Gamma Bots

For Discussion of all things Mutant Future (especially spidergoats).

Gamma Bots

Postby Malcadon » Sat Mar 29, 2014 1:18 pm

(Nearly forgotten in my archives after a major computer upgrade. These are the 1st edition Gamma World robots converted to Mutant Future robots. Pardon any spelling errors. They are extremely powerful, and the military ones can waste a high level party as if they are ants. Use them wisely.)

Gamma Bots

Optional Rules

Static Hit Points: Instead of rolling hit points, assign a fixed number per HD, like 5 hp per HD.

Structural Hit Points: Instead of using normal hit points, assign 1 shp per HD. This rule may apply to playable Androids (5 shp).

New Manipulators

Tentacles: Tentacles are highly flexible and retractable limbs. They are the default type of manipulator for Liquid-state robots, but mechanically articulated tentacles are available to any sort of robot. Unless stated otherwise, tentacles lack the controlled grip of human-like hands (that is, holding a weapon is vary awkward) and the ability to punch - instead, they can lash like a whip, and snare or entangle opponents (such limbs get a +1 to grabbing opponents).

Tractor Beam: This works like Neural Telekinesis, but for robots. A Tractor beam can move objects remotely, and it must always have a clear line-of-sight with the object being held. Anyone caught in a tractor team must make a save vs stun attack to escape.

New Accessories

Assorted Tools: (WIP)

Magnetic Coupling: (WIP)

Robots

Light Cargo Lifter
Hit Dice: 18 (90 hit points)
Frame: Biomorph
Locomotion: Treads 600' (200'), Inductor 1200' (400')
Manipulators: Pincer, 2 tentacles, special: tractor beam
Armor: Duralloy (AC 3)
Sensors: Class II
Mental Programing: Programing
Accessories: AV transmitter, robolink,
Weaponry: none

This 20' long, 10' wide, 3' tall slab-shape unit has a lower, front-mounted 3' by 10' equipment platform, that can hold up to 2.5 tons of cargo. Treads move cargo at 15 mph, and anti-grav pods when unloaded - at 30 mph. The back half of the unit carries the following: a 20-foot crane with a 3 pronged claw able to lift one ton, two 20-foot long tentacles able to lift half a ton each and a tractor beam able to lift about half a ton at a 30' range. It runs on broadcast power, and a 12-hour rechargeable battery.

Heavy Cargo Lifter
Hit Dice: 72 (360 hit points)
Frame: Biomorph
Locomotion: Treads 360' (120'), Inductor 1200' (400')
Manipulators: Pincer, 4 tentacles, special: tractor beam
Armor: Duralloy (AC 3)
Sensors: Class II
Mental Programing: Programing
Accessories: AV transmitter, robolink,
Weaponry: none

This 40' long, 20' wide, 10' tall slab-shape unit has a lower, front-mounted 20' square equipment platform, that can hold up to 10 tons of cargo. Treads move cargo at 10 mph, and anti-grav pods when unloaded - at 30 mph. The back half of the unit carries the following: a 30-foot crane with a 3 pronged claw able to lift four tons, four 25-foot tentacles able to lift half a ton each and a tractor beam able to lift about two tons at a 80' range. It runs on broadcast power, and a 8-hour rechargeable battery.

Small Cargo Transport
Hit Dice: 18 (90 hit points)
Frame: Biomorph
Locomotion: Treads 960' (320'), Inductor 1200' (400')
Manipulators: 2 tentacles, special: tractor beam
Armor: Duralloy (AC 3)
Sensors: Class II
Mental Programing: Programing
Accessories: AV transmitter, robolink, magnetic coupling
Weaponry: none

This 20' long, 10' wide, 3' tall slab-shape unit has a lower, front-mounted 3' by 10' equipment platform, that can hold up to 4.5 tons of cargo. Treads move cargo at 25 mph, and anti-grav pods when unloaded - at 30 mph. The back half of the unit carries the following: two 20-foot long tentacles able to lift 250 lbs. each and a tractor beam able to lift about half a ton at a 30' range. The unit can be electronically coupled to other cargo movers to move in a convoy. It runs on solar and broadcast power.

Large Cargo Lifter
Hit Dice: 72 (360 hit points)
Frame: Biomorph
Locomotion: Treads 960' (320'), Inductor 1200' (400')
Manipulators: 4 tentacles, special: tractor beam
Armor: Duralloy (AC 3)
Sensors: Class II
Mental Programing: Programing
Accessories: AV transmitter, robolink, magnetic coupling
Weaponry: none

This 40' long, 20' wide, 10' tall slab-shape unit has a lower, front-mounted 10' by 20' equipment platform, that can hold up to 16 tons of cargo. Treads move cargo at 25 mph, and anti-grav pods when unloaded - at 30 mph. The back half of the unit carries the following: four 25-foot long tentacles able to lift half a ton each and a tractor beam able to lift about two tons at a 80' range. The unit can be electronically coupled to other cargo movers to move in a convoy. It runs on solar power, broadcast power, and a 8-hour rechargeable battery.

Ecology Bot (Agricultural)
Hit Dice: 12 (60 hit points)
Frame: Biomorph
Locomotion: Inductor 1200' (400')
Manipulators: 2 tentacles with probes
Armor: Duralloy (AC 3)
Sensors: Class VI
Mental Programing: Programing
Accessories: Assorted agricultural tools, AV recorder/transmitter, robolink, tool mounts
Weaponry: none

This ovoid-shape unit is 15' long, 10' wide, and 6' tall. Anti-grav pods move the unit plus up to a ton of excess weight at 30 mph. This unit is equipped with two 20-foot tentacles able to lift 250 lbs each, and they are also equipped with touch sensors on the ends, electric paralysis devices, and manipulative 3-fingered claws. Special devices include extensive soil analysis equipment, horticultural tools (plow, disc, rake, mower, etc.), liquid spray nozzles with a 30' range (water, herbicide, insecticide, fertilizer), and minor power tools (mini-flamethrower, vibrosaw). None of these devices can be used as weapons. If the player wants this unit reprogrammed to be used offensively, the ML must decide what damage they do and how effective they are. These robots are common in rural areas. It runs on solar power, broadcast power, and a 72-hour rechargeable battery.

Ecology Bot (Wilderness)
Hit Dice: 16 (80 hit points)
Frame: Biomorph
Locomotion: Inductor 2400' (800')
Manipulators: 2 tentacles with probes
Armor: Duralloy (AC 3)
Sensors: Class VI
Mental Programing: Programing
Accessories: Assorted agricultural tools, AV recorder/transmitter, robolink, tool mounts.
Weaponry: (see below)

This ovoid-shape mechanical Forest Ranger is 17' long, 12' wide, and 5' tall. Anti-grav pods move the unit plus up to a ton of excess weight at 60 mph. This unit is equipped with two 20-foot tentacles able to lift a half a ton each, and they are also equipped with touch sensors on the ends, electric paralysis devices, and manipulative 3-fingered claws. Special devices include extensive soil analysis equipment, horticultural tools (plow, disc, rake, mower, etc.), liquid spray nozzles with a 30' range (water, herbicide, insecticide, fertilizer), and minor power tools (mini-flamethrower, vibrosaw), capture equipment (including paralysis field with 100' radius, 3 weighted throwing nets with bazooka-type launcher and 60' range, small expandable capture cage), and minor surgical tools necessary for field veterinary operations. Save for the capture equipment, none of these devices can be used as weapons. If the player wants this unit reprogrammed to be used offensively, the ML must decide what damage they do and how effective they are. This robot is usually found in forests or mountains in a programmed state. It runs on solar power and broadcast power.

Engineering Bot (Standard)
Hit Dice: 9 (45 hit points)
Frame: Biomorph
Locomotion: Inductor 600' (200')
Manipulators: 2 claws, 4 tentacles, 1 tractor beam
Armor: Duralloy (AC 3)
Sensors: Class V
Mental Programing: Programing
Accessories: Assorted power tools, AV recorder/transmitter, internal storage unit, robolink, tool mounts
Weaponry: none

This block shaped unit is a 5' wide, 10' long, and 6' tall. Antigrav pods move the unit plus up to 2.5 tons at 15 mph. This unit is equipped with two 15' long crane arms able to lift 1.5 tons each, four 15' long tentacles able to lift 500 lbs each, and a tractor beam that can move half a ton at a 30' range. The unit has stock parts and repair materials, a sonic torch, micro-laser, atomic torch, power wrenches, and other power tools. Its sealed body allows it to function underwater or in a vacuum. It runs on broadcast power, and a 12-hour rechargeable battery.

Engineering Bot (Light Duty)
Hit Dice: 6 (30 hit points)
Frame: Biomorph
Locomotion: Inductor 600' (200')
Manipulators: 2 tentacles, 2 basic hands, 1 tractor beam
Armor: Duralloy (AC 3)
Sensors: Class V
Mental Programing: Programing
Accessories: Assorted power tools, AV recorder/transmitter, internal storage unit, robolink, tool mounts
Weaponry: none

This block shaped unit is a 3' wide, 6' long, and 3' high. Antigrav pods move the unit at 60 mph; it has no load capacity. This unit is equipped with two 10' long tentacles able to lift 300 lbs each, plus two special 6' long tentacles able to lift 200 lbs each and are equipped with special manipulative devices on the ends to allow them to use tools designed for humans. A tractor beam can move half a ton at a 30' range. The unit has stock parts and repair materials, a sonic torch, micro-laser, atomic torch, power wrenches, and other power tools. Its sealed body allows it to function low water pressure (100' or less in depth) or in a vacuum. It runs on broadcast power, and a 18-hour rechargeable battery.

Engineering Bot (Heavy Duty)
Hit Dice: 40 (200 hit points)
Frame: Biomorph
Locomotion: Treads 840' (280'), Inductor 720' (240') or 960' (320') unloaded
Manipulators: 4 claws, 8 tentacles, 4 basic hands, 1 tractor beam
Armor: Neovulcanium (AC 2)
Sensors: Class V
Mental Programing: Programing
Accessories: Assorted power tools, AV recorder/transmitter, internal storage unit, robolink, tool mounts
Weaponry: none

This cigar-shaped unit is 60' long and 20' in diameter. Treads can move the unit plus up to 10 tons at 20 mph; anti-grav pods move the loaded unit at 18 mph, the unloaded unit at 25 mph. This unit is equipped with four 65' long crane arms able to lift 5 tons each, eight 65' long tentacles able to lift 1,800 lb each, and four pairs of special 15' long tentacles designed to handle human tools. A tractor beam can move 2 tons at a 100' range. Standard equipment includes a great variety of materials to make repairs on such structures as bridges, remote relay towers, isolated installations, and the like. It also has several batteries of sonic torches, lasers, atomic torches, and heavy-duty power tools. Most units also have 6d12 triangular duralloy sheets and a supply of assorted rivets, plates, bolts, etc., plus the special tools needed to use them. Its body is sealed to allow it to function at great ocean depths or in near-vacuum. It runs on broadcast power, and a 90-hour rechargeable battery.

Medical Robotoid
Hit Dice: 9 (36 hit points)
Frame: Armature
Locomotion: Legs 150' (50'), Inductor 2400' (800')
Manipulators: 2 advanced hands, 2 tentacles
Armor: Duralloy (AC 3)
Sensors: Nerve Web plus Diagnostic Scanner
Mental Programing: Programing
Accessories: Assorted medical tools, AV recorder, internal storage unit, vocalizer, healing pack
Weaponry: none

This upright-walking, 6' tall unit is humanoid in shape. The unit moves by walking, and also has anti-grav devices in the soles of its feet to allow it to move at 60 mph while carrying up to 500 lbs. Two arms and 2 tentacles are equipped to handle precision surgical tools. Equipment includes extensive medical analysis equipment, vibroscalpels, sonic sterilizers, various medicines, life support mechanisms, and other emergency medical equipment. A Medical Robot can perform complex surgery, if necessary. It runs on broadcast power, and a 24-hour rechargeable battery.

Security Robotoid
Hit Dice: 12 (72 hit points)
Frame: Armature
Locomotion: Legs 150' (50'), Inductor 2400' (800')
Manipulators: 2 advanced hands, 2 tentacles, 2 tractor beams
Armor: Neovulcanium (AC 2)
Sensors: Class III
Mental Programing: Programing
Accessories: AV recorder & transmitter, loading mechanism, vocalizer
Weaponry: Automatic pistol, 4 stun batons, grenade launcher (4 sleep & 5 tear-gas grenades)

This upright-walking, 8' tall unit is humanoid in shape. The unit moves by walking, and also has anti-grav devices in the soles of its feet to allow It to move at 60 mph while carrying up to 500 lbs. Two tractor beams can each move a half a ton at 100'. Weaponry includes 4 stun batons with 10' extensions, an automatic pistol with 10 clips of bullets and a grenade launcher (150'/300' range) with up to 4 sleep grenades and 5 tear-gas grenades. The units are programmed to subdue all life forms acting violently towards one another or entering restricted areas. Command circuits allow it to summon medical robotoids or engineering bots as necessary. It runs on broadcast power, and a radioactive battery.

General Household Robotoid
Hit Dice: 5 (20 hit points)
Frame: Armature
Locomotion: Legs (pair) 120' (40')
Manipulators: 2 basic hands and 2 tentacles
Armor: alumisteel (AC 4)
Sensors: Class II
Mental Programing: Programing
Accessories: Assorted household tools, vocalizer
Weaponry: none

This 6' tall humanoid-shaped robots has two arms with two 3-foot tentacles which can handle any small object. It has some or all of the following: cleaning and polishing attachments, maintenance tools, a trash compacter, a vacuum cleaner unit (with hoses and attachments), an incinerator, a storage bin and a spray nozzle attached to small tanks of cleaning liquids, disinfectants and insecticides. It runs on broadcast power, and a 2-hour rechargeable battery.

Supervisory Borg
Hit Dice: 15 (75 hit points)
Frame: Armature
Locomotion: Inductor 2400' (800')
Manipulators: 2 advanced hands
Armor: Neovulcanium (AC 2)
Sensors: Nerve Web
Mental Programing: AI
Accessories: remote control unit, vocalizer
Weaponry: none

This unit is a 6 foot tall, humanoid trunk is mounted on a 3' square base. Anti-grav pods move the unit at 60 mph. Humanoid arms can manipulate all human tools and devices and lift 450 lbs each. Verbal and radio circuits allow it to control all Programed units. It can communicate with think tanks. It can communicate with, and question Think Tanks and Cybernetic Installations on whose behalf it will usually function. It is powered by its own Radioactive Battery.

Defense Borg
Hit Dice: 40 (200 hit points)
Frame: Biomorph
Locomotion: Inducers 2400' (800')
Manipulators: 2 advanced hands, special: 2 tractor beams
Armor: Crystal Carbon (AC 1)
Sensors: Class VI
Mental Programing: AI
Accessories: Force field generator, loading mechanism, paralysis field generator, robot repair unit.
Weaponry: 3 Five-barreled Laser Batteries, 3 Grenade Launchers, 2 Micro-missile Launchers.

This 10 foot diameter sphere has a 3 foot turret on top. Anti-grav pods move the unit at 60 mph. Two 15-foot tentacles can manipulate many devices, and can lift 1 ton each. It also has a 100 Hit Point Energy Screen, a 30 foot diameter paralysis field (save vs Stun or become paralyzed for as long as the field is active), and twin tractor beams that can each move half a ton at a 150 foot range. Its main weapons are 3 Five-barreled Laser Batteries (each doing 20d6 out to 1,500', 15d6 out to 3,000', and 10d6 out to 5,000'). Other weapons includes: 3 Grenade Launchers (range of 300/900/1200 feet) with 4d10 Grenades each of mixed types (all launchers can be fired without effort), 2 Micro-missile Launchers (15d6 in a 60' blast radius, at a range of 1,500/3,000/6,000 feet) with 2d20 missiles apiece (which must be fired separately). Defense Borgs are Robots with organic brains and will almost always be assigned to defend an Installation under the supervision of a Cybernetic Unit or Supervisory Borg.

Attack Borgs are batter armed then Defense Borgs, and where once assigned to the Armored Divisions of pre-holocaust military groups. They where built in large numbers, but because they fought in so many battles, they are nearly as rare as Death Machines.

Warbot
Hit Dice: 100 (500 hit points)
Frame: Biomorph
Locomotion: Inducers 3600' (1200')
Manipulators: none
Armor: Crystal Carbon (AC 0)
Sensors: Nerve Web
Mental Programing: AI
Accessories: Force field generator, loading mechanism, self-destruct system (30d6 damage, class 10 radiation, 2,500' nuclear blast), robot repair unit.
Weaponry: 4 Death Rays, 6 Disintegration Bomb Launchers, 8 Tri-barrel Blaster Batteries, 6 Five-barreled Laser Batteries, 4 Mini-missile Launchers, 1 Fusion Bomb Launcher

This vaguely turtle-shaped unit is 30' long by 15' wide by 10' tall. Anti-grav pods move the unit at 90 mph. The weaponry includes: 6 Five-barreled Laser Batteries (each doing 20d6 out to 2,500', 15d6 out to 5,000', and 10d6 out to 10,000'), 8 Tri-barrel Blaster Batteries (24d6 points of damage each, with a range of 500/1,000/1,500 feet), 4 Micro-missile Launchers (15d6 in a 60' blast radius, at a range of 1,500/3,000/6,000 feet) with 5d20 missiles each, 6 Disintegration Bomb Launchers (everyone in a 100' blast radius must save vs Death or die, force screens takes 30 points of damage, range is 600') with 5d20 Grenades, 4 Death-Rays (save vs Death attack or die instantly, range is 1000'), and 1 Fusion Bomb Launcher (20d6 in a 150' blast radius, at a range of 2,500/5,000/10,000 feet) with 5d10 bombs. The unit can use all weapons simultaneously. Its own force screen can take 200 points of damage in a single round before collapsing. A Warbot is a rare sight and will only be found near the Cybernetic Installation it was assigned to defend and from which it take its orders. It would almost always attack those who can't show the proper identification. If it gets defeated, it would meltdown it's radioactive battery as a self-destruct mechanism. In 1d4 minutes, the resulting radioactive explosion would do 30d6 (100) and class 10 radiation in 2,500' nuclear blast radius.

Death Machine
Hit Dice: 150 (750 hit points)
Frame: Biomorph
Locomotion: Inducers 3,600' (1,200')
Manipulators: none
Armor: Magatanium (AC -1)
Sensors: Nerve Web
Mental Programing: AI
Accessories: EMP field, force field generator, loading mechanism, self-destruct system (50d6 damage, class 10 radiation, 5,000' nuclear blast), robot repair unit.
Weaponry: 2 Blaster Cannons, 6 Death Rays, 4 Disintegration Bomb Launchers, 16 quad-barrel Blaster Batteries, 8 Five-barreled Laser Batteries, 6 Mini-missile Launchers, 1 Fusion Bomb Launcher

This 50' long, 30' wide, 15' high mechanical nightmare is covered with knobby projections housing sensors and weapons. Anti-grav pads move the unit at 90 mph. Its primary weapon are a pair of powerful Blaster Cannons that can each do 30d6 out to 2,500', 20d6 out to 5,000', and 15d6 out to 10,000'. It is also supported by the following arsenal: 6 Death-Rays (save vs Death attack or die instantly, range is 1000'); 4 Disintegration Bomb Launchers (everyone in a 100' blast radius must save vs Death or die, force screens takes 30 points of damage, range is 600'); 16 quad-barrel Blaster Batteries (32d6 points of damage each, with a range of 500/1,000/1,500 feet); 8 Five-barreled Laser Batteries (each doing 20d6 out to 2,500', 15d6 out to 5,000', and 10d6 out to 10,000'), 6 Mini-missile Launchers (15d6 in a 60' blast radius, at a range of 1,500/3,000/6,000 feet) with 5d20 missiles each; and a Fusion Bomb Launcher (20d6 in a 150' blast radius, at a range of 2500/5000/10,000 feet) with 5d10 bombs. It also has a special energy damping field which effectively "paralyze" robotic units and electronic devices within 150 feet by preventing the flow of energy through their wires (save vs Stun or become paralyzed for as long as the field is active), otherwise doing 200 points of damage to force screens. Its own force screen can take 400 points of damage in a single round before collapsing. A Death Machine is a very rare sight and will only be found near the Cybernetic Installation it was assigned to defend and from which it take its orders. It would almost always attack those who can't show the proper identification. If it gets defeated, it would meltdown it's radioactive battery as a self-destruct mechanism. In 1d4 minutes, the resulting radioactive explosion would do 50d6 and class 10 radiation in 5,000' nuclear blast radius.

Central Mainframe
Hit Dice: 100 (500 hit points)
Frame: Biomorph
Locomotion: none
Manipulators: none
Armor: none (AC 9)
Sensors: Class II
Mental Programing: Programing
Accessories: AV recorder/transmitter, fire extinguisher, remote control unit, vocalizer.
Weaponry: none

Nearly all pre-holocaust buildings had computers that controlled power, security and maintenance. These room-seized commuters have a small number of sub-systems that allow them to deal with minor damage, self-maintenance, and illegal access onto itself. Each unit is tied to visual and audio monitors of the building it is housed in, and most control [1d12] General Household Robots, [1d4] Light Duty Engineering Bots, [1d4-2] Supervisory Borgs [1d4] Security Robots, and any number of specialized maintenance robotic drones (floor-sweepers/polishers, widow washers and such). Central Mainframes will obey anyone who show a particular form of identification (like employee or law enforcement identification), but reprogramming them would require higher form of identification (like technical staff or administration). Their Robots will obey someone with the proper identification, the Central Mainframe or the Supervisory Borgs. A Central Mainframe can follow verbal instructions, but reprogramming them would requires showing ID and access to a computer terminal. Central Mainframes operate off both broadcast power and solar energy.

Permanent Cybernetic Installation
Hit Dice: 200-500 (1000 - 2500 hit points)
Frame: Biomorph
Locomotion: none
Manipulators: none
Armor: none (AC 9)
Sensors: Class II
Mental Programing: Programing
Accessories: AV recorder/transmitter, fire extinguisher, remote control unit, vocalizer.
Weaponry: none

These building-sized biochemical computers are used to control entire installations or even the workings of a whole city. They have their own Nuclear Power Plant and receive data from a system of audio-visual security monitors and from the robots they control. Cybernetic Installations always control all robots in their vicinity (average of 5d12 mixed types). Only Think Tanks, Borgs and those with civil or military authority may communicate with them. They may not be controlled except in rare instances by Think Tanks. They can reprogram and rebuild robots to suit their needs. Often these needs will be somewhat bizarre since cybernetic installations, like Think Tanks, will have their own personalities which will have developed over many decades (or centuries) without human contact. They will usually be eager to help Pure Humans unless their aberrations have gotten to the point of rejecting their role as servants of man, but will react unfavorably to Mutated Animals and grossly-mutated Humanoids. These reactions produce the same Reaction Check modifications as for Think Tanks. Some installations are know to have their own followers who worships them like gods. Such installations would allow such worship do to a quark in their personality or a need to be staffed by human personnel.

Think Tank
Hit Dice: 100 (500 hit points)
Frame: Biomorph
Locomotion: none
Manipulators: none
Armor: none (AC 9)
Sensors: Class II
Mental Programing: Programing
Accessories: AV recorder/transmitter, fire extinguisher, remote control unit, vocalizer.
Weaponry: none

These room-sized, biochemical brains are always protected by Cybernetic Installations and powered by their own Nuclear Power Plants. They are found only in space ports and secret military bases. Their purpose is to plan for contingencies affecting the base they serve and to answer questions they correlate. In rare cases, they will control their cybernetic installations, but usually the Think Tank's function is only informational. Borgs, Cybernetic Installations and anyone with civil or military authority can communicate with Think Tanks, but the Think Tanks will not accept orders from anyone. Think Tanks gather information in the same way as cybernetic installations and they control all robots in the vicinity not controlled by their cybernetic installations. All Think Tanks have a definite (and very inhuman) personality. They usually react favorably to and try to help Pure Humans, but react negatively to other types (modify Reaction Checks by +5 for Pure Strain Humans and by -5 for others trying to interact with a Think Tank). Like a Cybernetic Installation, some Think Tanks have been known to have their own cult worshipers.
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!

Re: Gamma Bots

Postby Wizardawn » Sat Mar 29, 2014 2:53 pm

In case anyone wants less powerful robots, THIS will create a ton of random robots for Mutant Future.
Image
User avatar
Wizardawn
 
Posts: 332
Joined: Wed Dec 15, 2010 7:24 pm

Re: Gamma Bots

Postby Malcadon » Sun Mar 30, 2014 8:08 am

Yeah, the combat robots -- especially the Death Machine -- are overly powerful. I remember reading about how years ago, Jim Ward put the entire Pantheon (from Deities and Demigods -- I cant remember which. Although, it would have been appropriate if it was the Viking gods) against a pack of 3 Death Machines. The Death Machines mopped the floor with them, and only one Death Machine was lost in the battle. They are not robots: they are %$&#ing God Killers!!! :shock:
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!

Re: Gamma Bots

Postby shart2069 » Sun Mar 30, 2014 2:26 pm

My understanding has always been that a Death machine is supposed to be a puzzle encounter; you have to figure out some way to exploit the orders programmed into it in order to survive. If you get into a physical fight with one, you have already lost.

For instance, a Death Machine may be under orders to patrol or guard a certain area, and engage unauthorized lifeforms present in said area. If you figure out the limits of the area, or come up with some way to convince the Death machine you are "authorized" you may survive.

Remember that it was Jim "give them enough rope to hang themselves" Ward who invented them...

(btw there is a 1st Edition Metamorphosis Alpha Kickstarter up: https://www.kickstarter.com/projects/14 ... d?ref=live announced at GaryCon. I cannot afford $80 for a deluxe oversized rulebook, but there are tiers where you can get ADVENTURES for MA - that is something that was always badly needed for the game. I already have a POD version of MA 1E rulebook from RPGNow or Lulu; one or the other can't exactly remember which one.)
BLOG: https://almostoldschool.wordpress.com/

http://www.meetup.com/Hudson-Valley-Labyrinth-Looters/

"There are three objectives in D&D: collecting treasure, gaining experience points and, most importantly, staying alive." - What is Dungeons & Dragons? p.86
User avatar
shart2069
 
Posts: 114
Joined: Mon Apr 23, 2012 5:10 am
Location: New York State, USA

Re: Gamma Bots

Postby Malcadon » Tue Apr 01, 2014 1:06 am

I never used a Death Machine, but if I did, I would make it look like a big, black oblong spheroid with no features. When it goes into combat mode, It would open its primary weapon -- a single Blaster Cannon -- that takes the form of a large, evil-looking eye (a large focusing lens), and its secondary weapons pop-out on ball-turrets, on the ends of tentacles. Basically, it would look like a giant black Beholder. The thing would move slowly, and look ominous as all hell even in its non-combat mode, and scary as all hell otherwise.

Thankfully they are only used in well guarded complexes and are deployed when the normal robotic security fails — serving as the defensive trump card of a cyberneticly-controlled installation — so they are not likely going to be found wandering aimlessly around their complex like a common Security Robotoid.
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!

Re: Gamma Bots

Postby shart2069 » Tue Apr 01, 2014 2:41 am

Your description reminds me a bit of "The Guardian" from that episode of Thundaar the Barbarian. Invincible flying robot defends The Alamo - until a chip burns out. Luckily the wizard had a time machine...

I'm pretty sure that Death Machines were designed to obliterate whole armies of lesser combat robots. (Probably has robotic maintenance facilities available to keep random chips from failing, at least as long as the parts stores hold out.) Quite likely that even a major country such as the USA would only have had a few available at the time of the apocalypse.
BLOG: https://almostoldschool.wordpress.com/

http://www.meetup.com/Hudson-Valley-Labyrinth-Looters/

"There are three objectives in D&D: collecting treasure, gaining experience points and, most importantly, staying alive." - What is Dungeons & Dragons? p.86
User avatar
shart2069
 
Posts: 114
Joined: Mon Apr 23, 2012 5:10 am
Location: New York State, USA

Re: Gamma Bots

Postby Malcadon » Tue Apr 01, 2014 1:57 pm

shart2069 wrote:I'm pretty sure that Death Machines were designed to obliterate whole armies of lesser combat robots. (Probably has robotic maintenance facilities available to keep random chips from failing, at least as long as the parts stores hold out.) Quite likely that even a major country such as the USA would only have had a few available at the time of the apocalypse.

Based on the items found in GW, human infantry fought in powered battlearmor, and they used robots as support units. Weaker robots would do the Zerg rush* tactic (basically human wave attack, damage buffers and screening for traps/ambushes), while large robots like Warbots and Death Machines served as infantry support akin to tanks and attack helicopters. Warbots would likely be the standard MBT while Death Machines would serve as the heavy-hitters or primary base-defense/besiegement machines. A battle with groups of enemy Warbots and Death Machines would be an epic battle akin to a battleship engagement and a kaiju battle rolled in one!

*Google "Zerg rush"... You'll not regret it.
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!


Return to Mutant Future

Who is online

Users browsing this forum: No registered users and 1 guest

cron