IKRPG Homebrew Rules

**If a price in one of the IKRPG books says "gc", treat this as its price in Silverweight ("sc").**

**If something in a book costs 10gc, for our purposes it costs 10 Silverweight ("sc") or 1 Royal ("gc").**

**Currency:**

The largest denomination of coin that we will be using is the Royal
("gc"), which is equal in value to 10 Silverweight. This coin is worth
approximately $150.00 Canadian and weighs about 9 grams. Officially,
this coin should be 91.5% gold by mass and 8.5% other metals by mass.
This coin is slightly larger than a Canadian Toonie.

The next most commonly used unit of account is the Silverweight ("sc")
which is equal in value to 10 Galleons. This coin is worth approximately
 $15.00 Canadian and weighs about 7 grams. Officially, these coins
should be 92.5% silver by mass and 7.5% other metals by mass. The coin
is similar in size to a Canadian Loonie.

A smaller denomination coin more frequently used by the common folk is
the Galleon ("cc"). This is worth approximately $1.50 Canadian and
weighs about 3.5 grams. Officially, this coin should be 95% copper by
mass and 5% other metals by mass. This coin is about the same size as a
Canadian Nickel.

In short:

1 Royal = 10 Silverweight = 100 Galleons

Royals are made of gold and are a little larger than a Toonie.

Silverweight are made of silver and are the size of a Loonie.

Galleons are made of copper and are the size of a Nickel.

Smaller coins certainly exist, but they are not particularly relevant for our campaign.

**Services:**

Meal, Basic (single) 1sc

Meals, Basic (per day) 3sc

Meal, Standard (single) 2sc

Meals, Standard (per day) 6sc

Meal, Quality (single) 5sc

Meals, Quality (per day) 1gc 5sc

Meal, Luxurious (single) 2gc

Meals, Luxurious (per day) 6gc

Lodging, Basic (per night) 1sc

Lodging, Basic (per month) 1gc 5sc

Lodging, Standard (per night) 2sc

Lodging, Standard (per month) 3gc

Lodging, Quality (per night) 4sc

Lodging, Quality (per month) 6gc

Lodging, Luxurious (per night) 1gc

Lodging, Luxurious (per month) 15gc

Beer, Basic (pint) 1cc

Beer, Basic (pitcher) 5cc

Beer, Standard (pint) 2cc

Beer, Standard (pitcher) 1sc

Wine, Standard (glass) 4cc

Wine, Standard (bottle) 2sc

Wine, Quality (glass) 1sc

Wine, Quality (bottle) 5sc

Wine, Luxurious (glass) 4sc

Wine, Luxurious (bottle) 2gc

Hard Liquor, Basic (shot) 1cc

Hard Liquor, Basic (bottle) 1sc

Hard Liquor, Standard (shot) 2cc

Hard Liquor, Standard (bottle) 2sc

Hard Liquor, Quality (shot) 5cc

Hard Liquor, Quality (bottle) 5sc

Dry Rations (per day) 6cc

Military Rations (per day) 1sc

**Costs (per person, per week, deducted from pay):**

Meals, Hearty 11sc

Bunk Lodging 4sc

Beer and Rum 4sc

Gear Maintenance 1sc

Total: 2gc per week deducted from wages.

**Actual Wages Paid (per person, per week, based on rank):**

Soldier 2gc 5sc + low loot and performance bonuses

Sergeant 3gc 5sc + medium loot and performance bonuses

Treasurer, Lieutenant, Intelligence Officer 5gc + high loot and performance bonuses

Captain 6gc + profit

(All wages are base pay, given even when off-contract)

(These will be higher on contracts, based on difficulty of contract)

Thus, once expenses are deducted:

Soldier 5sc + low loot and performance bonuses

Sergeant 1gc 5sc + medium loot and performance bonuses

Treasurer, Lieutenant, Intelligence Officer 3gc + high loot and performance bonuses

Captain 4gc + profit

Contracts can be roughly divided into four levels of risk:

Minimal: Low chance of injury, damage, or death. Usually involves guarding, patrolling, and a very occasional skirmish.

Moderate: Notable chance of limited injury, damage, or death. Guarding or patrolling in more active areas.

High: Limited casualties likely. Could be involved in large skirmishes or part of balanced large battles.

Extreme: Serious casualties likely. Large, difficult battles. Infiltration behind enemy lines.

**Warjacks:**

By looking at the price of coal in 19th century Europe, I've figured out
 that 1,000lbs of coal will only cost about 3gc. In general, a warjack's
 fuel load ratio is 5 pounds water to 1 pound coal.

A Berserker chassis warjack requires 715 lbs fuel (595 lbs of water, 120
 lbs of coal) to run for 5 hrs general or 55 mins combat. A single load
costs 3sc 6cc (assuming freely available water).

A Mariner chassis warjack requires 300 lbs fuel (250 lbs of water, 50
lbs of coal) to run for 6 hrs general or 60 mins combat. A single load
costs 1sc 5cc (assuming freely available water).

A Vanguard chassis warjack requires 365 lbs fuel (305 lbs of water, 60
lbs of coal) to run for 6.5 hrs general or 70 mins combat. A single load
 costs 1sc 8cc (assuming freely available water).

**Armour:**

I also made some changes and additions to the existing set of armours (which is frankly pitiful):

Padded Cloth:

Cost 5sc

Spd Mod 0

Def Mod 0

Arm Mod +1

Animal Furs:

Cost 1gc 5sc

Spd Mod 0

Def Mod 0

Arm Mod +2

Light Leather

Cost 3gc

Spd Mod 0

Def Mod 0

Arm Mod +3

Leather

Cost 3gc 5sc

Spd Mod 0

Def Mod -1

Arm Mod +4

Heavy Leather

Cost 6gc

Spd Mod 0

Def Mod -1

Arm Mod +5

Custom Battle Armour

Cost 9gc 5sc

Spd Mod 0

Def Mod -1

Arm Mod +6

Fine Chain

Cost 18gc

Spd Mod 0

Def Mod -1

Arm Mod +7

Crude Chain (requires Phy+Str=10)

Cost 6gc

Spd Mod 0

Def Mod -2

Arm Mod +6

Infantry Armour (requires Phy+Str=10)

Cost 11gc

Spd Mod 0

Def Mod -2

Arm Mod +7

Crude Plate (requires Phy+Str=12)

Cost 7gc

Spd Mod -1

Def Mod -3

Arm Mod +7

Light Plate (requires Phy+Str=11)

Cost 12gc 5sc

Spd Mod -1

Def Mod -3

Arm Mod +8

Full Plate (requires Phy+Str=12)

Cost 22gc

Spd Mod -1

Def Mod -3

Arm Mod +9

Fucking Ridiculous Plate (requires Phy+Str=13)

Cost 35gc

Spd Mod -2

Def Mod -4

Arm Mod +10

**Armour Upgrades:**

Prices are based on the approximate size of the armour that will receive
 the upgrade. The first price is for light armour, the second is for
medium armour, and the third is for heavy armour. These specific
upgrades can be applied to mechanikal armour with a successful INT+Mechanikal Engineering roll against a target number of 15.

Fireproof

Description: A character wearing armour with this upgrade gains an
additional +3 ARM against fire damage and never suffers the Fire
continuous effect.

Cost: 2/4/5 gc

Insulation

Description: A character wearing armour with this upgrade gains an additional +3 ARM against cold damage.

Cost: 3/6/7 gc

Electrical Padding

Description: A character wearing armour with this upgrade gains the Immunity: Electricity ability.

Cost: 5/8/9 gc

Passivation

Description: A character wearing armour with this upgrade gains an
additional +3 ARM against corrosion damage and never suffers the
Corrosion continuous effect.

Cost: 15/24/27 gc

Kommando

Description: A character wearing armour with this upgrade gains an
additional +3 ARM against corrosion and fire damage and never suffers
the Corrosion or Fire continuous effects.

Cost 20/35/40 gc

Quad-Iron:

Cost: 20 gc (200 gc under Core Rulebook economy)

Ammo: 4 (light round)

Effective Range: 10" (60 feet)

Extreme Range: 300 feet

Skill: Pistol

Attack Modifier: -1\*

POW: 10

AOE: -

Special Rules: After a hit with this weapon, once the attack has been
resolved the attacker can immediately make one additional attack with
this weapon targeting the last character hit or another character within
 2" of that character. This attack is in addition to the attacker's
other actions.

ADDITIONALLY: Each attack beyond the first attack made with this weapon
in one turn receives an additional -1 modifier. Consequently, the first
attack has an attack modifier of -1. If that hits, the second attack has
 a modifier of -2. If that also hits, the third attack has a modifier of
 -3, and if that also hits, the final attack has a modifier of -4.

REMINDER: An additional attack can only be made after a hit, so if you
miss your first attack with that Quad-Iron, you get no more attacks from
 that specific weapon (if your archetype or abilities allow you to make
more than one attack in a turn, you can attack with another weapon).
HOWEVER: If you choose to use the Quad-Iron's special ability, all four
light rounds in the weapon are expended, even if less attack rolls were
made due to one of the early shots missing. This represents just how
heavy the recoil of the weapon can be and how difficult it is to
control.
IN EFFECT: This means that an individual with four hand cannons and a
bandolier, who is skilled and has two-weapon fighting and dual shot can:
 forfeit movement to aim and fire three quad irons with +2 to hit (with
enough hits this can result in 12 attacks maximum). Alternatively they
can forfeit their movement to use dual shot and fire four quad irons
(this means no to-hit bonus, but can result in 16 attacks maximum).