UPDATED ROBOT SECTION

Part X of the Revised GAMMA WORLD® game rules is an introductory section on robots and their use and generation in Gamma World. That section, and the Revised GAMMA WORLD Errata Supplement, provides a number of examples of useful robots and lays the foundations for the creation of robots. The purpose of this section in this modules is to flesh out that information, give a more complete robot generation system, and offer the GM suggestions how his players can generate player character robots for use in his campaign.

   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

   The process of designing a player character robot (hereafter also referred to as a PCbot) is different from designing a non-player character robot (hereafter referred to as an NPCbot).
   NPCbots are custom built by the GM, who picks the robot's options to fulfill a specific need.
   PCbots are built randomly by the player, with game balancing decisions made by the GM. The PCbot usually is a cyborg or, if enough parts have been added, an ultraborg. The history of how the character came about is up to the GM.

Die Roll Robot's Original Design

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
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70 
Athletic Competitor
Explorer
Hunter
Law Enforcement Officer
Simple replacement, no special purpose to the design
Tracker
Warrior
Worker

Programmed Machine
(artificial intelligence if desired by the GM)
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
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

SPECIFIC DESIGN STEPS FOR NPCbots (Standard-Type Bots)

  1. Decide the robot's type, size, general purpose and duties.
  2. Decide how the robot is controlled and the type of ID to which it will respond.
  3. Select average scores for the robot. Borgs and ultraborgs will have high MS (12 + 1d4) and Program Ratings (PR) (12 + 1d10). Intelligent robots will have high PR (12 + 1d6) and DX (12 + 1d12) and may possess PS in the range of 12 to 125 (depending on size and function). Programmed machines will have high PS (25 + 10d10), low MS (1d6), and low PR (1d6).
  4. Select Hit Dice for the robot. Begin by assigning 1 Hit Dice per 2 PS points. If the model type is built to last (like construction or exploration), the amount should be 1 Hit Dice per PS point. Hit Dice are also used to indicate the robot's CN.
  5. Roll on or select from the Locomotion Table for the robot's type of movement.
  6. Refer to the Armor section in the Robotics Glossary to determine the base type of armor for the robot's type. Then roll on or select from the Armor Table for modification of that armor. If unusual armor is indicated, refer to it in the Robotics Glossary.
  7. All robots are considered to have broadcast power receptors. Roll on or select from the Power Source Table for any additional power sources the robot may have. Cyborgs must have at least one power source for their bionic parts.
  8. Roll on or select from the Limb Table for the robot's manipulative members.
  9. All robots have sensor type H (human visual and audio). Roll on or select from the Sensors Table for any additional sensors the robot might have.
  10. The GM must decide if a robot has built-in weapons or tools used as weapons. Then he must decide on the number based on the robot's type and size. These weapons should be rolled on or selected from the Weapons Table.
  11. Roll on or select from the Robot Enhancement Table for any enhancements that might have been designed into the robot.
  12. Roll on or select from the Miscellaneous Robot Addition Table. The GM should decide what the base number of miscellaneous additions the robot would have before rolling. Cyborgs usually have only one addition, while ultraborgs have two or three. Artificial intelligence machines and programmed machines could have many, many more, depending on their function and size. Refer to any type chosen or rolled in the Robotics Glossary.
  13. The GM should select a range for the number of NPCbots that may be encountered together.
  14. The GM should list any program limits and traits peculiar to this type of robot. He should also now change any facet of the robot that does not fit in with the overall image and function of the robot.
  15. Write a description of the robot using the same format as that found in this module's New Robots Section.
  16. Determine the mode status (programmed, wild or controlled) for each robot encountered.
DESIGN STEPS FOR PCbots (Borgs)

Player character robots must be designed differently and very carefully, as a PC will hopefully be around a lot longer than an encounter. The best type of PCbot to play is a cyborg or an ultraborg. If the player wishes to play another type of artificial intelligence robot or programmed machine, the GM should remind him that the robot he is playing is not considered a life form by most societies and Cryptic Alliances, but a possession, and unless the robot is artificial life or intelligence, it cannot progress to higher experience ranks. If the player still wishes to run a robot that is not an ultraborg or cyborg, then he should create the PCbot as described above in the Specific Design Steps for NPCbots.
   All PCbots are considered to be in the wild mode for purposes of control. Non-cyborg, wild mode PCbots are referred to as rogues or roguebots and are often hunted by bounty hunters who are paid to bring them back to their original owners. Non-cyborg PCbots will have no memory of who they belonged to or where they came from. Their memory begins with their first adventure. Cyborg PCbots should have at least some knowledge of who they are and how they became cybernetic.
   The GM and players should use the following steps for generating a PCbot cyborg. If, after the generation is complete, the GM believes more than 75% of the PCbot's body is bionic, then the PCbot is considered an ultraborg.

  1. Refer to the section on How to Create a Character on page 7 of the Revised GAMMA WORLD® rules. The character must first be created in its natural form. Plant characters may not become cyborgs or ultraborgs. Modify step 4 to accept only two physical mutations at most, and these can only be simple body changes (multiple limbs, new organs, antlers, etc.) Any other type of physical mutation will disappear with the cybernetic process, so as not to make the character too powerful. The PCbot's Tech Level will always begin as III. Save the equipping phase of the character creation until after these steps.
  2. Roll on the Locomotion Table to see if the cyborg has bionic locomotion. The GM should decide how many pods, hoverfans, etc. the borg would have. Refer to the locomotion type in the Robotics Glossary.
  3. Roll on the Armor Table for possible bionic armor modification. If unusual armor is indicated, refer to it in the Robotics Glossary.
  4. Cyborgs do not have broadcast power receptors. However, if it becomes an ultraborg there is a 50% chance that broadcast power receptors were incorporated. Cyborgs must have at least one power source for their bionic parts, ultraborgs at least two sources.
  5. Roll on the Limb Table for possible bionic manipulative members replacement. The GM should decide how many different types of limbs a cyborg or ultraborg would have based on the creatures original structure. Refer to the limb type in the Robotics Glossary.
  6. All cyborgs and ultraborgs have sensor type H (human visual and audio). Roll on the Sensors Table for any additional sensors the PCbot may have.
  7. Roll on the Weapons Table to see if the cyborg or ultraborg has any built-in weapons.
  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 the Robotics 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.