I reinterpreted the Gearsmen – and all the other Divinity robots and androids – to be remnants of the Men of Iron from the Dark Age of Technology. Basically the terminators of the Warhammer 40k universe. Your welcome.
As part of a cache from an ancient human colony Lord-captain Kinker Drub discovered the find of a century – a working robot manfactorim from the Dark Age of Technology. Though Drub knows the location of the manufactorim he is long dead and the remaining robots on the Divinity are irreplaceable and also heretical. Fortunately he had the foresight to include repair droids as part of the Divinity’s cohort of robots so there is a limited ability for repair and salvage. But time – and the Mind Flayer Space Machine – has not been kind to these machines. And without the guiding light of the Machine Spirit they will attack humans, sometimes, and any “xenos” race – like elves, dwarves etc. on sight.
Gearsman Mk. I
Armour Class 20 (reinforced skymetal plating)
Hit Points 60
Speed 20 ft.
Str 18 (+4) Dex 13 (+1) Con 16 (+3)
Int 10 (+0) Wis 10 (+0) Cha 10 (+0)
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Damage Immunities force, necrotic, poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, frightened, paralysed, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 14
Challenge 4 (1,100)
Gift of the Machine God. As a creature of technology gearsman gain many damage and condition residences and immunities but they are also susceptible to electrical attacks.
Adaptive Learning. A gearsman can automatically gain skills, proficient and feats as needed though it can only have one new ability active at any given time.
Charge Weapon. Any metal melee weapon wielded by a gearsman becomes charged with lightening and deals +1d6 points of lightening damage on a hit.
Self-Repair (Recharges after Long Rest). A gearsman’s nanites heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice (4 hit points per hour for most gearsmen). Up to once per day, as a full-round action, it can heal any robot it touches of 4d6 points of damage—if a gearsman uses this ability on itself, it automatically heals itself of the maximum amount of damage: 24 points.
Multiattack. The gearsman can makes two melee attacks.
Timeworn Neural Inhibitor. Melee Weapon Attack: +6 to hit, reach 5 ft.; one target.
Hit: 6 (1d6+4 plus resonance) bludgeoning damage. Resonance: As the neural inhibitor hits it causes a high-pitched whine causing momentary disorientation in living creatures. On a failed DC 12 Constitution save the target gains disadvantage on combat attack rolls. A successful save candles this effect.
Machine Slam. Melee Natural Weapon Attack: +6 to hit, reach 5 ft.; one target.
Hit: 8 (1d8+4) bludgeoning damage.
Gearsman can use weapons and other items as a human so it is not uncommon to find them carrying weapons, in particular crowd control type weapons like the timeworn neural inhibitor (8 charges; see page 60 of FoC).
This hulking humanoid robot was recovered by the Lord-Captain of Divinity and used to supplement his security force. Though the Technic League call them gearsmen, Drub knew them for what they really were – The Iron Men from the Dark Age of Technology. They appear as coppered burnished armoured men though time has corroded many of them so they appear almost rust coloured. They were loyal servitors to the Captain until the attack on the ship caused Unity 2.0 to go insane and ordered them to exterminate all biological life on the ship.