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== STEAMJACKS == [[File:IK.SteamJack.jpg|400px|left]]Within the Iron Kingdoms setting the Steamjack or iron and steel semi-sentient constructs that run on coal and magic, are incredibly important in many aspects of life. Many are used as loaders, haulers and moves in urban areas especially on the docks and in the heavy industrial industries. They are also employed on the battlefield. Not as heavily as the troopers themselves but even mercenary armies often have one or two in their arsenal. Steamjacks are semi-sentient and recognize their owners (based on their Smarts and how new they are). The respond to voice commands, depending on how complex. They have the effect of the Loyal Hindrance and Vow (Major, follow masters commands) Hindrances and act on the same initiative as their controller. Over time as they βgrowβ they can develop new Hindrances and personality quirks which is why they are occasional memory wiped. This resets them to their basic model standards (losing any acquired traits that they gain naturally but it makes them easier to deal with). Memory wiping requires a deactivated steamjack and a successful separate Repair and Science skill checks and 1d4 hours of work. For simplicity Steamjacks are based on Robots from the '''''Science Fiction Companion''''' (pg. 36-38) except they run on Coal instead of Energy. A basic unarmored Jacks requires 10lbs of Coal per hour at Size 1 (minimum size) and an additional +10lbs of Coal an hour for each additional Size over this (see below). A standard Jack has a Coal Hopper feed for 3 hours worth of Coal it burns an hour. Certain modifiers add so much weigh to the Jack that it requires extra coal to burn. See Mods for examples but these also automatically increase the Hooper Size. Note that the Coal Hobber and Tools and Weapons carried count towards the Jack Encumbarnce. The base Jack costs 5,000cp (20,000cp if Wild Card) and can have up to 5 points of Jack Modifiers. It has 5 attribute Trait points and 15 skill points. Jacks also have a Base Pace of 4 (Run d3+1) and all have a Minimum starting Size of 1 (and +1 to Toughness and +1 step to Strength). Each attribute point and/or every two skill points that are dropped decrease the cost by 500cp (minimum cost 1,500cp) and add one additional Mod slot. Jacks are automatically Constructs and have Environmental Weakness (Water) meaning they can be shut down if immersed in water and take +4 damage from water based attacks. Due of their basic construction, non-Heavy weapons do not apply their Armor Penetration to Steamjack armor even if they can still deal damage to it. Heavy Armor still requires Heavy Weapons to damage it. Also Jacks can Carry (load) +1 Step based on their Strength (+2 with the Brawny Edge). For Strength over a d12 add +30lbs to the base total per +1 (i.e. d12+1 can carrying 150lbs, d12+2 can carry 180lbs, etc.) Steamjacks come in three basic Size catigories (not so much SWAE size): Light Jacks range from Size 1-2, Medium Jacks are Size 3-4 and Large Jacks are Size 5-6. As with Rune-Plating Magical creation anyone with an Arcane Background (Arcane) and the Mechanika skill can learn to craft a Jack. This requires the crafter to be of Veteran rank and counts as one of the Mechanika creations (see above) and they a Formula for the specific Jack size and type (typically costs 1,000cp x Size. A Combat Codex requires a seperate Foruma that costs 1,500cp). Basic construction requires a Jack Workshop and 4 weeks for a Light Jack, 6 weeks for a Medium Jack or 8 weeks for Large Jacks. Also add +2 days for every Mod added. Cost in raw materials is Β½ the base Jack's cost. A Critical Fumble on this skill check causes a lost all base materials and a possible 1d20 x 100cp in damage to the Workshop. The creator/crafter can be aided by non-Arcane Mechaniks. One additional worker drops contruction time by 1 week. Two workers drop the time by 2 weeks (mininum 1 week). Four additional workers drop the time by 4 weeks (minimum 1 week). Finally eight additional workers will drop the time by 6 weeks (minimum 1 week). Workers of course except to be paid. Generally Min Skill of Mechanika d6 earn around 246cp a week (or 35cp a day). <u>'''STANDARD MODIFIERS'''</u>. The number in parentheses after the name of each entry is the number of times the Mod may be taken. U means unlimited. *'''Armor''' (U): each Mod adds AP+2 at a cost of 500 x Size. For double the price plus +1 Mod counts as Heavy Armor. Each 2 Mods plus the Heavy Armor Mod require that Jack to burn an addition +5lbs of coal every hour. *'''Attribute Increase''' (U): each Mod increases an Attribute trait by +1 step for +1,000 cost. *'''Combat Codex''' (1): this Mod allows the Jack to take ranks in skills Fighting and Shooting and allows the Jack to attack sentient beings. Cost 500 x Size. *'''Edge''' (U): each Mod grants the steamjack an Edge, ignoring all requirements except other Edges. Cost 1,500 each edge. *'''Increased Hooper''' (U): Mod 1, cost 500 x Size. Increase the base Coal Hopper to allow the Jack to operate one addition hour before requiring it to be refueled. *'''Mule''' (1): Mod 1, cost 500 x Size. Double the base carrying capacity of the Jack. *'''Pace''' (4): each Mod increases the steamjacks Pace by +1. For every 2 Mods increase the run die by +1 step, Cost 500 x Size per Mod. Increase Coal required to burn each hour by +10lbs *'''Reinforced Chassis''' (U): each Mod adds +1 Toughness at a cost of 750 x Size. For every 2 levels of this mod the requires the Jack to burn an additional +5lbs of coal every hour *'''Size Increase''' (5): Base Size starts at 1 for free. Each level above that cost 2,000 and does not cost the Jack a Mod to do so. Each level adds +1 to the Jacks size (and Toughness) and +1 step to its Strength. It can be taken 5 times (Large size at rank 4 adds +1 Wound that the Jack can take). Each level increase the base Coal requirements per hour by +10lbs. *'''Skills''' (U): each Mod grants the steamjack an additional +1 to a Skill for a cost of 500. Skills after d12 are +1. Steamjacks do not have to worry of exceeding Traits for increased cost of the skill. In order to take any combat skills the jack must have a Combat Codex upgrade. *'''Targeting Tracker''' (1): Mod 1, cost 2,500. Eliminates 2 range attack penalties due to range, cover, illumination, call shots, etc. *'''Water Proofing''' (1): Mod 1 cost 2,000. Not truly water proof but allows a Jack to be immersed in water for up to 15 minutes before liquid can get into its boiler and shut it off. Also ignores the Weakness to Water based attacks. *'''Weapon/Equipment Mount''' (U): each Mod allows jack to carry 25lbs in Steamjack Weapon and Tools Cost 500. Base the Jack is carrying more then normal each Mod increase the Coal reqquirement by +5lbs an hour. <U>'''STEAMJACK WEAPONS AND TOOLS'''</u> *'''Battle Blade, Heavy''' (minimum Size 4, Str Min d12+3): Str+2d8, AP-2, Heavy Weapon, Wt. 50, Cost 1,000. *'''Battle Flail''' (minimum Size 2, Str Min d10): Damage Str+d10, Heavy Weapon, Wt. 20, Cost 750, ignores Shields bonus to Parry. *'''Battle Mace''' (minimum Size 2, Str Min d10): Damage Str+d10, Heavy Weapon, Wt. 15, Cost 500. *'''Battle Saber''' (Str Min d8): Damage Str+d8, Wt. 10, Cost 400. *'''Battle Spear''' (minimum Size 2, Str Min d10): Damage Str+d10 (Str+d12 if used 2-handed), Reach +1, Parry +1 if used two-handed, Heavy Weapon, Wt. 15, Cost 500. *'''Battle Sword''' (minimum Size 2, Str Min d10): Damage Str+d10, AP-1, Heavy Weapon, Wt. 15, Cost 750. *'''Cannon''' (minimum Size 2, Str d12): Range 12/24/48, Damage 3d6, AP-2, Shots 10, Heavy Weapon, Wt. 40, Cost 2,500. A replacement Ammo clip is 500, weighs 10 and takes 3 full rounds to load. *'''Cannon, Heavy''' (minimum Size 4, Str Min d12+2): Range 15/30/60, Damage 3d8, AP-4, Shots 10, Heavy Weapon, Wt. 80, Cost 5,000. Replacement Ammo clips each Cost 1,500, weighs 25 and takes 4 full rounds to load. *'''Cargo Claws and Reinforced Structure''': Allows the jack to pick up and move items that are four times its base Carry Capacity based on its Strength, but at Β½ Pace and no Running. It also grants +2 to grab checks. Wt. 10 x Size, Cost 250 x Size. *'''Drill Rig''' (minimum Size 2, Str Min d12): Damage Str+2d6, AP-6, Heavy Weapon, Wt. 20, Cost 500, -2 Fighting checks with the rig as not really built for combat. *'''Harpoon''' (minimum Size 2, Str Min d10): Range 10/20/40, Damage 3d6, with a 40β rope attached, Heavy Weapon, Wt. 30. With a successful strike will lodge into target. The jack can make a contested Strength check as an action to pull the target 1d6+2β towards it each round. Reloading a new harpoon and rope coil takes 5 rounds out of combat. The rope is heavy hemp (6 to cut). Reloads cost 50, weigh 15. *'''Shield, Light''' (Str Min d10): adds +1 to Parry and -2 Cover Bonus or can be used as Hand Weapon to bash target dealing Str+d6 damage. Wt. 20, Cost 500. *'''Shield, Heavy''' (minimum Size 3, Str Min d12+1): adds +2 to Parry and -4 Cover Bonus or can be used as a Hand Weapon to bash target for Str+d8 damage, Heavy Weapon. Wt. 30, Cost 750. <u>'''Some Steamjack Examples'''</u> (note these are all Extra examples. For Wild Card Jacks add +16,000cp to their base price). '''Petticoat 'Butler' Light Servantjack''': This is a servant Jack for the rich used mostly as a curiosity and status symbol. This model is upgraded with some scientific knowledge and the ability to somewhat defend its owner. :'''Cost''': 7,500cp, Coal Hopper: 30lbs (3hrs), Coal per Hour: 10lbs :'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6 :'''Pace''' 4 (d3+1), '''Parry''' 6, '''Toughness''' 8 (2) :'''Size''': 1, '''Carry''': 80lbs :'''Skills''': Academic d6, Common Knowledge d6, Fighting d8, Notice d6, Shooting d6, Repair d6, Science d6 :'''Edges''': Blocking :'''Mods''' (+2): Armor 1 (+500), Combat Codex Upgrade (+500), Edge - Blocking (+1,500) '''Forager Light Laborjack''': This basic labor jack has been upgrade to fill a light combat roll also. :'''Cost''': 8,500cp (+1,000 w/standard weapons), Coal Hopper: 160lbs (4hrs), Coal per Hour: 40lbs :'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d12+1, Vigor d8 :'''Pace''' 5 (d3+1), '''Parry''' 5, '''Toughness''' 10 (2) :'''Size''': 2, '''Carry''': 360lbs :'''Skills''': Athletics d8, Fighting d6, Notice d6, Repair d6 :'''Edges''': -- :'''Mods''' (+3): Armor 1 (+1,000), Attributes 2 (+2,000), Combat Codex Upgrade (+1,000), Fewer Skills (-6; +3 mods, -2,500), Increased Hooper (+1,000), Mule (+1,000), Pace +1 (+1,000), Size +1 (+2,000), Weapon Mount 2 (can carry 50lbs of weapons, +1,000) :''Standard Weapon Mounts'' (not including in cost): Battle Mace (Damage d12+d10, Heavy, Wt. 30, Cost 500), Light Shield (Parry +1, Cover -2 or Bash damage d12+d8, Wt. 15, Cost 500). '''Bulldog Medium Laborjack''': This heavy lifting and hauler jack is popular in much of the Iron Kingdom. :'''Cost''': 16,500cp, Coal Hopper: 120lbs (3hrs), Coal per Hour: 40lbs/hour :'''Attributes''': Agility d6, Smarts d4, Spirits d4, Strength d12+3, Vigor d8 :'''Pace''' 4 (d3+1), '''Parry''' 2, '''Toughness''' 14 (2) :'''Size''': 3, '''Carry''': 560lbs (2,240lbs at Pace 2, no running) :'''Skills''': Athletics d8, Notice d6 :'''Edges''': Brawny :'''Mods''' (+4): Armor 1 (+1,500), Attributes 2 (+4,000), Edge (Brawny, +1,500), Fewer Skills (-10; +4 mods, -2,500), Mule (+1,500), Reinforced Chassis 1 (+2,250), Size +2 (+4,000), Tool Mount 2 (50lbs, +1,000) :Tool Set (included in price): Cargo Claws and Reinforced Structure (30lbs, +750) '''Vanguard Medium Warjack''': This is a fairly common warjack used by the various nation states of the Iron Kingdoms and a few very rich mercenary companies. :'''Cost''': 29,500cp, Coal Hopper: 320lbs (4hrs), Coal per Hour: 80lbs/hour :'''Attributes''': Agility d6, Smarts d6, Spirits d4,Strength d12+3, Vigor d10 :'''Pace''' 5 (d3+1), '''Parry''' 5, '''Toughness''' 18 (4; ''heavy armor'') :'''Size''' 4 (Large, +1 Wound, Size 0 gain +2 to hit it), '''Carry''': 420 lbs :'''Skills''': Athletics d6, Fighting d6, Notice d4, Shooting d6 :'''Edges''': -- :'''Mods''' (+0): Armor 2 (heavy armor +8,000), Attributes 2 (+4,000), Combat Codex (+2,000), Fewer Skills (-8; +4 mods, -2,500), Increase Hooper (+2,000), Mule (+2,000), Pace 1 (+2,000), Reinforced Chassis 2 (+6,000), Size +3 (+6,000), Weapon Mounts 4 (100lbs, +2,000) :''Standard Weapon Mounts'' (including in cost): Battle Sword (d12+d10+3, Wt. 15, Cost 750), Cannon (Range 12/24/48, Damage 3d6, AP-2, Shots 10, Wt. 40. Reload costs 500, Wt. 10lbs and take 3 full rounds to install, Cost 2,500), Heavy Shield (Parry +2 and Cover -4 or Shield Bash Damage d12+d10+3, Heavy Weapon, Wt. 30, Cost 750).
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