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Skill Rate: Staggered
Uses: Blocking, Bashing
To use a Block defence, you have to have a shield in one hand. Shields
can block area attacks. As Block is based on an endurance skill,
mobility penalties do not apply (unlike Dodge). Every rank in Shield
Use grants you another Block defence roll per round.
Techniques:
-
Bash
: You may use your shield as a weapon, so long as it is within your
weight category. It deals 1d6 Bludgeoning damage with a reach of Close.
Treat it as a weapon in the Blunt family. Without this technique,
Shields may only be used as improvised weapons.
-
Stunning Bash:
[Prerequisite: Bash]
a target who you wound with a shield Bash attack must make a Fortitude
check (DC equals the damage dealt with your shield) or be stunned for
two seconds.
-
Shield Cover:
Once per round, you may make a Block defence roll for one ally within
reach. You may make this check even if they have already made a defence
roll and failed.
-
Shield Wall:
If you are within reach of at least two allies with shields and have a
shield yourself, you get a +1 circumstance bonus to Shield Use.
-
Tower Shield Training:
You may use Tower Shields to make block defence rolls.
-
Buckler Training:
You may use bucklers to make Block defence rolls.
-
Arm Catch:
With this technique, you can attempt to block attacks without a shield.
If you succeed, instead of ignoring the attack, the damage is dealt as
if it were a called shot to one of your arms. The arm must not be
holding a weapon heavier than a light one to do this.
Skill Rate: Fast
Uses: wearing armour. If you are wearing armour with which you are not
proficient, mobility penalties apply to strength and endurance skills
as well, and no Armour techniques apply.
Special: If Armour is your focus skill, increase the defence bonus of
worn armour by +1.
Techniques:
Light Armour Techniques:
-
Armour Proficiency
:
Light
.
[Free]
You get this tech for free upon placing a rank in Armour. You are
proficient with all light armour.
-
Light Armour Training:
While wearing Light Armour, you only count ½ of its weight towards
your encumbrance limit.
-
Light Armour Expert:
[Requires Light Armour Training]
If you are wearing armour and suffer from no mobility penalty, you may
add your Dexterity to Toughness instead of your Endurance (unless your
Endurance is higher). If you are unconscious or helpless, you use your
Endurance instead.
-
Light Armour Master:
[Requires Light Armour Expert]
All Light Armour adds +1 defence, and you can ignore its weight
entirely. Also, you add +1 to your Target score while wearing light
armour.
Medium Armour Techniques:
-
Armour Proficiency: Medium
. You are proficient with all Medium armour.
-
Medium Armour Training:
[Requires Medium Armour Proficiency]
: While wearing Medium Armour, you only count ½ of its weight towards
your encumbrance limit.
-
Medium Armour Expert:
[Requires Medium Armour Training]
Decrease the mobility penalty by one for wearing Medium Armour.
-
Medium Armour Master:
[Requires Medium Armour Expert]
While wearing Medium Armour, you can ignore ¾ of its weight. This does
not stack with the weight reduction from Medium Armour Training. Also,
you add +1 to your Target score while wearing medium armour.
Heavy Armour Techniques:
-
Armour Proficiency: Heavy
.
[Requires: Medium Armour Proficiency]
You are proficient with all Heavy armour.
-
Heavy Armour Training:
[Requires Heavy Armour Proficiency]
: While wearing Heavy Armour, you only add 3/4 of its weight to your
encumbrance limit.
-
Heavy Armour Expert:
[Requires Heavy Armour Training]
: Decrease the mobility penalty for wearing heavy armour by one point.
-
Heavy Armour Master:
[Requires Heavy Armour Expert]
While wearing Heavy Armour, you can ignore ¾ of its weight to
encumbrance. This does not stack with the weight reduction from Heavy
Armour Training. Also, you add +1 to your Target score while wearing
heavy armour.
Other Techniques:
-
Armour Proficiency: Powered
.
[Requires: Medium Armour Proficiency]
You are proficient with powered armour. See the Vehicles section for
more information.
-
Juggernaut
: You can add 3kg x your scale multiplier (3kg for most characters) to
your maximum effort for Medium armour, half that to light armour, and
double it to heavy armour.
-
Skirmisher
: Ignore one point of Mobility Penalty in armour.
Skill Rate: Staggered
Uses: Fighting without wearing armour.
Special: If Unarmoured is your focus skill, you add +1 to your
Unarmoured Combat bonus to Defence.
Techniques:
Passive Techniques:
-
Unarmoured Combat:
With this technique, you add one plus your Unarmoured skill bonus as a
Defence bonus to toughness. This bonus is negated if you are
unconscious or helpless, and it doesn‚t stack with bonuses from armour,
natural armour, etc.. However, if you are wearing armour that doesn‚t
cover your whole body (such as a breastplate), any uncovered areas get
the benefit of your unarmoured defence bonus.
-
Unarmoured Training:
[Requires Unarmoured Combat]
If you are not wearing any sort of armour, you can add +1 to your
Target score.
-
Unarmoured Expert:
[Requires Unarmoured Training]
When you are not wearing any sort of armour, you can add your Dexterity
in place of your Endurance to Toughness. If you are unconscious or
helpless, you can‚t use unarmoured expert.
-
Unarmoured Master:
[Requires Unarmoured Expert]
If you are not wearing any sort of armour, you can add +1 to your
Target score. This bonus stacks with that from Unarmoured Training.
Skill Rate: Staggered
Uses: Your character is thin and a little on the weak side. This has no
penalty other than that, if you put ranks in Frailty, you might not be
putting them in say fortitude. However, it causes foes to
subconsciously pull their punches.
Techniques:
-
Glasses:
(as in "You Wouldn‚t Hit a Guy with Glasses") As a 1 second action, you
can make a Frailty check against one enemy‚s Will. The enemy must be
able to see you. If you succeed, any attacks they make against you
before your next turn deal -1 damage. This is because, whether they
know it or not, they are deliberately avoiding hurting you too badly ƒ
you just don‚t look like you could take it. You take a -1 penalty to
this check if you are wearing light armour, -2 in medium armour, and -3
in heavy armour. If the armour is concealed or they otherwise don‚t
know about it, the penalty is ignored. Enemies immune to morale effects
ignore any benefit you get from Glasses.
-
Mass Glasses:
[Requires Glasses]
When you use the Glasses technique, it affects anyone who can see you.
Roll the check once, and apply it against everyone‚s Will.
-
Weaker Glasses:
[Requires Glasses, three ranks in Frailty]
When you use Glasses, enemies deal -2 damage instead of -1.
-
Sickly Glasses:
[Requires Weaker Glasses, six ranks in Frailty]
As Weaker Glasses, but they do -3 damage instead of -1
-
Quick Glasses:
[Requires Glasses]
You can use Glasses as an Immediate 1 second action
Skill Rate: Staggered
Uses: Fortitude checks are made whenever you come into contact with
poisons or disease, as well as to resist many kinds of special attacks
and to avoid dying.
Size Modifier:
Add three times your scale to your Fortitude modifier.
Techniques:
-
March
: you may walk for an additional 4 hours per day without becoming
fatigued.
-
Immunity
: pick one poison or disease that you have been exposed to in the past.
You are immune to this poison or disease. You may choose this multiple
times, each time choosing a new poison or disease.
-
Die Hard
: instead of a 10% chance to stabilize each round while dying, you have
a 25% chance
-
Die Harder
:
[Requires Die Hard]
Instead of a 25% chance to stabilize each round while dying, you have a
50% chance
-
Live Easy
:
[Requires Die Harder]
You automatically stabilize when dying
-
Last Stand:
While dying, you remain conscious, though you are Disabled. If you stop
dying, you are no longer Disabled.
-
Sleep is for the Weak
: You may go for one night without sleep and suffer no ill-effects. If
you go without for another night in a row, you are exhausted rather
than fatigued the next day.
-
Efficient Sleeper
: You only need to sleep for six hours every night instead of eight to
get a good night‚s rest.
-
Zero-G Training
: you ignore the -2 mobility penalty for being in zero gravity.
-
Uncanny Resilience
:
[Requires 4 ranks in Fortitude]
:
You add +1 to your Toughness, but
not
your minimum toughness. As such, you are just as vulnerable to wounding
but harder to kill outright. You may take this technique once for every
four ranks in Fortitude you have. Its effects stack. So, if before this
you had toughness 9/3 (average human), then afterwards you would have
toughness 10/3.
-
Mule
: Add +2 kg (times your scale multiplier, of course) to your Encumbrance
step. This allows you to carry more gear without slowing down. You may
take this technique multiple times and its effects stack, although its
total increase cannot double your original Encumbrance step
.
-
Heavy Lifter:
[Requires Mule]
You can ignore one mobility penalty from encumbrance.
Ride
/Drive/Pilot
Skill Rate: Staggered
Uses: This skill is used for riding on horseback (or other similar
animals), as well as driving and piloting vehicles of all description.
If you attempt to ride an animal or pilot a vehicle without the proper
operation technique, you do not add your skill modifier to checks.
Mobility Penalty:
You do not add your own mobility penalties to Ride, Drive, or Pilot
checks. However, if you are riding a mount or operating a vehicle with
a mobility penalty, that penalty is also applied to checks made with
this skill. Because of this, it is easier to perform stunts with (for
example) a sports car than a heavily armoured tank.
Task
|
DC
|
Take-off or land
|
5
|
Land on a stationary vehicle
|
6
|
Land on a moving vehicle
|
8
|
Jackrabbit (with the technique)
|
8
|
Techniques:
Vehicle Operation Techniques
Note: If you take a single technique in this section, you are also
able to operate light wheeled vehicles (such as cars and light trucks).
There is no separate technique for operating such vehicles. See chapter
4: Vehicle Combat for more information.
-
Light Mech Operation:
You can pilot mechs up to two scales larger than you are
-
Heavy Mech Operation:
[Requires Light Mech Vehicle Operation]
You can pilot mechs more than two scales larger than you are
-
Light Aircraft Operation:
you can pilot aircraft up to three scales larger than you are
-
Light Spacecraft Operation:
[Requires Light Aircraft Operation]
You may pilot spacecraft up to three scales larger than you are
-
Heavy Spacecraft Operation:
You may pilot spacecraft greater than three scales larger than you are
-
Heavy Aircraft Operation:
[Requires Light Aircraft Operation]
you can pilot aircraft more than two scales larger than you are
-
Light Tracked Vehicle Operation:
You can drive tracked vehicles up to two scales larger than you are
-
Heavy Tracked Vehicle Operation:
[Requires Light Tracked Vehicle Operation]
You can drive tracked vehicles more than two scales larger than you are
-
Light Naval Vehicle Operation
: You can drive boats up to two scales larger than you are
-
Heavy Naval Vehicle Operation:
[
Requires Light Naval Vehicle Operation]
You can drive boats more than 2 scales larger than you are
-
Heavy Wheeled Vehicle Operation
: You may drive wheeled vehicles more than two scales larger than you
are
Other Techniques:
-
Jackrabbit:
If you succeed on a DC 8 Drive check, you can move into the square that
you just left. If you fail, you lose one square of movement and have to
move around it.
-
Rapid Transform:
With this technique, you can command a transforming vehicle to
transform in half the time (2SA instead of a 4SA, generally)
-
Bogey on your Six:
If you are piloting a vehicle, you can make an opposed Pilot check with
another vehicle as a 2SA. If you succeed, you gain +1 Target against
attacks made by that vehicle, and they take a -1 Target penalty against
attacks made by your vehicle (whether made by you or other members of
the crew). You can attempt this multiple times in a round, but the
bonuses and penalties don‚t stack.
-
Dive:
[Requires Light Aircraft Operation]
If you are in a vehicle that moves at least 10 squares down in a round,
you gain a +2/2 bonus to attack rolls made with bombs.
Animal Riding Techniques
Note: If you take a single technique in this section, you are also able
to ride animals with your full bonus. There is no separate technique
for “operating” an animal. See Chapter 3: Combat for more information
on mounted combat.
-
Mighty Charge:
Charges from the back of a mount do one die higher damage, to the
normal maximum of d12. If the attack already did d12 damage, it deals
+1 damage.
-
Trample:
While mounted and moving through an area occupied by enemies, your
mount may make a free hoof, claw, or similar attack on the occupant of
any square you move through. Occupied squares count as difficult
terrain for these purposes (half speed).
-
Rapid Trample
:
[Requires Trample]
Occupied squares no longer count as difficult terrain while using the
Trample technique.
-
Devastating Trample
:
[Requires Trample]
Your mount may make a free Trip attempt against enemies it tramples.
You may use your mount‚s Wrestle modifier or one half of your Ride
modifier (round down), whichever is higher.
-
Guide with Knees
: While riding a mount, you may use both hands freely. Normally it takes
a hand to guide your mount.
-
Stay in Saddle
: If an opponent tries to Trip or Throw you while you are mounted, you
may use your ride modifier in place of your wrestle modifier to avoid
being tripped.
-
Skilled Rider
: Controlling a mount no longer takes 2 seconds of concentration every
round
-
Fast Mount/Dismount
: Mounting and dismounting takes only 1 second for you, instead of 4.
-
Mounted Evade:
Once per round, your mount may make a dodge defence roll using your
Ride skill modifier instead of its own Dodge bonus. This still counts
against the mount‚s number of defence rolls per round.
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