<Cybercore>

Robonetic

Engineering Robotics AI

"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.


Role Overview

Robonetics excel at:

  • Drone control - deploying and commanding autonomous systems
  • Robot companions - maintaining combat and utility robots
  • AI systems - programming, interfacing, and manipulating artificial minds
  • Electronic warfare - using drones for surveillance and disruption

They are the squad's force multiplier - one operative with an army of machines.


Roleplaying a Robonetic

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:

  • Do you see your drones as tools, pets, or something more?
  • What's your relationship with artificial intelligence? Friend, creation, or something else?
  • How do you feel about non-sentient machines versus true AI?
  • Have you ever lost a drone you cared about?
  • Do you name your machines?

Core Skills

SkillApplication
ProgrammingAI systems, drone behavior, automated routines
Repair MechFixing robots, drones, and mechanical systems
SensorsDrone surveillance, reconnaissance


Robonetic Slang

TermMeaning
Tin ChildA drone with personality subroutines; Null's term of endearment
SwarmA Robonetic's full drone fleet deployed at once
KillswitchSelf-destruct protocol; last resort, always mourned
Ghost in the ShellAn AI that starts making decisions its programmer didn't anticipate
Meat ProblemAny issue caused by human error rather than machine failure
UplinkThe mental state of controlling multiple drones simultaneously
Scrap RunSalvaging parts from destroyed machines; a Robonetic's funeral rite
Tin WhispererA Robonetic who talks to their machines; all of them, in other words

War Story: Null's Acquisition

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."


Suggested Synergies

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


Title Progression

RankTitle
2Drone Pilot
4Robotics Specialist
6AI Handler
8Master Technician
10Machine Lord

Starting Equipment

New Robonetic operatives begin with the following standard-issue gear:

ItemDescription
SidearmCompact pistol for self-defense
Utility DroneBasic multi-purpose drone
Toolkit-Programming (Std)Software and AI tools
Toolkit-Repair Mech (Std)Mechanical repair tools
Drone ControllerInterface for drone operation
Light ArmorStandard protective gear

Combat Telemetry

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.

LayerSourceCap
Core Weapon Training11 × Rank − 10 · off-specialty sidearm100
Weapon Skill+1% per SP in weapon type15
Weapon Familiarity+1% per hit with this specific weapon10
Weapon Customisation+1% per upgrade applied to this weapon30
Max Accuracy Bonus155

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

RankLink Capacity
16
28
310
412
514
616
718
820
922
1024

Parts

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).

RankFabricator Capacity
12
36
510
714
1020

Parts Recovery

MethodRecovery
R&RFull restock (to capacity)
LockdownEngineering-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 BreakNone
Field Salvage1 Action on a destroyed drone/robot → recover 1d4 Parts. Cannot exceed capacity

Construction Rules

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 check: Electronics-Hardware & Security vs Mission TL. On failure, parts are not consumed; just time wasted
  • Extended Action: Link cost 2–4 = 10 min | 5–8 = 30 min | 9+ = 1 hour
  • Toolkit required: Toolkit-Repair Mech. Without it: double construction time + TL 15 check
  • Security: All constructed drones are encrypted to the owner's neural interface

Construction vs Control

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.

Synaptic Feedback

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.

  • Success: You grind through the feedback. No effect.
  • Failure: You gain Rattled(1). Your concentration is shaken; the phantom echo of a machine dying lingers in your mind.

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.


Rolly-Eye (Core Training)

Every Robonetic can build Rolly-Eyes from Rank 1. No ability purchase required.

StatValue
Link Cost2
Parts Cost1
ChassisRoller (gyroscopic sphere)
SizeSmall (10cm)
Speed10m
Structure Points5
DR0
SensorsVisual (360° FOV), Audio
AI ModuleCome/Follow, Object Recognition
Range100m outdoors, 50m indoors
Power1 ECell / 10 min
SpecialEncrypted security protocols. Near-silent. Bounces without damage

Fabrication Sub-Tree

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.

PurchaseT1 CostT2 CostT3 Cost
First2 AP6 AP10 AP
Repeat (per droid)1 AP3 AP5 AP

Higher chain tiers require the previous tier in that chain. E.g., Hardening T2 requires Hardening T1.


Component Fabrication Chains

These chains mirror the modular build system from the equipment tables. Each tier unlocks access to better components. Each purchase applies to one droid.


Chassis Fabrication

TierUnlocksLink CostPartsSpeedSPDRSize
CoreRolly-Eye2110m50Small
T1Wheeled3120m102Small-Med
T1Scuttler4210m153Small-Med
T2Tracked5215m255Medium
T2Hovercraft5220m153Medium
T2Flight Rotor6325m102Small-Med
T3Bipedal8310m356Med-Large
T3Tracked Heavy10410m508Large
T3Mag Lift8320m204Medium
T3Anti-Grav12430m255Medium

Key stats:

  • Speed: How far the drone moves per Action while powered.
  • SP (Structure Points): The drone's structural integrity, its effective "health". Damage reduces SP; at 0 SP the drone is destroyed (triggering Synaptic Feedback if it was under active neural link control). SP is restored with Parts (see Field Repair Protocol). Hardening and reinforcement abilities raise a drone's maximum SP.
  • DR (Damage Reduction): Hits absorbed from each incoming attack before SP is lost. Raised by Hardening and Construction Materials; see Construction Materials for typed Kinetic/Energy DR.
  • Size: The drone's physical size class, governing what it can move through, carry, and be transported in.
Chassis Fabrication T1

Cost: 2 AP | Requires: Tier 1
Unlocks Wheeled and Scuttler chassis.

Chassis Fabrication T2

Cost: 6 AP | Requires: Tier 2, Chassis Fabrication T1
Unlocks Tracked and Hovercraft chassis.

Chassis Fabrication T2; Flight Rotor

Cost: 6 AP | Requires: Tier 2, Chassis Fabrication T1
Unlocks Flight Rotor chassis.

Chassis Fabrication T3

Cost: 10 AP | Requires: Tier 3, Chassis Fabrication T2
Unlocks Bipedal and Tracked Heavy chassis.

Chassis Fabrication T3; Mag Lift & Anti-Grav

Cost: 10 AP | Requires: Tier 3, Chassis Fabrication T2; Flight Rotor
Unlocks Mag Lift and Anti-Grav chassis.


Hardening (Multiple System Redundancy)

Each purchase applies to one droid.

TierUnlocksSP BonusLink CostParts
T1Mark I+10+21
T1Mark II+20+32
T2Mark III+30+43
T3Mark IV+40+54
T3Mark V+50+65
Hardening T1

Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II hardening.

Hardening T2

Cost: 6 AP | Requires: Tier 2, Hardening T1
Unlocks Mark III hardening.

Hardening T3

Cost: 10 AP | Requires: Tier 3, Hardening T2
Unlocks Mark IV and Mark V hardening.


Actuator Strength (Physical)

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.

TierUnlocksSkill BonusLink CostParts
T1Mark I+10+11
T1Mark II+20+22
T2Mark III+30+33
T3Mark IV+40+44
T3Mark V+50+55
Actuator Strength T1

Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II actuators.

Actuator Strength T2

Cost: 6 AP | Requires: Tier 2, Actuator Strength T1
Unlocks Mark III actuators.

Actuator Strength T3

Cost: 10 AP | Requires: Tier 3, Actuator Strength T2
Unlocks Mark IV and Mark V actuators.


Servo Speed (Agility)

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.

TierUnlocksSkill BonusLink CostParts
T1Mark I+10+11
T1Mark II+20+22
T2Mark III+30+33
T3Mark IV+40+44
T3Mark V+50+55
Servo Speed T1

Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II servos.

Servo Speed T2

Cost: 6 AP | Requires: Tier 2, Servo Speed T1
Unlocks Mark III servos.

Servo Speed T3

Cost: 10 AP | Requires: Tier 3, Servo Speed T2
Unlocks Mark IV and Mark V servos.


Knowledge (AI Capability)

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.

TierUnlocksSkill BonusLink CostParts
T1Mark I+10+11
T1Mark II+20+22
T2Mark III+30+33
T3Mark IV+40+44
T3Mark V+50+55
Knowledge T1

Cost: 2 AP | Requires: Tier 1
Unlocks Mark I and Mark II knowledge modules.

Knowledge T2

Cost: 6 AP | Requires: Tier 2, Knowledge T1
Unlocks Mark III knowledge modules.

Knowledge T3

Cost: 10 AP | Requires: Tier 3, Knowledge T2
Unlocks Mark IV and Mark V knowledge modules.


Sensors

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).

TierUnlocksLink CostParts
T1Visual, Audio, Gyro, Tactile, Sonic Transducers+1 each1 each
T2Infrared, Radar, Chem Analysis+2 each2 each
T3Laser Array, X-Ray+3 each3 each
Sensors T1

Cost: 2 AP | Requires: Tier 1
Unlocks Visual, Audio, Gyro, Tactile, and Sonic Transducer sensors.

Sensors T2

Cost: 6 AP | Requires: Tier 2, Sensors T1
Unlocks Infrared, Radar, and Chem Analysis sensors.

Sensors T3

Cost: 10 AP | Requires: Tier 3, Sensors T2
Unlocks Laser Array and X-Ray sensors.

Vision Optics (Visual sensor field-of-view)

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.

OpticField of viewPartsLinkCostLight/vision property
Focused (default)25° cone——(Visual sensor)light-25deg-1bright-2dim-white
Wide Field90° cone22940 Crlight-90deg-4bright-8dim-white
Floodlight120° cone231,120 Crlight-120deg-8bright-16dim-white
Panoramic200° arc331,600 Crlight-200deg-5bright-10dim-white
Omnidirectional360°342,560 Crlight-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.


Limbs

Each purchase adds one limb type to one droid.

TierUnlocksLink CostParts
T1Gun Mount Fixed+11
T1Gun Mount Gimbal+21
T1Hand I (Omni Tool)+11
T1Hand II (Cutter/Vice)+21
T2Hand III (Claw)+22
T2Hand IV+32
T3Hand V+43
Limbs T1

Cost: 2 AP | Requires: Tier 1
Unlocks Gun Mount Fixed, Gun Mount Gimbal, Hand I (Omni Tool), and Hand II (Cutter/Vice).

Limbs T2

Cost: 6 AP | Requires: Tier 2, Limbs T1
Unlocks Hand III (Claw) and Hand IV.

Limbs T3

Cost: 10 AP | Requires: Tier 3, Limbs T2
Unlocks Hand V.


AI Modules

Each purchase adds one AI module to one droid.

TierUnlocksLink CostParts
T1Attack, Come/Follow, Object Recognition+1 each1 each
T2Guard/Defend, Fetch/Seek, Work Skill Use+2 each2 each
T3Self Preservation, Situation Analysis+3 each3 each
AI Modules T1

Cost: 2 AP | Requires: Tier 1
Unlocks Attack, Come/Follow, and Object Recognition modules.

AI Modules T2

Cost: 6 AP | Requires: Tier 2, AI Modules T1
Unlocks Guard/Defend, Fetch/Seek, and Work Skill Use modules.

AI Modules T3

Cost: 10 AP | Requires: Tier 3, AI Modules T2
Unlocks Self Preservation and Situation Analysis modules.


Construction Materials (Armor)

Each purchase applies to one droid.

TierUnlocksKinetic DR (B/P/S)Energy DR (E/H/L/R)Link CostParts
T1Carbon Fiber2/2/20/2/2/1+11
T1Light5/5/53/5/5/4+21
T2Medium10/10/108/10/10/9+32
T2Heavy15/15/1513/15/15/14+42
T3Military20/20/2018/20/20/19+53
T3Heavy Military25/25/2523/25/25/24+63
Construction Materials T1

Cost: 2 AP | Requires: Tier 1
Unlocks Carbon Fiber and Light armor.

Construction Materials T2

Cost: 6 AP | Requires: Tier 2, Construction Materials T1
Unlocks Medium and Heavy armor.

Construction Materials T3

Cost: 10 AP | Requires: Tier 3, Construction Materials T2
Unlocks Military and Heavy Military armor.


Robot Capability Chains

These chains give constructed robots the ability to ACT; use tools, weapons, and operate independently.


Tool Use

Takeable multiple times for different tools. Each purchase applies to one specific tool for one droid.

TierEffect
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

Weapon Use

Takeable multiple times for different weapon types. Each purchase applies to one specific weapon type for one droid.

TierEffect
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

Toolkit Proficiency

Takeable multiple times for different toolkit types. Each purchase applies to one specific toolkit for one droid.

TierEffect
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

General Purpose Tooling

Not takeable multiple times; one purchase covers all tools for one droid.

TierEffectRequires
T2 (Rank 5+)Robot can use any tool, +2 Actions penaltyTool Use T1
T3 (Rank 8+)Penalty reduced to +1 ActionGeneral Purpose Tooling T2

Targeting Systems

Each purchase applies to one droid. Stacking Boon for weapon accuracy.

TierEffect
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)

Multi-Unit Control

Not takeable multiple times; one chain applies to the Robonetic, not per droid.

TierEffect
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

Control Efficiency

Reduces action cost for issuing commands. Not takeable multiple times.

TierEffectRequires
T1 (Rank 2+)Issuing commands costs 1 Action instead of 2Multi-Unit Control T1
T2 (Rank 5+)Simple commands (move, hold, follow) are Extra Actions. Complex commands (attack specific target, use tool) cost 1 ActionMulti-Unit Control T2
T3 (Rank 8+)All commands are Extra ActionsMulti-Unit Control T3

Support Abilities

Synaptic Shielding

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.

Field Assembly

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.

Micro Drone Fabrication

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.

Micro Drone; Enhanced Payload

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.

Component Optimisation

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.

Guardian Protocol

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.

Plug and Play

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.

Master Constructor

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.


Skill-Based Abilities

Fabrication Expertise

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).

Field Repair Protocol

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.


Ability Tree (Control)

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.

Tier 1 (Ranks 1-3)

Combat Drone

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.

Quick Deploy

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.

Redundant Systems

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.

Emergency Recall

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.

Adept Controller

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.

Tier 2 (Ranks 4-6)

Drone Swarm

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.

AI Override

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.

Swarm Tactics

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.

Defensive Formation

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.

Remote Surgery

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).

Electronic Warfare Suite

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.

Adaptive Programming

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.

Expert Controller

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.

Tier 3 (Ranks 7-10)

Heavy Combat Unit

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.

Autonomous Army

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.

Autonomous Swarm

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.

Killswitch

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.

Master Controller

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.

AI Companion

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.

Machine Uprising

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