Piloting Skills


Conventional

Airplane: Includes old propeller, single and twin engine types. Base Skill: 50% + 4% per level of experience.

Automobile: Manual and automatic transmission; includes dune buggies, jeeps, and small trucks. Base Skill: 60% + 2% per level of experience.

Boat: Motor & Hydrofoil: These include all types of small motor driven boats and yachts. Base Skill: 55% + 5% per level of experience.

Boat: Sail: Small sailing and medium-sized sailing yachts, and fishing boats. Base Skill: 60% + 5% per level of experience.

Boat: Ship: This includes all large sailing and motor-driven sea-faring vessels. Base Skill: Sailing ships: 45% + 5% per level of experience; motor driven ships: 44% + 4% per level of experience.

Canoe: The use of small, easily carried canoes and kayaks for river and lake use. These small boats are tricky to handle, and although a single person can operate a canoe, two or three people are preferred. The pilot sits in the rear of the canoe to steer, the others provide power. Kayaks are similar to canoes, except that they're designed to be one-person boats, with the pilot sitting in the middle. Canoes, and kayaks, are usually made out of birch or pine trees, fiberglass, aluminum or other lightweight metal. Base Skill: 46% + 4% per level of experience.
Original Skill

Construction & Farming Equipment: The character is trained in operating heavy machinery and vehicles, including tractors, combines, threshers, and harvesters, as well as construction vehicles like backhoes, dump trucks, cement mixers, and road grading machines. Base Skill: 40% + 4$ per level of experience.
After the Bomb

Hovercraft (ground): The knowledge needed in piloting hover vehicles used for ground transport. These vehicles are difficult to control, but can attain great speeds and are capable of driving over incredibly rugged terrain. Base Skill: 50% + 5% per level of experience.

Hovercycle: The practiced skill of riding all makes and models of hovercycle. Base Skill: 70% + 5% per level of experience.
New West

Motorcycle: This skill includes the piloting of all two and three wheeled vehicles such as motorcycles of all types, dirt bikes, and mopeds. Base Skill: 60% + 4% per level of experience.

Professional Race Car: Specialized knowledge of operating high performance vehicles at high speed. Using these vehicles, at any speed, requires this skill. Base Skill: 60% + 5% per level of experience.
Road Hogs

Rowboat: The ability to pilot boats with oars, and without propulsion from motors or sails. Base Skill: 36% + 3% per level of experience.
Original Skill

Teamster/Wagoner: Being able to "hitch and drive" teams of creatures (mules, horses, oxen, reindeer, etc, to mutant insects) pulling wheeled (sled in winter and certain climates) vehicles. Includes the care and feeding of a variety of non-sentient mammals and insects, knowing how much load his wagon can bear, as well as the skill to assess and negotiate fees, wages, and expenses for cargo hauling, estimate the number of hours or days to make the trip, and to cut deals with teams of intelligent mutant animals. Base Skill: 45% + 5% per level of experience.
After the Bomb

Truck (Small): Manual or automatic transmission, includes pickup trucks, small cargo trucks, vans, and trailers. Base Skill: 60% + 4% per level of experience.

Water Scooters: The knowledge and skill of piloting all types of one- and two-man water sleds and jet skis. Base Skill: 50% + 4% per level of experience.
Rifts Underseas; Coalition War Campaign

Water Skiing & Surfing: All water skiing techniques, methods, and use of most recreational forms of "riding the waves", including skis, ski jet boots, water boards, surf boards, and sail boards. Base Skill: 40% + 4% per level of experience.
Rifts Underseas; Coalition War Campaign


Advanced

Advanced Deep Sea Diving: Skill in the methods, techniques, and equipment used in deep sea diving and exploration. Includes the use of most types of diving suits, diving pods, and light to medium power armor (does not include Combat Models). Base Skill: 40% + 4% per level of experience.
Rifts Underseas

Contragravity Pack: Similar to piloting a Jet Pack. Base Skill: 42% + 4% per level of experience.
Phase World

Helicopter: The specialized skill requires to fly all types of helicopters, including combat 'copters (must have Weapon Systems in order to operate weapons on a combat helicopter). Base Skill: 35% + 5% per level of experience.

Jet Aircraft: Includes large and small commercial transport jets. Base Skill: 40% + 4% per level of experience.

Jet Pack: This is the piloting skill for backpack-like units that strap to the back of an individual to carry him airborne. The typical jet pack is a one-person unit capable of hovering above the ground and flying at an average altitude of 300 feet. Base Skill: 42% + 4% per level of experience.

Lighter-Than-Air Vehicles: Includes skill in both hot-air balloons and powered derigibles. The character can pilot, steer, raise and lower, and dock all airships. Can also locate problems, sew up or glue torn fabric, repair control linkages, and attack ropes and rigging. BAse Skill: 50% + 5% per level of experience.
Mutants Down Under

Submersibles: The knowledge and skill of piloting all types of submersibles, including underwater sleds, mini-subs, and most types of submarines, including military submarines. Base Skill: 40% + 4% per level of experience.
Rifts Underseas; Coalition Navy

Truck (Large): This piloting skill specifically applies to large cargo and transport vehicles like eight to sixteen wheeled commercial trucks and buses. Base Skill: 40% + 4% per level of experience.

Vehicle-to-Vehicle Combat: Bractice and theory of wheeled combat. The big advantage of this skill is that there is no limit on how high a character can advance. With most skills, there is a limit of 98% maximum proficiency. With V-to-V Combat there is no limit, and characters can have a proficiency exceeding 100%; in game mechanics, this bonus is used to offset any GM-assigned penalties. Can be used with one or more other Pilot skills. Base Skill: 30% + 5% per level of experience.
Road Hogs


Military

Battloid: Characters with this skill are taught the fundamentals of maneuvering giant Battloids. All Southern Cross battloids are designed very similarly, so a trained pilot can operate any of them. This skill does not cover EBSIS battloids or RDF/REF Destroids. This skill does not include any combat training, that must be taken separately. Base Skill: 60% + 5% per level of experience.
Robotech: Southern Cross

BattleMech: Characters with this skill are taught the basics of piloting the giant BattleMechs. As the controls of each BattleMech are very similar, characters are able to jump from 'Mech to 'Mech with ease. Characters with this skill can also pilot other styles of Robots, including RDF/REF Destroids and Southern Cross/EBSIS Battloids, as well as models produced by the Coalition and Triax, but at a -15% penalty. This does not allow the character to use transformable or transfigurable mecha, such as the Veritechs. Note that this covers just piloting the Mech. A character still needs the relevant Combat Skills in order to fight. Base Skill: 50%+5% per level.
BattleTech Conversion e-Book

Combat Pod: Training includes maneuvering and controlling remote-controlled drones, evasion, and combat pod combat strategies. Base Skill: 40% + 4% per level of experience. Bonuses: +2 to strike, parry, and dodge while inside the machine.
Mercenaries

Cyclone: This is a separate mecha pilot skill because of the many unique capabilities and the different power armor type operation of this man-sized mecha unit. Training focuses on transformation and piloting, not combat; thus, Mecha Combat: Cyclone must be taken to enjoy the full combat bonuses available. Base Skill: 50% + 5% per level of experience.
Robotech: Sentinels, Robotech: Invid Invasion

Destroids: Characters are taught the fundamentals of piloting Destroids. Usually one specific model and type is learned per each skill selection. Only the Destroid Pilot OCC learns to pilot all Destroids (with at least three specific types selected as areas of expertise). Base Skill: 50% + 5% per level of experience.
Robotech

EBSIS Battloid: This skill is identical to Mecha: Battloid, but applies to EBSIS Battloids only. Base Skill: 55% + 5% per level of experience.
Robotech: Southern Cross

Flight System Combat: This skill allows the character to use specialized flight packs like the Icarus Flight System at full efficiency and take advantage of all possible bonuses. The sophisticated control systems of the Icarus are as quick to react as the systems of a suit of power armor. Those without training do not get the following bonuses, and the base skill is reduced by half. Base Skill: 40% + 5% per level of experience. Bonuses: +1 attack per melee at levels 1, 3, 5, 8, and 11; +2 to dodge when flying. If a character has Automatic Dodge, that applies while flying.
Juicer Uprising

Jet Fighter: Training includes flying, maneuvering, aerial combat strategies, and typical fighter jet weapon systems. Base Skill: 40% + 4% per level of experience.

Jet Fighter Combat: Basic: This skill provides basic training in jet fighter combat, as well as the following bonuses:

Original Skill Adapted from Phase World

Jet Fighter Combat: Elite: This skill provides superior training in jet fighter combat, as well as the following bonuses:

Original Skill Adapted from Phase World

Jump Bike Combat: Another elite skill used for such advanced performance vehicles as the Tarantula Jump Bike. Base Skill: 45% + 5% per level of experience. Bonuses: +1 attack per melee with the bike's weapon systems; automatic dodge, +1 to dodge.

Bike Jump Attack: A special attack which uses the rockets to have the bike jump in the air and then land on a target. The sensitive rocket controls require a separate skill roll. Base Skill: 25% + 5% per level of experience. If successful, the pilot can make a normal attack roll (+1 to strike, in addition to other bonuses) to hit the target. Damage to his opponent is 3D6 MDC.
Juicer Uprising

Mecha Combat: Each Mecha has different weapon systems and hand to hand combat aptitude, and requires special training in each. Battloid combat training covers all models of Battloid.
Robotech

Mecha Combat: Basic: The basic combat training enables the character to use the mecha well, but not at peak efficiency. This applies to the general mecha training available to most OCCs other than the Veritech Pilot, Destroid Pilot, or Cyclone Rider.
Robotech

Robots & Power Armor: Characters with this skill are taught the fundamentals of maneuvering giant robots and power armor suits. These are robot exoskeletons and vehicle-type robots that require a pilot and/or crew. The training focuses on piloting, not combat; robot combat is a distinct skill. Base Skill: 56% + 3% per level of experience.

Robot Combat: Basic: Unlike the elite robot combat training that follows, the basic combat training gives the pilot a fair working knowledge of most robot-vehicle systems and their most basic combat capabilities. The pilot will be able to pilot and use the various weapon systems and fighting capabilities, but not at full efficiency.

Robot Combat: Elite: Each robot or power armor type has a different weapon system, hand to hand aptitude, and quirks that make each specific type unique. Because each handles differently, the elite pilot studies individual robot war machines to familiarize himself with every element of that specific robot. This means the pilot must select this skill for each specific robot type in which he desires to be an expert operator to enjoy it's maximum combat effectiveness. Elite training automatically gives the pilot the Basic skill for any other robot vehicle or power armor.

Tank & APC: Military vehicles often have unconventional controls and handle differently than conventional vehicles, especially the many ton, armored combat vehicles such as tanks and armored personnel carriers. Thus, special training is requires to pilot them. Base Skill: 36% + 4% per level of experience.

Titan Transport: A.k.a. the Ground Mobile Unit, or GMU. The very special aspects of piloting this giant all-terrain mecha transport and assault unit are learned. Base Skill: 40% + 5% per level of experience.
Robotech: Sentinels

Veritech: The piloting skills required to fly the big transformable mecha. Training focuses on the transformation process and the strengths and weaknesses of each mode of operation (fighter, guardian, and battloid). This skill is generally reserved for the RDF/REF Veritech Pilot exclusively, but others can learn this skill from a pilot of 5th level or higher. Base Skill: RDF Veritechs: 40% + 5% per level of experience; REF Veritechs: 50% + 5% per level of experience; Southern Cross Veritechs: 35% + 5% per level of experience.
Robotech

Warships/Patrol Boats: Special training in the use of military warships, combat hydrofoils, patrol boats, and amphibious beach craft/transports. Includes a basic idea of how to use sonar and targeting equipment depth charges, torpedoes, and other common weapons systems, as well as evasive maneuvers and piloting. Base Skill: 40% + 4% per level of experience.
Rifts Underseas; Coalition War Campaign

Zentraedi Battle Pod: This skill is needed to pilot the REF Battle Pods. The operation of these new mecha is fairly simple, but very different from other Mecha types. Base Skill: 50% + 5% per level of experience.
Robotech: Sentinels


Space Based

EVA: Short for Extra-Vehicular Activity, this skill involves working outside a spacecraft while wearing a vacuum suit. The skill covers suit operation and repair, damage control, maneuvering, and knowing what to do when things go wrong. Requires: Zero Gravity Movement. Base Skill: 40% + 5% per level of experience.
Phase World

Large Military Starships: Includes all large military spacecraft, such as battlecruisers, battleships, large carriers, and dreadnoughts. Base Skill: 60% + 8% per level of experience.
Aliens Unlimited

Medium Military Starships: Includes all smaller military ships, including corvettes, frigates, destroyers, cruisers, and smaller carriers. Note that while these ships are lighter and more maneuverable than their larger cousins, these ships still cannot stop or turn on a dime without turning the crew into jelly. Base Skill: 65% + 6% per level of experience.
Aliens Unlimited

Spacecraft: This piloting skill is applicable to all large REF spacecraft, including the Garfish and Ikazuchi carriers. Base Skill: 50% + 5% per level of experience. Bonuses: +5% to Navigation: Space.
Robotech: Sentinels

Space Fighter/Starfighter: Includes all conventional space-based one- and two-person fighter craft. Such craft may or may not be equipped with faster-than-light drives. Please note that Veritech fighters, while designed for space-flight, require more advanced training, and are handled under a separate skill. Base Skill: 50% + 3% per level of experience.
Phase World, Aliens Unlimited

Space Fighter Combat: Basic: This skill provides basic training in space fighter combat, as well as the following bonuses:

Phase World

Space Fighter Combat: Elite: This skill provides superior training in space fighter combat, as well as the following bonuses:

Phase World

Space Shuttle: Base Skill: 60% + 4% per level of experience.
Phase World

Space Transport and Cargo Craft/Small Spacecraft: Includes all small to medium sized freighters, as well as shuttles, Star Trek runabouts, and most space-based short-range patrol boats. Base Skill: 60% + 3% per level of experience.
Aliens Unlimited

Starship: Same as Medium and Large Military Starships above, only for the Phase World setting. Base Skill: 36% + 4% per level of experience.
Phase World


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