Robots are replacements for regular crew members; however, the specialized ones have a Locked Actions trait which means they can only be used for the purpose they were built for. Whenever you need something else done, like picking up stuff, moving stuff or stuffing stuff, you'll have to find somebody else for the job. Currently, there is one robot in the Alpha edition boosters (Maintenance Droid), one Syndicate robot (Programmed Transactor) and two very special robots (KB-119 'Kilbot' and Galvin4, Social Robot) sold as part of the Glorious 8 until two weeks after the first booster opening. First, the KB-119 'Kilbot' is quite the package! With a quality level 9 and a lot of traits focused on combat, the KB-119 shines at his two jobs - guarding with lethal force and killing anything and anyone standing between him and, well, anything else. {{https://media.discordapp.net/attachments/691548060345565245/724667375043084381/Special_Crew_KB119_900_t.png?400}} He features the Expertise: Heavy Weapons trait, indicating superb skill in using heavy weapons like his integrated KB Blaster. Because of the Integrated trait, you could also equip an additional weapon to Kilbot 19, just in case you deem him not violent enough yet. Any weapon will do, but with a Heavy Weapon like the [[http://exode.io/resources/cards/exode_card_053_Rekatron_galacticPeacemaker.png|Rekatron Galactic Peacemaker]] he will wreak havoc among your enemies like no other. He also comes with his personal bound Armor, providing him with fantastical protection from anyone that has the audacity to fight back. You might also notice his **Killer Instincts**. A Robot made exclusively for killing is not exactly interested in using a subtle approach to anything. He will always choose the most destructive and aggressive approach to any encounter. If you need the target alive, it might be a great idea to send Kilbot to the other side of the galaxy first. Also, if any of your colonists are talking too much and start annoying your KB-119, there might be some "accidents" - so it's best to keep him safely tucked away from the rest of your colonists whenever you can. Speaking of talking too much -- if there ever was a robot that loves talking all day (and night... and the next day as well) it's Galvin-4, your friendly Diplomatic Droid and Social Robot. As you can see from his traits, he was built for the sole purpose of making conversation. During evacuation, Galvin-4 can receive orders to analyze passengers waiting to get on your ship, detecting their stats, jobs, etc. so that you may pick the "better passengers" to escort on board. {{https://media.discordapp.net/attachments/691548060345565245/724667435323490435/Special_Crew_Galvin4_900_t.png?400|}} Galvin is a Fast Talker, so he will perform any social action a lot faster than anyone else would. Since he's a Pacifist, he will never take up arms and never use any aggressive skill, even when his friends are attacked. Think of him as a cross between C3P0 and Marvin from the Hitchhiker's Guide to the Galaxy. Speaking of friends, there's nothing more important to Galvin-4 than having friends and having non-stop social interaction. This may lead him to start conversations and social interactions whenever he can - even if he's not ordered to do so. That could potentially lead to smaller problems since not everybody in your colony might be interested in idle chatter with a robot... Unlike any other robot, he actually has morale. That means that he can get really depressed if he gets rebuffed too often and you don't want a fast talking social addict to be depressed. He'd tell everybody about it, again and again and again, and that probably wouldn't be the best thing to happen for the overall happiness of your colonists. As a result, from time to time, he might get rebuffed by the colonists he tried to socialize with. And by rebuffed, we mean punched in the face, or shot, or punched in the face and then shot. That's why you'll find some spare Robot parts packed together with Galvin-4, just in case you need to replace his head (again). You might want to keep him away from anyone like [[http://exode.io/resources/cards/exode_card_086_Cranium.png|Captain Cranium]] or [[http://exode.io/resources/cards/exode_card_120_officerStug.png|Stug]] or really any else who has a tendency towards violence. Of course, if your colonists get uppity and you don't have a Kilbot handy -- the Syndicate's Programmed Transactor is likely to do better at calming them down without violence and equally well if they refuse to see reason. {{http://exode.io/resources/cards/exode_card_075_SyndicateTransactor.png}} Both KB-119 Kilbot as well as Galvin-4 are extremely powerful cards and the Transactor ranks just below them. They are probably the best crew available in their respective areas; however, their locked actions make it a serious trade-off to bring them with you. An exception to that rule is the Maintenance Droid found in Alpha edition boosters. It has many skills (at half value) and one random skill that it is *very* good at and receives major skill bonuses. {{http://exode.io/resources/cards/exode_card_230_crewMaintenanceDroid.png}} //**This entry draws heavily from the article originally published by exodenews on the Hive blog [[https://hive.blog/hive-155862/@exodenews/what-s-next-with-exode-unleash-the-robots|here]]**//