Robot armor takes the concept of power armor to another level, where the suit becomes a vehicle, following all of the relevant rules for Vehicles in Savage Worlds, with a few modifications. This includes rolling Critical Hits for each wound suffered, and destroying the robot armor on a Wrecked result.
Operating a walking tank requires specialized training, the Robot Armor Jock Edge, to be proficient. Without that Edge, the operator suffers a −2 penalty to all skill rolls while in a armor.
If a suit of robot armor suffers a wound, the operator must make a roll or the vehicle falls; this replaces the Out of Control rules. If that happens, roll a d12 and read it like a clock to determine the direction of the fall; the suit (and anything caught beneath it, unless an Agility, Piloting, or Driving roll is made at −2 to get out of the way) suffers Xd6 damage, where X is the Size of the vehicle. A Piloting roll is necessary to stand up from such a fall, as well.
The Critical Hits Table (next page) applies to robot armor combat.
All power armor basic systems are found in robot armor—the communications, sensors, and targeting systems. Robot armor runs off of a miniature nuclear plant, giving it effectively unlimited power and range. Most units have enough supplies to handle up to five days of travel for the operator and passengers.
- Advanced Communications, 20 mile range
- Sensor Suite
- +2 on all Notice Checks,
- 360 radar
thermal imaging
night vision
optic enhancement with 50x magnification
audio pickup that can catch whispers at 100 yards
onboard combat computer and targeting system
- offset -2 shooting penalties
Though treated as Vehicles, robot armors do not have Acceleration or Top Speed nor do they inflict Unstable Platform penalties on crew. Instead, they have a listed Pace and roll 2d6 for running (suffering a multi action penalty). All armor is M.D.C. and blocks up to 6 AP from ballistic weapons (except rail guns).
- Running 2d6 and suffers from MAP
- 6 AP from ballistic weapons except rail guns are negated.
Robot Armor allows the unique opportunity to make melee attacks with a vehicle. To do so, the pilot uses the lower of his Piloting or Fighting skill to attack. Robot Armor has a Parry equal to Piloting ÷ 2 + 2 and even without another weapon is always considered armed with their Str+d6 Mega Damage metal fists or claws (the same formula can be used for other vehicles but without limbs they are considered Unarmed Defenders). Any Fighting-based maneuvers can be used with the robot but Edges cannot as Robot Armor doesn’t have the fine control necessary.
- Melee is lower of piloting or fighting skill to attack
- Parry is Piloting / 2 + 2
- Always considered armed with their STR+d6 mega damage metal fists
- Cannot use Combat Edges as Robot Armor
Robot Armor can also stomp or crush smaller enemies no greater than half their height as an action. The pilot makes an opposed Piloting roll versus the target’s Agility, Piloting for a smaller Robot Armor, or Driving for a vehicle. If the pilot wins, the target takes the Robot Armor’s Str+2d6, Mega Damage. If a Titan TR-001 successfully stomps a Coalition s oldier, for example, it causes d12+6+2d6 damage.
- Stomp or Crush smaller enemies no greater then half their height as an action.
- pilot makes an opposed piloting roll versus target's agility. Piloting for smaller robot armor or Driving for a vehicle.
- If Pilot wins, the target takes the Robot Armor's STR + 2d6 Mega Damage.
Regardless of training, Stealth is impossible in robot armor, and any task requiring social interaction, fine motor work, unhindered movement, or attention to details is at −6 (see Power Armor on page 81 for examples).
A Matter of Size
Size: Attackers add +2 if the target is at least two points of Size greater than the attacker, and subtract 2 if the target is 2 points smaller or more. These modifiers apply to anyone attacking or attacking from vehicles, robot armor, or power armor.
Fire-Linking
One major advantage to robot armor is the capacity to fire multiple weapon systems at a time. This is treated just like any other multi-action attack, with the attack rolls for each system suffering a −2 for every additional action declared by the pilot. The Combat Ace Edge removes one level of multi-action penalty when firing multiple weapons.
- Fire multiple weapon system
- Each Additional Weapon System past the first adds -2 for each system fired.
- Combat Ace allows a second to be fired without MAP.