Robots exist in the Car Wars world in large numbers just as they did in the late 20th Century. The most common variety is one that is employed in the factories and assembly lines, making cars and other components ceaselessly until they need to be replaced.
But robots do not just exist there alone. With the huge advances in computers and technology as a whole, the ability to create robots with a much wider appeal has become a reality, and today, robots can be seen (in limited numbers) in corporations as security or in servitor functions, and in some cases, as personal valets too.
For while they are expensive, the fact that they will do what they are told, and when they are told to do it, without answering back or questioning their orders can be a very valuable thing.
Actually robots themselves aren't all that expensive to manufacture, it's the brain that is the expensive and complicated bit, and indeed without a brain, a robot is no better off than a lump of scrap metal.
This article attempts to define robots for use in the Car Wars universe, and covers the aspects of constructing the robots brain and programming, and then installing that brain into a normal Car Wars vehicle or into a specially constructed chassis, the process of which is detailed here.
The brain of a robot is literally like the brain of a person. It controls all aspects of the robots abilities, and through the use of programs, allows a robot to perform certain tasks.
A robots brain is rated in three ways, the type, the CPU and the Storage ability.
Once these factors have been determined, a robot may then have it's programming which will then determine exactly what a robot may or may not do.
The type is the main strength of the robot, it tells how it can react to various situations and events that aren't covered by it's programming. There are three types of brain - dumbot, reactionary and self control.
A dumbot brain is one that cannot react to anything outside it's normal programming. They are mainly employed in factories where they generally only have the one task to do, such as assembling cars on a construction line.
If anything outside their programming occurs which effects them or interrupts their flow of work, then they will stop what they are doing and wait for the event to pass.
For example, a robot employed in one of the many car factories has the simple job of transporting parts from one part of the factory to another. It follows a set route and never deviates from that route. It moves at a slow speed and has touch sensors along it's frame so it can tell if it hits something. This job doesn't require much (any) intelligence on the robots part, so it generally has a dumbot brain. If it encounters something outside of it's programming of following the path, such as if it bumps into a container that shouldn't be in the way, then it will simply wait until the container is removed and then continue on it's way, which could be minutes, days or until the powercell runs down.
There are some programs that will not run on a dumbot brain, or at the very least will be severely reduced in capability.
A reactionary brain is a much more expanded version of the dumbot brain. It can still only perform actions that it has programming for, but it can react to various situations, and attempt to perform solutions to problems. As such, it is the brain of choice for security robots, and is the minimum brain necessary for certain program types.
For example, if, in the above example, the robot was equipped with a reactionary brain (which could be a good idea if the route that the robot was to travel was constantly filled with hazards), then when it encountered the obstruction, it would attempt to get around the container. This would probably involve it backing up and then turning to the left or right to gauge the width of the container and then once known, deciding if it had enough space to get round. If it did, all well and good, if not, then the robot might consider backing up further along the route it had travelled and (if programmed with another route) taking another route, or else contacting a supervisor (either by radio link or by blowing a klaxon) and getting the container removed from it's path.
The third type of brain, is the Self Control brain, and it is still considered experimental in most cases - almost every one made is unique. For this reason it is woefully expensive. However it is effectively the most modern version of artificial intelligence yet to be seen, and is easily more capable than the other types of brain around as it can make decisions based on it's own capabilities, it's programming and the surrounding terrain.
The other benefit of the self control brain, is that it can actually learn. Provided it has enough CPU and Storage to place the extra experience that it gets, it can actually pick things up from experience, just like a human.
This can sometimes not be what the owner wants because as a robot gets more experienced in things, it starts learning about the world around it, and it can then start to form it's own ideas on what is right and what is wrong, and this may conflict with the owners interests. And this is also why the robots are still in the experimental stage, these facets of the brain do not seem to be removable in the self control type of brain.
In game terms, a self control brain will learn exactly like a human, and thus will find itself amassing experience points as normal. It must have excess storage and CPU space to place these experience points, or else they will be lost, and the robot will not be able to expand it's knowledge. As soon as it gets a single experience point, CPU and Storage space for the next skill level must be allocated.
There are some rumours of reactionary type robots (and rarely, dumbots too), that, due to some freak accident have managed to become self control type robots. These accidents seems to always revolve around power spikes or lightning strikes, which would usually destroy a robots brain rather than help it along the evolutionary path so wherever these rumours are based on fact is thought rather doubtful.
Continuing the above example, if the dumbot was actually equipped with a self control brain (admittedly a very expensive option for what is essentially just a courier robot), then the robot would be able to react in a variety of ways if it encountered an obstruction in it's path. It may attempt to get around the obstruction, it may decide to call a supervisor to remove the obstruction. It may decide that the obstruction could be removed by itself and thus may attempt to push the canister to one side.
Lets take another example of the three types of brain in action. Suppose we have a security robot guarding a gate. The robot has programs that allow it to fire it's weapons at intruders who do not show the correct ID. Now, a group of terrorists decide to break into the compound by marching up to the main gate, here they are approached by the robot, and at this point they break and hide behind some cover.
If the security robot had a dumbot brain, then it would open fire on the intruders when they didn't show any ID, but as soon as they hid, then it would stop. It's programming only allows for the guarding of the gate and not the chasing of terrorists. Besides, out of sight, out of mind.
The reactionary robot would open fire as normal, but would still consider the intruders a threat if it saw where the intruders hid. It would then probably make moves to eliminate the intruders and call for back up.
If the robot had a self control brain however, then it might do all the above, none of the above (maybe trying to outflank the intruders or try and pretend that it hadn't seen them, thus getting them to expose themselves), or something completely different.
Due to the experimental way that artificial intelligence is done, reactions between these types of robot can vary widely depending on how the intelligence was programmed, i.e., if it's based on how the human brain works, or logic trees or some radical new method.
Once a robot has a type of brain established, it needs to be able to actually run some programs which will actually give it it's skills and abilities.
The amount of programs that a robot can run is governed by it's CPU and it's Storage, which can be loosely compared to, in 20th Century terms as the processor and memory (CPU) and the hard drive (Storage).
All programs take up storage space, and there must be enough storage in the robots brain to be able to hold all the programs that the robot will run.
With regards to CPU space though, a robot only needs as much CPU space as programs that it wants to run at one time.
For example, a robot might have in Storage the programs Reaction +2, Laser Rifle +2 and Stealth +0, which take up 14 spaces, however it might only have a CPU of 12. In this case, the robot would only be able to run 12 spaces of programs at one time (such as Reaction and Laser Rifle, or Stealth and Reaction).
Programs cannot be broken up for a better fit, so if you bought Reaction +2, you wouldn't then be able to split it into Reaction +1 to conserve space. You would instead have to buy Reaction +1 and Reaction +2 if you wanted this ability.
A robots brain costs a basic $2000, weighs 5 lbs. and takes up one slot in some location.
It has 1 DP.
Each additional point of CPU costs +$500 and each Storage point costs +$100 and comes with an initial CPU and Storage of 0.
Adding extra CPU and Storage will inevitable make the brain larger, and thus the weight will increase by the following formula:
(CPU/20) + (Storage/10) in lbs., rounded up to the nearest.
Every additional 5 lbs. (or fraction) of robot brain increases the amount of slots by 1.
Multiple this basic cost by the following, depending on the type of brain installed:
| Brain Type | Cost Multiplier |
| Dumbot: | *1 |
| Reactionary: | *10 |
| Self Control: | *50 |
For example, a dumbot brain with a CPU 4 and Storage 10 costs $5,000, weighs 7 lbs. and takes 2 slots.
A reactionary brain with a CPU 20 and Storage 20 costs $140,000, weighs 8 lbs. and takes 2 slots, while a self control brain with the same stats would cost a mere $700,000.
This price may be further modified by the following additions:
Reprogrammable: +$1,000. A basic robots brain has it's programs hardwired into it, which means that to reprogram it properly actually involves removing circuit boards and chips and replacing them. With this option though, the robot can be hooked up to a computer and may have it's programs changed and altered at will.
Self Destruct: +$250. This option plants a very tiny explosive device in the middle of the robots brain, and when some criteria are fulfilled (such as if the robot is disabled), then the explosive will be set off. This is a very small localised detonation and will not damage anything else except for the brain, and it will turn that into unsalvageable slag.
Voice Activated: +$500. This allows a robot to receive commands and orders from a verbal source. The robot must have some sort of hearing sensor though.
Computer Linkage: +$200. This creates a socket in the brain that allows it to directly communicate with other computers and robots via a direct wire link.
Surge Protector: +$250. One of the biggest problems with an electronic brain is it's sensitivity to electrical sources and burning out via power surges. When a robots power source is destroyed, the spike alone is enough to render irreparable damage to the brain, thus any brain that costs a bit and is generally considered worthwhile should be protected with surge protector.
Backup Power Supply: +$150, 3 lbs. When the main power supply does go, the brain is the first to feel the effects. Without power, a brain shuts down and anything that it is working on is lost. With a backup power supply, the brain has a continued source of power, which while not being able to power anything other than the brain itself, it does mean that the robot may continue with calculations without interruption and without having to start all over again.
Brains may be mounted in the robot construction system (listed below), but they may also be mounted in any other type of vehicle.
In this case, the cost is the same, but the weight is increased by 10 lbs. to account for extra bracing in the vehicle and any additional servo motors required to properly operate the vehicle. This is all that is required as nearly all modern vehicles use 'fly-by-wire' control mechanisms, and thus the actual act of pushing physical buttons is only required for a human operater, not something that can tie directly into the control systems of a vehicle. Old vehicles (generally those built before modern autoduelling) requiring this sort of physical action cannot be controlled in this way, and thus a brain will need actual appendages to operate these functions (such as pedals, steering, gear stick and so on), and thus will probably end up like a normal robot.
A brain takes up 1/2 space per 4 slots or fraction.
A brain installed into a vehicle may interact with any sensors already installed in the vehicle for free (with the exception of any targeting systems) or else additional sensors may be installed so that the brain may be allowed to interact with the outside world.
Programs are bought and used as skills. Each level of the program gives a +1 to the robot attempting to use that skill, and each skill starts at +0.
A robot without a program may not use the skill at all, although a self control robot may attempt the skill as if it were an unskilled human, which may mean that some skills are unattemptable as normal
Prices and spaces are per level of the skill required, which starts at +0.
For example, buying the program Close Combat +3 would cost $14,000 and take up 12 spaces.
The following is a list of skills from the Car Wars Compendium 2 (green cover) and other sources, and is expanded to cover some additional abilities that are unique and useful to Robots.
| Program | Cost | Spaces | Notes |
| Aircraft Mechanic | $3,500 | 2 |
| Animal Husbandry | $3,500 | 2 |
| Area Knowledge | $2,000 | 1 |
| Archery | $2,500 | 2 |
| Close Combat | $3,500 | 3 |
This skill is only required if the robot wishes to use close combat weapons that are not already built into it's chassis. |
| Climbing | $2,500 | 2 |
| Close Combat | $3,500 | 3 |
This skill is required if the robot desires to engage someone or thing in close combat using it's various appendages or built in close combat weapons (if any). |
| Communications | $3,500 | 2 |
| Computer Tech | $3,500 | 2 |
| Emotion Simulation | $7,000 | 4 |
This program is required for the robot to recognise, understand, and even use, various emotional traits, such as hate, love, sarcasm and the ilk. Without it, the robot will always appear to be unemotional and pretty much neutral. This program requires a minimum of a Reactionary brain. |
| Engineering | $3,500 | 2 |
| Espionage | $5,000 | 2 | Requires Emotion Simulation |
| Explosives | $2,500 | 2 |
| Fast-talk | $4,000 | 2 | Requires Emotion Simulation |
| Gunner | $3,000 | 2 |
| Handgunner | $2,500 | 2 |
This program is required for the robot to be able to operate any weapons that it has installed, or to be able to pick up weapons and use them. |
| Hobbies | $3,000 | 2 |
| Journalism | $3,500 | 2 | Requires Emotion Simulation |
| Language | $5,000 | 2 |
| Law | $5,000 | 3 |
| Leadership | $4,000 | 2 | Requires Emotion Simulation |
| Mechanic | $3,500 | 2 |
| Navigation | $3,500 | 2 |
| Non-Skilled Career | $2,000 | 2 |
This includes any non skilled task performing, such as assembly line construction, cargo handling and the like. |
| Paramedic | $4,000 | 2 |
| Politics | $4,000 | 3 | Requires Emotion Simulation |
| Reaction | $5,000 | 2 |
Reaction is a very important skill for a robot. It details when a robot reacts, how it fights in combat and how many weapons maybe fired per turn. See the combat section for more details, although a robot without this program may not engage in combat at all. It is equivilent to the Reflex roll. |
| Security | $3,500 | 2 |
| Science | $3,500 | 2 |
| Skilled Career | $3,500 | 2 |
This covers more skilled trades, such as medicine, law, secretarial work or stuff. This is what most skills will fall under. |
| Sking | $2,500 | 2 |
| Sonar Operator | $3,500 | 2 |
| Stealth | $3,000 | 2 |
| Survival | $3,000 | 2 |
| Teaching | $4,500 | 2 | Requires Emotion Simulation |
| Theft | $3,500 | 2 |
| Valet | $4,000 | 2 |
Simply the art of being a good servant and waiting person, including etiquette, manners and all related things. This program requires a minimum of a Reactionary brain. |
| Vehicle | $4,000 | 2 |
This skill is required for the operation of vehicles, however a specific vehicle class must be chosen, it doesn't allow for the operation of all vehicles! Currently the list of vehicle skills includes:
Airship, Aquacyclist, Battlesuit, Boat, Cyclist, Driver, Glider, Helicopter, Hover, Large plane, Rocket pack, Small plane, Submarine, Trucker, Vectored-Thrust plane |
Skills that are not available as programs include: acrobatics, body building, luck, martial arts, running, swimming, GLOC training.
This system will only create man sized or smaller robots. For larger designs, it is probably better to just construct a brain and then install that into another vehicle - with so many to choose from these days (cars, motorbikes, trucks, buses, aircraft, boats, subs, tanks, battlesuits, balloons and more), you're probably already spoilt for choice!
A robot is constructed like most other vehicles in the Car Wars universe, and will consist of a frame, powerplant, locomotive type, brain, and possibly appendages, armour, weapons and accessories.
Because the robots detailed are much smaller than normal vehicles, their components would be wasted in a space driven system. As such, this uses a smaller measurement of space, which I have termed Slots. A slot is effectively equivalent to 1 GE, and 8 of them roughly make up the same volume as a space.
Most of the costs involved may seem high at first, but that is due to the lightweight components being used, and the shaping required to make things fit. Fitting armour to a robot isn't as quick and easy as fitting it to a car!
The frame of a robot is what holds the whole thing together. The locomotive type and any appendages are attached to the frame, and as a result it gives a limit as to what the robot may hold and carry.
| Type | Real life | Cost | Weight | Slots |
Armour: $ / lbs | Counter | Armour locations | Max weight |
| Very small | child | $150 | 5 lbs. | 4 | 30 / 1.5 | 1/4 * 1/4 | U | 100 lbs. |
| Small | | $250 | 10 lbs. | 6 | 40 / 2 | 1/4 * 1/4 | U | 200 lbs. |
| Medium | Human | $500 | 20 lbs. | 8 | 50 / 2.5 | 1/4 * 1/4 | U | 300 lbs. |
| Large | | $650 | 30 lbs. | 12 | 60 / 4 | 1/4 * 1/4 | f,b | 500 lbs. |
| Super | | $900 | 45 lbs. | 18 | 70 / 6 | 1/2 * 1/2 | f,b | 750 lbs. |
The frame is effectively just the torso unit of the robot. It doesn't include a locomotive type, any appendages, sensors or anything else, hence it is quite cheap and light.
Real Life: This is just to give some sort of real life equivalent as to how big the torso unit it. A medium frame is approximately the same size as an adult humans torso.
Armour Locations: Being so small, a robot doesn't have many armour locations, in fact most only have one. U stands for Universal, the robot only has the one location no matter where the attack came from. F,B means that the robot has two locations - front and back. This only applies to the torso though, appendages and extras will need armour as well.
The frame may be modified as a normal chassis to increase or decrease the amount of weight that it may carry. They may also be made CA.
The frame itself is also not streamlined in any way, and actually resembles a fairly square box although it can be changed by making the frame moulded. This costs +100% of the frame cost, but shapes it into a more appealing or desirable form.
This can be an important choice to make. A medium framed robot has a torso that is about the same size as the average human. An improved chassis will make that appear to be more muscular or overweight (depending on what is installed and the owners preference), and a reduced chassis will make that look thin. However as it's human sized, then if the rest of the body follows human proportions (two arms, two legs, a head), then the robot may be able to pass as a human in the right circumstances, but will also be able to wear human gear. It is this that can make a robot viable in some situations. Consider a typical android who has to go into combat. While it is certainly possible for it to be armoured, if budget is a problem, then it would make more sense for the robot to simply wear a human suit of body armour. If the robot has a flexible enough brain, then one day it could simply wear body armour, the next it could don a suit of power armour, and afterwards could relax in casual clothes. The armour would be cheaper (although heavier), and if it gets damaged would be far cheaper to replace or repair than the robot itself.
Armour (and all components) on a robot are not considered vehicle grade in any way, thus any hand weapon may inflict full damage on a robot. Armour may be made of any type (except metal and it's variants) though. However see the accessories section for the option of vehicle grade armour.
The powerplant powers the robot and supplies the energy to make it move and operate normally. Robots use a smaller compact version of normal vehicle powerplants termed powercells.
| Type | Cost | Weight | Slots | PF |
DP |
| Mini | $250 | 10 lbs. | 2 | 50 | 1 |
| Small | $400 | 20 lbs. | 4 | 75 | 1 |
| Medium | $600 | 40 lbs. | 6 | 100 | 2 |
| Large | $750 | 60 lbs. | 7 | 125 | 2 |
| Heavy Duty | $1,000 | 75 lbs. | 8 | 150 | 2 |
Powercells may use platinum catalysts and superconductors. Extra powercells may be bought at normal weights and costs, but only occupy one extra slot, and give no additional DP benefit.
A powercell gives an amount of power units equal to (12.5 * slot size), rounding up, and these are consumed at the rate of: (PU * current speed / maximum speed *30).
A robot may need to get around, and if so desired, how it does so can be chosen here. There are three main options available to a robot - legs, wheels or treads, each with their own advantages and disadvantages.
Legs:
These weigh 100% of the frame, and cost 75% of the frame cost including all frame modifiers. This buys one leg, and a minimum of two are required.
Light Legs: These cost and weigh half the normal leg amounts. They also only have half the normal DP (round down, minimum of 1). They are not available for heavy or extra heavy chassis's.
Heavy Legs: These cost and weigh 1 1/2 times the normal amounts, add an additional half again to the DP, and must be bought if the chassis is of the extra heavy type.
Armour: Half the weight of the frame armour, same cost. Must be bought per leg.
The minimum amount of legs is two, but more may be bought, with 4 or more giving a +1 to all pedestrian handling rolls (such as when on oil), but reducing top speed to 80%.
Treads:
These weigh 200% of the frame weight, and cost 100% of the frame cost.
Heavy treads: These weigh 150% of the normal tread weight and cost double the normal amount. They increase the DP by *1.5, and also increase the maximum weight that the frame may carry by an additional 10% (over and above the chassis modifiers). They are naturally considered to be equipped with OR suspension.
Armour: This is $10 / 1 lb. per point, with a maximum of ten points allowed. It is treated like normal wheelguard armour.
Wheels:
These weigh 200% of the frame weight and cost
May have improved suspension (cost 100% of the wheel cost, increases HC by 1).
May have OR suspension (cost 500% of the wheel cost, no increase in HC).
Wheels may also use normal tyre options, although base the cost, weight and DP modifiers on the wheel locomotion cost, weight and DP.
Armour: This is $10 / 1 lb. per point, with a maximum of ten points allowed. It is treated like normal wheelguard armour.
To determine the amount of DP that the various locomotive types have, consult the following table, which will also give the base HC as well.
| Frame Type |
| Locomation type | V.Small | Small | Medium | Large |
Super | HC |
| Legs: | 1 | 2 | 2 | 2 | 3 | NA |
| Treads: | 1 | 2 | 3 | 4 | 5 | 2 |
| Wheels: | 1 | 2 | 2 | 3 | 5 | 2 |
Leg DP is for each one, while tread and wheel DP is for the whole set, and not individual sets.
The maximum speed of a robot is determined by the following formula:
(75 * PF) / (PF + weight)
This is further modified by the locomotion type:
| Locomotion Type | Speed Multiplier |
| Legs: | 100% |
| Multiple legs: | 80% |
| Treads: | 100% |
| Wheels: | 150% |
The acceleration of a legged or tracked robot is 2.5 mph, while for a wheeled robot it is 5 mph.
The brain of a robot is what gives it it's abilities and is the single most important and (usually) expensive part of the robot.
It is more fully described earlier on, and those details will be need now.
Every appendage that the robot has (head, arms, extra) takes up one slot within the robot frame itself for traversing mechanism. No appendage may be larger (in slot value) than the torso that it is mounted on.
Arms:
| Type | Cost | Weight | Slots | Armour $ / Lbs. | DP |
| Very Light Arm | $350 | 3 lbs. | 1 | 20 / 1 | 1 |
| Light Arm | $500 | 10 lbs. | 2 | 25 / 1 | 2 |
| Medium Arm | $700 | 15 lbs. | 3 | 30 / 1.5 | 2 |
| Heavy Arm | $1,000 | 25 lbs. | 5 | 40 / 2 | 3 |
| Very Heavy Arm | $1,500 | 40 lbs. | 8 | 50 / 3 | 4 |
Hand: +$200 per arm required. This is needed if the robot wishes to use tools and items designed for humans.
Claw: +$200 per arm required. This can be used to grasp large unwieldy tools or items. It cannot grasp small things very carefully, but being stronger it will inflict more damage in close combat.
Turrets/Heads:
A robot may mount a turret or head on their frame to carry more equipment, or to provide their sensors with a greater field of vision. Only one may be mounted per robot.
A head or turret (the terms are interchangeable here), costs $100 per slot of desired size required, and weighs 5 lbs. per slot. It takes up 10% of its slots as rotating mechanism within the robots frame (round up). A head has an amount of DP equalling it's (slots /2), rounding down, with a minimum of 1.
Armour costs $10 per slot, and weighs 1/2 lb. per slot of turret.
A turret has a full 360 degree field of rotation.
For your convenience, some sample turrets are listed here:
| Type | Cost | Weight | Armour |
| 1 slot turret | $100 | 5 lbs. | 10 / 0.5 |
| 2 slot turret | $200 | 10 lbs. | 20 / 1 |
| 3 Slot turret | $300 | 15 lbs. | 30 / 1.5 |
| 4 slot turret | $400 | 20 lbs. | 40 / 2 |
| 5 slot turret | $500 | 25 lbs. | 50 / 2.5 |
| 6 slot turret | $600 | 30 lbs. | 60 / 3 |
Appendages can support a maximum weight of items equalling their weight * 5 lbs.
Sythnflesh covering: $500 per lb. of covering, weight as 1 point of armour in all locations. This simply covers a robot with a flexible flesh type covering, which is useful for disguising man sized and shaped robots. At a distance the flesh seems real.
Animal Covering: $650 per lb. of covering, weight as 1 point of armour in all locations. Basically as a synthflesh covering, but with more animal details, so it could be fur or feather or some other form of skin covering.
Sensors: A robot needs sensors to be able to determine what is around. Unlike a human who is born with eyes, ears and so on, a robot doesn't have any of these initially, so it is wise to get some!
The following are available:
| Type | Cost | Weight | Slots |
| Eye unit | $500 | 1 lb. | - |
| Eye Options: |
|---|
| IR | +$750 |
| LI | +$500 |
| Telescopic | +$50 |
| No Paint | +$100 |
| Tinted | +$25 |
All eye units are considered modified at no extra costs than the initial one.
|
| Ear unit | $500 | 1 lb. | - |
| Ear Options: |
|---|
| Extra sensitivity | +$1,000 |
All ear units are considered modified at no extra costs than the initial one.
|
| Voder | $300 | 1 lb. | - |
This enables a robot to speak (a variety of voices are available) |
| Touch sensor | $200 | 1 lb. | - |
Must be bought per location required |
| Smell sensor | $2,000 | 1 lb. | - |
| Radio unit | $500 | 3 lbs. | - |
| Searchlight, torch size | $10 | 1 lb. | - |
| Searchlight, man portable size | $100 | 4 lbs. | 1 |
Note that unless a slot listing is present, sensors take up 1 slot per 5 lbs. of sensors in that location, so if you are planning on spreading sensors around, this could get costly in terms of space available.
All sensors are the equivalent to their human counterpart unless modifications are bought.
Touch sensors are not always required, only if the robot wishes to be able to detect certain things not detectable by other methods, or when grasping delicate items. For example, with a brain built into a car, a touch sensor would not be required for the day to day running of the car, including ramming or being rammed. It would be able to work out what happened through other means (including sudden drop in speed, direction change and damage inflicted). However, if it wanted to detect someone leaning on the car bonnet, then it would require a sensor.
The radio unit allows the robot to receive commands from afar.
Vehicle Grade Armour: This multiplies all armour costs by 1.5 and weights by 2. However it then turns the armour into proper vehicle grade quality, thus reducing the effects of a lot of hand weapons. Vehicle grade armour may be made metal.
Internal Component Armour: $5 and 0.5 lbs. per slot of item being protected. The component armour itself takes up one slot. A robot may mount up to 5 lbs. of component armour per slot.
Sealed: $250. This effectively waterproofs the robot (and all weapons and accessories).
Stowaway: $1,000. This allows the robot to be easily broken down in it's main components for easy travel and dispersal. It takes about fifteen minutes and a tool kit to break down and reconstruct, and is an easy job for a mechanic. A robot so broken down takes up about 1 space per frame size.
Personal Equipment: Equipment that is usually carried by pedestrians may also be mounted in robots. In this case, the item costs and weights the normal amount, and takes up 1 slot per GE of equipment.
A robot may have many weapons built into it. These are usually pedestrian hand weapons, but others may be possible.
Installing a fixed hand weapon into a location takes an amount of slots equalling the GE of the weapon (and any associated extra magazines). It weighs the weight of the weapon (and ammunition), and costs the unloaded cost of the weapon * 1.25, plus ammunition costs.
Links to weapons in the same location cost the usual $50, and smart links may be installed to weapons in differing locations.
A robot may mount targeting scopes (one per weapon), targeting lasers and normal weapon accessories with the exception of targeting computers - the robot brain must take care of this.
Robots in combat function very similar to humans, with the following pointers:
Programs are what gives the robot it's main abilities, but usually they cannot use all their programs at one time. A robot may only use an amount of programs which have a total space equalling the the CPU value (or less). At the beginnning of the time, the robot must decide what programs they wish to use, and at this point the programs to be used for the turn are loaded in the CPU. Once this is done, the programs cannot be changed until the beginning of the next turn. The act of loading the programs into the CPU does not count as a firing action, nor does it take any time.
A robots reflex score is determined by it's reactions program. A robot never rolls for it's reflexes. It's score is set fixed at it's program level, and this is regardless of it's other programs or modifiers.
The reaction level also lists how many weapons the robot may fire per turn. For example, a robot with five unlinked machine guns and a reaction of +2 may fire 2 guns per turn.
Close combat and weapons fire may not be mixed in a single turn, but a robot may make the same amount of close combat attacks as the lower level of it's reactions, close combat skill and amount of attackable appendages, or it may make one kick instead. For example, a robot with four arms and a Reaction +2 may only make 2 close combat attacks, but a robot with Reaction +4 and two close combat may also only make two attacks. In either case, if the robot decides to kick, then it cannot perform other close combat attacks, and will only get one kick.
A robot with no reaction skill may not engage in combat at all, and will always go last in a turn.
A robot with a reaction skill of 0 may engage in combat, and may fire 1 weapon per turn.
Robots with legs move exactly like pedestrians do, and they may use stairs and other facilities designed for humans with little or no difficulty (providing the item may take the robot weight of course!).
Robots with wheels and treads should be treated like vehicles (motorcycles) for purposes of manoeuvring and handling and should follow all normal rules.
A robot inflicts a differing amount of damage in close combat depending on it's type and what it is equipped with. Consult the following table for the details, but bear in mind that a robot with no legs may not kick, while a robot with no appendages (and heads do not count for being about to make close combat attacks) may not engage in close combat.
| Frame | Kick Damage | Punch Damage |
| Very Small | 1d-4 | 1d-5 (DB +0) |
| Small | 1d-3 | 1d-4 (DB +1) |
| Medium | 1d-1 | 1d-3 (DB +2) |
| Large | 1d | 1d-2 (DB +3) |
| Super | 1d+2 | 1d (DB +4) |
Half damage is inflicted on vehicles.
The Damage Bonus is listed for if the unit has manipulators (hands).
Modifiers:
| Light Legs | -1 |
| Very Light Arm | -1 |
| Heavy/Very Heavy Arm | +1 |
| Claws | +1 |
This can make some attacks made by a robot with one appendage different to another appendage.
Robots using close combat weapons (such as swords or knives) use the weapons damage instead with the DB added to it.
Hit Location and Damage:
Weapon modifiers for robots is as follows:
| Very Small frame | -4 |
| Small, Medium, Large frames | -3 |
| Super frame | -2 |
For the purposes of armour, the front location is considered to be the front 180 degrees of the counter, with the back being the rear 180 degree of the counter. Simply draw an imaginary line through the middle of the width of the counter to find this.
Targeting an appendage or the locomotion is at an additional -1.
If you are not using the random hit location table from the Ob-Racing article, then all shots will strike the main torso. If you are however, it has been slightly modified, as follows:
| 2-3 | Appendage |
| 4-9 | Torso |
| 10-11 | Locomation |
| 12 | Head / Appendage |
Appendage: Each appendage has a DP, and when this is depleted, all devices, sensors and weapons in that appendage are considered inoperable. If the appendage isn't destroyed, then there is a chance that some item mounted in the location will be destroyed instead - roll 1d.
| 1-3 | No additional effect |
| 4 | Device/sensor/weapon |
| 5-6 | Weapon/sensor/device |
Always destroy things in the order in which they are listed on the chart. A device is any non weapon or sensor.
Torso: If the torso is damaged, then internal components will take damage, in the following order:
Front: (front mounted weapon or device), (powercell/brain), (back mounted weapon or device)
Back: (back mounted weapon or device), (powercell/brain), (front mounted weapon or device)
Locomotion: If a robot loses a leg, and it only has two, then it's top speed will be halved as the leg freezes. Losing both legs will immobilise the robot. If the robot has more than two legs, then there are no additional penalties until the robot is down to two legs, but it will lose any modifiers for having more than four legs.
If the robot has wheels or treads, then reducing the locomotion DP will immobilise the robot, but if all DP are not lost, then roll 1d on the following table:
| 1-4 | No additional effect |
| 5-6 | Half top speed |
Each shot to the locomotion will result in a D1 hazard though.
Head: The head, for the most part is treated as an appendage, but if it is destroyed and the brain is located here, then the brain is considered inoperable too.
If the brain is destroyed, then the robot is immediately considered destroyed also.
Ranger Cyber-Battlesuit:
This is simply a Ranger Battlesuit with all pilot controls removed, and a robot brain installed to take the pilots place. A frightening example if it were to ever be used for the wrong purposes.
As the Ranger Battlesuit, but removes the pilot, battle computer, HUD and life support.
Adds a Reactionary Brain [CPU: 29, Storage: 29] (surge protector, backup power supply and voice activation), 2 eye units, 2 hearing units, voder, IR, LI.
Weight: 560 lbs., Top speed: 37.5 mph, $347,450
Programs: Reaction +3, handgunner +2, close combat +2 and battlesuit +2.
[The original Ranger Battlesuit can be found in CWIN 2.04, Battlesuits]
Courier Express Droid:
This robot is effectively a waste of money, but shows what can be done if you have the money and parts lying around. Essentially, all this robot is, is a box on wheels that simply delivers documents from one part of a building to another. It doesn't have the brains to be able to do anything else, and it's speed will be severely limited within a building complex. The area knowledge program simply details the route that the robot will take, and the touch sensor is connected to the top of the robot so that it knows when documents have been added or removed from it's storage bin.
Very small frame, light chassis, mini powercell, wheels, brain [dumbot, CPU: 1, Storage: 1] (voice activation), eye sensor (front), touch sensor (top). No armour. HC 2, top speed 45 mph, weight 33 lbs, cost $6,470.
Programs: Area knowledge +0
Android:
The android is the standard 'typical' robot constructed by corporations and experimenters. It is human sized and shaped, and with the synthflesh covering, it can fool people at a bit of a distance. Having hands means that it can use normal pedestrian equipment, and being human sized means that it can wear pedestrian armour and clothing.
The android is very often equipped with a self control type brain, and in this case the price increases by $640,000.
Medium frame (moulded in human shape), std chassis, small powercell, 2 legs, 2 medium arms (with hands), 3 slot head, brain [reactionary, CPU: 20, Storage 40] (voice activation, reprogrammable, surge protector - head), 2 eye units, 2 ear units, voder (all in the head). 2 touch sensors (1 per hand), synthflesh covering, Armour: 1 point on the torso, each arm, each leg and the head. Top speed 22.5 mph, weight 158 lbs., cost $172,910 + cost of programs
The Slasher:
The Slasher is nothing more than a close combat nightmare. It is designed for the highly illegal underground robot gladiator fights, and features enough close combat weapons and armour to make a fine outfitting of itself. The fact that it can use all it's weapons at the same time certainly helps.
It resembles a humanish torso sat upon a heavy tracked unit. It has four close combat arms, and the head contains the sensors and the brain.
Large frame, heavy chassis, large powercell, heavy treads, 1 heavy arm (claw), 1 heavy arm, 2 light arms, 3 slot head, brain [reactionary, CPU: 25, Storage: 25] (head), 2 swords (1 each light arm), chainsaw (non clawed heavy arm), eye unit, ear unit (all in head). Armour: F30, B8, 15 points on each light arm, 20 points on each heavy arm, 20 points on the head, 10 points track armour. Top speed 12.5 mph, weight 602 lbs., cost $226,080
Programs: Reaction +4, close combat +4
Spider:
The Spider is an experimental design currently being tested by the military. It's function is to act as a forward artillery spotter and scouting unit while in the midst of hostile terrain. As such it is equipped with various sensors to help it in this task, and has legs to enable it to get across rough terrain that might hinder other vehicles. The gyrojet rifle is simply provided as a limited form of self protection, but the unit itself isn't designed to engage in combat if at all possible.
Large frame, heavy chassis, HD powercell (PC, SC), 4 legs, 8 slot head, brain [reactionary, CPU: 27, Storage: 30] (self destruct, computer linkage, backup power supply, surge protector - torso), Gyrojet rifle (head), eye unit (telescopic, IR), ear unit (extra sensitivity), man portable radar, artillery laser range finder (all in head), sealed, radio unit (torso), 2 hot smoke dischargers (f,b). Armour: F16, B12, 10 points per leg, 10 points on the head, 5 points CA around the brain. Top speed 15 mph, weight 550 lbs, cost $247,860.
Programs: Reaction +2, handgunner +2, artillery +3, area knowledge +2
[The Gyrojet rifle can be found in the Uncle Edgar's Research and Development Catague, August 2048 edition.]
ED 2049:
The ED 2049 is a fairly able security robot. Big, strong and armed with some rapid fire weapons to deal with most non heavy weapon terrorist threats. The area knowledge program will simply provide a detail plan of the area that the robot would be patrolling or guarding. The 2049a variant simply mounts heavier (but less) armour.
(Obviously modelled after ED 209 from Robocop)
Super frame, x.hvy chassis, HD powercell (PC, SC), 2 heavy legs, 2 v.heavy arms, brain [reactionary, CPU: 18, Storage: 29] (voice activation, surge protector), 2 man portable infantry machine guns (1 each arm, smartlinked), 2 grenade launchers (1 each arm, smartlinked), eye unit, ear unit, voder, IR, radio (all in the torso). Armour: F20, B15, 15 points per leg, 15 points per arm, 5 point CA around the brain. Top speed 12.5 mph, weight 898 lbs., cost $211,237.50 + cost of grenades
Programs: Reaction +4, handgunner +3, close combat +2, area knowledge +1
ED 2049a: Armour (all vehicular grade): F16, B7, 10 points on each arm and leg. 896 lbs., $211,202.50
The following, whilst not even scraping the tip of the iceberg, are the main notable inspirations for this article, and are highly recommended:
Traveller Book 8: Robots
Car Wars Stuff:
Films:
The Star Wars Trilogy
Robocop 1 and 2
The Alien Quartet
Knight Rider
Short Circuit