Rules for Automatons in G.A.S.L.I.G.H.T.
(Need Playtesting)
Automatons are, essentially, Victorian Science Fiction robots. They are not suits of armor, nor are they vehicles. They can be found either in units (lesser automatons) or as individuals (greater automatons). They may fly, walk, roll, or swim, as the designer sees fit. See the rules for designing automatons below for more details.
Automatons, Morale, and Other Human Frailties
Automatons are not living creatures. As such, they do not know fear. A unit of automatons will automatically pass all Morale tests. Equally, no Morale bonus will affect the emotionless machine. This does not hold true for a Programmer or Automaton Master attached to the unit. They will test as the automatons in a unit under their guidance are lost (lesser automatons) or as a gun crew in the case of greater automatons).
Automatons are completely immune to gas attacks which affect the breathing of a living creature (Cephalopodian Black Smoke, for instance), and require no oxygen to function (unless necessary for combustion for Power). Acid, flame, and other damaging clouds will affect automatons normally.
Automaton Weaknesses
Water: The Automaton's Natural Foe
Automatons are made of metal, with intricate parts and delicate tolerances, as such things go in the Victorian world. As such, they should not cross water obstacles anywhere except over a bridge. The water entering their systems will cause all sorts of faults. Any automaton which moves through water has their Sustain roll reduced by -5 for the rest of the game or until Repaired by a Programmer or Automaton Master.
Automatons and Programming
Automatons are machines that have been programmed to perform certain tasks. It can be assumed that the original programmer knew his business fairly well, and foresaw most possibilities for decision making on the battlefield of a miniatures game. However, no programming is perfect, and a limited set of options can sometimes cause conflicts in programming. In addition, the Babbage Engines used for brains in these devices are very delicate, and dust, excess oil, or even insects (bugs!) can interfere with the working of the brain and cause a malfunction.
This is modeled in G.A.S.L.I.G.H.T. by requiring a Sustain roll every turn for an automaton, just as for the fantastic steam contraptions piloted by men and women and Martians and Venusians and Selenites and... well, you get the picture. When a Programmer (new Skill) is near (within 2") a unit of automatons or an individual automaton, the automatons subtract 2 to their Sustain rolls. If an Automaton Master (another new Skill, for Major Heroes) is nearby (within 2"), then they will subtract 4 from their Sustain roll instead. These bonuses do not stack, so having a Programmer and an Automaton Master near a unit will not mean a -6 bonus to the Sustain roll, only a -4 for the Master.
If an automaton fails its Sustain roll, a 'bug' or malfunction has cropped up, and a d10 roll on the Automaton Bug Chart is needed.
Automaton Bug Chart
Die Roll Effect
1-3 Freeze. Automaton (or unit) does nothing for d3 turns.
4-5 Slip a Gear. Automaton (or unit) moves at full speed in random direction for 1 turn. They will ignore all other models. If they leave the play table, they are gone for the duration fo the game.
6-7 Run Wild. Automaton (or unit) moves at full speed in random direction for d3+1 turns. They will ignore all other models. If they leave the play table, they are gone for the duration fo the game.
8 Shoot Everything. Automaton (or unit) will remain in place and fire any missile weapons at nearest model directly in front of it, regardless of friend or foe. If two objects are equally near, randomly determine which is attacked.
9 Berserker. Automaton (or unit members) moves towards and melee attacks nearest model, regardless of friend or foe. If two objects are equally near (i.e., in base contact), randomly determine which is attacked.
10 Grinding Gears. Automaton's mechanical brain grinds to a halt. If a unit, a d10 roll determines how many are affected. Its dead, Jim.
New Skills:
Programmer
A programmer has been taught how to input instructions into the Babbage Engine that determines how an automaton will act. As such, she can redirect an automaton that has a programming error. Programmers can also perform minor battlefield Repairs on automatons suffering from the effects of immersion in water.
Automaton Master
Like a programmer, the Automaton Master can reprogram an automaton's Babbage Engine brain, and make Repairs on a faulty automaton. The difference is mainly in the degree to which the master can control his mechanical minions due to familiarity with the devices - he built them, after all!
Designing An Automaton
Any good mad scientist will tell you that Power is everything. Or, more accurately for our purposes here, everything on an autmaton needs Power. The more options a mad scientist adds to his automaton, the more Power it will require.
1. Size. Pick a general size class: greater or lesser automaton?
Greater: May operate as individual, no maximum Power.
Lesser: Must operate as a unit, maximum Power 7
A greater automaton can operate as an individual; lesser automatons must operate as a unit. Greater automatons have more options, but are almost always slower.
2. Speed. Speed is figured by allocating an amount of Power and multiplying by the Mode Factor.
Mode Factor
Sail (fly) x4
Steam (walk) x3 (x2 if greater)
Swim x1
Maximum power limit for a lesser automaton is 7!
3. Brain. The size of the Babbage Engine brain of the automaton determines the Sustain roll needed to continue functioning normally.
Tiny: Sustain 12, Shoot or Scuffle, any size, 0 Power, +1 Save (small target)
Small: Sustain 14, Shoot and Scuffle -1 or Shoot or Scuffle, 1 Power, any size
Normal: Sustain 16, Shoot and Scuffle, or Shoot +1 or Scuffle +1, 2 Power, any size
Large: Sustain 18, Shoot and Scuffle, 4 Power, greater only, -1 Save (big, fragile target)
4. Armor. This determines the basic Save for the automaton.
None: No Save. +1 Speed.
Light: Save 9.
Medium: Save 11. - 1 Speed.
Heavy: Save 14. -3 Speed.
5. Weapons.
Virtually all automatons have some sort of claw/pincer suitable for close combat. Those few that do not may be considered to be armed with a pistol or equivalent if they have a Shoot score. Other missile weapons may also be carried. Nothing heavier than a Bolt Action Rifle may be carried by a lesser automaton. Greater automatons may carry weapons up to a heavy machinegun.
6. Power Supplies.
Primary Batteries: d3+2 turns duration, no air, electricity
Clockwork: unlimited duration, no air, -2 Save (delicate)
Handwavium: unlimited duration, no air, greater only, -1 Speed (heavy)
Steam: unlimited duration, needs air
7. Options.
Flight: Requires electricity to activate unobtainite. +1 Power required. Ignore terrain effects.
Generator: Adds electricity to Power Supply. +2 Power required.
Digger: Automaton can Burrow, moving at 1/2 Speed underground. +1 Power required. Ignore terrain while underground.
Demolition: Tools useful for destroying buildings.
Self-Destruct: Automaton may destroy itself in a blinding explosion. Lesser automatons explode as grenades, Greater Automatons as Medium Artillery. (pg. 25 of GASLIGHT rules)
Submersible: Automaton has been sealed against water. It may ignore the rules about immersion, above.
Rending Claws: The pincers on this automaton are especially strong and capable of tearing through armor. When attacking a vehicle, they have an SRM of -5 rather than -10 as normal.