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starrangers:skills

New skills

Technique:(Environment Suit) (Skill) Training

Average
Default:Any Environment Suit skill
Prerequisites:Any Environment Suit skill; cannot exceed prerequisite skill +4
This technique allows you to increase your effective level in an Environment Suit skill for the purposes of oneDX-based skill. You must choose two things: the Environment Suit skill (Battlesuit, Diving Suit, etc.), and the DX-based skill it applies to. When wearing the appropriate type of suit, use your level in this technique, rather than your level in the Environment Suit skill, to calculate the cap for the relevant skill.

Example:Sergeant Flynn has a Battlesuit skill of 14. However, he has Battlesuit Beam Weapons (Pistol) Training at 16. When wearing a battlesuit, his Beam Weapons (Pistol) skill is capped at 16, not 14.

Not used skills

Expert skill(any). Use the relevant normal skills instead.

Combat skills

Portable ranged weapons use few base skills:

  • Guns(rifle): Covers the use of all 2 handed projectile firing weapons. Any reference to guns(smg/shotgun/musket/lmg) mean this too.
  • Guns(pistol): Covers the use of all 1 handed projectile firing weapons.
  • Guns(launchers): covers the use of rocket launchers and similar weapons. Any reference to guns(LAW) means this.
  • Guns(manpack): covers the use of projectile firing portable heavy weapons(normally fired with gunner) in manpack mount
  • Beam weapons(rifle): Covers the use of all 2 handed projectile firing weapons.
  • Beam weapons(pistol): Covers the use of all 1 handed projectile firing weapons.
  • Beam weapons(manpack): covers the use of portable beam heavy weapons(normally fired with gunner) in manpack mount

All default to each other at -4

Note that:

  • When firing bursts you get -2 to hit as base, this can be bough off as average technique/skill
  • When firing payload ammo(high explosive/smoke) in all skills except launchers you get -2 to hit as base, this can be bough off as average technique/skill

Mounted weapons use few base skills.

  • Gunner(Beam weapons) direct fire with beam weapons
  • Gunner(Gun) direct fire with projectile weapons
  • Gunner(Rocket) direct fire with rockets
  • Artillery(Gun) indirect fire with projectile weapons
  • Artillery(Rocket) in direct fire with rockets

All default to each other at -4

Self guiding weapons use

  • Artillery(missiles)

Familiarities

Note that you can start with 2 familiarities for each point used in the skills. If you have not specified the familiarities then you are assumed to be familiar with your starting weapons and closely related imperial weapons.

Familiarity penalties for guns are a sum of:

  • -1 for a substantial caliber difference (handgun cartridge, rifle cartridge, shotgun cartridge, heavy machine gun cartridge, any Magnum cartridge vs. an ordinary one, etc.). This penalty especially applies whenever there’s a damage differ- ence of 1d or more.
  • -1 for ignition (flintlock, caplock, self-contained cartridge, etc.).
  • -1 for action or operating mechanism (automatic, pump-action, lever-action, etc.). For this purpose, there’s no differ-ence between semiautomatic and full-automatic.
  • -1 for grip or handling (normal stock vs. bullpup, pistol vs. revolver, etc.).
  • -1 for sights (iron sights, scope, reflex sight, etc.).
  • -1 for feed (internal magazine, detachable magazine, revolver cylinder, muzzle-loading, belt-feed, etc.). This doesn’t apply if someone else has loaded the gun for you!

Familiarity penalties for beam weapons are a sum of:

  • -1 for large size difference (at least 2 difference in bulk)
  • -2 for beam weapon technology(laser vs blaster etc.)
  • -1 for grip or handling (normal stock vs. bullpup, pistol vs. revolver, etc.).
  • -1 for sights (iron sights, scope, reflex sight, etc.).
  • -1 for feed

Familiarity penalties for gunner and artillery:

  • -2 for fire- control system (e.g., map coordinates when you’re used to satellite imagery)
  • -2 for mount (e.g., a naval turret when you’re used to emplaced guns)
  • -2 for for an unfamiliar weapon of a known type (e.g., 155mm when you are used to 203mm);

All familiarity penalties disappear after you have had eight hours of practice with it. An easy way to avoid familiarity penalties is the Cross-Trained perk.

Skill and bonus limits

Note that the maximum accuracy bonus you can achieve with scopes and other targeting aids and bonuses like aiming is equal to the accuracy of the weapon. Thus any weapon is limited to a maximum of accuracy*2 to hit bonus before penalties

Due to the inherent accuracy limit of weapons the total accuracy+skill+bonuses of any weapon is limited to 2*accuracy+22 before penalties.

Skill lists

Spaceship Maintain/Repair

  • Armoury (Vehicle Armor)
  • Electronics Repair (Communications)
  • Electronics Repair (Sensors)
  • Electronics Repair (Computers)
  • Computer Programming
  • Electrician
  • Mechanic (Life Support)
  • Housekeeping
  • Electronics Repair(Medical)
  • Armoury (Force Shields)
  • Electronics Repair (Scientific)
  • Mechanic (Spaceship)
  • Electronics Repair (EW)
  • Mechanic (Reactionless Drive)
  • Mechanic (Stardrive)
  • Mechanic (Fusion)

Spaceship Operation

  • Electronics Operation (Communications)
  • Electronics Operation (Sensors)
  • Computer Operation
  • Electronics Operation(Medical)
  • Electronics Operation (Scientific)
  • Electronics Operation (EW)
  • Piloting (Fast Spaceship)
  • Piloting (Hyperspace)
  • Piloting (Aerospace)
  • Navigation(Space)
  • Navigation(Hyperspace)
  • Navigation(Air)
  • Piloting(Remote controlled)
  • Piloting(Aerospace)
  • Gunner(Beams)

Other Equipment maintain/repair

  • Armoury (Body Armor)
  • Armoury (Power Armor)
  • Armoury (Small Arms)
  • Mechanic(Robots)
  • Armoury (Vehicle Armor)
  • Electronics Repair (Communications)
  • Electronics Repair (Sensors)
  • Electronics Repair (Computers)
  • Computer Programming
  • Electrician
  • Mechanic (Life Support)
  • Housekeeping
  • Electronics Repair(Medical)
  • Armoury (Force Shields)
  • Electronics Repair (Scientific)
  • Mechanic (Spaceship)
  • Electronics Repair (EW)
  • Mechanic (Fusion)
starrangers/skills.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1