Quick and
Dirty Drones and Robots in GURPS
These rules are intended
solely as a quick kit-bash, to design robots that are roughly man-sized or
smaller using the GURPS rules. All costs and stats are figured in comparison to
a normal person. Determine the cost for each section; add them together to
determine final cost. All robots share the “Machine” meta-trait (GURPS Basic,
p263). This basic trait costs $1000; the listed advantages and disads modify
this by 1% per character point.
Brain – Use the rules in GURPS Ultratech (p21-30)
to purchase appropriate hardware and software to serve as a robot brain. Running
a drone requires a Complexity 3 program, of normal price.
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Chassis -
The basic structure of the robot, into which everything else is added. It
determines the base cost of the robot body, as well as the ST, DX and HT of the
robot. ST represents the basic structure of the robot, as well as it’s ability
to manipulate the environment. Size and HP are based on ST. DX represents the
robots ability to manipulate the environment, move with finesse, and react
quickly. HT represents the structural integrity of the system, and it’s ability
to function under duress. This is different from gross ability to resist
damage, which is better shown by HP.
ST Base Cost = ST x $200
·
Either “No Fine
Manipulators” or “No Manipulators” are worth a -25% discount on ST cost.
·
Any amount of ST
may be purchased as either “Striking ST” or “Lifting ST” at 50% of list price.
·
Extra HP can be
purchased for $100 each, representing a larger, more robust robot body.
DX Base Cost = DX x $500
·
Bad Grip is worth
-10% per level, up to -5
·
Ham-Fisted is
worth -15% or -30% depending on which level is used.
·
High Manual
Dexterity costs +10% per +1 bonus, up to +5
HT Base Cost = HT x $100
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Motive Systems - Robots are capable of moving around in a variety of ways, with legs,
tracks, or wheels being the most common. This rule set assumes that a robot can
move on normal ground at a speed appropriate to (DX + HT)/4, just like any
other character. This is then modified by adding up the character point cost of
any additional motive systems, and then multiplying them by a dollar amount.
Some common advantages and disadvantages are listed below:
Base Motive Cost: Final Calculated Point Cost of
Motive Advantages/Disads x $100, or $200 for flight-related equipment
Advantages: Amphibious,
Catfall, Enhanced Move, Flight, Perfect Balance, Super Climbing, Super Jump,
Terrain Adaptation, Tunneling
Disadvantages: No
Legs, Reduced Move
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Sensors – All robots in this system come with a basic sensory
package, including sight and hearing equivalent to human norms. The standard
robot thus suffers from “No Sense of Smell/Taste” and “Numb”, having no
gustatory senses, and only limited touch.
·
Adding a sense of
taste/smell costs $1000.
·
Adding a human
equivalent sense of touch costs $1000
Adding
additional systems, such as IR vision, parabolic hearing, rad sensors and so
forth are fairly simple. There are a great number of options, all with a
character point cost of some sort.
Base Sensor Cost: Final Calculated Point Cost of Sensor
Advantages/Disads x $200
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Other Systems – There are
an infinite number of optional pieces of equipment that can be added to a
robot. In general, one should use the following guidelines:
1)
If
the gear can be found in a GURPS sourcebook, use that price.
2)
If
it cannot, but it can be expressed as an ability with Character Points, use “CP
x $100” as your normal benchmark.
3)
If
neither of these apply, ask the GM.
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EXAMPLE: “Danger” (rigger) and “Boomer” McCreaty (techie) get together to produce
a proper drone for the netrunner to use on hostile runs. They just made big
bank stealing ceramic dentures from little old ladies, so they have some funds
to spend. After a weekend drinking Snogboggen Beer and designing the drone,
they obtain the parts and assemble the drone, a hideous mechanical spider the
size of a house cat. The thing is cheap and dirty, and requires that Danger
actively run it if he wants it to do anything more complicated than “stay over
there, watch that door”.
1) The pair start with a “small” computer (Complexity 4) and a “Drone”
program, for $200 and .5lbs.
2) They build a fairly small body, with unexceptional performance. ST-4
($800), DX-10 ($5000), HT-10 ($1000). But since Danger will use it for
electronics, he gives it “High Manual Dexterity +2”. That’s a +20% to the DX…
another $1000. A DR5 shell is $500. Total is $8300.
3) The bot doesn’t fly or anything, but it needs to climb and stick to
walls. That’s “Clinging”, for $2000.
4) In addition to the usual senses, Danger needs the bot to see in the dark
and have some sense of touch. “Night Vision +9” costs $1800, and Touch costs
$1000.
5) Finally, the little bot has some equipment installed – an electronics
mini-toolkit ($400) and a TL9 7.5mm holdout pistol ($240). More could easily be
added, but this will do for now.
The complete drone costs $13,640 if assembled from new components. If
Danger and Boomer are willing to cut some corners on reliability, shop for used
parts, steal some stuff, and ignore important safety practices, they can
probably get it down to about 50% of that. The end product weighs about 15lbs,
and fits easily in a duffel-bag. More importantly, it allows the netrunner to
participate in things more fully, albeit in a limited capacity.