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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