If a character fails a roll to remove a security lock or alter a robot's function or mission, the robot can malfunction. When this happens. the referee should roll d100 on the Malfunction Table.
Die Roll | Effect |
01 to 25 | No Malfunction |
26 to 50 | Program Destroyed |
51 to 75 | Short Circuit |
76 to 90 | Haywire |
91 to 00 | Explosion |
- No Malfunction - The robot continues to function normally.
- Program Destroyed - One of the robot's programs (picked randomly by the referee) has been destroyed. The robot can not perform any functions requiring that program. If all the programs in a robot are destroyed, the robot shuts itself off.
- Short Circuit - The robot is still operating, but has been damaged. For example. a robot with a short circuit might stop suddenly every other turn, or rattle and spark while it works.
- Haywire - The robot is completely out of control. It might attack at random. spin in circles. recite the Gettysburg Address. or do anything else the referee thinks fits the situation.
- Explosion - The robot's parabattery explodes. causing 2d10 points of damage multiplied by the parabattery's type to the robotics expert.
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