Robots, droids, and androids, can be found through the Stellar Winds Universe in all different shapes, sizes and functions. Some droids are dedicated or specific menial tasks, while others service as soldiers, repair men, or even war machines. The usage of droids among all the races have been a fundamental of there development as an advance civilization. This section describes all the various kinds of robotics that can be crafted, or bought, and assembled.
Robot Frames
A robot’s frame is the basic form the robot takes, from a simple bare bones armature to a convincingly lifelike replica or metallic liquid. It includes both the robot’s chassis and its internal power source. The frame determines a robot’s base statistics and base price, as shown on the tables below.
Frame Size: The size of the frame, which determines the robot’s base price, base Hit Dice, and ability scores.
Base Price: The price of the frame (or its components). The base price does not include the cost of accessories (modes of locomotion, manipulators, armor, sensors, or equipment).
Base Hit Dice: The robot’s Hit Dice, not counting any additional Hit Dice that may be added (see below).
Extra Hit Points: Additional hit points gained due to the robot’s size.
Base Ability Scores: The robot’s ability scores, before improvements. Robots that do not have Constitution or Intelligence scores cannot improve these abilities.
Maximum Hit Dice: The maximum Hit Dice the robot can have.
Repair Robotics: Repairing a robot takes a Repair Mechanics Skill Check (Diffiuclty vairus based on project and could be described in Chapter 5 - Skills)
Install Robotics Parts:Installing the various parts to a robot is a simple task of spending 3 hours connecting the parts. No check is needed. Robotic parts are crafted to snap together and come a part with little effort.
Armature:
The most basic of robot designs, armatures are essentially mechanical skeletons. The character can also purchase an armature robotic skeleton.
Immunities: Robots with armature frames have all the normal construct immunities, including immunity to critical hits.
Table: Armature Robot Frames
Robot Size |
Base Price CR |
Base Hit Dice |
Extra Hit Points |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Maximum Hit Dice |
Colossal |
850,000 CR |
32d10 |
120 |
47 |
6 |
— |
— |
10 |
1 |
64d10/+3 per HD |
Gargantuan |
130,000 CR |
16d10 |
80 |
39 |
6 |
— |
— |
10 |
1 |
31d10/+3 per HD |
Huge |
30,000 CR |
8d10 |
40 |
31 |
6 |
— |
— |
10 |
1 |
15d10/+2 per HD |
Large |
14,000 CR |
2d10 |
20 |
23 |
8 |
— |
— |
10 |
1 |
7d10/+1 per HD |
Medium |
10,000 CR |
1d10 |
10 |
15 |
10 |
— |
— |
1 |
1 |
— |
Small |
750 CR |
1/2d10 |
5 |
11 |
12 |
— |
— |
10 |
1 |
— |
Tiny |
250 CR |
1/4d10 |
— |
7 |
14 |
— |
— |
10 |
1 |
— |
Diminutive |
75 CR |
1/8d10 |
— |
5 |
16 |
— |
— |
10 |
1 |
— |
Fine |
20 CR |
1/16d10 |
— |
1 |
18 |
— |
— |
10 |
1 |
— |
Biomorph:
A biomorph frame is essentially a hard plastic or metallic casing, often in a shape that suggests a living creature—for example, a human, dog, cat, or chimpanzee—though the resemblance is vague, at best.
Immunities: Robots with biomorph frames have all the normal construct immunities, including immunity to critical hits.
Table: Biomorph Robot Frames
Robot Size |
Base Purchase |
Base Hit Dice * |
Extra Hit Points |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Maximum Hit Dice** |
Colossal |
1,600,000 CR |
32d10 |
120 |
46 |
6 |
— |
— |
10 |
1 |
64d10/+3 per HD |
Gargantuan |
250,000 CR |
16d10 |
80 |
38 |
6 |
— |
— |
10 |
1 |
31d10/+3 per HD |
Huge |
64,000 CR |
8d10 |
40 |
30 |
6 |
— |
— |
10 |
1 |
15d10/+2 per HD |
Large |
30,000 CR |
2d10 |
20 |
22 |
8 |
— |
— |
10 |
1 |
7d10/+1 per HD |
Medium-size |
14,000 CR |
1d10 |
10 |
14 |
10 |
— |
— |
10 |
1 |
— |
Small |
10,000 CR |
1/2d10 |
5 |
10 |
12 |
— |
— |
10 |
1 |
— |
Tiny |
750 CR |
1/4d10 |
— |
6 |
14 |
— |
— |
10 |
1 |
— |
Diminutive |
250 CR |
1/8d10 |
— |
4 |
16 |
— |
— |
10 |
1 |
— |
Fine |
75 CR |
1/16d10 |
— |
1 |
18 |
— |
— |
10 |
1 |
— |
Biodroids:
Biodroids are a step up from biomorphs, in that they can be mistaken, under certain conditions, for what they are made to resemble. However, reasonably close inspection reveals the presence of robotic parts and the lack of biological parts. Purchasing a factory-model biodroid requires a license.
Table: Biodroid Robot Frames provides the base purchase DC, Hit Dice, and ability scores for factory-model biodroid robots.
Critical Systems: Although they are constructs, biodroids have vital areas and critical systems. Consequently, they are subject to critical hits.
Lifelike Appearance: Distinguishing a biodroid from members of its emulated species requires a successful Spot based Perception Check (DC 10). A biodroid can use the Disguise skill to increase the Preception check DC.
Table: Biodroid Robot Frames
Robot Size |
Base Purchase |
Base Hit Dice |
Extra Hit Points |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Maximum Hit Dice |
Colossal |
1,600,000 CR |
32d10 |
120 |
44 |
7 |
— |
10 |
10 |
5 |
45d10/+4 per HD |
Gargantuan |
250,000 CR |
16d10 |
80 |
36 |
7 |
— |
10 |
10 |
5 |
31d10/+3 per HD |
Huge |
64,000 CR |
8d10 |
40 |
28 |
7 |
— |
10 |
10 |
5 |
15d10/+2 per HD |
Large |
30,000 CR |
2d10 |
20 |
20 |
9 |
— |
10 |
10 |
5 |
7d10/+1 per HD |
Medium-size |
14,000 CR |
1d10 |
10 |
12 |
11 |
— |
10 |
10 |
5 |
— |
Small |
10,000 CR |
1/2d10 |
5 |
8 |
13 |
— |
10 |
10 |
5 |
— |
Tiny |
750 CR |
1/4d10 |
— |
4 |
15 |
— |
10 |
10 |
5 |
— |
Diminutive |
250 CR |
1/8d10 |
— |
2 |
17 |
— |
10 |
10 |
5 |
— |
Fine |
75 CR |
1/16d10 |
— |
1 |
19 |
— |
10 |
10 |
5 |
— |
Bioreplica:
A step up from biodroids, bioreplicas are robots so convincingly lifelike that they are virtually indistinguishable from their living counterparts. The bioreplica's components are made up of lightweight plastics in a synthetic sheath that looks and feels like real flesh and skin. Bioreplicants are restricted, and in some areas, buying or owning one is illegal.
Critical Systems: Although they are constructs, bioreplicas have vital areas and critical systems. Consequently, they are subject to critical hits.
Lifelike Appearance: Distinguishing a bioreplica from members of its emulated species requires a successful Spot based Perception Check (DC 20). A bioreplica can use the Disguise skill to increase the Spot based Perception DC.
Table: Bioreplica Robot Frames
Robot Size |
Base Price |
Base Hit Dice |
Extra Hit Points |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Maximum Hit Dice |
Colossal |
2,200,000 CR |
32d10 |
120 |
44 |
7 |
— |
10 |
10 |
10 |
45d10/+4 per HD |
Gargantuan |
850,000 CR |
16d10 |
80 |
36 |
7 |
— |
10 |
10 |
10 |
31d10/+3 per HD |
Huge |
130,000 CR |
8d10 |
40 |
28 |
7 |
— |
10 |
10 |
10 |
15d10/+2 per HD |
Large |
64,000 CR |
2d10 |
20 |
20 |
9 |
— |
10 |
10 |
10 |
7d10/+1 per HD |
Medium-size |
30,000 CR |
1d10 |
10 |
12 |
11 |
— |
10 |
10 |
10 |
— |
Small |
14,000 CR |
1/2d10 |
5 |
8 |
13 |
— |
10 |
10 |
10 |
— |
Tiny |
10,000 CR |
1/4d10 |
— |
4 |
15 |
— |
10 |
10 |
10 |
— |
Diminutive |
750 CR |
1/8d10 |
— |
2 |
17 |
— |
10 |
10 |
10 |
— |
Fine |
250 CR |
1/16d10 |
— |
1 |
19 |
— |
10 |
10 |
10 |
— |
Locomotion
How a robot moves is determined by its means locomotion. Most robots have only one means of locomotion, each of which comes with its own advantages and disadvantages, as shown below.
Base Speed: Each mode of locomotion has a base speed. This speed can be improved, but each 5-foot increase in speed also increases by +1,000 CR. The base speed can never be increased more than double the listed amount.
Price: The cost of the components necessary to grant the robot this particular mode of locomotion. This cost is always a fraction of the base purchase of the robot’s frame (see Frame, above).
Forced Air:
The robot takes in air through a vent and forces it out beneath itself, allowing it to hover about an inch off the ground. It handles poorly and moves at half speed over poor surface conditions.
Base Speed: Fly 30 feet (clumsy).
Price: One-half the base purchase of the robot’s frame.
Legs (Multiple)
The robot has three or more mechanical legs that allow it to walk, after a fashion. The robot moves at half speed when navigating obstructions, stairs, or poor surface conditions. Only robots equipped with legs can jump.
Base Speed: 30 feet.
Price: One-half the purchase of the robot’s frame.
Legs (Multiple):
The robot has three or more mechanical legs that allow it to walk, after a fashion. The robot moves at half speed when navigating obstructions, stairs, or poor surface conditions. Only robots equipped with legs can jump.
Base Speed: 30 feet.
Price: One-half the purchase of the robot’s frame.
Propeller (Air):
The robot has a propeller for air travel. It cannot travel on land without another mode of locomotion. If for some reason the robot’s speed drops below its base speed during any given round, it falls.
Base Speed: Fly 40 feet (clumsy).
Price: One-quarter the purchase of the robot’s frame.
Propeler (Water):
The robot has one or more propellers for water travel. It cannot travel on land without another mode of locomotion.
Base Speed: Swim 20 feet.
Price: One-quarter the base purchase of the robot’s frame.
Rotor:
The robot is equipped with a rotor, like a helicopter’s. It doesn’t move as quickly as a robot equipped with an air propeller, but it can hover without falling.
Base Speed: Fly 30 feet (poor).
Price: One-quarter the base purchase of the robot’s frame.
Stationary:
The robot cannot move at all. It is most likely bolted or otherwise secured in place. Factory robots are usually stationary.
Base Speed: 0 feet. (This speed cannot be improved.)
Price: Not applicable. (This cost is included in the robot’s base purchase.)
Tracks:
The robot follows a preset track and cannot deviate from that course. If the robot is somehow separated from the track, it becomes effectively stationary. The robot can maneuver over an obstacle only if the track leads over the obstacle, but if something obstructs the track, the robot comes to a halt.
Base Speed: 10 feet.
Price: One-tenth the base purchase of the robot’s frame (rounded down).
Treads:
The robot is equipped with a pair of tank-like treads that allow it to roll along over most terrain without significant difficulties. It can negotiate reasonably shallow steps, but stairs are beyond its abilities. Robots with treads cannot jump or swim.
Base Speed: 20 feet.
Price: One-quarter the base purchase of the robot’s frame.
Wheels:
Wheels are somewhat more effective than treads on level ground, but the robot moves at half speed when navigating poor surface conditions. Most wheeled robots have four, six, or eight wheels. Robots with wheels cannot jump or swim.
Base Speed: 30 feet.
Price: One-half the base purchase of the robot’s frame.
Casters:
The robot moves about on spherical wheels, or casters. These are somewhat more efficient than wheels and enable the robot to change direction easily. Robots with casters cannot jump or swim.
Base Speed: 20 feet.
Price: One-quarter the base purchase of the robot’s frame.
Legs (Pair):
The robot is bipedal, walking on two legs as well as a human. Only robots equipped with legs can jump.
Base Speed: 20 feet.
Price: One-half the base purchase of the robot’s frame.
Thrusters:
Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable the robot to fly
and hover.
Base Speed: Fly 30 feet (poor).
Price: One-half the base purchase of the robot’s frame.
Manipulators
Without some kind of manipulating appendage, robots cannot lift or move objects. Manipulators can be as crude as a simple probe or as complex as a five-fingered hand.A Medium-size or smaller robot may have up to two functioning manipulators. Larger robots may be equipped with a greater number of functioning manipulators, as determined by their size:
Robot's Frame Size |
Manipulators |
Medium-size or smaller |
Up to 2 |
Large |
Up to 4 |
Huge or larger |
Up to 8 |
Size: A manipulator, as an object, is usually two size categories smaller than the robot for which it's designed; for example, a hand designed for a Medium-size robot can be considered a Tiny object. A manipulator's size is usually important only for portability and concealment purposes.
Damage: Robots can use their manipulators as melee weapons, dealing piercing, slashing, or bludgeoning damage based on the type of manipulator and the robot's size (see Table: Manipulator Damage). Some types of manipulators deal nonlethal damage only.
Price: The cost of each manipulator. This cost is always a fraction of the base purchase DC of the robot's frame (see Frame, above).
Table: Manipulator Damage:
Manipulator Type ** |
Fine |
Diminutive |
Tiny |
Small |
Medium-size |
Large |
Huge |
Gargantuan |
Colossal ** |
Advanced Hand **1 ** |
— |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
Claw |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
Hand **1 ** |
— |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
Jaws |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
Pincer |
— |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
Probe |
— |
— |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
Special-Use Gripper **1 ** |
— |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
Task Hand1 |
— |
— |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
1 This type of manipulator deals nonlethal damage only.
Claw:
Claws resemble pincers, but the opposed surfaces cover the length of the appendage. Claws suffer the same handicaps as pincers when attempting tasks involving manual dexterity, but they deal greater damage.
Damage: Lethal slashing or nonlethal bludgeoning.
Price: 150 CR + one-quarter the base purchase of the robot’s frame.
Jaws:
Only robots modeled after creatures with bite attacks have jaws. Robotic jaws are essentially large clamps with teeth.
Damage: Lethal piercing.
Price: 150 CR + one-quarter the base purchase of the robot’s frame.
Pincer:
A pincer is a two-fingered, clawlike appendage that focuses all the grip strength on a pair of opposed surfaces, rather like a pair of tongs. Pincers allow the robot to manipulate and lift objects without much difficulty, but objects specifically made for humanoid hands (like firearms) are usually beyond the pincers’ ability to operate. At the GM’s discretion, tasks involving manual dexterity suffer a –4 penalty for a robot equipped with pincers.
Damage: Lethal piercing or nonlethal bludgeoning.
Price: 30 CR + one-quarter the base purchase of the robot’s frame.
Probe:
Similar to a special-use gripper, a probe is simply an instrument of some kind, meant to measure torque, temperature, or some other factor. If the robot attempts to manipulate or lift an object with a probe, it takes a –4 penalty on the check.
Damage: Lethal piercing or nonlethal bludgeoning.
Price: 30 CR + one-tenth the base purchase of the robot’s frame (rounded down).
Special-Use Gripper:
The robot has a manipulator designed for a specific task. When the robot uses a special-use gripper for a task other than its intended task, the robot suffers a –4 penalty on the check if the check involves manual strength or dexterity.
Damage: Nonlethal bludgeoning only.
Price: 30 CR + one-tenth the base purchase of the robot’s frame (rounded down).
Hand:
A hand is a step up from a claw, in that it has more digits— usually three or four, total. Hands are a bit more adaptable as well, imposing only a – 2 penalty w hen attempting tasks involving manual dexterity.
Damage: Nonlethal bludgeoning only.
Price: 150 CR + one-quarter the base purchase of the robot’s frame.
Advanced Hand:
Advanced hands are essentially the same in structure as human hands, though some might have additional fingers for specialized work. Advanced hands suffer no penalties when attempting tasks involving manual dexterity.
Damage: Nonlethal bludgeoning only.
Price: 150 CR + one-quarter the base purchase of the robot’s frame.
Task Hand:
Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the robot’s grip strength over a slightly wider area. A robot with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the robot has two or more task hands. At the GM’s discretion, the robot can gain this bonus when attempting certain Perform checks as well.
Damage: Nonlethal bludgeoning only.
Price: 150 CR + one-quarter the base purchase of the robot’s frame.
Armor
Although composed of durable alloys or resilient plastic polymers, robots are easily damaged. For this reason, combat models are usually equipped with some form of armor, depending on the robot's frame.
A robot can be equipped with a suit of removable armor (identical in form and function to armor worn by organic characters), or it can have armor integrated into its frame. A robot may be limited to one type or another depending on its shape, size, and frame.
Removable Armor: Anthropomorphic biodroids and bioreplicas typically wear removable suits of armor, which provides an equipment bonus to Defense. A robot equipped with removable armor must have the appropriate Armor Proficiency feat to gain the armor's full equipment bonus, and the armor's maximum Dexterity bonus applies. Armor penalties Athletics, Acrobatics and Stealth Checks checks apply as normal.
Integrated Armor: This type of armor is welded or otherwise fixed securely to the robot's frame. Integrated armor provides an equipment bonus to Defense. Robots equipped with integrated armor suffer no armor penalties if the armor is installed properly. Improperly installed armor causes the robot to take a –10 penalty on Athletics, Acrobatics and Stealth.
Installing integrated armor on a robot requires a Mechanical Skill Check (DC 20). The check is made after investing an amount of time determined by the robot's size: Colossal 24 hours, Gargantuan 12 hours, Huge 6 hours, Large 3 hours, Medium-size 2 hours, Small 1 hour, Tiny or smaller 30 minutes. Integrated armor can be removed in half the time with a successful Mechanical Skill Check (DC 20).
Integrated Armor: Different types of integrated armor are presented below. Only one type of armor can be installed on a given robot.
Equipment Bonus: The equipment bonus that the integrated armor provides to the robot's Defense.
Weight: How much weight integrated armor adds to the robot's weight.
Speed Penalty: The amount by which the armor reduces the robot's speed, given in feet. If a robot's speed drops to zero because of the penalty, it cannot move (the armor is too heavy for its frame).
Price: The cost of the integrated armor (or its components).
Alumisteel Armor:
This easy-to-acquire alloy is lightweight and reasonably strong. Bioreplica robots and liquid-state robots cannot have integrated aluminsteel armor.
Equipment Bonus: +5.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet. (1 square)
Price: 150 CR + one-half the base purchase of the robot’s frame.
Duraplastic Armor:
Duraplastic armor is made of advanced plastic polymers, like carbon fiber and high-grade fiberglass. Although relatively cheap and light, it doesn’t offer tremendous protection. Bioreplica robots of Medium-size or smaller and liquid-state robots cannot have integrated duraplastic armor.
Equipment Bonus: +3.
Weight: One-eighth the weight of the robot’s frame (rounded down).
Speed Penalty: None.
Price: 30 CR + one-half the base purchase of the robot’s frame.
Duralloy Armor:
Duralloy armor is harder, heavier, and more durable than alumisteel. Bioreplica robots and liquid-state robots cannot have integrated duralloy armor.
Equipment Bonus: +8
Weight: One-half the weight of the robot’s frame (rounded down).
Speed Penalty: –10 feet. (2 square)
Price: 150 + one-half the base purchase of the robot’s frame.
Resilium Armor:
Resilium is more malleable alloy than duralloy, although not as strong. Bioreplica robots of Medium-size or smaller and liquid-state robots cannot have integrated resilium armor.
Equipment Bonus: +6.
Weight: One-eighth the weight of the robot’s frame (rounded down).
Speed Penalty: None.
Price: 30 CR + one-half the base purchase of the robot’s frame.
Crystal Carbon Armor:
“Grown” in orbital laboratories, crystal carbon is a composite fiber material that outperforms neovulcanium (see below) on the battlefield. Bioreplica robots of Medium-size or smaller and liquid-state robots cannot have integrated crystal carbon armor.
Equipment Bonus: +8.
Weight: One-eighth the weight of the robot’s frame (rounded down).
Speed Penalty: None.
Price: 500 CR + one-half the base purchase of the robot’s frame.
Neovulcanium Armor:
Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of unparalleled resilience. Bioreplica robots and liquid-state robots cannot have integrated neovulcanium armor.
Equipment Bonus: +7.
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet. (1 square)
Price: 150 + one-half the base purchase of the robot’s frame.
Sensors
Robots are unable to perceive their surroundings without a sensor system of some kind. Without sensors, they are effectively blind and deaf, and they suffer penalties on certain checks—if they can attempt them at all.
Sight: A robot without visual sensors suffers a –4 penalty on all skill checks and cannot make Spot checks.
Sound: A robot without audio sensors suffers a –2 penalty on all skill checks and cannot make Listen checks.
Touch: A robot without tactile sensors suffers a –4 penalty on all Demolitions, Disable Device, Forgery, and Repair checks.
Smell: A robot without olfactory sensors suffers no particular penalties.
Taste: A robot without gustatory sensors suffers no particular penalties.
Building Sensors: To build a sensor from parts, the a character must follow the stipulations from the Robotics Sensors Experiment in Chapter 10 - Experiments.
Type: The type of sensors (visual, audio, tactile, olfactory, gustatory) included in the system.
Price: The cost of the sensor system.
Class I Sensor System:
This sensor system includes a low-res video camera and a basic audio receiver (effectively a robotic ear).
A robot with a Class I sensor system takes a –4 penalty on all Demolitions, Disable Device, Forgery, and Repair checks, and a –2 penalty on all other skill checks.
Type: Audio, Visual.
Price: 300 CR
Class II Sensor System:
This sensor system includes a video camera with infrared capability, capable of discerning creatures and objects by their heat signatures. It also includes a basic audio receiver and a crude chemical sniffer (a series of filters that detect free-floating chemical residues). A robot with a Class II sensor system takes a –4 penalty on all Demolitions, Disable Device, Forgery, and Repair checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Visual.
Price: 500 CR
Class III Sensor System:
This sensor system includes a video camera with infrared capability, a basic audio receiver, and a crude chemical sniffer. A robot with a Class III sensor system takes no penalties on skill checks.
Type: Audio, Olfactory, Visual.
Price: 1000 CR
Class IV Sensor System:
This sensor system includes hi-res video sensors, a hi-fidelity audio sensor, a chemical vapor scanner, and a pressure sensor that enables the robot to perform tasks requiring manual dexterity. A robot with a Class IV sensor system gains a +2 equipment bonus on Listen and Spot checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile, Visual.
Price: 1000 CR
Class V Sensor System:
This sensor system includes hi-res video sensors with darkvision (out to 60 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and either a ladar or sonar system. Ladar uses laser detectors and ranging sensors to rapidly play low-powered laser beams across the robot’s surroundings, allowing it to locate targets. Sonar sensors are used mostly in subaquatic environments, but the technology works almost as well in the air. By bouncing sound waves off objects and measuring the length of time it takes to receive an echo, sonar can produce a clear image of the robot’s surroundings.
Ladar Version: A robot with a ladar-equipped Class V sensor system gains a +4 equipment bonus on Spot checks and a +2 equipment bonus on Listen checks. All other skill checks are made without penalty.
Sonar Version: A robot with a sonar-equipped Class V sensor system gains a +4 equipment bonus on Listen checks and a +2 equipment bonus on Spot checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile, Visual.
Price: 5000 CR
Class VI Sensor System:
This sensor system includes hi-res video sensors with darkvision (out to 24 sqrs, 120 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows a robot to not only perceive its surroundings but also target more effectively. A robot with a Class VI sensor system gains a +2 equipment bonus on Listen and Spot checks. All other skill checks are made without penalty. The robot also gains a +1 equipment bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual.
Price: 12,000 CR
Class VII Sensor System:
This sensor system includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a chemical vapor scanner, pressure sensors, and multiband radar that uses multiple concurrent radar signals in different frequencies to gather more data. A robot with a Class VII sensor system gains a +2 equipment bonus on Listen, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +2 equipment bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual.
Price: 12,000 CR
Class VIII Sensor System:
This sensor system includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a sophisticated olfactory sensor, a tactile sensor array, and multiband radar. A robot with a Class VII sensor system gains the scent ability. It also gains a +2 equipment bonus on Demolitions, Disable Device, Forgery, Listen, Repair, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +2 equipment bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual.
Price: 15,000 CR
Programing & AI
Programing technology brakes down into three classes. Mechanical intelligence is extremely limited in class 1, of robotic technology. The best class 1 robots have processors only as advanced as computers, and they are little better than remotes. If a situation falls outside the conditions for which the Class 1 robot was programmed, the robot doesn't know what to do and sees no reason to take any actions at all.
In class 2, robots step closer to achieving true artificial intelligence with the invention of the first commercially viable neural networks: “learning” computers. Designed to mimic how an organic brain processes and stores information, the neural network allows the robot to analyze the data it receives from its sensors and make autonomous decisions based upon that data. In other words, a neural network allows a robot to think.
However, true artificial intelligence is found in class 3. While neural networks allow robots to learn and think, artificial intelligence allows robots to plan and be creative. Further, the AI attaches appropriate significance to what it learns; not only can it create but also it can decide for itself whether doing so is a good idea. In effect, artificial intelligence allows a robot to simulate humanoid behavior (for better or for worse) without being programmed to do so. It learns by observation and deduction, not unlike a human child learns to behave as the adults he knows.
Robotic Resurrection
Robot's core programming and experiences are contained within its central processor- its brain. The brain's "drive to survive" is determined by its force of personality, as represented by the robot's Charisma.
Whenever a robot is destroyed (reduced to 0 of fewer hit points), some brain degradation occurs. Each time its body is destroyed, the robot suffers a permanent drain 1 point of charisma. The brain ceases to function and the robot "dies" if its Charisma drops to 0 as the result of permanent ability drain.
If a robot has at least 1 point of charisma left after its body is destroyed, it's brain can be removed and transplanted into another robot of the same size and frame. Removing a robot's brain from a destroyed frame and installing it in a similar but intact frame requires 10 minutes of work, a mechanical tool kit, and a successful Mechanics Check (DC varies by frame, see blow). Not using a tool kit imposes a -4 penalty on the check.
A robot that gains a new body retains the memories of its previous "life," as well as any previously installed skill software and feat software. It also retains any previously installed mental ability score upgrades. It does not retain the previous frame's armor, locomotive means, manipulators, sensors, physical ability score upgrades, accessories or mount weapons, as these were all destroyed
Robot Frame |
Mechanics Check DC |
Armature or Biomorph |
20 |
Biodroid |
30 |
Bioreplica |
40 |
Skill Software
Like constructs, nonheroic robots do not gain skills. They must be programmed with software that gives them the ability or the knowledge to perform certain skills. Skill software (often called “skillware”) is embedded in the robot's central processor or “brain” and can be saved after the robot is destroyed (see Robot Resurrection). This is not true of skill webs, however (see below).
Writing Skill Software: To write skill software from scratch, a character must be trained in a specific skill. The a character must follow the stipulations from the Write Program Skillware in Chapter 10 - Experiments
Class Skills: All skills programmed into a robot become class skills for the robot.
Skill Chip (Class 1):
A skill chip allows a robot to gain one of the following skills as a trained skill (+5 Bonus): Use Computer, Perception, or Mechanics. A robot can have multiple skill chips allowing it to have individual skill functions. These chips are sold pretty commonly. An engineer can modify the chip in two different ways. He can increase the ranks of the chip by reprogramming to emulate the skill he is trained in. (1 Trained skill, + one half the engineers level as a bonus not including ability score bonuses). To do this the programmer must make a successful Use Computer Check (DC 20 + number of skill ranks the character wishes to program to his chip). An engineer can also emulate the skills of another character by carefully running tests quantifying the results in the form of data. The engineer can also switch the skill that is program to the chip as well. Doing this takes 1 hour worth of work and requires no check.
Price: 20 CR × number of skill ranks.
Skill Progit (Class 2):
Sophisticated emulation software encased in a thin but durable plastic casing, a skill progit enables a robot to gain any skill available as a trained skill (+5 bonus). A robot can have multiple progit chips allowing it to have individual skill functions. A factory-built skill net typically holds 4, 8, or 12 ranks. An engineer can modify the chip in two different ways. He can increase the ranks of the progit by reprogramming to emulate the skill he is trained in. (1 Trained skill, + one half the engineers level as a bonus not including ability score bonuses). To do this the programmer must make a successful Use Computer Check (DC 20 + number of skill ranks the character wishes to program to his progit). An engineer can also emulate the skills of another character by carefully running tests quantifying the results in the form of data. An engineer can also switch the skill that is program to the progit as well. Doing this takes 1 hour worth of work and requires no check.
Price: 500 CR × number of skill ranks.
Skill Net (Class 3):
A skill net consists of a series of interlocking programs that allow the robot to acquire ranks in multiple skills. A skill net has contains four of any skills available and makes them trained skills (+5 Bonus). A factory-built skill net typically holds 4, 8, or 12 ranks in as many as four different skills. He can increase the ranks of the skill net by reprogramming to emulate the skill he is trained in. (1 Trained skill, + one half the engineers level as a bonus not including ability score bonuses). To do this the programmer must make a successful Use Computer Check (DC 20 + number of skill ranks the character wishes to program to his progit). An engineer can also emulate the skills of another character by carefully running tests quantifying the results in the form of data. Replacing one skill with another and this requires 1 hour worth of work and requires no check.
Price: 2,500 (four skills at 4 ranks each), 11,000 (four skills at 8 ranks each), or 13,000 (four skills at 12 ranks each).
Language Chip:
This chip allows the robot the read, write, and speak one language as though it has the appropriate Read/Write Language and Speak Language skills.
Purchase: 250 CR
Feat Software
Robots can also be programed with software that enables them to emulate feats. Feat software often called "featware" is usually embedded in the robot's central processor or "Brain" and can be salvaged after the robot is destoryed (see Robot Resurrection). This is not true of feat webs.
Feat Prerequisites: Regardless of the quality of its feat software, a robot cannot emulate a feat if it does not meet the feat’s prerequisites
Feat Progit:
Sophisticated emulation software encased in a thin but durable plastic casing, a feat progit is installed in the robot’s central processing unit and enables the robot to gain a single feat. A robot can have a number of feat progits equal to 1 + one-third its Hit Dice (rounded down). A feat progit can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 30).
Price: 10,000 CR
Feat Net:
A feat net consists of a series of interlocking programs that allow the robot to emulate multiple feats. A feat net holds as many as four feats. A robot can have multiple feat nets, but the total number of feats a robot can have installed cannot exceed 1 + one-third the robot’s Hit Dice (rounded down). A feat net can be reprogrammed one feat at a time. Replacing one feat with another requires 12 hours of work and a successful Computer Use check (DC 30).
Price: 500 CR (one feat), 1000 CR (two feats), 5000 CR (three feats), 10,000 CR (four feats).
Ability Upgrades
A robot can receive multiple upgrades to the same ability score. Robots with armature and biomorph frames have no Intelligence score and therefore cannot receive upgrades to Intelligence. No robot can receive an upgrade to Constitution, since robots do not have Constitution scores.
Upgrades to physical abilities (Strength and Dexterity) always entail a refit or reconstruction and require a factory, workshop, or other facility. Upgrades to mental abilities (Intelligence, Wisdom, and Charisma) are handled by using a computer to reprogram or add new subroutines to the robot’s brain, neural network, or central processing unit.
Price: The cost of the upgrade.
Strength Upgrade (Class 1): Parts of the robot's frame, including its joints and hydraulic components, are reinforced or replaced with similar components made of stronger materials. The upgrade provides a +2 bonus to Strength.
Price: 30 + one-half the base purchase of the robot's frame + robot's Strength modifier before the upgrade.
Dexterity Upgrade (Class 2): The robot receives replacement joints or ligaments that are more flexible, and the robot's tactile sensors are modified to improve manual dexterity. The upgrade provides a +2 bonus to Dexterity.
Price: 530+ one-half the base purchase of the robot's frame + robot's Dexterity modifier before the upgrade.
Intelligences Upgrade (Class 2): Modifications to the robot's artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
Price: 150+ one-half the base purchase of the robot's frame + robot's Intelligence modifier before the upgrade.
Charisma Upgrade (Class 3): The robot is programmed with character and personality subroutines that enable it to better interpret and simulate humanoid behavior patterns and emotions. The upgrade provides a +2 bonus to Charisma.
Price: 150 + one-half the base purchase of the robot's frame + robot's Charisma modifier before the upgrade.
Wisdom Upgrade (Class 3): Adjustments to the robot's sensors improve its perception, while new software enables it to act more intuitively. The upgrade provides a +2 bonus to Wisdom.
Price: 150 + one-half the base purchase of the robot's frame + robot's Wisdom modifier before the upgrade.Armor