Weapon Proficiencies
Sniper
Starship Gunnery: Automated
Starship Gunnery: Manual
W.P. Archery - Cross Bow
W.P. Artillery
W.P. Barstool
W.P. Battle Axe
W.P. Black Powder
W.P. Blunt
W.P. Bola
W.P. Bow
W.P. Boomerang
W.P. Broken Bottle
W.P. Chain
W.P. Cyclone Weapon Systems
W.P. Deadball
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Flame Thrower
W.P. Forked
W.P. Gallant H-90
W.P. Grenade
W.P. Grenade Launcher
W.P. Grappling Hook
W.P. Harpoon Gun
W.P. Handguns
W.P. Heavy
W.P. Heavy Energy Weapons
W.P. Improvisation
W.P. Knife
W.P. Lance
W.P. Mortar
W.P. Mouth Weapons
W.P. Net
W.P. Paired Weapons
W.P. Polearm
W.P. Quickdraw
W.P. Rifle
W.P. Rune Weapon
W.P. Sharpshooter
W.P. Shield
W.P. Shotgun
W.P. Siege Weapons
W.P. Slingshot
W.P. Small Thrown Weapons
W.P. Spear
W.P. Staff
W.P. Sub-Machinegun
W.P. Sword
W.P. Targeting
W.P. Torpedo
W.P. Trident
W.P. Whip
Weapon Systems (Battloid)
Weapon Systems (Battle Pod)
Weapon Systems (Destroids)
Weapon Systems (General)
Weapon Systems (Glitter Boy)
Weapon Systems (Power Armour)
Weapon Systems (Robots)
Weapon Systems (Veritech)
Weapon System
Sniper: This skill represents special training in long range rifle firing and marksmanship. Only rifles that can be made to fire a single round or blast can be used for snipering (no automatic/multi-firing rifles). Adds a bonus of +2 to strike on an aimed shot.
Starship Gunnery: Automated: This skill is used to fire a starship's guns in
combat, such as on the SDF-3 or on one of the many Zentraedi spaceships. The
character may have to lock these guns on one specific target or on multiple
targets in an instant. to aim the guns at multiple targets takes time, how much
time, this depends on how many guns and how many targets. GM’s use your best
judgment to determine this. If you have 25 guns and 12 target it will take on
the average 2 to 3 combat rounds to set these guns before they can be fired.
Refer to Dodging the big guns. Special Bonus: +2 to strike. Note: Characters
without the weapons systems skill will be able to operate them, but no bonus to
strike and will never have the initiative. Requires: Read Sensory Instruments,
Computer Operation, and Computer Programming. Base Skill: 70% + 5% per level of
experience, and represents the overall comprehension and ability of the
character. A Note of Reference: A character must first roll the Read Sensory
Instruments skill, then the Computer Operations Skill, then the Computer
Programming skill, then this skill to achieve the desired settings. If the
character misses one of these rolls the guns do not lock on it’s intended
target(s) and the whole process has to be repeated.
Starship Gunnery: Manual: This skill applies to the guns on a ship that
have to be fired manually, some of the guns on the larger Zentraedi ships have
to be manned. The character aims his/her weapon at a specific target and fires
at it. Bonus: +2 to strike. Note: Characters without the weapons systems skill
will be able to operate them, but no bonus to strike and will never have the
initiative. Requires: Read Sensory Instruments. Base Skill: 70% + 5% per level
of experience, and represents the overall comprehension and ability of the
character.
W.P. Archery - Cross Bow: An expertise with the cross bow. Training includes the
use of all types of cross bows. Archers who are skilled in the use of the short
bow or long bow can use the weapon but find it awkward, all bonuses to strike
are half, range is normal for the bow (no bonus) and the rate of fire is equal
to the archers normal hand to hand attacks per melee (no bonus rate of fire from
W.P. Archery). Bonuses:
Effective Range: +10 ft per level of experience after level one;
Rate of Fire: One at level one, and +1 at levels 4, 8, and 12;
+1 to strike at levels 2, 5, 8, 11, and 14.
Movement penalty: The character loses all bonuses and rate of fire is half when
running and shooting, flying, when riding on horseback or from moving vehicle,
or otherwise unbalanced. Note: By retaking W.P. Archery: Cross Bow the character
suffers only the half rate of fire movement penalty. Also a heavy crossbow can
only be fired once from horseback. They cannot be reloaded by a mounted man as
the bracing and pull are inadequate. Light Crossbows, however, suffer the normal
penalties from horseback.
W.P. Artillery: Covers all vehicle-sized cannons and howitzers, as well as vehicle-mounted missile weapons.
W.P. Barstool: Training in all types of stools and chairs, including bar stools,
milking stools, dining chairs, outdoor furniture, and small tables. Considered
to be separate from WP Blunt, since it deals with large, cumbersome objects
which aren't designed as weapons. Characters without this WP suffer a -2 to
strike and parry with chairs and stools, as they are untrained in these unwieldy
weapons. Bonuses: +1 to strike and parry at levels 1, 4, 8, and 13.
Damage for chairs S.D.C.
Barstool - wood d6+1
Barstool - metal d8
Dining chair - wood d6
Dining chair - metal d6+1
Milking stool - wood d4
Milking Stool - plastic d4+1
Deckchair - wood 2d4
Deckchair - metal 2d6
Deckchair - plastic d6
Bedside Table - wood d6
Bedside Table - metal d6+1
W.P. Battle Axe: Training in all types of battle axes and picks. Bonuses: +1 to strike at levels one, four, eight, and twelve. +1 to parry at levels two, five, nine and thirteen. +1 to strike when thrown at levels three, eight and twelve.
W.P. Black Powder: Knowledge and practice with antique weapons of all kinds. Includes a lot of strange items... the ability to load and fire muzzle-loading guns, familiarity with Civil War, Napoleonic, Revolutionary War rifles and pistols.
W.P. Blunt: Training with all types of blunt weapons including mace, hammers, cudgels, pipe, staff and clubs. Bonuses: +1 to strike at level one. Add +1 to strike at levels 3, 5, 8, 11 and 14. +1 to parry at levels 2, 6, 9, 12 and 15. +1 to throw at levels 4, 7, 10 and 13.
W.P. Bola: The Bola is an old weapon of South American Indians who taught its construction and use to the gauchos. The classic weapon was three rawhide thongs joined at one end and at the other, three cords tipped with metal or leather covered stones; the length of the cords varied from 3-10 feet. When thrown accurately, the bola could entangle the legs to bring down a running animal. One or two weighted balls were used for hunting small prey like rabbits and birds. Damage: 2D4 S.D.C. As one might expect, various weapon manufactures have created bolas with 1-3 grenades instead of weights, and Northern Gun as created one that works like a Neural Mace, with the stunning charge delivered by remote control once the victim has been ensnared. Bonuses: +1 to strike, disarm and entangle at levels 2, 5, 10 and 15.
W.P. Bow: Includes short bow, long bow, samurai bow, Mongol bow, and Ninja short bow, as well as modern compound bows. Bonuses: Start with +1 to strike and two shots per melee round. Add 1 to strike at 2nd, 4th, 7th, 10th, 13th, and 14th levels. An extra shot per melee round is added at 2nd, 4, 5, 8, 10, 12, and 14th levels.
W.P. Boomerang:
Bonuses: +1 to Strike at levels 1, 3, 5, 7, 9, 11, 13, & 15. Specials;
Return path; will return to the thrower.
Straight Shot; target gets a +4 to dodge.
Back Shot; Hits victim from behind, -2 to dodge.
Bounce Shot; Bounces off target back to thrower, only K.O.s/stuns target for d6
melees.
W.P. Broken Bottle: Training in the use of broken bottles and glasses as weapons. The character can break a bottle without cutting himself, and use a variety of offensive moves. If attempting to parry with a broken bottle, the wielder automatically fails, and receives an *additional* 1d6 SDC. However, if the attacker was using a fist, foot, or other part of the body, he also receives 1d6 SDC damage. Bonuses: +1 to strike and damage at level one, and an additional +1 to strike an damage at levels 4, 8, and 13.
W.P. Chain: Training with all types of chain weapons including ordinary lengths of chain, nunchaku, flail, and ball or mace and chain. Bonuses: +1 to strike and entangle at level one. Add another +1 to strike at levels 3, 5, 8, 11 and 14. +1 to parry at levels 4, 7, 10 and 13. +1 to throw at levels 6 and 12. +1 to entangle at levels 2, 5, 8, 11 and 14.
W.P. Cyclone Weapon Systems: This skill is exclusive to the cyclone rider O.C.C. and gives the character a +1 bonuses to strike when using any of the standard cyclone weapons. They include the CADS-1 Sabre system, EP-37 60mm beam cannon, EP-40 rocket cannon, RL-6 rocket cannon, GR-97 forearm missile launcher, GR-103 mini-missile and missile launcher sidecar.
W.P. Deadball: This skill allows the character to throw the spiked, ricocheting ball in the deadball game with great accuracy. A character with this skill can hit a target by ricocheting the ball off walls, ceilings and floors. This is a called shot, at -1 for every ricochet needed to strike the target. It is very hard to parry or dodge the ricocheting deadball; the victim is at -2 to dodge, and at an additional -1 for every additional ricochet beyond the first.
W.P. Energy Pistol: Includes lasers and all types of energy firing small arms.
W.P. Energy Rifle: Includes all long range energy firing rifles.
W.P. Flame Thrower: Includes normal fire, and plasma based flame throwers. This does not include plasma ejectors or similar weapons. This W.P. also instils a basic understanding of how to make best use of the Flame Thrower: i.e. by lighting certain areas on fire, concentrating the fire or dispersing it over a larger area, etc.
W.P. Forked: Includes Sai, tiger forks, tridents and other weapons with tines. Bonuses: +1 to Strike and +2 to Entangle. +1 to strike at levels 3, 5, 7, 9, 12 and 15. +1 to parry at levels 5, 9 and 13. +1 to entangle at levels 2, 5, 8, 10, 12 and 14.
W.P. Gallant H-90: This is a separate weapon proficiency because of its unique multi-configurations, and damage capabilities.
W.P. Grenade: Think just anyone can chuck a grenade? If your answer is yes, then you might want to think again. Sure, tossing a grenade takes all the intelligence of your average chimpanzee. Figuring out when to throw the grenade is another matter. First off not all grenades are fitted with the same delay rate. Some have a 5 second delay, some 3 seconds, some can be adjusted to a variable rate. There's even some Soviet grenades that have a zero delay, they go off as soon as you pull the pin!
W.P. Grenade Launcher: Any device, including certain rifle models, that fire grenades. This skill includes the use of the Triax pump-weapons (i.e. TX-16) and the launchers of the CS-14 "Firebreather." Bonuses: +1 to Strike at levels 3, 7, and 11.
W.P. Grappling Hook: Trained use of a grappling hook for climbing, scaling walls (adds +5% to that skill), boarding vessels, tripping an opponent (by hooking the foot, ankle or leg. Does no damage, but knocks victim to the ground and he loses initiative and one melee attack) and impaling (does 1D6 damage). +1 to strike or entangle at levels 3, 6, 9 and 12.
W.P. Handguns: A familiarity with all types of handguns including revolvers and pistols. Revolvers are the classic cylinder-based "six shooter." Pistols are "automatic" weapons which means the gun keeps firing while the trigger is depressed and doesn't stop until the trigger is released or the ammunition is spent.
W.P. Harpoon Gun: Proficiency with the harpoon gun. The weapon can be used either with a plain pointed end (2D6 S. D.C.) or with an explosive head (4D6 M.D.). Bonuses: +1 to strike at levels two, four, seven, ten and thirteen.
W.P. Heavy: Includes machineguns, bazookas, LAWS, and mortars.
W.P. Heavy Energy Weapons: Includes plasma ejector, rail guns, and similar high tech, mega-damage weapons.
W.P. Improvisation: This is simply the ability to use any available materials at hand and use them as effective weapons. This includes the use of dirt to temporally distract/blind your opponent, the use of sharpened tree branches to use as spears. With this skill almost anything can be a deadly weapon.
W.P. Knife: Training with all types of knives. Bonuses: +1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.
W.P. Lance: Lances are not normal hand-to-hand weapons; they can only be used by someone riding a horse, animal (griffon, or dragon), or vehicle (chariot). Lances can not be used to parry, and often break during combat. Bonuses: +2 to strike at level one, and +1 to strike at levels 4, 8, and 12.
W.P. Mortar: These are man portable artillery weapons that consist of a tube and small self-propelled bombs that shoot out of the tube.
W.P. Mouth Weapons: Includes blowpipes, mouth darts, and other weapons that depend on a person's lungs and aim out of the mouth. Bonuses: +1 to strike at 1st level. Add 1 to strike at 4, 8, and 12th levels. An extra shot per melee round is added at 3, 7, and 11th levels.
W.P. Net: Training in the use of ancient (string) and modern (carbon
fibres or metal alloys) nets. Nets are not so much offensive weapons as they are
used to ensnare an opponent, to slow him down, confuse or render immobile for a
while.
Snaring an opponent's weapon: The weapon becomes entangled and is pulled out of
the persons hand. A natural, unmodified roll of 18, 19, 20 will disarm an
opponent, unless they roll equal to or above the roll to strike (no bonuses).
Snare one's opponent: By throwing a large net completely over the opponent, one
can snare him. The intended victim must dodge or be netted. If caught in the
net, the victim is -8 to strike, -10 to dodge, and -6 to parry. It will require
1D4 melees to break free from the net, unless one has superior weapons (vibro-blades
and plasma swords especially). Note that though quite helpless while in the net,
those attacking him will be doing a lot of damage to the net, thereby destroying
it in a matter of a melee. If the person dodges the net, the net thrower will be
without a weapon (it takes TWO hands to throw a net) until he can get out
another weapon.
W.P. Paired Weapons: This is an extra skill that, combined with an ancient
weapon allows for the use of two weapons simultaneously.
Paired Weapons: This training involves a particular type of hand to hand
fighting technique. This training is reserved for special military personnel and
is in the use of training the character to use two weapons at once with a deadly
accuracy. This only applies to the Ancient W.P.'s, but adds an additional attack
to the characters arsenal. The character will be able to fight with one arm and
defend with another without the loss of attacks. In other words the character
will can attack and parry in one attack, instead of using two separate attacks
to achieve the same results. The advantage is that the character while parrying
an attack can him/her self attack the character he/she is parrying. Where a
normal character can not do such a thing with out calling a simultaneous attack
and even then both characters connect with their blows.
W.P. Polearm: Training in the large spear-like weapons know as the polearm. Also includes tridents. Bonuses: +1 to strike at levels one, five, nine and fourteen. +1 to parry at levels one, three, six, nine and fourteen. +1 to parry at levels one, three, six, nine and twelve. +1 to strike when thrown at levels two, five, nine and fourteen.
W.P. Quick Draw: A practiced move in which the
character gets an initiative bonus to draw and fire or throw his weapons much
faster at the first sign of danger. Note that characters with a high P.P.
benefit most from this skill. Bonuses: +I on initiative for characters with a
P.P. of 17 or less, +2 on initiative for those with a P.P. of 18 to 23, +3
on initiative for those with a P.P. of 24 to 30 and +4 to initiative for
characters with a P.P. of 31 or above.
W.P. Rifle: A familiarity with the very accurate, single shot, bolt-action style of rifles used for hunting and sniping, and automatic and semi-automatic, military assault rifles like the M-16 and AK-47.
W.P. Rune Weapon: This gives the character the knowledge and ability to use all and any Rune Weapons. With this skill the character can use any rune weapon whether or not he has that w.p. (i.e. if the character doesn't have a w.p. sword but does have a rune sword he can still use it). This gives the character an additional +2 to strike with a rune weapon and +3 to parry with a rune shield.
W.P. Sharpshooter: Any O.C.C. can
select the W.P. Sharpshooter skill. However, among the current list of O.C.C.s
and in most parts of the world, sharpshooting is not very commonplace. Still,
some characters, especially those geared for combat, may have one or two W.P.
Sharpshooting skills.
Not available as a secondary skill.
The character must have first spent one skill selection on a desired W.P. skill
before the Sharpshooting skill can be selected. Once the W.P. type has been
selected, the sharpshooting skill can be added to it at a cost of two "other"
skill selections. The sharpshooting skill bonuses are then added to those of the
normal weapon proficiency for that specific type of weapon.
W.P. Sharpshooting Bonuses: All bonuses are in addition to conventional W.P.
bonuses of +3 aimed, +1 burst.
The Sharp Aimed Shot (applicable to both the single shot and the aimed burst
shot): +1 to strike with a P.P. 20 and every additional five (5) P.P. points
above 20, but the bonuses are only applicable when the appropriate type of
weapon is used. Aimed shots only. No bonuses for shooting wild.
The Sharpshooter's Called Shot: The sharpshooter's aimed shot bonuses are NOT
applicable when using this special "Sharpshooter's called shot." Instead, the
sharpshooter uses the following superior bonuses: +1 to strike with a P.P. 18
and every additional three (3) P.P. points above 18, but the bonuses are only
applicable when the appropriate type of weapon is used and this special called
shot counts as two melee attacks/actions. Aimed shots only.
Quick Draw: +1 to initiative with a P.P. 18 and every additional four (4) P.P.
points above 18, but the bonuses are only applicable when the appropriate type
of weapon is used.
The Bonus Attack: +1 additional shooting melee attack when using that specific
weapon for the entire melee round.
The Trick Shot: Most Men at Arms can pick one of the following tricks (or roll
1D6 for random determination), but the Gunfighter, Sheriff and Gunslinger
O.C.C.s get ALL six!
Can fire a traditional two-handed weapon, like a rifle, one handed.
Can shoot over his shoulder by holding up a mirror and aiming at the reflection.
Accurately shoot while riding a horse or moving vehicle (normally a wild shot),
but strike bonuses are half and a called shot is impossible (-8 to strike and
strike bonuses do not apply).
Shoot accurately while standing on head or hanging upside down; all bonuses
applicable.
Roll or somersault and come up shooting (normally a wild shot), no bonuses nor
penalties to strike; straight roll of the dice.
Ricochet shot, can bounce bullets, arrows, sling bullets and other fired
projectiles (depending on the specific W.P.) off of one surface and angle the
shot in such a way that the projectile ricochets/bounces off and hits a
different/second target (inflicts only one pint of damage to the first surface
and full damage to the second). This can also be done with laser weapons but the
ricocheting surface must be mirrored or highly polished. Glitter Boys are
excellent reflective surfaces for performing a ricochet laser shot.
W.P. Shield: Combat skills with large and small shields used primarily for parrying and self defence. Bonuses: +1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one hand and a weapon in the other. +1 to strike with a shield (1D4 damage) at levels 4, 8 and 12. No bonus to strike when thrown.
W.P. Shotgun: A familiarity with the classic double-barrel shotgun and police and military versions of shotguns with ammo drums.
W.P. Siege Weapons: An understanding of the use and mechanics of siege weapons, including balista, catapult, onager and trebuchet. +1 to strike at levels 2, 5, 9 and 12.
W.P. Slingshot: Includes both ancient slings and modern slingshots. Bonuses: +1 to strike and 2 two shots per melee at first level. +1 to strike and an extra shot per melee at levels 2, 4, 6, 8, 10, 12 and 15.
W.P. Small Thrown Weapons: Includes shuriken, throwing spikes, etc. Bonuses: Start with being able to fire off 3 per melee round. +1 to throw at levels 4, 7, 10 and 13. Extra shot per melee at levels 2, 3, 5, 6, 8, 9, 11, 12, 14 and 15.
W.P. Spear: Combat skill with large and small spears. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 3, 7, 10 and 13. +1 to parry at levels 3, 6, 9, 12 and 15. +1 to throw at levels 2, 4, 8, 11 and 14.
W.P. Staff: Combat skill with large and small staffs. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 4, 7, 10 and 14. +1 to parry at levels 2, 5, 8, 11, and 14. +1 to throw at levels 4, 8 and 14.
W.P. Sub-Machinegun: Includes all small arms automatic weapons like the uzi.
W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabres, two handed, and short swords. Bonuses: +1 to strike and parry at level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and 14.
W.P. Targeting: Expertise with thrown and
projectile weapons (but not bows and arrows, crossbows, or guns), such as the
sling, slingshot, boomerangs, shurikens, throwing knives, throwing sticks, axes
(small) and spears, even siege weapons. Bonuses: + 1 to strike at levels I, 3, 7
and 10. Characters who select both W.P. Targeting and another W.P.
for a missile weapon (but not thrown swords, large axes, staves, etc.) get the
usual bonuses for that W.P., plus the bonus from W.P. Targeting. Can also throw
two small items, like knives, shurikens or throwing sticks, simultaneously at
the same target. Requires: Any one W.P. for a missile weapon such as a spear.
Note: The character loses all bonuses and the rate of fire is half, when running
and shooting or throwing, flying, when riding on horseback or from a moving
vehicle, or otherwise unbalanced.
Typical Effective Range & Damage per Weapon Type:
Bolas: 30 feet (9 m)- 2D4 damage.
Blowgun: 30 feet (9 m)- D4 damage.
Boomerangs: 60 feet (18m)- 106 damage.
Brick or stone, thrown: 50 feet ( 15.2 m)- D6 damage.
Dart: 30 feet (9 m)- D4 damage.
Javelin: 300 feet (91.5 m)- D6 damage.
Net: 30 feet (9 m)- No damage.
Sling or Slingshot: 80 feet (24m)- D6 damage.
Spear, thrown: I 00 feet (30.5 m)- D6 or 2D6 damage.
Throwing Sticks and Knives: 40 feet (12.2 m)- D6 damage.
Throwing Axes: 40 feet (12.2 m)- 2D4 damage.
Trident: 50 feet (15.2 m)- 2D8 damage.
Note: W.P. Targeting does a Critical Strike (double damage) on a Natural 19 or
20 (unmodified die roll to strike). Swords, large axes, chairs, frying pans,
hammers, clubs, maces, pole arms and most other handheld weapons are not
designed to be thrown. Consequently, the average throwing range is a mere 20
feet (6 m) and the character is -1 to
strike. An attacker can try to throw such weapons farther, but is -3 to strike
for every additional I 0 feet (3 m) beyond 20 (6 m). Spears, javelins, slings,
throwing knives/sticks/axes can be thrown/fired by anybody without penalty at
the typical effective range listed above.
W.P. Torpedo: Maintenance and a keen understanding of a torpedo’s speed, range, trajectory, and most effective use. Bonuses: +1 to strike at levels two, six and twelve. +1 to strike with a depth charge at level four.
W.P. Trident: The practiced use of the trident as a weapon. Bonuses: +1 to strike and entangle at level one. +1 to strike at levels 3, 5, 7, 9, 12, and 14. +1 to parry at levels 5, 9, and 13. Entangle an opponent's arm, hand, foot or weapon between the prongs: +1 at level 2, 5, 8, 10, 12 and 14. If a limb is caught or pinned, the trident user can twist the trident with a quick movement that will force the "pinned" opponent o follow the movement and be "flipped' off his feet or upside down under water. The victim of a body flip is thrown to the ground/down/over and loses initiative and one melee action/attack. W.P. Trident provides the body flip move only when using the trident. Typical damage is 3D6 S.D.C. or 3D6 M.D.; can be thrown 50 feet in the air or 30 feet underwater.
W.P. Whip: Skill at "whipping" or snapping with long, flexible, light weapons, typically made of leather, rawhide, reeds or M.D.C. cords. Damage: Single cord whip: 1D6 S.D.C., Bull Whip: 2D6 S.D.C., Cat-O-Nine Tails: 2D6 S.D.C. Bonuses: +1 to strike at level one. +1 to strike at 3, 5, 7, 9, 11 and 13th levels. +1 to damage at 4th, 8th, and 12th levels. +1 to entangle at 2nd, 6th, 8th, 10th and 14th levels. This weapon cannot be used to parry! An M.D.C. whip still inflicts S.D.C. damage, but is more resistant to damage.
Weapon Systems (Battloid): This is the understanding on how the weapon systems work in the battloids only! The character can not master all of the weapon systems on all of the battloids, but can master the weapons systems in one particular battloid, such as the T.C. Battloid from the Southern Cross Book. It includes comprehensive training on the weapons systems of that particular battloid. Bonus: +2 to strike. This does not include hand-held weapons which require individual W.P. training. Note: Characters without the weapons systems skill will be able to operate them, but no bonus to strike and will never have the initiative. Requires: Read Sensory Instruments. Base Skill: 80% + 5% per level of experience, and represents the overall comprehension and ability of the character.
Weapon Systems (Battle Pod): This is the understanding on how the weapon systems
work in the Zentraedi Battle Pods (RDF and REF) only! The character can not
master all of the weapon systems on all of the Battle Pods, but can master the
weapons systems in one particular Battle Pod, such as the Officers Pod found in
ROBOTECH: The Role Playing Game. It includes comprehensive training on the
weapons systems of that particular Battle Pod. Bonus: +2 to strike. This does
not include hand-held weapons which require individual W.P. training. Note:
Characters without the weapons systems skill will be able to operate them, but
no bonus to strike and will never have the initiative. Requires: Read Sensory
Instruments. Base Skill: 80% + 5% per level of experience, and represents the
overall comprehension and ability of the character.
Weapon Systems (Destroids): This is the understanding on how the weapon systems
work in the Destroids (REF and RDF) only.! The character can not master all of the
weapon systems on all of the Destroids, but can master the weapons systems in
one particular Destroid, such as the REF Gladiator found in ROBOTECH II: The
Sentinels. It includes comprehensive training on the weapons systems of that
particular Destroid. Bonus: +2 to strike. This does not include hand-held
weapons which require individual W.P. training. Note: Characters without the
weapons systems skill will be able to operate them, but no bonus to strike and
will never have the initiative. Requires: Read Sensory Instruments. Base Skill:
80% + 5% per level of experience, and represents the overall comprehension and
ability of the character.
Weapon Systems (General): This is the complete understanding of weapon units and
systems incorporated in vehicles, such as the Cammanchero. It includes a vast
variety of weapons, lasers, particle beams, auto cannons, missile launchers and
so on. Bonus: +2 to strike This does not include hand-held weapons which require
individual W.P. training. Note: Characters without the weapons systems skill
will be able to operate them, but no bonus to strike and will never have the
initiative. Requires: Read Sensory Instruments. Base Skill: 60% + 5% per level
of experience, and represents the overall comprehension and ability of the
character.
Weapon Systems (Glitter Boy): This is the understanding on how the weapon
systems work in the Glitter Boys. The character can not master all of the weapon
systems on all of the Glitter Boys, but can master the weapons systems in one
particular Glitter Boy such as the CS GB-10 "Cheetah". It includes comprehensive
training on the weapons systems of that particular Glitter Boy. Bonus: +2 to
strike. This does not include hand-held weapons which require individual W.P.
training. Note: Characters without the weapons systems skill will be able to
operate them, but no bonus to strike and will never have the initiative.
Requires: Read Sensory Instruments. Base Skill: 75% + 5% per level of
experience, and represents the overall comprehension and ability of the
character.
Weapon Systems (Power Armour): This is the understanding on how the weapon
systems work in the Power Armour. The character can not master all of the weapon
systems on all of the Power Armour, but can master the weapons systems in one
particular Power Armour such as the SAMAS. It includes comprehensive training on
the weapons systems of that particular Power Armour. Bonus: +2 to strike. This
does not include hand-held weapons which require individual W.P. training. Note:
Characters without the weapons systems skill will be able to operate them, but
no bonus to strike and will never have the initiative. Requires: Read Sensory
Instruments. Base Skill: 75% + 5% per level of experience, and represents the
overall comprehension and ability of the character.
Weapon Systems (Robots): This is the understanding on how the weapon systems
work in the Robots. The character can not master all of the weapon systems on
all of the Robots, but can master the weapons systems in one particular Robots
such as the UAR-1 Enforcer. It includes comprehensive training on the weapons
systems of that particular Robot. Bonus: +2 to strike. This does not include
hand-held weapons which require individual W.P. training. Note: Characters
without the weapons systems skill will be able to operate them, but no bonus to
strike and will never have the initiative. Requires: Read Sensory Instruments.
Base Skill: 75% + 5% per level of experience, and represents the overall
comprehension and ability of the character.
Weapon Systems (Veritech): This is the understanding on how the weapon systems
work in the Veritechs (REF and RDF) only! The character can not master all of
the weapon systems on all of the Veritechs, but can master the weapons systems
in one particular Veritech, such as the Alpha from the Invid Invasion Book. It
includes comprehensive training on the weapons systems of that particular
Veritech. Bonus: +2 to strike This does not include hand-held weapons which
require individual W.P. training.. Note: Characters without the weapons systems
skill will be able to operate them, but no bonus to strike and will never have
the initiative. Requires: Read Sensory Instruments. Base Skill: 80% + 5% per
level of experience, and represents the overall comprehension and ability of the
character.
Weapon System: This is the complete understanding of weapon units and
systems incorporated into military vehicles. It
includes lasers, particle beams, rail guns, missile and grenade launchers,
cannons, and vehicle/robot weapons. Adds a special bonus of +1 to strike when
using these types of weapons; this does not include hand-held weapons. Base
Skill: 40% + 5% per level of experience.
Optional method of assigning this skill.