Iron Kingdoms Cygnar Warjacks

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Name

Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class

Charger
87, 3,2 tons
Dual Cannon, Battle Hammer
567 AR
14d10+30
107
+2
30 ft.
22 (-1 size, +2 dex, +11 armor)

BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

+10/+19
Battle hammer +14, 2d6+5
Dual cannon +11, 3d8/19-20/x3
10 ft. by 10 ft. / 10 ft.
Fort. +4, Ref. +6, Will +4
Str 20, Dex 14
Aurum grade (Int 8, Wis 11)

Challenge Rating

Lancer
91, 3 tons
War spear, Shock Shield
601 AR
14d10+30
107
+2
30 ft.
25 (-1 size, +2 dex, +11 armor, +3
shield)
+10/+19
War spear +14, 2d6+5
10 ft. by 10 ft. / 15 ft.
Fort. +4, Ref. +6, Will +4
Str 20, Dex 14
Aurum grade (Int 8, Wis 11)

Sentinel
86, 2,45 tons
Assault shield, chain gun
573 AR
14d10+30
107
+2
30 ft.
25 (-1 size, +2 dex, +11 armor, +3
shield)
+10/+19
Shield bash +14, 1d8+5
Chain gun +11, 2d8/x3
10 ft. by 10 ft. / 10 ft.
Fort. +4, Ref. +6, Will +4
Str 20, Dex 14
Aurum grade (Int 8, Wis 11)

Charger:
Dual cannon: Range: 100 ft. The dual cannon cannot be
fired more than twice per turn. It carries up to 10 rounds of
ammunitions.
Lancer:
Shock field (Su): Whenever the Lancer hits a mechanical
construct with its shock shield, or if a mechanical construct
hits the Lancer with a melee attack, that construct suffers
the effects of a disabled cortex (Liber mechanica P. 24) for
1d4 rounds.
Arc Node: A Warcaster controlling a lancer within 10 ft.
per caster level may, when casting an arcane spell,
measure range and line of sight from the lancer instead of
him- or herself.

Sentinel:
The sentinel does not receive its shield bonus to AC during
any round in which it made shield bash attacks.
Chain gun: 100 ft.
Strafe (Ex): As a full attack, the Sentinel can
make a strafe attack against up to 10 targets
Strafe
(equal to its BaB). All targets must be
adjacent to one-another, and the Sentinel
Mechanical construct traits, Warjack Mechanical construct traits, Warjack Mechanical construct traits, Warjack
must have a line of sight to each of its targets.
traits, DR 5/serricsteel, Darkvision 60 traits, DR 5/serricsteel, Darkvision 60 traits, DR 5/serricsteel, Darkvision 60
Make an attack roll against each target
ft, Low-light vision
ft, Low-light vision, Shock field, Arc ft, Low-light vision
separately, each roll suffering a cumulative -2
node
penalty for each previous target attacked
11
11
11
(The first target at +11, the second ad +9, the
third at +7, etc. etc.). A strafe attack costs 2
rounds of ammunition per target, although
damage remains unchanged. An ammo belt
carries up to 50 rounds of ammo.

Name
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

Challenge Rating

Hunter
87, 2 tons
Battle axe, Long Arm cannon
603 AR
12d10+30
96
+2
30 ft.
21 (-1 size, +2 dex, +10 armor)
+9/+19
Battle axe +14, 2d6+6/x3 crit
Long Arm +12, 2d6/19-20x3
10 ft. x 10 ft. / 10 ft.
Fort +4, Ref. +6, Will +4
Str 22, Dex 14
Arcanum grade (int 10, Wis 11)

Grenadier
85, 2.8 tons
Grenade launcher, Mattock
605 AR
13d10+30
102
+1
30 ft.
22 (-1 size, +1 dex, +12 armor)
+9/+19
Mattock +14, 2d6+6/x4 crit
Grenade launcher +9, 3d8
10 ft. x 10 ft. / 10 ft.
Fort +4, Ref. +5, Will +4
Str 22, Dex 12
Aurum grade (int 8, Wis 11)

Long arm cannon


Manual reload, arcing fire
Mechanical construct traits, Warjack Mechanical construct traits, Warjack
traits, DR 5/serricsteel, Darkvision 60 traits, DR 5/serricsteel, Darkvision 60
ft, Low-light vision, Augmented
ft, Low-light vision,
cortex receiver, Enhanced firing
10
10

Hunter:
Long arm cannon: Range: 100 ft. Shots fired from the long arm cannon count as tempered
serricsteel for the purpose of overcoming damage reduction. Additionally, the long arm can score
critical hits against constructs, and when targeting constructs the hunter counts as having the
Improved Critical feat (giving the long arm a crit chance of 17-20/x3).
Augmented cortex receiver (Ex): This equipment doubles the radius under which a warcaster
can issue telepathic commands to this warjack with focus.
Enhanced firing (Ex): The dexterity modifier for this warjack is doubled when it is making ranged
attacks.
Grenadier:
Grenade launcher: The grenade launcher is a deviating weapon (NQM #2 p. 52) with a range of
50 ft. The grenades explode in a cloud of fire and shrapnel, dealing 3d8 damage to anyone in a
10 ft. radius (Reflex DC 16 halves).
Manual reload (Ex): the Grenadier can be manually reloaded to fire up to 2 additional shots per
turn, each at a cumulative -2 penalty. Manually loading the grenadier in this fashion is a moveaction that provokes attacks of opportunity. Manual reload does not enable the Grenadier to
make ranged attacks in any turn it made a melee attack.
Arcing fire (Ex): When drawing line of sight to a target, the hunter may ignore other creatures
that would otherwise block its line of sight.

Name
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

Challenge Rating

Ironclad
123, 6 tons
Quake Hammer
556 AR
18D10+30
129
+1
25 Ft. (5 squares)
21 (-1 size, +1 dex, +11 armor)
Touch 10, Flat-footed 20
+13/ +28
Quake hammer +23, 2d8+11
Slam +18, 1d10+11
10 ft. x 10 ft. / 10 ft. reach
Fort. +6, Ref. +7, Will +6
Str 32, Dex 12
Aurum Grade (int 8, Wis 11)

43,499
Tremor
Mechanical construct traits, Warjack
traits, DR 10/serricsteel, Darkvision
60 ft, Low-light vision, Critical
knockdown
13

Defender
123, 6 tons
Shock Hammer, heavy barrel cannon
564 AR
18D10+30
129
+1
25 Ft. (5 squares)
21 (-1 size, +1 dex, +11 armor)
Touch 10, Flat-footed 20
+13/ +27
Shock Hammer +22, 2d6+10
Heavy Barrel +13, 4d10
10 ft. x 10 ft. / 10 ft. reach
Fort. +6, Ref. +7, Will +6
Str 31, Dex 12
Aurum Grade (int 8, Wis 11)

Mechanical construct traits, Warjack


traits, DR 10/serricsteel, Darkvision
60 ft, Low-light vision, Critical Cortex
Damage
13

Ironclad
The backbone of Cygnars mechanized armies, the Ironclad is a versatile and powerful machine of
destruction. It sees action all across immoren against all possible foes, as it has done for decades
and will do for decades more.
Tremor (Su): As a standard action, the Ironclad may slam its quake hammer into the ground
causing a seismic ripple to knock all around him prone. This duplicates the effect of a tectonic
surge spell (liber mechanica p.88 ). Everyone in a 20 ft. radius of the Ironclad must succeed a
reflex save DC. 22 or be knocked prone.
Critical Knockdown (Su): When the Ironclad scores a critical hit with its quake hammer against a
target, the target must succeed on a reflex save DC. 22 or be knocked prone. This effect also
functions against targets that are otherwise immune to critical hits.
Defender:
The defender is Cygnars main heavy artillery weapon, being able to lay waste to enemy jacks
from far away and finishing the task up close should they survive the barrage. Built on the same
chassis as the ironclad, it is fast, agile and nimble but powerful enough to go toe to toe with any
other warjack.
Critical Cortex Damage (Su): When the Defender scores a threat against another mechanikal
construct with its shock hammer, roll to confirm as normal. If confirmed, roll normal damage (since
constructs are immune to critical hits), but that construct suffers from a disabled cortex (Liber
Mechanica p. 24). The Heavy Barrel Cannon can only be fired once per round, and carries up to 6
rounds of munitions with it. Heavy barrel cannon: Range: 150 ft.

Name
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

Stormclad
123, 6 tons
Generator Blade

Centurion
127 / 8.5 tons
Piston Spear, Magno Shield

18D10+30
129
+1
25 Ft. (5 squares)
22 (-1 size, +1 dex, +11 armor, +1
buckler) Touch 10, FF 22
+13/ +28
Generator Blade +23, 2d8+11 /19-20
+2d6 electricity
Slam +18, 1d10+11
Generator Blast +13, 6d6 electricity
10 ft. x 10 ft. / 10 ft. reach
Fort. +6, Ref. +7, Will +6
Str 32, Dex 12
Arcanum Grade (int 10, Wis 11)

22D10+30
151
0
20 ft. (4 squares)
26 (-1 size, +0 dex, +13 Armor, +4
magno-shield) Touch 9, FF 26
+16/+31
Piston Spear +26, 3d8+11/x3

Mechanical construct traits, Warjack


traits, DR 10/serricsteel, Darkvision
60 ft, Low-light vision, Critical Chain
Lightning, Chain Reaction, battle
standard
14

Electro lock
Mechanical construct traits,
Warjack traits, DR 10/serricsteel,
Darkvision 60 ft, Low-light vision,
Critical Sustained Attack, Polarity
Field
15

10ft. by 10 ft. / 15 ft.


Fort. +7, Ref. +7, Will +7
Str 32, Dex 10
Arcanum Grade (Int 10, Wis 11)

Stormclad:
The Stormclad is truly a marvel to behold; a walking ball of
lightning striding across the battlefield. Its powerful jolts level
infantry and warjacks alike, and all those near it are bolstered in
their electrical prowess.
Critical Chain Lightning (Su): Whenever the Stormclad scores a
successful critical hit against a target with either its generator
blade or generator blast, Lightning arcs from the struck target to
d6 additional targets. These targets cannot be more than 15 ft.
apart, and at least one of these must be within 15 ft. of the
original target. Each of these targets suffer 4d6 electricity
damage. No target can be struck more than once by a single
chain lightning. This effect goes of even if the initial target is
immune to critical hits.
Chain Reaction (Su): When someone within 15 ft. of the
Stormclad makes an attack that deals electricity damage,
Lightning arcs from the attacked target to 1 other target, which
is the closest eligible target within 15 ft. of the initial target. That
target must succeed on a reflex save (DC 19) or be dealt the
same electricity damage roll as the original target.
Battle Standard (Ex): All allies within 50 ft. of the Stormclad with
line of sight to the Stormclad receive a +4 bonus on will saves
against fear spells and effects.
The generator blast can be fired only once per round.

Centurion:
Electro Lock (Su): Using the magno-shield, the Centurion may make a special grapple attack on
any metal construct in melee range (10 ft.). The Centurion is treated as having Strength 36 for
this check improving the grapple mod. To +36). This does not provoke an attack of opportunity,
and deals no damage. Instead, the target is unable to use either one of its arms or its head,
selected by the Centurion, until it breaks the grapple. In any round in which the centurion uses
Challenge Rating
this ability it cannot make Piston spear attacks, nor does it receive its Shield bonus to AC.
Polarity Field (Su): within 60 ft. of the centurion, no warjack, metal construct or adversary wearing metal armor can approach the centurion faster than its normal movement rate. These targets
cannot target the Centurion with charges or bull-rush attacks as long as the shield is active. This abilitiy is inactive in any turn where the Centurion used Electro Lock.
Critical Sustained Attack (Ex): When the centurion makes a successful critical hit with its piston spear, all other piston spear attacks this turn will automatically hit. This effect also functions against
targets who are otherwise immune to critical hits.

Name
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities

Challenge Rating

Hammersmith
127 / 8.8 tons
2 Forge Hammers
604 AR
20D10+30
140
0
20 ft. (4 squares)
22 (-1 size, +0 dex, +13 Armor)
Touch 9, Flat-footed 22
+15/+30g
2 Forge hammers +25, 2d8+11 +
knockback
10 ft. by 10 ft. / 10 ft.
Fort. +6, Ref. +6, Will +6
Str 32, Dex 10
Arcanum Grade (Int 10, Wis 11)

Thunderhead
14 / 12 tons
2 Shock fists, Lightning Coil
606 AR
22D10+30
151
+1
25 ft. (5 squares)
21 (-1 size, +1 dex, +11 armor)
Touch 10, Flat-footed 20
+16/+31
2 Shock fists +26, 2d6+11+2d6
electricity
Lightning Coil +15, 6d6 electricity
10 ft. by 10 ft. / 10 ft.
Fort. +7, Ref. +8, Will +7
Str 32, Dex 12
Custom (Int 12, Wis 11)

Knockback, Clobber
Mechanical construct traits,
Warjack traits, DR 10/serricsteel,
Darkvision 60 ft, Low-light vision

Scramble, Energy pulse


Thunderhead:
Mechanical construct traits, Warjack
traits, DR 10/serricsteel, Darkvision 60
ft, Low-light vision, Critical Disruption,
Sustained Attack
18

15

Hammersmith:
Knockback (Su): When the Hammersmith hits a target
with one of its forge hammers, the target must
succeed on a DC 21 strength check or be knocked
back 5 ft. If this movement would place the target
outside the Hammersmiths melee range, the
Hammersmith may immediately make a 5 ft. step
towards the target. The Hammersmith may never
move more than 40 ft. each round. If the Hammersmith
has already moved 40 ft. this round, it may not make
this 5 ft. step.
Clobber (Ex): When the Hammersmith hits the same
target with both its Forge Hammer attacks, the
Hammersmith and the target make an opposed
strength check, for which the Hammersmith is treated
as having strength 40 (giving him a bonus of +15). If
the Hammersmith wins, the opponent is pushed 1d8x5
ft. directly away from the Hammersmith and is knocked
prone. The Hammersmith may then move the same
distance directly towards the target, but this movement
may never have the Hammersmith move more than a
total of 40 ft. that turn.
Disruptor field (Su): Every time a mechanical construct
hits the Thunderhead with a melee attack, there is a
50% chance it will suffer the effects of a disabled
cortex (Liber Mechanica p. 24).
Dynamic Recharge (Su): Warcasters recharging their
powerfields within 10 ft. of the Thunderhead double
the amound generated each turn they are within 10 ft.
of the Thunderhead.
Scramble (Ex): When the Thunderhead hits the same
mechanical construct with both its shock fist attacks,
the target suffers the effect of a disabled Cortex (Liber
Mechanica p. 24), and during its turn it will run full
speed in a random direction. If it moves through any
spaces occupied by medium or smaller sized
creatures, treat it as an Overrun (PHB p. 157). If it
would move through a solid object or a large sized or
large creature, it stops short of that object or creature
and falls prone instead. This effect lasts for 1 round.
Energy Pulse (Ex): Instead of making a coil attack, as
a standard action the Thunderhead may use an
Energy pulse. Make a ranged attack roll against all

creatures friendly AND enemy within 30 ft. of the


front half of the thunderhead. Creatures hit take 4d6
electricity damage.
Critical Disruption (Su): Whenever the Thunderhead makes a successful critical hit against
a mechanical construct, the target suffers the effects of a disabled cortex (Liber
Mechanica p. 24) for 1d4 rounds.
Sustained Attack (Ex): Whenever the Thunderhead hits a target with its lightning coil
attack, all other lightning coil attacks made against the same target this turn automatically
hit. The lightning coil can be fired only twice per round at a maximum range of 60 ft. (no
range increments).

Name
Height/Weight
Armament
Initial service date
Hit Dice
Hit Points
Base initiative
Speed
Armor Class
BaB/Grapple
Melee attack
Ranged attack
Space/Reach
Saving Throws
Abilities
Cortex
Build DC
Construction Time
Price
Special attacks
Special Qualities
Challenge Rating

Cyclone

Triumph

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