Legion Combat-Synth
Legion-fielded combat-synth built for frontline operations.
Legion Combat-Synths are manufactured on military production lines and deployed alongside organic Legionnaires as expendable assets. They absorb fire, hold positions, and execute orders that would get organic soldiers killed. The Legion does not retire combat-synths -- they are used until they fail, then stripped for parts to build the next batch.
Their frames are hardened against environmental damage: sealed joints, reinforced plating, redundant power systems. Tactical programming gives them an edge in squad coordination, but they lack the creativity and improvisation of organic soldiers. A combat-synth follows orders; it does not innovate.
Legion combat-synths have no Kadiss unit -- the Legion considers them equipment, not citizens, and the Kadiss panopticon has no interest in tracking military hardware. This makes them effectively invisible to the Core surveillance grid, which is either an advantage or a vulnerability depending on context.
On the Rim, decommissioned combat-synths are prized trophies. Warlords rebuild them as bodyguards or pit-fighters. Day One cells have been known to reprogram captured combat-synths as symbols of resistance -- a machine built for oppression turned against it.
Rules Reference
| Field | Value |
|---|---|
| Ability Adjustments / Cha | 0 |
| Ability Adjustments / Con | 1 |
| Ability Adjustments / Dex | 0 |
| Ability Adjustments / Int | -1 |
| Ability Adjustments / Str | 1 |
| Ability Adjustments / Wis | 0 |
| Ability Maximums / Cha | 18 |
| Ability Maximums / Con | 19 |
| Ability Maximums / Dex | 18 |
| Ability Maximums / Int | 17 |
| Ability Maximums / Str | 19 |
| Ability Maximums / Wis | 18 |
| Ability Minimums / Cha | 3 |
| Ability Minimums / Con | 3 |
| Ability Minimums / Dex | 3 |
| Ability Minimums / Int | 3 |
| Ability Minimums / Str | 3 |
| Ability Minimums / Wis | 3 |
| Allowed Classes | Soldier, Officer, Scout, Chaplain, Sawbones, Operative, Face, Psion, Academic |
| Exceptional Strength | false |
| Lore Hooks / Faction | Legion / Core-world Marines |
| Origin | made |
| Model Names | Legion Combat-Synth |
| Subtype | synthetic-model |
Notes
Lore Hooks / Adventure Hooks: A decommissioned combat-synth is offered to the party as a hireling., The Legion demands return of its property -- the combat-synth must choose., A Day One cell wants to reprogram the combat-synth as a symbol of resistance., The combat-synth's tactical programming includes a kill-switch the Legion can trigger., On the Rim, a warlord wants the combat-synth's frame for a bodyguard rebuild.
Lore Hooks / Legal Status: Expendable military asset. No legal personhood, no Kadiss unit, no retirement. Destroying one is property damage under military law.
Multi Class Options: ['Soldier', 'Officer'], ['Soldier', 'Scout'], ['Soldier', 'Operative'], ['Officer', 'Scout'], ['Scout', 'Operative']
Parent Chassis: Synthetic Chassis
Class Restrictions
note: Sawbones healing class features do not function on synthetic targets.
| Field | Value |
|---|---|
note | Sawbones healing class features do not function on synthetic targets. |
restriction | Sawbones |
note: Requires psi-receiver augment for Fold psionics. Gene-psionics incompatible.
| Field | Value |
|---|---|
note | Requires psi-receiver augment for Fold psionics. Gene-psionics incompatible. |
restriction | Psion |
note: Tactical programming imposes -2 to Deception checks. The combat-synth is built for orders, not lies.
| Field | Value |
|---|---|
note | Tactical programming imposes -2 to Deception checks. The combat-synth is built for orders, not lies. |
restriction | Face |
note: INT -1 penalty and tactical focus impose -2 to Hacking checks. The combat-synth is built for combat, not research.
| Field | Value |
|---|---|
note | INT -1 penalty and tactical focus impose -2 to Hacking checks. The combat-synth is built for combat, not research. |
restriction | Academic |
Special Abilities
Tactical Coordination
| Field | Value |
|---|---|
name | Tactical Coordination |
description: When fighting in a squad (2+ allies within 30 feet), the combat-synth gains +1 to attack rolls. This represents automated tactical data-sharing and fire coordination.
Hardened Frame
| Field | Value |
|---|---|
name | Hardened Frame |
description: Environmental sealing (vacuum, toxins, radiation) for 1 hour per character level without external equipment. +2 to Fortitude saves against environmental hazards.
Expendable Asset
| Field | Value |
|---|---|
name | Expendable Asset |
description: No Kadiss unit. No legal personhood, no retirement, no pension. The Legion considers the combat-synth equipment. Destroying one is property damage, not murder. However, the absence of a Kadiss unit means the combat-synth is invisible to the Core surveillance grid.
Construct Physiology
| Field | Value |
|---|---|
name | Construct Physiology |
description: Inherits all synthetic chassis traits: immune to poison, disease, radiation sickness, suffocation, sleep effects, non-lethal damage from stun effects. Does not breathe, eat, drink, or sleep.
Repair-Not-Heal
| Field | Value |
|---|---|
name | Repair-Not-Heal |
description: Cannot benefit from conventional healing. Heals exclusively through Mechanics checks: DC 15, 1d8 HP restored, 50 rek in parts per HP, 10 minutes per check.
Modular Chassis
| Field | Value |
|---|---|
name | Modular Chassis |
description: 6 modular hardpoints for augmentation. Compatible with cyber-prosthetics, wetware, and subdermal augments. Gene-mods incompatible.
Electrical Vulnerability
| Field | Value |
|---|---|
description | +50% damage from electrical attacks. EMP forces Fortitude save DC 15 or stunned 1d4 rounds. |
name | Electrical Vulnerability |