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 mans 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.