| d100 Result | Effect |-------------|--------- | 01-10 | Cosmetic damage; if the construct has APP, lose 1D6 APP, otherwise no effect. | 11-20 | Armor breach; reduce Armor Points by 1D3 AP (or one die type: 1D12 -> 1D10 -> 1D8 -> 1D6 -> 1D4 -> 1D2 -> 0). | 21-30 | Locomotors (legs, treads, etc.) impaired; reduce ground MOV by 1D3 | 31-40 | One manipulator performs its function(s) at half skill until repaired. | 41-50 | One manipulator loses all function. | 51-60 | A sensor system is impaired; any skill dependent on it is at half value. If the same system is hit again, it is destroyed. | 61-70 | Construct loses 1D6 STR | 71-80 | Construct lose 1D6 DEX | 81-90 | Construct lose 1D6 INT | 91-94 | One randomly chosen special ability is disabled; if the construct has none, roll again. | 95-96 | Construct loses its ability to speak. | 97-98 | Construct loses use of one non-combat skill, chosen randomly. | 99 | Construct goes berserk and lashes out blindly at anything nearby; anyone who gets too close must make a Luck roll to avoid getting hit. | 00 | Construct loses all power and is deactivated.
Manipulators: "Manipulator" is fancy robot talk for an arm. Some constructs have only two arms, others have a dozen arms, each specialized for a task. The construct's description should include how many arms it has. For "manipulator" results, choose randomly among those still functioning. If the same manipulator is "impaired" twice, it is disabled.
Sensors: A sensor provides information about the construct's environment: vision, hearing, touch, taste/smell, radar, sonar, radio communications, and so forth. Again, choose randomly from the list of functioning systems. For the purposes of these rules, assume each sense has exactly one system; one hit affects the entire circuit, not a specific area.
A qualified technician can repair each of these malfunctions, given time and the right parts. In a world of predominantly Iron Age technology, qualified technicians and parts may be a long time coming.
Rarely, constructs have self-repair systems that restore hit points. Assuming damage hasn't disabled this special self-repair ability, the construct will fix all malfunctions when it reaches its maximum HP.
Any suggestions or additions? Would this be useful at all?
Edited by fmitchell, 09 June 2014 - 09:03 PM.
reorder options, clarify