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Skills Tables

There is no rolling required when using these skills (unless noted in the skill).

Command

Personnel Weapons

Pilot

Repair

Other

 

Command Skills

Skill

Description

Command Aircraft

The character is able to command and provide their command bonus to a small group of Aircraft.

Command Battalion

The character is able to command and provide their command bonus to a large group of infantry and ground vehicles. 

Prerequisite: Command ability of 15+, Command: Infantry, & Command: Vehicle.

Command Capital Ship

The character is able to command and provide their command bonus to a single capital ship.

Command Fleet

The character is able to command and provide their command bonus to several capital ships and a large group of aircraft.

Prerequisite: Command ability of 15+, Command Aircraft & Command: Capital Ship.

Command Infantry

The character is able to command and provide their command bonus to several people.

Command Mobile Division

The character is able to command and provide their command bonus to a large group of mobile units. 

Prerequisite: command ability of 15+ & Command: Mobile Units.

Command Mobile Units

The character is able to command and provide their command bonus to several mobile units.

Command Vehicle

The character is able to command and provide their command bonus to several ground vehicles.

 

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Personnel Weapon Skills

Skill

Description

Personnel Weapons: Ancient

The character is able to use ancient personnel weapons such as swords and spears. 

Personnel Weapons: Capital Ship Turret-

The character is able to aim and fire the weapon turrets of a capital ship or base.

Personnel Weapons: Basic

The character is able to use basic personnel weapons such as knives, hand guns, rifles etc.

Personnel Weapons: Heavy

The character is able to use heavy personnel weapons such as missile launchers, mortars, and etc. 

Prerequisite: Personnel Weapons: Basic skill.

Marksmanship

The character is able to use the Kill Shot special on a Sniper Rifle. A Kill Shot requires a scope, and is always to the target's head. The shooter must roll to Strike at -6 (bonuses from a Scope are not applied, since it is required to use Kill Shot) If hit, a target must roll a Save vs. Death (+5% if wearing a helmet) or die. If the character makes the save, then normal damage is rolled.

Min Strike: 4

Prerequisite: Personnel Weapons: Basic skill.

 

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 Pilot Skills

Skill

Description

Pilot: Capital Ship

The character is able to pilot a capital ship.

Note: Does not provide any bonuses to the capital ship) 

Pilot: Civilian Vehicle

The character is able to pilot civilian vehicles such as cars, motorcycles, etc.

Pilot: Military Aircraft

The character is able to fly military aircraft in both the air and space.

Pilot: Military Submersible

The character is able to pilot submersibles. 

Note: Both this skill and the Pilot Capital Ship are needed to pilot the larger submarines.

Pilot: Military Vehicle

The character is able to pilot military vehicles, such as tanks.

Pilot: Mobile Armour

The character is able to pilot mobile armours. 

Prerequisite: Pilot: Mobile Suit skill.

Pilot: Mobile Pod

The character is able to pilot Mobile Pods.

Pilot: Mobile Suit

The character is able to pilot Mobile Suits.

 

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Repair Skills

Skill

Description

Repair: Mobile Unit

The character is able to repair mobile units. This includes all mobile suits, mobile pods, and mobile armours.

Repair: Vehicle

The character is able to repair vehicles. This includes all ground units, aircraft, and capital ships.

Repair: UDS

The Character is able to repair Unmanned Defence Satellites, and can also Upgrade their Combat Computer to the next AI level.

 

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Other Skills

Skill

Description

Demolitions

The character is able to set demolitions as well as defuse them. 

Prerequisite: Personnel Weapons: Heavy skill.

Field Medic

The character is able to possibly save another characters life. If a character fails their save vs. death roll and if this character is able to reach them in 1D4 melees then that character may roll again their save vs. death. This may only be done once and multiple field medics do not equal multiple re rolls.

Historian

The character has considerable knowledge on the past wars and historical events.

Political Advisor

The character has knowledge on all current political events.

Spotter

The character is able to spot for long range attackers. To do this they must be within short range of the target, and they must not be attacking. They will half the distance penalty for the attacker they are spotting for.

Tactical Specialist

The character is able to plan tactical strikes and how to defend against them.

Military Hardware Hobbyist

The character is able to identify any military vehicle or personnel weapon and can provide detailed background. This does not include any top-secret units or any mobile weapons.

Mobile Weapon Hobbyist

The character is able to identify any mobile unit and can provide a detailed background. This does not include any top-secret units.

Prerequisite: Military Hardware Hobbyist

Sabotage: General   

The character is able to sabotage mechanical devices with roll of 1D20 + Intelligence bonus. Difficulty at discretion of GM.

Sabotage: Vehicle

The character is able to sabotage vehicles with roll of 1D20 + Intelligence bonus. Difficulty at discretion of GM.

Prerequisite: Sabotage: General

Sabotage: Mobile Unit

The character is able to sabotage Mobile Unit with roll of 1D20 + Intelligence bonus. Difficulty at discretion of GM.

Prerequisite: Sabotage: General

Sabotage: Computers

The character s able to sabotage computers with roll of 1D20 + Intelligence bonus. Difficulty at discretion of GM.

Prerequisite: Sabotage: General

Infiltration

Allows a character to infiltrate an enemy base, encampment, or facility without being detected. Character may either employ a disguise or simply hide from the enemy.

When an enemy soldier is encountered while you’re disguised, roll 1D20 + Charisma Bonus vs. enemy’s 1D20 + Intelligence Bonus. If you win, then you go unnoticed. If you lose, then you’ve been discovered. Bonuses & Penalties to both rolls depend on the situation.

When an enemy soldier is encountered while you’re hiding, roll 1D20 + Intelligence Bonus vs. enemy’s 1D20 + Intelligence Bonus. If you win, then you’re still hiding. If you lose, then you’ve been spotted. Bonuses & Penalties to both rolls depend on the situation.

Lock Picking: Primitive Allows the character to pick primitive key locks. 1D20 + Intelligence Bonus, 12 or higher opens the lock.
Lock Picking: Modern

Allows the character to pick modern key locks and combo locks. 1D20 + Intelligence Bonus, 12 or higher opens the lock.

Prerequisite: Lock Picking: Primitive

Lock Picking: Advanced

Allows the character to pick advanced combo locks and electronic locks. 1D20 + Intelligence Bonus, 16 or higher opens the lock.

Prerequisite: Lock Picking: Modern

Public Relations The character is able to work with the public, and gain their trust. When working with civilians loyal to his faction, the civilians will be more likely to help the character. Does not affect civilians that are not loyal to the character's faction.
Arrest Procedures The character has been trained to arrest people, and get a +2 Strike when using non-lethal weapons and when attempting to subdue an aggressive suspect (i.e. putting handcuffs on someone who's resisting arrest)
Interrogation The Character is trained in Interrogation, and is able to get information out of others by persuasion, trickery, or even force. The character must roll 1D20 + Charisma Bonus and beat the victim's roll of 1D20 + Intelligence Bonus. If the victim is being tortured (not always permitted by superiors), then the interrogator gets a +1 bonus to his roll for every hour or torture.

 

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All Mobile Suit Gundam™ and all related materials are copyright Sunrise Entertainment.
Rifts™ RPG system copyright Palladium Games.
This RPG is Free, and under no circumstance shall profit be made by ANYONE through the distribution of this game.
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