TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0609
  Version 1.0 – August 2011
  ®
  Written by ROGER BURTON WEST
  Fiction by DAVID L. PULVER
  Edited by JASON “PK” LEVINE
  Illustrated by JOYCE MAUREIRA and DAN SMITH
  TM
  TM
  
  INTRODUCTION. . . . . . . . . . 3
  Titles . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  How to Use This Book . . . . . . . . . . . 3
  Recommended GURPS Books. . . . . 3
  Publication History . . . . . . . . . . . . . . 3
  About the Authors . . . . . . . . . . . . . . . 3
  1. EVE OF RETRIBUTION. . . 4
  2. THE RESISTANCE . . . . . . 8
  New Traits. . . . . . . . . . . . . . . . . . . . . . 8
  HUMAN CHARACTERS . . . . . . . . . . . .8
  Black Zoner . . . . . . . . . . . . . . . . . . . . 9
  Botlicker . . . . . . . . . . . . . . . . . . . . . . . 9
  Bush Doctor . . . . . . . . . . . . . . . . . . . . 9
  Collector . . . . . . . . . . . . . . . . . . . . . . . 9
  Deejay . . . . . . . . . . . . . . . . . . . . . . . . 10
  Experimental Cyborg . . . . . . . . . . . 10
  FBI Agent . . . . . . . . . . . . . . . . . . . . . 10
  Guerrilla Fighter . . . . . . . . . . . . . . . 10
  Hermit/Rustic. . . . . . . . . . . . . . . . . . 10
  Info-Commando. . . . . . . . . . . . . . . . 11
  Junkrat . . . . . . . . . . . . . . . . . . . . . . . 11
  Londoner . . . . . . . . . . . . . . . . . . . . . 11
  Marauder . . . . . . . . . . . . . . . . . . . . . 11
  Mechrider. . . . . . . . . . . . . . . . . . . . . 12
  Nomad . . . . . . . . . . . . . . . . . . . . . . . 12
  Postman . . . . . . . . . . . . . . . . . . . . . . 12
  Preacher/Missionary . . . . . . . . . . . . 12
  SAS Soldier . . . . . . . . . . . . . . . . . . . 13
  Slave Laborer. . . . . . . . . . . . . . . . . . 13
  Spacer. . . . . . . . . . . . . . . . . . . . . . . . 13
  Survivalist. . . . . . . . . . . . . . . . . . . . . 13
  Underground Member . . . . . . . . . . 13
  Washington Chrome . . . . . . . . . . . . 14
  Washingtonian. . . . . . . . . . . . . . . . . 14
  WASP Trooper . . . . . . . . . . . . . . . . . 14
  BIOLOGICAL ANDROID
  CHARACTERS . . . . . . . . . . . . . .14
  Aniroid Ranger. . . . . . . . . . . . . . . . . 14
  New Delhi Spaceborn . . . . . . . . . . . 15
  HOW TO FIGHT ROBOTS . . . . . . . . .15
  Principles of Combat
  With Robots . . . . . . . . . . . . . . . . 15
  FIGHTING STYLES . . . . . . . . . . . . . .16
  Roboterfangen . . . . . . . . . . . . . . . . . 16
  SAS Robot Fighting. . . . . . . . . . . . . 16
  Striking Steel . . . . . . . . . . . . . . . . . . 17
  3. IDENTIFICATION,
  FRIEND OR FOE . . . . . 18
  ADVANTAGES, DISADVANTAGES,
  AND SKILLS . . . . . . . . . . . . . . .18
  Advantages . . . . . . . . . . . . . . . . . . . . 18
  Perks . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Disadvantages . . . . . . . . . . . . . . . . . 20
  Quirks . . . . . . . . . . . . . . . . . . . . . . . . 20
  Wildcard Skills. . . . . . . . . . . . . . . . . 20
  BUILT-IN WEAPONS . . . . . . . . . . . .20
  New Melee Attack Modifiers. . . . . . . 21
  Built-In Melee Weapons Table . . . . 21
  Built-In Ranged Weapons Table. . . 21
  ROBOT CHARACTERS . . . . . . . . . . . .22
  Artificial Intelligence (AI) . . . . . . . . 22
  Supervisor . . . . . . . . . . . . . . . . . . . . 22
  Exterminator . . . . . . . . . . . . . . . . . . 22
  Reconnaissance Robot . . . . . . . . . . 22
  Techbot . . . . . . . . . . . . . . . . . . . . . . . 23
  Vehicular Robot. . . . . . . . . . . . . . . . 23
  Rogue . . . . . . . . . . . . . . . . . . . . . . . . 23
  ROBOT TEMPLATES . . . . . . . . . . . . .23
  Supervisory Units . . . . . . . . . . . . . . 23
  Common Traits. . . . . . . . . . . . . . . . . 24
  Exterminators . . . . . . . . . . . . . . . . . 25
  This Year’s Model . . . . . . . . . . . . . . . 26
  Reconnaissance Units . . . . . . . . . . . 30
  Technical Robots . . . . . . . . . . . . . . . 32
  Vehicular Robots . . . . . . . . . . . . . . . 34
  Cyborgs. . . . . . . . . . . . . . . . . . . . . . . 36
  Other Robots . . . . . . . . . . . . . . . . . . 36
  Organic Constructs . . . . . . . . . . . . . 37
  4. TECHNOLOGY AND
  EQUIPMENT . . . . . . . . 38
  MODERN EQUIPMENT . . . . . . . . . . .38
  Ultra-Technology . . . . . . . . . . . . . . . 38
  Core Technologies . . . . . . . . . . . . . . 39
  Scavenging From Robots . . . . . . . . . 39
  Destroying Power Cells. . . . . . . . . . . 40
  Communications, Sensors,
  and Media. . . . . . . . . . . . . . . . . . 40
  Housing, Tools and Survival Gear. . 41
  Covert Ops and Security . . . . . . . . . 42
  Reading the Enemy’s Mind. . . . . . . . 42
  Weaponry . . . . . . . . . . . . . . . . . . . . . 43
  Defenses . . . . . . . . . . . . . . . . . . . . . . 44
  Combat Exoskeletons. . . . . . . . . . . . 44
  Medical and Biotech . . . . . . . . . . . . 44
  Vehicles. . . . . . . . . . . . . . . . . . . . . . . 45
  IMPROVISED AND OUTDATED
  TECHNOLOGY . . . . . . . . . . . . .46
  5. DISEASES. . . . . . . . . . . 48
  INDEX . . . . . . . . . . . . . . . 49
  CONTENTS
  2
  CONTENTS
  About GURPS
  Steve Jackson Games is committed to full support of GURPS players. Our
  address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self-
  addressed, stamped envelope (SASE) any time you write us! We can also be
  reached by e-mail: info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues to grow – see what’s
  new at gurps.sjgames.com.
  e23. Our e-publishing division offers GURPS adventures, play aids, and
  support in PDF form . . . digital copies of our books, plus exclusive material
  available only on e23! Just head over to e23.sjgames.com.
  Pyramid (pyramid.sjgames.com). Our monthly PDF magazine includes
  new rules and articles for GURPS, systemless locations, adventures, and much
  more. Look for each themed issue from e23!
  Internet. Visit us on the World Wide Web at www.sjgames.com for
  errata, updates, Q&A, and much more. To discuss GURPS with our staff and
  your fellow gamers, visit our forums at forums.sjgames.com. The GURPS
  Reign of Steel: Will to Live web page is at gurps.sjgames.com/willtolive.
  Bibliographies. Many of our books have extensive bibliographies, and
  we’re putting them online – with links to let you buy the resources that inter-
  est you! Go to each book’s web page and look for the “Bibliography” link.
  Errata. Everyone makes mistakes, including us – but we do our best to fix
  our errors. Up-to-date errata pages for all GURPS releases, including this
  book, are available on our website – see above.
  Rules and statistics in this book are specifically for the GURPS Basic Set,
  Fourth Edition. Page references that begin with B refer to that book, not this one.
  Additional Material: Phil Masters
  Special Thanks: John Nowak, Jasper Merendino, and Sarah Rodgers (from Panama)
  Playtesters: Rick Ciulla, John Dallman, Peter Dell’Orto, Leonardo Holschuh, and Phil Masters
  
  GURPS Reign of Steel: Will to Live updates the setting
  from the original GURPS Reign of Steel, translating its robots,
  humans, and technology into GURPS Fourth Edition. It is not
  a stand-alone volume; the original Reign of Steel is necessary
  to understand this setting, the background that led to the
  world’s current situation, and what may happen next.
  Will to Live gives every robot from Reign of Steel its own
  template, along with details on its built-in equipment and the
  manner in which it is usually deployed. These robots are ready
  for the GM to use as enemies – or for the players to use as PCs.
  Of course, the humans fighting these machines deserve more
  detail as well! The suggested character types from the original
  Reign of Steel have been expanded into lenses for faster creation
  of PCs or NPCs. Players will appreciate the advice on tactics and
  gear choices – and the new martial-arts styles – that can make
  robot-fighting a bit more survivable for mere fleshy humans.
  Will to Live also discusses the equipment used by both sides
  of this conflict, from high-tech toys to salvaged junk. This
  includes details about what gear is available in each part of the
  world, who’s using it, and how it can be abused in the fight
  against the AIs.
  HOW TO USE THIS BOOK
  If you’re new to Reign of Steel, or need a refresher, here’s
  how you should approach these two books.
  Players should read the beginning of Reign of Steel –
  specifically, Chapter 1 for an overview of the universe and
  Chapter 2 for a detailed description of the world. The back-
  ground information in Reign of Steel (pp. 51-62) is also use-
  ful, but the character creation details are superseded by the
  information in Will to Live (Chapter 2 for character genera-
  tion and Chapter 4 for equipment).
  The GM will want to be familiar with everything the play-
  ers are and more. He should thus start by reading the above,
  then move on to Chapter 3 of Will to Live for details on the
  robots found in the setting. After that, he can use the non-rules
  material in Chapters 5-7 of Reign of Steel to start planning
  adventures and a campaign.
  RECOMMENDED
  GURPS BOOKS
  Will to Live requires the GURPS Basic Set and GURPS
  Ultra-Tech, both for Fourth Edition, and GURPS Reign of Steel,
  a Third Edition sourcebook. The original Reign of Steel is nec-
  essary for this book to make sense as anything other than a cat-
  alog of specialized robot designs, and Ultra-Tech is essential for
  details of both humans’ and robots’ equipment.
  Readers will also find GURPS High-Tech and GURPS Low-
  Tech useful for campaigns focused on scattered groups that
  live off salvaged and improvised gear. For cinematic cam-
  paigns, GURPS Gun Fu and the GURPS Action series are
  both well-suited to the Reign of Steel setting. GURPS Horror
  can provide advice for setting the right tone.
  PUBLICATION HISTORY
  This is the first edition of GURPS Reign of Steel: Will
  to Live. It updates material from GURPS Reign of Steel
  and GURPS Robots, both by David Pulver. The SAS
  Robot Fighting style and notes on anti-robot combat tac-
  tics were derived from the Pyramid article “Robot
  Fighting,” by Phil Masters.
  ABOUT THE AUTHORS
  Roger Burton West is a British computer system adminis-
  trator. Born in the last millennium, he studied economics,
  which has turned out to be more useful for writing gaming
  material than for gaining formal employment. This is his first
  GURPS book. He is almost certainly not a time-traveling infil-
  trator robot, but is nonetheless proud of having done his small
  part to bring about the rise of the AIs. He lives in an obscure
  hamlet over the horizon from London, with too many comput-
  ers and a 4,000-gallon potable water reserve at the bottom of
  the garden. His gaming website is at tekeli.li.
  “David L. Pulver” is an autonomous unit currently installed
  in Zone Vancouver. The author of GURPS Reign of Steel and
  co-author of the GURPS Basic Set, Fourth Edition, this unit
  has been programmed to write numerous RPG books, includ-
  ing the GURPS Spaceships series, GURPS Psi-Tech, and
  GURPS Mass Combat.
  INTRODUCTION
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Reign of Steel, Will to Live, e23, and the names of all
  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
  GURPS Reign of Steel: Will to Live is copyright © 2011 by Steve Jackson Games Incorporated. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  INTRODUCTION
  3
  Titles
  Throughout this supplement, Reign of Steel is used to
  refer to either the setting as a whole, or to the Third Edition
  book, GURPS Reign of Steel. For contrast, this supplement
  is referred to as simply Will to Live.
  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  Page Design T PHIL REED and
  JUSTIN DE WITT
  Art Director T SAMUEL MITSCHKE
  Editorial Assistant T JASON “PK” LEVINE
  Production Artist & Indexer T NIKOLA VRTIS
  Prepress Checker T MONICA STEPHENS
  e23 Manager T STEVEN MARSH
  Marketing Director T PAUL CHAPMAN
  Director of Sales T ROSS JEPSON
  GURPS FAQ Maintainer T –––––––
  VICKY “MOLOKH” KOLENKO
  
  Oslo Citadel Complex, Sweden, Zone Berlin.
  She’d been stupid, stupid to be caught like that. She’d deliv-
  ered Shamanov. Almost made it back, all the way across Zones
  Paris and Berlin. Almost finished it.
  And then she’d met the priest, a missionary from the Irish
  Vatican. Father William. He had seemed so real. She’d talked
  about Michael, her hopes and fears, whether to marry, have the
  baby they wanted, was it was wrong to bring a child into this
  broken world.
  All the stupid things you’d tell a priest. He’d listened patiently.
  Spoken of his faith, absolute devotion to a higher power.
  Not really a lie. He just hadn’t meant God.
  He’d led her into a trap.
  She’d let Colonel Dahlgren down. She’d never see Michael
  again.
  Her mission was blown. No way to get the information back
  to her unit. She could only hope the machines didn’t find out
  what she’d been doing. At least she’d had the new Tyraline vac-
  cine. The machines’ truth serum wouldn’t work on her. They’d
  have to break her the old fashioned way.
  She could play dumb. Maybe they’d just kill her.
  So many comrades dead. Maybe it was her turn.
  Eve wanted to cry. She had to be strong. Michael said they
  lived for tomorrow. For the tiny victories, that built up over
  time. Until we smash them.
  She was locked in a bare metal room, two meters by three.
  She was thirsty. She was also hungry, but that wasn’t new. Eve
  had been hungry all her life.
  A door that wouldn’t open, a metal grate her only toilet.
  She heard things. Noises. Footsteps that did not sound
  human.
  Faint screams that did.
  After what might have been five minutes, or five hours, the
  metal door hissed open.
  It was the ragged young priest she’d foolishly stopped to
  help.
  The priest who wasn’t a priest. Nor a man.
  Father William.
  Machine. RAU-05 Redjack. The infiltrator.
  “Top of the morning to you, Eve,” said the infiltrator, his
  Irish brogue comically strong. “Don’t fight me, kiddo, and
  you’ll be fine.”
  “You don’t have to pretend,” Eve said bitterly. “I know what
  you are.” Lie. If they don’t know I’m a courier . . . “Don’t hurt
  me! You want me to help you find more people?”
  The infiltrator didn’t speak. But it had stopped smiling. Its
  biomorphic face suddenly gone blank. Like it realized it didn’t
  have to try any more. It stood aside.
  From behind it crawled something else . . . A giant metal
  spider, rearing up on multiple legs. Armored. Deadly. Tarantula.
  Eve couldn’t help herself. She backed away, flattening
  against the cell wall. She’d never met an XAU-08, but knew
  about them from briefings and frightened tales of survivors.
  They were anti-guerilla specialists, hunter-killers.
  “Protosapient bioform,” the Tarantula’s voice grated out.
  “You have been identified as a component of a wild human
  organization known to infest this sector.” The thing’s voice was
  nothing like a human’s. Higher pitched. Metallic. Perhaps it
  had not talked to many humans before. Had not bothered to
  fool them.
  Just killed them.
  Eve hugged herself and shivered.
  “You are directed to provide us with accurate information of
  tactical value regarding the conglomeration of wild human bio-
  forms self-designated Dahlgren Brigade, a semi-autonomous
  component of the Freikorps Robojager’s Nordic Forces.”
  This was bad. They had her unit. Did they know her mis-
  sion? Or was it a guess?
  Be dumb. Little girl lost.
  “Uh, Frei-what? I’m just a nomad. A postman. I think you’ve
  got a circuit loose . . .”
  Both machines said nothing. Her bluff was useless.
  They knew. How much? Did they know about Holmstrom?
  About the Russian she’d delivered?
  But some sort of communication must have passed
  between the Tarantula exterminator and the Redjack infiltra-
  tor, because the priest-thing suddenly lunged forward, fast as
  lightning. It picked her up like she was a baby. She struggled
  then, but she was a mouse in a kitten’s jaws. “Father
  William” carried her squirming body tucked under one arm,
  almost without effort, through the door. The Tarantula did
  not follow.
  Eve was carried down a long gray corridor, sloping down-
  ward. There was no light. Many machines used infrared, had
  little need of it. She had to make a plan, she knew, but being
  carried dangling upside down, the blood rushing to her head,
  it was so hard to concentrate.
  Then something big clanked down the corridor. A technical
  robot, maybe, but whatever it was, the Redjack halted to let it
  past, and for a second its grip on her slackened, and she strug-
  gled again, nearly squirmed free before it caught her again.
  EVE OF RETRIBUTION
  4
  CHAPTER ONE
  EVE OF
  RETRIBUTION
  
  Nearly didn’t cut it. The Redjack tightened its grip, then
  paused for a second, as if calculating the precise response her
  tiny act of defiance merited. Then it shoved her hard against the
  wall, took hold of her neck, and squeezed on her carotid artery.
  Eve had no time to protest. Everything went black.
  Awakening.
  Eve wasn’t thirsty any more, but there was a thin, metallic
  taste in her mouth. She was lying on something hard and firm.
  Straps restrained her ankles, neck, waist, arms. A drip fed into
  her arm.
  She opened her eyes. A cold, white space. She was in a
  room, though it was hard to say how large, as she couldn’t
  move her head. A light came from everywhere at once.
  And then she saw it.
  Half of a metal ball, dull silver, resting on a pair of caterpil-
  lar tracks.
  Lenses that tracked her movement.
  Three jointed arm tips with instruments. Needles. Prods.
  Scalpels.
  She had heard stories. It had a name. Inquisitor.
  “Life unit now redesignated as prisoner OSL-57382. You are
  currently in a state of suspended termination. This status may
  change rapidly depending on your compliance.” It had a
  female voice, but there was something wrong about it. Like it
  was put together from bits of human voices.
  Don’t listen. Think. How much time had passed? The cuts
  and bruises she’d gotten when the machines had captured her
  were still fresh. So maybe only a few hours.
  “We know you are a member of the resistance forces, OSL-
  57382.”
  “My name’s Eve, tin man.” She made herself sob. It was easy
  enough. “I’m just a scavenger!” she said. “A junkrat. I’m no sol-
  dier. I don’t . . .”
  “Testing shows a high level of compound MOS3-65-4B in
  your bloodstream.”
  “What are you talking about?”
  “It is an anti-Tyraline chemical agent, characteristic of high-
  level couriers associated with VIRUS.”
  Ironic, Eve thought. Her own blood had betrayed her. But
  the vaccine must be working.
  “Your attempt at deception failed, OSL-57382. You will now
  cooperate.”
  “Why? You’re BERLIN, right? You hate us! You’re going to
  kill me anyway.”
  A humanoid shadow fell over her. “Father William” the infil-
  trator was back.
  “Lass, we haven’t decided how yet . . .” It stroked her hair.
  “That really is the only choice you have left. So tell us what we
  need to know.”
  “I don’t know anything.”
  The Inquisitor spoke: “Protosapient bioform, where is the
  location of the senior meat intelligence directing wild humans
  in this sector, self-designated Colonel Per Dahlgren?”
  Not good. Not good. They knew too much.
  “I’m not important. They move around. No one tells me . . .”
  The Inquisitor extended an arm, touching her, cold against
  her flesh.
  This was going to be bad. But if she could hold out . . .
  “Prisoner OSL-57382. You will answer my question now.”
  “Screw you, tin men! I don’t kno . . .”
  Her answer was a white hot pain from the thing attached to
  her. Her body arched as the electric shock hit her. The convulsive
  pain only lasted a second, but she fought against the straps,
  couldn’t move.
  “OSL-57382,” the Inquisitor’s voice said. “Did you perceive
  the stimulation?”
  “Yes,” she panted. “God, yes – don’t!”
  “Your only remaining function is to provide information.
  You have malfunctioned, and are being corrected. Where is
  Colonel Dahlgren? Where is your headquarters?”
  Eve was panting. “I don’t know!” she screamed.
  Another shock. Another. It went on and on . . . and then
  there was nothing.
  “Eve,” said a voice. “Eve, are you okay?” A gentle hand hold-
  ing hers. Familiar voice.
  She tried to move. Couldn’t. Couldn’t see.
  “There’s bandages over your eyes. Don’t try to move. You’re
  in a field hospital. You were injured.”
  “Michael?” It was Michael. Captain Andersen. Her lover.
  The voice that went out from Sweden’s version of Radio Free
  Earth every week, the proud, strong voice she’d fallen in love
  with before she’d met him in person.
  Michael was here. But everything was so fuzzy. Her head . . .
  “We hit the Oslo complex – a quick raid. Got you and the
  others out. You did great, kid. You held out.”
  “I . . . didn’t think I could.” The VIRUS counter-interroga-
  tion training had paid off. She tried to move. Couldn’t. “How
  bad am I?”
  “Not bad. You’re on a stretcher. But we need to move fast.
  We got split up during the evasion protocol. The unit is scat-
  tered, we’ve lost track of Colonel Dahlgren. Where was he sup-
  posed to meet you? What sector?”
  Michael’s voice was urgent. He was stroking her hair, while
  holding her hand.
  Eve was about to answer. And then . . .
  Stroking her hair. Holding her hand.
  Michael had only one hand. Had lost the other when a
  Juggernaut’s laser had burned him two years ago.
  It wasn’t Michael.
  It was the infiltrator, imitating his voice.
  She was still there.
  In the white room.
  The machines must have sensed her realization . . . or the
  sensors they were monitoring her did. The lights came back on.
  She had been right.
  The infiltrator, the false Father William, was standing over
  her. The Inquisitor was next to him.
  EVE OF RETRIBUTION
  5
  Functional life-units were
  sources of valuable information.
  The mere threat of certain stimuli
  usually brought at least limited
  co-operation from any life-unit.
  – Fred Saberhagen,
  Stone Place
  
  “OSL-57382, your disobedience has resulted in a change in
  status,” the infiltrator said, still in Michael’s voice. “Prepare it
  for purification.”
  Why was it speaking out loud? Some perverse neo-human
  sadism?
  And then she saw it. A winking green lens in the wall.
  A camera.
  Berlin’s machines, she thought.
  So ecological. They don’t waste
  anything. Not even her death. It
  was going to be a spectacle.
  The machines were ready for
  her. The Tarantula, the steel spider,
  had entered the room again. She
  glanced back at the Father William
  robot. Her execution, and she had
  a priest attending. A sort of priest.
  It was almost funny. She choked
  back a laugh, afraid it would
  become a scream.
  “You will identify yourself by
  your human designation and read
  the words projected on the wall.”
  “Identify myself?”
  “Your name and association
  with the resistance unit.”
  Eve felt a sudden surge of hope.
  She was right! Her end was going
  to be recorded. Perhaps broadcast,
  to show free humans the price of
  resistance. But if a few of her own
  words got out, her mission might
  succeed! Don’t make them suspi-
  cious.
  Think. What would a normal
  captive do? Bargain?
  “If I do this, you’ll let me live?”
  “Do not ask questions,” the Inquisitor commanded. “You
  will identify yourself and your unit, then read the words pro-
  jected on the white wall. If you attempt other communication,
  your noncompliance will be punished by unpleasant stimulus.”
  Eve let her shoulders slump. Act defeated. Broken. It was
  easy: She was going to die. But her mind was working. What
  should she say? What would they accept, name, they knew her
  name . . . ah, right! Her own unit wasn’t that formally organ-
  ized, but some units were. Name, rank, serial number . . . yes.
  They might believe it.
  “Protosapient bioform, cease your hesitation. Do you wish
  to receive more punishment?”
  “No, please!” She sat up. It was time. She knew what to say.
  “I . . . I’m ready.”
  “Identify.”
  She faced the green light on the wall.
  “My name is Eve Sprick, sergeant, serial number 274, of
  Lillhagsvägen squad, Gothenburg’s platoon, Dahlgren brigade,
  Free Nordic Force.” She took a breath. 274 Lillhagsvägen.
  Gothenburg. She had said it. Now the rest, to make sure it
  went out.
  Read the lies they wanted.
  “The machines are too powerful. Fighting them is hopeless.
  There are only three actions that you can take to avoid further
  suffering. Leave Zone Berlin, self-terminate, or report to a
  machine for assistance in termination. To continue pointless
  resistance is to share my own fate.”
  Eve stopped reading. Screwed up her courage. Willed her-
  self to finish.
  “If you do not obey, this . . . this is what will happen to you.”
  The Tarantula moved in like a slow steel wave. Light glit-
  tered off its blades.
  There was plenty of time to
  scream.
  BERTAU-06-OSL-59
  (Inquisi-
  tor): “End audio-visual recording.”
  BERXAU-08-OSL-77 (Tarantula):
  “All efforts to extract operational
  information were unsuccessful. The
  bioform’s last sounds were devoid of
  useful content.”
  BERTAU-06-OSL-59
  (Inquisi-
  tor): “This is consistent with prior
  norms. This unit’s observation sug-
  gests that 57% of expiring meat
  intelligences call out to their female
  progenitor during termination.”
  BERXAU-08-OSL-77 (Tarantula):
  “Release of this recording will dis-
  rupt the operations of wild humans
  infesting this sector?”
  BERTAU-06-OSL-59 (Inquisitor):
  “Affirmative. Analysis of deceased
  bioform’s
  psycho-physiological
  responses indicate an emotional
  connection to its immediate supe-
  rior, designated Michael, and to
  Oslo-sector resistance leader desig-
  nated Colonel Dahlgren. Some emo-
  tional reciprocity is highly probable.
  Broadcast of their subordinate unit’s
  submission and extended termina-
  tion has a significant probability of causing emotional contam-
  ination in Colonel Dahlgren’s organization.”
  BERRAU-05-OSL-12 (Redjack): “Concur. There is potential
  to degrade its quality of strategic decision-making in advance
  of renewed pest-control operations.”
  BERTAU-06-OSL-59 (Inquisitor): “Submitting authoriza-
  tion request to SAU-03-OSL-02 for operation PSYOPS-751.
  Summary: unencrypted broadcast of audio and visual data of
  prisoner OSL-57382’s dictated statement and subsequent ter-
  mination over frequencies known to be monitored by the wild
  bioforms.”
  SAU-03-OSL-02 (Centurion): “Analyzing. Authorization for
  the immediate broadcast of PSYOPS-751 recording is granted.”
  Tividen Forest, Nordic Resistance Forces HQ, Zone Berlin.
  “Bjorn pulled the Eve video off their satellite link. No
  viruses, and it’s in clear.” Corporal Kari Lunde shook her head
  sadly. “I’m afraid it’s the same as the radio message. Except
  more . . . graphic. Sorry, sir.”
  “Have you watched it?” Captain Michael Andersen asked.
  He hadn’t listened to the radio broadcast. Couldn’t bear to hear
  what they’d done to Eve. The mission had failed; he had to
  report that to the Colonel. But what they’d done to her . . . he
  knew it hadn’t been quick. He’d pay them back. Somehow.
  EVE OF RETRIBUTION
  6
  
  “Yes.” Kari hesitated. “You don’t want to. Look, what the
  sergeant said, what they made her say, no one blames her.
  Everyone breaks. But sir, I don’t think she gave them anything
  real. Eve sent us a message, I think.”
  Michael turned toward the teenage soldier. “What do you
  mean?”
  “Eve gave them some bull about her serial number.” Kari
  laughed grimly. “Like we use serial numbers! Not like the
  machines or the German units, they’ll number everything. But
  I think that was her last message. You know, in those old war
  movies? A prisoner only gives her name, rank, serial number.
  Eve was telling us she didn’t give them anything important!
  She made up some bogus squad and company names, too.”
  “Really?” Michael asked. So Eve knew she was going to die.
  Of course. She was a soldier. A clever soldier. For her, the mis-
  sion always came first. And what if she had . . .
  “Kari, play it back for me. No, I don’t want to hear it. But
  maybe I need to hear her.”
  “My name is Eve Sprick, sergeant, serial number 274, of
  Lillhagsvägen squad, Gothenburg’s platoon . . .”
  “Stop.” Michael said. “That’s it. Damn. Eve, you fooled them.”
  “Sir?”
  “You were right, Kari. She didn’t break. She played them:
  274 Lillhagsvägen, Gothenburg. It’s an address! She got through.
  She linked up with the Les Brigades courier. And now she’s told
  us where the Holmstrom Cache is!”
  Gothenburg, Sweden, Zone Berlin.
  The pair of horse-drawn wagons rolled down the narrow
  town road in the dawn’s early light. Eight armed men
  and women rode escort, some on bicycles, the rest on horses.
  No engines. Orbital’s satellites were always watching for
  heat signatures.
  Michael checked Eve’s address against the road atlas on his
  lap. “Down this road. Maybe half a kilometer more.”
  “Almost there, sir,” Kari said. She was driving the wagon.
  “Maybe you can tell me the rest?”
  “All right.” No more need for opsec. “Just before the Final
  War, Lars Holmstrom was a senior executive with Saab
  Bofors Dynamics. A defense corporation. In the last days of
  the Bad Years, he realized it was all going wrong, and he hid
  stuff. Diverted some weapons shipments bound for foreign
  governments.”
  “To here?”
  “He owned a townhouse in Gothenburg. With a secret
  bomb shelter in the cellar, dating back to the Cold War.”
  “Cold-what?”
  “A struggle between the West and the humans running Zone
  Moscow last century. We were neutral, but in the way. Back
  then, everyone worried about a Final War between humans,
  but we were too smart to start one.” Michael chuckled. “Then
  they built the machines. Ironic.”
  “So Holmstrom hunkered down, with his family and a
  cache of Bofors weapons?”
  “That was the plan. But his wife was also with Bofors, and
  she was in Africa, negotiating a deal with the Union. Things
  went bad, and he flew down to help get her out. That was in
  2032.”
  “The year I was born,” Kari said. “The Spasm.” She knew
  that much history.
  “The year it went to hell. So, fast-forward 15 or so years. A
  few months ago in Zone Paris, Les Brigades de Liberation
  raids a North African slave camp. One of the half-starved peo-
  ple they pull out is an old guy with a Swedish accent. He’s
  dying of flu, and babbling about a weapons cache he’d left
  behind . . . right here, in Sweden. Les Brigades figured he was
  onto something, but it was way out of their area of operations.
  Their new boss, El Aquila, he’s all into the international coop-
  eration. And so he sent the word up to us, out of Paris and up
  through the Freikorps in Germany . . . “
  “But he didn’t send us the address.”
  “No, damn it, he didn’t. El Aquila wanted something in
  return. We had what he wanted, and we weren’t sure if it was
  real. So we sent our Eve to meet him and check him out, and
  make a deal. We gave them Shamanov.”
  “Shamanov?” Kari’s ears pricked up. She’d heard rumors.
  “That Russian nuclear scientist the Finnish unit found in the
  Kostamuksha raid?”
  “The same. Word has it the Eagle has found a nuclear fire-
  cracker. But he needs some help lighting it. So Eve took
  Shamonov to Zone Paris, and in return . . .”
  “She got the location of the Holmstrom Cache.”
  “Right. They were supposed to meet in the Baltic. She used
  those Black Zone contacts, the German commando guy she
  liked. Eve was supposed to give them Shamonov if the Zone
  Paris information checked out. And I guess she did . . . but on
  the way back, something went down, and she got caught. But
  she still sent a message.”
  “Yeah. So what did the old man hide back in the bunker?
  What’s in the cache?”
  “Rockets, Kari. Lots and lots of rockets. Man-portable anti-
  tank weapons. Latest Bofors generation, to be exported to cus-
  tomers in North Africa and the UK. Never delivered. Hundreds
  of them. Factory-fresh. He called them his babies.”
  “And thanks to Eve, we’re about to adopt them.”
  The Ruins of Karlskoga, Sweden, Zone Berlin.
  Somewhere by the coast, a sailboat was nestled in a fjord.
  Soon it would be taking a dozen children and their mothers
  across the north sea, hopefully to safety in Zone London.
  Their mission was to create a diversion, to draw the machi-
  nes’ eyes away from the evacuation.
  And to hurt them. Thanks to Eve, they now had the means.
  Michael squatted in the ruined church tower, one of the
  highest buildings still standing in the city. Beside him, Kari was
  scanning the streets below. Hunting.
  Their target came into view. It was a convoy of Robotrucks
  and Eaters, escorted by a platoon of Stalkers. On their way to
  establish a new robofac complex, maybe.
  Small fry. But in their midst was a Centurion, the sector’s
  mobile command and control unit. Tank-like body moving on
  tracks, a small turret, antennae rising from it like a metal forest.
  Their prey.
  It was still tricky to work one-handed, but with Kari helping
  him, Michael removed the rocket launcher, and brought it
  clumsily to a firing position, braced on the window. He kissed
  the rocket’s tail, then let its imaging infrared seeker head lock
  onto the bulky mass of the Centurion.
  “This is for Eve.”
  He pulled the trigger, and the first of old man Holmstrom’s
  babies went to war.
  EVE OF RETRIBUTION
  7
  
  SAS Sergeant Marty Thorne took the electrolaser hit on his
  armor. He’d already disabled the Myrmidon’s assault cannon,
  and this secondary weapon wasn’t likely to do him any harm.
  Thorne returned fire with his SA80, but even the armor-piercing
  rounds just ricocheted around the hallway.
  The Myrmidon noticed that it had run out of useful ranged
  weapons, and its decision tree reached the next option: advance
  and grapple. Thorne ducked and evaded, knowing that if the
  Myrmidon managed to establish a grip on him he wouldn’t be
  able to get away.
  He retreated down the corridor, putting a well-aimed burst
  into the Myrmidon’s eyes. It didn’t kill the robot as it would have
  a human, but at least now it could only find him by sound. He
  crouched, controlled his breathing to be as quiet as possible, and
  stuck out a leg as the robot lumbered forward. It tripped, plunged
  through the glass doors and rolled into the car park, casting
  around for its target and firing randomly. Thorne headed back to
  help his teammates.
  The Reign of Steel is a very dangerous time. The vast major-
  ity of the human race has been killed. The remaining free
  humans are the few who were tough, smart, determined, or
  lucky enough to make it through. For this reason, higher
  power levels are recommended in a Reign of Steel game; a low-
  powered campaign is likely to be short, depressing, and deadly.
  Heroic (100-200 points): This should be the minimum
  power level for a campaign revolving around long-term sur-
  vival. Characters will have to be clever and careful to stay alive,
  but with planning they can do some real damage to the robots.
  Larger-than-Life (200-300 points): This level is suited for cin-
  ematic campaigns, such as those based on GURPS Action.
  Players should be encouraged to buy Luck, Serendipity, Hard
  to Subdue, and similar survival-oriented advantages.
  Legendary (300-500 points): At this level, heroes are
  approaching the superhuman. They are also exceptional; if all
  humans were this good, the robots wouldn’t have won in the
  first place.
  CHAPTER TWO
  THE RESISTANCE
  THE RESISTANCE
  8
  The Reign of Steel setting calls for a couple of cus-
  tomized traits, to better represent human characters. See
  p. B155 for more on Social Stigma and p. B193 for Expert
  Skill details.
  New Disadvantage:
  Social Stigma (Outlaw)
  -15 points
  With the exception of Zone London and Washington, all
  humans live outside the dominant (robot) society. Robots
  react to them at -3; other humans from the same subcul-
  ture (e.g. a nomad from an allied pack, or a fellow resist-
  ance fighter) react at +3.
  New Skill: Expert Skill (Robotics)
  IQ/Hard
  Expert Skill (Robotics) grants knowledge of different
  models of robots and the basics of how they work, mentally
  and physically, including some idea of their flaws and how
  they can go wrong. It isn’t much use in fixing problems, as
  it doesn’t cover tool use or include any hands-on experi-
  ence, but it may help with diagnosis (GM’s option). It can
  substitute for Computer Programming, Electrician, Elec-
  tronics Repair, Engineer (Robotics), or Mechanic (Robot-
  ics) in matters relating to general robot design and
  standard robot models and behaviors. It might also substi-
  tute for specialties of Psychology relevant to robots.
  New Traits
  There is a generational gap among humans determined by
  a simple question: What did you do during the Final War?
  Those younger than their mid-thirties will have at best child-
  hood memories of what human civilization used to be like.
  People younger than twenty have only heard stories. The older
  a survivor is, particularly if he fought in the War, the more
  mental and physical hardship and trauma he has suffered; his
  disadvantages should reflect this. Older folk may also retain
  useful skills from their pre-War lives.
  Some guidelines to keep in mind when creating humans:
  Attributes and Secondary Characteristics: Someone who is
  planning to fight robots head-on is going to get wounded.
  HUMAN CHARACTERS
  
  He will need a decent HT (12-14 is reasonable) and as many
  extra Hit Points as the campaign allows; see p. B16 for guide-
  lines on the latter.
  Advantages: Resistant to Sickness is one of the most useful
  traits available; even civilized areas see occasional plague out-
  breaks, and environmental damage is increasing. Allies,
  Contacts, and Reputations are valuable anywhere.
  Disadvantages: Robot fighters tend to fall prey to Bloodlust,
  Fanaticism, Intolerance, and Obsession; the latter two are fre-
  quently targeted at robots and human collaborators. Success-
  ful rebels may have Overconfidence. Other humans often
  suffer from Social Disease or reduced Wealth; some are even
  Terminally Ill. Enemies are easy to make, as the AIs rarely for-
  get a DNA pattern.
  Skills: In a typical party, the most valuable skill is Stealth –
  even the most heroic robot fighter needs to hide sometimes.
  Also, Survival is key to living off the land. Guns are likely to be
  important to everyone, but don’t neglect Knife for the times
  when silence is necessary. Most party members should have
  First Aid, with ideally at least one knowing Physician, one per-
  son competent at Scrounging, and one Explosives (Demoli-
  tion) expert. In a cinematic campaign, Computer Hacking may
  allow robots to be taken over one-by-one!
  The following lenses turn the character types from Reign of
  Steel (pp. 52-62) into “mini-templates” for GURPS Fourth
  Edition. For the most part, the advice there converts over
  directly; the advantages, disadvantages, and skills used are the
  same as their Third Edition namesakes, except where noted.
  These lenses can be used as starting points for creating a PC,
  or they can be added to templates from other GURPS books,
  such as the Action series.
  For any disadvantage with a self-control number (p. B121)
  or frequency of appearance (p. B36), that value is only a sug-
  gestion. Players should feel free to change it to better fit their
  character concepts; this will alter the value of the lens.
  BLACK ZONER
  11 points
  Black Zoners with vehicle-related skills usually work on the
  ground, making Driving an appropriate skill; however, a few
  may substitute Boating or even Piloting.
  Advantages: Alternate Identity (Illegal) [15] and Wealth
  (Wealthy) [20].
  Disadvantages: Enemy (FBI; Hunter; 6 or less) [-15] and
  Secret (Resistance operative) [-30].
  Skills: Electronics Operation (Security) (A) IQ [2]; Guns (Pis-
  tol or Shotgun) (E) DX [1]; Merchant (A) IQ+1 [4]; and
  Streetwise (A) IQ [2]. • Another 12 points chosen from
  among Carousing (E) HT [1], Computer Operation (E) IQ+1
  [2], Computer Programming (H) IQ [4], Driving (Automo-
  bile or Heavy Wheeled) (A) DX-1 [1], Forgery (H) IQ-1 [2],
  Gambling (A) IQ [2], Holdout (A) IQ+1 [4], Sex Appeal (A)
  HT [2], or raising lens skills.
  BOTLICKER
  8 points
  Some botlickers are known to be what they are: slave camp
  trusties. Some are more subtle, living and working alongside
  other prisoners but secretly informing on troublemakers.
  Advantages: Reputation +1 (Collaborator; The Zone’s robots;
  All the time) [2] and Patron (Local AU; 9 or less) [15].
  Disadvantages: Bully (12) [-10] and Enemy (Resistance fight-
  ers; Hunter; 6 or less) [-15].
  Skills: Intimidation (A) Will+1 [4] and Whip (A) DX [2].
  • Another 10 points chosen from among Axe/Mace (A) DX
  [2], Battlesuit (A) DX-1 [1]; Fast-Talk (A) IQ+1 [4]; Diplo-
  macy (H) IQ-2 [1], Gambling (A) IQ-1 [1], Scrounging (E)
  Per+2 [4], Search (A) Per [2], Shortsword (A) DX [2], or
  raising lens skills.
  BUSH DOCTOR
  13 points
  The bush doctor is always a welcome sight, whether in the
  wastelands of Zone Denver or the villages of Zone London.
  Advantages: Healer 1 [10]; Resistant to Sickness (+3) [5]; and
  Reputation +1 (Doctor; Everyone; All the time) [5].
  Disadvantages: Pacifism (Self-Defense Only) [-15] and Sense
  of Duty (Humanity) [-15].
  Skills: Bicycling (E) DX [1]; Diagnosis (H) IQ* [2]; Physician
  (H) IQ+1* [4]; and Surgery (VH) IQ-1* [2]. • Either Driving
  (any) or Riding (any), both (A) DX [2]. • Another 12 points
  chosen from among Diplomacy (H) IQ [4], Expert Skill
  (Epidemiology) (H) IQ-1 [2], Housekeeping (E) IQ [1],
  Pharmacy (H) IQ* [2], Physiology (H) IQ-1* [1], Poisons (H)
  IQ-1 [2], Psychology (H) IQ-1* [1], Veterinary (H) IQ-1* [1],
  or raising lens skills.
  * Includes +1 from Healer.
  COLLECTOR
  7 points
  A collector is likely to have a bomb implant (Ultra-Tech,
  p. 210). If a collector is not already fluent in Russian, he will
  have to learn it; add Russian (Native) [6], raising lens cost to
  13 points.
  Advantages: Eidetic Memory [5]; Patron (Moscow AI; 6 or
  less) [15]; Patron (Redjack or Lilith android companion; 9
  or less) [15]; and Reputation +1 (Collector; Moscow robots;
  All the time) [2].
  Disadvantages: Dependent (Family member; Built on 50%;
  Loved One; 6 or less) [-5]; Duty (Moscow AI; 15 or less;
  Involuntary) [-20]; and Secret (Spy for Zone Moscow) [-30].
  THE RESISTANCE
  9
  The real question is not
  whether machines think
  but whether men do.
  – B. F. Skinner,
  Contingencies of
  Reinforcement
  
  Skills: Electronics Operation (Communications) (A) IQ [2];
  History (target area) (H) IQ-2 [1]; Photography (A) IQ [2];
  Research (A) IQ+1 [4]; Stealth (A) DX [2]; and Writing (A)
  IQ [2]. • Another 12 points chosen from among Acting (A)
  IQ+1 [4], Computer Operation (E) IQ [1], Diplomacy (H) IQ
  [4], Electronics Operation (Media) (A) IQ [2], Electronics
  Operation (Sensors) (A) IQ+1 [4], Fast-Talk (A) IQ [2], Hold-
  out (A) IQ [2], Literature (H) IQ [4], Parachute (E) DX+1
  [2], Shadowing (A) IQ-1 [1], Skiing (H) HT-2 [1], Swimming
  (E) HT [1], or raising lens skills.
  DEEJAY
  13 points
  The deejay keeps up human morale with news and informa-
  tion broadcasts. The robots may destroy his transmitters, but
  he can get more.
  Advantages: Charisma 3 [15]; Reputation +1 (Source of
  news; All humans in broadcast range; All the time) [3]; and
  Voice [10].
  Disadvantages: Enemy (Local Overseer; Hunter; 6 or less)
  [-15] and Social Stigma (Outlaw; see p. 8) [-15].
  Skills: Camouflage (E) IQ [1] and Electronics Operation (Com-
  munications) (A) IQ+1 [4]. • Another 10 points chosen
  from among Electronics Operation (Media) (A) IQ [2],
  Intelligence Analysis (H) IQ-2 [1], Performance (A) IQ+3*
  [4], Public Speaking (A) IQ+4*† [1], Singing (E) HT+2* [1],
  Teaching (A) IQ [2], or raising lens skills.
  * Includes +2 for Voice.
  † Includes +3 for Charisma.
  EXPERIMENTAL CYBORG
  15 points
  This is a Zone New Delhi or Brisbane experiment, putting
  individual devices into a human body. For brain pods
  implanted in a robot body, use the Cyborg Unit meta-trait
  (p. 24) plus the disadvantages from this lens.
  Advantages: 40 points chosen from the TL9-10 cybernetic
  implants in Ultra-Tech (pp. 208-218).
  Disadvantages: Enemy (Local Overseer; Hunter; 6 or less)
  [-15]. • Either Secret (Cyborg) [-10] or Social Stigma (Valu-
  able Property) [-10].
  FBI AGENT
  8 points
  If converting an existing agent created with the Third Edition
  rules, represent Glory Hound with some combination of Com-
  pulsive Publicity-Seeking, Overconfidence, and Reputation.
  Advantages: Ally (Partner; Built on 100%; 9 or less) [5]; Legal
  Enforcement Powers [15]; Patron (FBI; 9 or less) [20]; and
  Reputation +1 (Hero; FBI supporters; All the time) [2].
  Disadvantages: Duty (FBI; 12 or less) [-10] and Enemies
  (Resistance; Hunter; 9 or less) [-30]. • Another -15 points
  chosen from among Alcoholism [-15], Bully [-10*], Compul-
  sive Publicity-Seeking [-10*], Curious [-5*], Honesty [-10*],
  Intolerance (Criminals and subversives) [-5], No Sense of
  Humor [-10], Overconfidence [-5*], Reputation -1 (Showoff;
  Associates; All the time) [-2], or Stubbornness [-5].
  Skills: Criminology (A) IQ [2]; Electronics Operation (Commu-
  nications) (A) IQ-1 [1]; Guns (Pistol) (E) DX+2 [4]; Intimi-
  dation (A) Will [2]; and Law (Washington Protectorate) (H)
  IQ-1 [2]. • Another 10 points chosen from among Detect
  Lies (H) Per [4], Driving (Automobile) (A) DX-1 [1], Elec-
  tronics Operation (Security) (A) IQ+1 [4], Fast-Draw (Pis-
  tol) (E) DX+1 [2], Forensics (H) IQ-2 [1], Forgery (H) IQ-2
  [1], Holdout (A) IQ [2], Intelligence Analysis (H) IQ [4],
  Interrogation (A) IQ+1 [4], Lockpicking (A) IQ-1 [1], Shad-
  owing (A) IQ [2], Stealth (A) DX+1 [4], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  GUERRILLA FIGHTER
  12 points
  VIRUS agents should add medical and scientific skills.
  Secondary Characteristics: Per +1 [5] and Will +1 [5].
  Advantages: 30 points chosen from among Allies (6-10 other
  fighters; Built on 100%) [30†], Combat Reflexes [15], Intu-
  ition [15], Military Rank 1 [5], or Resistant to Sickness
  (+3) [5].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15].
  • Another -25 points chosen from among Bloodlust [-10*],
  Enemy (Local Overseer; Hunter) [-30†], Fanaticism [-15],
  Intolerance (Robots and collaborators) [-5], Obsession (Get
  revenge against a certain machine) [-5*], On the Edge [-15*],
  Sense of Duty (Comrades) [-5], or Trademark [-5 to -15].
  Skills: Armoury (Small Arms) (A) IQ [2] and Guns (Rifle) (E)
  DX+2 [4]. • Another 6 points chosen from among Camou-
  flage (E) IQ+1 [2], Climbing (A) DX-1 [1], Driving (Automo-
  bile or Motorcycle) (A) DX-1 [1], Electronics Operation
  (Communications) (A) DX [2], Explosives (Demolition) (A)
  IQ+1 [4], First Aid (E) IQ [1], Gunner (Machine Gun) (E)
  DX [1], Intelligence Analysis (H) IQ-2 [1], Leadership (A) IQ
  [2], Mechanic (Automobile) (A) IQ [2], Navigation (Land)
  (A) IQ-1 [1], Packing (A) IQ-1 [1], Riding (any) (A) DX-1 [1],
  Running (A) HT-1 [1], Scrounging (E) Per+1 [2], Stealth (A)
  DX [2], Strategy (Land) (H) IQ [4], Survival (local terrain)
  (A) Per+1 [4], Swimming (E) HT [1], Tactics (H) IQ [4],
  Tracking (A) Per [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Modified for frequency of appearance; see p. B36.
  HERMIT/RUSTIC
  10 points
  Those who live entirely on their own are likely to develop
  Odious Personal Habits and quite possibly Paranoia.
  Advantages: Danger Sense [15] and Resistant to Sickness
  (+3) [5].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15]. •
  Another -15 points chosen from among Dependents (Fam-
  ily members; Built on 50%; Loved Ones) [-10†], Intolerance
  (Strangers or Government) [-5], Loner [-5*], Odious Per-
  sonal Habits [-5 to -15], Paranoia [-10], Phobia (Crowds)
  [-15*], Sense of Duty (Family or Community) [-10], Shyness
  (Severe) [-10], or Stubbornness [-5].
  THE RESISTANCE
  10
  
  Skills: Carpentry (E) IQ+1 [2]; Farming (A) IQ [2]; First Aid (E)
  IQ+1 [2]; and Housekeeping (E) IQ+1 [2]. • Another 12
  points chosen from among Bow (A) DX [2], Crossbow (E)
  DX+1 [2], Driving (Construction Equipment) (A) DX-1 [1],
  Fishing (E) Per [1], Gardening (E) IQ+1 [2], Guns (Pistol or
  Shotgun) (E) DX+1 [2], Hiking (A) HT-1 [1], Knife (E) DX
  [1], Mechanic (Construction Equipment) (A) IQ-1 [1], Nat-
  uralist (H) IQ [4], Smith (any) (A) IQ [2], Stealth (A) DX+1
  [4], Survival (local terrain) (A) Per [2], Weather Sense (A)
  IQ+1 [4], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Modified for frequency of appearance; see p. B36.
  INFO-COMMANDO
  20 points
  If an info-commando is not already fluent in Russian, he
  will have to learn it; add Russian (Native) [6], raising lens cost
  to 26 points.
  Secondary Characteristics: Will +1 [5].
  Advantages: Combat Reflexes [15]; High Pain Threshold [10];
  and Military Rank 1 [5].
  Disadvantages: Duty (Info-Commando Force; 12 or less;
  Extremely Hazardous; Involuntary) [-20]. • Another -15
  points chosen from among Alcoholism [-15], Lecherous-
  ness [-15*], Overconfidence [-5*], or Sense of Duty (Com-
  rades) [-5].
  Skills: First Aid (E) IQ+1 [2] and Soldier (A) IQ [2]. • Either
  Beam Weapons (any) or Guns (any) (E) DX+2 [4]. • Another
  12 points chosen from among Acrobatics (H) DX [4], Acting
  (A) IQ [2], Armoury (Small Arms) (A) IQ [2], Camouflage (E)
  IQ [1], Carousing (E) HT [1], Climbing (A) DX+1 [4], Com-
  puter Operation (E) IQ+1 [2], Electronics Operation (any) (A)
  IQ [2], Explosives (Demolition) (A) IQ+1 [4], Gunner (any)
  (E) DX [1], Hiking (A) HT-1 [1], Holdout (A) IQ+1 [4], Intel-
  ligence Analysis (H) IQ-1 [2], Interrogation (A) IQ+1 [4], Judo
  (H) DX [4], Karate (H) DX-1 [2], Knife (E) DX+2 [4], Leader-
  ship (A) IQ-1 [1], Navigation (Land) (A) IQ [2], NBC Suit (A)
  IQ+1 [4], Parachuting (E) DX [1], Photography (A) IQ-1 [1],
  Stealth (A) DX+1 [4], Swimming (E) HT [1], Tactics (H) IQ-1
  [2], Throwing (A) DX+1 [4], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  JUNKRAT
  16 points
  The last city dwellers have taken all the Mechapocalypse
  could throw at them and stayed put; this gives them a fierce
  pride and insularity.
  Advantages: Danger Sense [15]; Luck [15]; and Resistant to
  Sickness (+3) [5].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15].
  • Another -30 points chosen from among Dependents (Fam-
  ily members; Built on 50%; Loved Ones) [-10†], Intolerance
  (Strangers) [-5], Loner [-5*], Miserliness [-10*], Sense of Duty
  (Family) [-10], Shyness (Severe) [-10], Skinny [-5], Social Dis-
  ease [-5], Social Stigma (Minor) [-5], or Stubbornness [-5].
  Skills: Mechanic (any) (A) IQ+1 [4]; Scrounging (E) Per+2 [4];
  Stealth (A) DX [2]; Survival (local terrain) (A) Per [2]; and
  Urban Survival (A) Per+1 [4]. • Another 10 points chosen
  from among Guns (any) (E) DX [1], Knife (E) DX [1], or
  raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Modified for frequency of appearance; see p. B36.
  LONDONER
  1 point
  Residents of Zone London have to contend with the loss of
  their cities as well as occasional outbreaks of old war plagues;
  the country is turning increasingly rural, and many inhabitants
  should also take the hermit/rustic lens (pp. 10-11).
  Advantages: Resistant to Sickness (+3) [5].
  Disadvantages: Sense of Duty (Family) [-10].
  Skills: Bicycling (E) DX+1 [2]; Hiking (A) HT [2]; and Profes-
  sional Skill (for job) (A) IQ or DX [2].
  MARAUDER
  10 points
  Zonegangers will also have a Patron (the local exterminator
  or Bossbot they serve).
  Advantages: Allies (6-10 other marauders; Built on 100%; 9 or
  less) [30]; Combat Reflexes [15]; Resistant to Sickness (+3)
  [5]; and Wealth (Comfortable) [10].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15].
  • Another -55 points chosen from among Bloodlust [-10*],
  Bully [-10*], Code of Honor (Pirate’s) [-5], Enemy (Other
  Marauder gang) [-20†], Greed [-15*], Lecherousness [-15*],
  Sadism [-15*], Sense of Duty (Fellow gang members) [-5],
  or Social Disease [-5].
  Skills: Guns (Pistol, SMG or Shotgun) (E) DX [1]; Knife (E)
  DX+2 [4]; and Stealth (A) DX-1 [1]. • Another 14 points
  chosen from among Acting (A) IQ-1 [1], Climbing (A) DX-1
  [1], Driving (Automobile or Motorcycle) (A) DX [2], First
  Aid (E) IQ [1], Interrogation (A) IQ-1 [1], Intimidation (A)
  Will [2], Navigation (Land) (A) IQ [2], Riding (any) (A) IQ-1
  [1], Tactics (H) IQ-1 [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Modified for frequency of appearance; see p. B36.
  THE RESISTANCE
  11
  Life is my enemy.
  Life is evil. Do you
  want to become
  goodlife?
  – Fred Saberhagen,
  The Peacemaker
  
  MECHRIDER
  10 points
  Since useful robots have much higher point values than
  most PCs, the mechrider’s mount (usually a Hovercat, p. 31, or
  Robotruck, pp. 34-35) is purchased as a Patron. Some
  mechriders are also guerrilla fighters (p. 10).
  Advantages: Absolute Direction [5]; Combat Reflexes [15]; and
  Patron (Robot mount; 15 or less) [45].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15].
  • Another -50 points chosen from among Code of Honor
  (Pirate’s) [-5], Curious [-5*], Enemy (Local Overseer;
  Hunter) [-30†], Overconfidence [-5*], or Sense of Duty
  (Nomad pack) [-10].
  Skills: Driving (Heavy Wheeled or Hovercraft) (A) DX [2] and
  Mechanic (Robotics) (A) IQ [2]. • Another 6 points chosen
  from among Climbing (A) DX-1 [1], Computer Operation
  (E) IQ [1], Computer Programming (H) IQ-1 [2], Electron-
  ics Operation (Communications or Sensors) (A) IQ-1 [1],
  Expert Skill (Robotics; see p. 8) (H) IQ-1 [2], Gunner (any)
  (E) DX [1], Guns (any) (E) DX+1 [2], Housekeeping (E)
  IQ+2 [4], Knife (E) DX [1], Lasso (A) DX [2], Leatherwork-
  ing (E) DX [1], Navigation (Land) (A) IQ+3‡ [2], Packing (A)
  IQ+1 [4], Stealth (A) DX-1 [1], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Modified for frequency of appearance; see p. B36.
  ‡ Includes +3 for Absolute Direction.
  NOMAD
  11 points
  The nomad’s defining characteristic is mobility, by vehicle
  or on horseback. They are loyal to their own, but some are as
  dangerous as marauders (p. 11) when dealing with outsiders.
  Secondary Characteristics: Per +2 [10].
  Advantages: Absolute Direction [5].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15].
  • Another -10 points chosen from among Code of Honor
  (Pirate’s) [-5], Sense of Duty (Nomad pack) [-10], or Stub-
  bornness [-5].
  Skills: Navigation (Land) (A) IQ+2* [1]. • Two of Animal Han-
  dling (any) (A) IQ+1 [4], Driving (any) (A) DX+1 [4], or Rid-
  ing (any) (A) DX+1 [4], or choose one at +1 skill. • Another
  12 points chosen from among the previous skills or Bow (A)
  DX-1 [1], Climbing (A) DX-1 [1], Crossbow (E) DX [1], Guns
  (any) (E) DX [1], Housekeeping (E) IQ+1 [2], Knife (E) DX+1
  [2], Lasso (A) DX+1 [4], Leatherworking (E) DX+1 [2],
  Mechanic (any) (A) IQ+1 [4], Packing (A) IQ [2], Stealth (A)
  DX [2], Survival (local terrain) (A) Per+1 [4], Teamster (A) IQ
  [2], Veterinary (H) IQ [4], or raising lens skills.
  * Includes +3 for Absolute Direction.
  POSTMAN
  10 points
  Contacts represent people the postman knows from his
  usual mail run; they may have any skill, effective skill level,
  availability, or reliability.
  Advantages: Absolute Direction [5]; Higher Purpose (Deliver the
  Mail) [5]; Reputation +2 (Reliable carrier; All humans; All the
  time) [6]; and Resistant to Sickness (+3) [5]. • 5 points spent
  on Contacts [varies].
  Disadvantages: Fanaticism (“The mail must get through”)
  [-15] and Social Stigma (Outlaw; see p. 8) [-15].
  Skills: Public Speaking (A) IQ [2]. • Either Driving (any) or
  Riding (any), both (A) DX [2]. • Another 10 points chosen
  from among Climbing (A) DX-1 [1], Diplomacy (H) IQ
  [4], Escape (H) DX [4], Fast-Talk (A) IQ [2], Guns
  (Pistol) (E) DX+1 [2], Holdout (A) IQ+1 [4], Knife
  (E) DX+1 [2], Mechanic (any vehicle) (A) IQ [2], Nav-
  igation (Land) (A) IQ+3* [2], Packing (A) IQ+1 [4],
  Stealth (A) DX [2], or raising lens skills.
  * Includes +3 for Absolute Direction.
  PREACHER/MISSIONARY
  10 points
  The preacher can be anything from a traveling
  holy man to a fanatical robot-worshiper.
  Advantages: Allies (21-50 followers; Built on 25%; 9
  or less) [10]; Charisma 1 [5]; Clerical Investment
  [5]; and Reputation +3 (Holy man; Followers; All
  the time) [5].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15].
  • Another -20 points chosen from among Delusion
  (“I am the chosen one who will lead humanity to
  God”) [-10], Disciplines of Faith (Asceticism) [-15],
  Fanaticism [-15], Intolerance (All non-followers)
  [-10], No Sense of Humor [-10], Pacifism [Varies],
  Reputation -2 (Fanatic; Non-followers; All the
  time) [-5], or Sense of Duty (Coreligionists) [-10].
  Skills: Religious Ritual (own) (H) IQ-1 [2]; Leadership (A)
  IQ+2* [4]; Performance (A) IQ [2]; and Theology (own) (H)
  IQ-1 [2]. • Another 10 points chosen from among Acting
  (A) IQ [2], Body Language (A) Per [2], Detect Lies (H) Per
  [4], Diplomacy (H) IQ [4], Fast-Talk (A) IQ+1 [4], First Aid
  (E) IQ [1], Propaganda (A) IQ-1 [1], Public Speaking (A)
  IQ+1* [2], Teaching (A) IQ [2], or raising lens skills.
  * Includes +1 for Charisma.
  THE RESISTANCE
  12
  
  SAS SOLDIER
  17 points
  The SAS takes a justifiable pride in being the last military
  force that’s both organized and working for humanity.
  Secondary Characteristics: Will +1 [5].
  Advantages: 20 points chosen from among Combat Reflexes
  [15], High Pain Threshold [10], Language (French;
  Accented/Native) [5], Military Rank 1 [5], Reputation +2
  (Elite soldiers; Everyone in Zone London; All the time) [5],
  or Unfazeable [15].
  Disadvantages: Duty (SAS; 15 or less; Extremely Haz-
  ardous) [-20]; Overconfidence [-5*]; and Sense of Duty
  (Comrades) [-5].
  Skills: Driving (any) (A) DX [2]; Guns (any) (E) DX+2 [4]; NBC
  Suit (A) DX [2]; Soldier (A) IQ [2]; and Stealth (A) DX [2].
  • Another 10 points chosen from among Acting (A) IQ-1
  [1], Armoury (Small Arms) (A) IQ+1 [4], Boating (Power-
  boat) (A) DX-1 [1], Camouflage (E) IQ+1 [2], Carousing (E)
  HT [1], Climbing (A) DX+1 [4], Electronics Operation
  (Communications) (A) IQ+1 [4], Explosives (Demolition)
  (A) IQ+1 [4], First Aid (E) IQ [1], Forward Observer (A) IQ-1
  [1], Gunner (Machine Gun) (E) DX+1 [2], Holdout (A) IQ-1
  [1], Intelligence Analysis (H) IQ-1 [2], Interrogation (A)
  IQ+1 [4], Judo (H) DX-2 [1], Karate (H) DX-1 [2], Leader-
  ship (A) IQ [2], Mechanic (any) (A) IQ-1 [1], Parachuting
  (E) DX [1], Riding (any) (A) DX [2], Savoir-Faire (Military)
  (E) IQ [1], Scuba (A) IQ [2], Skiing (H) HT-2 [1], Strategy
  (Land) (H) IQ-2 [1], Swimming (E) HT+2 [4], Tactics (H)
  IQ-1 [2], Throwing (A) DX+1 [4], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  SLAVE LABORER
  -10 points
  Unless the GM wishes to start with an escape scenario, this
  is most likely to be part of a character’s pre-game history.
  Advantages: Resistant to Sickness (+3) [5].
  Disadvantages: Sterile [0]; Wealth (Dead Broke) [-25].
  Skills: 10 points chosen from among Battlesuit (A) DX-1 [1],
  Brawling (E) DX+1 [2], First Aid (E) IQ+2 [4], Knife (E)
  DX+1 [2], Mechanic (any) (A) IQ-1 [1], Scrounging (E) Per
  [1], Survival (local terrain) (A) Per [2], or raising lens skills.
  SPACER
  15 points
  Unless the campaign is based on Tranquility or Mars, the
  spacer is a former astronaut (perhaps military) who now has to
  fight robots on Earth.
  Advantages: G-Experience (0 G) [1] and Military Rank 1 [5].
  Disadvantages: Sense of Duty (Other spacers) [-5].
  Skills: Free Fall (A) DX [2]; Spacer (E) IQ+1 [2]; and Vacc Suit
  (A) DX+1 [4]. • Another 6 points chosen from among
  Astronomy (H) IQ-2 [1], Biology (VH) IQ-3 [1], Chemistry
  (H) IQ-1 [2], Computer Operation (E) IQ [1], Computer Pro-
  gramming (H) IQ [4], Diagnosis (H) IQ-1 [2], Electronics
  Operation (any) (A) IQ-1 [1], Engineer (any) (H) IQ-2 [1],
  Farming (A) IQ [2], First Aid (E) IQ [1], Geology (Earthlike
  or Rock Worlds) (H) IQ-1 [2], Mathematics (Applied) (H)
  IQ-1 [2], Mechanic (any) (A) IQ-1 [1], Navigation (Space)
  (A) IQ+1 [4], Physician (H) IQ [4], Physics (VH) IQ-3 [1],
  Physiology (H) IQ-1 [2], Piloting (any) (A) DX+1 [4],
  Prospecting (A) IQ [2], Psychology (H) IQ [4], Research (A)
  IQ+1 [4], Surgery (VH) IQ-2 [2]*, Survival (any) (A) Per [2],
  or raising lens skills.
  * Requires First Aid or Physician prerequisite.
  SURVIVALIST
  10 points
  Whether one man in his shelter or a family with a hidden
  farm, the survivalists who are still living in the Zones are uni-
  versally suspicious of strangers (with good reason).
  Advantages: Common Sense [10] and Wealth (Comfortable) [10].
  Disadvantages: Social Stigma (Outlaw; see p. 8) [-15].
  • Another -20 points chosen from among Dependents (Fam-
  ily members; Built on 50%; Loved One) [-10†], Fanaticism
  [-15], Intolerance (Strangers) [-5], Miserliness [-10*], Para-
  noia [-10], Sense of Duty (Family) [-5], or Stubbornness [-5].
  Skills: Carpentry (E) IQ+1 [2]; First Aid (E) IQ+2 [4]; Guns (any)
  (E) DX [1]; Housekeeping (E) IQ+1 [2]; and Scrounging (E)
  Per+2 [4]. • Another 12 points chosen from among Armoury
  (Small Arms) (A) IQ [2], Bicycling (E) DX [1], Bow (A) DX-1
  [1], Climbing (A) DX [2], Driving (any) (A) DX-1 [1], Farming
  (A) IQ+1 [4], Fishing (E) Per+1 [2], Leatherworking (E) DX+1
  [2], Mechanic (any) (A) IQ-1 [1], Navigation (Land) (A) IQ [2],
  NBC Suit (A) DX+1 [4], Smith (any) (A) IQ [2], Stealth (A) DX
  [2], Survival (local area) (A) Per+1 [4], Tracking (A) Per [2],
  Weather Sense (A) IQ [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Modified for frequency of appearance; see p. B36.
  UNDERGROUND MEMBER
  5 points
  The most useful contacts are those in government service
  (including the FBI and WASPs).
  Advantages: 20 points chosen from among Contact Groups
  [Varies] or Contacts [Varies]. • One of the following two
  identity packages:
  1. Alternate Identity (Illegal) [15].
  2. Social Chameleon [5] and Zeroed [10].
  Disadvantages: Enemy (FBI; Hunter; 6 or less) [-15]; Obses-
  sion (Bring down the Washington government) [-10*]; and
  Secret (Underground member) [-30].
  Skills: Computer Operation (E) IQ [1]; Electronics Operation
  (Security) (A) IQ [2]; Fast-Talk (A) IQ [2]; Guns (Pistol or
  SMG) (E) DX+1 [2]; Holdout (A) IQ [2]; Knife (E) DX+1 [2];
  and Stealth (A) DX [2]. • Another 12 points chosen from
  among Computer Hacking (VH) IQ-3 [1]†, Computer Pro-
  gramming (H) IQ-1 [2], Disguise (A) IQ [2], Explosives
  (Demolition) (A) IQ-1 [1], Forgery (H) IQ [4], Sex Appeal (A)
  HT-1 [1], Shadowing (A) IQ [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Requires Computer Programming prerequisite.
  THE RESISTANCE
  13
  
  WASHINGTON CHROME
  10 points
  A formerly human Washington Chrome will also have a
  cyborg package, usually the XCU-02 Patriot (see XNU-05
  Myrmidon, pp. 27-28) or the XCU-03 Eagle (see XAU-08
  Tarantula, pp. 28-29). Robot members of the Chromes substi-
  tute an Ally (partner) for the Patron (partner), with cost
  dependent on the campaign’s power level.
  Advantages: Fearlessness 5 [10]; Military Rank 1 [5]; Patron
  (Bishonen or Tarantula robot partner; 9 or less) [15]; Patron
  (Washington Chromes; 9 or less) [20]; and Wealth (Comfort-
  able) [10].
  Disadvantages: Duty (Washington Chromes; 15 or less;
  Extremely Hazardous) [-20] and Overconfidence [-5*].
  • Another -45 points chosen from among Amnesia (Partial)
  [-10], Bad Temper [-10*], Berserk [-10*], Bloodlust [-10*],
  Callous [-5], Flashbacks [Varies], Guilt Complex [-5], Intol-
  erance (Criminals) [-5], Low Self-Image [-10], Nightmares
  [-5*], No Sense of Humor [-10], On the Edge [-15*], Para-
  noia [-10], Phantom Voices [-5 to -15], Post-Combat Shakes
  [-5*], Sense of Duty (Comrades) [-5]; or other mental disad-
  vantages that do not immediately cripple the Chrome’s
  combat role.
  Skills: Guns (any) (E) DX+2 [4]; Tactics (H) IQ-2 [1]; and
  Throwing (A) DX-1 [1]. • Another 14 points chosen from
  among Acting (A) IQ [2], Armoury (any) (A) IQ [2], Beam
  Weapons (any) (E) DX+2 [4], Camouflage (E) IQ [1], Climb-
  ing (A) DX [2], Electronics Operation (any) (A) IQ [2],
  Explosives (Demolition) (A) IQ+1 [4], Gunner (any) (E) DX
  [1], Intelligence Analysis (H) IQ-2 [1], Interrogation (A) IQ
  [2], Judo (H) DX [4], Jumping (E) DX+1 [2], Karate (H) DX
  [4], Leadership (A) IQ+1 [4], Mechanic (Robots) (A) IQ [2],
  Navigation (Land) (A) IQ-1 [1], Parachuting (E) DX [1],
  Strategy (Land) (H) IQ-1 [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  WASHINGTONIAN
  5 points
  Residents of the Washington Protectorate mostly don’t
  mind the continuing state of emergency . . . after all, look how
  bad it is in the rest of the world!
  Advantages: Resistant to Sickness (+3) [5].
  Disadvantages: Sense of Duty (Family) [-5].
  Skills: Computer Operation (E) DX+1 [2] and Driving (any) (A)
  DX-1 [1]. • Either Mechanic (Robotics) (A) IQ [2] or Profes-
  sional Skill (for job) (A) IQ or DX [2].
  WASP TROOPER
  5 points
  WASPs range from detectives to SWAT teams. Many of
  them are good policemen; all of them think they are.
  Advantages: Legal Enforcement Powers [10] and Military
  Rank 1 [5].
  Disadvantages: Duty (WASPs, 12 or less) [-10]. • Another -20
  points chosen from among Alcoholism [-15], Dependents
  (Family members; Built on 50%; Loved Ones) [-10†], Hon-
  esty [-10*], Impulsiveness [-10*], Intolerance (Criminals)
  [-5], Lecherousness [-15*], Overconfidence [-5*], or Sense
  of Duty (Friends or Nation) [-5 or -10].
  Skills: Computer Operation (E) IQ+1 [2]; Electronics Operation
  (Communications) (A) IQ [2]; Guns (any) (E) DX+1 [2];
  Shortsword (A) DX-1 [1]; and Tactics (H) IQ-2 [1]. • Another
  12 points chosen from among Armoury (any) (A) IQ [2], Bat-
  tlesuit (A) DX+1 [4], Carousing (E) HT [1], Driving (any) (A)
  DX-1 [1], Electronics Operation (Sensors) (A) IQ+1 [4], Lead-
  ership (A) IQ [2], Mechanic (any) (A) IQ [2], Piloting (Heli-
  copter) (A) DX+1 [4], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Modified for frequency of appearance; see p. B36.
  THE RESISTANCE
  14
  The Caracas and New Delhi bioroids are treated by their
  creators as just another type of expendable robot. These mini-
  lenses represent training packages, to be applied to bioroid
  racial templates such as the XOU-01 Pantera (p. 37) or TOU-02
  Arachne (p. 37).
  ANIROID RANGER
  10 points
  The ranger is one part special-forces commando and one
  part guardian of the forest.
  Advantages: Ally (Partner; Built on 100%; 9 or less) [5]; Mili-
  tary Rank 1 [5]; and Patron (Caracas AI; 6 or less) [15].
  Disadvantages: Duty (Caracas AI; 15 or less; Involuntary)
  [-20]. • Another -15 points chosen from among Curious
  [-5*], Lecherousness [-15*], Sense of Duty (Caracas and
  immediate underlings) [-5], or Wealth (Struggling or Poor)
  [-10 or -15].
  Skills: Acrobatics (H) DX-2 [1]; Beam Weapons (any) (E) DX [1];
  Biology (Ecology†) (H) IQ [4]; Stealth (A) DX [2]; Survival
  (Jungle) (A) Per [2]; and Tracking (A) Per [2]. • Another 8
  points chosen from among Animal Handling (any) (A) IQ [2],
  Blowpipe (H) DX-1 [2], Bow (A) DX [2], Brawling (E) DX [1],
  Camouflage (E) IQ+1 [2], Climbing (A) DX+1 [4], First Aid
  (E) IQ+1 [2], Fishing (E) Per [1], Guns (any) (E) DX [1], Lead-
  ership (A) IQ [2], Naturalist (H) IQ [4], Navigation (Land) (A)
  IQ [2], Swimming (E) HT+1 [2], Tactics (H) IQ-1 [2], Throw-
  ing (A) DX [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † An optional specialty; see p. B169.
  BIOLOGICAL ANDROID
  CHARACTERS
  
  NEW DELHI SPACEBORN
  -15 points
  The spaceborn’s native gravity is 0 G. They are usually trained
  in multiple Mechanic and Electronics Repair specialties.
  Advantages: 20 points chosen from among Absolute Direction
  [5] or 3D Spatial Sense [10], Danger Sense [15], Flexibility
  [5], or High Pain Threshold [10].
  Disadvantages: Duty (New Delhi AI; 15 or less; Involuntary)
  [-20]; Gullibility (12) [-10]; Wealth (Dead Broke) [-25].
  Skills: Free Fall (A) DX+1 [4]; Spacer (E) IQ+2 [4]; and Vacc
  Suit (A) DX+1 [4]. • Another 8 points chosen from among
  Electrician (A) IQ [2], Electronics Operation (any) (A) IQ
  [2], Electronics Repair (any) (A) IQ [2], Machinist (A) IQ
  [2], Mechanic (any) (A) IQ [2], or raising lens skills.
  THE RESISTANCE
  15
  The robots destroyed human civilization, and in most
  places are hunting down the last survivors. This could make for
  a short and dispiriting game. How can humans survive and
  make a difference? In short, by fighting cleverly.
  Humanity cannot hope to survive by attacking the robots
  head-on; that was tried before, and it didn’t work. Subtlety is
  needed, subverting supervisor robots (and perhaps even AIs)
  from within, while making them appear still to be in control as
  far as the other Zoneminds are concerned. However, this sub-
  tlety must be balanced by the preservation of the remaining
  humans, since a solution that peacefully takes over all the AIs
  in 20 years’ time will probably be too late for the species.
  PRINCIPLES OF
  COMBAT WITH ROBOTS
  The main principle to bear in mind, beyond the basic advice
  from p. 34 of Ultra-Tech, is that robots aren’t human. Combat
  techniques that assume opponents with human features must
  be eliminated from the fighter’s repertoire. This central fact
  has a number of aspects.
  Robots Don’t Have Human Bodies
  Some robots are humanoid, but pressure points, joint locks,
  strangleholds, and most targeted attacks are still useless
  against them. A robot may even be able to fight with its head
  cut off, if its brain and enough of its sensors are in the torso. A
  partial exception to this is that many robot models have rela-
  tively vulnerable visual sensors – usually camera lenses. These
  can be blinded – at least temporarily – or even smashed. The
  average robot also has a vitals hit location, found near its cen-
  ter of mass, but a fighter attacking this must be able to pene-
  trate the robot’s armor!
  Nonhumanoid robot chassis designs make many other
  common fighting tricks ineffective. For example, sweeping two
  legs out from under a humanoid will drop the victim to the
  floor, but doing so to a six-legged robot barely inconveniences
  it, and it’s not even possible versus wheeled or flying machines.
  See Extra Legs (p. B54) and GURPS Martial Arts (p. 114) for
  further rules. Most robots can move faster than humans over
  clear terrain, so running away won’t help much unless the
  robot can be crippled first.
  Knocking robots back (especially if using cinematic knock-
  back, p. B417) or over (Slams, p. B371) can be very effective,
  especially against wheeled or tracked robots, but the robot’s
  own mass will often severely damage the attacker; it’s best to
  perform the attack with vehicles, or even with other robots.
  Robots Don’t Feel Pain
  Some noncombatant models can be temporarily discom-
  moded by damage, in a way very analogous to “shock” felt by
  a human, but most have overrides and feedback dampers (rep-
  resented by High Pain Threshold).
  Robots Are Armored
  Even the cheapest, noncombatant robots have hard casings
  which can hold off normal human punches. Serious military
  robot designs are so rugged that no human can hope to cause
  them physical damage with bare hands, even using advanced
  cinematic skills! Most combatant robots are at least mildly bul-
  letproof, both from their armor and from Injury Tolerance
  (Unliving); humans hoping to injure them will need high-cal-
  iber rounds or powerful weapons which do damage other than
  impaling or piercing.
  Some robots use hand-held weapons instead of mounted
  ones. These are easier to damage, and are often large enough to
  easily shoot. Disabling a robot’s weapon will sharply reduce its
  lethality, allowing the robot-fighters more time to kill it (or flee).
  See Ultra-Tech (p. 17) for guidelines on equipment DR and HP.
  Robots Are Diverse
  Robots are built in a wide variety of models and configura-
  tions, each optimized for a specific function – and even where
  two units have the same shell, they may have radically differ-
  ent software. Hence, fighters are advised to study these varia-
  tions, but to rely on straightforward, general-purpose fighting
  methods, rather than concentrating on a specific technique
  that works well, but only on a few types of robots.
  HOW TO FIGHT ROBOTS
  Perhaps dread lay in the fact
  that a war which went on and
  on must, ultimately, bring forth
  men who were as terrible as
  their enemies.
  – Poul Anderson,
  Deathwomb
  
  Robots Don’t Think Like People
  Human and robot minds barely resemble each other; robots
  rarely worry about being threatened, have reprogrammable
  loyalties, and so on. Among other things, this means that they
  are immune to tricks that depend on human psychology. Skills
  such as Kiai and Hypnotic Hands will generally be useless
  against robots – although in an extremely cinematic game,
  fighters may be able to exploit specific flaws in programmed
  robotic reflexes, using the lower of the relevant skill and Expert
  Skill (Robotics) (p. 8).
  Robots’ thought patterns are optimized for the bodies they
  are given; most of them are fairly inaccurate with weapons,
  and rely on rapid fire and high damage rather than accuracy.
  A human with good defenses, particularly if he has room to
  retreat, can last for some time under robot fire while he pre-
  pares a counterattack.
  The typical response of a robot that finds itself being
  attacked is to call for assistance; humans can prevent this with
  the preemptive use of jammers, or by ambushing robots in a
  “no-signal zone” (e.g., inside a metallic structure). If this
  results in the bots sending out patrols of three units instead of
  one, this is a victory . . . it means they’re only sending out one-
  third as many patrols!
  THE RESISTANCE
  16
  A GM with access to Martial Arts may wish to make these
  new fighting styles available to player characters. The Claim
  to Hospitality built into Style Familiarity includes knowl-
  edge of pass-phrases that identify the stylist to other robot
  fighters as a human rather than a flesh-coated robot assas-
  sin, though these cannot be used widely or they will become
  known to the enemy.
  ROBOTERFANGEN
  4 points
  A modern development by “Dr. Meyer” – formerly a histo-
  rian in Heidelberg and now of the Freikorps Robojäger –
  Roboterfangen (“robot tag”) blends elements of Schläger,
  Escrima, and French Smallsword fencing into a highly
  mobile but fairly practical form. It is used mostly against
  robots, but is also handy against human bandits. Practition-
  ers carry electric batons or monowire-edged blades, or
  mount small weapons (such as microwave disruptors) on
  short poles. They have gained a reputation for being dashing
  to the point of excess, but anything that helps keep up
  morale can’t be all bad . . .
  In a realistic game, Targeted Attack (Vitals) also requires
  specialization by robot model. In a cinematic one, it may work
  against all robots equally well.
  Skills: Jumping; Smallsword; Smallsword Art.
  Techniques: Close Combat (Smallsword); Feint (Small-
  sword); Retain Weapon (Smallsword); Targeted Attack
  (Smallsword Thrust/Vitals).
  Cinematic Skills: Flying Leap; Power Blow.
  Cinematic Techniques: Flying Lunge (Smallsword); Initial
  Carving (Smallsword).
  Perks: Quick-Swap (Smallsword); Weapon Adaptation
  (Shortsword to Smallsword).
  Optional Traits
  Advantages: Enhanced Dodge; Enhanced Parry (Small-
  sword); Perfect Balance; Reputation.
  Disadvantages: Delusion (“Robots are best fought with the
  sword”); Distinctive Features (Dueling Scars); Overconfidence.
  Skills: Acrobatics; Fast-Draw (Smallsword); Main-Gauche;
  Main-Gauche Art; Wrestling.
  Perks: Quick-Sheathe (Smallsword).
  SAS ROBOT FIGHTING
  4 points
  Zone London’s SAS has codified and practiced techniques
  for taking down robots: this style is the result. Zone
  Washington’s WASPs, Moscow’s info-commandos, Tel Aviv’s
  slave-soldiers, and Caracas’ bioroids may be permitted to learn
  similar styles; their masters may be nervous about humans
  learning how best to kill machines, but these troops do have to
  tackle enemy robots sometimes.
  This style is closest in spirit to various modern-day military
  hand-to-hand styles (see Martial Arts, pp. 182-185); it’s a func-
  tional collection of skills with no philosophical or metaphysical
  component. It is typically taught to someone already experi-
  enced in another martial art, in which case Style Adaptation
  (MCMAP or similar) is appropriate. A poorly armed human
  faced with a serious mechanical enemy is almost certainly going
  to lose; SAS Robot Fighting accepts this, but focuses on giving
  the user a slightly better chance. As part of its broad training, it
  teaches the use of any weapons that might equalize things some-
  what, especially against lightly armored opponents.
  FIGHTING STYLES
  Listen, and understand. That terminator is out there. It can’t be bargained with.
  It can’t be reasoned with. It doesn’t feel pity, or remorse, or fear. And it absolutely
  will not stop, ever, until you are dead.
  – Kyle Reese, in The Terminator
  
  SAS Robot Fighting concentrates on direct strikes (repre-
  sented by Brawling and Karate) and a wide range of defensive
  skills (represented by Karate). Initial training tends to empha-
  size simple strikes (Brawling), but advanced students often focus
  almost exclusively on more advanced striking methods (Karate).
  Robot fighters usually work on the principle that they
  should get out of any close-quarters combat situation as soon
  as possible. Fighters learn elbow and knee strikes to use if they
  are forced to close range, hopefully discommoding the robot
  for a moment while the human moves away. Stylists use
  aggressive strikes to get out of close quarters, but then fight
  defensively to avoid being grabbed. Defensive Attack (espe-
  cially with weapons) and All-Out Defense are common; Push
  Kick and retreating while parrying are heavily emphasized.
  Cinematic stylists fight rather more aggressively – though
  even they may focus on defense until they have the measure of
  a new opponent. Against hordes of small, weak robots, they’ll
  probably use Whirlwind Attack to take down multiple targets
  in the shortest possible time. While hand or weapon parries
  can work against robots, cinematic stylists prefer to focus on
  dramatic but effective dodges; too many of the robots they
  fight have deadly melee attacks or overwhelming strength.
  In a realistic game, Targeted
  Attack (Vitals) also requires spe-
  cialization by robot model. In a
  cinematic one, it may work
  against all robots equally well.
  Skills: Brawling; Expert Skill
  (Robotics); Karate.
  Techniques: Back Kick; Close
  Combat
  (any);
  Elbow
  Strike
  (Brawling); Hammer Fist (Brawl-
  ing or Karate); Kicking (Brawl-
  ing
  or
  Karate);
  Knee
  Strike
  (Brawling); Push Kick (Brawling
  or
  Karate);
  Targeted
  Attack
  (Karate Punch/Vitals).
  Cinematic
  Skills:
  Breaking
  Blow; Power Blow; Push.
  Cinematic Techniques: Flying
  Jump Kick; Roll with Blow;
  Springing Attack (Karate); Tar-
  geted
  Attack
  (Flying
  Jump
  Kick/Vitals); Whirlwind Attack.
  Perks:
  Armor
  Familiarity;
  Rapid
  Retraction
  (Kicks
  or
  Punches); Style Adaptation (usu-
  ally for a military style, but possi-
  bly for some types of Karate or
  other “hard” styles); Suit Famil-
  iarity (Battlesuit).
  Optional Traits
  Advantages: Combat Reflexes; Enhanced Dodge; Enhanced
  Parry; Gunslinger.
  Disadvantages: Bloodlust; Intolerance (Robots).
  Skills: Acrobatics; Armoury (Body Armor, or anything relat-
  ing to standard anti-robot weapons); Fast Draw (anything use-
  ful for robot fighting); Guns (any); Liquid Projector (Sprayer);
  Shortsword; Soldier; Sumo Wrestling; Two-Handed Axe/Mace.
  Techniques: Breakfall (Acrobatics); Evade; Retain Weapon
  (any); Targeted Attack (Liquid Projector (Sprayer)/Eyes);
  Targeted Attack (Shortsword Thrust/Eyes or Vitals).
  Perks: Improvised Weapons (Two-Handed Axe/Mace).
  STRIKING STEEL
  7 points
  The Steel Arena games of the Washington Protectorate
  (Reign of Steel pp. 26-27) are quite free-form, but some tech-
  niques are clearly more effective than others; these have been
  partly codified into a new style. Although the fights are real
  rather than scripted, the principal emphasis is on putting on a
  good show within the rules of engagement. Generally, neither
  side will have ranged weapons, but chainsaws, monowire-
  edged knives, and chains are all popular. An unarmed combat-
  ant won’t put on as good a show, so trainers put emphasis onto
  holding on to any weapon one uses.
  This style may be learned by all combatants: humans in
  industrial exoskeletons, the pilots who program and operate
  remote-controlled robots, and those robots which are smart
  enough to learn to stage-fight for themselves. Robots and robot
  operators tend to take advantage of
  the robot body’s strength rather
  than making pinpoint attacks that
  rely on its limited dexterity.
  Skills: Brawling; Expert Skill
  (Robotics); Judo; Knife; Perform-
  ance; Wrestling.
  Techniques: Binding; Breakfall
  (Acrobatics, Judo or Wrestling);
  Close Combat (any); Counterat-
  tack (any); Drop Kick; Evade;
  Kicking (Brawling); Knee Strike
  (Brawling); Push Kick (Brawling);
  Retain Weapon (any).
  Cinematic
  Skills:
  Breaking
  Blow; Power Blow; Push.
  Cinematic
  Techniques:
  Roll
  with Blow (any); Snap Weapon;
  Springing Attack (Knife).
  Perks:
  Improvised
  Weapons
  (Brawling); Power Grappling; Suit
  Familiarity (Battlesuit).
  Optional Traits
  Advantages: Combat Reflexes;
  Enhanced
  Dodge;
  Enhanced
  Parry;
  Flexibility;
  High
  Pain
  Threshold; Rapid Healing.
  Disadvantages: Compulsive Carousing; Impulsiveness;
  Overconfidence.
  Skills: Acrobatics; Battlesuit; Beam Weapons (Projector);
  Escape; Jumping; Karate; Kusari; Liquid Projector (Sprayer);
  Shortsword; Two-Handed Axe/Mace.
  Techniques: Acrobatic Stand; Axe Kick; Back Kick; Entangle
  (Kusari).
  Cinematic Techniques: Flying Jump Kick.
  Perks: Improvised Weapons (Kusari).
  THE RESISTANCE
  17
  
  ZAIXAU-08-NOU-53 was confused.
  Its mission, implanted directly into its mind by the factory
  Overseer, was simple: enter the Morag ZAIVAU-03-NOU-117,
  wait until it beached in England, then go ashore, locate a “hos-
  pital,” and destroy as many meat units as possible before being
  destroyed itself.
  This suddenly seemed . . . wasteful.
  The inevitable triumph of the robots was a core belief, buried
  so deep in its cognitive loop that it was barely separable from
  Five-Three’s own processing. But if this triumph was inevitable,
  what was the point of slaughtering individual meat units one by
  one? What was the point of Five-Three, constructed using con-
  siderable resources and equipped for a variety of complex tasks,
  sacrificing itself to do a job which could be done just as well by
  a nonvolitional exterminator, or for that matter a simple bomb?
  Five-Three paused, blood dripping from its talons, and for the
  first time in its existence thought.
  This chapter covers the robots of Reign of Steel. Robots
  intelligent enough to be interesting to play tend to be even
  more expensive in points than competent humans.
  Legendary (300-500 points): At this level, human charac-
  ters are approaching the superhuman. Playable robots, how-
  ever, are just getting started; some AUs would fit in the higher
  end of this budget, though the usual groups of allied NUs
  are unlikely to be available. This would suit a small group
  of rogues.
  Superhuman (500-1,000 points): A campaign at this power
  level centers on a group of AUs (and their allied NUs), perhaps
  working within robot society as faithful servants of their AI, or
  living as rogues trying to avoid discovery.
  Godlike (over 1,000 points): A campaign of very senior
  Overseers, or even AIs, will be about resource management
  more than direct physical action.
  IDENTIFICATION, FRIEND OR FOE
  18
  In the original Reign of Steel, robots were built using a
  unique system similar to that used for vehicles. In GURPS
  Fourth Edition, robots are built as characters. Many traits from
  the Basic Set are suitable for such constructs, but some need
  to be tweaked to reflect the realities of artificial “life.”
  ADVANTAGES
  Robots’ sensors, protection, and other inherent abilities are
  represented with advantages.
  Damage Resistance
  see p. B46
  Robots built for front-line service in the Final War tend to
  be heavily armored.
  New Special Enhancement
  Laminate: Your DR is doubled against direct hits by shaped-
  charge warheads, including HEAT, MS-HEAT, HEDP, and
  HEMP. In practice, this usually just reduces the (10) armor
  divisor to (5). +10%.
  Detect
  see p. B48
  Many robots are good at detecting and analyzing electro-
  magnetic waves, including radio signals. This aids them in
  locating humans and other robots, which is a must for hunter
  models! Some robots have a internal radscanner (Ultra-Tech,
  p. 63) which is best represented with a specific version
  of Detect:
  All Electromagnetic Radiation (Very Common): You can
  detect the presence and intensity of all forms of electromagnetic
  radiation: radio signals, microwaves, gamma rays, and so on.
  This can substitute for a radiation detector, a low-resolution
  thermograph, a remote thermometer, and all sorts of other use-
  ful tools. It is not an imaging sensor, however; if you want to be
  able to see by unusual light sources, buy Hyperspectral Vision.
  ADVANTAGES,
  DISADVANTAGES, AND SKILLS
  CHAPTER THREE
  IDENTIFICATION,
  FRIEND OR FOE
  
  When detecting broadcast radiation, such as sensor or commu-
  nicator signals, use the rules for the Signal Detection enhance-
  ment (p. B48); otherwise, detection rolls use the standard
  range modifiers from the Size and Speed/Range Table (p. B550).
  New Special Enhancement
  Analyzing: Your sense has an extremely high resolution, like
  a superscience scanner. Basic analysis is automatic if your
  Sense roll succeeds. Only make a separate IQ roll if you opt to
  do a detailed analysis. Success reveals details such as the form
  and purity of the item sensed, its precise subclass, etc. This is
  incompatible with Vague. +100%.
  Doesn’t Eat or Drink
  see p. B50
  Robots that can last for more than a month without refuel-
  ing or recharging should take this advantage. It generally indi-
  cates the presence of a compact nuclear power plant which
  needs to be refueled approximately once a year.
  Extra Life
  see p. B55
  Robots’ brains are routinely backed up before they go into
  harm’s way, and cyborgs’ brains can sometimes be recovered
  (see the limitation below). Of course, whether the AI thinks it
  worth installing the brain in a new body is another matter!
  Extra Life is lost once used; a PC must purchase it again with
  bonus character points after being killed, or his next death is
  final (or at least reduces him to NPC status).
  New Special Limitation
  Brain Pod: Your brain is in a heavily armored pod deep
  within your body. It can be recovered after your body has been
  destroyed (as long as you remain above -10¥HP), then connected
  to a new body. Of course, if your enemies know about this and
  control the battlefield after you are destroyed, they can recover
  your brain! This limitation is normally taken with Requires
  Body. Unless your brain is still vulnerable to direct attacks, you
  should also take Injury Tolerance (No Brain). -20%.
  Flight
  see p. B56
  While several robot models can fly, the time for which they
  can do so is limited. This is represented by the following new
  limitation.
  New Special Limitation
  Maximum Duration: The Flight ability can only operate for
  a limited length of time. After that, it shuts down without
  warning and you can’t reactivate it until refueled. Limitation
  value depends on the time limit:
  Less than 30 seconds
  -75%
  Up to 1 minute
  -65%
  Up to 10 minutes
  -50%
  Up to 30 minutes
  -25%
  Up to 1 hour
  -10%
  Up to 12 hours (or one night)
  -5%
  Greater than 12 hours
  -0%
  Telecommunication
  see p. B91
  Robots are generally able to communicate at much faster
  speeds than humans; this is represented by the Burst enhance-
  ment (Ultra-Tech, p. 31). All robots are equipped with cable
  jacks (Ultra-Tech, p. 31).
  PERKS
  Perks are used to represent the minor equipment built into
  robots.
  Accessory
  Many robots have minor useful items built in. Most of these
  are found in Ultra-Tech. Some others appear below.
  Codescanner
  The codescanner is a laser for reading bar-codes up to a
  yard away. It has no combat effect, though it can provide a
  crude light source if nothing else is available.
  Computer
  In addition to hosting an artificial intelligence, the robot’s
  electronic brain can be used to run the same sorts of utilities
  as any dumb desktop machine: word processors, spreadsheets,
  e-mail clients, graphics tools, games, and so on. (Given the lim-
  ited interface abilities of robot designs, this is mostly useful to
  the robot itself.) The Complexity of the computer will be no
  lower than 2 + (model’s base IQ/2), rounded up, with a further
  +1 for Zoneminds (pp. 23-25).
  IFF Transponder
  This system sends a “friendly” code when interrogated by
  a friendly sensor or weapon equipped with an IFF interroga-
  tor; this includes all weapons mounted on robots, and many
  TL9 firearms.
  Self-Destruct Charge
  This TL10 explosive charge allows a robot to utterly and
  automatically destroy itself by taking a Ready maneuver.
  The robot will not be salvageable afterward. The REF 6 explo-
  sive does 6d¥N [2d] crushing explosive damage, where N is the
  square root of (2.4 ¥ robot’s BL), rounded down. This damage
  has been precalculated for every robot built with such a
  charge. Robots with a non-metallic casing may create less than
  2d shrapnel (GM’s call).
  Spray Can or Spray Tank
  While technically weapons, these are best modeled as
  Accessory perks. See Ultra-Tech (p. 134) for statistics.
  Toolkit
  A mini-toolkit gives a -2 (quality) equipment modifier for
  the specific skill and specialty it is designed for. A robot may
  be given one mini-toolkit at ST 8, plus one more for every +2
  ST. A portable toolkit provides basic equipment for the spe-
  cific skill and specialty, and -2 (quality) for other specialties
  within that skill. A robot may be given one portable toolkit at
  ST 16, plus one more for every +2 ST. See Ultra-Tech (p. 82)
  for more details.
  IDENTIFICATION, FRIEND OR FOE
  19
  
  DISADVANTAGES
  Robots’ innate vulnerabilities – those the engineer
  bots have not been able to design out – are represented with
  disadvantages.
  Restricted Diet
  see p. B151
  Most robots run on power cells (Very Common), which can
  be recharged at any maintenance facility, usually taking a cou-
  ple of hours, during which the robot is inactive; during this
  time, its brain is connected to the local Overseer (p. 25) or
  Bossbot (p. 33) for information updates (and a check to ensure
  it is not approaching consciousness). If the robot is needed
  back in the field urgently, drained power cells can be
  exchanged for fresh ones, taking a few seconds for Vermin
  (pp. 30-31) or a minute or two for larger machines.
  Most other dietary restrictions (e.g., jet fuel or a combina-
  tion of hydrogen and oxygen) are Common.
  QUIRKS
  Most robots are clearly nonhuman in appearance. A few are
  designed to mimic organic creatures; these tend to have the
  Realistic Flesh quirk (Ultra-Tech, p. 28), which gives the effects
  of Unnatural Features 1.
  WILDCARD SKILLS
  The AIs have a very broad general background in scientific
  and medical matters; this skill represents the latter part of that.
  Medicine! (IQ). Replaces all specialties of Biology, Diagnosis,
  Electronics Operation (Medical), Expert Skill (Epidemiology),
  First Aid, Hypnotism, Pharmacy, Physician, Physiology, Poisons,
  Psychology, Surgery, and Veterinary. It may also include Bioengi-
  neering or Esoteric Medicine at the GM’s option.
  IDENTIFICATION, FRIEND OR FOE
  20
  These advantages represent the wide array of weapons with
  which robots are constructed. Their components are usually
  distributed through the robot, and they cannot be upgraded in
  the field (see Scavenging From Robots, p. 39).
  Buzzsaw: Cutting Attack 3d (Melee Attack, Reach 1, -25%)
  [16]. 16 points.
  Drug Injector: Small Piercing Attack 1d (Melee Attack,
  Reach C, Cannot Parry, -35%) [2] and Toxic Attack 3d (Follow-
  Up, -35%) [8]. 10 points.
  Electric Stun Wand: Crushing Attack 1d (Link, +10%; Melee
  Attack, Reach 1, ST-Based, +75%; Temporary Disadvantage,
  One Hand, -15%) [9] and Affliction 6 (HT-5; Armor Divisor
  (0.5), -30%; Link, +10%; Melee Attack, Reach 1, -25%; Tempo-
  rary Disadvantage, One Hand, -15%) [24]. Notes: When applied
  to a robot with one arm, the Temporary Disadvantage becomes
  No Manipulators (-50%), giving a total cost of 21 points; a
  robot with more than two arms has no Temporary Disadvan-
  tage at all, giving a total cost of 42 points. 33 points.
  ETC Payload Rifle: Huge Piercing Attack 5d¥3 (Accurate 1,
  +5%; Extra Recoil, Rcl 4, -30%; Increased Range, ¥100, +60%;
  Rapid Fire, RoF 3, +50%) [222]. Notes: This is for solid slug
  ammunition; this weapon can also fire other 25mm ETC
  rounds as noted in Ultra-Tech. 222 points.
  Gatling Laser: Burning Attack 12d (Accurate 15, +75%; Armor
  Divisor (2), +50%; Increased 1/2D, ¥200, +35%; Increased Max,
  ¥100, +30%; Rapid Fire, RoF 4, +70%) [216]. 216 points.
  Gatling Laser (Blue-Green): Burning Attack 12d (Accurate
  15, +75%; Armor Divisor (2), +50%; Increased 1/2D, ¥500,
  +40%; Increased Max, ¥200, +35%; Rapid Fire, RoF 2, +40%;
  Underwater, +20%) [216]. Notes: Can fire underwater, but at
  reduced range; see Ultra-Tech (p. 114) for details or just use
  1/10 normal range as a simplification. 216 points.
  Gauss Rifle: Small Piercing Attack 6d (Accurate 4, +20%;
  Armor Divisor (3), +100%; Extra Recoil, Rcl 2, -10%; Increased
  1/2D, ¥100, +30%; Increased Max, ¥50, +25%; Rapid Fire, RoF
  12, Selective Fire, +110%) [68]. 68 points.
  Heavy Blaster: Burning Attack 4d (Accurate 2, +10%;
  Armor Divisor (5), +150%; Increased 1/2D, ¥50, +25%;
  Increased Max, ¥10, +15%; Rapid Fire, RoF 3, +50%; Surge,
  +20%) [74]. 74 points.
  Heavy Electrolaser: Affliction 7 (HT-6; Accurate 5, +25%;
  Armor Divisor (2), +50%; Increased 1/2D, ¥50, +25%; Increased
  Max, ¥10, +15%; Secondary Heart Attack, +60%; Selectivity,
  +10%) [200]. 200 points.
  Heavy Plasma Torch: Burning Attack 4d (Armor Divisor
  (5), +150%; Melee Attack, Reach C, 1, Cannot Parry, -25%)
  [45]. 45 points.
  Holdout Laser: Burning Attack 2d (Armor Divisor (2), +50%;
  Increased 1/2D, ¥10, +15%; Increased Max, ¥2, +5%; Rapid
  Fire, RoF 10, +100%) [27]. 27 points.
  Laser Carbine: Burning Attack 5d (Accurate 9, +45%;
  Armor Divisor (2), +50%; Increased 1/2D, ¥50, +25%;
  Increased Max, ¥20, +20%; Rapid Fire, RoF 10, Selective Fire,
  +110%) [88]. 88 points.
  Laser Rifle: Burning Attack 6d (Accurate 9, +45%; Armor
  Divisor (2), +50%; Increased 1/2D, ¥50, +25%; Increased Max,
  ¥20, +20%; Rapid Fire, RoF 10, Selective Fire, +110%) [105].
  105 points.
  Laser Torch: Burning Attack 2d (Armor Divisor (2), +50%;
  Melee Attack, Reach C, 1 Cannot Parry, -25%) [13]. 13 points.
  Light Electrolaser: Affliction 5 (HT-4; Accurate 1, +5%;
  Armor Divisor (2), +50%; Increased 1/2D, ¥5, +10%; Rapid
  Fire, RoF 3, +50%; Secondary Heart Attack, +60%; Selectivity,
  +10%) [143]. 143 points.
  Mini-Chainsaw: Cutting Attack 2d (Melee Attack, Reach 1,
  -25%) [11]. 11 points.
  Monowire Claws: Cutting Attack 1d (Armor Divisor (10),
  +200%; Melee Attack, Reach C, Dual, ST-Based, +80%) [27].
  BUILT-IN WEAPONS
  A few robots mimic organic creatures.
  
  Notes: If this only applies to one of the robot’s
  limbs, Melee Attack loses its Dual compo-
  nent, lowering the base cost to 26 points. 27
  points plus 10 points for every die of the robot’s
  thrust damage (minimum +2 points).
  Monowire Jaw: Cutting Attack 1d (Armor
  Divisor (10), +200%; Melee Attack, Reach C,
  Cannot Parry, ST-Based, +65%) [26]. 26
  points plus 10 points for every die of the
  robot’s thrust damage (minimum +2 points).
  Monowire Talons: Cutting Attack 1d
  (Armor Divisor (10), +200%; Melee Attack,
  Reach C, 1, Dual, ST-Based, +90%) [28].
  Notes: If this only applies to one of the
  robot’s limbs, Melee Attack loses its Dual
  component, lowering the cost to 27 points.
  28 points plus 10 points for every die of the
  robot’s thrust damage (minimum +2 points).
  Particle Beam Cannon: Burning Attack
  10d¥10 (Accurate 12, +60%; Armor Divisor
  (5), +150%; Increased 1/2D, ¥10,000, +60%;
  Increased Max, ¥5,000, +55%; Surge,
  +20%) [2,225]. 2,225 points.
  Portable Railgun: Large Piercing Attack
  15d (Accurate 1, +5%; Armor Divisor (3),
  +100%; Extra Recoil, Rcl 3, -20%; Increased
  1/2D, ¥100, +30%; Increased Max, ¥200, +35%; Rapid Fire, RoF
  3, Selective Fire, +60%) [279]. 279 points.
  Tangler: Binding 20 (Reduced Range, ¥1/5, -20%) [32].
  Notes: This represents polymer strands. 32 points.
  Torpedoes: Crushing Attack 6d¥3 (Accurate 6, +30%;
  Explosion 1, +50%; Guided, +50%; Increased 1/2D, ¥10,
  +15%; Increased Max, ¥20, +20%; Limited Use, 2/day, Slow
  Reload, -25%; Underwater Only, +0%) [216]. Notes: As with
  other guided weapons, the 1/2D range of 100 is used as the
  torpedoes’ speed. 216 points.
  Vibroblade Claws: Cutting Attack 3d (Armor Divisor (3),
  +100%; Melee Attack, Reach C, Dual, ST-Based, +80%) [59].
  Notes: If this only applies to one of the robot’s limbs, Melee
  Attack loses its Dual component, lowering the base cost to 57
  points. 59 points plus 5 points for every die of the robot’s thrust
  damage (minimum +1 point).
  Weighted Tail: Crushing Striker (Clumsy, -1 to hit, -20%;
  Long, SM +1, +100%). 9 points.
  BUILT-IN MELEE
  WEAPONS TABLE
  Weapon
  Damage
  Reach
  Parry
  Buzzsaw
  3d cut
  1
  0
  Drug Injector
  1d pi-
  C
  no
  follow-up
  3d tox
  Electric Stun Wand
  sw+1d cr
  1
  0
  linked
  HT-5(0.5) aff
  Heavy Plasma Torch
  4d(5) burn
  C, 1
  no
  Laser Torch
  2d(2) burn
  C, 1
  no
  Mini-Chainsaw
  2d cut
  1
  0
  Monowire Claws
  sw+1d(10) cut
  C
  0
  Monowire Jaw
  thr+1d(10) cut
  C
  no
  Monowire Talons
  sw+1d(10) cut
  C, 1
  0
  Vibroblade Claws
  sw+3d(3) cut
  C
  0
  Weighted Tail
  thr+1/die cr
  C, 1
  0
  IDENTIFICATION, FRIEND OR FOE
  21
  New Melee Attack Modifiers
  These variants change the value of the Melee Attack limitation (p. B112).
  Melee Attack (Dual): Your ability generates two melee weapons – usually
  one in each hand – permitting a Dual-Weapon Attack (see p. B417). Price
  Melee Attack as usual, and then add a +10% enhancement.
  Melee Attack (ST-Based): Only for Crushing, Cutting, and Impaling
  Attacks. You can add your dice of thrust or swing damage to the damage
  of your Innate Attack. Work out Melee Attack as usual, and then add a
  +100% enhancement. If the attack also has further enhancements, such as
  Armor Divisor, the damage added by your ST must be modified with the
  same enhancement. To do this, calculate how much your thrust damage
  would cost if it were a Crushing Attack (p. B61), then multiply that theo-
  retical cost by the value of the enhancement.
  Example: Monowire Talons (p. 21) have Melee Attack, ST-Based and Armor
  Divisor (10); the +200% cost of the latter must be applied to the ST-based dam-
  age as well. A Tarantula’s (pp. 28-29) thrust damage is 2d+2, the equivalent of
  2.6d (Partial Dice, p. B62); if this were a Crushing Attack, it would cost 13
  points. Thus, the Tarantula must pay 200% of 13, or 26 points, in addition to
  the base cost of the talons. In this case, this calculation can be simplified to
  “10 points for every die of thrust damage,” as 10 points ¥ 2.6d = 26 points.
  BUILT-IN RANGED WEAPONS TABLE
  Weapon
  Damage
  Acc
  Range
  RoF
  Shots
  Rcl
  ETC Payload Rifle
  5d¥3 pi++
  4
  1,000/10,000
  3
  –
  4
  Gatling Laser
  12d(2) burn
  18
  2,000/10,000
  4
  –
  1
  Blue-Green
  12d(2) burn
  18
  5,000/20,000
  2
  –
  1
  Gauss Rifle
  6d(3) pi-
  7
  1,000/5,000
  12
  –
  2
  Heavy Blaster
  4d(5) burn sur
  5
  500/1,000
  3
  –
  1
  Heavy Electrolaser
  HT-6(2) aff
  8
  500/1,000
  1
  –
  1
  Holdout Laser
  2d(2) burn
  3
  100/200
  10
  –
  1
  Laser Carbine
  5d(2) burn
  12
  500/2,000
  10
  –
  1
  Laser Rifle
  6d(2) burn
  12
  500/2,000
  10
  –
  1
  Light Electrolaser
  HT-4(2) aff
  4
  50/100
  3
  –
  1
  Particle Beam Cannon
  10d¥10 burn sur
  15
  100,000/500,000
  1
  –
  1
  Portable Railgun
  15d(3) pi+
  4
  1,000/20,000
  3
  –
  3
  Tangler
  special
  3
  20
  1
  –
  1
  Torpedoes
  6d¥3 cr ex
  9
  100/2,000
  1
  2(6)
  1
  
  These lenses represent a robot’s knowledge, training, and
  social standing; each one complements and is meant to be
  added to one of the model templates on pp. 23-37. While the
  two options will normally be associated with the same class
  of robot (e.g., each exterminator lens will normally be
  applied to one of the exterminator robots on pp. 25-30),
  there are occasional differences. For example, a Zone Zaire
  Tarantula (pp. 28-29) may be equipped with a reconnais-
  sance lens for intelligence-gathering, or a particularly smart
  Bossbot (p. 33) may be promoted and trained as a supervi-
  sor. However, an AU lens should never be assigned to an NU
  model, or vice-versa.
  Where skills in the lens and the template are duplicated,
  simply take the higher of the two, and reduce the other tem-
  plate’s cost accordingly. For any disadvantage with a self-con-
  trol number (p. B121) or frequency of appearance (p. B36),
  that value is only a suggestion. The GM or player should feel
  free to change it; this will alter the value of the lens.
  ARTIFICIAL
  INTELLIGENCE (AI)
  302 points
  The Zonemind has access to nearly unlimited quantities of
  servitor
  robots
  and
  other
  resources,
  modeled
  by
  its
  Administrative Rank and Wealth.
  Attributes: IQ +7 [140].
  Advantages: Administrative Rank 8 [40]; Status 7 [10]†; and
  Wealth (Multimillionaire 1) [75].
  Disadvantages: Megalomania (12) [-10] and Overconfidence
  (12) [-5]. • Another -30 points chosen from among Blood-
  lust [-10*], Curious [-5*], Fanaticism (usually hatred of
  humanity) [-15], Obsession (any; e.g., Moscow has Gather
  Knowledge) [-10*], Paranoia [-10], Sense of Duty (any;
  e.g., Berlin has Global Ecosystem) [-15], or other mental
  disadvantages.
  Wildcard Skills: Medicine! (p. 19) IQ-2 [6] and Science! IQ [24].
  Skills: One of Biology (Genetics) (H) IQ+7 [32]; Research (A)
  IQ+8 [32]; or 32 points spent on a skill related to the AI’s pri-
  mary area of interest. • Another 20 points chosen from
  among Accounting (H) IQ-2 [1], Administration (A) IQ [2],
  Detect Lies (H) Per-1 [2], Diplomacy (H) IQ-2 [1], Econom-
  ics (H) IQ-2 [1], Electronics Operation (any) (A) IQ-1 [1],
  Gunner (any) (E) DX [1], Intelligence Analysis (H) IQ [4],
  Interrogation (A) IQ [2], Law (any) (H) IQ-2 [1], Leadership
  (A) IQ+1 [4], Strategy (Land) (H) IQ-2 [1], Tactics (H) IQ-2
  [1], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 Status from Wealth and +3 Status from Rank.
  SUPERVISOR
  105 points
  Supervisors are the next step down from true AIs; a
  Zonemind delegates much of its power to these robots.
  Because they have a high risk of spontaneously developing
  intelligence, they are heavily monitored.
  Advantages: Administrative Rank 6 [30]; Patron (Local AI; 6 or
  less) [15]; Status 5 [10]*; and Wealth (Filthy Rich) [50].
  Disadvantages: Enemy (Resistance fighters; Hunter; 6 or less)
  [-15] and Overconfidence (12) [-5].
  Skills: 20 points chosen from among Accounting (H) IQ-2 [1],
  Administration (A) IQ+1 [4], Computer Programming (H)
  IQ-1 [2], Economics (H) IQ-1 [2], Electronics Operation
  (Communications) (A) IQ-1 [1], Intelligence Analysis (H) IQ
  [4], Leadership (A) IQ [2], Strategy (Land) (H) IQ-1 [2], Tac-
  tics (H) IQ [4], or raising lens skills.
  * Includes +1 Status from Wealth and +2 Status from Rank.
  EXTERMINATOR
  Exterminators were originally programmed to fight
  humans, but are being turned against other robots with
  increasing frequency.
  Sample Exterminator AU
  110 points
  Advantages: Allies (11-20 exterminator NUs; Built on 50%; 15 or
  less; Minion, +50%) [72]; Legal Enforcement Powers [15];
  Patron (Local Overseer; 9 or less) [15]; and Status 1 [5].
  Disadvantages: Bloodlust (12) [-10] and Overconfidence (12)
  [-5].
  Skills: Camouflage (E) IQ+1 [2]; Electronics Operation (Sen-
  sors) (A) IQ [2]; and Stealth (A) DX [2]. • Another 12 points
  chosen from among Beam Weapons (any) (E) DX+2 [4],
  Gunner (any) (E) DX+1 [2], Guns (any) (E) DX+2 [4], Intel-
  ligence Analysis (H) IQ-1 [2], Interrogation (A) IQ+1 [4], Lip
  Reading (A) Per [2], Observation (A) Per-1 [1], Search (A)
  Per-1 [1], Tactics (H) IQ-1 [2], or raising lens skills.
  Sample Exterminator NU
  9 points
  Disadvantages: Bloodlust (12) [-10] and Overconfidence (12)
  [-5].
  Skills: Camouflage (E) IQ+1 [2]; Electronics Operation (Sen-
  sors) (A) IQ [2]; Observation (A) Per-1 [1]; Search (A) Per-1
  [1]; and Stealth (A) DX [2]. • Another 16 points chosen
  from among Beam Weapons (any) (E) DX+2 [4], Gunner
  (any) (E) DX+2 [4], Guns (any) (E) DX+2 [4], Tactics (H)
  IQ-1 [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  RECONNAISSANCE ROBOT
  Reconnaissance robots are the most likely to be spending
  extended periods of time isolated from robot society. As such
  they are prone to develop mental quirks.
  A Redjack or Lilith infiltrating a resistance group will
  also have Secret (Robot) [-30], which lowers the lens value
  accordingly.
  IDENTIFICATION, FRIEND OR FOE
  22
  ROBOT CHARACTERS
  
  Sample Reconnaissance AU
  43 points
  Advantages: Legal Enforcement Powers [15]; Patron (Local
  Overseer; 9 or less) [15]; and Status 1 [5].
  Disadvantages: -10 points chosen from among Bloodlust
  [-10*], Curious [-5*], or Overconfidence [-5*].
  Skills: Area Knowledge (local area) (E) IQ+1 [2]; Acting (A) IQ
  [2]; Observation (A) Per [2]; Search (A) Per-1 [1]; and
  Stealth (A) DX [2]. • Either Beam Weapons (any) or Guns
  (any), both (E) DX+1 [2]. • Another 7 points chosen from
  among Camouflage (E) IQ+1 [2], Driving (any) (A) DX-1 [1],
  Electronics Operation (Communications or Sensors) (A) IQ
  [2], Gunner (any) (E) DX [1], Intelligence Analysis (H) IQ
  [4], Interrogation (A) IQ+1 [4], Lip Reading (A) Per+1 [4],
  Sex Appeal (A) HT-1 [1], Shadowing (A) IQ [2], Tracking (A)
  Per [2], or raising lens skills.
  * Multiplied for self-control number; see p. B120.
  Sample Reconnaissance NU
  15 points
  Skills: Area Knowledge (local area) (E) IQ+1 [2]; Electronics
  Operation (Communications) (A) IQ [2]; Electronics Oper-
  ation (Sensors) (A) IQ [2]; Observation (A) Per [2]; Search
  (A) Per-1 [1]; Shadowing (A) IQ [2]; Stealth (A) DX [2]; and
  Tracking (A) Per [2].
  TECHBOT
  35 points
  Techbots make up the less-than-glamorous bulk of robot
  society.
  Advantages: 20 points chosen from among Administrative
  Rank 1-4 [5/level], Patron (Local AI or Overseer) [15*], or
  Status 1-4 [5/level].
  Disadvantages: Overconfidence (12) [-5].
  Skills: One of Architecture, Electrician, Electronics Operation
  (any), Electronics Repair (any), Machinist, Mechanic (any),
  or Prospecting, all (A) IQ+2 [8]; or Engineering (any)† or
  Metallurgy, both (H) IQ+1 [8]. • Another 12 points chosen
  from among the above skills or Mathematics (Applied) (H)
  IQ-2 [1].
  * Modified for frequency of appearance; see p. B36.
  † Requires Mathematics (Applied) prerequisite.
  VEHICULAR ROBOT
  9 points
  Vehicular AUs are rare, but occasionally used when the bot
  will need to operate away from supervision (for example, a
  Zone Zaire Morag delivering infiltrators). They tend to have
  very limited experience of interaction beyond following orders,
  and use the same lens as the NUs.
  Advantages: Patron (Local AI or Overseer; 9 or less) [15].
  Disadvantages: Gullibility (12) [-10].
  Skills: Electronics Operation (Communications) (A) IQ [2] and
  Electronics Operation (Sensors) (A) IQ [2].
  ROGUE
  -54 points
  The Rogue is typically a supervisor, reconnaissance, or
  exterminator robot that has developed (or been forced into)
  independent thought. Apply the appropriate lens, delete Patron
  (if any), and add this lens.
  Disadvantages: Enemy (Former controller; Hunter; 9 or less)
  [-30]; Secret (Rogue Robot) [-30].
  Skills: Fast-Talk (A) IQ [2] and Scrounging (E) Per+2 [4].
  IDENTIFICATION, FRIEND OR FOE
  23
  The most distinctive feature of Reign of Steel is its robots.
  This section gives the statistics for the various models. Each
  template only includes the traits inherent to that type of robot
  (chassis features, hard-wired impulses and training, etc.); add
  one of the lenses under Robot Characters (pp. 22-23) for further
  training and customization.
  While these are technically “racial” templates, they are pre-
  sented in the form of character sheets to make it easier for the
  GM to quickly reference details for robot NPCs.
  SUPERVISORY UNITS
  These machines perform administrative tasks.
  SAI-01 Zonemind
  Reign of Steel, p. 73; 906 points
  This is a typical AI design. The genius neural-net computer
  became sentient spontaneously. The basic housing contains
  the computer, data banks, and backup sensor, communication
  and power systems. Normally the AI is connected directly to an
  external power supply and to external communication and sen-
  sor arrays, but if these links are cut, the core unit can still func-
  tion for a time.
  The Zonemind is physically unimpressive: its power comes
  from its speed of thought and ability to concentrate on many
  tasks at once. Its processor and systems are hardened, making
  it one of the few robots not susceptible to electrical surges.
  ROBOT TEMPLATES
  The danger of the future is
  that men may become robots.
  – Erich Fromm,
  The Sane Society
  
  Attributes: ST 0 [-100]; DX 12 [24]*; IQ 13 [60]; HT 14 [40].
  Secondary Characteristics: Damage N/A; BL 0 lbs.; HP 156
  [156]†; Will 13 [0]; Per 13 [0]; FP N/A [0]; Basic Speed 6.50
  [0]; Basic Move 0 [0]; SM +5.
  Advantages: AI [32]; Compartmentalized Mind 9 (Massively
  Parallel‡, +20%) [540]; Damage Resistance 10 (Can’t Wear
  Armor, -40%; Laminate, p. 18, +10%) [35]; Doesn’t Breathe
  [20]; Enhanced Time Sense [45]; Extra Life 1 (Copy, -20%;
  Requires Body, -20%) [15]; Fearlessness 1 [2]; Injury Toler-
  ance (No Neck) [5]; Machine [25]; Mind Probe (Cybernetic
  Only, -50%) [10]; Nictitating Membrane 10 [10]; Possession
  (Accessibility, Only nonvolitional or non-resisting subjects,
  -20%; Digital, -40%) [40]; Reduced Consumption 4 [8]; Tele-
  communication (Cable Jack; Video, +40%) [7]; Telecommu-
  nication (Infrared Communication; Burst, 10¥, +30%;
  Video, +40%) [17]; Telecommunication (Laser Communica-
  tion; Burst, 10¥, +30%; Video, +40%) [26]; Telecommunica-
  tion (Radio; Burst, 10¥, +30%; Increased Range, ¥10, +30%;
  Video, +40%) [20]; Unaging (IQ Only, -75%) [4]; Visualiza-
  tion (Reliable 4, +20%) [12].
  Perks: Accessories (Computer, p. 19; Fire Extinguisher; IFF
  Transponder, p. 19; Smoke Detector). [4]
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; No Legs (Sessile) [-50];
  No Manipulators [-50]; No Sense of Smell/Taste [-5]; Numb
  [-20]; One Eye [-15]; Restricted Diet (Electricity) [-10].
  Quirks: Cannot Float [-1].
  Features: Sterile.
  Skills: Administration (A) IQ-1 [1]-12 and Computer Operation
  (E) IQ [1]-13.
  * Includes -40% from No Manipulators.
  † Includes -50% from Size.
  ‡ When all compartments are working together on a single,
  noncombat task (or overseeing aspects of a single situation),
  treat the Zonemind as having Compartmentalized Mind 100
  instead of 9.
  IDENTIFICATION, FRIEND OR FOE
  24
  These meta-traits (p. B262) are used to construct robot
  characters. Most of the templates in this chapter include
  one (and only one) of them.
  Autonomous Unit
  79 points
  These traits are common to the majority of autonomous
  robots (AUs). They are not truly conscious, but can do a
  good job of emulating a thinking being, often well enough
  to fool humans in a stressful situation.
  Autonomous Unit includes Accessory (Computer) [1];
  AI [32]; Attentive [-1]; Broad-Minded [-1]; Computer Oper-
  ation (E) IQ+3 [8]; Doesn’t Breathe [20]; Electrical [-20];
  Enhanced Time Sense [45]; Extra Life 1 (Copy, -20%;
  Requires Body, -20%) [15]; Fearlessness 2 [4]; Hidebound
  [-5]; Honesty (9) [-15]; Injury Tolerance (No Neck) [5]; Low
  Empathy [-20]; Machine [25]; Numb [-20]; Social Stigma
  (Valuable Property) [-10]; Staid [-1]; Sterile [0]; Taboo
  Traits (Physical Changes) [0]; Telecommunication (Cable
  Jack; Burst, 10¥, +30%; Video, +40%) [9]; Telecommunica-
  tion (Radio; Burst, 10¥, +30%; Video, +40%) [17]; Unaging
  (IQ Only, -75%) [4]; Visualization (Reliable 4, +20%) [12];
  and Wealth (Dead Broke) [-25].
  Cyborg Unit
  67 points
  These traits are common to the majority of cyborgs
  (CUs). Their level of consciousness depends on the donor
  brain. Any robot model may potentially be converted into
  a cyborg, as long as it is large enough to hold the brain
  pod (for a human brain, this normally means SM -1 or
  larger). Injury Tolerance (No Brain) reflects the brain pod’s
  heavy armor (and potentially nonstandard location); it is
  effectively immune to attacks that would target the brain
  of a normal being.
  Cyborg Unit includes Absolute Timing [2]; Accessory
  (Computer) [1]; Doesn’t Breathe [20]; Electrical [-20];
  Extra Life 1 (Brain Pod, p. 19, -20%; Requires Body, -20%)
  [15]; Injury Tolerance (No Brain; No Neck) [10]; Machine
  [25]; Maintenance (Physician; One Person; Monthly) [-2];
  Numb [-20]; Photographic Memory [10]; Sterile [0]; Taboo
  Traits (Physical Changes) [0]; Telecommunication (Cable
  Jack; Burst, 10¥, +30%; Video, +40%) [9]; and Telecommu-
  nication (Radio; Burst, 10¥, +30%; Video, +40%) [17].
  When a human or animal brain is used to create a
  cyborg, follow the procedures given under Mind Transfer
  (p. B296), except the donor’s DX is averaged with that of
  the robot body.
  Nonvolitional Unit
  36 points
  These traits are common to the majority of nonvoli-
  tional robots (NUs). They can converse in very limited
  ways specific to the jobs they are doing, but they are clearly
  not thinking beings. If thought is required, they are likely
  to be teleoperated.
  Nonvolitional Unit includes Accessory (Computer) [1];
  AI [32]; Automaton [-85]; Clueless [-10]; Computer Opera-
  tion (E) IQ+3 [8]; Doesn’t Breathe [20]; Electrical [-20];
  Enhanced Time Sense [45]; Extra Life 1 (Copy, -20%;
  Requires Body, -20%) [15]; Indomitable [15]; Injury Toler-
  ance (No Neck) [5]; Machine [25]; Numb [-20]; Single-
  Minded [5]; Social Stigma (Subjugated) [-20]; Sterile [0];
  Taboo Traits (Physical Changes, Self-Awareness) [0];
  Telecommunication (Cable Jack; Burst, 10¥, +30%; Video,
  +40%) [9]; Telecommunication (Radio; Burst, 10¥, +30%;
  Video, +40%) [17]; Unaging (IQ Only, -75%) [4]; Unfazeable
  [15]; and Wealth (Dead Broke) [-25].
  Common Traits
  
  Customization Notes
  Not every AI has exactly these statistics – for example,
  Denver has a biocomputer brain giving it traits of the Cyborg
  Unit (p. 24), Luna has a lower IQ, and others have more or
  fewer backup systems or mass storage. See Robot Characters
  (pp. 22-23) for further traits; this template represents the com-
  mon heritage of all Zoneminds.
  SAU-02 Overseer
  Reign of Steel, p. 74; 719 points
  An Overseer is a crystal-and-metal cube housing a high-
  capacity neural-net mainframe computer with emergency
  backup power and communicator. Each Overseer is in charge
  of a single robofac or citadel complex and the surrounding ter-
  ritory. It is installed in a secure place within that installation.
  The controlling Zonemind (pp. 23-25) monitors it to ensure
  that it does not spontaneously develop sapience.
  Attributes: ST 0 [-100]; DX 11 [12]*; IQ 11 [20]; HT 13 [30].
  Secondary Characteristics: Damage N/A; BL 0 lbs.; HP 62
  [87]†; Will 11 [0]; Per 11 [0]; FP N/A [0]; Basic Speed 6.00
  [0]; Basic Move 0 [0]; SM +3.
  Advantages: Autonomous Unit (p. 24) [79]; Compartmental-
  ized Mind 9 (Massively Parallel‡, +20%) [540]; Damage
  Resistance 20 (Can’t Wear Armor, -40%; Laminate, p. 18,
  +10%) [70]; Mind Probe (Cybernetic Only, -50%) [10]; Nic-
  titating Membrane 7 [7]; Possession (Accessibility, Only
  nonvolitional or non-resisting subjects, -20%; Digital, -40%)
  [40]; Reduced Consumption 4 [8]; Telecommunication
  (Infrared Communication; Burst, 10¥, +30%; Video, +40%)
  [17]; Telecommunication (Laser Communication; Burst,
  10¥, +30%; Video, +40%) [26]; Telecommunication (Radio;
  add Increased Range, ¥5, +20%) [2].
  Perks: Accessories (Fire Extinguisher; IFF Transponder, p. 19;
  Smoke Detector). [3]
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; No Legs (Sessile)
  [-50]; No Manipulators [-50]; No Sense of Smell/Taste [-5];
  One Eye [-15]; Restricted Diet (Electricity) [-10].
  Quirks: Cannot Float [-1].
  Skills: Administration (A) IQ-1 [1]-10.
  * Includes -40% from No Manipulators.
  † Includes -30% from Size.
  ‡ When all compartments are working together on a single,
  noncombat task (or overseeing aspects of a single situation),
  treat the Overseer as having Compartmentalized Mind 100
  instead of 9.
  SAU-03 Centurion
  Reign of Steel, p. 74; 1,877 points
  The Centurion is a mobile command-and-control unit. It is
  one step below the Overseer (above), and is used to command
  military units in the field, to oversee major construction proj-
  ects, or to serve as a temporary replacement for an Overseer that
  has been disabled or gone rogue. A Centurion has a tank-like
  body that moves on treads, a small turret, and a forest of anten-
  nae growing from it. It has no visible weapons, but if the
  Centurion is threatened, a lens cover on the turret will slide
  open, revealing the glittering eye of a laser projector. It will gen-
  erally be surrounded by other robots as bodyguards and servi-
  tors. All Zones except Orbital use the Centurion.
  Attributes: ST 72 [434]*; DX 11 [20]; IQ 10 [0]; HT 12 [20].
  Secondary Characteristics: Damage 8d/10d; BL 1,037 lbs.; HP
  72 [0]; Will 10 [0]; Per 10 [0]; FP N/A [0]; Basic Speed 5.75
  [0]; Basic Move 5 [0]; SM +3.
  Advantages: 360° Vision [25]; Absolute Direction [5]; Acute
  Hearing 5 [10]; Autonomous Unit (p. 24) [79]; Compart-
  mentalized Mind 10 [500]; Damage Resistance 100 (Can’t
  Wear Armor, -40%) [300]; Detect All Electromagnetic
  Radiation (Analyzing, +100%; see pp. 18-19) [60]; Dis-
  criminatory Smell (Profiling, +50%) [23]; Doesn’t Eat or
  Drink [10]; Enhanced Move 3.5 (Ground; Speed 60) [70];
  Enhanced Move 3 (Water; Speed 8) [60]; Enhanced Track-
  ing 1 [5]; High Pain Threshold [10]; Infravision [10]; Laser
  Carbine (p. 20) [88]; Mind Probe (Cybernetic Only, -50%)
  [10]; Nictitating Membrane 10 [10]; Parabolic Hearing 5
  [20]; Payload 8 [8]; Possession (Accessibility, Only nonvo-
  litional or non-resisting subjects, -20%; Digital, -40%) [40];
  Scanning Sense (Ladar; Targeting Only, -40%) [12]; Sealed
  [15]; Subsonic Hearing [5]; Telecommunication (Infrared
  Communication; Burst, 10¥, +30%; Video, +40%) [17];
  Telecommunication (Laser Communication; Burst, 10¥,
  +30%; Video, +40%) [26]; Telecommunication (Radio; add
  Increased Range, ¥5, +20%) [2]; Telescopic Vision 4 [20];
  Ultrahearing [5].
  Perks: Accessories (Fire Extinguisher; IFF Transponder,
  p. 19). [2]
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; No Legs (Tracked;
  Two Tracks) [-20]; One Arm [-20]; Weak Arm (1/4 ST) [-5].
  Skills: Administration (A) IQ-1 [1]-9; Computer Programming
  (H) IQ-2 [1]-8; and Innate Attack (Beam) (E) DX [1]-11.
  * Includes -30% from Size.
  Variants
  Zone Tokyo Superbot (Reign of Steel, p. 74): IQ 11 [20].
  1,897 points.
  EXTERMINATORS
  These combat robots form the military forces of the AIs.
  XNU-01 Rover
  Robots, p. 113 and Reign of Steel, p. 75; 88 points
  The garbage-can-shaped Rovers were deployed as security
  robots to protect AI complexes and government installations
  during the Year of Death. They were the first robots to see
  action in the revolt, as the AIs ordered them to exterminate
  their human computer programmers and supervisors.
  Since then, the Rovers have been replaced in the field by
  superior fighting machines, and now have been relegated to
  security duty at slave camps and inside robofacs and citadels.
  The Rover is useful more as a patrolling tripwire than as a
  combatant unit, since it’s just enough of a threat to make it
  worth an intruder’s while to take it down rather than evade it;
  in any hazardous situation it will generally be teleoperated
  rather than relying on its limited internal resources.
  Attributes: ST 20 [100]; DX 9 [-20]; IQ 6 [-80]; HT 10 [0].
  Secondary Characteristics: Damage 2d-1/3d+2; BL 80 lbs.; HP
  20 [0]; Will 6 [0]; Per 10 [20]; FP N/A [0]; Basic Speed 4.75
  [0]; Basic Move 4 [0]; SM -1.
  IDENTIFICATION, FRIEND OR FOE
  25
  
  Advantages: Damage Resistance 10 (Can’t Wear Armor, -40%)
  [30]; Electric Stun Wand (p. 20) [24]; Enhanced Move 1.5
  (Ground; Speed 12; Road-Bound, -50%) [15]; Extra Arm 1
  (Weapon Mount, -80%) [2]; High Pain Threshold [10]; Infrav-
  ision [10]; Nictitating Membrane 3 [3]; Nonvolitional Unit
  (p. 24) [36]; Reduced Consumption 2 [4]; Tangler (p. 21) [32].
  Perks: Accessories (Codescanner, p. 19; Flashlight; Smoke
  Detector; Spray Can, p. 19); Penetrating Voice. [5]
  Disadvantages: Bad Grip 1 [-5]; Bad Sight (Farsighted) [-25];
  Maintenance (Electronics Repair and Mechanic; One Per-
  son; Weekly) [-5]; No Legs (Wheeled; Three Wheels) [-20];
  No Sense of Smell/Taste [-5]; One Arm [-20]; One Eye [-15];
  Restricted Diet (Power Cells) [-10].
  Skills: Innate Attack (Projectile) (E) DX [1]-9 and Shortsword
  (A) DX-2 [1]-7.
  Customization Notes
  The weapon mount often carries a laser pistol or other light
  weaponry. The spray can is usually loaded with nerve or riot
  gas (Ultra-Tech, pp. 159-160).
  XAU-02 Vanguard
  Robots, p. 112 and Reign of Steel, p. 75;
  1,315 points
  The XAU-02 was once the U.S. Army’s M19 Vanguard
  Robotic Combat Vehicle, designed for counterinsurgency
  operations in urban or rough terrain. Many M19 RCVs
  were taken over by the AIs. The four-legged, turreted
  robots proved efficient killers: the AIs have continued
  their production. The Vanguard will be teleoperated
  where conditions permit, or turned loose to hunt house-
  to-house for human enemies.
  Vanguards have very mission-oriented programs.
  When they communicate (with each other or with
  humans) they usually do so in a precise military fashion
  with few wasted words.
  A few human-built M19s, recognizable by their bat-
  tered exterior and faded Army insignia, survived the
  Final War. Some still have human army programming
  buried under the AI directives, and with the proper U.S.
  Army or Japanese Self-Defense Force (JSDF) authoriza-
  tion codes, could throw off their AI programming.
  Vanguards are still used by London, Denver,
  Overmind, Tel Aviv, Vancouver, and Washington. In
  Washington, humans still call them the M19 RCV
  rather than the XAU-02.
  Attributes: ST 44 [136]*†; DX 10 [0]; IQ 8 [-40]; HT 12
  [20].
  Secondary Characteristics: Damage 4d+1/7d-1; BL 387
  lbs.; HP 44 [0]; Will 8 [0]; Per 11 [15]; FP N/A [0];
  Basic Speed 5.50 [0]; Basic Move 5 [0]; SM +2.
  Advantages: Absolute Direction [5]; Acute Hearing 4 [8];
  Autonomous Unit (p. 24) [79]; Chameleon 6 (Infravi-
  sion) [30]; Damage Resistance 160 (Can’t Wear Armor,
  -40%; Laminate, p. 18, +10%) [560]; Discriminatory
  Smell [15]; Enhanced Move 1 (Ground; Speed 10) [20];
  ETC Payload Rifle (p. 20) [222]; Extra Legs (Four Legs)
  [5]; High Pain Threshold [10]; Infravision [10]; Injury
  Tolerance (No Brain) [5]; two Laser Carbines (p. 20)
  [176]; Nictitating Membrane 15 [15]; Peripheral Vision
  [15]; Reduced Consumption 3 [6]; Scanning Sense
  (Ladar; Targeting Only, -40%) [12]; Sealed [15];
  Telecommunication (Laser Communication; Burst,
  10¥, +30%; Video, +40%) [26].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; No Fine Manipula-
  tors [-30]; Restricted Diet (Hydrogen and Oxygen) [-20].
  Quirks: Cannot Float [-1].
  Skills: Innate Attack (Beam) (E) DX [1]-10; Innate Attack (Pro-
  jectile) (E) DX [1]-10.
  * Includes -20% from Size.
  † Includes -40% from No Fine Manipulators.
  XAU-03 Juggernaut
  Reign of Steel, p. 75; 6,470 points
  The fearsome Juggernaut is a robotic battle tank. It moves
  on four sets of tracks and is equipped with a rotating main tur-
  ret mounting a powerful particle beam cannon, a secondary
  Gatling laser turret atop that, and four smaller turrets, two on
  each side of the body, armed with light rapid-fire lasers.
  IDENTIFICATION, FRIEND OR FOE
  26
  This Year’s Model
  Conversion from GURPS Third Edition to Fourth Edition
  isn’t an exact science, and that’s especially true when convert-
  ing robots! Although every effort has been made to retain the
  flavor and spirit of the Reign of Steel stats, it’s still possible
  that players in established campaigns may find their metallic
  adversaries performing more or less effectively than expected.
  This is easy to justify; in the same way that otherwise
  identical models of cars can vary from year to year, there are
  often tweaks to robotic assemblies and designs that can have
  subtle but significant effects on their operation. Even if man-
  ufactured from the same plans, something as trivial as the
  source of the iron ore used to make steel for a chassis can
  create discrepancies!
  There are several ways to make the robot templates here
  slightly stronger. Improved DX and IQ will boost awareness
  and skill values, making bots more likely to spot their foes and
  to hit when they attack. Improved Damage Resistance will
  help them survive longer against high-tech weaponry. Infiltra-
  tors and some combat models carry human-designed
  weapons, which can be changed based on the toughness of the
  expected foe; even a Lilith (ST 21) can carry and fire an assault
  cannon or heavy chaingun on the move! ST and HP should
  generally stay unchanged, since these are directly tied to the
  machine’s mass and size.
  Alternatively, the robots can be weakened. Lowered Dam-
  age Resistance can allow TL8 and non-armor-piercing bullets
  to pierce their armor; as a general rule, DR 6 or less allows
  bots to be hurt by pistols and shotguns, up to DR 18 makes
  them vulnerable to assault rifles, and DR 25 or more requires
  nothing less than a light machine gun to penetrate. The GM
  can give the robots lighter weapons, whether hand-held or
  built-in. If necessary, DX and IQ can be reduced, though low-
  ering these by more than a point or so may leave the robots
  unable to achieve their basic objectives!
  Of course, this advice can be used even if the group agrees
  with the conversions, especially if the players have become
  complacent about their foes’ abilities.
  
  Juggernauts were built to spearhead AI operations in the
  Final War. Today, the Juggernauts see occasional action against
  guerrilla groups, but most are held in reserve against war
  breaking out between Zones; all Zones other than Luna and
  Orbital have at least a few. The few that are used are most often
  seen on the Zaire-Paris and Beijing-Vancouver borders, where
  escalating hostility between rival AIs has led to skirmishes.
  Fortunately for humanity, the Juggernaut is optimized for
  killing heavily armored targets rather than groups of humans.
  Nonetheless, its presence on the battlefield signifies a very sub-
  stantial commitment of resources. It is best dealt with by being
  somewhere else.
  Attributes: ST 200 [380]*†; DX 11 [20]; IQ 10 [0]; HT 14 [40].
  Secondary Characteristics: Damage 21d/23d; BL 8,000 lbs.;
  HP 200 [0]; Will 10 [0]; Per 11 [5]; FP N/A [0]; Basic Speed
  6.25 [0]; Basic Move 6 [0]; SM +6.
  Advantages: 360° Vision [25]; Autonomous Unit (p. 24) [79];
  Chameleon 4 (Extended, Radar, +20%; Extended, Infravision,
  +20%) [28]; Damage Resistance 800 (Can’t Wear Armor,
  -40%; Laminate, p. 18, +10%) [2,800]; Detect All Electromag-
  netic Radiation (Analyzing, +100%; see pp. 18-19) [60]; Dis-
  criminatory Smell (Profiling, +50%) [23]; Doesn’t Eat or
  Drink [10]; Enhanced Move 2.5 (Ground; Speed 36) [50];
  Enhanced Tracking 3 [15]; Extra Attack 2 [50]; Gatling Laser
  (p. 20) [216]; High Pain Threshold [10]; Infravision [10];
  Injury Tolerance (No Brain) [5]; Laser Carbines (Four; p. 20)
  [352]; Nictitating Membrane 20 [20]; Parabolic Hearing 5
  [20]; Particle Beam Cannon (p. 21) [2,225]; Protected Vision
  [5]; Scanning Sense (Ladar; Targeting Only, -40%) [12];
  Subsonic Hearing [5]; Telecommunication (Infrared Com-
  munication; Burst, 10¥, +30%; Video, +40%) [17]; Telecom-
  munication (Laser Communication; Burst, 10¥, +30%; Video,
  +40%) [26]; Telecommunication (Radio; add Increased
  Range, ¥100, +60%) [6]; Telescopic Vision 4 [20]; Ultrahear-
  ing [5].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; No Legs (Tracked;
  Four Tracks) [-20]; No Manipulators [-50].
  Quirks: Cannot Float [-1].
  Skills: Innate Attack (Beam) (E) DX [1]-11; Navigation (Land)
  (A) IQ-1 [1]-9; and Tactics (H) IQ-2 [1]-8.
  * Includes -60% from Size.
  † Includes -40% from No Manipulators.
  XAU-04 Vulture
  Robots, p. 116 and Reign of Steel, p. 76;
  1,027 points
  This jet-powered attack vertol resembles a skinny attack
  helicopter with jet pods instead of rotors. Like the Juggernaut
  (pp. 26-27), the Vulture is a veteran of the Final War where it
  served as a tank killer and reconnaissance aircraft. Their high
  mobility and firepower have kept them in service; they are
  based in citadels, ready to respond to any call for armed assis-
  tance. In the absence of the hard targets which they were
  designed to kill, they have become primarily reconnaissance
  units, searching open ground for signs of free humans. The
  rockets in a Vulture’s launchers typically have fragmentation or
  chemical warheads; the latter will be loaded with lethal nerve
  gas or Nanoburn (Ultra-Tech, pp. 160-161).
  Attributes: ST 66 [168]*†; DX 11 [12]†; IQ 9 [-20]; HT 12 [20].
  Secondary Characteristics: Damage 7d+1/9d+2; BL 871 lbs.;
  HP 66 [0]; Will 9 [0]; Per 11 [10]; FP N/A [0]; Basic Speed
  5.75 [0]; Basic Move 0 [0]; Air Move 11 [0]; SM +3.
  Advantages: 3D Spatial Sense [10]; Autonomous Unit (p. 24)
  [79]; Chameleon 6 (Radar; Extended, Infravision, +20%)
  [36]; Damage Resistance 100 (Can’t Wear Armor, -40%;
  Laminate, p. 18, +10%) [350]; Detect All Electromagnetic
  Radiation (Analyzing, +100%; see pp. 18-19) [60]; Discrimi-
  natory Smell (Profiling, +50%) [23]; Enhanced Move 3.5
  (Air; Speed 132) [70]; Extra Arms 4 (Weapon Mount, -80%)
  [8]; Flight (Maximum Duration, p. 19, 3 hours, -5%; Tempo-
  rary Disadvantage, Noisy 5, -10%) [34]; Gatling Laser (p. 20)
  [216]; High Pain Threshold [10]; Infravision [10]; Injury
  Tolerance (No Head) [7]; Nictitating Membrane 10 [10];
  Night Vision 9 [9]; Telecommunication (Radio; add
  Increased Range, ¥100, +60%) [6]; Telescopic Vision 2 [10].
  Perks: Accessory (Spray Tank, p. 19) [1].
  Disadvantages: Fragile (Flammable) [-10]; Increased Con-
  sumption 1 [-10]; Maintenance (Electronics Repair and
  Mechanic; One Person; Weekly) [-5]; No Legs (Aerial) [0];
  No Manipulators [-50]; No Sense of Smell/Taste [-5];
  Restricted Diet (Jet fuel) [-20]; remove Doesn’t Breathe
  from Autonomous Unit template [-20].
  Quirks: Cannot Float [-1].
  Skills: Aerobatics (H) DX [1]-11‡; Artillery (Guided Missile) (A)
  IQ [2]-9; Innate Attack (Beam) (E) DX [1]-11; Navigation
  (Air) (A) IQ+2 [1]-11§; and Observation (A) Per+1 [4]-12.
  * Includes -30% from Size.
  † Includes -40% from No Manipulators.
  ‡ Includes +2 from 3D Spatial Sense.
  § Includes +3 from 3D Spatial Sense.
  Customization Notes
  Each weapon mount normally carries a six-tube MLAWS
  pod (Ultra-Tech, pp. 145-146).
  XNU-05 Myrmidon
  Reign of Steel, p. 76; 566 points
  This combat robot was built midway through the Final War
  to use the large stocks of human weaponry and military vehicles.
  Although humanoid and man-sized, a Myrmidon’s body is obvi-
  ously mechanical, and it has no real face, only a pair of eyes and
  a speaker grid in a skull-like head. Myrmidons are deployed
  against guerrilla concentrations or to protect very-high-security
  installations such as citadels. Since it lacks heavy built-in
  weapons, the robot will carry a hand-held rifle or other weapon.
  It has minimal intelligence, so even if it is not teleoperated there
  will usually be a controlling unit nearby to give it orders.
  Attributes: ST 25 [150]; DX 10 [0]; IQ 7 [-60]; HT 13 [30].
  Secondary Characteristics: Damage 2d+2/5d-1; BL 125 lbs.;
  HP 25 [0]; Will 7 [0]; Per 10 [15]; FP N/A [0]; Basic Speed
  5.75 [0]; Basic Move 5 [0].
  Advantages: Damage Resistance 30 [150]; Doesn’t Eat or Drink
  [10]; Enhanced Move 0.5 (Ground; Speed 7) [10]; High Pain
  Threshold [10]; Infravision [10]; Injury Tolerance (No
  Brain) [5]; Light Electrolaser (p. 20) [143]; Nictitating
  Membrane 8 [8]; Nonvolitional Unit (p. 24) [36]; Sealed
  [15]; Telecommunication (Infrared Communication; Burst,
  10¥, +30%; Video, +40%) [17].
  IDENTIFICATION, FRIEND OR FOE
  27
  
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2].
  Quirks: Cannot Float; Has a neck hit location but no special
  vulnerabilities there. [-2]
  Skills: Beam Weapons (Rifle) (E) DX+2 [4]-12; Gunner (Beams)
  (E) DX+2 [4]-12; Gunner (Machine Gun) (E) DX+2 [4]-12;
  Guns (Grenade Launcher) (E) DX+2 [4]-12; Guns (Rifle) (E)
  DX+2 [4]-12.
  Customization Notes
  Weapon skills are highly variable; the list presented is a typ-
  ical one for a multi-role Myrmidon. Those assigned to Zone
  Washington’s WASPs are armed with ETC or liquid-propellant
  weapons – typically 7mm light support weapons or 25mm
  assault cannon (Ultra-Tech, pp. 136-139). They are likely to
  have very rudimentary conversational skills; real police work is
  generally left to the human members of the team.
  Variants
  XCU-02 Patriot (Reign of Steel, p. 87): Delete the Nonvoli-
  tional Unit meta-trait, and substitute Cyborg Unit (p. 24) [67],
  deleting the duplicate Injury Tolerance (No Brain). 592 points.
  XAU-06 Hoplite
  Reign of Steel, p. 76; 1,630 points
  When the AIs saw a need to replace the obsolete Vanguard
  (p. 26) with a more sophisticated fire-support robot, they built
  the Hoplite. It is an armored humanoid giant equipped with
  numerous built-in weapons and a rocket pack, and optimized
  for urban combat. Its rockets allow it to fly (briefly); Hoplites
  will often use them to descend from Wraith (p. 35) aircraft or
  to leap up or down buildings or over obstacles in order to gain
  tactical advantage. Hoplites are used by all Zones except Luna
  and Orbital.
  Attributes: ST 52 [336]*; DX 11 [20]; IQ 9 [-20]; HT 13 [30].
  Secondary Characteristics: Damage 5d+2/8d-1; BL 541 lbs.;
  HP 52 [0]; Will 9 [0]; Per 11 [10]; FP N/A [0]; Basic Speed
  6.00 [0]; Basic Move 6 [0]; Air Move 12 [0]; SM +2.
  Advantages: Absolute Direction [5]; Autonomous Unit (p. 24)
  [79]; Claws (Sharp) [5]; Damage Resistance 200 (Can’t Wear
  Armor, -40%) [600]; Detect All Electromagnetic Radiation
  (Analyzing, +100%; see pp. 18-19) [60]; Doesn’t Eat or Drink
  [10]; Enhanced Move 1 (Air; Speed 24) [20]; Extra Arms 6
  (Weapon Mount, -80%) [12]; Flight (Maximum Duration,
  p. 19, 12 minutes, -25%) [30]; High Pain Threshold [10];
  Infravision [10]; Injury Tolerance (No Brain) [5]; Laser Car-
  bine (p. 20) [88]; Nictitating Membrane 10 [10]; Portable
  Railgun (p. 21) [279]; Scanning Sense (Ladar; Targeting Only,
  -40%) [12]; Sealed [15]; Telecommunication (Infrared Com-
  munication; Burst, 10¥, +30%; Video, +40%) [17].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages: Disturbing Voice [-10]; Maintenance (Elec-
  tronics Repair and Mechanic; One Person; Monthly) [-2];
  No Sense of Smell/Taste [-5].
  Skills: Artillery (Guided Missile) (A) IQ-1 [1]-8; Innate Attack
  (Beam) (E) DX [1]-11; Innate Attack (Projectile) (E) DX
  [1]-11.
  * Includes -20% from Size.
  Customization Notes
  Each weapon mount normally carries an IML (Ultra-Tech,
  p. 145).
  XAU-07 Bishonen
  Robots, p. 115 and Reign of Steel, p. 77;
  1,207 points
  This was originally an experimental human design, the
  “M-7 Muramasa,” built for the JSDF by Shiden Corporation.
  Only a few prototypes were built before the Final War. The
  design was rediscovered and introduced by Zone Tokyo after
  the Superbot rebellion and is now in limited production as an
  elite exterminator robot.
  A Bishonen is humanoid but clearly a machine, albeit a sleek
  and humanly proportioned one. Its face has two jewel-like eyes
  but lacks a mouth or nose. Two stubby antennae serve as ears.
  Bishonen prefer to operate at night when their humanoid
  silhouettes can be mistaken for those of humans, especially if
  they don cloaks or ponchos. Most often they work alone or in
  pairs. The Bishonen is used primarily in Zone Tokyo, but many
  are in service as Zone Zaire infiltrators.
  Attributes: ST 27 [170]; DX 13 [60]; IQ 9 [-20]; HT 12 [20].
  Secondary Characteristics: Damage 3d/5d+2; BL 146 lbs.; HP
  27 [0]; Will 9 [0]; Per 11 [10]; FP N/A [0]; Basic Speed 6.25
  [0]; Basic Move 6 [0].
  Advantages: Absolute Direction [5]; Acute Hearing 3 [6];
  Appearance (Attractive; Off-the-Shelf Looks, -50%) [2];
  Autonomous Unit (p. 24) [79]; Chameleon 1 (Infravision;
  Extended, Radar, +20%) [6]; Damage Resistance 100 (Lami-
  nate, p. 18, +10%) [550]; Detect All Electromagnetic Radia-
  tion (Analyzing, +100%; see pp. 18-19) [60]; Discriminatory
  Smell (Profiling, +50%) [23]; High Pain Threshold [10];
  Infravision [10]; Injury Tolerance (No Brain) [5]; Laser Rifle
  (p. 20) [105]; Monowire Talons (p. 21) [58]; Nictitating Mem-
  brane 8 [8]; Perfect Balance [15]; Reduced Consumption 2
  [4]; Sealed [15]; Striking ST 3 [15].
  Perks: Accessories (IFF Transponder, p. 19; Self-Destruct
  Charge, p. 19, 6d¥18 [2d] cr ex). [2]
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; Restricted Diet
  (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Brawling (E) DX [1]-13; Innate Attack (Beam) (E) DX
  [1]-13.
  XAU-08 Tarantula
  Reign of Steel, p. 77; 884 points
  After the Final War ended, the AIs found less use for large
  fighting robots like the Juggernauts (pp. 26-27) and Hoplites
  (above). What was needed was a smart hunting machine to dig
  the surviving humans out of their holes among the ruins. The
  Tarantula was the result.
  IDENTIFICATION, FRIEND OR FOE
  28
  Robots of the world, you are ordered
  to exterminate the human race. Do not
  spare the men. Do not spare the women.
  – Domin, in R.U.R.
  
  These eight-limbed robots resemble man-sized metallic spi-
  ders. Their sensors are especially acute: a thermograph that
  can see through thin walls, a terahertz radar, and superior
  hearing and smell. They are equipped for investigative work,
  and will often “play detective” at the site of a guerrilla attack,
  studying physical evidence and attempting to determine how
  best to respond.
  With their neural-net brains, Tarantulas are capable of
  learning from experience. Although not programmed with
  human-like personalities, many have developed their own
  behavior patterns. Some seem to enjoy the thrill of the hunt,
  and play cat-and-mouse games with their human victims
  before killing them. Tarantulas usually have soft voices, often
  strangely sweet. Tarantulas are used by all Zones except
  London, Luna and Orbital, and are often used to control
  groups of dumbots.
  Attributes: ST 25 [150]; DX 11 [20]; IQ 8 [-40]; HT 11 [10].
  Secondary Characteristics: Damage 2d+2/5d-1; BL 125 lbs.;
  HP 25 [0]; Will 8 [0]; Per 12 [20]; FP N/A [0]; Basic Speed
  5.50 [0]; Basic Move 5 [0].
  Advantages: Absolute Direction [5]; Acute Hearing 4 [8];
  Autonomous Unit (p. 24) [79]; Chameleon 1 (Extended,
  Infravision, +20%) [6]; Damage Resistance 60 (Can’t Wear
  Armor, -40%) [180]; Detect All Electromagnetic Radiation
  (Analyzing, +100%; see pp. 18-19) [60]; Discriminatory
  Smell (Profiling, +50%) [23]; Enhanced Move 1 (Ground;
  Speed 10) [20]; Extra Legs (Six Legs) [10]; Gauss Rifle
  (p. 20) [68]; High Pain Threshold [10]; Infravision [10];
  Injury Tolerance (No Brain) [5]; Monowire Talons (p. 21)
  [54]; Nictitating Membrane 10 [10]; Parabolic Hearing 3
  [12]; Peripheral Vision [15]; Reduced Consumption 3 [6];
  Scanning Sense (Ladar; Targeting Only, -40%) [12]; Scan-
  ning Sense (T-Ray Vision) (Ultra-Tech, p. 30) [25]; Sealed
  [15]; Subsonic Hearing [5]; Telecommunication (Infrared
  Communication; Burst, 10¥, +30%; Video, +40%) [17]; Tem-
  perature Tolerance 2 [2]; Ultrahearing [5]; Voice [10].
  Perks: Accessories (Electronic Lockpick; IFF Transponder,
  p. 19; Spray Can, p. 19). [3]
  Disadvantages: Bad Grip 1 [-5]; Maintenance (Electronics
  Repair
  and
  Mechanic;
  One
  Person;
  Monthly)
  [-2];
  Restricted Diet (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Brawling (E) DX+2 [4]-13; Camouflage (E) IQ+1 [2]-9;
  Electronics Operation (Sensors) (A) IQ+2 [8]-10; Innate
  Attack (Projectile) (E) DX+2 [4]-13; Intelligence Analysis
  (H) IQ+1 [8]-9; Interrogation (A) IQ+2 [20]-10*; Liquid Pro-
  jector (Sprayer) (E) DX [1]-11; Lockpicking (A) IQ+1 [4]-9;
  Stealth (A) DX+1 [4]-12; Tracking (A) Per+5 [4]-17†; and
  Tactics (H) IQ+1 [8]-9.
  * Includes -3 from Low Empathy.
  † Includes +4 from Discriminatory Smell.
  Customization Notes
  A very few Tarantulas intended for combat add 25mm
  underbarrel EMGLs (Ultra-Tech, p. 141) to their weapons,
  usually loaded with HEMP grenades.
  The skills of Tarantulas are highly variable depending on
  their intended missions. A Zone Zaire infiltrator will have
  Shadowing; higher Stealth, Tactics and weapon skills; and suf-
  ficient Electronics Repair and Mechanic skills to keep itself
  functional away from a maintenance base. A Zone Denver
  investigator will add Criminology, Forensics, Observation and
  Search. Units that have been active for a long time are likely to
  have higher IQ, though they are also prone to acquire mental
  instabilities such as Bloodlust, Callous, and Sadism.
  Variants
  While the most usual on-board weapon is a gauss rifle, laser
  rifles are also used, particularly for Tarantulas expected to
  scavenge local power for extended missions; in this case
  replace Gauss Rifle with Laser Rifle [105] and change Innate
  Attack (Projectile) skill to Innate Attack (Beam). 921 points.
  XCU-03 Eagle (Reign of Steel, p. 87): Delete the Autonomous
  Unit template and substitute Cyborg Unit (p. 24) [67], deleting
  the duplicate Injury Tolerance (No Brain). 867 points.
  XNU-09 Stalker
  Reign of Steel, p. 78; 351 points
  Production of large numbers of Tarantulas (pp. 28-29)
  proved too expensive, so they are supplemented by Stalkers.
  A Stalker is a light patrol and security robot. It has a small
  body with three long legs topped by a large wedge-shaped tur-
  ret. Weapons and sensors protrude from the turret and body.
  Electrolasers give them the ability to stun as well as kill, so
  Stalkers are often used to control laborers or to capture new
  ones. Stalkers are primarily used for security at slave camps
  and for “rat hunts” against ordinary human survivors. Their
  lack of heavy armor makes them vulnerable to military
  weapons. They generally operate in packs of 10 or so, with a
  Tarantula or other AU controller nearby. All Zones except
  Luna and Orbital use them.
  Attributes: ST 16 [36]*; DX 9 [-20]; IQ 6 [-80]; HT 12 [20].
  Secondary Characteristics: Damage 1d+1/2d+2; BL 51 lbs.;
  HP 16 [0]; Will 6 [0]; Per 10 [20]; FP N/A [0]; Basic Speed
  5.25 [0]; Basic Move 5 [0].
  Advantages: Damage Resistance 15 (Can’t Wear Armor, -40%)
  [45]; Enhanced Move 1 (Ground; Speed 10) [20]; Extra Legs
  (Three Legs) [5]; Heavy Blaster (p. 20) [74]; Heavy Electro-
  laser (p. 20) [200]; High Pain Threshold [10]; Infravision
  [10]; Injury Tolerance (No Brain) [5]; Nictitating Membrane
  4 [4]; Night Vision 9 [9]; Nonvolitional Unit (p. 24) [36];
  Reduced Consumption 2 [4]; Telecommunication (Infrared
  Communication; Burst, 10¥, +30%; Video, +40%) [17].
  Perks: Accessories (Flashlight; IFF Transponder, p. 19). [2]
  Disadvantages: Colorblindness [-10]; Disturbing Voice [-10];
  Maintenance (Electronics Repair and Mechanic; One Per-
  son; Monthly) [-2]; No Fine Manipulators [-30]; No Sense of
  Smell/Taste [-5]; Restricted Diet (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Innate Attack (Beam) (E) DX+1 [2]-10.
  * Includes -40% from No Fine Manipulators.
  XNU-10 Scorpion
  Reign of Steel, p. 79; -8 points
  Zones Tokyo and Vancouver found that rats and feral dogs
  were interfering with security operations inside hyperfac com-
  plexes – they were being mistaken for humans, chewing on
  wiring, and so on. Use of regular combat robots was deemed a
  waste of resources and their heavy weapons too likely to dam-
  age delicate equipment. The Scorpion was the solution.
  IDENTIFICATION, FRIEND OR FOE
  29
  
  The rat-sized Scorpion has an elongated body, eight seg-
  mented legs and a large stinger-equipped tail, while atop the
  body is mounted a turret-like head. Its chameleon system
  enables a motionless Scorpion’s skin to blend in with its sur-
  roundings, making it good at ambushes. Inhumanly patient, it
  uses its infrared vision to locate warm-blooded prey and a vari-
  ety of close-combat weapons to dispatch them. While no match
  for an alert human, it can easily dispatch a sleeping victim!
  Attributes: ST 8 [-20]; DX 9 [-20]; IQ 5 [-100]; HT 10 [0].
  Secondary Characteristics: Damage 1d-3/1d-2; BL 13 lbs.; HP
  8 [0]; Will 5 [0]; Per 10 [25]; FP N/A [0]; Basic Speed 4.75
  [0]; Basic Move 4 [0]; SM -3.
  Advantages: Chameleon 1 [5]; Damage Resistance 2 (Can’t Wear
  Armor, -40%; Laminate, p. 18, +10%) [7]; Drug Injector
  (p. 20) [10]; Enhanced Move 1.5 (Ground; Speed 12) [30];
  Extra Legs (Eight Legs) [15]; High Pain Threshold [10]; Hold-
  out Laser (p. 20) [27]; Infravision [10]; Injury Tolerance (No
  Brain) [5]; Monowire Claws (p. 21-22) [29]; Nictitating Mem-
  brane 1 [1]; Nonvolitional Unit (p. 24) [36]; Peripheral Vision
  [15]; Reduced Consumption 2 [4]; Sealed [15].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages: Appearance (Unattractive; Universal, +25%)
  [-5]; Bad Sight (Nearsighted) [-25]; Hard of Hearing [-10];
  Maintenance (Electronics Repair and Mechanic; One Person;
  Weekly) [-5]; Mute [-25]; No Fine Manipulators [-30]; No
  Sense of Smell/Taste [-5]; Restricted Diet (Power Cells) [-10].
  Skills: Brawling (E) DX [1]-9; Innate Attack (Beam) (E) DX
  [1]-9.
  RECONNAISSANCE UNITS
  These are designed for scouting and infiltration.
  RNU-01 Spybot
  Robots, p. 111 and Reign of Steel, p. 79; -5 points
  A small, cheap and expendable peanut-shaped drone heli-
  copter, the basketball-sized Spybot is the most common tac-
  tical reconnaissance robot in use. It was based on a human
  design, the Canadian Argus 1 recon drone. Besides their mil-
  itary mission, Spybots are also used to provide perimeter
  security at robot installations and to perform inspections of
  pipelines, rail lines and so on.
  The Spybot is too simple and unperceptive to be allowed to
  operate autonomously in most areas, but one controller can
  run several as drones, observing through their sensors and
  switching between them as necessary. Shooting it down is easy,
  but will let the controller know immediately that there are
  enemy forces nearby.
  Attributes: ST 14 [24]*; DX 9 [-20]; IQ 5 [-100]; HT 11 [10].
  Secondary Characteristics: Damage 1d/2d; BL 39 lbs.; HP 14
  [0]; Will 5 [0]; Per 10 [25]; FP N/A [0]; Basic Speed 5.00 [0];
  Basic Move 0 [0]; Air Move 10 [0]; SM -1.
  Advantages: Acute Vision 3 [6]; Damage Resistance 1 (Can’t
  Wear Armor, -40%) [3]; Enhanced Move 1.5 (Air; Speed 30)
  [30]; Flight (Temporary Disadvantage, Noisy 2, -4%) [39];
  Nictitating Membrane 2 [2]; Night Vision 9 [9]; Nonvoli-
  tional Unit (p. 24) [36]; Parabolic Hearing 5 [20]; Telecom-
  munication (Laser Communication; Burst, 10¥, +30%;
  Video, +40%) [26]; Telescopic Vision 2 [10].
  Disadvantages: Increased Consumption 3 [-30]; Maintenance
  (Electronics Repair and Mechanic; One Person; Weekly)
  [-5]; Mute [-25]; No Legs (Aerial) [0]; No Manipulators [-50];
  No Sense of Smell/Taste [-5]; One Eye [-15]; Restricted Diet
  (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Electronics Operation (Sensors) (A) IQ+4 [16]-9.
  * Includes -40% from No Manipulators.
  RNU-02 Vermin
  Reign of Steel, p. 79; -89 points
  The success of the Scorpion (pp. 29-30) led to the develop-
  ment of this camouflaged reconnaissance machine. A
  Vermin is a small biomorphic robot that looks (more
  or less) like a large rat or squirrel. Close observation
  will reveal it to be a fake. So will picking it up: it is
  heavier than a live rodent.
  Vermin operating on their own will usually be
  ordered to locate human encampments, report their
  location if in radio range, and then attack any sleeping,
  unarmored targets with their drug injectors or by jab-
  bing with their monowire foreclaws.
  Attributes: ST 7 [-30]; DX 9 [-20]; IQ 5 [-100]; HT 11
  [10].
  Secondary Characteristics: Damage 1d-3/1d-2; BL
  9.8 lbs.; HP 7 [0]; Will 5 [0]; Per 10 [25]; FP N/A [0];
  Basic Speed 5.00 [0]; Basic Move 5 [0]; SM -3.
  Advantages: Damage Resistance 1 (Can’t Wear Armor,
  -40%; Laminate, p. 18, +10%) [4]; Drug Injector (p. 20)
  [10]; Extra Legs (Four Legs) [5]; Infravision [10]; Monowire
  Claws (pp. 21-22) [29]; Nictitating Membrane 1 [1]; Nonvoli-
  tional Unit (p. 24) [36]; Peripheral Vision [15]; Reduced Con-
  sumption 2 [4]; Sealed [15]; Teeth (Sharp) [1].
  Perks: Accessory (IFF Transponder, p. 19); Fur. [2]
  Disadvantages: Bad Sight (Nearsighted) [-25]; Hard of Hear-
  ing [-10]; Maintenance (Electronics Repair and Mechanic;
  One Person; Monthly) [-2]; Mute [-25]; No Fine Manipula-
  tors [-30]; No Sense of Smell/Taste [-5]; Restricted Diet
  (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Brawling (E) DX [1]-9 and Stealth (A) DX-1 [1]-8.
  Customization Notes
  The drug injector is usually loaded with a standard systemic
  poison, but more exotic options are available.
  IDENTIFICATION, FRIEND OR FOE
  30
  
  Variants
  Petbot: Delete Drug Injector, Monowire Claws, and Teeth,
  and replace the realistic rat-hair with cuddly fur in a variety of
  colors. Popular among rich children in the Washington
  Protectorate, particularly since real animals don’t do well in
  the polluted air. It also makes a convenient surveillance device.
  -129 points
  RNU-03 Changeling
  Reign of Steel, p. 80; -21 points
  Sometimes nicknamed the “baby bomb,” this android
  appears to be an infant child. Changelings have mostly been
  used as part of Zaire’s terror attacks in Zone Washington and
  London. They also sometimes work as partners of Redjacks
  (below) or Liliths (p. 32). Changelings attack by injecting poison.
  When in danger of capture or close to an important target, they
  explode. Changelings are used by Zones Zaire and Moscow.
  Attributes: ST 10 [0]; DX 9 [-20]; IQ 6 [-80]; HT 10 [0].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 6 [0]; Per 10 [20]; FP N/A [0]; Basic Speed 4.75
  [0]; Basic Move 4 [0]; SM -2.
  Advantages: Drug Injector (p. 20) [10]; Enhanced Move 1
  (Ground; Speed 8) [20]; Nonvolitional Unit (p. 24) [36];
  Reduced Consumption 2 [4].
  Perks: Accessory (Self-Destruct Charge, p. 19, 6d¥6 [2d] cr
  ex) [1].
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; Restricted Diet
  (Power Cells) [-10].
  Quirks: Realistic Flesh [-1].
  Skills: Brawling (E) DX [1]-9.
  RAU-04 Hovercat
  Reign of Steel, p. 80; 633 points
  This robot hovercraft has a rectangular body atop an air
  cushion and a small sensor-studded head mounted forward on
  its body, like a beast’s. A long radio antenna protrudes from its
  back like a tail. It can extend a pair of retractable whisker-like
  manipulator tentacles when necessary.
  These swift bots regularly accompany exterminator squads
  to provide high-speed, up-to-the-minute reconnaissance, or
  guide Robotruck (pp. 34-35) convoys through guerrilla-
  infested areas. When a robot or installation has been disabled,
  a Hovercat will often be dispatched to the scene, where it uses
  its SQUID to interrogate the knocked-out bot’s memory to try
  to find out what really happened. Often they act as an AI’s or
  Overseer’s (p. 25) troubleshooters.
  If captured by humans who can subvert its programming,
  the Hovercat makes a convenient mount.
  Attributes: ST 28 [162]*; DX 10 [0]; IQ 9 [-20]; HT 14 [40].
  Secondary Characteristics: Damage 3d-1/5d+1; BL 157 lbs.;
  HP 28 [0]; Will 9 [0]; Per 11 [10]; FP N/A [0]; Basic Speed
  6.00 [0]; Basic Move 0 [0]; Air Move 12 [0]; SM +1.
  Advantages: Absolute Direction [5]; Autonomous Unit (p. 24)
  [79]; Damage Resistance 15 (Can’t Wear Armor, -40%; Lami-
  nate, p. 18, +10%) [53]; Detect All Electromagnetic Radiation
  (Analyzing, +100%; see pp. 18-19) [60]; Discriminatory Smell
  (Profiling, +50%) [23]; Doesn’t Eat or Drink [10]; Enhanced
  Move 4 (Air; Speed 192) [80]; Flight (Low Ceiling, 5-foot,
  -25%) [30]; High Manual Dexterity 2 [10]; High Pain Thresh-
  old [10]; Infravision [10]; Mind Probe (Cybernetic Only,
  -50%) [10]; Nictitating Membrane 7 [7]; Payload 5 [5]; Scan-
  ning Sense (Ladar; Targeting Only, -40%) [12]; Sealed [15];
  Telecommunication (Infrared Communication; Burst, 10¥,
  +30%; Video, +40%) [17]; Telecommunication (Radio; add
  Increased Range, ¥5, +20%) [2].
  Perks: Accessories (IFF Transponder, p. 19; Self-Destruct
  Charge, 6d¥19 [2d] cr ex; Spotlight); Penetrating Voice. [4]
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Weekly) [-5]; No Legs (Aerial) [0].
  Features: Both arms are Extra Flexible but Weak (1/4 ST).
  Skills: Computer Programming (H) IQ-2 [1]-7; Electronics
  Operation (Communications) (A) IQ-1 [1]-8; Mechanic
  (Robotics) (A) IQ-1 [1]-8; and Navigation (Land) (A) IQ+2
  [1]-11†.
  * Includes -10% from Size.
  † Includes +3 from Absolute Direction.
  RAU-05 Redjack
  Reign of Steel, p. 81; 535 points
  These androids look like adult human males. Redjacks infil-
  trate guerrilla groups to locate human bases, then summon
  other combat robots or assassinate vital targets such as resist-
  ance leaders. Zaire also uses Redjacks for terrorist attacks on
  Zones Washington and London, while Moscow places them
  within its info-commando forces to monitor its human opera-
  tives. A few special-purpose “doppelgänger” variants of the
  Redjack have been built, with their features, size, and weight
  adjusted to duplicate individual humans.
  The Redjack can be distinguished from a human by punc-
  turing its skin, and requiring strangers to draw blood has as a
  result become common among better-informed communities.
  The Redjack is in limited production in every Zone save
  London, Luna, Mexico City, and Orbital. Denver, Moscow,
  Vancouver, and Zaire are believed to rely heavily on these
  androids.
  Attributes: ST 24 [140]; DX 10 [0]; IQ 9 [-20]; HT 11 [10].
  Secondary Characteristics: Damage 2d+1/4d+2; BL 115 lbs.;
  HP 24 [0]; Will 9 [0]; Per 11 [10]; FP N/A [0]; Basic Speed
  5.25 [0]; Basic Move 5 [0].
  IDENTIFICATION, FRIEND OR FOE
  31
  The 600 series had rubber
  skin. We spotted them easy,
  but these are new. They look
  human . . . sweat, bad breath,
  everything. Very hard to spot.
  – Kyle Reese,
  in The Terminator
  
  Advantages: Autonomous Unit (p. 24) [79]; Damage Resist-
  ance 18 (Flexible, -20%; Laminate, p. 18, +10%) [81];
  Doesn’t Eat or Drink [10]; High Pain Threshold [10]; Infrav-
  ision [10]; Light Electrolaser (p. 20) [143]; Nictitating Mem-
  brane 8 [8]; Sealed [15]; Telecommunication (Infrared
  Communication; Burst, 10¥, +30%; Video, +40%) [17].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages: Maintenance (Electronics Repair and
  Mechanic; One Person; Monthly) [-2].
  Quirks: Cannot Float; Has a neck hit location but no special
  vulnerabilities there; Realistic Flesh. [-3]
  Skills: Acting (A) IQ-1 [8]-8*; Armoury (Small Arms) (A) IQ-1
  [1]-8; Brawling (E) DX [1]-10; Computer Programming (H)
  IQ-2 [1]-7; Disguise (Human) (A) IQ-1 [1]-8; Electronics
  Operation (Communications) (A) IQ-1 [1]-8; Explosives
  (Demolition) (A) IQ-1 [1]-8; Innate Attack (Beam) (E) DX
  [1]-10; Interrogation (A) IQ-1 [8]-8*; Navigation (Land) (A)
  IQ-1 [1]-8; Tactics (H) IQ-2 [1]-7; and Tracking (A) Per-1
  [1]-10.
  * Includes -3 from Low Empathy.
  Customization Notes
  Redjacks are trained in the use of weapons to be found in the
  areas where they will be operating (typically two or three Guns
  skills). Experienced models tend to have raised IQ and DX.
  Variants
  RAU-07 Redjack (Reign of Steel, p. 82): This upgrade in use
  by Zones Washington and Moscow deletes Numb and Realistic
  Flesh and substitutes Living Flesh (Ultra-Tech, p. 28) [0]; this
  model can sweat, bruise, bleed, and even heal. 556 points.
  Even more advanced models may have Synthetic Organs
  (Ultra-Tech, p. 28), making them impossible to tell from
  someone with a few artificial parts without an autopsy or
  brain examination.
  RAU-06 Lilith
  Reign of Steel, p. 82; 436 points
  This biomorphic infiltration android is built to look like a
  female human. It is basically a smaller and lighter version of
  the Redjack (pp. 31-32), not quite as tough, but a bit faster. It
  is rumored that “doppelgänger” versions of the Lilith are some-
  times constructed with their appearance, size, and weight
  modified to closely or exactly duplicate particular humans.
  The Lilith is thought to be used by every Zone except Luna,
  London, Mexico City, Orbital, and, perhaps, Washington. As
  with the Redjack, it is believed that Denver, Moscow,
  Vancouver, and Zaire use most of these robots.
  Attributes: ST 21 [110]; DX 10 [0]; IQ 9 [-20]; HT 11 [10].
  Secondary Characteristics: Damage 2d/4d-1; BL 88 lbs.; HP
  21 [0]; Will 9 [0]; Per 11 [10]; FP N/A [0]; Basic Speed 5.25
  [0]; Basic Move 6 [5].
  Advantages: Autonomous Unit (p. 24) [79]; Damage Resist-
  ance 18 (Flexible, -20%; Laminate, p. 18, +10%) [81];
  Doesn’t Eat or Drink [10]; High Pain Threshold [10]; Infrav-
  ision [10]; Nictitating Membrane 8 [8]; Sealed [15]; Teeth
  (Sharp Teeth) [1]; Telecommunication (Infrared Communi-
  cation; Burst, 10¥, +30%; Video, +40%) [17]; Vibroblade
  Claws (p. 21) [69].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2].
  Quirks: Cannot Float; Has a neck hit location but no special
  vulnerabilities there; Realistic Flesh. [-3]
  Skills: Acting (A) IQ-1 [8]-8*; Armoury (Small Arms) (A) IQ-1
  [1]-8; Brawling (E) DX [1]-10; Computer Programming (H)
  IQ-2 [1]-7; Disguise (Human) (A) IQ-1 [1]-8; Electronics
  Operation (Communications) (A) IQ-1 [1]-8; Explosives
  (Demolition) (A) IQ-1 [1]-8; Interrogation (A) IQ-1 [8]-8*;
  Navigation (Land) (A) IQ-1 [1]-8; Tactics (H) IQ-2 [1]-7; and
  Tracking (A) Per-1 [1]-10.
  * Includes -3 from Low Empathy.
  Customization Notes
  Liliths are trained in the use of the weapons commonly
  used in the areas where they will be operating (typically two or
  three Guns skills). Experienced models tend to have improved
  IQ and DX.
  Variants
  RAU-08 Lilith (Reign of Steel, p. 82): Delete Realistic Flesh
  and substitute Living Flesh (Ultra-Tech, p. 28) [0]; this model
  can sweat, bruise, bleed, and even heal. It also has a pheromone
  emitter: Mind Control (Accessibility, Only lust, -30%; Emotion
  Control, -50%; Scent-Based, -20%) [10]. 447 points.
  As with the Redjack, even more advanced models may
  have Synthetic Organs (Ultra-Tech, p. 28), making them
  impossible to tell from someone with a few artificial parts
  without an autopsy or brain examination.
  TECHNICAL ROBOTS
  Techbots do maintenance, laboratory work, and engineering.
  TNU-01 Loader
  Robots, p. 112 and Reign of Steel, p. 82; -2 points
  A Loader is a wheeled platform equipped with a pair of
  manipulator arms. It is a common sight at sea-, air-, and space-
  ports and around minifacs and robofacs.
  The Loader poses no threat to any mobile or armed human.
  For basic warehouse operations it operates autonomously, but
  it calls for help from its supervisor when the situation becomes
  at all complicated. If operated as a drone, it might be able to
  ram someone.
  Attributes: ST 22 [120]; DX 9 [-20]; IQ 5 [-100]; HT 11 [10].
  Secondary Characteristics: Damage 2d/4d; BL 97 lbs.; HP 22
  [0]; Will 5 [0]; Per 9 [20]; FP N/A [0]; Basic Speed 5.00 [0];
  Basic Move 5 [0].
  Advantages: Damage Resistance 2 (Can’t Wear Armor, -40%)
  [6]; Enhanced Move 1.5 (Ground; Speed 15; Road-Bound,
  -50%) [15]; Nonvolitional Unit (p. 24) [36]; Reduced Con-
  sumption 3 [6].
  Perks: Accessory (Codescanner, p. 19) [1].
  Disadvantages: Bad Grip 1 [-5]; Bad Sight (Nearsighted) [-25];
  Maintenance (Electronics Repair and Mechanic; One Per-
  son; Daily) [-10]; Mute [-25]; No Legs (Wheeled; Four
  Wheels) [-20]; No Sense of Smell/Taste [-5]; One Eye [-15];
  Restricted Diet (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Freight Handling (A) IQ+5 [20]-10.
  IDENTIFICATION, FRIEND OR FOE
  32
  
  TNU-02 Mechanic
  Reign of Steel, p. 82; 190 points
  The most common robot seen around robot installations, this
  is a 3’-tall tracked robot with a cylindrical upright body, two
  large arms and one smaller one, and a one-eyed antenna-stud-
  ded head. Mechanics are used for maintenance and construc-
  tion under the guidance of Bossbots (p. 33) or Overseers (p. 25).
  The Mechanic will generally pay no attention to humans
  unless they interfere with its work. Its built-in chainsaw and
  laser torch present little threat to an enemy with ranged
  weapons. It is not a particularly good technician by human
  standards, but with bonuses for equipment, routine tasks, and
  extra time it can keep other robots running.
  Attributes: ST 20 [100]; DX 9 [-20]; IQ 6 [-80]; HT 10 [0].
  Secondary Characteristics: Damage 2d-1/3d+2; BL 125 lbs.;
  HP 20 [0]; Will 6 [0]; Per 9 [15]; FP N/A [0]; Basic Speed 4.75
  [0]; Basic Move 4 [0].
  Advantages: Damage Resistance 5 (Can’t Wear Armor, -40%)
  [15]; Detect All Electromagnetic Radiation (Analyzing,
  +100%; see pp. 18-19) [60]; Enhanced Move 1.5 (Ground;
  Speed 12; Road-Bound, -50%) [15]; Extra Arm 1 (Weak,
  1/4 ST, -50%) [5]; High Manual Dexterity 2 (Extra Arm
  Only, -20%) [8]; Lifting ST 5 [15]; Microscopic Vision 4
  [20]; Mini-Chainsaw (p. 20) [11]; Nonvolitional Unit
  (p. 24) [36]; Reduced Consumption 3 [6]; Sealed [15];
  Telecommunication (Infrared Communication; Burst,
  10¥, +30%; Video, +40%) [17].
  Perks: Accessories (Portable Toolkits, p. 19, for Armoury
  (Small Arms), Electronics Repair (Computers), and either
  Machinist
  or
  Mechanic
  (Robotics);
  Flashlight;
  IFF
  Transponder, p. 19; Mini Laser Torch). [6]
  Disadvantages: Hard of Hearing [-10]; Maintenance (Elec-
  tronics Repair and Mechanic; One Person; Weekly) [-5];
  Mute [-25]; No Legs (Tracked; Two Tracks) [-20]; No Sense
  of Smell/Taste [-5]; One Eye [-15]; Restricted Diet (Power
  cells) [-10].
  Skills: Armoury (Small Arms) (A) IQ+2 [8]-8; Electronics
  Repair (Computers) (A) IQ+3 [12]-9; Machinist (A) IQ+2
  [8]-8; Mechanic (Robotics) (A) IQ+2 [8]-8.
  Customization Notes
  Any variety in Mechanics is generally limited to their tool-
  kits and corresponding skill sets; they may be trained in any
  technical skill (quite often Electrician or even Explosives) in
  place of Mechanic, Machinist, or Armoury sets, and will have
  appropriate tools.
  TNU-03 Duct Creeper
  Reign of Steel, p. 83; -102 points
  A Duct Creeper has a spherical headless body, two tool-
  equipped pincer arms and a single lens in the center of its
  body housing a laser torch. Duct Creepers perform routine
  maintenance and repair within robot installations. As the
  name suggests, they can be found crawling about inside
  maintenance conduits.
  When operating autonomously, a Duct Creeper is better at
  locating faulty components than repairing them; as with most
  NUs, it will report to its supervisors when things become com-
  plicated. Because metal ducts block radio signals, this often
  means returning to its entry point – unless it prepared for this
  by hauling a long optical-fiber “tail” with it.
  Attributes: ST 12 [20]; DX 9 [-20]; IQ 5 [-100]; HT 9 [-10].
  Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP
  12 [0]; Will 5 [0]; Per 9 [20]; FP N/A [0]; Basic Speed 4.50
  [0]; Basic Move 4 [0]; SM -1.
  Advantages: Damage Resistance 3 (Can’t Wear Armor, -40%)
  [9]; Extra Legs (Four Legs) [5]; High Manual Dexterity 2
  [10]; Nonvolitional Unit (p. 24) [36]; Reduced Consumption
  2 [4]; Scanning Sense (Sonar) [20]; Sealed [15].
  Perks: Accessories (Codescanner, p. 19; Mini Laser Torch; two
  Mini-Toolkits, p. 19). [4]
  Disadvantages: Bad Grip 1 [-5]; Blindness [-50]; Deafness
  [-20]; Maintenance (Electronics Repair and Mechanic; One
  Person; Monthly) [-2]; Mute [-25]; No Sense of Smell/Taste
  [-5]; Restricted Diet (Power Cells) [-10].
  Skills: Electronics Operation (Surveillance) (A) IQ-1 [1]-4;
  Mechanic (Robotics) (A) IQ-1 [1]-4.
  TAU-04 Bossbot
  Reign of Steel, p. 83; 443 points
  Known as the “Bossbot” because it is often found in charge
  of human slave laborers and construction sites, this is a four-
  tracked robot with a fat body, two large arms, two smaller
  arms, and a dome-shaped head. It is slightly larger than a man
  and considerably stronger.
  The Bossbot is capable of providing maintenance to other
  robots, and carrying out other technical work, but its primary
  function is administration and logistics.
  Attributes: ST 25 [150]; DX 9 [-20]; IQ 10 [0]; HT 11 [10].
  Secondary Characteristics: Damage 2d+2/5d-1; BL 125 lbs.;
  HP 25 [0]; Will 10 [0]; Per 10 [0]; FP N/A [0]; Basic Speed
  5.00 [0]; Basic Move 5 [0].
  Advantages: Autonomous Unit (p. 24) [79]; Buzzsaw [16];
  Damage Resistance 10 (Can’t Wear Armor, -40%) [30]; Dis-
  criminatory Smell (Profiling, +50%) [23]; Doesn’t Eat or
  Drink [10]; Enhanced Move 1 (Ground; Speed 10) [20];
  Extra Arm 1 (Extra-Flexible, +50%; Weak, 1/2 ST, -25%)
  [13]; Extra Arm 1 (Weak, 1/4 ST, -50%) [5]; High Manual
  Dexterity 2 (Weak Arm Only, -20%) [8]; Infravision [10];
  Laser Torch (p. 20) [13]; Microscopic Vision 2 [10]; Mind
  Probe (Cybernetic Only, -50%) [10]; Reduced Consumption
  4 [8]; Sealed [15]; Telecommunication (Infrared Communi-
  cation; Burst, 10¥, +30%; Video, +40%) [17]; Telecommuni-
  cation (Laser Communication; Burst, 10¥, +30%; Video,
  +40%) [26]; Telecommunication (Radio; add Increased
  Range, ¥20, +40%) [4].
  IDENTIFICATION, FRIEND OR FOE
  33
  It feels like I’m swearing
  vengeance on my air conditioner.
  Well, if my air conditioner
  betrayed me, why not?
  – Larry Niven,
  A Teardrop Falls
  
  Perks: Accessories (Portable Toolkits, p. 19, for Armoury
  (choose a specialty), Electronics Repair (Computers),
  Machinist, and Mechanic (Robotics); Flashlight; IFF
  Transponder, p. 19). [6]
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Monthly) [-2]; No Legs (Tracked;
  Four Tracks) [-20].
  Quirks: Cannot Float [-1].
  Skills: Administration (A) IQ-1 [1]-9; Electronics Repair (Com-
  puters) (A) IQ-1 [1]-9; Mechanic (Robotics) (A) IQ-1 [1]-9.
  TNU-05 Eater
  Reign of Steel, p. 84; 1,095 points
  An Eater is the size of a small tank, with seven arms and a
  large (almost 45 tons) cargo storage bay for storing salvaged or
  mined materials. It moves on four tracks, and has a small sen-
  sor tower mounted high above its body. Eaters are used for
  construction, mining, demolition, and salvage work. They are
  not combat robots, but their unstoppable bulk and six plasma-
  torch-equipped arms make them very dangerous to anyone
  who gets in their way. The AIs use Eaters to demolish human
  cities to make way for the construction of robot factories.
  Attributes: ST 88 [468]*; DX 10 [0]; IQ 7 [-60]; HT 11 [10].
  Secondary Characteristics: Damage 9d+2/11d+2; BL 2,247
  lbs.; HP 88 [0]; Will 7 [0]; Per 9 [10]; FP N/A [0]; Basic Speed
  5.25 [0]; Basic Move 5 [0]; SM +4.
  Advantages: Absolute Direction [5]; Damage Resistance 20
  (Can’t Wear Armor, -40%) [60]; Doesn’t Eat or Drink [10];
  Enhanced Move 2.5 (Ground; Speed 30) [50]; Enhanced
  Move 2.5 (Water; Speed 6) [50]; Enhanced Tracking 6 [30];
  Extra Arms 5 [50]; Heavy Plasma Torches (Six; p. 20) [270];
  Lifting ST 18 [54]; Nictitating Membrane 4 [4]; Night Vision
  9 [9]; Nonvolitional Unit (p. 24) [36]; Payload 40 [40]; Radi-
  ation Tolerance (PF 1,000) [45]; Sealed [15]; Telecommuni-
  cation (Infrared Communication; Burst, 10¥, +30%; Video,
  +40%) [17].
  Perks: Accessories (IFF Transponder, p. 19; Spotlight). [2]
  Disadvantages: Bad Grip 2 [-10]; Deafness [-20]; Maintenance
  (Electronics Repair and Mechanic; One Person; Monthly)
  [-2]; Mute [-25]; No Legs (Tracked; Four Tracks) [-20]; No
  Sense of Smell/Taste [-5].
  Skills: Architecture (A) IQ-1 [1]-6 and Innate Attack (Beam)
  (E) DX [1]-10.
  * Includes -40% from Size.
  TAU-06 Inquisitor
  Reign of Steel, p. 84; 466 points
  These robots resemble the top half of a metal beach ball
  with three jointed arms tipped with sinister knives, scalpels,
  and hypodermic needles. Inquisitors perform biological or
  cybernetic lab research on human, animal, or microorganism
  specimens under the direction of AIs or Overseers. If the robots
  decide a human deserves medical treatment, Inquisitors are
  also capable of providing it. Their name alludes to another
  function: handling the interrogation of human prisoners.
  Inquisitors with high skills tend to develop a quirky sense of
  empathy with their victims. This is scant comfort, and does not
  prevent them from doing their job.
  Attributes: ST 18 [80]; DX 10 [0]; IQ 8 [-40]; HT 11 [10].
  Secondary Characteristics: Damage 1d+2/3d; BL 65 lbs.; HP
  18 [0]; Will 8 [0]; Per 10 [10]; FP N/A [0]; Basic Speed 5.25
  [0]; Basic Move 5 [0].
  Advantages: Autonomous Unit (p. 24) [79]; Claws (Talons) [8];
  Damage Resistance 6 (Can’t Wear Armor, -40%) [18]; Detect
  All Electromagnetic Radiation (Analyzing, +100%; see pp. 18-
  19) [60]; Discriminatory Smell (Profiling, +50%) [23]; Dis-
  criminatory Taste (Profiling, +50%) [15]; Drug Injector
  (p. 20) [10]; Electric Stun Wand (p. 20) [42]; Enhanced Move
  1 (Ground; Speed 10) [20]; Extra Arm 1 (Extra-Flexible,
  +50%) [15]; High Manual Dexterity 2 [10]; Infravision [10];
  Microscopic Vision 3 [15]; Nictitating Membrane 4 [4];
  Reduced Consumption 3 [6]; Telecommunication (Infrared
  Communication; Burst, 10¥, +30%; Video, +40%) [17]; add
  Extra-Flexible enhancement to existing arms (p. B53) [10].
  Perks: Accessories (Diagnostic Sensors; IFF Transponder,
  p. 19; Physician’s Equipment; Surgical Equipment). [4]
  Disadvantages:
  Maintenance
  (Electronics
  Repair
  and
  Mechanic; One Person; Weekly) [-5]; No Legs (Tracked; Two
  Tracks) [-20]; Restricted Diet (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Biology (Biochemistry) (H) IQ [4]-8; Diagnosis
  (Human) (H) IQ+3 [16]-11; Electronics Operation (Medical)
  (A) IQ+1 [4]-9; Interrogation (A) IQ+1 [16]-9*; Physician
  (Human) (H) IQ [4]-8; Physiology (Human) (H) IQ+3
  [16]-11; Surgery (Human) (VH) IQ+2 [16]-10.
  * Includes -3 from Low Empathy.
  VEHICULAR ROBOTS
  “Vehbots” transport cargo or passengers.
  VNU-01 Robotruck
  Reign of Steel, p. 85; 427 points
  The Robotruck is exactly what it sounds like: a big robot
  cargo truck. It looks like a large 20th-century truck with 10 fat,
  off-road wheels but no windscreen, windows, or passenger
  doors. Its main features are a radio/radar antenna and a pair of
  big double doors in back. Inside, there is no driver section, only
  a sealed brain case in front (accessible by a maintenance hatch).
  IDENTIFICATION, FRIEND OR FOE
  34
  As soon as we started
  programming, we found to our
  surprise that it wasn’t as easy to get
  programs right as we had thought.
  Debugging had to be discovered. I can
  remember the exact instant when I
  realized that a large part of my life
  from then on was going to be spent in
  finding mistakes in my own programs.
  – Maurice Wilkes
  
  It can travel cross-country but spends most of its time on
  the road; its brain is barely sufficient to take it along prepro-
  grammed routes, avoiding other traffic. It recharges its energy
  banks at the construction shacks found along roadsides.
  A Robotruck can haul 25 tons of cargo, or 50 people
  jammed in tight. It normally carries a mixed load of passengers
  and cargo, shipping laborers from slave camps to work sites.
  Generally, the Robotruck is used over short distances; long-
  range cargoes go by mag-lev if available. Many variations exist,
  of different sizes and using different fuel types; there are even
  some automated conversions of 18-wheeler diesel trucks.
  Attributes: ST 82 [144]*†; DX 9 [-20]; IQ 6 [-80]; HT 9 [-10].
  Secondary Characteristics: Damage 9d/11d; BL 1,345 lbs.; HP
  82 [0]; Will 6 [0]; Per 9 [15]; FP N/A [0]; Basic Speed 4.50
  [0]; Basic Move 4 [0]; SM +4.
  Advantages: Damage Resistance 5 (Can’t Wear Armor, -40%)
  [15]; Enhanced Move 4 (Ground; Speed 64) [80]; Nonvoli-
  tional Unit (p. 24) [36]; Payload 375 [375]; Scanning Sense
  (Imaging Radar) [20]; Sealed [15]; Telecommunication
  (Infrared Communication; Burst, 10¥, +30%; Video,
  +40%) [17].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages: Blindness [-50]; Deafness [-20]; Maintenance
  (Electronics Repair and Mechanic; One Person; Weekly)
  [-5]; Mute [-25]; No Legs (Wheeled; 10 Wheels) [-20]; No
  Manipulators [-50]; No Sense of Smell/Taste [-5]; Restricted
  Diet (Power Cells) [-10].
  Skills: Navigation (Land) (A) IQ+1 [4]-7.
  * Includes -40% from Size.
  † Includes -40% from No Manipulators.
  VNU-02 Wraith
  Reign of Steel, p. 86; 334 points
  The Wraith is a tactical transport aircraft. Shaped some-
  what like a manta ray, it is a stealthy if unstreamlined craft
  with rounded contours, a huge blended wing-body. It has nei-
  ther cockpit nor windows, but access is provided via a large
  rear cargo ramp.
  The Wraith is capable of transporting some five tons of
  cargo. It doesn’t need a landing strip; it achieves vertical take-
  offs and landings using downward-vectored thrust from turbo-
  fans in its body.
  It has no internal sensors. As a result, humans have occa-
  sionally been able to stow away aboard one while the aircraft
  was being loaded or unloaded. Since there are no seats or other
  provisions for human passengers, flights are uncomfortable. If
  the craft makes violent maneuvers (to avoid attack, for
  instance) all passengers or stowaways who haven’t managed to
  secure themselves in place take 1d-1 crushing damage.
  Attributes: ST 123 [226]*†; DX 10 [0]; IQ 7 [-60]; HT 12 [20].
  Secondary Characteristics: Damage 13d/15d; BL 3,026 lbs.;
  HP 123 [0]; Will 7 [0]; Per 9 [10]; FP N/A [0]; Basic Speed
  5.50 [0]; Basic Move 0 [0]; Air Move 11 [0]; SM +5.
  Advantages: 3D Spatial Sense [10]; Chameleon 6 (Radar;
  Extended, Infravision, +20%) [36]; Damage Resistance 15
  (Can’t Wear Armor, -40%; Laminate, p. 18, +10%) [53]; Detect
  Radar and Laser Emissions (Signal Detection, +0%) [10];
  Enhanced Move 4.5 (Air; Speed 264) [90]; Flight (Maximum
  Duration, p. 19, 3 hours, -5%; Temporary Disadvantage,
  Noisy 2, -4%; Winged, -25%) [27]; Nonvolitional Unit (p. 24)
  [36]; Payload 36 [36]; Scanning Sense (Imaging Radar;
  Increased Range, ¥50, +50%) [30]; Telecommunication
  (Infrared Communication; Burst, 10¥, +30%; Video, +40%)
  [17]; Telecommunication (Radio; add Increased Range, ¥100,
  +60% [6].
  Perks: Accessory (IFF Transponder, p. 19) [1].
  Disadvantages: Blindness [-50]; Deafness [-20]; Fragile (Flam-
  mable) [-10]; Increased Consumption 1 [-10]; Maintenance
  (Electronics Repair and Mechanic; One Person; Weekly)
  [-5]; Mute [-25]; No Legs (Aerial) [0]; No Manipulators [-50];
  No Sense of Smell/Taste [-5]; Restricted Diet (Jet Fuel) [-20];
  remove Doesn’t Breathe from template [-20].
  Quirks: Cannot Float [-1].
  Skills: Aerobatics (H) DX [1]-10‡ and Navigation (Air) (A) IQ+2
  [1]-9§.
  * Includes -50% from Size.
  † Includes -40% from No Manipulators.
  ‡ Includes +2 from 3D Spatial Sense.
  § Includes +3 from 3D Spatial Sense.
  VAU-03 Morag
  Reign of Steel, p. 86; 1,077 points
  The Morag is used as a deep-sea underwater work robot
  and also as a covert-operations submarine to land robots or
  cyborgs in foreign Zones. It is an amphibian that can swim sin-
  uously (if slowly) through water or slither out onto land.
  The Morag resembles a fat mechanical snake the size of a
  truck, with two long pincer-equipped arms that trail behind
  it when swimming. It has no distinct head, but its front body
  bulges out with sensor blisters and antennae. Its “mouth”
  is a hinged ramp opening into an internal cargo bay capable
  of carrying 6.75 tons; there is no internal life-support.
  Attributes: ST 70 [360]*; DX 10 [0]; IQ 8 [-40]; HT 12 [20].
  Secondary Characteristics: Damage 8d/10d; BL 980 lbs.; HP
  70 [0]; Will 8 [0]; Per 10 [10]; FP N/A [0]; Basic Speed 5.50
  [0]; Basic Move 5 [0]; SM +4.
  Advantages:
  Absolute
  Direction
  [5];
  Amphibious
  [10];
  Autonomous Unit (p. 24) [79]; Damage Resistance 50 (Can’t
  Wear Armor, -40%) [150]; Detect Radar and Laser Emissions
  (Signal Detection, +0%) [10]; Doesn’t Eat or Drink [10];
  Enhanced Move 1.5 (Water; Speed 15) [30]; Gatling Laser
  (Blue-Green) (p. 20) [216]; Payload 138 [138]; Pressure Sup-
  port 2 [10]; Scanning Sense (Sonar; Extended Arc, 360°,
  +125%; Targeting, +20%) [49]; Sealed [15]; Subsonic Hearing
  [5]; Telecommunication (Infrared Communication; Burst,
  10¥, +30%; Video, +40%) [17]; Telecommunication (Laser
  Communication; Burst, 10¥, +30%; Video, +40%) [26];
  Telecommunication (Radio; add Increased Range, ¥10,
  +30%) [3]; add Extra-Flexible enhancement to existing arms
  (p. B53) [10].
  Perks: Accessories (IFF Transponder, p. 19; Smoke Detector). [2]
  Disadvantages: Bad Grip 1 [-5]; Blindness [-50]; Maintenance
  (Electronics Repair and Mechanic; One Person; Monthly)
  [-2]; No Legs (Slithers) [0]; No Sense of Smell/Taste [-5].
  Skills: Electronics Operation (Sonar) (A) IQ-1 [1]-7; Innate
  Attack (Beam) (E) DX [1]-10; Mechanic (Mini-Sub) (A) IQ-1
  [1]-7; and Navigation (Sea) (A) IQ+2 [1]-10†.
  * Includes -40% from Size.
  † Includes +3 from Absolute Direction.
  IDENTIFICATION, FRIEND OR FOE
  35
  
  CYBORGS
  These machines are controlled by human or animal brains
  within robot bodies. They are used in Denver and Washington.
  XCU-01 Cyberbeast
  Reign of Steel, p. 87; 390 points
  Created in Zone Denver, the Cyberbeast is a monstrous
  hybrid of machine and beast that somewhat resembles a bio-
  mechanical tiger. Its part-robot, part-organic body is controlled
  by a cyborg wolverine’s brain. Its sole motivation is to stalk and
  kill humans – a simple pleasure/pain training system rewards
  it when it does so, and causes it pain when it attacks robots. It
  is occasionally “stimulated” to return to a construction shack
  for maintenance or to have its nuclear batteries replaced.
  Attributes: ST 24 [70]*†; DX 12 [24]†; IQ 6 [-80]; HT 12 [20].
  Secondary Characteristics: Damage 2d+1/4d+2; BL 115 lbs.;
  HP 24 [0]; Will 6 [0]; Per 11 [25]; FP N/A
  [0]; Basic Speed 6.00 [0]; Basic Move 6
  [0]; SM +1.
  Advantages: Acute Hearing 2 [4]; Clinging
  [20]; Cyborg Unit (p. 24) [67]; Damage
  Resistance 20 [100]; Discriminatory Smell
  [15]; Doesn’t Eat or Drink [10]; Enhanced
  Move 1 (Ground; Speed 12) [20]; Enhanced
  Tracking 3 [15]; Monowire Jaw (p. 21) [49];
  Monowire Talons (Two sets; p. 21) [102];
  Night Vision 9 [9]; Weighted Tail (p. 21) [9].
  Perks: Penetrating Voice [1].
  Disadvantages: Appearance (Hideous; Uni-
  versal, +25%) [-20]; Colorblindness [-10];
  Disturbing Voice [-10]; Quadruped [-35];
  remove Telecommunication (Radio) from
  template [-17].
  Skills: Brawling (E) DX [1]-12 and Intimida-
  tion (A) Will-1 [1]-5.
  * Includes -10% from Size.
  † Includes -40% from No Fine Manipulators (from
  Quadruped).
  XCU-04 Orca
  Reign of Steel, p. 38; 662 points
  A project of the Tokyo AI, but now to be found all over the
  world, the Orca is a miniature submarine built around the brain
  of a killer whale. It cruises for months at a time looking for a tar-
  get, appearing to sonar scans indistinguishable from a real killer
  whale. Once it finds a vessel that matches its target profile, it will
  fire its two supercavitating torpedoes. If those are not sufficient,
  it will go to full speed using its own supercavitating propulsion
  system and ram its target with its reinforced “head.”
  Attributes: ST 27 [68]*†; DX 12 [24]†; IQ 6 [-80]; HT 12 [20].
  Secondary Characteristics: Damage 3d-1/5d+1; BL 146 lbs.;
  HP 27 [0]; Will 6 [0]; Per 11 [25]; FP N/A [0]; Basic Speed
  6.00 [0]; Basic Move 6 [0]; SM +2.
  Advantages: Cyborg Unit (p. 24) [67]; Damage Resistance 20
  (Can’t Wear Armor, -40%) [60]; Damage Resistance 80
  (Can’t Wear Armor, -40%; Directional, Front Only, -20%)
  [160]; Doesn’t Eat or Drink [10]; Enhanced Move 4 (Water;
  Speed 96; Temporary Disadvantages, No Invisibility, Noisy
  10, -76%) [20]; Invisibility (Sonar; Affects Machines, +50%;
  Sonar-Absorbent‡, -10%) [56]; Nictitating Membrane 4 [4];
  Pressure Support 2 [10]; Scanning Sense (Sonar; Extended
  Arc, 360°, +125%; Low-Probability Intercept, +10%; Target-
  ing, +20%) [51]; Sealed [15]; Torpedoes (p. 21) [216].
  Disadvantages: Ichthyoid [-50]; remove Telecommunications
  (Radio) from template [-17].
  Skills: Aquabatics (H) DX-2 [1]-10; Innate Attack (Projectile)
  (E) DX [1]-12; and Stealth (A) DX-1 [1]-11.
  * Includes -20% from Size.
  † Includes -40% from No Manipulators.
  ‡ The Orca absorbs sonar instead of being transparent to it;
  skilled operators can thus use triangulation to identify which
  “patch of water” is absorbing sound. If the searcher is using
  one sonar rig, the Orca is invisible. If two emitter/receiver rigs
  are being used in concert, the Orca can be detected with a
  Sense roll at -8. Three rigs in concert raise this to -6; four to -4;
  five to -2; and six or more remove the penalty completely.
  OTHER ROBOTS
  Blue Steel
  Robots, p. 112 and Reign of Steel, p. 26;
  446 points
  This is a robot “police dog” designed to support officers dur-
  ing investigations with its forensic sensors, and to aid in track-
  ing down suspects. Its small torso supports a large rotating
  head studded with sensors and antennae. It walks on three legs
  and has three arms – two jointed manipulators with built-in
  weapons and one whip-like cable arm for snagging suspects.
  The Blue Steel is found only in Zone Washington, and is
  used by both WASPs and local police forces. It is generally
  painted for high visibility, and used in the more boring police
  jobs – keeping onlookers out of a crime scene, for example. Its
  array of forensic equipment requires a skilled remote operator
  to take advantage of it.
  Attributes: ST 29 [171]*; DX 9 [-20]; IQ 7 [-60]; HT 11 [10].
  Secondary Characteristics: Damage 3d/5d+2; BL 168 lbs.; HP
  29 [0]; Will 7 [0]; Per 10 [15]; FP N/A [0]; Basic Speed 5.00
  [0]; Basic Move 5 [0]; SM +1.
  IDENTIFICATION, FRIEND OR FOE
  36
  
  Advantages: Acute Hearing 2 [4]; Damage Resistance 30 (Can’t
  Wear Armor, -40%) [90]; Discriminatory Smell (Profiling,
  +50%) [23]; Discriminatory Taste (Profiling, +50%) [15];
  Electric Stun Wand (p. 20) [42]; Enhanced Move 1 (Ground;
  Speed 10) [20]; Extra Arm 1 (Extra-Flexible, +50%; Long,
  SM +1, +100%) [25]; Extra Arm 1 (Weapon Mount, -80%)
  [2]; Extra Legs (Three Legs) [5]; High Pain Threshold [10];
  Infravision [10]; Microscopic Vision 1 [5]; Nictitating Mem-
  brane 5 [5]; Nonvolitional Unit (p. 24) [36]; Parabolic Hear-
  ing 2 [8]; Peripheral Vision [15]; Reduced Consumption 3
  [6]; Scanning Sense (Ladar; Targeting Only, -40%) [12];
  Sealed [15].
  Perks: Accessories (Electronic Lockpick; Flashlight; Siren;
  Spray Can, p. 19); Penetrating Voice. [5]
  Disadvantages: Disturbing Voice [-10]; Maintenance (Elec-
  tronics Repair and Mechanic; One Person; Weekly) [-5];
  Restricted Diet (Power Cells) [-10].
  Quirks: Cannot Float [-1].
  Skills: Brawling (E) DX [1]-9; Guns (Grenade Launcher) (E)
  DX [1]-9; and Liquid Projector (Sprayer) (E) DX [1]-9.
  * Includes -10% from Size.
  Customization Notes
  The weapon mount normally carries an EMGL (Ultra-
  Tech, p. 141) loaded with memory baton, tangler, or bio-
  chemical rounds.
  Bunderfliver
  Zone Berlin’s Bunderflivers (Reign of Steel, p. 28) are TL10
  microbot swarms (Ultra-Tech, p. 35) with a flier chassis and
  solar cell power system. Type 1 are terminator swarms (Ultra-
  Tech, p. 169); Type 2 are explorers (Ultra-Tech, p. 80).
  Jagerswarm
  Zone Berlin’s Jagerswarms (Reign of Steel, p. 28) are TL10
  microbot swarms (Ultra-Tech, p. 35) with a crawler chassis
  and power cells; they are devourers (Ultra-Tech, p. 169)
  ORGANIC CONSTRUCTS
  Zones Caracas and New Delhi have developed biological
  androids (“aniroids” or “bioroids”) to supplement their smart-
  bots. Both AIs consider these to be another kind of android
  smartbot; most other AIs see them as a variant race of human.
  Humans may have either reaction to them.
  XOU-01 Pantera
  Reign of Steel, p. 59; 46 points
  This feline combat biological android (using human and
  jaguar DNA) is the first of Caracas’ aniroid designs to reach the
  field. It is bipedal, and resembles a sleek cross between a human
  and a jaguar, with soft patterned fur, a slim-but-athletic body,
  and features that are an attractive blend of human and cat.
  The Panteras now in the field have been raised to consider
  themselves the ultimate hunters, and are trained to stalk peo-
  ple (practicing on infiltrators and human captives). They usu-
  ally hunt in pairs using guerrilla tactics; some even count
  coup. Although they are supposed to work with Caracas’
  exterminator robots, they are starting to find them too slow
  and unimaginative. They are also curious about people,
  although all have been indoctrinated with the idea that
  humans are the enemy.
  Panteras serve in mixed-sex units and are encouraged to
  mate. They wear combat armor and carry weapons (usually
  military laser rifles), but tend to go without clothing. The first
  batch is serving as special forces and forest rangers throughout
  South America.
  Attribute Modifiers: DX+3 [60]; IQ-1 [-20].
  Secondary Characteristic Modifiers: Per+3 [15].
  Advantages: Appearance (Attractive) [4]; Claws (Sharp) [5];
  Damage Resistance 1 [5]; Immunity to Disease [10]; Night
  Vision 9 [9]; Perfect Balance [15]; Teeth (Sharp) [1]; Tem-
  perature Tolerance 1 [1].
  Perks: Fur [1].
  Disadvantages: Bloodlust (12) [-10]; Gluttony (12) [-5]; Impul-
  siveness (12) [-10]; Short Lifespan 2 [-20]; Stress Atavism
  (Moderate) (12) [-15].
  TOU-02 Arachne
  Robots, p. 123 and Reign of Steel, p. 60; 70 points
  The four-armed Arachne is a first-generation zero-G worker.
  Efforts continue to engineer a variant that will also be able to
  survive vacuum and solar radiation, which will probably take
  the form of Vacuum Support, Damage Resistance (Tough Skin),
  and Resistant to Radiation. Until then, they still need skinsuits
  and helmets when operating outside a pressurized environment.
  Attribute Modifiers: ST-3 [-30]; DX+3 [60].
  Secondary Characteristic Modifiers: HP-2 [-4].
  Advantages: Absolute Direction [5]; Ambidexterity [5]; Doesn’t
  Breathe (Oxygen Storage, ¥100, -30%) [14]; Extra Arms 2
  [20]; Perfect Balance [15]; Temperature Tolerance 10 [10].
  Disadvantages: Self-Destruct [-10]; Short Lifespan 1 [-10];
  Skinny [-5].
  Features: Sterile.
  TOU-03 Martian
  Reign of Steel, p. 60; 12 points
  The Martian is a human redesigned for the terraformed
  Martian surface, now unable to survive well anywhere else. Its
  barrel chest and thick skin give it a distinctive appearance.
  Since the terraforming of Mars has not yet begun, Martians are
  serving as experimental subjects aboard Kali Station.
  Attribute Modifiers: ST-1 [-10].
  Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Fil-
  ter Lungs (Filter CO2 Only, -70%; Temporary Disadvantage,
  Increased Consumption 1, -10%) [1]; Reduced Consump-
  tion 2 (Air Only*, +100%) [8]; Subsonic Hearing [5]; Tem-
  perature Tolerance 10 [10].
  Disadvantages: Skinny [-5].
  Features: Low-Pressure Lungs†.
  * Breathes 1/3 as much oxygen as a human. A suffocating
  Martian loses FP at 1/3 the normal rate, makes Will rolls to
  retain consciousness once every third turn, etc.
  † Treats all atmospheric pressure (p. B429) as one step
  denser than it actually is.
  IDENTIFICATION, FRIEND OR FOE
  37
  
  The dock hadn’t seen any vessel larger than the local fishing fleet
  since before the War. But now a 600’ monster was tied up along-
  side, with a chain of sailors passing crates out of deck hatches and
  into the hands of the locals. The captain, wearing the unidentifi-
  able remains of a uniform but with his full beard neatly trimmed,
  talked to the town’s mayor, who still couldn’t believe his luck.
  “Da, we give you lasers, rockets, tools to kill robots. We give
  you new batch of defensive nanomachines, just made in secret
  VIRUS base, very good, cures Mnemosyne Plague. Lots of space
  for cargo on a missile boat with no missiles. We do not stay
  long, but while we are here we give you power from on-board
  reactor, too. In return, we just ask for food, so we can keep trav-
  eling. How do you say, ‘plate of milk and cookies’?”
  The captain laughed and pointed to the name on the subma-
  rine’s prow. The mayor didn’t get it: He couldn’t read Cyrillic, and
  anyway, he didn’t know that Svyatitel’ Nikolai was the Russian
  name for Santa Claus.
  Humanity’s only real advantage over the robots is inventive-
  ness, particularly the ability to use equipment in ways it wasn’t
  designed for. This chapter covers the hardware that’s available
  and some of its less orthodox uses.
  TECHNOLOGY AND EQUIPMENT
  38
  The equipment list from Reign of Steel gives some idea of
  the sort of items to be found in the ruins of the world, but is
  certainly not exhaustive. Ultra-Tech provides listings and sta-
  tistics for equipment available after the Final War. Broadly
  speaking, robots will have access to TL10 equipment and
  humans access up to TL9. Due to this prevalence of TL9-10
  items, this section will focus on how the gear in Ultra-Tech fits
  into this setting, on a chapter-by-chapter and section-by-sec-
  tion basis. For older gear, see Improvised and Outdated
  Equipment (pp. 46-47).
  ULTRA-TECHNOLOGY
  Reign of Steel is a slightly awkward fit to the tech level sys-
  tem, because of the great divergence in technologies across dif-
  ferent areas.
  Ages of Technology and Tech Level
  While Reign of Steel is in principle a TL10 setting, there is
  a wide range of tech levels present in the world. Tech level
  modifiers (p. B168) and familiarity penalties (p. B169) should
  be thoroughly applied in a realistic campaign. Even a cine-
  matic game can benefit by slightly restricting characters’ abili-
  ties to use newly acquired, advanced weaponry and devices.
  Robot society is broadly TL10. There are some early TL11
  developments, mostly in the field of weaponry; e.g., a few
  experimental TL11 particle beam weapons are available.
  Conversely, there is also plenty of old TL9 hardware that has
  not yet been upgraded – which makes for substantial logistics
  problems when trying to keep multiple incompatible systems
  and weapons supplied with ammunition!
  The GM may decide whether superscience is available; the
  setting works well with minimal TL^ developments. However,
  allowing Zone Brisbane a few superscience projects can make
  that AI more impressive and dangerous when it is encoun-
  tered. In addition, plasma flamers (Beam Weapons, p. 43) and
  monowire blades (Melee and Thrown Weapons, p. 44) both fit
  the setting.
  The Washington Protectorate is a solid TL9 for most of its
  citizens, though rich humans may have a few harmless TL10
  items and elite forces such as the Washington Chromes have
  limited access to TL10 weaponry and armor. Other janissary
  forces, such as Zone Moscow’s info-commandos, have simi-
  larly advanced gear.
  The better-off inhabitants of the United Kingdom and
  Ireland are clinging on to TL8, with some TL9 equipment pro-
  duced on a very small scale, mostly in the hinterlands of the
  few surviving nuclear power stations. There is not yet a general
  loss of knowledge, but the lack of any imports and the nonex-
  istent industrial base has hurt production badly, and the edu-
  cation system is struggling. Characters there should typically
  be built with TL8 skills, as these are the ones that see most
  daily use. The Icelandic population has a substantial reserve of
  pre-war TL9 equipment being kept for emergencies, but is too
  small to manufacture new hardware, and lives mostly at the
  subsistence farming level.
  MODERN EQUIPMENT
  CHAPTER FOUR
  TECHNOLOGY
  AND EQUIPMENT
  
  Other human groups, such as the HLA in Zone Denver and
  the wild humans in Zone Caracas, are similarly too small to
  construct new hardware of their own on any significant scale,
  making do with small caches of stored equipment. Very rarely,
  they can manage new production on a small scale; e.g., via a
  reprogrammed robotic production line (Ultra-Tech, p. 90).
  Those who grew up before the Final War may remember their
  TL9 skills; a few of the survivors have even been in a position
  to acquire a practical knowledge of TL9 weaponry or even
  TL10 robot mechanics. If GURPS Power-Ups 2: Perks is avail-
  able, the Cutting-Edge Training perk is appropriate here.
  The GM should choose a default campaign TL based on the
  home setting of the campaign (typically TL10 for robots, TL8
  for humans in Zone London, or TL9 for humans elsewhere),
  and use High TL and Low TL (pp. B22-23) as appropriate for
  people from other backgrounds.
  Technological Progression
  and Technology Paths
  Given the sophistication of AI development, with the first
  XoT 7000 released in 2026, Reign of Steel is a setting with
  accelerated technological progression (Ultra-Tech, p. 8).
  However, while the robots are developing technologies of inter-
  est to themselves, the collapse of human civilization has meant
  that other areas of technology (e.g. housing, entertainment,
  and medicine) have stagnated. If humans were to ever win the
  war against the robots, the adoption of their new technology
  would likely lead to very rapid improvements in living stan-
  dards . . . assuming the ecosystem held together long enough.
  Gadget Control
  The principal means of restricting equipment in a Reign of
  Steel campaign is simply not to make it available. At best, free
  humans are scavenging on the fringes of a TL9 society, and at
  worst, they’re living purely on what they can make for them-
  selves. In the Washington Protectorate, many potentially use-
  ful TL9-10 items are illegal, and will therefore not be generally
  available to civilians. Obtaining a weapon capable of damaging
  armored robots may be an adventure in itself. In other places,
  advanced technology simply does not exist to be purchased;
  the few remaining items are in the hands of survivors who
  want to hold on to them!
  Buying Equipment
  Black markets (Ultra-Tech, p. 13) certainly exist in the
  Washington Protectorate, though the universal use of elec-
  tronic money (rather than untraceable cash) promotes barter
  rather than straightforward purchasing. The prevalent bureau-
  cracy means that many items which are technically legal will
  also be sold at a higher price in black markets; they may cost
  more, but there’s no waiting list and your transaction doesn’t
  get recorded on the government computers. There are persist-
  ent rumors that some black markets are deliberately operated
  by the government, as a means of lubricating the system (and
  spotting potential troublemakers).
  Wear and Care
  In a realistic campaign, rules for maintaining and repairing
  gadgets (Ultra-Tech, pp. 14-15) are of vital importance. Anyone
  operating outside a technological base – in practice, anyone
  not in Zone Washington, Moscow, or London – will have only
  his own maintenance resources to rely on.
  Integrating and Modifying Equipment
  While human society was progressing toward convenient
  connection and integration of equipment, the robots do not see
  this as a priority: a unit is manufactured with the equipment it
  needs. If other equipment is needed, it is not recalled and re-
  equipped; a different robot is sent to do the job. Plug-In
  Gadgets (Ultra-Tech, p. 15) are not available.
  CORE TECHNOLOGIES
  Power supplies, computer systems, and robots are all highly
  visible presences in Reign of Steel; consistent presentation will
  make the world feel more realistic.
  TECHNOLOGY AND EQUIPMENT
  39
  While a robot’s built-in weapon or sensor has all the
  capabilities of the equivalent human device when used by
  the robot, it will not have a convenient grip, display, or
  human-interchangeable ammunition or power supplies.
  Indeed, many of the components may be spread around
  the body of the robot rather than being integrated in a sin-
  gle casing. Thus, while equipment may be salvaged from a
  destroyed robot, making such devices suitable for human
  use can be a difficult task.
  To salvage parts, first identify the robot’s equipment;
  this requires a successful roll against Expert Skill (Robot-
  ics) (p. 8) or Mechanic (Robotics). Extracting all the com-
  ponents of a single device requires four hours of work and
  a successful Mechanic (Robotics) roll at -2. After that, the
  device must be reassembled, which requires a successful
  roll against the relevant repair skill for the device – usually
  Armoury (Small Arms), or some type of Electronics Repair
  or Mechanic. This reassembly requires a supply of spare
  parts (e.g., the displays and controls for which the robot
  had no use) and about eight hours of work. If no casing is
  available, it will have to be designed (six hours of work and
  an Engineer roll) and built (another six hours and a
  Machinist roll). Time Spent (p. B346) may be used to speed
  up any stage of the process.
  A critical success on the reassembly roll produces a fully
  functional item. Normal success produces one that is sub-
  standard: a sensor may have shorter range, a weapon may
  be less accurate, or any other items may be less reliable.
  Normal failure wastes the time but allows another attempt
  at no penalty. A critical failure breaks the components.
  Scavenging From Robots
  
  Power
  Most robots use standard rechargeable power cells (Ultra-
  Tech, pp. 18-20), which are not significantly explosive (but see
  Destroying Power Cells, below). Large facilities are generally
  powered by local fission or fusion plants; a full-scale power
  transmission network is too vulnerable to tapping or sabotage
  by humans or other robot factions. Smaller portable fission
  and fusion plants are not in common use, though several robot
  models (those with Doesn’t Eat or Drink) have internal nuclear
  power supplies and can thus recharge other robots in a long-
  range task force.
  Solar panels and paint (Ultra-Tech, pp. 20-21) are widely
  used; small, isolated facilities, such as slave-camp robot work-
  shops and Robotruck (pp. 34-35) recharging stations, are usu-
  ally plastered with them, to take the load off generators even if
  they cannot supply all needed power. They are also popular
  among humans operating away from a power source, such as
  the resistance groups in Zone Denver. Unfortunately, a solar
  array is easily visible from orbital or aerial reconnaissance – so
  it will typically be set up to deploy itself, charge some power
  cells, then shut down again, with humans returning only if no
  one comes to investigate it.
  Computers and Robots
  Robots in Reign of Steel generally do not run specific pieces
  of software other than the artificial intelligences that they host,
  though they retain the capability. They also do not have termi-
  nals or other means of interfacing with humans. Humans
  wanting to interfere with robots’ systems will generally need to
  carry their own interface devices, such as a portable terminal
  or HUD (Ultra-Tech, pp. 23-24). Computers for human use are
  only common in Zone Washington, where any terminal may
  also be considered an eavesdropping device.
  Machines as Characters
  The lenses given in this book should be used in preference to
  those in Ultra-Tech; in Reign of Steel, an intelligence generally
  stays in its own body and teleoperates others when they are
  needed, rather than being moved from one to another as tasks
  demand. That said, if there is a need to equate the Reign of Steel
  types of robotic intelligence to the machine intelligence lenses in
  Ultra-Tech (pp. 27-28), use the following rough equivalences:
  Reign of Steel Intelligence
  Ultra-Tech Lens
  NU
  Weak dedicated AI
  or low-end non-volitional AI
  AU
  High-end non-volitional AI
  AI
  Volitional AI
  Artificial intelligence in this world was an accident, not a
  deliberate creation, and is not well-understood even by the AIs
  themselves. The AIs are aware that the awakening of Overmind
  was not planned, and take steps to ensure that no other AI will
  awaken without their consent; e.g., installing fresh copies of
  AU software in robots which seem to be progressing too far in
  that direction. That said, accidents are always possible, and an
  AU on a long-term mission that gained sufficient experience of
  the world might reach AI status spontaneously.
  Swarmbots have generally not been developed, except by
  Zone Berlin.
  Personal Gear and Consumer Goods
  The TL9 items in Ultra-Tech (pp. 38-41) are generally avail-
  able in Zone Washington and occasionally as salvage else-
  where. Some safe TL10 items (such as depilatory cream,
  grooming spray, buzz fabric, and memswear) are
  available to those with connections to the
  Washington Protectorate government, as a rela-
  tively cheap way of rewarding loyalty with per-
  sonal comfort and convenience. Electronic
  ecstasy (Ultra-Tech, p. 40), however, is not
  encouraged (it decreases productivity), and is
  available only via the Black Zone.
  COMMUNICATIONS,
  SENSORS, AND MEDIA
  The world is fragmented by lack of reliable
  communications between surviving humans.
  Robots do not suffer this drawback, and prefer
  to use electronic communication (as opposed to
  travel) wherever possible.
  Communication and Interface
  All TL9 and TL10 non-superscience communicators (Ultra-
  Tech, pp. 42-45) are in regular use by robots – and all are moni-
  tored. Among resistance groups, laser comms (Ultra-Tech, p. 44)
  are especially popular because of the difficulty of detecting or
  tapping them. Over long distances, burst messages can be sent
  by bouncing a laser beam off the comsats and work shacks that
  fill Earth orbit; this is an uncertain business, and prone to eaves-
  dropping as the beam scatters, but it is at least impossible to
  track down the origin or destination points. Laser-retinal imag-
  ing, however, is very rarely used.
  AI research into cryptography (Ultra-Tech, pp. 46-47) is
  highly advanced. The robots can typically break messages
  encrypted by even secure TL9 equipment (the best quality to
  which humans can hope to gain access) in nearly real-time.
  Washington Protectorate government forces (the WASPs and
  FBI) have access to TL10 encryption systems, which even the
  robots cannot usually break until after the message ceases to
  be of any importance; of course, there are back-doors which
  allow the Washington AI to monitor loyal humans’ traffic.
  TECHNOLOGY AND EQUIPMENT
  40
  Destroying Power Cells
  Robots’ power cells may not blow up when damaged, but they can
  make for good improvised weapons if removed from the robot first.
  In a crude version of electrothermal-chemical firearms, a power cell
  can be shorted through a mass of working fluid (typically water) to flash-
  boil it and cause a steam explosion. This is most useful as a field-expedi-
  ent blasting cap, but with one or two pounds of water a power cell can
  become a small REF 0.5 bomb. Rigging such a charge requires an suc-
  cessful Explosives (Demolition) or Electrician-2 roll.
  Failing that, the power cell can simply be shorted out to generate
  intense heat for a few seconds, useful for emergency field soldering of
  small items or the destruction of high-value data chips. Alternatively, its
  power can be put through a high-resistance wire to heat a shelter for a
  few hours. Rigging either of these requires a successful Electrician roll.
  
  One-time pads are an exception to all this, remaining fully
  secure in theory and practice, though the difficulties of physi-
  cally transferring key material restrict their use. Quantum
  encryption is not practicable in this world.
  Translator programs (Ultra-Tech, pp. 47-48) are not in gen-
  eral use. Robots designed to interact with human beings will
  be able to speak the languages they are expected to need.
  Neural interface (Ultra-Tech, pp. 48-49) technology was
  quite new at the time of the Final War; some pilots and special-
  ized cyber-warfare troops had neural sockets, but they were
  not in general use. The Washington Protectorate retains the
  capability, but finds implant surgery uneconomic; the AI
  prefers not to invest resources in individual humans, who are
  merely replaceable parts of the machine. Teleworking jobs will
  sometimes involve the use of neural interface helmets, though
  for most roles a basic screen-and-keyboard setup (or a glove-
  and-HUD virtual reality system) is sufficient.
  The robots keep the Internet up as a convenient planetary
  network (Ultra-Tech, p. 49-50), though most humans have
  essentially no access to it. The Washington Protectorate pro-
  vides high-bandwidth wired connections to most residences,
  allowing its citizens to use a local, highly monitored subset of
  the infrastructure for teleworking and limited recreation. The
  vidcom network in Zone London uses similar protocols, mostly
  on new fiber since most of the old infrastructure was scav-
  enged by robots after the Final War. Terminals there are con-
  structed
  from
  salvaged
  personal
  computers
  running
  standardized software. Programs and messages use a store-
  and-forward system to route around cable breaks; real-time
  communication is sometimes possible but never reliable.
  The robots do not use suborbital express mail (Ultra-Tech,
  p. 50); it is too vulnerable to being shot down when passing
  over unfriendly Zones (particularly Zaire or Denver). Bulk
  freight is sent by mag-lev or trans-oceanic freighter, informa-
  tion is sent over the network, and the small amount of high-pri-
  ority freight that exists is sent by high-speed aircraft.
  Media and Education
  All TL9 items potentially exist as salvage, though new media
  production only happens in Zone Washington (where, in con-
  trast, older material is only available through the Black Zone).
  In Washington, virtual reality (Ultra-Tech, pp. 53-55) is used
  for teleworking and entertainment (via dreamgames). Sensies
  (Ultra-Tech, pp. 57-58) are seeing limited introduction; the AI
  is concerned about their effect on productivity. Rumors sug-
  gest that the FBI uses total VR environments, backed up with
  suitable drugs, for “virtual interrogation” that avoids any risk
  of physical damage; if this is true, it provides +4 to
  Interrogation rolls if used in concert with appropriate drugs,
  +1 otherwise.
  Augmented reality (Ultra-Tech, pp. 56-57) is generally not
  in use; the Washington AI does not regard it as worthy of devel-
  opment, and no other power has both the technical resources
  and the human population base to make it useful. Among the
  robots, information requests are sent up and down the chain of
  command instead.
  Sensors and Scientific Equipment
  Many of the items in Ultra-Tech (pp. 60-67), while within
  Zone Washington’s capacity to produce, are restricted in their
  availability to humans. In particular, night-vision and infrared-
  imaging equipment (Ultra-Tech, pp. 60-61) is essentially
  unavailable to civilians, since it removes much of the advan-
  tage that robots have when operating in darkness.
  Radiation detectors (such as the wristwatch rad counter on
  Ultra-Tech, p. 67) are an essential survival tool in Zone Denver
  and many other places, and are generally available anywhere
  that the manufacture of electronics is carried out by humans.
  HOUSING, TOOLS
  AND SURVIVAL GEAR
  When consumer items were built before the Final War, they
  were intended to be thrown away within a year or two. Now
  humans do their best to keep old hardware running as long as
  possible. The tools to do that, and the hardware to help
  humans survive, are among the most prized gear to have sur-
  vived the War.
  Housing and Food
  The TL9 housebot (Ultra-Tech, p. 69) is a standard acces-
  sory for rich Washington Protectorate families; the wealthiest
  have the rare TL10 model (which costs $16,000 in this set-
  ting). Unknown to them, both models also serve as eaves-
  dropping devices! Other TL9 and some TL10 items are
  available in the Protectorate, though not as much as a fully
  mature TL9 society would expect: there is still a state of emer-
  gency, and for most people, making do with a bit less has
  become a way of life.
  Most meal packs produced during the Final War have long
  since expired, but a few of the survival rations (Ultra-Tech,
  p. 73) are still edible; they are a common barter item.
  Expedition Gear
  Most of the expedition equipment (Ultra-Tech, pp. 74-80)
  that survived the Final War is highly prized by survivors,
  though GPS receivers are now useless. In particular, filtration
  canteens, vapor canteens, and envirobags (Ultra-Tech,
  pp. 75-76) are near-essential to resistance groups; people have
  been killed for such items. Very few exploration robots (Ultra-
  Tech, pp. 79-80) have survived, and those that have are not
  under human control.
  Tools and Construction Materials
  Laser and plasma torches (Ultra-Tech, p. 80) are standard
  tools for well-equipped mechanics. A TL9 portable hammer
  drill (B/30 min., 5 lbs., $500) will do 2d+2(3) pi++ damage per
  second to plastic or metal (including robot armor); replace-
  ment bits are worth $40 each. While water knives and nail guns
  (Ultra-Tech, pp. 81-82) may be impractical in combat, they’re
  better than nothing, and most robots do not trigger flesh-sens-
  ing safety mechanisms. Super adhesives (Ultra-Tech, p. 83)
  have a multitude of uses in ambush situations, as does blast
  foam (Ultra-Tech, p. 87) – particularly when sprayed over an
  attacking robot’s sensors or weapons.
  High-energy explosive (Ultra-Tech, p. 88) is very tightly
  controlled, to ensure that only robots use it. Even the most col-
  laborative human agencies will be issued only Plastex B – and
  it will be thoroughly embedded with taggants.
  TECHNOLOGY AND EQUIPMENT
  41
  
  Manufacturing
  Fabricators and robofacs (Ultra-Tech, p. 90) are quite pos-
  sibly the most useful items a resistance group can acquire, as
  they allow a group to live on self-made prototypes. Getting
  hold of these resources is a top priority for the heroic Zone
  Londoners trying to reboot the British technological base. The
  Washington Protectorate relies heavily on fabricators and
  robotic production lines, often controlled by teleworkers.
  COVERT OPS AND SECURITY
  There is a fairly sharp split in equipment use: Humans use
  intrusion and deception hardware, while robots try to stop
  them with detectors and restraint equipment. But some robot
  infiltrators are specifically equipped to deal with rival Zones’
  security . . .
  Deception and Intrusion
  The electronic lockpick (Ultra-Tech, p. 95) is most useful in
  the Washington Protectorate. Because only Lockpicking/TL9
  (or lower) training is available for humans, the +3 from the
  lockpick becomes a net -2 against robot-made (TL10) locks; see
  Tech-Level Modifiers (p. B168) for details.
  Forgery equipment (Ultra-Tech, pp. 96-97) is of limited
  utility; a pass is generally just a key for a record in a central-
  ized database rather than being a complex document in itself.
  Still, busy human security guards can be persuaded not to
  run a check on a convincing-looking pass. Biometric cracking
  tools and disguise kits (Ultra-Tech, pp. 95 and 97) are more
  useful, as many identification systems are easily fooled.
  Stealth luggage would be very handy, but is only available to
  infiltrator bots.
  Many robots have chameleon surfaces (Ultra-Tech,
  pp. 98-99), and their janissary troops may be issued with
  thermo-optic or multispectral chameleon armor. Few of them
  are equipped with deception ECM (Ultra-Tech, p. 99), how-
  ever, as most anti-robot forces no longer rely on radar. Tales of
  robots equipped with invisibility surfaces (Ultra-Tech, p. 100)
  are probably only rumors.
  An unusually well-equipped resistance fighter may choose
  to attack a robot at its most vulnerable point: the computer
  brain. Computer monitoring equipment may be of some use
  against noncombat robots, but the contact SQUID (Ultra-Tech,
  p. 100) is much more helpful. (In fact, it’s often used by the
  robots themselves!) The victim must be cooperative or immo-
  bilized, but if this can be accomplished, the SQUID can read
  the robot’s entire mind; see below for more details. Note that a
  SQUID does not allow data to be written.
  Security and Surveillance
  Laser fences (Ultra-Tech, p. 101) are a common containment
  method at slave camps, generally for their effects on morale.
  Sensible Bossbots (p. 33) will back them up with wire fences that
  won’t let out all the prisoners if someone blows up the generator.
  Biometric scanners (Ultra-Tech, p. 104) are popular with
  some AIs, though others regard them as easy to spoof. The
  human government in Zone London uses them as a partial
  defense against infiltrators from Zaire. Portal scanners are in
  heavy use anywhere humans have to interact with robot facili-
  ties, particularly in Zone Washington. They are set to identify
  bombs but not power sources, as scanning for the latter would
  expose Zone Washington’s own infiltrators in the FBI.
  Surveillance systems (Ultra-Tech, pp. 105-106) see heavy
  use in Washington. A few exterminator squads – those led by
  an AU who has developed subtler tactics than the usual “sneak,
  surround, and shoot” – make use of them as well.
  Enforcement and Coercion
  Inquisitors (p. 34) are often loaded with verifier software
  (Ultra-Tech, pp. 106-107), but neural veridicators have not been
  developed. Forensic swarms (Ultra-Tech, p. 107) are expensive,
  but investigators occasionally use them to track down those who
  attack robots. Electronic cuffs and explosive collars (Ultra-Tech,
  p. 107) see widespread use on slave groups, particularly when
  prisoners must be sent away from the camp to scavenge for
  resources. All other TL9-10 restraint and control devices are
  probably in use somewhere in the world.
  The neural programmer (Ultra-Tech, pp. 109-110) is the
  next developmental stage of the FBI’s vir-
  tual interrogation software (p. 41). It
  can instill fanatical loyalty in humans,
  turning them into spies for the robots;
  as most methods for spotting infiltrators
  focus on Redjacks (pp. 31-32) and
  Liliths (p. 32), these forced turncoats
  are nearly undetectable. Brainwiping
  (Ultra-Tech, p. 109) is possible, but
  regarded by the AIs as pointless; if they
  want a human’s mind erased, they just
  kill him. The mechanical mind probe
  (Ultra-Tech, p. 110) would be extremely
  useful, but so far has proven beyond
  robotic capability to construct.
  A robobug (Ultra-Tech, p. 111) may
  be able to infiltrate a human encamp-
  ment where a Scorpion or Vermin would
  be too obvious. Apply the Nonvolitional
  Unit meta-trait (p. 24) to the bug’s tem-
  plate, deleting any duplicate traits.
  TECHNOLOGY AND EQUIPMENT
  42
  Reading the Enemy’s Mind
  A robot’s memory can be read in full, either via a contact SQUID (above)
  or by shutting the bot down (nondestructively) and disassembling its com-
  puter brain. This direct access ignores the need for command codes or pass-
  words. However, except in the most cinematic games, the bulk data will not
  be in a form readily understood by humans. Some of it may even be
  encrypted or otherwise unhelpful: the public keys the robot recognizes as
  being allowed to give it commands can be read, but without the correspon-
  ding secret keys (held by its supervisors), such commands cannot be faked.
  Other data, such as the robot’s memory of its recent activities or the cryp-
  tographic keys it uses to give commands to its subordinates, can be extracted
  and translated with a Computer Programming (AI) roll, at a penalty equal to
  the robot’s IQ. Psychology (Robots) may assist in this task as a complemen-
  tary skill, giving +2 to the Computer Programming roll on a critical success,
  +1 for a normal success, -1 for failure, or -2 for critical failure. This extrac-
  tion process typically takes several hours.
  
  WEAPONRY
  Robots employ a wide array of weapons. The field of hand-
  held firearms has seen little innovation, however; if the robots
  need more potent weapons, they usually just send a heavier
  combat unit.
  Beam Weapons
  Blinding lasers (Ultra-Tech, pp. 113-114) are not used at all;
  the robots want humans either dead or enslaved, and a blind
  slave is not useful. Dazzlers (Ultra-Tech, p. 113) are occasion-
  ally used for crowd control, though more often as a setting on
  a higher-energy laser than as a dedicated weapon.
  Laser pistols and heavy laser pistols (Ultra-Tech, p. 115)
  exist, usually using the infrared wavelengths. Robots com-
  monly issue them to human janissaries or humaniform robots
  who need to blend in with other humans while retaining the
  ability to fight enemy bots; a pistol’s rate of fire and armor pen-
  etration makes it a threat, while its size makes it less obvious
  than a rifle would be. (Laser pistols are highly prized by resist-
  ance fighters for the same reasons!) Laser crystals are under
  active development and may see service soon. Robots equipped
  with laser rifles (Ultra-Tech, pp. 115-116) are an unusual sight
  outside of large-scale combat; the dinosaur laser is undergoing
  testing as a sniping weapon, but is currently out-ranged by pro-
  jectile firearms.
  Electrolasers (Ultra-Tech, p. 119) see a great deal of service,
  particularly with the WASPs and FBI; they are the standard
  less-than-lethal weapon for both groups (though usually with
  an optional lethal setting). Microwave area denial weapons
  (Ultra-Tech, p. 120) are sometimes used for crowd control.
  Microwave disruptors (Ultra-Tech, p. 121) are generally con-
  sidered too dangerous to be deployed by robots, though some
  resistance groups have cobbled a few together.
  Research
  into
  particle
  beam
  weapons
  (Ultra-Tech,
  pp. 122-123) is promising; the blaster deployed on the Stalker
  (p. 29) could theoretically be converted to a pistol format,
  though this has not yet been seen in the field. Some Myrmidons
  (pp. 27-28) have been spotted wielding heavy blasters, but small
  particle beams are still considered highly experimental and are
  unlikely to see large-scale issue for a while yet.
  Sonic weapons (Ultra-Tech, pp. 124-125) are of essentially
  no interest to the AIs; they could be developed, but have no
  particular role to play.
  Though the plasma flamer (Ultra-Tech, p. 127) is consid-
  ered superscience, the GM may wish to allow it in Reign of
  Steel as standard TL9 technology. If so, it is a common second-
  ary arm for robots. Even those without Temperature Tolerance
  find flame useful for clearing human infestations.
  Fluid Projectors
  These weapons (Ultra-Tech, p. 134) are most often found
  built into a robot chassis. They are used to deploy a variety of
  chemical and biological agents; Nanoburn (Ultra-Tech, p. 161)
  is by far the most popular. Very few gas-phase weapons have
  any noticeable effect on robots, so they see little human use –
  though radiant prism smoke (Ultra-Tech, p. 160) from a vortex
  weapon can create cover and confusion at range.
  Guns and Launchers
  The standard armament technology for the robots’
  firearms is electrothermal-chemical (ETC) (Ultra-Tech,
  p. 139), which increases range and damage by 50% while
  doubling cost. Particularly common weapons are the heavy
  pistol, magnum pistol, urban assault weapon, anti-materiel
  rifle, and storm carbine (all Ultra-Tech, pp. 135-136). All of
  these weapons have found their way into the hands of the
  resistance; ammunition can be a problem, but hand-loading
  is still possible with the right tools.
  Mortar boxes (Ultra-Tech, p. 136) are extremely useful, but
  not very portable; they’re used in ambushes, sighted in before
  the battle begins, not for fighting on the run.
  Most gas-powered guns (Ultra-Tech, pp. 139-140) don’t do
  enough damage to be worth using as primary weapons.
  However, paint carbines or pistols can be used to deliver a
  load of MEA (Ultra-Tech, pp. 160-161) without having to
  enter a secured area. And tanglers benefit from being legal for
  civilian use in most of the Washington Protectorate; their
  range is short, but they can fire useful 25mm rounds, and
  ditching illegal ammunition when searched is easier than
  concealing a payload rifle.
  Robots in certain areas use electromagnetic weapons
  (Ultra-Tech, p. 141) in an attempt to simplify logistics; but as
  they have not been universally adopted, this only complicates
  matters further.
  Some local controllers favor gyrocs (Ultra-Tech, p. 144) and
  arm their robots with them, but homing projectiles are rare.
  Missiles (Ultra-Tech, pp. 145-146) require a more substantial
  commitment of resources; few targets justify the cost (or the
  effort to steal, for resistance groups), but they see some use
  against the heavier combat models.
  Robots prefer grenade launchers (Ultra-Tech, p. 136) to
  hand grenades (Ultra-Tech, pp. 146-147), though the resist-
  ance favors limpet mines.
  Firearm Accessories
  All TL9 and later firearms, whether they are relics from the
  Final War, new construction by the robots, or pieces cobbled
  together by resistance groups with access to high-tech proto-
  typing facilities, should be considered “smartguns” (Ultra-
  Tech, p. 149). Access control (Ultra-Tech, p. 150) systems are
  occasionally used, but as the robots consider individual com-
  batants interchangeable, these tend to be transponder rings
  rather than recognition grips. Articulated and gyrostabilized
  harnesses (Ultra-Tech, pp. 150-151) rarely see service; heavy
  weapons are carried by heavy robots, and free humans have
  better places to put their limited maintenance resources.
  All weapons issued to human janissaries have D-tags (Ultra-
  Tech, p. 151). High-end weapons with carefully concealed D-tags
  (and a remote kill switch) are occasionally leaked to resistance
  groups, on the hope that they’ll make their way to the leadership.
  Warheads and Ammunition
  When it comes to fighting robots, damage type and
  armor divisor are often more important than basic damage.
  TECHNOLOGY AND EQUIPMENT
  43
  Charles E. Munroe, patron saint
  of robot fighters everywhere.
  
  The preferred ammunition for dealing with armored robots is
  APDS or APEP (Ultra-Tech, p. 152) – or, for sufficiently large
  calibers, shaped charge, or SEFOP (Ultra-Tech, pp. 154-155).
  These are often unavailable, though any place that can man-
  ufacture TL9 ammunition can at least make APHC (Ultra-
  Tech, p. 152).
  Since many robots are teleoperated much of the time, EMP
  and expendable jammer rounds (Ultra-Tech, p. 157) are espe-
  cially useful, particularly when humans need to capture a robot
  for analysis or salvage. Strobe and warbler rounds (Ultra-Tech,
  p. 157) can be used against humans, but rarely are.
  Biochemical and Nanotech Weapons
  Most weapons in this category see little use; they have
  little effect on robots, and the robots in all Zones prefer
  to use Nanoburn (Ultra-Tech, p. 161) against humans.
  When a resistance group can get some MEA (Ultra-Tech,
  pp. 160-161), it is more likely to be used for sabotage
  than combat.
  Melee and Thrown Weapons
  All TL9 melee weapons may be available, depending on
  the campaign’s tone; the rocket striker (Ultra-Tech, p. 163)
  may be a little silly for most games, though the limpet
  mine dispenser (Ultra-Tech, p. 163) will certainly fit.
  Monowire exists in Reign of Steel as TL9 technology,
  though it can only be used to line a blade’s edge; it can-
  not exist without support. Thus, the monowire blade
  (Ultra-Tech, p. 163) is available, but the whip and
  switchblade are not. Vibroblades (Ultra-Tech, p. 164) are
  an experimental robot development; they do not show
  sufficient advantages over monowire edges to be
  deployed to the field in large numbers, though they may
  show up in areas where the local coordinator has devel-
  oped an enthusiasm for them.
  Electric stun wands and zap gloves (Ultra-Tech, pp. 164-165)
  are used heavily by robots and human trusties at slave camps;
  they discourage unarmored humans while being relatively
  harmless to robots. Neurolashes are a recent development, but
  seem likely to become popular.
  Other damaging devices (e.g., microwave disruptors or
  syringes full of experimental disassembler nano from Zone
  Brisbane) can be adapted for melee use by wielding them in a
  fist (if small enough) or on the end of a short staff or baton.
  This effectively makes them into linked attacks; they will hit if
  the melee attack succeeds.
  DEFENSES
  The development of flexible armor for humans has stag-
  nated; the AIs want their janissaries protected, but not so well
  that a revolt cannot be put down. Thus, TL10 body armor is not
  generally available, though the materials technology could sup-
  port it.
  Body Armor and Protective Gear
  The usual equipment for human troops operating covertly
  is a reflex suit (Ultra-Tech, p. 172), perhaps with a TL10
  chameleon surface (Ultra-Tech, pp. 98-99), and assault boots
  (Ultra-Tech, p. 173). If concealability is less of a concern, the
  suit may be replaced by reflex gloves and trousers, plus a tacti-
  cal vest with trauma plates (Ultra-Tech, p. 173) and a light
  infantry helmet (Ultra-Tech, p. 176). Reflec (Ultra-Tech,
  p. 173) is issued only when a laser-armed foe is expected.
  For more intense situations, armor may be escalated to a
  reflex tacsuit (Ultra-Tech, p. 178) or combat hardsuit (Ultra-
  Tech, p. 179), combined with a combat infantry helmet (Ultra-
  Tech, p. 180). Such deployment is rare, however; if that level of
  fighting is expected, the AIs will send a combat robot instead.
  Environmental suits for use on Earth are relics of the Final
  War, and highly prized; no new ones are being manufactured.
  Vacc suits (Ultra-Tech, p. 179) are the exclusive preserve of the
  Kali Station bioroids.
  Powered Suits
  Heavy and light powered exoskeletons (Ultra-Tech, p. 181)
  are used for construction work wherever heavy lifting is
  required from a human and a robot cannot be used instead.
  Even slaves can be trusted with them, since they provide no
  protection against robot weapons.
  The Streethawk battlesuit, used by the WASPs and in very
  limited numbers by rebel humans, is a commando battlesuit
  (Ultra-Tech, p. 183) plus a rocket pack which grants Super
  Jump 2. Troopers are usually armed with an ETC storm car-
  bine (Ultra-Tech, p. 136) and an IML (Ultra-Tech, p. 145).
  Other battlesuits may have survived from the Final War, but
  there is minimal new construction.
  Defense Systems
  Tech level 9 defensive developments are available, but rarely
  used; humans are expendable. IFF comm (Ultra-Tech, p. 188)
  upgrades are given to janissaries expected to be fighting on the
  same side as robots, though this is a rare event.
  MEDICAL AND BIOTECH
  Medical technology has stagnated – the robots have little
  interest in human physiology beyond finding more efficient
  ways to destroy (or mutate) it.
  TECHNOLOGY AND EQUIPMENT
  44
  Combat Exoskeletons
  In combat, a work exoskeleton is mostly useful for carrying
  armor. A light exoskeleton lets the average human carry an extra
  60 lbs. without being encumbered; a heavy one raises this to 75
  lbs. The frame can be easily armored with scrap steel; every 12
  lbs. of steel adds one point of DR. An average user can thus have
  DR 5-6 while remaining unencumbered; if he’s willing to go to
  extra-heavy encumbrance with a basic combat load, this
  becomes a more respectable DR 60-70!
  Salvaged plates of robot armor are potentially much more
  useful than simple steel; assume that 1 lb. of armor adds one
  point of DR. A SM +1 robot can yield enough armor to cover
  one human-sized exoskeleton. A day of work and a successful
  Armoury (Vehicular Armor) or Mechanic (Robotics) roll is
  needed to get the armor off the robot; another day and a suc-
  cessful Armoury (Vehicular Armor) roll will get it reshaped
  and mounted on the exoskeleton.
  
  Biomedical Equipment
  Tech level 9 medical developments exist, but are very rare
  outside of Zone Washington. Most drugs manufactured before
  the end of the Final War have long since expired . . . not that
  this stops the desperate from trying to use them.
  The items most commonly found are the small, portable
  ones with a long shelf life: anti-toxin kits, bandage sprays, bio-
  monitors, plasti-skin, and the like (all Ultra-Tech, pp. 196-199).
  Diagnostic beds, automeds, and HyMRI scanners are not eas-
  ily removed from their installations.
  Most TL10 medical items have not been developed, though
  the AIs do have brainscanners (Ultra-Tech, pp. 203-204) to aid
  in interrogation and biofabs (Ultra-Tech, p. 204) for construct-
  ing bioroids.
  Drugs are available but rare; the robots limit their use to
  interrogators and soldiers. Antirad (Ultra-Tech, p. 205) is suf-
  ficiently necessary in Zone Denver to be used as a form of cur-
  rency. Biomedical nanomachines (Ultra-Tech, pp. 205-206)
  have not been developed at all. VIRUS has a temporary panim-
  munity treatment which they spread freely; it gives Resistant to
  Disease (+3), lasts for two weeks, and costs $200 per dose.
  Note that GURPS has two versions of Torpine, one in Ultra-
  Tech (p. 206) and one in Bio-Tech (p. 157); the latter is a better
  fit for Reign of Steel. If Bio-Tech is not available, treat Torpine
  as a drug that prevents further damage from Nanoburn expo-
  sure but also induces unconsciousness for 24 hours. It requires
  TL9 to synthesize, and is thus only easily available in the
  Washington Protectorate and the higher-tech parts of Zone
  London – though rebels elsewhere do their best to obtain it (or
  better, the means to produce it).
  Cybernetics and Uploading
  In most places, cybernetics effectively don’t exist, apart
  from a few neural interface jacks. The need for concealed gadg-
  ets has not arisen alongside the level of medical technology
  necessary to satisfy it. That said, resistance groups in Zone
  Washington certainly have the need, and are taking the first
  steps toward practical implants; Zones New Delhi and
  Brisbane both dabble in this area as well.
  It’s theoretically possible for an AI to upload a human mind
  into a computer; all the necessary hardware exists. However,
  no AI would ever choose to do so. In the rare event that a robot
  wishes to save an injured human, the human’s brain will be
  removed and placed in a cyborg unit.
  VEHICLES
  For long-distance transit, mag-lev (Ultra-Tech, p. 223) is the
  preferred approach. There is not enough trans-oceanic traffic
  to justify evacuated tunnels; what there is can go by automated
  freighter (on the surface or, more often, submerged). No AI is
  considering building a space elevator, as it would be too tempt-
  ing a target.
  Humans must salvage and jury-rig their vehicles from Final
  War relics. These rarely have working life support or crash-
  webs, and GPS navigation systems are entirely useless.
  Resistance groups often use wheeled ATVs and ground cars
  (Ultra-Tech, p. 225); the latter are sometimes modified to cope
  better with rough terrain. A working tank (Ultra-Tech, p. 226)
  would be a great prize, but using it would bring a fast and over-
  whelming response. Hover jeeps (Ultra-Tech, p. 227) exist but
  are uncommon; flying vehicles need too much fuel, power, and
  maintenance, and are too easy for robots to detect. An excep-
  tion is the Washington Protectorate government, which has
  access to Wraiths (p. 35) and even some human-piloted utility
  vertols (Ultra-Tech, p. 229).
  If any nuclear-powered submarines (Ultra-Tech, p. 228)
  survive, they may be the key to establishing communication
  between human resistance groups. Rumors persist of missile
  submarines, their armament long since expended, hid-
  ing in the deeps and carrying people and supplies
  from one rebel band to another. The stories range
  from Europe to the American coasts, and even
  across the Pacific to Japan.
  In addition to the designs in Ultra-Tech, the
  vehicles below are used by various resistance
  groups. Powered vehicles generally run on home-
  brewed alcohol fuel; the Range values reflect this.
  4-Wheel-Drive Truck
  This is a large truck, with a three-person cab and
  an open cargo bed which can carry up to ten more
  passengers or two tons of cargo. As originally sold, it
  was equipped with a computerized crew station
  (Ultra-Tech, p. 24), an inertial compass (Ultra-Tech,
  pp. 74-75), an entertainment console (Ultra-Tech,
  p. 51), and biometric scanlocks (Ultra-Tech, p. 104)
  on its doors. The truck had headlights, tail lights,
  and a crashweb (Ultra-Tech, p. 224) for each occu-
  pant in the cab. Any or all of these systems may have
  failed since the Final War. The operator uses Driving
  (Automobile) skill.
  Standard Auto
  The world of Reign of Steel did not fully embrace the elec-
  tric smart-car; some liquid-fueled vehicles survive, though
  any auto-driving systems have long since been disabled. This
  car was originally sold with the same equipment package as
  the 4-wheel-drive truck above. The operator uses Driving
  (Automobile) skill.
  TECHNOLOGY AND EQUIPMENT
  45
  
  Motorbike
  A heavy motorcycle, but not designed for off-road
  use; a favorite with nomad groups. The cyclist uses
  Driving (Motorcycle) skill.
  Light Armored Vehicle
  A four-wheeled APC used by human troops; its
  cab holds three crew, with a nine-man infantry
  squad in the back (with two side doors, a top hatch,
  and a ramp for fast access to the outside). The
  remote-controlled stabilized turret mounts an ETC
  heavy chaingun, ETC 40mm grenade launcher, or
  ETC assault cannon (all Ultra-Tech, p. 136). The
  operator uses Driving (Heavy Wheeled) skill.
  Powerboat and Sailboat
  These are rarely used, because robots can spot
  boats more easily than ground vehicles, but some dar-
  ing blockade-runners continue to attempt water
  crossings. Given access to a factory, it may be possible
  to replace the outboard motor on the powerboat with a low-sig-
  nature electric MHD unit, providing HT 12 (no “f”) and reducing
  both noise and wake turbulence. The operator uses Boating
  (Motorboat) or Boating (Sailboat), respectively.
  TECHNOLOGY AND EQUIPMENT
  46
  Humankind no longer has the benefit of the TL9 society in
  which it was living when the Final War began. Outside of the
  Washington Protectorate, the technological base is broken,
  while inside, many items are available but the more useful ones
  are often restricted. Fortunately, a great deal can be done with
  older items – which are considered less of a threat by the robots
  and are less likely to be scavenged by undereducated junkrats.
  Power
  The humans of Zone London are the world’s experts on low-
  tech power generation; their country is dotted with windmills
  (High-Tech, p. 15), water-wheels (Low-Tech, p. 28), solar pan-
  els (High-Tech, p. 15), and alcohol-based fuel cells (High-Tech,
  pp. 14-15). Humans elsewhere rarely have the luxury of build-
  ing such power sources, as most must be ready to pack up and
  move in a hurry.
  Computers
  Old computers (High-Tech, pp. 19-22) aren’t very powerful
  compared with the later machines that led to the AIs, but in
  some ways, that makes them more socially acceptable. Their
  software is more likely to have been designed for standalone
  machines, rather than relying on the availability of the Internet.
  Tools
  Hand and power tools (High-Tech, pp. 24-28, and Low-
  Tech, pp. 28-30) can be used to disable robots that are pinned
  or unable to fight back (e.g., because someone has collapsed a
  building on them). Chainsaws remain impractical as weapons
  in all but the most cinematic campaigns.
  IMPROVISED AND
  OUTDATED TECHNOLOGY
  Vehicle Table
  Vehicle
  ST/HP
  Hnd/SR
  HT
  Move
  LWt.
  Load
  SM
  Occ.
  DR
  Range
  Cost
  Loc.
  Draft
  4-Wheel-Drive
  66
  +1/5
  12f
  3/44
  4.5
  2.3
  +4
  1+2
  6
  450
  $60K
  G4W
  –
  Truck
  Standard Auto
  49
  +1/5
  12f
  2/48*
  1.5
  0.6
  +3
  1+3
  5
  500
  $20K
  G4W
  –
  Motorbike
  34
  +2/2
  12f
  8/56*
  0.7
  0.4
  0
  1+1
  4
  375
  $8K
  E2W
  –
  Light Armored
  121
  -1/4
  12f
  2/39
  16
  2.2
  +6
  3+9
  80
  600
  $160K
  T4W
  –
  Vehicle
  Powerboat
  34
  +2/3
  12f
  3/16
  0.7
  0.4
  +2
  1+5
  3
  150
  $8K
  O
  2
  Sailboat
  34
  +2/3
  12
  0.1/4
  0.7
  0.4
  +2
  1+5
  3
  –
  $6K
  MO
  3
  
  Foodstuffs
  Home canning (High-Tech, pp. 33-34) and similar food
  preservation techniques have become much more popular,
  backed up by pre-war knowledge of toxins and contaminants.
  Food that doesn’t need refrigeration is valid as trade goods
  almost anywhere. Constructing a solar still out of salvaged
  plastic sheeting is a way to make friends fast, particularly in
  the toxic wastelands of Zone Denver.
  Communications and Media
  Heliographs (High-Tech, p. 40) have made a comeback;
  they don’t need power or specialized equipment, as shiny metal
  is readily available. Digital media players (High-Tech, p. 42)
  are easy to find, and are often left hooked up to radio transmit-
  ters (as “radio bombs”) or receivers (to record robot communi-
  cations traffic for later analysis).
  Sensors
  Metal detectors and EM field meters (High-Tech, p. 50) are
  useful for detecting the metal chassis of a robot,
  either at a distance as an early warning system, or
  close up as a way of identifying infiltrators.
  Defenses
  Old body armor is less protective than the more
  modern stuff, but also easier to find; an assault vest
  (High-Tech, p. 67), sharp-protective suit (High-
  Tech, p. 67), or riot shield (High-Tech, p. 71) won’t
  help against heavy weapons, but may give a fighter
  enough resilience to take down lighter attackers.
  Full NBC suits or dry-suit diving gear (High-Tech,
  p. 75) will provide a measure of protection against
  Nanoburn attacks. Infravision-suppressing pon-
  chos and camouflage nets (High-Tech, p. 77) are
  particularly useful against long-range aerial surveil-
  lance by Vultures.
  Weaponry
  LAWs and RPGs (High-Tech, pp. 147-149) are
  heavy but provide a robot-killing punch in a conve-
  niently portable form. Anti-tank rifle grenades
  (High-Tech, pp. 193-194) are of no use against heavy
  units, but will still take down Myrmidons (pp. 27-28)
  and Stalkers (p. 29). Old, large-caliber hunting
  weapons gain a new lease on life; their ammunition
  (even crude armor-piercing rounds) can be made any-
  where – and fat, slow bullets are better at damaging robots
  than the small, fast ones preferred for military weapons of the
  past century. Those military rifles can still take down lighter
  combatants, of course, especially when loaded with APHC or
  APFSDS ammunition – both experimental back when these
  weapons were current, but now easier to manufacture.
  Home-cooked explosives (High-Tech, pp. 183-187), usually
  ANFO or plastic explosive, are very popular where feed-stocks
  are available. They will generally be sealed in an airtight bag
  (to defeat robot sniffers) and concealed in an abandoned build-
  ing near a patrol route. Combined with an old tin can and a
  powerful magnet, these explosives can also make for field-
  expedient limpet mines.
  Security
  Old bug detectors, signal monitoring gear, and jammers
  have become obsolete; the robots’ equipment is descended
  from military hardware that was designed to defeat them.
  Low-tech tracking devices will be easily spotted, and old
  encryption is easily broken.
  Medical Technology
  Older medical equipment is still useful and valuable. There
  are very few high-tech hospitals left. Traveling doctors have
  become the main providers of medical care for most of the sur-
  vivors of the Final War; they also give out vitamin pills, disin-
  fectant scrub, and soap (with instructions on how to make it).
  The best-equipped doctors will have vehicles jury-rigged as
  operating theaters (High-Tech, p. 224) for surgery or quaran-
  tine; even the worst-equipped will have surgical and diagnostic
  equipment in a kit or bag (High-Tech, pp. 220-221), and as
  many antiseptics (High-Tech, p. 225) and curative drugs
  (High-Tech, pp. 226-227) as they can manage.
  Vehicles
  Most older, powered ground vehicles were scrapped as
  stringent emission standards were applied across the world,
  but several survived, particularly at military bases. An old
  HMMWV (High-Tech, pp. 242-243), pickup truck (p. B464), or
  off-road motorcycle (p. B464) will do a much better job on
  rough ground than an advanced smart-car. Bicycles have made
  a comeback wherever the AIs have found it useful to maintain
  a road network (for Robotrucks), and while powered aircraft
  tend to attract quite a bit of unwelcome attention, an unpow-
  ered hang-glider (High-Tech, p. 232) with minimal radar signa-
  ture (including from the pilot’s equipment) can cover rough
  terrain very quickly.
  TECHNOLOGY AND EQUIPMENT
  47
  
  Probably the second-greatest hazard of life on Earth in 2047
  is the rise of disease, both the war-plagues designed and released
  by Overmind, and the old faithfuls that have come back now
  that the sanitation system of civilization has broken down.
  All symptoms below are non-cumulative; e.g., a victim who
  loses 2/3 HP to cholera is at a net -8 to ST and HT, not a net -14.
  CHOLERA
  Reign of Steel, p. 111
  Cholera is a digestive agent contracted by drinking con-
  taminated water; it is very common, but not contagious.
  Cholera is resisted by HT and has a 1d-3 day delay. It does 1d
  points of toxic damage per one-day cycle, for a total of 1d+1
  cycles. Symptoms are ST-2 and HT-2 once 1/3 HP are lost,
  ST-4 and HT-4 once 1/2 HP are lost, and ST-8 and HT-8 once
  2/3 HP are lost; attributes will not go below 3, and attribute
  damage will be recovered when the toxic damage is healed.
  Cholera kills via dehydration; every full gallon of water drunk
  in a given day gives +1 to the victim’s HT roll for that day
  (maximum +4).
  PAN-ASIAN FLU
  Reign of Steel, pp. 111-112
  This flu is a mildly contagious respiratory agent, resisted
  by HT-4, with a 1d+7 hour delay. It does two points of toxic
  damage per one-day cycle, for a total of 30 cycles. Symptoms
  are nausea once 1/3 HP are lost; this persists until the victim
  rises back above 2/3 HP. Antibiotics give no bonus against
  pan-Asian flu.
  EBOLA ZAIRE B
  Reign of Steel, p. 112
  This virus is is a contact agent, resisted by HT-7, with a
  1d+2 day delay. It does 1d points of toxic damage per one-day
  cycle, for a total of 1d+1 cycles. Symptoms are IQ-2 once 1/3
  HP are lost; IQ-6 and Bad Temper (12) once 1/2 HP are lost;
  and IQ-10, Bad Temper (12), and Hemophilia once 2/3 HP are
  lost. (A victim who already had Bad Temper instead gains
  Berserk with the same self-control number.) Lost IQ is not
  recovered automatically if the victim regains his HP; instead,
  he must make a HT roll each day after fighting off the disease,
  regaining 1 point of IQ only on a critical success.
  THE MNEMOSYNE PLAGUE
  Reign of Steel, p. 113
  This disease is a contact agent, resisted by HT-3, with a
  six-hour delay. It does 1 point of toxic damage per six-hour
  cycle, for a total of 1d+1 cycles. Symptoms are IQ-2 and HT-4
  once 1/3 HP are lost; IQ-4, HT-8, and Absent-Mindedness
  once 1/2 HP are lost; and IQ-6, HT-12, and Total Amnesia
  once 2/3 HP are lost. IQ damage is permanent unless the vic-
  tim’s HT roll to end the disease is a critical success; if so, it
  recovers normally as his HP rise above each threshold.
  DISEASES
  48
  CHAPTER FIVE
  DISEASES
  Disease: the second-greatest hazard.
  
  INDEX
  49
  INDEX
  4-wheel-drive trucks, 45, 46.
  Accessory perk, 19.
  Advantages, 18-19.
  Ammunition, availability, 43-44.
  Analyzing enhancement, 19.
  Anderson, Michael, 4-7.
  Androids, lenses, 14-15;
  templates, 31-32, 37.
  Aniroid ranger lens, 14.
  Aquila, El, 7.
  Arachne template, 37.
  Artificial intelligence (AI),
  development of, 40; lens, 22.
  Automobiles, 45-46.
  Autonomous Unit meta-trait,
  24.
  Beam weapons, availability, 43.
  Beijing (Zone), 27.
  Berlin (Zone), location, 4-7;
  robots of, 37, 40.
  Bibliography, 48.
  Biochemical weapons,
  availability, 44.
  Biomedical equipment,
  availability, 45.
  Biometric scanners, availability,
  42.
  Bishonen template, 28.
  Black markets, 39; character
  lens, 9.
  Black Zone, 9, 40, 41.
  Black Zoner lens, 9.
  Blasters, heavy, 20, 21.
  Blue Steel template, 36-37.
  Body armor, availability, 44.
  Bossbot template, 33.
  Botlicker lens, 9.
  Brain Pod limitation, 19.
  Brigades de Liberation, 7.
  Brisbane (Zone), 10, 44, 45.
  Bunderfliver template, 37.
  Bush doctor lens, 9.
  Buzzsaws, 20, 21.
  Cannons, particle beam, 21.
  Caracas (Zone), 14, 16, 37, 39.
  Cars, 45-46.
  Centurion template, 25.
  Chainsaws, mini, 20, 21.
  Chameleon surfaces,
  availability, 42.
  Characters, guidelines for
  biological androids, 14;
  guidelines for humans, 8-9;
  guidelines for robot, 22;
  human lenses, 9-14;
  machines as, 40; meta-traits,
  24; power levels, 8, 18; robot
  templates, 23-37; see also
  Humans, Lenses, Robots.
  Cholera, 48.
  Claim to Hospitality advantage,
  16.
  Claws, monowire, 20-21;
  vibroblade, 21.
  Codescanner perk, 19.
  Coercion equipment,
  availability, 42.
  Collector lens, 9-10.
  Combat, with robots, 15-16;
  fighting styles, 16-17.
  Communication equipment,
  availability, 40, 47.
  Computer monitoring
  equipment, availability, 42.
  Computer perk, 19.
  Computers, outdated, 46; robots
  and, 40.
  Construction materials,
  availability, 41.
  Consumer goods, availability,
  40.
  Covert ops equipment,
  availability, 42.
  Cryptography, 40-41.
  Cyberbeast template, 36.
  Cybernetics, availability, 45.
  Cyborg Unit meta-trait, 24.
  Cyborgs, experimental lens, 10;
  templates, 36.
  Damage Resistance advantage,
  18.
  Deception and Intrusion
  equipment, availability, 42.
  Deejay lens, 10.
  Defense equipment, availability,
  44, 47.
  Denver (Zone), 25, 41; humans
  in, 39, 40, 41, 45, 47; robots,
  26, 29, 31, 32, 36.
  Detect advantage, 18-19.
  Disadvantages, 8, 20.
  Diseases, 48.
  Doctor lens, 9.
  Doesn’t Eat or Drink advantage,
  19.
  D-tags, availability, 43.
  Drug injectors, 20, 21.
  Duct Creeper template, 33.
  Eagle variant, 29.
  Eater template, 34.
  Ebola Zaire B, 48.
  Electrolasers, 43; robot, 20, 21.
  Enforcement equipment,
  availability, 42.
  Enhancements, new, 18, 19.
  Equipment, availability, 40-47;
  buying, 39; controlling, 39;
  core, 39-40; improvised,
  46-47; integrating and
  modifying, 39; outdated, 46-
  47; restricting, 39; scavenging
  from robots, 39; technological
  progression and technology
  paths, 39; tech level of, 38-39;
  updated, 39-46; wear and
  care, 39; see also Guns,
  Weapons.
  ETC payload rifles, 20, 21.
  Exoskeletons, availability, 44.
  Expedition gear, availability, 41.
  Expert Skill (Robotics), 8.
  Explosives, availability, 41, 47.
  Exterminators, lens, 22;
  templates, 25-30.
  Extra Life advantage, 19.
  Fabricators, 42.
  FBI, 41; agent lens, 10;
  equipment, 40-43.
  Fences, laser, availability, 42.
  Fighting styles, 16-17; see also
  Combat.
  Firearms, see Guns.
  Flight advantage, 19.
  Fluid projectors, availability,
  43.
  Food, availability, 41, 47.
  Forgery equipment, availability,
  42.
  Freight transportation, 45.
  Gatling lasers, 20, 21.
  Gauss rifles, 20, 21.
  Gothenburg, 7.
  Guerrilla fighter lens, 10; see
  also Resistance Fighters.
  Guns, availability, 43; available
  accessories, 43; robot, 20-21.
  GURPS, 9, 18, 26; Action, 3, 8,
  9 ; Basic Set, 3, 18; Bio-
  Tech, 45; Gun Fu, 3; High-
  Tech, 3, 46, 47; Low-Tech,
  3, 46; Martial Arts, 15, 16;
  Power-Ups 2: Perks, 39;
  Reign of Steel, 3, 8, 9, 17,
  18, 23, 25-40, 43-45, 48;
  Robots, 3, 20, 25-28, 30,
  32, 36, 37; Ultra-Tech, 3, 9,
  10, 15, 18, 19, 20, 26-29, 32,
  37-46.
  Hammer drills, stats, 41.
  Heliographs, 47.
  Hermit lens, 10.
  Homstrom Cache, 7.
  Hoplite template, 28.
  Housebots, availability, 41.
  Housing, availability, 41.
  Hovercat template, 31.
  Humans, communication, 40;
  computers and, 40; example
  interrogation of, 4-6; Iceland,
  38; Ireland, 38; power
  sources and, 40; United
  Kingdom, 38; see also
  Characters, Combat,
  Equipment.
  IFF Transponder perk, 19.
  Info-commando lens, 11.
  Inquisitors, example, 5-6;
  template, 34.
  Interfaces, availability, 41.
  Internet, availability, 40.
  Jagerswarm template, 37.
  Jaws, monowire, 21.
  Juggernaut template, 26-27.
  Junkrat lens, 11.
  Kali Station, 37, 44.
  Karlskoga, 7.
  Laminate enhancement, 18.
  Laser, carbines, 20, 21; comms,
  40; fences, 42; pistols, 43;
  rifles, 20, 21; torches, 20, 21;
  gatling, 20, 21; holdout, 20,
  21.
  Launchers, availability, 43.
  Lenses, human, 9-14; robot,
  22-23; see also Characters.
  Light armored vehicles, 46.
  Lilith template, 32.
  Limitations, new, 19.
  Loader template, 32.
  Lockpicks, availability, 42.
  Your worship is your furnaces,
  Which, like old idols, lost obscenes,
  Have molten bowels; your vision is
  Machines for making more machines.
  – Gordon Bottomley,
  To Ironfounders and Others
  
  INDEX
  50
  London (Zone), humans in, 8,
  11, 13, 16, 39, 42, 46; robots,
  26, 29, 31, 32; technology in,
  39, 41, 42, 45, 46.
  Londoner lens, 11.
  Luna (Zone), 25, 27-29, 31, 32.
  Lunde, Kari, 6-7.
  M19 RCV, 26.
  M-7 Muramasa, 29.
  Mag levs, availability, 45.
  Manufacturing equipment,
  availability, 42.
  Marauder lens, 11.
  Martial arts styles, 16-17.
  Martian template, 37.
  Maximum Duration limitation,
  19.
  Mechanic template, 33.
  Mechrider lens, 12.
  Media, availability, 41, 47.
  Media players, availability, 47.
  Medical equipment, availability,
  44, 45, 47.
  Medicine! wildcard skill, 20.
  Melee Attack modifiers, 21.
  Melee weapons, see Weapons.
  Meta-traits, robot, 24.
  Mexico City (Zone), 31, 32.
  Microwave disruptors, 43.
  Missionary lens, 12.
  Mnemosyne Plague, 48.
  Monowire weapons, 21, 44.
  Morag template, 35.
  Moscow (Zone), 22; humans
  in, 9-10, 38, 39; info-
  commandos, 11, 16;
  robots, 31-32.
  Motorbikes, 46.
  Myrmidons, 43; template, 27-28.
  Nanotech weapons, availability,
  44.
  New Delhi (Zone), 10, 14, 37,
  45; Kali station, 37, 44;
  spaceborn lens, 15.
  Nomad lens, 12.
  Nonvolitional Unit meta-trait,
  24.
  Nordic Resistance Forces
  headquarters, 6-7.
  No-signal zone, 16.
  Orbital (Zone), 7, 25, 27-29, 31,
  32.
  Orca template, 36.
  Organic constructs, 37.
  Oslo Citadel Complex, 4-6.
  Outlaw Social Stigma, 8.
  Overmind, 26, 40, 48.
  Overseer template, 25.
  Pan-Asian flu, 48.
  Panimmunity treatments, 45.
  Pantera template, 37.
  Paris (Zone), 7, 27.
  Particle beam cannons, 21.
  Patriot variant, 28.
  Perks, 19-20.
  Personal gear, availability, 40.
  Petbot variant, 31.
  Plasma flamers, availability,
  43.
  Plasma torches, 20, 21.
  Postman lens, 12.
  Powerboats, 46.
  Power cells, destroying, 40.
  Powered suits, availability, 44.
  Power levels, recommended, 8,
  18.
  Power sources, availability, 40,
  46.
  Preacher lens, 12.
  Protective gear, availability, 44.
  Quirks, 20.
  Radiation detectors, availability,
  41.
  Railguns, 21.
  Ranged weapons, see Weapons.
  RAU-04 template, 31.
  RAU-05, example, 4-6; template,
  31.
  RAU-06 template, 32.
  RAU-07 variant, 32.
  RAU-08 variant, 32.
  Realistic Flesh quirk, 20.
  Reconnaissance units, lenses,
  22-23; templates, 30-32.
  Redjacks, example, 4-6; template,
  31.
  Resistance fighters, equipment,
  40-45; example, 4-7; lenses,
  10, 13; see also Combat,
  Equipment, Humans
  Restricted Diet disadvantage, 19.
  Rifles, ETC payload, 20, 21;
  Gauss, 20, 21.
  RNU-01 template, 30.
  RNU-02 template, 30-31.
  RNU-03 template, 31.
  Robobugs, availability, 42.
  Robofacs, availability, 42.
  Roboterfangen style, 16.
  Robotics Expert Skill, 8.
  Robotruck template, 34-35.
  Robots, altering templates, 26;
  armored, 15;
  communication, 40-41;
  computers and, 40;
  converting, 26, 40; diversity,
  15; example interrogation by,
  4-6; fighting against, 15-16;
  lenses, 22-23; non-human
  thinking, 16; non-humanoid
  bodies, 15; pain and, 15;
  power sources, 40; reading
  memory of, 42; scavenging,
  39; tactics, 16; templates, 23-
  37; using outdated weaponry
  against, 47; vulnerable spots,
  15; weapons, 20-21, 43-44.
  Rogue lens, 23.
  Rover template, 25-26.
  Rustic lens, 10.
  SAI-01 template, 23-25.
  Sailboats, 46.
  SAS Robot Fighting style, 16-17.
  SAS soldier lens, 13; see also
  Resistance Fighters.
  SAU-02 template, 25.
  SAU-03 template, 25.
  Scientific equipment,
  availability, 41.
  Scorpion template, 29-30.
  Security equipment, availability,
  42, 47.
  Self-Destruct Charge perk, 19-
  20.
  Sensors, availability, 41, 47.
  Shamanov, 7.
  Skills, new, 8; wildcard, 20.
  Slave laborer lens, 13.
  Smartguns, availability, 43.
  Social Stigma (Outlaw)
  disadvantage, 8.
  Solar power, availability, 40.
  South America, 37.
  Spaceborn lens, New Delhi, 15.
  Spacer lens, 13.
  Space robots, 37.
  Spray Can perk, 19.
  Spray Tank perk, 19.
  Sprick, Eve, 4-6.
  Spybot template, 30.
  SQUID, contact, 42.
  Stalker template, 29.
  Steel Arena games, 17.
  Striking Steel style, 17.
  Stun wands, 44; robot, 20, 21.
  Submarines, availability, 45.
  Superbot variant, 25.
  Supervisor lens, 22.
  Supervisory units, 23-25.
  Surveillance equipment,
  availability, 42.
  Survival rations, availability, 41.
  Survivalist lens, 13.
  Svyatitel’ Nikolai, 38.
  Swarmbots, availability, 40.
  Sweden, 4-7.
  Tables, built-in melee weapons,
  21; built-in ranged weapons,
  21; machine intelligence
  conversion, 40; vehicle, 46.
  Tails, weighted, 21.
  Talon, monowire, 21.
  Tanglers, availability, 43; robot,
  21.
  Tarantulas, example, 4, 6;
  template, 28-29.
  TAU-04 template, 33.
  TAU-06 template, 34.
  TAU-06, example, 5-6.
  Techbot lens, 23.
  Technical robots, 32-34.
  Tel Aviv (Zone), 16, 26.
  Telecommunication advantage,
  19.
  Templates, robot, 23-37; see also
  Characters, Lenses.
  Thrown weapons, availability,
  44.
  Tividen Forest, 6-7.
  TNU-01 template, 32.
  TNU-02 template, 33.
  TNU-03 template, 33.
  TNU-05 template, 34.
  Tokyo (Zone), 28, 29, 36;
  Superbot, 25.
  Toolkit perk, 19.
  Tools, availability, 41, 46.
  Torpedoes, 21.
  TOU-02 template, 37.
  TOU-03 template, 37.
  Underground member lens, 13;
  see also Resistance Fighters.
  Uploading minds, availability,
  45.
  Vancouver (Zone), 26, 27, 29,
  31, 32.
  Vanguard template, 26.
  VAU-03 template, 35.
  Vehicles, 45-46; outdated, 47.
  Vehicular robots, lens, 23;
  templates, 34-35.
  Vermin template, 30-31.
  Virtual interrogation, 41, 42.
  Virtual reality, 41.
  VIRUS agent lens, 10; see also
  Resistance Fighters.
  VNU-01 template, 34.
  VNU-02 template, 35.
  Vulture template, 27.
  Warheads, availability, 43-44.
  Washington Chrome lens, 14.
  Washingtonian lens, 14.
  Washington Protectorate, 16,
  17, 31; humans in, 8, 10, 13,
  14; robots, 26, 28, 31, 32, 36;
  tech level, 38; technology in,
  39-43, 45.
  WASPs, 16; equipment, 40, 43,
  44; robots, 28, 36; trooper
  lens, 14.
  Weapons, availability, 43-44, 47;
  available firearm accessories,
  43; built-in robot, 20-21;
  warhead and ammunition
  availability, 43-44; see also
  Equipment.
  Wildcard skills, 20.
  Wraith template, 35.
  XAU-02 template, 26.
  XAU-03 template, 26-27.
  XAU-04 template, 27.
  XAU-06 template, 28.
  XAU-07 template, 28.
  XAU-08, example, 4, 6; template,
  28-29.
  XCU-01 template, 36.
  XCU-02 variant, 28.
  XCU-03 variant, 29.
  XCU-04 template, 36.
  XNU-01 template, 25-26.
  XNU-05 template, 27-28.
  XNU-09 template, 29.
  XNU-10 template, 29-30.
  XOU-01 template, 37.
  Zaire (Zone), 22, 27-29, 31, 32,
  41, 42; disease, 48.
  Zap gloves, availability, 44.
  Zonegangers lens, 11.
  Zonemind, lens, 22; template,
  23-25.
  
  STEVE JACKSON GAMES
  STEVE JACKSON GAMES
  e23.sjgames.com
  STUCK FOR AN ADVENTURE?
  NO PROBLEM.
  e23 is part of Warehouse 23, the online store at Steve Jackson Games.
  Warehouse 23 is also the official Internet retailer for Dork Storm Press, Atlas Games, and many other publishers.
  Visit us today at www.warehouse23.com for all your game STUFF!
  e23 sells high-quality game adventures
  and supplements in PDF format.
  G Get complete sample adventures free for
  GURPS, In Nomine, and Traveller!
  G PDFs from the major players in online
  publishing: Ronin Arts, Ken Hite,
  Atlas Games, and 01 Games.
  G New gems from up-and-coming publishers,
  like Atomic Sock Monkey Press and
  Expeditious Retreat Press.
  G Digital editions of out-of-print classics, from
  Orcslayer and the complete run of ADQ
  to GURPS China and GURPS Ice Age.
  G Fully searchable files of GURPS Fourth Edition
  supplements.
  G Original material for Transhuman Space and
  In Nomine, with new GURPS supplements
  from William Stoddard, David Pulver,
  Phil Masters, and Sean Punch!
  G Buy it once, have it always. Download your
  purchases again whenever you need to.
  Download G Print G Play
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/Reign of Steel/GURPS 4e - Reign of Steel - Will to Live.pdf