Automatons activate at the end of the Machinist's turn and act based on their programming.
Automatons have 200 HP per Machinist Rank and no DEF/MDF (unless otherwise specified). They are immune to status effects (except Broken), and use the Machinist's DEX/MND when called to do so.
If an Automaton reaches 0 HP, it is destroyed (gaining the Broken (-) status) and must be repaired. Repairing a Broken Automaton costs gil and time depending on the Machinist Rank at the point the Automaton was destroyed. Make a Mechanics check when you begin repairing the Automaton; the time need not be consecutive, but another Mechanics check may not be made.
If the Machinist rolls doubles, they may choose to either halve the repair time or the Gil cost.
Prometheus - One of the first commercially available chassis. A round, rotund chassis that is well balanced for a multitude of uses.
Rover - An round little robot with all sorts of arms and tools hidden away behind a panel. Its optics make it look like it has glasses.
Harlequin - An Automaton that resembles a tiny jester. It has enhanced enfeebling Magick circuits.
Cabarella - An Automaton that looks like it has a big, domed hat on. Seems poorly put together at first glance, but skilled at ranged combat.
Upgrades
An Automaton contains four slots for upgrades, which boost its abilities or change the way it functions.
All Automatons have a list of common upgrades they can install, but each Automaton also has upgrades unique to it that can only be installed on that particular Automaton.