Drones in SAVAGEPUNK count as hardy extras. They have Attributes, Skills, Toughness, and the equivalent of Cyberware (it's not considered Cyberware for the drone, so there is no Strain).
All Drones are controlled via the Vehicle Control Interface (or VCI). Each drone takes up Control Slots in the VCI equal to the number of slots listed in the drone's description. Switching between drones controlled by your VCI is a free action.
Depending on the Drone's locomotive function, the skill used to control the drone in Pilot mode is either Boating, Driving, or Piloting. The handling statistic from Vehicles is also used for both drones and golemmechs (see Vehicles).
All drones share the following Special Abilities:
No Core Skills: Drones do not receive Core Skills and all skills must be bought at d4.
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Firewall: 4
Hardy: Drones do not suffer a Wound from being Shaken twice.
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Golemmechs are the scariest war machines in the solar system, and are personal combat vehicles for drone jockeys that are built using the rules for drones. Removing the drone brain and adding the cockpit makes the cost of a drone and a golemmech the same.
Golemmechs possess the following special qualities:
Chassis/Motive Type: Light Golemmechs are limited to the Very Large chassis and Heavy Golemmechs are limited to the Extra Large chassis. Both chassis are limited to Bipedal or Quad Legs only.
Cockpit: Adds Cockpit for Drone Jockey. Jockey can try to Eject before golemmech is Incapacitated with Driving (-4, no penalty if On Hold). If they fail, they are stuck in the cockpit and must be cut out.
Control: Only capable of Pilot mode. Drone Jockeys control with VCI using the Driving skill.
Golemmech: Suffers -1 per Size to Stealth checks. They move like a character, with listed Pace; Top speed is provided for Chase and logistics concerns. If a golemmech goes Out of Control then it falls, causing Xd6 damage to itself and anything it lands on, where X is the Size of the golemmech. Parry is 2 + half Driving.
Hostile Environment Protection: While within the cockpit, provides the drone jockey with immunity to toxins and airborne poisons and contagions.
Special Abilities: Possesses all of the Special Abilities and Weaknesses of drones, except for Fearless.
Drones have two different operational modes: Basic and Pilot. Golemmechs are only used in Pilot mode.
Commands are sent to the drone without requiring the full attention of the jockey.
Drones are only able to follow basic commands (Go Here, Shoot at enemies, etc).
Drones act on the jockey's initiative and benefit from any Leadership edges the jockey has.
A drone in Basic Mode uses its own skills and attributes when making Trait rolls and has no Wild Die.
In Pilot Mode, the jockey's full attention is on the drone. Due to the higher level of neural traffic, jockeys who attempt anything that is not in Pilot mode are at a -2 penalty.
Jockeys may only have a single drone in pilot mode at a time
Drone uses the jockey's Smarts and Spirit attribute while retaining its own Agility, Strength, and Vigor.
Skill rolls are made by using the higher skill of the jockey or drone, with the Wild die.
Jockeys use Boating (for aquatic drones), Driving (for drones with legs, tracks, or wheels), and Piloting (for flying drones)
The drone suffers any penalties (Wound, Fatigue) that the jockey is suffering.
If the drone is Incapacitated, the jockey is automatically Shaken and must make a Vigor roll or suffer a wound from backlash.
A drone or golemmech that suffers enough damage may be Shaken. Due to the direct interface between a drone or golemmech in pilot mode, both share the same Shaken status. A drone in Basic Mode uses the drone's Spirit die and modifiers to become Unshaken.
Incapacitation does not necessarily mean a drone or golemmech is destroyed. After combat ends, the operator makes a Vigor roll using the drone's Vigor.
Failure indicates the drone or golemmech is heavily damaged and beyond repair.
Success indicates the drone or golemmech is heavily damaged and requires repairs before it is functional again. This typically requires a shop, tools, spare parts worth 1/4 of what the drone or golemmech costs, 1d4 hours of work, and a successful Repair roll.
A raise indicates the drone or golemmech has suffered only minor damage and may be repaired in the field, requiring tools, ten minutes of work, and a successful Repair roll.
Drones and Golemmechs are built like Extras in Savage Worlds. The size of the drone or golemmech you purchase determines how many points you receive to buy its Attributes and Skills, it's base cost, and how many Control Slots on your VCI it takes to operate.
To build a drone or golemmech, take the size and multiply it by the motive system. Then add on any improvements. After that, assign attributes and skills following the rules for character creation in Savage Worlds.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength 1, Vigor d4
Skills: Hacking d6, Notice d8, Stealth d8
Pace: 4"; Parry: 2; Toughness: 0(0); Firewall: 4; Control: 1
Special Abilities:
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Hardy: Drones do not suffer a Wound from being Shaken twice.
Size -4 (Tiny): Eye Spy is about the size of a baseball.
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Wall Walker: Able to traverse vertical and inverse surfaces at 1/2 Pace
Cost: $800
Design Notes: Tiny, Wheels, Advanced Optics, Wall Walker
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Notice d8, Shooting d6, Stealth d8
Pace: 0 (16" Flight); Parry: 2; Toughness: 8(4); Firewall: 4; Control: 1
Weapon:
Magnetic Pistol: Range: 12/24/48, Damage: 2d6, ROF 1, AP 1
Special Abilities:
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
Armor: +4 Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Flight: Pace 12"
Hardy: Drones do not suffer a Wound from being Shaken twice.
Size -2 (Small): Reconnaissance Drones are about the size of a bobcat
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: $3,350
Design Notes: Small, Flight/VTOL, Advanced Optics, Armor Plating x2, Increased Pace x3, Weapon Mount, Magnetic Pistol
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Notice d6, Shooting d8
Pace: 8; Parry: 2; Toughness: 16(8); Firewall: 4; Control: 2
Weapon:
Heavy Magnetic MG: Range: 50/100/200, Damage: 2d10, ROF 3, AP 6
Special Abilities:
Armor: +8 Heavy Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Hardy: Drones do not suffer a Wound from being Shaken twice.
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Size 2: The Guardian is about the size of a large horse.
Cost: $10,850
Design Notes: Very Large, Legs (Quad), Skill Point x2, Armor Plating x4, Heavy Armor, Increased Pace x1, Heavy Weapon Mount, Magnetic HMG
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Demolitions d6, Electronics d6, Notice d6, Repair d6
Pace: 6; Parry: 2; Toughness: 11(4); Firewall: 4; Control: 1
Special Abilities:
Armor: +4 Armor
Bomb Disposal: Sealed compartment to store unexploded ordinances; counts as Toughness 11, Heavy Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Hardy: Drones do not suffer a Wound from being Shaken twice.
Integral Toolkit: Gain a Toolkit of your choice from Medical, Mechanical, or Electronic.
Manipulator Arm: Capable of interacting with the environment
Sensor Suite: +4 Notice to detect Strong Chemicals and Radiation to 500 yards
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: $4,450
Design Notes: Medium, Tracked, Attribute x2, Skill Point x2, Manipulator Arm, Armor Plating x2, Integral Toolkit, Bomb Disposal, Sensor Suite x2
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Notice d6, Shooting d8+1, Stealth d6
Pace: 0 (26" Flight); Parry: 2; Toughness: 9(4); Firewall: 6; Control: 2
Weapon:
Dual Linked Magnetic SMGs: Range: 12/24/48, Damage: 2d6+2, ROF 4, AP 1
Special Abilities:
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
Armor: +4 Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Flight: Pace 18"
Hardy: Drones do not suffer a Wound from being Shaken twice.
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: $9,950
Design Notes: Large, Flight/VTOL, Conversion x2, Skill Point x4, Armor Plating x2, Advanced Optics, Increase Pace x8, Improved Firewall x2, Linked Weapons, Weapon Mount x2, Magnetic SMGs x2
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Notice d6, Shooting d6+1, Stealth d6
Pace: 0 (10" Swim); Parry: 2; Toughness: 10(4); Firewall: 4; Control: 2
Weapon:
Magnetic Grenade Launcher: Range: 24/48/96, Damage: 2d6+2, SBT, ROF 1
Special Abilities:
Armor: +4 Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Hardy: Drones do not suffer a Wound from being Shaken twice.
Sonar: For Aquatic vehicles, +2 to audio based Notice rolls and ignores lighting penalties.
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: $7,150
Design Notes: Large, Aquatic, Conversion x1, Skill Point x4, Armor Plating x2, Sonar, Manipulator Arms x2, Weapon Mount, Increased Pace
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Pace: 12"; Parry: 6, Toughness: 9(4); Firewall: 4; Control: 2
Weapon:
Claw: Str+d6, +1d8 damage on Raise.
Special Abilities:
Armor: +4 Armor
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Frenzy: May make two Fight attacks without Multi-Action Penalty.
Hardy: Drones do not suffer a Wound from being Shaken twice.
JUMP System: Adds 6" of vertical distance to a jump.
Manipulator Arms: Two arms to interact with the environment
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: $8,200
Design Notes: Large, Legs (Bipedal), Skill Point x7, Increase Pace x3, JUMP System, Armor Plating x2, Advanced Optics, Manipulator Arm x2, Weapon Mount x2, Power Blade x2, Combat Edge
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Shooting d8, Notice d6,
Pace: 6"; Parry: 5, Toughness: 10(4); Firewall: 6; Control: 2
Weapons:
Twin Magnetic Pistols: Range: 12/24/48, Damage: 2d6, ROF 1, AP1
Special Abilities:
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
Armor: +4 Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Hardy: Drones do not suffer a Wound from being Shaken twice.
Improved Firewall: +2 Firewall
Manipulator Arms: Two arms to interact with the environment
Two Gun Kid: May make two Shooting attacks without Multi-Action Penalty.
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: $7,150
Design Notes: Large, Legs (Bipedal), Skill Point x3, Armor Plating x2, Advanced Optics, Manipulator Arm x2, Weapon Mount x2, Magnetic Pistols x2, Combat Edge, Improved Firewall 2
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d12+1
Skills: Intimidation d8, Notice d8, Shooting d10+2
Pace: 6"; Parry: 2, Toughness: 17(8); Firewall: 6; Control: 2
Weapons:
Dual Linked Heavy MMG: Range: 50/100/200, Damage: 2d12+2, ROF 3, AP 4, Laser/Red Dot Sight
Magnetic Shotgun: Range: 12/24/48, Damage: 1-3d6, ROF 1, Laser/Red Dot Sight
Special Abilities:
Armor: +8 Heavy Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Fearless: Drones are immune to Fear and Intimidation
Flood Light: Dual 360 degree floodlights illuminate up to 20"
Improved Firewall: +2 Firewall
Hardy: Drones do not suffer a Wound from being Shaken twice.
Resilient: +2 Wounds
Sensor Suite: +4 Notice to detect Sound and Motion to 500 yards
Size 4 (Large): +1 Wound
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: $20,650
Design Notes: Extra Large, Legs (Bipedal), Attribute Point x2, Skill Point x5, Armor Plating x4, Heavy Armor, Weapon Mount x3, Sensor Suite (Sound and Motion), Linked Weapon, Magnetic HMG x2, Magnetic Shotgun, Laser/Red Dot Sight x2, Improved Firewall 2, Resilient x2
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d12
Skills: Electronics d8, Notice d8, Shooting d10
Pace: 6"; Parry: 2+1/2 Driving, Toughness: 16(8); Firewall: 4; Control: 1
Weapons:
Heavy Laser Gatling Guns x2 (Imp. Stabilizer): Range 50/100/200, Damage 4d6+4, AP 2, RoF 4
Heavy Magnetic Sniper Rifle (Stabilizer): Range 50/100/200, Damage 2d8+2, AP4, RoF 1
Special Abilities:
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
Armor: +8 Heavy Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Hardy: Drones do not suffer a Wound from being Shaken twice.
Size 2
Resilient: +1 Wound
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: 23,550
Design Notes: Very Large, Legs (Bipedal), Armor Plating x4, Improved Control, Conversion, Skill Point x6, Heavy Armor, Advanced Optics, Heavy Weapon Mount x3, Level 2 Stabilizer x2, Level 1 Stabilizer x1, Resilient Heavy Laser Gatling Guns x2, Heavy Sniper Rifle
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d12+1
Skills: Driving d8, Notice d8, Shooting d10+2
Pace: 8"; Parry: 6, Toughness: 29(20); Firewall: 4; Control: 2
Weapons:
Vehicular Heavy Laser (Imp. Stabilizer): Range 60/120/240, Damage 3d6, AP 8, ROF 3
Vehicular Heavy MMG (Stabilizer) x2: Range 50/100/200, Damage 2d12, AP 10, ROF 3
Vehicular Missile Launcher x12: Range 150/300/600, Damage 5d10, AP 40, Blast MBT, ROF 1
Special Abilities:
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
AMCM: +2 to Driving to evade missiles.
Armor: +20 Heavy Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Improved Firewall: +2 Firewall
Hardy: Drones do not suffer a Wound from being Shaken twice.
Resilient: +1 Wound
Size 4 (Large): +1 Wound
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: 7.326M
Design Notes: Extra Large, Legs (Bipedal), AMCM, Heavy Armor, Advanced Optics, Attribute Point x2, Skill Point x5, Armor Plating x10, Vehicular Weapon Mount x15, Resilient x1, Increased Pace x2, Stabilizer Lvl 1 2x, Stabilizer Lvl 2 , Vehicular Heavy Laser, Vehicular Heavy Magnetic MG x2, Vehicular Missile Launchers x12
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Electronics d6, Notice d8, Shooting d8+2
Pace: 6"; Parry: 2+1/2 Driving, Toughness: 22(12); Firewall: 5; Control: 2
Weapons:
Dual Linked Heavy MMG x2: Range: 50/100/200, Damage: 2d10+2, ROF 3, AP 10
Vehicular Missile Launcher x8: Range 150/300/600, Damage 5d10, AP 40, Blast MBT, ROF 1
Special Abilities:
Advanced Optics: Telescopic, low light, and thermal vision. Adds +2 to sight-based notice rolls and ignores lighting penalties.
AMCM: +2 to Driving to evade missiles.
Armor: +12 Heavy Sloped Armor
Construct: +2 to recover from being Shaken; immune to poison, disease, and suffocation; no additional damage from Called Shots
Improved Firewall: +1 Firewall
Hardy: Drones do not suffer a Wound from being Shaken twice.
Size 4 (Large): +1 Wound
Weakness (Electricity): Drones suffer +4 damage from electrical attacks
Cost: 4.871M
Design Notes: Extra Large, Legs (Quad), AMCM, Heavy Armor, Advanced Optics, Skill Point x6, Armor Plating x6, Heavy Weapon Mount x4, Linked Weapons x2, Vehicular Weapon Mount x8, Improved Firewall, Sloped Armor, Heavy Magnetic MG x4, Vehicular Missile Launchers x8