RH pg 66, basic(x) TL 8 brain CR 20,000. On the following page it does also call out that retro tech discount doesn't apply (or already accounted for) with brains below very advanced.
Then on pg 88 where it details bio bots "As with an android, the biological robot option triples the physical cost of the robot, up to and including the brain". Which also lists the basic, TL 11 like zombies, version as having cost base slot Cr2000. 16 slots at size 5, as you said, which might be affected by the x3 but I'm not sure. Which if it does apply brings that 32k to 96k giving potentially the discount another poster did describe.
So, 20,000 x3 for bio bot was how I was getting 60k
Unless I've missed something which is entirely possible and a part of why I thought to bring it to the forums.
If you look further down the table on p66 of RH line 5 is for the TL10 Basic(X) brain. This is only KCr4 (and more capable). You would only go for a TL8 brain if it was the best you could manage (or support) and since you need TL11 for the rest that doesn't apply.
I don't think the Cr2000 per base slot is multiplied by 3 as that is specific to the biological robot. You can design a non-bio robot and then just triple the price from the bio-robot version. A normal size 5 robot with walker configuration would be KCr10 multiplied by 3 for a bio version would be KCr30 which is close enough to the 16*KCr2 from the table for bio-robots.
That should be discounted if the body is donated, but the cost shown for the Zombie is the retail cost to buy, not the cost of manufacture. A regular customer won't know if the body was a clone built specially (using the biorobot process) or a clone built by the clone rules or a body sourced by less savoury means.
I think we need Geir to provide the rationale as there are too many moving parts in robot design and for some of the variants the interaction is not clear, I am not sure why we even needed a table for the cost per slot if we can get almost the same number by a simple multiple that applied to every other component.
Ideally we would have had a worked example of each of the variants as well as the two default ones (or a more detailed breakdown of construction cost for every example like High Guard does for ships.
In these cases I tend to use the stats provides as a source of ideas, but rebuild the robot using the rules as stated and re-cost to that. I don't like arbitrary "discount" fudges, but I also don't have to make anything backwardly compatible with robots in other supplements that were not designed using the design rules in RH.
Burke and Hare Robots Ltd can knock out a zombie for KCr12, but purely for export you understand
* You might be able to build a mindless clone (such as for organ donation) cheaper (a flat KCr10 build cost once you have a template) than using the bio-robot rules or you might end up with a few rejects for other reasons. It would also allow you to use the clone stat line rather than the robot stat line and tune the clone closely by setting END as well as STR and DEX for manipulators.
EDIT:
Of course if you grow a clone then you could keep the clone brain and invest the KCr12 you would have paid for a robot brain for some on the job training. Even the worst TL8+clone will have a higher intelligence than the simple robot brain and will have the ability to learn, or install a basic waferjack.
I love this dystopia stuff
