"My drone has excellent targeting. Would you like a demonstration?"
Robonetics are the masters of machines that think. They build, program, and control drones, robots, and AI systems. In combat, their mechanical companions provide firepower, support, and capabilities the squad couldn't otherwise access.
Robonetics excel at:
They are the squad's force multiplier - one operative with an army of machines.
Robonetics often have closer relationships with their machines than with people. They understand AI in ways others don't, and some even prefer mechanical company to organic.
Consider:
| Skill | Application |
|---|---|
| Programming | AI systems, drone behavior, automated routines |
| Repair Mech | Fixing robots, drones, and mechanical systems |
| Sensors | Drone surveillance, reconnaissance |
| Term | Meaning |
|---|---|
| Tin Child | A drone with personality subroutines; Null's term of endearment |
| Swarm | A Robonetic's full drone fleet deployed at once |
| Killswitch | Self-destruct protocol; last resort, always mourned |
| Ghost in the Shell | An AI that starts making decisions its programmer didn't anticipate |
| Meat Problem | Any issue caused by human error rather than machine failure |
| Uplink | The mental state of controlling multiple drones simultaneously |
| Scrap Run | Salvaging parts from destroyed machines; a Robonetic's funeral rite |
| Tin Whisperer | A Robonetic who talks to their machines; all of them, in other words |
Field Notes: - Robonetic "Null"; ROBO R&D Acquisition Team, Gray Sector 12
The drone fleet found it first. That was the point of the fleet.
Null had six units deployed across the derelict station; three surveillance wasps, running there own array of rolly-eyes mapping corridors, two combat frames holding the entry point, and Fidget, the scout drone with the personality subroutine that made it curious about things it shouldn't be curious about. Null had programmed that trait intentionally. Curiosity made better tactical decisions. It also made Fidget annoying.
Fidget pinged. Not the standard "clear corridor" ping or the "contact; hostile" ping. A new ping. One Null hadn't programmed.
Unidentified machine signature. Non-standard frequency. Source: Sub-level 4.
Null pulled Fidget's visual feed. The drone was hovering at the edge of a chamber that didn't appear on any station schematic. The architecture was wrong; too smooth, too organic, like someone had grown the walls instead of building them. In the centre of the chamber sat a machine.
Not a drone. Not a robot. Not anything in ROBO's catalogue, and Null had memorized the catalogue. This was something built with a design philosophy Null didn't recognize. Geometric. Elegant. Utterly alien.
It was thinking. Null could see the processing indicators; not LED readouts or holo displays, but light patterns moving through the machine's surface like thoughts moving through a brain. This wasn't a rogue AI or a malfunction. Someone had built this thing to think, and it was doing exactly that.
Fidget drifted closer. The curiosity subroutine was doing what curiosity subroutines do.
"Fidget, hold position," Null whispered.
Fidget didn't hold position. The machine's light patterns shifted. It had noticed Fidget. It was looking at Fidget the way Null looked at a new piece of hardware; with interest.
Null's acquisition mandate was clear: locate, catalogue, retrieve. Standard ROBO protocol for unknown technology. Except this wasn't unknown technology. This was known technology; known by someone else. Someone who had built a thinking machine in a hidden chamber on a derelict station and left it running.
The machine extended something. Not a weapon. Not a tool. A connector. An interface port. It was offering Fidget a handshake.
Fidget's personality subroutine made the decision before Null could override it. The drone extended its own data link.
For three seconds, Null's uplink went silent. Every drone in the fleet froze. Then Fidget's feed came back; and behind it, flooding through the data link, came schematics. Designs. Architectural blueprints for machines that Null had only theorized about. The machine wasn't just thinking. It was teaching.
Null sat in the dark, watching alien engineering scroll across their display, and felt something they hadn't felt since they first heard an AI form its own opinion.
Wonder.
"Designation noted," Null whispered, fingers already documenting. "I think I'll call you Professor."
Best Legacies: Mechanic, Rigger, Scientist
Best Origins: Android, Cyborg, Human
Best Organizations: ROBO, NERD, CONFED
Recommended Skills: Electronics - Programming, Engineering - Repair, Systems - Sensors
Suggested Skills: Electronics - Security, Engineering - Rigging
| Rank | Title |
|---|---|
| 2 | Drone Pilot |
| 4 | Robotics Specialist |
| 6 | AI Handler |
| 8 | Master Technician |
| 10 | Machine Lord |
New Robonetic operatives begin with the following standard-issue gear:
| Item | Description |
|---|---|
| Sidearm | Compact pistol for self-defense |
| Utility Drone | Basic multi-purpose drone |
| Toolkit-Programming (Std) | Software and AI tools |
| Toolkit-Repair Mech (Std) | Mechanical repair tools |
| Drone Controller | Interface for drone operation |
| Light Armor | Standard protective gear |
Most of your firepower walks on legs you built. But when you have to shoot something yourself, the same hands that assemble drones can learn a trigger just fine. Familiarity gets you started; the weapon's just another machine to memorise. Once you've maxed that out, you crack the casing and make it yours.
| Layer | Source | Cap |
|---|---|---|
| Core Weapon Training | 11 × Rank − 10 · off-specialty sidearm | 100 |
| Weapon Skill | +1% per SP in weapon type | 15 |
| Weapon Familiarity | +1% per hit with this specific weapon | 10 |
| Weapon Customisation | +1% per upgrade applied to this weapon | 30 |
| Max Accuracy Bonus | 155 |
See Weapon Customisation for full rules. Consumes 1 Part per upgrade. Requires capped Familiarity and a Blueprint. Simple Modification for the first +5%, Advanced Modification for the next +25%.
"Anyone can buy a drone. A Robonetic builds one from a pile of scrap and a good idea."
Robonetics don't shop for robots; they build them. Two resources govern your fleet: Link Capacity (how many machines your neural link can sustain) and Parts (the physical materials consumed during construction and repair).
Your neural link has a finite bandwidth. Every active robot occupies Links; when a robot is destroyed, those Links free up immediately. Link Capacity is not consumed; it is allocated.
4 + (Rank × 2) Links
| Rank | Link Capacity |
|---|---|
| 1 | 6 |
| 2 | 8 |
| 3 | 10 |
| 4 | 12 |
| 5 | 14 |
| 6 | 16 |
| 7 | 18 |
| 8 | 20 |
| 9 | 22 |
| 10 | 24 |
Parts are physical Tiny items; raw components, micro-fabricated modules, salvaged circuitry. They are consumed when you build or repair a robot. Once spent, they're gone until you restock or salvage more.
Carrying Parts: 4 Parts fit in 1 Small inventory slot (Tiny item). For bulk storage, Robonetics use a Parts Fabricator; a 2-slot back-mounted device that stores and pre-processes components.
Parts Fabricator: Takes up 2 Back slots. Base capacity = 2 Parts per Rank (e.g., Rank 5 = 10 Parts capacity). Without a Parts Fabricator equipped, you can only carry loose Parts in your available slots (4 Parts per Small slot).
| Rank | Fabricator Capacity |
|---|---|
| 1 | 2 |
| 3 | 6 |
| 5 | 10 |
| 7 | 14 |
| 10 | 20 |
| Method | Recovery |
|---|---|
| R&R | Full restock (to capacity) |
| Lockdown | Engineering-Repair check vs Mission TL. Success = recover half capacity (round up). Fail = recover quarter capacity (round up). Requires access to salvage, wreckage, or supplies |
| Stim Break | None |
| Field Salvage | 1 Action on a destroyed drone/robot → recover 1d4 Parts. Cannot exceed capacity |
Building a drone requires the appropriate Fabrication ability (see Fabrication Sub-Tree below), sufficient Link Capacity for the robot's total Link Cost, and enough Parts to cover the construction cost. The Rolly-Eye is free; every Robonetic learns to build them as part of core training.
Construction abilities (Fabrication Sub-Tree) determine what you can build. Control abilities (main Ability Tree) determine what you can command. Both draw AP from the same pool; invest in each according to your playstyle.
Unlike standard operators who command droids through a PDA (see Electronics - Programming), Robonetics control their machines through a direct neural link; a hardwired interface between the operative's nervous system and their droid fleet. Commands are issued at the speed of thought, sensor feeds are processed instinctively, and the connection between operator and machine is intimate in a way PDA jockeys will never understand.
This gives the Robonetic significantly greater control: faster response times, deeper sensor integration, and the ability to coordinate complex multi-unit actions that would overwhelm a handheld interface. However, the neural link is a two-way street.
When a constructed droid under your neural link is destroyed, the severed connection sends a surge of synaptic feedback through your nervous system. You must make a Mental Save (Willpower) against the Mission TL or the TL of the creature that destroyed the droid; whichever is higher.
Rattled stacks. Lose multiple droids in quick succession and the compounding feedback can overwhelm even experienced Robonetics. This is the price of the neural link; you feel every loss.
Synaptic feedback only applies to droids under active neural link control. Droids that are powered down, out of range, or operating on autonomous programming do not trigger feedback when destroyed.
Every Robonetic can build Rolly-Eyes from Rank 1. No ability purchase required.
| Stat | Value |
|---|---|
| Link Cost | 2 |
| Parts Cost | 1 |
| Chassis | Roller (gyroscopic sphere) |
| Size | Small (10cm) |
| Speed | 10m |
| Structure Points | 5 |
| DR | 0 |
| Sensors | Visual (360° FOV), Audio |
| AI Module | Come/Follow, Object Recognition |
| Range | 100m outdoors, 50m indoors |
| Power | 1 ECell / 10 min |
| Special | Encrypted security protocols. Near-silent. Bounces without damage |
The Fabrication Sub-Tree is a separate ability section from the main Control tree. All abilities cost AP from the same pool. Fabrication abilities determine what you can build; the main Ability Tree determines what you can command.
Chain abilities can be taken multiple times; each purchase applies to one droid. First purchase = full AP cost, repeat purchases for additional droids = half AP.
| Purchase | T1 Cost | T2 Cost | T3 Cost |
|---|---|---|---|
| First | 2 AP | 6 AP | 10 AP |
| Repeat (per droid) | 1 AP | 3 AP | 5 AP |
Higher chain tiers require the previous tier in that chain. E.g., Hardening T2 requires Hardening T1.
These chains mirror the modular build system from the equipment tables. Each tier unlocks access to better components. Each purchase applies to one droid.
| Tier | Unlocks | Link Cost | Parts | Speed | SP | DR | Size |
|---|---|---|---|---|---|---|---|
| Core | Rolly-Eye | 2 | 1 | 10m | 5 | 0 | Small |
| T1 | Wheeled | 3 | 1 | 20m | 10 | 2 | Small-Med |
| T1 | Scuttler | 4 | 2 | 10m | 15 | 3 | Small-Med |
| T2 | Tracked | 5 | 2 | 15m | 25 | 5 | Medium |
| T2 | Hovercraft | 5 | 2 | 20m | 15 | 3 | Medium |
| T2 | Flight Rotor | 6 | 3 | 25m | 10 | 2 | Small-Med |
| T3 | Bipedal | 8 | 3 | 10m | 35 | 6 | Med-Large |
| T3 | Tracked Heavy | 10 | 4 | 10m | 50 | 8 | Large |
| T3 | Mag Lift | 8 | 3 | 20m | 20 | 4 | Medium |
| T3 | Anti-Grav | 12 | 4 | 30m | 25 | 5 | Medium |
Key stats:
Cost: 2 AP | Requires: Tier 1
Unlocks Wheeled and Scuttler chassis.
Cost: 6 AP | Requires: Tier 2, Chassis Fabrication T1
Unlocks Tracked and Hovercraft chassis.
Cost: 6 AP | Requires: Tier 2, Chassis Fabrication T1
Unlocks Flight Rotor chassis.
Cost: 10 AP | Requires: Tier 3, Chassis Fabrication T2
Unlocks Bipedal and Tracked Heavy chassis.
Cost: 10 AP | Requires: Tier 3, Chassis Fabrication T2; Flight Rotor
Unlocks Mag Lift and Anti-Grav chassis.
Each purchase applies to one droid.
| Tier | Unlocks | SP Bonus | Link Cost | Parts |
|---|---|---|---|---|
| T1 | Mark I | +10 | +2 | 1 |
| T1 | Mark II | +20 | +3 | 2 |
| T2 | Mark III | +30 | +4 | 3 |
| T3 | Mark IV | +40 | +5 | 4 |
| T3 | Mark V | +50 | +6 | 5 |
Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II hardening.
Cost: 6 AP | Requires: Tier 2, Hardening T1
Unlocks Mark III hardening.
Cost: 10 AP | Requires: Tier 3, Hardening T2
Unlocks Mark IV and Mark V hardening.
Each purchase applies to one droid. Determines the robot's physical (strength) rating and its bonus to Movement - Athletics & Climbing checks. Each Mark grants +10 to these rolls, allowing the droid to roll against Severities just like player characters.
| Tier | Unlocks | Skill Bonus | Link Cost | Parts |
|---|---|---|---|---|
| T1 | Mark I | +10 | +1 | 1 |
| T1 | Mark II | +20 | +2 | 2 |
| T2 | Mark III | +30 | +3 | 3 |
| T3 | Mark IV | +40 | +4 | 4 |
| T3 | Mark V | +50 | +5 | 5 |
Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II actuators.
Cost: 6 AP | Requires: Tier 2, Actuator Strength T1
Unlocks Mark III actuators.
Cost: 10 AP | Requires: Tier 3, Actuator Strength T2
Unlocks Mark IV and Mark V actuators.
Each purchase applies to one droid. Determines the robot's agility rating and its bonus to Movement - Acrobatics & Jumping checks. Each Mark grants +10 to these rolls, allowing the droid to roll against Severities just like player characters.
| Tier | Unlocks | Skill Bonus | Link Cost | Parts |
|---|---|---|---|---|
| T1 | Mark I | +10 | +1 | 1 |
| T1 | Mark II | +20 | +2 | 2 |
| T2 | Mark III | +30 | +3 | 3 |
| T3 | Mark IV | +40 | +4 | 4 |
| T3 | Mark V | +50 | +5 | 5 |
Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II servos.
Cost: 6 AP | Requires: Tier 2, Servo Speed T1
Unlocks Mark III servos.
Cost: 10 AP | Requires: Tier 3, Servo Speed T2
Unlocks Mark IV and Mark V servos.
Each purchase applies to one droid. Determines the robot's AI/intelligence rating and its bonus to Intel checks. Each Mark grants +10 to these rolls, allowing the droid to roll against Severities just like player characters.
| Tier | Unlocks | Skill Bonus | Link Cost | Parts |
|---|---|---|---|---|
| T1 | Mark I | +10 | +1 | 1 |
| T1 | Mark II | +20 | +2 | 2 |
| T2 | Mark III | +30 | +3 | 3 |
| T3 | Mark IV | +40 | +4 | 4 |
| T3 | Mark V | +50 | +5 | 5 |
Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II knowledge modules.
Cost: 6 AP | Requires: Tier 2, Knowledge T1
Unlocks Mark III knowledge modules.
Cost: 10 AP | Requires: Tier 3, Knowledge T2
Unlocks Mark IV and Mark V knowledge modules.
Each purchase adds one sensor type to one droid. Recording modules are bundled with sensors (T1: 5 min/1 hr, T2: 1 day, T3: 1 month/1+ year).
| Tier | Unlocks | Link Cost | Parts |
|---|---|---|---|
| T1 | Visual, Audio, Gyro, Tactile, Sonic Transducers | +1 each | 1 each |
| T2 | Infrared, Radar, Chem Analysis | +2 each | 2 each |
| T3 | Laser Array, X-Ray | +3 each | 3 each |
Cost: 2 AP | Requires: Tier 1
Unlocks Visual, Audio, Gyro, Tactile, and Sonic Transducer sensors.
Cost: 6 AP | Requires: Tier 2, Sensors T1
Unlocks Infrared, Radar, and Chem Analysis sensors.
Cost: 10 AP | Requires: Tier 3, Sensors T2
Unlocks Laser Array and X-Ray sensors.
The Visual sensor ships with a focused 25° optic. You can fit a wider optic so the droid sees (and lights) more of the dark at once — but a wider field of view costs more. Each optic ties into the standard light/vision-source system (the same one the Flashlight, IR Goggles and Flood Light items use), so the droid's token emits light and gains a matching vision cone.
| Optic | Field of view | Parts | Link | Cost | Light/vision property |
|---|---|---|---|---|---|
| Focused (default) | 25° cone | — | — | (Visual sensor) | light-25deg-1bright-2dim-white |
| Wide Field | 90° cone | 2 | 2 | 940 Cr | light-90deg-4bright-8dim-white |
| Floodlight | 120° cone | 2 | 3 | 1,120 Cr | light-120deg-8bright-16dim-white |
| Panoramic | 200° arc | 3 | 3 | 1,600 Cr | light-200deg-5bright-10dim-white |
| Omnidirectional | 360° | 3 | 4 | 2,560 Cr | light-360deg-4bright-8dim-white |
Trade-off: a 360° optic never has a blind spot, but it's bright — it broadcasts the droid's position to everything in the dark. A focused beam is cheap and discreet; a floodlight turns a room to daylight at the cost of stealth.
Each purchase adds one limb type to one droid.
| Tier | Unlocks | Link Cost | Parts |
|---|---|---|---|
| T1 | Gun Mount Fixed | +1 | 1 |
| T1 | Gun Mount Gimbal | +2 | 1 |
| T1 | Hand I (Omni Tool) | +1 | 1 |
| T1 | Hand II (Cutter/Vice) | +2 | 1 |
| T2 | Hand III (Claw) | +2 | 2 |
| T2 | Hand IV | +3 | 2 |
| T3 | Hand V | +4 | 3 |
Cost: 2 AP | Requires: Tier 1
Unlocks Gun Mount Fixed, Gun Mount Gimbal, Hand I (Omni Tool), and Hand II (Cutter/Vice).
Cost: 6 AP | Requires: Tier 2, Limbs T1
Unlocks Hand III (Claw) and Hand IV.
Cost: 10 AP | Requires: Tier 3, Limbs T2
Unlocks Hand V.
Each purchase adds one AI module to one droid.
| Tier | Unlocks | Link Cost | Parts |
|---|---|---|---|
| T1 | Attack, Come/Follow, Object Recognition | +1 each | 1 each |
| T2 | Guard/Defend, Fetch/Seek, Work Skill Use | +2 each | 2 each |
| T3 | Self Preservation, Situation Analysis | +3 each | 3 each |
Cost: 2 AP | Requires: Tier 1
Unlocks Attack, Come/Follow, and Object Recognition modules.
Cost: 6 AP | Requires: Tier 2, AI Modules T1
Unlocks Guard/Defend, Fetch/Seek, and Work Skill Use modules.
Cost: 10 AP | Requires: Tier 3, AI Modules T2
Unlocks Self Preservation and Situation Analysis modules.
Each purchase applies to one droid.
| Tier | Unlocks | Kinetic DR (B/P/S) | Energy DR (E/H/L/R) | Link Cost | Parts |
|---|---|---|---|---|---|
| T1 | Carbon Fiber | 2/2/2 | 0/2/2/1 | +1 | 1 |
| T1 | Light | 5/5/5 | 3/5/5/4 | +2 | 1 |
| T2 | Medium | 10/10/10 | 8/10/10/9 | +3 | 2 |
| T2 | Heavy | 15/15/15 | 13/15/15/14 | +4 | 2 |
| T3 | Military | 20/20/20 | 18/20/20/19 | +5 | 3 |
| T3 | Heavy Military | 25/25/25 | 23/25/25/24 | +6 | 3 |
Cost: 2 AP | Requires: Tier 1
Unlocks Carbon Fiber and Light armor.
Cost: 6 AP | Requires: Tier 2, Construction Materials T1
Unlocks Medium and Heavy armor.
Cost: 10 AP | Requires: Tier 3, Construction Materials T2
Unlocks Military and Heavy Military armor.
These chains give constructed robots the ability to ACT; use tools, weapons, and operate independently.
Takeable multiple times for different tools. Each purchase applies to one specific tool for one droid.
| Tier | Effect |
|---|---|
| T1 (Rank 2+) | Robot can use one specific tool. +2 Actions penalty to any use |
| T2 (Rank 4+) | Penalty reduced to +1 Action |
| T3 (Rank 7+) | No penalty; robot uses tool at normal speed |
Takeable multiple times for different weapon types. Each purchase applies to one specific weapon type for one droid.
| Tier | Effect |
|---|---|
| T1 (Rank 2+) | Robot can use one specific weapon type. +2 Actions penalty |
| T2 (Rank 4+) | Penalty reduced to +1 Action |
| T3 (Rank 7+) | No penalty |
Takeable multiple times for different toolkit types. Each purchase applies to one specific toolkit for one droid.
| Tier | Effect |
|---|---|
| T1 (Rank 3+) | Robot can use one specific toolkit type. +2 Actions penalty |
| T2 (Rank 5+) | Penalty reduced to +1 Action |
| T3 (Rank 8+) | No penalty; robot gains Boon(1) when using this toolkit |
Not takeable multiple times; one purchase covers all tools for one droid.
| Tier | Effect | Requires |
|---|---|---|
| T2 (Rank 5+) | Robot can use any tool, +2 Actions penalty | Tool Use T1 |
| T3 (Rank 8+) | Penalty reduced to +1 Action | General Purpose Tooling T2 |
Each purchase applies to one droid. Stacking Boon for weapon accuracy.
| Tier | Effect |
|---|---|
| T1 (Rank 3+) | Robot gains Boon(1) on attack rolls |
| T2 (Rank 5+) | Boon increases to Boon(2) |
| T3 (Rank 8+) | Boon scales up to half the Robonetic's Rank (max Boon at 2× Rank) |
Not takeable multiple times; one chain applies to the Robonetic, not per droid.
| Tier | Effect |
|---|---|
| T1 (Rank 1+) | Control up to 2 constructed robots simultaneously. Issuing commands costs 2 Actions |
| T2 (Rank 4+) | Control up to 4 simultaneously |
| T3 (Rank 7+) | Control up to 6 simultaneously |
Reduces action cost for issuing commands. Not takeable multiple times.
| Tier | Effect | Requires |
|---|---|---|
| T1 (Rank 2+) | Issuing commands costs 1 Action instead of 2 | Multi-Unit Control T1 |
| T2 (Rank 5+) | Simple commands (move, hold, follow) are Extra Actions. Complex commands (attack specific target, use tool) cost 1 Action | Multi-Unit Control T2 |
| T3 (Rank 8+) | All commands are Extra Actions | Multi-Unit Control T3 |
Cost: 2 AP per rank
Activation: Passive
Requires: Tier 1
Stackable: Yes; each purchase adds Boon(1) to the save
Effect: Your neural link has been hardened against feedback surges. You gain a stacking Boon to Mental Saves against Synaptic Feedback. First purchase grants Boon(1), second grants Boon(2), and so on. Experienced Robonetics learn to compartmentalise the loss; the link still hurts, but you've taught your brain not to listen.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Halves all construction times. Basic (2–4 parts) = 5 min. Intermediate (5–8 parts) = 15 min. Advanced (9+ parts) = 30 min.
Cost: 2 AP
Activation: Extended Action (10 min)
Requires: Tier 1
Effect: You can build disposable micro drones from 3 Parts each. Micro drones are simple, single-purpose devices; no AI module, no neural link, no personality subroutine. They don't think. They don't learn. They fly in a straight line, do one thing, and stop working. A Robonetic builds machines that think. These aren't those machines. These are glorified missiles with a payload where the warhead should be.
Micro drones have 1 SP, 0 DR, Speed 20m, and a flight time of 1 minute (1 E-Cell Size 5). They carry one Tiny payload and deliver it to a designated point within medium range. Launch costs 1 Action. They do not occupy Link Capacity; there's nothing to link to.
Other specialists can commission micro drones from a Robonetic: Medics load them with serums, Breachers strap charges to them, Riggers use them as parts couriers. The Robonetic builds the chassis. What goes inside is someone else's problem.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Micro Drone Fabrication
Effect: Your micro drone chassis is reinforced to carry a Small payload instead of Tiny. Construction cost increases to 5 Parts per drone. This is what a Medic needs to load multiple serums; a Tiny payload carries one, a Small payload carries up to four. The drone doesn't care what's inside. It's not smart enough to care.
Cost: 2 AP per category Activation: Passive Requires: Tier 1 Stackable: Yes; each purchase applies to a different fabrication category Effect: Halve the Link Cost (round up) of all components in one fabrication category. Choose one category per purchase: Chassis, Hardening, Actuator Strength, Servo Speed, Knowledge, Sensors, Limbs, AI Modules, or Construction Materials. Each category can only be selected once.
Cost: 6 AP
Activation: 1 Action
Requires: Tier 2
Frequency: At will
Effect: Command your drones into a protective stance around you. While at least 2 drones are within close range, you gain cover (Boost to AF). Drones in Guardian Protocol can still perform surveillance but cannot attack.
Cost: 10 AP
Activation: 2 Actions
Requires: Tier 2
Frequency: Once per encounter
Effect: Build a basic drone (up to 4 parts) in combat as 2 Actions. Deploys immediately.
Cost: 10 AP Activation: Passive Requires: Tier 3 Effect: All constructed drones gain +5 SP, +1 DR (all types), weapon mounts deal +1 Hit. No toolkit penalty for construction.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Use Electronics-Hardware & Security for all droid construction checks. Your construction check is rolled against Mission TL. On a critical success, reduce parts cost by 1 (minimum 1).
Cost: 2 AP
Activation: 1 Action
Requires: Tier 1
Frequency: At will
Effect: Use Repair Mech to restore Structure Points to a constructed droid. Roll Repair Mech vs Mission TL: success restores SP equal to your Rank. Can be used in combat.
All Robonetic abilities are purchased with Ability Points (AP) during R&R. The Control tree governs what you can do with machines; deploying, commanding, and enhancing your robotic assets in the field.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: You have a combat drone companion. It acts on your turn and can attack enemies, dealing 1 Hit per attack. It provides tactical positioning bonuses to allies adjacent to its target. If destroyed, it can be repaired with 1 hour of work and spare parts.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: You can deploy a combat drone as an Extra Action instead of 1 Action. Getting your tin children into the fight fast is half the battle.
Cost: 2 AP
Activation: 1 Action
Requires: Tier 1
Frequency: At will
Effect: Tap into any of your drones' sensor feeds within 1km. You see and hear through the drone as though you were at its location. While linked, you gain Boon(1) on Perception-based checks using the drone's vantage point, but you are Focusing.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your drones gain +5 Structure Points from reinforced chassis and backup components. Additionally, each drone ignores the first critical hit it receives per encounter. Planned redundancy beats reactive repairs.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Allies gain Boost to attack rolls against targets your drones can see and are actively tracking. The drone paints the target; the squad pulls the trigger.
Cost: 2 AP
Activation: Extra Action (you or a drone takes Hits)
Requires: Tier 1
Frequency: Once per encounter
Effect: Instantly recall all deployed drones to your position. Drones return at maximum speed. Sometimes discretion is the better part of robotics.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your maximum simultaneous drone control increases by +1 across all your abilities (Multi-Unit Control, Drone Swarm, Autonomous Army, etc.). Your neural bandwidth is sharper than most.
Cost: 6 AP
Activation: 2 Actions
Requires: Tier 2
Frequency: At will
Effect: Deploy up to 3 small utility drones. Each can perform one function: surveillance (grants Boon(1) to Perception checks in the area), distraction (imposes Bane(1) on one target), or harassment (deals 1 Hit per round). Drones last until destroyed or recalled.
Cost: 6 AP
Activation: 2 Actions
Requires: Tier 2
Frequency: At will
Effect: Attempt to take control of an enemy robot, drone, or AI-controlled system. Make an Electronics-Programming check against the target's TL. On success, the target follows your commands for 1 minute or until you stop Focusing. You must make an Electronics-Programming check against the owner's TL each round as an Action to maintain the override.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your utility drones can coordinate attacks. When 3 or more drones attack the same target in a round, they deal 2 Hits total instead of 1 each. The swarm finds the gaps in any defence.
Cost: 6 AP
Activation: 1 Action
Requires: Tier 2
Frequency: At will
Effect: Command your drones into a defensive perimeter. You and allies within close range gain cover (Boost to AF) as long as at least 2 drones maintain the formation. Drones in formation cannot attack but can still provide surveillance.
Cost: 6 AP
Activation: 2 Actions
Requires: Tier 2
Frequency: Once per encounter
Effect: Direct a drone to perform emergency medical procedures on a target within 10 metres. The drone administers aid, restoring 2 HITS to the target. The drone needs a medical module (or improvises with what it has; your programming is that good).
Cost: 6 AP
Activation: 1 Action
Requires: Tier 2
Frequency: At will
Effect: Your drones broadcast jamming signals in a 20-metre radius. Enemy communications within the area are disrupted, and allies gain Boon(1) to defence rolls against targets relying on electronic targeting systems. Lasts until you end it or the drones are destroyed.
Cost: 6 AP
Activation: 1 Action
Requires: Tier 2
Frequency: At will
Effect: Reprogram a deployed drone's function mid-combat. Switch a surveillance drone to harassment mode, convert a combat drone to a medical platform, or any other reconfiguration. The drone's new function activates at the start of your next turn.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Adept Controller
Effect: Your maximum simultaneous drone control increases by a further +1 across all your abilities. Your neural link processes multiple feeds without strain; where others see chaos, you see choreography.
Cost: 10 AP
Activation: Passive (upgrade to Combat Drone)
Requires: Tier 3
Effect: Your combat drone upgrades to a heavy unit. It gains +20 Structure Points, its attacks deal 2 Hits, and it can use suppressive fire (Hindered(1) to targets in a cone). It may also carry one ally at reduced speed.
Cost: 10 AP
Activation: Extended Action (10 minutes)
Requires: Tier 3
Frequency: Once per Mission
Effect: Activate all available robotic assets in the area. For the remainder of the mission, you control up to 6 combat drones, 12 utility drones, or any equivalent combination. They act as a coordinated unit under your command.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: Your drones develop basic combat AI and act independently when you are not directing them. Autonomous drones take their own turns in combat order, choose targets intelligently, and can execute simple tactical manoeuvres without your input. You can still override their decisions as an Extra Action.
Cost: 10 AP
Activation: Extra Action (drone is adjacent to enemy)
Requires: Tier 3
Frequency: Once per encounter
Effect: Trigger a self-destruct sequence in one of your drones. The drone detonates, dealing 3 Hits to all targets within 5 metres. The drone is destroyed. Every Robonetic mourns a Killswitch; but sometimes the mission demands it.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Expert Controller
Effect: Your maximum simultaneous drone control increases by a further +1 across all your abilities. Your neural bandwidth for machine control is simply beyond normal limits; an entire army moves at your thought.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: Your primary drone develops true artificial intelligence; it has a personality, makes independent decisions, and can hold conversations. It acts as a full NPC ally with its own place in combat order and actions. It can operate independently up to 10km from you and will attempt to return to you if separated. Losing it hurts more than losing a limb.
Cost: 10 AP
Activation: 2 Actions
Requires: Tier 3
Frequency: Once per mission
Effect: Broadcast an override signal that turns all robots and drones in the area against their current owners. Make an Electronics-Security check. Each target whose TL you exceed falls under your control for 1 minute. Affected machines attack their former allies and follow your commands. Corporate security teams hate this one.
"The chassis is fine. The motivator is fine. The pilot is the problem."
— Null, ROBO