Military Skills

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Stealthy

CareerSkill TypePrerequisitesSP Cost
Military IMechanicHide3
Characters with the Stealthy skill are exceptionally good at hiding, and can move whilst hidden.

As per the Hide skill, whilst out of sight, a character with the Stealthy skill can become hidden in place. Raise one hand in a closed fist to indicate HIDDEN. A character with the Stealthy skill may move more than 3 metres whilst remaining HIDDEN, although talking or taking hostile actions will remove HIDDEN. Additionally, characters that are close by and directly visible to others, may lose HIDDEN.

Armourer

CareerSkill TypePrerequisitesSP Cost
Military IMechanic3
Characters with the Armourer skill are trained in the knowledge of Weaponry and field maintenance of it.

After 60 seconds of role play, Armourers are able to perform temporary repairs on damaged Weaponry in the field, restoring them to working order for an hour, after which time it must be properly repaired (ie. it cannot be field-repaired again before being fully repaired).

Note that repairs provided by this skill are equivalent to those for Rapid Repair, and the repairs from the two skills cannot be stacked (ie. a Weapon repaired by Rapid Repair cannot then be field-repaired again by an Armourer).

Thrown Weapons 

CareerSkill TypePrerequisitesSP Cost
Military IMechanic2
Characters with the Thrown Weapons skill are able to utilise thrown Weapons.

Dual Wield Blasters

CareerSkill TypePrerequisitesSP Cost
Military IMechanic4
Characters with the Dual Wield Blasters skill are able to wield two blasters simultaneously. 

Shield 

CareerSkill TypePrerequisitesSP Cost
Military IMechanic3
Characters with the Shield skill are able to use a shield.

Note that this skill refers to LARP-safe physical shields; not personal energy Fields (Item).

Tracker

CareerSkill TypePrerequisitesSP Cost
Military ILore3
Characters with the Tracker skill are able to understand footprints, tracks and other signs left behind by others in order to track their movements.

After performing suitable roleplay, characters with this skill may Ask a Ref for information discerned from these signs.

Medium Armour 

CareerSkill TypePrerequisitesSP Cost
Military IMechanic3
Characters who have the Medium Armour skill have the ability to wear medium Armour.

Medium Armour must be phys-repped. See Armour Classes and Physical Representation

Long Arms

CareerSkill TypePrerequisitesSP Cost
Military IMechanic3
Characters with the Long Arms skill can use two-handed blaster Weapons (such as rifles) with magazines of up to 18 dart capacity.

Military Insight 

CareerSkill TypePrerequisitesSP Cost
Military ILore2
Characters with Military insight have an intuition about combat and military operations.

After a few minutes of considering ideas, characters with Military Insight can Ask a Ref a question relating to combat, military capabilities, conflict history, or similar.

Command

CareerSkill TypePrerequisitesSP Cost
Military IMechanic4
Characters with the Command skill are practised in leading military operations.

After a few minutes spent briefing a team of up to 5 other characters, characters with the Command skill are able to provide a RESIST call to characters involved in the briefing.

Assassin

CareerSkill TypePrerequisitesSP Cost
Military IIMechanic5
Characters with the Assassin skill are practised in the art of assassination.

The Assassination skill allows for a player character to call Fatal on a Melee strike on a non-player-character, who is unaware of the character’s presence.

Tactician

CareerSkill TypePrerequisitesSP Cost
Military IILoreMilitary Insight 4
Characters with the Tactician skill have a greater level of insight and understanding of tactical situations they face.

After 5 minutes of roleplay and deliberation, characters with the Tactician skill can Ask a Ref to ascertain information about enemy activities, or insight on the likely success of potential military plans or manueveurs.

Heavy Weapons

CareerSkill TypePrerequisitesSP Cost
Military IIMechanicLong Arms 4
Characters with the Heavy Weapons skill are able to use Heavy Weapons.

Heavy Weapons include blasters with drum-style or belt-fed magazines of a capacity greater than 18 darts, as-well as specialist Heavy Weapons.

Heavy Armour

CareerSkill TypePrerequisitesSP Cost
Military IIMechanicMedium Armour4
Characters with the Heavy Armour skill are able to wear Heavy Armour.

Heavy Armour must be phys-repped. See Armour Classes and Physical Representation

Trail a Target 

CareerSkill TypePrerequisitesSP Cost
Military IIMechanicTracker3
Characters with the Trail a Target skill are able to use their understanding of signs left behind by others to directly track chosen targets.

After tracking a target with the Tracker skill, characters with the Trail a Target skill are able to follow the trail of a specific target who has since left the area. This should be indicated to a referee, and may result in a further encounter, or a summary of additional information or resources found “off-screen”. Be warned that this may have consequences.