Vehicle Rules

Vehicle Rules

The term ‘vehicle’ can mean power armor, giant robots, and ordinary vehicles like trucks, cycles, ATVs, and aircraft. There are three main types of vehicles: Power Armor, Robot Vehicles, and all other vehicles, which consists of ground, hover, and water vehicles.
Any Character may pilot, and fire weapons in a normal vehicle; these include laser guns, machineguns, mini-missile launchers, and all types of weapons mounted via a swivel mount. A feat is required to operate and pilot power armor and robots, a second feat is required to the fire weapons, operate targeting system and interpret sensory data. Most of the remaining rules are the same as for vehicles in Saga, see page 165 and up for the details. One exception to the saga rule set on vehicles is the calculation of attacks, it is here based on ½ the pilots level, instead of the base attack bonus. In normal vehicles and robots, the bonuses listed in the vehicle description are modified as follows:

1D20
+
½ character’s level
+
the vehicle’s attack modifier
+
any miscellaneous bonuses or penalties

When piloting power armor, the pilot’s Dexterity bonus is also added to range attack rolls. As with Saga, if you are trained in pilot, you gain a +2 to attack rolls with any vehicle weapons. In addition, to that, piloting has two advanced feats. The feat Power Armor & Robot Piloting adds +2 bonus to attack rolls. And, the feat Power Armor & Robot Combat will add +2 to attack rolls and +2 to damage rolls with vehicle weapons, for a total of +6 to attack rolls, and +2 damage if trained with both feats.

Vehicle and Armor Repair

Vehicle repairs may be completed by one trained in mechanics, or who is trained in both advanced piloting feats. During an extended rest (takes a few hours), one character may repair a number of HP on a vehicle equal to the result of a Mechanics roll;(minimum DC: 20). A failed attempt does not repair any points and only 2 attempts total may be taken during any extended rest period. Other characters (up to one per square occupied by the vehicle) may use assist another to add +2 to the total roll. It is assumed that repairs are completed with material salvaged from defeated enemies or previous adventures.
Vehicle repair to full capacity is available at mechanic’s and metal worker’s shops located in almost every settlement although the manufacturer of the vehicle may raise eyebrows in some. Prices vary, but about ₡1000 per point repaired is common.

Types of Vehicles

Power Armor

Power armor might be thought of as a sort of super-suit of body armor with built-in weapons. Power armor enhances the pilots natural abilities, and all ranged attacks are made with the pilot’s Dexterity modifier + all normal bonuses. Usually only medium sized, power armor is more compact, and in trained hands, can be just as effective as giant robots.

Giant Robots

Giant robots are creations which require skill to pilot, but the character’s stats do not play a part in the specific results gained from success or failure. Being overly dexterous may be an asset in power armor, but any skilled pilot will receive the same results in performance from a giant robot – which generally does make them more effective as combat units.

All Other Vehicles

All other vehicles which are not robots and power armor fall into this category. Being trained in pilot helps, but is not necessary to attempt to drive or fire weapons for most vehicles. Exceptions may apply, see each individual vehicle for specifics pilot DCs.

See the Vehicles page for individual stats on specific vehicles.







Quickjumps

Borg | City Rat | Crazy | Cyber Knight | Dog Boy | Dragon Hatchling | Glitter Boy | Grunt | Juicer
Ley Line Walker | Mind Melter | Operator | Psi Stalker | Rogue Scholar | Techno Wizard | Wilderness Scout
Index | Character Creation | Level Progression | Feats | Talents | Skills | Psionics | Magic
Weapons and Armor | Equipment | Vehicles | Vehicle Rules | Rule Set | Glossary

Vehicle Rules

Rifts Earth 4e Saga FenrathJurath