Pilot


STATS:
PS 10
PE 14
PP 19
PB 16
IQ 14
MA 11
ME 18
SPD 15

SDC: 30
HP: 20

Skills:
O.C.C. Skills:
Language: American 70%
ONE OF CHOICE: 70%
Land Navigation 40%
Basic Electronics 40%
Radio: Basic 55%
Pilot: Tank and APC 51%
Pilot: Automobile 75%
Pilot:Hovercraft 65%
Robot Combat: Elite (speciality to be declared later)
Robot Combat: Basic (general)
Read Sensory Equipment 40%
Weapon Systems 50% +1 to attack (see book)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Martial Arts

O.C.C. Related Skills: Select 10 other skills, but at least three must be selected from pilot. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.

Communications: Any (+ 10)
Domestic: Any ( -5% penalty)
Electrical: Basic electronics only (+5%)
Espionage: Wilderness survival only
Mechanical: Aircraft and automotive only (+ 10%)
Medical: First aid only
Military: Any (+ 5)
Physical: Any, except acrobatics
Pilot: Any (+ 15%)
Pilot Related: Any (+ 10%)
Rogue: Streetwise only
Science: Math only
Technical: Any
W.P.: Any
Wilderness: Land navigation and hunting only
Secondary Skills: The character also gets to select eight secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis 0.



Two hand to hand attacks per melee (plus those of the pilot).
Body flip/throw: 1D4 M.D. plus victim loses initiative and one attack that melee. Possible only in battloid mode.
Body block/tackle/ram: 1D6 M.D. plus a 70% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as TWO attacks.
Kick attack.
Leap kick; counts as two attacks.
+2 to strike.
+2to parry.
+ 2 to dodge in normal combat; + 5 to dodge flying.
+ 3 to roll with punch, fall or impact (explosion), reducing damage by half.
Critical strike, same as pilot's hand to hand.
One additional hand to hand attack at level six.
One additional hand to hand attack at level eleven.
Damage: Punch 1D6 M.D.
Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. These power armor combat bonuses do not apply to the pilot's physical abilities when outside the armor.



One hand to hand attack per melee (plus those of the pilot).
Body flip/throw: 1D4 M.D. plus victim loses initiative and one attack that melee.
Body block/tackle/ram: 1D4 M.D. plus a 50% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee.) Counts as TWO attacks.
Kick attack.
Leap attack; counts as two attacks.
+ 1 to strike.
+ 1 to parry.
+ I to dodge in normal combat, +3 to dodge flying.
+ 2 to roll with punch, fall, or impact (explosion), reducing damage by half.
Critical strike, same as pilot's hand to hand.
One additional hand to hand attack at level six.
One additional hand to hand attack at level twelve.
Damage: Punch 1D6 M.D.
Remember, these bonuses are in addition to the pilot's own hand to hand training and attribute bonuses. These power armor combat bonuses do not apply to the pilot's physical abilities when outside the armor.


Hand to Hand Bonuses From Reconniassance Type Robot


One hand to hand attacks per melee (plus those of the pilot).
Body flip is impossible.
Body block/tackle/ram 2D6 M.D. plus an 68% chance of knocking opponent down (this will cause the victim to lose initiative and one attack that melee). Counts as TWO attacks.
Kick attack is impossible
+ 1 to strike
+1 to parry
No roll with fall or impact bonus.
Critical strike same as the pilot's hand to hand. One additional attack at level six.
One additional attack at level twelve.
Damage: Punch 1D6 M.D.
Stomp 1D4 M.D.; effective only against small objects (18ft/5.4m tall or smaller).
Hosted by www.Geocities.ws

1