// Equipment

Vehicles & Robots

Related rules: Megadamage & Hardness

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).

WeaponActionDamagePenetratingRange incr.Notes
Light rail gun (e.g. C-40R)2d12 P6150 ftBursts; the Raptor standard
Heavy rail gun3d12 P8200 ftAnti-armor mainstay
Pulse laser cannon2d10 fire4120 ftRapid, common
Heavy laser cannon3d10 fire6150 ft
Plasma cannon4d10 fire6100 ftShort range, heavy hit
Particle beam cannon4d12 electricity8150 ftRobot-grade main gun
Ion cannon3d12 electricity6130 ft
Mini-missile launcher5d6 (10-ft burst)4200 ftBasic Reflex; limited volleys
Medium/long-range missiles8d6 (20-ft burst)8500 ftBasic 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)

SizeMedium
AC22
Hardness10
HP / BT200 / 100
Speed30 ft
CrewNone — autonomous robot soldier (AI or remote-piloted), deployed in squads
WeaponsIntegrated pulse laser (2d10 fire, Penetrating 4); melee claw (2d8 slashing + Penetrating 2)
TraitsRobot, construct, Federation military, sealed (no life support needed)
Price8,000 gp (Federation-restricted)
NotesFederation'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)

SizeHuge
AC30
Hardness20
HP / BT600 / 300
Speed40 ft land, 80 ft fly (short jet-assisted bursts only)
Crew1 pilot
WeaponsShoulder mini-missile launcher (5d6, 10-ft burst, Penetrating 4); forearm pulse lasers (2d10 fire, Penetrating 4); heavy melee fists (3d8 B + Penetrating 4)
TraitsRobot vehicle, Federation military, sealed environmental
Price90,000 gp (Federation-restricted)
NotesFederation's workhorse combat robot — humanoid, versatile, and common on the front line. The medium robot benchmark.

NG Bigfoot (item level 12 robot)

SizeHuge
AC29
Hardness20
HP / BT600 / 300
Speed40 ft land
Crew1 pilot, 1 optional gunner
WeaponsMount-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
TraitsRobot vehicle, Northern Gun civilian-accessible, sealed environmental
Price75,000 gp (rare on the civilian market)
NotesNorthern 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)

SizeGargantuan
AC32
Hardness20
HP / BT800 / 400
Speed35 ft land
Crew1 pilot, 1 gunner
WeaponsTwin particle beam cannons (4d12 electricity, Penetrating 8); long-range missile bank (8d6, 20-ft burst, Penetrating 8); anti-personnel pulse lasers
TraitsRobot vehicle, Federation military, sealed environmental
Price160,000 gp (Federation-restricted)
NotesA heavy Federation siege robot built to break fortifications and other robots. Slow, but it hits like artillery.

Spider-Skull Walker (item level 17 robot)

SizeGargantuan
AC36
Hardness25
HP / BT1000 / 500
Speed40 ft (multi-legged all-terrain)
Crew1 pilot, up to 3 gunners
WeaponsDual 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
TraitsRobot vehicle, Federation military elite, sealed environmental
Price200,000 gp (Federation-restricted; rarely sold)
NotesThe 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)

SizeLarge
AC19
Hardness5
HP / BT80 / 40
Speed120 ft fly (low hover)
Crew1 rider, 1 passenger
WeaponsNone standard (often a rider-fired sidearm or a light pintle mount)
TraitsCivilian transport, fast, hover
Price1,500 gp
NotesThe wasteland's motorcycle — fast, cheap, everywhere. The default "get there" vehicle.

Mountaineer ATV (item level 5 vehicle)

SizeLarge
AC20
Hardness10
HP / BT200 / 100
Speed60 ft (all-terrain)
Crew1 driver, 3 passengers
WeaponsRoof pintle mount (pulse laser, 2d10 fire, Penetrating 4)
TraitsLight combat vehicle, all-terrain
Price4,000 gp
NotesThe mercenary's reliable rugged truck. A common Operator-maintained ride.

NG-V7 "Hunter" Mobile Gun (item level 11 vehicle)

SizeHuge
AC28
Hardness15
HP / BT400 / 200
Speed50 ft (all-terrain wheels)
Crew1 driver, 1 gunner
WeaponsTurret heavy rail gun (3d12 P, Penetrating 8); coaxial pulse laser (2d10 fire, Penetrating 4)
TraitsCombat vehicle, Northern Gun
Price28,000 gp
NotesNorthern Gun's mobile gun platform — a poor company's tank. Common in mercenary motor pools.

Air & hover

Sky Cycle (item level 5 vehicle)

SizeLarge
AC22
Hardness10
HP / BT200 / 100
Speed100 ft fly
Crew1 rider, 1 passenger
WeaponsForward-fixed light rail gun (2d12 P, Penetrating 6) or pulse lasers (2d10 fire, Penetrating 4)
TraitsLight combat vehicle, flight
Price6,000 gp
NotesThe flying motorcycle — the iconic scout/skirmisher air ride. Fast, lightly armed, fragile.

Jet Pack / Flight Harness (item level 6 vehicle, worn)

SizeWorn (no footprint)
ACThe wearer's AC
Hardness— (use the wearer's defenses)
HP / BT— (a destroyed pack drops the wearer)
Speed60 ft fly (limited fuel — minutes, not hours)
CrewThe wearer
WeaponsNone (the wearer uses their own)
TraitsFlight, personal
Price5,000 gp
NotesPersonal 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)

SizeHuge
AC30
Hardness20
HP / BT600 / 300
Speed60 ft hover
Crew1 pilot, 2 gunners, 2 passengers
WeaponsMain plasma cannon (4d10 fire, Penetrating 6); turret pulse lasers (2d10 fire, Penetrating 4); mini-missile launcher (5d6, 10-ft burst, Penetrating 4)
TraitsHeavy combat vehicle, hover, weapons platform
Price35,000 gp
NotesFast, floating fire support. The mainline combat vehicle below robot scale.

Heavy Hovertank (item level 16 vehicle)

SizeGargantuan
AC34
Hardness25
HP / BT900 / 450
Speed50 ft hover
Crew1 pilot, 3 gunners, 4 passengers
WeaponsMain 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)
TraitsHeavy combat vehicle, hover, weapons platform
Price90,000 gp
NotesRobot-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)

SizeHuge
AC26
Hardness15
HP / BT400 / 200
Speed50 ft (hover or tracked)
Crew1 driver, 1 gunner, 10 passengers
WeaponsTurret pulse laser (2d10 fire, Penetrating 4); pintle rail gun (2d12 P, Penetrating 6)
TraitsCombat vehicle, troop transport, Federation military
Price12,000 gp
NotesThe Federation's standard armored personnel carrier — how a squad of Grunts and Skelebots arrives.

Federation Mark V APC (item level 11 vehicle)

SizeGargantuan
AC28
Hardness20
HP / BT600 / 300
Speed50 ft
Crew1 driver, 2 gunners, 12 passengers
WeaponsTurret heavy rail gun (3d12 P, Penetrating 8); mini-missile launcher (5d6, 10-ft burst, Penetrating 4); anti-personnel lasers
TraitsHeavy combat vehicle, troop transport, Federation military
Price24,000 gp
NotesA heavier, gun-bristling APC for contested drops. Carries a platoon and the firepower to clear the LZ.