Research Station Gamma Robots

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Varulv
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Research Station Gamma Robots

Postby Varulv » Fri Jun 07, 2019 8:43 pm

I’m running CT Adventure 2: Research Station Gamma and before I convert the robots to MgT2 rules I thought I check to see if somebody has done it already?
Subzero001
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Re: Research Station Gamma Robots

Postby Subzero001 » Sat Jun 08, 2019 12:15 am

I know there is a MGT1ed robot book, and theirs a third party book for robots as well still made for MGT1ed.
Infojunky
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Re: Research Station Gamma Robots

Postby Infojunky » Sat Jun 08, 2019 5:32 am

Subzero001 wrote:
Sat Jun 08, 2019 12:15 am
I know there is a MGT1ed robot book, and theirs a third party book for robots as well still made for MGT1ed.
The mongoose book is seriously broken, 13Mann's Robots is a much better tool.

Honestly I would just use the robots rules included in the adventure or the system in Best of jTas #1.
Evyn
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Re: Research Station Gamma Robots

Postby Subzero001 » Sat Jun 08, 2019 3:36 pm

Since were talking about write-ups on robots is there one for the robots in secret of the ancients in grandfathers pocket universe? or the AI's? If the players stole a (ancient) ship.
Reynard
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Re: Research Station Gamma Robots

Postby Reynard » Sun Jun 09, 2019 3:26 pm

More than likely Grandfather's ships would know what you are up to and disintegrate you as vermin or put you in stasis and turned over for laboratory vivisection.

I looked at Research Station Gamma and the robot descriptions are great blueprints for quick construction to a reasonable MgT facsimile.

If you have MgT2e Central Supply Catalogue, use the Utility Droid as the Animal Care Robot, the Sanitation Droid as the Janitorial Robot and the Security Drone as the Maximum Security Robot and replace the stunner with a laser carbine.
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Re: Research Station Gamma Robots

Postby Moppy » Sun Jun 09, 2019 8:45 pm

Subzero001 wrote:
Sat Jun 08, 2019 3:36 pm
Since were talking about write-ups on robots is there one for the robots in secret of the ancients in grandfathers pocket universe? or the AI's? If the players stole a (ancient) ship.
Use the character generation rules for PCs and add some extra dice to the physical scores.

edit: Does this stuff really need stats? Such things should probably be under GM plot control.
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Re: Research Station Gamma Robots

Postby Subzero001 » Tue Jun 11, 2019 7:31 am

the GM I was playing with was really into psionic's and ran us through SOTA from a modified CT version since the mongoose version wasn't out just yet. We also ran through the Research station gamma as well which he had psionic robots (the animal ones had empathy) something like the cats in Honor Harrington series, the janitors were for our every need (knew our wants and needs immediately) and the security ones attacked both with normal weapons and augments psionic ones as well.

our group of 6 got split up, 4/2 four of us got caught by the robots and brought before grandfather, the other two one a psionic (zodini spy we later found out) and the other a player robot stole a "mothballed ship" and escaped back the way we came before it was closed by grandfather. we went into hiatias for a while and when we came back the GM just got done reading "Agent of the Imperium" and used a second empire heavily damaged warship as the ship they stole (because he wanted to include the personality wafer disks) into his TU. The four of us were sent back like normal but we disabled the ship (was still tied to the statue) which we ended up selling to the imperium along with the floating testing facility. the "6" of us got back together and the group then broke-up.

I still had a write-up of my original character before all the craziness of the psionics of using worlds like billiard balls etc... which was MGT1ed, still to powerful for the new game (play by skipe) I was entering in midway. So I was told I couldn't use all the (agent) contacts/allies and money (High level Nobel/dilettante) had my own line of ships /company's (in essence a scout spy semi-retired). So I made a neutered down (cover) they knew as "Sir Joe" real name was Sir Joseph Lutz (in reality one of my many clones) using the cover rules in agent book he ended up as a mid-level Navy/merchant marine/scout/noble I ended up with a few roles of the s scout ship, several ship shares in different ships, so I talked the GM into the SX frontiersman, I had to play by myself since the group was in the middle of a scenario "spinward salvage" and the GM didn't have an opportunity to insert me, the next scenario that we played together was SOTA mongoose version. We gave the GM some serious heartburn on that run starting off with freeze-drying/destroying the intro corpse for ease of transport (I stayed quiet most of the run) there was an interesting time when we met the other "grandfather" modified humans and cloning tanks ( I asked what are you going to do with all the clones? to the GM, he told me nothing it's just fluff, So I playing a clone of a clone and remembering about all the "race's ships" I asked if I could play in a solo game in his universe with a ship load of them) This is why for my question about the robots, AI's and such I wasn't trying to blow up his TU, I took a Darren warship heavy cruiser (tl16ish) stuffed it with robot parts, sleeping "mothballed" AI's and lots of the mutated/hybrid humans for crew, the damaged cloning tank "copied the original working clone database and specs to fix the damaged unit" etc what he referred to as fluff. since the main game is hiatias, more than likely gone :|

So playing solo without the instruction of the GM, I took the ship down the Darren space sold it to the secret arm / the robots, mutated humans and such I took down district 268 (found a zhodini corvette with an antimatter power-plant) reversed engineered it and the Darren Neural Rifle into a ships weapon (tl16+). took a small crew under an imperial warrant "acquired" the twelve to be scraped AHL, had them and a few Sydkai-class Detached Frigate's and Fiery Class Gunned Escort's down to five-sisters (paperwork and ships lost along the way :roll: ) re-outfitted and made a mercenary unit "Mackensee Military Assistance Corporation name from the Elizabeth Moon vatta war series" going south from five-sisters / district 268 into POD so my "noble" with a heavy star-mercenary unit cleaned up the pirates built up some sbd's for dranax cleared a general neutral zone for both aslan/imperials and swatted two aslan clans setup general trading and protection from pirates for the others including a generic mixed mercenary unit's run by the ex aslan (ihatei fight and win gain some land in district 268 for the males / lose and join the mercenary for a set stent and possible gain some land someplace for males / women get a protection for their startup company's "fee waved" payed for in full for a set number of years / lose and they need to help us break ground via their company's in the Aslan Hierate and pay a "protection fee" trading with outside customers). So they came solved problems, trained people, reset governments, moved some of the secrets around and removed others etc... and left. If required again can be called back for a price :) (they wander the five-sisters, district 268, Egyrn, Pax Rulin, etc... for work), I was intrigued by the Florian started up a trade via the aslans and imperium, visited their main world known for "ancient ruins" bypassed their security and used their portals (similar to grandfathers) found out their "secrets", decided to leave dogs lye left undetected.

It has been a long time since I last talked with my last group and GM so I decided to look into the mongoose SOTA and there is some lolo's in there. :mrgreen:
POD would be a good place for the "Apocalypse Package" if the king can obtain it from their tower and the imperium that is would make an interesting twist.

I'm sorry if people feel that i went off on a side track of the subject but the original (CT) research station gamma was an intro to SOTA. But I thought I would share where my train of thought for questions came from :wink:

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