Synthetics, robots, bots, drones, droids have been created to perform specific tasks.
Class V.I. |
Roll |
Min/Apt |
Body Style |
Type I |
Maintenance |
6/14 |
Role specific, spiders, octo’s – programmed routines |
Type II |
Labour |
7/10 |
Role specific – crabs, spiders, walkers – basic V.I. |
Type III |
Domestic |
9/12 |
Humanoid Android– low level V.I. |
Type IV |
Utility |
10*/14* |
Variable… |
Type V |
Service |
10/14 |
Similar to domestic – aka mannequins – average V.I. |
Type VI |
Security |
10/10 |
Android or Mech in style with sophisticated V.I. |
Type VII |
Cyborg |
* |
Android/Gynoid combat chassis with self-aware V.I. |
Type VIII |
Avatars |
10/14 |
V.I.’s installed in starships and mech. |
All but Type I Cyberbrains utilise the V.I. architecture for the robots brain. Virtual Intelligence allows for the unit to utilise programmed data and past experience to perform its role. Only Cyborg are fully self-aware and capable of creative thought and adaptation.
Build System
Chassis |
BP |
Move |
Locomotion |
HPs |
Size |
Bod/Pro |
Base SP |
Wt |
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Humanoid |
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Biped |
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Small |
8 |
2 |
2 |
0 |
2-4 |
10/10 |
50 |
50 |
|
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Medium |
10 |
3 |
2 |
0 |
5-7 |
12/10 |
100 |
100 |
|
|
Large |
14 |
5 |
2 |
1 |
8-16 |
30/10 |
240 |
300 |
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Animorphic |
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Multi leg - 2 BP per extra leg pair past 2 |
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Small |
6* |
3 |
4-8 |
0 |
2-4 |
10/10 |
50 |
50 |
|
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Medium |
8* |
4 |
4-8 |
1 |
5-7 |
14/10 |
100 |
100 |
|
|
Large |
10* |
5 |
4-8 |
2 |
8-16 |
30/10 |
240 |
300 |
|
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Huge |
12* |
6 |
4-8 |
4 |
17-31 |
50/10 |
540 |
600 |
|
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Drone |
|
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Repulsor |
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Tiny |
3 |
4 |
|
0 |
0.1-1 |
8/10 |
20 |
25 |
|
|
Small |
4 |
4 |
|
1 |
2-4 |
10/10 |
50 |
50 |
|
|
Medium |
6 |
4 |
|
2 |
5-7 |
14/10 |
100 |
100 |
|
|
Large |
8 |
4 |
|
4 |
8-16 |
30/10 |
240 |
300 |
|
|
Base |
|
|
Static |
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|
|
|
|
|
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Medium |
8 |
0 |
|
2 |
4 |
0/10 |
200 |
600 |
|
|
Large |
10 |
0 |
|
4 |
8 |
0/10 |
300 |
1800 |
|
|
Huge |
12 |
0 |
|
8 |
16 |
0/10 |
600 |
5400 |
|
|
Massive |
14 |
0 |
|
16 |
32 |
0/10 |
900 |
16200 |
|
|
Gigantic |
16 |
0 |
|
32 |
64 |
0/10 |
1200 |
48600 |
|
VI Rating |
Mind |
Aptitude |
Social |
Skill Points |
BP |
Max Skill Rank |
I* |
6 |
14 |
0 |
60 |
1 |
Veteran |
II |
7 |
10 |
4 |
70 |
2 |
Veteran |
III |
9 |
12 |
10 |
90 |
4 |
Veteran |
IV |
10 |
14 |
4 |
100 |
8 |
Elite |
V |
10 |
14 |
10 |
100 |
8 |
Elite |
VI |
10 |
10 |
10 |
100 |
7 |
Elite |
VIII |
10 |
14 |
8 |
100 |
8 |
Master |
Increase Mind |
2 BP per point |
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Increase Aptitiude |
8 BP per point |
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Increase Social |
3 BP per point |
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Skillsoft Upgrade |
1 BP per 20% |
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Armour Rating: AR |
1 BP per increment in armour, +5kg per increment. For every 3 ranks of armour reduce Move by 1. |
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Structure Points: SP |
Chassis + 1 BP per 5 SP, 2kg per extra SP |
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Body Modifier |
1 BP per 2 point, +2kg per Body point, for every extra 2 Body reduce Prowess by 1 |
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Prowess Modifier |
Chassis + 3 BP per point to increase, +5kg per point |
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Move modifier |
2 BP per meter of move, +2kg per point |
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Power Cell |
2 BP per size category; allows up to 120 hours operation before a recharge is required. |
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EMP Hardening |
1 BP per +10% (Base = Body in %) |
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Options |
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Arm |
2 each, humanoid start with 2 as standard. |
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Hand |
1 each |
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Claw |
0.5, incapable of fine motor skills. |
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Sensors |
Standard optical and audio, heat sensor, pressure sensor, gps |
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Lowlight |
1 per 10 meters (max 60m) |
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Thermal |
1 per 5 meters (max 40m) |
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Radar |
2 per 20 meters (max 120m) |
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UV |
2 per 5 meters (max 20m) |
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Radiation |
2 for a 3 meter diameter |
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Toxin |
2, immediate area |
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Motion |
4 per 20 meters (max 100m) |
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Fire Extinguisher |
1 BP |
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Laser Cutter/Welder |
1BP per 2D6 cutting |
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Tool Arm |
1BP |
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Comms |
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1km |
0 BP |
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5km |
2 BP |
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10km |
4 BP |
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20km |
8 BP |
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1BP = 250c |
Repairing Synthetics
Damage Level |
% of SP damaged |
Time |
Cost in parts |
Effect |
Light Damage |
01-50% |
15 mins |
10% |
Full repair |
Moderate Damage |
51-75% |
1 hour |
20% |
Full repair |
Heavily Damaged |
76-90% |
6 hours |
40% |
Full repair |
Nearly Destroyed |
91-99% |
1 day |
80% |
Full repair |
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Quick repair |
|
1 min |
100 |
10% of max SD |