All drones begin with a base movement speed determined by locomotion system (see the table below), the speed may be lower than the indicated speed for a given size – this cost must be paid as part of the drone’s cost. Drones can have more than one locomotion System. Add 500 x the drone’s cost factor for the second locomotion system, 1,000 x the drone’s cost factor for the third, 2,000 x the drone’s cost factor for the fourth, and 5,000 x the drone’s cost factor for the fifth.
Walking Drones: Walking drones are the most versatile drones, having legs and feet that let them travel like quadrupeds or creatures with more legs. Biped drones can be constructed, but the additional cost of the balancing systems quadruples cost of the system. Walking drones suffer the usual penalties when moving through difficult terrain.
Wheeled Drones: Wheeled drones use one or more powered wheels to move and are generally designed to traverse smooth surfaces. Wheeled drones can’t use the Climb skill, and the penalties of moving through difficult terrain are doubled.
Tracked Drones: Tracked drones are an improvement on the wheeled drone, having ridged treads that give them more traction. Tracked drones ignore the penalties of difficult terrain, but they take a -5 penalty on all Climb checks.
Hovering Drones: Hovering drones use inertial manipulation technology and vectored thrust propulsion technology to float slowly above the ground (within 3 meters). They ignore the penalties of difficult terrain.
Flying Drones: Flying drones use engines of some kind to travel more or less wherever they please. They are not hampered by any type of terrain, but tend to be the most expensive.
Stationary Drones: Stationary drones do not have a locomotion system and cannot move from a fixed location.
| Speed By Drone Size | ||||
| LOCOMOTION | UP TO SMALL | MEDIUM | LARGER OR BIGGER | COST |
| Walking | 4 squares | 6 squares | 8 squares | 10 x cost factor x (speed) squared |
| Wheeled | 6 squares | 8 squares | 10 squares | 5 x cost factor x (speed) squared |
| Tracked | 4 squares | 6 squares | 8 squares | 20 x cost factor x (speed) squared |
| Hovering | 6 squares | 6 squares | 6 squares | 100 x cost factor x (speed) squared |
| Flying | 9 squares | 12 squares | 12 squares | 200 x cost factor x (speed) squared |
Restricted Locomotion System: The cost of a drone’s locomotion system can be reduced by placing limitations on its use. The two types of restrictions are exclusive and limited. A restricted locomotion system costs only one-tenth the normal cost.
Exclusive Locomotion System: The drone must spend a move action to engage or disengage this locomotion system. While the system is engaged, the drone can only use the move and run actions.
Limited Locomotion System: The drone can only use this locomotion system for a limited time. After using this locomotion system for 1 round, the drone must make an Endurance check (DC 10, +1 per check after the first) or it cannot use that locomotion system again for 1 minute (10 rounds).
Burrower Drive: Mining and other similar drones can use a burrower drive to tear through large chunks of ore embedded in the crust of a planet or in an asteroid. A burrower drive enables a drone to move at half speed underground. It can also move vertically up or down at a similar rate. A burrower drive can be used as a weapon. The drone makes a melee attack. If the attack is successful, the drone deals damage equal to the amount it would do if it had used a self-destruct device. However, each successful attack moves the drone -1 step on the condition track with a persistent condition, as the drill gears and bits strip down and damage the drone.
Climbing Claws: Claws designed to grip a surface can be added to any drone with a walking locomotion system. Climbing claws grant the drone a climb speed equal to one-half its walking speed. In addition, a drone equipped with climbing claws may reroll a failed Climb check (keeping the better result) and can take 10 on Climb checks even when rushed or threatened. Climbing claws double the cost of a walking locomotion system.
Gyroscopic Stabilizers: Using an integrated system of gyroscopes, hydraulics, and high-speed processing, this system gives a drone greater stability. The drone gains a +5 stability bonus to checks and defenses to resist attempts to knock it prone. This bonus stacks with the bonus provided by extra legs.
Jump Servos: Inertial manipulation-assisted jump servos can be added to any drone with a walking locomotion system. Jump servos grant the drone the ability to treat all jumps as running jumps, even without the normal running start. In addition, the drone may reroll a failed Jump check (keeping the better result) and take 10 on Jump checks even when rushed or threatened. Jump servos double the cost of a walking locomotion system, and add an additional amount of weight equal to (2 x Cost Factor) kg.
Magnetic Feet: Electromagnetic grippers enable a drone to cling to a ship’s hull, even when the ship is moving at high speed. Only drones with walking, wheeled, or tracked locomotion can have magnetic feet. Magnetic feet double the cost of a locomotion system.
Underwater Drive: A drone built with naval or amphibious combat in mind comes with an underwater drive as a standard option. The drive process is simple. The engine draws water in through the front of the drive and expels it quickly out the back. An underwater drive gives the drone a swim speed equal to its base land speed.