I have a PbP game on Unseen Servant set in a Traveller Universe of MY CREATION built on more of a "Pocket Empires" feel and set at TL 9-12 for the major players. A "Small Ship" universe with more emphasis on patrons and encounters and action IN THE SYSTEM than jumping in a "system of the week" adventure. I discovered TWO great needs in this game at TLs 8-12. Civilian Vehicles and Robots.
So this is just my sharing what I worked out for MY GAME on Robots.
I liked some of the JTAS article and most of Book 8, but I had some issues with the data on WHEELS and TRACKS and GRAV. I think STRIKER did the "VEHICLE" part of the ROBOTS better than Book 8 or JTAS. However, the JTAS captured that LBB2 FEEL for how Classic Traveller works. So the first thing I did was to lump the BOOK 8 robot parts together more LBB2/5 style, starting with the PROGRAMS that defined what a ROBOT could do [skills].
Each BASIC SKILL MODULE (BSM) contains the additional CPU Memory and Programs to provide the ROBOT with the “Education” to perform useful tasks (similar to SKILL-1 for a person). Some Skill Programs require multiple BSM modules. SKILL MODULES are graded /a through /f based on the number of BSMs contained in each module.
/a [One Slot]:
The “/a” MODULE contains one BSM and will run a single “One Slot” SKILL PROGRAM. Each of the following SKILL PROGRAMS require One Slot and will run on a “/a” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 400 and loaded onto the ROBOT.
The “/b” MODULE contains two BSMs and will run a single “Two Slot” SKILL PROGRAM or two “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Two Slots and will run on a “/b” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 800 and loaded onto the ROBOT.
The “/c” MODULE contains three BSMs and will run a single “Three Slot” SKILL PROGRAM or three “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Three Slots and will run on a “/c” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 1200 and loaded onto the ROBOT.
The “/d” MODULE contains four BSMs and will run a single “Four Slot” SKILL PROGRAM or four “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Four Slots and will run on a “/d” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 1600 and loaded onto the ROBOT.
The “/e” MODULE contains five BSMs and will run a single “Five Slot” SKILL PROGRAM or five “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Five Slots and will run on a “/e” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 2000 and loaded onto the ROBOT.
The “/f” MODULE contains six BSMs and will run a single “Six Slot” SKILL PROGRAM or six “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Six Slots and will run on a “/f” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 2400 and loaded onto the ROBOT.
So this is just my sharing what I worked out for MY GAME on Robots.
I liked some of the JTAS article and most of Book 8, but I had some issues with the data on WHEELS and TRACKS and GRAV. I think STRIKER did the "VEHICLE" part of the ROBOTS better than Book 8 or JTAS. However, the JTAS captured that LBB2 FEEL for how Classic Traveller works. So the first thing I did was to lump the BOOK 8 robot parts together more LBB2/5 style, starting with the PROGRAMS that defined what a ROBOT could do [skills].
Each BASIC SKILL MODULE (BSM) contains the additional CPU Memory and Programs to provide the ROBOT with the “Education” to perform useful tasks (similar to SKILL-1 for a person). Some Skill Programs require multiple BSM modules. SKILL MODULES are graded /a through /f based on the number of BSMs contained in each module.
/a [One Slot]:
The “/a” MODULE contains one BSM and will run a single “One Slot” SKILL PROGRAM. Each of the following SKILL PROGRAMS require One Slot and will run on a “/a” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 400 and loaded onto the ROBOT.
- Agriculture, Cargo Handling, Communication/Electronics, Construction, Demolition, Forgery, Gunnery, Janitor, Lab Tech, Mechanical, Recon, Steward, Unarmed Security, Vehicle (2D)
The “/b” MODULE contains two BSMs and will run a single “Two Slot” SKILL PROGRAM or two “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Two Slots and will run on a “/b” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 800 and loaded onto the ROBOT.
- Armed Security, Brawling, Engineering/Gravitics, Medical, Navigation, Pilot, Prospecting, Surveying, Valet, Vehicle (3D)
The “/c” MODULE contains three BSMs and will run a single “Three Slot” SKILL PROGRAM or three “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Three Slots and will run on a “/c” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 1200 and loaded onto the ROBOT.
- Administration, Armored Combat, Gambling, Infantry Combat, Interrogation
The “/d” MODULE contains four BSMs and will run a single “Four Slot” SKILL PROGRAM or four “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Four Slots and will run on a “/d” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 1600 and loaded onto the ROBOT.
- Bribery, Science (Biology, Chemistry, Physics), Tactics, Trader
The “/e” MODULE contains five BSMs and will run a single “Five Slot” SKILL PROGRAM or five “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Five Slots and will run on a “/e” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 2000 and loaded onto the ROBOT.
- Legal, Linguistics, Genetics
The “/f” MODULE contains six BSMs and will run a single “Six Slot” SKILL PROGRAM or six “One Slot” SKILL PROGRAMS. Each of the following SKILL PROGRAMS require Six Slots and will run on a “/f” ROBOT BRAIN. Each PROGRAM may be purchased on a cassette for Cr 2400 and loaded onto the ROBOT.
- Instruction, Entertainer
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