Robots play an important part in the life of the, Imperium especially with the military and the Adeptus Mechanicus. An excellent piece on robots in the Imperium can be found here. Therefore, I will not bother to repeat it here. What follows is, instead, rules on making robots work in Inquisitor. Listed below are three relatively common robot profiles.
Light War Robot (Legio Cybernetica)
| WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
RC |
| 70 |
70 |
150 |
150 |
30 |
NA |
NA |
NA |
NA |
30 |
| +2D6 |
+2D6 |
+6D6 |
+6D6 |
+2D6 |
|
|
|
|
+2D6 |
Equipment: Armed with power glove and plasma rifle, photochromatic lenses, 8 points armor on all locations.
Bombot
| WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
RC |
| 0 |
0 |
70 |
100 |
30 |
NA |
NA |
NA |
NA |
10 |
| |
|
+6D6 |
+6D6 |
+2D6 |
|
|
|
|
+2D6 |
Equipment: Packed with explosives (functions as any type of grenade desired) this robot usually has a very simple program, ordering it to move to a detonation point and then explode.
Maintenance Robot
| WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
RC |
| 40 |
0 |
100 |
100 |
20 |
NA |
NA |
NA |
NA |
30 |
| +2D6 |
|
+2D6 |
+2D6 |
+2D6 |
|
|
|
|
+2D6 |
Equipment: Armed with welding torch (as power sword but parry at an additional -20), photochromatic lenses.
Other Rules
Special Abilities: Immune to all Willpower, Sagacity, Nerve and Leadership tests. All robots are soulless, mindless machines, and are by their very nature immune to negative psychological effects. Robots cannot be frightened, nor can their minds be controlled by telepathic psionic powers (this also means that they are not fooled by illusions). Robots can, however, be effected by psionic powers of a more physical nature, such as psychic bolts or telekinesis. However, a good rule of thumb is to say that a robot never makes psychology tests of any type, and is automatically assumed to have passed any psychology test he would have taken.
Special Restrictions: Robot Cortex. All robots are equipped with a cortex which provides artificial intelligence. Each robot cortex (noted as RC in the robot's parameters) is rated for its efficiency. While robot's may never flee the enemy and always perform faithfully in battle, they also have terribly literal minds, and must be told exactly what to do (programmed) in any given circumstance.
This is represented as follows: Each robot is given a program. This is a written set of instructions given to the game master or opposing player before each battle. The program must be written in correct English, and can be no longer than one word per the Robot's RC. This must be written as clearly as possible, to avoid the robot acting strangely. Hyphenated words and numbers count as single words.
For example: A war robot with an RC of 38 might be given the following program: "Enter the warehouse, search for and shoot any orks within. When all orks are destroyed, go to the north entrance, and fire on any orks. Unless you receive a comm-signal from me by turn 10, retreat off the table."
Note that in the above program, the robot is not ordered to shoot anything until it reaches the warehouse, and so it will not do so. Also note that if there were multiple warehouses on the table, the robot might try to enter a random one.
Programming Errors: If the robot is given an order that is legitimately open to multiple interpretations, AND IF THE OPPOSING PLAYER POINTS THIS OUT, then the robot must roll RC or less on 1d100. Failure means a programming error. Roll on the table below:
| 1 |
Fatal Error: The robot shuts down and takes no action for the rest of the battle. |
| 2-3 |
Randomization Subroutine: Roll randomly to determine which of the possible interpretations of the robot's program it uses. |
| 4-5 |
Error Trapping Subroutine: The robot takes no further action this turn, but acts normally for the remainder of the game, using the interpretation of its program most favourable to the programmer. |
| 6 |
Berserk: The robot goes berserk. At the beginning of each turn, each player rolls 1d6, the higher rolling player controls the robot for that turn, without regard to its program, moving and attacking with it like any other character. |
Note that this should not be overused. If a robot is ordered to attack an enemy, it will do so in the most efficient manner possible, using the most efficient weapon available. If the robot is ordered to move to a location, it will go by the most efficient route possible, dodging dangerous obstacles as it goes.
Robots and Skills: Robots can be programmed with any (non-psychic) skill, however, each skill takes up 10 points of the robot cortex in excess programming capacity.