NPC stat blocks
Moderators: Immortals, Supreme Beings, Old Ones
-
- D-Bee
- Posts: 37
- Joined: Wed Aug 17, 2016 12:13 am
NPC stat blocks
I have an experienced role-player, but I'm brand new to Rifts. I have the RUE core book, and a couple world books are coming in the mail. One thing that seems to be missing from the RUE are detailed stats for ready-to-use monsters/NPCs. Is the GM expected to create these himself or they available in some of the other books?
In any case, to learn the system I created a sample NPC that I can use as a villain (see below). Has anyone else created similar generic NPCs that they would like to share with me? Also, do you guys notice anything wrong with this character (it's the first I've ever made)?
Thanks for your help!
Juicer Thug (Level 1) – Race: Human – OCC: Juicer
Hit Points: 34 – SDC: 337
IQ: 9 – ME: 9 – MA: 5 – PS: 32 – PP: 21 – PE: 20 – PB: 7 – SPD: 81
Perception +2
Speed: 67 yds./attack – 405 yds./round – 1620 yds./min.
Combat Skill: Hand to Hand: Expert
Number of Attacks: 6 – Initiative: +4 – Damage: +17 – Strike: +3
Parry: +4 – Dodge: +5 – Roll: +8 – Pull Punch: +4 – Disarm: +2
*Automatic Dodge
*Automatic Kick: 1d8 SD (+17 PS bonus)
*Power Punch: 2d4 MD, takes 2 attacks
Saving Throws:
Save vs. Magic: +3 – Save vs. Psionics: +4
Save vs. Poisons: +11 – Save vs. Harmful Drugs: +8
Save vs. Horror Factor: +4 – Save vs. Coma/Death: +30%
Special Abilities:
*Can lift and carry 4x normal capacity.
*Can last 10x longer before suffering exhaustion.
*Can stay awake for 5 days without sleep. Only sleeps 3 hours per day.
*Can leap 30’ across and 20’ high with short run. Half distance from dead stop.
*Heals 4x faster than normal.
*Impervious to pain unless reduced to 5 HP.
*No fear of heights.
*Cannot sleep without sedatives/tranquilizers.
Weapon Proficiencies: Energy Pistol, Energy Rifle, Spear, Knife, Shotgun
OCC Skills:
Acrobatics varies +15% OCC bonus
Climbing 75% (+5%)
Swimming 60% (+5%)
Running n/a
Physical Labor n/a
Athletics (General) n/a
Pilot Hovercycle 80% (+3%)
Pilot Jetpack 52% (+4%)
Radio: Basic 55% (+5%)
Basic Electronics 30% (+5%)
Recognize Wep. Quality 35% (+5%)
First Aid 45% (+5%)
Land Navigation 41% (+4%)
Wilderness Survival 35% (+5%)
Detect Ambush 35% (+5%)
Detect Concealment 35% (+5%)
Prowl 50% (+5%)
Language: Native 92% (+1%)
Language: Spanish 60% (+3%)
Language: Gobbley 60% (+3%)
Sign Language 25% (+5%)
Secondary Skills:
Weightlifting/Bodybuilding n/a
Camouflage 25% (+5%)
Weapons:
Juicer Assassin’s JA-9 Variable Laser Rifle
Laser: 2d6 MD (½ damage 1st rd., full damage 2nd rd.)
Rate of Fire: Each blast counts as one melee attack.
Range: 4000’ – Payload: 10 (short clip), 30 (long clip)
Special: Strike +3 on aimed shot.
Wilk’s 320 Laser Pistol
Damage: 1d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 1000’ – Payload: 20
Special: Strike +2 on aimed shot
Vibro-Knife: Throwing +1 – Parry +1 – Range: 210’ – Damage: 1d6 MD
Spear: Strike +1 – Parry +1 – Range: 210’ – Damage: 2d6 SD (+17 PS bonus)
Knife: Throwing +1 – Parry +1 – Range: 210’ – Damage: 1d6 SD (+17 PS bonus)
Shotgun: Strike +1 – Range: 200’ – Damage: 5d6 SD
Armor:
Huntsman: Main Body: 45 – Helmet: 35 – Arms: 15 – Legs: 25
Other Gear:
Multi-Optics Helmet (Strike +1), portable IRMSS kit, bio-comp monitor
In any case, to learn the system I created a sample NPC that I can use as a villain (see below). Has anyone else created similar generic NPCs that they would like to share with me? Also, do you guys notice anything wrong with this character (it's the first I've ever made)?
Thanks for your help!
Juicer Thug (Level 1) – Race: Human – OCC: Juicer
Hit Points: 34 – SDC: 337
IQ: 9 – ME: 9 – MA: 5 – PS: 32 – PP: 21 – PE: 20 – PB: 7 – SPD: 81
Perception +2
Speed: 67 yds./attack – 405 yds./round – 1620 yds./min.
Combat Skill: Hand to Hand: Expert
Number of Attacks: 6 – Initiative: +4 – Damage: +17 – Strike: +3
Parry: +4 – Dodge: +5 – Roll: +8 – Pull Punch: +4 – Disarm: +2
*Automatic Dodge
*Automatic Kick: 1d8 SD (+17 PS bonus)
*Power Punch: 2d4 MD, takes 2 attacks
Saving Throws:
Save vs. Magic: +3 – Save vs. Psionics: +4
Save vs. Poisons: +11 – Save vs. Harmful Drugs: +8
Save vs. Horror Factor: +4 – Save vs. Coma/Death: +30%
Special Abilities:
*Can lift and carry 4x normal capacity.
*Can last 10x longer before suffering exhaustion.
*Can stay awake for 5 days without sleep. Only sleeps 3 hours per day.
*Can leap 30’ across and 20’ high with short run. Half distance from dead stop.
*Heals 4x faster than normal.
*Impervious to pain unless reduced to 5 HP.
*No fear of heights.
*Cannot sleep without sedatives/tranquilizers.
Weapon Proficiencies: Energy Pistol, Energy Rifle, Spear, Knife, Shotgun
OCC Skills:
Acrobatics varies +15% OCC bonus
Climbing 75% (+5%)
Swimming 60% (+5%)
Running n/a
Physical Labor n/a
Athletics (General) n/a
Pilot Hovercycle 80% (+3%)
Pilot Jetpack 52% (+4%)
Radio: Basic 55% (+5%)
Basic Electronics 30% (+5%)
Recognize Wep. Quality 35% (+5%)
First Aid 45% (+5%)
Land Navigation 41% (+4%)
Wilderness Survival 35% (+5%)
Detect Ambush 35% (+5%)
Detect Concealment 35% (+5%)
Prowl 50% (+5%)
Language: Native 92% (+1%)
Language: Spanish 60% (+3%)
Language: Gobbley 60% (+3%)
Sign Language 25% (+5%)
Secondary Skills:
Weightlifting/Bodybuilding n/a
Camouflage 25% (+5%)
Weapons:
Juicer Assassin’s JA-9 Variable Laser Rifle
Laser: 2d6 MD (½ damage 1st rd., full damage 2nd rd.)
Rate of Fire: Each blast counts as one melee attack.
Range: 4000’ – Payload: 10 (short clip), 30 (long clip)
Special: Strike +3 on aimed shot.
Wilk’s 320 Laser Pistol
Damage: 1d6 MD – Rate of Fire: Each blast counts as one melee attack.
Range: 1000’ – Payload: 20
Special: Strike +2 on aimed shot
Vibro-Knife: Throwing +1 – Parry +1 – Range: 210’ – Damage: 1d6 MD
Spear: Strike +1 – Parry +1 – Range: 210’ – Damage: 2d6 SD (+17 PS bonus)
Knife: Throwing +1 – Parry +1 – Range: 210’ – Damage: 1d6 SD (+17 PS bonus)
Shotgun: Strike +1 – Range: 200’ – Damage: 5d6 SD
Armor:
Huntsman: Main Body: 45 – Helmet: 35 – Arms: 15 – Legs: 25
Other Gear:
Multi-Optics Helmet (Strike +1), portable IRMSS kit, bio-comp monitor
-
- D-Bee
- Posts: 37
- Joined: Wed Aug 17, 2016 12:13 am
Re: NPC stat blocks
I notice that someone else has a very similar thread running right now. It's good to know I'm not the only one frustrated by the lack of generic NPC stats.
- mercedogre
- Dungeon Crawler
- Posts: 323
- Joined: Mon Aug 10, 2015 2:54 am
- Comment: I ******* hate the atmosphere of the conversations here on these forums
- Location: Central Valley California
Re: NPC stat blocks
looks like a fully flushed out character, usually when I make an NPC, I only fill out the COC Skills and leave the OCC related and secondary skills empty, if the NPC is needed to do a job/task, then I can quickly add the skill to their sheet (if its essential to the story). In the back of RMB, there were a few generic NPCs
A Typical Coalition Grunt
Alignment: Any. If a villain, anarchist or evil.
Attributes: Average.
Body Armor: 50 or 80 M.D.C. Dead Boy armor.
Level of Experience: First.
Combat: Hand to Hand: Expert: Two attacks per melee, generally + 1 to parry and dodge.
Weapons:
1. C-18 laser pistol: 2D4 M.D., Range: 800 ft (244 m), Payload:10 shots.
2. C-12 heavy laser rifle: 2 settings; 2D6or4D6. Range: 2000 feet (610 m). Payload: 20, or 30 with canister.
3. And/or C-14 Fire Breather energy rifle: laser does 3D6 M.D. and grenades do 2D6 M.D. to a 12 ft (3.6 m) area. Range: laser 2000
ft (610 m) and grenade launcher 1200 ft (365 m). Payload: Laser 20 blasts, grenade launcher 12.
Vehicle: Hover cycle or motorcycle.
A Typical High-Tech
Bandit (Headhunter)
Alignment: Anarchist or evil.
Attributes: P.P. 10+ 1D6, all others average.
Body Armor: 80 M.D.C. heavy armor.
Level of Experience: Second level, but could range from 1-4.
Combat: Hand to Hand: Expert: 2 attacks per melee, generally + 1 to strike, +4 to parry and dodge, +2 to roll with impact.
Hand-Held Weapons:
1. NG-57 ion pistol: 2D4 M.D. or 3D6 M.D., Range: 500 ft (152 m), Payload: 10 shots.
2. NG-P7 particle beam rifle: 1D4X10 M.D.. Range: 1200 feet (365 m). Payload: 8 blasts. Or may select a L-20 pulse rifle, Coalition
C-14 Fire Breather rifle, rail gun, or some other heavy damage type weapon.
3. Hand grenades: Fragmentation: 2D6 M.D. to a 20 ft (6 m) area. Range: About 40 or 50 yards/meters.
Bionic and Cybernetic Devices:
1. Bionic arm: P.S. 22 and two bionic weapon systems: Generally, forearm laser blaster (2D6 M.D.), range 2000 ft/610 m) and retractable
vibro-blade (2D6 M.D.), but can be any of those available.
2. Cybernetic Implants (3): Often include a universal headjack and ear implant, amplified hearing, and telescopic or thermo- imager
eye, but can be any.
Vehicle: Hover cycle or NG Sky King or souped-up motorcycle.
Note: High level bandits/headhunters, fifth level and higher, are likely to have one additional bionic system and 1D4+ 1 additional cybernetic
implants or power armor.
A Typical Coalition Grunt
Alignment: Any. If a villain, anarchist or evil.
Attributes: Average.
Body Armor: 50 or 80 M.D.C. Dead Boy armor.
Level of Experience: First.
Combat: Hand to Hand: Expert: Two attacks per melee, generally + 1 to parry and dodge.
Weapons:
1. C-18 laser pistol: 2D4 M.D., Range: 800 ft (244 m), Payload:10 shots.
2. C-12 heavy laser rifle: 2 settings; 2D6or4D6. Range: 2000 feet (610 m). Payload: 20, or 30 with canister.
3. And/or C-14 Fire Breather energy rifle: laser does 3D6 M.D. and grenades do 2D6 M.D. to a 12 ft (3.6 m) area. Range: laser 2000
ft (610 m) and grenade launcher 1200 ft (365 m). Payload: Laser 20 blasts, grenade launcher 12.
Vehicle: Hover cycle or motorcycle.
A Typical High-Tech
Bandit (Headhunter)
Alignment: Anarchist or evil.
Attributes: P.P. 10+ 1D6, all others average.
Body Armor: 80 M.D.C. heavy armor.
Level of Experience: Second level, but could range from 1-4.
Combat: Hand to Hand: Expert: 2 attacks per melee, generally + 1 to strike, +4 to parry and dodge, +2 to roll with impact.
Hand-Held Weapons:
1. NG-57 ion pistol: 2D4 M.D. or 3D6 M.D., Range: 500 ft (152 m), Payload: 10 shots.
2. NG-P7 particle beam rifle: 1D4X10 M.D.. Range: 1200 feet (365 m). Payload: 8 blasts. Or may select a L-20 pulse rifle, Coalition
C-14 Fire Breather rifle, rail gun, or some other heavy damage type weapon.
3. Hand grenades: Fragmentation: 2D6 M.D. to a 20 ft (6 m) area. Range: About 40 or 50 yards/meters.
Bionic and Cybernetic Devices:
1. Bionic arm: P.S. 22 and two bionic weapon systems: Generally, forearm laser blaster (2D6 M.D.), range 2000 ft/610 m) and retractable
vibro-blade (2D6 M.D.), but can be any of those available.
2. Cybernetic Implants (3): Often include a universal headjack and ear implant, amplified hearing, and telescopic or thermo- imager
eye, but can be any.
Vehicle: Hover cycle or NG Sky King or souped-up motorcycle.
Note: High level bandits/headhunters, fifth level and higher, are likely to have one additional bionic system and 1D4+ 1 additional cybernetic
implants or power armor.
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
Re: NPC stat blocks
I took a stab at doing something like this a while ago, with the result being my CS Grunt generator and my Juicer generator. They provide pretty comprehensive stats for a basic NPC of any level, along with some optional variants.
Hotrod
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
- dragonfett
- Knight
- Posts: 4193
- Joined: Mon Aug 09, 2010 2:39 pm
- Contact:
Re: NPC stat blocks
When I make NPC's, I try to make note of physical skills they would automatically get as part of their OCC Skills (not OCC Related or Secondary, just OCC skills) to see what changes to the combat stats are needed.
Under the Pain of Death
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
I would Stand Alone
Against an Army of Darkness
And Horrors Unknown
Re: NPC stat blocks
mercedogre wrote:looks like a fully flushed out character, usually when I make an NPC, I only fill out the COC Skills and leave the OCC related and secondary skills empty, if the NPC is needed to do a job/task, then I can quickly add the skill to their sheet (if its essential to the story). In the back of RMB, there were a few generic NPCs
A Typical Coalition Grunt
Alignment: Any. If a villain, anarchist or evil.
Attributes: Average.
Body Armor: 50 or 80 M.D.C. Dead Boy armor.
Level of Experience: First.
Combat: Hand to Hand: Expert: Two attacks per melee, generally + 1 to parry and dodge.
Weapons:
1. C-18 laser pistol: 2D4 M.D., Range: 800 ft (244 m), Payload:10 shots.
2. C-12 heavy laser rifle: 2 settings; 2D6or4D6. Range: 2000 feet (610 m). Payload: 20, or 30 with canister.
3. And/or C-14 Fire Breather energy rifle: laser does 3D6 M.D. and grenades do 2D6 M.D. to a 12 ft (3.6 m) area. Range: laser 2000
ft (610 m) and grenade launcher 1200 ft (365 m). Payload: Laser 20 blasts, grenade launcher 12.
Vehicle: Hover cycle or motorcycle.
A Typical High-Tech
Bandit (Headhunter)
Alignment: Anarchist or evil.
Attributes: P.P. 10+ 1D6, all others average.
Body Armor: 80 M.D.C. heavy armor.
Level of Experience: Second level, but could range from 1-4.
Combat: Hand to Hand: Expert: 2 attacks per melee, generally + 1 to strike, +4 to parry and dodge, +2 to roll with impact.
Hand-Held Weapons:
1. NG-57 ion pistol: 2D4 M.D. or 3D6 M.D., Range: 500 ft (152 m), Payload: 10 shots.
2. NG-P7 particle beam rifle: 1D4X10 M.D.. Range: 1200 feet (365 m). Payload: 8 blasts. Or may select a L-20 pulse rifle, Coalition
C-14 Fire Breather rifle, rail gun, or some other heavy damage type weapon.
3. Hand grenades: Fragmentation: 2D6 M.D. to a 20 ft (6 m) area. Range: About 40 or 50 yards/meters.
Bionic and Cybernetic Devices:
1. Bionic arm: P.S. 22 and two bionic weapon systems: Generally, forearm laser blaster (2D6 M.D.), range 2000 ft/610 m) and retractable
vibro-blade (2D6 M.D.), but can be any of those available.
2. Cybernetic Implants (3): Often include a universal headjack and ear implant, amplified hearing, and telescopic or thermo- imager
eye, but can be any.
Vehicle: Hover cycle or NG Sky King or souped-up motorcycle.
Note: High level bandits/headhunters, fifth level and higher, are likely to have one additional bionic system and 1D4+ 1 additional cybernetic
implants or power armor.
One thing to note: When using the old stat blocks from RMB you need to account for the upgraded Hand to Hand Combat skills. - IE Add two attacks per melee to anything that predates the Rifts GMG.
- mercedogre
- Dungeon Crawler
- Posts: 323
- Joined: Mon Aug 10, 2015 2:54 am
- Comment: I ******* hate the atmosphere of the conversations here on these forums
- Location: Central Valley California
Re: NPC stat blocks
A CS Grunt can substitute as any generically trained merc/headhunter
You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back
-
- D-Bee
- Posts: 37
- Joined: Wed Aug 17, 2016 12:13 am
Re: NPC stat blocks
mercedogre wrote:looks like a fully flushed out character, usually when I make an NPC, I only fill out the COC Skills and leave the OCC related and secondary skills empty, if the NPC is needed to do a job/task, then I can quickly add the skill to their sheet (if its essential to the story). In the back of RMB, there were a few generic NPCs
Yeah. Good call. I'd never really made a character before, so I wanted to go through the entire process for this NPC. it would be faster to skip related skills and secondary skills though.
This seems really handy. Thanks!
Rifts seems like it takes a lot of preparation by the GM to make the system work smoothly. Much more than the games I'm used to.
Re: NPC stat blocks
Willy Elektrix wrote:*Snipped*
Rifts seems like it takes a lot of preparation by the GM to make the system work smoothly. Much more than the games I'm used to.
All of Palladium's System takes alot more prep than any other System I have ever run. But it is fun in the long term. I still haven't figured out how some GM's are able to wing it without the prep work.
Re: NPC stat blocks
Not hard to run it without prep. The only stats I need for npcs are armor/mdc, damage, number of attacks and strike bonuses. Making that up on the spot if you are familiar with the game takes almost no time. (tend not to worry about MD by location as most fights it is not an issue for me.) The ability to run it with no prep is probably a matter of play style. I tend to adapt to what is going on fairly well and rarely prep for games. I even ran games where there I use the find a adventure on a board approach. Brain storm general ideas at the table let the party pick the one they want then weave them into a greater plot.
The Clones are coming you shall all be replaced, but who is to say you have not been replaced already.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
Master of Type-O and the obvios.
Soon my army oc clones and winged-monkies will rule the world but first, must .......
I may debate canon and RAW, but the games I run are highly house ruled. So I am not debating for how I play but about how the system works as written.
-
- D-Bee
- Posts: 37
- Joined: Wed Aug 17, 2016 12:13 am
Re: NPC stat blocks
I've been creating a lot of sample characters to better learn the Rifts system. Here they are if anyone wants to use them as NPCs or pre-gens. My first campaign is in Atlantis, so you'll notice some of the OCCs from that World Book.
Juicer Thug (Level 1 - Full Character)
Juicer Thug (Level 5 - Full Character)
Psi-Stalker Hunter (Level 1 - Full Character)
Shaydorian Intel Guerilla (Level 1 - Full Character)
Altara Warrior (Level 1 - Short Stats)
Altara Warrior (Level 5 - Short Stats)
Kittani Warrior (Level 1 - Short Stats)
Kittani Warrior (Level 5 - Short Stats)
Tattooed Man (Level 1 - Short Stats)
Tatooed Man (Level 5 - Short Stats)
Juicer Thug (Level 1 - Full Character)
Spoiler:
Juicer Thug (Level 5 - Full Character)
Spoiler:
Psi-Stalker Hunter (Level 1 - Full Character)
Spoiler:
Shaydorian Intel Guerilla (Level 1 - Full Character)
Spoiler:
Altara Warrior (Level 1 - Short Stats)
Spoiler:
Altara Warrior (Level 5 - Short Stats)
Spoiler:
Kittani Warrior (Level 1 - Short Stats)
Spoiler:
Kittani Warrior (Level 5 - Short Stats)
Spoiler:
Tattooed Man (Level 1 - Short Stats)
Spoiler:
Tatooed Man (Level 5 - Short Stats)
Spoiler:
- ShadowLogan
- Palladin
- Posts: 7662
- Joined: Thu Mar 30, 2006 10:50 am
- Location: WI
Re: NPC stat blocks
Willy Elektrix wrote:I have an experienced role-player, but I'm brand new to Rifts. I have the RUE core book, and a couple world books are coming in the mail. One thing that seems to be missing from the RUE are detailed stats for ready-to-use monsters/NPCs. Is the GM expected to create these himself or they available in some of the other books?
In any case, to learn the system I created a sample NPC that I can use as a villain (see below). Has anyone else created similar generic NPCs that they would like to share with me? Also, do you guys notice anything wrong with this character (it's the first I've ever made)?
NPC/Monster stats. NPCs can be found in books to varying degrees.
Books I know with NPCs are the Seige on Tolkeen Series (#4 & #6 for sure, IINM some of the other ones do to), Mercenaries (Merc Groups), Merc Ops (wanted list), Source Book 1 (Original or Revised version), Coalition War Campaign (most CS high command IIRC), Free Quebec (mostly high ranking officials), Dinosaur Swamp, Source Book 3 (Mindwerks), gods/AI stats (Atlantis, SA1 and SA2, Dragons & Gods, Panthons of the Megaverse, Africa, etc).
Canada, Splyn Market, and Vampire Kingdoms (Original, do not know about revised) also have NPCs scattered in the books in very abbreviated form.
Quick Monster stats are harder to find, though you could just pull relevant data from their writeups and assume certain types of rolls. The closest thing to this though is found in the Tattoo Magic writeup (Atlantis or Book of Magic).
Some older lines do NPCs (ex 1E RT books, especially the adventure modules, TMNT also did). Remember that the NPC doesn't need to be full fleshed out either if they are supposed to be a "generic" type so you could note the average relevant stats and role/add to it if need be.
- Tiree
- Champion
- Posts: 2603
- Joined: Sun Mar 25, 2001 2:01 am
- Comment: Token Right Wing Fascist Totalitarian
"Never hit a man while he's down. Kick them, it's easier" - The Hunt - Location: 25th Member of the "Cabal of 24"
- Contact:
Re: NPC stat blocks
Marcethus wrote:Willy Elektrix wrote:*Snipped*
Rifts seems like it takes a lot of preparation by the GM to make the system work smoothly. Much more than the games I'm used to.
All of Palladium's System takes alot more prep than any other System I have ever run. But it is fun in the long term. I still haven't figured out how some GM's are able to wing it without the prep work.
Story is key, everything else is just fodder. If you know the basics of a character, there is no need to keep down stats. If you know he's level 3, you know he's going to have more than likely a +2 to fire a rifle. Probably around a +6 to dodge, give or take if he's augmented.
My default is a +5 to strike, +10 to dodge for an Aimed shot, +4 if burst firing. With 80 MDC of protection. I don't care how smart the guy is, or how brilliant he is.
Now with that said; if for some reason the guy survives the battle, or does really well, I might stat them up as a Major NPC. It's that same bad mofo who kicked your tails again, and again... bam instant player based NPC that they love.
And don't forget, your players made excellent NPC's for you to use or scrib off bonuses from.