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Pilot Air
Air-to-Air Combat: Practice and theory of aerial
combat. The big advantage of this skill is that there is no limit
on how high a character can advance. In every other skill there is
a 98% maximum proficiency. With
Air-to-Air Combat there is no limit and character may have percentiles
over 100%. Use for aerial Combat
Rolls only. Can be used with one or more other Pilot skills. Bonus:
10% +2% per level is added to the regular
pilot skill.
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Airplane: Includes old propeller, single
and twin engine types.
Base Skill: 50% + 4% per level of experience.
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Fighter Combat "Basic" Training: For use
only with Jets, airplanes, this does not include power armors, Veritechs,
Space Ships, etc..
One extra attack per round at level one.
+2 to strike (in addition to other bonuses).
+3 to dodge attacks while flying.
+1 to dog-fighting rolls (or +5% on d%)
Critical strike chance as in pilot's HTH.
One additional attack at level six.
One additional attack at level eleven.
Fighter Combat "Elite" Training: For use
only with Jets, airplanes, this does not include power armors, Veritechs,
Space Ships, etc..
Two extra attacks per round at level one.
+2 to strike (cumulative with other bonuses).
+5 to dodge attacks while flying.
+3 to dog-fighting rolls (or +15% on d%).
Critical strike chance as in pilot's HTH.
One additional attack at level five.
One additional attack at level ten.
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Flight System Combat: This skill allows
the character to use specialized fight packs like the Icarus Flight System
at full
efficiency and take advantage of all possible bonuses. The sophisticated
control systems of the Icarus are as quick to react as
the systems of a suit of power armor. Those without training do not
get the following bonuses and the base skill level is reduced by half.
Base
Skill: 40% + 5% per level of experience.
Bonuses:
+1 attack/action per melee at levels 1, 3, 5, 8 and 11
+2 to dodge when flying.
If the pilot has auto-dodge, he can use it while flying!
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Helicopter: are aircraft capable of
vertical take-off, hovering, and high maneuverability at low altitudes,
very useful in urban environments. Includes all commercial helicopters
used for observation, traffic reporting, police, chauffeuring, etc. the
smallest hold two passengers, while the larger one will hold four to eight
passengers. Base Skill: 44% + 4% per level of experience.
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Helicopter (Military): These usually include
the larger and heavier (armored) type as well as transport choppers. Generally,
they hold four or twelve passengers, although the largest can hold three
times that. The fighter types such as the Huey line can be mounted with
machine guns and missiles. These are military vehicles. Base Skill: 40%
+ 4% per level of experience.
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Jet Aircraft: Includes the fan-jet and
small commercial jet.
Base Skill: 60% + 4% per level of experience.
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Jet Aircraft: Commercial (Large): are the
large passenger type aircraft used by airlines, such as the DC-10, DC-9,
747, etc. Base Skill: 40% + 4% per level of experience.
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Jet Fighters: Training includes flying,
maneuvering, aerial combat strategies, and typical fighter jet weapon systems.
Base
Skill: 40% + 5% per level of experience.
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Jet Packs: This is the piloting skill for
backpack like units that strap to the back of an individual to carry him
airborne. The typical jet pack is a one person unit capable of hovering
above the ground and flying at an average altitude of
300 feet. Base Skill: 42% + 4% per level of experience.
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Jet Pack and Space Booster: These are two
special items that were used by the armies of the Southern Cross. Both
are fairly uncommon and require Southern Cross body armor to use. Base
Skill: 45% + 5% per level of experience.
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Lighter-than-Air Vehicles: Includes skill in
both hot-air/helium balloons and powered blimps & dirigibles. Character
can pilot, steer, raise & lower, and land/dock all airships. Can also
locate problems, sew up or glue torn fabric, repair control linkages (including
pedal driven propellers), and attach ropes and rigging. Note: Engine
repair is a separate skill, requiring Aircraft Mechanics. Base Skill:
50%+5% per level of experience.
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Small Jet: are of types used by private industry
and not commercial planes. Usually hold six to twelve passengers. Base
Skill: 60% + 4% per level of experience.
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Small Single Engine Plane: cassena beachcraft,
and other single engine aircraft. Usually hold two or four passengers.
Base
Skill: 80% + 4% per level of experience.
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Twin Engine: are your larger freight type
vehicles. The smallest are not much larger than a single engine plane,
two to six passengers.
Base Skill: 70% + 4% per level of experience.
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Pilot Ground
APC: Military vehicles often have unconventional
controls and handle differently than conventional vehicles, especially
the many ton, armored combat vehicles such as armored personnel carriers
(APC). Thus, special training is required to pilot them. Base Skill:
36% + 4% per level of experience.
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Automobile: Manual & Automatic transmission,
includes due buggies and jeeps. Base Skill: 80% + 4% per level of
experience.
Automatic: does not have to be manually shifted; typical of
most commercial automobiles. |
Manual Transmission: requires manual shifting; typical of most
muscle cars, trucks, and recreational vehicles (although any of these can
be automatic). |
Race: this refers to vehicles and techniques specifically modified
for race car driving. Characters with this skill suffer no penalty for
high speed chase and are +2 to dodge with vehicles. |
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Battle Bike Combat: A person trained in
Battle Bike Combat be comes one with his machine, with better reflexes,
endurance, and concentration. His Riding ability is improved and he learns
the best ways to "Crush" and opponent which allows his side to score and
win. Requires: Pilot Motorcycle.
Bonuses: +1 attack when on a Bike. +1 ME, +1 PE, +1d4 PP, +10% Pilot
Motorcycle.
Special Attack: The "Crush" Either a sideswipe or kick attack, good
only against a person on either a one or two wheeled motorcycle. If the
attack hits the target the target must make a piloting roll or lose balance
and crash their bike. A person with Battle Bike Combat has an additional
+5% Pilot Motorcycle only to save against this. The "Crush" it self causes
no damage, but a rider still suffers damage from the crash.
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Bicycle: Where most characters can ride
a bicycle with minimal training, having the bicycle skill means the character
can:
ride a suitably tough bike over wilderness and rocky terrain
attain speeds up to three times normal running speed
travel cross-country at a speed equal to the character's full-out running
speed (Speed attribute), and perform jumps and tricks (roll under skill
proficiency. A failed roll means a crash or fall). Speed can be maintained
for a number of hours equal to half the character's Physical Endurance
(P.E.).
The skill also includes some basic bicycle mechanics/repairs, so the character
can fix tires, reattach chains, and generally make sufficient field repairs
to get a wounded bike to a garage. Base Skill: 44% + 4% per level
of experience. Note: This skill costs one slot for persons from
cultures that consider bicycle use as a an adult means of everyday transportation,
two slots for motorized societies (such as the U.S.).
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Commercial Vehicles: This includes trucks
with cranes, "cherry pickers", ladders, etc. Base Skill: 40% + 3%
per level of
experience.
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Construction Equipment: The ability to
drive bulldozers, backhoes, forklifts, cranes, et cetera. Could be considered
a Piloting skill. Base Skill: 60% + 5% per level of experience.
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Construction Machinery: This skill enables
a character various forms of Construction equipment such as cranes, forklifts,
etc. This also enables the character to use the machinery parts not only
to drive the vehicles. Base Skill: 65% + 5% per level of experience.
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Dog Sled: This skill covers the operation of
a Dog sled, harnessing animals to pull the sled and the commands to give
to the animals and to pack the sled properly, a failed roll could mean
one of the animals breaking loose, or the sled being overloaded
etc. Base Skill: 30% + 5% per level of experience.
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Farm Equipment: This enables the character
to use the big farm equipment such as the combine, cotton picker, all the
PTO's etc. This also enables the character to use the machinery parts not
only to drive the vehicles. Base Skill: 65% + 5% per level of experience.
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Freight Hauler: Includes forklifts, airport
luggage wagons, tractors, etc. Base Skill: 40%+3% per level of experience.
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Heavy Machinery: Base Skill: 40%
+ 3% per level of experience.
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Horsemanship: In this devastated and mutated
land, the horse has become a popular means of transportation. The skill
includes the basic principles of riding, the care and feeding of the animal,
recognizing breed and quality, charging, and jumps. The percentile number
is used whenever the character tries to determine breed, quality, and when
performing
special jumps or maneuvers. Base Skill: 40% + 4% per level of
experience.
Special Bonuses: The horseman has the advantage of height, leverage,
and velocity when attacking on a horse. This provides the following bonuses
when charging on horseback: +1 to parry and dodge, +4 to damage. Note that
a person can not shoot a projectile weapon of any kind (bow and arrow or
gun) with any degree of accuracy. An aimed shot is impossible on a moving
animal! Bursts are possible if the horse is moving quickly, but not at
a full gallop. At full gallop, the shooter can fire only as wild.
Horsemanship: Exotic Animals: This
skill is basically the same as the original horsemanship skill, except
that the character is experienced in riding other types of "tamed" animals.
This can include elephants, pegasus, dragondactyle, gryphons, demon hounds,
fury beetles, giant insects, Wormwood parasites, and other alien or monstrous
beasts trained to be riding animals. Wild, untamed creatures cannot be
ridden (except by the likes of the Simvan monster riders). Base Skill:
30% + 4% per level of experience.
Note: Characters with the traditional "horsemanship" skill for riding
Earth horses and other very horse-like animals can quickly figure out how
to ride exotic and alien riding animals, but at a skill penalty of -12%
to ride ground/running animals and -14% to ride flying or tree climbing
and leaping animals. Similarly, D-bees not familiar with riding the fast
and sleek Earth horse are -10% to ride them.
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Horse: Teamster/Wagoner: Hitching and driving
teams of horses is an entirely separate skill from horsemanship. Includes
care and feeding of horses and mules. Base Skill: 50% + 5% per level
of experience.
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Hovercycle: This skill includes the
Southern Cross Hovercycle, as well as those vehicles that are intermediary
between hovercraft and aircraft, such as the various Rifts sky cycles and
the Mechanoids RPG's Flying Guns. This skill has more in common with motorcycle
riding than it does with the aircraft and hovercraft skills. Base Skill:
54%+4% per level of experience.
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Hover Craft (ground): The knowledge
needed in piloting hover cycles and other hover vehicles used for ground
transport. These vehicles can be tricky, because they utilize several air
jets and directional thrusters that push the craft along, above the ground,
on a cushion of air. The vehicles can usually attain great speeds, are
capable of driving over incredibly rugged terrains, and make sensational
jumps over small craters and ravines.
Base Skill: 50% + 5% per level
of experience.
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Jump Bike Combat: Another elite skill used
for such advance performance vehicles as the Tarantula Jump
Bike. Base Skill: 45% + 5% per level of experience.
Bonuses: +1 attack per melee round with bike's weapon systems.
Automatic Dodge: +1 to dodge
Bike Jump Attack: This attack uses the rockets to have the bike
jump in the air and then land on a target.
The sensitive rocket controls require a special skill roll. Base
Skill: 25% + 5% per level of experience. If the skill roll is successful,
the pilot can make a normal attack roll (at +1 to strike in addition to
normal bonuses) to hit the target. Damage to his
opponent is 3D6 M.D. Note: This attack can only be done if there is
room to maneuver (open terrain only).
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Military Hover Vehicle: The practiced
skill of riding the speedy Civilian hover vehicle. Surprisingly, the hover
vehicle is still fairly is still fairly common on the war torn American
continents. Base Skill: 50% + 4% per level of experience.
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Motorcycle: This skill includes the
piloting of all two and three wheeled vehicles such as motorcycles of all
types, dirt bikes, and mopeds.
Base Skill: 60% + 4% per level of
experience.
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Mountain Biking: This is more than just
riding a bike. This skill includes basic maintenance, (i.e., repairing
flats, changing tires, adjusting seats, handlebars, shocks, etc., selection,
(knowing the difference between Huffy and Specialized) basic technical
lingo, (knowing what a three piece crank is) trail selection (no, rocks
are not always fun to ride over) and some useful maneuvering (Doing a 180
turn within 10 feet isn't as easy as it looks). This Does NOT include more
detailed adjustments and equipment changes. Base Skill: 40% + 5%
per level of experience. Note: Mountain Biking and Mountain Bike
Mechanics are two separate skills. But, if a character who has Basic Mechanics
chooses mountain biking, Mountain Bike Mechanics comes with it. Otherwise,
it requires a separate selection.
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Offensive Driving: Practice and theory
of wheeled combat. The big advantage of this skill is that there is no
limit on how high a character can advance. In every other skill there is
a 98% maximum proficiency. With offensive driving there is no limit and
characters may have percentile over 100%. Use for control rolls only. Can
be used with one or more pilot skills. Base Skill: 30% + 5% per
level of experience.
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Snowmobiles: Skill in the use of vehicles
designed to operate on the snow like snowmobiles and snow tractors. Base
Skill: 50% + 5% per level of experience.
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Tank: The piloting of armored assault vehicles
includes armored all terrain vehicles, amphibious recon, and other armored
heavy vehicles and construction vehicles. Base Skill: 50% + 5% per
level of experience.
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Tanks and APCs: Military vehicles often have
unconventional controls and handle differently than conventional vehicles,
especially the many ton, armored combat vehicles such as tanks and armored
personnel carriers (APC). Thus, special training is required to pilot them.
Base
Skill: 36% + 4% per level of experience.
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Time Machine: The character knows how to manipulate
the controls for the Temporal Field Projection Grid, and when the Temporal
Resistance Battery is ready for discharge. Although many time machines
are sufficiently automated to do without a pilot, without a pilot there
is no way to manually bring a time machine back after an accident or malfunction.
+20% Skill in Evaluating/Identifying a Strange Time Period. +10% chance
of Figuring Out and Operating an Unfamiliar Time Machine. Base Skill:
40% + 5% per level of experience.
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Titan Transport: The very special aspects
of piloting the all-terrain mecha assault unit (a.k.a. GMU) are learned.
Base
Skill: 40% + 5% per level of experience.
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Truck (small): Manual or automatic transmission;
includes pickup trucks, small cargo trucks, van and trailers. Base Skill:
60% + 5% per level of experience.
Truck (Large): These are the manual transmission,
eight to sixteen-wheeler transport trucks. The biggest of these trucks
can easily haul mecha (weight capacity -- 60 tons). Base Skill:
42% + 4% per level of experience.
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Unicycle: The ability to ride a unicycle.
Well duh! Base Skill: 40% + 5% per level of experience.
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Pilot Mecha
Mecha Cyclone: This is a separate mecha
pilot skill because of the many unique capabilities and the different "power
armor" type operation of this man-sized mecha unit. Training focuses on
transformation and piloting, not combat. Thus, Mecha Combat Cyclone must
be taken to enjoy the full combat bonuses available. Base Skill:
50% + 5% per level of experience.
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Mecha Destroids: Characters are taught
the fundamentals of piloting destroids. Usually one specific model and
type is learned per each skill selection. Only the Destroid O.C.C. learns
to pilot all destroids (with at least three specific types selected as
areas of expertise). Base Skill: 50% + 5% per level of experience.
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Mecha Veritech: The piloting skills required
to fly the big transformable mecha. Training focuses on the transformation
process and the strengths and weaknesses of each mode of operation (jet,
guardian and battloid). This skill is generally reserved for the Veritech
Pilot O.C.C. exclusively.
Base Skill: 50% + 5% per level of experience.
This includes all RDF, REF and Southern Cross Veritechs.
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Mecha Zentraedi Style Battle Pods: This
skill is needed to pilot the REF Battle Pods. The operation of these new
mecha is fairly simple, but very different from the Earth mecha. Only the
Zentraedi Warriors and Destroid Pilot O.C.C.'s are allowed to select this
skill. Base Skill: 50% + 5% per level of experience.
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Pilot Glitter Boy: Characters with this
skill are taught the fundamentals of maneuvering power armor (utilized
by the Coalition). The training focuses on piloting, not combat thus, robot
combat is a separate distinct skill (see Glitter Boy Skills). Base Skill:
65% + 5% per level of experience.
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Pilot Power Armor: Characters with this
skill are taught the fundamentals of maneuvering power armor (utilized
by the Coalition). The training focuses on piloting, not combat thus, robot
combat is a separate distinct skill (see Power Armor Skills). Base Skill:
65% + 5% per level of experience. Pilot: Underwater (Power Armor): Basically
most if not all of the mecha in Rifts can be outfitted with specialized
gear to make them water compatible. The mecha reacts sluggish underwater,
although the mecha is water tight, if it is damaged during an attack (30
M.D.C. and beyond) the mecha circuitry and internal systems are exposed
and are very susceptible to the elements in their under water environment.
There is no skill percentage, but without this skill reduce piloting skills
by half.
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Pilot Robots: Characters with this skill
are taught the fundamentals of maneuvering giant robots (utilized by the
Coalition). These robot exoskeletons and vehicle type robots that require
a pilot and crew. The training focuses on piloting, not combat thus, robot
combat is a separate distinct skill (see Robot Combat Skills). Base
Skill: 65% + 5% per level of experience.
Pilot: Underwater (Robots): Basically most
if not all of the mecha in Rifts can be outfitted with specialized gear
to make them water compatible. The mecha reacts sluggish underwater, although
the mecha is water tight, if it is damaged during an attack (30 M.D.C.
and beyond) the mecha circuitry and internal systems are exposed and are
very susceptible to the elements in their under water environment. There
is no skill percentage, but without this skill reduces related piloting
skills by half.
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Mecha Combat (Rifts): There are four types
of mecha combat. They may not apply to all mecha and/or O.C.C. The piloting
skills in Rifts, Pilot: Robots and Pilot: Power Armor have been separated
for several reasons. The main reason is that a Robot functions differently
than Power Armor and that of the Glitter Boy as well. Not only in the piloting
area, but in the combat, maneuverability area (Such as dodges, parries,
etc.). Therefore there needed to be separate Mecha Combat sections as well.
Basic: Each Power Armor, Robots, and
all the others, has a different weapon system, hand to hand aptitude, and
personality quirks that make each specific mecha unique. Because each handles
differently, the pilot must select a separate mecha combat skill for each
specific mecha type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). Readers
will also see a stat block for Mecha Combat Basic. These abilities apply
to general training in mecha combat available to many O.C.C.s. The basic
combat training enables the character to use the mecha so, but not quite
at peak proficiency. Counts as one skill, unless otherwise stated. Note:
this applies to each skill picked for all Power Armor and Robots and their
combat training
Advanced: Each Power Armor, Robots, and all
the others, has a different weapon system, hand to hand aptitude, and personality
quirks that make each specific mecha unique. Because each handles differently,
the pilot must select a separate mecha combat skill for each specific mecha
type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). Readers will also see
a stat block for Mecha Combat Advanced. These abilities apply to general
training in mecha combat available to many O.C.C.s. In order to acquire
this skill the character must have gone through the previous skill, unless
otherwise stated. Counts as two skills, unless otherwise stated. Note:
this applies to each skill picked for all Power Armor and Robots and their
combat training.
Expert: Each Power Armor, Robots, and all the
others, has a different weapon system, hand to hand aptitude, and personality
quirks that make each specific mecha unique. Because each handles differently,
the pilot must select a separate mecha combat skill for each specific mecha
type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). Readers will also see
a stat block for Mecha Combat Expert. These abilities apply to general
training in mecha combat available to many O.C.C.s. In order to acquire
this skill the character must have gone through the previous skill, unless
otherwise stated. Counts as four skills, unless otherwise stated. Note:
this applies to each skill picked for all Power Armor and Robots and their
combat training.
Elite: Each Power Armor, Robots, and all the
others, has a different weapon system, hand to hand aptitude, and personality
quirks that make each specific mecha unique. Because each handles differently,
the pilot must select separate mecha combat skill for each specific mecha
type (Glitter Boy, SAMAS, SAMAS Phase II, etc.). to enjoy its maximum combat
effectiveness (bonuses). The Hand to Hand Bonuses from Mecha Combat Training
list the exact combat abilities, damage and bonuses for each mecha. They
are found at the end of this section. Mecha Combat is usually reserved
for mecha pilots. Each specific mecha type, new and old, counts as a separate
skill selection. Counts as six other skills, unless otherwise specified.
Note: this applies to each skill picked for all
Power Armor and Robots and their combat training.
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Mecha Combat (Robotech): There are four types
of mecha combat. They may not apply to all mecha and/or O.C.C.
Basic: Each mecha, the alpha, beta,
cyclone, vindicator and all the others, has a different weapon system,
hand to hand aptitude, and personality quirks that make each specific mecha
unique. Because each handles differently, the pilot must select a separate
mecha combat skill for each specific mecha type (cyclone, alpha, beta,
etc.).Readers will also see a stat block for Mecha Combat Basic. These
abilities apply to general training in mecha combat available to many O.C.C.s.
The basic combat training enables the character to use the mecha so , but
not quite at peak proficiency. Counts as one skill, unless otherwise stated.
Note:
this applies to each skill picked for all mecha and their combat training.
Advanced: Each mecha, the alpha, beta, cyclone,
vindicator and all the others, has a different weapon system, hand to hand
aptitude, and personality quirks that make each specific mecha unique.
Because each handles differently, the pilot must select a separate mecha
combat skill for each specific mecha type (cyclone, alpha, beta, etc.).
Readers will also see a stat block for Mecha Combat Advanced. These abilities
apply to general training in mecha combat available to many O.C.C.s. In
order to acquire this skill the character must have gone through the previous
skill, unless otherwise stated. Counts as two skills, unless otherwise
stated. Note: this applies to each skill picked for all mecha and
their combat training.
Expert: Each mecha, the alpha, beta, cyclone,
vindicator and all the others, has a different weapon system, hand to hand
aptitude, and personality quirks that make each specific mecha unique.
Because each handles differently, the pilot must select a separate mecha
combat skill for each specific mecha type (cyclone, alpha, beta, etc.).
Readers will also see a stat block for Mecha Combat Expert. These abilities
apply to general training in mechacombat available to many O.C.C.s. In
order to acquire this skill the character must have gone through the previous
skill, unless otherwise stated. Counts as four skills, unless otherwise
stated. Note: this applies to each skill picked for all mecha and
their combat training.
Ace: Each mecha, the alpha, beta, cyclone,
vindicator and all the others, has a different weapon system, hand to hand
aptitude, and personality quirks that make each specific mecha unique.
Because each handles differently, the pilot must select a separate mecha
combat skill for each specific mecha type (cyclone, alpha, beta, etc.)
to enjoy its maximum combat effectiveness (bonuses). The Hand to Hand Bonuses
from Mecha Combat Training list the exact combat abilities, damage and
bonuses for each mecha. They are found at the end of this section. Mecha
Combat is usually reserved for mecha pilots. Each specific mecha type,
new and old, counts as a separate skill selection. As a reminder: In addition
to the specific mecha, the veritech pilot can operate all other aircraft
style mecha, but only at the Basic level, unless otherwise specified. Counts
as six other skills, unless otherwise specified. The cyclone rider can
use all cyclones with equal skill, unless otherwise specified. Note: this
applies to each skill picked for all mecha and their combat training.
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Robots and Power Armor: Characters with this
skill are taught the fundamentals of maneuvering giant robots (utilized
by the Coalition) and power armor suits (such as glitter boy armor). These
are robot exoskeletons and vehicle type robots that require a pilot and/or
crew. The training focuses on piloting, not combat; thus, robot combat
is a separate and distinct skill. Base Skill: 56% + 3% per level
of experience.
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Robot Combat Basic: Unlike the elite robot
combat training that follows, the basic combat training gives the pilot
a fair working knowledge of most robot-vehicle systems and their most basic
combat capabilities. The pilot will be able to pilot and use the various
weapon systems and fighting capabilities, but not at full efficiency. Player
should take note of the Basic Robot Combat Training tables in the combat
section.
Robot Combat Elite: Each robot or power
armor type has a different weapon system, hand to hand aptitude, and quirks that make each specific type unique. Because each handles
differently, the elite pilot studies individual robot war machines to familiarize
himself with every element of that specific robot. This means the pilot
must select the Robot Combat: Elite skill for each specific robot type
in which he desires to be an expert operator to enjoy its maximum combat
effectiveness. Elite training automatically gives the pilot a basic understanding
and ability to pilot ALL standard types of robot vehicles at the "basic"
level as well.
The Hand to Hand Bonuses from Robot Combat Training lists the
exact combat abilities, damage, and bonuses for each specific robot type.
They are found in the combat section. Robot Combat: Elite is usually reserved
for specialists in the military and mercenaries such as the infamous Glitter
Boys; however, just about anybody can learn to pilot and fight with a robot.
Note:
There is no base skill as the pilot has specific skills and bonuses as
he progress in level of experience, much like hand to hand combat.
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Pilot Space
Combat Engineer Vehicles (CEV): The ability
to drive, perform maintenance, carry out minor repairs on the CEV, and
use it's equipment. With the CEV skill, a character can use the CEV's:
bow blade plow to dig ditches and tank runs, rear deck winch to lift other
tanks or APCs as well as use it to remove tank engines (including it's
own), the character also has rudimentary training in the CEVs turret gun
and the explosive shells used with it. Base Skill: 40% + 5% per
level of experience.
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Combat Pod: Training includes maneuvering,
and controlling remote-control drones, evasion and combat pod combat strategies.
Base
Skill: 40% + 4% per level of experience. The skill gives the user a
+2 to strike, parry and dodge while inside the machine.
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Contragravity Pack: Similar to piloting a
jet pack. Base Skill: 42% + 4% per level of experience.
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Cross-Dimensional Piloting and Navigation:
Includes knowledge of theory and operation of the various cross-dimensional
location and signaling devices. +20% for setting a course to a known, previously
visited dimension. +10% for setting a course to any dimension emitting
a locator beacon signal.
Base Skill: 25% + 5% per level of experience.
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Extra-Vehicular Activity (EVA): This skill
involves working outside a spacecraft while wearing a vacuum suit. The
skill covers suit operation and repair, damage control, maneuvering and
knowing what to do when things go wrong. A character should have Movement
Zero G to take this skill. Base Skill: 40% + 5% per level of experience.
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Hardsuit/Motoroid: This is the skill needed
to pilot the Armored Suits depicted in the Bubblegum Crisis Animated Series.
It also confers some combat bonuses due to the exoskeleton that is in the
suit. Base Skill: 36/16% + 6% per additional level of experience.
The first percentage number is for the Hardsuit, the second is for the
Motoroid. (This skill is free to anyone of the Knight Saber OCC, but it
costs anyone else two skill selections due to the specialized training
involved). GM's Note: The Hardsuit must be worn in order to use
the Motoroid in Humanoid Mode.
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Solar Sailer: This skill allows a character
to pilot a solar yacht, giant ore ships, and other types of solar sail-using
ships. Only persons with skill are proficient in the techniques required
to bring one of these ships in against the solar wind. Base Skill: 44%
+ 4% per level of experience.
|
Space Shuttle: Base Skill: 60% +
4% per level of experience.
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Spacecraft: This piloting skill is applicable
to all large spacecraft, including the Garfish and Ikazuchi carriers. Note:
The Horizont is considered a space shuttle. Base Skill: 50% + 5%
per level of experience. Also adds a +5% bonus to the Navigation Space
skill.
Spacecraft: Advanced: This skill allows a
player to pilot almost any ship in almost any situation, including interplanetary
journeys, combat and chases. They can also pull fancy stunts, make landing
on the Moon, Mars and in other gravity wells and if necessary, can cut
the amount of fuel used on a journey by up to 50%. Base Skill: 40%
+ 4% per level of experience.
|
Space fighter: Typically one to three
man fighter vehicles specifically designed for fighter to fighter, fighter
to power armor, fighter to ship, or fighter to robot space combat. These vessels engage
in reconnaissance, military support, close combat, dog-fights, surgical
strikes, and rescue missions. Some resemble atmospheric jet fighters or
shuttle crafts (and may have transatmospheric capabilities) while others
may look like rockets, geometric shapes or resemble animals (typically
fish) and insects. Base Skill: 50% + 3% per level of experience.
|
Starship: These are the BIG intergalactic
vessels, massive cargo ships, ore haulers, transports, battleships and
other immense ships, usually with a crew and/or passengers that number
into the hundreds or even thousands.
Base Skill: 36% + 4% per level
of experience.
|
Pilot Water
Advanced Deep Sea Diving: Skill in the methods,
techniques and equipment used in deep sea diving and exploration. Includes
the use of most types of diving suits, diving pods (attached to tethers/life
lines) and light to medium power armor. It does not include combat models.
Base
Skill: 40% + 4% per level of experience.
|
Boat: Motor and Hydrofoils: These include
all types of small motor driven boats and yachts. Base Skill: 55%
+ 5% per level of experience.
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Boat: Paddle Type: includes canoes, row
boats, and so on. They are not designed for speed but mobility. Generally
hold three to six passengers.
Base Skill: 98%
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Boat: Sail Type: Small sailing and medium-sized
sailing yachts, and fishing boats. Base Skill: 60% + 5% per level
of experience.
|
Boat: Ships: This includes all large sailing
and motor driven sea-faring vessels. Base Skill: 45% + 5% per level
of experience. Motor driven ships: 44% + 4% per level of experience.
|
Boat: Warships/Patrol Boats: Special training
in the use of military warships, combat hydrofoils, patrol boats and amphibious
beachcraft/transports. Includes a basic idea of how to use sonar and targeting
equipment, depth charges, torpedoes, and other common weapon systems, as
well as evasive maneuvers and piloting. Base Skill: 40% + 4% per
level of experience.
Note: Characters with the motor boat or ship
skill can also pilot these vessels but at a -12% penalty.
|
CVS & SLV: This applies to any and all
submersible vessels. Of course the character must pick one specific type
vessel, such as the Prometheus, but may have several later on. Also, includes
training on exactly how the vessel operates, such as the engines and sensors.
Each vessel has different controls, engine speeds, layouts, sensors, operating
procedures, etc., that is the reason way the character must pick a specific
skill.
Base Skill: 30% + 5% per level of experience.
|
Freighter Ship: are larger, generally, stream
or turbine drive cargo vessels (small ships) Base Skill: 20% + 5%
per level of experience.
|
Hydrofoils: This is the art of sailing motor
driven and sail boats with the fins underneath that raise the boat off
the water to achieve faster speeds. Base Skill: 50% + 5% per level
of experience.
|
Sail Type: Small sailing and medium sized
sailing yachts, and fishing boats. Base Skill: 60% + 5% per level
of experience.
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Sailing: A rudimentary knowledge about
sailing vessels, large and small, as well as the terms and principles of
sailing. The first percentile number is for small sailing vessels, while
the second is for piloting ships. May be taken twice to denote professional
quality. Base Skill: 35%/20% + 5% per level of experience.
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Seamanship: Most sailors don't really
need to know how to sail, they just need to be able to follow orders when
it comes to belaying, hauling, dropping or trimming sail, which means they
need to know the difference between a crossjack, a mizzen mast, a fore
lower top gallant and a hundred other names for specific sails, ropes,
masts and cross-masts. The skill also includes being able to judge, evaluate
and repair sails, rope and rigging (every sailor has to be handy with a
needle and thread, as well as knowing how to braid rope). Also involves
the basics of ship cleaning and maintenance, as well as how to skillfully
operate the pumps needed to remove the water that collects in the bilge.
Requirements: Must have the Sewing skill. Base Skill: 22% + 4% per
level of experience.
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Ships: Small: This include the freighters,
yachts, house boats, cruisers, etc. Also, includes training on exactly
how the vessel operates, such as the engines and sensors. Of course the
character must pick one specific type vessel, such as a freighter, but
may have several later on. Each vessel has different controls, engine speeds,
layouts, sensors, operating procedures, etc., that is the reason way the
character must pick a specific skill. Note: This does not include the submersible
ships, this is a separate skill. Base Skill: 50% + 5% per level
of experience.
Ships Small Military: This includes the
PT type boats, military cruisers, certain mine sweepers, etc. Also, includes
training on exactly how the vessel operates, such as the engines and sensors.
Of course the character must pick one specific type vessel, such as a freighter,
but may have several later on. Each vessel has different controls, engine
speeds, layouts, sensors, operating procedures, etc., that is the reason
way the character must pick a specific skill. Note: This does not include
the submersible ships, this is a separate skill. Base Skill: 50%
+ 5% per level of experience.
Ships: Large: This oil tankers, aircraft
carriers, large cruise ships (such as the Queen Marry), etc. Also, includes
training on exactly how the vessel operates, such as the engines and sensors.
Of course the character must pick one specific type
vessel, but may have several later on. Each vessel has different controls,
engine speeds, layouts, sensors, operating procedures, etc., that is the
reason way the character must pick a specific skill. Note: This
does not include the submersible ships, this is a separate skill. Base
Skill: 30% + 5% per level of experience.
Ships: Military Large: This includes destroyers,
aircraft carriers, battleships, etc. Also, includes training on exactly
how the vessel operates, such as the engines and sensors. Of course the
character must pick one specific type vessel, such as a freighter, but
may have several later on. Each vessel has different controls, engine speeds,
layouts, sensors, operating procedures, etc., that is the reason way the
character must pick a specific skill. Note: This does not include the submersible
ships, this is a separate skill. Base Skill: 50% + 5% per level
of experience.
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Ships: Submersibles: The knowledge and skill
of piloting all types of submersibles, including underwater sleds, mini-subs
and most types of submarines, does not include military submarines. Base
Skill: 40% + 5% per level of experience. Note: -20% when using alien
or unusual submarines. Does not include power armor or deep sea diving
suits.
|
Ships: Military Submersibles: This includes
all of the submersible aircraft carriers etc. Also, includes training on
exactly how the vessel operates, such as the engines and sensors. Of course
the character must pick one specific type vessel, such as a freighter,
but may have several later on. Each vessel has different controls, engine
speeds, layouts, sensors, operating procedures, etc., that is the reason
way the character must pick a specific skill. Note: This does not include
the submersible ships, this is a separate skill. Base Skill: 50%
+ 5% per level of experience.
|
Submarines: This includes conventional and
nuclear submarines. Of course the character must pick one specific type
vessel, such as a Los Angles Class submarine, but may have several later
on. Also, includes training on exactly how the vessel operates, such as
the engines and sensors. Each vessel has different controls, engine speeds,
layouts, sensors, operating procedures, etc., that is the reason way the
character must pick a specific skill. Base Skill: 45% + 5% per level
of experience.
|
Underwater (Deep Sea): This is the ability
to operate small deep sea crafts to go to the ocean depths up to 5 miles.
This will include all training in the operation of the vehicles robotics
arms, collecting samples, etc. Also, includes training on exactly how the
vessel operates, such as the engines and sensors. Of course the character
must pick one specific type vessel, such as a freighter, but may have several
later on. Each vessel has different controls, engine speeds, layouts, sensors,
operating procedures, etc., that is the reason way the character must pick
a specific skill. Note: This does not include the submersible ships, this
is a separate skill.
Base Skill: 50% + 5% per level of experience.
Underwater (General): This will include
the rest of the underwater vehicles not covered in the skills above, that
may come out in later books. Also, includes training on exactly how the
vessel operates, such as the engines and sensors. Of course the character
must pick one specific type vessel, such as a freighter, but may have several
later on. Each vessel has different controls, engine speeds, layouts, sensors,
operating procedures, etc., that is the reason way the character must pick
a specific skill. Note: This does not include the type submersible ships,
this is a separate skill. Base Skill: 50% + 5% per level of experience.
|
Underwater Robots & Power Armor:
Basically most if not all of the mecha in Rifts can be outfitted with specialized
gear to make them water compatible. The mecha reacts sluggish underwater,
although the mecha is water tight, if it is damaged during an attack (30
M.D.C. and beyond) the mecha circuitry and internal systems are exposed
and are very susceptible to the elements in their under water environment.
There is no skill percentage, but without this skill reduces related piloting
skills by half. Note: Glitter Boys have not been designed for underwater,
nor will they.
|
Water scooters: The knowledge and skill
of piloting all types of one and two-man water sleds (underwater), jet
skis (surface sled), etc.
Base Skill: 50% + 4% per level of experience.
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Water skiing & Surfing: All water skiing
techniques, methods and use of most types of recreational forms of "riding
the waves," including skis, ski jet boots, water boards, surf boards and
sail boards, etc. Base Skill: 50% + 4% per level of experience.
|
Warship/Patrol Boats: Specialized training
in the use of military warships, combat hydrofoils, patrol boats, amphibious
beachcraft/transports. Includes a basic idea on how sonar and targeting
equipment, depth charges, torpedoes, and other common weapon systems, as
well as evasive maneuvers and piloting. Base Skill: 40% + 4% per
level of experience. Note: Characters
with the motor boat or ship skill can also pilot these vessels but
at a -12% penalty.
|
Yacht: This skill allows a character to pilot
a solar yacht and giant ore ships in orbit and on interplanetary journeys.
Anyone trying this without the skill is liable to destroy the yacht's delicate
sail, making it useless. Base Skill: 44% + 4% per level of experience.
|
SPECIAL NOTE: The following rules apply
to ALL types of automobiles, trucks, vans, motorcycles and
even armored vehicles/tanks.
Special Maneuvers: Conditions and Penalties:
|
Evasive Action: Fleeing or dodging another
vehicle, obstacle, missile or some other attack by moving out of the way.
Evasive action often involves weaving, zigzagging and sudden turns at high
speeds. A successful roll means the pilot has successfully dodge out of
the way. Skill Penalty: -15%; pilot/driver can not attack, passengers
are -6 to strike in an attack. A failed roll means an ineffective evasive
maneuver which, in turn, means the vehicle has been struck, blasted, and/or
the attacker is still hot on his tracks. THREE CONSECUTIVE, successful
evasion rolls means the pilot has completely lost the pursuer.
|
Reverse Driving: This is simply driving
in reverse/backward. Skill Penalty: -25% if driving over 65 mph,
and roll for each turn, swerve or evasive action. Pilot can not attack,
but passengers are only -2 to strike. A failed roll means a minor collision.
|
Stunts: Includes sharp turns at high speeds, sudden on-the-dime-stops, sudden U-turns at high speeds, propelled leap (such as riding up over an incline or object, sailing 20 ft in the air, land and keep on going) and similar maneuvers.
Skill Penalty: -25%; lose all attacks that melee. A failed roll means the stunt is incomplete and serious difficulties encountered. Roll on the following table:
Loss of Control (Stunt and Sideswipe)
01-38 |
Minor collision; momentarily stopped. Reduce vehicle's S.D.C. by 1/3.
Occupants shaken, but okay. |
39-59 |
Stunt maneuver botched; reduce speed by half. |
60-80 |
Engine or structural problems develop, requiring pilot to pull over
and stop. Vehicle needs 2-12 hour's worth of repairs. |
81-97 |
Collision. Vehicle is totaled; pilot and occupants receive 3D6 points
of damage (subtract form hit points). |
98-00 |
Collision/crash; all killed. |
|
Sharp Curves: 90 degrees, high speed.
Skill
Penalty: -10%
|
Sideswipe: This maneuver can be used
against a stationary object, moving vehicle or person. The purpose of a
sideswipe is to strike another vehicle, object or person with a glancing
blow from the body of your vehicle. To strike, the swiping player rolls
under his Pilot skill minus the 20% skill penalty in attempting this dangerous
maneuver. Note: The target, if controlled by another person, can
attempt to dodge via "evasive action" or "stunt" driving. Skill Penalty:
-20%; no other attack possible.
A failed roll to sideswipe means an automatic miss, and the
player must roll under his Pilot skill, -20%, to maintain control of the
vehicle. If control is lost, roll on the Loss of Control Table under stunts.
Damage from a sideswipe is 2D6 for every 20 miles of speed. The sideswipe
also damages the vehicle, which is equal to 1/3 the damage inflicted to
the target. Thus, if the sideswipe inflicted 24 points of damage to the
target, it would also do 8 points of damage to the vehicle.
|
SPECIAL NOTE: The
following rules apply to ALL aircraft. Roll under your pilot skill for
each maneuver:
Special Maneuvers: Conditions and Penalties:
|
Evasive Action: Fleeing or dodging another
aircraft, obstacle, missile or other attack by moving out of the way. All
attacks are lost while engaged in evasive action; unless something suddenly
flies directly in front of the vehicle, and even then the pilot is -4 to
strike. Note: This tactic will lose any attacker(s), meaning they
cannot attack unless the attacker(s) engage in a "dog tail" chase. Skill
Penalty: -12% (no attack possible) Maneuver consumes one full melee.
A failed roll means an ineffective evasive maneuver, attacker(s) still
in strike position and/or have struck. The player's attacks are forfeit
even though the evasive action failed.
|
Tilt Dodge: This is a difficult maneuver
in which the pilot attempts to avoid an attack by quickly tilting or jerking
out of the way at the last minute. In this way, the pilot can stay on curse
and continue his own attacks (if any). Skill Penalty: -35%; -2 to
strike. A failed roll means no dodge, aircraft is hit and takes full damage.
A tilt dodge can be used to attempt to avoid each individual attack. A
tilt dodge can not avoid more than one blast form a multiple simultaneous
assault; evasive action is necessary.
|
Stunts: These are sudden, severe or highly
difficult maneuvers, in including dives, sharp turns, dead-man's drops
(nearly straight down, high speed drop), tumbles, somersaults and similar
actions. Skill Penalty: -30%; lose all attacks that melee. A failed
roll means the stunt is incomplete and serious difficulties encountered.
Roll percentile dice on the following table:
01-10 |
Aircraft spins out of control for a moment, but when control is regained
it is traveling in the wrong direction. In combat the aircraft and/or mecha
will take full damage from whatever was fired at it.Aircraft spins out
of control for a moment, but when control is regained it is traveling in
the wrong direction. In combat the aircraft and/or mecha will take full
damage from whatever was fired at it. |
11 - 20 |
Engine or other trouble that reduces flying speed by 10% until repairs
can be made. In combat the aircraft and/or mecha will take full damage
from whatever was fired at it.Engine or other trouble that reduces flying
speed by 10% until repairs can be made. In combat the aircraft and/or mecha
will take full damage from whatever was fired at it. |
21 - 40 |
Engine chokes, stalled out and descending; must make an emergency landing
unless the vehicle can be restarted. In combat the aircraft and/or mecha
will take full damage from whatever was fired at it, then the pilot must
roll piloting skill -25%; can try twice every melee (15 seconds), all attacks
are defensive only, -4 to strike. During maneuvers the pilot must roll
piloting skill -25%; can try twice every melee (15 seconds), all attacks
are defensive only, -4 to strike. |
41 - 60 |
Stunt maneuver botched, speed and altitude reduced by 25% for 15 seconds.
In combat the aircraft and/or mecha will take no damage from whatever was
fired at it, all attacks are defensive only, -4 to strike. During maneuvers
the pilot's attacks are defensive only, -4 to strike. |
61 - 75 |
Collision or Emergency Landing: The aircraft has hit something or is
damaged and must make an emergency landing. Reduce an S.D.C. vehicle by
half from the crash, but it can be repaired and flown again! Reduce an
M.D.C. vehicle by 25% at normal cruising speeds from the crash, but can
be repaired and flown again! Reduce an M.D.C. vehicle by 35% if above cruising
speeds from a crash, and is beyond repair and has to be scrapped! The occupants
are badly bruised and cut (4D6 S.D.C. each), even if they are in body armor
(M.D. and/or S.D.C.), but most should live. In combat the aircraft and/or
mecha will take full damage from whatever was fired at it. |
76 - 90 |
Engine difficulties, forced to make an emergency landing. Repairs will
require 4 - 24 hours. In combat the aircraft and/or mecha will take full
damage from whatever was fired at it, all attacks are defensive only, -4
to strike. During maneuvers the pilot's attacks are defensive only, -4
to strike. |
91 - 00 |
Engine and/or vehicle damaged beyond repair, crash inevitable, Character
must parachute to safety. Optional: Can direct vehicle on a suicide
crash into an immediate target; Pilot skill, -20%, in combat the aircraft
and/or mecha will take full damage from whatever was fired at it, all attacks
are defensive only, -4 to strike. During maneuvers the pilot's attacks
are defensive only, -4 to strike. |
|
Emergency Landing: Executed when the
vehicle or pilot is damaged and flight can not be maintained.
Skill
Penalty: -30%; loses all attacks. A failed roll will result in a crash
landing. Roll on the following table for Crash Landing:
01-31 |
Pilot and/or passengers survive; minor injury. |
32-57 |
Crash; pilot and passengers take 5D6 damage. |
58-80 |
Pilot and passengers in critical condition/coma, require immediate,
extensive medical treatment. Treat as surviving death and coma. |
81-83 |
No survivors; vehicle exploded. |
84-00 |
Passengers survive with minor injury, pilot dead.
Optional:
Pilot can opt to parachute to safety rather than attempting a landing. |
|
Shadow: Is a maneuver in which the air
vehicle pursues another vehicle without detection. This is usually done
by flying above and behind the pursued, using clouds as cover. The pursuer
will mimic the vehicle pursued in every way, so that they will be thought
to be a radar shadow or aberration. Skill Penalty: -20%; no attacks
possible without revealing true position and nature. While imitation the
evasive actions, stunts, and so on of the craft being shadowed, roll for
each maneuver being copied.
|
Dog Tail: This is an offensive maneuver in
which the pilot closely pursues an enemy air vehicle while locked in combat.
This is the only maneuver that con pursue a vehicle taking evasive action.
By hanging on the enemy's tail, or "dog tailing", the attacker can usually
strike with little or no fear of a counter-strike. Skill Penalty:
-15%, no strike penalty. A failed roll means the target has momentarily
slipped out of the striking range/area. Roll once every other melee to
maintain dog tail position, or for every evasive or stunt action.
|
NEW ADDITIONS: These were found to be useful
in many incidents, try them out.
Missed Piloting Skill:
This missed piloting skill table was originally created for the cyclone pilots, but we have found that it will work with most other flying mecha. We feel if you roll above a 90 on the percentile dice, you should have to roll on this table below. You can roll on this chart if the player misses their piloting skill all together. If your skill level falls between 90 and 98 then if you roll one number above and beyond the skill level of the character, then you must roll on the table below. This table is also optional, but we suggest that this table will add that element of human error to your game. As we all know everyone makes mistakes, such as hitting the wrong button or giving the wrong command, so keep this in mind when using this chart. This also applies to battloids that can fly or even mecha in guardian mode, if the mecha is one the ground look at the next set of charts to determine what happens.
01 - 25 |
No Problem. Reroll your piloting skill. |
26 - 35 |
Engines stall, falling or crashing. |
36 - 40 |
Engines kick on full thrust. |
41 - 46 |
Engines overheat. Must make an Emergency Landing. |
47 - 50 |
Engines stall falling or crashing, pilot skill -15%. |
51 - 55 |
Engines kick on full thrust, piloting skill -15%. |
56 - 60 |
Engines overheat. 25% of engines of exploding. Must make an Emergency
Landing or can eject. |
61 - 65 |
Engines stall, falling or crashing, piloting skill -25%. |
66 - 70 |
Engines kick on full thrust, piloting skill -25%. |
71 - 75 |
No Problem. Reroll your piloting skill. -1/2 your attacks. |
76 - 80 |
Engines overheat. 50% of engines of exploding. Must make an Emergency
Landing or can eject. |
81 - 85 |
No Problem. Reroll your piloting skill. -4 attacks. |
86 - 90 |
Engines stall, falling or crashing, piloting skill -45%. |
91 - 95 |
Engines kick on full thrust, piloting skill - 45% |
96 - 97 |
Engines overheat. 75% of engines of exploding. Must make an Emergency
Landing or can eject. |
98 |
No Problem. Reroll your piloting skill. |
99 |
Engines Explode. Must make an Emergency Landing or eject. |
00 |
Engines Explode. 25% chance of exploding the entire mecha. If the 25%
chance is rolled the pilot will have 3 trys to eject or make an Emergency
Landing and get out of the mecha before it explodes. GM's discretion. |
The information below is for mecha that is restricted to ground use or
Flying mecha that is on the ground in guardian mode or battloid mode. If
the mecha is in it's flying mode the only option is to try and take off,
this would be considered a stunt. The stunt would consist of a possible
cold start of the engines and taking off, this would consume all of the
characters attacks for that melee, provided the character is in or in close
proximity of their mecha.
Special Maneuvers: Conditions and Penalties:
Evasive Action: This maneuver is in a last chance effort to escape
damage of flying missiles, showers of laser fire, attacks from other mecha
in hand to hand combat, or other various objects. Even though it seems
impossible for this to be we have found that this mecha that are on the
ground do have some kind of agility based on the link between man and machine.
Skill
Penalty: -20%; (no attack possible) Maneuver consumes one full melee.
A failed roll means an ineffective maneuver, attacker(s) still strike position
and/or have struck. The player's attack are still forfeit from a failed
evasive action.
Stunts: Theses are mainly more complicated
moves than the evasive action, doing complicated maneuvers such as jumping
in the air, sidestepping explosions, even sudden speed changes. It is possible
for these huge mechanoid creatures to do more complex moves such as this
due to the link between man and machine. Skill Penalty: -40%; lose
all attacks that melee. A failed roll means the stunt is incomplete and
serious difficulties encountered.
Note: The pilot must specify the
type of stunt he/she is attempting, if the player fails to do so it will
be considered an evasive action. Roll percentile dice on the following
tables:
This table/chart is to see what happens to the mecha, the next table/chart
will tell what kind of damage was sustained
during the botched stunt maneuver.
01 - 25 |
Mecha is on it's back, looses one attack in addition to getting up. |
26 - 50 |
Mecha is on it's face, looses two attacks in addition to getting up. |
51 - 75 |
Mecha is on it's face, looses all attacks. |
76 - 95 |
Mecha is on it's face, looses all attacks. System failures due to fall
of impact entire mecha shuts down for two turns. |
96 - 00 |
Mecha is on it's face, pilot is unconscious for 1D6 turns and suffers
4D6 S.D.C. damage (even if in body armor (M.D. and/or S.D.C.)). |
This table/chart describes the type of damage sustained during the botched
stunt maneuver.
01 - 25 |
The mecha's momentum carries it out of the blast radius/laser fire and sustains no damage, other than the fall (1D4 M.D.). |
26 - 40 |
The mecha's momentum carries it out of the blast radius/laser fire
and sustains 1D4 M.D. damage, along with the damage from the fall (1D4
M.D.). |
41 - 60 |
The mecha's momentum carries it out of the blast radius/laser fire
and sustains 1D6 M.D. damage, along with the damage from the fall (1D4
M.D.). |
61 - 75 |
The mecha's momentum carries it out of the blast radius/laser fire
and sustains no damage, other than the fall (1D4 M.D.). |
76 - 85 |
The mecha is on the edge of the blast radius and/or laser fire and
sustains 1/3 of the entire damage, along with the damage from the fall
(1D4 M.D.). |
86 - 90 |
The mecha is in the Blast radius and/or laser fire and sustains 1/2
of the entire damage, along with the damage from the fall (1D4 M.D.). |
91 - 95 |
The mecha is in the blast radius and/or laser fire and sustains 3/4
of the entire damage, along with the damage from the fall (1D4 M.D.). |
96 - 00 |
The mecha takes the full damage from missiles and/or laser fire, along
with the damage from the fall (1D4 M.D.). |
A Note of reference: The term laser fire in the above chart/table
refers to all forms of projectile weapons other than
missiles.
|
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