Here's one I ran into last night during game. The pcs were faced with a combat servitor with it's 15 agility The GM wanted it to charge one of our other players... when we realized that the descrip of Charge says you HAVE to charge a minimum of 4 meters, and with a 15 agi, his charge range is not sufficient. Does this mean things with an agi bonus of 1 can't charge? Our GM was flaberghasted and, I can understand the idea that, servitors are pretty much zombies so, yeah, it makes sense they can't move fast but he was twitchy about it, as it generally means even with a movement rate of 3, you can disengage from a servitor lucky enough to get in melee with you, and it'll take him 2 rounds to catch up so that you can just move away again.
Charge and Movement Question
I'd advise the GM to either increase the agility of a servitor purposebuilt for closecombat, or grant it the Unnatural Speed trait (to symbolize that while it may still be sluggish, it has heavy-duty leg pistons installed to drive it forward fast enough to charge it's targets).
Oh we most certainly will, we're simply talking about the stock servitors out of the DH book, even the "combat" ones are too slow to actually charge.
BrotherHostower said:
Oh we most certainly will, we're simply talking about the stock servitors out of the DH book, even the "combat" ones are too slow to actually charge.
To be fair, I can't really think of any of the "stock NPC's" I have used over the course of my campaigns that didn't need some kind of improvised changes to them. It sort of comes with the territory when using stock NPC's if you ask me. 
Last time I used combat servitors I did actually give them unnatural speed (fuel injection or red paint) but then I did monkey about with several stats for both types of servitors as they needed some upgrades due to the level of players (MK II servitors if you will).
But i've used the standard servitors before too. Id say for lumbering creatures like the combat servitors they can ignore the minimum charge range. There machine will add more than enough mass behind any rush.