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Saturday, October 24, 2015

Starter Traveller Post 6, Weapon and Vehicle skills

Okay I really don't like the individual weapon skills, they don't seem to make a lot of sense to me. However with the everybody has skill 0 in everything I am okay with it as it stands. Imperial Conscription has the first 4 weeks covering firearms and melee combat, the second 4 weeks covering ISO (Imperial Standards Office) electronic and mechanical iconography and vehicle controls, the final week covers standard computer UI elements.

Weapon skill Changes:

Melee skills can be divided up into attack and defense DM's.

Gunnery is any vehicle mounted weapon and also includes using sensors to locate targets.

Vehicle skill I feel should be a little broader than it is including repair of the vehicle you know how to operate. I am also adding Animal to the categories as there are more than enough worlds who's technology level make them a primary source. All instances of Air/Raft; ATV and Ship's Boat are replaced by Vehicle. The categories are now

Grav
Ground Contact
Ship's Boat
Watercraft
Submersibles
Hovercraft
Animal
Lighter than Air
Propeller
Jet
Helicopter
Vacc Suit

I am inclined to treat these categories like Zero level skills with characters having a more specific specialization. Mostly this is because I have a lot of material on specific vehicles so I don't think I will (I am looking at you 101 Vehicles). I may instead let the Player designate 1 vehicle per year as you guessed it Equipment Qualified. Instead of it being a positive DM it would be used to reduce any penalty by +1. So you would get Vehicle, select Ground Contact and pick 4 specific vehicles (Horrinon Tracked ATV; Jak Rabbit wheeled Automobile; Shackleton Tracked ATV; Dyncha Strider).

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