Robots may function as either mechanical aides and/or thinking companions for characters. Robots may be used to increase characters' Skill Levels when performing a given task, and sometimes they can replace a character for minor jobs. They will often be able to provide information to the characters that would otherwise be unavailable.
Within society, robots are regarded with little overt concern, yet
doubts exist over the degree of independent thought which they should
be given. Therefore, some legal restrictions have been placed on the
actions and available systems of all robots, to avoid any problems
with these thought systems. Robots with artificial intelligence
occasionally go insane
and the GM may implement an incident of
this kind when an accident is generated on the Encounter Table (see
27.0). The specific descriptions of robot thought
systems detail the likelihood of breakdowns such as these.
Robots are controlled by their owners, but others may illegally gain control through use of programming and compu/robot tech skills. When purchased, a robot consists of a chassis, a variable number of systems of the owner's choice, and two controllers: a headset and a hand-held version.
The GM and the players should record each robot's characteristics and systems on an index card for use during play. Robots may be purchased with a one-week waiting period at the prices listed on a world of a Civ Level equal to or higher than the Civ Level of the robot. Upon placing the order for the robot, a character must declare which systems he wants.
If attempting to purchase a Civ Level 8 robot on a Civ Level 7 world, the price is doubled; on a Civ Level 6 world, the price is multiplied by 10. Below Civ Level 6, Level 8 robots would be very scarce and only available through the black market. These price relationships hold true for purchasing a Civ Level 7 robot on lower Civ Level worlds.
The names given on the Robot Chassis Chart are model names only; the characters should invent individual names for their robots.
A robot chassis with no systems may move and pick up and carry objects. It can see and hear as well as a human, but cannot synthesize the information it receives, and will reveal this information in an absolutely non-analytical manner. It will remember nothing, and will only do something when commanded. It will attempt to do what it cannot possibly do without any hesitation. Each chassis comes complete with whatever systems the owner wishes and which can fit into the unit. The chassis are rated for both Hardware Points and Software Capacity, and the systems are given point and size ratings. A chassis cannot contain more hardware or software than its capacity in either area.
The owner controls a robot through vocal commands or through a controller (see 16.2). These controllers are to every robot as keys are to an automobile; thus, the controller for robot A cannot be used to command robot B. Through these controllers the owner's voiceprint is placed in the robot's central processor, and thereafter the robot will only answer its owner's voice. Civ Level 8 robots may have three other voices encoded in addition to the owner, but will always give the owner's voice priority. This programming of the additional voices is accomplished via the controller itself.
When in audible range, the robot may be commanded verbally without the use of the controller. The robot will answer and speak to the owner in a normal vocal range. The volume can be altered with the controller.
Robots will never object to being turned off by anyone, which is a simple matter of flipping a switch on the controller. A chassis may operate for 2 weeks before exhausting its energy. The batteries then need replacement or recharging. Any vehicle with a range of 2,000 km or greater may be used to recharge a robot's battery, and any city will have recharging facilities. A normal fee for this service is 100 Mils. Extra batteries may be purchased for 500 Mils per battery.
A chassis has a standard vocabulary, and understands the meaning of all distance and time measurements.
This device allows communication with a robot's central processor. Controllers come in three configurations: hand-held (pocket calculator size), headset (fits inside a respirator helmet), and wrist mount (twice the size of a normal watch). The hand-held, headset, and wrist mount versions all have a TV screen, transceiver, and—except the headset—a keypad. The TV screen allows the user to see exactly what the robot sees while the transceiver allows verbal two-way communication. The keypad is used to transmit coded commands to the robot and can at any time be used to operate the robot without verbal communication. The keys are not marked, and only the owner knows which keys issue which commands. This information can be shared with anyone the owner wishes, and this is the only way anyone whose voiceprint is not in the robot's memory may operate it. Anyone with a programming skill may-attempt to gain access to a robot through the controller's keypad. If successful, the robot may be given new voiceprints and the keypad new coding.
A controller's range is 10 km, and subject to normal radio interference. The handheld and headset versions (both Civ Level 7) come with the robot, while the wrist mount (Civ Level 8 robots only) cost 5 Trans extra.
A robot with a weapon may fire it at a specified target by receiving an order to do so. It must have a weapon target system and a weapon system to engage in fire combat. The robot may fire as many times in an Action Round as a human could. If a robot is firing a recoil weapon, it does not suffer adverse modifications due to the recoil. A robot will not fire a weapon (unless malfunctioning) without a specific command.
To engage in close combat, the robot must have a close attack system and be ordered to engage. Exception: A robot with a creative thought system may engage in close combat by its own choice.
Movement of robots in an Action Round is detailed in 29.2. A robot may travel a number of kilometers per hour equal to its Agility Rating, and it is affected by terrain as detailed in 26.4. Note: This means a robot with an Agility Rating less than 5 cannot keep up with humans travelling on foot.
See Table 16.4.
[16.4] Robot Chassis Chart| robot type | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| CIV LEVEL 7 | strength | dexterity | agility | port capacity | projectile armor | beam armor | hardware points | software size | cost | weight |
| Brummagen I | 17 | 5 | 1 | 350 | 2 | 2 | 2 | 1 | 75 | 800 |
| Brummagen II | 8 | 2 | 3 | 35 | 1 | 1 | 3 | 1 | 110 | 150 |
| Manner 31b | 20 | 3 | 5 | 200 | 4 | 4 | 1 | 1 | 70 | 520 |
| Manner 36sd | 9 | 8 | 8 | 90 | 2 | 1 | 2 | 2 | 125 | 300 |
| Manner 36sdf | 5 | 1 | 10 | 9 | 2 | 3 | 1 | 2 | 90 | 120 |
| Frazette Blue | 1 | 6 | 11 | 3 | 0 | 0 | 1 | 1 | 50 | 45 |
| CIV LEVEL 8 | ||||||||||
| Brummagen III | 38 | 12 | 2 | 450 | 5 | 4 | 5 | 6 | 600 | 580 |
| Manner 44 | 33 | 4 | 5 | 900 | 5 | 5 | 5 | 4 | 450 | 1020 |
| Manner 50sd | 20 | 12 | 6 | 60 | 4 | 4 | 2 | 4 | 200 | 140 |
| Manner 51sdf | 18 | 7 | 9 | 15 | 4 | 2 | 5 | 7 | 770 | 140 |
| Frazette Green | 22 | 9 | 10 | 250 | 4 | 5 | 6 | 4 | 600 | 370 |
| Frazette Amber | 18 | 14 | 12 | 150 | 3 | 3 | 4 | 4 | 280 | 240 |
| Soidistant RAR | 21 | 11 | 13 | 550 | 2 | 1 | 6 | 6 | 850 | 660 |
| Soidistant V-201 | 8 | 13 | 14 | 5 | 2 | 3 | 3 | 6 | 400 | 85 |
| Soidistant V-202 | 32 | 15 | 15 | 700 | 5 | 5 | 6 | 7 | 1200 | 850 |
Robot systems are self-contained units, which augment the physical or logical capacities of the robot. Each system details what abilities if confers on the robot, how much it costs (if purchased independent of a robot), and how many Hardware Points or how much Software Space it occupies. Hardware adds to the physical capabilities of a robot; Software contributes logic systems, which allow various thought processes. Certain systems are available to Civ Level 8 robots only.
When deciding upon systems for a robot, the total Hardware Points and/or Software Sizes may not exceed the capacity of the robot. Extra systems may be purchased, but may only be interchanged by a skilled individual who has access to and can operate the robot's controller. An individual with programming skill can interchange one Software Point in half an hour; an individual with compu/robot tech may interchange one Hardware Point in half an hour.
All systems that include a weapon are bound by the same legal restrictions governing ownership of firearms by humans (see 19.0).
The following list of systems includes the abilities the system confers, their cost, and their Hardware Point total and Software Size.
Aerodynamic. Allows flight via a modified jetpack as per 29.3. Flies in all respects as a character with Skill Level 4. Price: 25 Trans. Hardware: 2. Software: 1.
Agriculture. Functions just like a character with agriculture Skill Level 5. Price: 15 Trans. Hardware: 1. Software: 1.
Anti-Bio. Includes all attributes of the bio system, plus stun pistol, needle pistol, and a full supply of drugs and poison for use against creatures. Weapon target system for those weapons only also included. Price: 40 Trans. Hardware: 2. Software: 1.
Aquatic. Allows robot to swim above and beneath water. Robot's speed in liquid in an Action Round is twice its Agility in hexes; long distance movement is twice Agility in kilometers per hour. Maximum depth is 50 meters. Price: 35 Trans. Hardware: 2. Software: 0.
Arc Gun. Includes arc gun and weapon target system that may be used only for that weapon. Price: 30 Trans. Hardware: 1. Software: 1.
Bio. Aids a character with biology skill; +2 to Biology Skill Level. Includes a catalog of all known creatures, a Civ Level 8 Bioscanner, and a Civ Level 8 Neuroscanner. Price: 40 Trans. Hardware: 1. Software: 1.
Chemical. Aids a character with chemistry skill; +2 to his Chemical Skill Level. Includes a Civ Level 7 Chemlab and a Civ Level 8 Chemsynthesizer. Price: 25 Trans. Hardware: 1. Software: 1.
Close Attack. Allows robot to engage in close combat during an Action Round. The robot's Close Combat Strength is determined by adding together its Strength, Dexterity, and Agility Ratings. If any of these is greater than its Strength, that rating is considered equal to its Strength when calculating this sum. A robot that does not have this system may never attack in close combat and, if defending, uses its Strength Rating only. Unless a robot possesses the creative thought system, it will never attack unless commanded to do so. Price: 50 Trans. Hardware: 0. Software: 1.
Compu/Robot Tech. Federation prohibits robots with this system.
Construction. Functions in all respects as a character with a construction Skill Level of 4. Price: 15 Trans. Hardware: 1. Software: 1.
Creative Thought. Includes all features of self-activation, information, language, and learning systems. The robot can interact with humans in all manner of conversation and intellectual activity. An always operating logic sub-system allows the robot to make conclusions and connections concerning any data if has in its memory. The robot may make observations the origins of which may elude the characters. The robot always speaks in deference to humans, but does not like being shut down. Movement is greatly improved by this system; if a robot's movement in an Action Round is 0 or less, it may always move one hex (like a character). Note: Robots with this system may suffer mental malfunction due to a common, rare, or unique accident. This system may only be mounted on Civ Level 8 robots. Price: 100 Trans. Hardware: 2. Software: 5.
Driver. Functions in all respects as a character with a Vehicle Skill Level of 4; generic vehicle type (military, ground, air, or marine) must be chosen by the purchaser who must also allocate 10 Sub-Skill Points to specific vehicle types. Price: 30 Trans. Hardware: 0. Software: 1.
Electro Tech. Functions in all respects as a character with an Electro tech Skill Level of 5 with repair capabilities of a Civ Level 8 Electrokit. Price: 25 Trans. Hardware: 1. Software: 1.
Force Field. Robot has a force field. Unless robot also has a self-activation system, it must be commanded to turn on the field. Any one character standing immediately next to the robot is also included in the field; both robot and character are subject to normal force field restrictions. Price: 65 Trans. Hardware: 2. Software: 0.
Geo. Includes all attributes of the miner system and has a Civ Level 8 Geoscanner. Aids character with miner skill, + 2 to his Geo Skill Level. Includes mining laser (equivalent to Civ Level 6 laser pistol), scooper/digger, rock blaster, and ore refiner. This system is required to refine ore. Price: 30 Trans. Hardware: 2. Software: 1.
Grenade Launcher. Functions in all respects as a character with grenades Skill Level of 5. Requires weapon target system to fire. Includes two dozen grenades of any kind; refills must be provided by owner Price: 15 Trans. Hardware: 1. Software: 0.
Gunnery. Functions in all respects as a character with a Gunnery Skill Level of 6. Price: 50 Trans. Hardware: 0. Software: 2.
Heightened Vision. Robot can see twice as far as a human and may see in the dark (at normal range) as if it were light. Price: 15 Trans. Hardware: 0. Software: 1.
Holographer. Equips robot with Holographer. If robot also has self-activation system, this does not take up any Software Space. Price: 15 Trans. Hardware: 1. Software: 1.
Information. Enables robot to remember all data that it is exposed to. The robot will not analyse or draw any conclusions from this data; will discuss anything it knows impartially and uncreatively. The robot's memory is an open book; it will build a library of knowledge once activated. Price: 30 Trans. Hardware: 0. Software: 1.
Language. Allows the robot to interpret and communicate fluently with languages besides Universal. Civ Level 7 robots have provision for one additional language while in Civ Level 8 robots may have four additional languages. The modified onboard Translator aids in communication between human beings who speak a foreign language with the robot acting as interpreter. If the robot has the language installed it will converse with an individual using the language it was addressed with. The system can also read and translates written languages. Language packages must be specified. Price: 30 Trans. Hardware: 0. Software: 1.
Learning. Enables robot to gain Experience Points for using any of its systems, which involve a Skill Level. A robot may never exceed the maximum Skill Level obtainable by a character. This system includes all features of the information system.
Note: Robots with this system may suffer mental malfunction due to a unique accident. This system may be mounted only on Civ Level 8 robots. Price: 75 Trans. Hardware: 0. Software: 2.
Medical. Aids a character with diagnosis or treatment skills. +3 to his Diagnosis and Treatment Skill Levels and includes attributes of a Civ Level 8 Mediscanner with a full complement of drugs and medicines. Price: 50 Trans. Hardware: 1. Software: 2.
Miner. Aids character with Miner skill, +2 to his Miner Skill Level. Includes mining laser (equivalent to Civ Level 6 laser pistol), scooper/digger, rock blaster, and ore refiner. This system is required to refine ore. Price: 25 Trans. Hardware: 2. Software: 0.
Missile Guidance. Functions in all respects as a character with a Missile Guidance Skill Level of 6. Price: 50 Trans. Hardware: 0. Software: 2.
Pilot. Functions in all respects as a character with a pilot Skill Level of 6. Price: 55 Trans. Hardware: 0. Software: 2.
Recorder. Equips robot with a Visual / Audio Recording unit. Enables it to make an audio/visual recording of whatever it sees. Price: 10 Trans. Hardware: 1. Software: 0.
Self-Activation. Enables robot to take actions without commands. The robot will use any of its abilities and equipment as the owner wishes without specifically commanding it to. Note: Robots with this system may suffer mental malfunction due to a rare or unique accident. This system may be mounted only on Civ Level 8 robots. Hardware: 0. Price: 75 Trans. Software: 2.
Spacecraft Tech. Functions in all respects as a character with a Spaceship Tech Skill Level of 7 with repair capabilities of a Civ Level 8 Spacecraft kit. Price: 110 Trans. Hardware: 3. Software: 1.
Suit Tech.. Functions in all respects as a character with a Suit Tech Skill Level of 7 with repair capabilities of a Civ Level 7 Armor Kit. Price: 30 Trans. Hardware: 1. Software: 1.
Valet/Secretary. Enables robot to perform all functions of a gentleman's gentleman, combined with a live-in maid. Price: 30 Trans. Hardware: 0. Software: 1.
Vehicle Tech. Functions in all respects as a character with a Vehicle Tech Skill Level of 5 with the repair capabilities of a Civ Level 8 Vehicle Kit Price: 35 Trans. Hardware: 2. Software: 1.
Weapon. Functions in all respects as a character with a weapon Skill Level two less than the maximum allowed for the weapon with which the robot is equipped. Weapon choices include paint gun, laser pistol, rifle, submachine gun, machine gun (owner must choose which and add the weapon cost). Requires weapon target system to fire. A Civ Level 7 robot takes as much time to reload as a human; a Civ Level 8 robot can reload in the same Action Round it fires. The system includes the chosen weapon; a robot may be equipped with more than one weapon system. Price: 10 Trans. Hardware: 1. Software: 0.
Weapon Target. Required to fire weapon. May target any number of weapons, one at a time. Price: 20 Trans. Hardware: 0. Software: 1.
Weapon Tech. Functions in all respects as a character with a Weapon Tech Skill Level of 6 with the repair capabilities of a Civ Level 8 Weapon Kit. Price: 20 Trans. Hardware: 1. Software: 1.