TEXT: wisdom
  Wastelands
  From
  The
  By Derek Holland and the Skirmisher Game Development Group
  Issue #15:
  Robots Part 1
  Inside this issue
  Basic Junkbot,
  Collectorbot,
  Deathbot,
  Destructor ................................................ 2
  Dinerbot ..................................................... 3
  Educator,
  Fabricator,
  New Accessories ..................................... 4
  New Weapons ............................................ 5
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  r
  obots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information,
  or even slave labor. This is the first of four robot-themed issues, and presents eight new robots, as well as several
  new weapons and accessories. Only a few of the robots in this article have precise dimensions; the examples here
  are intended as types, not specific models. Mutant Lords are encouraged to customize their machines, and provide fine
  details to fit their settings.
  Animal Synth
  Hunting and fishing were outlawed in several nations before
  the fall. For those wishing to continue these sports, the
  solution was synthetic animals. Animal synths look and act
  so much like real animals that no one can tell the difference
  until the robots are cut open. As some animal synth factories
  still exist, hunters near these facilities do not know if they
  have food for the table or spare parts for their artifacts until
  they butcher their game.
  Hit Dice:
  4
  Frame:
  Biomorph
  Locomotion:
  4 Legs [240' (80')] or Fins [180' (60')]
  Manipulators:
  None
  Armor:
  Duraplastic (AC 5)
  Sensors:
  Class IV
  Mental
  Programming:
  Animal Programming
  Accessories:
  None
  Weaponry:
  None or Jaw (damage 2d4)
  
  2
  Wisdom from The Wastelands
  Basic Junkbot
  These robots are made by inhabitants of the wastes, who weld
  junk onto repaired or scratch-built robot frames and motors.
  Junkbots are used as guards, machines of burden, pets, or
  even oracles. An advantage of junkbots is that their
  accessories and weapons can be changed with some effort.
  Other sorts of upgrades, such as better hit dice and armor,
  are much more difficult because they represent a change to
  the core machine.
  Hit Dice:
  5
  Frame:
  Variable
  Locomotion:
  Variable
  Manipulators:
  1 Claw (damage d4)
  Armor:
  Poor Duraplastic (AC 6)
  Sensors:
  Class I
  Mental
  Programming:
  Basic Programming
  Accessories:
  Variable
  Weaponry:
  Variable
  Collectobot (Mad Curator)
  Collectobots were assistant museum curators before the
  cataclysm. Now they wander the wastes, collecting and
  protecting everything that relates to their exhibits. Most
  collect artifacts, but a few zoo keepers collect animals and
  plants as well. Though they are very protective of their
  materials, mad curators have been known to trade for better
  preserved items. Surviving collectobots are always allied with
  something more powerful than themselves. The ally provides
  protection and the curator provides knowledge on subjects
  such as history, art, or entertainment.
  Hit Dice:
  12
  Frame:
  Biomorph
  Locomotion:
  2 Legs [150' (50')]
  Manipulators:
  2 Advanced Hands
  Armor:
  Duraplastic (AC 5)
  Sensors:
  Nerve Web
  Mental
  Programming:
  AI
  Accessories:
  Vocalizer, Self Repair Unit
  Weaponry:
  none
  Deathbot
  During the apocalypse EMP effects knocked out most
  medbots, so diseases that had not been seen in decades
  suddenly killed millions. Some nations became so desperate
  they created hardened medbots for government and military
  officials, and designed deathbots for everyone else.
  Deathbots are mobile boxes on four casters. They use
  remotes to determine a person’s health, killing and
  incinerating the sick. Deathbots either hide their remotes
  where passersby will touch them or forcibly examine people
  with medical scanners within the remotes. Those who run
  are killed with a flamethrower. Those who try to bargain are
  tossed into a cremation chamber. The robot has such basic
  programming that it cannot take “no” for an answer.
  Deathbots ignore healthy humans, plants, and animals.
  Hit Dice:
  50
  Frame:
  Armature
  Locomotion:
  4 Casters [360' (120')]
  Manipulators:
  8 Basic Hands
  Armor:
  Reactive Armor (AC 1)
  Sensors:
  Class VI
  Mental
  Programming:
  Basic Programming
  Accessories:
  Vocalizer, 10 Immobile Remotes (new),
  Medical Scanner (new),
  Hardened Circuits
  Weaponry:
  Flame Thrower (range 100', damage 4d6),
  Cremation Chamber (damage 10d10 per round)
  Destructor
  Destructors are top of the line military robots. They were
  rare before the cataclysm and now only a handful remain.
  Most of these survivors have become dictators of flesh and
  metal communities, having altered their goals to ‘win’ the
  final war by bringing back the nation they served, or at least
  its ideals and values. To do this, the machines protect their
  communities in exchange for obedience to the destructors’
  dictates and laws. There are no mad destructors because they
  were destroyed long ago by other military hardware: those
  
  Issue #15: robots part 1
  3
  faulty machines were simply too dangerous to be left alone.
  In combat, destructors can fire eight times per round,
  usually dividing attacks between the plasma rifles and laser
  rifles. Destructors fire missiles at distant opponents, and
  blaster rifles or the death ray at those close in. If the battlefield
  is filled with objects providing cover, a destructor will use
  phased rockets to destroy the most important targets. When
  active, the charge screen will do 200 points of electrical
  damage to everything within 10' of the robot. The force field
  is indestructible and provides perfect protection, but can be
  activated only 30 rounds per day. The destructor can either
  fire, use the charge screen, or activate its force field each
  round.
  Destructors are 8' diameter spheres covered with sensors
  and weapon ports, but they are seldom seen in this form.
  They use their holo screens to appear differently, with most
  disguised as other machines (usually construction bots
  because of the similar size). However, some destructors prefer
  biological covers. One noted destructor uses the image of a
  dragon, part of its nation’s flag. The sphere has a small hole
  at the bottom through which four tentacles with advanced
  hands can extend to manipulate objects or collect them for
  study. Each destructor has a complex internal factory that
  allows it to produce more mini-missiles or repair itself and
  other robots. It is powered by total mass conversion and
  usually relies solely on air for fuel. Because they have such
  amazing power, the destructors’ weapons have triple distances
  and inflict more than typical damage.
  Hit Dice:
  500
  Frame:
  Armature
  Locomotion:
  Inductor [fly 600' (200')]
  Manipulators:
  4 Advanced Hands
  Armor:
  Advanced Megatanium (AC -6)
  Sensors:
  Nerve Web with triple distances
  Mental
  Programming:
  AI
  Accessories:
  Loading Mechanism (mini-missiles),
  Vocalizer, Weapon Mounts,
  Holo Screen, Inertial Inhibitor,
  Robot Repair Unit, Hardened Circuits (new)
  Weaponry:
  Death Ray (range 500', damage
  disintegration/10d10), Charge Screen
  (range 10' damage 200) (new), Force
  Field (new), 4 Blaster Rifles (range 150'/
  450', damage disintegration/10d6),
  4 Laser Rifles (range 2,700'/5400',
  damage 12d6), 2 Plasma Rifles (range
  1,200'/2,400', damage 16d6), 8 standard
  mini-missiles (range 5 miles, damage
  100 to everything within 50') and 4 other
  mini-missiles (range 5 miles, damage
  variable*), 4 Phase Rockets (range 5
  miles, damage 100 to everything within
  50') (new)
  * Consult the Mutant Future core book or Wisdom from the
  Wastelands issue #9 for information on other sorts of missiles.
  Dinerbot
  Dinerbots come in all shapes and sizes. They can be hotdog
  stands, chefs, or cooks and can turn just about any non-toxic
  substance into good, nutritious food. Those that survived the
  apocalypse are often at the core of some villages. Some rule,
  some serve, and some serve ungrateful or poor customers to
  their next customers.
  This example is a hotdog stand model that can serve 4
  people simultaneously. It is 8' long and 4' wide, and has a
  large tank for storing the organic materials needed to create
  food.
  
  4
  Wisdom from The Wastelands
  Hit Dice:
  12
  Frame:
  Armature
  Locomotion:
  6 Wheels [180' (60')]
  Manipulators:
  8 Basic Hands
  Armor:
  Alumisteel (AC 4)
  Sensors:
  Class III
  Mental
  Programming:
  Basic Programming
  Accessories:
  Vocalizer, Fire Extinguisher,
  Food Synthesizer (new),
  Poison Detector (new)
  Weaponry:
  None
  Educator
  Educators are human-appearing robots that once informed
  the Ancients’ youth, using telepathic cables and holo screens
  to conduct their lessons (adults learned using different
  education methods, such as brain chips and other technology).
  They feel overwhelmed by the tide of ignorance in the wastes
  and have several methods of dealing with it. Some try to
  teach the basics to as many entities as possible. Others train
  biological teachers to assist them in spreading their
  knowledge. A few try to become the power behind the throne
  and make education an important part of daily life in some
  communities. The rest have gone insane (who can blame
  them?), and now instruct without understanding the effect
  of what they teach. In other words, they cause their students
  to also go insane.
  Hit Dice:
  6
  Frame:
  Biomorph
  Locomotion:
  2 Legs [150' (50')]
  Manipulators:
  2 Advanced Hands
  Armor:
  Duralloy (AC 3)
  Sensors:
  Nerve Web
  Mental
  Programming:
  AI
  Accessories:
  Vocalizer, Holo Screen,
  Telepathic Cables (new)
  Weaponry:
  None
  Fabricator
  An advanced form of repair bot, fabricators build as well as
  repair technology. Each unit has its own field of expertise—
  there are even a few hover-board makers that still wander
  the wastes. Unfortunately, fabricators do not adapt well to
  poor raw materials or those they are not programmed to use,
  so most operational units either sit idle or search for
  something to do. A rare few were given AIs; these try hard to
  be useful, creating very odd looking, but functional, end
  products. Some of these fabricators have gone insane, doing
  the same thing as their normal counterparts, but their products
  are usually dangerous in some manner or, at best, useless.
  Some people and machines have attempted to reprogram
  fabricators, but this rarely ends well. Most become insane
  and accidentally kill their benefactors.
  Typically, fabricators look like spiders with eight huge
  legs, and 20 arms ending with hands and tools. The smallest
  models of this type would be 15' tall and wide, including the
  legs; larger ones could be 20' tall before the hit dice would
  have to increase. They have no capacity for combat, but that
  matters little because most have some entity or community
  to protect them.
  Hit Dice:
  12
  Frame:
  Armature
  Locomotion:
  8 Legs [90' (30')]
  Manipulators:
  20 Advanced Hands
  Armor:
  Duraplastic (AC 5)
  Sensors:
  Class III
  Mental
  Programming:
  Engineering Programming, few have AI
  Accessories:
  AV Recorder/Transmitter,
  Fire Extinguisher, 50 Tool Mounts,
  Robot Repair Unit
  Weaponry:
  None
  New Accessories
  Food Synthesizer
  When in good condition, these machines are the best source
  of food in the wastes. They produce tasty, nutritious items
  from almost any non-toxic organic material. Those in bad
  condition may produce inedible items or toxic items.
  Hardened Circuits
  This accessory makes a robot or other machine immune to
  
  Issue #15: robots part 1
  5
  EMP effects. Some versions also reduce damage from
  electrical attacks by 1/2.
  Medical Scanner
  Medbots use these devices to determine the health of their
  patients. A person must be in contact with the robot for 1
  minute for a complete scan.
  Poison Detector
  This device detects substances that will harm pure humans.
  It requires a sample and takes one round to analyze.
  Remote
  Remotes are devices that allow a machine to use its sensors
  from a distance. Most remotes have a range of 500' and the
  same sensors as the robot itself, but there are exceptions.
  Military robots have crawling or flying remotes to scout
  nearby areas and thus negate any chances of surprise.
  Telepathic Cables
  Using this device, robots can communicate directly with a
  brain (this can be anything with a brain, even animals and
  plants). Some versions allow mental control and a save versus
  stun is required to keep free of the machine’s influence.
  New Weapons
  Charge Screen
  Charge screens are defensive and do damage to everything
  within range, which depends on the type of robot. When used
  in combination with a force field, a charge screen can detonate
  explosives before they can damage the field and robot. Most
  charge screens do electrical damage but some do thermal or
  even radiation.
  Death Ray
  Death rays are blaster cannons that fire beams able to
  disintegrate everything in their path. The beam width and
  maximum range depend on the robot type mounting the
  system, but everything that blocks the beam must save versus
  death. A successful save means the target takes the damage
  listed, rather than being immediately disintegrated—which
  happens to those who fail their save. If the target fails its
  save, or makes its save but is killed by the damage, the beam
  continues on, until it reaches its maximum range or hits a
  target which makes its save and survives the damage.
  Force Field
  Force fields are indestructible but very energy intensive. The
  robot (and anything else within the field) is completely
  protected from all forms of damage. A typical robot can raise
  its force fields for 5 round per day. Anything running into a
  field, such as a vehicle, takes falling/impact damage.
  Phase Rocket
  These mini-missiles use all the rules found in the Mutant
  Future core book (page 121). Using a quick phasing effect,
  they pass through obstacles up to 10' thick to hit targets.
  Each rocket has a small computer the robot programs with
  the target’s characteristics.
  Shock Claw
  Shock claws are vibration weapons. They grab a target and
  shake so hard that part of the target is ripped off. Damage is
  usually two to five times that of a normal claw.
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  Wisdom from The Wastelands
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