Pilot Related Skills

Aerial Navigation: Used for determining position, especially at night or over water. Base Skill: 30% + 5% per level of experience.
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.
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.
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.
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.
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. 

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.

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.

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.
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.
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 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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Next section Rogue Skills.

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