Steamjack 5E Tactics - Part 1
Ever since I first saw them all those years ago on page 11 of the first Witchfire Trilogy module: "The Longest Night" (in gritty black & white glory, not colourised as below) I've just loved steamjacks.
I mean c'mon, frickin' steampunk robots, I ask you... what is there not to like!
Clearly, those following my 5E tactics articles are fans - they voted for steamjacks as the next main group of creatures for me to analyse. Now over 20 years later now, with much development of the original concept through various games and fiction, I get to return to the start of it all...
The iconic original laborjack
This is going to be the first of a series of articles on steamjack tactics, where I hope to cover not just the base versions in IK:R5E and the generic ones in the MN5E, but also related creatures (including Junker Hulks and Machine Wraiths). I may even do the dreaded Deathjack at some point but that is going to be a *lot* of work (high-level spellcasters take ages frankly and are pretty intense to analyse).
This article will cover *undirected* 'jacks, acting under their own volition and their basic behaviour - the extended rules in the corebook are intended for those constructs associated with a party or specific NPC 'jacks, so I'll deal with them as an addendum. After covering the basics, I'll try and delve into some of the more interesting variations and the effect of warcasters (or jack marshalls) using focus to direct these hulking automatons...
The Basics of any 'Jack
So let's start with the basics... because essentially when you actually look at them, all the published 'jacks to date have a very similar base from which they are built, which is then the primary determinant of their base tactics.... if we cover this off, then the variants can be dealt with quite easily.
Superficially, 'jacks are just Large constructs and a lot like golems, just with cooler *steampunk* vibes and setting specific associated rules for their "masters" that can significantly alter their behaviour. They are similarly unaligned, as befits their servile automaton motif.
Unsurprisingly these are brutes with extraordinary STR and CON - in fact, all have 20 / +5 for CON... only the STR varies slightly from 18 to 20, which is a minor difference that doesn't affect their defaults much. Interestingly, while they share an almost identical set of condition immunities to golems, they can still become exhausted - a notable difference that does affect their behaviour in terms of chases in particular.
Unlike golems, 'jacks don't have quite as many damage immunities (only poison and psychic), lack magic resistance, and they only have the lesser trait of damage resistance to non-magical weapons (all 3 physical types). So, they are not "super-brutes" as Keith refers to them, but they are certainly tankier than many humanoid brutes with an equivalent CR.
Their DEX is flat average and slightly better than golems to be fair, but they aren't going to be sneaking or hiding anytime soon (their Steam Powered trait gives them disadvantage on Stealth checks in any case), although this comes into play with the variants fitted with ranged weapons (see below for a discussion of details).
Their mental characteristics are consistent with very poor INT and average WIS - they act instinctively without a lot of variation and indiscriminately choose targets unless they are being marshalled or directed. As constructs, they follow directions without regard to their own safety due to their Cortex trait, although if left undirected they *will* withdraw when reduced to 30% of initial hit points (12 and 25 hit points respectively for light and heavy 'jacks). Different cortexes do have different traits and proficiency bonuses that are relevant for NPC 'jacks (see IK:R5E, page 217-218), and the higher grade ones allow Multiattack, but the changes in WIS for anything other than an arcanum cortex don't have a significant effect on the basic behaviours.
Again like golems, their CHA is woefully low. Although they can understand the language of their manufacturers, 'jacks lack any significant speech or proficiencies, but this does mean they can't use Intimidate, which in the fiction seems to be something they do not infrequently just by their sheer presence. Perhaps they are just imposing, but this does not translate into a mechanical effect? Fortunately, as noted before in terms of CHA saves, there's really not much else they need this dump stat for, and as servile constructs, they're not ever going to be acting as a "face".
Otherwise, 'jacks have good AC and standard movement - their obligate Steam Powered trait has been accounted for above in terms of Stealth, but otherwise has little effect in combat (unless it lasts more than an hour), so other than limiting its range to within supply of a source of fuel (and water) this is mostly thematic. They don't need to eat or rest or breathe air/gas as such, but insufficient oxygen will *extinguish* its furnace.
Otherwise, they don't have any special traits called out, but there are a few things that crop up in the "Steamjack" chapter of the corebook that I'll cover in the next article.
There's little difference between the base MN5E light laborjack and the "Forager" of the corebook. The latter has a much weaker slam attack (1d8, *not* 3d8), but gains Multiattack, which doesn't quite compensate and seems to be only usable with its slams. The flavour text notes however that it often has integrated heavy *tools* and it's really the tools that then change any base tactics (see below).
This all makes undirected laborjacks in essence, simple to play - they typically close into melee against the closest threat, employ their slam melee attack if they don't have a *ranged* weapon or specific tool (most commonly used ones just have fists) until they finish an opponent, tanking until they suffer enough damage for their basic self-preservation drive to kick in.
Heavy Laborjacks
Heavy laborjacks differ from their light cousins in that they are usually *slower* (except oddly for the base model from the MN5E, which also has a slightly higher AC), but have double the Hit Dice and gain STR and CON saves. The "named" heavy laborjacks in IK:R5E (the "Docker" and "Whaler") have the Heavy Metal trait, which allows them to treat their attacks as magical for the purpose of overcoming resistances and immunities *but* only against other steamjacks (including colossals) and warbeasts.
This makes them tankier, more able to soak up damage, but honestly doesn't really change their base tactics, particularly as they can only overcome damage resistance/immunities of other 'jacks and warbeasts, reflecting their wargaming origin perhaps. Any variation in tactics then becomes much more dependent on their weapon or tool loadout (see IK:R5E, pages 218-221). The basic MN5E heavy laborjack has a *single*, 3d8 based slam, whereas the "Docker" has weaker slams but gains Multiattack, like its lighter cousin the "Forager" although there is no comment on tools.
"Whaler" Model
These laborjacks have a *ranged* weapon - a harpoon cannon, which alters their tactics somewhat in that if they can't close into melee range to employ their flensing blade they will blindly fire this less accurate DEX based weapon, seeking to embed it in an opponent. If their opponent is still out of melee range they can then spend an action the next round drawing the creature closer, but only by 5 ft., otherwise they attack with their blade, which is particularly effective against beasts (additional damage).
Note that the harpoon cannon attack doesn't apply the grappled condition however and is a lot less than for the harpoon of the bog trog trawler, which seems to be an oversight as the trawler can drag an opponent *20 ft.* closer. I note this does follow the listed weapon's rules (IK:R5E, p220-221) but without the grappled condition reducing the victim's movement to zero, 5 ft. doesn't really have a major tactical effect and seems quite underpowered given the higher STR score of the 'jack.
There really seems to be little reason for this laborjack not to close with an enemy and start cutting...
Note: the lighter "Angler" model is very similar, but uses a less effective gaff hook - notably this weapon doesn't inflict the prone condition on an opponent, unlike the bog trog weapon.
Warjacks
The main difference mechanically between warjacks and their light or heavy laborjack cousins is they all have some form of Multiattack and have the Tried and True trait, which provides 5 additional hit points whenever it regains hit points. If the warjack is a light version, it also gains the Heavy Metal trait normally restricted to heavy 'jacks.
Otherwise, they are distinguished by their weaponry and other equipment (see IK:R5E, pages 218-221), which then becomes the main determinant of any different tactics when combined with being directed by warcasters or 'jack marshalls.
The following examples have been detailed to date:
"Light Mercenary" Warjack
The light mercenary warjack carries a battleblade, which gives it reach and can be used with Multiattackbut it is really the addition of the light gun that changes its tactics by giving it a *ranged* weapon. The shift is minor - the 'jack doesn't need to close into melee straight away and will use the gun to soften up opponents.
"Talon" Model
The stat block doesn't reflect the flavour text that these 'jacks usually carry a shield (+2 AC), nor that they usually carry a stun lance, which has reach and forces any struck 'jack to become incapacitated unless it makes a CON save. Due to their inherently high CON, this has a less than 50% chance of being effective against light 'jacks and only about a 25% chance of working against heavy 'jacks.
It is unclear whether Multiattack applies to the stun lance - the MN5E precedent for the light mercenary warjack above suggests it should and it has an advanced enough cortex, but if not, there is still an advantage to using this melee weapon over the default slam so it will instinctively use its weapon to target other jacks.
"Nomad" Model
Apart from two extra Hit Dice and higher AC, the flavour text notes this model is usually equipped with a battleblade and a buckler (another +1 AC) so the tactics don't change significantly. Even if the Multiattack trait does not apply to the melee weapon, the reach provides a slight tactical edge to using the battleblade - I'd argue given the advanced cortex, this should apply.
Minor edit clarifying the Heavy Metal trait thanks to feedback from Chris Carter over on the Iron Kingdoms: Requiem General Discussion FB group.
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