Chapter 5: Robots

For players who want to try something different and more challenging, the Robot section will fit the bill nicely.  Robots are an unusual category of persona for many reasons, the least of which is the fact that they are not biological entities.  This alone makes them more alien than aliens.  Robots are ideal for players who have always felt some affinity for things mechanical.  Although robots will not suit everyone, some players will immediately find a home for their psyche inside one of these alloy-cans.  Have you ever found yourself establishing immediate rapport with your home computer, toaster or electric drill?  If so, you may find yourself at home in this chapter.

Do not enter the robotic realm without consideration.  Though it may seem appealing, there are many things to consider.  First of all, the robots are not basic humanoid form.  Few players can relate to being shaped like a cube and floating around on anti-grav.  There are many advantages and disadvantages to being a robot — all of which take a lot of getting used to.  The robotic class can be riotous fun for those players who can relate to the completely different physical and mental construction — and can result in severe problems for those who cannot adapt.

studiostoks stock art illustration. modified HM
There are no robot storks.

Those players who have chosen robot personas have their work cut out for them.  The robots are completely unlike either humanoids or aliens.  The system for designing robots is also unique and involves the use of a great many tables.  The process is actually quite straightforward and can be executed via the following checklist:

Robot Fabrication Checklist

Table 5.0 Robot Fabrication Checklist

How to build a robot player persona.
1)Bot Attributes
2)Bot Type
3)Base Race
4)Armour Rating
5)Movement Rate
6)Wate Allowance
7)Power Source
9)Locomotion Type
10)Offensive Systems
11)Defensive Systems
12)Peripheral Systems
16)Control Factor
17)Hit Points
18)Tech Level

1)  Bot Attributes

Although attributes for robots are comprised of the usual seven (AWE, CHA, CON, DEX, INT, MSTR, PSTR and HPS), their generation differs.  There are four prime requisites:  CON, DEX, INT and PSTR.  Each of these is determined initially on a four-sided die and is referred to as the level of the attribute.  A player that rolls a three for PSTR thus has a PSTR level of 3.  The level of the attribute is quite distinct from the true value of the attribute.  The levels are used to determine what robotic type the player will have and must be converted to standard attribute values for play.  Although a robot’s attributes may change in the course of a campaign, its attribute level cannot change. So before moving on the persona will be have four attribute levels each between one and four. For example the robot Persona Sal has a CON level of 2, a DEX level of 2, an INT level of 3 and a PSTR level of 4. These attribute levels are endlessly important for robot personas.

Once the attribute levels have been used to determine the robot type, they need to be converted to standard attributes. The conversion equations for CON, DEX INT and PSTR are given on the Robotic Attribute Conversion Table. The remaining attributes (AWE, CHA) are rolled as usual — on 3 six sides. Incidentally, MSTR for bots is always 0, which in fact may create ground for fascinating philosophical arguments best not pursued herein. HPS are dependent on each Robot Type, and are calculated once the robot type is determined.

Table 5.1 Robotic Attributes

Convert robotic attribute levels (1, 2, 3, 4) into regular persona attributes.
Level 11-8 (d8)1-8 (d8)1-8 (d8)0-9 (d10)
Level 28-13 (d6+7)8-13 (d6+7)8-13 (d6+7)10-15 (d6+9)
Level 314-19 (d6+13)14-19 (d6+13)14-19 (d6+13)16-19 (d4+15)
Level 420-25 (d6+19)20-25 (d6+19)20-25 (d6+19)20-29 (d10+19)
Anthros building robots to replace anthros.
Anthros building robots to replace anthros.

2) Bot Type

When the persona’s attributes and attribute levels have been determined, refer to Table 5.2: Robot Type Determination Table to see what possibilities available to the player. For example, a bot with a PSTR Level III would look down the column for PSTR III and find that three robot types (F, H & J) are allowed. This is repeated for each of the four attributes. The robot type that appears most frequently becomes the persona’s robot type. In the case of a tie, the player is free to choose.

Table 5.2 Robot Type Determination

Using robot base attributes to determine robotic type.
DData Analyzer (analog)DDDDDDDD-Data Analyzer
RRescue (Emergency)RRRRRRRR-Rescue
SSocial (Relations)SSSSSSSS-Social
VVeterinarian (Medical)VVVVVVV-Veterinarian

Let’s consider a bot named Sal. Her attribute levels are CON 2, DEX 2, INT 3 and PSTR 4. The player would go down the columns of theTable 5.2: Robot Type Determination Table to see which robot types apply. For instance, her CON of 2 is indicative of robot types C, D, I, M, S and V. This corresponds with robot types (C) Combat, (D) Data Analyzer, (I) Industrial, (M) Maintenance, (S) Social, and (V) Veterinarian. The player must go down each of columns for each of her four attribute levels tallying the robot types as she goes along.  Continuing with Sal’s DEX level of 2 (D, E, I, J, M, R, S),  INT level of 3 (C, H, M, P, R, S, V) and PSTR of 4 (A, C, I). Referring to the table below the player may choose between 4 robot types: (C) Combat Robot, (I) Industrial, (M) Maintenance Robot, and (S) Social.

Table 5.2.1 Sal the Robot's Options

What type of robot can be fabricated from the following base robotic attributes: CON Level 2, DEX Level 2, INT Level 3, PSTR Level 4.
Type TotalA-1C-3 D-2E-1H-1I-3J-1M-3R-1S-3V-2

The robot types are listed in the following pages. Each type is described and its particular parameters are listed. There are seven points that the player must record about her bot persona. These are: ATTRIBUTE LEVELS, ATTRIBUTES, ATTACKS (Offensive Systems), DEFENCES (Defensive Systems), HIT POINTS, RANDOM (random peripherals), ADAPTABILITY, VALUE, SIZE and ATTRIBUTES (attribute requirements.

LEVELS: These are the attribute levels required for robot type in question as found in step (2) Determine Bot Type, on Table 5.2 Robot Type Determination Table.

ATTRIBUTES: The normalized attributes help define further divisions of the robotic types. Some of the robot types have further classifications within the type. For instance, there is more than one type of combat robot, or industrial bot, and which sub-type of robot the persona can be depends on the normalized attributes.  For example, all policing robots have an INT level of III but a special operations policing robot’s INT must be at least 15. See Table 5.3 Robotic Attributes Table to convert attribute levels to regular attributes.

ATTACKS: determines the attacks that the robot can have. Remember that these robots are completely insane and an offensive weapon does not necessarily mean a gun or a bomb but it could indicate a defective piece of equipment that the malfunctioning robot is using as a weapon. Attacks are more completely described in step 10 – offensive systems, in this chapter. A percentage value indicates the percent chance that a robot will have an offensive weapon. The number of rolls is the number surrounded in brackets. An analog robot would receive a 5% chance at one attack. If there is only a number listed beside Attacks, then that is the number. Step (10) Offensive Systems and the tables there determine the types of attacks.

DEFENCES: determines the combat defences that the robot can have. Remember that these robots are completely insane and a defensive weapon does not necessarily mean a force field or special armour but it could indicate a defective piece of equipment that the malfunctioning robot is using as a defence. Defences are more completely described in step 11 – defensive systems, in this chapter. A percentage value indicates the percent chance that a robot will have a defensive weapon. The number of rolls is the number surrounded in brackets. An analog robot would receive a 24% chance at two defences. If there is only a number listed beside DEFences, then that is the number of defences. The type of defence is determined in the defensive system part of this chapter. Step (11) Defensive Systems help determine the types of defences.

HIT POINTS: this is the amount of hit points per point of CON that the robot has. Step (17) gives more information about robotic Hit Points (HPS)

RANDOM: determines how many random peripherals are attached to the robot. The peripherals are gadgets that allow the robot to be more useful and flexible. Normally, a robot will get just one roll in the peripheral systems (Step 12 of this chapter). Such robots are listed as “normal”; other robots have a percentage chance of having extra rolls on the peripheral table. Step (12) Peripheral Systems has all the appropriate tables for determining the type of random peripherals.

ADAPTABILITY: represents the adaptability of the robot. If it is very easily attached to new robotic peripherals, then its adaptability will be high. The percentage chance equals the likelihood that an object can be interfaced with the robot. This same value is added to the mechanic’s PT roll.

VALUE: is the standard currency value of the most basic version of the robot type. The more peripherals attached to the bot, the more valuable it becomes. This represents the simple base value.

SIZE: indicates whether a robot is designed for outdoor use or indoor use. Robots designed to withstand the elements and function outside of buildings are larger than those that are produced for indoor use. The size classifications are indoor (smaller) and outdoor (larger). If the persona wants to be a small outside robot, she may use the indoor size voluntarily; however, robots cannot be made larger by choice.

studiostoks. stock illustration. modified HM
Android migraines are the worst.

A) Android

Table 5.A Android

The anthro appearing robot type of all low budget robot movies.
Attribute Levels:CON 4; DEX 4; INT 4; PSTR 4
Hit Points (HPS):Special

Androids are the elite of the robotic world; they are in a class all their own. An android is a robotic likeness of the base race that designed the bot. Except for the intense scrutiny of a veterinarian, most androids are indistinguishable from the base race. Androids are very independent robots and are manufactured with a very high level of self-determined free will. From a robotics stand point, this makes them very dangerous.

Androids are generated like regular personas; the major difference is that they cannot choose their race nor their class. The android’s race is determined by a roll on the Robotic Base Race table. The android will appear to have the age, sex, hite and wate of the race rolled on that table. To get all the pertinent information, the player may have to refer to Chapter 4: Anthropomorphs. The class of the persona can be chosen by the player but, if the referee wishes, she may force the player to roll the android’s class on the Referee Persona Class table in Chapter 8. HPS for androids are determined the same as other humanoid personas. An android is a formidable opponent and having an android spy or mercenary may seriously jeopardize the balance of the campaign. Andy’s get a percentage chance equal to their INT to have a hidden random peripheral (Table . Even though innocently pursuing regular classes and lives, the unique origins of androids should never be forgotten. The Robotic Base Race Table is included here out of turn for your convenience (thanks copy/paste!).

Table 5.5 Robotic Base Anthro Type

What type of maker does the android appear as?
Die Roll (d100)Base Anthro Type
00Other (alien, Ref's Own Table)
Die RollBase Anthro Type

C) Combat Robots

Each category of combat bot is covered individually below. These bots are supposed to be only small, deadly combat drones; not super-powered tanks that an entire campaign or game system could be based on. All of these robots have somehow strayed from their commanders and most of them are being actively hunted by someone or something. Their pursuers are usually a vengeful enemy, embarrassed opposition or corporate personnel trying to contain the out of control robot. Often there will be some other combat bot, perhaps holding some grudge, that has decided to make pursuit of this combot its personal mission.

It must be stated that these combots are nothing more than wayward drones. They are the dog-meat of mechanized massacre. The combots are merely the tools of larger military machines or governments. The combots covered here are all expected to have seen battle and be a little worse for wear — though still substantially lethal.

Combots are exempt from the restriction that keeps a robot from allowing its base race to come to harm. Any level of civility or responsibility on the battle field could jeopardize a combat robot so this feature is not included in their programming.

Expendable combat robot.
Expendable combat robot.


Table 5.C.E Combat Robot Expendable Type

A robot for for one way missions or high casualty rate peacekeeping campaigns.
Attribute Levels:CON 2, 4; DEX 4; INT 1, 3; PSTR 4
Hit Points (HPS):5 HPS per point of CON

These bots are ex-reconnaissance, ex-officer’s aids, defunct spies or just very intelligent bombs. Whatever they used to be, they are not that now and are wandering about on their own, free-lance. Expendable combat robots can also drive military vehicles in combat situations other robots cannot. This bot type has the advantage over all the others of being able to remember combat situations and other sensitive issues.


Table 5.C.D Combat Robot Defensive Type

Protect the perimeter.
Attribute Levels:CON 2, 4; DEX 4; INT 1, 3; PSTR 4
Attributes:CON 20 or greater
Defences:1 per 3 points of CON
Hit Points (HPS):21-30 (20+1d10) per point of CON

To be a defensive bot, the persona must have a CON better than 20. As the name indicates, these combots defend positions from enemy attack. They get two specialized abilities granted only to defensive bots: The first is the ability to ceaselessly utter vile comments and insults about the enemy base race. Second is the ability to analyze attacking enemy formations for offensive weaknesses. The chance of effectively identifying such a weakness is equal to 4 times the defensive bot’s INT. Defensive bots can also detect intruders up to a range of 10 hexes per point of AWE.

Another ability included within the given range is the bot’s Anti-anti-detection system. The Anti-anti-detection system will automatically pick up technological aids that are concealing or scrambling the presence of intruders. The combot has a chance equal to twice its (AWE+INT) when trying to detect mechanical anti-surveillance systems.

The bot also has a weapons identification skill which can only be used on a weapon which has inflicted damgae on the bot. This skill can be successfully employed if the player rolls under 2 times the bot’s INT on percentile dice.

Offensive Light

Table 5.C.O.L Combat Robot Offensive Light Type

A robot for delivering freedom in small doses.
Attribute Levels:CON 2, 4; DEX 4; INT 1, 3; PSTR 4
Attributes:CON 19; DEX 15
Attacks:Auto 3 (Tables 2, 2, 3)
Defensive:Auto 2
Hit Points (HPS):16-25 (15+1d10) per point of CON
Random:Normal plus 80% for extra

This type of combot requires the player to have a CON better than 19 and a DEX better than 15. These light offensive combots are small attack drones used mostly for combat in cities and similar short range environments. Their job is singular — to attack and destroy the enemy and the enemy’s defenses. That is their sole purpose and they therefore tend to have a single-minded violent outlook on existence.

Offensive and heavy.

Offensive Heavy

Table 5.C.O.H Combat Robot Offensive Heavy Type

A robot designed to destroy everything in its path in any way possible.
Attribute Levels:CON 2, 4; DEX 4; INT 1, 3; PSTR 4
Attributes:CON 23; PSTR 27
Attacks:Auto 3 (Tables 2, 3, 4)
Hit Points (HPS):16-25 (15+1d10) per point of CON

This is the major league version of the light combot. Here too there are some attribute requirements: PSTR greater than 27 and CON better than 23. These restrictions are tough but so is the heavy combot. They have a good chance of being armed with bombs or missiles; a percentage chance equal to their CON for each type of device. The number of bombs and/or missiles is determined by the referee (a limit of two of either sort is recommended). The base AR for a heavy combot is 775.

studostoks stock illustration. modified HM.
I write therefore i am.

D) Data Analyzer

Table 5.D Data Analyzer (Analog)

Number crunching data analyzing mad machines.
Attribute Levels:CON 1, 2; DEX 1, 2; INT 4; PSTR 1, 2
Attacks:5% for 1
Defences:1 and 24% for 1 more
Hit Points (HPS):1-3 (2+1d2) per point of CON
Random:Normal. Plus 1 Secondary Peripheral (Table 5.20)
Value:10000 times 1d6

Data Analyzers are tin-can thinkers that tend to be the most insane type of robot — for, as we all know, intelligence breeds insanity. They are so stuffed with artificial intelligence that it is not uncommon for them to be moody — dwelling, as they tend to do, too much on their and the world’s ills. Most analog monitors have a semi-organic form of central computing unit that is so complex it can have a mental mutation. The chance for an analog monitor to mutate mentally is equal to four times the robot’s base race’s chance for a mental mutation. This is determined in Chapter 58: Mental Mutations. So a Type D robot with a canine base race would have a 40% chance of a mental mutation. The base race of a robot is determined in this chapter under step (3) Base Race.

Explorations bot exploring.

E) Explorations

Explorations bots come in two quite distinct but complementary types: planetary and extraplanetary. In order to qualify for extraplanetary status, a minimum of 24 INT is required, making extraplanetary bots the rarer of the two exbots.


Table 5.E.P Explorations Robot Planetary Type

Planetary side INATMO robot designed to explore, learn and report.
Attribute Levels:CON 4; DEX 2; INT 1,4; PSTR 3
Attacks:25% for 1
Hit Points (HPS):11-16 (10+1d6) per point of CON

Planetary: The planetary type is the more mindless version commonly deposited on planets as an expendable drone to do preliminary reconnaissance. Their job is to survey a section of the planet on which they have been let loose; they are mostly used to determine mineral contents, atmosphere composition, surface mapping and take photographs. They are capable of speech but are not advanced enough to undertake communication with newly encountered creatures on the planet. A planetary explorations bot will actively avoid the natives. Some standard functions planetary bots perform are:

  • Atmospheric Analysis
  • Long Range Communication
  • Mineral Identification
  • Photography (includes infra-red, x-ray, etc.)
  • Poison / Radiation Detection
  • Sample Collection

Data for more complex tasks such as map-making and surveying is relayed to another location and interpreted there. These communications may be processed anywhere from an orbiting spaceship to a roving extra-planetary bot.

THE SPACE PIONEERS THE TOM CORBETT SPACE CADET STORIES By Carey Rockwell 1953 Illustrator: Louis Glanzman Modified HM
Flat robot for bumpy terrain.


Table 5.E.E Explorations Robot Extra-Planetary Type

Basically a smart satellite or probe that is hardened to EXATMO designed to observe, record and report.
Attribute Levels:CON 4; DEX 2; INT 1,4; PSTR 3
Attributes:INT 24
Hit Points (HPS):11-16 (10+1d6) per point of CON

Extra-planetary bots can do everything their less qualified counterparts can do, plus more. The exbo can process the information which the planetary bot can only collect. Extra-planetary bots are far more intelligent than their planetary friends and so are able to think more independently, get around more, accomplish more and defend themselves far better. They come with an AR of 800 and can function in a greater variety of substances: liquid, vacuum, etc. can also:

  • Comprehend languages
  • Identify intelligence
  • Map terrain
Blinged out hobbot with chrome stylings.
Blinged out hobbot with chrome stylings.

H) Hobbots

Table 5.H Hobbot

Highly flexible highly modifiable hobbyist machine.
Attribute LevelsCON 1; DEX 1; INT 3, 4; PSTR 1
Attacks:10% for 1
Defences:50% for 1
Hit Points (HPS):2-8 (2d4) per point of CON
Random:2-8 (2d4)
Value:10000 plus 20000 per peripheral

Hobby robots put together at home by an enthused robotics hobbyist. Hobbots are made for companionship, mechanical fun or even possibly for some actual purpose. The hobbots come with many peripherals rolled off the Random Peripheral Tables. Hobbots are the most easily modified of all the robots. There is a +2 DD bonus for Mechanics when trying to work on a hobbot. Hobbots are also characterized by an unusual degree of uniqueness — it is almost impossible to have two identical hobbots. Often they are jerry-built super-mechano sets with bits and bytes attached here and there. They should not be underestimated because of their humble origins — they may cunningly conceal a host of nifty tricks and treats.

I) Industrial Bots

The basic class of industrial robots break down into three separate types: construction, lifting and moving. If the persona’s highest attribute is INT, she will be a construction bot. A lifting bot must have PSTR as the highest attribute. If DEX is the highest, the persona will be a moving bot. If there is a tie among the three attributes, the player is free to choose.


Table 5.I.C Industrial Robot Construction Type

The robot built to build.
Attribute Levels:CON 1, 2, 3, 4; DEX 2, 3; INT 1, 2; PSTR 4
Attributes:INT is greater than DEX and PSTR.
Defences:15% for 1
Hit Points (HPS):9-12 (8+1d4) per point of CON
Random:Normal plus 10% chance one extra

Are mobile assembly units that generally cannot design anything. Once programmed to produce certain items, they set right to it, acquiring their own supplies and machining the items non-stop until supplies run out. The cycle then starts over: acquisition of raw materials, etc. Bots with INT ratings greater than 22 can design their own simple objects (cups, ball, combs, toys). Properly programming a construction bot is a Mechanic maneuver of dS DD. The more valuable the item, the more difficult the DD. This skill does not include production of fancy high-tech weaponry and other such goodies. Usually a construction bot will stop functioning when it runs out of raw materials.


Table 5.I.L Industrial Robot Lifting Type

The self aware fork lift of the future.
Attribute Levels:CON 1, 2, 3, 4; DEX 2, 3; INT 1, 2; PSTR 4
Attributes:PSTR is greater than DEX and INT.
Attacks:35% for 2
Defences:15% for 2
Hit Points (HPS):9-12 (8+1d4) per point of CON

These are unemployed cargo heists that somehow have lost their jobs in warehouses or department stores. Lifting bots are capable of supporting one object per three points of DEX. So a lifting bot with a 12 DEX would have 4 articulations for lifting. The objects lifted by one arm cannot exceed 3 times the bot’s PSTR weight allowance. If the robot has multiple lifting articulations, a DEX attribute roll must be made if the arms are to work in unison, i.e., to lift a single object. Any object which may be lifted can be raised to a height five times the bot’s size (height).

Normally, for obvious reasons, lifting bots were not made to drop things to the ground. However, if an insane bot were to drop things too often, that might be why she is unemployed. If the player wishes to have her lifting bot drop something, a Control Factor (CF) roll must be made. If the player fails to roll (rolls under CF), the object or creature will be placed safely on the ground. After this CF failure, the robot will have to rest for a length of time equal to a Control Factor fit.


Table 5.I.M Industrial Robot Moving Type

Moves it, stores it, catalogues it.
Attribute Levels:CON 1, 2, 3, 4; DEX 2, 3; INT 1, 2; PSTR 4
Attributes:DEX is greater than PSTR and INT.
Attacks:35% for 1
Defences:15% for 1
Hit Points (HPS):9-12 (8+1d4) per point of CON

These robots should not be mistaken for intelligent trucks — in action, they more resemble sentient mail carriers. Like most mail carriers, these bots have gone on strike. Unlike most mail carriers, they can carry 3 times their robotic wate allowance and they are very fast. Moving robots get a bonus of 50% on their movement rate. They can remember 5 locations per point of INT, well within a range of 100 kilometres per point of AWE. The moving bot can also decipher maps and find points on maps with an efficiency of four times the bot’s INT.

Some of the Moving bots are capable of loading themselves (the chance is three times INT+DEX). Those that are self-laoding can lift items up to twice their wate allowance and can load them at a rate of about one object per unit.

Janitorial robot.
Janitorial robot.

J) Janitorial

Janitorial bots, very simply, clean up. If the bot’s INT is 12 or greater, they will be of the domestic variety. The domestic bot is designed to cean up constantly changing domestic landscapes where anything can randomly occur. The industrial type, on the other hand, is tended to work in a pre-programmed factory which is highly regulated and supposedly self-sufficient. Industrial bots roll their size on the outdoor table, while the domestics use the indoor table.

Both types of janitorial bot are equipped with vacuums, sweepers, detergents, toilet plungers anD other such paraphernalia necessary for decreasing the entropy of the universe. These bots can also act as part-time sentries or can be ordered to go get specific tooLs or types of food.


Table 5.J.D Janitorial Robot Domestic Type

Cleaning and cleaning and mopping and moping.
Attribute Levels:CON 1; DEX 1,2; INT 1,2; PSTR 1,2
Attributes:INT 12 or higher.
Attacks:10% for 1
Defences:15% for 2
Hit Points (HPS):1-4 (1d4) per point of CON
Random:Normal; 40% for second


Table 5.J.L Janitorial Robot Industrial Type

Big clean up of big factories and big messes.
Attribute Levels:CON 1; DEX 1,2; INT 1,2; PSTR 1,2
Attributes:INT less than 12
Attacks:25% for 2
Defences:45% for 2
Hit Points (HPS):1-6 (1d6) per point of CON
Maintenance bot puzzling over NewTek device.
Maintenance bot puzzling over NewTek device.

M) Maintenance

Table 5.M Maintenance Robot

Mechanic in a drum. This robot repairs all things non-organic.
Attribute Levels:CON 1,2; DEX 2, 3; INT 2, 3, 4; PSTR 1
Attacks:40% for 1
Defences:40% for 1
Hit Points (HPS):1-4 (1d4) per point of CON

Maintenance bots should not be confused with janitorial bots (see Type E) although they sound similar. The crucial difference is that maintenance bots, in addition to cleaning, are adept at repairing artifacts. A maintenance bot is best likened to a mechanic in a drum.

The robot functions the same as a mechanic except for some tremendous bonuses. The player can add the repair droid’s INT to performance table rolls, just like a normal mech; however, a maintenance bot gets one skill per point of intelligence plus 5 per experience level. So a maintbot with a 13 INT would be 18 skills at first level plus 5 new skills per experience level. For referee persona robots, most of these skills will be rolled on the Mechanic Skills table in Chapter 8: Classes.

Players can choose where they want the expertise of their personal to lie. Thus a robot could have skill level 15 in repairing bicycles and skill level 2 in guns. Thus this robot would be able to subtract 15 DDs when repairing or working with bicycles. This is an ominous bonus indeed. It is recommended that one take a variety of skills, making their persona more flexible. For further reading about performance tables, consult Chapter 27: Performance Tables.

P) Policing

Policing bots are used by crime fighting forces in extremely rough areas or in places where there are severe police staff shortages. The three types of policing bots are: riot (CON minimum 15), civilian or special operations (INT minimum 15). All policing bots respect the lives and livelihoods (if legal) of their base race, though it is expected that insane policing bots may be renegade and not the great protectors of law and order that they were initially designed to be.


Table 5.P.C Policing Robot Civilian Type

This robot is designed for policing civilian environments.
Attribute Levels:CON 3; DEX 4; INT 3; PSTR 3
Hit Points (HPS):3-12 (3d4) per point of CON

Civilian policing bots are sent out to apprehend known criminals, guard banks, give out traffic tickets, lecture kids on road safety, etc. This bot type can speak very fluently and can double its CHA to make commanding comments like: “FREEZE!” or “HOLD IT!” The civil bots get three chances to roll a single non-damaging weapon from the robot attack tables 2 or 3. If the bot is unsuccessful on all three attempts to acquire a stunning or similarly non-damaging weapon, the bot will be without any form of attack.

Those civil policing bots without weapons can still grapple a target. Successfully scoring a hit will completely immobilize a humanoid target, rendering them unable to do anything physical. To break away requires a bizarre PSTR roll. During this time, the civil bot will usually remove any weapons or offending items from the immobilized persona. Civil policing bots will usually carry their collars (captured criminals) in this unglamorous fashion to the police station.

Riot bot protecting and serving.
Riot bot protecting and serving.


Table 5.P.R Policing Robot Riot Type

Designed for less lethally controlling civilian mobs.
Attribute Levels:CON 3; DEX 4; INT 3; PSTR 3
Attributes:CON 15
Hit Points (HPS)10-13 (9+d4) per point of CON

Riot bots are large crowd control devices and often turn up at labour disputes, surprise sales, food line-ups, rock concerts, etc. A riobot can detain one target per point of PSTR in the same fashion that a Civils Policing bot can. So a Riobot with a PSTR of 20 can grapple and hold 20 targets. In addition to grappling each riobot has one roll on Table 5.12 Riot Policing Bot Peripheral for every three points of INT. It is possible to have multiple copies of the same crowd control peripheral.

Each crowd control peripheral can be used on one target per point of AWE every unit. The first detail is whether the peripheral is targeted or area of effect. Targeted means that the riobot picks targets and attacks. Area is the range around the Riobot that the effect radiates. Next item is the range of the attack. Usually it is an attribute of the bot. So if the range was PSTR and the bot’s PSTR was 11 the range would be 11 hexes. That would either be the range to the target like any type C attack, or the radius around the bot like a grenade attack. The next data point is the intensity of the attack. If the riot bot is using a stun ray with a CON of 14 the target would get a save of versus intensity 14 attack. If intensity says AR then at to hit roll must be successful. If the intensity says None there is no save or the referee could refer to Chapter 16 Special rolls, more specifically Sphincter Dice. The effect of the attack is a simple self explanatory description. For effects like sleep, blindness and stun the duration is d4 minutes. Effectively knocking the target out of combat time. If for some reason the Riot Bot cannot affect it’s effect it can choose to default to inflicting 3d4 HPS of damage instead.

Table 5.4 Riot Policing Robot Peripherals

Essential attachments for keeping the peace when things are in pieces.
Die RollPeripheralDetails
01-20Water CannonTarget; PSTR; AR; knockdown.
21-40Tear GasArea; CON; CON; blinds
41-50Stun RayTarget; PSTR; CON; stuns
51-60Grav DisruptorArea; half CON ; CON knockdown
61-70Force BeamTarget; PSTR; PSTR; knock back
71-80Weapon MalfunctionArea; Half CHA; none; 25 times chance
81-90Battery DrainArea; Half INT; none; Drains batteries
91-99Sleep BeamTarget; CHA; intensity INT; sleep.
00Ref's Own Table
Die Roll PeripheralDetails

Special Operations

Table 5.P.S Policing Robot Special Operations Type

Detective, chief, manager, sleuth, criminologist all wrapped into one.
Attribute Levels:CON 3; DEX 4; INT 3; PSTR 3
Attributes:INT 15
Hit Points (HPS):2-4 (1+d3) per point of CON

Special operations bots are the bots which dispatch riot bots and civils to perform their sundry duties. This intelligent robot is a criminologist in a drum (to put it less than gracefully) that is used to track down intergalactic murderers, confidence women and other unsavory rogues. If a player’s persona qualifies to become a special operations bot, her highest attribute can be transferred to her INT. It is possible that when this robotic type fails its CF roll, it will go off hunting criminals. This may include other personas or even the entire expedition which, due to the nature of the game, stand a good chance of being criminals themselves.

R) Rescue

There are two types of emergency bots: rescue (used for removing people from inhospitable and unhealthy situations) and spillage (used for containing contaminants). To qualify as a rescue emergency bot, the persona’s DEX must be 22 or higher.


Table 5.R.R Rescue Robot Retrieval Type

Fabrication for extrication. Removes life forms or equipment from danger.
Attribute Levels:CON 4; DEX 2, 4; INT 2, 3; PSTR 1, 3
Attributes:DEX 22
Attacks:1; 25% for 1extra
Hit Points (HPS):7-15 (5+2d10) per point of CON

Retrieval bots are used to remove people or bodies from dangerous situations such as fires, landslides, radioactive areas, outer-space, etc. They are capable of performing their duties underwater, in zero-gravity or in a vacuum. These bots can also save people against their will, stashing them into a nice cool stasis chamber — for their own good, of course. The robot will have one stasis chamber for every two points of PSTR. People stored in the chambers cannot be killed or in any way come to harm unless the bot is destroyed. All rescue bots roll their size on the outdoor table. Rescue bots also have loudspeakers and sirens for warning signals and 150 hexes of glowing retractable fencing for cordoning off danger areas.


Table 5.R.S Rescue Robot Spillage Type

Contains and removes toxic or inconvenient spills like fire, toxins and tribbles.
Attribute Levels:CON 4; DEX 2, 4; INT 2, 3; PSTR 1, 3
Attacks:25% for 1
Hit Points (HPS):7-15 (5+2d10) per point of CON

Spillage bots are not sloppy drink servers — they are bots designed to control the spillage of deadly chemicals or to contain fires. Spillage bots can sense deadly chemicals at a range of ten hexes per point of AWE but only if there is a lethal amount of the poison present. Once the bot detects a nasty substance, it can be safely stored away inside the bot by an array of shovels, rakes and scoops. The chance of doing this successfully is equal to five times the persona’s DEX.

Once collected, the garbage will be stored in a cargo hold with a capacity of 20 times the persona’s WA. The spillage bot is capable of sifting through debris and storing only the toxic materials. Eventually, the spillage bot will run out of storage space.

At this point, a spillage bot can cover the toxic area with a sealing plastic. The bot will normally have enough spray-on plastic to cover 100 hexes. This spray-on plastic can also function as a webgun (see Chapter 46: Guns). Poisonous junk cannot be completely forgotten once stashed away; a full spillage bot may begin to glow, radiate or attract strange animals.

The spillage bot also has flame retardant which will extinguish all normal fires. The bot can extinguish 5 hexes of fire for every point of CON. For example, a bot with CON 22 could put out 110 flaming hexes. The player can regulate how much retardant is used each time and need not expend the whole lot at one go. Spillage bots can fence off 250 hexes of danger zone with their glowing retractable fencing. They have a base AR of 875 and roll their size on the outdoor table.

Social bot right. Android left.
Social bot right. Android left.

S) Social

Table 5.S Social Robot

Fluent in languages, etiquette and irritation.
Attribute Levels:CON 1, 2; DEX 1, 2; INT 3, 4; PSTR 1
Attacks:10% for 1
Defences:85% for 1 (non-lethal)
Hit Points (HPS):2-4 (1+d3) per point of CON

Relations bots are borgs that roughly resemble the base race that built them. This resemblance is purely for aesthetics and cannot be mistaken for the real race. The size and weight of the robot will be rolled on the tables for the base race with the weight being increased by 25%. This robot type will have articulated legs 90% of the time; this will supersede any other form of locomotion. Relations bots speak the language of their base race and possibly many others. The maximum number of languages that a relations bot can understand and employ is 10 times her INT. Each new language encountered can be immediately understood with a deci-die roll less than her INT. If a language is not immediately understood, then a relations bot will come to understand it with 1 to 4 days of exposure. Relations bots are also known as robotic butlers and they can observe the customs and etiquette (often pedantically) of 1 culture per point of INT. Robutlers can also tend to the needs of 2 guests per point of INT.

Drive she beeped.
Drive she beeped.

T) Transportation

There are two types of transportation robots. Planetary (terrestrial) and extra-planetary (can pilot space vehicles). In order to be an extra-planetary transportation bot, DEX and INT must both be at least 22.


Table 5.T Transportation Robot Planetary Type

Cybernetic chauffeur for all manner of INATMO vehicles.
Attribute Levels:CON 1; DEX 1, 4; INT 1, 4; PSTR 1
Attacks:50% for 1
Defences:40% for 1
Hit Points (HPS):9-12 (8+d4) per point of CON

Transportation bots get driving skills equal to their INT plus five skills per experience level. Thus a first level transport bot with an INT of 23 would have 28 skills to divide amongst chosen vehicles. Any bot that can use a vehicle that carries more than 15 passengers automatically gets a serving skill. These bots can only maneuver and navigate their vehicles — than cannot engage in vehicle combat. Only expendable combots can use vehicles for offensive combat tactics. There is nothing keeping a particularly insane transbot from attempting such maneuvers though.

The transport bot uses the Driving Performance table (see Chapter 17: Driving) as any other persona would; however, she can use her skill level to reduce the DD of the maneuver. For instance, a transport bot with air-car skill level 10 would subtract 10 DD from any maneuver she was attempting. The chance that a transport robot will be able to pilot a vehicle is equal to 4 times its INT, regardless of skill level.


Table 5.T.E Transportation Robot Extra-Planetary Type

Cybernetic chauffeur of celestial vehicles.
Attribute Levels:CON 1; DEX 1, 4; INT 1, 4; PSTR 1
Attributes:DEX 22 INT 22
Attacks:50% for 1
Defences:40% for 1
Hit Points (HPS):9-12 (8+d4) per point of CON

An extra-planetary transport bot has all the same skills as it’s cousin above, except that it can pilot space-vehicles and can function normal in a vacuum. An extra-planetary transport bot can be used to replace a pilot.

V) Veterinarian

Medibots are veterinarians in a drum. They are capable of carrying out any vet skill provided that it falls under the description of the vedibot’s sub-type. All three medibots are capable of minor repair work and standard first aid procedures; however, a diagnostic bot could not carry out surgical procedures, a surgical bot could not perform facial reconstructions and a cosmetic bot could not stop an interal hemorrhage.

All medibots will be diagnostic unless they qualify as either of the others. Regardless of how insane a medibot becomes, it will always have a very high regard for life. In fact, this is how the medibot’s insanity will usually present itself, with an extraordinarily high regard for life. This may include bacteria, insects and mindless animals on the same level of sentient life.

Diagnostic medical bot.
Diagnostic medical bot.


Table 5.V.D Veterinarian Robot Diagnostic Type

The thinking robot for figuring out non-robotic entity malfunctions.
Attribute Levels:CON 1, 2; DEX 4; INT 3, 4; PSTR 1
Hit Points (HPS):2 per point of CON

The forte of the diagnostic robot is diagnosis. It has the memory capacity and the intuitive abilities to very accurately diagnose all but the most peculiar conditions. The diagnostic bot can occasionally fail to assess even the most trivial conditions. A diagnostic bot has enough articulations and peripherals attached to attempt virtually any vet maneuver. The diagnostic bot cannot apply general anaesthetics or perform classic surgical procedures. For instance, a diagnostic bot may identify a brain tumour but would be helpless to remove it.

The chance for success of these maneuvers is determined on the Veterinarian Performance Table. The diagnostic bot can subtract its INT level from the DD of the maneuver and add twice its INT to the die roll. So a diagnostic bot with an INT level of 3 and an INT of 15 would subtract 3 DD from each maneuver and add 30 to the PT roll. The diagnostic bot is also capable of identifying any medical appliance to pharmaceutical with a proficiency 5 times the persona’s INT.

Interventional medical bot.
Interventional medical bot.


Table 5.V.I Veterinarian Robot Interventional Type

The robot with the literal motor skills to do surgeries, collect biopsies, resuscitate and do minor diagnostics.
Attribute Levels:CON 1, 2; DEX 4; INT 3, 4; PSTR 1
Attributes:DEX 23; INT 21
Hit Points (HPS):2 per point of CON

These medibots are capable of performing all surgical functions. They can replace eyes, add bionic parts, add real parts, remove real parts, remove gallstones, glue eyelids shut plus a host of other related wonders. All surgical bots have local and general anesthetic and any patient can be kept under for as long as necessary or desired. The surgical bot must be within 1 hex per two points of PSTR to use its anaesthetics.

Before proceeding, the surgical robot must be given a description of what needs to be done. This description can be given by a diagnostic bot or a veterinarian. If a surgical bot is left to do its own diagnosis, then it will function as a veterinarian that can add its INT to the performance table rolls. The percentage chance of successful surgery is 4 times the bot’s INT. Recovery is also dependant on the CON of the patient and she must make a DDS roll and a CON attribute roll before recovering. Failure to recover may mean delayed recovery or death, depending on the procedure.

These bots are also capable of fleshy reconstructions that will affect only the player’s CHA and external appearance. Interventional medical bots can reconstruct teeth, change hair, eye, skin colour, facial appearance (nose jobs, etc.) and other purely external changes. Regardless of the extent of repairs and changes, a persona’s CHA can only be increased by a maximum of 3 points. Medical bots make few (if any) errors; the chance for success is five times the bot’s INT. Once the work is finished, the patient’s CON must be capable of overcoming any complicaitons or side effects — this is checked with a CON attribute roll.

Whether the bot screws up or the persona succumbs to infection, the result is the same — a drop in CHA by one to four points. Lost CHA can be built back up to no more than three higher than the persona’s original CHA. The cosmetic bots are only able to anesthetize local parts of the body with their sonic anesthetic. Spies can add 10 times the INT of the cosmetic bot to their PT roll when using one to create a disguise. Cosmetic bots can function as a veterinarian. When using the PT table cosmetic bots can add their INT.

3) Base Race

This is the race that the robot was designed and manufactured for. Unless otherwise specified, a bot will not harm or allow to come to harm any member of its base race. So, if a robot were to have an equine base race, then the persona would not be allowed to damage any equine that she met. Nor would the robot allow the base race to accidentally come to harm. Every robot type, except for androids and combat robots, must obey this tenet.

Non-lethal attacks that inflict small amounts of damage can be employed against a robot’s base race. A robot will protect a member of its base race from other expedition members also. This is a major inconvenience that the player must get around when running a robot.

The more insane a robot is, the more flexible the application of this core programmed law. The law itself is not corrupted but its application becomes contorted. Whenever the player wants to challenge the protection of her base race, she must make a control factor roll for her robot. More information about control factor is found later in this chapter. The referee may ignore this restriction for any referee robot that she wishes to.

Table 5.5 Robotic Base Anthro Type

What type of maker does the android appear as?
Die Roll (d100)Base Anthro Type
00Other (alien, Ref's Own Table)
Die RollBase Anthro Type

4) Armour Rating

All bots have a base AR of 700. It is important to note that armour rating values are the same for robots and all other personas. A robot has no immunity from punches, slashes and bangs just because they are composed of special alloys. A successful to hit roll will do damage to a robot as it would to any other target. So a to hit roll of 700 or higher would damage a bot with an AR 700 just as it would damage any other persona with an AR of 700. Robots are different from biological creatures and damage differently. This aspect of damage is covered in this chapter under robotic damage.

5) Movement Rate

Robotic movement rates are determined by the robot’s DEX value. Table 5.6: Robotic Movement is used to determine the maximum movement rate of the robot in hexes per unit. Robots are twice as fast as those personas with the same DEX. Those bots which move faster than 8 h/u, must accelerate the same as vehicles. Robotic acceleration is one hex per unit per PSTR level (I-IV).

A robot that has a 17 DEX and PSTR level of 3 would move 8 h/u at first, 11 h/u the next unit and then reach maximum speed of 14 h/u in the next unit. These cumbersome acceleration rules should only be applied in rare instances when the players have decided that picayune detail is of upmost importance. Depending on the locomotion type, bots are affected by terraine just as regular personas are. More information about robotic movement is covered under locomotion in this chapter.

Table 5.6 Robotic Movement Rate

Robotic DEX determines movement rate in hexes per unit (h/u).
DexterityMovement Rate (h/u)
DexterityMovement Rate (h/u)

6) Wate Allowance

Bots are affected by encumbrance, though not as much as other personas. As expected, weight allowance is determined by the PSTR and the PSTR level of the bot. The wate allowance of a robot, measured in kilograms, is determined on the Robotic Wate Allowance table. A robot with a PSTR level of 3 and a 17 PSTR would have a wate allowance of 75 kgs. This means that the robot can carry 75 kgs before any movement penalties are incurred. All penalties of encumbrance apply to robots as they would apply to other personas. These affects are detailed in Chapter 18: Encumbrance.

Table 5.7 Robotic Wate Allowance

Both PSTR Level and PSTR attribute determine how much the robot can carry in kgs.

7) Power Source

All bots operate on electrical power but the cell (or supercell) that converts the source into electrical power will vary. For gaming simplicity, all cells work due to ingenious technological advances that require little or no explanation. All robotic power cells are rechargeable and may even be better described as extremely efficient motors. Each battery type functions equally well but the conditions under which they function varies and this is the most important factor of determining the battery type.

The bot’s cell storage capacity depends on its CON attribute. A robot can function for one month per point of CON per fully charged battery set. If the bot’s CON drops during play, then its fuel capacity decreases proportionately. When a bot runs out of power, the machine will completely shut down until refuelled. Unless the robot has built-in charge indicators, fuel depletion will not be apparent until the final month. Use of peripherals does not drain the robot any more than usual; their batteres will last the predetermined length of time regardless of the activities engaged in.

It should always be made possible for a robot to recharge its power source. A campaign could become boring if all robot personas did was spend their time searching for fuel. The requirements of recharging robotic power cells is different for each cell type; however, the duration of refuelling is generally the same. One hour must be spent refuelling for each month of charge stored. Refuelling might mean being plugged into a wall, filtering water for a well or being manually packed with fissionable material.

Table 5.8 Robotic Power Cell Type

What is this robot's energy source?
Die Roll (d100)Cell Type
01-091) Basic - Solid
10-181) Basic - Liquid
19-271) Basic - Gaseous
28-382) Broadcast
39-493) Dynamo
50-614) Gravitational
62-725) Magnetic
73-886) Nuclear
89-917) Plasmoid
928) Psionic
93-979) Solar
98-00Ref's Own Table
Die Roll (d100)Cell Type

1) Basic cells: These cells contain chemicals in the specified states which are transformed miraculously and efficiently into electrical energy. The nature of the chemicals required is optional. The referee may elect to specify some particular required substance (e.g., natural gas, manure-for agricultural bots, hair-for barber shop bots, etc.) or she may generously allow the bot to use any material of a compatible form. It is usually best (and more fun) if the ref specifies some substance or range of substances limited enough to require a modicum of effort but not so difficult to locate that it slows down the game.

Normally, gas and liquid cells will cease operation if exposed to a vacuum. They will return to normal once atmosphere is returned. How a bot fuel cell operates in a vacuum is highly dependent on the type of robot involved. If a robot type is specifically designed to operate in a vacuum, then it is given that its power plan is protected too. For example, an extra-planetary explorations bot could function exatmo regardless of its cell type.

Solid cells function fine in vacuums but do not function at high temperature. Prolonged exposure to temperatures that may not damage the robot may damage its power cell. Things such as fusion attacks, napalm blasts and burning buildings are good examples of situations that will shut off the robot’s power plant. Solid cells will return to normal once they are cooled down. Extreme heat could destroy a bot’s solid cell.

2) Broadcast: Broadcast cells are actually power receivers that convert transmissions from a source into energy. The receivers will cease to function if they are electronically jammed or taken out of broadcast range. Robots using broadcast power cannot store any energy and, if they are cut off from their power source or it’s destroyed, they will cease to function. Otherwise, there is no limit to the length of time that a broadcast receiver cell can power its robot. If the referee wishes, she may enforce regular maintenance of the receiver cells.

3) Dynamo: Internal gyros manufacture the useable energy for this cell. The dynamo cell is very close to being a perpetual motion machine. In this instance “close to perpetual” means the normal duration for a robotic battery. Dynamo cells can be recharged by plugging into the nearest electrical outlet. Dynamos will not function when exposed to more than 2 gravities.

4) Gravitational: This power cell converts gravitational force into electrical energy. An explanation of this phenomenon will not even be attempted; it will have to suffice that this is a black box device that is only discussed in its operational parameters. The gravitational cell will work continuously if there is gravitational force acting on it. The gravitational force cannot exceed 3g or be less than one half g. The gravitational cell will store energy for those instances where the gravity is not conducive to the cell’s function. During such times, the robot can function for 1 hour per point of CON. So a bot with a 16 CON and a gravitational cell could function indefinitely in gravity and up to 16 hours in its absence.

5) Magnetic: The magnetic forces generated by the cell’s molecules are amplified and directed to produce electrical power for the robot. Depletion indicates a disruption of the material’s magnetic qualities. Regeneration of this cell requires electrical recharge and re-magnetizes the power cell’s functional material. Magnetic cells will be disrupted by any magnetic based attacks or disruptions. Severe disruptions may cause the cell to be demagnetized and require recharging. This is left to the discretion of the referee.

6) Nuclear: This type of robot battery could utilize any of the standard nuclear power sources: fusion, fission, etc. Robots with nuclear power cells cannot voluntarily explode like an atomic or nuclear weapon. In fact, it is virtually impossible. The nuclear cell is so efficient that there is hardly enough material to present a radiation hazard. The cell has the limited life span of a robot battery but it is unaffected by changes in gravity or atmosphere. Fissionable materials are required for the replenishment of nuclear batteries.

7) Plasmoid: Superheated gases are contained in “magnetic” bottles. If the seal is broken on these bottles, then the reaction stops or is re-calibrated for smaller uncompromised bottles. This should make it virtually impossible for Mechanics to use the plasmoid cell maliciously. Plasmoid cells are rechargeable like any other cells. If the atmospheric gravity should exceed 4g, then the plasmoid reaction will stop until a manageable gravity is returned. Such high gravities can occur during high accelerations. Ractivating depleted plasmoid batteries requires the re-introduction of inactive plasmoidal materials.

8) Psionic: Psionic cells convert the surrounding psychic energy into electrical forces that allow the robot to function. Provided there are sentient beings with MSTR around the robot, it will be continuously charged. Whenever this robot depletes its power cell, it will randomly attack any creature that has MSTR in the area. The process is carried out by the cell itself and the robot cannot choose the target. The robot may even be unaware of how its batteries function.

Once a target is chosen, it will get a save versus psionic attack. The batteries will have a random MSTR of d6. The MSTR of the batteries will be re-rolled each depletion. If the target saves, another is randomly chosen until the battery is successful. One full battery recharge will draing 1 point of MSTR. This could eventually kill a repeat target. To be susceptible, the target must be within close range.

9) Solar: Any light source that is capable of surrounding the robot is sufficient for it to function at full capacity. So, in order to be able to function, this robot must be immersed in any light source. An overhead bulb would be as efficient as an orbiting sun. As long as this robot is operating in light, it’s solar cell will always be fully charged. The robot’s solar cell not only converts light into energy but it can also store light for operation in complete darkness. A solar cell that has been exposed to light for a day can store 1 hour’s energy per point of the robot’s CON. So a bot with a 16 CON and a solar cell could function indefinitely in light and up to 16 hours in complete darkness.

8) Sensors

All robots will have built-in audio and video sensors which will allow the robot to “hear” and “see”. Robots do not have regular sensations for touch and no capacity for smell. The basic sensory system works with full colour, directional vision and with all around acoustic hearing. This makes the robotic senses identical to how any other persona would see and hear. The built in sensors are defined by the bot’s AWE attribute and are not damaged unless that attribute is. Robots will receive one additional sensor for every 4 points of AWE. The new sensor type is rolled on the Robotic Sensor table.

Table 5.8 Robotic Sensors

How does this robot detect its surrounding environment?
Die Roll (d100)Sensor Type
01-701) Video
71-762) Alternate Optical
77-833) Vibrations
84-904) Sonar
91-965) Radar
97-006) Ref's Own Table
Die Roll (d100)Sensor Type

1) Video: This robot has an extra set of video sensors. These essentially act as an extra set of eyes for the robot. These can be built into the robot’s hull or conveniently attached to the end of an articulation.

2) Alternate optical: Alternate forms of optical vision include laser sights or ultraviolet/infrared detectors. These types of vision can be included in the robot’s regular vision or considered an extra component. The primary function of the alternate optical sensor is that it allows the robot to easily see in darkness.

3) Vibrations: Vibration sensors are very specialized detectors that easily convert molecular vibrations into comprehensible robotic vision. This sensory feature will cut through any obscuring clouds of gas or particulate debris. The maximum range of a vibration sensor is 5 hexes per point of AWE. Vibration sensors are directional and the robot must look towards whatever she wants to observe.

4) Sonar: Sonar will allow the bot to perceive a spherical image in any medium in which it immerses its sonar. The sonar sensor’s range is 10 hexes her point of AWE. Sonar will function through any continuous substance but will be obscured by changes in density of the carrier medium. For instance, sonar will work equally well through air, water or smoke but it will not function across the boundaries of these. Sonar cannot function in a vacuum.

5) Radar: Radar sensors offer 360° vision around the robot. This is a 360° disk and not a spherical area of detection. This allows the robot to detect objects and determine their wate within 10 hexes per point of AWE. The radar will see through any medium that is not solid.

6) Ref’s Own Table: Create your own. Organic eyes, tentacles, olfactory unit.

9) Locomotion

This means of locomotion, in addition to being an important necessity, will add a great deal of personality and individuality to the bot. The locomotion type is the first indication of the appearance of the robot and it will greatly affect the development of the persona. To determine the robot’s locomotion type, roll once on Table 5.9: Robotic Locomotion.

The locomotion type occasionally needs to be supplemented by a roll on the Robotic Locomotion Sub-table. When a locomotion type requires such a roll, it indicates that the basic form of locomotion requires some assistance in working. For example, if the locomotion type is sails, another roll is made on the sub-table to determine what the bot will sail along on (wheels, skis, chemical slide or antigrav). Regardless of the locomotion type rolled, all will function essentially equally.

A robot that bounces on 3 pods will function as well as one with 9 pods, which will function as well as one that has wheels. The main difference between the locomotion types is that some will allow the robot to fly, while others will keep it bound to the ground. Regardless of the apparent nature of any of these modes of locomotion, bots will always travel at their predetermined movement rate.

Table 5.9 Robotic Primary Locomotion

The main method that the robot gets around.
Die Roll (d100)Primary Locomotion Type
01-111) Anti-Gravity
12-172) Chemical Slide (and secondary)
18-253) Electromagnetic Legs
26-314) Jets (and secondary)
32-395) Magnetic
40-456) Pistons (4d4)
46-557) Pods (d10)
56-628) Propellers (and secondary)
63-669) Sails (and secondary)
67-7210) Skis (d4+2)
73-7411) Slog Bag
75-8112) Tracks
82-9813) Wheels (d12)
99-00Ref's Own Table
Die RollPrimary Locomotion Type

Table 5.10 Robotic Secondary Locomotion Type

Sometimes one way to get around is just not enough.
Die Roll (d100)Secondary Locomotion Type
01-301) Anti Gravity
31-402) Chemical Slide
41-5510) Skis (d4)
56-9913) Wheels (d6)
00Ref's Own Table
Die RollSecondary Locomotion

1) Antigrav: This enviable transportation mode allows the bot to fly and flit about with the greatest of east to an undetermined maximum height. Antigrav is a classic science fiction term for anti-gravity. This robot can travel about as though gravity has no effect upon it. The robot has no obvious external mechanisms that assist its buoyancy in the sky. As ideal as antigrav is, it will only function within a gravity well. If antigrav has appeared as  Secondary Locomotion Type, then the bot is considered to be buoyant but some other form of locomotion gives the robot direction.

2) Chemical slide: All the bot does is angle its base, ooze some slippery goo underneath and along it slides. This process leaves a quickly evaporating trail behind it similar to a slug’s. This comparison does not necessarily imply the bot will be slow. A chemical slide will operate just as well up a slope as down a slope. Sand, stairs and other difficult terrain may prove to be a challenge for a robot with this locomotive type. How difficult such travel is depends entirely on the referee. When a chemical slide is from the Secondary Locomotion Table it is offering a frictionless surface on which the primary locomotive type (sails, propellers or jets) is producing the power and direction.

3) Electromagnetic legs: Electromagnetic legs are visible beams of force which support the robot at a constant height above the ground. There are 1 to 4 electromagnetic legs. Electromagnetic legs adjust for terrain by altering their height and generated force. This form of locomotion keeps the robot level for all but the most unstable terrain. Electromagnetic legs will not allow the robot to walk on water nor will they allow the robot to cross deep chasms. The legs generate force on the surface which supports the robot and cannot extend the robot more than 1 metre (half a hex) off of the ground.

4) Jets: Robotic jets are intake-less and do not eject dangerous super-heated propellants. There are 2 to 5 jets (d4 plus 1). The jets offer substantial thrust to push the robot around and offer direction. Jets work whether the robot is inatmo or exatmo. Jets are often attached to robots that have wheels, skis or chemical slides. Regardless of what the robot slides along on, all jets will function equivalently. Combining jets with antigrav will allow the robot to manoeuvre in the air.

5) Magnetics: A magnetic locomotion unit allows the robot to hover above the ground and effortlessly float along. The height of the robot is fixed at no higher than 1 hex. This locomotion type resembles antigrav in most regards except that magnetic will only work above a solid surface. Robots on magnetic locomotion will often float around long after their locomotion has been destroyed.

6) Pistons: High-speed pistons alternately poking up and down keep the bot aloft. There are 1 to 10 pistons. A single piston will cause the robot to appear to be riding a single pogo stick. The timing of the pistons is so immaculately integrated that a robot that moves long on bouncing pistons will remain as steady as a robot on any other locomotive type.

7) Pods: Pods are the mechanical legs that are expected to be found on robots. There are 4 to16 pods. Bots that have these articulated poles will either hop, scuttle or patter from one place to another.

8) Propellers: Robotic propellers are quiet, high-powered and safely encased air screws that can direct the robot to give it acceleration in its chosen direction. There are 1 to 6 propellers. Depending on the Locomotion Sub-table roll, the propellers may push the robot about on a set of wheels, along a chemical slide or through the air on antigrav.

9) Sails: Sails are very sturdy, molecular chain planes. The robot alters the sails electromagnetically to allow only those air molecules which are travelling parallel to the desired direction to strike the sail. There are 1 to 3 sails. Between these very selective filtering and computerized tacking procedures, the robot can achieve speeds that are equivalent to any other locomotive type. The sails may be used to drive the robot along on its wheels or through the air on its antigrav, depending on the Locomotion Sub-table roll. The durability of the sales makes them almost impossible to tear and they can only be damaged in combat if the robot’s locomotion is damaged.

10) Skis: The robot’s skis are attached to articulated pods that can drive them over almost any type of terrain. There are 3 to 6 (d4 plus 2) skis. The skis operate like cross-country skis because they can travel up a slope as easily as down a slope. There is no difference in speed whether the robot is trotting uphill or sliding down slopes. When skis are a Secondary Locomotion Type, they are attached to articulated pods and not powered legs. The skis would be the surface contact but jets, sails or propellers would drive them.

11) Slog bag: A slog bag appears as a flexible, fluid filled sack that is attached to the undercarriage of the robot. The robot maintains an even balance while the slog bag undulates and contorts itself along the surface it is travelling. The slog bag moves like a sack of mercury might, although there is no reason that it has to contain a liquid. The slog bag cannot be punctured during regular combat unless the robot’s locomotion is damaged.

12) Tracks: Robotic tracks are nothing more than rubber-coated tank tracks. There are 1 to 6 tracks. This form of locomotion is rugged, although not especially graceful. A single tracked robot can change direction by altering the tension on one side of the track versus the tension of the other side.

13) Wheels: Robotic wheels are singularly powered, axle-less and have solid tires. A robot could have any number of wheels and it could even be a unicycle. There are 1 to 12 wheels. Robots the have wheels as a secondary locomotion type they non-powered wheels. The Primary Locomotion Type (sails, jets, propellers etc) generate the force.

10) Offensive Systems

Robotic attacks are rarely built-in devices designed for inflicting damage on targets in combat. The robots in EXP have a particularly high level of free will and hence are considered quite insane. The majority of weapons that robots will use are mismanaged devices that are intended for some other purpose. An industrial robot may have two attacks but neither of them would be a gun or a grenade launcher, although the attacking device may function exactly like one. The construction robot may fire nails from its nail gun and that may function just like a low-powered pistol or it may have a malfunctioning welder that is acting just like a flame thrower. Only robots such as combat robots would actually have a military gun as a peripheral but this doesn’t mean that malfunctioning robotic peripherals are any less dangerous.

All Robots Can Ram: A robot’s most basic attack is ramming. Any robot can self-destructively fling itself into a target hoping to inflict damage on it. To inflict damage while ramming, the robot must make a successful to hit roll. The amount of damage inflicted on the target is dependent on the wate and speed of the robot. The wate of the target is also considered. Many robots will have no attacks at all and this indicates that they can only ram targets and that is only done with difficulty. Robots that have not rolled ramming as an attack must make a successful control factor roll before they will be able to ram into the target. Those robots that have ramming as an attack can ram anything that they wish. Chapter 31: Robotic Combat discusses this topic in greater detail. In this chapter, the player is determining what attacks her persona has and not the exact mechanisms of how they are played.

Determining Attacks: The number of attacks that a robot persona can have depends on the attack listing (ATTACKS) under the robotic type. Those robotic types that are listed with “Nil” get no attack other than intermittent ramming. Other robot types have a percentage chance of having a roll on one of the attack tables. If the percentage roll is successful, then the player will get the number of rolls listed on Attack Table One. Sometimes a particular attack table is indicated as with combat robots.

The attack tables increase in number as the deadlines of the attacks increase. Higher attack tables can give the robot multiple attacks from lower attack tables and lower attack tables can sneak onto higher ones. A robot with multiple attacks can use each attack every unit of combat. Explanations of the various attack types are discussed in paragraphs following the attack tables.

Table 5.11 Robotic Attack Table One

Determines the robot's method of damaging it's environment or opponents.
Die Roll (d100)Attack Type
01-101) Deadly Random Ability
11-252) Type A Weapon (striking)
26-753) Ramming
76-00Refer to Table Two
Die RollAttack Type

1) Deadly Random Ability: This is the most difficult attack type for the referee to run. She and the player must decide what peripheral the robot can use as an attack. If time is of the essence or if the player is being particularly difficult in the arbitration, then the referee can ignore this roll and have the player roll again.

This attack type is difficult because there are no guidelines for damage, range, area of effect or range of the attack. All of these parameters must be decided before the random ability is allowed to be used as a weapon. Some examples of deadly peripherals are given as follows: An air conditioning unit that can attack like a cryo frag grenade but can also be used to maintain a comfortable atmosphere; a photocopier that can be used to copy leaflets or flash at targets and blind them (saving throw granted).

2) Type A Weapon: These are malfunctioning peripherals that can be used as weapons by the robot. The weapon type indicates what the malfunctioning attacks like but not what it is. Arrows, daggers and bolts could be mail guns or staplers. Shurikens could be tin can lids. A staff could be a rolling pin. A flag poke could attack as a lance. A rake could attack as a pike. A nail hammer could be used as a head hammer.

The weapon types are explained in Chapter 27: Tactical Combat. The main difference is that type A weapons are thrusting and striking weapons, adding the PSTR as a damage adjustment and type B weapons are ranged attacks that only add to half PSTR as a damage adjustment. The weapon types cannot be criss-crossed. A type A spear could only be used as a type A spear and not as a type B throwing spear also. For convenience, the weapon damages are included on the Robotic Weapon Type table. How these weapons work, ranges, etc. are covered in section II, Combat Rules.

Table 5.12 Type A Weapon Type

Determines the appearance and damage configuration of the robot's thrusting or striking tool.
Die Roll (d100)Type A WeaponWeapon Damage
01-07Axe, Battle1d10+2
50-56Morning Star1d6+1d4
00Ref's Own Table
Die RollType A Weapon Damage

3) Ramming: Not all bots are able to nonchalantly crash into objects. Before any robot can willingly risk damaging itself and its target, it must make a control factor roll. Robots that have ramming as an attack do not have to make a control factor roll before they ram. A robot will only be able to ram opponents with a pre-determined section of its chassis. This part will be considered the least vital and most able to withstand the repeated punishment. The ramming part of the robot’s chassis is determined by rolling on the Table 5.13: Robotic Ramming. Players must keep Newton’s law in mind and remember that bots do not just dole out damage when they ram but they can be damaged themselves, depending on the wate of the target.

Table 5.13 Robotic Ramming

Determines the shape, and damage, of the surface the robot rams it's target with.
Die Roll (d100)Description of PartRamming Damage
01-45Blunt and Flat1d4 + d4 per 3 h/u
46-75Blunt Protruberance1d6 + d6 per 3 h/u
76-90Edge1d8 + d8 per 3 h/u
91-99Sharp Protruberance1d10 + d8 per 3 h/u
00Ref's Own Table
Die RollDescription of PartRamming Damage

5.14 Robotic Attack Table Two

Determines the nature of of more dangerous robotic attack types. Usually these are peripherals being misused as weapons.
Die Roll (d100)Robotic Attack
01-20Two Attacks from Table One (5.11)
21-401) Type B Weapon
41-452) Poison, Nausea
46-502) Poison, Paralyzing
51-603) Weapon, Energy (refer to Table 5.12)
61-703) Weapon, Vibro (refer to Table 5.12)
71-803) Weapon, Stun (refer to Table 5.12)
81-903) Weapon, Inertia (refer to Table 5.12)
91-00Refer to Table Three
Die RollRobotic Attack

1) Type B Weapons: These are malfunctioning peripheral equivalent oof ranged weapons and that indicates something that is ejected from the robot or something that is thrown by the robot. Each robot will start with 1 to 1000 charges of things such as bolts, arrows or bullets. Those type B weapons that are marked by an asterisk (*) are limited to 1-8 of that retrievable weapon. For example: a robot with 4 axes could throw 4 of them and then would have to go retrieve them before it could throw any more.

Table 5.15 Type B Weapon Type

Determines the appearance, amount and damage of the robot's throwing weapon. Usually a misused peripheral or attachment.
Die Roll (d100)Type B WeaponAmount of RoundsWeapon Damage
11-20Axe, Throwingd8 (retrievable)d8
21-29Bolt (crossbow)d1000d12
30-38Boomerang/Bolod8 (retrievable)d6+1
39-47Bullet (sling)d1000d8
48-56Dagger (point)d1000d3
66-74Javelind8 (retrievable)d8
75-83Speard8 (retrievable)d8
93-99Whip1 (attached)d6
00Ref's Own Table
Die RollType B WeaponAmount of RoundsWeapon Damage

2) Poisons: Poisons are toxic substances that can have an immediate effect on organic creatures that are exposed to them. The robot may spray lubricants from a fractured joint or squirt super cell by-products onto targets. Some of the poisons may actually just be conductors that allow the robot to transmit radiations or electricity. Poisons are sprayed onto targets and the range of the attack is 1 hex per 2 points of PSTR. The target persona gets a saving throw versus poison and the poison toxicity (intensity) is randomly generated each time (3d4 intensity). If the target saves, the poison has no effect. If the persona fails her saving throw, she will be incapacitated by the poison in 0 to 3 units (d4-1).

3) Weapons: There are 4 different kinds of weapons that appear on Table 5.14 Robotic Attack Table Two. They are: energy, inertia, stun and vibro. On this table they are primarily  thrusting and striking weapons. Check the type onTable 5.12 Type A Weapon Type. Details for these weapons are found in Chapter 49: Miscellaneous Weapons. Refer to that chapter to get the details of these weapon types. The weapon type that the miscellaneous weapon models its damage after is rolled on the Robotic Weapons Type table.

Table 5.16 Robotic Attack Table Three

Determines the types and amount of weapons at the robot's disposal. These are mostly misused peripherals, but some specific weapons are possible.
Die Roll (d100)Weapon Type
01-15Three Rolls on Table One (5.11)
16-30Two Rolls on Table Two (5.14)
31-401) Poison, Nausea
41-501) Poison, Paralysis
51-602) Weapon, Vibro (refer to Table 5.15)
61-652) Weapon, Stun (refer to Table 5.15)
66-702) Weapon, Inertia (refer to Table 5.15)
71-752) Weapon, Energy (refer to Table 5.15)
76-803) Heat/Cold Blast
81-853) Acid/Base Mist
86-904) Gun
91-955) Aerosol
96-00Refer to Table Four
Die RollWeapon Type

1) Poisons: Poisons are toxic substances that can have an immediate effect on organic creatures that are exposed to them. The robot may spray lubricants from a fractured joint or squirt super cell by-products onto targets. Some of the poisons may actually just be conductors that allow the robot to transmit radiations or electricity. Poisons are sprayed onto targets and the range of the attack is 1 hex per 2 points of PSTR. The target persona gets a saving throw versus poison and the poison toxicity (intensity) is randomly generated each time (5d4 intensity). If the target saves, the poison has no effect. If the persona fails her saving throw, she will be incapacitated by the poison in 0 to 3 units (d4-1).

2) Weapons: There are 4 different kinds of weapons that appear on Table 5.16 Robotic Attack Table Three. They are: energy, inertia, stun and vibro. On This attack table they are primarily ranged weapons. See Table 5.15 Type B Weapon Type. More details are available in Chapter 49: Miscellaneous Weapons. Refer to that chapter to get the details of these weapon types. The weapon type that the miscellaneous weapon models its damage after is rolled on the Robotic Weapons Type table.

3) Blasts/Mists: The blast or mist shoots forth from the robot with a range of 1 hex per point of DEX. It attacks as a Type B ranged non-powered weapon. A successful hit will do damage. The Cold/Heat Blast inflicts 1d6 of damage per point of PSTR. The Acid/Base Mist delivers 1d8 of damage per point of PSTR

 4) Gun: Refer to Chapter 46 Guns. Keep rolling on the gun table until a medium powered weapon or less is generated. This means that no weapons that do not have a caliber, or energy level can be rolled. Yes that is frustrating. Robots do not express frustration.

5) Aerosols: Refer to Chapter 45 Grenades and Aerosols. The player can only roll for an Aerosol. If a non-combat aerosol is rolled the player may roll again, keeping the non-combat aerosol as well.

Table 5.17 Robotic Attack Table Four

Determines type and nature of robotic attacks. Weapons on this table are weapons designed for combat and appear so.
Die Roll (d100)Weapon Type
01-15Four Rolls on Table Two (5.14)
16-30Three Rolls on Table Three (5.16)
31-401) Poison, Killing
41-502) Gun
51-603) Grenade/Aerosol
61-704) Bomb/Missile
71-805) Acidic/Alkaline Jet
81-906) Attack Mutation
91-997) Disregard Base Race
00Ref's Own Table
Die RollWeapon Type

1) Poison: Poisons are toxic substances that can have an immediate effect on organic creatures that are exposed to them. The robot may spray lubricants from a fractured joint or squirt super cell by-products onto targets. Some of the poisons may actually just be conductors that allow the robot to transmit radiations or electricity. Poisons are sprayed onto targets and the range of the attack is 1 hex per 2 points of PSTR. The target persona gets a saving throw versus poison and the poison toxicity (intensity) is randomly generated each time (4d4 intensity). If the target saves, the killing poison will do 1d4 in damage per 2 points of intensity. If the persona fails her saving throw, she will drop to -1 Hit Point and die soon after.

2) Gun: Refer to Chapter 46 Guns. Any gun type that is rolled on the table there is built into this robot.

3) Grenade/Aerosol: Refer to Chapter 45 Grenades and Aerosols. The player can make one roll on the table. If a non-combat grenade or aerosol is rolled the player may roll again, keeping the non-combat aerosol as well.

4) Bomb: Refer to Chapter 44 Bombs. The player can make one roll on the table. If the player rolls a bomb it is detachable and remotely detonatable by the robot.

5) Jet: The blast or mist shoots forth from the robot with a range of 1 hex per point of DEX. It attacks as a Type C ranged powered weapon. A successful hit will do damage. The Acid/Base Jet delivers 1d12 of damage per point of CON.

6) Attack Mutation: The player can roll one combat/attack mutation gleaned from Section IV Mutations. The robot will have a physical mutation if the player rolls deci-dice (d100) less than her CON. Otherwise the robot will have a mental mutation effect. When a robot’s attack requires MSTR the robot will use her INT instead. The mutation must be an attack mutation. However if some other strange mutation comes along and the player can make it fit into the story of her robot, so be it!

7) Disregard Base Race: This does not count as a roll on Robotic Attack table Four. However it does allow the robot to attack her base race without having to make a control factor check.

11) Defensive Systems

Robot defences are typically malfunctioning peripherals used as a defence in combat, or some kind of industrial hardening to protect the robot to do it’s prescribed task. Occasionally robots defences are just that, a defence built to protect a robot from abuse. Regardless of how the defence’s story is told the function of the defence is described here. Each defence that the robot has listed under its robotic type earns the player one roll on Table 5.18: Robotic Defences. For example an Interventional Medical Robot has a 10% chance of getting 1 roll on the table. An Emergency Rescue robot has 3 rolls on the table automatically.

Table 5.18 Robotic Defences

Specifically designed defence systems or misused peripherals that have defensive properties.
Die Roll (d100)Defence Type
01-061) Anti-Missile
07-122) Anti-Personnel
13-293) Armour Rating Increase
30-354) Artifact Armour
36-415) Camouflage
41-476) Detect Ambush
48-537) Diffuse Bombs
54-598) Evasive Action
60-769) Force Field
77-8210) Increase HIT POINTS
83-8811) Mental Mutation
89-9912) Override Interrupt
00Ref's Own Table
Die RollDefence Type

1) Anti-Missile: This robot has an anti-missile system that is built into its hull. This protective device will avoid damage from powered missile attacks likes guided bombs, missiles, grenades, rockets or directed aerosols. The bot’s armour rating increases by 50 to 300 (50d6 or 1d6 times 50). A failed to hit roll against this bot means that the missile is destroyed in it’s entirety and there is not area of effect or burst effect. If a hit is scored only an area of effect can damage the bot.

2) Anti-Personnel: The anti-personnel device is designed to remove clamouring parasites or other organic creatures trying to grapple with the robot. The mechanism of the anti-personnel device is chosen by the player. Regardless of how it is described (electric shock, sonic attack, flames, shrapnel,  cotton candy webs) the effect is the same. 3d6 of damage is inflicted to all targets within the hex adjacent to the robot. The damage is automatic. Each target must make a saving throw versus pain (intensity equal to the damage delivered) or drop back from the robot. This would allow the bot to move freely avoiding a swarm.

3) Armour Rating Increase: This indicates an increase in the base amour rating of the robot by 50 to 300 (d6 times 50). The base AR of all robots is 700. If one were to roll an AR increase of 250 then the base AR for this robot would be 950. Repeat rolls on this defence will increase the robot’s AR each time.

4) Artifact Armour: The robot’s regular body is replaced by a special armour type generated in Chapter 42: Armour. The base armour rating of the robot cannot fall below 700, and any special properties of the armour will be included in the bot’s defence. So the robot could be covered in relfec, ballistic, a force field or even powered armour. Items that do no work, like helmets and shields should be re-rolled.

5) Camouflage: Often the best defence is being able to hide. The exterior coat of this robot can blend in with the surroundings making it very hard to detect with the naked eye. Any type of sensor that the robot has will allow it to camouflage against it. So a robot with radar and video sensors could camouflage against radar and video. This would make it essentially invisible to those types of vision. Detecting this bot can only be done while actively searching and even then the searcher must make an AWE roll on a d100.

6) Detect ambush: Ambush detection allows the robot to quadruple its AWE when attempting to search out mines and other types of non-sentient ambushes. A robot with a 12 AWE would have a 48 AWE searching for mines, trip wires or pressure pads.

7) Diffuse Bombs: This robot is a demolitions demolishing expert. It can disassemble bombs and grenades as a 5th level mechanic and the bot can add twice its INT to the roll. This defence can in no way assist the robot in planting bombs or making bombs.

8) Evasive action: Allows the robot to avoid combat situations entirely, providing it is not engaging combat itself. This is essentially a computerized tactical withdrawal mode. It allows the robot to move at normal through mine fields, tank traps, phalanx of soldiers and other such detriments to escape. Each time the robot encounters an escape obstacle, it can avoid it with a d20 DEX roll. No robot can attack while employing this defence (unless it is a combat robot).

9) Force Field: A robot’s force field will absorb any HPS in damage that should be taken by the robot. Once the field has absorbed its maximum damage, it will remain inactive for 1 minute per HPS absorbed. A force field will be able to absorb 25 to 100 HPS in damage (d4 times 25). Multiple force fields are added together and function as a single device.

10) Increase HPS: Increasing a robot’s HPS increases the HPS total that it starts the campaign with. A robot’s HPS are increased by 10% to 60% (d6 times 10%). A robot with 100 HPS and a HPS increase of 30% would have 130 HPS.

11) Mental mutation: This robot has a peripheral that has the same effect as a mental mutation. The type of mental mutation is rolled in Chapter 58: Mental Mutations and it must be a defence mutation. If the mutation is a defect, offensive or useless to the robot, then re-roll.

12) Override interrupt: The bot cannot be subject to robotic override. This means that any device designed to control robots or make them subservient will not function on this robot.

12) Peripheral Systems

Peripherals are attachments that give the robot some additional flexibility in performing its tasks. These peripherals are non-combative and are used by the robot to survive day to day campaign trials.

The RANDOM listing under the robot type determines how many rolls the robot gets on the Table 5.19: Robotic Peripherals. A listing of “Normal” indicates that the player can make one roll on the Primary table. If there is a single number listed under the RANDOM listing, then the player will make that many rolls on the Primary table. If there is a percentage value listed, that is the chance that there is an additional roll. If the robot type has Nil listed under RANDOM, then it has no random peripherals to start with.

The Table 5.19: Primary Robotic Peripherals is a list of harmless peripherals that are attached to the robot. These peripherals cannot be used in combat and will not harm or damage anything in any way. The robotic peripherals listed on the Primary Peripheral table are ones which have a very limited effect on their environment. Aroma producing could not be used to make a nausea attack, but it could help sell a house. An articulation could not strangle an opponent but it could open a door. There are no explanations of the particulars of the robotic peripherals other than the guidelines above. The onus is placed on the player and the referee that the self-explanatory peripherals will not be abused. Primary robotic peripherals will be a common reason to select Sphincter Dice from Chapter 16: Special Rolls.

Impress the natives with a light show.

Table 5.19 Primary Robotic Peripherals

Bonus somethings that the robot has for doing things.
Die Roll (d100)Primary Peripheral
17-18Air Conditioning
19-20Alarm System
23-24Aroma Production
25-26Cammo Detailing
33-34Copy Editor
35-36Damage Analysis of self
37-38Detect Radiation
39-40Fire Extinguisher
41-42Food Production
61-62Extra Power Cell (Table 5.8)
69-70Plastics (3d printer)
71-72Power Plug
73-74Recording Equipment
79-80Storage Comparments
81-82Super Stability (auto acceleration)
87-88Vacuum attachement
89-90Video Playback
91-92Hard Copy Printer
93-94Choose A Primary Below
95-96Extra Roll On Primary Table
97-00Roll On Secondary Table
Die RollPeripheral Type

Table 5:20: Secondary Peripherals is quite different from Primary Peripherals. These are peripherals and abilities that might not be explainable by standard programming hardware. These robotic abilities are often the result of the synergistic effect of several damaged systems. If a robot has some ability listed on the Secondary table that is no indication that the particular robot type has that peripheral. A relations bot may be amphibious but it does not mean that all relations bots are amphibious. The robotic peripherals found on the Secondary table are very briefly explained in single line sentences listed with each peripheral. For the most part, these abilities are self-explanatory.

Table 5.20 Robotic Secondary Peripherals

More somethings that allow the robot to do specific things.
Die Roll (d100) Secondary PeripheralDescription
01-03Class ComputerFunction as a player class. Chapter 48 Misc. Eq.
04-05Cybernetic PartFrom chapter 59 Physical Mutations (no defects)
06ClassChoose a class from Chapter 8 Classes
07-09Damage Analysis How damaged is any object target. Plus 1 DD per INT bonus
10-12Detect Ammunition1 km per point of AWE
13-15Detect Mutations1 hex per point of AWE
16-18Detect Pharmaceuticals1 km per point of AWE
19-21Detectorsd3 detectors from Chapter 48 Misc. Eq.
22-24Exatmo HardenedAtmosphere agnostic
25-27Heightened Control FactorDouble Control Factor
28-30Identify Alien2 % per point of INT
31-33Identify Pharmaceuticals2 % per point of INT
34-36Identify Value2 % per point of INT
37-39Identify Wate2 % per point of INT
40-42Identify Weapons2 % per point of INT
43-45Increase SpeedIncrease Movement Rate by 2-5 times (1d4+1)
46-48Increase Carry CapacityIncrease Wate Allowance by 2 to 7 times (1d6+1)
49-53LanguagesLanguages as a type D. Relations Bot
54-56Medical DeviceSee Chapter 47 Medical Equipment
57-59Mental MutationSee Chapter 58 Mental Mutation as player.
60-72Miscellaneous Deviced3 rolls in Chapter 48 Miscellaneous Equipment
73-75Multi-botCombine another bot into this bot. Holy Crap!
79-81Pharmaceutical EffectRoll in Chapter 50 Pharmaceuticals
82-84Physical MutationSee Chapter 59 Physical Mutations roll as a player
85-87Robotic Over-RideControl other bots.
88Robotic DroneControl a second smaller robot of any type.
89-93Instant AccelerationDeadly Rammer
94-95Choose One From Below
96-99Extra Roll on This Table
00Ref's Own Table
Die RollSecondary PeripheralDescription

13) Description

The shape of a robot is only randomly determined if the referee and player have no preconceived notion of how the robot should appear.  The robotic shape has no bearing on any other robotic abilities be they attacks, peripherals or defences. The robot can be shaped like anything the player wants: fire hydrant, filing cabinet, kitchen appliance, etc. If you choose to let the dice decide roll on the following two tables below to get a basic robot shape. For example a flattened cone, but colour, design, sound, decals, smell, chrome detailing is all left to the referee and the persona.

Table 5.21 Robotic Basic Shape

Everything has to looks like something.
Die Roll (d100)Basic Robot Shape
10-15Descriptive Object (couch, car, stove, etc.)
16-60Cube or Parallelepiped
61-69Disc, Saucer
78-85Pyramid, Prism
93-00Ref's Own Table
Die RollRobot Basic Shape

Table 5.22 Robotic Basic Shape Adjustment

Stretch it, bend it, squash it, extend it.
Die Roll (d100) Shape Adjustment
01-20Elongated, Stretched
21-40Flattened, Squashed
99Add another basic shape
00Ref's Own Table

14) Wate

A robot’s wate will be determined by one of two factors: outdoor and indoor. For robots that are designed to carry out hard work such as heavy lifting or construction, there is the outdoor wate equation. Other robots that are not designed for such load bearing tasks use the indoor wate equation. Regardless of the wate equation used, robots can function equally well both indoors and outdoors and only their wates will vary.

Further variation in robot wate can be attained from rolling the robot’s tech level. Tech level can be determined for any artifact in Chapter 56: Tech level. If the wate of a persona is ruining a perfectly good persona, then the value can be altered. A robot can become lighter but NEVER heavier. If a player wants her persona to look heavier, that is fine but the wate cannot be increased.

Table 5.23 Robotic Wate

Determines the robot's wate in kgs.
Robot SizeWate In kgs
Indoor8 + CON - DEX + PSTR + 4d20
Outdoor30 + CON - DEX + PSTR + 3d100

15) Size

Size gives a rough estimation of the volume occupied by the robot. It is fine to keep things simple and just make one roll to give a hite similar to other personas. The size roll will be used to determine what the bot can reach, fit into or be covered by. Regardless of the shape rolled step 13 Description, the bot should  fit into the volume rolled here. For example, a sphere with the parameters 1 meter by 15 cm could become a cigar. Extrapolations for other shapes are usually just as simple. If the dimensions rolled are very close, they may be rounded off to make a perfect shape.

Each player rolls dimensions three times: once for each of hite, width and length. These can be arranged in whatever order works best for the personal. If this table is ruining a finely formed persona then ignore it, but indication of the size of the robot is helpful.

Table 5.24 Robot Dimensions

Determines the robot's general size in centimeters (cms).
Robot Wate (kgs)Robot Dimension (cms)
01-1031-40 (30+d10)
11-3041-50 (40+d10)
31-5050-69 (49+d20
51-7067-100 (64+3d12)
71-9084-120 (80+4d10)
91-13094-130 (90+4d10)
131-170105-150 (100+5d10)
171-230125-230 (120+5d20)
231-300142-250 (130+12d10)
301 and up174-250 (170+4d20)
Robot WateRobot Dimensions

16) Control Factor

CF is essentially a measure of the persona’s free will — the higher the Control Factor, the more control the player has over her robotic persona. If the CF is quite high, the bot’s personality is greatly affected. The higher the bot’s INT, the higher the CF and the higher the CF, the better — at least for the player.


So a robot with an INT of 15 and INT LEVEL of 3 and was 3rd level would have a control factor (CF) of 24.

Robots were originally developed to do slave labour for the base race that they were designed for. The robot personas controlled by the players are insane robots who don’t care much for being slaves. The more insane the bot is, the more it is like a normal player (generally not a very rational lot). This insanity is relative. These free willed robots are considered insane because they will look after their own self interest before they’ll do their robotic duties. An insane robot does not mean that the player must run her robot personal like a lunatic but that she can control her personal however she wishes.

The insanity level of the bot, or the amount of free will it has, is measured by its Control Factor. The robot’s Control Factor (CF) is the resistance it has to reverting to a normal functioning robot. Whenever the robot is functioning as a normal bot, the persona has lost control of her persona. When a janitorial bot starts cleaning up a room, it is functioning according to its internal programming and not the player’s initiative.

Control Factor Checks: Control factor checks can be made whenever the robot performs a task for which it was originally designed. For example, if a janitorial bot were to clean up a room or a combat bot were to kill something, a CF check may be in order. If the CF check is failed, the bot will temporarily revert to being the automaton it was intended to be. Players running robots should not be always rolling the dice to see if they lose control of their character or not. The referee should only make her roll a CF check once in a while, perhaps when it is particularly crucial for the player to be in control of her persona.

Control factor checks are very similar to an adjusted attribute roll (see Chapter 16: Special Rolls). The robot’s CF is determined by the Control factor equation given above. For instance: a 3rd level robot with a 14 INT would have a control factor of 17. If the robot’s INT drops due to damage, its CF will increase the amount of INT lost. The more damaged, the more insane, the more free willed.

The player must roll under her control factor to maintain control of her robot persona. Most control factor checks are made on a d20 and that is the smallest die that can be used. More difficult CF checks may be made on d30s, d50s or deci-die. If the robot with the CF of 17 were to voluntarily clean up a messy room (assuming it were a janitorial bot), the referee may require a d20 CF check. If the robot were ordered to clean up a room by a charismatic member of its base race and if the orderer was a Mechanic with robotic skill, the robot may have to make a d50 CF check.

Loss of Control: A failed CF check will indicate that the player has temporarily lost control of her persona. This loss of control could be critical to the robot’s survival and CF checks can often be life or death rolls. The duration of the CF failure depends on the type of CF failure that occurred. If the failure occurs during combat then it will last a random number of units determined by the die that tested the robot’s CF. So a robot failing a d50 CF check would become a referee persona robot for d50 units. If the CF check occurs during non-combat then the personal will revert to being a robot for a random number of minutes determined by the die that tested the robot’s CF. So a robot failing a d50 CF check would become a referee persona robot for d50 minutes.

studiostoks. purchased stock illustratrion. Modified HM.

17) Hit Points (HPS)

Hit points for robots work the same way they do for other personas. The major difference is that bots do not go unconscious when they reach zero hit points, nor do they die, nor can they be knocked unconscious nor can they heal their damage. A hit point is a hit point regardless of whether it’s a robot’s or an alien’s or an anthropomorph’s. The difference lies in how losing HPS affects the bot. Old robots never die – they just wear out. This topic is covered under Robotic Damage in this chapter.

Each bot gets one HPS factor per point of CON. An exploration bot (F) with a 20 CON would have 300 HPS and an analog bot (A) with a 4 CON could have between 12 and 16 HPS.

18) Tech Level

The player should roll a Chapter 56 Tech Level for her robot persona. This roll can adjust the wate and value of the robot. A strange tech level could possibly make it more difficult to adapt a robot. The tech level roll can make a robot lighter but it cannot make it any heavier. If no tech level is rolled, the robot is assumed to have a tech level of 10.

19) Adaptability

Only Mechanics can fit peripheral devices onto bots and this is done using the Mechanics’ Performance Tables. The ADAPTABILITY is the percentage added to the Mechanic’s PT roll, thus increasing the mechanic’s chance for success. The Degree of Difficulty of the particular procedure is determined by the ref. Those bots with no adaptability percentage are designed to not be tampered with and instead of a PT roll bonus, the Mechanic suffers a 3 DD penalty.

20) Robot Value

The value of the bot is its base worth relative to all the robot types described. The values indicated are for the basic unit that rolls off the assembly line. The strange peripherals that may have just happened, or are added to the basic robot type, increase the robot’s value. Primary peripherals are worth about 10000 to 60000 each and secondary peripherals about 100000 to 600000 each. The adjustment of the robot’s base value is really up to the referee. Any artifacts that are attached to the robot are tripled in value and added to the robot’s value. Robots that are worth incredible sums of money or have particularly valuable peripherals will often find themselves being greedily pursued by former owners or prospective “buyers”.

Robot Experience

As a bot gains more experience, it begins to solidify and reinforce its individuality and personality. The robot becomes more insane as it gathers data moderated by its own free will. The more individualistic and independent it becomes, the more insane it is. Remember that insanity in a robot does not mean lunacy, just robotic free will. Robots will gain experience by engaging in combat, taking damage and taking more damage.

5% of combat EXP’s can be converted into data that will reinforce the robot’s independent thought. Nothing will increase the robot’s free will more than damage. Robots will earn 20 EXP’s per HPS of damage they take. Increasing a robot’s level will increase its control factor and hence its free will.

Bots cannot acquire experience points for performing functions for which they were designed. A domestic bot will not get experience for cleaning a room but will be rewarded if lucky enough to expose an informative fresco in the process of doing so. A bot with painting skill would not be rewarded for painting a house but would gain experience points for using that same ability to spray paint into the eyes of the opponent. So, novel use of a built-in skill will be rewarded with experience points.

Table 5.26 Robotic Experience

Experience points required to achieve levels for the robot.
Experience PointsExperience Level
310000 point per level above 10th
Experience PointsExperience Level

Robotic Damage

Many of the robot types seem to have enormous HPS totals. This is because they need them. Many attacks such as electrical and disintegrations do double damage and robots cannot repair HPS like other personas. When a robot is hit, any damage it takes is subtracted from its HPS total. Damage to a robot is the same as damage to any other persona. A punch does no less damage to a robot than it does to any other biological life form. The HPS still represents a universal value. This means that a robot will quickly lost HPS and will be unable to heal itself.

The major difference between other personas and robot personas is that robots do not expire upon reaching zero HPS. When a robot’s hit point total drops below zero HPS, it is damaged and not dead. Some random part of the bot has been eroded by some degree. This erosion is represented by a drop in the persona’s attributes, including the HPS total.

Regardless of the fashion in which the robot was damaged, the injured sub-system will be randomly determined. This could roughly be considered the same as a hit location. An attacker could damage a bot’s sensors or power plan without even aiming for that specific part. Each time the robot is reduced to zero HPS, another part is damaged. Robotic death, the fatal malfunction, occurs whenever any of a robot’s attributes is reduced to zero or its HPS max is reduced to zero.

Losing Hit Points: When a robot’s HPS total does drop below zero, the robot has malfunctioned. Damaging a robot reduces its HPS max by ten percent and randomly reduces another attribute. The bot is then returned to full HPS max, less the ten percent. For example: a bot with a total 110 HPS drops below zero; the bot returns to the new HPS maximum – which is less 10% of the previous one – in this case, 99 hit points. This new hit point total is now the bot’s HPS maximum. If this robot were to accumulate more than 99 HPS in damage, it would be damaged again and its new HPS max would be 89. This process of diminishing returns is undergone each time the bot reaches zero HPS total. So the robot’s HPS max would continue to decline 80, 72, 57 etc. until it reaches zero HPS max, at which point it is destroyed.

The easiest way to calculate this is to multiply the robot’s present HPS max by 0.90 and round the result DOWN. Always round the result down.

Losing Attributes: Robots may now seem indestructible. They are tough compared to organic personas but they are far from indestructible. Usually, long before the robot’s HPS max reaches 0, the bot will suffer a fatal malfunction.

It is important to note that bots cannot heal any damage that they take and they slowly or quickly fall apart and break down until their sentience is no longer supported by their machinery. In addition to losing 10% of their HPS max, the bot also has some specific system malfunction. Depending on which system malfunctions, some of the robot’s attributes will be reduced. Whenever any of these attributes is reduced to zero, the robot is irrevocably destroyed.

The robotic part damaged is determined on Table 5.27 Robotic System Malfunction. Every time the robot is reduced to zero hit points a roll is made on Table 5.27 as well as on Table 5.28 Robotic Malfunction Severity.

Table 5.27 Robotic System Malfunction

Determines what breaks when the robots breaks.
Die Roll (d100)System Damaged Attributes Damaged
01-15ArticulationsDEX and AWE
16-25BrainINT; add d6 to CF
26-40Control UnitAll Attributes; add d6 to CF
41-55LocomotionDEX and PSTR
56-69PeripheralsDrop a peripheral
70-75Power PlantPSTR and CON and Duration
76-99SensorsAWE and INT
00Ref's Own Table
Die RollSystem DamagedAttributes Damaged

Table 5.28 Robotic Malfunction Severity

How severely does a malfunction impact the robot's attributes.
Die Roll (d6)SeverityAttribute Penalty
1Lucky0 points
2-5Severe1 point
6Critical2 points
Die RollSeverityAttribute Penalty

Robot Decay Tables

The damaging continues until one of the persona’s attributes reaches zero and the bot dies. How on earth does one keep track of this during combat without having everything grind to a halt. The answer is to pre-roll the effects and create a robot decay table. Consider the following Table 5.29 Robot Decay Table for Sal the Diagnostic Veterinarian Robot. TTL keeps track of the total damage delivered over time. Sal decays until her AWE reaches zero and dies.

Table 5.29 Sal's Robotic Decay

Example of how a robot falls apart and eventually becomes scrap.
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