Robotics

Robotics Android
Robotics Pilot
Appendix 1: Transforming Steel
Appendix 2: Miniature Body Type
Appendix 3: Gestalt Mode

 

Robotics - Android
An Android or Type 4 Robot is a robot designed to closely resemble the lifeform which built it. Androids have true Artificial Intelligence, capable of self programming and are extremely versatile. The highest quality models are indistinguishable from real sentients except by sensor or close examination. They can even develop personalities.
Step 1: Budget
Automatically receive $12 million and roll on the table below for additional funds. Not all the money need be spent straight away as repairs will be necessary at some point. The money cannot be spent on non bionic equipment,  only cybernetics and related bionics. First decide on which body parts are being replaced with synthetic ones, and second, buy the most important and basic items first, then buy up the gimmicks.
D100 Result
01-30 +$5 million
31-55 +$10 million
56-75 +$15 million
76-90 +$20 million
91-00 +$30 million
Step 2: Robot Intelligence
Androids use Advanced Artificial Intelligence and if desired can mimic human emotions perfectly. Starting memory would be a 100 Terabyte hard drive with a 5 Terabyte RAM. This of course should be increased according to the tech level of the setting.
Step 3: Robot Body
Choose Type 4.
Step 4: AI Programming
Choose skills in the normal manner but it only requires 1 day for each month it would normally take to learn. The amount of skills possible is limited only by the CPU used and the type of program chips entered.
Step 5a: Sponsoring Organization
Who paid for everything?
D100 Result
01-14 Private Corporation
15-28 Non Profit Organization
29-42 Government Department
43-56 Gifted scientist working on his own
57-70 Superhero group
71-84 Supervillain group
85-00 Military (but which country?)
Step 5b: Current status with sponsoring organization
Is the character still with his sponsor and how do they feel about each other?
D100 Result
01-16 Still with sponsor and well treated. Receives the occasional favour.
17-24 Still with sponsor and dissatisfied. Treated with disdain by them. 
25-32 Still with sponsor and treated like a slave. Is constantly watched. Escape will take some planning.
33-44 Sponsor closed down and dumped the character in the junkyard. 
45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the character in the junkyard with all ties broken. 
53-60 Left sponsor on very good terms. May receive favours and freelance work from them.
61-68 Left sponsor on good terms. May receive freelance work from them.
69-76 Left sponsor after fight and is no longer welcome. 
77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 
85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 
93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt him at Severe or even Difficult level. They want him destroyed. 
Step 6: Construction
See below.

 

 

Robotics - Pilot
A special form of pilot...not flying conventional aircraft but mechanised warriors or body fitting exoskeletons.
Step 1: Budget
Automatically receive $12 million and roll on the table below for additional funds. Not all the money need be spent straight away as repairs will be necessary at some point. The money cannot be spent on non bionic equipment,  only cybernetics and related bionics. First decide on which body parts are being replaced with synthetic ones, and second, buy the most important and basic items first, then buy up the gimmicks.
D100 Result
01-30 +$5 million
31-55 +$10 million
56-75 +$15 million
76-90 +$20 million
91-00 +$30 million
Step 2: Robot Intelligence
Robot Bodies and Exoskeletons don't require any intelligence. Those with the power of Transferral can animate the robotics bodies themselves or use transferral equipment.
Step 3: Robot Body
Choose Type 1 if piloting a giant robot (re: Mecha).
Choose Type 3 if piloting an exoskeleton (like Iron Man).
Step 4: AI Programming
Pilots choose skills as normal but can choose from any category and also automatically gain Pilot Hardsuits and Mecha at +20%.
Step 5a: Sponsoring Organization
Who paid for everything?
D100 Result
01-14 Private Corporation
15-28 Non Profit Organization
29-42 Government Department
43-56 Gifted scientist working on his own
57-70 Superhero group
71-84 Supervillain group
85-00 Military (but which country?)
Step 5b: Current status with sponsoring organization
Is the character still with his sponsor and how do they feel about each other?
D100 Result
01-08 Still with sponsor and very well treated. Receives favours and a high wage from them of D10 x100 dollars per week.
09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6 x100 dollars per week.
17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a minor wage from them of D10 x20 dollars per week. 
25-32 Still with sponsor and treated like a slave. No wage and is constantly watched. Escape will take some planning.
33-44 Sponsor closed down and dumped the robot suit in the junkyard. 
45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the robot suit in the junkyard with all ties broken. 
53-60 Left sponsor on very good terms. May receive favours and freelance work from them.
61-68 Left sponsor on good terms. May receive freelance work from them.
69-76 Left sponsor after fight and is no longer welcome. 
77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 
85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 
93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt him at Severe or even Difficult level. They want him destroyed. 
Step 6: Construction
See below.

 

 

Building a Robot:
1)Choose the Shape of your robot's frame
2)Determine its Size
3)Determine Armour Type
4)Determine Engine Type
5)Determine Locomotion Equipment
6)Determine Arm/Hand Equipment 
7)Determine Audio, Optical and Sensor Equipment
8)Determine Additional Equipment
9)Determine Weapons

Step 1: Body Frame

Determine what the body will look like. A reinforced frame is necessary if the robot has any heavy equipment or armour installed.
Android Humanoid Body Can be from 5-7 feet tall, SDC 250.
Cost: $2000 per foot.
Reinforced Frame Cost: +$4000 per foot.
Animal Frame  Can be any animal type and size varies from less than 1 foot to over 30 feet, SDC 250.
Cost: $1000 per foot.
Reinforced Frame Cost: +$2000 per foot.
Geometric Frame  These are basic shapes such as Spheres, Boxes, Pyramids and any other miscellaneous types. Size varies from 10-30 feet, SDC 250.
Cost: $3000 per 10 feet.
Reinforced Frame Cost: +$6000 per foot.
Mecha Frame  Can be from 14 feet up (but usually no larger than 30 feet), SDC 1000.
Cost: $5000 per foot.
Reinforced Frame Cost: +$10,000 per foot.
Vehicle Frame  This includes motorcycles, cars, trucks, boats, helicopters, jets, etc. SDC 500.
Cost: Standard cost of the vehicle.
Reinforced Frame Cost: +$900,000.

 

Step 2: Size

Determine the robot's size. If it will be carrying a pilot then it needs to be at least as large as him.

 

Step 3: Armour

Body Armour $1000 per SDC point.
Body Shield This shield attaches to your arm and is adjustable so that it provides 3/4 coverage of the body, good for large or small robots. Arms, feet, and head are all covered and are all at -5 to strike. Although bulky looking they are very lightweight and carry no minuses to them. The drawback is that the shield does not provide any coverage for the back and the character suing this is wide open. Cost: $500 per SDC point.

 

Step 4: Engine

All equipment here is taken from Dan's HU page with his permission. One first needs to pay attention to a specific robot's power needs. Based on the size one can then purchase a system. The power system must be rated to perform under maximum conditions. All of the complications of the normal fusion system, plus miniaturization expenses to boot. Cost is $4 million, plus $1 million for every 10,000 power points. Mass is 50 kg plus 15 kg per 10,000 points. A reduced system that produces 3000 power points can be bought for $4.5 million. Reduced system mass is 55 kilograms.
Appendages Multiply the following by number of attacks per melee -
Each Pair of Human sized arms: PS x4
Each Pair of Giant Sized arms: PS x8
Each Utility Arm: PS x2
Each Tentacle: PS x3
Energy Weapons For each weapon that draws its "ammunition" from the robot's main supply multiply the maximum damage (SDC) that weapon can cause by 10. Multiply again by how many times the weapon will be used per melee round. Weapons that get ammunition from energy clips only use 5 points, as do non-energy weapons with electronic components. Weapons that have no electronic components require no power.

Power Systems

While normally the mecha of anime use exotic or highly advanced power plants some of the more realistic mecha universes use very conventional, fuel-guzzling engines that periodically need to be refuelled. Bigger mecha typically use some form of nearly unlimited energy. The Battletech universe uses the fusion engine to allow its aging, hand-me-down 'Mechs to continue running after centuries of warfare. The mecha of Macross are thermonuclear giving them enough power to run for years. Some mecha universes depend on a newly discovered fuel to explain the existence of unlimited power sources. The nuclear-fusion engines of Gundam run on Minovsky particles. In the Western retelling of Macross, the mecha are powered by a mysterious alien substance (protoculture) from which the mecha are able to run on almost indefinitely (although later Robotech mecha such as the Alpha Fighter need a regular recharge). As an additional effect protoculture interacts with mecha and pilot to create a strong interface between them making it possible for pilots to fly their mecha as if they were merely extensions of their bodies. The Artificial Humans of Evangelion actually need to draw power from the city's power plants by an umbilical cord but in instances when the situation makes this impossible, they have five-minute batteries to run on.
Gasoline Engines The cost of installing a gasoline engine will be approximately $1000 per 500 power points, up to 10,000. More powerful engines will cost $5000 per 1000 points after 10,000. The mass of an engine is approximately 200 kg per 500 points.
Solar Converters On a sunny day a solar converter can continually provide 100 power points per square meter of solar panel. The fuel is free, but there just isn't that much out there. A powerful backup battery system is strongly recommended if this is your primary onboard power source. Large flat solar panels cost $500 per square meter. Shaped panels (contoured to fit onto a curved surface) will cost $2000 per square meter. Solar panels have a mass of about 15 kg per square metre.
Fusion Plants Extremely rare, extremely difficult to manufacture, and therefore extremely expensive. On the plus side, it's the ultimate in sheer power available. As explained in HU, this system is limited to large robots. Cost is $2.5 million, plus $0.5 million for every 50,000 power points. Fusion systems have a mass of 250 kg plus 75 kg per 50,000 power points. A reduced system that produces 18,000 power points can be bought for $2.8 million. Reduced system mass is 275 kg.
Micro-Fusion All of the complications of the normal fusion system, plus miniaturization expenses to boot. Cost is $4.0 million, plus $1.0 million for every 10,000 power points. Mass is 50 kg plus 15 kg per 10,000 points. A reduced system that produces 3000 power points can be bought for $4.5 million. Reduced system mass is 55 kg.

Battery Storage

Batteries are used in association with the above Power Supply types. Rather than continuously generate onboard power one can store energy in batteries and use it as needed. For very small robots this option seems far preferable to multi-million dollar microfusion systems. Batteries can be charged from nearly any power source, can be shaped to fit anywhere on the robot, and are much less likely to fail under extreme conditions. For many robots a charged battery could serve as a cheap emergency backup power system. Batteries are rated in terms of power-point-hours (pphr): 1 pphr is the energy required to output one power point for one full hour. Example: A player can empty a 1000 pphr battery in one hour by continually using 1000 power points, or empty the same battery in 5 hours by only using 200 power points. Equivalent to standard commercially available chemical batteries, one can purchase rectangular or cylindrical shaped models from most well-stocked industrial suppliers. These batteries can be custom designed for space considerations, special needs, etc (required for most humanoid robots); multiply costs below by ten.
Small Cost for a 100 pphr battery is $200. Mass: 5 kg.
Medium Cost for a 1000 pphr battery is $1500. Mass: 35 kg.
Large Cost for a 10,000 pphr batty $12,000. Mass: 250 kg.

Quantum Effect Batteries

This advanced technology utilizes high temperature superconductors and a delicate but powerful physical effect: energy is stored in the quantum levels of a special material using very high magnetic fields. This technology is not commonly available to the general public because of cost considerations; those models that are available are typically rectangular or cylindrical in shape. However, because mass production of these batteries is uncommon, custom shapes can be purchased for only three times the costs below.
Small Cost for a 1000 pphr battery is $45,000. Mass: 4 kg.
Medium Cost for a 10,000 pphr battery is $350,000. Mass: 30 kg.
Large Cost for a 100,000 pphr battery $2,400,000. Mass: 225 kg.

Energy Costs

To charge the battery you have to hook it up to an external power source. You can either buy one of the power systems above (in an external form) or buy power from the electric company. Energy costs are about $20 for 500 pphr. Allowing player robots to run on battery power means you may have to pay attention to power consumption. If batteries run out a robot is little more than a shiny statue. Fairness to other players would require these rules to be somewhat strictly enforced.

Primary versus Secondary Power Systems

It might be very efficient to use a battery system for a robot's primary source, and a continuous source as a secondary system. During peak power usage (combat) the robot could draw on power very quickly from the battery. All the while, the battery is being charged by the secondary system. The continuous source could be a smaller, cheaper system in this configuration. The robot won't be sitting around for 23 hours a day wasting incredible power output, waiting for that one hour of combat. When a surge of power is finally needed the batteries can provide most of the power, while the continuous system augments the power available.

Does your robot need to power it's particle beam cannon while flying at Mach 1, all the while cooking a turkey in the onboard microwave oven? A robot could be preassigned several power consumption configurations. The main power is used to power the propulsion system while flying cross country, but might be needed for weapons power when engaged in combat. If you don't plan on using both at the same time, why buy a oversized power plant? A compromise could be a speed limit while using the weapon systems. A separate battery could be used to power onboard sensors and optics. The possibilities are nearly endless; some planning ahead will allow a robot designer to make very efficient models.

 

Step 5: Locomotion Equipment

The seemingly simple task of walking involves shifting one's centre of gravity while moving in a forward direction and taking into account imperfections of the terrain. With the aid of vision and the inner ear humans are able to accomplish the precarious act of walking. Throwing the weight of several tons of walking metal requires a lot of minute real time adjustments, so to make machines walk is no simple task. In high winds or water, a large structure such as a tank-like or larger mecha would have to contend with being severely buffeted around. This does not even take into account battle conditions, where projectiles and explosions produce kinetic forces that could literally blow a two-legged mecha off its heavy metal feet.
Additional Running SPD The basic system for legs usually comes with a speed of 10 for humanoid and animal, speed 20 for walker and insect styled. Except for the insect style running speed can be pushed close to Mach One, or about 750 mph (1200 km; speed attribute points 1100). Unlike the vehicle propulsion type systems, Mach One is the maximum possible. Of
course, flight capabilities can be built into a humanoid or animal robot and a faster propulsion system included. Note: Flight speeds are often rated in nautical miles per hour (knots). Mach One is 660 knots.
Additional Running Speed for legs systems (including exoskeletons). Cost: $200 per each speed point beyond the system capabilities (speed 10 or 20).
Animal Leg/Foot 2 front and 2 rear. Main style types are canine, feline, horse and bird. Suitable for all robot types. Natural simulated size: speed 10. Basic System Cost: Small $350,000:
medium $500,000; large (horse size) $1,000,000.
Anti Grav System This device creates a stabilized gravitic field which holds the robot suspended above any solid or liquid surface (up to 5 metres). Lateral movement is provided by a compact turbofan with a top speed of 100kph. Cost: $1 million.
Concealed Helicopter VTOL System This is a flight propulsion system based on the helicopter. Rotor blades are folded in a hidden compartment that rise out and unfold when flight is required. Suitable for any robot type. Basic System Cost: $340,000. Base Speed: 220 or 150 mph (240 km). SDC of System: 125, but only 75 is needed to disable it. Estimated mileage: 10 miles to one gallon of fuel (4 km per litre)
Hover Jet Backpack This can be a detachable back-pack unit or built directly into a robot's back. Appropriate
for small, human-sized. humanoid or animal robots, exoskeletons and androids. Basic System Cost: $250,000.
Hover Jet System A super sophisticated, twin engine system, with bottom and rear jet thrusters for V/STOL
capabilities. This unique propulsion system offers ground and air capabilities automatically. The V/STOL means the robot or robot vehicle can hover stationary above the ground, make vertical take-offs and landings (fly straight up and down), as well as short take-offs and landings in horizontal flight (straight-ahead). Suitable for outer space and underwater travel. The Base Cost varies with the major types/uses of the hover system and the robot. Base Speed: 160 kph. Base Altitude: 152 metres. SDC of system: 100 points of damage from called shots will disable enough of the jets to reduce the system to jump jets, another 35 points will render it totally useless. Estimated mileage: On a liquid fuel. it is 50 miles (80 km) per one gallon. Note: One gallon of fuel weighs 3 kgs.
Human Leg/Foot Cost: $100,000 per leg and foot unit with a starting PS and SPD of 15 and half the SDC of the main body. SPD may be increased at a rate of $1500 per point with no upper limit. PS may be increased at a rate of $3000 per point also with no upper limit. For an extra $10,000 it can be made detachable (but not remote controlled). Increase the cost of each by 10% for each additional 10% size. The limbs can be either human, animal or insect in appearance.
Insect Leg/Foot Usually long, narrow, telescoping legs that resemble a tripod or insect. An excellent all-terrain method of movement. Speed 20. Note: Maximum speed running is a speed factor of 330 or 360 kph. Basic System Cost: 4 legs: $500,000, 6 legs: $750,000, 8 legs: $1.2 million. Add $550,000 for retractable, concealed leg units.
Jump Jet A small set of 2 booster jets which allow the robot to jump x3 the robot's height in distance up and across. Cost: $25,000 +$25,000 per additional x1 distance (eg. $75,000 will buy you x5 distance).
Pontoons, Treads and Wheels Wheels: Automotive size and type: $1000 per pair.
Wheels: Oversized (truck or tractor size): $2000 per pair.
Wheels: Micronized (roller skate size): $1200 per pair.
Treads: Micronized (car size): $15,000 per pair.
Treads: Full Size (tank size, 20-30 ft): $20,000 per pair.
Pontoons: Small (car size): $1000 per pair.
Pontoons: Large (airplane size, 20-30 ft): $4000 per pair.
Note: All wheels and treads are of superior strength and quality.
Wheels SDC. - 60 each.
Treads SDC. - 200 each unit.
Pontoons SDC. - 75 each.

 

Step 6: Arm and Hand Equipment

Arm/Hand Cost: $100,000 per arm and hand unit with a starting PS and PP of 15 and half the SDC of the main body. PS may be increased at a rate of $1500 per point with no upper limit. PP may be increased at a rate of $3000 per point with a limit of 50. For an extra $10,000 it can be made detachable (but not remote controlled). The limbs can be either human, animal or insect in appearance.
Detachable Remote Controlled Limb Launchable limb which can continue to function independent of the body. Each limb can either follow a set of preprogrammed commands (prior to launch) or be mentally directed from the main body via radio command. The limb can do everything it did while attached. A separate power system must be bought to insert into each detachable limb. Optics may be added to allow the character to send a hand around a corner and see what it sees. Flight speed is 100kph with all PP bonuses still applicable. SDC is the same as the main body. Cost; $80,000.
Interchangeable Hand Units Buzz Saw: Adjustable size with damage varying from D6-5D6. Cost; $1000 per D6 damage.

Drill Holder: Adjustable to hold any size drill bit. Cost; $150 for the holder. Cost varies for each drill (normal hardware store ones may be used).

Electromagnet: With an adjustable pulling power of up to PS 15. Cost; $50,000.

Lock Pick: Single adjustable lock tool which can open any mechanical lock. Cost; $90,000.

Towline and Grapple Hook: Launcher with 100metres of cable (holds a weight of up 7 tons). Hook has 30 SDC. Cost; 20,000.

Ultrasound Generator: D10 x10 to anyone with unprotected ears within 2 metres, D20 within next 10 metres, D10 within next 20 metres, D6 within next 40 metres and D4 within last 50 metres. Damage and range is adjustable. Cost; $150,000.

Welding Torch: Can be used to weld objects together or cut through up to 10 centimetres of steel at a rate of 1 centimetre per melee. Damage is 3D6. Cost; $30,000.

Retractable Tentacles Type I: 6 metre length, 4D4, SDC 50. Cost: $50,000 each.
Type II: 10 metre length, SDC 100. Cost: $100,000 each.
Type III: 20 metre length, SDC 150. Cost: $150,000 each.
Type IV: 15 metre length, electrical charge doing D4, D6, D10, D12 or D20, SDC 100. Cost: $200,000 each.
Utility Arms Retractable miniature tools for sensitive work and repairs. They can be stored anywhere where space has been allocated for them. The cost of each pair of arms includes an external camera which shows the operator what the arms are doing. Cost: $30,000.

 

Step 7: Audio, Optical and Sensor Equipment

Audio

Standard Audio System Stereo surround sound speaker system with full range radio frequencies including VHF, UHF, CB and ultrasound. Hearing can be amplified to x10 that of a normal human. Due to satellite link range is effectively unlimited. Cost: $25,000.
Bug Detector Detects any listening devices within a 20 metre radius. Cost: $2000.
External Laser Parabolic Pickup

Simply focus the laser on any window of your target's home, office, etc. and hear what's going on. Once the laser hits the window, it instantly reflects back at the unit, which receives the returning laser signal, and gives you the audio from inside. Range of 400 metres. Cost: $600.

Loudspeaker Amplifies voice up to 120 decibels. Cost: $2000.
Radio Encrypter This encryption product ensures your e-mail, voice, fax, and data communications are secure. Cost: $3000.
Sound Recorder Advanced sound recording equipment which can be hooked up to the audio system. May use either tape or CD. Cost: $2000.
TMDRT System Tactical, mobile, deployable radio and television broadcast system. Able to produce, broadcast, record and monitor commercial bands from fixed locations using broadband, directional and omni directional, antenna systems. Also has an electronic news gathering ability to produce, broadcast, record and monitor commercial quality programming using satellite uplink/downlink. Cost: $100,000.
Touch Tone Decoder Quickly and easily decode DTMF (touch-tone) codes form any source including tape recorders, scanners, or direct telephone line connection. Simply hold the unit close to the speaker of your tape recorder or scanner and the unit immediately and accurately decodes and displays the tones on a 16 digit LCD display. Cost: $500.
Voice Analysis Computer The unit electronically analyzes a person's voice for suitable microtremors that occur with stress and deception. Instantaneously the system offers a digital numerical evaluation for the stress. Certain numbers above the speakers normal level indicate deception. This simple numerical method virtually eliminates the possibility of human error. There are no graphs to analyze and nothing to lead to misinterpretation. Cost: $2000.
Voice Mimicker This can be used to mimic someone else's voice perfectly, including the gender. However there must be a recording of the desired voice in order to be able to copy it. Cost: $10,000.
Voice Modulator This unit has eight voice masking levels and is compatible with all telephones and office systems, this unit will also work on conference calls. Cost: $300.
Wall Probe Detect and monitor sounds through virtually any surface. The probe delivers clear, undistorted sound through walls, windows, metal, air ducts, plumbing, conduit and more. Intended for bomb detection training and testing, this device can also be connected to standard recorder and other measurement equipment. Cost: $500.

Optics

Standard Optics  Colour optical system which functions identical to human eyes. Cost: $200,000.
Camera System Tiny optical cable colour camera. 3.6mm wide angle pinhole lens, low light, .5lux, IR sensitive. 12vdc, 8+hours continuous operation. Cost: $3000.
Holographic imaging projector High definition, excellent colour scale, 3-dimensional images; Appropriate for all sensor systems. Cost: $110,000.
Laser Targeting The laser is located high on the desired weapon, in close proximity to the barrel centreline, yet shielded from the abuses of heavy recoil and muzzle blast. Sensory activation allows complete, effortless control of the laser's on/off mode. The laser beam must be continual, uninterrupted and of the highest output. Cost: $500.
Night Sight Night Vision sight is an electro-optical device that intensify (or amplify) existing light instead of relying on a light source of their own. The devices are sensitive to a broad spectrum of light, from visible through infrared. You do not look "through" a Night Vision product, you look at the amplified electronic image on a phosphor screen.  Light enters the Night Vision product through an objective lens and strikes a photo cathode that has a high energy charge from the power supply. The energy charge accelerates across a vacuum inside the intensifier and strikes a phosphor screen (like a TV screen) where the image is focused. The eyepiece magnifies the image. A Night Vision phosphor screen is purposefully coloured green because the human eye can differentiate more shades of green than other phosphor colours. Like cameras, Night Vision products have various image magnifications. The distance at which a human-sized figure can be clearly recognized under normal conditions (moon and star light, with no haze or fog) depends on both the magnifying power of the objective lens and the strength of the image intensifier. The maximum viewing range of the Moonlight product is from 30 metres to 120 metres. Cost: $5000.
Searchlight 6,000,000 Candlepower, Night Vision and Video Compatible. The Searchlight can be remotely connected and operated at distances up to 100' from the battery or other appropriate sources. Detection of the light source is approximately fifteen degrees off the centre beam axis when viewed from a distance of 500' or more. It can be fixed to a body location and given a swivel rotation. Cost: $3000.
Targeting Sight Superimposes electronic crosshair reticules which give a +3 bonus to hit. Cost: $7500.
Telescopic Sight Can extend eye or camera vision by up to 10 kilometres. Cost: $5000.
Thermo-imager The unit is capable of detecting changes in temperature radiated by objects over 500 feet away. While able to sense the infrared radiation emitted by objects warmer than 0 degrees, the instrument is particularly sensitive to the heat which is radiated by humans and animals. The relative intensity of the infrared radiation coming from the object, as compared to the background, is indicated on the LED bargraph display in the rear panel. The number of red LEDs will change according to target size, temperature, and distance. Temperature changes of 1 degree centigrade can be detected. The sensitivity is adjustable to allow for use indoors or outdoors. By scanning the walls or ceilings of a structure, the unit can monitor the temperatures to indicate concealed concentrations of heat. Excessive heat in the electrical wiring or lighting fixtures can be found and voids in thermal insulation located. Cost: $3000.
X-ray System Optics When used with the Polaroid Radiographic film cassette and processor, detailed radiographs can be produced within minutes of arriving on the scene. Incoming mail, parcels, briefcases, etc. can be radiographed to ascertain the contents of such articles and identify contraband such as drugs, weapons, explosives, etc. Range of 5 metres. Cost: $30,000.

Sensors

Bomb Detector The unit sniffs out the vapour of a bomb - an invisible, undetectable vapour that's continuously emitted from explosives. If suspicious gasses are present in the air an alarm light will instantly illuminate. But only when the vapour is truly explosive will the light be joined by an audible tone. Only 2 minutes after the alarm is received the unit is warmed up and ready to operate. A single switch then activates the system and in as little as one second an explosive can be located. Cost: $7000.
Computer Keystroke Recorder Simply plug this unit in between the back of the computer and the keyboard cable, and the unit will record all keys pressed on the computer. Using a state of the art mini memory chip this unit will store information until you decide to retrieve it. Cost: $300.
Dosimetre Detect radioactivity including its level within a 30 metre radius. Cost: $10,000.
Forensics System This unit is capable of performing a full forensics including blood typing, fingerprinting, ballistics, chemical analysis, etc. Cost: $100,000.
GPS Satellites orbiting the earth can track a person's whereabouts anywhere on earth within 10 metres accuracy. Lightweight and portable, the GPS can be detached and hidden in a jacket, briefcase, purse or backpack, to accompany you anywhere added personal protection is needed. The GPS receiver can be easily installed and can be activated by the push of a button to send out an alarm at the first sign of danger. The signal immediately alerts a monitoring station where high resolution full colour maps can be viewed on a computer screen to pinpoint the victim's location in a matter of minutes. Receiving printed reports and data analysis is easy, as well as generating information to aid in the rescue. Cost: 5000.
Internal Bioscan For robot pilots only. It monitors the pilot's vitals and can transmit the information to another location if desired. Cost: $5000.
Limited Touch System Pressure sensitive pads are implanted in the robot's fingers, and information is relayed to a gloved feedback system. Negates the usual penalties due to lack of sensation while performing skills requiring manual dexterity. Cost: $150,000.
Modem Sat Link Satellite internet link. Cost: $2000.
Motion Detector Collision warning system with a range of 30metres. Cost: $15,000.
Radar Radar systems use both radio waves and laser light to send emissions out from the ship where they will bounce off of targets. The bounced waves become signals that the sensor can track with a high degree of precision. Detect, identify and track up to 100 targets with a range of 100 kilometres. Cost: $250,000.
Radar Detector Identifies when the unit has been detected and locked onto by a radar. Cost: $5000.
Sensor Jamming System Prevents enemy sensors and targeting systems from detecting you. The drawback being they might notice that their sensors are being jammed before you can attack. Range of 100 metres. Cost: $10,000.
Tap Alert This alerts you automatically with an alarm light if a line-activated telephone wiretap has been placed on a line or phone instrument you are using or connected to. The alarm light will also illuminate when an extension phone has been picked up anytime, day or night. If the alarm is activated in your absence, the light will remain intact until you reset the system. Cost: $4000.
Video Detector An LED bar-graph alerts you to the fact that you are under covert video surveillance quickly and noiselessly, the instant a video camera has been activated in your presence. Range of 10 metres. Cost: $8000.
Weapon Detector Detect all concealed metal weapons, including the smallest knives and guns. Range of 30 metres. It provides both an audio signal and a visual alarm light. Cost: $500.

 

Step 8: Additional Equipment

3600 Rotating Segments Head, shoulders, hands at wrist, and upper torso at waist, can rotate in a 360 degree circle. Cost: $40,000.
Absorption Defence Absorbs all incoming energy and uses it to recharge weapons and equipment up to a maximum of 100 damage per round before shutting down. Cost: $1 million per each different type of energy (electrical, solar, laser, fire, etc).
Artificial Blood System A quarter inch (6 mm) thick circulatory system continuously flows with an artificial blood-like fluid. The pumping is done with a device that sounds like a real heart. designed to speed up and slow down according to other body movements. lithe unit is cut, the artificial blood will flow realistically, clot quickly and give the appearance of a real flesh and blood injury. Cost: $500,000.
Atmospheric Shielding Additional coating to the skin which enables the robot to survive reentry into an atmosphere. Cost: $20,000.
Automated Skin Sealing The automatic sealing system is comprised of two separate layers of resin under high pressure in the skin. When the layers are breached the substances expand and mix to form a very durable foam-like patch. Cost: $100,000.
Automatic Pilot The automatic navigation system has the capability to plot and control travel to any preprogrammed destination. Cost: $800.
Bomb Dispenser The Bomb Bays and dispenser system is designed for the purposes of dropping bombs from a high altitude. Bombs have no form of targeting or guidance, instead the computer aims from orbit and drops the bomb, all other bombs then scatter around the first. The smallest version holds 1 and it can be bought in increments of 1. Cost: $100,000.
Chameleon Device Follows the contours of the body allowing the character to blend in with the environment as per power (not true invisibility). There is a -60% penalty if trying to spot this person. Cost: $5 million.
Cosmetic Enhancements Cosmetic Enhancements: A variety of techniques and materials used to create an accurate simulation of a living creature. Usually reserved for androids.
Realistic Skin Over1ay: Looks and feels like the real thing. Complete with lake musculature. Cost: $250,000 for a six foot humanoid.
Real Head Hair Implanted: looks completely natural. Cost: $5000.
Real Body Hair: Full humanoid hair. Cost: $40.000.
Real Fur. Cost: $10.000 10 $40,000 depending on the size of the animal.
Realistic Eyes: Look and act like real eyes, complete with contraction of pupils and blinking of eyelids. Cost: $50,000.
Sculpted Facial Features: A unique, individual lace and teeth designed by skilled artists, complete with simulated muscle movement to complement lull facial expressions. Frowns, smiles, looks angry, etc. Physical beauty rating of 3 to 20 available. Cost: $150,000.
Minor Body Characteristics: Nails, fangs, beard stubble, moles. pimples, scars, etc. Cost: Approximately $2000 each.
Drone Artificial Intelligence Extending the idea of the remote probe, one can envision a network of robots, with very limited individual intelligence, controlled by one master robot. For example, a team of robots acting as security guards don't necessarily need independent intelligence. With video and audio transmission these guard can communicate with the central system when they need advising. If a guard were to detect something questionable, it would send a transmission to the master intelligence who would decide a course of action, assign a target, etc. A limited intelligence system, allowing the guard to "patrol" and fight when needed, does seem necessary, but it should be considerably simpler (and cheaper) than a standard Artificial Intelligence.
Further, if these "drones" are just one member of a larger team, they don't seem to require onboard power plants. They could run off of battery power and recharge in staggered shifts. With the advent of quantum effect batteries these robots could take "shifts" for nearly a full day before running out of power and be back on the job after only a few hours of recharging.
Drones controlled by a central intelligence seem to be a very cost effective alternative to the standard rules of robot construction. For simple tasks like security it seems that a Standard Artificial Intelligence is appropriate. The central intelligence is developed as usual, but the remote controlled models could be relatively cheap and interchangeable.
Combat: Equivalent to 5th level Hand to Hand Expert (4 attacks per melee; +1 strike w/ built in weapons; +3 parry/dodge, +2 strike, +2 initiative, +2 roll/pull WP Pistol and WP Rifle).
The Drone has speech and literacy limited to simple interaction but no programmed personality. It understands spatial orientation, very basic knowledge of laws of physics (objects fall down, etc). Is able to patrol an assigned area, watching for anomalies and able to attack assigned targets. It must communicate with the controlling intelligence when the situation is outside of the current mode. It can take over a large share of combat functions for untrained pilots. Cost: $650,000.
ECM Electronic Counter Measures. It causes detonation of all activated missiles in a 1km range which have been locked onto you. Cost: $250,000.
ECM Decoy Probe This probe includes an array of transmitters which are calibrated to broadcast an electromagnetic signature identical to yours. In effect this probe makes it appear as if two identical robots are in the area. Cost: $200,000.
Emergency Beacon GPS emergency SOS repeater lasting 1 month. It can be detached and carried in your pocket. Cost: $5000.
EMP Ball A small spherical object which interrupts all electrical synapses within any electrical equipment it is attached to (has magnetic clamp) effectively destroying it. Cost: $75,000 each.
EMP Blaster As above but treated as Electro Magnetic Pulse burst with range of 45 metres destroying any unhardened electrical equipment and temporarily rendering inoperative any hardened equipment. Cost: $2 million.
Escape Pod A short range emergency escape device for 1 person (it can even be the cockpit itself). In the case of an Android it could be its AI brain which is jettisoned to safety to be reimplanted in a new body. Cost: $100,000.
Forcefield Device Generates up to 300 SDC in the form of a small 30cm diametre shield which can be generated anywhere over the body within 30cms of the device. The SDC is continuously regenerating for up to 4 hours before requiring recharging. Cost: $4 million.
Grappler Mags The grappler mag is a large, metal disk, which magnetizes and demagnetizes on command, attached to a length of heavy-duty tow cable. This disk is propelled out from the robot at great speed towards its target, magnetizing itself an instant before impact, and then firmly connects itself to the metal object which it is intended to tow. The line can be drawn in or let out as much as necessary (up to the line's maximum length of 150 metres), and the disk can depolarize upon command from the ship. Cost: $400,000.
Hardened Circuits The robot's electrical and computer circuits have been hardened to withstand the effects of EMPs. Cost: $1 million.
Hydraulic Leaping System A system of powerful hydraulics can be installed in the robot's legs, for use in leaping or jumping. These hydraulics are not suitable for use as attribute enhancers; they can only provide a simple powerful thrust used for leaping. When used as part of a leap attack they provide a damage bonus of +10 to physical attacks. Adds 18 lbs to weight of robot. The system provides 10,000 ft-lbs of kinetic energy: To obtain the maximum possible height (straight upwards) divide this kinetic energy by the weight (in pounds) of your robot. The maximum horizontal distance possible is about twice the maximum height. Adds 28 lbs to weight of robot. Cost of Leaping System: $50,000.
Hydraulic Lifting System A system of powerful hydraulics are installed in the robot's arms, shoulders, and back, enabling it to carry 300 times its total PS attribute and lift 500 times its PS. The system is not suitable for uses other than raw heavy lifting; in fact, if a character lifts a light object (less than carry 200x or lift 300x) using the system he will lose control of his strength and either overbalance or toss the object into the air. Adds 45 lbs to weight of robot. Cost of Lifting System: $250,000.
Image Inducer Creates 3D holographic images of self or another prerecorded image which can be broadcast anywhere within 10 metres of the device. Up to 10 images. Cost: $100,000.
Inhibitor 100 metres with 10 metre radius, temporarily prevents the meta abilities of any within its path from functioning including psionic based powers. Cost: $5 million.
Intangitator Makes the air full of electricity. Though at a non lethal level it does agitate the molecules within the area sufficiently to force anyone intangible to turn solid. A portable version is also available but requires a power source. Cost: $2 million.
Interfacer Usually kept within a finger the interfacer can be slid out and plugged into any terminal allowing the unit direct access to its systems (like in Robocop). Cost: $5 million.
Interior Lighting Includes normal lighting, infrared lighting (for during combat) and emergency (dimmer) lighting. Cost: $250.
Laser Torch Can be used to weld objects together or cut through up to 10 centimetres of steel at a rate of 1 centimetre per melee. Damage is 3D6. Cost: $10,000.
Life Support Unit Independent oxygen supply and back· up air circulatory system and air purification. Oxygen supply is for 8 hours. Cost: $100.000.
Locking Joints Joints can be equipped with high tensile metal mechanisms, allowing a robot to lock that joint in place. Moving the limb will require a PS capable of overpowering the robot's PS by at least 20 PS attribute points. If a joint is overpowered it causes damage to the mechanism. It is bent out of place, causing the joint to stiffen. The robot will be incapable of easily moving that joint until it is fixed. Combat penalties should be assessed on a situational basis by the GM. Cost required for locking joints:
Single Joint: $5,000
Hand: $14,000
Arm and hand: $35,000
Leg: $28,000
Full body (includes waist, neck): $150,000.
Magnetic Pulsar D10 x10 damage burst over a 20 metre range but also has the side effect of doing EMP damage (see above). 10 shots or self contained. Cost: $10 million.
Magnetic Shield Prevents effects of radiation, vacuum, micro debris, etc from entering or affecting the robot. Cost: $2 million.
Microwave Antennae Range of 160kms/100 miles. Cost: $10,000.
Oven For pilots only, to have a meal while travelling. Cost: 1000
Pilot's Compartment This is a pressurized crew cabin with a recycling air system. It has an initial SDC of 400. Cost: $100,000 per person +$100,000 for each additional 100 SDC.
Power Analyser Modulator Scans any one lifeform within 30 feet/9 metres and detects what metapowers that person has. It doesn't work on supernatural abilities or magic. Cost: $75 million.
Power Mimicator All of the below are for Androids only;

Type I: Duplicates one Major or 2 Minor Physical or Energy based power (not Psi) of any meta within its 30metre radius. The power is lost once the meta leaves the area. Cost: $9 million.

Type II: As above but 2 Major or 4 Minor or 1 Major and 2 Minor. Cost: $20 million.

Type III:  As above but 3 Major or 6 Minor or 2 Major and 2 Minor or 1 Major and 2 Minor. Cost: $50 million.

Pressurized Cabin A crew compartment that is airtight and comes with an onboard air circulation supply, and air system. Suitable in space, underwater and against gas attacks. Cost: $200,000.
Probe Missile type sensor probe with its own propulsion system. Flight speed is 50kph and 60 SDC. It is equipped with a standard suite of instruments to detect and analyze all normal EM and subspace bands, organic and inorganic chemical compounds, atmospheric constituents, and mechanical force properties. It also includes varying degrees of telerobotic operation capabilities to permit real time control and piloting of the probe. Finally it also has a complete set of optical equipment including IR, nightsight, thermoimaging, etc. Cost; $100,000.
Radiation Shielding Completely stops harmful radiation of all kinds and levels. Cost: $50,000.
Reflective Hull Reduce damage from energy weapons by 10%, it is simply coated over any normal hull. Cost: $300,000.
Refrigerator A small refrigerator unit. Cost: $1000.
Reinforced Pilot's Compartment $100,000 per every 50 SDC (AR 19). Maximum limit is 500 SDC. Only vehicular and giant-sized robots can have pilot's compartments. The Pilot's Compartment uses the robot AR rules.
Secret Compartments Small secret compartments can be built into the robot to hold tools, supplies, weapons and secrets. The number of compartments depends on the size and type of robot and size of the compartment. The most likely locations on a humanoid form is in the thigh, chest and back (or inside if a pilot is required). Cost: $8000 each.
Self Destruct System This causes the main power source to feed back on itself and explode with sufficient force to destroy the body. Bystanders take shrapnel damage over a radius as determined by the GM. If the engine is nuclear then the damage to a city could be significant. Cost: $1000.
Self Repair System This is a version of the Healing Factor system for use with robots. The system is divided into a master control system (there may be 2 backups), and a dispersal pod (there may be 5 backups). Each pod restores 1 SDC point per minute (so, no super regeneration). Cost: $500,000 for the control unit, $1,500,000 for each dispersal unit.
Spectrum Beam Emits infrared and ultraviolet light rays which can damage sight sensors and reveal any similar beams or heat prints in the area. Cost: $10,000.
Stealth Cloak Makes the user invisible to radar and all forms of electronic tracking devices (but not metaabilities or magic). Cost: $3 million.
Submersible The robot can completely seal all joints and intakes so as to be able to perform underwater. This includes a pressurized system and cockpit. Life support for a pilot must be bought separately. Maximum depth of 1 km with a speed of 10 knots. Cost: $250,000 +250,000 to double depth and speed.
Suction Grips Whichever section of the use its attached to can cling to any surface (except loose rocks, ice or any other slippery surface). Cost: $1000 each.
Synapse Unit When placed on a victim it sends electrical pulses thru their brain preventing any metapowers from functioning. 10cm diametre device which is best placed somewhere on head. Cost: $1 million .
Telemental Helmet This device is either a head-hugging network of electrodes and impulse receivers or a full, armoured helmet (AR 10, SDC 40) with the network built into it. This system allows the pilots mental commands to be transferred into electronic commands for the robot. It does not allow him to mentally control the robot as an extension of himself, but instead, translates menial pulses into specific commands which greatly increases the response 01 the robot over manual control. Bonuses: +2 initiative, +2 parry and +1 to dodge. It also gives a +1 bonus to strike, but only for ranged/modem weapons. Cost: $900,000. Bonuses not cumulative with those of voice actuated controls.
Touch Sensing System Closely simulates the human sense of touch. Cost: $1,000,000.
Tractor Beam A beam of force that can attract or repulse any physical objects within 100 feet/30 metres.
Up to half a ton can be attracted or repulsed. Its also possible to use the beam as a climbing tool (+25% bonus, or use that as a base skill).
Disarming an opponent with the beam is also possible; add a +2 bonus at levels two & four, +1 more at levels seven, & ten. Halve the bonus if the character is attempting to snatch a weapon away & into his own hand. The character can fire a repulsion blast that requires a victim to dodge or suffer knockdown & take 8D4 damage. Finally it can also be used as a jump booster for a total of normal distance x2. Cost: $1 million.
Transforming Steel See below.
Underwater Capabilities This requires the sealing and waterproofing of internal mechanisms, joints and access panels.
The entire physical structure is conditioned for water pressure and stress. as well as small ballast devices and manoeuvre jets installed. (The pressurized cabin is an additional requirement and expense). If 75% of the robot's SDC is depleted, the integrity of the cabin's seals is compromised, and it will leak. Maximum Depth: 2600 feet (792 m). Speed Underwater: 8 knots (8.8 mph/14 km). Cost: $300.000.
Van Allen Bonds This device changes all the radiation molecules within a 20 metre radius into separate and less harmful Radium, Actinium, Thorium and Protactinium molecules which then disperse into the atmosphere. Cost: $20 million.
Voice Controls All or some of the robot's systems may be made voice activated. In combat this gives a +3 Initiative. Cost: $250,000.
Water Flotation System

This system of air-filled cushions allows the robot deploying them to maintain a neutral buoyancy if it is forced to land in water. The cushions are filled either from compressed air bottles (in emergencies), or using the robot's life support system to provide the air. Cost: $50,000.

Winch/Crane This is a winching mechanism fitted either externally or retractable and designed to lift or haul loads of up to 1 ton. Cost: $100,000 per ton.
Wings

Standard Wings: A pair of super light wings up to max weight limit of 250 lbs, not counting wings. Wing SDC: 75 each. Weight: 30 lb. Speed: 200 MPH.
Cost: $400,000 + $75,000 per extra 20 MPH of speed. 
Detachability Option: $50,000.
Retractability Option: $150,000.

Seraphim Model: A deluxe version of the above system with six wings. Has greater control (an additional +2 on all rolls), and goes an additional 50 MPH. Weight: 70 lb. Weight Limit: 325 lb (not counting wings). Cost: $750,000.

Limb Wings: An option for the basic Winged Flight model. These are small wings on the forearms and shin which are used for manoeuvring. They add a bonus of +1 to all combat rolls while in flight if just the arms or just the legs are equipped. If both the arms and the legs are equipped, then they offer a +2 bonus.
Cost: $20,000 for a pair of shin wings, $25,000 for a pair of forearm wings. 
Detachability Option: $5,000 per limb. 
Retractability Option: $30,000 per shin or $50,000 per forearm (and that limb must be bionic).

 

Step 9: Weapons

Most of the weapons below can be fitted to any part of the robot body (which can include eyes, wrists, etc).
Chemical Spray This is a toxic spray that covers a person causing a chemical based reaction.
Range: 10 leet
Bonus: +1 to strike.
Damage: Special.
Blind: This mace-like spray temporarily blinds its victims for 3-12 melees. Characters wearing protective goggles or helmets with a visor will not be affected.
Tear Gas: This gas causes impairment of vision. difficulty in breathing, and skin irritation. Victims are -1, to strike. parry, and dodge. Duration: 4D6 melees.
Burning Vapour: This is caused by a mild acid. doing D4 damage, extreme skin irritation, and is great for shock value. Victims are -6 to strike, parry and dodge.
C02 Foam: This concentrate can be sprayed 10 put out small fires. Note: All of the chemical spray apparatus costs the same: $50,000 plus $20,000 per chemical. No more than two chemical sprays can be hooked through the same unit. One unit per arm or as a retractable rod in the leg.
Claws, Fangs, Jaws and Prehensile Tail Small Claws: D4 damage per set, per hand. Cost: $8,000 per paw.
Medium Claws: D6 damage per set. Cost $10,000 per paw.
Large Claws (tiger): 2D6 damage per set. Cost: $25,000 per paw. Add $10,000 for Retractable Claws. Note: Remember to add PS damage to the claw damage. May also be used in humanoid robots.
Small Fangs & Canines: 2D6 damage. Cost: $9,000.
Medium Fangs & Canines: 3D6 damage. Cost: $13,000.
Large Fangs & Canines (tiger/wolf): 4D6 damage. Cost: $18,000.
Giant-Sized Large Fangs: 6D6 damage: Cost: $27,000: suitable only for giant robots, 3.6 metres or larger. Note: Do not add P.S. attribute damage bonus to biting damage.
May also be used in humanoid robots.
Prehensile Tail: Treat as a modified tentacle.
Electrical Discharge  Type I: D4-4D4, 20 metre range.

Type II: D6-4D6, 10 metre range.

Type III: D8-4D8, 10 metre range.

Type IV: D10-4D10, 5 metre range.

Cost: $40,000 each.

Energy Blades This weapon can be built-in or hand-held and can resemble an Energy Sword, Axe, Flail, etc. Hand-held requires a power source and can run for only ten minutes before needing a recharge. Built-in energy weapons draw their power from the unit itself. 
Number of Attacks: equal to hand to hand.
Special: +2 to parry in hand to hand situations and the character can attempt to parry energy blasts but with no bonus modifiers.
Damage: 2D6 plus PS bonuses.
Cost: $100,000.
Explosive Projectiles These mini bombs can be fired from the wrist, arm or shoulders. The launcher can hold up to 12. Each of the bombs can have their damage adjusted to do from between D6 to 6D6 with a 12 metre radius. Cost: $10,000 with $200 per bomb.
Flamethrower A small unit with a retractable nozzle and hose, usually housed in the hip or back. The flame thrower can also be built to fire from the hand or mouth. Range: 5 metres. Damage: 5D10, plus a 60% chance of setting combustibles ablaze. Capacity: 40. Cost: $50,000.
Frigex Cannon Type I: Special cannon which freezes the air around a victim encasing them completely with the same effects as per the Ice power with range of 10 metres. Cost: $5 million.

Type II: Same as above but fires Ice shards instead which do 3D10 each, up to 1 shot per melee. Cost: $5 million.

Gun Pod This is effectively a giant-sized hand-held gun for use by giant, human-shaped robots, like oversized rifles. They can only be used by robots 3.6 metres or taller. Unlike the other giant robot weapons, gun pods can not be built into the robot, nor can they be concealed.
Damage: D10 x 10 per burst
Range: 1200 metres
Rate of Fire: Fires only short bursts; 10 rounds per burst. Number of burst fired is equal to the pilot's attacks per melee.
Payload: The weapon can have a power cord to link it to the robot to give it an effectively unlimited payload, or utilize special, giant sized energy canisters (50 shots).
Cost:
$3 million.
Laser Cannon Energy supply is tied to the robot's.
Range: 914 metres.
Rate of Fire: Semi automatic
Damage: 5D6
Energy Capacity: Effectively unlimited.
Bonus: +1 to strike.
Cost: $1.6 million
Laser Sniper Rifle Light Laser Rifle designed with accuracy in mind. It can only fire single shots and comes with a telescopic sight. Weight: 12 lbs. Rate of Fire: equal to operator's hand to hand attacks; aimed shots only, no bursts.
Range: 600 metres/2000 feet
Damage: 1D6 x 10
Payload: 15 shots
Special Bonus: +5 to aimed shot
Cost: $1 million.
Miniature Gatling Gun This small, six-barrelled machinegun can be mounted on the forearm, shoulder, hip, or head. It fires in bursts only and uses armour piercing ammunition. Range: 100 metres. Rate of Fire: Standard Machinegun automatic fire, but can not fire single shots. Damage: 6D10+6. Ammo Capacity: 100 round clip (30% ammunition), 500 round internal belt (100% ammunition), or 1000 round drum fed (300% ammunition). Cost: $500,000. Belt feed adds $5,000 and drum feed adds $10,000.
Missile Launcher  The launcher can be manufactured to hold anywhere between 1- 24 missiles. Cost: $10,000 per missile pod.
Needler These are needle projectiles which do D4 each, with a range of 20 metres and an ammo clip of 10. Cost: $10,000 +$100 per needle refill.
Plasma Beam This beam weapon does D100 over a 200 metre range. Cost: $30 million.
Retractable Blades These are extremely long blades that are contained in the forearm until extended. The blades extend out of an access portal on the top of the hand. No more than three blades can be used per each hand.
Damage: D6 per blade +P.S. bonus or 2D4 per blade for giants.
Length: One loot (30 cm).
Cost: $80,000 per blade.
Sonic Disruptor The disruptor releases a concentrated sonic blast against opponents which leaves them �6 and -25% until it stops, plugging ears reduces the effects by half. 

Type I: 2D6, 90 metres
Type II: 3D6, 120 metres
Type III: 4D6, 150 metres
Type IV: 3D10, 200 metres
Cost: $3 million each.

Weapon Arm As described in Heroes Unlimited 2nd Edition page 208.

 

Appendix 1: Transforming Steel

Step 1: Purchase the body

A transformable robot requires the purchase of two robot bodies (+10% to both costs). One for the robot form (usually humanoid), and one for the other form (usually vehicular). Use the chart below to select the appropriate body. NOTE: All of these forms may be ridden in or piloted in vehicular form. When you purchase the Piloted Humanoid Body option, you are paying for a redesign in the transformation process which retains the pilot compartment. This only applies to the front seat. Any equipment, passengers, etc. which is in the back seats must be vacated, or it is crushed.
Disguised Form Humanoid Height
Motorcycle 6-8' (must be an exoskeleton)
Compact Auto Giant Humanoid (12')
Sports Car 14'
Racing Car: NASCAR, Indy, etc, complete with advertisements 13'
Mid-Sized Sedan 13-15'
Full-Size Sedan 15-20'
Mini-Van/Utility 16-18'
Jeep 15-17'
Full-Size Van 16-20'
Truck 19'-30'
Construction vehicles: land movers, cement mixers, dump trucks, etc 18-24'
Tank 18-24'
Train (does not always need railroad tracks to transform) 20'-30'
Small Aircraft: bi-plane, stunt plane, etc. 20'-24'
Stunt Fighter Plane: F-15 Blue Angel and others of this type 21'-25'
Fighter Plane: F-14 Tomcat, F-15 Eagle, MIG 27, etc 22'-26'
Commercial Jet or Airliner: 747, cargo plane, etc 27'-40'
Space Vehicles: shuttles, spaceships, etc 35'+
Aquatic Vehicle: jetski 6' (must be an exoskeleton)
Aquatic Vehicle: small boat 7-15'
Aquatic Vehicle: large ship 20'+
Insect or animal 2-8'
Dinosaur 6-12'
Weapon: guns, futuristic cannons, etc 1'-10'
Cassette/CD Player 1'-3'
Scientific Equipment: Microscopes, etc 1-2'
The vehicular form may be purchased from a standard vehicle or Hardware: Super Vehicles vehicle, but at an added cost of $50,000. An additional form may be selected, but there are limitations. First, the 10% additional cost per body type is raised by 5% for every additional form and the new form's body type must be purchased. Second, the new form must be comparable in size to the other transformed form, so a robot who turns into a jet could not also become a compact car. Third, the Piloted Humanoid Body Cost is doubled for every additional form.

Step 2: Determine Transformation Style

Motorcycles, jetskis and other vehicles of similar size can only transform into humanoid robots or suits of power armour. It is important to note that a motorcycle with an AI still cannot pilot itself without a rider (the balance is wrong) Most piloted automobiles use the following format: The front of the car forms the legs, the driver's seat area becomes the "head", the rear of the car forms the back of the torso. Arms fold out from under the chassis during transformation. Any missile launchers or other heavy weapons are shoulder or back mounted in robot form, and concealed in the trunk area in vehicular form. Most non-piloted automobiles use a similar format, except the middle of the car (including the driver's seat) folds over to become the front of the torso, and a head emerges. The head is in the trunk area in the vehicular form. 

Semi trucks (must use super vehicle template) use the following configuration: the front of the cab forms the main torso, arms and head, and the rear of the cab forms the legs. The trailer may form an armoured exosuit for the robot for an additional $700,000.

Jet aircraft use the following configuration: the rear of the jet forms the legs, with one thruster being located in each foot. The arms fold out from the middle of the jet, just under the wings. The cockpit either folds over and faces downward to become the front torso (with a gyroscopically reoriented pilot's seat that moves to a new, upright position) or moves into the head position and remains upright. The wings either fold over to the back and face straight backward, move to the back and face outward, or move to the back into a swivable configuration (this method is used if the jet has wing-mounted missiles or guns) If heavy weapon systems are installed on the robot, then the player may select one or two of them (one is recommended) to transform into a handheld weapon to be used in robot form. 

Step 3: Determining Speed

Running speed is purchased for the robot form, and does not affect the vehicular form Automobiles do not purchase an engine, each wheel has its own motor (this is included in the 10% transformation cost). Initial speed is 70 KPH. Maximum speed is 300 KPH.

Vehicular speed is purchased normally and does not affect the robot form unless the vehicular form is jet airplane. In that case, the robot form can fly at 1/5 the speed of the jet. A hybrid form in which the robot is primarily in jet form with only legs and arms extended may be purchased for $1,500,000. 

In this form, the robot can fly at 1/2 the jet form's speed, but can only use the arms at 3/4 of the robot form's PS. 

A Note concerning SDC and AR. The same SDC is applied to each form. In either form, this SDC applies to the main body. The maximum SDC available is the average between the maximum SDC of each form. AR must be bought separately for each form. 
Main Body: 100% of SDC.
Arms: 30%
Hands: 15%
Head: 15%
Legs: 50%
Feet: 25%

 

Appendix 2: Miniature Body Type
NOTE: The high cost of these comparatively weaker robots is due to the degree of miniaturization involved. They are fairly useless for combat, but make excellent spies. Also, the humanoid body types may be replaced with animal bodies for a savings of 40% of the body type cost.

Body Type: Miniature Transformable Humanoid (can also be used as a remote probe)
- Size: 1' to 3' 
- SDC: Base: 50. Max: 200 
- AR: Base: 5. Max: 11 
- Base PS: 7 
- Base SPD: 8 
- Light Frame Cost: $600,000 
- Reinforced Frame Cost: +$700,000 
- Transformation Cost: $75,000 plus cost of item to be transformed into 
- Only micronized weapons may be installed 
- Hover System costs an additional $800,000 
Power can be Super Solar (but only stores 1/4 the backup reserve) or Micro Fusion. If the robot is a remote probe, then a rechargeable power system which is charged by the master robot can be added for $75,000. The rechargeable cell recharges one minute's worth of power for each two minutes the robots are connected.
- PS is limited to 18 unless reinforced frame is selected. With reinforced frame there are no limits but obviously greater strength would require an appropriate increase in power systems to generate it
- Transformation options include but are not limited to boom box, personal computer, television (uses LCD display, add $10,000 to cost), light vehicle weapon system or handheld rifle.

Body Type: Micro Transformable Humanoid (Can only be used as a remote probe for a larger robot)
- Size: 6" to 11" 
- SDC: Base: 40. Max: 100 
- AR: Base: 4. Max: 8 
- Base PS: 4 
- Base SPD: 6 
- Light Frame Cost: $1,000,000 
- Reinforced Frame Cost: +$700,000 
- Transformation Cost: $250,000 plus cost of item to be transformed into 
- Only micronized weapons may be installed 
- Hover systems cost an additional $3,500,000 
- The robot has a rechargeable power cell. For every two minutes the robot is connected to the master robot and charging, one minute's worth of power is stored. 
- PS is limited to 13 unless reinforced frame is selected. With reinforced frame there are no limits but obviously greater strength would require an appropriate increase in power systems to generate it
- Transformation options include but are not limited to small handheld communicator, cassette tapes or videocassettes, portable disk drives, microscopes, telescopes or handguns.

 

Appendix 3: Gestalt Mode
These robots are all able to combine to form one larger robot.
Step 1: Create the component robots
- Create five or six robots using the standard rules for robots or transformable robots. If five robots are creates, then the one which will become the torso must be larger than the others (ie: a giant humanoid and four basic humanoids). 
- If six robots are created, then they are all the same basic size, and two of them combine to form the torso. All robots which form the gestalt must use reinforced frames.
Step 2: Assign the robots as components of the gestalt form
- This step involves purchasing the extra components for each robot. Needless to say, this costs extra.
- The robots which become legs are fairly cheap. A mere $100,000 procedure will convert a robot into a gestalt leg.    
- This procedure installs the connector to the lower torso, the foot (50% of robot SDC) which is only seen in gestalt mode, and a special shin guard type armour which is also only available to the gestalt mode. This armour has 50% of the robot's SDC (ie: a robot with 500 SDC would have a 250 SDC armour plate) and only protects the lower leg. 
- Arm robots are a little more expensive. A $150,000 procedure installs the connector to the upper torso, the hand (25% of robot SDC) which is only used by the gestalt, and a forearm armour plate which has 25% of the robot's SDC. 
- To configure a robot to become the lower torso, a $300,000 procedure installs the connectors to both legs, a connector to the upper torso, and an armour plate which protects the lower torso. This armour has 75% of the robot's SDC. 
- To configure a robot to become the upper torso, a $450,000 procedure installs the connectors to the arms and the lower torso, and an armour plate which protects the upper torso. This armour has 90% of the robot's SDC. For an additional $50,000, a head can be installed as well. The head may have giant robot eye weapons and has 25% of the robot's SDC. If one large robot forms the torso, then it must be configured with the upper and lower torso options. 
- NOTE: The gestalt robot armour is not available to the robots in their individual forms because it is too bulky and ungainly.
Step 3: Purchasing SDC and AR for each component
- To purchase SDC and AR for each component, purchase the points as normal (but at 1/4 price), but only apply them to the gestalt form (you are buying improvements to the armour plate). Limbs and half torsos can only receive SDC and AR equal to the limit of their individual forms, but full torsos can receive armour up to 200% of their maximum SDC and 2 points above their maximum AR.
Step 4: Purchasing PS and SPD 
- The PS and SPD attributes are purchased for each component. These attributes have nothing to do with individual robot's attributes. All limb modules begin with a PS of 20, and legs begin with a SPD of 22. Additional PS for each limb costs $4,000 per point. Additional SPD for each limb costs $200 per point.
- Flight is a possibility for the gestalt form, but it's expensive. A full hover system must be purchased for each leg and for the lower torso, and a $500,000 procedure is required for each module to adapt the hover system to propel the gestalt robot. The maximum flight speed is equal to 50% of  the lowest speed and the maximum altitude is 50% of the lowest maximum altitude. Also, each of these robots must have a nuclear power system. SPD is limited to 500 MPH. PS is limited to 200.
Step 5: Sensors and Weapons Systems 
The gestalt form has access to all sensors, but each version of a sensor is only counted once when determining bonuses. The gestalt form also has access to the weapons built into the torso. The gestalt form does not normally have access to the weapon systems built into the limbs (they are covered by armour), but any weapons may be configured to function in gestalt mode with a $20,000 conversion process.
Step 6: Assigning control of the gestalt robot
If the robots are to be piloted by humans then the gestalt form should be controlled by the pilot of the upper torso. If the robots are to be controlled by AI then it is up to the players and/or GM whether the gestalt form is to be controlled by the upper torso or by a combination of all of the robots. If these robots are to be player characters, then I would suggest making the robot controlled by the main module. Another option is to have an AI which is only used by the gestalt form. If the AI combine to form the gestalt form's mind, then the Split Personality rules found in the Insanity section may apply (GM's call). In this case, the gestalt AI is the main personality and each component has a 20% or 17% chance of emerging. Fortunately the computer system is able to handle this problem and the gestalt AI will regain control in D4 melees.

Notes on Gestalt Robots:
Gestalt robot transformation is much easier if the upper body parts (torso and arms) have flight capabilities. Otherwise, the robot will have to form lying down, and then get up (which takes 4D4 melees). Gestalt robots may be forced to disengage by powerful attacks. An attack to the torso which inflicts 10% or more of that module's total SDC has a 60% chance or causing a disengagement.
Humanoid robots may transform into guns for the gestalt robot. Use standard transformable robot rules and purchase a basic humanoid body. Humanoid robots may also form the head of the gestalt robot. In this situation, the robot which becomes the head takes control of the gestalt form.

 

 

Palladium Classes