Iron Kingdoms: Requiem

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Iron Kingdoms (5E) is the third iteration of the Iron Kingdoms RPG from Privateer Press. Like the first version, it is implemented as a module for Dungeons and Dragons, where the second edition was developed in house based on PP's Warmachine rules.

Classes Added

Alchemist

Channel your inner Walter White, mixing shit together for SCIENCE! Alchemy actually has a lot of utility, with answers for healing, burning through obstacles, breaking people's wills, or just straight up making things explosively dead. "This... is not meth."

Gun Mage

Iron Kingdoms' iconic ballistic caster. As in previous editions they are flexible, high output casters who excel at connecting with single targets and making them dead. However, their chief limitation in this version is that rune shot uses are very limited and require a short rest to recharge. Gun mages rely on Charisma to modify their save DC and attack modifier.

Gunfighter

Remember how Gun Mages use Charisma? Gunfighters use Dexterity instead. Trick shots are otherwise pretty similar to rune shots; they're limited and recharge on short rest.

Mechanik

The support class to build and fix all the gadgetry the Iron Kingdoms setting hinges on. If you want to have customized Man-o-War style steam powered armor, this is the easiest way to do it via the Ironhead archetype.

Warcaster

Warcasters remain a jack-of-all-trades that hinges on how they apply their focus points. Once again, they can boost rolls with their bonded equipment, boost their bonded armor to maintain a strong defense, or pour focus into a warjack to improve its abilities. Focus points regenerate one point every ten minutes or fully with short rest, making them rather scarce within a single encounter.