Kin Ironkin Automata
A machine intelligence combatant with Kin integration.
Threat File — Kin Ironkin Automata
TR 6 · Leagues / KinSaves: Toughness +5
Senses: Sensor suite ignores dim light, smoke, and visual camouflage within 60 feet
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.
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.
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 ReferenceA 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.
Use this enemy as tireless line infantry and the reason Kin coordination never degrades under pressure.
High durability, precise unwavering fire, immune to fear and biological attack vectors, network coordination with Kin forces, no meaningful morale to break.
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.
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.
Full Stat Block Priority: Medium