Hit pointsRifts uses S.D.C. and M.D.C., not hit dice. The class receives no universal hit-point die: determine base S.D.C., M.D.C., and personal combat bonuses from the character's body type, cybernetics, armor, and the campaign's normal O.C.C. creation rules. Reinforced Chassis and Hardened Silhouette provide the class-specific MDC bonuses stated in their features.
Saving throwsRifts does not use a universal saving-throw progression. Use the character's attributes, skills, armor, and the campaign's normal combat rules for saves and defenses. The class improves strike, parry, dodge, and initiative through features and selected augments; it grants no blanket immunity or automatic defense.
TrainingA combat-focused Occupational Character Class. Choose a primary hand-to-hand combat skill or style available in the campaign, plus the GM-approved weapon and technical skills appropriate to the character's background. Cybernetic hardware requires compatible installation and maintenance; it does not grant weapon proficiency, skills, or armor automatically.
Skill choicesHand-to-hand combat skill or style approved for the campaign, W.P. (weapon proficiency) appropriate to the character's chosen weapons, Physical skills such as Climbing, Running, or Swimming, Wilderness skills such as Tracking or Land Navigation, Technical skills such as Basic Mechanics or Computer Operation, One background skill reflecting the character's former career or community
ResourceNo expendable class resource. The class relies on its attacks per melee, combat bonuses, and installed augments; cybernetic power supply and maintenance follow the campaign's normal rules.
MulticlassingRifts does not use a standard multiclass progression. Treat this as a complete O.C.C.; a character changing careers or adding another training package requires GM approval and should follow the campaign's existing skill, experience, and cybernetic implantation rules. Do not grant a second O.C.C.'s attacks per melee, combat bonuses, or class features on top of this class.