Robobrain

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This page describes common robots. For the rest of the robots, please click here.

A slightly roughed up Robobrain cyborg

Basics and pre War history:

Robobrains are another development from RobCo Industries, though they required further research that they never received—research which was cut short by the Great War.

Robobrains are not typical robots, but so-called cyborgs—cybernetic organisms. They combine a robotic body with a brain. Allegedly, the brain is that of a primate, though rumors persist that Robobrains were in fact equipped with the brains of deceased soldiers—even dead enemy soldiers.
Unlike many other robots, Robobrains were not equipped with weapons. They were intended for mechanical tasks, such as repairs.

Instead of legs, Robobrains have dual treads for movement. Above those is a large, rounded chassis from which two arms protrude, and on top of that sits the brain dome, housing most of the sensors.

The stats of Robobrains:

STrength PErception ENdurance CHarisma INtelligence AGility LUck COurage
6 7 4 1 9 6 5 5



Strength: Determines a robot’s carrying capacity. Each point of Strength allows the robot to carry 50 pounds in addition to its own weight.

Perception: Indicates how far a robot can “see” or “hear.” Robobrains have excellent close-range sensors, including cameras built into their manipulator hands, making them incredibly effective for repair work.

Endurance: Despite having long-lasting energy cells, they must recharge occasionally. Endurance represents the number of weeks a Robobrain can function on a single charge.

Charisma: Like all other robots, Robobrains have a Charisma of 1. They lack charm, don’t understand barter, and aren’t friendly. They simply follow programming.

Intelligence: Reflects how ‘smart’ the robot is. Smarter robots are harder to hack and better at adapting to new situations.

Agility: As with animals, Agility equals the number of Action Points.

Luck: Set to 5 for all robots. This provides an equal chance for critical hits.

Courage: Indicates when a robot will retreat for self-preservation. Values range from 1 to 10 and can be tested using a D10.


The skills:

Lockpicking: 80
Repairing (mechanics): 75
Repairing (electronics): 85
Crafting: 65
Computer skills: 77


Robobrains in combat:

Robobrains move fairly quickly on their treads — 4 cm per Action Point.

They have no built-in weapons, but can fight decently in melee using their arms. A melee attack costs 2 Action Points and deals 1 D3 + 10 damage.

Hit zones and difficulties:

Chassis/unaimed: 0
Left arm: 35
Right arm: 35
Left tread: 15
Right tread: 15
Brain dome: 20

On an un-aimed critical hit, roll 1 D6 to determine the hit location:

1 = Chassis: Triple damage and armor is ignored.
2 = Left Arm: Arm disabled.
3 = Right Arm: Arm disabled. If both arms are disabled, the robot will attempt to flee.
4 = Left Tread: Movement halved. If both treads are destroyed, the robot becomes immobile but can still fight in place.
5 = Right Tread: Same as left tread.
6 = Brain Dome: Brain hit. The robot is immediately and permanently incapacitated. It’s dead, Jim.

The armor values of Robobrains are:

Normal: 9
Laser: 5
Fire: 3
Plasma: 2
Explosions: 9
Electrical: 1

Since the brain dome is made of relatively light hard plastics, it has the following values:

Normal: 4
Laser: 4
Fire: 3
Plasma: 3
Explosions: 4
Electrical: 4