DEXTERITY
ACROBATICS (Tumbling, Rolls, Landing, etc):
(1 round)
This is the skill that covers flips, rolls and other types of movements.
It may also be used to reduce the amount of damage characters take in a
fall:
Distance |
Difficulty |
Reduce Damage By |
3-6m |
V. Easy |
-2D |
7-8 |
Easy |
-2D+2 |
9-12 |
Moderate |
-3D |
13-15 |
Difficult |
-3D+2 |
19+ |
Very Difficult |
-4D |
|
ARMOR WEAPONS (Wrist laser, flechette rifle, etc.):
(1 round) This skill covers all direct-fire weapons mounted on a suit of
armor. The basic difficulty is based on range. |
BALANCE (none):
(One round) This skill is used whenever a character must try to stay on
his feet in difficult conditions:
Wet stone, 15cm wide beam |
Very Easy |
Ice, 10cm wide beam |
Easy |
3cm beam w/ hand rails |
Moderate |
3cm beam w/o hand rails |
Difficult |
3cm cable or rope |
Very Difficult |
1.5cm cable under any conditions |
Heroic |
Modifiers |
|
Icy |
+1D of difficulty |
Light Wind |
+1D+2 of difficulty |
Moderate Wind |
+2D+2 of Difficulty |
Heavy Wind |
+4D or more of difficulty |
Can't See Your Feet |
+2D Difficulty |
|
BLASTER: Auto Carbine:
Used to fire selective-fire blaster carbines. May use Blaster: carbine
specialization to fire in semiautomatic mode. This is a specialization,
NOT an individual skill.
BLASTER: Auto Rifle:
Used to fire selective-fire blaster rifles. May use Blaster: rifle specialization
to fire in semiautomatic mode. This is a specialization, NOT an individual
skill.
BLASTER: Auto Pistol:
Used to fire selective-fire blaster pistols. May use Blaster: heavy pistol
specialization to fire in semiautomatic mode (due to increased heft and
bulk). This is a specialization, NOT an individual skill.
(Game Notes: Full autos will have a stats entry entitled "modes".
This will tell you what fire modes are available on a certain model, and
how many shots are fired in each burst.
When firing on "full auto", or long burst, the weapon may be
fired twice that round (unless specified otherwise). There is an additional
-1D penalty to all actions that round, and no other attacks or piloting
rolls may be made, and only one (1) reactive skill (Dodge, etc).
Short bursts are treated just like any other shot.
It is a simple action to switch between firing modes.
When fired in burst or full auto, there is +2 difficulty to hit if the
basic Blaster skill (or a specialty other than those that follow) is used.
These specializations are not used to fire in semi-auto.
Once a shot from a burst hits, each additional shot on the same target,
or an adjacent one (<1m away) is one level of difficulty lower. The
combined damage for a number of shots from a burst on the same target is
determined as per the rules for Combined Actions in your rule book (I prefer
those in 2.0, rather than R&E). The only difference is that Blaster
replaces Command as the skill of choice.
The legal problems with automatic blasters is usually the same as those
for repeating blasters, or worse.)
|
FLAMETHROWER (Flame Rifle, Flame Carbine, Flame Pistol, Heavy Flamer, etc.):
Used to aim and fire flamethrowers, flame projectors and fire extinguishers.
Difficulty is based on range. Most people just hold the flamethrower on
a particular target. This is not always the best way to do this. To spread
the fuel around, one fans the muzzle of the flamer around. (No difficulty
modifier, but it must be in the same range. If it changes from, say, short
to medium range, use the medium range difficulty.) There are two ways to
do this:
method 1: The area of effect is not negligently a circular one. Reduce
the depth of the area to expand the breadth to it by the same percentage.
Example: Ungor the Gammorean has a Merr-Sonn F- 93, with a 2m area of effect.
He wants to cover an area 4m wide. His area is now four meters wide, but
only one meter deep.
method 2: The area may be expanded by one area of effect's worth of linear
space for every two additional rounds of damage that you are willing to
give up. Example: Ungor doesn't want to loose the depth of his fire. As
a result, he lays his fire stream out six meters wide and two meters deep,
but it no longer does 4D damage for the next 10 rounds. It now does 4D
damage for the next 6 rounds.
These rules may be combined. It should also be noted that the blowtorches
(flame projectors), can not have their damage modified in this manner.
They are essentially just an aerosol spray fitted with an igniter.
(1 round)
|
WHIPS (monowhips, stunwhip, etc.):
Used to wield flexible whips. The basic difficulty is based off range.
Under the short range, you can not hit anything, as you are TOO close to
the target. At short range, the difficulty is Difficult, Moderate at medium
range, and Difficult at long range. If the user beat the difficulty (or
if being used to parry, the opponent's roll) by a certain amount (it varies
between whips), the whip may wrap around the target if the user so wishes.
If the user fails the roll by a certain amount (it varies between whips),
the user is struck, do the normal amount of damage to himself.
(1 round) |
(A) BLIND-FIGHTING (Brawling, Vibroblade, Staff, or any other weapon)
{requires 4D each in Brawling, Brawling Parry, Melee Combat and Melee Parry}:
Used for close quarters combat (armed and unarmed) when deprived of sight,
both attacks and parries. This skill teaches the fighter to use the senses
of smell and hearing instead of their eyes. To make these attacks and parries
with the normal skills increase the difficulties by +4D. Blind-Fighting
may never be higher than the lowest of the four basic skills.
(1 round) |
(A) JOUSTING (Spear/Cracian Thumper, Force Pike/Bantha, Vibroblade/Dewback,
or any other weapon and beast combination)
{5D Melee Combat, 4D Beast Riding}:
Used to make melee attacks from beast back. The weapon must be able to
reach the target. Damage is figured with the user's STR being replaced
with the animal's total move (X) divided by 10, Maximum is 10D (100m charge)
(example: using a Force Pike (STR+2D) from the back of a Dewback with a
70m charge: X=(70÷10)=7; damage= 7D+2D).
- OR-
Use the animal's STR-2D (example: a Force Pike (STR+2D) from the back of
a Bantha (STR 8D): 6D+2D) (Max 8D STR) if the charge is less than 20m.
The charge damage (long or short run up) is in the same scale as the creature
Basic Difficulty is weapon's difficulty +3. If a Joust attack is made using
Melee Combat, difficulty is increased by +15 and the character must make
a Beast Riding roll. Character must make an opposed STR or DEX roll against
½ the damage done to target to retain weapon (in character scale,
regardless of the critter's scale).
(1 round) May not be used to boost the base skills |
(A) MECH-JOUSTING [GROUND] (Force Pike/Wheelbike, Vibroblade/Doublebike,
or any other weapon and vehicle combination)
{5D Melee Combat, 4D Ground Vehicle Operation}:
Used to make melee attacks from the back of a personal, open, wheeled or
tracked vehicle. Weapon must be able to reach the target. Damage and difficulty
same as the regular jousting, except for short (<20m) run up. If distance
less than 20m, use body strength (Max 4D). May not be used to boost the
base skills |
(A) MECH-JOUSTING [REPULSOR] (Force Pike/Speederbike, or any other weapon
and vehicle combanation)
{5D Melee Combat, 4D Repulsorlift Operation}:
Used to make melee attacks from the back of a personal, open, repulsorlift
vehicle. Weapon must be able to reach the target. Damage and difficulty
same as the regular jousting, except for short (<20m) run up. If distance
less than 20m, use body strength (Max 4D). May not be used to boost the
base skills |
(A) MECH-JOUSTING [SWOOP] (Force Pike, Vibroblade, or any other weapon)
{5D Melee Combat, 4D Swoop Operation}:
Used to make melee attacks from the back of a swoop. Weapon must be able
to reach the target. Damage and difficulty same as the regular jousting,
except for short (<20m) run up. If distance less than 20m, use body
strength (Max 4D). May not be used to boost the base skills |
(A) MECH-JOUSTING [WATER] (Force Pike/Aquabike, or any other weapon and vehicle combination)
{5D Melee Combat, 4D Ground Vehicle Operation}:
Used to make melee attacks from the back of a personal, open, watercraft.
Weapon must be able to reach the target. Damage and difficulty same as
the regular jousting, except for short (<20m) run up. If distance less
than 20m, use body strength (Max 4D). +5 difficulty for fully submerged
attempts. May not be used to boost the base skills |
(A) MARTIAL ARTS
{Brawling Parry 4D, Brawling 4D}:
This is for advanced unarmed combat. User may do +1D damage, and may choose
to do Stun or Normal damage. User has +1D to hit versus opponents without
Martial Arts skill, for either attacks or parries. May be prepared for
a maximum of 3 rounds, do +1D damage per round spent preparing. These factors
do not apply if you are using Martial Arts to boost either of the base
skills (Braling or Brawling Parry). You must have an instructor- you can
not advance on your own. (note: Datatapes and similiar self instruction
methods work, but at twice the cost in time and character points, if you
already have at least 1D int he skill.) This quest for a master can be
as involved as a Jedi's. [time to use: 1 round]
NOTE: There are many specializations of Martial Arts (Teräs Käsi,
Ka, Shin'aju, the Nogri arts, etc. These all have different game effects,
and can not be attempted without the proper training (read:specialization).
All Martial Arts specializations start at 2D, unless specified in the skill
description. The above skill description is for a generic martial art-
talk with your GM if you want a special one.(A) MARTIAL ARTS: Noghri
This school of combat belongs to a shadowy Imperial unit. It is unknown
as if this is a Sith art, something brought back from Wild Space, or a
synthetic martial art. The user recieves +2D to hit, STR+1D+2 damage, when
used against an opponenet without Martial Arts training, STR+1D to hit,
STR+2 damage, vs opponenets with any kind of Martial Arts training.
(A) MARTIAL ARTS: Ka
This is the unarmed combat style of the Monks of Shimura. There are few
practitioners of this art left, with most of them in self-exile from the
technology of the universe. It requires Brawling 4D, Brawling Parry 4D,
DEXTERITY 3D and the special ability of Amberdexterity. The user gets a
+2D bonus against those with no martial arts training during the attack
and all parries (except those
made by Ka users), and +1D on the attack against those with martial arts
training other than Ka and parries against Ka pratitioners. The user may
also return the force of a melee attack by rolling vs the attacker's strike
roll +10. If successful, the attacker does damage to himslef equal to his
own STR. This specialization improves at 10CP x the die code (without the
pips; ie: 2D+1 would be 2D), and requires a day of training for each CP
spent.
(A) MARTIAL ARTS: K'thri
This school specializes primarily in kicks and leverage based throws and
dislocations. It is typical of the many schools of martial arts in the
universe. (for game effects, see above)
(A) MARTIAL ARTS: Teräs Käsi
An Epicanthix art fromt he Outer Rim, this one teaches total, all out attack
to disorrient you opponent. It does not concearn itself with defense. During
the round used, only Martial Arts: teras kasi rolls may be made. The character
may split thier skill in to attack and damage dice. The attack dice are
used to hit. The damage dice are added to the combatant's STR to determine
damage. Multiple action penalties apply to both attack and damage dice.
Teras kasi rolls MAY NOT be prepared. It takes 20 character points and
six moths of study to start at a 1D skill level. After that, it may be
learned as normal, but only from an instructor. This is not a self-improvement
skill.
(A) MARTIAL ARTS: Shin'aju
Shin'aju comes from an ancient group of assassians, who specialised in
make the job look like an accident, but would only accept very specific
contracts choosen for thier betterment of society. The weilder does STR+2D
damage. May be learned for 50 character points, starts at 5D. Must initially
be learned from someone with at least 8D in the skill, takes two months.
This specialization improves at 10CP x the die code (without the pips;
ie: 2D+1 would be 2D), and requires a day of training for each CP spent.
|
(A) SKYDIVING (none)
{Needs 4D Parachute, 3D Acrobatics}:
Covers all arial maneuvers taken before chute deployment. Includes braking,
dives and groupings. Basic difficulty: Easy.
(1 round) |
(A) UNDERWATER COMBAT (brawling, Knife, Spear, etc.)
{requires 4D each in Brawling, Brawling Parry, Melee Combat, Melee Parry,
and 5D in Swimming)
Used for close quarters combat (armed and unarmed) underwater (both attacks
and parries). This skill teaches the fighter to compensate for bouyancy
and the resistance of the liquid. To make the attacks with the normal skills
is a +4D difficulty. Underwater Combat may never be higher than the lowest
of the five base skills[1 round] May not be used to boost the base skills |
(A) ZERO GRAVITY COMBAT (Brawling, Vibroblade, Forcepike, or any other
weapon)
{requires 4D each in Brawling, Brawling Parry, Melee Combat and Melee Parry}:
Used for close quarters combat (armed and unarmed) in zero gravity (both
attacks and parries). This skill teaches the fighter to compensate for
the lack of gravity found in outer space and the low gravity associated
with most natural satellites. To make these attacks with the normal skill
by +4D difficulty. Zero Gravity Combat may never be higher than the lowest
of the four base skills(1 round) May not be used to boost the base skills |
|
MECHANICAL
BEAST HANDLING (nashtasha, bantha, nerf):
Used to handle non-sentient animals (and some mobile plants) that are not
being riden, including pack animals, hunting and guard creatures and herd
animals. Difficulties are determined the same way as Beast Riding, and
modified by what you want them to do. |
INDUSTRIAL EQUIPMENT OPERATIONS (Tractor Beam, Mole Miner, Crane, etc):
Used to operated heavy industrial equipment (not machine tools), such as
trench diggers, cranes, bulldozers and so forth. Basic difficulty is Easy,
modified by commonness of equipment and difficulty of task. (Does not apply
to the vehicle that the equipment is mounted on: use appropriate skill
[usually Ground Vehicle Operation].) (1 round to several hours) |
MACHINERY OPERATION (Lathe, Drill Press, etc):
Used to operate machine tools. Difficulty based on the complexity of the
tool and the task. (1 round to several hours) |
PARACHUTE (Dome, Parawing, Drogue, etc):
This is the skill used to pack, rig, deploy and maneuver parachutes. It
does not cover pre- deployment maneuvers (Skydiving) or landing (either
Climbing/Jumping or Acrobatics). Difficulty determined by kind of jump:
Tandem Jumps (as passenger) |
Very Easy |
Static-line jumps, Dumping speed |
Easy |
Normal Altitude free jumps, 90° turn |
Moderate |
HAHO or HALO jumps |
Difficult |
Modifiers:
|
Light Winds |
+1D difficulty |
Moderate Winds |
+2D difficulty |
Heavy Winds |
+4D difficulty |
+5 difficulty for every 2m that the LZ is smaller that 10m |
+5 roll for every 2m that the LZ is smaller that 10m |
+1 difficulty for every 3m below 300m that chute is deployed |
+10 to difficulty if using drouge chute or backup |
Forward speed of a chute is determined by the Speed of Chute (X) plus (or
minus) the strength of the tail (head) wind in Kph (y). (X+y=forward speed).
Thrust may be lowered below total speed, but not below 1/4 the chute's
speed (.25X). The chutes rate of decent and maneuverability is listed with
the chute. Decent may be decreased or increased by making appropriate roll.
May never drop below 1/2 of listed speed, or rise above twice the listed
speed. (Roll for maneuvers and opening, and/or as GM recommends).
|
SAILED VESSEL OPERATIONS (any type of sailed vessel):
This skill covers the use of sailing ships and sail driven land craft.
Base difficulty is Easy, modified by conditions and maneuvers. (One round) |
WATER VESSEL OPERATIONS (Wave Skimmer, Wave Speeder, or any model of watercraft):
Covers all watercraft that use any form of power other than sail. (One
round) |
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