Morgan's Iron Kingdoms Gearbooks (FMF Ruleset)

Ehh i will just justify it in my version of the ik as a requisition from llael high comand for a durable, melee capable, direct fire warjack capable of damaging durable targets and hiting lithe targets, the solution grab a vanguard strap a dual cannon to it, give it a sword and a fencers reflex array

That’s looking like a pretty good conversion (Just a pity the paint looks a bit off - was the model repainted without stripping it first?)

What did you use for the blade and the cannon? And is it actually a different head, too?

Spearhead [Spell]

Spell Lists: Warcaster (IKRPG p. 149 version, Ordic, Protectorate), Warlock (Farrow, Skorne, Trollkin)
Cost : 3
Range: Self
AOE: -
Power: -
Upkeep: Yes
Offensive: No

The spellcaster and friendly characters within 2” of the spellcaster gain Defensive Line and Gang (see IKRPG, p. 160 and p. 163).

Morgan’s Notes: Characters with Defensive Line gain +1 ARM while in B2B with one or more friendly characters; if they are in B2B with one or more friendly characters with Defensive Line, they gain +2 ARM instead.
Characters with Gang gain +1 to melee attack and melee damage rolls when making melee attacks that target an enemy in melee range of another friendly character; if they are targeting an enemy with a melee attack that is in melee range of another friendly character with Gang, these bonuses increase to +2.

Comments welcome, as usual.

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I couldnt manage to strip the primer that was used completly unfortunamently, the head is the same but a bit of file work on it, the blade and gun are 3d printed designd i made on blender

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You really captured the aesthetics of the Iron Kingdoms with your 3d print work then!

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Thank you, goal archieved then, but originaly i planed on doing it by hand sculpt, but i didnt like how the sword panned out, so i scrapped that and went to digital sculpting

Spellbond Constructer

Warcaster Armour upgrade (see Gearbooks I or II PDFs for a rules proposal for upgrading warcaster armour)

Cost: 150 gc

Effect: While a suit of warcaster armour fitted with a spellbond constructer is running its arcane turbine at full steam, a Veteran-level warcaster can use a free bond slot to bond to the spellbond constructer and cast an upkeep spell through the device, after which the spell’s upkeep cost is reduced by 1 (This means that, normally, the warcaster will not have to spend any focus to upkeep the spell, though effects like the Lamentation spell (see IKRPG, p. 241) that increase upkeep costs mean the warcaster may have to spend focus to make up the difference when upkeeping the spell in the constructer).

Each spellbond constructer can only support a single spell simultaneously, and casting a spell through the device does not require any of the additional effort that forging a bond normally entails. A suit of warcaster armour can be equipped with any number of spellbond constructers (though there is no point to installing more constructers than the number of upkeep spells known by the warcaster, or greater than the power available from the arcane turbine).

Morgan’s Notes: In most cases, warcasters keep spellbond constructers in reserve for when they start losing their warjacks during a battle, which simultaneously frees up the bond slots and also increases the warcaster’s need to rely more on pouring arcane power into spells and their own attacks and defenses.

Power Requirement: 1

Installation: Installing a spellbond constructer requires two hours of labour followed by a successful INT+Mechanikal Engineering roll against a target number of 13.

Fabrication: The material cost of the spellbond constructer’s parts is 50 gc. It takes one week to construct the device. Fabricating a spellbond constructer requires the Inscribe Formulae ability as well as a successful INT+Mechanikal Engineering roll against a target number of 13.

Comments welcome, as usual.

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Soul Transference

Enchanting Rune (see Wild Adventure, pp. 48-59, for rules for enchanting)
Type: Talisman
Prerequisite : Lore (Kossk) 2
Rune Points: 2
Effect: Friendly characters within the command range of the character wearing the talisman enchanted with this rune may spend soul tokens on this character as if the soul tokens were on themselves (Generally, soul tokens can be used like feat points, or they can be spent to remove a point of fatigue or gain a paint of focus or fury per soul token spent).
The character wearing the talisman enchanted with this rune still has the final say about whether friendly characters may spend their soul tokens.

Comments welcome, as usual.

Augmented Induction Distributor [Clockwork Vessel Upgrade]

Cyriss-Tech

Prerequisite: Focuser

Vectors in this character’s battlegroup and in their Control Area double the distance at which they can induct focus into other vectors (Normally, this means focus can be inducted into vectors within 12” of each other).

Comments welcome, as usual.

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Memoriser Lens

Cost: 510 gc (capacitor not included)

Description: Ironically also known both as Angellia’s Funnel and Eye of Ekris, this device looks not dissimilar to a particularly fat, conduit-wrapped magnifying glass a little larger than a fist that is powered by an alchemical capacitor installed in the handle. Viewing any visual information through the device’s lens imprints it on the user’s memory, allowing perfect recall for a substantial period of time, though imprinting more than one set of facts simultaneously will have a cumulative negative impact on this retention.

Rune Points: 3

Special Rules: If a character with the Photographic Memory Intellectual archetype benefit (see IKRPG, p. 116) uses a powered memoriser lens, they can simply read extremely fast, and can, for example, perfectly recall a page from a book they looked at through the memoriser lens for one turn.
A character without this archetype benefit can also acquire visual information at the same speed with the aid of a memoriser lens and gains equally perfect recall, but this recall only lasts for a number of weeks equal to the sum of their INT and PER, plus 1d3. Additionally, each additional set of visual information imprinted in this manner before the first has faded reduces the time during which perfect recall is possible by one week for each additional set of information. This penalty is cumulative and applies to all imprinted sets of information, including those imprinted during previous sessions (This also means that eventually imprints begin to cancel each other out, effectively “freeing up” mental space again).
Furthermore, when a character without the Photographic Memory Intellectual archetype benefit imprints visual information with the aid of a memoriser lens, information they cannot understand counts as an additional set of imprints (e.g. if a character without any understanding of mechanika tries to memorise runeplate or conduit schematics). Imprinting pictographic information or unknown languages rather than texts written in a language the user understands also counts as an additional set of information. Last but not least, the GM has the final say as to whether visual information constitutes a coherent set (e.g. a novel would be considered a single set of visual information, as would the schematics of a piece of dedicated mechanika, but a standard weapon runeplate and the conduit configurations of a generic mechanikal weapon should be considered two sets of information, as they are not intrinsically linked).

Morgan’s Notes: Organisations with a lot of proprietary information are usually very leery of anybody using memoriser lenses, as these devices would allow easy theft of their intellectual property. Spies intending to use these devices have to get creative when hiding these devices for this very reason. Surprisingly, however, many academic institutions are less concerned with the device, as it only allows recall of information, not understanding, so individuals trying to use memoriser lenses to cheat on their exams are usually caught very quickly by their rote repetitions and inability to explain the material (also, the lens only allows retention of visual information, which limits its usefulness in academic settings that involve discussion and practical experiences as much as scholarship).

Fabrication: The material cost of the memoriser lens’s parts is 25 gc. It takes three weeks to construct the device. The pertinent Craft skill for construction is Craft (glassworking).
The memoriser lens’s runeplate takes three weeks to inscribe and requires a successful INT+Mechanikal engineering roll against a target number of 15.

Comments welcome, as usual.

Not much in the way of feedback here? Is something wrong with the designs, is it because they are FMF and not D20, or is something else wrong?

I just dont fell that confortable to give feedback, but i will try to give some

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The full rules proposal for Skorne sacral stone shard enchanting can be found in the Gearbooks II PDF, pp. 136-147.

Subjugation Harness

Skorne sacral stone ancestral item
Vessel: Beast Restraints (see Fabrication)
Ancestor: See Fabrication
Ancestral Shard Potency: See Fabrication
Ancestral Shard Points: See Fabrication

Description: These ornate, blade-festooned sets of collars, muzzles and manacles have been fitted with the shards of the sacral stone of an ancestor with the knowledge and skill required to break a certain type of beast. Slapping these restraints onto a beast will render it susceptible to a warlock’s control even when the beast hasn’t been properly conditioned yet, making these restraints a most useful tool to bring in exceptionally rare beasts that can be difficult to overpower without too much damage to the creature otherwise.

Special Rules: A warbeast that has had a subjugation harness placed on it – which takes a full action for a character in B2B with the beast in question and usually requires the beast to have been rendered stationary or otherwise immobilised first – gains Resonance: Skorne and can be bonded to and controlled by a Skorne warlock like any other untrained warbeast of its type. Removing the subjugation harness will automatically break this bond, and the beast will again be treated like a regular beast of its type again, rather than an untrained warbeast.
A subjugation harness only works for a single type of warbeast (e.g. a subjugation harness made for a basilisk drake will only work on basilisk drakes). A beast currently under the effect of a subjugation harness cannot be conditioned or trained, and cannot gain experience or develop a behaviour, though it will still suffer from backlash if the warlock it is bonded to is killed.
In contrast to normal sets of beast restraints (see IKU, p. 301), a subjugation harness does not hinder a beast’s actions, and most beasts will not realise what the harness does until a warlock clamps down their will on them, at which point they cannot remove the harness any more anyway.

Fabrication: Crafting the vessel and the ancestral sacral stone shard follows the normal rules. Fabricating a subjugation harness for a medium-based beast requires a vessel costing 24 sl, while a vessel for subjugation harness for a large-based beast costs 36 gc, and the vessel for a subjugation harness for a huge-based beast costs 48 sl.
Successfully imbuing a subjugation harness requires a sacral stone shard cleaved from the sacral stone of an ancestor who met the prerequisites required to condition the warbeast in question, though only the highest-level skill or ability is used to determine the potency and shard point cost of the shard in question (e.g. the shard required for the subjugation harness for basilisk drakes mentioned above requires the sacral stone shard of an ancestor who had Animal Handling 1 and Medicine 1, and since both of these skills can be acquired at Hero level, the required potency of the shard is 2, for a total shard point cost of 3. In comparison, the sacral stone shard for a subjugation harness that can dominate a desert hydra would be a potency 3 shard, with a total shard point cost of 4, as conditioning a desert hydra requires Animal Handling 3 (which requires the ancestor to have reached Veteran level at the very least) and Medicine 2).

Comments welcome, as usual.

Seems strong since it would allow, with propper set up mid combat bonding with a warbest, my gut tells me that working on stationary beasts may be a bit much, but then again it needs preparation, and a lot of it so it most likely is fine the way it is now

The subjugation harness is really intended to aid capturing future warbeasts (and can provide a poor stopgap warbeast in a pinch, of course); so the as yet truly wild beast probably wouldn’t allow a Skorne to approach it and put the harness on it if it wasn’t held down first.

Comfortable

Mechanikal Rune
Type: Armour
Cost: 150 gc
Rune Points: 1

Effect: While the suit of armour equipped with this rune is powered, the wearer of this suit of armour is not discomfited by being in armour for prolonged periods of time, and can even get restful sleep while in armour (This rune also has some of the functionality of the cleanly rune (see MIKG3), making sure the wearer does not easily become infested with the kinds of parasites that would thrive if a suit of armour wasn’t taken off regularly, and also making the wearer of the suit of armour much less of a strain on their companions’ noses).

Morgan’s Notes: Most individuals interested in having this rune installed in their mechanikal suits of armour also include an armour runeplate selector (see MIKG1, p. 81) so they can quickly switch between “rest mode” and “combat” configurations.
Alternatively, the comfortable rune can be installed in a clockwork talisman (see MIKG3), which easily allows multiple individuals to benefit from its effects by simply giving the talisman to whoever has to currently stay in full armour during their period of rest.
Last but not least, this rune also enjoys popularity with sufficiently wealthy individuals who have trouble sleeping because of the sleep positions they are forced into (e.g. a character recovering from broken bones who cannot move into a comfortable position because of their splints and bandages).

Comments welcome, as usual.

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Great for roleplay and paranoic player characters

Also for troops in poorly-manned garrisons or when a situation is particularly tense, e.g. an attack is expected.

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Benedictor [Ability]

Prerequisites: ARC 4, Priest of Morrow career, Lore (Morrow) 2

This character is an expert at performing rituals which provide blessings (i.e. rituals that apply the Blessed property to weapons, armour, or places; the GM has the final say as to whether a ritual is considered to be covered by this ability, though rituals that explicitly mention the Blessed property always benefit from this ability). When performing such a ritual, the character gains an additional die to the ARC+Lore skill roll.
Additionally, if a character with this ability also has the Warding Circle Gifted archetype benefit (see IKRPG, p. 115), they can craft the warding circle within five minutes instead of fifteen minutes.

Comments welcome, as usual.

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Seems balanced, concised and nice, excelent work