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=Warcaster and Ironhead armour in the [[Iron Kingdoms 4e|4th edition conversion of the Iron Kingdoms]]= With the steampunk setting, of course people are preparing for war. And there's been an age-old preoccupation with putting people into the best armour they can find. Which in the Iron Kingdoms includes steam boilers on the back and muscles augmented by mechanika. There are two basic types of heavy armour in the Iron Kingdoms - Warcaster armour (which is heavy armour that augments the magical abilities of its wearer as well as keeping the wearer safe) and Ironhead Armour (which amounts to the heaviest armour you can wrap round a man and have him still able to control it). ==Warcaster Armour== Warcaster Armour is always heavy armour (yes, Caine's is hide and Darius manages to wear Ironhead Warcaster armour. But these are definite exceptions), and always +3 (L15), +4 (L20), +5 (L25) or +6 (L30). ''Properties'' Warcaster Armour may be used as an arcane focus. Enhanced power field: When wearing Warcaster armour, the warcaster gains +1AC for each unspent focus point he/she posesses. Recharging power field: A warcaster may spend one focus point as a minor action to regain hit points as if he/she had spent a healing surge. ==Ironhead Armour== Ironhead Armour is always heavy armour (plate or scale) and is always +3 (L15), +4 (L20), +5 (L25) or +6 (L30). ''Properties'' +2 Fort, -1 Ref (it's big, bulky, and can't dodge). +1 Shield AC Resist 5 (All except psychic) ''Daily'' Overpower (minor): add an extra 1[W] to all the attacks you make this turn
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