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 boyancy 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) |
|