Robot Offensive Systems

Offensive systems are attacks that the persona can use to inflict damage on targets. Most robots have no specific offensive systems, but all robots can ram. Most robotic attacks are not baked in weapons like guns or lazers. The robotic persona attacks are more often malfunctioning devices. Whether the robot is ramming, misusing a peripheral or firing a lazer rifle, the player must win an attack roll to inflict damage.

Robot Attacks Overview
Types of robot attacks.

Attack Level

Table Name

Attack Type

0

Ramming

All Robots.

1

Attack Table One

Misused peripherals.

2

Attack Table Two

Dangerous peripherals.

3

Attack Table Three

Baked-in weapons.

4

Attack Table Four

Big baked-in weapons.

All robots can weaponize themselves and ram targets with their chassis. The robot type determines if there are any additional offensive systems. The robot type fabrication info has some gibberish on the offensive systems line.

This section does not cover robot combat. This section determines what attacks the robot has when she gets into combat. For more info about robot combat jump to Robotic Combat.

Offensive Systems Decode
  • Nil: No offensive system.

    • Ramming is the only option.

  • Percent: Percent chance of roll on the listed table

    • E.g., 15% Table 1. If 1d100 less than 15 player rolls on Table 1.

  • Roll: automatically gets a roll on the listed table

    • E.g., 2 rolls Table 2. The player gets two rolls on Table 2.

Offensive Systems Limitations

The referee and players should limit the amount and lethality of robotic offensive systems for campaign balance and fun. A powerful robot can easily acquire a dozen thrusting and striking weapons. The most dangerous attack table could fashion the robot with a long-range fusion bomb, or worse. It is okay to limit the impact of powerful weapons creatively. It is okay to say "enough is enough already."

Rules maintain game balance and assist creativity.
Do not let rules get in the way of the story or the fun.

Ramming

Ramming is a robot’s most basic attack, and all robots can ram. To ram, the robot self-destructively flings itself at a target. This attack a self-destructive exercise, and ramming often damages the robot. This base level of ramming is not a robotic offensive system. The player must win a control factor roll before her robot can try and crash into something.

All robots can ram! After a successful control factor roll.

The player must win a control factor roll before allowing her robot persona to ram. If the control factor roll allows for a ramming attempt, the player must win an attack roll to inflict damage. The player determines the damage her ramming robot inflicts on the below table. The robot will always ram to inflict this amount of damage. Ramming is a type A attack.

Ramming Part and Damage
Ramming surface, appearance and damage.

Die Roll (1d100)

Description

Damage

01-45

Blunt and Flat

1d4 + 1d4 per 3 h/u

46-75

Blunt Protuberance

1d6 + 1d6 per 3 h/u

76-90

Edge

1d8 + 1d8 per 3 h/u

91-99

Sharp Protuberance

1d10 + d8 per 3 h/u

00

Ref’s Own Table

Die Roll

Description

Damage

A robot will only be able to ram opponents with a pre-determined part of its chassis. This part will be considered the least vital and can withstand the repeated punishment.

Attack Table One

Do not underestimate this attack table. Attack Table One can generate a collection of lethal close combat attacks very quickly. There is also a chance to elevate to Attack Table Two from this table. Attacks do not require a player to win a control factor roll to misuse them.

Attack Table One
Basic robotic attacks.

Die Roll (1d100)

Attack Type

01-10

Defensive System

11-25

Striking Peripheral

26-75

Ramming Freedom

76-00

Table Two Attack

Die Roll (1d100)

Attack Type

Defensive System

Sometimes the best offence is a good defence. Jump to Defensive Systems.

Striking Peripheral

The robot may use one of her peripherals as a dangerous striking weapon. If the robot has no obvious peripheral to misuse, it may have the actual weapon for a peripheral. The striking peripheral is a Type A attack. A tool for delicately holding vases can smash a nearby target instead. Multiple visits to striking peripheral are cumulative, and a robot can gather many simultaneous Type A attacks.

The player rolls on the Striking Peripheral Attack Table below to determine what kind of weapon the peripheral most resembles.

Striking Peripheral Attack

Determine Type A weapon that the attack is similar too.

Die Roll (1d100)

Weapon

Damage

01-07

Axe, Battle

1d10+2

08-14

Flail

1d8

15-21

Halberd

2d6

22-28

Fork

2d4

29-35

Hammer

2d6+2

36-42

Lance

1d6

43-49

Mace

1d6

50-56

Morning Star

1d6+1d4

57-63

Pick

1d10+2

64-70

Pike

2d6

71-77

Scimitar

1d8

78-84

Spear

1d12+1

85-91

Staff

1d6

92-99

Sword

1d12

00

Ref’s Own Table

Die Roll

Weapon

Damage

Ramming Freedom

All robots can ram into targets, but they cannot do so casually. The player must win a control factor roll before crashing her persona into things. Robots with ramming freedom can ram as they please. Ramming freedom is cumulative, and repeats of ramming freedom improve the attack.

Ramming Freedom Levels
  1. No need for CF Roll to ram

  2. No damage to the robot from ram

  3. and above, +30 on attack roll per level

Table Two Attack

The player makes one roll on the more dangerous Attack Table Two.

Attack Table Two

Attacks on this table are slightly more dangerous and further ranging than those on Attack Table One. These attacks are a mix of baked-in devices and misusing peripherals. Attacks do not require a player to make a control factor roll to misuse them.

Robotic Attack Table Two
Determine the robot’s attack type.

Die Roll (1d100)

Robotic Attack

01-10

Two Rolls on Table One

11-20

Ramming Freedom

21-40

Ranged Peripheral

41-45

Nausea Attack

46-50

Paralysis Attack

51-60

Powered Striking Peripheral, Electro

61-70

Powered Striking Peripheral, Inertia

71-80

Powered Striking Peripheral, Stun

81-90

Powered Striking Peripheral, Vibro

91-00

Table Three Attack

Die Roll (1d100)

Robotic Attack

Two Rolls on Table One

The player makes two rolls on Attack Table One. This Attack Table Two result often leads to multiple attacks or improved attacks.

Ramming Freedom 2

Robots with ramming freedom can ram as they please. This attack functions the same as two levels of Ramming Freedom. If this is the first roll for ramming freedom, it will start at level 2. Cumulative rolls here increase the ramming freedom attack by 2 levels.

Ramming Freedom Levels
  1. No need for CF Roll to ram

  2. No damage to the robot from ram

  3. and above, +30 on attack roll per level

Ranged Peripheral

The robot may use one of her peripherals as a deadly ranged weapon. If the robot has no obvious peripheral to misuse, it may have the actual weapon for a peripheral. The ranged peripheral is a Type B attack. A tool for putting lids on cans could instead launch them like shurikens. Multiple visits to ranged peripheral are cumulative, and a robot can gather many simultaneous ranged attacks.

The player rolls on the Ranged Peripheral Attack Table below to determine what kind of weapon the peripheral most resembles. The ranged peripherals damage and ammunition supply is also on this table.

Ranged Peripheral Attack

Determines the Type B weapon the peripheral is most familiar too.

Die Roll (1d100)

Weapon

Rounds

Damage

01-10

Arrow

2d1000

1d6

11-20

Axe Throwing

1d8 (retrievable)

1d8

21-29

Bolt (crossbow)

1d1000

1d12

30-38

Boomerang Bolo

1d8 (retrievable)

1d6+1

39-47

Bullet (sling)

2d1000

1d8

48-56

Dagger (point)

2d1000

1d3

57-65

Dart

2d1000

1d4

66-74

Javelin

1d8 (retrievable)

1d8

75-83

Spear

1d8 (retrievable)

1d8

84-92

Shuriken

2d1000

1d4

93-99

Whip

1 (attached)

1d6

00

Ref’s Own Table

Die Roll

Weapon

Rounds

Damage

Nausea Attack

The nausea attack temporarily incapacitates organic targets with overwhelming nausea. This robotic attack is an area of effect weapon. As with other robot attacks, the nausea attack could arise from misusing a peripheral or a baked-in weapon. The attack could arise from releasing toxic gases from the robot’s power plant. The nausea attack uses vapours, sprays or gases, and targets with atmospheric protections are unaffected.

Range

The range of the attack is one hex per point of her PSTR Prime score. A robot with a 3 PSTR Prime has a range of 3 hexes from her chassis.

Intensity

The intensity of the attack is random each time it is activated. The intensity of the attack is 3 to 12 (3d4). The target must win a saving roll versus poison using her constitution or succumb to nausea and vomiting. The attack has no effect if the target wins her saving roll. The incapacitation lasts for 0 to 3 units (1d4-1).

Cumulative

The nausea attack is cumulative and repeatedly generating this attack makes it stronger. The first appearance of nausea attack is level one. Each level increases the range by one hex and the intensity by 1-4 (1d4).

Paralysis Attack

The paralysis attack temporarily incapacitates organic targets with overwhelming weakness. This robotic attack is an area of effect weapon. As with other robot attacks, the paralysis attack could arise from misusing a peripheral or a baked-in weapon. The attack could arise from releasing a damaging energy blast from the robot’s power plant. The paralysis attack uses waves, pulsations, and harmonics to penetrate atmospheric protections like vac suits.

Range

The range of the attack is one hex per point of her INT Prime score. A robot with a 3 INT Prime has a range of 3 hexes from her chassis.

Intensity

The intensity of the attack is random each time it is activated. The intensity of the attack is 3 to 12 (3d4). The target must win a saving roll versus poison using her dexterity or succumb to incapacitation weakness. The attack has no effect if the target wins her saving roll. The paralysis lasts for 0 to 3 units (1d4-1).

Cumulative

The paralysis attack is cumulative and repeatedly generating this attack makes it stronger. The first appearance of paralysis attack is level one. Each level increases the range by one hex and the intensity by 1-4 (1d4).

Powered Striking Peripheral

The robot may use one of her peripherals as a deadly striking weapon. In addition to the regular Type A weapon damage, these peripherals are powered with an extra kick. Each powered striking peripheral has the properties of a particular miscellaneous weapon. To generate these attacks is a bit of a walk, but they are powerful and worth the player’s effort.

Use the table at Striking Peripheral to generate the weapon type.

If the robot has no obvious peripheral to misuse, it may have the actual weapon for a peripheral. A tool for mixing chemicals could become a vibrating mace. Multiple visits to powered striking peripherals are cumulative, and a robot can gather many simultaneous powered striking attacks.

Electro

This Type A attack is electrified. The electro weapon has a damage bonus of 2-16 (2d8) and an attack roll bonus of +100 against robots. For more info jump to Electro Weapon.

Inertia

This Type A attack increases its density on contact. The inertia weapon does triple the weapon damage plus ten hit points. For more info jump to Inertia Weapon.

Stun

This Type A attack follows up with a debilitating stun attack. The damage of the attack converts from hit points stun intensity. If the successful attack is to inflict 12 hit points of damage, it delivers a 12 intensity stun instead. The target must win a saving roll against her constitution or be stunned. Organic targets are stunned for 1-4 minutes, and inorganic targets are stunned for 1-4 units. For more info jump to Stun Weapon.

Vibro

This Type A attack vibrates at damaging harmonic frequency. The vibro weapon has a damage bonus of +20 and an attack roll bonus of +100. For more info jump to Vibro Weapon.

Table Three Attack

The player makes one roll on the more dangerous Attack Table Three.

Attack Table Three

Attacks on this table are slightly more dangerous and far-ranging than those on Attack Table Two. These attacks are a mix of baked-in devices and misusing peripherals. Attacks do not require a player to make a control factor roll to misuse them.

Robotic Attack Table Three
Determines the attack type.

Die Roll (1d100)

Attack

01-15

3 Rolls on Attack Table One

16-30

2 Rolls on Attack Table Two

31-40

Nausea Attack

41-50

Paralysis Attack

51-60

Powered Ranged Peripheral, Electro

61-65

Powered Ranged Peripheral, Inertia

66-70

Powered Ranged Peripheral, Stun

71-75

Powered Ranged Peripheral, Vibro

76-80

Thermal Blast

81-85

Corrosive Mist

86-90

Gun

91-95

Aerosol

96-00

Attack Table Four

Die Roll

Attack

3 Rolls on Attack Table One

The player makes three rolls on Attack Table One. This Attack Table Three result leads to multiple attacks or improved attacks. This table result can make the persona cumbersome to play or overpowered. The referee may limit the total number of attacks to maintain game balance and story.

2 Rolls on Attack Table Two

The player makes two rolls on Attack Table Two. This Attack Table Three result often leads to multiple attacks or improved attacks. This table result can make the persona cumbersome to play or overpowered. The referee may limit the total number of attacks to maintain game balance and story.

Nausea Attack 2

The nausea attack temporarily incapacitates organic targets with overwhelming nausea. This robotic attack is an area of effect weapon. This attack functions the same as two levels of Nausea Attack. If this is the first roll for nausea attack, it will start at level 2. Cumulative rolls here increase the nausea attack by 2 levels.

Paralysis Attack 2

The paralysis attack temporarily incapacitates organic targets with weakness. This robotic attack is an area of effect weapon. This attack functions the same as two levels of Paralysis Attack. If this is the first roll for paralysis attack, it will start at level 2. Cumulative rolls here increase the paralysis attack by 2 levels.

Powered Ranged Peripherals

The robot may use one of her peripherals as a deadly ranged weapon. In addition to the regular Type B weapon damage, these peripherals include an extra kick. Each powered ranged peripheral has the properties of a particular miscellaneous weapon. To generate these attacks is a bit of a walk, but they are powerful and worth the player’s effort.

Use the table at Ranged Peripheral to generate the weapon type.

If the robot has no obvious peripheral to misuse, it may have the actual weapon for a peripheral. A tool for inserting power conducers could shoot electrified ceramic balls instead. Multiple visits to powered ranged peripheral are cumulative, and a robot can gather many simultaneous powered ranged attacks.

Electro

This Type B attack is electrified. The electro weapon has a damage bonus of 2-16 (2d8) and an attack roll bonus of +100 against robots. For more info jump to Electro Weapon.

Inertia

This Type B attack increases its density on contact. The inertia weapon does triple the weapon damage plus ten hit points. For more info jump to Inertia Weapon.

Stun

This Type B attack follows up with a debilitating stun attack. The damage of the attack converts from hit points stun intensity. If the successful attack is to inflict 12 hit points of damage, it delivers a 12 intensity stun instead. The target must win a saving roll against her constitution or be stunned. Organic targets are stunned for 1-4 minutes, and inorganic targets are stunned for 1-4 units. For more info jump to Stun Weapon.

Vibro

This Type B attack vibrates at damaging harmonic frequency. The vibro weapon has a damage bonus of +20 and an attack roll bonus of +100. For more info jump to Vibro Weapon.

Thermal Blast

A thermal blast can be extreme cold or heat that the robot ejects to damage a target. The player must choose between a pyro attack or a cryo attack, which cannot change. Both attacks function equally and do not cause fires or freeze things shut.

The attack has a range of 1 hex per point of dexterity. The thermal blast is a Type B attack, and the player must win an attack roll to inflict damage. A thermal blast inflicts 1-8 (1d8) hit points of damage per point of prime physical strength.

Corrosive Mist

A corrosive mist can be acid or alkali haze that tat the robot ejects to damage a target. The player must choose between an acid or alkali mist attack. Both attacks function equally.

The attack has a range of 1 hex per point of dexterity. The corrosive mist is a Type B attack, and the player must win an attack roll to inflict damage. A corrosive mist inflicts 1-8 (1d8) hit points of damage per point of prime constitution.

Gun

This attack is most likely an actual weapon built into the robot. If the player chooses it to be misused peripheral, the attack will function identical to the gun type. To determine the gun type jump to Guns.

Aerosol

This attack is most likely an actual weapon built into the robot. If the player chooses it to be misused peripheral, the attack will function identical to the aerosol type. To determine the aerosol type jump to Aerosols.

The aerosol type rolled should be limited to a combat aerosol. There is no combat sub table for aerosols, and a useful combat aerosol may inflict no damage at all. Powerful aerosols may require a 24 hour recharge period.

Table Four Attack

The player makes one roll on the ever so more dangerous Attack Table Four.

Attack Table Four

This attack table is composed of lethal weapons that can quickly annihilate an entire expedition. The attacks found here are usually baked-in weapons and not malfunctioning peripherals. The universal requirement is lethality. Soft-touch attacks are not permitted when using Attack Table Four.

Attack Table Four
Dangerous weapons.

Die Roll (1d100)

Attack

01-10

4 Rolls on Attack Table Two

11-20

3 Rolls on Attack Table Three

21-25

Lethal Jet

26-50

Gun

51-60

Aerosol

61-70

Bomb

71-80

Grenade

81-90

Combat Mutation

91-99

Disregard Fabricator Type

00

Ref’s Own Table

Die Roll

Attack

4 Rolls on Attack Table Two

The player makes four rolls on Attack Table Two. This Attack Table Four result leads to multiple attacks or improved attacks. This table result can make the persona cumbersome to play or overpowered. The referee may limit the total number of attacks to maintain game balance and story.

3 Rolls on Attack Table Three

The player makes three rolls on Attack Table Three. This Attack Table Four result leads to multiple attacks or improved attacks. This table result can make the persona cumbersome to play or overpowered. The referee may limit the total number of attacks to maintain game balance and story.

Lethal Jet

The lethal jet is a killing poison attack. This attack is a baked-in intentional killing tool that the robot ejects from its chassis. The lethal jet only works on organic targets. The jet is a Type C attack, and the player must win an attack roll for the poison to take.

A robot cannot have more than one lethal jet attack. A second lethal jet should be replaced by a different Attack Table Four result.

Range

The range of the attack is one hex per point of her physical strength score. A robot with a 13 PSTR has a lethal jet range of 13 hexes.

Intensity

The intensity of the attack is different each time it is activated. The initial poison attack intensity is 1-8 (1d8) per point of prime PSTR. A robot with a prime PSTR of 3 has a poison intensity of 3-24.

The organic target must win a poison roll or die. Anthros that lose their poison roll fall unconscious and have -1 hit points total. Aliens that lose their poison roll fall unconscious and have 1 hit points total. Anthros and aliens are dead in ten units without intervention.

Organic targets that win their saving throw take 1-4 hit points (1d4) of damage per point of poison intensity. If this damage proves lethal, the persona may switch her saving throw to a loss.

Gun

On Attack Table Four, a gun is most likely an actual gun built into the robot. There is a minimum lethality required for the gun-type No soft touch guns are allowed. The attack must be a killing attack. The gun type will automatically upgrade to the rifle version. The gun power (calibre) will automatically upgrade to the highest power version. To determine the gun type jump to Guns.

Grenade

This attack employs a self-launching lethal grenade attack. There is a minimum lethality required for the grenade. No soft touch grenades are allowed. The grenade must have a killing attack.

The player must win a Type B attack roll to hit the target hex. Like all grenades, close does count. The grenade is an area of effect weapon damaging, targets and colleagues alike. The attack has a range of 2 hexes per point of physical strength. To determine the grenade type jump to Grenades.

Bomb

The robot has a single bomb that she can launch from her chassis. The range of the attack is 1 kilometre per point of PSTR prime. To determine the bomb type jump to to Bombs.

Aerosol

On Attack Table Four, an aerosol will be an actual weapon built into the robot. The aerosol type rolled must be a killing aerosol. No soft touch aerosols are allowed. The aerosol can recharge after one minute of non-combat time. To determine the aerosol type jump to Aerosols.

Combat Mutation

The robot will have a baked-in weapon that functions like a mutation. The mutation must be a combat mutation. The mutation cannot be a defect or compromise the persona in any way.

Robots have a zero mental strength score. The player uses the robot’s intelligence score for mutations that depend on mental strength.

The mutation type can be a Mental Mutation or a Physical Mutation. If the player rolls less than her constitution score on 1d100, the attack has a Physical Mutation effect. If the 1d100 roll is greater than her constitution score, the attack has a Mental Mutation effect.

Disregard Fabricator

This offensive system disengages any connection to the persona’s fabricator type. Fabricator based commands do not weigh on this robot’s programming.

This attack does not count as a roll. The player records this programming aberration on her persona record and restarts the Offensive System roll. So if the player started at Attack Table Two, she would restart on Attack Table Two. This restart may be frustrating to players. Robots do not exhibit frustration.

Ref’s Own Table

Look out! Here comes something zany. If the referee does not have a Ref’s Own Table, she can pick an appropriate level 4 attack for the robot. It is up to the referee if the player can pick a level 4 attack for her persona.