My Harp Sci-Fi setting is somewhat lower tech than the Tintamar setting and lacks the advanced AIs from that setting. So instead of completely autonomous robots it still uses partially autonomous unmanned vehicles. These are piloted remotely but can conduct common functions on their own.
I have been updating my game statistics to use the mechanics in Sci-Fi Xtreme but have run into some questions on these unmanned vehicles. They are controlled more like a vehicle, so should probably have an init modifier, maneuver modifier, and piloting skill associated to them. But they are more of a scale of the robots for hits, armor, and similar stats than the vehicle stats. So what would be best way to model these be?
I've been toying around with the idea of giving the vechicles robots stats for the physical ones (St, Co, Ag, Qu) but with vehicle stats for the mental/social ones (SD, RE, In, Pr). Then giving them a very limited skill set and the robotic talents that make sense to their function. But also give them the vehicle init, man, and weaponry modifiers. Thus their controls would be like a vehicle, but their hits, armor, and other traits would be more like a robot.
I haven't finished reading the sections on AIs and downloaded sentience, so maybe that section may give me some other ideas.
What do people think of this? Is there a better way for me to handle this?
Thanks,
Pyrotech