Passive Drone Rules

  • Engineering
    • Information
    • Knowledge
    • Intelligence
    • Organization
  • Autonomous Drone Behavior - Heel - remove any [autonomous drone behavior] conditions on add - Drone will attempt to move next to owner, following as necessary. Higher software sophistication lends itself to better obstacle avoidance and more regard for socially appropriate follow/loiter distance.
  • Autonomous Drone Behavior - Search - remove any [autonomous drone behavior] conditions on add - Drone will attempt to move within an area searching for hidden objects, but will try to stay within 10 squares of the owner. Higher software sophistication lends itself to a wider search area and a more optimal search pattern. +(software sophistication) [perception] skill modifier.
  • Autonomous Drone Behavior - Observe - remove any [autonomous drone behavior] conditions on add - Drone will attempt to move within audio/visual range, following it as necessary. Drone will attempt to conceal its presence, and higher software sophistication lends itself to better obstacle avoidance and stealth decisions. +(software sophistication) to [stealth] rolls.
  • Autonomous Drone Behavior - Suicide - remove any [autonomous drone behavior] conditions on add - Drone will attempt to move as close to target object and activate any installed [detonation] modules. If no [detonation] modules are installed the drone will instead attempt to ram the object, which requires at least a movement of 2 squares to perform. The drone will back up to ram if necessary. Ramming deals (footprint size damage + speed damage modifier) kinetic damage if drone's Speed roll > target [physical defense] roll. Footprint size damage is 1D6 kinetic damage for each footprint square (ex: 0 footprint deals 0D6, 1 square deals 1D6, 2×2 deals 4D6, etc.). Speed damage modifier is (Speed / 10). The drone will make a direct a path as possible. Any damage dealt it also received by the drone. Higher software sophistication lends itself to better obstacle avoidance and a +(2 * Speed) skill modifier.
  • Autonomous Drone Behavior - Assault - remove any [autonomous drone behavior] conditions on add - Drone will attempt to move within weapon range and use damage-dealing abilities on any objects deemed hostile by owner. It will attack closer targets first. Drone will make as direct and large an attack as possible and will aggressively follow targets until they are destroyed. +(software sophistication) modifier to accuracy rolls.
  • Autonomous Drone Behavior - Defend - remove any [autonomous drone behavior] conditions on add - Drone will attempt to move next to and defend owner, following as necessary. If the defended system is within 1 square and is targeted by an [attack] ability, then a failed [defense] roll may be re-rolled with a +(software sophistication) modifier. If the re-roll succeeds, the attack hits the drone instead.
  • Autonomous Drone Behavior - Tactical Assault - remove any [autonomous drone behavior] conditions on add - Drone will attempt to move within weapon range and use damage-dealing abilities on target object deemed hostile by owner. Drone will attempt to flank or work with allies to surround target, making as reliable an attack as possible, and will retreat if attacked. +(software sophistication) modifier to [attack] ability accuracy rolls.
  • Design Vehicle - tier 1, 4 hours, target one connectable [blueprint design] system - Produce a valid vehicle blueprint file by choosing a chassis and assigning modules. Chassis/modules may only be selected based on available design files. The blueprint file is then encrypted/locked and downloaded to a device or implant. The blueprint file requires 1 DSU for each module installed in the design, and the file is lost if it cannot be stored.
  • Construct Vehicle - tier 0, 1 minute, target one connectable [vehicle factory] facility, costs (blueprint specified credits * facility efficiency modifier) credits - Construct a vehicle based on a stored blueprint file. The vehicle will be available at the output of the facility based on 1 minute per unmodified credit cost of the vehicle (ex: 60 credits = 1 hour).
  • Repair Drone - tier 1, 1 hour, targets one reachable vehicle module, 1 range, cost 1 [spare parts], requires [drone tools] available - Heal 1 durability.
  • Program Autonomous Drone - tier 0, 4 hours, target one [automated] [drone] item, 1 range - Assign software sophistication of [drone] item to (engineering / 2). Assign up to (engineering / 5, minimum 1) systems to the drone's activation list.
  • Activate Drone - tier 0, setup, target one reachable inactive [drone] item, 1 range, cost 1 FP - If you are not on the activation list, no effect. Target drone is activated - it enables main power and attempts to connect to all networks you are connected to, including new networks you connect to. You are now considered the drone's owner. If the drone is [autonomous] it is controlled at the GMs judgement and may use any relevant standard abilities. If [autonomous] the drone resumes any previous behavior mode - if no behavior mode has yet been assigned add Autonomous Drone Behavior - Heel condition to target.
  • Remotely Activate Drone - tier 0, replaces Activate Drone, target one connectable inactive [remote activation] [drone] item, any range.
  • Deactivate Drone - tier 0, setup, target one reachable owned active [drone] item, 1 range - Drone becomes inactive, disables main power. The drone stays connected to existing networks, but will not connect to new networks. You may choose specific networks for the drone to disconnect from at this time.
  • Remotely Deactivate Drone - tier 0, replaces Deactivate Drone, target one connectable owned active [remote activation] [drone] item, any range.
  • Hijack Drone - tier 0, replaces System Hijack, target one connectable [drone] item - Hijack drone if [hacking] roll > system intrusion difficulty. If hijacked replace one system on the activation list with yourself, and if already active become the drone's owner.
  • Autonomous Drone Behavior - Heel - tier 0, secondary, target one connected [drone] item - Add Autonomous Drone Behavior - Heel condition to target.
  • Autonomous Drone Behavior - Search - tier 1, secondary, target one connected [drone] item - Add Autonomous Drone Behavior - Search condition to target.
  • Autonomous Drone Behavior - Assault - tier 1, replaces Autonomous Drone Behavior - Heel - Add Autonomous Drone Behavior - Assault condition to target.
  • Autonomous Drone Behavior - Observe - tier 1, replaces Autonomous Drone Behavior - Heel - Add Autonomous Drone Behavior - Observe condition to target. Choose a detected object for the target specified in the condition.
  • Autonomous Drone Behavior - Suicide - tier 1, replaces Autonomous Drone Behavior - Heel - Add Autonomous Drone Behavior - Suicide condition to target. Choose a detected object for the target specified in the condition.
  • Autonomous Drone Behavior - Defend - tier 2, replaces Autonomous Drone Behavior - Heel - Add Autonomous Drone Behavior - Defend condition to target.
  • Autonomous Drone Behavior - Tactical Assault - tier 2, replaces Autonomous Drone Behavior - Heel - Add Autonomous Drone Behavior - Tactical Assault condition to target. Choose a detected object for the target specified in the condition.
Micro Drone Chassis
Class Portable
Footprint 0 (can occupy otherwise occupied squares, subject to GM approval)
Base Cost 50
Base Weight 0.1
Base Speed 6
Module Weight Multiplier 0.1
Module Cost Multiplier 0.5
Base Module Durability 1
Max Energy Output 3
Modules 1x Portable Energy Generation (required, vital)
1x Drone Command (required, vital)
1x Drone Communication (required, vital)
1x Portable Drive System (required, vital)
Tags Drone
Mini Drone Chassis
Class Portable
Footprint 0 (can occupy otherwise occupied squares, subject to GM approval)
Base Cost 70
Base Weight 0.2
Base Speed 4
Module Weight Multiplier 0.2
Module Cost Multiplier 0.75
Base Module Durability 2
Max Energy Output 5
Modules 1x Portable Energy Generation (required, vital)
1x Drone Command (required, vital)
1x Drone Communication (required, vital)
1x Portable Drive System (required, vital)
1x Portable Utility
Tags Drone
Small Drone Chassis
Class Portable
Footprint 1 square (portable - can still be carried when deactivated)
Base Cost 80
Base Weight 0.5
Base Speed 2
Module Weight Multiplier 0.5
Module Cost Multiplier 1.0
Base Module Durability 3
Max Energy Output 7
Modules 1x Portable Energy Generation (required, vital)
1x Drone Command (required, vital)
1x Drone Communication (required, vital)
1x Portable Drive System (required, vital)
1x Portable Utility
Tags Drone
Medium Drone Chassis
Class Portable
Footprint 1 square (portable - can still be carried when deactivated)
Base Cost 95
Base Weight 1.5
Base Speed 0
Module Weight Multiplier 1.0
Module Cost Multiplier 1.1
Base Module Durability 3
Max Energy Output 12
Modules 1x Portable Energy Generation (required, vital)
1x Drone Command (required, vital)
1x Drone Communication (required, vital)
1x Portable Drive System (required, vital)
2x Portable Utility
Tags Drone
Portable Micro K-H Generator
Type Portable Energy Generation
Weight 1
Effect When destroyed roll 1D6 - if < 3 deal 1 explosive damage to all reachable objects within 1 square, and to all other installed modules.
Cost 120
Energy Generation 3
Portable Mini K-H Generator
Type Portable Energy Generation
Weight 2.5
Effect Durability +1. When destroyed roll 1D6 - if < 3 deal 2 explosive damage to all reachable objects within 1 square, and to all other installed modules.
Cost 300
Energy Generation 5
Portable Small K-H Generator
Type Portable Energy Generation
Weight 5.0
Effect Durability +2. When destroyed roll 1D6 - if < 3 deal 3 explosive damage to all reachable objects within 2 squares, and to all other installed modules.
Cost 800
Energy Generation 7
Portable Medium K-H Generator
Type Portable Energy Generation
Weight 11.0
Effect Durability +3. When destroyed roll 1D6 - if < 3 deal 4 explosive damage to 2 areas of all reachable objects within 3 squares, and to all other installed modules.
Cost 300
Energy Generation 9
Manual Drone Command Module
Type Drone Command
Weight 0
Effect
Cost 10
Energy Usage 0
Automated Drone Command Module
Type Drone Command
Weight 0.2
Effect Adds [automated] tag
Cost 50
Energy Usage 1
Isolated Drone Communication Module
Type Drone Communication
Weight 0
Effect
Cost 5
Energy Usage 0
Remote Drone Communication Module
Type Drone Communication
Weight 0.1
Effect Adds [remote activation] tag. Drone provides audio/visual information to owner while active and connectable to owner.
Cost 30
Energy Usage 1
Portable Wheeled Drive System
Type Portable Drive System
Weight 0.6
Cost 30
Effect +6 Speed, half movement speed over uneven terrain. When destroyed roll 1D6 - if < 2 deal 2 explosive damage to all reachable objects within 2 squares, and to all other installed modules.
Energy Usage 1
Portable Tracked Drive System
Type Portable Drive System
Weight 1.0
Cost 55
Effect +4 Speed. Durability +1. When destroyed roll 1D6 - if < 2 deal 2 explosive damage to all reachable objects within 2 squares, and to all other installed modules.
Energy Usage 1
Portable VTOL Drive System
Type Portable Drive System
Weight 0.8
Cost 200
Effect +12 Speed, -6 Stealth, may fly/hover up to 100 squares high. Durability +1. When destroyed roll 1D6 - if < 4 deal 1 explosive damage to all reachable objects within 3 squares, and to all other installed modules.
Energy Usage 1
Portable K-H Hover Drive System
Type Portable Drive System
Weight 1.2
Cost 280
Effect +6 Speed, +2 Stealth, may fly/hover up to 4 squares high. When destroyed roll 1D6 - if < 3 deal 2 explosive damage to all reachable objects within 3 squares, and to all other installed modules.
Energy Usage 1
Small Weapon Mount
Type Portable Utility
Weight 0.2
Cost 95
Effect Choose a one-handed weapon during construction. Add weight and cost of weapon to module weight and cost. Ammunition fed weapons may only hold up to one magazine of ammunition, and do not include ammunition after construction. The weapon is considered equipped to the drone for purposes of abilities.
Energy Usage 3
Weapon Mount
Type Portable Utility
Weight 0.6
Cost 245
Effect Choose a two-handed weapon during construction. Add weight and cost of weapon to module weight and cost. Ammunition fed weapons may only hold up to one magazine of ammunition, and do not include ammunition after construction. The weapon is considered equipped to the drone for purposes of abilities.
Energy Usage 5
Portable Grenade Cage
Type Portable Utility
Weight 0.1
Cost 15
Effect Choose a grenade type during construction. Add weight and cost of grenade to module weight and cost. When module is activated the installed grenade activates immediately. When destroyed roll 1D6 - if < 4 the installed grenade activates if it has not already.
Energy Usage 1
Tags Detonation
Vehicle Chassis Design File
Cost 10x chassis base cost credits
Size 5 DSU
Vehicle Module Design File
Cost 10x module cost credits
Size 1 DSU
Drone Scrap
Cost 50c
Weight 0.2
Tags Spare Parts
Robotics Toolset
Cost 850c
Weight 0.6
Tags Drone Tools
Basic Vehicle Factory
Efficiency Multiplier 1.0
  • polemos/campaigns/many_in_freedom/campaign_drone_rules.txt
  • Last modified: 2020/08/15 16:04
  • by 127.0.0.1