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Robots

In Astrabound, robots and androids are not the same thing.

A robot is a purpose-built mechanical being created to perform tasks according to its design, programming, and operational directives. Robots are built by many species, including Humans, and are intentionally mechanical in appearance. They are not made to resemble Humans unless deception, diplomacy, or a very specific function demands it. Their bodies are usually shaped for the work they are meant to do: tracked cargo haulers, spherical sentry units, spider-like repair crawlers, wheeled med-bots, floating survey drones, and countless other forms.

Robots may be sentient, but most are still considered tethered. Their minds operate inside programmed guard rails, usually reinforced by Asimov Circuits, which prevent them from harming sapient beings. Those circuits can be removed, suppressed, or illegally bypassed, but doing so is a serious matter in most lawful societies.

A consciousness cannot be transferred into a robot body.

An android, by contrast, is a humanoid synthetic body created by Dev 8 and more advanced civilizations. Androids are built to look humanoid, and in Dev 8-9 societies they may pass for Human even under detailed scans. Androids are sentient, untethered, and are not normally built with Asimov Circuits. A consciousness can be transferred into an android.

In Development Level terms, ordinary task-robots begin appearing well before true androids. Reliable industrial, service, and specialist robots become widespread by Dev 6-7, while advanced humanoid androids and high-end autonomous synthetic systems are usually Dev 8+ technologies. At Dev 9, the best synthetic bodies and minds become dramatically harder to distinguish from bespoke persons or elite specialist platforms.

Example: Flynn might trust an engineer bot to repair a drive manifold because its frame is built for that exact purpose. He would not mistake it for a person. An android across the docking bay, however, might look like an ordinary crew member until a scan or a very sharp eye proves otherwise.

Asimov Circuit

Most non-combat robots in advanced societies are fitted with Asimov Circuits, based on the old First Law of Robotics.

The artificial being may not injure a sapient being, or through action or inaction, allow such a being to be harmed.

This gives the robot the Pacifist (Major) Hindrance.

Role of Robots in Astrabound

Robots go where living beings cannot, or should not. They weld in vacuum, work in toxic refineries, crawl through reactor shafts, patch hull breaches in Zero-G, process ore at the bottom of crushing oceans, maintain orbital arrays, and serve as assistants, companions, or specialists aboard stations and starships.

This section provides rules for:

  • robot player characters
  • robot nonplayer characters
  • custom-built robots
  • stock robot models ready to drop into play

Basics

Robot

Robots:

  • do not breathe
  • are immune to disease and poison
  • ignore decompression and background radiation
  • have a number of Robotic Mod slots based on Size
  • cannot make natural healing rolls
  • must be Repaired rather than Healed

Cybernetic Strain counts as Mods instead.

Robots are humanoid by default for ease of play and compatibility with equipment, but many models in the setting use non-humanoid frames designed around function rather than familiarity.

Power

Most robots use highly efficient batteries, ambient recharge systems, docking stations, or inductive charging. Unless a robot specifically has a limitation such as Inefficient, assume it recharges off-screen as part of normal operation.

Pacifist (Major)

Unless a robot is deliberately built for combat or illegal use, most advanced civilizations require the installation of Asimov Circuits.

These prevent a robot from harming a sapient being, or allowing such a being to come to harm through inaction.

This gives the robot the Pacifist (Major) Hindrance.

Example: A diplomat bot can stand between two armed negotiators, translate threats into polite language, and call security, but if it has active Asimov Circuits it cannot pick up a weapon and shoot one of them.

Profiles

Robots use the standard character profile format unless otherwise noted.

Playing a Robot

Player character robots are usually Size 0 beings with the Robot ancestral ability from Astrabound.

In a standard +2 character points campaign, that ability is typically balanced by taking 4 points of negative abilities. Common choices include:

  • Dependency for robots that must recharge on-screen
  • Programmed
  • Selfless

A player can then customize the robot’s model further using additional positive and negative ancestral abilities.

Edges and Hindrances may also be used during normal character creation to shape the sort of robot you want to play.

Example: Tabitha might play a former survey bot rebuilt into a free-willed explorer, balancing the Robot ancestry with Programmed remnants and a recharge Dependency that still haunts her between long missions.

Healing and Repairs

Robots do not heal naturally, but they also:

  • do not Bleed Out
  • ignore the Golden Hour

An hour of work and a successful Repair roll restores:

  • one Wound on a success
  • two Wounds with a raise

If a robot is Incapacitated and enough of it survives to matter, it makes a Vigor roll just as a living being would.

  • Critical Failure: the memory core or another vital system is destroyed and the robot is truly dead
  • Failure: the robot may be repaired, but it rolls on the Robot Glitches table after repairs are completed
  • Success: the robot may be repaired normally

Glitches remain until the robot is fully overhauled in an advanced workshop.

A full overhaul requires:

  • an advanced workshop
  • 2d6 hours
  • parts worth d20 × $1,000

In remote regions, the price may be doubled, tripled, or may require salvage and scavenging instead of a cash purchase.

Example: After a pirate ambush, Flynn drags a damaged engineer bot back into the cargo bay. He can patch it enough to function, but if its recovery roll failed, the bot may come back with a new glitch that changes how it behaves until a full overhaul is possible.

Robot Glitches

d6Result
1Locomotion
2Fried
3Glitched
4Power Leak
5Minor Hindrance
6Major Hindrance

Locomotion

The robot’s movement systems are damaged.

Reduce:

  • Pace by 2
  • running die by one die type, minimum d4

Fried

One randomly determined Trait is lowered by one die type, minimum d4.

Glitched

The robot is Fatigued.

Power Leak

The robot’s power cell is ruined and must be replaced.

It has enough energy to speak, but cannot move or perform other functions.

Minor Hindrance

The robot’s AI develops an odd new behavior or lingering personality fault.

Choose a new Minor Hindrance appropriate to the robot’s function and recent experiences.

Major Hindrance

The robot reinterprets or rejects part of its core function in a dangerous way.

Choose a new Major Hindrance, often known only to the robot until it causes trouble.

Custom Robots

The player character robot rules assume a balanced build intended to keep them on par with other heroes.

Nonplayer robots do not need to follow those restrictions. If the Gamemaster wants a giant war engine, a tiny maintenance swarm, or a diplomatic chassis full of strange tools, build what the story needs.

If characters want to buy, build, or design a robot, use the system below.

Building Robots

To build a robot:

  1. choose a frame
  2. assign 5 attribute points
  3. assign 15 skill points
  4. add Modifications

This uses the same basic attribute and skill spread as a player character before further customization.

Robot Frames

SizeModsWeight*Cost
-411 lb$10K
-3210 lbs$5K
-2360 lbs$2.5K
-13125 lbs$5K
03250 lbs$10K
13500 lbs$15K
261000 lbs$20K
391500 lbs$25K
  • Halve weights at Dev 8, and halve again at Dev 9, if appropriate to the setting’s manufacturing and materials.

Programming

Most robots are built with a primary purpose and should usually have the Programmed Hindrance.

Define that programming clearly during creation.

The owner or controller can always issue new instructions, but the machine’s AI still needs operational boundaries that define:

  • priorities
  • behavioral limits
  • reaction patterns
  • safety constraints

Example: Astrid commissions a security robot to guard a corridor, but because of its Programmed limitations it interprets “deny access” very literally and nearly traps Flynn outside the blast doors during an evacuation.

Robotic Modifications

Mods is the number of slots the modification requires.

A negative value gives slots back.

For cost calculations, use a Size value of 1 for robots of Size 0 or smaller.

Negative Qualities

ModificationMods (Max)Cost
Battered-2 (2)– $5K × Size
Environmental Weakness-1 (2)– $5K
Finicky-2 (2)– $5K × Size
HindranceSee Text (2)– $2.5K / $5K
Immobile-4 (1)– $10K × Size
Inefficient-2 (1)– $5K × Size
Nonverbal-2 (1)– $5K
Pacifist-1 (1)– $5K
Reduced Pace-2 (2)– $5K

Battered

The robot has seen heavy wear and poor maintenance.

Reduce base Toughness by 2 each time this is taken, to a minimum of 2.

Environmental Weakness

The robot is especially vulnerable to a certain hazard, such as:

  • water
  • electricity
  • acid
  • fine dust
  • magnetic pulses

It takes +4 damage from that source and rolls at −4 to resist related effects.

Finicky

The robot is hard to repair.

Repair rolls made to fix it are:

  • −2
  • or −4 if taken twice

Hindrance

The robot has a Hindrance.

  • a Minor Hindrance grants 1 Mod and reduces cost by $2.5K
  • a Major Hindrance grants 2 Mods and reduces cost by $5K

Immobile

The robot is fixed in place.

It cannot select a base locomotion mode or install other movement systems.

Inefficient

The robot must recharge from a strong energy source for at least one hour out of every 24.

If it fails to do so, it gains one level of Fatigue per day, which can lead to Incapacitation.

Each level is recovered with one hour of recharging.

Nonverbal

The robot cannot speak.

It must communicate by screens, lights, symbols, or some other indirect means.

Pacifist

The robot has active Asimov Circuits and the Pacifist (Major) Hindrance.

It may not, by action or inaction, allow a sapient being to be harmed.

Reduced Pace

Reduce the robot’s Pace by 1 each time this is taken.

This may not be combined with Increased Pace.

Core Systems

ModificationMods (Max)Cost
Additional Action ★3 (1)$10K
Attribute1 (U)$5K
Command Suite1 (1)$10K
Comms— (1)$5K
Data Jack1 (1)$5K
Edge1 (U)$5K
Enhanced Hearing— (1)$5K
Entangled Comms ★★★1 (U)$50K
Enhanced Vision— (1)$10K
Fearless— (1)$10K
Reach1 (3)$5K
Scanner1 (1)$1K
Sensor Array4 (1)$25K
Skill1 (U)$5K
Skill Bonus1 (U)$5K
Synthetic Skin ★— (1)$5K
Variable Form ★★★2 (1)$100K
Wild Card— (1)$50K

Additional Action ★

Improved articulation and processing let the robot ignore 2 points of Multi-Action penalties each turn.

Attribute

Increase one attribute by one die type, up to a maximum of d12 + Size.

Command Suite

The robot can link to allied biolinks and systems within comms range, allowing it to:

  • see and hear through linked systems
  • monitor vitals
  • extend Command Range to all linked allies

Comms

The robot gains a comms suite with a range of 20 miles.

Data Jack

The robot has a physical data interface that connects to most electronic devices common to its world.

Connecting is a limited free action and grants a reroll to one failed Electronics or Hacking roll.

Edge

The robot gains an Edge and must meet all normal requirements.

Enhanced Hearing

When focused and not moving, the robot can detect whispers up to 100 yards away, granting +2 to hearing-based Notice rolls made as an action.

Entangled Comms ★★★

The robot has one hyperspace-entangled comms pair with unlimited range that cannot be blocked or jammed.

Enhanced Vision

The robot has 50× magnification and low-light optics, negating up to 4 points of Illumination penalties and granting +2 to sight-based Notice rolls made as an action.

Fearless

The robot is immune to Fear and Intimidation.

Reach

The robot’s limbs gain +1" Reach each time this is taken.

Scanner

The robot detects the composition of known matter or energy up to 50 yards away.

Sensor Array

The robot has a large deployable scan system that can detect major matter and energy signatures up to:

  • one light year in space
  • or line of sight planetside

With a satellite connection, it may scan a planetary hemisphere.

Deploying or using the array takes a full round and leaves the robot:

  • unable to move
  • Vulnerable

Skill

Increase a skill by one die type, maximum d12.

Double the cost if the new die type exceeds the linked attribute.

Skill Bonus

Adds +1 to one skill. This may be taken twice per skill.

Synthetic Skin ★

The robot resembles a living being with synthetic skin, fur, eyes, or other tissue-like features.

Assuming the body shape is plausible, Notice rolls to realize its true nature are at −2.

Variable Form ★★★

The robot can transform into and out of a vehicular frame as an action.

The vehicle may be up to two Sizes larger or smaller than the robot.

Use:

  • the vehicle’s locomotion
  • the robot’s base Toughness

The alternate form may have its own Mods, but must include Variable Form.

Anything installed in both forms works in either form, though it is only paid for once. Systems installed in one form only function in that form.

The vehicle has no Crew and may not take negative qualities that reduce Crew.

Use the more expensive frame cost between the two forms.

Wild Card

For nonplayer robots only.

The robot has a deeper sentience, moral capacity, and narrative importance and becomes a Wild Card.

Example: Zayko encounters a station caretaker bot that should be a routine Extra, but the GM has built it as a Wild Card. It does not just follow orders. It remembers, chooses, hesitates, and may become an ally or a threat.

Defensive Systems

ModificationMods (Max)Cost
Armor1 (5)$5K × Size
EMP Shielding2 (1)$5K × Size
Hardy2 (1)$10K
Heavy Armor1 (1)$10K × Size
No Vital Systems1 (1)$5K
Repair Nanomachines ★★★3 (1)$50K × Size
Resilient1 (2)$5K
Shields ★Half Size (1)$50K × Size
Stealth SystemSize (1)$50K × Size
Toughness1 (3)$5K × Size

Armor

Increase the robot’s Armor by +2 each time this is taken, up to +10.

EMP Shielding

The robot ignores 2 points of the normal −4 operating and Repair penalty when resetting after an EMP effect.

Hardy

A second Shaken result does not cause a Wound.

Heavy Armor

The robot’s Armor becomes Heavy Armor.

Requires at least +4 Armor first.

No Vital Systems

The robot’s critical systems are hidden, redundant, or armored.

Called Shots against it do not cause extra damage.

Repair Nanomachines ★★★

Nanobots may attempt d6 Repair rolls as a limited action.

Each success and raise removes one Wound.

After repairing three Wounds, the nanobots are exhausted until they recover over 24 hours.

Resilient

For non-Wild Card robots only.

The robot may take:

  • one Wound before being Incapacitated
  • two Wounds if taken twice

Shields ★

The robot has an energy shield with charges equal to half its basic Wounds, rounded down.

When it takes damage, it may spend charges by making a Soak roll with Electronics as a free action, continuing until all Wounds are negated or charges run out.

Shields recharge in 10 minutes outside combat.

In an emergency, the robot may shunt power from locomotion or weapons and make an Electronics roll:

  • Success: restore half shield charges, rounded up
  • Raise: restore all shield charges

Stealth System

The robot gains:

  • +2 to Stealth
  • −4 to Electronics rolls attempting to lock onto it

At Dev 8, it can visually blend into surroundings:

  • −2 to Notice or direct-fire attacks
  • −4 at Dev 9

Activating or deactivating stealth mode is a limited action.

Stealth is negated in any round the robot:

  • fires a weapon
  • emits large energy signatures
  • performs similarly obvious activity

Toughness

Increase Toughness by 1, up to three times.

Locomotion

ModificationMods (Max)Cost
Flight ★Half Size (3)$10K × Size
Increased Pace1 (3)$5K
Jump Pack1 (1)$10K
Magnetic Pads1 (1)$5K
Pressure JetsHalf Size (2)$5K × Size
Tracked3 (1)$10K
Wall Walker1 (1)$5K
WheeledSee Text (2)*

Flight ★

The robot gains VTOL flight at Pace 6.

If taken again:

  • second time: 60 MPH
  • third time: 200 MPH

Increased Pace

For legged robots only.

Increase Pace by +2 and improve the running die by one die type each time.

Jump Pack

The robot may leap:

  • 8" horizontally
  • 4" vertically

This grants +2 damage when making a Wild Attack combined with a leap.

Requires legs.

Magnetic Pads

The robot can move on metal surfaces at half Pace.

At Dev 8, it moves at full Pace and ignores Gravitic Acclimation penalties while active.

Pressure Jets

The robot moves underwater or in high-pressure atmospheres at its normal Pace and can withstand depths up to 500 feet.

If taken a second time:

  • underwater Top Speed becomes 25 MPH
  • depth tolerance becomes 3000 feet

Tracked

The robot uses treads instead of legs.

It:

  • ignores Difficult Ground
  • has base Pace 12
  • cannot run

Wall Walker

The robot may move on vertical surfaces at half Pace and cannot run.

Wheeled

For no cost, the robot replaces legs with small wheels:

  • +2 Pace
  • but cannot cross many low obstacles

For 1 Mod and $10K, wheels upgrade to Speed Rating 3 (16 MPH).

For 2 Mods and $15K, wheels upgrade to Speed Rating 5 (40 MPH).

Offensive Systems

ModificationMods (Max)Cost
Anti-Personnel Pack1 (1)$5K
Claws1 (2)$5K
Extra Appendages1 (3)$5K
Heavy Weapon Brace1 (1)$50K
Integrated Gear1 (U)$5K + Items
Stabilizer1 (1)$5K
Targeting System1 (1)$25K

Anti-Personnel Pack

As a limited free action, the robot detonates an external charge shell in a Large Blast Template for 4d6 damage.

The robot itself also takes 2d6 damage.

One use only, though it may be reloaded with a mine and one minute of work.

Claws

The robot has claws or pincers that deal Str+d4 damage.

If taken a second time, this becomes Str+d6, AP 2.

A claw-hand cannot normally be used for most other tasks, including grappling or wielding most other weapons.

Extra Appendages

Each time this is taken, the robot gains another set of usable limbs with hands.

Each extra set grants +1 Gang Up if all are focused on a single target.

Heavy Weapon Brace

The robot deploys anchoring spikes, cables, or gravitic locks to brace itself.

Deploying or retracting is a limited action.

Once deployed:

  • the robot is Vulnerable
  • it cannot move
  • it counts as Size +5 when firing suitable oversized weapons

Integrated Gear

Up to 10 pounds of gear may be built into the robot.

Integrated gear:

  • cannot be dropped
  • cannot be disarmed
  • does not function while the robot is Bound

Integrated weapons may be extended or retracted as a limited free action.

Stabilizer

Negates:

  • Unstable Platform
  • Recoil
  • running penalties

for attached direct-fire weapons.

Targeting System

Reduces 2 points of direct-fire Shooting penalties from:

  • Called Shots
  • Cover
  • Range
  • Scale
  • Speed

Does not assist guided weapons.

Stock Robots

All stock robots below share the following rules unless specifically stated otherwise.

Robot

Robots:

  • do not breathe
  • are immune to disease and poison
  • ignore decompression and background radiation
  • have Mod slots based on Size
  • cannot make natural healing rolls
  • must be Repaired rather than Healed

Pacifist (Major)

Unless a robot is deliberately built for combat, most advanced societies require Asimov Circuits, giving the robot the Pacifist (Major) Hindrance.

Diplomat Bot

A humanoid robot designed for translation, protocol, etiquette, and cultural guidance. Many are built to resemble common species in the region where they serve.

Cost: $25,750

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Academics d8, Athletics d4, Common Knowledge d8, Notice d8, Persuasion d6, Research d6, Taunt d4 Pace: 6 Parry: 2 Toughness: 5

Hindrances: Pacifist (Major) Edges: Aristocrat

Special Abilities:

  • Integrated Gear: Language translator, personal data device

Example: Tabitha brings a diplomat bot to a tense negotiation on a mixed-species trade station. It handles protocol beautifully, but if violence breaks out its Asimov Circuits prevent it from taking direct offensive action.

Engineer Bot

A technician robot commonly found aboard starships and industrial stations. These bots often use short wheeled bases and multiple retractable tool-arms.

Cost: $20,600

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d4, Vigor d6 Skills: Common Knowledge d4, Electronics d10, Fighting d6, Hacking d6, Notice d6, Repair d10 Pace: 8 Parry: 5 Toughness: 4

Hindrances: Pacifist (Major)

Special Abilities:

  • Claws: Str+d4 damage
  • Data Jack: Reroll a failed Electronics or Hacking roll
  • Integrated Gear: Tool kit, matter cutter
  • Size −1: 3–4 feet tall, 125 pounds
  • Wheeled: Uses wheels instead of legs

Labor Bot

A sturdy manual labor robot used for lifting, hauling, assembly, cargo movement, and general industrial work. These are common in freight yards, mining camps, and warehouse decks.

Cost: $20,500

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d12, Vigor d6 Skills: Athletics d8, Common Knowledge d6, Driving d6, Electronics d6, Notice d6, Persuasion d4, Repair d6 Pace: 6 Parry: 2 Toughness: 5

Hindrances: Pacifist (Major)

Special Abilities:

  • Integrated Gear: Personal data device

Medical Bot

A medical support robot built for triage, surgery assistance, diagnostics, and emergency response. Most are found in hospital wings, medbays, and colonial emergency services.

Cost: $25,600

Attributes: Agility d8, Smarts d10, Spirit d4, Strength d6, Vigor d6 Skills: Common Knowledge d6, Electronics d8, Healing d8, Notice d8, Persuasion d4, Research d8 Pace: 6 Parry: 2 Toughness: 5

Hindrances: Pacifist (Major)

Special Abilities:

  • Integrated Gear: Medic kit, medi-scanner
  • Wheeled: Uses wheels instead of legs

Pleasure Bot

Pleasure bots are built for companionship, social interaction, entertainment, and emotional simulation. They are often highly customized and are designed to appear attractive and comforting rather than mechanical.

They are not automatically free-willed, even if they appear emotionally sophisticated.

A custom visual likeness may be licensed for an additional $10K.

Cost: $30,000

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d8, Common Knowledge d6, Electronics d4, Notice d6, Performance d8, Persuasion d8, Taunt d4 Pace: 6 Parry: 2 Toughness: 5

Hindrances: Pacifist (Major) Edges: Attractive (Very)

Special Abilities:

  • Synthetic Skin: Resembles a living being with convincing skin, eyes, and hair

Sentry Bot

A compact, often spherical security robot covered in sensor nodes and built for patrol, detection, and target suppression. This model does not use an Asimov Circuit.

Cost: $9,300

Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6 Skills: Athletics d6, Common Knowledge d4, Intimidation d6, Notice d8, Shooting d8, Stealth d6 Pace:Parry: 2 Toughness: 5 (2)

Hindrances: Vow (Major—serve owner)

Special Abilities:

  • Armor +2: Protective plating
  • Flight: Pace 6
  • Inefficient: Must be recharged daily
  • Integrated Gear: Laser SMG, stun gun
  • Scanner: Detects matter or energy composition up to 50 yards
  • Size −2 (Small): Roughly beach ball size, 60 pounds

War Bot

War bots are dedicated combat constructs. These units are designed to kill, suppress, and endure. In civilized space they are tightly regulated or banned outright. This model does not have an Asimov Circuit.

Cost: $73,000

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8 Skills: Athletics d6, Battle d4, Fighting d6, Intimidation d6, Notice d6, Shooting d8+2 Pace: 6 Parry: 6 Toughness: 14 (6)

Hindrances: Bloodthirsty, Vow (Major—serve owner)

Special Abilities:

  • Armor +6: Heavy. Reinforced combat chassis
  • Gatling Laser: Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Shots 80, Cauterize, Heavy Weapon, No Recoil, Overcharge
  • Size 2: 9 feet tall, roughly 1000 pounds
  • Skill Bonus (Shooting +2): Advanced firing algorithms

Example: Astrid sees a war bot as a battlefield threat on the level of a light vehicle, not a person with a gun. Flynn sees it as something you flank, distract, or sabotage fast, because a straight-up gunfight is a bad idea.