The Reverend Mike (whose site burns my eyes with its insane redness) is hosting this month’s RPG blog carnival on War (my, how topical!), and I want to contribute with a selection of the types of nasties which are used in the world of the Essential Compromise for the prosecution of that most loved of infernal activities, slaughter. We have already seen the Battle Thumb and the Autonomous Sentinel Cannon, but below are a few of the other toys which a good Infernalist can play with when it comes time to terrorise the locals.

Cancer Labora Host Armour

cancer-labora1Host armours are designed from a semi-living infernal construct as a heavy-duty harsh-environment armour shell, within which a human soldier can safely nestle. Like all Host Armours, the Cancer Labora enhances the physical and sensory capabilities of its occupant, as well as providing some environmental control and heavy armour. It is intended primarily as a heavy attack unit for dealing with infantry, with its armour thick enough to provide protection against all but the heaviest of infernal weaponry or cannons. The Cancer Labora is made of a type of thick hide modelled on the crab shell, with the plates connected to one another by a special fireproof Infernal material. The human occupant climbs in through the back and operates the various arms using his own hands, and fingers for the smaller arms. The largest arms are weapons in their own right, but can extend small gripping devices to hold additional weapons. The armour shell can also have Infernal weapons embedded, though they must have no recoil. The Cancer Labora is the only Host Armour with an environmental seal suitable for operation underwater, though even then the seal is not perfect and the Labora must return to land within a few hours. In addition to enhanced strength, armour and weapons powers, the Cancer Labora offers nightsight and enhanced hearing magic.

Impulsion Field Rod


The Impulsion Field Rod does not do damage per se; rather, it throws its target back a distance of tens of feet, knocking them off their feet in the process.  The Impulsion Field Rod is particularly frightening in combat on rooftops or alpine terrain, though in the latter case it has been known to cause avalanches. The Impulsion Rod usually has between 10 and 50 charges and must be recharged at a specified camp or location, though occasionally essence packs can be used to recharge it in the field, if it is needed for an extended campaign or mission. Some soldiers learn to use the Impulsion Rod in their off hand during melee combat, gaining two attacks (though the Impulsion Rod attack may be at a penalty). Frequently they use the Rod to repulse a charge or in the first moments of combat before engaging in melee. Impulsion rods, unlike the more horrifying brands of field rod (ennervators, confustors or quickeners, which are made of bone and wood) are usually made of beautifully crafted mixtures of wood and iron, not unlike rifles. Wizards sometimes use impulsion field rods, in which case they are usually enchanted to be lighter than their appearance would suggest.

Of course, all field rods are infernally crafted, using infernal essences bound to a manual trigger to enable even the most magically ignorant of soldiers to use them.

The Death Suit

The Death Suit is in every sense a normal suit of armour; however, it is imbued with a sacrificial Demon which is invoked on the first occasion that the wearer suffers a mortal blow. The Demon leaches from the Death Suit directly into the body of the wearer, absorbing most of the damage of the mortal blow (which is reduced to a serious wound). The armour is ruined and the wearer experiences certain immediate effects – the wearers eyes go very pale (permanently) and he or she suffers the immediate loss of 1 point of constitution. This effect is instantaneous (some scholars even believe the Demon in the suit has the ability to sense a moment ahead in time) and applies to most mortal injuries. Those which  would completely destroy the body, or which involve massive damage to the head, are not covered by the Suit, though it is rumoured one can purchase a helmet with the same qualities. The Suit works for anyone who wears it, but before the effects can be applied to that person they must rub the armour completely with a salve made of a combination of rose water and their own blood. This process is usually draining for the person who performs it, requiring several hours of work and making them so weak that they cannot perform strenuous activity for a period of time far in excess of that expected given the amount of blood lost.  The benefits, however, are obvious. The suit usually comes as leather or chain, though it can come in the form of an undergarment (at considerable extra cost). The suits can often be identified by their odour of roses.


An autonomous cannon, and a French Harlequin Mercenary

An autonomous cannon, and a French Harlequin Mercenary

The most grotesque gun available in Europe, the Autonomous Sentinel Cannon (or Infernal Sentinel) is actually a semi-intelligent construct, consisting (in crude terms) of a gun built into a thinking, perceptory demon construct on stilt-like legs. The gun cannot move much under its own volition, but is capable of swivelling and stepping in place to aim at targets. In the picture here the Gun is seen in the foreground, with a mercenary wielding an Infernal Cannon to the rear. The gun can see, and has limited target selection abilities (though it is easily confused). It can be stunned by Confustor Field Rods. The most alarming aspect of the Infernal Sentinel, however, is its fuel source – regardless of who builds them, Infernal Sentinels are always powered by human blood, usually a quart per 50 shots. Their handlers are also called corpse grinders for their habit of draining the blood of their victims to fuel their gun.