NEW ROBOT SECTION

The robots found hereafter were either created by Harlan Quade or are ancient robots that are found in his region - most of which he has reprogrammed. They are but a few types, the GM can generate new ones to fill in areas where no established robot exists.

TYPE: HEAVY SECURITY ROBOT (aka Robotrooper)
Number: 1 to 3
Armor: 8 (-40) Sealed
Hit Dice: 30
Control: V C
Sensors: All but S
Power: B, A
PS: 122 (+5)
DX: 16 (+2)
MS: 10
PR: 50 (+4)
Speed: 2 Legs = 36
2 Pods = 200
Weapons:  Laser I, Blaster I, Stun Ray II, Metal Spikes,
Grenade Launcher, Mine Layer (4 random mines)
   Description: These units are roughly humanoid in shape. In addition to its two humanoid arms, it has four three-meter long tentacles. It has a pair of tractor/pressor beams that can list 350 kilograms at a 45 meter range. the heavy security robot is sealed against water and corrosives, has enhanced multiple actions, and Robot Summoning/Command over security robots. It also has a communications sender, a repair program and miscellaneous equipment that deal with securing captured opponents. These units are considered artificial intelligence robots and usually are directed to protect an area, an installation or a single character.
   Unlike security robots, heavy security robots are not directed to carefully subdue people.

TYPE: EPSILON CYBORGS (aka Cybertrooper)
Number: 1 to 4
Armor: 5 (-25) Special 
Hit Dice: 20
Control: V C
Sensors: A, C, I, R, T, U, V 
Power: A, Universal C
PS: 60 (+4)
DX: 40 (+4)
MS: 15 (+1)
PR: 20 (+4)
Speed: 2 Legs = 36
2 Pods = 40
Weapons:  Laser I, Blaster I, Stun Ray II, Metal Spikes,
hand-held melee weapon (random), hand-held
energy weapon (random), two grenades (random)
   Description: These units appear roughly humanoid in shape and are easily confused with the robotroopers. These are the troops that Harlan Quade plans to conquer the world with, Epsilon Cyborgs. These are the fifth generation of mass produced cybernetic bodies that Harlan developed, and seem to be the answer to his needs. Harlan has agents and robots always on the lookout for people who have wandered into the Frozen Lands and have died from the bitter cold.
   In addition to its two humanoid arms, it has two two-meter long tentacles. Cybertrooper armor is not only sealed against water and corrosives, but is camouflage armor and IR resistant zilch armor as well (see the last two entries on the glossary). It also has a communicator, a repair program, enhanced DX, an imbedded Code II ID, flamethrower, portent, and miscellaneous equipment that assist the organic portions of the body.

TYPE: VALET ROBOT (aka valbot)
Number: 1
Armor: 6 (-30) 
Hit Dice: 7
Control: IIA Special 
Sensors: H, I, R, C 
Power: A250, B, S20 
PS: 25 (+4)
DX: 18 (+2)
MS: 9 (-1)
PR: 12
Speed: 1 Pod = 80
1 Hoverfan = 72
Weapons:  Stun Ray I, Sonic Emitters 
   Description: The valbot is a legless, floating autobot with two humanoid arms. It is equipped with an expanded memory bank that exists only to store information about its owner, who is usually considered to be the character that purchases it or otherwise legally takes possession of it (as determined by the GM). When possession is established, the valbot talks to the character and observes him for hours, collecting data on what the character likes to eat, wear, is interested in, when he sleeps, etc. Once the robot believes it has a good basic knowledge of its new master (usually after a day or two), it will then ignore all other beings except its master.
   This robot was created to be a refined robo-servant and can learn to clean a character's weapon, cook food, wash clothes, and even observe certain manners practiced by society. It has the capacity to learn up to four languages and only takes a week to have a working vocabulary in a new one. Once a language is learned, the robot can act as an interpreter. Each valbot has numerous miscellaneous equipment to assist it in the fulfillment of its duties, including a floodlight, a medi-kit, a fire extinguisher, a communicator, and a tractor/pressor beam that can lift up to 100 kilograms at a range of six meters.

TYPE: VETERINARY ROBOT (aka vetbot)
Number: 1 to 4
Armor: 7 (-35) Sealed 
Hit Dice: 18
Control: IIIA, IIB
Sensors: A, C, H, I, S, T 
Power: B, S Collector
PS: 100 (+4)
DX: 12
MS: 7 (-1)
PR: 19 (+3)
Speed: 2 Treads = 100
Weapons:  3 Paralysis Rods, Metal Spikes 
   Description: This four meter tall programmed machine was designed for use with herd animals and is strangely shaped. On the bottom of a three-meter long column are wide treads designed to take it over most terrain where domestic animals are herded. At the top of the column is a spider-like assembly with six long arms that can reach to the ground, three humanoid arms and three special limbs that have padded claws designed to hold animals while inflicting little or no damage on them. The vetbot  has an expanded memory bank which includes veterinary data on all normal, domestic farm animals it would have to treat. To assist in capturing or turning unconscious animals over, the vetbot is also equipped with two tractor/pressor beams that can move 500 kilograms at 12 meters.
   The vetbot has complex veterinary operations equipment, including drugs, instruments, analyzing equipment and anesthetizing darts accurate up to 100 meters (can fire two per Action Turn, rendering an animal unconscious for 1d6 x 10 minutes). Though these units were designed only for non-mutated animals (and can cure such 100% of the time), there is also a chance that the unit will be able to help heal a mutated animal (with a -1 RF to the Difficulty Level), even a mutated, humanoid animal (with a -2 RF to the Difficulty Level).

TYPE: STALKER BOT (aka stalkers)
Number: 1 to 3
Armor: 9 (-45) 
Hit Dice: 13
Control: Special 
Sensors: All of them 
Power: Minipower Plant
PS: 80 (+4)
DX: 80 (+4)
MS: 6 (-2)
PR: 12
Speed: 6 Legs = 60
3 Pods = 120
Weapons:  two Laser IIs, two Stun Ray Is, 
special mandibles (see below) 
   Description: Stalker bots are a type of security robot used to track down fugitives. They track these creatures by using their vast array of sensors, including a voiceprint identification sensor unique to them. Stalkers look like three meter long mechanical scorpions. They stand one and a half meters tall at the middle of their back. Two lenses in their heads, which are their primary optical sensors, glow red when the stalker is active. Stalkers are preprogrammed to track down characters or things, to patrol an area, or to be used as a means of transportation, as they can be ridden.
   There is a rider's saddle and helmet on the robot's rear tail assembly. Characters riding a stalker get tracking information through a helmet that has screens inside it. Riders can control the stalker manually and can use any of its systems or weapons. Stalkers track just as well with or without a rider.
   The stalkers can climb slopes up to 60 degrees because of their superior leg placement. They use their pods to cross steeper slopes and places too rough for their feet. These stalkers in the Frozen Lands are equipped with wide, padded feet and can run across the snow like it was hard ground. Their weapons are mounted on their heads, as are two floodlights. All stalkers have heavy duty energy field generators which reduce the amount of damage caused by each attack by -2 RF. Their weapons will not work while their force field is up. There is a set of pincher-jaws attached to their heads. These jaws can reach out to four meters to grab things or creatures. The pincher-jaws are one meter long and have retractable blades inside them (base damage 10).
   A stalker needs only to lock onto a suspect with any of its sensors to program pursuit. As its sensors receive further inputs, it is added to the stalker's computer tracking system. Information is easily conveyed from one stalker to another, or back to an installation, via a special tight-beam communications sender. All stalkers are sealed against water and corrosives.

TYPE: ECOLOGY BOT-TIMBERER (aka lumberbot)
Number:
Armor: 11 (-55) 
Hit Dice: 100
Control: IIIC
Sensors: H, R, T
Power: Nuclear Plant 
PS: 1500 (+6)
DX: 10
MS: 6 (-2)
PR: 10
Speed: 4 Legs = 84
Weapons:  See claws and paint gun below 
   Description: This 50-meter tall, 75-meter long, and 25-meter wide quadruped programmed machine was designed to move through the forest, marking trees for future cutting with its huge built-in paint gun, and cutting down the large trees that have been previously marked. Once cut, the trees are lifted and stacked on the huge, flat, rear platform jutting out from the back of the robot. Once its platform is full, the lumberbot then trundles off to the south of the Frozen Lands.
   This huge ecology bot is run by a sealed internal computer. Centuries of neglect have caused damage to its programming. It is considered in the wild mode if another robot tries to summon or command it.
   The lumberbot has three large arms: one is a huge saw arm which cuts down the trees (base damage is 12 with a check vs. a Crippling result), another is a crane arm for lifting the fallen tree (base damage is 15 with a check vs. Complications C), and the other is a long thin arm with a massive paint gun built in (range 30 meters, base damage as a fire hose, 100 shots left). The indelible, shocking pink ink used to mark these trees will permanently mark whatever or whoever it hits. There is no known solvent for the paint. Any player character hit by the ink remains pink for 1d10 years unless affected by some mutation.

TYPE: REPAIR BOT
Number: 1 to 6 
Armor: 6 (-30) 
Hit Dice: 7
Control: IIA
Sensors: EM, F, H, I, M, S 
Power: B, H20
PS: 75 (+4)
DX: 30 (+3)
MS: 5 (-2)
PR: 16 (+2)
Speed: Two Hoverfans = 120 or
Four Wheels = 110
Weapons:  None intended (see below) 
   Description: This programmed machine is two meters tall, rests on either a wheeled chassis (if an installation model) or hoverfan units (if a field model). It bristles with dozens of small toll arms, has four special three-digit claw arms with feeling sensors for holding objects, and a special sensor pod arm that can bring all of its sensors to bear upon a small object. This robot was specifically designed to repair small devices, appliances, and weapons. It has enhanced DX, and expanded memory bank on small devices and weapons repair, and hundreds of tools and miscellaneous equipment used for repairs. The robot does not care who owns the item, only that it must be fixed.
   Repair robots have at least at least four tools which can be used as edged or burning weapons, each with a base damage of 4. They can attack with all four weapons in one Action Turn at Attack Rank 5. These units are programmed to defend themselves against any assault.