Giant robots, hovertanks, APCs, sky cycles, and the rest of Rifts' rolling, walking, and flying hardware — converted to the project's Hardness/HP framework. Power armor is worn and lives in the Armor catalog; the machines here are piloted or crewed.
All durability values use the tiers from Megadamage & Hardness: civilian transport (Hardness 5), light combat (10), combat (15), heavy combat (20), robot vehicle (25), capital (30+). Broken Threshold is half HP.
Using vehicles in play
A light ruleset — enough to run an encounter without a full vehicle-combat subsystem.
- Crew & roles. Each stat block lists a crew: a pilot, any gunner stations, and passenger capacity. Every crew member acts on their own turn, operating the vehicle's systems from their station.
- Piloting. The pilot drives and maneuvers with Piloting checks (an Operator's Vehicle Mechanics Specialization helps). While piloted, the vehicle uses its listed AC. As an action, the pilot can take an evasive maneuver, using their Piloting modifier in place of the vehicle's AC until the start of their next turn. A stationary or unpiloted vehicle is off-guard.
- Mounted weapons. A gunner — or a solo pilot who forgoes piloting that turn — Operates a mounted weapon as a Strike, using their own attack modifier plus the mount's bonus, dealing the weapon's damage.
Penetrating N applies per Megadamage & Hardness. A vehicle can fire each distinct weapon once per round, one per crew action.
- Damage & destruction. Vehicles use Hardness and HP. At the Broken Threshold the vehicle's Hardness halves and it gains the broken condition (halve its Speed; systems falter at the GM's discretion); at 0 HP it is wrecked. Repair is a Crafting/Operator downtime task.
- Collisions & ramming. A vehicle that moves into a creature or object deals collision damage by weight class — light 4d6, combat 8d6, heavy/robot 12d6 — with a basic Reflex save against the pilot's Piloting DC for half. The vehicle takes the same damage, reduced by its Hardness.
- Crews vs. anti-armor. A robot vehicle (Hardness 25) shrugs off small arms. It takes dedicated anti-armor fire — a Boomer, a heavy rail gun, missiles (all with
Penetrating) — or a control effect aimed at the crew: a Mindbreaker dominating the driver doesn't care how thick the hull is, because mind-control deals no damage for the hull to soak. This is the intended spotlight balance: bring the right tool.
Mounted weapons reference
Common weapon systems mounted on the machines below. Damage is per shot unless noted; Penetrating N reduces the target's Hardness by N for that hit (armor only — not a creature's Resistance).
| Weapon | Action | Damage | Penetrating | Range incr. | Notes |
| Light rail gun (e.g. C-40R) | | 2d12 P | 6 | 150 ft | Bursts; the Raptor standard |
| Heavy rail gun | | 3d12 P | 8 | 200 ft | Anti-armor mainstay |
| Pulse laser cannon | | 2d10 fire | 4 | 120 ft | Rapid, common |
| Heavy laser cannon | | 3d10 fire | 6 | 150 ft | — |
| Plasma cannon | | 4d10 fire | 6 | 100 ft | Short range, heavy hit |
| Particle beam cannon | | 4d12 electricity | 8 | 150 ft | Robot-grade main gun |
| Ion cannon | | 3d12 electricity | 6 | 130 ft | — |
| Mini-missile launcher | | 5d6 (10-ft burst) | 4 | 200 ft | Basic Reflex; limited volleys |
| Medium/long-range missiles | | 8d6 (20-ft burst) | 8 | 500 ft | Basic Reflex; scarce, devastating |
Reading a stat block
Item level sets price and how it scales against the party. Size affects collisions, cover, and how easy it is to hit. AC is the target number to hit it while piloted. Hardness / HP (BT) is its durability per the tiers above.
Power armor (cross-reference)
Power armor is worn, not crewed, so its full stat blocks live in the Armor catalog. Core entries include the G-10 Chromeboy Suit, Federation Raptor and Super Raptor, NG Samson, and the Triax T-21 Heavy. See that catalog for AC, Hardness by state, built-in weapons, and traits.
Giant robots
Walking war machines. A notch above heavy power armor in durability (Hardness 25 at the elite tier) — the things a Chromeboy treats as a fight, not a target.
IAR-3 Skelebot (item level 6 robot)
| Size | Medium |
| AC | 22 |
| Hardness | 10 |
| HP / BT | 200 / 100 |
| Speed | 30 ft |
| Crew | None — autonomous robot soldier (AI or remote-piloted), deployed in squads |
| Weapons | Integrated pulse laser (2d10 fire, Penetrating 4); melee claw (2d8 slashing + Penetrating 2) |
| Traits | Robot, construct, Federation military, sealed (no life support needed) |
| Price | 8,000 gp (Federation-restricted) |
| Notes | Federation's skeletal robot infantry, fielded in overwhelming numbers. Individually weak by robot standards; dangerous in a swarm. The light end of the robot tier. |
UAR-1 Enforcer (item level 12 robot)
| Size | Huge |
| AC | 30 |
| Hardness | 20 |
| HP / BT | 600 / 300 |
| Speed | 40 ft land, 80 ft fly (short jet-assisted bursts only) |
| Crew | 1 pilot |
| Weapons | Shoulder mini-missile launcher (5d6, 10-ft burst, Penetrating 4); forearm pulse lasers (2d10 fire, Penetrating 4); heavy melee fists (3d8 B + Penetrating 4) |
| Traits | Robot vehicle, Federation military, sealed environmental |
| Price | 90,000 gp (Federation-restricted) |
| Notes | Federation's workhorse combat robot — humanoid, versatile, and common on the front line. The medium robot benchmark. |
NG Bigfoot (item level 12 robot)
| Size | Huge |
| AC | 29 |
| Hardness | 20 |
| HP / BT | 600 / 300 |
| Speed | 40 ft land |
| Crew | 1 pilot, 1 optional gunner |
| Weapons | Mount-of-choice (configurable): typically a heavy rail gun (3d12 P, Penetrating 8) or a heavy laser cannon (3d10 fire, Penetrating 6); plus a pulse laser secondary |
| Traits | Robot vehicle, Northern Gun civilian-accessible, sealed environmental |
| Price | 75,000 gp (rare on the civilian market) |
| Notes | Northern Gun's commercially available robot — the civilian/mercenary answer to Federation hardware. The modular weapon mount makes it the "build-your-own" robot. |
IAR-2 Abolisher (item level 14 robot)
| Size | Gargantuan |
| AC | 32 |
| Hardness | 20 |
| HP / BT | 800 / 400 |
| Speed | 35 ft land |
| Crew | 1 pilot, 1 gunner |
| Weapons | Twin particle beam cannons (4d12 electricity, Penetrating 8); long-range missile bank (8d6, 20-ft burst, Penetrating 8); anti-personnel pulse lasers |
| Traits | Robot vehicle, Federation military, sealed environmental |
| Price | 160,000 gp (Federation-restricted) |
| Notes | A heavy Federation siege robot built to break fortifications and other robots. Slow, but it hits like artillery. |
Spider-Skull Walker (item level 17 robot)
| Size | Gargantuan |
| AC | 36 |
| Hardness | 25 |
| HP / BT | 1000 / 500 |
| Speed | 40 ft (multi-legged all-terrain) |
| Crew | 1 pilot, up to 3 gunners |
| Weapons | Dual heavy rail guns (3d12 P, Penetrating 8); particle beam turret (4d12 electricity, Penetrating 8); mini-missile pods (5d6, 10-ft burst, Penetrating 4); anti-personnel laser turrets |
| Traits | Robot vehicle, Federation military elite, sealed environmental |
| Price | 200,000 gp (Federation-restricted; rarely sold) |
| Notes | The skull-faced four-legged terror of the Federation arsenal. End-game opposition — a Chromeboy can hurt one, but it's a knife fight, and the team is better off splitting its attention. |
Capital-scale machines
Flying fortresses, dragon-skull dropships, and fixed fortifications sit at Hardness 30+ with HP "as designed." They aren't player-purchasable and run on narrative rules rather than per-hit math — a setpiece, not a stat block. Bring vehicle-scale or anti-capital weapons, or find another way in.
Vehicles
Wheeled, tracked, and hovering hardware — the wasteland's everyday transport and lighter combat platforms.
Ground & all-terrain
Hovercycle / Skimmer (item level 3 vehicle)
| Size | Large |
| AC | 19 |
| Hardness | 5 |
| HP / BT | 80 / 40 |
| Speed | 120 ft fly (low hover) |
| Crew | 1 rider, 1 passenger |
| Weapons | None standard (often a rider-fired sidearm or a light pintle mount) |
| Traits | Civilian transport, fast, hover |
| Price | 1,500 gp |
| Notes | The wasteland's motorcycle — fast, cheap, everywhere. The default "get there" vehicle. |
Mountaineer ATV (item level 5 vehicle)
| Size | Large |
| AC | 20 |
| Hardness | 10 |
| HP / BT | 200 / 100 |
| Speed | 60 ft (all-terrain) |
| Crew | 1 driver, 3 passengers |
| Weapons | Roof pintle mount (pulse laser, 2d10 fire, Penetrating 4) |
| Traits | Light combat vehicle, all-terrain |
| Price | 4,000 gp |
| Notes | The mercenary's reliable rugged truck. A common Operator-maintained ride. |
NG-V7 "Hunter" Mobile Gun (item level 11 vehicle)
| Size | Huge |
| AC | 28 |
| Hardness | 15 |
| HP / BT | 400 / 200 |
| Speed | 50 ft (all-terrain wheels) |
| Crew | 1 driver, 1 gunner |
| Weapons | Turret heavy rail gun (3d12 P, Penetrating 8); coaxial pulse laser (2d10 fire, Penetrating 4) |
| Traits | Combat vehicle, Northern Gun |
| Price | 28,000 gp |
| Notes | Northern Gun's mobile gun platform — a poor company's tank. Common in mercenary motor pools. |
Air & hover
Sky Cycle (item level 5 vehicle)
| Size | Large |
| AC | 22 |
| Hardness | 10 |
| HP / BT | 200 / 100 |
| Speed | 100 ft fly |
| Crew | 1 rider, 1 passenger |
| Weapons | Forward-fixed light rail gun (2d12 P, Penetrating 6) or pulse lasers (2d10 fire, Penetrating 4) |
| Traits | Light combat vehicle, flight |
| Price | 6,000 gp |
| Notes | The flying motorcycle — the iconic scout/skirmisher air ride. Fast, lightly armed, fragile. |
Jet Pack / Flight Harness (item level 6 vehicle, worn)
| Size | Worn (no footprint) |
| AC | The wearer's AC |
| Hardness | — (use the wearer's defenses) |
| HP / BT | — (a destroyed pack drops the wearer) |
| Speed | 60 ft fly (limited fuel — minutes, not hours) |
| Crew | The wearer |
| Weapons | None (the wearer uses their own) |
| Traits | Flight, personal |
| Price | 5,000 gp |
| Notes | Personal flight for someone who isn't in a flying suit. Not a vehicle you fight from so much as one you reposition with. |
Light Hovertank (item level 13 vehicle)
| Size | Huge |
| AC | 30 |
| Hardness | 20 |
| HP / BT | 600 / 300 |
| Speed | 60 ft hover |
| Crew | 1 pilot, 2 gunners, 2 passengers |
| Weapons | Main plasma cannon (4d10 fire, Penetrating 6); turret pulse lasers (2d10 fire, Penetrating 4); mini-missile launcher (5d6, 10-ft burst, Penetrating 4) |
| Traits | Heavy combat vehicle, hover, weapons platform |
| Price | 35,000 gp |
| Notes | Fast, floating fire support. The mainline combat vehicle below robot scale. |
Heavy Hovertank (item level 16 vehicle)
| Size | Gargantuan |
| AC | 34 |
| Hardness | 25 |
| HP / BT | 900 / 450 |
| Speed | 50 ft hover |
| Crew | 1 pilot, 3 gunners, 4 passengers |
| Weapons | Main particle beam cannon (4d12 electricity, Penetrating 8); twin heavy rail guns (3d12 P, Penetrating 8); long-range missile bank (8d6, 20-ft burst, Penetrating 8) |
| Traits | Heavy combat vehicle, hover, weapons platform |
| Price | 90,000 gp |
| Notes | Robot-tier durability on a fast hover chassis. The heaviest thing most parties will face that still fits on a stat block. |
Troop transports
Federation APC (item level 9 vehicle)
| Size | Huge |
| AC | 26 |
| Hardness | 15 |
| HP / BT | 400 / 200 |
| Speed | 50 ft (hover or tracked) |
| Crew | 1 driver, 1 gunner, 10 passengers |
| Weapons | Turret pulse laser (2d10 fire, Penetrating 4); pintle rail gun (2d12 P, Penetrating 6) |
| Traits | Combat vehicle, troop transport, Federation military |
| Price | 12,000 gp |
| Notes | The Federation's standard armored personnel carrier — how a squad of Grunts and Skelebots arrives. |
Federation Mark V APC (item level 11 vehicle)
| Size | Gargantuan |
| AC | 28 |
| Hardness | 20 |
| HP / BT | 600 / 300 |
| Speed | 50 ft |
| Crew | 1 driver, 2 gunners, 12 passengers |
| Weapons | Turret heavy rail gun (3d12 P, Penetrating 8); mini-missile launcher (5d6, 10-ft burst, Penetrating 4); anti-personnel lasers |
| Traits | Heavy combat vehicle, troop transport, Federation military |
| Price | 24,000 gp |
| Notes | A heavier, gun-bristling APC for contested drops. Carries a platoon and the firepower to clear the LZ. |