Robot Equipment

Morrus

Well, that was fun
Staff member
[h=3]ROBOTS - LOCOMOTION, MANIPULATORS, ARMOR, SENSORS AND ACCESSORIES[/h]

[h=5]Robot Weapon Rules[/h] A robot can be armed with manipulators, handheld weapons, mounted weapons, or any combination of the three. However, during any given round of attacks, it must choose whether to attack with its manipulators, handheld weapons, or mounted weapons, as it cannot switch between them during the same turn.
Manipulators are considered natural weapons, and using them does not provoke attacks of opportunity. A robot armed with handheld weapons follows the normal rules of combat, suffering the usual penalties for two-weapon fighting.
A robot armed with multiple mounted weapons gains one primary attack with a mounted weapon of its choice; the rest of its mounted weapons are treated as secondary attacks (–5 penalty on the attack roll). Using a mounted ranged weapon provokes attacks of opportunity.

[h=2]ROBOTS - LOCOMOTION[/h]
[h=3]ROBOTS -[/h]

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.
To build a mode of locomotion from scratch, a character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its construction. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the purchase DC for the given mode of locomotion.
Base Speed: Each mode of locomotion has a base speed. This speed can be improved, but each 5-foot increase in speed also increases the purchase DC by +1. The base speed can never be increased more than double the listed amount.
Purchase DC: 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 DC of the robot’s frame (see Frame, above).
[h=6]FORCED AIR (PL 5)[/h] 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)
Purchase DC: One-half the base purchase DC of the robot’s frame
[h=6]LEGS (MULTIPLE) (PL 5)[/h] 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
Purchase DC: One-half the purchase DC of the robot’s frame
[h=6]PROPELLER (AIR) (PL 5)[/h] 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)
Purchase DC: One-quarter the purchase DC of the robot’s frame
[h=6]PROPELLER (WATER) (PL 5)[/h] 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
Purchase DC: One-quarter the base purchase DC of the robot’s frame
[h=6]ROTOR (PL 5)[/h] 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)
Purchase DC: One-quarter the base purchase DC of the robot’s frame
[h=6]STATIONARY (PL 5)[/h] 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.)
Purchase DC: Not applicable. (This cost is included in the robot’s base purchase DC.)
[h=6]TRACK (PL 5)[/h] 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
Purchase DC: One-tenth the base purchase DC of the robot’s frame (rounded down)
[h=6]TREADS (PL 5)[/h] 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
Purchase DC: One-quarter the base purchase DC of the robot’s frame.
[h=6]WHEELS (PL 5)[/h] 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
Purchase DC: One-half the base purchase DC of the robot’s frame.
[h=6]CASTERS (PL 6)[/h] 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
Purchase DC: One-quarter the base purchase DC of the robot’s frame.
[h=6]LEGS (PAIR) (PL 6)[/h] The robot is bipedal, walking on two legs as well as a human. Only robots equipped with legs can jump.
Base Speed: 20 feet
Purchase DC: One-half the base purchase DC of the robot’s frame.
[h=6]THRUSTER (PL 7)[/h] 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)
Purchase DC: One-half the base purchase DC of the robot’s frame.
[h=6]INDUCTOR (PL 8)[/h] Induction engine technology allows the robot to move about on a thin cushion of artificial gravity. The thrust does not enable the robot to corner quickly, but it can hover and float above liquid surfaces (including water).
Base Speed: 30 feet
Purchase DC: One-half the base purchase DC of the robot’s frame.

[h=3]ROBOTS - MANIPULATORS[/h]

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 SizeManipulators
Medium-size or smallerUp to 2
LargeUp to 4
Huge or largerUp to 8
To build a manipulator from scratch, a character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its construction. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the manipulator’s purchase DC. Mastercraft robot manipulators can be fashioned using the Mastercrafter feat.
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.
Purchase DC: 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—————————————————— Robot Size ——————————————————
FineDiminutiveTinySmallMedium-SizeLargeHugeGargantuanColossal
Advanced Hand1--11d21d31d41d61d82d6
Claw-11d21d31d41d61d82d62d8
Hand1--11d21d31d41d61d82d6
Jaws-11d21d31d41d61d82d62d8
Pincer--11d21d31d41d61d82d6
Probe---11d21d31d41d61d8
Special-Use Gripper1--11d21d31d41d61d82d6
Task Hand1--11d21d31d41d61d82d6
1 This type of manipulator deals nonlethal damage only.
[h=6]CLAW (PL 5)[/h] 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
Purchase: 10 + one-quarter the base purchase DC of the robot’s frame.
[h=6]JAWS (PL 5)[/h] Only robots modeled after creatures with bite attacks have jaws. Robotic jaws are essentially large clamps with teeth.
Damage: Lethal piercing
Purchase: 10 + one-quarter the base purchase DC of the robot’s frame.
[h=6]PINCER (PL 5)[/h] 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
Purchase: 5 + one-quarter the base purchase DC of the robot’s frame.
[h=6]PROBE (PL 5)[/h] 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
Purchase: 5 + one-tenth the base purchase DC of the robot’s frame (rounded down).
[h=6]SPECIAL-USE GRIPPER (PL 5)[/h] 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
Purchase: 5 + one-tenth the base purchase DC of the robot’s frame (rounded down).
[h=6]HAND (PL 6)[/h] 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
Purchase: 10 + one-quarter the base purchase DC of the robot’s frame.
[h=6]ADVANCED HAND (PL 7)[/h] 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
Purchase: 10 + one-quarter the base purchase DC of the robot’s frame.
[h=6]TASK HAND (PL 7)[/h] 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
Purchase: 10 + one-quarter the base purchase DC of the robot’s frame.


[h=3]ROBOTS - ARMOR[/h]

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. Liquidstate robots cannot have armor of any sort.
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 on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble 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 Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.
Installing integrated armor on a robot requires a Craft (mechanical) 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 Repair check (DC 20).
[h=5]INTEGRATED ARMOR[/h] 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).
Purchase DC: The cost of the integrated armor (or its components).
Restriction: Some types of armor have a restriction rating and an appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the armor on the black market.
[h=6]ALUMISTEEL ARMOR (PL 5)[/h] 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
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
Restriction: None
[h=6]DURAPLASTIC ARMOR (PL 5)[/h] 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
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame.
Restriction: None
[h=6]DURALLOY ARMOR (PL 6)[/h] 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.
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
Restriction: None
[h=6]RESILIUM ARMOR (PL 6)[/h] 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
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame.
Restriction: None
[h=6]CRYSTAL CARBON ARMOR (PL 7)[/h] “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
Purchase DC: 15 + one-half the base purchase DC of the robot’s frame.
Restriction: Licensed (+1)
[h=6]NEOVULCANIUM ARMOR (PL 7)[/h] 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
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
Restriction: None
[h=6]MEGATANIUM ARMOR (PL 8)[/h] Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium represents the apex of robot armor. It is exceedingly hard and durable. Bioreplica robots and liquid-state robots cannot have integrated megatanium armor.
Equipment Bonus: +10
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: –5 feet
Purchase DC: 10 + one-half the base purchase DC of the robot’s frame.
Restriction: Licensed (+1)
[h=6]REACTIVE ARMOR (PL 8)[/h] Consisting of layers of insulating gel or compressed gas between cerametal sheets, reactive armor provides the same protection as crystal carbon armor but is considerably cheaper and easier to produce. Biodroid robots, bioreplica robots, and liquid-state robots cannot have integrated reactive armor.
Equipment Bonus: +8
Weight: One-quarter the weight of the robot’s frame (rounded down).
Speed Penalty: -5 feet
Purchase DC: 5 + one-half the base purchase DC of the robot’s frame
Restriction: None


[h=3]ROBOTS - SENSORS[/h]

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.
To build a sensor system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.
Robot sensor systems are further separated by type and purchase DC:
Type: The type of sensors (visual, audio, tactile, olfactory, gustatory) included in the system.
Purchase DC: The cost of the sensor system.
Restriction: A sensor system does not require a special license to purchase.
[h=6]CLASS I SENSOR SYSTEM (PL 5)[/h] 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
Purchase DC: 13
[h=6]CLASS II SENSOR SYSTEM (PL 5)[/h] 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
Purchase DC: 15
[h=6]CLASS III SENSOR SYSTEM (PL 5)[/h] 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
Purchase DC: 17
[h=6]CLASS IV SENSOR SYSTEM (PL 6)[/h] 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
Purchase DC: 17
[h=6]CLASS V SENSOR SYSTEM (PL 6)[/h] 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
Purchase DC: 19
[h=6]CLASS VI SENSOR SYSTEM (PL 6)[/h] This sensor system includes hi-res video sensors with darkvision (out to 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
Purchase DC: 22
[h=6]CLASS VII SENSOR SYSTEM (PL 7)[/h] 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
Purchase DC: 22
[h=6]CLASS VIII SENSOR SYSTEM (PL 7)[/h] 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
Purchase DC: 25
[h=6]CLASS IX SENSOR SYSTEM (PL 8)[/h] This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, a tactile sensor array, and multiband radar.
A robot with a Class IX 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 +3 equipment bonus on initiative checks.
Type: Audio, Olfactory, Tactile, Visual
Purchase DC: 26
[h=6]NERVE WEB (PL 8)[/h] The nerve web is an advanced sensor array that simulates the function of an organic nervous system. This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar.
A robot with a Class IX sensor system gains the scent ability. It also gains a +4 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 +3 equipment bonus on initiative checks.
Type: Audio, Gustatory, Olfactory, Tactile, Visual
Purchase DC: 28


[h=3]ROBOTS - ACCESSORIES[/h]

Even an assembly-line robot needs certain tools to accomplish its tasks. The following section describes miscellaneous accessories designed specifically for robots.
To build a robot accessory from scratch, a character must first acquire the necessary components by making a Wealth check against the accessory’s purchase DC. Then the character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check.
A character can install a home-built or factory-built robot accessory with a successful Craft (mechanical) check (DC 15). A character without a mechanical tool kit takes a –4 penalty on the check. A character with access to a workshop or other facility can install a robot accessory in 1 hour; without a facility, the installation takes 6 hours.
Size: A robot accessory, as an object, is usually two size categories smaller than the robot for which it’s designed; for example, a tool mount designed for a Huge robot can be considered a Medium-size object. An accessory’s size is usually important only for portability and concealment purposes.
Weight: Robot accessories vary in weight depending on the size of the robot for which they’re designed. However, they do not add a significant amount of weight to the robot’s frame.
Purchase DC: The cost of the accessory.
Restriction: Some robot accessories have a restriction rating and an appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the armor on the black market.
[h=6]AV RECORDER (PL 5)[/h] This audio and video recorder unit uses the robot’s video and audio sensors to record and store up to 8 hours of information.
Purchase DC: 13
Restriction: None
[h=6]AV TRANSMITTER (PL 5)[/h] A remote audio-visual unit consists of a video camera and microphone connected to the robot’s visual and audio sensors, with a transmitter to send the information to a computer or a remote control unit (see Remote Control Unit, below). The AV transmitter includes a transmitter with an effective range of 1,000 feet. This unit does not allow a remote operator to control the robot (but see Robolink, below). It merely allows the operator to see and hear what the robot sees and hears.
Purchase DC: 16
Restriction: None
[h=6]FIRE EXTINGUISHER (PL 5)[/h] This unit, available only to Small or larger robots, ejects enough extinguishing chemicals during a move action to put out a fire in a 10- foot-by-10-foot square. A robot’s extinguisher tank holds a number of shots of chemical spray based on the robot’s frame size: Small 2, Medium-size 4, Large 8, Huge 16, Gargantuan 32, Colossal 64.
Purchase DC: 5 + one-quarter the base purchase DC of the robot’s frame.
Restriction: None
[h=6]INTEGRATED CELL PHONE (PL 5)[/h] An integrated cell phone enables the robot to make and receive telephone calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard cell phone, in any case).
Purchase DC: 11
Restriction: None
[h=6]INTERNAL STORAGE UNIT (PL 5)[/h] The robot has an insulated compartment for storing foreign objects. The compartment can store objects of up to two size categories smaller than the robot. See Table: Internal Storage Units for compartment weight limits and purchase DCs.
Purchase DC: See below
Restriction: None

Table: Internal Storage Units
Robot’s Frame SizeMaximum Weight LimitPurchase DC
Small10 lb.6
Medium20 lb.8
Large40 lb.10
Huge120 lb.13
Gargantuan360 lb.17
Colossal1,000 lb.22
[h=6]LOADING MECHANISM (PL 5)[/h] A loading mechanism allows a robot to reload a single handheld weapon as a full-round action. The mechanism can hold enough ammunition to reload the weapon three times. The mechanism works with weapons that use box ammunition, speed-loaders (but not loose bullets), a grenade launcher round, some sort of fuel tank (such as a flamethrower) or power cell.
A robot can have multiple loading mechanisms—one for each weapon it carries.
Purchase DC: 12 (doesn’t include ammunition).
Restriction: None
[h=6]REMOTE CONTROL UNIT (PL 5)[/h] Referred to colloquially as a “remcon,” this handheld, self-powered control stick has a small video screen and audio receiver built into it. It also comes in the form of a mechanical gauntlet worn on the hand.
The remcon allows its operator to control a specific robot from afar. For it to work, the robot must be equipped with an AV transmitter and a robolink adjusted to the same frequency as the remote control unit.
Using a remcon to activate or deactivate a robot is an attack or move action. Using it to make the robot move, attack, or use a skill is a full-round action for the operator.
Purchase DC: 15
Restriction: None
[h=6]ROBOLINK (PL 5)[/h] This unit can only be installed on a robot with no Intelligence score. It allows a remote operator to control a robot’s actions from afar. It also enables the operator to shut down and activate the robot. The effective range of the robolink’s transmitter is 1,000 feet. To control a robot equipped with a robolink, the operator requires a remote control unit (see above).
Purchase DC: 16
Restriction: None
[h=6]TOOL MOUNT (PL 5)[/h] Any robot with an armature, biomorph, biodroid, or bioreplica frame can be equipped with a tool mount. Liquid-state robots, due to their amorphous nature, cannot have tool mounts.
This mount is usually attached to the end of a robotic appendage and sports a single tool. A tool mount easily adjusts to house different kinds of tools, but it can hold only one tool at any given time.
The robot’s internal power source powers the tool, if necessary.
The tool can be up to one size category larger than the robot’s size category; for example, a Medium-size robot’s tool mount can bear a Large or smaller tool. The tool can be any general item.
Purchase DC: 1 + the purchase DC of the tool.
Restriction: None
[h=6]VOCALIZER (PL 5)[/h] This unit enables a robot to speak any language it knows. It must have the appropriate Speak Language skill, either acquired through class levels (for heroic robots) or skill software (for nonheroic robots).
Purchase DC: 10
Restriction: None
[h=6]WEAPON MOUNT (PL 5)[/h] Robots that lack the proper manipulators to grasp weapons are suitable candidates for weapon mounts. Any Diminutive or larger robot with an armature, biomorph, biodroid, or bioreplica frame can be equipped with them. Liquid-state robots, due to their amorphous nature, cannot have weapon mounts.
A weapon mount can be attached to almost any part of a robot’s frame. The attached weapon can be one size category larger than the robot’s size category; for example, a Medium-size robot can have a Large or smaller mounted weapon.
Any weapon can be mounted on the weapon mount. However, a robot-mounted weapon cannot be used as a hand-held weapon, or vice versa.
A robot’s size determines the maximum number of weapon mounts it can have and the cost of each weapon mount, as shown in Table: Robot Weapon Mounts.
A weapon mount has compartments for storing ammunition. However, the purchase DC of the weapon mount does not include either the weapon or the ammunition.
Purchase DC: See Table: Robot Weapon Mounts, below
Restriction: None

Table: Robot Weapon Mounts
Robot’s Frame SizeMaximum Weapon MountsPurchase DC
Diminutive or Tiny14
Small or Medium-size26
Large38
Huge410
Gargantuan512
Colossal614
[h=6]INTEGRATED VIDEOPHONE (PL 6)[/h] The integrated videophone enables the robot to make and receive videophone calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard videophone in any case). The view provided by the robot’s videophone can be set at the time of installation, but it is commonly the same view afforded by the robot’s visual sensors. Resetting the view requires 1 hour and a successful Repair check (DC 15).
Purchase DC: 14
Restriction: None
[h=6]MAGNETIC FEET (PL 6)[/h] The robot comes with electromagnetic grippers that allow it to cling to ferrous surfaces, including iron and steel. The robot using its magnetic feet gains a climb speed of 20 feet and need not make Climb checks to scale ferrous surfaces.
Purchase DC: 12
Restriction: None
[h=6]SELF-DESTRUCT SYSTEM (PL 6)[/h] Designed for robots in military and espionage roles, self-destruct systems ensure that the robot cannot be captured, analyzed, and reprogrammed. Installing a robot self-destruct system requires a Demolitions check (DC 20) instead of a Craft (mechanical) check; if the Demolitions check fails by 10 or more, the system detonates, destroying the robot and possibly harming others nearby.
The default self-destruct system is rigged to detonate when the robot is reduced to 0 hit points. With a second Demolitions check (DC 30), the system can be modified to detonate when the robot has a higher number of hit points remaining (5 hit points, for example).
The self-destruct system obliterates the robot regardless of how many hit points it has left. A robot destroyed by its own self-destruct system has no salvageable parts.
The robot’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to creatures in squares adjacent to the robot. A successful Reflex save (DC 10 + 1/2 the robot’s HD) reduces the damage by half. Table: Robot Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the robot’s size.
Purchase DC: See Table: Robot Self-Destruct Systems
Restriction: Military (+3)

Table: Robot Self-Destruct Systems
Robot SizeCollateral DamagePurchase DC
Colossal12d627
Gargantuan9d624
Huge6d621
Large4d619
Medium-size2d617
Small1d616
Tiny-15
Diminutive-15
Fine-15
[h=6]SURVIVOR ARRAY (PL 6)[/h] Robots are often used to explore environments inhospitable to organic creatures. The survivor array enables the robot to better traverse harsh terrain and withstand hostile conditions. A survivor array includes the following units:
  • Topographical and astronomical guidance systems that grant a +10 equipment bonus on Navigate checks.
  • A gyroscopic unit that improves the robot’s base speed by +10 feet.
  • A pressure-sealed, energy-resistant frame that allows the robot to function normally in low-gravity, high-gravity, and zero-gravity conditions, prevents oxidation and corrosion, and provides resistance to acid 10, cold 10, electricity 10, and fire 10.
  • A nightvision amplifier that grants the robot darkvision out to a range of 60 feet or extends its normal darkvision range by +60 feet.
Purchase DC: 15 + one-half the base purchase DC of the robot’s frame.
Restriction: Licensed (+1).
[h=6]HOLO SCREEN (PL 7)[/h] A holo screen unit projects a holographic image around the robot, making it appear as something else of roughly similar proportions occupying the same amount of space. For instance, it could make a Gargantuan robot look like a massive outcropping of rock or make a Fine robot look like a housefly.
Although the holographic projection appears real, physical objects can pass through it without difficulty. If the robot moves, the holographic image moves as well. Attacks made against the robot are treated as though it had 20% concealment, since the projected image may not perfectly match the robot’s true proportions. A holo screen is powered by the robot’s internal power source.
Purchase DC: 28
Restriction: Licensed (+1)
[h=6]INERTIAL INHIBITOR (PL 7)[/h] The inertial inhibitor generates a thin magnetic field that radiates out from the robot, slowing the velocity of potentially damaging weapons and projectiles. The robot gains damage reduction 5/energy (the inertial inhibitor does not protect against attacks that deal acid, cold, electricity, fire, or sonic/concussion damage). The inertial inhibitor feeds on of the robot’s internal power source.
Purchase DC: 29
Restriction: Military (+3)
[h=6]POLYVOX (PL 7)[/h] This unit translates any language spoken within range of the robot’s audio sensors into a language familiar to the robot (or binary code, if the robot has no Speak Language skills). A polyvox does not grant the ability to speak languages the robot does not know.
Purchase DC: 17
Restriction: None
[h=6]SELF-REPAIR UNIT (PL 7)[/h] A self-repair unit enables a robot to repair itself by replacing damaged parts with cannibalized or replicated ones. A robot with a self-repair unit can spend 1 hour repairing itself; this automatically restores 1d10 points of damage (no Repair check necessary). A robot cannot use this unit to repair another robot.
Purchase DC: 25
Restriction: Licensed (+1)
[h=6]PHOTON SCREEN (PL 8)[/h] Using a series of light reflectors molded to the robot’s frame, this unit bends light around the robot, rendering it invisible. Any items carried by the robot also become invisible. An invisible robot gains a +40 bonus on Hide checks if immobile, or a +20 bonus if moving. Pinpointing the location of an invisible robot that isn’t attempting to hide requires a Spot check (DC 40 if the robot is immobile or DC 20 if the robot is moving).
An invisible robot gains 50% concealment against attacks from creatures that correctly pinpoint its fighting space.
The photon screen is powered by the robot’s internal power source.
Purchase DC: 33
Restriction: Restricted (+2)
[h=6]ROBOT REPAIR UNIT (PL 8)[/h] The RRU enables a robot to repair itself or another robot by replacing damaged parts with replicated new ones. In the latter case, the robot making the repairs must be adjacent to the damaged robot. The robot must spend a full-round action to repair itself or another robot; this automatically restores 1d10 points of damage (no Repair check necessary).
Purchase DC: 28
Restriction: Licensed (+1)
 

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