PILOT SKILL: ROBOT COMBAT: BASIC
The basic combat training in robot vehicles and power armour gives the
pilot a fair working knowledge of most robot vehicles and their most
basic combat capabilities. The pilot will be able to operate the robot
and use the various weapon systems and fighting capabilities, but not
at maximum skill and efficiency. Hand to hand bonuses from Power Armour
Basic Training applies to all types of power armour, ground, aquatic,
and flyers. Use 'Basic' tables only.
Characters with this skill are taught the fundamentals of operating all
types of power armour suits (such as the Flying Titan, SAMAS, Glitter
Boy, and others), as well as basic types of robot vehicles. Power
armour is a robot exoskeleton that is worn like a suit of armour. Power
armour is usually much smaller,lighter, and faster than a robot vehicle
(like the UAR-1 Enforcer). Any vehicle bigger than 12 feet (3.6m) and
which requires the pilot to sit down or has a 'crew compartment' or can
accommodate passengers is a robot vehicle, not power armour.
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 armour on a basic level. To get superiour combat bonuses requires the Robot Combat: Elite skill.
All bonuses (below) 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 armour or robot vehicle. Strike
bonuses for built-in weapons are limited to bonuses the pilot may have
from the skills: Weapon Systems and/or W.P. Heavy Mega-Damage Weapons (applies to rail guns and missile launchers as well).
Prerequisites: Pilot: Robots & Power Armour.
Damage: As per Robot P.S. Each power armour description will
list the damage under the damage under the 'Elite' hand to hand stat
block. The basic skill, however, only lets the pilot do a Restrained Punch and Full Strength Punch and an ordinary Kick, no Leap Kick, Stomp, or special attacks.
Power Armour BodyBlock/Tackle/Ram: 1D4 M.D. plus a 50%chance of
knocking an opponent down, causing them to lose initiative and one
melee attack/action. Counts as two of the power armour's melee attacks.
Robot Body Block/Tackle/Ram: M.D, equal to Robot Punch M.D. plus
a 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 80%. The victim
suffers M.D. and loses initiative and two melee attacks/actions. Counts
as two of the robot's melee attacks.
Bonuses:-
- +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 same as pilot's hand to hand skill.