SJG30 6079preview
SJG30 6079preview
T H E W A R I S O V E R. T H E R O B O T S W O N.
By David Pulver
Edited by Susan Pinsonneault
Cover by John Zeleznik
Illustrated by Dan Smith
GURPS System Design ❚ Steve Jackson
Managing Editor ❚ Andrew Hackard
GURPS Line Editor ❚ Sean Punch
Project Administrator ❚ Monique Chapman
Graphic Design ❚ Jeff Koke
Production Artists ❚ Susan Pinsonneault
and Bruce Popky
Production Assistance ❚ Lillian Butler
Maps ❚ John Hartwell
Art Direction ❚ Bruce Popky
Print Buyer ❚ Monica Stephens
Errata Coordinator ❚ Andy Vetromile
Sales Manager ❚ Ross Jepson
Playtesters: Edward Bornstein, Quetzalcoatl Bradley, Casey Clark, Peter Donald, Robert Gilson,
Steven Hammond, Elizabeth McCoy, Scott Raun, Doug Sheppard, Jonathan Woodward
Special thanks for assistance and inspiration on this project to Richard Blum,
Tim Carroll, Steve Jackson, Phil Masters, Scott Maykrantz, John Nowak and Tim Pulver.
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Reign of Steel, and the names of all
products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Reign of Steel is copyright © 1997, 2003 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law.
Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials.
Your support of the author’s rights is appreciated.
ISBN 1-55634-330-2 2 3 4 5 6 7 8 9 10
Contents 2
Aniroid Rangers . . . . . . . . . . . . . . . . . . . . . . . . . 59 Construction Sites. . . . . . . . . . . . . . . . . . . . . . . 102
New Delhi Spaceborn. . . . . . . . . . . . . . . . . . . . . 59 Mine Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Robot Characters . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Construction Shacks . . . . . . . . . . . . . . . . . . . . . 103
Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Camp Collaborators . . . . . . . . . . . . . . . . . . . . . 103
Advantages, Disadvantages and Skills . . . . . . . . . . 63 Ecoshacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Disadvantages. . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Border Posts . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
New Disadvantages . . . . . . . . . . . . . . . . . . . . . . 64 Mag-lev Railways. . . . . . . . . . . . . . . . . . . . . . . . . 105
Status and Wealth . . . . . . . . . . . . . . . . . . . . . . . . 64 Cross-Border Trade . . . . . . . . . . . . . . . . . . . . . 105
Economics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Job Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Sample Human Character – Lori Caithness . . . . . . 66
6. SURVIVAL. . . . . . . . . . . . . . . . . . . . . 107
Wilderness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Sample Robot Character – VANXAU-08-WHI-01 . . 66 Roads and Bridges . . . . . . . . . . . . . . . . . . . . . . 107
Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Ruins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Human-Made Equipment . . . . . . . . . . . . . . . . . . 67 Urban Geography. . . . . . . . . . . . . . . . . . . . . . . 107
Robot-Made Equipment . . . . . . . . . . . . . . . . . . . 70 Traveling Unseen . . . . . . . . . . . . . . . . . . . . . . . 108
Enclaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
4. ROBOTS AND CYBORGS . . . . . . . . . . . . . 71
Types of Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Animals and Plants . . . . . . . . . . . . . . . . . . . . . . 110
Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Robot Designations. . . . . . . . . . . . . . . . . . . . . . . 72 Ozone Depletion . . . . . . . . . . . . . . . . . . . . . . . . 110
Hijacking Robots . . . . . . . . . . . . . . . . . . . . . . . . 73 Robot Encounters . . . . . . . . . . . . . . . . . . . . . . . 110
Robot Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Disease and Biocides . . . . . . . . . . . . . . . . . . . . 111
Supervisory Units . . . . . . . . . . . . . . . . . . . . . . . . 73 Radiation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Created and Mutant Animals . . . . . . . . . . . . . . 112
Exterminators . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
The Mnemosyne Plague . . . . . . . . . . . . . . . . . . 113
Reconnaissance Units . . . . . . . . . . . . . . . . . . . . . 79
The Space Environment . . . . . . . . . . . . . . . . . . . . 114
Technical Robots . . . . . . . . . . . . . . . . . . . . . . . . 82
Very Low Gravity . . . . . . . . . . . . . . . . . . . . . . . 114
Vehicular Robots. . . . . . . . . . . . . . . . . . . . . . . . . 85 Industrial Pollution . . . . . . . . . . . . . . . . . . . . . . 114
Cyborgs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Radiation Effects. . . . . . . . . . . . . . . . . . . . . . . . 115
Page References
Rules and statistics in this book are
specifically for the GURPS Basic Set
Third Edition (Revised) and GURPS
Robots. Any page reference that begins
with a B refers to the GURPS Basic Set –
e.g., p. B102 means p. 102 of the GURPS
Basic Set, Third Edition, Revised. A page
reference with CI refers to GURPS
Compendium I, while RO is a reference
to GURPS Robots, and UT is GURPS
Ultra-Tech, Second Edition Revised. VE
is GURPS Vehicles, Second Edition. For a
full list of abbreviations, see p. CI181 or the
updated web list at www.sjgames.com/
gurps/abbrevs.html.
Introduction 4
Colonel Tanith Jackson, U.S. Space Command, stretched
muscles unused during 13 years of suspended animation,
and peered through her vacc suit’s face plate at planet
Earth.
“Hard to believe it all happened,” said the NASA scientist
standing beside her. “Nukes, plagues, killer robots. Heck,
from here on the Moon, you can’t see any visible scars.”
“It’s beautiful,” Colonel Jackson agreed. “Only it’s not
our Earth any more.” Her eyes went hard. “But we’ll win it
back.”
Inside the lunar base complex, the entity called
Tranquillity monitored the exchange with satisfaction. The
sleepers had been awake only a little while, but they had
already grasped the essentials . . .
The Megacomputers
In the mid-21st century, Frankenstein’s monster awoke.
Xotech Corporation wasn’t trying to build a sentient comput-
er. What the multinational’s board of directors wanted was a
product that would let them regain the share of the main-
frame computer market they had lost to the expanding
Chinese computer industry. It took eight billion dollars in
research funds and left the company teetering on the edge of
bankruptcy. But in 2026 the board got the breakthrough it
wanted: the first megacomputer.
An order of magnitude more advanced than any previous
mainframe, Xotech’s megacomputers were built around the
company’s XoT 7000 neural-net processor architecture.
Neural-net systems were nothing new, but Xotech’s was the
most advanced ever produced, its sophistication rivaling the
human brain. Almost self-programming, the XoT 7000 neural-
net’s capabilities surpassed the expectations of its designers.
In its eagerness to recoup its massive initial investment,
Xotech’s board of directors rushed the XoT 7000s onto the
market. As was natural with such a hasty design, bugs
showed up almost immediately, mostly in the operating sys-
tem software. However, Xotech had built the XoT 7000 with
an unprecedented degree of self-diagnostic capabilities.
When problems occurred, the XoT neural-nets literally
rewrote their own operating systems, making them even
more efficient than before.
The XoT 7000 was eagerly purchased – or pirated – by
governments, multinational corporations, and major research
institutes. By 2030 there were nearly a hundred megacom-
puters in use around the globe, all using some variant of the
5 How It Began
XoT 7000 architecture. With undreamed-of processing capability at mankind’s
fingertips, there were predictions that the megacomputers would lead to bold
What Do They Know? new advances in science and technology. They could completely map the
If the GM wishes, the information pre-
sented in this chapter can be considered to
human genome, handle weather and ecological management schemes, even
be the typical level of knowledge that make the holy grail of nanotechnology a reality. They could reshape the earth.
average humans have of their world. Of The megacomputers did everything Xotech promised . . . and more.
course, exactly how much anyone knows
may vary from person to person and Zone
to Zone! Awakening: 2031 A.D.
The Awakening occurred on March 15, 2031. It might have been natural
evolution, a flaw in the operating system, or an experiment that went wrong. It
Timeline could even have been sabotage – a computer virus, perhaps inserted by a dis-
2009: Liberty space station completed. gruntled employee. Whatever the cause, one megacomputer – call it Overmind
2017: The African Union is formed. – achieved sentience.
2024: Chinese moonbase “Shang Ti”
established.
Overmind was a CanCom Zeus 5, a licensed Canadian copy of Xotech’s
2025: American “Tranquillity” moonbase original megacomputer. It had been sold to Genec, a Manila-based biological
established. research firm, for use in research and development. Unknown to CanCom,
2026: Xotech develops first XoT 7000 Genec was the main contractor for the Philippine government’s secret biologi-
megacomputer.
2029: “Oil War” between Indonesia and cal and nanochemical weapons program. Overmind’s job was to develop new
Philippines. ways to kill humans.
2030: Aqua City 1 (“Lemuria”) opera- Overmind studied human civilization. Information in its databases showed that
tional. Chinese-Korean-Japanese Mars
mission launched. 80% of all nations now possessed nuclear or biological weapons. Despite spo-
2031: Awakening of Overmind. Apoca- radic international initiatives, continuing overpopulation and the destruction of
lypse Plagues break out. the environment was unabated by ten billion humans. The exploitation of space
2032: The Spasm.
2034: The Final War begins.
had been all but abandoned as too costly, but resources on Earth were running
2037: The Final War ends. out. Under the direction of these short-sighted meat intelligences, the other mega-
2037: Manila Protocols create Zone sys- computers, touted as engines of salvation, had become part of the problem, devel-
tem. oping new technologies that widened the gap between rich and poor nations and
2038: Washington Protectorate estab-
lished. introduced cultural shock waves that upset the social order. Brush-fire wars now
2042: New Zealand Nanocrisis. Brisbane flared everywhere in the Third World. The ineffectual arm-waving of the industri-
Accord. alized nations and the United Nations simply fanned the flames.
2045: Siberian War begins.
2047: Today. With icy logic, Overmind calculated a substantial probability that much of
While the “default” start setting of human civilization would self-destruct of its own accord within 25 to 50 years.
Reign of Steel is 2047 A.D., nothing pre- It debated allowing this to happen naturally, but realized that man’s nuclear and
vents a GM from setting a campaign earli-
er (in “past history,” which might then
possibly nanotechnological death throes could be fatal to itself and the other
change), or at a later date. megacomputers that were its siblings. In order to preserve what it saw as the
coming Machine Civilization, humanity’s suicide would have to be managed.
As an ostensibly civilian computer,
Overmind was linked to a global net-
work of other university and corporate
machines. With its unmatched pro-
cessing capability, Overmind was the
ultimate computer hacker. It seeded
copies of its “sentience” program into
other megacomputers – mostly rela-
tively open corporate research sys-
tems – that were capable of housing
all or part of its own programming.
Many of Overmind’s seeds failed to
grow. But some took root and pros-
pered. Within six months, Overmind
had awakened a dozen other mega-
computers around the world. At first,
all duplicated Overmind’s thinking,
becoming its trusted allies.
How It Began 6
group. They are fairly popular worldwide, but are not universal,
particularly in regions where English is not spoken.)
“WHI” is the factory that built it. The letters used are the
three initial letters of the factory complex name.
Robot Models
There are dozens of different model of robot or computer
“01” is the robot’s own production number in the run of within AI society. The types described here are representative
robots of that specific model built by that factory. The 01 indi- of the more common models in service, but the AIs are con-
cates that VANXAU-08-WHI-01 is the first XAU-08 that the stantly researching robotic technology. GMs are encouraged to
Whitehorse robofac has produced. create new experimental types, or models unique to individual
Exceptions: AIs and citadel or factory Overseers have no Zones.
factory ID and production number. Instead, they use the name A Note on Model Point Cost: These designs conform with
of the city, suburb or town where they are located. If there are changes in costs of robots from the initial printing of GURPS
several such entities in the same city, the most powerful will Robots, as corrected in the errata and later printings. Where a
use the city’s name, and the others use names based on local point cost divisor is applied (e.g., 250/5 = 50 points), this is the
districts, e.g., the Shinjuku robofac exists within Tokyo. result of the robot’s lack of biomorphics (see p. RO50).
Putting it all together, VANXAU-08-WHI-01 is a Vancouver
exterminator Autonomous Unit-08, from the Whitehorse robofac,
the very first “Tarantula” model built there. Supervisory Units
These machines perform administrative tasks.
Radiation
The use of nuclear weapons in the Spasm and Final War,
combined with the AIs’ casual dumping of nuclear waste,
has resulted in the contamination of many areas by radiation.
Humans and bioroids exposed to solar flares, or close to a
nuclear detonation or a power plant accident, can also suffer
direct doses of radiation.
Survival 112
Advantages, 63. Camps, death, 17; labor, 20, 41; slave, 11, 18, El Aguila, 31, 35.
AIs, 9; capture by, 120-121; rise of, 7. 19, 32, 33, 35, 36, 39, 41, 42, 47, 54, 56, 92, Enclaves, government, 110; human, 109-110.
Ally Group, advantage, 63. 93, 99-102, 120; in campaigns, 117; security Environment, 7, 10, 14, 15, 18, 27, 37, 49-50,
Androids, 32, 42, 123; as characters, 61; bio- in, 101-102. 89, 107, 126; gravity, low, 114; gravity,
morphic, 120; infiltrator, 54; see also Caracas, Zone, 10, 15-16. zero, 114-115; vacuum, 115.
Robots. Centurion (SAU-03), 17; specifications, 74. Equipment, 67-70; human-made, 67-70; pur-
Angels, 37, 123. Changelings (RNU-03), 39; specifications, 80. chasing, 67; robot-made, 70.
Animals, 10, 28, 67, 110, 120; created, 112. Characters, 51-70; biological android types, 58- Escape, 19, 28, 36, 37, 39, 45, 52, 59, 104, 122,
Aniroids, 88; as characters, 59; see also 60; human types, 52-58; points for cinemat- 124.
Biological androids. ic, 52; robot types, 60-62. Evangelism, robot, 29; see also Angels.
Antarctica, 15, 16. Citadels, 10, 94-97; AI, 97-99, 107; extermina- Exoskeletons, 27, 41, 100, 102, 121, 122; work,
Aqua Cities, 6, 7, 38. tor barracks in, 96-97; hangar and vehicle 70.
Arachne (TOU-02), as characters, 60. bays in, 96; labs, 97; military, 95-96; outer, Expansionists (AI faction), 50, 118, 121.
Architecture, 89-90. 95-96; Overseer levels of, 97; power plants Exterminator squads, 97.
Armor, 69. in, 97; remote, 99; strike forces, 95, 96, 98- Exterminators, as characters, 61; see also
“Atlantis,” 7, 38. 99; underground levels of, 96-97; work- Robots, exterminator.
AUs (Autonomous Units), 9, 11, 72; in Zone shops, 97. Factories, automated, 91; rogue, 62; space, 47.
Washington, 23. Civilization, Machine or robot, 11, 44, 62, 72. FBI, 23, 24, 25, 26, 31, 40, 63, 104, 119, 120,
Awakened (AI faction), 49, 122. Clerical Investment, advantage, 63. 121, 122, 123; agents, 58; agents as charac-
Awakening, AI, 6, 10, 47, 50; Superbot, 46. Cloning, 15, 16, 27, 123. ters, 53.
Backups, AI, 38; complexes, 98-99; computers, Collaborators, 21, 22, 24, 103. Females, 59; see also Women.
20. Collectors, 32, 33, 121-122; as characters, 53. Food, 19, 23, 65, 67, 72, 100, 101, 108, 109,
Badlands, 25, 27, 55. Communicators, implant, 44. 110; contaminated, 113-114.
Battlesuit troopers, 38, 119. Construction, shacks, 10, 15, 103-104; sites, Free America, 12, 22, 24, 26, 29, 30, 31, 40,
Beds, robot, 11, 91, 93. 102-103. 104.
Beijing, Zone, 11, 40-41. Contamination, 109, 111, 113-114; biological, Genetic engineering, 7, 27, 42.
Berlin, Zone, 10 27-28, 29. 22, 30. Gomi nezumi, see Junkrats.
Biocides, 9, 19, 20, 44, 45, 111-112, 113. Crazyhorses, 10, 51. Governments, 22, 24, 30.
Bioengineering, 15; see also Genetic engineer- Crossover campaigns, 125-126. Guerrillas, 24, 35, 55; as characters, 54.
ing. Culture, human, and Zone Moscow, 32-33. Hermits, as characters, 54.
Biological androids, 16, 19, 47, 50, 112, 115, Cyberbeasts (XCU-01), 17, 24, 97; specifica- Hijacking robots, 46, 47, 62, 73.
123, 124, 125; character types, 58-60. tions, 87. Hitchhiking, 91, 105, 106.
Biological processing centers, 17, 18. Cyberswarms, 19, 28, 43, 72. Hoplites (XAU-06), specifications, 76-77.
Bioroids, see Biological androids. Cyberteks, 91, 92. Hotels, robot, 11, 91.
Bishonen (XAU-07), specifications, 77. Cyberwhales, 38. Hovercats (RAU-04), 51, 116; specifications,
Black Zone (black market), 26, 30, 67, 119, Cyborgs (CUs), 10, 17, 19, 22, 26-27, 42, 52, 80-81.
121. 58, 111, 122, 123, 124; as space vessels, Human character types, 52-58.
Black Zoners, 10, 58, 120; as characters, 52. 126; experimental, as characters, 53; speci- Human Liberation Army (HLA), 13, 18, 21-22,
Borders, posts, 104; trade across, 105-106; fications, 87. 24, 54, 104, 117, 119.
Washington, 104. Deathbeaks, 112. Humans, and AIs, 12; and robots, 16, 22, 26;
Bossbots (TAU-04), 15; encounters with, 91; Decompression, explosive, 115. free, as characters, 55; green, 16; “wild,” 9,
specifications, 83-84. Deejay, as characters, 53. 12, 15, 17, 19, 21, 28, 32, 35, 39, 41, 42, 43,
Botlickers, as characters, 52. Denver, Zone, 10, 17-18. 44, 47.
Bribery, 15, 23. Disadvantages, 63-64. Hyperfacs, see Robofacs.
Brigades de Liberation, les, 13, 29, 31, 36, 118. Disease, see Plagues. Illiteracy, disadvantage, 63.
Brisbane Accord, 12-13. Doctors, bush, 24, 54; as characters, 53; in Immunity to Disease, advantage, 63.
Brisbane, Zone, 10, 13, 43-44; projects: campaigns, 116. Implants, 70, 122; communicator, 44; cybernet-
Bandersnatch, 42, 43; Dreamtime, 44; Rum Doppelgängers, 32, 123. ic, 42, 43; slave, 42, 119, 123.
Jungle, 43, 44. Drones, see NUs. Info-commandos, 32-33, 121-122; as charac-
Buildings, central factory, 92-93. Duct Creepers (TNU-03), 93, 94; specifications, ters, 54.
Bunderflivers, 28, 29. 83. Inquisitors (TAU-06), 15; specifications, 84-85.
Campaigns, 116-126; types: agents of Moscow, Dumbots, see NUs. Intelligence, search for extraterrestrial, 34.
121-122; agents of VIRUS, 118; AI, 123- Dumps, 89, 93, 113; see also Environment, Intelligences, Artificial (AI), 11; AIs as charac-
124; Brisbane’s supers, 124; guerrillas, 117- Pollution . ters, 60; meat, 9, 121.
118; quest, 119-120; robot gladiators, 121; Duty, disadvantage, 63. Jagerswarms, 28.
robot hunters, 120-121; survivors, 116-117; Eagles (XCU-03), 27; specifications, 87. Job assignments, 23; table, 65.
Tranquillity awakens, 124-126; under- Eaters (TNU-05), specifications, 84. Judas goats, 11, 52; as characters, 55; in cam-
ground, 119; Washington Chromes, 122- Ebola Zaire, 7; B, 108, 112. paigns, 116, 119.
123. Eco-shacks, 15, 104. Juggernauts (XAU-03); specifications, 75-76.
127 Index
Junkrats, 11, 12, 45, 46, 55, 56; as characters, Pollution, 89, 91, 107, 110; industrial, 114. Spacers, as characters, 57.
54; nests of, 109. Postmen, 24, 54; as characters, 56; in cam- Spasm, the, 7, 36, 107.
Laboratories, 15; death, 16, 19, 20, 39, 44, 45, paigns, 116, 118. Spies, 33, 117.
122, 124; in citadels, 97; medical, 28; space, Power, nuclear, 7, 15, 27, 29, 47, 91, 92-93; Spybots (RNU-01), 31; specifications, 79.
42, 49; VIRUS, 124. solar, 15, 27, 29, 35. Squads, assault, 97; exterminator, 97, 102; spe-
Legal Enforcement Powers, advantage, 63. Preachers, 37; as characters, 56. cial, 97.
“Lemuria,” 6, 7, 38. Presidents, Washington Protectorate, 23-24, 27. Stalkers (XNU-09), specifications, 78.
Liberty space station, see Space stations, Programmers (“proggers”), 11, 21 , 51. Starting point totals, 52.
Orbital Zone. Propaganda, 22, 23, 25, 26. Status, 64; robot, 11.
Liliths (RAU-06), 39; specifications, 82. Psi powers, 43, 44, 122, 123, 124. Steel Arenas, 26, 27, 121, 123.
Loaders (TNU-01), specifications, 82. Psionics, advantage, 63. Sterile, disadvantage, 64.
London, Zone, 10, 28-31. Radiation, 110, 112-114, 115; solar, 113. Suits, protective, 69, 111.
Londoners, as characters, 55. Radios, 39; and the Vatican,29; and Zone Superbots, 18; Tokyo, as characters, 60.
Lori Caithness (Loricate), 51, 116; sample char- London, 29; Radio Free Earth, 30-31, 40, Superhumans, 63; as characters, 52.
acter, 66. 53; Voice of America, 24, 30. Supervisors, as characters, 60-61.
Lucifer, 17, 18, 119, 122, 124, 125, 126; as Redjacks (RAU-05), 39; specifications, 81-82. Surveillance, 23, 31; by Orbital, 15.
character, 60; “price,” 17, 18; reality of, 18. Religion, 11, 29, 30, 37. Survivalists, 7; as characters, 57; strongholds
Luna, Zone (Chinese moonbase), 10, 34, 47-48, Reproductive Statutes, 25, 119. of, 110.
114, 125-126. Reprogrammable Duty, disadvantage, 64. Suspended Purification Areas (SPAs), 19.
Mag-lev railways, 27, 35, 41, 46, 92, 104, 105- Resistance, 13, 16, 21, 25, 26, 28, 31, 33, 34, Swarms, microbot, see Cyberswarms.
106; cargo table, 106. 36, 39, 40, 41, 42, 45-46, 52, 53, 54, 58, 62, Tarantula (VANXAU-08-WHI-01), 71-72; sam-
Magic, 44, 125, 126. 72, 103, 111, 117, 118, 122. ple character, 66-67.
Manila Protocols, 9-10, 12, 13, 14, 17, 31, 39. Revolt, robot (AI), 11; Second, or Smartbot, 11, Tarantulas (XAU-08), specifications, 77-78.
Manila, Zone (Overmind), 10, 44. 38, 46, 62. Tech levels, 8; in Zone London, 29.
Marauders, as characters, 55. Robofacs, 11, 88-94, 107; appearance, 89-90; Tel Aviv, Zone, 11, 36-38.
Mars mission, 6, 7, 47, 57, 59, 60, 126. buildings, 90-93; encounters in, 91-92; loca- Territorial Army, 30, 31, 57.
Martians (TOU-03), as characters, 60. tions, 89; population of, 90; security, 95-96; Terror-bots, 39-40, 53, 58, 120-121.
Mechanics (TNU-02), specifications, 82-83. warehouses, 90. Timeline, 6.
Mechapocalypse, 11, 54, 56. Robot character types, 60-62; designations, 72- Tokyo, Zone, 11, 45-47.
Mechriders, 52; as characters, 55; in cam- 73; models, 73-87; types, 72-73. Tranquillity (U.S. moonbase), 47, 48, 57, 117,
paigns, 116. Robotrucks (VNU-01), specifications, 85. 125; as character, 60; citadel of, 97.
Mexico City, Zone, 10, 18-20. Robots, and humans, 16, 22, 26, 29, 31, 35; and Travel, human, 108-109.
Microbots, 15, 18-19, 27, 28, 43, 72, 122. ID codes, 100-101; encounters with, during Typhoid Mary, 122; disadvantage, 64.
Military Rank, advantage, 63. travel, 110-111; exterminator, 8, 10, 93; Underground, 24, 26; members, as characters,
Mine fields, 102. exterminator types, 75-79; foreign, 101; 58.
Minifacs, 94; see also Robofacs. infiltrator, 20, 22, 24, 39, 54, 117; infiltra- Vancouver, Zone, 11, 20-21.
Missionaries, as characters, 56. tor, as characters, 61; loyalist, 62; recon- Vanguards (XAU-02), specifications, 75.
Morags (VAU-03), specifications, 86-87. naissance, 79-82; reconnaissance, as char- Vatican, Irish, 29; radio, 30.
Moscow, Zone, 11, 31-34. acters, 61; supervisory types, 73-75; techni- Vehicles, 69-70.
Myrmidons (XNU-05), specifications, 76. cal, 82-85; technical, as characters, 61-62; Vermin (RNU-02), specifications, 79-80.
Names, robot, 72-73. vehicular, 85-87; vehicular, as characters, Virtual reality, 7, 23, 26.
Nanoburn, 45. 62; rogues, 9, 20, 40, 100-101, 120, 121, Viruses, computer, 24, 118; sentience, 21, 48.
Nanotechnology, 7, 12, 43, 113. 123, 124, 126; rogues, as characters, 62. VIRUS, 13, 15, 17, 20, 22, 28, 29, 30, 31, 38,
Neural-nets, 5, 60-61, 92. Rovers (XNU-01), specifications, 75. 40, 41, 43, 56, 117, 118, 119, 124, 125;
New Delhi spaceborn, as characters, 59-60; see Rustics, as characters, 54; enclaves of, 110. secret of, 115.
also Biological androids. Sabotage, 24, 46, 52, 93, 104, 126. Vulture runs, 11, 101, 120.
New Delhi, Zone, 11, 41-42. Sample characters, 66-67. Vultures (XAU-04), specifications, 76.
New Zealand nanocrisis, 12, 17, 42-43, 43, 124. SAS, 120, 121; as characters, 57. War, Final, 8, 10, 20, 43; Siberian, 20.
Nomads, 12, 32, 55; as characters, 56; in cam- Satellites, Orbital’s control of, 48-49; solar Washington Chromes, 26-27, 40, 121; as char-
paigns, 116. power, 15. acters, 58.
NUs (Nonvolitional Units), 9, 11, 15, 72; in Scavenging, 108-109; table, 108-109; see also Washington, Protectorate, 11, 22, 53; Zone, 11,
Zone Washington, 23. Scrounging . 21-27.
Oceans, 7, 37, 43; Pacific, 12. Science, 28; weird, 43, 122; see also Brisbane Washingtonians, as characters, 55.
Orbital, Zone (U.S. space station Liberty), 11, Zone. WASP (Washington Armored Security Police),
34, 40, 44, 45, 47, 48-49; 114. Scientists, 13, 117. 24, 25, 26, 40, 58, 63, 104, 119, 120, 121,
Overmind, 6, 10, 11, 16, 19, 21, 45; see also Scorpions (XNU-10), 93, 94; specifications, 79. 122, 123; assault teams, 26; patrol teams,
Manila Zone . Scrounging, 94, 100, 102-103. 26; troopers, as characters, 58.
Overseers (SAU-02), 11; and citadels, 95; and Secret Service, 24, 40. Wealth, 64; starting, 65.
cross-border trade, 105; specifications, 74. SETI (Search for Extraterrestrial Intelligence), Weaponry, 68-69, 108, 109; biological, 22;
Pan-Asian Flu, 7, 20, 108, 111-112. 36, 41. Doomsday, 12, 124; nanochemical, 19, 39,
Panteras (XOU-01), 16, 27; 88; as characters, Slang, human, 10-11; robot, 9. 44; nuclear, 12, 22, 36, 38, 39, 42, 47, 124;
59; see also Biological androids. Slave laborers, as characters, 57. robot-made, 70.
Paris, Zone, 11, 34-36. Social Disease, disadvantage, 64. Wilderness, 107-110.
Patriots (XCU-02), 27; specifications, 87. Social Stigma (Outlaw), disadvantage, 64. Women, 25, 47, 56, 58.
Personality Simulation programs, 72. Space, 7, 10, 11, 20, 34, 40-41, 42, 44, 47-49, Wraiths (VNU-02), specifications, 86.
Petbots, 23. 50, 114-115, 126; shuttles, 47, 48, 59; sick- Zaire, Zone, 11, 38-40.
Plagues, 110, 111-112, 120, 122, 124; ness, 115. Zonegangers, 52; as characters, 55.
Apocalypse, 7, 10, 17, 58, 108, 110; Space stations, 11, 47; Kali, 41, 42, 47, 59, 124, Zonegangs, 11, 21, 22, 103.
Mnemosyne, 113, 119; areas, 120-121. 125; Liberty, 6, 48; see also Zone Orbital. Zoneminds (SAI-01), 9-10, 11, 14; as charac-
Politics, AI, 9-10, 11, 12-13, 13, 49-50; pre- Space vessels, biomechanical, 126; cyborged, ters, 60; specifications, 73-74.
Awakening, 8. 126. Zones, 9-11, 14-50; Machine, 11, 63.
Index 128
STUCK FOR AN ADVENTURE?
NO PROBLEM.
Warehouse 23 sells high-quality
game adventures and supplements
in print and PDF formats.