Warjack

Freebooter heavy warjack by cwalton73A Warjack is a metal behemoth powered by a coal fueled steam engine. A Cortex is the “brain” of the beast. Some cortexes are more complex, leading to greater thought and independence for the ’jack.

Warjacks are often equipped with weaponry, ranging from simple fists or melee weapons on up to bombards, rockets and even primitive gatling guns (in Cygnar only). ’Jacks are extremely customizable. It is not uncommon for a common labor ’jack to be modified by an intrepid mercenary mechanik into a thing of war.

Here are the rules for Warjacks.

Chasis: The underlying frame of a ’jack is called a “CHASIS”. The chasis determines min/max HD and a basis for AC, Str and Dex, Speed, Weight, Damage reduction, cost, and base attk damage.

-Light Warjack: 6-15 HD (500 gp/HD), 25 ft. speed, 20 AC, 22 Str and 11 Dex, 1d8 base attk, DR 10/serricsteel.

-Heavy Warjack: 15-22 HD (750 gp/HD), 20 ft. speed, 20 AC, 30 Str and 9 Dex, 1d10 Base attk, DR 10/serricsteel.

Light and Heavy Warjacks have a reach of 10 ft. (two boxes on grid), and can typically run for 1-3 hours on a full tank. Labor ’jacks get +30 to Hp, Light Warjacks +40, and Heavy Warjacks +50.

’Jacks do not have “Skills” are they act on commands from “Controllers” or “Warcasters”.

Warjacks do not gain XP and their statistics do not advance with PCs. Rather, they can only be improved by ingenuity, spare parts and elbow grease.

A steamjack’s no. of hit dice at the time of its creation determines Base Attack and Saves.

No. HD…..Base attk……Saves
4………….3…………..1
5………….3…………..1
6………….4…………..2
7………….5…………..2
8………….6/1………..2
9………….
6/1………..3
10…………7/2………..3
11…………
8/3………..3
12…………9/4………..4
13…………
9/4………..4
14…………10/5……….4
15…………
11/6/1…….5
16…………
12/7/2…….5
17…………
12/7/2…….5
18…………
13/8/3…….6
19…………
14/9/4…….6
20…………
15/10/5……6
21…………
15/10/5……7
22…………
16/11/6/1…7
23…………17/12/7/2…7
24…………
17/12/7/2…8
25…………18/13/8/3…8
26…………
19/14/9/3…8
27…………19/14/9/3…+9

As of now, I do not have any house rules for Jack modifications but rest assured, I will consult the Tramp Frieghter’s Guide as soon as I find time.

Different Cortexes

-Cupernum Grade: Lowest grade commercial cortext available. It is used almost entirely for light labor jacks. Jacks with Cupernum Grade cortexes can preform all tasks described under “Jack Handling” on pg 150 of IKCG with standard DCs. This cortex gives a Jack a Wis. 4 and Int. 4

-Ferrum Grade: Most common in heavy labor jacks or even a few warjacks. A steamjack with a ferrum grade cortex can carry out the following commands without supervision: Move, fetch, follow, seek, stay, and work. Reduce “Jack Handling” DC by -5. This cortex gives a Jack a Wis. 6 and Int. 6

-Aurum Grade: Grants a jack minor problem solving skills. A handler is only required for tasks involving complex strategy, problem solving or manual dexterity. This is the highest grade used in labor jacks and the most common in warjacks. DCs are reduced by -10. This cortex grants a Wis. 8 and Int. 8

-Arcanum Grade: This military-grade cortex is exclusively military. Currently, only Cygnar and the Fraternal Order can produce Arcanum Grade Cortexes. A Handler is only needed for a Skill roll level task or higher (i.e – it can jump or climb a slope but not tie up a prisoner). Reduce DCs by -15. An arcanum grade cortex grants a Wis. 10 and Int. 10

Warjack

Iron Kingdoms IgnatiusJRielly