Legio Cybernetica

By Black_Kestrel, in Deathwatch

As per my previous post I am an Adeptus Mechanicus fan and I like adding AM material to my game. I finally completed my rough draft of the Robots employed by the Legio Cybernetica and I am posting the first two models here for feedback and critiques.

Crusader

The Crusader is a light, agile lightly-armored Robot designed to move in quickly and deliver a telling blow. It is generally used in an anti-personal mode, and is very popular with the Inquisition and other groups, having proved itself to be very effective in mutant-hunter/killer operations. The Crusader is not generally used where heavy resistance or strong concentrations of enemy armor are expected.
Unless specified otherwise, Robots follow all the rules for Dreadnoughts.

Type: Walker Tactical Speed: 11m
Cruising Speed: 15 kph Maneuverability:
Structural Integrity: 28 Size: Hulking
Armour: Front 30, Side 30, Rear 20
Carrying Capacity: None
Crew: Cortex

Crusader Profile
WS BS S T Ag Int Per WP Fel
35 25 60(12) — 35 10 40 — —

Weapons

Two Power Swords (melee, 1d10+18 E, Pen 6, Power Field)
A Lascannon (Range 300m, Heavy, S/-/-, 6d10+10 E, Pen 10, Clip 30) is mounted on the Crusader's shoulder.
A heavy bolter (Range 150m, Heavy, -/-/10, 2d10+10, Pen 6, Clip 400, Tearing) or a melta-gun (Range 20m, Basic, S/-/-, 2d10+8 E, Pen 13, Clip 6) can be substituted for the lascannon.

Special Rules
Walker : Walkers are able to ignore penalties for moving through difficult terrain, and negotiates obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.
Combat Walker: Much like Dreadnought, Robots always have a Basic Melee Attack: (Melee, 1d10+12 I, Pen 0, Unwieldy).
Robot Programs: A Robot may fire all of its weapons as part of the same Half Action each turn, and may do so even if in melee (though it must so at different targets than those it is engaged with). If in melee, it may spend an additional Half Action to make an attack. No one can ride in a Robot.
Finally, the Robot ignores the Jarring Blow Vehicle Critical Hit and the Staggered Vehicle Critical Hit becomes the Programming Scrambled Critical Hit.
Cortex: A Robot is not truly self-willed or sentient. It is controlled by a cortex, a rudimentary mind of bioplasm on which is imprinted simple movement and maintenance routines. A Robot counts as having the Machine Trait.
Remote Demolition Charge: All Imperial Robots are fitted with an internal melta-bomb. Should the Robot seriously malfunction the Tech-adept shepherding the maniple can use the melta-bomb to stop the Robot from running amuck. The melta-bomb is detonated remotely via a Challenging (+0) Tech-use check. The melta-bomb inflicts its normal damage ignoring the Robots Armour. This is usually enough to disable any Robot.
Communicator: All makes of Robot are fitted with a communicator allowing them to exchange data with its commander and other friendly troops. A Robot can be slaved to another Robot's program as long as it's communicator is functional. Communicators also allow Robots to coordinate their fire ensuring that the same target is not selected by more than one Robot (unless it is the only target available). Constant data interchange prevents such a waste of firepower resources.

Colossus

The Colossus is primarily a siege Robot, the standard configuration combines a siege hammer for attacking fortifications with lighter weapons for use against defending troops. It is widely used by the Imperial Guard as a cheaper alternative to the siege Dreadnought and a few Colossus-class Robots are maintained by the Ordo Reductor of the Adeptus Mechanicus, mainly for testing new and experimental siege weaponry.
Unless specified otherwise, Robots follow all the rules for Dreadnoughts.

Type: Walker Tactical Speed: 7m
Cruising Speed: 10 kph Maneuverability:
Structural Integrity: 37 Size: Enormous
Armour: Front 40, Side 35 Rear 30
Carrying Capacity: None
Crew: Cortex

Colossus Profile
WS BS S T Ag Int Per WP Fel
30 30 75(14) — 25 10 40 — —

Weapons

The Colossus's right arm is equipped with a seismic hammer (see Rites of Battle p.182)
A Melta-gun (Range 20m, Basic, S/-/-, 2d10+8 E, Pen 13, Clip 6) is mounted on the Colossus's shoulder.
A Bolter (Range 100m, Basic, S/2/4, 2d10+5 X, Pen 5, Clip 28, Tearing) is mounted on the Colossus's left arm.

Special Rules
Walker: Walkers are able to ignore penalties for moving through difficult terrain, and negotiates obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.
Combat Walker: Much like Dreadnought, Robots always have a Basic Melee Attack: (Melee, 1d10+14, Pen 0, Unwieldy).
Robot Programs: A Robot may fire all of its weapons as part of the same Half Action each turn, and may do so even if in melee (though it must so at different targets than those it is engaged with). If in melee, it may spend an additional Half Action to make an attack. No one can ride in a Robot.
Finally, the Robot ignores the Jarring Blow Vehicle Critical Hit and the Staggered Vehicle Critical Hit becomes the Programming Scrambled Critical Hit.
Cortex: A Robot is not truly self-willed or sentient. It is controlled by a cortex, a rudimentary mind of bioplasm on which is imprinted simple movement and maintenance routines. A Robot counts as having the Machine Trait.
Remote Demolition Charge: All Imperial Robots are fitted with an internal melta-bomb. Should the Robot seriously malfunction the Tech-adept shepherding the maniple can use the melta-bomb to stop the Robot from running amuck. The melta-bomb is detonated remotely via a Challenging (+0) Tech-use check. The melta-bomb inflicts its normal damage ignoring the Robots Armour. This is usually enough to disable any Robot.
Communicator: All makes of Robot are fitted with a communicator allowing them to exchange data with its commander and other friendly troops. A Robot can be slaved to another Robot's program as long as it's communicator is functional. Communicators also allow Robots to coordinate their fire ensuring that the same target is not selected by more than one Robot (unless it is the only target available). Constant data interchange prevents such a waste of firepower resources.
Power Field: The Colossus is equipped with a Protection 80 force field with an Overload value of 1-10.

very cool, I am particularly scared of the seige robot with the PR 80 power field :)

I remember in one of the old editions of epic (or space marine) when robots had to be given a program which defined how they acted under certain conditions like

if enemy within 30 cm (tabletop distances) charge

if enemy within 60 cm advance towards enemy and fire

etc etc etc

It would be cool to see in game implications of their primitive programming. but I suppose as a GM I can just put those in

I fiddled around with trying ti replicate the programming rules that you refer to, but in the end decided it wasn't worth the effort. As you say as the GM you can easily replicate the limitations of a Robot's programming via roleplaying vice additional rules. The power field is still something I am undecided on. The original material has all imperial Robots excepting the Crusader equipped with one, but the same material also had Dreadnoughts equipped with power fields as well (which functioned more as void shields than fields).

In my opinion a Lascannon is a strange standard weapon for an anti-personal robot.
I would make the HB or perhaps an autocannon standard and make the Lascannon an option.

Umbranus said:

In my opinion a Lascannon is a strange standard weapon for an anti-personal robot.
I would make the HB or perhaps an autocannon standard and make the Lascannon an option.

I agree with you, but that is what the source material says the standard weapon for a Crusader is. Honestly my personal feelings are that Robots are little under-armed compared to Dreadnoughts (which did receive a major upgrade in weaponry since the original Rogue Trader) as Robot's are essentially "pilotless" Dreadnoughts. I am, however sticking with the source material for now with regards to their armaments.