Page Title goes here

short description

Whats Hot!

The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

Most Useful

Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

Need Help?

Checkout the Sitemap

September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.

Standard Mechanized Unit

Model Type: --

Class: Competition Robot

Crew: One

Damage Capacity by Location:

Main Body: 240

Head: 65

Arms (2): 100 each

Hands (2): 50 each

Legs (2): 125 each

Reinforced Cockpit: 75

Spotlight/Camera: 10

Shoulder Turrets (2): 60 each (shielded)

Leg Mini-Missile Pack: 25 each

Standard Machine Gun (hand-held): 50

Leaping: The mech can jump up to 60 feet high or across. Add 20 feet with a running start.


Combat Capabilities (with Basic Robot Combat)

Restrained Punch: 1D4

Full Strength Punch: 2D6

Power Punch: 3D6+4

Tear or Pry with Hands: 1D6

*Kick: 1D6

*Leap Kick: 3D6

*Body Flip/Throw: 1D4

Body Block/Tackle: 2D4

Stomp: 1D4

* - Moves are only possible if the pilot can do them due to personal training (basic robot combat does not provide the options of these skills)

Combat Knife (2): There are two knives placed on the mecha for hand to hand options. One is placed at the upper back just below the head and the other is placed at the back of the waist of the mech. Unless the pilot is trained in the use of paired weapons only one can be used at a time even if both are drawn. Damage: Add one die of damage to the hand to hand move (takes one action to draw).

Shoulder Turrets (2): On each shoulder of the mech is a shoulder turret that fires live ammunition. It doesn't do much and is mainly meant when other weapon systems have been expended and ranged combat is still desired. Damage: 2D4 per burst. Payload: Effectively unlimited.

Standard Machine Gun: A hand-held machine gun style weapon is the most common weapon for the mech. It is two handed, and can be discarded when it is no longer of any use or damaged and unable to fire.Damage: 5D6 per burst. Payload: 4 bursts per clip. Extra Clips: 2 spare clips after the first (in the weapon at the start) is standard for 3 total clips.

Mini-Missiles (8): There are two packs equipped on each leg of the mech. Each pack contains four mini-missiles each. These packs are set up with a quick release system (takes only one action) if they are no longer desired (typically if the missiles have been expended). Damage: 5D6 per missile. Payload: 8 (4 each pack). Only two may be fired at a time as an offensive maneuver. As a defensive tactic (shooting down other missiles) that restriction is removed. This is a tournament rule. Breaking this rule will result in team disqualification. Encumbrance: The mini-missile packs are strapped to the legs and can limit movement. As long as they are equipped, the pilot suffers a -1 penalty to dodge for each pack (both make -2).


Safety Limits and Rules

The mech is preprogrammed to deactivate the moment it is reduced by 75% or more damage. As a rule to ensure pilot safety, no weapon is allowed to inflict more than 25% damage at a time (the reason for not more than 2 mini-missiles at a time). Tournament rules due tend to change in time and depending on which class (currently Class B) the team is participating. Unfortunately, this does not mean that teams cannot play to kill. If an opponent wishes, he/she can choose to target the same spot over and over (usually the cockpit). This allows the opponent to punch through the target area before the 75% damage is dealt (usually at about 40% if all in the same spot). As a result, a cockpit (even though reinforced) can potentially be destroyed with the pilot still inside. However, hitting the same spot over and over again is not an easy task (despite the size of the cockpit).


Called Shots (Requirements/Penalties)

Target Number: 12

Head/Hands/Feet/: -4 to hit

Arm/Hand-held Gun: -3 to hit

Leg: -2 to hit

Mini-Missile Packs/Reinforced Combat: -6 to hit

Shoulder Turrets/Spotlight Camera: -8 to hit

* - These penalties to hit are only applied to moving targets. Stationary targets (not moving at all) do not receive any penalties.


Critical Strikes

Considering the non-lethal spirit of the games, instead of inflicting double damage the following rules have been setup to avoid unnecessary lose of life as well as make combat perhaps a bit more dramatic (at least in regards to the new dodge rule). On a roll of a natural 20 (18 or 19 included at appropriate levels of certain hand to hand styles) the below rules are applied.

Attack: A solid hit that shuts down the target's mech. Availability: Robot Combat Basic.

Defense: A skilled maneuver that not only gets out of the way, but also allows the individual to move into the blind spot of the attacking mech and gain initiative. Once there the defender can make one blind attack before being reacquired, or can choose to forfeit initiative in an attempt to remain in the blind spot. By forfeiting initiative this may give any chance at a blind attack if the original attacker can reacquire its target, but if able to remain hidden can continue to attack from the blind spot nearly unopposed. Forfeiting initiative is to all opponents, not just the one blinded. Availability: Robot Combat Elite.