Mechanika

Build a Jack:
- NOTE: Mechanikal armour uses the Jack upgrade list and grants its benefits to the wearer of said armour. More details below.

Steamjack Subtype
Steamjack is a subtype of construct, it has the following Additions

Slow – Steamjacks may not run.

Base Attack Bonus – A labourjack has a base attack bonus progression of 1/2 rather than the full progression. Warjacks have 3/4 BAB progression.

Furnace Vulnerability – If submerged in water for 2 rounds, the jack’s furnace is extinguished. The jack is ‘unconcious’ and the furnace must be relit before it regains the ability to act.

Fuel Dependency – Steamjacks do not need to eat, breath or sleep, they do however run on fuel which must burn. A steamjack must be refueled every 6 hours (4 if engaged in heavy activity), after 6 hours without refueling the jack becomes ‘fatigued’, after an additional half hour the jack is ‘exhausted’, after yet another half hour the jack goes ‘unconcious’ and it must be refueled and the furnace relit. A jack running on low-quality fuel is ‘shaken’.

Cortex – Jacks have an intelligence score and are not strictly speaking mindless. However almost all jacks are not sapient, so to speak. They will follow the orders of dully designated authority and nothing else. Jacks do not show initiative or persue thier own goals. This is represented by the lack of a charisma score. Steamjacks may never take class levels.

Size – Heavy jacks (those with the ‘heavy’ trait) are simply massive, they are broad, hulking behemoths of iron and fire, however they are fairly compact. They have huge size, this effects their strength, dexterity, natural armour, CMB, CMD, weapons they can wield, spells and abilities and so on as normal. However, they are still counted as a large size creature for the purposes of reach and spacing.

- – - Building a jack from the ground up – - -
There are two base types of jack, labourjack and warjack. A labour jack can be equipped to fight, but will never be as effective in combat as a warjack, they are however easier to acquire.

A labour Jack starts with the following characteristics
- 4 Hit Dice (d10s)
- large size
- 20ft Speed
- Str 20, Dex 5, Con -, Int 4, Wis 10, Cha -
- natural attack – 2 slams 1d6 x2
- ‘natural’ armor + 12
- Damage Reduction 5/adamantium
- Labourjacks require at least a cupernam grade cortex to function, represented in attributes
- Labourjacks are proficient with thier natural weapons
- Labourjacks treat profession and craft as class skills, they get 4 skill points to start.
- Labourjacks gain two feats to start, these are commonly put into skill focus, toughness, alertness, fleet or power attack (last only appropriate to those being retrofitted as warjacks or mining jack or like)

(CR testing. hits with two slams at + 8 with 1d6+ 5 damage each, AC 18, 53 HP – by the nice big chart this puts it at the low end of CR5, though it has AWFUL saves)

(Adding additional hit die make the creature tougher, but not particularly more dangerous in terms of damage An 8 HD light labour jack would have 83 HP (assume toughness), same AC, be hitting on + 9, doing 1d6 + 9 (assuming power attack), this puts it’s damage and hit at CR 6, HP at 7, AC at 5, so balancing out to a CR 6. saves still awful)

- – -

A Warjack starts with the following characteristics
- 6 Hit Dice (d10s)
- large size
- 25ft Speed
- Str 22, Dex 11, Con -, Int 8, Wis 10, Cha -
- natural attack – 2 slams 1d8 x2
- natural armor + 11
- Damage Reduction 10/adamantium
- warjacks require at least an aurum grade cortex to function, represented in attributes
- Warjacks are proficient with all melee martial and simple weapons, as well as their natural attacks.
- Warjacks have no class skills
- Warjacks start with three feats, these usually are devoted to combat feats, they particularly get bonuses out of power attack and derivatives, dodge, toughness, and like.

Heavy – The jack is big, we mean really big. It gains the huge size (as described above), it gains + 8 strength, + 3 natural armour, -2 dexterity. They gain 10 additional bonus HP from being a huge construct. All it’s natural attacks are increased one size as appropriate. Any other changes (except reach and space) occur.
NOTE: A heavy jack’s minimum HD is 12, increasing their BAB and feat selection accordingly.

(CR check 63 HP, + 12 to hit with 1d8+ 6 (or better), averaging 21, which puts them at about CR 6)

- – -
Upgrades
A Jack may have up to it’s Hit Dice in upgrade points. Each upgrade point has an associated cost in construction and skill checks. Remember to refigure challenge rating based on changes.

1 point upgrades
Claws – Normally only found on the helljacks of Cryx, or in industry such as an excavating jack. For a jack this allows it to inflict slashing or bludgeoning damage with it’s unarmed atatcks.
Climb – This jack is uncommonly good at climbing, it gains a climb speed equal to half it’s base speed. Cannot be selected by jacks with the heavy upgrade
Amphibious – Jacks with an alternate power source may be modified to be able to submerge, they lose the ‘furnace vulnerability’ quality. Requries alternate power source upgrade.
Improved Damage – A jacks natural attack is more dangerous, this generally applies to slam, this function as the feat. Limited to once every 4 hit die.
Armoured Cowling – A jack may be retrofited with heavier armour. This provides an additional ‘+2 ’natural’ armour. It however lowers the speed of the jack by 5ft. Limited to once every 4 hit die.
Rune Fists – By the cunning use of subtle mechanika, the natural attacks of the jack are counted as magical. This upgrade is a 2 point upgrade for labour jacks.
Pincer – One or both of the jacks hands end in large, powerful pincers, this gives a ‘+2 CMB to grapple, but precludes finer dexterity, preventing the jack from wielding a weapon each hand. May be purchassed twice, once for each hand. This upgrade is a 2 point upgrade for warjacks.
Energy Shielding, Minor – The jack is shielded against some energy type. When this upgrade is selected an energy type (fire,cold,acid, electricity) is selected, the jack gains resistance against that energy based on the following table. This can be selected multiple times but each time it’s effects must apply to a different energy type.




Jack’s HD Resistance
1-8 5
9-12 10
13 + 15

2 Point Upgrades
Pneumatic Venting – The strength of the jack is increased by +2. This upgrade can only be selected once for every 4 hit dice. This is a 4 point upgrade for heavy jacks.
Reflex Array – By extensive work on the cortex subsystems, the jack is considerably more ‘graceful’ and skilled than one would expect of a towering killing machine. It gains a +2 bonus to Dex. This upgrade may only be taken once for every 4 HD (6HD if huge).
Energy Attacks – An improvement on rune-fists, the jack is able to deal 1d6 damage of one energy type with it’s natural attacks. This type is selected when the upgrade is chosen. This upgrade requires rune fists upgrade and cannot be selected by labour jacks.
Gore – Like claws, rarely seen outside of Cryx. This jack has cruel horns on it’s head and is able to make goring attacks, this is an additional natural attack (primary if warjack, secondary if labourjack) that deals the same damage as the jacks original slam damage.
Energy Shielding, Major – When this upgrade is chosen choose an energy type, the jack gain immunity to that energy type. This ma be selected multiple times and applies to a different energy type each time. A jack have at least 12 HD before taking this upgrade.
Extra Legs – A few jacks have more then two legs, any number of additional legs increase the speed of the jack by 10ft. A jack with more than 2 legs receives a flat +4 bonus to its CMD vs Bull Rush and Trip attempts.
Chain Attack – If a jack hits with both it’s natural attacks (slam, claws or pincers, no other), the jack delivers a devastating combo blow. This works exactly like the ‘rend’ ability. A jack must have at least 6 hit dice to take this upgrade. Labourjacks may not take this upgrade.
Trample – as summoner.
Weapon Training – This upgrade is available only to labourjacks, as warjacks already have this training. With this upgrade the labourjack is able to wield simple melee weapons. By purchasing this upgrade a second time the labourjack may wield martial melee weapons.
Shield Mount – This upgrade allows the jack to equip bucklers and shields. It gains shield proficiency as a bonus feat. Warjacks gain improved shield bash as a bonus feat as well. Jacks without this upgrade may not wield shields.
Targetting Matrix – The warjack’s cortex is able to handle the complexities of wielding ranged weaponry in combat. The jack gains proficiency with all ranged weapons. This is a three point upgrade for labourjacks.
Ranged Weapon Mount – The jack can be be equipped with a ranged weapon. When this upgrade is selected the location of the mount must be selected, the choices include either arm, and either shoulder. Additional locations may be selected at the discretion of the GM. If the weapon mount REPLACES an arm rather then being on the wrist (eg. defender vs. cyclone) the upgrade costs only one point.

3-Point Upgrades
Burrow – Some rare jacks, such as the much feared Cryxian Helldiver, and some mining jacks are able to burrow beneath the ground. The jack gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The jack must have at least 9 hit dice. This is a four point upgrade for warjacks.
Frightful Presence – Jacks are already scary, this one is downright terrifying. The jack gains the frightful presence ability. The jack can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the jack must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the jacks’s HD. If the jack has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the jack are immune to this effect. The jack must have at least 11 hit dice. This is a four point upgrade for labourjacks.
Reinforced Armour – Some jacks are just plain made of metal. A huge jack may take this upgrade to increase it’s damage reduction by 5 points. A jack with serric-steel chassis must take this upgrade for one point less than normal. The jack must have at least 12 hit die to purchase this upgrade.
Power Plant Upgrade – By crafting a heavier, more powerful boiler into the jack, great advances can be made. The jack gains a +1 to strength, and it’s base speed is increased by 5ft. The jack must have at least 6HD to purchase this the first time (performance), 12 the second (oversized) and 18 the third (superheavy).

4-Point Upgrades
Alternate Power Source – The jack has drawn some inspiration from the terrifying, necrotite powered helljacks of Cryx or the magic fueled myrmidons of Ios. Negotiate the particulars (and benefits) of your alternate power source with your GM.

Serric-Steel (adamantium) Chassis – This expensive upgrade means the jack has been constructed out of magically hard super metal, good job! It’s natural attacks penetrate damage reduction as if they were made of adamantium/serric steel. In addition, they gain the construct bonus to HP a second time (30 for light, 40 for heavy). The jack must also purchase the reinforced armour upgrade (at reduced cost).

Roleplay Upgrade
Uncanny Intelligence – With enough age, or experience, or use, or abuse, or love, some jacks develop that special spark. With this upgrade, the jack becomes a properly sentient creature. That said they almost always will still follow orders and obey thier programming, they are simply able to do it in new and ingenious ways. The jack must have at least an aurum grade cortex. The jack’s intelligence increases by two, and the jack gains a charisma score equal to it’s intelligence minus 4. It also gains iron will, if it did not already have this feat.

- – -
Notes: jacks with spears. To represent how the jacks are depicted as wielding spears in warmachine, a short spear (wielded in one hand) counts as a reach weapon to the jack when it is advantageous to do so.

Prices

Sample jacks:
Nomad
12 HD Heavy Warjack - 108,000
Aurum Cortex - 22,000

Huge sized longsword - 60 gold
Huge sized buckler - 40 gold
Total cost: 130,100

Nomad
N Huge construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 23, touch 21, flat-footed 22 (-1 Dex, 14 natural, +1 Buckler, -2 size)
hp 212 (12d10
40*2)
Fort +4, Ref +3, Will +4
DR 10/serric steel; Immune construct traits

OFFENSE
Speed 25 ft.
Melee battle blade 17/12 3d6+10

STATISTICS
Str 30, Dex 9, Con —, Int 8, Wis 10, Cha -
Base Atk +9; CMB +21; CMD 30

Feats
1
3
5
7
9
11

Skills
12 skill points

Mule
12 HD Heavy Warjack - 108,000
Aurum Cortex - 22,000
Ranged Weapon Mount - 200

Steam Lobber - 600 (3gp per ball, 60gp per bomb)
Battle Mace - 48gp
TOTAL: 130848 + ammo

Mule
N Huge construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 23, touch 23, flat-footed 21 (1 Dex, +14 natural, -2 size)
hp 212 (12d10
40*2)
Fort +4, Ref +4, Will +4
DR 10/serric steel; Immune construct traits

OFFENSE
Speed 25 ft.
Melee battle mace 17/12 3d6+10
Ranged steam lobber +7 (vs DC 15 square, sets Reflex DC for Bomb) 5d6 damage, 6d6 30ft blast for Bomb
Range Increment 100 (Min 50)
See here for additional modifiers:
http://www.d20pfsrd.com/gamemastering/siege-engines

NOTE THAT THE STEAM LOBBER DOES NOT COUNT AS A SIEGE ENGINE FOR THE MULE. NO YOU CANNOT USE VITAL STRIKE

WITH IT.

STATISTICS
Str 30, Dex 12, Con —, Int 8, Wis 10, Cha -
Base Atk +9; CMB +21; CMD 30

Feats
1 Rapid Reload (Steam Lobber)
3
5
7
9
11

Vanguard
12 HD Light Warjack - 72,000
Aurum Cortex - 22,000
Upgrades (Shield Mount,Reflex Array, Performance Boiler)
- 12,800

Guisarme - 48
Shield Gun - 320

TOTAL: 107,168

Vanguard
N Large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 26, touch 24, flat-footed 24 (2 Dex, +13 natural, +2 Shield, -1 size)
hp 192 (12d10
30*2)
Fort +4, Ref +6, Will +4
DR 10/serric steel; Immune construct traits

OFFENSE
Speed 30 ft.
Melee Guisarme 13/8 2d8+7, Shield Bash 13 1d83
Ranged Gun +10 2d6

STATISTICS
Str 25, Dex 14, Con —, Int 8, Wis 10, Cha -
Base Atk +9; CMB +17; CMD 29

Feats
Bonus: Improved Shield Bash
1 Improved Natural Armour
3 Two Weapon Fighting
5
7
9
11

Talon
11 HD Light Warjack - 60,500
Aurum Cortex - 22,000
Shield Mount - 800

Stun Lance - 2000
Shield - 60

TOTAL: 88,360

Talon
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 23, touch 21, flat-footed 23 (1 Dex, +11 natural, +2 Shield, -1 size)
hp 181 (11d10
30*2)
Fort +3, Ref +4, Will +3
DR 10/serric steel; Immune construct traits

OFFENSE
Speed 30 ft.
Melee Stun Spear 11/6 2d6+6 2 Dex damage to Jacks, Shield Bash +11 1d83

STATISTICS
Str 22, Dex 13, Con —, Int 8, Wis 10, Cha -
Base Atk +8; CMB +15; CMD 26

Feats
Bonus: Improved Shield Bash
1 Two Weapon Fighting
3
5
7
9
11

Mechanika

Viva La Resistance DanKoscinski