Robots are the simplest of synthetics: nothing but a metallic chassis, the necessary hardware and software and maybe a few built-in weapons and gizmo. They lack any kind of meaningful intelligence beyond carrying out their mission. These creatures are comparable to Lesser Undead in function and purpose.
Proper Synthetics are more complex machines and rarely fielded in mobs: these creatures range from more complex and intelligent robots to full blown sentient war machines to mechanical organism. Hunter-Killers exist to isolate and rapidly eliminate specific targets while War Machines are juggernaut of the battlefield either due to massive weaponry or their ability to support allies. Destroyers exist to bring to bear planet-wrecking weaponry while Colossus are mobile fortresses. Intelligent Synthetics are not above retreating from battle: not because they feel fear but simply because they know being destroyed in that specific moment would not advance their programming. They will never retreat in a panicked fashion.
Greater or more unique synthetic beings can be represent using the appropriate statline from some other creature. Assume it has all the communities which come with it's lifeless mechanical body. The Artificial Intelligence Concept Word is a good place to start.
In generally, machines have somewhat lower-than average AC and mobility (being clunky) but very good accuracy. A mob of Battle Robots or Elite Robots can outgun any near-human mortal army thanks to all these targeting systems inside their metal heads which compensate for any deficiency in aiming the current situation may cause.
Machine Type
|
HD
|
AC
|
Atks
|
Dmg
|
Move
|
Morale
|
Saves
|
Effort
|
Actions
|
Battle Robot
|
4
|
7
|
+4
|
By Weapon
|
30’
|
12
|
13+
|
1
|
1
|
Elite Robot
|
6
|
6
|
+8
|
By Weapon
|
30’
|
12
|
12+
|
1
|
1
|
Artillery Robot
|
6
|
6
|
+8
|
1d12 Straight
|
20’
|
12
|
12+
|
2
|
1
|
Big Robot
|
8
|
7
|
+8 x2
|
1d12
|
40’
|
12
|
11+
|
2
|
1
|
Synthetic Hunter-Killer
|
10
|
5
|
+10 x2
|
1d8 Straight
|
40’
|
9
|
10+
|
5
|
2
|
Synthetic War Machine
|
12
|
4
|
+12 x2
|
1d10 Straight
|
40’
|
9
|
9+
|
8
|
2
|
Synthetic Destroyer
|
16
|
3
|
X2 Auto
|
1d12 Straight
|
40’
|
9
|
7+
|
8
|
2
|
Synthetic Colossus
|
20
|
1
|
X2 Auto
|
1d12 Straight
|
20’
|
12
|
5+
|
8
|
2
|
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| Halo 5 Guardian concept art(?) |
Machines Powers
The cold, endless ranks of the machines are anything if not varied: every planet, every corporation, every would-be death cult has it's own variations born from a mixture of their own engineering genius (or madness), local materials, manpower and whatever caches of Ancients technology they may or may not have reverse engineered.
Usually only Synthetics have such abilities, as Robots are just crude automaton.
- Targeting Systems: Commit Effort On Turn. Enemies count as having AC 9.
- Shield Capacitor Mandala: Commit Effort On Turn. AC become 3.
- Self-Regeneration Matrix: When reduced to 0 HD can Commit Effort to return to 1 HD unless the machine has been destroyed by an effect related to the Word of Artifice/Invention/Artificial Intelligence or something which grant dominion over it.
Of course, any lazy good GM will recycle the mechanics of pre-existing Gifts. Anything from shooting lightnings arcs via massively tesla coil limbs (Sky gifts) to sonic weaponry (Music gifts) to complex defense mechanism (Endurance Revenge or Protection are good places to look) are expected to be found integrated in synthetics. Usually Hunter-Killers have gifts which help them maximize rheir lightning-fast killing while Destroyers and Colossus tend to optimize raw area-of-effect damage and endurance to enemy fire. War Machines are the most various in form and purpose.
Kerberos Defense Golem
These hulks machines are primarily designed to defend certain locations. Massive, towering, foreboding and often ornate they are tireless guardians of ancestral temples, military industrial complex, planetary cathedrals and key planetary defense installations. While intelligent, they are dour and single-minded for their singular purpose: defense.
- Stats: Synthetic War Machine
- Standard Gifts: Defy the Iron and Ward The Walls
Spartoi-Type Command Eidolon
Where the Kerberos is patient (if rather dull), the Spartoi is the utter opposite: granted a more complex mind and an increased ability to think, these machines are designed to be synthetic commanders and icons which tower over the troops to inspire them. Their greatest strength is also their chains: they are blindly patriotic and motivational. Some would say that, as far as machines go, they are zealous to the point of suicide.
- Stats: Synthetic War Machine
- Standard Gifts: Will of the Spear-Throne and Voice of Command
Vajra Battle-Titan
A massive imperious colossus brought by the ancestors of the Dulimabaian, the Vajra Battle-Titan is a massive and ornate centauroid monstrosity which crackles with obscene power. It's mind is simplistic but proud and requires complex mantra and prayer activation sequences in order to be properly deployed into battle.
- Stats: Synthetic Colossus
- Gifts: Fury of the Heavens and Unbreakable.
- Words Bound: Sky, Endurance.


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