Basic Steamjack
Hit Dice: 14d10 (77 hp)
Initiative: -2 (Dex)
Speed: 20 ft. (can’t run)
AC: 25 (-1 size, -2 Dex, +18 natural)
Attacks: 1 slam, +18 melee
Damage: Slam 2d10+8
Face/Reach: 5 ft. by 5ft./10 ft.
Special Qualities: Construct, steamjack abilities, damage reduction 10/+1
Saves: Fort +3, Ref +1, Will +3
Abilities: Str 27, Dex 7, Con:—,
Int—, Wis 11, Cha 1

Steamjacks are formidable opponents, even if they haven’t been constructed specifically for war. Their bodies are plates of forged iron, and their powerful limbs are capable of lifting or crushing hundreds of pounds. They cannot be provoked into attacks, but once engaged do not cease their attacks until destroyed or ordered off. Even without specific instructions, all steamjacks have orders to defend themselves to the best of their ability.
While warjacks are the only units capable of simple, independent strategy, all steamjacks can follow specific instructions. A steamjack’s handler can order the steamjack verbally if he or she is within 60 feet. If the steamjack can see the handler, hand signals can be given.

Construct: Steamjacks are immune to mind-altering effects and have the other properties of Constructs detailed on MM 5.

Resistances: Steamjacks have fire and electrical resistance 20.

Cold Vulnerability: A steamjack suffers no damage from cold attacks, but is slowed one round for each 6 points of damage done to it. The effects are not cumulative.

Special Healing: A steamjack is not effected by heal spells. Mending cures 1 hit point. Fabricate cures 5d8+5 hit points. Iron Body cures all damage done to a steamjack.

Reliance on fuel: Steamjacks need to consume coal and water to function. Newer steamjacks require refueling (twenty pounds of coal and twenty gallons of water) every three hours. If not refueled, the steamjack’s next hour of operation is spent fatigued. After that, the unit becomes exhausted for an hour, after which it is stunned. At this point its firebox needs to be re-lit before it can function again.

Firebox Vulnerability: A steamjack’s firebox fails when the unit is completely submerged in water or other liquid. Jacks without a burning firebox are considered stunned.
Steamjacks using inferior fuel are considered shaken in addition to any other effects on it.

Older steamjacks may require refueling after a single hour, as does any steamjack engaged in strenuous activity or combat.


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