Volume 1: Issue 4: Summer
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Companion Unit : Death Machine : Ecobot : Exterminator : Household Robot : Medibot : Police Robot : Robot Tank : Security Robot : Sentry : Warbot

COMPANION UNIT
STR 5 (d4+3) INT 10 (2d4+5)
DEX 17 (2d6+10) WIL 12 (2d6+5)
CON 4 (d4+2)  PER 10 (2d4+5)

Durability: -/6/-/- Action Check: 14/13/6/3
Move: Sprint 30, Glide 20 # Actions: 2
Reaction Score: Ordinary/1

Attacks Skill Roll Damage Type
Tentacle 5/2/1 (+1 step) d4-1s/d4s/d4+1s LI/O

Defenses
-1 step penalty vs. melee Attacks
+4 step bonus vs. ranged Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage.
Construction: d6 LI/ d4-1 HI/ d6-2 EN

Skills
A single Science skill from the Intelligence Skills list (10); Awareness (12)

Equipment
Tractor/presser beams (manipulate loads of 50 kg at a 3 meter range)
Comm gear (10 km range)
Sensors: infrared, ultraviolet, microscopic (x100), telescopic (x100)

Description
Companion units are 1/2 meter tall floating blue ovals set with lenses all around the front and a short tentacle dangling underneath.
A companion bot's primary task in the Ancient Ages was to act as an aid to a scientist in a lab. In the Gamma Age, they are often used as valets and forward scouts to those fortunate enough to own them.
Companion units are not particular about who they serve; they are activated by the sound of their owner's voice, or by a new voice if left idle for more than 30 days. They will serve PSHs, mutants, sleeth, etc. (anyone who has a voice to command them).


DEATH MACHINE

STR 15 (2d4+10)  INT 9 (2d4+4)
DEX 8 (2d4+3) WIL 10 (2d4+5)
CON 18 (2d4+13) PER 9 (2d4+4)

Durability: -/27/-/- Action Check: 9/8/4/2
Move: Fly 48, Glide 32 # Actions: 3
Reaction Score: Marginal/2

Attacks Skill Roll Damage Type
Mark XI Blaster Cannon 15/7/3 d8+1w/d8+4w/d8+1m EN/G
Black Ray Cannon 15/7/3 d6+4w/d6m/d8+1m EN/G
Mark VII Battery 8/4/2 (-3 step) d6+7w/d8+9w/d6+7m EN/G
Trek Gun 15/7/3 Disintegration EN/O
Laser Battery 8/4/2 (-4 step) d6+9w/d6+11w/d4+9m EN/O
Rocket Launcher 15/7/3 (+1 step) d6w/d4+3w/d4m HI/G
Fusion Bomb 15/7/3 (+1 step) d10w/d6m/d8+2m within EN/G
600 meters, 1/2 up to 6km

Defenses
+3 step bonus vs. melee Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage
SCM-16 Capacitor Screen (Provides Good Toughness vs. LI and HI Attacks and Amazing protection from
EN Attacks. Also automatically reduces damage from Attacks before armor takes effect: LI 4s/2w/1m, HI 4s/2w/1m, EN 6s/4w/2m).
Duralloy Construction: 4d4+2 LI/ 4d4+2 HI/ 6d4+3 EN

Skills
Armor Operation (15)- powered armor (18), Heavy Weapons (15); Ranged Weapons (8); Navigation (9), Tactics (9); Awareness (10)

Equipment
Weapons: 2 Mark XI blaster cannons (500/1000/2000 meter range), 6 black ray cannons, 16 batteries of 4
Mark VII blaster rifles (100/200/400 meter range), 4 trek guns, 8 batteries of 5 laser rifles, 6 rocket launchers (10 missile rack), fusion bomb launcher (50 bombs, 1000/2000/3000 meter range)
SCM-16 Capacitor Screen (Stardrive Arms and Equipment Guide, pg 77)
Energy Dampening Field (automatically kills all robotic units and energy-using devices in a 30 meter radius) 

Description
Death machines are 8 meter tall egg-shaped robots, with dozens of knobby protrusions and gun turrets across the surface. It floats on antigrav pods. It's gun ports constantly move, pinpointing anything that comes to the attentions of the robot's sensors.
During the Ancient Ages, death machines were amongst the most terrifying things a man could see on the battlefield. Unfortunately, things have not changed much in the Gamma Age- these engines of destruction still travel across Gamma Terra, searching for targets long since destroyed.
Death machines only acknowledge PSH and android military personnel. A common soldier can move the robot or have it perform menial tasks. Only a military supervisor can give it a military objective. Death machines ignore civil authorities of all kinds.


ECOBOT

STR 13 (2d4+8) INT 4 (d4+1)
DEX 8 (2d6+1) WIL 4 (d4+2)
CON 12 (2d4+7) PER 4 (d4+1)

Durability: -/18/-/- Action Check: 7/6/3/1
Move: Sprint 14, Run 10, Walk 4 # Actions: 2
Reaction Score: Marginal/1

Attacks Skill Roll Damage Type
Fist 13/6/3 d4+2s/d4+3s/d4+4s LI/O
Stun Ray Pistol 12/6/3 see Description n/a
Chainsaw 13/6/3 (+2 step) d6+1w/d6+2w/d4m LI/O 

Defenses
+2 step bonus vs. melee Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage.
Construction: d6-1 LI/ d6-2 HI/ d4-2 EN

Skills
Athletics (13), Unarmed Combat (13); Ranged Weapons (8)- pistols (12); Life Sciences (4)- botany, zoology (15)

Equipment
Weapons: stun ray pistol, 50% chance for a chainsaw
Videorecorder w/ an infrared sensor, flashlight
Comm gear
Half of the ecobot's torso is a storage container (100 liters) to carry feed, water, seeds, etc.

Description
Ecobots are humanoid, save that they have four evenly-spaced arms. They have a polite but firm male voice.
Ecobots are normally found on farms and parks. In the past, they were charged with the task of caring for the land and animals on the grounds. They continue these tasks in the Gamma Age, though their programming is often corrupted.
Any PSH or android can command an ecobot to perform any menial or landscaping task, or to temporarily stop whatever it is doing. A PSH or android identified as a supervisor can command the ecobot to perform non-farm or -park related tasks, so long as it does not leave the farm or park property. Only a PSH or android identified as a programmer or military/civil authority can get the robot to leave it's territory. Ecobots do not recognize other species of creatures- mutant animals find themselves shooed off the landscaped areas or stunned and put into pens, and mutant plants might find themselves "trimmed" if they are "growing" in the wrong place.


EXTERMINATOR

STR 15 (2d4+10) INT 15 (2d4+11)
DEX 11 (2d6+4) WIL 15 (2d8+6)
CON 16 (2d4+11) PER 13 (2d4+8)

Durability: -/24/-/- Action Check: 14/13/6/3
Move: Sprint 28, Run 18, Walk 6 # Actions: 3
Reaction Score: Ordinary/2

Attacks Skill Roll Damage Type
Fist 15/7/3 d4+3w/d4+5w/d4+7w LI/O
Weapon as per weapon

Defenses
+3 step bonus vs. melee Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage
Construction: 3d4+1 LI/ 3d4+1 HI/ 2d4+1 EN

Skills
Athletics (15), Heavy Weapons (15), Melee Weapons (15), Unarmed Combat (15); Manipulation (11), Ranged Weapons (11), Stealth (11)- shadow (16), Vehicle Operation (11)- air vehicle (12); Movement (16); Demolitions (15), Knowledge (15), Navigation (15), Tactics (15), Awareness (15), Investigate (15); Interaction (13)- Intimidate (16)

Equipment
Videorecorder, infrared and ultraviolet sensors
Exterminators make use of weapons and Equipment acquired during their travels.

Description
An exterminator is a humanoid robot covered with a layer of human skin, making it identical to a PSH. As it is damaged, the skin is torn away to reveal the skeletal robot beneath.
The original purpose of the exterminator is unknown. It appears to be a robotic assassin, hunting down a single target and eliminating anything that gets in it's way. Who programmed them and why is unknown, as is the programmer's criteria for selecting targets. Once the exterminator destroys it's target it departs, presumably to report it's success to it's master.
Exterminators ignore the commands of all creatures, and is in fact likely to slay any creature that crosses it's path. They never communicate with anyone.


HOUSEHOLD ROBOT

STR 10 (2d4+5)  INT 5 (2d4+1)
DEX 9 (2d6+2) WIL 6 (d4+4)
CON 12 (2d4+7) PER 5 (2d4)

Durability: -/18/-/- Action Check: 8/7/3/1
Move: Sprint 18, Run 12, Walk 4 # Actions: 2
Reaction Score: Marginal/1

Attacks Skill Roll Damage Type
Hand 10/5/2 (+1 step) d4+2s/d4+3s/d4+4s LI/O

Defenses
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage.
Construction: d6-1 LI/ d6-2 HI/ d4-2 EN

Skills
None (or any programmed)

Equipment
Fire extinguisher, comm gear, flashlight.
A household bot has a video screen on chest. Generally, any security cameras in the household can be displayed on the household bot's vidscreen on request.

Description
Household robots appear to be metal people. They have a low-key, deferential male voice.
In the Ancient Ages, household robots were domestic servants and valets. They may continue to provide these services in the Gamma Age, though their programming might be corrupted. 
Household robots are very polite and will perform harmless tasks for PSH and androids unless it already has a task, the request would cause harm to people or property, or the task would leave strangers unattended in the robot's home territory. It ignores animals and plants unless they make a nuisance of themselves (shooing animals off the furniture, for instance).


MEDIBOT

STR 9 (2d4+4) INT 12 (2d4+7)
DEX 12 (2d6+5) WIL 13 (2d6+6)
CON 10 (2d4+5) PER 11 (2d4+6)

Durability: -/15/-/- Action Check: 13/12/6/3
Move: Fly 48, Glide 32 # Actions: 2
Reaction Score: Ordinary/2

Attacks Skill Roll Damage Type
Manipulator 9/4/2 (+1 step) d4s/d4+1s/d4+2s LI/O

Defenses
+1 step bonus vs. ranged Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage.
Construction: d6-1 LI/ d6-2 HI/ d4-2 EN

Skills
Knowledge (12)- first aid (20), Medical Science (12)- surgery (20), treatment (20).

Equipment
Medical gear to monitor and care for the patient. A weak force field covers the patient to control the air quality. Restraints are also available for unwilling patients.
Comm gear

Description
Medibots look like steel coffins without lids. The patient lies within, and the sides slope away to prevent a closed-in feeling. The bulk of the medical Equipment and sensors is underneath the unit, giving it another 1m of depth. Six manipulators line either side of the bot, and various readouts, lights, and gauges line the outer edge of the unit. The whole thing floats on antigrav pods and has a soothing female voice.
Medibots cared for the sick and injured during the Ancient Ages, and continue to do so in the Gamma Age (though their programming may have been corrupted). 
PSH or androids identified as nurses can request the status of patients, assign patients to a bot, or release patients. PSH or androids identified as doctors can direct the care of patients. Civil/military authorities can direct medibots to persons in need of care, so long as the bot does not already have an occupant. PSH and androids can be taken care of normally, but humanoid mutant animals and mutants must make a Personality feat check to be identified and treated. Non-humanoid animals and plants are ignored.


POLICE ROBOT

STR 15 (2d4+10) INT 11 (2d4+7)
DEX 12 (2d6+5) WIL 13 (2d6+6)
CON 16 (2d4+11) PER 11 (2d4+6)

Durability: -/24/-/- Action Check: 13/12/6/3
Move: Fly 48, Glide 32 # Actions: 3
Reaction Score: Ordinary/2

Attacks Skill Roll Damage Type
Fist 15/7/3 d4+3s/d4+4s/d4+5s LI/O
Laser Pistol 16/8/4 (-1 step) d4+1w/d6+1w/d4m EN/O
Stun Ray Pistol 12/6/3 see Description n/a
Stun Grenades 15/7/3 d6s/d8s/d8+2s EN/O

Defenses
+3 step bonus vs. melee Attacks
+1 step bonus vs. ranged Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage.
Construction: 2d4 LI/ d4+1 HI/ d4 EN
Alpha 50 Particle Screen: provides extra armor (d6-3 LI/ d6-2 HI/ d8-2 EN), blinks out when police robot fires it's own weapon.

Skills
Armor Operation (15)- powered armor (18), Athletics (15), Heavy Weapons (15), Unarmed Attack (15); Ranged Weapons (12)- pistol (16); Knowledge (11)-first aid (15), Law (11)- local justice (16); Awareness (13), Investigate (13); Interaction (11).

Equipment
Weapons: Laser/Stun Ray pistol, grenade launcher w/ stun grenades
Alpha 50 Particle Screen (Stardrive Arms and Equipment Guide, pg 77)
Comm gear, flashlight, loudspeaker, handcuffs.

Description
A police robot looks like a motorcycle cop without legs or a bike. It is a floating torso (antigrav pods) with two arms and a head molded to look like a helmeted head. It can extrude a padded seat behind it to carry a passenger, with restraint straps to strap prisoners to the seat.
Police robots were used to prevent a crime and apprehend criminals, using the minimum force necessary; if the criminals are armed with assault rifles, minimum force can be quite deadly. They presumably carry out the same tasks during the Gamma Age, making them hazardous to explorers of ruined cities.
Any PSH or android can direct a police robot to the scene of a crime or accident. A PSH or android identified as a supervisor can direct a police robot away from the scene of a crime, but only if there are other police robots or personnel there to attend to it. Police robots will obey all orders from civil/military authority cards, even destructive ones. Police robots treat people engaged in non-criminal activities with respect and courtesy and can offer aid and assistance if asked.


ROBOT TANK

STR 15 (2d4+10) INT 4 (d4+1)
DEX 5 (2d4)  WIL 4 (d4+2)
CON 15 (2d4+10) PER 4 (d4+1)

Durability: -/22/-/- Action Check: 5/4/2/1
Move: Sprint 60, Run 40, Walk 10 # Actions: 2
Reaction Score: Marginal/2

Attacks Skill Roll Damage Type
Tentacle 15/7/3 d4+3w/d4+5w/d4+7w LI/O
Mark XI Blaster Cannon 15/7/3 d8+1w/d8+4w/d8+1m EN/G
Laser SMG 12/6/3 (-1 step) d6w/d6+2w/d6m EN/O

Defenses
+3 step bonus vs. melee Attacks
-1 step penalty vs. ranged Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage.
Cerametal Armor: d8 LI/ d8 HI/ d8 EN
Can be sealed airtight with a 30 minute supply of air

Skills
Heavy Weapons (15), Unarmed Attack (15); Ranged Weapons (5)- SMG (12); Navigation (4)- land (12), Tactics (4)- cavalry (15), infantry (12); Awareness (4)- perception (12)

Equipment
Weapons: Mark XI blaster cannon (turret), 3 laser SMGs (2 mounted on sponsons on either side, one atop the turret)
Jump jets (can jump 5m in the air for one round at a time, useable 1/10 minutes)
Searchlight, comm gear

Description
Robot tanks look like ordinary tanks, save for the two three meter long tentacles on either side of the turret.
Robot tanks were used by military forces for heavy assault and to bolster infantry. They can still perform these functions in the Gamma Age, unless their programming has been corrupted. 
Robot tanks only respond to PSH or androids, and then only to those identified as military personnel. Common soldiers can move the tanks or command them to perform menial tasks. Personnel recognized as tank captains can direct the robot tank to accomplish military objectives. It ignores all other creatures. 


SECURITY ROBOT

STR 13 (2d4+8) INT 6 (2d4+1)
DEX 11 (2d6+4) WIL 6 (d4+4)
CON 12 (2d4+7) PER 5 (2d4)

Durability: -/18/-/- Action Check: 9/8/4/2
Move: Sprint 24, Run 16, Walk 6 # Actions: 2
Reaction Score: Marginal/1

Attacks Skill Roll Damage Type
Fist 13/6/3 d4+2s/d4+3s/d4+4s LI/O
Stun Ray Pistol 12/6/3 see Description n/a

Defenses
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage.
Construction: 3d4 LI/ 2d4+1 HI/ d6+1 EN

Skills
Athletics (13), Unarmed Attack (13); Ranged Weapons (11)- pistol (14), Stealth (11); Law (6)- local justice (10), Security (6)- protection protocols (12); Interaction (5)- intimidate (9).

Equipment
Stun Ray pistol
Videorecorder w/ infrared and telescopic (x100) sensors
Comm gear, flashlight, loudspeaker

Description
Security robots are humanoid, to ease tension in dealing with employees of their former company. They have gruff, authoritative male voices.
In the Ancient Ages, security robots prevented unlawful entry onto company property and theft of the company's materials. In the Gamma Age, this programming makes them hazardous to explorers of the ruins of those facilities.
Upon sighting unauthorized activity, the robot will always give a warning before attacking, and uses the minimum force necessary. Any PSH or android can direct a security robot during normal working hours when there is no emergency. During an emergency or after hours, only a person identified as a supervisor can control the robot. The robot will also obey any military/civil authority. A security robot does not recognize other species- animals are kept out of the building, but otherwise ignored; plants are ignored altogether.


SENTRY

STR 5 (d4+3) INT 9 (2d4+4)
DEX 17 (2d6+10) WIL 10 (2d4+5)
CON 2 (d4) PER 9 (2d4+4)

Durability: -/3/-/- Action Check: 14/13/6/3
Move: Fly 30, Glide 20 # Actions: 1
Reaction Score: Ordinary/1

Attacks Skill Roll Damage Type
None

Defenses
-1 step penalty vs. melee Attacks
+4 step bonus vs. ranged Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage
Construction: d6-1 LI/ d6-2 HI/ d4-2 EN

Skills
Stealth (17); Awareness (10)- perception (16)

Equipment
Comm gear, videorecorder w/ infrared and ultraviolet sensors.

Description
Sentries are large floating spheres made of a hard plastic. It has three distinct zones- the underside consists of antigrav pods, the middle an array of audio and visual sensors, and the top a computer brain and transmitter.
In the Ancient Ages, sentries were used as inexpensive and tireless watchers of sensitive installations. They are still likely to act in this capacity during the Gamma Age, under the control of an installation computer.
Sentries only acknowledge PSH and androids that have been designated as supervisors, who can direct them to different areas or shut them down for maintenance. They ignore all other creatures.


WARBOT

STR 15 (2d4+10) INT 9 (2d4+4)
DEX 8 (2d4+3)  WIL 10 (2d4+5)
CON 16 (2d4+11) PER 9 (2d4+4)

Durability: -/24/-/- Action Check: 9/8/4/2
Move: Fly 48, Run 32 # Actions: 3
Reaction Score: Marginal/2

Attacks Skill Roll Damage Type
Tentacles 15/7/3 d4+3w/d4+5w/d4+7w LI/O
Twin Lasers 8/4/2 (-2 step) d6+3w/d6+5w/d4+3m EN/O
Grenade Launcher 15/7/3 as grenade 
Rocket Launcher 15/7/3 (+1 step) d6w/d4+3w/d4m HI/G
Fission Cannon 15/7/3 d6w/d6+2w/d6m EN/G

Defenses
+3 step bonus vs. melee Attacks
Immune to mental Attacks
Immune to Fatigue and Stun damage, Mortal damage treated as Wound damage
Duralloy Construction: 3d4+1 LI/ 3d4+1 HI/ 4d4+2 EN
Alpha 50 Particle Screen: provides extra armor (d6-3 LI/ d6-2 HI/ d8-2 EN), blinks out when warbot fires it's own weapon.
Cloaking Device (see Equipment)

Skills
Armor Operation (15)- powered armor (18), Heavy Weapons (15), Unarmed Attack (15); Ranged Weapons (8); Navigation (9), Tactics (9); Awareness (10)

Equipment
Weapons: twin laser rifles, grenade launcher (20 grenade rack, various grenades), rocket launcher (8 rocket rack), fission cannon
Alpha 50 Particle Screen (Stardrive Arms and Equipment Guide, pg 77), Cloaking Device (makes the warbot invisible; Awareness-intuition check w/ +1 step penalty to detect the warbot)
Ultraviolet sensors
Comm gear (w/ secure channels), videocamera

Description
Warbots look like 3 meter tall floating eggs. They have two tentacles at their base and a multi-barreled rotating gun turret on top.
The Ancients used warbots on the battlefield and to defend military installations. These dangerous robots can still be found performing these tasks, though time has eroded their programming.
Warbots only acknowledge PSH and android military personnel. A common soldier can move the robot or have it perform menial tasks. Only a military supervisor can give it a military objective. Warbots ignore civil authorities of all kinds.