D.A.M. COMBAT SKILL LIST

DEFAULTS

Combat and weapon skills are listed as types.

All weapon skills need some form of training or at worst self practice. This results in a minimum Rating necessary to be able to use some weapon skills even remotely competently. This is the User Accuracy. Any Rating below the accuracy of the weapon shows incomplete understanding, lack of training and/or poor coordination etc. For all hand held weapons any characters Dexterity of below half the weight of the weapon suffers a penalty of -1 for each whole 5lbs (2kg) of weight of the weapon, and R.O.F. is halved (round down).

For hand to hand combat skills or meleé weapon skills, once the type has been specified the individual type descriptions will give explanations as to their defaults and any other modifiers.

Specialities must be purchased with Experience Points (XP), either at creation (with the DM's permission) or later in game time. Later purchasing of a Spciality is equal to the cost in the description, but must be purchased over time. When the player decides they wish to purchase a Speciality for their character, they must pay some of their available XP towards gaining the Speciality. They may place as much as they wish aside to purchase as many as they wish when the DM allows spending of XP. Once the cost has been met by the expenditure of XP the record of purchase is discarded and the Speciality gained, with all its benefits, unless the Speciality has sub-benefits which may need purchasing separately.

ARCHAIC WEAPONS
BATTLESUIT BLASTER WEAPONS
BLOWPIPES
BOWS
BOXING
CATAPULTS
CROSSBOWS
DEMOLITIONS
GRENADES
HEAVY WEAPONS
LASER WEAPONS
MACHINE GUNS
MARTIAL ARTS
PISTOLS
PROJECTILE WEAPONS
RIFLES
SHOTGUNS
SLINGS
SONIC WEAPONS
STREAM WEAPONS
 STREETFIGHTING
STREET WEAPONS
THROWING WEAPONS
UNARMED COMBAT
UNARMED COMBAT ADVANCED
VEHICLE MOUNTED WEAPONS: AIR
VEHICLE MOUNTED WEAPONS: GROUND VEHICLE MOUNTED WEAPONS: WATER VEHICLE MOUNTED WEAPONS: ROBOT VEHICLE
VEHICLE MOUNTED WEAPONS: SPACE WRESTLING

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