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Command |
Personnel Weapons |
Pilot |
Repair |
Other |
Skill |
Description |
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Command Aircraft |
The character is able to command and provide their command bonus to a small group of Aircraft. |
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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. |
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Command Capital Ship |
The character is able to command and provide their command bonus to a single capital ship. |
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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. |
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Command Infantry |
The character is able to command and provide their command bonus to several people. |
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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. |
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Command Mobile Units |
The character is able to command and provide their command bonus to several mobile units. |
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Command Vehicle |
The character is able to command and provide their command bonus to several ground vehicles. |
Skill |
Description |
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Personnel Weapons: Ancient |
The character is able to use ancient personnel weapons such as swords and spears. |
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Personnel Weapons: Capital Ship Turret- |
The character is able to aim and fire the weapon turrets of a capital ship or base. |
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Personnel Weapons: Basic |
The character is able to use basic personnel weapons such as knives, hand guns, rifles etc. |
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Personnel Weapons: Heavy |
The character is able to use heavy personnel weapons such as missile launchers, mortars, and etc. Prerequisite: Personnel Weapons: Basic skill. |
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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. |
Skill |
Description |
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Pilot: Capital Ship |
The character is able to pilot a capital ship. Note: Does not provide any bonuses to the capital ship) |
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Pilot: Civilian Vehicle |
The character is able to pilot civilian vehicles such as cars, motorcycles, etc. |
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Pilot: Military Aircraft |
The character is able to fly military aircraft in both the air and space. |
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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. |
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Pilot: Military Vehicle |
The character is able to pilot military vehicles, such as tanks. |
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Pilot: Mobile Armour |
The character is able to pilot mobile armours. Prerequisite: Pilot: Mobile Suit skill. |
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Pilot: Mobile Pod |
The character is able to pilot Mobile Pods. |
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Pilot: Mobile Suit |
The character is able to pilot Mobile Suits. |
Skill |
Description |
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Repair: Mobile Unit |
The character is able to repair mobile units. This includes all mobile suits, mobile pods, and mobile armours. |
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Repair: Vehicle |
The character is able to repair vehicles. This includes all ground units, aircraft, and capital ships. |
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Repair: UDS |
The Character is able to repair Unmanned Defence Satellites, and can also Upgrade their Combat Computer to the next AI level. |
Skill |
Description |
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Demolitions |
The character is able to set demolitions as well as defuse them. Prerequisite: Personnel Weapons: Heavy skill. |
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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. |
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Historian |
The character has considerable knowledge on the past wars and historical events. |
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Political Advisor |
The character has knowledge on all current political events. |
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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. |
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Tactical Specialist |
The character is able to plan tactical strikes and how to defend against them. |
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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. |
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Mobile Weapon Hobbyist |
Prerequisite: Military Hardware Hobbyist |
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Sabotage: General |
The character is able to sabotage mechanical devices with roll of 1D20 + Intelligence bonus. Difficulty at discretion of GM. |
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Sabotage: Vehicle |
The
character
is able to sabotage vehicles with roll of 1D20 + Intelligence bonus.
Difficulty at discretion of GM. Prerequisite: Sabotage: General |
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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 |
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Sabotage: Computers |
The
character s
able to sabotage computers with roll of 1D20 + Intelligence bonus.
Difficulty at discretion of GM. Prerequisite: Sabotage: General |
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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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