel are fairly manageable. When
purchased in bulk, coal is relatively cheap. In most Rules
populated regions of western Immoren, a ton of coal can The following attributes define each steamjack chassis in the
be purchased for 100  gc. Forward-thinking mechaniks game.
and warcasters stock surplus coal in whichever city or
outpost serves as their base of operations. Ready access Cost: This is the cost of the cost of the chassis in Cygnaran gold
to water can actually be a greater limiting factor in areas crowns.
such as the Bloodstone Marches and the deserts of Description: This is a description of the chassis.
southern Immoren. Most steamjacks carry a load of fuel
to allow many hours of exploration, but all steamjacks Height/Weight: These are the chassis’ technical specs.
burn fuel at a much faster rate when engaged in combat.
Fuel Load/Burn Usage: This describes the chassis’ standard
It is worth noting that outside of the battlefield few fights
fuel load and burn rate.
last more than a handful of minutes, so a fully fueled
steamjack can be counted on to perform in several brief Initial Service Date: This is the date the chassis first entered
engagements each day. service.
The fuel load of a steamjack is typically several hundred Original Chassis Design: This is the original manufacturer or
pounds of water and coal. A typical fuel load ratio is five designer of the chassis.
pounds of water for every pound of coal. A warjack with a
660-pound fuel load would carry 110 pounds of coal and Stock Cortex: This is the cortex that comes stock with the
550 pounds of water. steamjack chassis. The cost of this cortex is included in the cost
of the chassis. It is assumed the cortex has been wiped and has
Coal is available throughout the Iron Kingdoms and no lingering personality at the time of purchase. The cortex can
becomes cheaper when purchased in bulk. The following
be replaced, but the original personality of the steamjack will
prices are standard throughout the Iron Kingdoms:
be lost as a result. For cortex descriptions, see Iron Kingdoms Full
Coal, 20-pound bag: 3 gc Metal Fantasy Roleplaying Game: Core Rules.

Coal, 50-pound bag: 5 gc Stats: These are the chassis’ stats. The steamjack’s INT and PER
are determined by its cortex. The stats listed below assume a
Coal, delivery of 1,000 pounds: 60 gc
stock cortex.
Coal, delivery of 2,000 pounds: 100 gc
Special Rules: These are the special rules that apply to the
chassis.

Damage Grid: This is the chassis’ damage grid.

97

You might also like