Epsilon Cyborg
Epsilon Cyborg
Epsilon Cyborg
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Before attempting to use the Updated Robot Information, the GM should first
reread Part X of the original rules to refresh himself on the terms. At the end of this
section is a Robotics Glossary which will clarify and expand some of those terms
and introduce new terms. Certain concepts such as wild and controlled modes are
identical to the original concepts and so are not repeated here.
DESIGNING ROBOTS
Ultraborg
01-03
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-30
Athletic Competitor
Computer Specialist
Craftsman
Entertainer
Instructor
Scholar
Scientist
Supervisor
Warrior
Worker
Cyborg
Athletic Competitor
Explorer
Hunter
Law Enforcement Officer
Simple replacement, no special purpose to the design
Tracker
Warrior
Worker
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Cargo Lifter
Cargo Transport
Agricultural
Arctic Exploration
Desert Exploration
General Exploration
Jungle Exploration
Mining
Mountain Exploration
Timberer
Waterways Maintenance
Wilderness
Wildlife Preservation
Construction (different types)
Demolition
Maintenance (different types)
Repair (different types)
Firefighting
Medbot (different types)
Veterinary
Military Guard
Military Heavy Assault
Military Scout
Military Trooper
Security Guard
Security Tracker
Security Trooper
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89-90
91
92
93
94
95-96
97
98
99-00
Programmed Machine
(artificial intelligence if desired by the GM)
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31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
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8. Roll on the Robot Enhancement Table for any enhancements the cyborg or
ultraborg may have been designed with. Refer to any enhancements rolled in
theRobotics Glossary.
9. Roll on the Miscellaneous Robot Addition Table. Player character cyborgs
usually have a base of one miscellaneous addition, ultraborgs have two. For
every additional bionic part over three that the PCbot has thus far rolled, the
character can add another miscellaneous addition. A player character robot
should never have more than six miscellaneous additions. Refer to any type
chosen or rolled in the Robotics Glossary.
10. The GM should now work with the player to balance the character. If he is too
powerful, he can be adjusted down or mental mutations can be dropped or
altered. If he does not have enough punch to keep up with the rest of the
party, the GM can add more devices to bring him up to par. Equipping the
character should be done with the aid of the cost lists found in the Revised
GAMMA WORLD Errata Supplement.
11. The GM should reread the cyborg or ultraborg entry in the Robotics Glossary,
whichever is pertinent, and add those bonuses or penalties to the character.
Final personality traits and peculiarities should be added. The Created Cryptic
Alliance is the most logical one for the PCbot to join, but others are available
depending on what the character's personality is.
12. Talents and skills are chosen. Repairing cyborgs and ultraborgs is not a
common talent or skill, but the character can elect to take them as his normal
talents. The talent of attaching bionic parts only could be taken after special
Repair Bionics and Medical Surgery talents have been taken. These are not
included in the normal talents and skills listings, but should be specials added
by the GM if a character wishes to go into this area.
PCbot note: The GM should remind the player that he must consume some type of
nutrition on a regular basis if he is a cyborg, even protein fluid if he has no mouth,
while also keeping his power supply up for his bionic parts. Ultraborgs need no
nutrition, but use up power faster as their entire life support depends on it.
LOCOMOTION
PCbot
Roll
Locomotion
Type
01-35
36-50
51-00
01-10
11-35
36-45
46-55
56-75
76-85
86-00
01-15
16-45
46-65
66-85
86-00
Hoverfans
Legs
Pods
Rotors
Treads
Water Locomotion
Wheels
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NPCbot
Roll
01-30
31-70
71-00
d
a
o
01-25
26-40
41-50
51-55
56-60
61-70
71-75
76-95
96-00
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Armor
Type
PCbot
Roll
NPCbot
Roll
ARMOR
1
2
3
4
5
6
01-07
08-22
23-34
35-37
38-42
43-55
56-70
71-75
76-90
01-15
16-30
31-45
46-53
54-63
64-80
81-88
89-93
94-98
91-00
99-00
Backup Source
(GM determines how many
and how long each source lasts)
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PCbot
Roll
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NPCbot
Roll
POWER SOURCE
LIMBS
If a cyborg or ultraborg has more than two arms, roll separately for every additional
arm.
PCbot
Roll
Limb
Type
01-35
36-50
51-00
01-30
31-60
61-90
91-00
01-50
51-60
61-60
91-00
NPCbot
Roll
SENSORS
All robots have sensor type H (human visual and audio)
NPCbot
Roll
PCbot
Roll
Sensor
Type
01-35
36-65
66-90
91-00
A (audio)
B (broadcast)
C (communications/radiowaves)
EM (electro-magnetic)
F (feeling)
I (infrared)
M (magnetic)
R (radar/sonar)
S (microscopic)
T (telescopic)
U (ultraviolet)
V (vibrational)
01-05
06-15
16-20
21-35
36-55
56-60
61-80
81-85
86-90
91-95
96-00
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01-08
09-16
17-30
31-38
39-46
47-62
63-66
67-80
81-85
86-90
91-95
96-00
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WEAPONS
Base number of weapons for robot type
PCbot
Roll
Weapon
Type
01-60
61-00
01-04
05-08
09-12
13-16
17-20
21-24
25-28
29-32
33-36
37-40
41-44
45-48
49-52
53-56
57-60
61-64
65-68
69-72
73-76
77-80
81-84
85-88
89-95
96-00
01-10
11-15
16-20
21-25
26-35
36-40
41-50
51-55
56-60
61-68
69-74
75-82
83-88
89-91
92-96
97-98
99-00
Blaster I
Blaster II
Defoliator
Electric Field
Gamma Emitter
Gas Emitter
Grenade Launcher
Heat Field
Laser I
Laser II
Light Emitter
Metal Spikes
Micromissile
Mine
Minimissile
Needler
Paralysis Rod
Slicer
Slug Pistol
Sonic Emitter
Stun Ray I
Stun Ray II
Robot has 2 more weapons
Robot has 3 more weapons
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NPCbot
Roll
ROBOT ENHANCEMENT
PCbot
Roll
Robot
Enhancements
01-50
51-95
96-00
01-60
61-90
91-00
01-10
11-20
21-28
29-35
36-45
46-70
71-80
81-00
-
01-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-00
Enhanced DX
Enhanced Endurance
Enhanced MS
Enhanced Multiple Actions
Enhanced PR
Enhanced PS
Enhanced Speed
Expanded Memory Bank
Bionic Organ (GM chooses which one, what the penalties and bonuses are.)
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NPCbot
Roll
Misc. Robot
Additions
01-02
03
01-02
-
04-05
06-08
09-12
13-14
15-21
22-25
26-30
31-42
43-45
46-50
51-52
53-54
55
56-70
71-80
82-90
91-96
97-00
03-04
05-15
16-20
21-25
26-30
31-35
36-45
46-60
61-67
68-77
78-92
93
94-97
98-00
-
Base Spray
Code ID (robot has a code ID imbedded in it,
level and type to be determined by GM)
Communications Sender
Communicator
Fire Extinguisher
Fire Hose
Flameflower
Flare Gun
Liquid Sprayer
Miscellaneous Equipment
Portent
Repair Program
Robot Command
Robot Summoning
Robot Summoning/Command
Tools
Tractor/Pressor Beam
Robot (character) has two additional items
Robot (character) has three additional items
Robot (character) has four additional items
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NPCbot
Roll
ROBOT GLOSSARY
The following items are used extensively when dealing with robots. Most of the
entries are potential parts for these machines, but some others are general items
used constantly in the Revised GAMMA WORLD game.
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Android. Revised GAMMA WORLD androids are different from the usual science
fiction android robot. They are included in the Creatures Section that came with the
game. They are a unique form of artificial life that are all but extinct. The process of
creating them is almost completely forgotten. They are relatively excluded from
consideration here because they do not fit in with the normal precepts of robotics
and may possibly even be alien in design.
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Armor. When referring to a robot's armor, the players and GM must realize this
includes the material strength of the body, hot it is put together and the angles of the
body for reflection of attacks. As a frame of reference the following armor guide is
provided for the aspiring robot builder. The intent of the function of a robot
determines how much armor it should have.
Armor
Class
Robot
Type
1 (-5)
2 (-10)
3 (-15)
4 (-20)
5 (-25)
6 (-30)
7 (-35)
8 (-40)
9 (-45) to 12 (-60)
Blaster I. This is a robotic version of the normal blaster pistol listed on the
Weapons Table on the Revised GAMMA WORLD GM shield.
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Blaster II. This is a robotic version of the normal blaster rifle listed on the
Weapons Table in the Revised GAMMA WORLD GM shield.
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Broadcast Power Receiver. All ancient built robots are equipped with broadcast
power receivers. These receivers allow a robot to operate at full strength with no
need to call on its stored reserves if operating within 1d6 x 100 kilometers of an
operating main broadcast power station. Once the robot is outside of broadcast
range it must reply on its backup sources. All ancient robots has at least one backup
power source, usually a solar collector.
Camouflage Armor. This armor is extremely rare. It has special pigments bonded
into the armor that automatically change to match the surrounding are. This gives
the robot the equivalent of the physical mutation Chameleon Power.
Code ID. The Code IDs as explained on pages 60 and 61 of the Revised GAMMA
WORLD Game Rules are complete, with the exception of the Robot Command,
Robot Summoning, and Robot Summoning/Command programs. These programs
ignore Code IDs and operate only as explained under those descriptions. Some
robots that do not have the Robot Command program are equipped with built-in
identity medallions, as described in the Revised GAMMA WORLD Game Errata
Supplement.
Communications Sender. This is the robotic version of the device with the same
name as listed in the Revised GAMMA WORLD Game Errata Supplement. It
derives its power from the robot's power sources.
Communicator. This is the robotic version of the device with the same name as
listed in the Revised GAMMA WORLD Game Errata Supplement. It derives its
power from the robot's power sources.
Cyborg. A cybernetic organism is primarily a bioform that has more than 40% of
his body covered or replaced with bionic apparatus.
Some ultraborgs are mistaken for cyborgs, as many of their artificial parts may be
internal or have a natural appearance. The Defense and Supervisory Borgs listed in
the Revised GAMMA WORLD rule are actually ultraborgs. The Cyborg listing in the
rules is a simplified version, cyborgs can even be mutated animals which have
bionic parts implanted in their bodies (see Scar in GW 11).
Cyborgs are usually called borgs.
Defoliator. The robot is equipped with a special, small limb. This limb emits
special high frequency sonics that give the robot the equivalency of the physical
mutation Hands of Power-Defoliant. The robotic version has a range of four meters
and can be used once every five turns.
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Electric Field. The robot can generate an electrical field that is the equivalent of
the physical mutation Electrical Generation, except the range for the robot's field is a
two-meter radius and it is available to the robot every three Action Turns.
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Energy Cells. These are the robotic versions of the batteries with the same
names as listed in the Revised GAMMA WORLD Errata Supplement. Robotic
versions tend to be larger, hold more power, and last five times longer than the
normal type. Robots also may have Broadcast Power Receivers, Mini-power Plants,
Solar Collectors, and Universal Couplers to help them in their power needs.
Energy Dampening Field. The robot is equipped with a field that dampens the
energy flow through devices. The GM is instrumental in defining what type of field,
because numerous types exist.
Energy Field Generator. The robot is equipped with a device (usually called a
force field) that protects it by reducing damage before it is inflicted on the device.
Enhanced DX. The robot is built for maneuverability. Its Dexterity score is double
the score that already has been determined.
Enhanced Endurance. The robot is extremely well built. It has 20 more hit points
plus a number of bonus points equal to its Hit Dice.
Enhanced MS. The robot is designed to resist mental attacks. Its Mental Strength
is +3 to the score that already has been determined.
Enhanced Multiple Actions. The robot is designed with a better motor function
coordinating computer. It is allowed two more actions per Action Turn. These
actions can be attacks if the robot deems them necessary.
Enhanced PR. The robot has a greater computer brain processing capacity. Its
Program Rating is double the score that has already been determined.
Enhanced PS. The robot is built for physical labor and/or stress. Its Physical
Strength is double the score that already has been determined.
Enhanced Speed. The robot is designed to go at high speeds. Its speed factor is
double the distance that is assigned to his type of locomotion (listed separately in
this Glossary under the specific name of the locomotion). If the robot has more than
one type of locomotion, all of them are doubled.
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Expanded Memory Bank. This tiny but powerful computer memory extension
allows the robot's memory storage the equivalency of a small library with almost
instant cross-reference and accessing. This makes the robot the equivalent of a
Tech Level IV base in a specific area of information (history, agriculture, machinery
repair, etc.) The GM must assign the robot at least four benefits in this area arising
from its knowledge, such as increased bartering capacity, shorter duration of
repairing something, instant identification of all Tech Level IV and lower items that
pertain to the area, etc.
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Fire Extinguisher. This is a robotic version of the normal item listed on the
Weapons Table in the Revised GAMMA WORLD GM shield.
Fire Hose. This is a robotic version of a high pressure apparatus that acts as a
fire hose. The robot can carry only enough water for a certain amount of blasts.
Flare Gun. This is a robotic version of the normal weapon listed on the Weapons
Table in the Revised GAMMA WORLD GM shield.
Gamma Emitter. The robot is equipped with a small, swivel-mounted tube on the
top of his head. This tube releases deadly radiation as a beam, giving the robot the
equivalent of the physical mutation Hands of Power Gamma Hands. the robot's
range, however, is four meters and can be used once every 30 minutes.
Gas Emitter. The robot is equipped with internal tanks full of liquefied gas, with
the gas outlet located randomly on the robot's body. This gives the robot the
equivalent of the physical mutation Gas Generation. A robot usually only carries one
type of gas, but multiple minitanks have been known to be used by robots with only
an application or two in each one.
Grenade Launcher. This robotic weapon holds up to six grenades (GM's choice)
and can launch them, one per Action Turn, at a range of 350 meters. It is usually
located on the top or back of a robot, while the grenades are stored inside the
robot's body.
Heat Field. The robot can generate a heat field that is the equivalent of the
physical mutation Heat Generation, except that the range of the robot's field is a two
meter radius.
Hoverfans. The robot is equipped with either one or two hoverfans for locomotion.
These "float" the robot up to a meter above the ground or water by creating a
cushion of air underneath it. The metal hoverfans can sustain 120 points of damage
each, plastic hoverfans only sustain 65 points of damage each, but are not subject
to rusting. The speed factor for hoverfans is figured as 4d6 x 12.
Humanoid Arm / Limb. The robot is equipped with arms that are humanoid in
their mechanics, with touch-sensitive pads on the ends of the digits.
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Laser I. This is a robotic version of the normal laser pistol listed on the Weapons
Table in the Revised GAMMA WORLD GM Shield. It is almost always located in the
end of a robot's limb.
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Laser II. This is a robotic version of the normal laser pistol listed on the Weapons
Table in the Revised GAMMA WORLD GM Shield. It is almost always located in the
end of a robot's trunk.
Legs. The robot is equipped with 1d4 x 2 legs for locomotion. These articulated
limbs are used for walking upright. Steel legs can sustain 50 points of damage each,
plastic legs only sustain 30 points of damage each. The speed factor for legs is
figured as 1d10 x 12.
Light Emitter. The robot is equipped with a small, silver dish on the font of his
head. This dish is a high powered light source, giving the robot the equivalent of the
physical mutation Light Generation. The robot's version, however, can be used once
every 15 minutes.
Liquid Sprayer. The robot is equipped with a pressurized holding tank and
sprayer nozzle. The sprayer is used to hold a liquid which may be of many types
available. Some possibilities include corrosives, poison, fungicide, liquid defoliant,
base liquid (see base sprayer), detergent, fertilizer, and so on.
Metal Spikes. The robot is equipped with a total of 1d100 metal spikes on its body
which act as the physical mutation Quills/Spines. If the robot is not attacking or
defending, the spikes fold into recesses in the robot's body.
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Revised GAMMA WORLD Errata Supplement. The robotic version, however, does
not wear off. Pigments in the armor are available in black (negates lasers), white
(negates kinetic damage), yellow (negates concussive damage from a grenade,
bomb or missile), and blue (negates the effects of an energy mace, vibro weapons,
and a slicer).
Paralysis Rod. This is a robotic version of the normal paralysis rod listed on the
Weapons Table in the Revised GAMMA WORLD GM shield, except that it is
constructed like a separate limb for the robot and is two and a half meters long.
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Pods. The robot is equipped with spherical, built-in, anti-gravity pods for
locomotion. These pods allow the robot to fly at an elevation of 30 meters. All pods
are made of plasteel and each can sustain 150 points of damage. The speed factor
for pods is figured as 1d6 x 40. Pods allow the robot to maintain its speed no matter
what the terrain, but certain weather conditions such as high winds can effect this.
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Portent. An inflating, polyvinyl shelter is folded inside the robot, taking up a very
small space. Once erected, the shelter is powered from the unit's power source.
This shelter creates an Inertia Field to protect the robot from the elements.
Repair Program. Most programmed machines and higher forms of robots (not
including cyborgs) have to return to an installation to be repaired after battle. The
repair program gives the knowledge to these robots about how to fix themselves.
Robots. Robot is an inclusive term for (a) artificial life forms (androids and
cyborgs), (b) artificial intelligence machines (normal robots and advanced
computers), and (c) programmed machines (simple robots, vehicles, and machines
which can be programmed with a set of limited actions). The Robots section of the
Revised GAMMA WORLD rules, beginning on page 60 of the rule book, uses the
term robot quite loosely to include our usual idea of robots, PLUS androids and
cyborgs. Lesser robots, not androids or cyborgs, adhere fully to the ID display
ranking as defined on page 60 of the Revised GAMMA WORLD rules under Robot
Reactions.
Robots are usually referred to as bots in Gamma World.
Robot Command. A robot equipped with robot command has special circuitry and
a special program which allows it to command any other robot within 50 meters.
While this "command" does not allow direct control over every action of other robots,
it does allow the commanding robot to direct another robot's intent, such as attack a
character, ram through the wall, heal an animal, etc. No robot can use robot
command on a higher form of robotic intelligence: e.g., programmed machines
cannot control artificial intelligence machines are artificial life. Artificial intelligence
machines can command each other and programmed machines, but not artificial life
forms such as androids, and so on. In any case, an attempt to control a wild robot
requires a PR roll by the commanding robot, with a -5 CS modifier.
A robot with this program can control one other robot per two PR points.
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Robot Summoning. A robot equipped with robot summoning has special circuitry
and a special program which allows it to summon other robots. The range of this
summoning is usually a kilometer, though the GM can increase or decrease this
range due to obstacles to the broadcast, specialization of the robot, etc. No robot
can summon another robot of a higher level: e.g., programmed machines cannot
summon artificial intelligence machines or artificial life forms, and so on. In any
case, an attempt to summon a wild robot requires a PR roll by the commanding
robot, with a -6 CS modifier.
A robot with this program can summon one other robot per two PR points.
Rotors. The robot is equipped with a few small horizontal propellers, which it uses
for lift and one or more large vertical propellers it uses for flying. These larger
propellers usually come affixed to the robot's back. They are collapsible and can be
folded out of sight. Steel rotors can sustain 75 points of damage each, hard plastic
rotors only sustain 30 points of damage each. The air speed factor for rotors is
figured as 4d4 x 12, unless the robot is huge, in which case they can go up to 600.
Flying means that the robot does not lose any movement due to ground terrain, but
high winds can slow it down or even force it to land (GM's choice). The rotor
combination does not allow the robot to hover in the air, unless it is also equipped
with hoverfans or pods.
Sealed Armor. The robot's armor has been chemically treated and provided with
special seals. The robot is completely sealed against a specific condition, up to
Intensity level 20. Roll 1d8 and consult the table below to find out what the robot is
sealed against.
1.
2.
3.
4.
5.
6.
7.
8.
If this option is being rolled randomly and already has been rolled once, then the
GM (for an NPCbot) or player (for a PCbot) may select a new type of seal.
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Sensors, A. Audio sensors allow robots expanded audio receiver capability. With
them, robots hear three times the distance and clarity of human hearing. A robot so
equipped cannot be fooled by sound imitation or any other form of audio mimicry of
a voice of which he has already heard the original. This sensor will be instantly
turned off for 1d10 + 5 minutes if it was operational during a sonic attack which
caused more than 20 points of damage.
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Sensors, EM. Electro-magnetic sensors allow robots to detect force fields in use.
This sensor is always used in conjunction with human standard visual sensors. A
robot can see a force field in use within the robot's range and line of sight. It also
grants the robot a +1 RF with any attack against an operational force field it can
see.
The electro-magnetic sensors also grant the robot the ability to detect the electromagnetic lines of force around the world, thus the robot never will be lost. It will
always know where it is in relationship to its home base.
Sensors, F. Feeling sensors allow robots heightened versions of the human
senses of touch and smell. The effect is equal to five times the human ability to feel
things. The heightened touch allows the robot the equivalent of the physical
mutation Body Control-Touch. The heightened smell allows the robot the equivalent
of the physical mutation Body Control-Smell. The sensor also allows the robot to
detect the electronic aura around another robot, thus being able to track robots as a
Tracking talent rank of 5.
Sensors, H. Human Visual and Audio sensors allow robots the ability to see and
hear at human ranges. This is the most common type of robotic sensor, few robots
exist without it. Sonic and blinding attacks are against the robot as they normally
would against a human, except in the case of unconsciousness, which means the
robot simply loses the use of that sensor for 1d12 + 8 hours.
Sensors, I. Infrared sensors allow robots the equivalency of the physical mutation
Infravision.
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Sensors, M. Magnetic sensors allow robots the ability to detect any mass of
ferrous metal more than five kilograms in weight, and to instantly recognize the
object if it is within the robot's programmed memory or experience. The range for
this detection and identification is one kilometer. The sensor also allows the robot to
detect a tractor/pressor beam at work within two kilometers, and to determine the
direction of the beam's location.
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Finally, the magnetic sensors allow the robot to scan a metal object within 500
meters for flaws. The robot then has a +1 RF on any attack made against the
successfully scanned metal entity (vehicle, another robot, a character in metal
armor, etc.)
Sensors, R. Radar/Sonar sensors allow the robot the equivalency of the physical
mutation Radar/Sonar.
Sensors, S. Microscopic sensors allow the robot the ability to focus its optics on
the microscopic world. These sensors are usually used by ecology or med bots that
are seeking to eliminate harmful microscopic organisms. A robot with this sensor
automatically will have either a short range, low-power, finely tuned laser or a lowemission sonic device which it uses to kill the offending organism. Some of the
technical bots also were equipped with this sensor so they could scan computer
chips and cards and faults. These robots are automatically equipped with minute
devices designed to fix such intricate technological items.
Sensors, T. Telescopic sensors allow the robot the equivalency of the physical
mutation Body Control-Sight.
Sensors, U. Ultraviolet sensors allow the robot the equivalency of the physical
mutation Ultravision.
Sensors, V. Vibrational sensors allow the robot to detect motion in a 50 meter
radius. The motion must be more than a few inches of movement to be detected,
and must be made by a creature or object larger than a ten-centimeter cube. In
addition, there cannot be an unusual amount of motion around the robot, such as a
strong wind or a factory working at high gear, of the sensors will not work properly.
Slicer. This is a robotic version of the normal slicer listed in the Weapons Table
on the Revised GAMMA WORLD GM shield.
Slug Pistol. This is a robotic version of the normal slug pistol listed in the
Weapons Table on the Revised GAMMA WORLD GM shield.
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Solar Collector. Many of the advanced ancient robots were equipped with solar
collectors. These act as power sources for the robot, drawing the energy directly
from the sun's rays. As long as there is sunlight the robot can function normally. On
heavily overcast days, all the robot's functions, scores, speed and so on are halved.
If the sky is darker than this, there is insufficient light to power the robot, and it must
use another source of power. These solar collectors were not meant to act as a
primary source of power, only as a relief source when sunlight is available. They
also can repower any solar energy cells the robot has.
Sonic Emitter. The robot is equipped with a small band of little dishes around the
middle of its trunk. These dishes emit high frequency sonics, giving the robot the
equivalent of the physical mutation Sonic Blast. The emitter's frequency of use,
however, is once every four Action Turns.
Special Limb. The robot is equipped with a specialized limb that the GM or player
defines. It could be an intricate and miniature limb used for delicate work, a huge
crane for lifting, ot any other type of limb that does not fall in the other limb
categories. This limb likely will have a DX or PS that is different from the normal
robot's scores, and these statistics also should be defined at this time.
Stun Ray I. This is a robotic version of the normal stun ray pistol listed in the
Weapons Table on the Revised GAMMA WORLD GM shield.
Stun Ray II. This is a robotic version of the normal stun ray rifle listed in the
Weapons Table on the Revised GAMMA WORLD GM shield.
Tool Arm. This robotic limb is a combination multi-jointed lever arm and tool. The
tool is always attached at the end. Unlike the simple tools entry below, these tools
cannot be taken from the robot without the removal of a whole arm. Toll arms are
only available on highly specialized robots.
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Tools. After the GM, and player if the robot is a player character, decides what
function the robot was created for, this option allows for a complete set of tools on
board the robot which will assist it in its function. Most tools are usable only by other
robots unless the robot they were designed for has manipulative, human-like digits.
The GM must define the function and limits for any tools, including any appropriate
scores.
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Treads. The robot is equipped with either rubber or steel tractor treads for
locomotion. These usually come in two forms for the average size machine: a) one
wide tread in the middle of the bottom of the robot or b) multiple narrower treads
situated to the right and the left of the bottom of the robot. Steel treads can sustain
100 points of damage each, rubber treads only sustain 60 points of damage each,
but are much quieter. The speed factor for treads is figured as 2d8 x 10.
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Universal Coupler. A robot equipped with a universal coupler can attach any type
of energy cell or battery to itself. Further, it can use recharging stations and
recharge any type of cell it has on board. A robot thus equipped can even plug itself
into a live electrical socket and run off that power. Universal couplers are complexity
F to remove. A character with the Mechanics talent or skill is allowed to roll on the
Artifacts Examination Table to attempt to remove it.
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Water Locomotion. If the robot has no form of land locomotion the GM or player
should roll again on the locomotion table until it has one. Water locomotion means
the robot is equipped with a form of locomotion that allows it to travel on water or
underwater. If underwater, the robot is completely adapted for deep submersion.
The GM decides what form of locomotion this is: submerged propellers, inboard jet
motors, rolling airtight inboard jet motors, rolling airtight canisters allowing the robot
to float and travel over the water, long legs to walk on the bed of the lake, etc. The
GM must then determine how much damage the propulsion system can take before
it is inoperable. Finally, he must assign a speed factor (1d10 x 12 is ideal). Water
locomotion apparatus is only suitable for moving the robot in water.
Wheels. The robot is equipped with either rubber or steel spring wheels for
locomotion. Steel wheels can sustain 80 points of damage each, rubber wheels,
which are much quieter can only sustain 45 points of damage each. The robot can
be equipped with 3d4 wheels, the size of which are determined by the GM
according to the size of the robot. The speed factor for wheels is figured as 2d10 x
12. Wheels are only effective over flat, hilly or paved terrain unless specifically
adapted balloon tires are used, and then the robot looses half speed on packed
terrain. Wheels lose half their speed in sand, snow, mud or other similar terrains.
Zilch Armor. The robot has certain properties added to its armor which make it
impossible to detect in one specific fashion. Sometimes this means the armor has a
certain alloy, chemicals or circuits interlaced throughout it. Other times, it means the
robot was an experimental model with Tech Level V technology added to it. The
following subtypes of zilch armor are only a few examples.
IR Resistant Armor. The robot cannot be detected by IR scanners, no matter
how hot it glows.
Stealth Armor. This rare armor can be turned on or off at the robot's desire.
When it is on, not only does it prevent any type of scanning, it also acts as the
physical mutation Invisibility. Of course, the robot still can be heard crashing through
terrain and the robot still leaves a trail if it is on the ground. Stealth armor is best
used with flying robots. The robot cannot use any of its offensive systems when this
armor is on.
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Anti-Magnetic Armor. The robot's armor coats all of its ferrous metal parts and
prevents the robot from being detected by magnetic sensors or metallic homing
devices. In addition, it prevents robots from being effected by large magnets.
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Non-Reflective Armor. This armor prevents the robot from being detected by
radar or sonar. It also makes the robot almost impossible to see with normal optics.