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SSB_Shadow

Droid gear and cybernetic questions

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Hey, I'm playing a traditional R2 astromech droid and om having a bit of troublr finding gear that one would think standard astromech would have.

What I have in mind are magnetic feet, booster/jet pack and fire extinguisher. 

Also, regarding cybernetic parts, they do work on droids, right? A problem I'm finding is that they are mostly describing from a humanoid's perspective. I mean, what would a cybernetic spine, foot or that Lobot head thing be for an astromech?

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5 minutes ago, SSB_Shadow said:

Hey, I'm playing a traditional R2 astromech droid and om having a bit of troublr finding gear that one would think standard astromech would have.

What I have in mind are magnetic feet, booster/jet pack and fire extinguisher. 

Also, regarding cybernetic parts, they do work on droids, right? A problem I'm finding is that they are mostly describing from a humanoid's perspective. I mean, what would a cybernetic spine, foot or that Lobot head thing be for an astromech?

Booster/Jetpack would just be a jetpack, jetboots, or maybe the repulsor pack from Fully Operational. Simply narrate them as whatever fits the droid the best.

For a fire extinguisher, I'm not sure if there is an actual fire extinguisher item. Perhaps your GM will just let you state that as being part of your equipment and the "right tool for the job" for putting out fires?

Yes, cybernetic parts work on droids, you'd just have to narrate them differently. The exception to that is the "cybernetic spine" you mention, as I believe that is the bio-feedback regulator. That is specified to not work for droids. As for the lobot thing, that's just an upgrade to the droid's brain. You're basically just swapping out bits on a computer to make it run better.

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And a droid's cybernetic cap is 6, instead of Brawn.

But yes, unless a cybernetic calls out that it doesn't work for droids, you can use it. They are basically "upgraded equipment".

And most regular equipment can be refluffed as being internal components.

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18 minutes ago, salamar_dree said:

And a droid's cybernetic cap is 6, instead of Brawn.

But yes, unless a cybernetic calls out that it doesn't work for droids, you can use it. They are basically "upgraded equipment".

And most regular equipment can be refluffed as being internal components.

Be cautious with internal components. While R2 had every tool under the sun in his chassis there are limits to what can be inserted and encumbrance still counts.

But I had a player playing a droid who had the cyber eyes for increased sight. 

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The rules I run with for integrating gear is that the droid can carry up to its encumbrance capacity (5+Brawn, no modifiers from equipment) as integrated gear, and can then try Mechanics checks to integrate more gear (1 over=Easy, 2 over, Average, etc.). If the check is failed, they can't increase the amount of integrated gear any further, though they can still get cybernetics.

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3 hours ago, P-47 Thunderbolt said:

The rules I run with for integrating gear is that the droid can carry up to its encumbrance capacity (5+Brawn, no modifiers from equipment) as integrated gear, and can then try Mechanics checks to integrate more gear (1 over=Easy, 2 over, Average, etc.). If the check is failed, they can't increase the amount of integrated gear any further, though they can still get cybernetics.

4 minutes ago, salamar_dree said:

Yes, any "integrated" gear should count against Encumbrance.

You can only cram so much into a droid's chassis.

😁

To clarify, my position is that "integrated gear" doesn't count against Encumbrance Threshold, it is simply based on the Encumbrance Threshold.

The reason for this is that an upgrade to the droid's photoreceptors (like Tracker's Goggles) or a built-in tool kit doesn't prevent the droid from carrying stuff.

In the case of an R2 unit, this justification doesn't really apply since they can't really carry much externally. With a protocol droid, it makes sense for them to be able to carry stuff externally.

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I  kinda feel that if a droid wants to become a cyborg, it has got to start implanting organic bits and pieces. Like an Artoo with a human voice box, or a protocol droid with sentient bits of brain integrated into its processors to be better at understanding and creating art. You now, Cronenberg nightmare stuff.

I don't think cybernetics should work on droids. A cyberbrain would need an actual brain to interface with. Wouldn't all droids already have some form of cyberbrains to begin with?

 

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Cybernetics on droids is just "upgraded" components. A cybernetic brain implant is an "upgraded CPU", etc.

Droids are already gimped enough because of their rarely invoked species abilities, that denying them access to cybernetics hurts.

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I have a B1 character. I went with an upgraded memory core for the brain implant and improved B1 Arms and Legs for the Cybernetic Arms and Legs. I'd say the Eye implant would just be a photoreceptor upgrade. It's harder with an R2 unit since they don't have humanlike parts, but they do have manipulator arms and those legs they wheel around on.

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Yes I'd say Cybernetics are simply replacement parts as was written before, how you fluff it is up to you and your group. 
But to add to what @immortalfrieza wrote:  In an R2 I'd interpret Cybernetic Arms & Legs as improved / hardened Locomotion Parts / Wheels & Manipulators, Eyes as improved Sensor Array etc.

I like the idea of integrating gear up to the Droid's encumbrance while not actually using encumbrance although I'd require a Mechanics check since if you cram alot of stuff into a Droid's Chassis it would probably require work on the wheels etc. to account for the added weight. 

As for not allowing Cybernetics for Droids, there is nothing in RAW that supports forbidding Droids from using these (except the few that specifically state that they cannot be used for Droids), just as there is the Networked Slicing Uplink that can only be installed on Droids not on Organics. 

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Posted (edited)

Thanks for all of your replies. I will try to think in terms of "re-fluff" for existing items. 

Me and my GM noted that magnetic feet doesn't exist rulewise anywhere. So he made up one. He said that the upgrade could either remove two setback dice or add two boost dice when doing athletics check. Is this a fair ruling?

(I was allowed to buy rocket boots to get the jetpack, and I think this fits pretty well). 

Edited by SSB_Shadow

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1 hour ago, SSB_Shadow said:

Me and my GM noted that magnetic feet doesn't exist rulewise anywhere. He said that the upgrade could either remove two setback dice or add two boost dice when doing athletics check. Is this a fair ruling?

That works well. Similar to the effects for low/high gravity.

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