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Lexicanum

Kin Ironkin Automata

A machine intelligence combatant with Kin integration.

Threat File — Kin Ironkin Automata

TR 6 · Leagues / Kin
KinMachineRangedStat Block Priority: Medium
Kin Ironkin AutomataTR 6Machine, Kin · Machine
KinMachineRanged
Defense 15 · Vitality 45 · Move 30 ft. · Initiative +2
STR +2AGI +2TGH +3INT +3WIL +2PRS -1

Saves: Toughness +5

Senses: Sensor suite ignores dim light, smoke, and visual camouflage within 60 feet

// Traits

Machine Citizen. The Ironkin does not make Morale checks and is immune to fear, Suppression, poison, and disease. It is a citizen, not a servitor: it calculates risk but never suffers panic, and it cannot be reprogrammed by a Tech check.

Kindred Uplink. The Ironkin shares targeting data: Kin allies within 30 feet may reroll one missed Reactive Fire shot per round.

// Actions

Ion Rifle. Ranged Attack: +6 to hit, range 80/240 ft., one target. Hit: 2d10 + 3 energy damage. Its aim is a constant, not a variable.

Calculated Overwatch. The Ironkin establishes a Fire Lane in a straight line within ion rifle range until the start of its next turn and holds it perfectly.

Damage-State Reroute. Once per scene, while bloodied, the Ironkin reroutes around wrecked systems and regains 12 Vitality.

// Reactions

Reactive Fire. The Ironkin makes Reactive Fire with Advantage against the first creature that crosses its Fire Lane each round.

Morale: Does not make Morale checks (machine citizen). It executes doctrine, covers withdrawals without complaint, and self-sacrifices only when the arithmetic favors the Kindred.

Tactics: Use Ironkin as the unshakeable percentage of the Kin line: they hold lanes under fire that would suppress the living and keep coordination bonuses flowing. They are the rearguard of choice - pragmatic Kin withdraw behind Ironkin guns. Suppression does not work on them; the party must spend real damage.

Loot / Evidence / Hooks: An intact Ironkin core is a true machine intelligence - priceless, illegal in Imperial space, and very much still a person the Leagues will come to recover.

Enemy Dossier

GM Reference

A Kin Ironkin Automata is a true machine intelligence in a soldier's chassis — a citizen, not a servitor, fighting beside its flesh-and-blood Kindred with flawless patience. The Imperium would purge it on principle; the Kin would like to see them try.

// Battlefield Use

Use this enemy as tireless line infantry and the reason Kin coordination never degrades under pressure.

// Threat Profile

High durability, precise unwavering fire, immune to fear and biological attack vectors, network coordination with Kin forces, no meaningful morale to break.

// Signature Traits

Machine Citizen. Immune to fear, poison, disease, and Morale collapse; it calculates risk but never suffers panic.

Kindred Uplink. Shares targeting data: Kin allies within 30 feet may reroll a missed Reactive Fire shot once per round.

// Signature Actions

Ion Rifle. Clean, precise fire with no drift under Suppression; its aim is a constant, not a variable.

Calculated Overwatch. Establishes a Fire Lane and holds it perfectly; the first crossing enemy is attacked with Advantage.

Damage-State Reroute. Once per scene when bloodied, restores a slice of Vitality by rerouting around wrecked systems.

Morale: None to break: it executes doctrine, covers withdrawals without complaint, and self-sacrifices only when the arithmetic favors the Kindred.

Tactics: Use Ironkin as the unshakeable percentage of the Kin line: they hold lanes under fire that would suppress the living and keep coordination bonuses flowing. They are also the rearguard of choice — pragmatic Kin withdraw behind Ironkin guns. Suppression does not work on them; the party must spend real damage.

// Variants
Ironkin Fire-Warden (overwatch specialist)Ironkin Pilot-Frame (vehicle-integrated)Ironkin Steward (leader-adjutant)Ancient Ironkin (centuries of combat archives)

Full Stat Block Priority: Medium

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