FANDOM


(Created page with "In this section we discuss how to pilot/use vehicles and power armour in combat. The basics of combat remain relatively unchanged.  Attacking and defending are essentially t...")
 
m (Protected "Vehicle Combat" (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite)))
 

Latest revision as of 19:59, April 19, 2020

In this section we discuss how to pilot/use vehicles and power armour in combat.

The basics of combat remain relatively unchanged.  Attacking and defending are essentially the same in that you use your actions along with the appropriate bonuses or penalties as you would if not using some form of "vehicle" to do so.  Please reference the appropriate sections for hand to hand and ranged combat for how those work.  However, there will be some minor changes which will be noted below for each "type" of vehicle" as each type will have it's own "training" similar to your hand to hand or ranged combat training.  This training is used while in your "vehicle" in place of your hand to hand or ranged combat training unless noted otherwise.

First we discuss the "types" of vehicles there are.  Each "vehicle" will list what type it is in it's description.  This training generally applies to one man combat craft though some aspects may allow the person to be a "crew" member on larger  multi-crew craft.


Exo-skeletal Armour - These are essentially human sized enhanced body armour with additional capabilities to make an individual just that much better.  Examples of this type of vehicle are the Flying Titan from Titan Robotics, the Terrain Hopper from Triax, and the Gladius from Northern Gun.

Power Armour - These are the next step above exe-skeletons. They are generally bigger than human sized, carry more armour, and are in general all around more powerful.  Examples of this type of unit are the Coalition SAMAS, the Northern Gun Samson, and the Glitterboy.

Robot - This type of vehicle is essentially a walking tank in most cases.  Typically humanoid in shape but not always, they carry even more armour than power armours in most cases as well as more weapons.  Most stand 20 feet tall or more but there are some that are smaller.  Examples of this craft type are the Coalition Spider Skull Walker, the Titan Combat Robot, and the Triax Ulti-max.

Ground - This where the vast majority of combat vehicles will generally fall.  These range from hover bikes to combat cars and transports to main battle tanks.  They may have a variety of propulsion systems as well as carry armour and firepower typically equal to at least a Power Armour or Robot Vehicle.  Examples of these vehicles are the Coalition Mk V APC, the Speedster Hover Cycle, and the Big Boss ATV.

Aircraft (or Spacecraft) - These are vehicles that can fly under their own power.  While there are Exo-skeletal and Power Armours that can fly, they are not "aircraft" for our purposes here. Just what the vehicle is and how it flies can vary widely.  Examples of these vehicles are the Coalition Death's Head Transport, the Northern Gun Skyking, and the Iron Heart Armaments Grey Falcon Fighter. (or the CCW Scorpion Fighter in Phaseworld)

Aquatic - These are craft that are used on or below the surface of lakes, rivers, and oceans.  They range in size from only  as small a few up to hundred's or even 1000s of feet long.  Examples of these craft the Coalition Orca Class Submarine, the New Navy Ticonderoga Submersible super Carrier, and Iron Heart Armaments Black Eel Torpedo Boat.


Training


First, changes to the old.  

Weapon Systems is no longer a "Pilot Related" skill but a Weapon Proficiency like any other weapon. It just focuses on integral weapons as opposed to weapons you hold.

WP - Weapon Systems (will also be listed in the skills section)

+1 to strike with ranged attacks at Level 2, 4, 6, 8, 10, 12, and 14


Hand to Hand Combat and ranged Combat for Robot vehicles: Unlike an individual wearing armour (or exo-skeletal/power armour), Robots, Ground, Air, and Aquatic Vehicles will combine their Hand To Hand and Ranged combat training as one set. See below.


Also note - All training is addition to any bonuses the units themselves may inherently give or receive from the their targeting systems or otherwise.


Exo-skeletal and Power Armours
Pa

These "vehicles" are essentially "worn" like regular armour and as such the act and react in much the same way as regular body armour would.  In that sense it is effectively just an extension of the pilot just as body armour would be. With that in mind, training for Exo-skeletal and Power Armours is as follows:


No training:

You can only use half your actions and no combat bonuses from hand to hand or ranged combat training beyond Attribute bonuses. Weapon proficiency bonuses are available but at only half their value.


Exo-skeletal and Power Armour Basic:

This will allow you to use the vehicle in combat with some efficiency.  You have full use of your actions but you may only use your hand to hand or ranged combat training bonuses at half their value. Weapon proficiency bonuses, however, are fully available.


Exo-skeletal and Power Armour Elite:

This will allow you to use your full actions along with any and all combat bonuses you may have from hand to hand and ranged combat training as well as weapon proficiencies.


Note - In order to use integral weapons of an exo-skeletal or power armour you must have WP Weapon Systems otherwise you cannot use them without using an action to make an untrained skill check to try.  Even then you get no bonuses to strike using them, from the weapon or the vehicle. It is a flat die roll, that's it.


Robots
Mechs

These are the walking tanks of the megaverse.  Bristling with weapons as well as being able to punch holes in thick walls and armour plates, they can do any number of things that conventional vehicles cannot.

As was stated above, these vehicles (and those that follow) integrate hand to hand and ranged combat training into one set.  That said there is one additional minor difference.  Ancient and Modern Weapon Proficiencies do not apply when piloting a Robot (or other vehicles below) with the notable exception being Weapon Systems.  weapon Systems however, unlike with Exo-skeletal or Power Armours, is not required to use the Robot's weapons as you will be taught to do that by default as part of the training.  It does however make you more proficient (obviously) in their use.


No Training


First you Will need to make an untrained skill check if allowed for this type of unit (Some units may be too alien or specialized to allow it and will note that in their descriptions). IF successful You can only use half your actions and no inherent combat bonuses the unit may have. Weapon proficiency bonuses are also only available at half their value.  You can still apply any applicable attribute bonuses at full value however.


Robot Basic

Level - Bonuses/Abilities

1 - +1 to strike in melee, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge, +1 to parry

3 - Imposed dodge penalty of -2 with energy weapons or -1 with projectile weapons

4 - +1 to entangle, +1 to strike with ranged attacks

5 - +1 to initiative

6 - +1 to strike in melee, increase burst damage multipliers to x2/x4/x6/x8

7 - +1 to parry, increase imposed dodge penalties by another -2/-1 respectively

8 - +1 to strike with ranged attacks

9 - +1 to dodge

10 - +1 to entangle, increase burst damage multipliers to x3/x5/x8/x11

11 - increase imposed dodge penalties by another -2/-1 respectively

12 - +1 to strike in melee, +1 to strike with ranged attacks

13 - +1 to parry, Leading (+2 to strike moving targets), Automatic Critical hit on surprise attacks (must still successfully hit)

14 - increase burst damage multipliers to x4/x7/x12/x15

15 - +1 to dodge, increase imposed dodge penalty by -2/-1 respectively


Robot Elite

Level - Bonuses/Abilities

1 - +1 to strike in melee, +1 to parry, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge, +1 to parry, +1 to entangle

3 - +1 to strike in melee, imposed dodge penalty of -2 with energy weapons and -1 with projectile weapons

4 - +1 to parry, +1 to entangle, +1 to strike with ranged attacks

5 - +1 to initiative, increase burst damage multipliers to x2/x4/x6/x8

6 - +1 to strike in melee, +1 to dodge, increase imposed dodge penalty by -2/-1 respectively, critical hit on a natural 18+ 

7 - +1 to parry, +1 to entangle, +1 to strike with ranged attacks, snap shot

8 - Leading (+3 to strike moving targets)

9 - +1 to strike in melee, +1 to parry, increase imposed dodge penalty by -2/-1 respectively, increase burst damage multipliers to x3/x5/x8/x12

10 - +1 to dodge, +1 to entangle, +1 to strike with ranged attacks

11 - Aimed "short" bursts

12 - +1 to strike in melee, increase impose dodge penalty by -2/-1 respectively, critical hit on a natural 17+

13 - +1 to parry, +1 to entangle, +1 to strike with ranged attacks, automatic critical hit on a surprise attack (must still successfully hit)

14 - +1 to dodge, reduced called shot penalties by 2, increase burst damage multipliers to x4/x7/x12/x16

15 - increase imposed dodge penalty by -2/-1 respectively, double critical hit on a natural 20


Ground Vehicles
Tanks

Tanks, APCs and other traditional land combat vehicles fall here. They can be unarmoured and fast, or heavily armoured and laden with all manner of weaponry. Either way they are combat craft and they can mess up a soldiers day.


No Training

First you Will need to make an untrained skill check if allowed for this type of unit (Some units may be too alien or specialized to allow it and will note that in their descriptions). IF successful You can only use half your actions and no inherent combat bonuses the unit may have. Weapon proficiency bonuses are also only available at half their value.  You can still apply any applicable attribute bonuses at full value however.


Ground Basic

Level - Bonuses/Abilities

1 - +1 to strike with a ram, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge

3 - Imposed dodge penalty of -2 with energy weapons or -1 with projectile weapons

4 - +1 to strike with ranged attacks, +1 to dodge if drifting

5 - +1 to initiative

6 - +1 to strike with a ram, increase burst damage multipliers to x2/x4/x6/x8

7 - increase imposed dodge penalties by another -2/-1 respectively

8 - +1 to strike with ranged attacks

9 - +1 to dodge

10 - increase burst damage multipliers to x3/x5/x8/x11, +1 to dodge if drifting

11 - increase imposed dodge penalties by another -2/-1 respectively

12 - +1 to strike with a ram, +1 to strike with ranged attacks

13 - Leading (+2 to strike moving targets), Automatic Critical hit on surprise attacks (must still successfully hit)

14 - increase burst damage multipliers to x4/x7/x12/x15

15 - +1 to dodge, increase imposed dodge penalty by -2/-1 respectively


Ground Elite

Level - Bonuses/Abilities

1 - +1 to strike a ram, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge

3 - +1 to strike with a ram, Imposed dodge penalty of -2 with energy weapons and -1 with projectile weapons

4 - +1 to strike with ranged attacks, +1 to dodge if drifting (a controlled "skid")

5 - +1 to initiative, increase burst damage multipliers to x2/x4/x6/x8

6 - +1 to strike with a ram, +1 to dodge, increase imposed dodge penalty by -2/-1 respectively, critical hit on a natural 18+ 

7 - +1 to strike with ranged attacks, snap shot

8 - Leading (+3 to strike moving targets), +1 to dodge of drifting

9 - +1 to strike with a ram, increase imposed dodge penalty by -2/-1 respectively, increase burst damage multipliers to x3/x5/x8/x12

10 - +1 to dodge, +1 to strike with ranged attacks

11 - Aimed "short" bursts, +1 to dodge if drifting

12 - +1 to strike with a ram, increase imposed dodge penalty by -2/-1 respectively, critical hit on a natural 17+

13 - +1 to strike with ranged attacks, automatic critical hit on a surprise attack (must still successfully hit)

14 - +1 to dodge, reduce called shot penalties by 2, increase burst damage multipliers to x4/x7/x12/x16

15 - increase imposed dodge penalty by -2/-1 respectively, double critical hit on a natural 20


Aircraft (or Spacecraft)
Jets

If you control the sky (or orbit), you can control the ground. Jet/space fighters or any manner of airbourne combat can mean the difference between victory and defeat and take the form of many things from traditionally fixed wing craft to basically rockets with a seat.


No Training


First you Will need to make an untrained skill check if allowed for this type of unit (Some units may be too alien or specialized to allow it and will note that in their descriptions). IF successful You can only use half your actions and no inherent combat bonuses the unit may have. Weapon proficiency bonuses are also only available at half their value.  You can still apply any applicable attribute bonuses at full value however.


Aircraft Basic

Level - Bonuses/Abilities

1 - +1 to strike with a ram, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge

3 - Imposed dodge penalty of -2 with energy weapons or -1 with projectile weapons

4 - +1 to strike with ranged attacks, +1 to roll-over (this will break a target lock or escape tailing)

5 - +1 to initiative

6 - +1 to strike with a ram, increase burst damage multipliers to x2/x4/x6/x8

7 - increase imposed dodge penalties by another -2/-1 respectively

8 - +1 to strike with ranged attacks

9 - +1 to dodge

10 - increase burst damage multipliers to x3/x5/x8/x11, +1 to roll-over (this will break a target lock or escape tailing)

11 - increase imposed dodge penalties by another -2/-1 respectively

12 - +1 to strike with a ram, +1 to strike with ranged attacks

13 - Leading (+2 to strike moving targets), Automatic Critical hit on surprise attacks (must still successfully hit)

14 - increase burst damage multipliers to x4/x7/x12/x15

15 - +1 to dodge, increase imposed dodge penalty by -2/-1 respectively


Aircraft Elite

Level - Bonuses/Abilities

1 - +1 to strike a ram, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge

3 - +1 to strike with a ram, Imposed dodge penalty of -2 with energy weapons and -1 with projectile weapons

4 - +1 to strike with ranged attacks, +1 to roll-over (this will break a target lock or escape tailing)

5 - +1 to initiative, increase burst damage multipliers to x2/x4/x6/x8

6 - +1 to strike with a ram, +1 to dodge, increase imposed dodge penalty by -2/-1 respectively, critical hit on a natural 18+ 

7 - +1 to strike with ranged attacks, snap shot

8 - Leading (+3 to strike moving targets), +1 to roll-over (this will break a target lock or escape tailing)

9 - +1 to strike with a ram, increase imposed dodge penalty by -2/-1 respectively, increase burst damage multipliers to x3/x5/x8/x12

10 - +1 to dodge, +1 to strike with ranged attacks

11 - Aimed "short" bursts, +1 to roll-over (this will break a target lock or escape tailing)

12 - +1 to strike with a ram, increase imposed dodge penalty by -2/-1 respectively, critical hit on a natural 17+

13 - +1 to strike with ranged attacks, automatic critical hit on a surprise attack (must still successfully hit)

14 - +1 to dodge, reduce called shot penalties by 2, increase burst damage multipliers to x4/x7/x12/x16

15 - increase imposed dodge penalty by -2/-1 respectively, double critical hit on a natural 20


Note - These are the same rules applied to spacecraft (starfighters etc)


Aquatic
Boats

Controlling the waterways can significantly impact a target nation or are keeping them from doing nay manner of things like fishing or even commerce. These craft range from basic motorboat to high-tech 1 or more person combat boats carrying all sorts of firepower to deal with land, sea, or air opponents in most cases.


No Training

First you Will need to make an untrained skill check if allowed for this type of unit (Some units may be too alien or specialized to allow it and will note that in their descriptions). IF successful You can only use half your actions and no inherent combat bonuses the unit may have. Weapon proficiency bonuses are also only available at half their value.  You can still apply any applicable attribute bonuses at full value however.


Aquatic Basic

Level - Bonuses/Abilities

1 - +1 to strike with a ram, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge

3 - Imposed dodge penalty of -2 with energy weapons or -1 with projectile weapons

4 - +1 to strike with ranged attacks, +1 to dodge when slewing (see drifting in ground combat training above)

5 - +1 to initiative

6 - +1 to strike with a ram, increase burst damage multipliers to x2/x4/x6/x8

7 - increase imposed dodge penalties by another -2/-1 respectively

8 - +1 to strike with ranged attacks

9 - +1 to dodge

10 - increase burst damage multipliers to x3/x5/x8/x11, +1 to dodge when slewing (see drifting in ground combat training above)

11 - increase imposed dodge penalties by another -2/-1 respectively

12 - +1 to strike with a ram, +1 to strike with ranged attacks

13 - Leading (+2 to strike moving targets), Automatic Critical hit on surprise attacks (must still successfully hit)

14 - increase burst damage multipliers to x4/x7/x12/x15

15 - +1 to dodge, increase imposed dodge penalty by -2/-1 respectively


Aquatic Elite

Level - Bonuses/Abilities

1 - +1 to strike a ram, burst damage multipliers x2/x3/x4/x6

2 - +1 to dodge

3 - +1 to strike with a ram, Imposed dodge penalty of -2 with energy weapons and -1 with projectile weapons

4 - +1 to strike with ranged attacks, +1 to dodge when slewing (see drifting in ground combat training above)

5 - +1 to initiative, increase burst damage multipliers to x2/x4/x6/x8

6 - +1 to strike with a ram, +1 to dodge, increase imposed dodge penalty by -2/-1 respectively, critical hit on a natural 18+ 

7 - +1 to strike with ranged attacks, snap shot

8 - Leading (+3 to strike moving targets), +1 to dodge when slewing (see drifting in ground combat training above)

9 - +1 to strike with a ram, increase imposed dodge penalty by -2/-1 respectively, increase burst damage multipliers to x3/x5/x8/x12

10 - +1 to dodge, +1 to strike with ranged attacks

11 - Aimed "short" bursts, +1 to dodge when slewing (see drifting in ground combat training above)

12 - +1 to strike with a ram, increase imposed dodge penalty by -2/-1 respectively, critical hit on a natural 17+

13 - +1 to strike with ranged attacks, automatic critical hit on a surprise attack (must still successfully hit)

14 - +1 to dodge, reduce called shot penalties by 2, increase burst damage multipliers to x4/x7/x12/x16

15 - increase imposed dodge penalty by -2/-1 respectively, double critical hit on a natural 20




Optional critical hit tables. (To be added later)


Once a location has take more than 50% of its damage capacity you can roll on the following table (optionally) to see if there are any additional damage effects.


Exo-skeletal Armour, Power Armour, and Robots (Use the tables for this on page 353 of Rifts Ultimate Edition for now)


Vehicles (use the table on page 139 of Ninjas and Superspies for now)


Aircraft (use the table on page 142 of Ninjas and Superspies for now)

Note - multiple TMF or speed class penalties by 5 to determine a pilot skill penalty or speed penalty except for a result of 26-30 which is a flat -50% pilot skill penalty.


Aquatic (use the table on page 139 of Ninjas and Superspies for now ignoring results that do not apply to aquatic vehicles)

Community content is available under CC-BY-SA unless otherwise noted.