Example Robots
This section is mostly from the book "Sci-Fi Gear Toolkit" written by Paul “Wiggy” Wade-Williams
Simple robots appear from tech level 7 and become more humanoid like after tech level 9. By tech 12 the humanoid shaped bots can pass as human ( aslan/vargr etc) to the casual observer.
To limit the effect very powerful robots can have on the game play, player's robots may have a maximum of 15 dice levels of Traits ( ie d4=1 level , d6= 2 level etc), 15 dice levels of Skills and 5 Edges (an extra edge may be taken if a major Hinderance is taken). Increases in trait , skills or edges above this limit may be found during game play.
Robots can be built on an Industrial planet of the appropriate Tech level or any Rich Planet above Tech 10. They can also be ordered at any class A or B starport. They will take week to manufacture a non Humanoid or 2 weeks to manufacture a Humanoid robot. There will also be round trip travel time ( transported on a jump 3 vessel) if the order is placed at a planet that cannot build it ( ie You order at a class A starport above a tech 6 world and the nearest appropriate world is a jump 3 away. Time to build would be 3 weeks for a non Humanoid)
The tech level required to buy an attribute or skill is two greater than the dice type ( i.e. an attribute of die 10 can only be purchased at tech 12)
Size
The default robot size is assumed to be that of a human. This doesn't necessarily mean the robot is humanoid, only that its overall dimensions are on a similar line. Robots thus begin with Size +0. You can choose to alter a robot's size, to certain limits.
The size of the robot has little effect other than increasing its Toughness and granting modifiers when targeting it with weapons.
Most of the Edges a robot possesses are represented by computer programs, and size is not a limiter to computing power when it comes to computers. The same applies to attributes-even a Size -2 robot may have a Strength of d10 or higher, though there should be a good reason for this.
Attributes
Robots have five attributes, as any other character or monster. A robot must have at least a d4 in every attribute. As can be seen on the table on page 5 7, each attribute costs $5K up to a d12. After a d12, the cost increases dramatically. Except in very unusual cases, only Strength should be bought over a d12.
All robots have animal-equivalent Smarts (marked (A) on its record sheet. As discussed above, this does not mean it is literally as smart as an animal, or has animal-like cunning, only that it is a machine which follows its programming and does not make decisions based on sentient reasoning.
If you want to create an artificial intelligence robot, you need to pay for the privilege. The cost is based on the robot's Smarts die. When you buy AI, the robot loses its (A) and becomes, in effect, a reasoning, possibly even emotional, being.
Skills
A robot's skills represent his programming. Whether a robot is an artificial intelligence or not determines which skills are available. Certain skills, such as Climbing, naturally assume the robot has the limbs necessary for such an endeavor.
AI: All standard skills. Robots cannot use arcane skills except for Weird Science, assuming you allow it in your setting.
Non-AI: Boating, Climbing, Driving, Fighting, Healing, Intimidation, Investigation, Knowledge, Lock picking, Notice, Piloting, Repair, Shooting, Stealth, Survival, Swimming, Throwing, and Tracking.
Robot Edges
Like other creatures, robots can have Edges. Edges are broken down into standard Edges (those a character could pick) and Monstrous Abilities.
Standard Edges
Robots can use most standard Edges exactly as a character. For the most part these present computer programs rather than prowess or training. Does a robot need to meet the trait requirements? Well, that's up to you and the needs of your setting.
Even if a robot doesn't need to meet the trait requirements, it should still meet the requirement of needing other Edges. For example, you can't buy a robot Improved Level Headed unless you have bought Level Headed first. Yes, it starts getting expensive, but think of it as buying a computer package, and then buying an upgrade which requires the core program to be installed first.
So what Edges can a robot have? In theory, it can have anything, but some of the Edges really don't make sense in terms of a robot having them. Use the following list as a guide as to what a robot can take. Edges marked with an asterisk are may only be taken by AI robots.
The list is presented alphabetically, although "improved" versions follow after the base Edge.
Available Edges: Ace, Alertness, Ambidextrous, Berserk, Block, Improved Block, Brawny, Combat Reflexes, Command*, Connections*, Dodge, Improved Dodge, Fervor*, First Strike, Improved First Strike, Florentine, Frenzy, Improved Frenzy, Giant Killer, Healer, Hold the Line!*, Inspire*, Investigator*, Level Headed, Improved Level Headed, Marksman, Quick, Quick Draw, Rock and Roll!, Scholar, Steady Hands, Sweep, Improved Sweep, Strong Willed*, Thief, Woodsman.
Monstrous Abilities
Monstrous Abilities are another way of a enhancing a robot. Only the following Monstrous Abilities may be taken: Aquatic, Armor, Hardy, Immunity, Infravision, Low Light Vision, Stun, and Wall Walker. All robots automatically have the Construct Ability.
Monstrous Abilities should be described in terms of a robot's type or a physical feature. For instance, Armor can simply be listed as armor, but Wall Walker may be called Magnetic Feet and Immunity (to whatever) as Shielding. The rules remain unchanged, but it adds a little flavor. Some new abilities not found in Savage Worlds, are detailed below.
Hover: Robots may have legs, wheels or tracks. They may also be able to hover. A robot with this ability moves at Pace 6 but can reach a maximum ceiling of 20" with a Climb of 3".
Humanoid Form: The robot is designed to mimic the human form. Depending on your setting, the robot may have a synthetic skin covering. In addition to the standard Edges above, it may also take Acrobat, Attractive, Very Attractive, and Charismatic.
Wild Card: The robot functions as a Wild Card, gaining a Wild Die and wound levels (though as a construct it does not suffer wound penalties).
Weapons
Robots may be deliberately armed with weapons or possess tools with which they can defend themselves (or attack if they have the programming). Standard weapons, be they ballistic weapons, energy weapons, or melee weapons, cost the standard value of the weapon plus an additional $1,000 for installation.
Tools might be large pincers, a wrecking ball, a vibroblade for cutting away metal, a blow torch, a buzzsaw, or just about anything you can imagine. Tools resembling melee weapons inflict Strength damage, but can be augmented to inflict more harm. Tools such as plasma torches or welders inflict 2d6 damage.
A basic technical droid often found on starships assisting the crew. It has short, stubby legs and three arms, one equipped with a welder and the other two with rudimentary pincers for clutching tools.
Cost: 81,000Crr
Attributes: Agility d6, Smarts d8(A), Spirit d6, Strength d8, Vigor d6
Skills: Notice d6, Repair d8
Pace: 6; Parry: 2; Toughness: 4
Special Abilities:
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing
weapons cause half damage.
• Magnetic Feet: An engineer bot can walk up and along metal surfaces at its Pace if the structure will support its weight. It may also run.
• Size -1: Repair bots stand 3-4’ tall.
• Tools: Str.
• Welding Arm: 2d6 damage.
Demolition robots are tall humanoids with a scoop on one hand and a huge wrecking ball on a chain fixed to the other. They are not particularly bright.
Cost: $147,500Cr
Attributes: Agility d6, Smarts d4(A), Spirit d4, Strength d12+4, Vigor d10
Skills: Fighting d6, Notice d4
Pace: 6; Parry: 5; Toughness: 10
Special Abilities:
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing
weapons cause half damage.
• Size +3: Wreckers stand 15’ tall.
• Wrecking Ball: Str+4.
Sentries are spherical robots bristling with sensors. Their main armament is a rapid fire laser rifle.
Cost: 179,300Cr
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d6, Vigor d8
Skills: Notice d8, Shooting d8, Stealth d6
Pace: 0; Parry: 2; Toughness: 7(2)
Special Abilities:
• Armor +2: Additional plating.
• Blaster: Range 30/60/120, Damage 2d6, ROF 3, Shots 48.
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage.
• Fearless: Sentry bots are immune to Fear and Intimidation.
• Hover: Pace 6”; Climb 3”
• Keen Sensors: Sentry bots have the Alertness Edge.
• Sensors: +2 to Notice (this is the Alertness Edge renamed)
• Size –1: Sentry robots are the same size as a basketball.
Pleasure bots exist to serve humans in any way they can and do so without thought of morals or deviancy. They are programmed to exhibit emotions and follow basic topics of conversation, but they are not free-willed constructs. Certain firms will design a pleasure bot to match a photographic image, which has led to several lawsuits from celebrities unwilling to allow their image to be used in this manner. Owning a Pleasure Bot may have a positive or negative effect on your charisma depending on the planetary society.
Cost: 168,000Cr
Attributes: Agility d6, Smarts d6(A), Spirit d6, Strength d6, Vigor d6
Skills: Knowledge (Sexual Techniques) d6, Notice d6
Charisma: +4; Pace: 6; Parry: 2; Toughness: 5
Special Abilities:
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage.
• Humanoid: Pleasure bots resemble humans.
• Very Attractive: Whether “male” or “female,” pleasure bots are coated in synthetic skin designed to appeal to humans. They have +4 Charisma.
Assassins bots are state-ofthe- art machines with artificial intelligence. When fitted with artificial skin, they are virtually indistinguishable from humans. Although robots, their skeleton is plastic, designed to foil metal detectors. This is a basic factory model. It is of course, illegal on all worlds to own an assassin Bot
Cost: 528,000Cr
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Lockpicking d6, Notice d8, Shooting d8, Stealth d8
Charisma: +0; Pace: 6; Parry: 6;
Toughness: 6
Special Abilities:
• Advanced Sensors: Assassin bots have Infravision and Low Light Vision.
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage.
• Fearless: Assassin bots are immune to Fear and Intimidation.
• Humanoid: Assassin bots resemble humans.
• Wild Card: Treat as a Wild Card character.
War droids are bipedal constructs, but due to their skeletal appearance (which is designed to instil fear) cannot be mistaken for humans. Their sole function is to destroy. The price does not include weapons. It is of course, illegal on all worlds to own an assassin Bot except by the Military or Mercenary Companies.
Cost: 241,000Cr
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice d6, Shooting d8
Pace: 6; Parry: 6; Toughness: 9
Special Abilities:
• Advanced Sensors: War droids have Infravision and Low Light Vision.
• Armor +2: Reinforced body.
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage.
• Edges: War droids have the Marksman and Steady Hands Edges.
• Fearless: War droids are immune to Fear and Intimidation.
• Hardy: A second Shaken result does not cause a wound.
Type Cost Notes
Size
Size (negative) 2KCr/step Minimum of -2.
Size (positive) 5KCr/step Maximum of +8.
Attributes
Attributes 5KCr per dice level,
Improved Attributes 15KCr per point over a d12.
Artificial Intelligence 80KCr per dice level of Smarts.
Skills
Skills 2KCr per dice level, to the limit of the governing attribute.
Improved Skills 10KCr per dice over the linked attribute.
Edges
Standard Edges 5KCr/rank Price is based on the required character rank only. A robot need not meet the requirements unless another Edge is required.
Aquatic 20KCr See Savage Worlds.
Armor 15KCr Cost is per +1 Armor. See Savage Worlds.
Burrowing 10KCr See Savage Worlds.
Fearless 10KCr See Savage Worlds.
Hardy 40KCr See Savage Worlds.
Hover 50KCr See notes.
Humanoid 100KCr See notes.
Immunity 10KCr Cost is per Immunity; see Savage Worlds.
Infravision 5KCr See Savage Worlds.
Low Light Vision 5KCr See Savage Worlds.
Stun 10KCr See Savage Worlds.
Wall Walker 5KCr See Savage Worlds.
Wild Card 75 KCr See notes.
Major Hindrance 500Kcr See Savage Worlds
Weapons
Standard Weapon Special Basic cost is equal to the weapon plus 1KCr
Tools (basic) 2KCr
Tools (augmented) $4KCr/point Cost is per point of damage in addition to Strength, to a maximum
of +3.
Equipment
Standard equipment can be installed into a robot if appropriate.
GREEN RULES ARE NOT OFFICIAL!
Characters may become Riggers, able to control robots using computers/devices or their mind. Robots are therefor autonomous, mixed or drones. Autonomous robots must have SMARTS and act as sentient beings, they cannot be controlled directly and use the rules above. Drones are controlled by a Rigger and have limited freedom of action.
A Rigger must have the Robotics skill, and this skill/2 is the number of drones they may be controlling at one time. Unless multi-actions are used (with -2 penalties) a Rigger can only control a single drone fully, the rest go on 'hold' or automatics. Implants/devices may allow for multi-processing.
Drones Smarts will represent automatic functions and programs, this can be used to evaluate the drones actions once committed to a task but lacking direction from a Rigger. Eg: a drone may be attacked whilst standing there, they would make a S roll to trigger the use of their skills to react to the attack.
Drones Spirit is its signal strength and clarity, used to determine if the rigger has a connection to the drone. Wireless control of a drone requires a successful SP roll each time you like to it. This connectivity is generally limited to the drones SP/2+2 mile radius, but may be reduced by blocking terrain or features. Signal boosters can be installed.
Drones must have a Rigger Adaption built into them, this generally costs 2% of the vehicle if added later, and can include a fibre optic, laser and wireless connection. The Rigger Adaption puts in all the automatics required for remote control of the drone.
The drone the rigger is running will use the drones trait scores for ST, VG, SP and AG but the Riggers SM. Skill levels used will be the Riggers with the priviso that any skill exceeding the drones appropriate trait will be at -1 per level over. The rigger may elect to use a lowered skill level to stay within range. This represents the drones physical build limitations.
Eg Drone has AG d6, Rigger has fighting d12. The rigger could use d12-3 or d6.
To gain the use of their wild dice (the riggers) the drone must have the Edge: Wild Card.
There are a couple of different types of attacks and accordingly some new defences that may be used in the game, especially vs robots and drones. The new attack modes are EMP (electro-magnetic pulses) and EWF (electronic warfare). These are both resisted by Integrity (SP) as the applicable defence. EMP and EWF does not recognise its targets, it will impact ANY Tech, Robot or Drone within its field of effect.
EMP
EMPs are essentially electro-magnetic bombs and are treated in a similar fashion to the spell Burst, except that it uses a template and affects ALL electronics. EMPs are basically a bomb type of device using Power as their damage vs the robot/techs toughness. Shielding and Hardening can be used to protect against EMPs. Defaut tech will generally have a Toughness of 4.
Compare the EMPs damage to the tech toughness and determine wounds. A stun result will effect Robots the same as humans, devices will stop working whilst they are stunned. Wounds will break things, a single wound will disable non-wildcards so they stop working, but a repair roll that gets a raise may bring it back online. More than a single wound permanently breaks tech.
EWF (Jamming)
EWF is a constant assault on the communications systems of a mech, particularly attacking autonomous drones or wirelessly controlled devices.
EWF can be resisted by increasing the strength of particular abilities (SP), by taking some edges and by circumventing it (by using lasers or wires for example instead of wireless). Nanites are considered to be similar to wireless systems.
Jamming: an effective way to restrict wireless usage is jamming. Jamming will do two things, reduce range of signal and block the signal. All Jammers will come with a signal strength rating of a dice type. The dice will be compared to the drones SP value to determine the effects.
All jammers have the effect of reducing effective range. Reduce the SP of the drone by one level for each level of the jammer but include d2 as a level, representing short line of sight (SPx10 squares). SO a drone with SP d6 in the area of a jammer of strength d6 would operate at d2. If reduced to d0 then the signal is reduced to a large burst template range.
Jammers may also block a signal outright, when the drone enters the field of the jammer for the first time make a contest between the SP of the drone and the Jammer. Consult the following table for the effect
When a drone goes to automatics (because of loss of signal) the GM will make a SMs roll for the drone to determine its actions. The Rigger will also make a Robotics roll to determine the degree of pre-programming they did. Consult the following table.
If a drone goes 'wild' it basically does what the GM wants it to do, in the worst possible light for the controller.
A drone acting defensively will take pre-cautions appropriate to the mission, the GM may accept an opinion from the rigger about what they would like to happen, but it should always be less then they want.
A proceed as planned means the drone continues under the Riggers orders, but will require a new SM's roll each time a major decision is required, keeping the original Robotics roll.
Wire and Laser Comms
To avoid jamming you might use a fibre optic wire or laser communications. These have inherent limitations, the length of the wire and line of sight for the laser, but they cannot be jammed. They can be broken or blocked however.
At TL 14 or higher other forms of communication may become available, such as tacyon beams, psi links and gravity waves.
Type Cost Notes
Tech Level: SM limit
9 1.5x price d6
10-11 1x price d8
12-13 3/4x price d10
14 2/3 price d12
15 1/2 price
Size
Size (negative) Minimum of -4
Micro (Beetle) -4 (d4) 1/8 price, Mini (Mouse) -3 (d6)1/4 price, Tiny (cat) -2 (d8) 1/2 price, Small (child/large dog)-1 (d10) 2/3rds price.
Size limits ST as indicated. Toughness is reduced by negative Size.
Size (positive) 5KCr/step Maximum of +8.
Attributes
Drones are cheaper because they do not assume a need for humanisation, they are simply machines.
Attributes 4KCr/die The cost is per die, to a maximum of d12.
Improved Attributes 10KCr/point Cost is per point over a d12. There is no maximum limit.
Skills
Skills 2KCr/die Per die, to the limit of the governing attribute.
Improved Skills 10KCr/die Per die over the linked attribute.
Edges
Standard Edges 5KCr/rank Price is based on the required character rank only. A robot need not meet the requirements unless another Edge is required. See notes. Some edges may be modified by Size if appropriate.
Aquatic 20KCr/Size See Savage Worlds.
Armor 10KCr Cost is per +1 Armor/Size. See Savage Worlds. (This is physical armour for combat, it has no effect on EMP and EWF).
Burrowing 20KCr/Size See Savage Worlds.
Fearless 10KCr See Savage Worlds.
Hardy 40KCr See Savage Worlds.
Hover 20KCr/Size See notes.
Humanoid 100KCr See notes.
Immunity 10KCr Cost is per Immunity; see Savage Worlds.
Infravision 5KCr See Savage Worlds.
Low Light Vision 5KCr See Savage Worlds.
Stun 10KCr See Savage Worlds. Min size -1.
Wall Walker 10KCr/Size See Savage Worlds.
Wild Card 75KCr/Size See notes.
Drones of Size -1 or larger come with a single weapon mount, extra may be added by edge. Drones of Size -2 can carry a pistol sized weapon. Smaller drones cannot carry any weapons.
Tools (basic) 2KCr
Tools (augmented) $4KCr/point Cost is per point of damage in addition to Strength, to a maximum of +3. Apply Size as a mod also to damage.
Equipment
Standard equipment can be installed into a robot if appropriate.
Eg
Shiawise Kanmushi: four legged wall crawler micro-drone with video and sound, able to penetrate secure areas.
Cost: 4K Cr
Attributes: Agility d6, Smarts d4(D), Spirit d6(D), Strength d4, Vigor d4 21K)
Skills: Notice d4, Stealth d6, Climb d4 (8K)
Pace: 6; Parry: 2; Toughness: 1 Size: -4 TL 10 (x1)
Special Abilities:
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing
weapons cause half damage.
• Wall Walker, +2 to climb rolls (2.5K)
• Size -4 (1/4 price) Stealth +2
Video and Sound (0.5K)
GM-Nissan Doberman: security crawler
Cost: 42K Cr
Attributes: Agility d6, Smarts d6(D), Spirit d6(D), Strength d6, Vigor d6 (30K)
Skills: Notice d6, Shoot d6 (8K)
Pace: 8; Parry: 2; Toughness: 2+3-1+2 Size: -1 TL 10 (x1)
Special Abilities:
• Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing
weapons cause half damage.
Armour +2 (20K)
Size -1 Small, price x2/3
Video and Sound (0.5K)
LMG mounted. (1K)
Fleet Footed (5K)
Hindrances basically reduce the cost of the drone.
Weak Integrity (Minor)(Mech)
The mech has -1 to all SM&SP rolls, save 10%
Nakid wiring (Minor/Major)(Mech)
The mech suffers -1 (-2 for Major) to all rolls to resist EMP attacks, save 10/20%
Weakened Signal (Minor/Major)(Mech)
The mech suffers -1 (-2 for Major) to resist all EWF attacks, save 10/20%
Hard Laws (Major)(Mech)
You have been programmed with the Three Laws as essential components of your nature, you follow them to the letter. This Hindrance is only available in games where significant numbers of humans remain alive, such as the Moon Is A Harsh Mistress. Breaking a Law, even by accident, will cause a flaw to manifest in your systems that inflicts a -1 to ALL rolls each time you break a Law. Purging the breach is up to the GM to decide. No saving, might keep you alive.
New Edges
Integrity (Mech)
The mech gains +1 to their SM&SP rolls. Improved version adds +2. Cost 150%/200%
Naturally Hardened (Mech)
The mech gains +1 to toughness to resist all EMP attacks. Improved version will add +2. Cost 120%/140%
Boosted Signal (Mech)
The mech gains +1 to resist all EWF attacks. Improved version will add +2. Cost 120%/140%
Boosted Power (Mech)
The Mech may carry extra SPP instead of the default one. Limited to Size+5. 5KCr@.
Extra Hard Point (Mech)
The mech may increase its Hard Points trait by +1, above their default. Limited to Size additions. 5KCr@ plus the weapon. HW use 2 mounts each.
New Drive System (Mech)
The mech upgrades it propulsion system to one of the more advanced options, as listed below.
Mobility Options
When a Mobility edge is taken it becomes a mode you can adopt, and you can switch between the modes if you wish. Normally this will take 10 minutes to achieve, but the Transformer edge can be taken allowing you to transform using an action.
When a new drive system edge is taken you may chose one of the following:
+1 Terrain (Run d6)
+1 Stability, +1 Grip (Run d4)
+1 Stability (Run d8)
Tracked (Mv:4): 4KCr/Size
+1 stability (Run: d6) Terr: +1 Grip: +1
Half tracked (Mv:5): 4KCr/Size
+1 stability (Run: d8) Terr: 0 Grip: +1
Wheels 4KCr/Size
2 Wheels (Bike), Mv: 10 Run: d10 Stab: -1 Terr: +1 Grip: -1
4 Wheels: Mv: 8 Run: d10 Stab: 0 Terr: +1 Grip: 0
6 Wheels: Mv: 8 Run: d10 Stab: +1 Terr: 0 Grip: 0
8 Wheels - Mv: 6 Run: d8 Stab: +2 Terr: -1 Grip: +1
12 Wheels (articulated) - Mv: 6 Run: d6 Stab: +2 Terr: -2 Grip: +2
Multiped (Mv: 6) (TL10+) 8KCr/Size
Articulated, Mv: d6 Run: d6 Stab +1 Terr: +1 Grip +1
Flyer/VTOL/Glider (TL10+) 20KCr/Size
As Fly spell. Only in an atmosphere.
Rockets (TL11+) 40KCr/Size
As Fly spell, double power costs, but can be used anywhere.
Digger/Burrow (TL12+) 20KCr/Size
As Burrow spell, same power costs for a basic mech, but may increase based on size (+1 power per +1 size).
Teleport/Blink (TL14+) 50KCr/Size
(LOS) As teleport spell but limited to LOS.
Shifter (pass through)/Phaser (TL15+) 80KCr/Size
(1-2-3-4) (d10) Shifter (pass through)/Phaser –starting adjacent, may pass through one obstacle upto one square in width, to appear on the far side.
Transformer (Mech)(TL12+) 80KCr/Size
You are able to shift from one Mobility mode to another as part of a single action, no movement is allowed. If an opponent is within melee range of you this change will trigger an opportunity attack as if you had left combat with them.
Att