Skills
- Skills are determined by rolling 2d10 x 10 for the number of skill points available; these points can be spread through any number of skills. These points are the percentage a character has of successfully performing a certain skill, i.e. giving a character a skill level of 40 in Armed Combat means the character has a 40% chance of successfully executing an armed melee attack. The maximum a character can have in a skill is 98% (because no matter skilled someone may be, bad luck can always happen) and a minimum of 10% is required for a chosen skill.
- When a skill reaches 20%, a specialization (if available) can be chosen within a skill set with an initial value of 10%. Specializations can be increased at 1.5x the normal skill upgrade value.
- Skills are upgraded by using them. Each time a skill is successfully used, .1 point is added to it. Functionally, this means every 10 successful uses, the skill is upgraded by one point. These 1/10 points don't count towards successful skill use until 10 are reached; this means that the "skill point upgrades" are ignored until enough are accumulated to create a full point.
Skills can also be upgraded by deliberate practice, at the rate of .1 per hour of practice. Only one skill can be practiced per hour, even if a practice session may involve several skills, e.g. building a robot kit could count towards either the computer or electronics skill but not both. Additionally, a break must be taken after every 3 hours for at least an hour.
- Armed Combat: attacks using hand weapons
- Blunt weapons (includes simple clubs, staffs, spring asps, etc.)
- Edged weapons (includes knives, machetes, swords, bayonets, etc.)
- Chain weapons (includes flails, nunchucks, motorcycle chains, etc.)
- Unarmed Combat: attacks using the body as a weapon
- Grappling (similar to wrestling and judo)
- Pummeling (similar to boxing or karate-style martial arts)
- Throttling (choke holds, sleeper holds, and "come-alongs")
- Throwing: arm-propelled projectiles
- Aerodynamic (shurikens, airfoil grenades, etc.)
- Non-aerodynamic (rocks, normal grenades, etc.)
- Small Arms: relatively lightweight personal weapons
- Flamer
- Pulse rifle
- Smartgun
- Sniper rifle
- Pistol
- Heavy Weapons: large portable weapons, typically used in support roles
- PIG
- RPG
- SADAR
- HIMAT
- Remote sentry
- Vehicle Weapons: vehicle mounted weapons; might also be found in fixed emplacements
- Aircraft
- Land vehicles
- Water vehicles (includes torpedoes)
- Combat Engineer: use of engineering techniques in combat situations
- Underwater demolitions (includes ships)
- Explosive ordinance disposal
- Demolitions
- Land structures (includes obstacle construction and removal and field fortification)
- Vehicle use (includes mobile bridges and construction equipment)
- Bridges (includes use of floating bridges, rafts, and assault boats for rivers and lakes)
>Skills, continued
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