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Extracted from: http://privateerpressforums.com/showthread.php?

189074-
Morgan-s-Liber-Mechanika
Date:08/13/2014
Credits for: Morgan Coalburn , in the forum since 2006.

The concept of mechanika - and, quite likely, its weird science aspect - has
always captured my imagination, so I have been working on some ideas for
both new runeplates and new dedicated mechanika.

Before I start posting any details, here are my guidelines for developing
new runeplates:

Weapon Runeplate Rules

 POW bonuses cost 1 rune point per point of POW bonus.


 Critical effects cost 1 rune point.
 Special effects that apply every time cost 2 rune points

For these and all other considerations, I have been mainly looking at
published official runeplates and tried to balance the cost as much as
possible. I have also been looking at mechanika and arcanika in the
Warmachine setting to try and gauge how many rune points a given piece
of mechanika might cost.

Armour Runeplate Rules

 Bonuses to ARM, DEF, SPD, STR, or other attributes cost a


number of rune points equal to the total bonus, plus 1.
 Penalty reductions cost 1 rune point per point of reduced penalty

Again, for these and all other considerations, I have looked at official
runeplates and tried to square my estimates with them.

Dedicated Mechanika Rules

My main approach here is finding a suitable object for the housing (often
with a markup for specialised materials), and then gauging the rune point
cost by utility, already published mechanika, and the cost of spells that
might have related effects.

OK, these are my guidelines. Now for some results...


Arcane Siphon
Type: Melee Weapons, Ranged Weapons
Cost: 450 gc
Rune Points: 3
Effect: While this runeplate has power, focusers hit by a weapon enhanced
with this runeplate lose 1 point of focus (focus is lost before making the
damage roll). There is no effect on willweavers or harnessers.
If the weapon enhanced with an Arcane Siphon runeplate also has the bond
runeplate and is bonded to a warcaster, the bonded warcaster receives the
point of focus drained from the victim (the warcaster receives the focus
before making the damage roll for the attack).

Brutal
Type: Melee Weapons, Ranged Weapons
Cost: 300 gc
Rune Points: 2
Effect: This runeplate only works in conjunction with a bond runeplate.
While this runeplate has power, when a point of focus is spent to boost an
attack roll with the weapon enhanced by this runeplate, the damage roll is
boosted as well.

Deflecting
Type: Armour
Cost: 450 gc
Rune Points: 3
Effect: While the runeplate has power, the character wearing the
mechanikal armour receives +2 DEF. This runeplate is usually combined
with a compensator runeplate in order to make the most of its effect, and
only used on light armour.

Disabling
Type: Melee Weapons, Ranged Weapons
Cost: 300 gc
Rune Points: 2
Effect: While this runeplate has power, the last aspect (if the target was a
living creature) or system (if the target is mechanikal) that has suffered
damage from the attack is considered crippled for one round (if the attack's
damage has already crippled that aspect or system, there is no further
effect). If the target does not have a damage spiral, the GM may choose an
effect, or simply consider Physique crippled for one turn (-2 STR). Since an
affected system is only temporarily disabled and not truly crippled, there
are no catastrophic damage effects from the effect of this runeplate alone.
Since a steamjack's damage grid contains many boxes that do not belong to
a system (i.e. the hull boxes), they tend to not suffer as much from a
disabling runeplate's effects as living creatures. Similarly, as long as a
warcaster's power field absorbs all the damage from a disabling attack, no
disabling occurs.

Displacement Drive, Heavy


Type: Armour
Cost: 450 gc
Rune Points: 3
Effect: While this runeplate has power, the armour's DEF penalty is reduced
by 2, and its SPD penalty reduced by 1.

Displacement Drive, Light


Type: Armour
Cost: 300 gc
Rune Points: 2
Effect: While this runeplate has power, the armour's DEF penalty is reduced
by 2.

Disruptor
Type: Melee Weapons, Ranged Weapons
Cost: 300 gc
Rune Points: 2
Effect: A steamjack hit by a weapon with this runeplate is disrupted (a
steamjack suffering Disruption loses all focus points and cannot receive
focus points or channel spells for one round).

Elemental Ward
Type: Armour
Cost: 300 gc
Rune Points: 2
Effect: While the runeplate has power, the character wearing the
mechanikal armour gains Immunity to one element (fire, electricity, or
cold). A different runeplate must be inscribed and installed for each type of
elemental immunity.

Feedback
Type: Melee Weapons
Cost: 300 gc
Rune Points: 2
Effect: While this runeplate has power, the warcaster bonded to a
steamjack that suffers damage from the weapon enhanced by this runeplate
suffers 1 point of damage that bypasses his power field.

Fortification
Type: Armour
Cost: 450 gc
Rune Points: 3
Effect: While the runeplate has power, the character wearing the
mechanikal armour receives +2 ARM.

Hardening
Type: Armour
Cost: 300 gc
Rune Points: 2
Effect: While the runeplate has power, the character wearing the
mechanikal armour receives +1 ARM.

Impact
Type: Melee Weapon
Cost: 150 gc
Rune Points: 1
Effect: While the runeplate has power, the weapon receives +1 POW. A
weapon can only benefit from one Impact runeplate at a time.

Impulse
Type: Melee Weapon, Firearm
Cost: 300 gc
Rune Points: 3
Effect: A target hit by a weapon with this runeplate while the runeplate is
powered may be pushed 1d3” directly away from the attacker. On a critical
hit, the target is also knocked down.

Incendiary
Type: Melee Weapons
Cost: 450 gc
Rune Points: 3
Effect: While this runeplate has power, the melee weapon equipped with it
gains +1 POW and causes the Fire continues effect on a successful hit.
Kinetic Drive
Type: Armour
Cost: 450 gc
Rune Points: 3
Effect: While the runeplate has power, the character wearing the armour
gains +2 STR.

Might
Type: Melee Weapon
Cost: 300 gc
Rune Points: 2
Effect: While the runeplate has power, the weapon receives +2 POW. A
weapon can only benefit from one Might runeplate at a time.

Range Amplifier
Type: Melee Weapon, Ranged Weapon
Cost: 450 gc
Rune Points: 3
Effect: While this runeplate has power, any spell cast by the wielder of the
weapon gains a 5” bonus to their RNG, unless the spell uses a spray
template or uses the caster's control radius as its range. A spell that has its
range enhanced by this runeplate cannot have its range enhanced by any
other means. Likewise, a range amplifier runeplate has no effect on
channelled spells.

Swift Attack
Type: Melee Weapon
Cost: 300 gc
Rune Points: 2
Effect: This runeplate only works in conjunction with a bond runeplate.
While this runeplate has power, when a point of focus is spent to gain an
additional attack with the weapon enhanced by this runeplate, the
warcaster gains two additional attacks with this weapon instead.

Voltaic Halo
Type: Armour, Shield
Cost: 300 gc
Rune Points: 2
Effect: While this runeplate has power, the character wearing the armour or
shield gains Immunity: Electricity (if the runeplate is part of a shield, this
immunity only applies to attacks originating in the character's front arc).
Additionally, the character may use a quick action to trigger a voltaic field
that lasts for one round. During this time, any attacker hitting the character
with a melee attack suffers an unboostable POW 10 electrical damage roll.
If the runeplate is part of a shield, only melee attackers in the character's
front arc suffer the damage roll.

Mindblocker
Type: Melee Weapons, Ranged Weapons
Cost: 300 gc
Rune Points: 2
Effect: While this runeplate has power, a character who takes damage from
the weapon equipped with the runeplate cannot upkeep spells in their next
activation.

Enervation
Type: Melee Weapons
Cost: 300 gc
Rune Points: 2
Effect: While this runeplate has power, a character who takes damage from
the weapon equipped with the runeplate suffers -2 STR for one round. This
effect is not cumulative with a crippled Physique.

Brutal Transfer
Type: Melee Weapons
Cost: 300 gc
Rune Points: 2
Effect: When the character using a weapon with this runeplate installed
receives focus from the Transference spell and uses it to boost an attack
roll, the damage roll is automatically boosted as well.

Focus Battery
Type: Armour, Melee Weapon, Ranged Weapon, Shield
Cost: 300 gc
Rune Points: 2
Effect: This runeplate only works in conjunction with a bond runeplate.
While this runeplate has power, a warcaster may store 1 point of focus in
the mechanikal device during his control phase, and later withdraw it at any
point during his activation. Warcasters can only withdraw 1 point of focus
from a focus battery during each activation.
However, Human and Rhulic focus batteries tend to be somewhat
unreliable, only the Iosans seem to have mastered the device, as evidenced
by some of their myrmidons. Roll 1d6 during each maintenance phase in
which a piece of mechanika with a focus battery holds focus. On a result of
1 or 2, the focus battery loses the point of focus it stores.

Brainwrecker
Type: Melee Weapons
Cost: 300 gc
Rune Points: 2
Effect: While a weapon equipped with this runeplate has power, a living
character hit with this weapon suffers 1 additional point of damage to his
first available circle on the Intellect branches of his damage spiral. This
damage is inflicted before making a damage roll.

Pacification
Type: Melee Weapon
Cost: 450 gc
Rune Points: 3
Effect: While the runeplate has power, the weapon receives +1 POW, and
warbeasts it hits suffer Pacification (a warbeast suffering Pacification loses
all fury and cannot be forced, have damage transferred to it, use its animus
or gain fury through any means for one round).

Arcane Receiver
Type: Armour
Cost: 450 gc
Rune Points: 3
Effect: While a suit of armour equipped with this runeplate has power, spells
cast at the character wearing the armour have their RNG increased by 5”,
unless the spell's range is B2B, SP, or CTRL.
The runeplate affects the spells of friend and enemy alike, however,
enemies generally do not know of the presence of the runeplate, and thus
are usually unprepared to make use of it.

Force Shield
Type: Shield
Cost: 450 gc
Rune Points: 3
Effect: While a shield equipped with this runeplate has power, the character
wearing the shield gains +2 DEF against ranged attacks originating in his
front arc, and ignores blast damage originating in his front arc.
Knockout
Type: Melee Weapons
Cost: 150 gc
Rune Points: 1
Effect: While a weapon equipped with this runeplate has power, any
successful knockout attacks made with this weapon gain a +2 bonus to the
target number for avoiding knockout. The runeplate offers no bonuses for
weapons that cannot be used for knockout effects.

Transference Converter
Type: Ranged Weapon
Cost: 450 gc
Rune Points: 3
Effect: While a ranged weapon equipped with this runeplate has power, it
can benefit from the Transference spell's effects as if it was a melee
weapon.

Arcane Resonator
Type: Armour
Cost: 300 gc
Rune Points: 2
Effect: While a suit of armour equipped with this runeplate has power, spells
may be upkept on the character wearing the suit of armour without
requiring the caster to take fatigue or spend focus or fury.
This runeplate is somewhat experimental in nature since its effect applies to
both friendly and enemy upkeep spells. However, enemy casters usually do
not know of the runeplate's presence and thus will be unprepared to use it
for their own benefit (though they notice the arcane resonator's effect at
once when they find upkeeping spells on their target is effortless).

Keyed Bond Plate


Type: Armour, Melee Weapon, Ranged Weapon, Shield
Cost: 300 gc
Rune Points: 2
Effect: A keyed bond plate works like a regular bond plate (IKRPG, p. 285),
with two differences: A keyed bond plate is keyed to one particular
warcaster, who can bond to a piece of equipment with this runeplate by
touching it and spending a quick action rather than the usual full action.
However, no other warcaster may bond to a piece of mechanika equipped
with a keyed bond plate. It is for this reason that keyed bond plates do not
find much use with less well-off mercenary outfits which might need to sell
or share equipment. Likewise, when a runeplate including the keyed bond
rune is sold off (and the buyer knows it is a keyed bond rune), a buyer will
only pay for runes other than the keyed bond rune, which might have to be
disabled by an arcane mechanik to make the runeplate run on a cheaper
power source (a disabled keyed bond rune will no longer work or draw
power, but it does still count against the maximum number of runes on a
runeplate).

Overload
Type: Melee Weapons, Ranged Weapons
Cost: 300 gc
Rune Points: 2
Effect: While this runeplate has power, a steamjack hit by a weapon
equipped with this runeplate suffers Overload (a steamjack suffering
Overload cannot benefit from 'jack marshalling and drives for one round).

Weapons and Armor

Ghostlock Pistol
Cost: 1,000 gc (accumulator not included)
Ammo: 1 (light round)
Effective Range: 48 feet (8”)
Extreme Range: 240 feet
Skill: Pistol
POW: 10
Description: A ghostlock pistol is usually inscribed with decorative runes of
Morrow and blessings against the depredations of ghosts and the undead,
and its conduits must be fashioned from a special alchemically treated
silver. While the runeplate has power (which is provided by an
arcanodynamic capacitor set into the handle), faint whisps of evaporating
ectoplasm drift from the pistol's barrel.
Rune Points: 4
Special Rules: When an incorporeal character is hit by the ghostlock pistol,
he loses the incorporeal trait for one round, and cannot regain it by any
means during this time. If a character with the ghostly trait is hit by the
ghostlock pistol, he loses ghostly for one round, and cannot regain it by any
means during this time.
Because the character loses incorporeality or ghostly when he is hit, the
ghostlock pistol causes normal damage (i.e. damage is not reduced by one
die against a formerly incorporeal character).
Note: Characters with access to feat points may shake the effects of a hit
by a ghostlock pistol by spending a feat point at the beginning of their
activation.
A ghostlock pistol uses light rounds. It costs 2 gc for blasting powder,
bullets and casings for five light rounds. If the ghostlock pistol is
unpowered, any attacks with it receive a -1 modifier, and do not cause
incorporeal or ghostly characters to become fully corporeal.
Fabrication: The material cost of the ghostlock pistol's housing is 130 gc
(accumulator not included). It takes three weeks to construct the device .
The pertinent Craft skill for construction is Craft (gunsmith).
The ghostlock pistol's runeplate requires four weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
16.

Radiant Shield
Cost: 1,000 gc (arcanodynamic accumulator not included)
Skill: Shield
Attack Modifier: 0
POW: 0
Description: The radiant shield is usually emblazoned with a Morrowan
sunburst, or, far more rarely, a menofix, and inscribed with prayers warding
against the undead. The surface always consists of highly polished silver. An
arcanodynamic accumulator is mounted on the inside of the shield to power
the device. This shield is usually used by members of the Order of
Illumination when they know they have to move against the restless dead.
Rune Points: 4
Special Rules: A character wearing a radiant shield cannot be charged by
undead in his front arc. Additionally, undead in the character's front arc
suffer a -2 penalty to their melee attack rolls. All standard rules for shields
apply as well.
Variants: A variant of the radiant shield known as the soul shield exists that
has the same effects against infernals that the radiant shield has against
the undead. Soul shields are gold-plated and have a cost of 1,600 gc
(material cost 370 gc).
Fabrication: The material cost of the radiant shield's housing and runeplate
is 130 gc. It takes four weeks to construct the device. The pertinent Craft
skill for construction is Craft (metalworking).
The radiant shield's runeplate requires four weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 16.

Arc Pistol
Cost: 930 gc (clockwork capacitor included)
Ammo: 1 (light round)
Effective Range: 48 feet (8”)
Extreme Range: 240 feet
Skill: Pistol
POW: 10
Description: An arc pistol's barrel is wrapped in thick copper coils, and the
handle sports an insulated shield to prevent electricity from arcing to the
firer's hand when he pulls the trigger. An integral clockwork capacitor
powers the arc pistol's runeplate.
Rune Points: 3
Special Rules: When the arc pistol scores a hit, lightning arcs from the
character hit to the next character within 4”. The character the lightning
arcs to suffers an unboostable POW 10 electrical damage roll. It is possible
for the lightning to arc back to the firer if the pistol is used in melee, so it is
strongly advised to only fire the arc pistol at range.
An arc pistol uses light rounds. It costs 2 gc for blasting powder, bullets and
casings for five light rounds. If the arc pistol is unpowered, any attacks with
it receive a -1 modifier, and do not cause arcing lightning.
Fabrication: The material cost of the arc pistol's housing is 150 gc
(accumulator parts included). It takes two weeks to construct the device .
The pertinent Craft skill for construction is Craft (gunsmith).
The arc pistol's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 15.

Arcane Realignment Staff


Cost: 1,310 gc (accumulator cost not included)
Skill: Great Weapon
Attack Modifier: -1
POW: 4
Description: The arcane realignment staff is a long staff with complex
mechanikal resonators embedded along its armoured length. The staff is
powered by an arcanodynamic accumulator.
Rune Points: 4
Special Rules: While the arcane realignment staff has power, a spellcaster
wielding it may re-roll failed magic attack rolls. The arcane realignment staff
requires two hands to wield, and can be used as a battle staff in combat,
though the additional weight of the mechanika ruins its balance as a
weapon. Most arcane realignment staffs are constructed so that their
systems will not be affected by the normal wear and tear of battle, since
they are intended for combat anyway.
The arcane realignment staff does not allow re-rolls for magic attacks that
are being channelled.
Arcane realignment staffs are Reach weapons, and can be used to make trip
and knockout attacks like regular battle staffs (IKRPG, pp. 258-259).
Fabrication: The material cost of the arcane realignment staff's housing is
210 gc. It takes four weeks to construct the device. The pertinent Craft skill
for construction is Craft (metalworking).
The arcane realignment staff's runeplate requires four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 16.

Casting Wand
Cost: 840 gc (including clockwork capacitor)
Description: The casting wand is a short baton with an integral clockwork
capacitor. The tip of the baton contains an arcane targeting relay that
assists spellcasters in aiming offensive spells.
Rune Points: 3
Special Rules: While the casting wand has power, a spellcaster wielding it
gains an additional die for magic attack rolls, and discards the lowest die in
each magic attack roll. If the spellcaster also has the Combat Caster
Archetype ability, he gains two additional dice on magic attack rolls and
discards the two lowest dice.
A casting wand's arcane relay is too delicate for the wand to be used as a
weapon. The casting wand also does not confer any bonuses to magic
attacks that are being channelled.
Fabrication: The material cost of the casting wand's housing and power
source is 110 gc. It takes three weeks to construct the device. The pertinent
Craft skill for construction is Craft (metalworking).
The casting wand's runeplate requires three weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
15.

Warcaster Armour, Superheavy


Cost: 3,110 gc
SPD Modifier: -1
DEF Modifier: -2
ARM Modifier: +9
Description: Superheavy warcaster armour encloses the warcaster's body,
head, and limbs in thick plates that surpass even the thickness of heavy
plate mail, and are on par with the armour worn by the likes of
stormblades. Even with mechanikal assist systems powered by a high-
performance boiler, the armour's weight and bulk significantly inhibit the
wearer, but some warcasters consider the additional armour well worth the
encumbrance.
Rune Points: 5
Special Rules: Superheavy warcaster armour includes an arcane turbine
that provides 8 rune points of power. The armour itself has a power draw of
5 rune points for the bond plate, the power field and the mechanikal assist
systems. Additional devices may be connected to the turbine as described in
the arcane turbine rules.
If this armour becomes unpowered, the wearer suffers -8 DEF and -3 SPD.
Fabrication: The material cost of superheavy warcaster housing is 760 gc.
The pertinent Craft skill for construction is Craft (metalworking).
Superheavy warcaster armour runeplates require five weeks to inscribe and
require a successful INT+Mechanikal Engineering roll against a target
number of 17. Note that superheavy warcaster armour runeplates integrate
bond runes into their makeup.

Shortout Shield
Cost: 660 gc (alchemical capacitor not included)
Skill: Shield
Attack Modifier: 0
POW: 0
Description: A shortout shield is usually an otherwise inconspicuous shield,
the only giveaway of its true nature being the coils of conduits on its outer
surface. It is powered by an alchemical capacitor mounted on its inner face.
Rune Points: 3
Special Rules: When a character with a shortout shield is hit by a
mechanikal weapon or shield, that device becomes unpowered and must be
restarted by using a quick action before its mechanikal properties become
available again. Similarly, a character can hit an opponent with a shortout
shield, and if the target character is bearing a mechanikal shield, that shield
becomes unpowered until it is reactivated. Mechanikal armour is too well
shielded to be affected by a shortout shield.
It is possible to strike a character wearing a shortout shield in such a
manner that the shield is avoided. This can be accomplished by back
strikes, by using a Mighty character's Shield Beater attack, or by using
chain weapons like a flail.
Fabrication: The material cost of the shortout shield's parts is 70 gc. It
takes three weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The shortout shield's runeplate requires three weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 15.

Lodge Guard Armour


Cost: 1,610 gc (arcanodynamic accumulator not included)
SPD Modifier: -1
DEF Modifier: -3
ARM Modifier: +8
Description: This suit of mechanikal armour, which is powered by an
arcanodynamic accumulator, is worn by warriors guarding the most critical
facilities of the Fraternal Order of Wizardry. There are rumours that the
Greylord Covenant and the Convergence of Cyriss make use of their own
variants. Apart from its protective value in itself, these suits of armour
guard their wearers from their enemies' magic while allowing the assistance
of their own arcanists.
Rune Points: 4
Special Rules: Characters wearing lodge guard armour cannot be targeted
by spells unless the spellcaster is using the lodge key wand to which the
armour is attuned (see below). As long as the mechanik inscribing the
runeplates knows the proper code runes, any number of suits of lodge
guard armour or lodge key wands compatible with each other may be
produced.
If the armour becomes unpowered, its DEF modifier becomes -5.
Fabrication: The material cost of the lodge guard armour parts is 310 gc.
The pertinent Craft skill for construction is Craft (metalworking).
The lodge guard armour runeplate requires four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 16.

Lodge Key Wand


Cost: 690-1,140 gc (including an internal clockwork capacitor; see
fabrication for further information)
Description: This short mechanikal wand is too delicate to be used as a
weapon in its own right. Its only purpose is to modulate spell patterns in
such a way that they can penetrate the warding of a suit of lodge guard
armour (see above). The wand is powered by an internal clockwork
capacitor.
Rune Points: 2 (see also fabrication; the power draw of the wand is 2 at any
one point of time)
Special Rules: Every lodge key wand must be attuned to the runeplates in
one or more suits of lodge guard armour (see above). Once a runeplate is
attuned, the attunement cannot be altered without completely reworking
the runeplate.
Spellcasters bearing the correct lodge key wand can target characters in
lodge guard armour with spells, ignoring their warding. Additionally, every
lodge key wand contains lockout runes so the wand only works with a
specific caster. Most wands contain lockout runes for four different users,
which are usually the arcanists serving as the guards' arcane backup.
Switching from one lockout rune to another takes a quick action.
Fabrication: The material cost of a lodge key wand's parts, including
capacitor parts, is 120 gc. The pertinent Craft skill for construction is Craft
(metalworking).
The lodge key wand's runeplate, which contains the lockout rune for one
caster, requires two weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number of 14. For every
additional user (up to four at most), an additional rune must be inscribed,
which takes another week per rune and increases the target number by +1.
Additionally, the market price of a lodge key wand increases by 150 gc for
every lockout rune after the first.

Conduit Pistol
Cost: 760 gc (capacitor not included)
Ammo: 1 (light round)
Effective Range: 60 feet (10”)
Extreme Range: 300 feet
Skill: Pistol
Attack Modifier: +1
POW: 10
Description: There is little unusual-looking about this sleek mechanikal
pistol, though most of them bear the sigil of a black trident. An alchemical
capacitor set into the handle powers the pistol. Most conduit pistols are in
the hands of Ordic Order of the Trident graduates (this is also the reason for
using alchemical capacitors rather than clockwork capacitors, since the
latter do not fare too well when exposed to water).
Rune Points: 3
Special Rules: When the conduit pistol scores a hit, the target character
suffers a -2 DEF penalty against spells for one round.
If the conduit pistol becomes unpowered, its hits no longer inflict a DEF
penalty against spells, and its attack modifier becomes -1.
Fabrication: The material cost of the conduit pistol's housing is 100 gc
(capacitor parts not included). It takes three weeks to construct the device .
The pertinent Craft skill for construction is Craft (gunsmith).
The conduit pistol's runeplate requires three weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
15.

Ghost Barding
Cost: 1,340 gc (including an integral clockwork accumulator)
ARM Modifier: +4
Description: Ghost barding, which is usually dark grey or dark blue,
significantly dampens any noises a horse's hoofs and movements make,
including noises caused by the rider. As such, it is usually used by riders
who have to move clandestinely.
Rune Points: 3
Special Rules: When a character rides a horse wearing powered ghost
barding, he may roll AGL+Riding or AGL+Sneak, whichever is lower, to
determine how hard it is for sentries or other witnesses to detect his
passage. The character receives a +3 bonus to this roll.
Because the sound dampening effect is quite noticeable to the horse as
well, activating ghost barding requires an AGL+Riding or Animal Handling
roll against target number 11. On a failure, the horse panics and will likely
throw the rider and bolt. Additionally, any hearing-based Detection rolls by
the rider or horse suffer a -3 penalty while the ghost barding is active.
Fabrication: The material cost of ghost barding parts is 300 gc (including
the parts for the internal clockwork capacitor). It takes three weeks to
construct the device. The pertinent Craft skill for construction is Craft
(metalworking).
The ghost barding runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 15.

Elemental Enhancer Wand


Cost: 850 gc (including clockwork capacitor)
Description: Elemental enhancer wands boost a spellcaster's ability to
handle elemental spells. Their appearance usually reflect which element the
wand is attuned to – eletrical enhancer wands will shed a bluish-white glare,
for example, while ice enhancer wands trail vapour. In all cases they are not
built to be used as weapons.
Rune Points: 3
Special Rules: While an elemental enhancer wand has power, it grants its
wielder the Elemental Mastery ability (see IKRPG, p. 161) for spells from
one of the elemental spell lists (see IKRPG, p. 236), determined when the
wand's runeplate is inscribed. However, in contrast to sorcerers who
possess this ability, elemental enhancer wands will not enhance spells that
are being channelled.
Fabrication: The material cost of the elemental enhancer wand's housing
and power source is 120 gc. It takes three weeks to construct the device.
The pertinent Craft skill for construction is Craft (metalworking).
The elemental enhancer wand's runeplate requires three weeks to inscribe
and requires a successful INT+Mechanikal Engineering roll against a target
number of 15.

Mastery Staff
Cost: 1,660 gc (accumulator cost not included), +150 gc for every
additional spell pattern (1,960 gc total for a mastery staff that enhances
three different offensive spells)
Skill: Great Weapon
Attack Modifier: -1
POW: 3
Description: A mastery staff is a long staff with complex mechanikal
conduits embedded along its armoured length. The power requirements of
mastery staves vary, but most can still be powered by an arcanodymanic
accumulator. Only the most advanced mastery staves require storm
chambers or other advanced mechanikal capacitors.
Rune Points: 3+ (see below)
Special Rules: A character wielding a mastery staff receives a +1 bonus to
attack and damage rolls for a single offensive spell, determined at the point
of time when the staff is crafted. Additionally, the spellcaster may give up
their movement to receive the aiming bonus for all offensive spells for one
round (this bonus is not limited to spells the mastery staff is specifically
attuned to).
Additional spell patterns may be added to the mastery staff's runeplate
while it is being crafted. Each additional spell pattern, up to a maximum of
3 spell patterns in total, increases the mastery staff's power draw by 1, to a
maximum of 5.
A character wielding a mastery staff can spend 1 feat point to make a trip
attack instead of a normal attack. If the attack hits, the target is knocked
down instead of suffering damage.
On a critical hit, a living target has a chance of being knocked out by the
attack. If the target suffers damage from the attack, he must make a
Willpower roll against a target number equal to the attacking character's
STR+9. If the target succeeds, he stays conscious. If he fails, he is knocked
out.
Fabrication: The material cost of the mastery staff's housing is 370 gc. It
takes three weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The mastery staff's runeplate requires three weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
15. Every additional rune increases the time it takes to inscribe the
runeplate by one week and increases the target number of the
INT+Mechanikal Engineering roll by +1, to a maximum of five weeks and a
target number of 17 for a mastery staff that enhances three different spells.

Resonator Staff
Cost: 670 gc (accumulator cost not included)
Skill: Great Weapon
Attack Modifier: -1
POW: 3
Description: The resonator staff is a long staff with complex mechanikal
conduits embedded along its armoured length. A resonator staff is usually
powered by an alchemical capacitor.
Rune Points: 3
Special Rules: While the resonator staff has power, a spellcaster wielding it
may upkeep one spell for free every turn by losing a quick action instead of
paying a point of focus, fury or fatigue. If the spellcaster cannot decide to
lose a quick action in their next activation (e.g. because they are
immobilised), the upkeep cost must be paid normally or the spell ends.
A character wielding a resonator staff can spend 1 feat point to make a trip
attack instead of a normal attack. If the attack hits, the target is knocked
down instead of suffering damage.
On a critical hit, a living target has a chance of being knocked out by the
attack. If the target suffers damage from the attack, he must make a
Willpower roll against a target number equal to the attacking character's
STR+9. If the target succeeds, he stays conscious. If he fails, he is knocked
out.
Fabrication: The material cost of the resonator staff's housing is 85 gc. It
takes three weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The resonator staff's runeplate requires three weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
15.

Power Sources

here is a mechanikal power source inspired by the parasitic generator


from NQ:

Siphon Generator
Cost: 250 gc
Power Output: 1-4 (see special rules)
Lifespan: Indefinite while in direct skin contact of a Gifted wearer
Description: Usually mounted in the grip of a weapon or within a suit
of mechanika armour, this unusual capacitor draws upon the arcane
energies channelled by those gifted with arcane abilities. It is not
very common except as a back-up tool, because an active siphon
generator significantly hampers the arcane abilities of its wearer.
Siphon generators are sometimes incorporated into restraints
intended for captive magic users, however.
Special Rules: A Gifted character holding or wearing a mechanikal
device powered by a siphon generator either loses a number of focus
or fury points equal to the power draw of the device at the end of
each control phase, or gains an equal number of points of fatigue if
he is a will weaver. If the character does not have sufficient focus or
fails a fatigue roll if he gains more fatigue than his ARC stat, the
device becomes unpowered (focus or fury points are still lost, and
fatigue is still inflicted).
If the character has the Great Power ability and is not sustaining a
spell, he may instead reduce the amount of focus or fury drained by
the siphon generator by one, or gain one less point of fatigue.
Fabrication Requirements: Mechanikal Engineering, Lore (Arcane)
Material Cost: 50 gc
Fabrication: Construction requires a mechanik's workshop.
Once a character has the raw materials to construct the siphon
generator, he must spend one week crafting and assembling the
components. At the end of this time, the player makes an
INT+Mechanikal Engineering roll against a target number of 16. If the
roll succeeds, the character creates a functional capacitor. If the roll
fails, the character can make another attempt once he has spent an
additional day reworking the capacitor.

Catalytic Capacitor
Cost: 20 gc
Power Output: 3
Lifespan: 1 week (see below)
Description: Catalytic capacitors are a variant of the more common
alchemical capacitors. They are slightly heavier, more difficult to produce,
and require more expensive parts, but their advantage is that they will not
lose efficacy until the catalytic reaction is started by tightning a screw at the
bottom of the capacitor, which forces a catalytic crystal through the
membrane separating it from the reagents.
Special Rules: It takes 1d3 rounds for a catalytic capacitor to become fully
active once the crystal has been inserted, after which it will provide its 3
rune points of power for up to one week. These capacitors are mostly used
where clockwork capacitors run the risk of having their gears fouled by dust
or water and supply lines are unreliable, requiring a capacitor that will keep
and can be swapped out in the space of a few moments.
Catalytic capacitors cannot be recharged, and the reaction cannot be
stopped once it has been initiated.
Fabrication Requirements: Alchemy and Mechanikal Engineering
Material Cost: 6 gc
Fabrication: Construction requires both an alchemist's lab and a mechanik's
workshop.
Once a character has the raw materials to construct the catalytic capacitor,
he must spend eight hours preparing and assembling the components. At
the end of this time, the player makes an INT+Alchemy or Mechanikal
Engineering roll, whichever is lower, against a target number of 15. If the
roll succeeds, the character creates a functional capacitor. If the roll fails,
the character can make another attempt once he has spent an additional
two hours reworking the capacitor.
Soul Generator
Cost: 250 gc
Power Output: 1-8; usually 3-4 (see below)
Lifespan: indefinite
Description: These foul devices do not look dissimilar from most capacitors
at first glance; however, the sickly light they shed and the faint keening
they give off gives away their true nature right away. The entropic energies
they harness also cause their metal to tarnish, providing another hint at
their horrific content. Possessing such a device is a hanging offence
anywhere in the Iron Kingdoms (except for Cryx, of course).
Special Rules: Soul generators work by harnessing the power of a captured
soul. Most souls only provide 1 rune point of power and are thus useless for
all but the most basic mechanika (at the GM's discretion, individual souls
may provide more power – as a rule of thumb, if a character had access to
feat points, his feat point maximum could be added to the amount of power
his soul generates, for a final power output of 2-4). The souls of Gifted
users are a lot more powerful, and provide power equal to the ARC stat the
soul had in life (do not add feat points to this total). Most soul generators
provide 3-4 points of power.
Fabrication Requirements: Inscribe Formulae, Mechanikal Engineering. The
character must also have some ability that allows him to handle souls, like
the Thamarite Advocate's Soul Taker ability.
Material Cost: 90 gc
Fabrication: Construction requires a mechanik's workshop. Once a character
has the raw materials to construct the soul generator, he must spend one
week preparing and assembling the components. At the end of this time,
the player makes an INT+Mechanikal Engineering roll against a target
number of 18. If the roll succeeds, the character creates a functional soul
generator . If the roll fails, the character can make another attempt once he
has spent an additional day reworking the generator.
A character may build the generator without having a soul at hand. Any
character who can handle souls can insert a soul into an empty soul
generator, though extracting a soul without damaging the generator
requires an INT+Mechanikal Engineering roll against a target number of 14.
On a failure, the soul is extracted, but the generator has been damaged in
the process, and requires spare parts and a successful INT+Mechanikal
Engineering roll against target number 16 before it can hold another soul.
Repairing a damaged soul generator takes one day. Extracting souls does
not require soul-handling capabilities, though if the character has no way of
handling the soul it will simply move on to Urcaen in short order.
Stuffs for not so wondrous things:

Echoprober
Cost: 530 gc (including clockwork capacitor)
Description: The echoprober is a small handheld device with a gauge on top
and a spike at the opposite end. It is powered by an internal clockwork
capacitor.
Rune Points: 2
Special Rules: By touching the echoprober's spike to solid objects, a
character can determine if there is a concealed cavity by interpreting the
changing movement of the gauge's needle. Using an echoprober to search
for hidden compartments grants a +3 bonus to appropriate tests (e.g.
Awareness tests).
Fabrication: The material cost of the echoprober's housing and power
source is 65 gc. It takes one week to construct the device. The pertinent
Craft skill for construction is Craft (metalworking).
The echoprober's runeplate requires two weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 14.

Warded Strongbox
Cost: 930 gc (accumulator not included)
Description: A warded strongbox is a metal chest that usually bears the sigil
of a major arcane or religious organisation, but otherwise does not look too
extraordinary except for the arcanodynamic accumulator mounted on the
back. Most warded strongboxes are just large enough to put a sword or
disassembled suit of armour in them, though both smaller and bigger boxes
have been made.
Rune Points: 4
Special Rules: Warded strongboxes are used to carry or store cursed or
haunted objects. While such an object is in a closed and powered
strongbox, its supernatural properties are suppressed. This will not exorcise
ghosts, but may weaken them in some way (though ghosts have also been
known to simply disappear while an item they were haunting was in the
strongbox, only to reappear once the item was removed). There is also a
limit to what can be stored safely in a warded strongbox – putting too many
different items of little power in there may be too much for the mechanikal
systems to handle. Similarly, some items are simply too powerful to be
suppressed by a warded strongbox (items like the infamous Witchfire or the
legendary athancs of the dragons being two classes of item that a warded
strongbox is powerless against).
Though few warded strongboxes are ever left unguarded, they are typically
equipped with sophisticated locks, which require a AGL+Lock Picking roll
against a target number of 19 to open. Forcing the lid open similarly
requires a STR roll against target number 19.
Fabrication: The material cost of a warded strongbox' housing is 130 gc (not
including accumulator parts). It takes four weeks to construct the device.
The pertinent Craft skill for construction is Craft (metalworking).
The warded strongbox's runeplate requires four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 16.

Ectoplasmic Stabiliser Engine


Cost: 1,110 gc (capacitor not included)
Description: This bulky and barely portable device sheds a disturbing
greenish light that somehow seems to carry a distinct chill as well. While
the living generally appear as dead within the engine's area of effect
(though green-tinted goggles alleviate this side-effect somewhat), restless
shades become more solid, and also more amenable to interaction.
Possessing or running this device smacks of necromancy, however, and is
generally forbidden. An arcanodynamic accumulator powers the engine.
Rune Points: 4
Special Rules: Within the ectoplasmic stabiliser engine's area of effect,
which extends for 36 feet (6”) from the device, incorporeal undead become
semi-corporeal. In this state they become more susceptible to attacks
(mundane attacks can harm them, though they inflict 1d6 less damage than
normal; magical or blessed attacks and spells affect the semi-corporeal
undead as if they were fully corporeal), while at the same time their
stabilised state is often experienced as extremely pleasant by shades who
now suddenly become capable of touching and interacting with the mortal
world almost normally again (in game terms, the stabilising effect makes
any incorporeal undead within the device's area of effect automatically
regenerate 1d3+1 vitality points in their maintenance phase, while also
providing a +2 bonus to positive interaction rolls. If the shades in question
are malevolent or insane, of course, the interaction bonus is irrelevant).
Even semi-corporeal undead can still escape the device's effects by forcing
themselves through walls or other obstacles that shield them from the
stabiliser engine's sickly glow; however, such obstacles count as difficult
terrain until the shade has fully left the device's area of effect.
Incorporeal undead cannot become invisible while in the ectoplasmic
stabiliser engine's area of effect. Similarly, the Ghostly ability (IKUA, p. 74)
does not work at all for undead bathed in the device's glow.
Fabrication: The material cost of the ectoplasmic stabiliser engine's parts is
160 gc (not including accumulator parts). It takes four weeks to construct
the device. The pertinent Craft skill for construction is Craft (glasswork) or
Craft (metalwork), whichever is lower.
The ectoplasmic stabiliser engine's runeplate requires four weeks to inscribe
and requires a successful INT+Mechanikal Engineering roll against a target
number of 16.
Kinetic Bracer
Cost: 840 gc (including clockwork capacitor)
Description: A kinetic bracer encases a character's lower arm and hand in a
gauntlet outfitted with a complex system of mechanikal triggers and
runeplates. An integral clockwork capacitor powers the device.
Rune Points: 3
Special Rules: While the kinetic bracer has power, the attack modifier for
wielding a two-handed weapon that may be wielded one-handed in only one
hand is reduced by -1 as a displacement field surrounds the wielder's lower
arm, hand, and the weapon itself, significantly reducing the weapon's
apparent weight and making it less unwieldy. Mechanikal triggers briefly
switch off the displacement field on a successful hit with a melee weapon,
ensuring that the full force of the blow reaches the target.
Because of the arrangement of the mechanikal triggers, the kinetic bracer
does not work well when wielding melee weapons two-handed, and should
be switched off unless the wearer wants the displacement field to instead
interfere with his attacks.
Fabrication: The material cost of the kinetic bracer's housing and power
source is 110 gc. It takes two weeks to construct the device. The pertinent
Craft skill for construction is Craft (metalworking).
The kinetic bracer's runeplate requires three weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
15.

Kinetic Frame
Cost: 1,590 gc
Description: The kinetic frame is a set of articulated arms with attached
gauntlets that extends from a central unit mounted on the back of the user,
which also contains an arcanodynamic accumulator to power the device.
The unit must be strapped securely to the user's torso and arms before it
can be used. If the user wants to wear armour, some refitting is required to
accommodate the armour's bulk. The kinetic frame usually is not worn with
warcaster armour, simply because the back-mounted boiler is in the way of
the shoulder bracing that is part of the kinetic frame.
Rune Points: 4
Special Rules: The kinetic frame greatly enhances the strength of the user's
arms, though this only applies to actions that rely exclusively on upper body
strength (so actions like lifting and carrying are not affected). The kinetic
frame is somewhat slow to respond, inflicting a -1 penalty to all AGL, POI
and PRW rolls, including attack rolls, but the wearer's STR is considered to
be 7 (or the Veteran level STR maximum when designed for other races)
while the kinetic frame has power. If it should become unpowered while it is
still being worn, the user suffers a -3 penalty to all AGL, POI and PRW rolls
until the frame is removed or powered up again. Donning or removing a
kinetic frame is time-consuming and requires an assistant.
Fabrication: The material cost of the kinetic frame's housing is 225 gc. It
takes four weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The kinetic frame's runeplate requires four weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 16.

Laterna Magica
Cost: 800 gc (capacitor not included)
Description: A laterna magica is a handheld lantern with a complex array of
filaments and coils surrounding a central runeplate. An arcanodynamic
capacitor is inserted into the top of the device to power it. While the laterna
magica is active, a disquieting, diffuse glow surrounds it that does not
appear to actually shed any illumination on other objects.
Rune Points: 4
Special Rules: The laterna magica's glow only illuminates magical objects,
allowing the laterna's wielder to identify items as magical in some fashion
(unpowered mechanika is not illuminated, but powered mechanika is.
Cursed or blessed objects are always illuminated, even if their special traits
are currently inactive (e.g. a Menite relic blade not currently being wielded
by a Menite will still light up)).
The laterna magica's glow does not extend further than one or two feet, so
it is necessary to pass objects that are to be examined under the device.
The glow is also nearly invisible in daylight, so the device is only practical
under conditions of very low lighting.
If a character has an appropriate Lore skill, he may, at the gamesmaster's
discretion, be able to gain some additional information on an object he
examines with a laterna magica by interpreting the exact shades and
patterns of reflected light. Having the Rune Reader archetype ability may
grant a +1 to +3 bonus to such a test, depending on how familiar the
character is with similar magics.
Fabrication: The material cost of the laterna magica's housing is 70 gc. It
takes three weeks to construct the device. The pertinent Craft skill for
construction is Craft (glasswork).
The laterna magica's runeplate requires four weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
16.

Galvanic Receptor Array

Cost: 350 gc
Description: The Galvanic Receptor Array or GRA for short is a rather
simplistic device if ingenious. Sages and scientists alike have known the
body is surrounded by a weak electrical field called the aura or personal
magnetic sphere (PMS). Some sensitive's have even claimed to be able to
read it through touch. The GRA is a series of six copper wires attached to
linen bandage pads soaked in a weak acidic solution to enhance receptivity
on the other end is an insulated metal plate dusted with iron dust and a
central line etched horizontally with a magnet placed sinister (left). The
leads are attached to wrist's, ankles and temples. When the clockwerk
mechanism is wound the device reads strong emotions causing the magnet
to move through the dust leaving a worm trail. By careful questioning the
movements of the magnet can be read to indicate truth or falsehood.
Rune Points: 2
Special Rules: While the GRA's mechanika has power, strong positive
emotions cause the magnet to move upwards while more negative emotions
cause a downward trend. The results must be interpreted.
Fabrication: The material cost of the galvanic receptor array housing is 75
gc. It takes one week to construct the device. The pertinent Craft skill for
construction is Craft (metal working).
The rune plates require one week to inscribe and requires a successful INT
+ Mechanikal Engineering roll against a target number of 15.

Will O' Wisp Lantern


Cost: 630 gc (including internal clockwork capacitor)
Description: A will o' wisp lantern is little more than a small mechanikal
lantern powered by an internal clockwork capacitor. It is unusual in that it
hovers, however, and is usually tethered to someone's shoulder by a piece
of sturdy string.
Rune Points: 3
Special Rules: Will o' wisp lanterns shed light as a mechanikal lantern (p.
225). Because they hover, they don't require a free hand, though they must
be kept tethered at all times, or they will simply float away (generally, if a
will o' wisp lantern becomes untethered, every character who can get into
unarmed melee range within the next turn may attempt to catch it by
making an Agility or Unarmed Combat roll against difficulty 11 (9 for ogruns
because they are taller, 13 for gobbers and dwarves). Untethered will o'
wisp lanterns are only a problem outside, of course).
Fabrication: The material cost of a will o' wisp lantern housing is 60 gc
(including parts for the clockwork capacitor). The pertinent Craft skill for
construction is Craft (metalworking).
The lantern's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 15.
Camp Heater
Cost: 840 gc (including integral clockwork capacitor)
Description: The camp heater is a cylindrical array of runeplates and copper
toroids mounted on a sturdy tripod. A crank on top allows the internal
clockwork capacitor to be wound. While the device is active, a simply tin lid
folds over the top of the device, protecting it from exposure to rain.
Rune Points: 3
Special Rules: While the camp heater has power and is switched on,
characters within 15 feet receive +2 ARM against cold damage, and will not
suffer the effects from exposure to cold weather and are kept warm, unless
strong winds or precipitation are present – so seeking shelter or setting up
a tent is still required if travelers want to enjoy the benefits of the device.
Also, camp heaters are quite heavy and cumbersome, not to mention
expensive. They are generally only used when alternative sources of heating
are unavailable, e.g. because an area does not offer much in the way of
firewood, or because the smoke and light a campfire would give off must be
avoided.
Camp heaters do not provide sufficient heat to cook food (though they may
be used to thaw or dry objects). This is deliberate, because the device
would otherwise become too hot to operate.
Fabrication: The material cost of the camp heater's housing and power
source is 120 gc (including the parts for the integral clockwork capacitor). It
takes two weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The camp heater's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 15.

Featherwalk Boots
Cost: 820 gc (accumulator not included)
Description: Featherwalk boots are a pair of sturdy boots with specialised
conduits and runeplates in their soles. They are powered by an
arcanodynamic accumulator worn on a belt.
Rune Points: 4 (see below)
Special Rules: While featherwalk boots have power, the footfalls of the
character wearing them do not cause any sound, as a sound-dampening
field around the boots swallows any noise. This neither affects noises
caused by other equipment, nor does it affect a noisy environment that
extends further from the character than about two feet (so while the
character may step on twigs or even wade through water without causing
any sound, if the character e.g. walks on a frozen lake and causes the ice to
break, the sound of the breaking ice will still be heard if the fissure extends
further than about two feet). In most instances, featherwalk boots grant a
+3 bonus to Sneak rolls.
Fabrication: The material cost of the featherwalk boots' housing is 60 gc. It
takes two weeks to construct the device (one for each boot). The pertinent
Craft skill for construction is Craft (tanning).
The featherfall boots' runeplates require two weeks to inscribe and require a
successful INT+Mechanikal Engineering roll against a target number of 14.
Remember that two runeplates must be inscribed, one for each boot.

Heat Sink
Cost: 840 gc (including integral clockwork capacitor)
Description: The heat sink is a cylindrical array of runeplates and copper
toroids mounted on a sturdy tripod. A crank on top allows the internal
clockwork capacitor to be wound.
Rune Points: 3
Special Rules: While the heat sink has power and is switched on, an area of
about 15 feet radius is chilled, as all heat is drawn into the device. This is
not enough to actually inflict damage, although prolonged exposure may
have harmful consequences, as it does get cold enough to freeze water. As
a matter of fact, the device is usually used to create ice, or to preserve
foodstuffs. In order to work, the area where the heat sink is set up must be
well insulated (usually, small underground chambers are used, and the
walls of the chamber are stuffed with straw) and shielded from warm air
and sun.
An operating heat sink tends to get encrusted with ice, so it must usually be
taken out of the chamber every few days and thawed, or the internal
mechanisms will get damaged. Because of this, heat sinks tend to be luxury
items, and only get used in areas that have no easy access to ice during the
warm seasons (as a matter of fact, buying ice that has been stored during
the winter is a lot cheaper, especially since transporting blocks of ice quickly
using the train network in countries like Cygnar is very easy).
Fabrication: The material cost of the heat sink's housing and power source
is 120 gc (including the parts for the integral clockwork capacitor). It takes
two weeks to construct the device. The pertinent Craft skill for construction
is Craft (metalworking).
The heat sink's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 15.

Arcane Detector
Cost: 1,010 gc (not including an arcanodymanic accumulator)
Description: The arcane detector is a small, handheld device with two
angled, glass-encased arrays of receptor filaments at the top and a gauge in
the center. The device is powered by an arcanodynamic accumulator in the
grip.
Rune Points: 4
Special Rules: A powered arcane detector alerts the user to the presence
and relative intensity of other active arcane phenomena within its range,
which is about 60 feet (about 20 yards), through the movements of the
gauge's needle. By making a Mechanikal Engineering roll at a base difficulty
of 13, with a +2 increase to the difficulty for every additional 30 feet, more
distant phenomena can be detected as well, though it is generally
recommended to keep the range short so the source can actually be
pinpointed reliably. Since the detector only registers phenomena in a rather
narrow arc, using it takes time for a careful, slow sweep of the
surroundings.
The arcane detector isn't terribly specific. It will register the presence of any
focusers, the presence of powered mechanika, and both spellcasting and
upkeeping of spells. Magical items and hauntings (including the presence of
thralls) will also trigger the device, so the signal-to-noise ratio can easily
become unmanageable in certain places, like mechanikal workshops or
temples, unless there is an arcane activity that significantly stands out from
the others. Additionally, characters with the Shadow Magic ability will never
register on the device unless they have spells upkept on them by others, or
they are carrying active mechanika or magical items.
Fabrication: The material cost of the arcane detector's housing is 130 gc
(not including the parts for the arcanodynamic accumulator). It takes four
weeks to construct the device. The pertinent Craft skill for construction is
Craft (metalworking).
The arcane detector's runeplate requires four weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
16.

Campsite Shroud
Cost: 1,530 gc (not including a capacitor)
Description: The campsite shroud is a complex cylindrical array of
runeplates set on a small tripod. The device is quite heavy, though it is
proof against most weather conditions. Its enormous power requirements
mean it is usually powered by either a storm chamber or a similarly
powerful capacitor (except for arcane turbines, for obvious reasons – see
below).
Rune Points: 5
Special Rules: While the campsite shroud has power, it wraps the entire
location within 18 feet (6 yards) of itself in a spherical force field from which
neither sound nor light can escape, and into which neither sound nor light
can intrude. At the same time, the interior of the field is brightly lit, as if by
a mechanikal lantern. As long as the device is set up in a dark area and
nothing else (e.g. smoke from cooking fires) escapes from the field, it
becomes near impossible to detect the concealed campsite at night,
especially from a distance (+5 difficulty to appropriate detection rolls). A
drawback is that those at the campsite will also be completely unaware of
approaching intruders until they cross the boundary of the field, though
most intruders will usually suffer from being blinded when they emerge into
the bright light inside (+2 difficultyfor all rolls requiring sight in the first
round).
Fabrication: The material cost of the campsite shroud's housing 255 gc (not
including parts for a capacitor). It takes five weeks to construct the device.
The pertinent Craft skill for construction is Craft (metalworking).
The campsite shroud's runeplates requires five weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 17.

Carryall Case
Cost: 810 gc (not including arcanodynamic accumulator)
Description: The carryall case is a bulky, conduit-laced metal box that can
be worn on one's back with the help of heavy straps.
Rune Points: 4
Special Rules: While the carryall case has power, the kinetic dissipators built
into its sides and bottom significantly lessen the weight of any items
contained inside, effectively allowing the wearer to comfortably lug around
weights equal to their dead lift capacity (see IKRPG, p. 199) as long as they
fit completely inside the case (for this reason carryall cases usually appear
ridiculously oversized). The carryall case's straps have a quick-release catch
that automatically opens when the case becomes too heavy in order to
prevent injuries in case the mechanika should fail unexpectedly (and even
then, most users at least sprain a foot because the heel happens to be
underneath the case at the time).
Even an empty carryall case is cumbersome because of its sheer bulk,
despite being nearly weightless. Wearing a carryall case inflicts a -3 penalty
to DEF and any attempts to move unseen.
Fabrication: The material cost of the carryall case's housing is 70 gc. It
takes two weeks to construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The carryall case's runeplate requires four weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 16.

Alchemical Clockwork Lantern


Cost: 40 gc
Description: The alchemical clockwork lantern consists of a fairly standard
lantern housing with a simple windable clockwork mechanism in the bottom.
Inside the lantern housing there is a glass vial with an agitator powered by
the clockwork. After filling the vial with bottled light (IKRPG, p. 294) and
tripping the clockwork, the agitator will keep stirring the bottled light
without the need for the usual quick action every few turns to agitate the
alchemical compound.
A typical alchemical clockwork lantern can keep running for about three
hours once it has been fully wound up, and sheds alchemical torchlight
(IKRPG, p. 225). Advanced models run longer, and may include a bull's eye
lens for a longer-reaching, directional beam.
Like in standard bottled light lanterns, the alchemical compound is only
good for about two weeks' time before it spoils and no longer responds to
being agitated.

Gill Helmet
Cost: 910 gc (arcanodynamic capacitor not included)
Description: The gill helmet is a heavy copper helmet complete with strong
glass viewports that must be worn strapped securely to the shoulders with
an integral harness. An arcanodynamic capacitor set into the device on a
panel that covers the upper chest powers the device.
Rune Points: 4
Special Rules: While the gill helmet has power, characters wearing it can
breathe underwater, as the helmet's mechanika filters breathable air out of
the water. An inbuilt mechanikal lantern also allows the user to illuminate
his surroundings , though the range of visibility is severely reduced
underwater, more so if the water contains silt, algae or pollutants.
Gill helmets inflict a -1 penalty to hearing-based Detection rolls. They
cannot double as gas masks, since the mechanika only extracts breathable
air from water.
Gill helmets require regular cleaning and maintenance if they are used in
salt water, as the water quickly damages the mechanikal parts. For the
same reason clockwork capacitors are not used, even though they could
power the device as long as the lantern is not turned on.
Fabrication: The material cost of the gill helmet's housing is 90 gc. It three
weeks to construct the device. The pertinent Craft skill for construction is
Craft (metalworking).
The gill helmet's runeplates requires four weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 16.

Alchemical Mister
Cost: 50 gc
Description: A possible assassin's tool, a weapon of last resort, or a
prankster's best friend, the device consists of a thin hose, a small nozzle
that can either be attached to a bracelet or ring, integrated into a glove, or
simply glued to the palm with a sufficiently strong and lasting adhesive, and
a reservoir and spring-loaded pump that can be secreted somewhere about
the wearer's body (the pump is often worn on a strap around the upper
body so that it can be squeezed with the other arm, or sometimes even
incorporated in a bootheel so simply stepping down firmly ejects a dose of
the content once the nozzle is open). Models that mount the nozzle in the
palm often allow the nozzle to be opened and closed by simply squeezing
the palm with the same hand's fingers, while other models require a quick
action and both hands to make them ready for operation.
The reservoir usually only contains the equivalent of one vial of an
alchemical or other compound. While the device is conspicuous once found,
it is quite easily concealed while wearing the right clothes, and allows the
quick and nearly unnoticeable application of many different liquid
compounds.

Personal Optical Array


Cost: 200 gc
Description: A personal optical array can either be an eyepiece or added to
a spyglass or telescopic sight. It basically consists of a series of swiveling
mounted lenses of piercer crystal of differing properties and at least two
smoked glass filters of different strength. A character wearing or using a
personal optical array can use a quick action and make a PER+Detection
against a target number of 13 to correctly shuffle the lenses for the
prevailing lighting conditions. Once the roll has succeeded, and until the
lighting conditions drastically change (e.g. by lighting or extinguishing a
source of illumination, or even simply by the target character moving into a
significantly better-lit or darker area), the character using the optical array
ignores any benefits the target character receives from concealment,
Camouflage, and Stealth.
The device is quite fragile, and likely to be ruined if struck or dropped in
combat.
The Cult of Cyriss is known to use an advanced clockwork version of the
personal optical array in its vectors and clockwork vessels that is
significantly more sturdy, more effective, and easier to use (see NQ48
Heavy Vector PDF, p. 10).

Barrel Stabilisier
Cost: 790 gc (integral clockwork capacitor included)
Description: This device is a compact package containing an internal
clockwork capacitor, force-dispersing runeplates, and an ingenious motion-
sensitive mechanikal trigger. The device is just small enough to allow it to
be mounted under the barrel of a rifle- or carbine-sized gun.
Rune Points: 3
Special Rules: While the barrel stabiliser has power, the pendulum set into
the mechanikal trigger activates its motion-dampening effects as soon as
the character carrying a stabiliser-equipped rifle forfeits his movement to
gain the aiming bonus. This effectively recreates the benefit of a bipod (a
+2 bonus to the first aimed ranged attack roll each turn, for a total aiming
bonus of +4) without requiring a quick action to set up a bipod.
Considering the high cost of the device compared to a normal bipod and the
difficulty of hiding it, this device is a luxury item for big-game hunters who
must make every second count in pursuit of their quarry, and for assassins.
Fabrication: The material cost of the barrel stabiliser's parts (including
clockwork capacitor parts) is 105 gc. It takes three weeks to construct the
device. The pertinent Craft skills for construction is Craft (metalworking).
The barrel stabiliser's runeplate requires three weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll against a target
number of 15.

Steady Saddle
Cost: 840 gc (integral clockwork capacitor included)
Description: Little more than a standard saddle laced with conduits and
powered by an integral clockwork capacitor, this device utilises effects
already more commonly used by the Compensator and Steady armour
runeplates to assist riders in staying mounted. A welcome side-effect is that
riding with a steady saddle is significantly more comfortable in addition to
being very safe even for unskilled riders.
Rune Points: 3
Special Rules: While the steady saddle has power, mounted characters
using the device do not risk being thrown from the saddle under most
circumstances (the major exceptions being the rider getting knocked out or
bodily picked off their mounts, or the mount getting knocked down).
Additionally, ranged and magic attacks made by a mounted character using
a steady saddle only suffer a -1 penalty. A reduction in chafing on the
character's backside will also result in a sunnier disposition.
Fabrication: The material cost of the steady saddle's parts (including
clockwork capacitor parts) is 120 gc. It takes two weeks to construct the
device. The pertinent Craft skills for construction is Craft (tanning).
The steady saddle's runeplate requires three weeks to inscribe and requires
a successful INT+Mechanikal Engineering roll against a target number of
15.

Point and Shoot Device


Cost: 310 gc (power source not included)
Description: Developed by Journeyman Gowan after a supply officer was
inadvertently assigned to their combat unit and nearly shot three troopers
in the back due to atrocious aiming. While a useful device, it does have the
drawback of attracting counter sniping. Sadly, the supply lieutenant in
question died of his wounds. The point and shoot device, also known as the
gunlight, emits a beam of colored light efficiently up to a maximum distance
of 24” (144 feet). The device is powered by an alchemical capacitor and
triggered by a stud placed near the trigger guard.
Rune Points: 1
Special Rules: If the device runs out of power, it no longer emits light. Light
emitted is considered to be line of sight only, and negates any benefit the
target receives from Stealth, Camouflage and concealment as long as these
benefits are granted by dim lighting conditions and the target is within 12"
of the attacker. In complete darkness, the device will also negate Stealth at
a distance of up to 24", but won't negate Camouflage and cover beyond a
range of 12". If the target's Stealth is obtained from other means such as
Prowling in terrain rather than shadows, or from a supernatural ability, then
Stealth is not negated by the point-and-shoot device.
The character using the point-and-shoot device also loses Stealth and
Camouflage against attackers in their front arc. Additionally, characters who
have forfeited their action to take aimed shots may also gain the benefits of
the point-and-shoot device as long as they are firing at the same target.
Fabrication: The material cost of the device's parts is 55 gc (power source
not included). It takes one week to construct the device, the pertinent Craft
skill for construction is Craft (metalworking). Crafting the runeplate takes
one week and requires a successful INT + Mechanikal Engineering roll
against a target number of 13.

Clockwork Rat
Cost: 30 gc
Description: Combine a short “tail” of chain links, a set of large-toothed
gear “legs” powered by a strong but simple windable spring, and a smaller
piece of clockwork “brain” that can trip the catch on the large spring, and
you have got yourself a clockwork rat. Once both springs are wound up, the
clockwork rat can be hidden in the underbrush, under furniture, or among
junk piled in an alley, and when the small clockwork timer runs out (it's
usually only good for about an hour at best), the rat will start moving,
making a racket and providing a distraction for whatever nefarious or
humorous purposes the user desires. Many rats also include some kind of
simple noisemaking device so even if they should get stuck early they will
simply keep being noisy until the clockwork runs down. Most clockwork rats
can cover approximately 40 yards under ideal conditions.

Frost Fist
Cost: Base cost of chassis without cortex for the mechanikally modified arm
and fist + 460 gc for the runeplate (+ 10 gc for an alchemical capacitor)
Type: Melee
Location: Arm
Attack Modifier: 0
POW: 3 (light steamjack) / 4 (heavy steamjack)
Description: The frost fist is a heavily insulated steamjack fist with conduits
laced through the fingers. While the frost fist has power, a deadly cold
radiates from it.
Rune Points: 3
Special Rules: When a steamjack is grappled or taken into a headlock,
armlock or weapons lock with a frost fist, it takes a -2 penalty to STR as
long as the lock is maintained. This penalty also affects rolls to escape the
lock. If more than one steamjack with a frost fist manages to get a lock
hold (or if a steamjack is being grappled by a 'jack with two frost fists),
these penalties are cumulative as the touch of the combined frost fists
dampens the output of the steamjack's boiler.
The main purpose of frost fists is to securely restrain enemy or
experimental steamjacks without damaging them too much until mechaniks
can douse their heartfires – however, steamjacks that have Immunity: Cold
and 'jacks that do not rely on steam power like Cygnar's Thunderhead are
not affected.
When a frost fist does not have power, it suffers -1 POW and a -1 penalty
on attack rolls.
Fabrication: The material cost of the frost fist's housing is 30% of the
steamjack's chassis cost in gc (remember that this does not include the
price of the cortex). It takes three weeks to construct the device. The
pertinent Craft skill for construction is Craft (metalworking).
The frost fist's runeplate requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a target number of 15.

Clockwork Squirrel
Cost: 40 gc
Description: The clockwork squirrel, not unlike the so-called clockwork rat,
consists of a strong windable clockwork mounted on two small wheels that
is tripped by a smaller clockwork timer that can be wound up to run for
about an hour. The difference to the clockwork rat is that the clockwork
squirrel moves by reeling in a thin but strong line, rather than on spring-
powered wheels.
In order to set a clockwork squirrel up, the end of the line is usually
attached to a branch in a tree, while a small staple fixes the line to the base
of the tree's trunk. The line is then paid out and the trigger clockwork set
(this might require an INT+Rope Use or Survival roll against a target
number of 12 which is made by the GM; on a failure, the clockwork squirrel
will get stuck on its way to the end of the line. The result of the
aforementioned roll could also be used as the target number for guards'
PER+Detection rolls to notice the line and clockwork squirrel). When the
clockwork squirrel moves, it will directly approach the staple, which it will
easily dislodge, and then disappear upwards into the tree to where the end
of the line has been fixed, thus ensuring that the device will have made a
noise but likely remain undiscovered once it has disappeared into the foliage
(unless the tree is examined, of course). Most clockwork squirrels can “run”
for a distance of about 30 yards, and contain attachments that make a
racket as the device drags itself over the ground (these noisemaker
attachments usually also have a simple spring-loaded lever that trails
behind as long as the clockwork squirrel moves on the ground, and then
shuts the noisemaker down as soon as the squirrel leaves the ground to
ensure it is silent once it enters its hiding place).
Gobbers in particular have the advantage of being able to crawl into narrow
spaces where they can attach the line of a clockwork squirrel, ensuring that
bigger folk will be unable to easily find their mechanical source of distraction
once it has served its purpose.

Steamjack Gear

Hazard Reflex Array


Cost: 320 gc
Description: The hazard reflex array, which attaches to a steamjack's
cortex, improves a steamjack's ability to move in an environment where
bumping into objects could have dire repercussions, like mines and
foundries.
Special Rules: When a steamjack equipped with a hazard reflex array fails a
roll and the failure causes a hazardous environment effect (e.g. bumping
into a prop in a mine during an ongoing excavation, which could cause a
cave-in, or missing with a swing and hitting a volatile mechanikal device by
accident), the steamjack may repeat the roll, and the repeat roll is
automatically boosted. A success on the repeat roll will not mean success on
the failed action the steamjack was attempting in the first place (e.g. the
steamjack still makes no progress while digging, or the swing still misses its
target), but it will avoid any possible hazardous environment effects.
A hazard reflex array has no effect on ranged attacks that miss, on rolls the
steamjack had to make in order to avoid the hazardous situation in the first
place (e.g. making an AGL roll to avoid falling overboard in a storm), or
when the hazardous environment effect is not caused by the steamjack's
actions (e.g. being slammed into a wall).
Only Ferrum-grade cortices or better can be upgraded with hazard reflex
arrays. Additionally, a 'jack handler has to “train” the steamjack to
recognise the dangers, which usually takes about 1d3 days. A steamjack
with a hazard reflex array can learn to safely navigate a number of
environments equal to its INT+PER.
Mounting a hazard reflex array takes four hours and requires the cortex to
be removed from the steamjack's cortex bay. On a successful
INT+Mechanikal Engineering roll against a target number of 14, the hazard
reflex array has been successfully installed. On a failure, the character can
try again after another hour of labour.
Paying to have a hazard reflex array mounted costs an additional 60 gc.
Sympathetic Node
Cost: 250 gc
Description: The sympathetic node is basically a simplified version of the arc
node. Its purpose is to ease the use of a warcaster's support spells on
bonded steamjacks equipped with sympathetic nodes.
Special Rules: As long as a steamjack equipped with a sympathetic node is
in the control area of the warcaster it is bonded to, the warcaster may cast
spells that target that steamjack regardless of range or line of sight. Any
abilities that disrupt channeling (IKRPG, p. 234) will also render the
sympathetic node inoperable. A sympathetic node cannot channel offensive
spells.
A steamjack outfitted with a sympathetic node gains two additional damage
boxes on its damage grid. Additionally, the lowest boxes in columns 3 and 4
that do not already contain letters for systems become “S” boxes for the
sympathetic node system.
A steamjack cannot have both an arc node and a sympathetic node, since
the two systems utilise the same hookups to the cortex.
Paying to have a sympathetic node mounted on a steamjack costs an
additional 30 gc.

Defensive Reflex Array


Cost: 300 gc
Description: A defensive reflex array allows a steamjack to temporarily
become more sensitive to danger and adept at dodging, at the cost of
ranged accuracy.
Special Rules: At the start of its turn, a steamjack equipped with a
defensive reflex array may spend 1 focus to gain +2 DEF for one round. The
steamjack does become jittery during this time, however, and also suffers -
2 RAT for the same duration. A steamjack with a disabled movement
system cannot benefit from a defensive reflex array. A defensive reflex
array can only be used once per turn.
Mounting a defensive reflex array takes eight hours and requires the proper
tools as well as a successful INT+Mechanikal Engineering roll against a
target number of 16. On a failed roll, the character can try again after
another hour of labour.
Paying to have a defensive reflex array mounted costs an additional 120 gc.

Defensive Reflex Array


Cost: 300 gc
Description: A defensive reflex array allows a steamjack to temporarily
become more sensitive to danger and adept at dodging, at the cost of
ranged accuracy.
Special Rules: At the start of its turn, a steamjack equipped with a
defensive reflex array may spend 1 focus to gain +2 DEF for one round. The
steamjack does become jittery during this time, however, and also suffers -
2 RAT for the same duration. A steamjack with a disabled movement
system cannot benefit from a defensive reflex array. A defensive reflex
array can only be used once per turn.
Mounting a defensive reflex array takes eight hours and requires the proper
tools as well as a successful INT+Mechanikal Engineering roll against a
target number of 16. On a failed roll, the character can try again after
another hour of labour.
Paying to have a defensive reflex array mounted costs an additional 120 gc.

Warcaster Armour Upgrades

Warcaster armour upgrades can be installed in a suit of warcaster armour to


improve its performance by utilising the excess power generated by the
armour's arcane turbine. These upgrades only provide their benefits when
the arcane turbine is running at full steam (IKRPG, p. 289).
Every upgrade has a power requirement. This power requirement must be
met by the armour's arcane turbine, limiting the total number of upgrades
to 3.

Installing Upgrades
Since warcaster armour is already one of the most complex pieces of
mechanika in existence, installing further upgrades is difficult and risks
unbalancing or damaging the armour's systems. The target number for
installing upgrades is increased by +1 for the second upgrade, and by +2
for the third upgrade. When an upgrade test is failed, a roll on the upgrade
failure table must be made:

D6 Result

1 No significant failure – the character can retry the roll after two hours spent
reworking the armour

2 Botched installation – the upgrade does not work, and the upgrade somehow
interferes with the wearer's movements, inflicting a -1 DEF penalty until the
upgrade is removed and reworked.

3 Upgrade damaged – the upgrade itself is damaged and requires replacement


parts costing 20% of its price before it can be repaired and reinstalled.
4 Boiler leak – the armour's arcane turbine leaks, venting steam into the
armour and causing 1 point of damage to the wearer at the end of each turn.
Outside of combat this damage is suffered once per minute.

5 Assist Failure – the armour's assists stop working, giving the armour the SPD
and DEF penalties of unpowered warcaster armour. Repairing the assists takes
1 day and a successful INT+Mechanika roll against a target number of 15.

6 Power Field Failure – the armour's power field stops working. Repairing the
power field takes 1 day and a successful INT+Mechanika roll against a target
number of 17.

Enhanced Power Field


Cost: 450 gc
Effect: Adding an enhanced power field adds +3 damage boxes to the
warcaster armour's power field. This upgrade may be taken twice.
Power Requirement: 1 (cumulative for each power field enhancement)
Installation: Installing an enhanced power field requires 1 day of labour
followed by a successful INT+Mechanikal Engineering roll against a target
number of 17.
Fabrication: The material cost of an enhanced power field upgrade is 150
gc. It takes three weeks to construct the device. Fabricating an enhanced
power field upgrade requires the Inscribe Formulae ability and a successful
INT+Mechanikal Engineering roll against a target number of 17.

Improved Assist
Cost: 225 gc (medium warcaster armour), 300 gc (heavy warcaster
armour), 420 gc (superheavy warcaster armour)
Effect: Adding improved assists reduces the DEF penalty of a suit of
warcaster armour by 1, to a minimum penalty of +0. This upgrade may be
installed more than once.
Power Requirement: 1 (cumulative for each improved assist)
Installation: Installing improved assists requires 1 day of labour followed by
a successful INT+Mechanikal Engineering roll against a target number of
15.
Fabrication: The material cost of an improved assist upgrade is 75 gc for
medium warcaster armour, 100 for heavy warcaster armour, and 140 gc for
superheavy warcaster armour. It takes one week to construct the device.
Fabricating an improved assist upgrade requires the a successful
INT+Mechanikal Engineering roll against a target number of 15.
Power Field Charger
Cost: 300 gc
Effect: When a warcaster spends focus to recharge his power field, he
regenerates two power field boxes per point of focus.
Power Requirement: 2
Installation: Installing a power field charger requires 1 day of labour
followed by a successful INT+Mechanikal Engineering roll against a target
number of 17.
Fabrication: The material cost of the power field charger upgrade is 100 gc.
It takes two weeks to construct the device. Fabricating a power field
charger upgrade requires the Inscribe Formulae ability and a successful
INT+Mechanikal Engineering roll against a target number of 17.

Power Field Regenerator


Cost: 450 gc
Effect: If a warcaster's suit of warcaster armour is equipped with a power
field regenerator, its power field regains 1d3 power field boxes at the end of
each maintenance phase.
Power Requirement: 2
Installation: Installing a power field regenerator requires 1 day of labour
followed by a successful INT+Mechanikal Engineering roll against a target
number of 17.
Fabrication: The material cost of the power field regenerator upgrade is 150
gc. It takes two weeks to construct the device. Fabricating a power field
regenerator upgrade requires the Inscribe Formulae ability and a successful
INT+Mechanikal Engineering roll against a target number of 17.

Power Field Stabiliser


Cost: 225 gc
Effect: If a warcaster's suit of warcaster armour is equipped with a power
field stabiliser, its power field regains 1 power field box at the end of each
maintenance phase. This upgrade can only be installed once.
Power Requirement: 1
Installation: Installing a power field stabiliser requires 1 day of labour
followed by a successful INT+Mechanikal Engineering roll against a target
number of 17.
Fabrication: The material cost of the power field stabiliser upgrade upgrade
is 75 gc. It takes one week to construct the device. Fabricating a power field
stabiliser upgrade requires the Inscribe Formulae ability and a successful
INT+Mechanikal Engineering roll against a target number of 17.

Emergency Power Booster


Cost: 450 gc
Effect: After an attack that depletes the power field has been completely
resolved, the power field immediately recovers 1d6 damage boxes. The
accumulators of the emergency power booster require about half an hour to
recharge, so the device requires the suit of warcaster armour to run for at
least that long on full steam before the booster can be triggered again.
Once fully charged, the booster's internal accumulators hold their charge for
one day before it dissipates.
Power Requirement: 3
Installation: Installing an emergency power booster requires 1 day of labour
followed by a successful INT+Mechanikal Engineering roll against a target
number of 17.
Fabrication: The material cost of an emergency power booster upgrade is
150 gc. It takes three weeks to construct the device. Fabricating an
emergency power booster upgrade requires the Inscribe Formulae ability
and a successful INT+Mechanikal Engineering roll against a target number
of 17.

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