The types of appendages a drone has determines how well it is able to touch, hold, lift, carry, push, pull, or place objects. A limb that isn’t used for locomotion or balance has one of the following types of appendages: probe, instrument, tool, claw, or hand.
Drones can use their appendages to make unarmed attacks. The damage dealt by an unarmed attack depends on the drone’s size and the type of appendage. The table below lists the base damage; remember to apply to the drone’s Strength modifier to this base damage. A drone can have any number of appendages, but this does not increase the number of actions or attacks the drone can make in a round.
| Drone Size | Probe | Instrument | Tool | Claw | Hand |
| Fine |
– |
– |
– |
– |
– |
| Diminutive |
– |
– |
– |
1 |
– |
| Tiny |
– |
– |
1 | 1d2 | 1 |
| Small |
– |
1 | 1d2 | 1d3 | 1d2 |
| Medium | 1 | 1d2 | 1d3 | 1d4 | 1d3 |
| Large | 1d2 | 1d3 | 1d4 | 1d6 | 1d4 |
| Huge | 1d3 | 1d4 | 1d6 | 1d8 | 1d6 |
| Gargantuan | 1d4 | 1d6 | 1d8 | 2d6 | 1d8 |
| Colossal | 1d6 | 1d8 | 2d6 | 2d8 | 2d6 |
| COST | 2 x Cost Factor | 5 x Cost Factor | 10 x Cost Factor | 20 x Cost Factor | 50 x Cost Factor |
| WEIGHT | (0.5 x Cost Factor) kg | (1 x Cost Factor) kg | (2 x Cost Factor) kg | (5 x Cost Factor) kg | (5 x Cost Factor) kg |
Probe: Few drones have no actual manipulators. The bare minimum is a probe that can push or pull objects.
Instrument: Instruments are a step up from simple probes. They might be designed to accomplish specific tasks. For example, a drone with a hypodermic syringe as its sole appendage can use the syringe for its intended purpose, but otherwise can only push objects with it. A few instruments are actually designed to clamp, and can thus hold objects, but they are generally delicate. A drone using an instrument of this nature has a carrying capacity as if its Strength score were one-quarter of its actual value.
Tool: Tool appendages are somewhat sturdier than instruments. A drone must make a DC 15 Dexterity check to lift, carry, or drag objects for which its tools were not designed. The GM might rule that particularly delicate objects have a higher DC. If the check fails, the drone drops the object. Weapons mounted on a drone are considered tool appendages unless otherwise noted. A tool mount does not include the cost of the tool or weapon mounted on it.
Claw: Claws are an intermediate step between tools and hands. They are useful for grabbing onto objects to be moved, but aren’t very good for tasks that require fine manipulation. While a drone could easily carry a gun in its claw, it would have difficulty firing it, for example. A drone using a claw to perform a task that normally requires a true hand must make a DC 15 Dexterity check to succeed at the task. If the check fails, the drone drops the object it is attempting to manipulate.
Hand: A drone is considered to have a true hand if its gripping appendage includes at least three digits, one of which is opposable.
MODIFICATIONS
Magnetic Hands: Magnetic feet are a common accessory. Drones specializing in extra-vehicular activities are often equipped with them. Magnetic hands function like magnetic feet. When used in concert with magnetic feet, they provide a +2 bonus to any Climb checks made while maneuvering around a hull in space, as well as a +5 bonus to defenses against any attempt to knock the drone off the hull. When magnetic hands are activated, the drone cannot make attacks or use anything requiring its hands, including weapons.
Projectile Hand: Class Four drones are programmed for combat and security, but other drones can defend themselves as well. A popular modification is a projectile appendage, usually a hand on humanoid drones. When the projectile is activated, the hand flies toward the target. It is considered a nonlethal weapon. A drone might use a projectile hand in order to stun an aggressor or knock a gun away rather than risking destruction in a gunfight. The basic package is a tension-spring device that costs 250 credits to install. A projectile hand is considered to be a ranged simple weapon that deals 2d8 damage. Additionally, the projectile hand can be used to make a ranged disarm attempt against a target within 6 squares.
Quick-Release Coupling: Some drones require frequent changes of tools and equipment to carry out their designated tasks. A tool-sized quick-release mechanism allows a drone (or a mechanic) to swap a tool in two standard actions: one to detach the tool and one to attach another. Both the appendage and the tool must have quick-release couplings. The appendage-sized quick release mechanism allows a drone (or a mechanic) to swap an appendage in two full-round actions: one round to detach the appendage and one round to attach another. Both the appendage and the drone chassis must have quick-release couplings. A tool-sized quick-release coupling cannot be used with an appendage-sized coupling. Additionally, to swap out its own appendage or tool, a drone must have must have another appendage capable of carrying out the task, usually a hand or claw appendage of sufficient size, strength, and agility. A drone mechanic must also be capable of handling the weight of the tool or appendage. Swapping appendages with a quick-release coupling does not require a Mechanics check.
Remote Limb Control: A disassembled drone is usually not a threat. Most beings overlook a pile of drone parts on the floor and keep moving. This package allows a drone to voluntarily remove an arm or a hand and operate it as if it were still attached to the drone’s body. This equipment comes in basic and deluxe versions. The 1500-credit basic package enables one specified limb to operate on its own. The limb has a small repulsor unit inside it, allowing it to move (hover) up to 6 squares, and remains functional at a maximum range of 24 squares. While detached, the limb can perform any action it would normally be able to if attached to the drone. The 6,000-credit deluxe package enables multiple limbs to be active at once. A drone can control a number of limbs equal to 1 + its Intelligence modifier (minimum 1).
Rocket Arm: This illegal (for civilians) modification is derived from the nonlethal projectile appendage security systems available for noncombat drones. A rocket arm is essentially a hollowed-out drone arm in which the servo control has been replaced by a short-range rocket engine and fuel. The arm’s fine control is eliminated, but the drone can point its arm at a target and fire. The arm detaches and flies at the target, detonating the remaining fuel on impact. Rocket arms are unguided projectiles without targeting computers. This illegal modification costs 2,000 credits and installation requires a DC 20 Mechanics check. Failure on the Mechanics check means the rocket might not detach properly when fired, exploding and dealing its damage to the drone and all targets in a 1-square splash radius. The rocket arm is considered to be a ranged heavy weapon that deals 3d8 points of damage upon detonation, with a 1-square splash.
Stabilized Mount: For five times the listed cost and weight, a tool appendage can be stabilized so that it can hold a larger weapon. This allows the drone to use that weapon as if it was wielded in two hands.
Telescopic Appendage: The drone has an appendage that reaches farther from its body than normal. A telescopic appendage has twice the normal reach for the drone’s size. For example, a Medium drone with a telescopic appendage has a reach of 2 squares. A telescopic appendage doubles the cost and weight of an appendage.