Skill Descriptions: COMBAT TECH

CORE SKILLS
Survival
Survival is the basic practice of surviving in hostile conditions. In any given environment, the character would be able to find directions, locate food and water, and even build a shelter. This ability is different from Environmental training in that an environmentalist can analyze new data and make scientific hypothesis where as Survival training can not.

Physical Fitness
PF is the basic conditioning done by Enforcers to keep themselves in top physical conditioning. It assumes that the character maintains this regiment regularly, even to a degree while on missions or adventures. This ability would constitute basic calisthenics, running, and challenge courses. As a result, every Combat Tech has the following bonuses.
+10 Str/ Sta +5 Cou/ Wil

Unarmed Combat
As an added bonus, most military members are given basic unarmed combat training when they go through their respective training centers. As a result, they may select any hand to hand skill at no penalty. In addition, they also have a +10 to their HtoH score to reflect the added training they receive.

Combat Tactician
This area includes any and all skill area related to the professional soldier. All weapon skills should be treated as same as general weapon skill areas. All other skills have a max level of 10th and offer a 5% bonus per advance.

Combat Arms
-Incendiary Weapons
-Class I: Light Assault Weapons
-Class IIM: Standard Assault Weapons
-Class III Weaponry
-Class IV Weaponry
-Class V Weaponry
-Weapons- Mass Destruction
-Gunnery Expert
-Grenades
Combat Tactics
-Weightless Combat
-Sniping
-Stealth
-Concealment
-Explosives and Demolition's
-Weapons Systems Technician
-Tank/ HWP Operation
-Body Speak
-Camouflage
-Quickdraw
-Demolitions
-Off-hand Firing
-Tactical Command
-Strategic Command
-HALO
-Intelligence
-Interrogation

Incendiary Weapons
Limited solely to Flame and fire producing weapons.

Class I: Light Assault Weapons
These are essentially small caliber, high rate of fire weapons such as sub mg's.

Class IIm: Assault Weapons
Items in this category are medium caliber, high rate of fire weapons such as Assault rifles.

Class III: Heavy Assault Weapons
Items in this category are large caliber, high rate of fire weapons such as Machine guns.

Class IV Rockets, Cannons, and Grenades
Include any and all weapons of a highly destructive nature. Examples being Thump Cannons, Sonic Devastator, Tri Shock Cannons, etc. This skill only encompasses such weapons of squad based size.

Class V Vehicle Based Weapons
To include any and all vehicle mounted weapons such as heavy cannons, Auto cannons, Rockets, etc. This skill also encompasses any and all heavy weapons from towed artillery to self propelled AAA to other than shoulder fired tactical SAMs.

Weapons: Mass Destruction
This skill gives a character familiarity with the various large-scale military armaments of the Frontier (for example, nuclear missiles, biological and chemical warfare missiles, ground-based laser systems, Strategic SAM batteries, SSpM (surface-to-space missile) and SSpL (surface-to-space laser) systems, etc. A successful skill check allows a character to operate these weapon systems (penalties should be adjusted for unusual or alien designs, of course). In general, GMs should obviously not allow characters to own these sorts of weapon systems (as they are high-tech military weapons and highly guarded). Proficient characters can attempt to disarm a weapon on a successful roll minus the security lock level of the weapon.

Gunnery Expert
Gunnery expert is a skill only obtainable by a Combat Tactician who has achieved a skill grade of 10 in any weapon proficiency. This skill is treated identically to the Engineering, Medical, etc. mastery skills. It represents the intense familiarization with a specific weapon that a combat tech has obtained through years of training and use. Once this skill is chosen, the character must specify one specific weapon that he or she will use. The skill affords a bonus of 10% per grade to a max of 5 grades.

For example, Sid Meier has obtained 10 grades in pistol. He also has weapon systems tech so as he can refit a special .44 magnum to his own liking. He chooses the .44 as his weapon of choice and whenever using such a weapon is afforded a 5% bonus per grade for pistol and 10% bonus per grade for expert totaling a max of 100%!

Grenades
Although throwing a grenade is as easy as throwing a baseball, this skill gives the character the knowledge to use them effectively. This represents knowledge of fuses, attack profiles, blast radius and so on. The skill also offers a 5% bonus per grade on the throw. Lastly, and probably most beneficial, is that once an individual attains level 5 he or she has only a 1% chance of self-frag.

Incendiary Weapons
Any and all Flame units.

Operate Powered Assault Armor
A character with this skill can use powered assault armor with complete control.

Weightless combat
Characters with this ability are more proficient in fighting and operating in weightless environments. The skill has 10 grades and offers the character a 5% reduction per grade from the 50 point penalty for weightless combat.

The basis of the skill is that in choosing ‘Weightless Combat,’ the character learns not only how to compensate for recoil, Zero-G, and trajectory, he is also skilled in the tactics involved in Zero-G combat. This includes fire zones, ambush points, and how to take and defend ships and stations.

Sniping
Simply the ability to concentrate, knowledge of winds and thermals in relation to a shot, scope adjustments, etc. Affords the shooter a one time, one shot bonus of 5% per skill level after which a full turn must be spent re-bracing and aiming the weapon to take advantage of this bonus again. A called shot must be declared and has a -25% modifier.

Stealth
Stealth is the use of one's surroundings in order to move silently and unseen. This skill is obviously highly dependent on what area is to be navigated, available lighting, background noise, number of targets to navigate through, and so on. As a rule of thumb take the evaders skill level times five, this should in turn give a number of 5 to 50. Then modify this number accordingly for lighting, terrain, and background noise. Finally, give the targets a 5pt bonus for every one of their numbers above three. Example, an assassin moving at night (30pts) in the city (hard cover (40pts) with a skill of 6 in stealth (30pts) against four targets gives him a 30+-40+-30+5=-95 modifier .vs. his targets Alertness ratings.
Base Percentage: Skill v ALT

Concealment
Concealment is the art of hiding in natural cover and is usually used outdoors. lf, however, the referee decides that, due to unusual structure, decor, lighting, or other factors the inside of a structure offers enough places for concealment, the character can try to use this skill inside. If a character does not move or make noise once he is concealed, he/ she is afforded a +25% bonus.
Base Percentage: Skill v ALT

Tracking
Tracking is a characters ability to follow the trail of a target through his area of expertise. It is a requirement for him first to at least be familiar with this area (i.e.. level 1 or better in that particular Environmental training area) After that, the only modifiers are...

Is the target aware of tracker? Is he eluding the tracker? How many targets?
Base Percentage: ALT/2

Explosives and Demolition's
The use and diffusing of any and all forms of explosives. Note that this is a very dangerous field to be in in that a failed roll in diffusing of more than 25% results in the lack of a living character.
Base Percentage: INT/2

Weapons Systems Technician
A weapon systems Tech is responsible for knowing any and all weapons currently in use. A skilled Tech is capable of not only repairing weapon systems but also can alter and even design his own.
Base Percentage: INT/2

Tank/ HWP Operation
Obviously this is an area that requires some form of formal military training and is an area that must be specialized in on a platform by platform basis. This skill will provide the character with operating skills as well as basic repair capabilities.
Base Percentage: INT/2, DEX/2

Body Speak
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like "go...city... fetch...doctor." Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found.

Camouflage
Camouflage is the art of concealing a large area, structures, or vehicles outside in natural cover. A vehicle painted a camouflage coloration pattern can be very difficult to see. A structure that is covered with vegetation and shaded correctly is almost invisible until you get close to it. The use of Tracking to cover tracks leading to the structure or vehicle is sometimes necessary to complete the camouflage. If the skill check is made, then there is no chance for an observer who is far away or flying above to see the camouflaged item or structure. The referee may modify this as he wishes for type of optics used, distance, etc. Any characters inside a camouflaged structure or vehicle are considered concealed. The referee should note that what is camouflage for one terrain type might draw attention in another.

H.A.L.O.
HALO training allows the character to conduct high atmospheric jumps. The skill affords the character a 5% bonus per level for landings, avoidance mishaps and so on. This skill can only be taken after skydiving has been taken and a grade of 5 or higher is held.
Base Percentage: DEX/2

Intelligence
Intelligence represents a wide variety of abilities for the Combat Specialist. First, it represents knowledge of all common and in use weapon systems of the UPF arsenal. This can, but does not necessarily include, Urban Militia, Colonial Marines and local Law Enforcement weapons as well. If a character comes into contact with a new weapon system, he may make an Int check at 1/2 +5% per level to ascertain the weapons specs. This attribute also reflects the use of battlefield tactics and strategy and the ability to implement large group tactics.
Base Percentage: INT/2

Interrogation
Characters skilled in interrogation are knowledgeable of the many techniques and forms of interrogation. On a successful skill check, an interrogated character must make a ½ stamina check or confess some important information to the interrogator. A character can attempt interrogation a number of times per day equal to his skill level. The exact methods of interrogation are left to the imagination of the interrogator.

Quickdraw
A lost art in the age of rapid fire weapons. Quickdraw is the study of and specialization in quick and accurate drawing of a sidearm weapon. Each skill, up to 10 grades, affords the user a +1/2 to all IM rolls with any one designated weapon when drawing and +1/4 per grade thereafter. This skill is mandatory in Star Law training.

Off-hand firing
Characters who purchase this skill ignore the penalties for using their non-primary hand in combat.

Tactical Command
Tactical command is the manipulation and directing of small squads and platoons in combat situations. This skill offers many advantages, most prominent is a +2 per level to the characters Alertness when looking for ambush spots, possible traps, and good fields of fire. Also, the skill affords the leader a +5% per level to the Willpower of his men. Thus a 10th level leader would be able to rally his men in even the most hostile of combats with a +50% bonus to each man’s Willpower check.

Strategic Command
Strategic command is the direction of large force combat situations, involving thousands of troops and multiple branches. In this situation, the commander adds a +5% per level to his Int when maneuvering against enemy troops. It may afford the character hints on enemy motives, possible defensive locations, and may even afford his troops automatic initiative or surprise.