Mongoose Traveller Robot guide's page

No posts. Alias of Ancient Dragon Master.


About Mongoose Traveller Robot guide

Basic Frame:

Determine starting credits
Buy hardware
Frame
Manipulators
Transportation
Communication
Input
Output
Computer
CPU
Memory
Optional: Armour, gadgets and weapons
Buy Software
Ego
Skills
Optional: Applications

Starting Credits : Currently 4 terms (May adjust later) -> 90,000 credits

Options for Basic Frame :

Size : 1 to 5 (1 = mouse, 2= cat, 3 = human, 4 = cow, 5 = Elephant)
It's strongly suggested to be 2 to 4, or you will have major problems.
I'll only list the rest of the stats for 2/3/4 size frames.

Slots : Based on size (6/10/16)
Armour : Based on size (1/3/6)
Hull : Based on size (2/3/4) (equivalent of End for Bots)
Structure : Based on size (1/2/4)
Mass : Based on size (15/120/600) in kg
Cost : Based on Size (3000/5000/10000)

Orientation : Tall (Humanoid) or Long (Quadruped), Both versions can be made Anthromorphic (Tall looking human/aslan/etc or long looking like a dog/pony/etc).

Each Frame can have Units added to it, to hold more equipment. One common use for this is to make a Head (people get freaked out talking to a headless human shaped bot for example). Heads are generally 2 sizes smaller than the base frame (or size 1 if frame is size 2, size 1 frames can't have heads that look normal)

Unit : 1/2/3/4/5

Slots : 2/4/6/10/16
Armour : -/-/-/+1/+1
Hull : +1 all sizes
Structure : +1 all sizes
Mass : 1/7/60/300/1000
Cost : 100/500/1000/2000/5000

Tube Frame : Flexible or segmented body, rather than a fixed rigid frame (think catapiller frames or snakes)

Size : 2/3/4
Slots : Based on size (4/8/12)
Armour : Based on size (1/4/6)
Hull : Based on size (2/3/4) (equivalent of End for Bots)
Structure : Based on size (2/3/5)
Speed : 3/4/5 (meters per action)
Mass : Based on size (10/80/400) in kg
Cost : Based on Size (4000/6000/12000)

Frame Options :
Aerodynamic - Increase air and water speed by 10%, price +50%
Artistic - Increases the robots SOC by +1 (if applicable), price +10%
Divider - Robot can break down into smaller components, but each unit must have it's own computer. Increase price by +20%. How many components depends on size (1 can't break down, 2 can break down into 2 size 1's, 3 can break down into 2 size 2's or 4 size 1's, etc).
Floating - Robot floats in water and other dense liquids. Price +20%
Hardwearing - Withstands wear and tear of harsh environments. Price +50%
Light - Frame is constructed of extra light materials, making it lighter. Mass -50%, price +20%
Reconfiguring - Robot can transform from one frame type to another (tall to long to weapon etc). The frame can reduce it's size by 1. It gains all the benefits and drawbacks of the new form (although not the changes in basic statistics like armour etc). +5000 credits per alternate form.
Sealed - Sealed frames prevent water or gas from getting into frame. Price +10%
Strong - Hull is much harder to damage than normal, +2 Hull and price +50%


Manipulators:

Manipulators are the hands of the robot. They can be used as weapons, but the primary purpose is to lift, move and manipulate. They are often far more accurate and fine than even the best human can manage.

Manipulator sizes are only recommended, any size manipulator can be mounted to any robot, as long as it has the str to carry it and the power to power it. However, for every size the manipulator exceeds the size of the robot, the robot loses 2 points of dexterity. For example, a size 2 robot equipped with size 4 hands would have a basic dex score of 4.

Arms - Robotic arms consist of a series of segments ending with mechanical hands.

Size : 1/2/3/4/5
Slots : 1/2/4/6/10
STR : 4/8/12/16/24
DEX : 6/8/10/8/6
Slam Damage : 1d6/1d6/2d6/2d6*/3d6**
Mass : -/1/2/15/60 (in kg)
Cost : 500/1000/2000/3000/3500
*Close Range **Short Range

Tendrils - A tendril is a long manipulator made from a tough but flexible tube. The tube splits in the end to create a narrow hand with long sharp digits. Tendrils are slightly less effective at making fine manipulators (-1 DM to all checks that require precise movemetns). Tendril manipulators are capable of terrifying speeds, making them formidable weapons.

Size : 1/2/3/4/5
Slots : 1/2/4/6/10
STR : 2/4/8/12/20
DEX : 8/12/16/12/8
Slam Damage : 2d6/2d6/3d6*/3d6**/4d6***
Mass : -/1/2/10/40
Cost : 1000/1500/3000/4000/6000
*Close Range **Short Range ***Medium Range

OPTIONS :
Extending - The manipulator is mounted on a telescoping platform and can double it's range at the expense of losing one STR and one DEX per point of size. +50%

Hydraulic* - Hydraulic arms use pressurised liquid to create motion. They gain +4 Str and -2 Dex. +1,500 Credits

Magnetorestrictive - These manipulators use minute magnetic fields to achieve fine precision. These manipulators receive +4 DEX, -2 Str, and +1 DM to all precise checks. +1,500 Credtis

Mechatronic* - The arm has microchips at each segment, dedicated to recalculating motion based on current feedback. This increases arm precision. +2 DEX, +1000 Credits

Retracting - The manipulator is conscealed in the body of the robot. It can be extended or retracted as a minor action. +500 credits

Rocket Fist - The manipulator is equipped with a rocket propelled tip which can be launched at enemies. This casuses the same damage as the normal slam + 2 points of damage. Unless destroyed, it can be re-equipped as a Significant Action. If eqiupped with explosives, add explosive damage to the damage on a hit, and the manipulator is destroyed. This increases the limb cost by 20%. A new fist costs 10% of the manipulator's base price.

*These options are mutually exclusive.


Transportation:

Anti-Grav : Antigrav units allow the robot to move in 3 dimensions, flying or floating as needed. Placing it into the Frame further protects the unit from damage. The robot must have sufficient lift to cover it's entire body. Robots designed to break down must have one unit per broken down component if all are to fly. If not, then only a number of units equal to the anti-grav count can fly. An Anti-grav is considered Equipment, so it's slot rating is how many slots it takes up, not how many it has.

TL 11, slots 6, Lift 300 kg, speed 80kph, mass 25 kg, Cost 3000

Legs, Erect - The erect legs resemble one to three metre
high chicken legs. They make the robot significantly taller,
improving its line of sight and giving it combat advantages that
come from a higher position. The price listed in the table is for each leg. Leg Slots are similar to arm slots, which allow additional equipment to be added.

TL 8 All
Size : 1/2/3/4/5
Slots : 1/2/4/5/6
Lift : 10/25/100/500/1000 kgs
Speed : 6/12/60/120/80 kph
Mass : 1*/3*/15*30*100* kgs
Cost : 100/250/500/1000/1500

Legs, Sprawling - Legs, sprawling: Sprawling legs resemble segmented spider feet. Their main advantages are excellent all terrain capability and increased stability. All movement penalties to ranged attacks are halved. Difficult terrain decreases speed by a quarter instead of by half. This advantage stacks with the long and tube frames’ ‘Increased Stability’ quality. The price listed in the table is for each leg. Leg Slots are similar to arm slots, which allow additional equipment to be added.

TL 9 All
Size : 1/2/3/4/5
Slots : 0.5/1/2/2/3
Lift : 5kg/10/50/250/400 kgs
Speed : 4/8/40/80/40 kph
Mass : 0.5*/1*/2*/5*/15*
Cost : 100/250/500/1000/1500

Rotors - This archaic system is very rarely used at higher tech levels. It is slow and vulnerable to poor flight conditions and enemy fire. Its only advantages are a low price and the capacity to be used as a weapon on rare occasions. Rotors installed specifically to be used as weapons are sometimes sadistically referred to as ‘lawn mowers’ or ‘meat grinders’. Rotors used only as weapons are 20% cheaper because they do not have to be aerodynamic. Rotors are equipment, not limbs, and take up slots.

TL 5 All
Size : 1/2/3/4/5
Slots : 1/2/3/3/3
Lift : 5/50/300/1000/10000 kgs
Speed : 50/100/300/400/400 kph
Mass : 0.5**/1**/30**/100**/500** kgs
Cost : 500/1000/1500/3000/10000

Screw Propellers - screw propeller is a device similar to rotors that uses mechanical motions to propel the robot in water. Screw Propellers are equipment, not limbs, and take up slots.

TL 5 All
Size : 1/2/3/4/5
Slots : 1/1/2/2/3
Lift : 5/30/150/700/3000 kgs
Speed : 5/15/45/70/150 kph
Mass : 10/12/15/127/250
Cost : 200/500/700/1500/4000

Tracks - Tracks offer perfect all terrain capability and increased manoeuvrability at the expense of speed. Excluding some extreme environments, a tracked robot treats all terrain types as easy. In addition, due to their durability and excellent grasp of the ground, tracks grant +2 to the robot’s effective strength score when performing tasks that involve pushing or pulling objects. The same durability also contributes to protecting the robot’s frame, increasing its armour by two. The price listed in the table is for half a metre of tracks. Tracks are considered Equipment, not limbs.

Tracks : TL 5, Slots 1, Lift 50kg, speed 60kph, mass 1000 kg, cost 500

Water Jet - This is a much quicker and more powerful aquatic transportation system than the screw propeller. It works by pumping water and expelling it under very high pressure, propelling the robot in the opposite direction. Water jets are equipment, not limbs.

TL 7 All
Size : 1/2/3/4/5
Slots : 2/2/3/3/4
Lift : 7/50/250/1000/5000 kg
Speed : 10/30/90/150/300 kph
Mass : 1/2/50/200/1000 kg
Cost : 500/1000/1500/4000/8000

Wheels - Wheels are the fastest land-based transportation system. However, they offer no protection against difficult terrain and changing direction by 180 degrees requires a significant action during which the robot must drive in a wide arc at least as long as half its current speed. A successful Difficult Drive check enables the robot to change direction by 180 degrees without making the arc, however failure on this check results in an overturn and potential damage to the robot and its allies. The tyres used for robot wheels are monolithic, which cancels the risk of punchers and flat tyres. The price listed in the table is for a pair of wheels. Wheels are equipment, not limbs.

TL 4, Slots 1, lift 100 kg, speed 150 mph, mass 200 kg, cost 100

Note, wheels can be built as a 'monowheel'. Monowheels cost four times normal, and a robot can only have one monowheel. To increase the lift of the monowheel, double the mass and cost (including the x4). For example, a monowheel robot with a lift of 300 kgs would have a mass of 600 kgs and cost of 1200 for it's drive train. (Reconfiguring robots have segmented wheels that can reconfigure to smaller versions). Speed is doubled on roads and other smooth surfaces and +2 DM to change directions. Off road the robot has a -2 DM to change direction. Monowheels are never protected by armor, although the robot itself can be inside the monowheel.

Wings, flapping: Flapping wings offer an affordable compromise between the speed of the fixed wings and the manoeuvrability of the rotors. Like the rotors, they enable hovering, vertical take-off and rapid direction change. All these manoeuvres require a minor action to perform/maintain. Like the fixed wings, they enable gliding in case of mechanical failure. The latter is sometimes used as a form of a melee attack called diving. With a successful Flyer check, the robot can swoop down on an enemy, adding 2d6 points of damage to a single melee attack. Flapping wings are equipment, not limbs.

TL 10 All
Size : 1/2/3/4/5
Slots : 1/2/4/8/16
Lift : 3/30/150/500/5000 kg
Speed : 20/200/400/200/100 kph
Mass : 1**/10**/30**/50**
Cost : 500/1000/1500/3000/6000
Min Wingspan : 0.2/3/8/15/40

Fixed Wing - Wings, Set: Wings are in fact a stabilisation device. The throttle itself is provided by a jet located somewhere in the back of the robot. This is an incredibly quick class of transportation but also the least manoeuvrable. Changing direction by 45 degrees requires a significant action during which the robot performs an arc at least as wide as its current speed. It is impossible to hover or to move below minimum speed; attempting either results in falling 50 metres every combat round. Wings are limbs, and slots indicate how many slots they add to the robot.

TL 9 All
Size : 1/2/3/4/5
Slots : 2/3/5/9/17
Lift : 3/30/150/500/5000 kg
Speed : 20/400/800/2000/4000 kph
Mass : 1**/2**/50**/200**/1000**
Cost : 1000/2000/3000/6000/15000
Min Wingspan : 0.1/2/8/15/15 (Wings twice this size enables gliding in case of jet failure)
Min Speed : 5/40/100/400/400 kph

* Does not count toward robot weight when calculating transportation load
** Including engine weight

OPTIONS

High Performance - A transportation system can be enhanced to be 20% faster. This increases the price by 50%.

Miniaturization/Optimization - An equipment system can be modified to take up less space in the robot. Such equipment takes up 25% less slots, 25% less mass, and costs 50% more. Super miniaturized/optimized equipment takes up even less space, taking up 50% of the slots as normal, and half the mass, but costs 100% more. This is primarily used for Anti-Grav, but can be applied to any other equipment transportation method, indicating smaller but more powerful electric engines, gears made from light stronger materials, and other optimizations to free up room in the robot.


Input Systems:

INPUT SYSTEMS

Audio sensor : 0.5 kg TL 5 Slots (1) 100 Credits
Code reader : 0.5 kg TL 7 Slots (—) 500 Credits
Holographic recorder : 2 kg TL 12 Slots (2) 3000 Credits
Infrared vision : 2 kg TL 8 Slots (1) 500 Credits
Low-Light : 1 kg TL 8 Slots (1) 500 Credits
Medical Scanner : 3 kg TL 10 Slots (2) 2000 Credits
Microscope : 1 kg TL 9 Slots (1) 1000 Credits
Motion detector : 2 kg TL 7 Slots (1) 1000 Credits
Neural activity sensor (NAS) : 10 kg TL 15 Slots (5) 35000 Credits
Optics, Advanced : 0.5 kg TL 9 Slots (0.5) 500 Credits
Optics, Basic : 0.5 kg TL 8 Slots (1) 100 Credits
Parabolic microphone : 1 kg TL 9 Slots (1) 1500 Credits
RADAR : 5 kg TL 10 Slots (3) 5000 Credits
Radiation sensor : 2 kg TL 5 Slots (1) 250 Credits
Smell detector : 0.5 kg TL 10 Slots (1) 1000 Credits
Smoke Detector : 0.5 kg TL 8 Slots (—) 500 Credits
SONAR : 5 kg TL 10 Slots (4) 5000 Credits
Tactile sensor : 0.5 kg TL 10 Slots (1) 1000 Credits
Taste sensor : 0.5 kg TL 10 Slots (1) 1000 Credits
Wireless connection : 0.5 kg TL 8 Slots (1) 100 Credits
X-Ray Vision : 3 kg TL 10 Slots (2) 3000 Credits

OPTIONS :

Enhanced Sense: Each basic sensor (audio, optics, smell, touch and taste) can be upgraded. This increases their effective range and sensitivity eight times and their price by 1,000 Credits.

Miniaturization/Optimization - An equipment system can be modified to take up less space in the robot. Such equipment takes up 25% less slots, 25% less mass, and costs 50% more. Super miniaturized/optimized equipment takes up even less space, taking up 50% of the slots as normal, and half the mass, but costs 100% more.


Output:

OUTPUT

Non-Transceiver
Encoder : 0.5 kg TL 9 Slots (1) 5000 Credits
Holographic Projector, Advanced : 1 kg TL 13 Slots (1) 10000 Credits
Holographic Projector, Basic : 2 kg TL 11 Slots (2) 2000 Credits
Loud Speaker : 2 kg TL 8 Slots (1) 750 Credits
Odour Emitter : 0.5 kg TL 12 Slots (1) 2000 Credits
Pheromone Emitter : 0.5 kg TL 12 Slots (1) 2500 Credits
Telepathic modulator : 10 kg TL 15 Slots (5) 50000 Credits
Ultrasonic Emitter : 2 kg TL 9 Slots (1) 1500 Credits
Vocoder, advanced : 0.5 kg TL 11 Slots (1) 5000 Credits
Vocoder, basic : 0.5 kg TL 9 Slots (1) 500 Credits

Transceiver
Radio, Distant : 1 kg TL 8 Slots (1) Range 5 km 600 Credits
Radio, Very Distant : 1 kg TL 9 Slots (1) Range 50 km 750 Credits
Radio, Regional : 1 kg TL 12 Slots (1) Range 500 km 1000 Credits
Radio, Continental : 2 kg TL 13 Slots (2) Range 5000 km 1500 Credits
Laser, Regional : 1 kg TL 11 Slots (1) Range 500 km 600 Credits
Maser, Regional : 1 kg TL 11 Slots (1) Range 500 km 750 Credits
Meson, Continental : 100 kg TL 13 Slots (5) Range 5000 km 5000 Credits

OPTIONS

Miniaturization/Optimization - An equipment system can be modified to take up less space in the robot. Such equipment takes up 25% less slots, 25% less mass, and costs 50% more. Super miniaturized/optimized equipment takes up even less space, taking up 50% of the slots as normal, and half the mass, but costs 100% more.


Computer:

The computer is the robot’s brain. Drones have primitive computers capable of only the most primitive actions and possessing no self-awareness. The most advanced robots have ultra-powerful computers that enable them to perfectly imitate the living mind, including having an ego and emotions while surpassing it in all other fields.

Central Processing Unit

CPU : Linear/Parallel/Synaptic
Slots : 1/0.5/1
TL : 8/10/11
Power : 1/3/5
Mass : 1 kg all
Cost : 250/1000/5000

Note, Self Aware Robots must have Synaptic Computers.

Memory

Memory defines the robot’s Education Characteristic as well as how much space it has to install software. The price listed is for a single stick. A robot can have as many memory sticks as it has free slots. A 1,000 GB stick is called terabyte (TB). A 1,000 TB stick is called petabyte (PB). A 1,000 PB stick is called exabyte (EB). The latter is rarely used, even in highly advanced societies.

Memory varies by Tech Level :
TL : 8/9/10/13/15
Space : 200/500/1000/2500/4000 GB
DTR : 100/300/500/1000/5000 Megabytes per Second
Seek Time : 25/15/3/1/1 milliseconds
Cost : 100/150/700/1000/2500

OPTIONS

Inhibitor - Forces 3 laws of robotics at the hardware level. 100 credits

Radiation Hardened - Computer is especially hardened against radiation. It's PF (Protection Factor) is a divisor against which rad damage is applied. Thus if the computer had PF 20, and was exposed to 200 rads, it would take only 10 rads exposure.

PF : 4/8/30/70
TL : 5/8/10/12
COST : -/500/1500/4000

NOTE: Robot computers aren't the same as table top computers. They don't follow the same rules as the core book for how many programs they can run, etc.


Gadgets:

GADGETS

Auto-Repair : — kg TL 13 Slots (2) 10000 Credits
Bio-cover : 1 kg TL 12 Slots (—) 15000 Credits
Black Box : 10 kg TL 8 Slots (1) 500 Credits
Blades/ Spikes : 2 kg TL 3 Slots (—) 100 Credits
Blow Dryer : 1 kg TL 7 Slots (1) 100 Credits
Breather : 12 kg TL 8 Slots (—) 300 Credits
Camouflage : 2 kg TL 6 Slots (—) 500 Credits
Chameleon, IR : 1 kg TL 12 Slots (1) 6000 Credits
Chameleon, visilight* : 1 kg TL 13 Slots (1) 55000 Credits
Circuit Protection : * kg TL 9 Slots (*) * Credits
Cooler : * kg TL 9 Slots (*) * Credits
Energy Shield : 5 kg TL 15 Slots (3) 1500000 Credits
Fire Extinguisher : 3 kg TL 8 Slots (1) 500 Credits
GPS, inertial : 3 kg TL 13 Slots (1) 5000 Credits
GPS, satellite : 1 kg TL 9 Slots (2) 700 Credits
Gyroscope : 1 kg TL 11 Slots (1) 6000 Credits
Hacking Device : 0.5 kg TL 10 Slots (2) 10000 Credits
Heater : * kg TL 8 Slots (*) * Credits
Hooks : 4 kg TL 4 Slots (—) 400 Credits
Household Cleaner : 5 kg TL 10 Slots (2) 500 Credits
Jamming Device, Large : 10 kg TL 9 Slots (4) 10000 Credits
Jamming Device, Small : 1 kg TL 10 Slots (1) 3000 Credits
Lightbar : 1 kg TL 8 Slots (1) 800 Credits
Lockpick, advanced : 1 kg TL 11 Slots (1) 2000 Credits
Lockpick, basic : — kg TL 8 Slots (—) 500 Credits
Magnetic Grapples : 2 kg TL 8 Slots (—) 500 Credits
Medical scanner : 5 kg TL 12 Slots (3) 7000 Credits
Medikit : 2 kg TL 10 Slots (1) 3000 Credits
Microwave Oven : 2 kg TL 9 Slots (3) 1000 Credits
Mini-fridge : 8 kg TL 10 Slots (3) 4000 (500 without cryogenic) Credits
Oxy-fuel cutter : 3 kg TL 8 Slots (1) 1000 Credits
Safe : 50 kg TL 8 Slots (4) 500 Credits
Self-Destruct, nuclear : 15 kg TL 12 Slots (3) 21000 Credits
Self-Destruct, personal : 5 kg TL 9 Slots (2) 3000 Credits
Self-Destruct, tactical : 7 kg TL 12 Slots (2) 5000 Credits
Sex Organs : — kg TL 9 Slots (—) 750 Credits
Slave Unit Silo : * kg TL 9 Slots (*) 500 Credits
Spotlight : 5 kg TL 7 Slots (1) 500 Credits
Timer : — kg TL 9 Slots (—) 300 Credits
Video Display : 5 kg TL 8 Slots (2) 1000 Credits
*Ask GM


Weapons:

WEAPONS

Any weapon can be installed on a robot for 5000 credits. The weapon is automatically connected to the robots comptuer and enjoy any benefits that may be gained from combat software.

Some weapons are more specific to robots. Taser rifles, EMPs, Gas Tank, microwave emitters, thrown nets, neural disruptors, and spray guns.

Electroshock can be added to a limb for the cost of 3kg and 3000 credits with no slots required.

Other weapons can be added, ask the GM if you have specific questions.

ARMOUR

Construction Armour +4 Protection, +10% Base frame weight, +5% Base Frame Cost

Hazard Armour +6 Protection, +50% Base frame weight, +15% base frame cost

Combat Armour +8 Protection, +75% Base frame weight, +50% base frame cost

OPTIONS

Extra light armour halves armour weight (5%, 25%, 37.5% increase) while increasing the price by 50% (+7.5%, +22.5%, +75%).

Reflective Coating : Offers Protection 10 vs lasers, but no protection against other attacks. Cost is 500 credits per point of the robot's size.


Software:

SOFTWARE
Software uses memory in the same way hardware uses slots. Software defines the robot’s mental characteristics, personality traits and skills.

Every program has a level. This rating is used in opposed checks involving the program the same way skills are used. Unless otherwise stated, a program uses Intelligence as its base Characteristic.

EGO Programs

Command Algorithm : Enables a robot to understand and follow verbal commands. How well it understands depends on the level of the program.

CA Level : 1/2/3
Intelligence : 1/2/5

Personality Program : This enables the robot to have a unique personality and free will. The more advanced the personality program is, the more lively the robot will be. Add the Robot's Personality Program level to it's SOC state. Level 3 or higher can only be run on a Synaptic computer.

PP Level : 1/2/3/4/5
Intelligence : 3/5/7/9/13

Advanced Reflexes : TL 12 Requires ( 500 GB, 5 GHz ) 6000 Credits
Antivirus Level 1 : TL 9 Requires ( 10 GB, 1 GHz ) 1000 Credits
Antivirus Level 2 : TL 11 Requires ( 50 GB, 3 GHz ) 3000 Credits
Antivirus Level 3 : TL 12 Requires ( 500 GB, 3 GHz ) 6000 Credits
Auto Correction : TL 13 Requires ( 2 Computers, 1 TB, 3 GHz ) 10000 Credits
Avatar Program Level 1 : TL 10 Requires ( 10 GB, 1 GHz ) 1000 Credits
Avatar Program Level 2 : TL 11 Requires ( 20 GB, 2 GHz ) 2000 Credits
Avatar Program Level 3 : TL 12 Requires ( 40 GB, 3 GHz ) 4000 Credits
Avatar Program Level 4 : TL 12 Requires ( 70 GB, 4 GHz ) 7000 Credits
Avatar Program Level 5 : TL 13 Requires ( 130 GB, 5 GHz ) 13000 Credits
AVS : TL 12 Requires ( 10 GB, 3 GHz ) 15000 Credits
Command Algorithm, Class 1 : TL 11 Requires ( 10 GB, 1 GHz ) 5000 Credits
Command Algorithm, Class 2 : TL 12 Requires ( 50 GB, 1 GHz ) 2000 Credits
Command Algorithm, Class 3 : TL 13 Requires ( 500 GB, 3 GHz ) 5000 Credits
Emotion Analyser : TL 14 Requires ( Emotion Generator, VRC ) 25000 Credits
Emotion Generator : TL 13 Requires ( 1 TB, 3 GHz ) 3000 Credits
Encyclopaedia Level 1 : TL 10 Requires ( 50 GB, 1 GHz ) 500 Credits
Encyclopaedia Level 2 : TL 11 Requires ( 100 GB, 1 GHz ) 2000 Credits
Encyclopaedia Level 3 : TL 12 Requires ( 500 GB, 1 GHz ) 6000 Credits
Encyclopaedia Level 4 : TL 12 Requires ( 1 TB, 3 GHz ) 12000 Credits
Encyclopaedia Level 5 : TL 13 Requires ( 10 TB, 5 GHz ) 30000 Credits
Experience Processor : TL 12 Requires ( 1 TB, 3 GHz ) 10000 Credits
Intrusion* Level 1 : TL 10 Requires ( 100 GB, 1 GHz ) 7000 Credits
Intrusion* Level 2 : TL 11 Requires ( 1 TB, 3 GHz ) 15000 Credits
Intrusion* Level 3 : TL 13 Requires ( 1 TB, 5 GHz ) 35000 Credits
IVA : TL 9 Requires ( 10 GB, 3 GHz, Multiple optical devices ) 7000 Credits
Language Pack : TL 11 Requires ( 500 GB, CA 1+ ) 10000 Credits
Lie Detector : TL 12 Requires ( VRC ) 10000 Credits
Personality Program, Class 1 : TL 11 Requires ( 500 GB, 5 GHz ) 7000 Credits
Personality Program, Class 2 : TL 12 Requires ( 500 GB, 5 GHz ) 9000 Credits
Personality Program, Class 3 : TL 13 Requires ( 1 TB, 5 GHz ) 15000 Credits
Personality Program, Class 4 : TL 14 Requires ( 1 TB, 5 GHz, Emotion Generator ) 30000 Credits
Personality Program, Class 5 : TL 15 Requires ( 5 TB, 5 GHz, Emotion Generator ) 50000 Credits
Religious Package : TL 10 Requires ( PP 2+ ) 10000 Credits
Security* Level 1 : TL 9 Requires ( 100 GB, 1 GHz ) 2000 Credits
Security* Level 2 : TL 11 Requires ( 1 TB, 3 GHz ) 5000 Credits
Security* Level 3 : TL 12 Requires ( 1 TB, 5 GHz ) 10000 Credits
Skill Pack Level 0 : TL 11 Requires ( 100 GB, CA 1+ ) 6000 Credits
Skill Pack Level 1 : TL 12 Requires ( 500 GB, CA 1+ ) 12000 Credits
Skill Pack Level 2 : TL 13 Requires ( 1 TB, CA 3+ ) 24000 Credits
Skill Pack Level 3 : TL 14 Requires ( 3 TB, PP 2+ ) 36000 Credits
Virtual Missionary Level 1 : TL 10 Requires ( Religious Package, 100 GB, 1 GHz ) 10000 Credits
Virtual Missionary Level 2 : TL 11 Requires ( Religious Package, 1 TB, 3 GHz ) 15000 Credits
Virtual Missionary Level 3 : TL 12 Requires ( Religious Package, 1 TB, 3 GHz ) 20000 Credits
Virus Attack : TL 9 Requires ( 10 GB, 2 GHz ) 2000 Credits
VRS : TL 10 Requires ( 10 GB, 3 GHz ) 5000 Credits

AVS : Advanced Vocodor Software
IVA : Independent Visual Analysis
VRS : Voice Recognition Software

Encyclopedia Level : 1/2/3/4/5
Education Stat : 5/7/9/13/15

Auto-correction: This program enables the robot to shut down one of its personalities and perform software maintenance on it. It is sometimes referred to as ‘sleep program’ or ‘dream emulator’ although both analogies are completely unscientific. A robot cannot modify it's own PP without this software.

OPTIONS

Firmware: This program cannot be erased or modified without restarting the computer and logging in safe mode. Firmware costs twice as much as normal software. Ego programs cannot be firmware.

If any of the programs aren't obvious from the name, ask the GM for clarification.


Q & A:

Do I need to buy separate equipment for each 'divided' bot? I.E. If I don't buy two optic sensors, only one bot will be able to see?

You have to have at least one computer per divided bot. You have to have at least one optic per bot, and one aural per bot (if you want them to hear/see). 

If I buy a size 2 arm, if I split into two size 1 bots, do they then take a penalty to use it?

Limbs divide, so a Size 2 Arm becomes two Size 1 arms. Same with legs. However, that may mean that some equipment may need to be split between legs, or may have to move to the torso. So if you buy two arms, then each smaller bot would have two size 1 arms. If you buy 1 size 2 arm, then each smaller bot would have 1 size 1 arm. If you want them to have a size 2 arm, then you can, but they'd take penalties to dex. You'll end up having to keep track of stats for both the Size 2 and Size 1 bots. 

What is the difference between basic and advanced optics?

Basic Optics = Normal Humans

Advanced Optics = 20x magnfication and grants +1 DM to all sight checks.

What is a code reader necessary for?

Code readers read codes. Like bar codes at the store. It also reads magnetic strips, punch cards, etc. 

What is a Vocoder and what is the difference between basic and advanced?

A vocoder is a voice box. A basic allows the bot to talk, but the voice is mechanical and artificial, without emotions. Advanced versions have life like voices (and with the right software, can mimic specific voices)

Maser/Meson?

Maser is Microwave Laser, a microwave version of a laser.
Meson is a Meson Laser, a high energy particle.

Visilight Chameleon?

Visilight Chameleon is chameleon paint to the naked eye (+4 DM to stealth checks)

What is an avatar program?

Avatar Program: These programs are used in cinematic hacking. They include attack, defence, scan, stealth and decryption. Attack and defence programs cost twice as much as other programs.

Basically Avatar Programs are used to have a virtual body when hacking into a system. Think Cyberpunk or Shadowrun Matrix Combat (And yes, this stuff predated a lot of that).

What are The following: Experience Processor?, Intrusion?, Security?

Experience Processor : The robot can reprogram itself. THis enables it to enjoy all non-material benefits gained from careers and any improvement of skills through experience. THis also enables the robot to develop it's personality over time, learn from mistakes, develop likes and dislikes, and so on.

Intrusion programs are hacking tools, they are usually illegal.

Security programs are designed to defend against intrusions, they are legal.

Is an AVS required to speak or to just not sound 'like a robot' or to perform mimicry? 

AVS is required to perform mimicry. Basic vocoder is required to talk. Advanced vocoder is required to not sound like a 1980's Apple Computer.

How many languages does my character know if I don't buy a language pack? 

Your character understands Binary, and one Language per INT DM.

How many languages do you get per pack? 

You get one additional language per pack.

Do I have to buy each skill individually via skill packs? 

Yes, you have to buy each skill individually via packs.

Do I need enough memory to run everything 'simultaneously' (I know, computer intelligence should apply here, but ensuring game logic follows life logic)? 

You need enough memory to store all the skills you want to use. You can use 'offline storage' to store programs you don't want to use, but you will need to load them into memory before you can use them (that's why the transfer speed of memory is listed). For example, if you had 1000 GB of memory, but 1200GB of programs, you'd have to keep 200 GB in offline storage, and then delete 200GB of programs from active memory and upload the other 200GB to use that 200 GB of programs. 

What is the cost of Circuit Protection?

5,000 Credits plus 1,000 credits per size increment

Is it unwise to start without antivirus software?

Yes

Does each form of EAVE need its own set of PP software (or CA software and a parallel CPU, in the event that Master-Slave programming is viable), or is it viable just to reuse the same set of PP Software and instead buy a synaptic CPU? 

Yes and no. If you want them to have personalities, then every sub unit must have a PP or CA. They do not have to match. One could be an Alpha unit while the other is a Beta unit. The beta could have a lesser computer/CA while the Alpha has a greater computer/PP. If you don't have at least a CA in the second, it can't have a personality.

What do the following do:Auto Repair?, Bio-Cover?, Black box?, Heater?, Cooler?

Auto-Repair : Nanites repair the CPU (or all CPUs) if it/they are damaged automatically. They only repair the cpu.

Bio-Cover - It let's you wear an organic life form as a skin, heart, pulse, etc. Basically an Arny suit.

Black Box - Same as a plane's black box. Records the last 250 hours of what the bot saw before it got blown to bits.

Heater - It's a heater, it heats the bot to avoid cold issues.

Cooler - It's a cooler, it cools the bot to avoid heat issues.

What's the specific benefit of a Gyroscope? 

Gyroscope = +2 DEX

What's the specific benefit of Advance Reflexes? 

Advanced Reflexes = +2 DEX

What impact does having Blades/Spikes have? How about Hooks? In what fashion are they applied to the robot, if specified? 

Blades/Spikes can be installed anywhere. If on a manipulator, they are treated as a melee weapon that cannot be disarmed. In which case, you pay for the weapon in question, plus 500 credits for a retraction mechanism. Blades/Spikes also grant +1DM to climb checks. If installed on non-manipulator sections, any creature making a melee attack against the bot must make a dex check or take 2d6 damage. The same damage is applied to anyone grappling/grappled by the bot, or anyone it runs over. The cost in the table is for 1 blade. For a defense system to be effective, the robt must have at least 8 blades.

What benefit do you get from being able to receive wireless input? 

You don't have to be at a control station to interact with your ship. You can interact with a PDA or other personal electronics device without getting it out of it's case. You can interact with any open network to access the glactic net. You need a trnasmitter to be able to talk back, but a receiver would keep you informed on anything that was being broadcast.

Which input options correspond to the communication type used in the transceiver output types? How far are "Distant" and "Very Distant", respectively?

Input and Output are not paired, you can input holographic vision and output a radio wave to transmit that data to a computer for storage or display. So there's no correspondence per say. Transcievers that use radio are send/receive (thus the transcieve, as in transmit and receive). 

Distant : 5km 
Very Distant : 50 km

You can get more expensive ones that do more by converting a standard transciever into a gadget (+1,500 credits) which would make a Regional (500 km) transceiver possible for 2000 credits.

Is there any reason you might have both a Command Algorithm and a Personality Program? Does an Emotion Generator have more function than the obvious? 

Yes, if you had to Computers in one bot, you might want to have one be a parallel (running a CA) and the other a synaptic (running a PP), to allow you to modify your own CA/PP program. Alternately, you might have a backup CPU that was less capable and could only handle a CA. Finally, you might want two CPU's to pretend to be a 'servitor' bot instead of a self aware bot, allowing your PP CPU to cut itself off from the off the shelf Parallel computer so if anyone runs diagnostics they don't see you are a synaptic unit.

If you have multiple CPU's, you have to buy memory for them separately, unless they are both can use the same memory core (IE: A synaptic 4 and a Parallel 2 can't both use the maximum memory core a S4 can, but they could both share a very pitiful P2 memory core, but why would you?). You may need to have multiple copies of the same program (at different levels) if you have two cpus and they are not the same rating.

If you do not have an emotion generator running, your PP functions at level 1 only, no matter how powerful it is.

What's the benefit of IVA software? 

IVA : Allows 360 degree vision if you have enough optics to grant 360 degree. If you have the optics, but do not have IVA, you can only see 240 degrees at any moment. 

Is the weapon installation cost in addition to the actual weapon cost? (I'd expect it to be, but to be sure.) 

Yes, the weapon costs must be paid in addition to the install cost. Unless it's a specific robot weapon gadget, then the weapon cost and install cost are combined in the table.

Do installed weapons require slots? 

Yes, installed weapons require slots. They don't give specific slot costs, but it appears to be 1 slot per 5 kg of mass, based on the table, generally. You'd have to add in the weight of ammo as well. Energy weapons could use the bots power core, actually saving a tiny bit of weight.

Once modified to go into a bot, the weapon can't be used by a human anymore.

How drastically can a robot be altered after initial creation? What can and can't be added/removed/changed? 

Gadgets can be added/removed/changed. Memory can be, CPU can be. Frame cannot be modified. Everything else can be modified, but may require heavy refit.

And probably most importantly, since it'll really affect costs - do the cost multipliers of your initial frame options only apply to the frame, or to your manipulators and transportation options too? 

Only to the frame unless otherwise specified in the description.

Can a robot have both types of manipulator? If so, or perhaps just if for example one manipulator has Hydraulic and one does not, does the STR and DEX score you use depend on which manipulators are in use? Do retracting manipulators need to be individually extended or retracted?

Yes, you can mix and match manipulators. Your str/dex for any given check depends on which limb(s) you are using. If you mix two limbs of different types, you average the str/dex between them.

No, you can retract/extend all of them at once, but if it's more than one, it's no longer a minor action. 

How far are Close and Short range, respectively?

Personal : less than 1.5 m 
Close : 1.5 m to 3 m 
Short : 4 m to 12 m 
Medium : 13 m to 50 m 
Long : 501 m 250 m 
Very Long : 251 m to 500 m 
Distant : 500 m or farther

Are bots able to use legs that are too large for them? If so, what happens? (I.E. a size 2 bot with size 3 sprawling legs)

No, bots cannot use legs larger than their size, it would torque the frame apart.

Does a bot become faster with each leg or is each leg the indicative of the full speed of the bot?

No, the speed is the speed, there's an option for the speed increase. Each leg adds weight and improves lift. Your lift must at least equal the weight of the bot (not counting the legs, but counting OTHER transportation modes).

"Component" means what, exactly? Anything you can stick in a robot, hardware or software?

Any discrete object.

Benefit of an Energy Shield? Emotion Analyser?

Energy Shield: The latest word in protective technology, this gadget creates a practically impenetrable, mobile force hemisphere around the robot that lasts for a minute. This places a very considerable strain on the power supply and the circuits. Using it more than once per six hours entails a Hull check with a cumulative –2 DM. Failure means that the power supply is utterly drained, leaving the robot defenceless until recharged. The energy field is about three metres in diameter. It blocks all material attacks. It does not stop laser rays and can be penetrated by an energy attack that deals 50 or more points of damage in one strike.

Benefit of Emotion Analyser?

Emotion Analyser allows the bot to understand human emotions. Emotion generator allows them to have emotions, but they don't really understand complex human emotions. 

Lift?

GROUND SPEED 
Lift | Speed Bonus/Penalty | Maneuvering Bonus/Penalty 
<25% Weight | +50% Speed | +2 DM 
26%-75% Wgt | +25% Speed | +1 DM 
76%-125% Wgt | Speed | +0 DM 
126%-175% Wgt | -25% Speed | -1 DM 
176%-200% Wgt | -50% Speed | -2 DM 
201%-300% Wgt | -75% Speed | -3 DM 
301%+ Wgt | -100% Speed | N/A

AIR SPEED 
Lift | Speed Bonus/Penalty | Maneuvering Bonus/Penalty 
<25% Weight | +50% Speed | +2 DM 
26%-75% Wgt | +25% Speed | +1 DM 
76%-125% Wgt | Speed | +0 DM 
126%-175% Wgt | -25% Speed | -1 DM 
176%-200% Wgt | -50% Speed | -2 DM (GLIDE ONLY) 
201%-300% Wgt | -75% Speed | -3 DM (CONTROLLED CRASH ONLY) 
301%+ Wgt | -100% Speed | N/A (CAN'T GLIDE)

What adjustments need to be made to your submission template for robots, given their differences to more typical characters?

In the stats section, change END to HUL.

In the stats section, add WGT and SPD and populate with your weight and speed. If you have multiple movement modes, put all speeds in. Put the type of movement in parenthesis (Example : SPD: 20kph (Legs) 180kph (Wheels))

Add another spoiler called Build, and put the following in : 

Frame : <Type> - <Free Slots>/<Total Slots> | <Equipment List> 
Unit : <Type> - <Free Slots>/<Total Slots> | <Equipment List> 
Manipulator : <Type> - <Free Slots>/<Total Slots> | <Equipment List> 
Legs : <Type> - <Free Slots>/<Total Slots> | <Equipment List>

What are the details for the Energy Blade?

Energy Blade: This powerful melee weapon creates an energy beam about three feet long that can cut through practically anything. Armour does not reduce the damage done by this attack and it cannot be parried. TL 13, 5d6 damage, 1 slot, 1 kg (NOTE: Supply supplement says it can be stopped/parried by another energy blade)

What are the details for the Neural disruptor?

Neural Disruptor: This emits a powerful electrical shockwave that knocks unconscious any biological creatures that fail a Very Difficult Endurance check. It affects a three metre quarter circle or a one metre full circle. This weapon is 100% non-lethal. TL 13, Slots 3, 5kg

Could you put tracks on sprawling legs?

You could, but they weigh 200 lbs per 10 ft, which means they'd overwhelm the sprawling legs weight capacity. If you just wanted the tracks to 'special effect' of being on the end of sprawling legs, without getting any sprawling legs benefit, then that would be fine and just a design choice.

Could you gain the benefits of both tracks and sprawling legs?

As long as your sprawling legs can hold up your body weight plus the weight of the tracks, then yes.

Calculating stats:

Strength - Based on the Manipulators selected, with options.
Dexterity - Based on the Manipulators selected, with options.
Hull (Endurance) - Based on Frame, with increases from applied Units.
Intelligence - Based on Ego Program (CA or PP)
Education - Based on it's Encyclopaedia Program
Social Standing - Based on it's Personality Program

Weapons:
Assault Laser, TL 14 Assault Weapon Range, Gun Combat (Laser Carbine) Skill, Damage 4d6+6, Slots 1, Autofire 6, 2 KG
Stagger Laser Rifle, TL 12, Assault Weapon Range, Gun Combat (Laser Rifle) Skill, Damage 4d6, Autofire 4, Slots 1, 4 kg