Servo Skull

Description:

Monotask-Skull Profile

 

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20

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Movement: —

Wounds: 4
Skills:

Awareness (Per + 20), Concealment (Ag + 10), Dodge (Ag),
Silent Move (Ag + 10).
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Talents: 

Fearless.
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Traits: 

Commands, Dark Sight, Flier 6, Machine (1), Programmed
Instinct, Size (Puny).
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Weapons: 

Unarmed (1d10–3 I; Primitive).
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Armour (Machine): Head 1.
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Gear:

The skull is fitted with a pict-relay
allowing it to record or transmit what it sees and senses to its master or a
linked cogitator, as well as onboard systems allowing it to navigate its
surroundings, identify creatures and objects, and faultlessly retrace their
paths. A monotask-skull is also specially fitted to
conduct a particular simple task; some of the most common are listed here:


Auger: 

The skull is fitted with an auspex
and vox-data system to relay its findings.
Courier: 

This skull is used as a messenger and comes fitted with a specialised identity scanner as well as extensive
programmed maps of the local area and the like. The skull may simply carry a
physical message such as a scroll or dataslate, or
replay a recording from an internal holo-system.
Illuminator: 

The skull is fitted with a powerful lamppack
or glow-globe, or indeed a burning brazier of coals (a particular favourite with the Ecclesiarchy).
Loud Hailer:

The skull is fitted with a powerful public address system,
and may replay recorded messages or sounds, or its master may speak through it.

Medicae-Skull:

The skull has a built in medi-kit
and medical scanner. It adds Medicae (Int +20) to its Skills, which it will use to administer
first aid at its master’s direction.

Utility:

The skull is fitted with a multi-tool, and while it can
perform simple programmed maintenance tasks, its real use is via its master
operating the skull remotely as an extra pair of hands and to reach areas he
could not otherwise access.

 

 

SPECIAL RULES

Commands:

A monotask-skull can be commanded
as per a cyber-familiar. In addition it is programmed to perform simple
repetitive tasks based around its function (such as illuminate a certain room,
conduct a message to a designated location, and so on).

Programmed Instinct:

The skull will not attack or even defend itself unless
expressly ordered to do so by its master, and even then it removes itself from
harm’s way if damaged. Likewise if stymied, interfered with or damaged, a skull
returns to its master’s side or base of operations.

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Bio:

Servo Skull

Warhammer 40,000: Apocrypha Files NicMuehlenweg NicMuehlenweg