Pilot
Strike: Parry: Dodge: Roll/fall: Initiative: SDC: 30 PPE: 16(unusable, but there nonetheless) Attacks: 4
HP: 20
STATS:
PS 10
PE 14
PP 19
PB 16
IQ 14
MA 11
ME 18
SPD 15
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.
Hand
to Hand Bonuses From
Power
Armor Elite Combat Training
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.
Kick
1D6 M.D. (possible only in battloid).
Leap
Kick 2D6 M.D.
Body
Flip/Throw 1 D6 M.D.
Body
Block/Tackle I D6 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 Power Armor Basic Training
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.
Kick
1D4 M.D.
Leap
Kick 2D4 M.D.
Body
Flip/Throw I D4 M.D.
Body
Block/Tackle 1 D4 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.
Body
Block — 2D6 M.D.
Stomp 1D4 M.D.; effective only against small
objects (18ft/5.4m tall or smaller).