Re: General Discussion
OH CRAP! Wait! I'm WRONG!!! They have apparently Changed ALL of that in the "Rifts - Main: Ultimate Edition", p. 351-353
Robot (and Power Armor) Combat: Basic
Characters with this skill are taught the fundamentals of operating
all types of power armor suits such as the Flying Titan, SAMAS, Glitter
Boy, and others, as well as basic types of robot vehicles. Power armor
is a robot exoskeleton that is worn like a suit of armor. Power
armor is usually much smaller, lighter and faster than a robot vehicle
like the UAR- I Enforcer. Any vehicle bigger than 12 feet (3.6 m) and
which requires the pilot to sit down or has a "crew compartment" or
can accommodate passengers is a robot vehicle, not power armor.
The emphasis of training is on piloting, not combat, hence the low
bonuses, but the individual is able to operate all types of robots and
power armor on a basic level. Requires the Pilot: Robots & Power
Armor skill (the ability to pilot power armor and 'bots without benefit
of any bonuses). Note: To get superior combat bonuses, one needs to
take the skill, Robot (and Power Arm or) Combat: Elite.
All bonuses are in addition to the pilot's own hand to hand combat
training and attribute bonuses. They do not apply to the pilot's physical
abilities outside the power armor.
Basic Com bat Bonuses: Applies to all types of power armor and
robot vehicles. See Elite for specific types.
+ 1 extra attack/action per melee round, plus those of the pilot.
+ 1 to strike in hand to hand combat.
+ 1 to parry in hand to hand combat.
+1 to dodge.
+ 1 to roll with impact.
Critical Strike is the same as the pilot's hand to hand skill.
Strike bonuses for built-in weapons are limited to bonuses the pilot
may have fr om the skills Weapon Systems and/or W.P. Heavy Mega Damage
Weapons (applies to rail guns and missile launchers, as well).
Damage : As per Robot P.S. Each power armor description will list
the damage under the "Elite" hand to hand stat block. The basic skill,
however, only lets the pilot do a restrained and full strength punch and
an ordinary kick, no leap kick, stomp or special attacks.
Power Armor Body Block/Tackle/Ram : 104 M.D. plus a 01-50%
chance of knocking an opponent down, causing him to lose initiative
and one melee attack/action. Counts as two of the power armor' s melee
attacks.
Robot Body Block/Tackle/Ram : M.D. equal to Robot Punch M.D.
plus a 01-60% chance of knocking down an opponent that is approximately
the same size or larger. Increase the odds of knocking down an
opponent that is half the size or smaller than the robot to 01 -80%. The
victim suffers M.D. and loses initiative and two melee attacks/actions.
Counts as two of the robot 's melee attacks.
Robot (and Power Armor) Combat : Elite
Superior combat training in various types of power armor and giant
robot vehicles. The emphasis of training is on combat. When "Elite"
combat is taken for a specific type of robot or power armor, the bonuses
from "Elite" combat training supercede those the character might
have fr om Basic Combat training. (Use Elite bonuses only, do not add
Elite and Basic together. The bonuses fr om Basic training apply only to
robot vehicles with which the character has no special Elite training.)
All bonuses are in addition to the pilot's own hand to hand combat
training and attribute bonuses. They do not apply to the pilot's physical
abilities outside the robot vehicle.
Flying Power Armor
Types: Comparatively small power like armor the Coalition
SAMAS (all types), Flying Titan, Triax Predator, NO Samson, NO Red
Hawk, Chipwell Sky power armor and other small, humanoid-shaped
power armor that are under 1 1 feet (3 . 3 m) tall and have fl ight capabilities.
Power Armor Com bat E l ite Bonuses: Or as listed under the individual
robot descriptions.
+ I extra attack/action per melee round, plus those of the pilot at
level one, + 1 additional attack at levels 3 , 6, 9 and 1 2.
Critical Strike is the same as the pilot ' s .
+ 2 o n in itiative.
+2 to strike with energy and long-range weapons.
+2 to strike in hand to hand combat.
+3 to parry.
+2 to dodge on the ground.
+5 to dodge when flying or leaping.
+2 to disarm .
+3 to pull punch.
+4 to roll with impact.
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch : Double damage, but counts as two melee attacks.
Tear or Pry with Hands: 1 D4 M.D.
Kick Damage: As per Robot (or Augmented) P. S .
Body B 1ocklRam : Equal t o the Robot P.S. punch damage.
Full Speed Running Ram : Double Robot P.S. punch damage, plus
01-60% likelihood of knocking an opponent off his feet if the opponent
is the same size or smaller (reduce by half if twice as big). Victim takes
M.D. and is knocked off his feet, losing initiative and two melee attacks/
actions.
Ground-Based Power Armor
Types: Comparatively small power armor like the Coalition
Mauler, Terror Trooper, Olitter Boy Killer, Triax Flanker and Terrain
Hopper, and other small, humanoid-shaped power armor that are under
14 feet tall (4.3 m; most are under 1 0 feetl3 m) and do not have flight
capabilities.
Power A r m o r Com bat E lite Bonuses: Or as listed under the individual
robot descriptions.
+ 1 extra attack/action per melee round, plus those of the pi lot at
level one, + 1 additional attack at levels 3 , 5 , 1 0 and 1 5 .
Critical Strike i s the same as the pilot's.
+ 1 on initiative.
+2 to strike with energy and long-range weapons.
+3 to strike in hand to hand combat.
+2 to parry.
+2 to dodge on the ground.
+3 to disarm .
+3 to pull punch.
+2 to roll with impact.
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch : Double damage, but counts as two melee attacks.
Tear or Pry with Hands: 1 D4 M.D.
Kick Damage : As per Robot (or Augmented) P.S.
Body Block/Ram : Equal to the Robot P.S. punch damage.
Full Speed Running Ram : Double Robot P.S. punch damage, plus
01-50% likelihood of knocking an opponent off his feet if the opponent
is the same size or smaller (reduce by half if twice as big). Victim takes
M.D. and is knocked off his feet, losing initiative and two melee attacks/
actions.
Heavy Vehicular Style Robots
Types: Large, heavy ground robots that either have mUltiple legs,
nonhuman shape and/or vehicular appearance or locomotion, like the
Coalition Spider-Skull Walker, Scorpion-Skull Walker, the Triax Bug
and Crab, and other big or bulky robots that do not have a humanoid
shape; most are large to huge, and don 't have flight capabilities.
Robot Com bat E l ite Bonuses:
+ 1 extra attack/action per melee round, plus those of the pilot at
level one, + 1 additional attack at levels 4, 8, and 1 2.
Critical Strike is the same as the pilot's.
+ 1 on initiative.
+3 to strike with energy weapons and long-range weapons (in addition
to W.P. skills of the gunner or pilot; typically Weapon Systems
and W.P. Heavy Mega-Damage Weapons are the only two that apply to
robots and armored vehicles.
+ 1 to strike and parry in hand to hand combat.
+ 1 to dodge standing stationary.
+2 to dodge when already in motion.
+ 1 to roll with impact.
Punch/Kick Damage: As per Robot P . S .
Power Punch/Kick: Double damage, but counts a s two melee attacks.
Kick Damage : As per Robot P.S.
Body Block/Ram : Equal to the Robot P . S . punch damage.
Full Speed Running Ram : Triple the Robot P . S . punch damage, plus
01-80% likelihood of knocking opponent off his feet if the opponent is
the same size or smaller. Victim takes M.D. and is knocked off his feet,
losing initiative and two melee attacks/actions.
Stomp: I D6 M.D. ; effective only against objects smaller than one
third the robot's total height.
Heavy Ground Robots
Types: Large, heavy ground robots like the Coalition UAR- l Enforcer,
IAR-2 Abolisher, and IAR-3 Skull Smasher, Titan series robot
vehicles (including the Titan Combat and Exploration ' bots), the Triax
Forager, NO-Hunter Mobile Gun, NO-V I 0 Super Robot, and other big,
humanoid-shaped 'bots that tower 20 feet (6. 1 m) or larger and don 't
have flight capabilities.
Robot Combat Elite Bonuses:
+ 1 extra attack/action per melee round, plus those of the pilot at
level one, + 1 additional attack at levels 3 , 6, 1 0 and 1 5 .
Critical Strike i s the same as the pilot ' s .
+ 1 o n initiative.
+ 1 to strike with energy weapons, in addition to W.P. skills (typically
Weapon Systems and W.P. Heavy Mega-Damage Weapons are
the only two that apply to robots and armored vehicles).
+2 to strike in hand to hand combat.
+3 to parry.
+ 1 to dodge standing stationary.
+2 to dodge when already in motion, running or leaping.
+ I to disarm a giant-sized opponent.
+2 to pull punch.
+3 to roll with impact.
Punch Damage: As per Robot P . S .
Power Punch : Double damage, but counts a s two melee attacks.
Tear or Pry with Hands: 1 D6 M.D.
Kick Damage: As per Robot P.S.
Body Block/Ram : Equal to the Robot P . S . punch damage.
Full Speed Running Ram : Double the Robot P . S . punch damage
This message was last edited by the player at 06:36, Fri 25 Dec 2020.