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Pilot Related Skills
Aerial Navigation: Used for determining
position, especially at night or over water. Base Skill: 30% + 5%
per level of experience.
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Astrogation (Navigation via Astronomy):
The ability to navigate, from the study of the stars and other celestial
bodies, their movements, positions, cycles, alignments, and interrelations
with the earth and each other (including, on magical worlds, the ebb and
flow of mystic energy along ley lines). Training includes reading maps
and star charts, course computation, following landmarks, and the use of
navigational equipment. Includes land, air and water navigation, as well
as piloting by the stars and instruments alone. This ability is ideal for
sailors. A failed roll means the navigator is off course. To determine
how many miles off course, roll on the following list.
2D6 miles when traveling on foot. |
1D6x10 miles when traveling by animal transportation (horse, wagon,
car, etc.). |
2D4x10 when using a boat (also, when flying magically or through use
of a jet pack). |
A blown roll also results in an improper direction; roll 1D8 for the true
course, starting with North-East as 1 and going clockwise through the eight
major compass points), rerolling a result of the direction that is the
one actually desired.Roll the error distance and direction once for every hour that one travels
after the failed check. If using a landmark, etc. for navigation, making
the next chance at at -10% can discover the error. If using direction only
as the guide, the roll is at 1/2 normal level to discover the error. If
the roll fails, but is still under the normal skill roll in either case,
then the navigator is now following a parallel course (off by the distance
in error) to the one desired. A second or later consecutive totally failed
roll compounds the original deviation, resulting in a new random course
roll.
Base Skill: 40% + 5% per level of experience. |
Debris Ring Navigation: The Debris Ring
is the outer most layer of the containment of Earth. Every so often for
some reason or another some one ends up in the debris ring without a way
to get out. With this skill a pilot can successful attempt to navigate
the debris ring without taking damage, a failed roll means that the ship
takes 1D100 MD to a random part of the ship.
Base Skill: 30% + 5%
per level of experience.
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Instrument Rating: This skill allows a pilot
to steer a course, take-off or land, in total darkness, using just the
aircraft's instrument readings. Base Skill: 30% + 5% per level of
experience.
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Interplanetary Navigation: This allows
a character to plot and lay in a course for the large distances between
planets. For the purposes of this game, anything outside the orbital plane
of the Earth and Moon (the Zone) is regarded as being interplanetary. A
character must have basic math and computer operation to take this skill.
A failed skill roll means that the spacecraft is off course. To find out
how far it is from its destination, subtract the character's skill from
the failed roll and multiply the result by one million. That is the resulting
miss in kilometers. Base Skill: 45% + 5% per level of experience.
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Navigation: Training in map reading, star charts,
course computation, following landmarks, and use of navigational equipment.
Includes land, air, and water navigation, as well as piloting by instruments
alone. A failed roll means the pilot is off course. Roll 2D6x100 for most
aircraft, 4D6x100 for jets, and 2D6x10 for ground vehicles to determine
how many miles/kilometers they are off course. Roll for every hour that
one is off course.
Base Skill: 40% + 5% per level of experience.
Requires: Math
Basic, Read Sensory Equipment and Literacy.
Optional method of assigning
this skill.
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Navigation (air): Skills in map reading,
course computation, and use of navigational equipment. Training also includes
the use of just instruments by themselves. Note: does not include
water, under water land. Requires: Math
Basic and rRead Sensory Equipment and Literacy
are required to navigate. Base Skill: 60% + 5% per level of experience.
A failed roll means the pilot is off course. Roll 2D6x100 for aircraft
and 4D6x100 for all flying mecha. to determine how many miles/kilometers
they are off course by. Roll every hour that one is off course. Note:
If playing under the Percentage points system it requires 50 points and
will take on the average of 12 to 18 months of training to acquire this
skill. Navigation (land): Skills in map reading,
course computation, along with following landmarks, road signs, and being
able to understand directions. Training also includes the use of just instruments
by themselves.
Note: does not include water, underwater, air. Requires: Math
Basic and rRead Sensory Equipment and Literacy
are required to navigate. Special Bonus: If the character has Land
Navigation add a one time bonus of 8%. Base Skill: 60% + 5% per
level of experience. A failed roll means the pilot is of course. Roll 1D6x100
to determine how many miles/kilometers they are off course by. Roll every
hour that one is off course. Note: If playing under the Percentage
points system it requires 40 points and will take on the average of 12
to 15 months of training to acquire this skill.
Navigation - Space: Basically the same
as normal navigation techniques. The only difference is the use of stars
and some of the sensory equipment. More importantly, a failed roll will
place the ship 4D6 light years off course! Requires: Math
Basic and Read Sensory Equipment and Literacy
are required to navigate. GM's Note: Take into account the speed
at which the space craft is capable of traveling. Obviously a sub-light
ship will not be off course by this much. Base Skill: 40% + 5% per
level of experience.
Navigation (water): Skills in map reading,
star charts, and course computations. Training also includes the use of
just instruments by themselves. Note: does not include underwater,
air, land. Requires: Math Basic
and Read Sensory Equipment and Literacy
are required to navigate. Base Skill: 60% + 5% per level
of experience. A failed roll means the pilot is of course. Roll 4D6x100
to determine how many miles/kilometers they are off course by. Roll every
hour that one is off course. Note: If playing under the Percentage
points system it requires 40 points and will take on the average of 12
to 15 months of training to acquire this skill.
Navigation (Underwater) (New): This
much the same as the skill above, but this entails relying on Instruments
Only! Characters that have the Ocean Geography Surveying skill get a one
time bonus of 15%.
Note: does not include air, land, water.
Requires:
Math Basic and Read
Sensory Equipment and Literacy
are required to navigate. Base Skill: 55% + 5% per level of experience.
A failed roll means the pilot is of course. Roll 4D6x100 to determine how
many miles/kilometers they are off course by. Roll every hour that one
is off course. Note: If playing under the Percentage points system
it requires 40 points and will take on the average of 12 to 15 months of
training to acquire this skill.
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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 (New): 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.
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Orbital Navigation: Characters with Orbital
Navigation will be able to plot courses for traveling in the orbital planes
of the Earth and its moon, and will know the positions of any major objects
within this area, such as space stations, rogue asteroids and "no-go" zones.
Base
Skill: 50% + 5% per level of experience. Requires: Basic
math.
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Radar/Sonar Operations (Read Sensor Equipment):
The ability to use radar (radio echo bounces) and sonar (underwater sound
echo bounces) equipment and correctly read the information to precisely
locate and follow aircraft, ships and submarines. This is all included
in the skill ability to read sensor equipment. Base Skill: 30% +
5% per level of experience.
A note about sonar: In submarines there are two methods or types
of sonar operations, passive and active. To use active sonar, the sub must
give a pulse of sound to bounce off any nearby ships or objects. This is
very dangerous since it immediately gives away the position of the ship;
most subs will not use active sonar unless absolutely necessary.Most submersibles will rely on passive sonar systems. This is much more
difficult since the sonar operator must sift through the background noise
to find any enemy ships. Sometimes they will not be able to distinguish
the location of a ship form the background static. Despite this fact passive
sonar is used because it does not give away the location of the sub. Skill
Penalty: -15% on read sensory equipment skill. |
Read Sensory Equipment: Individuals with
this training can operate, maintain, understand, and "read" or interpret
sensory data from all types of conventional sensor devices. These devices
include radar, sonar, motion detectors, surveillance equipment, optical
enhancements, instrument panels, and so on.
Note: Characters without
this skill cannot understand nor operate aircraft, radar, or detection/surveillance
equipment. Base Skill: 40% + 5% per level of experience.
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Temporal Navigation/Time Detection Equipment:
Character knows how to read and evaluate the information from temporal
detection equipment. Includes a knowledge of the Absolute Referent Device
and Quantum Differential Device sensors. From anywhere in the time stream,
the character can accurately read the instruments to pinpoint an exact
temporal location. Has enough training to attempt to diagnose and repair
malfunctions in these devices, using the base skill. Base Skill:
40% + 5% per level of experience.
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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.
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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 Armor): This is the
understanding on how the weapon systems work in the Power Armor. The character
can not master all of the weapon systems on all of the Power Armor, but
can master the weapons systems in one particular Power Armor such as the
SAMAS. It includes comprehensive training on the weapons systems of that
particular Power Armor. 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, power
armor, and robot 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.
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