Pilot Related Skills


Navigation:

Skills in map reading, star charts, course computation, following landmarks, and use of navigational equipment. Includes air, land and water navigation, as well as piloting by instruments alone. Note: Basic mathematics and read sensory equipment are required to navigate. Base Skill: 60% +5% per level of experience. A failed roll means the pilot is off course. Roll 2D6 x 100 for aircraft, 4D6 x 100 for Veritech Fighters, and 1D6 x 100 for land vehicles, to determine how many miles/kilometres they are off course by. Roll for every hour that one is off course.

Navigation - Space:

Basically the same as normal navigation techniques. The only difference is the use of stars, and some of the sensory equipment. Note: Basic mathematics and read sensory equipment are required to navigate. Base Skill: 60% +5% per level of experience.

Read Sensory Equipment:

Individuals with this training can maintain, understand, operate and "read" or interpret sensory data from all types of conventional sensor devices. These devises include radar, sonar, motion detectors, surveillance equipment, optical enhancement equipment panel and so on. Note: Characters without a sensory skill cannot understand nor operate air vehicles, radar or detection/surveillance equipment. Base Skill: 40% +5% per level of experience.

Weapon Systems:

This is the complete understanding of weapon units and systems incorporated in vehicles and Mecha. it includes the Destroids, vast variety of weapons, lasers, particle beams, auto cannons, missile launchers, and so on. Special Bonus: +2 to strike. This does not include hand-held weapons, which require individual WP training. Note: Characters without weapon systems skill will be able to operate them only if skilled in piloting that vehicle (like Pilot Mecha or Helicopter, etc.), but has no bonus to strike and never have the initiative. Base Skill: 60% +5% per level of experience, and represents the overall comprehension and ability of the character.


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