D.A.V.E. Pilot Manual
D.A.V.E. PILOT MANUAL¶
Reborn Robotics is excited to present our newest line of bespoke multi-purpose recreational combat droids — the Defense And Violent Encounter droid, D.A.V.E.!
D.A.V.E. is fully equipped with auto-loading armature support, top-of-the-line armor plating, military-grade jet thrusters, and a luxurious triple-foam, pleather-lined pilot's seat in the color of your choice. Our R&D department has developed a revolutionary weapon configuration specifically to equip D.A.V.E. with an unprecedented level of firepower for one-on-one combat: our patented Softpoints™ system. Congratulations on being alive during such an exciting period of product development!
Each D.A.V.E. can carry a single pilot of typical human(oid) size. While piloting D.A.V.E., the pilot gains the benefits of 15 Armor Points (AP) and standard radiation shielding. If these AP are reduced to 0, the D.A.V.E. unit can be repaired over the course of 48 hours in a machine bay, hangar, or ship nursery with repair tools, using Mechanical Repair or Industrial Equipment [-].
Additionally, D.A.V.E.'s integrated Jetpack allows movement within Long Range, horizontally and/or vertically, while it is powered. D.A.V.E. requires a Powercell to operate; a fully charged cell can power the unit for 24 hours.
While piloting D.A.V.E., the pilot uses their own Stats and Skills to operate its systems, weapons, and utilities, but does not need to roll to lift objects up to 5000kg or use the Jetpack, and gains [+] on Strength checks. D.A.V.E. is also equipped with 12 hours of O2.
DISCLAIMER: Due to corporate code classifications for vessels and military operations (CC105.2.3.x12), D.A.V.E.s are not considered spaceworthy. Under no circumstances should you attempt to operate, pilot, take shelter in, or launch your D.A.V.E. while in the vacuum of space or similar environs. If operating in Zero-G, expect reduced control accuracy, diminished air quality, and/or swift & brutal death.
DESIGNING YOUR D.A.V.E.¶
D.A.V.E. has four customizable components: Handhelds, Softpoints™, Utilities, and Paint Jobs. All costs listed are in addition to the base unit construction cost of 20mcr.
1. HANDHELDS
D.A.V.E. is equipped with two Handheld equipment slots. The factory default sets these slots as digijointed effectors, but can be modified in the following ways:
- Melee Handheld (100kcr): Install a standard melee weapon, which replaces the built-in digijointed effector.
- Ranged Handheld (250kcr): Install a standard ranged weapon, which can be toggled to swap between the weapon and the built-in digijointed effectors.
Ranged or ammo-based weapons installed as Handhelds auto-reload over the course of 1 round with no action required on the part of the pilot.
2. SOFTPOINTS™
D.A.V.E. is equipped with one shoulder-mounted Softpoint™ slot, which can be used to install either a Basic or Premium weapon.
Basic Installation (500kcr): Install a standard weapon in a Softpoint™ slot. When installed, the weapon's Range increases by one (Adjacent → Close → Long → Extreme) and it gains [+] on damage rolls.
Premium Installation (2mcr). Install one of the following options:
- Acid Slinger: Long. Light. Energy Cells, 1 shot. 2d10 (Corrosive). Affects target & all Close, and remains stationary hazard for 1d5 rounds.
- Arc Thrower: Close. Tech. Energy Cells, 3 shots. Affects 2d5 targets in Range. 2d10 damage (Fire/Explosives). Body Save or Stunned for 1 round.
- Coilgun: Extreme. Heavy. Heavy Shells, 4 shots. [+] if target is magnetized. 5d10 damage (Gunshot).
- Minigun: Long. Heavy. Heavy Shells, 3 shots. Affects target & all Adjacent. Ignores ≤5 AP. 3d10 damage (Gunshot).
- Particle Shield: 10 AP cover in Close range of D.A.V.E. for 1d5 rounds or until reduced to 0 AP. If reduced to 0 AP, can be recharged with 1 hour's worth of Powercell charge.
- Scrapblaster: Close. Heavy. Special (scrap metal), 1 shot. Ignores AP/cover. Variable damage:
- Target AP 20+: 1d10+1
- Target AP 10–19: 2d10+2
- Target AP 5–9: 3d10+3
- Target AP 1–4: 4d10+4
- Thermite Launcher: Close. Heavy. Heavy Shells, 1 shot. Body Save ([-] if Adjacent) or 2d10 damage (Fire/Explosives).
- Tractor Beam: Close. Heavy. Energy Cells, 4 shots. Body Save [-] or pulled Adjacent to D.A.V.E.
- Ultrasonic Cannon: Long. Tech. Energy Cells, 4 shots. Sanity Save ([-] for Humans) or Stunned for 1d5 rounds.
Ranged or ammo-based weapons installed as Softpoints™ automatically reload over the course of 1 round with no action required on the part of the pilot.
3. UTILITIES
D.A.V.E. has one Utility slot, which can be used to install one of the following options:
Basic Utilities (25kcr)
- Backup Powercell: Doubles charge duration to 48 hours.
- Drink Dispenser: A 10-gallon keg with nozzle attachment and 6 magnetic cups. Includes interior and passenger cupholders.
- O2 Reserve: Doubles O2 duration to 24 hours.
- Piggyback Seat: Exposed seat with roll-cage for a single passenger. Does not grant AP protection to the passenger.
- Short-Range Comms: Allows communication surface-to-surface within 12 kilometers. Blocked by jammers.
- Solar Panel: Recharges Powercell and regulates keg temperature with 6 hours of solar exposure.
- Storage Locker: Metal storage locker, 2' wide, 1.5' deep, 5' tall. Interior shelves (removable).
Advanced Utilities (50kcr)
- Auto Injector: Auto-injects pilot with chem dose. Holds 3 doses (chems not included).
- Long-Range Comms: Communication device for use in surface-to-ship communication.
- Infrared Array: Allows the wearer to see heat signatures, sometimes up to several hours old.
- Integrated Terminal: Interface which allows the user to hack into external computers and networks, as well as perform standard computational tasks.
- Radio Jammer: When activated, renders all radio signals within Contact Range incomprehensible.
- Winch: 50m retractable high-tension cable with hook.
Premium Utilities (100kcr)
- Cloaking Unit: [+] on Speed checks to move unseen, evade notice, and obscures D.A.V.E.'s heat signature on infrared sensors.
- Deployable Drone: Remote controlled drone. Can fly up to 450m high, to a distance of 3km from operator. Maximum total flight time of 2 hours. Can record and transmit footage to receiver and carry up to 30kg.
- Mag-Treads: Grants a magnetic grip to D.A.V.E., allowing it to easily walk on the exterior of a ship (while docked), metallic landscapes, or any other ferromagnetic surface.
4. PAINT JOBS
COLOR ZONES (25kcr per unique color)
D.A.V.E. has four mix-and-matchable color zones: the Arms, Chassis, Legs, and Visor. Pick any hex code your heart desires!
- Arms: The main color and accent color of D.A.V.E.'s upper appendages and any installed Handhelds.
- Chassis: The main color and accent color of D.A.V.E.'s central compartment where the pilot is seated.
- Legs: The main color and accent color of D.A.V.E.'s lower appendages.
- Visor: The tint on the glass of D.A.V.E.'s viewport visor, and the metal accent of its frame.
DECALS & WRAPS (50kcr)
If solid color isn't to your taste, we offer the following full-droid aesthetic wraps:
- Classic Houndstooth
- Country Checkerboard
- Creamy Neapolitan
- Digicode Stripes
- Galaxy Swirl
- Gayest Rainbow
- Octarine Tridecahelix
- Ombre Flames
- Paramilitary Digi-Camo
- Racing Stripes
- Red 7™
- Shooting Stars
- Soothing Seas
- Zoological Zest (animal stripes, spots, scaling, or feather patterns)

