Combat Servitor
A blunt-force industrial body made for violence.
Threat File — Combat Servitor
TR 4 · Machines, Servitors & AutomataSaves: Toughness +5
Machine Mind. The combat servitor does not make Morale checks and is immune to fear, Suppression, and pain. Nothing inside it remembers why gunfire matters.
Industrial Chassis. The combat servitor reduces all ballistic and las damage it takes by 2. Small arms do unimpressive things to it.
Literal Pathing. The combat servitor always moves by the most direct route to its target. Lures, pit traps, and drops work at GM discretion, and a Tech check DC 13 while adjacent stalls it for one turn.
Hydraulic Crush. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 3 bludgeoning damage. On a critical hit, one piece of the target's armor or one carried weapon is damaged.
Implacable Advance. The combat servitor moves up to its speed in a straight line, destroying light cover and barricades in its path. Creatures whose cover is destroyed are Exposed until the start of their next turn.
Morale: Does not make Morale checks (machine mind). It stops when destroyed, disabled, hacked, or its kill-order expires.
Tactics: Walk straight at the party while ranged threats work behind it — mobile cover for the enemy, a closing wall for the players. Its stupidity is reliable enough to plan around.
Loot / Evidence / Hooks: Its industrial limbs and cogitator core are worth real thrones to a forge contact who does not ask questions.
Enemy Dossier
GM ReferenceA Combat Servitor is an industrial body — piston arms, drill fists, hydraulic shears — running a violence subroutine on what used to be a person. It walks into gunfire because nothing inside it remembers why that matters.
Use this enemy as relentless melee pressure that forces the party backward through rooms they wanted to hold.
Threat Profile: Good durability, heavy slow melee damage, no morale, poor perception, predictable pathing that clever players can exploit.
Machine Mind. Does not check Morale; immune to fear, Suppression, and pain.
Industrial Chassis. Reduces incoming damage slightly; small arms do unimpressive things to it.
Literal Pathing. Moves by the most direct route; terrain tricks, lures, and drops work at GM discretion.
Hydraulic Crush. Heavy melee attack; on a critical hit, the target's armor or weapon is damaged.
Implacable Advance. Moves through light cover and barricades, destroying them.
Morale: None. It stops when destroyed, disabled, hacked, or its kill-order expires.
Tactics: Walk it straight at the party while ranged threats work behind it — it is mobile cover for the enemy and a closing wall for the players. Reward Tech checks, pit traps, and severed limbs. Never have it do anything clever; its stupidity should be reliable enough to plan around.
Full Stat Block Priority: Medium