Savage Iron Kingdoms
Savage Iron Kingdoms
Reference Materials
● Iron Kingdoms RPG (Campaign Setting)
● Iron Kingdoms: Requiem (5e Campaign Setting)
● Monsternomicon for 5e
● Borderlands & Beyond (soon...)
● Nightmare Empire (soon…)
Credits
Iron Kingdoms created by: Matthew D. Wilson (Privateer Press)
Savage Worlds game designed by: Shane Hensley, with Clint Black
Setting adapted by: Peter Adams (architech99#7462) & Michael Scott. Find us on Discord or
the new Savage Worlds Mastodon community!
Acknowledgments
Special thank you to the Savage Worlds Discord community for the versions that came before
and a willingness to share ideas that contributed some basic concepts to this document.
Thank you to Shane Hensley and Pinnacle Entertainment Group for being so generous with
their licensing which allows this document to even exist.
Thank you to Privateer Press for creating an amazing and epic world that begged to be
savaged.
Design Philosophy
We subscribe to a minimalist design aesthetic. Rather than creating new systems or
“converting” mechanics from the source material, we prefer to find ways to create the same
types of characters, creatures, and effects using the existing core Savage Worlds mechanics
and subsystems. While not possible in every case, we believe the Setting Rules and
setting-specific character options (Edges, Hindrances, Power Modifiers, etc) provide a
cinematic and playable translation of the Iron Kingdoms campaign setting.
Additionally, the following sections are designed with the following in mind:
Ancestries: The canonical term “races” has been replaced by the term “ancestries” when
referring to the diverse people of Western Immoren available as player characters. Each
ancestry is balanced to +2 ability points and we avoided applying social/roleplaying
Hindrances, preferring to capture the attributes and traits in question through mechanical
modifications. These additional hindrances (i.e. the Loyal Ogrun) should be taken as part of
the character creation process at the player’s discretion (check with your GM to determine if
that is required).
Arcane Backgrounds: Rather than create a unique arcane background for every variant
caster, we defined a list of core arcane backgrounds that are available and translated many of
the Iron Kingdoms Archetypes through Edges.
Gear: Costs were intentionally left out of this conversion as there is no simple way to convert
to values relative to $500 (the baseline starting funds in the Savage Worlds core rules). We
recommend using the costs as listed in the Iron Kingdoms Campaign Setting and a similar
means of determining starting funds and treasure for heroes. Essentially, all gear costs are 1:1
conversion in gold pieces.
Steamjacks: Physical attributes are determined by the Chassis and Function. Learning and
processing/reaction are determined solely by the Cortex.
Random Tables: Many translations use dice. Even the Savage Worlds core rules use dice for
some effects (such as the Fear table), however, we prefer to represent random effects using
the staple Savage Worlds mechanic: the action deck (cards).
Archetypes
Gear: Second-story pack, dagger (Str+d4), hand axe (Str+d6), Carbine (Range 20/40/80,
Damage 2d8, AP 2, RoF 1), leather armor (+1 Armor).
Special Abilities
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size -2 (Small): Gobbers are three feet tall and weigh around 32 pounds.
Advances: Research d8 and Common Knowledge d6, Academics d6 and Fighting d6, Scholar,
Occult d8 and Acadmics d8
Gear: Field alchemy kit, grenade bandolier, gas mask, dagger (Str+d4), short sword (Str+d6),
leather armor (+1 Armor), 5 empty grenade housings (or pick 5 pre-mixed grenades).
Special Abilities
● Big: Subtract 2 from Trait rolls when using equipment not specifically designed for
Ogrun. Custom equipment and additional food is double the listed price.
● Size 1: Ogrun are around eight feet tall and usually weigh less than 500 pounds.
Advances: Science d8 and Academics d6, Smarts d10, Athletics d10, Level Headed
Duelist (Nyss)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d4
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Notice d8, Persuasion d6, Shooting
d6, Stealth d4, Taunt d6
Gear: Explorer’s pack, Nyss Claymore (Str+d8, Parry +1, Two hands), armored greatcoat (+2
Armor)
Special Abilities
● Harsh Climate: Nyss start with +1 Toughness.
Hindrances: Big Mouth (Minor), Code of Honor, Driven (Minor), Heroic (Major)
Edges: Arcane Background (Gifted), Bolster, Command, Roar
Gear: Dagger (Str+d4), short sword (Str+d6), studded leather armor (+2 Armor), medium shield
(+2 Parry, -2 Cover), explorer’s pack.
Special Abilities
● Big: Subtract 2 from Trait rolls when using equipment not specifically designed for
Trollkin. Custom equipment and additional food is double the listed price.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Slow Regeneration: Trollkin may make a healing roll every day and may heal recent
permanent injuries once all other wounds are healed. This requires twice as much food
as normal to function (four times as much as a human). Without the extra calories, they
heal as normal and may not heal permanent injuries. After a week has passed, any
unhealed permanent injuries are truly permanent.
● Size 1: Trollkin are usually less than eight feet tall and weigh between 250 and 500
pounds.
Gunfighter (Rhulfolk)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d4, Intimidation d6, Notice d6,
Persuasion d4, Repair d6, Shooting d10, Stealth d6, Survival d6
Gear: Gunsmith’s kit, soldier’s pack, leather armor (+2 Armor), hand cannon (Range 12/24/48,
Damage 2d6+1, RoF 1), slug gun (Range 10/20/40, Damage 2d8, AP2, RoF 1), extra rounds (20)
Special Abilities
● Size -1: Rhulfolk are four feet tall and weigh more than 125 pounds.
Hindrances: Impulsive (Major), Outsider (Minor - Except other Iosans), Wanted (Major)
Edges: Arcane Background (Gun Mage), Black Penny, Reciprocate, Two-Gun Kid
Gear: Rune-etching kit, gunsmith’s kit, armored greatcoat (+2 Armor), magelock pistol (Range
12/24/48, Damage 2d6, ROF 1)
Special Abilities
● Frail: Reduce Toughness by 1
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Advances: Two-Gun Kid, Smarts d8, Shooting d10 and Spellcasting d8, Reciprocate
Mage Hunter (Iosan)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Notice d8, Occult d8, Persuasion d4,
Shooting d8, Stealth d6, Survival d8
Hindrances: Driven (Major), Outsider (Minor - Except other Iosans), Wanted (Major)
Edges: Calculating, Favored Foe (Arcane casters), Mage Hunter, Marksman
Gear: Explorer’s pack, scale mail (+3 Armor), dagger (Str+d4), short sword (Str+d6), hand
cannon (Range 12/24/48, Damage 2d8, RoF 1)
Special Abilities
● Frail: Reduce Toughness by 1
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Mechanik (Trollkin)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Academics d8, Athletics d4, Common Knowledge d6, Fighting d6, Notice d8, Persuasion
d6, Repair d10, Stealth d6
Gear: Mechanik’s kit, ‘jack wrench, explorer’s pack, armored apron (+1 Armor), dagger
(Str+d4), light hammer (Str+d6)
Special Abilities
● Big: Subtract 2 from Trait rolls when using equipment not specifically designed for
Trollkin. Custom equipment and additional food is double the listed price.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Slow Regeneration: Trollkin may make a healing roll every day and may heal recent
permanent injuries once all other wounds are healed. This requires twice as much food
as normal to function (four times as much as a human). Without the extra calories, they
heal as normal and may not heal permanent injuries. After a week has passed, any
unhealed permanent injuries are truly permanent.
● Size 1: Trollkin are usually less than eight feet tall and weigh between 250 and 500
pounds.
Advances: Smarts d10, Repair d10 and Academics d8, Strong Willed, Mr Fix It
Warcaster (Human)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d4, Battle d8, Common Knowledge d6, Fighting d8, Notice d4, Persuasion d4,
Repair d6, Spellcasting d10, Stealth d4
Hindrances: Armor Interference (Major), Heroic (Major), Material Components, Vow (Major)
Edges: Arcane Background (Wizard), Channeling, Command, Warcaster
Gear: Explorer’s pack, light warcaster armor (+2 Armor), dagger (Str+d4), trench sword (Str+d6,
special)
Power Points: 15
Special Abilities
● Controller (Steamjack): Can form Bonds with steamjacks.
Ancestries
Gobber
● Agile: Start with d6 Agility and have a maximum Agility of d12+1.
● Dark Vision: Ignore all Illumination penalties and 2 points of penalties from invisibility
or similar powers within 10”.
● Memorable: Every gobber has the Quirk Hindrance, though it does not always
manifest in the same way.
● Mild Mannered: Gobber characters begin play with the Mild-Mannered Hindrance.
● Short Legs: Gobbers have a Pace of 5 and a d4 Running die.
● Size -2 (Small): Gobbers are three feet tall and weigh around 32 pounds. They have a
maximum Strength of d8 and subtract 2 from their Toughness and damage rolls. Gear
made for Gobbers weighs and costs half the listed value. Reduce the minimum
strength for gobber armor by two die types (minimum d4).
Human
● Adaptable: Begins with a Novice Edge of their choosing.
Iosan
● Agility: Start with d6 Agility and have a maximum Agility of d12+1.
● Frail: Reduce Toughness by 1.
● Keen Senses: Start with d6 Notice.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Outsider: Suffers the Outsider (Minor) hindrance when dealing with anyone except
other Iosans.
Nyss
● Agility: Start with d6 Agility and have a maximum Agility of d12+1.
● All Thumbs: Start with the All Thumbs (Major) Hindrance.
● Harsh Climate: Nyss start with +1 Toughness.
● Keen Senses: Start with d6 Notice.
Ogrun
● Big: Subtract 2 from Trait rolls when using equipment not specifically designed for
Ogrun. Custom equipment and additional food is double the listed price.
● Mighty: Begin with Strength d6 and have a maximum Strength of d12+1.
● Imposing: Begin with either d6 Persuasion or d4 Intimidation.
● Size 1: Ogrun are around eight feet tall and usually weigh less than 500 pounds.
Rhulfolk
● Engineers: Begin with d6 Repair
● Pragmatic Artisans: Begin with Smarts d6 and have a maximum Smarts of d12+1.
● Reduced Pace: Rhulfolk have a Pace of 5 and a d4 Running die.
● Size -1: Rhulfolk are four feet tall and weigh more than 125 pounds.
Trollkin
● Big: Subtract 2 from Trait rolls when using equipment not specifically designed for
Trollkin. Custom equipment and additional food is double the listed price.
● Kriel Heritage: Choose one Major Hindrance based on your Trollkin’s heritage:
Bloodthirsty (Scharde Isles), Code of Honor (Woodland), or Thin Skinned (Northkin).
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Size 1: Trollkin are usually less than eight feet tall and weigh between 250 and 500
pounds.
● Slow Regeneration: Trollkin may make a healing roll every day and may heal recent
permanent injuries once all other wounds are healed. This requires twice as much food
as normal to function (four times as much as a human). Without the extra calories, they
heal as normal and may not heal permanent injuries. After a week has passed, any
unhealed permanent injuries are truly permanent.
● Tough: Begin with d6 Vigor and have a maximum Vigor of d12+1.
Setting Rules
From the Savage Worlds core rules:
● Conviction
● Creative Combat
● Multiple Languages (Cygnaran, Five Cant, Gobberish, Iosan, Khadoran, Llaelese,
Molgur-Og, Molgur-Trul, Ordic, Rhulic, Seeker’s Code, Shyr, Sulese)
● Wound Cap
From the Savage Worlds Super Powers Companion, the Knockback setting rule is optional.
The following setting rules are optional. They can alter the entire dynamic of the game and
impact one of the three “F”s (Fast, Furious, Fun).
Conviction
In addition to Conviction as described in the Savage Worlds core rules, Conviction may also be
used to affect the draw of the Price of Healing. Once all cards have been drawn, a player may
spend a point of Conviction to discard the highest card in the draw.
Dragon Blight
Dragon blight afflicts characters that ingest blighted vegetation or meat or who are physically
Wounded by a blighted creature and fail a Vigor roll at –2, becoming Blighted (see New
Hindrances).
Acid
Damage from acid continues until the character is no longer exposed. Once removed, the
character suffers the Lingering power modifier in acid damage the following turn. Acid can
reduce the Armor or Hardness of a victim or material by 1 if the damage roll from the Acid
exceeds the item’s Hardness value. This reduction persists until repaired.
Acid Damage
Damage † Description
† Acid hazards inflict Lingering Damage (use the Lingering Damage power modifier in the
Savage Worlds core rules).
Disease
Diseases in the Iron Kingdoms often have a long-term effect when left untreated. When a
character is exposed to a disease, must make a Vigor roll with a penalty equal to the Virulence
Rating (VR) of the disease. On a failure, the character contracts the disease and suffers the
Effects.
Recovery: Rolls made to cure the disease, including arcane skill rolls to activate the healing
power, are made with a penalty equal to the disease’s VR.
Hunger
In addition to Fatigue, Incapacitaion, and death, flesh-and-blood creatures with the Heavy
Armor special ability lose this ability until all Fatigue and Wound levels caused by Hunger have
been removed.
Necrotic Energy
Cryx is renowned for their mastery over the use of Necrotite and the energies used to fuel
undeath. Necrotic energy hinders natural healing and natural healing rolls to recover from
Wounds caused by necrotic energy are made at -2.
Soul Magic
The Nightmare Empire of Cryx and other fell factions have discovered ways to harness the
power of mortal souls. These techniques are irredeemably evil and practitioners are hunted by
the authorities of the Iron Kingdoms. A mortal whose soul has been captured cannot be
revived by any means until the soul is freed. A creature with an Arcane Background can
consume a soul as a limited free action to immediately regain 5 Power Points. Consuming a
soul irrevocably destroys it.
Steamjack Combat
Derived from SteelDraco’s (Savage Worlds Discord) Iron Kingdoms translation.
‘Jacks are constructs, with limited capacity for self-determination, and serve their Warcaster or
mechanik. They are treated as Allied Wild Cards with no bennies and act on the same Initiative
card as their commander in combat. They follow the normal rules for constructs with regards
to taking damage and being Shaken.
When ‘Jacks receive a Wound, roll on the Critical Hit table below for each Wound level. When it
takes its fourth Wound, as a vehicle, the ‘jack becomes Wrecked and is inoperative. These
mechanikal monstrosities cannot be healed through the same means as a flesh and blood
creature. Instead, they must be fixed and restored with a successful Repair or Mechanika roll
and access to a properly outfitted workshop. A mechanik who successfully makes a repair roll
and spends two hours per Wound heals one Wound for each Success and raise. If the
mechanik achieves an additional raise above what is required to fix all Wounds, the repair time
is halved. If the roll fails, the mechanik must start over and the time is lost.
A ‘jack can be restored in the field when the field mechanik has access to at least a toolkit and
basic replacement parts. Subtract 2 from such Repair rolls. An average workshop negates this
penalty, and an excellent or dedicated facility adds +2.
Wrecked Warjacks: With access to a workshop and spare parts, a mechanik can repair
wrecked ‘jacks. Restoring a ‘jack that has been Wrecked requires a full day in addition to the
required two hours per Wound.
Modified Hindrances
The All Thumbs minor Hindrance is now a major Hindrance. Complex, modern, and
Mechanikal devices feature prominently in Western Immoren and even many melee weapons
may have some mechanikal components. As a result, nearly all rolls to use gear by a character
with All Thumbs are made at -2.
After a character reaches Seasoned, the Armor Interference Hindrance, whether taken
specifically at character creation or included as part of an arcane background, can be bought
down or removed by spending an advance. Spending one advance reduces a major Hindrance
to minor or eliminates a minor Hindrance. Only one advance per rank may be spent in this
way.
New Hindrances
Blighted (Minor)
The character has been poisoned by dragon blight and will forever be fighting off the poison’s
influence and is almost certain to run afoul of spawn hunter militias. When first blighted, a
character adds a Blight Rating to their stats. The Blight Rating begins at 0.
At each new Rank, the character makes a Vigor roll at -2. Failure increases the Blight Rating by
one (two on a Critical Failure). A character can intentionally fail this roll. If a character’s Blight
Rating exceeds the character’s unmodified Toughness (i.e. excluding Size or other modifiers),
the character becomes subservient to the local dragon upon achieving the next Rank.
Any character with a Blight Rating higher than 0 is visibly Blighted and will be viewed with
suspicion or scorn by most citizens of Western Immoren. They make Persuasion rolls at -1.
Monolingual (Minor)
The character has never been exposed to the wider world and has never been outside her
homeland. As a result, she never learned (or simply never bothered to learn) any other
languages. The character starts with a single language as a native speaker. This does not
prevent learning other languages after character creation.
Skills
The following skills are not used in Iron Kingdoms:
● Driving
● Electronics
● Hacking
The Piloting skill applies to airships and navigation while operating an airship. A character can
replace Piloting with Survival for navigating an airship but subtracts 2 from the roll.
Modified Edges
The Scavenger Weird Edge requirements are changed to Novice, Survival d6+.
New Edges
Ancestral Edges
Once per encounter, when approaching a target for a Fighting sneak attack, a Gobber with this
Edge may spend a Benny to attack as though their target is Vulnerable or, as a limited free
action, may make an opposed Stealth roll against their target’s Notice. On a success, they have
The Drop instead of Vulnerable. On a failed roll, the attacker does not gain the benefits of a
target being Vulnerable.
Nimble
Requirements: Gobber, Agility d8+
Your character is particularly agile and, combined with the Gobber’s small size, is capable of
moving through the same space occupied by another character. The Gobber’s movement may
not end in this space.
Weird Edges
Blight Mutation
Requirements: Blighted hindrance, Blight Rating 1+
The character exhibits signs of dragon blight, mutating in strange and terrifying ways. When
this Edge is taken, draw an Action Card to determine the mutation. This Edge can be taken
multiple times, drawing a new mutation each time.
Card Result
5 Serpentine: Instead of legs, the character has a long tail and cannot be knocked
prone.
Jack Preternatural Awareness: The character gains the Level Headed Edge. If they
already have Level Headed, they gain Level Headed (Improved).
King Lurker: The character gains the Shadow Stealth Special Ability.
Ace Ravenous: The character can heal Wounds by consuming 10 pounds of raw
meat and one hour of rest per Wound healed.
Soul Vitality
Requirements: Veteran, Corrupted Hindrance (Living characters only)
Combat Edges
Chain Shot
Requirements: Veteran, Two-Gun Kid, Shooting d8+
When attacking a target in the same round in which you successfully hit the target with a
firearm attack, you make the second Shooting roll at +2.
Grenadier
Requirements: Athletics d8+
The character is adept at getting grenades and explosives to the target. The Range for any
thrown weapons is increased by 2/4/8 (i.e. a grenade with a Range of 5/10/20 would be
increased to 7/14/28).
Moment of Clarity
Requirements: Heroic, Gun Mage, Shooting d10+
Once per day, you may ignore all range penalties on an attack made with a Rune Shot.
Reciprocate
Requirements: Seasoned, Arcane Background (Gun Mage), Shooting d8+
Once per round (if not Shaken or Stunned), the character can make a free attack against one
foe that fails a Shooting attack against him.
Leadership Edges
Coordinated Assault
Requirements: Veteran, Battle d8+, Fighting d6+
Melee attacks from Extras in your Command Range count as a Heavy Weapon.
Coordinated Fire
Requirements: Veteran, Battle d8+, Shooting d6+
Ranged attacks from Extras in your Command Range count as a Heavy Weapon.
Power Edges
Black Penny
Requirements: Arcane Background (Gun Mage), Fighting d6+, Shooting d8+
When activating a power using Shooting, the gun mage may fire a ranged weapon in melee
using the Short Range attack difficulty instead of their target’s Parry.
Warcaster
Requirements: Arcane Background (Any), Smarts d6+, Battle d6+
The character is a warcaster and has the ability to form magical bonds with mechanika,
including steamjacks. The character gains the Controller (Steamjack) special ability. A
warcaster with the Transfer Edge may transfer four Power Points to a steamjack in their
Command Range which are immediately converted into a Benny the steamjack can use.
Steamjacks lose any Bennies when they are shut down. A steamjack’s cortex determines how
many Bennies it can have at one time.
If taken at character creation, they also start with a suit of light warcaster armor.
Professional Edges
‘Jack Marshal
Requirements: Smarts d6+, Battle or Repair d4+
‘Jack Marshals have learned how to command steamjacks using their voice. They are able to
command up to half their Battle or Repair (whichever is higher) in ‘jacks and may spend
Bennies for any ‘jack they command. In order to issue a command to any of their ‘jacks, it
must be within Command Range. A ‘jack’s cortex allows it to follow complex orders without
additional instruction, like “attack our enemies,” “protect Caine,” or “guard this area.”
Controlling a ‘jack by voice is far less precise than the mental link with a warcaster. A ‘jack
commanded by a ‘jack marshal does not get the benefit of its Wild Die on Trait rolls.
If taken at character creation, the ‘jack marshal begins the game with a light laborjack.
Mage Hunter
Requirements: Novice, Spirit d8+, Occult d6+
A specialized hunter, you are well-versed in overcoming magic-wielding foes. When a character
activates a power within Smarts range of this character, you may spend a Benny to initiate a
Test against the spellcaster using your character’s Occult skill. If the Test is successful, the
power is not activated and the foe is Distracted. With a Raise, the spellcaster also spends the
Power Points that would have been necessary to activate the power and is Vulnerable.
Pistol Duelist
Requirements: Seasoned, Shooting d8+
You have adopted a single pistol style. When wielding only a single-shot pistol, a single-action
reload can be performed as part of a Multi-Action with no additional penalty. Weapons with a
reload greater than 1 cannot be rapidly reloaded in this manner.
Example. A duelist armed with a single-shot pistol may fire up to two times per round,
reloading in between shots, and is subject to a -2 multi-action penalty to all actions.
Weird Edges
Advanced Controller
Requirements: Veteran, Command Presence, Warcaster or Warlock, Battle d8+
For the purposes of controlling Bonded creatures, increase your Command Range to 5” x Rank
(to a maximum of 25").
Spell Stalker
Requirements: Veteran, Mage Hunter, Smarts d6+, Spirit d8+, Survival d8+
You have honed your craft to such a degree that you can sense the residual arcane energies
left behind by magic use. On a successful Survival roll to track, you know what power was used
in the past 24 hours and the general power level (rank) of the caster.
You can track the creature by their power signature for up to seven days after the power was
activated with a successful Survival roll each day.
Bonded
The Wild Card creature depends on a controller to reach its full potential. The following rules
apply to bonded creatures:
While within the controller’s Command Range, the bonded creature gains the following
benefits:
If a non-Wild Card has this ability, it becomes a Wild Card once a controller forms a mental link
(see Controllers below).
Controller
A controller uses their innate magical abilities to form a mental link with a Bonded creature.
Controllers must have an Arcane Background and can only control a single type of Bonded
creature (i.e. Steamjacks, Troll warbeasts, Devourer warbeasts).
The methods for establishing the magical link with the Bonded creature are detailed in the
appropriate Iron Kingdoms Requiem sourcebook or listed under the Edge that grants the
Controller special ability.
Gear
Notes
In addition to the notes/gear Traits in the Savage Worlds core rules, the following appear in the
tables below:
Environmental Protection: This protective gear provides +4 armor vs attacks of the specified
damage type.
Focus Efficient: Items with this trait gain +2 damage when its wielder spends a Benny to
reroll damage.
Magelock: The weapon is designed to be used by a gun mage and can channel Rune Shots
without any ill effects. If a gun mage attempts to fire a Rune Shot from a non-magelock
weapon and rolls a Critical Failure, the weapon explodes in the gun mage’s hand, inflicting 2d6
damage to the gun mage and any adjacent characters.
Noticeable: The presence of this gear is, well, noticeable. Stealth rolls are made with the
penalty indicated in parentheses.
Steam Powered: Some mechanikal devices are steam-powered. Under heavy load (i.e.
combat), they can run for up to one hour. Under general load (travel, etc), they can operate up
to 6 hours before needing to be refueled by adding coal to the steam turbine. When
submerged in water or exposed to a sufficient amount of water (GM’s discretion), the device’s
boiler is extinguished and it is rendered inoperable.
Storm: These weapons are powered by storm chambers and can arc with electricity when
powered on. While powered on, storm weapons can make a Ranged Attack that deals 2d6
electricity/lightning damage with a Range: 12/24/48 and do not need to be reloaded. When
making a melee attack, storm weapons increase their damage die one step and inflict +4
damage to creatures vulnerable to electricity/lightning.
Each turn a character without Environmental Protection against electricity uses a powered on
storm weapon, the character takes 2d6 damage.
Armor
Item Armor Min Str Weight
Steam Armor
Steam Armor is a form of power armor. In addition to the substantial protection it provides,
steam armor can enhance the wearer’s capabilities. When steam armor is created, Mod points
may be used to install upgrades from the Positive Racial Abilities table in the Savage Worlds
core rules at a 1:1 ratio. Changing the armor’s mods requires 1d4 days per point of the
modification and a successful Repair roll (halve the time required on a raise).
Steam armor requires power from the boiler to operate. If a character tries to use the armor
without power, they take a -4 penalty to all Strength and Agility-based rolls. The steam armor’s
upgrades also do not function without power.
Example: Caine has purchased a new suit of Heavy Steam Armor. He wants it to make him
stronger so he installs a custom hydraulic system which increases his Strength by one die type
(Attribute Increase - 2 points). He also wants it to have a steam-powered cannon for offense
(Blast Power - 2 points). Finally, he wants to make sure that it is well armored and protects him
from snipers (No Vital Organs - 1 point).
Later he decides that he needs to swap his custom hydraulics for a repair tool kit (Repair Skill -
1 point) and extra supplies (Repair Skill Bonus - 1 point) in a storage compartment. The
modifications take 2d4 days.
†
Items marked with the dagger are considered complex modern items and are subject to
the All Thumbs Hindrance.
Warcaster Armor
Warcaster armor recovers Power Points at the usual 5 points per hour or it can be recharged
by anyone with the Warcaster Edge. Warcaster armor also is treated as one category lighter for
the Armor Interference Hindrance. For example, a character with Armor Interference (Major)
can wear light warcaster armor, but not medium or heavy.
The arcane turbine stores 5 Power Points to power minor protection when activated as
a limited free action.
Warcaster Armor, Medium† +3 d6* 18
The arcane turbine stores 8 Power Points to power minor protection when activated as
a limited free action.
The arcane turbine stores 10 Power Points to power minor protection when activated
as a limited free action.
* Minimum Strength requirement is only considered when the armor is not activated.
† Items marked with the dagger are considered complex modern items and are subject to
the All Thumbs Hindrance.
Melee Weapons
Item Damage Min Str Weight
AP 2, Heavy Weapon, Reach 1, requires reloading with another blasting charge before
making another attack or a spearhead may be attached (damage and traits as standard
spear)
† Items marked with the dagger are considered complex modern items and are subject to
the All Thumbs Hindrance.
Storm Glaive: The Storm Glaive is designed to be used in unit combat. When wielding a Storm
Glaive and performing a Test against a foe using Fighting, other Storm Glaive wielders gain +1
to their attack roll using a Storm Glaive. This stacks with the standard bonus applied with a
successful Test.
Ranged Weapons
Item Range Damage Shots ROF Min Str Weight
Target is knocked Prone with a successful hit (also Entangled with a Raise)
Alchemical [Acid, Cold, Fire, Poison (Mild)], Can expend all shots and change Range to
Cone
AP 2, Alchemical [Acid, Fire, Poison (Mild)], Alchemical fluids must be refilled after 10
shots
Make a contested Athletics or Strength roll against targets hit with an equal or smaller
Size. If the attacker succeeds, the target is pulled 6” toward the attacker, ignoring Difficult
Ground.
AP 2, Snapfire, Heavy Weapon, MBT, Scaled for Characters with the Big racial ability
AP 6, Heavy Weapon
Str+d4 Melee Attack, Heavy Weapon, the next electricity-based attack against a target hit
by this weapon gets +2 to it’s attack roll, Storm
† Items marked with the dagger are considered complex modern items and are subject to
the All Thumbs Hindrance.
Blackpowder weapons use the standard rules for reloading. Other weapons which are
breech-load or use rifled cartridges or magazines can be reloaded with a standard action.
Unless otherwise specified, other ranged firearms are Rate of Fire 1, Shots 1.
Heavy Weapon. Targets under the template suffer an Acid Hazard (see New Hazards
above)
Targets under the template must make Agility roll or be Vulnerable and Distracted.
Targets under the template catch fire and continue to take 2d6 fire damage at the
beginning of their following turns until extinguished.
Targets under the template suffer the effects of the Slumber power with the attack roll as
the arcane skill roll.
Reduce the Armor of targets with metal armor under the template by 2 for 1 minute.
† Items marked with the dagger are considered complex modern items and are subject to
the All Thumbs Hindrance.
Other Grenades
● Grenade, explosive - as Mk II (WW2 Pineapple)
● Grenade, flash - as Stun Grenade, Range 4/8/16
● Grenade, smoke - as Smoke Grenade, Range 4/8/16
Other Equipment
Additional equipment can be found in the Iron Kingdoms Campaign Setting, including kits,
packs, and tools.
Magic Items
Standard magic items can be found in the Iron Kingdoms. Refer to the Fantasy Companion for
standard magic items or craft your own using Gear Traits using Magic & Mundane: Optional
Magic & Masterwork Item Crafting Rules.
Steamjacks
‘Jacks are a staple of Iron Kingdoms and bringing them into Savage Worlds requires treating
them as the unique piece of equipment that they are. Such a variety exists that it’s impossible
to encapsulate them all. To simplify things, we provide a baseline light and heavy chassis and
several templates that represent the various ‘jacks used by the nations of Western Immoren.
Creating a Steamjack
You can either choose an appropriate Steamjack Archetype or build a custom steamjack by
following these steps:
Chassis
Special Abilities
● Armor: +2. Heavy Armor.
● Size: 2
Special Abilities
● Armor: +4. Heavy Armor.
● Size: 3
Cortexes
The cortex of a Steamjack is its mechanikal brain that allows it to follow its operator’s
instructions. All ‘jacks require a Cortex or equivalent to function. The Cortex uses no Upgrade
Slots but must be purchased from Starting Funds or over the course of gameplay.
Cupernum-grade 3 d4 (A) d4 1
Ferrum-grade 5 d6 (A) d6 2
Aurum-grade 7 d8 (A) d6 3
All of a ‘jack’s skills are tied to Smarts. Each skill point spent can be used to train a new skill or
to increase the skill die of an existing skill by one step. Raising a skill above a ‘jack’s Smarts die
costs two skill points. A controller can retrain their Steamjack’s Skill Points by spending two
weeks of full-time instruction.
Example: An untrained ‘jack with a Ferrum-grade cortex starts with no skills. It can upgrade to
Notice d4 for one skill point and Fighting to a d8 for four more skill points.
A Steamjack’s personality and experience are stored in the cortex. If the ‘jack is destroyed, the
controller can salvage the cortex and install it in a new Steamjack. This retains the ‘jack’s skill
advances and imprint, if any. If the cortex is destroyed, a new ‘jack won’t have access to the
imprint or skill advances. A new ‘jack can be given advances up to its controller’s Rank by
spending one week per advance training the new ‘jack. A new imprint must be formed through
experience with the new ‘jack. It is also possible to wipe a Steamjack’s cortex; this completely
removes allocated skill points, advances, and imprints and the ‘jack must be retrained.
Steamjack Function
All Steamjacks share the following Special Abilities, regardless of Function:
● Ain’t it Heavy: ‘Jacks are hulking machines favored for their raw strength. All attacks
from a ‘jack are considered to be both from a Heavy Weapon and Magical. All ‘jacks
have Heavy Armor, as even laborjacks are massive constructs of steel that are difficult
to damage.
● Ambidextrous: Steamjacks ignore the Off-Hand penalty.
● Bonded: Does not receive Bennies; does not roll a Wild Die on Trait rolls unless
controlled by a warcaster.
● Fearless: ‘Jacks are immune to fear and fear effects.
● Massive: Steamjacks cannot use equipment that isn’t specifically made for them.
● Mechanikal Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties;
immune to poison, disease, paralysis, slumber, blind, Intimidation, Taunt, puppet;
doesn’t sleep.
● Slam: All ‘jacks have a basic Slam/Punch attack that inflicts Str+d4 damage.
● Steam Power: ‘Jacks are powered by steam. After 6 hours of general use, the steam
engine must be replenished. If it is not, the ‘jack suffers one level of Fatigue per minute.
Engaging in combat for 10 minutes consumes an hour’s worth of fuel – so a fully fueled
steamjack can engage in continuous combat for up to an hour.
● Vulnerability (Water): When submerged in water or exposed to a sufficient amount of
water (GM’s discretion), the ‘jack’s boiler is extinguished and the ‘jack is Incapacitated.
Labor Chassis: Built for manual labor, Labor Chassis have the following additional abilities:
● Built for Work: Both the light and heavy chassis are designed for labor, not combat,
and the vital systems are not well protected. A Called Shot to strike an unarmored area
of any Laborjack is made at -2.
Warjack Chassis: These Steamjacks of the human Kingdoms are deployed on battlefields
across Western Immoren. Warjacks have the following additional abilities:
● Built for War: The vital systems of light and heavy warjacks are well-protected and its
defenses are difficult to penetrate. A Called Shot to strike an unarmored area of any
Warjack is made at -4.
Steamjack Archetypes
See Iron Kingdoms: Requiem for description and details on all ‘jacks.
Hindrances: —
Edges: Ambidextrous
Gear: Cargo Claw x 2 (Str+d8, can use weapon damage when crushing during a grapple).
Special Abilities
● Armor +4: Heavy Armor.
● Built for Work: -2 to Called Shots to ignore the Docker’s Heavy Armor.
● Cortex: Ferrum-grade.
● Size 3: The Docker is 12’ tall and weighs 12,000 lbs.
⚙ Whaler (Variant Docker Chassis)
As Docker Heavy Laborjack but substitute the following:
Hindrances: —
Edges: Ambidextrous
Gear: Steamjack Fist x 2 (Str+d4)
Special Abilities
● Armor +2: Heavy Armor.
● Built for Work: -2 to Called Shots to ignore the Forager’s Heavy Armor.
● Cortex: Ferrum-grade.
● Size 2: The Forager is 9’ tall and weighs 6,000 lbs.
Hindrances: —
Edges: Ambidextrous
Gear: Battle Blade (Str+d8, Reach 1), Small Shield (Str+d4, Parry 1).
Special Abilities
● Armor +6: Heavy Armor.
● Built for War: -4 to Called Shots to ignore the Nomad’s Heavy Armor.
● Cortex: Aurum-grade.
● Size 3: The Nomad is 12’ tall and weighs 15,000 lbs.
● Tried and True: +2 to Repair rolls to repair damage to this steamjack.
Hindrances: —
Edges: Ambidextrous
Gear: Stun Spear (Str+d6, a steamjack hit with this weapon suffers the effects of the Stun
power with the attack roll serving as the casting roll), Medium Shield (Str+d4, Parry 2, Cover -2)
Special Abilities
● Armor +4: Heavy Armor.
● Built for War: -4 to Called Shots to ignore the Talon’s Heavy Armor.
● Cortex: Aurum-grade.
● Size 2: The Talon is 9’ tall and weighs 6,500 lbs.
● Tried and True: +2 to Repair rolls to repair damage to this steamjack.
Shields
Use the shield rules from the Savage Worlds core rules.
Melee Weapons
Item Damage Weight
Use this weapon’s Damage when performing a crush action after a successful Grapple
AP 1, ‘Jack’s hands remain free for other tasks. Tests for delicate work using this arm are
at -1.
Once per round, roll two Fighting dice for one attack with this weapon.
Reach 1, a ‘jack hit with this weapon suffers the effects of the stun power (Savage
Worlds core rules) with the attack roll serving as the arcane skill roll.
Ranged Weapons
Item Range Damage Shots ROF Weight
Make a contested Athletics or Strength roll against targets with an equal or smaller Size.
If the attacker wins, the target is pulled 6” toward the attacker ignoring Difficult Ground.
MBT, when taking the Aim action with this weapon change its Range to 30/60/90 for the
aimed attack, may be fired indirectly (see Bombards rule in Savage Worlds core rules)
Can ignite objects (see Fire Hazard in Savage Worlds core rules)
Steamjack Equipment
Item Weight
Arc Node 20
A warcaster can cast spells measuring range from a steamjack that is under their control
and within Command Range and treats it as the point of origin for the power.
The steamjack loses the Slow Hindrance or gains the Fleet-Footed Edge. Due to increased
fuel consumption, the steamjack loses 1 hour of general operation.
The steamjack can carry items up to four times the weight listed under the Encumbrance
rules in the Savage Worlds core rules.
Chassis Upgrades
To reach the pinnacle of Steamjack performance requires custom engineering and rare
materials. A steamjack’s Agility, Strength, and Vigor may be upgraded to the chassis maximum.
Each upgrade increases the ‘jack’s attribute by one die type. The first die step increase costs by
10% of the chassis base price, and each subsequent increase is twice as expensive as the
previous. The GM can choose to reduce this cost if the characters are able to trade services or
secure materials independently.
Upgrading a Steamjack’s cortex results in the loss of all skills, advances, and imprints.
Example: A base Nomad (a heavy warjack with a d12+1base Strength) chassis costs 5,500 gp.
Increasing the Nomad’s Strength to d12+2 costs 550 gp, d12+3 costs an additional 1,100 gp,
d12+4 costs an additional 2,200, etc. The total cost to increase the Nomad’s Strength from d10
to d12+4 is 3,850 gp.
Steamjack Advances
Steamjacks can learn new skills or advance in existing skills. When the controlling ‘jack marshal
or warcaster earns a new Rank, any ‘jacks they control gain two skill points to spend as the
controller sees fit. Once the character achieves Legendary Rank, a Steamjack earns 1 skill point
for every 4 Advances its warcaster earns.
Upgrading a Steamjack’s Attributes requires the installation of new hardware into the chassis
(see Gear section above).
Imprints
Steamjacks can develop personalities the longer they’re in service. When a Steamjack and
warcaster have worked together for a long time, or had particularly intense experiences
together, a bond forms called an imprint. When the GM determines one of these events has
occurred, the warcaster’s player rolls on this table to determine what personality quirk the
Steamjack develops. Roll 1d20 and reference the table below. The player can select the imprint
rolled or the imprint immediately before or after the rolled result. Alternatively, the player and
GM can agree on a specific imprint that’s appropriate to the story. The Steamjack also gains
the edge listed.
Imprints require a mental connection to a warcaster to form, but a ‘jack retains its imprint
when under the control of a ‘jack marshal.
Example: Caine and his laborjack Rust Bucket barely escaped an ambush from a scrapper
gang. The GM determines that the two have worked together long enough and the escape was
harrowing enough that Rust Bucket forms an imprint with Caine. Caine’s player rolls a d20 and
gets a 9. He can choose between Sneaky, Bright, and Young. After discussing it with the GM,
they both agree that Cowardly is a better personality trait and go with that. Rust Bucket will
now be more hesitant to jump into the fray, but can get out of trouble much more easily with
the Extraction edge.
● Alchemist
● Cleric
● Druid
● Elementalist
● Necromancer
● Shaman
● Tinkerer
● Wizard
Diabolist: This arcane background is renamed Infernalist and the term may be used
interchangeably with Diabolist. Characters with Arcane Background (Infernalist) are granted
their power by the beings known as infernals, gaining the Controller (infernal horror) Special
Ability. When this Arcane Background is selected the character must choose between being
cultist or a summoner. Cultists do not have the Summoning Special Ability but also do not
have the Armor Interference (Major) Hindrance. Summoners use the modified Summoning
Special Ability below:
● Summoning: As an action, the infernalist chooses a marked soul within 15” that they
can see. The marked soul is immediately Incapacitated and killed and a summoned
infernal is placed adjacent to the summoner. For 4 Power Points, they can summon two
grievers or one howler. For 8 Power Points, they can summon one lamenter or one
shrieker. For two marked souls and 20 power points, they can summon a desolator,
soul stalker, or umbral reaver.
Gun Mage
The character is a gun mage and gains access to the special rune shot power modifiers for
bolt. When activating a bolt with a rune shot power modifier, she may substitute Shooting for
her Arcane skill and the bolt’s Range and damage are altered to use the firearm’s Range and
base damage. A bolt cast using a rune shot power modifier is subject to Range penalties.
If taken at character creation, they also start with a magelock pistol or rifle.
Your gun mage has trained extensively to use firearms at close range. She can fire in melee
with shotguns, rifles, and (unwisely) explosive weapons. Also, she ignores the –2 penalty from
attack rolls when using her firearms as improvised weapons.
With a lot of practice, your gun mage has figured out how to craft rune shots that accept his
magic more readily than before. When using more than one Power Modifier with a rune shot,
reduce the Power Point cost by 1.
Domains
In addition to the Domains found in the Savage Worlds Fantasy Companion, there are several
additional Domains available to characters with Arcane Background (Cleric): Artifice,
Benefaction, Guile, Honor, Manipulation, Obedience, Shadow, Tempest, and Zeal.
Artifice
Powers: Arcane protection, banish, barrier, blast, blind, bolt, boost/lower Trait, conjure item,
damage field, darksight, deflection, detect/conceal arcana, dispel, divination, drain Power
Points, empathy, environmental protection, farsight, fly, healing (constructs only),
light/darkness, lock/unlock, object reading, relief (constructs only), sanctuary, sloth/speed,
slumber, smite, sound/silence, stun, telekinesis, time stop.
Guile
Powers: banish, blind, boost/lower Trait, confusion, conjure item, darksight, deflection,
detect/conceal arcana (conceal only), disguise, dispel, divination, drain Power Points, empathy,
farsight, fear, growth/shrink, illusion, invisibility, light/darkness (darkness only), lock/unlock,
mind reading, object reading, puppet, scrying, shape change, sloth/speed, slumber, smite,
sound/silence, time stop.
Obedience
Powers: Arcane protection, banish, barrier, blast, blessing, blind, bolt, boost/lower Trait, burst,
conjure item, curse, damage field, darksight, detect arcana, dispel, divination, empathy, fear,
havoc, healing, light/darkness, mind wipe, mystic intervention, planar binding, relief,
sanctuary, slumber, smite, sound/silence, speak language, stun, telekinesis, warrior’s gift.
Shadow
Other Names: darkness, evil
Powers: banish, barrier, blind, boost/lower Trait, conceal arcana, confusion, conjure item,
curse, darksight, deflection, dispel, divination, empathy, fear, illusion, intangibility,
light/darkness (darkness only), puppet, scrying, sloth/speed, slumber, smite, sound/silence,
summon undead, teleport, wall walker, zombie.
Manipulation
Powers: banish, beast friend, blind, boost/lower Trait, confusion, conjure item, darksight,
deflection, disguise, dispel, divination, drain Power Points, elemental manipulation, empathy,
entangle, fear, growth/shrink, illusion, light/darkness, planar binding, puppet, shape change,
sloth/speed, slumber, smite, sound/silence, telekinesis, teleport, wall walker.
Tempest
Other Names: chaos, storms, and destruction.
Powers: barrier, blast, bolt, boost/lower Trait, burst, damage field, darksight, deflection,
dispel, divination, elemental manipulation, environmental protection, fly, havoc,
light/darkness, relief, sanctuary, sloth/speed (speed only), slumber, smite, sound/silence, stun,
telekinesis.
Travel
Powers: beast friend, blessing, bolt, boost/lower Trait, burrow, conjure item, darksight,
detect/conceal arcana, disguise, dispel, divination, elemental manipulation, empathy,
environmental protection, farsight, fly, light/darkness, locate, protection, relief, sanctuary,
sloth/speed, slumber, smite, sound/silence, speak language, teleport, wall walker.
Zeal
Powers: Arcane protection, banish, blast, bolt, boost/lower Trait, burrow, burst, conjure item,
curse, darksight, detect/conceal arcana, dispel, divination, empathy, farsight, fear,
light/darkness, locate, lock/unlock, mind reading, mind wipe, mystic intervention, object
reading, protection, scrying, smite, sound/silence, time stop.
Deities
Deity Domains
Powers
Healing is considered a minor miracle and may only be performed by a caster with Arcane
Background (Miracles), at great risk to both the caster and the patient. See The Price of
Healing in Setting Rules.
Teleportation and summoning allies draws the attention of infernals and risks one hitching a
ride. Any time a caster uses teleport or summon ally, draw a card from the action deck. If the
card is a club and a jack or higher, an infernal has hitched a ride through the gateway and
takes an interest in the magic user.
Chained (+2)
On a Shaken or Wounded result, the power arcs to the nearest creature within 3” (6 yards) of
the initial target. The bolt causes 2d6 damage to the secondary target and the secondary target
need not be visible to the caster. This Power Modifier may be added multiple times, each of
which results in additional arcs emanating from the previous target in the chain.
Pull/Push (+2)
This Power Modifier can be applied to any damaging power. If the power hits, the target
opposes with a Strength roll. If the Power Activation roll is a success, the target is thrown 1d6”
(2d6 with a raise) directly towards (pull) or away from (push) the caster per the Knockback
rules in the Savage Worlds Super Powers Companion. Distance is determined by the rules of
this Power Modifier, but all other rules (collisions, knocked prone, etc.) apply.
Necrotic (+2)
Targets with Regeneration or rapid healing abilities that are Wounded by this power cannot
use these abilities to heal the Wound. All attempts to heal the Wound during the “Golden
Hour” are at -2.
Bolt
⁍ Detonator (+4): On a successful attack, characters in an MBT centered on the target
take the attack’s damage.
⁍ Fire Beacon (+3): The shot does no damage. Center a LBT on the target; targets under
the template are affected by the Glow common modifier for 5 rounds. This effect can
be maintained.
Burst
⁍ Hail Fire (+3): Select a target within the shotgun’s Short Range. On a hit, the Burst or
Stream Template originates from the target in a direction chosen by the gun mage.
⁍ Rune Marked (+3): Until the end of the next round, all attacks against affected targets
have the benefit of minor smite.
Blast
⁍ Devastation (+4): Targets under the template are also affected by minor havoc.
⁍ Ground Pounder (+4): This rune shot arcs the shot high into the air, magically guided
towards unseen targets, and ignores line of sight, Illumination, and Cover.